;---------------------------------------------------------------------------
[Statedef -3]

[State -1,AIء]
type = Varset
triggerall = var(59) != 1
triggerall = RoundState != 3
trigger1 = command = "CPU1"
trigger2 = command = "CPU2"
trigger3 = command = "CPU3"
trigger4 = command = "CPU4"
trigger5 = command = "CPU5"
trigger6 = 1
;ifelse(facing=1,0,1)
;ֲ= 0  ʱAI = 1
var(59) = 1
;---------------------------------------------------------
[State 0, VarSet];ʤʲ
type = VarSet
trigger1 = 0
v = 40
value = 1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = var(40) = 1
flag = nokoslow
ignorehitpause = 1

[State 0, ChangeState]  
type = ChangeState
trigger1 = var(40) = 1
trigger1 = (Stateno = 5900 && time >= 0 )||Stateno = 180
value = 0
ctrl = 0
ignorehitpause = 1
;---------------------------------------------------------
[State 0,]; Ĭ20
type = VarSet
trigger1 = 1
var(24) = 20;20

[State 0, VarSet];
type = VarSet
trigger1 = 1
fv = 8 
value = 1.2

[State 0, VarSet];
type = VarSet
trigger1 = 1
fv = 7
value = const(data.attack)*0.008
;ɱֲ---------------------------------------------------------
[State 0, VarSet]
type = VarSet
triggerall = var(59) = 1
triggerall = time = [0,1] 
trigger1 = stateno = 2000
trigger2 = stateno = 2100
trigger3 = stateno = 2200
trigger4 = stateno = 2300
trigger5 = stateno = 2500
trigger6 = stateno = 2600
trigger7 = stateno = 2700
trigger8 = stateno = 2800
v = 11+(stateno-2000-ifelse(stateno>=2500,100,0))/100
value = 1 

[State 0, VarRangeSet];ֲ
type = VarRangeSet
trigger1 = var(11) = 1
trigger1 = var(12) = 1
trigger1 = var(13) = 1
trigger1 = var(14) = 1
value = 0
first = 11
last = 14

[State 0, VarRangeSet];ֲ
type = VarRangeSet
trigger1 = var(15) = 1
trigger1 = var(16) = 1
trigger1 = var(17) = 1
trigger1 = var(18) = 1
value = 0
first = 15
last = 18

[State 0, VarSet]
type = VarSet
triggerall = var(59) = 1
trigger1 = enemy,movetype != H && !(stateno = 650 && (prevstateno = 150 || prevstateno = 152))
trigger2 = var(2) <= 0
trigger3 = enemy,movetype = H && enemy,stateno = 2620
v = 2   
value = 0

[State 0, VarSet]
type = VarSet
triggerall = var(59) = 1
trigger1 = var(2) >= 1
v = 2   
value = 1
;---------------------------------------------------------
[State 0, ChangeState]
type = ChangeState
triggerall = var(59) = 1 && alive && roundstate = 2
trigger1 = stateno = 40 || stateno = 10 || stateno = 20 || ctrl
trigger2 = Stateno = 0 && ctrl
trigger3 = Stateno = 23 && time >= 50
trigger4 = Stateno = 103 && time >= 50
value = 1

[State 0, ChangeState]
type = ChangeState
triggerall = var(59) = 1 && alive && roundstate = 3
trigger1 = stateno = 40 || stateno = 10 || stateno = 20 || stateno = 102 || stateno = [21,22] 
trigger2 = Stateno = 1 
value = 0
ctrl = 1

[State 0, ChangeState];ֹ
type = ChangeState
triggerall = var(59) = 1 && alive && roundstate = 2
trigger1 = Stateno = 1 && time >= 20
value = ifelse(random<=500,21,22)

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = var(59) = 1 && alive
flag = nowalk

[State -3,ʤơ]
type = ChangeState
value = ifelse(random<=500,196,195)
triggerall = var(59) = 1 && alive
triggerall = statetype != A && var(40) = 0
triggerall = ctrl
triggerall = stateno != 195
triggerall = prevstateno != 195
triggerall = P2Life = 0
triggerall = roundstate = 3 && stateno != 3610
trigger1 = life >= lifemax*.3
trigger1 = random <= 90
;-----------------------------------------------------
[State 0, ChangeState];װ
type = ChangeState
triggerall = var(59) = 1 && alive && roundstate = 2 
triggerall = p2dist x != [-60,60]
trigger1 = stateno = 1 
trigger2 = stateno = 22 && time >= 15
value = ifelse((p2dist x != [-300,300]),102,21)
[State 0, ChangeState]
type = ChangeState
triggerall = !(helper(9999),var(1) = 0 && helper(9999),var(2) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && enemy,movetype = H)
triggerall = var(59) = 1 && alive && roundstate = 2 
triggerall = p2dist x = [-50,50]
trigger1 = stateno = 1 
trigger2 = stateno = 21 && time >= 15
value = ifelse(random<=500,1,22)

[State 0, ChangeState];
type = ChangeState
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype != H && numhelper(2601) = 0 && (life = (lifemax*.2,lifemax*.5]) && power >= 2000
trigger1 = (stateno = 900 && p2dist x > 0) || stateno = 1 || stateno = 102 || stateno = [21,22]
trigger1 = time = 1 && random <= 100*roundno
value = 2600
;ǿ----------------------
[State 0, ChangeState];A
type = ChangeState
triggerall = var(59) = 1 && alive && roundstate = 2 && statetype != A && enemy,movetype = A
triggerall = p2dist x = [-60,60]
trigger1 = (stateno = 900 && p2dist x > 0) || stateno = 1 || stateno = 102 || stateno = [21,22]
value = ifelse(random<=666,ifelse(random<=333,800,ifelse(random <= 666,ifelse(random <= 333,ifelse(numhelper(1303)=1,ifelse(numexplod(320)=1,720,300),1300),ifelse(random<=500,ifelse(numexplod(320)=1,720,300),1400)),ifelse(random <= 500,200,400))),ifelse(enemynear,numproj >= 1 || (enemynear,numhelper >= 1 && enemynear,movetype = A),ifelse(random<=750,700,ifelse(numexplod(1800)=0,1800,700)),ifelse(numexplod(1800)=0,1800,700)))

[State 0, ChangeState];B
type = ChangeState
triggerall = var(59) = 1 && alive && roundstate = 2 && statetype != A && enemy,movetype != A && enemy,movetype != H
triggerall = p2dist x = [-60,60]
trigger1 =  (stateno = 900 && p2dist x > 0) || stateno = 1 || stateno = 102 || stateno = [21,22]
value = ifelse(random<=800,ifelse(random<=333,800,ifelse(random <= 333,ifelse(random <= 333,ifelse(numhelper(1303)=1,ifelse(numexplod(320)=1,720,300),1300),ifelse(random<=500,ifelse(numexplod(320)=1,720,300),1400)),ifelse(random <= 500,200,400))),ifelse(enemynear,numproj >= 1 || (enemynear,numhelper >= 1 && enemynear,movetype = A),ifelse(random<=750,700,ifelse(numexplod(1800)=0,1800,700)),ifelse(numexplod(1800)=0,1800,700)))

[State 0, ChangeState];Ͷʧ
type = ChangeState
triggerall = var(59) = 1 && alive && roundstate = 2 && statetype != A  && enemy,movetype != H
trigger1 = stateno = 800
trigger1 = animtime = 0
value = ifelse(random <= 200,ifelse((life<=lifemax*.5),710,105),ifelse(random <= 500,710,700))

[State 0, ChangeState];AB
type = ChangeState
triggerall = var(59) = 1 && alive && roundstate = 2 && statetype != A  && enemy,movetype = A && p2dist x = [-60,60]
triggerall = stateno = 701 || stateno = 720 && random <= 500
trigger1 = animtime = 0 && p2dist x > 0
value = ifelse(random<=666,ifelse(random <= 500,800,ifelse(random<=500,ifelse(numexplod(1800)=0,1800,700),1400)),ifelse(random <= 500,200,400))

[State 0, ChangeState];AB
type = ChangeState
triggerall = var(59) = 1 && alive && roundstate = 2 && statetype != A  && enemy,movetype != A && enemy,movetype != H && p2dist x = [-60,60]
triggerall = stateno = 701 || stateno = 720 
trigger1 = animtime = 0 && p2dist x > 0
value = ifelse(random <= 500,200,400)

[State 0, ChangeState];ȭʧA
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(2) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0
triggerall = var(59) = 1 && alive && roundstate = 2 && statetype != A  && enemy,statetype != A && enemy,statetype != L && (p2dist x = [-60,60]) && p2dist x >= 0
trigger1 =  stateno = 200 && animelem = 7,= 2 && random <= 333 && enemy,movetype != A
trigger2 =  stateno = 400 && animelem = 8,= 1 && random <= 333 && enemy,movetype != A
value = ifelse(random <= 500,200,400)

[State 0, ChangeState];ȭʧB
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(2) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0
triggerall = var(59) = 1 && alive && roundstate = 2 && statetype != A  && enemy,statetype != A && enemy,statetype != L && (p2dist x = [-60,60]) && p2dist x >= 0
triggerall = animtime = 0
trigger1 =  stateno = 200 || stateno = 400 
value = ifelse(random <= 500,800,ifelse(random<=500,ifelse(numexplod(1800)=0,1800,700),1400))

[State 0, ChangeState];ȭʧC
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(2) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0
triggerall = var(59) = 1 && alive && roundstate = 2 && statetype != A  && enemy,statetype != A && enemy,statetype != L && p2dist x = [-60,60]
triggerall = animtime = 0 && p2dist x < 0
trigger1 =  stateno = 200 || stateno = 400 
value = ifelse(random<=500,700,ifelse(random<=500,710,720))
;ɵ----------------------
[State 0, ChangeState];Զ ǰ
type = ChangeState
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype != A && enemy,movetype != H && p2dist x != [-60,60]
triggerall = p2dist x = [-200,200]
trigger1 = stateno = 1 || stateno = [21,22]
value = ifelse(random<=666,ifelse(random<=500,ifelse(random<=333,ifelse(numexplod(320)=1,720,300),102),700),ifelse(random<=500,105,710))

[State 0, ChangeState];Զ 
type = ChangeState
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype != A && enemy,movetype != H && p2dist x != [-200,200]
triggerall = p2dist x = [-300,300]
trigger1 = stateno = 1 || stateno = 102 || stateno = [21,22]
value = ifelse(numhelper(1303)=1,ifelse(numexplod(320)=1,700,300),1300)

[State 0, ChangeState];ɵ
type = ChangeState
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype != H
trigger1 = stateno = 1300 && animelem = 12,>= 5 && helper(1303),p2dist x < 0 && numexplod(320) = 0
value = 300
;Ǳˮ----------------------
;ǱˮCD
[State -3,ǱˮCD]
type = Explod
triggerall = var(59) = 1
trigger1 = numexplod(320) = 0
trigger1 = stateno = 320
random = 0,0
accel = 0,0
anim = 9999
id = 320
facing = 1
vfacing = 1
pos = 0,0
postype = p1
bindtime = -1
removetime = 150
scale = 1,1
sprpriority = -2
ownpal = 1
ignorehitpause = 1

[State 0, ChangeState];װ
type = ChangeState
triggerall = helper(9999),var(1) = 0 && helper(9999),var(2) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0
triggerall = var(59) = 1 && alive && roundstate = 2 
triggerall = p2dist x != [-100,100]
trigger1 = stateno = 301 && time > ifelse(prevstateno = 311||prevstateno = 313,5,0)
value = 310

[State 0, ChangeState];װ
type = ChangeState
triggerall = helper(9999),var(1) = 0 && helper(9999),var(2) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0
triggerall = var(59) = 1 && alive && roundstate = 2 
trigger1 = stateno = 310 && time >= 40
value = 311

[State 0, ChangeState];װ
type = ChangeState
triggerall = helper(9999),var(1) = 0 && helper(9999),var(2) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0
triggerall = var(59) = 1 && alive && roundstate = 2 
triggerall = p2dist x = [-100,100]
trigger1 = stateno = 301 
value = 312

[State 0, ChangeState];װ
type = ChangeState
triggerall = helper(9999),var(1) = 0 && helper(9999),var(2) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0
triggerall = var(59) = 1 && alive && roundstate = 2 
trigger1 = stateno = 312 && time >= 40
value = 313

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(2) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0
triggerall = var(59) = 1 && alive && roundstate = 2 && ((enemynear,numproj >= 1 || (enemynear,numhelper >= 1 && enemynear,movetype = A)) || enemy,movetype = A || enemy,movetype = H)
trigger1 = (stateno = 301 || (stateno = [310,313])) && time > 0
value = ifelse(random<=500,350,320)

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(2) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0
triggerall = var(59) = 1 && alive && roundstate = 2 && random <= 200
trigger1 = (stateno = 301 || (stateno = [310,313])) && time = 1
value = ifelse(random<=333,350,320)

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(2) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype != H
trigger1 = stateno = 351 && pos y >= 10 && vel y > 0
value = ifelse(random<=500,352,359)

[State 40, 2]
type = VarSet
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(2) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0
triggerall = var(59) = 1 && alive && roundstate = 2
trigger1 = stateno = 320 && animtime = 0
sysvar(1) = ifelse(p2dist x < 0,-1,1)

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(2) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0
triggerall = var(59) = 1 && alive && roundstate = 2 && p2dist x = [-100,100]
trigger1 = stateno = 51 && time = 23 && prevstateno = 320
value = 610

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(2) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0
triggerall = var(59) = 1 && alive && roundstate = 2 && p2dist x = [-100,100]
trigger1 = stateno = 51 && time = 10 && prevstateno = 320 && random <= ifelse(p2dist x < 0,1000,500)
value = ifelse(p2dist x < 0,620,630)

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(2) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0
triggerall = var(59) = 1 && alive && roundstate = 2 && p2dist x >= 0 && enemy,stateno  = [120,155]
trigger1 = stateno = 52 && time >= 3 && (prevstateno = 610||prevstateno = 620|| prevstateno = 630)
value = ifelse(random<=500,200,400)

[State 0, ChangeState];ӿ
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(2) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0
triggerall = var(59) = 1 && alive && roundstate = 2 && p2dist x >= 0 && enemy,movetype != H
trigger1 = stateno = 52 && time >= 3 && (prevstateno = 610||prevstateno = 620|| prevstateno = 630)
value = ifelse(random<=750,ifelse(random<=500,800,ifelse(random <= 250,ifelse(random <= 333,ifelse(numhelper(1303)=1,ifelse(numexplod(320)=1,720,300),1300),1400),ifelse(random <= 500,200,400))),ifelse(enemynear,numproj >= 1 || (enemynear,numhelper >= 1 && enemynear,movetype = A),ifelse(random<=750,700,ifelse(numexplod(1800)=0,1800,700)),ifelse(numexplod(1800)=0,1800,700)))

