
[Statedef -3]

[State -3, `h]
Type = VarSet
TriggerAll = !var(59)
TriggerAll = RoundState = [1,2]
Trigger1  = Command = "AI0"  || Command = "AI1"  || Command = "AI2"
Trigger2  = Command = "AI3"  || Command = "AI4"  || Command = "AI5"
Trigger3  = Command = "AI6"  || Command = "AI7"  || Command = "AI8"
Trigger4  = Command = "AI9"  || Command = "AI10" || Command = "AI11"
Trigger5  = Command = "AI12" || Command = "AI13" || Command = "AI14"
Trigger6  = Command = "AI15" || Command = "AI16" || Command = "AI17"
Trigger7  = Command = "AI18" || Command = "AI19" || Command = "AI20"
Trigger8  = Command = "AI21" || Command = "AI22" || Command = "AI23"
Trigger9  = Command = "AI24" || Command = "AI25" || Command = "AI26"
Trigger10 = Command = "AI27" || Command = "AI28" || Command = "AI29"
Trigger11 = Command = "AI30" || Command = "AI31" || Command = "AI32"
Trigger12 = Command = "AI33" || Command = "AI34" || Command = "AI35"
Trigger13 = Command = "AI36" || Command = "AI37" || Command = "AI38"
Trigger14 = Command = "AI39" || Command = "AI40" || Command = "AI41"
Trigger15 = Command = "AI42" || Command = "AI43" || Command = "AI44"
Trigger16 = Command = "AI45" || Command = "AI46" || Command = "AI47"
Trigger17 = Command = "AI48" || Command = "AI49" || Command = "AI50"
Trigger18 = NumHelper(20000)
Trigger18 = Helper(20000),var(59)
;Trigger19 = 1     ;펞Np
var(59) = 7       ;`hxݒ[P`W]
ignorehitpause = 1

[State -3, fobOp]
Type = VarSet
Trigger1 = RoundState = 2
fvar(1) = 0

;
;s fvar(1) = 1
;

[State -3, ]
Type = ChangeState
value = 195
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [1,7]) || fvar(1) = 1
TriggerAll = !fvar(39)
TriggerAll = StateType != A
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = PrevStateNo != 195
TriggerAll = EnemyNear(var(58)),MoveType != A
TriggerAll = !(InGuardDist || var(57))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Life > P2Life
TriggerAll = Random < var(59)*10 || fvar(1) = 1
Trigger1 = fvar(4) > 280

;
;؂ւ
;PrevStateNo = [120,159] PrevStateNo = [5000,5270] EnemyNear,HitDefAttr = SCA,AT; fvar(1) = 2
;
;y؂ւz------------------------------------------------------------------------------------------

[State -3, M]
type = ChangeState
value = 4000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [5,8]) || fvar(1) = 2
TriggerAll = !var(54)
TriggerAll = var(7)
TriggerAll = !((P2StateNo = [35,52]) || (P2StateNo = [130,155]))
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(EnemyNear(var(58)),AnimTime = [-1,0]) || EnemyNear(var(58)),HitDefAttr = SCA,AT
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = A
TriggerAll = EnemyNear(var(58)),AnimTime <= -1
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8])
TriggerAll = EnemyNear(var(58)),StateNo < 2000 || (EnemyNear(var(58)),StateNo >= 2000 && (EnemyNear(var(58)),HitDefAttr = SCA,AA,AT || EnemyNear(var(58)),AnimTime = -1)) || StateNo = [200,700)
TriggerAll = fvar(4) = [-5,40)
TriggerAll = Random < var(59)*100 || fvar(1) = 2
TriggerAll = Power >= 3000
Trigger1 = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT)
Trigger2 = EnemyNear(var(58)),AnimTime = -1
Trigger3 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])

[State -3, M]
type = ChangeState
value = 4000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [5,8]) || fvar(1) = 2
TriggerAll = var(7)
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(EnemyNear(var(58)),AnimTime = [-3,0]) || EnemyNear(var(58)),HitDefAttr = SCA,AT
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = A
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = InGuardDist
TriggerAll = EnemyNear(var(58)),AnimTime <= -3
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = EnemyNear(var(58)),StateNo < 2000 || (EnemyNear(var(58)),StateNo >= 2000 && (EnemyNear(var(58)),HitDefAttr = SCA,AA,AT || EnemyNear(var(58)),AnimTime = -3)) || StateNo = [200,700)
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*3*var(8) = [-5,38]
TriggerAll = Random < var(59)*100 || fvar(1) = 2
TriggerAll = Power >= 3000 
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])

[State -3, l`wa]
type = ChangeState
value = 3200
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [5,8]) || fvar(1) = 2
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(EnemyNear(var(58)),AnimTime = [-3,0])
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = A
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = InGuardDist
TriggerAll = EnemyNear(var(58)),AnimTime <= -3
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = EnemyNear(var(58)),StateNo < 2000 || (EnemyNear(var(58)),StateNo >= 2000 && (EnemyNear(var(58)),HitDefAttr = SCA,AA,AT || EnemyNear(var(58)),AnimTime = -3)) || StateNo = [200,700)
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*1*var(8) = [15,80]
TriggerAll = Random < var(59)*100 || fvar(1) = 2
TriggerAll = (Power >= 2000 || Power >= 1000 && var(7))
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, l`w]
type = ChangeState
value = 3100
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [4,8]) || fvar(1) = 2
TriggerAll = !var(54)
TriggerAll = !((P2StateNo = [35,52]) || (P2StateNo = [130,155]))
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(EnemyNear(var(58)),AnimTime = [-1,0]) || EnemyNear(var(58)),HitDefAttr = SCA,AT
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = A
TriggerAll = EnemyNear(var(58)),AnimTime <= -1
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8])
TriggerAll = EnemyNear(var(58)),StateNo < 2000 || (EnemyNear(var(58)),StateNo >= 2000 && (EnemyNear(var(58)),HitDefAttr = SCA,AA,AT || EnemyNear(var(58)),AnimTime = -1)) || StateNo = [200,700)
TriggerAll = fvar(4) = [-5,42]
TriggerAll = Random < var(59)*100 || fvar(1) = 2
TriggerAll = (Power >= 2000 || Power >= 1000 && var(7))
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, l`weE[]
type = ChangeState
value = 3000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [5,8]) || fvar(1) = 2
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(EnemyNear(var(58)),AnimTime = [-26,0]) || EnemyNear(var(58)),HitDefAttr = SCA,AT
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = A
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = EnemyNear(var(58)),AnimTime <= -26
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = EnemyNear(var(58)),StateNo < 2000 || (EnemyNear(var(58)),StateNo >= 2000 && (EnemyNear(var(58)),HitDefAttr = SCA,AA,AT || EnemyNear(var(58)),AnimTime = -26)) || StateNo = [200,700)
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*26*var(8) = [-15,60]
TriggerAll = Random < var(59)*100 || fvar(1) = 2
TriggerAll = (Power >= 2000 || Power >= 1000 && var(7))
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, a]
type = ChangeState
value = 2200
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [4,8]) || fvar(1) = 2
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(EnemyNear(var(58)),AnimTime = [-9,0])
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = A
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = InGuardDist
TriggerAll = EnemyNear(var(58)),AnimTime <= -9-(Random%10)
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = EnemyNear(var(58)),StateNo < 2000 || (EnemyNear(var(58)),StateNo >= 2000 && (EnemyNear(var(58)),HitDefAttr = SCA,AA,AT || EnemyNear(var(58)),AnimTime = -9-(Random%10))) || StateNo = [200,700)
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*9*var(8) = [15,50]
TriggerAll = Random < var(59)*100 || fvar(1) = 2
TriggerAll = (Power >= 1000 || var(7))
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, ]
type = ChangeState
value = 2100
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [4,8]) || fvar(1) = 2
TriggerAll = !var(54)
TriggerAll = !((P2StateNo = [35,52]) || (P2StateNo = [130,155]))
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(EnemyNear(var(58)),AnimTime = [-1,0]) || EnemyNear(var(58)),HitDefAttr = SCA,AT
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = A
TriggerAll = EnemyNear(var(58)),AnimTime <= -1
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8])
TriggerAll = EnemyNear(var(58)),StateNo < 2000 || (EnemyNear(var(58)),StateNo >= 2000 && (EnemyNear(var(58)),HitDefAttr = SCA,AA,AT || EnemyNear(var(58)),AnimTime = -1)) || StateNo = [200,700)
TriggerAll = fvar(4) = [-5,42]
TriggerAll = Random < var(59)*100 || fvar(1) = 2
TriggerAll = (Power >= 1000 || var(7))
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, eEV]
type = ChangeState
value = 2000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [3,5]) || fvar(1) = 2
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(EnemyNear(var(58)),AnimTime = [-26,0]) || EnemyNear(var(58)),HitDefAttr = SCA,AT
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = A
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = EnemyNear(var(58)),AnimTime <= -26
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = EnemyNear(var(58)),StateNo < 2000 || (EnemyNear(var(58)),StateNo >= 2000 && (EnemyNear(var(58)),HitDefAttr = SCA,AA,AT || EnemyNear(var(58)),AnimTime = -26)) || StateNo = [200,700)
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*26*var(8) = [-15,60]
TriggerAll = Random < var(59)*100 || fvar(1) = 2
TriggerAll = (Power >= 1000 || var(7))
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, eo@@b]
type = ChangeState
value = 1360
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [4,8]) || fvar(1) = 2
TriggerAll = var(7)
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(EnemyNear(var(58)),AnimTime = [-22,0]) || EnemyNear(var(58)),HitDefAttr = SCA,AT
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = A
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = !(EnemyNear(var(58)),Vel X)
TriggerAll = EnemyNear(var(58)),AnimTime <= -22
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = EnemyNear(var(58)),StateNo < 2000 || (EnemyNear(var(58)),StateNo >= 2000 && (EnemyNear(var(58)),HitDefAttr = SCA,AA,AT || EnemyNear(var(58)),AnimTime = -22)) || StateNo = [200,700)
TriggerAll = Random < var(59)*100 || fvar(1) = 2
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, eo@@`]
type = ChangeState
value = 1310
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [4,8]) || fvar(1) = 2
TriggerAll = var(7)
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(EnemyNear(var(58)),AnimTime = [-28,0]) || EnemyNear(var(58)),HitDefAttr = SCA,AT
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = A
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = !(EnemyNear(var(58)),Vel X)
TriggerAll = EnemyNear(var(58)),AnimTime <= -28
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = EnemyNear(var(58)),StateNo < 2000 || (EnemyNear(var(58)),StateNo >= 2000 && (EnemyNear(var(58)),HitDefAttr = SCA,AA,AT || EnemyNear(var(58)),AnimTime = -28)) || StateNo = [200,700)
TriggerAll = Random < var(59)*100 || fvar(1) = 2
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, ˂΂`킬]
type = ChangeState
value = 800
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [3,8]) || fvar(1) = 2
TriggerAll = !var(54)
TriggerAll = !((P2StateNo = [35,52]) || (P2StateNo = [130,155]))
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = (Abs(fvar(4)) <= 18)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = A
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22])
TriggerAll = EnemyNear(var(58)),StateNo < 1000 || (EnemyNear(var(58)),StateNo >= 1000 && (EnemyNear(var(58)),HitDefAttr = SCA,AA,AP || EnemyNear(var(58)),AnimTime = -1))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = Random < var(59)*50 || fvar(1) = 2
Trigger1 = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT)
Trigger2 = EnemyNear(var(58)),AnimTime = -1

[State -3, `킬]
type = ChangeState
value = 850
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [3,8]) || fvar(1) = 2
TriggerAll = !var(54)
TriggerAll = !((P2StateNo = [35,52]) || (P2StateNo = [130,155]))
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = (Abs(fvar(4)) <= 18)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = A
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22])
TriggerAll = EnemyNear(var(58)),StateNo < 1000 || (EnemyNear(var(58)),StateNo >= 1000 && (EnemyNear(var(58)),HitDefAttr = SCA,AA,AP || EnemyNear(var(58)),AnimTime = -1))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = Random < var(59)*50 || fvar(1) = 2
Trigger1 = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT)
Trigger2 = EnemyNear(var(58)),AnimTime = -1

[State -3, F@c]
type = ChangeState
value = 1450
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [4,8]) || fvar(1) = 2
TriggerAll = !var(54)
TriggerAll = !((P2StateNo = [35,52]) || (P2StateNo = [130,155]))
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(EnemyNear(var(58)),AnimTime = [-1,0]) || EnemyNear(var(58)),HitDefAttr = SCA,AT
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = A
TriggerAll = EnemyNear(var(58)),AnimTime <= -1
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8])
TriggerAll = EnemyNear(var(58)),StateNo < 2000 || (EnemyNear(var(58)),StateNo >= 2000 && (EnemyNear(var(58)),HitDefAttr = SCA,AA,AT || EnemyNear(var(58)),AnimTime = -1)) || StateNo = [200,700)
TriggerAll = fvar(4) = [-5,30]
TriggerAll = Random < var(59)*100 || fvar(1) = 2
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, F@a]
type = ChangeState
value = 1400
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [4,8]) || fvar(1) = 2
TriggerAll = !var(54)
TriggerAll = !((P2StateNo = [35,52]) || (P2StateNo = [130,155]))
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(EnemyNear(var(58)),AnimTime = [-1,0]) || EnemyNear(var(58)),HitDefAttr = SCA,AT
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = A
TriggerAll = EnemyNear(var(58)),AnimTime <= -1
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8])
TriggerAll = EnemyNear(var(58)),StateNo < 2000 || (EnemyNear(var(58)),StateNo >= 2000 && (EnemyNear(var(58)),HitDefAttr = SCA,AA,AT || EnemyNear(var(58)),AnimTime = -1)) || StateNo = [200,700)
TriggerAll = fvar(4) = [-5,30]
TriggerAll = Random < var(59)*100 || fvar(1) = 2
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, OWv]
type = ChangeState
value = 42
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [3,8]) || fvar(1) = 2
TriggerAll = var(15)
TriggerAll = !((P2StateNo = [35,52]) || (P2StateNo = [130,155]))
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = A
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22])
TriggerAll = EnemyNear(var(58)),StateNo < 2000 || (EnemyNear(var(58)),StateNo >= 1000 && EnemyNear(var(58)),AnimTime <= -28)
TriggerAll = EnemyNear(var(58)),BackEdgeBodyDist > 10
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AP)
TriggerAll = PrevStateNo = 5120
TriggerAll = fvar(4) = [90,120]
TriggerAll = Random < var(59)*100 || fvar(1) = 2
Trigger1 = EnemyNear(var(58)),StateType = C
Trigger1 = EnemyNear(var(58)),AnimTime <= -28
Trigger2 = EnemyNear(var(58)),StateType = S
Trigger2 = EnemyNear(var(58)),AnimTime <= -32
Trigger3 = EnemyNear(var(58)),HitDefAttr = SC,AT

[State -3, OWv]
type = ChangeState
value = 42
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [6,8]) || fvar(1) = 2
TriggerAll = !((P2StateNo = [35,52]) || (P2StateNo = [130,155]))
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = A
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22])
TriggerAll = EnemyNear(var(58)),StateNo < 1000 || (EnemyNear(var(58)),StateNo >= 1000 && (EnemyNear(var(58)),HitDefAttr = SCA,AA,AP || EnemyNear(var(58)),AnimTime <= -18))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [120,159]) && (var(59) = [4,8]) || fvar(1)
TriggerAll = Random < var(59)*100 || fvar(1) = 2
Trigger1 = EnemyNear(var(58)),StateType = C
Trigger1 = EnemyNear(var(58)),AnimTime <= -22
Trigger1 = fvar(4) = [90,120]
Trigger2 = EnemyNear(var(58)),StateType = S
Trigger2 = EnemyNear(var(58)),AnimTime <= -30
Trigger2 = fvar(4) = [90,100]

[State -3, Wv]
type = ChangeState
value = 41
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [6,8]) || fvar(1) = 2
TriggerAll = !((P2StateNo = [35,52]) || (P2StateNo = [130,155]))
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = A
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22])
TriggerAll = EnemyNear(var(58)),StateNo < 1000 || (EnemyNear(var(58)),StateNo >= 1000 && (EnemyNear(var(58)),HitDefAttr = SCA,AA,AP || EnemyNear(var(58)),AnimTime <= -18))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [120,159]) && (var(59) = [4,8]) || fvar(1)
TriggerAll = Random < var(59)*100 || fvar(1) = 2
Trigger1 = EnemyNear(var(58)),HitDefAttr = SC,AT
Trigger1 = fvar(4) = [-5,40]

[State -3, OWv]
type = ChangeState
value = 42
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) || fvar(1) = 2
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = A
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = EnemyNear(var(58)),HitDefAttr = SC,AT || (!(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && EnemyNear(var(58)),StateNo >= 1000)
TriggerAll = !(EnemyNear(var(58)),AnimTime = -1)
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = Random < var(59)*100 || fvar(1) = 2
TriggerAll = EnemyNear(var(58)),Vel X > 0
Trigger1 = EnemyNear(var(58)),Const(size.height) >= 65*(1-(EnemyNear(var(58)),StateType = C)*0.5)
Trigger1 = fvar(4)-(3.55*15+EnemyNear(var(58)),Vel X*var(50)*var(8)*15) <= 80
Trigger2 = EnemyNear(var(58)),Const(size.height) < 65*(1-(EnemyNear(var(58)),StateType = C)*0.5)
Trigger2 = fvar(4)-(3.55*15+EnemyNear(var(58)),Vel X*var(50)*var(8)*15) >= -5

[State -3, Wv]
type = ChangeState
value = 41
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) || fvar(1) = 2
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = A
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = EnemyNear(var(58)),HitDefAttr = SCA,AT || (!(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && EnemyNear(var(58)),StateNo >= 1000)
TriggerAll = !(EnemyNear(var(58)),AnimTime = -1)
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = Random < var(59)*100 || fvar(1) = 2
TriggerAll = EnemyNear(var(58)),Vel X > 0
Trigger1 = fvar(4)-(EnemyNear(var(58)),Vel X*var(50)*var(8)*17) = [15,40]

[State -3, Wv]
type = ChangeState
value = 43
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) || fvar(1) = 2
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = A
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = EnemyNear(var(58)),HitDefAttr = SCA,AT || (!(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && EnemyNear(var(58)),StateNo >= 1000)
TriggerAll = !(EnemyNear(var(58)),AnimTime = -1)
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = Random < var(59)*100 || fvar(1) = 2
TriggerAll = EnemyNear(var(58)),Vel X > 0
Trigger1 = fvar(4)-(-3.25*15+EnemyNear(var(58)),Vel X*var(50)*var(8)*15) < 60

;ytz----------------------------------------------------------------------------------------------fvar(1) = 3

[State -3, Oi]
type = ChangeState
value = 21
Ctrl = 0
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) || fvar(1) = 3
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || (EnemyNear(var(58)),MoveType = I && EnemyNear(var(58)),StateNo < 200))
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = var(8) = -1
TriggerAll = fvar(4) > 20
TriggerAll = !(InGuardDist || var(57))
TriggerAll = Ctrl || StateNo = 1 || (StateNo = 22 && Time > 10)
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = EnemyNear(var(58)),AnimTime < -Floor(fvar(4)/1.8)

[State -3, _bV]
type = ChangeState
value = 100
Ctrl = 0
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) || fvar(1) = 3
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || (EnemyNear(var(58)),MoveType = I && EnemyNear(var(58)),StateNo < 200))
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = var(8) = -1
TriggerAll = fvar(4) > 20
TriggerAll = !(InGuardDist || var(57))
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22])
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = EnemyNear(var(58)),AnimTime < -4-Floor(fvar(4)/7.25)

[State -3, _bV]
type = ChangeState
value = 100
Ctrl = 0
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) || fvar(1) = 3
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = !(EnemyNear(var(58)),MoveType = H || (EnemyNear(var(58)),MoveType = I && EnemyNear(var(58)),StateNo < 200))
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = fvar(4) > 20
TriggerAll = !(InGuardDist || var(57))
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22])
TriggerAll = Random < var(59)*100 || fvar(1) = 3
TriggerAll = EnemyNear(var(58)),AnimTime > 0
Trigger1 = EnemyNear(var(58)),Vel Y > 0
Trigger1 = EnemyNear(var(58)),Vel X <= 0    

[State -3, OWv]
type = ChangeState
value = 42
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) || fvar(1) = 3
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = !(EnemyNear(var(58)),StateNo = [5000,5270])
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) || !(InGuardDist || var(57)) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || var(8) = -1
TriggerAll = ((PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029])) && Time < 5 
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = var(8) = 1
TriggerAll = fvar(4) = [90,150]
TriggerAll = !(InGuardDist || var(57))
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = EnemyNear(var(58)),AnimTime < -30
Trigger1 = var(4) := 1

[State -3, OWv]
type = ChangeState
value = 42
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) || fvar(1) = 3
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = !(EnemyNear(var(58)),StateNo = [5000,5270])
TriggerAll = !((EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) || (InGuardDist || var(57))) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || var(8) = -1
TriggerAll = EnemyNear(var(58)),MoveType = I || (PrevStateNo = [130,159]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = var(8) = 1
TriggerAll = fvar(4) = [90,150]
TriggerAll = !(InGuardDist || var(57))
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = EnemyNear(var(58)),AnimTime < -30
Trigger1 = var(4) := 1

[State -3, OWv]
type = ChangeState
value = 42
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) || fvar(1) = 3
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = !(EnemyNear(var(58)),StateNo = [5000,5270])
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) || !(InGuardDist || var(57)) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || var(8) = -1
TriggerAll = ((PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029])) && Time < 5 
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = var(8) = -1
TriggerAll = fvar(4) = [90,150]
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = EnemyNear(var(58)),AnimTime < -30
Trigger1 = var(4) := 1

[State -3, OWv]
type = ChangeState
value = 42
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) || fvar(1) = 3
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = !(EnemyNear(var(58)),StateNo = [5000,5270])
TriggerAll = !((EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) || (InGuardDist || var(57))) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || var(8) = -1
TriggerAll = EnemyNear(var(58)),MoveType = I || (PrevStateNo = [130,159]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = var(8) = -1
TriggerAll = fvar(4) = [90,150]
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = EnemyNear(var(58)),AnimTime < -30
Trigger1 = var(4) := 1

[State -3, M]
type = ChangeState
value = 4000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [4,8]) || fvar(1) = 3
TriggerAll = !var(54)
TriggerAll = var(7)
TriggerAll = !((P2StateNo = [35,52]) || (P2StateNo = [130,155]))
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = !(EnemyNear(var(58)),StateNo = [5000,5270])
TriggerAll = EnemyNear(var(58)),AnimTime <= -1
TriggerAll = fvar(4) = [-5,40)
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) || !(InGuardDist || var(57)) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || var(8) = -1
TriggerAll = ((PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029])) && Time < 5 
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
TriggerAll = Power >= 3000
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])

[State -3, M]
type = ChangeState
value = 4000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [4,8]) || fvar(1) = 3
TriggerAll = !var(54)
TriggerAll = var(7)
TriggerAll = !((P2StateNo = [35,52]) || (P2StateNo = [130,155]))
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200 && Time >= 15
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = !(EnemyNear(var(58)),StateNo = [5000,5270])
TriggerAll = EnemyNear(var(58)),AnimTime <= -1
TriggerAll = fvar(4) = [-5,40)
TriggerAll = !((EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) || (InGuardDist || var(57))) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || var(8) = -1
TriggerAll = EnemyNear(var(58)),MoveType = I || (PrevStateNo = [130,159]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
TriggerAll = Power >= 3000
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])

[State -3, M]
type = ChangeState
value = 4000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [4,8]) || fvar(1) = 3
TriggerAll = !var(54)
TriggerAll = var(7)
TriggerAll = !((P2StateNo = [35,52]) || (P2StateNo = [130,155]))
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = !(EnemyNear(var(58)),StateNo = [5000,5270])
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) || !(InGuardDist || var(57)) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || var(8) = -1
TriggerAll = ((PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029])) && Time < 5 
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
TriggerAll = Power >= 3000
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger1 = EnemyNear(var(58)),AnimTime <= -1
Trigger1 = fvar(4) = [-5,40)
Trigger2 = EnemyNear(var(58)),AnimTime <= -3
Trigger2 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*3*var(8) = [-15,75]
Trigger3 = EnemyNear(var(58)),AnimTime <= -4
Trigger3 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*4*var(8) = [-15,83]
Trigger4 = EnemyNear(var(58)),AnimTime <= -5
Trigger4 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*5*var(8) = [-15,91]
Trigger5 = EnemyNear(var(58)),AnimTime <= -6
Trigger5 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*6*var(8) = [-15,99]
Trigger6 = EnemyNear(var(58)),AnimTime <= -7
Trigger6 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*7*var(8) = [-15,107]
Trigger7 = EnemyNear(var(58)),AnimTime <= -8
Trigger7 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*8*var(8) = [-15,115]
Trigger8 = EnemyNear(var(58)),AnimTime <= -9
Trigger8 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*9*var(8) = [-15,123]
Trigger9 = EnemyNear(var(58)),AnimTime <= -10
Trigger9 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*10*var(8) = [-15,131]
Trigger10 = EnemyNear(var(58)),AnimTime <= -11
Trigger10 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*11*var(8) = [-15,139]
Trigger11 = EnemyNear(var(58)),AnimTime <= -12
Trigger11 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*12*var(8) = [-15,147]
Trigger12 = EnemyNear(var(58)),AnimTime <= -13
Trigger12 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*13*var(8) = [-15,155]
Trigger13 = EnemyNear(var(58)),AnimTime <= -14
Trigger13 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*14*var(8) = [-15,163]
Trigger14 = EnemyNear(var(58)),AnimTime <= -15
Trigger14 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*15*var(8) = [-15,171]
Trigger15 = EnemyNear(var(58)),AnimTime <= -16
Trigger15 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*16*var(8) = [-15,178]
Trigger16 = EnemyNear(var(58)),AnimTime <= -17
Trigger16 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*17*var(8) = [-15,186]
Trigger17 = EnemyNear(var(58)),AnimTime <= -18
Trigger17 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*18*var(8) = [-15,194]

[State -3, M]
type = ChangeState
value = 4000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [4,8]) || fvar(1) = 3
TriggerAll = !var(54)
TriggerAll = var(7)
TriggerAll = !((P2StateNo = [35,52]) || (P2StateNo = [130,155]))
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200 && Time >= 15
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = !(EnemyNear(var(58)),StateNo = [5000,5270])
TriggerAll = !((EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) || (InGuardDist || var(57))) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || var(8) = -1
TriggerAll = EnemyNear(var(58)),MoveType = I || (PrevStateNo = [130,159]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
TriggerAll = Power >= 3000
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger1 = EnemyNear(var(58)),AnimTime <= -1
Trigger1 = fvar(4) = [-5,40)
Trigger2 = EnemyNear(var(58)),AnimTime <= -3
Trigger2 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*3*var(8) = [-15,75]
Trigger3 = EnemyNear(var(58)),AnimTime <= -4
Trigger3 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*4*var(8) = [-15,83]
Trigger4 = EnemyNear(var(58)),AnimTime <= -5
Trigger4 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*5*var(8) = [-15,91]
Trigger5 = EnemyNear(var(58)),AnimTime <= -6
Trigger5 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*6*var(8) = [-15,99]
Trigger6 = EnemyNear(var(58)),AnimTime <= -7
Trigger6 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*7*var(8) = [-15,107]
Trigger7 = EnemyNear(var(58)),AnimTime <= -8
Trigger7 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*8*var(8) = [-15,115]
Trigger8 = EnemyNear(var(58)),AnimTime <= -9
Trigger8 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*9*var(8) = [-15,123]
Trigger9 = EnemyNear(var(58)),AnimTime <= -10
Trigger9 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*10*var(8) = [-15,131]
Trigger10 = EnemyNear(var(58)),AnimTime <= -11
Trigger10 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*11*var(8) = [-15,139]
Trigger11 = EnemyNear(var(58)),AnimTime <= -12
Trigger11 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*12*var(8) = [-15,147]
Trigger12 = EnemyNear(var(58)),AnimTime <= -13
Trigger12 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*13*var(8) = [-15,155]
Trigger13 = EnemyNear(var(58)),AnimTime <= -14
Trigger13 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*14*var(8) = [-15,163]
Trigger14 = EnemyNear(var(58)),AnimTime <= -15
Trigger14 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*15*var(8) = [-15,171]
Trigger15 = EnemyNear(var(58)),AnimTime <= -16
Trigger15 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*16*var(8) = [-15,178]
Trigger16 = EnemyNear(var(58)),AnimTime <= -17
Trigger16 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*17*var(8) = [-15,186]
Trigger17 = EnemyNear(var(58)),AnimTime <= -18
Trigger17 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*18*var(8) = [-15,194]

