[Statedef -3]

[State -3, AINpwp[]
type=helper
trigger1=!NumHelper(50000)
trigger1=alive
trigger1=var(59)=0
trigger1=PrevStateNo=190||PrevStateNo=5900
trigger1=RoundState<2||(RoundState=2&&ctrl)
helpertype=normal
name="AI"
stateno=50000
ID=50000
pos=9999,9999
keyctrl=1
pausemovetime=2147483647
supermovetime=2147483647
persistent = 0

[State -3, ֌WXe[gɍsȂ悤]
type=changestate
trigger1= ishelper(50000)
trigger1= stateno!=50000
value=50000

[State -3, AItOZbg]
type = VarSet
triggerall = var(59) = 0
triggerall = RoundState = [1,2]
trigger1 = Command = "AI0" || Command = "AI1" || Command = "AI2" || Command = "AI3"
trigger2 = Command = "AI4" || Command = "AI5" || Command = "AI6" || Command = "AI7"
trigger3 = Command = "AI8" || Command = "AI9" || Command = "AI10"|| Command = "AI11"
trigger4 = Command = "AI12"|| Command = "AI13"|| Command = "AI14"|| Command = "AI15"
trigger5 = Command = "AI16"|| Command = "AI17"|| Command = "AI18"|| Command = "AI19"
trigger6 = Command = "AI20"|| Command = "AI21"|| Command = "AI22"|| Command = "AI23"
trigger7 = Command = "AI24"|| Command = "AI25"|| Command = "AI26"|| Command = "AI27"
trigger8 = Command = "AI28"|| Command = "AI29"|| Command = "AI30"|| Command = "AI31"
trigger9 = Command = "AI32"|| Command = "AI33"|| Command = "AI34"|| Command = "AI35"
trigger10= Command = "AI36"|| Command = "AI37"|| Command = "AI38"|| Command = "AI39"
trigger11= Command = "AI40"|| Command = "AI41"|| Command = "AI42"|| Command = "AI43"
trigger12= Command = "AI44"|| Command = "AI45"|| Command = "AI46"|| Command = "AI47"
trigger13= Command = "AI48"|| Command = "AI49"|| Command = "AI50"
trigger14 = NumHelper(50000)
trigger14 = Helper(50000),var(59)>0
;trigger15 = 1;[ɂ;OƏ펞AIN(vC[삪oȂȂ܂)
var(59) = 10;̐lς(1`11)	11Œ
IgNoreHitPause = 1

;K[hxݒ
[State -3, Guard Level]
type = VarSet
trigger1 = var(59) > 0
V = 58
value = 10;̐lς(0`10)
IgNoreHitPause = 1

;RCK[hxݒ
[State -3, Recoil Guard Level]
type = VarSet
trigger1 = var(59) > 0
V = 57
value = 10;̐lς(0`100)
IgNoreHitPause = 1

;RCJE^[xݒ
[State -3, Recoil Counter Level]
type = VarSet
trigger1 = var(59) > 0
V = 55
value = 50;̐lς(0`100)
;RCJE^[̍URCꂽA삪ĂԂ̂݃RCK[h\ɂȂVXeB
;MUGENł͏̊֌WAV[hEeȂǂɑ΂Ă̂Œӂ邱ƁB
IgNoreHitPause = 1

;
;ݒ肢̂͂܂
;

[State -3,퓬ȊOAIOFF]
type = VarSet
triggerall = var(59) > 0
trigger1 = RoundState = 4
trigger2 = Win = 1
trigger3 = Lose = 1
trigger4 = DrawGame = 1
var(59) = -var(59)
IgNoreHitPause = 1

[State -3,퓬AION]
type = VarSet
trigger1 = var(59) < 0
trigger1 = RoundState = 2
var(59) = -var(59)
IgNoreHitPause = 1

[State -3,^bOp]
Type = VarSet
trigger1 = NumEnemy = 1
trigger2 = NumEnemy = 2
trigger2 = EnemyNear,life > 0
V = 54
value = 0
IgNoreHitPause = 1
pausemovetime = 9999
supermovetime = 9999

[State -3,^bOp]
Type = VarSet
trigger1 = NumEnemy > 1
trigger1 = EnemyNear,life = 0
V = 54
value = 1
IgNoreHitPause = 1
pausemovetime = 9999
supermovetime = 9999

[State -3,Zbg]
type = VarSet
triggerall = var(59) != 0
triggerall = fvar(36)
trigger1 = RoundState = 4
trigger2 = Win = 1
trigger3 = Lose = 1
trigger4 = DrawGame = 1
fvar(36) = 0
IgNoreHitPause = 1

[State -3,Zbg]
type = VarSet
triggerall = var(59) != 0
triggerall = fvar(35)
trigger1 = RoundState = 4
trigger2 = Win = 1
trigger3 = Lose = 1
trigger4 = DrawGame = 1
fvar(35) = 0
IgNoreHitPause = 1

[State -3, DisplayToClipBoard]
type = null;DisplayToClipBoard
trigger1 = NumHelper(60000)
text =  "P2X:%d,P2Y:%d,fV(39)=%f,P2S:%d,PSN:%d, \n"
params = floor(P2BodyDist x),floor(P2BodyDist y),fvar(39),EnemyNear(var(54)),StateNo,PrevStateNo
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State -3, AppendToClipBoard]
type = null;AppendToClipBoard
trigger1 = NumHelper(60000)
trigger1 = NumHelper(4900)
text =  "FV(0):%f,(55):%d,Ehead:%d,(56):%d,49SN:%d, \n"
params = fvar(0),Helper(60000),var(55),EnemyNear(var(54)),Const(Size.head.Pos.Y),Helper(60000),var(56),Helper(4900),StateNo
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State -3, AppendToClipBoard]
type = null;AppendToClipBoard
trigger1 = 1
text =  "FV(38):%f,EVelX:%d,EVelY:%d,V(2):%d,V(3):%d, \n"
params = fvar(38),floor(EnemyNear,Vel X),floor(EnemyNear,Vel Y),var(2),var(3)
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State -3, wKwp[]
type=helper
trigger1=!NumHelper(60000)
trigger1=var(59)>0&&Alive
trigger1=RoundState=2
helpertype=normal
name="Learning"
stateno=60000
ID=60000
pos=0,0
pausemovetime=2147483647
supermovetime=2147483647
persistent = 0

[State -3, ֌WXe[gɍsȂ悤]
type=changestate
trigger1= ishelper(60000)
trigger1= stateno!=60000
value=60000

[State -3, K[hwp[]
type=helper
TriggerAll=!IsHelper
trigger1=!NumHelper(60001)
trigger1=var(59)>0&&Alive
helpertype=normal
name="Guard"
stateno=60001
ID=60001
Pos = 0,0
KeyCtrl = 0
postype = left
ownpal = 1
PauseMoveTime = 99999999
SuperMoveTime = 99999999
IgnoreHitPause = 1

[State -3, ֌WXe[gɍsȂ悤]
type=changestate
trigger1= ishelper(60001)
trigger1= stateno!=60001
value=60001

[State -3,W^C]
Type = VarSet
triggerall = var(59) > 0
triggerall = var(30) < 9
trigger1 = EnemyNear(var(54)),MoveType = H && (StateNo = [2100,2120]) && var(20) = 1 && fvar(39) != 5 && fvar(39) != 10
trigger1 = 0
trigger2 = fvar(39) = 1 && StateNo = 320
trigger3 = fvar(39) = 2 && StateNo = 115
trigger4 = (StateNo = [1320,1321]) && var(30) >= 6 && fvar(39) != 3 && fvar(39) != 3.8
trigger5 = NumHelper(1152)
trigger5 = Helper(1152),MoveContact && (EnemyNear(var(54)),MoveType = H && (EnemyNear(var(54)),StateNo != [120,169]) || (EnemyNear(var(54)),StateNo = [120,169]) && P2BodyDist X > 40)
trigger5 = Helper(1152),Vel Y < 0 || (P2BodyDist X-Helper(1152),RootDist X)>=-20
trigger6 = StateNo = 510 && BackEdgeBodyDist >= 50
trigger6 = 0
trigger7 = (fvar(39) = [4,4.5]) && StateNo = 2180
trigger8 = P2BodyDist X > 150 && StateType != A && (EnemyNear(var(54)),MoveType = H || (EnemyNear(var(54)),StateNo = [5100,5201]))
trigger9 = NumHelper(1150)
trigger9 = Helper(1150),MoveContact && EnemyNear(var(54)),MoveType = H && (EnemyNear(var(54)),StateNo != [120,169])
trigger10 = NumHelper(1151)
trigger10 = Helper(1151),MoveContact && EnemyNear(var(54)),MoveType = H && (EnemyNear(var(54)),StateNo != [120,169])
trigger11 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns
trigger11 = PrevStateNo = [1100,1120]
trigger11 = EnemyNear(var(54)),MoveType = H && (EnemyNear(var(54)),StateNo != [120,169])
fvar(39) = 0.5
IgNoreHitPause = 1

[State -3,W^C]
Type = VarSet
triggerall = var(59) > 0
triggerall = var(30) < 9
trigger1 = StateNo = 510 && BackEdgeBodyDist >= 50 && (P2BodyDist X != [-30,30])
fvar(39) = 0.6
IgNoreHitPause = 1

[State -3,obN]
Type = VarSet
triggerall = var(59) > 0
triggerall = var(30) < 9
trigger1 = StateNo = 510
trigger1 = BackEdgeBodyDist < 50 || (P2BodyDist X = [-30,30])
fvar(39) = 0.7
IgNoreHitPause = 1

[State -3,IC]
Type = VarSet
triggerall = var(59) > 0
Trigger1 = PrevStateNo = 220
trigger1 = StateNo = 810
fvar(39) = 1
IgNoreHitPause = 1

[State -3,LbNIC]
Type = VarSet
triggerall = var(59) > 0
Trigger1 = PrevStateNo = 1200
trigger1 = StateNo = 815
trigger1 = (fvar(39) != [5,5.5]) && (fvar(39) != [7,7.5]) && (fvar(39) != [12,12.5])
trigger1 = P2BodyDist X = [-5,30]
trigger1 = P2BodyDist Y = [5,60]
trigger1 = fvar(39) != 2
trigger1 = var(30) >= 8 || EnemyNear(var(54)),life < 200
;trigger1 = EnemyNear(var(54)),BackEdgeBodyDist < 25 || EnemyNear(var(54)),FrontEdgeBodyDist < 25 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
fvar(39) = 2.2
IgNoreHitPause = 1

[State -3,LbNIC]
Type = VarSet
triggerall = var(59) > 0
Trigger1 = PrevStateNo = 1200
trigger1 = StateNo = 815
trigger1 = (fvar(39) != [5,5.5]) && (fvar(39) != [7,7.5]) && (fvar(39) != [12,12.5])
;trigger1 = EnemyNear(var(54)),BackEdgeBodyDist > 25 && EnemyNear(var(54)),facing != facing || EnemyNear(var(54)),FrontEdgeBodyDist > 25 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
trigger1 = fvar(39) != 2.2
fvar(39) = 2
IgNoreHitPause = 1

[State -3,LbNIC(3)]
Type = VarSet
triggerall = var(59) > 0
Trigger1 = PrevStateNo = 1210
trigger1 = StateNo = 815
trigger1 = EnemyNear(var(54)),BackEdgeBodyDist > 25 && EnemyNear(var(54)),facing != facing || EnemyNear(var(54)),FrontEdgeBodyDist > 25 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50 || var(30) < 8 || EnemyNear(var(54)),life < 200
fvar(39) = 2.5
IgNoreHitPause = 1

[State -3,RF낪(ʒ[)]
Type = VarSet
triggerall = var(59) > 0
Triggerall = StateNo = [1320,1321]
trigger1 = EnemyNear(var(54)),BackEdgeBodyDist <= 30 || EnemyNear(var(54)),FrontEdgeBodyDist <= 30 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
trigger1 = fvar(39) != 3.5
fvar(39) = 3
IgNoreHitPause = 1

[State -3,RF낪(ʒ[)]
Type = VarSet
triggerall = var(59) > 0
Triggerall = StateNo = [400,420]
trigger1 = fvar(39) = 3
fvar(39) = 3.1
IgNoreHitPause = 1

[State -3,RF낪]
Type = VarSet
triggerall = var(59) > 0
Triggerall = StateNo = [1320,1321]
triggerall = fvar(39) != 3
trigger1 = EnemyNear(var(54)),BackEdgeBodyDist > 30 && EnemyNear(var(54)),facing != facing || EnemyNear(var(54)),FrontEdgeBodyDist > 30 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
;trigger2 = var(30) <= 5 && Power < 1000
fvar(39) = 3.5
IgNoreHitPause = 1

[State -3,r[(n)]
Type = VarSet
triggerall = var(59) > 0
Trigger1 = (StateNo = [2100,2110]) && AnimElemTime(3) <= 0
trigger1 = EnemyNear(var(54)),MoveType = H
trigger1 = EnemyNear(var(54)),StateNo != [120,169]
trigger1 = EnemyNear(var(54)),StateType != A || PrevStateNo < 200 && P2BodyDist Y >= -60
fvar(39) = 4
IgNoreHitPause = 1

[State -3,r[()]
Type = VarSet
triggerall = var(59) > 0
Trigger1 = (StateNo = [2100,2110]) && AnimElemTime(3) <= 0
trigger1 = EnemyNear(var(54)),MoveType = H
trigger1 = EnemyNear(var(54)),StateNo != [120,169]
trigger1 = EnemyNear(var(54)),StateType = A
fvar(39) = 4.5
IgNoreHitPause = 1

[State -3,r[Lv2ǌ(n)]
Type = VarSet
triggerall = var(59) > 0
Trigger1 = StateNo = 2110 && AnimElemTime(3) > 0 && fvar(39) = 4
trigger1 = (fvar(21) = 2 && fvar(20) > 180) || fvar(21) = 3
trigger1 = fvar(39) != 10
fvar(39) = 5
IgNoreHitPause = 1

[State -3,r[Lv2ǌ()]
Type = VarSet
triggerall = var(59) > 0
Trigger1 = StateNo = 2110 && AnimElemTime(3) > 0 && fvar(39) = 4.5
trigger1 = (fvar(21) = 2 && fvar(20) > 180) || fvar(21) = 3
trigger1 = fvar(39) != 10
fvar(39) = 5.5
IgNoreHitPause = 1

[State -3,󒆃_bV[v]
Type = VarSet
triggerall = var(59) > 0
trigger1 = !fvar(39)
Trigger1 = PrevStateNo = 110
trigger1 = StateNo = 410 && var(20) = 1
;trigger2 = (StateNo = 300 || StateNo = 210) && var(20) = 1
;trigger2 = P2StateType != A
fvar(39) = 6
IgNoreHitPause = 1

[State -3,LbNIC]
Type = VarSet
triggerall = var(59) > 0
Trigger1 = PrevStateNo = 1200 && (fvar(39) = [5,5.5])
trigger1 = StateNo = 815 && (fvar(39) != [12,12.5])
trigger1 = EnemyNear(var(54)),BackEdgeBodyDist > 30 && EnemyNear(var(54)),facing != facing || EnemyNear(var(54)),FrontEdgeBodyDist > 30 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
fvar(39) = 7
IgNoreHitPause = 1

;R{
[State -3,LbNIC(ǒ[)]
Type = VarSet
triggerall = var(59) > 0
Trigger1 = PrevStateNo = 1200
trigger1 = StateNo = 815 && (fvar(39) = [5,5.5])
trigger1 = EnemyNear(var(54)),BackEdgeBodyDist <= 30 || EnemyNear(var(54)),FrontEdgeBodyDist <= 30 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
trigger1 = var(59) < 7 && (Random = [400,700]) || var(59) < 5
trigger2 = PrevStateNo = 3030 && StateNo = 815
trigger3 = fvar(39) = 8 && StateNo = 815
fvar(39) = 7.5
IgNoreHitPause = 1

[State -3,LbNIC(ǒ[)]
Type = null;VarSet
triggerall = var(59) > 0
Trigger1 = PrevStateNo = 1200 && (fvar(39) = [5,5.5])
trigger1 = StateNo = 815
trigger1 = EnemyNear(var(54)),BackEdgeBodyDist <= 30 || EnemyNear(var(54)),FrontEdgeBodyDist <= 30 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
trigger1 = var(59) >= 5 && fvar(39) != 7.5
;trigger2 = PrevStateNo = 3030 && StateNo = 815
;trigger3 = fvar(39) = 8 && StateNo = 815
fvar(39) = 12
IgNoreHitPause = 1

[State -3,BDJ]
Type = VarSet
triggerall = var(59) > 0
Trigger1 = fvar(39) = 12
Trigger1 = PrevStateNo = 115
trigger1 = StateNo = 420
fvar(39) = 12.1
IgNoreHitPause = 1

[State -3,JADJ]
Type = VarSet
triggerall = var(59) > 0
Trigger1 = fvar(39) = 12
Trigger1 = PrevStateNo = 115
trigger1 = StateNo = 420
fvar(39) = 12.2
IgNoreHitPause = 1

[State -3,FMǌ]
Type = VarSet
triggerall = var(59) > 0
Trigger1 = PrevStateNo = 3030
trigger1 = StateNo = 110 || StateNo = 115
fvar(39) = 8
IgNoreHitPause = 1

[State -3,냋[vtO(n)]
Type = VarSet
triggerall = var(59) > 6
trigger1 = StateNo = 2110 && var(30) >= 9 && AnimElemTime(3) > 0 && (fvar(39) = 4 || fvar(39) = 5) && (var(56)=1||var(56)=2&&fvar(35))
trigger1 = fvar(0) > 0.9 || fvar(0) > 0.5 && fvar(21) = 3
trigger1 = Power >= 1000 && BackEdgeBodyDist > 150
trigger1 = EnemyNear(var(54)),BackEdgeBodyDist <= 25 || EnemyNear(var(54)),FrontEdgeBodyDist <= 25 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
fvar(39) = 10
IgNoreHitPause = 1

[State -3,냋[vtO()]
Type = null;VarSet
triggerall = var(59) > 6
trigger1 = StateNo = 2110 && var(30) >= 9 && AnimElemTime(3) > 0 && (fvar(39) = 4.5 || fvar(39) = 5.5) && (var(56)=1||var(56)=2&&fvar(35))
trigger1 = fvar(0) > 0.9 || fvar(0) > 0.5 && fvar(21) = 3
trigger1 = Power >= 1000 && BackEdgeBodyDist > 150
trigger1 = EnemyNear(var(54)),BackEdgeBodyDist <= 25 || EnemyNear(var(54)),FrontEdgeBodyDist <= 25 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
fvar(39) = 9.5
IgNoreHitPause = 1

[State -3,냋[vtO]
Type = VarSet
trigger1 = var(59) > 6 && var(30) >= 9 && !fvar(39) && (var(56)=1||var(56)=2&&fvar(35))
trigger1 = Power >= 3000
trigger1 = ((Life*100)/LifeMax) > 33 && palno < 7
trigger1 = EnemyNear(var(54)),StateType != A
trigger1 = EnemyNear(var(54)),MoveType = H
trigger1 = EnemyNear(var(54)),StateNo != [120,169]
trigger1 = Power >= 1000 && BackEdgeBodyDist > 150
trigger1 = EnemyNear(var(54)),BackEdgeBodyDist <= 25 || EnemyNear(var(54)),FrontEdgeBodyDist <= 25 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
var(42) = 1
IgNoreHitPause = 1

[State -3,냋[v]
Type = VarSet
triggerall = var(59) > 0
trigger1 = StateNo = [1200,1205]
trigger1 = fvar(39) = 10
trigger1 = EnemyNear(var(54)),StateNo = 4610
fvar(39) = 10.1
IgNoreHitPause = 1

[State -3,냋[vtO]
Type = VarSet
trigger1 = var(59) > 0
trigger1 = !fvar(39) || palno >= 7 || ((Life*100)/LifeMax) <= 33
var(42) = 0
IgNoreHitPause = 1

[State -3,ߒ֎~]
Type = VarSet
triggerall = var(59) > 0
Trigger1 = EnemyNear(var(54)),StateNo = [5200,5201]
trigger2 = fvar(39) = 3.1 && StateType != A
fvar(39) = 11
IgNoreHitPause = 1

[State -3,ComboDebacFlagReSet];R{mFtOZbg
Type = VarSet
triggerall = var(59) > 0
Triggerall = fvar(39) = [1,15]
trigger1 = EnemyNear(var(54)),MoveType != H
trigger2 = EnemyNear(var(54)),StateType = L
trigger3 = EnemyNear(var(54)),StateNo = [120,159]
trigger4 = MoveType = H
trigger5 = StateType = L
fvar(39) = 0
IgNoreHitPause = 1

[State -3,WZbg]
Type = VarSet
triggerall = var(59) > 0
Triggerall = fvar(39) = 0.5
trigger1 = EnemyNear(var(54)),Ctrl || EnemyNear(var(54)),MoveType = A
trigger2 = StateType = L
trigger3 = StateNo = [1000,1050]
trigger4 = NumHelper(1152)
trigger4 = (P2BodyDist X-Helper(1152),RootDist X)<-20
fvar(39) = 0
IgNoreHitPause = 1

[State -3,AirDashLoopReSet];Zbg
Type = VarSet
triggerall = var(59) > 0
Triggerall = var(43)
trigger1 = EnemyNear(var(54)),MoveType != H
trigger2 = EnemyNear(var(54)),StateType = L
trigger3 = EnemyNear(var(54)),StateNo = [120,159]
trigger4 = MoveType = H
trigger5 = StateType = L
var(43) = 0
IgNoreHitPause = 1

;҂AI
[State -3,AIxŒ]
Type = VarSet
trigger1 = var(59) > 11
var(59) = 11
IgNoreHitPause = 1

[State -3,K[hxŒ]
Type = null;VarSet
trigger1 = var(59) = 12
trigger1 = var(58) != 10
var(58) = 10
IgNoreHitPause = 1

[State -3,RCK[hxŒ]
Type = null;VarSet
trigger1 = var(59) = 12
trigger1 = var(57) != 100
var(57) = 100
IgNoreHitPause = 1

[State -3,RCJE^[xŒ]
Type = null;VarSet
trigger1 = var(59) = 12
trigger1 = var(55) != 100
var(55) = 100
IgNoreHitPause = 1

;fobOp
[State -2,RFQ[WMAX]
type = null;varset
trigger1 = var(59)
fvar(20) = 100
IgNoreHitPause = 1

[State -2,RFQ[W]
type = null;varset
trigger1 = var(59)
fvar(21) = 3
IgNoreHitPause = 1

;낪胋[vgpXCb`
[State -3, Rolling Loop]
type = null;VarSet
trigger1 = var(59) > 0
trigger1 = var(56) != 0
trigger1 = 1
V = 56
value = 0;̐lς
;0OFF 1ON
;̂łB݁Ayя󋵂ɂĂ̓[vs܂B
;AIx6ȉONłgp܂B
;ݕ
IgNoreHitPause = 1

;
;΍ fvar(38)
;

[State -3, iK[hp]
type = VarSet
triggerall = var(59) > 0
triggerall = NumEnemy
trigger1 = EnemyNear(var(54)),StateType != A
trigger2 = NumHelper(60000)
trigger2 = Helper(60000),var(1)>0&&EnemyNear(var(54)),StateNo=Helper(60000),var(1)||Helper(60000),var(2)>0&&EnemyNear(var(54)),StateNo=Helper(60000),var(2)||Helper(60000),var(3)>0&&EnemyNear(var(54)),StateNo=Helper(60000),var(3)
trigger3 = EnemyNear(var(54)),Name = "Makoto Sawatari";n|
trigger3 = (EnemyNear(var(54)),StateNo = [3100,3121]) && EnemyNear(var(54)),AuthorName = "BF" || (EnemyNear(var(54)),StateNo = [6200,6272]) && EnemyNear(var(54)),AuthorName = "586"
fvar(38) = 1
IgNoreHitPause = 1

[State -3, iK[hp]
type = VarSet
triggerall = var(59) > 0
triggerall = NumEnemy
trigger1 = EnemyNear(var(54)),StateType = A
trigger1 = EnemyNear(var(54)),Name != "Makoto Sawatari" && (EnemyNear(var(54)),StateNo != [3100,3121]) && (EnemyNear(var(54)),StateNo != [6200,6272])
trigger2 = NumHelper(60000)
trigger2 = Helper(60000),var(4)>0&&EnemyNear(var(54)),StateNo=Helper(60000),var(4)||Helper(60000),var(5)>0&&EnemyNear(var(54)),StateNo=Helper(60000),var(5)||Helper(60000),var(6)>0&&EnemyNear(var(54)),StateNo=Helper(60000),var(6)
trigger3 = EnemyNear(var(54)),Name = "Nayuki Minase";V^XXg
trigger3 = EnemyNear(var(54)),StateNo = 1020
trigger3 = EnemyNear(var(54)),AuthorName = "586"
trigger4 = EnemyNear(var(54)),Name = "Mizuka Nagamori";]V
trigger4 = EnemyNear(var(54)),StateNo = 230
trigger5 = EnemyNear(var(54)),Name = "kaori misaka";Ưĥ۽
trigger5 = EnemyNear(var(54)),StateNo = 1100 || EnemyNear(var(54)),StateNo = 1150 || EnemyNear(var(54)),StateNo = 2100
trigger6 = EnemyNear(var(54)),Name = "Sayuri Kurata";RFϼ޶ف
trigger6 = EnemyNear(var(54)),StateNo = [1120,1121]
trigger6 = EnemyNear(var(54)),AuthorName = "586"
trigger7 = EnemyNear(var(54)),Name = "Shiori";D
trigger7 = EnemyNear(var(54)),StateNo = 230
trigger8 = EnemyNear(var(54)),Name = "Minagi Tohno";D
trigger8 = EnemyNear(var(54)),StateNo = 270
trigger9 = EnemyNear(var(54)),Name = "Mishio Amano";엋 
trigger9 = EnemyNear(var(54)),StateNo = 225 || EnemyNear(var(54)),StateNo = 1310
trigger10 = EnemyNear(var(54)),Name = "Misuzu Kamio";ϗ邿NbV
trigger10 = EnemyNear(var(54)),StateNo = [240,241]
trigger11 = EnemyNear(var(54)),Name = "Misuzu";ϗ邿NbV
trigger11 = EnemyNear(var(54)),StateNo = [230,232]
trigger11 = EnemyNear(var(54)),AuthorName = "hanma"
trigger12 = EnemyNear(var(54)),Name = "Akane Satomura";D
trigger12 = EnemyNear(var(54)),StateNo = 370
trigger13 = EnemyNear(var(54)),Name = "Mio";ߑEȂC𗚂L 
trigger13 = EnemyNear(var(54)),StateNo = 2000
trigger14 = EnemyNear(var(54)),Name = "Kaori";Ưĥ۽
trigger14 = EnemyNear(var(54)),StateNo = 1100 || EnemyNear(var(54)),StateNo = 1110 || EnemyNear(var(54)),StateNo = 1120
trigger15 = EnemyNear(var(54)),Name = "Makoto Sawatari";܂[v
trigger15 = (EnemyNear(var(54)),StateNo = [220,221]) && EnemyNear(var(54)),AuthorName = "BF" || EnemyNear(var(54)),StateNo = 225 && EnemyNear(var(54)),AuthorName = "586"
fvar(38) = 2
IgNoreHitPause = 1

[State -3, K[hs\p()EU]
type = VarSet
triggerall = var(59) > 7
triggerall = NumEnemy
triggerall = EnemyNear(var(54)),Name = "UNKNOWN";̂Ȃ
triggerall = P2BodyDist X > 100
triggerall = fvar(38) != 4
trigger1 = EnemyNear(var(54)),StateNo = 3100 || EnemyNear(var(54)),StateNo = 3120 || EnemyNear(var(54)),StateNo = 3140
trigger1 = (EnemyNear(var(54)),Time = [30,40]) || P2BodyDist X > 150 && (EnemyNear(var(54)),Time = [30,50])
trigger1 = EnemyNear(var(54)),AuthorName = "hanma"
trigger2 = EnemyNear(var(54)),StateNo = 6200 || EnemyNear(var(54)),StateNo = 6210 || EnemyNear(var(54)),StateNo = 6220
trigger2 = (EnemyNear(var(54)),Time = [70,80]) || P2BodyDist X > 150 && (EnemyNear(var(54)),Time = [70,90])
trigger2 = EnemyNear(var(54)),AuthorName = "586"
trigger3 = EnemyNear(var(54)),StateNo = [3000,3002]
trigger3 = (EnemyNear(var(54)),Time = [30,40]) || P2BodyDist X > 150 && (EnemyNear(var(54)),Time = [30,50])
trigger3 = EnemyNear(var(54)),AuthorName = "kuri"
fvar(38) = 3
IgNoreHitPause = 1

[State -3, K[hs\p()EU]
type = VarSet
triggerall = var(59) > 7
triggerall = fvar(38) != 4
trigger1 = EnemyNear(var(54)),Name = "Sayuri Kurata";ϼ޶فݽð
trigger1 = EnemyNear(var(54)),StateNo = [7000,7001]
trigger1 = BackEdgeBodyDist < 30
trigger1 = EnemyNear(var(54)),AuthorName = "586"
fvar(38) = 3.1
IgNoreHitPause = 1

