
[Statedef 95000]
type    = S
movetype= I
physics = N
ctrl = 0
anim = 0
ID = 95000

;==============================================================================
;AIpՂ

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

[State -3, ^bO̍sύX]
type = varset
trigger1 = root,var(59) ;AIp
var(6) = 0   ;@0 - C䉻
             ;@1 - ߋ

[State -3, KbcVXegpf]
type = varset
trigger1 = root,var(59) ;AIp
var(1) = 1   ;0 - KbcVXegpȂ
             ;1 - gp

;---------------------------------------------------------------------------
;ȉ͑SăKbcVXegpuȂvp̃XCb`ł

[State -3, KEZLZgp񐔐ݒ]
type = varset
trigger1 = root,var(59) ;AIp
trigger1 = !var(1)
var(2) = 4   ; ̐̉񐔂KEZLZ܂
             ; 2~5ʂ͈̔͂𐄏܂
             ; グƂyȉiv؎d܂

[State -3, V[hmݒ]
type = varset
trigger1 = root,var(59) ;AIp
trigger1 = !var(1)
var(3) = 3   ; ̐1~10͈̔͂Őݒ肵Ă

[State -3, o[XgEG~bVU͐ݒ]
type = varset
trigger1 = root,var(59) ;AIp
trigger1 = !var(1)
var(4) = 30  ; ̐ƈЗ͌EグƈЗ͑ł
             ; Rグ10]Tł
             ; 20~50ʂ͈̔͂𐄏܂

;==============================================================================
;AIpAR

[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 = [9995,9996])||(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, o[XgG~bVԌv]
Type = Varadd
triggerall = root,var(59)
triggerall = root,stateno = 3016
triggerall = root,time > 5
triggerall = var(1) = 0
trigger1 = time%5 = 0
trigger2 = time%20 = 0
var(30) = 1

[State -3, ԌvZbg]
Type = VarSet
trigger1 = root,stateno != 3016
var(30) = 0

[state -1, LZ񐔌v]
type = Varadd
triggerall = root,time = 1
triggerall = !var(1)
trigger1 = root,stateno = 1000 || root,stateno = 1010 || root,stateno = 1300 || root,stateno = 1310
trigger2 = root,stateno = 1400 || root,stateno = 1410 || root,stateno = 1500 || root,stateno = 1505 || root,stateno = 1510
trigger3 = root,stateno = 1100 || root,stateno = 1200 || root,stateno = 1600
var(31) = 1

[State -3, vZbg]
Type = VarSet
trigger1 = root,ctrl
trigger2 = roundstate != 2
var(31) = 0

[State -3, Eh2Ԍv]
Type = Varadd
triggerall = roundstate = 2
trigger1 = EnemyNear(root,var(55)),stateno != 0
var(32) = 1

[State -3, vZbg]
Type = VarSet
trigger1 = roundstate != 2
var(32) = 0

[State -2, fobO\]
type = DisplayToClipboard
trigger1 = 1
text = "var(30)=%d,var(31)=%d,var(32)=%d,var(3)=%d,var(50)=%d"
params = var(30),var(31),var(32),var(3),var(50)
ignorehitpause = 1

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

[State 95000]
type = AssertSpecial
Trigger1 = 1
flag = noshadow
flag2 = invisible

[State 95000]
type = nothitby
Trigger1 = 1
value = SCA

[State 95000]
type = selfstate
trigger1 = !ishelper
value = 0

[State 95000]
type = PlayerPush
Trigger1 = 1
value = 0

[State 95000]
type = VelAdd
Trigger1 = 1
y = 0.0

[State 95000]
type = BindToRoot
Trigger1 = 1
facing = 1
pos = -45,999

;---------------------------------------------------------------------------
;AINwp[
[Statedef 15000]
anim=0;Ȃɂ\Ȃ҂łǓȂĂSRȂ
ctrl=0

[State 15000,ԈႢŖ{̂痧ֈڍs]
type=selfstate
trigger1=!ishelper
value=0

[State 15000,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 15000,]
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 15000,׸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 22000]
type=A
movetype=I
physics=N
ctrl=0
anim=11;\ȂAnimȂALSGƉeAs͕sv
sprpriority=0
velset=10, 0;xBprojectilê̂Ɠɂ

