
;---------------------------------------------------------------------------
[Statedef 15000]
type    = S
movetype= I
physics = N
ctrl = 0
anim = 0
ID = 15000

;==============================================================================
;AIpϐ

[State -3, I[^GbW@^Ԍv]
type = varset
trigger1 = root,var(59) ;AIp
var(1) = 0   ;0 - ^ԂvZ
             ;1 - ^Ԃ𖳎


[State -3, @g^bOXCb`]
type = VarSet
trigger1 = root,var(59) > 8;LV9ȏ㎞
var(4) = 1   ;0 - OFF
             ;1 - psǉ

[State -3, ݒ]
type = VarSet
triggerall = RoundState = 2
trigger1 = root,var(59) ;AIp
var(5) = 1   ;0~3͈̔͂ŕύX
             ; 0͒
             ; 1͏̂݁@2͐퓬̂
             ; 3͗L
             ; 퓬LV9ȉ


;==============================================================================
;ȉAIpLqEȂł
;p

[State -3, tOZbg]
Type = VarSet
triggerall = root,var(59) >= 9 && roundstate = 2
triggerall = !var(50)
trigger1 = !root,ctrl
trigger1 = (root,stateno = 52)||(root,stateno = [140,159])||(root,stateno = 440)||(root,stateno = [700,709])||(root,stateno = [2200,2270])||(root,stateno = [5100,5120])
var(50) = 2+ (root,var(59) - 9) * 2

[State -3, K[h]
type = varadd
triggerall = root,var(59) > 8
trigger1 = var(50) > 0
trigger1 = root,ctrl ||(root,stateno = [18,19])||root,stateno = 99
var(50) = -1

[State -3, 胊Zbg]
type = varset
triggerall = root,var(59) > 8
trigger1 = var(50) > 0
trigger1 = root,stateno = 440
trigger1 = root,movehit
var(50) = 0

[State -3, O]ptO]
Type = VarSet
triggerall = root,var(59) >= 9 && roundstate = 2
trigger1 = root,stateno = [2200,2259]
var(49) = 2+ (root,var(59) - 9) * 2

[State -3, ctrl]
type = varadd
triggerall = root,var(59) > 8
trigger1 = var(49) > 0
trigger1 = root,ctrl ||(root,stateno = [18,19])||root,stateno = 99
var(49) = -1

[State -3, 胊Zbg]
type = varset
triggerall = root,var(59) > 8
trigger1 = var(49) > 0
trigger1 = root,stateno = [800,899]
var(49) = 0

[State -3, K[h|[Y]
type = varadd
triggerall = root,var(59)
trigger1 = root,stateno = [120,159]
var(48) = 1

[State -3, 胊Zbg]
type = varset
triggerall = root,var(59)
trigger1 = var(48) > 0
trigger1 = root,stateno != [120,159]
var(48) = 0

[State -3, R{pJEg]
type = varadd
triggerall = root,var(59)
trigger1 = (root,var(58) = [1,2])|| root,var(58) = 7
trigger1 = root,ctrl ||(root,stateno = [18,19])|| root,stateno = 99
var(47) = 1

[State -3, 胊Zbg]
type = varset
triggerall = root,var(59)
triggerall = var(47) > 0
trigger1 = !root,var(58)
trigger2 = root,var(58) = [1,2]
trigger2 = root,stateno = 420
var(47) = 0

[State -3, AI^Ԍv]
type = varadd ;30t[gp\
triggerall = root,var(59)
trigger1 = !var(1)
trigger1 = RoundState = 2
var(46) = 1

[State -3, AI^Ԗ]
type = varset
triggerall = root,var(59)
trigger1 = var(1)
var(46) = 100

[State -3, AI^pJEgZbg]
type = varset
triggerall = root,var(59)
trigger1 = root,stateno = 0 || root,stateno = 18 || root,stateno = 20 ||(root,stateno = [37,39])|| root,stateno = 99
trigger2 = root,stateno = [1600,1611]
trigger3 = (root,stateno = [190,193])||(root,stateno = [1950,1975])|| root,stateno = 5900
trigger4 = !alive
var(46) = 0

