[Statedef -3]

[State -3,AIե饰å]
type = VarSet
TriggerAll = !var(59)
Trigger1 = command = "AI_0"
Trigger2 = command = "AI_1" || command = "AI_2" || command = "AI_3" || command = "AI_4" || command = "AI_5"
Trigger3 = command = "AI_6" || command = "AI_7" || command = "AI_8" || command = "AI_9" || command = "AI_10"
Trigger4 = command = "AI_11" || command = "AI_12" || command = "AI_13" || command = "AI_14" || command = "AI_15"
Trigger5 = command = "AI_16" || command = "AI_17" || command = "AI_18" || command = "AI_19" || command = "AI_20"
Trigger6 = command = "AI_21" || command = "AI_22" || command = "AI_23" || command = "AI_24" || command = "AI_25"
Trigger7 = command = "AI_26" || command = "AI_27" || command = "AI_28" || command = "AI_29" || command = "AI_30"
Trigger8 = command = "AI_31" || command = "AI_32" || command = "AI_33" || command = "AI_34" || command = "AI_35"
Trigger9 = command = "AI_36" || command = "AI_37" || command = "AI_38" || command = "AI_39" || command = "AI_40"
Trigger10 = command = "AI_41" || command = "AI_42" || command = "AI_43" || command = "AI_44" || command = "AI_45"
Trigger11 = command = "AI_46" || command = "AI_47" || command = "AI_48" || command = "AI_49" || command = "AI_50"
Trigger12 = NumHelper(10000)=1
Trigger12 = Helper(10000),Var(59)=1
Trigger13 = 1
var(59) = 1 
IgnoreHitPause=1

[State -3,AI٥]
Type = VarSet
TriggerAll = NumHelper(25000)!=0
TriggerAll = Helper(25000),Var(59)!=0
Trigger1 = Var(59)!=0
var(59)=Helper(25000),var(59)
IgnoreHitPause=1

[State -3,AIåإѩ`]
Type=Helper
Trigger1 = !NumHelper(10000)
Trigger1 = Roundstate=2
Trigger1 = Alive
Trigger1 = Var(59)=0
Trigger1 = (PrevStateNo=[191,192]) || PrevStateNo=5900
Trigger1 = Ctrl && StateNo=0
HelperType = normal
Name = "AI"
StateNo = 10000
ID = 10000
Pos = 9999,9999
keyctrl = 1
pausemovetime = 2147483647
supermovetime = 2147483647
persistent = 0

;Τ⸶Ƥ
[State -3,vSoƩ`ȤФʤ褦]
Type=changestate
Trigger1 = IsHelper(10000)
Trigger1 = StateNo!=10000
Value = 10000

[State -3,åإѩ`]
Type = Helper
Trigger1 = NumHelper(25000) = 0
Name = "Defense"
StateNo = 25000
PosType = p1
Pos = 0,0
facing = -1
Ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 99999
PauseMoveTime = 99999
SprPriority = 7
ID = 25000
;
;AI Helper
;

[State -3]
type = Helper
trigger1 = !numhelper(33000)
helpertype = normal
name = "AIconfig"
ID = 33000
stateno=33000
PosType = p1
Pos = 0,0
facing = -1
Ownpal = 1
IgnoreHitPause = 1
pausemovetime=2147483647
supermovetime=2147483647
SprPriority = 7
persistent = 0

[State -3]
type=changestate
Trigger1= ishelper(33000)
Trigger1= stateno!=33000
value=33000

[State -3]
type = Helper
trigger1 = !numhelper(33001)
helpertype = normal
name = "AI Right"
ID = 33001
stateno=33001
Postype = p1
Facing = 1
Pausemovetime = 0
Persistent = 0
Ignorehitpause = 1
Keyctrl = 0
Ownpal = 1

[State -3]
type=changestate
Trigger1= ishelper(33001)
Trigger1= stateno!=33001
value=33001

[State -3]
type = Helper
trigger1 = !numhelper(33002)
helpertype = normal
name = "AI left"
ID = 33002
stateno=33002
Postype = p1
Facing = -1
Pausemovetime = 0
Persistent = 0
Ignorehitpause = 1
Keyctrl = 0
Ownpal = 1

[State -3]
type=changestate
Trigger1= ishelper(33002)
Trigger1= stateno!=33002
value=33002
;-------------------------------------------------------------------------------
;[Varå]

;饦ɽKᡢAIåOFF
[State -3]
Type = VarSet
TriggerAll = Var(59)=[1,11]
Trigger1 = Win=1
Trigger2 = Lose=1
Trigger3 = DrawGame=1
Trigger4 = RoundState=4
var(59)=-Var(59)
IgnoreHitPause=1

;饦Ŀ_ʼᡢAIåON
[State -3]
Type = VarSet
Trigger1 = Var(59)=[-11,-1]
Trigger1 = RoundState=2
var(59)=-Var(59)
IgnoreHitPause=1

[State -3,ȥꥬ`EnemyNearЄeФ椨]
Type = VarSet
Trigger1 = NumEnemy=1
Trigger2 = NumEnemy=2
Trigger2 = EnemyNear,Life>0
var(57)=0
IgnoreHitPause=1
SuperMoveTime=9999
PauseMoveTime=9999

[State -3,ȥꥬ`EnemyNearЄeФ椨]
Type = VarSet
Trigger1 = NumEnemy>1
Trigger1 = EnemyNear,Life=0
var(57)=1                                     
IgnoreHitPause=1
SuperMoveTime=9999
PauseMoveTime=9999

[State -3,Var]
Type = VarRandom
TriggerAll = Var(59)!=0
TriggerAll = StateNo!=120
Trigger1 = Time%60=1
Trigger1 = EnemyNear(Var(57)),MoveType=H
Trigger2 = Time%4=1
Trigger2 = EnemyNear(Var(57)),MoveType!=H
V=58
Range=0,99               
IgnoreHitPause=1
SuperMoveTime=9999
PauseMoveTime=9999

[State -3,жΥե饰]
Type = VarSet
TriggerAll = 0;Var(59)!=0
TriggerAll = StateNo=610
Trigger1 = MoveHit
Trigger1 = EnemyNear(Var(57)),StateType!=A
Trigger1 = P2BodyDist Y<=24
var(53)=1
              
[State -3,󥿩`ж]
Type = VarSet
TriggerAll = Var(59)!=0
TriggerAll = StateNo=200
Trigger1 = EnemyNear(Var(57)),GetHitVar(hitshaketime)>7
var(53)=1
       
[State -3,Var]
Type = VarSet
TriggerAll = Var(59)!=0
Trigger1 = EnemyNear(Var(57)),MoveType!=H
var(53)=0

[State -3,Єӛ]
Type = VarSet
TriggerAll = Var(59)!=0
TriggerAll = StateNo=39
Trigger1 = PrevStateNo=230
Trigger2 = PrevStateNo=220
Trigger3 = PrevStateNo=410
Trigger4 = PrevStateNo=200
var(54)=PrevStateNo

[State -3,Єӛ]
Type = VarSet
TriggerAll = Var(59)!=0
Trigger1 = StateNo=221
Trigger2 = StateNo=45
Trigger2 = EnemyNear(Var(57)),StateNo!=[120,159]
var(54)=PrevStateNo

[State -3,Єӛ]
Type = VarSet
TriggerAll = Var(59)!=0
Trigger1 = StateNo=426
var(54)=StateNo

[State -3,Єӛ]
Type = VarSet
TriggerAll = Var(59)!=0
Trigger1 = StateNo=821
var(54)=0

[State -3,a(a)]
Type = VarSet
TriggerAll = Var(59)!=0
triggerall = numhelper(25000) != 0
triggerall = helper(25000),var(56) = 1
TriggerAll = fvar(4)=1
TriggerAll = MoveHit
Trigger1 = StateNo=210
fvar(4)=0.90

[State -3,a(a)]
Type = VarSet
TriggerAll = Var(59)!=0
triggerall = numhelper(25000) != 0
triggerall = helper(25000),var(56) = 1
TriggerAll = fvar(4)>0.8
TriggerAll = MoveHit
Trigger1 = StateNo=410
Trigger2 = StateNo=1226
fvar(4)=0.80

[State -3,a(a)]
Type = VarSet
TriggerAll = Var(59)!=0
triggerall = numhelper(25000) != 0
triggerall = helper(25000),var(56) = 1
TriggerAll = fvar(4)>0.75
TriggerAll = MoveHit
Trigger1 = StateNo=200
fvar(4)=0.75

[State -3,a(a)]
Type = VarSet
TriggerAll = Var(59)!=0
triggerall = numhelper(25000) != 0
triggerall = helper(25000),var(56) = 1
TriggerAll = fvar(4)>0.72
TriggerAll = MoveHit
Trigger1 = StateNo=400
fvar(4)=0.72

[State -3,a(a)]
Type = VarSet
TriggerAll = Var(59)!=0
triggerall = numhelper(25000) != 0
triggerall = helper(25000),var(56) = 1
TriggerAll = fvar(4)=1
TriggerAll = MoveHit
Trigger1 = StateNo=600
Trigger2 = StateNo=225
fvar(4)=0.70

[State -3,a(a)]
Type = VarSet
TriggerAll = Var(59)!=0
triggerall = numhelper(25000) != 0
triggerall = helper(25000),var(56) = 1
TriggerAll = fvar(4)=1
TriggerAll = MoveHit
Trigger1 = StateNo=420
Trigger2 = StateNo=425
fvar(4)=0.60

[State -3,a(\a)]
Type = VarSet
TriggerAll = Var(59)!=0
triggerall = numhelper(25000) != 0
triggerall = helper(25000),var(56) = 1
TriggerAll = EnemyNear(Var(57)),StateNo!=[120,159]
TriggerAll = EnemyNear(Var(57)),GetHitVar(hitcount)>Var(52)
;TriggerAll = MoveHit
Trigger1 = StateNo=220
Trigger2 = StateNo=620
fvar(4)=fvar(4)*0.90

[State -3,a(pa)]
Type = VarAdd
TriggerAll = Var(59)!=0
triggerall = numhelper(25000) != 0
triggerall = helper(25000),var(56) = 1
TriggerAll = EnemyNear(Var(57)),StateNo!=[120,159]
Trigger1 = Var(51)>Var(52)
Trigger1 = fvar(4)>0.01
fvar(4) = -0.014

[State -3,a(pa)]
Type = VarSet
TriggerAll = Var(59)!=0
triggerall = numhelper(25000) != 0
triggerall = helper(25000),var(56) = 1
Trigger1 = fvar(4)<=0.01
fvar(4) = 0.01

[State -3,a(pa)]
Type = VarAdd
TriggerAll = Var(59)!=0
triggerall = numhelper(25000) != 0
triggerall = helper(25000),var(56) = 1
TriggerAll = fvar(4)=1
Trigger1 = StateNo=850
Trigger1 = MoveHit
Trigger2 = StateNo=860
Trigger2 = MoveHit
Trigger3 = Var(8)=-1
fvar(4)=-0.40

[State -3,a(pa)]
Type = VarAdd
TriggerAll = Var(59)!=0
triggerall = numhelper(25000) != 0
triggerall = helper(25000),var(56) = 1
TriggerAll = fvar(4)=1
Trigger1 = StateNo=851
Trigger1 = MoveHit
Trigger2 = StateNo=861
Trigger2 = MoveHit
fvar(4)=-0.30

[State -3,a]
Type = VarSet
TriggerAll = Var(59)!=0
Trigger1 = EnemyNear(Var(57)),MoveType!=H
fvar(4)=1

[State -3,ΥåХå()]
Type = VarAdd
TriggerAll = Var(59)!=0
TriggerAll = StateNo=200 || StateNo=400 || StateNo=600
TriggerAll = EnemyNear(Var(57)),MoveType=H
Trigger1 = Var(52)>Var(51)
fvar(6)=0.3

[State -3,ΥåХå()]
Type = VarAdd
TriggerAll = Var(59)!=0
TriggerAll = StateNo=210 || StateNo=410 || StateNo=610
TriggerAll = EnemyNear(Var(57)),MoveType=H
Trigger1 = Var(52)>Var(51)
fvar(6)=0.7

[State -3,ΥåХå()]
Type = VarAdd
TriggerAll = Var(59)!=0
TriggerAll = StateNo=201 || StateNo=220 || StateNo=420 || StateNo=230 || StateNo=620
TriggerAll = EnemyNear(Var(57)),MoveType=H
Trigger1 = Var(52)>Var(51)
fvar(6)=1.0

[State -3,ΥåХå()]
Type = VarSet
TriggerAll = Var(59)!=0
Trigger1 = EnemyNear(Var(57)),MoveType!=H
fvar(6)=0

[State -2,ҥå(`)Ӌ()]
Type = VarSet
Trigger1 = 1
var(51)=var(52)

[State -2,ҥå(`)Ӌ]
Type = VarAdd
TriggerAll = EnemyNear(Var(57)),MoveType=H
Trigger1 = EnemyNear(Var(57)),StateNo!=[120,159]
Trigger1 = MoveHit=1
Trigger2 = EnemyNear(Var(57)),StateNo=[120,159]
Trigger2 = MoveGuarded=1
var(52)=1

[State -2,ҥå(`)Ӌ]
Type = VarSet
Trigger1 = EnemyNear(Var(57)),MoveType!=H
var(52)=0

[State -1,EX`ж]
Type = Varset
Trigger1 = Var(59)!=0
Trigger1 = StateNo=850 || StateNo=860 || StateNo=870
Trigger1 = time<=1
var(6)=0

;-------------------------------------------------------------------------------
;[Ӥ]

[State -3,ܤ]
Type = ChangeState
Value = 920
TriggerAll = Var(59)!=0
TriggerAll = Random<=Var(59)*100
TriggerAll = RoundState=2
TriggerAll = StateType!=A
TriggerAll = NumHelper(25000)!=0
TriggerAll = Ctrl || (StateNo=100 && time>=12) || StateNo=101 || (!MoveContAct && (StateNo=200 || StateNo=400) && time>=7)
Trigger1 = Helper(25000),Var(49)=1
Trigger1 = EnemyNear(Var(57)),HitDefAttr = SCA,NA,SA,HA
Trigger1 = !(Facing*EnemyNear(Var(57)),Facing!=-1 || P2Dist X<0)
Trigger2 = Helper(25000),Var(49)=1
Trigger2 = EnemyNear(Var(57)),StateNo=3001 || EnemyNear(Var(57)),StateNo=3051
Trigger2 = EnemyNear(Var(57)),time<=14
Trigger2 = P2BodyDist X=[-44,90]
Trigger3 = Helper(25000),Var(49)=2
Trigger3 = EnemyNear(Var(57)),time=[40,50]
Trigger4 = Helper(25000),Var(49)=4
Trigger4 = P2BodyDist X=[-44,40]
Trigger4 = EnemyNear(Var(57)),HitDefAttr = SCA,NA,SA,HA

