;---------------------------------------------------------------------------
; 傇偪傑偗億僥僩崟????

[Statedef 1605]
type    = S
movetype= A
physics = S
poweradd= 90
anim = 16005
ctrl = 0
sprpriority = 2

[State 1600, 柍揋]
type = nothitby
trigger1 = AnimElem = 1
value = SCA,NASAHANPSPHPNTSTHT
time = 7

[State 1600, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 3
value = 800, 0

[State 1600, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 3
value = 6, 6

[State 0, Clone Turn]
type = Turn
triggerall = p2dist x < -1
trigger1 = Time <= 13

[State 1600,]
type = Width
trigger1 = 1
trigger1 = Time = 13
edge = 10,-1
[State 1600,]
type = Width
trigger1 = 1
trigger1 = Time = 14
edge = 20,-2
[State 1600]
type = Width
trigger1 = 1
trigger1 = Time = 15
edge = 30,-3
[State 1600,]
type = Width
trigger1 = 1
trigger1 = Time = 16
edge = 40,-4
[State 1600,]
type = Width
trigger1 = 1
trigger1 = Time = 17
edge = 50,-5
[State 1600,]
type = Width
trigger1 = 1
trigger1 = Time >= 18
edge = 60,-5

[State 1600, 旘傃摴嬶傪弌偡]
type = Projectile
trigger1 = Time = 6
attr = S, SP
damage = 10
animtype = Light
pausetime = 0,7
offset = 135,-90
velocity = 0.1,0
accel = 0,0
projID = 1600
projanim = 4011
projhitanim = 4015
projremanim = 4015
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = ifelse(palno=12,5,1)
projmisstime = 3
projpriority = 1
projremovetime = 80
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -2,0
air.velocity = -2,2

[State 1600, 旘傃摴嬶傪弌偡]
type = Projectile
trigger1 = Time = 6
attr = S, SP ;Standing, Special Projectile乮棫偪昁嶦媄偺旘傃摴嬶乯
damage = 10
animtype = Light
pausetime = 0,7
offset = 105,-60
velocity = 0.1,0
accel = 0,0
projID = 1600
projanim = 4011
projhitanim = 4015
projremanim = 4015
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = ifelse(palno=12,5,1)
projmisstime = 3
projpriority = 1
projremovetime = 80
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -2,0
air.velocity = -2,2

[State 1600, 旘傃摴嬶傪弌偡]
type = Projectile
trigger1 = Time = 7
attr = S, SP ;Standing, Special Projectile乮棫偪昁嶦媄偺旘傃摴嬶乯
damage = 10
animtype = Light
pausetime = 0,7
offset = 103,-70
velocity = 0.1,-0
accel = 0,0
projID = 1600
projanim = 4012
projhitanim = 4015
projremanim = 4015
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = ifelse(palno=12,5,1)
projmisstime = 3
projpriority = 1
projremovetime = 80
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -2,0
air.velocity = -2,2

[State 1600, 旘傃摴嬶傪弌偡]
type = Projectile
trigger1 = Time = 7
attr = S, SP ;Standing, Special Projectile乮棫偪昁嶦媄偺旘傃摴嬶乯
damage = 10
animtype = Light
pausetime = 0,7
offset = 133,-100
velocity = 0.1,-0
accel = 0,0
projID = 1600
projanim = 4012
projhitanim = 4015
projremanim = 4015
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = ifelse(palno=12,5,1)
projmisstime = 3
projpriority = 1
projremovetime = 80
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -2,0
air.velocity = -2,2

[State 1600, 旘傃摴嬶傪弌偡]
type = Projectile
trigger1 = Time = 8
attr = S, SP ;Standing, Special Projectile乮棫偪昁嶦媄偺旘傃摴嬶乯
damage = 10
animtype = Light
pausetime = 0,7
offset = 100,-80
velocity = 0.1,-0
accel = 0,0
projID = 1600
projanim = 4013
projhitanim = 4015
projremanim = 4015
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = ifelse(palno=12,5,1)
projmisstime = 3
projpriority = 1
projremovetime = 80
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -2,0
air.velocity = -2,2

[State 1600, 旘傃摴嬶傪弌偡]
type = Projectile
trigger1 = Time = 8
attr = S, SP ;Standing, Special Projectile乮棫偪昁嶦媄偺旘傃摴嬶乯
damage = 10
animtype = Light
pausetime = 0,7
offset = 130,-110
velocity = 0.1,-0
accel = 0,0
projID = 1600
projanim = 4013
projhitanim = 4015
projremanim = 4015
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = ifelse(palno=12,5,1)
projmisstime = 3
projpriority = 1
projremovetime = 80
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -2,0
air.velocity = -2,2

[State 1600, 旘傃摴嬶傪弌偡]
type = Projectile
trigger1 = Time = 9
attr = S, SP ;Standing, Special Projectile乮棫偪昁嶦媄偺旘傃摴嬶乯
damage = 10
animtype = Light
pausetime = 0,7
offset = 135,-90
velocity = 0.1,0 
accel = 0,0
projID = 1600
projanim = 4011
projhitanim = 4015
projremanim = 4015
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = ifelse(palno=12,5,1)
projmisstime = 3
projpriority = 1
projremovetime = 80
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -2,0
air.velocity = -2,2

;
[State 1600, 旘傃摴嬶傪弌偡]
type = Projectile
trigger1 = Time = 8
attr = S, SP ;Standing, Special Projectile乮棫偪昁嶦媄偺旘傃摴嬶乯
damage = 15
animtype = Light
pausetime = 0,7
offset = 55,-60
velocity = 1
accel = 0,0
projID = 1600
projanim = 4011
projhitanim = 4015
projremanim = 4015
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = ifelse(palno=12,5,1)
projmisstime = 3
projpriority = 1
projremovetime = 80
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
ground.velocity = 2,0
air.velocity = -2,2

[State 1600, 旘傃摴嬶傪弌偡]
type = Projectile
trigger1 = Time = 9
attr = S, SP ;Standing, Special Projectile乮棫偪昁嶦媄偺旘傃摴嬶乯
damage = 20
animtype = Light
pausetime = 0,7
offset = 58,-80
velocity = 1.5
accel = 0,0
projID = 1600
projanim = 4012
projhitanim = 4015
projremanim = 4015
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = ifelse(palno=12,5,1)
projmisstime = 3
projpriority = 1
projremovetime = 80
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
ground.velocity = 2,0
air.velocity = -2,2

[State 1600, 旘傃摴嬶傪弌偡]
type = Projectile
trigger1 = Time = 9
attr = S, SP ;Standing, Special Projectile乮棫偪昁嶦媄偺旘傃摴嬶乯
damage = 25
animtype = Light
pausetime = 0,7
offset = 60,-100
velocity = 2
accel = 0,0
projID = 1600
projanim = 4012
projhitanim = 4015
projremanim = 4015
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = ifelse(palno=12,5,1)
projmisstime = 3
projpriority = 1
projremovetime = 80
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
ground.velocity = 2,0
air.velocity = -2,2
air.juggle = 1

[State 1600, 旘傃摴嬶傪弌偡]
type = Projectile
trigger1 = Time = 10
attr = S, SP ;Standing, Special Projectile乮棫偪昁嶦媄偺旘傃摴嬶乯
damage = 30
animtype = Light
pausetime = 0,7
offset = 63,120
velocity = 2.5
accel = 0,0
projID = 1600
projanim = 4013
projhitanim = 4015
projremanim = 4015
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = ifelse(palno=12,5,1)
projmisstime = 3
projpriority = 1
projremovetime = 80
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
ground.velocity = 2,0
air.velocity = -2,2

[State 1600, 旘傃摴嬶傪弌偡]
type = Projectile
trigger1 = Time = 10
attr = S, SP ;Standing, Special Projectile乮棫偪昁嶦媄偺旘傃摴嬶乯
damage = 10
animtype = Light
pausetime = 0,7
offset = 65,140
velocity = 3
accel = 0,0
projID = 1600
projanim = 4013
projhitanim = 4015
projremanim = 4015
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = ifelse(palno=12,5,1)
projmisstime = 3
projpriority = 1
projremovetime = 80
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
ground.velocity = 2,0
air.velocity = -2,2

;
[State 1600, 旘傃摴嬶傪弌偡]
type = Projectile
trigger1 = Time = 11
attr = S, SP
damage = 10
animtype = Light
pausetime = 0,7
offset = 58,-40             ;旘傃摴嬶偺弌尰埵抲
velocity = 0.5;,-0            ;旘傃摴嬶偺堏摦弶懍搙
accel = 0,0               ;旘傃摴嬶偺壛懍搙
projID = 1600               ;旘傃摴嬶偺俬俢僫儞僶乕
projanim = 4012             ;旘傃摴嬶偺傾僯儊
projhitanim = 4015          ;旘傃摴嬶偑僸僢僩偟偨帪偺傾僯儊
projremanim = 4015          ;旘傃摴嬶偑徚偊傞帪偺傾僯儊
projscale = 0.5,0.5         ;旘傃摴嬶偺戝偒偝
projshadow = 0,0,0          ;旘傃摴嬶偺塭乮尰嵼偼0,0,0側偺偱塭柍偟乯
projhits = 1                ;旘傃摴嬶偺僸僢僩悢
projmisstime = 1            ;旘傃摴嬶偑僸僢僩偟側偄娫妘乮俀僸僢僩埲忋偺傒嶌梡偡傞乯
projpriority = 1            ;旘傃摴嬶偺峌寕桪愭搙
projremovetime = 80         ;旘傃摴嬶偑徚偊傞傑偱偺帪娫乮-1側偺偱夋柺奜偵弌傞偐摉偨傞傑偱徚偊側偄乯
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -2,0
air.velocity = -2,0