[State -3, l`w]
type = ChangeState
value = 3100
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [5,8]) || fvar(1) = 3
TriggerAll = !var(54)
TriggerAll = !((P2StateNo = [35,52]) || (P2StateNo = [130,155]))
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = !(EnemyNear(var(58)),StateNo = [5000,5270])
TriggerAll = EnemyNear(var(58)),AnimTime <= -1
TriggerAll = fvar(4) = [-5,42]
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || !(InGuardDist || var(57))
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
TriggerAll = (Power >= 2000 || Power >= 1000 && var(7))
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, l`weE[]
type = ChangeState
value = 3000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [5,8]) || fvar(1) = 3
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = !((EnemyNear(var(58)),StateNo = [700,800)) || (EnemyNear(var(58)),StateNo = [5000,5270]))
TriggerAll = EnemyNear(var(58)),AnimTime <= -26
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*26*var(8) = [-15,60]
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) || !(InGuardDist || var(57)) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || var(8) = -1
TriggerAll = ((PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029])) && Time < 5 
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
TriggerAll = (Power >= 2000 || Power >= 1000 && var(7))
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, ]
type = ChangeState
value = 2100
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [5,8]) || fvar(1) = 3
TriggerAll = !var(54)
TriggerAll = !((P2StateNo = [35,52]) || (P2StateNo = [130,155]))
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = !(EnemyNear(var(58)),StateNo = [5000,5270])
TriggerAll = EnemyNear(var(58)),AnimTime <= -1
TriggerAll = fvar(4) = [-5,42]
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || !(InGuardDist || var(57))
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
TriggerAll = (Power >= 1000 || var(7))
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, eEV]
type = ChangeState
value = 2000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [5,8]) || fvar(1) = 3
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = !((EnemyNear(var(58)),StateNo = [700,800)) || (EnemyNear(var(58)),StateNo = [5000,5270]))
TriggerAll = EnemyNear(var(58)),AnimTime <= -26
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*26*var(8) = [-15,60]
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) || !(InGuardDist || var(57)) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || var(8) = -1
TriggerAll = ((PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029])) && Time < 5 
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
TriggerAll = (Power >= 1000 || var(7))
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, F@c]
type = ChangeState
value = 1450
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [4,8]) || fvar(1) = 3
TriggerAll = !var(54)
TriggerAll = !((P2StateNo = [35,52]) || (P2StateNo = [130,155]))
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = !(EnemyNear(var(58)),StateNo = [5000,5270])
TriggerAll = EnemyNear(var(58)),AnimTime <= -1
TriggerAll = fvar(4) = [-5,30]
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) || !(InGuardDist || var(57)) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || var(8) = -1
TriggerAll = ((PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029])) && Time < 5 
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, F@c]
type = ChangeState
value = 1450
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [4,8]) || fvar(1) = 3
TriggerAll = !var(54)
TriggerAll = !((P2StateNo = [35,52]) || (P2StateNo = [130,155]))
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = !(EnemyNear(var(58)),StateNo = [5000,5270])
TriggerAll = EnemyNear(var(58)),AnimTime <= -1
TriggerAll = fvar(4) = [-5,30]
TriggerAll = !((EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) || (InGuardDist || var(57))) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || var(8) = -1
TriggerAll = EnemyNear(var(58)),MoveType = I || (PrevStateNo = [130,159]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, F@a]
type = ChangeState
value = 1400
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [4,8]) || fvar(1) = 3
TriggerAll = !var(54)
TriggerAll = !((P2StateNo = [35,52]) || (P2StateNo = [130,155]))
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = !(EnemyNear(var(58)),StateNo = [5000,5270])
TriggerAll = EnemyNear(var(58)),AnimTime <= -1
TriggerAll = fvar(4) = [-5,30]
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) || !(InGuardDist || var(57)) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || var(8) = -1
TriggerAll = ((PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029])) && Time < 5 
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, F@a]
type = ChangeState
value = 1400
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [4,8]) || fvar(1) = 3
TriggerAll = !var(54)
TriggerAll = !((P2StateNo = [35,52]) || (P2StateNo = [130,155]))
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = !(EnemyNear(var(58)),StateNo = [5000,5270])
TriggerAll = EnemyNear(var(58)),AnimTime <= -1
TriggerAll = fvar(4) = [-5,30]
TriggerAll = !((EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) || (InGuardDist || var(57))) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || var(8) = -1
TriggerAll = EnemyNear(var(58)),MoveType = I || (PrevStateNo = [130,159]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, ef@b]
type = ChangeState
value = 1750
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [4,8]) || fvar(1) = 3
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -16
TriggerAll = fvar(3)-EnemyNear(var(58)),Vel X*var(50)*16*var(8) < 80
TriggerAll = (EnemyNear(var(58)),StateNo = [700,3000]) || !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I)
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, ef@b]
type = ChangeState
value = 1750
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [4,8]) || fvar(1) = 3
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -17
TriggerAll = fvar(3)-EnemyNear(var(58)),Vel X*var(50)*17*var(8) < 90
TriggerAll = (EnemyNear(var(58)),StateNo = [700,3000]) || !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I)
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, ef@b]
type = ChangeState
value = 1750
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [4,8]) || fvar(1) = 3
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -18
TriggerAll = fvar(3)-EnemyNear(var(58)),Vel X*var(50)*18*var(8) < 100
TriggerAll = (EnemyNear(var(58)),StateNo = [700,3000]) || !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I)
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, ef@b]
type = ChangeState
value = 1750
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [4,8]) || fvar(1) = 3
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -19
TriggerAll = fvar(3)-EnemyNear(var(58)),Vel X*var(50)*19*var(8) < 110
TriggerAll = (EnemyNear(var(58)),StateNo = [700,3000]) || !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I)
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, ef@b]
type = ChangeState
value = 1750
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [4,8]) || fvar(1) = 3
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -20
TriggerAll = fvar(3)-EnemyNear(var(58)),Vel X*var(50)*20*var(8) < 120
TriggerAll = (EnemyNear(var(58)),StateNo = [700,3000]) || !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I)
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, ef@b]
type = ChangeState
value = 1750
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [4,8]) || fvar(1) = 3
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -21
TriggerAll = fvar(3)-EnemyNear(var(58)),Vel X*var(50)*21*var(8) < 130
TriggerAll = (EnemyNear(var(58)),StateNo = [700,3000]) || !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I)
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, ef@b]
type = ChangeState
value = 1750
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [4,8]) || fvar(1) = 3
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -22
TriggerAll = fvar(3)-EnemyNear(var(58)),Vel X*var(50)*22*var(8) < 140
TriggerAll = (EnemyNear(var(58)),StateNo = [700,3000]) || !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I)
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, ef@b]
type = ChangeState
value = 1750
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [4,8]) || fvar(1) = 3
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -23
TriggerAll = fvar(3)-EnemyNear(var(58)),Vel X*var(50)*23*var(8) < 150
TriggerAll = (EnemyNear(var(58)),StateNo = [700,3000]) || !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I)
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, ef@b]
type = ChangeState
value = 1750
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [4,8]) || fvar(1) = 3
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -24
TriggerAll = fvar(3)-EnemyNear(var(58)),Vel X*var(50)*24*var(8) < 160
TriggerAll = (EnemyNear(var(58)),StateNo = [700,3000]) || !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I)
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, ef@b]
type = ChangeState
value = 1750
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [4,8]) || fvar(1) = 3
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -25
TriggerAll = fvar(3)-EnemyNear(var(58)),Vel X*var(50)*25*var(8) < 170
TriggerAll = (EnemyNear(var(58)),StateNo = [700,3000]) || !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I)
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, ef@b]
type = ChangeState
value = 1750
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [4,8]) || fvar(1) = 3
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -26
TriggerAll = fvar(3)-EnemyNear(var(58)),Vel X*var(50)*26*var(8) < 180
TriggerAll = (EnemyNear(var(58)),StateNo = [700,3000]) || !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I)
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, ef@b]
type = ChangeState
value = 1750
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [4,8]) || fvar(1) = 3
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -27
TriggerAll = fvar(3)-EnemyNear(var(58)),Vel X*var(50)*27*var(8) < 190
TriggerAll = (EnemyNear(var(58)),StateNo = [700,3000]) || !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I)
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, ef@b]
type = ChangeState
value = 1750
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [4,8]) || fvar(1) = 3
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -28
TriggerAll = fvar(3)-EnemyNear(var(58)),Vel X*var(50)*28*var(8) < 200
TriggerAll = (EnemyNear(var(58)),StateNo = [700,3000]) || !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I)
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, ef@`]
type = ChangeState
value = 1700
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [4,8]) || fvar(1) = 3
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -9
TriggerAll = fvar(3)-EnemyNear(var(58)),Vel X*var(50)*9*var(8) < 80
TriggerAll = (EnemyNear(var(58)),StateNo = [700,3000]) || !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I)
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, ef@`]
type = ChangeState
value = 1700
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [4,8]) || fvar(1) = 3
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -10
TriggerAll = fvar(3)-EnemyNear(var(58)),Vel X*var(50)*10*var(8) < 90
TriggerAll = (EnemyNear(var(58)),StateNo = [700,3000]) || !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I)
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, ef@`]
type = ChangeState
value = 1700
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [4,8]) || fvar(1) = 3
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -11
TriggerAll = fvar(3)-EnemyNear(var(58)),Vel X*var(50)*11*var(8) < 100
TriggerAll = (EnemyNear(var(58)),StateNo = [700,3000]) || !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I)
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, ef@`]
type = ChangeState
value = 1700
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [4,8]) || fvar(1) = 3
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -12
TriggerAll = fvar(3)-EnemyNear(var(58)),Vel X*var(50)*12*var(8) < 110
TriggerAll = (EnemyNear(var(58)),StateNo = [700,3000]) || !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I)
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, ef@`]
type = ChangeState
value = 1700
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [4,8]) || fvar(1) = 3
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -13
TriggerAll = fvar(3)-EnemyNear(var(58)),Vel X*var(50)*13*var(8) < 120
TriggerAll = (EnemyNear(var(58)),StateNo = [700,3000]) || !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I)
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, ef@`]
type = ChangeState
value = 1700
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [4,8]) || fvar(1) = 3
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -14
TriggerAll = fvar(3)-EnemyNear(var(58)),Vel X*var(50)*14*var(8) < 130
TriggerAll = (EnemyNear(var(58)),StateNo = [700,3000]) || !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I)
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, ef@`]
type = ChangeState
value = 1700
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [4,8]) || fvar(1) = 3
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -15
TriggerAll = fvar(3)-EnemyNear(var(58)),Vel X*var(50)*15*var(8) < 140
TriggerAll = (EnemyNear(var(58)),StateNo = [700,3000]) || !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I)
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, ef@`]
type = ChangeState
value = 1700
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [4,8]) || fvar(1) = 3
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -16
TriggerAll = fvar(3)-EnemyNear(var(58)),Vel X*var(50)*16*var(8) < 150
TriggerAll = (EnemyNear(var(58)),StateNo = [700,3000]) || !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I)
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, ef@`]
type = ChangeState
value = 1700
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [4,8]) || fvar(1) = 3
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -17
TriggerAll = fvar(3)-EnemyNear(var(58)),Vel X*var(50)*17*var(8) < 160
TriggerAll = (EnemyNear(var(58)),StateNo = [700,3000]) || !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I)
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, ef@`]
type = ChangeState
value = 1700
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [4,8]) || fvar(1) = 3
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -18
TriggerAll = fvar(3)-EnemyNear(var(58)),Vel X*var(50)*18*var(8) < 170
TriggerAll = (EnemyNear(var(58)),StateNo = [700,3000]) || !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I)
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, ef@`]
type = ChangeState
value = 1700
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [4,8]) || fvar(1) = 3
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -19
TriggerAll = fvar(3)-EnemyNear(var(58)),Vel X*var(50)*19*var(8) < 180
TriggerAll = (EnemyNear(var(58)),StateNo = [700,3000]) || !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I)
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, ef@`]
type = ChangeState
value = 1700
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [4,8]) || fvar(1) = 3
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -20
TriggerAll = fvar(3)-EnemyNear(var(58)),Vel X*var(50)*20*var(8) < 190
TriggerAll = (EnemyNear(var(58)),StateNo = [700,3000]) || !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I)
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, ef@`]
type = ChangeState
value = 1700
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [4,8]) || fvar(1) = 3
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -21
TriggerAll = fvar(3)-EnemyNear(var(58)),Vel X*var(50)*21*var(8) < 200
TriggerAll = (EnemyNear(var(58)),StateNo = [700,3000]) || !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I)
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, ef@`]
type = ChangeState
value = 1700
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [4,8]) || fvar(1) = 3
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -22
TriggerAll = fvar(3)-EnemyNear(var(58)),Vel X*var(50)*22*var(8) < 210
TriggerAll = (EnemyNear(var(58)),StateNo = [700,3000]) || !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I)
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, ef@`]
type = ChangeState
value = 1700
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [4,8]) || fvar(1) = 3
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -23
TriggerAll = fvar(3)-EnemyNear(var(58)),Vel X*var(50)*23*var(8) < 220
TriggerAll = (EnemyNear(var(58)),StateNo = [700,3000]) || !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I)
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, ef@`]
type = ChangeState
value = 1700
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [4,8]) || fvar(1) = 3
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -24
TriggerAll = fvar(3)-EnemyNear(var(58)),Vel X*var(50)*24*var(8) < 230
TriggerAll = (EnemyNear(var(58)),StateNo = [700,3000]) || !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I)
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, ef@`]
type = ChangeState
value = 1700
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [4,8]) || fvar(1) = 3
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -25
TriggerAll = fvar(3)-EnemyNear(var(58)),Vel X*var(50)*25*var(8) < 240
TriggerAll = (EnemyNear(var(58)),StateNo = [700,3000]) || !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I)
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, ef@`]
type = ChangeState
value = 1700
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [4,8]) || fvar(1) = 3
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -26
TriggerAll = fvar(3)-EnemyNear(var(58)),Vel X*var(50)*26*var(8) < 250
TriggerAll = (EnemyNear(var(58)),StateNo = [700,3000]) || !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I)
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, eo@@b]
type = ChangeState
value = 1360
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [4,8]) || fvar(1) = 3
TriggerAll = var(7)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -22
TriggerAll = !(EnemyNear(var(58)),Vel X)
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) || !(InGuardDist || var(57)) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || var(8) = -1
TriggerAll = ((PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029])) && Time < 5 
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, eo@@`]
type = ChangeState
value = 1310
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [4,8]) || fvar(1) = 3
TriggerAll = var(7)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -28
TriggerAll = !(EnemyNear(var(58)),Vel X)
TriggerAll = !((EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) || (InGuardDist || var(57))) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || var(8) = -1
TriggerAll = EnemyNear(var(58)),MoveType = I || (PrevStateNo = [130,159]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, eo@b]
type = ChangeState
value = 1350
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [4,8]) || fvar(1) = 3
TriggerAll = !var(7)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -27
TriggerAll = !(EnemyNear(var(58)),Vel X)
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) || !(InGuardDist || var(57)) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || var(8) = -1
TriggerAll = ((PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029])) && Time < 5 
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, eo@`]
type = ChangeState
value = 1300
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [4,8]) || fvar(1) = 3
TriggerAll = !var(7)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -33
TriggerAll = !(EnemyNear(var(58)),Vel X)
TriggerAll = !((EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) || (InGuardDist || var(57))) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || var(8) = -1
TriggerAll = EnemyNear(var(58)),MoveType = I || (PrevStateNo = [130,159]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, K@c]
type = ChangeState
value = 1650
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [4,8]) || fvar(1) = 3
TriggerAll = NumHelper(9280) = 0
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -35
TriggerAll = fvar(3)-EnemyNear(var(58)),Vel X*var(50)*35*var(8) > 180
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || !(InGuardDist || var(57))
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, K@a]
type = ChangeState
value = 1600
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [4,8]) || fvar(1) = 3
TriggerAll = NumHelper(9280) = 0
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -35
TriggerAll = fvar(3)-EnemyNear(var(58)),Vel X*var(50)*35*var(8) > 180
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || !(InGuardDist || var(57))
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, ō킬]
type = ChangeState
value = 260
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [3,8]) || fvar(1) = 3
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = Random < var(59)*100 || fvar(1) = 3
TriggerAll = (EnemyNear(var(58)),StateNo = [200,649]) || !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I)
Trigger1 = EnemyNear(var(58)),AnimTime <= -15
Trigger1 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*15*var(8) = [15,66]

[State -3, ߗb]
type = ChangeState
value = 215
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [3,8]) || fvar(1) = 3
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -19
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*19*var(8) = [-15,50] 
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = fvar(4) < 32
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = (EnemyNear(var(58)),StateNo = [200,649]) || !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I)

[State -3, b]
type = ChangeState
value = 210
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [3,8]) || fvar(1) = 3
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = fvar(4) >= 32
TriggerAll = Random < var(59)*100 || fvar(1) = 3
TriggerAll = (EnemyNear(var(58)),StateNo = [200,649]) || !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I)
Trigger1 = EnemyNear(var(58)),AnimTime <= -16
Trigger1 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*16*var(8) = [32,81] 
Trigger2 = EnemyNear(var(58)),AnimTime <= -17
Trigger2 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*17*var(8) = [32,96] 
Trigger3 = EnemyNear(var(58)),AnimTime <= -18
Trigger3 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*18*var(8) = [32,110] 
Trigger4 = EnemyNear(var(58)),AnimTime <= -19
Trigger4 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*19*var(8) = [32,121] 
Trigger5 = EnemyNear(var(58)),AnimTime <= -20
Trigger5 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*20*var(8) = [32,132] 

[State -3, ߗa]
type = ChangeState
value = 225
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [3,8]) || fvar(1) = 3
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -8
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*8*var(8) = [-15,48] 
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = fvar(4) < 24
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = (EnemyNear(var(58)),StateNo = [200,649]) || !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I)

[State -3, ӂƂ΂]
type = ChangeState
value = 250
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [3,8]) || fvar(1) = 3
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -12
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*12*var(8) = [15,116] 
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = (EnemyNear(var(58)),StateNo = [200,649]) || !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I)

[State -3, ߗc]
type = ChangeState
value = 235
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [3,8]) || fvar(1) = 3
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -6
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*6*var(8) = [-5,30] 
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = fvar(4) < 22
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = (EnemyNear(var(58)),StateNo = [200,649]) || !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I)

[State -3, Ⴊ݂`]
type = ChangeState
value = 400
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [3,8]) || fvar(1) = 3
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -4
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*10*var(8) = [-5,77] 
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = (EnemyNear(var(58)),StateNo = [200,649]) || !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I)

[State -3, Ⴊ݂c]
type = ChangeState
value = 430
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [3,8]) || fvar(1) = 3
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -3
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*3*var(8) = [-5,55] 
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = (EnemyNear(var(58)),StateNo = [200,649]) || !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I)

[State -3, U]
type = ChangeState
value = 750
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 3
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -22
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*22*var(8) = [-5,55] 
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = StateNo = 700 && (AnimElem = 2, >= 0 && AnimElem = 3, < 0)
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = !((EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) || !(InGuardDist || var(57))) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I)

[State -3, ex@`]
type = ChangeState
value = 1800
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [3,8]) || fvar(1) = 3
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -10-(Random%24)
TriggerAll = fvar(3)-EnemyNear(var(58)),Vel X*var(50)*10*var(8) > 80
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || !(InGuardDist || var(57))
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
TriggerAll = Random%20 = 0
TriggerAll = FrontEdgeBodyDist > 100
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, ex@a]
type = ChangeState
value = 1810
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [3,8]) || fvar(1) = 3
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -10-(Random%24)
TriggerAll = fvar(3)-EnemyNear(var(58)),Vel X*var(50)*10*var(8) > 80
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || !(InGuardDist || var(57))
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
TriggerAll = Random%20 = 1
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, ex@b]
type = ChangeState
value = 1820
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [3,8]) || fvar(1) = 3
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -10-(Random%24)
TriggerAll = fvar(3)-EnemyNear(var(58)),Vel X*var(50)*10*var(8) > 80
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || !(InGuardDist || var(57))
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
TriggerAll = Random%20 = 2
TriggerAll = BackEdgeBodyDist > 100
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, ex@c]
type = ChangeState
value = 1830
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [3,8]) || fvar(1) = 3
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -10-(Random%12)
TriggerAll = fvar(3)-EnemyNear(var(58)),Vel X*var(50)*10*var(8) > 80
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || !(InGuardDist || var(57))
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
TriggerAll = Random%20 = 3
TriggerAll = FrontEdgeBodyDist > 60
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, ex@`a]
type = ChangeState
value = 1840
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [3,8]) || fvar(1) = 3
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -10-(Random%24)
TriggerAll = fvar(3)-EnemyNear(var(58)),Vel X*var(50)*10*var(8) > 80
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || !(InGuardDist || var(57))
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
TriggerAll = Random%20 = 4
TriggerAll = FrontEdgeBodyDist > 60
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, ex@`b]
type = ChangeState
value = 1850
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [3,8]) || fvar(1) = 3
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -10-(Random%24)
TriggerAll = fvar(3)-EnemyNear(var(58)),Vel X*var(50)*10*var(8) > 80
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || !(InGuardDist || var(57))
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
TriggerAll = Random%20 = 5
TriggerAll = BackEdgeBodyDist > 60
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, ex@`c]
type = ChangeState
value = 1860
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [3,8]) || fvar(1) = 3
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -10-(Random%24)
TriggerAll = fvar(3)-EnemyNear(var(58)),Vel X*var(50)*10*var(8) > 80
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || !(InGuardDist || var(57))
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
TriggerAll = Random%20 = 6
TriggerAll = FrontEdgeBodyDist > 150
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, ex@ab]
type = ChangeState
value = 1870
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [3,8]) || fvar(1) = 3
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -10-(Random%24)
TriggerAll = fvar(3)-EnemyNear(var(58)),Vel X*var(50)*10*var(8) > 80
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || !(InGuardDist || var(57))
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
TriggerAll = Random%20 = 7
TriggerAll = FrontEdgeBodyDist > 120
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, ex@ac]
type = ChangeState
value = 1880
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [3,8]) || fvar(1) = 3
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -10-(Random%24)
TriggerAll = fvar(3)-EnemyNear(var(58)),Vel X*var(50)*10*var(8) > 80
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || !(InGuardDist || var(57))
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
TriggerAll = Random%20 = 8
TriggerAll = BackEdgeBodyDist > 100
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, ex@bc]
type = ChangeState
value = 1890
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [3,8]) || fvar(1) = 3
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -10-(Random%24)
TriggerAll = fvar(3)-EnemyNear(var(58)),Vel X*var(50)*10*var(8) > 80
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || !(InGuardDist || var(57))
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
TriggerAll = Random%20 = 9
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, eς@`]
type = ChangeState
value = 1900
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [3,8]) || fvar(1) = 3
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -5-(Random%9)
TriggerAll = fvar(3)-EnemyNear(var(58)),Vel X*var(50)*5*var(8) > 80
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || !(InGuardDist || var(57))
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
TriggerAll = Random%20 = 10
TriggerAll = FrontEdgeBodyDist > 100
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])

[State -3, eς@a]
type = ChangeState
value = 1910
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [3,8]) || fvar(1) = 3
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -5-(Random%9)
TriggerAll = fvar(3)-EnemyNear(var(58)),Vel X*var(50)*5*var(8) > 80
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || !(InGuardDist || var(57))
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
TriggerAll = Random%20 = 11
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])

[State -3, eς@b]
type = ChangeState
value = 1920
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [3,8]) || fvar(1) = 3
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -5-(Random%9)
TriggerAll = fvar(3)-EnemyNear(var(58)),Vel X*var(50)*5*var(8) > 80
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || !(InGuardDist || var(57))
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
TriggerAll = Random%20 = 12
TriggerAll = BackEdgeBodyDist > 100
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])

[State -3, eς@c]
type = ChangeState
value = 1930
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [3,8]) || fvar(1) = 3
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -5-(Random%9)
TriggerAll = fvar(3)-EnemyNear(var(58)),Vel X*var(50)*5*var(8) > 80
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || !(InGuardDist || var(57))
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
TriggerAll = Random%20 = 13
TriggerAll = FrontEdgeBodyDist > 60
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])

[State -3, eς@`a]
type = ChangeState
value = 1940
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [3,8]) || fvar(1) = 3
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -5-(Random%9)
TriggerAll = fvar(3)-EnemyNear(var(58)),Vel X*var(50)*5*var(8) > 80
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || !(InGuardDist || var(57))
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
TriggerAll = Random%20 = 14
TriggerAll = FrontEdgeBodyDist > 60
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])

[State -3, eς@`b]
type = ChangeState
value = 1950
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [3,8]) || fvar(1) = 3
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -5-(Random%9)
TriggerAll = fvar(3)-EnemyNear(var(58)),Vel X*var(50)*5*var(8) > 80
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || !(InGuardDist || var(57))
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
TriggerAll = Random%20 = 15
TriggerAll = BackEdgeBodyDist > 60
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])

[State -3, eς@`c]
type = ChangeState
value = 1960
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [3,8]) || fvar(1) = 3
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -5-(Random%9)
TriggerAll = fvar(3)-EnemyNear(var(58)),Vel X*var(50)*5*var(8) > 80
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || !(InGuardDist || var(57))
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
TriggerAll = Random%20 = 16
TriggerAll = FrontEdgeBodyDist > 150
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])

[State -3, eς@ab]
type = ChangeState
value = 1970
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [3,8]) || fvar(1) = 3
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -5-(Random%9)
TriggerAll = fvar(3)-EnemyNear(var(58)),Vel X*var(50)*5*var(8) > 80
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || !(InGuardDist || var(57))
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
TriggerAll = Random%20 = 7
TriggerAll = FrontEdgeBodyDist > 120
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])

[State -3, eς@ac]
type = ChangeState
value = 1980
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [3,8]) || fvar(1) = 3
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -5-(Random%9)
TriggerAll = fvar(3)-EnemyNear(var(58)),Vel X*var(50)*5*var(8) > 80
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || !(InGuardDist || var(57))
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
TriggerAll = Random%20 = 18
TriggerAll = BackEdgeBodyDist > 100
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])

[State -3, eς@bc]
type = ChangeState
value = 1990
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [3,8]) || fvar(1) = 3
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -5-(Random%9)
TriggerAll = fvar(3)-EnemyNear(var(58)),Vel X*var(50)*5*var(8) > 80
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || !(InGuardDist || var(57))
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
TriggerAll = Random%20 = 19
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])

;y΋z------------------------------------------------------------------------------------------------ fvar(1) = 4

[State -3, M]
type = ChangeState
value = 4000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [5,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = var(7)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = A
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = InGuardDist
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = Power >= 3000
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = EnemyNear(var(58)),Vel Y >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger1 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*3*var(8) = [45-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),75]
Trigger1 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*3+0.5*EnemyNear(var(58)),Const(movement.yaccel)*4*3*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger2 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*4*var(8) = [53-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),83]
Trigger2 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*4+0.5*EnemyNear(var(58)),Const(movement.yaccel)*5*4*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger3 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*5*var(8) = [61-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),91]
Trigger3 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*5+0.5*EnemyNear(var(58)),Const(movement.yaccel)*6*5*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger4 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*6*var(8) = [69-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),99]
Trigger4 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*6+0.5*EnemyNear(var(58)),Const(movement.yaccel)*7*6*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger5 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*7*var(8) = [77-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),107]
Trigger5 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*7+0.5*EnemyNear(var(58)),Const(movement.yaccel)*8*7*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger6 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*8*var(8) = [85-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),115]
Trigger6 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*8+0.5*EnemyNear(var(58)),Const(movement.yaccel)*9*8*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger7 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*9*var(8) = [93-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),123]
Trigger7 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*9+0.5*EnemyNear(var(58)),Const(movement.yaccel)*10*9*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger8 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*10*var(8) = [101-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),131]
Trigger8 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*10+0.5*EnemyNear(var(58)),Const(movement.yaccel)*11*10*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger9 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*11*var(8) = [109-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),139]
Trigger9 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*11+0.5*EnemyNear(var(58)),Const(movement.yaccel)*12*11*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger10 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*12*var(8) = [117-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),147]
Trigger10 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*12+0.5*EnemyNear(var(58)),Const(movement.yaccel)*13*12*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger11 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*13*var(8) = [125-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),155]
Trigger11 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*13+0.5*EnemyNear(var(58)),Const(movement.yaccel)*14*13*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger12 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*14*var(8) = [133-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),163]
Trigger12 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*14+0.5*EnemyNear(var(58)),Const(movement.yaccel)*15*14*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger12 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*15*var(8) = [141-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),171]
Trigger12 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*15+0.5*EnemyNear(var(58)),Const(movement.yaccel)*16*15*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger14 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*16*var(8) = [148-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),178]
Trigger14 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*16+0.5*EnemyNear(var(58)),Const(movement.yaccel)*17*16*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger15 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*17*var(8) = [156-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),186]
Trigger15 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*17+0.5*EnemyNear(var(58)),Const(movement.yaccel)*18*17*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger16 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*18*var(8) = [164-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),194]
Trigger16 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*18+0.5*EnemyNear(var(58)),Const(movement.yaccel)*19*18*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]

[State -3, l`weE[]
type = ChangeState
value = 3000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [5,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = A
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = InGuardDist
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = (Power >= 2000 || Power >= 1000 && var(7))
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = EnemyNear(var(58)),Vel Y >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*26*var(8) = [30-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),80]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*26+0.5*EnemyNear(var(58)),Const(movement.yaccel)*27*26*(EnemyNear(var(58)),Vel Y != 0) = [-100,10]
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, eEV]
type = ChangeState
value = 2000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [5,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = A
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = InGuardDist
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = (Power >= 1000 || var(7))
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = EnemyNear(var(58)),Vel Y >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*26*var(8) = [30-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),80]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*26+0.5*EnemyNear(var(58)),Const(movement.yaccel)*27*26*(EnemyNear(var(58)),Vel Y != 0) = [-100,10]
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, Ⴊ݂c]
type = ChangeState
value = 430
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [3,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = !(EnemyNear(var(58)),StateNo = var(49))
TriggerAll = var(8) = -1 || var(16) || EnemyNear(var(58)),Vel X >= 0 && var(8) = 1 || EnemyNear(var(58)),Vel X < 0
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = A
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = InGuardDist
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = EnemyNear(var(58)),Vel Y >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*3*var(8) = [-15-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),55]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*3+0.5*EnemyNear(var(58)),Const(movement.yaccel)*4*3*(EnemyNear(var(58)),Vel Y != 0) = [-10,20]
TriggerAll = EnemyNear(var(58)),Pos Y < -100
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])

[State -3, b]
type = ChangeState
value = 210
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [3,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = I
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = InGuardDist
TriggerAll = EnemyNear(var(58)),Vel Y >= 0
TriggerAll = EnemyNear(var(58)),StateNo > 1000 && Time > 50
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4) >= 32
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger1 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*16*var(8) = [51-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),81]
Trigger1 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*16+0.5*EnemyNear(var(58)),Const(movement.yaccel)*17*16*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger2 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*17*var(8) = [66-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),96]
Trigger2 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*17+0.5*EnemyNear(var(58)),Const(movement.yaccel)*18*17*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger3 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*18*var(8) = [80-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),110]
Trigger3 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*18+0.5*EnemyNear(var(58)),Const(movement.yaccel)*19*18*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger4 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*19*var(8) = [91-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),121]
Trigger4 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*19+0.5*EnemyNear(var(58)),Const(movement.yaccel)*20*19*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger5 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*20*var(8) = [102-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),132]
Trigger5 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*20+0.5*EnemyNear(var(58)),Const(movement.yaccel)*21*20*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger6 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*21*var(8) = [114-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),144]
Trigger6 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*21+0.5*EnemyNear(var(58)),Const(movement.yaccel)*22*21*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger7 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*22*var(8) = [122-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),152]
Trigger7 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*22+0.5*EnemyNear(var(58)),Const(movement.yaccel)*23*22*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger8 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*23*var(8) = [132-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),162]
Trigger8 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*23+0.5*EnemyNear(var(58)),Const(movement.yaccel)*24*23*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger9 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*24*var(8) = [138-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),168]
Trigger9 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*24+0.5*EnemyNear(var(58)),Const(movement.yaccel)*25*24*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger10 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*25*var(8) = [144-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),174]
Trigger10 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*25+0.5*EnemyNear(var(58)),Const(movement.yaccel)*26*25*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger11 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*26*var(8) = [148-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),178]
Trigger11 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*26+0.5*EnemyNear(var(58)),Const(movement.yaccel)*27*26*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger12 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*27*var(8) = [152-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),182]
Trigger12 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*27+0.5*EnemyNear(var(58)),Const(movement.yaccel)*28*27*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger13 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*28*var(8) = [155-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),185]
Trigger13 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*28+0.5*EnemyNear(var(58)),Const(movement.yaccel)*29*28*(EnemyNear(var(58)),Vel Y != 0) = [-15,10]
Trigger14 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*29*var(8) = [157-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),187]
Trigger14 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*29+0.5*EnemyNear(var(58)),Const(movement.yaccel)*30*29*(EnemyNear(var(58)),Vel Y != 0) = [-15,10]
Trigger15 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*30*var(8) = [158-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),188]
Trigger15 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*30+0.5*EnemyNear(var(58)),Const(movement.yaccel)*31*30*(EnemyNear(var(58)),Vel Y != 0) = [-15,10]
Trigger16 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*31*var(8) = [158-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),188]
Trigger16 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*31+0.5*EnemyNear(var(58)),Const(movement.yaccel)*32*31*(EnemyNear(var(58)),Vel Y != 0) = [-20,10]
Trigger17 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*32*var(8) = [156-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),186]
Trigger17 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*32+0.5*EnemyNear(var(58)),Const(movement.yaccel)*33*32*(EnemyNear(var(58)),Vel Y != 0) = [-20,10]
Trigger18 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*33*var(8) = [153-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),183]
Trigger18 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*33+0.5*EnemyNear(var(58)),Const(movement.yaccel)*34*33*(EnemyNear(var(58)),Vel Y != 0) = [-20,10]
Trigger19 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*34*var(8) = [149-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),179]
Trigger19 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*34+0.5*EnemyNear(var(58)),Const(movement.yaccel)*35*34*(EnemyNear(var(58)),Vel Y != 0) = [-25,10]
Trigger20 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*35*var(8) = [145-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),175]
Trigger20 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*35+0.5*EnemyNear(var(58)),Const(movement.yaccel)*36*35*(EnemyNear(var(58)),Vel Y != 0) = [-25,10]
Trigger21 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*36*var(8) = [140-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),170]
Trigger21 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*36+0.5*EnemyNear(var(58)),Const(movement.yaccel)*37*36*(EnemyNear(var(58)),Vel Y != 0) = [-30,10]
Trigger22 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*37*var(8) = [132-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),162]
Trigger22 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*37+0.5*EnemyNear(var(58)),Const(movement.yaccel)*38*37*(EnemyNear(var(58)),Vel Y != 0) = [-30,10]
Trigger23 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*38*var(8) = [124-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),154]
Trigger23 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*38+0.5*EnemyNear(var(58)),Const(movement.yaccel)*39*38*(EnemyNear(var(58)),Vel Y != 0) = [-35,10]
Trigger24 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*39*var(8) = [116-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),146]
Trigger24 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*39+0.5*EnemyNear(var(58)),Const(movement.yaccel)*40*39*(EnemyNear(var(58)),Vel Y != 0) = [-35,10]

[State -3, Ⴊ݂b]
type = ChangeState
value = 410
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [3,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = I
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = InGuardDist
TriggerAll = EnemyNear(var(58)),Vel Y >= 0
TriggerAll = EnemyNear(var(58)),StateNo > 1000 && Time > 50
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger1 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*24*var(8) = [64-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),94]
Trigger1 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*24+0.5*EnemyNear(var(58)),Const(movement.yaccel)*25*24*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger2 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*25*var(8) = [71-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),101]
Trigger2 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*25+0.5*EnemyNear(var(58)),Const(movement.yaccel)*26*25*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger3 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*26*var(8) = [77-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),107]
Trigger3 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*26+0.5*EnemyNear(var(58)),Const(movement.yaccel)*27*26*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger4 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*27*var(8) = [87-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),117]
Trigger4 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*27+0.5*EnemyNear(var(58)),Const(movement.yaccel)*28*27*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger5 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*28*var(8) = [96-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),126]
Trigger5 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*28+0.5*EnemyNear(var(58)),Const(movement.yaccel)*29*28*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger6 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*29*var(8) = [106-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),136]
Trigger6 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*29+0.5*EnemyNear(var(58)),Const(movement.yaccel)*30*29*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger7 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*30*var(8) = [116-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),146]
Trigger7 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*30+0.5*EnemyNear(var(58)),Const(movement.yaccel)*31*30*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger8 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*31*var(8) = [129-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),159]
Trigger8 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*31+0.5*EnemyNear(var(58)),Const(movement.yaccel)*32*31*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger9 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*32*var(8) = [136-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),166]
Trigger9 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*32+0.5*EnemyNear(var(58)),Const(movement.yaccel)*33*32*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger10 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*33*var(8) = [133-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),163]
Trigger10 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*33+0.5*EnemyNear(var(58)),Const(movement.yaccel)*34*33*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger11 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*34*var(8) = [123-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),153]
Trigger11 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*34+0.5*EnemyNear(var(58)),Const(movement.yaccel)*35*34*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger12 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*35*var(8) = [108-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),138]
Trigger12 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*35+0.5*EnemyNear(var(58)),Const(movement.yaccel)*36*35*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger13 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*36*var(8) = [94-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),124]
Trigger13 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*36+0.5*EnemyNear(var(58)),Const(movement.yaccel)*37*36*(EnemyNear(var(58)),Vel Y != 0) = [-15,10]
Trigger14 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*37*var(8) = [81-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),111]
Trigger14 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*37+0.5*EnemyNear(var(58)),Const(movement.yaccel)*38*37*(EnemyNear(var(58)),Vel Y != 0) = [-15,10]
Trigger15 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*38*var(8) = [66-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),96]
Trigger15 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*38+0.5*EnemyNear(var(58)),Const(movement.yaccel)*39*38*(EnemyNear(var(58)),Vel Y != 0) = [-15,10]
Trigger16 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*39*var(8) = [52-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),82]
Trigger16 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*39+0.5*EnemyNear(var(58)),Const(movement.yaccel)*40*39*(EnemyNear(var(58)),Vel Y != 0) = [-20,10]

[State -3, M]
type = ChangeState
value = 4000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [6,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = var(7)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && (EnemyNear(var(58)),MoveType = I || EnemyNear(var(58)),MoveType = A)
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = EnemyNear(var(58)),Vel Y >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = Power >= 3000
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger1 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*3*var(8) = [45-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),75]
Trigger1 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*3+0.5*EnemyNear(var(58)),Const(movement.yaccel)*4*3*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger2 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*4*var(8) = [53-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),83]
Trigger2 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*4+0.5*EnemyNear(var(58)),Const(movement.yaccel)*5*4*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger3 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*5*var(8) = [61-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),91]
Trigger3 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*5+0.5*EnemyNear(var(58)),Const(movement.yaccel)*6*5*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger4 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*6*var(8) = [69-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),99]
Trigger4 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*6+0.5*EnemyNear(var(58)),Const(movement.yaccel)*7*6*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger5 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*7*var(8) = [77-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),107]
Trigger5 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*7+0.5*EnemyNear(var(58)),Const(movement.yaccel)*8*7*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger6 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*8*var(8) = [85-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),115]
Trigger6 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*8+0.5*EnemyNear(var(58)),Const(movement.yaccel)*9*8*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger7 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*9*var(8) = [93-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),123]
Trigger7 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*9+0.5*EnemyNear(var(58)),Const(movement.yaccel)*10*9*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger8 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*10*var(8) = [101-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),131]
Trigger8 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*10+0.5*EnemyNear(var(58)),Const(movement.yaccel)*11*10*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger9 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*11*var(8) = [109-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),139]
Trigger9 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*11+0.5*EnemyNear(var(58)),Const(movement.yaccel)*12*11*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger10 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*12*var(8) = [117-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),147]
Trigger10 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*12+0.5*EnemyNear(var(58)),Const(movement.yaccel)*13*12*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger11 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*13*var(8) = [125-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),155]
Trigger11 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*13+0.5*EnemyNear(var(58)),Const(movement.yaccel)*14*13*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger12 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*14*var(8) = [133-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),163]
Trigger12 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*14+0.5*EnemyNear(var(58)),Const(movement.yaccel)*15*14*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger12 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*15*var(8) = [141-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),171]
Trigger12 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*15+0.5*EnemyNear(var(58)),Const(movement.yaccel)*16*15*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger14 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*16*var(8) = [148-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),178]
Trigger14 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*16+0.5*EnemyNear(var(58)),Const(movement.yaccel)*17*16*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger15 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*17*var(8) = [156-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),186]
Trigger15 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*17+0.5*EnemyNear(var(58)),Const(movement.yaccel)*18*17*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger16 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*18*var(8) = [164-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),194]
Trigger16 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*18+0.5*EnemyNear(var(58)),Const(movement.yaccel)*19*18*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]