[State -3,å]
Type = ChangeState
Value = 100
TriggerAll = Var(59)!=0
TriggerAll = Random<=Var(59)*100
TriggerAll = RoundState=2
TriggerAll = StateType!=A
TriggerAll = NumHelper(25000)!=0
TriggerAll = Ctrl
Trigger1 = Helper(25000),Var(49)=3
Trigger1 = EnemyNear(Var(57)),time=[74,84]
Trigger1 = BackEdgeBodyDist<=50
Trigger1 = PrevStateNo!=105

[State -3,Х]
Type = ChangeState
Value = 105
TriggerAll = Var(59)!=0
TriggerAll = Random<=Var(59)*100
TriggerAll = RoundState=2
TriggerAll = StateType!=A
TriggerAll = NumHelper(25000)!=0
TriggerAll = Ctrl || (StateNo=100 && time>=12) || StateNo=101
Trigger1 = Helper(25000),Var(49)=3
Trigger1 = EnemyNear(Var(57)),time=[74,84]

;-------------------------------------------------------------------------------
;[Ф椨]

[State -3,Х]
Type = ChangeState
Value = 105
TriggerAll = Var(59)!=0
TriggerAll = Random<=Var(59)*20
TriggerAll = RoundState=2
TriggerAll = P2BodyDist X=[-5,90]
TriggerAll = EnemyNear(Var(57)),HitDefAttr=SCA,NT,ST,HT || (EnemyNear(Var(57)),StateNo=[200,649]) || EnemyNear(Var(57)),HitDefAttr=SCA,NA,SA,HA
TriggerAll = EnemyNear(Var(57)),Vel X<3
TriggerAll = EnemyNear(Var(57)),MoveType=A
TriggerAll = Random<=Var(59)*60||Var(59)>9
TriggerAll = (EnemyNear(Var(57)),StateNo=[200,699]) || EnemyNear(Var(57)),HitDefAttr=SCA,NT,ST,HT
TriggerAll = EnemyNear(Var(57)),Time>=30||(!Time&&Var(59)>9)||Var(59)>=10
TriggerAll = BackEdgeBodyDist>30
triggerall = EnemyNear(Var(57)),HitDefAttr=SCA,NT,ST,HT || enemynear,animtime <= -20
;TriggerAll = Helper(11000),Var(3)=[0,2]
Trigger1 = Ctrl || (StateNo=100 && time>=12) || StateNo=101
Trigger1 = StateType!=A
Trigger1 = EnemyNear(Var(57)),Time>=26-(Var(59)*2)||Var(59)>=10
Trigger2 = Ctrl
Trigger2 = StateType!=A
Trigger2 = (PrevStateNo=[120,159])
Trigger3 = StateType=L
Trigger3 = StateNo=5120 
Trigger3 = Animtime>=-1

[State -3,_]
Type = ChangeState
Value = 910
TriggerAll = Var(59)!=0
TriggerAll = Random<=Var(59)*60 || (((Var(5)=[1,10]) || (Var(5)=[-2,-1]) || (Var(5)=[21,51])) && Power>=400)
TriggerAll = RoundState=2
triggerall = statetype != A
TriggerAll = !IsHelper
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType!=L
TriggerAll = EnemyNear(Var(57)),MoveType!=H
TriggerAll = ((P2BodyDist X=[-17,17]) && (P2BodyDist Y>=-50)) || P2BodyDist X>=200
TriggerAll = !(life>=600) || (((Var(5)=[1,10]) || (Var(5)=[-2,-1]) || (Var(5)=[21,51])) && Power>=400)
;TriggerAll = Helper(11000),Var(3)=[0,2]
TriggerAll = NumHelper(25000)!=0
TriggerAll = Helper(25000),Var(48)!=2
;TriggerAll = Helper(25000),Var(49)=0
TriggerAll = (Power>=1000 && Var(5)=0) || (Var(5)=[1,11]) || (Var(5)=[-2,-1]) 
Trigger1 = Ctrl || StateNo=100 || StateNo=101 || (!MoveContAct && (StateNo=200 || StateNo=400) && time>=7)
Trigger1 = StateType!=A
Trigger1 = EnemyNear(Var(57)),Time>=26-(Var(59)*2)||Var(59)>=10
Trigger2 = Ctrl
Trigger2 = StateType!=A
Trigger2 = (PrevStateNo=[120,159])
Trigger3 = StateType=L
Trigger3 = StateNo=5120 
Trigger3 = Animtime>=-1

[State -3,ADD(AD)]
Type = ChangeState
Value = IfElse((Var(5)=[61,91]), 2950, 2900)
TriggerAll = Var(59)!=0
TriggerAll = Random<=Var(59)*60 || enemynear,hitdefattr = ,at
TriggerAll = RoundState=2 && statetype != A
TriggerAll = EnemyNear(Var(57)),StateType!=L
TriggerAll = EnemyNear(Var(57)),StateType!=A
TriggerAll = EnemyNear(Var(57)),MoveType=A
TriggerAll = P2BodyDist X=[-44,90]
;TriggerAll = Helper(11000),Var(3)=[0,2]
TriggerAll = NumHelper(25000)!=0
TriggerAll = Helper(25000),Var(47)<=4 || enemynear,animtime < -20
TriggerAll = Helper(25000),Var(48)!=2
;TriggerAll = Helper(25000),Var(49)=0
TriggerAll = (Var(5)=[1,10]) || (Var(5)=[-2,-1]) || (Var(5)=[21,51]) || (Var(5)=[61,91])
trigger1   = ctrl || Stateno = 100 && time >= 12 || Stateno = 101
trigger2   = MoveContact
trigger2   = (Stateno = [200,430]) || (Stateno = [850,879])
trigger3   = Stateno = 225 && var(6) = 1
trigger4   = (Stateno = 1225) && (MoveContact);      Хϥ
trigger5   = (Stateno = 1265) && (Var(7) >= 2);           Хϥŵ
trigger6   = Stateno = 1100 || Stateno = 1110;           󥫩`
trigger6   = MoveContact
trigger7   = (Stateno = 1265) && (var(6) = 2);          Хϥŵ
trigger8   = Stateno = 2100 && Animelemtime(9) < 0 && time != [0,30];EXϥީ`Υѥ(OK)
trigger9   = Stateno = 1000;Aީ`EX󥻥
trigger9   = MoveContact
trigger10  = Stateno = 2201 && MoveContact;EXϥ
trigger11  = Stateno = 1225 && var(7) >= 2 || Stateno = 1226 && Var(7) >= 2
trigger12  = Stateno = 1100 || Stateno = 1110
trigger12  = AnimElemtime(13) < 0
trigger13  = Stateno = 200 && time >= 7
trigger14  = Stateno = 400 && time >= 7

[State -1,cs]
type = ChangeState
TriggerAll = Var(59)!=0
TriggerAll = Random<=Var(59)*50 || (!ctrl && stateno != 5120 && random <= 100*var(59)) || enemynear,hitdefattr = ,at
TriggerAll = RoundState=2 && statetype != A
TriggerAll = EnemyNear(Var(57)),StateType!=L
TriggerAll = EnemyNear(Var(57)),MoveType=A
TriggerAll = Power>=1000 || Var(5)!=0
TriggerAll = NumHelper(25000)!=0
TriggerAll = enemynear(Var(57)),animtime < -14 || ((var(59) = [8,9]) && Helper(25000),Var(47)<=4) || var(59) <= 7
TriggerAll = Helper(25000),Var(48)!=2
triggerall = EnemyNear(Var(57)),statetype != A || random%2 = 0 || EnemyNear(Var(57)),vel y < 0
;TriggerAll = Helper(25000),Var(49)=0
trigger1   = ctrl || Stateno = 100 && time >= 12 || Stateno = 101
trigger2   = MoveContact
trigger2   = (Stateno = [200,430])
trigger3   = Stateno = 225 && var(6) = 1
trigger4   = (Stateno = 1225) && (MoveContact);      Хϥ
trigger5   = (Stateno = 1265) && (Var(7) >= 2);           Хϥŵ
trigger6   = Stateno = 1100 || Stateno = 1110;           󥫩`
trigger6   = MoveContact
trigger7   = (Stateno = 1265) && (var(6) = 2);          Хϥŵ
trigger8   = Stateno = 2100 && Animelemtime(9) < 0 && time != [0,30];EXϥީ`Υѥ(OK)
trigger9   = Stateno = 1000;Aީ`EX󥻥
trigger9   = MoveContact
trigger10  = Stateno = 2201 && MoveContact;EXϥ
trigger11  = Stateno = 1000
trigger12  = Stateno = 1225 && var(7) >= 2 || Stateno = 1226 && Var(7) >= 2
trigger13  = Stateno = 1100 || Stateno = 1110
trigger13  = AnimElemtime(13) < 0
trigger14  = Stateno = 200 && time >= 7
trigger15  = Stateno = 400 && time >= 7
trigger16 = stateno = 5120 && animtime >= -1
value = 2000

[State -3,EXީ`]
Type = ChangeState
Value = 2100
TriggerAll = Var(59)!=0
TriggerAll = Random<=Var(59)*40
TriggerAll = RoundState=2
TriggerAll = StateType=L
TriggerAll = EnemyNear(Var(57)),StateType!=L
TriggerAll = EnemyNear(Var(57)),MoveType=A
TriggerAll = P2BodyDist X=[-40,60]
TriggerAll = P2BodyDist Y=[-90,0]
TriggerAll = Power>=1000 || Var(5)!=0
;TriggerAll = Helper(11000),Var(3)=[0,2]
TriggerAll = NumHelper(25000)!=0
TriggerAll = Helper(25000),Var(47)<=4
TriggerAll = Helper(25000),Var(48)!=2
TriggerAll = Helper(25000),Var(49)=0
Trigger1 = StateNo=5120 
Trigger1 = Animtime>=-1

[State -3,Bީ`]
Type = ChangeState
Value = 1010
TriggerAll = Var(59)!=0
TriggerAll = Random<=Var(59)*30
TriggerAll = RoundState=2
TriggerAll = StateType=L
TriggerAll = EnemyNear(Var(57)),StateType=A
TriggerAll = EnemyNear(Var(57)),StateType!=L
TriggerAll = EnemyNear(Var(57)),MoveType!=H
TriggerAll = P2BodyDist X=[-40,60]
TriggerAll = P2BodyDist Y=[-90,0]
;TriggerAll = Helper(11000),Var(3)=[0,2]
TriggerAll = NumHelper(25000)!=0
TriggerAll = Helper(25000),Var(47)<=4
TriggerAll = Helper(25000),Var(48)!=2
TriggerAll = Helper(25000),Var(49)=0
Trigger1 = StateNo=5120 
Trigger1 = Animtime>=-1

[State -1,cs]
type = ChangeState
triggerall = Stateno != 202
triggerall = Statetype != A
triggerall = var(59) > 0
triggerall = random < 60*var(59)
triggerall = enemynear,movetype = A
triggerall = enemynear,stateno = helper(33000),var(2)
triggerall = enemynear,time < helper(33000),var(3) - 5
triggerall = p2bodydist x = [0,38+5*(vel x+enemynear,vel x)]
triggerall = enemynear,statetype != A
trigger1   = ctrl || Stateno = 100 && time >= 12 || Stateno = 101
trigger2   = Var(12)%1000 < 100
trigger2   = MoveContact
trigger2   = (Stateno = [200,430]) || (Stateno = [850,879])
trigger2   = Stateno != 220;C
trigger2   = Stateno != 235;ȤȤ
trigger3   = Stateno = 400
trigger3   = MoveContact = 0
trigger3   = time > 7
trigger4   = Stateno = 400
trigger4   = MoveContact
trigger5   = (Stateno = 1225 || Stateno = 1226) && (var(7) = 2);      Хϥ
trigger6   = (Stateno = 1265) && (Var(7) >= 2);           Хϥŵ
trigger7  = Stateno = 200 && time >= 7
trigger8  = Stateno = 400 && time >= 7
value = 400

[State -1,cs]
type = ChangeState
triggerall = Stateno != 202
triggerall = Statetype != A
triggerall = var(59) > 0
triggerall = random < 60*var(59)
triggerall = enemynear,movetype = A
triggerall = enemynear,stateno = helper(33000),var(2)
triggerall = enemynear,time < helper(33000),var(3) - 3
triggerall = p2bodydist x = [0,48+3*(vel x+enemynear,vel x)]
triggerall = p2bodydist y + 3 * enemynear,vel y + enemynear,const(movement.yaccel)*3*4/2 >= -75
trigger1   = ctrl || Stateno = 100 && time >= 12 || Stateno = 101
trigger2   = Var(12)%10 < 1
trigger2   = MoveContact
trigger2   = Stateno = [210,420]
trigger2   = Stateno != 220;C
trigger2   = Stateno != 235;ȤȤ
trigger3   = Stateno = 200 || Stateno = 400
trigger3   = time >= 7
trigger3   = MoveContact = 0
trigger4   = Stateno = 200 || Stateno = 400
trigger4   = MoveContact
trigger5   = (Stateno = 1225 || Stateno = 1226) && (var(7) = 2);      Хϥ
trigger6   = (Stateno = 1265) && (Var(7) >= 2);           Хϥŵ
trigger7  = Stateno = 200 && time >= 7 && Var(12)%10 < 1
trigger8  = Stateno = 400 && time >= 7 && Var(12)%10 < 1
value = 200

[State -1,cs]
type = ChangeState
triggerall = Statetype != A
triggerall = Stateno != 235;ȤȤ
triggerall = var(59) > 0
triggerall = random < 60*var(59)
triggerall = enemynear,movetype = A
triggerall = enemynear,stateno = helper(33000),var(2)
triggerall = enemynear,time <= helper(33000),var(3) - 3
triggerall = enemynear,statetype != A
triggerall = p2bodydist x = [0,24+3*(vel x + enemynear,vel x)]
trigger1   = ctrl || Stateno = [100,101]
trigger2  = Stateno = 200 && time >= 7
trigger3  = Stateno = 400 && time >= 7
value = 800

[State -1,cs]
type = ChangeState
triggerall = Statetype = A
triggerall = var(59) > 0
;triggerall = P2bodydist X < 25
triggerall = random < 60*var(59)
triggerall = enemynear,movetype = A
triggerall = enemynear,stateno = helper(33000),var(2)
triggerall = enemynear,time <= helper(33000),var(3) - 2
triggerall = enemynear,statetype = A
TriggerAll = P2BodyDist X-Vel X-EnemyNear(Var(57)),Vel X=[-4,50]
TriggerAll = P2BodyDist Y-Vel Y+EnemyNear(Var(57)),Vel Y=[-88,Abs(EnemyNear(Var(57)),Const(size.head.pos.y))]
trigger1   = ctrl 
trigger2   = MoveHit
trigger2   = Stateno = [600,630]
trigger3   = Stateno = 640 && var(6) = 1
trigger4   = stateno = 600 && time >= 7
value = 820

