
[Statedef -3]

[State 0, VarSet]
type = VarSet
trigger1 = 1
sysfvar(4) = gametime
ignorehitpause = 1

[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 = var(59) < 8 || fvar(1) = 1
TriggerAll = Random%100 = 0
Trigger1 = fvar(4) > 50

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

[State -3, GhEIuEGf]
type = ChangeState
value = 3100
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 2
TriggerAll = !var(18)
TriggerAll = !var(17)
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101]) || (StateNo = 751)
TriggerAll = !(EnemyNear(var(58)),AnimTime = [-20,0]) || 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 <= -20
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 >= 2000 && (EnemyNear(var(58)),HitDefAttr = SCA,AA,AT || EnemyNear(var(58)),AnimTime = -20)) || StateNo = [200,700)
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*20*var(8) = [-79,8]
TriggerAll = Random < var(59)*100 || fvar(1) = 2
TriggerAll = Power >= 1000 
TriggerAll = Life < LifeMax/4
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101]) || (StateNo = 751)
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger4 = StateNo = 210 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger5 = StateNo = 215 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger6 = StateNo = 220 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger7 = StateNo = 225 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger8 = StateNo = 230 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger9 = StateNo = 235 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger10 = StateNo = 250 && AnimElem = 3, >= 0 && AnimElem = 7, < 0 
Trigger11 = StateNo = 400 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger12 = StateNo = 410 && AnimElem = 5, >= 0 && AnimElem = 8, < 0
Trigger13 = StateNo = 420 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger14 = StateNo = 430 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger15 = StateNo = 710 && var(17) && AnimElem = 3, >= 0 && AnimElem = 4, < 0

[State -3, GhEIuEGf]
type = ChangeState
value = 3100
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 2
TriggerAll = !var(18)
TriggerAll = !var(17)
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101]) || (StateNo = 751)
TriggerAll = !(EnemyNear(var(58)),AnimTime = [-25,0]) || 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 <= -25
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 >= 2000 && (EnemyNear(var(58)),HitDefAttr = SCA,AA,AT || EnemyNear(var(58)),AnimTime = -25)) || StateNo = [200,700)
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*25*var(8) = [-99,28]
TriggerAll = Random < var(59)*100 || fvar(1) = 2
TriggerAll = Power >= 1000 
TriggerAll = Life < LifeMax/4
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101]) || (StateNo = 751)
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger4 = StateNo = 210 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger5 = StateNo = 215 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger6 = StateNo = 220 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger7 = StateNo = 225 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger8 = StateNo = 230 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger9 = StateNo = 235 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger10 = StateNo = 250 && AnimElem = 3, >= 0 && AnimElem = 7, < 0 
Trigger11 = StateNo = 400 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger12 = StateNo = 410 && AnimElem = 5, >= 0 && AnimElem = 8, < 0
Trigger13 = StateNo = 420 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger14 = StateNo = 430 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger15 = StateNo = 710 && var(17) && AnimElem = 3, >= 0 && AnimElem = 4, < 0

[State -3, GhEIuEGf]
type = ChangeState
value = 3100
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 2
TriggerAll = !var(18)
TriggerAll = !var(17)
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101]) || (StateNo = 751)
TriggerAll = !(EnemyNear(var(58)),AnimTime = [-29,0]) || 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 <= -29
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 >= 2000 && (EnemyNear(var(58)),HitDefAttr = SCA,AA,AT || EnemyNear(var(58)),AnimTime = -29)) || StateNo = [200,700)
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*29*var(8) = [-95,24]
TriggerAll = Random < var(59)*100 || fvar(1) = 2
TriggerAll = Power >= 1000 
TriggerAll = Life < LifeMax/4
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101]) || (StateNo = 751)
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger4 = StateNo = 210 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger5 = StateNo = 215 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger6 = StateNo = 220 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger7 = StateNo = 225 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger8 = StateNo = 230 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger9 = StateNo = 235 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger10 = StateNo = 250 && AnimElem = 3, >= 0 && AnimElem = 7, < 0 
Trigger11 = StateNo = 400 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger12 = StateNo = 410 && AnimElem = 5, >= 0 && AnimElem = 8, < 0
Trigger13 = StateNo = 420 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger14 = StateNo = 430 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger15 = StateNo = 710 && var(17) && AnimElem = 3, >= 0 && AnimElem = 4, < 0

[State -3, l`wfXyCgEI[o[hCu]
type = ChangeState
value = 3000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 2
TriggerAll = !var(18)
TriggerAll = !var(17)
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101]) || (StateNo = 751)
TriggerAll = !(EnemyNear(var(58)),AnimTime = [-11,0]) || 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 <= -11
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 >= 2000 && (EnemyNear(var(58)),HitDefAttr = SCA,AA,AT || EnemyNear(var(58)),AnimTime = -11)) || StateNo = [200,700)
TriggerAll = fvar(3) >= 0
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*11*var(8) = [-15,90]
TriggerAll = Random < var(59)*100 || fvar(1) = 2
TriggerAll = Power >= 1000 
TriggerAll = Life < LifeMax/4
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101]) || (StateNo = 751)
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger4 = StateNo = 210 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger5 = StateNo = 215 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger6 = StateNo = 220 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger7 = StateNo = 225 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger8 = StateNo = 230 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger9 = StateNo = 235 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger10 = StateNo = 250 && AnimElem = 3, >= 0 && AnimElem = 7, < 0 
Trigger11 = StateNo = 400 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger12 = StateNo = 410 && AnimElem = 5, >= 0 && AnimElem = 8, < 0
Trigger13 = StateNo = 420 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger14 = StateNo = 430 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger15 = StateNo = 710 && var(17) && AnimElem = 3, >= 0 && AnimElem = 4, < 0

[State -3, GhEIuEwu@b]
type = ChangeState
value = 2150
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 2
TriggerAll = var(52) < 50
TriggerAll = !var(18)
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101]) || (StateNo = 751)
TriggerAll = !(EnemyNear(var(58)),AnimTime = [-20,0]) || 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 <= -20
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 >= 2000 && (EnemyNear(var(58)),HitDefAttr = SCA,AA,AT || EnemyNear(var(58)),AnimTime = -20)) || StateNo = [200,700)
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*20*var(8) = [-79,8]
TriggerAll = Random < var(59)*100 || fvar(1) = 2
TriggerAll = (Power >= 1000 || var(17))
TriggerAll = Life >= LifeMax/4
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101]) || (StateNo = 751)
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger4 = StateNo = 210 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger5 = StateNo = 215 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger6 = StateNo = 220 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger7 = StateNo = 225 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger8 = StateNo = 230 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger9 = StateNo = 235 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger10 = StateNo = 250 && AnimElem = 3, >= 0 && AnimElem = 7, < 0 
Trigger11 = StateNo = 400 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger12 = StateNo = 410 && AnimElem = 5, >= 0 && AnimElem = 8, < 0
Trigger13 = StateNo = 420 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger14 = StateNo = 430 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger15 = StateNo = 710 && var(17) && AnimElem = 3, >= 0 && AnimElem = 4, < 0

[State -3, GhEIuEwu@b]
type = ChangeState
value = 2150
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 2
TriggerAll = var(52) < 50
TriggerAll = !var(18)
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101]) || (StateNo = 751)
TriggerAll = !(EnemyNear(var(58)),AnimTime = [-25,0]) || 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 <= -25
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 >= 2000 && (EnemyNear(var(58)),HitDefAttr = SCA,AA,AT || EnemyNear(var(58)),AnimTime = -25)) || StateNo = [200,700)
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*25*var(8) = [-99,28]
TriggerAll = Random < var(59)*100 || fvar(1) = 2
TriggerAll = (Power >= 1000 || var(17))
TriggerAll = Life >= LifeMax/4
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101]) || (StateNo = 751)
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger4 = StateNo = 210 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger5 = StateNo = 215 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger6 = StateNo = 220 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger7 = StateNo = 225 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger8 = StateNo = 230 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger9 = StateNo = 235 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger10 = StateNo = 250 && AnimElem = 3, >= 0 && AnimElem = 7, < 0 
Trigger11 = StateNo = 400 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger12 = StateNo = 410 && AnimElem = 5, >= 0 && AnimElem = 8, < 0
Trigger13 = StateNo = 420 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger14 = StateNo = 430 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger15 = StateNo = 710 && var(17) && AnimElem = 3, >= 0 && AnimElem = 4, < 0

[State -3, GhEIuEwu@b]
type = ChangeState
value = 2150
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 2
TriggerAll = var(52) < 50
TriggerAll = !var(18)
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101]) || (StateNo = 751)
TriggerAll = !(EnemyNear(var(58)),AnimTime = [-29,0]) || 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 <= -29
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 >= 2000 && (EnemyNear(var(58)),HitDefAttr = SCA,AA,AT || EnemyNear(var(58)),AnimTime = -29)) || StateNo = [200,700)
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*29*var(8) = [-95,24]
TriggerAll = Random < var(59)*100 || fvar(1) = 2
TriggerAll = (Power >= 1000 || var(17))
TriggerAll = Life >= LifeMax/4
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101]) || (StateNo = 751)
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger4 = StateNo = 210 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger5 = StateNo = 215 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger6 = StateNo = 220 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger7 = StateNo = 225 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger8 = StateNo = 230 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger9 = StateNo = 235 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger10 = StateNo = 250 && AnimElem = 3, >= 0 && AnimElem = 7, < 0 
Trigger11 = StateNo = 400 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger12 = StateNo = 410 && AnimElem = 5, >= 0 && AnimElem = 8, < 0
Trigger13 = StateNo = 420 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger14 = StateNo = 430 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger15 = StateNo = 710 && var(17) && AnimElem = 3, >= 0 && AnimElem = 4, < 0

[State -3, GhEIuEwu@`]
type = ChangeState
value = 2100
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 2
TriggerAll = !var(18)
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101]) || (StateNo = 751)
TriggerAll = !(EnemyNear(var(58)),AnimTime = [-20,0]) || 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 <= -20
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 >= 2000 && (EnemyNear(var(58)),HitDefAttr = SCA,AA,AT || EnemyNear(var(58)),AnimTime = -20)) || StateNo = [200,700)
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*20*var(8) = [-79,8]
TriggerAll = Random < var(59)*100 || fvar(1) = 2
TriggerAll = (Power >= 1000 || var(17))
TriggerAll = Life >= LifeMax/4
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101]) || (StateNo = 751)
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger4 = StateNo = 210 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger5 = StateNo = 215 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger6 = StateNo = 220 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger7 = StateNo = 225 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger8 = StateNo = 230 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger9 = StateNo = 235 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger10 = StateNo = 250 && AnimElem = 3, >= 0 && AnimElem = 7, < 0 
Trigger11 = StateNo = 400 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger12 = StateNo = 410 && AnimElem = 5, >= 0 && AnimElem = 8, < 0
Trigger13 = StateNo = 420 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger14 = StateNo = 430 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger15 = StateNo = 710 && var(17) && AnimElem = 3, >= 0 && AnimElem = 4, < 0

[State -3, GhEIuEwu@`]
type = ChangeState
value = 2100
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 2
TriggerAll = !var(18)
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101]) || (StateNo = 751)
TriggerAll = !(EnemyNear(var(58)),AnimTime = [-25,0]) || 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 <= -25
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 >= 2000 && (EnemyNear(var(58)),HitDefAttr = SCA,AA,AT || EnemyNear(var(58)),AnimTime = -25)) || StateNo = [200,700)
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*25*var(8) = [-99,28]
TriggerAll = Random < var(59)*100 || fvar(1) = 2
TriggerAll = (Power >= 1000 || var(17))
TriggerAll = Life >= LifeMax/4
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101]) || (StateNo = 751)
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger4 = StateNo = 210 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger5 = StateNo = 215 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger6 = StateNo = 220 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger7 = StateNo = 225 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger8 = StateNo = 230 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger9 = StateNo = 235 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger10 = StateNo = 250 && AnimElem = 3, >= 0 && AnimElem = 7, < 0 
Trigger11 = StateNo = 400 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger12 = StateNo = 410 && AnimElem = 5, >= 0 && AnimElem = 8, < 0
Trigger13 = StateNo = 420 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger14 = StateNo = 430 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger15 = StateNo = 710 && var(17) && AnimElem = 3, >= 0 && AnimElem = 4, < 0

[State -3, GhEIuEwu@`]
type = ChangeState
value = 2100
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 2
TriggerAll = !var(18)
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101]) || (StateNo = 751)
TriggerAll = !(EnemyNear(var(58)),AnimTime = [-29,0]) || 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 <= -29
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 >= 2000 && (EnemyNear(var(58)),HitDefAttr = SCA,AA,AT || EnemyNear(var(58)),AnimTime = -29)) || StateNo = [200,700)
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*29*var(8) = [-95,24]
TriggerAll = Random < var(59)*100 || fvar(1) = 2
TriggerAll = (Power >= 1000 || var(17))
TriggerAll = Life >= LifeMax/4
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101]) || (StateNo = 751)
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger4 = StateNo = 210 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger5 = StateNo = 215 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger6 = StateNo = 220 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger7 = StateNo = 225 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger8 = StateNo = 230 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger9 = StateNo = 235 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger10 = StateNo = 250 && AnimElem = 3, >= 0 && AnimElem = 7, < 0 
Trigger11 = StateNo = 400 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger12 = StateNo = 410 && AnimElem = 5, >= 0 && AnimElem = 8, < 0
Trigger13 = StateNo = 420 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger14 = StateNo = 430 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger15 = StateNo = 710 && var(17) && AnimElem = 3, >= 0 && AnimElem = 4, < 0

[State -3, fXyCgEI[o[hCu@b]
type = ChangeState
value = 2050
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 2
TriggerAll = !var(18)
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101]) || (StateNo = 751)
TriggerAll = !(EnemyNear(var(58)),AnimTime = [-11,0]) || 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 <= -11
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 >= 2000 && (EnemyNear(var(58)),HitDefAttr = SCA,AA,AT || EnemyNear(var(58)),AnimTime = -11)) || StateNo = [200,700)
TriggerAll = fvar(3) >= 0
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*11*var(8) = [-15,90]
TriggerAll = Random < var(59)*100 || fvar(1) = 2
TriggerAll = (Power >= 1000 || var(17))
TriggerAll = Life >= LifeMax/4
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101]) || (StateNo = 751)
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger4 = StateNo = 210 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger5 = StateNo = 215 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger6 = StateNo = 220 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger7 = StateNo = 225 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger8 = StateNo = 230 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger9 = StateNo = 235 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger10 = StateNo = 250 && AnimElem = 3, >= 0 && AnimElem = 7, < 0 
Trigger11 = StateNo = 400 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger12 = StateNo = 410 && AnimElem = 5, >= 0 && AnimElem = 8, < 0
Trigger13 = StateNo = 420 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger14 = StateNo = 430 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger15 = StateNo = 710 && var(17) && AnimElem = 3, >= 0 && AnimElem = 4, < 0

[State -3, fXyCgEI[o[hCu@`]
type = ChangeState
value = 2000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 2
TriggerAll = !var(18)
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101]) || (StateNo = 751)
TriggerAll = !(EnemyNear(var(58)),AnimTime = [-11,0]) || 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 <= -11
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 >= 2000 && (EnemyNear(var(58)),HitDefAttr = SCA,AA,AT || EnemyNear(var(58)),AnimTime = -11)) || StateNo = [200,700)
TriggerAll = fvar(3) >= 0
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*11*var(8) = [-15,90]
TriggerAll = Random < var(59)*100 || fvar(1) = 2
TriggerAll = (Power >= 1000 || var(17))
TriggerAll = Life >= LifeMax/4
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101]) || (StateNo = 751)
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger4 = StateNo = 210 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger5 = StateNo = 215 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger6 = StateNo = 220 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger7 = StateNo = 225 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger8 = StateNo = 230 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger9 = StateNo = 235 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger10 = StateNo = 250 && AnimElem = 3, >= 0 && AnimElem = 7, < 0 
Trigger11 = StateNo = 400 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger12 = StateNo = 410 && AnimElem = 5, >= 0 && AnimElem = 8, < 0
Trigger13 = StateNo = 420 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger14 = StateNo = 430 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger15 = StateNo = 710 && var(17) && AnimElem = 3, >= 0 && AnimElem = 4, < 0

