
[Statedef -3]

[State -3, `h]
Type = VarSet
TriggerAll = !var(59)
TriggerAll = RoundState = [1,2]
Trigger1  = Command = "AI0"  || Command = "AI1"  || Command = "AI2"
Trigger2  = Command = "AI3"  || Command = "AI4"  || Command = "AI5"
Trigger3  = Command = "AI6"  || Command = "AI7"  || Command = "AI8"
Trigger4  = Command = "AI9"  || Command = "AI10" || Command = "AI11"
Trigger5  = Command = "AI12" || Command = "AI13" || Command = "AI14"
Trigger6  = Command = "AI15" || Command = "AI16" || Command = "AI17"
Trigger7  = Command = "AI18" || Command = "AI19" || Command = "AI20"
Trigger8  = Command = "AI21" || Command = "AI22" || Command = "AI23"
Trigger9  = Command = "AI24" || Command = "AI25" || Command = "AI26"
Trigger10 = Command = "AI27" || Command = "AI28" || Command = "AI29"
Trigger11 = Command = "AI30" || Command = "AI31" || Command = "AI32"
Trigger12 = Command = "AI33" || Command = "AI34" || Command = "AI35"
Trigger13 = Command = "AI36" || Command = "AI37" || Command = "AI38"
Trigger14 = Command = "AI39" || Command = "AI40" || Command = "AI41"
Trigger15 = Command = "AI42" || Command = "AI43" || Command = "AI44"
Trigger16 = Command = "AI45" || Command = "AI46" || Command = "AI47"
Trigger17 = Command = "AI48" || Command = "AI49" || Command = "AI50"
Trigger18 = NumHelper(20000)
Trigger18 = Helper(20000),var(59)
;Trigger19 = 1     ;펞Np
var(59) = 7       ;`hxݒ[P`W]
ignorehitpause = 1

[State -3, fobOp]
Type = VarSet
Trigger1 = RoundState = 2
fvar(1) = 0

;
;s fvar(1) = 1
;

[State -3, ]
Type = ChangeState
value = 195
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [1,7]) || fvar(1) = 1
TriggerAll = !fvar(39)
TriggerAll = StateType != A
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = PrevStateNo != 195
TriggerAll = EnemyNear(var(58)),MoveType != A
TriggerAll = !(InGuardDist || var(57))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Life > P2Life
TriggerAll = Random < var(59)*10 || fvar(1) = 1
Trigger1 = fvar(4) > 280

;
;؂ւ
;PrevStateNo = [120,159] PrevStateNo = [5000,5270] EnemyNear,HitDefAttr = SCA,AT; fvar(1) = 2
;
;y؂ւz------------------------------------------------------------------------------------------

[State -3, M]
type = ChangeState
value = 4000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 2
TriggerAll = !var(54)
TriggerAll = var(7)
TriggerAll = !((P2StateNo = [35,52]) || (P2StateNo = [130,155]))
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(EnemyNear(var(58)),AnimTime = [-1,0]) || EnemyNear(var(58)),HitDefAttr = SCA,AT
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = A
TriggerAll = EnemyNear(var(58)),AnimTime <= -1
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = EnemyNear(var(58)),StateNo < 2000 || (EnemyNear(var(58)),StateNo >= 2000 && (EnemyNear(var(58)),HitDefAttr = SCA,AA,AT || EnemyNear(var(58)),AnimTime = -1)) || StateNo = [200,700)
TriggerAll = fvar(4) = [-5,40)
TriggerAll = Random < var(59)*100 || fvar(1) = 2
TriggerAll = Power >= 3000
Trigger1 = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT)
Trigger2 = EnemyNear(var(58)),AnimTime = -1
Trigger3 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])

[State -3, M]
type = ChangeState
value = 4000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 2
TriggerAll = var(7)
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(EnemyNear(var(58)),AnimTime = [-3,0]) || EnemyNear(var(58)),HitDefAttr = SCA,AT
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = A
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = InGuardDist
TriggerAll = EnemyNear(var(58)),AnimTime <= -3
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = EnemyNear(var(58)),StateNo < 2000 || (EnemyNear(var(58)),StateNo >= 2000 && (EnemyNear(var(58)),HitDefAttr = SCA,AA,AT || EnemyNear(var(58)),AnimTime = -3)) || StateNo = [200,700)
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*3*var(8) = [-5,38]
TriggerAll = Random < var(59)*100 || fvar(1) = 2
TriggerAll = Power >= 3000 
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])

[State -3, l`wV@E]
type = ChangeState
value = 3200
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 2
TriggerAll = StateType = A
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = !(EnemyNear(var(58)),AnimTime = [-6,0]) || EnemyNear(var(58)),HitDefAttr = SCA,AT
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = A
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = EnemyNear(var(58)),AnimTime <= -6
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = EnemyNear(var(58)),StateNo < 2000 || (EnemyNear(var(58)),StateNo >= 2000 && (EnemyNear(var(58)),HitDefAttr = SCA,AA,AT || EnemyNear(var(58)),AnimTime = -6)) || StateNo = [200,700)
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*6*var(8) = [-19,24]
TriggerAll = Pos Y+Vel Y*(12+1)+0.5*Const(movement.yaccel)*(12+1)*(12+1) > -30
TriggerAll = Pos Y+Vel Y*1+0.5*Const(movement.yaccel)*2*1 >= -((EnemyNear(var(58)),Const(size.height)-20)*(1-(EnemyNear(var(58)),StateType = C)*0.5))
TriggerAll = Random < var(59)*100 || fvar(1) = 2
TriggerAll = (Power >= 2000 || Power >= 1000 && var(7))
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, l`wVEg]
type = ChangeState
value = 3000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 2
TriggerAll = StateType = A
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = !(EnemyNear(var(58)),AnimTime = [-6,0]) || EnemyNear(var(58)),HitDefAttr = SCA,AT
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = A
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = EnemyNear(var(58)),AnimTime <= -6
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = EnemyNear(var(58)),StateNo < 2000 || (EnemyNear(var(58)),StateNo >= 2000 && (EnemyNear(var(58)),HitDefAttr = SCA,AA,AT || EnemyNear(var(58)),AnimTime = -6)) || StateNo = [200,700)
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*6*var(8) = [-79,54]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y = [-166,10]
TriggerAll = Random < var(59)*100 || fvar(1) = 2
TriggerAll = (Power >= 2000 || Power >= 1000 && var(7))
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, l`wVEg]
type = ChangeState
value = 3000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 2
TriggerAll = StateType = A
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = !(EnemyNear(var(58)),AnimTime = [-10,0]) || EnemyNear(var(58)),HitDefAttr = SCA,AT
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = A
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = EnemyNear(var(58)),AnimTime <= -10
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = EnemyNear(var(58)),StateNo < 2000 || (EnemyNear(var(58)),StateNo >= 2000 && (EnemyNear(var(58)),HitDefAttr = SCA,AA,AT || EnemyNear(var(58)),AnimTime = -10)) || StateNo = [200,700)
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*10*var(8) = [-102,72]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y = [-166,10]
TriggerAll = Random < var(59)*100 || fvar(1) = 2
TriggerAll = (Power >= 2000 || Power >= 1000 && var(7))
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, V@E]
type = ChangeState
value = 2200
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [4,8]) || fvar(1) = 2
TriggerAll = StateType = A
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = !(EnemyNear(var(58)),AnimTime = [-9,0]) || EnemyNear(var(58)),HitDefAttr = SCA,AT
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = A
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = EnemyNear(var(58)),AnimTime <= -9
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = EnemyNear(var(58)),StateNo < 2000 || (EnemyNear(var(58)),StateNo >= 2000 && (EnemyNear(var(58)),HitDefAttr = SCA,AA,AT || EnemyNear(var(58)),AnimTime = -8)) || StateNo = [200,700)
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*9*var(8) = [-17,21]
TriggerAll = Pos Y+Vel Y*(12+1)+0.5*Const(movement.yaccel)*(12+1)*(12+1) > -30
TriggerAll = Pos Y+Vel Y*1+0.5*Const(movement.yaccel)*2*1 >= -((EnemyNear(var(58)),Const(size.height)-20)*(1-(EnemyNear(var(58)),StateType = C)*0.5))
TriggerAll = Random < var(59)*10 || fvar(1) = 2
TriggerAll = (Power >= 1000 || var(7))
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, VEg]
type = ChangeState
value = 2000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [4,8]) || fvar(1) = 2
TriggerAll = StateType = A
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = !(EnemyNear(var(58)),AnimTime = [-6,0]) || EnemyNear(var(58)),HitDefAttr = SCA,AT
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = A
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = EnemyNear(var(58)),AnimTime <= -6
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = EnemyNear(var(58)),StateNo < 2000 || (EnemyNear(var(58)),StateNo >= 2000 && (EnemyNear(var(58)),HitDefAttr = SCA,AA,AT || EnemyNear(var(58)),AnimTime = -6)) || StateNo = [200,700)
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*6*var(8) = [-59,34]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y = [-166,10]
TriggerAll = Random < var(59)*100 || fvar(1) = 2
TriggerAll = (Power >= 1000 || var(7))
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, VEg]
type = ChangeState
value = 2000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [4,8]) || fvar(1) = 2
TriggerAll = StateType = A
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = !(EnemyNear(var(58)),AnimTime = [-10,0]) || EnemyNear(var(58)),HitDefAttr = SCA,AT
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = A
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = EnemyNear(var(58)),AnimTime <= -10
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = EnemyNear(var(58)),StateNo < 2000 || (EnemyNear(var(58)),StateNo >= 2000 && (EnemyNear(var(58)),HitDefAttr = SCA,AA,AT || EnemyNear(var(58)),AnimTime = -10)) || StateNo = [200,700)
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*10*var(8) = [-82,52]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y = [-166,10]
TriggerAll = Random < var(59)*100 || fvar(1) = 2
TriggerAll = (Power >= 1000 || var(7))
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, Č@b]
type = ChangeState
value = 1450
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 2
TriggerAll = StateType = A
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = !(EnemyNear(var(58)),AnimTime = [-15,0]) || EnemyNear(var(58)),HitDefAttr = SCA,AT
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = A
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = EnemyNear(var(58)),AnimTime <= -15
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = EnemyNear(var(58)),StateNo < 2000 || (EnemyNear(var(58)),StateNo >= 2000 && (EnemyNear(var(58)),HitDefAttr = SCA,AA,AT || EnemyNear(var(58)),AnimTime = -15)) || StateNo = [200,700)
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*15*var(8) = [-8+Ceil(Vel X*15),41+Ceil(Vel X*15)]
TriggerAll = Random < var(59)*100 || fvar(1) = 2
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, Č@`]
type = ChangeState
value = 1400
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 2
TriggerAll = StateType = A
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = !(EnemyNear(var(58)),AnimTime = [-15,0]) || EnemyNear(var(58)),HitDefAttr = SCA,AT
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = A
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = EnemyNear(var(58)),AnimTime <= -15
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = EnemyNear(var(58)),StateNo < 2000 || (EnemyNear(var(58)),StateNo >= 2000 && (EnemyNear(var(58)),HitDefAttr = SCA,AA,AT || EnemyNear(var(58)),AnimTime = -15)) || StateNo = [200,700)
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*15*var(8) = [-8+Ceil(Vel X*15),41+Ceil(Vel X*15)]
TriggerAll = Random < var(59)*100 || fvar(1) = 2
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, ~@`]
type = ChangeState
value = 1100
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 2
TriggerAll = !var(19)
TriggerAll = StateType = A
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = A
TriggerAll = (InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = EnemyNear(var(58)),StateNo < 2000 || (EnemyNear(var(58)),StateNo >= 1000 && (EnemyNear(var(58)),HitDefAttr = SCA,AA,AT || EnemyNear,Vel Y < 0)) || StateNo = [200,700)
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*3*var(8) = [-150,150]
TriggerAll = Random < var(59)*100 || fvar(1) = 2
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, ~@a]
type = ChangeState
value = 1150
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 2
TriggerAll = !var(19)
TriggerAll = StateType = A
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = A
TriggerAll = (InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = EnemyNear(var(58)),StateNo < 2000 || (EnemyNear(var(58)),StateNo >= 1000 && (EnemyNear(var(58)),HitDefAttr = SCA,AA,AT || EnemyNear,Vel Y < 0)) || StateNo = [200,700)
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*3*var(8) = [-150,150]
TriggerAll = Random < var(59)*100 || fvar(1) = 2
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, ~@b]
type = ChangeState
value = 1200
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 2
TriggerAll = !var(19)
TriggerAll = StateType = A
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = A
TriggerAll = (InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = EnemyNear(var(58)),StateNo < 2000 || (EnemyNear(var(58)),StateNo >= 1000 && (EnemyNear(var(58)),HitDefAttr = SCA,AA,AT || EnemyNear,Vel Y < 0)) || StateNo = [200,700)
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*3*var(8) = [-150,150]
TriggerAll = Random < var(59)*100 || fvar(1) = 2
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, ~@c]
type = ChangeState
value = 1250
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 2
TriggerAll = !var(19)
TriggerAll = StateType = A
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = A
TriggerAll = (InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = EnemyNear(var(58)),StateNo < 2000 || (EnemyNear(var(58)),StateNo >= 1000 && (EnemyNear(var(58)),HitDefAttr = SCA,AA,AT || EnemyNear,Vel Y < 0)) || StateNo = [200,700)
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*3*var(8) = [-150,150]
TriggerAll = Random < var(59)*100 || fvar(1) = 2
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, P@c]
type = ChangeState
value = 1550
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 2
TriggerAll = var(19)
TriggerAll = StateType = A
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = !(EnemyNear(var(58)),AnimTime = [-7,0]) || EnemyNear(var(58)),HitDefAttr = SCA,AT
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = A
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = EnemyNear(var(58)),AnimTime <= -7
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = EnemyNear(var(58)),StateNo < 2000 || (EnemyNear(var(58)),StateNo >= 2000 && (EnemyNear(var(58)),HitDefAttr = SCA,AA,AT || EnemyNear(var(58)),AnimTime = -7)) || StateNo = [200,700)
TriggerAll = fvar(3)-EnemyNear(var(58)),Vel X*var(50)*7*var(8) = [-15,15]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y > 0
TriggerAll = Random < var(59)*100 || fvar(1) = 2
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, P@a]
type = ChangeState
value = 1500
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 2
TriggerAll = var(19)
TriggerAll = StateType = A
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = !(EnemyNear(var(58)),AnimTime = [-7,0]) || EnemyNear(var(58)),HitDefAttr = SCA,AT
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = A
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = EnemyNear(var(58)),AnimTime <= -7
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = EnemyNear(var(58)),StateNo < 2000 || (EnemyNear(var(58)),StateNo >= 2000 && (EnemyNear(var(58)),HitDefAttr = SCA,AA,AT || EnemyNear(var(58)),AnimTime = -7)) || StateNo = [200,700)
TriggerAll = fvar(3)-EnemyNear(var(58)),Vel X*var(50)*7*var(8) = [-15,15]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y > 0
TriggerAll = Random < var(59)*100 || fvar(1) = 2
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, Č@b]
type = ChangeState
value = 1450
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 2
TriggerAll = var(19)
TriggerAll = StateType = A
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = !(EnemyNear(var(58)),AnimTime = [-15,0]) || EnemyNear(var(58)),HitDefAttr = SCA,AT
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = A
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = EnemyNear(var(58)),AnimTime <= -15
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = EnemyNear(var(58)),StateNo < 2000 || (EnemyNear(var(58)),StateNo >= 2000 && (EnemyNear(var(58)),HitDefAttr = SCA,AA,AT || EnemyNear(var(58)),AnimTime = -15)) || StateNo = [200,700)
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*15*var(8) = [-8+Ceil(Vel X*15),41+Ceil(Vel X*15)]
TriggerAll = Random < var(59)*100 || fvar(1) = 2
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, Č@`]
type = ChangeState
value = 1400
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 2
TriggerAll = var(19)
TriggerAll = StateType = A
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = !(EnemyNear(var(58)),AnimTime = [-15,0]) || EnemyNear(var(58)),HitDefAttr = SCA,AT
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = A
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = EnemyNear(var(58)),AnimTime <= -15
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = EnemyNear(var(58)),StateNo < 2000 || (EnemyNear(var(58)),StateNo >= 2000 && (EnemyNear(var(58)),HitDefAttr = SCA,AA,AT || EnemyNear(var(58)),AnimTime = -15)) || StateNo = [200,700)
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*15*var(8) = [-8+Ceil(Vel X*15),41+Ceil(Vel X*15)]
TriggerAll = Random < var(59)*100 || fvar(1) = 2
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, ֔g@b]
type = ChangeState
value = 1350
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 2
TriggerAll = var(19)
TriggerAll = StateType = A
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = !(EnemyNear(var(58)),AnimTime = [-30,0]) || EnemyNear(var(58)),HitDefAttr = SCA,AT
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = A
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = EnemyNear(var(58)),AnimTime <= -30
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = EnemyNear(var(58)),StateNo < 2000 || (EnemyNear(var(58)),StateNo >= 2000 && (EnemyNear(var(58)),HitDefAttr = SCA,AA,AT || EnemyNear(var(58)),AnimTime = -30)) || StateNo = [200,700)
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*30*var(8) = [-5,120]
TriggerAll = Pos Y < -180
TriggerAll = Random < var(59)*100 || fvar(1) = 2
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, ֔g@`]
type = ChangeState
value = 1300
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 2
TriggerAll = var(19)
TriggerAll = StateType = A
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = !(EnemyNear(var(58)),AnimTime = [-30,0]) || EnemyNear(var(58)),HitDefAttr = SCA,AT
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = A
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = EnemyNear(var(58)),AnimTime <= -30
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = EnemyNear(var(58)),StateNo < 2000 || (EnemyNear(var(58)),StateNo >= 2000 && (EnemyNear(var(58)),HitDefAttr = SCA,AA,AT || EnemyNear(var(58)),AnimTime = -30)) || StateNo = [200,700)
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*30*var(8) = [-5,100]
TriggerAll = Pos Y < -180
TriggerAll = Random < var(59)*100 || fvar(1) = 2
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, @b]
type = ChangeState
value = 1050
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 2
TriggerAll = var(19)
TriggerAll = StateType = A
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = !(EnemyNear(var(58)),AnimTime = [-19,0]) || EnemyNear(var(58)),HitDefAttr = SCA,AT
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = A
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = EnemyNear(var(58)),AnimTime <= -19
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = EnemyNear(var(58)),StateNo < 2000 || (EnemyNear(var(58)),StateNo >= 2000 && (EnemyNear(var(58)),HitDefAttr = SCA,AA,AT || EnemyNear(var(58)),AnimTime = -19)) || StateNo = [200,700)
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*19*var(8) = [-50,20]
TriggerAll = Pos Y < -140
TriggerAll = Random < var(59)*100 || fvar(1) = 2
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, @`]
type = ChangeState
value = 1000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 2
TriggerAll = var(19)
TriggerAll = StateType = A
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = !(EnemyNear(var(58)),AnimTime = [-19,0]) || EnemyNear(var(58)),HitDefAttr = SCA,AT
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = A
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = EnemyNear(var(58)),AnimTime <= -30
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = EnemyNear(var(58)),StateNo < 2000 || (EnemyNear(var(58)),StateNo >= 2000 && (EnemyNear(var(58)),HitDefAttr = SCA,AA,AT || EnemyNear(var(58)),AnimTime = -19)) || StateNo = [200,700)
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*19*var(8) = [30,100]
TriggerAll = Pos Y < -140
TriggerAll = Random < var(59)*100 || fvar(1) = 2
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, ]
type = ChangeState
value = 645
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 2
TriggerAll = var(52) > 5
TriggerAll = var(19)
TriggerAll = fvar(3) < 0
TriggerAll = StateType = A
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = (Abs(Vel X) > 0 || var(4))
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = A
TriggerAll = (InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = EnemyNear(var(58)),StateNo < 2000 || (EnemyNear(var(58)),StateNo >= 1000 && (EnemyNear(var(58)),HitDefAttr = SCA,AA,AT || EnemyNear,Vel Y < 0)) || StateNo = [200,700)
TriggerAll = Ctrl
TriggerAll = Pos Y+Vel Y*(6+5)+0.5*Const(movement.yaccel)*(6+5)*(6+5) > 0
TriggerAll = Pos Y+Vel Y*5+0.5*Const(movement.yaccel)*6*5 >= -((EnemyNear(var(58)),Const(size.height)-20)*(1-(EnemyNear(var(58)),StateType = C)*0.5))
TriggerAll = Random < var(59)*100 || fvar(1) = 2
Trigger1 = var(53)+11-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*5*var(8) > 0
Trigger1 = fvar(4)-(EnemyNear(var(58)),Vel X*var(50)+Vel X*var(51))*5 = [-99-(FrontEdgeBodyDist = 0)*10,-1]
Trigger2 = var(53)+11-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*5*var(8) <= 0
Trigger2 = var(53) = [-99-(FrontEdgeBodyDist = 0)*10,-1]

[State -3, ΂߃Wvb]
type = ChangeState
value = 615
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 2
TriggerAll = var(19)
TriggerAll = fvar(3) >= 0
TriggerAll = StateType = A
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = (Abs(Vel X) > 0 || var(4))
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = A
TriggerAll = (InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = EnemyNear(var(58)),StateNo < 2000 || (EnemyNear(var(58)),StateNo >= 1000 && (EnemyNear(var(58)),HitDefAttr = SCA,AA,AT || EnemyNear,Vel Y < 0)) || StateNo = [200,700)
TriggerAll = Ctrl
TriggerAll = Pos Y+Vel Y*(6+5)+0.5*Const(movement.yaccel)*(6+5)*(6+5) > 0
TriggerAll = Pos Y+Vel Y*5+0.5*Const(movement.yaccel)*6*5 >= -((EnemyNear(var(58)),Const(size.height)-20)*(1-(EnemyNear(var(58)),StateType = C)*0.5))
TriggerAll = Random < var(59)*100 || fvar(1) = 2
Trigger1 = var(53)+11-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*5*var(8) > 0
Trigger1 = fvar(4)-(EnemyNear(var(58)),Vel X*var(50)+Vel X*var(51))*5 = [-5-(FrontEdgeBodyDist = 0)*10,36]
Trigger2 = var(53)+11-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*5*var(8) <= 0
Trigger2 = var(53) = [-5-(FrontEdgeBodyDist = 0)*10,36]

[State -3, ΂߃Wvc]
type = ChangeState
value = 635
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 2
TriggerAll = var(19)
TriggerAll = fvar(3) >= 0
TriggerAll = StateType = A
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = (Abs(Vel X) > 0 || var(4))
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = A
TriggerAll = (InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = EnemyNear(var(58)),StateNo < 2000 || (EnemyNear(var(58)),StateNo >= 1000 && (EnemyNear(var(58)),HitDefAttr = SCA,AA,AT || EnemyNear,Vel Y < 0)) || StateNo = [200,700)
TriggerAll = Ctrl
TriggerAll = Pos Y+Vel Y*(6+6)+0.5*Const(movement.yaccel)*(6+6)*(6+6) > 0
TriggerAll = Pos Y+Vel Y*6+0.5*Const(movement.yaccel)*7*6 >= -((EnemyNear(var(58)),Const(size.height)-20)*(1-(EnemyNear(var(58)),StateType = C)*0.5))
TriggerAll = Random < var(59)*100 || fvar(1) = 2
Trigger1 = var(53)+11-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*6*var(8) > 0
Trigger1 = fvar(4)-(EnemyNear(var(58)),Vel X*var(50)+Vel X*var(51))*6 = [-25-(FrontEdgeBodyDist = 0)*10,70]
Trigger2 = var(53)+11-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*6*var(8) <= 0
Trigger2 = var(53) = [-25-(FrontEdgeBodyDist = 0)*10,70]

[State -3, ΂߃Wva]
type = ChangeState
value = 625
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 2
TriggerAll = var(19)
TriggerAll = fvar(3) >= 0
TriggerAll = StateType = A
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = (Abs(Vel X) > 0 || var(4))
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = A
TriggerAll = (InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = EnemyNear(var(58)),StateNo < 2000 || (EnemyNear(var(58)),StateNo >= 1000 && (EnemyNear(var(58)),HitDefAttr = SCA,AA,AT || EnemyNear,Vel Y < 0)) || StateNo = [200,700)
TriggerAll = Ctrl
TriggerAll = Pos Y+Vel Y*(6+7)+0.5*Const(movement.yaccel)*(6+7)*(6+7) > 0
TriggerAll = Pos Y+Vel Y*7+0.5*Const(movement.yaccel)*8*7 >= -((EnemyNear(var(58)),Const(size.height)-20)*(1-(EnemyNear(var(58)),StateType = C)*0.5))
TriggerAll = Random < var(59)*100 || fvar(1) = 2
Trigger1 = var(53)+11-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*7*var(8) > 0
Trigger1 = fvar(4)-(EnemyNear(var(58)),Vel X*var(50)+Vel X*var(51))*7 = [5-(FrontEdgeBodyDist = 0)*10,69]
Trigger2 = var(53)+11-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*7*var(8) <= 0
Trigger2 = var(53) = [5-(FrontEdgeBodyDist = 0)*10,69]

[State -3, WvӂƂ΂]
type = ChangeState
value = 640
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 2
TriggerAll = var(19)
TriggerAll = fvar(3) >= 0
TriggerAll = StateType = A
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = (Abs(Vel X) > 0 || var(4))
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = A
TriggerAll = (InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = EnemyNear(var(58)),StateNo < 2000 || (EnemyNear(var(58)),StateNo >= 1000 && (EnemyNear(var(58)),HitDefAttr = SCA,AA,AT || EnemyNear,Vel Y < 0)) || StateNo = [200,700)
TriggerAll = Ctrl
TriggerAll = Pos Y+Vel Y*(6+14)+0.5*Const(movement.yaccel)*(6+14)*(6+14) > 0
TriggerAll = Pos Y+Vel Y*14+0.5*Const(movement.yaccel)*15*14 >= -((EnemyNear(var(58)),Const(size.height)-20)*(1-(EnemyNear(var(58)),StateType = C)*0.5))
TriggerAll = Random < var(59)*100 || fvar(1) = 2
Trigger1 = var(53)+11-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*14*var(8) > 0
Trigger1 = fvar(4)-(EnemyNear(var(58)),Vel X*var(50)+Vel X*var(51))*14 = [-3-(FrontEdgeBodyDist = 0)*10,69]
Trigger2 = var(53)+11-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*14*var(8) <= 0
Trigger2 = var(53) = [-3-(FrontEdgeBodyDist = 0)*10,69]

[State -3, Wvb]
type = ChangeState
value = 610
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 2
TriggerAll = var(19)
TriggerAll = fvar(3) >= 0
TriggerAll = StateType = A
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(Abs(Vel X) > 0 || var(4))
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = A
TriggerAll = (InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = EnemyNear(var(58)),StateNo < 2000 || (EnemyNear(var(58)),StateNo >= 1000 && (EnemyNear(var(58)),HitDefAttr = SCA,AA,AT || EnemyNear,Vel Y < 0)) || StateNo = [200,700)
TriggerAll = Ctrl
TriggerAll = Pos Y+Vel Y*(6+5)+0.5*Const(movement.yaccel)*(6+5)*(6+5) > 0
TriggerAll = Pos Y+Vel Y*5+0.5*Const(movement.yaccel)*6*5 >= -((EnemyNear(var(58)),Const(size.height)-20)*(1-(EnemyNear(var(58)),StateType = C)*0.5))
TriggerAll = Random < var(59)*100 || fvar(1) = 2
Trigger1 = var(53)+11-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*5*var(8) > 0
Trigger1 = fvar(4)-(EnemyNear(var(58)),Vel X*var(50)+Vel X*var(51))*5 = [-5-(FrontEdgeBodyDist = 0)*10,36]
Trigger2 = var(53)+11-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*5*var(8) <= 0
Trigger2 = var(53) = [-5-(FrontEdgeBodyDist = 0)*10,36]

[State -3, Wvc]
type = ChangeState
value = 630
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 2
TriggerAll = var(19)
TriggerAll = fvar(3) >= 0
TriggerAll = StateType = A
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(Abs(Vel X) > 0 || var(4))
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = A
TriggerAll = (InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = EnemyNear(var(58)),StateNo < 2000 || (EnemyNear(var(58)),StateNo >= 1000 && (EnemyNear(var(58)),HitDefAttr = SCA,AA,AT || EnemyNear,Vel Y < 0)) || StateNo = [200,700)
TriggerAll = Ctrl
TriggerAll = Pos Y+Vel Y*(6+6)+0.5*Const(movement.yaccel)*(6+6)*(6+6) > 0
TriggerAll = Pos Y+Vel Y*6+0.5*Const(movement.yaccel)*7*6 >= -((EnemyNear(var(58)),Const(size.height)-20)*(1-(EnemyNear(var(58)),StateType = C)*0.5))
TriggerAll = Random < var(59)*100 || fvar(1) = 2
Trigger1 = var(53)+11-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*6*var(8) > 0
Trigger1 = fvar(4)-(EnemyNear(var(58)),Vel X*var(50)+Vel X*var(51))*6 = [4-(FrontEdgeBodyDist = 0)*10,70]
Trigger2 = var(53)+11-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*6*var(8) <= 0
Trigger2 = var(53) = [4-(FrontEdgeBodyDist = 0)*10,70]

[State -3, Wv`]
type = ChangeState
value = 600
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 2
TriggerAll = var(19)
TriggerAll = fvar(3) >= 0
TriggerAll = StateType = A
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(Abs(Vel X) > 0 || var(4))
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = A
TriggerAll = (InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = EnemyNear(var(58)),StateNo < 2000 || (EnemyNear(var(58)),StateNo >= 1000 && (EnemyNear(var(58)),HitDefAttr = SCA,AA,AT || EnemyNear,Vel Y < 0)) || StateNo = [200,700)
TriggerAll = Ctrl
TriggerAll = Pos Y+Vel Y*(6+4)+0.5*Const(movement.yaccel)*(6+4)*(6+4) > 0
TriggerAll = Pos Y+Vel Y*4+0.5*Const(movement.yaccel)*5*4 >= -((EnemyNear(var(58)),Const(size.height)-20)*(1-(EnemyNear(var(58)),StateType = C)*0.5))
TriggerAll = Random < var(59)*100 || fvar(1) = 2
Trigger1 = var(53)+11-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*4*var(8) > 0
Trigger1 = fvar(4)-(EnemyNear(var(58)),Vel X*var(50)+Vel X*var(51))*4 = [0-(FrontEdgeBodyDist = 0)*10,48]
Trigger2 = var(53)+11-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*4*var(8) <= 0
Trigger2 = var(53) = [0-(FrontEdgeBodyDist = 0)*10,48]

[State -3, WvӂƂ΂]
type = ChangeState
value = 640
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 2
TriggerAll = var(19)
TriggerAll = fvar(3) >= 0
TriggerAll = StateType = A
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(Abs(Vel X) > 0 || var(4))
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = A
TriggerAll = (InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = EnemyNear(var(58)),StateNo < 2000 || (EnemyNear(var(58)),StateNo >= 1000 && (EnemyNear(var(58)),HitDefAttr = SCA,AA,AT || EnemyNear,Vel Y < 0)) || StateNo = [200,700)
TriggerAll = Ctrl
TriggerAll = Pos Y+Vel Y*(6+14)+0.5*Const(movement.yaccel)*(6+14)*(6+14) > 0
TriggerAll = Pos Y+Vel Y*14+0.5*Const(movement.yaccel)*15*14 >= -((EnemyNear(var(58)),Const(size.height)-20)*(1-(EnemyNear(var(58)),StateType = C)*0.5))
TriggerAll = Random < var(59)*100 || fvar(1) = 2
Trigger1 = var(53)+11-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*14*var(8) > 0
Trigger1 = fvar(4)-(EnemyNear(var(58)),Vel X*var(50)+Vel X*var(51))*14 = [-3-(FrontEdgeBodyDist = 0)*10,69]
Trigger2 = var(53)+11-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*14*var(8) <= 0
Trigger2 = var(53) = [-3-(FrontEdgeBodyDist = 0)*10,69]

[State -3. ]
type = ChangeState
value = 645
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 2
TriggerAll = var(19)
TriggerAll = fvar(3) < 0
TriggerAll = StateType = A
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = (Abs(Vel X) > 0 || var(4))
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = A
TriggerAll = (InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = EnemyNear(var(58)),StateNo < 2000 || (EnemyNear(var(58)),StateNo >= 1000 && (EnemyNear(var(58)),HitDefAttr = SCA,AA,AT || EnemyNear,Vel Y < 0)) || StateNo = [200,700)
TriggerAll = !var(9)
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = Pos Y+Vel Y*5+0.5*Const(movement.yaccel)*6*5 < 0
TriggerAll = Ctrl 
TriggerAll = fvar(3) < 0
TriggerAll = Random < var(59)*100 || fvar(1) = 2
Trigger1 = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X)*5 = [-99,-1]
Trigger1 = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*5+0.5*EnemyNear(var(58)),Const(movement.yaccel)*6*5)-(Vel Y*5+0.5*Const(movement.yaccel)*6*5)) = [-70,-10]

[State -3. ΂߃Wvb]
type = ChangeState
value = 615
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 2
TriggerAll = var(19)
TriggerAll = StateType = A
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = (Abs(Vel X) > 0 || var(4))
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = A
TriggerAll = (InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = EnemyNear(var(58)),StateNo < 2000 || (EnemyNear(var(58)),StateNo >= 1000 && (EnemyNear(var(58)),HitDefAttr = SCA,AA,AT || EnemyNear,Vel Y < 0)) || StateNo = [200,700)
TriggerAll = !var(9)
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = Pos Y+Vel Y*5+0.5*Const(movement.yaccel)*6*5 < 0
TriggerAll = Ctrl 
TriggerAll = fvar(3) >= 0
TriggerAll = Random < var(59)*100 || fvar(1) = 2
Trigger1 = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X)*5 <= 36
Trigger1 = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*5+0.5*EnemyNear(var(58)),Const(movement.yaccel)*6*5)-(Vel Y*5+0.5*Const(movement.yaccel)*6*5)) = [-80,-20]

[State -3. ΂߃Wva]
type = ChangeState
value = 625
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 2
TriggerAll = var(19)
TriggerAll = StateType = A
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = (Abs(Vel X) > 0 || var(4))
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = A
TriggerAll = (InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = EnemyNear(var(58)),StateNo < 2000 || (EnemyNear(var(58)),StateNo >= 1000 && (EnemyNear(var(58)),HitDefAttr = SCA,AA,AT || EnemyNear,Vel Y < 0)) || StateNo = [200,700)
TriggerAll = !var(9)
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = Pos Y+Vel Y*7+0.5*Const(movement.yaccel)*8*7 < 0
TriggerAll = Ctrl 
TriggerAll = fvar(3) >= 0
TriggerAll = Random < var(59)*100 || fvar(1) = 2
Trigger1 = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X)*7 <= 69
Trigger1 = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*7+0.5*EnemyNear(var(58)),Const(movement.yaccel)*8*7)-(Vel Y*7+0.5*Const(movement.yaccel)*8*7)) = [-60,-10]

[State -3. ΂߃Wvc]
type = ChangeState
value = 635
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 2
TriggerAll = var(19)
TriggerAll = StateType = A
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = (Abs(Vel X) > 0 || var(4))
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = A
TriggerAll = (InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = EnemyNear(var(58)),StateNo < 2000 || (EnemyNear(var(58)),StateNo >= 1000 && (EnemyNear(var(58)),HitDefAttr = SCA,AA,AT || EnemyNear,Vel Y < 0)) || StateNo = [200,700)
TriggerAll = !var(9)
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = Pos Y+Vel Y*6+0.5*Const(movement.yaccel)*7*6 < 0
TriggerAll = Ctrl 
TriggerAll = fvar(3) >= 0
TriggerAll = Random < var(59)*100 || fvar(1) = 2
Trigger1 = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X)*6 <= 70
Trigger1 = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*6+0.5*EnemyNear(var(58)),Const(movement.yaccel)*7*6)-(Vel Y*6+0.5*Const(movement.yaccel)*7*6)) = [-40,20]

[State -3. ΂߃Wv`]
type = ChangeState
value = 605
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 2
TriggerAll = var(19)
TriggerAll = StateType = A
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = (Abs(Vel X) > 0 || var(4))
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = A
TriggerAll = (InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = EnemyNear(var(58)),StateNo < 2000 || (EnemyNear(var(58)),StateNo >= 1000 && (EnemyNear(var(58)),HitDefAttr = SCA,AA,AT || EnemyNear,Vel Y < 0)) || StateNo = [200,700)
TriggerAll = !var(9)
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = Pos Y+Vel Y*6+0.5*Const(movement.yaccel)*7*6 < 0
TriggerAll = Ctrl 
TriggerAll = fvar(3) >= 0
TriggerAll = Random < var(59)*100 || fvar(1) = 2
Trigger1 = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X)*6 <= 48
Trigger1 = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*6+0.5*EnemyNear(var(58)),Const(movement.yaccel)*7*6)-(Vel Y*6+0.5*Const(movement.yaccel)*7*6)) = [-70,-20]

[State -3. WvӂƂ΂]
type = ChangeState
value = 640
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 2
TriggerAll = var(19)
TriggerAll = StateType = A
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = (Abs(Vel X) > 0 || var(4))
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = A
TriggerAll = (InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = EnemyNear(var(58)),StateNo < 2000 || (EnemyNear(var(58)),StateNo >= 1000 && (EnemyNear(var(58)),HitDefAttr = SCA,AA,AT || EnemyNear,Vel Y < 0)) || StateNo = [200,700)
TriggerAll = !var(9)
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = Pos Y+Vel Y*14+0.5*Const(movement.yaccel)*15*14 < 0
TriggerAll = Ctrl 
TriggerAll = fvar(3) >= 0
TriggerAll = Random < var(59)*100 || fvar(1) = 2
Trigger1 = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X)*14 <= 69
Trigger1 = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*14+0.5*EnemyNear(var(58)),Const(movement.yaccel)*15*14)-(Vel Y*14+0.5*Const(movement.yaccel)*15*14)) = [-60,10]