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

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


[State 22000];ʂɂƂȂ
type=ScreenBound
trigger1=1
value=0
movecamera=0,0

[State 22000];pѓˏo
type=Projectile
trigger1=time=0
projID=22001
projanim=0
velocity=10, 0;փp[̏xƓ
projpriority=4
projsprpriority=2
projstagebound=0;0IXX
projedgebound=99999
offset=0, 3599
postype=P1
supermovetime=99999
pausemovetime=99999
projremovetime=-1

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

[State -2];ѓ~B
type=velset
trigger1=!(root,numprojID(22001));wp[oprojectile{̊ǗɂȂ̂ŁAuroot,vYȂ悤
x=0
y=0

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

[State -3]
Type = VarSet
triggerall = !root,var(53) && !root,var(54)
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) && !root,var(54)
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
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 = VarAdd
Trigger1 = var(var(50)+1)
var(50) = 2
IgNoreHitPause = 1

[State -3, gtO]
Type = VarSet
triggerall = root,var(59) > 0 && roundstate = 2
triggerall = EnemyNear(root,var(55)),stateno != var(51)
triggerall = EnemyNear(root,var(55)),stateno != var(52)
trigger1 = EnemyNear(root,var(55)),stateno = var(0)
trigger1 = var(1) - EnemyNear(root,var(55)),Time = [0,9]
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 = [0,9]
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 = [0,9]
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 = [0,9]
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 = [0,9]
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 = [0,9]
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 = [0,9]
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 = [0,9]
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 = [0,9]
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 = [0,9]
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 = [0,9]
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 = [0,9]
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 = [0,9]
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 = [0,9]
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 = [0,9]
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 = [0,9]
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 = [0,9]
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 = [0,9]
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 = [0,9]
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 = [0,9]
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 -3, Uϑ]
Type = VarSet
triggerall = root,var(59) > 0 && roundstate = 2
triggerall = P2BodyDist X < 28
triggerall = P2BodyDist Y > -30
trigger1 = EnemyNear(root,var(55)),stateno = var(0)
trigger1 = var(1) - EnemyNear(root,var(55)),Time = [6,10]
trigger2 = EnemyNear(root,var(55)),stateno = var(2)
trigger2 = var(3) - EnemyNear(root,var(55)),Time = [6,10]
trigger3 = EnemyNear(root,var(55)),stateno = var(4)
trigger3 = var(5) - EnemyNear(root,var(55)),Time = [6,10]
trigger4 = EnemyNear(root,var(55)),stateno = var(6)
trigger4 = var(7) - EnemyNear(root,var(55)),Time = [6,10]
trigger5 = EnemyNear(root,var(55)),stateno = var(8)
trigger5 = var(9) - EnemyNear(root,var(55)),Time = [6,10]
trigger6 = EnemyNear(root,var(55)),stateno = var(10)
trigger6 = var(11)- EnemyNear(root,var(55)),Time = [6,10]
trigger7 = EnemyNear(root,var(55)),stateno = var(12)
trigger7 = var(13)- EnemyNear(root,var(55)),Time = [6,10]
trigger8 = EnemyNear(root,var(55)),stateno = var(14)
trigger8 = var(15)- EnemyNear(root,var(55)),Time = [6,10]
trigger9 = EnemyNear(root,var(55)),stateno = var(16)
trigger9 = var(17)- EnemyNear(root,var(55)),Time = [6,10]
trigger10= EnemyNear(root,var(55)),stateno = var(18)
trigger10= var(19)- EnemyNear(root,var(55)),Time = [6,10]
trigger11= EnemyNear(root,var(55)),stateno = var(20)
trigger11= var(21)- EnemyNear(root,var(55)),Time = [6,10]
trigger12= EnemyNear(root,var(55)),stateno = var(22)
trigger12= var(23)- EnemyNear(root,var(55)),Time = [6,10]
trigger13= EnemyNear(root,var(55)),stateno = var(24)
trigger13= var(25)- EnemyNear(root,var(55)),Time = [6,10]
trigger14= EnemyNear(root,var(55)),stateno = var(26)
trigger14= var(27)- EnemyNear(root,var(55)),Time = [6,10]
trigger15= EnemyNear(root,var(55)),stateno = var(28)
trigger15= var(29)- EnemyNear(root,var(55)),Time = [6,10]
trigger16= EnemyNear(root,var(55)),stateno = var(30)
trigger16= var(31)- EnemyNear(root,var(55)),Time = [6,10]
trigger17= EnemyNear(root,var(55)),stateno = var(32)
trigger17= var(33)- EnemyNear(root,var(55)),Time = [6,10]
trigger18= EnemyNear(root,var(55)),stateno = var(34)
trigger18= var(35)- EnemyNear(root,var(55)),Time = [6,10]
trigger19= EnemyNear(root,var(55)),stateno = var(36)
trigger19= var(37)- EnemyNear(root,var(55)),Time = [6,10]
trigger20= EnemyNear(root,var(55)),stateno = var(38)
trigger20= var(39)- EnemyNear(root,var(55)),Time = [6,10]
var(54) = 2