[State -3, [TECpNg@c]
type = ChangeState
value = 1250
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [4,8]) || fvar(1) = 2
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101]) || (StateNo = 751)
TriggerAll = !(EnemyNear(var(58)),AnimTime = [-2,0]) || 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 <= -2
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 >= 2000 && (EnemyNear(var(58)),HitDefAttr = SCA,AA,AT || EnemyNear(var(58)),AnimTime = -2)) || StateNo = [200,700)
TriggerAll = fvar(3) >= 0
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*2*var(8) = [-15,45]
TriggerAll = Random < var(59)*100 || fvar(1) = 2
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101]) || (StateNo = 751)
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger4 = StateNo = 210 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger5 = StateNo = 215 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger6 = StateNo = 220 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger7 = StateNo = 225 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger8 = StateNo = 230 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger9 = StateNo = 235 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger10 = StateNo = 250 && AnimElem = 3, >= 0 && AnimElem = 7, < 0 
Trigger11 = StateNo = 400 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger12 = StateNo = 410 && AnimElem = 5, >= 0 && AnimElem = 8, < 0
Trigger13 = StateNo = 420 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger14 = StateNo = 430 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger15 = StateNo = 710 && var(17) && AnimElem = 3, >= 0 && AnimElem = 4, < 0

[State -3, CWOE_[N[@b]
type = ChangeState
value = 1150
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [4,8]) || fvar(1) = 2
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101]) || (StateNo = 751)
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]) || 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(3) >= 0
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*6*var(8) = [-15,72]
TriggerAll = Random < var(59)*100 || fvar(1) = 2
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101]) || (StateNo = 751)
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger4 = StateNo = 210 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger5 = StateNo = 215 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger6 = StateNo = 220 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger7 = StateNo = 225 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger8 = StateNo = 230 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger9 = StateNo = 235 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger10 = StateNo = 250 && AnimElem = 3, >= 0 && AnimElem = 7, < 0 
Trigger11 = StateNo = 400 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger12 = StateNo = 410 && AnimElem = 5, >= 0 && AnimElem = 8, < 0
Trigger13 = StateNo = 420 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger14 = StateNo = 430 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger15 = StateNo = 710 && var(17) && AnimElem = 3, >= 0 && AnimElem = 4, < 0

[State -3, CWOE_[N[@`]
type = ChangeState
value = 1100
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [4,8]) || fvar(1) = 2
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101]) || (StateNo = 751)
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]) || 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(3) >= 0
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*6*var(8) = [-15,60]
TriggerAll = Random < var(59)*100 || fvar(1) = 2
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101]) || (StateNo = 751)
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger4 = StateNo = 210 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger5 = StateNo = 215 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger6 = StateNo = 220 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger7 = StateNo = 225 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger8 = StateNo = 230 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger9 = StateNo = 235 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger10 = StateNo = 250 && AnimElem = 3, >= 0 && AnimElem = 7, < 0 
Trigger11 = StateNo = 400 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger12 = StateNo = 410 && AnimElem = 5, >= 0 && AnimElem = 8, < 0
Trigger13 = StateNo = 420 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger14 = StateNo = 430 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger15 = StateNo = 710 && var(17) && AnimElem = 3, >= 0 && AnimElem = 4, < 0

[State -3, fbhEtH[]
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)) <= 24)
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, fbhEtH[]
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)) <= 24)
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, 킵ړ@O]
type = ChangeState
value = 700
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 2
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]) || (StateNo = [100,101])
TriggerAll = EnemyNear(var(58)),AnimTime <= -32
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 >= 2000 && (EnemyNear(var(58)),HitDefAttr = SCA,AA || EnemyNear(var(58)),AnimTime = -32)) || StateNo = [200,700)
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*31*var(8) = [-25,70]
Trigger1 = Random < var(59)*100 || fvar(1) = 2

[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 <= -26)
TriggerAll = EnemyNear(var(58)),BackEdgeBodyDist > 10
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AP)
TriggerAll = PrevStateNo = 5120
TriggerAll = fvar(4) = [-5,120]
TriggerAll = Random < var(59)*100 || fvar(1) = 2
Trigger1 = EnemyNear(var(58)),StateType = C
Trigger1 = EnemyNear(var(58)),AnimTime <= -28
Trigger2 = EnemyNear(var(58)),StateType = S
Trigger2 = EnemyNear(var(58)),AnimTime <= -32
Trigger3 = EnemyNear(var(58)),HitDefAttr = SC,AT

[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 <= -18))
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 <= -18
Trigger1 = fvar(4) = [50,120]
Trigger2 = EnemyNear(var(58)),StateType = S
Trigger2 = EnemyNear(var(58)),AnimTime <= -22
Trigger2 = fvar(4) = [50,100]
Trigger3 = EnemyNear(var(58)),HitDefAttr = SC,AT
Trigger3 = fvar(4) = [-5,60]

[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)-(4.25*15+EnemyNear(var(58)),Vel X*var(50)*var(8)*10) <= 90
Trigger2 = EnemyNear(var(58)),Const(size.height) < 65*(1-(EnemyNear(var(58)),StateType = C)*0.5)
Trigger2 = fvar(4)-(4.25*15+EnemyNear(var(58)),Vel X*var(50)*var(8)*13) >= -15

[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)*19) = [15,90]

[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)-(-3.15*15+EnemyNear(var(58)),Vel X*var(50)*var(8)*19) < 90

;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) > 20
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)/2.3)

[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) > 20
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)/5.75)

[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) > 20
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, l`wfXyCgEI[o[hCu]
type = ChangeState
value = 3100
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 3
TriggerAll = !var(18)
TriggerAll = !var(17)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101]) || (StateNo = 751)
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 = [700,800)) || (EnemyNear(var(58)),StateNo = [5000,5270]))
TriggerAll = EnemyNear(var(58)),AnimTime <= -11
TriggerAll = fvar(3) >= 0
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*11*var(8) = [-15,90]
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || !(InGuardDist || var(57))
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
TriggerAll = Power >= 1000 
TriggerAll = Life < LifeMax/4
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101]) || (StateNo = 751)
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger4 = StateNo = 210 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger5 = StateNo = 215 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger6 = StateNo = 220 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger7 = StateNo = 225 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger8 = StateNo = 230 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger9 = StateNo = 235 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger10 = StateNo = 250 && AnimElem = 3, >= 0 && AnimElem = 7, < 0 
Trigger11 = StateNo = 400 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger12 = StateNo = 410 && AnimElem = 5, >= 0 && AnimElem = 8, < 0
Trigger13 = StateNo = 420 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger14 = StateNo = 430 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger15 = StateNo = 710 && var(17) && AnimElem = 3, >= 0 && AnimElem = 4, < 0

[State -3, fXyCgEI[o[hCu@b]
type = ChangeState
value = 2050
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 3
TriggerAll = !var(18)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101]) || (StateNo = 751)
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 <= -11
TriggerAll = fvar(3) >= 0
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*11*var(8) = [-15,90]
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || !(InGuardDist || var(57))
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
TriggerAll = (Power >= 1000 || var(17))
TriggerAll = Life >= LifeMax/4
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101]) || (StateNo = 751)
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger4 = StateNo = 210 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger5 = StateNo = 215 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger6 = StateNo = 220 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger7 = StateNo = 225 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger8 = StateNo = 230 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger9 = StateNo = 235 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger10 = StateNo = 250 && AnimElem = 3, >= 0 && AnimElem = 7, < 0 
Trigger11 = StateNo = 400 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger12 = StateNo = 410 && AnimElem = 5, >= 0 && AnimElem = 8, < 0
Trigger13 = StateNo = 420 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger14 = StateNo = 430 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger15 = StateNo = 710 && var(17) && AnimElem = 3, >= 0 && AnimElem = 4, < 0

[State -3, fXyCgE[g@b]
type = ChangeState
value = 1350
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 3
TriggerAll = !((P2StateNo = [700,800)) || (P2StateNo = [900,1000)))
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101]) || (StateNo = 751)
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(3) >= 0
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*10*var(8) = [-15,82]
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || !(InGuardDist || var(57))
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(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]) || (StateNo = 751)
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger4 = StateNo = 210 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger5 = StateNo = 215 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger6 = StateNo = 220 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger7 = StateNo = 225 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger8 = StateNo = 230 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger9 = StateNo = 235 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger10 = StateNo = 250 && AnimElem = 3, >= 0 && AnimElem = 7, < 0 
Trigger11 = StateNo = 400 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger12 = StateNo = 410 && AnimElem = 5, >= 0 && AnimElem = 8, < 0
Trigger13 = StateNo = 420 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger14 = StateNo = 430 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger15 = StateNo = 710 && var(17) && AnimElem = 3, >= 0 && AnimElem = 4, < 0

[State -3, fXyCgE[g@b]
type = ChangeState
value = 1350
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 3
TriggerAll = !((P2StateNo = [700,800)) || (P2StateNo = [900,1000)))
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101]) || (StateNo = 751)
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 <= -11
TriggerAll = fvar(3) >= 0
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*11*var(8) = [-15,92]
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || !(InGuardDist || var(57))
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(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]) || (StateNo = 751)
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger4 = StateNo = 210 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger5 = StateNo = 215 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger6 = StateNo = 220 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger7 = StateNo = 225 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger8 = StateNo = 230 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger9 = StateNo = 235 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger10 = StateNo = 250 && AnimElem = 3, >= 0 && AnimElem = 7, < 0 
Trigger11 = StateNo = 400 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger12 = StateNo = 410 && AnimElem = 5, >= 0 && AnimElem = 8, < 0
Trigger13 = StateNo = 420 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger14 = StateNo = 430 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger15 = StateNo = 710 && var(17) && AnimElem = 3, >= 0 && AnimElem = 4, < 0

[State -3, fXyCgE[g@b]
type = ChangeState
value = 1350
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 3
TriggerAll = !((P2StateNo = [700,800)) || (P2StateNo = [900,1000)))
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101]) || (StateNo = 751)
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 <= -12
TriggerAll = fvar(3) >= 0
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*12*var(8) = [-15,102]
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || !(InGuardDist || var(57))
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(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]) || (StateNo = 751)
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger4 = StateNo = 210 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger5 = StateNo = 215 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger6 = StateNo = 220 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger7 = StateNo = 225 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger8 = StateNo = 230 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger9 = StateNo = 235 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger10 = StateNo = 250 && AnimElem = 3, >= 0 && AnimElem = 7, < 0 
Trigger11 = StateNo = 400 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger12 = StateNo = 410 && AnimElem = 5, >= 0 && AnimElem = 8, < 0
Trigger13 = StateNo = 420 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger14 = StateNo = 430 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger15 = StateNo = 710 && var(17) && AnimElem = 3, >= 0 && AnimElem = 4, < 0

[State -3, fXyCgE[g@b]
type = ChangeState
value = 1350
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 3
TriggerAll = !((P2StateNo = [700,800)) || (P2StateNo = [900,1000)))
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101]) || (StateNo = 751)
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 <= -13
TriggerAll = fvar(3) >= 0
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*13*var(8) = [-15,112]
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || !(InGuardDist || var(57))
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(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]) || (StateNo = 751)
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger4 = StateNo = 210 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger5 = StateNo = 215 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger6 = StateNo = 220 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger7 = StateNo = 225 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger8 = StateNo = 230 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger9 = StateNo = 235 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger10 = StateNo = 250 && AnimElem = 3, >= 0 && AnimElem = 7, < 0 
Trigger11 = StateNo = 400 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger12 = StateNo = 410 && AnimElem = 5, >= 0 && AnimElem = 8, < 0
Trigger13 = StateNo = 420 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger14 = StateNo = 430 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger15 = StateNo = 710 && var(17) && AnimElem = 3, >= 0 && AnimElem = 4, < 0

[State -3, fXyCgE[g@b]
type = ChangeState
value = 1350
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 3
TriggerAll = !((P2StateNo = [700,800)) || (P2StateNo = [900,1000)))
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101]) || (StateNo = 751)
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(3) >= 0
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*14*var(8) = [-15,122]
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || !(InGuardDist || var(57))
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(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]) || (StateNo = 751)
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger4 = StateNo = 210 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger5 = StateNo = 215 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger6 = StateNo = 220 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger7 = StateNo = 225 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger8 = StateNo = 230 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger9 = StateNo = 235 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger10 = StateNo = 250 && AnimElem = 3, >= 0 && AnimElem = 7, < 0 
Trigger11 = StateNo = 400 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger12 = StateNo = 410 && AnimElem = 5, >= 0 && AnimElem = 8, < 0
Trigger13 = StateNo = 420 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger14 = StateNo = 430 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger15 = StateNo = 710 && var(17) && AnimElem = 3, >= 0 && AnimElem = 4, < 0

[State -3, fXyCgE[g@b]
type = ChangeState
value = 1350
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 3
TriggerAll = !((P2StateNo = [700,800)) || (P2StateNo = [900,1000)))
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101]) || (StateNo = 751)
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 <= -15
TriggerAll = fvar(3) >= 0
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*15*var(8) = [-15,132]
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || !(InGuardDist || var(57))
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(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]) || (StateNo = 751)
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger4 = StateNo = 210 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger5 = StateNo = 215 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger6 = StateNo = 220 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger7 = StateNo = 225 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger8 = StateNo = 230 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger9 = StateNo = 235 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger10 = StateNo = 250 && AnimElem = 3, >= 0 && AnimElem = 7, < 0 
Trigger11 = StateNo = 400 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger12 = StateNo = 410 && AnimElem = 5, >= 0 && AnimElem = 8, < 0
Trigger13 = StateNo = 420 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger14 = StateNo = 430 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger15 = StateNo = 710 && var(17) && AnimElem = 3, >= 0 && AnimElem = 4, < 0

[State -3, fXyCgE[g@b]
type = ChangeState
value = 1350
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 3
TriggerAll = !((P2StateNo = [700,800)) || (P2StateNo = [900,1000)))
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101]) || (StateNo = 751)
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 <= -16
TriggerAll = fvar(3) >= 0
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*16*var(8) = [-15,142]
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || !(InGuardDist || var(57))
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(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]) || (StateNo = 751)
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger4 = StateNo = 210 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger5 = StateNo = 215 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger6 = StateNo = 220 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger7 = StateNo = 225 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger8 = StateNo = 230 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger9 = StateNo = 235 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger10 = StateNo = 250 && AnimElem = 3, >= 0 && AnimElem = 7, < 0 
Trigger11 = StateNo = 400 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger12 = StateNo = 410 && AnimElem = 5, >= 0 && AnimElem = 8, < 0
Trigger13 = StateNo = 420 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger14 = StateNo = 430 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger15 = StateNo = 710 && var(17) && AnimElem = 3, >= 0 && AnimElem = 4, < 0

[State -3, fXyCgE[g@b]
type = ChangeState
value = 1350
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 3
TriggerAll = !((P2StateNo = [700,800)) || (P2StateNo = [900,1000)))
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101]) || (StateNo = 751)
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 <= -17
TriggerAll = fvar(3) >= 0
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*17*var(8) = [-15,152]
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || !(InGuardDist || var(57))
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(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]) || (StateNo = 751)
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger4 = StateNo = 210 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger5 = StateNo = 215 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger6 = StateNo = 220 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger7 = StateNo = 225 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger8 = StateNo = 230 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger9 = StateNo = 235 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger10 = StateNo = 250 && AnimElem = 3, >= 0 && AnimElem = 7, < 0 
Trigger11 = StateNo = 400 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger12 = StateNo = 410 && AnimElem = 5, >= 0 && AnimElem = 8, < 0
Trigger13 = StateNo = 420 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger14 = StateNo = 430 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger15 = StateNo = 710 && var(17) && AnimElem = 3, >= 0 && AnimElem = 4, < 0

[State -3, fXyCgE[g@b]
type = ChangeState
value = 1350
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 3
TriggerAll = !((P2StateNo = [700,800)) || (P2StateNo = [900,1000)))
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101]) || (StateNo = 751)
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(3) >= 0
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*18*var(8) = [-15,162]
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || !(InGuardDist || var(57))
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(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]) || (StateNo = 751)
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger4 = StateNo = 210 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger5 = StateNo = 215 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger6 = StateNo = 220 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger7 = StateNo = 225 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger8 = StateNo = 230 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger9 = StateNo = 235 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger10 = StateNo = 250 && AnimElem = 3, >= 0 && AnimElem = 7, < 0 
Trigger11 = StateNo = 400 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger12 = StateNo = 410 && AnimElem = 5, >= 0 && AnimElem = 8, < 0
Trigger13 = StateNo = 420 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger14 = StateNo = 430 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger15 = StateNo = 710 && var(17) && AnimElem = 3, >= 0 && AnimElem = 4, < 0

