;===========================================================================
; -3 State
;===========================================================================
[Statedef -3]

;===========================================================================
;---------------------------------------------------------------------------
;mbNobN֘A
;---------------------------------------------------------------------------
[State -3, var]
type = varset
triggerall = movecontact = 1
trigger1 = stateno = 600
trigger2 = stateno = 630
trigger3 = stateno = 635
var(45) = 3
ignorehitpause = 1
[State -3, var]
type = varset
triggerall = movecontact = 1
trigger1 = stateno = 610
trigger2 = stateno = 640
var(45) = 6
ignorehitpause = 1
[State -3, var]
type = varset
triggerall = movecontact = 1
trigger1 = stateno = 620
trigger2 = stateno = 650
trigger3 = stateno = 655
trigger4 = stateno = 700
var(45) = 7
ignorehitpause = 1
[State -3, pos]
type = posadd
trigger1 = stateno = [600,700]
trigger1 = !var(20)
trigger1 = var(45)
trigger1 = numtarget
trigger1 = target,statetype != A
trigger1 = target,backedgebodydist <= 10
x = -2*const(size.xscale)

[State -3, var]
type = varadd
trigger1 = var(45)
var(45) = -1


;===========================================================================
;---------------------------------------------------------------------------
;ubLO֘A
;---------------------------------------------------------------------------

[State -3, helper]
type = helper
triggerall = !var(59)
triggerall = roundstate = 2
triggerall = !numhelper(4350)
triggerall = (movetype=I && ctrl) || (stateno=[4300,4320]) || (stateno=[120,132]) || (stateno=[21,22]) || stateno=5120
triggerall = command!="rfwd" && command!="rback" && command!="rup" && command!="rdown"
trigger1 = (statetype=S || statetype=C || stateno=5120)
trigger1 = command="fwd" || command="down"
trigger2 = statetype = A
trigger2 = !var(4) && !var(5) && (prevstateno!=[100,105])
trigger2 = command="fwd"
helpertype = normal
name = "bro helper"
stateno = 4350
id = 4350
pausemovetime = 999999
supermovetime = 999999
ignorehitpause = 1

;ubLOhelper(AI)
[State -3, helper]
type = helper
triggerall = var(59)
triggerall = roundstate = 2
triggerall = !numhelper(4350)
triggerall = (movetype=I && ctrl) || (stateno=[4300,4320]) || (stateno=[120,132]) || stateno=19 || stateno=21 || stateno=5120
triggerall = enemynear,movetype = A
trigger1 = (statetype=S || statetype=C || stateno=5120)
trigger1 = random <= Var(15)*100
trigger2 = statetype = A
trigger2 = !var(4) && !var(5) && (prevstateno!=[100,105])
trigger2 = random <= Var(15)*100
helpertype = normal
name = "bro helper"
stateno = 4350
id = 4350
pausemovetime = 999999
supermovetime = 999999
ignorehitpause = 1

[State -3, end]
type = changestate
trigger1 = stateno != [4300,4320]
trigger1 = numhelper(4350)
trigger1 = helper(4350),stateno = 4351
value = ifelse((helper(4350),anim=4370),4320, ifelse((helper(4350),anim=4360),4310,4300))
ignorehitpause = 1
[State -3, htr]
type = hitoverride
trigger1 = stateno != [4300,4320]
trigger1 = numhelper(4350)
trigger1 = !(helper(4350),var(0)) && helper(4350),anim=4350
attr = SA,AP
stateno = 4300
slot = 0
time = 1
[State -3, htr]
type = hitoverride
trigger1 = stateno != [4300,4320]
trigger1 = numhelper(4350)
trigger1 = !helper(4350),var(0) && helper(4350),anim=4360
attr = C,AP
stateno = 4310
slot = 1
time = 1
[State -3, htr]
type = null;hitoverride
trigger1 = stateno != [4300,4320]
trigger1 = numhelper(4350)
trigger1 = !helper(4350),var(0) && helper(4350),anim=4370
attr = SCA,AP
stateno = 4320
slot = 1
time = 1

;===========================================================================
;---------------------------------------------------------------------------

;_{CX
[State -3, snd]
type = playsnd
triggerall = GetHitVar(animtype) > 0
triggerall = random < 400
triggerall = time = 1
triggerall = alive
trigger1 = stateno = 5000
trigger2 = stateno = 5020
value = 2,0+(GetHitVar(animtype)=1)+(GetHitVar(animtype)=[2,5])*2
channel = 0
[State -3, snd]
type = playsnd
triggerall = GetHitVar(animtype) > 1
triggerall = random < 200
triggerall = time = 1
triggerall = alive
trigger1 = stateno = 5070
trigger2 = stateno = 5080
trigger3 = stateno = 5100
value = 2,2
channel = 0
[State -3, snd]
type = playsnd
triggerall = time = 1
triggerall = alive
trigger1 = stateno = 5200
trigger2 = stateno = 5210
value = 3,8
channel = 0

[State -3, snd]
type = playsnd
triggerall = time = 1
trigger1 = stateno = 5100
trigger2 = stateno = 5110
value = 0,15
channel = 10

;
;AI
;

;===========================================================================
; AIN
;===========================================================================

[State -3, var]
type = VarSet
Triggerall = !var(59)
Triggerall = RoundState = 2
Trigger1 = command = "AI_1"
Trigger2 = command = "AI_2"
Trigger3 = command = "AI_3"
Trigger4 = command = "AI_4"
Trigger5 = command = "AI_5"
Trigger6 = command = "AI_6"
Trigger7 = command = "AI_7"
Trigger8 = command = "AI_8"
Trigger9 = command = "AI_9"
Trigger10 = command = "AI_10"
Trigger11 = command = "AI_11"
Trigger12 = command = "AI_12"
Trigger13 = command = "AI_13"
Trigger14 = command = "AI_14"
Trigger15 = command = "AI_15"
Trigger16 = command = "AI_16"
Trigger17 = command = "AI_17"
Trigger18 = command = "AI_18"
Trigger19 = command = "AI_19"
Trigger20 = command = "AI_20"
Trigger21 = command = "AI_21"
Trigger22 = command = "AI_22"
Trigger23 = command = "AI_23"
Trigger24 = command = "AI_24"
Trigger25 = command = "AI_25"
Trigger26 = command = "AI_26"
Trigger27 = command = "AI_27"
Trigger28 = command = "AI_28"
Trigger29 = command = "AI_29"
Trigger30 = command = "AI_30"
Trigger31 = command = "AI_31"
Trigger32 = command = "AI_32"
Trigger33 = command = "AI_33"
Trigger34 = command = "AI_34"
Trigger35 = command = "AI_35"
Trigger36 = command = "AI_36"
Trigger37 = command = "AI_37"
Trigger38 = command = "AI_38"
Trigger39 = command = "AI_39"
Trigger40 = command = "AI_40"
Trigger41 = command = "AI_41"
Trigger42 = command = "AI_42"
Trigger43 = command = "AI_43"
Trigger44 = command = "AI_44"
Trigger45 = command = "AI_45"
Trigger46 = command = "AI_46"
Trigger47 = command = "AI_47"
Trigger48 = command = "AI_48"
Trigger49 = command = "AI_49"
Trigger50 = command = "AI_50"
Trigger51 = numhelper(9999)
Trigger51 = helper(9999),var(59)>0
trigger52 = var(25) = 1
var(59) = 11	;1`11Œ

[state -3, ubLOx]
type = varset
trigger1 = var(59)
var(15) = 5	;1`10Œ

[state -3,`F[R{x]
type = null;varset
trigger1 = var(59)
trigger1 = floor(var(9)%100/10)
var(18) = 5	;1`5Œ

[State -3,펞AIN]
Type = VarSet
Triggerall = !Var(59)
Triggerall = Var(25) = 0
Triggerall = roundstate != 1
Triggerall = roundstate = 2
Triggerall = roundstate != 3
Triggerall = roundstate != 4
trigger1 = !enemynear,vel x = 0
trigger2 = !enemynear,vel y = 0
trigger3 = enemynear,ctrl
V = 25
value = 0

[state -3,tCO΍]
type = varset
Trigger1 = RoundState = [3,4]
v = 30
value = 1

[State -3,tCO΍]
Type = ChangeState
Value = 5900
Trigger1 = RoundState = [0,1]
Trigger1 = StateNo != 5900 && StateNo != 0
Trigger1 = time = 0
Trigger1 = Var(30) = 1

[State -3,tCO΍]
Type = ChangeState
Value = 0
Trigger1 = RoundState = 1
Trigger1 = StateNo != 191 && StateNo != 0
Trigger1 = time = 0
Trigger1 = Var(30) = 0

;---------------------------------------------------------------------------
[state -3, helper]
type = Helper
Trigger1 = !var(59)
Trigger1 = !numhelper(9999)
Trigger1 = alive
Trigger1 = prevstateno=5900 || prevstateno=190
Trigger1 = ctrl && stateno=0
helpertype = normal
name = "AI"
stateno = 9999
id = 9999
keyctrl = 1
pausemovetime = 999999
supermovetime = 999999
ignorehitpause = 1
persistent = 0

[State -3, end]
type = ChangeState
Trigger1 = ishelper(9999)
Trigger1 = stateno != 9999
value = 9999

[State -1,̂ɔȂ悤]
Type = Varset
trigger1 = NumEnemy > 1
trigger1 = EnemyNear(0),Life > 0
trigger2 = NumEnemy = 1
V = 12
Value = 0

[State -1,̂ɔȂ悤]
Type = Varset
trigger1 = NumEnemy > 1
trigger1 = EnemyNear(0),Life <= 0
V = 12
Value = 1

[State -3,iL]
Type = VarSet
triggerall = var(59)
triggerall = var(13) = 0
triggerall = roundstate = 2
triggerall = StateNo != [120,159]
trigger1 = Statetype = C
trigger1 = enemynear(var(12)),StateType != A
trigger1 = MoveType = H
teigger1 = StateNo = [5000,5011]
trigger1 = PrevStateNo=131||(PrevStateNo=[151,153])
V = 13
Value = EnemyNear(Var(12)),StateNo

[State -3,iL]
Type = VarSet
triggerall = var(59)
triggerall = roundstate = 2
trigger1 = Var(13) != 0
trigger1 = EnemyNear(Var(12)),StateNo = Var(13)
V = 14
Value = 1

[State -3,iL]
Type = VarSet
triggerall = var(59)
triggerall = roundstate = 2
trigger1 = Var(13) != 0
trigger1 = EnemyNear(Var(12)),StateNo != Var(13)
V = 14
Value = 0

[state -3,smF]
type = Varset
trigger1 = 1
var(16) = 0

[State -3,ǂmF]
Type = VarSet
Triggerall = Var(59)
trigger1 = StateNo=801||StateNo=851
trigger2 = StateNo = 1100||StateNo = 1510||StateNo = 1511||StateNo = 3000||StateNo = 3100||StateNo=3300||StateNo=3400||StateNo=3501
trigger2 = Var(0) = 1
V = 23
Value = 1

[State -3,ǂmF]
Type = VarSet
Triggerall = Var(59)
trigger1 = StateNo=500
trigger2 = EnemyNear(var(12)),Ctrl
trigger3 = !EnemyNear(var(12)),Alive
V = 23
Value = 0

[State -3,varrandom]
Type = Varrandom
Trigger1 = Var(59)
V = 24
range = 0,999

;
;\܎@ǂł
;

[State -3,ƂĂp]
Type = ChangeState
Triggerall = Var(59)||var(16)=1
triggerall = RoundState = 2
TriggerAll = StateType != A
triggerall = EnemyNear(Var(12)),StateType != L
triggerall = EnemyNear(Var(12)),StateType = A
triggerall = EnemyNear(Var(12)),MoveType = H
triggerall = Var(42) = 0
trigger1 = StateNo = 1250
trigger1 = AnimTime = 0
Trigger1 = Time > 0
value = 1
Ctrl = 0

[State -3,ł܂h~]
Type = ChangeState
Triggerall = Var(59)||var(16)=1
triggerall = RoundState = 2
TriggerAll = StateType != A
triggerall = EnemyNear(Var(12)),StateType != L
trigger1 = StateNo = 1 && Ctrl = 0
Trigger1 = Time > 30
value = 0
Ctrl = 1

[State -3,S뎮EO]
type = ChangeState
value = 1300
TriggerAll = var(59)||Var(16)=1
TriggerAll = RoundState = 2
TriggerAll = Power < 812
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(12)),Statetype != L
TriggerAll = EnemyNear(Var(12)),Statetype = A
TriggerAll = EnemyNear(Var(12)),StateNo = [5000,5210]
TriggerAll = ctrl = 0 && stateno = 1 && time = 8
TriggerAll = EnemyNear(Var(12)),MoveType = H
Trigger1 = Random<=Var(59)*100||Var(16)=1
IgnoreHitPause = 0

[State -3,SE󎮁EՌ z]
type = ChangeState
value = 1500
TriggerAll = var(59)||Var(16)=1
TriggerAll = RoundState = 2
TriggerAll = Power >= 812
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(12)),Statetype != L
TriggerAll = EnemyNear(Var(12)),Statetype = A
TriggerAll = EnemyNear(Var(12)),StateNo = [5000,5210]
TriggerAll = ctrl = 0 && stateno = 1
TriggerAll = EnemyNear(Var(12)),MoveType = H
TriggerAll = Random<=Var(59)*100||Var(16)=1
trigger1 = EnemyNear(Var(12)),BackEdgeBodyDist <= 0 || EnemyNear(Var(12)),FrontEdgeBodyDist <= 0
trigger1 = P2BodyDist Y = [-18-floor(10*(EnemyNear(Var(12)),vel Y)+(10*(10+1)/2)*fvar(39)),-1-floor(10*(EnemyNear(Var(12)),vel Y)+(10*(10+1)/2)*fvar(39))]
trigger2 = EnemyNear(Var(12)),BackEdgeBodyDist > 0 && EnemyNear(Var(12)),FrontEdgeBodyDist > 0
trigger2 = P2BodyDist Y >= -20-floor((12+ceil((P2BodyDist X>5)*(P2BodyDist X)/7.5))*(EnemyNear(Var(12)),vel Y)+((12+ceil((P2BodyDist X>5)*(P2BodyDist X)/7.5))*((12+ceil((P2BodyDist X>5)*(P2BodyDist X)/7.5))+1)/2)*fvar(39))
IgnoreHitPause = 0