[State -3. Wvb]
type = ChangeState
value = 610
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 2
TriggerAll = var(19)
TriggerAll = StateType = A
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(Abs(Vel X) > 0 || var(4))
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = A
TriggerAll = (InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = EnemyNear(var(58)),StateNo < 2000 || (EnemyNear(var(58)),StateNo >= 1000 && (EnemyNear(var(58)),HitDefAttr = SCA,AA,AT || EnemyNear,Vel Y < 0)) || StateNo = [200,700)
TriggerAll = !var(9)
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = Pos Y+Vel Y*5+0.5*Const(movement.yaccel)*6*5 < 0
TriggerAll = Ctrl 
TriggerAll = fvar(3) >= 0
TriggerAll = Random < var(59)*100 || fvar(1) = 2
Trigger1 = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X)*5 <= 36
Trigger1 = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*5+0.5*EnemyNear(var(58)),Const(movement.yaccel)*6*5)-(Vel Y*5+0.5*Const(movement.yaccel)*6*5)) = [-80,-20]

[State -3. Wvc]
type = ChangeState
value = 630
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 2
TriggerAll = var(19)
TriggerAll = StateType = A
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(Abs(Vel X) > 0 || var(4))
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = A
TriggerAll = (InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = EnemyNear(var(58)),StateNo < 2000 || (EnemyNear(var(58)),StateNo >= 1000 && (EnemyNear(var(58)),HitDefAttr = SCA,AA,AT || EnemyNear,Vel Y < 0)) || StateNo = [200,700)
TriggerAll = !var(9)
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = Pos Y+Vel Y*6+0.5*Const(movement.yaccel)*7*6 < 0
TriggerAll = Ctrl 
TriggerAll = fvar(3) >= 0
TriggerAll = Random < var(59)*100 || fvar(1) = 2
Trigger1 = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X)*6 <= 70
Trigger1 = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*6+0.5*EnemyNear(var(58)),Const(movement.yaccel)*7*6)-(Vel Y*6+0.5*Const(movement.yaccel)*7*6)) = [-40,20]

[State -3. Wv`]
type = ChangeState
value = 600
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 2
TriggerAll = var(19)
TriggerAll = StateType = A
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(Abs(Vel X) > 0 || var(4))
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = A
TriggerAll = (InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = EnemyNear(var(58)),StateNo < 2000 || (EnemyNear(var(58)),StateNo >= 1000 && (EnemyNear(var(58)),HitDefAttr = SCA,AA,AT || EnemyNear,Vel Y < 0)) || StateNo = [200,700)
TriggerAll = !var(9)
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = Pos Y+Vel Y*4+0.5*Const(movement.yaccel)*5*4 < 0
TriggerAll = Ctrl 
TriggerAll = fvar(3) >= 0
TriggerAll = Random < var(59)*100 || fvar(1) = 2
Trigger1 = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X)*4 <= 48
Trigger1 = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*4+0.5*EnemyNear(var(58)),Const(movement.yaccel)*5*4)-(Vel Y*4+0.5*Const(movement.yaccel)*5*4)) = [-40,-10]

[State -3. WvӂƂ΂]
type = ChangeState
value = 640
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 2
TriggerAll = var(19)
TriggerAll = StateType = A
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(Abs(Vel X) > 0 || var(4))
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = A
TriggerAll = (InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = EnemyNear(var(58)),StateNo < 2000 || (EnemyNear(var(58)),StateNo >= 1000 && (EnemyNear(var(58)),HitDefAttr = SCA,AA,AT || EnemyNear,Vel Y < 0)) || StateNo = [200,700)
TriggerAll = !var(9)
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = Pos Y+Vel Y*14+0.5*Const(movement.yaccel)*15*14 < 0
TriggerAll = Ctrl 
TriggerAll = fvar(3) >= 0
TriggerAll = Random < var(59)*100 || fvar(1) = 2
Trigger1 = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X)*14 <= 69
Trigger1 = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*14+0.5*EnemyNear(var(58)),Const(movement.yaccel)*15*14)-(Vel Y*14+0.5*Const(movement.yaccel)*15*14)) = [-60,10]

[State -3, `EAb]
type = ChangeState
value = 850
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 2
TriggerAll = !var(54)
TriggerAll = !((P2StateNo = [35,52]) || (P2StateNo = [130,155]))
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = (Abs(fvar(4)) <= 18)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = A
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22])
TriggerAll = EnemyNear(var(58)),StateNo < 1000 || (EnemyNear(var(58)),StateNo >= 1000 && (EnemyNear(var(58)),HitDefAttr = SCA,AA,AP || EnemyNear(var(58)),AnimTime = -1))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = Random < var(59)*50 || fvar(1) = 2
Trigger1 = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT)
Trigger2 = EnemyNear(var(58)),AnimTime = -1

[State -3, ˂΂`Sp`]
type = ChangeState
value = 800
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 2
TriggerAll = !var(54)
TriggerAll = !((P2StateNo = [35,52]) || (P2StateNo = [130,155]))
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = (Abs(fvar(4)) <= 18)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = A
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22])
TriggerAll = EnemyNear(var(58)),StateNo < 1000 || (EnemyNear(var(58)),StateNo >= 1000 && (EnemyNear(var(58)),HitDefAttr = SCA,AA,AP || EnemyNear(var(58)),AnimTime = -1))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = Random < var(59)*50 || fvar(1) = 2
Trigger1 = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT)
Trigger2 = EnemyNear(var(58)),AnimTime = -1

[State -3, OWv]
type = ChangeState
value = 42
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 2
TriggerAll = var(15)
TriggerAll = !((P2StateNo = [35,52]) || (P2StateNo = [130,155]))
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = A
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22])
TriggerAll = EnemyNear(var(58)),StateNo < 2000 || (EnemyNear(var(58)),StateNo >= 1000 && EnemyNear(var(58)),AnimTime <= -30)
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AP)
TriggerAll = PrevStateNo = 5120
TriggerAll = fvar(4) = [-15,120]
TriggerAll = Random < var(59)*100 || fvar(1) = 2
Trigger1 = EnemyNear(var(58)),StateType = C
Trigger1 = EnemyNear(var(58)),AnimTime <= -30
Trigger1 = fvar(4) = [25,120]
Trigger2 = EnemyNear(var(58)),StateType = S
Trigger2 = EnemyNear(var(58)),AnimTime <= -35
Trigger2 = fvar(4) = [-25,75]
Trigger3 = EnemyNear(var(58)),AnimTime <= -6
Trigger3 = (Power >= 1000 || var(7))

[State -3, OWv]
type = ChangeState
value = 42
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [6,8]) || fvar(1) = 2
TriggerAll = !((P2StateNo = [35,52]) || (P2StateNo = [130,155]))
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = A
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22])
TriggerAll = EnemyNear(var(58)),StateNo < 1000 || (EnemyNear(var(58)),StateNo >= 1000 && (EnemyNear(var(58)),HitDefAttr = SCA,AA,AP || EnemyNear(var(58)),AnimTime <= -22))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [120,159]) && (var(59) = [4,8]) || fvar(1)
TriggerAll = Random < var(59)*100 || fvar(1) = 2
Trigger1 = EnemyNear(var(58)),StateType = C
Trigger1 = EnemyNear(var(58)),AnimTime <= -22
Trigger1 = fvar(4) = [25,120]
Trigger2 = EnemyNear(var(58)),StateType = S
Trigger2 = EnemyNear(var(58)),AnimTime <= -30
Trigger2 = fvar(4) = [50,100]
Trigger3 = EnemyNear(var(58)),HitDefAttr = SC,AT
Trigger3 = fvar(4) = [15,60]

[State -3, OWv]
type = ChangeState
value = 42
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) || fvar(1) = 2
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = A
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = EnemyNear(var(58)),HitDefAttr = SC,AT || (!(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && EnemyNear(var(58)),StateNo >= 1000)
TriggerAll = !(EnemyNear(var(58)),AnimTime = -1)
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = Random < var(59)*100 || fvar(1) = 2
TriggerAll = EnemyNear(var(58)),Vel X > 0
Trigger1 = EnemyNear(var(58)),Const(size.height) >= 65*(1-(EnemyNear(var(58)),StateType = C)*0.5)
Trigger1 = fvar(4)-(3.55*10+EnemyNear(var(58)),Vel X*var(50)*var(8)*10) <= 62
Trigger2 = EnemyNear(var(58)),Const(size.height) < 65*(1-(EnemyNear(var(58)),StateType = C)*0.5)
Trigger2 = fvar(4)-(3.55*10+EnemyNear(var(58)),Vel X*var(50)*var(8)*10) >= -77

[State -3, Wv]
type = ChangeState
value = 41
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) || fvar(1) = 2
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = A
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = EnemyNear(var(58)),HitDefAttr = SCA,AT || (!(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && EnemyNear(var(58)),StateNo >= 1000)
TriggerAll = !(EnemyNear(var(58)),AnimTime = -1)
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = Random < var(59)*100 || fvar(1) = 2
TriggerAll = EnemyNear(var(58)),Vel X > 0
Trigger1 = fvar(4)-(EnemyNear(var(58)),Vel X*var(50)*var(8)*18) = [-3,57]

[State -3, Wv]
type = ChangeState
value = 43
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) || fvar(1) = 2
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = A
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = EnemyNear(var(58)),HitDefAttr = SCA,AT || (!(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && EnemyNear(var(58)),StateNo >= 1000)
TriggerAll = !(EnemyNear(var(58)),AnimTime = -1)
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = Random < var(59)*100 || fvar(1) = 2
TriggerAll = EnemyNear(var(58)),Vel X > 0
Trigger1 = fvar(4)-(-3.25*10+EnemyNear(var(58)),Vel X*var(50)*var(8)*10) < 62

;ytz----------------------------------------------------------------------------------------------fvar(1) = 3

[State -3, Oi]
type = ChangeState
value = 21
Ctrl = 0
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) || fvar(1) = 3
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || (EnemyNear(var(58)),MoveType = I && EnemyNear(var(58)),StateNo < 200))
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = var(8) = -1
TriggerAll = fvar(4) > 160
TriggerAll = !(InGuardDist || var(57))
TriggerAll = Ctrl || StateNo = 1 || (StateNo = 22 && Time > 10)
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = EnemyNear(var(58)),AnimTime < -Floor(fvar(4)/1.3)

[State -3, _bV]
type = ChangeState
value = 100
Ctrl = 0
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) || fvar(1) = 3
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || (EnemyNear(var(58)),MoveType = I && EnemyNear(var(58)),StateNo < 200))
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = var(8) = -1
TriggerAll = fvar(4) > 160
TriggerAll = !(InGuardDist || var(57))
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22])
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = EnemyNear(var(58)),AnimTime < -4-Floor(fvar(4)/6.75)

[State -3, _bV]
type = ChangeState
value = 100
Ctrl = 0
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) || fvar(1) = 3
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = !(EnemyNear(var(58)),MoveType = H || (EnemyNear(var(58)),MoveType = I && EnemyNear(var(58)),StateNo < 200))
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = fvar(4) > 160
TriggerAll = !(InGuardDist || var(57))
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22])
TriggerAll = Random < var(59)*100 || fvar(1) = 3
TriggerAll = EnemyNear(var(58)),AnimTime > 0
Trigger1 = EnemyNear(var(58)),Vel Y > 0
Trigger1 = EnemyNear(var(58)),Vel X <= 0    

[State -3, M]
type = ChangeState
value = 4000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [4,8]) || fvar(1) = 3
TriggerAll = !var(54)
TriggerAll = var(7)
TriggerAll = !((P2StateNo = [35,52]) || (P2StateNo = [130,155]))
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = !(EnemyNear(var(58)),StateNo = [5000,5270])
TriggerAll = EnemyNear(var(58)),AnimTime <= -1
TriggerAll = fvar(4) = [-5,40)
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) || !(InGuardDist || var(57)) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || var(8) = -1
TriggerAll = ((PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029])) && Time < 5 
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
TriggerAll = Power >= 3000
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])

[State -3, M]
type = ChangeState
value = 4000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [4,8]) || fvar(1) = 3
TriggerAll = !var(54)
TriggerAll = var(7)
TriggerAll = !((P2StateNo = [35,52]) || (P2StateNo = [130,155]))
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200 && Time >= 15
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = !(EnemyNear(var(58)),StateNo = [5000,5270])
TriggerAll = EnemyNear(var(58)),AnimTime <= -1
TriggerAll = fvar(4) = [-5,40)
TriggerAll = !((EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) || (InGuardDist || var(57))) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || var(8) = -1
TriggerAll = EnemyNear(var(58)),MoveType = I || (PrevStateNo = [130,159]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
TriggerAll = Power >= 3000
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])

[State -3, M]
type = ChangeState
value = 4000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [4,8]) || fvar(1) = 3
TriggerAll = !var(54)
TriggerAll = var(7)
TriggerAll = !((P2StateNo = [35,52]) || (P2StateNo = [130,155]))
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = !(EnemyNear(var(58)),StateNo = [5000,5270])
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) || !(InGuardDist || var(57)) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || var(8) = -1
TriggerAll = ((PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029])) && Time < 5 
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
TriggerAll = Power >= 3000
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger1 = EnemyNear(var(58)),AnimTime <= -1
Trigger1 = fvar(4) = [-5,40)
Trigger2 = EnemyNear(var(58)),AnimTime <= -3
Trigger2 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*3*var(8) = [-15,75]
Trigger3 = EnemyNear(var(58)),AnimTime <= -4
Trigger3 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*4*var(8) = [-15,83]
Trigger4 = EnemyNear(var(58)),AnimTime <= -5
Trigger4 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*5*var(8) = [-15,91]
Trigger5 = EnemyNear(var(58)),AnimTime <= -6
Trigger5 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*6*var(8) = [-15,99]
Trigger6 = EnemyNear(var(58)),AnimTime <= -7
Trigger6 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*7*var(8) = [-15,107]
Trigger7 = EnemyNear(var(58)),AnimTime <= -8
Trigger7 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*8*var(8) = [-15,115]
Trigger8 = EnemyNear(var(58)),AnimTime <= -9
Trigger8 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*9*var(8) = [-15,123]
Trigger9 = EnemyNear(var(58)),AnimTime <= -10
Trigger9 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*10*var(8) = [-15,131]
Trigger10 = EnemyNear(var(58)),AnimTime <= -11
Trigger10 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*11*var(8) = [-15,139]
Trigger11 = EnemyNear(var(58)),AnimTime <= -12
Trigger11 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*12*var(8) = [-15,147]
Trigger12 = EnemyNear(var(58)),AnimTime <= -13
Trigger12 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*13*var(8) = [-15,155]
Trigger13 = EnemyNear(var(58)),AnimTime <= -14
Trigger13 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*14*var(8) = [-15,163]
Trigger14 = EnemyNear(var(58)),AnimTime <= -15
Trigger14 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*15*var(8) = [-15,171]
Trigger15 = EnemyNear(var(58)),AnimTime <= -16
Trigger15 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*16*var(8) = [-15,178]
Trigger16 = EnemyNear(var(58)),AnimTime <= -17
Trigger16 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*17*var(8) = [-15,186]
Trigger17 = EnemyNear(var(58)),AnimTime <= -18
Trigger17 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*18*var(8) = [-15,194]

[State -3, M]
type = ChangeState
value = 4000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [4,8]) || fvar(1) = 3
TriggerAll = !var(54)
TriggerAll = var(7)
TriggerAll = !((P2StateNo = [35,52]) || (P2StateNo = [130,155]))
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200 && Time >= 15
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = !(EnemyNear(var(58)),StateNo = [5000,5270])
TriggerAll = !((EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) || (InGuardDist || var(57))) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || var(8) = -1
TriggerAll = EnemyNear(var(58)),MoveType = I || (PrevStateNo = [130,159]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
TriggerAll = Power >= 3000
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger1 = EnemyNear(var(58)),AnimTime <= -1
Trigger1 = fvar(4) = [-5,40)
Trigger2 = EnemyNear(var(58)),AnimTime <= -3
Trigger2 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*3*var(8) = [-15,75]
Trigger3 = EnemyNear(var(58)),AnimTime <= -4
Trigger3 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*4*var(8) = [-15,83]
Trigger4 = EnemyNear(var(58)),AnimTime <= -5
Trigger4 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*5*var(8) = [-15,91]
Trigger5 = EnemyNear(var(58)),AnimTime <= -6
Trigger5 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*6*var(8) = [-15,99]
Trigger6 = EnemyNear(var(58)),AnimTime <= -7
Trigger6 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*7*var(8) = [-15,107]
Trigger7 = EnemyNear(var(58)),AnimTime <= -8
Trigger7 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*8*var(8) = [-15,115]
Trigger8 = EnemyNear(var(58)),AnimTime <= -9
Trigger8 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*9*var(8) = [-15,123]
Trigger9 = EnemyNear(var(58)),AnimTime <= -10
Trigger9 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*10*var(8) = [-15,131]
Trigger10 = EnemyNear(var(58)),AnimTime <= -11
Trigger10 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*11*var(8) = [-15,139]
Trigger11 = EnemyNear(var(58)),AnimTime <= -12
Trigger11 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*12*var(8) = [-15,147]
Trigger12 = EnemyNear(var(58)),AnimTime <= -13
Trigger12 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*13*var(8) = [-15,155]
Trigger13 = EnemyNear(var(58)),AnimTime <= -14
Trigger13 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*14*var(8) = [-15,163]
Trigger14 = EnemyNear(var(58)),AnimTime <= -15
Trigger14 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*15*var(8) = [-15,171]
Trigger15 = EnemyNear(var(58)),AnimTime <= -16
Trigger15 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*16*var(8) = [-15,178]
Trigger16 = EnemyNear(var(58)),AnimTime <= -17
Trigger16 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*17*var(8) = [-15,186]
Trigger17 = EnemyNear(var(58)),AnimTime <= -18
Trigger17 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*18*var(8) = [-15,194]

[State -3, l`wV@E]
type = ChangeState
value = 3200
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 3
TriggerAll = StateType = A
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = !((EnemyNear(var(58)),StateNo = [700,800)) || (EnemyNear(var(58)),StateNo = [5000,5270]))
TriggerAll = EnemyNear(var(58)),AnimTime <= -6
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*6*var(8) = [-19,24]
TriggerAll = Pos Y+Vel Y*(12+6)+0.5*Const(movement.yaccel)*(12+6)*(12+6) > -20
TriggerAll = Pos Y+Vel Y*6+0.5*Const(movement.yaccel)*7*6 >= -((EnemyNear(var(58)),Const(size.height)-20)*(1-(EnemyNear(var(58)),StateType = C)*0.5))
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) || !(InGuardDist || var(57)) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || var(8) = -1 || var(19)
TriggerAll = ((PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029])) && Time < 5 || var(19)
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*50 || fvar(1) = 3
TriggerAll = (Power >= 2000 || Power >= 1000 && var(7))
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, l`wV@E]
type = ChangeState
value = 3200
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 3
TriggerAll = StateType = A
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200 && Time >= 15
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = !((EnemyNear(var(58)),StateNo = [700,800)) || (EnemyNear(var(58)),StateNo = [5000,5270]))
TriggerAll = EnemyNear(var(58)),AnimTime <= -6
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*6*var(8) = [-19,24]
TriggerAll = Pos Y+Vel Y*(12+6)+0.5*Const(movement.yaccel)*(12+6)*(12+6) > -20
TriggerAll = Pos Y+Vel Y*6+0.5*Const(movement.yaccel)*7*6 >= -((EnemyNear(var(58)),Const(size.height)-20)*(1-(EnemyNear(var(58)),StateType = C)*0.5))
TriggerAll = !((EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) || (InGuardDist || var(57))) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || var(8) = -1 || var(19)
TriggerAll = EnemyNear(var(58)),MoveType = A && Time >= 15 || EnemyNear(var(58)),MoveType = I || (PrevStateNo = [130,159]) || !(InGuardDist || var(57)) || var(8) = -1 || var(19)
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*50 || fvar(1) = 3
TriggerAll = (Power >= 2000 || Power >= 1000 && var(7))
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, l`w_΁E̕]
type = ChangeState
value = 3100
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 3
TriggerAll = StateType = A
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = !((EnemyNear(var(58)),StateNo = [700,800)) || (EnemyNear(var(58)),StateNo = [5000,5270]))
TriggerAll = EnemyNear(var(58)),AnimTime <= -30
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*30*var(8) = [0,150]
TriggerAll = Pos Y < -160
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) || !(InGuardDist || var(57)) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || var(8) = -1 || var(19)
TriggerAll = ((PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029])) && Time < 5 || var(19)
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*50 || fvar(1) = 3
TriggerAll = (Power >= 2000 || Power >= 1000 && var(7))
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, l`w_΁E̕]
type = ChangeState
value = 3100
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 3
TriggerAll = StateType = A
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200 && Time >= 15
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = !((EnemyNear(var(58)),StateNo = [700,800)) || (EnemyNear(var(58)),StateNo = [5000,5270]))
TriggerAll = EnemyNear(var(58)),AnimTime <= -30
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*30*var(8) = [0,150]
TriggerAll = Pos Y < -150
TriggerAll = !((EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) || (InGuardDist || var(57))) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || var(8) = -1 || var(19)
TriggerAll = EnemyNear(var(58)),MoveType = A && Time >= 15 || EnemyNear(var(58)),MoveType = I || (PrevStateNo = [130,159]) || !(InGuardDist || var(57)) || var(8) = -1 || var(19)
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*50 || fvar(1) = 3
TriggerAll = (Power >= 2000 || Power >= 1000 && var(7))
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, l`wVEg]
type = ChangeState
value = 3000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 3
TriggerAll = StateType = A
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = !((EnemyNear(var(58)),StateNo = [700,800)) || (EnemyNear(var(58)),StateNo = [5000,5270]))
TriggerAll = EnemyNear(var(58)),AnimTime <= -6
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*6*var(8) = [-79,54]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y = [-166,10]
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) || !(InGuardDist || var(57)) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || var(8) = -1 || var(19)
TriggerAll = ((PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029])) && Time < 5 || var(19)
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*10 || fvar(1) = 3
TriggerAll = (Power >= 2000 || Power >= 1000 && var(7))
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, l`wVEg]
type = ChangeState
value = 3000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 3
TriggerAll = StateType = A
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200 && Time >= 15
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = !((EnemyNear(var(58)),StateNo = [700,800)) || (EnemyNear(var(58)),StateNo = [5000,5270]))
TriggerAll = EnemyNear(var(58)),AnimTime <= -6
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*6*var(8) = [-79,54]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y = [-166,10]
TriggerAll = !((EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) || (InGuardDist || var(57))) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || var(8) = -1 || var(19)
TriggerAll = EnemyNear(var(58)),MoveType = A && Time >= 15 || EnemyNear(var(58)),MoveType = I || (PrevStateNo = [130,159]) || !(InGuardDist || var(57)) || var(8) = -1 || var(19)
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*10 || fvar(1) = 3
TriggerAll = (Power >= 2000 || Power >= 1000 && var(7))
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, l`wVEg]
type = ChangeState
value = 3000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 3
TriggerAll = StateType = A
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = !((EnemyNear(var(58)),StateNo = [700,800)) || (EnemyNear(var(58)),StateNo = [5000,5270]))
TriggerAll = EnemyNear(var(58)),AnimTime <= -10
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*10*var(8) = [-102,72]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y = [-166,10]
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) || !(InGuardDist || var(57)) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || var(8) = -1 || var(19)
TriggerAll = ((PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029])) && Time < 5 || var(19)
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*10 || fvar(1) = 3
TriggerAll = (Power >= 2000 || Power >= 1000 && var(7))
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, l`wVEg]
type = ChangeState
value = 3000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 3
TriggerAll = StateType = A
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200 && Time >= 15
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = !((EnemyNear(var(58)),StateNo = [700,800)) || (EnemyNear(var(58)),StateNo = [5000,5270]))
TriggerAll = EnemyNear(var(58)),AnimTime <= -10
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*10*var(8) = [-102,72]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y = [-166,10]
TriggerAll = !((EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) || (InGuardDist || var(57))) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || var(8) = -1 || var(19)
TriggerAll = EnemyNear(var(58)),MoveType = A && Time >= 15 || EnemyNear(var(58)),MoveType = I || (PrevStateNo = [130,159]) || !(InGuardDist || var(57)) || var(8) = -1 || var(19)
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*10 || fvar(1) = 3
TriggerAll = (Power >= 2000 || Power >= 1000 && var(7))
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, V@E]
type = ChangeState
value = 2200
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [4,8]) || fvar(1) = 3
TriggerAll = StateType = A
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = !((EnemyNear(var(58)),StateNo = [700,800)) || (EnemyNear(var(58)),StateNo = [5000,5270]))
TriggerAll = EnemyNear(var(58)),AnimTime <= -9
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*9*var(8) = [-17,21]
TriggerAll = Pos Y+Vel Y*(12+6)+0.5*Const(movement.yaccel)*(12+6)*(12+6) > -20
TriggerAll = Pos Y+Vel Y*6+0.5*Const(movement.yaccel)*7*6 >= -((EnemyNear(var(58)),Const(size.height)-20)*(1-(EnemyNear(var(58)),StateType = C)*0.5))
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) || !(InGuardDist || var(57)) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || var(8) = -1 || var(19)
TriggerAll = ((PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029])) && Time < 5 || var(19)
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*10 || fvar(1) = 3
TriggerAll = (Power >= 1000 || var(7))
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, V@E]
type = ChangeState
value = 2200
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [4,8]) || fvar(1) = 3
TriggerAll = StateType = A
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200 && Time >= 15
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = !((EnemyNear(var(58)),StateNo = [700,800)) || (EnemyNear(var(58)),StateNo = [5000,5270]))
TriggerAll = EnemyNear(var(58)),AnimTime <= -9
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*9*var(8) = [-17,21]
TriggerAll = Pos Y+Vel Y*(12+6)+0.5*Const(movement.yaccel)*(12+6)*(12+6) > -20
TriggerAll = Pos Y+Vel Y*6+0.5*Const(movement.yaccel)*7*6 >= -((EnemyNear(var(58)),Const(size.height)-20)*(1-(EnemyNear(var(58)),StateType = C)*0.5))
TriggerAll = !((EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) || (InGuardDist || var(57))) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || var(8) = -1 || var(19)
TriggerAll = EnemyNear(var(58)),MoveType = A && Time >= 15 || EnemyNear(var(58)),MoveType = I || (PrevStateNo = [130,159]) || !(InGuardDist || var(57)) || var(8) = -1 || var(19)
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*10 || fvar(1) = 3
TriggerAll = (Power >= 1000 || var(7))
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, _΁E̕]
type = ChangeState
value = 2100
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [4,8]) || fvar(1) = 3
TriggerAll = StateType = A
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = !((EnemyNear(var(58)),StateNo = [700,800)) || (EnemyNear(var(58)),StateNo = [5000,5270]))
TriggerAll = EnemyNear(var(58)),AnimTime <= -30
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*30*var(8) = [0,120]
TriggerAll = Pos Y < -160
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) || !(InGuardDist || var(57)) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || var(8) = -1 || var(19)
TriggerAll = ((PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029])) && Time < 5 || var(19)
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*10 || fvar(1) = 3
TriggerAll = (Power >= 1000 || var(7))
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, _΁E̕]
type = ChangeState
value = 2100
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [4,8]) || fvar(1) = 3
TriggerAll = StateType = A
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200 && Time >= 15
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = !((EnemyNear(var(58)),StateNo = [700,800)) || (EnemyNear(var(58)),StateNo = [5000,5270]))
TriggerAll = EnemyNear(var(58)),AnimTime <= -30
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*30*var(8) = [0,120]
TriggerAll = Pos Y < -160
TriggerAll = !((EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) || (InGuardDist || var(57))) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || var(8) = -1 || var(19)
TriggerAll = EnemyNear(var(58)),MoveType = A && Time >= 15 || EnemyNear(var(58)),MoveType = I || (PrevStateNo = [130,159]) || !(InGuardDist || var(57)) || var(8) = -1 || var(19)
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*10 || fvar(1) = 3
TriggerAll = (Power >= 1000 || var(7))
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, VEg]
type = ChangeState
value = 2000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [4,8]) || fvar(1) = 3
TriggerAll = StateType = A
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = !((EnemyNear(var(58)),StateNo = [700,800)) || (EnemyNear(var(58)),StateNo = [5000,5270]))
TriggerAll = EnemyNear(var(58)),AnimTime <= -6
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*6*var(8) = [-59,34]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y = [-166,10]
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) || !(InGuardDist || var(57)) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || var(8) = -1 || var(19)
TriggerAll = ((PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029])) && Time < 5 || var(19)
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*10 || fvar(1) = 3
TriggerAll = (Power >= 1000 || var(7))
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, VEg]
type = ChangeState
value = 2000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [4,8]) || fvar(1) = 3
TriggerAll = StateType = A
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200 && Time >= 15
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = !((EnemyNear(var(58)),StateNo = [700,800)) || (EnemyNear(var(58)),StateNo = [5000,5270]))
TriggerAll = EnemyNear(var(58)),AnimTime <= -6
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*6*var(8) = [-59,34]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y = [-166,10]
TriggerAll = !((EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) || (InGuardDist || var(57))) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || var(8) = -1 || var(19)
TriggerAll = EnemyNear(var(58)),MoveType = A && Time >= 15 || EnemyNear(var(58)),MoveType = I || (PrevStateNo = [130,159]) || !(InGuardDist || var(57)) || var(8) = -1 || var(19)
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*10 || fvar(1) = 3
TriggerAll = (Power >= 1000 || var(7))
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, VEg]
type = ChangeState
value = 2000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [4,8]) || fvar(1) = 3
TriggerAll = StateType = A
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = !((EnemyNear(var(58)),StateNo = [700,800)) || (EnemyNear(var(58)),StateNo = [5000,5270]))
TriggerAll = EnemyNear(var(58)),AnimTime <= -10
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*10*var(8) = [-82,52]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y = [-166,10]
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) || !(InGuardDist || var(57)) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || var(8) = -1 || var(19)
TriggerAll = ((PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029])) && Time < 5 || var(19)
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*10 || fvar(1) = 3
TriggerAll = (Power >= 1000 || var(7))
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, VEg]
type = ChangeState
value = 2000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [4,8]) || fvar(1) = 3
TriggerAll = StateType = A
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200 && Time >= 15
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = !((EnemyNear(var(58)),StateNo = [700,800)) || (EnemyNear(var(58)),StateNo = [5000,5270]))
TriggerAll = EnemyNear(var(58)),AnimTime <= -10
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*10*var(8) = [-82,52]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y = [-166,10]
TriggerAll = !((EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) || (InGuardDist || var(57))) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || var(8) = -1 || var(19)
TriggerAll = EnemyNear(var(58)),MoveType = A && Time >= 15 || EnemyNear(var(58)),MoveType = I || (PrevStateNo = [130,159]) || !(InGuardDist || var(57)) || var(8) = -1 || var(19)
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*10 || fvar(1) = 3
TriggerAll = (Power >= 1000 || var(7))
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, P@c]
type = ChangeState
value = 1550
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [4,8]) || fvar(1) = 3
TriggerAll = StateType = A
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -7
TriggerAll = fvar(3)-EnemyNear(var(58)),Vel X*var(50)*7*var(8) = [-15,15]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y > 0
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) || !(InGuardDist || var(57)) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || var(8) = -1 || var(19)
TriggerAll = ((PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029])) && Time < 5 || var(19)
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, P@c]
type = ChangeState
value = 1550
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [4,8]) || fvar(1) = 3
TriggerAll = StateType = A
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200 && Time >= 15
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -7
TriggerAll = fvar(3)-EnemyNear(var(58)),Vel X*var(50)*7*var(8) = [-15,15]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y > 0
TriggerAll = !((EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) || (InGuardDist || var(57))) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || var(8) = -1 || var(19)
TriggerAll = EnemyNear(var(58)),MoveType = A && Time >= 15 || EnemyNear(var(58)),MoveType = I || (PrevStateNo = [130,159]) || !(InGuardDist || var(57)) || var(8) = -1 || var(19)
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, P@a]
type = ChangeState
value = 1500
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [4,8]) || fvar(1) = 3
TriggerAll = StateType = A
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -7
TriggerAll = fvar(3)-EnemyNear(var(58)),Vel X*var(50)*7*var(8) = [-15,15]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y > 0
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) || !(InGuardDist || var(57)) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || var(8) = -1 || var(19)
TriggerAll = ((PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029])) && Time < 5 || var(19)
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, P@a]
type = ChangeState
value = 1500
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [4,8]) || fvar(1) = 3
TriggerAll = StateType = A
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200 && Time >= 15
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -7
TriggerAll = fvar(3)-EnemyNear(var(58)),Vel X*var(50)*7*var(8) = [-15,15]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y > 0
TriggerAll = !((EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) || (InGuardDist || var(57))) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || var(8) = -1 || var(19)
TriggerAll = EnemyNear(var(58)),MoveType = A && Time >= 15 || EnemyNear(var(58)),MoveType = I || (PrevStateNo = [130,159]) || !(InGuardDist || var(57)) || var(8) = -1 || var(19)
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, Č@b]
type = ChangeState
value = 1450
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [4,8]) || fvar(1) = 3
TriggerAll = StateType = A
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -15
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*15*var(8) = [-8+Ceil(Vel X*15),41+Ceil(Vel X*15)]
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) || !(InGuardDist || var(57)) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || var(8) = -1 || var(19)
TriggerAll = ((PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029])) && Time < 5 || var(19)
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, Č@b]
type = ChangeState
value = 1450
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [4,8]) || fvar(1) = 3
TriggerAll = StateType = A
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200 && Time >= 15
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -15
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*15*var(8) = [-8+Ceil(Vel X*15),41+Ceil(Vel X*15)]
TriggerAll = !((EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) || (InGuardDist || var(57))) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || var(8) = -1 || var(19)
TriggerAll = EnemyNear(var(58)),MoveType = A && Time >= 15 || EnemyNear(var(58)),MoveType = I || (PrevStateNo = [130,159]) || !(InGuardDist || var(57)) || var(8) = -1 || var(19)
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, Č@`]
type = ChangeState
value = 1400
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [4,8]) || fvar(1) = 3
TriggerAll = StateType = A
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -15
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*15*var(8) = [-8+Ceil(Vel X*15),41+Ceil(Vel X*15)]
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) || !(InGuardDist || var(57)) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || var(8) = -1 || var(19)
TriggerAll = ((PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029])) && Time < 5 || var(19)
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, Č@`]
type = ChangeState
value = 1400
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [4,8]) || fvar(1) = 3
TriggerAll = StateType = A
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200 && Time >= 15
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -15
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*15*var(8) = [-8+Ceil(Vel X*15),41+Ceil(Vel X*15)]
TriggerAll = !((EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) || (InGuardDist || var(57))) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || var(8) = -1 || var(19)
TriggerAll = EnemyNear(var(58)),MoveType = A && Time >= 15 || EnemyNear(var(58)),MoveType = I || (PrevStateNo = [130,159]) || !(InGuardDist || var(57)) || var(8) = -1 || var(19)
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, @b]
type = ChangeState
value = 1050
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [4,8]) || fvar(1) = 3
TriggerAll = StateType = A
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -19
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*19*var(8) = [-50,20]
TriggerAll = Pos Y < -140
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) || !(InGuardDist || var(57)) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || var(8) = -1 || var(19)
TriggerAll = ((PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029])) && Time < 5 || var(19)
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, @b]
type = ChangeState
value = 1050
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [4,8]) || fvar(1) = 3
TriggerAll = StateType = A
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200 && Time >= 15
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -19
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*19*var(8) = [-50,20]
TriggerAll = Pos Y < -140
TriggerAll = !((EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) || (InGuardDist || var(57))) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || var(8) = -1 || var(19)
TriggerAll = EnemyNear(var(58)),MoveType = A && Time >= 15 || EnemyNear(var(58)),MoveType = I || (PrevStateNo = [130,159]) || !(InGuardDist || var(57)) || var(8) = -1 || var(19)
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, @`]
type = ChangeState
value = 1000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [4,8]) || fvar(1) = 3
TriggerAll = StateType = A
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -19
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*19*var(8) = [30,100]
TriggerAll = Pos Y < -140
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) || !(InGuardDist || var(57)) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || var(8) = -1 || var(19)
TriggerAll = ((PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029])) && Time < 5 || var(19)
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, @`]
type = ChangeState
value = 1000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [4,8]) || fvar(1) = 3
TriggerAll = StateType = A
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200 && Time >= 15
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -19
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*19*var(8) = [30,100]
TriggerAll = Pos Y < -140
TriggerAll = !((EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) || (InGuardDist || var(57))) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || var(8) = -1 || var(19)
TriggerAll = EnemyNear(var(58)),MoveType = A && Time >= 15 || EnemyNear(var(58)),MoveType = I || (PrevStateNo = [130,159]) || !(InGuardDist || var(57)) || var(8) = -1 || var(19)
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, U]
type = ChangeState
value = 750
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 3
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -10
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*10*var(8) = [-14,22] 
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = StateNo = 700 && (AnimElem = 2, >= 0 && AnimElem = 3, < 0)
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = !((EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) || (InGuardDist || var(57))) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I)