[State -3, var(58)Eԑ]
type = varadd
triggerall = root,var(59)
trigger1 = root,var(58)
var(45) = 1

[State -3, AIJEgZbg]
type = varset
triggerall = root,var(59)
trigger1 = !root,var(58)
var(45) = 0

[State -3, JEg]
type = varset
triggerall = root,var(59)
trigger1 = root,stateno = 4800
trigger1 = root,time = 1
var(41) = var(41)+1

[State -3, AIJEgZbg]
type = varset
triggerall = root,var(59)
trigger1 = EnemyNear(root,var(55)),Ctrl
var(41) = 0

[State -3, AIp_var]
type = varrandom
trigger1 = root,var(59)
v=40
range = 0,999

[State -2, fobO\]
type = DisplayToClipboard
trigger1 = 1
text = "var(40)=%d,var(46)=%d,var(47)=%d,var(48)=%d,var(50)=%d"
params = var(40),var(46),var(47),var(48),var(50)
ignorehitpause = 1

;---------------------------------------------------------------------------
;߂Ήwp[

[State 15000]
type = AssertSpecial
Trigger1 = 1
flag = noshadow
flag2 = invisible

[State 15000]
type = nothitby
Trigger1 = 1
value = SCA

[State 15000]
type = selfstate
trigger1 = !ishelper
value = 0

[State 15000]
type = PlayerPush
Trigger1 = 1
value = 0

[State 15000]
type = VelAdd
Trigger1 = 1
y = 0.0

[State 15000]
type = BindToRoot
Trigger1 = 1
facing = 1
pos = -45,999

;---------------------------------------------------------------------------
;AINwp[
[Statedef 10000]
anim=0
ctrl=0

[State 10000,ԈႢŖ{̂痧ֈڍs]
type=selfstate
trigger1=!ishelper
value=0

[State 10000,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"
trigger12=(root,power=root,powermax)*(enemynear,power=enemynear,powermax)
trigger13=!numenemy
var(59)=-1

[State 10000,]
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 10000,׸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

;---------------------------------------------------------------------------
;ʒ[owp[
[Statedef 30000]
type=A
movetype=I
physics=N
ctrl=0
anim=0
sprpriority=0
velset=10, 0

[State 9741, Safety]
type=selfstate
trigger1=!ishelper
value=0

[State -2];펞SG
type=Nothitby
trigger1=1
value=SCA


[State 30000];ʂɂƂȂ
type=ScreenBound
trigger1=1
value=0
movecamera=0,0

[State 30000];pѓˏo
type=Projectile
trigger1=time=0
projID=30001
projanim=0
velocity=10, 0
projpriority=4
projsprpriority=2
projstagebound=0
projedgebound=99999
offset=0, ifelse(teamside = 1, 850, 1200)
postype=P1
supermovetime=99999
pausemovetime=99999
projremovetime=-1

[State -2];seB
type=assertspecial
trigger1=1
flag=noshadow
flag2=invisible
ignorehitpause=1

[State -2]
type=velset
trigger1=!(root,numprojID(30001))
x=0
y=0

;---------------------------------------------------------------------------
;^wKE~E̐QlɂĂ܂

[State -3]
Type = VarSet
triggerall = !root,var(53)
triggerall = var(50) < 40
Trigger1 = 1
var(var(50))=EnemyNear(root,var(55)),stateno
IgNoreHitPause = 1

