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



;---------------------------------------------------------------------------
;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

;==============================================================================
;AIp

[State -3, AIsh~]
type = varadd
triggerall = root,var(59)
trigger1 = root,var(58)
var(0) = 1

[State -3, ϐZbg]
Type = VarSet
triggerall = root,var(59)
trigger1 = !root,var(58)
var(0) = 0

[State -3, R{pJEg]
type = varadd
trigger1 = !root,ctrl
trigger1 = root,var(58) = 7
var(1) = 1

[State -3, ϐZbg]
Type = VarSet
trigger1 = root,var(58) != 7
var(1) = 0

;==============================================================================
;p

[State -3, tOZbg]
Type = VarSet
triggerall = root,var(59) >= 9 && roundstate = 2
triggerall = !var(50)
trigger1 = !root,ctrl
trigger1 = (root,stateno = [140,159])|| root,stateno = 1560 ||(root,stateno = [5100,5120])
var(50) = 3+ (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

;==============================================================================
;ʒ[vZ

[State -3, Oʒ[]
Type = VarSet
trigger1 = roundstate = 2
trigger1 = numhelper(30000+root,ID) = 1
trigger1 = numhelper(30000+root,ID) = 1
var(51) = floor(ifelse(teamside = 1,facing*(helper(30000+(facing=-1)*10+root,ID),pos x-root,pos x), -(-facing*(helper(30000+(facing=1)*10+root,ID),pos x-root,pos x))))

[State -3, ʒ[]
Type = VarSet
trigger1 = roundstate = 2
trigger1 = numhelper(30000+root,ID) = 1
trigger1 = numhelper(30000+root,ID) = 1
var(52) = floor(ifelse(teamside = 1,-facing*(helper(30000+(facing=1)*10+root,ID),pos x-root,pos x), -(facing*(helper(30000+(facing=-1)*10+root,ID),pos x-root,pos x))))

[State -2, fobO\]
type = DisplayToClipboard
trigger1 = 1
text = "var(1)=%d,var(50)=%d,Front=%d,Back=%d"
params = var(1),var(50),var(51),var(52)
ignorehitpause = 1


;---------------------------------------------------------------------------
;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
;---------------------------------------------------------------------------
;󒆎E@EAIO

[Statedef 11333]
type     = A
movetype = A
physics  = S
ctrl     = 0
anim = 30305
juggle = 0
sprpriority = 2

;***********************************
[State ,];␳Zbg
type = Varset
trigger1 = moveguarded
trigger2 = EnemyNear,movetype != H
trigger3 = EnemyNear,statetype = L
trigger4 = EnemyNear,GethitVar(hitcount) <= 0
trigger5 = EnemyNear,ctrl
fvar(6) = 1
ignorehitpause = 1

[State , A^bN]
type = AttackMulSet
trigger1 = (palno = 12)
trigger1 = (fVar(6) = 1)
value = 1.3
ignorehitpause = 1
[State , A^bN]
type = AttackMulSet
trigger1 = (palno != 12)
trigger1 = (fVar(6) = 1)
value = 1
ignorehitpause = 1
[State , A^bN]
type = AttackMulSet
trigger1 = (palno=12)
trigger1 = (fVar(6)<= 0.9)
value = (0.8 * fVar(6)*1.3)
ignorehitpause = 1
[State , A^bN]
type = AttackMulSet
trigger1 = (palno != 12)
trigger1 = (fVar(6)<= 0.9)
value = (0.8 * fVar(6))
ignorehitpause = 1
;***********************************

[State 40, nCWv]
type = PlaySnd
trigger1 = Time = 0
value = 40,2

[State 1300, NotHitby]
type = NotHitBy
trigger1 =palno != 12
trigger1=time < 5
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
ignorehitpause=1

[State 1300, NotHitby]
type = NotHitBy
trigger1 =palno = 12
trigger1=time < 10
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
ignorehitpause=1

[State 4];x^
type = VelSet
trigger1 = Animelem = 1
y = -10

[State 4];x^
type = VelSet
trigger1 = vel y < -3
x = -1

[State 4];x
type = Veladd
trigger1 = !var(59)
trigger1 = command = "holdfwd"
trigger1 = vel x < 2
trigger2 = var(59)
x = 2