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(2) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0
triggerall = var(59) = 1 && alive && roundstate = 2 && p2dist x < 0 && (enemy,movetype != H||enemy,stateno  = [120,155])
trigger1 = stateno = 52 && time >= 3 && (prevstateno = 610||prevstateno = 620|| prevstateno = 630)
value = 710
;ѹ----------------------
[State 0, ChangeState];
type = ChangeState
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype != A && p2dist x = [-100,100]
trigger1 = enemy,stateno = 5120 && enemy,animtime = -1
trigger1 = (stateno = 900 && p2dist x > 0) || stateno = 1 || stateno = 102 || stateno = [21,22]
value = ifelse(random<=500,1300,ifelse(numexplod(1800)=0,1800,700))

;CD
[State -3,CD]
type = Explod
triggerall = var(59) = 1
trigger1 = numexplod(1800) = 0
trigger1 = stateno = 1800
random = 0,0
accel = 0,0
anim = 9999
id = 1800
facing = 1
vfacing = 1
pos = 0,0
postype = p1
bindtime = -1
removetime = 500
scale = 1,1
sprpriority = -2
ownpal = 1
ignorehitpause = 1
;ѹ----------------------
[State 0, ChangeState];
type = ChangeState
triggerall = var(59) = 1 && alive && roundstate = 2 && (p2dist x = [-100,100]) && enemy,hitdefattr != SCA,AT && p2dist x >= 0
trigger1 = stateno = 5120 && animtime = 0 
trigger2 = stateno = 750 && animtime = 0 
value = ifelse(random<=666,ifelse(random<=500,1400,ifelse(numexplod(1800)=0,1800,700)),ifelse(random<=333,700,ifelse(random<=500,710,720)))

[State 0, ChangeState];
type = ChangeState
triggerall = var(59) = 1 && alive && roundstate = 2 && (p2dist x = [-100,100]) && enemy,hitdefattr = SCA,AT && p2dist x >= 0
trigger1 = stateno = 5120 && animtime = 0 
trigger2 = stateno = 750 && animtime = 0 
value = ifelse(random<=333,ifelse(random<=500,1400,ifelse(numhelper(300)=1,720,300)),ifelse(random<=333,700,ifelse(random<=500,710,720)))

[State 0, ChangeState];
type = ChangeState
triggerall = var(59) = 1 && alive && roundstate = 2 && (p2dist x = [-100,100]) && p2dist x < 0
trigger1 = stateno = 5120 && animtime = 0 
trigger2 = stateno = 750 && animtime = 0 
value = ifelse(random<=333,700,ifelse(random<=500,710,720))
;----------------------
[State 0, ChangeState];зغ
type = ChangeState
triggerall = !(helper(9999),var(1) = 0 && helper(9999),var(2) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0)
triggerall = var(59) = 1 && alive && roundstate = 2 && statetype != A && enemy,movetype = H && !((enemy,stateno = [1020,1021])||(enemy,stateno = [1120,1121])) 
triggerall = power < powermax*.9
triggerall = !(inguarddist && (enemynear,numproj >= 1 || (enemynear,numhelper >= 1 && enemynear,movetype = A)))
trigger1 = stateno = 1 || stateno = 102 || stateno = [21,22]
value = 900

[State -1,ֹ];ֹͣ
type = ChangeState
value = 700
triggerall = var(59) = 1 && alive && roundstate = 2 && Statetype != A 
triggerall = stateno = 900
trigger1 = enemynear,numproj >= 1 || (enemynear,numhelper >= 1 && enemynear,movetype = A)
trigger1 = inguarddist
trigger2 = enemy,movetype != H
trigger2 = p2dist x = [-100,100]

[State 0, ChangeState];
type = ChangeState
triggerall = !(helper(9999),var(1) = 0 && helper(9999),var(2) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0)
triggerall = var(59) = 1 && alive && roundstate = 2 && statetype != A && enemy,movetype = H && enemy,statetype = L
triggerall = p2dist x = [-50,50]
trigger1 = stateno = 1 || stateno = 102 || stateno = [21,22]
value = ifelse(backedgedist <= 100,700,ifelse(random<=800,22,105))
;-----------------------------
[State 0, ChangeState];ɵк󿿽
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(2) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
triggerall = enemy,stateno = 201 || enemy,stateno = 401 || enemy,stateno = 601 || enemy,stateno = 611 || enemy,stateno = 621 || enemy,stateno = 631 || (enemy,stateno = [2621,2622]) || enemy,stateno = 1320 || enemy,stateno = 1421
trigger1 = (stateno = 900 && p2dist x > 0) || stateno = 1
trigger2 = prevstateno != 21 && stateno = [21,22]
value = ifelse(enemynear,numproj >= 1 || (enemynear,numhelper >= 1 && enemynear,movetype = A),ifelse(random<=500,700,102),ifelse(numexplod(100)=1,21,102))

[State 0, ChangeState];ܲ
type = ChangeState
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype != H && p2dist x != [-300,300]
trigger1 = stateno = 1
trigger2 = (stateno = 900 && p2dist x > 0) && power >= powermax*.9
trigger3 = prevstateno != 21 && stateno = [21,22]
value = ifelse(numexplod(100)=1,21,ifelse(random<=500,ifelse(numhelper(300)=1,720,300),102))

;ֹܲ
[State -3,ֹܲ]
type = Explod
triggerall = var(59) = 1
trigger1 = numexplod(100) = 0
trigger1 = stateno = 1 && prevstateno = 102
random = 0,0
accel = 0,0
anim = 9999
id = 100
facing = 1
vfacing = 1
pos = 0,0
postype = p1
bindtime = -1
removetime = 10
scale = 1,1
sprpriority = -2
ownpal = 1
ignorehitpause = 1
;-----------------------------------------------------
[state -3,AI]
type = changestate
triggerall = var(59) = 1 && alive && roundstate = 2 && movetype = H && pos y = 0 && stateno = [5100,5110]
triggerall= life != 0
trigger1 =  Random <= 500 && time = 5
trigger2 = enemy,movetype = H && time = [5,10]
trigger3 = inguarddist && time = [5,10]
trigger3 = enemynear,numproj >= 1 || (enemynear,numhelper >= 1 && enemynear,movetype = A)
value = 750

[State -1, changestate];AB
type = ChangeState
triggerall = var(59) = 1 && alive && roundstate = 2
triggerall = Statetype != A && inguarddist
triggerall = enemynear,numproj >= 1 || (enemynear,numhelper >= 1 && enemynear,movetype = A) || enemy,movetype = A
trigger1 = ctrl || stateno = 1||stateno = 102||stateno = [21,22]
value = ifelse(random<=666,ifelse(random<=500,700,710),ifelse(random<=500,130,131))

[State -3,A]
type = ChangeState
triggerall = var(59) = 1 && alive && statetype !=A
triggerall = enemy,statetype = S
triggerall = ctrl||(stateno = [152,153])||stateno = 1||stateno = 102||stateno = [21,22]
trigger1 = inguarddist && p2movetype != H
trigger2 = p2bodydist x < 0 && p2movetype = A
value = ifelse(random<=666,ifelse(random<=333,700,ifelse(random<=500,710,720)),130)

[State -3,׷A]
type = ChangeState
triggerall = var(59) = 1 && alive && statetype !=A 
triggerall = enemy,statetype = C
triggerall = ctrl||(stateno = [150,151])||stateno = 1||stateno = 102||stateno = [21,22]
trigger1 = inguarddist && p2movetype !=H
trigger2 = p2bodydist x < 0 && p2movetype = A
value = ifelse(random<=666,ifelse(random<=333,700,ifelse(random<=500,710,720)),131)

[State -1,CD]
type = ChangeState
triggerall = var(59) = 1
triggerall = statetype != A
triggerall = Power >= 1000
triggerall = stateno = 150 || stateno = 152
trigger1 = p2statetype != A
trigger1 = p2movetype = A
trigger1 = random <= 333
trigger1 = var(2):=var(2)+1
value = ifelse((p2dist X = [-100,100]),ifelse(random<=666,650,ifelse(random<=333,700,ifelse(random<=500,710,720))),ifelse(random<=333,700,ifelse(random<=500,710,720)))

[State -1, AI-Զ]
type = ChangeState
value = ifelse(Random <= 500,720,700)
triggerall = var(59) = 1 && roundstate = 2 && Statetype != A && P2Statetype != A && P2Statetype != L && P2Movetype != H
trigger1 = (ctrl||stateno = 1||stateno = 102||stateno = [21,22]) && P2dist X != [-50,50]
trigger1 = prevstateno = 130||prevstateno = 140||prevstateno = 151||prevstateno = 153
;---------------------------------------------------------------------------
;ֳɹ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
[State 0, ChangeState]
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(2) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H && ((p2dist x = [-35,35])||(time >= 20&&(p2dist x = [-50,50])))
triggerall = stateno = 900 || stateno = 1 || stateno = 102 || stateno = [21,22]
trigger1 = enemy,stateno = [2621,2622]
value = ifelse(random<=500,200,400)

[State 0, ChangeState];մ
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(2) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H && ((p2dist x = [-50,50])||(time >= 10&&(p2dist x = [-100,100])))
triggerall = stateno = 900 || stateno = 1 || stateno = 102 || stateno = [21,22]
trigger1 = (enemy,stateno = [7774,7776]) || enemy,stateno = 5110
value = 230
;ֳɹ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
[State 0, Turn]
type = Turn
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(2) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 2600 && animtime = 0 && p2dist x < 0 && enemy,stateno = 2620

[State 0, ChangeState]
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(2) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 2600 && animtime = 0 && enemy,stateno = 2620
value = 103

[State 0, ChangeState]
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(2) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
triggerall = stateno = 103 && prevstateno = 2600 && (p2dist x = [-35,35])
trigger1 = enemy,stateno = 2620
value = ifelse(random<=500,200,400)
;helper(9999),var(2) = 1---------------------------------------------------------------------------
[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H && p2dist x < 80
trigger1 = stateno = 200 && movecontact && animelem = 7,>= 2
trigger2 = stateno = 400 && movecontact && animelem = 8,>= 1
trigger3 = stateno = 1801 && animtime = 0
value = ifelse(random<=500,200,400)

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H && p2dist x = [80,105]
trigger1 = stateno = 200 && movecontact && animelem = 7,>= 0
trigger2 = stateno = 400 && movecontact && animelem = 7,>= 2
trigger3 = stateno = 1801 && animtime = 0
value = ifelse(random<=500,210,410)

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H && p2dist x >= 85
trigger1 = stateno = 200 && movecontact && enemy,time = [0,1]
trigger2 = stateno = 400 && movecontact && enemy,time = [0,1]
trigger3 = stateno = 1801 && animtime = 0
value = ifelse(random<=666,ifelse(random<=500,220,230),420)

[State 0, Turn];ת
type = Turn
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 52 && time = 3 && p2dist x < 0

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H && p2dist x < 50
trigger1 = stateno = 52 && time = 3 && var(23) = 1
value = ifelse(random<=500,200,400)

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H && p2dist x = [50,75]
trigger1 = stateno = 52 && time = 3 && var(23) = 1
value = ifelse(random<=500,210,410)

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H && p2dist x >= 75
trigger1 = stateno = 52 && time = 3 && var(23) = 1
value = ifelse(random<=666,ifelse(random<=500,220,230),420)
;---------------------------------
[State 0, ChangeState]
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H && helper(9999),numexplod(1400) = 0
trigger1 = stateno = 210 && movecontact
trigger2 = stateno = 410 && movecontact
value = ifelse(random<=500,220,230)

[State 0, ChangeState]
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 421 && animelem = 6,> 0 && p2dist x < 0 && helper(9999),numexplod(1500) = 0
value = ifelse(random<=500,220,230)

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 220 && movecontact && helper(9999),numexplod(220) = 1 && helper(9999),numexplod(1500) = 0
trigger1 = prevstateno = 200 || prevstateno = 210 || prevstateno = 400 || prevstateno = 410 || prevstateno = 421 || prevstateno = 52
value = 650

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 230 && movecontact && helper(9999),numexplod(230) = 1 && helper(9999),numexplod(1500) = 0
trigger1 = prevstateno = 200 || prevstateno = 210 || prevstateno = 400 || prevstateno = 410 || prevstateno = 421 || prevstateno = 52   
value = 220

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 430 && movecontact && helper(9999),numexplod(220) = 0 && helper(9999),numexplod(230) = 0
trigger1 = prevstateno = 210 || prevstateno = 421
value = 300

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 220 && movecontact && helper(9999),numexplod(230) = 1
trigger1 = prevstateno = 230
value = 650

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 650 && movehit && prevstateno = 220 && helper(9999),numexplod(220) = 1 && helper(9999),numexplod(230) = 1
value = 1300

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 1300 && animtime = 0 && prevstateno = 650
value = ifelse(random<=500,710,196)

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 701 && animtime = 0 && prevstateno = 710 && helper(9999),numexplod(1300) = 1
value = 1600

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 1602 && time >= 1 && helper(9999),numexplod(1300) = 1
value = 220

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 220 && movehit && prevstateno = 1602 && helper(9999),numexplod(1600) = 1
value = 1050

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 1050 && animelem = 7,>= 10 && enemy,stateno = 1070 && enemy,movetype = H && helper(9999),numexplod(1600) = 1
value = 300

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 301 && time >= 0 && prevstateno = 300 && helper(9999),numexplod(1300) = 1 && helper(9999),numexplod(1600) = 1
value = ifelse(random<=333,370,335)

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 370 && animelem = 15,>= 0 && helper(9999),numexplod(1300) = 1 && helper(9999),numexplod(1600) = 1
value = 320

[State 40, 2]
type = VarSet
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 320 && animtime = 0 && helper(9999),numexplod(1300) = 1 && helper(9999),numexplod(1600) = 1
sysvar(1) = -1

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 51 && time >= 0 && prevstateno = 320 && helper(9999),numexplod(1300) = 1 && helper(9999),numexplod(1600) = 1
value = 620

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 620 && movehit && prevstateno = 51 && helper(9999),numexplod(1300) = 1 && helper(9999),numexplod(1600) = 1
trigger1 = var(2):=var(2)+1
value = 1210

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 1201 && time > 2 && helper(9999),numexplod(1300) = 1 && helper(9999),numexplod(1600) = 1
value = 1500

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 196 && time >= 40 && prevstateno = 1300
value = 1400

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 1402 && animtime = 0 && helper(9999),numexplod(1300) = 1
value = 430

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 430 && movehit && prevstateno = 1402 && helper(9999),numexplod(1300) = 1
value = 300

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 301 && time >= 0 && helper(9999),numexplod(1300) = 1 && helper(9999),numexplod(850) = 0 && helper(9999),numexplod(1600) = 0 && helper(9999),numexplod(1200) = 0
value = 320

[State 40, 2]
type = VarSet
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 320 && animtime = 0 && helper(9999),numexplod(1300) = 1 && helper(9999),numexplod(850) = 0 && helper(9999),numexplod(1600) = 0
sysvar(1) = 1

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 51 && time >= 10 && prevstateno = 320 && helper(9999),numexplod(1300) = 1 && helper(9999),numexplod(1600) = 0
value = 600

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 600 && movehit && prevstateno = 51 && helper(9999),numexplod(1300) = 1
value = 610

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 610 && movehit && prevstateno = 600 && helper(9999),numexplod(1300) = 1
value = ifelse(random<=500,620,850)