[State -3, K[hs\p()E]
type = VarSet
triggerall = var(59) > 6
triggerall = NumEnemy
trigger1 = EnemyNear(var(54)),AuthorName = "586" || EnemyNear(var(54)),AuthorName = "frule"
trigger1 = EnemyNear(var(54)),StateNo = 500
trigger2 = NumHelper(60000)
trigger2 = Helper(60000),var(7)>0&&EnemyNear(var(54)),StateNo=Helper(60000),var(7)||Helper(60000),var(8)>0&&EnemyNear(var(54)),StateNo=Helper(60000),var(8)||Helper(60000),var(9)>0&&EnemyNear(var(54)),StateNo=Helper(60000),var(9)
trigger3 = EnemyNear(var(54)),AuthorName = "BF" || EnemyNear(var(54)),AuthorName = "Rekku"
trigger3 = EnemyNear(var(54)),StateNo = 800
trigger4 = EnemyNear(var(54)),Name = "Misaki Kawana";ޭݽ
trigger4 = EnemyNear(var(54)),StateNo=6200||EnemyNear(var(54)),StateNo=6210||EnemyNear(var(54)),StateNo=6220
trigger5 = EnemyNear(var(54)),Name = "Mai Kawasumi";SĂ󂯓ꂽS
trigger5 = EnemyNear(var(54)),StateNo = 7300
trigger5 = EnemyNear(var(54)),AuthorName = "586"
trigger6 = EnemyNear(var(54)),Name = "SB";ϼ޶فޯ޴ ϼ޶فެ
trigger6 = (EnemyNear(var(54)),StateNo = [2010,2011]) || EnemyNear(var(54)),StateNo = 2040
trigger7 = EnemyNear(var(54)),Name = "Sayuri Kurata";ϼ޶فݽð
trigger7 = EnemyNear(var(54)),StateNo = [7000,7001]
trigger7 = EnemyNear(var(54)),AuthorName = "586"
trigger7 = BackEdgeBodyDist >= 30
trigger8 = EnemyNear(var(54)),Name = "Akane Satomura";E
trigger8 = EnemyNear(var(54)),StateNo = 7000
trigger9 = EnemyNear(var(54)),Name = "Mayu Shiina";݂ィ ЂƂ肶Ȃ
trigger9 = (EnemyNear(var(54)),StateNo=[3100,3101])||(EnemyNear(var(54)),StateNo=[3110,3111])||(EnemyNear(var(54)),StateNo=[3120,3121])||(EnemyNear(var(54)),StateNo=[3500,3501])||EnemyNear(var(54)),StateNo=3503
trigger9 = EnemyNear(var(54)),AuthorName = "BF"
trigger10 = EnemyNear(var(54)),Name = "Ayu Tukimiya";uE
trigger10 = EnemyNear(var(54)),StateNo = 4000 || EnemyNear(var(54)),StateNo = 4200 || EnemyNear(var(54)),StateNo = 4400
trigger10 = EnemyNear(var(54)),AuthorName = "arche"
trigger11 = EnemyNear(var(54)),Name = "Ayu Tukumiya";~̎vo
trigger11 = EnemyNear(var(54)),StateNo = 3750
trigger12 = EnemyNear(var(54)),Name = "misaki kawana";ޭݽ
trigger12 = (EnemyNear(var(54)),StateNo = [4000,4200])
trigger13 = EnemyNear(var(54)),Name = "Shiori";
trigger13 = (EnemyNear(var(54)),StateNo = [800,801])
trigger14 = EnemyNear(var(54)),Name = "UNKNOWN";̂Ȃ
trigger14 = EnemyNear(var(54)),StateNo = 3100 || EnemyNear(var(54)),StateNo = 3120 || EnemyNear(var(54)),StateNo = 3140
trigger14 = EnemyNear(var(54)),Time = [30,40]
trigger14 = EnemyNear(var(54)),AuthorName = "hanma"
trigger14 = P2BodyDist X <= 100
trigger14 = fvar(38) != 4
trigger15 = EnemyNear(var(54)),Name = "UNKNOWN";̂Ȃ
trigger15 = EnemyNear(var(54)),StateNo = 6200 || EnemyNear(var(54)),StateNo = 6210 || EnemyNear(var(54)),StateNo = 6220
trigger15 = EnemyNear(var(54)),Time = [70,90]
trigger15 = EnemyNear(var(54)),AuthorName = "586"
trigger15 = P2BodyDist X <= 100
trigger15 = fvar(38) != 4
trigger16 = EnemyNear(var(54)),Name = "UNKNOWN";̂Ȃ
trigger16 = EnemyNear(var(54)),StateNo = [3000,3002]
trigger16 = EnemyNear(var(54)),Time = [30,40]
trigger16 = EnemyNear(var(54)),AuthorName = "kuri"
trigger16 = P2BodyDist X <= 100
trigger16 = fvar(38) != 4
trigger17 = EnemyNear(var(54)),Name = "NANASE-MVC";x
trigger17 = EnemyNear(var(54)),StateNo = 1500
trigger18 = EnemyNear(var(54)),Name = "Mio";
trigger18 = EnemyNear(var(54)),StateNo = 800
trigger19 = EnemyNear(var(54)),Name = "Mayu Shiina";݂ィ ЂƂ肶Ȃ
trigger19 = EnemyNear(var(54)),StateNo=6000||EnemyNear(var(54)),StateNo=6010||EnemyNear(var(54)),StateNo=6020||EnemyNear(var(54)),StateNo=7000||EnemyNear(var(54)),StateNo=7015
trigger19 = EnemyNear(var(54)),AuthorName = "586"
trigger20 = EnemyNear(var(54)),Name = "Mizuka Nagamori" || EnemyNear(var(54)),Name = "UNKNOWN" || EnemyNear(var(54)),Name = "Misuzu";
trigger20 = EnemyNear(var(54)),StateNo = 800
trigger20 = EnemyNear(var(54)),AuthorName = "hanma"
trigger21 = EnemyNear(var(54)),Name = "Kano Kirishima";̋L
trigger21 = EnemyNear(var(54)),StateNo = 7000 && EnemyNear(var(54)),AnimElemTime(8) <= 0
trigger22 = EnemyNear(var(54)),Name = "Misuzu";̎
trigger22 = EnemyNear(var(54)),StateNo = [3300,3302]
trigger22 = EnemyNear(var(54)),AuthorName = "hanma"
trigger23 = EnemyNear(var(54)),Name = "Misuzu Kamio";̎
trigger23 = EnemyNear(var(54)),StateNo = [7000,7002]
trigger24 = EnemyNear(var(54)),Name = "Akiko Minase"; ÂȂ̂܂
trigger24 = EnemyNear(var(54)),StateNo = 800 || (EnemyNear(var(54)),StateNo = [4502,4510])
trigger25 = EnemyNear(var(54)),Name = "Ayu Tukimiya";
trigger25 = EnemyNear(var(54)),AuthorName = "shikkoku"
trigger25 = EnemyNear(var(54)),StateNo = 700
trigger26 = EnemyNear(var(54)),Name = "kaori misaka";ذ
trigger26 = EnemyNear(var(54)),StateNo = 3500 || EnemyNear(var(54)),StateNo = 3600 || EnemyNear(var(54)),StateNo = 3700
trigger27 = EnemyNear(var(54)),Name = "Kaori";ذ
trigger27 = EnemyNear(var(54)),StateNo = [2200,2220]
fvar(38) = 4
IgNoreHitPause = 1

[State -3, S̓g(L)]
type = VarSet
triggerall = var(59) > 8
triggerall = NumEnemy
trigger1 = EnemyNear(var(54)),Name = "Misaki Kawana";ʲ޸ׯ
trigger1 = EnemyNear(var(54)),StateNo = 7000
trigger2 = EnemyNear(var(54)),Name = "kaori misaka";߰
trigger2 = EnemyNear(var(54)),StateNo = 4500
trigger3 = EnemyNear(var(54)),Name = "Misuzu Kamio";ϗ邿s`I
trigger3 = EnemyNear(var(54)),StateNo = 6200 || EnemyNear(var(54)),StateNo = 6210 || EnemyNear(var(54)),StateNo = 6220
trigger4 = EnemyNear(var(54)),Name = "Sayuri Kurata";ARc݂͂܂[
trigger4 = EnemyNear(var(54)),StateNo = 1300
trigger4 = EnemyNear(var(54)),AuthorName = "586"
trigger5 = EnemyNear(var(54)),Name = "misaki kawana";ʰ̶ޯ ʲ޸ׯ
trigger5 = EnemyNear(var(54)),StateNo = 1010 || EnemyNear(var(54)),StateNo = 4500
trigger6 = EnemyNear(var(54)),Name = "Mai Kawasumi";n
trigger6 = EnemyNear(var(54)),StateNo = 695
trigger6 = EnemyNear(var(54)),AuthorName = "586"
trigger7 = EnemyNear(var(54)),Name = "Kaori";߰
trigger7 = EnemyNear(var(54)),StateNo = 3000
fvar(38) = -1
IgNoreHitPause = 1

[State -3, g(iL)]
type = VarSet
triggerall = var(59) > 7
triggerall = NumEnemy
trigger1 = EnemyNear(var(54)),Name = "Misaki Kawana";ʰ̶ޯ ްڲ
trigger1 = EnemyNear(var(54)),StateNo = 1010 || EnemyNear(var(54)),StateNo = 1300 || EnemyNear(var(54)),StateNo = 1310
trigger2 = EnemyNear(var(54)),Name = "misaki kawana";ʰ̶ޯ ްڲ
trigger2 = EnemyNear(var(54)),StateNo = 1010 || (EnemyNear(var(54)),StateNo = [1200,1201]) || EnemyNear(var(54)),StateNo = 2200
trigger3 = EnemyNear(var(54)),Name = "Nayuki Minase";EX׽
trigger3 = EnemyNear(var(54)),StateNo = 101000 || EnemyNear(var(54)),StateNo = 101010
trigger3 = EnemyNear(var(54)),AuthorName = "586"
fvar(38) = -2
IgNoreHitPause = 1

[State -3, S̓g(ѓL)]
type = VarSet
triggerall = var(59) > 8
triggerall = NumEnemy
trigger1 = EnemyNear(var(54)),Name = "Misuzu";ϗ邿s`I
trigger1 = EnemyNear(var(54)),StateNo = [3100,3104]
trigger1 = EnemyNear(var(54)),AuthorName = "hanma"
fvar(38) = -4
IgNoreHitPause = 1

[State -3, G]
type = VarSet
triggerall = var(59) > 7
triggerall = NumEnemy
trigger1 = EnemyNear(var(54)),Name = "UNKNOWN"
trigger1 = EnemyNear(var(54)),StateNo = 3100 || EnemyNear(var(54)),StateNo = 3120 || EnemyNear(var(54)),StateNo = 3140
trigger1 = !EnemyNear(var(54)),Ctrl
trigger1 = EnemyNear(var(54)),AuthorName = "hanma"
trigger1 = fvar(38) != [3,4]
trigger2 = EnemyNear(var(54)),Name = "NANASE-MVC"
trigger2 = EnemyNear(var(54)),StateNo = 3500 && EnemyNear(var(54)),Time <= 40
trigger3 = EnemyNear(var(54)),Name = "Ayu Tukimiya"
trigger3 = EnemyNear(var(54)),StateNo = 4500 && EnemyNear(var(54)),AuthorName = "shikkoku"
trigger4 = EnemyNear(var(54)),Name = "Kanna"
trigger4 = (EnemyNear(var(54)),StateNo = [6000,6001]) || (EnemyNear(var(54)),StateNo = [6010,6011]) || (EnemyNear(var(54)),StateNo = [6100,6101]) || EnemyNear(var(54)),StateNo = 7000
trigger4 = EnemyNear(var(54)),AuthorName = "586"
trigger5 = EnemyNear(var(54)),Name = "SB"
trigger5 = EnemyNear(var(54)),StateNo = [1060,1063]
trigger6 = EnemyNear(var(54)),Name = "Mishio Amano"
trigger6 = EnemyNear(var(54)),StateNo = 7000
trigger7 = EnemyNear(var(54)),Name = "Neyuki"
trigger7 = EnemyNear(var(54)),StateNo = 1120 && EnemyNear(var(54)),AnimElemTime(7) < 0 || (EnemyNear(var(54)),StateNo = [3000,3021])
fvar(38) = 0
IgNoreHitPause = 1

[State -3, G]
type = VarSet
triggerall = var(59) > 7
triggerall = NumEnemy
triggerall = EnemyNear(var(54)),Name = "UNKNOWN"
triggerall = EnemyNear(var(54)),AuthorName = "586"
trigger1 = EnemyNear(var(54)),StateNo = 6200 || EnemyNear(var(54)),StateNo = 6210 || EnemyNear(var(54)),StateNo = 6220
trigger1 = EnemyNear(var(54)),AnimElemTime(8) >= 0 && EnemyNear(var(54)),AnimElemTime(10) < 0
trigger2 = EnemyNear(var(54)),StateNo = 100 && EnemyNear(var(54)),AnimElemTime(3) >= 0
trigger3 = EnemyNear(var(54)),StateNo = 1110 && EnemyNear(var(54)),Time < 33
trigger4 = EnemyNear(var(54)),StateNo = 1120 && EnemyNear(var(54)),Time < 16
trigger5 = EnemyNear(var(54)),StateNo = 7000
fvar(38) = 0
IgNoreHitPause = 1

[State -3, G]
type = VarSet
triggerall = var(59) > 7
triggerall = NumEnemy
triggerall = EnemyNear(var(54)),Name = "Mai Kawasumi"
triggerall = EnemyNear(var(54)),AuthorName = "586"
triggerall = Enemy(var(54)),Const(size.head.pos.y) = -85
trigger1 = EnemyNear(var(54)),StateNo = 6000 || EnemyNear(var(54)),StateNo = 6010
trigger1 = EnemyNear(var(54)),AnimElemTime(3) < 10
trigger2 = EnemyNear(var(54)),StateNo = 6020 && EnemyNear(var(54)),AnimElemTime(3) < 14
trigger3 = EnemyNear(var(54)),StateNo = 6050 || EnemyNear(var(54)),StateNo = 6060 || EnemyNear(var(54)),StateNo = 6070
trigger3 = EnemyNear(var(54)),AnimElemTime(3) < 5
trigger4 = EnemyNear(var(54)),StateNo = 6100 || EnemyNear(var(54)),StateNo = 6110 || EnemyNear(var(54)),StateNo = 6120
trigger4 = EnemyNear(var(54)),AnimElemTime(3) < 10
trigger5 = (EnemyNear(var(54)),StateNo=[6101,6103])||(EnemyNear(var(54)),StateNo=[6111,6113])||(EnemyNear(var(54)),StateNo=[6121,6123])||(EnemyNear(var(54)),StateNo=[7001,7003])
fvar(38) = 0
IgNoreHitPause = 1

[State -3, G]
type = VarSet
triggerall = var(59) > 7
triggerall = NumEnemy
triggerall = EnemyNear(var(54)),Name = "Sayuri Kurata"
triggerall = EnemyNear(var(54)),AuthorName = "586"
trigger1 = EnemyNear(var(54)),StateNo = 1310
trigger2 = EnemyNear(var(54)),StateNo = 6010 && EnemyNear(var(54)),AnimElemTime(7) < 0
trigger3 = EnemyNear(var(54)),StateNo = 6020 && EnemyNear(var(54)),AnimElemTime(9) < 0
trigger4 = EnemyNear(var(54)),StateNo = 6120 && EnemyNear(var(54)),AnimElemTime(8) < 0
trigger5 = EnemyNear(var(54)),StateNo = 106000 || EnemyNear(var(54)),StateNo = 106010 || EnemyNear(var(54)),StateNo = 106100
trigger5 = EnemyNear(var(54)),Time < 45
trigger6 = EnemyNear(var(54)),StateNo = 106020 && EnemyNear(var(54)),Time < 52
trigger7 = (EnemyNear(var(54)),StateNo = [106002,106004]) || (EnemyNear(var(54)),StateNo = [106012,106014]) || (EnemyNear(var(54)),StateNo = [106022,106024])
trigger8 = EnemyNear(var(54)),StateNo = 106110 && EnemyNear(var(54)),Time < 50
trigger9 = EnemyNear(var(54)),StateNo = 106120 && EnemyNear(var(54)),Time < 60
trigger10 = (EnemyNear(var(54)),StateNo=[6001,6002])||(EnemyNear(var(54)),StateNo=[6011,6013])||(EnemyNear(var(54)),StateNo=[6021,6022])||(EnemyNear(var(54)),StateNo=[7003,7005])
fvar(38) = 0
IgNoreHitPause = 1

[State -3, G]
type = VarSet
triggerall = var(59) > 7
triggerall = NumEnemy
triggerall = EnemyNear(var(54)),Name = "Ayu Tukimiya"
triggerall = EnemyNear(var(54)),AuthorName = "586"
trigger1 = EnemyNear(var(54)),StateNo = 6011 && EnemyNear(var(54)),Time < 10
trigger2 = EnemyNear(var(54)),StateNo = 6021 && EnemyNear(var(54)),Time < 14
trigger3 = EnemyNear(var(54)),StateNo = 6100 || EnemyNear(var(54)),StateNo = 6110 || EnemyNear(var(54)),StateNo = 6120
trigger3 = EnemyNear(var(54)),AnimElemTime(4) < 0
trigger4 = EnemyNear(var(54)),StateNo = 6150 || EnemyNear(var(54)),StateNo = 6160 || EnemyNear(var(54)),StateNo = 6170
trigger4 = EnemyNear(var(54)),AnimElemTime(3) < 0
trigger5 = EnemyNear(var(54)),StateNo = 6200 && EnemyNear(var(54)),AnimElemTime(11) < 0
trigger6 = EnemyNear(var(54)),StateNo = 6210 && EnemyNear(var(54)),AnimElemTime(14) < 0
trigger7 = EnemyNear(var(54)),StateNo = 6220 && EnemyNear(var(54)),AnimElemTime(43) < 0
trigger8 = EnemyNear(var(54)),StateNo = 7000
fvar(38) = 0
IgNoreHitPause = 1

[State -3, G]
type = VarSet
triggerall = var(59) > 7
triggerall = NumEnemy
triggerall = EnemyNear(var(54)),Name = "Nayuki Minase"
triggerall = EnemyNear(var(54)),AuthorName = "586"
trigger1 = EnemyNear(var(54)),StateNo = 6010 && EnemyNear(var(54)),AnimElemTime(6) < 0
trigger2 = EnemyNear(var(54)),StateNo = 6020 && EnemyNear(var(54)),Time < 52
trigger3 = EnemyNear(var(54)),StateNo = 6110 && EnemyNear(var(54)),Time < 49
trigger4 = EnemyNear(var(54)),StateNo = 6120 && EnemyNear(var(54)),Time < 54
trigger5 = EnemyNear(var(54)),StateNo = 7000 && EnemyNear(var(54)),Time > 44
trigger6 = EnemyNear(var(54)),StateNo = 106000 && EnemyNear(var(54)),AnimElemTime(1) >= 0 && EnemyNear(var(54)),AnimElemTime(3) < 0
trigger7 = EnemyNear(var(54)),StateNo = 106010 && EnemyNear(var(54)),AnimElemTime(1) >= 0 && EnemyNear(var(54)),AnimElemTime(6) < 0
trigger8 = EnemyNear(var(54)),StateNo = 106020 && EnemyNear(var(54)),AnimElemTime(1) >= 0 && EnemyNear(var(54)),AnimElemTime(9) < 0
fvar(38) = 0
IgNoreHitPause = 1

[State -3, G]
type = VarSet
triggerall = var(59) > 7
triggerall = NumEnemy
triggerall = EnemyNear(var(54)),Name = "Makoto Sawatari"
triggerall = EnemyNear(var(54)),AuthorName = "586"
trigger1 = EnemyNear(var(54)),StateNo = 6000 || EnemyNear(var(54)),StateNo = 6010 || EnemyNear(var(54)),StateNo = 6020
trigger1 = EnemyNear(var(54)),AnimElemTime(2) < 0
trigger2 = EnemyNear(var(54)),StateNo = 6110 && EnemyNear(var(54)),Time <= 52
trigger3 = EnemyNear(var(54)),StateNo = 6120 && EnemyNear(var(54)),Time <= 106
trigger4 = EnemyNear(var(54)),StateNo = 6210 || EnemyNear(var(54)),StateNo = 6220
trigger4 = EnemyNear(var(54)),Time <= 66
trigger5 = EnemyNear(var(54)),StateNo = 6260 || EnemyNear(var(54)),StateNo = 6270
trigger5 = EnemyNear(var(54)),Time <= 58
fvar(38) = 0
IgNoreHitPause = 1

[State -3, G]
type = VarSet
triggerall = var(59) > 7
triggerall = NumEnemy
triggerall = EnemyNear(var(54)),Name = "Kano Kirishima"
triggerall = EnemyNear(var(54)),AuthorName = "586"
trigger1 = EnemyNear(var(54)),StateNo = 6001 && EnemyNear(var(54)),AnimElemTime(7) < 0
trigger2 = EnemyNear(var(54)),StateNo = 6011 && EnemyNear(var(54)),AnimElemTime(7) < 3
trigger3 = EnemyNear(var(54)),StateNo = 6021 && EnemyNear(var(54)),AnimElemTime(23) < 6
trigger4 = EnemyNear(var(54)),StateNo = 6101 || EnemyNear(var(54)),StateNo = 6201
trigger4 = EnemyNear(var(54)),AnimElemTime(8) < 0
trigger5 = EnemyNear(var(54)),StateNo = 6111 && EnemyNear(var(54)),AnimElemTime(10) < 0
trigger6 = EnemyNear(var(54)),StateNo = 6121 && EnemyNear(var(54)),AnimElemTime(7) < 10
trigger7 = EnemyNear(var(54)),StateNo = 6211 || EnemyNear(var(54)),StateNo = 6221
trigger7 = EnemyNear(var(54)),AnimElemTime(7) < 2
trigger8 = EnemyNear(var(54)),StateNo = 6300 || EnemyNear(var(54)),StateNo = 6310 || EnemyNear(var(54)),StateNo = 6320
trigger8 = EnemyNear(var(54)),AnimElemTime(16) < 2
trigger9 = EnemyNear(var(54)),StateNo = 6401 && EnemyNear(var(54)),AnimElemTime(6) < 2
trigger10 = EnemyNear(var(54)),StateNo = 7000 && EnemyNear(var(54)),Time < 50 && EnemyNear(var(54)),AnimElemTime(8) > 0
trigger11 = EnemyNear(var(54)),StateNo = [7001,7003]
fvar(38) = 0
IgNoreHitPause = 1

[State -3, G]
type = VarSet
triggerall = var(59) > 7
triggerall = NumEnemy
triggerall = EnemyNear(var(54)),Name = "Minagi Tohno"
triggerall = EnemyNear(var(54)),AuthorName = "586"
trigger1 = EnemyNear(var(54)),StateNo = 6000 || EnemyNear(var(54)),StateNo = 6100
trigger1 = EnemyNear(var(54)),AnimElemTime(3) < 41
trigger2 = EnemyNear(var(54)),StateNo = 6010 || EnemyNear(var(54)),StateNo = 6110
trigger2 = EnemyNear(var(54)),AnimElemTime(3) < 44
trigger3 = EnemyNear(var(54)),StateNo = 6020 || EnemyNear(var(54)),StateNo = 6120
trigger3 = EnemyNear(var(54)),AnimElemTime(3) < 47
trigger4 = EnemyNear(var(54)),StateNo = 6050 || EnemyNear(var(54)),StateNo = 6060
trigger4 = EnemyNear(var(54)),AnimElemTime(2) < 41
trigger5 = EnemyNear(var(54)),StateNo = 6070 && EnemyNear(var(54)),AnimElemTime(3) < 45
trigger6 = EnemyNear(var(54)),StateNo = 6150 || EnemyNear(var(54)),StateNo = 6160
trigger6 = EnemyNear(var(54)),AnimElemTime(2) < 42
trigger7 = EnemyNear(var(54)),StateNo = 6170 && EnemyNear(var(54)),AnimElemTime(2) < 45
trigger8 = EnemyNear(var(54)),StateNo = 6200 && EnemyNear(var(54)),AnimElemTime(4) < 0
trigger9 = EnemyNear(var(54)),StateNo = 6210 && EnemyNear(var(54)),AnimElemTime(4) < 4
trigger10 = EnemyNear(var(54)),StateNo = 6220 && EnemyNear(var(54)),AnimElemTime(4) < 10
trigger11 = EnemyNear(var(54)),StateNo = 7000 && EnemyNear(var(54)),AnimElemTime(8) < 0
fvar(38) = 0
IgNoreHitPause = 1

[State -3, x񃊃Zbg]
type = VarSet
trigger1 = var(59)>0
trigger1 = 0
fvar(36)=0

;܂F邾
[State -3, x]
type = VarSet
triggerall = var(59) > 10
triggerall = NumEnemy
triggerall = EnemyNear(var(54)),NumHelper(60000)
triggerall = !fvar(36)
triggerall = RoundState = 2
triggerall = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = EnemyNear(var(54)),AuthorName = "586" && EnemyNear(var(54)),Name != "Akane Satomura"
trigger1 = EnemyNear(var(54)),var(59)>10
trigger2 = EnemyNear(var(54)),Name = "Neyuki" || EnemyNear(var(54)),Name = "Kaori"
trigger2 = EnemyNear(var(54)),var(59)>10
fvar(36) = 1
IgNoreHitPause = 1

[State -3, K[hsѓ]
type = VarSet
triggerall = var(59) > 6
triggerall = NumEnemy
triggerall = !fvar(37)
triggerall = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = EnemyNear(var(54)),Name = "UNKNOWN";邶H@ʂH ǂ̂邬 ̂Ȃ
trigger1 = (EnemyNear(var(54)),StateNo=[1400,1420])||EnemyNear(var(54)),NumHelper(16510)||EnemyNear(var(54)),StateNo=6200||EnemyNear(var(54)),StateNo=6210||EnemyNear(var(54)),StateNo=6220
trigger1 = EnemyNear(var(54)),AuthorName = "586"
trigger2 = EnemyNear(var(54)),Name = "Kano Kirishima";İѶ޽
trigger2 = EnemyNear(var(54)),StateNo = [6220,6221]
trigger3 = EnemyNear(var(54)),Name = "Mai Kawasumi";뎮
trigger3 = EnemyNear(var(54)),StateNo = [7200,7220]
trigger3 = EnemyNear(var(54)),AuthorName = "586"
trigger4 = EnemyNear(var(54)),Name = "Shiori";㒍ӂł
trigger4 = EnemyNear(var(54)),StateNo = [1200,1220]
trigger5 = EnemyNear(var(54)),Name = "UNKNOWN"
trigger5 = EnemyNear(var(54)),StateNo=3100||EnemyNear(var(54)),StateNo=3120||EnemyNear(var(54)),StateNo=3140
trigger5 = EnemyNear(var(54)),AuthorName = "hanma"
fvar(37) = 0.5
IgNoreHitPause = 1

[State -3, ԊĎ]
type = VarSet
triggerall = var(59) > 6
triggerall = NumEnemy
triggerall = !fvar(37)
trigger1 = EnemyNear(var(54)),Name = "Shiori";ፇK@ł
trigger1 = EnemyNear(var(54)),NumExplod(705) > 0
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
fvar(37) = 1
IgNoreHitPause = 1

[State -3, ԊĎ]
type = VarSet
triggerall = var(59) > 6
triggerall = NumEnemy
triggerall = !fvar(37)
trigger1 = EnemyNear(var(54)),Name = "Mizuka Nagamori";i̎
trigger1 = EnemyNear(var(54)),StateNo = [3300,3303]
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
fvar(37) = 2
IgNoreHitPause = 1

[State -3, ԊĎ]
type = VarSet
triggerall = var(59) > 6
triggerall = NumEnemy
triggerall = !fvar(37)
trigger1 = EnemyNear(var(54)),Name = "NANASE-MVC";ς鉳̔w
trigger1 = EnemyNear(var(54)),StateNo = 3500
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
fvar(37) = 3
IgNoreHitPause = 1

[State -3, ԊĎ]
type = VarSet
triggerall = var(59) > 6
triggerall = NumEnemy
triggerall = !fvar(37)
trigger1 = EnemyNear(var(54)),Name = "Nayuki Minase";vo͐eƋ
trigger1 = EnemyNear(var(54)),StateNo = [6200,6220]
trigger1 = EnemyNear(var(54)),AuthorName = "586"
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
fvar(37) = 4
IgNoreHitPause = 1

[State -3, ԊĎ]
type = VarSet
triggerall = var(59) > 6
triggerall = NumEnemy
triggerall = !fvar(37)
trigger1 = EnemyNear(var(54)),Name = "kanna-mvc";։􃒒fcՃm
trigger1 = EnemyNear(var(54)),StateNo = 3500
trigger1 = EnemyNear(var(54)),facing!=facing&&facing*((EnemyNear(var(54)),Pos X)-Pos X)>0
trigger1 = !InguardDist
fvar(37) = 5
IgNoreHitPause = 1

[State -3, ԉ]
type = VarSet
triggerall = var(59) > 0
triggerall = NumEnemy
triggerall = fvar(37)
trigger1 = EnemyNear(var(54)),Name = "Shiori"
trigger1 = EnemyNear(var(54)),NumExplod(705) = 0 && (EnemyNear(var(54)),StateNo != [1200,1220])
trigger2 = EnemyNear(var(54)),Name = "Mizuka Nagamori"
trigger2 = EnemyNear(var(54)),StateNo != [3300,3303]
trigger3 = EnemyNear(var(54)),Name = "NANASE-MVC"
trigger3 = EnemyNear(var(54)),var(35) <= 0
trigger4 = EnemyNear(var(54)),Name = "Nayuki Minase"
trigger4 = EnemyNear(var(54)),var(12) <= 0
trigger4 = EnemyNear(var(54)),AuthorName = "586"
trigger5 = EnemyNear(var(54)),Name = "UNKNOWN"
trigger5 = EnemyNear(var(54)),AuthorName = "586" || EnemyNear(var(54)),AuthorName = "hanma"
trigger5 = EnemyNear(var(54)),MoveType != A
trigger6 = EnemyNear(var(54)),Name = "Kano Kirishima"
trigger6 = EnemyNear(var(54)),StateNo != [6220,6221]
trigger7 = EnemyNear(var(54)),Name = "Mai Kawasumi"
trigger7 = EnemyNear(var(54)),StateNo != [7200,7220]
trigger7 = EnemyNear(var(54)),AuthorName = "586"
trigger8 = EnemyNear(var(54)),Name = "kanna-mvc"
trigger8 = EnemyNear(var(54)),StateNo != 3500 || EnemyNear(var(54)),Ctrl || EnemyNear(var(54)),MoveType != A
fvar(37) = 0
IgNoreHitPause = 1

[State -3, ԉ]
type = VarSet
triggerall = var(59) > 0
triggerall = NumEnemy
trigger1 = fvar(37) = 1 && EnemyNear(var(54)),Name != "Shiori"
trigger2 = fvar(37) = 2 && EnemyNear(var(54)),Name != "Mizuka Nagamori"
trigger3 = fvar(37) = 3 && EnemyNear(var(54)),Name != "NANASE-MVC"
trigger4 = fvar(37) = 4 && EnemyNear(var(54)),Name != "Nayuki Minase"
trigger5 = fvar(37) = 0.5 && EnemyNear(var(54)),MoveType != A
trigger6 = fvar(37) = 5 && EnemyNear(var(54)),Name != "kanna-mvc"
fvar(37) = 0
IgNoreHitPause = 1

[State -3, LF]
type = VarSet
triggerall = var(59) > 0
triggerall = NumEnemy
triggerall = RoundState = 2
triggerall = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
;
trigger1 = EnemyNear(var(54)),Name = "Ayu Tukimiya" || EnemyNear(var(54)),Name = "Ayu Tukumiya" || EnemyNear(var(54)),Name = "Ayu&Misuzu&Mizuka"
;&&Hq
trigger2 = EnemyNear(var(54)),Name = "Nayuki Minase" || EnemyNear(var(54)),Name = "Neyuki" || EnemyNear(var(54)),Name = "Akiko Minase"
;x
trigger3 = EnemyNear(var(54)),Name = "Shiori" || EnemyNear(var(54)),Name = "DISRUPTER" || EnemyNear(var(54)),Name = "Shiori Misaka"
;
trigger4 = EnemyNear(var(54)),Name = "Kaori" || EnemyNear(var(54)),Name = "kaori misaka" || EnemyNear(var(54)),Name = "Kaori&Shiori" || EnemyNear(var(54)),Name = "Kaori Misaka"
;
trigger5 = EnemyNear(var(54)),Name = "Mai Kawasumi" || EnemyNear(var(54)),Name = "D-Mai_Kawasumi_by_Nachel" || EnemyNear(var(54)),Name = "Mai_K" || EnemyNear(var(54)),Name = "Another_Mai_K"
;S
trigger6 = EnemyNear(var(54)),Name = "Sayuri Kurata" || EnemyNear(var(54)),Name = "SB"
;^
trigger7 = EnemyNear(var(54)),Name = "Makoto Sawatari" || EnemyNear(var(54)),Name = "MTG"

trigger8 = EnemyNear(var(54)),Name = "Mishio Amano" || EnemyNear(var(54)),Name = "Mishio" || EnemyNear(var(54)),Name = "Mishio&Makoto" || EnemyNear(var(54)),Name = "MishioSS"
;ϗ
trigger9 = EnemyNear(var(54)),Name = "Misuzu" && EnemyNear(var(54)),AuthorName = "hanma" || EnemyNear(var(54)),Name = "Misuzu Kamio" || EnemyNear(var(54)),Name = "Misuzu_K"
;T&&&&݂
trigger10 = EnemyNear(var(54)),Name = "Kano Kirishima" || EnemyNear(var(54)),Name = "Minagi Tohno" || EnemyNear(var(54)),Name = "Minagi Tohno By Toshi" || EnemyNear(var(54)),Name = "michiru"
;_
trigger11 = EnemyNear(var(54)),Name = "Kanna" || EnemyNear(var(54)),Name = "Kanna_Kouryu" || EnemyNear(var(54)),Name = "kanna-mvc"
;X&&&&݂&&
trigger12 = EnemyNear(var(54)),Name = "Mizuka Nagamori" || EnemyNear(var(54)),Name = "Mayu Shiina" || EnemyNear(var(54)),Name = "UNKNOWN" || EnemyNear(var(54)),Name = "Unknown" || EnemyNear(var(54)),Name = "Akane Satomura"
;
trigger13 = EnemyNear(var(54)),Name="nanase"||EnemyNear(var(54)),Name="EXnanase"||EnemyNear(var(54)),Name="Nanase(+D)&Mayu"||EnemyNear(var(54)),Name="Rumi Nanase"||EnemyNear(var(54)),Name="RUMI NANASE"||EnemyNear(var(54)),Name="NANASE-MVC"
;݂&&Y
trigger14 = EnemyNear(var(54)),Name = "misaki kawana" || EnemyNear(var(54)),Name = "Misaki Kawana" || EnemyNear(var(54)),Name = "Mio" || EnemyNear(var(54)),Name = "Mio Kohzuki"
;薢
trigger15 = EnemyNear(var(54)),Name = "Ikumi Amasawa By Toshi" || EnemyNear(var(54)),Name = "Ikumi Amasawa"
;&&ߋ
trigger16 = EnemyNear(var(54)),Name = "EFZaya" || EnemyNear(var(54)),Name = "EFZiku"
;܂
trigger17 = EnemyNear(var(54)),Name = "Mashiro Mito" && EnemyNear(var(54)),AuthorName = "shirokuma"
fvar(35) = 1
IgNoreHitPause = 1