[State -1,cs]
type = ChangeState
triggerall = Statetype != A
triggerall = Stateno != 235;ȤȤ
triggerall = var(59) > 0
triggerall = random < 30*var(59)
triggerall = enemynear,movetype != A && enemynear,statetype != L && enemynear,movetype != H
triggerall = inguarddist
triggerall = enemynear,statetype != A
triggerall = p2bodydist x = [0,24+3*(vel x + enemynear,vel x)]
trigger1   = ctrl || Stateno = [100,101]
trigger2  = Stateno = 200 && time >= 7
trigger3  = Stateno = 400 && time >= 7
value = 800

[State -1,cs]
type = ChangeState
triggerall = Statetype = A
triggerall = var(59) > 0
;triggerall = P2bodydist X < 25
triggerall = random < 40*var(59)
triggerall = enemynear,movetype != A && enemynear,statetype != L
triggerall = inguarddist
triggerall = enemynear,statetype = A
TriggerAll = P2BodyDist X-Vel X-EnemyNear(Var(57)),Vel X=[-4,50]
TriggerAll = P2BodyDist Y-Vel Y+EnemyNear(Var(57)),Vel Y=[-88,Abs(EnemyNear(Var(57)),Const(size.head.pos.y))]
trigger1   = ctrl 
trigger2   = MoveHit
trigger2   = Stateno = [600,630]
trigger3   = Stateno = 640 && var(6) = 1
trigger4   = stateno = 600 && time >= 7
value = 820

[State -3,`]
Type = ChangeState
Value = 850
TriggerAll = Var(59)!=0
TriggerAll = Random<=Var(59)*60 || (!ctrl && random <= 100*var(59) && stateno != 5120)
TriggerAll = RoundState=2
TriggerAll = NumHelper(25000)!=0
TriggerAll = Helper(25000),Var(47)<=4
TriggerAll = EnemyNear(Var(57)),MoveType=A
TriggerAll = P2BodyDist X=[-40,55]
TriggerAll = P2BodyDist Y=[-80,4]
TriggerAll = PrevStateNo!=[850,880]
TriggerAll = StateNo!=[850,880]
TriggerAll = EnemyNear(Var(57)),HitDefAttr = SA,NA,SA,HA
TriggerAll = Enemy,NumProj=0
TriggerAll = (EnemyNear(Var(57)),StateType=A && EnemyNear(Var(57)),Vel Y>=-1) || (EnemyNear(Var(57)),StateType!=A && EnemyNear(Var(57)),StateType=S) 
;TriggerAll = Helper(11000),Var(3)=[0,2]
Trigger1 = Ctrl || (StateNo=100 && time >= 12) || StateNo=101 || (stateno = 225 && var(6) = 1) || ((StateNo=200 || StateNo=400) && time>=7)
Trigger1 = StateType!=A
Trigger2 = StateType=L
Trigger2 = StateNo=5120 
Trigger2 = Animtime>=-1
IgnoreHitPause=1

[State -3,㤬ߥ`]
Type = ChangeState
value = 860
TriggerAll = Var(59)!=0
TriggerAll = Random<=Var(59)*60 || (!ctrl && random <= 100*var(59) && stateno != 5120)
TriggerAll = RoundState=2
TriggerAll = NumHelper(25000)!=0
TriggerAll = Helper(25000),Var(47)<=4
TriggerAll = EnemyNear(Var(57)),MoveType=A
TriggerAll = EnemyNear(Var(57)),StateType!=A
TriggerAll = EnemyNear(Var(57)),StateType=C
TriggerAll = P2BodyDist X=[-10,60]
TriggerAll = PrevStateNo!=[850,880]
TriggerAll = StateNo!=[850,880]
TriggerAll = EnemyNear(Var(57)),HitDefAttr = C,NA,SA,HA
TriggerAll = Enemy,NumProj=0
;TriggerAll = Helper(11000),Var(3)=[0,2]
Trigger1 = Ctrl || (StateNo=100 && time >= 12) || StateNo=101 || (stateno = 225 && var(6) = 1) || ((StateNo=200 || StateNo=400) && time>=7)
Trigger1 = StateType!=A
Trigger2 = StateType=L
Trigger2 = StateNo=5120 
Trigger2 = Animtime>=-1
IgnoreHitPause=1

[State -3,Х`]
Type = ChangeState
value = 870
TriggerAll = Var(59)!=0
TriggerAll = NumHelper(25000)!=0
TriggerAll = Random<=Var(59)*60 || Helper(25000),Var(48)=2 || (!ctrl && random<=100*var(59) && stateno != 5120)
TriggerAll = RoundState=2
TriggerAll = StateType=A
TriggerAll = NumHelper(25000)!=0
TriggerAll = Helper(25000),Var(47)<=4
TriggerAll = EnemyNear(Var(57)),MoveType=A
TriggerAll = P2BodyDist X=[-2,40]
TriggerAll = PrevStateNo!=[850,880]
TriggerAll = StateNo!=[850,880]
TriggerAll = EnemyNear(Var(57)),HitDefAttr = SA,NA,SA,HA
TriggerAll = Ctrl || (Stateno = 600 && (time > 7 || movecontact)) || Stateno = 1074 && var(6) = 1 || Stateno = 2350 && var(6) = 1
Trigger1 = P2BodyDist Y=[-70,70]
Trigger1 = EnemyNear(Var(57)),StateType=A
Trigger2 = P2BodyDist Y=[0,90]
Trigger2 = EnemyNear(Var(57)),StateType!=A
Trigger2 = Vel Y>=-1
IgnoreHitPause=1

[State -3,ܤ]
Type = ChangeState
Value = 920
TriggerAll = Var(59)!=0
TriggerAll = Random<=Var(59)*100
TriggerAll = RoundState=2
TriggerAll = StateType!=A
TriggerAll = NumHelper(25000)!=0
TriggerAll = Ctrl || (StateNo=100 && time>=12) || StateNo=101 || (!MoveContAct && (StateNo=200 || StateNo=400) && time>=7)
trigger1 = enemynear(Var(57)),animtime < -30
trigger1 = enemynear(Var(57)),movetype = A
trigger1 = random%10 = 0
trigger1 = p2bodydist x = [-30,30]

[State -1,cs]
type = ChangeState
triggerall = Stateno != 202
triggerall = Statetype != A
triggerall = var(59) > 0
triggerall = p2bodydist x = [0,38+5*(vel x+enemynear,vel x)]
triggerall = enemynear,statetype != A
triggerall = ctrl || Stateno = 100 && time >= 12 || Stateno = 101
trigger1 = enemynear,movetype = A
trigger1 = helper(33000),var(1) > 1 && enemynear,animtime < -5
trigger1 = random < 50*var(59)
trigger1 = random%3 = 0 && enemynear,statetype != A || prevstateno = 920 || prevstateno = [120,159]
value = 400

[State -1,cs]
type = ChangeState
triggerall = Stateno != 202
triggerall = Statetype != A
triggerall = var(59) > 0
triggerall = p2bodydist x = [0,48+3*(vel x+enemynear,vel x)]
triggerall = p2bodydist y + 3 * enemynear,vel y + enemynear,const(movement.yaccel)*3*4/2 >= -75
triggerall = ctrl || Stateno = 100 && time >= 12 || Stateno = 101
trigger1 = enemynear,movetype = A
trigger1 = helper(33000),var(1) > 1 && enemynear,animtime <= -3
trigger1 = random < 50*var(59)
trigger1 = random%3 = 0 && enemynear,statetype != A || prevstateno = 920 || prevstateno = [120,159]
value = 200


[State -3,`ɥХ󥫩`]
Type = ChangeState
Value = 891
TriggerAll = Var(59)!=0
TriggerAll = Random<=Var(59)*60
TriggerAll = RoundState=2
TriggerAll = StateType!=A
TriggerAll = !IsHelper
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType!=L
TriggerAll = MoveType=H
TriggerAll = EnemyNear(Var(57)),StateType!=A
TriggerAll = EnemyNear(Var(57)),HitDefAttr = SCA,NA,SA,HA
;TriggerAll = Helper(11000),Var(3)=[0,2]
TriggerAll = Power>=500
TriggerAll = StateNo=[150,153]
Trigger1 = Var(58)=[40,79]
Trigger1 = P2BodyDist X=[-5,60] 
Trigger1 = EnemyNear(Var(57)),time<=4 || random%2 = 0
trigger1 = EnemyNear(Var(57)),animtime <= -28

[State -3,ХͶ]
Type = ChangeState
Value = 800
TriggerAll = Var(59)>=9
TriggerAll = NumHelper(25000)!=0
TriggerAll = Helper(25000),Var(58)=1
TriggerAll = Random<=Var(59)*100
TriggerAll = RoundState=2
TriggerAll = StateType!=A
TriggerAll = !IsHelper
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType!=L
TriggerAll = EnemyNear(Var(57)),StateType!=A
TriggerAll = P2BodyDist X=[-10,40]
;TriggerAll = Helper(11000),Var(3)=[0,2]
TriggerAll = StateNo=891 || StateNo=892
TriggerAll = Var(8)=-1
Trigger1 = !(Power>=1000 || Var(5)!=0)
Trigger2 = Var(58)=[40,44]
Trigger2 = Power>=1000 || Var(5)!=0

[State -3,ХAD]
Type = ChangeState
Value = 2900
TriggerAll = Var(59)>=9
TriggerAll = NumHelper(25000)!=0
TriggerAll = Helper(25000),Var(58)=1
TriggerAll = Random<=Var(59)*100
TriggerAll = RoundState=2
TriggerAll = StateType!=A
TriggerAll = !IsHelper
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType!=L
TriggerAll = EnemyNear(Var(57)),StateType!=A
TriggerAll = P2BodyDist X=[-10,70]
TriggerAll = (Var(5)=[1,10]) || (Var(5)=[-2,-1]) || (Var(5)=[21,51])
;TriggerAll = Helper(11000),Var(3)=[0,2]
Trigger1 = StateNo=891 || StateNo=892
Trigger1 = Var(8)=-1

[State -3,ХAAD]
Type = ChangeState
Value = 2950
TriggerAll = Var(59)>=9
TriggerAll = NumHelper(25000)!=0
TriggerAll = Helper(25000),Var(58)=1
TriggerAll = Random<=Var(59)*100
TriggerAll = RoundState=2
TriggerAll = StateType!=A
TriggerAll = !IsHelper
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType!=L
TriggerAll = EnemyNear(Var(57)),StateType!=A
TriggerAll = P2BodyDist X=[-10,70]
TriggerAll = Var(5)=[61,91]
;TriggerAll = Helper(11000),Var(3)=[0,2]
Trigger1 = StateNo=891 || StateNo=892
Trigger1 = Var(8)=-1

[State -3,ХEX\I]
Type = ChangeState
Value = 2300
TriggerAll = Var(59)>=9
TriggerAll = NumHelper(25000)!=0
TriggerAll = Helper(25000),Var(58)=1
TriggerAll = Random<=Var(59)*100
TriggerAll = RoundState=2
TriggerAll = StateType!=A
TriggerAll = !IsHelper
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType!=L
TriggerAll = EnemyNear(Var(57)),StateType!=A
TriggerAll = P2BodyDist X=[-10,70]
TriggerAll = Power>=1000 || Var(5)!=0
;TriggerAll = Helper(11000),Var(3)=[0,2]
Trigger1 = StateNo=891 || StateNo=892
Trigger1 = Var(8)=-1
Trigger1 = Var(58)=[45,56]

[State -3,Х֥]
Type = ChangeState
Value = 2000
TriggerAll = Var(59)>=9
TriggerAll = NumHelper(25000)!=0
TriggerAll = Helper(25000),Var(58)=1
TriggerAll = Random<=Var(59)*100
TriggerAll = RoundState=2
TriggerAll = StateType!=A
TriggerAll = !IsHelper
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType!=L
TriggerAll = Power>=1000 || Var(5)!=0
;TriggerAll = Helper(11000),Var(3)=[0,2]
Trigger1 = StateNo=891 || StateNo=892
Trigger1 = Var(8)=-1
Trigger1 = Var(58)=[57,68]

[State -3,]
Type = ChangeState
Value = 919
TriggerAll = Var(59)!=0
TriggerAll = Random<=Var(59)*4 || (life <= 200 && var(59) = 10 && (stateno != [120,159])) || var(20) <= 0
TriggerAll = RoundState=2
TriggerAll = StateType!=A
TriggerAll = StateType!=L
TriggerAll = StateNo!=919
TriggerAll = StateNo!=915
TriggerAll = MoveType=H
TriggerAll = (Var(5)=[1,11]) || Var(5)=[-2,-1]
Trigger1 = StateNo!=[150,153]
Trigger1 = P2BodyDist X=[-10,40]

;-------------------------------------------------------------------------------
;[`]

[State -3,`ʼ]
Type = ChangeState
Value = 120
TriggerAll = Var(59)!=0
TriggerAll = RoundState=2
TriggerAll = Ctrl || StateNo=100 || stateno = 52
TriggerAll = StateNo!=[120,159]
TriggerAll = StateNo!=[920,923]
Trigger1 =! EnemyNear(Var(57)),HitDefAttr= ,NT,ST,HT && !(EnemyNear(Var(57)),StateType=C && StateType=A)
Trigger1 = InguardDist
Trigger2 = InguardDist
Trigger2 = EnemyNear,NumHelper>0 && EnemyNear,NumProj>0
Trigger3 =! EnemyNear(Var(57)),HitDefAttr= ,NT,ST,HT
Trigger3 = P2BodyDist X=[-50,50]
Trigger3 = NumHelper(25000)>0
Trigger3 = Helper(25000),InguardDist
Trigger3 = Facing*EnemyNear(Var(57)),Facing!=-1 || P2Dist X<0
IgnoreHitPause=1

;-------------------------------------------------------------------------------
;[𤭹()]

[State -3,]
Type = ChangeState
Value = 39
TriggerAll = Var(59)!=0
TriggerAll = Random<=Var(59)*20
TriggerAll = RoundState=2
TriggerAll = StateType!=A
TriggerAll = EnemyNear(Var(57)),StateType=L
;TriggerAll = Helper(11000),Var(3)=[0,2]
TriggerAll = Ctrl || StateNo=100 && time>=12 || StateNo=101
TriggerAll = P2BodyDist X<=60
Trigger1 = EnemyNear(Var(57)),StateNo=5120
Trigger1 = EnemyNear(Var(57)),AnimTime=[-38,-36]

[State -3,2C]
Type = ChangeState
Value = 420
TriggerAll = Var(59)!=0
TriggerAll = Random<=Var(59)*100
TriggerAll = RoundState=2
TriggerAll = StateType!=A
TriggerAll = EnemyNear(Var(57)),StateType=L
;TriggerAll = Helper(11000),Var(3)=[0,2]
TriggerAll = P2BodyDist X<=60
TriggerAll = Var(58)=[79,99]
TriggerAll = Ctrl || (StateNo=100 && time>=12) || StateNo=101
Trigger1 = EnemyNear(Var(57)),StateNo=5120
Trigger1 = EnemyNear(Var(57)),AnimTime=[-9,-7]