[State -3]
Type = VarSet
triggerall = var(50) < 40
triggerall = !root,var(53)
Triggerall = EnemyNear(root,var(55)),stateno!=var(0) || var(50) <= 0
Triggerall = EnemyNear(root,var(55)),stateno!=var(2) || var(50) <= 2
Triggerall = EnemyNear(root,var(55)),stateno!=var(4) || var(50) <= 4
Triggerall = EnemyNear(root,var(55)),stateno!=var(6) || var(50) <= 6
Triggerall = EnemyNear(root,var(55)),stateno!=var(8) || var(50) <= 8
Triggerall = EnemyNear(root,var(55)),stateno!=var(10)|| var(50) <= 10
Triggerall = EnemyNear(root,var(55)),stateno!=var(12)|| var(50) <= 12
Triggerall = EnemyNear(root,var(55)),stateno!=var(14)|| var(50) <= 14
Triggerall = EnemyNear(root,var(55)),stateno!=var(16)|| var(50) <= 16
Triggerall = EnemyNear(root,var(55)),stateno!=var(18)|| var(50) <= 18
Triggerall = EnemyNear(root,var(55)),stateno!=var(20)|| var(50) <= 20
Triggerall = EnemyNear(root,var(55)),stateno!=var(22)|| var(50) <= 22
Triggerall = EnemyNear(root,var(55)),stateno!=var(24)|| var(50) <= 24
Triggerall = EnemyNear(root,var(55)),stateno!=var(26)|| var(50) <= 26
Triggerall = EnemyNear(root,var(55)),stateno!=var(28)|| var(50) <= 28
Triggerall = EnemyNear(root,var(55)),stateno!=var(30)|| var(50) <= 30
Triggerall = EnemyNear(root,var(55)),stateno!=var(32)|| var(50) <= 32
Triggerall = EnemyNear(root,var(55)),stateno!=var(34)|| var(50) <= 34
Triggerall = EnemyNear(root,var(55)),stateno!=var(36)|| var(50) <= 36
Triggerall = EnemyNear(root,var(55)),stateno!=var(38)|| var(50) <= 38
triggerall = EnemyNear(root,var(55)),HitDefAttr = SCA, NA, SA, HA
triggerall = !(Enemy,HitDefAttr = SCA, AP)
triggerall = !Enemy,numproj
triggerall = EnemyNear(root,var(55)),movetype = A
triggerall = !var(var(50)+1)
Trigger1 = root,stateno = 150 || root,stateno = 152 || root,stateno = 154
Trigger1 = root,time = 1
trigger2 = EnemyNear(root,var(55)),movecontact = 1
trigger2 = EnemyNear(root,var(55)),hitcount = 1
var(var(50)+1)=EnemyNear(root,var(55)),time-1

[State -3,1]
Type = VarSet
Triggerall = fvar(0)<root,P2Dist x
Triggerall = EnemyNear(root,var(55)),stateno=var(0)
Trigger1 = root,stateno = 150 || root,stateno = 152 || root,stateno = 154
Trigger1 = root,time = 1
trigger2 = EnemyNear(root,var(55)),movecontact = 1
trigger2 = EnemyNear(root,var(55)),hitcount = 1
fvar(0)=root,P2Dist x

[State -3,2]
Type = VarSet
Triggerall = fvar(2)<root,P2Dist x
Triggerall = EnemyNear(root,var(55)),stateno=var(2)
Trigger1 = root,stateno = 150 || root,stateno = 152 || root,stateno = 154
Trigger1 = root,time = 1
trigger2 = EnemyNear(root,var(55)),movecontact = 1
trigger2 = EnemyNear(root,var(55)),hitcount = 1
fvar(2)=root,P2Dist x
IgNoreHitPause = 1

[State -3,3]
Type = VarSet
Triggerall = fvar(4)<root,P2Dist x
Triggerall = EnemyNear(root,var(55)),stateno=var(4)
Trigger1 = root,stateno = 150 || root,stateno = 152 || root,stateno = 154
Trigger1 = root,time = 1
trigger2 = EnemyNear(root,var(55)),movecontact = 1
trigger2 = EnemyNear(root,var(55)),hitcount = 1
fvar(4)=root,P2Dist x
IgNoreHitPause = 1

[State -3,4]
Type = VarSet
Triggerall = fvar(6)<root,P2Dist x
Triggerall = EnemyNear(root,var(55)),stateno=var(6)
Trigger1 = root,stateno = 150 || root,stateno = 152 || root,stateno = 154
Trigger1 = root,time = 1
trigger2 = EnemyNear(root,var(55)),movecontact = 1
trigger2 = EnemyNear(root,var(55)),hitcount = 1
fvar(6)=root,P2Dist x
IgNoreHitPause = 1