[State 4];x
type = Velset
trigger1 = vel x > 2
x = 2

[State 4];x^
type = Veladd
trigger1 = Animelem = 1,>=1
y = 0.65
;******************************************************************

[State 200, 炷]
type = PlaySnd
trigger1 = animelem = 7
value = 6,3
channel = 0

[State 640, 炷]
type = PlaySnd
trigger1 = animelem = 7
value = 0, 5

[State 200, 炷]
type = PlaySnd
trigger1 = animelem = 24
value = 0,5
freqmul = 1.2

[State 200, qbg`]
type = HitDef 
trigger1 = animelem = 9
attr = A, SA 
damage = 80,16
animtype = H
guardflag = HA
ground.type = H
pausetime = 15,15
sparkxy = -30,-60
sparkno = S30015+random%4
guard.sparkno = s30302
hitsound = S1,4
guardsound = S100,1
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -4,-5
air.velocity = -4,-4.2
fall = 1
air.hittime  = 40
fall.recovertime = 40
;id = 5600:
getpower = 80,80
givepower = 40,40
envshake.time = 15
envshake.freq = 120
envshake.ampl = -4

[State 200];␳
type = Varset
trigger1 = movecontact
fvar(6) = fvar(6)*0.9
persistent = 0
ignorehitpause = 1

[State 200, 炷]
type = PlaySnd
trigger1 = animelem = 24
trigger1 = movehit
value = 1,12

[State 200, Xe[gύX]
type = ChangeState
trigger1 = time >= 10
trigger1 = pos y >= 0
value = 1336

;---------------------------------------------------------------------------
;󒆎E@EAI

[Statedef 11334]
type     = A
movetype = A
physics  = S
ctrl     = 0
anim = 30305
juggle = 0
sprpriority = 2

;***********************************
[State ,];␳Zbg
type = Varset
trigger1 = moveguarded
trigger2 = EnemyNear,movetype != H
trigger3 = EnemyNear,statetype = L
trigger4 = EnemyNear,GethitVar(hitcount) <= 0
trigger5 = EnemyNear,ctrl
fvar(6) = 1
ignorehitpause = 1

[State , A^bN]
type = AttackMulSet
trigger1 = (palno = 12)
trigger1 = (fVar(6) = 1)
value = 1.3
ignorehitpause = 1
[State , A^bN]
type = AttackMulSet
trigger1 = (palno != 12)
trigger1 = (fVar(6) = 1)
value = 1
ignorehitpause = 1
[State , A^bN]
type = AttackMulSet
trigger1 = (palno=12)
trigger1 = (fVar(6)<= 0.9)
value = (0.8 * fVar(6)*1.3)
ignorehitpause = 1
[State , A^bN]
type = AttackMulSet
trigger1 = (palno != 12)
trigger1 = (fVar(6)<= 0.9)
value = (0.8 * fVar(6))
ignorehitpause = 1
;***********************************

[State 40, nCWv]
type = PlaySnd
trigger1 = Time = 0
value = 40,2

[State 1300, NotHitby]
type = NotHitBy
trigger1 =palno != 12
trigger1=time < 5
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
ignorehitpause=1

[State 1300, NotHitby]
type = NotHitBy
trigger1 =palno = 12
trigger1=time < 10
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
ignorehitpause=1

[State 4];x^
type = VelSet
trigger1 = Animelem = 1
y = -10

[State 4];x^
type = VelSet
trigger1 = vel y < -3
x = -1

[State 4];x
type = Veladd
trigger1 = vel x > -2
x = -2

[State 4];x
type = Velset
trigger1 = vel x < -2
x = -2

[State 4];x^
type = Veladd
trigger1 = Animelem = 1,>=1
y = 0.65
;******************************************************************

[State 200, 炷]
type = PlaySnd
trigger1 = animelem = 7
value = 6,3
channel = 0

[State 640, 炷]
type = PlaySnd
trigger1 = animelem = 7
value = 0, 5

[State 200, 炷]
type = PlaySnd
trigger1 = animelem = 24
value = 0,5
freqmul = 1.2

[State 200, qbg`]
type = HitDef 
trigger1 = animelem = 9
attr = A, SA 
damage = 80,16
animtype = H
guardflag = HA
ground.type = H
pausetime = 15,15
sparkxy = -30,-60
sparkno = S30015+random%4
guard.sparkno = s30302
hitsound = S1,4
guardsound = S100,1
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -4,-5
air.velocity = -4,-4.2
fall = 1
air.hittime  = 40
fall.recovertime = 40
;id = 5600:
getpower = 80,80
givepower = 40,40
envshake.time = 15
envshake.freq = 120
envshake.ampl = -4