[State -3,2C׷]
Type = ChangeState
Value = 425
TriggerAll = Var(59)!=0
TriggerAll = Random<=Var(59)*100
TriggerAll = RoundState=2
TriggerAll = StateType!=A
;TriggerAll = Helper(11000),Var(3)=[0,2]
TriggerAll = P2BodyDist X<=40
Trigger1 = StateNo=420
Trigger1 = time>=7
Trigger1 = Animelem=6,>0
Trigger1 = Animelem=8,<0
Trigger1 = !MoveContAct

[State -3,Х]
Type = ChangeState
Value = 105
TriggerAll = Var(59)!=0
TriggerAll = Random<=Var(59)*40
TriggerAll = RoundState=2
TriggerAll = StateType!=A
TriggerAll = EnemyNear(Var(57)),StateType=L
TriggerAll = P2BodyDist X<=90
;TriggerAll = Helper(11000),Var(3)=[0,2]
TriggerAll = NumHelper(25000)!=0
TriggerAll = Helper(25000),Var(46)=0
TriggerAll = Ctrl || (StateNo=100 && time>=12) || StateNo=101
Trigger1 = EnemyNear(Var(57)),StateNo=5120
;Trigger1 = EnemyNear(Var(57)),AnimTime=[-7,-5]

[State -3,2A]
Type = ChangeState
Value = 400
TriggerAll = Var(59)!=0
TriggerAll = Random<=Var(59)*40
TriggerAll = RoundState=2
TriggerAll = StateType!=A
TriggerAll = EnemyNear(Var(57)),StateType=L
TriggerAll = P2BodyDist X<=40
;TriggerAll = Helper(11000),Var(3)=[0,2]
TriggerAll = NumHelper(25000)!=0
TriggerAll = Helper(25000),Var(46)=1
TriggerAll = Ctrl || (StateNo=100 && time>=12) || StateNo=101
Trigger1 = EnemyNear(Var(57)),StateNo=5120
Trigger1 = EnemyNear(Var(57)),AnimTime=[-5,-2]

[State -3,2B]
Type = ChangeState
Value = 410
TriggerAll = Var(59)!=0
TriggerAll = Random<=Var(59)*40
TriggerAll = RoundState=2
TriggerAll = StateType!=A
TriggerAll = EnemyNear(Var(57)),StateType=L
TriggerAll = P2BodyDist X<=40
;TriggerAll = Helper(11000),Var(3)=[0,2]
TriggerAll = NumHelper(25000)!=0
TriggerAll = Helper(25000),Var(46)=2
TriggerAll = Ctrl || (StateNo=100 && time>=12) || StateNo=101
Trigger1 = EnemyNear(Var(57)),StateNo=5120
Trigger1 = EnemyNear(Var(57)),AnimTime=[-8,-2]

;-------------------------------------------------------------------------------
;[𤭹()]

[State -3,JC]
Type = ChangeState
Value = 620
TriggerAll = Var(59)!=0
TriggerAll = Random<=Var(59)*40
TriggerAll = RoundState=2
TriggerAll = StateType=A
TriggerAll = EnemyNear(Var(57)),StateType=L
;TriggerAll = Helper(11000),Var(3)=[0,2]
TriggerAll = NumHelper(25000)!=0
TriggerAll = P2Dist X>=0 ;᤯ʤΕr
TriggerAll = Vel Y>=-1 || StateNo=110 || StateNo=115
TriggerAll = EnemyNear(Var(57)),StateNo=5120
TriggerAll = Ctrl
Trigger1 = P2BodyDist X-(Vel X*7)-(EnemyNear(Var(57)),Vel X*7+(Helper(25000),fvar(4)*(7**2)/2.0))<=50
Trigger1 = P2BodyDist Y-(Vel Y*7+(0.67*(7**2)/2.0))=[4,30]
Trigger2 = P2BodyDist X-(Vel X*10)-(EnemyNear(Var(57)),Vel X*10+(Helper(25000),fvar(4)*(10**2)/2.0))<=50
Trigger2 = P2BodyDist Y-(Vel Y*10+(0.67*(10**2)/2.0))=[4,30]

[State -3,JB]
Type = ChangeState
Value = 610
TriggerAll = Var(59)!=0
TriggerAll = Random<=Var(59)*40
TriggerAll = RoundState=2
TriggerAll = StateType=A
TriggerAll = EnemyNear(Var(57)),StateType=L
;TriggerAll = Helper(11000),Var(3)=[0,2]
TriggerAll = NumHelper(25000)!=0
TriggerAll = Vel Y>=-1 || StateNo=110 || StateNo=115
TriggerAll = EnemyNear(Var(57)),StateNo=5120
TriggerAll = Ctrl
Trigger1 = P2BodyDist X-(Vel X*6)-(EnemyNear(Var(57)),Vel X*6+(Helper(25000),fvar(4)*(6**2)/2.0))=[-50,50]
Trigger1 = P2BodyDist Y-(Vel Y*6+(0.67*(6**2)/2.0))=[4,30]
Trigger2 = P2BodyDist X-(Vel X*12)-(EnemyNear(Var(57)),Vel X*12+(Helper(25000),fvar(4)*(12**2)/2.0))=[-50,50]
Trigger2 = P2BodyDist Y-(Vel Y*12+(0.67*(12**2)/2.0))=[4,30]

;-------------------------------------------------------------------------------
;[BЯ()]

[State -3,äȤƤ]
Type = ChangeState
TriggerAll = Var(59)!=0
TriggerAll = RoundState=2
TriggerAll = StateType!=A
TriggerAll = EnemyNear,StateType!=L
TriggerAll = EnemyNear,MoveType=H
triggerall = enemynear,stateno != [120,159]
Trigger1 = StateNo=2004
Trigger1 = Ctrl
Trigger2 = PrevStateNo=2004
value = 0
Ctrl = 0

[State -3,äȤƤ]
Type = Ctrlset
triggerall = var(59)!= 0 && roundstate = 2
triggerall = enemynear,statetype = L
trigger1 = stateno = 0
value = 1
ignorehitpause = 1


[State -3,]
Type = ChangeState
Value = 39
TriggerAll = Var(59)!=0
TriggerAll = Random<=Var(59)*100
TriggerAll = RoundState=2
TriggerAll = StateType!=A
TriggerAll = !IsHelper
TriggerAll = !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType!=L
TriggerAll = EnemyNear(Var(57)),StateType=A
TriggerAll = EnemyNear(Var(57)),Pos Y<0
TriggerAll = MoveType!=H
;TriggerAll = Helper(11000),Var(3)=[0,2]
Trigger1 = StateNo=230
Trigger1 = MoveHit
Trigger1 = AnimElem=5,>0
Trigger2 = StateNo=410
Trigger2 = MoveHit
Trigger2 = AnimElem=9,>0
Trigger3 = StateNo=220
;trigger3 = prevstateno = 420 || helper(25000),var(57) != 1
Trigger3 = MoveHit

[State -3,2A(x{)]
Type = ChangeState
Value = 400
TriggerAll = Var(59)!=0
TriggerAll = Random<=Var(59)*100
TriggerAll = RoundState=2
TriggerAll = StateType!=A
TriggerAll = !IsHelper
TriggerAll = !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType!=L
TriggerAll = EnemyNear(Var(57)),MoveType=H
TriggerAll = MoveType!=H
TriggerAll = StateNo=400
TriggerAll = MoveGuarded
TriggerAll = EnemyNear(Var(57)),StateType!=A
TriggerAll = NumHelper(25000)!=0
TriggerAll = EnemyNear(Var(57)),GetHitVar(yvel)=0
TriggerAll = EnemyNear(Var(57)),GetHitVar(HitShakeTime) + EnemyNear(Var(57)),GetHitVar(HitTime)>=5-1
Trigger1 = EnemyNear(Var(57)),GetHitVar(HitShakeTime)>5
Trigger1 = Abs(P2BodyDist X)=[-4,34]
Trigger2 = (Abs(EnemyNear(Var(57)),Vel X)=Abs(EnemyNear(Var(57)),GetHitVar(xvel))) || EnemyNear(Var(57)),Vel X=0
Trigger2 = EnemyNear(Var(57)),GetHitVar(HitShakeTime)<=5
Trigger2 = Abs(P2BodyDist X+(Abs(EnemyNear(Var(57)),GetHitVar(xvel))*(1-Helper(25000),fvar(9)**(5-EnemyNear(Var(57)),GetHitVar(HitShakeTime)))/(1-Helper(25000),fvar(9)))*Helper(25000),Var(44))=[-4,34]
Trigger3 = !((Abs(EnemyNear(Var(57)),Vel X)=Abs(EnemyNear(Var(57)),GetHitVar(xvel))) || EnemyNear(Var(57)),Vel X=0)
Trigger3 = EnemyNear(Var(57)),GetHitVar(HitShakeTime)<=5
Trigger3 = Abs(P2BodyDist X-((EnemyNear(Var(57)),Vel X)*(1-Helper(25000),fvar(9)**(5-EnemyNear(Var(57)),GetHitVar(HitShakeTime)))/(1-Helper(25000),fvar(9)))*Helper(25000),Var(44))=[-4,34]

[State -3,2A]
Type = ChangeState
Value = 400
TriggerAll = Var(59)!=0
TriggerAll = Random<=Var(59)*100
TriggerAll = RoundState=2
TriggerAll = StateType!=A
TriggerAll = !IsHelper
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType!=L
TriggerAll = MoveType!=H
;TriggerAll = Helper(11000),Var(3)=[0,2]
Trigger1 = StateNo=200
Trigger1 = MoveGuarded
Trigger1 = EnemyNear(Var(57)),StateType!=A
Trigger2 = StateNo=425
Trigger2 = MoveGuarded
Trigger2 = EnemyNear(Var(57)),StateType!=A
Trigger2 = Var(58)=[50,99]
;Trigger2 = EnemyNear(Var(57)),StateType=S
Trigger3 = StateNo=[850,860]
Trigger3 = EnemyNear(Var(57)),HitDefAttr=SCA,NA
Trigger3 = MoveContact
Trigger3 = EnemyNear(Var(57)),StateType!=A
;֥ĩ`
Trigger4 = Var(12)%1000<100
Trigger4 = StateNo=410
Trigger4 = PrevStateNo=201
Trigger4 = MoveHit
;Trigger4 = time>=14

[State -3,5A]
Type = ChangeState
Value = 200
TriggerAll = Var(59)!=0
TriggerAll = Random<=Var(59)*100
TriggerAll = RoundState=2
TriggerAll = StateType!=A
TriggerAll = !IsHelper
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType!=L
TriggerAll = MoveType!=H
;TriggerAll = Helper(11000),Var(3)=[0,2]
Trigger1 = Var(59)>=7
Trigger1 = !InGuardDist
Trigger1 = Var(12)%10<1
Trigger1 = StateNo=410
Trigger1 = MoveHit
Trigger1 = AnimElem=9,>0
Trigger2 = !InGuardDist
Trigger2 = Var(12)%10<1
Trigger2 = StateNo=410
Trigger2 = MoveGuarded
Trigger2 = Var(58)=[0,39]
Trigger3 = !InGuardDist
Trigger3 = Var(12)%10<1
Trigger3 = StateNo=420
Trigger3 = MoveGuarded
Trigger4 = StateNo=850
Trigger4 = EnemyNear(Var(57)),HitDefAttr=SCA,NA
Trigger4 = MoveHit
Trigger4 = EnemyNear(Var(57)),StateType=A
Trigger5 = Var(59)>=7
Trigger5 = StateNo=52
Trigger5 = time>=3
Trigger5 = PrevStateNo=[600,630]
Trigger5 = EnemyNear(Var(57)),MoveType=H
Trigger5 = EnemyNear(Var(57)),StateNo!=[120,159]
Trigger5 = P2BodyDist X<=40
;ʰ
Trigger6 = !InGuardDist
Trigger6 = Ctrl || (StateNo=100 && time>=12) || StateNo=101
Trigger6 = PrevStateNo!=2004
Trigger6 = StateNo!=2004
Trigger6 = EnemyNear(Var(57)),MoveType=H
Trigger6 = EnemyNear(Var(57)),StateNo!=[120,159]
Trigger6 = EnemyNear(Var(57)),Vel Y>=0
Trigger6 = P2Dist X>=0
Trigger6 = P2BodyDist X-IfElse(Vel X>0, IfElse((0.85*3)<Vel X,(Vel X*3-(0.85*(3**2)/2.0)),(Vel X**2)/(0.85*2)), 0)-(EnemyNear(Var(57)),Vel X*3+(Helper(25000),fvar(4)*(3**2)/2.0))<=40
Trigger6 = P2BodyDist Y+(EnemyNear(Var(57)),Vel Y*3+(Helper(25000),fvar(14)*(3**2)/2.0))>=-4
Trigger6 = Var(14)!=5
;֥ĩ`
Trigger7 = StateNo=400
Trigger7 = PrevStateNo=410
Trigger7 = MoveHit


[State -3,6A]
Type = ChangeState
Value = 201
TriggerAll = Var(59)!=0
TriggerAll = Random<=Var(59)*100
TriggerAll = RoundState=2
TriggerAll = StateType!=A
TriggerAll = !IsHelper
TriggerAll = !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType!=L
TriggerAll = MoveType!=H
;TriggerAll = Helper(11000),Var(3)=[0,2]
Trigger1 = StateNo=200
Trigger1 = MoveHit
Trigger1 = EnemyNear(Var(57)),StateType!=A

[State -3,2B]
Type = ChangeState
Value = 410
TriggerAll = Var(59)!=0
TriggerAll = Random<=Var(59)*100
TriggerAll = RoundState=2
TriggerAll = StateType!=A
TriggerAll = !IsHelper
TriggerAll = !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType!=L
TriggerAll = MoveType!=H
;TriggerAll = Helper(11000),Var(3)=[0,2]
Trigger1 = floor(Var(12)%10000)<1000
Trigger1 = StateNo=400
Trigger1 = MoveContAct
Trigger2 = StateNo=52
Trigger2 = time>=3
Trigger2 = PrevStateNo=[600,620]
Trigger2 = P2BodyDist X<=60
Trigger2 = EnemyNear(Var(57)),MoveType=H
Trigger2 = EnemyNear(Var(57)),StateType!=A
Trigger3 = StateNo=1265
Trigger3 = EnemyNear(Var(57)),MoveType=H
Trigger3 = EnemyNear(Var(57)),StateNo!=[120,159]
;Trigger3 = Var(7)>=2
;֥ĩ`
Trigger4 = floor(Var(12)%10000)<1000
Trigger4 = StateNo=201
Trigger4 = MoveHit