[State -3,5]
Type = VarSet
Triggerall = fvar(8)<root,P2Dist x
Triggerall = EnemyNear(root,var(55)),stateno=var(8)
Trigger1 = root,stateno = 150 || root,stateno = 152 || root,stateno = 154
Trigger1 = root,time = 1
trigger2 = EnemyNear(root,var(55)),movecontact = 1
trigger2 = EnemyNear(root,var(55)),hitcount = 1
fvar(8)=root,P2Dist x
IgNoreHitPause = 1

[State -3,6]
Type = VarSet
Triggerall = fvar(10)<root,P2Dist x
Triggerall = EnemyNear(root,var(55)),stateno=var(10)
Trigger1 = root,stateno = 150 || root,stateno = 152 || root,stateno = 154
Trigger1 = root,time = 1
trigger2 = EnemyNear(root,var(55)),movecontact = 1
trigger2 = EnemyNear(root,var(55)),hitcount = 1
fvar(10)=root,P2Dist x
IgNoreHitPause = 1

[State -3,7]
Type = VarSet
Triggerall = fvar(12)<root,P2Dist x
Triggerall = EnemyNear(root,var(55)),stateno=var(12)
Trigger1 = root,stateno = 150 || root,stateno = 152 || root,stateno = 154
Trigger1 = root,time = 1
trigger2 = EnemyNear(root,var(55)),movecontact = 1
trigger2 = EnemyNear(root,var(55)),hitcount = 1
fvar(12)=root,P2Dist x
IgNoreHitPause = 1

[State -3,8]
Type = VarSet
Triggerall = fvar(14)<root,P2Dist x
Triggerall = EnemyNear(root,var(55)),stateno=var(14)
Trigger1 = root,stateno = 150 || root,stateno = 152 || root,stateno = 154
Trigger1 = root,time = 1
trigger2 = EnemyNear(root,var(55)),movecontact = 1
trigger2 = EnemyNear(root,var(55)),hitcount = 1
fvar(14)=root,P2Dist x
IgNoreHitPause = 1

[State -3,9]
Type = VarSet
Triggerall = fvar(16)<root,P2Dist x
Triggerall = EnemyNear(root,var(55)),stateno=var(16)
Trigger1 = root,stateno = 150 || root,stateno = 152 || root,stateno = 154
Trigger1 = root,time = 1
trigger2 = EnemyNear(root,var(55)),movecontact = 1
trigger2 = EnemyNear(root,var(55)),hitcount = 1
fvar(16)=root,P2Dist x
IgNoreHitPause = 1

[State -3,10]
Type = VarSet
Triggerall = fvar(18)<root,P2Dist x
Triggerall = EnemyNear(root,var(55)),stateno=var(18)
Trigger1 = root,stateno = 150 || root,stateno = 152 || root,stateno = 154
Trigger1 = root,time = 1
trigger2 = EnemyNear(root,var(55)),movecontact = 1
trigger2 = EnemyNear(root,var(55)),hitcount = 1
fvar(18)=root,P2Dist x
IgNoreHitPause = 1

[State -3,11]
Type = VarSet
Triggerall = fvar(20)<root,P2Dist x
Triggerall = EnemyNear(root,var(55)),stateno=var(20)
Trigger1 = root,stateno = 150 || root,stateno = 152 || root,stateno = 154
Trigger1 = root,time = 1
trigger2 = EnemyNear(root,var(55)),movecontact = 1
trigger2 = EnemyNear(root,var(55)),hitcount = 1
fvar(20)=root,P2Dist x
IgNoreHitPause = 1

[State -3,12]
Type = VarSet
Triggerall = fvar(22)<root,P2Dist x
Triggerall = EnemyNear(root,var(55)),stateno=var(22)
Trigger1 = root,stateno = 150 || root,stateno = 152 || root,stateno = 154
Trigger1 = root,time = 1
trigger2 = EnemyNear(root,var(55)),movecontact = 1
trigger2 = EnemyNear(root,var(55)),hitcount = 1
fvar(22)=root,P2Dist x
IgNoreHitPause = 1