[State 1600, 旘傃摴嬶傪弌偡]
type = Projectile
trigger1 = Time = 10
attr = S, SP ;Standing, Special Projectile乮棫偪昁嶦媄偺旘傃摴嬶乯
damage = 10
animtype = Light
pausetime = 0,7
offset = 60,-20             ;旘傃摴嬶偺弌尰埵抲
velocity = 0.3;,-0            ;旘傃摴嬶偺堏摦弶懍搙
accel = 0,0               ;旘傃摴嬶偺壛懍搙
projID = 1600               ;旘傃摴嬶偺俬俢僫儞僶乕
projanim = 4012             ;旘傃摴嬶偺傾僯儊
projhitanim = 4015          ;旘傃摴嬶偑僸僢僩偟偨帪偺傾僯儊
projremanim = 4015          ;旘傃摴嬶偑徚偊傞帪偺傾僯儊
projscale = 0.5,0.5         ;旘傃摴嬶偺戝偒偝
projshadow = 0,0,0          ;旘傃摴嬶偺塭乮尰嵼偼0,0,0側偺偱塭柍偟乯
projhits = 1                ;旘傃摴嬶偺僸僢僩悢
projmisstime = 1            ;旘傃摴嬶偑僸僢僩偟側偄娫妘乮俀僸僢僩埲忋偺傒嶌梡偡傞乯
projpriority = 1            ;旘傃摴嬶偺峌寕桪愭搙
projremovetime = 80         ;旘傃摴嬶偑徚偊傞傑偱偺帪娫乮-1側偺偱夋柺奜偵弌傞偐摉偨傞傑偱徚偊側偄乯
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -2,0
air.velocity = -2,0

[State 1600, 旘傃摴嬶傪弌偡]
type = Projectile
trigger1 = Time = 10
attr = S, SP ;Standing, Special Projectile乮棫偪昁嶦媄偺旘傃摴嬶乯
damage = 10
animtype = Light
pausetime = 0,7
offset = 63,0             ;旘傃摴嬶偺弌尰埵抲
velocity = 0.1;,-1            ;旘傃摴嬶偺堏摦弶懍搙
accel = 0,0               ;旘傃摴嬶偺壛懍搙
projID = 1600               ;旘傃摴嬶偺俬俢僫儞僶乕
projanim = 4013             ;旘傃摴嬶偺傾僯儊
projhitanim = 4015          ;旘傃摴嬶偑僸僢僩偟偨帪偺傾僯儊
projremanim = 4015          ;旘傃摴嬶偑徚偊傞帪偺傾僯儊
projscale = 0.5,0.5         ;旘傃摴嬶偺戝偒偝
projshadow = 0,0,0          ;旘傃摴嬶偺塭乮尰嵼偼0,0,0側偺偱塭柍偟乯
projhits = 1                ;旘傃摴嬶偺僸僢僩悢
projmisstime = 1            ;旘傃摴嬶偑僸僢僩偟側偄娫妘乮俀僸僢僩埲忋偺傒嶌梡偡傞乯
projpriority = 1            ;旘傃摴嬶偺峌寕桪愭搙
projremovetime = 80       ;旘傃摴嬶偑徚偊傞傑偱偺帪娫乮-1側偺偱夋柺奜偵弌傞偐摉偨傞傑偱徚偊側偄乯
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
ground.velocity = 0,0
air.velocity = -2,0

[State 1600, 旘傃摴嬶傪弌偡]
type = Projectile
trigger1 = Time = 11
trigger1 = NumProjID(1605) <= 3
attr = S, SP ;Standing, Special Projectile乮棫偪昁嶦媄偺旘傃摴嬶乯
damage = 1
animtype = Light
pausetime = 0,7
offset = 63,0             ;旘傃摴嬶偺弌尰埵抲
velocity = 0.1;,-1            ;旘傃摴嬶偺堏摦弶懍搙
accel = 0,0               ;旘傃摴嬶偺壛懍搙
projID = 1605               ;旘傃摴嬶偺俬俢僫儞僶乕
projanim = 4013             ;旘傃摴嬶偺傾僯儊
projhitanim = 4015          ;旘傃摴嬶偑僸僢僩偟偨帪偺傾僯儊
projremanim = 4015          ;旘傃摴嬶偑徚偊傞帪偺傾僯儊
projscale = 0.5,0.5         ;旘傃摴嬶偺戝偒偝
projshadow = 0,0,0          ;旘傃摴嬶偺塭乮尰嵼偼0,0,0側偺偱塭柍偟乯
projhits = 9999                ;旘傃摴嬶偺僸僢僩悢
projmisstime = 5            ;旘傃摴嬶偑僸僢僩偟側偄娫妘乮俀僸僢僩埲忋偺傒嶌梡偡傞乯
projpriority = 6            ;旘傃摴嬶偺峌寕桪愭搙
projremovetime = 1600       ;旘傃摴嬶偑徚偊傞傑偱偺帪娫乮-1側偺偱夋柺奜偵弌傞偐摉偨傞傑偱徚偊側偄乯
guardflag = L;MA
priority = 6
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -3,0
air.velocity = -2,-2
;
[State 1600, 旘傃摴嬶傪弌偡]
type = Projectile
trigger1 = Time = 5
attr = S, SP ;Standing, Special Projectile乮棫偪昁嶦媄偺旘傃摴嬶乯
damage = 10
animtype = Light
pausetime = 0,7
offset = 95,-88             ;旘傃摴嬶偺弌尰埵抲
velocity = 0.1,-0.1            ;旘傃摴嬶偺堏摦弶懍搙
accel = 0,0               ;旘傃摴嬶偺壛懍搙
projID = 1600               ;旘傃摴嬶偺俬俢僫儞僶乕
projanim = 4014             ;旘傃摴嬶偺傾僯儊
projhitanim = 4015          ;旘傃摴嬶偑僸僢僩偟偨帪偺傾僯儊
projremanim = 4015          ;旘傃摴嬶偑徚偊傞帪偺傾僯儊
projscale = 0.5,0.5         ;旘傃摴嬶偺戝偒偝
projshadow = 0,0,0          ;旘傃摴嬶偺塭乮尰嵼偼0,0,0側偺偱塭柍偟乯
projhits = 1                ;旘傃摴嬶偺僸僢僩悢
projmisstime = 1            ;旘傃摴嬶偑僸僢僩偟側偄娫妘乮俀僸僢僩埲忋偺傒嶌梡偡傞乯
projpriority = 1            ;旘傃摴嬶偺峌寕桪愭搙
projremovetime = 80         ;旘傃摴嬶偑徚偊傞傑偱偺帪娫乮-1側偺偱夋柺奜偵弌傞偐摉偨傞傑偱徚偊側偄乯
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -2,0
air.velocity = -2,0

[State 1600, 旘傃摴嬶傪弌偡]
type = Projectile
trigger1 = Time = 5
attr = S, SP ;Standing, Special Projectile乮棫偪昁嶦媄偺旘傃摴嬶乯
damage = 10
animtype = Light
pausetime = 0,7
offset = 125,-118             ;旘傃摴嬶偺弌尰埵抲
velocity = 0.1,-0.1            ;旘傃摴嬶偺堏摦弶懍搙
accel = 0,0               ;旘傃摴嬶偺壛懍搙
projID = 1600               ;旘傃摴嬶偺俬俢僫儞僶乕
projanim = 4014             ;旘傃摴嬶偺傾僯儊
projhitanim = 4015          ;旘傃摴嬶偑僸僢僩偟偨帪偺傾僯儊
projremanim = 4015          ;旘傃摴嬶偑徚偊傞帪偺傾僯儊
projscale = 0.5,0.5         ;旘傃摴嬶偺戝偒偝
projshadow = 0,0,0          ;旘傃摴嬶偺塭乮尰嵼偼0,0,0側偺偱塭柍偟乯
projhits = 1                ;旘傃摴嬶偺僸僢僩悢
projmisstime = 1            ;旘傃摴嬶偑僸僢僩偟側偄娫妘乮俀僸僢僩埲忋偺傒嶌梡偡傞乯
projpriority = 1            ;旘傃摴嬶偺峌寕桪愭搙
projremovetime = 80         ;旘傃摴嬶偑徚偊傞傑偱偺帪娫乮-1側偺偱夋柺奜偵弌傞偐摉偨傞傑偱徚偊側偄乯
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -2,0
air.velocity = -2,0

[State 1600, 旘傃摴嬶傪弌偡]
type = Projectile
trigger1 = Time = 6
attr = S, SP ;Standing, Special Projectile乮棫偪昁嶦媄偺旘傃摴嬶乯
damage = 10
animtype = Light
pausetime = 0,7
offset = 91,-100             ;旘傃摴嬶偺弌尰埵抲
velocity = 0.1,-0.1            ;旘傃摴嬶偺堏摦弶懍搙
accel = 0,0               ;旘傃摴嬶偺壛懍搙
projID = 1600               ;旘傃摴嬶偺俬俢僫儞僶乕
projanim = 4011             ;旘傃摴嬶偺傾僯儊
projhitanim = 4015          ;旘傃摴嬶偑僸僢僩偟偨帪偺傾僯儊
projremanim = 4015          ;旘傃摴嬶偑徚偊傞帪偺傾僯儊
projscale = 0.5,0.5         ;旘傃摴嬶偺戝偒偝
projshadow = 0,0,0          ;旘傃摴嬶偺塭乮尰嵼偼0,0,0側偺偱塭柍偟乯
projhits = 1                ;旘傃摴嬶偺僸僢僩悢
projmisstime = 1            ;旘傃摴嬶偑僸僢僩偟側偄娫妘乮俀僸僢僩埲忋偺傒嶌梡偡傞乯
projpriority = 1            ;旘傃摴嬶偺峌寕桪愭搙
projremovetime = 80         ;旘傃摴嬶偑徚偊傞傑偱偺帪娫乮-1側偺偱夋柺奜偵弌傞偐摉偨傞傑偱徚偊側偄乯
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -2,0
air.velocity = -2,0