[State -3,5C]
Type = ChangeState
Value = 221
TriggerAll = Var(59)!=0
TriggerAll = Random<=Var(59)*100
TriggerAll = RoundState=2
TriggerAll = StateType!=A
TriggerAll = !IsHelper
TriggerAll = !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType!=L
TriggerAll = MoveType!=H
;TriggerAll = Helper(11000),Var(3)=[0,2]
Trigger1 = StateNo=420
Trigger1 = MoveContAct
Trigger2 = StateNo=230
Trigger2 = MoveHit
Trigger2 = AnimElem=5,>0
Trigger2 = floor(Var(12)%100000)>=10000 || EnemyNear(Var(57)),StateType=S
Trigger3 = StateNo=230
Trigger3 = MoveGuarded
Trigger3 = AnimElem=5,>0
Trigger3 = Var(58)=[0,49]
Trigger4 = StateNo=200
Trigger4 = EnemyNear(Var(57)),StateType=A
Trigger4 = MoveHit
Trigger4 = time>=7

[State -1,5C]
Type = VarSet
Trigger1 = Var(59)!=0
Trigger1 = StateNo=221
Trigger1 = Var(53)=0
var(6)=1

[State -3,AAD]
Type = ChangeState
Value = 2950
TriggerAll = Var(59)!=0
TriggerAll = Random<=Var(59)*100
TriggerAll = RoundState=2
TriggerAll = StateType!=A
TriggerAll = !IsHelper
TriggerAll = !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType!=L
TriggerAll = MoveType!=H
TriggerAll = Var(5)=[61,91]
;TriggerAll = Helper(11000),Var(3)=[0,2]
Trigger1 = Stateno = 225 && var(6) = 1
Trigger1 = EnemyNear(Var(57)),StateNo!=[120,159]
Trigger1 = EnemyNear(Var(57)),movetype=H

[State -3,AD]
Type = ChangeState
Value = 2900
TriggerAll = Var(59)!=0
TriggerAll = Random<=Var(59)*100
TriggerAll = RoundState=2
TriggerAll = StateType!=A
TriggerAll = !IsHelper
TriggerAll = !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType!=L
TriggerAll = MoveType!=H
TriggerAll = (Var(5)=[1,10]) || (Var(5)=[-2,-1]) || (Var(5)=[21,51])
;TriggerAll = Helper(11000),Var(3)=[0,2]
Trigger1 = StateNo=220
Trigger1 = MoveHit
Trigger1 = EnemyNear(Var(57)),StateType!=A
Trigger1 = !(EnemyNear(Var(57)),Life>=100) 
trigger1 = var(20) <= 0 || (Var(5)=[-2,-1])

[State -3,֥]
Type = ChangeState
Value = 2000
TriggerAll = Var(59)!=0
TriggerAll = Random<=Var(59)*100
TriggerAll = RoundState=2
TriggerAll = StateType!=A
TriggerAll = !IsHelper
TriggerAll = !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType!=L
TriggerAll = MoveType!=H
TriggerAll = Power>=1000
;TriggerAll = Helper(11000),Var(3)=[0,2]
Trigger1 = StateNo=1100 || StateNo=1110
Trigger1 = MoveHit
Trigger1 = time>=20
Trigger2 = StateNo=2100 && Animelemtime(9)<0 && time!=[0,30]
Trigger2 = MoveHit
Trigger3 = StateNo=220
Trigger3 = MoveHit
Trigger3 = EnemyNear(Var(57)),StateType!=A
trigger3 = power <= 1700 
Trigger3 = ((Var(5)=[1,10]) && var(20) <= 0) || (Var(5)=[-2,-1]) || ((Var(5)=[21,51]) && var(20) <= 0)
Trigger4 = StateNo=220
Trigger4 = MoveHit
Trigger4 = EnemyNear(Var(57)),StateType=A
Trigger4 = !(EnemyNear(Var(57)),Life>=40)
trigger4 = (Var(5)=[-2,-1]) || var(20) <= 0

[State -3,5C׷]
Type = ChangeState
Value = 225
TriggerAll = Var(59)!=0
TriggerAll = Random<=Var(59)*100
TriggerAll = RoundState=2
TriggerAll = StateType!=A
TriggerAll = !IsHelper
TriggerAll = !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType!=L
TriggerAll = MoveType!=H
Trigger1 = StateNo=220
Trigger1 = MoveContAct
Trigger1 = EnemyNear(Var(57)),StateType!=A ;|| (helper(25000),var(57) = 1 && frontedgedist <= 70)

[State -3,2C]
Type = ChangeState
Value = 420
TriggerAll = Var(59)!=0
TriggerAll = Random<=Var(59)*100
TriggerAll = RoundState=2
TriggerAll = StateType!=A
TriggerAll = !IsHelper
TriggerAll = !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType!=L
TriggerAll = MoveType!=H
;TriggerAll = Helper(11000),Var(3)=[0,2]
Trigger1 = floor(Var(12)%100000)<10000 ;|| (enemynear(var(57)),statetype = C && frontedgedist > 70)
Trigger1 = StateNo=230
Trigger1 = MoveContAct
Trigger1 = AnimElem=5,>0
Trigger1 = EnemyNear(Var(57)),StateType!=A
Trigger2 = StateNo=52
Trigger2 = time>=3
Trigger2 = PrevStateNo=[600,620]
Trigger2 = EnemyNear(Var(57)),MoveType=H
Trigger2 = EnemyNear(Var(57)),StateType!=A
Trigger2 = P2BodyDist X<=74
;LV6
Trigger3 = Var(59)<=6
Trigger3 = floor(Var(12)%100000)<10000
Trigger3 = StateNo=410
Trigger3 = MoveContAct
Trigger3 = AnimElem=9,>0

[State -3,4C]
Type = ChangeState
Value = 230
TriggerAll = Var(59)!=0
TriggerAll = Random<=Var(59)*100
TriggerAll = RoundState=2
TriggerAll = StateType!=A
TriggerAll = !IsHelper
TriggerAll = !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
;TriggerAll = EnemyNear(Var(57)),StateType!=L
TriggerAll = MoveType!=H
;TriggerAll = Helper(11000),Var(3)=[0,2]
Trigger1 = Var(12)%1000000<100000
Trigger1 = StateNo=200
Trigger1 = EnemyNear(Var(57)),StateType=A
Trigger1 = MoveContAct
Trigger2 = Var(12)%1000000<100000
Trigger2 = StateNo=201
Trigger2 = PrevStateNo!=850
Trigger2 = MoveContAct
;LV7
Trigger3 = Var(59)>=7
Trigger3 = Var(12)%1000000<100000
Trigger3 = StateNo=410
Trigger3 = MoveGuarded
Trigger3 = AnimElem=9,>0
;֥׷
Trigger4 = StateNo=0
;Trigger4 = PrevStateNo=2004
Trigger4 = EnemyNear(Var(57)),StateType=A
Trigger4 = !Ctrl
Trigger4 = P2BodyDist Y+(EnemyNear(Var(57)),Vel Y*(9-1)+(Helper(25000),fvar(14)*(9-1)*((9-1)+1)/2))=[-20,0]
Trigger5 = StateNo=52
Trigger5 = time>=3
Trigger5 = PrevStateNo=[600,620]
Trigger5 = P2BodyDist X<=100
Trigger5 = EnemyNear(Var(57)),MoveType=H
Trigger5 = EnemyNear(Var(57)),StateType=A

[State -3,A󥫩`]
Type = ChangeState
Value = 1100
TriggerAll = Var(59)!=0
TriggerAll = Random<=Var(59)*100
TriggerAll = RoundState=2
TriggerAll = StateType!=A
TriggerAll = !IsHelper
TriggerAll = !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType!=L
TriggerAll = MoveType!=H
;TriggerAll = Helper(11000),Var(3)=[0,2]
Trigger1 = StateNo=225
Trigger1 = Var(6)=1
Trigger1 = time>=22
Trigger1 = EnemyNear(Var(57)),MoveType=H
Trigger1 = EnemyNear(Var(57)),StateNo=[120,159]
Trigger1 = Var(58)=[50,99]

[State -3,B\I]
Type = ChangeState
Value = 1050
TriggerAll = Var(59)!=0
TriggerAll = Random<=Var(59)*100
TriggerAll = RoundState=2
TriggerAll = StateType!=A
TriggerAll = !IsHelper
TriggerAll = !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType!=L
TriggerAll = MoveType!=H
;TriggerAll = Helper(11000),Var(3)=[0,2]
Trigger1 = StateNo=225
Trigger1 = time>=22
Trigger1 = EnemyNear(Var(57)),MoveType=H
Trigger1 = EnemyNear(Var(57)),StateNo=[120,159]
Trigger1 = Var(58)=[0,49]

[State -3,\I(ڶ)]
Type = ChangeState
Value = 1051
TriggerAll = Var(59)!=0
TriggerAll = Random<=Var(59)*100
TriggerAll = RoundState=2
TriggerAll = StateType!=A
TriggerAll = !IsHelper
TriggerAll = !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType!=L
TriggerAll = EnemyNear(Var(57)),StateType!=A
TriggerAll = MoveType!=H
;TriggerAll = Helper(11000),Var(3)=[0,2]
TriggerAll = StateNo=1050
;TriggerAll = EnemyNear(Var(57)),MoveType=H
TriggerAll = Var(58)=[0,49]
Trigger1 = AnimElemtime(7)>=0
Trigger1 = Helper(1061),MoveHit
Trigger2 = AnimElemtime(7)>=14
Trigger2 = !(Helper(1061),MoveHit)
Trigger2 = P2BodyDist X>=100

[State -3,\I()]
Type = ChangeState
Value = 1052
TriggerAll = Var(59)!=0
TriggerAll = Random<=Var(59)*100
TriggerAll = RoundState=2
TriggerAll = StateType!=A
TriggerAll = !IsHelper
TriggerAll = !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType!=L
TriggerAll = EnemyNear(Var(57)),StateType!=A
TriggerAll = MoveType!=H
;TriggerAll = Helper(11000),Var(3)=[0,2]
TriggerAll = StateNo=1050
;TriggerAll = EnemyNear(Var(57)),MoveType=H
TriggerAll = Var(58)=[50,99]
Trigger1 = AnimElemtime(7)>=0
Trigger1 = Helper(1061),MoveHit
Trigger2 = AnimElemtime(7)>=14
Trigger2 = !(Helper(1061),MoveHit)
Trigger2 = P2BodyDist X>=100

[State -3,\I(߹)]
Type = ChangeState
Value = 1053
TriggerAll = Var(59)!=0
TriggerAll = Random<=Var(59)*100
TriggerAll = RoundState=2
TriggerAll = StateType!=A
TriggerAll = !IsHelper
TriggerAll = !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType!=L
;TriggerAll = EnemyNear(Var(57)),StateType!=A
TriggerAll = MoveType!=H
;TriggerAll = Helper(11000),Var(3)=[0,2]
;TriggerAll = EnemyNear(Var(57)),MoveType=H
Trigger1 = StateNo=1051
Trigger1 = AnimElem=12,>0
Trigger1 = Helper(1061),MoveHit
Trigger2 = StateNo=1051
Trigger2 = AnimElem=12,>=14
Trigger2 = !(Helper(1061),MoveHit)
Trigger2 = Var(58)=[60,99]
Trigger2 = P2BodyDist X>=100
Trigger3 = StateNo=1052
Trigger3 = AnimElem=11,>0
Trigger3 = Helper(1061),MoveHit
Trigger4 = StateNo=1052
Trigger4 = AnimElem=11,>=10
Trigger4 = !(Helper(1061),MoveHit)
Trigger4 = Var(58)=[60,99]
Trigger4 = P2BodyDist X>=100

[State -3,\I(Ĺ)]
Type = Null;ChangeState
Value = 1054
TriggerAll = Var(59)!=0
TriggerAll = Random<=Var(59)*100
TriggerAll = RoundState=2
TriggerAll = StateType!=A
TriggerAll = !IsHelper
TriggerAll = !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType!=L
TriggerAll = EnemyNear(Var(57)),StateType!=A
TriggerAll = MoveType!=H
;TriggerAll = Helper(11000),Var(3)=[0,2]
TriggerAll = EnemyNear(Var(57)),MoveType=H
TriggerAll = EnemyNear(Var(57)),StateNo=[120,159]
TriggerAll = Var(58)=[0,59]
TriggerAll = P2BodyDist X>=100
Trigger1 = StateNo=1051
Trigger1 = AnimElem=12,=2
Trigger2 = StateNo=1052
Trigger2 = AnimElem=11,=2

[State -3,\I(СK)]
Type = ChangeState
Value = 1055
TriggerAll = Var(59)!=0
TriggerAll = Random<=Var(59)*100
TriggerAll = RoundState=2
TriggerAll = StateType!=A
TriggerAll = !IsHelper
TriggerAll = !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType!=L
TriggerAll = EnemyNear(Var(57)),StateType!=A
TriggerAll = MoveType!=H
;TriggerAll = Helper(11000),Var(3)=[0,2]
TriggerAll = EnemyNear(Var(57)),MoveType=H
Trigger1 = StateNo=1054
Trigger1 = AnimElem=8,>0

[State -3,ߥå`]
Type = ChangeState
Value = 850
TriggerAll = Var(59)!=0
TriggerAll = Random<=Var(59)*100
TriggerAll = RoundState=2
TriggerAll = StateType!=A
TriggerAll = !IsHelper
TriggerAll = !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType!=L
TriggerAll = MoveType!=H
;TriggerAll = Helper(11000),Var(3)=[0,2]
Trigger1 = StateNo=225
Trigger1 = Var(6)=1
Trigger1 = EnemyNear(Var(57)),MoveType=H
Trigger1 = EnemyNear(Var(57)),StateNo!=[120,159]

[State -3,_]
Type = ChangeState
Value = 910
TriggerAll = Var(59)!=0
TriggerAll = Random<=Var(59)*50
triggerall = statetype != A
TriggerAll = RoundState=2
TriggerAll = !IsHelper
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = life <= 500 && p2life > 180
TriggerAll = (Power>=1000 && Var(5)=0) || (Var(5)=[1,11]) || ((Var(5)=[-2,-1]) && power >= 400)
Trigger1 = StateNo=850
Trigger1 = AnimTime>=-1
Trigger1 = EnemyNear(Var(57)),MoveType=H
Trigger1 = EnemyNear(Var(57)),StateNo!=[120,159]

[State -3,ߥåå]
Type = ChangeState
Value = 100
TriggerAll = Var(59)>=7
TriggerAll = Random<=Var(59)*100
TriggerAll = RoundState=2
TriggerAll = StateType!=A
TriggerAll = !IsHelper
TriggerAll = !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType!=L
TriggerAll = MoveType!=H
;TriggerAll = Helper(11000),Var(3)=[0,2]
Trigger1 = StateNo=850
Trigger1 = AnimTime>=-1
Trigger1 = EnemyNear(Var(57)),MoveType=H
Trigger1 = EnemyNear(Var(57)),StateNo!=[120,159]