[State -3, ]
type = ChangeState
value = 645
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 3
TriggerAll = fvar(3) < 0
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -5
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) || !(InGuardDist || var(57)) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || var(8) = -1 || var(19)
TriggerAll = Ctrl
TriggerAll = Pos Y+Vel Y*(6+5)+0.5*Const(movement.yaccel)*(6+5)*(6+5) > 0
TriggerAll = Pos Y+Vel Y*5+0.5*Const(movement.yaccel)*6*5 >= -((EnemyNear(var(58)),Const(size.height)-20)*(1-(EnemyNear(var(58)),StateType = C)*0.5))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = var(53)+11-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*5*var(8) > 0
Trigger1 = fvar(4)-(EnemyNear(var(58)),Vel X*var(50)+Vel X*var(51))*5 = [-99-(FrontEdgeBodyDist = 0)*10,-1]
Trigger2 = var(53)+11-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*5*var(8) <= 0
Trigger2 = var(53) = [-99-(FrontEdgeBodyDist = 0)*10,-1]

[State -3, ΂߃Wvb]
type = ChangeState
value = 615
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 3
TriggerAll = fvar(3) >= 0
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = (Abs(Vel X) > 0 || var(4))
TriggerAll = StateType = A
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -5
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) || !(InGuardDist || var(57)) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || var(8) = -1 || var(19)
TriggerAll = Ctrl
TriggerAll = Pos Y+Vel Y*(6+5)+0.5*Const(movement.yaccel)*(6+5)*(6+5) > 0
TriggerAll = Pos Y+Vel Y*5+0.5*Const(movement.yaccel)*6*5 >= -((EnemyNear(var(58)),Const(size.height)-20)*(1-(EnemyNear(var(58)),StateType = C)*0.5))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = var(53)+11-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*5*var(8) > 0
Trigger1 = fvar(4)-(EnemyNear(var(58)),Vel X*var(50)+Vel X*var(51))*5 = [-5-(FrontEdgeBodyDist = 0)*10,36]
Trigger2 = var(53)+11-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*5*var(8) <= 0
Trigger2 = var(53) = [-5-(FrontEdgeBodyDist = 0)*10,36]

[State -3, ΂߃Wvc]
type = ChangeState
value = 635
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 3
TriggerAll = fvar(3) >= 0
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = (Abs(Vel X) > 0 || var(4))
TriggerAll = StateType = A
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -6
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) || !(InGuardDist || var(57)) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || var(8) = -1 || var(19)
TriggerAll = Ctrl
TriggerAll = Pos Y+Vel Y*(6+6)+0.5*Const(movement.yaccel)*(6+6)*(6+6) > 0
TriggerAll = Pos Y+Vel Y*6+0.5*Const(movement.yaccel)*7*6 >= -((EnemyNear(var(58)),Const(size.height)-20)*(1-(EnemyNear(var(58)),StateType = C)*0.5))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = var(53)+11-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*6*var(8) > 0
Trigger1 = fvar(4)-(EnemyNear(var(58)),Vel X*var(50)+Vel X*var(51))*6 = [-25-(FrontEdgeBodyDist = 0)*10,70]
Trigger2 = var(53)+11-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*6*var(8) <= 0
Trigger2 = var(53) = [-25-(FrontEdgeBodyDist = 0)*10,70]

[State -3, ΂߃Wva]
type = ChangeState
value = 625
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 3
TriggerAll = fvar(3) >= 0
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = (Abs(Vel X) > 0 || var(4))
TriggerAll = StateType = A
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -7
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) || !(InGuardDist || var(57)) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || var(8) = -1 || var(19)
TriggerAll = Ctrl
TriggerAll = Pos Y+Vel Y*(6+7)+0.5*Const(movement.yaccel)*(6+7)*(6+7) > 0
TriggerAll = Pos Y+Vel Y*7+0.5*Const(movement.yaccel)*8*7 >= -((EnemyNear(var(58)),Const(size.height)-20)*(1-(EnemyNear(var(58)),StateType = C)*0.5))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = var(53)+11-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*7*var(8) > 0
Trigger1 = fvar(4)-(EnemyNear(var(58)),Vel X*var(50)+Vel X*var(51))*7 = [5-(FrontEdgeBodyDist = 0)*10,69]
Trigger2 = var(53)+11-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*7*var(8) <= 0
Trigger2 = var(53) = [5-(FrontEdgeBodyDist = 0)*10,69]

[State -3, WvӂƂ΂]
type = ChangeState
value = 640
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 3
TriggerAll = fvar(3) >= 0
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = (Abs(Vel X) > 0 || var(4))
TriggerAll = StateType = A
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -14
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) || !(InGuardDist || var(57)) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || var(8) = -1 || var(19)
TriggerAll = Ctrl
TriggerAll = Pos Y+Vel Y*(6+14)+0.5*Const(movement.yaccel)*(6+14)*(6+14) > 0
TriggerAll = Pos Y+Vel Y*14+0.5*Const(movement.yaccel)*15*14 >= -((EnemyNear(var(58)),Const(size.height)-20)*(1-(EnemyNear(var(58)),StateType = C)*0.5))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = var(53)+11-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*14*var(8) > 0
Trigger1 = fvar(4)-(EnemyNear(var(58)),Vel X*var(50)+Vel X*var(51))*14 = [-3-(FrontEdgeBodyDist = 0)*10,69]
Trigger2 = var(53)+11-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*14*var(8) <= 0
Trigger2 = var(53) = [-3-(FrontEdgeBodyDist = 0)*10,69]

[State -3, Wvb]
type = ChangeState
value = 610
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 3
TriggerAll = fvar(3) >= 0
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(Abs(Vel X) > 0 || var(4))
TriggerAll = StateType = A
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -14
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) || !(InGuardDist || var(57)) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || var(8) = -1 || var(19)
TriggerAll = Ctrl
TriggerAll = Pos Y+Vel Y*(6+5)+0.5*Const(movement.yaccel)*(6+5)*(6+5) > 0
TriggerAll = Pos Y+Vel Y*5+0.5*Const(movement.yaccel)*6*5 >= -((EnemyNear(var(58)),Const(size.height)-20)*(1-(EnemyNear(var(58)),StateType = C)*0.5))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = var(53)+11-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*5*var(8) > 0
Trigger1 = fvar(4)-(EnemyNear(var(58)),Vel X*var(50)+Vel X*var(51))*5 = [-5-(FrontEdgeBodyDist = 0)*10,36]
Trigger2 = var(53)+11-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*5*var(8) <= 0
Trigger2 = var(53) = [-5-(FrontEdgeBodyDist = 0)*10,36]

[State -3, Wvc]
type = ChangeState
value = 630
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 3
TriggerAll = fvar(3) >= 0
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(Abs(Vel X) > 0 || var(4))
TriggerAll = StateType = A
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -6
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) || !(InGuardDist || var(57)) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || var(8) = -1 || var(19)
TriggerAll = Ctrl
TriggerAll = Pos Y+Vel Y*(6+6)+0.5*Const(movement.yaccel)*(6+6)*(6+6) > 0
TriggerAll = Pos Y+Vel Y*6+0.5*Const(movement.yaccel)*7*6 >= -((EnemyNear(var(58)),Const(size.height)-20)*(1-(EnemyNear(var(58)),StateType = C)*0.5))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = var(53)+11-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*6*var(8) > 0
Trigger1 = fvar(4)-(EnemyNear(var(58)),Vel X*var(50)+Vel X*var(51))*6 = [4-(FrontEdgeBodyDist = 0)*10,70]
Trigger2 = var(53)+11-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*6*var(8) <= 0
Trigger2 = var(53) = [4-(FrontEdgeBodyDist = 0)*10,70]

[State -3, Wv`]
type = ChangeState
value = 600
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 3
TriggerAll = fvar(3) >= 0
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(Abs(Vel X) > 0 || var(4))
TriggerAll = StateType = A
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -4
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) || !(InGuardDist || var(57)) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || var(8) = -1 || var(19)
TriggerAll = Ctrl
TriggerAll = Pos Y+Vel Y*(6+4)+0.5*Const(movement.yaccel)*(6+4)*(6+4) > 0
TriggerAll = Pos Y+Vel Y*4+0.5*Const(movement.yaccel)*5*4 >= -((EnemyNear(var(58)),Const(size.height)-20)*(1-(EnemyNear(var(58)),StateType = C)*0.5))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = var(53)+11-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*4*var(8) > 0
Trigger1 = fvar(4)-(EnemyNear(var(58)),Vel X*var(50)+Vel X*var(51))*4 = [0-(FrontEdgeBodyDist = 0)*10,48]
Trigger2 = var(53)+11-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*4*var(8) <= 0
Trigger2 = var(53) = [0-(FrontEdgeBodyDist = 0)*10,48]

[State -3, WvӂƂ΂]
type = ChangeState
value = 640
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 3
TriggerAll = fvar(3) >= 0
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(Abs(Vel X) > 0 || var(4))
TriggerAll = StateType = A
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -14
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) || !(InGuardDist || var(57)) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || var(8) = -1 || var(19)
TriggerAll = Ctrl
TriggerAll = Pos Y+Vel Y*(6+14)+0.5*Const(movement.yaccel)*(6+14)*(6+14) > 0
TriggerAll = Pos Y+Vel Y*14+0.5*Const(movement.yaccel)*15*14 >= -((EnemyNear(var(58)),Const(size.height)-20)*(1-(EnemyNear(var(58)),StateType = C)*0.5))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = var(53)+11-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*14*var(8) > 0
Trigger1 = fvar(4)-(EnemyNear(var(58)),Vel X*var(50)+Vel X*var(51))*14 = [-3-(FrontEdgeBodyDist = 0)*10,69]
Trigger2 = var(53)+11-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*14*var(8) <= 0
Trigger2 = var(53) = [-3-(FrontEdgeBodyDist = 0)*10,69]

[State -3, ]
type = ChangeState
value = 645
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 3
TriggerAll = fvar(3) < 0
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) || !(InGuardDist || var(57)) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || var(8) = -1 || var(19)
TriggerAll = Ctrl
TriggerAll = Pos Y+Vel Y*5+0.5*Const(movement.yaccel)*6*5 < 0
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X)*5 = [-99,-1]
Trigger1 = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*5+0.5*EnemyNear(var(58)),Const(movement.yaccel)*6*5)-(Vel Y*5+0.5*Const(movement.yaccel)*6*5)) = [-70,-10]

[State -3, ΂߃Wvb]
type = ChangeState
value = 615
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 3
TriggerAll = !var(9)
TriggerAll = fvar(3) >= 0
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = (Abs(Vel X) > 0 || var(4))
TriggerAll = StateType = A
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) || !(InGuardDist || var(57)) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || var(8) = -1 || var(19)
TriggerAll = Ctrl
TriggerAll = Pos Y+Vel Y*5+0.5*Const(movement.yaccel)*6*5 < 0
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X)*5 <= 36
Trigger1 = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*5+0.5*EnemyNear(var(58)),Const(movement.yaccel)*6*5)-(Vel Y*5+0.5*Const(movement.yaccel)*6*5)) = [-80,-20]

[State -3. ΂߃Wva]
type = ChangeState
value = 625
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 3
TriggerAll = !var(9)
TriggerAll = fvar(3) >= 0
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = (Abs(Vel X) > 0 || var(4))
TriggerAll = StateType = A
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) || !(InGuardDist || var(57)) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || var(8) = -1 || var(19)
TriggerAll = Ctrl
TriggerAll = Pos Y+Vel Y*7+0.5*Const(movement.yaccel)*8*7 < 0
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X)*7 <= 69
Trigger1 = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*7+0.5*EnemyNear(var(58)),Const(movement.yaccel)*8*7)-(Vel Y*7+0.5*Const(movement.yaccel)*8*7)) = [-60,-10]

[State -3. ΂߃Wvc]
type = ChangeState
value = 635
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 3
TriggerAll = !var(9)
TriggerAll = fvar(3) >= 0
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = (Abs(Vel X) > 0 || var(4))
TriggerAll = StateType = A
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) || !(InGuardDist || var(57)) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || var(8) = -1 || var(19)
TriggerAll = Ctrl
TriggerAll = Pos Y+Vel Y*6+0.5*Const(movement.yaccel)*7*6 < 0
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X)*6 <= 70
Trigger1 = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*6+0.5*EnemyNear(var(58)),Const(movement.yaccel)*7*6)-(Vel Y*6+0.5*Const(movement.yaccel)*7*6)) = [-40,20]

[State -3, ΂߃Wv`]
type = ChangeState
value = 605
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 3
TriggerAll = !var(9)
TriggerAll = fvar(3) >= 0
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = (Abs(Vel X) > 0 || var(4))
TriggerAll = StateType = A
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) || !(InGuardDist || var(57)) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || var(8) = -1 || var(19)
TriggerAll = Ctrl
TriggerAll = Pos Y+Vel Y*6+0.5*Const(movement.yaccel)*7*6 < 0
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X)*6 <= 48
Trigger1 = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*6+0.5*EnemyNear(var(58)),Const(movement.yaccel)*7*6)-(Vel Y*6+0.5*Const(movement.yaccel)*7*6)) = [-70,-20]

[State -3, WvӂƂ΂]
type = ChangeState
value = 640
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 3
TriggerAll = !var(9)
TriggerAll = fvar(3) >= 0
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = (Abs(Vel X) > 0 || var(4))
TriggerAll = StateType = A
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) || !(InGuardDist || var(57)) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || var(8) = -1 || var(19)
TriggerAll = Ctrl
TriggerAll = Pos Y+Vel Y*14+0.5*Const(movement.yaccel)*15*14 < 0
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X)*14 <= 69
Trigger1 = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*14+0.5*EnemyNear(var(58)),Const(movement.yaccel)*15*14)-(Vel Y*14+0.5*Const(movement.yaccel)*15*14)) = [-60,10]

[State -3, Wvb]
type = ChangeState
value = 610
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 3
TriggerAll = !var(9)
TriggerAll = fvar(3) >= 0
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(Abs(Vel X) > 0 || var(4))
TriggerAll = StateType = A
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) || !(InGuardDist || var(57)) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || var(8) = -1 || var(19)
TriggerAll = Ctrl
TriggerAll = Pos Y+Vel Y*5+0.5*Const(movement.yaccel)*6*5 < 0
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X)*5 <= 36
Trigger1 = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*5+0.5*EnemyNear(var(58)),Const(movement.yaccel)*6*5)-(Vel Y*5+0.5*Const(movement.yaccel)*6*5)) = [-80,-20]

[State -3, Wvc]
type = ChangeState
value = 630
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 3
TriggerAll = !var(9)
TriggerAll = fvar(3) >= 0
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(Abs(Vel X) > 0 || var(4))
TriggerAll = StateType = A
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) || !(InGuardDist || var(57)) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || var(8) = -1 || var(19)
TriggerAll = Ctrl
TriggerAll = Pos Y+Vel Y*6+0.5*Const(movement.yaccel)*7*6 < 0
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X)*6 <= 70
Trigger1 = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*6+0.5*EnemyNear(var(58)),Const(movement.yaccel)*7*6)-(Vel Y*6+0.5*Const(movement.yaccel)*7*6)) = [-40,20]

[State -3, Wv`]
type = ChangeState
value = 600
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 3
TriggerAll = !var(9)
TriggerAll = fvar(3) >= 0
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(Abs(Vel X) > 0 || var(4))
TriggerAll = StateType = A
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) || !(InGuardDist || var(57)) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || var(8) = -1 || var(19)
TriggerAll = Ctrl
TriggerAll = Pos Y+Vel Y*4+0.5*Const(movement.yaccel)*5*4 < 0
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X)*4 <= 48
Trigger1 = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*4+0.5*EnemyNear(var(58)),Const(movement.yaccel)*5*4)-(Vel Y*4+0.5*Const(movement.yaccel)*5*4)) = [-40,-10]

[State -3, WvӂƂ΂]
type = ChangeState
value = 640
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 3
TriggerAll = !var(9)
TriggerAll = fvar(3) >= 0
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(Abs(Vel X) > 0 || var(4))
TriggerAll = StateType = A
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) || !(InGuardDist || var(57)) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || var(8) = -1 || var(19)
TriggerAll = Ctrl
TriggerAll = Pos Y+Vel Y*14+0.5*Const(movement.yaccel)*15*14 < 0
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X)*14 <= 69
Trigger1 = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*14+0.5*EnemyNear(var(58)),Const(movement.yaccel)*15*14)-(Vel Y*14+0.5*Const(movement.yaccel)*15*14)) = [-60,10]

[State -3, Ⴊ݂b]
type = ChangeState
value = 410
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 3
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -5
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*5*var(8) = [-14,22] 
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) || !(InGuardDist || var(57)) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || var(8) = -1
TriggerAll = ((PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029])) && Time < 5 
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])

[State -3, Ⴊ݂b]
type = ChangeState
value = 410
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 3
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -5
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*5*var(8) = [-14,22] 
TriggerAll = !((EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) || (InGuardDist || var(57))) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || var(8) = -1
TriggerAll = EnemyNear(var(58)),MoveType = I || (PrevStateNo = [130,159]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])

[State -3, Ⴊ݂`]
type = ChangeState
value = 400
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 3
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -5
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*5*var(8) = [21,66] 
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) || !(InGuardDist || var(57)) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || var(8) = -1
TriggerAll = ((PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029])) && Time < 5 
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])

[State -3, Ⴊ݂`]
type = ChangeState
value = 400
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 3
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -5
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*5*var(8) = [21,66] 
TriggerAll = !((EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) || (InGuardDist || var(57))) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || var(8) = -1
TriggerAll = EnemyNear(var(58)),MoveType = I || (PrevStateNo = [130,159]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])

[State -3, b]
type = ChangeState
value = 210
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 3
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) || !(InGuardDist || var(57)) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || var(8) = -1
TriggerAll = ((PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029])) && Time < 5 
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = fvar(4) >= 24
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = EnemyNear(var(58)),AnimTime <= -20
Trigger1 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*20*var(8) = [0,198] 
Trigger2 = EnemyNear(var(58)),AnimTime <= -21
Trigger2 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*21*var(8) = [0,205] 
Trigger3 = EnemyNear(var(58)),AnimTime <= -22
Trigger3 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*22*var(8) = [0,212] 
Trigger4 = EnemyNear(var(58)),AnimTime <= -23
Trigger4 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*23*var(8) = [0,219] 

[State -3, b]
type = ChangeState
value = 210
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 3
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200 && Time >= 15
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) || !(InGuardDist || var(57)) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || var(8) = -1
TriggerAll = EnemyNear(var(58)),MoveType = I || (PrevStateNo = [130,159]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = fvar(4) >= 24
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = EnemyNear(var(58)),AnimTime <= -20
Trigger1 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*20*var(8) = [0,198] 
Trigger2 = EnemyNear(var(58)),AnimTime <= -21
Trigger2 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*21*var(8) = [0,205] 
Trigger3 = EnemyNear(var(58)),AnimTime <= -22
Trigger3 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*22*var(8) = [0,212] 
Trigger4 = EnemyNear(var(58)),AnimTime <= -23
Trigger4 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*23*var(8) = [0,219] 

[State -3, ]
type = ChangeState
value = 260
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 3
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) || !(InGuardDist || var(57)) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || var(8) = -1
TriggerAll = ((PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029])) && Time < 5 
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = EnemyNear(var(58)),AnimTime <= -9
Trigger1 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*9*var(8) = [-15,112]
Trigger2 = EnemyNear(var(58)),AnimTime <= -10
Trigger2 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*10*var(8) = [-15,118]
Trigger3 = EnemyNear(var(58)),AnimTime <= -11
Trigger3 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*11*var(8) = [-15,122]
Trigger4 = EnemyNear(var(58)),AnimTime <= -12
Trigger4 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*12*var(8) = [-15,125]
Trigger5 = EnemyNear(var(58)),AnimTime <= -13
Trigger5 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*13*var(8) = [-15,128]
Trigger6 = EnemyNear(var(58)),AnimTime <= -14
Trigger6 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*14*var(8) = [-15,131]
Trigger7 = EnemyNear(var(58)),AnimTime <= -15
Trigger7 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*15*var(8) = [-15,133]
Trigger8 = EnemyNear(var(58)),AnimTime <= -16
Trigger8 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*16*var(8) = [-15,134]
Trigger9 = EnemyNear(var(58)),AnimTime <= -17
Trigger9 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*17*var(8) = [-15,135]
Trigger10 = EnemyNear(var(58)),AnimTime <= -18
Trigger10 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*18*var(8) = [-15,136]

[State -3, ]
type = ChangeState
value = 260
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 3
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = !((EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) || (InGuardDist || var(57))) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || var(8) = -1
TriggerAll = EnemyNear(var(58)),MoveType = I || (PrevStateNo = [130,159]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = EnemyNear(var(58)),AnimTime <= -9
Trigger1 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*9*var(8) = [-15,112]
Trigger2 = EnemyNear(var(58)),AnimTime <= -10
Trigger2 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*10*var(8) = [-15,118]
Trigger3 = EnemyNear(var(58)),AnimTime <= -11
Trigger3 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*11*var(8) = [-15,122]
Trigger4 = EnemyNear(var(58)),AnimTime <= -12
Trigger4 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*12*var(8) = [-15,125]
Trigger5 = EnemyNear(var(58)),AnimTime <= -13
Trigger5 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*13*var(8) = [-15,128]
Trigger6 = EnemyNear(var(58)),AnimTime <= -14
Trigger6 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*14*var(8) = [-15,131]
Trigger7 = EnemyNear(var(58)),AnimTime <= -15
Trigger7 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*15*var(8) = [-15,133]
Trigger8 = EnemyNear(var(58)),AnimTime <= -16
Trigger8 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*16*var(8) = [-15,134]
Trigger9 = EnemyNear(var(58)),AnimTime <= -17
Trigger9 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*17*var(8) = [-15,135]
Trigger10 = EnemyNear(var(58)),AnimTime <= -18
Trigger10 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*18*var(8) = [-15,136]

[State -3, ߗ`]
type = ChangeState
value = 205
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 3
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -5
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*5*var(8) = [4,46] 
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) || !(InGuardDist || var(57)) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || var(8) = -1
TriggerAll = ((PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029])) && Time < 5 
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4) < 18
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])

[State -3, ߗ`]
type = ChangeState
value = 205
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 3
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -5
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*5*var(8) = [4,46] 
TriggerAll = !((EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) || (InGuardDist || var(57))) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || var(8) = -1
TriggerAll = EnemyNear(var(58)),MoveType = I || (PrevStateNo = [130,159]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4) < 18
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])

[State -3, Ⴊ݂c]
type = ChangeState
value = 430
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 3
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -7
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*7*var(8) = [-7,62] 
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) || !(InGuardDist || var(57)) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || var(8) = -1
TriggerAll = ((PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029])) && Time < 5 
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])

[State -3, Ⴊ݂c]
type = ChangeState
value = 430
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 3
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -7
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*7*var(8) = [-7,62] 
TriggerAll = !((EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) || (InGuardDist || var(57))) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || var(8) = -1
TriggerAll = EnemyNear(var(58)),MoveType = I || (PrevStateNo = [130,159]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])

[State -3, Ⴊ݂a]
type = ChangeState
value = 420
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [2,8]) || fvar(1) = 3
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -10
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*10*var(8) = [17,95] 
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) || !(InGuardDist || var(57)) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || var(8) = -1
TriggerAll = ((PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029])) && Time < 5 
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])

[State -3, Ⴊ݂a]
type = ChangeState
value = 420
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [2,8]) || fvar(1) = 3
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -10
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*10*var(8) = [17,95] 
TriggerAll = !((EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) || (InGuardDist || var(57))) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || var(8) = -1
TriggerAll = EnemyNear(var(58)),MoveType = I || (PrevStateNo = [130,159]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])

[State -3, a]
type = ChangeState
value = 220
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [2,8]) || fvar(1) = 3
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -14
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*14*var(8) = [42,103] 
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) || !(InGuardDist || var(57)) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || var(8) = -1
TriggerAll = ((PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029])) && Time < 5 
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4) >= 21
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])

[State -3, a]
type = ChangeState
value = 220
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [2,8]) || fvar(1) = 3
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -14
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*14*var(8) = [42,103] 
TriggerAll = !((EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) || (InGuardDist || var(57))) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || var(8) = -1
TriggerAll = EnemyNear(var(58)),MoveType = I || (PrevStateNo = [130,159]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4) >= 21
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])

[State -3, `]
type = ChangeState
value = 200
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [2,8]) || fvar(1) = 3
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -5
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*5*var(8) = [9,75] 
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) || !(InGuardDist || var(57)) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || var(8) = -1
TriggerAll = ((PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029])) && Time < 5 
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4) >= 18
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])

[State -3, `]
type = ChangeState
value = 200
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [2,8]) || fvar(1) = 3
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -5
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*5*var(8) = [9,75] 
TriggerAll = !((EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) || (InGuardDist || var(57))) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || var(8) = -1
TriggerAll = EnemyNear(var(58)),MoveType = I || (PrevStateNo = [130,159]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4) >= 18
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])

[State -3, ӂƂ΂]
type = ChangeState
value = 250
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [2,8]) || fvar(1) = 3
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -18
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*18*var(8) = [42,123] 
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) || !(InGuardDist || var(57)) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || var(8) = -1
TriggerAll = ((PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029])) && Time < 5 
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])

[State -3, ӂƂ΂]
type = ChangeState
value = 250
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [2,8]) || fvar(1) = 3
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -18
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*18*var(8) = [42,123] 
TriggerAll = !((EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) || (InGuardDist || var(57))) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || var(8) = -1
TriggerAll = EnemyNear(var(58)),MoveType = I || (PrevStateNo = [130,159]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])

;y΋z------------------------------------------------------------------------------------------------ fvar(1) = 4

[State -3, M]
type = ChangeState
value = 4000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = var(7)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = A
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = InGuardDist
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = Power >= 3000
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = EnemyNear(var(58)),Vel Y >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger1 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*3*var(8) = [45-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),75]
Trigger1 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*3+0.5*EnemyNear(var(58)),Const(movement.yaccel)*4*3*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger2 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*4*var(8) = [53-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),83]
Trigger2 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*4+0.5*EnemyNear(var(58)),Const(movement.yaccel)*5*4*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger3 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*5*var(8) = [61-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),91]
Trigger3 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*5+0.5*EnemyNear(var(58)),Const(movement.yaccel)*6*5*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger4 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*6*var(8) = [69-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),99]
Trigger4 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*6+0.5*EnemyNear(var(58)),Const(movement.yaccel)*7*6*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger5 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*7*var(8) = [77-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),107]
Trigger5 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*7+0.5*EnemyNear(var(58)),Const(movement.yaccel)*8*7*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger6 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*8*var(8) = [85-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),115]
Trigger6 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*8+0.5*EnemyNear(var(58)),Const(movement.yaccel)*9*8*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger7 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*9*var(8) = [93-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),123]
Trigger7 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*9+0.5*EnemyNear(var(58)),Const(movement.yaccel)*10*9*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger8 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*10*var(8) = [101-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),131]
Trigger8 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*10+0.5*EnemyNear(var(58)),Const(movement.yaccel)*11*10*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger9 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*11*var(8) = [109-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),139]
Trigger9 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*11+0.5*EnemyNear(var(58)),Const(movement.yaccel)*12*11*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger10 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*12*var(8) = [117-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),147]
Trigger10 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*12+0.5*EnemyNear(var(58)),Const(movement.yaccel)*13*12*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger11 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*13*var(8) = [125-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),155]
Trigger11 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*13+0.5*EnemyNear(var(58)),Const(movement.yaccel)*14*13*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger12 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*14*var(8) = [133-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),163]
Trigger12 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*14+0.5*EnemyNear(var(58)),Const(movement.yaccel)*15*14*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger12 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*15*var(8) = [141-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),171]
Trigger12 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*15+0.5*EnemyNear(var(58)),Const(movement.yaccel)*16*15*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger14 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*16*var(8) = [148-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),178]
Trigger14 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*16+0.5*EnemyNear(var(58)),Const(movement.yaccel)*17*16*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger15 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*17*var(8) = [156-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),186]
Trigger15 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*17+0.5*EnemyNear(var(58)),Const(movement.yaccel)*18*17*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger16 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*18*var(8) = [164-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),194]
Trigger16 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*18+0.5*EnemyNear(var(58)),Const(movement.yaccel)*19*18*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]

[State -3, l`wV@E]
type = ChangeState
value = 3200
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = A
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = InGuardDist
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = (Power >= 2000 || Power >= 1000 && var(7))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = Pos Y+12*1+0.5*Const(movement.yaccel)*2*1 < -20
TriggerAll = fvar(4)-(EnemyNear(var(58)),Vel X)*6 = [-4-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),39]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*6+0.5*EnemyNear(var(58)),Const(movement.yaccel)*7*6)-(12)) = [-10,90]
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, l`wV@E]
type = ChangeState
value = 3200
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = A
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = InGuardDist
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = (Power >= 2000 || Power >= 1000 && var(7))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = Pos Y+12*2+0.5*Const(movement.yaccel)*3*2 < -20
TriggerAll = fvar(4)-(EnemyNear(var(58)),Vel X)*7 = [4-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),47]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*7+0.5*EnemyNear(var(58)),Const(movement.yaccel)*8*7)-(24)) = [-10,90]
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, l`wV@E]
type = ChangeState
value = 3200
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = A
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = InGuardDist
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = (Power >= 2000 || Power >= 1000 && var(7))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = Pos Y+12*3+0.5*Const(movement.yaccel)*4*3 < -20
TriggerAll = fvar(4)-(EnemyNear(var(58)),Vel X)*8 = [12-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),55]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*8+0.5*EnemyNear(var(58)),Const(movement.yaccel)*9*8)-(36)) = [-10,90]
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, l`wV@E]
type = ChangeState
value = 3200
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = A
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = InGuardDist
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = (Power >= 2000 || Power >= 1000 && var(7))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = Pos Y+12*4+0.5*Const(movement.yaccel)*5*4 < -20
TriggerAll = fvar(4)-(EnemyNear(var(58)),Vel X)*9 = [20-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),63]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*9+0.5*EnemyNear(var(58)),Const(movement.yaccel)*10*9)-(48)) = [-10,90]
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, l`wV@E]
type = ChangeState
value = 3200
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = A
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = InGuardDist
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = (Power >= 2000 || Power >= 1000 && var(7))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = Pos Y+12*5+0.5*Const(movement.yaccel)*6*5 < -20
TriggerAll = fvar(4)-(EnemyNear(var(58)),Vel X)*10 = [28-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),71]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*10+0.5*EnemyNear(var(58)),Const(movement.yaccel)*11*10)-(60)) = [-10,90]
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, l`wV@E]
type = ChangeState
value = 3200
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = A
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = InGuardDist
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = (Power >= 2000 || Power >= 1000 && var(7))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = Pos Y+12*6+0.5*Const(movement.yaccel)*7*6 < -20
TriggerAll = fvar(4)-(EnemyNear(var(58)),Vel X)*11 = [36-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),79]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*11+0.5*EnemyNear(var(58)),Const(movement.yaccel)*12*11)-(72)) = [-10,90]
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, l`wV@E]
type = ChangeState
value = 3200
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = A
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = InGuardDist
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = (Power >= 2000 || Power >= 1000 && var(7))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = Pos Y+12*7+0.5*Const(movement.yaccel)*8*7 < -20
TriggerAll = fvar(4)-(EnemyNear(var(58)),Vel X)*12 = [44-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),87]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*12+0.5*EnemyNear(var(58)),Const(movement.yaccel)*13*12)-(84)) = [-10,90]
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, l`wV@E]
type = ChangeState
value = 3200
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = A
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = InGuardDist
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = (Power >= 2000 || Power >= 1000 && var(7))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = Pos Y+12*8+0.5*Const(movement.yaccel)*9*8 < -20
TriggerAll = fvar(4)-(EnemyNear(var(58)),Vel X)*13 = [52-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),95]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*13+0.5*EnemyNear(var(58)),Const(movement.yaccel)*14*13)-(96)) = [-10,90]
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, l`wV@E]
type = ChangeState
value = 3200
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = A
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = InGuardDist
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = (Power >= 2000 || Power >= 1000 && var(7))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = Pos Y+12*9+0.5*Const(movement.yaccel)*10*9 < -20
TriggerAll = fvar(4)-(EnemyNear(var(58)),Vel X)*14 = [60-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),103]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*14+0.5*EnemyNear(var(58)),Const(movement.yaccel)*15*14)-(108)) = [-10,90]
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, l`wV@E]
type = ChangeState
value = 3200
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = A
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = InGuardDist
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = (Power >= 2000 || Power >= 1000 && var(7))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = Pos Y+12*10+0.5*Const(movement.yaccel)*11*10 < -20
TriggerAll = fvar(4)-(EnemyNear(var(58)),Vel X)*15 = [68-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),111]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*15+0.5*EnemyNear(var(58)),Const(movement.yaccel)*16*15)-(120)) = [-10,90]
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, l`w_΁E̕]
type = ChangeState
value = 3100
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = A
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = InGuardDist
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = (Power >= 2000 || Power >= 1000 && var(7))
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = Pos Y < -150
TriggerAll = fvar(4)-(EnemyNear(var(58)),Vel X)*30 = [30-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),80]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*30+0.5*EnemyNear(var(58)),Const(movement.yaccel)*31*30*(EnemyNear(var(58)),Vel Y != 0) < -20
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, l`wVEg]
type = ChangeState
value = 3000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = A
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = InGuardDist
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = (Power >= 2000 || Power >= 1000 && var(7))
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = fvar(4)-(EnemyNear(var(58)),Vel X)*6 = [-79-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),54]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*6+0.5*EnemyNear(var(58)),Const(movement.yaccel)*7*6)-(0)) = [-130,30]
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, l`wVEg]
type = ChangeState
value = 3000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = A
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = InGuardDist
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = (Power >= 2000 || Power >= 1000 && var(7))
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = fvar(4)-(EnemyNear(var(58)),Vel X)*10 = [-102-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),72]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*10+0.5*EnemyNear(var(58)),Const(movement.yaccel)*11*10)-(0)) = [-130,30]
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, V@E]
type = ChangeState
value = 2200
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = A
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = InGuardDist
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = (Power >= 1000 || var(7))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = Pos Y+12*1+0.5*Const(movement.yaccel)*2*1 < -20
TriggerAll = fvar(4)-(EnemyNear(var(58)),Vel X)*9 = [-2-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),36]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*9+0.5*EnemyNear(var(58)),Const(movement.yaccel)*10*9)-(12)) = [0,90]
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, V@E]
type = ChangeState
value = 2200
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = A
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = InGuardDist
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = (Power >= 1000 || var(7))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = Pos Y+12*2+0.5*Const(movement.yaccel)*3*2 < -20
TriggerAll = fvar(4)-(EnemyNear(var(58)),Vel X)*10 = [6-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),44]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*10+0.5*EnemyNear(var(58)),Const(movement.yaccel)*11*10)-(24)) = [0,90]
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, V@E]
type = ChangeState
value = 2200
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = A
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = InGuardDist
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = (Power >= 1000 || var(7))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = Pos Y+12*3+0.5*Const(movement.yaccel)*4*3 < -20
TriggerAll = fvar(4)-(EnemyNear(var(58)),Vel X)*11 = [14-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),52]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*11+0.5*EnemyNear(var(58)),Const(movement.yaccel)*12*11)-(36)) = [0,90]
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, V@E]
type = ChangeState
value = 2200
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = A
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = InGuardDist
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = (Power >= 1000 || var(7))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = Pos Y+12*4+0.5*Const(movement.yaccel)*5*4 < -20
TriggerAll = fvar(4)-(EnemyNear(var(58)),Vel X)*12 = [22-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),60]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*12+0.5*EnemyNear(var(58)),Const(movement.yaccel)*13*12)-(48)) = [0,90]
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, V@E]
type = ChangeState
value = 2200
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = A
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = InGuardDist
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = (Power >= 1000 || var(7))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = Pos Y+12*5+0.5*Const(movement.yaccel)*6*5 < -20
TriggerAll = fvar(4)-(EnemyNear(var(58)),Vel X)*13 = [30-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),68]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*13+0.5*EnemyNear(var(58)),Const(movement.yaccel)*14*13)-(60)) = [0,90]
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, V@E]
type = ChangeState
value = 2200
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = A
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = InGuardDist
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = (Power >= 1000 || var(7))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = Pos Y+12*6+0.5*Const(movement.yaccel)*7*6 < -20
TriggerAll = fvar(4)-(EnemyNear(var(58)),Vel X)*14 = [38-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),76]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*14+0.5*EnemyNear(var(58)),Const(movement.yaccel)*15*14)-(72)) = [0,90]
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, V@E]
type = ChangeState
value = 2200
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = A
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = InGuardDist
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = (Power >= 1000 || var(7))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = Pos Y+12*7+0.5*Const(movement.yaccel)*8*7 < -20
TriggerAll = fvar(4)-(EnemyNear(var(58)),Vel X)*15 = [46-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),84]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*15+0.5*EnemyNear(var(58)),Const(movement.yaccel)*16*15)-(84)) = [0,90]
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, V@E]
type = ChangeState
value = 2200
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = A
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = InGuardDist
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = (Power >= 1000 || var(7))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = Pos Y+12*8+0.5*Const(movement.yaccel)*9*8 < -20
TriggerAll = fvar(4)-(EnemyNear(var(58)),Vel X)*16 = [54-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),92]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*16+0.5*EnemyNear(var(58)),Const(movement.yaccel)*17*16)-(96)) = [0,90]
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, V@E]
type = ChangeState
value = 2200
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = A
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = InGuardDist
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = (Power >= 1000 || var(7))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = Pos Y+12*9+0.5*Const(movement.yaccel)*10*9 < -20
TriggerAll = fvar(4)-(EnemyNear(var(58)),Vel X)*17 = [62-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),100]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*17+0.5*EnemyNear(var(58)),Const(movement.yaccel)*18*17)-(108)) = [0,90]
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, V@E]
type = ChangeState
value = 2200
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = A
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = InGuardDist
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = (Power >= 1000 || var(7))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = Pos Y+12*10+0.5*Const(movement.yaccel)*11*10 < -20
TriggerAll = fvar(4)-(EnemyNear(var(58)),Vel X)*18 = [70-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),108]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*18+0.5*EnemyNear(var(58)),Const(movement.yaccel)*19*18)-(120)) = [0,90]
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, _΁E̕]
type = ChangeState
value = 2100
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = A
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = InGuardDist
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = (Power >= 1000 || var(7))
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = Pos Y < -120
TriggerAll = fvar(4)-(EnemyNear(var(58)),Vel X)*30 = [30-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),50]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*30+0.5*EnemyNear(var(58)),Const(movement.yaccel)*31*30)-(10)) < -20
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, VEg]
type = ChangeState
value = 2000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = A
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = InGuardDist
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = (Power >= 1000 || var(7))
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = fvar(4)-(EnemyNear(var(58)),Vel X)*6 = [-59-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),34]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*6+0.5*EnemyNear(var(58)),Const(movement.yaccel)*7*6)-(0)) = [-130,30]
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, VEg]
type = ChangeState
value = 2000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = A
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = InGuardDist
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = (Power >= 1000 || var(7))
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = fvar(4)-(EnemyNear(var(58)),Vel X)*10 = [-82-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),52]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*10+0.5*EnemyNear(var(58)),Const(movement.yaccel)*11*10)-(0)) = [-130,30]
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, ~@c]
type = ChangeState
value = 1250
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [4,8]) || fvar(1) = 4
TriggerAll = !var(19)
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = A
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = InGuardDist
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = fvar(4)-(EnemyNear(var(58)),Vel X)*3 = [-150-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),150]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*42+0.5*EnemyNear(var(58)),Const(movement.yaccel)*43*42)) < -5
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, ~@b]
type = ChangeState
value = 1200
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [4,8]) || fvar(1) = 4
TriggerAll = !var(19)
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = A
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = InGuardDist
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = fvar(4)-(EnemyNear(var(58)),Vel X)*3 = [-150-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),150]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*30+0.5*EnemyNear(var(58)),Const(movement.yaccel)*31*30)) < -5
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, ~@a]
type = ChangeState
value = 1150
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [4,8]) || fvar(1) = 4
TriggerAll = !var(19)
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = A
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = InGuardDist
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = fvar(4)-(EnemyNear(var(58)),Vel X)*3 = [-150-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),150]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*21+0.5*EnemyNear(var(58)),Const(movement.yaccel)*22*21)) < -5
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, ~@`]
type = ChangeState
value = 1100
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [4,8]) || fvar(1) = 4
TriggerAll = !var(19)
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = A
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = InGuardDist
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = fvar(4)-(EnemyNear(var(58)),Vel X)*3 = [-150-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),150]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*9+0.5*EnemyNear(var(58)),Const(movement.yaccel)*10*9)) < -5
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, P@c]
type = ChangeState
value = 1550
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [4,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = A
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = InGuardDist
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = Pos Y+15*1+0.5*Const(movement.yaccel)*2*1 < -20
TriggerAll = fvar(3)-(EnemyNear(var(58)),Vel X)*7 = [-15-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),15]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y > 0
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, P@a]
type = ChangeState
value = 1500
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [4,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = A
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = InGuardDist
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = Pos Y+15*1+0.5*Const(movement.yaccel)*2*1 < -20
TriggerAll = fvar(3)-(EnemyNear(var(58)),Vel X)*7 = [-15-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),15]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y > 0
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, Č@b]
type = ChangeState
value = 1450
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [4,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = A
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = InGuardDist
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = fvar(4)-(EnemyNear(var(58)),Vel X)*15 = [-45+Ceil(Vel X*15)-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),45+Ceil(Vel X*15)]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*15+0.5*EnemyNear(var(58)),Const(movement.yaccel)*16*15)-(Vel Y*7+0.5*Const(movement.yaccel)*8*7)) = [-80,100]
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, Č@`]
type = ChangeState
value = 1400
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [4,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = A
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = InGuardDist
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = fvar(4)-(EnemyNear(var(58)),Vel X)*15 = [-45+Ceil(Vel X*15)-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),45+Ceil(Vel X*15)]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*15+0.5*EnemyNear(var(58)),Const(movement.yaccel)*16*15)-(Vel Y*7+0.5*Const(movement.yaccel)*8*7)) = [-80,100]
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, ֔g@b]
type = ChangeState
value = 1350
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [4,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = A
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = InGuardDist
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = Pos Y < -150
TriggerAll = fvar(4)-(EnemyNear(var(58)),Vel X)*30 = [30-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),80]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*30+0.5*EnemyNear(var(58)),Const(movement.yaccel)*31*30)-(10)) < -20
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, ֔g@`]
type = ChangeState
value = 1300
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [4,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = A
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = InGuardDist
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = Pos Y < -150
TriggerAll = fvar(4)-(EnemyNear(var(58)),Vel X)*30 = [30-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),80]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*30+0.5*EnemyNear(var(58)),Const(movement.yaccel)*31*30)-(10)) < -20
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, ]
type = ChangeState
value = 645
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = fvar(3) < 0
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = A
TriggerAll = Ctrl
TriggerAll = InGuardDist
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = Pos Y+Vel Y*5+0.5*Const(movement.yaccel)*6*5 < 0
Trigger1 = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X)*5 = [-99,-1]
Trigger1 = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*5+0.5*EnemyNear(var(58)),Const(movement.yaccel)*6*5)-(Vel Y*5+0.5*Const(movement.yaccel)*6*5)) = [-50,10]