[State -3, l`weE[]
type = ChangeState
value = 3000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [5,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && (EnemyNear(var(58)),MoveType = I || EnemyNear(var(58)),MoveType = A)
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = EnemyNear(var(58)),Vel Y >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*26*var(8) = [30-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),80]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*26+0.5*EnemyNear(var(58)),Const(movement.yaccel)*27*26*(EnemyNear(var(58)),Vel Y != 0) = [-100,10]
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = (Power >= 2000 || Power >= 1000 && var(7))
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, eEV]
type = ChangeState
value = 2000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [5,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && (EnemyNear(var(58)),MoveType = I || EnemyNear(var(58)),MoveType = A)
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = EnemyNear(var(58)),Vel Y >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*26*var(8) = [30-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),80]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*26+0.5*EnemyNear(var(58)),Const(movement.yaccel)*27*26*(EnemyNear(var(58)),Vel Y != 0) = [-100,10]
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = (Power >= 1000 || var(7))
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, nh@b]
type = ChangeState
value = 1050
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [4,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && (EnemyNear(var(58)),MoveType = I || EnemyNear(var(58)),MoveType = A)
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*14*var(8) = [30-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),50]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*14+0.5*EnemyNear(var(58)),Const(movement.yaccel)*15*14*(EnemyNear(var(58)),Vel Y != 0) = [-100,10]
TriggerAll = Random < var(59)*100 || fvar(1) = 4
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, nh@b]
type = ChangeState
value = 1050
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [4,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && (EnemyNear(var(58)),MoveType = I || EnemyNear(var(58)),MoveType = A)
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*15*var(8) = [40-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),60]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*15+0.5*EnemyNear(var(58)),Const(movement.yaccel)*16*15*(EnemyNear(var(58)),Vel Y != 0) = [-110,10]
TriggerAll = Random < var(59)*100 || fvar(1) = 4
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, nh@b]
type = ChangeState
value = 1050
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [4,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && (EnemyNear(var(58)),MoveType = I || EnemyNear(var(58)),MoveType = A)
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*16*var(8) = [50-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),70]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*16+0.5*EnemyNear(var(58)),Const(movement.yaccel)*17*16*(EnemyNear(var(58)),Vel Y != 0) = [-120,10]
TriggerAll = Random < var(59)*100 || fvar(1) = 4
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, nh@b]
type = ChangeState
value = 1050
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [4,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && (EnemyNear(var(58)),MoveType = I || EnemyNear(var(58)),MoveType = A)
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*17*var(8) = [60-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),80]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*17+0.5*EnemyNear(var(58)),Const(movement.yaccel)*18*17*(EnemyNear(var(58)),Vel Y != 0) = [-125,10]
TriggerAll = Random < var(59)*100 || fvar(1) = 4
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, nh@b]
type = ChangeState
value = 1050
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [4,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && (EnemyNear(var(58)),MoveType = I || EnemyNear(var(58)),MoveType = A)
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*18*var(8) = [70-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),90]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*18+0.5*EnemyNear(var(58)),Const(movement.yaccel)*19*18*(EnemyNear(var(58)),Vel Y != 0) = [-130,10]
TriggerAll = Random < var(59)*100 || fvar(1) = 4
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, nh@b]
type = ChangeState
value = 1050
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [4,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && (EnemyNear(var(58)),MoveType = I || EnemyNear(var(58)),MoveType = A)
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*19*var(8) = [75-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),95]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*19+0.5*EnemyNear(var(58)),Const(movement.yaccel)*20*19*(EnemyNear(var(58)),Vel Y != 0) = [-135,10]
TriggerAll = Random < var(59)*100 || fvar(1) = 4
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, nh@b]
type = ChangeState
value = 1050
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [4,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && (EnemyNear(var(58)),MoveType = I || EnemyNear(var(58)),MoveType = A)
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*20*var(8) = [80-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),100]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*20+0.5*EnemyNear(var(58)),Const(movement.yaccel)*21*20*(EnemyNear(var(58)),Vel Y != 0) = [-140,10]
TriggerAll = Random < var(59)*100 || fvar(1) = 4
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, nh@b]
type = ChangeState
value = 1050
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [4,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && (EnemyNear(var(58)),MoveType = I || EnemyNear(var(58)),MoveType = A)
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*21*var(8) = [85-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),105]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*21+0.5*EnemyNear(var(58)),Const(movement.yaccel)*22*21*(EnemyNear(var(58)),Vel Y != 0) = [-145,10]
TriggerAll = Random < var(59)*100 || fvar(1) = 4
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, nh@b]
type = ChangeState
value = 1050
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [4,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && (EnemyNear(var(58)),MoveType = I || EnemyNear(var(58)),MoveType = A)
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*22*var(8) = [90-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),110]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*22+0.5*EnemyNear(var(58)),Const(movement.yaccel)*23*22*(EnemyNear(var(58)),Vel Y != 0) = [-150,10]
TriggerAll = Random < var(59)*100 || fvar(1) = 4
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, nh@b]
type = ChangeState
value = 1050
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [4,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && (EnemyNear(var(58)),MoveType = I || EnemyNear(var(58)),MoveType = A)
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*23*var(8) = [95-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),115]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*23+0.5*EnemyNear(var(58)),Const(movement.yaccel)*24*23*(EnemyNear(var(58)),Vel Y != 0) = [-155,10]
TriggerAll = Random < var(59)*100 || fvar(1) = 4
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, nh@`]
type = ChangeState
value = 1000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [4,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && (EnemyNear(var(58)),MoveType = I || EnemyNear(var(58)),MoveType = A)
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*12*var(8) = [30-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),50]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*12+0.5*EnemyNear(var(58)),Const(movement.yaccel)*13*12*(EnemyNear(var(58)),Vel Y != 0) = [-100,10]
TriggerAll = Random < var(59)*100 || fvar(1) = 4
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, nh@`]
type = ChangeState
value = 1000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [4,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && (EnemyNear(var(58)),MoveType = I || EnemyNear(var(58)),MoveType = A)
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*13*var(8) = [40-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),60]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*13+0.5*EnemyNear(var(58)),Const(movement.yaccel)*14*13*(EnemyNear(var(58)),Vel Y != 0) = [-110,10]
TriggerAll = Random < var(59)*100 || fvar(1) = 4
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, nh@`]
type = ChangeState
value = 1000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [4,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && (EnemyNear(var(58)),MoveType = I || EnemyNear(var(58)),MoveType = A)
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*14*var(8) = [50-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),70]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*16+0.5*EnemyNear(var(58)),Const(movement.yaccel)*15*14*(EnemyNear(var(58)),Vel Y != 0) = [-120,10]
TriggerAll = Random < var(59)*100 || fvar(1) = 4
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, nh@`]
type = ChangeState
value = 1000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [4,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && (EnemyNear(var(58)),MoveType = I || EnemyNear(var(58)),MoveType = A)
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*15*var(8) = [60-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),80]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*15+0.5*EnemyNear(var(58)),Const(movement.yaccel)*16*15*(EnemyNear(var(58)),Vel Y != 0) = [-125,10]
TriggerAll = Random < var(59)*100 || fvar(1) = 4
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, nh@`]
type = ChangeState
value = 1000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [4,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && (EnemyNear(var(58)),MoveType = I || EnemyNear(var(58)),MoveType = A)
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*16*var(8) = [70-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),90]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*16+0.5*EnemyNear(var(58)),Const(movement.yaccel)*17*16*(EnemyNear(var(58)),Vel Y != 0) = [-130,10]
TriggerAll = Random < var(59)*100 || fvar(1) = 4
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, nh@`]
type = ChangeState
value = 1000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [4,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && (EnemyNear(var(58)),MoveType = I || EnemyNear(var(58)),MoveType = A)
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*17*var(8) = [75-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),95]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*17+0.5*EnemyNear(var(58)),Const(movement.yaccel)*18*17*(EnemyNear(var(58)),Vel Y != 0) = [-135,10]
TriggerAll = Random < var(59)*100 || fvar(1) = 4
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, nh@`]
type = ChangeState
value = 1000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [4,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && (EnemyNear(var(58)),MoveType = I || EnemyNear(var(58)),MoveType = A)
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*18*var(8) = [80-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),100]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*18+0.5*EnemyNear(var(58)),Const(movement.yaccel)*19*18*(EnemyNear(var(58)),Vel Y != 0) = [-140,10]
TriggerAll = Random < var(59)*100 || fvar(1) = 4
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, nh@`]
type = ChangeState
value = 1000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [4,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && (EnemyNear(var(58)),MoveType = I || EnemyNear(var(58)),MoveType = A)
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*19*var(8) = [85-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),105]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*19+0.5*EnemyNear(var(58)),Const(movement.yaccel)*20*19*(EnemyNear(var(58)),Vel Y != 0) = [-145,10]
TriggerAll = Random < var(59)*100 || fvar(1) = 4
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, nh@`]
type = ChangeState
value = 1000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [4,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && (EnemyNear(var(58)),MoveType = I || EnemyNear(var(58)),MoveType = A)
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*20*var(8) = [90-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),110]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*20+0.5*EnemyNear(var(58)),Const(movement.yaccel)*21*20*(EnemyNear(var(58)),Vel Y != 0) = [-150,10]
TriggerAll = Random < var(59)*100 || fvar(1) = 4
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, nh@`]
type = ChangeState
value = 1000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [4,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && (EnemyNear(var(58)),MoveType = I || EnemyNear(var(58)),MoveType = A)
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*21*var(8) = [95-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),115]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*21+0.5*EnemyNear(var(58)),Const(movement.yaccel)*22*21*(EnemyNear(var(58)),Vel Y != 0) = [-155,10]
TriggerAll = Random < var(59)*100 || fvar(1) = 4
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, eo@@b]
type = ChangeState
value = 1360
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [4,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = var(7)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && (EnemyNear(var(58)),MoveType = I || EnemyNear(var(58)),MoveType = A)
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = !(EnemyNear(var(58)),Vel X)
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*22+0.5*EnemyNear(var(58)),Const(movement.yaccel)*23*22*(EnemyNear(var(58)),Vel Y != 0) = [-100,10]
TriggerAll = Random < var(59)*100 || fvar(1) = 4
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, eo@@`]
type = ChangeState
value = 1310
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [4,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = var(7)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && (EnemyNear(var(58)),MoveType = I || EnemyNear(var(58)),MoveType = A)
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = !(EnemyNear(var(58)),Vel X)
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*28+0.5*EnemyNear(var(58)),Const(movement.yaccel)*29*28*(EnemyNear(var(58)),Vel Y != 0) = [-100,10]
TriggerAll = Random < var(59)*100 || fvar(1) = 4
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, eo@b]
type = ChangeState
value = 1350
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [4,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = !var(7)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && (EnemyNear(var(58)),MoveType = I || EnemyNear(var(58)),MoveType = A)
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = !(EnemyNear(var(58)),Vel X)
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*27+0.5*EnemyNear(var(58)),Const(movement.yaccel)*28*27*(EnemyNear(var(58)),Vel Y != 0) = [-100,10]
TriggerAll = Random < var(59)*100 || fvar(1) = 4
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, eo@`]
type = ChangeState
value = 1300
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [4,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = !var(7)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && (EnemyNear(var(58)),MoveType = I || EnemyNear(var(58)),MoveType = A)
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = !(EnemyNear(var(58)),Vel X)
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*33+0.5*EnemyNear(var(58)),Const(movement.yaccel)*34*33*(EnemyNear(var(58)),Vel Y != 0) = [-100,10]
TriggerAll = Random < var(59)*100 || fvar(1) = 4
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, ō킬]
type = ChangeState
value = 260
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [3,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && (EnemyNear(var(58)),MoveType = I || EnemyNear(var(58)),MoveType = A)
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*17*var(8) = [28-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),48]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*17+0.5*EnemyNear(var(58)),Const(movement.yaccel)*18*17*(EnemyNear(var(58)),Vel Y != 0) = [-120,10]
TriggerAll = Random < var(59)*100 || fvar(1) = 4
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])

[State -3, ߗb]
type = ChangeState
value = 215
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [3,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && (EnemyNear(var(58)),MoveType = I || EnemyNear(var(58)),MoveType = A)
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = EnemyNear(var(58)),Vel Y >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*21*var(8) = [-15-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),50]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*21+0.5*EnemyNear(var(58)),Const(movement.yaccel)*22*21*(EnemyNear(var(58)),Vel Y != 0) = [-100,10]
TriggerAll = fvar(4) < 32
TriggerAll = Random < var(59)*100 || fvar(1) = 4
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])

[State -3, b]
type = ChangeState
value = 210
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [3,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && (EnemyNear(var(58)),MoveType = I || EnemyNear(var(58)),MoveType = A)
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4) >= 32
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger1 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*16*var(8) = [51-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),81]
Trigger1 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*16+0.5*EnemyNear(var(58)),Const(movement.yaccel)*17*16*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger2 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*17*var(8) = [66-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),96]
Trigger2 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*17+0.5*EnemyNear(var(58)),Const(movement.yaccel)*18*17*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger3 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*18*var(8) = [80-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),110]
Trigger3 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*18+0.5*EnemyNear(var(58)),Const(movement.yaccel)*19*18*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger4 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*19*var(8) = [91-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),121]
Trigger4 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*19+0.5*EnemyNear(var(58)),Const(movement.yaccel)*20*19*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger5 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*20*var(8) = [102-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),132]
Trigger5 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*20+0.5*EnemyNear(var(58)),Const(movement.yaccel)*21*20*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger6 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*21*var(8) = [114-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),144]
Trigger6 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*21+0.5*EnemyNear(var(58)),Const(movement.yaccel)*22*21*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger7 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*22*var(8) = [122-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),152]
Trigger7 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*22+0.5*EnemyNear(var(58)),Const(movement.yaccel)*23*22*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger8 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*23*var(8) = [132-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),162]
Trigger8 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*23+0.5*EnemyNear(var(58)),Const(movement.yaccel)*24*23*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger9 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*24*var(8) = [138-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),168]
Trigger9 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*24+0.5*EnemyNear(var(58)),Const(movement.yaccel)*25*24*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger10 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*25*var(8) = [144-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),174]
Trigger10 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*25+0.5*EnemyNear(var(58)),Const(movement.yaccel)*26*25*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger11 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*26*var(8) = [148-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),178]
Trigger11 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*26+0.5*EnemyNear(var(58)),Const(movement.yaccel)*27*26*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger12 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*27*var(8) = [152-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),182]
Trigger12 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*27+0.5*EnemyNear(var(58)),Const(movement.yaccel)*28*27*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger13 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*28*var(8) = [155-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),185]
Trigger13 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*28+0.5*EnemyNear(var(58)),Const(movement.yaccel)*29*28*(EnemyNear(var(58)),Vel Y != 0) = [-15,10]
Trigger14 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*29*var(8) = [157-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),187]
Trigger14 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*29+0.5*EnemyNear(var(58)),Const(movement.yaccel)*30*29*(EnemyNear(var(58)),Vel Y != 0) = [-15,10]
Trigger15 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*30*var(8) = [158-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),188]
Trigger15 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*30+0.5*EnemyNear(var(58)),Const(movement.yaccel)*31*30*(EnemyNear(var(58)),Vel Y != 0) = [-15,10]
Trigger16 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*31*var(8) = [158-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),188]
Trigger16 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*31+0.5*EnemyNear(var(58)),Const(movement.yaccel)*32*31*(EnemyNear(var(58)),Vel Y != 0) = [-20,10]
Trigger17 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*32*var(8) = [156-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),186]
Trigger17 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*32+0.5*EnemyNear(var(58)),Const(movement.yaccel)*33*32*(EnemyNear(var(58)),Vel Y != 0) = [-20,10]
Trigger18 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*33*var(8) = [153-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),183]
Trigger18 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*33+0.5*EnemyNear(var(58)),Const(movement.yaccel)*34*33*(EnemyNear(var(58)),Vel Y != 0) = [-20,10]
Trigger19 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*34*var(8) = [149-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),179]
Trigger19 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*34+0.5*EnemyNear(var(58)),Const(movement.yaccel)*35*34*(EnemyNear(var(58)),Vel Y != 0) = [-25,10]
Trigger20 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*35*var(8) = [145-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),175]
Trigger20 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*35+0.5*EnemyNear(var(58)),Const(movement.yaccel)*36*35*(EnemyNear(var(58)),Vel Y != 0) = [-25,10]
Trigger21 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*36*var(8) = [140-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),170]
Trigger21 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*36+0.5*EnemyNear(var(58)),Const(movement.yaccel)*37*36*(EnemyNear(var(58)),Vel Y != 0) = [-30,10]
Trigger22 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*37*var(8) = [132-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),162]
Trigger22 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*37+0.5*EnemyNear(var(58)),Const(movement.yaccel)*38*37*(EnemyNear(var(58)),Vel Y != 0) = [-30,10]
Trigger23 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*38*var(8) = [124-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),154]
Trigger23 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*38+0.5*EnemyNear(var(58)),Const(movement.yaccel)*39*38*(EnemyNear(var(58)),Vel Y != 0) = [-35,10]
Trigger24 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*39*var(8) = [116-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),146]
Trigger24 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*39+0.5*EnemyNear(var(58)),Const(movement.yaccel)*40*39*(EnemyNear(var(58)),Vel Y != 0) = [-35,10]

[State -3, Ⴊ݂b]
type = ChangeState
value = 410
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [3,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && (EnemyNear(var(58)),MoveType = I || EnemyNear(var(58)),MoveType = A)
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = EnemyNear(var(58)),Vel Y < 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger1 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*24*var(8) = [64-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),94]
Trigger1 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*24+0.5*EnemyNear(var(58)),Const(movement.yaccel)*25*24*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger2 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*25*var(8) = [71-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),101]
Trigger2 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*25+0.5*EnemyNear(var(58)),Const(movement.yaccel)*26*25*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger3 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*26*var(8) = [77-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),107]
Trigger3 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*26+0.5*EnemyNear(var(58)),Const(movement.yaccel)*27*26*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger4 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*27*var(8) = [87-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),117]
Trigger4 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*27+0.5*EnemyNear(var(58)),Const(movement.yaccel)*28*27*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger5 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*28*var(8) = [96-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),126]
Trigger5 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*28+0.5*EnemyNear(var(58)),Const(movement.yaccel)*29*28*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger6 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*29*var(8) = [106-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),136]
Trigger6 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*29+0.5*EnemyNear(var(58)),Const(movement.yaccel)*30*29*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger7 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*30*var(8) = [116-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),146]
Trigger7 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*30+0.5*EnemyNear(var(58)),Const(movement.yaccel)*31*30*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger8 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*31*var(8) = [129-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),159]
Trigger8 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*31+0.5*EnemyNear(var(58)),Const(movement.yaccel)*32*31*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger9 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*32*var(8) = [136-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),166]
Trigger9 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*32+0.5*EnemyNear(var(58)),Const(movement.yaccel)*33*32*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger10 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*33*var(8) = [133-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),163]
Trigger10 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*33+0.5*EnemyNear(var(58)),Const(movement.yaccel)*34*33*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger11 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*34*var(8) = [123-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),153]
Trigger11 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*34+0.5*EnemyNear(var(58)),Const(movement.yaccel)*35*34*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger12 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*35*var(8) = [108-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),138]
Trigger12 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*35+0.5*EnemyNear(var(58)),Const(movement.yaccel)*36*35*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger13 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*36*var(8) = [94-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),124]
Trigger13 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*36+0.5*EnemyNear(var(58)),Const(movement.yaccel)*37*36*(EnemyNear(var(58)),Vel Y != 0) = [-15,10]
Trigger14 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*37*var(8) = [81-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),111]
Trigger14 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*37+0.5*EnemyNear(var(58)),Const(movement.yaccel)*38*37*(EnemyNear(var(58)),Vel Y != 0) = [-15,10]
Trigger15 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*38*var(8) = [66-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),96]
Trigger15 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*38+0.5*EnemyNear(var(58)),Const(movement.yaccel)*39*38*(EnemyNear(var(58)),Vel Y != 0) = [-15,10]
Trigger16 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*39*var(8) = [52-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),82]
Trigger16 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*39+0.5*EnemyNear(var(58)),Const(movement.yaccel)*40*39*(EnemyNear(var(58)),Vel Y != 0) = [-20,10]

[State -3, c]
type = ChangeState
value = 230
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [3,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && (EnemyNear(var(58)),MoveType = I || EnemyNear(var(58)),MoveType = A)
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = EnemyNear(var(58)),Vel Y >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*9*var(8) = [15-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),64]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*8+0.5*EnemyNear(var(58)),Const(movement.yaccel)*9*8*(EnemyNear(var(58)),Vel Y != 0) = [-120,10]
TriggerAll = fvar(4) >= 22
TriggerAll = Random < var(59)*100 || fvar(1) = 4
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])

[State -3, _bV]
type = ChangeState
value = 100
Ctrl = 0
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [5,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = var(8)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && (EnemyNear(var(58)),MoveType = I || EnemyNear(var(58)),MoveType = A)
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = EnemyNear(var(58)),Vel Y < 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*5*var(8) = [-150-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),50]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*5+0.5*EnemyNear(var(58)),Const(movement.yaccel)*6*5*(EnemyNear(var(58)),Vel Y != 0) = [-360,-180]
TriggerAll = Random < var(59)*100 || fvar(1) = 4
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])

[State -3, _bV]
type = ChangeState
value = 100
Ctrl = 0
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [5,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = var(8)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && (EnemyNear(var(58)),MoveType = I || EnemyNear(var(58)),MoveType = A)
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = EnemyNear(var(58)),Vel X < 0
TriggerAll = EnemyNear(var(58)),Vel Y < 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*20+0.5*EnemyNear(var(58)),Const(movement.yaccel)*21*20*(EnemyNear(var(58)),Vel Y != 0) < -120
TriggerAll = Random < var(59)*100 || fvar(1) = 4
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])

[State -3, Wv]
type = ChangeState
value = 43
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [3,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && (EnemyNear(var(58)),MoveType = I || EnemyNear(var(58)),MoveType = A)
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = EnemyNear(var(58)),Vel Y < 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*18*var(8) = [-60+(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),0]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*18+0.5*EnemyNear(var(58)),Const(movement.yaccel)*19*18*(EnemyNear(var(58)),Vel Y != 0) = [-170,-130]
TriggerAll = BackEdgeBodyDist > 50
TriggerAll = Random < var(59)*100 || fvar(1) = 4
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])

[State -3, Wv]
type = ChangeState
value = 41
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [3,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && (EnemyNear(var(58)),MoveType = I || EnemyNear(var(58)),MoveType = A)
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = EnemyNear(var(58)),Vel Y < 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*18*var(8) = [-35-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),50]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*18+0.5*EnemyNear(var(58)),Const(movement.yaccel)*19*18*(EnemyNear(var(58)),Vel Y != 0) = [-170,-130]
TriggerAll = Random < var(59)*100 || fvar(1) = 4
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])

[State -3, OWv]
type = ChangeState
value = 42
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [3,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && (EnemyNear(var(58)),MoveType = I || EnemyNear(var(58)),MoveType = A)
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = EnemyNear(var(58)),Vel Y < 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*18*var(8) = [80-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),130]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*18+0.5*EnemyNear(var(58)),Const(movement.yaccel)*19*18*(EnemyNear(var(58)),Vel Y != 0) = [-170,-130]
TriggerAll = Random < var(59)*100 || fvar(1) = 4
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])

[State -3, ex@`]
type = ChangeState
value = 1800
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [4,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && (EnemyNear(var(58)),MoveType = I || EnemyNear(var(58)),MoveType = A)
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*10*var(8) > 150
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*10+0.5*EnemyNear(var(58)),Const(movement.yaccel)*11*10*(EnemyNear(var(58)),Vel Y != 0) = [-200,10]
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = Random%20 = 0
TriggerAll = FrontEdgeBodyDist > 100
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, ex@a]
type = ChangeState
value = 1810
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [4,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && (EnemyNear(var(58)),MoveType = I || EnemyNear(var(58)),MoveType = A)
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*10*var(8) > 150
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*10+0.5*EnemyNear(var(58)),Const(movement.yaccel)*11*10*(EnemyNear(var(58)),Vel Y != 0) = [-200,10]
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = Random%20 = 1
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, ex@b]
type = ChangeState
value = 1820
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [4,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && (EnemyNear(var(58)),MoveType = I || EnemyNear(var(58)),MoveType = A)
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*10*var(8) > 150
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*10+0.5*EnemyNear(var(58)),Const(movement.yaccel)*11*10*(EnemyNear(var(58)),Vel Y != 0) = [-200,10]
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = Random%20 = 2
TriggerAll = BackEdgeBodyDist > 100
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, ex@c]
type = ChangeState
value = 1830
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [4,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && (EnemyNear(var(58)),MoveType = I || EnemyNear(var(58)),MoveType = A)
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*10*var(8) > 150
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*10+0.5*EnemyNear(var(58)),Const(movement.yaccel)*11*10*(EnemyNear(var(58)),Vel Y != 0) = [-200,10]
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = Random%20 = 3
TriggerAll = FrontEdgeBodyDist > 60
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, ex@`a]
type = ChangeState
value = 1840
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [4,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && (EnemyNear(var(58)),MoveType = I || EnemyNear(var(58)),MoveType = A)
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*10*var(8) > 150
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*10+0.5*EnemyNear(var(58)),Const(movement.yaccel)*11*10*(EnemyNear(var(58)),Vel Y != 0) = [-200,10]
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = Random%20 = 4
TriggerAll = FrontEdgeBodyDist > 60
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, ex@`b]
type = ChangeState
value = 1850
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [4,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && (EnemyNear(var(58)),MoveType = I || EnemyNear(var(58)),MoveType = A)
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*10*var(8) > 150
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*10+0.5*EnemyNear(var(58)),Const(movement.yaccel)*11*10*(EnemyNear(var(58)),Vel Y != 0) = [-200,10]
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = Random%20 = 5
TriggerAll = BackEdgeBodyDist > 60
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, ex@`c]
type = ChangeState
value = 1860
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [4,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && (EnemyNear(var(58)),MoveType = I || EnemyNear(var(58)),MoveType = A)
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*10*var(8) > 150
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*10+0.5*EnemyNear(var(58)),Const(movement.yaccel)*11*10*(EnemyNear(var(58)),Vel Y != 0) = [-200,10]
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = Random%20 = 6
TriggerAll = FrontEdgeBodyDist > 150
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, ex@ab]
type = ChangeState
value = 1870
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [4,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && (EnemyNear(var(58)),MoveType = I || EnemyNear(var(58)),MoveType = A)
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*10*var(8) > 150
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*10+0.5*EnemyNear(var(58)),Const(movement.yaccel)*11*10*(EnemyNear(var(58)),Vel Y != 0) = [-200,10]
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = Random%20 = 7
TriggerAll = FrontEdgeBodyDist > 120
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, ex@ac]
type = ChangeState
value = 1880
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [4,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && (EnemyNear(var(58)),MoveType = I || EnemyNear(var(58)),MoveType = A)
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*10*var(8) > 150
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*10+0.5*EnemyNear(var(58)),Const(movement.yaccel)*11*10*(EnemyNear(var(58)),Vel Y != 0) = [-200,10]
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = Random%20 = 8
TriggerAll = BackEdgeBodyDist > 100
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, ex@bc]
type = ChangeState
value = 1890
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [4,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && (EnemyNear(var(58)),MoveType = I || EnemyNear(var(58)),MoveType = A)
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*10*var(8) > 150
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*10+0.5*EnemyNear(var(58)),Const(movement.yaccel)*11*10*(EnemyNear(var(58)),Vel Y != 0) = [-200,10]
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = Random%20 = 9
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, eς@`]
type = ChangeState
value = 1900
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [4,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && (EnemyNear(var(58)),MoveType = I || EnemyNear(var(58)),MoveType = A)
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*10*var(8) > 150
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*10+0.5*EnemyNear(var(58)),Const(movement.yaccel)*11*10*(EnemyNear(var(58)),Vel Y != 0) = [-200,10]
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = Random%20 = 10
TriggerAll = FrontEdgeBodyDist > 100
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])

[State -3, eς@a]
type = ChangeState
value = 1910
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [4,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && (EnemyNear(var(58)),MoveType = I || EnemyNear(var(58)),MoveType = A)
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*10*var(8) > 150
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*10+0.5*EnemyNear(var(58)),Const(movement.yaccel)*11*10*(EnemyNear(var(58)),Vel Y != 0) = [-200,10]
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = Random%20 = 11
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])

[State -3, eς@b]
type = ChangeState
value = 1920
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [4,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && (EnemyNear(var(58)),MoveType = I || EnemyNear(var(58)),MoveType = A)
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*10*var(8) > 150
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*10+0.5*EnemyNear(var(58)),Const(movement.yaccel)*11*10*(EnemyNear(var(58)),Vel Y != 0) = [-200,10]
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = Random%20 = 12
TriggerAll = BackEdgeBodyDist > 100
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])

[State -3, eς@c]
type = ChangeState
value = 1930
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [4,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && (EnemyNear(var(58)),MoveType = I || EnemyNear(var(58)),MoveType = A)
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*10*var(8) > 150
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*10+0.5*EnemyNear(var(58)),Const(movement.yaccel)*11*10*(EnemyNear(var(58)),Vel Y != 0) = [-200,10]
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = Random%20 = 13
TriggerAll = FrontEdgeBodyDist > 60
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])

[State -3, eς@`a]
type = ChangeState
value = 1940
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [4,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && (EnemyNear(var(58)),MoveType = I || EnemyNear(var(58)),MoveType = A)
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*10*var(8) > 150
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*10+0.5*EnemyNear(var(58)),Const(movement.yaccel)*11*10*(EnemyNear(var(58)),Vel Y != 0) = [-200,10]
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = Random%20 = 14
TriggerAll = FrontEdgeBodyDist > 60
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])

[State -3, eς@`b]
type = ChangeState
value = 1950
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [4,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && (EnemyNear(var(58)),MoveType = I || EnemyNear(var(58)),MoveType = A)
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*10*var(8) > 150
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*10+0.5*EnemyNear(var(58)),Const(movement.yaccel)*11*10*(EnemyNear(var(58)),Vel Y != 0) = [-200,10]
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = Random%20 = 15
TriggerAll = BackEdgeBodyDist > 60
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])

[State -3, eς@`c]
type = ChangeState
value = 1960
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [4,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && (EnemyNear(var(58)),MoveType = I || EnemyNear(var(58)),MoveType = A)
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*10*var(8) > 150
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*10+0.5*EnemyNear(var(58)),Const(movement.yaccel)*11*10*(EnemyNear(var(58)),Vel Y != 0) = [-200,10]
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = Random%20 = 16
TriggerAll = FrontEdgeBodyDist > 150
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])

[State -3, eς@ab]
type = ChangeState
value = 1970
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [4,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && (EnemyNear(var(58)),MoveType = I || EnemyNear(var(58)),MoveType = A)
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*10*var(8) > 150
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*10+0.5*EnemyNear(var(58)),Const(movement.yaccel)*11*10*(EnemyNear(var(58)),Vel Y != 0) = [-200,10]
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = Random%20 = 7
TriggerAll = FrontEdgeBodyDist > 120
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])

[State -3, eς@ac]
type = ChangeState
value = 1980
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [4,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && (EnemyNear(var(58)),MoveType = I || EnemyNear(var(58)),MoveType = A)
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*10*var(8) > 150
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*10+0.5*EnemyNear(var(58)),Const(movement.yaccel)*11*10*(EnemyNear(var(58)),Vel Y != 0) = [-200,10]
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = Random%20 = 18
TriggerAll = BackEdgeBodyDist > 100
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])

[State -3, eς@bc]
type = ChangeState
value = 1990
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [4,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && (EnemyNear(var(58)),MoveType = I || EnemyNear(var(58)),MoveType = A)
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*10*var(8) > 150
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*10+0.5*EnemyNear(var(58)),Const(movement.yaccel)*11*10*(EnemyNear(var(58)),Vel Y != 0) = [-200,10]
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = Random%20 = 19
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])

;yΔѓz------------------------------------------------------------------------------------------

[State -3, eo@@b]
Type = ChangeState
Value = 1360
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [3,8]) || fvar(1)
TriggerAll = var(7)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),Vel X)
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = EnemyNear(var(58)),AnimTime <= -22
TriggerAll = Random < Floor(fvar(4))
TriggerAll = var(8) = 1 && fvar(3) >= 0
Trigger1 = EnemyNear(var(58)),NumProj = 1
Trigger2 = EnemyNear(var(58)),HitDefAttr = SC,NP,SP

[State -3, eo@@`]
Type = ChangeState
Value = 1310
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [3,8]) || fvar(1)
TriggerAll = var(7)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),Vel X)
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = EnemyNear(var(58)),AnimTime <= -28
TriggerAll = Random < Floor(fvar(4))
TriggerAll = var(8) = 1 && fvar(3) >= 0
Trigger1 = EnemyNear(var(58)),NumProj = 1
Trigger2 = EnemyNear(var(58)),HitDefAttr = SC,NP,SP

[State -3, eo@b]
Type = ChangeState
Value = 1350
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [3,8]) || fvar(1)
TriggerAll = !var(7)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),Vel X)
TriggerAll = !(InGuardDist || var(57))
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = EnemyNear(var(58)),AnimTime <= -27
TriggerAll = Random < Floor(fvar(4))
TriggerAll = var(8) = 1 && fvar(3) >= 0
Trigger1 = EnemyNear(var(58)),NumProj = 1
Trigger2 = EnemyNear(var(58)),HitDefAttr = SC,NP,SP

[State -3, eo@`]
Type = ChangeState
Value = 1300
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [3,8]) || fvar(1)
TriggerAll = !var(7)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),Vel X)
TriggerAll = !(InGuardDist || var(57))
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = EnemyNear(var(58)),AnimTime <= -33
TriggerAll = Random < Floor(fvar(4))
TriggerAll = var(8) = 1 && fvar(3) >= 0
Trigger1 = EnemyNear(var(58)),NumProj = 1
Trigger2 = EnemyNear(var(58)),HitDefAttr = SC,NP,SP

;
;K[h 
;inguarddist EnemyNear,HitDefAttr = SCA,AA;Ō fvar(1) = 5
;

[State -3, ]
type = ChangeState
value = 700
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [3,8]) || fvar(1) = 5
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateNo = 100 && (AnimElem = 4 || AnimElem = 8))
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AT)
TriggerAll = Random < var(59)*100 || fvar(1) = 5
TriggerAll = InGuardDist || var(57) || EnemyNear(var(58)),HitDefAttr = SCA,AP
Trigger1 = fvar(4)-EnemyNear(var(58)),Vel X*var(8)*40 >= 30
Trigger1 = EnemyNear(var(58)),NumProj > 0 || var(56)
Trigger2 = !(StateNo = 700 || PrevStateNo = 700)
Trigger2 = EnemyNear(var(58)),MoveType = A
Trigger2 = EnemyNear(var(58)),HitDefAttr = SCA,AP
Trigger2 = EnemyNear(var(58)),Time < 20
Trigger3 = StateNo = 700 || PrevStateNo = 700
Trigger3 = EnemyNear(var(58)),MoveType = A
Trigger3 = EnemyNear(var(58)),HitDefAttr = SCA,AP
Trigger3 = EnemyNear(var(58)),AnimTime <= -20
Trigger4 = !(EnemyNear(var(58)),HitDefAttr = SCA,AP)
Trigger4 = EnemyNear(var(58)),HitDefAttr = SCA,SA,HA
Trigger4 = EnemyNear(var(58)),AnimTime <= -40
Trigger5 = EnemyNear(var(58)),StateNo < 1000
Trigger5 = EnemyNear(var(58)),MoveType = A
Trigger5 = EnemyNear(var(58)),HitDefAttr = SCA,NA
Trigger5 = EnemyNear(var(58)),AnimTime <= -29

[State -3, K[h]
type = ChangeState
value = 120
ctrl = 0
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [2,8]) || fvar(1) = 5
TriggerAll = var(17) < 650
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateNo = 100 && (AnimElem = 4 || AnimElem = 8))
TriggerAll = !(StateNo = [120,160]) || StateNo = 140 
TriggerAll = StateType != A 
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AT)
TriggerAll = Random < var(59)*100 || (var(59) = 6 && Life < 333) || (var(59) = 7 && Life < 777) || var(59) = 8 || fvar(1) = 5
Trigger1 = EnemyNear(var(58)),NumProj > 0 || var(56)
Trigger1 = InGuardDist || var(57)
Trigger2 = !(EnemyNear(var(58)),NumProj > 0 || var(56))
Trigger2 = InGuardDist || var(57)
Trigger2 = EnemyNear(var(58)),HitDefAttr = SCA,AA || EnemyNear(var(58)),MoveType = A
Trigger2 = !(EnemyNear(var(58)),AnimTime > 0 && EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),Vel Y > 0 && EnemyNear(var(58)),Vel X < 0)

[State -3, K[hLZӂƂ΂]
type = ChangeState
value = 255
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [4,8]) || fvar(1) = 5
TriggerAll = var(10)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = (Power >= 1000 || var(7))
TriggerAll = StateNo = 150 || StateNo = 152
TriggerAll = EnemyNear(var(58)),HitDefAttr = SC,NA
TriggerAll = EnemyNear(var(58)),NumProj = 0
TriggerAll = (EnemyNear(var(58)),AnimTime <= -8) || (EnemyNear(var(58)),Pos Y-Pos Y = [-10,10])
TriggerAll = (GetHitVar(hitshaketime)+GetHitVar(hittime) > -(EnemyNear(var(58)),AnimTime))
TriggerAll = Random < var(59)*100 || fvar(1) = 5
Trigger1 = fvar(4) = [-5,60]

[State -3, K[hLZً}EO]
type = ChangeState
value = 705
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [3,8]) || fvar(1) = 5
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = (Power >= 1000 || var(7))
TriggerAll = StateNo = 150 || StateNo = 152
TriggerAll = Random < var(59)*100 || fvar(1) = 5
Trigger1 = fvar(4) = [25,95]
Trigger1 = EnemyNear(var(58)),AnimTime <= -33-3
Trigger1 = EnemyNear(var(58)),StateNo < 2000
Trigger1 = fvar(3) >= 0
Trigger2 = var(7)
Trigger2 = EnemyNear(var(58)),StateType = A
Trigger3 = var(7)
Trigger3 = BackEdgeBodyDist < 5
Trigger4 = var(7)
Trigger4 = EnemyNear(var(58)),NumProj > 0 || var(56)

[State -3, K[hLZً}E]
type = ChangeState
value = 755
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [3,8]) || fvar(1) = 5
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = (Power >= 1000 || var(7))
TriggerAll = StateNo = 150 || StateNo = 152
TriggerAll = Random < var(59)*100 || fvar(1) = 5
Trigger1 = EnemyNear(var(58)),StateNo < 2000
Trigger1 = fvar(3) < 0
Trigger2 = var(7)
Trigger2 = EnemyNear(var(58)),Vel X > 0
Trigger3 = var(7)
Trigger3 = EnemyNear(var(58)),HitDefAttr = SCA,AT

;
;nNU 
;EnemyNear,StateType = L EnemyNear,AnimTime P2bodyDist Y P2bodyDist X fvar(1) = 6
;