[State 200];␳
type = Varset
trigger1 = movecontact
fvar(6) = fvar(6)*0.9
persistent = 0
ignorehitpause = 1

[State 200, 炷]
type = PlaySnd
trigger1 = animelem = 24
trigger1 = movehit
value = 1,12

[State 200, Xe[gύX]
type = ChangeState
trigger1 = time >= 10
trigger1 = pos y >= 0
value = 1336

;---------------------------------------------------------------------------
;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, 750, 1100)
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

;---------------------------------------------------------------------------
;gp^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 = !root,fvar(32)
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 -3,1]
Type = VarSet
Triggerall = fvar(1)<root,P2Dist y
Triggerall = EnemyNear(root,var(55)),stateno=var(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
fvar(1)=root,P2Dist y
IgNoreHitPause = 1

[State -3,2]
Type = VarSet
Triggerall = fvar(3)<root,P2Dist y
Triggerall = EnemyNear(root,var(55)),stateno=var(3)
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(3)=root,P2Dist y
IgNoreHitPause = 1

[State -3,3]
Type = VarSet
Triggerall = fvar(5)<root,P2Dist y
Triggerall = EnemyNear(root,var(55)),stateno=var(5)
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(5)=root,P2Dist y
IgNoreHitPause = 1

[State -3,4]
Type = VarSet
Triggerall = fvar(7)<root,P2Dist y
Triggerall = EnemyNear(root,var(55)),stateno=var(7)
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(7)=root,P2Dist y
IgNoreHitPause = 1

[State -3,5]
Type = VarSet
Triggerall = fvar(9)<root,P2Dist y
Triggerall = EnemyNear(root,var(55)),stateno=var(9)
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(9)=root,P2Dist y
IgNoreHitPause = 1

[State -3,6]
Type = VarSet
Triggerall = fvar(11)<root,P2Dist y
Triggerall = EnemyNear(root,var(55)),stateno=var(11)
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(11)=root,P2Dist y
IgNoreHitPause = 1

[State -3,7]
Type = VarSet
Triggerall = fvar(13)<root,P2Dist y
Triggerall = EnemyNear(root,var(55)),stateno=var(13)
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(13)=root,P2Dist y
IgNoreHitPause = 1

[State -3,8]
Type = VarSet
Triggerall = fvar(15)<root,P2Dist y
Triggerall = EnemyNear(root,var(55)),stateno=var(15)
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(15)=root,P2Dist y
IgNoreHitPause = 1

[State -3,9]
Type = VarSet
Triggerall = fvar(17)<root,P2Dist y
Triggerall = EnemyNear(root,var(55)),stateno=var(17)
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(17)=root,P2Dist y
IgNoreHitPause = 1

[State -3,10]
Type = VarSet
Triggerall = fvar(19)<root,P2Dist y
Triggerall = EnemyNear(root,var(55)),stateno=var(19)
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(19)=root,P2Dist y
IgNoreHitPause = 1

[State -3,11]
Type = VarSet
Triggerall = fvar(21)<root,P2Dist y
Triggerall = EnemyNear(root,var(55)),stateno=var(21)
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(21)=root,P2Dist y
IgNoreHitPause = 1

[State -3,12]
Type = VarSet
Triggerall = fvar(23)<root,P2Dist y
Triggerall = EnemyNear(root,var(55)),stateno=var(23)
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(23)=root,P2Dist y
IgNoreHitPause = 1

[State -3,13]
Type = VarSet
Triggerall = fvar(25)<root,P2Dist y
Triggerall = EnemyNear(root,var(55)),stateno=var(25)
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(25)=root,P2Dist y
IgNoreHitPause = 1

[State -3,14]
Type = VarSet
Triggerall = fvar(27)<root,P2Dist y
Triggerall = EnemyNear(root,var(55)),stateno=var(27)
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(27)=root,P2Dist y
IgNoreHitPause = 1

[State -3,15]
Type = VarSet
Triggerall = fvar(29)<root,P2Dist y
Triggerall = EnemyNear(root,var(55)),stateno=var(29)
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(29)=root,P2Dist y
IgNoreHitPause = 1