;
;ubLOEK[hEً}E؂ւ
;

[State -3,SESĂ]
Type = ChangeState
Value = 1100
TriggerAll=Var(59)
triggerall = RoundState = 2
TriggerAll=StateType!=A
TriggerAll=EnemyNear(var(12)),StateType=A
TriggerAll=RoundState=2
TriggerAll=P2BodyDist X=[-25,40]
TriggerAll=P2BodyDist Y>=-70
TriggerAll=!EnemyNear(Var(12)),Ctrl
TriggerAll=EnemyNear(Var(12)),MoveType=A||EnemyNear(Var(12)),MoveType=I
TriggerAll=Random<=Var(59)*100
TriggerAll=ctrl || stateno=19 || stateno=21 || (stateno=[30,39]) || stateno=52 || (stateno=[100,101]) || stateno=106
TriggerAll=EnemyNear(Var(12)),Animtime <= -3||Var(59)<6
Trigger1=fvar(7)<=-3
Trigger2=PrevStateNo=[4200,4210]
Trigger3=PrevStateNo=[140,159]


[State -3,SESĂ]
Type = ChangeState
Value = 1100
TriggerAll=Var(59)
triggerall = RoundState = 2
TriggerAll=StateType!=A
TriggerAll=EnemyNear(var(12)),StateType!=A
TriggerAll=RoundState=2
TriggerAll=P2BodyDist X=[-5,40]
TriggerAll=P2BodyDist Y>=0
TriggerAll=!EnemyNear(Var(12)),Ctrl
TriggerAll=EnemyNear(Var(12)),MoveType=A||EnemyNear(Var(12)),MoveType=I
TriggerAll=Random<=Var(59)*(10+(EnemyNear(var(12)),Life<=250&&Power>=1000)*90)
TriggerAll=ctrl || stateno=19 || stateno=21 || (stateno=[30,39]) || stateno=52 || (stateno=[100,101]) || stateno=106
TriggerAll=EnemyNear(Var(12)),Animtime <= -3||Var(59)<6
Trigger1=fvar(7)<=-3
Trigger2=PrevStateNo=[4200,4210]
Trigger3=PrevStateNo=[140,159]

[State -3,ߒp`]
Type = ChangeState
Value = 215
TriggerAll=Var(59)
triggerall = RoundState = 2
TriggerAll=StateType!=A
TriggerAll=EnemyNear(var(12)),StateType!=A
TriggerAll=EnemyNear(var(12)),StateType!=C
TriggerAll=RoundState=2
TriggerAll=P2BodyDist X=[-22,22]
TriggerAll=P2BodyDist Y>=0
TriggerAll=!EnemyNear(Var(12)),Ctrl
TriggerAll=EnemyNear(Var(12)),MoveType=A||EnemyNear(Var(12)),MoveType=I
TriggerAll=Random<=Var(59)*100
TriggerAll=ctrl || stateno=19 || stateno=21 || (stateno=[30,39]) || stateno=52 || (stateno=[100,101]) || stateno=106
TriggerAll=EnemyNear(Var(12)),Animtime <= -5||Var(59)<6
Trigger1=fvar(7)<=-5
Trigger2=PrevStateNo=[4200,4210]
Trigger3=PrevStateNo=[140,159]

[State -3,]
Type = ChangeState
Value = 300
TriggerAll=Var(59)
triggerall = RoundState = 2
TriggerAll=StateType!=A
TriggerAll=EnemyNear(var(12)),StateType!=A
TriggerAll=EnemyNear(var(12)),StateType!=C
TriggerAll=RoundState=2
TriggerAll=P2BodyDist X=[-5,80]
TriggerAll=P2BodyDist Y>=0
TriggerAll=!EnemyNear(Var(12)),Ctrl
TriggerAll=EnemyNear(Var(12)),MoveType=A||EnemyNear(Var(12)),MoveType=I
TriggerAll=Random<=Var(59)*100
TriggerAll=ctrl || stateno=19 || stateno=21 || (stateno=[30,39]) || stateno=52 || (stateno=[100,101]) || stateno=106
TriggerAll=EnemyNear(var(12)),Animtime <= -8||Var(59)<6
Trigger1=fvar(7)<=-8
Trigger2=PrevStateNo=[4200,4210]

[State -3,p`]
Type = ChangeState
Value = 210
TriggerAll=Var(59)
triggerall = RoundState = 2
TriggerAll=StateType!=A
TriggerAll=EnemyNear(var(12)),StateType!=A
TriggerAll=EnemyNear(var(12)),StateType!=C
TriggerAll=RoundState=2
TriggerAll=P2BodyDist X=[22,50]
TriggerAll=P2BodyDist Y>=0
TriggerAll=!EnemyNear(Var(12)),Ctrl
TriggerAll=EnemyNear(Var(12)),MoveType=A||EnemyNear(Var(12)),MoveType=I
TriggerAll=Random<=Var(59)*100
TriggerAll=ctrl || stateno=19 || stateno=21 || (stateno=[30,39]) || stateno=52 || (stateno=[100,101]) || stateno=106
TriggerAll=EnemyNear(Var(12)),Animtime <= -4||Var(59)<6
Trigger1=fvar(7)<=-4
Trigger2=PrevStateNo=[4200,4210]
Trigger3=PrevStateNo=[140,159]

[State -3,p`]
Type = ChangeState
Value = 220
TriggerAll=Var(59)
triggerall = RoundState = 2
TriggerAll=StateType!=A
TriggerAll=EnemyNear(var(12)),StateType!=A
TriggerAll=EnemyNear(var(12)),StateType!=C
TriggerAll=RoundState=2
TriggerAll=P2BodyDist X=[22,70]
TriggerAll=P2BodyDist Y>=0
TriggerAll=!EnemyNear(Var(12)),Ctrl
TriggerAll=EnemyNear(Var(12)),MoveType=A||EnemyNear(Var(12)),MoveType=I
TriggerAll=Random<=Var(59)*100
TriggerAll=ctrl || stateno=19 || stateno=21 || (stateno=[30,39]) || stateno=52 || (stateno=[100,101]) || stateno=106
TriggerAll=EnemyNear(Var(12)),Animtime <= -5||Var(59)<6
Trigger1=fvar(7)<=-5
Trigger2=PrevStateNo=[4200,4210]
Trigger3=PrevStateNo=[140,159]

[State -3,Ⴊݒp`]
Type = ChangeState
Value = 410
TriggerAll=Var(59)
triggerall = RoundState = 2
TriggerAll=StateType!=A
TriggerAll=EnemyNear(var(12)),StateType!=A
TriggerAll=EnemyNear(var(12)),StateType=C
TriggerAll=RoundState=2
TriggerAll=P2BodyDist X=[-19,50]
TriggerAll=P2BodyDist Y>=0
TriggerAll=!EnemyNear(Var(12)),Ctrl
TriggerAll=EnemyNear(Var(12)),MoveType=A||EnemyNear(Var(12)),MoveType=I
TriggerAll=Random<=Var(59)*100
TriggerAll=ctrl || stateno=19 || stateno=21 || (stateno=[30,39]) || stateno=52 || (stateno=[100,101]) || stateno=106
TriggerAll=EnemyNear(Var(12)),Animtime <= -5||Var(59)<6
Trigger1=fvar(7)<=-5
Trigger2=PrevStateNo=[4200,4210]
Trigger3=PrevStateNo=[140,159]

[State -3,ႪݎLbN]
Type = ChangeState
Value = 430
TriggerAll=Var(59)
triggerall = RoundState = 2
TriggerAll=StateType!=A
TriggerAll=EnemyNear(var(12)),StateType!=A
TriggerAll=EnemyNear(var(12)),StateType=C
TriggerAll=RoundState=2
TriggerAll=P2BodyDist X=[-19,60]
TriggerAll=P2BodyDist Y>=0
TriggerAll=!EnemyNear(Var(12)),Ctrl
TriggerAll=EnemyNear(Var(12)),MoveType=A||EnemyNear(Var(12)),MoveType=I
TriggerAll=Random<=Var(59)*100
TriggerAll=ctrl || stateno=19 || stateno=21 || (stateno=[30,39]) || stateno=52 || (stateno=[100,101]) || stateno=106
TriggerAll=EnemyNear(Var(12)),Animtime <= -3||Var(59)<6
Trigger1=fvar(7)<=-3
Trigger2=PrevStateNo=[4200,4210]
Trigger3=PrevStateNo=[140,159]


[State -3,ŏI퉜`"뎮"]
Type = ChangeState
Value = 3500
TriggerAll=Var(59)
triggerall = RoundState = 2
TriggerAll=StateType!=A
TriggerAll=EnemyNear(var(12)),StateType!=A
TriggerAll=RoundState=2
TriggerAll=P2BodyDist X=[-5,50]
TriggerAll=P2BodyDist Y>=0
TriggerAll=!EnemyNear(Var(12)),Ctrl
TriggerAll=EnemyNear(Var(12)),MoveType=A||EnemyNear(Var(12)),MoveType=I
TriggerAll=Random<=Var(59)*100
TriggerAll=power >= 3000
TriggerAll=ctrl || stateno=19 || stateno=21 || (stateno=[30,39]) || stateno=52 || (stateno=[100,101]) || stateno=106
TriggerAll=EnemyNear(var(12)),Animtime <= -13||Var(59)<6
Trigger1=fvar(7)<=-13
Trigger2=PrevStateNo=[4200,4210]

[State -3,IR]
Type = ChangeState
Value = 4100
TriggerAll=Var(59)
triggerall = RoundState = 2
TriggerAll=StateType!=A
TriggerAll=EnemyNear(var(12)),StateType!=A
TriggerAll=RoundState=2
TriggerAll=P2BodyDist X=[-5,30]
TriggerAll=P2BodyDist Y>=0
TriggerAll=!EnemyNear(Var(12)),Ctrl
TriggerAll=EnemyNear(Var(12)),MoveType=A||EnemyNear(Var(12)),MoveType=I
TriggerAll=Random<=Var(59)*100
TriggerAll=power >= 3000
TriggerAll=ctrl || stateno=19 || stateno=21 || (stateno=[30,39]) || stateno=52 || (stateno=[100,101]) || stateno=106
TriggerAll=EnemyNear(var(12)),Animtime <= -7||Var(59)<6
Trigger1=fvar(7)<=-7
Trigger2=PrevStateNo=[4200,4210]


[State -3,SE㎮E]
Type = ChangeState
Value = 3400
TriggerAll=Var(59)
triggerall = RoundState = 2
TriggerAll=StateType!=A
TriggerAll=EnemyNear(var(12)),StateType!=A
TriggerAll=RoundState=2
TriggerAll=P2BodyDist X=[-5,95]
TriggerAll=P2BodyDist Y>=0
TriggerAll=!EnemyNear(Var(12)),Ctrl
TriggerAll=EnemyNear(Var(12)),MoveType=A||EnemyNear(Var(12)),MoveType=I
TriggerAll=Random<=Var(59)*(30+(EnemyNear(var(12)),Life<=355)*50)
TriggerAll=ctrl || stateno=19 || stateno=21 || (stateno=[30,39]) || stateno=52 || (stateno=[100,101]) || stateno=106
TriggerAll=power >= 2000
TriggerAll=EnemyNear(Var(12)),Animtime <= -12||Var(59)<6
Trigger1=fvar(7)<=-12
Trigger2=PrevStateNo=[4200,4210]

[State -3,lSE󎮁Er]
Type = ChangeState
Value = 3100
TriggerAll=Var(59)
triggerall = RoundState = 2
TriggerAll=StateType!=A
TriggerAll=EnemyNear(var(12)),StateType!=A
TriggerAll=RoundState=2
TriggerAll=P2BodyDist X=[-5,110]
TriggerAll=P2BodyDist Y>=0
TriggerAll=!EnemyNear(Var(12)),Ctrl
TriggerAll=EnemyNear(Var(12)),MoveType=A||EnemyNear(Var(12)),MoveType=I
TriggerAll=Random<=Var(59)*(50+(EnemyNear(var(12)),Life<=170)*50)
TriggerAll=ctrl || stateno=19 || stateno=21 || (stateno=[30,39]) || stateno=52 || (stateno=[100,101]) || stateno=106
TriggerAll=power >= 1000
TriggerAll=EnemyNear(Var(12)),Animtime <= -11||Var(59)<6
Trigger1=fvar(7)<=-11
Trigger2=PrevStateNo=[4200,4210]

[State -3,]
Type = ChangeState
Value = 800
TriggerAll=Var(59)
triggerall = RoundState = 2
TriggerAll=StateType!=A
TriggerAll=EnemyNear(var(12)),StateType!=A
TriggerAll=RoundState=2
TriggerAll=P2BodyDist X=[-5,15]
TriggerAll=P2BodyDist Y>=0
TriggerAll=!EnemyNear(Var(12)),Ctrl
TriggerAll=EnemyNear(Var(12)),MoveType=A||EnemyNear(Var(12)),MoveType=I
TriggerAll=Random<=Var(59)*100
TriggerAll=ctrl || stateno=19 || stateno=21
TriggerAll=EnemyNear(Var(12)),Animtime <= -1||Var(59)<6
Trigger1=PrevStateNo=[4200,4210]
Trigger2=PrevStateNo=[140,159]