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 620 && movehit && prevstateno = 610 && helper(9999),numexplod(1300) = 1
value = 1200

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 1201 && time >= 1 && helper(9999),numexplod(1300) = 1 && helper(9999),numexplod(1400) = 1
value = 1500

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 1106 && animtime = 0 && helper(9999),numexplod(1300) = 1 && helper(9999),numexplod(1400) = 1
value = 1500

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 1501 && animelem = 12,> 2 && helper(9999),numexplod(1300) = 1 && helper(9999),numexplod(1400) = 1 && helper(9999),numexplod(1600) = 0
value = 630

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 52 && time = 3 && prevstateno = 630 && helper(9999),numexplod(1300) = 1 && helper(9999),numexplod(1400) = 1
value = 210

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 210 && movehit = 1 && prevstateno = 52 && helper(9999),numexplod(1300) = 1 && helper(9999),numexplod(1400) = 1
trigger1 = random <= 500
value = 1000

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 210 && movehit = 1 && prevstateno = 52 && helper(9999),numexplod(1300) = 1 && helper(9999),numexplod(1400) = 1
trigger1 = var(2):=var(2)+1
value = 1000

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H  && var(2) = 0
trigger1 = stateno = 1000 && movehit && enemy,stateno = 1021 && enemy,movetype = H && helper(9999),numexplod(1300) = 1 && helper(9999),numexplod(1400) = 1
value = 300

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 301 && time > 0 && enemy,movetype = H && helper(9999),numexplod(1300) = 1 && helper(9999),numexplod(1400) = 1 && helper(9999),numexplod(1000) = 1
value = 335

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 852 && time >= 1 && helper(9999),numexplod(1300) = 1
value = 300

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 301 && time >= 0 && prevstateno = 300 && helper(9999),numexplod(1300) = 1 && helper(9999),numexplod(850) = 1
value = 345

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 345 && movehit && helper(9999),numexplod(1300) = 1
value = 360

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 301 && time >= 0 && prevstateno = 360 && helper(9999),numexplod(1300) = 1
value = 350

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
triggerall = stateno = 353 && time >= 0 && helper(9999),numexplod(1300) = 1
trigger1 = var(2):=var(2)+1
value = 230

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H && power < 2000
trigger1 = stateno = 230 && movehit && prevstateno = 353 && helper(9999),numexplod(1300) = 1 && helper(9999),numexplod(850) = 1
trigger1 = var(2):=var(2)-1
value = 220

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 220 && movehit && prevstateno = 230 && helper(9999),numexplod(1300) = 1 && helper(9999),numexplod(850) = 1
value = ifelse(numhelper(9980)= 1,1500,1050)

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 650 && movehit && helper(9999),numexplod(220) = 1 && helper(9999),numexplod(230) = 0
value = ifelse(random<=500,1050,300)

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 1050 && animelem = 7,>= 10 && enemy,stateno = 1070 && helper(9999),numexplod(1300) = 0
value = 300

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 301 && time >= 0 && helper(9999),numexplod(1050) = 1
value = 310

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 310 && helper(302),time > 20 && helper(9999),numexplod(1050) = 1 && helper(9999),numexplod(1600) = 0
value = 320

[State 40, 2]
type = VarSet
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 320 && animtime = 0 && helper(9999),numexplod(1050) = 1 && helper(9999),numexplod(1600) = 0
sysvar(1) = 1

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 51 && time >= 0 && prevstateno = 320 && helper(9999),numexplod(1050) = 1 && helper(9999),numexplod(1600) = 0
value = 600

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 600 && movehit && prevstateno = 51 && helper(9999),numexplod(1050) = 1
value = 610

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 610 && movehit && prevstateno = 600 && helper(9999),numexplod(1050) = 1
value = ifelse(random<=500,1101,850)

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 1106 && animtime = 0 && helper(9999),numexplod(1050) = 1
value = 230

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 230 && movehit && prevstateno = 1106 && helper(9999),numexplod(1050) = 1
value = 1400

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 1402 && animtime = 0 && helper(9999),numexplod(1050) = 1
value = 220

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 220 && movehit && prevstateno = 1402 && helper(9999),numexplod(1050) = 1
trigger1 = var(2):=var(2)+1
value = 650

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 852 && time > 5 && helper(9999),numexplod(1050) = 1
value = 230

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 230 && movehit && prevstateno = 852 && helper(9999),numexplod(1050) = 1
value = 1000

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 1000 && animtime = 0 && prevstateno = 230 && helper(9999),numexplod(1050) = 1
value = 220

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 220 && movehit && prevstateno = 1000 && helper(9999),numexplod(1050) = 1
trigger1 = var(2):=var(2)+1
value = ifelse(numhelper(9980)= 1,1500,1700)

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 301 && time >= 0 && helper(9999),numexplod(300) = 1 && helper(9999),numexplod(350) = 0 && helper(9999),numexplod(1050) = 0
value = 350

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 351 && pos y >= 10 && vel y > 0 && random <= 500 && helper(9999),numexplod(1300) = 0
value = 359

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 301 && time >= 0 && prevstateno = 359 && helper(9999),numexplod(350) = 1
value = 360

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 301 && time >= 0 && prevstateno = 360 && helper(9999),numexplod(350) = 1
value = 325

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 325 && animtime = 0 && helper(9999),numexplod(350) = 1
value = 320

[State 40, 2]
type = VarSet
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 320 && animtime = 0 && helper(9999),numexplod(350) = 1
sysvar(1) = 1

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 51 && time >= 0 && prevstateno = 320 && helper(9999),numexplod(350) = 1
value = 850

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 852 && time >= 1 && helper(9999),numexplod(350) = 1
value = 300

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 301 && time >= 0 && prevstateno = 300 && helper(9999),numexplod(850) = 1 && helper(9999),numexplod(345) = 0
value = 345

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 345 && movehit = 1 && helper(9999),numexplod(350) = 1
trigger1 = random <= 500
value = ifelse(numhelper(9980)= 1,1400,1030)

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 345 && movehit = 1 && helper(9999),numexplod(350) = 1
trigger1 = var(2):=var(2)+1
value = ifelse(numhelper(9980)= 1,1400,1030)

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H && var(2) = 0
trigger1 = stateno = 1000 && movehit && enemy,stateno = 1021 && enemy,movetype = H && helper(9999),numexplod(850) = 1 && helper(9999),numexplod(345) = 1
value = 300

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 301 && time > 0 && enemy,movetype = H  && helper(9999),numexplod(850) = 1 && helper(9999),numexplod(1000) = 1 && helper(9999),numexplod(345) = 1
value = 335

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 353 && time >= 1
value = 230

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 230 && movehit && prevstateno = 353 && helper(9999),numexplod(1300) = 0
value = 1300

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 1300 && animtime = 0 && prevstateno = 230
value = ifelse(random<=500,1500,24)

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 1501 && animelem = 12,> 2 && helper(9999),numexplod(1400) = 0 && helper(9999),numexplod(1600) = 0
value = 620

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 52 && time = 3 && prevstateno = 620 && helper(9999),numexplod(1500) = 1
value = 420

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 421 && animelem = 6,> 0 && p2dist x < 0 && helper(9999),numexplod(1500) = 1
value = 220 

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 220 && movehit && prevstateno = 421 && helper(9999),numexplod(220) = 2
trigger1 = var(2):=var(2)+1
value = ifelse(numhelper(9980)= 1,1400,1100)

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 24 && time >= 35 && prevstateno = 1300
value = 1200

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 1201 && time > 2 && helper(9999),numexplod(1400) = 0 && helper(9999),numexplod(1600) = 0
value = ifelse(numhelper(9980)= 1,1400,430)

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 430 && movehit && prevstateno = 1201 
trigger1 = var(2):=var(2)+1
value = ifelse(random <= 666,300,1700)

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 301 && time >= 0  && prevstateno = 300 && helper(9999),numexplod(300) = 2 && helper(9999),numexplod(1200) = 1
value = 370

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 301 && time >= 0 && prevstateno = 370 && helper(9999),numexplod(370) = 1
value = 335

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 1701 && animelem = 5
value = 1710
;helper(9999),var(2) = 2---------------------------------------------------------------------------
[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H && p2dist x < 80
trigger1 = stateno = 200 && movecontact && animelem = 7,>= 2
trigger2 = stateno = 400 && movecontact && animelem = 8,>= 1
trigger3 = stateno = 1801 && animtime = 0
value = ifelse(random<=500,200,400)

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H && p2dist x = [80,105]
trigger1 = stateno = 200 && movecontact && animelem = 7,>= 0
trigger2 = stateno = 400 && movecontact && animelem = 7,>= 2
trigger3 = stateno = 1801 && animtime = 0
value = ifelse(random<=500,210,410)

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H && p2dist x >= 85
trigger1 = stateno = 200 && movecontact && enemy,time = [0,1]
trigger2 = stateno = 400 && movecontact && enemy,time = [0,1]
trigger3 = stateno = 1801 && animtime = 0
value = ifelse(random<=666,ifelse(random<=500,220,230),420)

[State 0, Turn];ת
type = Turn
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 52 && time = 3 && p2dist x < 0

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H && p2dist x < 50
trigger1 = stateno = 52 && time = 3 && var(23) = 1
value = ifelse(random<=500,200,400)

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H && p2dist x = [50,75]
trigger1 = stateno = 52 && time = 3 && var(23) = 1
value = ifelse(random<=500,210,410)

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H && p2dist x >= 75
trigger1 = stateno = 52 && time = 3 && var(23) = 1
value = ifelse(random<=666,ifelse(random<=500,220,230),420)
;---------------------------------
[State 0, ChangeState]
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H && helper(9999),numexplod(1101) = 0
trigger1 = stateno = 210 && movecontact
trigger2 = stateno = 410 && movecontact
value = ifelse(random<=500,420,ifelse(stateno=210,430,420))

[State 0, ChangeState]
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 421 && animelem = 6,> 0 && p2dist x < 0 
value = ifelse(random<=500,ifelse(random<=333,220,230),430) 

[State 0, ChangeState]
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 430 && movehit
trigger1 = prevstateno = 210 || prevstateno = 421
value = ifelse(random<=500,1200,1000)

[State 0, ChangeState]
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H && helper(9999),numexplod(1101) = 0
trigger1 = stateno = 230 && movehit
trigger1 = prevstateno = 200 || prevstateno = 210 || prevstateno = 400 || prevstateno = 410 || prevstateno = 421 || prevstateno = 52
value = 220

[State 0, ChangeState]
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H && helper(9999),numexplod(1101) = 0 && helper(9999),numexplod(1500) = 0
trigger1 = stateno = 220 && movehit
trigger1 = prevstateno = 200 || prevstateno = 210 || prevstateno = 400 || prevstateno = 410 || prevstateno = 421 || prevstateno = 52 || prevstateno = 230
value = ifelse(random<=500,1100,1500)

[State 0, ChangeState]
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 1106 && animtime = 0 && helper(9999),numexplod(1500) = 0
value = 410

[State 0, ChangeState]
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 410 && movehit && prevstateno = 1106 && helper(9999),numexplod(1101) = 1
trigger1 = ifelse(abs(helper(9991),rootdist x)<abs(helper(9993),rootdist x),helper(9991),rootdist x>=0,helper(9991),rootdist x< 0)
value = 220

[State 0, ChangeState]
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 410 && movehit && prevstateno = 1106 && helper(9999),numexplod(1101) = 1
trigger1 = ifelse(abs(helper(9991),rootdist x)<abs(helper(9993),rootdist x),helper(9991),rootdist x<0,helper(9991),rootdist x>= 0)
value = 230

[State 0, ChangeState]
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 230 && movehit && prevstateno = 410 && helper(9999),numexplod(1101) = 1
value = 650

[State 0, ChangeState]
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 650 && movehit && prevstateno = 230 && helper(9999),numexplod(1101) = 1
value = 1300

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 1300 && animelem = 12,>= 5 && prevstateno = 650 && helper(9999),numexplod(1101) = 1
value = 300

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 301 && time >= 0 && prevstateno = 300 && helper(9999),numexplod(1101) = 1 && helper(9999),numexplod(1300) = 1 && helper(9999),numexplod(300) = 1
value = 312

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 312 && time >= 0 && enemy,stateno = 1320 && enemy,time > 5 && helper(9999),numexplod(1101) = 1 && helper(9999),numexplod(1300) = 1
value = 320

[State 40, 2]
type = VarSet
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 320 && animtime = 0 && helper(9999),numexplod(1101) = 1 && helper(9999),numexplod(1300) = 1
sysvar(1) = -1

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 51 && time >= 5 && prevstateno = 320 && helper(9999),numexplod(1101) = 1 && helper(9999),numexplod(1300) = 1
value = 620

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 620 && movehit && prevstateno = 51 && helper(9999),numexplod(1101) = 1 && helper(9999),numexplod(1300) = 1
value = 660

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 52 && time > 0 && prevstateno = 660 && helper(9999),numexplod(1101) = 1 && helper(9999),numexplod(1300) = 1
value = 300

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H 
trigger1 = stateno = 301 && time >= 0 && prevstateno = 300 && helper(9999),numexplod(1101) = 1 && helper(9999),numexplod(1300) = 1 && helper(9999),numexplod(300) = 2
value = 345

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 345 && movehit = 1 && prevstateno = 301 && helper(9999),numexplod(1101) = 1 && helper(9999),numexplod(1300) = 1 && helper(9999),numexplod(300) = 2
trigger1 = random <= 500
value = 1030

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 345 && movehit = 1 && prevstateno = 301 && helper(9999),numexplod(1101) = 1 && helper(9999),numexplod(1300) = 1 && helper(9999),numexplod(300) = 2
trigger1 = var(2):=var(2)+1
value = 1030

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H && var(2) = 0
trigger1 = stateno = 1000 && movehit && enemy,stateno = 1021 && prevstateno = 1030 && helper(9999),numexplod(1101) = 1 && helper(9999),numexplod(1300) = 1 && helper(9999),numexplod(300) = 2
value = 300

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 301 && time >= 0 && prevstateno = 300 && helper(9999),numexplod(1101) = 1 && helper(9999),numexplod(1300) = 1 && helper(9999),numexplod(300) = 3
value = 335

[State 0, ChangeState]
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 220 && movehit && prevstateno = 410 && helper(9999),numexplod(1101) = 1
value = 1050

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 1050 && animelem = 7,>= 10 && enemy,stateno = 1070 && helper(9999),numexplod(1101) = 1
value = 300

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 301 && time >= 0 && helper(9999),numexplod(1101) = 1 && helper(9999),numexplod(1050) = 1 
value = 350

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 353 && time > 2 && helper(9999),numexplod(1101) = 1 && helper(9999),numexplod(1050) = 1 
value = 230

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 230 && movehit && prevstateno = 353 && helper(9999),numexplod(1101) = 1 && helper(9999),numexplod(1050) = 1 
value = 1500

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 1501 && animelem = 13,> 5 && helper(9999),numexplod(1101) = 1 && helper(9999),numexplod(1050) = 1 
value = 610