[State 1600, 旘傃摴嬶傪弌偡]
type = Projectile
trigger1 = Time = 6
attr = S, SP ;Standing, Special Projectile乮棫偪昁嶦媄偺旘傃摴嬶乯
damage = 10
animtype = Light
pausetime = 0,7
offset = 121,-130             ;旘傃摴嬶偺弌尰埵抲
velocity = 0.1,-0.1            ;旘傃摴嬶偺堏摦弶懍搙
accel = 0,0               ;旘傃摴嬶偺壛懍搙
projID = 1600               ;旘傃摴嬶偺俬俢僫儞僶乕
projanim = 4011             ;旘傃摴嬶偺傾僯儊
projhitanim = 4015          ;旘傃摴嬶偑僸僢僩偟偨帪偺傾僯儊
projremanim = 4015          ;旘傃摴嬶偑徚偊傞帪偺傾僯儊
projscale = 0.5,0.5         ;旘傃摴嬶偺戝偒偝
projshadow = 0,0,0          ;旘傃摴嬶偺塭乮尰嵼偼0,0,0側偺偱塭柍偟乯
projhits = 1                ;旘傃摴嬶偺僸僢僩悢
projmisstime = 1            ;旘傃摴嬶偑僸僢僩偟側偄娫妘乮俀僸僢僩埲忋偺傒嶌梡偡傞乯
projpriority = 1            ;旘傃摴嬶偺峌寕桪愭搙
projremovetime = 80         ;旘傃摴嬶偑徚偊傞傑偱偺帪娫乮-1側偺偱夋柺奜偵弌傞偐摉偨傞傑偱徚偊側偄乯
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -2,0
air.velocity = -2,0

[State 1600, 旘傃摴嬶傪弌偡]
type = Projectile
trigger1 = Time = 7
attr = S, SP ;Standing, Special Projectile乮棫偪昁嶦媄偺旘傃摴嬶乯
damage = 10
animtype = Light
pausetime = 0,7
offset = 84,-110             ;旘傃摴嬶偺弌尰埵抲
velocity = 0.1,-0.2            ;旘傃摴嬶偺堏摦弶懍搙
accel = 0,0               ;旘傃摴嬶偺壛懍搙
projID = 1600               ;旘傃摴嬶偺俬俢僫儞僶乕
projanim = 4012             ;旘傃摴嬶偺傾僯儊
projhitanim = 4015          ;旘傃摴嬶偑僸僢僩偟偨帪偺傾僯儊
projremanim = 4015          ;旘傃摴嬶偑徚偊傞帪偺傾僯儊
projscale = 0.5,0.5         ;旘傃摴嬶偺戝偒偝
projshadow = 0,0,0          ;旘傃摴嬶偺塭乮尰嵼偼0,0,0側偺偱塭柍偟乯
projhits = 1                ;旘傃摴嬶偺僸僢僩悢
projmisstime = 1            ;旘傃摴嬶偑僸僢僩偟側偄娫妘乮俀僸僢僩埲忋偺傒嶌梡偡傞乯
projpriority = 1            ;旘傃摴嬶偺峌寕桪愭搙
projremovetime = 80         ;旘傃摴嬶偑徚偊傞傑偱偺帪娫乮-1側偺偱夋柺奜偵弌傞偐摉偨傞傑偱徚偊側偄乯
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -2,0
air.velocity = -2,0

[State 1600, 旘傃摴嬶傪弌偡]
type = Projectile
trigger1 = Time = 7
attr = S, SP ;Standing, Special Projectile乮棫偪昁嶦媄偺旘傃摴嬶乯
damage = 10
animtype = Light
pausetime = 0,7
offset = 114,-140             ;旘傃摴嬶偺弌尰埵抲
velocity = 0.1,-0.2            ;旘傃摴嬶偺堏摦弶懍搙
accel = 0,0               ;旘傃摴嬶偺壛懍搙
projID = 1600               ;旘傃摴嬶偺俬俢僫儞僶乕
projanim = 4012             ;旘傃摴嬶偺傾僯儊
projhitanim = 4015          ;旘傃摴嬶偑僸僢僩偟偨帪偺傾僯儊
projremanim = 4015          ;旘傃摴嬶偑徚偊傞帪偺傾僯儊
projscale = 0.5,0.5         ;旘傃摴嬶偺戝偒偝
projshadow = 0,0,0          ;旘傃摴嬶偺塭乮尰嵼偼0,0,0側偺偱塭柍偟乯
projhits = 1                ;旘傃摴嬶偺僸僢僩悢
projmisstime = 1            ;旘傃摴嬶偑僸僢僩偟側偄娫妘乮俀僸僢僩埲忋偺傒嶌梡偡傞乯
projpriority = 1            ;旘傃摴嬶偺峌寕桪愭搙
projremovetime = 80         ;旘傃摴嬶偑徚偊傞傑偱偺帪娫乮-1側偺偱夋柺奜偵弌傞偐摉偨傞傑偱徚偊側偄乯
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -2,0
air.velocity = -2,0


[State 1600, 旘傃摴嬶傪弌偡]
type = Projectile
trigger1 = Time = 8
attr = S, SP ;Standing, Special Projectile乮棫偪昁嶦媄偺旘傃摴嬶乯
damage = 10
animtype = Light
pausetime = 0,7
offset = 65,-120             ;旘傃摴嬶偺弌尰埵抲
velocity = 0.1,-0.2            ;旘傃摴嬶偺堏摦弶懍搙
accel = 0,0               ;旘傃摴嬶偺壛懍搙
projID = 1600               ;旘傃摴嬶偺俬俢僫儞僶乕
projanim = 4013             ;旘傃摴嬶偺傾僯儊
projhitanim = 4015          ;旘傃摴嬶偑僸僢僩偟偨帪偺傾僯儊
projremanim = 4015          ;旘傃摴嬶偑徚偊傞帪偺傾僯儊
projscale = 0.5,0.5         ;旘傃摴嬶偺戝偒偝
projshadow = 0,0,0          ;旘傃摴嬶偺塭乮尰嵼偼0,0,0側偺偱塭柍偟乯
projhits = 1                ;旘傃摴嬶偺僸僢僩悢
projmisstime = 1            ;旘傃摴嬶偑僸僢僩偟側偄娫妘乮俀僸僢僩埲忋偺傒嶌梡偡傞乯
projpriority = 1            ;旘傃摴嬶偺峌寕桪愭搙
projremovetime = 80         ;旘傃摴嬶偑徚偊傞傑偱偺帪娫乮-1側偺偱夋柺奜偵弌傞偐摉偨傞傑偱徚偊側偄乯
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -2,0
air.velocity = -2,0

[State 1600, 旘傃摴嬶傪弌偡]
type = Projectile
trigger1 = Time = 8
attr = S, SP ;Standing, Special Projectile乮棫偪昁嶦媄偺旘傃摴嬶乯
damage = 50
animtype = Light
pausetime = 0,7
offset = 95,-150             ;旘傃摴嬶偺弌尰埵抲
velocity = 0.1,-0.2            ;旘傃摴嬶偺堏摦弶懍搙
accel = 0,0               ;旘傃摴嬶偺壛懍搙
projID = 1600               ;旘傃摴嬶偺俬俢僫儞僶乕
projanim = 4013             ;旘傃摴嬶偺傾僯儊
projhitanim = 4015          ;旘傃摴嬶偑僸僢僩偟偨帪偺傾僯儊
projremanim = 4015          ;旘傃摴嬶偑徚偊傞帪偺傾僯儊
projscale = 0.5,0.5         ;旘傃摴嬶偺戝偒偝
projshadow = 0,0,0          ;旘傃摴嬶偺塭乮尰嵼偼0,0,0側偺偱塭柍偟乯
projhits = 1                ;旘傃摴嬶偺僸僢僩悢
projmisstime = 1            ;旘傃摴嬶偑僸僢僩偟側偄娫妘乮俀僸僢僩埲忋偺傒嶌梡偡傞乯
projpriority = 1            ;旘傃摴嬶偺峌寕桪愭搙
projremovetime = 80         ;旘傃摴嬶偑徚偊傞傑偱偺帪娫乮-1側偺偱夋柺奜偵弌傞偐摉偨傞傑偱徚偊側偄乯
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -2,0
air.velocity = -2,0

[State 1600, 旘傃摴嬶傪弌偡]
type = Projectile
trigger1 = Time = 9
attr = S, SP ;Standing, Special Projectile乮棫偪昁嶦媄偺旘傃摴嬶乯
damage = 10
animtype = Light
pausetime = 0,7
offset = 52,-122             ;旘傃摴嬶偺弌尰埵抲
velocity = 0,-0.2            ;旘傃摴嬶偺堏摦弶懍搙
accel = 0,0               ;旘傃摴嬶偺壛懍搙
projID = 1600               ;旘傃摴嬶偺俬俢僫儞僶乕
projanim = 4014             ;旘傃摴嬶偺傾僯儊
projhitanim = 4015          ;旘傃摴嬶偑僸僢僩偟偨帪偺傾僯儊
projremanim = 4015          ;旘傃摴嬶偑徚偊傞帪偺傾僯儊
projscale = 0.5,0.5         ;旘傃摴嬶偺戝偒偝
projshadow = 0,0,0          ;旘傃摴嬶偺塭乮尰嵼偼0,0,0側偺偱塭柍偟乯
projhits = 1                ;旘傃摴嬶偺僸僢僩悢
projmisstime = 1            ;旘傃摴嬶偑僸僢僩偟側偄娫妘乮俀僸僢僩埲忋偺傒嶌梡偡傞乯
projpriority = 1            ;旘傃摴嬶偺峌寕桪愭搙
projremovetime = 80         ;旘傃摴嬶偑徚偊傞傑偱偺帪娫乮-1側偺偱夋柺奜偵弌傞偐摉偨傞傑偱徚偊側偄乯
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -2,0
air.velocity = -2,0

[State 1600, 旘傃摴嬶傪弌偡]
type = Projectile
trigger1 = Time = 9
attr = S, SP ;Standing, Special Projectile乮棫偪昁嶦媄偺旘傃摴嬶乯
damage = 10
animtype = Light
pausetime = 0,7
offset = 82,-152             ;旘傃摴嬶偺弌尰埵抲
velocity = 0,-0.2            ;旘傃摴嬶偺堏摦弶懍搙
accel = 0,0               ;旘傃摴嬶偺壛懍搙
projID = 1600               ;旘傃摴嬶偺俬俢僫儞僶乕
projanim = 4014             ;旘傃摴嬶偺傾僯儊
projhitanim = 4015          ;旘傃摴嬶偑僸僢僩偟偨帪偺傾僯儊
projremanim = 4015          ;旘傃摴嬶偑徚偊傞帪偺傾僯儊
projscale = 0.5,0.5         ;旘傃摴嬶偺戝偒偝
projshadow = 0,0,0          ;旘傃摴嬶偺塭乮尰嵼偼0,0,0側偺偱塭柍偟乯
projhits = 1                ;旘傃摴嬶偺僸僢僩悢
projmisstime = 1            ;旘傃摴嬶偑僸僢僩偟側偄娫妘乮俀僸僢僩埲忋偺傒嶌梡偡傞乯
projpriority = 1            ;旘傃摴嬶偺峌寕桪愭搙
projremovetime = 80         ;旘傃摴嬶偑徚偊傞傑偱偺帪娫乮-1側偺偱夋柺奜偵弌傞偐摉偨傞傑偱徚偊側偄乯
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -2,0
air.velocity = -2,0