;
;\
;Time=1 Random StateNo
;

;
;RC		StateNo = 125 var(6)
;

[State -1, [dee]
type = VarSet
var(6) = 3000
triggerall = var(59) > 6
triggerall = RoundState = 2
triggerall = power >= 3000
triggerall = ((Life*100)/LifeMax) <= 33 || palno >= 7
triggerall = StateType != A
triggerall = StateNo = 125
triggerall = fvar(38) > 0
triggerall = NumHelper(60000)
triggerall = P2BodyDist X = [-5,60]
triggerall = (P2BodyDist Y = [-120,-40]) || EnemyNear(var(54)),StateType != A
triggerall = EnemyNear(var(54)),MoveType = A
triggerall = Random <= var(59)*60 || var(59) > 9
triggerall = EnemyNear(var(54)),AnimTime < -5-Helper(60000),var(58)
trigger1 = !var(6)

[State -1, 낪񂾂`(RF)]
type = VarSet
var(6) = 1320
triggerall = var(59) > 4
triggerall = StateType != A
triggerall = (fvar(21) = 2 && fvar(20) > 100) || fvar(21) = 3
triggerall = var(30) >= 1
triggerall = StateNo = 125
triggerall = fvar(38) > 0
triggerall = NumHelper(60000)
triggerall = P2BodyDist X = [-5,40]
triggerall = P2BodyDist Y >= -20
triggerall = (var(30) = [4,8]) || var(59) < 7
triggerall = EnemyNear(var(54)),MoveType = A
triggerall = Random <= var(59)*60
triggerall = EnemyNear(var(54)),AnimTime < -10-Helper(60000),var(58)
triggerall = !var(6)
trigger1 = EnemyNear(var(54)),MoveReversed = 0 || var(59) < 10

[State -1, ҁ[͂(RF)]
type = VarSet
var(6) = 1120
triggerall = var(59) > 4
triggerall = StateType != A
triggerall = (fvar(21) = 2 && fvar(20) > 100) || fvar(21) = 3
triggerall = StateNo = 125
triggerall = fvar(38) > 0
triggerall = NumHelper(60000)
triggerall = P2BodyDist X = [30,120]
triggerall = P2BodyDist Y >= -20
triggerall = EnemyNear(var(54)),MoveType = A
triggerall = BackEdgeBodyDist < 40 || EnemyNear(var(54)),BackEdgeBodyDist < 180
triggerall = Random <= var(59)*60
triggerall = EnemyNear(var(54)),AnimTime < -13-Helper(60000),var(58)
triggerall = var(30) <= 8
triggerall = !var(6)
trigger1 = EnemyNear(var(54)),MoveReversed = 0 || var(59) < 10

[State -1,Ȃ䂫LbN[(RF)]
type = VarSet
var(6) = 1220
triggerall = var(59) > 4
triggerall = StateType != A
triggerall = (fvar(21) = 2 && fvar(20) > 100) || fvar(21) = 3
triggerall = var(30) >= 2
triggerall = StateNo = 125
triggerall = fvar(38) > 0
triggerall = NumHelper(60000)
triggerall = P2BodyDist X = [-5,40]
triggerall = P2BodyDist Y >= -20
triggerall = EnemyNear(var(54)),MoveType = A
triggerall = BackEdgeBodyDist < 30
triggerall = Random <= var(59)*60
triggerall = EnemyNear(var(54)),AnimTime <= -13-Helper(60000),var(58)
triggerall = !var(6)
trigger1 = EnemyNear(var(54)),MoveReversed = 0 || var(59) < 10

;
;RC؂ւ	var(5)=1
;

[State -1,RCJn]
type = VarSet
trigger1 = var(59) > 0
trigger1 = StateNo = 145
trigger1 = !var(6)
trigger1 = NumHelper(60000)
trigger1 = EnemyNear(var(54)),StateNo != Helper(60000),var(21)
trigger1 = EnemyNear(var(54)),StateNo != Helper(60000),var(22)
trigger1 = EnemyNear(var(54)),StateNo != Helper(60000),var(23)
trigger1 = EnemyNear(var(54)),StateNo != Helper(60000),var(24)
fvar(32) = 1

;肪UԂłȂȂI
[State -1,RCI]
type = VarSet
triggerall = var(59) > 0
triggerall = fvar(32) > 0
trigger1 = EnemyNear(var(54)),MoveType != A
fvar(32) = 0

[State -1, ]
type = ChangeState
value = 300
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = P2BodyDist X <= 30
triggerall = fvar(38) > 0 || fvar(38) = -2
triggerall = NumHelper(60000)
triggerall = EnemyNear(var(54)),StateType != A
triggerall = EnemyNear(var(54)),MoveType = A
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(21)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(22)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(23)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(24)
triggerall = Random <= var(59)*50 || Random <= var(59)*100 && var(59) > 7
triggerall = EnemyNear(var(54)),AnimTime < -5
trigger1 = var(5) = 1 && !var(6)
trigger2 = Ctrl && fvar(32) > 0
trigger2 = EnemyNear(var(54)),MoveReversed 
trigger2 = (PrevStateNo=[120,159])

[State -1, ]
type = ChangeState
value = 200
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = P2BodyDist X <= 25
triggerall = P2BodyDist Y >= -20
triggerall = fvar(38) > 0
triggerall = NumHelper(60000)
triggerall = EnemyNear(var(54)),MoveType = A
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(21)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(22)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(23)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(24)
triggerall = Random <= var(59)*50 || Random <= var(59)*100 && var(59) > 7
triggerall = EnemyNear(var(54)),AnimTime < -5
trigger1 = var(5) = 1 && !var(6)
trigger2 = Ctrl && fvar(32) > 0
trigger2 = EnemyNear(var(54)),MoveReversed 
trigger2 = (PrevStateNo=[120,159])

[State -1, ]
type = ChangeState
value = 400
triggerall = var(59) > 3
triggerall = StateType = A
triggerall = P2BodyDist X <= 30
triggerall = P2BodyDist Y = [-20,40]
triggerall = fvar(38) > 0
triggerall = NumHelper(60000)
triggerall = EnemyNear(var(54)),MoveType = A
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(21)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(22)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(23)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(24)
triggerall = Random <= var(59)*50 || Random <= var(59)*100 && var(59) > 7
triggerall = EnemyNear(var(54)),AnimTime < -6
trigger1 = var(5) = 1 && !var(6)
trigger2 = Ctrl && fvar(32) > 0
trigger2 = EnemyNear(var(54)),MoveReversed 
trigger2 = (PrevStateNo=[120,159])

[State -1, ߒ]
type = ChangeState
value = 210
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = p2BodyDist X <= 40
triggerall = (P2BodyDist Y = [-60,-20]) || EnemyNear(var(54)),StateType != A
triggerall = fvar(38) > 0
triggerall = NumHelper(60000)
triggerall = EnemyNear(var(54)),MoveType = A
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(21)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(22)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(23)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(24)
triggerall = Random <= var(59)*50 || Random <= var(59)*100 && var(59) > 7
triggerall = EnemyNear(var(54)),AnimTime < -7||EnemyNear(var(54)),AnimTime < -5&&var(30)>=4
trigger1 = var(5) = 1 && !var(6)
trigger2 = Ctrl && fvar(32) > 0
trigger2 = EnemyNear(var(54)),MoveReversed 
trigger2 = (PrevStateNo=[120,159])

[State -1, ]
type = ChangeState
value = 215
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = p2BodyDist X > 40
triggerall = fvar(38) > 0
triggerall = NumHelper(60000)
triggerall = P2BodyDist X <= 70
triggerall = (P2BodyDist Y = [-30,-15]) || EnemyNear(var(54)),StateType != A
triggerall = EnemyNear(var(54)),MoveType = A
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(21)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(22)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(23)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(24)
triggerall = var(30) >= 5 || var(59) < 7
triggerall = Random <= var(59)*50
triggerall = EnemyNear(var(54)),AnimTime<-10&&var(30)>=6||EnemyNear(var(54)),AnimTime<-13
trigger1 = var(5) = 1 && !var(6)
trigger2 = Ctrl && fvar(32) > 0
trigger2 = EnemyNear(var(54)),MoveReversed 
trigger2 = (PrevStateNo=[120,159])

[State -1, ]
type = ChangeState
value = 310
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = p2BodyDist X = [-5,80]
triggerall = fvar(38) > 0
triggerall = NumHelper(60000)
triggerall = EnemyNear(var(54)),StateType != A
triggerall = EnemyNear(var(54)),MoveType = A
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(21)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(22)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(23)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(24)
triggerall = Random <= var(59)*50
triggerall = var(5) = 1 && !var(6) || Ctrl && fvar(32) > 0 && EnemyNear(var(54)),MoveReversed && (PrevStateNo=[120,159])
trigger1 = EnemyNear(var(54)),AnimTime < -12&&var(30)<1
trigger2 = EnemyNear(var(54)),AnimTime < -11&&var(30)=1
trigger3 = EnemyNear(var(54)),AnimTime < -10&&(var(30)=[2,3])
trigger4 = EnemyNear(var(54)),AnimTime < -9&&(var(30)=[4,5])
trigger5 = EnemyNear(var(54)),AnimTime < -8&&var(30)>=6

[State -1, ]
type = ChangeState
value = 410
triggerall = var(59) > 3
triggerall = StateType = A
triggerall = P2BodyDist X = [-15,40]
triggerall = P2BodyDist Y = [-60,60]
triggerall = fvar(38) > 0
triggerall = NumHelper(60000)
triggerall = EnemyNear(var(54)),MoveType = A
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(21)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(22)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(23)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(24)
triggerall = Random <= var(59)*50
triggerall = EnemyNear(var(54)),AnimTime < -6
trigger1 = var(5) = 1 && !var(6)
trigger2 = Ctrl && fvar(32) > 0
trigger2 = EnemyNear(var(54)),MoveReversed 
trigger2 = (PrevStateNo=[120,159])

[State -1, ]
type = ChangeState
value = 220
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = fvar(38) > 0
triggerall = NumHelper(60000)
triggerall = EnemyNear(var(54)),MoveType = A
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(21)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(22)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(23)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(24)
triggerall = Random <= var(59)*50
triggerall = var(5) = 1 && !var(6) || Ctrl && fvar(32) > 0 && EnemyNear(var(54)),MoveReversed && (PrevStateNo=[120,159])
trigger1 = EnemyNear(var(54)),AnimTime <= -15 && EnemyNear(var(54)),StateType != A && (P2BodyDist X = [40,80])
trigger2 = EnemyNear(var(54)),AnimTime <= -14 && EnemyNear(var(54)),StateType = A && var(30)>=6 && (P2BodyDist Y = [-90,-40]) && (P2BodyDist X = [0,40])

[State -1, ]
type = ChangeState
value = 320
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = P2BodyDist X = [0,50]
triggerall = (P2BodyDist Y = [-90,-40]) || EnemyNear(var(54)),StateType != A
triggerall = fvar(38) > 0
triggerall = NumHelper(60000)
triggerall = EnemyNear(var(54)),MoveType = A
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(21)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(22)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(23)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(24)
triggerall = Random <= var(59)*50
triggerall = var(5) = 1 && !var(6) || Ctrl && fvar(32) > 0 && EnemyNear(var(54)),MoveReversed && (PrevStateNo=[120,159])
trigger1 = EnemyNear(var(54)),AnimTime <= -16&&var(30)<5
trigger2 = EnemyNear(var(54)),AnimTime <= -20+var(30)&&(var(30)=[5,7])
trigger3 = EnemyNear(var(54)),AnimTime <= -12&&var(30)>7

[State -1, ]
type = ChangeState
value = 420
triggerall = var(59) > 3
triggerall = StateType = A
triggerall = P2BodyDist X = [-10,50]
triggerall = P2BodyDist Y = [-80,30]
triggerall = fvar(38) > 0
triggerall = NumHelper(60000)
triggerall = EnemyNear(var(54)),MoveType = A
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(21)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(22)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(23)
triggerall = EnemyNear(var(54)),StateNo != Helper(60000),var(24)
triggerall = Random <= var(59)*50
triggerall = var(5) = 1 && !var(6) || Ctrl && fvar(32) > 0 && EnemyNear(var(54)),MoveReversed && (PrevStateNo=[120,159])
trigger1 = EnemyNear(var(54)),AnimTime <= -15&&var(30)<4
trigger2 = EnemyNear(var(54)),AnimTime <= -18+var(30)&&(var(30)=[4,6])
trigger3 = EnemyNear(var(54)),AnimTime <= -11&&var(30)>6

[State -1, Ȃ䂫LbN[()]
type = ChangeState
value = 1210
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = var(30) >= 2
triggerall = P2BodyDist X = [0,40]
triggerall = (P2BodyDist Y = [-60,-40]) || EnemyNear(var(54)),StateType != A
triggerall = fvar(38) > 0
triggerall = NumHelper(60000)
triggerall = EnemyNear(var(54)),MoveType = A
triggerall = Random <= var(59)*50
triggerall = EnemyNear(var(54)),AnimTime <= -19
trigger1 = var(5) = 1 && !var(6)
trigger2 = Ctrl && fvar(32) > 0
trigger2 = EnemyNear(var(54)),MoveReversed 
trigger2 = (PrevStateNo=[120,159])

[State 145]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateNo = 145
triggerall = !var(6)
trigger1 = AnimTime < 0
trigger1 = Random <= var(58)*200 || var(58) > 3
value = 130 + (StateType = C) + (StateType = A)*2
ctrl = 0

;ȊOȂ΃RCI
[State -1,RCI]
type = VarSet
triggerall = var(59) > 0
triggerall = fvar(32)
triggerall = NumHelper(60000) || RoundState != 2
trigger1 = MoveType = A || MoveType = H
trigger2 = EnemyNear(var(54)),Ctrl
trigger3 = EnemyNear(var(54)),MoveReversed = 0
trigger4 = EnemyNear(var(54)),StateNo = Helper(60000),var(21) || EnemyNear(var(54)),StateNo = Helper(60000),var(22)
trigger5 = EnemyNear(var(54)),StateNo = Helper(60000),var(23) || EnemyNear(var(54)),StateNo = Helper(60000),var(24)
trigger6 = EnemyNear(var(54)),AuthorName = "586"&&(life/10)<EnemyNear(var(54)),var(58)*10||EnemyNear(var(54)),AuthorName = "frule"&&(life/10)<EnemyNear(var(54)),var(57)
trigger6 = EnemyNear(var(54)),NumHelper(60000)
trigger6 = EnemyNear(var(54)),var(59) > 6
fvar(32) = 0

;
;؂ւ
;PrevStateNo = [120,159] PrevStateNo = [5000,5270] EnemyNear(var(54)),HitDefAttr = SCA,AT;
;

[State -1, [dee]
type = ChangeState
value = 3000
triggerall = var(59) > 5
triggerall = RoundState = 2
triggerall = power >= 3000
triggerall = ((Life*100)/LifeMax) <= 33 || palno >= 7
triggerall = StateType != A
triggerall = NumHelper(60000)
triggerall = ctrl||(Stateno=[200,219])||Stateno=320||Stateno=1430||Stateno=1440||(Stateno=220||Stateno=300||Stateno=310)&&(var(20)=[1,3])
triggerall = fvar(38) > 0
triggerall = P2BodyDist X = [-10,60+(EnemyNear(var(54)),Vel X)*5+(Vel X)*3*ifelse(EnemyNear(var(54)),facing!=facing,1,-1)]
triggerall = (P2BodyDist Y = [-120-(EnemyNear(var(54)),Vel Y)*5,-40-(EnemyNear(var(54)),Vel Y)*5]) || EnemyNear(var(54)),StateType != A
triggerall = EnemyNear(var(54)),MoveType = A
triggerall = EnemyNear(var(54)),AnimTime <= -7 || var(59)<7 || !ctrl
triggerall = Random <= var(59)*60 || var(59) > 9
triggerall = EnemyNear(var(54)),Time >= 30 ||(!Time&&var(59)>9)||var(59)>10||(PrevStateNo=[810,815])&&var(59)>9
triggerall = var(59) <= 8 && life <= lifemax*0.4 && P2life > life || var(59) = 9 && P2life <= lifemax*0.2 || var(59) > 9
trigger1 = EnemyNear(var(54)),Time>=50||var(59)>10
trigger2 = (PrevStateNo=[5000,5270])
trigger3 = (PrevStateNo=[120,159])
trigger4 = (PrevStateNo=[810,815])||PrevStateNo=52
trigger5 = Helper(60000),var(59)>0
trigger5 = EnemyNear(var(54)),Time>=30-var(59)*2||var(59)>9&&((Life*100)/LifeMax)<=33||var(59)>10

[State -1, с[ށ[[(Lv2)]
type = ChangeState
value = 2110
triggerall = var(59) > 5
triggerall = StateType != A
triggerall = power >= 2000
triggerall = ctrl || (Stateno = [200, 320]) && (var(20) = [1, 3])
triggerall = fvar(38) > 0
triggerall = P2BodyDist X > 100+(EnemyNear(var(54)),Vel X)*5
triggerall = P2BodyDist Y >= -60-(EnemyNear(var(54)),Vel Y)*5
triggerall = EnemyNear(var(54)),MoveType = A
triggerall = !Inguarddist
triggerall = NumHelper(60000)
triggerall = ((Life*100)/LifeMax) > 50 && PalNo <= 6 || var(59) < 8
triggerall = EnemyNear(var(54)),AnimTime <= -15 || var(59)<7
triggerall = Random <= var(59)*40 || !ctrl && var(59) > 9
triggerall = EnemyNear(var(54)),BackEdgeBodyDist<=130&&EnemyNear(var(54)),facing!=facing||EnemyNear(var(54)),FrontEdgeBodyDist<=130&&EnemyNear(var(54)),facing=facing&&BackEdgeBodyDist>50||fvar(21)!=3||fvar(21)=2&&fvar(20)<150
triggerall = Power >= 3000 && EnemyNear(var(54)),BackEdgeBodyDist <= 25 || fvar(21) = 3
triggerall = EnemyNear(var(54)),Time >= 30 ||(!Time&&var(59)>9)||var(59)>10||(PrevStateNo=[810,815])&&var(59)>9
trigger1 = EnemyNear(var(54)),Time>=50 || var(59) > 10
trigger2 = (PrevStateNo=[5000,5270])
trigger3 = (PrevStateNo=[120,159])
trigger4 = (PrevStateNo = [810,815]) || PrevStateNo = 52
trigger5 = Helper(60000),var(59)>0
trigger5 = EnemyNear(var(54)),Time>=30-var(59)*2||var(59)>9&&((Life*100)/LifeMax)<=33||var(59)>10

[State -1, 낪񂾂`(RF)]
type = ChangeState
value = 1320
triggerall = var(59) > 4
triggerall = StateType != A
triggerall = (fvar(21) = 2 && fvar(20) > 100) || fvar(21) = 3
triggerall = var(30) >= 1
triggerall = ctrl||(Stateno = [200, 320]) && (var(20) = [1, 3])||(Stateno = [1430, 1440]) && (var(20) = [1, 3])||Stateno = 1460 && time >= 8
triggerall = fvar(38) > 0 && fvar(37) != 4
triggerall = NumHelper(60000)
triggerall = P2BodyDist X = [-5,40+(EnemyNear(var(54)),Vel X)*5+(Vel X)*3*ifelse(EnemyNear(var(54)),facing!=facing,1,-1)]
triggerall = EnemyNear(var(54)),StateType != A || (P2BodyDist Y = [-60-(EnemyNear(var(54)),Vel Y)*5,-20-(EnemyNear(var(54)),Vel Y)*5])
triggerall = (var(30) = [4,8]) || var(59) < 7
triggerall = Random<=var(59)*30||Random<=var(59)*50&&EnemyNear(var(54)),BackEdgeBodyDist<=30||Random<=var(59)*50&&EnemyNear(var(54)),FrontEdgeBodyDist<=30&&EnemyNear(var(54)),facing=facing&&BackEdgeBodyDist>50||!ctrl&&var(59)>9
triggerall = EnemyNear(var(54)),MoveType = A
triggerall = EnemyNear(var(54)),AnimTime <= -10 || var(59)<7
triggerall = EnemyNear(var(54)),Time >= 30 ||(!Time&&var(59)>9)||var(59)>10||(PrevStateNo=[810,815])&&var(59)>9
trigger1 = EnemyNear(var(54)),Time>=50 || var(59) > 10
trigger2 = (PrevStateNo=[5000,5270])
trigger3 = (PrevStateNo=[120,159])
trigger4 = (PrevStateNo = [810,815]) || PrevStateNo = 52
trigger5 = Helper(60000),var(59)>0
trigger5 = EnemyNear(var(54)),Time>=30-var(59)*2||var(59)>9&&((Life*100)/LifeMax)<=33||var(59)>10

;W9E
[State -1, 낪񂾂`(RF)]
type = ChangeState
value = 1320
triggerall = var(59) > 4
triggerall = StateType != A
triggerall = (fvar(21) = 2 && fvar(20) > 100) || fvar(21) = 3
triggerall = var(30) >= 1
triggerall = ctrl||(Stateno = [200, 320]) && (var(20) = [1, 3])||(Stateno = [1430, 1440]) && (var(20) = [1, 3])||Stateno = 1460 && time >= 8
triggerall = fvar(38) > 0 && fvar(37) != 4
triggerall = NumHelper(60000)
triggerall = P2BodyDist X = [-5,40+(EnemyNear(var(54)),Vel X)*5+(Vel X)*3*ifelse(EnemyNear(var(54)),facing!=facing,1,-1)]
triggerall = EnemyNear(var(54)),StateType != A || (P2BodyDist Y = [-60-(EnemyNear(var(54)),Vel Y)*5,-20-(EnemyNear(var(54)),Vel Y)*5])
triggerall = var(30) > 8
triggerall = Random<=var(59)*50&&EnemyNear(var(54)),BackEdgeBodyDist<=30||Random<=var(59)*50&&EnemyNear(var(54)),FrontEdgeBodyDist<=30&&EnemyNear(var(54)),facing=facing&&BackEdgeBodyDist>50||!ctrl&&var(59)>9
triggerall = EnemyNear(var(54)),MoveType = A
triggerall = EnemyNear(var(54)),AnimTime <= -10 || var(59)<7
triggerall = EnemyNear(var(54)),Time >= 30 ||(!Time&&var(59)>9)||var(59)>10||(PrevStateNo=[810,815])&&var(59)>9
trigger1 = EnemyNear(var(54)),Time>=50 || var(59) > 10
trigger2 = (PrevStateNo=[5000,5270])
trigger3 = (PrevStateNo=[120,159])
trigger4 = (PrevStateNo = [810,815]) || PrevStateNo = 52
trigger5 = Helper(60000),var(59)>0
trigger5 = EnemyNear(var(54)),Time>=30-var(59)*2||var(59)>9&&((Life*100)/LifeMax)<=33||var(59)>10

[State -1, ҁ[͂(RF)]
type = ChangeState
value = 1120
triggerall = var(59) > 4
triggerall = StateType != A
triggerall = (fvar(21) = 2 && fvar(20) > 100) || fvar(21) = 3
triggerall = ctrl||(Stateno = [200, 320])&&(var(20) = [1, 3])||(Stateno = [1430, 1440])&&(var(20) = [1, 3])||Stateno = 1460 && time >= 8
triggerall = fvar(38) > 0
triggerall = NumHelper(60000)
triggerall = P2BodyDist X = [30+(EnemyNear(var(54)),Vel X)*5,120+(EnemyNear(var(54)),Vel X)*5]
triggerall = P2BodyDist Y >= -30-(EnemyNear(var(54)),Vel Y)*5 || P2BodyDist Y >= -60-(EnemyNear(var(54)),Vel Y)*5 && EnemyNear(var(54)),Vel Y > 0
triggerall = EnemyNear(var(54)),MoveType = A
triggerall = BackEdgeBodyDist < 60 || EnemyNear(var(54)),BackEdgeBodyDist > 60 && EnemyNear(var(54)),facing != facing || EnemyNear(var(54)),FrontEdgeBodyDist > 60 && EnemyNear(var(54)),facing = facing
triggerall = EnemyNear(var(54)),AnimTime < -13-floor((P2BodyDist X)/10) || var(59)<7
triggerall = Random <= var(59)*30+(8-var(30))*5 && var(30) < 8 || !ctrl && var(59) > 9
triggerall = EnemyNear(var(54)),Time >= 30 ||(!Time&&var(59)>9)||var(59)>10||(PrevStateNo=[810,815])&&var(59)>9
trigger1 = EnemyNear(var(54)),Time>=50 || var(59) > 10
trigger2 = (PrevStateNo=[5000,5270])
trigger3 = (PrevStateNo=[120,159])
trigger4 = (PrevStateNo = [810,815]) || PrevStateNo = 52
trigger5 = Helper(60000),var(59)>0
trigger5 = EnemyNear(var(54)),Time>=30-var(59)*2||var(59)>9&&((Life*100)/LifeMax)<=33||var(59)>10

[State -1,Ȃ䂫LbN[(RF)]
type = ChangeState
value = 1220
triggerall = var(59) > 4
triggerall = StateType != A
triggerall = (fvar(21) = 2 && fvar(20) > 100) || fvar(21) = 3
triggerall = var(30) >= 2
triggerall = ctrl||(Stateno = [200, 320])&&(var(20) = [1, 3])||(Stateno = [1430, 1440])&&(var(20) = [1, 3])||Stateno = 1460 && time >= 8
triggerall = fvar(38) > 0 && fvar(37) != 4
triggerall = NumHelper(60000)
triggerall = P2BodyDist X = [-5,40+(EnemyNear(var(54)),Vel X)*5]
triggerall = P2BodyDist Y >= -20-(EnemyNear(var(54)),Vel Y)*5
triggerall = EnemyNear(var(54)),MoveType = A
triggerall = EnemyNear(var(54)),AnimTime <= -13 || var(59)<7
triggerall = Random <= var(59)*40 || !ctrl && var(59) > 9
triggerall = BackEdgeBodyDist < 20
triggerall = EnemyNear(var(54)),Time >= 30 ||(!Time&&var(59)>9)||var(59)>10||(PrevStateNo=[810,815])&&var(59)>9
trigger1 = EnemyNear(var(54)),Time>=50 || var(59) > 10
trigger2 = (PrevStateNo=[5000,5270])
trigger3 = (PrevStateNo=[120,159])
trigger4 = (PrevStateNo = [810,815]) || PrevStateNo = 52
trigger5 = Helper(60000),var(59)>0
trigger5 = EnemyNear(var(54)),Time>=30-var(59)*2||var(59)>9&&((Life*100)/LifeMax)<=33||var(59)>10

[State -1, Ȃ䂫LbN[()]
type = ChangeState
value = 1210
triggerall = var(59) > 4
triggerall = StateType != A
triggerall = var(30) >= 2
triggerall = ctrl||(Stateno = [200, 320]) && (var(20) = [1, 3])||(Stateno = [1430, 1440]) && (var(20) = [1, 3])||Stateno = 1460 && time >= 8
triggerall = fvar(38) > 0 && fvar(37) != 4
triggerall = NumHelper(60000)
triggerall = P2BodyDist X = [-5,40+(EnemyNear(var(54)),Vel X)*5]
triggerall = P2BodyDist Y >= -20-(EnemyNear(var(54)),Vel Y)*5
triggerall = EnemyNear(var(54)),MoveType = A
triggerall = EnemyNear(var(54)),HitDefAttr=C,AA
triggerall = EnemyNear(var(54)),AnimTime <= -19 || var(59)<7
triggerall = Random <= var(59)*30 || !ctrl && var(59) > 9
triggerall = EnemyNear(var(54)),Time >= 30 ||(!Time&&var(59)>9)||var(59)>10
trigger1 = EnemyNear(var(54)),Time>=50 || var(59) > 10
trigger2 = (PrevStateNo=[5000,5270])
trigger3 = (PrevStateNo=[120,159])
trigger4 = (PrevStateNo = [810,815]) || PrevStateNo = 52
trigger5 = Helper(60000),var(59)>0
trigger5 = EnemyNear(var(54)),Time>=30-var(59)*2||var(59)>9&&((Life*100)/LifeMax)<=33||var(59)>10

[State -1, ]
type = ChangeState
value = 215
triggerall = var(59) > 4
triggerall = StateType != A
triggerall = p2BodyDist X > 40 && ctrl || Stateno = 210 && (var(20) = [1, 3]) || Stateno = 310 && AnimElemTime(3) >= 0 && var(30) >= 2
triggerall = fvar(38) > 0 && fvar(37) != 4
triggerall = NumHelper(60000)
triggerall = P2BodyDist X <= 70+(EnemyNear(var(54)),Vel X)*8
triggerall = P2BodyDist Y >= -30-(EnemyNear(var(54)),Vel Y)*5
triggerall = EnemyNear(var(54)),MoveType = A
triggerall = EnemyNear(var(54)),HitDefAttr=SA,AA
triggerall = var(30) >= 5 || var(59) < 6
triggerall = EnemyNear(var(54)),AnimTime <= -14 || var(59)<7
triggerall = Random <= var(59)*50 || Stateno = 310 && (Random <= var(59)*80 || var(59)>9)
triggerall = EnemyNear(var(54)),Time >= 30 ||(!Time&&var(59)>9)||var(59)>10||Stateno=310&&EnemyNear(var(54)),Time>=12+((10-var(59))*2)||(PrevStateNo=[810,815])&&var(59)>9
trigger1 = EnemyNear(var(54)),Time>=50 || var(59) > 10
trigger2 = (PrevStateNo=[5000,5270])
trigger3 = (PrevStateNo=[120,159])
trigger4 = (PrevStateNo = [810,815]) || PrevStateNo = 52
trigger5 = Helper(60000),var(59)>0
trigger5 = EnemyNear(var(54)),Time>=30-var(59)*2||var(59)>9&&((Life*100)/LifeMax)<=33||var(59)>10
trigger6 = StateNo = 310