[State -3,OEޗƂ]
Type = ChangeState
Value = 700
TriggerAll=Var(59)
triggerall = RoundState = 2
TriggerAll=StateType=A
TriggerAll=EnemyNear(var(12)),StateType=A
TriggerAll=RoundState=2
TriggerAll=P2BodyDist X=[-25,20]
TriggerAll=P2BodyDist Y>=50
TriggerAll=!EnemyNear(Var(12)),Ctrl
TriggerAll=EnemyNear(Var(12)),MoveType=A||EnemyNear(Var(12)),MoveType=I
TriggerAll=Random<=Var(59)*100
TriggerAll=ctrl || stateno=19 || stateno=21 || (stateno=[30,39]) || stateno=52 || (stateno=[100,101]) || stateno=106
TriggerAll=EnemyNear(Var(12)),Animtime <= -6||Var(59)<6
Trigger1=fvar(7)<=-6

[State -3,󒆋p`]
Type = ChangeState
Value = 620
TriggerAll=Var(59)
triggerall = RoundState = 2
TriggerAll=StateType=A
TriggerAll=EnemyNear(var(12)),StateType!=A
TriggerAll=RoundState=2
TriggerAll=P2BodyDist X=[-25,35]
TriggerAll=P2BodyDist Y>=60
TriggerAll=!EnemyNear(Var(12)),Ctrl
TriggerAll=EnemyNear(Var(12)),MoveType=A||EnemyNear(Var(12)),MoveType=I
TriggerAll=Random<=Var(59)*100
TriggerAll=ctrl || stateno=19 || stateno=21 || (stateno=[30,39]) || stateno=52 || (stateno=[100,101]) || stateno=106
TriggerAll=EnemyNear(Var(12)),Animtime <= -5||Var(59)<6
Trigger1=fvar(7)<=-5

[State -3,U]
Type = ChangeState
Value = 4230
TriggerAll=Var(59)
triggerall = RoundState = 2
TriggerAll=StateType!=A
TriggerAll=EnemyNear(var(12)),StateType!=A
TriggerAll=RoundState=2
TriggerAll=P2BodyDist X=[-5,60]
TriggerAll=P2BodyDist Y>=-70
TriggerAll=!EnemyNear(Var(12)),Ctrl
TriggerAll=EnemyNear(Var(12)),MoveType=A||EnemyNear(Var(12)),MoveType=I
TriggerAll=Random<=Var(59)*100
TriggerAll=EnemyNear(Var(12)),Animtime = -5||Var(59)<6
Trigger1=StateNo=4210&&Time>=14


;
;؂ւ
;

[State -3,IR]
Type = ChangeState
Value = 4100
TriggerAll=Var(59)
TriggerAll=!Var(20)
TriggerAll=EnemyNear(Var(12)),Life > 500
triggerall=RoundState = 2
TriggerAll=fvar(7)=0
TriggerAll=StateType!=A
TriggerAll=RoundState=2
TriggerAll=Power>=3000
TriggerAll=P2BodyDist X=[-5+floor(7*(EnemyNear(Var(12)),vel X)),25+floor(7*(EnemyNear(Var(12)),vel X))]
TriggerAll=P2BodyDist Y>=0
TriggerAll=ctrl || stateno=19 || stateno=21 || (stateno=[30,39]) || stateno=52 || (stateno=[100,101]) || stateno=106 || ((stateno=[200,599]) && time<2 && Var(59)>8) || StateNo = [120,139]
TriggerAll=EnemyNear(Var(12)),MoveType=A
TriggerAll=Random<=Var(59)*60||Var(59)>9
TriggerAll=EnemyNear(Var(12)),AnimTime<=-7||Var(59)<7
TriggerAll=Enemynear(Var(12)),Time>=30||(!Time&&var(59)>9)||Var(59)>10
Trigger1 = Enemynear(Var(12)),Time>=50||Var(59)>10
Trigger2 = PrevStateNo=[5000,5270]

[State -3,ŏI퉜`"뎮"]
Type = ChangeState
Value = 3500
TriggerAll=Var(59)
TriggerAll=!Var(20)
triggerall=RoundState = 2
TriggerAll=fvar(7)=0
TriggerAll=StateType!=A
TriggerAll=RoundState=2
TriggerAll=Power>=3000
TriggerAll=P2BodyDist X=[-5+floor(13*(EnemyNear(Var(12)),vel X)),50+floor(13*(EnemyNear(Var(12)),vel X))]
TriggerAll=P2BodyDist Y>=0
TriggerAll=ctrl || stateno=19 || stateno=21 || (stateno=[30,39]) || stateno=52 || (stateno=[100,101]) || stateno=106 || ((stateno=[200,599]) && time<2 && Var(59)>8) || StateNo = [120,139]
TriggerAll=EnemyNear(Var(12)),MoveType=A
TriggerAll=Random<=Var(59)*60||Var(59)>9
TriggerAll=EnemyNear(Var(12)),AnimTime<=-13||Var(59)<7
TriggerAll=Enemynear(Var(12)),Time>=30||(!Time&&var(59)>9)||Var(59)>10
Trigger1 = Enemynear(Var(12)),Time>=50||Var(59)>10
Trigger2 = PrevStateNo=[5000,5270]

[State -3,MAXSE֓ガ]
Type = ChangeState
Value = 3300
TriggerAll=Var(59)
TriggerAll=!Var(20)
triggerall = RoundState = 2
TriggerAll=fvar(7)=0
TriggerAll=StateType!=A
TriggerAll=RoundState=2
TriggerAll=Power>=2000
TriggerAll=P2BodyDist X=[-25+floor(7*(EnemyNear(Var(12)),vel X)),25+floor(7*(EnemyNear(Var(12)),vel X))]
TriggerAll=P2BodyDist Y>=-60
TriggerAll=ctrl || stateno=19 || stateno=21 || (stateno=[30,39]) || stateno=52 || (stateno=[100,101]) || stateno=106 || ((stateno=[200,599]) && time<2 && Var(59)>8) || StateNo = [120,139]
TriggerAll=EnemyNear(Var(12)),MoveType=A
TriggerAll=Random<=Var(59)*60||Var(59)>9
TriggerAll=EnemyNear(Var(12)),AnimTime<=-7||Var(59)<7
TriggerAll=Enemynear(Var(12)),Time>=30||(!Time&&var(59)>9)||Var(59)>10
Trigger1 = Enemynear(Var(12)),Time>=50||Var(59)>10
Trigger2 = PrevStateNo=[5000,5270]

[State -3,MAXSE֓ガ]
Type = ChangeState
Value = 3300
TriggerAll=Var(59)
TriggerAll=!Var(20)
triggerall = RoundState = 2
TriggerAll=fvar(7)=0
TriggerAll=StateType!=A
TriggerAll=RoundState=2
TriggerAll=Power>=2000
TriggerAll=P2BodyDist X=[-25+floor(20*(EnemyNear(Var(12)),vel X)),65+floor(20*(EnemyNear(Var(12)),vel X))]
TriggerAll=P2BodyDist Y>=-60
TriggerAll=ctrl || stateno=19 || stateno=21 || (stateno=[30,39]) || stateno=52 || (stateno=[100,101]) || stateno=106 || ((stateno=[200,599]) && time<2 && Var(59)>8) || StateNo = [120,139]
TriggerAll=EnemyNear(Var(12)),MoveType=A
TriggerAll=Random<=Var(59)*60||Var(59)>9
TriggerAll=EnemyNear(Var(12)),AnimTime<=-20||Var(59)<7
TriggerAll=Enemynear(Var(12)),Time>=30||(!Time&&var(59)>9)||Var(59)>10
Trigger1 = Enemynear(Var(12)),Time>=50||Var(59)>10
Trigger2 = PrevStateNo=[5000,5270]

[State -3,SESĂ]
Type = ChangeState
Value = 1100
TriggerAll=Var(59)
TriggerAll=!Var(20)
triggerall = RoundState = 2
TriggerAll=fvar(7)=0
TriggerAll=StateType!=A
TriggerAll=RoundState=2
TriggerAll=P2BodyDist X=[-25+floor(3*(EnemyNear(Var(12)),vel X)),35+floor(3*(EnemyNear(Var(12)),vel X))]
TriggerAll=P2BodyDist Y>=-60-floor(3*(EnemyNear(Var(12)),vel Y)+(3*(7+1)/2)*fvar(39))
TriggerAll=ctrl || stateno=19 || stateno=21 || (stateno=[30,39]) || stateno=52 || (stateno=[100,101]) || stateno=106 || ((stateno=[200,599]) && time<2 && Var(59)>8) || StateNo = [120,139]
TriggerAll=EnemyNear(Var(12)),MoveType=A
TriggerAll=Random<=Var(59)*60||Var(59)>9
TriggerAll=EnemyNear(Var(12)),AnimTime<=-3||Var(59)<7
TriggerAll=Enemynear(Var(12)),Time>=30||(!Time&&var(59)>9)||Var(59)>10
Trigger1 = Enemynear(Var(12)),Time>=50||Var(59)>10
Trigger2 = PrevStateNo=[5000,5270]

[State -3,SEEKE A]
Type = ChangeState
Value = 1400
TriggerAll=Var(59)
TriggerAll=!Var(20)
triggerall = RoundState = 2
TriggerAll = PrevStateNo!=[5000,5270]
TriggerAll=fvar(7)=0
TriggerAll=StateType!=A
TriggerAll=EnemyNear(Var(12)),StateType=S
TriggerAll=RoundState=2
TriggerAll=P2BodyDist X=[-25,50]
TriggerAll=P2BodyDist Y>=0
TriggerAll=ctrl || stateno=19 || stateno=21 || (stateno=[30,39]) || stateno=52 || (stateno=[100,101]) || stateno=106 || ((stateno=[200,599]) && time<2 && Var(59)>8) || StateNo = [120,139]
TriggerAll=EnemyNear(Var(12)),MoveType=A
TriggerAll=Random<=Var(59)*60||Var(59)>9
TriggerAll=Enemynear(Var(12)),Time>=30||(!Time&&var(59)>9)||Var(59)>10
Trigger1 = Enemynear(Var(12)),Time>=50||Var(59)>10

[State -3,O]]
Type = ChangeState
Value = 4200
TriggerAll=Var(59)
TriggerAll=!Var(20)
triggerall = RoundState = 2
TriggerAll=fvar(7)=0
TriggerAll=StateType != A
TriggerAll=ctrl || stateno=19 || stateno=21 || (stateno=[30,39]) || stateno=52 || (stateno=[100,101]) || stateno=106 || ((stateno=[200,599]) && time<2 && Var(59)>8) || StateNo = [120,139]
TriggerAll=P2BodyDist X>200||(Enemynear(Var(12)),AnimTime<=-28&&!EnemyNear(Var(12)),Ctrl)
TriggerAll=Enemynear(Var(12)),HitDefAttr=SCA,AA,AP||Enemynear(Var(12)),Numproj
TriggerAll=!Enemynear(Var(12)),HitDefAttr=SCA,AT
TriggerAll=InGuardDist
TriggerAll=Random<=Var(59)*60||Var(59)>9
TriggerAll=Enemynear(Var(12)),Time>=30||(!Time&&Var(59)>9)||Var(59)>10||Enemynear(Var(12)),Ctrl
Trigger1 = Enemynear(Var(12)),Time>=50||Var(59)>9
Trigger2 = PrevStateNo = [5000,5270]
Trigger3 = Enemynear(Var(12)),Ctrl
Trigger4 = PrevStateNo=[120,159]

[State -3,]
Type = ChangeState
Value = 4210
TriggerAll=Var(59)
TriggerAll=!Var(20)
triggerall = RoundState = 2
TriggerAll=fvar(7)=0
TriggerAll=StateType != A
TriggerAll=ctrl || stateno=19 || stateno=21 || (stateno=[30,39]) || stateno=52 || (stateno=[100,101]) || stateno=106 || ((stateno=[200,599]) && time<2 && Var(59)>8) || StateNo = [120,139]
TriggerAll=P2BodyDist X>90||(Enemynear(Var(12)),AnimTime<=-25&&!EnemyNear(Var(12)),Ctrl)
TriggerAll=Enemynear(Var(12)),HitDefAttr=SCA,AA,AP
TriggerAll=!Enemynear(Var(12)),HitDefAttr=SCA,AT
TriggerAll=InGuardDist
TriggerAll=Random<=Var(59)*60||Var(59)>9
TriggerAll=Enemynear(Var(12)),Time>=30||(!Time&&Var(59)>9)||Var(59)>10||Enemynear(Var(12)),Ctrl
Trigger1 = Enemynear(Var(12)),Time>=50||Var(59)>9
Trigger2 = PrevStateNo = [5000,5270]
Trigger3 = Enemynear(Var(12)),Ctrl
Trigger4 = PrevStateNo=[120,159]

[State -3,]]
Type = ChangeState
Value = 4205
TriggerAll=Var(59)
TriggerAll=!Var(20)
triggerall = RoundState = 2
TriggerAll=fvar(7)=0
TriggerAll=StateType != A
TriggerAll=ctrl || stateno=19 || stateno=21 || (stateno=[30,39]) || stateno=52 || (stateno=[100,101]) || stateno=106 || ((stateno=[200,599]) && time<2 && Var(59)>8) || StateNo = [120,139]
TriggerAll=P2BodyDist X<=90&&(Enemynear(Var(12)),AnimTime<=-14&&!EnemyNear(Var(12)),Ctrl)
TriggerAll=!Enemynear(Var(12)),HitDefAttr=SCA,AT
TriggerAll=InGuardDist
Triggerall=backedgebodydist > 62
TriggerAll=Random<=Var(59)*60||Var(59)>9
TriggerAll=Enemynear(Var(12)),Time>=30||(!Time&&Var(59)>9)||Var(59)>10||Enemynear(Var(12)),Ctrl
Trigger1 = Enemynear(Var(12)),Time>=50||Var(59)>9
Trigger2 = PrevStateNo = [5000,5270]
Trigger3 = Enemynear(Var(12)),Ctrl
Trigger4 = PrevStateNo=[120,159]