[State -3, fXyCgE[g@b]
type = ChangeState
value = 1350
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 3
TriggerAll = !((P2StateNo = [700,800)) || (P2StateNo = [900,1000)))
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101]) || (StateNo = 751)
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 <= -19
TriggerAll = fvar(3) >= 0
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*19*var(8) = [-15,172]
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || !(InGuardDist || var(57))
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(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]) || (StateNo = 751)
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger4 = StateNo = 210 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger5 = StateNo = 215 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger6 = StateNo = 220 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger7 = StateNo = 225 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger8 = StateNo = 230 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger9 = StateNo = 235 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger10 = StateNo = 250 && AnimElem = 3, >= 0 && AnimElem = 7, < 0 
Trigger11 = StateNo = 400 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger12 = StateNo = 410 && AnimElem = 5, >= 0 && AnimElem = 8, < 0
Trigger13 = StateNo = 420 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger14 = StateNo = 430 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger15 = StateNo = 710 && var(17) && AnimElem = 3, >= 0 && AnimElem = 4, < 0

[State -3, fXyCgE[g@b]
type = ChangeState
value = 1350
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 3
TriggerAll = !((P2StateNo = [700,800)) || (P2StateNo = [900,1000)))
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101]) || (StateNo = 751)
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 <= -20
TriggerAll = fvar(3) >= 0
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*20*var(8) = [-15,182]
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || !(InGuardDist || var(57))
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(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]) || (StateNo = 751)
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger4 = StateNo = 210 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger5 = StateNo = 215 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger6 = StateNo = 220 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger7 = StateNo = 225 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger8 = StateNo = 230 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger9 = StateNo = 235 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger10 = StateNo = 250 && AnimElem = 3, >= 0 && AnimElem = 7, < 0 
Trigger11 = StateNo = 400 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger12 = StateNo = 410 && AnimElem = 5, >= 0 && AnimElem = 8, < 0
Trigger13 = StateNo = 420 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger14 = StateNo = 430 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger15 = StateNo = 710 && var(17) && AnimElem = 3, >= 0 && AnimElem = 4, < 0

[State -3, fXyCgE[g@b]
type = ChangeState
value = 1350
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 3
TriggerAll = !((P2StateNo = [700,800)) || (P2StateNo = [900,1000)))
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101]) || (StateNo = 751)
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 <= -21
TriggerAll = fvar(3) >= 0
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*21*var(8) = [-15,192]
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || !(InGuardDist || var(57))
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(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]) || (StateNo = 751)
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger4 = StateNo = 210 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger5 = StateNo = 215 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger6 = StateNo = 220 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger7 = StateNo = 225 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger8 = StateNo = 230 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger9 = StateNo = 235 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger10 = StateNo = 250 && AnimElem = 3, >= 0 && AnimElem = 7, < 0 
Trigger11 = StateNo = 400 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger12 = StateNo = 410 && AnimElem = 5, >= 0 && AnimElem = 8, < 0
Trigger13 = StateNo = 420 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger14 = StateNo = 430 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger15 = StateNo = 710 && var(17) && AnimElem = 3, >= 0 && AnimElem = 4, < 0

[State -3, fXyCgE[g@b]
type = ChangeState
value = 1350
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 3
TriggerAll = !((P2StateNo = [700,800)) || (P2StateNo = [900,1000)))
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101]) || (StateNo = 751)
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 <= -22
TriggerAll = fvar(3) >= 0
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*22*var(8) = [-15,202]
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || !(InGuardDist || var(57))
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(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]) || (StateNo = 751)
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger4 = StateNo = 210 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger5 = StateNo = 215 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger6 = StateNo = 220 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger7 = StateNo = 225 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger8 = StateNo = 230 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger9 = StateNo = 235 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger10 = StateNo = 250 && AnimElem = 3, >= 0 && AnimElem = 7, < 0 
Trigger11 = StateNo = 400 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger12 = StateNo = 410 && AnimElem = 5, >= 0 && AnimElem = 8, < 0
Trigger13 = StateNo = 420 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger14 = StateNo = 430 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger15 = StateNo = 710 && var(17) && AnimElem = 3, >= 0 && AnimElem = 4, < 0

[State -3, fXyCgE[g@b]
type = ChangeState
value = 1350
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 3
TriggerAll = !((P2StateNo = [700,800)) || (P2StateNo = [900,1000)))
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101]) || (StateNo = 751)
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 <= -23
TriggerAll = fvar(3) >= 0
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*23*var(8) = [-15,212]
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || !(InGuardDist || var(57))
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(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]) || (StateNo = 751)
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger4 = StateNo = 210 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger5 = StateNo = 215 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger6 = StateNo = 220 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger7 = StateNo = 225 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger8 = StateNo = 230 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger9 = StateNo = 235 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger10 = StateNo = 250 && AnimElem = 3, >= 0 && AnimElem = 7, < 0 
Trigger11 = StateNo = 400 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger12 = StateNo = 410 && AnimElem = 5, >= 0 && AnimElem = 8, < 0
Trigger13 = StateNo = 420 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger14 = StateNo = 430 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger15 = StateNo = 710 && var(17) && AnimElem = 3, >= 0 && AnimElem = 4, < 0

[State -3, fXyCgE[g@b]
type = ChangeState
value = 1350
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 3
TriggerAll = !((P2StateNo = [700,800)) || (P2StateNo = [900,1000)))
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101]) || (StateNo = 751)
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 <= -24
TriggerAll = fvar(3) >= 0
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*24*var(8) = [-15,222]
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || !(InGuardDist || var(57))
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(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]) || (StateNo = 751)
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger4 = StateNo = 210 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger5 = StateNo = 215 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger6 = StateNo = 220 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger7 = StateNo = 225 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger8 = StateNo = 230 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger9 = StateNo = 235 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger10 = StateNo = 250 && AnimElem = 3, >= 0 && AnimElem = 7, < 0 
Trigger11 = StateNo = 400 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger12 = StateNo = 410 && AnimElem = 5, >= 0 && AnimElem = 8, < 0
Trigger13 = StateNo = 420 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger14 = StateNo = 430 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger15 = StateNo = 710 && var(17) && AnimElem = 3, >= 0 && AnimElem = 4, < 0

[State -3, fXyCgE[g@b]
type = ChangeState
value = 1350
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 3
TriggerAll = !((P2StateNo = [700,800)) || (P2StateNo = [900,1000)))
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101]) || (StateNo = 751)
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 <= -25
TriggerAll = fvar(3) >= 0
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*25*var(8) = [-15,232]
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || !(InGuardDist || var(57))
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(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]) || (StateNo = 751)
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger4 = StateNo = 210 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger5 = StateNo = 215 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger6 = StateNo = 220 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger7 = StateNo = 225 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger8 = StateNo = 230 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger9 = StateNo = 235 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger10 = StateNo = 250 && AnimElem = 3, >= 0 && AnimElem = 7, < 0 
Trigger11 = StateNo = 400 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger12 = StateNo = 410 && AnimElem = 5, >= 0 && AnimElem = 8, < 0
Trigger13 = StateNo = 420 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger14 = StateNo = 430 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger15 = StateNo = 710 && var(17) && AnimElem = 3, >= 0 && AnimElem = 4, < 0

[State -3, fXyCgE[g@b]
type = ChangeState
value = 1350
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 3
TriggerAll = !((P2StateNo = [700,800)) || (P2StateNo = [900,1000)))
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101]) || (StateNo = 751)
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 <= -26
TriggerAll = fvar(3) >= 0
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*26*var(8) = [-15,242]
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || !(InGuardDist || var(57))
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(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]) || (StateNo = 751)
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger4 = StateNo = 210 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger5 = StateNo = 215 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger6 = StateNo = 220 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger7 = StateNo = 225 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger8 = StateNo = 230 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger9 = StateNo = 235 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger10 = StateNo = 250 && AnimElem = 3, >= 0 && AnimElem = 7, < 0 
Trigger11 = StateNo = 400 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger12 = StateNo = 410 && AnimElem = 5, >= 0 && AnimElem = 8, < 0
Trigger13 = StateNo = 420 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger14 = StateNo = 430 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger15 = StateNo = 710 && var(17) && AnimElem = 3, >= 0 && AnimElem = 4, < 0

[State -3, CWOE_[N[@b]
type = ChangeState
value = 1150
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 3
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101]) || (StateNo = 751)
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 <= -6
TriggerAll = fvar(3) >= 0
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*6*var(8) = [-15,72]
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || !(InGuardDist || var(57))
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(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]) || (StateNo = 751)
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger4 = StateNo = 210 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger5 = StateNo = 215 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger6 = StateNo = 220 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger7 = StateNo = 225 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger8 = StateNo = 230 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger9 = StateNo = 235 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger10 = StateNo = 250 && AnimElem = 3, >= 0 && AnimElem = 7, < 0 
Trigger11 = StateNo = 400 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger12 = StateNo = 410 && AnimElem = 5, >= 0 && AnimElem = 8, < 0
Trigger13 = StateNo = 420 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger14 = StateNo = 430 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger15 = StateNo = 710 && var(17) && AnimElem = 3, >= 0 && AnimElem = 4, < 0

[State -3, ezCW@`]
type = ChangeState
value = 1000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 3
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101]) || (StateNo = 751)
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 <= -15
TriggerAll = fvar(3) >= 0
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*15*var(8) = [-15,95]
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || !(InGuardDist || var(57))
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(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]) || (StateNo = 751)
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger4 = StateNo = 210 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger5 = StateNo = 215 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger6 = StateNo = 220 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger7 = StateNo = 225 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger8 = StateNo = 230 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger9 = StateNo = 235 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger10 = StateNo = 250 && AnimElem = 3, >= 0 && AnimElem = 7, < 0 
Trigger11 = StateNo = 400 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger12 = StateNo = 410 && AnimElem = 5, >= 0 && AnimElem = 8, < 0
Trigger13 = StateNo = 420 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger14 = StateNo = 430 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger15 = StateNo = 710 && var(17) && AnimElem = 3, >= 0 && AnimElem = 4, < 0

[State -3, [TECpNg@c]
type = ChangeState
value = 1250
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 3
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101]) || (StateNo = 751)
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 <= -2
TriggerAll = fvar(3) >= 0
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*2*var(8) = [-15,45]
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || !(InGuardDist || var(57))
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(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]) || (StateNo = 751)
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger4 = StateNo = 210 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger5 = StateNo = 215 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger6 = StateNo = 220 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger7 = StateNo = 225 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger8 = StateNo = 230 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger9 = StateNo = 235 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger10 = StateNo = 250 && AnimElem = 3, >= 0 && AnimElem = 7, < 0 
Trigger11 = StateNo = 400 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger12 = StateNo = 410 && AnimElem = 5, >= 0 && AnimElem = 8, < 0
Trigger13 = StateNo = 420 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger14 = StateNo = 430 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger15 = StateNo = 710 && var(17) && AnimElem = 3, >= 0 && AnimElem = 4, < 0

[State -3, U]
type = ChangeState
value = 710
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 <= -8
TriggerAll = fvar(3) >= 0
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*8*var(8) = [-15,104]
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = StateNo = 700 && Anim = 700 && (AnimElem = 2, >= 0 && AnimElem = 3, < 0)
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = (EnemyNear(var(58)),StateNo = [200,649]) || !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I)

[State -3, JbgXs]
type = ChangeState
value = 260
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 <= -7
TriggerAll = fvar(3) >= 0
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*7*var(8) = [-15,68]
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(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)),StateNo = [200,649]) || !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I)

[State -3, ߗc]
type = ChangeState
value = 235
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) = [-5,61] 
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(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) < 28
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = (EnemyNear(var(58)),StateNo = [200,649]) || !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I)

[State -3, ߗa]
type = ChangeState
value = 225
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 <= -4
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*4*var(8) = [-5,108] 
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(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) < 22
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = (EnemyNear(var(58)),StateNo = [200,649]) || !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I)

[State -3, Ⴊ݂`]
type = ChangeState
value = 400
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 <= -7
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*7*var(8) = [-5,52] 
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(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)),StateNo = [200,649]) || !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I)

[State -3, c]
type = ChangeState
value = 230
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) = [20,52] 
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(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) >= 28
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = (EnemyNear(var(58)),StateNo = [200,649]) || !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I)

[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 <= -4
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*4*var(8) = [-15,80] 
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(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)),StateNo = [200,649]) || !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I)

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

[State -3, GhEIuEGf]
type = ChangeState
value = 3100
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 4
TriggerAll = !var(18)
TriggerAll = !var(17)
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]) || (StateNo = 751)
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)),Vel Y >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*20*var(8) = [-79-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),8]
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) = [-40,10]
TriggerAll = Power >= 1000 
TriggerAll = Life < LifeMax/4
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101]) || (StateNo = 751)
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger4 = StateNo = 210 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger5 = StateNo = 215 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger6 = StateNo = 220 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger7 = StateNo = 225 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger8 = StateNo = 230 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger9 = StateNo = 235 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger10 = StateNo = 250 && AnimElem = 3, >= 0 && AnimElem = 7, < 0 
Trigger11 = StateNo = 400 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger12 = StateNo = 410 && AnimElem = 5, >= 0 && AnimElem = 8, < 0
Trigger13 = StateNo = 420 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger14 = StateNo = 430 && AnimElem = 4, >= 0 && AnimElem = 6, < 0

[State -3, GhEIuEGf]
type = ChangeState
value = 3100
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 4
TriggerAll = !var(18)
TriggerAll = !var(17)
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]) || (StateNo = 751)
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)),Vel Y >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*25*var(8) = [-99-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),28]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*25+0.5*EnemyNear(var(58)),Const(movement.yaccel)*26*25*(EnemyNear(var(58)),Vel Y != 0) = [-100,10]
TriggerAll = Power >= 1000 
TriggerAll = Life < LifeMax/4
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101]) || (StateNo = 751)
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger4 = StateNo = 210 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger5 = StateNo = 215 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger6 = StateNo = 220 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger7 = StateNo = 225 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger8 = StateNo = 230 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger9 = StateNo = 235 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger10 = StateNo = 250 && AnimElem = 3, >= 0 && AnimElem = 7, < 0 
Trigger11 = StateNo = 400 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger12 = StateNo = 410 && AnimElem = 5, >= 0 && AnimElem = 8, < 0
Trigger13 = StateNo = 420 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger14 = StateNo = 430 && AnimElem = 4, >= 0 && AnimElem = 6, < 0

[State -3, GhEIuEGf]
type = ChangeState
value = 3100
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 4
TriggerAll = !var(18)
TriggerAll = !var(17)
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]) || (StateNo = 751)
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)),Vel Y >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*29*var(8) = [-95-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),24]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*29+0.5*EnemyNear(var(58)),Const(movement.yaccel)*30*29*(EnemyNear(var(58)),Vel Y != 0) = [-180,10]
TriggerAll = Power >= 1000 
TriggerAll = Life < LifeMax/4
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101]) || (StateNo = 751)
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger4 = StateNo = 210 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger5 = StateNo = 215 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger6 = StateNo = 220 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger7 = StateNo = 225 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger8 = StateNo = 230 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger9 = StateNo = 235 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger10 = StateNo = 250 && AnimElem = 3, >= 0 && AnimElem = 7, < 0 
Trigger11 = StateNo = 400 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger12 = StateNo = 410 && AnimElem = 5, >= 0 && AnimElem = 8, < 0
Trigger13 = StateNo = 420 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger14 = StateNo = 430 && AnimElem = 4, >= 0 && AnimElem = 6, < 0

[State -3, l`wfXyCgEI[o[hCu]
type = ChangeState
value = 3000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 4
TriggerAll = !var(18)
TriggerAll = !var(17)
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]) || (StateNo = 751)
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)),Vel Y >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(3) >= 0
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*11*var(8) = [51-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),90]
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) = [-40,10]
TriggerAll = Power >= 1000 
TriggerAll = Life < LifeMax/4
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101]) || (StateNo = 751)
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger4 = StateNo = 210 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger5 = StateNo = 215 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger6 = StateNo = 220 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger7 = StateNo = 225 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger8 = StateNo = 230 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger9 = StateNo = 235 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger10 = StateNo = 250 && AnimElem = 3, >= 0 && AnimElem = 7, < 0 
Trigger11 = StateNo = 400 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger12 = StateNo = 410 && AnimElem = 5, >= 0 && AnimElem = 8, < 0
Trigger13 = StateNo = 420 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger14 = StateNo = 430 && AnimElem = 4, >= 0 && AnimElem = 6, < 0