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 610 && movehit && prevstateno = 1501 && helper(9999),numexplod(1101) = 1 && helper(9999),numexplod(1050) = 1 
value = 630

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 630 && movehit && prevstateno = 610 && helper(9999),numexplod(1101) = 1 && helper(9999),numexplod(1050) = 1 
trigger1 = var(2):=var(2)+1
value = 1210

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 1201 && time > 2 && helper(9999),numexplod(1101) = 1 && helper(9999),numexplod(1050) = 1 
value = 1400

[State 0, ChangeState]
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 1506 && time >= 1 && helper(9999),numexplod(1500) = 1 && helper(9999),numexplod(1101) = 0
value = 300

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 301 && time >= 0 && prevstateno = 300 && helper(9999),numexplod(1000) = 0 && helper(9999),numexplod(1200) = 0 && helper(9999),numexplod(300) = 1 && helper(9999),numexplod(1101) = 0 
value = 345

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 345 && movehit && prevstateno = 301 && helper(9999),numexplod(1000) = 0 && helper(9999),numexplod(1200) = 0 && helper(9999),numexplod(1101) = 0
trigger1 = ifelse(abs(helper(9991),rootdist x)<abs(helper(9993),rootdist x),helper(9991),rootdist x<0,helper(9991),rootdist x>= 0)
value = 1450

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 345 && movehit && prevstateno = 301 && helper(9999),numexplod(1000) = 0 && helper(9999),numexplod(1200) = 0 && helper(9999),numexplod(1101) = 0
trigger1 = ifelse(abs(helper(9991),rootdist x)<abs(helper(9993),rootdist x),helper(9991),rootdist x>=0,helper(9991),rootdist x< 0)
value = 325

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 301 && time >= 0 && prevstateno = 325 && helper(9999),numexplod(1000) = 0 && helper(9999),numexplod(1200) = 0 && helper(9999),numexplod(1300) = 0
value = 370

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 370 && animelem = 15,>= 0 && prevstateno = 301 && helper(9999),numexplod(1000) = 0 && helper(9999),numexplod(1200) = 0 && helper(9999),numexplod(1300) = 0
value = 320

[State 40, 2]
type = VarSet
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 320 && animtime = 0 && helper(9999),numexplod(1000) = 0 && helper(9999),numexplod(1200) = 0 && helper(9999),numexplod(1300) = 0
sysvar(1) = -1

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 51 && time >= 20 && prevstateno = 320 && helper(9999),numexplod(1000) = 0 && helper(9999),numexplod(1200) = 0 && helper(9999),numexplod(1300) = 0
value = 850

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 852 && time >= 5 && helper(9999),numexplod(1000) = 0 && helper(9999),numexplod(1200) = 0 && helper(9999),numexplod(1300) = 0
value = 230

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 230 && movehit && helper(9999),numexplod(1000) = 0 && helper(9999),numexplod(1200) = 0 && helper(9999),numexplod(1300) = 0 && helper(9999),numexplod(1101) = 0
value = 1600

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 1602 && time > 2 && helper(9999),numexplod(1000) = 0 && helper(9999),numexplod(1200) = 0 && helper(9999),numexplod(1300) = 0
value = 430

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 430 && movehit && prevstateno = 1602 && helper(9999),numexplod(1000) = 0 && helper(9999),numexplod(1200) = 0 && helper(9999),numexplod(1300) = 0
trigger1 = var(2):=var(2)+1
value = 1700

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 1402 && animtime = 0 && helper(9999),numexplod(1000) = 0 && helper(9999),numexplod(1200) = 0 && helper(9999),numexplod(1101) = 0
value = 1300

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 1300 && animelem = 12,>= 5 && prevstateno = 1402 && helper(9999),numexplod(1000) = 0 && helper(9999),numexplod(1200) = 0
value = 300

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 301 && time >= 0 && prevstateno = 300 && helper(9999),numexplod(1000) = 0 && helper(9999),numexplod(1200) = 0 && helper(9999),numexplod(300) = 2
value = 310

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 310 && time >= 15 && prevstateno = 301 && helper(9999),numexplod(1000) = 0 && helper(9999),numexplod(1200) = 0 && helper(9999),numexplod(300) = 2
value = 325

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 301 && time >= 0 && prevstateno = 325 && helper(9999),numexplod(1000) = 0 && helper(9999),numexplod(1200) = 0 && helper(9999),numexplod(1300) = 1
value = 320

[State 40, 2]
type = VarSet
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 320 && animtime = 0 && helper(9999),numexplod(1000) = 0 && helper(9999),numexplod(1200) = 0 && helper(9999),numexplod(1300) = 1
sysvar(1) = 1

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 51 && time >= 5 && prevstateno = 320 && helper(9999),numexplod(1000) = 0 && helper(9999),numexplod(1200) = 0 && helper(9999),numexplod(1300) = 1
value = 600

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 600 && movehit && prevstateno = 51 && helper(9999),numexplod(1000) = 0 && helper(9999),numexplod(1200) = 0
value = 610

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 610 && movehit && prevstateno = 600 && helper(9999),numexplod(1000) = 0 && helper(9999),numexplod(1200) = 0
value = 620

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 620 && movehit && prevstateno = 610 && helper(9999),numexplod(1000) = 0 && helper(9999),numexplod(1200) = 0
trigger1 = var(2):=var(2)+1
value = 1101

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 1201 && time >= 1 && helper(9999),numexplod(1200) = 1 && helper(9999),numexplod(1101) = 0
value = 300

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 301 && time >= 0 && prevstateno = 300 && helper(9999),numexplod(1200) = 1 && helper(9999),numexplod(360) = 0
trigger1 = ifelse(abs(helper(9991),rootdist x)<abs(helper(9993),rootdist x),helper(9991),rootdist x<0,helper(9991),rootdist x>= 0)
value = 360

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 301 && time >= 0 && prevstateno = 300 && helper(9999),numexplod(1200) = 1
trigger1 = ifelse(abs(helper(9991),rootdist x)<abs(helper(9993),rootdist x),helper(9991),rootdist x>=0,helper(9991),rootdist x< 0)
value = 350

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 353 && time > 2 && helper(9999),numexplod(1200) = 1 && helper(9999),numexplod(350) = 1
value = 230

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 230 && movehit && prevstateno = 353 && helper(9999),numexplod(1200) = 1 && helper(9999),numexplod(350) = 1
value = 650

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 650 && movehit && prevstateno = 230 && helper(9999),numexplod(1200) = 1 && helper(9999),numexplod(350) = 1
value = 1600

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 1602 && time > 2 && helper(9999),numexplod(1200) = 1 && helper(9999),numexplod(350) = 1
value = 1300

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 1300 && animtime = 0 && helper(9999),numexplod(1200) = 1 && helper(9999),numexplod(350) = 1
value = 105

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 106 && animtime = 0 && enemy,stateno = 1320 && helper(9999),numexplod(1200) = 1 && helper(9999),numexplod(350) = 1
trigger1 = var(2):=var(2)+1
value = 650

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 301 && time >= 0 && prevstateno = 360 && helper(9999),numexplod(1200) = 1 && helper(9999),numexplod(360) = 1
value = 320

[State 40, 2]
type = VarSet
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 320 && animtime = 0 && helper(9999),numexplod(1200) = 1 && helper(9999),numexplod(360) = 1
sysvar(1) = 1

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 51 && time >= 0 && prevstateno = 320 && helper(9999),numexplod(1200) = 1 && helper(9999),numexplod(360) = 1
value = 600

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 600 && movehit && prevstateno = 51 && helper(9999),numexplod(1200) = 1 && helper(9999),numexplod(360) = 1
value = 610

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 610 && movehit && prevstateno = 600 && helper(9999),numexplod(1200) = 1 && helper(9999),numexplod(360) = 1
value = 620

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 620 && movehit && prevstateno = 610 && helper(9999),numexplod(1200) = 1 && helper(9999),numexplod(360) = 1
value = 630

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 630 && movehit && prevstateno = 620 && helper(9999),numexplod(1200) = 1 && helper(9999),numexplod(360) = 1
value = 660

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 52 && time = 3 && prevstateno = 660 && helper(9999),numexplod(1200) = 1 && helper(9999),numexplod(360) = 1
trigger1 = random <= 500
value = 1700

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 52 && time = 3 && prevstateno = 660 && helper(9999),numexplod(1200) = 1 && helper(9999),numexplod(360) = 1
trigger1 = var(2):=var(2)+1
value = 1700

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 1701 && animelem = 5
value = 1710

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 1000 && movehit && enemy,stateno = 1021 && enemy,movetype = H && helper(9999),numexplod(1000) = 1 && helper(9999),numexplod(1101) = 0
value = 300

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 301 && time >= 0 && prevstateno = 300 && helper(9999),numexplod(1000) = 1 && helper(9999),numexplod(1101) = 0
value = 370

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 370 && animelem = 15,>= 0 && helper(9999),numexplod(1000) = 1
value = 320

[State 40, 2]
type = VarSet
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 320 && animtime = 0 && helper(9999),numexplod(1000) = 1
sysvar(1) = -1

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 51 && time >= 1 && prevstateno = 320 && helper(9999),numexplod(1000) = 1
value = 850

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 852 && time > 5 && helper(9999),numexplod(1000) = 1 && helper(9999),numexplod(850) = 1
value = 230

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 230 && movehit && helper(9999),numexplod(1000) = 1 && helper(9999),numexplod(850) = 1
value = 1500

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 1501 && animelem = 12,> 2 && helper(9999),numexplod(1000) = 1 && helper(9999),numexplod(850) = 1
value = 630

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 52 && time = 3 && helper(9999),numexplod(1000) = 1 && helper(9999),numexplod(850) = 1
value = 220

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 220 && movehit && helper(9999),numexplod(1000) = 1 && helper(9999),numexplod(850) = 1
value = 650

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(1) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(2) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 650 && movehit && helper(9999),numexplod(1000) = 1 && helper(9999),numexplod(850) = 1
trigger1 = var(2):=var(2)+1
value = 1050
;CͶֳɹ-----------------------------------------------------------------------------------------
;helper(9999),var(1) = 1---------------------------------------------------------------------------
[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(2) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(1) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H 
trigger1 = stateno = 801 && animtime = 0
value = 23

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(2) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(1) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H 
trigger1 = stateno = 23 && time >= 0 && prevstateno = 801
value = 230

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(2) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(1) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H 
trigger1 = stateno = 230 && movehit
trigger1 = prevstateno = 23 || prevstateno = 900 || prevstateno = 1 || prevstateno = 102 || prevstateno = [21,22]
value = 220

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(2) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(1) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H 
trigger1 = stateno = 220 && movehit && prevstateno = 230
value = 650

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(2) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(1) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H 
trigger1 = stateno = 650 && movehit && prevstateno = 220
value = ifelse(random<=500,1500,1200)

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(2) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(1) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H 
trigger1 = stateno = 1501 && animelem = 12,> 2
value = 620

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(2) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(1) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H 
trigger1 = stateno = 52 && time = 3 && prevstateno = 620
value = 210

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(2) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(1) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H 
trigger1 = stateno = 210 && movehit && prevstateno = 52
value = 420

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(2) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(1) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H 
trigger1 = stateno = 421 && animelem = 6,> 0
value = 220

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(2) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(1) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H 
trigger1 = stateno = 220 && movehit && prevstateno = 421
value = 300

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(2) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(1) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H 
trigger1 = stateno = 301 && time >= 0 && prevstateno = 300 && helper(9999),numexplod(1500) = 1
value = 345

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(2) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(1) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H 
trigger1 = stateno = 345 && movehit 
value = ifelse(power<2000,325,1650)

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(2) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(1) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H 
trigger1 = stateno = 1602 && time > 2
trigger1 = var(2):=var(2)+1
value = 1000

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(2) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(1) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H 
trigger1 = stateno = 325 && animtime = 0
value = 335

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(2) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(1) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H 
trigger1 = stateno = 1201 && time > 2
value = 1300

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(2) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(1) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H 
trigger1 = stateno = 1300 && animtime = 0 && prevstateno = 1201
value = 1050

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(2) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(1) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H 
trigger1 = stateno = 1050 && animelem = 7,>= 10 && enemy,stateno = 1070 && prevstateno = 1300
value = 300

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(2) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(1) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H 
trigger1 = stateno = 301 && time >= 0 && helper(9999),numexplod(1500) = 0
value = 350

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(2) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(1) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H 
trigger1 = stateno = 353 && time > 2
value = 230

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(2) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(1) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H 
trigger1 = stateno = 230 && movehit && prevstateno = 353
trigger1 = var(2):=var(2)+1
value = 1100

;helper(9999),var(1) = 2---------------------------------------------------------------------------
[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(2) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(1) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H 
trigger1 = stateno = 801 && animtime = 0
value = 23

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(2) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(1) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H 
trigger1 = stateno = 23 && time >= 0 && prevstateno = 801
value = 230

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(2) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(1) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H 
trigger1 = stateno = 230 && movehit
trigger1 = prevstateno = 23 || prevstateno = 900 || prevstateno = 1 || prevstateno = 102 || prevstateno = [21,22]
value = 1000

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(2) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(1) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H 
trigger1 = stateno = 1000 && movehit && enemy,stateno = 1021 && prevstateno = 230
value = 300

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(2) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(1) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H 
trigger1 = stateno = 301 && time >= 0 && prevstateno = 300 && helper(9999),numexplod(300) = 1
value = ifelse(random<=500,350,325)

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(2) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(1) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 351 && pos y >= 10 && vel y > 0
value = 359

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(2) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(1) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H 
trigger1 = stateno = 301 && time >= 0 && prevstateno = 359 && helper(9999),numexplod(350) = 1
value = 360

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(2) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(1) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H 
trigger1 = stateno = 301 && time >= 0 && prevstateno = 360 && helper(9999),numexplod(350) = 1
value = 310

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(2) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(1) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H 
trigger1 = stateno = 310 && time >= 10
value = 345

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(2) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(1) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H 
trigger1 = stateno = 345 && movehit && prevstateno = 310 && helper(9999),numexplod(350) = 1
value = 1450

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(2) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(1) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H 
trigger1 = stateno = 1402 && animtime = 0
value = 220

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(2) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(1) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H 
trigger1 = stateno = 220 && movehit
value = 650

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(2) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(1) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H 
trigger1 = stateno = 650 && movehit = 1
trigger1 = random <= 500
value = 1700

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(2) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(1) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H 
trigger1 = stateno = 650 && movehit = 1
trigger1 = var(2):=var(2)+1
value = 1700

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(2) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(1) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 1701 && animelem = 5
value = 1710

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(2) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(1) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H 
trigger1 = stateno = 301 && time >= 0 && prevstateno = 325
value = 320

[State 40, 2]
type = VarSet
triggerall =  helper(9999),var(2) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(1) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H && helper(9999),numexplod(300) = 1
trigger1 = stateno = 320 && animtime = 0
sysvar(1) = 1

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(2) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(1) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H 
trigger1 = stateno = 51 && time >= 0 && prevstateno = 320 && helper(9999),numexplod(300) = 1
value = 850

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(2) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(1) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H 
trigger1 = stateno = 852 && time >= 1
value = 300