[State -3, ΂߃Wvb]
type = ChangeState
value = 615
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = fvar(3) >= 0
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = (Abs(Vel X) > 0 || var(4))
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = A
TriggerAll = Ctrl
TriggerAll = InGuardDist
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = Pos Y+Vel Y*5+0.5*Const(movement.yaccel)*6*5 < 0
Trigger1 = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X)*5 <= 36
Trigger1 = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*5+0.5*EnemyNear(var(58)),Const(movement.yaccel)*6*5)-(Vel Y*5+0.5*Const(movement.yaccel)*6*5)) = [-60,0]

[State -3. ΂߃Wva]
type = ChangeState
value = 625
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = fvar(3) >= 0
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = (Abs(Vel X) > 0 || var(4))
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = A
TriggerAll = Ctrl
TriggerAll = InGuardDist
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = Pos Y+Vel Y*7+0.5*Const(movement.yaccel)*8*7 < 0
Trigger1 = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X)*7 <= 69
Trigger1 = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*7+0.5*EnemyNear(var(58)),Const(movement.yaccel)*8*7)-(Vel Y*7+0.5*Const(movement.yaccel)*8*7)) = [-50,0]

[State -3. ΂߃Wvc]
type = ChangeState
value = 635
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = fvar(3) >= 0
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = (Abs(Vel X) > 0 || var(4))
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = A
TriggerAll = Ctrl
TriggerAll = InGuardDist
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = Pos Y+Vel Y*6+0.5*Const(movement.yaccel)*7*6 < 0
Trigger1 = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X)*6 <= 70
Trigger1 = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*6+0.5*EnemyNear(var(58)),Const(movement.yaccel)*7*6)-(Vel Y*6+0.5*Const(movement.yaccel)*7*6)) = [-30,30]

[State -3, ΂߃Wv`]
type = ChangeState
value = 605
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = fvar(3) >= 0
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = (Abs(Vel X) > 0 || var(4))
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = A
TriggerAll = Ctrl
TriggerAll = InGuardDist
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = Pos Y+Vel Y*6+0.5*Const(movement.yaccel)*7*6 < 0
Trigger1 = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X)*6 <= 48
Trigger1 = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*6+0.5*EnemyNear(var(58)),Const(movement.yaccel)*7*6)-(Vel Y*6+0.5*Const(movement.yaccel)*7*6)) = [-50,0]

[State -3, WvӂƂ΂]
type = ChangeState
value = 640
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = fvar(3) >= 0
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = (Abs(Vel X) > 0 || var(4))
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = A
TriggerAll = Ctrl
TriggerAll = InGuardDist
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = Pos Y+Vel Y*14+0.5*Const(movement.yaccel)*15*14 < 0
Trigger1 = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X)*14 <= 69
Trigger1 = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*14+0.5*EnemyNear(var(58)),Const(movement.yaccel)*15*14)-(Vel Y*14+0.5*Const(movement.yaccel)*15*14)) = [-40,30]

[State -3, Wvb]
type = ChangeState
value = 610
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = fvar(3) >= 0
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(Abs(Vel X) > 0 || var(4))
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = A
TriggerAll = Ctrl
TriggerAll = InGuardDist
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = Pos Y+Vel Y*5+0.5*Const(movement.yaccel)*6*5 < 0
Trigger1 = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X)*5 <= 36
Trigger1 = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*5+0.5*EnemyNear(var(58)),Const(movement.yaccel)*6*5)-(Vel Y*5+0.5*Const(movement.yaccel)*6*5)) = [-60,0]

[State -3, Wvc]
type = ChangeState
value = 630
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = fvar(3) >= 0
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(Abs(Vel X) > 0 || var(4))
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = A
TriggerAll = Ctrl
TriggerAll = InGuardDist
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = Pos Y+Vel Y*6+0.5*Const(movement.yaccel)*7*6 < 0
Trigger1 = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X)*6 <= 70
Trigger1 = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*6+0.5*EnemyNear(var(58)),Const(movement.yaccel)*7*6)-(Vel Y*6+0.5*Const(movement.yaccel)*7*6)) = [-30,30]

[State -3, Wv`]
type = ChangeState
value = 600
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = fvar(3) >= 0
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(Abs(Vel X) > 0 || var(4))
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = A
TriggerAll = Ctrl
TriggerAll = InGuardDist
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = Pos Y+Vel Y*4+0.5*Const(movement.yaccel)*5*4 < 0
Trigger1 = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X)*4 <= 48
Trigger1 = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*4+0.5*EnemyNear(var(58)),Const(movement.yaccel)*5*4)-(Vel Y*4+0.5*Const(movement.yaccel)*5*4)) = [-30,0]

[State -3, WvӂƂ΂]
type = ChangeState
value = 640
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = fvar(3) >= 0
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(Abs(Vel X) > 0 || var(4))
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = A
TriggerAll = Ctrl
TriggerAll = InGuardDist
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = Pos Y+Vel Y*14+0.5*Const(movement.yaccel)*15*14 < 0
Trigger1 = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X)*14 <= 69
Trigger1 = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*14+0.5*EnemyNear(var(58)),Const(movement.yaccel)*15*14)-(Vel Y*14+0.5*Const(movement.yaccel)*15*14)) = [-40,30]

[State -3, U]
type = ChangeState
value = 750
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = A
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = InGuardDist
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = EnemyNear(var(58)),NumProj = 0
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*10+0.5*EnemyNear(var(58)),Const(movement.yaccel)*11*10*(EnemyNear(var(58)),Vel Y != 0) = [-30,10]
TriggerAll = StateNo = 700 && (AnimElem = 2, >= 0 && AnimElem = 3, < 0)
Trigger1 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*10*var(8) = [-15-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),22]

[State -3, ]
type = ChangeState
value = 260
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = !(EnemyNear(var(58)),StateNo = var(49))
TriggerAll = var(8) = -1 || var(16) || EnemyNear(var(58)),Vel X >= 0 && var(8) = 1 || EnemyNear(var(58)),Vel X < 0
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = A
TriggerAll = InGuardDist
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = EnemyNear(var(58)),Vel Y >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger1 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*9*var(8) = [62-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),112]
Trigger1 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*9+0.5*EnemyNear(var(58)),Const(movement.yaccel)*10*9*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger2 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*10*var(8) = [68-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),118]
Trigger2 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*10+0.5*EnemyNear(var(58)),Const(movement.yaccel)*11*10*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger3 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*11*var(8) = [72-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),122]
Trigger3 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*11+0.5*EnemyNear(var(58)),Const(movement.yaccel)*12*11*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger4 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*12*var(8) = [75-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),125]
Trigger4 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*12+0.5*EnemyNear(var(58)),Const(movement.yaccel)*13*12*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger5 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*13*var(8) = [78-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),128]
Trigger5 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*13+0.5*EnemyNear(var(58)),Const(movement.yaccel)*14*13*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger6 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*14*var(8) = [81-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),131]
Trigger6 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*14+0.5*EnemyNear(var(58)),Const(movement.yaccel)*15*14*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger7 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*15*var(8) = [83-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),133]
Trigger7 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*15+0.5*EnemyNear(var(58)),Const(movement.yaccel)*16*15*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger8 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*16*var(8) = [84-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),134]
Trigger8 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*16+0.5*EnemyNear(var(58)),Const(movement.yaccel)*17*16*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger9 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*17*var(8) = [85-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),135]
Trigger9 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*17+0.5*EnemyNear(var(58)),Const(movement.yaccel)*18*17*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger10 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*18*var(8) = [86-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),136]
Trigger10 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*18+0.5*EnemyNear(var(58)),Const(movement.yaccel)*19*18*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]

[State -3, b]
type = ChangeState
value = 210
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = !(EnemyNear(var(58)),StateNo = var(49))
TriggerAll = var(8) = -1 || var(16) || EnemyNear(var(58)),Vel X >= 0 && var(8) = 1 || EnemyNear(var(58)),Vel X < 0
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = A
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = InGuardDist
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = fvar(4) >= 24
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = EnemyNear(var(58)),Vel Y >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger1 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*20*var(8) = [115-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),198]
Trigger1 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*20+0.5*EnemyNear(var(58)),Const(movement.yaccel)*21*20*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger2 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*21*var(8) = [122-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),205]
Trigger2 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*21+0.5*EnemyNear(var(58)),Const(movement.yaccel)*22*21*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger3 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*22*var(8) = [129-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),212]
Trigger3 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*22+0.5*EnemyNear(var(58)),Const(movement.yaccel)*23*22*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger4 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*23*var(8) = [136-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),219]
Trigger4 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*23+0.5*EnemyNear(var(58)),Const(movement.yaccel)*24*23*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]

[State -3, Ⴊ݂c]
type = ChangeState
value = 430
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = !(EnemyNear(var(58)),StateNo = var(49))
TriggerAll = var(8) = -1 || var(16) || EnemyNear(var(58)),Vel X >= 0 && var(8) = 1 || EnemyNear(var(58)),Vel X < 0
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = A
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = InGuardDist
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = EnemyNear(var(58)),Vel Y >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*7*var(8) = [-5-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),62]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*7+0.5*EnemyNear(var(58)),Const(movement.yaccel)*8*7*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
TriggerAll = EnemyNear(var(58)),Pos Y < -100
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])

[State -3, M]
type = ChangeState
value = 4000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [6,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = var(7)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = I
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = EnemyNear(var(58)),Vel Y >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = Power >= 3000
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger1 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*3*var(8) = [45-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),75]
Trigger1 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*3+0.5*EnemyNear(var(58)),Const(movement.yaccel)*4*3*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger2 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*4*var(8) = [53-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),83]
Trigger2 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*4+0.5*EnemyNear(var(58)),Const(movement.yaccel)*5*4*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger3 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*5*var(8) = [61-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),91]
Trigger3 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*5+0.5*EnemyNear(var(58)),Const(movement.yaccel)*6*5*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger4 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*6*var(8) = [69-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),99]
Trigger4 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*6+0.5*EnemyNear(var(58)),Const(movement.yaccel)*7*6*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger5 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*7*var(8) = [77-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),107]
Trigger5 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*7+0.5*EnemyNear(var(58)),Const(movement.yaccel)*8*7*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger6 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*8*var(8) = [85-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),115]
Trigger6 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*8+0.5*EnemyNear(var(58)),Const(movement.yaccel)*9*8*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger7 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*9*var(8) = [93-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),123]
Trigger7 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*9+0.5*EnemyNear(var(58)),Const(movement.yaccel)*10*9*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger8 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*10*var(8) = [101-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),131]
Trigger8 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*10+0.5*EnemyNear(var(58)),Const(movement.yaccel)*11*10*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger9 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*11*var(8) = [109-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),139]
Trigger9 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*11+0.5*EnemyNear(var(58)),Const(movement.yaccel)*12*11*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger10 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*12*var(8) = [117-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),147]
Trigger10 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*12+0.5*EnemyNear(var(58)),Const(movement.yaccel)*13*12*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger11 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*13*var(8) = [125-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),155]
Trigger11 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*13+0.5*EnemyNear(var(58)),Const(movement.yaccel)*14*13*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger12 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*14*var(8) = [133-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),163]
Trigger12 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*14+0.5*EnemyNear(var(58)),Const(movement.yaccel)*15*14*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger12 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*15*var(8) = [141-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),171]
Trigger12 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*15+0.5*EnemyNear(var(58)),Const(movement.yaccel)*16*15*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger14 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*16*var(8) = [148-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),178]
Trigger14 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*16+0.5*EnemyNear(var(58)),Const(movement.yaccel)*17*16*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger15 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*17*var(8) = [156-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),186]
Trigger15 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*17+0.5*EnemyNear(var(58)),Const(movement.yaccel)*18*17*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger16 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*18*var(8) = [164-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),194]
Trigger16 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*18+0.5*EnemyNear(var(58)),Const(movement.yaccel)*19*18*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]

[State -3, l`wV@E]
type = ChangeState
value = 3200
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = I
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = Pos Y+12*1+0.5*Const(movement.yaccel)*2*1 < -20
TriggerAll = fvar(4)-(EnemyNear(var(58)),Vel X)*1 = [-4-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),39]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*1+0.5*EnemyNear(var(58)),Const(movement.yaccel)*2*1)-(12)) = [-10,90]
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = (Power >= 2000 || Power >= 1000 && var(7))
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, l`wV@E]
type = ChangeState
value = 3200
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = I
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = Pos Y+12*2+0.5*Const(movement.yaccel)*3*2 < -20
TriggerAll = fvar(4)-(EnemyNear(var(58)),Vel X)*2 = [6-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),47]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*2+0.5*EnemyNear(var(58)),Const(movement.yaccel)*3*2)-(24)) = [-10,90]
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = (Power >= 2000 || Power >= 1000 && var(7))
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, l`wV@E]
type = ChangeState
value = 3200
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = I
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = Pos Y+12*3+0.5*Const(movement.yaccel)*4*3 < -20
TriggerAll = fvar(4)-(EnemyNear(var(58)),Vel X)*3 = [14-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),55]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*3+0.5*EnemyNear(var(58)),Const(movement.yaccel)*4*3)-(36)) = [-10,90]
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = (Power >= 2000 || Power >= 1000 && var(7))
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, l`wV@E]
type = ChangeState
value = 3200
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = I
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = Pos Y+12*4+0.5*Const(movement.yaccel)*5*4 < -20
TriggerAll = fvar(4)-(EnemyNear(var(58)),Vel X)*4 = [22-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),63]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*4+0.5*EnemyNear(var(58)),Const(movement.yaccel)*5*4)-(48)) = [-10,90]
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = (Power >= 2000 || Power >= 1000 && var(7))
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, l`wV@E]
type = ChangeState
value = 3200
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = I
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = Pos Y+12*5+0.5*Const(movement.yaccel)*6*5 < -20
TriggerAll = fvar(4)-(EnemyNear(var(58)),Vel X)*5 = [30-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),71]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*5+0.5*EnemyNear(var(58)),Const(movement.yaccel)*6*5)-(60)) = [-10,90]
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = (Power >= 2000 || Power >= 1000 && var(7))
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, l`wV@E]
type = ChangeState
value = 3200
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = I
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = Pos Y+12*6+0.5*Const(movement.yaccel)*7*6 < -20
TriggerAll = fvar(4)-(EnemyNear(var(58)),Vel X)*6 = [38-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),79]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*6+0.5*EnemyNear(var(58)),Const(movement.yaccel)*7*6)-(72)) = [-10,90]
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = (Power >= 2000 || Power >= 1000 && var(7))
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, l`wV@E]
type = ChangeState
value = 3200
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = I
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = Pos Y+12*7+0.5*Const(movement.yaccel)*8*7 < -20
TriggerAll = fvar(4)-(EnemyNear(var(58)),Vel X)*7 = [46-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),87]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*7+0.5*EnemyNear(var(58)),Const(movement.yaccel)*8*7)-(84)) = [-10,90]
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = (Power >= 2000 || Power >= 1000 && var(7))
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, l`wV@E]
type = ChangeState
value = 3200
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = I
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = Pos Y+12*8+0.5*Const(movement.yaccel)*9*8 < -20
TriggerAll = fvar(4)-(EnemyNear(var(58)),Vel X)*8 = [54-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),95]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*8+0.5*EnemyNear(var(58)),Const(movement.yaccel)*9*8)-(96)) = [-10,90]
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = (Power >= 2000 || Power >= 1000 && var(7))
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, l`wV@E]
type = ChangeState
value = 3200
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = I
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = Pos Y+12*9+0.5*Const(movement.yaccel)*10*9 < -20
TriggerAll = fvar(4)-(EnemyNear(var(58)),Vel X)*9 = [62-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),103]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*9+0.5*EnemyNear(var(58)),Const(movement.yaccel)*10*9)-(108)) = [-10,90]
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = (Power >= 2000 || Power >= 1000 && var(7))
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, l`wV@E]
type = ChangeState
value = 3200
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = I
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = Pos Y+12*10+0.5*Const(movement.yaccel)*11*10 < -20
TriggerAll = fvar(4)-(EnemyNear(var(58)),Vel X)*10 = [70-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),111]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*10+0.5*EnemyNear(var(58)),Const(movement.yaccel)*11*10)-(120)) = [-10,90]
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = (Power >= 2000 || Power >= 1000 && var(7))
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, l`w_΁E̕]
type = ChangeState
value = 3100
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = I
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = Pos Y < -150
TriggerAll = fvar(4)-(EnemyNear(var(58)),Vel X)*30 = [30-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),80]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*30+0.5*EnemyNear(var(58)),Const(movement.yaccel)*31*30)-(10)) = [10,120]
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = (Power >= 2000 || Power >= 1000 && var(7))
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, l`wVEg]
type = ChangeState
value = 3000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = I
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = fvar(4)-(EnemyNear(var(58)),Vel X)*6 = [-79-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),54]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*6+0.5*EnemyNear(var(58)),Const(movement.yaccel)*7*6)-(0)) = [-150,10]
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = (Power >= 2000 || Power >= 1000 && var(7))
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, l`wVEg]
type = ChangeState
value = 3000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = I
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = fvar(4)-(EnemyNear(var(58)),Vel X)*10 = [-102-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),72]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*10+0.5*EnemyNear(var(58)),Const(movement.yaccel)*11*10)-(0)) = [-130,30]
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = (Power >= 2000 || Power >= 1000 && var(7))
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, V@E]
type = ChangeState
value = 2200
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = I
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = Pos Y+12*1+0.5*Const(movement.yaccel)*2*1 < -20
TriggerAll = fvar(4)-(EnemyNear(var(58)),Vel X)*1 = [-2-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),36]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*1+0.5*EnemyNear(var(58)),Const(movement.yaccel)*2*1)-(12)) = [0,90]
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = (Power >= 1000 || var(7))
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, V@E]
type = ChangeState
value = 2200
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = I
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = Pos Y+12*2+0.5*Const(movement.yaccel)*3*2 < -20
TriggerAll = fvar(4)-(EnemyNear(var(58)),Vel X)*2 = [6-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),44]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*2+0.5*EnemyNear(var(58)),Const(movement.yaccel)*3*2)-(24)) = [0,90]
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = (Power >= 1000 || var(7))
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, V@E]
type = ChangeState
value = 2200
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = I
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = Pos Y+12*3+0.5*Const(movement.yaccel)*4*3 < -20
TriggerAll = fvar(4)-(EnemyNear(var(58)),Vel X)*3 = [14-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),52]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*3+0.5*EnemyNear(var(58)),Const(movement.yaccel)*4*3)-(36)) = [0,90]
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = (Power >= 1000 || var(7))
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, V@E]
type = ChangeState
value = 2200
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = I
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = Pos Y+12*4+0.5*Const(movement.yaccel)*5*4 < -20
TriggerAll = fvar(4)-(EnemyNear(var(58)),Vel X)*4 = [22-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),60]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*4+0.5*EnemyNear(var(58)),Const(movement.yaccel)*5*4)-(48)) = [0,90]
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = (Power >= 1000 || var(7))
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, V@E]
type = ChangeState
value = 2200
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = I
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = Pos Y+12*5+0.5*Const(movement.yaccel)*6*5 < -20
TriggerAll = fvar(4)-(EnemyNear(var(58)),Vel X)*5 = [30-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),68]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*5+0.5*EnemyNear(var(58)),Const(movement.yaccel)*6*5)-(60)) = [0,90]
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = (Power >= 1000 || var(7))
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, V@E]
type = ChangeState
value = 2200
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = I
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = Pos Y+12*6+0.5*Const(movement.yaccel)*7*6 < -20
TriggerAll = fvar(4)-(EnemyNear(var(58)),Vel X)*6 = [38-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),76]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*6+0.5*EnemyNear(var(58)),Const(movement.yaccel)*7*6)-(72)) = [0,90]
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = (Power >= 1000 || var(7))
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, V@E]
type = ChangeState
value = 2200
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = I
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = Pos Y+12*7+0.5*Const(movement.yaccel)*8*7 < -20
TriggerAll = fvar(4)-(EnemyNear(var(58)),Vel X)*7 = [46-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),84]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*7+0.5*EnemyNear(var(58)),Const(movement.yaccel)*8*7)-(84)) = [0,90]
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = (Power >= 1000 || var(7))
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, V@E]
type = ChangeState
value = 2200
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = I
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = Pos Y+12*8+0.5*Const(movement.yaccel)*9*8 < -20
TriggerAll = fvar(4)-(EnemyNear(var(58)),Vel X)*8 = [54-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),92]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*8+0.5*EnemyNear(var(58)),Const(movement.yaccel)*9*8)-(96)) = [0,90]
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = (Power >= 1000 || var(7))
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, V@E]
type = ChangeState
value = 2200
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = I
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = Pos Y+12*9+0.5*Const(movement.yaccel)*10*9 < -20
TriggerAll = fvar(4)-(EnemyNear(var(58)),Vel X)*9 = [62-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),100]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*9+0.5*EnemyNear(var(58)),Const(movement.yaccel)*10*9)-(108)) = [0,90]
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = (Power >= 1000 || var(7))
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, V@E]
type = ChangeState
value = 2200
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = I
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = Pos Y+12*10+0.5*Const(movement.yaccel)*11*10 < -20
TriggerAll = fvar(4)-(EnemyNear(var(58)),Vel X)*10 = [62-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),100]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*10+0.5*EnemyNear(var(58)),Const(movement.yaccel)*11*10)-(120)) = [0,90]
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = (Power >= 1000 || var(7))
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, _΁E̕]
type = ChangeState
value = 2100
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = I
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = Pos Y < -150
TriggerAll = fvar(4)-(EnemyNear(var(58)),Vel X)*30 = [30-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),60]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*30+0.5*EnemyNear(var(58)),Const(movement.yaccel)*31*30)-(10)) = [10,120]
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = (Power >= 1000 || var(7))
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, VEg]
type = ChangeState
value = 2000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = I
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = fvar(4)-(EnemyNear(var(58)),Vel X)*6 = [-59-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),34]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*6+0.5*EnemyNear(var(58)),Const(movement.yaccel)*7*6)-(0)) = [-130,30]
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = (Power >= 1000 || var(7))
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, VEg]
type = ChangeState
value = 2000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = I
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = fvar(4)-(EnemyNear(var(58)),Vel X)*10 = [-82-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),52]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*10+0.5*EnemyNear(var(58)),Const(movement.yaccel)*11*10)-(0)) = [-130,30]
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = (Power >= 1000 || var(7))
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, P@c]
type = ChangeState
value = 1550
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [4,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = I
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = Pos Y+15*1+0.5*Const(movement.yaccel)*2*1 < -20
TriggerAll = fvar(3)-(EnemyNear(var(58)),Vel X)*7 = [-15-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),15]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y > 0
TriggerAll = Random < var(59)*100 || fvar(1) = 4
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, P@a]
type = ChangeState
value = 1500
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [4,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = I
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = Pos Y+15*1+0.5*Const(movement.yaccel)*2*1 < -20
TriggerAll = fvar(3)-(EnemyNear(var(58)),Vel X)*7 = [-15-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),15]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y > 0
TriggerAll = Random < var(59)*100 || fvar(1) = 4
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, Č@b]
type = ChangeState
value = 1450
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [4,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = I
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = fvar(4)-(EnemyNear(var(58)),Vel X)*15 = [-45+Ceil(Vel X*15)-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),45+Ceil(Vel X*15)]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*15+0.5*EnemyNear(var(58)),Const(movement.yaccel)*16*15)-(Vel Y*7+0.5*Const(movement.yaccel)*8*7)) = [-80,80]
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, Č@`]
type = ChangeState
value = 1400
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [4,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = I
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = fvar(4)-(EnemyNear(var(58)),Vel X)*15 = [-45+Ceil(Vel X*15)-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),45+Ceil(Vel X*15)]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*15+0.5*EnemyNear(var(58)),Const(movement.yaccel)*16*15)-(Vel Y*7+0.5*Const(movement.yaccel)*8*7)) = [-80,80]
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, ֔g@b]
type = ChangeState
value = 1350
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [4,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = I
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = Pos Y < -150
TriggerAll = fvar(4)-(EnemyNear(var(58)),Vel X)*30 = [30-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),80]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*30+0.5*EnemyNear(var(58)),Const(movement.yaccel)*31*30)-(10)) < -20
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, ֔g@`]
type = ChangeState
value = 1300
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [4,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = I
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = Pos Y < -150
TriggerAll = fvar(4)-(EnemyNear(var(58)),Vel X)*30 = [30-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),80]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*30+0.5*EnemyNear(var(58)),Const(movement.yaccel)*31*30)-(10)) < -20
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, ~@`]
type = ChangeState
value = 1100
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [4,8]) || fvar(1) = 4
TriggerAll = !var(19)
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = I
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = fvar(4)-(EnemyNear(var(58)),Vel X)*3 = [-150-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),150]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*9+0.5*EnemyNear(var(58)),Const(movement.yaccel)*10*9)) < -5
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, ~@a]
type = ChangeState
value = 1150
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [4,8]) || fvar(1) = 4
TriggerAll = !var(19)
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = I
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = fvar(4)-(EnemyNear(var(58)),Vel X)*3 = [-150-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),150]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*21+0.5*EnemyNear(var(58)),Const(movement.yaccel)*22*21)) < -5
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, ~@b]
type = ChangeState
value = 1200
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [4,8]) || fvar(1) = 4
TriggerAll = !var(19)
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = I
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = fvar(4)-(EnemyNear(var(58)),Vel X)*3 = [-150-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),150]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*30+0.5*EnemyNear(var(58)),Const(movement.yaccel)*31*30)) < -5
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, ~@c]
type = ChangeState
value = 1250
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [4,8]) || fvar(1) = 4
TriggerAll = !var(19)
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = I
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = fvar(4)-(EnemyNear(var(58)),Vel X)*3 = [-150-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),150]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*42+0.5*EnemyNear(var(58)),Const(movement.yaccel)*43*42)) < -5
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, ]
type = ChangeState
value = 645
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = fvar(3) < 0
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = I
TriggerAll = Ctrl
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = Pos Y+Vel Y*5+0.5*Const(movement.yaccel)*6*5 < 0
Trigger1 = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X)*5 = [-99,-1]
Trigger1 = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*5+0.5*EnemyNear(var(58)),Const(movement.yaccel)*6*5)-(Vel Y*5+0.5*Const(movement.yaccel)*6*5)) = [-50,0]

[State -3, ΂߃Wvb]
type = ChangeState
value = 615
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = fvar(3) >= 0
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = (Abs(Vel X) > 0 || var(4))
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = I
TriggerAll = Ctrl
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = Pos Y+Vel Y*5+0.5*Const(movement.yaccel)*6*5 < 0
Trigger1 = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X)*5 <= 36
Trigger1 = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*5+0.5*EnemyNear(var(58)),Const(movement.yaccel)*6*5)-(Vel Y*5+0.5*Const(movement.yaccel)*6*5)) = [-60,0]

[State -3. ΂߃Wva]
type = ChangeState
value = 625
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = fvar(3) >= 0
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = (Abs(Vel X) > 0 || var(4))
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = I
TriggerAll = Ctrl
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = Pos Y+Vel Y*7+0.5*Const(movement.yaccel)*8*7 < 0
Trigger1 = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X)*7 <= 69
Trigger1 = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*7+0.5*EnemyNear(var(58)),Const(movement.yaccel)*8*7)-(Vel Y*7+0.5*Const(movement.yaccel)*8*7)) = [-50,0]

[State -3. ΂߃Wvc]
type = ChangeState
value = 635
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = fvar(3) >= 0
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = (Abs(Vel X) > 0 || var(4))
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = I
TriggerAll = Ctrl
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = Pos Y+Vel Y*6+0.5*Const(movement.yaccel)*7*6 < 0
Trigger1 = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X)*6 <= 70
Trigger1 = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*6+0.5*EnemyNear(var(58)),Const(movement.yaccel)*7*6)-(Vel Y*6+0.5*Const(movement.yaccel)*7*6)) = [-30,30]

[State -3, ΂߃Wv`]
type = ChangeState
value = 605
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = fvar(3) >= 0
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = (Abs(Vel X) > 0 || var(4))
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = I
TriggerAll = Ctrl
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = Pos Y+Vel Y*6+0.5*Const(movement.yaccel)*7*6 < 0
Trigger1 = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X)*6 <= 48
Trigger1 = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*6+0.5*EnemyNear(var(58)),Const(movement.yaccel)*7*6)-(Vel Y*6+0.5*Const(movement.yaccel)*7*6)) = [-50,0]

[State -3, WvӂƂ΂]
type = ChangeState
value = 640
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = fvar(3) >= 0
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = (Abs(Vel X) > 0 || var(4))
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = I
TriggerAll = Ctrl
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = Pos Y+Vel Y*14+0.5*Const(movement.yaccel)*15*14 < 0
Trigger1 = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X)*14 <= 69
Trigger1 = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*14+0.5*EnemyNear(var(58)),Const(movement.yaccel)*15*14)-(Vel Y*14+0.5*Const(movement.yaccel)*15*14)) = [-50,20]

[State -3, Wvb]
type = ChangeState
value = 610
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = fvar(3) >= 0
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(Abs(Vel X) > 0 || var(4))
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = I
TriggerAll = Ctrl
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = Pos Y+Vel Y*5+0.5*Const(movement.yaccel)*6*5 < 0
Trigger1 = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X)*5 <= 36
Trigger1 = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*5+0.5*EnemyNear(var(58)),Const(movement.yaccel)*6*5)-(Vel Y*5+0.5*Const(movement.yaccel)*6*5)) = [-60,-10]

[State -3, Wvc]
type = ChangeState
value = 630
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = fvar(3) >= 0
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(Abs(Vel X) > 0 || var(4))
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = I
TriggerAll = Ctrl
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = Pos Y+Vel Y*6+0.5*Const(movement.yaccel)*7*6 < 0
Trigger1 = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X)*6 <= 70
Trigger1 = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*6+0.5*EnemyNear(var(58)),Const(movement.yaccel)*7*6)-(Vel Y*6+0.5*Const(movement.yaccel)*7*6)) = [-30,30]

[State -3, Wv`]
type = ChangeState
value = 600
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = fvar(3) >= 0
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(Abs(Vel X) > 0 || var(4))
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = I
TriggerAll = Ctrl
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = Pos Y+Vel Y*4+0.5*Const(movement.yaccel)*5*4 < 0
Trigger1 = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X)*4 <= 48
Trigger1 = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*4+0.5*EnemyNear(var(58)),Const(movement.yaccel)*5*4)-(Vel Y*4+0.5*Const(movement.yaccel)*5*4)) = [-30,0]

[State -3, WvӂƂ΂]
type = ChangeState
value = 640
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = fvar(3) >= 0
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(Abs(Vel X) > 0 || var(4))
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = I
TriggerAll = Ctrl
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || var(19) || fvar(1)
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = Pos Y+Vel Y*14+0.5*Const(movement.yaccel)*15*14 < 0
Trigger1 = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X)*14 <= 69
Trigger1 = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*14+0.5*EnemyNear(var(58)),Const(movement.yaccel)*15*14)-(Vel Y*14+0.5*Const(movement.yaccel)*15*14)) = [-50,20]

[State -3, U]
type = ChangeState
value = 750
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = I
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = EnemyNear(var(58)),Vel Y >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*10*var(8) = [-15-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),22]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*10+0.5*EnemyNear(var(58)),Const(movement.yaccel)*11*10*(EnemyNear(var(58)),Vel Y != 0) = [-20,10]
TriggerAll = Random < var(59)*100 || fvar(1) = 4
Trigger1 = StateNo = 700 && (AnimElem = 2, >= 0 && AnimElem = 3, < 0)