[State -3, GhEIuEwu@b]
type = ChangeState
value = 2150
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 4
TriggerAll = !var(18)
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]) || (StateNo = 751)
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)),Vel Y >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*20*var(8) = [-79-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),8]
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) = [-40,10]
TriggerAll = (Power >= 1000 || var(17))
TriggerAll = Life >= LifeMax/4
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101]) || (StateNo = 751)
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger4 = StateNo = 210 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger5 = StateNo = 215 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger6 = StateNo = 220 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger7 = StateNo = 225 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger8 = StateNo = 230 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger9 = StateNo = 235 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger10 = StateNo = 250 && AnimElem = 3, >= 0 && AnimElem = 7, < 0 
Trigger11 = StateNo = 400 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger12 = StateNo = 410 && AnimElem = 5, >= 0 && AnimElem = 8, < 0
Trigger13 = StateNo = 420 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger14 = StateNo = 430 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger15 = StateNo = 710 && var(17) && AnimElem = 3, >= 0 && AnimElem = 4, < 0

[State -3, GhEIuEwu@b]
type = ChangeState
value = 2150
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 4
TriggerAll = !var(18)
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]) || (StateNo = 751)
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)),Vel Y >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*25*var(8) = [-99-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),28]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*25+0.5*EnemyNear(var(58)),Const(movement.yaccel)*26*25*(EnemyNear(var(58)),Vel Y != 0) = [-100,10]
TriggerAll = (Power >= 1000 || var(17))
TriggerAll = Life >= LifeMax/4
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101]) || (StateNo = 751)
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger4 = StateNo = 210 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger5 = StateNo = 215 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger6 = StateNo = 220 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger7 = StateNo = 225 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger8 = StateNo = 230 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger9 = StateNo = 235 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger10 = StateNo = 250 && AnimElem = 3, >= 0 && AnimElem = 7, < 0 
Trigger11 = StateNo = 400 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger12 = StateNo = 410 && AnimElem = 5, >= 0 && AnimElem = 8, < 0
Trigger13 = StateNo = 420 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger14 = StateNo = 430 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger15 = StateNo = 710 && var(17) && AnimElem = 3, >= 0 && AnimElem = 4, < 0

[State -3, GhEIuEwu@b]
type = ChangeState
value = 2150
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 4
TriggerAll = !var(18)
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]) || (StateNo = 751)
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)),Vel Y >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*29*var(8) = [-95-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),24]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*29+0.5*EnemyNear(var(58)),Const(movement.yaccel)*30*29*(EnemyNear(var(58)),Vel Y != 0) = [-180,10]
TriggerAll = (Power >= 1000 || var(17))
TriggerAll = Life >= LifeMax/4
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101]) || (StateNo = 751)
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger4 = StateNo = 210 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger5 = StateNo = 215 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger6 = StateNo = 220 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger7 = StateNo = 225 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger8 = StateNo = 230 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger9 = StateNo = 235 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger10 = StateNo = 250 && AnimElem = 3, >= 0 && AnimElem = 7, < 0 
Trigger11 = StateNo = 400 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger12 = StateNo = 410 && AnimElem = 5, >= 0 && AnimElem = 8, < 0
Trigger13 = StateNo = 420 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger14 = StateNo = 430 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger15 = StateNo = 710 && var(17) && AnimElem = 3, >= 0 && AnimElem = 4, < 0

[State -3, fXyCgEI[o[hCu@`]
type = ChangeState
value = 2000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 4
TriggerAll = !var(18)
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]) || (StateNo = 751)
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)),Vel Y >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(3) >= 0
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*11*var(8) = [51-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),90]
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) = [-40,10]
TriggerAll = (Power >= 1000 || var(17))
TriggerAll = Life >= LifeMax/4
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101]) || (StateNo = 751)
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger4 = StateNo = 210 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger5 = StateNo = 215 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger6 = StateNo = 220 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger7 = StateNo = 225 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger8 = StateNo = 230 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger9 = StateNo = 235 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger10 = StateNo = 250 && AnimElem = 3, >= 0 && AnimElem = 7, < 0 
Trigger11 = StateNo = 400 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger12 = StateNo = 410 && AnimElem = 5, >= 0 && AnimElem = 8, < 0
Trigger13 = StateNo = 420 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger14 = StateNo = 430 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger15 = StateNo = 710 && var(17) && AnimElem = 3, >= 0 && AnimElem = 4, < 0

[State -3, [TECpNg@c]
type = ChangeState
value = 1250
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || 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]) || (StateNo = 751)
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 = fvar(3) >= 0
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*2*var(8) = [-5-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),45]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*2+0.5*EnemyNear(var(58)),Const(movement.yaccel)*3*2*(EnemyNear(var(58)),Vel Y != 0) = [-50,10]
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101]) || (StateNo = 751)
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger4 = StateNo = 210 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger5 = StateNo = 215 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger6 = StateNo = 220 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger7 = StateNo = 225 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger8 = StateNo = 230 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger9 = StateNo = 235 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger10 = StateNo = 250 && AnimElem = 3, >= 0 && AnimElem = 7, < 0 
Trigger11 = StateNo = 400 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger12 = StateNo = 410 && AnimElem = 5, >= 0 && AnimElem = 8, < 0
Trigger13 = StateNo = 420 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger14 = StateNo = 430 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger15 = StateNo = 710 && var(17) && AnimElem = 3, >= 0 && AnimElem = 4, < 0

[State -3, [TECpNg@c]
type = ChangeState
value = 1250
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || 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]) || (StateNo = 751)
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 = fvar(3) >= 0
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*4*var(8) = [-5-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),32]
TriggerAll = 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) = [-80,10]
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101]) || (StateNo = 751)
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger4 = StateNo = 210 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger5 = StateNo = 215 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger6 = StateNo = 220 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger7 = StateNo = 225 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger8 = StateNo = 230 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger9 = StateNo = 235 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger10 = StateNo = 250 && AnimElem = 3, >= 0 && AnimElem = 7, < 0 
Trigger11 = StateNo = 400 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger12 = StateNo = 410 && AnimElem = 5, >= 0 && AnimElem = 8, < 0
Trigger13 = StateNo = 420 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger14 = StateNo = 430 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger15 = StateNo = 710 && var(17) && AnimElem = 3, >= 0 && AnimElem = 4, < 0

[State -3, [TECpNg@c]
type = ChangeState
value = 1250
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || 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]) || (StateNo = 751)
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 = fvar(3) >= 0
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)),36]
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) = [-120,10]
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101]) || (StateNo = 751)
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger4 = StateNo = 210 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger5 = StateNo = 215 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger6 = StateNo = 220 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger7 = StateNo = 225 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger8 = StateNo = 230 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger9 = StateNo = 235 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger10 = StateNo = 250 && AnimElem = 3, >= 0 && AnimElem = 7, < 0 
Trigger11 = StateNo = 400 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger12 = StateNo = 410 && AnimElem = 5, >= 0 && AnimElem = 8, < 0
Trigger13 = StateNo = 420 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger14 = StateNo = 430 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger15 = StateNo = 710 && var(17) && AnimElem = 3, >= 0 && AnimElem = 4, < 0

[State -3, 킵ړ@O]
type = ChangeState
value = 700
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [2,8]) || 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*32+0.5*EnemyNear(var(58)),Const(movement.yaccel)*33*32*(EnemyNear(var(58)),Vel Y != 0) < 0
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger1 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*32*var(8) = [-25-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),75]

[State -3, GhEIuEGf]
type = ChangeState
value = 3100
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [6,8]) || fvar(1) = 4
TriggerAll = !var(18)
TriggerAll = !var(17)
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && (EnemyNear(var(58)),MoveType = I || EnemyNear(var(58)),MoveType = A)
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101]) || (StateNo = 751)
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 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*20*var(8) = [-79-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),8]
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) = [-40,10]
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = Power >= 1000 
TriggerAll = Life < LifeMax/4
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101]) || (StateNo = 751)
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger4 = StateNo = 210 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger5 = StateNo = 215 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger6 = StateNo = 220 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger7 = StateNo = 225 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger8 = StateNo = 230 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger9 = StateNo = 235 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger10 = StateNo = 250 && AnimElem = 3, >= 0 && AnimElem = 7, < 0 
Trigger11 = StateNo = 400 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger12 = StateNo = 410 && AnimElem = 5, >= 0 && AnimElem = 8, < 0
Trigger13 = StateNo = 420 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger14 = StateNo = 430 && AnimElem = 4, >= 0 && AnimElem = 6, < 0

[State -3, GhEIuEGf]
type = ChangeState
value = 3100
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [6,8]) || fvar(1) = 4
TriggerAll = !var(18)
TriggerAll = !var(17)
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && (EnemyNear(var(58)),MoveType = I || EnemyNear(var(58)),MoveType = A)
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101]) || (StateNo = 751)
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 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*25*var(8) = [-99-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),28]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*25+0.5*EnemyNear(var(58)),Const(movement.yaccel)*26*25*(EnemyNear(var(58)),Vel Y != 0) = [-100,10]
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = Power >= 1000 
TriggerAll = Life < LifeMax/4
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101]) || (StateNo = 751)
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger4 = StateNo = 210 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger5 = StateNo = 215 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger6 = StateNo = 220 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger7 = StateNo = 225 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger8 = StateNo = 230 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger9 = StateNo = 235 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger10 = StateNo = 250 && AnimElem = 3, >= 0 && AnimElem = 7, < 0 
Trigger11 = StateNo = 400 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger12 = StateNo = 410 && AnimElem = 5, >= 0 && AnimElem = 8, < 0
Trigger13 = StateNo = 420 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger14 = StateNo = 430 && AnimElem = 4, >= 0 && AnimElem = 6, < 0

[State -3, GhEIuEGf]
type = ChangeState
value = 3100
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [6,8]) || fvar(1) = 4
TriggerAll = !var(18)
TriggerAll = !var(17)
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && (EnemyNear(var(58)),MoveType = I || EnemyNear(var(58)),MoveType = A)
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101]) || (StateNo = 751)
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 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*29*var(8) = [-95-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),24]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*29+0.5*EnemyNear(var(58)),Const(movement.yaccel)*30*29*(EnemyNear(var(58)),Vel Y != 0) = [-180,10]
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = Power >= 1000 
TriggerAll = Life < LifeMax/4
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101]) || (StateNo = 751)
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger4 = StateNo = 210 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger5 = StateNo = 215 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger6 = StateNo = 220 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger7 = StateNo = 225 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger8 = StateNo = 230 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger9 = StateNo = 235 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger10 = StateNo = 250 && AnimElem = 3, >= 0 && AnimElem = 7, < 0 
Trigger11 = StateNo = 400 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger12 = StateNo = 410 && AnimElem = 5, >= 0 && AnimElem = 8, < 0
Trigger13 = StateNo = 420 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger14 = StateNo = 430 && AnimElem = 4, >= 0 && AnimElem = 6, < 0

[State -3, l`wfXyCgEI[o[hCu]
type = ChangeState
value = 3000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [6,8]) || fvar(1) = 4
TriggerAll = !var(18)
TriggerAll = !var(17)
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && (EnemyNear(var(58)),MoveType = I || EnemyNear(var(58)),MoveType = A)
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101]) || (StateNo = 751)
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(3) >= 0
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*11*var(8) = [51-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),90]
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) = [-40,10]
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = Power >= 1000 
TriggerAll = Life < LifeMax/4
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101]) || (StateNo = 751)
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger4 = StateNo = 210 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger5 = StateNo = 215 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger6 = StateNo = 220 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger7 = StateNo = 225 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger8 = StateNo = 230 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger9 = StateNo = 235 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger10 = StateNo = 250 && AnimElem = 3, >= 0 && AnimElem = 7, < 0 
Trigger11 = StateNo = 400 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger12 = StateNo = 410 && AnimElem = 5, >= 0 && AnimElem = 8, < 0
Trigger13 = StateNo = 420 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger14 = StateNo = 430 && AnimElem = 4, >= 0 && AnimElem = 6, < 0

[State -3, l`wfXyCgEI[o[hCu]
type = ChangeState
value = 3000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [6,8]) || fvar(1) = 4
TriggerAll = !var(18)
TriggerAll = !var(17)
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && (EnemyNear(var(58)),MoveType = I || EnemyNear(var(58)),MoveType = A)
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101]) || (StateNo = 751)
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(3) >= 0
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*12*var(8) = [61-(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*12+0.5*EnemyNear(var(58)),Const(movement.yaccel)*13*12*(EnemyNear(var(58)),Vel Y != 0) = [-40,10]
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = Power >= 1000 
TriggerAll = Life < LifeMax/4
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101]) || (StateNo = 751)
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger4 = StateNo = 210 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger5 = StateNo = 215 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger6 = StateNo = 220 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger7 = StateNo = 225 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger8 = StateNo = 230 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger9 = StateNo = 235 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger10 = StateNo = 250 && AnimElem = 3, >= 0 && AnimElem = 7, < 0 
Trigger11 = StateNo = 400 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger12 = StateNo = 410 && AnimElem = 5, >= 0 && AnimElem = 8, < 0
Trigger13 = StateNo = 420 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger14 = StateNo = 430 && AnimElem = 4, >= 0 && AnimElem = 6, < 0

[State -3, l`wfXyCgEI[o[hCu]
type = ChangeState
value = 3000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [6,8]) || fvar(1) = 4
TriggerAll = !var(18)
TriggerAll = !var(17)
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && (EnemyNear(var(58)),MoveType = I || EnemyNear(var(58)),MoveType = A)
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101]) || (StateNo = 751)
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(3) >= 0
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*13*var(8) = [71-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),110]
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) = [-40,10]
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = Power >= 1000 
TriggerAll = Life < LifeMax/4
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101]) || (StateNo = 751)
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger4 = StateNo = 210 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger5 = StateNo = 215 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger6 = StateNo = 220 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger7 = StateNo = 225 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger8 = StateNo = 230 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger9 = StateNo = 235 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger10 = StateNo = 250 && AnimElem = 3, >= 0 && AnimElem = 7, < 0 
Trigger11 = StateNo = 400 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger12 = StateNo = 410 && AnimElem = 5, >= 0 && AnimElem = 8, < 0
Trigger13 = StateNo = 420 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger14 = StateNo = 430 && AnimElem = 4, >= 0 && AnimElem = 6, < 0

[State -3, l`wfXyCgEI[o[hCu]
type = ChangeState
value = 3000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [6,8]) || fvar(1) = 4
TriggerAll = !var(18)
TriggerAll = !var(17)
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && (EnemyNear(var(58)),MoveType = I || EnemyNear(var(58)),MoveType = A)
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101]) || (StateNo = 751)
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(3) >= 0
TriggerAll = 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)),120]
TriggerAll = 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) = [-40,10]
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = Power >= 1000 
TriggerAll = Life < LifeMax/4
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101]) || (StateNo = 751)
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger4 = StateNo = 210 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger5 = StateNo = 215 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger6 = StateNo = 220 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger7 = StateNo = 225 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger8 = StateNo = 230 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger9 = StateNo = 235 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger10 = StateNo = 250 && AnimElem = 3, >= 0 && AnimElem = 7, < 0 
Trigger11 = StateNo = 400 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger12 = StateNo = 410 && AnimElem = 5, >= 0 && AnimElem = 8, < 0
Trigger13 = StateNo = 420 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger14 = StateNo = 430 && AnimElem = 4, >= 0 && AnimElem = 6, < 0

[State -3, l`wfXyCgEI[o[hCu]
type = ChangeState
value = 3000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [6,8]) || fvar(1) = 4
TriggerAll = !var(18)
TriggerAll = !var(17)
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && (EnemyNear(var(58)),MoveType = I || EnemyNear(var(58)),MoveType = A)
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101]) || (StateNo = 751)
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(3) >= 0
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*15*var(8) = [91-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),130]
TriggerAll = 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) = [-40,10]
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = Power >= 1000 
TriggerAll = Life < LifeMax/4
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101]) || (StateNo = 751)
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger4 = StateNo = 210 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger5 = StateNo = 215 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger6 = StateNo = 220 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger7 = StateNo = 225 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger8 = StateNo = 230 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger9 = StateNo = 235 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger10 = StateNo = 250 && AnimElem = 3, >= 0 && AnimElem = 7, < 0 
Trigger11 = StateNo = 400 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger12 = StateNo = 410 && AnimElem = 5, >= 0 && AnimElem = 8, < 0
Trigger13 = StateNo = 420 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger14 = StateNo = 430 && AnimElem = 4, >= 0 && AnimElem = 6, < 0