[State -3,ޯï]
Type     = ChangeState
Value    = 105
TriggerAll=Var(59)
TriggerAll=!Var(20)
triggerall = RoundState = 2
TriggerAll=fvar(7)=0
TriggerAll=StateType != A
TriggerAll=Ctrl || stateno=19 || stateno=21 || StateNo = [120,139]
TriggerAll=(EnemyNear(Var(12)),StateNo=[200,1999])||EnemyNear(Var(12)),HitDefAttr=SCA,AT
TriggerAll=P2BodyDist X=[-5,90]
Triggerall=backedgebodydist > 62
TriggerAll=EnemyNear(Var(12)),vel x<3
TriggerAll=EnemyNear(Var(12)),MoveType=A
TriggerAll=Random<=Var(59)*60||Var(59)>9
TriggerAll=EnemyNear(Var(12)),Time>=30||(!Time&&Var(59)>9)||Var(59)>10
Trigger1 = enemynear(var(12)),Time>=50||Var(59)>10
Trigger2 = PrevStateNo=[5000,5270]
Trigger3 = PrevStateNo=[120,159]

[State -3,Wv]
Type     = ChangeState
Value    = ifelse((stateno=[100,101]),36,30)
TriggerAll=Var(59)
TriggerAll=!Var(20)
triggerall = RoundState = 2
TriggerAll=StateType!=A
TriggerAll=fvar(7)=0
TriggerAll=ctrl || stateno=19 || stateno=21 || (stateno=[100,101]) || StateNo = [120,139]
TriggerAll=EnemyNear(Var(12)),HitDefAttr=SCA,AT
TriggerAll=Random<=Var(59)*60||Var(59)>9
TriggerAll=EnemyNear(Var(12)),Time>=30||(!Time&&Var(59)>9)||Var(59)>10
Trigger1 = enemynear(var(12)),Time>=50||Var(59)>10
Trigger2 = PrevStateNo=[5000,5270]
Trigger3 = PrevStateNo=[120,159]

;
;K[h
;

[State -3,K[h]
Type = ChangeState
Value = 120
TriggerAll=Var(59)
TriggerAll=StateNo!=[120,155]
TriggerAll=ctrl || stateno=19 || stateno=21 || (stateno=[30,39]) || stateno=52 || (stateno=[100,101]) || stateno=106
TriggerAll= inguarddist
Trigger1 = Random<=Var(59)*60||Var(59)>9
Trigger2 = P2BodyDist X>90||EnemyNear(Var(12)),Time>50
Trigger2 = Random<=Var(59)*150
Trigger3 = Random<=Var(59)*100
Trigger3 = Enemy(var(12)),Numproj||Enemy(var(12)),Numhelper

[State -3,K[hLZ]
Type = ChangeState
value = 900
TriggerAll=Var(59)
TriggerAll=RoundState=2
TriggerAll=Power>=1000;
TriggerAll=StateNo=[150,153];
TriggerAll=EnemyNear(Var(12)),AnimTime<=-5
TriggerAll=P2BodyDist X = [-5,40]
TriggerAll=P2BodyDist Y >= -60
Trigger1 = Random<=Var(59)

;
;NU
;

[State -1,obNXebv]
Type = ChangeState
Value = 105
TriggerAll = var(59)
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Ctrl || StateNo = [120,139]
TriggerAll = P2BodyDist X = [-10,50]
TriggerAll = BackEdgeBodyDist >= 60
TriggerAll = Random <= var(59)*100
Trigger1 = EnemyNear(var(12)),StateNo = [5200,5299]
Trigger2 = EnemyNear(var(12)),AuthorName = "jin"
Trigger2 = EnemyNear(var(12)),StateNo = 52000
Trigger3 = EnemyNear(var(12)),AuthorName = "ahuron"
Trigger3 = EnemyNear(var(12)),StateNo = [700,702]

[State -1,ŕ]
Type = ChangeState
Value = 1000
TriggerAll = var(59)
TriggerAll = !Var(10)
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Ctrl || StateNo = [120,139]
TriggerAll = P2BodyDist X >= 100
TriggerAll = BackEdgeBodyDist >= 60
TriggerAll = Random <= var(59)*100
Trigger1 = EnemyNear(var(12)),StateNo = [5200,5299]
Trigger2 = EnemyNear(var(12)),AuthorName = "jin"
Trigger2 = EnemyNear(var(12)),StateNo = 52000
Trigger3 = EnemyNear(var(12)),AuthorName = "ahuron"
Trigger3 = EnemyNear(var(12)),StateNo = [700,702]

[State -3,OE]
Type = ChangeState
value = 500
TriggerAll = Var(59)
triggerall = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(12)),StateType = L
TriggerAll = Random <= Var(59)*100
TriggerAll = ctrl || stateno=19 || stateno=21 || (stateno=[30,39]) || stateno=52 || (stateno=[100,101]) || stateno=106
TriggerAll = P2BodyDist X <= 50
Trigger1 = enemynear(var(12)),StateNo = [5100,5110]
Trigger1 = var(23) = 1

[state -1,O]]
Type = ChangeState
value = 4200
TriggerAll = Var(59)
triggerall = !var(10)
triggerall = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(12)),StateType = L
TriggerAll = Random <= var(59)*(10+(EnemyNear(Var(12)),Power>=2000)*80)
TriggerAll = ctrl || stateno=19 || stateno=21 || (stateno=[30,39]) || stateno=52 || (stateno=[100,101]) || stateno=106
TriggerAll = P2BodyDist X <= 40
TriggerAll = EnemyNear(var(12)),BackEdgeBodyDist > 30
Trigger1 = EnemyNear(Var(12)),StateNo = [5100,5110]

[state -1,obNXebv]
Type = ChangeState
value = 105
TriggerAll = Var(59)
triggerall = !var(10)
triggerall = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(12)),StateType = L
TriggerAll = Random <= var(59)*(10+(EnemyNear(Var(12)),Power>=2000)*80)
TriggerAll = ctrl || stateno=19 || stateno=21 || (stateno=[30,39]) || stateno=52 || (stateno=[100,101]) || stateno=106
TriggerAll = P2BodyDist X <= 80
TriggerAll = BackEdgeBodyDist > 62
Trigger1 = EnemyNear((Var(12))),StateNo = [5100,5210]

[state -1,obNXebv]
Type = ChangeState
value = 105
TriggerAll = Var(59)
triggerall = !var(10)
triggerall = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(12)),MoveType = I
TriggerAll = Random <= var(59)*100
TriggerAll = ctrl || stateno=19 || stateno=21 || (stateno=[30,39]) || stateno=52 || (stateno=[100,101]) || stateno=106
TriggerAll = P2BodyDist X <= 80
TriggerAll = BackEdgeBodyDist > 62
Trigger1 = EnemyNear((Var(12))),StateNo = 52000

[State -3,ႪݎLbN]
Type = ChangeState
value = 430
TriggerAll = Var(59)
triggerall = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(12)),StateType = L
TriggerAll = Random <= Var(59)*100
TriggerAll = ctrl || stateno=19 || stateno=21 || (stateno=[30,39]) || stateno=52 || (stateno=[100,101]) || stateno=106
TriggerAll = P2BodyDist X <= 40
Trigger1 = enemynear(var(12)),StateNo = [5120,5210]
Trigger1 = enemynear(var(12)),AnimTime = 0

[State -3,Ⴊݒp`]
Type = ChangeState
value = 410
TriggerAll = Var(59)
triggerall = RoundState = 2
TriggerAll = StateType != A
TriggerAll = enemynear(var(12)),StateType = L
TriggerAll = Random <= Var(59)*100
TriggerAll = ctrl || stateno=19 || stateno=21 || (stateno=[30,39]) || stateno=52 || (stateno=[100,101]) || stateno=106
TriggerAll = P2BodyDist X <= 50
Trigger1 = enemynear(var(12)),StateNo =[5120,5210]
Trigger1 = enemynear(var(12)),AnimTime = -2

[State -3,Wv]
Type = ChangeState
value = 38
TriggerAll = Var(59)
triggerall = RoundState = 2
TriggerAll = StateType != A
TriggerAll = enemynear(var(12)),StateType = L
TriggerAll = Random <= Var(59)*15
TriggerAll = ctrl || stateno=19 || stateno=21 || (stateno=[30,39]) || stateno=52 || (stateno=[100,101]) || stateno=106
TriggerAll = P2BodyDist X <= 25
Trigger1 = enemynear(var(12)),StateNo =[5120,5210]
Trigger1 = enemynear(var(12)),AnimTime = [-29,-25]

[State -3,Wv]
Type = ChangeState
value = 39
TriggerAll = Var(59)
triggerall = RoundState = 2
TriggerAll = StateType != A
TriggerAll = enemynear(var(12)),StateType = L
TriggerAll = Random <= Var(59)*15
TriggerAll = ctrl || stateno=19 || stateno=21 || (stateno=[30,39]) || stateno=52 || (stateno=[100,101]) || stateno=106
TriggerAll = P2BodyDist X <= 25
Trigger1 = enemynear(var(12)),StateNo =[5120,5210]
Trigger1 = enemynear(var(12)),AnimTime = [-20,-16]

[State -3,OWv]
Type = ChangeState
value = 30
TriggerAll = Var(59)
triggerall = RoundState = 2
TriggerAll = StateType != A
TriggerAll = enemynear(var(12)),StateType = L
TriggerAll = Random <= Var(59)*15
TriggerAll = ctrl || stateno=19 || stateno=21 || (stateno=[30,39]) || stateno=52 || (stateno=[100,101]) || stateno=106
TriggerAll = P2BodyDist X = [80,120]
Trigger1 = enemynear(var(12)),StateNo =[5120,5210]
Trigger1 = enemynear(var(12)),AnimTime = [-29,-25]

[State -3,OWv]
Type = ChangeState
value = 32
TriggerAll = Var(59)
triggerall = RoundState = 2
TriggerAll = StateType != A
TriggerAll = enemynear(var(12)),StateType = L
TriggerAll = Random <= Var(59)*15
TriggerAll = ctrl || stateno=19 || stateno=21 || (stateno=[30,39]) || stateno=52 || (stateno=[100,101]) || stateno=106
TriggerAll = P2BodyDist X = [40,80]
Trigger1 = enemynear(var(12)),StateNo = [5120,5210]
Trigger1 = enemynear(var(12)),AnimTime = [-20,-16]

[state -1,ŕ]
Type = ChangeState
value = 1000
TriggerAll = Var(59)
triggerall = !var(10)
triggerall = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(12)),StateType = L
TriggerAll = Random <= var(59)*100
TriggerAll = ctrl || stateno=19 || stateno=21 || (stateno=[30,39]) || stateno=52 || (stateno=[100,101]) || stateno=106
TriggerAll = P2BodyDist X >= 40
Trigger1 = EnemyNear(Var(12)),StateNo = [5120,5210]
Trigger1 = EnemyNear(Var(12)),AnimTime = -7-floor((P2BodyDist X)/(3.4+(ifelse(P2BodyDist X > 180,2,ifelse(P2BodyDist X > 130,1,0))*0.835)))

[state -1,ŕ]
Type = ChangeState
value = 1000
TriggerAll = Var(59)
triggerall = !var(10)
triggerall = RoundState = 2
triggerall = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear((Var(12))),StateType = L
TriggerAll = Random <= var(59)*100
TriggerAll = ctrl || stateno=19 || stateno=21 || (stateno=[30,39]) || stateno=52 || (stateno=[100,101]) || stateno=106
TriggerAll = P2BodyDist X >= 120
Trigger1 = EnemyNear((Var(12))),StateNo = [5100,5210]

[State -3,󒆋p`]
Type = ChangeState
value = 620
TriggerAll = (Var(59)&&Random <= Var(59)*100)
TriggerAll = StateType=A
triggerall = RoundState = 2
TriggerAll = EnemyNear(Var(12)),StateType!=A
TriggerAll = EnemyNear(Var(12)),PrevStateNo= [5120,5210]
TriggerAll = Ctrl
Trigger1 = vel y>=-2
trigger1 = P2BodyDist X = [0+floor(5*(EnemyNear(Var(12)),vel X)+floor(5*vel X)),35+floor(5*(EnemyNear(Var(12)),vel X)+floor(5*vel X))]
trigger1 = P2BodyDist Y = [-26-floor(5*(EnemyNear(Var(12)),vel Y)+(5*(5+1)/2)*fvar(39)-floor(5*vel Y)-(5*(5+1)/2)*0.47),36-floor(5*(EnemyNear(Var(12)),vel Y)+(5*(5+1)/2)*fvar(39)-floor(5*vel Y)-(5*(5+1)/2)*0.47)]

;
;ډ
;

[State -3,ߋp`]
type = ChangeState
value = 225
triggerall = (Var(59)&&Random <= Var(59)*100)||Var(16)=1
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = enemynear(var(12)),StateType != L
Triggerall = !inguarddist
triggerall = P2bodydist X = [-5,22]
triggerall = P2bodydist Y = 0
triggerall = enemynear(var(12)),BackEdgeBodyDist <= 30
triggerall = ctrl || stateno=19 || stateno=21 || (stateno=[30,39]) || stateno=52 || (stateno=[100,101]) || stateno=106
trigger1 = enemynear(var(12)),MoveType = H
trigger1 = (EnemyNear(Var(12)),StateNo != [120,159])