[State -1, n㓊]
type = ChangeState
value = 500
triggerall = var(59) > 3
triggerall = StateType = S
triggerall = MoveType = I
triggerall = p2BodyDist X < 20
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = EnemyNear(var(54)),StateType != A
triggerall = EnemyNear(var(54)),Stateno != [120, 155]
triggerall = ctrl
triggerall = P2BodyDist X >= 0
triggerall = fvar(38) != 0 && fvar(38) != -4
triggerall = fvar(37) != 3 && fvar(37) != 4
triggerall = !EnemyNear(var(54)),Ctrl || EnemyNear(var(54)),AnimTime <=-6 || var(59) < 10
triggerall = !Inguarddist || EnemyNear(var(54)),StateNo < 1000 && Time <= 1 && EnemyNear(var(54)),MoveType != A
triggerall = (EnemyNear(var(54)),PrevStateNo != [5000,5270]) || EnemyNear(var(54)),Time > 12
triggerall = EnemyNear(var(54)),Vel X=0 && EnemyNear(var(54)),Vel Y=0
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
triggerall = (EnemyNear(var(54)),PrevStateNo != [5100,5299])
trigger1 = var(59) < 7 || !(EnemyNear(var(54)),HitDefAttr= ,AA,AT,AP)
trigger1 = Random <= var(59)*(15-var(30))
trigger2 = (PrevStateNo=[5000,5270]) || (PrevStateNo=[120,159])
trigger2 = Random <= var(59)*20 && !Inguarddist

[State -1, 󒆓]
type = ChangeState
value = 520
triggerall = var(59) > 3
triggerall = StateType = A
triggerall = p2BodyDist X < 20
triggerall = EnemyNear,StateType = A
triggerall = EnemyNear,Stateno != [120, 155]
triggerall = ctrl
triggerall = fvar(38) > 0 && fvar(37) != 4
triggerall = Random <= var(59)*60 || var(59) > 9
triggerall = EnemyNear(var(54)),Time >= 30 ||(!Time&&var(59)>9)||var(59)>10
trigger1 = EnemyNear(var(54)),MoveType = A
trigger1 = PrevStateNo = [120,159]
trigger2 = EnemyNear(var(54)),Ctrl

;K[hs\_bVi݂UNKNOWNpj
[State -1, tgXebv]
type = ChangeState
value = 100
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = Stateno != [100, 106]
triggerall = ctrl
triggerall = !EnemyNear(var(54)),Ctrl || EnemyNear(var(54)),MoveType = A
triggerall = fvar(38) = 3 && P2BodyDist X > 180 || fvar(38) = 3.1 && P2BodyDist X < 60 && BackEdgeBodyDist < 30
triggerall = Random<=var(59)*50||var(59)>9
triggerall = EnemyNear(var(54)),Time>=12||(!Time&&var(59)>9)||var(59)>10||(PrevStateNo=[810,815])&&var(59)>9
trigger1 = EnemyNear(var(54)),Time>=30||var(59)>9
trigger2 = PrevStateNo = [5000,5270]
trigger3 = (PrevStateNo = [120,159])
trigger4 = (PrevStateNo = [810,815]) || PrevStateNo = 52

[State -1, 낪񂾂`()]
type = ChangeState
value = 1300
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = var(30) >= 1
triggerall = ctrl||(Stateno = [200, 420]) && (var(20) = [1, 3])||(Stateno = [1430, 1440]) && (var(20) = [1, 3])||Stateno = 1460 && time >= 8
triggerall = !EnemyNear(var(54)),Ctrl || EnemyNear(var(54)),MoveType = A
triggerall = fvar(38) = 3 && P2BodyDist X > 100 || fvar(38) = 3.1 && P2BodyDist X < 60 && BackEdgeBodyDist < 30
triggerall = Random<=var(59)*50||var(59)>9
triggerall = EnemyNear(var(54)),Time>=30||(!Time&&var(59)>9)||var(59)>10||(PrevStateNo=[810,815])&&var(59)>9
trigger1 = EnemyNear(var(54)),Time>=50||var(59)>9
trigger2 = PrevStateNo = [5000,5270]
trigger3 = (PrevStateNo = [120,159])
trigger4 = (PrevStateNo = [810,815]) || PrevStateNo = 52

;K[hs\obN
[State -1, obNXebv]
type = ChangeState
value = 105
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = Stateno != [100, 106]
triggerall = ctrl
triggerall = !EnemyNear(var(54)),Ctrl || EnemyNear(var(54)),MoveType = A
triggerall = NumHelper(60000)
triggerall = fvar(38)=4||EnemyNear(var(54)),HitDefAttr=SCA,AT||Helper(60000),var(13)>0&&Helper(60000),var(13)=EnemyNear(var(54)),StateNo&&Helper(60000),var(14)>0
triggerall = P2BodyDist X <= 100+(EnemyNear(var(54)),Vel X)*5
triggerall = BackEdgeBodyDist >= 90
triggerall = var(30)>=5||var(59)<=8
triggerall = EnemyNear(var(54)),Vel X < 3
triggerall = EnemyNear(var(54)),StateNo < 1000 || EnemyNear(var(54)),Name = "UNKNOWN" && (var(30)<1 || var(59)<7)
triggerall = Random<=var(59)*50||var(59)>9
triggerall = Enemy(NumEnemy=2),Alive&&facing*((Enemy(NumEnemy=2),Pos X)-Pos X)>0||!Enemy(NumEnemy=2),Alive
triggerall = EnemyNear(var(54)),Time>=12||(!Time&&var(59)>9)||var(59)>10||(PrevStateNo=[810,815])&&var(59)>9
trigger1 = EnemyNear(var(54)),Time>=30||var(59)>9
trigger2 = PrevStateNo = [5000,5270]
trigger3 = (PrevStateNo = [120,159])

;K[hs\
[State -1, 낪񂾂`()]
type = ChangeState
value = 1310
triggerall = var(59) > 4
triggerall = StateType != A
triggerall = var(30) >= 1
triggerall = ctrl || (Stateno = [200, 420]) && (var(20) = [1, 3]) || (Stateno = [1430, 1440]) && (var(20) = [1, 3]) || Stateno = 1460 && time >= 8
triggerall = !EnemyNear(var(54)),Ctrl || EnemyNear(var(54)),MoveType = A
triggerall = NumHelper(60000)
triggerall = fvar(38)=4||EnemyNear(var(54)),HitDefAttr=SCA,AT||Helper(60000),var(13)>0&&Helper(60000),var(13)=EnemyNear(var(54)),StateNo&&Helper(60000),var(14)>0
triggerall = P2BodyDist X <= 100+(EnemyNear(var(54)),Vel X)*5
triggerall = BackEdgeBodyDist >= 90
triggerall = EnemyNear(var(54)),Vel X < 3
triggerall = EnemyNear(var(54)),StateNo < 1000 || EnemyNear(var(54)),Name = "UNKNOWN"
triggerall = Random<=var(59)*50||var(59)>9
triggerall = Enemy(NumEnemy=2),Alive&&facing*((Enemy(NumEnemy=2),Pos X)-Pos X)>0||!Enemy(NumEnemy=2),Alive
triggerall = EnemyNear(var(54)),Time>=12||(!Time&&var(59)>9)||var(59)>10||(PrevStateNo=[810,815])&&var(59)>9
trigger1 = EnemyNear(var(54)),Time>=30||var(59)>9
trigger2 = PrevStateNo = [5000,5270]
trigger3 = (PrevStateNo = [120,159])

[State -1, 󒆌_bV]
type = ChangeState
value = 115
triggerall = var(59) > 3
triggerall = StateType = A
triggerall = var(3) < 1 + (var(30) >= 3) + (var(30) >= 8)
triggerall = ctrl||(Stateno=215||(Stateno=[400,420]))&&(var(20)=[1,3])||(Stateno=110||Stateno=115)&&AnimElemTime(6)>=0&&ceil(p2Dist X)>=0||Stateno=110&&AnimElemTime(6)>=0&&ceil(p2Dist X)<0
triggerall = Enemy(NumEnemy=2),Alive&&facing*((Enemy(NumEnemy=2),Pos X)-Pos X)>0||!Enemy(NumEnemy=2),Alive
triggerall = EnemyNear(var(54)),StateType = A
triggerall = NumHelper(60000)
triggerall = EnemyNear(var(54)),HitDefAttr=SCA,AT||fvar(38)=4&&fvar(37)!=0.5||Helper(60000),var(13)>0&&Helper(60000),var(13)=EnemyNear(var(54)),StateNo&&Helper(60000),var(14)>0
triggerall = P2BodyDist X <= 100+(EnemyNear(var(54)),Vel X)*12
triggerall = BackEdgeBodyDist > 40
triggerall = Random<=var(59)*50||var(59)>9
triggerall = EnemyNear(var(54)),Time>=12||(!Time&&var(59)>9)||var(59)>10
trigger1 = EnemyNear(var(54)),Time>=30||var(59)>9
trigger2 = (PrevStateNo=[5000,5270])
trigger3 = (PrevStateNo=[120,159])
trigger4 = (PrevStateNo = [600,610])

[State -1, nWv]
type = ChangeState
value = ifelse(EnemyNear(var(54)),Vel X>6,39,38)
triggerall = var(59) > 4
triggerall = StateType != A
triggerall = ctrl || (Stateno = [200, 210]) && (var(20) = [1, 3]) || Stateno = 220 && (var(20) = [1, 3]) && var(30) >= 7 || (Stateno = [300, 320]) && (var(20) = [1, 3])
triggerall = NumHelper(60000)
triggerall = EnemyNear(var(54)),HitDefAttr=SCA,AT||fvar(38)=4&&fvar(37)!=0.5||Helper(60000),var(13)>0&&Helper(60000),var(13)=EnemyNear(var(54)),StateNo&&(Helper(60000),var(14)<0||Helper(60000),var(14)>0&&BackEdgeBodyDist<40)
triggerall = P2BodyDist X <= 150+(EnemyNear(var(54)),Vel X)*12 || fvar(38)=4 && EnemyNear(var(54)),Time>5
triggerall = fvar(37) != 0.5
triggerall = Random<=var(59)*50||var(59)>9
triggerall = EnemyNear(var(54)),Time>=12||(!Time&&var(59)>9)||var(59)>10||(PrevStateNo=[810,815])&&var(59)>9
trigger1 = EnemyNear(var(54)),Time>=30||var(59)>9
trigger2 = (PrevStateNo=[5000,5270])
trigger3 = (PrevStateNo=[120,159])
trigger4 = (PrevStateNo = [810,815]) || PrevStateNo = 52
trigger5 = Helper(60000),var(59)>0
trigger5 = EnemyNear(var(54)),Time>=30-var(59)*2||var(59)>9&&((Life*100)/LifeMax)<=33||var(59)>10

[State -1, 󒆃Wv]
type = ChangeState
value = 45
triggerall = var(59) > 4
triggerall = StateType = A
triggerall = var(2) < 1
triggerall = var(9) = 1
triggerall = ctrl || (Stateno = [400, 420]) && (var(20) = [1,3])
triggerall = NumHelper(60000)
triggerall = EnemyNear(var(54)),StateType = A
triggerall = EnemyNear(var(54)),HitDefAttr=SCA,AT||fvar(38)=4&&fvar(37)!=0.5||Helper(60000),var(13)>0&&Helper(60000),var(13)=EnemyNear(var(54)),StateNo&&Helper(60000),var(14)>0
triggerall = P2BodyDist X <= 160+(EnemyNear(var(54)),Vel X)*12
triggerall = Random<=var(59)*50||var(59)>9
triggerall = EnemyNear(var(54)),Time>=12||(!Time&&var(59)>9)||var(59)>10||(PrevStateNo=[600,610])&&var(59)>9
trigger1 = EnemyNear(var(54)),Time>=30||var(59)>9
trigger2 = (PrevStateNo=[5000,5270])
trigger3 = (PrevStateNo=[120,159])
trigger4 = (PrevStateNo = [600,610]) || PrevStateNo = 52
trigger5 = Helper(60000),var(59)>0
trigger5 = EnemyNear(var(54)),Time>=30-var(59)*2||var(59)>9&&((Life*100)/LifeMax)<=33||var(59)>10

;i
[State -1, ]
type = ChangeState
value = 300
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = ctrl
triggerall = fvar(38) > 0 || fvar(38) = -2
triggerall = P2BodyDist X = [-5,30]
triggerall = EnemyNear(var(54)),MoveType = A
triggerall = EnemyNear(var(54)),HitDefAttr=S,NA,SA,NT,ST||EnemyNear(var(54)),StateNo<1000&&EnemyNear(var(54)),Time>=12
triggerall = EnemyNear(var(54)),StateType != A
triggerall = EnemyNear(var(54)),StateType != L
triggerall = StateType = C
triggerall = Random <= var(59)*70
triggerall = EnemyNear(var(54)),Time>=15||EnemyNear(var(54)),StateNo=EnemyNear(var(54)),PrevStateNo||EnemyNear(var(54)),AnimTime<-5||Helper(60000),InguardDist&&EnemyNear(var(54)),MoveContact=0
trigger1 = EnemyNear(var(54)),Const(Size.head.Pos.Y) <= -50
;trigger1 = EnemyNear(var(54)),StateNo < 1000
trigger1 = EnemyNear(var(54)),AnimTime < -5 || Time >= 30
trigger1 = !fvar(35)

;i
[State -1, ]
type = ChangeState
value = 310
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = ctrl
triggerall = P2BodyDist X = [-5,60]
triggerall = EnemyNear(var(54)),MoveType = A
triggerall = EnemyNear(var(54)),HitDefAttr=S,NA,SA,NT,ST||EnemyNear(var(54)),StateNo<1000&&EnemyNear(var(54)),Time>=12
triggerall = EnemyNear(var(54)),StateType != A
triggerall = EnemyNear(var(54)),StateType != L
triggerall = StateType = C
triggerall = Random <= var(59)*50
triggerall = EnemyNear(var(54)),Time>=15||EnemyNear(var(54)),StateNo=EnemyNear(var(54)),PrevStateNo||EnemyNear(var(54)),AnimTime<-12||Helper(60000),InguardDist&&EnemyNear(var(54)),MoveContact=0
triggerall = EnemyNear(var(54)),Const(Size.head.Pos.Y) <= -80
;triggerall = EnemyNear(var(54)),StateNo < 1000
triggerall = !fvar(35)
trigger1 = EnemyNear(var(54)),AnimTime < -12&&var(30)<1
trigger2 = EnemyNear(var(54)),AnimTime < -11&&var(30)=1
trigger3 = EnemyNear(var(54)),AnimTime < -10&&(var(30)=[2,3])
trigger4 = EnemyNear(var(54)),AnimTime < -9&&(var(30)=[4,5])
trigger5 = EnemyNear(var(54)),AnimTime < -8&&var(30)>=6
trigger6 = Time >= 60

;
;MoveType = I && !EnemyNear,Ctrl 
;

[State -1, с[ށ[[(Lv2)]
type = ChangeState
value = 2110
triggerall = var(59) > 5
triggerall = StateType != A
triggerall = power >= 1000
triggerall = ctrl
triggerall = fvar(38) > 0
triggerall = !Inguarddist
triggerall = P2BodyDist X > 150
triggerall = EnemyNear(var(54)),StateType != A
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType = I || fvar(37) = 2
triggerall = !EnemyNear(var(54)),Ctrl
triggerall = EnemyNear(var(54)),Vel X = 0
triggerall = EnemyNear(var(54)),StateNo >= 1000
triggerall = NumHelper(60000)
triggerall = Helper(60000),var(56)>0 || fvar(35)
triggerall = EnemyNear(var(54)),AnimTime <= -15
triggerall = Random <= var(59)*30 || var(59) > 7 && Random <= var(59)*100 || var(59) > 9
triggerall = EnemyNear(var(54)),Time >= 30 ||(!Time&&var(59)>9)||var(59)>10
trigger1 = EnemyNear(var(54)),Time>=50 || var(59) > 10
trigger2 = (PrevStateNo=[5000,5270])
trigger3 = (PrevStateNo=[120,159])
trigger4 = (PrevStateNo=[810,815]) || PrevStateNo = 52

[State -1, с[ށ[[(Lv1)]
type = ChangeState
value = 2100
triggerall = var(59) > 5
triggerall = StateType != A
triggerall = power >= 1000
triggerall = ctrl
triggerall = fvar(38) > 0
triggerall = !Inguarddist
triggerall = P2BodyDist X > 150
triggerall = EnemyNear(var(54)),StateType != A
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType = I || fvar(37) = 2
triggerall = !EnemyNear(var(54)),Ctrl
triggerall = EnemyNear(var(54)),Vel X = 0
triggerall = EnemyNear(var(54)),StateNo >= 1000
triggerall = NumHelper(60000)
triggerall = Helper(60000),var(56)=0||EnemyNear(var(54)),Power>=3000||P2life<100
triggerall = EnemyNear(var(54)),AnimTime <= -15
triggerall = Random <= var(59)*30 || var(59) > 7 && Random <= var(59)*100 || var(59) > 9
triggerall = EnemyNear(var(54)),Time >= 30 ||(!Time&&var(59)>9)||var(59)>10
trigger1 = EnemyNear(var(54)),Time>=50 || var(59) > 10
trigger2 = (PrevStateNo=[5000,5270])
trigger3 = (PrevStateNo=[120,159])
trigger4 = (PrevStateNo=[810,815]) || PrevStateNo = 52

;
;K[h 
;inguarddist EnemyNear(var(54)),HitDefAttr = SCA,AA;Ō
;

[State -3,K[h]
Type = ChangeState
TriggerAll = var(59) > 0
TriggerAll = Ctrl||(StateNo = [10,22])||StateNo=229||StateNo=52&&PrevStateNo!=430
triggerall = StateNo != 125 && StateNo != 145
triggerall = Random <= var(58)*(50+EnemyNear(var(54)),Time/3)||var(58)>9
triggerall = RoundState <= 2
triggerall = fvar(38) != [3,4]
triggerall = !(EnemyNear(var(54)),Hitdefattr = SCA,NT,ST,HT,AT)
trigger1 = Inguarddist
trigger2 = !Inguarddist
trigger2 = EnemyNear(var(54)),Vel X > 0
trigger2 = EnemyNear(var(54)),HitDefAttr=SCA,AA
trigger3 = !Inguarddist && Abs(P2Dist X) < 40
trigger3 = EnemyNear(var(54)),StateType = A
trigger3 = EnemyNear(var(54)),MoveType = A
trigger4 = NumHelper(60000)
trigger4 = Helper(60000),Inguarddist
trigger5 = NumHelper(60001)
trigger5 = Helper(60001),Inguarddist
trigger5 = var(59)>=9
trigger5 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger6 = !Inguarddist && fvar(37) = 5
Value = 120

;
;nNU 
;EnemyNear(var(54)),StateType = L EnemyNear(var(54)),AnimTime P2bodyDist Y P2bodyDist X
;

[State -1, tgXebv]
type = ChangeState
value = 100
triggerall = var(59) > 1
triggerall = StateType != A
triggerall = Stateno != [100, 106]
triggerall = ctrl
triggerall = !Inguarddist
triggerall = var(59) > 9 || Random <= var(59)*40
triggerall = var(30) > 8 || var(30)>1+(var(59)/2) && (var(59) < 7 || Random <= 200)
trigger1 = EnemyNear(var(54)),StateNo = [5100,5119]
trigger1 = P2BodyDist X >170||(P2BodyDist X = [-5,50])&&(BackEdgeBodyDist<=20||EnemyNear(var(54)),BackEdgeBodyDist<=20&&EnemyNear(var(54)),facing!=facing||EnemyNear(var(54)),FrontEdgeBodyDist<=20&&EnemyNear(var(54)),facing=facing)
trigger1 = EnemyNear(var(54)),StateType = L
trigger2 = EnemyNear(var(54)),StateNo = [5120,5125]
trigger2 = P2BodyDist X > 220
trigger2 = EnemyNear(var(54)),StateType = L
trigger2 = EnemyNear(var(54)),Vel X <= 0
trigger3 = EnemyNear(var(54)),MoveType = I && EnemyNear(var(54)),StateNo >= 200 && (EnemyNear(var(54)),PrevStateNo = [5000,5219])
trigger3 = EnemyNear(var(54)),Vel X <= 0 && P2BodyDist X > 120+(EnemyNear(var(54)),Vel X)*5
trigger3 = P2BodyDist X > 160

[State -1, obNXebv]
type = ChangeState
value = 105
triggerall = var(59) > 1
triggerall = StateType != A
triggerall = Stateno != [100, 106]
triggerall = ctrl
triggerall = !Inguarddist
triggerall = var(30)>=5||var(59)<=7
triggerall = BackEdgeBodyDist >= 90
triggerall = Random <= var(59)*40
triggerall = P2BodyDist X = [0,70]
triggerall = Enemy(NumEnemy=2),Alive&&facing*((Enemy(NumEnemy=2),Pos X)-Pos X)>0||!Enemy(NumEnemy=2),Alive
trigger1 = EnemyNear(var(54)),StateType = L
trigger1 = EnemyNear(var(54)),Stateno = [5100,5119]
trigger2 = fvar(39) = 0.5
trigger2 = (EnemyNear(var(54)),StateNo = [120,169]) && P2BodyDist X < 50+(EnemyNear(var(54)),Vel X)*3
trigger2 = EnemyNear(var(54)),BackEdgeBodyDist<=20&&EnemyNear(var(54)),facing!=facing||EnemyNear(var(54)),FrontEdgeBodyDist<=20&&EnemyNear(var(54)),facing=facing

[State -1, 낪񂾂`()]
type = ChangeState
value = 1310
triggerall = var(59) > 2
triggerall = StateType != A
triggerall = var(30) >= 1
triggerall = ctrl
triggerall = !Inguarddist
triggerall = BackEdgeBodyDist >= 90
triggerall = Random <= var(59)*40
triggerall = P2BodyDist X = [0,70]
triggerall = Enemy(NumEnemy=2),Alive&&facing*((Enemy(NumEnemy=2),Pos X)-Pos X)>0||!Enemy(NumEnemy=2),Alive
trigger1 = EnemyNear(var(54)),StateType = L
trigger1 = EnemyNear(var(54)),Stateno = [5120,5125]
trigger1 = EnemyNear(var(54)),Vel X <= 0 && EnemyNear(var(54)),AnimTime <= -26
trigger2 = fvar(39) = 0.5
trigger2 = (EnemyNear(var(54)),StateNo = [120,169]) && P2BodyDist X < 50+(EnemyNear(var(54)),Vel X)*3
trigger2 = EnemyNear(var(54)),BackEdgeBodyDist<=20&&EnemyNear(var(54)),facing!=facing||EnemyNear(var(54)),FrontEdgeBodyDist<=20&&EnemyNear(var(54)),facing=facing
trigger3 = EnemyNear(var(54)),Stateno = [5200,5201]
trigger3 = P2BodyDist X > 50
trigger4 = EnemyNear(var(54)),MoveType = I && EnemyNear(var(54)),StateNo >= 200 && (EnemyNear(var(54)),PrevStateNo = [5000,5219])
trigger4 = EnemyNear(var(54)),Vel X > 0 && P2BodyDist X <= 120+(EnemyNear(var(54)),Vel X)*5
;trigger5 = EnemyNear(var(54)),StateType = L
;trigger5 = EnemyNear(var(54)),StateNo != [5120,5125]
;trigger5 = EnemyNear(var(54)),Vel X > 0

[State -1, ]
type = ChangeState
ctrl = 1
value = 20
triggerall = var(59) > 1
triggerall = StateType != A
triggerall = Ctrl
triggerall = !Inguarddist
triggerall = P2BodyDist X = [-5,100]
;triggerall = BackEdgeBodyDist >= 30
triggerall = EnemyNear(var(54)),Stateno = [5100,5125]
trigger1 = (P2BodyDist X < 50 || (P2BodyDist X =[50,70])) && BackEdgeBodyDist >= 20
trigger1 = Helper(60000),var(34)>0
trigger2 = (P2BodyDist X =[50,70]) && BackEdgeBodyDist >= 20
trigger2 = Helper(60000),var(34)>0

[State -1, 낢܂[(Lv1)]
type = ChangeState
value = 2000
triggerall = var(59) > 4
triggerall = StateType != A
triggerall = power >= 1000
triggerall = ctrl
triggerall = fvar(38) > 0
triggerall = !InGuardDist
triggerall = EnemyNear(var(54)),Vel X = 0
triggerall = EnemyNear(var(54)),StateType = L
triggerall = Random <= var(59)*40 || var(59) > 9
triggerall = (P2BodyDist X = [40,80])
trigger1 = EnemyNear(var(54)),StateNo = [5120,5125]
trigger1 = EnemyNear(var(54)),AnimTime = [-29,-26]

[State -1, nWv]
type = ChangeState
value = 38
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = ctrl
triggerall = fvar(38) > 0
triggerall = !InGuardDist
triggerall = (P2BodyDist X = [0,80])
triggerall = fvar(39) != 0.5 && fvar(39) != 3.5
trigger1 = EnemyNear(var(54)),StateNo = [5120,5125]
trigger1 = EnemyNear(var(54)),AnimTime = [-38,-36]
trigger1 = EnemyNear(var(54)),Vel X = 0
trigger1 = EnemyNear(var(54)),StateType = L
trigger1 = Random <= var(59)*40
trigger2 = EnemyNear(var(54)),MoveType = I && EnemyNear(var(54)),StateNo >= 200 && (EnemyNear(var(54)),PrevStateNo = [5000,5219])
trigger2 = EnemyNear(var(54)),Vel X > 0 && P2BodyDist X <= 120+(EnemyNear(var(54)),Vel X)*5
trigger2 = Random <= var(59)*40 || var(59) > 9
trigger3 = EnemyNear(var(54)),StateType = L
trigger3 = EnemyNear(var(54)),StateNo != [5120,5125]
trigger3 = EnemyNear(var(54)),Vel X > 0
trigger3 = Random <= var(59)*40 || var(59) > 9

[State -1, ]
type = ChangeState
value = 410
triggerall = var(59) > 3
triggerall = StateType = A
triggerall = P2BodyDist X = [-20,40]
triggerall = P2BodyDist Y = [-60,60]
triggerall = ctrl
triggerall = fvar(38) > 0
triggerall = !InGuardDist
triggerall = EnemyNear(var(54)),Vel X = 0
triggerall = EnemyNear(var(54)),StateType = L
triggerall = Random <= var(59)*50 || var(59) > 9
trigger1 = EnemyNear(var(54)),StateNo = [5120,5125]
trigger1 = EnemyNear(var(54)),AnimTime = [-10,-2]

[State -1, C`SW]
type = ChangeState
value = 1000
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = var(30) < 9
triggerall = ctrl||(Stateno = [200, 320]) && (var(20) = 1)||(Stateno = [1430, 1440]) && (var(20) = 1)||Stateno = 1460 && time >= 8
triggerall = !Inguarddist || palno = 12
triggerall = NumHelper(60000)
triggerall = Helper(60000),Inguarddist=0 || palno = 12
triggerall = RoundState = 2
triggerall = var(59) > 6 || Random <= var(59)*40
trigger1 = EnemyNear(var(54)),StateType = L
trigger1 = EnemyNear(var(54)),StateNo = [5100,5119]
trigger1 = P2BodyDist X > 75 || var(59) < 6
trigger2 = EnemyNear(var(54)),StateType = L
trigger2 = EnemyNear(var(54)),StateNo = [5120,5125]
trigger2 = EnemyNear(var(54)),AnimTime < -45 || var(59) < 6
trigger3 = fvar(39) = 0.5 || fvar(39) = 3.5
trigger3 = EnemyNear(var(54)),MoveType=H||EnemyNear(var(54)),StateType=L&&((EnemyNear(var(54)),StateNo=[5100,5125])||EnemyNear(var(54)),Vel X<=0||P2BodyDist X>200)||(EnemyNear(var(54)),StateNo=[120,169])&&P2BodyDist X>=100+(EnemyNear(var(54)),Vel X)*3
trigger4 = EnemyNear(var(54)),MoveType = H && (EnemyNear(var(54)),StateNo != [120,169])
trigger4 = StateNo = 220 && (var(20) = 1) && P2BodyDist X < -5
trigger4 = EnemyNear(var(54)),StateType = L || EnemyNear(var(54)),StateType = A
trigger5 = var(59) <= 6
trigger5 = P2BodyDist X > 180
trigger5 = Random <= (10-var(59))*20
trigger6 = EnemyNear(var(54)),StateNo = [5210,5215]
trigger6 = EnemyNear(var(54)),Vel X <= 0
trigger6 = P2BodyDist X > 100 + (EnemyNear(var(54)),Vel X)*5
trigger6 = P2BodyDist Y < -80 - (EnemyNear(var(54)),Vel Y)*5
trigger7 = StateNo = 320 && (var(20) = 1)
trigger7 = 0

[State -1, tFCgW]
type = ChangeState
value = 1050
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = var(30) < 9
triggerall = !Inguarddist
triggerall = RoundState = 2
triggerall = ctrl||(Stateno = [200, 320]) && (var(20) = 1)||(Stateno = [1430, 1440]) && (var(20) = 1)||Stateno = 1460 && time >= 8
trigger1 = EnemyNear(var(54)),StateType = L
trigger1 = EnemyNear(var(54)),StateNo = [5120,5125]
trigger1 = EnemyNear(var(54)),AnimTime = 24 && (var(59) = [5,9]) && Random <= var(59)*150 || var(59) < 5 && Random <= var(59)*40
trigger1 = PrevStateNo != 1050

[State -1, ]
type = ChangeState
value = 400
triggerall = var(59) > 4
triggerall = StateType = A
triggerall = Stateno = 100
triggerall = !InGuardDist
triggerall = P2BodyDist X =[-5,30]
triggerall = P2BodyDist Y >= -40
triggerall = EnemyNear(var(54)),StateType = L
triggerall = Random <= var(59)*60 || var(59) > 6
trigger1 = EnemyNear(var(54)),StateNo = [5120,5125]
trigger1 = EnemyNear(var(54)),AnimTime = -2

[State -1, ]
type = ChangeState
value = 300
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = ctrl
triggerall = fvar(38) > 0
triggerall = !InGuardDist
triggerall = P2BodyDist X =[-5,30]
triggerall = EnemyNear(var(54)),StateType = L
triggerall = Random <= var(59)*60 || var(59) > 6
trigger1 = EnemyNear(var(54)),StateNo = [5120,5125]
trigger1 = EnemyNear(var(54)),AnimTime = [-1,0]
trigger1 = NumHelper(60000)
trigger1 = Helper(60000),var(34)=0 || var(59) < 10

;
;CX^g`[W IC
;

[State -1, nCX^g`[W]
type = ChangeState
value = 810
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = (fvar(21) = 2 && fvar(20) > 100) || fvar(21) = 3
triggerall = !Inguarddist
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = EnemyNear(var(54)),StateNo != [120,169]
trigger1 = (Stateno = 220) && (var(20) = 1) && var(30) <= 2 && Power < 1000
trigger2 = fvar(39) = 10 && (Stateno = 211) && (var(20) = 1) && fvar(0) < 0.63 && fvar(21) = 3

;trigger1 = (Stateno = [200, 440]) && (var(20) = [1, 3])
;trigger2 = (Stateno = [1300, 1321]) && (var(20) = [1, 3])
;trigger3 = (Stateno = [1410, 1440]) && (var(20) = [1, 3])
;trigger4 = Stateno = 1100 && var(13) = 1