[State -3, GhEIuEwu@b]
type = ChangeState
value = 2150
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 4
TriggerAll = !var(18)
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && (EnemyNear(var(58)),MoveType = I || EnemyNear(var(58)),MoveType = A)
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101]) || (StateNo = 751)
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 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*20*var(8) = [-79-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),8]
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) = [-40,10]
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = (Power >= 1000 || var(17))
TriggerAll = Life >= LifeMax/4
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101]) || (StateNo = 751)
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger4 = StateNo = 210 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger5 = StateNo = 215 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger6 = StateNo = 220 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger7 = StateNo = 225 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger8 = StateNo = 230 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger9 = StateNo = 235 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger10 = StateNo = 250 && AnimElem = 3, >= 0 && AnimElem = 7, < 0 
Trigger11 = StateNo = 400 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger12 = StateNo = 410 && AnimElem = 5, >= 0 && AnimElem = 8, < 0
Trigger13 = StateNo = 420 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger14 = StateNo = 430 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger15 = StateNo = 710 && var(17) && AnimElem = 3, >= 0 && AnimElem = 4, < 0

[State -3, GhEIuEwu@b]
type = ChangeState
value = 2150
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 4
TriggerAll = !var(18)
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && (EnemyNear(var(58)),MoveType = I || EnemyNear(var(58)),MoveType = A)
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101]) || (StateNo = 751)
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 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*25*var(8) = [-99-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),28]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*25+0.5*EnemyNear(var(58)),Const(movement.yaccel)*26*25*(EnemyNear(var(58)),Vel Y != 0) = [-100,10]
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = (Power >= 1000 || var(17))
TriggerAll = Life >= LifeMax/4
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101]) || (StateNo = 751)
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger4 = StateNo = 210 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger5 = StateNo = 215 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger6 = StateNo = 220 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger7 = StateNo = 225 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger8 = StateNo = 230 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger9 = StateNo = 235 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger10 = StateNo = 250 && AnimElem = 3, >= 0 && AnimElem = 7, < 0 
Trigger11 = StateNo = 400 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger12 = StateNo = 410 && AnimElem = 5, >= 0 && AnimElem = 8, < 0
Trigger13 = StateNo = 420 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger14 = StateNo = 430 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger15 = StateNo = 710 && var(17) && AnimElem = 3, >= 0 && AnimElem = 4, < 0

[State -3, GhEIuEwu@b]
type = ChangeState
value = 2150
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 4
TriggerAll = !var(18)
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && (EnemyNear(var(58)),MoveType = I || EnemyNear(var(58)),MoveType = A)
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101]) || (StateNo = 751)
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 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*29*var(8) = [-95-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),24]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*29+0.5*EnemyNear(var(58)),Const(movement.yaccel)*30*29*(EnemyNear(var(58)),Vel Y != 0) = [-180,10]
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = (Power >= 1000 || var(17))
TriggerAll = Life >= LifeMax/4
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101]) || (StateNo = 751)
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger4 = StateNo = 210 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger5 = StateNo = 215 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger6 = StateNo = 220 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger7 = StateNo = 225 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger8 = StateNo = 230 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger9 = StateNo = 235 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger10 = StateNo = 250 && AnimElem = 3, >= 0 && AnimElem = 7, < 0 
Trigger11 = StateNo = 400 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger12 = StateNo = 410 && AnimElem = 5, >= 0 && AnimElem = 8, < 0
Trigger13 = StateNo = 420 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger14 = StateNo = 430 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger15 = StateNo = 710 && var(17) && AnimElem = 3, >= 0 && AnimElem = 4, < 0

[State -3, fXyCgEI[o[hCu@`]
type = ChangeState
value = 2000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 4
TriggerAll = !var(18)
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && (EnemyNear(var(58)),MoveType = I || EnemyNear(var(58)),MoveType = A)
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101]) || (StateNo = 751)
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(3) >= 0
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*11*var(8) = [51-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),90]
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) = [-40,10]
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = (Power >= 1000 || var(17))
TriggerAll = Life >= LifeMax/4
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101]) || (StateNo = 751)
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger4 = StateNo = 210 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger5 = StateNo = 215 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger6 = StateNo = 220 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger7 = StateNo = 225 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger8 = StateNo = 230 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger9 = StateNo = 235 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger10 = StateNo = 250 && AnimElem = 3, >= 0 && AnimElem = 7, < 0 
Trigger11 = StateNo = 400 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger12 = StateNo = 410 && AnimElem = 5, >= 0 && AnimElem = 8, < 0
Trigger13 = StateNo = 420 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger14 = StateNo = 430 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger15 = StateNo = 710 && var(17) && AnimElem = 3, >= 0 && AnimElem = 4, < 0

[State -3, fXyCgEI[o[hCu@`]
type = ChangeState
value = 2000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 4
TriggerAll = !var(18)
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && (EnemyNear(var(58)),MoveType = I || EnemyNear(var(58)),MoveType = A)
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101]) || (StateNo = 751)
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(3) >= 0
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*12*var(8) = [61-(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*12+0.5*EnemyNear(var(58)),Const(movement.yaccel)*13*12*(EnemyNear(var(58)),Vel Y != 0) = [-40,10]
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = (Power >= 1000 || var(17))
TriggerAll = Life >= LifeMax/4
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101]) || (StateNo = 751)
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger4 = StateNo = 210 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger5 = StateNo = 215 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger6 = StateNo = 220 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger7 = StateNo = 225 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger8 = StateNo = 230 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger9 = StateNo = 235 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger10 = StateNo = 250 && AnimElem = 3, >= 0 && AnimElem = 7, < 0 
Trigger11 = StateNo = 400 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger12 = StateNo = 410 && AnimElem = 5, >= 0 && AnimElem = 8, < 0
Trigger13 = StateNo = 420 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger14 = StateNo = 430 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger15 = StateNo = 710 && var(17) && AnimElem = 3, >= 0 && AnimElem = 4, < 0

[State -3, fXyCgEI[o[hCu@`]
type = ChangeState
value = 2000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 4
TriggerAll = !var(18)
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && (EnemyNear(var(58)),MoveType = I || EnemyNear(var(58)),MoveType = A)
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101]) || (StateNo = 751)
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(3) >= 0
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*13*var(8) = [71-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),110]
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) = [-40,10]
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = (Power >= 1000 || var(17))
TriggerAll = Life >= LifeMax/4
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101]) || (StateNo = 751)
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger4 = StateNo = 210 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger5 = StateNo = 215 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger6 = StateNo = 220 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger7 = StateNo = 225 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger8 = StateNo = 230 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger9 = StateNo = 235 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger10 = StateNo = 250 && AnimElem = 3, >= 0 && AnimElem = 7, < 0 
Trigger11 = StateNo = 400 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger12 = StateNo = 410 && AnimElem = 5, >= 0 && AnimElem = 8, < 0
Trigger13 = StateNo = 420 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger14 = StateNo = 430 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger15 = StateNo = 710 && var(17) && AnimElem = 3, >= 0 && AnimElem = 4, < 0

[State -3, fXyCgEI[o[hCu@`]
type = ChangeState
value = 2000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 4
TriggerAll = !var(18)
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && (EnemyNear(var(58)),MoveType = I || EnemyNear(var(58)),MoveType = A)
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101]) || (StateNo = 751)
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(3) >= 0
TriggerAll = 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)),120]
TriggerAll = 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) = [-40,10]
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = (Power >= 1000 || var(17))
TriggerAll = Life >= LifeMax/4
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101]) || (StateNo = 751)
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger4 = StateNo = 210 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger5 = StateNo = 215 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger6 = StateNo = 220 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger7 = StateNo = 225 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger8 = StateNo = 230 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger9 = StateNo = 235 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger10 = StateNo = 250 && AnimElem = 3, >= 0 && AnimElem = 7, < 0 
Trigger11 = StateNo = 400 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger12 = StateNo = 410 && AnimElem = 5, >= 0 && AnimElem = 8, < 0
Trigger13 = StateNo = 420 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger14 = StateNo = 430 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger15 = StateNo = 710 && var(17) && AnimElem = 3, >= 0 && AnimElem = 4, < 0

[State -3, fXyCgEI[o[hCu@`]
type = ChangeState
value = 2000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 4
TriggerAll = !var(18)
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && (EnemyNear(var(58)),MoveType = I || EnemyNear(var(58)),MoveType = A)
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101]) || (StateNo = 751)
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(3) >= 0
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*15*var(8) = [91-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),130]
TriggerAll = 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) = [-40,10]
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = (Power >= 1000 || var(17))
TriggerAll = Life >= LifeMax/4
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101]) || (StateNo = 751)
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger4 = StateNo = 210 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger5 = StateNo = 215 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger6 = StateNo = 220 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger7 = StateNo = 225 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger8 = StateNo = 230 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger9 = StateNo = 235 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger10 = StateNo = 250 && AnimElem = 3, >= 0 && AnimElem = 7, < 0 
Trigger11 = StateNo = 400 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger12 = StateNo = 410 && AnimElem = 5, >= 0 && AnimElem = 8, < 0
Trigger13 = StateNo = 420 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger14 = StateNo = 430 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger15 = StateNo = 710 && var(17) && AnimElem = 3, >= 0 && AnimElem = 4, < 0

[State -3, [TECpNg@c]
type = ChangeState
value = 1250
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || 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 || EnemyNear(var(58)),MoveType = A)
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101]) || (StateNo = 751)
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 = fvar(3) >= 0
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*2*var(8) = [-5-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),45]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*2+0.5*EnemyNear(var(58)),Const(movement.yaccel)*3*2*(EnemyNear(var(58)),Vel Y != 0) = [-50,10]
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101]) || (StateNo = 751)
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger4 = StateNo = 210 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger5 = StateNo = 215 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger6 = StateNo = 220 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger7 = StateNo = 225 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger8 = StateNo = 230 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger9 = StateNo = 235 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger10 = StateNo = 250 && AnimElem = 3, >= 0 && AnimElem = 7, < 0 
Trigger11 = StateNo = 400 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger12 = StateNo = 410 && AnimElem = 5, >= 0 && AnimElem = 8, < 0
Trigger13 = StateNo = 420 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger14 = StateNo = 430 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger15 = StateNo = 710 && var(17) && AnimElem = 3, >= 0 && AnimElem = 4, < 0

[State -3, [TECpNg@c]
type = ChangeState
value = 1250
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || 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 || EnemyNear(var(58)),MoveType = A)
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101]) || (StateNo = 751)
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 = fvar(3) >= 0
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*4*var(8) = [-5-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),32]
TriggerAll = 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) = [-80,10]
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101]) || (StateNo = 751)
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger4 = StateNo = 210 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger5 = StateNo = 215 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger6 = StateNo = 220 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger7 = StateNo = 225 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger8 = StateNo = 230 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger9 = StateNo = 235 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger10 = StateNo = 250 && AnimElem = 3, >= 0 && AnimElem = 7, < 0 
Trigger11 = StateNo = 400 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger12 = StateNo = 410 && AnimElem = 5, >= 0 && AnimElem = 8, < 0
Trigger13 = StateNo = 420 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger14 = StateNo = 430 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger15 = StateNo = 710 && var(17) && AnimElem = 3, >= 0 && AnimElem = 4, < 0

[State -3, [TECpNg@c]
type = ChangeState
value = 1250
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || 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 || EnemyNear(var(58)),MoveType = A)
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101]) || (StateNo = 751)
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 = fvar(3) >= 0
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)),36]
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) = [-120,10]
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101]) || (StateNo = 751)
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger4 = StateNo = 210 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger5 = StateNo = 215 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger6 = StateNo = 220 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger7 = StateNo = 225 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger8 = StateNo = 230 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger9 = StateNo = 235 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger10 = StateNo = 250 && AnimElem = 3, >= 0 && AnimElem = 7, < 0 
Trigger11 = StateNo = 400 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger12 = StateNo = 410 && AnimElem = 5, >= 0 && AnimElem = 8, < 0
Trigger13 = StateNo = 420 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger14 = StateNo = 430 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger15 = StateNo = 710 && var(17) && AnimElem = 3, >= 0 && AnimElem = 4, < 0

[State -3, CWOE_[N[@`]
type = ChangeState
value = 1200
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || 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 || EnemyNear(var(58)),MoveType = A)
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101]) || (StateNo = 751)
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 = fvar(3) >= 0
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*6*var(8) = [5-(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*6+0.5*EnemyNear(var(58)),Const(movement.yaccel)*7*6*(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]) || (StateNo = 751)
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger4 = StateNo = 210 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger5 = StateNo = 215 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger6 = StateNo = 220 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger7 = StateNo = 225 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger8 = StateNo = 230 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger9 = StateNo = 235 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger10 = StateNo = 250 && AnimElem = 3, >= 0 && AnimElem = 7, < 0 
Trigger11 = StateNo = 400 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger12 = StateNo = 410 && AnimElem = 5, >= 0 && AnimElem = 8, < 0
Trigger13 = StateNo = 420 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger14 = StateNo = 430 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger15 = StateNo = 710 && var(17) && AnimElem = 3, >= 0 && AnimElem = 4, < 0

[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 = !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)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*5*var(8) = [-5-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front))-var(17)*50,52]
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) = [-110,10]
TriggerAll = fvar(4) >= 28
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 = 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) = [-70+(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),0]
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) = [-160,-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)*7*var(8) = [10-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front))-var(17)*50,70]
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) = [-160,-100]
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)*7*var(8) = [70-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front)),160]
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) = [-160,-80]
TriggerAll = Random < var(59)*100 || fvar(1) = 4
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])

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

[State -3, ezCW@b]
Type = ChangeState
Value = 1050
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !InGuardDist
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) > 150
TriggerAll = var(8) = 1 && fvar(3) >= 0
TriggerAll = PrevStateNo != 1050
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, K[h]
type = ChangeState
value = 120
ctrl = 0
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [2,8]) || fvar(1) = 5
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(18)
TriggerAll = !var(17)
TriggerAll = var(10)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = Power >= 1000
TriggerAll = StateNo = 150 || StateNo = 152
TriggerAll = EnemyNear(var(58)),HitDefAttr = SA,NA
TriggerAll = EnemyNear(var(58)),NumProj = 0
TriggerAll = (EnemyNear(var(58)),AnimTime <= -10) || (EnemyNear(var(58)),Pos Y-Pos Y = [-10,10])
TriggerAll = (GetHitVar(hitshaketime)+GetHitVar(hittime) > -(EnemyNear(var(58)),AnimTime))
TriggerAll = Random < var(59)*100 || fvar(1) = 5
Trigger1 = fvar(4) = [15,80]

[State -3, K[hLZً}EO]
type = ChangeState
value = 700
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 5
TriggerAll = !var(18)
TriggerAll = !var(17)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = Power >= 1000
TriggerAll = StateNo = 150 || StateNo = 152
TriggerAll = fvar(4) = [35,75]
TriggerAll = EnemyNear(var(58)),AnimTime <= -35-4
TriggerAll = Random < var(59)*100 || fvar(1) = 5
Trigger1 = EnemyNear(var(58)),StateNo < 2000
Trigger1 = fvar(3) >= 0

[State -3, K[hLZً}E]
type = ChangeState
value = 750
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 5
TriggerAll = !var(18)
TriggerAll = !var(17)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = Power >= 1000
TriggerAll = StateNo = 150 || StateNo = 152
TriggerAll = Random < var(59)*100 || fvar(1) = 5
Trigger1 = EnemyNear(var(58)),StateNo < 2000
Trigger1 = fvar(3) < 0

[State -3, 킵ړ@O]
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)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8])
TriggerAll = Random < var(59)*100 || fvar(1) = 5
TriggerAll = InGuardDist || var(57) || (EnemyNear(var(58)),HitDefAttr = SCA,AP)
TriggerAll = var(8) = 1 && fvar(3) >= 0
TriggerAll = EnemyNear(var(58)),StateNo < 2000
Trigger1 = EnemyNear(var(58)),MoveType = A
Trigger1 = EnemyNear(var(58)),HitDefAttr = SCA,NP,SP
Trigger1 = EnemyNear(var(58)),Time < 20
Trigger1 = EnemyNear(var(58)),AnimTime <= -32
Trigger2 = InGuardDist || var(57) 
Trigger2 = EnemyNear(var(58)),HitDefAttr = SCA,NA
Trigger2 = EnemyNear(var(58)),AnimTime <= -32
Trigger3 = InGuardDist || var(57) 
Trigger3 = EnemyNear(var(58)),HitDefAttr = SCA,SA,HA
Trigger3 = EnemyNear(var(58)),AnimTime <= -32 || EnemyNear(var(58)),AnimTime > 0
Trigger3 = fvar(4)-(5*15+EnemyNear(var(58)),Vel X*EnemyNear(var(58)),Const(movement.yaccel)*25) < -20