[State -3,13]
Type = VarSet
Triggerall = fvar(24)<root,P2Dist x
Triggerall = EnemyNear(root,var(55)),stateno=var(24)
Trigger1 = root,stateno = 150 || root,stateno = 152 || root,stateno = 154
Trigger1 = root,time = 1
trigger2 = EnemyNear(root,var(55)),movecontact = 1
trigger2 = EnemyNear(root,var(55)),hitcount = 1
fvar(24)=root,P2Dist x
IgNoreHitPause = 1

[State -3,14]
Type = VarSet
Triggerall = fvar(26)<root,P2Dist x
Triggerall = EnemyNear(root,var(55)),stateno=var(26)
Trigger1 = root,stateno = 150 || root,stateno = 152 || root,stateno = 154
Trigger1 = root,time = 1
trigger2 = EnemyNear(root,var(55)),movecontact = 1
trigger2 = EnemyNear(root,var(55)),hitcount = 1
fvar(26)=root,P2Dist x
IgNoreHitPause = 1

[State -3,15]
Type = VarSet
Triggerall = fvar(28)<root,P2Dist x
Triggerall = EnemyNear(root,var(55)),stateno=var(28)
Trigger1 = root,stateno = 150 || root,stateno = 152 || root,stateno = 154
Trigger1 = root,time = 1
trigger2 = EnemyNear(root,var(55)),movecontact = 1
trigger2 = EnemyNear(root,var(55)),hitcount = 1
fvar(28)=root,P2Dist x
IgNoreHitPause = 1

[State -3,16]
Type = VarSet
Triggerall = fvar(30)<root,P2Dist x
Triggerall = EnemyNear(root,var(55)),stateno=var(30)
Trigger1 = root,stateno = 150 || root,stateno = 152 || root,stateno = 154
Trigger1 = root,time = 1
trigger2 = EnemyNear(root,var(55)),movecontact = 1
trigger2 = EnemyNear(root,var(55)),hitcount = 1
fvar(30)=root,P2Dist x
IgNoreHitPause = 1

[State -3,17]
Type = VarSet
Triggerall = fvar(32)<root,P2Dist x
Triggerall = EnemyNear(root,var(55)),stateno=var(32)
Trigger1 = root,stateno = 150 || root,stateno = 152 || root,stateno = 154
Trigger1 = root,time = 1
trigger2 = EnemyNear(root,var(55)),movecontact = 1
trigger2 = EnemyNear(root,var(55)),hitcount = 1
fvar(32)=root,P2Dist x
IgNoreHitPause = 1

[State -3,18]
Type = VarSet
Triggerall = fvar(34)<root,P2Dist x
Triggerall = EnemyNear(root,var(55)),stateno=var(34)
Trigger1 = root,stateno = 150 || root,stateno = 152 || root,stateno = 154
Trigger1 = root,time = 1
trigger2 = EnemyNear(root,var(55)),movecontact = 1
trigger2 = EnemyNear(root,var(55)),hitcount = 1
fvar(34)=root,P2Dist x
IgNoreHitPause = 1

[State -3,19]
Type = VarSet
Triggerall = fvar(36)<root,P2Dist x
Triggerall = EnemyNear(root,var(55)),stateno=var(36)
Trigger1 = root,stateno = 150 || root,stateno = 152 || root,stateno = 154
Trigger1 = root,time = 1
trigger2 = EnemyNear(root,var(55)),movecontact = 1
trigger2 = EnemyNear(root,var(55)),hitcount = 1
fvar(36)=root,P2Dist x
IgNoreHitPause = 1

[State -3,20]
Type = VarSet
Triggerall = fvar(38)<root,P2Dist x
Triggerall = EnemyNear(root,var(55)),stateno=var(38)
Trigger1 = root,stateno = 150 || root,stateno = 152 || root,stateno = 154
Trigger1 = root,time = 1
trigger2 = EnemyNear(root,var(55)),movecontact = 1
trigger2 = EnemyNear(root,var(55)),hitcount = 1
fvar(38)=root,P2Dist x
IgNoreHitPause = 1

[State -3]
Type = VarSet
Trigger1 = var(50) < 40
Trigger1 = var(var(50)+1)
fvar(var(50))=root,P2Dist x
IgNoreHitPause = 1