[State -1, 󒆃CX^g`[W]
type = ChangeState
value = 815
triggerall = var(59) > 3
triggerall = StateType = A
triggerall = (fvar(21) = 2 && fvar(20) > 100) || fvar(21) = 3
triggerall = !Inguarddist
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = EnemyNear(var(54)),StateNo != [120,169]
;LbN[
trigger1 = (Stateno = 1210) && (var(20) = 1) && (var(30) <= 5)
trigger2 = (Stateno = 1200) && (var(20) = 1) && (Vel Y > -5&&var(30)<8|| (fvar(39)=[5,5.5]) && fvar(21) = 3)
trigger2 = fvar(39) != [10,10.1]
;Ȃ䃊[v
trigger3 = (Stateno = 440) && (var(20) = 1)
trigger4 = Stateno = 3030 && time = [20, 46]
trigger4 = var(30) >= 8 && fvar(21) = 3
trigger5 = fvar(39) = 8 && ((Stateno = 110 || Stateno = 115) && (var(20) = 1) || (Stateno = [400,420]) && (var(20) = 1))
trigger6 = EnemyNear(var(54)),StateType = A
trigger6 = ((Stateno = 1200) || (Stateno = 1210) && (var(20) = 1))
trigger6 = var(30) >= 8 && fvar(21) = 3 && fvar(0) > 0.6
trigger6 = EnemyNear(var(54)),BackEdgeBodyDist <= 20 || EnemyNear(var(54)),FrontEdgeBodyDist <= 20 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
trigger6 = fvar(39) != [10,10.1]
trigger6 = P2BodyDist X < 25
trigger6 = P2BodyDist Y = [-60,60]

;trigger1 = (Stateno = 110 || Stateno = 115) && (var(20) = [1, 3])
;trigger2 = (Stateno = [200, 440]) && (var(20) = [1, 3])
;trigger3 = (Stateno = [1200, 1223]) && (var(20) = [1, 3])
;trigger4 = (Stateno = [1410, 1440]) && (var(20) = [1, 3])
;trigger5 = Stateno = 3030 && time = [20, 46]

[State -1, nCX^g`[W]
type = ChangeState
value = 810
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = (fvar(21) = 2 && fvar(20) > 100) || fvar(21) = 3
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = Inguarddist||EnemyNear(var(54)),MoveType=A&&P2BodyDist X<120+(EnemyNear,Vel X)*5&&P2BodyDist Y>-120-(EnemyNear,Vel Y)*5
triggerall = EnemyNear(var(54)),Time >= 30-var(59)*3 || var(59) >= 10
triggerall = AnimTime < -1
trigger1 = (Stateno = [1100,1120]) && var(13) = 1
trigger2 = ((Stateno = [210,220]) || (Stateno = [310,320])) && (var(20) = [1,2])

;
;nډ 
;Prevstateno EnemyNear(var(54)),Movetype = H EnemyNear(var(54)),stateno = [120,159]
;

[State -1, с[ށ[[(Lv2)]
type = null;ChangeState
value = 2110
triggerall = var(59) > 6
triggerall = StateType != A
triggerall = power >= 2000
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = EnemyNear(var(54)),StateNo != [120,169]
triggerall = EnemyNear(var(54)),StateType != L
trigger1 = (Stateno = [200, 310]) && (var(20) = 1) && StateNo != 200 && StateNo != 300 && (StateNo != [215,219]) && (StateNo != 230 || var(30) < 6)
trigger1 = !fvar(39) && Power >= 3000 && var(30) >= 9
trigger1 = BackEdgeBodyDist > 150 && fvar(0) > 0.7
trigger1 = EnemyNear(var(54)),BackEdgeBodyDist <= 30 || EnemyNear(var(54)),FrontEdgeBodyDist <= 30 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50

[State -1, ߒ]
type = ChangeState
value = 211
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = p2BodyDist X <= 40 && ctrl
triggerall = P2BodyDist X >= -10
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = EnemyNear(var(54)),StateType = A
triggerall = Random <= var(59)*100
triggerall = fvar(39) != 10.1 && fvar(39) != 0.5 && (fvar(39) != [0.6,0.7])
trigger1 = P2BodyDist Y >= -30-(EnemyNear(var(54)),Vel Y)*5 && fvar(39) != 10 && (fvar(39) != [12,12.1]); && (fvar(39) != [5,5.5])
trigger1 = !EnemyNear(var(54)),CanRecover
trigger2 = P2BodyDist Y >= -50-(EnemyNear(var(54)),Vel Y)*12 && fvar(39) = 10

[State -1, ]
type = ChangeState
value = 220
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = EnemyNear(var(54)),StateType = A
triggerall = Random <= var(59)*100
trigger1 = (Stateno = 211) && (var(20) = 1)
trigger1 = fvar(39) = 2.5 || (fvar(39) = 5.5)
trigger2 = ctrl && (fvar(39) = [5,5.5])
;trigger2 = P2BodyDist X <= 130 && (P2BodyDist Y = [-180-(EnemyNear(var(54)),Vel Y)*10,-100-(EnemyNear(var(54)),Vel Y)*10])
trigger2 = P2BodyDist X <= 130 && (P2BodyDist Y = [-130-(EnemyNear(var(54)),Vel Y)*10,-60-(EnemyNear(var(54)),Vel Y)*10])

[State -1, Ȃ䂫LbN[()]
type = ChangeState
value = 1200
triggerall = var(59) > 6
triggerall = StateType != A
triggerall = var(30) >= 2
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = EnemyNear(var(54)),StateType = A
triggerall = Random <= var(59)*100
trigger1 = (Stateno = 211) && (var(20) = 1)
trigger1 = fvar(39) = 10
trigger1 = NumHelper(2050)
trigger1 = Helper(2050),StateNo = 2051 && Helper(2050),AnimTime > -62
trigger2 = (Stateno = 220) && (var(20) = 1)
trigger2 = fvar(39) = 5

[State -1, ]
type = ChangeState
value = 310
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = EnemyNear(var(54)),StateNo != [120,169]
triggerall = Random <= var(59)*100
trigger1 = ctrl && fvar(39) = 1

[State -1, ]
type = ChangeState
value = 320
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = EnemyNear(var(54)),StateNo != [120,169]
triggerall = Random <= var(59)*100
trigger1 = (Stateno = 310) && (var(20) = 1) && fvar(39) = 1
trigger2 = (Stateno = 211) && (var(20) = 1) && (fvar(39) = 5 || fvar(39) = 7 || fvar(39) = 3 || fvar(39) = 3.1 || fvar(39) = 12.2)
trigger2 = EnemyNear(var(54)),StateType = A && P2BodyDist Y >= -30

;낪胋[vp
[State -1, 낢܂[(Lv1)]
type = ChangeState
value = 2000
triggerall = var(59) > 6
triggerall = StateType != A
triggerall = power >= 1000
triggerall = ctrl
triggerall = P2BodyDist X = [0,50]
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = EnemyNear(var(54)),StateType = A
triggerall = Random <= var(59)*100
trigger1 = fvar(39) = 10
trigger1 = !NumHelper(2050)

[State -1, 낪񂾂`()]
type = ChangeState
value = 1310
triggerall = var(59) > 6
triggerall = StateType != A
triggerall = var(30) >= 1
triggerall = ctrl
triggerall = p2BodyDist X <= 40
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = EnemyNear(var(54)),StateType = A
triggerall = Random <= var(59)*100
triggerall = fvar(39) = 10.1 && BackEdgeBodyDist < 20
trigger1 = EnemyNear(var(54)),StateNo = 4610
trigger1 = P2BodyDist Y >= -250-(EnemyNear(var(54)),Vel Y)*10 && EnemyNear(var(54)),Vel Y > -1.5
trigger2 = EnemyNear(var(54)),StateNo != 4610
trigger2 = P2BodyDist Y >= -235-EnemyNear(var(54)),Vel Y && EnemyNear(var(54)),Vel Y >= 0

[State -1, ]
type = ChangeState
value = 300
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = ctrl
triggerall = P2BodyDist X <= 30
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
triggerall = EnemyNear(var(54)),StateType != A
triggerall = Random <= var(59)*100
trigger1 = EnemyNear(var(54)),MoveType = H && (EnemyNear(var(54)),StateNo != [120,169])
trigger1 = !fvar(39) || fvar(39) = 6 || fvar(39) = 3

[State -1, ߒ]
type = ChangeState
value = 210
triggerall = var(59) > 4
triggerall = StateType != A
triggerall = p2BodyDist X <= 40 && ctrl
triggerall = P2BodyDist X > 30
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),StateType != A
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
triggerall = Random <= var(59)*100
trigger1 = EnemyNear(var(54)),MoveType = H && (EnemyNear(var(54)),StateNo != [120,169])
trigger1 = !fvar(39) || fvar(39) = 6 || fvar(39) = 3

[State -1, ]
type = ChangeState
value = 220
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = fvar(38) > 0
triggerall = ctrl
triggerall = P2BodyDist X = [40,100]
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),StateType != A
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
triggerall = Random <= var(59)*100
trigger1 = EnemyNear(var(54)),MoveType = H && (EnemyNear(var(54)),StateNo != [120,169])
trigger1 = !fvar(39)

;
;n㌄t 
;

[State -1, ߒ]
type = ChangeState
value = 210
triggerall = var(59) > 4
triggerall = StateType != A
triggerall = p2BodyDist X <= 40 && ctrl
triggerall = !Inguarddist
triggerall = fvar(38) > 0
triggerall = EnemyNear(var(54)),StateType = A
triggerall = EnemyNear(var(54)),MoveType = I
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
triggerall = !fvar(39)
triggerall = P2BodyDist X >= 0
triggerall = P2BodyDist Y = [-50-(EnemyNear(var(54)),Vel Y)*5,-10-(EnemyNear(var(54)),Vel Y)*5]
trigger1 = ((EnemyNear(var(54)),StateNo = [50,55])&&EnemyNear(var(54)),Vel Y>0 || (EnemyNear(var(54)),StateNo = [90,119])) && (!EnemyNear(var(54)),Ctrl || EnemyNear(var(54)),facing = facing)
trigger1 = Random <= var(59)*(100-var(57))
trigger1 = EnemyNear(var(54)),StateNo != [120,169]
trigger2 = !EnemyNear(var(54)),Ctrl
trigger2 = EnemyNear(var(54)),AnimTime <= -8 && var(30)>=4 || EnemyNear(var(54)),AnimTime <= -10 && var(30)<4
trigger2 = EnemyNear(var(54)),StateNo != [120,169]
trigger2 = Random <= var(59)*100
trigger3 = EnemyNear(var(54)),StateNo = 132 || (EnemyNear(var(54)),StateNo = [154,155])
trigger3 = Random <= var(59)*100

[State -1, ]
type = ChangeState
value = 300
triggerall = var(59) > 4
triggerall = StateType != A
triggerall = ctrl
triggerall = !Inguarddist
triggerall = fvar(38) > 0
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
triggerall = P2BodyDist X = [-5,30]
trigger1 = EnemyNear(var(54)),facing=facing
trigger1 = EnemyNear(var(54)),StateType != A
trigger1 = EnemyNear(var(54)),StateNo != [120,169]
trigger1 = !EnemyNear(var(54)),Ctrl
trigger1 = EnemyNear(var(54)),AnimTime <= -5
trigger1 = Random <= var(59)*100
trigger2 = P2BodyDist Y >= -20 && EnemyNear(var(54)),Vel Y > 0
trigger2 = EnemyNear(var(54)),StateType = A
trigger3 = EnemyNear(var(54)),StateType = S
trigger3 = NumPartner
trigger3 = TeamMode = Simul && Partner,Alive
trigger3 = Random <= var(59)*8

;R{1 とߒr[Lv1`2
;R{2 とߒLbN(WTȉ)
;R{3 とߒLbNICߒr[Lv1`Lv2iǒ[)
;R{4 とߒLbNICBDW~1`2

;
;g
;

[State -1, ߒ]
type = ChangeState
value = 210
triggerall = var(59) > 7
triggerall = StateType != A
triggerall = p2BodyDist X <= 40 && ctrl
triggerall = !Inguarddist
triggerall = fvar(38) > 0
triggerall = EnemyNear(var(54)),StateType = A
triggerall = Random <= var(59)*100
triggerall = P2BodyDist X >= 0
triggerall = P2BodyDist Y >= -40-(EnemyNear(var(54)),Vel Y)*5
triggerall = EnemyNear(var(54)),StateNo = [5210,5219]
trigger1 = EnemyNear(var(54)),Time >= 12 || EnemyNear(var(54)),Ctrl || (EnemyNear(var(54)),AnimTime = [-5,0])
trigger1 = var(30)>=4
trigger2 = EnemyNear(var(54)),Time >= 10 || EnemyNear(var(54)),Ctrl || (EnemyNear(var(54)),AnimTime = [-7,0])
trigger2 = var(30)<4

[State -1, ]
type = ChangeState
value = 320
triggerall = var(59) > 7
triggerall = StateType != A
triggerall = ctrl
triggerall = !Inguarddist
triggerall = P2BodyDist X = [0,50]
triggerall = P2BodyDist Y = [-70-(EnemyNear(var(54)),Vel Y)*5,-40-(EnemyNear(var(54)),Vel Y)*5]
triggerall = fvar(38) > 0
triggerall = EnemyNear(var(54)),StateType = A
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(54)),StateNo = [5210,5219]
trigger1 = (EnemyNear(var(54)),AnimTime = [-15,-5])&&var(30)<5 || EnemyNear(var(54)),Time >= 0
trigger2 = (EnemyNear(var(54)),AnimTime = [-19+var(30),-9+var(30)]) || EnemyNear(var(54)),Time >= 0+var(30)-3 && (var(30)=[5,7])
trigger3 = (EnemyNear(var(54)),AnimTime = [-11,-1])&&var(30)>7 || EnemyNear(var(54)),Time >= 4
trigger4 = EnemyNear(var(54)),Ctrl

[State -1, ]
type = ChangeState
value = 400
triggerall = var(59) > 7
triggerall = StateType = A
triggerall = ctrl
triggerall = !Inguarddist
triggerall = P2BodyDist X = [-10,30]
triggerall = P2BodyDist Y = [-20,40]
triggerall = fvar(38) > 0
triggerall = EnemyNear(var(54)),StateType = A
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(54)),StateNo = [5210,5219]
trigger1 = EnemyNear(var(54)),Time >= 12 || EnemyNear(var(54)),Ctrl || (EnemyNear(var(54)),AnimTime = [-6,0])

[State -1, ]
type = ChangeState
value = 410
triggerall = var(59) > 7
triggerall = StateType = A
triggerall = ctrl
triggerall = !Inguarddist
triggerall = P2BodyDist X = [-15,40]
triggerall = P2BodyDist Y = [-60,60]
triggerall = fvar(38) > 0
triggerall = EnemyNear(var(54)),StateType = A
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(54)),StateNo = [5210,5219]
trigger1 = EnemyNear(var(54)),Time >= 8 || EnemyNear(var(54)),Ctrl || (EnemyNear(var(54)),AnimTime = [-6,0])

[State -1, ]
type = ChangeState
value = 420
triggerall = var(59) > 3
triggerall = StateType = A
triggerall = ctrl
triggerall = !Inguarddist
triggerall = P2BodyDist X = [-10,50]
triggerall = P2BodyDist Y = [-80,30]
triggerall = fvar(38) > 0
triggerall = EnemyNear(var(54)),StateType = A
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(54)),StateNo = [5210,5219]
trigger1 = (EnemyNear(var(54)),AnimTime = [-14,-4])&&var(30)<4 || EnemyNear(var(54)),Time >= 1
trigger2 = (EnemyNear(var(54)),AnimTime = [-17+var(30),-7+var(30)]) || EnemyNear(var(54)),Time >= 1+(var(30)-3) && (var(30)=[4,6])
trigger3 = (EnemyNear(var(54)),AnimTime = [-10,0])&&var(30)>6 || EnemyNear(var(54)),Time >= 5
trigger4 = EnemyNear(var(54)),Ctrl

[State -1, Wv]
type = null;ChangeState
value = 37
triggerall = var(59) > 7
triggerall = StateType != A
triggerall = ctrl
triggerall = !Inguarddist
triggerall = fvar(38) > 0
triggerall = EnemyNear(var(54)),StateType = A
triggerall = Random <= var(59)*100
triggerall = P2BodyDist X = [0,50]
triggerall = P2BodyDist Y < -70
triggerall = EnemyNear(var(54)),StateNo = [5210,5219]
trigger1 = (EnemyNear(var(54)),Time = [2,3]) || EnemyNear(var(54)),Ctrl || EnemyNear(var(54)),AnimTime <= -16

;
;nq 
;Movecontact MoveHit MoveGuarded AnimElem = ,>0
;

[State -1, nWvLZ]
type = ChangeState
value = 38
triggerall = var(59) > 4
triggerall = StateType != A
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = NumHelper(60000)
triggerall = Random <= var(59)*10
triggerall = (Stateno = [310,320]) || (Stateno = [200,210]) || Stateno = 220 && var(30) >= 7
triggerall = (var(20) = [1,2])
trigger1 = BackEdgeBodyDist <= 30 && P2BodyDist X <= 30
trigger1 = Helper(60000),var(59)>0
trigger2 = Stateno = 220 && (var(20) = [1,2]) && var(30) >= 7

[State -1, ]
type = ChangeState
value = 200
triggerall = var(59) > 1
triggerall = StateType != A
triggerall = Random <= var(59)*100 || EnemyNear(var(54)),MoveType != H && Random <= var(59)*50
triggerall = NumHelper(60000)
triggerall = Helper(60000),var(59)=0 || var(59) < 10
triggerall = P2BodyDist Y >= -20
triggerall = EnemyNear(var(54)),StateType != L
triggerall = !var(42)
triggerall = Helper(60000),var(55)=0
triggerall = Stateno = 200
triggerall = TeamMode = Single || TeamMode = Turns
trigger1 = (P2BodyDist X = [0,15]) && EnemyNear(var(54)),StateType != S && (var(20)=2 || var(20)=3 && !InguardDist)
trigger2 = (P2BodyDist X = [0,9]) && (var(20) = 1) && EnemyNear(var(54)),MoveType = H && (EnemyNear(var(54)),StateNo != [120,169])
trigger2 = EnemyNear(var(54)),StateType != A && (EnemyNear(var(54)),facing != facing || PrevStateNo != 200)

[State -1, (^bOp)]
type = ChangeState
value = 200
triggerall = var(59) > 1
triggerall = StateType != A
triggerall = Random <= var(59)*100 || EnemyNear(var(54)),MoveType != H && Random <= var(59)*50
triggerall = !Inguarddist
triggerall = NumHelper(60000)
triggerall = Helper(60000),var(59)=0 || var(59) < 10
triggerall = P2BodyDist Y >= -20
triggerall = EnemyNear(var(54)),StateType != L
triggerall = !var(42)
triggerall = Helper(60000),var(55)=0
triggerall = Stateno = 200
triggerall = TeamMode = Simul && NumPartner
triggerall = !Partner,Alive || Partner,facing=facing || Pos X-Partner,Pos X<=0
trigger1 = (P2BodyDist X = [0,15]) && EnemyNear(var(54)),StateType != S && (var(20)=2 || var(20)=3 && !InguardDist)
trigger2 = (P2BodyDist X = [0,9]) && (var(20) = 1) && EnemyNear(var(54)),MoveType = H && (EnemyNear(var(54)),StateNo != [120,169])
trigger2 = EnemyNear(var(54)),StateType != A && (EnemyNear(var(54)),facing != facing || PrevStateNo != 200)

[State -1, ]
type = ChangeState
value = 300
triggerall = var(59) > 1
triggerall = StateType != A
triggerall = Random <= var(59)*100
triggerall = !Inguarddist
triggerall = NumHelper(60000)
triggerall = Helper(60000),var(59)=0 || var(59) < 10
triggerall = EnemyNear(var(54)),StateType != A
triggerall = EnemyNear(var(54)),StateType != L
triggerall = !var(42)
triggerall = Helper(60000),var(55)=0
triggerall = TeamMode = Single || TeamMode = Turns
trigger1 = Stateno = 200 && (var(20) = 1) || Stateno = 300 && (var(20) = 1)
trigger1 = (P2BodyDist X = [0,9]) && EnemyNear(var(54)),MoveType = H && (EnemyNear(var(54)),StateNo != [120,169])
trigger2 = Stateno = 200 && (var(20) = [2,3]) || Stateno = 300 && (var(20)=2 || var(20)=3 && !InguardDist)
trigger2 = (P2BodyDist X = [0,20]) && (EnemyNear(var(54)),facing != facing || PrevStateNo != 200 && PrevStateNo != 300)
trigger3 = PrevStateNo = 52 && Ctrl || StateNo = 52 && PrevStateNo != 430
trigger3 = EnemyNear(var(54)),MoveType = H || (EnemyNear(var(54)),StateNo = [120,159])
trigger3 = Random <= var(59)*var(59)*10

[State -1, (^bOp)]
type = ChangeState
value = 300
triggerall = var(59) > 1
triggerall = StateType != A
triggerall = Random <= var(59)*100
triggerall = !Inguarddist
triggerall = NumHelper(60000)
triggerall = Helper(60000),var(59)=0 || var(59) < 10
triggerall = EnemyNear(var(54)),StateType != A
triggerall = EnemyNear(var(54)),StateType != L
triggerall = !var(42)
triggerall = Helper(60000),var(55)=0
triggerall = TeamMode = Simul && NumPartner
triggerall = !Partner,Alive || Partner,facing=facing || Pos X-Partner,Pos X<=0
trigger1 = Stateno = 200 && (var(20) = 1) || Stateno = 300 && (var(20) = 1)
trigger1 = (P2BodyDist X = [0,9]) && EnemyNear(var(54)),MoveType = H && (EnemyNear(var(54)),StateNo != [120,169])
trigger2 = Stateno = 200 && (var(20) = [2,3]) || Stateno = 300 && (var(20)=2 || var(20)=3 && !InguardDist)
trigger2 = (P2BodyDist X = [0,20]) && (EnemyNear(var(54)),facing != facing || PrevStateNo != 200 && PrevStateNo != 300)

[State -1, ߒ]
type = ChangeState
value = 210
triggerall = var(59) > 1
triggerall = StateType != A
triggerall = Random <= var(59)*100
triggerall = NumHelper(60000)
triggerall = Helper(60000),var(59)=0 || var(59) < 10
triggerall = P2BodyDist X >= -5
triggerall = P2BodyDist Y >= -40
triggerall = EnemyNear(var(54)),StateType != L
triggerall = !var(42)
trigger1 = Stateno = 200 && (var(20) = [1,2])
trigger2 = Stateno = 300 && (var(20) = [1,2])

[State -1, Ȃ䂫LbN[()]
type = ChangeState
value = 1200
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = var(30) >= 2
triggerall = Random <= var(59)*100
triggerall = !fvar(39)
triggerall = NumHelper(60000)
triggerall = (fvar(21) = 2 && fvar(20) > 100) || fvar(21) = 3
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = EnemyNear(var(54)),StateNo != [120,169]
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),StateType = S
triggerall = EnemyNear(var(54)),BackEdgeBodyDist < 30 || EnemyNear(var(54)),FrontEdgeBodyDist < 30 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
triggerall = Helper(60000),var(55)>0
trigger1 = (Stateno = [200, 210]) && (var(20) = 1)

[State -1, nWvLZ]
type = ChangeState
value = 39
triggerall = var(59) > 6
triggerall = StateType != A
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = EnemyNear(var(54)),StateType = S
triggerall = Random <= var(59)*40 || var(59) >= 6
triggerall = NumHelper(60000)
triggerall = Helper(60000),var(55)>0 && (!fvar(35)||EnemyNear(var(54)),Name = "Akiko Minase") || var(59) < 7 && Random <= 300
trigger1 = (Stateno = 210) && (var(20) = 1)
trigger1 = EnemyNear(var(54)),StateNo != [120,169]
trigger1 = var(30) >= 8 && !fvar(39) || fvar(39) = 6 && 2 > var(43)
trigger1 = P2BodyDist X < 20

[State -1, ]
type = ChangeState
value = 310
triggerall = var(59) > 2
triggerall = StateType != A
triggerall = Random <= var(59)*100
triggerall = NumHelper(60000)
triggerall = Helper(60000),var(59)=0 || var(59) < 10
triggerall = EnemyNear(var(54)),StateType != A
triggerall = EnemyNear(var(54)),StateType != L
triggerall = !var(42)
triggerall = BackEdgeBodyDist>100||var(59)<8||EnemyNear(var(54)),BackEdgeBodyDist<50&& EnemyNear(var(54)),facing!=facing||EnemyNear(var(54)),FrontEdgeBodyDist<25&&EnemyNear(var(54)),facing=facing&&BackEdgeBodyDist>50
triggerall = var(20) = 1 && var(30) < 7 || var(20) = 2 || EnemyNear(var(54)),MoveType != H
trigger1 = Stateno = 200 && (var(20) = [1,2])
trigger2 = Stateno = 210 && (var(20) = [1,2]) && var(30) >= 1
trigger3 = Stateno = 300 && (var(20) = [1,2])

[State -1, nWvLZ]
type = ChangeState
value = 39
triggerall = var(59) > 6
triggerall = StateType != A
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = EnemyNear(var(54)),StateType = S
triggerall = Random <= var(59)*40 || var(59) >= 6
triggerall = NumHelper(60000)
triggerall = Helper(60000),var(55)>0 && (!fvar(35)||EnemyNear(var(54)),Name = "Akiko Minase") || var(59) < 7 && Random <= 400
trigger1 = (Stateno = 310) && (var(20) = 1)
trigger1 = EnemyNear(var(54)),StateNo != [120,169]
trigger1 = var(30) >= 8 && !fvar(39) || fvar(39) = 6 && 2 > var(43)
trigger1 = P2BodyDist X < 20

[State -1, ]
type = ChangeState
value = 215
triggerall = var(59) > 6
triggerall = StateType != A
triggerall = Random <= var(59)*100
triggerall = NumHelper(60000)
triggerall = Helper(60000),var(59)=0 || var(59) < 10 || EnemyNear(var(54)),StateType != C
triggerall = P2BodyDist Y = [-40,40]
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = EnemyNear(var(54)),StateType != L
trigger1 = Stateno = 310 && AnimElemTime(3) >= 0 && var(30) >= 2 && (var(20) = [1,2])
trigger1 = var(30) >= 5 || var(59) < 8
trigger2 = Stateno = 210 && (var(20) = [1, 2])
trigger2 = BackEdgeBodyDist > 100 && !fvar(39)
trigger2 = EnemyNear(var(54)),StateType != A
;trigger3 = Stateno = 310 && AnimElemTime(3) >= 0 && var(30) >= 2
;trigger3 = var(30) >= 5 || var(59) < 8
;trigger3 = EnemyNear(var(54)),StateType = S

[State -1, ]
type = ChangeState
value = 320
triggerall = var(59) > 2
triggerall = StateType != A
triggerall = Random <= var(59)*100
triggerall = NumHelper(60000)
triggerall = Helper(60000),var(59)=0 || var(59) < 10
;triggerall = EnemyNear(var(54)),StateType != A
triggerall = EnemyNear(var(54)),StateType != L
triggerall = !var(42)
triggerall = var(30) >= 1 || var(59) < 7
triggerall = P2BodyDist X <= 30
triggerall = BackEdgeBodyDist > 100 || var(59) < 8
trigger1 = (Stateno = [200, 210]) && (var(20) = 2)
trigger2 = (Stateno = [218, 219]) && (var(20) = 2)
trigger3 = (Stateno = [300, 310]) && (var(20) = 2)

[State -1, ]
type = ChangeState
value = 320
triggerall = var(59) > 2
triggerall = StateType != A
triggerall = Random <= var(59)*100
triggerall = NumHelper(60000)
triggerall = Helper(60000),var(59)=0 || var(59) < 10
triggerall = EnemyNear(var(54)),StateType != L
triggerall = P2BodyDist X <= 30 || EnemyNear(var(54)),MoveType = H
triggerall = !fvar(39) && var(30) <= 7
triggerall = fvar(21) = 2 && (fvar(20) = [140,190]) || fvar(21) = 1
triggerall = P2BodyDist X <= 55
triggerall = EnemyNear(var(54)),BackEdgeBodyDist < 25 || EnemyNear(var(54)),FrontEdgeBodyDist < 25 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
trigger1 = (Stateno = [200, 210]) && (var(20) = [1,2])
trigger2 = (Stateno = [218, 219]) && (var(20) = [1,2]) && P2BodyDist X <= 45
trigger3 = (Stateno = [300, 310]) && (var(20) = [1,2])

[State -1, nWvLZ]
type = null;ChangeState
value = 38
triggerall = var(59) > 4
triggerall = StateType != A
triggerall = NumHelper(60000)
triggerall = Random <= var(59)*20
;triggerall = EnemyNear(var(54)),BackEdgeBodyDist < 20 || EnemyNear(var(54)),FrontEdgeBodyDist < 20 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
trigger1 = (Stateno = [310,320]) || (Stateno = [200,210]) || Stateno = 220 && var(30) >= 7
trigger1 = (var(20) = 2)
trigger1 = EnemyNear(var(54)),StateType = C
trigger1 = P2BodyDist X = [20,55]
trigger1 = var(30) >= 8 || var(59) < 8 || BackEdgeBodyDist <= 100

[State -1, ]
type = ChangeState
value = 220
triggerall = var(59) > 2
triggerall = StateType != A
triggerall = Random <= var(59)*100
triggerall = NumHelper(60000)
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = EnemyNear(var(54)),StateNo != [120,169]
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),StateType != A || P2BodyDist Y >= -20 && var(30) < 6
;triggerall = !var(42)
triggerall = var(30) >= 2 || (fvar(21)=[2,3]) || Power>=1000 
triggerall = Helper(60000),var(56)=0 || fvar(35) || var(30) < 6
triggerall = Helper(60000),var(55)=0||EnemyNear(var(54)),StateType=C||(Stateno = [218,219])||var(30)<6||fvar(35)&&EnemyNear(var(54)),Name!="Akiko Minase"
trigger1 = (Stateno = [200, 211]) && (var(20) = 1)
trigger2 = (Stateno = [218, 219]) && (var(20) = 1)
trigger3 = (Stateno = [300, 310]) && (var(20) = 1)

[State -1, ]
type = ChangeState
value = 320
triggerall = var(59) > 2
triggerall = StateType != A
triggerall = Random <= var(59)*100
triggerall = NumHelper(60000)
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = EnemyNear(var(54)),StateNo != [120,169]
triggerall = EnemyNear(var(54)),StateType != L
triggerall = P2BodyDist Y < -20 || EnemyNear(var(54)),StateType = A; && var(30) >= 6
trigger1 = (Stateno = [200, 210]) && (var(20) = 1)
trigger2 = (Stateno = [218, 219]) && (var(20) = 1)
trigger3 = (Stateno = [300, 310]) && (var(20) = 1)

[State -1, ]
type = ChangeState
value = 220
triggerall = var(59) > 2
triggerall = StateType != A
triggerall = Random <= (10-var(59))*60
triggerall = var(59) < 10
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),StateType != A || P2BodyDist Y >= -20 && var(30) < 6
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = NumHelper(60000)
trigger1 = Helper(60000),var(59)=0 || var(59) < 10
trigger1 = (Stateno = [200, 210]) && (var(20) = 2) || (Stateno = [300, 310]) && (var(20) = 2)
trigger2 = (Stateno = [218, 219]) && (var(20) = 2) || (Stateno = 210) && (var(20) = 2) || (Stateno = 310) && (var(20) = 2)
trigger3 = (Stateno = [218, 219]) && (var(20) = [1,2])

[State -1, 낪񂾂`()]
type = ChangeState
value = 1310
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = var(30) >= 1
triggerall = var(30) <= 8 || var(59) < 7 || Stateno = 220
triggerall = EnemyNear(var(54)),StateType != L
triggerall = Random <= var(59)*40 || var(59) > 9
triggerall = BackEdgeBodyDist > 100 || P2BodyDist Y < -10
triggerall = Enemy(NumEnemy=2),Alive&&facing*((Enemy(NumEnemy=2),Pos X)-Pos X)>0||!Enemy(NumEnemy=2),Alive
trigger1 = (Stateno = [200, 320]) && (var(20) = 2)
trigger2 = (Stateno = [1430, 1440]) && (var(20) = 2)
trigger3 = (Stateno = [218, 219]) && (var(20) = [1,2])
trigger3 = EnemyNear(var(54)),MoveType != H