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

[State -3, NbZgŔ]
Type = VarSet
triggerall = root,var(59) > 0 && roundstate = 2
triggerall = P2BodyDist X = [0,55]
triggerall = P2BodyDist Y > -60
trigger1 = EnemyNear(root,var(55)),stateno = var(0)
trigger1 = var(1) - EnemyNear(root,var(55)),Time = [0,6]
trigger2 = EnemyNear(root,var(55)),stateno = var(2)
trigger2 = var(3) - EnemyNear(root,var(55)),Time = [0,6]
trigger3 = EnemyNear(root,var(55)),stateno = var(4)
trigger3 = var(5) - EnemyNear(root,var(55)),Time = [0,6]
trigger4 = EnemyNear(root,var(55)),stateno = var(6)
trigger4 = var(7) - EnemyNear(root,var(55)),Time = [0,6]
trigger5 = EnemyNear(root,var(55)),stateno = var(8)
trigger5 = var(9) - EnemyNear(root,var(55)),Time = [0,6]
trigger6 = EnemyNear(root,var(55)),stateno = var(10)
trigger6 = var(11)- EnemyNear(root,var(55)),Time = [0,6]
trigger7 = EnemyNear(root,var(55)),stateno = var(12)
trigger7 = var(13)- EnemyNear(root,var(55)),Time = [0,6]
trigger8 = EnemyNear(root,var(55)),stateno = var(14)
trigger8 = var(15)- EnemyNear(root,var(55)),Time = [0,6]
trigger9 = EnemyNear(root,var(55)),stateno = var(16)
trigger9 = var(17)- EnemyNear(root,var(55)),Time = [0,6]
trigger10= EnemyNear(root,var(55)),stateno = var(18)
trigger10= var(19)- EnemyNear(root,var(55)),Time = [0,6]
trigger11= EnemyNear(root,var(55)),stateno = var(20)
trigger11= var(21)- EnemyNear(root,var(55)),Time = [0,6]
trigger12= EnemyNear(root,var(55)),stateno = var(22)
trigger12= var(23)- EnemyNear(root,var(55)),Time = [0,6]
trigger13= EnemyNear(root,var(55)),stateno = var(24)
trigger13= var(25)- EnemyNear(root,var(55)),Time = [0,6]
trigger14= EnemyNear(root,var(55)),stateno = var(26)
trigger14= var(27)- EnemyNear(root,var(55)),Time = [0,6]
trigger15= EnemyNear(root,var(55)),stateno = var(28)
trigger15= var(29)- EnemyNear(root,var(55)),Time = [0,6]
trigger16= EnemyNear(root,var(55)),stateno = var(30)
trigger16= var(31)- EnemyNear(root,var(55)),Time = [0,6]
trigger17= EnemyNear(root,var(55)),stateno = var(32)
trigger17= var(33)- EnemyNear(root,var(55)),Time = [0,6]
trigger18= EnemyNear(root,var(55)),stateno = var(34)
trigger18= var(35)- EnemyNear(root,var(55)),Time = [0,6]
trigger19= EnemyNear(root,var(55)),stateno = var(36)
trigger19= var(37)- EnemyNear(root,var(55)),Time = [0,6]
trigger20= EnemyNear(root,var(55)),stateno = var(38)
trigger20= var(39)- EnemyNear(root,var(55)),Time = [0,6]
var(55) = 2

[State -3,]
type = VarAdd
triggerall = root,var(59)
trigger1 = var(54) >= 1
var(55) = -1

;---------------------------------------------------------------------------
;[
[Statedef 22010]
type=A
movetype=I
physics=N
ctrl=0
anim=11;\ȂAnimȂALSGƉeAs͕sv
sprpriority=0
velset=-10, 0;xBprojectilê̂Ɠɂ