[State -3]
Type = null;VarSet
Trigger1 = var(50) < 40
Trigger1 = var(var(50)+1)
fvar(var(50)+1)=root,P2Dist y
IgNoreHitPause = 1

[State -3]
Type = VarAdd
Trigger1 = var(var(50)+1)
var(50) = 2
IgNoreHitPause = 1

[State -3, eUŊ荞]
Type = VarSet
triggerall = root,var(59) > 9 && roundstate = 2
triggerall = EnemyNear(root,var(55)),HitDefAttr = SC, NA, SA
trigger1 = EnemyNear(root,var(55)),stateno = var(0)
trigger1 = var(1) - EnemyNear(root,var(55)),Time = [5,8]
trigger1 = P2Dist x + facing*EnemyNear(root,var(55)),facing*EnemyNear(root,var(55)),vel x * 4 <= fvar(0)
trigger2 = EnemyNear(root,var(55)),stateno = var(2)
trigger2 = var(3) - EnemyNear(root,var(55)),Time = [5,8]
trigger2 = P2Dist x + facing*EnemyNear(root,var(55)),facing*EnemyNear(root,var(55)),vel x * 4 <= fvar(2)
trigger3 = EnemyNear(root,var(55)),stateno = var(4)
trigger3 = var(5) - EnemyNear(root,var(55)),Time = [5,8]
trigger3 = P2Dist x + facing*EnemyNear(root,var(55)),facing*EnemyNear(root,var(55)),vel x * 4 <= fvar(4)
trigger4 = EnemyNear(root,var(55)),stateno = var(6)
trigger4 = var(7) - EnemyNear(root,var(55)),Time = [5,8]
trigger4 = P2Dist x + facing*EnemyNear(root,var(55)),facing*EnemyNear(root,var(55)),vel x * 4 <= fvar(6)
trigger5 = EnemyNear(root,var(55)),stateno = var(8)
trigger5 = var(9) - EnemyNear(root,var(55)),Time = [5,8]
trigger5 = P2Dist x + facing*EnemyNear(root,var(55)),facing*EnemyNear(root,var(55)),vel x * 4 <= fvar(8)
trigger6 = EnemyNear(root,var(55)),stateno = var(10)
trigger6 = var(11)- EnemyNear(root,var(55)),Time = [5,8]
trigger6 = P2Dist x + facing*EnemyNear(root,var(55)),facing*EnemyNear(root,var(55)),vel x * 4 <= fvar(10)
trigger7 = EnemyNear(root,var(55)),stateno = var(12)
trigger7 = var(13)- EnemyNear(root,var(55)),Time = [5,8]
trigger7 = P2Dist x + facing*EnemyNear(root,var(55)),facing*EnemyNear(root,var(55)),vel x * 4 <= fvar(12)
trigger8 = EnemyNear(root,var(55)),stateno = var(14)
trigger8 = var(15)- EnemyNear(root,var(55)),Time = [5,8]
trigger8 = P2Dist x + facing*EnemyNear(root,var(55)),facing*EnemyNear(root,var(55)),vel x * 4 <= fvar(14)
trigger9 = EnemyNear(root,var(55)),stateno = var(16)
trigger9 = var(17)- EnemyNear(root,var(55)),Time = [5,8]
trigger9 = P2Dist x + facing*EnemyNear(root,var(55)),facing*EnemyNear(root,var(55)),vel x * 4 <= fvar(16)
trigger10= EnemyNear(root,var(55)),stateno = var(18)
trigger10= var(19)- EnemyNear(root,var(55)),Time = [5,8]
trigger10= P2Dist x + facing*EnemyNear(root,var(55)),facing*EnemyNear(root,var(55)),vel x * 4 <= fvar(18)
trigger11= EnemyNear(root,var(55)),stateno = var(20)
trigger11= var(21)- EnemyNear(root,var(55)),Time = [5,8]
trigger11= P2Dist x + facing*EnemyNear(root,var(55)),facing*EnemyNear(root,var(55)),vel x * 4 <= fvar(20)
trigger12= EnemyNear(root,var(55)),stateno = var(22)
trigger12= var(23)- EnemyNear(root,var(55)),Time = [5,8]
trigger12= P2Dist x + facing*EnemyNear(root,var(55)),facing*EnemyNear(root,var(55)),vel x * 4 <= fvar(22)
trigger13= EnemyNear(root,var(55)),stateno = var(24)
trigger13= var(25)- EnemyNear(root,var(55)),Time = [5,8]
trigger13= P2Dist x + facing*EnemyNear(root,var(55)),facing*EnemyNear(root,var(55)),vel x * 4 <= fvar(24)
trigger14= EnemyNear(root,var(55)),stateno = var(26)
trigger14= var(27)- EnemyNear(root,var(55)),Time = [5,8]
trigger14= P2Dist x + facing*EnemyNear(root,var(55)),facing*EnemyNear(root,var(55)),vel x * 4 <= fvar(26)
trigger15= EnemyNear(root,var(55)),stateno = var(28)
trigger15= var(29)- EnemyNear(root,var(55)),Time = [5,8]
trigger15= P2Dist x + facing*EnemyNear(root,var(55)),facing*EnemyNear(root,var(55)),vel x * 4 <= fvar(28)
trigger16= EnemyNear(root,var(55)),stateno = var(30)
trigger16= var(31)- EnemyNear(root,var(55)),Time = [5,8]
trigger16= P2Dist x + facing*EnemyNear(root,var(55)),facing*EnemyNear(root,var(55)),vel x * 4 <= fvar(30)
trigger17= EnemyNear(root,var(55)),stateno = var(32)
trigger17= var(33)- EnemyNear(root,var(55)),Time = [5,8]
trigger17= P2Dist x + facing*EnemyNear(root,var(55)),facing*EnemyNear(root,var(55)),vel x * 4 <= fvar(32)
trigger18= EnemyNear(root,var(55)),stateno = var(34)
trigger18= var(35)- EnemyNear(root,var(55)),Time = [5,8]
trigger18= P2Dist x + facing*EnemyNear(root,var(55)),facing*EnemyNear(root,var(55)),vel x * 4 <= fvar(34)
trigger19= EnemyNear(root,var(55)),stateno = var(36)
trigger19= var(37)- EnemyNear(root,var(55)),Time = [5,8]
trigger19= P2Dist x + facing*EnemyNear(root,var(55)),facing*EnemyNear(root,var(55)),vel x * 4 <= fvar(36)
trigger20= EnemyNear(root,var(55)),stateno = var(38)
trigger20= var(39)- EnemyNear(root,var(55)),Time = [5,8]
trigger20= P2Dist x + facing*EnemyNear(root,var(55)),facing*EnemyNear(root,var(55)),vel x * 4 <= fvar(38)
var(53) = 2