;
[State 1600, 旘傃摴嬶傪弌偡]
type = Projectile
trigger1 = Time = 10
attr = S, SP ;Standing, Special Projectile乮棫偪昁嶦媄偺旘傃摴嬶乯
damage = 20
animtype = Light
pausetime = 0,7
offset = 135,-90             ;旘傃摴嬶偺弌尰埵抲
velocity = 0.1,-0            ;旘傃摴嬶偺堏摦弶懍搙
accel = 0,0               ;旘傃摴嬶偺壛懍搙
projID = 1600               ;旘傃摴嬶偺俬俢僫儞僶乕
projanim = 4011             ;旘傃摴嬶偺傾僯儊
projhitanim = 4015          ;旘傃摴嬶偑僸僢僩偟偨帪偺傾僯儊
projremanim = 4015          ;旘傃摴嬶偑徚偊傞帪偺傾僯儊
projscale = 0.5,0.5         ;旘傃摴嬶偺戝偒偝
projshadow = 0,0,0          ;旘傃摴嬶偺塭乮尰嵼偼0,0,0側偺偱塭柍偟乯
projhits = 1                ;旘傃摴嬶偺僸僢僩悢
projmisstime = 1            ;旘傃摴嬶偑僸僢僩偟側偄娫妘乮俀僸僢僩埲忋偺傒嶌梡偡傞乯
projpriority = 1            ;旘傃摴嬶偺峌寕桪愭搙
projremovetime = 80         ;旘傃摴嬶偑徚偊傞傑偱偺帪娫乮-1側偺偱夋柺奜偵弌傞偐摉偨傞傑偱徚偊側偄乯
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -2,0
air.velocity = -2,0


[State 1600, 旘傃摴嬶傪弌偡]
type = Projectile
trigger1 = Time = 10
attr = S, SP ;Standing, Special Projectile乮棫偪昁嶦媄偺旘傃摴嬶乯
damage = 20
animtype = Light
pausetime = 0,7
offset = 105,-60             ;旘傃摴嬶偺弌尰埵抲
velocity = 0.1,-0            ;旘傃摴嬶偺堏摦弶懍搙
accel = 0,0               ;旘傃摴嬶偺壛懍搙
projID = 1600               ;旘傃摴嬶偺俬俢僫儞僶乕
projanim = 4011             ;旘傃摴嬶偺傾僯儊
projhitanim = 4015          ;旘傃摴嬶偑僸僢僩偟偨帪偺傾僯儊
projremanim = 4015          ;旘傃摴嬶偑徚偊傞帪偺傾僯儊
projscale = 0.5,0.5         ;旘傃摴嬶偺戝偒偝
projshadow = 0,0,0          ;旘傃摴嬶偺塭乮尰嵼偼0,0,0側偺偱塭柍偟乯
projhits = 1                ;旘傃摴嬶偺僸僢僩悢
projmisstime = 1            ;旘傃摴嬶偑僸僢僩偟側偄娫妘乮俀僸僢僩埲忋偺傒嶌梡偡傞乯
projpriority = 1            ;旘傃摴嬶偺峌寕桪愭搙
projremovetime = 80         ;旘傃摴嬶偑徚偊傞傑偱偺帪娫乮-1側偺偱夋柺奜偵弌傞偐摉偨傞傑偱徚偊側偄乯
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -2,0
air.velocity = -2,0

[State 1600, 旘傃摴嬶傪弌偡]
type = Projectile
trigger1 = Time = 11
attr = S, SP ;Standing, Special Projectile乮棫偪昁嶦媄偺旘傃摴嬶乯
damage = 20
animtype = Light
pausetime = 0,7
offset = 103,-70             ;旘傃摴嬶偺弌尰埵抲
velocity = 0.1,-0            ;旘傃摴嬶偺堏摦弶懍搙
accel = 0,0               ;旘傃摴嬶偺壛懍搙
projID = 1600               ;旘傃摴嬶偺俬俢僫儞僶乕
projanim = 4012             ;旘傃摴嬶偺傾僯儊
projhitanim = 4015          ;旘傃摴嬶偑僸僢僩偟偨帪偺傾僯儊
projremanim = 4015          ;旘傃摴嬶偑徚偊傞帪偺傾僯儊
projscale = 0.5,0.5         ;旘傃摴嬶偺戝偒偝
projshadow = 0,0,0          ;旘傃摴嬶偺塭乮尰嵼偼0,0,0側偺偱塭柍偟乯
projhits = 1                ;旘傃摴嬶偺僸僢僩悢
projmisstime = 1            ;旘傃摴嬶偑僸僢僩偟側偄娫妘乮俀僸僢僩埲忋偺傒嶌梡偡傞乯
projpriority = 1            ;旘傃摴嬶偺峌寕桪愭搙
projremovetime = 80         ;旘傃摴嬶偑徚偊傞傑偱偺帪娫乮-1側偺偱夋柺奜偵弌傞偐摉偨傞傑偱徚偊側偄乯
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -2,0
air.velocity = -2,0

[State 1600, 旘傃摴嬶傪弌偡]
type = Projectile
trigger1 = Time = 11
attr = S, SP ;Standing, Special Projectile乮棫偪昁嶦媄偺旘傃摴嬶乯
damage = 20
animtype = Light
pausetime = 0,7
offset = 133,-100             ;旘傃摴嬶偺弌尰埵抲
velocity = 0.1,-0            ;旘傃摴嬶偺堏摦弶懍搙
accel = 0,0               ;旘傃摴嬶偺壛懍搙
projID = 1600               ;旘傃摴嬶偺俬俢僫儞僶乕
projanim = 4012             ;旘傃摴嬶偺傾僯儊
projhitanim = 4015          ;旘傃摴嬶偑僸僢僩偟偨帪偺傾僯儊
projremanim = 4015          ;旘傃摴嬶偑徚偊傞帪偺傾僯儊
projscale = 0.5,0.5         ;旘傃摴嬶偺戝偒偝
projshadow = 0,0,0          ;旘傃摴嬶偺塭乮尰嵼偼0,0,0側偺偱塭柍偟乯
projhits = 1                ;旘傃摴嬶偺僸僢僩悢
projmisstime = 1            ;旘傃摴嬶偑僸僢僩偟側偄娫妘乮俀僸僢僩埲忋偺傒嶌梡偡傞乯
projpriority = 1            ;旘傃摴嬶偺峌寕桪愭搙
projremovetime = 80         ;旘傃摴嬶偑徚偊傞傑偱偺帪娫乮-1側偺偱夋柺奜偵弌傞偐摉偨傞傑偱徚偊側偄乯
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -2,0
air.velocity = -2,0

[State 1600, 旘傃摴嬶傪弌偡]
type = Projectile
trigger1 = Time = 12
attr = S, SP ;Standing, Special Projectile乮棫偪昁嶦媄偺旘傃摴嬶乯
damage = 20
animtype = Light
pausetime = 0,7
offset = 100,-80             ;旘傃摴嬶偺弌尰埵抲
velocity = 0.1,-0            ;旘傃摴嬶偺堏摦弶懍搙
accel = 0,0               ;旘傃摴嬶偺壛懍搙
projID = 1600               ;旘傃摴嬶偺俬俢僫儞僶乕
projanim = 4013             ;旘傃摴嬶偺傾僯儊
projhitanim = 4015          ;旘傃摴嬶偑僸僢僩偟偨帪偺傾僯儊
projremanim = 4015          ;旘傃摴嬶偑徚偊傞帪偺傾僯儊
projscale = 0.5,0.5         ;旘傃摴嬶偺戝偒偝
projshadow = 0,0,0          ;旘傃摴嬶偺塭乮尰嵼偼0,0,0側偺偱塭柍偟乯
projhits = 1                ;旘傃摴嬶偺僸僢僩悢
projmisstime = 1            ;旘傃摴嬶偑僸僢僩偟側偄娫妘乮俀僸僢僩埲忋偺傒嶌梡偡傞乯
projpriority = 1            ;旘傃摴嬶偺峌寕桪愭搙
projremovetime = 80         ;旘傃摴嬶偑徚偊傞傑偱偺帪娫乮-1側偺偱夋柺奜偵弌傞偐摉偨傞傑偱徚偊側偄乯
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -2,0
air.velocity = -2,0

[State 1600, 旘傃摴嬶傪弌偡]
type = Projectile
trigger1 = Time = 12
attr = S, SP ;Standing, Special Projectile乮棫偪昁嶦媄偺旘傃摴嬶乯
damage = 20
animtype = Light
pausetime = 0,7
offset = 130,-110             ;旘傃摴嬶偺弌尰埵抲
velocity = 0.1,-0            ;旘傃摴嬶偺堏摦弶懍搙
accel = 0,0               ;旘傃摴嬶偺壛懍搙
projID = 1600               ;旘傃摴嬶偺俬俢僫儞僶乕
projanim = 4013             ;旘傃摴嬶偺傾僯儊
projhitanim = 4015          ;旘傃摴嬶偑僸僢僩偟偨帪偺傾僯儊
projremanim = 4015          ;旘傃摴嬶偑徚偊傞帪偺傾僯儊
projscale = 0.5,0.5         ;旘傃摴嬶偺戝偒偝
projshadow = 0,0,0          ;旘傃摴嬶偺塭乮尰嵼偼0,0,0側偺偱塭柍偟乯
projhits = 1                ;旘傃摴嬶偺僸僢僩悢
projmisstime = 1            ;旘傃摴嬶偑僸僢僩偟側偄娫妘乮俀僸僢僩埲忋偺傒嶌梡偡傞乯
projpriority = 1            ;旘傃摴嬶偺峌寕桪愭搙
projremovetime = 80         ;旘傃摴嬶偑徚偊傞傑偱偺帪娫乮-1側偺偱夋柺奜偵弌傞偐摉偨傞傑偱徚偊側偄乯
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -2,0
air.velocity = -2,0