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

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


[State 22010];ʂɂƂȂ
type=ScreenBound
trigger1=1
value=0
movecamera=0,0

[State 22010];pѓˏo
type=Projectile
trigger1=time=0
projID=22002
projanim=0
velocity=-10, 0;փp[̏xƓ
projpriority=4
projsprpriority=2
projstagebound=0;0IXX
projedgebound=99999
offset=0, 3599
postype=P1
supermovetime=99999
pausemovetime=99999
projremovetime=-1

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

[State -2];ѓ~B
type=velset
trigger1=!(root,numprojID(22002));wp[oprojectile{̊ǗɂȂ̂ŁAuroot,vYȂ悤
trigger1=time > 0
x=0
y=0

;---------------------------------------------------------------------------
;EAI^p
[Statedef 11225]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 225
hitcountpersist = 1

[State -1]
Type = ChangeState
Trigger1 = var(59)
Trigger1 = Time = 12
Value = 226

[State 220, 1]
type = Explod
trigger1 = animelemtime(7) = 2 
anim = 2080
ID = 2080
pos = 55, -15
postype = p1
facing = 1
removetime = -2
scale = .75, .75
sprpriority = 1
ownpal = 1
removeongethit = 1

[State 220, 1]
type = Explod
trigger1 = animelemtime(9) = 0 
anim = 2080
ID = 2080
pos = -30, 5
postype = p1
facing = 1
removetime = -2
scale = 1, 1
sprpriority = 1
ownpal = 1
removeongethit = 1

[State 220 , 1]
type = HitDef
trigger1 = AnimElem = 6
attr = S, NA
damage    = 45,10
animtype = Medium
getpower = 30,15
givepower = ifelse(numhelper(3037)=1,-50,12),5
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0,8
numhits = 1
sparkno = -1
sparkxy = 0,-100
hitsound = s100,3
guardsound = s103,1
ground.type = High
ground.slidetime = 8
ground.hittime  = 18
ground.velocity = -7
guard.sparkno = s1020
airguard.velocity = -3, -3
air.velocity = -3,-4
guard.hittime = 11
guard.ctrltime = 10


[State 220, 1]
type = Explod
trigger1 = animelemtime(7) = 1
anim = 2081
ID = 2081
pos = -30, 0
postype = p1
facing = 1
removetime = -2
scale = 1, .75
sprpriority = 1
ownpal = 1
removeongethit = 1

[State 1010 , 1]
type = PlaySnd
trigger1 = animelemTime(8) = 0
volume = 150
value = s1, (random%3)
channnel = 0

[State 1010 , 1]
type = PlaySnd
trigger1 = Time = 22
value = s100, 0

;qbgXp[N\ʒupϐ
[state 220, 1]
Type = VarRandom
Trigger1 = Time = 0
v = 6
Range = -35,5
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;qbgXp[N1
[State 220, 1]
type = Explod
trigger1 = movehit
trigger1 = P2StateType != A
trigger1 = P2MoveType = H
persistent = 0
anim = 1010
pos = var(6),var(6)
postype = p2
sprpriority = 2
bindtime = 1
ignorehitpause = 1
vel = 0,0
accel = 0,0
scale = 0.45,0.45
ownpal = 1
;supermove = 1

;qbgXp[N2
[State 200, 1]
type = helper
Trigger1 = movehit
trigger1 = P2MoveType = H
helpertype = normal
name = "spark"
ID = 1011
pos = var(6),var(6)
postype = p2
persistent=0
IgnoreHitPause = 1
stateno = 1011
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 4
size.yscale = 3.5

[State -1]
Type = turn
trigger1 = time = 0
Trigger1 = p2dist X < 0
Persistent = 0

[State 220 , 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------
;`[WEAI^p
[Statedef 11500]
type    = S
movetype= A
physics = S
juggle  = 1
ctrl = 0
anim = 220
hitcountpersist = 1

[State -1]
Type = ChangeState
Trigger1 = var(59)
Trigger1 = animelemTime(2) = 3
Value = 1505