[State -3,ߒp`]
type = ChangeState
value = 215
triggerall = (Var(59)&&Random <= Var(59)*100)||Var(16)=1
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = enemynear(var(12)),StateType != L
Triggerall = !inguarddist
triggerall = P2bodydist X = [-5,22]
triggerall = P2bodydist Y = 0
triggerall = ctrl || stateno=19 || stateno=21 || (stateno=[30,39]) || stateno=52 || (stateno=[100,101]) || stateno=106
trigger1 = enemynear(var(12)),MoveType = H
trigger1 = (EnemyNear(Var(12)),StateNo != [120,159])
trigger2 = (EnemyNear(Var(12)),StateNo = [120,159])

[State -3,ႪݎLbN]
type = ChangeState
value = 430
triggerall = (Var(59)&&Random <= Var(59)*100)||Var(16)=1
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = enemynear(var(12)),StateType != L
Triggerall = !inguarddist
triggerall = P2bodydist X = [-5,40]
triggerall = P2bodydist Y = 0
triggerall = ctrl || stateno=19 || stateno=21 || (stateno=[30,39]) || stateno=52 || (stateno=[100,101]) || stateno=106
trigger1 = enemynear(var(12)),MoveType = H
trigger1 = (EnemyNear(Var(12)),StateNo != [120,159])
trigger2 = (EnemyNear(Var(12)),StateNo = [120,159])

[State -3,p`]
type = ChangeState
value = 210
triggerall = (Var(59)&&Random <= Var(59)*100)||Var(16)=1
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = enemynear(var(12)),StateType != C
triggerall = enemynear(var(12)),StateType != L
Triggerall = !inguarddist
triggerall = P2bodydist X = [23,60]
triggerall = P2bodydist Y = 0
triggerall = ctrl || stateno=19 || stateno=21 || (stateno=[30,39]) || stateno=52 || (stateno=[100,101]) || stateno=106
trigger1 = enemynear(var(12)),MoveType = H
trigger2 = (EnemyNear(Var(12)),StateNo != [120,159])
trigger2 = (EnemyNear(Var(12)),StateNo = [120,159])

[State -3,E]
type = ChangeState
value = 510
triggerall = (Var(59)&&Random <= Var(59)*100)||Var(16)=1
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = enemynear(var(12)),StateType != L
Triggerall = !inguarddist
triggerall = P2bodydist X = [-5,70]
triggerall = P2bodydist Y = 0
triggerall = ctrl || stateno=19 || stateno=21 || (stateno=[30,39]) || stateno=52 || (stateno=[100,101]) || stateno=106
trigger1 = enemynear(var(12)),MoveType = H
trigger1 = (EnemyNear(Var(12)),StateNo != [120,159])

[State -3,󒆋LbN]
type = ChangeState
value = 650
triggerall = (Var(59)&&Random <= Var(59)*100)||Var(16)=1
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = enemynear(var(12)),StateType != L
Triggerall = !inguarddist
triggerall = P2BodyDist X = [0+floor(6*(EnemyNear(Var(12)),vel X)+floor(6*vel X)),55+floor(6*(EnemyNear(Var(12)),vel X)+floor(6*vel X))]
triggerall = P2BodyDist Y = [-43-floor(6*(EnemyNear(Var(12)),vel Y)+(6*(6+1)/2)*fvar(39)-floor(6*vel Y)-(6*(6+1)/2)*0.47),46-floor(6*(EnemyNear(Var(12)),vel Y)+(6*(6+1)/2)*fvar(39)-floor(6*vel Y)-(6*(6+1)/2)*0.47)]
triggerall = ctrl
trigger1 = enemynear(var(12)),MoveType = H
trigger1 = (EnemyNear(Var(12)),StateNo != [120,159])
trigger2 = (EnemyNear(Var(12)),StateNo = [120,159])

[State -3,LbN]
type = ChangeState
value = 230
triggerall = (Var(59)&&Random <= Var(59)*100)||Var(16)=1
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = enemynear(var(12)),StateType != L
Triggerall = !inguarddist
triggerall = P2bodydist X = [23,75]
triggerall = P2bodydist Y = 0
triggerall = ctrl || stateno=19 || stateno=21 || (stateno=[30,39]) || stateno=52 || (stateno=[100,101]) || stateno=106
trigger1 = (EnemyNear(Var(12)),StateNo = [120,159])

[State -3,ŕ]
type = ChangeState
value = 1000
triggerall = (Var(59)&&Random <= Var(59)*10)||Var(16)=1
triggerall = !Var(10)
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = enemynear(var(12)),StateType != L
Triggerall = !inguarddist
triggerall = P2bodydist X >= 180
triggerall = P2bodydist Y = 0
triggerall = ctrl || stateno=19 || stateno=21 || (stateno=[30,39]) || stateno=52 || (stateno=[100,101]) || stateno=106
trigger1 = (EnemyNear(Var(12)),StateNo = [120,159])

;
;˂
;

[State -3,ߋp`]
type = ChangeState
value = 225
triggerall = Var(59)
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = enemynear(var(12)),StateType != L
Triggerall = !inguarddist
Triggerall = Random <= Var(59)*100
triggerall = P2bodydist X = [-5,22]
triggerall = P2bodydist Y = 0
triggerall = ctrl || stateno=19 || stateno=21 || (stateno=[30,39]) || stateno=52 || (stateno=[100,101]) || stateno=106
TriggerAll = enemynear(var(12)),AnimTime <= -6
triggerAll = enemynear(var(12)),MoveType = I
trigger1 = EnemyNear(Var(12)),Vel X = 0

[State -3,ႪݎLbN]
type = ChangeState
value = 430
triggerall = Var(59)
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = enemynear(var(12)),StateType != L
Triggerall = !inguarddist
Triggerall = Random <= Var(59)*100
triggerall = P2bodydist X = [-5,50]
triggerall = P2bodydist Y = 0
triggerall = ctrl || stateno=19 || stateno=21 || (stateno=[30,39]) || stateno=52 || (stateno=[100,101]) || stateno=106
TriggerAll = enemynear(var(12)),AnimTime <= -3
triggerAll = enemynear(var(12)),MoveType = I
trigger1 = EnemyNear(Var(12)),Vel X = 0

[State -3,]
type = ChangeState
value = 800
triggerall = Var(59)
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = enemynear(var(12)),StateType != L
Triggerall = !inguarddist
Triggerall = Random <= Var(59)*100
triggerall = P2bodydist X = [-5,15]
triggerall = P2bodydist Y = 0
triggerall = ctrl || stateno=19 || stateno=21 || stateno=101
TriggerAll = enemynear(var(12)),AnimTime <= -1
triggerAll = enemynear(var(12)),MoveType = I
TriggerAll = (EnemyNear(Var(12)),StateNo!=[5000,5210])||(EnemyNear((Var(12))),StateNo != 52000&&EnemyNear(Var(12)),MoveType != I)
trigger1 = EnemyNear(Var(12)),Vel X = 0

;
;IR
;

[State -3,lSE󎮁Er]
Type     = ChangeState
Value    = 3100
TriggerAll=(Var(59)&&Random<=Var(59)*100)||Var(16)=1
TriggerAll=Var(20)
TriggerAll=Var(21)=[0,10]
TriggerAll=StateType != A
TriggerAll=EnemyNear(Var(12)),StateType != A
TriggerAll=EnemyNear(Var(12)),Alive
TriggerAll=EnemyNear(Var(12)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist Y>=0
TriggerAll= movehit = 1
Trigger1 = StateNo = 430
Trigger2 = StateNo = 300
Trigger3 = StateNo = 250
Trigger4 = StateNo = 255

[State -3,ߋLbN]
Type     = ChangeState
Value    = 255
TriggerAll=(Var(59)&&Random<=Var(59)*100)||Var(16)=1
TriggerAll=Var(20)
TriggerAll=StateType != A
TriggerAll=EnemyNear(Var(12)),StateType != A
TriggerAll=EnemyNear(Var(12)),Alive
TriggerAll=EnemyNear(Var(12)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist Y>=0
TriggerAll= movehit = 1
Trigger1 = StateNo = 430||StateNo=255
Trigger1 = P2BodyDist X=[0,22]
Trigger2 = StateNo = 300
Trigger2 = P2BodyDist X=[0,12]


[State -3,LbN]
Type     = ChangeState
Value    = 250
TriggerAll=(Var(59)&&Random<=Var(59)*100)||Var(16)=1
TriggerAll=Var(20)
TriggerAll=StateType != A
TriggerAll=EnemyNear(Var(12)),StateType != A
TriggerAll=EnemyNear(Var(12)),Alive
TriggerAll=EnemyNear(Var(12)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X>22
TriggerAll=P2BodyDist Y>=0
Trigger1 = movehit = 1
Trigger1 = StateNo = 255

[State -3,OE]
Type     = ChangeState
Value    = 300
TriggerAll=(Var(59)&&Random<=Var(59)*100)||Var(16)=1
TriggerAll=Var(20)
TriggerAll=StateType != A
TriggerAll=EnemyNear(Var(12)),StateType != A
TriggerAll=EnemyNear(Var(12)),Alive
TriggerAll=EnemyNear(Var(12)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist Y>=0
Trigger1 = movehit = 1
Trigger1 = StateNo = 250||StateNo = 300||StateNo = 430

;
;R{
;

[State -3,lSE󎮁ErorSE㎮EorŏI퉜`"뎮"]
Type     = ChangeState
Value    = var(17)
triggerall = roundstate = 2
TriggerAll=(Var(59)&&Random<=Var(59)*100);||Var(16)=1
TriggerAll=StateType != A
TriggerAll=!Var(20)
TriggerAll=EnemyNear(Var(12)),StateType != A
TriggerAll=EnemyNear(Var(12)),StateType != L
TriggerAll=EnemyNear(Var(12)),Alive
TriggerAll=EnemyNear(Var(12)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist Y>=0
TriggerAll=stateno=200||stateno=205||stateno=210||stateno=215||stateno=225||stateno=235||stateno=245||stateno=255||stateno=300||stateno=301||stateno=310||stateno=311||stateno=321||stateno=400||stateno=410||stateno=420||stateno=430||stateno=500||stateno=501||(stateno=510 && animelemtime(5)<0)
TriggerAll=movehit
Trigger1 = Power>=1000
Trigger1 = enemynear(var(12)),Life<=120
Trigger1 = P2BodyDist X=[-5,80+floor(11*(EnemyNear(Var(12)),vel X))]
Trigger1 = Var(17):=3100

Trigger2 = Power>=2000
Trigger2 = enemynear(var(12)),Life<=300
Trigger2 = P2BodyDist X=[-5,65+floor(12*(EnemyNear(Var(12)),vel X))]
Trigger2 = Var(17):=3400

Trigger3 = Power>=3000
Trigger3 = enemynear(var(12)),Life<=420
Trigger3 = P2BodyDist X=[-5,40+floor(13*(EnemyNear(Var(12)),vel X))]
Trigger3 = Var(17):=3500

[State -3,lSE󎮁ErorSE㎮EorŏI퉜`"뎮"]
Type     = ChangeState
Value    = var(17)
triggerall = roundstate = 2
TriggerAll=(Var(59)&&Random<=var(59)*floor((Power/300)*(Power/300)));||Var(16)=1
TriggerAll=!Var(20)
TriggerAll=StateType != A
TriggerAll=EnemyNear(Var(12)),StateType != A
TriggerAll=EnemyNear(Var(12)),StateType != L
TriggerAll=EnemyNear(Var(12)),Alive
TriggerAll=EnemyNear(Var(12)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist Y>=0
TriggerAll=stateno=300||stateno=301||stateno=310||stateno=311||stateno=321||stateno=500||stateno=501||(stateno=510 && animelemtime(5)<0)
TriggerAll=movehit
Trigger1 = Power>=3000
Trigger1 = P2BodyDist X=[-5,40+floor(13*(EnemyNear(Var(12)),vel X))]
Trigger1 = Var(17):=3500

Trigger2 = Power>=2000
Trigger2 = P2BodyDist X=[-5,65+floor(12*(EnemyNear(Var(12)),vel X))]
Trigger2 = Var(17):=3400

Trigger3 = Power>=1000
Trigger3 = P2BodyDist X=[-5,80+floor(11*(EnemyNear(Var(12)),vel X))]
Trigger3 = Var(17):=3100

[State -3,lSE󎮁ErorSE㎮EorŏI퉜`"뎮"]
Type     = ChangeState
Value    = var(17)
triggerall = roundstate = 2
TriggerAll=(Var(59)&&Random<=Var(59)*100);||Var(16)=1
TriggerAll=!Var(20)
TriggerAll=StateType != A
TriggerAll=EnemyNear(Var(12)),StateType != A
TriggerAll=EnemyNear(Var(12)),StateType != L
TriggerAll=EnemyNear(Var(12)),Alive
TriggerAll=EnemyNear(Var(12)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist Y>=0
TriggerAll=stateno = 1000 && numhelper(1050) && helper(1050),var(0)=1
Trigger1 = Power>=3000
Trigger1 = P2BodyDist X=[-5,40+floor(13*(EnemyNear(Var(12)),vel X))]
Trigger1 = Var(17):=3500

Trigger2 = Power>=2000
Trigger2 = P2BodyDist X=[-5,65+floor(12*(EnemyNear(Var(12)),vel X))]
Trigger2 = Var(17):=3400

Trigger3 = Power>=1000
Trigger3 = P2BodyDist X=[-5,80+floor(11*(EnemyNear(Var(12)),vel X))]
Trigger3 = Var(17):=3100