[State -3,16]
Type = VarSet
Triggerall = fvar(31)<root,P2Dist y
Triggerall = EnemyNear(root,var(55)),stateno=var(31)
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(31)=root,P2Dist y
IgNoreHitPause = 1

[State -3,17]
Type = VarSet
Triggerall = fvar(33)<root,P2Dist y
Triggerall = EnemyNear(root,var(55)),stateno=var(33)
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(33)=root,P2Dist y
IgNoreHitPause = 1

[State -3,18]
Type = VarSet
Triggerall = fvar(35)<root,P2Dist y
Triggerall = EnemyNear(root,var(55)),stateno=var(35)
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(35)=root,P2Dist y
IgNoreHitPause = 1

[State -3,19]
Type = VarSet
Triggerall = fvar(37)<root,P2Dist y
Triggerall = EnemyNear(root,var(55)),stateno=var(37)
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(37)=root,P2Dist y
IgNoreHitPause = 1

[State -3,20]
Type = VarSet
Triggerall = fvar(39)<root,P2Dist y
Triggerall = EnemyNear(root,var(55)),stateno=var(39)
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(39)=root,P2Dist y
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 = 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, gtOEO]
Type = VarSet
triggerall = root,var(59) > 7 && roundstate = 2
trigger1 = EnemyNear(root,var(55)),stateno = var(0)
trigger1 = var(1) - EnemyNear(root,var(55)),Time = [0,8]
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 = [0,8]
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 = [0,8]
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 = [0,8]
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 = [0,8]
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 = [0,8]
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 = [0,8]
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 = [0,8]
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 = [0,8]
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 = [0,8]
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 = [0,8]
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 = [0,8]
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 = [0,8]
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 = [0,8]
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 = [0,8]
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 = [0,8]
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 = [0,8]
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 = [0,8]
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 = [0,8]
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 = [0,8]
trigger20= P2Dist x + facing*EnemyNear(root,var(55)),facing*EnemyNear(root,var(55)),vel x * 4 <= fvar(38)
var(53) = 3