[State -3, _bV]
type = ChangeState
value = 100
ctrl = 0
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [3,8]) || fvar(1) = 6
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = (EnemyNear(var(58)),StateType = L || EnemyNear(var(58)),MoveType = H)
TriggerAll = Ctrl || (StateNo = [21,22]) 
TriggerAll = var(8) = -1
TriggerAll = fvar(4) > 20
TriggerAll = Random < var(59)*100 || fvar(1) = 6
Trigger1 = ((EnemyNear(var(58)),StateNo = [251,252]) || (EnemyNear(var(58)),StateNo = [820,870]) || (EnemyNear(var(58)),StateNo = [1420,1440]))
Trigger2 = ((EnemyNear(var(58)),StateNo = [1710,1712]) || (EnemyNear(var(58)),StateNo = [1760,1761]) || (EnemyNear(var(58)),StateNo = 2020))
Trigger3 = ((EnemyNear(var(58)),StateNo = 2120) || (EnemyNear(var(58)),StateNo = 2220) || (EnemyNear(var(58)),StateNo = 3020))
Trigger4 = ((EnemyNear(var(58)),StateNo = 3120) || (EnemyNear(var(58)),StateNo = 3220) || (EnemyNear(var(58)),StateNo = 4010))
Trigger5 = P2StateNo = [5100,5110]
Trigger6 = P2StateNo = 5120
Trigger7 = EnemyNear(var(58)),AnimTime < -10

[State -3, _bV]
type = ChangeState
value = 100
ctrl = 0
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [3,8]) || fvar(1) = 6
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = (EnemyNear(var(58)),StateType = L || EnemyNear(var(58)),MoveType = H)
TriggerAll = Ctrl || (StateNo = [21,22]) 
TriggerAll = StateNo != 52
TriggerAll = fvar(4) > 15
TriggerAll = var(8) = 1
TriggerAll = Random%2 = 1 
TriggerAll = Random < var(59)*100 || fvar(1) = 6
Trigger1 = ((EnemyNear(var(58)),StateNo = [251,252]) || (EnemyNear(var(58)),StateNo = [820,870]) || (EnemyNear(var(58)),StateNo = [1420,1440]))
Trigger2 = ((EnemyNear(var(58)),StateNo = [1710,1712]) || (EnemyNear(var(58)),StateNo = [1760,1761]) || (EnemyNear(var(58)),StateNo = 2020))
Trigger3 = ((EnemyNear(var(58)),StateNo = 2120) || (EnemyNear(var(58)),StateNo = 2220) || (EnemyNear(var(58)),StateNo = 3020))
Trigger4 = ((EnemyNear(var(58)),StateNo = 3120) || (EnemyNear(var(58)),StateNo = 3220) || (EnemyNear(var(58)),StateNo = 4010))
Trigger5 = P2StateNo = [5100,5110]
Trigger6 = P2StateNo = 5120
Trigger7 = EnemyNear(var(58)),AnimTime < -10

[State -3, Oi]
Type = ChangeState
Value = 21
Ctrl = 0
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [3,8]) || fvar(1) = 6
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = P2StateType = L
TriggerAll = Ctrl || (StateNo = 22 && Time > 10)
TriggerAll = P2StateNo = [5050,5110]
TriggerAll = Random < var(59)*100 || fvar(1) = 6
Trigger1 = fvar(4) > 30
Trigger1 = Random%5 = 1

[State -3, ]
Type = ChangeState
Value = 22
Ctrl = 0
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [2,8]) || fvar(1) = 6
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = P2StateType = L
TriggerAll = Ctrl || (StateNo = 21 && Time > 10)
TriggerAll = P2StateNo = [5050,5110]
TriggerAll = !(BackEdgeBodyDist < 15)
TriggerAll = Random < var(59)*100 || fvar(1) = 6
Trigger1 = fvar(4) < 25
Trigger1 = Random%5 = 1

[State -3, obNXebv]
type = ChangeState
value = 105
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [2,8]) || fvar(1) = 6
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = L && EnemyNear(var(58)),StateNo = [5000,5300)
TriggerAll = Ctrl || StateNo = [21,22]
TriggerAll = fvar(4) <= 40
TriggerAll = BackEdgeBodyDist > 60
Trigger1 = EnemyNear(var(58)),StateNo = 5120
Trigger1 = EnemyNear(var(58)),AnimTime = -1
Trigger1 = Random%10 = 1

[State -3, OWv]
type = ChangeState
value = 42
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [2,8]) || fvar(1) = 6
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = L
TriggerAll = Ctrl || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = EnemyNear(var(58)),BackEdgeBodyDist > 5
TriggerAll = fvar(4) = [90,130]
TriggerAll = Random < var(59)*100 || fvar(1) = 6
Trigger1 = EnemyNear(var(58)),StateNo = 5120
Trigger1 = EnemyNear(var(58)),AnimTime = [-25,-22]

[State -3, eς@bc]
Type = ChangeState
Value = 1990
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [5,8]) || fvar(1) = 6
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = P2StateType = L
TriggerAll = Ctrl || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = fvar(4) = [-15,100]
TriggerAll = Random < var(59)*100 || fvar(1) = 6
Trigger1 = P2StateNo = 5120
Trigger1 = EnemyNear(var(58)),AnimTime = -13

[State -3, eς@ac]
Type = ChangeState
Value = 1980
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [5,8]) || fvar(1) = 6
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = P2StateType = L
TriggerAll = Ctrl || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = fvar(4) = [40,120]
TriggerAll = Random < var(59)*100 || fvar(1) = 6
TriggerAll = FrontEdgeBodyDist > 100
Trigger1 = P2StateNo = 5120
Trigger1 = EnemyNear(var(58)),AnimTime = -13

[State -3, eς@ab]
Type = ChangeState
Value = 1970
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [5,8]) || fvar(1) = 6
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = P2StateType = L
TriggerAll = Ctrl || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = fvar(4) = [40,120]
TriggerAll = Random < var(59)*100 || fvar(1) = 6
TriggerAll = FrontEdgeBodyDist > 100
Trigger1 = P2StateNo = 5120
Trigger1 = EnemyNear(var(58)),AnimTime = -13

[State -3, eς@`c]
Type = ChangeState
Value = 1960
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [5,8]) || fvar(1) = 6
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = P2StateType = L
TriggerAll = Ctrl || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = fvar(4) = [40,120]
TriggerAll = Random < var(59)*100 || fvar(1) = 6
TriggerAll = FrontEdgeBodyDist > 100
Trigger1 = P2StateNo = 5120
Trigger1 = EnemyNear(var(58)),AnimTime = -13

[State -3, eς@`b]
Type = ChangeState
Value = 1950
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [5,8]) || fvar(1) = 6
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = P2StateType = L
TriggerAll = Ctrl || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = fvar(4) = [30,50]
TriggerAll = Random < var(59)*100 || fvar(1) = 6
TriggerAll = BackEdgeBodyDist > 50
Trigger1 = P2StateNo = 5120
Trigger1 = EnemyNear(var(58)),AnimTime = -13

[State -3, eς@`a]
Type = ChangeState
Value = 1940
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [5,8]) || fvar(1) = 6
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = P2StateType = L
TriggerAll = Ctrl || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = fvar(4) = [30,60]
TriggerAll = Random < var(59)*100 || fvar(1) = 6
TriggerAll = FrontEdgeBodyDist > 50
Trigger1 = P2StateNo = 5120
Trigger1 = EnemyNear(var(58)),AnimTime = -13

[State -3, eς@c]
Type = ChangeState
Value = 1930
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [5,8]) || fvar(1) = 6
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = P2StateType = L
TriggerAll = Ctrl || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = fvar(4) = [30,80]
TriggerAll = Random < var(59)*100 || fvar(1) = 6
TriggerAll = FrontEdgeBodyDist > 50
Trigger1 = P2StateNo = 5120
Trigger1 = EnemyNear(var(58)),AnimTime = -13

[State -3, eς@b]
Type = ChangeState
Value = 1920
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [5,8]) || fvar(1) = 6
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = P2StateType = L
TriggerAll = Ctrl || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = fvar(4) = [40,80]
TriggerAll = Random < var(59)*100 || fvar(1) = 6
TriggerAll = BackEdgeBodyDist > 100
Trigger1 = P2StateNo = 5120
Trigger1 = EnemyNear(var(58)),AnimTime = -13

[State -3, eς@a]
Type = ChangeState
Value = 1910
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [5,8]) || fvar(1) = 6
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = P2StateType = L
TriggerAll = Ctrl || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = fvar(4) = [-15,25]
TriggerAll = Random < var(59)*100 || fvar(1) = 6
Trigger1 = P2StateNo = 5120
Trigger1 = EnemyNear(var(58)),AnimTime = -13

[State -3, eς@`]
Type = ChangeState
Value = 1900
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [5,8]) || fvar(1) = 6
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = P2StateType = L
TriggerAll = Ctrl || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = fvar(4) = [40,120]
TriggerAll = Random < var(59)*100 || fvar(1) = 6
TriggerAll = FrontEdgeBodyDist > 100
Trigger1 = P2StateNo = 5120
Trigger1 = EnemyNear(var(58)),AnimTime = -13

[State -3, ex@bc]
Type = ChangeState
Value = 1890
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [5,8]) || fvar(1) = 6
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = P2StateType = L
TriggerAll = Ctrl || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = fvar(4) = [-15,100]
TriggerAll = Random < var(59)*100 || fvar(1) = 6
Trigger1 = P2StateNo = 5120
Trigger1 = EnemyNear(var(58)),AnimTime = -13

[State -3, ex@ac]
Type = ChangeState
Value = 1880
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [5,8]) || fvar(1) = 6
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = P2StateType = L
TriggerAll = Ctrl || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = fvar(4) = [40,120]
TriggerAll = Random < var(59)*100 || fvar(1) = 6
TriggerAll = FrontEdgeBodyDist > 100
Trigger1 = P2StateNo = 5120
Trigger1 = EnemyNear(var(58)),AnimTime = -33

[State -3, ex@ab]
Type = ChangeState
Value = 1870
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [5,8]) || fvar(1) = 6
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = P2StateType = L
TriggerAll = Ctrl || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = fvar(4) = [40,120]
TriggerAll = Random < var(59)*100 || fvar(1) = 6
TriggerAll = FrontEdgeBodyDist > 100
Trigger1 = P2StateNo = 5120
Trigger1 = EnemyNear(var(58)),AnimTime = -33

[State -3, ex@`c]
Type = ChangeState
Value = 1860
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [5,8]) || fvar(1) = 6
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = P2StateType = L
TriggerAll = Ctrl || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = fvar(4) = [40,120]
TriggerAll = Random < var(59)*100 || fvar(1) = 6
TriggerAll = FrontEdgeBodyDist > 100
Trigger1 = P2StateNo = 5120
Trigger1 = EnemyNear(var(58)),AnimTime = -33

[State -3, ex@`b]
Type = ChangeState
Value = 1850
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [5,8]) || fvar(1) = 6
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = P2StateType = L
TriggerAll = Ctrl || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = fvar(4) = [30,50]
TriggerAll = Random < var(59)*100 || fvar(1) = 6
TriggerAll = BackEdgeBodyDist > 50
Trigger1 = P2StateNo = 5120
Trigger1 = EnemyNear(var(58)),AnimTime = -33

[State -3, ex@`a]
Type = ChangeState
Value = 1840
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [5,8]) || fvar(1) = 6
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = P2StateType = L
TriggerAll = Ctrl || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = fvar(4) = [30,60]
TriggerAll = Random < var(59)*100 || fvar(1) = 6
TriggerAll = FrontEdgeBodyDist > 50
Trigger1 = P2StateNo = 5120
Trigger1 = EnemyNear(var(58)),AnimTime = -33

[State -3, ex@c]
Type = ChangeState
Value = 1830
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [5,8]) || fvar(1) = 6
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = P2StateType = L
TriggerAll = Ctrl || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = fvar(4) = [30,80]
TriggerAll = Random < var(59)*100 || fvar(1) = 6
TriggerAll = FrontEdgeBodyDist > 50
Trigger1 = P2StateNo = 5120
Trigger1 = EnemyNear(var(58)),AnimTime = -21

[State -3, ex@b]
Type = ChangeState
Value = 1820
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [5,8]) || fvar(1) = 6
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = P2StateType = L
TriggerAll = Ctrl || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = fvar(4) = [40,80]
TriggerAll = Random < var(59)*100 || fvar(1) = 6
TriggerAll = BackEdgeBodyDist > 100
Trigger1 = P2StateNo = 5120
Trigger1 = EnemyNear(var(58)),AnimTime = -33

[State -3, ex@a]
Type = ChangeState
Value = 1810
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [5,8]) || fvar(1) = 6
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = P2StateType = L
TriggerAll = Ctrl || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = fvar(4) = [-15,25]
TriggerAll = Random < var(59)*100 || fvar(1) = 6
Trigger1 = P2StateNo = 5120
Trigger1 = EnemyNear(var(58)),AnimTime = -33

[State -3, ex@`]
Type = ChangeState
Value = 1800
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [5,8]) || fvar(1) = 6
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = P2StateType = L
TriggerAll = Ctrl || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = fvar(4) = [40,120]
TriggerAll = Random < var(59)*100 || fvar(1) = 6
TriggerAll = FrontEdgeBodyDist > 100
Trigger1 = P2StateNo = 5120
Trigger1 = EnemyNear(var(58)),AnimTime = -33

[State -3, K@c]
Type = ChangeState
Value = 1650
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [5,8]) || fvar(1) = 6
TriggerAll = NumHelper(9280) = 0
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = P2StateType = L
TriggerAll = Ctrl || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = fvar(4) > 150
TriggerAll = Random < var(59)*100 || fvar(1) = 6
Trigger1 = P2StateNo = 5120
Trigger1 = EnemyNear(var(58)),AnimTime < -35
Trigger2 = ((EnemyNear(var(58)),StateNo = [251,252]) || (EnemyNear(var(58)),StateNo = [820,870]) || (EnemyNear(var(58)),StateNo = [1420,1440]))
Trigger3 = ((EnemyNear(var(58)),StateNo = [1710,1712]) || (EnemyNear(var(58)),StateNo = [1760,1761]) || (EnemyNear(var(58)),StateNo = 2020))
Trigger4 = ((EnemyNear(var(58)),StateNo = 2120) || (EnemyNear(var(58)),StateNo = 2220) || (EnemyNear(var(58)),StateNo = 3020))
Trigger5 = ((EnemyNear(var(58)),StateNo = 3120) || (EnemyNear(var(58)),StateNo = 3220) || (EnemyNear(var(58)),StateNo = 4010))
Trigger6 = P2StateNo = [5100,5110]

[State -3, ō킬]
Type = ChangeState
Value = 260
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [3,8]) || fvar(1) = 6
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = P2StateType = L
TriggerAll = Ctrl || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = Random < var(59)*100 || fvar(1) = 6
TriggerAll = P2StateNo = 5120
Trigger1 = fvar(4) = [43,73]
Trigger1 = EnemyNear(var(58)),AnimTime = -15+4
Trigger2 = fvar(4) = [120,150]
Trigger2 = EnemyNear(var(58)),AnimTime = -33+4

[State -3, ߗc]
Type = ChangeState
Value = 235
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [3,8]) || fvar(1) = 6
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = P2StateType = L
TriggerAll = Ctrl || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = fvar(4) < 22
TriggerAll = Random < var(59)*100 || fvar(1) = 6
Trigger1 = P2StateNo = 5120
Trigger1 = EnemyNear(var(58)),AnimTime = -21+4

[State -3, Ⴊ݂c]
Type = ChangeState
Value = 430
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [3,8]) || fvar(1) = 6
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = P2StateType = L
TriggerAll = Ctrl || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = fvar(4) = [-15,55]
TriggerAll = Random < var(59)*100 || fvar(1) = 6
Trigger1 = P2StateNo = 5120
Trigger1 = EnemyNear(var(58)),AnimTime = -4+4

[State -3, ߗ`]
Type = ChangeState
Value = 205
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [2,8]) || fvar(1) = 6
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = P2StateType = L
TriggerAll = Ctrl || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = fvar(4) < 20
TriggerAll = Random < var(59)*100 || fvar(1) = 6
Trigger1 = P2StateNo = 5120
Trigger1 = EnemyNear(var(58)),AnimTime = -8+4

[State -3, Ⴊ݂`]
Type = ChangeState
Value = 400
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [2,8]) || fvar(1) = 6
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = P2StateType = L
TriggerAll = Ctrl || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = fvar(4) = [-5,77]
TriggerAll = Random < var(59)*100 || fvar(1) = 6
Trigger1 = P2StateNo = 5120
Trigger1 = EnemyNear(var(58)),AnimTime = -6+4

[State -3, Ⴊ݂a]
Type = ChangeState
Value = 420
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [2,8]) || fvar(1) = 6
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = P2StateType = L
TriggerAll = Ctrl || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = fvar(4) = [43,63]
TriggerAll = Random < var(59)*100 || fvar(1) = 6
Trigger1 = P2StateNo = 5120
Trigger1 = EnemyNear(var(58)),AnimTime = -15+4

[State -3, a]
Type = ChangeState
Value = 220
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [2,8]) || fvar(1) = 6
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = P2StateType = L
TriggerAll = Ctrl || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = fvar(4) >= 24
TriggerAll = fvar(4) = [40,60]
TriggerAll = Random < var(59)*100 || fvar(1) = 6
Trigger1 = P2StateNo = 5120
Trigger1 = EnemyNear(var(58)),AnimTime = -12+4

;
;nډ 
;Prevstateno EnemyNear,Movetype = H EnemyNear,stateno = [120,159] fvar(1) = 7
;

[State -3, _bV]
Type = ChangeState
Value = 100
Ctrl = 0
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [5,8]) || fvar(1) = 7
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = fvar(4) > 20
TriggerAll = Ctrl || StateNo = 21
TriggerAll = !var(9)
TriggerAll = !((EnemyNear(var(58)),StateNo = [251,252]) || (EnemyNear(var(58)),StateNo = [820,870]) || (EnemyNear(var(58)),StateNo = [1420,1440]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1710,1712]) || (EnemyNear(var(58)),StateNo = [1760,1761]) || (EnemyNear(var(58)),StateNo = 2020))
TriggerAll = !((EnemyNear(var(58)),StateNo = 2120) || (EnemyNear(var(58)),StateNo = 2220) || (EnemyNear(var(58)),StateNo = 3020))
TriggerAll = !((EnemyNear(var(58)),StateNo = 3120) || (EnemyNear(var(58)),StateNo = 3220) || (EnemyNear(var(58)),StateNo = 4010))
TriggerAll = EnemyNear(var(58)),MoveType = H && !(EnemyNear(var(58)),StateNo = [120,160))
TriggerAll = EnemyNear(var(58)),GetHitVar(hittime) + EnemyNear(var(58)),GetHitVar(hitshaketime) >= 5
TriggerAll = EnemyNear(var(58)),GetHitVar(yvel) = 0
Trigger1 = Random < var(59)*100 || fvar(1) = 7

[State -3, Oi]
Type = ChangeState
Value = 21
Ctrl = 0
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [2,8]) || fvar(1) = 7
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = fvar(4) < 50
TriggerAll = Ctrl || (StateNo = 22 && Time > 10)
TriggerAll = !var(9)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [251,252]) || (EnemyNear(var(58)),StateNo = [820,870]) || (EnemyNear(var(58)),StateNo = [1420,1440]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1710,1712]) || (EnemyNear(var(58)),StateNo = [1760,1761]) || (EnemyNear(var(58)),StateNo = 2020))
TriggerAll = !((EnemyNear(var(58)),StateNo = 2120) || (EnemyNear(var(58)),StateNo = 2220) || (EnemyNear(var(58)),StateNo = 3020))
TriggerAll = !((EnemyNear(var(58)),StateNo = 3120) || (EnemyNear(var(58)),StateNo = 3220) || (EnemyNear(var(58)),StateNo = 4010))
TriggerAll = EnemyNear(var(58)),MoveType = H && !(EnemyNear(var(58)),StateNo = [120,160))
TriggerAll = EnemyNear(var(58)),GetHitVar(hittime) + EnemyNear(var(58)),GetHitVar(hitshaketime) >= 1
TriggerAll = EnemyNear(var(58)),GetHitVar(yvel) = 0
Trigger1 = Random < var(59)*100 || fvar(1) = 7

[State -3, M]
Type = ChangeState
Value = 4000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [5,8]) || fvar(1) = 7
TriggerAll = var(7)
TriggerAll = var(12) < 250
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = Ctrl || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = !var(9)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [251,252]) || (EnemyNear(var(58)),StateNo = [820,870]) || (EnemyNear(var(58)),StateNo = [1420,1440]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1710,1712]) || (EnemyNear(var(58)),StateNo = [1760,1761]) || (EnemyNear(var(58)),StateNo = 2020))
TriggerAll = !((EnemyNear(var(58)),StateNo = 2120) || (EnemyNear(var(58)),StateNo = 2220) || (EnemyNear(var(58)),StateNo = 3020))
TriggerAll = !((EnemyNear(var(58)),StateNo = 3120) || (EnemyNear(var(58)),StateNo = 3220) || (EnemyNear(var(58)),StateNo = 4010))
TriggerAll = EnemyNear(var(58)),MoveType = H && !(EnemyNear(var(58)),StateNo = [120,160))
TriggerAll = EnemyNear(var(58)),GetHitVar(hittime) + EnemyNear(var(58)),GetHitVar(hitshaketime) >= 3-2
TriggerAll = EnemyNear(var(58)),GetHitVar(yvel) = 0
TriggerAll = Random < var(59)*150 || fvar(1) = 7
TriggerAll = Power >= 3000
Trigger1 = EnemyNear(var(58)),Vel X && (3-EnemyNear(var(58)),GetHitVar(hitshaketime)>0)
Trigger1 = fvar(4) = [-5,38+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**(3-EnemyNear(var(58)),GetHitVar(hitshaketime)))/(1-fvar(5)))]
Trigger2 = EnemyNear(var(58)),Vel X && (3-EnemyNear(var(58)),GetHitVar(hitshaketime)<=0)
Trigger2 = fvar(4) = [-5,38+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**3)/(1-fvar(5)))]
Trigger3 = !(EnemyNear(var(58)),Vel X)
Trigger3 = fvar(4) = [-5,38+((EnemyNear(var(58)),Vel X*var(50))*(1-fvar(5)**3)/(1-fvar(5)))]

[State -3, M]
Type = ChangeState
Value = 4000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [2,4]) || fvar(1) = 7
TriggerAll = var(7)
TriggerAll = var(12) < 250
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = Ctrl || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = !var(9)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [251,252]) || (EnemyNear(var(58)),StateNo = [820,870]) || (EnemyNear(var(58)),StateNo = [1420,1440]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1710,1712]) || (EnemyNear(var(58)),StateNo = [1760,1761]) || (EnemyNear(var(58)),StateNo = 2020))
TriggerAll = !((EnemyNear(var(58)),StateNo = 2120) || (EnemyNear(var(58)),StateNo = 2220) || (EnemyNear(var(58)),StateNo = 3020))
TriggerAll = !((EnemyNear(var(58)),StateNo = 3120) || (EnemyNear(var(58)),StateNo = 3220) || (EnemyNear(var(58)),StateNo = 4010))
TriggerAll = EnemyNear(var(58)),MoveType = H && !(EnemyNear(var(58)),StateNo = [120,160))
TriggerAll = EnemyNear(var(58)),GetHitVar(yvel) = 0
TriggerAll = Random < var(59)*150 || fvar(1) = 7
TriggerAll = Power >= 3000
Trigger1 = EnemyNear(var(58)),Vel X && (3-EnemyNear(var(58)),GetHitVar(hitshaketime)>0)
Trigger1 = fvar(4) = [-5,38+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**(3-EnemyNear(var(58)),GetHitVar(hitshaketime)))/(1-fvar(5)))]
Trigger2 = EnemyNear(var(58)),Vel X && (3-EnemyNear(var(58)),GetHitVar(hitshaketime)<=0)
Trigger2 = fvar(4) = [-5,38+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**3)/(1-fvar(5)))]
Trigger3 = !(EnemyNear(var(58)),Vel X)
Trigger3 = fvar(4) = [-5,38+((EnemyNear(var(58)),Vel X*var(50))*(1-fvar(5)**3)/(1-fvar(5)))]

[State -3, ߗc]
Type = ChangeState
Value = 235
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [5,8]) || fvar(1) = 7
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = fvar(4) < 22
TriggerAll = Ctrl || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = !var(9)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [251,252]) || (EnemyNear(var(58)),StateNo = [820,870]) || (EnemyNear(var(58)),StateNo = [1420,1440]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1710,1712]) || (EnemyNear(var(58)),StateNo = [1760,1761]) || (EnemyNear(var(58)),StateNo = 2020))
TriggerAll = !((EnemyNear(var(58)),StateNo = 2120) || (EnemyNear(var(58)),StateNo = 2220) || (EnemyNear(var(58)),StateNo = 3020))
TriggerAll = !((EnemyNear(var(58)),StateNo = 3120) || (EnemyNear(var(58)),StateNo = 3220) || (EnemyNear(var(58)),StateNo = 4010))
TriggerAll = EnemyNear(var(58)),MoveType = H && !(EnemyNear(var(58)),StateNo = [120,160))
TriggerAll = EnemyNear(var(58)),GetHitVar(hittime) + EnemyNear(var(58)),GetHitVar(hitshaketime) >= 6-2
TriggerAll = EnemyNear(var(58)),GetHitVar(yvel) = 0
TriggerAll = Random < var(59)*150 || fvar(1) = 7
Trigger1 = EnemyNear(var(58)),Vel X && (6-EnemyNear(var(58)),GetHitVar(hitshaketime)>0)
Trigger1 = fvar(4) = [-15,48+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**(6-EnemyNear(var(58)),GetHitVar(hitshaketime)))/(1-fvar(5)))]
Trigger2 = EnemyNear(var(58)),Vel X && (6-EnemyNear(var(58)),GetHitVar(hitshaketime)<=0)
Trigger2 = fvar(4) = [-15,48+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**6)/(1-fvar(5)))]
Trigger3 = !(EnemyNear(var(58)),Vel X)
Trigger3 = fvar(4) = [-15,48+((EnemyNear(var(58)),Vel X*var(50))*(1-fvar(5)**6)/(1-fvar(5)))]

[State -3, ߗc]
Type = ChangeState
Value = 235
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [2,4]) || fvar(1) = 7
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = fvar(4) < 22
TriggerAll = Ctrl || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = !var(9)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [251,252]) || (EnemyNear(var(58)),StateNo = [820,870]) || (EnemyNear(var(58)),StateNo = [1420,1440]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1710,1712]) || (EnemyNear(var(58)),StateNo = [1760,1761]) || (EnemyNear(var(58)),StateNo = 2020))
TriggerAll = !((EnemyNear(var(58)),StateNo = 2120) || (EnemyNear(var(58)),StateNo = 2220) || (EnemyNear(var(58)),StateNo = 3020))
TriggerAll = !((EnemyNear(var(58)),StateNo = 3120) || (EnemyNear(var(58)),StateNo = 3220) || (EnemyNear(var(58)),StateNo = 4010))
TriggerAll = EnemyNear(var(58)),MoveType = H && !(EnemyNear(var(58)),StateNo = [120,160))
TriggerAll = EnemyNear(var(58)),GetHitVar(yvel) = 0
TriggerAll = Random < var(59)*150 || fvar(1) = 7
Trigger1 = EnemyNear(var(58)),Vel X && (6-EnemyNear(var(58)),GetHitVar(hitshaketime)>0)
Trigger1 = fvar(4) = [-15,48+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**(6-EnemyNear(var(58)),GetHitVar(hitshaketime)))/(1-fvar(5)))]
Trigger2 = EnemyNear(var(58)),Vel X && (6-EnemyNear(var(58)),GetHitVar(hitshaketime)<=0)
Trigger2 = fvar(4) = [-15,48+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**6)/(1-fvar(5)))]
Trigger3 = !(EnemyNear(var(58)),Vel X)
Trigger3 = fvar(4) = [-15,48+((EnemyNear(var(58)),Vel X*var(50))*(1-fvar(5)**6)/(1-fvar(5)))]

[State -3, ߗa]
Type = ChangeState
Value = 225
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [5,8]) || fvar(1) = 7
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = fvar(4) < 24
TriggerAll = Ctrl || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = !var(9)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [251,252]) || (EnemyNear(var(58)),StateNo = [820,870]) || (EnemyNear(var(58)),StateNo = [1420,1440]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1710,1712]) || (EnemyNear(var(58)),StateNo = [1760,1761]) || (EnemyNear(var(58)),StateNo = 2020))
TriggerAll = !((EnemyNear(var(58)),StateNo = 2120) || (EnemyNear(var(58)),StateNo = 2220) || (EnemyNear(var(58)),StateNo = 3020))
TriggerAll = !((EnemyNear(var(58)),StateNo = 3120) || (EnemyNear(var(58)),StateNo = 3220) || (EnemyNear(var(58)),StateNo = 4010))
TriggerAll = EnemyNear(var(58)),MoveType = H && !(EnemyNear(var(58)),StateNo = [120,160))
TriggerAll = EnemyNear(var(58)),GetHitVar(hittime) + EnemyNear(var(58)),GetHitVar(hitshaketime) >= 8-2
TriggerAll = EnemyNear(var(58)),GetHitVar(yvel) = 0
TriggerAll = Random < var(59)*150 || fvar(1) = 7
Trigger1 = EnemyNear(var(58)),Vel X && (8-EnemyNear(var(58)),GetHitVar(hitshaketime)>0)
Trigger1 = fvar(4) = [-15,48+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**(8-EnemyNear(var(58)),GetHitVar(hitshaketime)))/(1-fvar(5)))]
Trigger2 = EnemyNear(var(58)),Vel X && (8-EnemyNear(var(58)),GetHitVar(hitshaketime)<=0)
Trigger2 = fvar(4) = [-15,48+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**8)/(1-fvar(5)))]
Trigger3 = !(EnemyNear(var(58)),Vel X)
Trigger3 = fvar(4) = [-15,48+((EnemyNear(var(58)),Vel X*var(50))*(1-fvar(5)**8)/(1-fvar(5)))]

[State -3, ߗa]
Type = ChangeState
Value = 225
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [2,4]) || fvar(1) = 7
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = fvar(4) < 24
TriggerAll = Ctrl || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = !var(9)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [251,252]) || (EnemyNear(var(58)),StateNo = [820,870]) || (EnemyNear(var(58)),StateNo = [1420,1440]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1710,1712]) || (EnemyNear(var(58)),StateNo = [1760,1761]) || (EnemyNear(var(58)),StateNo = 2020))
TriggerAll = !((EnemyNear(var(58)),StateNo = 2120) || (EnemyNear(var(58)),StateNo = 2220) || (EnemyNear(var(58)),StateNo = 3020))
TriggerAll = !((EnemyNear(var(58)),StateNo = 3120) || (EnemyNear(var(58)),StateNo = 3220) || (EnemyNear(var(58)),StateNo = 4010))
TriggerAll = EnemyNear(var(58)),MoveType = H && !(EnemyNear(var(58)),StateNo = [120,160))
TriggerAll = EnemyNear(var(58)),GetHitVar(yvel) = 0
TriggerAll = Random < var(59)*150 || fvar(1) = 7
Trigger1 = EnemyNear(var(58)),Vel X && (8-EnemyNear(var(58)),GetHitVar(hitshaketime)>0)
Trigger1 = fvar(4) = [-15,48+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**(8-EnemyNear(var(58)),GetHitVar(hitshaketime)))/(1-fvar(5)))]
Trigger2 = EnemyNear(var(58)),Vel X && (8-EnemyNear(var(58)),GetHitVar(hitshaketime)<=0)
Trigger2 = fvar(4) = [-15,48+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**8)/(1-fvar(5)))]
Trigger3 = !(EnemyNear(var(58)),Vel X)
Trigger3 = fvar(4) = [-15,48+((EnemyNear(var(58)),Vel X*var(50))*(1-fvar(5)**8)/(1-fvar(5)))]

[State -3, Ⴊ݂c]
Type = ChangeState
Value = 430
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [5,8]) || fvar(1) = 7
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = Ctrl || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = !var(9)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [251,252]) || (EnemyNear(var(58)),StateNo = [820,870]) || (EnemyNear(var(58)),StateNo = [1420,1440]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1710,1712]) || (EnemyNear(var(58)),StateNo = [1760,1761]) || (EnemyNear(var(58)),StateNo = 2020))
TriggerAll = !((EnemyNear(var(58)),StateNo = 2120) || (EnemyNear(var(58)),StateNo = 2220) || (EnemyNear(var(58)),StateNo = 3020))
TriggerAll = !((EnemyNear(var(58)),StateNo = 3120) || (EnemyNear(var(58)),StateNo = 3220) || (EnemyNear(var(58)),StateNo = 4010))
TriggerAll = EnemyNear(var(58)),MoveType = H && !(EnemyNear(var(58)),StateNo = [120,160))
TriggerAll = EnemyNear(var(58)),GetHitVar(hittime) + EnemyNear(var(58)),GetHitVar(hitshaketime) >= 3-2
TriggerAll = EnemyNear(var(58)),GetHitVar(yvel) = 0
TriggerAll = Random < var(59)*150 || fvar(1) = 7
Trigger1 = EnemyNear(var(58)),Vel X && (3-EnemyNear(var(58)),GetHitVar(hitshaketime)>0)
Trigger1 = fvar(4) = [-15,55+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**(3-EnemyNear(var(58)),GetHitVar(hitshaketime)))/(1-fvar(5)))]
Trigger2 = EnemyNear(var(58)),Vel X && (3-EnemyNear(var(58)),GetHitVar(hitshaketime)<=0)
Trigger2 = fvar(4) = [-15,55+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**3)/(1-fvar(5)))]
Trigger3 = !(EnemyNear(var(58)),Vel X)
Trigger3 = fvar(4) = [-15,55+((EnemyNear(var(58)),Vel X*var(50))*(1-fvar(5)**3)/(1-fvar(5)))]

[State -3, Ⴊ݂c]
Type = ChangeState
Value = 430
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [2,4]) || fvar(1) = 7
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = Ctrl || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = !var(9)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [251,252]) || (EnemyNear(var(58)),StateNo = [820,870]) || (EnemyNear(var(58)),StateNo = [1420,1440]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1710,1712]) || (EnemyNear(var(58)),StateNo = [1760,1761]) || (EnemyNear(var(58)),StateNo = 2020))
TriggerAll = !((EnemyNear(var(58)),StateNo = 2120) || (EnemyNear(var(58)),StateNo = 2220) || (EnemyNear(var(58)),StateNo = 3020))
TriggerAll = !((EnemyNear(var(58)),StateNo = 3120) || (EnemyNear(var(58)),StateNo = 3220) || (EnemyNear(var(58)),StateNo = 4010))
TriggerAll = EnemyNear(var(58)),MoveType = H && !(EnemyNear(var(58)),StateNo = [120,160))
TriggerAll = EnemyNear(var(58)),GetHitVar(yvel) = 0
TriggerAll = Random < var(59)*150 || fvar(1) = 7
Trigger1 = EnemyNear(var(58)),Vel X && (3-EnemyNear(var(58)),GetHitVar(hitshaketime)>0)
Trigger1 = fvar(4) = [-15,55+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**(3-EnemyNear(var(58)),GetHitVar(hitshaketime)))/(1-fvar(5)))]
Trigger2 = EnemyNear(var(58)),Vel X && (3-EnemyNear(var(58)),GetHitVar(hitshaketime)<=0)
Trigger2 = fvar(4) = [-15,55+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**3)/(1-fvar(5)))]
Trigger3 = !(EnemyNear(var(58)),Vel X)
Trigger3 = fvar(4) = [-15,55+((EnemyNear(var(58)),Vel X*var(50))*(1-fvar(5)**3)/(1-fvar(5)))]