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

[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) > 50
TriggerAll = Random < var(59)*100 || fvar(1) = 6
Trigger1 = ((EnemyNear(var(58)),StateNo = [820,821]) || (EnemyNear(var(58)),StateNo = [1220,1300)))
Trigger2 = ((EnemyNear(var(58)),StateNo = 1320) || (EnemyNear(var(58)),StateNo = [2020,2023]) || (EnemyNear(var(58)),StateNo = [3020,3023]))
Trigger3 = P2StateNo = [5100,5110]
Trigger4 = P2StateNo = 5120
Trigger4 = EnemyNear(var(58)),AnimTime < -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 = StateNo != 52
TriggerAll = fvar(4) > 50
TriggerAll = var(8) = 1
TriggerAll = Random%2 = 1 
TriggerAll = Random < var(59)*100 || fvar(1) = 6
Trigger1 = ((EnemyNear(var(58)),StateNo = [820,821]) || (EnemyNear(var(58)),StateNo = [1220,1300)))
Trigger2 = ((EnemyNear(var(58)),StateNo = 1320) || (EnemyNear(var(58)),StateNo = [2020,2023]) || (EnemyNear(var(58)),StateNo = [3020,3023]))
Trigger3 = P2StateNo = [5100,5110]
Trigger4 = P2StateNo = 5120
Trigger4 = EnemyNear(var(58)),AnimTime < -25

[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) > 50
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) < 50
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, 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) = [-5,60]
TriggerAll = Random < var(59)*100 || fvar(1) = 6
Trigger1 = EnemyNear(var(58)),StateNo = 5120
Trigger1 = EnemyNear(var(58)),AnimTime = -18+4

[State -3, ezCW@`]
Type = ChangeState
Value = 1000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [4,8]) || 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) = [49,96]
TriggerAll = Random < var(59)*100 || fvar(1) = 6
Trigger1 = P2StateNo = 5120
Trigger1 = EnemyNear(var(58)),AnimTime = -14+4

[State -3, ӂƂ΂]
Type = ChangeState
Value = 250
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) = [25,96]
TriggerAll = Random < var(59)*100 || fvar(1) = 6
Trigger1 = P2StateNo = 5120
Trigger1 = EnemyNear(var(58)),AnimTime = -15+4

[State -3, Ⴊ݂c]
Type = ChangeState
Value = 430
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) = [-15,64]
TriggerAll = Random < var(59)*100 || fvar(1) = 6
Trigger1 = P2StateNo = 5120
Trigger1 = EnemyNear(var(58)),AnimTime = -11+4

[State -3, c]
Type = ChangeState
Value = 230
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) = [21,92]
TriggerAll = fvar(4) >= 28
TriggerAll = Random < var(59)*100 || fvar(1) = 6
Trigger1 = P2StateNo = 5120
Trigger1 = EnemyNear(var(58)),AnimTime = -12+4

[State -3, `]
Type = ChangeState
Value = 200
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) = [5,108]
TriggerAll = fvar(4) >= 22
TriggerAll = Random < var(59)*100 || fvar(1) = 6
Trigger1 = P2StateNo = 5120
Trigger1 = EnemyNear(var(58)),AnimTime = -9+4

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

[State -3, fXyCgE[g@b]
Type = ChangeState
Value = 1350
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || 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  
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = !((EnemyNear(var(58)),StateNo = [820,821]) || (EnemyNear(var(58)),StateNo = [1220,1300)))
TriggerAll = !((EnemyNear(var(58)),StateNo = 1320) || (EnemyNear(var(58)),StateNo = [2020,2023]) || (EnemyNear(var(58)),StateNo = [3020,3023]))
TriggerAll = EnemyNear(var(58)),MoveType = H && !(EnemyNear(var(58)),StateNo = [120,160))
TriggerAll = Random < var(59)*150 || fvar(1) = 7
Trigger1 = fvar(3)-EnemyNear(var(58)),Vel X*10*var(8) = [15,(80+EnemyNear(var(58)),Const(size.air.front))]
Trigger1 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*10+0.5*EnemyNear(var(58)),GetHitVar(yaccel)*11*10*(Abs(EnemyNear(var(58)),Vel Y) > 0.5) = [-40,10]

[State -3, ߗc]
Type = ChangeState
Value = 235
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 7
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = fvar(4) < 28
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 = [820,821]) || (EnemyNear(var(58)),StateNo = [1220,1300)))
TriggerAll = !((EnemyNear(var(58)),StateNo = [2020,2023]) || (EnemyNear(var(58)),StateNo = [3020,3023]))
TriggerAll = EnemyNear(var(58)),MoveType = H && !(EnemyNear(var(58)),StateNo = [120,160))
TriggerAll = EnemyNear(var(58)),StateNo = 1320
TriggerAll = fvar(4) = [-15,50)
Trigger1 = Random < var(59)*150 || 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)),StateNo = [820,821]) || (EnemyNear(var(58)),StateNo = [1220,1300)))
TriggerAll = !((EnemyNear(var(58)),StateNo = 1320) || (EnemyNear(var(58)),StateNo = [2020,2023]) || (EnemyNear(var(58)),StateNo = [3020,3023]))
TriggerAll = EnemyNear(var(58)),MoveType = H && !(EnemyNear(var(58)),StateNo = [120,160))
TriggerAll = EnemyNear(var(58)),GetHitVar(hittime) + EnemyNear(var(58)),GetHitVar(hitshaketime) >= 10
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 = [820,821]) || (EnemyNear(var(58)),StateNo = [1220,1300)))
TriggerAll = !((EnemyNear(var(58)),StateNo = 1320) || (EnemyNear(var(58)),StateNo = [2020,2023]) || (EnemyNear(var(58)),StateNo = [3020,3023]))
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 || NumTarget(225) ||  fvar(1) = 7

[State -3, ߗc]
Type = ChangeState
Value = 235
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 7
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = fvar(4) < 28
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 = [820,821]) || (EnemyNear(var(58)),StateNo = [1220,1300)))
TriggerAll = !((EnemyNear(var(58)),StateNo = 1320) || (EnemyNear(var(58)),StateNo = [2020,2023]) || (EnemyNear(var(58)),StateNo = [3020,3023]))
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) = [-15,61+((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) = [-15,61+((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) = [-15,61+((EnemyNear(var(58)),Vel X*var(50))*(1-fvar(5)**5)/(1-fvar(5)))]

[State -3, ߗc]
Type = ChangeState
Value = 235
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [2,4]) || fvar(1) = 7
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = fvar(4) < 28
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 = [820,821]) || (EnemyNear(var(58)),StateNo = [1220,1300)))
TriggerAll = !((EnemyNear(var(58)),StateNo = 1320) || (EnemyNear(var(58)),StateNo = [2020,2023]) || (EnemyNear(var(58)),StateNo = [3020,3023]))
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) = [-15,61+((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) = [-15,61+((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) = [-15,61+((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) = [5,8]) || fvar(1) = 7
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = fvar(4) >= 28
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 = [820,821]) || (EnemyNear(var(58)),StateNo = [1220,1300)))
TriggerAll = !((EnemyNear(var(58)),StateNo = 1320) || (EnemyNear(var(58)),StateNo = [2020,2023]) || (EnemyNear(var(58)),StateNo = [3020,3023]))
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) = [-15,52+((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) = [-15,52+((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) = [-15,52+((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) = [2,4]) || fvar(1) = 7
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = fvar(4) >= 28
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 = [820,821]) || (EnemyNear(var(58)),StateNo = [1220,1300)))
TriggerAll = !((EnemyNear(var(58)),StateNo = 1320) || (EnemyNear(var(58)),StateNo = [2020,2023]) || (EnemyNear(var(58)),StateNo = [3020,3023]))
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) = [-15,52+((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) = [-15,52+((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) = [-15,52+((EnemyNear(var(58)),Vel X*var(50))*(1-fvar(5)**5)/(1-fvar(5)))]

[State -3, ߗa]
Type = ChangeState
Value = 225
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 7
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = fvar(4) < 22
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 = [820,821]) || (EnemyNear(var(58)),StateNo = [1220,1300)))
TriggerAll = !((EnemyNear(var(58)),StateNo = 1320) || (EnemyNear(var(58)),StateNo = [2020,2023]) || (EnemyNear(var(58)),StateNo = [3020,3023]))
TriggerAll = EnemyNear(var(58)),MoveType = H && !(EnemyNear(var(58)),StateNo = [120,160))
TriggerAll = EnemyNear(var(58)),GetHitVar(hittime) + EnemyNear(var(58)),GetHitVar(hitshaketime) >= 4-2
TriggerAll = EnemyNear(var(58)),GetHitVar(yvel) = 0
TriggerAll = Random < var(59)*150 || fvar(1) = 7
Trigger1 = EnemyNear(var(58)),Vel X && (4-EnemyNear(var(58)),GetHitVar(hitshaketime)>0)
Trigger1 = fvar(4) = [-15,108+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**(4-EnemyNear(var(58)),GetHitVar(hitshaketime)))/(1-fvar(5)))]
Trigger2 = EnemyNear(var(58)),Vel X && (4-EnemyNear(var(58)),GetHitVar(hitshaketime)<=0)
Trigger2 = fvar(4) = [-15,108+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**4)/(1-fvar(5)))]
Trigger3 = !(EnemyNear(var(58)),Vel X)
Trigger3 = fvar(4) = [-15,108+((EnemyNear(var(58)),Vel X*var(50))*(1-fvar(5)**4)/(1-fvar(5)))]

[State -3, ߗa]
Type = ChangeState
Value = 225
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [2,4]) || fvar(1) = 7
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = fvar(4) < 22
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 = [820,821]) || (EnemyNear(var(58)),StateNo = [1220,1300)))
TriggerAll = !((EnemyNear(var(58)),StateNo = 1320) || (EnemyNear(var(58)),StateNo = [2020,2023]) || (EnemyNear(var(58)),StateNo = [3020,3023]))
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 && (4-EnemyNear(var(58)),GetHitVar(hitshaketime)>0)
Trigger1 = fvar(4) = [-15,108+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**(4-EnemyNear(var(58)),GetHitVar(hitshaketime)))/(1-fvar(5)))]
Trigger2 = EnemyNear(var(58)),Vel X && (4-EnemyNear(var(58)),GetHitVar(hitshaketime)<=0)
Trigger2 = fvar(4) = [-15,108+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**4)/(1-fvar(5)))]
Trigger3 = !(EnemyNear(var(58)),Vel X)
Trigger3 = fvar(4) = [-15,108+((EnemyNear(var(58)),Vel X*var(50))*(1-fvar(5)**4)/(1-fvar(5)))]

[State -3, a]
Type = ChangeState
Value = 220
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 7
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = fvar(4) >= 22
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 = [820,821]) || (EnemyNear(var(58)),StateNo = [1220,1300)))
TriggerAll = !((EnemyNear(var(58)),StateNo = 1320) || (EnemyNear(var(58)),StateNo = [2020,2023]) || (EnemyNear(var(58)),StateNo = [3020,3023]))
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) = [-15,108+((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) = [-15,108+((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) = [-15,108+((EnemyNear(var(58)),Vel X*var(50))*(1-fvar(5)**5)/(1-fvar(5)))]

[State -3, a]
Type = ChangeState
Value = 220
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [2,4]) || fvar(1) = 7
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = fvar(4) >= 22
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 = [820,821]) || (EnemyNear(var(58)),StateNo = [1220,1300)))
TriggerAll = !((EnemyNear(var(58)),StateNo = 1320) || (EnemyNear(var(58)),StateNo = [2020,2023]) || (EnemyNear(var(58)),StateNo = [3020,3023]))
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) = [-15,108+((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) = [-15,108+((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) = [-15,108+((EnemyNear(var(58)),Vel X*var(50))*(1-fvar(5)**5)/(1-fvar(5)))]

[State -3, ӂƂ΂]
Type = ChangeState
Value = 250
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 = [820,821]) || (EnemyNear(var(58)),StateNo = [1220,1300)))
TriggerAll = !((EnemyNear(var(58)),StateNo = 1320) || (EnemyNear(var(58)),StateNo = [2020,2023]) || (EnemyNear(var(58)),StateNo = [3020,3023]))
TriggerAll = EnemyNear(var(58)),MoveType = H && !(EnemyNear(var(58)),StateNo = [120,160))
TriggerAll = EnemyNear(var(58)),GetHitVar(hittime) + EnemyNear(var(58)),GetHitVar(hitshaketime) >= 4-2
TriggerAll = EnemyNear(var(58)),GetHitVar(yvel) = 0
TriggerAll = Random < var(59)*150 || fvar(1) = 7
Trigger1 = EnemyNear(var(58)),Vel X && (4-EnemyNear(var(58)),GetHitVar(hitshaketime)>0)
Trigger1 = fvar(4) = [-15,80+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**(4-EnemyNear(var(58)),GetHitVar(hitshaketime)))/(1-fvar(5)))]
Trigger2 = EnemyNear(var(58)),Vel X && (4-EnemyNear(var(58)),GetHitVar(hitshaketime)<=0)
Trigger2 = fvar(4) = [-15,80+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**4)/(1-fvar(5)))]
Trigger3 = !(EnemyNear(var(58)),Vel X)
Trigger3 = fvar(4) = [-15,80+((EnemyNear(var(58)),Vel X*var(50))*(1-fvar(5)**4)/(1-fvar(5)))]

[State -3, ӂƂ΂]
Type = ChangeState
Value = 250
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 = [820,821]) || (EnemyNear(var(58)),StateNo = [1220,1300)))
TriggerAll = !((EnemyNear(var(58)),StateNo = 1320) || (EnemyNear(var(58)),StateNo = [2020,2023]) || (EnemyNear(var(58)),StateNo = [3020,3023]))
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 && (4-EnemyNear(var(58)),GetHitVar(hitshaketime)>0)
Trigger1 = fvar(4) = [-15,80+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**(4-EnemyNear(var(58)),GetHitVar(hitshaketime)))/(1-fvar(5)))]
Trigger2 = EnemyNear(var(58)),Vel X && (4-EnemyNear(var(58)),GetHitVar(hitshaketime)<=0)
Trigger2 = fvar(4) = [-15,80+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**4)/(1-fvar(5)))]
Trigger3 = !(EnemyNear(var(58)),Vel X)
Trigger3 = fvar(4) = [-15,80+((EnemyNear(var(58)),Vel X*var(50))*(1-fvar(5)**4)/(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 = [820,821]) || (EnemyNear(var(58)),StateNo = [1220,1300)))
TriggerAll = !((EnemyNear(var(58)),StateNo = 1320) || (EnemyNear(var(58)),StateNo = [2020,2023]) || (EnemyNear(var(58)),StateNo = [3020,3023]))
TriggerAll = EnemyNear(var(58)),MoveType = H && !(EnemyNear(var(58)),StateNo = [120,160))
TriggerAll = EnemyNear(var(58)),GetHitVar(hittime) + EnemyNear(var(58)),GetHitVar(hitshaketime) >= 8-2
TriggerAll = EnemyNear(var(58)),GetHitVar(yvel) = 0
TriggerAll = Random < var(59)*150 || fvar(1) = 7
Trigger1 = EnemyNear(var(58)),Vel X && (8-EnemyNear(var(58)),GetHitVar(hitshaketime)>0)
Trigger1 = fvar(4) = [-15,64+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**(8-EnemyNear(var(58)),GetHitVar(hitshaketime)))/(1-fvar(5)))]
Trigger2 = EnemyNear(var(58)),Vel X && (8-EnemyNear(var(58)),GetHitVar(hitshaketime)<=0)
Trigger2 = fvar(4) = [-15,64+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**8)/(1-fvar(5)))]
Trigger3 = !(EnemyNear(var(58)),Vel X)
Trigger3 = fvar(4) = [-15,64+((EnemyNear(var(58)),Vel X*var(50))*(1-fvar(5)**8)/(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 = [820,821]) || (EnemyNear(var(58)),StateNo = [1220,1300)))
TriggerAll = !((EnemyNear(var(58)),StateNo = 1320) || (EnemyNear(var(58)),StateNo = [2020,2023]) || (EnemyNear(var(58)),StateNo = [3020,3023]))
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 && (8-EnemyNear(var(58)),GetHitVar(hitshaketime)>0)
Trigger1 = fvar(4) = [-15,64+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**(8-EnemyNear(var(58)),GetHitVar(hitshaketime)))/(1-fvar(5)))]
Trigger2 = EnemyNear(var(58)),Vel X && (8-EnemyNear(var(58)),GetHitVar(hitshaketime)<=0)
Trigger2 = fvar(4) = [-15,64+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**8)/(1-fvar(5)))]
Trigger3 = !(EnemyNear(var(58)),Vel X)
Trigger3 = fvar(4) = [-15,64+((EnemyNear(var(58)),Vel X*var(50))*(1-fvar(5)**8)/(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, 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) >= 11
TriggerAll = Ctrl || (StateNo = 22 && Time > 10)
TriggerAll = Random < var(59)*50 || fvar(1) = 7
Trigger1 = EnemyNear(var(58)),Vel X = 0 && (15-EnemyNear(var(58)),GetHitVar(hitshaketime) > 0)
Trigger1 = fvar(4) = [15,50)
Trigger2 = EnemyNear(var(58)),Vel X = 0 && (15-EnemyNear(var(58)),GetHitVar(hitshaketime) <= 0)
Trigger2 = fvar(4) = [15,50)
Trigger3 = !(EnemyNear(var(58)),Vel X = 0)
Trigger3 = fvar(4) = [15,50)