[State -1, [dee]
type = ChangeState
value = 3000
triggerall = var(59) > 5
triggerall = power >= 3000
triggerall = ((Life*100)/LifeMax) <= 33 || palno >= 7
triggerall = StateType != A
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = EnemyNear(var(54)),StateNo != [120,169]
triggerall = EnemyNear(var(54)),StateType != L
triggerall = P2BodyDist X >= -5
trigger1 = Stateno = 220 && var(20) = 1
trigger1 = fvar(0) > 0.7
;trigger2 = (StateNo = [210,211])

[State -1, с[ށ[[(Lv2)]
type = ChangeState
value = 2110
triggerall = var(59) > 4
triggerall = StateType != A
triggerall = power >= 2000
triggerall = Random <= var(59)*100
triggerall = P2BodyDist X >= -5
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = EnemyNear(var(54)),StateNo != [120,169]
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),BackEdgeBodyDist<=130||EnemyNear(var(54)),FrontEdgeBodyDist<=130&&EnemyNear(var(54)),facing=facing&&BackEdgeBodyDist>50||fvar(21)!=2||fvar(21)=2&&fvar(20)<150
triggerall = (Stateno = [200, 310]) && (var(20) = 1) && StateNo != 211 && (StateNo != [215,219]) && (StateNo != 230 || var(30) < 6 || EnemyNear(var(54)),StateType = C)
trigger1 = !fvar(39) && (var(30) < 8 || var(30) >= 8 && fvar(21) = 3) || fvar(39) = 2.5

[State -1, nWvLZ]
type = null;ChangeState
value = 39
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = NumHelper(60000)
triggerall = Helper(60000),var(59)=0 || var(59) < 10
triggerall = EnemyNear(var(54)),StateType != L
triggerall = BackEdgeBodyDist <= 100
trigger1 = (Stateno = [310, 320]) && (var(20) = 2)

[State -1, Ȃ䂫LbN[()]
type = ChangeState
value = 1200
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = var(30) >= 2
triggerall = Random <= var(59)*100
triggerall = Power < 1000 || !fvar(35) && Power < 2000
triggerall = var(30) < 8 || var(59) < 8 && Random <= 400 || var(30) >= 6 && P2BodyDist Y <= -50
triggerall = !fvar(39)
triggerall = P2BodyDist X >= -5
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = EnemyNear(var(54)),StateNo != [120,169]
triggerall = EnemyNear(var(54)),StateType != L
trigger1 = (Stateno = [200, 310]) && (var(20) = 1)
trigger1 = Stateno != 215
trigger2 = (Stateno = [1430, 1440]) && (var(20) = 1)
trigger3 = Stateno = 1460 && time >= 8

[State -1, Ȃ䂫LbN[()]
type = ChangeState
value = 1200
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = var(30) >= 2
triggerall = Random <= var(59)*100
triggerall = !fvar(39)
triggerall = var(30) >= 8 && Power < 2000 && var(59) <= 6
triggerall = P2BodyDist X >= -5
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = EnemyNear(var(54)),StateNo != [120,169]
triggerall = EnemyNear(var(54)),StateType != L
triggerall = (fvar(21) = 2 && fvar(20) > 100) || fvar(21) = 3
triggerall = EnemyNear(var(54)),BackEdgeBodyDist < 25 || EnemyNear(var(54)),FrontEdgeBodyDist < 25 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
trigger1 = (Stateno = [200, 310]) && (var(20) = 1)
trigger1 = Stateno != 215
trigger2 = (Stateno = [1430, 1440]) && (var(20) = 1)
trigger3 = Stateno = 1460 && time >= 8

[State -1, Ȃ䂫LbN[()]
type = ChangeState
value = 1210
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = var(30) >= 2
triggerall = Random <= var(59)*100
triggerall = !fvar(39) || fvar(39) = 6 && fvar(21) = 3 && fvar(0) > 0.7
triggerall = var(30) < 6 || var(59) < 8 && Random <= 400
triggerall = P2BodyDist X >= -5
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = EnemyNear(var(54)),StateNo != [120,169]
triggerall = EnemyNear(var(54)),StateType != L
triggerall = (fvar(21) = 2 && fvar(20) > 100) || fvar(21) = 3
triggerall = EnemyNear(var(54)),BackEdgeBodyDist < 25 || EnemyNear(var(54)),FrontEdgeBodyDist < 25 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
trigger1 = (Stateno = [200, 310]) && (var(20) = 1)
trigger1 = Stateno != 215
trigger2 = (Stateno = [1430, 1440]) && (var(20) = 1)
trigger3 = Stateno = 1460 && time >= 8

[State -1, с[ށ[[(Lv2)]
type = ChangeState
value = 2110
triggerall = var(59) > 4
triggerall = StateType != A
triggerall = power >= 2000
triggerall = Random <= var(59)*100
triggerall = P2BodyDist X >= -5
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = EnemyNear(var(54)),StateNo != [120,169]
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),BackEdgeBodyDist<=130||EnemyNear(var(54)),FrontEdgeBodyDist<=130&&EnemyNear(var(54)),facing=facing&&BackEdgeBodyDist>50||fvar(21)!=3||fvar(21)=2&&fvar(20)<150
triggerall = (Stateno = [200, 310]) && (var(20) = 1) && StateNo != 211 && (StateNo != [215,219]) && (StateNo != 230 || var(30) < 6 || EnemyNear(var(54)),StateType = C)
trigger1 = !fvar(39) && (var(30) < 8 || var(30) >= 8 && fvar(21) = 3 || fvar(21) = 2 && fvar(20) >= 180) || fvar(39) = 2.5
;trigger2 = fvar(39) = 6 && 2 <= var(43)
;trigger2 = fvar(21) = 3

[State -1, с[ށ[[(Lv1)]
type = ChangeState
value = 2100
triggerall = var(59) > 4
triggerall = StateType != A
triggerall = power >= 1000
triggerall = P2BodyDist X >= -5
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = EnemyNear(var(54)),StateNo != [120,169]
triggerall = EnemyNear(var(54)),StateType != L
triggerall = NumHelper(60000)
triggerall = (Stateno = [200, 310]) && (var(20) = 1) && StateNo != 211 && (StateNo != [215,219]) && (StateNo != 230 || var(30) < 6 || EnemyNear(var(54)),StateType = C)
trigger1 = !fvar(39) && var(30) < 9 || fvar(39) = 2.5
trigger1 = Random <= var(59)*100
trigger1 = Helper(60000),var(56)=0 || fvar(35)
trigger2 = fvar(39) = 6 && 2 <= var(43)
trigger2 = Helper(60000),var(56)=0 || fvar(35) || life>P2life*2

[State -1, Ȃ䂫LbN[()]
type = ChangeState
value = 1200
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = var(30) >= 2
triggerall = Random <= var(59)*100
triggerall = !fvar(39)
triggerall = P2BodyDist X >= -5
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = EnemyNear(var(54)),StateNo != [120,169]
triggerall = EnemyNear(var(54)),StateType != L
triggerall = (Stateno = [200, 310]) && (var(20) = 1) && Stateno != 215 || (Stateno = [1430, 1440]) && (var(20) = 1) || Stateno = 1460 && time >= 8
trigger1 = var(59)<8&&Random<=var(10-var(59))*40
trigger2 = var(30)>=8
trigger2 = P2BodyDist X>50|| P2BodyDist X>=30&&(PrevStateNo=[215,219])
trigger3 = (PrevStateNo=[215,219])&&var(30)>=8&&P2BodyDist X<50
trigger3 = EnemyNear(var(54)),BackEdgeBodyDist>=25||EnemyNear(var(54)),FrontEdgeBodyDist>=25&&EnemyNear(var(54)),facing=facing&&BackEdgeBodyDist>50||P2BodyDist X>25

[State -1, Ȃ䂫LbN[()]
type = ChangeState
value = 1200
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = var(30) >= 2
;_bV[vY(\)
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = EnemyNear(var(54)),StateNo != [120,169]
triggerall = EnemyNear(var(54)),StateType != L
triggerall = (Stateno = [200, 310]) && (var(20) = 1) && Stateno != 215
triggerall = NumHelper(60000)
trigger1 = fvar(39)=6 && 2 <= var(43)
trigger2 = Helper(60000),var(55)>0  && (!fvar(35)||EnemyNear(var(54)),Name = "Akiko Minase")
trigger2 = !fvar(39) || fvar(39) = 6
trigger2 = var(43) >= 1
trigger2 = EnemyNear(var(54)),StateType = S

;
;󒆖ډ 
;AnimTime=0 Prevstateno EnemyNear(var(54)),Movetype = H EnemyNear(var(54)),stateno = [120,159]
;

[State -1, ]
type = ChangeState
value = 400
triggerall = var(59) > 2
triggerall = StateType = A
triggerall = NumHelper(60000)
triggerall = EnemyNear(var(54)),MoveType != H || (EnemyNear(var(54)),stateno = [120,159]) || P2BodyDist X < 0 && P2BodyDist Y < -30
triggerall = EnemyNear(var(54)),StateType != A || (StateNo = 110 || StateNo = 115) && AnimElemTime(6) >= 0
triggerall = Random <= var(59)*100
trigger1 = (StateNo = 110 || StateNo = 115) && AnimElemTime(6) >= 0 && (Pos Y >= -15 || var(20) = 2 || Helper(60000),var(59)>0&&var(20) = 1 || EnemyNear(var(54)),StateType != A)
trigger2 = Stateno = 400 && (var(20) = 2) && EnemyNear(var(54)),StateType != C || (StateNo = 110 || StateNo = 115) && AnimElemTime(6) >= 0
trigger2 = (P2BodyDist X = [-5,30])
trigger2 = (P2BodyDist Y = [-10,10]) || EnemyNear(var(54)),StateType != A
trigger2 = !Inguarddist

[State -1, ]
type = ChangeState
value = 410
triggerall = var(59) > 2
triggerall = StateType = A
triggerall = P2BodyDist X = [-5,40]
triggerall = P2BodyDist Y = [-60,60]
triggerall = Random <= var(59)*100
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = Stateno = 400 && (var(20) = 2)
trigger1 = EnemyNear(var(54)),StateType = C

[State -1, ]
type = ChangeState
value = 400
triggerall = var(59) > 2
triggerall = StateType = A
triggerall = P2BodyDist X = [-5,30]
triggerall = P2BodyDist Y = [-30,60]
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = EnemyNear(var(54)),StateType = A || (EnemyNear(var(54)),StateNo != [120,169])
triggerall = Random <= var(59)*100
trigger1 = Stateno = 400 && (var(20) = 1) && (P2BodyDist Y = [-10,40])
trigger2 = fvar(39) = 12.2 && PrevStateNo = 45 || (fvar(39) != [12,12.2]) && (fvar(39)!=2 || fvar(39)=2&&P2BodyDist Y<15)
trigger2 = ctrl && (PrevStateNo = 39 || PrevStateNo = 45 || PrevStateNo = 815) || (StateNo = 110 || StateNo = 115) && AnimElemTime(6) >= 0 && (!fvar(39) || fvar(39) = 12.2 && PrevStateNo = 45)
trigger2 = EnemyNear(var(54)),BackEdgeBodyDist < 25 || EnemyNear(var(54)),FrontEdgeBodyDist < 25 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50

[State -1, ]
type = ChangeState
value = 410
triggerall = var(59) > 2
triggerall = StateType = A
triggerall = P2BodyDist X = [-5,40]
triggerall = P2BodyDist Y = [-40,60]
triggerall = NumHelper(60000)
triggerall = EnemyNear(var(54)),MoveType = H || EnemyNear(var(54)),StateType = L
triggerall = EnemyNear(var(54)),StateNo != [120,169]
triggerall = Random <= var(59)*100
trigger1 = var(30) >= 8 && StateNo = 110 && AnimElemTime(6) >= 0
trigger1 = !fvar(39) || fvar(39) = 6
trigger1 = var(43) := var(43) + 1
trigger1 = var(59) > 6
trigger1 = EnemyNear(var(54)),StateType != A
trigger2 = var(30) >= 8 && ctrl && PrevStateNo = 39
trigger2 = Helper(60000),var(55)>0 && (!fvar(35)||EnemyNear(var(54)),Name = "Akiko Minase")
trigger2 = !fvar(39) || fvar(39) = 6
trigger2 = var(59) > 6
trigger2 = EnemyNear(var(54)),StateType = S
trigger3 = Stateno = 400 && (var(20) = 1) || (StateNo = 110 || StateNo = 115) && AnimElemTime(6) >= 0
trigger3 = EnemyNear(var(54)),StateType = A
trigger4 = fvar(39) = 12.2 && PrevStateNo = 39 || (fvar(39) != [12,12.2])
trigger4 = EnemyNear(var(54)),StateType = A && (!fvar(39) || fvar(39) = 12.2 && PrevStateNo = 39)
trigger4 = ctrl && (PrevStateNo = 39 || PrevStateNo = 45 || PrevStateNo = 815) || (StateNo = 110 || StateNo = 115) && AnimElemTime(6) >= 0
trigger4 = EnemyNear(var(54)),BackEdgeBodyDist < 25 || EnemyNear(var(54)),FrontEdgeBodyDist < 25 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50

[State -1, ]
type = ChangeState
value = 420
triggerall = var(59) > 2
triggerall = StateType = A
triggerall = P2BodyDist X = [-5,60+(EnemyNear(var(54)),Vel X)*5]
triggerall = (P2BodyDist Y = [-90+(EnemyNear(var(54)),Vel Y)*5,20-(EnemyNear(var(54)),Vel Y)*5]) || (StateNo = [400,410]) && (var(1) = 1)
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = EnemyNear(var(54)),StateType = A
triggerall = Random <= var(59)*100
trigger1 = ctrl
trigger1 = fvar(39) = 2.5 && PrevStateNo = 815
trigger2 = (StateNo = [400,410]) && (var(1) = 1)
trigger2 = P2BodyDist Y = [-90,30]
trigger3 = (ctrl || (StateNo = 110 || StateNo = 115) && AnimElemTime(6) >= 0) && ((fvar(39) = [7,7.5]) || !fvar(39) || fvar(39) = 3 || fvar(39) = 3.1 || fvar(39) = 12.1)
trigger3 = PrevStateNo = 37 || PrevStateNo = 39 || PrevStateNo = 45 || PrevStateNo = 815 || (PrevStateNo = [400,420]) || StateNo = 51 || (fvar(39) = [7,7.5])
trigger4 = StateNo = 110 && AnimElemTime(6) >= 0 && fvar(39) = 7
trigger5 = StateNo = 410 && (var(1) = 1) && fvar(39) = 12.2

;ADorABdp
[State -1, ]
type = ChangeState
value = 420
triggerall = var(59) > 2
triggerall = StateType = A
triggerall = Random <= var(59)*60 || Random <= var(59)*100 && var(59) > 6
triggerall = (StateNo = 110 || StateNo = 115) && AnimElemTime(6) >= 0
trigger1 = fvar(39) = 0.5 || fvar(39) = 12
trigger2 = !fvar(39) || (fvar(39) = [7,7.5]) || fvar(39) = 3 || fvar(39) = 3.1 || fvar(39) = 2
trigger2 = EnemyNear(var(54)),StateType=L||P2BodyDist X>80||(EnemyNear(var(54)),StateNo=[5100,5125])||PrevStateNo=215||(EnemyNear(var(54)),StateNo=[5200,5201])||P2BodyDist X<-5
trigger3 = !fvar(39)
trigger3 = P2BodyDist X = [-5,80]
trigger3 = P2BodyDist Y = [-60,60]
trigger3 = EnemyNear(var(54)),MoveType != H
trigger3 = Pos Y>=-20||PrevStateNo=215||EnemyNear(var(54)),Ctrl
trigger4 = fvar(39)
trigger4 = StateNo=115||EnemyNear(var(54)),StateType=L||P2BodyDist X>80||(EnemyNear(var(54)),StateNo=[5100,5125])||(EnemyNear(var(54)),StateNo=[5200,5201])||EnemyNear(var(54)),CanRecover

[State -1, ǌ]
type = null;ChangeState
value = 430
triggerall = var(59) > 4
triggerall = var(30) >= 5
triggerall = StateType = A
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = EnemyNear(var(54)),StateNo != [120,169]
triggerall = Random <= var(59)*100
trigger1 = Stateno = 215 && AnimElemTime(7) >= 0
trigger1 = Vel Y > 0 && var(20) = 1

;
;󒆌q 
;Movecontact MoveHit MoveGuarded AnimElem = ,>0
;

[State -1, nWvLZ]
type = ChangeState
value = 39
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = NumHelper(60000)
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = Random <= var(59)*40 || var(59) >= 6
triggerall = fvar(39) != 0.5
trigger1 = (Stateno = [200, 211]) && (var(20) = 1)
trigger1 = EnemyNear(var(54)),StateType = A && fvar(39) != 10 && fvar(39) != 5
trigger2 = Stateno = 220 && (var(20) = 1) && var(30) >= 7
trigger2 = EnemyNear(var(54)),StateNo != [120,169]
trigger2 = var(30)>=8&&var(59)>6&&P2BodyDist X<50&&(P2BodyDist X<30||(PrevStateNo!=[215,219]))
trigger2 = Helper(60000),var(55)=0 || EnemyNear(var(54)),StateType = C || fvar(35)
trigger3 = (Stateno = [300, 320]) && (var(20) = 1) || ctrl && fvar(39) = 7.5 && P2BodyDist X < 60 && P2BodyDist Y >= -180+(EnemyNear(var(54)),Vel Y)*10
trigger3 = EnemyNear(var(54)),StateType = A
trigger4 = Stateno = 220 && (var(20) = 1) && var(30) >= 7
trigger4 = EnemyNear(var(54)),StateNo != [120,169]
trigger4 = EnemyNear(var(54)),StateType=A||fvar(39)=6&&2>var(43)&&var(59)>6
trigger4 = Helper(60000),var(55)=0 || EnemyNear(var(54)),StateType = C || fvar(35)
trigger5 = Stateno = 220 && (var(20) = 1) && var(30) >= 7
trigger5 = EnemyNear(var(54)),StateNo != [120,169]
trigger5 = var(30)>=8&&var(59)>6&&P2BodyDist X<50
trigger5 = EnemyNear(var(54)),BackEdgeBodyDist<25||EnemyNear(var(54)),FrontEdgeBodyDist<25&&EnemyNear(var(54)),facing=facing&&BackEdgeBodyDist>50||P2BodyDist X<25
trigger5 = Helper(60000),var(55)=0 || EnemyNear(var(54)),StateType = C
trigger5 = Ctrl && var(59) > 7
;trigger6 = EnemyNear(var(54)),Stateno = [4500,4503]
;trigger6 = P2BodyDist Y >= -150

;Ver
[State -1, nWvLZ]
type = ChangeState
value = 37
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = NumHelper(60000)
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = Random <= var(59)*40 || var(59) >= 6
triggerall = fvar(39) != 0.5
trigger1 = ctrl
trigger1 = EnemyNear(var(54)),StateType = A
trigger1 = fvar(39) = 12.1
trigger1 = P2BodyDist X >= 0

[State -1, 󒆑O_bV]
type = ChangeState
value = 110
triggerall = var(59) > 0
triggerall = StateType = A
triggerall = var(3) < 1 + (var(30) >= 3) + (var(30) >= 8)
triggerall = NumHelper(60000)
triggerall = (P2BodyDist X = [-10,70]) || (P2BodyDist X = [-20,180]) && (EnemyNear(var(54)),BackEdgeBodyDist < 25 || EnemyNear(var(54)),FrontEdgeBodyDist < 25 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50)
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = Pos Y < -30
triggerall = Random <= var(59)*40 || var(59) >= 5
triggerall = !fvar(39) || fvar(39) = 3.5 || fvar(39) = 6 || fvar(39) = 7 || fvar(39) = 7.5
trigger1 = ctrl && PrevStateNo = 39 && var(30) >= 8
trigger1 = var(59) > 6
trigger1 = P2BodyDist Y >= 50
trigger1 = EnemyNear(var(54)),StateType != A
trigger1 = var(2) < 1 && var(3) < 1
trigger2 = Helper(60000),var(55)=0 || EnemyNear(var(54)),StateType = C || EnemyNear(var(54)),StateType = A
trigger2 = ctrl&&EnemyNear(var(54)),StateType=A&&Pos Y<-50||((Stateno=[410,420])||Stateno=400&&(EnemyNear(var(54)),StateType=A||P2BodyDist X<12))&&(var(20)=1)&&((Pos Y<-50||var(30)>=8)||fvar(39)=12.1)
trigger2 = (P2BodyDist Y = [-10+(EnemyNear(var(54)),Vel Y)*5,100+(EnemyNear(var(54)),Vel Y)*5]) || P2BodyDist X > 70 && (P2BodyDist Y = [-100,100])
trigger2 = fvar(39) != 6
trigger3 = (Stateno = 110 || Stateno = 115) && AnimElemTime(6) >= 0
trigger3 = ceil(p2Dist X) >= 0
trigger3 = fvar(39) != 6 && (Pos Y < -50 || var(30)>=8)
trigger3 = P2BodyDist Y = [0,100]
trigger3 = EnemyNear(var(54)),StateType = A
trigger4 = var(30) >= 8 && (Stateno = 410) && (var(20) = 1)
trigger4 = Helper(60000),var(55)>0 && var(30) >= 8 && (!fvar(35)||EnemyNear(var(54)),Name = "Akiko Minase")
trigger4 = EnemyNear(var(54)),StateType = S
trigger4 = !fvar(39) || fvar(39) = 6
trigger4 = var(59) > 6 && var(2) < 1 && var(3) < 1
trigger5 = ctrl && PrevStateNo = 815
trigger5 = fvar(39) = 2.2
trigger5 = P2BodyDist X = [-5,30]
trigger5 = P2BodyDist Y = [5,60]
trigger6 = fvar(39) = 3.5
trigger6 = var(30) >= 8 && (Stateno = 420) && (var(20) = 1)
trigger6 = P2BodyDist Y >= 30

[State -1, 󒆑O_bV]
type = ChangeState
value = 110
triggerall = var(59) > 0
triggerall = StateType = A
triggerall = var(3) < 1 + (var(30) >= 3) + (var(30) >= 8)
trigger1 = Random <= var(59)*40 || var(59) >= 5
trigger1 = Stateno = 3030 && time = [20, 46]
trigger1 = EnemyNear(var(54)),StateType = A
trigger1 = EnemyNear(var(54)),MoveType = H

;trigger1 = ctrl
;trigger2 = (Stateno = [400, 420]) && (var(20) = 1)
;trigger3 = (Stateno = 110 || Stateno = 115) && AnimElemTime(6) >= 0
;trigger3 = ceil(p2Dist X) >= 0
;trigger4 = Stateno = 110 && AnimElemTime(6) >= 0
;trigger4 = ceil(p2Dist X) < 0
;trigger5 = Stateno = 3030 && time = [20, 46]

[State -1, 󒆌_bV]
type = ChangeState
value = 115
triggerall = var(59) > 0
triggerall = StateType = A
triggerall = var(3) < 1 + (var(30) >= 3) + (var(30) >= 8)
triggerall = Pos Y < -30
triggerall = EnemyNear(var(54)),StateType = A
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = Random <= var(59)*40 || var(59) >= 5
trigger1 = ctrl && PrevStateNo = 815
trigger1 = fvar(39) = 2 || fvar(39) = 12
trigger2 = ctrl || (Stateno = [400, 420]) && (var(20) = 1) || (Stateno = 110 || Stateno = 115) && AnimElemTime(6) >= 0 && ceil(p2Dist X) < 0 && P2BodyDist X < -20 || var(30) >= 8 && (Stateno = 3030 && time = [20, 46])
trigger2 = P2BodyDist X < -20 && P2BodyDist Y >= 0
trigger3 = ctrl && PrevStateNo = 815 || (Stateno = [400, 420]) && (var(20) = 1) || (Stateno = 110 || Stateno = 115) && AnimElemTime(6) >= 0 && ceil(p2Dist X) < 0
trigger3 = (fvar(39) = [7,7.5])
trigger3 = P2BodyDist X < -5
trigger3 = EnemyNear(var(54)),BackEdgeBodyDist < 25 || EnemyNear(var(54)),FrontEdgeBodyDist < 25 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
trigger4 = ctrl && fvar(39) = 3.1
trigger4 = Vel Y > 0 && P2BodyDist Y >= 30 && P2BodyDist X <= 40

[State -1, 󒆌_bV]
type = ChangeState
value = 115
triggerall = var(59) > 0
triggerall = StateType = A
triggerall = var(3) < 1 + (var(30) >= 3) + (var(30) >= 8)
triggerall = Random <= var(59)*100
triggerall = Pos Y < -30
trigger1 = Stateno = 215 && (var(20) = 2)
trigger2 = (Stateno = 420) && (var(20) = 2)
trigger3 = StateNo = 100
trigger3 = var(3) < 1 + (var(30) >= 3) + (var(30) >= 8)
trigger3 = P2BodyDist X <= 120+(EnemyNear(var(54)),Vel X)*10
trigger3 = EnemyNear(var(54)),MoveType = A &&EnemyNear(var(54)),StateType != A || EnemyNear(var(54)),MoveType != H &&EnemyNear(var(54)),StateType = A || EnemyNear(var(54)),Vel X > 1

;trigger1 = ctrl
;trigger2 = Stateno = 215 && (var(20) = [1,3])
;trigger3 = (Stateno = [400, 420]) && (var(20) = [1,3])
;trigger4 = (Stateno = 110 || Stateno = 115) && AnimElemTime(6) >= 0
;trigger4 = ceil(p2Dist X) >= 0
;trigger5 = Stateno = 110 && AnimElemTime(6) >= 0
;trigger5 = ceil(p2Dist X) < 0
;trigger6 = Stateno = 3030 && time = [20, 46]

[State -1, 󒆃WvLZ]
type = ChangeState
value = 45
triggerall = var(59) > 0
triggerall = StateType = A
triggerall = var(2) < 1
triggerall = EnemyNear(var(54)),StateType = A
triggerall = EnemyNear(var(54)),MoveType = H
triggerall = Random <= var(59)*40 || var(59) >= 5
trigger1 = (Stateno = [400, 420]) && (var(20) = 1)
trigger1 = P2BodyDist Y < -10 || StateNo != 420 || StateNo = 420 && (P2BodyDist Y < -40 || fvar(39) = 3 || fvar(39) = 3.1)
trigger1 = P2BodyDist X < 40 || EnemyNear(var(54)),BackEdgeBodyDist < 25 || EnemyNear(var(54)),FrontEdgeBodyDist < 25 && EnemyNear(var(54)),facing = facing && BackEdgeBodyDist > 50
trigger1 = !fvar(39) || fvar(39) = 3.1 || fvar(39) && fvar(0) < 0.7 || var(30) < 8 || fvar(39) = 5 || fvar(39) = 12.1

;
;nړ 
;Ctrl Random P2bodyDist X
;

[State -1, C`SW]
type = ChangeState
value = 1000
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = var(30) < 9
triggerall = ctrl
triggerall = NumHelper(60000)
triggerall = !Helper(60000),Inguarddist || palno = 12
triggerall = (PrevStateNo = [5100,5120]) && EnemyNear(var(54)),MoveType != A || (PrevStateNo != [5100,5120])
;triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
;triggerall = EnemyNear(var(54)),StateType != L
triggerall = !InGuardDist || palno = 12
triggerall = !(EnemyNear(var(54)),Hitdefattr = SCA,NP,SP,HP,AP) || palno = 12
triggerall = Helper(60000),var(45)>0&&EnemyNear(var(54)),StateNo!=Helper(60000),var(45)||Helper(60000),var(45)=0||palno=12
triggerall = Helper(60000),var(46)>0&&EnemyNear(var(54)),StateNo!=Helper(60000),var(46)||Helper(60000),var(46)=0||palno=12
triggerall = Helper(60000),var(47)>0&&EnemyNear(var(54)),StateNo!=Helper(60000),var(47)||Helper(60000),var(47)=0||palno=12
triggerall = Helper(60000),var(48)>0&&EnemyNear(var(54)),StateNo!=Helper(60000),var(48)||Helper(60000),var(48)=0||palno=12
triggerall = P2BodyDist X >= 200+(EnemyNear(var(54)),Vel X)*5
trigger1 = !EnemyNear(var(54)),Ctrl && EnemyNear(var(54)),AnimTime < -45
trigger1 = Random <= var(59)*40 || var(59) > 9
trigger1 = EnemyNear(var(54)),StateNo != [0,169]
trigger1 = EnemyNear(var(54)),MoveType = I || EnemyNear(var(54)),StateNo < 200
trigger2 = Random <= var(59)*20+(10-var(30))
trigger2 = EnemyNear(var(54)),Vel X <= 0
trigger2 = (EnemyNear(var(54)),StateNo=[120,169])&&P2BodyDist X>=200||EnemyNear(var(54)),Vel X<-3&&(P2BodyDist Y<-40||EnemyNear(var(54)),StateNo>=200)||EnemyNear(var(54)),Time>=30+var(59)*2

[State -1, tFCgW]
type = ChangeState
value = 1050
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = var(30) < 9
triggerall = ctrl || StateNo = 1400 && AnimElemTime(8) >= 0 && AnimElemTime(9) < 0
triggerall = NumHelper(60000)
triggerall = !Helper(60000),Inguarddist || palno = 12
triggerall = (PrevStateNo = [5100,5120]) && EnemyNear(var(54)),MoveType != A || (PrevStateNo != [5100,5120])
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType = I
triggerall = !InGuardDist || palno = 12
triggerall = !(EnemyNear(var(54)),Hitdefattr = SCA,NP,SP,HP,AP) || palno = 12
triggerall = Helper(60000),var(45)>0&&EnemyNear(var(54)),StateNo!=Helper(60000),var(45)||Helper(60000),var(45)=0||palno=12
triggerall = Helper(60000),var(46)>0&&EnemyNear(var(54)),StateNo!=Helper(60000),var(46)||Helper(60000),var(46)=0||palno=12
triggerall = Helper(60000),var(47)>0&&EnemyNear(var(54)),StateNo!=Helper(60000),var(47)||Helper(60000),var(47)=0||palno=12
triggerall = Helper(60000),var(48)>0&&EnemyNear(var(54)),StateNo!=Helper(60000),var(48)||Helper(60000),var(48)=0||palno=12
triggerall = P2BodyDist X >= 140+(EnemyNear(var(54)),Vel X)*5
triggerall = Random <= var(59)*20+(10-var(30))
;triggerall = var(59) < 9
triggerall = PrevStateNo != 1050
trigger1 = !EnemyNear(var(54)),Ctrl && EnemyNear(var(54)),AnimTime <= -25
trigger2 = EnemyNear(var(54)),Vel X <= 0
trigger2 = EnemyNear(var(54)),Vel X<-3&&(P2BodyDist Y>=-40||EnemyNear(var(54)),StateNo<200)