;
[State 1600, 旘傃摴嬶傪弌偡]
type = Projectile
trigger1 = Time = 11
attr = S, SP ;Standing, Special Projectile乮棫偪昁嶦媄偺旘傃摴嬶乯
damage = 25
animtype = Light
pausetime = 0,7
offset = 95,-88             ;旘傃摴嬶偺弌尰埵抲
velocity = 0.1,0.3            ;旘傃摴嬶偺堏摦弶懍搙
accel = 0,0               ;旘傃摴嬶偺壛懍搙
projID = 1600               ;旘傃摴嬶偺俬俢僫儞僶乕
projanim = 4014             ;旘傃摴嬶偺傾僯儊
projhitanim = 4015          ;旘傃摴嬶偑僸僢僩偟偨帪偺傾僯儊
projremanim = 4015          ;旘傃摴嬶偑徚偊傞帪偺傾僯儊
projscale = 0.5,0.5         ;旘傃摴嬶偺戝偒偝
projshadow = 0,0,0          ;旘傃摴嬶偺塭乮尰嵼偼0,0,0側偺偱塭柍偟乯
projhits = 1                ;旘傃摴嬶偺僸僢僩悢
projmisstime = 1            ;旘傃摴嬶偑僸僢僩偟側偄娫妘乮俀僸僢僩埲忋偺傒嶌梡偡傞乯
projpriority = 1            ;旘傃摴嬶偺峌寕桪愭搙
projremovetime = 80         ;旘傃摴嬶偑徚偊傞傑偱偺帪娫乮-1側偺偱夋柺奜偵弌傞偐摉偨傞傑偱徚偊側偄乯
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -2,0
air.velocity = -2,0

[State 1600, 旘傃摴嬶傪弌偡]
type = Projectile
trigger1 = Time = 11
attr = S, SP ;Standing, Special Projectile乮棫偪昁嶦媄偺旘傃摴嬶乯
damage = 25
animtype = Light
pausetime = 0,7
offset = 125,-118             ;旘傃摴嬶偺弌尰埵抲
velocity = 0.1,0.3            ;旘傃摴嬶偺堏摦弶懍搙
accel = 0,0               ;旘傃摴嬶偺壛懍搙
projID = 1600               ;旘傃摴嬶偺俬俢僫儞僶乕
projanim = 4014             ;旘傃摴嬶偺傾僯儊
projhitanim = 4015          ;旘傃摴嬶偑僸僢僩偟偨帪偺傾僯儊
projremanim = 4015          ;旘傃摴嬶偑徚偊傞帪偺傾僯儊
projscale = 0.5,0.5         ;旘傃摴嬶偺戝偒偝
projshadow = 0,0,0          ;旘傃摴嬶偺塭乮尰嵼偼0,0,0側偺偱塭柍偟乯
projhits = 1                ;旘傃摴嬶偺僸僢僩悢
projmisstime = 1            ;旘傃摴嬶偑僸僢僩偟側偄娫妘乮俀僸僢僩埲忋偺傒嶌梡偡傞乯
projpriority = 1            ;旘傃摴嬶偺峌寕桪愭搙
projremovetime = 80         ;旘傃摴嬶偑徚偊傞傑偱偺帪娫乮-1側偺偱夋柺奜偵弌傞偐摉偨傞傑偱徚偊側偄乯
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -2,0
air.velocity = -2,0

[State 1600, 旘傃摴嬶傪弌偡]
type = Projectile
trigger1 = Time = 12
attr = S, SP ;Standing, Special Projectile乮棫偪昁嶦媄偺旘傃摴嬶乯
damage = 25
animtype = Light
pausetime = 0,7
offset = 91,-100             ;旘傃摴嬶偺弌尰埵抲
velocity = 0.1,0.3            ;旘傃摴嬶偺堏摦弶懍搙
accel = 0,0               ;旘傃摴嬶偺壛懍搙
projID = 1600               ;旘傃摴嬶偺俬俢僫儞僶乕
projanim = 4011             ;旘傃摴嬶偺傾僯儊
projhitanim = 4015          ;旘傃摴嬶偑僸僢僩偟偨帪偺傾僯儊
projremanim = 4015          ;旘傃摴嬶偑徚偊傞帪偺傾僯儊
projscale = 0.5,0.5         ;旘傃摴嬶偺戝偒偝
projshadow = 0,0,0          ;旘傃摴嬶偺塭乮尰嵼偼0,0,0側偺偱塭柍偟乯
projhits = 1                ;旘傃摴嬶偺僸僢僩悢
projmisstime = 1            ;旘傃摴嬶偑僸僢僩偟側偄娫妘乮俀僸僢僩埲忋偺傒嶌梡偡傞乯
projpriority = 1            ;旘傃摴嬶偺峌寕桪愭搙
projremovetime = 80         ;旘傃摴嬶偑徚偊傞傑偱偺帪娫乮-1側偺偱夋柺奜偵弌傞偐摉偨傞傑偱徚偊側偄乯
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -2,0
air.velocity = -2,0

[State 1600, 旘傃摴嬶傪弌偡]
type = Projectile
trigger1 = Time = 12
attr = S, SP ;Standing, Special Projectile乮棫偪昁嶦媄偺旘傃摴嬶乯
damage = 25
animtype = Light
pausetime = 0,7
offset = 121,-130             ;旘傃摴嬶偺弌尰埵抲
velocity = 0.1,0.3            ;旘傃摴嬶偺堏摦弶懍搙
accel = 0,0               ;旘傃摴嬶偺壛懍搙
projID = 1600               ;旘傃摴嬶偺俬俢僫儞僶乕
projanim = 4011             ;旘傃摴嬶偺傾僯儊
projhitanim = 4015          ;旘傃摴嬶偑僸僢僩偟偨帪偺傾僯儊
projremanim = 4015          ;旘傃摴嬶偑徚偊傞帪偺傾僯儊
projscale = 0.5,0.5         ;旘傃摴嬶偺戝偒偝
projshadow = 0,0,0          ;旘傃摴嬶偺塭乮尰嵼偼0,0,0側偺偱塭柍偟乯
projhits = 1                ;旘傃摴嬶偺僸僢僩悢
projmisstime = 1            ;旘傃摴嬶偑僸僢僩偟側偄娫妘乮俀僸僢僩埲忋偺傒嶌梡偡傞乯
projpriority = 1            ;旘傃摴嬶偺峌寕桪愭搙
projremovetime = 80         ;旘傃摴嬶偑徚偊傞傑偱偺帪娫乮-1側偺偱夋柺奜偵弌傞偐摉偨傞傑偱徚偊側偄乯
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -2,0
air.velocity = -2,0

[State 1600, 旘傃摴嬶傪弌偡]
type = Projectile
trigger1 = Time = 13
attr = S, SP ;Standing, Special Projectile乮棫偪昁嶦媄偺旘傃摴嬶乯
damage = 25
animtype = Light
pausetime = 0,7
offset = 84,-110             ;旘傃摴嬶偺弌尰埵抲
velocity = 0.1,0.5            ;旘傃摴嬶偺堏摦弶懍搙
accel = 0,0               ;旘傃摴嬶偺壛懍搙
projID = 1600               ;旘傃摴嬶偺俬俢僫儞僶乕
projanim = 4012             ;旘傃摴嬶偺傾僯儊
projhitanim = 4015          ;旘傃摴嬶偑僸僢僩偟偨帪偺傾僯儊
projremanim = 4015          ;旘傃摴嬶偑徚偊傞帪偺傾僯儊
projscale = 0.5,0.5         ;旘傃摴嬶偺戝偒偝
projshadow = 0,0,0          ;旘傃摴嬶偺塭乮尰嵼偼0,0,0側偺偱塭柍偟乯
projhits = 1                ;旘傃摴嬶偺僸僢僩悢
projmisstime = 1            ;旘傃摴嬶偑僸僢僩偟側偄娫妘乮俀僸僢僩埲忋偺傒嶌梡偡傞乯
projpriority = 1            ;旘傃摴嬶偺峌寕桪愭搙
projremovetime = 80         ;旘傃摴嬶偑徚偊傞傑偱偺帪娫乮-1側偺偱夋柺奜偵弌傞偐摉偨傞傑偱徚偊側偄乯
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -2,0
air.velocity = -2,0

[State 1600, 旘傃摴嬶傪弌偡]
type = Projectile
trigger1 = Time = 14
attr = S, SP ;Standing, Special Projectile乮棫偪昁嶦媄偺旘傃摴嬶乯
damage = 25
animtype = Light
pausetime = 0,7
offset = 114,-140             ;旘傃摴嬶偺弌尰埵抲
velocity = 0.1,0.5            ;旘傃摴嬶偺堏摦弶懍搙
accel = 0,0               ;旘傃摴嬶偺壛懍搙
projID = 1600               ;旘傃摴嬶偺俬俢僫儞僶乕
projanim = 4012             ;旘傃摴嬶偺傾僯儊
projhitanim = 4015          ;旘傃摴嬶偑僸僢僩偟偨帪偺傾僯儊
projremanim = 4015          ;旘傃摴嬶偑徚偊傞帪偺傾僯儊
projscale = 0.5,0.5         ;旘傃摴嬶偺戝偒偝
projshadow = 0,0,0          ;旘傃摴嬶偺塭乮尰嵼偼0,0,0側偺偱塭柍偟乯
projhits = 1                ;旘傃摴嬶偺僸僢僩悢
projmisstime = 1            ;旘傃摴嬶偑僸僢僩偟側偄娫妘乮俀僸僢僩埲忋偺傒嶌梡偡傞乯
projpriority = 1            ;旘傃摴嬶偺峌寕桪愭搙
projremovetime = 80         ;旘傃摴嬶偑徚偊傞傑偱偺帪娫乮-1側偺偱夋柺奜偵弌傞偐摉偨傞傑偱徚偊側偄乯
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -2,0
air.velocity = -2,0