[State -3, Ⴊ݂`]
Type = ChangeState
Value = 400
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [5,8]) || fvar(1) = 7
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = Ctrl || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = !var(9)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [251,252]) || (EnemyNear(var(58)),StateNo = [820,870]) || (EnemyNear(var(58)),StateNo = [1420,1440]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1710,1712]) || (EnemyNear(var(58)),StateNo = [1760,1761]) || (EnemyNear(var(58)),StateNo = 2020))
TriggerAll = !((EnemyNear(var(58)),StateNo = 2120) || (EnemyNear(var(58)),StateNo = 2220) || (EnemyNear(var(58)),StateNo = 3020))
TriggerAll = !((EnemyNear(var(58)),StateNo = 3120) || (EnemyNear(var(58)),StateNo = 3220) || (EnemyNear(var(58)),StateNo = 4010))
TriggerAll = EnemyNear(var(58)),MoveType = H && !(EnemyNear(var(58)),StateNo = [120,160))
TriggerAll = EnemyNear(var(58)),GetHitVar(hittime) + EnemyNear(var(58)),GetHitVar(hitshaketime) >= 4-2
TriggerAll = EnemyNear(var(58)),GetHitVar(yvel) = 0
TriggerAll = Random < var(59)*150 || fvar(1) = 7
Trigger1 = EnemyNear(var(58)),Vel X && (4-EnemyNear(var(58)),GetHitVar(hitshaketime)>0)
Trigger1 = fvar(4) = [-5,77+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**(4-EnemyNear(var(58)),GetHitVar(hitshaketime)))/(1-fvar(5)))]
Trigger2 = EnemyNear(var(58)),Vel X && (4-EnemyNear(var(58)),GetHitVar(hitshaketime)<=0)
Trigger2 = fvar(4) = [-5,77+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**4)/(1-fvar(5)))]
Trigger3 = !(EnemyNear(var(58)),Vel X)
Trigger3 = fvar(4) = [-5,77+((EnemyNear(var(58)),Vel X*var(50))*(1-fvar(5)**4)/(1-fvar(5)))]

[State -3, Ⴊ݂`]
Type = ChangeState
Value = 400
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [2,4]) || fvar(1) = 7
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = Ctrl || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = !var(9)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [251,252]) || (EnemyNear(var(58)),StateNo = [820,870]) || (EnemyNear(var(58)),StateNo = [1420,1440]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1710,1712]) || (EnemyNear(var(58)),StateNo = [1760,1761]) || (EnemyNear(var(58)),StateNo = 2020))
TriggerAll = !((EnemyNear(var(58)),StateNo = 2120) || (EnemyNear(var(58)),StateNo = 2220) || (EnemyNear(var(58)),StateNo = 3020))
TriggerAll = !((EnemyNear(var(58)),StateNo = 3120) || (EnemyNear(var(58)),StateNo = 3220) || (EnemyNear(var(58)),StateNo = 4010))
TriggerAll = EnemyNear(var(58)),MoveType = H && !(EnemyNear(var(58)),StateNo = [120,160))
TriggerAll = EnemyNear(var(58)),GetHitVar(yvel) = 0
TriggerAll = Random < var(59)*150 || fvar(1) = 7
Trigger1 = EnemyNear(var(58)),Vel X && (4-EnemyNear(var(58)),GetHitVar(hitshaketime)>0)
Trigger1 = fvar(4) = [-5,77+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**(4-EnemyNear(var(58)),GetHitVar(hitshaketime)))/(1-fvar(5)))]
Trigger2 = EnemyNear(var(58)),Vel X && (4-EnemyNear(var(58)),GetHitVar(hitshaketime)<=0)
Trigger2 = fvar(4) = [-5,77+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**4)/(1-fvar(5)))]
Trigger3 = !(EnemyNear(var(58)),Vel X)
Trigger3 = fvar(4) = [-5,77+((EnemyNear(var(58)),Vel X*var(50))*(1-fvar(5)**4)/(1-fvar(5)))]

[State -3, ߗ`]
Type = ChangeState
Value = 205
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [5,8]) || fvar(1) = 7
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = fvar(4) < 20
TriggerAll = Ctrl || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = !var(9)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [251,252]) || (EnemyNear(var(58)),StateNo = [820,870]) || (EnemyNear(var(58)),StateNo = [1420,1440]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1710,1712]) || (EnemyNear(var(58)),StateNo = [1760,1761]) || (EnemyNear(var(58)),StateNo = 2020))
TriggerAll = !((EnemyNear(var(58)),StateNo = 2120) || (EnemyNear(var(58)),StateNo = 2220) || (EnemyNear(var(58)),StateNo = 3020))
TriggerAll = !((EnemyNear(var(58)),StateNo = 3120) || (EnemyNear(var(58)),StateNo = 3220) || (EnemyNear(var(58)),StateNo = 4010))
TriggerAll = EnemyNear(var(58)),MoveType = H && !(EnemyNear(var(58)),StateNo = [120,160))
TriggerAll = EnemyNear(var(58)),GetHitVar(hittime) + EnemyNear(var(58)),GetHitVar(hitshaketime) >= 5-2
TriggerAll = EnemyNear(var(58)),GetHitVar(yvel) = 0
TriggerAll = Random < var(59)*150 || fvar(1) = 7
Trigger1 = EnemyNear(var(58)),Vel X && (5-EnemyNear(var(58)),GetHitVar(hitshaketime)>0)
Trigger1 = fvar(4) = [-5,56+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**(5-EnemyNear(var(58)),GetHitVar(hitshaketime)))/(1-fvar(5)))]
Trigger2 = EnemyNear(var(58)),Vel X && (5-EnemyNear(var(58)),GetHitVar(hitshaketime)<=0)
Trigger2 = fvar(4) = [-5,56+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**5)/(1-fvar(5)))]
Trigger3 = !(EnemyNear(var(58)),Vel X)
Trigger3 = fvar(4) = [-5,56+((EnemyNear(var(58)),Vel X*var(50))*(1-fvar(5)**5)/(1-fvar(5)))]

[State -3, ߗ`]
Type = ChangeState
Value = 205
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [2,4]) || fvar(1) = 7
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = fvar(4) < 20
TriggerAll = Ctrl || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = !var(9)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [251,252]) || (EnemyNear(var(58)),StateNo = [820,870]) || (EnemyNear(var(58)),StateNo = [1420,1440]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1710,1712]) || (EnemyNear(var(58)),StateNo = [1760,1761]) || (EnemyNear(var(58)),StateNo = 2020))
TriggerAll = !((EnemyNear(var(58)),StateNo = 2120) || (EnemyNear(var(58)),StateNo = 2220) || (EnemyNear(var(58)),StateNo = 3020))
TriggerAll = !((EnemyNear(var(58)),StateNo = 3120) || (EnemyNear(var(58)),StateNo = 3220) || (EnemyNear(var(58)),StateNo = 4010))
TriggerAll = EnemyNear(var(58)),MoveType = H && !(EnemyNear(var(58)),StateNo = [120,160))
TriggerAll = EnemyNear(var(58)),GetHitVar(yvel) = 0
TriggerAll = Random < var(59)*150 || fvar(1) = 7
Trigger1 = EnemyNear(var(58)),Vel X && (5-EnemyNear(var(58)),GetHitVar(hitshaketime)>0)
Trigger1 = fvar(4) = [-5,56+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**(5-EnemyNear(var(58)),GetHitVar(hitshaketime)))/(1-fvar(5)))]
Trigger2 = EnemyNear(var(58)),Vel X && (5-EnemyNear(var(58)),GetHitVar(hitshaketime)<=0)
Trigger2 = fvar(4) = [-5,56+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**5)/(1-fvar(5)))]
Trigger3 = !(EnemyNear(var(58)),Vel X)
Trigger3 = fvar(4) = [-5,56+((EnemyNear(var(58)),Vel X*var(50))*(1-fvar(5)**5)/(1-fvar(5)))]

[State -3, ߗb]
Type = ChangeState
Value = 215
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [5,8]) || fvar(1) = 7
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = fvar(4) < 32
TriggerAll = Ctrl || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = !var(9)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [251,252]) || (EnemyNear(var(58)),StateNo = [820,870]) || (EnemyNear(var(58)),StateNo = [1420,1440]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1710,1712]) || (EnemyNear(var(58)),StateNo = [1760,1761]) || (EnemyNear(var(58)),StateNo = 2020))
TriggerAll = !((EnemyNear(var(58)),StateNo = 2120) || (EnemyNear(var(58)),StateNo = 2220) || (EnemyNear(var(58)),StateNo = 3020))
TriggerAll = !((EnemyNear(var(58)),StateNo = 3120) || (EnemyNear(var(58)),StateNo = 3220) || (EnemyNear(var(58)),StateNo = 4010))
TriggerAll = EnemyNear(var(58)),MoveType = H && !(EnemyNear(var(58)),StateNo = [120,160))
TriggerAll = EnemyNear(var(58)),GetHitVar(hittime) + EnemyNear(var(58)),GetHitVar(hitshaketime) >= 19-2
TriggerAll = EnemyNear(var(58)),GetHitVar(yvel) = 0
TriggerAll = Random < var(59)*150 || fvar(1) = 7
Trigger1 = EnemyNear(var(58)),Vel X && (19-EnemyNear(var(58)),GetHitVar(hitshaketime)>0)
Trigger1 = fvar(4) = [-5,51+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**(19-EnemyNear(var(58)),GetHitVar(hitshaketime)))/(1-fvar(5)))]
Trigger2 = EnemyNear(var(58)),Vel X && (19-EnemyNear(var(58)),GetHitVar(hitshaketime)<=0)
Trigger2 = fvar(4) = [-5,51+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**19)/(1-fvar(5)))]
Trigger3 = !(EnemyNear(var(58)),Vel X)
Trigger3 = fvar(4) = [-5,51+((EnemyNear(var(58)),Vel X*var(50))*(1-fvar(5)**19)/(1-fvar(5)))]

[State -3, ߗb]
Type = ChangeState
Value = 215
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [2,4]) || fvar(1) = 7
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = fvar(4) < 32
TriggerAll = Ctrl || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = !var(9)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [251,252]) || (EnemyNear(var(58)),StateNo = [820,870]) || (EnemyNear(var(58)),StateNo = [1420,1440]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1710,1712]) || (EnemyNear(var(58)),StateNo = [1760,1761]) || (EnemyNear(var(58)),StateNo = 2020))
TriggerAll = !((EnemyNear(var(58)),StateNo = 2120) || (EnemyNear(var(58)),StateNo = 2220) || (EnemyNear(var(58)),StateNo = 3020))
TriggerAll = !((EnemyNear(var(58)),StateNo = 3120) || (EnemyNear(var(58)),StateNo = 3220) || (EnemyNear(var(58)),StateNo = 4010))
TriggerAll = EnemyNear(var(58)),MoveType = H && !(EnemyNear(var(58)),StateNo = [120,160))
TriggerAll = EnemyNear(var(58)),GetHitVar(yvel) = 0
TriggerAll = Random < var(59)*150 || fvar(1) = 7
Trigger1 = EnemyNear(var(58)),Vel X && (19-EnemyNear(var(58)),GetHitVar(hitshaketime)>0)
Trigger1 = fvar(4) = [-5,51+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**(19-EnemyNear(var(58)),GetHitVar(hitshaketime)))/(1-fvar(5)))]
Trigger2 = EnemyNear(var(58)),Vel X && (19-EnemyNear(var(58)),GetHitVar(hitshaketime)<=0)
Trigger2 = fvar(4) = [-5,51+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**19)/(1-fvar(5)))]
Trigger3 = !(EnemyNear(var(58)),Vel X)
Trigger3 = fvar(4) = [-5,51+((EnemyNear(var(58)),Vel X*var(50))*(1-fvar(5)**19)/(1-fvar(5)))]

[State -3, b]
Type = ChangeState
Value = 210
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [5,8]) || fvar(1) = 7
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = fvar(4) >= 32
TriggerAll = Ctrl || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = !var(9)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [251,252]) || (EnemyNear(var(58)),StateNo = [820,870]) || (EnemyNear(var(58)),StateNo = [1420,1440]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1710,1712]) || (EnemyNear(var(58)),StateNo = [1760,1761]) || (EnemyNear(var(58)),StateNo = 2020))
TriggerAll = !((EnemyNear(var(58)),StateNo = 2120) || (EnemyNear(var(58)),StateNo = 2220) || (EnemyNear(var(58)),StateNo = 3020))
TriggerAll = !((EnemyNear(var(58)),StateNo = 3120) || (EnemyNear(var(58)),StateNo = 3220) || (EnemyNear(var(58)),StateNo = 4010))
TriggerAll = EnemyNear(var(58)),MoveType = H && !(EnemyNear(var(58)),StateNo = [120,160))
TriggerAll = EnemyNear(var(58)),GetHitVar(hittime) + EnemyNear(var(58)),GetHitVar(hitshaketime) >= 16-2
TriggerAll = EnemyNear(var(58)),GetHitVar(yvel) = 0
TriggerAll = Random < var(59)*150 || fvar(1) = 7
Trigger1 = EnemyNear(var(58)),Vel X && (16-EnemyNear(var(58)),GetHitVar(hitshaketime)>0)
Trigger1 = fvar(4) = [51,81+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**(16-EnemyNear(var(58)),GetHitVar(hitshaketime)))/(1-fvar(5)))]
Trigger2 = EnemyNear(var(58)),Vel X && (16-EnemyNear(var(58)),GetHitVar(hitshaketime)<=0)
Trigger2 = fvar(4) = [51,81+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**16)/(1-fvar(5)))]
Trigger3 = !(EnemyNear(var(58)),Vel X)
Trigger3 = fvar(4) = [51,81+((EnemyNear(var(58)),Vel X*var(50))*(1-fvar(5)**16)/(1-fvar(5)))]

[State -3, b]
Type = ChangeState
Value = 210
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [5,8]) || fvar(1) = 7
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = fvar(4) >= 32
TriggerAll = Ctrl || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = !var(9)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [251,252]) || (EnemyNear(var(58)),StateNo = [820,870]) || (EnemyNear(var(58)),StateNo = [1420,1440]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1710,1712]) || (EnemyNear(var(58)),StateNo = [1760,1761]) || (EnemyNear(var(58)),StateNo = 2020))
TriggerAll = !((EnemyNear(var(58)),StateNo = 2120) || (EnemyNear(var(58)),StateNo = 2220) || (EnemyNear(var(58)),StateNo = 3020))
TriggerAll = !((EnemyNear(var(58)),StateNo = 3120) || (EnemyNear(var(58)),StateNo = 3220) || (EnemyNear(var(58)),StateNo = 4010))
TriggerAll = EnemyNear(var(58)),MoveType = H && !(EnemyNear(var(58)),StateNo = [120,160))
TriggerAll = EnemyNear(var(58)),GetHitVar(hittime) + EnemyNear(var(58)),GetHitVar(hitshaketime) >= 17-2
TriggerAll = EnemyNear(var(58)),GetHitVar(yvel) = 0
TriggerAll = Random < var(59)*150 || fvar(1) = 7
Trigger1 = EnemyNear(var(58)),Vel X && (17-EnemyNear(var(58)),GetHitVar(hitshaketime)>0)
Trigger1 = fvar(4) = [66,96+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**(17-EnemyNear(var(58)),GetHitVar(hitshaketime)))/(1-fvar(5)))]
Trigger2 = EnemyNear(var(58)),Vel X && (17-EnemyNear(var(58)),GetHitVar(hitshaketime)<=0)
Trigger2 = fvar(4) = [66,96+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**17)/(1-fvar(5)))]
Trigger3 = !(EnemyNear(var(58)),Vel X)
Trigger3 = fvar(4) = [66,96+((EnemyNear(var(58)),Vel X*var(50))*(1-fvar(5)**17)/(1-fvar(5)))]

[State -3, b]
Type = ChangeState
Value = 210
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [5,8]) || fvar(1) = 7
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = fvar(4) >= 32
TriggerAll = Ctrl || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = !var(9)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [251,252]) || (EnemyNear(var(58)),StateNo = [820,870]) || (EnemyNear(var(58)),StateNo = [1420,1440]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1710,1712]) || (EnemyNear(var(58)),StateNo = [1760,1761]) || (EnemyNear(var(58)),StateNo = 2020))
TriggerAll = !((EnemyNear(var(58)),StateNo = 2120) || (EnemyNear(var(58)),StateNo = 2220) || (EnemyNear(var(58)),StateNo = 3020))
TriggerAll = !((EnemyNear(var(58)),StateNo = 3120) || (EnemyNear(var(58)),StateNo = 3220) || (EnemyNear(var(58)),StateNo = 4010))
TriggerAll = EnemyNear(var(58)),MoveType = H && !(EnemyNear(var(58)),StateNo = [120,160))
TriggerAll = EnemyNear(var(58)),GetHitVar(hittime) + EnemyNear(var(58)),GetHitVar(hitshaketime) >= 18-2
TriggerAll = EnemyNear(var(58)),GetHitVar(yvel) = 0
TriggerAll = Random < var(59)*150 || fvar(1) = 7
Trigger1 = EnemyNear(var(58)),Vel X && (18-EnemyNear(var(58)),GetHitVar(hitshaketime)>0)
Trigger1 = fvar(4) = [80,110+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**(18-EnemyNear(var(58)),GetHitVar(hitshaketime)))/(1-fvar(5)))]
Trigger2 = EnemyNear(var(58)),Vel X && (18-EnemyNear(var(58)),GetHitVar(hitshaketime)<=0)
Trigger2 = fvar(4) = [80,110+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**18)/(1-fvar(5)))]
Trigger3 = !(EnemyNear(var(58)),Vel X)
Trigger3 = fvar(4) = [80,110+((EnemyNear(var(58)),Vel X*var(50))*(1-fvar(5)**18)/(1-fvar(5)))]

[State -3, b]
Type = ChangeState
Value = 210
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [5,8]) || fvar(1) = 7
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = fvar(4) >= 32
TriggerAll = Ctrl || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = !var(9)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [251,252]) || (EnemyNear(var(58)),StateNo = [820,870]) || (EnemyNear(var(58)),StateNo = [1420,1440]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1710,1712]) || (EnemyNear(var(58)),StateNo = [1760,1761]) || (EnemyNear(var(58)),StateNo = 2020))
TriggerAll = !((EnemyNear(var(58)),StateNo = 2120) || (EnemyNear(var(58)),StateNo = 2220) || (EnemyNear(var(58)),StateNo = 3020))
TriggerAll = !((EnemyNear(var(58)),StateNo = 3120) || (EnemyNear(var(58)),StateNo = 3220) || (EnemyNear(var(58)),StateNo = 4010))
TriggerAll = EnemyNear(var(58)),MoveType = H && !(EnemyNear(var(58)),StateNo = [120,160))
TriggerAll = EnemyNear(var(58)),GetHitVar(hittime) + EnemyNear(var(58)),GetHitVar(hitshaketime) >= 19-2
TriggerAll = EnemyNear(var(58)),GetHitVar(yvel) = 0
TriggerAll = Random < var(59)*150 || fvar(1) = 7
Trigger1 = EnemyNear(var(58)),Vel X && (19-EnemyNear(var(58)),GetHitVar(hitshaketime)>0)
Trigger1 = fvar(4) = [91,121+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**(19-EnemyNear(var(58)),GetHitVar(hitshaketime)))/(1-fvar(5)))]
Trigger2 = EnemyNear(var(58)),Vel X && (19-EnemyNear(var(58)),GetHitVar(hitshaketime)<=0)
Trigger2 = fvar(4) = [91,121+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**19)/(1-fvar(5)))]
Trigger3 = !(EnemyNear(var(58)),Vel X)
Trigger3 = fvar(4) = [91,121+((EnemyNear(var(58)),Vel X*var(50))*(1-fvar(5)**19)/(1-fvar(5)))]

[State -3, b]
Type = ChangeState
Value = 210
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [5,8]) || fvar(1) = 7
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = fvar(4) >= 32
TriggerAll = Ctrl || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = !var(9)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [251,252]) || (EnemyNear(var(58)),StateNo = [820,870]) || (EnemyNear(var(58)),StateNo = [1420,1440]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1710,1712]) || (EnemyNear(var(58)),StateNo = [1760,1761]) || (EnemyNear(var(58)),StateNo = 2020))
TriggerAll = !((EnemyNear(var(58)),StateNo = 2120) || (EnemyNear(var(58)),StateNo = 2220) || (EnemyNear(var(58)),StateNo = 3020))
TriggerAll = !((EnemyNear(var(58)),StateNo = 3120) || (EnemyNear(var(58)),StateNo = 3220) || (EnemyNear(var(58)),StateNo = 4010))
TriggerAll = EnemyNear(var(58)),MoveType = H && !(EnemyNear(var(58)),StateNo = [120,160))
TriggerAll = EnemyNear(var(58)),GetHitVar(hittime) + EnemyNear(var(58)),GetHitVar(hitshaketime) >= 20-2
TriggerAll = EnemyNear(var(58)),GetHitVar(yvel) = 0
TriggerAll = Random < var(59)*150 || fvar(1) = 7
Trigger1 = EnemyNear(var(58)),Vel X && (20-EnemyNear(var(58)),GetHitVar(hitshaketime)>0)
Trigger1 = fvar(4) = [102,132+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**(20-EnemyNear(var(58)),GetHitVar(hitshaketime)))/(1-fvar(5)))]
Trigger2 = EnemyNear(var(58)),Vel X && (20-EnemyNear(var(58)),GetHitVar(hitshaketime)<=0)
Trigger2 = fvar(4) = [102,132+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**20)/(1-fvar(5)))]
Trigger3 = !(EnemyNear(var(58)),Vel X)
Trigger3 = fvar(4) = [102,132+((EnemyNear(var(58)),Vel X*var(50))*(1-fvar(5)**20)/(1-fvar(5)))]

[State -3, b]
Type = ChangeState
Value = 210
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [2,4]) || fvar(1) = 7
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = fvar(4) >= 32
TriggerAll = Ctrl || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = !var(9)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [251,252]) || (EnemyNear(var(58)),StateNo = [820,870]) || (EnemyNear(var(58)),StateNo = [1420,1440]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1710,1712]) || (EnemyNear(var(58)),StateNo = [1760,1761]) || (EnemyNear(var(58)),StateNo = 2020))
TriggerAll = !((EnemyNear(var(58)),StateNo = 2120) || (EnemyNear(var(58)),StateNo = 2220) || (EnemyNear(var(58)),StateNo = 3020))
TriggerAll = !((EnemyNear(var(58)),StateNo = 3120) || (EnemyNear(var(58)),StateNo = 3220) || (EnemyNear(var(58)),StateNo = 4010))
TriggerAll = EnemyNear(var(58)),MoveType = H && !(EnemyNear(var(58)),StateNo = [120,160))
TriggerAll = EnemyNear(var(58)),GetHitVar(yvel) = 0
TriggerAll = Random < var(59)*150 || fvar(1) = 7
Trigger1 = EnemyNear(var(58)),Vel X && (16-EnemyNear(var(58)),GetHitVar(hitshaketime)>0)
Trigger1 = fvar(4) = [51,81+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**(16-EnemyNear(var(58)),GetHitVar(hitshaketime)))/(1-fvar(5)))]
Trigger2 = EnemyNear(var(58)),Vel X && (16-EnemyNear(var(58)),GetHitVar(hitshaketime)<=0)
Trigger2 = fvar(4) = [51,81+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**16)/(1-fvar(5)))]
Trigger3 = !(EnemyNear(var(58)),Vel X)
Trigger3 = fvar(4) = [51,81+((EnemyNear(var(58)),Vel X*var(50))*(1-fvar(5)**16)/(1-fvar(5)))]

[State -3, ӂƂ΂]
Type = ChangeState
Value = 250
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [5,8]) || fvar(1) = 7
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = fvar(4) >= 24
TriggerAll = Ctrl || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = !var(9)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [251,252]) || (EnemyNear(var(58)),StateNo = [820,870]) || (EnemyNear(var(58)),StateNo = [1420,1440]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1710,1712]) || (EnemyNear(var(58)),StateNo = [1760,1761]) || (EnemyNear(var(58)),StateNo = 2020))
TriggerAll = !((EnemyNear(var(58)),StateNo = 2120) || (EnemyNear(var(58)),StateNo = 2220) || (EnemyNear(var(58)),StateNo = 3020))
TriggerAll = !((EnemyNear(var(58)),StateNo = 3120) || (EnemyNear(var(58)),StateNo = 3220) || (EnemyNear(var(58)),StateNo = 4010))
TriggerAll = EnemyNear(var(58)),MoveType = H && !(EnemyNear(var(58)),StateNo = [120,160))
TriggerAll = EnemyNear(var(58)),GetHitVar(hittime) + EnemyNear(var(58)),GetHitVar(hitshaketime) >= 12-2
TriggerAll = EnemyNear(var(58)),GetHitVar(yvel) = 0
TriggerAll = Random < var(59)*150 || fvar(1) = 7
Trigger1 = EnemyNear(var(58)),Vel X && (12-EnemyNear(var(58)),GetHitVar(hitshaketime)>0)
Trigger1 = fvar(4) = [15,80+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**(12-EnemyNear(var(58)),GetHitVar(hitshaketime)))/(1-fvar(5)))]
Trigger2 = EnemyNear(var(58)),Vel X && (12-EnemyNear(var(58)),GetHitVar(hitshaketime)<=0)
Trigger2 = fvar(4) = [15,80+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**12)/(1-fvar(5)))]
Trigger3 = !(EnemyNear(var(58)),Vel X)
Trigger3 = fvar(4) = [15,80+((EnemyNear(var(58)),Vel X*var(50))*(1-fvar(5)**12)/(1-fvar(5)))]

[State -3, ӂƂ΂]
Type = ChangeState
Value = 250
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [2,4]) || fvar(1) = 7
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = fvar(4) >= 24
TriggerAll = Ctrl || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = !var(9)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [251,252]) || (EnemyNear(var(58)),StateNo = [820,870]) || (EnemyNear(var(58)),StateNo = [1420,1440]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1710,1712]) || (EnemyNear(var(58)),StateNo = [1760,1761]) || (EnemyNear(var(58)),StateNo = 2020))
TriggerAll = !((EnemyNear(var(58)),StateNo = 2120) || (EnemyNear(var(58)),StateNo = 2220) || (EnemyNear(var(58)),StateNo = 3020))
TriggerAll = !((EnemyNear(var(58)),StateNo = 3120) || (EnemyNear(var(58)),StateNo = 3220) || (EnemyNear(var(58)),StateNo = 4010))
TriggerAll = EnemyNear(var(58)),MoveType = H && !(EnemyNear(var(58)),StateNo = [120,160))
TriggerAll = EnemyNear(var(58)),GetHitVar(yvel) = 0
TriggerAll = Random < var(59)*150 || fvar(1) = 7
Trigger1 = fvar(4) = [15,80+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**(12-EnemyNear(var(58)),GetHitVar(hitshaketime)))/(1-fvar(5)))]
Trigger2 = EnemyNear(var(58)),Vel X && (12-EnemyNear(var(58)),GetHitVar(hitshaketime)<=0)
Trigger2 = fvar(4) = [15,80+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**12)/(1-fvar(5)))]
Trigger3 = !(EnemyNear(var(58)),Vel X)
Trigger3 = fvar(4) = [15,80+((EnemyNear(var(58)),Vel X*var(50))*(1-fvar(5)**12)/(1-fvar(5)))]

[State -3, a]
Type = ChangeState
Value = 220
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [5,8]) || fvar(1) = 7
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = fvar(4) >= 24
TriggerAll = Ctrl || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = !var(9)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [251,252]) || (EnemyNear(var(58)),StateNo = [820,870]) || (EnemyNear(var(58)),StateNo = [1420,1440]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1710,1712]) || (EnemyNear(var(58)),StateNo = [1760,1761]) || (EnemyNear(var(58)),StateNo = 2020))
TriggerAll = !((EnemyNear(var(58)),StateNo = 2120) || (EnemyNear(var(58)),StateNo = 2220) || (EnemyNear(var(58)),StateNo = 3020))
TriggerAll = !((EnemyNear(var(58)),StateNo = 3120) || (EnemyNear(var(58)),StateNo = 3220) || (EnemyNear(var(58)),StateNo = 4010))
TriggerAll = EnemyNear(var(58)),MoveType = H && !(EnemyNear(var(58)),StateNo = [120,160))
TriggerAll = EnemyNear(var(58)),GetHitVar(hittime) + EnemyNear(var(58)),GetHitVar(hitshaketime) >= 12-2
TriggerAll = EnemyNear(var(58)),GetHitVar(yvel) = 0
TriggerAll = Random < var(59)*150 || fvar(1) = 7
Trigger1 = EnemyNear(var(58)),Vel X && (12-EnemyNear(var(58)),GetHitVar(hitshaketime)>0)
Trigger1 = fvar(4) = [40,70+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**(12-EnemyNear(var(58)),GetHitVar(hitshaketime)))/(1-fvar(5)))]
Trigger2 = EnemyNear(var(58)),Vel X && (12-EnemyNear(var(58)),GetHitVar(hitshaketime)<=0)
Trigger2 = fvar(4) = [40,70+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**12)/(1-fvar(5)))]
Trigger3 = !(EnemyNear(var(58)),Vel X)
Trigger3 = fvar(4) = [40,70+((EnemyNear(var(58)),Vel X*var(50))*(1-fvar(5)**12)/(1-fvar(5)))]

[State -3, a]
Type = ChangeState
Value = 220
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [2,4]) || fvar(1) = 7
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = fvar(4) >= 24
TriggerAll = Ctrl || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = !var(9)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [251,252]) || (EnemyNear(var(58)),StateNo = [820,870]) || (EnemyNear(var(58)),StateNo = [1420,1440]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1710,1712]) || (EnemyNear(var(58)),StateNo = [1760,1761]) || (EnemyNear(var(58)),StateNo = 2020))
TriggerAll = !((EnemyNear(var(58)),StateNo = 2120) || (EnemyNear(var(58)),StateNo = 2220) || (EnemyNear(var(58)),StateNo = 3020))
TriggerAll = !((EnemyNear(var(58)),StateNo = 3120) || (EnemyNear(var(58)),StateNo = 3220) || (EnemyNear(var(58)),StateNo = 4010))
TriggerAll = EnemyNear(var(58)),MoveType = H && !(EnemyNear(var(58)),StateNo = [120,160))
TriggerAll = EnemyNear(var(58)),GetHitVar(yvel) = 0
TriggerAll = Random < var(59)*150 || fvar(1) = 7
Trigger1 = EnemyNear(var(58)),Vel X && (12-EnemyNear(var(58)),GetHitVar(hitshaketime)>0)
Trigger1 = fvar(4) = [40,70+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**(12-EnemyNear(var(58)),GetHitVar(hitshaketime)))/(1-fvar(5)))]
Trigger2 = EnemyNear(var(58)),Vel X && (12-EnemyNear(var(58)),GetHitVar(hitshaketime)<=0)
Trigger2 = fvar(4) = [40,70+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**12)/(1-fvar(5)))]
Trigger3 = !(EnemyNear(var(58)),Vel X)
Trigger3 = fvar(4) = [40,70+((EnemyNear(var(58)),Vel X*var(50))*(1-fvar(5)**12)/(1-fvar(5)))]

[State -3, ef@`]
Type = ChangeState
Value = 1700
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [5,8]) || fvar(1) = 7
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = Ctrl || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = !var(9)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [251,252]) || (EnemyNear(var(58)),StateNo = [820,870]) || (EnemyNear(var(58)),StateNo = [1420,1440]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1710,1712]) || (EnemyNear(var(58)),StateNo = [1760,1761]) || (EnemyNear(var(58)),StateNo = 2020))
TriggerAll = !((EnemyNear(var(58)),StateNo = 2120) || (EnemyNear(var(58)),StateNo = 2220) || (EnemyNear(var(58)),StateNo = 3020))
TriggerAll = !((EnemyNear(var(58)),StateNo = 3120) || (EnemyNear(var(58)),StateNo = 3220) || (EnemyNear(var(58)),StateNo = 4010))
TriggerAll = EnemyNear(var(58)),MoveType = H && !(EnemyNear(var(58)),StateNo = [120,160))
TriggerAll = EnemyNear(var(58)),GetHitVar(hittime) + EnemyNear(var(58)),GetHitVar(hitshaketime) >= 9-2
TriggerAll = EnemyNear(var(58)),GetHitVar(yvel) = 0
TriggerAll = Random < var(59)*150 || fvar(1) = 7
Trigger1 = EnemyNear(var(58)),Vel X && (9-EnemyNear(var(58)),GetHitVar(hitshaketime)>0)
Trigger1 = fvar(3) = [-15,80+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**(9-EnemyNear(var(58)),GetHitVar(hitshaketime)))/(1-fvar(5)))]
Trigger2 = EnemyNear(var(58)),Vel X && (9-EnemyNear(var(58)),GetHitVar(hitshaketime)<=0)
Trigger2 = fvar(3) = [-15,80+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**9)/(1-fvar(5)))]
Trigger3 = !(EnemyNear(var(58)),Vel X)
Trigger3 = fvar(3) = [-15,80+((EnemyNear(var(58)),Vel X*var(50))*(1-fvar(5)**9)/(1-fvar(5)))]

[State -3, ef@`]
Type = ChangeState
Value = 1700
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [2,4]) || fvar(1) = 7
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = Ctrl || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = !var(9)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [251,252]) || (EnemyNear(var(58)),StateNo = [820,870]) || (EnemyNear(var(58)),StateNo = [1420,1440]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1710,1712]) || (EnemyNear(var(58)),StateNo = [1760,1761]) || (EnemyNear(var(58)),StateNo = 2020))
TriggerAll = !((EnemyNear(var(58)),StateNo = 2120) || (EnemyNear(var(58)),StateNo = 2220) || (EnemyNear(var(58)),StateNo = 3020))
TriggerAll = !((EnemyNear(var(58)),StateNo = 3120) || (EnemyNear(var(58)),StateNo = 3220) || (EnemyNear(var(58)),StateNo = 4010))
TriggerAll = EnemyNear(var(58)),MoveType = H && !(EnemyNear(var(58)),StateNo = [120,160))
TriggerAll = EnemyNear(var(58)),GetHitVar(yvel) = 0
TriggerAll = Random < var(59)*150 || fvar(1) = 7
Trigger1 = EnemyNear(var(58)),Vel X && (9-EnemyNear(var(58)),GetHitVar(hitshaketime)>0)
Trigger1 = fvar(3) = [-15,80+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**(9-EnemyNear(var(58)),GetHitVar(hitshaketime)))/(1-fvar(5)))]
Trigger2 = EnemyNear(var(58)),Vel X && (9-EnemyNear(var(58)),GetHitVar(hitshaketime)<=0)
Trigger2 = fvar(3) = [-15,80+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**9)/(1-fvar(5)))]
Trigger3 = !(EnemyNear(var(58)),Vel X)
Trigger3 = fvar(3) = [-15,80+((EnemyNear(var(58)),Vel X*var(50))*(1-fvar(5)**9)/(1-fvar(5)))]

[State -3, F@c]
Type = ChangeState
Value = 1450
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [5,8]) || fvar(1) = 7
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = Ctrl || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = !var(9)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [251,252]) || (EnemyNear(var(58)),StateNo = [820,870]) || (EnemyNear(var(58)),StateNo = [1420,1440]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1710,1712]) || (EnemyNear(var(58)),StateNo = [1760,1761]) || (EnemyNear(var(58)),StateNo = 2020))
TriggerAll = !((EnemyNear(var(58)),StateNo = 2120) || (EnemyNear(var(58)),StateNo = 2220) || (EnemyNear(var(58)),StateNo = 3020))
TriggerAll = !((EnemyNear(var(58)),StateNo = 3120) || (EnemyNear(var(58)),StateNo = 3220) || (EnemyNear(var(58)),StateNo = 4010))
TriggerAll = EnemyNear(var(58)),MoveType = H && !(EnemyNear(var(58)),StateNo = [120,160))
TriggerAll = EnemyNear(var(58)),GetHitVar(hittime) + EnemyNear(var(58)),GetHitVar(hitshaketime) >= 1-2
TriggerAll = EnemyNear(var(58)),GetHitVar(yvel) = 0
TriggerAll = Random < var(59)*150 || fvar(1) = 7
Trigger1 = EnemyNear(var(58)),Vel X && (1-EnemyNear(var(58)),GetHitVar(hitshaketime)>0)
Trigger1 = fvar(3) = [-15,25+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**(1-EnemyNear(var(58)),GetHitVar(hitshaketime)))/(1-fvar(5)))]
Trigger2 = EnemyNear(var(58)),Vel X && (1-EnemyNear(var(58)),GetHitVar(hitshaketime)<=0)
Trigger2 = fvar(3) = [-15,25+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**1)/(1-fvar(5)))]
Trigger3 = !(EnemyNear(var(58)),Vel X)
Trigger3 = fvar(3) = [-15,25+((EnemyNear(var(58)),Vel X*var(50))*(1-fvar(5)**1)/(1-fvar(5)))]