[State -3, ߗc]
type = ChangeState
value = 235
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [6,8]) || fvar(1) = 7
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = fvar(4) < 28
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo = [120,153]
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) = [-15,61+((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) = [-15,61+((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) = [-15,61+((EnemyNear(var(58)),Vel X*var(50))*(1-fvar(5)**5)/(1-fvar(5)))]

[State -3, ߗc]
type = ChangeState
value = 235
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [2,5]) || fvar(1) = 7
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = fvar(4) < 28
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo = [120,153]
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) = [-15,61+((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) = [-15,61+((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) = [-15,61+((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) >= 22
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) = [-15,52+((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) = [-15,52+((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) = [-15,52+((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) = [2,5]) || fvar(1) = 7
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = fvar(4) >= 22
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) = [-15,52+((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) = [-15,52+((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) = [-15,52+((EnemyNear(var(58)),Vel X*var(50))*(1-fvar(5)**5)/(1-fvar(5)))]

[State -3, ߗa]
type = ChangeState
value = 225
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [6,8]) || fvar(1) = 7
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = fvar(4) < 22
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo = [120,153]
TriggerAll = EnemyNear(var(58)),GetHitVar(hittime) + EnemyNear(var(58)),GetHitVar(hitshaketime) >= 4-2
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = Random < var(59)*150 || fvar(1) = 7
Trigger1 = EnemyNear(var(58)),Vel X && (4-EnemyNear(var(58)),GetHitVar(hitshaketime)>0)
Trigger1 = fvar(4) = [-15,108+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**(4-EnemyNear(var(58)),GetHitVar(hitshaketime)))/(1-fvar(5)))]
Trigger2 = EnemyNear(var(58)),Vel X && (4-EnemyNear(var(58)),GetHitVar(hitshaketime)<=0)
Trigger2 = fvar(4) = [-15,108+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**4)/(1-fvar(5)))]
Trigger3 = !(EnemyNear(var(58)),Vel X)
Trigger3 = fvar(4) = [-15,108+((EnemyNear(var(58)),Vel X*var(50))*(1-fvar(5)**4)/(1-fvar(5)))]

[State -3, ߗa]
type = ChangeState
value = 225
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [2,5]) || fvar(1) = 7
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = fvar(4) < 22
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo = [120,153]
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = Random < var(59)*150 || fvar(1) = 7
Trigger1 = EnemyNear(var(58)),Vel X && (4-EnemyNear(var(58)),GetHitVar(hitshaketime)>0)
Trigger1 = fvar(4) = [-15,108+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**(4-EnemyNear(var(58)),GetHitVar(hitshaketime)))/(1-fvar(5)))]
Trigger2 = EnemyNear(var(58)),Vel X && (4-EnemyNear(var(58)),GetHitVar(hitshaketime)<=0)
Trigger2 = fvar(4) = [-15,108+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**4)/(1-fvar(5)))]
Trigger3 = !(EnemyNear(var(58)),Vel X)
Trigger3 = fvar(4) = [-15,108+((EnemyNear(var(58)),Vel X*var(50))*(1-fvar(5)**4)/(1-fvar(5)))]

[State -3, a]
type = ChangeState
value = 220
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [6,8]) || fvar(1) = 7
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = fvar(4) >= 22
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) = [-15,108+((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) = [-15,108+((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) = [-15,108+((EnemyNear(var(58)),Vel X*var(50))*(1-fvar(5)**5)/(1-fvar(5)))]

[State -3, a]
type = ChangeState
value = 220
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [2,5]) || fvar(1) = 7
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = fvar(4) >= 22
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) = [-15,108+((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) = [-15,108+((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) = [-15,108+((EnemyNear(var(58)),Vel X*var(50))*(1-fvar(5)**5)/(1-fvar(5)))]

[State -3, Ⴊ݂a]
type = ChangeState
value = 420
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) = [-15,52+((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) = [-15,52+((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) = [-15,52+((EnemyNear(var(58)),Vel X*var(50))*(1-fvar(5)**7)/(1-fvar(5)))]

[State -3, Ⴊ݂a]
type = ChangeState
value = 420
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) = [-15,52+((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) = [-15,52+((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) = [-15,52+((EnemyNear(var(58)),Vel X*var(50))*(1-fvar(5)**7)/(1-fvar(5)))]

[State -3, ӂƂ΂]
type = ChangeState
value = 250
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) >= 4-2
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = Random < var(59)*150 || fvar(1) = 7
Trigger1 = EnemyNear(var(58)),Vel X && (4-EnemyNear(var(58)),GetHitVar(hitshaketime)>0)
Trigger1 = fvar(4) = [-15,80+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**(4-EnemyNear(var(58)),GetHitVar(hitshaketime)))/(1-fvar(5)))]
Trigger2 = EnemyNear(var(58)),Vel X && (4-EnemyNear(var(58)),GetHitVar(hitshaketime)<=0)
Trigger2 = fvar(4) = [-15,80+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**4)/(1-fvar(5)))]
Trigger3 = !(EnemyNear(var(58)),Vel X)
Trigger3 = fvar(4) = [-15,80+((EnemyNear(var(58)),Vel X*var(50))*(1-fvar(5)**4)/(1-fvar(5)))]

[State -3, ӂƂ΂]
type = ChangeState
value = 250
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 && (4-EnemyNear(var(58)),GetHitVar(hitshaketime)>0)
Trigger1 = fvar(4) = [-15,80+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**(4-EnemyNear(var(58)),GetHitVar(hitshaketime)))/(1-fvar(5)))]
Trigger2 = EnemyNear(var(58)),Vel X && (4-EnemyNear(var(58)),GetHitVar(hitshaketime)<=0)
Trigger2 = fvar(4) = [-15,80+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**4)/(1-fvar(5)))]
Trigger3 = !(EnemyNear(var(58)),Vel X)
Trigger3 = fvar(4) = [-15,80+((EnemyNear(var(58)),Vel X*var(50))*(1-fvar(5)**4)/(1-fvar(5)))]

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

[State -3, ezCW@`]
type = ChangeState
value = 1000
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 = -14+2
Trigger1 = fvar(4) = [40,120)

[State -3, fbhEtH[]
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 = 5201 && EnemyNear(var(58)),Time = 1

[State -3, fbhEtH[]
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 = 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
TriggerAll = !(InGuardDist || var(57))
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22])
TriggerAll = Random < var(59)*100
Trigger1 = fvar(4) > 20

[State -3, fbhEtH[]
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

[State -3, fbhEtH[]
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

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

[State -3, [gEylgCV@b]
Type = ChangeState
Value = 1450
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [2,8]) || 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 = 1320
TriggerAll = Random < var(59)*100 || fvar(1) = 9
TriggerAll = StateNo = 1310 && (AnimElem = 10, >= 0 && AnimElem = 11, < 0)
Trigger1 = EnemyNear(var(58)),Life < Floor(Ceil((15+var(5))*fvar(6)*(100-Random%11)*10/103)/((EnemyNear(var(58)),Const(data.defence))/Const(data.attack)))
Trigger2 = var(59) < 5
;Trigger3 = var(59) = [5,7]
;Trigger3 = LifeMax

[State -3, fXyCgE[g@b]
Type = ChangeState
Value = 1350
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [7,8]) || 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 = [820,821]) || (EnemyNear(var(58)),StateNo = [1220,1300)))
TriggerAll = !((EnemyNear(var(58)),StateNo = 1320) || (EnemyNear(var(58)),StateNo = [2020,2023]) || (EnemyNear(var(58)),StateNo = [3020,3023]))
TriggerAll = MoveHit = [1,5]
TriggerAll = fvar(3) >= 0
TriggerAll = (fvar(4) = [-15,80-(EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)+var(50)*5])
TriggerAll = StateNo = 235 && AnimElem = 5, >= 1
TriggerAll = Life < LifeMax/4
Trigger1 = var(59) = 8
Trigger2 = var(59) = 7
Trigger2 = Life < P2Life

[State -3, l`wfXyCgEI[o[hCu]
Type = ChangeState
Value = 3000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 9
TriggerAll = !var(18)
TriggerAll = !var(17)
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 = [820,821]) || (EnemyNear(var(58)),StateNo = [1220,1300)))
TriggerAll = !((EnemyNear(var(58)),StateNo = 1320) || (EnemyNear(var(58)),StateNo = [2020,2023]) || (EnemyNear(var(58)),StateNo = [3020,3023]))
TriggerAll = MoveHit = [1,5]
TriggerAll = fvar(3) >= 0
TriggerAll = (fvar(4) = [-15,90-(EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)+var(50)*5])
TriggerAll = Random < var(59)*100 || fvar(1) = 9
TriggerAll = Power >= 1000 
TriggerAll = Life < LifeMax/4
Trigger1 = StateNo = 200 && fvar(4) < 60
Trigger2 = StateNo = 205 && fvar(4) < 60
Trigger3 = StateNo = 210
Trigger4 = StateNo = 215
Trigger5 = StateNo = 220 && fvar(4) < 60
Trigger6 = StateNo = 225 && fvar(4) < 60
Trigger7 = StateNo = 230 && AnimElem = 5, >= 1
Trigger8 = StateNo = 235 && AnimElem = 5, >= 1
Trigger9 = StateNo = 400 && fvar(4) < 60
Trigger10 = StateNo = 410
Trigger11 = StateNo = 420 && fvar(4) < 60
Trigger12 = StateNo = 710 && var(17)

[State -3, fXyCgEI[o[hCu@b]
Type = ChangeState
Value = 2050
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 9
TriggerAll = !var(18)
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 = [820,821]) || (EnemyNear(var(58)),StateNo = [1220,1300)))
TriggerAll = !((EnemyNear(var(58)),StateNo = 1320) || (EnemyNear(var(58)),StateNo = [2020,2023]) || (EnemyNear(var(58)),StateNo = [3020,3023]))
TriggerAll = MoveHit = [1,5]
TriggerAll = fvar(3) >= 0
TriggerAll = (fvar(4) = [-15,90-(EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)+var(50)*5])
TriggerAll = Random < var(59)*100 || fvar(1) = 9
TriggerAll = (Power >= 1000 || var(17))
TriggerAll = Life >= LifeMax/4
Trigger1 = StateNo = 200 && fvar(4) < 60
Trigger2 = StateNo = 205 && fvar(4) < 60
Trigger3 = StateNo = 210
Trigger4 = StateNo = 215
Trigger5 = StateNo = 220 && fvar(4) < 60
Trigger6 = StateNo = 225 && fvar(4) < 60
Trigger7 = StateNo = 230 && AnimElem = 5, >= 1
Trigger8 = StateNo = 235 && AnimElem = 5, >= 1
Trigger9 = StateNo = 400 && fvar(4) < 60
Trigger10 = StateNo = 410
Trigger11 = StateNo = 420 && fvar(4) < 60
Trigger12 = StateNo = 710 && var(17)
Trigger13 = StateNo = 1100 && var(17)
Trigger14 = StateNo = 1150 && var(17)
Trigger15 = StateNo = 1200 && var(17) && AnimElem = 10, >= 0
Trigger16 = StateNo = 1250 && var(17) && AnimElem = 10, >= 0

[State -3, fXyCgE[g@b]
Type = ChangeState
Value = 1350
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 = [820,821]) || (EnemyNear(var(58)),StateNo = [1220,1300)))
TriggerAll = !((EnemyNear(var(58)),StateNo = 1320) || (EnemyNear(var(58)),StateNo = [2020,2023]) || (EnemyNear(var(58)),StateNo = [3020,3023]))
TriggerAll = MoveHit = [1,5]
TriggerAll = fvar(3) >= 0
TriggerAll = (fvar(4) = [-15,80-(EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)+var(50)*5])
TriggerAll = Random < var(59)*100 || fvar(1) = 9
Trigger1 = StateNo = 200 && fvar(4) < 50
Trigger2 = StateNo = 205 && fvar(4) < 50
Trigger3 = StateNo = 210
Trigger4 = StateNo = 215
Trigger5 = StateNo = 220 && fvar(4) < 50
Trigger6 = StateNo = 225 && fvar(4) < 50
Trigger7 = StateNo = 230 && AnimElem = 5, >= 1
Trigger8 = StateNo = 235 && AnimElem = 5, >= 1
Trigger9 = StateNo = 400 && fvar(4) < 50
Trigger10 = StateNo = 410
Trigger11 = StateNo = 420 && fvar(4) < 50
Trigger12 = StateNo = 710 && var(17)

[State -3, ezCW@`]
Type = ChangeState
Value = 1000
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 = [820,821]) || (EnemyNear(var(58)),StateNo = [1220,1300)))
TriggerAll = !((EnemyNear(var(58)),StateNo = 1320) || (EnemyNear(var(58)),StateNo = [2020,2023]) || (EnemyNear(var(58)),StateNo = [3020,3023]))
TriggerAll = MoveHit = [1,5]
TriggerAll = fvar(3) >= 0
TriggerAll = (fvar(4) = [-15,90-(EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)+var(50)*5])
TriggerAll = Random < var(59)*100 || fvar(1) = 9
Trigger1 = StateNo = 200
Trigger2 = StateNo = 205
Trigger3 = StateNo = 210
Trigger4 = StateNo = 215
Trigger5 = StateNo = 220
Trigger6 = StateNo = 225
Trigger7 = StateNo = 230 && AnimElem = 5, >= 1
Trigger8 = StateNo = 235 && AnimElem = 5, >= 1
Trigger9 = StateNo = 400
Trigger10 = StateNo = 410
Trigger11 = StateNo = 420
Trigger12 = StateNo = 710 && var(17)

[State -3, l`wfXyCgEI[o[hCu]
Type = ChangeState
Value = 3000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 9
TriggerAll = !var(18)
TriggerAll = !var(17)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !var(9)
TriggerAll = !(EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [820,821]) || (EnemyNear(var(58)),StateNo = [1220,1300)))
TriggerAll = !((EnemyNear(var(58)),StateNo = 1320) || (EnemyNear(var(58)),StateNo = [2020,2023]) || (EnemyNear(var(58)),StateNo = [3020,3023]))
TriggerAll = MoveHit = [1,5]
TriggerAll = fvar(3) >= 0
TriggerAll = (fvar(4) = [-15,80-(EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)+var(50)*5])
TriggerAll = Random < var(59)*100 || fvar(1) = 9
TriggerAll = Power >= 1000 
TriggerAll = Life < LifeMax/4
Trigger1 = StateNo = 250

[State -3, fXyCgEI[o[hCu@b]
Type = ChangeState
Value = 2050
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 9
TriggerAll = !var(18)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !var(9)
TriggerAll = !(EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [820,821]) || (EnemyNear(var(58)),StateNo = [1220,1300)))
TriggerAll = !((EnemyNear(var(58)),StateNo = 1320) || (EnemyNear(var(58)),StateNo = [2020,2023]) || (EnemyNear(var(58)),StateNo = [3020,3023]))
TriggerAll = MoveHit = [1,5]
TriggerAll = fvar(3) >= 0
TriggerAll = (fvar(4) = [-15,80-(EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)+var(50)*5])
TriggerAll = Random < var(59)*100 || fvar(1) = 9
TriggerAll = (Power >= 1000 || var(17))
TriggerAll = Life >= LifeMax/4
Trigger1 = StateNo = 250