[State -3,lSE󎮁ErorSE㎮EorŏI퉜`"뎮"]
Type     = ChangeState
Value    = var(17)
triggerall = roundstate = 2
TriggerAll=(Var(59)&&Random<=Var(59)*100)||Var(16)=1
TriggerAll=!Var(20)
TriggerAll=StateType != A
TriggerAll=EnemyNear(Var(12)),StateType != A
TriggerAll=EnemyNear(Var(12)),StateType != L
TriggerAll=EnemyNear(Var(12)),Alive
TriggerAll=EnemyNear(Var(12)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist Y>=0
TriggerAll=(stateno=[200,599]) && movehit && floor(var(9)%1000/100)
Trigger1 = Power>=1000
Trigger1 = enemynear(var(12)),Life<=120
Trigger1 = P2BodyDist X=[-5,80+floor(11*(EnemyNear(Var(12)),vel X))]
Trigger1 = Var(17):=3100

Trigger2 = Power>=2000
Trigger2 = enemynear(var(12)),Life<=300
Trigger2 = P2BodyDist X=[-5,65+floor(12*(EnemyNear(Var(12)),vel X))]
Trigger2 = Var(17):=3400

Trigger3 = Power>=3000
Trigger3 = enemynear(var(12)),Life<=420
Trigger3 = P2BodyDist X=[-5,40+floor(13*(EnemyNear(Var(12)),vel X))]
Trigger3 = Var(17):=3500

[State -3,SE֓ガ]
Type     = ChangeState
Value    = ifelse(Power>=2000,3300,3000)
triggerall = roundstate = 2
TriggerAll=(Var(59)&&Random<=Var(59)*ifelse((EnemyNear(var(12)),Life<=ifelse(Power>=2000,250,150)),100,floor((Power/300)*(Power/300))))||Var(16)=1
TriggerAll=!Var(20)
TriggerAll=Power>=1000
TriggerAll=StateType != A
TriggerAll=EnemyNear(Var(12)),StateType = A
TriggerAll=EnemyNear(Var(12)),StateType != L
TriggerAll=EnemyNear(Var(12)),Alive
TriggerAll=EnemyNear(Var(12)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[-5,20]
TriggerAll=P2BodyDist Y>=-60
Trigger1 = Var(0)=1
Trigger1 = stateno = 1100 && animelemtime(2) = [1,3]
trigger2 = stateno = 1510 && animelemtime(7) = [1,3]
trigger3 = stateno = 1511 && animelemtime(3) = [1,3]

[State -3,p`]
Type     = ChangeState
Value    = 205
triggerall = roundstate = 2
TriggerAll=(Var(59)&&Random<=Var(59)*100)||Var(16)=1
TriggerAll=!Var(20)
TriggerAll=StateType != A
TriggerAll=EnemyNear(Var(12)),StateType != A
TriggerAll=EnemyNear(Var(12)),StateType != C
TriggerAll=EnemyNear(Var(12)),StateType != L
TriggerAll=EnemyNear(Var(12)),Alive
TriggerAll=EnemyNear(Var(12)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[-5,18]
TriggerAll=P2BodyDist Y>=0
TriggerAll=movecontact
trigger1 = stateno=400 || stateno=430

[State -3,OE]
Type     = ChangeState
Value    = 301
triggerall = roundstate = 2
TriggerAll=(Var(59)&&Random<=Var(59)*100)||Var(16)=1
TriggerAll=!Var(20)
TriggerAll=StateType != A
TriggerAll=EnemyNear(Var(12)),StateType != A
TriggerAll=EnemyNear(Var(12)),StateType != L
TriggerAll=EnemyNear(Var(12)),Alive
TriggerAll=EnemyNear(Var(12)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[-5,50]
TriggerAll=P2BodyDist Y>=0
TriggerAll=movehit && (var(9)%10)
trigger1 = stateno = 205
trigger2 = stateno = 215

[State -3,SEŕ]
Type     = ChangeState
Value    = 1000
triggerall = roundstate = 2
TriggerAll=(Var(59)&&Random<=Var(59)*100)||Var(16)=1
TriggerAll=!Var(20)
TriggerAll=EnemyNear(Var(12)),Life <= ceil((72*fvar(0)*fvar(4))/6)
TriggerAll=EnemyNear(Var(12)),StateType != A
TriggerAll=EnemyNear(Var(12)),StateType != L
TriggerAll=EnemyNear(Var(12)),Alive
TriggerAll=EnemyNear(Var(12)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist Y>=0
TriggerAll=moveguarded
TriggerAll=!Var(10)
trigger1 = stateno=300||stateno=301||stateno=310||stateno=311||stateno=321||stateno=500||stateno=501||(stateno=510 && animelemtime(5)<0)
Trigger2 = stateno=200||stateno=205||stateno=210||stateno=215||stateno=225||stateno=235||stateno=245||stateno=255||stateno=400||stateno=410||stateno=420||stateno=430


[State -3,SEŕ]
Type     = ChangeState
Value    = 1000
triggerall = roundstate = 2
TriggerAll=(Var(59)&&Random<=Var(59)*55)||Var(16)=1
TriggerAll=!Var(20)
TriggerAll=Power>=3000
TriggerAll=StateType != A
TriggerAll=EnemyNear(Var(12)),StateType != A
TriggerAll=EnemyNear(Var(12)),StateType != L
TriggerAll=EnemyNear(Var(12)),Alive
TriggerAll=EnemyNear(Var(12)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[-5,25]
TriggerAll=P2BodyDist Y>=0
TriggerAll=movehit
trigger1 = stateno=300||stateno=301||stateno=400||stateno=430||stateno=410||(stateno=510 && animelemtime(5)<0)


[State -3,\܎EorSE󎮁EՌ z]
Type     = ChangeState
Value    = ifelse(((EnemyNear(Var(12)),StateType = S)&&(GameTime%3)!=0),1200,1500)
triggerall = roundstate = 2
TriggerAll=(Var(59)&&Random<=Var(59)*100)||Var(16)=1
TriggerAll=!Var(20)
TriggerAll=StateType != A
TriggerAll=EnemyNear(Var(12)),StateType != A
TriggerAll=EnemyNear(Var(12)),StateType != L
TriggerAll=EnemyNear(Var(12)),Alive
TriggerAll=EnemyNear(Var(12)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[-5,40]
TriggerAll=P2BodyDist Y>=0
TriggerAll=movehit
trigger1 = stateno=300||stateno=301||stateno=410||stateno=420||(stateno=510 && animelemtime(5)<0)
trigger2 = (stateno=[200,599]) && floor(var(9)%1000/100)

[State -3,\܎E]
Type     = ChangeState
Value    = 1200
triggerall = roundstate = 2
TriggerAll=(Var(59)&&Random<=Var(59)*100)||Var(16)=1
TriggerAll=!Var(20)
TriggerAll=StateType != A
TriggerAll=EnemyNear(Var(12)),StateType != A
TriggerAll=EnemyNear(Var(12)),StateType != C
TriggerAll=EnemyNear(Var(12)),StateType != L
TriggerAll=EnemyNear(Var(12)),Alive
TriggerAll=EnemyNear(Var(12)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[-5,55]
TriggerAll=P2BodyDist Y>=0
TriggerAll=movehit
trigger1 = stateno=300||stateno=301||stateno=210||stateno=245||stateno=255||stateno=410||stateno=420||stateno=440||stateno=500||stateno=501||stateno=4230
trigger2 = stateno = 225
Trigger2 = enemynear(var(12)),BackEdgeBodyDist > 30
trigger3 = (stateno=[200,599]) && floor(var(9)%1000/100)

[State -3,SE󎮁EՌ z]
Type     = ChangeState
Value    = 1500
triggerall = roundstate = 2
TriggerAll=(Var(59)&&Random<=Var(59)*100)||Var(16)=1
TriggerAll=!Var(20)
TriggerAll=StateType != A
TriggerAll=EnemyNear(Var(12)),StateType != A
TriggerAll=EnemyNear(Var(12)),StateType != L
TriggerAll=EnemyNear(Var(12)),Alive
TriggerAll=EnemyNear(Var(12)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist Y>=0
TriggerAll=movehit
Trigger1 = P2BodyDist X=[-5,70]
trigger1 = (stateno=510 && animelemtime(5)<0)||stateno=500||stateno=501||stateno=420
trigger2 = P2BodyDist X=[-5,30]
trigger2 =  stateno = 400||stateno = 410

[State -3,OE]
Type     = ChangeState
Value    = 501
triggerall = roundstate = 2
TriggerAll=(Var(59)&&Random<=Var(59)*100)||Var(16)=1
TriggerAll=!Var(20)
TriggerAll=StateType != A
TriggerAll=EnemyNear(Var(12)),StateType != A
TriggerAll=EnemyNear(Var(12)),StateType != L
TriggerAll=EnemyNear(Var(12)),Alive
TriggerAll=EnemyNear(Var(12)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[-5,50]
TriggerAll=P2BodyDist Y>=0
triggerAll=stateno = 225 && (var(9)%10)
Trigger1 = enemynear(var(12)),BackEdgeBodyDist <= 30
Trigger1 = movehit
Trigger2 = moveguarded

[State -3,E]
Type     = ChangeState
Value    = 511
triggerall = roundstate = 2
TriggerAll=(Var(59)&&Random<=Var(59)*100)||Var(16)=1
TriggerAll=!Var(20)
TriggerAll=StateType != A
TriggerAll=EnemyNear(Var(12)),StateType != A
TriggerAll=EnemyNear(Var(12)),StateType != L
TriggerAll=EnemyNear(Var(12)),Alive
TriggerAll=EnemyNear(Var(12)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[-5,70]
TriggerAll=P2BodyDist Y>=0
TriggerAll=movecontact && (var(9)%10)
trigger1 = stateno = 400
trigger2 = stateno = 410
trigger3 = stateno = 430

[State -3,OEP]
Type     = ChangeState
Value    = 311
triggerall = roundstate = 2
TriggerAll=(Var(59)&&Random<=Var(59)*100)||Var(16)=1
TriggerAll=!Var(20)
TriggerAll=StateType != A
TriggerAll=EnemyNear(Var(12)),StateType != A
TriggerAll=EnemyNear(Var(12)),StateType != L
TriggerAll=EnemyNear(Var(12)),Alive
TriggerAll=EnemyNear(Var(12)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[-5,40]
TriggerAll=P2BodyDist Y>=0
TriggerAll=movecontact && (var(9)%10)
trigger1 = stateno = 200 && time >= 5
trigger2 = stateno = 205 && time >= 5
trigger3 = stateno = 215 && animelemtime(4)>=1
trigger4 = stateno = 225 && animelemtime(5)>=1

[State -3,SEŕ]
Type     = ChangeState
Value    = 1000
triggerall = roundstate = 2
TriggerAll=(Var(59)&&Random<=Var(59)*100)||Var(16)=1
TriggerAll=!Var(20)
TriggerAll=StateType != A
TriggerAll=EnemyNear(Var(12)),StateType != A
TriggerAll=EnemyNear(Var(12)),StateType != L
TriggerAll=EnemyNear(Var(12)),Alive
TriggerAll=EnemyNear(Var(12)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=movecontact
TriggerAll=!Var(10)
Trigger1 = ((StateNo = [310,311])&&(P2BodyDist X <=35))||stateno=420

[State -3,SEŕ]
Type     = ChangeState
Value    = 1000
triggerall = roundstate = 2
TriggerAll=(Var(59)&&Random<=Var(59)*100)||Var(16)=1
TriggerAll=!Var(20)
TriggerAll=StateType != A
TriggerAll=EnemyNear(Var(12)),StateType = A
TriggerAll=EnemyNear(Var(12)),StateType != L
TriggerAll=EnemyNear(Var(12)),Alive
TriggerAll=EnemyNear(Var(12)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=movecontact
TriggerAll=!Var(10)
trigger1 = stateno=300||stateno=301||stateno=400||stateno=410||stateno=420||stateno=430||(stateno=510 && animelemtime(5)<0)
trigger2 = stateno=210||stateno=245||stateno=255||stateno=4230

;
;ړ
;

[State -1, Wv]
Type = ChangeState
value = 39
triggerall = Var(59)
triggerall = stateno!=[100,101]
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = ctrl || stateno = 19 || stateno = 21
triggerall = EnemyNear(Var(12)),movetype != H
triggerall = !EnemyNear(Var(12)),numproj 
triggrtall = EnemyNear(Var(12)),StateNo!=[5000,5120]
triggrtall = EnemyNear(Var(12)),StateType != L
triggerall = P2BodyDist X = [0,35]
trigger1 = EnemyNear(Var(12)),movetype = A
trigger1 = EnemyNear(Var(12)),statetype = C
trigger1 = EnemyNear(Var(12)),HitDefAttr = SCA, NA
trigger1 = random <= Var(59)*100
trigger2 = !inguarddist
trigger2 = EnemyNear(Var(12)),statetype = C
trigger2 = random <= Var(59)*75
trigger3 = EnemyNear(Var(12)),StateType != A
trigger3 = random <= Var(59)*45

[State -1, OWv]
Type = ChangeState
value = 30
triggerall = Var(59)
triggerall = stateno!=[100,101]
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = ctrl || stateno = 19 || stateno = 21
triggerall = !inguarddist
triggerall = EnemyNear(Var(12)),movetype != H
triggerall = EnemyNear(Var(12)),StateType != A
triggrtall = EnemyNear(Var(12)),StateNo!=[5000,5120]
triggrtall = EnemyNear(Var(12)),StateType != L
trigger1 = P2BodyDist X = [150,170]
trigger1 = random <= floor(Var(59)/3)