[State -1, tgXebv]
type = ChangeState
value = 100
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = Stateno != [100, 106]
triggerall = ctrl
triggerall = NumHelper(60000)
triggerall = !Helper(60000),Inguarddist || palno = 12
triggerall = EnemyNear(var(54)),StateType != L
triggerall = !Inguarddist || palno = 12
triggerall = (var(30) >= 8 || var(59) < 8); || EnemyNear(var(54)),life < life*2)
triggerall = Helper(60000),var(45)>0&&EnemyNear(var(54)),StateNo!=Helper(60000),var(45)||Helper(60000),var(45)=0||palno=12
triggerall = Helper(60000),var(46)>0&&EnemyNear(var(54)),StateNo!=Helper(60000),var(46)||Helper(60000),var(46)=0||palno=12
triggerall = Helper(60000),var(47)>0&&EnemyNear(var(54)),StateNo!=Helper(60000),var(47)||Helper(60000),var(47)=0||palno=12
triggerall = Helper(60000),var(48)>0&&EnemyNear(var(54)),StateNo!=Helper(60000),var(48)||Helper(60000),var(48)=0||palno=12
trigger1 = P2BodyDist X > 230-(EnemyNear(var(54)),Vel X)*10
trigger1 = Random <= var(59)*(var(30))
trigger1 = EnemyNear(var(54)),MoveType = I
trigger1 = !(EnemyNear(var(54)),Hitdefattr = SCA,NP,SP,HP,AP) || palno = 12
trigger2 = P2BodyDist X = [160+(EnemyNear(var(54)),Vel X)*10,210-(EnemyNear(var(54)),Vel X)*10]
trigger2 = Random <= var(59)*(((var(30)*2)-var(57))/5) || Random <= var(59)*(var(30)*2) && var(59) < 12
trigger2 = EnemyNear(var(54)),MoveType = I
trigger2 = EnemyNear(var(54)),Vel X < 3 || var(59) < 9
trigger2 = (EnemyNear(var(54)),StateNo != [90,104]) || var(59) < 8
trigger2 = !(EnemyNear(var(54)),Hitdefattr = SCA,NP,SP,HP,AP) || palno = 12
trigger3 = NumPartner
trigger3 = TeamMode = Simul && Partner,Alive
trigger3 = Random <= var(59)*20
trigger3 = P2BodyDist X >= 150+(EnemyNear(var(54)),Vel X)*10
trigger4 = P2BodyDist X = [-10,60]
trigger4 = P2BodyDist Y <= -120
trigger4 = Random <= var(59)*40
trigger4 = EnemyNear(var(54)),Vel X = 0
trigger4 = EnemyNear(var(54)),Vel Y < 0 && EnemyNear(var(54)),Ctrl
trigger4 = BackEdgeBodyDist <= 75 || FrontEdgeBodyDist >= 75
trigger5 = EnemyNear(var(54)),StateType != A
trigger5 = EnemyNear(var(54)),StateType != L
trigger5 = EnemyNear(var(54)),StateNo != [0,169]
trigger5 = EnemyNear(var(54)),StateNo != [5100,5125]
trigger5 = !EnemyNear(var(54)),Ctrl
trigger5 = EnemyNear(var(54)),Vel X = 0
trigger5 = P2BodyDist X > 150
trigger5 = EnemyNear(var(54)),AnimTime > -30
trigger5 = EnemyNear(var(54)),MoveType = I || fvar(37) = 2
trigger5 = Random <= var(59)*30 || Random <= var(59)*100 && var(59) > 7
trigger6 = EnemyNear(var(54)),StateType = A
trigger6 = EnemyNear(var(54)),MoveType = H
trigger6 = (fvar(39)=[5,5.5])
trigger6 = P2BodyDist X > 150 && P2BodyDist Y < -200

[State -1, obNXebv]
type = ChangeState
value = 105
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = Stateno != [100, 106]
triggerall = ctrl
triggerall = NumHelper(60000)
triggerall = Helper(60000),Inguarddist=0 || palno = 12
triggerall = NumHelper(60001)
triggerall = Helper(60001),Inguarddist=0 || palno = 12
triggerall = !Inguarddist || palno = 12
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = backedgebodydist >= 70+var(30)*8
triggerall = Helper(60000),var(45)>0&&EnemyNear(var(54)),StateNo!=Helper(60000),var(45)||Helper(60000),var(45)=0||palno=12
triggerall = Helper(60000),var(46)>0&&EnemyNear(var(54)),StateNo!=Helper(60000),var(46)||Helper(60000),var(46)=0||palno=12
triggerall = Helper(60000),var(47)>0&&EnemyNear(var(54)),StateNo!=Helper(60000),var(47)||Helper(60000),var(47)=0||palno=12
triggerall = Helper(60000),var(48)>0&&EnemyNear(var(54)),StateNo!=Helper(60000),var(48)||Helper(60000),var(48)=0||palno=12
triggerall = Enemy(NumEnemy=2),Alive&&facing*((Enemy(NumEnemy=2),Pos X)-Pos X)>0||!Enemy(NumEnemy=2),Alive
trigger1 = P2BodyDist X = [0+(EnemyNear(var(54)),Vel X)*10,60+(EnemyNear(var(54)),Vel X)*10]
trigger1 = Random <= (12-var(59))*(1+var(30))
trigger1 = EnemyNear(var(54)),Vel X < 3 && EnemyNear(var(54)),Ctrl
trigger1 = EnemyNear(var(54)),StateType != A
trigger2 = P2BodyDist X = [30,70]
trigger2 = Random <= var(59)*(1+EnemyNear(var(54)),Time/3+var(30)) && EnemyNear(var(54)),StateNo < 200 && EnemyNear(var(54)),PrevStateNo != 190 && (EnemyNear(var(54)),PrevStateNo != [4000,4400])
trigger2 = EnemyNear(var(54)),Time = [10,30]
trigger2 = EnemyNear(var(54)),Vel X = 0
trigger2 = EnemyNear(var(54)),StateType != A
trigger2 = EnemyNear(var(54)),Ctrl
trigger3 = P2BodyDist X = [0,60]
trigger3 = P2BodyDist Y <= -120
trigger3 = Random <= var(59)*40
trigger3 = EnemyNear(var(54)),Vel X = 0
trigger3 = EnemyNear(var(54)),Vel Y < 0 && EnemyNear(var(54)),Ctrl
trigger4 = fvar(39) = 0.5
trigger4 = (EnemyNear(var(54)),StateNo = [120,169]) && P2BodyDist X < 100
trigger4 = Random <= var(59)*100 && !EnemyNear(var(54)),Ctrl

[State -1, nWv]
type = ChangeState
value = ifelse(EnemyNear(var(54)),Vel X<3,38,39)
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = ctrl || (StateNo = [10,22])
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = fvar(37)!=0.5
trigger1 = P2BodyDist X > 140-(EnemyNear(var(54)),Vel X)*5
trigger1 = Random<=var(59)*(5+(var(57)/2)+ifelse(EnemyNear(var(54)),Time>=30,50,0))||var(30)>=8&&Random<=var(59)*(14+(var(57)/2)+ifelse(EnemyNear(var(54)),Time>=30,40,0))
trigger1 = EnemyNear(var(54)),MoveType = A
trigger1 = EnemyNear(var(54)),NumHelper > 0 || EnemyNear(var(54)),NumProj > 0
trigger2 = !InguardDist || fvar(37) = 3
trigger2 = (P2BodyDist X > Enemy(var(54)),Const(size.attack.dist)) && Random <= var(59)*(1+var(30))

[State -1, O]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl
triggerall = fvar(38) != -1 && fvar(38) != 4
triggerall = !Inguarddist
trigger1 = EnemyNear(var(54)),StateType = A
trigger1 = EnemyNear(var(54)),MoveType = H
trigger1 = (fvar(39)=[5,5.5]) || fvar(39) = 10.1 && (BackEdgeBodyDist > 50 || P2BodyDist X > 40)
value = 20
ctrl = 1

;
;n㗧ZU 
;Ctrl Random EnemyNear(var(54)),Movetype = I@inguarddist  P2bodyDist Y P2bodyDist X
;
;
;Ԃ
;EnemyNear(var(54)),Ctrl EnemyNear(var(54)),MoveType=A P2BodyDist X
;

[State -1, с[ށ[[(Lv3)]
type = null;ChangeState
value = 2120
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = power >= 3000
triggerall = ctrl
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = EnemyNear(var(54)),MoveType=A||EnemyNear(var(54)),Ctrl
Trigger1 = var(59) = 3
Trigger1 = Random <= var(59)*40
Trigger2 = var(59) = [4,6]
Trigger2 = Random <= (10-var(59))*40

[State -1, с[ށ[[(Lv2)]
type = ChangeState
value = 2110
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = power >= 2000
triggerall = ctrl
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = EnemyNear(var(54)),MoveType=A||EnemyNear(var(54)),Ctrl
Trigger1 = var(59) = 3
Trigger1 = Random <= var(59)*40
Trigger2 = var(59) = [4,6]
Trigger2 = Random <= (10-var(59))*40

;
;^bOp
;

[State -1, с[ށ[[(Lv3)]
type = null;ChangeState
value = 2120
triggerall = var(59) > 5
triggerall = StateType != A
triggerall = power >= 3000
triggerall = ctrl
triggerall = !InGuardDist || palno = 12
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),StateNo != [120,169]
triggerall = TeamMode = Simul && Enemy,TeamMode = Simul
triggerall = Enemy(0),Alive && Enemy(NumEnemy=2),Alive
triggerall = P2BodyDist X > 150
triggerall = P2BodyDist Y > -60
trigger1 = NumPartner
trigger1 = Partner,Alive
trigger1 = Partner,MoveType = H || (Partner,StateNo = [120,159])
trigger1 = Random <= var(59)*40

[State -1, с[ށ[[(Lv2)]
type = ChangeState
value = 2110
triggerall = var(59) > 5
triggerall = StateType != A
triggerall = power >= 2000
triggerall = ctrl
triggerall = !InGuardDist || palno = 12
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),StateNo != [120,169]
triggerall = TeamMode = Simul && Enemy,TeamMode = Simul
triggerall = Enemy(0),Alive && Enemy(NumEnemy=2),Alive
triggerall = P2BodyDist X > 150
triggerall = P2BodyDist Y > -60
triggerall = Enemy(NumEnemy=2),Alive&&facing*((Enemy(NumEnemy=2),Pos X)-Pos X)>0||!Enemy(NumEnemy=2),Alive
trigger1 = NumPartner
trigger1 = Partner,Alive
trigger1 = Partner,MoveType = H || (Partner,StateNo = [120,159])
trigger1 = Random <= var(59)*40

;
;n㗧Z̐U ΍
;

;
;n㗧ZU@΋
;

[State -1, ]
type = ChangeState
value = 320
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = ctrl
triggerall = fvar(38) > 0
triggerall = NumHelper(60000)
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = (PrevStateNo = [5100,5120]) && EnemyNear(var(54)),MoveType != A || (PrevStateNo != [5100,5120])
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
triggerall = (P2BodyDist X = [40+(EnemyNear(var(54)),Vel X)*10,65+(EnemyNear(var(54)),Vel X)*10])
triggerall = P2BodyDist Y >= -70-(EnemyNear(var(54)),Vel Y)*10
triggerall = EnemyNear(var(54)),StateType = A
trigger1 = Random <= var(59)*20
trigger1 = Helper(60000),var(36) = 0 || var(59) < 10
trigger2 = Random <= var(59)*8 && Helper(60000),var(36) > 0
trigger3 = NumPartner
trigger3 = TeamMode = Simul && Partner,Alive
trigger3 = Random <= var(59)*20

;
;n㗧ZU@i
;

[State -1, ]
type = ChangeState
value = 300
triggerall = var(59) = [1,11]
triggerall = StateType != A
triggerall = ctrl
triggerall = fvar(38) > 0 || fvar(38) = -2
triggerall = NumHelper(60000)
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = EnemyNear(var(54)),StateType = S
triggerall = P2BodyDist X =[-5,30+(EnemyNear(var(54)),Vel X)*3]
triggerall = (PrevStateNo = [5100,5120]) && EnemyNear(var(54)),MoveType != A || (PrevStateNo != [5100,5120])
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
trigger1 = Random <= var(59)*ifelse(!EnemyNear(var(54)),Ctrl,50,30)
trigger1 = Helper(60000),var(34) = 0 || var(59) < 10
trigger2 = Random <= var(59)*ifelse(!EnemyNear(var(54)),Ctrl,10,5)
trigger2 = Helper(60000),var(34) > 0
trigger3 = NumPartner
trigger3 = TeamMode = Simul && Partner,Alive
trigger3 = Random <= var(59)*ifelse(!EnemyNear(var(54)),Ctrl,50,30)

[State -1, ]
type = ChangeState
value = 310
triggerall = var(59) = [1,11]
triggerall = StateType != A
triggerall = ctrl
triggerall = fvar(38) > 0 || fvar(38) = -2
triggerall = NumHelper(60000)
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = EnemyNear(var(54)),StateType = S
triggerall = P2BodyDist X =[40+(EnemyNear(var(54)),Vel X)*5,70+(EnemyNear(var(54)),Vel X)*5]
triggerall = (PrevStateNo = [5100,5120]) && EnemyNear(var(54)),MoveType != A || (PrevStateNo != [5100,5120])
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
trigger1 = Random <= var(59)*(var(30)-1)
trigger1 = Helper(60000),var(35) = 0 || var(59) < 10
trigger2 = Random <= var(59)*(var(30)/2) && var(30) >= 6
trigger2 = Helper(60000),var(35) > 0
trigger3 = NumPartner
trigger3 = TeamMode = Simul && Partner,Alive
trigger3 = Random <= var(59)*(var(30)-1)

;
;n㗧ZU@i
;

[State -1, Ȃ䃊[v]
type = ChangeState
value = 440
triggerall = var(59) = [4,11]
triggerall = StateType != A
triggerall = var(30) >= 2
triggerall = ctrl
triggerall = fvar(38) > 0
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = !InGuardDist || palno = 12
triggerall = P2BodyDist X=[-20,50]
triggerall = (PrevStateNo = [5100,5120]) && EnemyNear(var(54)),MoveType != A || (PrevStateNo != [5100,5120])
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
triggerall = EnemyNear(var(54)),StateType = C
triggerall = (fvar(21) = 2 && fvar(20) > 100) || fvar(21) = 3 || var(59) <= 6
trigger1 = NumPartner
trigger1 = TeamMode = Simul && Partner,Alive && Partner,MoveType = A
trigger1 = Partner,Pos X-P2BodyDist X = [-60,60]
trigger1 = Random <= var(59)*60 && (EnemyNear(var(54)),StateNo = [120,159])
trigger2 = Random <= var(59)*40 && (EnemyNear(var(54)),StateNo = [120,159]) || Random <= var(59)*2

[State -1, tgXebv]
type = ChangeState
value = 100
triggerall = var(59) > 2
triggerall = StateType != A
triggerall = Stateno != [100, 106]
triggerall = ctrl
triggerall = fvar(38) > 0
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = !InGuardDist || palno = 12
triggerall = P2BodyDist X = [5,30]
triggerall = (PrevStateNo = [5100,5120]) && EnemyNear(var(54)),MoveType != A || (PrevStateNo != [5100,5120])
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
triggerall = EnemyNear(var(54)),StateType = C
trigger1 = Random <= var(59)*10

;
;n㗧ZU@
;

[State -1, ]
type = ChangeState
value = 200
triggerall = var(59) = [1,11]
triggerall = StateType != A
triggerall = ctrl
triggerall = fvar(38) > 0
triggerall = NumHelper(60000)
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = P2BodyDist Y >= -25-(EnemyNear(var(54)),Vel Y)*5
triggerall = P2BodyDist X =[-5,25+(EnemyNear(var(54)),Vel X)*2]
triggerall = (PrevStateNo = [5100,5120]) && EnemyNear(var(54)),MoveType != A || (PrevStateNo != [5100,5120])
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
trigger1 = Random <= var(59)*(15+var(30))
trigger1 = Helper(60000),var(30) = 0 || var(59) < 10
trigger2 = Random <= var(59)*5 && Helper(60000),var(30) > 0
trigger3 = NumPartner
trigger3 = TeamMode = Simul && Partner,Alive
trigger3 = Random <= var(59)*(15+var(30))

[State -1, ]
type = ChangeState
value = 220
triggerall = var(59) > 3
triggerall = StateType != A
triggerall = fvar(38) > 0
triggerall = NumHelper(60000)
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = Random <= var(59)*7
triggerall = var(30) >= 2 || var(59) < 6
triggerall = BackEdgeBodyDist > 100 || var(59) < 8
triggerall = !InGuardDist || palno = 12
triggerall = (PrevStateNo = [5100,5120]) && EnemyNear(var(54)),MoveType != A || (PrevStateNo != [5100,5120])
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
triggerall = Ctrl
trigger1 = EnemyNear(var(54)),StateType != A && (P2BodyDist X = [40+(EnemyNear(var(54)),Vel X)*5,80+(EnemyNear(var(54)),Vel X)*5])
trigger2 = EnemyNear(var(54)),StateType = A && var(30)>=6
trigger2 = (P2BodyDist Y = [-90-(EnemyNear(var(54)),Vel Y)*5,-40-(EnemyNear(var(54)),Vel Y)*5]) && (P2BodyDist X = [0,40+(EnemyNear(var(54)),Vel X)*5])

[State -1, []
type = null;ChangeState
value = 1400
triggerall = var(59) = [4,11]
triggerall = StateType != A
triggerall = var(30) >= 1
triggerall = ctrl
triggerall = NumHelper(60001)
triggerall = !Helper(60001),Inguarddist || palno = 12
triggerall = (PrevStateNo = [5100,5120]) && EnemyNear(var(54)),MoveType != A || (PrevStateNo != [5100,5120])
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = EnemyNear(var(54)),StateType != L
triggerall = P2BodyDist X = [110+(EnemyNear(var(54)),Vel X)*5,160+(EnemyNear(var(54)),Vel X)*5]
triggerall = (EnemyNear(var(54)),StateNo != [120,169])
trigger1 = Random <= var(59)*20

[State -1, ҁ[͂()]
type = ChangeState
value = 1100
triggerall = var(59) = [3,11]
triggerall = StateType != A
triggerall = ctrl
triggerall = fvar(38) != 0
triggerall = NumHelper(60000)
triggerall = fvar(37) != 1
triggerall = (PrevStateNo = [5100,5120]) && EnemyNear(var(54)),MoveType != A || (PrevStateNo != [5100,5120])
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),StateType != A
triggerall = Helper(60000),var(45)>0&&EnemyNear(var(54)),StateNo!=Helper(60000),var(45)||Helper(60000),var(45)=0||palno=12
triggerall = Helper(60000),var(46)>0&&EnemyNear(var(54)),StateNo!=Helper(60000),var(46)||Helper(60000),var(46)=0||palno=12
triggerall = Helper(60000),var(47)>0&&EnemyNear(var(54)),StateNo!=Helper(60000),var(47)||Helper(60000),var(47)=0||palno=12
triggerall = Helper(60000),var(48)>0&&EnemyNear(var(54)),StateNo!=Helper(60000),var(48)||Helper(60000),var(48)=0||palno=12
triggerall = !InGuardDist || palno = 12
triggerall = Helper(60000),InGuardDist=0 || PalNo=12
triggerall = EnemyNear(var(54)),Vel X < 0 && var(30) >= 8 || EnemyNear(var(54)),Vel X >= 0
triggerall = P2BodyDist X = [150+(EnemyNear(var(54)),Vel X)*10,210+(EnemyNear(var(54)),Vel X)*10]
triggerall = (EnemyNear(var(54)),StateNo != [120,169])
trigger1 = Random <= var(59)*20

[State -1, ҁ[͂()]
type = ChangeState
value = 1110
triggerall = var(59) = [3,11]
triggerall = StateType != A
triggerall = ctrl
triggerall = fvar(38) != 0
triggerall = NumHelper(60000)
triggerall = fvar(37) != 1
triggerall = (PrevStateNo = [5100,5120]) && EnemyNear(var(54)),MoveType != A || (PrevStateNo != [5100,5120])
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),StateType = A
triggerall = Helper(60000),var(45)>0&&EnemyNear(var(54)),StateNo!=Helper(60000),var(45)||Helper(60000),var(45)=0||palno=12
triggerall = Helper(60000),var(46)>0&&EnemyNear(var(54)),StateNo!=Helper(60000),var(46)||Helper(60000),var(46)=0||palno=12
triggerall = Helper(60000),var(47)>0&&EnemyNear(var(54)),StateNo!=Helper(60000),var(47)||Helper(60000),var(47)=0||palno=12
triggerall = Helper(60000),var(48)>0&&EnemyNear(var(54)),StateNo!=Helper(60000),var(48)||Helper(60000),var(48)=0||palno=12
triggerall = EnemyNear(var(54)),Vel X < 3 || var(59) < 10
triggerall = !InGuardDist || palno = 12
triggerall = Helper(60000),InGuardDist=0 || PalNo=12
triggerall = P2BodyDist X = [110+(EnemyNear(var(54)),Vel X)*15,150+(EnemyNear(var(54)),Vel X)*15]
triggerall = P2BodyDist Y = [-150-(EnemyNear(var(54)),Vel Y)*15,-60-(EnemyNear(var(54)),Vel Y)*15]
triggerall = (EnemyNear(var(54)),StateNo != [120,169])
trigger1 = Random <= var(59)*12

[State -1, ҁ[͂(tFCg)]
type = ChangeState
value = 1140
triggerall = var(59) > 1 
triggerall = StateType != A
triggerall = ctrl
triggerall = fvar(38) != 0
triggerall = NumHelper(60000)
triggerall = fvar(37) != 1
triggerall = (PrevStateNo = [5100,5120]) && EnemyNear(var(54)),MoveType != A || (PrevStateNo != [5100,5120])
triggerall = EnemyNear(var(54)),StateNo != [5100,5299]
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),StateType != A
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = Helper(60000),var(45)>0&&EnemyNear(var(54)),StateNo!=Helper(60000),var(45)||Helper(60000),var(45)=0||palno=12
triggerall = Helper(60000),var(46)>0&&EnemyNear(var(54)),StateNo!=Helper(60000),var(46)||Helper(60000),var(46)=0||palno=12
triggerall = Helper(60000),var(47)>0&&EnemyNear(var(54)),StateNo!=Helper(60000),var(47)||Helper(60000),var(47)=0||palno=12
triggerall = Helper(60000),var(48)>0&&EnemyNear(var(54)),StateNo!=Helper(60000),var(48)||Helper(60000),var(48)=0||palno=12
triggerall = !InGuardDist || palno = 12
triggerall = P2BodyDist X = [160+(EnemyNear(var(54)),Vel X)*5,210+(EnemyNear(var(54)),Vel X)*5]
triggerall = (EnemyNear(var(54)),StateNo != [120,169])
trigger1 = Random <= var(59)*20
trigger1 = EnemyNear(var(54)),Vel X > 3

[State -1, ]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = Ctrl
triggerall = NumHelper(60000)
triggerall = Helper(60000),Inguarddist=0 || palno = 12
triggerall = NumHelper(60001)
triggerall = Helper(60001),Inguarddist=0 || palno = 12
triggerall = !Inguarddist || palno = 12
triggerall = StateNo != 20
trigger1 = fvar(38) != -1 && fvar(38) != 4
trigger1 = EnemyNear(var(54)),StateType != L && EnemyNear(var(54)),MoveType != H
trigger1 = P2BodyDist X > 20 && (var(59) > 6 || EnemyNear(var(54)),Time > 60)
trigger1 = var(30) >= 8 || (fvar(21) = [2,3])
trigger1 = (StateNo != [120,159])
;trigger2 = P2BodyDist X >= 0
;trigger2 = fvar(38)=4||EnemyNear(var(54)),HitDefAttr=SCA,AT
value = 20
ctrl = 1

;
;󒆈ړ 
;Ctrl Random P2bodyDist X
;

[State -1, 󒆑O_bV]
type = ChangeState
value = 110
triggerall = var(59) > 0
triggerall = StateType = A
triggerall = var(3) < 1 + (var(30) >= 3) + (var(30) >= 8)
triggerall = ctrl || (Stateno = 110 || Stateno = 115) && AnimElemTime(6) >= 0 && (ceil(p2Dist X) >= 0 || ceil(p2Dist X) < 0)
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = EnemyNear(var(54)),StateType != L
triggerall = P2BodyDist Y <= -100 || palno = 12
triggerall = !Inguarddist || (P2BodyDist Y != [-60,60]) || palno = 12
triggerall = Pos Y < -60
trigger1 = Random <= var(59)*(25-(var(57))/4) || Random <= var(59)*25 && var(59) < 12
trigger1 = P2BodyDist X >= 30-(EnemyNear(var(54)),Vel X)*5 && var(30) >= 8 || P2BodyDist X >= 120-(EnemyNear(var(54)),Vel X)*5
trigger1 = P2BodyDist Y >= -100 && var(5) = 0 || P2BodyDist Y >= -150
trigger1 = var(30) >= 8 || var(59) < 7 || EnemyNear(var(54)),StateType != A && EnemyNear(var(54)),MoveType = I
trigger2 = EnemyNear(var(54)),Vel Y > 0 && P2BodyDist Y > 50 || P2BodyDist Y > 120 && EnemyNear(var(54)),StateType != A
trigger2 = P2BodyDist X = [-40,40]
trigger2 = Random <= var(59)*30 || var(59) > 6 && Random <= var(59)*100
trigger2 = BackEdgeBodyDist < 25 || P2BodyDist Y > 120 && EnemyNear(var(54)),StateType != A
trigger3 = P2BodyDist X = [30,80]
trigger3 = P2BodyDist Y > 60
trigger3 = Random <= var(59)*40
trigger3 = NumHelper(60000)
trigger3 = Helper(60000),Inguarddist=0 || palno = 12
trigger3 = NumHelper(60001)
trigger3 = Helper(60001),Inguarddist=0 || palno = 12
trigger3 = !Inguarddist || palno = 12

[State -1, 󒆌_bV]
type = ChangeState
value = 115
triggerall = var(59) > 0
triggerall = StateType = A
triggerall = var(3) < 1 + (var(30) >= 3) + (var(30) >= 8)
triggerall = ctrl || StateNo = 100&&fvar(38)>0 || (Stateno = 110 || Stateno = 115) && AnimElemTime(6) >= 0 && (ceil(p2Dist X) >= 0 || ceil(p2Dist X) < 0)
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = EnemyNear(var(54)),StateType != L
triggerall = Pos Y < -50
trigger1 = !Inguarddist || palno = 12
trigger1 = EnemyNear(var(54)),MoveType = I
trigger1 = P2BodyDist X = [30-(EnemyNear(var(54)),Vel X)*5,80+(EnemyNear(var(54)),Vel X)*5]
trigger1 = P2BodyDist Y = [-40-(EnemyNear(var(54)),Vel Y)*5,40-(EnemyNear(var(54)),Vel Y)*5]
trigger1 = Random <= var(59)*8
trigger1 = backedgebodydist >= 62
trigger2 = !Inguarddist || palno = 12
trigger2 = EnemyNear(var(54)),StateType != A
trigger2 = P2BodyDist X = [0,40]
trigger2 = P2BodyDist Y > 150
trigger2 = Random <= var(59)*15
trigger2 = backedgebodydist >= 62
trigger3 = Inguarddist && palno != 12
trigger3 = (Stateno = 110 || Stateno = 115) && AnimElemTime(6) >= 0
trigger3 = Random <= var(59)*30 || var(59) > 6 && Random <= var(59)*100

[State -1, 󒆃Wv]
type = ChangeState
value = 45
triggerall = var(59) > 0
triggerall = StateType = A
triggerall = var(2) < 1
triggerall = ctrl
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = EnemyNear(var(54)),StateType != L
triggerall = !Inguarddist || palno = 12
;triggerall = EnemyNear(var(54)),MoveType = I
triggerall = Random <= var(59)*35
trigger1 = P2BodyDist X = [120,240]
Trigger1 = vel Y > 0
trigger1 = StateNo != 5210
trigger2 = vel Y <= -1 && PrevStateNo = 37

;
;󒆗ZU 
;Ctrl Random EnemyNear(var(54)),Movetype = I inguarddist P2bodyDist Y P2bodyDist X
;

[State -1, ]
type = ChangeState
value = 400
triggerall = var(59) = [1,11]
triggerall = StateType = A
triggerall = ctrl || StateNo = 100 || (StateNo = 110 || StateNo = 115) && AnimElemTime(6) >= 0
triggerall = fvar(38) > 0
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = P2BodyDist X=[-5,40+(EnemyNear(var(54)),Vel X)*5+(Vel X)*3*ifelse(EnemyNear(var(54)),facing!=facing,1,-1)]
triggerall = P2BodyDist Y=[-40-(EnemyNear(var(54)),Vel Y)*5,40+(EnemyNear(var(54)),Vel Y)*5]
triggerall = (EnemyNear(var(54)),StateNo != [120,169]) || EnemyNear(var(54)),StateType != A
triggerall = PrevStateNo != 38 || Vel Y > 0 || StateNo = 100 && Vel Y < 0 && P2BodyDist X = [-5,40] 
trigger1 = ctrl
trigger1 = Random <= var(59)*25
trigger2 = NumPartner
trigger2 = ctrl
trigger2 = TeamMode = Simul && Partner,Alive
trigger2 = Random <= var(59)*25
trigger3 = !ctrl && (Random <= var(59)*50 || var(59)> 9)

[State -1, ]
type = ChangeState
value = 410
triggerall = var(59) = [1,11]
triggerall = StateType = A
triggerall = ctrl || StateNo = 100 || (StateNo = 110 || StateNo = 115) && AnimElemTime(6) >= 0
triggerall = fvar(38) > 0
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = P2BodyDist X=[-20,60+(EnemyNear(var(54)),Vel X)*5+(Vel X)*3*ifelse(EnemyNear(var(54)),facing!=facing,1,-1)]
triggerall = (EnemyNear(var(54)),StateNo != [120,169]) || EnemyNear(var(54)),StateType != A
trigger1 = ctrl && Random <= var(59)*20 && PrevStateNo != 38
trigger1 = P2BodyDist X>=-5
trigger1 = P2BodyDist Y=[-60-(EnemyNear(var(54)),Vel Y)*5,60+(EnemyNear(var(54)),Vel Y)*5]
trigger2 = NumPartner
trigger2 = ctrl && TeamMode = Simul && Partner,Alive
trigger2 = Random <= var(59)*20
trigger2 = P2BodyDist Y=[-60-(EnemyNear(var(54)),Vel Y)*5,60+(EnemyNear(var(54)),Vel Y)*5]
trigger3 = (PrevStateNo = 38 || PrevStateNo = 120) && Vel Y > 0
trigger3 = P2BodyDist X <= 5
trigger3 = P2BodyDist Y <= 60+(EnemyNear(var(54)),Vel Y)*5+(Vel Y)*3
trigger3 = Random <= var(59)*100

[State -1, ]
type = ChangeState
value = 420
triggerall = var(59) = [1,11]
triggerall = StateType = A
triggerall = ctrl || StateNo = 100 || (StateNo = 110 || StateNo = 115) && AnimElemTime(6) >= 0
triggerall = fvar(38) > 0
triggerall = EnemyNear(var(54)),StateType != L
triggerall = EnemyNear(var(54)),MoveType != H
triggerall = EnemyNear(var(54)),Vel X < 3
triggerall = P2BodyDist X=[60+(EnemyNear(var(54)),Vel X)*5+(Vel X)*3*ifelse(EnemyNear(var(54)),facing!=facing,1,-1),80+(EnemyNear(var(54)),Vel X)*5+(Vel X)*3*ifelse(EnemyNear(var(54)),facing!=facing,1,-1)]
triggerall = P2BodyDist Y=[-90-(EnemyNear(var(54)),Vel Y)*5,20+(EnemyNear(var(54)),Vel Y)*5]
triggerall = (EnemyNear(var(54)),StateNo != [120,169]) || EnemyNear(var(54)),StateType != A
trigger1 = Random <= var(59)*15
trigger1 = ctrl
trigger2 = NumPartner
trigger2 = ctrl
trigger2 = TeamMode = Simul && Partner,Alive
trigger2 = Random <= var(59)*15