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(2) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(1) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H 
trigger1 = stateno = 301 && time >= 0 && prevstateno = 300 && helper(9999),numexplod(300) = 2
value = 345

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(2) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(1) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H 
trigger1 = stateno = 345 &&  movehit && helper(9999),numexplod(350) = 0
value = 360

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(2) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(1) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H 
trigger1 = stateno = 301 && time >= 0 && prevstateno = 360 && helper(9999),numexplod(350) = 0
value = 370

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(2) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(1) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H 
trigger1 = stateno = 370 && animelem = 15,>= 0
value = 320

[State 40, 2]
type = VarSet
triggerall =  helper(9999),var(2) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(1) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H
trigger1 = stateno = 320 && animtime = 0 && helper(9999),numexplod(300) = 2
sysvar(1) = -1

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(2) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(1) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H 
trigger1 = stateno = 51 && time >= 0 && prevstateno = 320 && helper(9999),numexplod(300) = 2
value = 620

[State 0, ChangeState];
type = ChangeState
triggerall =  helper(9999),var(2) = 0 && helper(9999),var(3) = 0 && helper(9999),var(4) = 0 && helper(9999),var(5) = 0 && helper(9999),var(1) = 2
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H 
trigger1 = stateno = 620 && movehit
trigger1 = var(2):=var(2)+1
value = 1101
;ɱ----------------------------------------------------------------------------------------------------------------
[State 0, ChangeState];ȡɱ
type = ChangeState
triggerall =  var(2) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H && power >= 3000 && life <= lifemax*.2
trigger1 = stateno = 2002 && enemy,movetype = H && (enemy,stateno = 2021) && enemy,time = [10,20]
trigger2 = stateno = 2107 && enemy,movetype = H && (enemy,stateno = 2122) && enemy,time = [11,21]
trigger3 = stateno = 2205 && enemy,movetype = H && (enemy,stateno = 2223) && enemy,time = [13,28]
trigger4 = stateno = 2303 && enemy,movetype = H && (enemy,stateno = 2324) && animelem = 3,[1,10]
trigger5 = stateno = 2505 && enemy,movetype = H && (enemy,stateno = 2527) && animelem = 13,[10,20]
trigger6 = stateno = 2600 && enemy,movetype = H && (enemy,stateno = 2620) && enemy,time = [5,15]
trigger7= stateno = 2706 && enemy,movetype = H && (enemy,stateno = 2738) && animelemno(0) = 4
trigger8 = stateno = 2803 && enemy,movetype = H && (enemy,stateno = 2834) && animelemno(0) = 13
value = ifelse(random<=500,3000,3100)
;ȡɱ--------------------------------------------------------------------------------------------
[State 0, ChangeState]
type = ChangeState
triggerall =  var(2) = 1 && var(15) = 0 && var(16) = 0 && var(17) = 0 && var(18) = 0
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H && power >= 2000
trigger1 = stateno = 2002 && enemy,movetype = H && (enemy,stateno = 2021) && enemy,time = [10,20]
trigger2 = stateno = 2107 && enemy,movetype = H && (enemy,stateno = 2122) && enemy,time = [11,21]
trigger3 = stateno = 2205 && enemy,movetype = H && (enemy,stateno = 2223) && enemy,time = [13,28]
trigger4 = stateno = 2303 && enemy,movetype = H && (enemy,stateno = 2324) && animelem = 3,[1,10]
value = ifelse(random<=500,ifelse(random<=500,2500,2600),ifelse(random<=500,2700,2800))
[State 0, ChangeState]
type = ChangeState
triggerall =  var(2) = 1 && var(15) = 1 && var(16) = 0 && var(17) = 0 && var(18) = 0 
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H && power >= 2000
trigger1 = stateno = 2002 && enemy,movetype = H && (enemy,stateno = 2021) && enemy,time = [10,20]
trigger2 = stateno = 2107 && enemy,movetype = H && (enemy,stateno = 2122) && enemy,time = [11,21]
trigger3 = stateno = 2205 && enemy,movetype = H && (enemy,stateno = 2223) && enemy,time = [13,28]
trigger4 = stateno = 2303 && enemy,movetype = H && (enemy,stateno = 2324) && animelem = 3,[1,10]
value = ifelse(random<=333,2600,ifelse(random<=500,2700,2800))
[State 0, ChangeState]
type = ChangeState 
triggerall =  var(2) = 1 && var(15) = 0 && var(16) = 1 && var(17) = 0 && var(18) = 0 
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H && power >= 2000
trigger1 = stateno = 2002 && enemy,movetype = H && (enemy,stateno = 2021) && enemy,time = [10,20]
trigger2 = stateno = 2107 && enemy,movetype = H && (enemy,stateno = 2122) && enemy,time = [11,21]
trigger3 = stateno = 2205 && enemy,movetype = H && (enemy,stateno = 2223) && enemy,time = [13,28]
trigger4 = stateno = 2303 && enemy,movetype = H && (enemy,stateno = 2324) && animelem = 3,[1,10]
value = ifelse(random<=333,2500,ifelse(random<=500,2700,2800))
[State 0, ChangeState]
type = ChangeState
triggerall =  var(2) = 1 && var(15) = 0 && var(16) = 0 && var(17) = 1 && var(18) = 0 
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H && power >= 2000
trigger1 = stateno = 2002 && enemy,movetype = H && (enemy,stateno = 2021) && enemy,time = [10,20]
trigger2 = stateno = 2107 && enemy,movetype = H && (enemy,stateno = 2122) && enemy,time = [11,21]
trigger3 = stateno = 2205 && enemy,movetype = H && (enemy,stateno = 2223) && enemy,time = [13,28]
trigger4 = stateno = 2303 && enemy,movetype = H && (enemy,stateno = 2324) && animelem = 3,[1,10]
value = ifelse(random<=333,2500,ifelse(random<=500,2600,2800))
[State 0, ChangeState]
type = ChangeState
triggerall =  var(2) = 1 && var(15) = 0 && var(16) = 0 && var(17) = 0 && var(18) = 1 
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H && power >= 2000
trigger1 = stateno = 2002 && enemy,movetype = H && (enemy,stateno = 2021) && enemy,time = [10,20]
trigger2 = stateno = 2107 && enemy,movetype = H && (enemy,stateno = 2122) && enemy,time = [11,21]
trigger3 = stateno = 2205 && enemy,movetype = H && (enemy,stateno = 2223) && enemy,time = [13,28]
trigger4 = stateno = 2303 && enemy,movetype = H && (enemy,stateno = 2324) && animelem = 3,[1,10]
value = ifelse(random<=333,2500,ifelse(random<=500,2600,2700))
[State 0, ChangeState]
type = ChangeState
triggerall =  var(2) = 1 && var(15) = 1 && var(16) = 1 && var(17) = 0 && var(18) = 0 
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H && power >= 2000
trigger1 = stateno = 2002 && enemy,movetype = H && (enemy,stateno = 2021) && enemy,time = [10,20]
trigger2 = stateno = 2107 && enemy,movetype = H && (enemy,stateno = 2122) && enemy,time = [11,21]
trigger3 = stateno = 2205 && enemy,movetype = H && (enemy,stateno = 2223) && enemy,time = [13,28]
trigger4 = stateno = 2303 && enemy,movetype = H && (enemy,stateno = 2324) && animelem = 3,[1,10]
value = ifelse(random<=500,2700,2800)
[State 0, ChangeState]
type = ChangeState
triggerall =  var(2) = 1 && var(15) = 1 && var(16) = 0 && var(17) = 1 && var(18) = 0 
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H && power >= 2000
trigger1 = stateno = 2002 && enemy,movetype = H && (enemy,stateno = 2021) && enemy,time = [10,20]
trigger2 = stateno = 2107 && enemy,movetype = H && (enemy,stateno = 2122) && enemy,time = [11,21]
trigger3 = stateno = 2205 && enemy,movetype = H && (enemy,stateno = 2223) && enemy,time = [13,28]
trigger4 = stateno = 2303 && enemy,movetype = H && (enemy,stateno = 2324) && animelem = 3,[1,10]
value = ifelse(random<=500,2600,2800)
[State 0, ChangeState]
type = ChangeState
triggerall =  var(2) = 1 && var(15) = 1 && var(16) = 0 && var(17) = 0 && var(18) = 1 
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H && power >= 2000
trigger1 = stateno = 2002 && enemy,movetype = H && (enemy,stateno = 2021) && enemy,time = [10,20]
trigger2 = stateno = 2107 && enemy,movetype = H && (enemy,stateno = 2122) && enemy,time = [11,21]
trigger3 = stateno = 2205 && enemy,movetype = H && (enemy,stateno = 2223) && enemy,time = [13,28]
trigger4 = stateno = 2303 && enemy,movetype = H && (enemy,stateno = 2324) && animelem = 3,[1,10]
value = ifelse(random<=500,2600,2700)
[State 0, ChangeState]
type = ChangeState 
triggerall =  var(2) = 1 && var(15) = 0 && var(16) = 1 && var(17) = 1 && var(18) = 0
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H && power >= 2000
trigger1 = stateno = 2002 && enemy,movetype = H && (enemy,stateno = 2021) && enemy,time = [10,20]
trigger2 = stateno = 2107 && enemy,movetype = H && (enemy,stateno = 2122) && enemy,time = [11,21]
trigger3 = stateno = 2205 && enemy,movetype = H && (enemy,stateno = 2223) && enemy,time = [13,28]
trigger4 = stateno = 2303 && enemy,movetype = H && (enemy,stateno = 2324) && animelem = 3,[1,10]
value = ifelse(random<=500,2500,2800)
[State 0, ChangeState]
type = ChangeState
triggerall =  var(2) = 1 && var(15) = 0 && var(16) = 1 && var(17) = 0 && var(18) = 1 
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H && power >= 2000
trigger1 = stateno = 2002 && enemy,movetype = H && (enemy,stateno = 2021) && enemy,time = [10,20]
trigger2 = stateno = 2107 && enemy,movetype = H && (enemy,stateno = 2122) && enemy,time = [11,21]
trigger3 = stateno = 2205 && enemy,movetype = H && (enemy,stateno = 2223) && enemy,time = [13,28]
trigger4 = stateno = 2303 && enemy,movetype = H && (enemy,stateno = 2324) && animelem = 3,[1,10]
value = ifelse(random<=500,2500,2700)
[State 0, ChangeState]
type = ChangeState 
triggerall =  var(2) = 1 && var(15) = 0 && var(16) = 0 && var(17) = 1 && var(18) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H && power >= 2000
trigger1 = stateno = 2002 && enemy,movetype = H && (enemy,stateno = 2021) && enemy,time = [10,20]
trigger2 = stateno = 2107 && enemy,movetype = H && (enemy,stateno = 2122) && enemy,time = [11,21]
trigger3 = stateno = 2205 && enemy,movetype = H && (enemy,stateno = 2223) && enemy,time = [13,28]
trigger4 = stateno = 2303 && enemy,movetype = H && (enemy,stateno = 2324) && animelem = 3,[1,10]
value = ifelse(random<=500,2500,2600)
[State 0, ChangeState]
type = ChangeState
triggerall =  var(2) = 1 && var(15) = 0 && var(16) = 1 && var(17) = 1 && var(18) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H && power >= 2000
trigger1 = stateno = 2002 && enemy,movetype = H && (enemy,stateno = 2021) && enemy,time = [10,20]
trigger2 = stateno = 2107 && enemy,movetype = H && (enemy,stateno = 2122) && enemy,time = [11,21]
trigger3 = stateno = 2205 && enemy,movetype = H && (enemy,stateno = 2223) && enemy,time = [13,28]
trigger4 = stateno = 2303 && enemy,movetype = H && (enemy,stateno = 2324) && animelem = 3,[1,10]
value = 2500
[State 0, ChangeState]
type = ChangeState
triggerall =  var(2) = 1 && var(15) = 1 && var(16) = 0 && var(17) = 1 && var(18) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H && power >= 2000
trigger1 = stateno = 2002 && enemy,movetype = H && (enemy,stateno = 2021) && enemy,time = [10,20]
trigger2 = stateno = 2107 && enemy,movetype = H && (enemy,stateno = 2122) && enemy,time = [11,21]
trigger3 = stateno = 2205 && enemy,movetype = H && (enemy,stateno = 2223) && enemy,time = [13,28]
trigger4 = stateno = 2303 && enemy,movetype = H && (enemy,stateno = 2324) && animelem = 3,[1,10]
value = 2600
[State 0, ChangeState]
type = ChangeState
triggerall =  var(2) = 1 && var(15) = 1 && var(16) = 1 && var(17) = 0 && var(18) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H && power >= 2000
trigger1 = stateno = 2002 && enemy,movetype = H && (enemy,stateno = 2021) && enemy,time = [10,20]
trigger2 = stateno = 2107 && enemy,movetype = H && (enemy,stateno = 2122) && enemy,time = [11,21]
trigger3 = stateno = 2205 && enemy,movetype = H && (enemy,stateno = 2223) && enemy,time = [13,28]
trigger4 = stateno = 2303 && enemy,movetype = H && (enemy,stateno = 2324) && animelem = 3,[1,10]
value = 2700
[State 0, ChangeState]
type = ChangeState
triggerall =  var(2) = 1 && var(15) = 1 && var(16) = 1 && var(17) = 1 && var(18) = 0
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H && power >= 2000
trigger1 = stateno = 2002 && enemy,movetype = H && (enemy,stateno = 2021) && enemy,time = [10,20]
trigger2 = stateno = 2107 && enemy,movetype = H && (enemy,stateno = 2122) && enemy,time = [11,21]
trigger3 = stateno = 2205 && enemy,movetype = H && (enemy,stateno = 2223) && enemy,time = [13,28]
trigger4 = stateno = 2303 && enemy,movetype = H && (enemy,stateno = 2324) && animelem = 3,[1,10]
value = 2800