[State -3, ]
type = ChangeState
value = 260
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = I
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*100 || fvar(1) = 4
Trigger1 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*9*var(8) = [62-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),112]
Trigger1 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*9+0.5*EnemyNear(var(58)),Const(movement.yaccel)*10*9*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger2 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*10*var(8) = [68-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),118]
Trigger2 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*10+0.5*EnemyNear(var(58)),Const(movement.yaccel)*11*10*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger3 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*11*var(8) = [72-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),122]
Trigger3 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*11+0.5*EnemyNear(var(58)),Const(movement.yaccel)*12*11*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger4 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*12*var(8) = [75-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),125]
Trigger4 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*12+0.5*EnemyNear(var(58)),Const(movement.yaccel)*13*12*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger5 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*13*var(8) = [78-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),128]
Trigger5 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*13+0.5*EnemyNear(var(58)),Const(movement.yaccel)*14*13*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger6 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*14*var(8) = [81-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),131]
Trigger6 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*14+0.5*EnemyNear(var(58)),Const(movement.yaccel)*15*14*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger7 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*15*var(8) = [83-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),133]
Trigger7 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*15+0.5*EnemyNear(var(58)),Const(movement.yaccel)*16*15*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger8 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*16*var(8) = [84-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),134]
Trigger8 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*16+0.5*EnemyNear(var(58)),Const(movement.yaccel)*17*16*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger9 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*17*var(8) = [85-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),135]
Trigger9 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*17+0.5*EnemyNear(var(58)),Const(movement.yaccel)*18*17*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger10 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*18*var(8) = [86-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),136]
Trigger10 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*18+0.5*EnemyNear(var(58)),Const(movement.yaccel)*19*18*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]

[State -3, b]
type = ChangeState
value = 210
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = I
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = EnemyNear(var(58)),Vel Y >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4) >= 24
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger1 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*20*var(8) = [115-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),198]
Trigger1 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*20+0.5*EnemyNear(var(58)),Const(movement.yaccel)*21*20*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger2 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*21*var(8) = [122-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),205]
Trigger2 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*21+0.5*EnemyNear(var(58)),Const(movement.yaccel)*22*21*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger3 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*22*var(8) = [129-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),212]
Trigger3 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*22+0.5*EnemyNear(var(58)),Const(movement.yaccel)*23*22*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger4 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*23*var(8) = [136-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),219]
Trigger4 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*23+0.5*EnemyNear(var(58)),Const(movement.yaccel)*24*23*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]

[State -3, Ⴊ݂b]
type = ChangeState
value = 410
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = I
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = EnemyNear(var(58)),Vel Y >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*5*var(8) = [-15-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),22]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*5+0.5*EnemyNear(var(58)),Const(movement.yaccel)*6*5*(EnemyNear(var(58)),Vel Y != 0) = [-50,10]
TriggerAll = Random < var(59)*100 || fvar(1) = 4
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])

[State -3, Ⴊ݂c]
type = ChangeState
value = 430
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = I
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = EnemyNear(var(58)),Vel Y >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*7*var(8) = [-5-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),62]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*7+0.5*EnemyNear(var(58)),Const(movement.yaccel)*8*7*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
TriggerAll = Random < var(59)*100 || fvar(1) = 4
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])

[State -3, c]
type = ChangeState
value = 230
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = I
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = EnemyNear(var(58)),Vel Y >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*13*var(8) = [-4-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),43]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*13+0.5*EnemyNear(var(58)),Const(movement.yaccel)*14*13*(EnemyNear(var(58)),Vel Y != 0) = [-30,10]
TriggerAll = fvar(4) >= 25
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = Random%5 = 0
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])

[State -3, _bV]
type = ChangeState
value = 100
Ctrl = 0
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = var(8)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = I
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = EnemyNear(var(58)),Vel Y < 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*5*var(8) = [-150-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front))-var(17)*50,50]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*5+0.5*EnemyNear(var(58)),Const(movement.yaccel)*6*5*(EnemyNear(var(58)),Vel Y != 0) = [-360,-180]
TriggerAll = Random < var(59)*100 || fvar(1) = 4
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])

[State -3, _bV]
type = ChangeState
value = 100
Ctrl = 0
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = var(8)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = I
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = EnemyNear(var(58)),Vel X < 0
TriggerAll = EnemyNear(var(58)),Vel Y < 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*20+0.5*EnemyNear(var(58)),Const(movement.yaccel)*21*20*(EnemyNear(var(58)),Vel Y != 0) < -120
TriggerAll = Random < var(59)*100 || fvar(1) = 4
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])

[State -3, Wv]
type = ChangeState
value = 43
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = I
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = EnemyNear(var(58)),Vel Y < 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*11*var(8) = [-60+(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front))-var(17)*50,0]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*11+0.5*EnemyNear(var(58)),Const(movement.yaccel)*12*11*(EnemyNear(var(58)),Vel Y != 0) = [-150,-100]
TriggerAll = BackEdgeBodyDist > 50
TriggerAll = Random < var(59)*100 || fvar(1) = 4
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])

[State -3, Wv]
type = ChangeState
value = 41
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = I
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = EnemyNear(var(58)),Vel Y < 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*17*var(8) = [0-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front))-var(17)*50,57]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*17+0.5*EnemyNear(var(58)),Const(movement.yaccel)*18*17*(EnemyNear(var(58)),Vel Y != 0) = [-140,-90]
TriggerAll = Random < var(59)*100 || fvar(1) = 4
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])

[State -3, OWv]
type = ChangeState
value = 42
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 4
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = I
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = EnemyNear(var(58)),Vel Y < 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*9*var(8) = [50-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front))-var(17)*50,150]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*9+0.5*EnemyNear(var(58)),Const(movement.yaccel)*10*9*(EnemyNear(var(58)),Vel Y != 0) = [-140,-90]
TriggerAll = Random < var(59)*100 || fvar(1) = 4
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])

;yΔѓz------------------------------------------------------------------------------------------

[State -3, ~@c]
Type = ChangeState
Value = 1250
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) = [3,8]
TriggerAll = !var(19)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = Random < Floor(fvar(4))
TriggerAll = fvar(4) > 50
TriggerAll = var(8) = 1 && fvar(3) >= 0
Trigger1 = EnemyNear(var(58)),NumProj = 1
Trigger2 = EnemyNear(var(58)),HitDefAttr = SC,NP,SP

[State -3, ~@b]
Type = ChangeState
Value = 1200
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) = [3,8]
TriggerAll = !var(19)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = Random < Floor(fvar(4))
TriggerAll = fvar(4) > 50
TriggerAll = var(8) = 1 && fvar(3) >= 0
Trigger1 = EnemyNear(var(58)),NumProj = 1
Trigger2 = EnemyNear(var(58)),HitDefAttr = SC,NP,SP

[State -3, ~@a]
Type = ChangeState
Value = 1150
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) = [3,8]
TriggerAll = !var(19)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = Random < Floor(fvar(4))
TriggerAll = fvar(4) > 50
TriggerAll = var(8) = 1 && fvar(3) >= 0
Trigger1 = EnemyNear(var(58)),NumProj = 1
Trigger2 = EnemyNear(var(58)),HitDefAttr = SC,NP,SP

[State -3, ~@`]
Type = ChangeState
Value = 1100
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) = [3,8]
TriggerAll = !var(19)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = Random < Floor(fvar(4))
TriggerAll = fvar(4) > 50
TriggerAll = var(8) = 1 && fvar(3) >= 0
Trigger1 = EnemyNear(var(58)),NumProj = 1
Trigger2 = EnemyNear(var(58)),HitDefAttr = SC,NP,SP

;
;K[h 
;inguarddist EnemyNear,HitDefAttr = SCA,AA;Ō fvar(1) = 5
;

[State -3, ]
type = ChangeState
value = 700
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 5
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AT)
TriggerAll = Random < var(59)*100 || fvar(1) = 5
TriggerAll = InGuardDist || var(57) || EnemyNear(var(58)),HitDefAttr = SCA,AP
Trigger1 = fvar(4)-EnemyNear(var(58)),Vel X*var(8)*40 >= 30
Trigger1 = EnemyNear(var(58)),NumProj > 0 || var(56)
Trigger2 = !(StateNo = 700 || PrevStateNo = 700)
Trigger2 = EnemyNear(var(58)),MoveType = A
Trigger2 = EnemyNear(var(58)),HitDefAttr = SCA,AP
Trigger2 = EnemyNear(var(58)),Time < 20
Trigger3 = StateNo = 700 || PrevStateNo = 700
Trigger3 = EnemyNear(var(58)),MoveType = A
Trigger3 = EnemyNear(var(58)),HitDefAttr = SCA,AP
Trigger3 = EnemyNear(var(58)),AnimTime <= -20
Trigger4 = !(EnemyNear(var(58)),HitDefAttr = SCA,AP)
Trigger4 = EnemyNear(var(58)),HitDefAttr = SCA,SA,HA
Trigger4 = EnemyNear(var(58)),AnimTime <= -40
Trigger5 = EnemyNear(var(58)),StateNo < 1000
Trigger5 = EnemyNear(var(58)),MoveType = A
Trigger5 = EnemyNear(var(58)),HitDefAttr = SCA,NA
Trigger5 = EnemyNear(var(58)),AnimTime <= -29

[State -3, K[h]
type = ChangeState
value = 120
ctrl = 0
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [2,8]) || fvar(1) = 5
TriggerAll = var(17) < 1300
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateNo = [120,160]) || StateNo = 140 
TriggerAll = StateType != A 
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AT)
TriggerAll = Random < var(59)*100 || (var(59) = 6 && Life < 333) || (var(59) = 7 && Life < 777) || var(59) = 8 || fvar(1) = 5
Trigger1 = EnemyNear(var(58)),NumProj > 0 || var(56)
Trigger1 = InGuardDist || var(57)
Trigger2 = !(EnemyNear(var(58)),NumProj > 0 || var(56))
Trigger2 = InGuardDist || var(57)
Trigger2 = EnemyNear(var(58)),HitDefAttr = SCA,AA
Trigger2 = !(EnemyNear(var(58)),AnimTime > 0 && EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),Vel Y > 0 && EnemyNear(var(58)),Vel X < 0)

[State -3, K[hLZӂƂ΂]
type = ChangeState
value = 255
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [4,8]) || fvar(1) = 5
TriggerAll = var(10)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = (Power >= 1000 || var(7))
TriggerAll = StateNo = 150 || StateNo = 152
TriggerAll = EnemyNear(var(58)),HitDefAttr = SC,NA
TriggerAll = EnemyNear(var(58)),NumProj = 0
TriggerAll = (EnemyNear(var(58)),AnimTime <= -13) || (EnemyNear(var(58)),Pos Y-Pos Y = [-10,10])
TriggerAll = Random < var(59)*100 || fvar(1) = 5
Trigger1 = fvar(4) = [10,104]

[State -3, K[hLZً}EO]
type = ChangeState
value = 705
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 5
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = (Power >= 1000 || var(7))
TriggerAll = StateNo = 150 || StateNo = 152
TriggerAll = Random < var(59)*100 || fvar(1) = 5
Trigger1 = fvar(4) = [25,95]
Trigger1 = EnemyNear(var(58)),AnimTime <= -33-3
Trigger1 = EnemyNear(var(58)),StateNo < 2000
Trigger1 = fvar(3) >= 0
Trigger2 = var(7)
Trigger2 = EnemyNear(var(58)),StateType = A
Trigger3 = var(7)
Trigger3 = BackEdgeBodyDist < 5
Trigger4 = var(7)
Trigger4 = EnemyNear(var(58)),NumProj > 0 || var(56)

[State -3, K[hLZً}E]
type = ChangeState
value = 755
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 5
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = (Power >= 1000 || var(7))
TriggerAll = StateNo = 150 || StateNo = 152
TriggerAll = Random < var(59)*100 || fvar(1) = 5
Trigger1 = EnemyNear(var(58)),StateNo < 2000
Trigger1 = fvar(3) < 0
Trigger2 = var(7)
Trigger2 = EnemyNear(var(58)),Vel X > 0
Trigger3 = var(7)
Trigger3 = EnemyNear(var(58)),HitDefAttr = SCA,AT

;
;nNU 
;EnemyNear,StateType = L EnemyNear,AnimTime P2bodyDist Y P2bodyDist X fvar(1) = 6
;

[State -3, OWv]
type = ChangeState
value = 42
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [2,8]) || fvar(1) = 6
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = L
TriggerAll = Ctrl || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = EnemyNear(var(58)),BackEdgeBodyDist > 5
TriggerAll = Random < var(59)*100 || fvar(1) = 6
TriggerAll = EnemyNear(var(58)),StateNo = 5120
Trigger1 = EnemyNear(var(58)),AnimTime = [-25,-20]
Trigger1 = fvar(4) = [25,120]

[State -3, Wv]
type = ChangeState
value = 41
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [2,8]) || fvar(1) = 6
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = L
TriggerAll = Ctrl || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = EnemyNear(var(58)),Const(size.height) > 50
TriggerAll = EnemyNear(var(58)),BackEdgeBodyDist < 10
TriggerAll = fvar(4) = [-15,55]
TriggerAll = Random < var(59)*100 || fvar(1) = 6
TriggerAll = EnemyNear(var(58)),StateNo = 5120
Trigger1 = EnemyNear(var(58)),AnimTime = [-40,-35]
Trigger1 = fvar(4) = [-5,25]

[State -3, _bV]
type = ChangeState
value = 100
ctrl = 0
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 6
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = (EnemyNear(var(58)),StateType = L || EnemyNear(var(58)),MoveType = H)
TriggerAll = Ctrl || (StateNo = [21,22]) 
TriggerAll = var(8) = -1
TriggerAll = fvar(4) > 100
TriggerAll = Random < var(59)*100 || fvar(1) = 6
Trigger1 = ((EnemyNear(var(58)),StateNo = [251,252]) || (EnemyNear(var(58)),StateNo = [820,870]) || (EnemyNear(var(58)),StateNo = 1520))
Trigger2 = ((EnemyNear(var(58)),StateNo = 1970) || (EnemyNear(var(58)),StateNo = 2010) || (EnemyNear(var(58)),StateNo = 2110))
Trigger3 = ((EnemyNear(var(58)),StateNo = [2210,2211]) || (EnemyNear(var(58)),StateNo = 3010))
Trigger4 = P2StateNo = [5100,5110]
Trigger5 = P2StateNo = 5120
Trigger5 = EnemyNear(var(58)),AnimTime < -30

[State -3, _bV]
type = ChangeState
value = 100
ctrl = 0
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 6
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = (EnemyNear(var(58)),StateType = L || EnemyNear(var(58)),MoveType = H)
TriggerAll = Ctrl || (StateNo = [21,22]) 
TriggerAll = StateNo != 52
TriggerAll = fvar(4) > 100
TriggerAll = var(8) = 1
TriggerAll = Random%2 = 1 
TriggerAll = Random < var(59)*100 || fvar(1) = 6
Trigger1 = ((EnemyNear(var(58)),StateNo = [251,252]) || (EnemyNear(var(58)),StateNo = [820,870]) || (EnemyNear(var(58)),StateNo = 1520))
Trigger2 = ((EnemyNear(var(58)),StateNo = 1970) || (EnemyNear(var(58)),StateNo = 2010) || (EnemyNear(var(58)),StateNo = 2110))
Trigger3 = ((EnemyNear(var(58)),StateNo = [2210,2211]) || (EnemyNear(var(58)),StateNo = 3010))
Trigger4 = P2StateNo = [5100,5110]
Trigger5 = P2StateNo = 5120
Trigger5 = EnemyNear(var(58)),AnimTime < -30

[State -3, Oi]
Type = ChangeState
Value = 21
Ctrl = 0
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 6
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = P2StateType = L
TriggerAll = Ctrl || (StateNo = 22 && Time > 10)
TriggerAll = P2StateNo = [5050,5110]
TriggerAll = Random < var(59)*100 || fvar(1) = 6
Trigger1 = fvar(4) > 80
Trigger1 = Random%5 = 1

[State -3, ]
Type = ChangeState
Value = 22
Ctrl = 0
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [2,8]) || fvar(1) = 6
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = P2StateType = L
TriggerAll = Ctrl || (StateNo = 21 && Time > 10)
TriggerAll = P2StateNo = [5050,5110]
TriggerAll = !(BackEdgeBodyDist < 15)
TriggerAll = Random < var(59)*100 || fvar(1) = 6
Trigger1 = fvar(4) < 35
Trigger1 = Random%5 = 1

[State -3, obNXebv]
type = ChangeState
value = 105
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [2,8]) || fvar(1) = 6
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = L && EnemyNear(var(58)),StateNo = [5000,5300)
TriggerAll = Ctrl || StateNo = [21,22]
TriggerAll = fvar(4) <= 40
TriggerAll = BackEdgeBodyDist > 60
Trigger1 = EnemyNear(var(58)),StateNo = 5120
Trigger1 = EnemyNear(var(58)),AnimTime = -1
Trigger1 = Random%10 = 1

[State -3, ~@c]
Type = ChangeState
Value = 1250
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 6
TriggerAll = !var(19)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = P2StateType = L
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = fvar(4) = [-15,15]
TriggerAll = Random < var(59)*100 || fvar(1) = 6
TriggerAll = P2StateNo = 5120
TriggerAll = EnemyNear(var(58)),AnimTime = -1-Random%20
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, ~@b]
Type = ChangeState
Value = 1200
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 6
TriggerAll = !var(19)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = P2StateType = L
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = fvar(4) = [-15,15]
TriggerAll = Random < var(59)*100 || fvar(1) = 6
TriggerAll = P2StateNo = 5120
TriggerAll = EnemyNear(var(58)),AnimTime = -1-Random%20
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, ~@a]
Type = ChangeState
Value = 1150
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 6
TriggerAll = !var(19)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = P2StateType = L
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = fvar(4) = [-15,15]
TriggerAll = Random < var(59)*100 || fvar(1) = 6
TriggerAll = P2StateNo = 5120
TriggerAll = EnemyNear(var(58)),AnimTime = -1-Random%20
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, ~@`]
Type = ChangeState
Value = 1100
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 6
TriggerAll = !var(19)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = P2StateType = L
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = fvar(4) = [-15,15]
TriggerAll = Random < var(59)*100 || fvar(1) = 6
TriggerAll = P2StateNo = 5120
TriggerAll = EnemyNear(var(58)),AnimTime = -1-Random%20
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, @b]
Type = ChangeState
Value = 1050
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 6
TriggerAll = var(52) > 120
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = P2StateType = L
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = fvar(4) = [-40,20]
TriggerAll = Pos Y = [-200,-150]
TriggerAll = Random < var(59)*100 || fvar(1) = 6
Trigger1 = P2StateNo = 5120
Trigger1 = EnemyNear(var(58)),AnimTime = -19+4

[State -3, @`]
Type = ChangeState
Value = 1000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 6
TriggerAll = var(52) > 120
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = P2StateType = L
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = fvar(4) = [30,100]
TriggerAll = Pos Y = [-200,-150]
TriggerAll = Random < var(59)*100 || fvar(1) = 6
Trigger1 = P2StateNo = 5120
Trigger1 = EnemyNear(var(58)),AnimTime = -19+4

[State -3, c]
Type = ChangeState
Value = 230
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 6
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = P2StateType = L
TriggerAll = Ctrl || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = fvar(4) >= 25
TriggerAll = fvar(4) = [-5,90]
TriggerAll = Random < var(59)*100 || fvar(1) = 6
Trigger1 = P2StateNo = 5120
Trigger1 = EnemyNear(var(58)),AnimTime = -12+4

[State -3, Ⴊ݂b]
Type = ChangeState
Value = 410
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [2,8]) || fvar(1) = 6
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = P2StateType = L
TriggerAll = Ctrl || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = fvar(4) = [-5,25]
TriggerAll = Random < var(59)*100 || fvar(1) = 6
Trigger1 = P2StateNo = 5120
Trigger1 = EnemyNear(var(58)),AnimTime = -9+4
Trigger2 = P2StateNo = 5120
Trigger2 = EnemyNear(var(58)),AnimTime = -5+4

[State -3, ]
Type = ChangeState
Value = 260
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 6
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = P2StateType = L
TriggerAll = Ctrl || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = fvar(4) = [100,136]
TriggerAll = Random < var(59)*100 || fvar(1) = 6
Trigger1 = P2StateNo = 5120
Trigger1 = EnemyNear(var(58)),AnimTime = -18+4

[State -3, ߗc]
Type = ChangeState
Value = 235
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 6
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = P2StateType = L
TriggerAll = Ctrl || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = fvar(4) < 25
TriggerAll = Random < var(59)*100 || fvar(1) = 6
Trigger1 = P2StateNo = 5120
Trigger1 = EnemyNear(var(58)),AnimTime = -21+4

[State -3, Ⴊ݂c]
Type = ChangeState
Value = 430
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 6
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = P2StateType = L
TriggerAll = Ctrl || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = fvar(4) = [-15,62]
TriggerAll = Random < var(59)*100 || fvar(1) = 6
Trigger1 = P2StateNo = 5120
Trigger1 = EnemyNear(var(58)),AnimTime = -10+4

[State -3, ߗ`]
Type = ChangeState
Value = 205
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [2,8]) || fvar(1) = 6
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = P2StateType = L
TriggerAll = Ctrl || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = fvar(4) < 18
TriggerAll = Random < var(59)*100 || fvar(1) = 6
Trigger1 = P2StateNo = 5120
Trigger1 = EnemyNear(var(58)),AnimTime = -9+4

[State -3, a]
Type = ChangeState
Value = 220
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [2,8]) || fvar(1) = 6
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = P2StateType = L
TriggerAll = Ctrl || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = fvar(4) >= 21
TriggerAll = fvar(4) = [42,103]
TriggerAll = Random < var(59)*100 || fvar(1) = 6
Trigger1 = P2StateNo = 5120
Trigger1 = EnemyNear(var(58)),AnimTime = -19+4

[State -3, Ⴊ݂`]
Type = ChangeState
Value = 400
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [2,8]) || fvar(1) = 6
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = P2StateType = L
TriggerAll = Ctrl || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = fvar(4) = [-5,64]
TriggerAll = Random < var(59)*100 || fvar(1) = 6
Trigger1 = P2StateNo = 5120
Trigger1 = EnemyNear(var(58)),AnimTime = -7+4

[State -3, Ⴊ݂a]
Type = ChangeState
Value = 420
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [2,8]) || fvar(1) = 6
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = P2StateType = L
TriggerAll = Ctrl || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = fvar(4) = [17,95]
TriggerAll = Random < var(59)*100 || fvar(1) = 6
Trigger1 = P2StateNo = 5120
Trigger1 = EnemyNear(var(58)),AnimTime = -13+4

;
;nډ 
;Prevstateno EnemyNear,Movetype = H EnemyNear,stateno = [120,159] fvar(1) = 7
;

[State -3, _bV]
Type = ChangeState
Value = 100
Ctrl = 0
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 7
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = fvar(4) > 20
TriggerAll = Ctrl || StateNo = 21
TriggerAll = !var(9)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [211,214]) || (EnemyNear(var(58)),StateNo = [251,254]) || (EnemyNear(var(58)),StateNo = [820,870]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1020,1021]) || (EnemyNear(var(58)),StateNo = 1420) || (EnemyNear(var(58)),StateNo = 2110))
TriggerAll = !((EnemyNear(var(58)),StateNo = 2210) || (EnemyNear(var(58)),StateNo = 3110) || (EnemyNear(var(58)),StateNo = [3210,3211]))
TriggerAll = !(EnemyNear(var(58)),StateNo = 4010)
TriggerAll = EnemyNear(var(58)),MoveType = H && !(EnemyNear(var(58)),StateNo = [120,160))
TriggerAll = EnemyNear(var(58)),GetHitVar(hittime) + EnemyNear(var(58)),GetHitVar(hitshaketime) >= 6
TriggerAll = EnemyNear(var(58)),GetHitVar(yvel) = 0
Trigger1 = Random < var(59)*100 || fvar(1) = 7

[State -3, Oi]
Type = ChangeState
Value = 21
Ctrl = 0
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [2,8]) || fvar(1) = 7
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = fvar(4) < 50
TriggerAll = Ctrl || (StateNo = 22 && Time > 10)
TriggerAll = !var(9)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [211,214]) || (EnemyNear(var(58)),StateNo = [251,254]) || (EnemyNear(var(58)),StateNo = [820,870]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1020,1021]) || (EnemyNear(var(58)),StateNo = 1420) || (EnemyNear(var(58)),StateNo = 2110))
TriggerAll = !((EnemyNear(var(58)),StateNo = 2210) || (EnemyNear(var(58)),StateNo = 3110) || (EnemyNear(var(58)),StateNo = [3210,3211]))
TriggerAll = !(EnemyNear(var(58)),StateNo = 4010)
TriggerAll = EnemyNear(var(58)),MoveType = H && !(EnemyNear(var(58)),StateNo = [120,160))
TriggerAll = EnemyNear(var(58)),GetHitVar(hittime) + EnemyNear(var(58)),GetHitVar(hitshaketime) >= 1
TriggerAll = EnemyNear(var(58)),GetHitVar(yvel) = 0
Trigger1 = Random < var(59)*100 || fvar(1) = 7

[State -3, M]
Type = ChangeState
Value = 4000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 7
TriggerAll = var(7)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = Ctrl || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = !var(9)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [211,214]) || (EnemyNear(var(58)),StateNo = [251,254]) || (EnemyNear(var(58)),StateNo = [820,870]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1020,1021]) || (EnemyNear(var(58)),StateNo = 1420) || (EnemyNear(var(58)),StateNo = 2110))
TriggerAll = !((EnemyNear(var(58)),StateNo = 2210) || (EnemyNear(var(58)),StateNo = 3110) || (EnemyNear(var(58)),StateNo = [3210,3211]))
TriggerAll = !(EnemyNear(var(58)),StateNo = 4010)
TriggerAll = EnemyNear(var(58)),MoveType = H && !(EnemyNear(var(58)),StateNo = [120,160))
TriggerAll = EnemyNear(var(58)),GetHitVar(hittime) + EnemyNear(var(58)),GetHitVar(hitshaketime) >= 3-2
TriggerAll = EnemyNear(var(58)),GetHitVar(yvel) = 0
TriggerAll = Random < var(59)*150 || fvar(1) = 7
TriggerAll = Power >= 3000
Trigger1 = EnemyNear(var(58)),Vel X && (3-EnemyNear(var(58)),GetHitVar(hitshaketime)>0)
Trigger1 = fvar(4) = [-5,38+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**(3-EnemyNear(var(58)),GetHitVar(hitshaketime)))/(1-fvar(5)))]
Trigger2 = EnemyNear(var(58)),Vel X && (3-EnemyNear(var(58)),GetHitVar(hitshaketime)<=0)
Trigger2 = fvar(4) = [-5,38+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**3)/(1-fvar(5)))]
Trigger3 = !(EnemyNear(var(58)),Vel X)
Trigger3 = fvar(4) = [-5,38+((EnemyNear(var(58)),Vel X*var(50))*(1-fvar(5)**3)/(1-fvar(5)))]

[State -3, M]
Type = ChangeState
Value = 4000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [2,4]) || fvar(1) = 7
TriggerAll = var(7)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = Ctrl || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = !var(9)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [211,214]) || (EnemyNear(var(58)),StateNo = [251,254]) || (EnemyNear(var(58)),StateNo = [820,870]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1020,1021]) || (EnemyNear(var(58)),StateNo = 1420) || (EnemyNear(var(58)),StateNo = 2110))
TriggerAll = !((EnemyNear(var(58)),StateNo = 2210) || (EnemyNear(var(58)),StateNo = 3110) || (EnemyNear(var(58)),StateNo = [3210,3211]))
TriggerAll = !(EnemyNear(var(58)),StateNo = 4010)
TriggerAll = EnemyNear(var(58)),MoveType = H && !(EnemyNear(var(58)),StateNo = [120,160))
TriggerAll = EnemyNear(var(58)),GetHitVar(yvel) = 0
TriggerAll = Random < var(59)*150 || fvar(1) = 7
TriggerAll = Power >= 3000
Trigger1 = EnemyNear(var(58)),Vel X && (3-EnemyNear(var(58)),GetHitVar(hitshaketime)>0)
Trigger1 = fvar(4) = [-5,38+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**(3-EnemyNear(var(58)),GetHitVar(hitshaketime)))/(1-fvar(5)))]
Trigger2 = EnemyNear(var(58)),Vel X && (3-EnemyNear(var(58)),GetHitVar(hitshaketime)<=0)
Trigger2 = fvar(4) = [-5,38+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**3)/(1-fvar(5)))]
Trigger3 = !(EnemyNear(var(58)),Vel X)
Trigger3 = fvar(4) = [-5,38+((EnemyNear(var(58)),Vel X*var(50))*(1-fvar(5)**3)/(1-fvar(5)))]

[State -3, Ⴊ݂b]
Type = ChangeState
Value = 410
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 7
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = Ctrl || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = !var(9)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [211,214]) || (EnemyNear(var(58)),StateNo = [251,254]) || (EnemyNear(var(58)),StateNo = [820,870]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1020,1021]) || (EnemyNear(var(58)),StateNo = 1420) || (EnemyNear(var(58)),StateNo = 2110))
TriggerAll = !((EnemyNear(var(58)),StateNo = 2210) || (EnemyNear(var(58)),StateNo = 3110) || (EnemyNear(var(58)),StateNo = [3210,3211]))
TriggerAll = !(EnemyNear(var(58)),StateNo = 4010)
TriggerAll = EnemyNear(var(58)),MoveType = H && !(EnemyNear(var(58)),StateNo = [120,160))
TriggerAll = EnemyNear(var(58)),GetHitVar(hittime) + EnemyNear(var(58)),GetHitVar(hitshaketime) >= 5-2
TriggerAll = EnemyNear(var(58)),GetHitVar(yvel) = 0
TriggerAll = Random < var(59)*150 || fvar(1) = 7
Trigger1 = EnemyNear(var(58)),Vel X && (5-EnemyNear(var(58)),GetHitVar(hitshaketime)>0)
Trigger1 = fvar(4) = [-25,22+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**(5-EnemyNear(var(58)),GetHitVar(hitshaketime)))/(1-fvar(5)))]
Trigger2 = EnemyNear(var(58)),Vel X && (5-EnemyNear(var(58)),GetHitVar(hitshaketime)<=0)
Trigger2 = fvar(4) = [-25,22+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**5)/(1-fvar(5)))]
Trigger3 = !(EnemyNear(var(58)),Vel X)
Trigger3 = fvar(4) = [-25,22+((EnemyNear(var(58)),Vel X*var(50))*(1-fvar(5)**5)/(1-fvar(5)))]

[State -3, Ⴊ݂b]
Type = ChangeState
Value = 410
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [2,4]) || fvar(1) = 7
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = Ctrl || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = !var(9)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [211,214]) || (EnemyNear(var(58)),StateNo = [251,254]) || (EnemyNear(var(58)),StateNo = [820,870]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1020,1021]) || (EnemyNear(var(58)),StateNo = 1420) || (EnemyNear(var(58)),StateNo = 2110))
TriggerAll = !((EnemyNear(var(58)),StateNo = 2210) || (EnemyNear(var(58)),StateNo = 3110) || (EnemyNear(var(58)),StateNo = [3210,3211]))
TriggerAll = !(EnemyNear(var(58)),StateNo = 4010)
TriggerAll = EnemyNear(var(58)),MoveType = H && !(EnemyNear(var(58)),StateNo = [120,160))
TriggerAll = EnemyNear(var(58)),GetHitVar(yvel) = 0
TriggerAll = Random < var(59)*150 || fvar(1) = 7
Trigger1 = EnemyNear(var(58)),Vel X && (5-EnemyNear(var(58)),GetHitVar(hitshaketime)>0)
Trigger1 = fvar(4) = [-25,22+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**(5-EnemyNear(var(58)),GetHitVar(hitshaketime)))/(1-fvar(5)))]
Trigger2 = EnemyNear(var(58)),Vel X && (5-EnemyNear(var(58)),GetHitVar(hitshaketime)<=0)
Trigger2 = fvar(4) = [-25,22+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**5)/(1-fvar(5)))]
Trigger3 = !(EnemyNear(var(58)),Vel X)
Trigger3 = fvar(4) = [-25,22+((EnemyNear(var(58)),Vel X*var(50))*(1-fvar(5)**5)/(1-fvar(5)))]

[State -3, Ⴊ݂`]
Type = ChangeState
Value = 400
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 7
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = Ctrl || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = !var(9)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [211,214]) || (EnemyNear(var(58)),StateNo = [251,254]) || (EnemyNear(var(58)),StateNo = [820,870]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1020,1021]) || (EnemyNear(var(58)),StateNo = 1420) || (EnemyNear(var(58)),StateNo = 2110))
TriggerAll = !((EnemyNear(var(58)),StateNo = 2210) || (EnemyNear(var(58)),StateNo = 3110) || (EnemyNear(var(58)),StateNo = [3210,3211]))
TriggerAll = !(EnemyNear(var(58)),StateNo = 4010)
TriggerAll = EnemyNear(var(58)),MoveType = H && !(EnemyNear(var(58)),StateNo = [120,160))
TriggerAll = EnemyNear(var(58)),GetHitVar(hittime) + EnemyNear(var(58)),GetHitVar(hitshaketime) >= 5-2
TriggerAll = EnemyNear(var(58)),GetHitVar(yvel) = 0
TriggerAll = Random < var(59)*150 || fvar(1) = 7
Trigger1 = EnemyNear(var(58)),Vel X && (5-EnemyNear(var(58)),GetHitVar(hitshaketime)>0)
Trigger1 = fvar(4) = [-5,64+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**(5-EnemyNear(var(58)),GetHitVar(hitshaketime)))/(1-fvar(5)))]
Trigger2 = EnemyNear(var(58)),Vel X && (5-EnemyNear(var(58)),GetHitVar(hitshaketime)<=0)
Trigger2 = fvar(4) = [-5,64+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**5)/(1-fvar(5)))]
Trigger3 = !(EnemyNear(var(58)),Vel X)
Trigger3 = fvar(4) = [-5,64+((EnemyNear(var(58)),Vel X*var(50))*(1-fvar(5)**5)/(1-fvar(5)))]

[State -3, Ⴊ݂`]
Type = ChangeState
Value = 400
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [2,4]) || fvar(1) = 7
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = Ctrl || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = !var(9)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [211,214]) || (EnemyNear(var(58)),StateNo = [251,254]) || (EnemyNear(var(58)),StateNo = [820,870]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1020,1021]) || (EnemyNear(var(58)),StateNo = 1420) || (EnemyNear(var(58)),StateNo = 2110))
TriggerAll = !((EnemyNear(var(58)),StateNo = 2210) || (EnemyNear(var(58)),StateNo = 3110) || (EnemyNear(var(58)),StateNo = [3210,3211]))
TriggerAll = !(EnemyNear(var(58)),StateNo = 4010)
TriggerAll = EnemyNear(var(58)),MoveType = H && !(EnemyNear(var(58)),StateNo = [120,160))
TriggerAll = EnemyNear(var(58)),GetHitVar(yvel) = 0
TriggerAll = Random < var(59)*150 || fvar(1) = 7
Trigger1 = EnemyNear(var(58)),Vel X && (5-EnemyNear(var(58)),GetHitVar(hitshaketime)>0)
Trigger1 = fvar(4) = [-5,64+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**(5-EnemyNear(var(58)),GetHitVar(hitshaketime)))/(1-fvar(5)))]
Trigger2 = EnemyNear(var(58)),Vel X && (5-EnemyNear(var(58)),GetHitVar(hitshaketime)<=0)
Trigger2 = fvar(4) = [-5,64+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**5)/(1-fvar(5)))]
Trigger3 = !(EnemyNear(var(58)),Vel X)
Trigger3 = fvar(4) = [-5,64+((EnemyNear(var(58)),Vel X*var(50))*(1-fvar(5)**5)/(1-fvar(5)))]

[State -3, ߗ`]
Type = ChangeState
Value = 205
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 7
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = fvar(4) < 18
TriggerAll = Ctrl || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = !var(9)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [211,214]) || (EnemyNear(var(58)),StateNo = [251,254]) || (EnemyNear(var(58)),StateNo = [820,870]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1020,1021]) || (EnemyNear(var(58)),StateNo = 1420) || (EnemyNear(var(58)),StateNo = 2110))
TriggerAll = !((EnemyNear(var(58)),StateNo = 2210) || (EnemyNear(var(58)),StateNo = 3110) || (EnemyNear(var(58)),StateNo = [3210,3211]))
TriggerAll = !(EnemyNear(var(58)),StateNo = 4010)
TriggerAll = EnemyNear(var(58)),MoveType = H && !(EnemyNear(var(58)),StateNo = [120,160))
TriggerAll = EnemyNear(var(58)),GetHitVar(hittime) + EnemyNear(var(58)),GetHitVar(hitshaketime) >= 5-2
TriggerAll = EnemyNear(var(58)),GetHitVar(yvel) = 0
TriggerAll = Random < var(59)*150 || fvar(1) = 7
Trigger1 = EnemyNear(var(58)),Vel X && (5-EnemyNear(var(58)),GetHitVar(hitshaketime)>0)
Trigger1 = fvar(4) = [-5,25+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**(5-EnemyNear(var(58)),GetHitVar(hitshaketime)))/(1-fvar(5)))]
Trigger2 = EnemyNear(var(58)),Vel X && (5-EnemyNear(var(58)),GetHitVar(hitshaketime)<=0)
Trigger2 = fvar(4) = [-5,25+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**5)/(1-fvar(5)))]
Trigger3 = !(EnemyNear(var(58)),Vel X)
Trigger3 = fvar(4) = [-5,25+((EnemyNear(var(58)),Vel X*var(50))*(1-fvar(5)**5)/(1-fvar(5)))]