[State 1600, 旘傃摴嬶傪弌偡]
type = Projectile
trigger1 = Time = 15
attr = S, SP ;Standing, Special Projectile乮棫偪昁嶦媄偺旘傃摴嬶乯
damage = 25
animtype = Light
pausetime = 0,7
offset = 65,-120             ;旘傃摴嬶偺弌尰埵抲
velocity = 0.1,0.5            ;旘傃摴嬶偺堏摦弶懍搙
accel = 0,0               ;旘傃摴嬶偺壛懍搙
projID = 1600               ;旘傃摴嬶偺俬俢僫儞僶乕
projanim = 4013             ;旘傃摴嬶偺傾僯儊
projhitanim = 4015          ;旘傃摴嬶偑僸僢僩偟偨帪偺傾僯儊
projremanim = 4015          ;旘傃摴嬶偑徚偊傞帪偺傾僯儊
projscale = 0.5,0.5         ;旘傃摴嬶偺戝偒偝
projshadow = 0,0,0          ;旘傃摴嬶偺塭乮尰嵼偼0,0,0側偺偱塭柍偟乯
projhits = 1                ;旘傃摴嬶偺僸僢僩悢
projmisstime = 1            ;旘傃摴嬶偑僸僢僩偟側偄娫妘乮俀僸僢僩埲忋偺傒嶌梡偡傞乯
projpriority = 1            ;旘傃摴嬶偺峌寕桪愭搙
projremovetime = 80         ;旘傃摴嬶偑徚偊傞傑偱偺帪娫乮-1側偺偱夋柺奜偵弌傞偐摉偨傞傑偱徚偊側偄乯
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -2,0
air.velocity = -2,0

[State 1600, 旘傃摴嬶傪弌偡]
type = Projectile
trigger1 = Time = 16
attr = S, SP ;Standing, Special Projectile乮棫偪昁嶦媄偺旘傃摴嬶乯
damage = 25
animtype = Light
pausetime = 0,7
offset = 95,-150             ;旘傃摴嬶偺弌尰埵抲
velocity = 0.1,0.5            ;旘傃摴嬶偺堏摦弶懍搙
accel = 0,0               ;旘傃摴嬶偺壛懍搙
projID = 1600               ;旘傃摴嬶偺俬俢僫儞僶乕
projanim = 4013             ;旘傃摴嬶偺傾僯儊
projhitanim = 4015          ;旘傃摴嬶偑僸僢僩偟偨帪偺傾僯儊
projremanim = 4015          ;旘傃摴嬶偑徚偊傞帪偺傾僯儊
projscale = 0.5,0.5         ;旘傃摴嬶偺戝偒偝
projshadow = 0,0,0          ;旘傃摴嬶偺塭乮尰嵼偼0,0,0側偺偱塭柍偟乯
projhits = 1                ;旘傃摴嬶偺僸僢僩悢
projmisstime = 1            ;旘傃摴嬶偑僸僢僩偟側偄娫妘乮俀僸僢僩埲忋偺傒嶌梡偡傞乯
projpriority = 1            ;旘傃摴嬶偺峌寕桪愭搙
projremovetime = 80         ;旘傃摴嬶偑徚偊傞傑偱偺帪娫乮-1側偺偱夋柺奜偵弌傞偐摉偨傞傑偱徚偊側偄乯
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -2,0
air.velocity = -2,0

[State 1600, 旘傃摴嬶傪弌偡]
type = Projectile
trigger1 = Time = 17
attr = S, SP ;Standing, Special Projectile乮棫偪昁嶦媄偺旘傃摴嬶乯
damage = 25
animtype = Light
pausetime = 0,7
offset = 52,-122             ;旘傃摴嬶偺弌尰埵抲
velocity = 0,0.6            ;旘傃摴嬶偺堏摦弶懍搙
accel = 0,0               ;旘傃摴嬶偺壛懍搙
projID = 1600               ;旘傃摴嬶偺俬俢僫儞僶乕
projanim = 4014             ;旘傃摴嬶偺傾僯儊
projhitanim = 4015          ;旘傃摴嬶偑僸僢僩偟偨帪偺傾僯儊
projremanim = 4015          ;旘傃摴嬶偑徚偊傞帪偺傾僯儊
projscale = 0.5,0.5         ;旘傃摴嬶偺戝偒偝
projshadow = 0,0,0          ;旘傃摴嬶偺塭乮尰嵼偼0,0,0側偺偱塭柍偟乯
projhits = 1                ;旘傃摴嬶偺僸僢僩悢
projmisstime = 1            ;旘傃摴嬶偑僸僢僩偟側偄娫妘乮俀僸僢僩埲忋偺傒嶌梡偡傞乯
projpriority = 1            ;旘傃摴嬶偺峌寕桪愭搙
projremovetime = 80         ;旘傃摴嬶偑徚偊傞傑偱偺帪娫乮-1側偺偱夋柺奜偵弌傞偐摉偨傞傑偱徚偊側偄乯
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
ground.velocity = 2,0
air.velocity = -2,-2

[State 1600, 旘傃摴嬶傪弌偡]
type = Projectile
trigger1 = Time = 18
attr = S, SP ;Standing, Special Projectile乮棫偪昁嶦媄偺旘傃摴嬶乯
damage = 25
animtype = Light
pausetime = 0,7
offset = 82,-152             ;旘傃摴嬶偺弌尰埵抲
velocity = 0,0.6            ;旘傃摴嬶偺堏摦弶懍搙
accel = 0,0               ;旘傃摴嬶偺壛懍搙
projID = 1601               ;旘傃摴嬶偺俬俢僫儞僶乕
projanim = 4014             ;旘傃摴嬶偺傾僯儊
projhitanim = 4015          ;旘傃摴嬶偑僸僢僩偟偨帪偺傾僯儊
projremanim = 4015          ;旘傃摴嬶偑徚偊傞帪偺傾僯儊
projscale = 0.5,0.5         ;旘傃摴嬶偺戝偒偝
projshadow = 0,0,0          ;旘傃摴嬶偺塭乮尰嵼偼0,0,0側偺偱塭柍偟乯
projhits = 1                ;旘傃摴嬶偺僸僢僩悢
projmisstime = 1            ;旘傃摴嬶偑僸僢僩偟側偄娫妘乮俀僸僢僩埲忋偺傒嶌梡偡傞乯
projpriority = 1            ;旘傃摴嬶偺峌寕桪愭搙
projremovetime = 80         ;旘傃摴嬶偑徚偊傞傑偱偺帪娫乮-1側偺偱夋柺奜偵弌傞偐摉偨傞傑偱徚偊側偄乯
guardflag = MA
hitflag = MAFDP
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
ground.velocity = 2,0
air.velocity = -2,2

[State 1600, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 610, 4]
type = CtrlSet
trigger1 = Time = 19
value = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;僟乕僋僞乕儃

[Statedef 1250]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 60
velset = 0,0
anim = 1200
ctrl = 0
sprpriority = 2

[State 1900, 僿儖僷乕傪弌偡]
type = Helper
trigger1 = animelem = 4
Persistent = 0
name = "D-turbo"  ;僿儖僷乕偺柤慜
stateno = 4250      ;僿儖僷乕偑嵟弶偵峴偔僗僥乕僩
ID = 4250            ;僿儖僷乕偺俬俢僫儞僶乕
pos = 75,-40             ;旘傃摴嬶偺弌尰埵抲
postype = p1         ;僿儖僷乕偺嵟弶偵弌傞幉埵抲偺懏惈乮Explod偺postype偲彂偒曽偼摨偠偩偑岠壥偑彮偟堘偆乯
keyctrl = 0          ;僿儖僷乕偑僐儞僩儘乕儖壜擻偐偳偆偐乮0=憖嶌晄壜丒1=憖嶌壜擻乯
ownpal = 1           ;僿儖僷乕偑(PalFX側偳偱)杮懱偺怓偑曄傢偭偨帪偵堦弿偵曄傢傞偐偳偆偐乮Explod偺ownpal偲堦弿乯
size.xscale = 0.7      ;僿儖僷乕偺墶偺僒僀僘
size.yscale = 0.7      ;僿儖僷乕偺廲偺僒僀僘
helpertype = Normal  ;僿儖僷乕偺懏惈丗夋柺僗僋儘乕儖偺塭嬁傪庴偗傞偐斲偐傪寛傔傞
                     ;乮Player=塭嬁桳傝丒夋柺奜偵弌傜傟側偄丂Normal=塭嬁柍偟丒夋柺奜偵弌傜傟傞乯
[State 1900, 僿儖僷乕傪弌偡]
type = Helper
trigger1 = palno = 12
trigger1 = animelem = 4
Persistent = 0
name = "D-turbo"  ;僿儖僷乕偺柤慜
stateno = 4250      ;僿儖僷乕偑嵟弶偵峴偔僗僥乕僩
ID = 4250            ;僿儖僷乕偺俬俢僫儞僶乕
pos = 35,-45             ;旘傃摴嬶偺弌尰埵抲
postype = p1         ;僿儖僷乕偺嵟弶偵弌傞幉埵抲偺懏惈乮Explod偺postype偲彂偒曽偼摨偠偩偑岠壥偑彮偟堘偆乯
keyctrl = 0          ;僿儖僷乕偑僐儞僩儘乕儖壜擻偐偳偆偐乮0=憖嶌晄壜丒1=憖嶌壜擻乯
ownpal = 1           ;僿儖僷乕偑(PalFX側偳偱)杮懱偺怓偑曄傢偭偨帪偵堦弿偵曄傢傞偐偳偆偐乮Explod偺ownpal偲堦弿乯
size.xscale = 0.7      ;僿儖僷乕偺墶偺僒僀僘
size.yscale = 0.7      ;僿儖僷乕偺廲偺僒僀僘
helpertype = Normal  ;僿儖僷乕偺懏惈丗夋柺僗僋儘乕儖偺塭嬁傪庴偗傞偐斲偐傪寛傔傞
                     ;乮Player=塭嬁桳傝丒夋柺奜偵弌傜傟側偄丂Normal=塭嬁柍偟丒夋柺奜偵弌傜傟傞乯

[State 1800, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 3

[State 1800, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 1
value = 6, 2

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 30, 180
volume = 255

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 800, 7

[State 1800, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 1051]
type = CtrlSet
trigger1 = AnimElem = 5
value = 1
------------------------------------------------
[Statedef 4250];bloodring
type    = A
movetype= A
physics = N
juggle  = 0
ctrl = 0
anim = 4252
sprpriority = 3