;ɱ--------------------------------------------------------------------------------------------
[State 0, ChangeState];ɱ
type = ChangeState
triggerall =  var(2) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H && power >= 3000 && life <= lifemax*.2
trigger1 = stateno = 200 && movecontact = 1
trigger2 = stateno = 210 && movecontact = 1
trigger3 = stateno = 220 && movecontact = 1
trigger4 = stateno = 230 && movecontact = 1
trigger5 = stateno = 400 && movecontact = 1
trigger6 = stateno = 410 && movecontact = 1
trigger7 = stateno = 420 && movecontact = 1
trigger8 = stateno = 430 && movecontact = 1
trigger9 = stateno = 650 && movecontact = 1
trigger10 = stateno = 852 && enemy,movetype = H && (enemy,stateno = 871||enemy,stateno = 7777) && time > 1
trigger11 = stateno = 1000 && enemy,movetype = H && (enemy,stateno = 1021) && enemy,time = [12,22]
trigger12 = stateno = 1050 && enemy,movetype = H && (enemy,stateno = 1070) && enemy,time = [0,20]
trigger13 = stateno = 1106 && enemy,movetype = H && (enemy,stateno = 1121) && enemy,time = [10,25]
trigger14 = stateno = 1201 && enemy,movetype = H && (enemy,stateno = [1220,1221]) && time > 1
trigger15 = stateno = 1701 && enemy,movetype = H && (enemy,stateno = [1720,1721]) && enemy,time = [0,20]
value = ifelse(random<=500,3000,3100)
;öɱ--------------------------------------------------------------------------------------------
[State 0, ChangeState]
type = ChangeState
triggerall =  var(2) = 1 && var(15) = 0 && var(16) = 0 && var(17) = 0 && var(18) = 0
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H && power = [2800,3000)
trigger1 = stateno = 200 && movecontact = 1
trigger2 = stateno = 210 && movecontact = 1
trigger3 = stateno = 220 && movecontact = 1
trigger4 = stateno = 230 && movecontact = 1
trigger5 = stateno = 400 && movecontact = 1
trigger6 = stateno = 410 && movecontact = 1
trigger7 = stateno = 420 && movecontact = 1
trigger8 = stateno = 430 && movecontact = 1
trigger9 = stateno = 650 && movecontact = 1
trigger10 = stateno = 852 && enemy,movetype = H && (enemy,stateno = 871||enemy,stateno = 7777) && time > 1
trigger11 = stateno = 1000 && enemy,movetype = H && (enemy,stateno = 1021) && enemy,time = [12,22]
trigger12 = stateno = 1050 && enemy,movetype = H && (enemy,stateno = 1070) && enemy,time = [0,20]
trigger13 = stateno = 1106 && enemy,movetype = H && (enemy,stateno = 1121) && enemy,time = [10,25]
trigger14 = stateno = 1201 && enemy,movetype = H && (enemy,stateno = [1220,1221]) && time > 1
trigger15 = stateno = 1701 && enemy,movetype = H && (enemy,stateno = [1720,1721]) && enemy,time = [0,20]
value = ifelse(random<=500,ifelse(random<=500,2500,2600),ifelse(random<=500,2700,2800))
[State 0, ChangeState]
type = ChangeState
triggerall =  var(2) = 1 && var(15) = 1 && var(16) = 0 && var(17) = 0 && var(18) = 0 
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H && power = [2800,3000)
trigger1 = stateno = 200 && movecontact = 1
trigger2 = stateno = 210 && movecontact = 1
trigger3 = stateno = 220 && movecontact = 1
trigger4 = stateno = 230 && movecontact = 1
trigger5 = stateno = 400 && movecontact = 1
trigger6 = stateno = 410 && movecontact = 1
trigger7 = stateno = 420 && movecontact = 1
trigger8 = stateno = 430 && movecontact = 1
trigger9 = stateno = 650 && movecontact = 1
trigger10 = stateno = 852 && enemy,movetype = H && (enemy,stateno = 871||enemy,stateno = 7777) && time > 1
trigger11 = stateno = 1000 && enemy,movetype = H && (enemy,stateno = 1021) && enemy,time = [12,22]
trigger12 = stateno = 1050 && enemy,movetype = H && (enemy,stateno = 1070) && enemy,time = [0,20]
trigger13 = stateno = 1106 && enemy,movetype = H && (enemy,stateno = 1121) && enemy,time = [10,25]
trigger14 = stateno = 1201 && enemy,movetype = H && (enemy,stateno = [1220,1221]) && time > 1
trigger15 = stateno = 1701 && enemy,movetype = H && (enemy,stateno = [1720,1721]) && enemy,time = [0,20]
value = ifelse(random<=333,2600,ifelse(random<=500,2700,2800))
[State 0, ChangeState]
type = ChangeState 
triggerall =  var(2) = 1 && var(15) = 0 && var(16) = 1 && var(17) = 0 && var(18) = 0 
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H && power = [2800,3000)
trigger1 = stateno = 200 && movecontact = 1
trigger2 = stateno = 210 && movecontact = 1
trigger3 = stateno = 220 && movecontact = 1
trigger4 = stateno = 230 && movecontact = 1
trigger5 = stateno = 400 && movecontact = 1
trigger6 = stateno = 410 && movecontact = 1
trigger7 = stateno = 420 && movecontact = 1
trigger8 = stateno = 430 && movecontact = 1
trigger9 = stateno = 650 && movecontact = 1
trigger10 = stateno = 852 && enemy,movetype = H && (enemy,stateno = 871||enemy,stateno = 7777) && time > 1
trigger11 = stateno = 1000 && enemy,movetype = H && (enemy,stateno = 1021) && enemy,time = [12,22]
trigger12 = stateno = 1050 && enemy,movetype = H && (enemy,stateno = 1070) && enemy,time = [0,20]
trigger13 = stateno = 1106 && enemy,movetype = H && (enemy,stateno = 1121) && enemy,time = [10,25]
trigger14 = stateno = 1201 && enemy,movetype = H && (enemy,stateno = [1220,1221]) && time > 1
trigger15 = stateno = 1701 && enemy,movetype = H && (enemy,stateno = [1720,1721]) && enemy,time = [0,20]
value = ifelse(random<=333,2500,ifelse(random<=500,2700,2800))
[State 0, ChangeState]
type = ChangeState
triggerall =  var(2) = 1 && var(15) = 0 && var(16) = 0 && var(17) = 1 && var(18) = 0 
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H && power = [2800,3000)
trigger1 = stateno = 200 && movecontact = 1
trigger2 = stateno = 210 && movecontact = 1
trigger3 = stateno = 220 && movecontact = 1
trigger4 = stateno = 230 && movecontact = 1
trigger5 = stateno = 400 && movecontact = 1
trigger6 = stateno = 410 && movecontact = 1
trigger7 = stateno = 420 && movecontact = 1
trigger8 = stateno = 430 && movecontact = 1
trigger9 = stateno = 650 && movecontact = 1
trigger10 = stateno = 852 && enemy,movetype = H && (enemy,stateno = 871||enemy,stateno = 7777) && time > 1
trigger11 = stateno = 1000 && enemy,movetype = H && (enemy,stateno = 1021) && enemy,time = [12,22]
trigger12 = stateno = 1050 && enemy,movetype = H && (enemy,stateno = 1070) && enemy,time = [0,20]
trigger13 = stateno = 1106 && enemy,movetype = H && (enemy,stateno = 1121) && enemy,time = [10,25]
trigger14 = stateno = 1201 && enemy,movetype = H && (enemy,stateno = [1220,1221]) && time > 1
trigger15 = stateno = 1701 && enemy,movetype = H && (enemy,stateno = [1720,1721]) && enemy,time = [0,20]
value = ifelse(random<=333,2500,ifelse(random<=500,2600,2800))
[State 0, ChangeState]
type = ChangeState
triggerall =  var(2) = 1 && var(15) = 0 && var(16) = 0 && var(17) = 0 && var(18) = 1 
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H && power = [2800,3000)
trigger1 = stateno = 200 && movecontact = 1
trigger2 = stateno = 210 && movecontact = 1
trigger3 = stateno = 220 && movecontact = 1
trigger4 = stateno = 230 && movecontact = 1
trigger5 = stateno = 400 && movecontact = 1
trigger6 = stateno = 410 && movecontact = 1
trigger7 = stateno = 420 && movecontact = 1
trigger8 = stateno = 430 && movecontact = 1
trigger9 = stateno = 650 && movecontact = 1
trigger10 = stateno = 852 && enemy,movetype = H && (enemy,stateno = 871||enemy,stateno = 7777) && time > 1
trigger11 = stateno = 1000 && enemy,movetype = H && (enemy,stateno = 1021) && enemy,time = [12,22]
trigger12 = stateno = 1050 && enemy,movetype = H && (enemy,stateno = 1070) && enemy,time = [0,20]
trigger13 = stateno = 1106 && enemy,movetype = H && (enemy,stateno = 1121) && enemy,time = [10,25]
trigger14 = stateno = 1201 && enemy,movetype = H && (enemy,stateno = [1220,1221]) && time > 1
trigger15 = stateno = 1701 && enemy,movetype = H && (enemy,stateno = [1720,1721]) && enemy,time = [0,20]
value = ifelse(random<=333,2500,ifelse(random<=500,2600,2700))
[State 0, ChangeState]
type = ChangeState
triggerall =  var(2) = 1 && var(15) = 1 && var(16) = 1 && var(17) = 0 && var(18) = 0 
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H && power = [2800,3000)
trigger1 = stateno = 200 && movecontact = 1
trigger2 = stateno = 210 && movecontact = 1
trigger3 = stateno = 220 && movecontact = 1
trigger4 = stateno = 230 && movecontact = 1
trigger5 = stateno = 400 && movecontact = 1
trigger6 = stateno = 410 && movecontact = 1
trigger7 = stateno = 420 && movecontact = 1
trigger8 = stateno = 430 && movecontact = 1
trigger9 = stateno = 650 && movecontact = 1
trigger10 = stateno = 852 && enemy,movetype = H && (enemy,stateno = 871||enemy,stateno = 7777) && time > 1
trigger11 = stateno = 1000 && enemy,movetype = H && (enemy,stateno = 1021) && enemy,time = [12,22]
trigger12 = stateno = 1050 && enemy,movetype = H && (enemy,stateno = 1070) && enemy,time = [0,20]
trigger13 = stateno = 1106 && enemy,movetype = H && (enemy,stateno = 1121) && enemy,time = [10,25]
trigger14 = stateno = 1201 && enemy,movetype = H && (enemy,stateno = [1220,1221]) && time > 1
trigger15 = stateno = 1701 && enemy,movetype = H && (enemy,stateno = [1720,1721]) && enemy,time = [0,20]
value = ifelse(random<=500,2700,2800)
[State 0, ChangeState]
type = ChangeState
triggerall =  var(2) = 1 && var(15) = 1 && var(16) = 0 && var(17) = 1 && var(18) = 0 
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H && power = [2800,3000)
trigger1 = stateno = 200 && movecontact = 1
trigger2 = stateno = 210 && movecontact = 1
trigger3 = stateno = 220 && movecontact = 1
trigger4 = stateno = 230 && movecontact = 1
trigger5 = stateno = 400 && movecontact = 1
trigger6 = stateno = 410 && movecontact = 1
trigger7 = stateno = 420 && movecontact = 1
trigger8 = stateno = 430 && movecontact = 1
trigger9 = stateno = 650 && movecontact = 1
trigger10 = stateno = 852 && enemy,movetype = H && (enemy,stateno = 871||enemy,stateno = 7777) && time > 1
trigger11 = stateno = 1000 && enemy,movetype = H && (enemy,stateno = 1021) && enemy,time = [12,22]
trigger12 = stateno = 1050 && enemy,movetype = H && (enemy,stateno = 1070) && enemy,time = [0,20]
trigger13 = stateno = 1106 && enemy,movetype = H && (enemy,stateno = 1121) && enemy,time = [10,25]