[State -1]
Type = VelSet
Trigger1 = time = 9
X = 12
Persistent = 0

[State -1]
Type = VelSet
Trigger1 = animelemtime(7) = 2
X = 0

[State 1500 , 1]
type = hitdef
trigger1 = time = 0
attr = S, NP
damage = 40,2
animtype = hard
getpower = 50,30
givepower = ifelse(numhelper(3037)=1,-40,10),8
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0,8
hitsound = s100,3
guardsound = s103,1
sparkno = -1
sparkxy = 0, -10
ground.type = hard
ground.slidetime = 9
ground.hittime = 13
ground.velocity = -6
guard.sparkno = s1020
airguard.velocity = -3, 2
guard.hittime = 8
guard.ctrltime = 9
air.velocity = -3,-3

[State 1500 , 1]
type = PlaySnd
trigger1 = Time = 11
value = s1, (random%2)
volume = 150
channel = 0

;qbgXp[N\ʒupϐ
[state 600, 1]
Type = VarRandom
Trigger1 = animelem = 1 || AnimElem = 11 ||  AnimElem = 22
v = 6
Range = -15,25
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;qbgXp[N1
[State 1010, 1]
type = Explod
trigger1 = time > 0
trigger1 = MoveHit = 1
trigger1 = P2MoveType = H
anim = 1010
pos = 65+var(6),-70+var(6)
postype = p1
sprpriority = 2
bindtime = 1
ignorehitpause = 1
vel = 0,0
accel = 0,0
scale = 0.45,0.45
ownpal = 1
;supermove = 1

;qbgXp[N2
[State 1010, 1]
type = helper
trigger1 = time > 0
trigger1 = movehit =1
trigger1 = P2MoveType = H
helpertype = normal
name = "spark"
ID = 1011
pos = 65+var(6),-70+var(6)
postype = p1
facing = 1
stateno = 1011
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 4
size.yscale = 3

[State -1]
Type = turn
trigger1 = time = 0
Trigger1 = p2dist X < 0
Persistent = 0

[state -1, LZ{[iX]
type = Varadd
triggerall = var(26) < 5 ;ꉞ5܂ł̐
triggerall = time = 0
trigger1 = (prevstateno = [1000,1010])||(prevstateno = [1300,1310])
trigger2 = (prevstateno = [1400,1410])||(prevstateno = [1500,1510])
trigger3 = prevstateno = 1100 || prevstateno = 1200 || prevstateno = 1600
var(26) = 1

[State 1500, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------
;󒆁E^
[Statedef 10610]
type    = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 601
poweradd = 20
hitcountpersist = 1

[State 610 , 1]
type = PlaySnd
triggerall = Time = 1
trigger1 = Random <= 499
volume = 150
value = s1, 3

[State 610 , 1]
type = PlaySnd
trigger1 = Time = 1
value = s101, 2

[State -1]
Type = ChangeState
Trigger1 = var(59)
Trigger1 = Time = 8
Value = 615

[State 610 , 1]
type = HitDef
trigger1 = AnimElem = 5
attr = A, NA
damage    = 35,3
animtype = Light
getpower = 50,25
givepower = ifelse(numhelper(3037)=1,-40,20),8
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 7,8
numhits = 1
sparkno = -1
sparkxy = 0,-58
hitsound = s100,3
guardsound = s103,1
ground.type = High
ground.slidetime = 8
ground.hittime  =  12
ground.velocity = -3
air.velocity = -2.3, -2.5
guard.sparkno = s1020
airguard.velocity = -2.3, -2
guard.hittime = 8
guard.ctrltime = 8

;qbgXp[N\ʒupϐ
[state 600, 1]
Type = VarRandom
Trigger1 = Time = 0
v = 6
Range = -5,20
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;qbgXp[N1
[State 610, 1]
type = Explod
trigger1 = MoveHit = 1
trigger1 = P2StateType != A
trigger1 = P2MoveType = H
persistent = 0
anim = 1010
pos = 30+var(6),-35+var(6)
postype = p1
sprpriority = 2
bindtime = 1
ignorehitpause = 1
vel = 0,0
accel = 0,0
scale = 0.45,0.45
ownpal = 1
;supermove = 1

;qbgXp[N2
[State 200, 1]
type = helper
Trigger1 = movehit = 1
trigger1 = P2MoveType = H
helpertype = normal
name = "spark"
ID = 1011
pos = 30+var(6),-35+var(6)
postype = p1
persistent=0
IgnoreHitPause = 1
stateno = 1011
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 3
size.yscale = 3

[State 610 , 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

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