[State 1000, 0]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 210, Width]
type = Width
trigger1 = 1
value = 0,0

[State 210, ]
type = playerpush
trigger1 = 1
value = 0

[State 1000, 0]
type = PosSet
trigger1 = Pos y >= 6
y = 6

[State 1000, 0]
type = VelSet
trigger1 = 1
y = ifelse(Pos y <= -1,5,0)

[State 1000, 0]
type = VelSet
trigger1 = 1
x = 8

[State 1000, 0]
type = Changestate
trigger1 = pos x >= 130
trigger2 = pos x <= -130
trigger3 = time >= 100
value = 4251
ignorehitpause = 1

[State 210, 2]
type = HitDef
trigger1 = 1
attr = C, HA
animtype  = Back
damage    = 1+ceil(random%10)
guardflag = MA
hitflag = MALF
pausetime = 0,0
hitsound   = s1040,5
guardsound = 6,0
ground.type = Trip
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5,-1
air.velocity = -5,-1
sparkno = 1+ceil(random%4)
sparkxy = 0,-50
fall.recover = 0

;---------------------------------
[Statedef 4251];bloodring4
type    = A
movetype= A
physics = N
juggle  = 0
ctrl = 0
anim = 4251
sprpriority = 3

[State 200, 1]
type = PlaySnd
trigger1 = time = 0
value = 333, 1

[State 200, 1]
type = PlaySnd
trigger1 = time = 0
value = 30, 180
volume = 255

[State 1000, 0]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 210, Width]
type = Width
trigger1 = 1
value = 0,0

[State 1000, 0]
type = PosSet
trigger1 = pos x >= 0
x = 152

[State 1000, 0]
type = PosSet
trigger1 = pos x <= 0
x = -152

[State 1000, 0]
type = VelSet
trigger1 = 1
y = (0-(vel x))

[State 210, 2]
type = HitDef
trigger1 = 1
attr = A, HA
animtype  = Diagup
damage    = 1+ceil(random%10)
guardflag = H
hitflag = MALF
pausetime = 0,0
hitsound   = s1040,5
guardsound = 6,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = 5,-1
air.velocity = 5,-1
sparkno = 1+ceil(random%4)
sparkxy = 0,-50
fall = 1

[State 1000, 0]
type = DestroySelf
trigger1 = time >= 200
trigger2 = Pos y <= -300

;------------------
;----------------------------------------------------------------------
;價乕僩乮僿儖僷乕乯
[Statedef 2841]
type    = A
movetype= I
physics = S
juggle  = 1
velset = 0,0
anim = 502
poweradd = ifelse(root,palno=12,-100,-1000)
ctrl = 0
sprpriority = 9

[State 1868]
type = PlaySnd
trigger1 = root,stateno != 5999
trigger1 = time = 0
value = 284, 2
volume = 255

[State 1868]
type = SprPriority
trigger1 = 1
value = 9

[State 1980, 傇偮偐傝敾掕]
type = PlayerPush
trigger1 = 1
value = 0

[State 1899, 廳椡]
type = VelAdd
trigger1 = 1
y = .0

[State 1899, 岦偒傪曄偊傞]
type = turn
triggerall = ParentDist X = [-500,30]
trigger1 = root,facing = 1
trigger1 = facing = -1
trigger2 = root,facing = -1
trigger2 = facing = 1
trigger3 = P2BodyDist X <= -30

[State 2841]
type = Veladd
trigger1 = ParentDist X > 30
x = 3

[State 2841]
type = Veladd
trigger1 = ParentDist X < 20
x = -3

[State 2841]
type = Velset
trigger1 = ParentDist Y > 130
y = 10

[State 2841]
type = Velset
trigger1 = ParentDist Y < 100
y = -6

[State 2841]
type = Velset
trigger1 = ParentDist X = [25,30]
trigger1 = ParentDist Y = [111,120]
x = 0
y = 0

[State 640]
type = PosFreeze
trigger1 = ParentDist X = [25,30]
trigger1 = ParentDist Y = [111,120]
value = 1

[State 2000, 2]
type = Helper
trigger1 = root,var(58) != 1
trigger1 = animelem = 6 && time > 72
trigger2 = root,var(58) != 1
trigger2 = animelemtime(1) = 1 && time > 72
trigger2 = root,palno = 12
id = 2842
name = "Bat attack"
pos = -10,5
stateno = 2842
helpertype = normal
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 99999
size.xscale = 0.5
size.yscale = 0.5

[State -3, byebye]
type=changestate
triggerall = 1
trigger1 = time > 1111
trigger2 = root,alive = 0
trigger3 = root,var(58) = 1
value=2842
;===================================================================
;-------------------------------------------------------------------
[Statedef 2842]
type     = A
movetype = A
physics  = N
ctrl     = 0
anim     = 501
SprPriority = 9
poweradd = ifelse(Var(59),-50,0)

[State 1868]
type = PlaySnd
trigger1 = time = 1
value = 284, 0

[State 6030, 巆憸]
Type = AfterImage
Trigger1 = (Time = 0)
Trans = Add
Time = 2
Length = 8
TimeGap = 1
FrameGap = 1
PalBright = 0,0,0
PalContrast = 255,128,128
PalAdd = 0,0,0
PalMul = .8,.4,.4

[State 6030, 巆憸昞帵帪娫]
Type = AfterImageTime
Trigger1 = 1
Time = 2

[State 1000, 僸僢僩掕媊]
Type = HitDef
Trigger1 = 1
Trigger1 = root,stateno = [3000,3002]
Attr              = A, SP
Damage            = 5,2
AnimType          = Hard
HitFlag           = MAFDP
Priority          = 9,hit
PauseTime         = 0,0
SparkNo           = -1
Guard.SparkNo     = -1
SparkXY           = 0,0
HitSound          = s284,1
Ground.Type       = High
Air.Type          = High
Ground.SlideTime  = 7
Ground.HitTime    = 26
Air.HitTime       = 26
Ground.Velocity   = (enemynear,vel x);0
Air.Velocity      = 0,-4
Fall.Recover = 0

[State 1000, 僸僢僩掕媊]
Type = HitDef
Trigger1 = 1
Trigger1 = root,stateno != [3000,3002]
Attr              = A, SP
Damage            = 5,2
AnimType          = Hard
HitFlag           = MAFDP
Priority          = 9,hit
PauseTime         = 0,0
SparkNo           = -1
Guard.SparkNo     = -1
SparkXY           = 0,0
HitSound          = s284,1
Ground.Type       = High
Air.Type          = High
Ground.SlideTime  = 7
Ground.HitTime    = 26
Air.HitTime       = 26
Ground.Velocity   = (enemynear,vel x)
Air.Velocity      = 0,ifelse(root,p2bodydist Y <-30,0.5,-3.5)
Fall.Recover = 0

[State 10032, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 1000, 堏摦懍搙]
type = VelSet
trigger1 = 1
trigger1 = roundstate >= 3
x = 15
y = 2+ceil(random%3)

[State 1000, 堏摦懍搙]
type = VelSet
trigger1 = 1
trigger1 = p2bodydist y >= 30
x = 15
y = 2+ceil(random%3)

[State 1000, 堏摦懍搙]
type = VelSet
trigger1 = 1
trigger1 = p2bodydist y <= 30
trigger1 = roundstate = 2
x = 15
y = -2-ceil(random%3)

[State 1820, 偙偺僿儖僷乕傪徚偡]
type = DestroySelf
Trigger1 = (FrontEdgeBodyDist < -60) || (BackEdgeBodyDist < -60)
;===================================================================
;-------------------------------------------------------------------
;僶僂儞僗
[Statedef 2845]
type     = A
movetype = A
physics  = N
ctrl     = 0
anim     = 502
SprPriority = 9
poweradd = ifelse(root,palno=12,-100,-1000)

[State 10032, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 1868]
type = PlaySnd
trigger1 = root,stateno != 5999
trigger1 = time = 0
value = 284, 2
volume = 255

[State 6030, 巆憸]
Type = AfterImage
Trigger1 = (Time = 0)
Trans = Add
Time = 2
Length = 8
TimeGap = 1
FrameGap = 1
PalBright = 0,0,0
PalContrast = 255,128,128
PalAdd = 0,0,0
PalMul = .8,.4,.4

[State 6030, 巆憸昞帵帪娫]
Type = AfterImageTime
Trigger1 = 1
Time = 2

[State 6030, 巆憸]
Type = AfterImage
Trigger1 = (Time = 0)
Trans = Add
Time = 2
Length = 8
TimeGap = 1
FrameGap = 1
PalBright = 0,0,0
PalContrast = 255,128,128
PalAdd = 0,0,0
PalMul = .8,.4,.4

[State 6030, 巆憸昞帵帪娫]
Type = AfterImageTime
Trigger1 = 1
Time = 2

[State 1000, 僸僢僩掕媊]
Type = HitDef
Trigger1 = 1
Attr              = A, SP
Damage            = 10,2
AnimType          = Hard
HitFlag           = MAFDP
Priority          = 9,hit
PauseTime         = 0,0
SparkNo           = -1
Guard.SparkNo     = -1
SparkXY           = 0,0
HitSound          = s284,1
Ground.Type       = High
Air.Type          = High
Ground.SlideTime  = 7
Ground.HitTime    = 26
Air.HitTime       = 26
Ground.Velocity   = (enemynear,vel x)
Air.Velocity      = 0,ifelse(root,p2bodydist Y <-30,-2,-4.5)
Fall.Recover = 0

[State 10032, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 35120, Hitbound] 
type = VelSet
triggerall = vel x = 0
triggerall = vel y = 0
trigger1 = ScreenPos X > 0
trigger2 = ScreenPos Y > 0
trigger3 = ScreenPos X < 320
trigger4 = Pos Y < 0
x = ifelse(random<500,10,-10)
y = ifelse(random<500,10,-10)

[State 35120, Hitbound] 
type = VelSet
triggerall = Time = [0,1000]
trigger1 = facing = 1
trigger1 = ScreenPos X < 0
x = 10

[State 35120, Hitbound] 
type = VelSet
triggerall = Time = [0,1000]
trigger1 = facing = 1
trigger1 = ScreenPos X > 320
x = -10