[State -3,2C׷᥸]
Type = ChangeState
Value = 426
TriggerAll = Var(59)!=0
TriggerAll = Random<=Var(59)*100
TriggerAll = RoundState=2
TriggerAll = StateType!=A
TriggerAll = !IsHelper
TriggerAll = !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType!=L
TriggerAll = MoveType!=H
;TriggerAll = Helper(11000),Var(3)=[0,2]
TriggerAll = EnemyNear(Var(57)),StateType=A
Trigger1 = StateNo=425
Trigger1 = MoveHit
Trigger1 = EnemyNear(Var(57)),GetHitVar(hitshaketime)<13

[State -3,Bީ`]
Type = ChangeState
Value = 1010
TriggerAll = Var(59)!=0
TriggerAll = Random<=Var(59)*100
TriggerAll = RoundState=2
TriggerAll = StateType!=A
TriggerAll = !IsHelper
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType!=L
TriggerAll = MoveType!=H
;TriggerAll = Helper(11000),Var(3)=[0,2]
Trigger1 = StateNo=860 || StateNo=850 || StateNo=861 || StateNo=851
Trigger1 = MoveHit

;-------------------------------------------------------------------------------
;[BЯ()]

[State -3,JA]
Type = ChangeState
Value = 600
TriggerAll = Var(59)!=0
TriggerAll = Random<=Var(59)*100
TriggerAll = RoundState=2
TriggerAll = StateType=A
TriggerAll = !IsHelper
;TriggerAll = !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType!=L
TriggerAll = MoveType!=H
;TriggerAll = Helper(11000),Var(3)=[0,2]
Trigger1 = Stateno=600
Trigger1 = MoveGuarded
Trigger2 = floor(Var(12)%10)<1
Trigger2 = StateNo=610 || StateNo=620
Trigger2 = MoveGuarded
Trigger2 = EnemyNear(Var(57)),StateType=A
Trigger3 = floor(Var(12)%10)<1
Trigger3 = StateNo=620
Trigger3 = MoveHit
Trigger3 = EnemyNear(Var(57)),StateType=A
Trigger3 = Var(56)%10=0
Trigger3 = Abs(EnemyNear(Var(57)),Const(size.head.pos.y))<50 || P2BodyDist Y>0
trigger4 = stateno = 870 && movecontact
trigger4 = p2bodydist x = [-5,80]
trigger4 = p2bodydist y = [-80,10]

[State -3,2Υ]
Type = ChangeState
Value = 45
TriggerAll = Var(59)!=0
TriggerAll = Random<=Var(59)*100
TriggerAll = RoundState=2
TriggerAll = StateType=A
TriggerAll = !IsHelper
;TriggerAll = !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType!=L
TriggerAll = MoveType!=H
TriggerAll = Var(10)%10=1
Trigger1 = StateNo=620
Trigger1 = MoveHit
Trigger1 = EnemyNear(Var(57)),StateType=A
Trigger2 = Var(58)=[0,49]
Trigger2 = StateNo=610 || StateNo=620
Trigger2 = MoveGuarded
Trigger2 = EnemyNear(Var(57)),StateType!=A
Trigger3 = StateNo=600
Trigger3 = MoveGuarded
Trigger3 = Vel Y>=2
Trigger3 = EnemyNear(Var(57)),StateType=A
Trigger4 = StateNo=610
Trigger4 = MoveHit
Trigger4 = EnemyNear(Var(57)),StateType=A
Trigger4 = P2BodyDist Y<=-30
Trigger5 = StateNo=600
Trigger5 = PrevStateNo=[610,620]
Trigger5 = MoveHit
Trigger5 = EnemyNear(Var(57)),StateType=A

[State -3,Хå]
Type = ChangeState
Value = 110
TriggerAll = Var(59)!=0
TriggerAll = Random<=Var(59)*100
TriggerAll = RoundState=2
TriggerAll = StateType=A
TriggerAll = !IsHelper
TriggerAll = !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = MoveType!=H
TriggerAll = Var(10)=[10,19]
Trigger1 = Ctrl
Trigger1 = StateNo=821
Trigger1 = Pos Y >=-140
trigger1 = (power < 1000 && var(5) = 0) || random%2 = 0 || (life > p2life && life > 300)
Trigger2 = Var(58)=[50,99]
Trigger2 = StateNo=610 || StateNo=620
Trigger2 = MoveGuarded
Trigger2 = EnemyNear(Var(57)),StateType!=A
Trigger2 = P2Dist X>=0
Trigger2 = EnemyNear(Var(57)),BackEdgeBodyDist<=30 || P2BodyDist X>=(7.5*(3**2)/2.0)+(6*(4**2)/2.0) || Pos Y=[0,Abs(EnemyNear(Var(57)),Const(size.head.pos.y))+4] 
Trigger2 = P2BodyDist Y>=(0.67*(9**2)/2.0)+4.2
Trigger2 = Var(58)=[70,99]

[State -3,JB]
Type = ChangeState
Value = 610
TriggerAll = Var(59)!=0
TriggerAll = Random<=Var(59)*100
TriggerAll = RoundState=2
TriggerAll = StateType=A
TriggerAll = !IsHelper
;TriggerAll = !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType!=L
TriggerAll = MoveType!=H
;TriggerAll = Helper(11000),Var(3)=[0,2]
Trigger1 = Ctrl
Trigger1 = Var(54)!=0 
Trigger1 = EnemyNear(Var(57)),MoveType=H
Trigger1 = EnemyNear(Var(57)),StateNo!=[120,159]
Trigger1 = EnemyNear(Var(57)),StateType=A
Trigger2 = floor(Var(12)%100)<10
Trigger2 = StateNo=600
Trigger2 = MoveContAct
Trigger3 = floor(Var(12)%100)<10
Trigger3 = StateNo=620
Trigger3 = PrevStateNo!=425
Trigger3 = MoveGuarded
Trigger3 = EnemyNear(Var(57)),StateType!=A
Trigger3 = P2BodyDist Y>=Abs(EnemyNear(Var(57)),Const(size.head.pos.y))-24
trigger4 = stateno = 870 && movecontact
trigger4 = p2bodydist y = [10,40]

[State -3,JC]
Type = ChangeState
Value = 620
TriggerAll = Var(59)!=0
TriggerAll = Random<=Var(59)*100
TriggerAll = RoundState=2
TriggerAll = StateType=A
TriggerAll = !IsHelper
;TriggerAll = !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType!=L
TriggerAll = MoveType!=H
;TriggerAll = Helper(11000),Var(3)=[0,2]
Trigger1 = Var(12)%1000<100
Trigger1 = StateNo=610
Trigger1 = P2Dist X>=0
Trigger1 = MoveContAct
Trigger2 = Var(12)%1000<100
Trigger2 = StateNo=425
Trigger2 = MoveGuarded
Trigger2 = EnemyNear(Var(57)),StateType!=A
Trigger2 = Var(58)=[0,49]
;Trigger2 = EnemyNear(Var(57)),StateType=C
Trigger3 = Ctrl
Trigger3 = Var(53)!=0 
Trigger3 = EnemyNear(Var(57)),MoveType=H
Trigger3 = EnemyNear(Var(57)),StateNo!=[120,159]
trigger4 = stateno = 870 && movecontact
trigger4 = p2bodydist y >= 0

[State -3,Bϥ]
Type = ChangeState
Value = 1221
TriggerAll = Var(59)!=0
TriggerAll = Random<=Var(59)*100
TriggerAll = RoundState=2
TriggerAll = StateType=A
TriggerAll = !IsHelper
;TriggerAll = !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType!=L
TriggerAll = MoveType!=H
;TriggerAll = Helper(11000),Var(3)=[0,2]
Trigger1 = StateNo=620
Trigger1 = MoveContAct
Trigger1 = PrevStateNo=425 || Var(53)!=0
Trigger1 = EnemyNear(Var(57)),StateType!=A
Trigger2 = StateNo=870
Trigger2 = MoveHit=2
Trigger2 = EnemyNear(Var(57)),StateType!=A

[State -3,Bީ`]
Type = ChangeState
Value = 1020
TriggerAll = Var(59)!=0
TriggerAll = Random<=Var(59)*100
TriggerAll = RoundState=2
TriggerAll = StateType=A
TriggerAll = !IsHelper
;TriggerAll = !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType!=L
TriggerAll = MoveType!=H
;TriggerAll = Helper(11000),Var(3)=[0,2]
TriggerAll = Var(10)%10=2
Trigger1 = StateNo=620
Trigger1 = MoveHit
Trigger1 = !(EnemyNear(Var(57)),Life>=100) || (var(20)<=0 && var(5) > 0) || var(5) < 0
Trigger1 = (var(5) = 0 && Power>=1000) || (Var(5)!=0 && power <= 1000)
Trigger1 = EnemyNear(Var(57)),StateType=A

[State -3,Ͷ]
Type = ChangeState
Value = 820
TriggerAll = Var(59)!=0
TriggerAll = Random<=Var(59)*100
TriggerAll = RoundState=2
TriggerAll = StateType=A
TriggerAll = !IsHelper
;TriggerAll = !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType!=L
TriggerAll = MoveType!=H
;TriggerAll = Helper(11000),Var(3)=[0,2]
TriggerAll = Var(10)%10=2
Trigger1 = StateNo=600 || StateNo=620
Trigger1 = MoveHit
Trigger2 = StateNo=870
Trigger2 = Movehit
Trigger2 = EnemyNear(Var(57)),StateType=A

[State -3,\I?]
Type = ChangeState
Value = 2350
TriggerAll = Var(59)!=0
TriggerAll = Random<=Var(59)*100
TriggerAll = RoundState=2
TriggerAll = StateType=A
TriggerAll = !IsHelper
;TriggerAll = !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType!=L
TriggerAll = MoveType!=H
;TriggerAll = Helper(11000),Var(3)=[0,2]
Trigger1 = Power>=1000 || Var(5)!=0
Trigger1 = StateNo=1020
Trigger1 = MoveHIt
;Trigger1 = time>=7
Trigger1 = (Var(58)=[0,69]) || power <= 1000

[State -3,EXީ`]
Type = ChangeState
Value = 2150
TriggerAll = Var(59)!=0
TriggerAll = Random<=Var(59)*100
TriggerAll = RoundState=2
TriggerAll = StateType=A
TriggerAll = !IsHelper
;TriggerAll = !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType!=L
TriggerAll = MoveType!=H
;TriggerAll = Helper(11000),Var(3)=[0,2]
Trigger1 = Power>=1000 || Var(5)!=0
Trigger1 = StateNo=1020
Trigger1 = MoveHIt
;Trigger1 = time>=7
Trigger1 = Var(58)=[70,99]

;-------------------------------------------------------------------------------
;[ؤ()]

[State -3,Ͷ]
Type = ChangeState
Value = 800
TriggerAll = Var(59)!=0
TriggerAll = Random<=Var(59)*60
TriggerAll = RoundState=2
TriggerAll = StateType!=A
TriggerAll = !IsHelper
TriggerAll = !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType!=L
TriggerAll = EnemyNear(Var(57)),MoveType!=A
TriggerAll = EnemyNear(Var(57)),StateType!=A
TriggerAll = EnemyNear(Var(57)),StateNo!=5200 && EnemyNear(Var(57)),StateNo!=5210 
TriggerAll = EnemyNear(Var(57)),PrevStateNo!=5120
;TriggerAll = Helper(11000),Var(3)=[0,2]
TriggerAll = NumHelper(25000)!=0
TriggerAll = Helper(25000),Var(49)=0
Trigger1 = Ctrl || StateNo=[100,101]
Trigger1 = P2BodyDist X-Vel X-EnemyNear(Var(57)),Vel X=[-44,24]

[State -3,2A]
Type = ChangeState
Value = 400
TriggerAll = Var(59)!=0
TriggerAll = Random<=Var(59)*60
TriggerAll = RoundState=2
TriggerAll = StateType!=A
TriggerAll = !IsHelper
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType!=L
TriggerAll = EnemyNear(Var(57)),StateType!=A
;TriggerAll = Helper(11000),Var(3)=[0,2]
TriggerAll = NumHelper(25000)!=0
TriggerAll = Helper(25000),Var(48)!=2
TriggerAll = Helper(25000),Var(49)=0
TriggerAll = P2Dist X>=0
TriggerAll = PrevStateNo!=5120
TriggerAll = P2BodyDist X-Vel X-EnemyNear(Var(57)),Vel X=[-44,34]
TriggerAll = Ctrl || (StateNo=100 && time>=12) || StateNo=101 || StateNo=[120,132]
Trigger1 = EnemyNear(Var(57)),MoveType!=A
Trigger1 = !InGuardDist
Trigger2 = EnemyNear(Var(57)),MoveType=A 
Trigger2 = EnemyNear(Var(57)),time <= 1
trigger2 = EnemyNear(Var(57)),stateno = [200,649]
trigger2 = random <= 15*var(59)
trigger2 = (p2stateno != 200 && p2stateno != 400) || random%3 = 0
;϶
Trigger3 = PrevStateNo=[120,159]
Trigger3 =! EnemyNear(Var(57)),Ctrl
Trigger3 = EnemyNear(Var(57)),AnimTime<=-5
trigger3 = !inguarddist || random%2 = 0

[State -3,2B]
Type = ChangeState
Value = 410
TriggerAll = Var(59)!=0
TriggerAll = Random<=Var(59)*60
TriggerAll = RoundState=2
TriggerAll = StateType!=A
TriggerAll = !IsHelper
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType!=L
TriggerAll = EnemyNear(Var(57)),MoveType!=H
;TriggerAll = Helper(11000),Var(3)=[0,2]
TriggerAll = NumHelper(25000)!=0
TriggerAll = Helper(25000),Var(48)!=2
TriggerAll = Helper(25000),Var(49)=0
TriggerAll = PrevStateNo!=5120
TriggerAll = Ctrl || (StateNo=100 && time>=12) || StateNo=101
;ŵؤˤ碌
Trigger1 = EnemyNear(Var(57)),StateType=A
Trigger1 = !InGuardDist
Trigger1 = NumHelper(25000)!=0
Trigger1 = P2Dist X>=0 
Trigger1 = P2BodyDist X-(Vel X*(1-0.4**6)/(1-0.4)+(9.65*(2**2)/2.0))-(EnemyNear(Var(57)),Vel X*9+(Helper(25000),fvar(4)*(9**2)/2.0))<=30
Trigger1 = P2BodyDist Y+(EnemyNear(Var(57)),Vel Y*9+(Helper(25000),fvar(14)*(9**2)/2.0))>=-4
;϶
Trigger2 = EnemyNear(Var(57)),StateType!=A
Trigger2 = P2BodyDist X-(9.65*(2**2)/2.0)=[-4,30]
Trigger2 = PrevStateNo=[120,159]
Trigger2 =! EnemyNear(Var(57)),Ctrl
Trigger2 = EnemyNear(Var(57)),AnimTime<=-9
trigger2 = !inguarddist