[State -3, ߗ`]
Type = ChangeState
Value = 205
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [2,4]) || fvar(1) = 7
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = fvar(4) < 18
TriggerAll = Ctrl || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = !var(9)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [211,214]) || (EnemyNear(var(58)),StateNo = [251,254]) || (EnemyNear(var(58)),StateNo = [820,870]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1020,1021]) || (EnemyNear(var(58)),StateNo = 1420) || (EnemyNear(var(58)),StateNo = 2110))
TriggerAll = !((EnemyNear(var(58)),StateNo = 2210) || (EnemyNear(var(58)),StateNo = 3110) || (EnemyNear(var(58)),StateNo = [3210,3211]))
TriggerAll = !(EnemyNear(var(58)),StateNo = 4010)
TriggerAll = EnemyNear(var(58)),MoveType = H && !(EnemyNear(var(58)),StateNo = [120,160))
TriggerAll = EnemyNear(var(58)),GetHitVar(yvel) = 0
TriggerAll = Random < var(59)*150 || fvar(1) = 7
Trigger1 = EnemyNear(var(58)),Vel X && (5-EnemyNear(var(58)),GetHitVar(hitshaketime)>0)
Trigger1 = fvar(4) = [-5,25+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**(5-EnemyNear(var(58)),GetHitVar(hitshaketime)))/(1-fvar(5)))]
Trigger2 = EnemyNear(var(58)),Vel X && (5-EnemyNear(var(58)),GetHitVar(hitshaketime)<=0)
Trigger2 = fvar(4) = [-5,25+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**5)/(1-fvar(5)))]
Trigger3 = !(EnemyNear(var(58)),Vel X)
Trigger3 = fvar(4) = [-5,25+((EnemyNear(var(58)),Vel X*var(50))*(1-fvar(5)**5)/(1-fvar(5)))]

[State -3, Ⴊ݂c]
Type = ChangeState
Value = 430
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 7
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = Ctrl || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = !var(9)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [211,214]) || (EnemyNear(var(58)),StateNo = [251,254]) || (EnemyNear(var(58)),StateNo = [820,870]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1020,1021]) || (EnemyNear(var(58)),StateNo = 1420) || (EnemyNear(var(58)),StateNo = 2110))
TriggerAll = !((EnemyNear(var(58)),StateNo = 2210) || (EnemyNear(var(58)),StateNo = 3110) || (EnemyNear(var(58)),StateNo = [3210,3211]))
TriggerAll = !(EnemyNear(var(58)),StateNo = 4010)
TriggerAll = EnemyNear(var(58)),MoveType = H && !(EnemyNear(var(58)),StateNo = [120,160))
TriggerAll = EnemyNear(var(58)),GetHitVar(hittime) + EnemyNear(var(58)),GetHitVar(hitshaketime) >= 7-2
TriggerAll = EnemyNear(var(58)),GetHitVar(yvel) = 0
TriggerAll = Random < var(59)*150 || fvar(1) = 7
Trigger1 = EnemyNear(var(58)),Vel X && (7-EnemyNear(var(58)),GetHitVar(hitshaketime)>0)
Trigger1 = fvar(4) = [-5,62+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**(7-EnemyNear(var(58)),GetHitVar(hitshaketime)))/(1-fvar(5)))]
Trigger2 = EnemyNear(var(58)),Vel X && (7-EnemyNear(var(58)),GetHitVar(hitshaketime)<=0)
Trigger2 = fvar(4) = [-5,62+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**7)/(1-fvar(5)))]
Trigger3 = !(EnemyNear(var(58)),Vel X)
Trigger3 = fvar(4) = [-5,62+((EnemyNear(var(58)),Vel X*var(50))*(1-fvar(5)**7)/(1-fvar(5)))]

[State -3, Ⴊ݂c]
Type = ChangeState
Value = 430
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [2,4]) || fvar(1) = 7
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = Ctrl || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = !var(9)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [211,214]) || (EnemyNear(var(58)),StateNo = [251,254]) || (EnemyNear(var(58)),StateNo = [820,870]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1020,1021]) || (EnemyNear(var(58)),StateNo = 1420) || (EnemyNear(var(58)),StateNo = 2110))
TriggerAll = !((EnemyNear(var(58)),StateNo = 2210) || (EnemyNear(var(58)),StateNo = 3110) || (EnemyNear(var(58)),StateNo = [3210,3211]))
TriggerAll = !(EnemyNear(var(58)),StateNo = 4010)
TriggerAll = EnemyNear(var(58)),MoveType = H && !(EnemyNear(var(58)),StateNo = [120,160))
TriggerAll = EnemyNear(var(58)),GetHitVar(yvel) = 0
TriggerAll = Random < var(59)*150 || fvar(1) = 7
Trigger1 = EnemyNear(var(58)),Vel X && (7-EnemyNear(var(58)),GetHitVar(hitshaketime)>0)
Trigger1 = fvar(4) = [-5,62+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**(7-EnemyNear(var(58)),GetHitVar(hitshaketime)))/(1-fvar(5)))]
Trigger2 = EnemyNear(var(58)),Vel X && (7-EnemyNear(var(58)),GetHitVar(hitshaketime)<=0)
Trigger2 = fvar(4) = [-5,62+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**7)/(1-fvar(5)))]
Trigger3 = !(EnemyNear(var(58)),Vel X)
Trigger3 = fvar(4) = [-5,62+((EnemyNear(var(58)),Vel X*var(50))*(1-fvar(5)**7)/(1-fvar(5)))]

[State -3, c]
Type = ChangeState
Value = 230
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 7
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = fvar(4) >= 25
TriggerAll = Ctrl || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = !var(9)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [211,214]) || (EnemyNear(var(58)),StateNo = [251,254]) || (EnemyNear(var(58)),StateNo = [820,870]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1020,1021]) || (EnemyNear(var(58)),StateNo = 1420) || (EnemyNear(var(58)),StateNo = 2110))
TriggerAll = !((EnemyNear(var(58)),StateNo = 2210) || (EnemyNear(var(58)),StateNo = 3110) || (EnemyNear(var(58)),StateNo = [3210,3211]))
TriggerAll = !(EnemyNear(var(58)),StateNo = 4010)
TriggerAll = EnemyNear(var(58)),MoveType = H && !(EnemyNear(var(58)),StateNo = [120,160))
TriggerAll = EnemyNear(var(58)),GetHitVar(hittime) + EnemyNear(var(58)),GetHitVar(hitshaketime) >= 13-2
TriggerAll = EnemyNear(var(58)),GetHitVar(yvel) = 0
TriggerAll = Random < var(59)*150 || fvar(1) = 7
Trigger1 = EnemyNear(var(58)),Vel X && (13-EnemyNear(var(58)),GetHitVar(hitshaketime)>0)
Trigger1 = fvar(4) = [-5,43+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**(13-EnemyNear(var(58)),GetHitVar(hitshaketime)))/(1-fvar(5)))]
Trigger2 = EnemyNear(var(58)),Vel X && (13-EnemyNear(var(58)),GetHitVar(hitshaketime)<=0)
Trigger2 = fvar(4) = [-5,43+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**13)/(1-fvar(5)))]
Trigger3 = !(EnemyNear(var(58)),Vel X)
Trigger3 = fvar(4) = [-5,43+((EnemyNear(var(58)),Vel X*var(50))*(1-fvar(5)**13)/(1-fvar(5)))]

[State -3, c]
Type = ChangeState
Value = 230
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [2,4]) || fvar(1) = 7
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = fvar(4) >= 25
TriggerAll = Ctrl || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = !var(9)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [211,214]) || (EnemyNear(var(58)),StateNo = [251,254]) || (EnemyNear(var(58)),StateNo = [820,870]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1020,1021]) || (EnemyNear(var(58)),StateNo = 1420) || (EnemyNear(var(58)),StateNo = 2110))
TriggerAll = !((EnemyNear(var(58)),StateNo = 2210) || (EnemyNear(var(58)),StateNo = 3110) || (EnemyNear(var(58)),StateNo = [3210,3211]))
TriggerAll = !(EnemyNear(var(58)),StateNo = 4010)
TriggerAll = EnemyNear(var(58)),MoveType = H && !(EnemyNear(var(58)),StateNo = [120,160))
TriggerAll = EnemyNear(var(58)),GetHitVar(yvel) = 0
TriggerAll = Random < var(59)*150 || fvar(1) = 7
Trigger1 = EnemyNear(var(58)),Vel X && (13-EnemyNear(var(58)),GetHitVar(hitshaketime)>0)
Trigger1 = fvar(4) = [-5,43+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**(13-EnemyNear(var(58)),GetHitVar(hitshaketime)))/(1-fvar(5)))]
Trigger2 = EnemyNear(var(58)),Vel X && (13-EnemyNear(var(58)),GetHitVar(hitshaketime)<=0)
Trigger2 = fvar(4) = [-5,43+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**13)/(1-fvar(5)))]
Trigger3 = !(EnemyNear(var(58)),Vel X)
Trigger3 = fvar(4) = [-5,43+((EnemyNear(var(58)),Vel X*var(50))*(1-fvar(5)**13)/(1-fvar(5)))]

[State -3, b]
Type = ChangeState
Value = 210
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 7
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = fvar(4) >= 24
TriggerAll = Ctrl || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = !var(9)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [211,214]) || (EnemyNear(var(58)),StateNo = [251,254]) || (EnemyNear(var(58)),StateNo = [820,870]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1020,1021]) || (EnemyNear(var(58)),StateNo = 1420) || (EnemyNear(var(58)),StateNo = 2110))
TriggerAll = !((EnemyNear(var(58)),StateNo = 2210) || (EnemyNear(var(58)),StateNo = 3110) || (EnemyNear(var(58)),StateNo = [3210,3211]))
TriggerAll = !(EnemyNear(var(58)),StateNo = 4010)
TriggerAll = EnemyNear(var(58)),MoveType = H && !(EnemyNear(var(58)),StateNo = [120,160))
TriggerAll = EnemyNear(var(58)),GetHitVar(hittime) + EnemyNear(var(58)),GetHitVar(hitshaketime) >= 20-2
TriggerAll = EnemyNear(var(58)),GetHitVar(yvel) = 0
TriggerAll = Random < var(59)*150 || fvar(1) = 7
Trigger1 = EnemyNear(var(58)),Vel X && (20-EnemyNear(var(58)),GetHitVar(hitshaketime)>0)
Trigger1 = fvar(4) = [115,198+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**(20-EnemyNear(var(58)),GetHitVar(hitshaketime)))/(1-fvar(5)))]
Trigger2 = EnemyNear(var(58)),Vel X && (20-EnemyNear(var(58)),GetHitVar(hitshaketime)<=0)
Trigger2 = fvar(4) = [115,198+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**20)/(1-fvar(5)))]
Trigger3 = !(EnemyNear(var(58)),Vel X)
Trigger3 = fvar(4) = [115,198+((EnemyNear(var(58)),Vel X*var(50))*(1-fvar(5)**20)/(1-fvar(5)))]

[State -3, b]
Type = ChangeState
Value = 210
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [2,4]) || fvar(1) = 7
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = fvar(4) >= 30
TriggerAll = Ctrl || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = !var(9)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [211,214]) || (EnemyNear(var(58)),StateNo = [251,254]) || (EnemyNear(var(58)),StateNo = [820,870]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1020,1021]) || (EnemyNear(var(58)),StateNo = 1420) || (EnemyNear(var(58)),StateNo = 2110))
TriggerAll = !((EnemyNear(var(58)),StateNo = 2210) || (EnemyNear(var(58)),StateNo = 3110) || (EnemyNear(var(58)),StateNo = [3210,3211]))
TriggerAll = !(EnemyNear(var(58)),StateNo = 4010)
TriggerAll = EnemyNear(var(58)),MoveType = H && !(EnemyNear(var(58)),StateNo = [120,160))
TriggerAll = EnemyNear(var(58)),GetHitVar(yvel) = 0
TriggerAll = Random < var(59)*150 || fvar(1) = 7
Trigger1 = EnemyNear(var(58)),Vel X && (20-EnemyNear(var(58)),GetHitVar(hitshaketime)>0)
Trigger1 = fvar(4) = [115,198+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**(20-EnemyNear(var(58)),GetHitVar(hitshaketime)))/(1-fvar(5)))]
Trigger2 = EnemyNear(var(58)),Vel X && (20-EnemyNear(var(58)),GetHitVar(hitshaketime)<=0)
Trigger2 = fvar(4) = [115,198+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**20)/(1-fvar(5)))]
Trigger3 = !(EnemyNear(var(58)),Vel X)
Trigger3 = fvar(4) = [115,198+((EnemyNear(var(58)),Vel X*var(50))*(1-fvar(5)**20)/(1-fvar(5)))]

[State -3, Oi]
type = ChangeState
value = 21
Ctrl = 0
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [2,8]) || fvar(1) = 7
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo = [150,153]
TriggerAll = EnemyNear(var(58)),GetHitVar(hittime) + EnemyNear(var(58)),GetHitVar(hitshaketime) >= 12
TriggerAll = Ctrl || (StateNo = 22 && Time > 10)
TriggerAll = Random < var(59)*100 || fvar(1) = 7
Trigger1 = EnemyNear(var(58)),Vel X = 0 && (15-EnemyNear(var(58)),GetHitVar(hitshaketime) > 0)
Trigger1 = fvar(4) = [-5,60)
Trigger2 = EnemyNear(var(58)),Vel X = 0 && (15-EnemyNear(var(58)),GetHitVar(hitshaketime) <= 0)
Trigger2 = fvar(4) = [-5,60)
Trigger3 = !(EnemyNear(var(58)),Vel X = 0)
Trigger3 = fvar(4) = [-5,55)

[State -3, OWv]
type = ChangeState
value = 42
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [4,8]) || fvar(1) = 7
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo = [150,153]
TriggerAll = EnemyNear(var(58)),GetHitVar(hittime) + EnemyNear(var(58)),GetHitVar(hitshaketime) >= 12
TriggerAll = Ctrl || (StateNo = 22 && Time > 10)
TriggerAll = Random < var(59)*100 || fvar(1) = 7
Trigger1 = EnemyNear(var(58)),Vel X = 0 && (12-EnemyNear(var(58)),GetHitVar(hitshaketime) > 0)
Trigger1 = fvar(4) = [5,120)
Trigger2 = EnemyNear(var(58)),Vel X = 0 && (12-EnemyNear(var(58)),GetHitVar(hitshaketime) <= 0)
Trigger2 = fvar(4) = [5,120)
Trigger3 = !(EnemyNear(var(58)),Vel X = 0)
Trigger3 = fvar(4) = [5,120)

[State -3, Wv]
type = ChangeState
value = 41
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [4,8]) || fvar(1) = 7
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo = [150,153]
TriggerAll = EnemyNear(var(58)),GetHitVar(hittime) + EnemyNear(var(58)),GetHitVar(hitshaketime) >= 12
TriggerAll = Ctrl || (StateNo = 22 && Time > 10)
TriggerAll = Random < var(59)*50 || fvar(1) = 7
Trigger1 = EnemyNear(var(58)),Vel X = 0 && (12-EnemyNear(var(58)),GetHitVar(hitshaketime) > 0)
Trigger1 = fvar(4) = [-15,10)
Trigger2 = EnemyNear(var(58)),Vel X = 0 && (12-EnemyNear(var(58)),GetHitVar(hitshaketime) <= 0)
Trigger2 = fvar(4) = [-15,90)
Trigger3 = !(EnemyNear(var(58)),Vel X = 0)
Trigger3 = fvar(4) = [-15,90)

[State -3, Ⴊ݂b]
type = ChangeState
value = 410
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [6,8]) || fvar(1) = 7
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo = [150,153]
TriggerAll = EnemyNear(var(58)),GetHitVar(hittime) + EnemyNear(var(58)),GetHitVar(hitshaketime) >= 5-2
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = Random < var(59)*150 || fvar(1) = 7
Trigger1 = EnemyNear(var(58)),Vel X && (5-EnemyNear(var(58)),GetHitVar(hitshaketime)>0)
Trigger1 = fvar(4) = [-15,22+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**(5-EnemyNear(var(58)),GetHitVar(hitshaketime)))/(1-fvar(5)))]
Trigger2 = EnemyNear(var(58)),Vel X && (5-EnemyNear(var(58)),GetHitVar(hitshaketime)<=0)
Trigger2 = fvar(4) = [-15,22+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**5)/(1-fvar(5)))]
Trigger3 = !(EnemyNear(var(58)),Vel X)
Trigger3 = fvar(4) = [-15,22+((EnemyNear(var(58)),Vel X*var(50))*(1-fvar(5)**5)/(1-fvar(5)))]

[State -3, Ⴊ݂b]
type = ChangeState
value = 410
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [2,5]) || fvar(1) = 7
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo = [150,153]
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = Random < var(59)*150 || fvar(1) = 7
Trigger1 = EnemyNear(var(58)),Vel X && (5-EnemyNear(var(58)),GetHitVar(hitshaketime)>0)
Trigger1 = fvar(4) = [-15,22+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**(5-EnemyNear(var(58)),GetHitVar(hitshaketime)))/(1-fvar(5)))]
Trigger2 = EnemyNear(var(58)),Vel X && (5-EnemyNear(var(58)),GetHitVar(hitshaketime)<=0)
Trigger2 = fvar(4) = [-15,22+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**5)/(1-fvar(5)))]
Trigger3 = !(EnemyNear(var(58)),Vel X)
Trigger3 = fvar(4) = [-15,22+((EnemyNear(var(58)),Vel X*var(50))*(1-fvar(5)**5)/(1-fvar(5)))]

[State -3, c]
type = ChangeState
value = 230
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [6,8]) || fvar(1) = 7
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = fvar(4) >= 25
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo = [150,153]
TriggerAll = EnemyNear(var(58)),GetHitVar(hittime) + EnemyNear(var(58)),GetHitVar(hitshaketime) >= 13-2
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = Random < var(59)*150 || fvar(1) = 7
Trigger1 = EnemyNear(var(58)),Vel X && (13-EnemyNear(var(58)),GetHitVar(hitshaketime)>0)
Trigger1 = fvar(4) = [-5,43+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**(13-EnemyNear(var(58)),GetHitVar(hitshaketime)))/(1-fvar(5)))]
Trigger2 = EnemyNear(var(58)),Vel X && (13-EnemyNear(var(58)),GetHitVar(hitshaketime)<=0)
Trigger2 = fvar(4) = [-5,43+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**13)/(1-fvar(5)))]
Trigger3 = !(EnemyNear(var(58)),Vel X)
Trigger3 = fvar(4) = [-5,43+((EnemyNear(var(58)),Vel X*var(50))*(1-fvar(5)**13)/(1-fvar(5)))]

[State -3, c]
type = ChangeState
value = 230
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [2,5]) || fvar(1) = 7
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = fvar(4) >= 30
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo = [150,153]
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = Random < var(59)*150 || fvar(1) = 7
Trigger1 = EnemyNear(var(58)),Vel X && (13-EnemyNear(var(58)),GetHitVar(hitshaketime)>0)
Trigger1 = fvar(4) = [-5,43+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**(13-EnemyNear(var(58)),GetHitVar(hitshaketime)))/(1-fvar(5)))]
Trigger2 = EnemyNear(var(58)),Vel X && (13-EnemyNear(var(58)),GetHitVar(hitshaketime)<=0)
Trigger2 = fvar(4) = [-5,43+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**13)/(1-fvar(5)))]
Trigger3 = !(EnemyNear(var(58)),Vel X)
Trigger3 = fvar(4) = [-5,43+((EnemyNear(var(58)),Vel X*var(50))*(1-fvar(5)**13)/(1-fvar(5)))]

[State -3, Ⴊ݂c]
type = ChangeState
value = 430
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [6,8]) || fvar(1) = 7
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo = [150,153]
TriggerAll = EnemyNear(var(58)),GetHitVar(hittime) + EnemyNear(var(58)),GetHitVar(hitshaketime) >= 7-2
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = Random < var(59)*150 || fvar(1) = 7
Trigger1 = EnemyNear(var(58)),Vel X && (7-EnemyNear(var(58)),GetHitVar(hitshaketime)>0)
Trigger1 = fvar(4) = [-15,62+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**(7-EnemyNear(var(58)),GetHitVar(hitshaketime)))/(1-fvar(5)))]
Trigger2 = EnemyNear(var(58)),Vel X && (7-EnemyNear(var(58)),GetHitVar(hitshaketime)<=0)
Trigger2 = fvar(4) = [-15,62+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**7)/(1-fvar(5)))]
Trigger3 = !(EnemyNear(var(58)),Vel X)
Trigger3 = fvar(4) = [-15,62+((EnemyNear(var(58)),Vel X*var(50))*(1-fvar(5)**7)/(1-fvar(5)))]

[State -3, Ⴊ݂c]
type = ChangeState
value = 430
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [2,5]) || fvar(1) = 7
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo = [150,153]
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = Random < var(59)*150 || fvar(1) = 7
Trigger1 = EnemyNear(var(58)),Vel X && (7-EnemyNear(var(58)),GetHitVar(hitshaketime)>0)
Trigger1 = fvar(4) = [-15,62+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**(7-EnemyNear(var(58)),GetHitVar(hitshaketime)))/(1-fvar(5)))]
Trigger2 = EnemyNear(var(58)),Vel X && (7-EnemyNear(var(58)),GetHitVar(hitshaketime)<=0)
Trigger2 = fvar(4) = [-15,62+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**7)/(1-fvar(5)))]
Trigger3 = !(EnemyNear(var(58)),Vel X)
Trigger3 = fvar(4) = [-15,62+((EnemyNear(var(58)),Vel X*var(50))*(1-fvar(5)**7)/(1-fvar(5)))]

[State -3, Ⴊ݂`]
type = ChangeState
value = 400
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [6,8]) || fvar(1) = 7
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo = [150,153]
TriggerAll = EnemyNear(var(58)),GetHitVar(hittime) + EnemyNear(var(58)),GetHitVar(hitshaketime) >= 5-2
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = Random < var(59)*150 || fvar(1) = 7
Trigger1 = EnemyNear(var(58)),Vel X && (5-EnemyNear(var(58)),GetHitVar(hitshaketime)>0)
Trigger1 = fvar(4) = [-5,64+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**(5-EnemyNear(var(58)),GetHitVar(hitshaketime)))/(1-fvar(5)))]
Trigger2 = EnemyNear(var(58)),Vel X && (5-EnemyNear(var(58)),GetHitVar(hitshaketime)<=0)
Trigger2 = fvar(4) = [-5,64+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**5)/(1-fvar(5)))]
Trigger3 = !(EnemyNear(var(58)),Vel X)
Trigger3 = fvar(4) = [-5,64+((EnemyNear(var(58)),Vel X*var(50))*(1-fvar(5)**5)/(1-fvar(5)))]

[State -3, Ⴊ݂`]
type = ChangeState
value = 400
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [2,5]) || fvar(1) = 7
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo = [150,153]
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = Random < var(59)*150 || fvar(1) = 7
Trigger1 = EnemyNear(var(58)),Vel X && (5-EnemyNear(var(58)),GetHitVar(hitshaketime)>0)
Trigger1 = fvar(4) = [-5,64+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**(5-EnemyNear(var(58)),GetHitVar(hitshaketime)))/(1-fvar(5)))]
Trigger2 = EnemyNear(var(58)),Vel X && (5-EnemyNear(var(58)),GetHitVar(hitshaketime)<=0)
Trigger2 = fvar(4) = [-5,64+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**5)/(1-fvar(5)))]
Trigger3 = !(EnemyNear(var(58)),Vel X)
Trigger3 = fvar(4) = [-5,64+((EnemyNear(var(58)),Vel X*var(50))*(1-fvar(5)**5)/(1-fvar(5)))]

[State -3, ߗ`]
type = ChangeState
value = 205
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [6,8]) || fvar(1) = 7
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = fvar(4) < 18
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo = [150,153]
TriggerAll = EnemyNear(var(58)),GetHitVar(hittime) + EnemyNear(var(58)),GetHitVar(hitshaketime) >= 5-2
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = Random < var(59)*150 || fvar(1) = 7
Trigger1 = EnemyNear(var(58)),Vel X && (5-EnemyNear(var(58)),GetHitVar(hitshaketime)>0)
Trigger1 = fvar(4) = [-15,25+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**(5-EnemyNear(var(58)),GetHitVar(hitshaketime)))/(1-fvar(5)))]
Trigger2 = EnemyNear(var(58)),Vel X && (5-EnemyNear(var(58)),GetHitVar(hitshaketime)<=0)
Trigger2 = fvar(4) = [-15,25+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**5)/(1-fvar(5)))]
Trigger3 = !(EnemyNear(var(58)),Vel X)
Trigger3 = fvar(4) = [-15,25+((EnemyNear(var(58)),Vel X*var(50))*(1-fvar(5)**5)/(1-fvar(5)))]

[State -3, ߗ`]
type = ChangeState
value = 205
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [2,5]) || fvar(1) = 7
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = fvar(4) < 18
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo = [150,153]
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = Random < var(59)*150 || fvar(1) = 7
Trigger1 = EnemyNear(var(58)),Vel X && (5-EnemyNear(var(58)),GetHitVar(hitshaketime)>0)
Trigger1 = fvar(4) = [-15,25+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**(5-EnemyNear(var(58)),GetHitVar(hitshaketime)))/(1-fvar(5)))]
Trigger2 = EnemyNear(var(58)),Vel X && (5-EnemyNear(var(58)),GetHitVar(hitshaketime)<=0)
Trigger2 = fvar(4) = [-15,25+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**5)/(1-fvar(5)))]
Trigger3 = !(EnemyNear(var(58)),Vel X)
Trigger3 = fvar(4) = [-15,25+((EnemyNear(var(58)),Vel X*var(50))*(1-fvar(5)**5)/(1-fvar(5)))]

[State -3, `]
type = ChangeState
value = 200
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [6,8]) || fvar(1) = 7
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = fvar(4) >= 18
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo = [150,153]
TriggerAll = EnemyNear(var(58)),GetHitVar(hittime) + EnemyNear(var(58)),GetHitVar(hitshaketime) >= 5-2
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = Random < var(59)*150 || fvar(1) = 7
Trigger1 = EnemyNear(var(58)),Vel X && (5-EnemyNear(var(58)),GetHitVar(hitshaketime)>0)
Trigger1 = fvar(4) = [25,75+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**(5-EnemyNear(var(58)),GetHitVar(hitshaketime)))/(1-fvar(5)))]
Trigger2 = EnemyNear(var(58)),Vel X && (5-EnemyNear(var(58)),GetHitVar(hitshaketime)<=0)
Trigger2 = fvar(4) = [25,75+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**5)/(1-fvar(5)))]
Trigger3 = !(EnemyNear(var(58)),Vel X)
Trigger3 = fvar(4) = [25,75+((EnemyNear(var(58)),Vel X*var(50))*(1-fvar(5)**5)/(1-fvar(5)))]

[State -3, `]
type = ChangeState
value = 200
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [2,5]) || fvar(1) = 7
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = fvar(4) >= 18
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo = [150,153]
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = Random < var(59)*150 || fvar(1) = 7
Trigger1 = EnemyNear(var(58)),Vel X && (5-EnemyNear(var(58)),GetHitVar(hitshaketime)>0)
Trigger1 = fvar(4) = [25,75+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**(5-EnemyNear(var(58)),GetHitVar(hitshaketime)))/(1-fvar(5)))]
Trigger2 = EnemyNear(var(58)),Vel X && (5-EnemyNear(var(58)),GetHitVar(hitshaketime)<=0)
Trigger2 = fvar(4) = [25,75+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**5)/(1-fvar(5)))]
Trigger3 = !(EnemyNear(var(58)),Vel X)
Trigger3 = fvar(4) = [25,75+((EnemyNear(var(58)),Vel X*var(50))*(1-fvar(5)**5)/(1-fvar(5)))]

;yC[@ǌz------------------------------------------------------------------------------------fvar(1) = 8

[State -3, _bV]
type = ChangeState
value = 100
ctrl = 0
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) || fvar(1) = 8
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = H 
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22])
TriggerAll = !(((var(8) = 1 && EnemyNear(var(58)),BackEdgeBodyDist < 10) || (var(8) = -1 && EnemyNear(var(58)),FrontEdgeBodyDist < 10)) && FrontEdgeBodyDist < 30)
TriggerAll = !var(9)
TriggerAll = P2StateNo = 254
TriggerAll = Random < var(59)*100 || fvar(1) = 8
Trigger1 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*var(8)*6 > 80

[State -3, Oi]
type = ChangeState
value = 21
Ctrl = 0
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) || fvar(1) = 8
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = H 
TriggerAll = Ctrl || (StateNo = 22 && Time > 10)
TriggerAll = !var(9)
TriggerAll = P2StateNo = [253,254]
TriggerAll = Random < var(59)*100 || fvar(1) = 8
Trigger1 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*var(8)*7 > 125
Trigger1 = Power >= 1000
Trigger2 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*var(8)*6 > 50
Trigger2 = Power < 1000
Trigger3 = var(8) = -1 && EnemyNear(var(58)),BackEdgeBodyDist < 30
Trigger3 = fvar(3) > 0

[State -3, ]
type = ChangeState
value = 22
Ctrl = 0
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) || fvar(1) = 8
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = H 
TriggerAll = Ctrl || (StateNo = 21 && Time > 10)
TriggerAll = !var(9)
TriggerAll = P2StateNo = [253,254]
TriggerAll = Random < var(59)*100 || fvar(1) = 8
Trigger1 = Abs(EnemyNear(var(58)),Vel X*(EnemyNear(var(58)),BackEdgeBodyDist > 10)) > 0 || fvar(3) < 0 
Trigger1 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*var(8)*6 < 10
Trigger2 = ((var(8) = 1 && var(50)) || (var(8) = -1 && EnemyNear(var(58)),FrontEdgeBodyDist < 10)) && FrontEdgeBodyDist < 30
Trigger3 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*var(8)*7 < 50

[State -3, ~]
type = ChangeState
value = 1
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) || fvar(1) = 8
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = H 
TriggerAll = Ctrl || StateNo = [21,22]
TriggerAll = !((var(8) = 1 && EnemyNear(var(58)),BackedgeBodyDist < 10) || (var(8) = -1 && EnemyNear(var(58)),FrontedgeBodyDist < 10) && FrontEdgeBodyDist < 30)
TriggerAll = !var(9)
TriggerAll = P2StateNo = [253,254]
TriggerAll = Random < var(59)*100 || fvar(1) = 8
Trigger1 = !NumPartner && Power >= 3000 && var(7) && var(12) < 500
Trigger1 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*var(8)*7 = [50,120)
Trigger2 = !(NumPartner && Power >= 3000 && var(7) && var(12) < 500)
Trigger2 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*var(8)*6 = [10,40)
Trigger3 = !NumPartner
Trigger3 = StateNo = 22
Trigger3 = ((var(8) = 1 && var(50)) || (var(8) = -1 && EnemyNear(var(58)),FrontedgeBodyDist < 10)) && FrontEdgeBodyDist >= 30

[State -3, M]
type = ChangeState
value = 4000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 8
TriggerAll = var(12) < 500
TriggerAll = var(7)
TriggerAll = !fvar(39)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = H 
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = !var(9)
TriggerAll = P2StateNo = 254
TriggerAll = EnemyNear(var(58)),GetHitVar(hitshaketime) = 0
TriggerAll = Random < var(59)*100 || fvar(1) = 8
TriggerAll = Power >= 3000
Trigger1 = fvar(4)-EnemyNear(var(58)),Vel X*3*var(8) = [0,(75+EnemyNear(var(58)),Const(size.air.front))]
Trigger1 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*3+0.5*EnemyNear(var(58)),Const(movement.yaccel)*4*3*(Abs(EnemyNear(var(58)),Vel Y) > 0.5) = [-40,10]
Trigger2 = fvar(4)-EnemyNear(var(58)),Vel X*4*var(8) = [8,(83+EnemyNear(var(58)),Const(size.air.front))]
Trigger2 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*4+0.5*EnemyNear(var(58)),Const(movement.yaccel)*5*4*(Abs(EnemyNear(var(58)),Vel Y) > 0.5) = [-40,10]
Trigger3 = fvar(4)-EnemyNear(var(58)),Vel X*5*var(8) = [16,(91+EnemyNear(var(58)),Const(size.air.front))]
Trigger3 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*5+0.5*EnemyNear(var(58)),Const(movement.yaccel)*6*5*(Abs(EnemyNear(var(58)),Vel Y) > 0.5) = [-40,10]
Trigger4 = fvar(4)-EnemyNear(var(58)),Vel X*6*var(8) = [24,(99+EnemyNear(var(58)),Const(size.air.front))]
Trigger4 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*6+0.5*EnemyNear(var(58)),Const(movement.yaccel)*7*6*(Abs(EnemyNear(var(58)),Vel Y) > 0.5) = [-40,10]
Trigger5 = fvar(4)-EnemyNear(var(58)),Vel X*7*var(8) = [32,(107+EnemyNear(var(58)),Const(size.air.front))]
Trigger5 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*7+0.5*EnemyNear(var(58)),Const(movement.yaccel)*8*7*(Abs(EnemyNear(var(58)),Vel Y) > 0.5) = [-40,10]
Trigger6 = fvar(4)-EnemyNear(var(58)),Vel X*8*var(8) = [40,(115+EnemyNear(var(58)),Const(size.air.front))]
Trigger6 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*8+0.5*EnemyNear(var(58)),Const(movement.yaccel)*9*8*(Abs(EnemyNear(var(58)),Vel Y) > 0.5) = [-40,10]
Trigger7 = fvar(4)-EnemyNear(var(58)),Vel X*9*var(8) = [48,(123+EnemyNear(var(58)),Const(size.air.front))]
Trigger7 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*9+0.5*EnemyNear(var(58)),Const(movement.yaccel)*10*9*(Abs(EnemyNear(var(58)),Vel Y) > 0.5) = [-40,10]
Trigger8 = fvar(4)-EnemyNear(var(58)),Vel X*10*var(8) = [56,(131+EnemyNear(var(58)),Const(size.air.front))]
Trigger8 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*10+0.5*EnemyNear(var(58)),Const(movement.yaccel)*11*10*(Abs(EnemyNear(var(58)),Vel Y) > 0.5) = [-40,10]
Trigger9 = fvar(4)-EnemyNear(var(58)),Vel X*11*var(8) = [64,(139+EnemyNear(var(58)),Const(size.air.front))]
Trigger9 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*11+0.5*EnemyNear(var(58)),Const(movement.yaccel)*12*11*(Abs(EnemyNear(var(58)),Vel Y) > 0.5) = [-40,10]
Trigger10 = fvar(4)-EnemyNear(var(58)),Vel X*12*var(8) = [72,(147+EnemyNear(var(58)),Const(size.air.front))]
Trigger10 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*12+0.5*EnemyNear(var(58)),Const(movement.yaccel)*13*12*(Abs(EnemyNear(var(58)),Vel Y) > 0.5) = [-40,10]
Trigger11 = fvar(4)-EnemyNear(var(58)),Vel X*13*var(8) = [80,(155+EnemyNear(var(58)),Const(size.air.front))]
Trigger11 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*13+0.5*EnemyNear(var(58)),Const(movement.yaccel)*14*13*(Abs(EnemyNear(var(58)),Vel Y) > 0.5) = [-40,10]
Trigger12 = fvar(4)-EnemyNear(var(58)),Vel X*14*var(8) = [88,(163+EnemyNear(var(58)),Const(size.air.front))]
Trigger12 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*14+0.5*EnemyNear(var(58)),Const(movement.yaccel)*15*14*(Abs(EnemyNear(var(58)),Vel Y) > 0.5) = [-40,10]
Trigger12 = fvar(4)-EnemyNear(var(58)),Vel X*15*var(8) = [96,(171+EnemyNear(var(58)),Const(size.air.front))]
Trigger12 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*15+0.5*EnemyNear(var(58)),Const(movement.yaccel)*16*15*(Abs(EnemyNear(var(58)),Vel Y) > 0.5) = [-40,10]
Trigger14 = fvar(4)-EnemyNear(var(58)),Vel X*16*var(8) = [104,(179+EnemyNear(var(58)),Const(size.air.front))]
Trigger14 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*16+0.5*EnemyNear(var(58)),Const(movement.yaccel)*17*16*(Abs(EnemyNear(var(58)),Vel Y) > 0.5) = [-40,10]
Trigger15 = fvar(4)-EnemyNear(var(58)),Vel X*17*var(8) = [112,(187+EnemyNear(var(58)),Const(size.air.front))]
Trigger15 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*17+0.5*EnemyNear(var(58)),Const(movement.yaccel)*18*17*(Abs(EnemyNear(var(58)),Vel Y) > 0.5) = [-40,10]
Trigger16 = fvar(4)-EnemyNear(var(58)),Vel X*18*var(8) = [120,(195+EnemyNear(var(58)),Const(size.air.front))]
Trigger16 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*18+0.5*EnemyNear(var(58)),Const(movement.yaccel)*19*18*(Abs(EnemyNear(var(58)),Vel Y) > 0.5) = [-40,10]

[State -3, Ⴊ݂b]
Type = ChangeState
Value = 410
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [2,8]) || fvar(1) = 8
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = H 
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = !var(9)
TriggerAll = P2StateNo = 254
TriggerAll = EnemyNear(var(58)),GetHitVar(hitshaketime) = 0
TriggerAll = Random < var(59)*100 || fvar(1) = 8
Trigger1 = fvar(3)-EnemyNear(var(58)),Vel X*5*var(8) = [-15,(35+EnemyNear(var(58)),Const(size.air.front))]
Trigger1 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*5+0.5*EnemyNear(var(58)),GetHitVar(yaccel)*6*5*(Abs(EnemyNear(var(58)),Vel Y) > 0.5) = [-120,10]