[State -3, _bV]
type = ChangeState
value = 100
Ctrl = 0
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [2,8]) || fvar(1) = 7
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo = [150,153]
TriggerAll = EnemyNear(var(58)),GetHitVar(hittime) + EnemyNear(var(58)),GetHitVar(hitshaketime) >= 6
TriggerAll = Ctrl || (StateNo = 22 && Time > 10)
TriggerAll = Random < var(59)*100 || fvar(1) = 7
Trigger1 = EnemyNear(var(58)),Vel X = 0 && (15-EnemyNear(var(58)),GetHitVar(hitshaketime) > 0)
Trigger1 = fvar(4) < 180
Trigger2 = EnemyNear(var(58)),Vel X = 0 && (15-EnemyNear(var(58)),GetHitVar(hitshaketime) <= 0)
Trigger2 = fvar(4) < 180
Trigger3 = !(EnemyNear(var(58)),Vel X = 0)
Trigger3 = fvar(4) < 180

[State -3, Oi]
type = ChangeState
value = 21
Ctrl = 0
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [2,8]) || fvar(1) = 7
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo = [150,153]
TriggerAll = EnemyNear(var(58)),GetHitVar(hittime) + EnemyNear(var(58)),GetHitVar(hitshaketime) >= 10
TriggerAll = Ctrl || (StateNo = 22 && Time > 10)
TriggerAll = Random < var(59)*100 || fvar(1) = 7
Trigger1 = EnemyNear(var(58)),Vel X = 0 && (15-EnemyNear(var(58)),GetHitVar(hitshaketime) > 0)
Trigger1 = fvar(4) = [-5,80)
Trigger2 = EnemyNear(var(58)),Vel X = 0 && (15-EnemyNear(var(58)),GetHitVar(hitshaketime) <= 0)
Trigger2 = fvar(4) = [-5,80)
Trigger3 = !(EnemyNear(var(58)),Vel X = 0)
Trigger3 = fvar(4) = [-5,75)

[State -3, OWv]
type = ChangeState
value = 42
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [4,8]) || fvar(1) = 7
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo = [150,153]
TriggerAll = EnemyNear(var(58)),GetHitVar(hittime) + EnemyNear(var(58)),GetHitVar(hitshaketime) >= 20
TriggerAll = Ctrl || (StateNo = 22 && Time > 10)
TriggerAll = Random < var(59)*100 || fvar(1) = 7
Trigger1 = EnemyNear(var(58)),Vel X = 0 && (15-EnemyNear(var(58)),GetHitVar(hitshaketime) > 0)
Trigger1 = fvar(4) = [80,140)
Trigger2 = EnemyNear(var(58)),Vel X = 0 && (15-EnemyNear(var(58)),GetHitVar(hitshaketime) <= 0)
Trigger2 = fvar(4) = [80,140)
Trigger3 = !(EnemyNear(var(58)),Vel X = 0)
Trigger3 = fvar(4) = [80,140)

[State -3, Wv]
type = ChangeState
value = 41
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [4,8]) || fvar(1) = 7
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo = [150,153]
TriggerAll = EnemyNear(var(58)),GetHitVar(hittime) + EnemyNear(var(58)),GetHitVar(hitshaketime) >= 20
TriggerAll = Ctrl || (StateNo = 22 && Time > 10)
TriggerAll = Random < var(59)*50 || fvar(1) = 7
Trigger1 = EnemyNear(var(58)),Vel X = 0 && (15-EnemyNear(var(58)),GetHitVar(hitshaketime) > 0)
Trigger1 = fvar(4) = [-15,25)
Trigger2 = EnemyNear(var(58)),Vel X = 0 && (15-EnemyNear(var(58)),GetHitVar(hitshaketime) <= 0)
Trigger2 = fvar(4) = [-15,25)
Trigger3 = !(EnemyNear(var(58)),Vel X = 0)
Trigger3 = fvar(4) = [-15,25)

[State -3, ߗc]
type = ChangeState
value = 235
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [6,8]) || fvar(1) = 7
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = fvar(4) < 22
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo = [120,153]
TriggerAll = EnemyNear(var(58)),GetHitVar(hittime) + EnemyNear(var(58)),GetHitVar(hitshaketime) >= 6-2
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = Random < var(59)*150 || fvar(1) = 7
Trigger1 = EnemyNear(var(58)),Vel X && (6-EnemyNear(var(58)),GetHitVar(hitshaketime)>0)
Trigger1 = fvar(4) = [-15,48+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**(6-EnemyNear(var(58)),GetHitVar(hitshaketime)))/(1-fvar(5)))]
Trigger2 = EnemyNear(var(58)),Vel X && (6-EnemyNear(var(58)),GetHitVar(hitshaketime)<=0)
Trigger2 = fvar(4) = [-15,48+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**6)/(1-fvar(5)))]
Trigger3 = !(EnemyNear(var(58)),Vel X)
Trigger3 = fvar(4) = [-15,48+((EnemyNear(var(58)),Vel X*var(50))*(1-fvar(5)**6)/(1-fvar(5)))]

[State -3, ߗc]
type = ChangeState
value = 235
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [2,5]) || fvar(1) = 7
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = fvar(4) < 22
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo = [120,153]
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = Random < var(59)*150 || fvar(1) = 7
Trigger1 = EnemyNear(var(58)),Vel X && (6-EnemyNear(var(58)),GetHitVar(hitshaketime)>0)
Trigger1 = fvar(4) = [-15,48+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**(6-EnemyNear(var(58)),GetHitVar(hitshaketime)))/(1-fvar(5)))]
Trigger2 = EnemyNear(var(58)),Vel X && (6-EnemyNear(var(58)),GetHitVar(hitshaketime)<=0)
Trigger2 = fvar(4) = [-15,48+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**6)/(1-fvar(5)))]
Trigger3 = !(EnemyNear(var(58)),Vel X)
Trigger3 = fvar(4) = [-15,48+((EnemyNear(var(58)),Vel X*var(50))*(1-fvar(5)**6)/(1-fvar(5)))]

[State -3, Ⴊ݂c]
type = ChangeState
value = 430
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [6,8]) || fvar(1) = 7
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo = [150,153]
TriggerAll = EnemyNear(var(58)),GetHitVar(hittime) + EnemyNear(var(58)),GetHitVar(hitshaketime) >= 3-2
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = Random < var(59)*150 || fvar(1) = 7
Trigger1 = EnemyNear(var(58)),Vel X && (3-EnemyNear(var(58)),GetHitVar(hitshaketime)>0)
Trigger1 = fvar(4) = [-15,55+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**(3-EnemyNear(var(58)),GetHitVar(hitshaketime)))/(1-fvar(5)))]
Trigger2 = EnemyNear(var(58)),Vel X && (3-EnemyNear(var(58)),GetHitVar(hitshaketime)<=0)
Trigger2 = fvar(4) = [-15,55+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**3)/(1-fvar(5)))]
Trigger3 = !(EnemyNear(var(58)),Vel X)
Trigger3 = fvar(4) = [-15,55+((EnemyNear(var(58)),Vel X*var(50))*(1-fvar(5)**3)/(1-fvar(5)))]

[State -3, Ⴊ݂c]
type = ChangeState
value = 430
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [2,5]) || fvar(1) = 7
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo = [150,153]
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = Random < var(59)*150 || fvar(1) = 7
Trigger1 = EnemyNear(var(58)),Vel X && (3-EnemyNear(var(58)),GetHitVar(hitshaketime)>0)
Trigger1 = fvar(4) = [-15,55+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**(3-EnemyNear(var(58)),GetHitVar(hitshaketime)))/(1-fvar(5)))]
Trigger2 = EnemyNear(var(58)),Vel X && (3-EnemyNear(var(58)),GetHitVar(hitshaketime)<=0)
Trigger2 = fvar(4) = [-15,55+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**3)/(1-fvar(5)))]
Trigger3 = !(EnemyNear(var(58)),Vel X)
Trigger3 = fvar(4) = [-15,55+((EnemyNear(var(58)),Vel X*var(50))*(1-fvar(5)**3)/(1-fvar(5)))]

[State -3, Ⴊ݂`]
type = ChangeState
value = 400
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [6,8]) || fvar(1) = 7
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo = [150,153]
TriggerAll = EnemyNear(var(58)),GetHitVar(hittime) + EnemyNear(var(58)),GetHitVar(hitshaketime) >= 4-2
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = Random < var(59)*150 || fvar(1) = 7
Trigger1 = EnemyNear(var(58)),Vel X && (4-EnemyNear(var(58)),GetHitVar(hitshaketime)>0)
Trigger1 = fvar(4) = [-5,77+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**(4-EnemyNear(var(58)),GetHitVar(hitshaketime)))/(1-fvar(5)))]
Trigger2 = EnemyNear(var(58)),Vel X && (4-EnemyNear(var(58)),GetHitVar(hitshaketime)<=0)
Trigger2 = fvar(4) = [-5,77+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**4)/(1-fvar(5)))]
Trigger3 = !(EnemyNear(var(58)),Vel X)
Trigger3 = fvar(4) = [-5,77+((EnemyNear(var(58)),Vel X*var(50))*(1-fvar(5)**4)/(1-fvar(5)))]

[State -3, Ⴊ݂`]
type = ChangeState
value = 400
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [2,5]) || fvar(1) = 7
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo = [150,153]
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = Random < var(59)*150 || fvar(1) = 7
Trigger1 = EnemyNear(var(58)),Vel X && (4-EnemyNear(var(58)),GetHitVar(hitshaketime)>0)
Trigger1 = fvar(4) = [-5,77+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**(4-EnemyNear(var(58)),GetHitVar(hitshaketime)))/(1-fvar(5)))]
Trigger2 = EnemyNear(var(58)),Vel X && (4-EnemyNear(var(58)),GetHitVar(hitshaketime)<=0)
Trigger2 = fvar(4) = [-5,77+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**4)/(1-fvar(5)))]
Trigger3 = !(EnemyNear(var(58)),Vel X)
Trigger3 = fvar(4) = [-5,77+((EnemyNear(var(58)),Vel X*var(50))*(1-fvar(5)**4)/(1-fvar(5)))]

[State -3, ߗ`]
type = ChangeState
value = 205
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [6,8]) || fvar(1) = 7
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = fvar(4) < 20
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo = [150,153]
TriggerAll = EnemyNear(var(58)),GetHitVar(hittime) + EnemyNear(var(58)),GetHitVar(hitshaketime) >= 7-2
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = Random < var(59)*150 || fvar(1) = 7
Trigger1 = EnemyNear(var(58)),Vel X && (5-EnemyNear(var(58)),GetHitVar(hitshaketime)>0)
Trigger1 = fvar(4) = [-5,56+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**(5-EnemyNear(var(58)),GetHitVar(hitshaketime)))/(1-fvar(5)))]
Trigger2 = EnemyNear(var(58)),Vel X && (5-EnemyNear(var(58)),GetHitVar(hitshaketime)<=0)
Trigger2 = fvar(4) = [-5,56+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**5)/(1-fvar(5)))]
Trigger3 = !(EnemyNear(var(58)),Vel X)
Trigger3 = fvar(4) = [-5,56+((EnemyNear(var(58)),Vel X*var(50))*(1-fvar(5)**5)/(1-fvar(5)))]

[State -3, ߗ`]
type = ChangeState
value = 205
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [2,5]) || fvar(1) = 7
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = fvar(4) < 20
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo = [150,153]
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = Random < var(59)*150 || fvar(1) = 7
Trigger1 = EnemyNear(var(58)),Vel X && (5-EnemyNear(var(58)),GetHitVar(hitshaketime)>0)
Trigger1 = fvar(4) = [-5,56+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**(5-EnemyNear(var(58)),GetHitVar(hitshaketime)))/(1-fvar(5)))]
Trigger2 = EnemyNear(var(58)),Vel X && (5-EnemyNear(var(58)),GetHitVar(hitshaketime)<=0)
Trigger2 = fvar(4) = [-5,56+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**5)/(1-fvar(5)))]
Trigger3 = !(EnemyNear(var(58)),Vel X)
Trigger3 = fvar(4) = [-5,56+((EnemyNear(var(58)),Vel X*var(50))*(1-fvar(5)**5)/(1-fvar(5)))]

[State -3, ō킬]
type = ChangeState
value = 260
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [6,8]) || fvar(1) = 7
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo = [150,153]
TriggerAll = EnemyNear(var(58)),GetHitVar(hittime) + EnemyNear(var(58)),GetHitVar(hitshaketime) >= 15-2
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = Random < var(59)*150 || fvar(1) = 7
Trigger1 = EnemyNear(var(58)),Vel X && (15-EnemyNear(var(58)),GetHitVar(hitshaketime)>0)
Trigger1 = fvar(4) = [43,73+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**(15-EnemyNear(var(58)),GetHitVar(hitshaketime)))/(1-fvar(5)))]
Trigger2 = EnemyNear(var(58)),Vel X && (15-EnemyNear(var(58)),GetHitVar(hitshaketime)<=0)
Trigger2 = fvar(4) = [43,73+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**15)/(1-fvar(5)))]
Trigger3 = !(EnemyNear(var(58)),Vel X)
Trigger3 = fvar(4) = [43,73+((EnemyNear(var(58)),Vel X*var(50))*(1-fvar(5)**15)/(1-fvar(5)))]

[State -3, ō킬]
type = ChangeState
value = 260
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [2,5]) || fvar(1) = 7
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo = [150,153]
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = Random < var(59)*150 || fvar(1) = 7
Trigger1 = EnemyNear(var(58)),Vel X && (15-EnemyNear(var(58)),GetHitVar(hitshaketime)>0)
Trigger1 = fvar(4) = [43,73+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**(15-EnemyNear(var(58)),GetHitVar(hitshaketime)))/(1-fvar(5)))]
Trigger2 = EnemyNear(var(58)),Vel X && (15-EnemyNear(var(58)),GetHitVar(hitshaketime)<=0)
Trigger2 = fvar(4) = [43,73+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**15)/(1-fvar(5)))]
Trigger3 = !(EnemyNear(var(58)),Vel X)
Trigger3 = fvar(4) = [43,73+((EnemyNear(var(58)),Vel X*var(50))*(1-fvar(5)**15)/(1-fvar(5)))]

[State -3, Ⴊ݂a]
type = ChangeState
value = 420
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [6,8]) || fvar(1) = 7
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo = [150,153]
TriggerAll = EnemyNear(var(58)),GetHitVar(hittime) + EnemyNear(var(58)),GetHitVar(hitshaketime) >= 15-2
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = Random < var(59)*150 || fvar(1) = 7
Trigger1 = EnemyNear(var(58)),Vel X && (15-EnemyNear(var(58)),GetHitVar(hitshaketime)>0)
Trigger1 = fvar(4) = [43,63+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**(15-EnemyNear(var(58)),GetHitVar(hitshaketime)))/(1-fvar(5)))]
Trigger2 = EnemyNear(var(58)),Vel X && (15-EnemyNear(var(58)),GetHitVar(hitshaketime)<=0)
Trigger2 = fvar(4) = [43,63+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**15)/(1-fvar(5)))]
Trigger3 = !(EnemyNear(var(58)),Vel X)
Trigger3 = fvar(4) = [43,63+((EnemyNear(var(58)),Vel X*var(50))*(1-fvar(5)**15)/(1-fvar(5)))]

[State -3, Ⴊ݂a]
type = ChangeState
value = 420
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [2,5]) || fvar(1) = 7
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo = [150,153]
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = Random < var(59)*150 || fvar(1) = 7
Trigger1 = EnemyNear(var(58)),Vel X && (15-EnemyNear(var(58)),GetHitVar(hitshaketime)>0)
Trigger1 = fvar(4) = [43,63+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**(15-EnemyNear(var(58)),GetHitVar(hitshaketime)))/(1-fvar(5)))]
Trigger2 = EnemyNear(var(58)),Vel X && (15-EnemyNear(var(58)),GetHitVar(hitshaketime)<=0)
Trigger2 = fvar(4) = [43,63+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**15)/(1-fvar(5)))]
Trigger3 = !(EnemyNear(var(58)),Vel X)
Trigger3 = fvar(4) = [43,63+((EnemyNear(var(58)),Vel X*var(50))*(1-fvar(5)**15)/(1-fvar(5)))]

[State -3, a]
type = ChangeState
value = 220
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [6,8]) || fvar(1) = 7
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = fvar(4) > 24
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo = [150,153]
TriggerAll = EnemyNear(var(58)),GetHitVar(hittime) + EnemyNear(var(58)),GetHitVar(hitshaketime) >= 12-2
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = Random < var(59)*150 || fvar(1) = 7
Trigger1 = EnemyNear(var(58)),Vel X && (12-EnemyNear(var(58)),GetHitVar(hitshaketime)>0)
Trigger1 = fvar(4) = [40,70+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**(12-EnemyNear(var(58)),GetHitVar(hitshaketime)))/(1-fvar(5)))]
Trigger2 = EnemyNear(var(58)),Vel X && (12-EnemyNear(var(58)),GetHitVar(hitshaketime)<=0)
Trigger2 = fvar(4) = [40,70+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**12)/(1-fvar(5)))]
Trigger3 = !(EnemyNear(var(58)),Vel X)
Trigger3 = fvar(4) = [40,70+((EnemyNear(var(58)),Vel X*var(50))*(1-fvar(5)**12)/(1-fvar(5)))]

[State -3, a]
type = ChangeState
value = 220
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [2,5]) || fvar(1) = 7
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = fvar(4) > 24
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo = [150,153]
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = Random < var(59)*150 || fvar(1) = 7
Trigger1 = EnemyNear(var(58)),Vel X && (12-EnemyNear(var(58)),GetHitVar(hitshaketime)>0)
Trigger1 = fvar(4) = [40,70+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**(12-EnemyNear(var(58)),GetHitVar(hitshaketime)))/(1-fvar(5)))]
Trigger2 = EnemyNear(var(58)),Vel X && (12-EnemyNear(var(58)),GetHitVar(hitshaketime)<=0)
Trigger2 = fvar(4) = [40,70+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**12)/(1-fvar(5)))]
Trigger3 = !(EnemyNear(var(58)),Vel X)
Trigger3 = fvar(4) = [40,70+((EnemyNear(var(58)),Vel X*var(50))*(1-fvar(5)**12)/(1-fvar(5)))]

;yC[@ǌz------------------------------------------------------------------------------------fvar(1) = 8

[State -3, _bV]
type = ChangeState
value = 100
ctrl = 0
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) || fvar(1) = 8
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = H 
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22])
TriggerAll = !(((var(8) = 1 && EnemyNear(var(58)),BackEdgeBodyDist < 10) || (var(8) = -1 && EnemyNear(var(58)),FrontEdgeBodyDist < 10)) && FrontEdgeBodyDist < 30)
TriggerAll = !var(9)
TriggerAll = P2StateNo = 254
TriggerAll = Random < var(59)*100 || fvar(1) = 8
Trigger1 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*var(8)*26 > 80
Trigger1 = (Power >= 1000 || var(7))
Trigger2 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*var(8)*12 > 100
Trigger2 = !(Power >= 1000 || var(7))

[State -3, Oi]
type = ChangeState
value = 21
Ctrl = 0
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) || fvar(1) = 8
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = H 
TriggerAll = Ctrl || (StateNo = 22 && Time > 10)
TriggerAll = !var(9)
TriggerAll = P2StateNo = [253,254]
TriggerAll = Random < var(59)*100 || fvar(1) = 8
Trigger1 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*var(8)*26 > 80
Trigger1 = (Power >= 1000 || var(7))
Trigger2 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*var(8)*12 > 100
Trigger2 = !(Power >= 1000 || var(7))
Trigger3 = var(8) = -1 && EnemyNear(var(58)),BackEdgeBodyDist < 30
Trigger3 = fvar(3) > 0

[State -3, ]
type = ChangeState
value = 22
Ctrl = 0
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) || fvar(1) = 8
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = H 
TriggerAll = Ctrl || (StateNo = 21 && Time > 10)
TriggerAll = !var(9)
TriggerAll = P2StateNo = [253,254]
TriggerAll = Random < var(59)*100 || fvar(1) = 8
Trigger1 = Abs(EnemyNear(var(58)),Vel X*(EnemyNear(var(58)),BackEdgeBodyDist > 10)) > 0 || fvar(3) < 0 
Trigger1 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*var(8)*12 < 50
Trigger2 = ((var(8) = 1 && var(50)) || (var(8) = -1 && EnemyNear(var(58)),FrontEdgeBodyDist < 10)) && FrontEdgeBodyDist < 30
Trigger3 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*var(8)*12 < 50

[State -3, OWv]
type = ChangeState
value = 42
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) || fvar(1) = 8
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = H 
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = !var(9)
TriggerAll = P2StateNo = 253
TriggerAll = Random < var(59)*100 || fvar(1) = 8
Trigger1 = !(Power >= 1000 || var(7))

[State -3, ~]
type = ChangeState
value = 1
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) || fvar(1) = 8
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = H 
TriggerAll = Ctrl || StateNo = [21,22]
TriggerAll = !((var(8) = 1 && EnemyNear(var(58)),BackedgeBodyDist < 10) || (var(8) = -1 && EnemyNear(var(58)),FrontedgeBodyDist < 10) && FrontEdgeBodyDist < 30)
TriggerAll = !var(9)
TriggerAll = P2StateNo = [253,254]
TriggerAll = Random < var(59)*100 || fvar(1) = 8
Trigger1 = !NumPartner && Power >= 3000 && var(7) && var(12) < 500
Trigger1 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*var(8)*7 = [50,120)
Trigger2 = !(NumPartner && Power >= 3000 && var(7) && var(12) < 500)
Trigger2 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*var(8)*26 = [50,80)
Trigger2 = (Power >= 1000 || var(7))
Trigger3 = !(NumPartner && Power >= 3000 && var(7) && var(12) < 500)
Trigger3 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*var(8)*12 = [50,100)
Trigger3 = !(Power >= 1000 || var(7))
Trigger4 = !NumPartner
Trigger4 = StateNo = 22
Trigger4 = ((var(8) = 1 && var(50)) || (var(8) = -1 && EnemyNear(var(58)),FrontedgeBodyDist < 10)) && FrontEdgeBodyDist >= 30

[State -3, M]
type = ChangeState
value = 4000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [5,8]) || fvar(1) = 8
TriggerAll = var(12) < 500
TriggerAll = var(7)
TriggerAll = !fvar(39)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = H 
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = !var(9)
TriggerAll = P2StateNo = 254
TriggerAll = EnemyNear(var(58)),GetHitVar(hitshaketime) = 0
TriggerAll = Random < var(59)*100 || fvar(1) = 8
TriggerAll = Power >= 3000
Trigger1 = fvar(4)-EnemyNear(var(58)),Vel X*3*var(8) = [0,(75+EnemyNear(var(58)),Const(size.air.front))]
Trigger1 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*3+0.5*EnemyNear(var(58)),Const(movement.yaccel)*4*3*(Abs(EnemyNear(var(58)),Vel Y) > 0.5) = [-40,10]
Trigger2 = fvar(4)-EnemyNear(var(58)),Vel X*4*var(8) = [8,(83+EnemyNear(var(58)),Const(size.air.front))]
Trigger2 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*4+0.5*EnemyNear(var(58)),Const(movement.yaccel)*5*4*(Abs(EnemyNear(var(58)),Vel Y) > 0.5) = [-40,10]
Trigger3 = fvar(4)-EnemyNear(var(58)),Vel X*5*var(8) = [16,(91+EnemyNear(var(58)),Const(size.air.front))]
Trigger3 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*5+0.5*EnemyNear(var(58)),Const(movement.yaccel)*6*5*(Abs(EnemyNear(var(58)),Vel Y) > 0.5) = [-40,10]
Trigger4 = fvar(4)-EnemyNear(var(58)),Vel X*6*var(8) = [24,(99+EnemyNear(var(58)),Const(size.air.front))]
Trigger4 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*6+0.5*EnemyNear(var(58)),Const(movement.yaccel)*7*6*(Abs(EnemyNear(var(58)),Vel Y) > 0.5) = [-40,10]
Trigger5 = fvar(4)-EnemyNear(var(58)),Vel X*7*var(8) = [32,(107+EnemyNear(var(58)),Const(size.air.front))]
Trigger5 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*7+0.5*EnemyNear(var(58)),Const(movement.yaccel)*8*7*(Abs(EnemyNear(var(58)),Vel Y) > 0.5) = [-40,10]
Trigger6 = fvar(4)-EnemyNear(var(58)),Vel X*8*var(8) = [40,(115+EnemyNear(var(58)),Const(size.air.front))]
Trigger6 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*8+0.5*EnemyNear(var(58)),Const(movement.yaccel)*9*8*(Abs(EnemyNear(var(58)),Vel Y) > 0.5) = [-40,10]
Trigger7 = fvar(4)-EnemyNear(var(58)),Vel X*9*var(8) = [48,(123+EnemyNear(var(58)),Const(size.air.front))]
Trigger7 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*9+0.5*EnemyNear(var(58)),Const(movement.yaccel)*10*9*(Abs(EnemyNear(var(58)),Vel Y) > 0.5) = [-40,10]
Trigger8 = fvar(4)-EnemyNear(var(58)),Vel X*10*var(8) = [56,(131+EnemyNear(var(58)),Const(size.air.front))]
Trigger8 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*10+0.5*EnemyNear(var(58)),Const(movement.yaccel)*11*10*(Abs(EnemyNear(var(58)),Vel Y) > 0.5) = [-40,10]
Trigger9 = fvar(4)-EnemyNear(var(58)),Vel X*11*var(8) = [64,(139+EnemyNear(var(58)),Const(size.air.front))]
Trigger9 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*11+0.5*EnemyNear(var(58)),Const(movement.yaccel)*12*11*(Abs(EnemyNear(var(58)),Vel Y) > 0.5) = [-40,10]
Trigger10 = fvar(4)-EnemyNear(var(58)),Vel X*12*var(8) = [72,(147+EnemyNear(var(58)),Const(size.air.front))]
Trigger10 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*12+0.5*EnemyNear(var(58)),Const(movement.yaccel)*13*12*(Abs(EnemyNear(var(58)),Vel Y) > 0.5) = [-40,10]
Trigger11 = fvar(4)-EnemyNear(var(58)),Vel X*13*var(8) = [80,(155+EnemyNear(var(58)),Const(size.air.front))]
Trigger11 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*13+0.5*EnemyNear(var(58)),Const(movement.yaccel)*14*13*(Abs(EnemyNear(var(58)),Vel Y) > 0.5) = [-40,10]
Trigger12 = fvar(4)-EnemyNear(var(58)),Vel X*14*var(8) = [88,(163+EnemyNear(var(58)),Const(size.air.front))]
Trigger12 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*14+0.5*EnemyNear(var(58)),Const(movement.yaccel)*15*14*(Abs(EnemyNear(var(58)),Vel Y) > 0.5) = [-40,10]
Trigger12 = fvar(4)-EnemyNear(var(58)),Vel X*15*var(8) = [96,(171+EnemyNear(var(58)),Const(size.air.front))]
Trigger12 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*15+0.5*EnemyNear(var(58)),Const(movement.yaccel)*16*15*(Abs(EnemyNear(var(58)),Vel Y) > 0.5) = [-40,10]
Trigger14 = fvar(4)-EnemyNear(var(58)),Vel X*16*var(8) = [104,(179+EnemyNear(var(58)),Const(size.air.front))]
Trigger14 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*16+0.5*EnemyNear(var(58)),Const(movement.yaccel)*17*16*(Abs(EnemyNear(var(58)),Vel Y) > 0.5) = [-40,10]
Trigger15 = fvar(4)-EnemyNear(var(58)),Vel X*17*var(8) = [112,(187+EnemyNear(var(58)),Const(size.air.front))]
Trigger15 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*17+0.5*EnemyNear(var(58)),Const(movement.yaccel)*18*17*(Abs(EnemyNear(var(58)),Vel Y) > 0.5) = [-40,10]
Trigger16 = fvar(4)-EnemyNear(var(58)),Vel X*18*var(8) = [120,(195+EnemyNear(var(58)),Const(size.air.front))]
Trigger16 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*18+0.5*EnemyNear(var(58)),Const(movement.yaccel)*19*18*(Abs(EnemyNear(var(58)),Vel Y) > 0.5) = [-40,10]

[State -3, l`weE[]
Type = ChangeState
Value = 3000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [2,8]) || fvar(1) = 8
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = H 
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = !var(9)
TriggerAll = P2StateNo = 254
TriggerAll = EnemyNear(var(58)),GetHitVar(hitshaketime) = 0
TriggerAll = Random < var(59)*100 || fvar(1) = 8
TriggerAll = (Power >= 2000 || Power >= 1000 && var(7))
Trigger1 = fvar(3)-EnemyNear(var(58)),Vel X*26*var(8) = [-15,(80+EnemyNear(var(58)),Const(size.air.front))]
Trigger1 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*26+0.5*EnemyNear(var(58)),GetHitVar(yaccel)*27*26*(Abs(EnemyNear(var(58)),Vel Y) > 0.5) = [-50,10]

[State -3, eEV]
Type = ChangeState
Value = 2000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [2,8]) || fvar(1) = 8
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = H 
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = !var(9)
TriggerAll = P2StateNo = 254
TriggerAll = EnemyNear(var(58)),GetHitVar(hitshaketime) = 0
TriggerAll = Random < var(59)*100 || fvar(1) = 8
TriggerAll = (Power >= 1000 || var(7))
Trigger1 = fvar(3)-EnemyNear(var(58)),Vel X*26*var(8) = [-15,(80+EnemyNear(var(58)),Const(size.air.front))]
Trigger1 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*26+0.5*EnemyNear(var(58)),GetHitVar(yaccel)*27*26*(Abs(EnemyNear(var(58)),Vel Y) > 0.5) = [-50,10]

[State -3, ӂƂ΂]
Type = ChangeState
Value = 250
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [2,8]) || fvar(1) = 8
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = H 
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = !var(9)
TriggerAll = P2StateNo = 254
TriggerAll = EnemyNear(var(58)),GetHitVar(hitshaketime) = 0
TriggerAll = Random < var(59)*100 || fvar(1) = 8
Trigger1 = fvar(3)-EnemyNear(var(58)),Vel X*12*var(8) = [50,(100+EnemyNear(var(58)),Const(size.air.front))]
Trigger1 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*12+0.5*EnemyNear(var(58)),GetHitVar(yaccel)*13*12*(Abs(EnemyNear(var(58)),Vel Y) > 0.5) = [-50,10]

[State -3, @c]
Type = ChangeState
Value = 230
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [2,8]) || fvar(1) = 8
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = H 
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = !var(9)
TriggerAll = fvar(4) >= 22
TriggerAll = P2StateNo = 254
TriggerAll = EnemyNear(var(58)),GetHitVar(hitshaketime) = 0
TriggerAll = Random < var(59)*100 || fvar(1) = 8
Trigger1 = fvar(3)-EnemyNear(var(58)),Vel X*9*var(8) = [15,(60+EnemyNear(var(58)),Const(size.air.front))]
Trigger1 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*9+0.5*EnemyNear(var(58)),GetHitVar(yaccel)*10*9*(Abs(EnemyNear(var(58)),Vel Y) > 0.5) = [-70,10]

;yngz----------------------------------------------------------------------------------------

[State -3, M]
type = ChangeState
value = 4000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) = [7,8]
TriggerAll = !var(54)
TriggerAll = var(7)
TriggerAll = !((P2StateNo = [35,52]) || (P2StateNo = [130,155]))
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = fvar(4) = [-5,40)
TriggerAll = Random < var(59)*100
TriggerAll = Power >= 3000
Trigger1 = EnemyNear(var(58)),PrevStateNo = 5201 && EnemyNear(var(58)),Time = 1

[State -3, F@c]
type = ChangeState
value = 1450
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) = [7,8]
TriggerAll = !var(54)
TriggerAll = !((P2StateNo = [35,52]) || (P2StateNo = [130,155]))
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = (Abs(fvar(4)) <= 30)
TriggerAll = Random < var(59)*100
Trigger1 = EnemyNear(var(58)),PrevStateNo = 5201 && EnemyNear(var(58)),Time = 1

[State -3, K@c]
type = ChangeState
value = 1650
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) = [7,8]
TriggerAll = NumHelper(9280) = 0
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),StateNo = [5030,5050]
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = fvar(4) > 150
Trigger1 = Random < var(59)*100

[State -3, ex@ab]
type = ChangeState
value = 1870
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) = [7,8]
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),StateNo = [5030,5050]
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = fvar(4) > 50
Trigger1 = Random < var(59)*100

[State -3, ex@`a]
type = ChangeState
value = 1840
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) = [7,8]
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),StateNo = [5030,5050]
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = fvar(4) > 20
Trigger1 = Random < var(59)*100

[State -3, ō킬]
type = ChangeState
value = 260
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) = [7,8]
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),StateNo = 5201
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = Random < var(59)*100
Trigger1 = fvar(4) = [43,73]
Trigger1 = EnemyNear(var(58)),AnimTime = -15+4
Trigger2 = fvar(4) = [120,150]
Trigger2 = EnemyNear(var(58)),AnimTime = -33+4

[State -3, ߗc]
type = ChangeState
value = 235
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) = [7,8]
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),StateNo = 5201
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = Random < var(59)*100
TriggerAll = fvar(4) < 22
Trigger1 = EnemyNear(var(58)),AnimTime = -21+2
Trigger1 = fvar(4) = [-15,40)

[State -3, Ⴊ݂c]
type = ChangeState
value = 430
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) = [7,8]
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),StateNo = 5201
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = Random < var(59)*100
Trigger1 = EnemyNear(var(58)),AnimTime = -3+2
Trigger1 = fvar(4) = [0,50)

[State -3, Ⴊ݂`]
type = ChangeState
value = 400
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) = [7,8]
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),StateNo = 5201
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = Random < var(59)*100
Trigger1 = EnemyNear(var(58)),AnimTime = -6+2
Trigger1 = fvar(4) = [0,60)

[State -3, `킬]
type = ChangeState
value = 850
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) = [7,8]
TriggerAll = !var(54)
TriggerAll = !((P2StateNo = [35,52]) || (P2StateNo = [130,155]))
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22])
TriggerAll = (Abs(fvar(4)) <= 18)
TriggerAll = Random < var(59)*50
Trigger1 = EnemyNear(var(58)),PrevStateNo = 5201 && EnemyNear(var(58)),Time = 1

[State -3, ˂΂`킬]
type = ChangeState
value = 800
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) = [7,8]
TriggerAll = !var(54)
TriggerAll = !((P2StateNo = [35,52]) || (P2StateNo = [130,155]))
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22])
TriggerAll = (Abs(fvar(4)) <= 18)
TriggerAll = Random < var(59)*50
Trigger1 = EnemyNear(var(58)),PrevStateNo = 5201 && EnemyNear(var(58)),Time = 1

;yn㒅nz----------------------------------------------------------------------------------------

[State -3, K@c]
type = ChangeState
value = 1650
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) = [7,8]
TriggerAll = NumHelper(9280) = 0
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = !(EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),Ctrl || EnemyNear(var(58)),Vel Y < 0)
TriggerAll = (EnemyNear(var(58)),StateNo = 5040 || EnemyNear(var(58)),StateNo = 5210)
TriggerAll = !(InGuardDist || var(57))
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22])
TriggerAll = Random < var(59)*100
TriggerAll = fvar(4) > 100
Trigger1 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*35+0.5*EnemyNear(var(58)),Const(movement.yaccel)*36*35*(EnemyNear(var(58)),Vel Y != 0) = [-200,10]

[State -3, _bV]
type = ChangeState
value = 100
Ctrl = 0
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) = [7,8]
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = !(EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),Ctrl)
TriggerAll = (EnemyNear(var(58)),StateNo = 5040 || EnemyNear(var(58)),StateNo = 5210)
TriggerAll = !(InGuardDist || var(57))
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22])
TriggerAll = Random < var(59)*100
Trigger1 = fvar(4) > 20

[State -3, M]
type = ChangeState
value = 4000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) = [7,8]
TriggerAll = !var(54)
TriggerAll = var(7)
TriggerAll = !((P2StateNo = [35,52)) || (P2StateNo = [130,155]))
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = (Abs(fvar(4)) <= 30)
TriggerAll = Random < var(59)*100
TriggerAll = Power >= 3000
Trigger1 = EnemyNear(var(58)),PrevStateNo = 5040 && EnemyNear(var(58)),Time = 1

[State -3, F@c]
type = ChangeState
value = 1450
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) = [7,8]
TriggerAll = !var(54)
TriggerAll = !((P2StateNo = [35,52)) || (P2StateNo = [130,155]))
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = (Abs(fvar(4)) <= 30)
TriggerAll = Random < var(59)*100
Trigger1 = EnemyNear(var(58)),PrevStateNo = 5040 && EnemyNear(var(58)),Time = 1