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

[State -3, gtOE񂵎]
Type = VarSet
triggerall = root,var(59) > 7 && roundstate = 2
trigger1 = EnemyNear(root,var(55)),stateno = var(0)
trigger1 = var(1) - EnemyNear(root,var(55)),Time = [2,8]
trigger1 = P2Dist x + facing*EnemyNear(root,var(55)),facing*EnemyNear(root,var(55)),vel x * 4 <= fvar(0)
trigger1 = abs(P2Dist y+(EnemyNear(root,var(55)),vel y+EnemyNear(root,var(55)),Const(movement.yaccel)*1.5)*2-fvar(1)) <= 20
trigger2 = EnemyNear(root,var(55)),stateno = var(2)
trigger2 = var(3) - EnemyNear(root,var(55)),Time = [2,8]
trigger2 = P2Dist x + facing*EnemyNear(root,var(55)),facing*EnemyNear(root,var(55)),vel x * 4 <= fvar(2)
trigger2 = abs(P2Dist y+(EnemyNear(root,var(55)),vel y+EnemyNear(root,var(55)),Const(movement.yaccel)*1.5)*2-fvar(3)) <= 20
trigger3 = EnemyNear(root,var(55)),stateno = var(4)
trigger3 = var(5) - EnemyNear(root,var(55)),Time = [2,8]
trigger3 = P2Dist x + facing*EnemyNear(root,var(55)),facing*EnemyNear(root,var(55)),vel x * 4 <= fvar(4)
trigger3 = abs(P2Dist y+(EnemyNear(root,var(55)),vel y+EnemyNear(root,var(55)),Const(movement.yaccel)*1.5)*2-fvar(5)) <= 20
trigger4 = EnemyNear(root,var(55)),stateno = var(6)
trigger4 = var(7) - EnemyNear(root,var(55)),Time = [2,8]
trigger4 = P2Dist x + facing*EnemyNear(root,var(55)),facing*EnemyNear(root,var(55)),vel x * 4 <= fvar(6)
trigger4 = abs(P2Dist y+(EnemyNear(root,var(55)),vel y+EnemyNear(root,var(55)),Const(movement.yaccel)*1.5)*2-fvar(7)) <= 20
trigger5 = EnemyNear(root,var(55)),stateno = var(8)
trigger5 = var(9) - EnemyNear(root,var(55)),Time = [2,8]
trigger5 = P2Dist x + facing*EnemyNear(root,var(55)),facing*EnemyNear(root,var(55)),vel x * 4 <= fvar(8)
trigger5 = abs(P2Dist y+(EnemyNear(root,var(55)),vel y+EnemyNear(root,var(55)),Const(movement.yaccel)*1.5)*2-fvar(9)) <= 20
trigger6 = EnemyNear(root,var(55)),stateno = var(10)
trigger6 = var(11)- EnemyNear(root,var(55)),Time = [2,8]
trigger6 = P2Dist x + facing*EnemyNear(root,var(55)),facing*EnemyNear(root,var(55)),vel x * 4 <= fvar(10)
trigger6 = abs(P2Dist y+(EnemyNear(root,var(55)),vel y+EnemyNear(root,var(55)),Const(movement.yaccel)*1.5)*2-fvar(11)) <= 20
trigger7 = EnemyNear(root,var(55)),stateno = var(12)
trigger7 = var(13)- EnemyNear(root,var(55)),Time = [2,8]
trigger7 = P2Dist x + facing*EnemyNear(root,var(55)),facing*EnemyNear(root,var(55)),vel x * 4 <= fvar(12)
trigger7 = abs(P2Dist y+(EnemyNear(root,var(55)),vel y+EnemyNear(root,var(55)),Const(movement.yaccel)*1.5)*2-fvar(13)) <= 20
trigger8 = EnemyNear(root,var(55)),stateno = var(14)
trigger8 = var(15)- EnemyNear(root,var(55)),Time = [2,8]
trigger8 = P2Dist x + facing*EnemyNear(root,var(55)),facing*EnemyNear(root,var(55)),vel x * 4 <= fvar(14)
trigger8 = abs(P2Dist y+(EnemyNear(root,var(55)),vel y+EnemyNear(root,var(55)),Const(movement.yaccel)*1.5)*2-fvar(15)) <= 20
trigger9 = EnemyNear(root,var(55)),stateno = var(16)
trigger9 = var(17)- EnemyNear(root,var(55)),Time = [2,8]
trigger9 = P2Dist x + facing*EnemyNear(root,var(55)),facing*EnemyNear(root,var(55)),vel x * 4 <= fvar(16)
trigger9 = abs(P2Dist y+(EnemyNear(root,var(55)),vel y+EnemyNear(root,var(55)),Const(movement.yaccel)*1.5)*2-fvar(17)) <= 20
trigger10= EnemyNear(root,var(55)),stateno = var(18)
trigger10= var(19)- EnemyNear(root,var(55)),Time = [2,8]
trigger10= P2Dist x + facing*EnemyNear(root,var(55)),facing*EnemyNear(root,var(55)),vel x * 4 <= fvar(18)
trigger10= abs(P2Dist y+(EnemyNear(root,var(55)),vel y+EnemyNear(root,var(55)),Const(movement.yaccel)*1.5)*2-fvar(19)) <= 20
trigger11= EnemyNear(root,var(55)),stateno = var(20)
trigger11= var(21)- EnemyNear(root,var(55)),Time = [2,8]
trigger11= P2Dist x + facing*EnemyNear(root,var(55)),facing*EnemyNear(root,var(55)),vel x * 4 <= fvar(20)