;
;AINwp[
;
[Statedef 50000]
ctrl=0

[State 50000,ԈႢŖ{̂痧ֈڍs]
type=selfstate
trigger1=!ishelper
value=0

[State 50000,vC[]
type=varset
trigger1=command="up"&&root,command="up"
trigger2=command="down"&&root,command="down"
trigger3=command="back"&&root,command="back"
trigger4=command="fwd"&&root,command="fwd"
trigger5=command="a"&&root,command="a"
trigger6=command="b"&&root,command="b"
trigger7=command="c"&&root,command="c"
trigger8=command="x"&&root,command="x"
trigger9=command="y"&&root,command="y"
trigger10=command="z"&&root,command="z"
trigger11=command="start"&&root,command="start"
var(59)=-1

[State 50000,]
Type = DestroySelf
triggerAll = isHelper
Trigger1 = root,var(59)||var(59)=-1
trigger2=command="up"&&root,command="up"
trigger3=command="down"&&root,command="down"
trigger4=command="back"&&root,command="back"
trigger5=command="fwd"&&root,command="fwd"
trigger6=command="a"&&root,command="a"
trigger7=command="b"&&root,command="b"
trigger8=command="c"&&root,command="c"
trigger9=command="x"&&root,command="x"
trigger10=command="y"&&root,command="y"
trigger11=command="z"&&root,command="z"
trigger12=command="start"&&root,command="start"

[State 50000,׸ON]
type=varset
triggerall=var(59)!=-1
trigger1=root,command="up"
trigger2=root,command="down"
trigger3=root,command="back"
trigger4=root,command="fwd"
trigger5=root,command="a"
trigger6=root,command="b"
trigger7=root,command="c"
trigger8=root,command="x"
trigger9=root,command="y"
trigger10=root,command="z"
trigger11=root,command="start"
var(59)=1

;
;wKwp[
;
[Statedef 60000]
ctrl=0
anim=0

[State 60000,ԈႢŖ{̂痧ֈڍs]
type=selfstate
trigger1=!ishelper
value=0

[State 60000];Ԃɂ
Type = AssertSpecial
Trigger1 = IsHelper
flag = invisible

[State 60000]
Type = PosSet
Trigger1 = IsHelper
x = Root,Pos X
y = Root,Pos Y
IgnoreHitPause = 1
supermovetime = 9999
pausemovetime = 9999

[State 60000]
Type = Turn
Trigger1 = facing!=Root,facing
IgnoreHitPause = 1
supermovetime = 9999
pausemovetime = 9999

[State 60000]
type = StateTypeSet
trigger1 = StateType != A
Physics = S
IgnoreHitPause = 1
supermovetime = 9999
pausemovetime = 9999

[State 60000]
type = StateTypeSet
trigger1 = StateType = A
Physics = A
IgnoreHitPause = 1
supermovetime = 9999
pausemovetime = 9999

[State 60000];G
Type = NotHitBy
Trigger1 = 1
value = SCA

[State 60000,iwKp]
type = VarSet
trigger1 = Root,StateNo = 130 || (Root,StateNo = [150,151])
trigger2 = Root,StateNo = 120 || Root,StateNo = 125 || Root,StateNo = 140 || Root,StateNo = 145
trigger2 = Root,StateType = C
var(50) = 1
ignorehitpause = 1

[State 60000,iwKp]
type = VarSet
trigger1 = Root,StateNo = 131 || (Root,StateNo = [152,153])
trigger2 = Root,StateNo = 120 || Root,StateNo = 125 || Root,StateNo = 140 || Root,StateNo = 145
trigger2 = Root,StateType = S
var(50) = 2
ignorehitpause = 1

[State 60000,󒆊wKp]
type = VarSet
trigger1 = Root,StateNo = 132 || (Root,StateNo = [154,155])
trigger2 = Root,StateNo = 120 || Root,StateNo = 125 || Root,StateNo = 140 || Root,StateNo = 145
trigger2 = Root,StateType = A
var(50) = 3
ignorehitpause = 1

[State 60000,RCp]
type = VarSet
trigger1 = Root,PrevStateNo = 145
trigger1 = Root,StateNo != [120,159]
var(50) = 4
ignorehitpause = 1

[State 60000,̑]
type = null;VarSet
trigger1 = Root,StateNo = 125
trigger2 = Root,StateNo = 140
trigger3 = Root,StateNo = 145
var(50) = 5
ignorehitpause = 1

[State 60000,Zbg]
type = VarSet
trigger1 = Root,StateNo != [120,155]
trigger1 = Root,MoveType != H
trigger1 = Root,Ctrl || Root,StateNo < 200
var(50) = 0
ignorehitpause = 1

[State 60000,OUL]
type = VarSet
trigger1 = !var(51)
trigger1 = (Root,StateNo = [200,320]) || Root,StateNo = 500 || (Root,StateNo = [1100,1140]) || Root,StateNo = 1310
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
var(51) = Root,StateNo
ignorehitpause = 1

[State 60000,蓊L]
type = VarSet
trigger1 = !var(52)
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,HitDefAttr = SC,NT,ST,HT,AT
trigger1 = EnemyNear,Time > 1
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
var(52) = EnemyNear,StateNo
ignorehitpause = 1

[State 60000,timeL]
type = VarSet
trigger1 = Root,var(59) > 0
trigger1 = Root,MoveType != H
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
var(53) = EnemyNear,Time
ignorehitpause = 1

[State 60000,L]
type = VarSet
trigger1 = !var(54)
trigger1 = Root,StateNo = 220 && Root,var(20) = 1
var(54) = 220
ignorehitpause = 1

[State 60000,R{s]
type = VarSet
triggerall = Root,var(59) > 0
triggerall = !var(55) && var(54)
;󒆃_bV[v
trigger1 = Root,fvar(39) = 0 && Root,var(30) >= 8 || Root,var(30) >= 6 && (Root,StateType = A || Root,StateNo = 220 || (Root,StateNo = [2100,2120]) && Root,Time < 60)
trigger1 = Enemy(Root,var(54)),StateType = L || (Enemy(Root,var(54)),StateNo = [5100,5125]) || (Enemy(Root,var(54)),StateNo = [5200,5201]) || Enemy(Root,var(54)),CanRecover
var(55) = 1
ignorehitpause = 1

[State 60000,L]
type = VarSet
triggerall = var(54)
trigger1 = Root,fvar(39) && Root,fvar(39) != 0.5
trigger1 = Enemy(Root,var(54)),MoveType = H && Enemy(Root,var(54)),StateType = A
trigger1 = (Root,StateNo = [2100,2120]) && Root,Time > 60 || (Root,StateNo = [1200,1210]) && Root,var(20) = 1
trigger1 = (Enemy(Root,var(54)),StateNo != [5200,5201]) && (Enemy(Root,var(54)),StateNo != [5100,5125])
trigger2 = !fvar(39)
trigger2 = Enemy(Root,var(54)),StateType = L || (Enemy(Root,var(54)),StateNo = [5100,5125]) || (Enemy(Root,var(54)),StateNo = [5200,5201]) || Enemy(Root,var(54)),CanRecover
var(54) = 0
ignorehitpause = 1

[State -3,r[s(n)]
Type = VarSet
triggerall = Root,var(59) > 6
triggerall = !var(56)
Triggerall = ((Root,StateNo = 2100) && (Root,Time = [30,150])||(Root,StateNo = 2110) && (Root,Time = [55,250])) && (Root,fvar(39)=0 || (Root,fvar(39) = [4,4.5]) || Root,fvar(39) = 5 || Root,fvar(39) = 10)
trigger1 = Enemy(Root,var(54)),StateType = L || (Enemy(Root,var(54)),StateNo = [5100,5125])
trigger2 = Enemy(Root,var(54)),MoveType != H || (Enemy(Root,var(54)),StateNo = [120,169])
trigger3 = Enemy(Root,var(54)),Ctrl
var(56) = 1
IgNoreHitPause = 1

[State -3,NオړmF]
Type = VarSet
triggerall = Root,var(59) > 0
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns
trigger1 = EnemyNear,MoveType = I && EnemyNear,StateNo >= 200 && (EnemyNear,PrevStateNo = [5000,5219])
var(40) = -1
ignorehitpause = 1

[State -3,NオړmF^bONo1]
Type = VarSet
triggerall = Root,var(59) > 0
trigger1 = Enemy,TeamMode = Simul
trigger1 = Enemy(Root,var(54)),MoveType = I && Enemy(Root,var(54)),StateNo >= 200 && (Enemy(Root,var(54)),PrevStateNo = [5000,5219])
trigger1 = Root,var(54) = 1
var(40) = 1
ignorehitpause = 1

[State -3,NオړmF^bONo2]
Type = VarSet
triggerall = Root,var(59) > 0
trigger1 = Enemy,TeamMode = Simul
trigger1 = Enemy(Root,var(54)),MoveType = I && Enemy(Root,var(54)),StateNo >= 200 && (Enemy(Root,var(54)),PrevStateNo = [5000,5219])
trigger1 = Root,var(54) = 2
var(41) = 1
ignorehitpause = 1

[State -3,NオړmF^bONo1Zbg]
Type = VarSet
triggerall = Root,var(59) > 0
triggerall = var(40) = 1
triggerall = Enemy,TeamMode = Simul
trigger1 = EnemyNear(NumEnemy=1),Alive=0
trigger2 = EnemyNear(NumEnemy=1),life=0
var(40) = 0
ignorehitpause = 1

[State -3,NオړmF^bONo2Zbg]
Type = VarSet
triggerall = Root,var(59) > 0
triggerall = var(40) = 2
triggerall = Enemy,TeamMode = Simul
trigger1 = EnemyNear(NumEnemy=2),Alive=0
trigger2 = EnemyNear(NumEnemy=2),life=0
var(41) = 0
ignorehitpause = 1

[State 60000,RCp]
type = VarSet
trigger1 = var(58) != 1
trigger1 = Root,StateType = S
var(58) = 1
ignorehitpause = 1

[State 60000,RCp]
type = VarSet
trigger1 = var(58) != 3
trigger1 = Root,StateType = C || Root,StateType = A
var(58) = 3
ignorehitpause = 1

[State 60000,RC̑]
type = VarSet
triggerall = !var(59)
;triggerall = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = Root,var(20) = [1,2]
trigger1 = Enemy(Root,var(54)),Name = "Ayu Tukimiya"
trigger1 = Enemy(Root,var(54)),authorName = "shikkoku"
trigger1 = Enemy(Root,var(54)),NumExplod(7200) > 0 || Enemy(Root,var(54)),StateNo = 160
trigger2 = Root,var(20) = [1,2]
trigger2 = Enemy(Root,var(54)),Name = "Makoto Sawatari" || Enemy(Root,var(54)),Name = "Mayu Shiina"
trigger2 = Enemy(Root,var(54)),authorName = "BF"
trigger2 = Enemy(Root,var(54)),NumExplod(8210) > 0 || (Enemy(Root,var(54)),StateNo = [160,161])
var(59) = 1
ignorehitpause = 1
pausemovetime=9999
supermovetime=9999

[State 60000,u]
type = VarSet
triggerall = !var(59)
trigger1 = Root,var(20)=1&&Enemy(Root,var(54)),MoveType!=H||Root,var(20)=2&&(Enemy(Root,var(54)),StateNo!=[120,159])
var(59) = 2
ignorehitpause = 1
pausemovetime=9999
supermovetime=9999

[State 60000,u]
type = VarSet
triggerall = !var(59)
trigger1 = NumHelper(1150)
trigger1 = (Helper(1150),MoveHit&&Enemy(Root,var(54)),MoveType!=H||Helper(1150),MoveGuarded&&(Enemy(Root,var(54)),StateNo!=[120,159]))
trigger2 = NumHelper(1151)
trigger2 = (Helper(1151),MoveHit&&Enemy(Root,var(54)),MoveType!=H||Helper(1151),MoveGuarded&&(Enemy(Root,var(54)),StateNo!=[120,159]))
var(59) = 3
ignorehitpause = 1
pausemovetime=9999
supermovetime=9999

[State 60000,RCEu胊Zbg]
type = VarSet
triggerall = var(59)
trigger1 = var(59) != 3
trigger1 = Enemy(Root,var(54)),MoveType=H&&(Enemy(Root,var(54)),StateNo!=[120,159])||Root,MoveType!=A||Root,Ctrl
trigger2 = var(59) = 3
trigger2 = Enemy(Root,var(54)),MoveType=H&&(Enemy(Root,var(54)),StateNo!=[120,159])||Root,MoveType=H||!NumHelper(1150)||!NumHelper(1151)
var(59) = 0
ignorehitpause = 1
pausemovetime=9999
supermovetime=9999

[State 60000,iwK]
type = VarSet
trigger1 = var(50) = 1
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = !var(1)
trigger1 = !var(13)||var(13)&&var(13)!=EnemyNear,StateNo
trigger1 = !var(15)||var(15)&&var(15)!=EnemyNear,StateNo
trigger1 = Root,MoveType = H
trigger1 = Root,StateNo >= 200
trigger1 = EnemyNear,StateType = A
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,HitDefAttr = SCA,AA || !(EnemyNear,HitDefAttr = SCA,AT)
var(1) = EnemyNear,StateNo
ignorehitpause = 1

[State 60000,iwK2]
type = VarSet
trigger1 = var(50) = 1
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = !var(2)
trigger1 = var(1) && var(1) != EnemyNear,StateNo
trigger1 = !var(13)||var(13)&&var(13)!=EnemyNear,StateNo
trigger1 = !var(15)||var(15)&&var(15)!=EnemyNear,StateNo
trigger1 = Root,MoveType = H
trigger1 = Root,StateNo >= 200
trigger1 = EnemyNear,StateType = A
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,HitDefAttr = SCA,AA || !(EnemyNear,HitDefAttr = SCA,AT)
var(2) = EnemyNear,StateNo
ignorehitpause = 1

[State 60000,iwK3]
type = VarSet
trigger1 = var(50) = 1
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = !var(3)
trigger1 = var(2) && var(2) != EnemyNear,StateNo && var(1) != EnemyNear,StateNo
trigger1 = !var(13)||var(13)&&var(13)!=EnemyNear,StateNo
trigger1 = !var(15)||var(15)&&var(15)!=EnemyNear,StateNo
trigger1 = Root,MoveType = H
trigger1 = Root,StateNo >= 200
trigger1 = EnemyNear,StateType = A
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,HitDefAttr = SCA,AA || !(EnemyNear,HitDefAttr = SCA,AT)
var(3) = EnemyNear,StateNo
ignorehitpause = 1

[State 60000,iwK]
type = VarSet
trigger1 = var(50) = 2
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = !var(4)
trigger1 = !var(13)||var(13)&&var(13)!=EnemyNear,StateNo
trigger1 = !var(15)||var(15)&&var(15)!=EnemyNear,StateNo
trigger1 = Root,MoveType = H
trigger1 = Root,StateNo >= 200
trigger1 = EnemyNear,StateType != A
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,HitDefAttr = SCA,AA || !(EnemyNear,HitDefAttr = SCA,AT)
var(4) = EnemyNear,StateNo
ignorehitpause = 1

[State 60000,iwK2]
type = VarSet
trigger1 = var(50) = 2
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = !var(5)
trigger1 = var(4) && var(4) != EnemyNear,StateNo
trigger1 = !var(13)||var(13)&&var(13)!=EnemyNear,StateNo
trigger1 = !var(15)||var(15)&&var(15)!=EnemyNear,StateNo
trigger1 = Root,MoveType = H
trigger1 = Root,StateNo >= 200
trigger1 = EnemyNear,StateType != A
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,HitDefAttr = SCA,AA || !(EnemyNear,HitDefAttr = SCA,AT)
var(5) = EnemyNear,StateNo
ignorehitpause = 1

[State 60000,iwK3]
type = VarSet
trigger1 = var(50) = 2
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = !var(6)
trigger1 = var(5) && var(5) != EnemyNear,StateNo && var(4) != EnemyNear,StateNo
trigger1 = !var(13)||var(13)&&var(13)!=EnemyNear,StateNo
trigger1 = !var(15)||var(15)&&var(15)!=EnemyNear,StateNo
trigger1 = Root,MoveType = H
trigger1 = Root,StateNo >= 200
trigger1 = EnemyNear,StateType != A
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,HitDefAttr = SCA,AA || !(EnemyNear,HitDefAttr = SCA,AT)
var(6) = EnemyNear,StateNo
ignorehitpause = 1

[State 60000,wK]
type = VarSet
trigger1 = var(50)
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = !var(7)
trigger1 = var(52)
trigger1 = Root,MoveType = H
trigger1 = Root,StateNo >= 200
var(7) = var(52)
ignorehitpause = 1

[State 60000,wK2]
type = VarSet
trigger1 = var(50)
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = !var(8)
trigger1 = var(52)
trigger1 = var(7)
trigger1 = var(7) != var(52)
trigger1 = Root,MoveType = H
trigger1 = Root,StateNo >= 200
var(8) = var(52)
ignorehitpause = 1

[State 60000,wK3]
type = VarSet
trigger1 = var(50)
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = !var(9)
trigger1 = var(52)
trigger1 = var(8)
trigger1 = var(8) != var(52) && var(7) != var(52)
trigger1 = Root,MoveType = H
trigger1 = Root,StateNo >= 200
var(9) = var(52)
ignorehitpause = 1

[State 60000,󒆊wK]
type = VarSet
trigger1 = var(50) = 3
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = !var(10)
trigger1 = Root,MoveType = H
trigger1 = Root,StateNo >= 200
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,HitDefAttr = SCA,AA || !(EnemyNear,HitDefAttr = SCA,AT)
var(10) = EnemyNear,StateNo
ignorehitpause = 1

[State 60000,󒆊wK2]
type = VarSet
trigger1 = var(50) = 3
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = !var(11)
trigger1 = var(10)
trigger1 = var(10) != EnemyNear,StateNo
trigger1 = Root,MoveType = H
trigger1 = Root,StateNo >= 200
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,HitDefAttr = SCA,AA || !(EnemyNear,HitDefAttr = SCA,AT)
var(11) = EnemyNear,StateNo
ignorehitpause = 1

[State 60000,󒆊wK3]
type = VarSet
trigger1 = var(50) = 3
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = !var(12)
trigger1 = var(11)
trigger1 = var(11) != EnemyNear,StateNo && var(10) != EnemyNear,StateNo
trigger1 = Root,MoveType = H
trigger1 = Root,StateNo >= 200
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,HitDefAttr = SCA,AA || !(EnemyNear,HitDefAttr = SCA,AT)
var(12) = EnemyNear,StateNo
ignorehitpause = 1

[State 60000,K[hs\wK]
type = VarSet
triggerall = !var(13)
trigger1 = var(1)>0
trigger1 = var(1) = var(4) || var(1) = var(5) || var(1) = var(6)
var(13) = var(1)
ignorehitpause = 1

[State 60000,K[hs\wK]
type = VarSet
triggerall = !var(13)
trigger1 = var(2)>0
trigger1 = var(2) = var(4) || var(2) = var(5) || var(2) = var(6)
var(13) = var(2)
ignorehitpause = 1

[State 60000,K[hs\wK]
type = VarSet
triggerall = !var(13)
trigger1 = var(3)>0
trigger1 = var(3) = var(4) || var(3) = var(5) || var(3) = var(6)
var(13) = var(3)
ignorehitpause = 1

[State 60000,K[hs\wK]
type = VarSet
triggerall = var(1)
trigger1 = var(13) = var(1)
var(1) = 0
ignorehitpause = 1

[State 60000,K[hs\wK]
type = VarSet
triggerall = var(1)
trigger1 = var(13) = var(2)
var(2) = 0
ignorehitpause = 1

[State 60000,K[hs\wK]
type = VarSet
triggerall = var(1)
trigger1 = var(13) = var(3)
var(3) = 0
ignorehitpause = 1

[State 60000,K[hs\wK]
type = VarSet
triggerall = var(1)
trigger1 = var(13) = var(4)
var(4) = 0
ignorehitpause = 1

[State 60000,K[hs\wK]
type = VarSet
triggerall = var(1)
trigger1 = var(13) = var(5)
var(5) = 0
ignorehitpause = 1

[State 60000,K[hs\wK]
type = VarSet
triggerall = var(1)
trigger1 = var(13) = var(6)
var(6) = 0
ignorehitpause = 1

[State 60000,K[hs\]
type = VarSet
triggerall = var(13)
triggerall = !var(14)
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,StateNo = var(13)
trigger1 = !(EnemyNear,HitDefAttr=SCA,AA)
var(14) = -1
ignorehitpause = 1

[State 60000,K[hs\]
type = VarSet
triggerall = var(13)
triggerall = var(14) <= 0
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,StateNo = var(13)
trigger1 = EnemyNear,HitDefAttr=SCA,AA
var(14) = 1
ignorehitpause = 1

[State 60000,K[hs\wK2]
type = VarSet
triggerall = !var(15)
triggerall = var(13)
trigger1 = var(1)>0
trigger1 = var(1) = var(4) || var(1) = var(5) || var(1) = var(6)
var(15) = ifelse(var(1)!=var(13),var(1),0)
ignorehitpause = 1

[State 60000,K[hs\wK2]
type = VarSet
triggerall = !var(15)
triggerall = var(13)
trigger1 = var(2)>0
trigger1 = var(2) = var(4) || var(2) = var(5) || var(2) = var(6)
var(15) = ifelse(var(1)!=var(13),var(2),0)
ignorehitpause = 1

[State 60000,K[hs\wK2]
type = VarSet
triggerall = !var(15)
triggerall = var(13)
trigger1 = var(3)>0
trigger1 = var(3) = var(4) || var(3) = var(5) || var(3) = var(6)
var(15) = ifelse(var(1)!=var(13),var(3),0)
ignorehitpause = 1

[State 60000,K[hs\wK]
type = VarSet
triggerall = var(1)
trigger1 = var(15) = var(1)
var(1) = 0
ignorehitpause = 1

[State 60000,K[hs\wK]
type = VarSet
triggerall = var(1)
trigger1 = var(15) = var(2)
var(2) = 0
ignorehitpause = 1

[State 60000,K[hs\wK]
type = VarSet
triggerall = var(1)
trigger1 = var(15) = var(3)
var(3) = 0
ignorehitpause = 1

[State 60000,K[hs\wK]
type = VarSet
triggerall = var(1)
trigger1 = var(15) = var(4)
var(4) = 0
ignorehitpause = 1

[State 60000,K[hs\wK]
type = VarSet
triggerall = var(1)
trigger1 = var(15) = var(5)
var(5) = 0
ignorehitpause = 1

[State 60000,K[hs\wK]
type = VarSet
triggerall = var(1)
trigger1 = var(15) = var(6)
var(6) = 0
ignorehitpause = 1

[State 60000,K[hs\2]
type = VarSet
triggerall = var(15)
triggerall = !var(16)
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,StateNo = var(15)
trigger1 = !(EnemyNear,HitDefAttr=SCA,AA)
var(16) = -1
ignorehitpause = 1

[State 60000,K[hs\2]
type = VarSet
triggerall = var(15)
triggerall = var(16) <= 0
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,StateNo = var(15)
trigger1 = EnemyNear,HitDefAttr=SCA,AA
var(16) = 1
ignorehitpause = 1

[State 60000,gG]
type = VarSet
triggerall = !var(18)
trigger1 = Root,CanRecover
trigger1 = Root,MoveType = H
var(18) = 1
ignorehitpause = 1

[State 60000,gG]
type = VarSet
triggerall = var(18)
trigger1 = Root,CanRecover = 0
trigger1 = Root,MoveType = H
trigger1 = Enemy(Root,var(54)),MoveType = A
trigger1 = Root,StateNo != 5210
var(19) = 1
ignorehitpause = 1

[State 60000,gG]
type = VarSet
triggerall = var(18)
trigger1 = Root,CanRecover = 0
trigger2 = Root,MoveType != H
trigger3 = Root,StateType = L
trigger4 = Root,StateNo = [5100,5120]
trigger5 = Root,StateNo = 5210
var(18) = 0
ignorehitpause = 1

[State 60000,RCGNoL]
type = VarSet
trigger1 = Root,StateNo = 125
trigger1 = !var(20)
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = EnemyNear,MoveType = A
var(20) = EnemyNear,StateNo
ignorehitpause = 1

[State 60000,RCGNoZbg]
type = VarSet
triggerall = var(20)
trigger1 = EnemyNear,Ctrl
trigger2 = EnemyNear,MoveType != A
trigger3 = EnemyNear,StateNo = [120,169]
var(20) = 0
ignorehitpause = 1

[State 60000,RCwK]
type = VarSet
;trigger1 = var(50) = 4
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = !var(21) && var(20)>0
trigger1 = Root,MoveType = H
trigger1 = Root,StateNo >= 200
trigger1 = EnemyNear,MoveType = A
var(21) = var(20)
ignorehitpause = 1

[State 60000,RCwK]
type = VarSet
;trigger1 = var(50) = 4
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = !var(22) && var(20)>0
trigger1 = var(21)
trigger1 = var(21) != var(20)
trigger1 = Root,MoveType = H
trigger1 = Root,StateNo >= 200
trigger1 = EnemyNear,MoveType = A
var(22) = var(20)
ignorehitpause = 1

[State 60000,RCwK]
type = VarSet
;trigger1 = var(50) = 4
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = !var(23) && var(20)>0
trigger1 = var(22)
trigger1 = var(22) != var(20)
trigger1 = Root,MoveType = H
trigger1 = Root,StateNo >= 200
trigger1 = EnemyNear,MoveType = A
var(23) = var(20)
ignorehitpause = 1

[State 60000,RCwK]
type = VarSet
;trigger1 = var(50) = 4
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = !var(24) && var(20)>0
trigger1 = var(23)
trigger1 = var(23) != var(20)
trigger1 = Root,MoveType = H
trigger1 = Root,StateNo >= 200
trigger1 = EnemyNear,MoveType = A
var(24) = var(20)
ignorehitpause = 1

[State 60000,wK]
type = VarSet
trigger1 = var(51) = 200
trigger1 = !var(30)
trigger1 = Root,MoveType = H || (Root,StateNo = [5000,5299])
trigger1 = EnemyNear,MoveType != H
var(30) = 1
ignorehitpause = 1

[State 60000,ߒwK]
type = VarSet
trigger1 = var(51) = 210
trigger1 = !var(31)
trigger1 = Root,MoveType = H || (Root,StateNo = [5000,5299])
trigger1 = EnemyNear,MoveType != H
var(31) = 1
ignorehitpause = 1

[State 60000,wK]
type = VarSet
trigger1 = var(51) = 215
trigger1 = !var(32)
trigger1 = Root,MoveType = H || (Root,StateNo = [5000,5299])
trigger1 = EnemyNear,MoveType != H
var(32) = 1
ignorehitpause = 1

[State 60000,wK]
type = VarSet
trigger1 = var(51) = 220
trigger1 = !var(33)
trigger1 = Root,MoveType = H || (Root,StateNo = [5000,5299])
trigger1 = EnemyNear,MoveType != H
var(33) = 1
ignorehitpause = 1

[State 60000,wK]
type = VarSet
trigger1 = var(51) = 300
trigger1 = !var(34)
trigger1 = Root,MoveType = H || (Root,StateNo = [5000,5299])
trigger1 = EnemyNear,MoveType != H
var(34) = 1
ignorehitpause = 1

[State 60000,wK]
type = VarSet
trigger1 = var(51) = 310
trigger1 = !var(35)
trigger1 = Root,MoveType = H || (Root,StateNo = [5000,5299])
trigger1 = EnemyNear,MoveType != H
var(35) = 1
ignorehitpause = 1

[State 60000,wK]
type = VarSet
trigger1 = var(51) = 320
trigger1 = !var(36)
trigger1 = Root,MoveType = H || (Root,StateNo = [5000,5299])
trigger1 = EnemyNear,MoveType != H
var(36) = 1
ignorehitpause = 1

[State 60000,ҁ[wK]
type = VarSet
trigger1 = var(51) = [1000,1110]
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = !var(45)
trigger1 = Root,MoveType = H
trigger1 = Root,StateNo >= 200
trigger1 = EnemyNear,MoveType = A
var(45) = EnemyNear,StateNo
ignorehitpause = 1

[State 60000,ҁ[wK]
type = VarSet
trigger1 = var(51) = [1000,1110]
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = !var(46)
trigger1 = var(45)
trigger1 = var(45) != EnemyNear,StateNo
trigger1 = Root,MoveType = H
trigger1 = Root,StateNo >= 200
trigger1 = EnemyNear,MoveType = A
var(46) = EnemyNear,StateNo
ignorehitpause = 1

[State 60000,ҁ[wK]
type = VarSet
trigger1 = var(51) = [1000,1110]
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = !var(47)
trigger1 = var(46)
trigger1 = var(46) != EnemyNear,StateNo
trigger1 = Root,MoveType = H
trigger1 = Root,StateNo >= 200
trigger1 = EnemyNear,MoveType = A
var(47) = EnemyNear,StateNo
ignorehitpause = 1

[State 60000,ҁ[wK]
type = VarSet
trigger1 = var(51) = [1000,1110]
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = !var(48)
trigger1 = var(47)
trigger1 = var(47) != EnemyNear,StateNo
trigger1 = Root,MoveType = H
trigger1 = Root,StateNo >= 200
trigger1 = EnemyNear,MoveType = A
var(48) = EnemyNear,StateNo
ignorehitpause = 1

[State 60000,ULOFF]
type = VarSet
trigger1 = var(51)
trigger1 = Root,StateNo != var(51)
trigger1 = Root,StateType = L || EnemyNear,Ctrl
var(51) = 0
ignorehitpause = 1

[State 60000,ULOFF]
type = VarSet
trigger1 = var(52)
trigger1 = EnemyNear,StateNo != var(52)
trigger1 = Root,StateType = L || EnemyNear,Ctrl
var(52) = 0
ignorehitpause = 1

[State 60000,퓬ȊOł͏]
type = DestroySelf
triggerall = isHelper
trigger1 = Root,Alive = 0

;
;K[hwp[(ҎɊ)
;
[Statedef 60001]
anim = 0
ctrl = 0

[State 60001,ԈႢŖ{̂痧ֈڍs]
type=selfstate
trigger1=!ishelper
value=0

[State 60001];Ԃɂ
Type = AssertSpecial
Trigger1 = IsHelper
flag = invisible

[State 60001]
Type = Turn
Trigger1 = Facing*ifelse((Enemy(Root,var(54)),Pos X-Pos X)>=0,1,-1) < 0
IgnoreHitPause = 1
supermovetime = 9999
pausemovetime = 9999

[state 60001]
type = varset
Trigger1 = Enemy(Root,var(54)),Facing*ifelse((Enemy(Root,var(54)),Pos X-root,Pos X)>=0,1,-1)<=0
Trigger2 = !Enemy(Root,var(54)),HitDefAttr = A,NA,SA,HA
var(10) = 0
IgnoreHitPause = 1
supermovetime = 9999
pausemovetime = 9999

[state 60001]
type = varset
Trigger1 = Enemy(Root,var(54)),Facing*ifelse((Enemy(Root,var(54)),Pos X-root,Pos X)>=0,1,-1)>0
Trigger1 = Enemy(Root,var(54)),HitDefAttr = A,NA,SA,HA
var(10) = 1
IgnoreHitPause = 1
supermovetime = 9999
pausemovetime = 9999

[State 60001]
Type = PosSet
Trigger1 = IsHelper
x = Root,Pos X+ifelse((Enemy(Root,var(54)),Pos Y<0&&var(10)=1),(Enemy(Root,var(54)),Const(size.attack.dist)),(Enemy(Root,var(54)),Const(size.proj.attack.dist)))*(Enemy(Root,var(54)),Facing)
IgnoreHitPause = 1
supermovetime = 9999
pausemovetime = 9999

[State 60001];G
Type = NotHitBy
Trigger1 = 1
value = SCA

[State 60001,퓬ȊOł͏]
type = DestroySelf
triggerall = isHelper
trigger1 = Root,Alive = 0