[State -3, ˂΂`킬]
type = ChangeState
value = 800
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) = [7,8]
TriggerAll = !var(54)
TriggerAll = !((P2StateNo = [35,52)) || (P2StateNo = [130,155]))
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = (Abs(fvar(4)) <= 18)
TriggerAll = Random < var(59)*50
Trigger1 = EnemyNear(var(58)),PrevStateNo = 5040 && EnemyNear(var(58)),Time = 1

[State -3, `킬]
type = ChangeState
value = 850
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) = [7,8]
TriggerAll = !var(54)
TriggerAll = !((P2StateNo = [35,52)) || (P2StateNo = [130,155]))
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = (Abs(fvar(4)) <= 18)
TriggerAll = Random < var(59)*50
Trigger1 = EnemyNear(var(58)),PrevStateNo = 5040 && EnemyNear(var(58)),Time = 1

;
;nq 
;Movecontact MoveHit MoveGuarded AnimElem = , > 0 fvar(1) = 9
;

[State -3, l`weE[]
Type = ChangeState
Value = 3000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [4,8]) || fvar(1) = 9
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !var(9)
TriggerAll = EnemyNear(var(58)),StateType = A   
TriggerAll = EnemyNear(var(58)),StateNo = [1760,1761]
TriggerAll = !((EnemyNear(var(58)),StateNo = [251,252]) || (EnemyNear(var(58)),StateNo = [820,870]) || (EnemyNear(var(58)),StateNo = [1420,1440]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1710,1712]) || (EnemyNear(var(58)),StateNo = 2020))
TriggerAll = !((EnemyNear(var(58)),StateNo = 2120) || (EnemyNear(var(58)),StateNo = 2220) || (EnemyNear(var(58)),StateNo = 3020))
TriggerAll = !((EnemyNear(var(58)),StateNo = 3120) || (EnemyNear(var(58)),StateNo = 3220) || (EnemyNear(var(58)),StateNo = 4010))
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = fvar(3) >= 0
TriggerAll = Random < var(59)*100 || fvar(1) = 9
TriggerAll = (Power >= 2000 || Power >= 1000 && var(7))
Trigger1 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)
Trigger1 = AnimElem = 18

[State -3, eEV]
Type = ChangeState
Value = 2000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [4,8]) || fvar(1) = 9
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !var(9)
TriggerAll = EnemyNear(var(58)),StateType = A   
TriggerAll = EnemyNear(var(58)),StateNo = [1760,1761]
TriggerAll = !((EnemyNear(var(58)),StateNo = [251,252]) || (EnemyNear(var(58)),StateNo = [820,870]) || (EnemyNear(var(58)),StateNo = [1420,1440]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1710,1712]) || (EnemyNear(var(58)),StateNo = 2020))
TriggerAll = !((EnemyNear(var(58)),StateNo = 2120) || (EnemyNear(var(58)),StateNo = 2220) || (EnemyNear(var(58)),StateNo = 3020))
TriggerAll = !((EnemyNear(var(58)),StateNo = 3120) || (EnemyNear(var(58)),StateNo = 3220) || (EnemyNear(var(58)),StateNo = 4010))
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = fvar(3) >= 0
TriggerAll = Random < var(59)*100 || fvar(1) = 9
TriggerAll = (Power >= 1000 || var(7))
Trigger1 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)
Trigger1 = AnimElem = 18

[State -3, eo@@b]
Type = ChangeState
Value = 1360
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [4,8]) || fvar(1) = 9
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !var(9)
TriggerAll = var(7)
TriggerAll = EnemyNear(var(58)),StateType = A   
TriggerAll = EnemyNear(var(58)),StateNo = [1760,1761]
TriggerAll = !((EnemyNear(var(58)),StateNo = [251,252]) || (EnemyNear(var(58)),StateNo = [820,870]) || (EnemyNear(var(58)),StateNo = [1420,1440]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1710,1712]) || (EnemyNear(var(58)),StateNo = 2020))
TriggerAll = !((EnemyNear(var(58)),StateNo = 2120) || (EnemyNear(var(58)),StateNo = 2220) || (EnemyNear(var(58)),StateNo = 3020))
TriggerAll = !((EnemyNear(var(58)),StateNo = 3120) || (EnemyNear(var(58)),StateNo = 3220) || (EnemyNear(var(58)),StateNo = 4010))
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = fvar(3) >= 0
TriggerAll = Random < var(59)*100 || fvar(1) = 9
Trigger1 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)
Trigger1 = AnimElem = 18

[State -3, eo@@`]
Type = ChangeState
Value = 1310
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [4,8]) || fvar(1) = 9
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !var(9)
TriggerAll = var(7)
TriggerAll = EnemyNear(var(58)),StateType = A   
TriggerAll = EnemyNear(var(58)),StateNo = [1760,1761]
TriggerAll = !((EnemyNear(var(58)),StateNo = [251,252]) || (EnemyNear(var(58)),StateNo = [820,870]) || (EnemyNear(var(58)),StateNo = [1420,1440]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1710,1712]) || (EnemyNear(var(58)),StateNo = 2020))
TriggerAll = !((EnemyNear(var(58)),StateNo = 2120) || (EnemyNear(var(58)),StateNo = 2220) || (EnemyNear(var(58)),StateNo = 3020))
TriggerAll = !((EnemyNear(var(58)),StateNo = 3120) || (EnemyNear(var(58)),StateNo = 3220) || (EnemyNear(var(58)),StateNo = 4010))
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = fvar(3) >= 0
TriggerAll = Random < var(59)*100 || fvar(1) = 9
TriggerAll = (Power >= 1000 || var(7))
Trigger1 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)
Trigger1 = AnimElem = 18

[State -3, eo@b]
Type = ChangeState
Value = 1350
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [4,8]) || fvar(1) = 9
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !var(9)
TriggerAll = !var(7)
TriggerAll = EnemyNear(var(58)),StateType = A   
TriggerAll = EnemyNear(var(58)),StateNo = [1760,1761]
TriggerAll = !((EnemyNear(var(58)),StateNo = [251,252]) || (EnemyNear(var(58)),StateNo = [820,870]) || (EnemyNear(var(58)),StateNo = [1420,1440]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1710,1712]) || (EnemyNear(var(58)),StateNo = 2020))
TriggerAll = !((EnemyNear(var(58)),StateNo = 2120) || (EnemyNear(var(58)),StateNo = 2220) || (EnemyNear(var(58)),StateNo = 3020))
TriggerAll = !((EnemyNear(var(58)),StateNo = 3120) || (EnemyNear(var(58)),StateNo = 3220) || (EnemyNear(var(58)),StateNo = 4010))
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = fvar(3) >= 0
TriggerAll = Random < var(59)*100 || fvar(1) = 9
Trigger1 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)
Trigger1 = AnimElem = 18

[State -3, eo@`]
Type = ChangeState
Value = 1300
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [4,8]) || fvar(1) = 9
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !var(9)
TriggerAll = !var(7)
TriggerAll = EnemyNear(var(58)),StateType = A   
TriggerAll = EnemyNear(var(58)),StateNo = [1760,1761]
TriggerAll = !((EnemyNear(var(58)),StateNo = [251,252]) || (EnemyNear(var(58)),StateNo = [820,870]) || (EnemyNear(var(58)),StateNo = [1420,1440]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1710,1712]) || (EnemyNear(var(58)),StateNo = 2020))
TriggerAll = !((EnemyNear(var(58)),StateNo = 2120) || (EnemyNear(var(58)),StateNo = 2220) || (EnemyNear(var(58)),StateNo = 3020))
TriggerAll = !((EnemyNear(var(58)),StateNo = 3120) || (EnemyNear(var(58)),StateNo = 3220) || (EnemyNear(var(58)),StateNo = 4010))
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = fvar(3) >= 0
TriggerAll = Random < var(59)*100 || fvar(1) = 9
TriggerAll = (Power >= 1000 || var(7))
Trigger1 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)
Trigger1 = AnimElem = 18

[State -3, nh@b]
Type = ChangeState
Value = 1050
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [4,8]) || fvar(1) = 9
TriggerAll = var(52) > 80
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !var(9)
TriggerAll = !var(7)
TriggerAll = EnemyNear(var(58)),StateType = A   
TriggerAll = EnemyNear(var(58)),StateNo = [1760,1761]
TriggerAll = !((EnemyNear(var(58)),StateNo = [251,252]) || (EnemyNear(var(58)),StateNo = [820,870]) || (EnemyNear(var(58)),StateNo = [1420,1440]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1710,1712]) || (EnemyNear(var(58)),StateNo = 2020))
TriggerAll = !((EnemyNear(var(58)),StateNo = 2120) || (EnemyNear(var(58)),StateNo = 2220) || (EnemyNear(var(58)),StateNo = 3020))
TriggerAll = !((EnemyNear(var(58)),StateNo = 3120) || (EnemyNear(var(58)),StateNo = 3220) || (EnemyNear(var(58)),StateNo = 4010))
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = fvar(3) >= 0
TriggerAll = Random < var(59)*100 || fvar(1) = 9
Trigger1 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)
Trigger1 = AnimElem = 18

[State -3, nh@`]
Type = ChangeState
Value = 1000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [4,8]) || fvar(1) = 9
TriggerAll = var(52) > 80
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !var(9)
TriggerAll = !var(7)
TriggerAll = EnemyNear(var(58)),StateType = A   
TriggerAll = EnemyNear(var(58)),StateNo = [1760,1761]
TriggerAll = !((EnemyNear(var(58)),StateNo = [251,252]) || (EnemyNear(var(58)),StateNo = [820,870]) || (EnemyNear(var(58)),StateNo = [1420,1440]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1710,1712]) || (EnemyNear(var(58)),StateNo = 2020))
TriggerAll = !((EnemyNear(var(58)),StateNo = 2120) || (EnemyNear(var(58)),StateNo = 2220) || (EnemyNear(var(58)),StateNo = 3020))
TriggerAll = !((EnemyNear(var(58)),StateNo = 3120) || (EnemyNear(var(58)),StateNo = 3220) || (EnemyNear(var(58)),StateNo = 4010))
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = fvar(3) >= 0
TriggerAll = Random < var(59)*100 || fvar(1) = 9
TriggerAll = (Power >= 1000 || var(7))
Trigger1 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)
Trigger1 = AnimElem = 18

[State -3, Ⴊ݂c]
Type = ChangeState
Value = 430
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [3,8]) || fvar(1) = 9
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !var(9)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [251,252]) || (EnemyNear(var(58)),StateNo = [820,870]) || (EnemyNear(var(58)),StateNo = [1420,1440]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1710,1712]) || (EnemyNear(var(58)),StateNo = [1760,1761]) || (EnemyNear(var(58)),StateNo = 2020))
TriggerAll = !((EnemyNear(var(58)),StateNo = 2120) || (EnemyNear(var(58)),StateNo = 2220) || (EnemyNear(var(58)),StateNo = 3020))
TriggerAll = !((EnemyNear(var(58)),StateNo = 3120) || (EnemyNear(var(58)),StateNo = 3220) || (EnemyNear(var(58)),StateNo = 4010))
TriggerAll = (MoveHit = [1,5]) || (MoveGuarded = [1,5]) && P2StateNo = 5910
TriggerAll = fvar(3) >= 0
TriggerAll = fvar(4) = [-15,30-(EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)+var(50)*5]
TriggerAll = Random < var(59)*100 || fvar(1) = 9
Trigger1 = StateNo = 205 && AnimElem = 5, >= 0
Trigger2 = StateNo = 400 && AnimElem = 5, >= 0
Trigger3 = StateNo = 430 && AnimElem = 4, >= 0

[State -3, Ⴊ݂`]
Type = ChangeState
Value = 400
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [3,8]) || fvar(1) = 9
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !var(9)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [251,252]) || (EnemyNear(var(58)),StateNo = [820,870]) || (EnemyNear(var(58)),StateNo = [1420,1440]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1710,1712]) || (EnemyNear(var(58)),StateNo = [1760,1761]) || (EnemyNear(var(58)),StateNo = 2020))
TriggerAll = !((EnemyNear(var(58)),StateNo = 2120) || (EnemyNear(var(58)),StateNo = 2220) || (EnemyNear(var(58)),StateNo = 3020))
TriggerAll = !((EnemyNear(var(58)),StateNo = 3120) || (EnemyNear(var(58)),StateNo = 3220) || (EnemyNear(var(58)),StateNo = 4010))
TriggerAll = (MoveHit = [1,5]) || (MoveGuarded = [1,5]) && P2StateNo = 5910
TriggerAll = fvar(3) >= 0
TriggerAll = fvar(4) = [-15,40-(EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)+var(50)*5]
TriggerAll = Random < var(59)*100 || fvar(1) = 9
Trigger1 = StateNo = 205 && AnimElem = 5, >= 0
Trigger2 = StateNo = 400 && AnimElem = 5, >= 0
Trigger3 = StateNo = 430 && AnimElem = 4, >= 0

[State -3, l`w]
Type = ChangeState
Value = 3100
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [5,8]) || fvar(1) = 9
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !var(9)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [251,252]) || (EnemyNear(var(58)),StateNo = [820,870]) || (EnemyNear(var(58)),StateNo = [1420,1440]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1710,1712]) || (EnemyNear(var(58)),StateNo = [1760,1761]) || (EnemyNear(var(58)),StateNo = 2020))
TriggerAll = !((EnemyNear(var(58)),StateNo = 2120) || (EnemyNear(var(58)),StateNo = 2220) || (EnemyNear(var(58)),StateNo = 3020))
TriggerAll = !((EnemyNear(var(58)),StateNo = 3120) || (EnemyNear(var(58)),StateNo = 3220) || (EnemyNear(var(58)),StateNo = 4010))
TriggerAll = MoveHit = [1,5]
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = fvar(3) >= 0
TriggerAll = fvar(4) = [-15,30-(EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)+var(50)*5]
TriggerAll = Random < var(59)*100 || fvar(1) = 9
TriggerAll = (Power >= 2000 || Power >= 1000 && var(7))
Trigger1 = StateNo = 205
Trigger2 = StateNo = 225
Trigger3 = StateNo = 236
Trigger3 = Fvar(4) < 20 && Random%10 = 0
Trigger4 = StateNo = 400
Trigger5 = StateNo = 750
Trigger5 = Fvar(4) < 20 && Random%10 = 0

[State -3, ]
Type = ChangeState
Value = 2100
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [5,8]) || fvar(1) = 9
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !var(9)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [251,252]) || (EnemyNear(var(58)),StateNo = [820,870]) || (EnemyNear(var(58)),StateNo = [1420,1440]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1710,1712]) || (EnemyNear(var(58)),StateNo = [1760,1761]) || (EnemyNear(var(58)),StateNo = 2020))
TriggerAll = !((EnemyNear(var(58)),StateNo = 2120) || (EnemyNear(var(58)),StateNo = 2220) || (EnemyNear(var(58)),StateNo = 3020))
TriggerAll = !((EnemyNear(var(58)),StateNo = 3120) || (EnemyNear(var(58)),StateNo = 3220) || (EnemyNear(var(58)),StateNo = 4010))
TriggerAll = MoveHit = [1,5]
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = fvar(3) >= 0
TriggerAll = fvar(4) = [-15,30-(EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)+var(50)*5]
TriggerAll = Random < var(59)*100 || fvar(1) = 9
TriggerAll = (Power >= 1000 || var(7))
Trigger1 = StateNo = 205
Trigger2 = StateNo = 225
Trigger3 = StateNo = 236
Trigger3 = Fvar(4) < 20 && Random%10 = 0
Trigger4 = StateNo = 400
Trigger5 = StateNo = 750
Trigger5 = Fvar(4) < 20 && Random%10 = 0

[State -3, ef@b]
Type = ChangeState
Value = 1750
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [3,8]) || fvar(1) = 9
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !var(9)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [251,252]) || (EnemyNear(var(58)),StateNo = [820,870]) || (EnemyNear(var(58)),StateNo = [1420,1440]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1710,1712]) || (EnemyNear(var(58)),StateNo = [1760,1761]) || (EnemyNear(var(58)),StateNo = 2020))
TriggerAll = !((EnemyNear(var(58)),StateNo = 2120) || (EnemyNear(var(58)),StateNo = 2220) || (EnemyNear(var(58)),StateNo = 3020))
TriggerAll = !((EnemyNear(var(58)),StateNo = 3120) || (EnemyNear(var(58)),StateNo = 3220) || (EnemyNear(var(58)),StateNo = 4010))
TriggerAll = (MoveHit = [1,5]) || (MoveGuarded = [1,5]) && P2StateNo = 5910
TriggerAll = fvar(3) >= 0
TriggerAll = fvar(4) = [-15,200-(EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)+var(50)*10]
TriggerAll = Random < var(59)*100 || fvar(1) = 9
Trigger1 = StateNo = 225
Trigger2 = StateNo = 236
Trigger3 = StateNo = 750

[State -3, ef@`]
Type = ChangeState
Value = 1700
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [3,8]) || fvar(1) = 9
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !var(9)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [251,252]) || (EnemyNear(var(58)),StateNo = [820,870]) || (EnemyNear(var(58)),StateNo = [1420,1440]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1710,1712]) || (EnemyNear(var(58)),StateNo = [1760,1761]) || (EnemyNear(var(58)),StateNo = 2020))
TriggerAll = !((EnemyNear(var(58)),StateNo = 2120) || (EnemyNear(var(58)),StateNo = 2220) || (EnemyNear(var(58)),StateNo = 3020))
TriggerAll = !((EnemyNear(var(58)),StateNo = 3120) || (EnemyNear(var(58)),StateNo = 3220) || (EnemyNear(var(58)),StateNo = 4010))
TriggerAll = (MoveHit = [1,5]) || (MoveGuarded = [1,5]) && P2StateNo = 5910
TriggerAll = fvar(3) >= 0
TriggerAll = fvar(4) = [-15,200-(EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)+var(50)*10]
TriggerAll = Random < var(59)*100 || fvar(1) = 9
Trigger1 = StateNo = 205
Trigger2 = StateNo = 225
Trigger3 = StateNo = 236
Trigger4 = StateNo = 400
Trigger5 = StateNo = 750

[State -3, F@c]
Type = ChangeState
Value = 1450
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [3,8]) || fvar(1) = 9
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !var(9)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [251,252]) || (EnemyNear(var(58)),StateNo = [820,870]) || (EnemyNear(var(58)),StateNo = [1420,1440]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1710,1712]) || (EnemyNear(var(58)),StateNo = [1760,1761]) || (EnemyNear(var(58)),StateNo = 2020))
TriggerAll = !((EnemyNear(var(58)),StateNo = 2120) || (EnemyNear(var(58)),StateNo = 2220) || (EnemyNear(var(58)),StateNo = 3020))
TriggerAll = !((EnemyNear(var(58)),StateNo = 3120) || (EnemyNear(var(58)),StateNo = 3220) || (EnemyNear(var(58)),StateNo = 4010))
TriggerAll = MoveHit = [1,5]
TriggerAll = fvar(3) >= 0
TriggerAll = fvar(4) = [-15,20-(EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)+var(50)*10]
TriggerAll = Random < var(59)*100 || fvar(1) = 9
Trigger1 = StateNo = 205
Trigger2 = StateNo = 225
Trigger3 = StateNo = 236
Trigger4 = StateNo = 400
Trigger5 = StateNo = 750

[State -3, F@c]
Type = ChangeState
Value = 1450
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [5,8]) || fvar(1) = 9
TriggerAll = !((P2StateNo = [35,52]) || (P2StateNo = [130,155]))
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !var(9)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [251,252]) || (EnemyNear(var(58)),StateNo = [820,870]) || (EnemyNear(var(58)),StateNo = [1420,1440]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1710,1712]) || (EnemyNear(var(58)),StateNo = [1760,1761]) || (EnemyNear(var(58)),StateNo = 2020))
TriggerAll = !((EnemyNear(var(58)),StateNo = 2120) || (EnemyNear(var(58)),StateNo = 2220) || (EnemyNear(var(58)),StateNo = 3020))
TriggerAll = !((EnemyNear(var(58)),StateNo = 3120) || (EnemyNear(var(58)),StateNo = 3220) || (EnemyNear(var(58)),StateNo = 4010))
TriggerAll = !(EnemyNear(var(58)),MoveType = H) && !(EnemyNear(var(58)),StateNo = [120,160))
TriggerAll = MoveHit = [1,5]
TriggerAll = fvar(3) >= 0
TriggerAll = (Abs(fvar(4)) <= 30)
TriggerAll = Random < var(59)*100 || fvar(1) = 9
Trigger1 = StateNo = 205
Trigger2 = StateNo = 225
Trigger3 = StateNo = 236
Trigger4 = StateNo = 250
Trigger5 = StateNo = 400
Trigger6 = StateNo = 750

[State -3, K@c]
Type = ChangeState
Value = 1650
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [5,8]) || fvar(1) = 9
TriggerAll = NumHelper(9280) = 0
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = !(EnemyNear(var(58)),StateType = L)
TriggerAll = !((EnemyNear(var(58)),StateNo = [820,870]) || (EnemyNear(var(58)),StateNo = [1420,1440]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1710,1712]) || (EnemyNear(var(58)),StateNo = [1760,1761]) || (EnemyNear(var(58)),StateNo = 2020))
TriggerAll = !((EnemyNear(var(58)),StateNo = 2120) || (EnemyNear(var(58)),StateNo = 2220) || (EnemyNear(var(58)),StateNo = 3020))
TriggerAll = !((EnemyNear(var(58)),StateNo = 3120) || (EnemyNear(var(58)),StateNo = 3220) || (EnemyNear(var(58)),StateNo = 4010))
TriggerAll = (MoveHit = [1,5]) || (MoveGuarded = [1,5]) && P2StateNo = 5910
TriggerAll = fvar(3) >= 0
TriggerAll = Random < var(59)*100 || fvar(1) = 9
Trigger1 = StateNo = 250 

[State -3, K@c]
Type = ChangeState
Value = 1650
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [3,8]) || fvar(1) = 9
TriggerAll = NumHelper(9280) = 0
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = var(9)
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = !(EnemyNear(var(58)),StateType = L)
TriggerAll = !((EnemyNear(var(58)),StateNo = [251,252]) || (EnemyNear(var(58)),StateNo = [820,870]) || (EnemyNear(var(58)),StateNo = [1420,1440]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1710,1712]) || (EnemyNear(var(58)),StateNo = [1760,1761]) || (EnemyNear(var(58)),StateNo = 2020))
TriggerAll = !((EnemyNear(var(58)),StateNo = 2120) || (EnemyNear(var(58)),StateNo = 2220) || (EnemyNear(var(58)),StateNo = 3020))
TriggerAll = !((EnemyNear(var(58)),StateNo = 3120) || (EnemyNear(var(58)),StateNo = 3220) || (EnemyNear(var(58)),StateNo = 4010))
TriggerAll = (MoveHit = [1,5]) || (MoveGuarded = [1,5]) && P2StateNo = 5910
TriggerAll = fvar(3) >= 0
TriggerAll = fvar(4) > 100
TriggerAll = Random < var(59)*100 || fvar(1) = 9
Trigger1 = StateNo = 205
Trigger2 = StateNo = 225
Trigger3 = StateNo = 236
Trigger4 = StateNo = 400
Trigger5 = StateNo = 750

[State -3, Ⴊ݂c]
Type = ChangeState
Value = 430
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [3,8]) || fvar(1) = 9
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !var(9)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [251,252]) || (EnemyNear(var(58)),StateNo = [820,870]) || (EnemyNear(var(58)),StateNo = [1420,1440]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1710,1712]) || (EnemyNear(var(58)),StateNo = [1760,1761]) || (EnemyNear(var(58)),StateNo = 2020))
TriggerAll = !((EnemyNear(var(58)),StateNo = 2120) || (EnemyNear(var(58)),StateNo = 2220) || (EnemyNear(var(58)),StateNo = 3020))
TriggerAll = !((EnemyNear(var(58)),StateNo = 3120) || (EnemyNear(var(58)),StateNo = 3220) || (EnemyNear(var(58)),StateNo = 4010))
TriggerAll = MoveGuarded = [1,5]
TriggerAll = fvar(3) >= 0
TriggerAll = fvar(4) = [-5,50-(EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)+var(50)*5]
TriggerAll = Random < var(59)*100 || fvar(1) = 9
Trigger1 = StateNo = 205 && AnimElem = 5, >= 0
Trigger2 = StateNo = 400 && AnimElem = 5, >= 0
Trigger3 = StateNo = 430 && AnimElem = 4, >= 0

[State -3, ߗ`]
Type = ChangeState
Value = 205
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [3,8]) || fvar(1) = 9
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !var(9)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [251,252]) || (EnemyNear(var(58)),StateNo = [820,870]) || (EnemyNear(var(58)),StateNo = [1420,1440]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1710,1712]) || (EnemyNear(var(58)),StateNo = [1760,1761]) || (EnemyNear(var(58)),StateNo = 2020))
TriggerAll = !((EnemyNear(var(58)),StateNo = 2120) || (EnemyNear(var(58)),StateNo = 2220) || (EnemyNear(var(58)),StateNo = 3020))
TriggerAll = !((EnemyNear(var(58)),StateNo = 3120) || (EnemyNear(var(58)),StateNo = 3220) || (EnemyNear(var(58)),StateNo = 4010))
TriggerAll = MoveGuarded = [1,5]
TriggerAll = fvar(3) >= 0
TriggerAll = fvar(4) = [-15,40-(EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)+var(50)*5]
TriggerAll = fvar(4) < 20
TriggerAll = Random < var(59)*100 || fvar(1) = 9
Trigger1 = StateNo = 205 && AnimElem = 5, >= 0
Trigger2 = StateNo = 400 && AnimElem = 5, >= 0
Trigger3 = StateNo = 430 && AnimElem = 4, >= 0

[State -3, Ⴊ݂`]
Type = ChangeState
Value = 400
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [3,8]) || fvar(1) = 9
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !var(9)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [251,252]) || (EnemyNear(var(58)),StateNo = [820,870]) || (EnemyNear(var(58)),StateNo = [1420,1440]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1710,1712]) || (EnemyNear(var(58)),StateNo = [1760,1761]) || (EnemyNear(var(58)),StateNo = 2020))
TriggerAll = !((EnemyNear(var(58)),StateNo = 2120) || (EnemyNear(var(58)),StateNo = 2220) || (EnemyNear(var(58)),StateNo = 3020))
TriggerAll = !((EnemyNear(var(58)),StateNo = 3120) || (EnemyNear(var(58)),StateNo = 3220) || (EnemyNear(var(58)),StateNo = 4010))
TriggerAll = MoveGuarded = [1,5]
TriggerAll = fvar(3) >= 0
TriggerAll = fvar(4) = [-5,60-(EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)+var(50)*5]
TriggerAll = Random < var(59)*100 || fvar(1) = 9
Trigger1 = StateNo = 205 && AnimElem = 5, >= 0
Trigger2 = StateNo = 400 && AnimElem = 5, >= 0
Trigger3 = StateNo = 430 && AnimElem = 4, >= 0

[State -3, ex@bc]
Type = ChangeState
Value = 1890
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [5,8]) || fvar(1) = 9
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !var(9)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [251,252]) || (EnemyNear(var(58)),StateNo = [820,870]) || (EnemyNear(var(58)),StateNo = [1420,1440]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1710,1712]) || (EnemyNear(var(58)),StateNo = [1760,1761]) || (EnemyNear(var(58)),StateNo = 2020))
TriggerAll = !((EnemyNear(var(58)),StateNo = 2120) || (EnemyNear(var(58)),StateNo = 2220) || (EnemyNear(var(58)),StateNo = 3020))
TriggerAll = !((EnemyNear(var(58)),StateNo = 3120) || (EnemyNear(var(58)),StateNo = 3220) || (EnemyNear(var(58)),StateNo = 4010))
TriggerAll = MoveGuarded = [1,5]
TriggerAll = fvar(3) >= 0
TriggerAll = Random < var(59)*100 || fvar(1) = 9
TriggerAll = Random%5 = 0
Trigger1 = StateNo = 205
Trigger2 = StateNo = 225
Trigger3 = StateNo = 236
Trigger4 = StateNo = 250
Trigger5 = StateNo = 400
Trigger6 = StateNo = 750

[State -3, K@c]
Type = ChangeState
Value = 1650
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [5,8]) || fvar(1) = 9
TriggerAll = NumHelper(9280) = 0
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !var(9)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [251,252]) || (EnemyNear(var(58)),StateNo = [820,870]) || (EnemyNear(var(58)),StateNo = [1420,1440]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1710,1712]) || (EnemyNear(var(58)),StateNo = [1760,1761]) || (EnemyNear(var(58)),StateNo = 2020))
TriggerAll = !((EnemyNear(var(58)),StateNo = 2120) || (EnemyNear(var(58)),StateNo = 2220) || (EnemyNear(var(58)),StateNo = 3020))
TriggerAll = !((EnemyNear(var(58)),StateNo = 3120) || (EnemyNear(var(58)),StateNo = 3220) || (EnemyNear(var(58)),StateNo = 4010))
TriggerAll = fvar(3) >= 0
TriggerAll = fvar(4) = [50,200-(EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)+var(50)*10]
TriggerAll = Random < var(59)*100 || fvar(1) = 9
Trigger1 = StateNo = 250 && (MoveGuarded = [1,5])
Trigger2 = StateNo = 750 && (MoveGuarded = [1,5])
Trigger2 = Random%10 = 0

[State -3, ez@`]
Type = ChangeState
Value = 1500
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [5,8]) || fvar(1) = 9
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !var(9)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [251,252]) || (EnemyNear(var(58)),StateNo = [820,870]) || (EnemyNear(var(58)),StateNo = [1420,1440]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1710,1712]) || (EnemyNear(var(58)),StateNo = [1760,1761]) || (EnemyNear(var(58)),StateNo = 2020))
TriggerAll = !((EnemyNear(var(58)),StateNo = 2120) || (EnemyNear(var(58)),StateNo = 2220) || (EnemyNear(var(58)),StateNo = 3020))
TriggerAll = !((EnemyNear(var(58)),StateNo = 3120) || (EnemyNear(var(58)),StateNo = 3220) || (EnemyNear(var(58)),StateNo = 4010))
TriggerAll = fvar(3) >= 0
TriggerAll = fvar(4) = [50,200-(EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)+var(50)*10]
TriggerAll = Random < var(59)*100 || fvar(1) = 9
Trigger1 = StateNo = 250 && (MoveGuarded = [1,5])
Trigger1 = Random%5 = 0
Trigger2 = StateNo = 750 && (MoveGuarded = [1,5])
Trigger2 = Random%30 = 0

;
; L@Ԃρ@ \
;EnemyNear,Ctrl EnemyNear,MoveType=A P2BodyDist X fvar(1) = 10
;

[State -3, M]
Type = ChangeState
value = 4000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = (var(59) = [3,7]) || fvar(1) = 10
TriggerAll = !var(54)
TriggerAll = var(12) < 50
TriggerAll = var(7)
TriggerAll = !((P2StateNo = [35,52]) || (P2StateNo = [130,155]))
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4) < 100
TriggerAll = Random < var(59)*100 || fvar(1) = 10
TriggerAll = Power >= 3000
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])

[State -3, l`wa]
type = ChangeState
value = 3200
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) = [3,7]
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = fvar(4) = [-15,50]
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < 5
TriggerAll = (Power >= 2000 || Power >= 1000 && var(7))
TriggerAll = !MoveContact || Ctrl || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, a]
type = ChangeState
value = 2200
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) = [3,7]
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = fvar(4) = [-15,50]
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < 5
TriggerAll = (Power >= 1000 || var(7))
TriggerAll = !MoveContact || Ctrl || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, l`w]
Type = ChangeState
value = 3100
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) = [7,8]
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = EnemyNear(var(58)),Vel X > 0
TriggerAll = EnemyNear(var(58)),StateNo < 1000
TriggerAll = !(InGuardDist || var(57))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4) = [-5,42]
TriggerAll = Random < var(59)*100
TriggerAll = Random%5 = 0
TriggerAll = (Power >= 2000 || Power >= 1000 && var(7))
TriggerAll = !MoveContact || Ctrl || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, ]
Type = ChangeState
value = 2100
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) = [7,8]
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = EnemyNear(var(58)),Vel X > 0
TriggerAll = EnemyNear(var(58)),StateNo < 1000
TriggerAll = !(InGuardDist || var(57))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4) = [-5,42]
TriggerAll = Random < var(59)*100
TriggerAll = Random%3 = 0
TriggerAll = (Power >= 1000 || var(7))
TriggerAll = !MoveContact || Ctrl || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, F@c]
Type = ChangeState
value = 1450
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) = [7,8]
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = EnemyNear(var(58)),Vel X > 0
TriggerAll = EnemyNear(var(58)),StateNo < 1000
TriggerAll = !(InGuardDist || var(57))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4) = [-5,30]
TriggerAll = Random < var(59)*100
TriggerAll = Random%2 = 0
TriggerAll = !MoveContact || Ctrl || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, ex@bc]
type = ChangeState
value = 1890
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) = [7,8]
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(InGuardDist || var(57))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4) = [-100,100]
TriggerAll = Random < var(59)*100
TriggerAll = !MoveContact || Ctrl || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger1 = StateNo = 250
Trigger1 = AnimElem = 6, = 2

[State -3, Ⴊ݂c]
Type = ChangeState
value = 430
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) = [7,8]
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = EnemyNear(var(58)),Vel X > 0
TriggerAll = EnemyNear(var(58)),StateNo < 1000
TriggerAll = !(InGuardDist || var(57))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4) = [0,55)
TriggerAll = Random < var(59)*100
TriggerAll = Random%2 = 0
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])

[State -3, ez@b]
Type = ChangeState
value = 1500
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) = [1,7]
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = A || !(EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4) > 80
TriggerAll = Random < 5
TriggerAll = !MoveContact || Ctrl || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])

[State -3, b]
Type = ChangeState
value = 210
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) = [1,7]
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = A || !(EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X*25) = [124,174)
TriggerAll = fvar(4) >= 32
TriggerAll = Random < 10
TriggerAll = !MoveContact || Ctrl || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])

[State -3, ex@`]
type = ChangeState
value = 1800
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) = [3,8]
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = fvar(4) = [-5,150]
TriggerAll = !(InGuardDist || var(57))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*5
TriggerAll = Random%20 = 0
TriggerAll = FrontEdgeBodyDist > 100
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, ex@a]
type = ChangeState
value = 1810
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) = [3,8]
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = fvar(4) = [-5,150]
TriggerAll = !(InGuardDist || var(57))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*5
TriggerAll = Random%20 = 1
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, ex@b]
type = ChangeState
value = 1820
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) = [3,8]
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = fvar(4) = [-5,150]
TriggerAll = !(InGuardDist || var(57))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*5
TriggerAll = Random%20 = 2
TriggerAll = BackEdgeBodyDist > 100
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, ex@c]
type = ChangeState
value = 1830
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) = [3,8]
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = fvar(4) = [-5,150]
TriggerAll = !(InGuardDist || var(57))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*5
TriggerAll = Random%20 = 3
TriggerAll = FrontEdgeBodyDist > 60
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, ex@`a]
type = ChangeState
value = 1840
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) = [3,8]
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = fvar(4) = [-5,150]
TriggerAll = !(InGuardDist || var(57))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*5
TriggerAll = Random%20 = 4
TriggerAll = FrontEdgeBodyDist > 60
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, ex@`b]
type = ChangeState
value = 1850
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) = [3,8]
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = fvar(4) = [-5,150]
TriggerAll = !(InGuardDist || var(57))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*5
TriggerAll = Random%20 = 5
TriggerAll = BackEdgeBodyDist > 60
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, ex@`c]
type = ChangeState
value = 1860
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) = [3,8]
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = fvar(4) = [-5,150]
TriggerAll = !(InGuardDist || var(57))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*5
TriggerAll = Random%20 = 6
TriggerAll = FrontEdgeBodyDist > 150
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, ex@ab]
type = ChangeState
value = 1870
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) = [3,8]
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = fvar(4) = [-5,150]
TriggerAll = !(InGuardDist || var(57))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*5
TriggerAll = Random%20 = 7
TriggerAll = FrontEdgeBodyDist > 120
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, ex@ac]
type = ChangeState
value = 1880
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) = [3,8]
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = fvar(4) = [-5,150]
TriggerAll = !(InGuardDist || var(57))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*5
TriggerAll = Random%20 = 8
TriggerAll = BackEdgeBodyDist > 100
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, ex@bc]
type = ChangeState
value = 1890
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) = [3,8]
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = fvar(4) = [-5,150]
TriggerAll = !(InGuardDist || var(57))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*5
TriggerAll = Random%20 = 9
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, eς@`]
type = ChangeState
value = 1900
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) = [3,8]
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = fvar(4) = [-5,150]
TriggerAll = !(InGuardDist || var(57))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*5
TriggerAll = Random%20 = 10
TriggerAll = FrontEdgeBodyDist > 100
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])