trigger11= abs(P2Dist y+(EnemyNear(root,var(55)),vel y+EnemyNear(root,var(55)),Const(movement.yaccel)*1.5)*2-fvar(21)) <= 20
trigger12= EnemyNear(root,var(55)),stateno = var(22)
trigger12= var(23)- EnemyNear(root,var(55)),Time = [2,8]
trigger12= P2Dist x + facing*EnemyNear(root,var(55)),facing*EnemyNear(root,var(55)),vel x * 4 <= fvar(22)
trigger12= abs(P2Dist y+(EnemyNear(root,var(55)),vel y+EnemyNear(root,var(55)),Const(movement.yaccel)*1.5)*2-fvar(23)) <= 20
trigger13= EnemyNear(root,var(55)),stateno = var(24)
trigger13= var(25)- EnemyNear(root,var(55)),Time = [2,8]
trigger13= P2Dist x + facing*EnemyNear(root,var(55)),facing*EnemyNear(root,var(55)),vel x * 4 <= fvar(24)
trigger13= abs(P2Dist y+(EnemyNear(root,var(55)),vel y+EnemyNear(root,var(55)),Const(movement.yaccel)*1.5)*2-fvar(25)) <= 20
trigger14= EnemyNear(root,var(55)),stateno = var(26)
trigger14= var(27)- EnemyNear(root,var(55)),Time = [2,8]
trigger14= P2Dist x + facing*EnemyNear(root,var(55)),facing*EnemyNear(root,var(55)),vel x * 4 <= fvar(26)
trigger14= abs(P2Dist y+(EnemyNear(root,var(55)),vel y+EnemyNear(root,var(55)),Const(movement.yaccel)*1.5)*2-fvar(27)) <= 20
trigger15= EnemyNear(root,var(55)),stateno = var(28)
trigger15= var(29)- EnemyNear(root,var(55)),Time = [2,8]
trigger15= P2Dist x + facing*EnemyNear(root,var(55)),facing*EnemyNear(root,var(55)),vel x * 4 <= fvar(28)
trigger15= abs(P2Dist y+(EnemyNear(root,var(55)),vel y+EnemyNear(root,var(55)),Const(movement.yaccel)*1.5)*2-fvar(29)) <= 20
trigger16= EnemyNear(root,var(55)),stateno = var(30)
trigger16= var(31)- EnemyNear(root,var(55)),Time = [2,8]
trigger16= P2Dist x + facing*EnemyNear(root,var(55)),facing*EnemyNear(root,var(55)),vel x * 4 <= fvar(30)
trigger16= abs(P2Dist y+(EnemyNear(root,var(55)),vel y+EnemyNear(root,var(55)),Const(movement.yaccel)*1.5)*2-fvar(31)) <= 20
trigger17= EnemyNear(root,var(55)),stateno = var(32)
trigger17= var(33)- EnemyNear(root,var(55)),Time = [2,8]
trigger17= P2Dist x + facing*EnemyNear(root,var(55)),facing*EnemyNear(root,var(55)),vel x * 4 <= fvar(32)
trigger17= abs(P2Dist y+(EnemyNear(root,var(55)),vel y+EnemyNear(root,var(55)),Const(movement.yaccel)*1.5)*2-fvar(33)) <= 20
trigger18= EnemyNear(root,var(55)),stateno = var(34)
trigger18= var(35)- EnemyNear(root,var(55)),Time = [2,8]
trigger18= P2Dist x + facing*EnemyNear(root,var(55)),facing*EnemyNear(root,var(55)),vel x * 4 <= fvar(34)
trigger18= abs(P2Dist y+(EnemyNear(root,var(55)),vel y+EnemyNear(root,var(55)),Const(movement.yaccel)*1.5)*2-fvar(35)) <= 20
trigger19= EnemyNear(root,var(55)),stateno = var(36)
trigger19= var(37)- EnemyNear(root,var(55)),Time = [2,8]
trigger19= P2Dist x + facing*EnemyNear(root,var(55)),facing*EnemyNear(root,var(55)),vel x * 4 <= fvar(36)
trigger19= abs(P2Dist y+(EnemyNear(root,var(55)),vel y+EnemyNear(root,var(55)),Const(movement.yaccel)*1.5)*2-fvar(37)) <= 20
trigger20= EnemyNear(root,var(55)),stateno = var(38)
trigger20= var(39)- EnemyNear(root,var(55)),Time = [2,8]
trigger20= P2Dist x + facing*EnemyNear(root,var(55)),facing*EnemyNear(root,var(55)),vel x * 4 <= fvar(38)
trigger20= abs(P2Dist y+(EnemyNear(root,var(55)),vel y+EnemyNear(root,var(55)),Const(movement.yaccel)*1.5)*2-fvar(39)) <= 20
var(54) = 3

[State -3,]
type = VarAdd
triggerall = root,var(59)
trigger1 = var(54) >= 1
var(54) = -1

[State -3, eUŊ荞]
Type = VarSet
triggerall = root,var(59) > 9 && roundstate = 2
triggerall = EnemyNear(root,var(55)),HitDefAttr = SCA, AA, NP, SP
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(55) = 3

[State -3,]
type = VarAdd
triggerall = root,var(59)
trigger1 = var(55) >= 1
var(55) = -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, 750, 1100)
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