[State -3, ӂƂ΂]
Type = ChangeState
Value = 250
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [2,8]) || fvar(1) = 8
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = H 
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = !var(9)
TriggerAll = P2StateNo = 254
TriggerAll = EnemyNear(var(58)),GetHitVar(hitshaketime) = 0
TriggerAll = Random < var(59)*100 || fvar(1) = 8
Trigger1 = fvar(3)-EnemyNear(var(58)),Vel X*18*var(8) = [35,(123+EnemyNear(var(58)),Const(size.air.front))]
Trigger1 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*18+0.5*EnemyNear(var(58)),GetHitVar(yaccel)*19*18*(Abs(EnemyNear(var(58)),Vel Y) > 0.5) = [-50,10]

;yngz----------------------------------------------------------------------------------------

[State -3, M]
type = ChangeState
value = 4000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) = [7,8]
TriggerAll = !var(54)
TriggerAll = var(7)
TriggerAll = !((P2StateNo = [35,52]) || (P2StateNo = [130,155]))
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = fvar(4) = [-5,40)
TriggerAll = Random < var(59)*100
TriggerAll = Power >= 3000
Trigger1 = EnemyNear(var(58)),PrevStateNo = 5201 && EnemyNear(var(58)),Time = 1

[State -3, Ⴊ݂b]
type = ChangeState
value = 410
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) = [7,8]
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),StateNo = 5201
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = Random < var(59)*100
Trigger1 = EnemyNear(var(58)),AnimTime = -5+2
Trigger1 = fvar(4) = [-15,30)

[State -3, c]
type = ChangeState
value = 230
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) = [7,8]
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),StateNo = 5201
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = Random < var(59)*100
TriggerAll = fvar(4) >= 25
Trigger1 = EnemyNear(var(58)),AnimTime = -13+2
Trigger1 = fvar(4) = [-5,40)

[State -3, Ⴊ݂c]
type = ChangeState
value = 430
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) = [7,8]
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),StateNo = 5201
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = Random < var(59)*100
Trigger1 = EnemyNear(var(58)),AnimTime = -10+2
Trigger1 = fvar(4) = [0,50)

[State -3, Ⴊ݂`]
type = ChangeState
value = 400
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) = [7,8]
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),StateNo = 5201
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = Random < var(59)*100
Trigger1 = EnemyNear(var(58)),AnimTime = -7+2
Trigger1 = fvar(4) = [0,50)

[State -3, `EAb]
type = ChangeState
value = 850
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) = [7,8]
TriggerAll = !var(54)
TriggerAll = !((P2StateNo = [35,52]) || (P2StateNo = [130,155]))
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22])
TriggerAll = (Abs(fvar(4)) <= 18)
TriggerAll = Random < var(59)*50
Trigger1 = EnemyNear(var(58)),PrevStateNo = 5201 && EnemyNear(var(58)),Time = 1

[State -3, ˂΂`Sp`]
type = ChangeState
value = 800
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) = [7,8]
TriggerAll = !var(54)
TriggerAll = !((P2StateNo = [35,52]) || (P2StateNo = [130,155]))
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22])
TriggerAll = (Abs(fvar(4)) <= 18)
TriggerAll = Random < var(59)*50
Trigger1 = EnemyNear(var(58)),PrevStateNo = 5201 && EnemyNear(var(58)),Time = 1

;yn㒅nz----------------------------------------------------------------------------------------

[State -3, _bV]
type = ChangeState
value = 100
Ctrl = 0
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) = [7,8]
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = !(EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),Ctrl)
TriggerAll = (EnemyNear(var(58)),StateNo = 5040 || EnemyNear(var(58)),StateNo = 5210)
TriggerAll = !(InGuardDist || var(57))
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22])
TriggerAll = Random < var(59)*100
Trigger1 = fvar(4) > 30

[State -3, M]
type = ChangeState
value = 4000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) = [7,8]
TriggerAll = !var(54)
TriggerAll = var(7)
TriggerAll = !((P2StateNo = [35,52)) || (P2StateNo = [130,155]))
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = (Abs(fvar(4)) <= 30)
TriggerAll = Random < var(59)*100
TriggerAll = Power >= 3000
Trigger1 = EnemyNear(var(58)),PrevStateNo = 5040 && EnemyNear(var(58)),Time = 1

[State -3, `EAb]
type = ChangeState
value = 850
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) = [7,8]
TriggerAll = !var(54)
TriggerAll = !((P2StateNo = [35,52)) || (P2StateNo = [130,155]))
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = (Abs(fvar(4)) <= 18)
TriggerAll = Random < var(59)*50
Trigger1 = EnemyNear(var(58)),PrevStateNo = 5040 && EnemyNear(var(58)),Time = 1

[State -3, ˂΂`Sp`]
type = ChangeState
value = 800
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) = [7,8]
TriggerAll = !var(54)
TriggerAll = !((P2StateNo = [35,52)) || (P2StateNo = [130,155]))
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = (Abs(fvar(4)) <= 18)
TriggerAll = Random < var(59)*50
Trigger1 = EnemyNear(var(58)),PrevStateNo = 5040 && EnemyNear(var(58)),Time = 1

;
;nq 
;Movecontact MoveHit MoveGuarded AnimElem = , > 0 fvar(1) = 9
;

[State -3, Ⴊ݂`]
Type = ChangeState
Value = 400
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 9
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !var(9)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [211,214]) || (EnemyNear(var(58)),StateNo = [251,254]) || (EnemyNear(var(58)),StateNo = [820,870]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1020,1021]) || (EnemyNear(var(58)),StateNo = 1420) || (EnemyNear(var(58)),StateNo = 2110))
TriggerAll = !((EnemyNear(var(58)),StateNo = 2210) || (EnemyNear(var(58)),StateNo = 3110) || (EnemyNear(var(58)),StateNo = [3210,3211]))
TriggerAll = !(EnemyNear(var(58)),StateNo = 4010)
TriggerAll = MoveHit = [1,5]
TriggerAll = fvar(3) >= 0
TriggerAll = fvar(4) = [-15,45-(EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)+var(50)*5]
TriggerAll = Random < var(59)*100 || fvar(1) = 9
Trigger1 = StateNo = 205 && AnimElem = 4, >= 0
Trigger2 = StateNo = 400 && AnimElem = 4, >= 0
Trigger3 = StateNo = 430 && AnimElem = 4, >= 0

[State -3, Ⴊ݂c]
Type = ChangeState
Value = 430
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 9
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !var(9)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [211,214]) || (EnemyNear(var(58)),StateNo = [251,254]) || (EnemyNear(var(58)),StateNo = [820,870]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1020,1021]) || (EnemyNear(var(58)),StateNo = 1420) || (EnemyNear(var(58)),StateNo = 2110))
TriggerAll = !((EnemyNear(var(58)),StateNo = 2210) || (EnemyNear(var(58)),StateNo = 3110) || (EnemyNear(var(58)),StateNo = [3210,3211]))
TriggerAll = !(EnemyNear(var(58)),StateNo = 4010)
TriggerAll = MoveHit = [1,5]
TriggerAll = fvar(3) >= 0
TriggerAll = fvar(4) = [-15,45-(EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)+var(50)*5]
TriggerAll = Random < var(59)*100 || fvar(1) = 9
Trigger1 = StateNo = 205 && AnimElem = 4, >= 0
Trigger2 = StateNo = 400 && AnimElem = 4, >= 0
Trigger3 = StateNo = 430 && AnimElem = 4, >= 0

[State -3, ]
Type = ChangeState
Value = 260
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 9
TriggerAll = !((P2StateNo = [35,52]) || (P2StateNo = [130,155]))
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !var(9)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [211,214]) || (EnemyNear(var(58)),StateNo = [251,254]) || (EnemyNear(var(58)),StateNo = [820,870]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1020,1021]) || (EnemyNear(var(58)),StateNo = 1420) || (EnemyNear(var(58)),StateNo = 2110))
TriggerAll = !((EnemyNear(var(58)),StateNo = 2210) || (EnemyNear(var(58)),StateNo = 3110) || (EnemyNear(var(58)),StateNo = [3210,3211]))
TriggerAll = !(EnemyNear(var(58)),StateNo = 4010)
TriggerAll = MoveHit = [1,5]
TriggerAll = fvar(3) >= 0
TriggerAll = fvar(4) = [45,150-(EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)+var(50)*5]
TriggerAll = Random < var(59)*100 || fvar(1) = 9
Trigger1 = StateNo = 205
Trigger2 = StateNo = 225
Trigger3 = StateNo = 235 
Trigger4 = StateNo = 250 
Trigger5 = StateNo = 400 
Trigger6 = StateNo = 430

[State -3, l`w_΁E̕]
Type = ChangeState
Value = 3100
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 9
TriggerAll = var(52) < 15
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = !var(9)
TriggerAll = EnemyNear(var(58)),StateType = A  
TriggerAll = !(EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [211,214]) || (EnemyNear(var(58)),StateNo = [251,254]) || (EnemyNear(var(58)),StateNo = [820,870]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1020,1021]) || (EnemyNear(var(58)),StateNo = 1420) || (EnemyNear(var(58)),StateNo = 2110))
TriggerAll = !((EnemyNear(var(58)),StateNo = 2210) || (EnemyNear(var(58)),StateNo = 3110) || (EnemyNear(var(58)),StateNo = [3210,3211]))
TriggerAll = !(EnemyNear(var(58)),StateNo = 4010)
TriggerAll = MoveHit = [1,10]
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),BackEdgeBodyDist < 5
TriggerAll = fvar(3) >= 0
TriggerAll = fvar(4) = [-15,5-(EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)+var(50)*10]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y = [-20,100]
TriggerAll = Random < var(59)*100 || fvar(1) = 9
TriggerAll = (Power >= 2000 || Power >= 1000 && var(7))
Trigger1 = StateNo = 410 && (MoveHit = [8,10]) && EnemyNear(var(58)),StateType = A  
Trigger2 = StateNo = 750 && (MoveHit = [8,10]) && EnemyNear(var(58)),StateType = A 

[State -3, _΁E̕]
Type = ChangeState
Value = 2100
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [4,8]) || fvar(1) = 9
TriggerAll = var(52) < 15
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = !var(9)
TriggerAll = EnemyNear(var(58)),StateType = A  
TriggerAll = !(EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [211,214]) || (EnemyNear(var(58)),StateNo = [251,254]) || (EnemyNear(var(58)),StateNo = [820,870]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1020,1021]) || (EnemyNear(var(58)),StateNo = 1420) || (EnemyNear(var(58)),StateNo = 2110))
TriggerAll = !((EnemyNear(var(58)),StateNo = 2210) || (EnemyNear(var(58)),StateNo = 3110) || (EnemyNear(var(58)),StateNo = [3210,3211]))
TriggerAll = !(EnemyNear(var(58)),StateNo = 4010)
TriggerAll = MoveHit = [1,10]
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),BackEdgeBodyDist < 5
TriggerAll = fvar(3) >= 0
TriggerAll = fvar(4) = [-15,5-(EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)+var(50)*10]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y = [-20,100]
TriggerAll = Random < var(59)*100 || fvar(1) = 9
TriggerAll = (Power >= 1000 || var(7))
Trigger1 = StateNo = 410 && (MoveHit = [8,10]) && EnemyNear(var(58)),StateType = A  
Trigger2 = StateNo = 750 && (MoveHit = [8,10]) && EnemyNear(var(58)),StateType = A 

[State -3, l`wV@E]
Type = ChangeState
Value = 3200
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 9
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = !var(9)
TriggerAll = EnemyNear(var(58)),StateType = A  
TriggerAll = !(EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [211,214]) || (EnemyNear(var(58)),StateNo = [251,254]) || (EnemyNear(var(58)),StateNo = [820,870]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1020,1021]) || (EnemyNear(var(58)),StateNo = 1420) || (EnemyNear(var(58)),StateNo = 2110))
TriggerAll = !((EnemyNear(var(58)),StateNo = 2210) || (EnemyNear(var(58)),StateNo = 3110) || (EnemyNear(var(58)),StateNo = [3210,3211]))
TriggerAll = !(EnemyNear(var(58)),StateNo = 4010)
TriggerAll = MoveHit = [1,10]
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = fvar(3) >= 0
TriggerAll = fvar(4) = [-15,30-(EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)+var(50)*10]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y = [-10,100]
TriggerAll = Random < var(59)*100 || fvar(1) = 9
TriggerAll = (Power >= 2000 || Power >= 1000 && var(7))
Trigger1 = StateNo = 410 && (MoveHit = [8,10]) && EnemyNear(var(58)),StateType = A  
Trigger2 = StateNo = 750 && (MoveHit = [8,10]) && EnemyNear(var(58)),StateType = A 

[State -3, V@E]
Type = ChangeState
Value = 2200
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 9
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = !var(9)
TriggerAll = EnemyNear(var(58)),StateType = A  
TriggerAll = !(EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [211,214]) || (EnemyNear(var(58)),StateNo = [251,254]) || (EnemyNear(var(58)),StateNo = [820,870]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1020,1021]) || (EnemyNear(var(58)),StateNo = 1420) || (EnemyNear(var(58)),StateNo = 2110))
TriggerAll = !((EnemyNear(var(58)),StateNo = 2210) || (EnemyNear(var(58)),StateNo = 3110) || (EnemyNear(var(58)),StateNo = [3210,3211]))
TriggerAll = !(EnemyNear(var(58)),StateNo = 4010)
TriggerAll = MoveHit = [1,10]
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = fvar(3) >= 0
TriggerAll = fvar(4) = [-15,25-(EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)+var(50)*10]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y = [0,100]
TriggerAll = Random < var(59)*100 || fvar(1) = 9
TriggerAll = (Power >= 1000 || var(7))
Trigger1 = StateNo = 410 && (MoveHit = [8,10]) && EnemyNear(var(58)),StateType = A  
Trigger2 = StateNo = 750 && (MoveHit = [8,10]) && EnemyNear(var(58)),StateType = A 

[State -3, l`wVEg]
Type = ChangeState
Value = 3000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 9
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = !var(9)
TriggerAll = !(EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [211,214]) || (EnemyNear(var(58)),StateNo = [251,254]) || (EnemyNear(var(58)),StateNo = [820,870]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1020,1021]) || (EnemyNear(var(58)),StateNo = 1420) || (EnemyNear(var(58)),StateNo = 2110))
TriggerAll = !((EnemyNear(var(58)),StateNo = 2210) || (EnemyNear(var(58)),StateNo = 3110) || (EnemyNear(var(58)),StateNo = [3210,3211]))
TriggerAll = !(EnemyNear(var(58)),StateNo = 4010)
TriggerAll = MoveHit = [1,10]
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = fvar(3) >= 0
TriggerAll = Random < var(59)*100 || fvar(1) = 9
TriggerAll = (Power >= 2000 || Power >= 1000 && var(7))
Trigger1 = StateNo = 410 && (MoveHit = [8,10]) && EnemyNear(var(58)),StateType = A  
Trigger2 = StateNo = 600 && (MoveHit = [1,5]) && fvar(4) < 50
Trigger3 = StateNo = 620 && (MoveHit = [1,5]) && fvar(4) < 50
Trigger4 = StateNo = 630 && (MoveHit = [1,5]) && fvar(4) < 50
Trigger5 = StateNo = 635 && (MoveHit = [1,5]) && fvar(4) < 50
Trigger6 = StateNo = 750 && (MoveHit = [8,10]) && EnemyNear(var(58)),StateType = A  

[State -3, VEg]
Type = ChangeState
Value = 2000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 9
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = !var(9)
TriggerAll = EnemyNear(var(58)),StateType = A  
TriggerAll = !(EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [211,214]) || (EnemyNear(var(58)),StateNo = [251,254]) || (EnemyNear(var(58)),StateNo = [820,870]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1020,1021]) || (EnemyNear(var(58)),StateNo = 1420) || (EnemyNear(var(58)),StateNo = 2110))
TriggerAll = !((EnemyNear(var(58)),StateNo = 2210) || (EnemyNear(var(58)),StateNo = 3110) || (EnemyNear(var(58)),StateNo = [3210,3211]))
TriggerAll = !(EnemyNear(var(58)),StateNo = 4010)
TriggerAll = MoveHit = [1,10]
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = fvar(3) >= 0
TriggerAll = Random < var(59)*100 || fvar(1) = 9
TriggerAll = (Power >= 1000 || var(7))
Trigger1 = StateNo = 410 && (MoveHit = [8,10]) && EnemyNear(var(58)),StateType = A  
Trigger2 = StateNo = 600 && (MoveHit = [1,5]) && fvar(4) < 50
Trigger3 = StateNo = 620 && (MoveHit = [1,5]) && fvar(4) < 50
Trigger4 = StateNo = 630 && (MoveHit = [1,5]) && fvar(4) < 50
Trigger5 = StateNo = 635 && (MoveHit = [1,5]) && fvar(4) < 50
Trigger6 = StateNo = 750 && (MoveHit = [8,10]) && EnemyNear(var(58)),StateType = A 

[State -3, Č@b]
Type = ChangeState
Value = 1450
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 9
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = !var(9)
TriggerAll = !(EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [211,214]) || (EnemyNear(var(58)),StateNo = [251,254]) || (EnemyNear(var(58)),StateNo = [820,870]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1020,1021]) || (EnemyNear(var(58)),StateNo = 1420) || (EnemyNear(var(58)),StateNo = 2110))
TriggerAll = !((EnemyNear(var(58)),StateNo = 2210) || (EnemyNear(var(58)),StateNo = 3110) || (EnemyNear(var(58)),StateNo = [3210,3211]))
TriggerAll = !(EnemyNear(var(58)),StateNo = 4010)
TriggerAll = MoveHit = [1,10]
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = fvar(3) >= 0
TriggerAll = Random < var(59)*100 || fvar(1) = 9
Trigger1 = StateNo = 230 && (MoveHit = [1,5]) && fvar(4) < 40
Trigger2 = StateNo = 410 && (MoveHit = [8,10]) && EnemyNear(var(58)),StateType = A  
Trigger3 = StateNo = 600 && (MoveHit = [1,5]) && EnemyNear(var(58)),StateType = A 
Trigger4 = StateNo = 620 && (MoveHit = [1,5]) && EnemyNear(var(58)),StateType = A 
Trigger5 = StateNo = 630 && (MoveHit = [1,5]) && EnemyNear(var(58)),StateType = A 
Trigger6 = StateNo = 635 && (MoveHit = [1,5]) && EnemyNear(var(58)),StateType = A 
Trigger7 = StateNo = 750 && (MoveHit = [8,10]) && EnemyNear(var(58)),StateType = A 

[State -3, Č@`]
Type = ChangeState
Value = 1400
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 9
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = !var(9) 
TriggerAll = !(EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [211,214]) || (EnemyNear(var(58)),StateNo = [251,254]) || (EnemyNear(var(58)),StateNo = [820,870]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1020,1021]) || (EnemyNear(var(58)),StateNo = 1420) || (EnemyNear(var(58)),StateNo = 2110))
TriggerAll = !((EnemyNear(var(58)),StateNo = 2210) || (EnemyNear(var(58)),StateNo = 3110) || (EnemyNear(var(58)),StateNo = [3210,3211]))
TriggerAll = !(EnemyNear(var(58)),StateNo = 4010)
TriggerAll = MoveHit = [1,10]
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = fvar(3) >= 0
TriggerAll = Random < var(59)*100 || fvar(1) = 9
Trigger1 = StateNo = 230 && (MoveHit = [1,5]) && fvar(4) < 40
Trigger2 = StateNo = 410 && (MoveHit = [8,10]) && EnemyNear(var(58)),StateType = A  
Trigger3 = StateNo = 600 && (MoveHit = [1,5]) && EnemyNear(var(58)),StateType = A 
Trigger4 = StateNo = 620 && (MoveHit = [1,5]) && EnemyNear(var(58)),StateType = A 
Trigger5 = StateNo = 630 && (MoveHit = [1,5]) && EnemyNear(var(58)),StateType = A 
Trigger6 = StateNo = 635 && (MoveHit = [1,5]) && EnemyNear(var(58)),StateType = A 
Trigger7 = StateNo = 750 && (MoveHit = [8,10]) && EnemyNear(var(58)),StateType = A 

[State -3, ~@`]
Type = ChangeState
Value = 1100
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 9
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = !var(19)
TriggerAll = !(EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [211,214]) || (EnemyNear(var(58)),StateNo = [251,254]) || (EnemyNear(var(58)),StateNo = [820,870]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1020,1021]) || (EnemyNear(var(58)),StateNo = 1420) || (EnemyNear(var(58)),StateNo = 2110))
TriggerAll = !((EnemyNear(var(58)),StateNo = 2210) || (EnemyNear(var(58)),StateNo = 3110) || (EnemyNear(var(58)),StateNo = [3210,3211]))
TriggerAll = !(EnemyNear(var(58)),StateNo = 4010)
TriggerAll = MoveHit = [1,10]
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = Random < var(59)*150 || fvar(1) = 9
Trigger1 = StateNo = 230 && (MoveHit = [1,5])
Trigger2 = StateNo = 410 && (MoveHit = [8,10]) && EnemyNear(var(58)),StateType = A  
Trigger3 = StateNo = 600 && (MoveHit = [1,5]) && EnemyNear(var(58)),StateType = A 
Trigger4 = StateNo = 620 && (MoveHit = [1,5]) && EnemyNear(var(58)),StateType = A 
Trigger5 = StateNo = 630 && (MoveHit = [1,5]) && EnemyNear(var(58)),StateType = A 
Trigger6 = StateNo = 635 && (MoveHit = [1,5]) && EnemyNear(var(58)),StateType = A 
Trigger7 = StateNo = 750 && (MoveHit = [8,10]) && EnemyNear(var(58)),StateType = A 

[State -3, ~@a]
Type = ChangeState
Value = 1150
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 9
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = !var(19) 
TriggerAll = !(EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [211,214]) || (EnemyNear(var(58)),StateNo = [251,254]) || (EnemyNear(var(58)),StateNo = [820,870]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1020,1021]) || (EnemyNear(var(58)),StateNo = 1420) || (EnemyNear(var(58)),StateNo = 2110))
TriggerAll = !((EnemyNear(var(58)),StateNo = 2210) || (EnemyNear(var(58)),StateNo = 3110) || (EnemyNear(var(58)),StateNo = [3210,3211]))
TriggerAll = !(EnemyNear(var(58)),StateNo = 4010)
TriggerAll = MoveHit = [1,10]
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = Random < var(59)*100 || fvar(1) = 9
Trigger1 = StateNo = 230 && (MoveHit = [1,5])
Trigger2 = StateNo = 410 && (MoveHit = [8,10]) && EnemyNear(var(58)),StateType = A  
Trigger3 = StateNo = 600 && (MoveHit = [1,5]) && EnemyNear(var(58)),StateType = A 
Trigger4 = StateNo = 620 && (MoveHit = [1,5]) && EnemyNear(var(58)),StateType = A 
Trigger5 = StateNo = 630 && (MoveHit = [1,5]) && EnemyNear(var(58)),StateType = A 
Trigger6 = StateNo = 635 && (MoveHit = [1,5]) && EnemyNear(var(58)),StateType = A 
Trigger7 = StateNo = 750 && (MoveHit = [8,10]) && EnemyNear(var(58)),StateType = A 

[State -3, ~@b]
Type = ChangeState
Value = 1200
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 9
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = !var(19)
TriggerAll = !(EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [211,214]) || (EnemyNear(var(58)),StateNo = [251,254]) || (EnemyNear(var(58)),StateNo = [820,870]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1020,1021]) || (EnemyNear(var(58)),StateNo = 1420) || (EnemyNear(var(58)),StateNo = 2110))
TriggerAll = !((EnemyNear(var(58)),StateNo = 2210) || (EnemyNear(var(58)),StateNo = 3110) || (EnemyNear(var(58)),StateNo = [3210,3211]))
TriggerAll = !(EnemyNear(var(58)),StateNo = 4010)
TriggerAll = MoveHit = [1,10]
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = Random < var(59)*100 || fvar(1) = 9
Trigger1 = StateNo = 230 && (MoveHit = [1,5])
Trigger2 = StateNo = 410 && (MoveHit = [8,10]) && EnemyNear(var(58)),StateType = A  
Trigger3 = StateNo = 600 && (MoveHit = [1,5]) && EnemyNear(var(58)),StateType = A 
Trigger4 = StateNo = 620 && (MoveHit = [1,5]) && EnemyNear(var(58)),StateType = A 
Trigger5 = StateNo = 630 && (MoveHit = [1,5]) && EnemyNear(var(58)),StateType = A 
Trigger6 = StateNo = 635 && (MoveHit = [1,5]) && EnemyNear(var(58)),StateType = A 
Trigger7 = StateNo = 750 && (MoveHit = [8,10]) && EnemyNear(var(58)),StateType = A 

[State -3, ~@c]
Type = ChangeState
Value = 1250
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 9
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = !var(19) 
TriggerAll = !(EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [211,214]) || (EnemyNear(var(58)),StateNo = [251,254]) || (EnemyNear(var(58)),StateNo = [820,870]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1020,1021]) || (EnemyNear(var(58)),StateNo = 1420) || (EnemyNear(var(58)),StateNo = 2110))
TriggerAll = !((EnemyNear(var(58)),StateNo = 2210) || (EnemyNear(var(58)),StateNo = 3110) || (EnemyNear(var(58)),StateNo = [3210,3211]))
TriggerAll = !(EnemyNear(var(58)),StateNo = 4010)
TriggerAll = MoveHit = [1,10]
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = Random < var(59)*100 || fvar(1) = 9
Trigger1 = StateNo = 230 && (MoveHit = [1,5])
Trigger2 = StateNo = 410 && (MoveHit = [8,10]) && EnemyNear(var(58)),StateType = A  
Trigger3 = StateNo = 600 && (MoveHit = [1,5]) && EnemyNear(var(58)),StateType = A 
Trigger4 = StateNo = 620 && (MoveHit = [1,5]) && EnemyNear(var(58)),StateType = A 
Trigger5 = StateNo = 630 && (MoveHit = [1,5]) && EnemyNear(var(58)),StateType = A 
Trigger6 = StateNo = 635 && (MoveHit = [1,5]) && EnemyNear(var(58)),StateType = A 
Trigger7 = StateNo = 750 && (MoveHit = [8,10]) && EnemyNear(var(58)),StateType = A 

[State -3, P@c]
Type = ChangeState
Value = 1550
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 9
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = !var(9)
TriggerAll = EnemyNear(var(58)),StateType = A  
TriggerAll = !(EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [211,214]) || (EnemyNear(var(58)),StateNo = [251,254]) || (EnemyNear(var(58)),StateNo = [820,870]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1020,1021]) || (EnemyNear(var(58)),StateNo = 1420) || (EnemyNear(var(58)),StateNo = 2110))
TriggerAll = !((EnemyNear(var(58)),StateNo = 2210) || (EnemyNear(var(58)),StateNo = 3110) || (EnemyNear(var(58)),StateNo = [3210,3211]))
TriggerAll = !(EnemyNear(var(58)),StateNo = 4010)
TriggerAll = MoveHit = [1,10]
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = fvar(3) >= 0
TriggerAll = Random < var(59)*100 || fvar(1) = 9
Trigger1 = StateNo = 600 && (MoveHit = [1,5]) && EnemyNear(var(58)),StateType = A  
Trigger2 = StateNo = 620 && (MoveHit = [1,5]) && EnemyNear(var(58)),StateType = A  
Trigger3 = StateNo = 630 && (MoveHit = [1,5]) && EnemyNear(var(58)),StateType = A  
Trigger4 = StateNo = 635 && (MoveHit = [1,5]) && EnemyNear(var(58)),StateType = A  

[State -3, P@a]
Type = ChangeState
Value = 1500
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 9
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = !var(9)
TriggerAll = EnemyNear(var(58)),StateType = A  
TriggerAll = !(EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [211,214]) || (EnemyNear(var(58)),StateNo = [251,254]) || (EnemyNear(var(58)),StateNo = [820,870]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1020,1021]) || (EnemyNear(var(58)),StateNo = 1420) || (EnemyNear(var(58)),StateNo = 2110))
TriggerAll = !((EnemyNear(var(58)),StateNo = 2210) || (EnemyNear(var(58)),StateNo = 3110) || (EnemyNear(var(58)),StateNo = [3210,3211]))
TriggerAll = !(EnemyNear(var(58)),StateNo = 4010)
TriggerAll = MoveHit = [1,10]
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = fvar(3) >= 0
TriggerAll = Random < var(59)*100 || fvar(1) = 9
Trigger1 = StateNo = 600 && (MoveHit = [1,5]) && EnemyNear(var(58)),StateType = A  
Trigger2 = StateNo = 620 && (MoveHit = [1,5]) && EnemyNear(var(58)),StateType = A  
Trigger3 = StateNo = 630 && (MoveHit = [1,5]) && EnemyNear(var(58)),StateType = A  
Trigger4 = StateNo = 635 && (MoveHit = [1,5]) && EnemyNear(var(58)),StateType = A 

[State -3, @b]
Type = ChangeState
Value = 1050
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 9
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = !var(9)
TriggerAll = EnemyNear(var(58)),StateType = A  
TriggerAll = !(EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [211,214]) || (EnemyNear(var(58)),StateNo = [251,254]) || (EnemyNear(var(58)),StateNo = [820,870]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1020,1021]) || (EnemyNear(var(58)),StateNo = 1420) || (EnemyNear(var(58)),StateNo = 2110))
TriggerAll = !((EnemyNear(var(58)),StateNo = 2210) || (EnemyNear(var(58)),StateNo = 3110) || (EnemyNear(var(58)),StateNo = [3210,3211]))
TriggerAll = !(EnemyNear(var(58)),StateNo = 4010)
TriggerAll = MoveHit = [1,10]
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = fvar(3) >= 0
TriggerAll = Random < var(59)*100 || fvar(1) = 9
Trigger1 = StateNo = 600 && (MoveHit = [1,5]) && EnemyNear(var(58)),StateType = A  
Trigger2 = StateNo = 620 && (MoveHit = [1,5]) && EnemyNear(var(58)),StateType = A  
Trigger3 = StateNo = 630 && (MoveHit = [1,5]) && EnemyNear(var(58)),StateType = A  
Trigger4 = StateNo = 635 && (MoveHit = [1,5]) && EnemyNear(var(58)),StateType = A  

[State -3, @`]
Type = ChangeState
Value = 1000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 9
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = !var(9)
TriggerAll = EnemyNear(var(58)),StateType = A  
TriggerAll = !(EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [211,214]) || (EnemyNear(var(58)),StateNo = [251,254]) || (EnemyNear(var(58)),StateNo = [820,870]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1020,1021]) || (EnemyNear(var(58)),StateNo = 1420) || (EnemyNear(var(58)),StateNo = 2110))
TriggerAll = !((EnemyNear(var(58)),StateNo = 2210) || (EnemyNear(var(58)),StateNo = 3110) || (EnemyNear(var(58)),StateNo = [3210,3211]))
TriggerAll = !(EnemyNear(var(58)),StateNo = 4010)
TriggerAll = MoveHit = [1,10]
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = fvar(3) >= 0
TriggerAll = Random < var(59)*100 || fvar(1) = 9
Trigger1 = StateNo = 600 && (MoveHit = [1,5]) && EnemyNear(var(58)),StateType = A  
Trigger2 = StateNo = 620 && (MoveHit = [1,5]) && EnemyNear(var(58)),StateType = A  
Trigger3 = StateNo = 630 && (MoveHit = [1,5]) && EnemyNear(var(58)),StateType = A  
Trigger4 = StateNo = 635 && (MoveHit = [1,5]) && EnemyNear(var(58)),StateType = A  

[State -3, ֔g@b]
Type = ChangeState
Value = 1350
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 9
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = !var(9)
TriggerAll = EnemyNear(var(58)),StateType = A  
TriggerAll = !(EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [211,214]) || (EnemyNear(var(58)),StateNo = [251,254]) || (EnemyNear(var(58)),StateNo = [820,870]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1020,1021]) || (EnemyNear(var(58)),StateNo = 1420) || (EnemyNear(var(58)),StateNo = 2110))
TriggerAll = !((EnemyNear(var(58)),StateNo = 2210) || (EnemyNear(var(58)),StateNo = 3110) || (EnemyNear(var(58)),StateNo = [3210,3211]))
TriggerAll = !(EnemyNear(var(58)),StateNo = 4010)
TriggerAll = Pos Y < -140
TriggerAll = MoveHit = [1,10]
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = fvar(3) >= 0
TriggerAll = Random < var(59)*100 || fvar(1) = 9
Trigger1 = StateNo = 600 && (MoveHit = [1,5]) && EnemyNear(var(58)),StateType = A  
Trigger2 = StateNo = 620 && (MoveHit = [1,5]) && EnemyNear(var(58)),StateType = A  
Trigger3 = StateNo = 630 && (MoveHit = [1,5]) && EnemyNear(var(58)),StateType = A  
Trigger4 = StateNo = 635 && (MoveHit = [1,5]) && EnemyNear(var(58)),StateType = A  

[State -3, ֔g@`]
Type = ChangeState
Value = 1300
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 9
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = !var(9)
TriggerAll = EnemyNear(var(58)),StateType = A  
TriggerAll = !(EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [211,214]) || (EnemyNear(var(58)),StateNo = [251,254]) || (EnemyNear(var(58)),StateNo = [820,870]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1020,1021]) || (EnemyNear(var(58)),StateNo = 1420) || (EnemyNear(var(58)),StateNo = 2110))
TriggerAll = !((EnemyNear(var(58)),StateNo = 2210) || (EnemyNear(var(58)),StateNo = 3110) || (EnemyNear(var(58)),StateNo = [3210,3211]))
TriggerAll = !(EnemyNear(var(58)),StateNo = 4010)
TriggerAll = Pos Y < -140
TriggerAll = MoveHit = [1,10]
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = fvar(3) >= 0
TriggerAll = Random < var(59)*100 || fvar(1) = 9
Trigger1 = StateNo = 600 && (MoveHit = [1,5]) && EnemyNear(var(58)),StateType = A  
Trigger2 = StateNo = 620 && (MoveHit = [1,5]) && EnemyNear(var(58)),StateType = A  
Trigger3 = StateNo = 630 && (MoveHit = [1,5]) && EnemyNear(var(58)),StateType = A  
Trigger4 = StateNo = 635 && (MoveHit = [1,5]) && EnemyNear(var(58)),StateType = A  

[State -3, Ⴊ݂`]
Type = ChangeState
Value = 400
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 9
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !var(9)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [211,214]) || (EnemyNear(var(58)),StateNo = [251,254]) || (EnemyNear(var(58)),StateNo = [820,870]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1020,1021]) || (EnemyNear(var(58)),StateNo = 1420) || (EnemyNear(var(58)),StateNo = 2110))
TriggerAll = !((EnemyNear(var(58)),StateNo = 2210) || (EnemyNear(var(58)),StateNo = 3110) || (EnemyNear(var(58)),StateNo = [3210,3211]))
TriggerAll = !(EnemyNear(var(58)),StateNo = 4010)
TriggerAll = MoveGuarded = [1,5]
TriggerAll = fvar(3) >= 0
TriggerAll = fvar(4) = [-15,45-(EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)+var(50)*5]
TriggerAll = Random < var(59)*100 || fvar(1) = 9
Trigger1 = StateNo = 205 && AnimElem = 4, >= 0
Trigger2 = StateNo = 400 && AnimElem = 4, >= 0
Trigger3 = StateNo = 430 && AnimElem = 4, >= 0

[State -3, Ⴊ݂c]
Type = ChangeState
Value = 430
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 9
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !var(9)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [211,214]) || (EnemyNear(var(58)),StateNo = [251,254]) || (EnemyNear(var(58)),StateNo = [820,870]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1020,1021]) || (EnemyNear(var(58)),StateNo = 1420) || (EnemyNear(var(58)),StateNo = 2110))
TriggerAll = !((EnemyNear(var(58)),StateNo = 2210) || (EnemyNear(var(58)),StateNo = 3110) || (EnemyNear(var(58)),StateNo = [3210,3211]))
TriggerAll = !(EnemyNear(var(58)),StateNo = 4010)
TriggerAll = MoveGuarded = [1,5]
TriggerAll = fvar(3) >= 0
TriggerAll = fvar(4) = [-15,45-(EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)+var(50)*5]
TriggerAll = Random < var(59)*100 || fvar(1) = 9
Trigger1 = StateNo = 205 && AnimElem = 4, >= 0
Trigger2 = StateNo = 400 && AnimElem = 4, >= 0
Trigger3 = StateNo = 430 && AnimElem = 4, >= 0

[State -3, ]
Type = ChangeState
Value = 260
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 9
TriggerAll = !((P2StateNo = [35,52]) || (P2StateNo = [130,155]))
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !var(9)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [211,214]) || (EnemyNear(var(58)),StateNo = [251,254]) || (EnemyNear(var(58)),StateNo = [820,870]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1020,1021]) || (EnemyNear(var(58)),StateNo = 1420) || (EnemyNear(var(58)),StateNo = 2110))
TriggerAll = !((EnemyNear(var(58)),StateNo = 2210) || (EnemyNear(var(58)),StateNo = 3110) || (EnemyNear(var(58)),StateNo = [3210,3211]))
TriggerAll = !(EnemyNear(var(58)),StateNo = 4010)
TriggerAll = MoveGuarded = [1,5]
TriggerAll = fvar(3) >= 0
TriggerAll = fvar(4) = [120,150-(EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)+var(50)*5]
TriggerAll = Random < var(59)*100 || fvar(1) = 9
Trigger1 = StateNo = 205
Trigger2 = StateNo = 225
Trigger3 = StateNo = 235 
Trigger4 = StateNo = 250 
Trigger5 = StateNo = 400 
Trigger6 = StateNo = 430