[State -3, eς@a]
type = ChangeState
value = 1910
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) = [3,8]
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = fvar(4) = [-5,150]
TriggerAll = !(InGuardDist || var(57))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*5
TriggerAll = Random%20 = 11
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])

[State -3, eς@b]
type = ChangeState
value = 1920
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) = [3,8]
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = fvar(4) = [-5,150]
TriggerAll = !(InGuardDist || var(57))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*5
TriggerAll = Random%20 = 12
TriggerAll = BackEdgeBodyDist > 100
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])

[State -3, eς@c]
type = ChangeState
value = 1930
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) = [3,8]
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = fvar(4) = [-5,150]
TriggerAll = !(InGuardDist || var(57))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*5
TriggerAll = Random%20 = 13
TriggerAll = FrontEdgeBodyDist > 60
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])

[State -3, eς@`a]
type = ChangeState
value = 1940
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) = [3,8]
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = fvar(4) = [-5,150]
TriggerAll = !(InGuardDist || var(57))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*5
TriggerAll = Random%20 = 14
TriggerAll = FrontEdgeBodyDist > 60
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])

[State -3, eς@`b]
type = ChangeState
value = 1950
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) = [3,8]
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = fvar(4) = [-5,150]
TriggerAll = !(InGuardDist || var(57))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*5
TriggerAll = Random%20 = 15
TriggerAll = BackEdgeBodyDist > 60
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])

[State -3, eς@`c]
type = ChangeState
value = 1960
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) = [3,8]
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = fvar(4) = [-5,150]
TriggerAll = !(InGuardDist || var(57))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*5
TriggerAll = Random%20 = 16
TriggerAll = FrontEdgeBodyDist > 150
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])

[State -3, eς@ab]
type = ChangeState
value = 1970
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) = [3,8]
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = fvar(4) = [-5,150]
TriggerAll = !(InGuardDist || var(57))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*5
TriggerAll = Random%20 = 7
TriggerAll = FrontEdgeBodyDist > 120
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])

[State -3, eς@ac]
type = ChangeState
value = 1980
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) = [3,8]
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = fvar(4) = [-5,150]
TriggerAll = !(InGuardDist || var(57))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*5
TriggerAll = Random%20 = 18
TriggerAll = BackEdgeBodyDist > 100
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])

[State -3, eς@bc]
type = ChangeState
value = 1990
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) = [3,8]
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = fvar(4) = [-5,150]
TriggerAll = !(InGuardDist || var(57))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*5
TriggerAll = Random%20 = 19
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])

[State -3, Ⴊ݂c]
Type = ChangeState
value = 430
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) = [1,7]
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = A 
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X*3) = [-15,50]
TriggerAll = Random < 20-var(59)
TriggerAll = PrevStateNo != 5120
TriggerAll = !MoveContact || Ctrl || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])

;
;nړ 
;Ctrl Random P2bodyDist X
;

[State -3, _bV]
type = ChangeState
value = 100
ctrl = 0
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) || fvar(1) = 10
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && EnemyNear(var(58)),StateNo < 1000 && !(InGuardDist || var(57)))
TriggerAll = Ctrl || StateNo = 21
TriggerAll = fvar(3) >= 0
TriggerAll = Random%10 = 0
TriggerAll = fvar(4) > 40
Trigger1 = !((EnemyNear(var(58)),StateNo = [251,252]) || (EnemyNear(var(58)),StateNo = [820,870]) || (EnemyNear(var(58)),StateNo = [1420,1440]))
Trigger2 = !((EnemyNear(var(58)),StateNo = [1710,1712]) || (EnemyNear(var(58)),StateNo = [1760,1761]) || (EnemyNear(var(58)),StateNo = 2020))
Trigger3 = !((EnemyNear(var(58)),StateNo = 2120) || (EnemyNear(var(58)),StateNo = 2220) || (EnemyNear(var(58)),StateNo = 3020))
Trigger4 = !((EnemyNear(var(58)),StateNo = 3120) || (EnemyNear(var(58)),StateNo = 3220) || (EnemyNear(var(58)),StateNo = 4010))
Trigger5 = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = H

[State -3, Oi]
type = ChangeState
value = 21
ctrl = 0
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) || fvar(1) = 10 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = Ctrl || (StateNo = 22 && Time > 10)
TriggerAll = fvar(3) >= 0
Trigger1 = Random%15 = 0

[State -3, ]
type = ChangeState
value = 22
ctrl = 0
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) || fvar(1) = 10 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = Ctrl || (StateNo = 21 && Time > 10)
TriggerAll = fvar(3) >= 0
Trigger1 = Random%120 = 0

[State -3, obNXebv]
type = ChangeState
value = 105
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) || fvar(1) = 10
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = Ctrl || (StateNo = 22 && Time > 10)
TriggerAll = fvar(3) >= 0
TriggerAll = fvar(4) > 40
TriggerAll = BackEdgeBodyDist > 20
Trigger1 = Random%30 = 0

[State -3, eς@bc]
type = ChangeState
value = 1990
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) || fvar(1) = 10 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && EnemyNear(var(58)),StateNo < 1000 && !(InGuardDist || var(57)))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = !(InGuardDist || var(57))
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22])
Trigger1 = fvar(4) = [-15,120]
Trigger1 = Random%50 = 0

[State -3, ex@bc]
type = ChangeState
value = 1890
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) || fvar(1) = 10 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && EnemyNear(var(58)),StateNo < 1000 && !(InGuardDist || var(57)))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = !(InGuardDist || var(57))
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22])
Trigger1 = fvar(4) = [-15,120]
Trigger1 = Random%30 = 0

[State -3, Wv]
type = ChangeState
value = 41
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) || fvar(1) = 10 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && EnemyNear(var(58)),StateNo < 1000 && !(InGuardDist || var(57)))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = !(InGuardDist || var(57))
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22])
Trigger1 = fvar(4) = [-5,75]
Trigger1 = Random%60 = 0

[State -3, eς@a]
type = ChangeState
value = 1910
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) || fvar(1) = 10 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && EnemyNear(var(58)),StateNo < 1000 && !(InGuardDist || var(57)))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = !(InGuardDist || var(57))
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22])
Trigger1 = fvar(4) = [-5,75]
Trigger1 = Random%60 = 1

[State -3, ex@a]
type = ChangeState
value = 1810
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) || fvar(1) = 10 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && EnemyNear(var(58)),StateNo < 1000 && !(InGuardDist || var(57)))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = !(InGuardDist || var(57))
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22])
Trigger1 = fvar(4) = [-5,75]
Trigger1 = Random%60 = 2

[State -3, OWv]
type = ChangeState
value = 42
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) || fvar(1) = 10
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && EnemyNear(var(58)),StateNo < 1000 && !(InGuardDist || var(57)))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = !(InGuardDist || var(57))
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = fvar(4) = [90,150)
Trigger1 = Random%80 = 0
Trigger2 = (P2StateNo = [35,52)) || (P2StateNo = [120,160)) || (P2StateNo = [700,800))
Trigger2 = Random%40 = 0
Trigger3 = !(EnemyNear(var(58)),Ctrl)
Trigger3 = Random%30 = 0

[State -3, Wv]
type = ChangeState
value = 43
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) || fvar(1) = 10 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && EnemyNear(var(58)),StateNo < 1000 && !(InGuardDist || var(57)))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = !(InGuardDist || var(57))
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger1 = Random%100 = 0

[State -3, eς@b]
type = ChangeState
value = 1920
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) || fvar(1) = 10 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && EnemyNear(var(58)),StateNo < 1000 && !(InGuardDist || var(57)))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = !(InGuardDist || var(57))
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger1 = Random%100 = 1

[State -3, ex@b]
type = ChangeState
value = 1820
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) || fvar(1) = 10 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && EnemyNear(var(58)),StateNo < 1000 && !(InGuardDist || var(57)))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = !(InGuardDist || var(57))
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger1 = Random%100 = 2

[State -3, Op]
type = ChangeState
value = 45
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) || fvar(1) = 10 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = StateNo = 50
TriggerAll = Pos Y < -40
Trigger1 = Random < var(59)*100 || fvar(1) = 10
Trigger1 = BackEdgeBodyDist < 5
Trigger2 = Random < var(59)*100 || fvar(1) = 10
Trigger2 = FrontEdgeBodyDist < 5

[State -3, ]
type = ChangeState
value = 700
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) || fvar(1) = 10
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && EnemyNear(var(58)),StateNo < 1000 && !(InGuardDist || var(57)))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = !(InGuardDist || var(57))
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AT)
Trigger1 = fvar(4)-EnemyNear(var(58)),Vel X*var(8)*40 >= 50
Trigger1 = Random%80 = 0

;
;n㗧ZU 
;Ctrl Random EnemyNear,Movetype = I@inguarddist  P2bodyDist Y P2bodyDist X
;

[State -3, M]
Type = ChangeState
value = 4000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) = [5,8]
TriggerAll = !var(54)
TriggerAll = var(7)
TriggerAll = !((P2StateNo = [35,52]) || (P2StateNo = [130,155]))
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(InGuardDist || var(57))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4) = [-15,40)
TriggerAll = Random < var(59)*100
TriggerAll = Power >= 3000
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger1 = EnemyNear(var(58)),StateNo = [700,1000)
Trigger2 = EnemyNear(var(58)),StateNo < 40
Trigger3 = EnemyNear(var(58)),StateNo = [100,110]

[State -3, l`w]
Type = ChangeState
value = 3100
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) = [5,8]
TriggerAll = !var(54)
TriggerAll = !((P2StateNo = [35,52]) || (P2StateNo = [130,155]))
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(InGuardDist || var(57))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4) = [-15,42]
TriggerAll = Random < var(59)*100
TriggerAll = (Power >= 2000 || Power >= 1000 && var(7))
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger1 = EnemyNear(var(58)),StateNo = [700,1000)
Trigger2 = EnemyNear(var(58)),StateNo < 40
Trigger3 = EnemyNear(var(58)),StateNo = [100,110]

[State -3, ]
Type = ChangeState
value = 2100
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) = [4,8]
TriggerAll = !var(54)
TriggerAll = !((P2StateNo = [35,52]) || (P2StateNo = [130,155]))
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(InGuardDist || var(57))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4) = [-15,42]
TriggerAll = Random < var(59)*100
TriggerAll = (Power >= 1000 || var(7))
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger1 = EnemyNear(var(58)),StateNo = [700,1000)
Trigger2 = EnemyNear(var(58)),StateNo < 40
Trigger3 = EnemyNear(var(58)),StateNo = [100,110]

[State -3, ex@`]
type = ChangeState
value = 1800
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !((P2StateNo = [35,52]) || (P2StateNo = [150,155]))
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(InGuardDist || var(57))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X*10) > 80
TriggerAll = Random < var(59)*5
TriggerAll = Random%20 = 0
TriggerAll = FrontEdgeBodyDist > 100
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, ex@a]
type = ChangeState
value = 1810
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !((P2StateNo = [35,52]) || (P2StateNo = [150,155]))
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(InGuardDist || var(57))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X*10) > 80
TriggerAll = Random < var(59)*5
TriggerAll = Random%20 = 1
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, ex@b]
type = ChangeState
value = 1820
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !((P2StateNo = [35,52]) || (P2StateNo = [150,155]))
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(InGuardDist || var(57))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X*10) > 80
TriggerAll = Random < var(59)*5
TriggerAll = Random%20 = 2
TriggerAll = BackEdgeBodyDist > 100
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, ex@c]
type = ChangeState
value = 1830
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !((P2StateNo = [35,52]) || (P2StateNo = [150,155]))
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(InGuardDist || var(57))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X*10) > 80
TriggerAll = Random < var(59)*5
TriggerAll = Random%20 = 3
TriggerAll = FrontEdgeBodyDist > 60
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, ex@`a]
type = ChangeState
value = 1840
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !((P2StateNo = [35,52]) || (P2StateNo = [150,155]))
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(InGuardDist || var(57))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X*10) > 80
TriggerAll = Random < var(59)*5
TriggerAll = Random%20 = 4
TriggerAll = FrontEdgeBodyDist > 60
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, ex@`b]
type = ChangeState
value = 1850
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !((P2StateNo = [35,52]) || (P2StateNo = [150,155]))
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(InGuardDist || var(57))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X*10) > 80
TriggerAll = Random < var(59)*5
TriggerAll = Random%20 = 5
TriggerAll = BackEdgeBodyDist > 60
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, ex@`c]
type = ChangeState
value = 1860
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !((P2StateNo = [35,52]) || (P2StateNo = [150,155]))
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(InGuardDist || var(57))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X*10) > 80
TriggerAll = Random < var(59)*5
TriggerAll = Random%20 = 6
TriggerAll = FrontEdgeBodyDist > 150
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, ex@ab]
type = ChangeState
value = 1870
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !((P2StateNo = [35,52]) || (P2StateNo = [150,155]))
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(InGuardDist || var(57))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X*10) > 80
TriggerAll = Random < var(59)*5
TriggerAll = Random%20 = 7
TriggerAll = FrontEdgeBodyDist > 120
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, ex@ac]
type = ChangeState
value = 1880
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !((P2StateNo = [35,52]) || (P2StateNo = [150,155]))
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(InGuardDist || var(57))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X*10) > 80
TriggerAll = Random < var(59)*5
TriggerAll = Random%20 = 8
TriggerAll = BackEdgeBodyDist > 100
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, ex@bc]
type = ChangeState
value = 1890
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !((P2StateNo = [35,52]) || (P2StateNo = [150,155]))
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(InGuardDist || var(57))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X*10) > 80
TriggerAll = Random < var(59)*5
TriggerAll = Random%20 = 9
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, eς@`]
type = ChangeState
value = 1900
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !((P2StateNo = [35,52]) || (P2StateNo = [150,155]))
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(InGuardDist || var(57))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X*10) > 80
TriggerAll = Random < var(59)*5
TriggerAll = Random%20 = 10
TriggerAll = FrontEdgeBodyDist > 100
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])

[State -3, eς@a]
type = ChangeState
value = 1910
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !((P2StateNo = [35,52]) || (P2StateNo = [150,155]))
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(InGuardDist || var(57))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X*10) > 80
TriggerAll = Random < var(59)*5
TriggerAll = Random%20 = 11
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])

[State -3, eς@b]
type = ChangeState
value = 1920
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !((P2StateNo = [35,52]) || (P2StateNo = [150,155]))
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(InGuardDist || var(57))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X*10) > 80
TriggerAll = Random < var(59)*5
TriggerAll = Random%20 = 12
TriggerAll = BackEdgeBodyDist > 100
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])

[State -3, eς@c]
type = ChangeState
value = 1930
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !((P2StateNo = [35,52]) || (P2StateNo = [150,155]))
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(InGuardDist || var(57))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X*10) > 80
TriggerAll = Random < var(59)*5
TriggerAll = Random%20 = 13
TriggerAll = FrontEdgeBodyDist > 60
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])

[State -3, eς@`a]
type = ChangeState
value = 1940
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !((P2StateNo = [35,52]) || (P2StateNo = [150,155]))
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(InGuardDist || var(57))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X*10) > 80
TriggerAll = Random < var(59)*5
TriggerAll = Random%20 = 14
TriggerAll = FrontEdgeBodyDist > 60
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])

[State -3, eς@`b]
type = ChangeState
value = 1950
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !((P2StateNo = [35,52]) || (P2StateNo = [150,155]))
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(InGuardDist || var(57))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X*10) > 80
TriggerAll = Random < var(59)*5
TriggerAll = Random%20 = 15
TriggerAll = BackEdgeBodyDist > 60
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])

[State -3, ex@`c]
type = ChangeState
value = 1860
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !((P2StateNo = [35,52]) || (P2StateNo = [150,155]))
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(InGuardDist || var(57))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X*10) > 80
TriggerAll = Random < var(59)*5
TriggerAll = Random%20 = 16
TriggerAll = FrontEdgeBodyDist > 150
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])

[State -3, eς@ab]
type = ChangeState
value = 1970
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !((P2StateNo = [35,52]) || (P2StateNo = [150,155]))
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(InGuardDist || var(57))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X*10) > 80
TriggerAll = Random < var(59)*5
TriggerAll = Random%20 = 7
TriggerAll = FrontEdgeBodyDist > 120
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])

[State -3, eς@ac]
type = ChangeState
value = 1980
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !((P2StateNo = [35,52]) || (P2StateNo = [150,155]))
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(InGuardDist || var(57))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X*10) > 80
TriggerAll = Random < var(59)*5
TriggerAll = Random%20 = 18
TriggerAll = BackEdgeBodyDist > 100
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])

[State -3, eς@bc]
type = ChangeState
value = 1990
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !((P2StateNo = [35,52]) || (P2StateNo = [150,155]))
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(InGuardDist || var(57))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X*10) > 80
TriggerAll = Random < var(59)*5
TriggerAll = Random%20 = 19
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])

[State -3, K@c]
Type = ChangeState
value = 1650
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) = [4,8]
TriggerAll = NumHelper(9280) = 0
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !((P2StateNo = [35,52]) || (P2StateNo = [150,155]))
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(InGuardDist || var(57))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X*35) > 150+Random%50
TriggerAll = Random < var(59)*5
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, F@c]
Type = ChangeState
value = 1450
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) = [3,8]
TriggerAll = !var(54)
TriggerAll = !((P2StateNo = [35,52]) || (P2StateNo = [130,155]))
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(InGuardDist || var(57))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4) = [-15,35]
TriggerAll = Random < var(59)*100
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger1 = EnemyNear(var(58)),StateNo = [700,1000)
Trigger2 = EnemyNear(var(58)),StateNo < 40
Trigger3 = EnemyNear(var(58)),StateNo = [100,110]

[State -3, eD@c]
Type = ChangeState
value = 1250
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !((P2StateNo = [35,52]) || (P2StateNo = [150,155]))
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(InGuardDist || var(57))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X*20) = [170,200]
TriggerAll = Random < var(59)*5
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, eD@a]
Type = ChangeState
value = 1200
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !((P2StateNo = [35,52]) || (P2StateNo = [150,155]))
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(InGuardDist || var(57))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X*20) = [90,120]
TriggerAll = Random < var(59)*5
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, nh@b]
Type = ChangeState
value = 1050
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !((P2StateNo = [35,52]) || (P2StateNo = [150,155]))
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(InGuardDist || var(57))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X*30) = [120,180]
TriggerAll = Random < var(59)*1
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, nh@`]
Type = ChangeState
value = 1000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !((P2StateNo = [35,52]) || (P2StateNo = [150,155]))
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(InGuardDist || var(57))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X*28) = [60,120]
TriggerAll = Random < var(59)*1
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 236 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 2, >= 0 && AnimElem = 3, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger7 = StateNo = 750 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 9, >= 0 && AnimElem = 12, < 0)) 
Trigger8 = StateNo = 1751 && MoveHit && (AnimElem = 15, >= 0 && AnimElem = 21, < 0)

[State -3, `킬]
type = ChangeState
value = 850
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) 
TriggerAll = !var(54)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(InGuardDist || var(57))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = (Abs(fvar(4)) <= 18)
TriggerAll = Random < var(59)*50
TriggerAll = Ctrl || (StateNo = [21,22])
TriggerAll = EnemyNear(var(58)),MoveType = I
Trigger1 = EnemyNear(var(58)),StateNo = [700,1000)
Trigger2 = EnemyNear(var(58)),StateNo < 40
Trigger3 = EnemyNear(var(58)),StateNo = [100,110]

[State -3, ˂΂`킬]
type = ChangeState
value = 800
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) 
TriggerAll = !var(54)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(InGuardDist || var(57))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = (Abs(fvar(4)) <= 18)
TriggerAll = Random < var(59)*50
TriggerAll = Ctrl || (StateNo = [21,22])
TriggerAll = EnemyNear(var(58)),MoveType = I
Trigger1 = EnemyNear(var(58)),StateNo = [700,1000)
Trigger2 = EnemyNear(var(58)),StateNo < 40
Trigger3 = EnemyNear(var(58)),StateNo = [100,110]

[State -3, ō킬]
Type = ChangeState
value = 260
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !((P2StateNo = [35,52]) || (P2StateNo = [150,155]))
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(InGuardDist || var(57))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X*34) = [110,150)
TriggerAll = Random < var(59)*15
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])

[State -3, Ⴊ݂c]
type = ChangeState
value = 430
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(InGuardDist || var(57))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*50
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger1 = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X*3) = [-5,55]

[State -3, Ⴊ݂`]
type = ChangeState
value = 400
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) 
TriggerAll = !((P2StateNo = [35,52]) || (P2StateNo = [150,155]))
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(InGuardDist || var(57))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*25
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger1 = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X*4) = [-15,77]

[State -3, `]
type = ChangeState
value = 200
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(InGuardDist || var(57))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*10
TriggerAll = fvar(4) >= 20
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger1 = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X*5) = [19,79)

[State -3, ߗ`]
type = ChangeState
value = 205
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(InGuardDist || var(57))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*15
TriggerAll = fvar(4) < 20
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger1 = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X*5) = [-5,56]

[State -3, b]
type = ChangeState
value = 210
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(InGuardDist || var(57))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*5
TriggerAll = fvar(4) >= 32
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger1 = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X*25) = [124,174)

[State -3, ߗb]
type = ChangeState
value = 215
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(InGuardDist || var(57))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*1
TriggerAll = fvar(4) < 32
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger1 = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X*19) = [-15,51]

[State -3, a]
type = ChangeState
value = 220
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(InGuardDist || var(57))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*10
TriggerAll = fvar(4) >= 24
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger1 = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X*19) = [88,118]

[State -3, ߗc]
type = ChangeState
value = 235
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(InGuardDist || var(57))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*20
TriggerAll = fvar(4) < 22
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger1 = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X*6) = [-5,48]

[State -3, Ⴊ݂a]
type = ChangeState
value = 420
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(InGuardDist || var(57))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*10
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger1 = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X*22) = [92,122]

[State -3, ӂƂ΂]
type = ChangeState
value = 250
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(InGuardDist || var(57))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*10
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger1 = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X*12) = [50,115)

[State -3, U]
type = ChangeState
value = 750
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(InGuardDist || var(57))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*15
TriggerAll = StateNo = 700 && (AnimElem = 3, >= 0 && AnimElem = 5, < 0)
Trigger1 = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X*22) = [15,55)

;
;󒆗ZU 
;Ctrl Random EnemyNear,Movetype = I@inguarddist  P2bodyDist Y P2bodyDist X fvar(1) = 11
;

[State -3, h@b]
type = ChangeState
value = 1150
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) || fvar(1) = 11
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = StateNo = 105
TriggerAll = Random < 800-var(59)*100 || fvar(1) = 11
TriggerAll = Random%5 = 0
Trigger1 = fvar(4)-(EnemyNear(var(58)),Vel X*var(50)+Vel X*var(51))*12 > 200

[State -3, h]
type = ChangeState
value = 645
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) || fvar(1) = 11
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = (Abs(Vel X) > 0 || var(4))
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = fvar(4)-(EnemyNear(var(58)),Vel X*var(50)+Vel X*var(51))*4 = [-5-(FrontEdgeBodyDist = 0)*10,10]
TriggerAll = Ctrl
TriggerAll = Vel Y > 0
TriggerAll = Random < var(59)*100 || fvar(1) = 11
Trigger1 = var(52) < 20
Trigger2 = (InGuardDist || var(57))

[State -3, ΂߃Wvb]
type = ChangeState
value = 615
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) || fvar(1) = 11
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = (Abs(Vel X) > 0 || var(4))
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType != A || EnemyNear(var(58)),StateNo = 5120 && EnemyNear(var(58)),AnimTime >= -12
TriggerAll = Ctrl
TriggerAll = Pos Y+Vel Y*(6+14)+0.5*Const(movement.yaccel)*(6+14)*(6+14) > 0
TriggerAll = Pos Y+Vel Y*14+0.5*Const(movement.yaccel)*15*14 >= -((EnemyNear(var(58)),Const(size.height)-20)*(1-(EnemyNear(var(58)),StateType = C)*0.5))
TriggerAll = Random < var(59)*100 || fvar(1) = 11
Trigger1 = var(53)+11-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*14*var(8) > 0
Trigger1 = (fvar(4)-(EnemyNear(var(58)),Vel X*var(50)+Vel X*var(51))*14 = [-35-(FrontEdgeBodyDist = 0)*10,48]) || (fvar(4) = [-35,48])
Trigger2 = var(53)+11-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*14*var(8) <= 0
Trigger2 = var(53) = [-35-(FrontEdgeBodyDist = 0)*10,48]

[State -3, ΂߃Wva]
type = ChangeState
value = 625
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) || fvar(1) = 11
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = (Abs(Vel X) > 0 || var(4))
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = Ctrl
TriggerAll = Pos Y+Vel Y*(6+15)+0.5*Const(movement.yaccel)*(6+15)*(6+15) > 0
TriggerAll = Pos Y+Vel Y*15+0.5*Const(movement.yaccel)*16*15 >= -((EnemyNear(var(58)),Const(size.height)-20)*(1-(EnemyNear(var(58)),StateType = C)*0.5))
TriggerAll = Random < var(59)*100 || fvar(1) = 11
Trigger1 = var(53)+11-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*15*var(8) > 0
Trigger1 = fvar(4)-(EnemyNear(var(58)),Vel X*var(50)+Vel X*var(51))*15 = [2-(FrontEdgeBodyDist = 0)*10,81]
Trigger2 = var(53)+11-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*15*var(8) <= 0
Trigger2 = var(53) = [2-(FrontEdgeBodyDist = 0)*10,81]

[State -3, WvӂƂ΂]
type = ChangeState
value = 640
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) || fvar(1) = 11
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = (Abs(Vel X) > 0 || var(4))
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType != A || (EnemyNear(var(58)),StateNo = 5120 && EnemyNear(var(58)),AnimTime >= -12)
TriggerAll = Ctrl
TriggerAll = Pos Y+Vel Y*(6+14)+0.5*Const(movement.yaccel)*(6+14)*(6+14) > 0
TriggerAll = Pos Y+Vel Y*14+0.5*Const(movement.yaccel)*15*14 >= -((EnemyNear(var(58)),Const(size.height)-20)*(1-(EnemyNear(var(58)),StateType = C)*0.5))
TriggerAll = Random < var(59)*100 || fvar(1) = 11
Trigger1 = var(53)+11-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*14*var(8) > 0
Trigger1 = fvar(4)-(EnemyNear(var(58)),Vel X*var(50)+Vel X*var(51))*14 = [5-(FrontEdgeBodyDist = 0)*10,38]
Trigger2 = var(53)+11-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*14*var(8) <= 0
Trigger2 = var(53) = [5-(FrontEdgeBodyDist = 0)*10,38]

[State -3, Wvb]
type = ChangeState
value = 610
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) || fvar(1) = 11
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(Abs(Vel X) > 0 || var(4))
TriggerAll = StateType = A
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = Ctrl
TriggerAll = Pos Y+Vel Y*(6+14)+0.5*Const(movement.yaccel)*(6+14)*(6+14)  > 0
TriggerAll = Pos Y+Vel Y*14+0.5*Const(movement.yaccel)*15*14 >= -((EnemyNear(var(58)),Const(size.height)-20)*(1-(EnemyNear(var(58)),StateType = C)*0.5))
TriggerAll = Random < var(59)*100 || fvar(1) = 11
Trigger1 = var(53)+11-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*14*var(8) > 0
Trigger1 = fvar(4)-(EnemyNear(var(58)),Vel X*var(50)+Vel X*var(51))*14 = [-35-(FrontEdgeBodyDist = 0)*10,48]
Trigger2 = var(53)+11-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*14*var(8) <= 0
Trigger2 = var(53) = [-35-(FrontEdgeBodyDist = 0)*10,48]

[State -3, Wva]
type = ChangeState
value = 620
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) || fvar(1) = 11
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(Abs(Vel X) > 0 || var(4))
TriggerAll = StateType = A
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = Ctrl
TriggerAll = Pos Y+Vel Y*(6+15)+0.5*Const(movement.yaccel)*(6+15)*(6+15) > 0
TriggerAll = Pos Y+Vel Y*15+0.5*Const(movement.yaccel)*16*15 >= -((EnemyNear(var(58)),Const(size.height)-20)*(1-(EnemyNear(var(58)),StateType = C)*0.5))
TriggerAll = Random < var(59)*100 || fvar(1) = 11
Trigger1 = var(53)+11-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*15*var(8) > 0
Trigger1 = fvar(4)-(EnemyNear(var(58)),Vel X*var(50)+Vel X*var(51))*15 = [2-(FrontEdgeBodyDist = 0)*10,81]
Trigger2 = var(53)+11-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*15*var(8) <= 0
Trigger2 = var(53) = [2-(FrontEdgeBodyDist = 0)*10,81]

[State -3, WvӂƂ΂]
type = ChangeState
value = 640
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) || fvar(1) = 11
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(Abs(Vel X) > 0 || var(4))
TriggerAll = StateType = A
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = Ctrl
TriggerAll = Pos Y+Vel Y*(6+14)+0.5*Const(movement.yaccel)*(6+14)*(6+14)  > 0
TriggerAll = Pos Y+Vel Y*14+0.5*Const(movement.yaccel)*15*14 >= -((EnemyNear(var(58)),Const(size.height)-20)*(1-(EnemyNear(var(58)),StateType = C)*0.5))
TriggerAll = Random < var(59)*100 || fvar(1) = 11
Trigger1 = var(53)+11-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*14*var(8) > 0
Trigger1 = fvar(4)-(EnemyNear(var(58)),Vel X*var(50)+Vel X*var(51))*14 = [5-(FrontEdgeBodyDist = 0)*10,38]
Trigger2 = var(53)+11-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*14*var(8) <= 0
Trigger2 = var(53) = [5-(FrontEdgeBodyDist = 0)*10,38]

[State -3, ΂߃Wvb]
type = ChangeState
value = 615
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) || fvar(1) = 11
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = (Abs(Vel X) > 0 || var(4))
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = !var(9)
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = Pos Y+Vel Y*14+0.5*Const(movement.yaccel)*15*14  < 0
TriggerAll = Ctrl 
TriggerAll = fvar(3) >= 0
TriggerAll = Random < var(59)*100 || fvar(1) = 11
Trigger1 = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X)*14 <= 48
Trigger1 = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*14+0.5*EnemyNear(var(58)),Const(movement.yaccel)*15*14)-(Vel Y*14+0.5*Const(movement.yaccel)*15*14)) = [-20,40]

[State -3, WvӂƂ΂]
type = ChangeState
value = 640
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) || fvar(1) = 11
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = (Abs(Vel X) > 0 || var(4))
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = !var(9)
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = Pos Y+Vel Y*14+0.5*Const(movement.yaccel)*15*14 < 0
TriggerAll = Ctrl 
TriggerAll = fvar(3) >= 0
TriggerAll = Random < var(59)*100 || fvar(1) = 11
Trigger1 = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X)*14 <= 38
Trigger1 = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*14+0.5*EnemyNear(var(58)),Const(movement.yaccel)*15*14)-(Vel Y*14+0.5*Const(movement.yaccel)*15*14)) = [-20,40]

[State -3, ΂߃Wv`]
type = ChangeState
value = 605
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) || fvar(1) = 11
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = (Abs(Vel X) > 0 || var(4))
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = !var(9)
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = Pos Y+Vel Y*7+0.5*Const(movement.yaccel)*8*7  < 0
TriggerAll = Ctrl 
TriggerAll = fvar(3) >= 0
TriggerAll = Random < var(59)*100 || fvar(1) = 11
Trigger1 = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X)*7 <= 50
Trigger1 = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*7+0.5*EnemyNear(var(58)),Const(movement.yaccel)*8*7)-(Vel Y*7+0.5*Const(movement.yaccel)*8*7)) = [-30,20]

[State -3. ΂߃Wvc]
type = ChangeState
value = 635
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) || fvar(1) = 11
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = (Abs(Vel X) > 0 || var(4))
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = !var(9)
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = Pos Y+Vel Y*14+0.5*Const(movement.yaccel)*15*14  < 0
TriggerAll = Ctrl 
TriggerAll = fvar(3) >= 0
TriggerAll = Random < var(59)*100 || fvar(1) = 11
Trigger1 = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X)*14 <= 65
Trigger1 = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*14+0.5*EnemyNear(var(58)),Const(movement.yaccel)*15*14)-(Vel Y*14+0.5*Const(movement.yaccel)*15*14)) = [-30,20]

[State -3, ΂߃Wva]
type = ChangeState
value = 625
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) || fvar(1) = 11
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = (Abs(Vel X) > 0 || var(4))
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = !var(9)
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = Pos Y+Vel Y*15+0.5*Const(movement.yaccel)*16*15  < 0
TriggerAll = Ctrl 
TriggerAll = fvar(3) >= 0
TriggerAll = Random < var(59)*100 || fvar(1) = 11
Trigger1 = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X)*15 <= 81
Trigger1 = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*15+0.5*EnemyNear(var(58)),Const(movement.yaccel)*16*15)-(Vel Y*15+0.5*Const(movement.yaccel)*16*15)) = [-10,50]

[State -3, Wvb]
type = ChangeState
value = 610
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) || fvar(1) = 11
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(Abs(Vel X) > 0 || var(4))
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = !var(9)
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = Pos Y+Vel Y*14+0.5*Const(movement.yaccel)*15*14  < 0
TriggerAll = Ctrl 
TriggerAll = fvar(3) >= 0
TriggerAll = Random < var(59)*100 || fvar(1) = 11
Trigger1 = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X)*14 <= 48
Trigger1 = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*14+0.5*EnemyNear(var(58)),Const(movement.yaccel)*15*14)-(Vel Y*14+0.5*Const(movement.yaccel)*15*14)) = [-20,40]

[State -3, WvӂƂ΂]
type = ChangeState
value = 640
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) || fvar(1) = 11
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(Abs(Vel X) > 0 || var(4))
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = !var(9)
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = Pos Y+Vel Y*14+0.5*Const(movement.yaccel)*15*14  < 0
TriggerAll = Ctrl 
TriggerAll = fvar(3) >= 0
TriggerAll = Random < var(59)*100 || fvar(1) = 11
Trigger1 = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X)*14 <= 38
Trigger1 = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*14+0.5*EnemyNear(var(58)),Const(movement.yaccel)*15*14)-(Vel Y*14+0.5*Const(movement.yaccel)*15*14)) = [-20,40]

[State -3, Wvc]
type = ChangeState
value = 630
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) || fvar(1) = 11
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(Abs(Vel X) > 0 || var(4))
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = !var(9)
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = Pos Y+Vel Y*14+0.5*Const(movement.yaccel)*15*14  < 0
TriggerAll = Ctrl 
TriggerAll = fvar(3) >= 0
TriggerAll = Random < var(59)*100 || fvar(1) = 11
Trigger1 = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X)*14 <= 65
Trigger1 = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*14+0.5*EnemyNear(var(58)),Const(movement.yaccel)*15*14)-(Vel Y*14+0.5*Const(movement.yaccel)*15*14)) = [-30,20]

[State -3, Wva]
type = ChangeState
value = 620
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) || fvar(1) = 11
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(Abs(Vel X) > 0 || var(4))
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = !var(9)
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = Pos Y+Vel Y*15+0.5*Const(movement.yaccel)*16*15  < 0
TriggerAll = Ctrl 
TriggerAll = fvar(3) >= 0
TriggerAll = Random < var(59)*100 || fvar(1) = 11
Trigger1 = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X)*15 <= 81
Trigger1 = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*15+0.5*EnemyNear(var(58)),Const(movement.yaccel)*16*15)-(Vel Y*15+0.5*Const(movement.yaccel)*16*15)) = [-10,50]

[State -3, Wv`]
type = ChangeState
value = 600
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = !IsHelper
TriggerAll = var(59) || fvar(1) = 11
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(Abs(Vel X) > 0 || var(4))
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = !var(9)
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = Pos Y+Vel Y*7+0.5*Const(movement.yaccel)*8*7  < 0
TriggerAll = Ctrl 
TriggerAll = fvar(3) >= 0
TriggerAll = Random < var(59)*100 || fvar(1) = 11
Trigger1 = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X)*7 <= 50
Trigger1 = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*7+0.5*EnemyNear(var(58)),Const(movement.yaccel)*8*7)-(Vel Y*7+0.5*Const(movement.yaccel)*8*7)) = [-30,20]

;
;^bOps 
;fvar(39) fvar(38) fvar(1) = 12
;