trigger14 = stateno = 1201 && enemy,movetype = H && (enemy,stateno = [1220,1221]) && time > 1
trigger15 = stateno = 1701 && enemy,movetype = H && (enemy,stateno = [1720,1721]) && enemy,time = [0,20]
value = ifelse(random<=500,2600,2800)
[State 0, ChangeState]
type = ChangeState
triggerall =  var(2) = 1 && var(15) = 1 && var(16) = 0 && var(17) = 0 && var(18) = 1 
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H && power = [2800,3000)
trigger1 = stateno = 200 && movecontact = 1
trigger2 = stateno = 210 && movecontact = 1
trigger3 = stateno = 220 && movecontact = 1
trigger4 = stateno = 230 && movecontact = 1
trigger5 = stateno = 400 && movecontact = 1
trigger6 = stateno = 410 && movecontact = 1
trigger7 = stateno = 420 && movecontact = 1
trigger8 = stateno = 430 && movecontact = 1
trigger9 = stateno = 650 && movecontact = 1
trigger10 = stateno = 852 && enemy,movetype = H && (enemy,stateno = 871||enemy,stateno = 7777) && time > 1
trigger11 = stateno = 1000 && enemy,movetype = H && (enemy,stateno = 1021) && enemy,time = [12,22]
trigger12 = stateno = 1050 && enemy,movetype = H && (enemy,stateno = 1070) && enemy,time = [0,20]
trigger13 = stateno = 1106 && enemy,movetype = H && (enemy,stateno = 1121) && enemy,time = [10,25]
trigger14 = stateno = 1201 && enemy,movetype = H && (enemy,stateno = [1220,1221]) && time > 1
trigger15 = stateno = 1701 && enemy,movetype = H && (enemy,stateno = [1720,1721]) && enemy,time = [0,20]
value = ifelse(random<=500,2600,2700)
[State 0, ChangeState]
type = ChangeState 
triggerall =  var(2) = 1 && var(15) = 0 && var(16) = 1 && var(17) = 1 && var(18) = 0
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H && power = [2800,3000)
trigger1 = stateno = 200 && movecontact = 1
trigger2 = stateno = 210 && movecontact = 1
trigger3 = stateno = 220 && movecontact = 1
trigger4 = stateno = 230 && movecontact = 1
trigger5 = stateno = 400 && movecontact = 1
trigger6 = stateno = 410 && movecontact = 1
trigger7 = stateno = 420 && movecontact = 1
trigger8 = stateno = 430 && movecontact = 1
trigger9 = stateno = 650 && movecontact = 1
trigger10 = stateno = 852 && enemy,movetype = H && (enemy,stateno = 871||enemy,stateno = 7777) && time > 1
trigger11 = stateno = 1000 && enemy,movetype = H && (enemy,stateno = 1021) && enemy,time = [12,22]
trigger12 = stateno = 1050 && enemy,movetype = H && (enemy,stateno = 1070) && enemy,time = [0,20]
trigger13 = stateno = 1106 && enemy,movetype = H && (enemy,stateno = 1121) && enemy,time = [10,25]
trigger14 = stateno = 1201 && enemy,movetype = H && (enemy,stateno = [1220,1221]) && time > 1
trigger15 = stateno = 1701 && enemy,movetype = H && (enemy,stateno = [1720,1721]) && enemy,time = [0,20]
value = ifelse(random<=500,2500,2800)
[State 0, ChangeState]
type = ChangeState
triggerall =  var(2) = 1 && var(15) = 0 && var(16) = 1 && var(17) = 0 && var(18) = 1 
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H && power = [2800,3000)
trigger1 = stateno = 200 && movecontact = 1
trigger2 = stateno = 210 && movecontact = 1
trigger3 = stateno = 220 && movecontact = 1
trigger4 = stateno = 230 && movecontact = 1
trigger5 = stateno = 400 && movecontact = 1
trigger6 = stateno = 410 && movecontact = 1
trigger7 = stateno = 420 && movecontact = 1
trigger8 = stateno = 430 && movecontact = 1
trigger9 = stateno = 650 && movecontact = 1
trigger10 = stateno = 852 && enemy,movetype = H && (enemy,stateno = 871||enemy,stateno = 7777) && time > 1
trigger11 = stateno = 1000 && enemy,movetype = H && (enemy,stateno = 1021) && enemy,time = [12,22]
trigger12 = stateno = 1050 && enemy,movetype = H && (enemy,stateno = 1070) && enemy,time = [0,20]
trigger13 = stateno = 1106 && enemy,movetype = H && (enemy,stateno = 1121) && enemy,time = [10,25]
trigger14 = stateno = 1201 && enemy,movetype = H && (enemy,stateno = [1220,1221]) && time > 1
trigger15 = stateno = 1701 && enemy,movetype = H && (enemy,stateno = [1720,1721]) && enemy,time = [0,20]
value = ifelse(random<=500,2500,2700)
[State 0, ChangeState]
type = ChangeState 
triggerall =  var(2) = 1 && var(15) = 0 && var(16) = 0 && var(17) = 1 && var(18) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H && power = [2800,3000)
trigger1 = stateno = 200 && movecontact = 1
trigger2 = stateno = 210 && movecontact = 1
trigger3 = stateno = 220 && movecontact = 1
trigger4 = stateno = 230 && movecontact = 1
trigger5 = stateno = 400 && movecontact = 1
trigger6 = stateno = 410 && movecontact = 1
trigger7 = stateno = 420 && movecontact = 1
trigger8 = stateno = 430 && movecontact = 1
trigger9 = stateno = 650 && movecontact = 1
trigger10 = stateno = 852 && enemy,movetype = H && (enemy,stateno = 871||enemy,stateno = 7777) && time > 1
trigger11 = stateno = 1000 && enemy,movetype = H && (enemy,stateno = 1021) && enemy,time = [12,22]
trigger12 = stateno = 1050 && enemy,movetype = H && (enemy,stateno = 1070) && enemy,time = [0,20]
trigger13 = stateno = 1106 && enemy,movetype = H && (enemy,stateno = 1121) && enemy,time = [10,25]
trigger14 = stateno = 1201 && enemy,movetype = H && (enemy,stateno = [1220,1221]) && time > 1
trigger15 = stateno = 1701 && enemy,movetype = H && (enemy,stateno = [1720,1721]) && enemy,time = [0,20]
value = ifelse(random<=500,2500,2600)
[State 0, ChangeState]
type = ChangeState
triggerall =  var(2) = 1 && var(15) = 0 && var(16) = 1 && var(17) = 1 && var(18) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H && power = [2800,3000)
trigger1 = stateno = 200 && movecontact = 1
trigger2 = stateno = 210 && movecontact = 1
trigger3 = stateno = 220 && movecontact = 1
trigger4 = stateno = 230 && movecontact = 1
trigger5 = stateno = 400 && movecontact = 1
trigger6 = stateno = 410 && movecontact = 1
trigger7 = stateno = 420 && movecontact = 1
trigger8 = stateno = 430 && movecontact = 1
trigger9 = stateno = 650 && movecontact = 1
trigger10 = stateno = 852 && enemy,movetype = H && (enemy,stateno = 871||enemy,stateno = 7777) && time > 1
trigger11 = stateno = 1000 && enemy,movetype = H && (enemy,stateno = 1021) && enemy,time = [12,22]
trigger12 = stateno = 1050 && enemy,movetype = H && (enemy,stateno = 1070) && enemy,time = [0,20]
trigger13 = stateno = 1106 && enemy,movetype = H && (enemy,stateno = 1121) && enemy,time = [10,25]
trigger14 = stateno = 1201 && enemy,movetype = H && (enemy,stateno = [1220,1221]) && time > 1
trigger15 = stateno = 1701 && enemy,movetype = H && (enemy,stateno = [1720,1721]) && enemy,time = [0,20]
value = 2500
[State 0, ChangeState]
type = ChangeState
triggerall =  var(2) = 1 && var(15) = 1 && var(16) = 0 && var(17) = 1 && var(18) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H && power = [2800,3000)
trigger1 = stateno = 200 && movecontact = 1
trigger2 = stateno = 210 && movecontact = 1
trigger3 = stateno = 220 && movecontact = 1
trigger4 = stateno = 230 && movecontact = 1
trigger5 = stateno = 400 && movecontact = 1
trigger6 = stateno = 410 && movecontact = 1
trigger7 = stateno = 420 && movecontact = 1
trigger8 = stateno = 430 && movecontact = 1
trigger9 = stateno = 650 && movecontact = 1
trigger10 = stateno = 852 && enemy,movetype = H && (enemy,stateno = 871||enemy,stateno = 7777) && time > 1
trigger11 = stateno = 1000 && enemy,movetype = H && (enemy,stateno = 1021) && enemy,time = [12,22]
trigger12 = stateno = 1050 && enemy,movetype = H && (enemy,stateno = 1070) && enemy,time = [0,20]
trigger13 = stateno = 1106 && enemy,movetype = H && (enemy,stateno = 1121) && enemy,time = [10,25]
trigger14 = stateno = 1201 && enemy,movetype = H && (enemy,stateno = [1220,1221]) && time > 1
trigger15 = stateno = 1701 && enemy,movetype = H && (enemy,stateno = [1720,1721]) && enemy,time = [0,20]
value = 2600
[State 0, ChangeState]
type = ChangeState
triggerall =  var(2) = 1 && var(15) = 1 && var(16) = 1 && var(17) = 0 && var(18) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H && power = [2800,3000)
trigger1 = stateno = 200 && movecontact = 1
trigger2 = stateno = 210 && movecontact = 1
trigger3 = stateno = 220 && movecontact = 1
trigger4 = stateno = 230 && movecontact = 1
trigger5 = stateno = 400 && movecontact = 1
trigger6 = stateno = 410 && movecontact = 1
trigger7 = stateno = 420 && movecontact = 1
trigger8 = stateno = 430 && movecontact = 1
trigger9 = stateno = 650 && movecontact = 1
trigger10 = stateno = 852 && enemy,movetype = H && (enemy,stateno = 871||enemy,stateno = 7777) && time > 1
trigger11 = stateno = 1000 && enemy,movetype = H && (enemy,stateno = 1021) && enemy,time = [12,22]
trigger12 = stateno = 1050 && enemy,movetype = H && (enemy,stateno = 1070) && enemy,time = [0,20]
trigger13 = stateno = 1106 && enemy,movetype = H && (enemy,stateno = 1121) && enemy,time = [10,25]
trigger14 = stateno = 1201 && enemy,movetype = H && (enemy,stateno = [1220,1221]) && time > 1
trigger15 = stateno = 1701 && enemy,movetype = H && (enemy,stateno = [1720,1721]) && enemy,time = [0,20]
value = 2700
[State 0, ChangeState]
type = ChangeState
triggerall =  var(2) = 1 && var(15) = 1 && var(16) = 1 && var(17) = 1 && var(18) = 0
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H && power = [2800,3000)
trigger1 = stateno = 200 && movecontact = 1
trigger2 = stateno = 210 && movecontact = 1
trigger3 = stateno = 220 && movecontact = 1
trigger4 = stateno = 230 && movecontact = 1
trigger5 = stateno = 400 && movecontact = 1
trigger6 = stateno = 410 && movecontact = 1
trigger7 = stateno = 420 && movecontact = 1
trigger8 = stateno = 430 && movecontact = 1
trigger9 = stateno = 650 && movecontact = 1
trigger10 = stateno = 852 && enemy,movetype = H && (enemy,stateno = 871||enemy,stateno = 7777) && time > 1
trigger11 = stateno = 1000 && enemy,movetype = H && (enemy,stateno = 1021) && enemy,time = [12,22]
trigger12 = stateno = 1050 && enemy,movetype = H && (enemy,stateno = 1070) && enemy,time = [0,20]
trigger13 = stateno = 1106 && enemy,movetype = H && (enemy,stateno = 1121) && enemy,time = [10,25]
trigger14 = stateno = 1201 && enemy,movetype = H && (enemy,stateno = [1220,1221]) && time > 1
trigger15 = stateno = 1701 && enemy,movetype = H && (enemy,stateno = [1720,1721]) && enemy,time = [0,20]
value = 2800