[State -1, OWv]
Type = ChangeState
value = 32
triggerall = Var(59)
triggerall = stateno!=[100,101]
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = ctrl || stateno = 19 || stateno = 21
triggerall = EnemyNear(Var(12)),movetype != H
triggerall = !EnemyNear(Var(12)),numproj 
triggrtall = EnemyNear(Var(12)),StateNo!=[5000,5120]
triggrtall = EnemyNear(Var(12)),StateType != L
trigger1 = P2BodyDist X = [0,120]
trigger1 = EnemyNear(Var(12)),movetype = A
trigger1 = EnemyNear(Var(12)),statetype = C
trigger1 = EnemyNear(Var(12)),HitDefAttr = SCA, NA
trigger1 = random <= Var(59)*75
trigger2 = P2BodyDist X = [0,120]
trigger2 = !inguarddist
trigger2 = EnemyNear(Var(12)),statetype = C
trigger2 = random <= Var(59)*50

[State -1,OWv]
Type = ChangeState
value = 34
triggerall = Var(59)
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = ctrl || stateno = 100 || stateno = 101|| stateno = 19 || stateno = 21
triggerall = EnemyNear(Var(12)),movetype != H
triggerall = !EnemyNear(Var(12)),numproj 
triggerall = !inguarddist
triggrtall = EnemyNear(Var(12)),StateNo!=[5000,5120]
triggrtall = EnemyNear(Var(12)),StateType != L
trigger1 = P2BodyDist X = [80,160]
trigger1 = EnemyNear(Var(12)),movetype = A
trigger1 = EnemyNear(Var(12)),statetype = C
trigger1 = EnemyNear(Var(12)),HitDefAttr = SCA, NA
trigger1 = random <= Var(59)*75
trigger2 = P2BodyDist X = [80,160]
trigger2 = !inguarddist
trigger2 = EnemyNear(Var(12)),statetype = C
trigger2 = random <= Var(59)*50


[State -1, OWv]
Type = ChangeState
value = 36
triggerall = Var(59)
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = ctrl || stateno = 100 || stateno = 101|| stateno = 19 || stateno = 21
triggrtall = EnemyNear(Var(12)),StateNo!=[5000,5120]
triggrtall = EnemyNear(Var(12)),StateType != L
trigger1 = !inguarddist
trigger1 = EnemyNear(Var(12)),movetype != H
trigger1 = P2BodyDist X = [180,225]
trigger1 = random <= Var(59)*75
trigger2 = EnemyNear(Var(12)),movetype != H
trigger2 = P2BodyDist X >= 160
trigger2 = Enemy,NumProj || EnemyNear(Var(12)),HitDefAttr = SC,NP,SP,HP
trigger2 = EnemyNear(Var(12)),StateType != A
trigger2 = EnemyNear(Var(12)),time >= 50
trigger2 = random <= Var(59)*50
trigger3 = EnemyNear(Var(12)),movetype != H
trigger3 = P2BodyDist X >= 160
trigger3 = Enemy,NumProj || EnemyNear(Var(12)),HitDefAttr = SC,NP,SP,HP
trigger3 = EnemyNear(Var(12)),StateType != A
trigger3 = random <= Var(59)*50

[State -1, Wv]
Type = ChangeState
value = 31
triggerall = Var(59)
triggerall = stateno!=[100,101]
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = ctrl || stateno = 19 || stateno = 21
triggerall = !inguarddist
triggerall = EnemyNear(Var(12)),movetype != H
triggerall = (EnemyNear(Var(12)),MoveType != A && EnemyNear(Var(12)),StateType != A)
triggerall = P2BodyDist X = [60,120]
trigger1 = random <= floor(Var(59)/2)

[State -1,Wv]
Type = ChangeState
value = 37
triggerall = Var(59)
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = ctrl || stateno = 100 || stateno = 101|| stateno = 19 || stateno = 21
triggerall = !inguarddist
triggerall = EnemyNear(Var(12)),movetype != H
trigger1 = P2BodyDist X = [60,90]
trigger1 = random <= floor(Var(59)/2)

[State -1, ]
type = ChangeState
value = 100
triggerall = Var(59)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = frontedgebodydist >= 30
triggerall = !inguarddist
triggerall = StateNo != 101
triggerall = ctrl || stateno = 21 || stateno = 19
triggerall = enemynear(var(12)),statetype != L
triggerall = !enemy,numproj
trigger1 = P2BodyDist X >= 240
trigger1 = random <= 40*Var(59)
trigger2 = P2BodyDist X = [120,240]
trigger2 = random <= 25*Var(59)
trigger3 = P2BodyDist X = [60,120]
trigger3 = random <= 20*Var(59)
trigger4 = enemynear(var(12)),statetype != L
trigger4 = enemynear(var(12)),movetype = H
trigger4 = enemynear(var(12)),stateno = [5000,5029]
trigger4 = random <= 100*var(59)
trigger4 = P2BodyDist X >= 100
trigger5 = numhelper(1050)
trigger5 = random<=Var(59)*30
trigger5 = P2BodyDist X >= 120


[State -1, ]
type = ChangeState
value = 21
triggerall = Var(59)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = BackEdgeBodyDist > 0
triggerall = !inguarddist
triggerall = stateno != [10,12]
triggerall = ctrl || stateno = 19
trigger1 = enemynear(var(12)),movetype != H
trigger1 = P2BodyDist X >= 240
trigger1 = random <= Var(59)
trigger2 = enemynear(var(12)),movetype != H
trigger2 = P2BodyDist X = [120,240]
trigger2 = random <= 3*Var(59)
trigger3 = enemynear(var(12)),movetype != H
trigger3 = P2BodyDist X = [0,120]
trigger3 = random <= 5*Var(59)
trigger4 = enemynear(var(12)),statetype = L
trigger4 = P2BodyDist X <= 30
trigger4 = random <= 15*Var(59)
trigger5 = enemynear(var(12)),movetype = H
trigger5 = enemynear(var(12)),statetype = A
trigger5 = P2BodyDist X <= 5
trigger5 = enemynear(var(12)),BackEdgeBodyDist <= 0 || enemynear(var(12)),FrontEdgeBodyDist <= 0
trigger5 = random <= 100*Var(59)

[State -1,O]
type = ChangeState
value = 19
triggerall = Var(59)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = frontedgebodydist > 0
triggerall = !inguarddist
triggerall = ctrl || stateno = 21
triggerall = stateno != [10,12]
trigger1 = P2BodyDist X = [240,270]
trigger1 = random <= 50*Var(59)
trigger2 = P2BodyDist X = [120,240]
trigger2 = random <= 25*Var(59)
trigger3 = P2BodyDist X = [0,120]
trigger3 = random <= 15*Var(59)
trigger3 = enemynear(var(12)),stateno != [5000,5210]
trigger4 = enemynear(var(12)),StateNo= [120,155];K[hĂGɋ߂Â
trigger4 = random <= 50*Var(59)
trigger4 = P2BodyDist X <= 60
trigger5 = enemynear(var(12)),statetype != L
trigger5 = enemynear(var(12)),movetype = H
trigger5 = enemynear(var(12)),stateno = [5000,5029]
trigger5 = random <= 100*var(59)
trigger6 = enemynear(var(12)),statetype = L
trigger6 = P2BodyDist X > 30
trigger6 = random <= 60*Var(59)

[State -3,ޯï]
Type     = ChangeState
Value    = 105
Triggerall = var(59)
triggerall = RoundState = 2
Triggerall = StateType != A
Triggerall = enemynear(var(12)),StateType != L
Triggerall = enemynear(var(12)),MoveType != H
Triggerall = enemynear(var(12)),Stateno != [120,159]
Triggerall = ctrl || stateno = 100 || stateno = 101|| stateno = 19 || stateno = 21
Triggerall = backedgebodydist > 62
Trigger1 = P2BodyDist X <= 140
trigger1 = Random <= Var(59)

;
;
;

[State -3,]
type = ChangeState
value = 195
triggerall = var(59)
triggerall = roundstate = 3
triggerall = statetype != A
triggerall =  ctrl
trigger1 = Life > 600

[State -3,p[]
type = ChangeState
value = 4000
triggerall = var(59)
triggerall = roundstate = 2
triggerall = power < powermax
triggerall = !var(20)
triggerall = statetype != A
triggerall = stateno != [4000,4001]
triggerall =  ctrl|| stateno = 19 || stateno = 21
triggerall = !inguarddist
triggerall = !enemy(var(12)),numproj
trigger1 = p2bodydist X > 150
trigger1 = random <= 35*Var(59)
trigger2 = p2bodydist X >= 50
trigger2 = P2statetype = L
trigger2 = random <= 60*Var(59)
trigger3 = p2bodydist X >= 50
trigger3 = P2BodyDist Y >= -15
trigger3 = enemynear(VAR(12)),stateno = [5030,5210]
trigger3 = random <= 60*Var(59)

;////////////////////////////////
;
;////////////////////////////////

[State -3,]
Type = ChangeState
value = 800
TriggerAll=Var(59)
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=EnemyNear(Var(12)),StateType != L
TriggerAll=EnemyNear(Var(12)),StateType != A
TriggerAll=EnemyNear(Var(12)),MoveType != H
TriggerAll=(EnemyNear(Var(12)),StateNo!=[5000,5210])||(EnemyNear((Var(12))),StateNo != 52000&&EnemyNear(Var(12)),MoveType != I)
triggerall = stateno != 100
Triggerall = ctrl || stateno = 101|| stateno = 19 || stateno = 21
triggerall = P2bodydist X = [-5,15]
Trigger1 = Random <= Var(59)*40
Trigger2 = (EnemyNear(Var(12)),StateNo=[120,139])


;////////////////////////////////
;Gɑ΂
;////////////////////////////////

[State -3,SĂ]
type = ChangeState
value = 1100
TriggerAll = var(59)&&var(23)=0
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(12)),Statetype != L
TriggerAll = EnemyNear(Var(12)),Statetype = A
TriggerAll = EnemyNear(Var(12)),StateNo = [5000,5210]
TriggerAll = ctrl || stateno=19 || stateno=21 || (stateno=[30,39]) || stateno=52 || (stateno=[100,101]) || stateno=106
TriggerAll = P2BodyDist X=[0+floor(6*(EnemyNear(Var(12)),vel X>=0)),55+floor(6*(EnemyNear(Var(12)),vel X>=0))]
TriggerAll = P2BodyDist Y=[-60-floor(4*(EnemyNear(Var(12)),vel Y)+(4*(7+1)/2)*fvar(39)),-50-floor(4*(EnemyNear(Var(12)),vel Y)+(4*(7+1)/2)*fvar(39))]
TriggerAll = EnemyNear(Var(12)),MoveType = H
Trigger1 = Random<=Var(59)*30
IgnoreHitPause = 0

;////////////////////////////////
;΋
;////////////////////////////////

[State -3,p`]
Type = ChangeState
value = 210
TriggerAll=Var(59)
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=EnemyNear(Var(12)),StateType != L
TriggerAll=EnemyNear(Var(12)),MoveType != H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[23+floor(4*(EnemyNear(Var(12)),vel X)),60+floor(4*(EnemyNear(Var(12)),vel X))]
TriggerAll=P2BodyDist Y>=-50-floor(4*(EnemyNear(Var(12)),vel Y)+(4*(4+1)/2)*fvar(39))
TriggerAll=EnemyNear(Var(12)),StateType=A
TriggerAll=ctrl || stateno=19 || stateno=21 || (stateno=[30,39]) || stateno=52 || (stateno=[100,101]) || stateno=106
TriggerAll=Enemynear(Var(12)),Time>=30||Var(59)>10
Trigger1 = Random <= Var(59)*100

[State -3,Ⴊ݋p`]
Type = ChangeState
value = 420
TriggerAll=Var(59)
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=EnemyNear(Var(12)),StateType != L
TriggerAll=EnemyNear(Var(12)),MoveType != H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[0+floor(9*(EnemyNear(Var(12)),vel X)),50+floor(9*(EnemyNear(Var(12)),vel X))]
TriggerAll=P2BodyDist Y>=-70-floor(9*(EnemyNear(Var(12)),vel Y)+(9*(9+1)/2)*fvar(39))
TriggerAll=EnemyNear(Var(12)),StateType=A
TriggerAll=ctrl || stateno=19 || stateno=21 || (stateno=[30,39]) || stateno=52 || (stateno=[100,101]) || stateno=106
TriggerAll=Enemynear(Var(12)),Time>=30||Var(59)>10
Trigger1 = Random <= Var(59)*100

[State -3,Ⴊ݋LbN]
Type = ChangeState
value = 450
TriggerAll=Var(59)
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=EnemyNear(Var(12)),StateType != L
TriggerAll=EnemyNear(Var(12)),MoveType != H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[0+floor(7*(EnemyNear(Var(12)),vel X)),73+floor(7*(EnemyNear(Var(12)),vel X))]
TriggerAll=P2BodyDist Y>=-15-floor(7*(EnemyNear(Var(12)),vel Y)+(7*(7+1)/2)*fvar(39))
TriggerAll=EnemyNear(Var(12)),StateType=A
TriggerAll=ctrl || stateno=19 || stateno=21 || (stateno=[30,39]) || stateno=52 || (stateno=[100,101]) || stateno=106
TriggerAll=Enemynear(Var(12)),Time>=30||Var(59)>10
Trigger1 = Random <= Var(59)*100

;////////////////////////////////
;i
;////////////////////////////////

[State -3,ႪݎLbN]
Type = ChangeState
value = 430
TriggerAll=Var(59)
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=EnemyNear(Var(12)),StateType != L
TriggerAll=EnemyNear(Var(12)),MoveType != H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[-5+floor(3*(EnemyNear(Var(12)),vel X)),25+floor(3*(EnemyNear(Var(12)),vel X))]
TriggerAll=EnemyNear(Var(12)),StateType=S
TriggerAll=ctrl || stateno=19 || stateno=21 || (stateno=[30,39]) || stateno=52 || (stateno=[100,101]) || stateno=106
Trigger1 = Random <= Var(59)*100