[State -3, fXyCgE[g@b]
Type = ChangeState
Value = 1350
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 = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [820,821]) || (EnemyNear(var(58)),StateNo = [1220,1300)))
TriggerAll = !((EnemyNear(var(58)),StateNo = 1320) || (EnemyNear(var(58)),StateNo = [2020,2023]) || (EnemyNear(var(58)),StateNo = [3020,3023]))
TriggerAll = MoveHit = [1,5]
TriggerAll = fvar(3) >= 0
TriggerAll = (fvar(4) = [-15,70-(EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)+var(50)*5])
TriggerAll = Random < var(59)*100 || fvar(1) = 9
Trigger1 = StateNo = 250

[State -3, ezCW@`]
Type = ChangeState
Value = 1000
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 = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [820,821]) || (EnemyNear(var(58)),StateNo = [1220,1300)))
TriggerAll = !((EnemyNear(var(58)),StateNo = 1320) || (EnemyNear(var(58)),StateNo = [2020,2023]) || (EnemyNear(var(58)),StateNo = [3020,3023]))
TriggerAll = MoveHit = [1,5]
TriggerAll = fvar(3) >= 0
TriggerAll = (fvar(4) = [-15,80-(EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)+var(50)*5])
TriggerAll = Random < var(59)*100 || fvar(1) = 9
Trigger1 = StateNo = 250

[State -3, JbgXs]
Type = ChangeState
Value = 265
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 = [820,821]) || (EnemyNear(var(58)),StateNo = [1220,1300)))
TriggerAll = !((EnemyNear(var(58)),StateNo = 1320) || (EnemyNear(var(58)),StateNo = [2020,2023]) || (EnemyNear(var(58)),StateNo = [3020,3023]))
TriggerAll = MoveHit = [1,5]
TriggerAll = fvar(3) >= 0
TriggerAll = (fvar(4) = [-15,50-(EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)+var(50)*5])
TriggerAll = Random < var(59)*100 || fvar(1) = 9
Trigger1 = StateNo = 200
Trigger2 = StateNo = 205
Trigger3 = StateNo = 210
Trigger4 = StateNo = 215
Trigger5 = StateNo = 220
Trigger6 = StateNo = 225
Trigger7 = StateNo = 230 && AnimElem = 5, >= 1
Trigger8 = StateNo = 235 && AnimElem = 5, >= 1
Trigger9 = StateNo = 400
Trigger10 = StateNo = 410
Trigger11 = StateNo = 420
Trigger12 = StateNo = 710 && var(17)

[State -3, ezCW@`]
Type = ChangeState
Value = 1000
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 = [820,821]) || (EnemyNear(var(58)),StateNo = [1220,1300)))
TriggerAll = !((EnemyNear(var(58)),StateNo = 1320) || (EnemyNear(var(58)),StateNo = [2020,2023]) || (EnemyNear(var(58)),StateNo = [3020,3023]))
TriggerAll = MoveGuarded = [1,5]
TriggerAll = fvar(3) >= 0
TriggerAll = fvar(4) = [15,90-(EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)+var(50)*5]
TriggerAll = Random < var(59)*100 || fvar(1) = 9
TriggerAll = Random%5 = 0
Trigger1 = StateNo = 200
Trigger2 = StateNo = 205
Trigger3 = StateNo = 210
Trigger4 = StateNo = 215
Trigger5 = StateNo = 220
Trigger6 = StateNo = 225
Trigger7 = StateNo = 230 && AnimElem = 5, >= 1
Trigger8 = StateNo = 235 && AnimElem = 5, >= 1
Trigger9 = StateNo = 250
Trigger10 = StateNo = 400
Trigger11 = StateNo = 410
Trigger12 = StateNo = 420
Trigger13 = StateNo = 430
Trigger14 = StateNo = 710 && var(17)

[State -3, [TECpNg@c]
Type = ChangeState
Value = 1250
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 = [820,821]) || (EnemyNear(var(58)),StateNo = [1220,1300)))
TriggerAll = !((EnemyNear(var(58)),StateNo = 1320) || (EnemyNear(var(58)),StateNo = [2020,2023]) || (EnemyNear(var(58)),StateNo = [3020,3023]))
TriggerAll = MoveGuarded = [1,5]
TriggerAll = fvar(3) >= 0
TriggerAll = fvar(4) = [-15,90-(EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)+var(50)*5]
TriggerAll = Random < var(59)*100 || fvar(1) = 9
TriggerAll = Random%20 = 0
Trigger1 = StateNo = 200
Trigger2 = StateNo = 205
Trigger3 = StateNo = 210
Trigger4 = StateNo = 215
Trigger5 = StateNo = 220
Trigger6 = StateNo = 225
Trigger7 = StateNo = 230 && AnimElem = 5, >= 1
Trigger8 = StateNo = 235 && AnimElem = 5, >= 1
Trigger9 = StateNo = 250
Trigger10 = StateNo = 400
Trigger11 = StateNo = 410
Trigger12 = StateNo = 420
Trigger13 = StateNo = 430
Trigger14 = StateNo = 710 && var(17)

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

[State -3, A[}[[h]
Type = ChangeState
value = 950
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 = [35,52]) || (P2StateNo = [150,155]))
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I
TriggerAll = !(InGuardDist || var(57))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4) > 150
TriggerAll = Random < var(59)*10
TriggerAll = Power >= 3000
TriggerAll = Life > LifeMax/4
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger1 = P2Life < 150

[State -3, JE^[[h]
Type = ChangeState
value = 900
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 = [35,52]) || (P2StateNo = [150,155]))
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I
TriggerAll = !(InGuardDist || var(57))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4) > 150
TriggerAll = Random < var(59)*10
TriggerAll = Power >= 3000
TriggerAll = Life > LifeMax/4
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])

[State -3, GhEIuEGf]
Type = ChangeState
value = 3100
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) = [1,7]
TriggerAll = !var(18)
TriggerAll = !var(17)
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 = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4) < 150
TriggerAll = Random < var(59)*1
TriggerAll = Power >= 1000
TriggerAll = Life < LifeMax/4
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101]) || (StateNo = 751)

;
;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 = [820,821]) || (EnemyNear(var(58)),StateNo = [1220,1300)))
Trigger2 = !((EnemyNear(var(58)),StateNo = 1320) || (EnemyNear(var(58)),StateNo = [2020,2023]) || (EnemyNear(var(58)),StateNo = [3020,3023]))
Trigger3 = 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) > 60
TriggerAll = BackEdgeBodyDist > 20
Trigger1 = Random%200 = 0

[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) = [10,70]
Trigger1 = Random%100 = 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) = [-5,140)
Trigger1 = Random%200 = 0
Trigger2 = (P2StateNo = [35,52)) || (P2StateNo = [120,160)) || (P2StateNo = [700,800))
Trigger2 = Random%150 = 0
Trigger3 = !(EnemyNear(var(58)),Ctrl)
Trigger3 = Random%125 = 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%200 = 0

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

[State -3, ezCW@b]
Type = ChangeState
value = 1050
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*11) = [-15,90]
TriggerAll = Random < var(59)*5
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101]) || (StateNo = 751)
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger4 = StateNo = 210 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger5 = StateNo = 215 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger6 = StateNo = 220 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger7 = StateNo = 225 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger8 = StateNo = 230 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger9 = StateNo = 235 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger10 = StateNo = 250 && AnimElem = 3, >= 0 && AnimElem = 7, < 0 
Trigger11 = StateNo = 400 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger12 = StateNo = 410 && AnimElem = 5, >= 0 && AnimElem = 8, < 0
Trigger13 = StateNo = 420 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger14 = StateNo = 430 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger15 = StateNo = 710 && var(17) && AnimElem = 3, >= 0 && AnimElem = 4, < 0

[State -3, ezCW@`]
Type = ChangeState
value = 1000
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*11) = [-15,150]
TriggerAll = Random < var(59)*20
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101]) || (StateNo = 751)
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger4 = StateNo = 210 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger5 = StateNo = 215 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger6 = StateNo = 220 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger7 = StateNo = 225 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger8 = StateNo = 230 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger9 = StateNo = 235 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger10 = StateNo = 250 && AnimElem = 3, >= 0 && AnimElem = 7, < 0 
Trigger11 = StateNo = 400 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger12 = StateNo = 410 && AnimElem = 5, >= 0 && AnimElem = 8, < 0
Trigger13 = StateNo = 420 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger14 = StateNo = 430 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger15 = StateNo = 710 && var(17) && AnimElem = 3, >= 0 && AnimElem = 4, < 0

[State -3, [TECpNg@c]
Type = ChangeState
value = 1250
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*2) = [-15,50]
TriggerAll = Random < var(59)*5
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101]) || (StateNo = 751)
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger4 = StateNo = 210 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger5 = StateNo = 215 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger6 = StateNo = 220 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger7 = StateNo = 225 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger8 = StateNo = 230 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger9 = StateNo = 235 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger10 = StateNo = 250 && AnimElem = 3, >= 0 && AnimElem = 7, < 0 
Trigger11 = StateNo = 400 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger12 = StateNo = 410 && AnimElem = 5, >= 0 && AnimElem = 8, < 0
Trigger13 = StateNo = 420 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger14 = StateNo = 430 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger15 = StateNo = 710 && var(17) && AnimElem = 3, >= 0 && AnimElem = 4, < 0

[State -3, fXyCgE[g@`]
Type = ChangeState
value = 1300
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*10) = [-15,82]
TriggerAll = Random < var(59)*5
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101]) || (StateNo = 751)
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger4 = StateNo = 210 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger5 = StateNo = 215 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger6 = StateNo = 220 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger7 = StateNo = 225 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger8 = StateNo = 230 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger9 = StateNo = 235 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger10 = StateNo = 250 && AnimElem = 3, >= 0 && AnimElem = 7, < 0 
Trigger11 = StateNo = 400 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger12 = StateNo = 410 && AnimElem = 5, >= 0 && AnimElem = 8, < 0
Trigger13 = StateNo = 420 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger14 = StateNo = 430 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger15 = StateNo = 710 && var(17) && AnimElem = 3, >= 0 && AnimElem = 4, < 0

[State -3, fbhEtH[]
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, fbhEtH[]
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, JbgXs]
Type = ChangeState
value = 260
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) < 8
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*7) = [-5,50)
TriggerAll = Random < var(59)*5
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger4 = StateNo = 210 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger5 = StateNo = 215 && AnimElem = 5, >= 0 && AnimElem = 8, < 0 
Trigger6 = StateNo = 220 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger7 = StateNo = 225 && AnimElem = 3, >= 0 && AnimElem = 4, < 0 
Trigger8 = StateNo = 230 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger9 = StateNo = 235 && AnimElem = 3, >= 0 && AnimElem = 6, < 0 
Trigger10 = StateNo = 250 && AnimElem = 3, >= 0 && AnimElem = 7, < 0 
Trigger11 = StateNo = 400 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger12 = StateNo = 410 && AnimElem = 5, >= 0 && AnimElem = 8, < 0
Trigger13 = StateNo = 420 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger14 = StateNo = 430 && AnimElem = 4, >= 0 && AnimElem = 6, < 0

[State -3, ӂƂ΂]
type = ChangeState
value = 250
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 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger1 = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X*4) = [-5,80)

[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)*20
TriggerAll = fvar(4) >= 28
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger1 = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X*5) = [-5,52)
Trigger2 = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X*5) = [50,150)
Trigger2 = Random%10 = 0

[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)*15
TriggerAll = fvar(4) >= 22
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger1 = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X*5) = [-5,108)

[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)*15
TriggerAll = fvar(4) >= 22
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger1 = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X*5) = [-5,108)

[State -3, Ⴊ݂c]
type = ChangeState
value = 430
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)*10
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger1 = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X*8) = [-15,64]

[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)*5
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger1 = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X*7) = [-15,52]

[State -3, Ⴊ݂a]
type = ChangeState
value = 420
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)*5
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger1 = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X*7) = [-15,52]

[State -3, ߗa]
type = ChangeState
value = 225
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) < 22
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger1 = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X*4) = [-15,100]

[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)*10
TriggerAll = fvar(4) < 22
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger1 = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X*4) = [-15,100]

[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)*5
TriggerAll = fvar(4) < 28
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger1 = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X*5) = [-15,50]

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

[State -3, WvӂƂ΂]
type = ChangeState
value = 640
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) || fvar(1) = 11
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 >= -10)
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 = [9-(FrontEdgeBodyDist = 0)*10,72]
Trigger2 = var(53)+11-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*5*var(8) <= 0
Trigger2 = var(53) = [9-(FrontEdgeBodyDist = 0)*10,72]

[State -3, ΂߃Wvc]
type = ChangeState
value = 635
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) || fvar(1) = 11
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+3)+0.5*Const(movement.yaccel)*(6+3)*(6+3) > 0
TriggerAll = Pos Y+Vel Y*3+0.5*Const(movement.yaccel)*4*3 >= -((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)*3*var(8) > 0
Trigger1 = fvar(4)-(EnemyNear(var(58)),Vel X*var(50)+Vel X*var(51))*3 = [-11-(FrontEdgeBodyDist = 0)*10,68]
Trigger2 = var(53)+11-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*3*var(8) <= 0
Trigger2 = var(53) = [-11-(FrontEdgeBodyDist = 0)*10,68]

[State -3, ΂߃Wvb]
type = ChangeState
value = 615
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) || fvar(1) = 11
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 >= -7
TriggerAll = fvar(3) >= 5
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 = [-7-(FrontEdgeBodyDist = 0)*10,56])
Trigger2 = var(53)+11-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*7*var(8) <= 0
Trigger2 = var(53) = [-7-(FrontEdgeBodyDist = 0)*10,56]

[State -3, WvӂƂ΂]
type = ChangeState
value = 640
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) || fvar(1) = 11
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 = [9-(FrontEdgeBodyDist = 0)*10,72]
Trigger2 = var(53)+11-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*5*var(8) <= 0
Trigger2 = var(53) = [9-(FrontEdgeBodyDist = 0)*10,72]

[State -3, Wvc]
type = ChangeState
value = 630
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) || fvar(1) = 11
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+3)+0.5*Const(movement.yaccel)*(6+3)*(6+3) > 0
TriggerAll = Pos Y+Vel Y*3+0.5*Const(movement.yaccel)*4*3 >= -((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)*3*var(8) > 0
Trigger1 = fvar(4)-(EnemyNear(var(58)),Vel X*var(50)+Vel X*var(51))*3 = [-11-(FrontEdgeBodyDist = 0)*10,68]
Trigger2 = var(53)+11-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*3*var(8) <= 0
Trigger2 = var(53) = [-11-(FrontEdgeBodyDist = 0)*10,68]

[State -3, Wvb]
type = ChangeState
value = 610
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) || fvar(1) = 11
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+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 = [-7-(FrontEdgeBodyDist = 0)*10,56])
Trigger2 = var(53)+11-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*7*var(8) <= 0
Trigger2 = var(53) = [-7-(FrontEdgeBodyDist = 0)*10,56]

[State -3, WvӂƂ΂]
type = ChangeState
value = 640
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) || fvar(1) = 11
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 <= 72
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)) = [-30,30]

[State -3. ΂߃Wvc]
type = ChangeState
value = 635
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) || fvar(1) = 11
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*3+0.5*Const(movement.yaccel)*4*3  < 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)*3 <= 68
Trigger1 = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*3+0.5*EnemyNear(var(58)),Const(movement.yaccel)*4*3)-(Vel Y*3+0.5*Const(movement.yaccel)*4*3)) = [-20,40]

[State -3, ΂߃Wvb]
type = ChangeState
value = 615
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) || fvar(1) = 11
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*3+0.5*Const(movement.yaccel)*4*3  < 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)*3 <= 36
Trigger1 = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*3+0.5*EnemyNear(var(58)),Const(movement.yaccel)*4*3)-(Vel Y*3+0.5*Const(movement.yaccel)*4*3)) = [-60,60]

[State -3, WvӂƂ΂]
type = ChangeState
value = 640
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) || fvar(1) = 11
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 <= 72
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)) = [-30,30]

[State -3, Wvc]
type = ChangeState
value = 630
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) || fvar(1) = 11
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*3+0.5*Const(movement.yaccel)*4*3  < 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)*3 <= 68
Trigger1 = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*3+0.5*EnemyNear(var(58)),Const(movement.yaccel)*4*3)-(Vel Y*3+0.5*Const(movement.yaccel)*4*3)) = [-20,40]

[State -3, Wvb]
type = ChangeState
value = 610
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) || fvar(1) = 11
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*3+0.5*Const(movement.yaccel)*4*3  < 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)*3 <= 36
Trigger1 = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*3+0.5*EnemyNear(var(58)),Const(movement.yaccel)*4*3)-(Vel Y*3+0.5*Const(movement.yaccel)*4*3)) = [-60,60]