;һɱ--------------------------------------------------------------------------------------------
[State 0, ChangeState]
type = ChangeState
triggerall =  var(2) = 1 && var(11) = 0 && var(12) = 0 && var(13) = 0 && var(14) = 0
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H && power >= 2000
trigger1 = stateno = 200 && movecontact = 1
trigger2 = stateno = 210 && movecontact = 1
trigger3 = stateno = 220 && movecontact = 1
trigger4 = stateno = 230 && movecontact = 1
trigger5 = stateno = 400 && movecontact = 1
trigger6 = stateno = 410 && movecontact = 1
trigger7 = stateno = 420 && movecontact = 1
trigger8 = stateno = 430 && movecontact = 1
trigger9 = stateno = 650 && movecontact = 1
trigger10 = stateno = 852 && enemy,movetype = H && (enemy,stateno = 871||enemy,stateno = 7777) && time > 1
trigger11 = stateno = 1000 && enemy,movetype = H && (enemy,stateno = 1021) && enemy,time = [12,22]
trigger12 = stateno = 1050 && enemy,movetype = H && (enemy,stateno = 1070) && enemy,time = [0,20]
trigger13 = stateno = 1106 && enemy,movetype = H && (enemy,stateno = 1121) && enemy,time = [10,25]
trigger14 = stateno = 1201 && enemy,movetype = H && (enemy,stateno = [1220,1221]) && time > 1
trigger15 = stateno = 1701 && enemy,movetype = H && (enemy,stateno = [1720,1721]) && enemy,time = [0,20]
value = ifelse(random<=500,ifelse(random<=500,2000,2100),ifelse(random<=500,2200,2300))
[State 0, ChangeState]
type = ChangeState
triggerall =  var(2) = 1 && var(11) = 1 && var(12) = 0 && var(13) = 0 && var(14) = 0 
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H && power >= 2000
trigger1 = stateno = 200 && movecontact = 1
trigger2 = stateno = 210 && movecontact = 1
trigger3 = stateno = 220 && movecontact = 1
trigger4 = stateno = 230 && movecontact = 1
trigger5 = stateno = 400 && movecontact = 1
trigger6 = stateno = 410 && movecontact = 1
trigger7 = stateno = 420 && movecontact = 1
trigger8 = stateno = 430 && movecontact = 1
trigger9 = stateno = 650 && movecontact = 1
trigger10 = stateno = 852 && enemy,movetype = H && (enemy,stateno = 871||enemy,stateno = 7777) && time > 1
trigger11 = stateno = 1000 && enemy,movetype = H && (enemy,stateno = 1021) && enemy,time = [12,22]
trigger12 = stateno = 1050 && enemy,movetype = H && (enemy,stateno = 1070) && enemy,time = [0,20]
trigger13 = stateno = 1106 && enemy,movetype = H && (enemy,stateno = 1121) && enemy,time = [10,25]
trigger14 = stateno = 1201 && enemy,movetype = H && (enemy,stateno = [1220,1221]) && time > 1
trigger15 = stateno = 1701 && enemy,movetype = H && (enemy,stateno = [1720,1721]) && enemy,time = [0,20]
value = ifelse(random<=333,2100,ifelse(random<=500,2200,2300))
[State 0, ChangeState]
type = ChangeState 
triggerall =  var(2) = 1 && var(11) = 0 && var(12) = 1 && var(13) = 0 && var(14) = 0 
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H && power >= 2000
trigger1 = stateno = 200 && movecontact = 1
trigger2 = stateno = 210 && movecontact = 1
trigger3 = stateno = 220 && movecontact = 1
trigger4 = stateno = 230 && movecontact = 1
trigger5 = stateno = 400 && movecontact = 1
trigger6 = stateno = 410 && movecontact = 1
trigger7 = stateno = 420 && movecontact = 1
trigger8 = stateno = 430 && movecontact = 1
trigger9 = stateno = 650 && movecontact = 1
trigger10 = stateno = 852 && enemy,movetype = H && (enemy,stateno = 871||enemy,stateno = 7777) && time > 1
trigger11 = stateno = 1000 && enemy,movetype = H && (enemy,stateno = 1021) && enemy,time = [12,22]
trigger12 = stateno = 1050 && enemy,movetype = H && (enemy,stateno = 1070) && enemy,time = [0,20]
trigger13 = stateno = 1106 && enemy,movetype = H && (enemy,stateno = 1121) && enemy,time = [10,25]
trigger14 = stateno = 1201 && enemy,movetype = H && (enemy,stateno = [1220,1221]) && time > 1
trigger15 = stateno = 1701 && enemy,movetype = H && (enemy,stateno = [1720,1721]) && enemy,time = [0,20]
value = ifelse(random<=333,2000,ifelse(random<=500,2200,2300))
[State 0, ChangeState]
type = ChangeState
triggerall =  var(2) = 1 && var(11) = 0 && var(12) = 0 && var(13) = 1 && var(14) = 0 
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H && power >= 2000
trigger1 = stateno = 200 && movecontact = 1
trigger2 = stateno = 210 && movecontact = 1
trigger3 = stateno = 220 && movecontact = 1
trigger4 = stateno = 230 && movecontact = 1
trigger5 = stateno = 400 && movecontact = 1
trigger6 = stateno = 410 && movecontact = 1
trigger7 = stateno = 420 && movecontact = 1
trigger8 = stateno = 430 && movecontact = 1
trigger9 = stateno = 650 && movecontact = 1
trigger10 = stateno = 852 && enemy,movetype = H && (enemy,stateno = 871||enemy,stateno = 7777) && time > 1
trigger11 = stateno = 1000 && enemy,movetype = H && (enemy,stateno = 1021) && enemy,time = [12,22]
trigger12 = stateno = 1050 && enemy,movetype = H && (enemy,stateno = 1070) && enemy,time = [0,20]
trigger13 = stateno = 1106 && enemy,movetype = H && (enemy,stateno = 1121) && enemy,time = [10,25]
trigger14 = stateno = 1201 && enemy,movetype = H && (enemy,stateno = [1220,1221]) && time > 1
trigger15 = stateno = 1701 && enemy,movetype = H && (enemy,stateno = [1720,1721]) && enemy,time = [0,20]
value = ifelse(random<=333,2000,ifelse(random<=500,2100,2300))
[State 0, ChangeState]
type = ChangeState
triggerall =  var(2) = 1 && var(11) = 0 && var(12) = 0 && var(13) = 0 && var(14) = 1 
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H && power >= 2000
trigger1 = stateno = 200 && movecontact = 1
trigger2 = stateno = 210 && movecontact = 1
trigger3 = stateno = 220 && movecontact = 1
trigger4 = stateno = 230 && movecontact = 1
trigger5 = stateno = 400 && movecontact = 1
trigger6 = stateno = 410 && movecontact = 1
trigger7 = stateno = 420 && movecontact = 1
trigger8 = stateno = 430 && movecontact = 1
trigger9 = stateno = 650 && movecontact = 1
trigger10 = stateno = 852 && enemy,movetype = H && (enemy,stateno = 871||enemy,stateno = 7777) && time > 1
trigger11 = stateno = 1000 && enemy,movetype = H && (enemy,stateno = 1021) && enemy,time = [12,22]
trigger12 = stateno = 1050 && enemy,movetype = H && (enemy,stateno = 1070) && enemy,time = [0,20]
trigger13 = stateno = 1106 && enemy,movetype = H && (enemy,stateno = 1121) && enemy,time = [10,25]
trigger14 = stateno = 1201 && enemy,movetype = H && (enemy,stateno = [1220,1221]) && time > 1
trigger15 = stateno = 1701 && enemy,movetype = H && (enemy,stateno = [1720,1721]) && enemy,time = [0,20]
value = ifelse(random<=333,2000,ifelse(random<=500,2100,2200))
[State 0, ChangeState]
type = ChangeState
triggerall =  var(2) = 1 && var(11) = 1 && var(12) = 1 && var(13) = 0 && var(14) = 0 
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H && power >= 2000
trigger1 = stateno = 200 && movecontact = 1
trigger2 = stateno = 210 && movecontact = 1
trigger3 = stateno = 220 && movecontact = 1
trigger4 = stateno = 230 && movecontact = 1
trigger5 = stateno = 400 && movecontact = 1
trigger6 = stateno = 410 && movecontact = 1
trigger7 = stateno = 420 && movecontact = 1
trigger8 = stateno = 430 && movecontact = 1
trigger9 = stateno = 650 && movecontact = 1
trigger10 = stateno = 852 && enemy,movetype = H && (enemy,stateno = 871||enemy,stateno = 7777) && time > 1
trigger11 = stateno = 1000 && enemy,movetype = H && (enemy,stateno = 1021) && enemy,time = [12,22]
trigger12 = stateno = 1050 && enemy,movetype = H && (enemy,stateno = 1070) && enemy,time = [0,20]
trigger13 = stateno = 1106 && enemy,movetype = H && (enemy,stateno = 1121) && enemy,time = [10,25]
trigger14 = stateno = 1201 && enemy,movetype = H && (enemy,stateno = [1220,1221]) && time > 1
trigger15 = stateno = 1701 && enemy,movetype = H && (enemy,stateno = [1720,1721]) && enemy,time = [0,20]
value = ifelse(random<=500,2200,2300)
[State 0, ChangeState]
type = ChangeState
triggerall =  var(2) = 1 && var(11) = 1 && var(12) = 0 && var(13) = 1 && var(14) = 0 
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H && power >= 2000
trigger1 = stateno = 200 && movecontact = 1
trigger2 = stateno = 210 && movecontact = 1
trigger3 = stateno = 220 && movecontact = 1
trigger4 = stateno = 230 && movecontact = 1
trigger5 = stateno = 400 && movecontact = 1
trigger6 = stateno = 410 && movecontact = 1
trigger7 = stateno = 420 && movecontact = 1
trigger8 = stateno = 430 && movecontact = 1
trigger9 = stateno = 650 && movecontact = 1
trigger10 = stateno = 852 && enemy,movetype = H && (enemy,stateno = 871||enemy,stateno = 7777) && time > 1
trigger11 = stateno = 1000 && enemy,movetype = H && (enemy,stateno = 1021) && enemy,time = [12,22]
trigger12 = stateno = 1050 && enemy,movetype = H && (enemy,stateno = 1070) && enemy,time = [0,20]
trigger13 = stateno = 1106 && enemy,movetype = H && (enemy,stateno = 1121) && enemy,time = [10,25]
trigger14 = stateno = 1201 && enemy,movetype = H && (enemy,stateno = [1220,1221]) && time > 1
trigger15 = stateno = 1701 && enemy,movetype = H && (enemy,stateno = [1720,1721]) && enemy,time = [0,20]
value = ifelse(random<=500,2100,2300)
[State 0, ChangeState]
type = ChangeState
triggerall =  var(2) = 1 && var(11) = 1 && var(12) = 0 && var(13) = 0 && var(14) = 1 
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H && power >= 2000
trigger1 = stateno = 200 && movecontact = 1
trigger2 = stateno = 210 && movecontact = 1
trigger3 = stateno = 220 && movecontact = 1
trigger4 = stateno = 230 && movecontact = 1
trigger5 = stateno = 400 && movecontact = 1
trigger6 = stateno = 410 && movecontact = 1
trigger7 = stateno = 420 && movecontact = 1
trigger8 = stateno = 430 && movecontact = 1
trigger9 = stateno = 650 && movecontact = 1
trigger10 = stateno = 852 && enemy,movetype = H && (enemy,stateno = 871||enemy,stateno = 7777) && time > 1
trigger11 = stateno = 1000 && enemy,movetype = H && (enemy,stateno = 1021) && enemy,time = [12,22]
trigger12 = stateno = 1050 && enemy,movetype = H && (enemy,stateno = 1070) && enemy,time = [0,20]
trigger13 = stateno = 1106 && enemy,movetype = H && (enemy,stateno = 1121) && enemy,time = [10,25]
trigger14 = stateno = 1201 && enemy,movetype = H && (enemy,stateno = [1220,1221]) && time > 1
trigger15 = stateno = 1701 && enemy,movetype = H && (enemy,stateno = [1720,1721]) && enemy,time = [0,20]
value = ifelse(random<=500,2100,2200)
[State 0, ChangeState]
type = ChangeState 
triggerall =  var(2) = 1 && var(11) = 0 && var(12) = 1 && var(13) = 1 && var(14) = 0
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H && power >= 2000
trigger1 = stateno = 200 && movecontact = 1
trigger2 = stateno = 210 && movecontact = 1
trigger3 = stateno = 220 && movecontact = 1
trigger4 = stateno = 230 && movecontact = 1
trigger5 = stateno = 400 && movecontact = 1
trigger6 = stateno = 410 && movecontact = 1
trigger7 = stateno = 420 && movecontact = 1
trigger8 = stateno = 430 && movecontact = 1
trigger9 = stateno = 650 && movecontact = 1
trigger10 = stateno = 852 && enemy,movetype = H && (enemy,stateno = 871||enemy,stateno = 7777) && time > 1
trigger11 = stateno = 1000 && enemy,movetype = H && (enemy,stateno = 1021) && enemy,time = [12,22]
trigger12 = stateno = 1050 && enemy,movetype = H && (enemy,stateno = 1070) && enemy,time = [0,20]
trigger13 = stateno = 1106 && enemy,movetype = H && (enemy,stateno = 1121) && enemy,time = [10,25]
trigger14 = stateno = 1201 && enemy,movetype = H && (enemy,stateno = [1220,1221]) && time > 1
trigger15 = stateno = 1701 && enemy,movetype = H && (enemy,stateno = [1720,1721]) && enemy,time = [0,20]
value = ifelse(random<=500,2000,2300)
[State 0, ChangeState]
type = ChangeState
triggerall =  var(2) = 1 && var(11) = 0 && var(12) = 1 && var(13) = 0 && var(14) = 1 
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H && power >= 2000
trigger1 = stateno = 200 && movecontact = 1
trigger2 = stateno = 210 && movecontact = 1
trigger3 = stateno = 220 && movecontact = 1
trigger4 = stateno = 230 && movecontact = 1
trigger5 = stateno = 400 && movecontact = 1
trigger6 = stateno = 410 && movecontact = 1
trigger7 = stateno = 420 && movecontact = 1
trigger8 = stateno = 430 && movecontact = 1
trigger9 = stateno = 650 && movecontact = 1
trigger10 = stateno = 852 && enemy,movetype = H && (enemy,stateno = 871||enemy,stateno = 7777) && time > 1
trigger11 = stateno = 1000 && enemy,movetype = H && (enemy,stateno = 1021) && enemy,time = [12,22]
trigger12 = stateno = 1050 && enemy,movetype = H && (enemy,stateno = 1070) && enemy,time = [0,20]
trigger13 = stateno = 1106 && enemy,movetype = H && (enemy,stateno = 1121) && enemy,time = [10,25]
trigger14 = stateno = 1201 && enemy,movetype = H && (enemy,stateno = [1220,1221]) && time > 1
trigger15 = stateno = 1701 && enemy,movetype = H && (enemy,stateno = [1720,1721]) && enemy,time = [0,20]
value = ifelse(random<=500,2000,2200)
[State 0, ChangeState]
type = ChangeState 
triggerall =  var(2) = 1 && var(11) = 0 && var(12) = 0 && var(13) = 1 && var(14) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H && power >= 2000
trigger1 = stateno = 200 && movecontact = 1
trigger2 = stateno = 210 && movecontact = 1
trigger3 = stateno = 220 && movecontact = 1
trigger4 = stateno = 230 && movecontact = 1
trigger5 = stateno = 400 && movecontact = 1
trigger6 = stateno = 410 && movecontact = 1
trigger7 = stateno = 420 && movecontact = 1
trigger8 = stateno = 430 && movecontact = 1
trigger9 = stateno = 650 && movecontact = 1
trigger10 = stateno = 852 && enemy,movetype = H && (enemy,stateno = 871||enemy,stateno = 7777) && time > 1
trigger11 = stateno = 1000 && enemy,movetype = H && (enemy,stateno = 1021) && enemy,time = [12,22]
trigger12 = stateno = 1050 && enemy,movetype = H && (enemy,stateno = 1070) && enemy,time = [0,20]
trigger13 = stateno = 1106 && enemy,movetype = H && (enemy,stateno = 1121) && enemy,time = [10,25]
trigger14 = stateno = 1201 && enemy,movetype = H && (enemy,stateno = [1220,1221]) && time > 1
trigger15 = stateno = 1701 && enemy,movetype = H && (enemy,stateno = [1720,1721]) && enemy,time = [0,20]
value = ifelse(random<=500,2000,2100)
[State 0, ChangeState]
type = ChangeState
triggerall =  var(2) = 1 && var(11) = 0 && var(12) = 1 && var(13) = 1 && var(14) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H && power >= 2000
trigger1 = stateno = 200 && movecontact = 1
trigger2 = stateno = 210 && movecontact = 1
trigger3 = stateno = 220 && movecontact = 1
trigger4 = stateno = 230 && movecontact = 1
trigger5 = stateno = 400 && movecontact = 1
trigger6 = stateno = 410 && movecontact = 1
trigger7 = stateno = 420 && movecontact = 1
trigger8 = stateno = 430 && movecontact = 1
trigger9 = stateno = 650 && movecontact = 1
trigger10 = stateno = 852 && enemy,movetype = H && (enemy,stateno = 871||enemy,stateno = 7777) && time > 1
trigger11 = stateno = 1000 && enemy,movetype = H && (enemy,stateno = 1021) && enemy,time = [12,22]
trigger12 = stateno = 1050 && enemy,movetype = H && (enemy,stateno = 1070) && enemy,time = [0,20]
trigger13 = stateno = 1106 && enemy,movetype = H && (enemy,stateno = 1121) && enemy,time = [10,25]
trigger14 = stateno = 1201 && enemy,movetype = H && (enemy,stateno = [1220,1221]) && time > 1
trigger15 = stateno = 1701 && enemy,movetype = H && (enemy,stateno = [1720,1721]) && enemy,time = [0,20]
value = 2000
[State 0, ChangeState]
type = ChangeState
triggerall =  var(2) = 1 && var(11) = 1 && var(12) = 0 && var(13) = 1 && var(14) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H && power >= 2000
trigger1 = stateno = 200 && movecontact = 1
trigger2 = stateno = 210 && movecontact = 1
trigger3 = stateno = 220 && movecontact = 1
trigger4 = stateno = 230 && movecontact = 1
trigger5 = stateno = 400 && movecontact = 1
trigger6 = stateno = 410 && movecontact = 1
trigger7 = stateno = 420 && movecontact = 1
trigger8 = stateno = 430 && movecontact = 1
trigger9 = stateno = 650 && movecontact = 1
trigger10 = stateno = 852 && enemy,movetype = H && (enemy,stateno = 871||enemy,stateno = 7777) && time > 1
trigger11 = stateno = 1000 && enemy,movetype = H && (enemy,stateno = 1021) && enemy,time = [12,22]
trigger12 = stateno = 1050 && enemy,movetype = H && (enemy,stateno = 1070) && enemy,time = [0,20]
trigger13 = stateno = 1106 && enemy,movetype = H && (enemy,stateno = 1121) && enemy,time = [10,25]
trigger14 = stateno = 1201 && enemy,movetype = H && (enemy,stateno = [1220,1221]) && time > 1
trigger15 = stateno = 1701 && enemy,movetype = H && (enemy,stateno = [1720,1721]) && enemy,time = [0,20]
value = 2100
[State 0, ChangeState]
type = ChangeState
triggerall =  var(2) = 1 && var(11) = 1 && var(12) = 1 && var(13) = 0 && var(14) = 1
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H && power >= 2000
trigger1 = stateno = 200 && movecontact = 1
trigger2 = stateno = 210 && movecontact = 1
trigger3 = stateno = 220 && movecontact = 1
trigger4 = stateno = 230 && movecontact = 1
trigger5 = stateno = 400 && movecontact = 1
trigger6 = stateno = 410 && movecontact = 1
trigger7 = stateno = 420 && movecontact = 1
trigger8 = stateno = 430 && movecontact = 1
trigger9 = stateno = 650 && movecontact = 1
trigger10 = stateno = 852 && enemy,movetype = H && (enemy,stateno = 871||enemy,stateno = 7777) && time > 1
trigger11 = stateno = 1000 && enemy,movetype = H && (enemy,stateno = 1021) && enemy,time = [12,22]
trigger12 = stateno = 1050 && enemy,movetype = H && (enemy,stateno = 1070) && enemy,time = [0,20]
trigger13 = stateno = 1106 && enemy,movetype = H && (enemy,stateno = 1121) && enemy,time = [10,25]
trigger14 = stateno = 1201 && enemy,movetype = H && (enemy,stateno = [1220,1221]) && time > 1
trigger15 = stateno = 1701 && enemy,movetype = H && (enemy,stateno = [1720,1721]) && enemy,time = [0,20]
value = 2200
[State 0, ChangeState]
type = ChangeState
triggerall =  var(2) = 1 && var(11) = 1 && var(12) = 1 && var(13) = 1 && var(14) = 0
triggerall = var(59) = 1 && alive && roundstate = 2 && enemy,movetype = H && power >= 2000
trigger1 = stateno = 200 && movecontact = 1
trigger2 = stateno = 210 && movecontact = 1
trigger3 = stateno = 220 && movecontact = 1
trigger4 = stateno = 230 && movecontact = 1
trigger5 = stateno = 400 && movecontact = 1
trigger6 = stateno = 410 && movecontact = 1
trigger7 = stateno = 420 && movecontact = 1
trigger8 = stateno = 430 && movecontact = 1
trigger9 = stateno = 650 && movecontact = 1
trigger10 = stateno = 852 && enemy,movetype = H && (enemy,stateno = 871||enemy,stateno = 7777) && time > 1
trigger11 = stateno = 1000 && enemy,movetype = H && (enemy,stateno = 1021) && enemy,time = [12,22]
trigger12 = stateno = 1050 && enemy,movetype = H && (enemy,stateno = 1070) && enemy,time = [0,20]
trigger13 = stateno = 1106 && enemy,movetype = H && (enemy,stateno = 1121) && enemy,time = [10,25]
trigger14 = stateno = 1201 && enemy,movetype = H && (enemy,stateno = [1220,1221]) && time > 1
trigger15 = stateno = 1701 && enemy,movetype = H && (enemy,stateno = [1720,1721]) && enemy,time = [0,20]
value = 2300