[State -3,]
type = VarAdd
triggerall = root,var(59)
trigger1 = var(53) >= 1
var(53) = -1

[State -2, fobO\]
type = DisplayToClipboard
trigger1 = 1
text = "v50=%d,v53=%d,v54=%d"
params = var(50),var(53),var(54)
ignorehitpause = 1

;---------------------------------------------------------------------------
;[
[Statedef 30010]
type=A
movetype=I
physics=N
ctrl=0
anim=0
sprpriority=0
velset=-10, 0

[State 9741, Safety]
type=selfstate
trigger1=!ishelper
value=0

[State -2]
type=Nothitby
trigger1=1
value=SCA


[State 30010]
type=ScreenBound
trigger1=1
value=0
movecamera=0,0

[State 30010]
type=Projectile
trigger1=time=0
projID=30002
projanim=9999
velocity=-10, 0
projpriority=4
projsprpriority=2
projstagebound=0
projedgebound=99999
offset=0, ifelse(teamside = 1, 450, 1500)
postype=P1
supermovetime=99999
pausemovetime=99999
projremovetime=-1

[State -2]
type=assertspecial
trigger1=1
flag=noshadow
flag2=invisible
ignorehitpause=1

[State -2]
type=velset
trigger1=!(root,numprojID(30002))
x=0
y=0