[State -3,ႪݒLbN]
Type = ChangeState
value = 440
TriggerAll=Var(59)
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=EnemyNear(Var(12)),StateType != L
TriggerAll=EnemyNear(Var(12)),MoveType != H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[-5+floor(5*(EnemyNear(Var(12)),vel X)),50+floor(5*(EnemyNear(Var(12)),vel X))]
TriggerAll=EnemyNear(Var(12)),StateType=S
TriggerAll=ctrl || stateno=19 || stateno=21 || (stateno=[30,39]) || stateno=52 || (stateno=[100,101]) || stateno=106
Trigger1 = Random <= Var(59)*5

[State -3,E]
Type = ChangeState
value = 510
TriggerAll=Var(59)
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=EnemyNear(Var(12)),StateType != L
TriggerAll=EnemyNear(Var(12)),MoveType != H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[-5+floor(8*(EnemyNear(Var(12)),vel X)),60+floor(8*(EnemyNear(Var(12)),vel X))]
TriggerAll=EnemyNear(Var(12)),StateType=S
TriggerAll=ctrl || stateno=19 || stateno=21 || (stateno=[30,39]) || stateno=52 || (stateno=[100,101]) || stateno=106
Trigger1 = Random <= Var(59)

[State -3,Ⴊ݋LbN]
Type = ChangeState
value = 450
TriggerAll=Var(59)
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=EnemyNear(Var(12)),StateType != L
TriggerAll=EnemyNear(Var(12)),MoveType != H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[-5+floor(7*(EnemyNear(Var(12)),vel X)),72+floor(7*(EnemyNear(Var(12)),vel X))]
TriggerAll=EnemyNear(Var(12)),StateType=S
TriggerAll=ctrl || stateno=19 || stateno=21 || (stateno=[30,39]) || stateno=52 || (stateno=[100,101]) || stateno=106
Trigger1 = Random <= 11-Var(59)

;////////////////////////////////
;i
;////////////////////////////////

[State -3,OE]
Type = ChangeState
value = 320
TriggerAll=var(59)
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=EnemyNear(Var(12)),StateType != L
TriggerAll=EnemyNear(Var(12)),MoveType != H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[-5+floor(19*(EnemyNear(Var(12)),vel X)),60+floor(19*(EnemyNear(Var(12)),vel X))]
TriggerAll=EnemyNear(Var(12)),StateType=C
TriggerAll=ctrl || stateno=19 || stateno=21 || (stateno=[30,39]) || stateno=52 || (stateno=[100,101]) || stateno=106
Trigger1 = Random <= var(59)

;////////////////////////////////
;
;////////////////////////////////

[State -3,Ⴊݎp`]
Type = ChangeState
value = 400
TriggerAll=Var(59)
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=EnemyNear(Var(12)),StateType != L
TriggerAll=EnemyNear(Var(12)),MoveType != H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X = [-5+floor(4*(EnemyNear(Var(12)),vel X)),40+floor(4*(EnemyNear(Var(12)),vel X))]
TriggerAll=P2BodyDist Y >= -10-floor(4*(EnemyNear(Var(12)),vel Y)+(4*(4+1)/2)*fvar(39))
TriggerAll=(EnemyNear(Var(12)),StateNo != [120,159])||EnemyNear(Var(12)),StateType=A
TriggerAll=ctrl || stateno=19 || stateno=21 || (stateno=[30,39]) || stateno=52 || (stateno=[100,101]) || stateno=106
Trigger1 = Random <= Var(59)*50

[State -3,p`]
Type = ChangeState
value = ifelse(p2bodydist x < 22,215,210)
TriggerAll=Var(59)
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=EnemyNear(Var(12)),StateType != L
TriggerAll=EnemyNear(Var(12)),StateType != C
TriggerAll=EnemyNear(Var(12)),MoveType != H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X = [-5+floor(5*(EnemyNear(Var(12)),vel X)),60+floor(5*(EnemyNear(Var(12)),vel X))]
TriggerAll=P2BodyDist Y >= -20-floor(5*(EnemyNear(Var(12)),vel Y)+(5*(5+1)/2)*fvar(39))
TriggerAll=(EnemyNear(Var(12)),StateNo != [120,159])||EnemyNear(Var(12)),StateType=A
TriggerAll=ctrl || stateno=19 || stateno=21 || (stateno=[30,39]) || stateno=52 || (stateno=[100,101]) || stateno=106
Trigger1 = Random <= Var(59)

[State -3,p`]
Type = ChangeState
value = ifelse(p2bodydist x < 22,225,220)
TriggerAll=Var(59)
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=EnemyNear(Var(12)),StateType != L
TriggerAll=EnemyNear(Var(12)),StateType != C
TriggerAll=EnemyNear(Var(12)),MoveType != H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X = [-5+floor(5*(EnemyNear(Var(12)),vel X)),75+floor(5*(EnemyNear(Var(12)),vel X))]
TriggerAll=P2BodyDist Y >= -20-floor(5*(EnemyNear(Var(12)),vel Y)+(5*(5+1)/2)*fvar(39))
TriggerAll=(EnemyNear(Var(12)),StateNo != [120,159])||EnemyNear(Var(12)),StateType=A
TriggerAll=ctrl || stateno=19 || stateno=21 || (stateno=[30,39]) || stateno=52 || (stateno=[100,101]) || stateno=106
Trigger1 = Random <= Var(59)*3

[State -1, ŕ]
type = ChangeState
value = 1000
triggerall = var(59)
triggerall = !Var(10)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl || stateno=19 || stateno=21 || (stateno=[30,39]) || stateno=52 || (stateno=[100,101]) || stateno=106
triggerall = P2BodyDist Y >= 0
triggerall = EnemyNear(var(12)),statetype != L
triggerall = EnemyNear(var(12)),movetype != H
triggerall = !InGuardDist
triggerall = EnemyNear(var(12)),statetype != A
triggerall = EnemyNear(var(12)),vel X <= 0
trigger1 = P2BodyDist X = [160,210]
trigger1 = random <= 5*var(59)
trigger2 = P2BodyDist X >= 211
trigger2 = random <= 7*var(59)

;////////////////////////////////
;Ԃ
;////////////////////////////////

[State -3,SE󎮁EՌ z]
Type = ChangeState
value = 1500
TriggerAll=Var(59)
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=EnemyNear(Var(12)),StateType != L
TriggerAll=EnemyNear(Var(12)),MoveType != H
TriggerAll=EnemyNear(Var(12)),MoveType=A||EnemyNear(Var(12)),Ctrl
TriggerAll=ctrl || stateno=19 || stateno=21 || (stateno=[30,39]) || stateno=52 || (stateno=[100,101]) || stateno=106
TriggerAll=P2BodyDist X > 0
TriggerAll=P2BodyDist Y >= -40
Trigger1 = Var(59)<6
Trigger1 = Random<=Var(59)*30
Trigger2 = Var(59)=[5,9]
Trigger2 = Random<=(10-Var(59))*30

;
;
;

[State -3,OEޗƂ]
Type = ChangeState
value = 700
TriggerAll=Var(59)
TriggerAll=RoundState = 2
TriggerAll=StateType=A
TriggerAll=EnemyNear(Var(12)),StateType != L
TriggerAll=EnemyNear(Var(12)),MoveType != H
TriggerAll=!InGuardDist
triggerall = P2BodyDist X = [-20+floor(6*(EnemyNear(Var(12)),vel X)+floor(6*vel X)),20+floor(6*(EnemyNear(Var(12)),vel X)+floor(6*vel X))]
triggerall = P2BodyDist Y = [-43-floor(6*(EnemyNear(Var(12)),vel Y)+(6*(6+1)/2)*fvar(39)-floor(6*vel Y)-(6*(6+1)/2)*0.47),59-floor(6*(EnemyNear(Var(12)),vel Y)+(6*(6+1)/2)*fvar(39)-floor(6*vel Y)-(6*(6+1)/2)*0.47)]
triggerall = enemynear(var(12)),statetype = A
TriggerAll=Ctrl||stateno=[120,139]
Trigger1 = Random <= Var(59)*100

[State -3,󒆋P]
Type = ChangeState
value = 620
TriggerAll=Var(59)
TriggerAll=RoundState = 2
TriggerAll=StateType=A
TriggerAll=EnemyNear(Var(12)),StateType != L
TriggerAll=EnemyNear(Var(12)),MoveType != H
TriggerAll=!InGuardDist
triggerall = P2BodyDist X = [-20+floor(5*(EnemyNear(Var(12)),vel X)+floor(5*vel X)),35+floor(5*(EnemyNear(Var(12)),vel X)+floor(5*vel X))]
triggerall = P2BodyDist Y = [0-floor(5*(EnemyNear(Var(12)),vel Y)+(5*(5+1)/2)*fvar(39)-floor(5*vel Y)-(5*(5+1)/2)*0.47),36-floor(5*(EnemyNear(Var(12)),vel Y)+(5*(5+1)/2)*fvar(39)-floor(5*vel Y)-(5*(5+1)/2)*0.47)]
triggerall = (EnemyNear(Var(12)),statetype != A && Vel Y >= -2) || enemynear(var(12)),statetype = A
TriggerAll=Ctrl||stateno=[120,139]
Trigger1 = Random <= Var(59)*100

[State -3,󒆋K]
Type = ChangeState
value = 655
TriggerAll=Var(59)
TriggerAll=RoundState = 2
TriggerAll=StateType=A
TriggerAll=EnemyNear(Var(12)),StateType != L
TriggerAll=EnemyNear(Var(12)),MoveType != H
TriggerAll=!InGuardDist
triggerall = P2BodyDist X = [-20+floor(5*(EnemyNear(Var(12)),vel X)+floor(5*vel X)),55+floor(5*(EnemyNear(Var(12)),vel X)+floor(5*vel X))]
triggerall = P2BodyDist Y = [-43-floor(5*(EnemyNear(Var(12)),vel Y)+(5*(5+1)/2)*fvar(39)-floor(5*vel Y)-(5*(5+1)/2)*0.47),43-floor(5*(EnemyNear(Var(12)),vel Y)+(5*(5+1)/2)*fvar(39)-floor(5*vel Y)-(5*(5+1)/2)*0.47)]
triggerall = (EnemyNear(Var(12)),statetype != A && Vel Y >= -2) || enemynear(var(12)),statetype = A
TriggerAll=Ctrl||stateno=[120,139]
triggerAll = vel X = 0
Trigger1 = Random <= Var(59)*100

[State -3,󒆎LbN]
Type = ChangeState
value = 630
TriggerAll=Var(59)
TriggerAll=RoundState = 2
TriggerAll=StateType=A
TriggerAll=EnemyNear(Var(12)),StateType != L
TriggerAll=EnemyNear(Var(12)),MoveType != H
TriggerAll=!InGuardDist
triggerall = P2BodyDist X = [-20+floor(3*(EnemyNear(Var(12)),vel X)+floor(3*vel X)),14+floor(3*(EnemyNear(Var(12)),vel X)+floor(3*vel X))]
triggerall = P2BodyDist Y = [0-floor(3*(EnemyNear(Var(12)),vel Y)+(3*(3+1)/2)*fvar(39)-floor(3*vel Y)-(3*(3+1)/2)*0.47),22-floor(3*(EnemyNear(Var(12)),vel Y)+(3*(3+1)/2)*fvar(39)-floor(3*vel Y)-(3*(3+1)/2)*0.47)]
triggerall = (EnemyNear(Var(12)),statetype != A && Vel Y >= -2) || enemynear(var(12)),statetype = A
TriggerAll=Ctrl||stateno=[120,139]
triggerAll = vel X != 0
Trigger1 = Random <= Var(59)*100

[State -3,󒆋K]
Type = ChangeState
value = 650
TriggerAll=Var(59)
TriggerAll=RoundState = 2
TriggerAll=StateType=A
TriggerAll=EnemyNear(Var(12)),StateType != L
;TriggerAll=EnemyNear(Var(12)),StateType != C
TriggerAll=EnemyNear(Var(12)),MoveType != H
TriggerAll=!InGuardDist
triggerall = P2BodyDist X = [-20+floor(5*(EnemyNear(Var(12)),vel X)+floor(5*vel X)),55+floor(5*(EnemyNear(Var(12)),vel X)+floor(5*vel X))]
triggerall = P2BodyDist Y = [-43-floor(5*(EnemyNear(Var(12)),vel Y)+(5*(5+1)/2)*fvar(39)-floor(5*vel Y)-(5*(5+1)/2)*0.47),22-floor(5*(EnemyNear(Var(12)),vel Y)+(5*(5+1)/2)*fvar(39)-floor(5*vel Y)-(5*(5+1)/2)*0.47)]
triggerall = (EnemyNear(Var(12)),statetype != A && Vel Y >= -2) || enemynear(var(12)),statetype = A
TriggerAll=Ctrl||stateno=[120,139]
Trigger1 = Random <= Var(59)*100

;
;d͌vZ
;

[state -1, yaccel]
type = varset
trigger1 = fvar(39) != enemynear(var(12)),const(movement.yaccel)
trigger1 = enemynear(var(12)),stateno != [5000,5210]
trigger1 = enemynear(var(12)),Vel Y != 0
FV = 39
value = enemynear(var(12)),const(movement.yaccel)
ignorehitpause = 1

[state -1, yaccel]
type = varset
trigger1 = fvar(39) != enemynear(var(12)),GetHitVar(yaccel)
trigger1 = enemynear(var(12)),stateno = [5000,5210]
;trigger1 = enemynear(var(12)),Vel Y != 0
FV = 39
value = enemynear(var(12)),GetHitVar(yaccel)
ignorehitpause = 1

[state -1, yaccel]
type = varset
trigger1 = fvar(39) != 0
trigger1 = enemynear(var(12)),Vel Y = 0
FV = 39
value = 0
ignorehitpause = 1