[State -3, ~@`]
Type = ChangeState
Value = 1100
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 9
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = !var(19)
TriggerAll = !(EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [211,214]) || (EnemyNear(var(58)),StateNo = [251,254]) || (EnemyNear(var(58)),StateNo = [820,870]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1020,1021]) || (EnemyNear(var(58)),StateNo = 1420) || (EnemyNear(var(58)),StateNo = 2110))
TriggerAll = !((EnemyNear(var(58)),StateNo = 2210) || (EnemyNear(var(58)),StateNo = 3110) || (EnemyNear(var(58)),StateNo = [3210,3211]))
TriggerAll = !(EnemyNear(var(58)),StateNo = 4010)
TriggerAll = MoveGuarded = [1,10]
TriggerAll = fvar(3) >= 0
TriggerAll = Random < var(59)*100 || fvar(1) = 9
Trigger1 = StateNo = 230 && (MoveGuarded = [1,5])
Trigger2 = StateNo = 410 && (MoveGuarded = [1,10])
Trigger3 = StateNo = 600 && (MoveGuarded = [1,5]) 
Trigger4 = StateNo = 620 && (MoveGuarded = [1,5])
Trigger5 = StateNo = 630 && (MoveGuarded = [1,5])
Trigger6 = StateNo = 635 && (MoveGuarded = [1,5]) 
Trigger7 = StateNo = 750 && (MoveGuarded = [1,10])

[State -3, ~@a]
Type = ChangeState
Value = 1150
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 9
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = !var(19) 
TriggerAll = !(EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [211,214]) || (EnemyNear(var(58)),StateNo = [251,254]) || (EnemyNear(var(58)),StateNo = [820,870]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1020,1021]) || (EnemyNear(var(58)),StateNo = 1420) || (EnemyNear(var(58)),StateNo = 2110))
TriggerAll = !((EnemyNear(var(58)),StateNo = 2210) || (EnemyNear(var(58)),StateNo = 3110) || (EnemyNear(var(58)),StateNo = [3210,3211]))
TriggerAll = !(EnemyNear(var(58)),StateNo = 4010)
TriggerAll = MoveGuarded = [1,10]
TriggerAll = fvar(3) >= 0
TriggerAll = Random < var(59)*100 || fvar(1) = 9
Trigger1 = StateNo = 230 && (MoveGuarded = [1,5])
Trigger2 = StateNo = 410 && (MoveGuarded = [1,10])
Trigger3 = StateNo = 600 && (MoveGuarded = [1,5]) 
Trigger4 = StateNo = 620 && (MoveGuarded = [1,5])
Trigger5 = StateNo = 630 && (MoveGuarded = [1,5])
Trigger6 = StateNo = 635 && (MoveGuarded = [1,5]) 
Trigger7 = StateNo = 750 && (MoveGuarded = [1,10])

[State -3, ~@b]
Type = ChangeState
Value = 1200
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 9
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = !var(19) 
TriggerAll = !(EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [211,214]) || (EnemyNear(var(58)),StateNo = [251,254]) || (EnemyNear(var(58)),StateNo = [820,870]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1020,1021]) || (EnemyNear(var(58)),StateNo = 1420) || (EnemyNear(var(58)),StateNo = 2110))
TriggerAll = !((EnemyNear(var(58)),StateNo = 2210) || (EnemyNear(var(58)),StateNo = 3110) || (EnemyNear(var(58)),StateNo = [3210,3211]))
TriggerAll = !(EnemyNear(var(58)),StateNo = 4010)
TriggerAll = MoveGuarded = [1,10]
TriggerAll = fvar(3) >= 0
TriggerAll = Random < var(59)*100 || fvar(1) = 9
Trigger1 = StateNo = 230 && (MoveGuarded = [1,5])
Trigger2 = StateNo = 410 && (MoveGuarded = [1,10])
Trigger3 = StateNo = 600 && (MoveGuarded = [1,5]) 
Trigger4 = StateNo = 620 && (MoveGuarded = [1,5])
Trigger5 = StateNo = 630 && (MoveGuarded = [1,5])
Trigger6 = StateNo = 635 && (MoveGuarded = [1,5]) 
Trigger7 = StateNo = 750 && (MoveGuarded = [1,10])

[State -3, ~@c]
Type = ChangeState
Value = 1250
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 9
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = !var(19)
TriggerAll = !(EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [211,214]) || (EnemyNear(var(58)),StateNo = [251,254]) || (EnemyNear(var(58)),StateNo = [820,870]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1020,1021]) || (EnemyNear(var(58)),StateNo = 1420) || (EnemyNear(var(58)),StateNo = 2110))
TriggerAll = !((EnemyNear(var(58)),StateNo = 2210) || (EnemyNear(var(58)),StateNo = 3110) || (EnemyNear(var(58)),StateNo = [3210,3211]))
TriggerAll = !(EnemyNear(var(58)),StateNo = 4010)
TriggerAll = MoveGuarded = [1,10]
TriggerAll = fvar(3) >= 0
TriggerAll = Random < var(59)*100 || fvar(1) = 9
Trigger1 = StateNo = 230 && (MoveGuarded = [1,5])
Trigger2 = StateNo = 410 && (MoveGuarded = [1,10])
Trigger3 = StateNo = 600 && (MoveGuarded = [1,5]) 
Trigger4 = StateNo = 620 && (MoveGuarded = [1,5])
Trigger5 = StateNo = 630 && (MoveGuarded = [1,5])
Trigger6 = StateNo = 635 && (MoveGuarded = [1,5]) 
Trigger7 = StateNo = 750 && (MoveGuarded = [1,10])

;
; L@Ԃρ@ \
;EnemyNear,Ctrl EnemyNear,MoveType=A P2BodyDist X fvar(1) = 10
;

[State -3, M]
Type = ChangeState
value = 4000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,7]) || fvar(1) = 10
TriggerAll = !var(54)
TriggerAll = var(12) < 50
TriggerAll = var(7)
TriggerAll = !((P2StateNo = [35,52]) || (P2StateNo = [130,155]))
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4) < 100
TriggerAll = Random < var(59)*100 || fvar(1) = 10
TriggerAll = Power >= 3000
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])

[State -3, @`]
type = ChangeState
value = 1000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 10
TriggerAll = var(52) > 150
TriggerAll = StateType = A
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = !(EnemyNear(var(58)),StateType = L)
TriggerAll = fvar(3) < 0
TriggerAll = Random < var(59)*100 || fvar(1) = 10
Trigger1 = StateNo = 230 && AnimElem = 5, = 9
Trigger2 = StateNo = 410 && AnimElem = 4, = 3
Trigger3 = StateNo = 750 && AnimElem = 5, = 3

[State -3, @b]
type = ChangeState
value = 1050
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 10
TriggerAll = var(52) > 150
TriggerAll = StateType = A
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = !(EnemyNear(var(58)),StateType = L)
TriggerAll = fvar(3) < 0
TriggerAll = Random < var(59)*100 || fvar(1) = 10
Trigger1 = StateNo = 230 && AnimElem = 5, = 9
Trigger2 = StateNo = 410 && AnimElem = 4, = 3
Trigger3 = StateNo = 750 && AnimElem = 5, = 3

[State -3, P@c]
type = ChangeState
value = 1550
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 10
TriggerAll = StateType = A
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = !(EnemyNear(var(58)),StateType = L)
TriggerAll = fvar(4) > 250
TriggerAll = Random < var(59)*100 || fvar(1) = 10
Trigger1 = StateNo = 230 && AnimElem = 5, = 9
Trigger2 = StateNo = 410 && AnimElem = 4, = 3
Trigger3 = StateNo = 750 && AnimElem = 5, = 3

[State -3, P@a]
type = ChangeState
value = 1500
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 10
TriggerAll = !var(19)
TriggerAll = StateType = A
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = !(EnemyNear(var(58)),StateType = L)
TriggerAll = fvar(4) > 250
TriggerAll = Random < var(59)*100 || fvar(1) = 10
Trigger1 = StateNo = 230 && AnimElem = 5, = 9
Trigger2 = StateNo = 410 && AnimElem = 4, = 3
Trigger3 = StateNo = 750 && AnimElem = 5, = 3

[State -3, ~@`]
type = ChangeState
value = 1100
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 10
TriggerAll = !var(19)
TriggerAll = StateType = A
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = !(EnemyNear(var(58)),StateType = L)
TriggerAll = Random < var(59)*100 || fvar(1) = 10
Trigger1 = StateNo = 230 && AnimElem = 5, = 9
Trigger2 = StateNo = 410 && AnimElem = 4, = 3
Trigger3 = StateNo = 750 && AnimElem = 5, = 3

[State -3, ~@a]
type = ChangeState
value = 1150
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 10
TriggerAll = !var(19)
TriggerAll = StateType = A
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = !(EnemyNear(var(58)),StateType = L)
TriggerAll = Random < var(59)*100 || fvar(1) = 10
Trigger1 = StateNo = 230 && AnimElem = 5, = 9
Trigger2 = StateNo = 410 && AnimElem = 4, = 3
Trigger3 = StateNo = 750 && AnimElem = 5, = 3

[State -3, ~@b]
type = ChangeState
value = 1200
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 10
TriggerAll = !var(19)
TriggerAll = StateType = A
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = !(EnemyNear(var(58)),StateType = L)
TriggerAll = Random < var(59)*100 || fvar(1) = 10
Trigger1 = StateNo = 230 && AnimElem = 5, = 9
Trigger2 = StateNo = 410 && AnimElem = 4, = 3
Trigger3 = StateNo = 750 && AnimElem = 5, = 3

[State -3, ~@c]
type = ChangeState
value = 1250
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 10
TriggerAll = !var(19)
TriggerAll = StateType = A
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 105
TriggerAll = !(EnemyNear(var(58)),StateType = L)
TriggerAll = Random < var(59)*100 || fvar(1) = 10
Trigger1 = StateNo = 230 && AnimElem = 5, = 9
Trigger2 = StateNo = 410 && AnimElem = 4, = 3
Trigger3 = StateNo = 750 && AnimElem = 5, = 3

[State -3, Ⴊ݂b]
Type = ChangeState
value = 410
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) = [1,7]
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = A 
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X*5) = [-15,25]
TriggerAll = Random < 20-var(59)
TriggerAll = !MoveContact || Ctrl || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])

;
;nړ 
;Ctrl Random P2bodyDist X
;

[State -3, _bV]
type = ChangeState
value = 100
ctrl = 0
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) || fvar(1) = 10
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && EnemyNear(var(58)),StateNo < 1000 && !(InGuardDist || var(57)))
TriggerAll = Ctrl || StateNo = 21
TriggerAll = fvar(3) >= 0
TriggerAll = Random%20 = 0
TriggerAll = fvar(4) > 40
Trigger1 = !((EnemyNear(var(58)),StateNo = [211,214]) || (EnemyNear(var(58)),StateNo = [251,254]) || (EnemyNear(var(58)),StateNo = [820,870]))
Trigger2 = !((EnemyNear(var(58)),StateNo = [1020,1021]) || (EnemyNear(var(58)),StateNo = 1420) || (EnemyNear(var(58)),StateNo = 2110))
Trigger3 = !((EnemyNear(var(58)),StateNo = 2210) || (EnemyNear(var(58)),StateNo = 3110) || (EnemyNear(var(58)),StateNo = [3210,3211]))
Trigger4 = !(EnemyNear(var(58)),StateNo = 4010)
Trigger5 = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = H

[State -3, Oi]
type = ChangeState
value = 21
ctrl = 0
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) || fvar(1) = 10 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = Ctrl || (StateNo = 22 && Time > 10)
TriggerAll = fvar(3) >= 0
Trigger1 = Random%10 = 0

[State -3, ]
type = ChangeState
value = 22
ctrl = 0
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) || fvar(1) = 10 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = Ctrl || (StateNo = 21 && Time > 10)
TriggerAll = fvar(3) >= 0
Trigger1 = Random%100 = 0

[State -3, obNXebv]
type = ChangeState
value = 105
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) || fvar(1) = 10
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = Ctrl || (StateNo = 22 && Time > 10)
TriggerAll = fvar(3) >= 0
TriggerAll = fvar(4) > 20
TriggerAll = BackEdgeBodyDist > 20
Trigger1 = Random%30 = 0

[State -3. ]
type = ChangeState
value = 645
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) || fvar(1) = 10
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateNo = 105
TriggerAll = StateType = A
TriggerAll = !var(9)
TriggerAll = fvar(3) >= 0
Trigger1 = Random < var(59)*100 || fvar(1) = 10

[State -3, Wv]
type = ChangeState
value = 41
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) || fvar(1) = 10 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && EnemyNear(var(58)),StateNo < 1000 && !(InGuardDist || var(57)))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = !(InGuardDist || var(57))
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22])
Trigger1 = fvar(4) = [30,120]
Trigger1 = Random%60 = 0

[State -3, OWv]
type = ChangeState
value = 42
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) || fvar(1) = 10
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && EnemyNear(var(58)),StateNo < 1000 && !(InGuardDist || var(57)))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = !(InGuardDist || var(57))
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = fvar(4) = [25,90)
Trigger1 = Random%50 = 0
Trigger2 = (P2StateNo = [35,52)) || (P2StateNo = [120,160)) || (P2StateNo = [700,800))
Trigger2 = Random%15 = 0
Trigger3 = !(EnemyNear(var(58)),Ctrl)
Trigger3 = Random%10 = 0

[State -3, Wv]
type = ChangeState
value = 43
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) || fvar(1) = 10 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && EnemyNear(var(58)),StateNo < 1000 && !(InGuardDist || var(57)))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = !(InGuardDist || var(57))
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger1 = Random%100 = 0

[State -3, Op]
type = ChangeState
value = 45
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) || fvar(1) = 10 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = StateNo = 50
TriggerAll = Pos Y < -40
Trigger1 = Random < var(59)*100 || fvar(1) = 10
Trigger1 = BackEdgeBodyDist < 5
Trigger2 = Random < var(59)*100 || fvar(1) = 10
Trigger2 = FrontEdgeBodyDist < 5

;
;n㗧ZU 
;Ctrl Random EnemyNear,Movetype = I@inguarddist  P2bodyDist Y P2bodyDist X
;

[State -3, M]
Type = ChangeState
value = 4000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) = [5,8]
TriggerAll = !var(54)
TriggerAll = var(7)
TriggerAll = !((P2StateNo = [35,52]) || (P2StateNo = [130,155]))
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(InGuardDist || var(57))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4) = [-15,40)
TriggerAll = Random < var(59)*100
TriggerAll = Power >= 3000
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger1 = EnemyNear(var(58)),StateNo = [700,1000)
Trigger2 = EnemyNear(var(58)),StateNo < 40
Trigger3 = EnemyNear(var(58)),StateNo = [100,110]

[State -3, `EAb]
type = ChangeState
value = 850
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = !var(54)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(InGuardDist || var(57))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = (Abs(fvar(4)) <= 18)
TriggerAll = Random < var(59)*50
TriggerAll = Ctrl || (StateNo = [21,22])
TriggerAll = EnemyNear(var(58)),MoveType = I
Trigger1 = EnemyNear(var(58)),StateNo = [700,1000)
Trigger2 = EnemyNear(var(58)),StateNo < 40
Trigger3 = EnemyNear(var(58)),StateNo = [100,110]

[State -3, ˂΂`Sp`]
type = ChangeState
value = 800
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = !var(54)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(InGuardDist || var(57))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = (Abs(fvar(4)) <= 18)
TriggerAll = Random < var(59)*50
TriggerAll = Ctrl || (StateNo = [21,22])
TriggerAll = EnemyNear(var(58)),MoveType = I
Trigger1 = EnemyNear(var(58)),StateNo = [700,1000)
Trigger2 = EnemyNear(var(58)),StateNo < 40
Trigger3 = EnemyNear(var(58)),StateNo = [100,110]

[State -3, ]
Type = ChangeState
value = 260
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !((P2StateNo = [35,52]) || (P2StateNo = [150,155]))
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(InGuardDist || var(57))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X*9) = [90,112)
TriggerAll = Random < var(59)*10
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 4, < 0) 
Trigger3 = StateNo = 225 && (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)
Trigger4 = StateNo = 235 && (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)
Trigger5 = StateNo = 250 && (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 4, < 0)
Trigger6 = StateNo = 400 && (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 4, < 0)
Trigger7 = StateNo = 430 && (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 4, < 0)

[State -3, c]
type = ChangeState
value = 230
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(InGuardDist || var(57))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*30
TriggerAll = fvar(4) >= 25
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger1 = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X*13) = [-5,80)
Trigger2 = fvar(4) = [80,200)
Trigger2 = Random < var(59)*50

[State -3, Ⴊ݂b]
type = ChangeState
value = 410
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(InGuardDist || var(57))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*50
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger1 = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X*5) = [-5,30)
Trigger2 = fvar(4) = [30,100)
Trigger2 = Random < var(59)*50
Trigger3 = fvar(4) = [100,240)
Trigger3 = Random < var(59)*10

[State -3, `]
type = ChangeState
value = 200
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(InGuardDist || var(57))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*20
TriggerAll = fvar(4) >= 18
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger1 = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X*5) = [9,75)

[State -3, ߗ`]
type = ChangeState
value = 205
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(InGuardDist || var(57))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*15
TriggerAll = fvar(4) < 18
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger1 = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X*7) = [-15,25]

[State -3, ߗb]
type = ChangeState
value = 215
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(InGuardDist || var(57))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*5
TriggerAll = fvar(4) < 24
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger1 = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X*15) = [-5,25]

[State -3, a]
type = ChangeState
value = 220
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(InGuardDist || var(57))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*10
TriggerAll = fvar(4) >= 21
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger1 = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X*12) = [83,103]

[State -3, ߗc]
type = ChangeState
value = 235
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(InGuardDist || var(57))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*10
TriggerAll = fvar(4) < 25
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger1 = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X*16) = [-15,35]

[State -3, Ⴊ݂`]
type = ChangeState
value = 400
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = !((P2StateNo = [35,52]) || (P2StateNo = [150,155]))
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(InGuardDist || var(57))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*15
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger1 = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X*5) = [21,64]

[State -3, Ⴊ݂a]
type = ChangeState
value = 420
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(InGuardDist || var(57))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*10
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger1 = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X*10) = [17,95]

[State -3, Ⴊ݂c]
type = ChangeState
value = 430
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(InGuardDist || var(57))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*20
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger1 = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X*7) = [-7,62]

;
;󒆗ZU 
;Ctrl Random EnemyNear,Movetype = I@inguarddist  P2bodyDist Y P2bodyDist X fvar(1) = 11
;

[State -3, ֔g@b]
type = ChangeState
value = 1350
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) = [4,8]
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !((P2StateNo = [35,52]) || (P2StateNo = [150,155]))
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(InGuardDist || var(57))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X*30) > 180+Random%50
TriggerAll = Pos Y < -150
TriggerAll = Random < var(59)*5
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, ֔g@`]
type = ChangeState
value = 1300
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) = [4,8]
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !((P2StateNo = [35,52]) || (P2StateNo = [150,155]))
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(InGuardDist || var(57))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X*30) > 150+Random%50
TriggerAll = Pos Y < -160
TriggerAll = Random < var(59)*5
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, @b]
type = ChangeState
value = 1050
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) = [4,8]
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !((P2StateNo = [35,52]) || (P2StateNo = [150,155]))
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(InGuardDist || var(57))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X*19) = [-40,20]
TriggerAll = Pos Y < -150
TriggerAll = Random < var(59)*10
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, @`]
type = ChangeState
value = 1000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) = [4,8]
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !((P2StateNo = [35,52]) || (P2StateNo = [150,155]))
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(InGuardDist || var(57))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X*30) = [30,100]
TriggerAll = Pos Y < -140
TriggerAll = Random < var(59)*5
Trigger1 = Ctrl || StateNo = 105
Trigger2 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 
Trigger3 = StateNo = 410 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 600 && (MoveContact = [1,5])
Trigger5 = StateNo = 620 && (MoveContact = [1,5])
Trigger6 = StateNo = 630 && (MoveContact = [1,5])
Trigger7 = StateNo = 635 && (MoveContact = [1,5])
Trigger8 = StateNo = 640 && (MoveContact = [1,5])
Trigger9 = StateNo = 750 && ((MoveContact = [1,10]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 6, < 0)) 

[State -3, ]
type = ChangeState
value = 645
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) || fvar(1) = 11
TriggerAll = var(52) > 5
TriggerAll = fvar(3) < 0
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = (Abs(Vel X) > 0 || var(4))
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType != A || EnemyNear(var(58)),StateNo = 5120 && EnemyNear(var(58)),AnimTime >= -11
TriggerAll = Ctrl
TriggerAll = Pos Y+Vel Y*(6+5)+0.5*Const(movement.yaccel)*(6+5)*(6+5) > 0
TriggerAll = Pos Y+Vel Y*5+0.5*Const(movement.yaccel)*6*5 >= -((EnemyNear(var(58)),Const(size.height)-20)*(1-(EnemyNear(var(58)),StateType = C)*0.5))
TriggerAll = Random < var(59)*100 || fvar(1) = 11
Trigger1 = var(53)+11-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*5*var(8) > 0
Trigger1 = fvar(4)-(EnemyNear(var(58)),Vel X*var(50)+Vel X*var(51))*5 = [-99-(FrontEdgeBodyDist = 0)*10,-1]
Trigger2 = var(53)+11-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*5*var(8) <= 0
Trigger2 = var(53) = [-99-(FrontEdgeBodyDist = 0)*10,-1]

[State -3, ΂߃Wvb]
type = ChangeState
value = 615
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) || fvar(1) = 11
TriggerAll = fvar(3) >= 0
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = (Abs(Vel X) > 0 || var(4))
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType != A || EnemyNear(var(58)),StateNo = 5120 && EnemyNear(var(58)),AnimTime >= -11
TriggerAll = Ctrl
TriggerAll = Pos Y+Vel Y*(6+5)+0.5*Const(movement.yaccel)*(6+5)*(6+5) > 0
TriggerAll = Pos Y+Vel Y*5+0.5*Const(movement.yaccel)*6*5 >= -((EnemyNear(var(58)),Const(size.height)-20)*(1-(EnemyNear(var(58)),StateType = C)*0.5))
TriggerAll = Random < var(59)*100 || fvar(1) = 11
Trigger1 = var(53)+11-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*5*var(8) > 0
Trigger1 = fvar(4)-(EnemyNear(var(58)),Vel X*var(50)+Vel X*var(51))*5 = [-5-(FrontEdgeBodyDist = 0)*10,36]
Trigger2 = var(53)+11-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*5*var(8) <= 0
Trigger2 = var(53) = [-5-(FrontEdgeBodyDist = 0)*10,36]

[State -3, ΂߃Wvc]
type = ChangeState
value = 635
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) || fvar(1) = 11
TriggerAll = fvar(3) >= 0
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = (Abs(Vel X) > 0 || var(4))
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = Ctrl
TriggerAll = Pos Y+Vel Y*(6+6)+0.5*Const(movement.yaccel)*(6+6)*(6+6) > 0
TriggerAll = Pos Y+Vel Y*6+0.5*Const(movement.yaccel)*7*6 >= -((EnemyNear(var(58)),Const(size.height)-20)*(1-(EnemyNear(var(58)),StateType = C)*0.5))
TriggerAll = Random < var(59)*100 || fvar(1) = 11
Trigger1 = var(53)+11-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*6*var(8) > 0
Trigger1 = fvar(4)-(EnemyNear(var(58)),Vel X*var(50)+Vel X*var(51))*6 = [-25-(FrontEdgeBodyDist = 0)*10,70]
Trigger2 = var(53)+11-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*6*var(8) <= 0
Trigger2 = var(53) = [-25-(FrontEdgeBodyDist = 0)*10,62]
Trigger3 = var(52) < 5
Trigger3 = fvar(4) = [-15,70]

[State -3, ΂߃Wva]
type = ChangeState
value = 625
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) || fvar(1) = 11
TriggerAll = fvar(3) >= 0
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = (Abs(Vel X) > 0 || var(4))
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = Ctrl
TriggerAll = Pos Y+Vel Y*(6+7)+0.5*Const(movement.yaccel)*(6+7)*(6+7) > 0
TriggerAll = Pos Y+Vel Y*7+0.5*Const(movement.yaccel)*8*7 >= -((EnemyNear(var(58)),Const(size.height)-20)*(1-(EnemyNear(var(58)),StateType = C)*0.5))
TriggerAll = Random < var(59)*100 || fvar(1) = 11
Trigger1 = var(53)+11-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*7*var(8) > 0
Trigger1 = fvar(4)-(EnemyNear(var(58)),Vel X*var(50)+Vel X*var(51))*7 = [5-(FrontEdgeBodyDist = 0)*10,69]
Trigger2 = var(53)+11-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*7*var(8) <= 0
Trigger2 = var(53) = [5-(FrontEdgeBodyDist = 0)*10,69]

[State -3, WvӂƂ΂]
type = ChangeState
value = 640
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) || fvar(1) = 11
TriggerAll = fvar(3) >= 0
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = (Abs(Vel X) > 0 || var(4))
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType != A || (EnemyNear(var(58)),StateNo = 5120 && EnemyNear(var(58)),AnimTime >= -18)
TriggerAll = Ctrl
TriggerAll = Pos Y+Vel Y*(6+14)+0.5*Const(movement.yaccel)*(6+14)*(6+14) > 0
TriggerAll = Pos Y+Vel Y*14+0.5*Const(movement.yaccel)*15*14 >= -((EnemyNear(var(58)),Const(size.height)-20)*(1-(EnemyNear(var(58)),StateType = C)*0.5))
TriggerAll = Random < var(59)*100 || fvar(1) = 11
Trigger1 = var(53)+11-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*14*var(8) > 0
Trigger1 = fvar(4)-(EnemyNear(var(58)),Vel X*var(50)+Vel X*var(51))*14 = [-3-(FrontEdgeBodyDist = 0)*10,69]
Trigger2 = var(53)+11-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*14*var(8) <= 0
Trigger2 = var(53) = [-3-(FrontEdgeBodyDist = 0)*10,69]

[State -3, Wvb]
type = ChangeState
value = 610
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) || fvar(1) = 11
TriggerAll = fvar(3) >= 0
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(Abs(Vel X) > 0 || var(4))
TriggerAll = StateType = A
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = Ctrl
TriggerAll = Pos Y+Vel Y*(6+5)+0.5*Const(movement.yaccel)*(6+5)*(6+5) > 0
TriggerAll = Pos Y+Vel Y*5+0.5*Const(movement.yaccel)*6*5 >= -((EnemyNear(var(58)),Const(size.height)-20)*(1-(EnemyNear(var(58)),StateType = C)*0.5))
TriggerAll = Random < var(59)*100 || fvar(1) = 11
Trigger1 = var(53)+11-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*5*var(8) > 0
Trigger1 = fvar(4)-(EnemyNear(var(58)),Vel X*var(50)+Vel X*var(51))*5 = [-5-(FrontEdgeBodyDist = 0)*10,36]
Trigger2 = var(53)+11-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*5*var(8) <= 0
Trigger2 = var(53) = [-5-(FrontEdgeBodyDist = 0)*10,36]

[State -3, Wvc]
type = ChangeState
value = 630
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) || fvar(1) = 11
TriggerAll = fvar(3) >= 0
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(Abs(Vel X) > 0 || var(4))
TriggerAll = StateType = A
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = Ctrl
TriggerAll = Pos Y+Vel Y*(6+6)+0.5*Const(movement.yaccel)*(6+6)*(6+6) > 0
TriggerAll = Pos Y+Vel Y*6+0.5*Const(movement.yaccel)*7*6 >= -((EnemyNear(var(58)),Const(size.height)-20)*(1-(EnemyNear(var(58)),StateType = C)*0.5))
TriggerAll = Random < var(59)*100 || fvar(1) = 11
Trigger1 = var(53)+11-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*6*var(8) > 0
Trigger1 = fvar(4)-(EnemyNear(var(58)),Vel X*var(50)+Vel X*var(51))*6 = [4-(FrontEdgeBodyDist = 0)*10,70]
Trigger2 = var(53)+11-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*6*var(8) <= 0
Trigger2 = var(53) = [4-(FrontEdgeBodyDist = 0)*10,70]

[State -3, Wv`]
type = ChangeState
value = 600
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) || fvar(1) = 11
TriggerAll = fvar(3) >= 0
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(Abs(Vel X) > 0 || var(4))
TriggerAll = StateType = A
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = Ctrl
TriggerAll = Pos Y+Vel Y*(6+4)+0.5*Const(movement.yaccel)*(6+4)*(6+4) > 0
TriggerAll = Pos Y+Vel Y*4+0.5*Const(movement.yaccel)*5*4 >= -((EnemyNear(var(58)),Const(size.height)-20)*(1-(EnemyNear(var(58)),StateType = C)*0.5))
TriggerAll = Random < var(59)*100 || fvar(1) = 11
Trigger1 = var(53)+11-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*4*var(8) > 0
Trigger1 = fvar(4)-(EnemyNear(var(58)),Vel X*var(50)+Vel X*var(51))*4 = [0-(FrontEdgeBodyDist = 0)*10,48]
Trigger2 = var(53)+11-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*4*var(8) <= 0
Trigger2 = var(53) = [0-(FrontEdgeBodyDist = 0)*10,48]

[State -3, WvӂƂ΂]
type = ChangeState
value = 640
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) || fvar(1) = 11
TriggerAll = fvar(3) >= 0
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(Abs(Vel X) > 0 || var(4))
TriggerAll = StateType = A
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = Ctrl
TriggerAll = Pos Y+Vel Y*(6+14)+0.5*Const(movement.yaccel)*(6+14)*(6+14) > 0
TriggerAll = Pos Y+Vel Y*14+0.5*Const(movement.yaccel)*15*14 >= -((EnemyNear(var(58)),Const(size.height)-20)*(1-(EnemyNear(var(58)),StateType = C)*0.5))
TriggerAll = Random < var(59)*100 || fvar(1) = 11
Trigger1 = var(53)+11-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*14*var(8) > 0
Trigger1 = fvar(4)-(EnemyNear(var(58)),Vel X*var(50)+Vel X*var(51))*14 = [-3-(FrontEdgeBodyDist = 0)*10,69]
Trigger2 = var(53)+11-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*14*var(8) <= 0
Trigger2 = var(53) = [-3-(FrontEdgeBodyDist = 0)*10,69]

[State -3, ]
type = ChangeState
value = 645
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) || fvar(1) = 11
TriggerAll = fvar(3) < 0
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = (Abs(Vel X) > 0 || var(4))
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = !var(9)
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = Pos Y+Vel Y*5+0.5*Const(movement.yaccel)*6*5 < 0
TriggerAll = Ctrl 
TriggerAll = Random < var(59)*100 || fvar(1) = 11
Trigger1 = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X)*5 = [-99,-1]
Trigger1 = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*5+0.5*EnemyNear(var(58)),Const(movement.yaccel)*6*5)-(Vel Y*5+0.5*Const(movement.yaccel)*6*5)) = [-50,0]

[State -3, ΂߃Wvb]
type = ChangeState
value = 615
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) || fvar(1) = 11
TriggerAll = fvar(3) >= 0
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = (Abs(Vel X) > 0 || var(4))
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = !var(9)
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = Pos Y+Vel Y*5+0.5*Const(movement.yaccel)*6*5 < 0
TriggerAll = Ctrl 
TriggerAll = fvar(3) >= 0
TriggerAll = Random < var(59)*100 || fvar(1) = 11
Trigger1 = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X)*5 <= 36
Trigger1 = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*5+0.5*EnemyNear(var(58)),Const(movement.yaccel)*6*5)-(Vel Y*5+0.5*Const(movement.yaccel)*6*5)) = [-60,0]

[State -3. ΂߃Wva]
type = ChangeState
value = 625
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) || fvar(1) = 11
TriggerAll = fvar(3) >= 0
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = (Abs(Vel X) > 0 || var(4))
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = !var(9)
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = Pos Y+Vel Y*7+0.5*Const(movement.yaccel)*8*7 < 0
TriggerAll = Ctrl 
TriggerAll = fvar(3) >= 0
TriggerAll = Random < var(59)*100 || fvar(1) = 11
Trigger1 = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X)*7 <= 69
Trigger1 = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*7+0.5*EnemyNear(var(58)),Const(movement.yaccel)*8*7)-(Vel Y*7+0.5*Const(movement.yaccel)*8*7)) = [-50,0]

[State -3. ΂߃Wvc]
type = ChangeState
value = 635
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) || fvar(1) = 11
TriggerAll = fvar(3) >= 0
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = (Abs(Vel X) > 0 || var(4))
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = !var(9)
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = Pos Y+Vel Y*6+0.5*Const(movement.yaccel)*7*6 < 0
TriggerAll = Ctrl 
TriggerAll = fvar(3) >= 0
TriggerAll = Random < var(59)*100 || fvar(1) = 11
Trigger1 = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X)*6 <= 70
Trigger1 = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*6+0.5*EnemyNear(var(58)),Const(movement.yaccel)*7*6)-(Vel Y*6+0.5*Const(movement.yaccel)*7*6)) = [-30,30]

[State -3, ΂߃Wv`]
type = ChangeState
value = 605
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) || fvar(1) = 11
TriggerAll = fvar(3) >= 0
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = (Abs(Vel X) > 0 || var(4))
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = !var(9)
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = Pos Y+Vel Y*6+0.5*Const(movement.yaccel)*7*6 < 0
TriggerAll = Ctrl 
TriggerAll = fvar(3) >= 0
TriggerAll = Random < var(59)*100 || fvar(1) = 11
Trigger1 = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X)*6 <= 48
Trigger1 = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*6+0.5*EnemyNear(var(58)),Const(movement.yaccel)*7*6)-(Vel Y*6+0.5*Const(movement.yaccel)*7*6)) = [-50,0]

[State -3, WvӂƂ΂]
type = ChangeState
value = 640
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) || fvar(1) = 11
TriggerAll = fvar(3) >= 0
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = (Abs(Vel X) > 0 || var(4))
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = !var(9)
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = Pos Y+Vel Y*14+0.5*Const(movement.yaccel)*15*14 < 0
TriggerAll = Ctrl 
TriggerAll = fvar(3) >= 0
TriggerAll = Random < var(59)*100 || fvar(1) = 11
Trigger1 = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X)*14 <= 69
Trigger1 = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*14+0.5*EnemyNear(var(58)),Const(movement.yaccel)*15*14)-(Vel Y*14+0.5*Const(movement.yaccel)*15*14)) = [-50,20]

[State -3, Wvb]
type = ChangeState
value = 610
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) || fvar(1) = 11
TriggerAll = fvar(3) >= 0
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(Abs(Vel X) > 0 || var(4))
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = !var(9)
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = Pos Y+Vel Y*5+0.5*Const(movement.yaccel)*6*5 < 0
TriggerAll = Ctrl 
TriggerAll = fvar(3) >= 0
TriggerAll = Random < var(59)*100 || fvar(1) = 11
Trigger1 = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X)*5 <= 36
Trigger1 = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*5+0.5*EnemyNear(var(58)),Const(movement.yaccel)*6*5)-(Vel Y*5+0.5*Const(movement.yaccel)*6*5)) = [-60,0]

[State -3, Wvc]
type = ChangeState
value = 630
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) || fvar(1) = 11
TriggerAll = fvar(3) >= 0
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(Abs(Vel X) > 0 || var(4))
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = !var(9)
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = Pos Y+Vel Y*6+0.5*Const(movement.yaccel)*7*6 < 0
TriggerAll = Ctrl 
TriggerAll = fvar(3) >= 0
TriggerAll = Random < var(59)*100 || fvar(1) = 11
Trigger1 = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X)*6 <= 70
Trigger1 = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*6+0.5*EnemyNear(var(58)),Const(movement.yaccel)*7*6)-(Vel Y*6+0.5*Const(movement.yaccel)*7*6)) = [-30,30]

[State -3, Wv`]
type = ChangeState
value = 600
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) || fvar(1) = 11
TriggerAll = fvar(3) >= 0
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(Abs(Vel X) > 0 || var(4))
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = !var(9)
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = Pos Y+Vel Y*4+0.5*Const(movement.yaccel)*5*4 < 0
TriggerAll = Ctrl 
TriggerAll = fvar(3) >= 0
TriggerAll = Random < var(59)*100 || fvar(1) = 11
Trigger1 = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X)*4 <= 48
Trigger1 = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*4+0.5*EnemyNear(var(58)),Const(movement.yaccel)*5*4)-(Vel Y*4+0.5*Const(movement.yaccel)*5*4)) = [-30,0]

[State -3, WvӂƂ΂]
type = ChangeState
value = 640
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) || fvar(1) = 11
TriggerAll = fvar(3) >= 0
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(Abs(Vel X) > 0 || var(4))
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = !var(9)
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = Pos Y+Vel Y*14+0.5*Const(movement.yaccel)*15*14 < 0
TriggerAll = Ctrl 
TriggerAll = fvar(3) >= 0
TriggerAll = Random < var(59)*100 || fvar(1) = 11
Trigger1 = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X)*14 <= 69
Trigger1 = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*14+0.5*EnemyNear(var(58)),Const(movement.yaccel)*15*14)-(Vel Y*14+0.5*Const(movement.yaccel)*15*14)) = [-50,20]