[State -3,2C]
Type = ChangeState
Value = 420
TriggerAll = Var(59)!=0
TriggerAll = Random<=Var(59)*60
TriggerAll = RoundState=2
TriggerAll = StateType!=A
TriggerAll = !IsHelper
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType!=L
TriggerAll = EnemyNear(Var(57)),MoveType!=H
;TriggerAll = Helper(11000),Var(3)=[0,2]
TriggerAll = NumHelper(25000)!=0
TriggerAll = Helper(25000),Var(48)!=2
TriggerAll = Helper(25000),Var(49)=0
TriggerAll = P2BodyDist X=[-4,70]
TriggerAll = P2BodyDist Y=[-38,10]
TriggerAll = PrevStateNo!=5120
TriggerAll = Ctrl
;϶
Trigger1 = PrevStateNo=[120,159]
Trigger1 =! EnemyNear(Var(57)),Ctrl
Trigger1 = EnemyNear(Var(57)),AnimTime<=-8
trigger1 = !inguarddist

[State -3,5A()]
Type = ChangeState
Value = 200
TriggerAll = Var(59)!=0
TriggerAll = Random<=Var(59)*80
TriggerAll = RoundState=2
TriggerAll = StateType!=A
TriggerAll = !IsHelper
TriggerAll = !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType!=L
TriggerAll = EnemyNear(Var(57)),MoveType!=H
TriggerAll = EnemyNear(Var(57)),StateType=A
TriggerAll = EnemyNear(Var(57)),StateNo!=5200 && EnemyNear(Var(57)),StateNo!=5210 
TriggerAll = EnemyNear(Var(57)),PrevStateNo!=5120
TriggerAll = NumHelper(25000)!=0
TriggerAll = Helper(25000),Var(48)!=2
TriggerAll = Helper(25000),Var(49)=0
TriggerAll = Ctrl || (StateNo=100 && time>=12) || StateNo=101
Trigger1 = P2Dist X>=0 
Trigger1 = P2BodyDist X-IfElse(Vel X>0, IfElse((0.85*3)<Vel X,(Vel X*3-(0.85*(3**2)/2.0)),(Vel X**2)/(0.85*2)), 0)-(EnemyNear(Var(57)),Vel X*3+(Helper(25000),fvar(4)*(3**2)/2.0))<=40
Trigger1 = P2BodyDist Y+(EnemyNear(Var(57)),Vel Y*3+(Helper(25000),fvar(14)*(3**2)/2.0))=[-40,0]

[State -3,4C()]
Type = ChangeState
Value = 230
TriggerAll = Var(59)!=0
TriggerAll = Random<=Var(59)*60
TriggerAll = RoundState=2
TriggerAll = StateType!=A
TriggerAll = !IsHelper                               
TriggerAll = !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType!=L
TriggerAll = EnemyNear(Var(57)),MoveType!=H
TriggerAll = EnemyNear(Var(57)),StateType=A
;TriggerAll = Helper(11000),Var(3)=[0,2]
TriggerAll = EnemyNear(Var(57)),StateNo!=5200 && EnemyNear(Var(57)),StateNo!=5210 
TriggerAll = EnemyNear(Var(57)),PrevStateNo!=5120
TriggerAll = NumHelper(25000)!=0
TriggerAll = Helper(25000),Var(48)!=2
TriggerAll = Helper(25000),Var(49)=0
TriggerAll = Ctrl || (StateNo=100 && time>=12) || StateNo=101
Trigger1 = P2Dist X>=0 
Trigger1 = P2BodyDist X-IfElse(Vel X>0, IfElse((0.85*11)<Vel X,(Vel X*11-(0.85*(11**2)/2.0)),(Vel X**2)/(0.85*2)), 0)-(EnemyNear(Var(57)),Vel X*11+(Helper(25000),fvar(4)*(11**2)/2.0))=[0,60]
Trigger1 = P2BodyDist Y+(EnemyNear(Var(57)),Vel Y*11+(Helper(25000),fvar(14)*(11**2)/2.0))=[-80,0]

[State -3,A\I]
Type = ChangeState
Value = 1058
TriggerAll = Var(59)!=0
TriggerAll = Random<=Var(59)*20
TriggerAll = RoundState=2
TriggerAll = StateType!=A
TriggerAll = !IsHelper
TriggerAll = !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType!=L
TriggerAll = EnemyNear(Var(57)),MoveType!=H
TriggerAll = EnemyNear(Var(57)),StateType!=A
;TriggerAll = Helper(11000),Var(3)=[0,2]
TriggerAll = NumHelper(25000)!=0
TriggerAll = Helper(25000),Var(48)!=2
TriggerAll = Helper(25000),Var(49)=0
TriggerAll = Ctrl
Trigger1 = P2BodyDist X>=120

[State -3,B\I]
Type = ChangeState
Value = 1050
TriggerAll = Var(59)!=0
TriggerAll = Random<=Var(59)*40
TriggerAll = RoundState=2
TriggerAll = StateType!=A
TriggerAll = !IsHelper
TriggerAll = !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType!=L
TriggerAll = EnemyNear(Var(57)),MoveType!=H
TriggerAll = EnemyNear(Var(57)),StateType!=A
;TriggerAll = Helper(11000),Var(3)=[0,2]
TriggerAll = NumHelper(25000)!=0
TriggerAll = Helper(25000),Var(48)!=2
TriggerAll = Helper(25000),Var(49)=0
TriggerAll = Ctrl
Trigger1 = P2BodyDist X>=120

[State -3,_]
Type = ChangeState
Value = 910
TriggerAll = Var(59)!=0
TriggerAll = Random<=Var(59)*80
triggerall = statetype != A
TriggerAll = RoundState=2
TriggerAll = !IsHelper
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = life <= 500 || (var(5) = [-2,-1])
TriggerAll = (Power>=1000 && Var(5)=0) || (Var(5)=[1,11]) || ((Var(5)=[-2,-1]) && power >= 400)
trigger1 = ctrl
Trigger1 = EnemyNear(Var(57)),StateType=L && (EnemyNear(Var(57)),stateno != 5120 || EnemyNear(Var(57)),animtime < -49)
Trigger1 = p2bodydist x > 135
trigger2 = ctrl && life <= 300
trigger2 = p2bodydist x > 160 && !inguarddist

;-------------------------------------------------------------------------------
;[ؤ()]

[State -3,Ͷ]
Type = ChangeState
Value = 820
TriggerAll = Var(59)!=0
TriggerAll = Random<=Var(59)*50
TriggerAll = RoundState=2
TriggerAll = StateType=A
TriggerAll = !IsHelper
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType!=L
TriggerAll = EnemyNear(Var(57)),StateType=A
TriggerAll = EnemyNear(Var(57)),MoveType=I
;TriggerAll = Helper(11000),Var(3)=[0,2]
TriggerAll = NumHelper(25000)!=0
TriggerAll = Helper(25000),Var(48)!=2
TriggerAll = Helper(25000),Var(49)=0
TriggerAll = P2BodyDist X-Vel X-EnemyNear(Var(57)),Vel X=[-4,50]
TriggerAll = P2BodyDist Y-Vel Y+EnemyNear(Var(57)),Vel Y=[-88,Abs(EnemyNear(Var(57)),Const(size.head.pos.y))]
TriggerAll = Ctrl
Trigger1 = !InGuardDist
Trigger2 = StateNo=870
Trigger2 = MoveContact
Trigger3 = PrevStateNo=[120,159]
Trigger3 =! EnemyNear(Var(57)),Ctrl
Trigger3 = EnemyNear(Var(57)),Animtime<=-2

[State -3,JA]
Type = ChangeState
Value = 600
TriggerAll = Var(59)!=0
TriggerAll = Random<=Var(59)*90
TriggerAll = RoundState=2
TriggerAll = StateType=A
TriggerAll = !IsHelper
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType!=L
TriggerAll = EnemyNear(Var(57)),StateType=A
TriggerAll = EnemyNear(Var(57)),MoveType=I || NumEnemy>1
;TriggerAll = Helper(11000),Var(3)=[0,2]
TriggerAll = NumHelper(25000)!=0
TriggerAll = Helper(25000),Var(48)!=2
TriggerAll = Helper(25000),Var(49)=0
TriggerAll = P2Dist X>=0 ;᤯ʤΕr
TriggerAll = P2BodyDist X-(Vel X*5)-(EnemyNear(Var(57)),Vel X*5+(Helper(25000),fvar(4)*(5**2)/2.0))=[-44,20]
TriggerAll = P2BodyDist Y-(Vel Y*5+(0.67*(5**2)/2.0))+(EnemyNear(Var(57)),Vel Y*5+(Helper(25000),fvar(14)*(5**2)/2.0))=[-80,Abs(EnemyNear(Var(57)),Const(size.head.pos.y))-60]
TriggerAll = Ctrl
Trigger1 = !InGuardDist
;϶
Trigger2 = PrevStateNo=[120,159]
Trigger2 =! EnemyNear(Var(57)),Ctrl
Trigger2 = EnemyNear(Var(57)),Animtime<=-2
trigger2 = random%2 = 0 || !inguarddist

[State -3,JB]
Type = ChangeState
Value = 610
TriggerAll = Var(59)!=0
TriggerAll = Random<=Var(59)*70
TriggerAll = RoundState=2
TriggerAll = StateType=A
TriggerAll = !IsHelper
TriggerAll = EnemyNear(Var(57)),StateType=C || !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType!=L
TriggerAll = EnemyNear(Var(57)),MoveType=I || NumEnemy>1
;TriggerAll = Helper(11000),Var(3)=[0,2]
TriggerAll = NumHelper(25000)!=0
TriggerAll = Helper(25000),Var(48)!=2
TriggerAll = Helper(25000),Var(49)=0
TriggerAll = Ctrl
Trigger1 = Vel Y>=0 || StateNo=110 || StateNo=115
Trigger1 = EnemyNear(Var(57)),StateType!=A
Trigger1 = EnemyNear(Var(57)),StateType=S
Trigger1 = P2BodyDist X-(Vel X*6)-(EnemyNear(Var(57)),Vel X*6+(Helper(25000),fvar(4)*(6**2)/2.0))=[-50,50]
Trigger1 = P2BodyDist Y-(Vel Y*6+(0.67*(6**2)/2.0))=[0,Abs(EnemyNear(Var(57)),Const(size.head.pos.y))-20]
Trigger2 = Vel Y>=0 || StateNo=110 || StateNo=115
Trigger2 = EnemyNear(Var(57)),StateType!=A
Trigger2 = EnemyNear(Var(57)),StateType=S
Trigger2 = P2BodyDist X-(Vel X*12)-(EnemyNear(Var(57)),Vel X*12+(Helper(25000),fvar(4)*(12**2)/2.0))=[-50,50]
Trigger2 = P2BodyDist Y-(Vel Y*12+(0.67*(12**2)/2.0))=[0,Abs(EnemyNear(Var(57)),Const(size.head.pos.y))-20]
Trigger3 = Vel Y>=0 || StateNo=110 || StateNo=115
Trigger3 = EnemyNear(Var(57)),StateType!=A
Trigger3 = EnemyNear(Var(57)),StateType=C
Trigger3 = P2BodyDist X-(Vel X*6)-(EnemyNear(Var(57)),Vel X*6+(Helper(25000),fvar(4)*(6**2)/2.0))=[-50,50]
Trigger3 = P2BodyDist Y-(Vel Y*6+(0.67*(6**2)/2.0))=[0,Abs(EnemyNear(Var(57)),Const(size.head.pos.y))-20+IfElse(Abs(EnemyNear(Var(57)),Const(size.head.pos.y))<50,10,0)]
Trigger4 = Vel Y>=0 || StateNo=110 || StateNo=115
Trigger4 = EnemyNear(Var(57)),StateType!=A
Trigger4 = EnemyNear(Var(57)),StateType=C
Trigger4 = P2BodyDist X-(Vel X*12)-(EnemyNear(Var(57)),Vel X*12+(Helper(25000),fvar(4)*(12**2)/2.0))=[-50,50]
Trigger4 = P2BodyDist Y-(Vel Y*12+(0.67*(12**2)/2.0))=[0,Abs(EnemyNear(Var(57)),Const(size.head.pos.y))-20+IfElse(Abs(EnemyNear(Var(57)),Const(size.head.pos.y))<50,10,0)]
Trigger5 = EnemyNear(Var(57)),StateType=A
Trigger5 = P2BodyDist X-(Vel X*6)-(EnemyNear(Var(57)),Vel X*6+(Helper(25000),fvar(4)*(6**2)/2.0))=[-50,50]
Trigger5 = P2BodyDist Y-(Vel Y*6+(0.67*(6**2)/2.0))+(EnemyNear(Var(57)),Vel Y*6+(Helper(25000),fvar(14)*(6**2)/2.0))=[-50,Abs(EnemyNear(Var(57)),Const(size.head.pos.y))-10]
Trigger6 = EnemyNear(Var(57)),StateType=A
Trigger6 = P2BodyDist X-(Vel X*12)-(EnemyNear(Var(57)),Vel X*12+(Helper(25000),fvar(4)*(12**2)/2.0))=[-50,50]
Trigger6 = P2BodyDist Y-(Vel Y*12+(0.67*(12**2)/2.0))+(EnemyNear(Var(57)),Vel Y*12+(Helper(25000),fvar(14)*(12**2)/2.0))=[-50,Abs(EnemyNear(Var(57)),Const(size.head.pos.y))-10]

[State -3,JC]
Type = ChangeState
Value = 620
TriggerAll = Var(59)!=0
TriggerAll = Random<=Var(59)*80
TriggerAll = RoundState=2
TriggerAll = StateType=A
TriggerAll = !IsHelper
TriggerAll = EnemyNear(Var(57)),StateType=C || !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType!=L
TriggerAll = EnemyNear(Var(57)),MoveType=I || NumEnemy>1
;TriggerAll = Helper(11000),Var(3)=[0,2]
TriggerAll = NumHelper(25000)!=0
TriggerAll = Helper(25000),Var(48)!=2
TriggerAll = Helper(25000),Var(49)=0
TriggerAll = P2Dist X>=0 ;᤯ʤΕr
TriggerAll = Ctrl
Trigger1 = Vel Y>=0 || StateNo=110 || StateNo=115
Trigger1 = EnemyNear(Var(57)),StateType!=A
Trigger1 = EnemyNear(Var(57)),StateType=S
Trigger1 = P2BodyDist X-(Vel X*7)-(EnemyNear(Var(57)),Vel X*7+(Helper(25000),fvar(4)*(7**2)/2.0))<=24
Trigger1 = P2BodyDist Y-(Vel Y*7+(0.67*(7**2)/2.0))=[0,Abs(EnemyNear(Var(57)),Const(size.head.pos.y))-10]
Trigger2 = Vel Y>=0 || StateNo=110 || StateNo=115
Trigger2 = EnemyNear(Var(57)),StateType!=A
Trigger2 = EnemyNear(Var(57)),StateType=S
Trigger2 = P2BodyDist X-(Vel X*7)-(EnemyNear(Var(57)),Vel X*7+(Helper(25000),fvar(4)*(7**2)/2.0))=[10,40]
Trigger2 = P2BodyDist Y-(Vel Y*7+(0.67*(7**2)/2.0))=[0,Abs(EnemyNear(Var(57)),Const(size.head.pos.y))]
Trigger3 = Vel Y>=0 || StateNo=110 || StateNo=115
Trigger3 = EnemyNear(Var(57)),StateType!=A
Trigger3 = EnemyNear(Var(57)),StateType=S
Trigger3 = P2BodyDist X-(Vel X*10)-(EnemyNear(Var(57)),Vel X*10+(Helper(25000),fvar(4)*(10**2)/2.0))<=24
Trigger3 = P2BodyDist Y-(Vel Y*10+(0.67*(10**2)/2.0))=[0,Abs(EnemyNear(Var(57)),Const(size.head.pos.y))-10]
Trigger4 = Vel Y>=0 || StateNo=110 || StateNo=115
Trigger4 = EnemyNear(Var(57)),StateType!=A
Trigger4 = EnemyNear(Var(57)),StateType=S
Trigger4 = P2BodyDist X-(Vel X*10)-(EnemyNear(Var(57)),Vel X*10+(Helper(25000),fvar(4)*(10**2)/2.0))=[10,40]
Trigger4 = P2BodyDist Y-(Vel Y*10+(0.67*(10**2)/2.0))=[0,Abs(EnemyNear(Var(57)),Const(size.head.pos.y))]
Trigger5 = Vel Y>=0 || StateNo=110 || StateNo=115
Trigger5 = EnemyNear(Var(57)),StateType!=A
Trigger5 = EnemyNear(Var(57)),StateType=C
Trigger5 = P2BodyDist X-(Vel X*7)-(EnemyNear(Var(57)),Vel X*7+(Helper(25000),fvar(4)*(7**2)/2.0))<=24
Trigger5 = P2BodyDist Y-(Vel Y*7+(0.67*(7**2)/2.0))=[0,Abs(EnemyNear(Var(57)),Const(size.head.pos.y))-10+IfElse(Abs(EnemyNear(Var(57)),Const(size.head.pos.y))<50,10,0)]
Trigger6 = Vel Y>=0 || StateNo=110 || StateNo=115
Trigger6 = EnemyNear(Var(57)),StateType!=A
Trigger6 = EnemyNear(Var(57)),StateType=C
Trigger6 = P2BodyDist X-(Vel X*7)-(EnemyNear(Var(57)),Vel X*7+(Helper(25000),fvar(4)*(7**2)/2.0))=[10,40]
Trigger6 = P2BodyDist Y-(Vel Y*7+(0.67*(7**2)/2.0))=[0,Abs(EnemyNear(Var(57)),Const(size.head.pos.y))+IfElse(Abs(EnemyNear(Var(57)),Const(size.head.pos.y))<50,10,0)]
Trigger7 = Vel Y>=0 || StateNo=110 || StateNo=115
Trigger7 = EnemyNear(Var(57)),StateType!=A
Trigger7 = EnemyNear(Var(57)),StateType=C
Trigger7 = P2BodyDist X-(Vel X*10)-(EnemyNear(Var(57)),Vel X*10+(Helper(25000),fvar(4)*(10**2)/2.0))<=24
Trigger7 = P2BodyDist Y-(Vel Y*10+(0.67*(10**2)/2.0))=[0,Abs(EnemyNear(Var(57)),Const(size.head.pos.y))-10+IfElse(Abs(EnemyNear(Var(57)),Const(size.head.pos.y))<50,10,0)]
Trigger8 = Vel Y>=0 || StateNo=110 || StateNo=115
Trigger8 = EnemyNear(Var(57)),StateType!=A
Trigger8 = EnemyNear(Var(57)),StateType=C
Trigger8 = P2BodyDist X-(Vel X*10)-(EnemyNear(Var(57)),Vel X*10+(Helper(25000),fvar(4)*(10**2)/2.0))=[10,40]
Trigger8 = P2BodyDist Y-(Vel Y*10+(0.67*(10**2)/2.0))=[0,Abs(EnemyNear(Var(57)),Const(size.head.pos.y))+IfElse(Abs(EnemyNear(Var(57)),Const(size.head.pos.y))<50,10,0)]
Trigger9 = EnemyNear(Var(57)),StateType=A
Trigger9 = P2BodyDist X-(Vel X*7)-(EnemyNear(Var(57)),Vel X*7+(Helper(25000),fvar(4)*(7**2)/2.0))<=24
Trigger9 = P2BodyDist Y-(Vel Y*7+(0.67*(7**2)/2.0))+(EnemyNear(Var(57)),Vel Y*7+(Helper(25000),fvar(14)*(7**2)/2.0))=[-50,Abs(EnemyNear(Var(57)),Const(size.head.pos.y))-10]
Trigger10 = EnemyNear(Var(57)),StateType=A
Trigger10 = P2BodyDist X-(Vel X*7)-(EnemyNear(Var(57)),Vel X*7+(Helper(25000),fvar(4)*(7**2)/2.0))=[10,40]
Trigger10 = P2BodyDist Y-(Vel Y*7+(0.67*(7**2)/2.0))+(EnemyNear(Var(57)),Vel Y*7+(Helper(25000),fvar(14)*(7**2)/2.0))=[-30,Abs(EnemyNear(Var(57)),Const(size.head.pos.y))]
Trigger11 = EnemyNear(Var(57)),StateType=A
Trigger11 = P2BodyDist X-(Vel X*10)-(EnemyNear(Var(57)),Vel X*10+(Helper(25000),fvar(4)*(10**2)/2.0))<=24
Trigger11 = P2BodyDist Y-(Vel Y*10+(0.67*(10**2)/2.0))+(EnemyNear(Var(57)),Vel Y*10+(Helper(25000),fvar(14)*(10**2)/2.0))=[-50,Abs(EnemyNear(Var(57)),Const(size.head.pos.y))-10]
Trigger12 = EnemyNear(Var(57)),StateType=A
Trigger12 = P2BodyDist X-(Vel X*10)-(EnemyNear(Var(57)),Vel X*10+(Helper(25000),fvar(4)*(10**2)/2.0))=[10,40]
Trigger12 = P2BodyDist Y-(Vel Y*10+(0.67*(10**2)/2.0))+(EnemyNear(Var(57)),Vel Y*10+(Helper(25000),fvar(14)*(10**2)/2.0))=[-30,Abs(EnemyNear(Var(57)),Const(size.head.pos.y))]

[State -3,A\I]
Type = ChangeState
Value = 1074
TriggerAll = Var(59)!=0
TriggerAll = Random<=Var(59)*60
TriggerAll = RoundState=2
TriggerAll = StateType=A
TriggerAll = !IsHelper
TriggerAll = EnemyNear(Var(57)),StateType=C || !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType!=L
TriggerAll = EnemyNear(Var(57)),MoveType=I
TriggerAll = EnemyNear(Var(57)),StateNo!=[120,159]
;TriggerAll = Helper(11000),Var(3)=[0,2]
TriggerAll = Var(56)!=11
TriggerAll = Ctrl
Trigger1 = P2BodyDist X-Vel X*2-EnemyNear(Var(57)),Vel X*2=[70,100]
Trigger1 = P2BodyDist Y-Vel Y*2+EnemyNear(Var(57)),Vel Y*2=[90,150]

;-------------------------------------------------------------------------------
;[ؤ(Ƅ)]

[State -3,å]
Type = ChangeState
Value = 100
TriggerAll = Var(59)!=0
TriggerAll = Random<=Var(59)*100
TriggerAll = RoundState=2
TriggerAll = StateType!=A
TriggerAll = !IsHelper
TriggerAll = EnemyNear(Var(57)),Alive
;TriggerAll = Helper(11000),Var(3)=[0,2]
TriggerAll = NumHelper(25000)!=0
TriggerAll = Helper(25000),Var(48)!=2
TriggerAll = Helper(25000),Var(49)=0
TriggerAll = StateNo!=100
TriggerAll = StateNo!=101
TriggerAll = Ctrl
Trigger1 = !InGuardDist
Trigger1 = Var(58)=[0,39]
Trigger1 = P2BodyDist X>=50
Trigger2 = !InGuardDist
Trigger2 = StateNo=52
Trigger2 = time>=3
Trigger2 = PrevStateNo=[600,620]
Trigger2 = EnemyNear(Var(57)),MoveType=H
Trigger2 = EnemyNear(Var(57)),StateType!=A
;϶
Trigger3 = Random<=Var(59)*30
Trigger3 = PrevStateNo=[120,159]
Trigger3 =! EnemyNear(Var(57)),Ctrl
Trigger3 = EnemyNear(Var(57)),AnimTime<=-3
Trigger3 = P2BodyDist X>80

[State -3,]
Type = ChangeState
Value = 39
TriggerAll = Var(59)!=0
TriggerAll = Random<=Var(59)*60
TriggerAll = RoundState=2
TriggerAll = StateType!=A
TriggerAll = !IsHelper
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),MoveType=I || EnemyNear(Var(57)),StateNo=[120,159]
;TriggerAll = Helper(11000),Var(3)=[0,2]
TriggerAll = NumHelper(25000)!=0
TriggerAll = Helper(25000),Var(49)=0
TriggerAll = Ctrl || (StateNo=100 && time>=12) || StateNo=101
Trigger1 = !InGuardDist
Trigger1 = Helper(25000),Var(48)=2 || Var(58)=[40,59]
;Ӥ
Trigger2 = PrevStateNo=[120,159]
Trigger2 =! EnemyNear(Var(57)),Ctrl
Trigger2 = EnemyNear(Var(57)),AnimTime<=-3
Trigger2 = Random<=Var(59)*20
Trigger2 = P2BodyDist X<=60

[State -3,ϥ]
Type = ChangeState
Value = 900
TriggerAll = Var(59)!=0
TriggerAll = Random<=Var(59)*100
TriggerAll = RoundState=2
TriggerAll = StateType!=A
TriggerAll = !IsHelper
TriggerAll = !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType!=L
TriggerAll = EnemyNear(Var(57)),MoveType=I || EnemyNear(Var(57)),StateNo=[120,159]
;TriggerAll = Helper(11000),Var(3)=[0,2]
TriggerAll = NumHelper(25000)!=0
TriggerAll = Helper(25000),Var(49)=0
TriggerAll = Ctrl || (StateNo=100 && time>=12) || StateNo=101
Trigger1 = Helper(25000),Var(48)=2 || Var(58)=[60,69]
Trigger1 = P2BodyDist X>=100

[State -3,Υ]
Type = ChangeState
Value = 45
TriggerAll = Var(59)!=0
TriggerAll = Random<=Var(59)*100
TriggerAll = RoundState=2
TriggerAll = StateType=A
TriggerAll = !IsHelper
TriggerAll = !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType!=L
TriggerAll = EnemyNear(Var(57)),MoveType=I || EnemyNear(Var(57)),StateNo=[120,159]
;TriggerAll = Helper(11000),Var(3)=[0,2]
TriggerAll = Var(10)%10=1
TriggerAll = Pos Y>=-80
TriggerAll = Ctrl || (StateNo=1074 && Var(6)=1)
Trigger1 = Var(58)=[80,99]
Trigger2 = Random<=Var(59)*20
Trigger2 = P2BodyDist X<-20
Trigger2 = P2Dist X<0

[State -3,եå(ؤ)]
Type = ChangeState
Value = 110
TriggerAll = Var(59)!=0
TriggerAll = Random<=Var(59)*100
TriggerAll = RoundState=2
TriggerAll = StateType=A
TriggerAll = !IsHelper
TriggerAll = !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType!=L
TriggerAll = EnemyNear(Var(57)),MoveType=I || EnemyNear(Var(57)),StateNo=[120,159]
;TriggerAll = Helper(11000),Var(3)=[0,2]
TriggerAll = Var(10)=[10,19]
TriggerAll = StateNo!=110 && StateNo!=115
TriggerAll = Ctrl
Trigger1 = Var(58)=[0,29]
Trigger1 = Pos Y=[-50,-40]
Trigger1 = vel Y<0 
Trigger2 = Var(58)=[0,29]
Trigger2 = P2BodyDist X>=(7.5*2)+(6*5)+10
Trigger2 = Pos Y<-50

[State -3,եХåå]
Type = ChangeState
Value = 115
TriggerAll = Var(59)!=0
TriggerAll = Random<=Var(59)*100
TriggerAll = RoundState=2
TriggerAll = StateType=A
TriggerAll = !IsHelper
TriggerAll = !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),StateType!=L
TriggerAll = EnemyNear(Var(57)),MoveType=I || EnemyNear(Var(57)),StateNo=[120,159]
;TriggerAll = Helper(11000),Var(3)=[0,2]
TriggerAll = Var(10)=[10,19]
TriggerAll = StateNo!=110 && StateNo!=115
TriggerAll = Ctrl
Trigger1 = Var(58)=[30,34]
Trigger1 = Pos Y=[-50,-40]
Trigger1 = vel Y<0 
Trigger2 = Var(58)=[30,34]
Trigger2 = P2BodyDist X>=60
Trigger2 = Pos Y<-50
Trigger3 = Random<=Var(59)*20
Trigger3 = P2BodyDist X-(Vel X*6)-(EnemyNear(Var(57)),Vel X*6+(Helper(25000),fvar(4)*(6**2)/2.0))<-30
Trigger3 = P2Dist X<0

[State -3,i]
Type = ChangeState
Value = 19
TriggerAll = Var(59)!=0
TriggerAll = Random<=Var(59)*100
TriggerAll = RoundState=2
TriggerAll = StateType!=A
TriggerAll = !IsHelper
TriggerAll = !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
;TriggerAll = Helper(11000),Var(3)=[0,2]
TriggerAll = Ctrl
Trigger1 = EnemyNear(Var(57)),StateType=L
Trigger1 = EnemyNear(Var(57)),StateNo=[5110,5120]
Trigger1 = P2BodyDist X=[-10,60]
Trigger2 = Var(58)=[80,99]

;--------------------------------------------------------------------------------------------------------------
;[`ɤ]

[State -1,־A`ж]
Type = Varset
Trigger1 = Var(59)!=0
Trigger1 = StateNo=850 || StateNo=860
Trigger1 = PrevStateNo!=225
Trigger1 = time>1
Trigger1 = !MoveContAct
var(6)=1