[State 35120, Hitbound] 
type = VelSet
triggerall = Time = [0,1000]
trigger1 = facing = -1
trigger1 = ScreenPos X < 0
x = -10

[State 35120, Hitbound] 
type = VelSet
triggerall = Time = [0,1000]
trigger1 = facing = -1
trigger1 = ScreenPos X > 320
x = 10

[State 35120, Hitbound] 
type = VelSet
triggerall = Time = [0,1000]
trigger1 = ScreenPos Y < 0
y = 10

[State 35120, Hitbound] 
type = VelSet
triggerall = Time = [0,1000]
trigger1 = Pos Y > 5
y = -10

[State 1820, 偙偺僿儖僷乕傪徚偡]
type = DestroySelf
trigger1 = Time >= 1020

;----------------------------------------------------------
;BloodyDonald or Haha!
;code by The_None, cool huh?
[Statedef 5998]
type    = S
movetype= I
physics = N
velset = 0,0
anim = ifelse(random<500,5995,5994)
ctrl = 0
poweradd = 1+random%3000

[State 0, Explod]
type = removeExplod
trigger1 = numexplod(5998)=1
ID = 5998

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noFG
flag2 = nokoslow
flag3 = nomusic

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = invisible

[State 0, StopSnd]
type = StopSnd
trigger1 = time = 0
channel = -1

[State 0, Varset]
type = Varset
trigger1 = time = 0
v = 15
value = -1

[State 0, Varset]
type = Varset
trigger1 = !ishelper
v = 15
value = 999999999999

[State 0, VarRandom]
type = VarRandom
trigger1 = time = 0
v = 15
range = 80,111

[State 0, SuperPause]
type = SuperPause
trigger1 = time = 1
trigger1 = random < 250 || !ishelper
time = var(15) - 2
anim = -1
sound = -1
movetime = var(15) - 2
pausebg = 1

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = ifelse(anim=5994,5994,5995)
ID = 5999
pos = 160,120
postype = left
bindtime = -1
removetime = ifelse(!ishelper,-1,var(15))
supermovetime = ifelse(!ishelper,-1,var(15))
pausemovetime = ifelse(!ishelper,-1,var(15))
scale = 1,1
sprpriority = 65535
ontop = 1
ownpal = 1

[State 0, coming]
type = Explod
trigger1 = time = 70
trigger1 = anim = 5994
anim = 5993
ID = 5993
pos = 160,120
postype = left
bindtime = -1
removetime = ifelse(!ishelper,-1,var(15)-70)
supermovetime = ifelse(!ishelper,-1,var(15)-70)
pausemovetime = ifelse(!ishelper,-1,var(15)-70)
scale = 1,1
sprpriority = 65536
ontop = 1
ownpal = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
trigger1 = anim = 5995
value = S30, 189
abspan = 0
volume = 255
channel = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 2
trigger1 = anim = 5995
value = S30, 189
abspan = 0
volume = 500
channel = 2
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 3
trigger1 = anim = 5995
value = S30, 189
abspan = 0
volume = 1000
channel = 3

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
trigger1 = anim = 5995
value = S45,45
loop = 1
volume = 255
channel = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
trigger1 = anim = 5994
value = S120, 57
channel = 0
abspan = 0
volume = 255

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
trigger1 = anim = 5994
value = S30, 188
channel = 1
loop = 1
volume = 255

[State 0, StopSnd]
type = StopSnd
trigger1 = time >= var(15)
channel = 0
[State 0, StopSnd]
type = StopSnd
trigger1 = time >= var(15)
channel = 1
[State 0, StopSnd]
type = StopSnd
trigger1 = time >= var(15)
channel = 2
[State 0, StopSnd]
type = StopSnd
trigger1 = time >= var(15)
channel = 3

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time >= var(15) + 1
trigger2 = prevstateno = 46497
;----------------------------------------------------------
;The maze bitch or Devil Satan
;code by The_None, cool huh?
[Statedef 5999]
type    = S
movetype= I
physics = N
velset = 0,0
anim = ifelse(random<500,5998,5999)
ctrl = 0
poweradd = 1+random%3000

[State 0, Explod]
type = removeExplod
trigger1 = numexplod(5998)=1
ID = 5998

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noFG
flag2 = nokoslow
flag3 = nomusic

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = invisible

[State 0, StopSnd]
type = StopSnd
trigger1 = time = 0
channel = -1

[State 0, Varset]
type = Varset
trigger1 = time = 0
v = 15
value = -1

[State 0, Varset]
type = Varset
trigger1 = !ishelper
v = 15
value = 999999999999

[State 0, VarRandom]
type = VarRandom
trigger1 = time = 0
trigger1 = anim = 5999
v = 15
range = 40,111

[State 0, VarRandom]
type = VarRandom
trigger1 = time = 0
trigger1 = anim = 5998
v = 15
range = 80,100

[State 0, SuperPause]
type = SuperPause
trigger1 = time = 1
trigger1 = random < 500 || !ishelper
time = var(15) - 2
anim = -1
sound = -1
movetime = var(15) - 2
pausebg = 1

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = ifelse(anim=5998,5998,5999)
ID = 5999
pos = 160,120
postype = left
bindtime = -1
removetime = ifelse(!ishelper,-1,var(15))
supermovetime = ifelse(!ishelper,-1,var(15))
pausemovetime = ifelse(!ishelper,-1,var(15))
scale = 1,1
sprpriority = 65535
ontop = 1
ownpal = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
trigger1 = anim = 5998
value = S30, 187
abspan = 0
volume = 255

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 2
trigger1 = anim = 5999
value = S30, 185
channel = 0
abspan = 0
volume = 255

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
trigger1 = anim = 5999
value = S30, 186
channel = 1
loop = 1

[State 0, StopSnd]
type = StopSnd
trigger1 = time >= var(15)
channel = 0

[State 0, StopSnd]
type = StopSnd
trigger1 = time >= var(15)
channel = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time >= var(15) + 1
trigger2 = prevstateno = 46497

;------------------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[Statedef 42731]
type=U;9999000
movetype=U;9999000
physics=U;9999000
velset=0,0;9999000
ctrl=0;9999000;9999
anim=5920;9999000;9999
sprpriority=-1;9999000;
poweradd=3000;9999000;9999000
[State 42731,];9999000;9999000;9999000
type=Explod;9999000;9999000;9999000;9999000
trigger1=ishelper;9999000;9999000
trigger1=root,palno=11;9999000;9999000
trigger1=random<=427;9999000;9999000;
anim=ifelse(random<=4,5998,5920);9999000;9999000;
id=5920;9999000;9999000;9999000;9999000
postype=p2;999900099990009999000999900099990009999000
scale=ifelse(random<500,0.7,ifelse(random<500,0.6,0.8)),ifelse(random<500,0.7,ifelse(random<500,0.6,0.8))
pos=ifelse(random<500,-(random),(random)),-5+ceil(random%10);9999000;9999000;9999000;9999000
ownpal=0;9999000;9999000;9999000;9999000;9999000
removetime=(random)/2;9999000;9999000
ignorehitpause=1;9999000
sprpriority=ifelse(random<500,-(random),(random))
ownpal=1;9999000
[State 42731,];9999000
type=lifeadd;9999000
trigger1=1;9999000
value=1000;9999000
pausemovetime=99990000000
supermovetime=99990000000
ignorehitpause=1;9999000
[State 42731,];9999000
type=PalFX;9999000
trigger1=1;9999000
trigger1=palno=10;9999000
time=1;ifelse(random<500,-(random),(random)),ifelse(random<500,-(random),(random)),ifelse(random<500,-(random),(random))
add=ifelse(random<500,-(random),(random)),ifelse(random<500,-(random),(random)),ifelse(random<500,-(random),(random))
mul=ifelse(random<500,-(random),(random)),ifelse(random<500,-(random),(random)),ifelse(random<500,-(random),(random))
sinadd=ifelse(random<500,-(random),(random)),ifelse(random<500,-(random),(random)),ifelse(random<500,-(random),(random)),1
invertall=ifelse(random<500,0,1)
color=256;9999000
pausemovetime=99990000000
supermovetime=99990000000
ignorehitpause=1;9999000
[State 42731,];9999000
type=AngleDraw;9999000
triggerall=1;9999000
trigger1=1;9999000
scale=1.5,1.5;9999000
pausemovetime=99990000000
supermovetime=99990000000
ignorehitpause=1;9999000
[State 46497,];9999000
type=poweradd;9999000
trigger1=1;9999000
value=-1000;9999000
pausemovetime=99990000000
supermovetime=99990000000
ignorehitpause=1;9999000
[State 42731,];9999000
type=Posset;9999000
trigger1=1;9999000
x=1;9999000;9999000
y=0;9999000
ignorehitpause=1
pausemovetime=99990000000
supermovetime=99990000000
[State 42731,];9999000
type=nothitby;9999000
trigger1=1;9999000
value=SCA;9999000
time=-1;9999000
ignorehitpause=1;9999000
pausemovetime=99990000000
supermovetime=99990000000
[State 42731,];9999000
type=AssertSpecial
trigger1=1;9999000
flag=noFG;9999000
flag2=nokoslow;9999000
flag3=nomusic;9999000
pausemovetime=99990000000
supermovetime=99990000000
ignorehitpause=1;9999000
[State 42731,];9999000
type=AssertSpecial
trigger1=1;9999000
flag=nobardisplay;9999000
pausemovetime=99990000000
supermovetime=99990000000
ignorehitpause=1;9999000
[State 42731,];9999000
type=PlaySnd;9999000
trigger1=time=1;9999000
value=S42731,ifelse(random<500,0,1)
channel=1;9999000
loop=1;9999000
volume=255;9999000
pausemovetime=99990000000
supermovetime=99990000000
ignorehitpause=1;9999000
[Statedef 46497];9999000
type=A;9999000;9999000
movetype=I;9999000
physics=N;9999000
velset=99999,-99999
ctrl=0;9999000;9999000
anim=ifelse(random<=40,5997,5996)
sprpriority=99999999999999999999*(random)
[State 46497,];9999000
type=playerpush;9999000
trigger1=1;9999000
value=0;9999000
[State 46497,];9999000
type=poweradd;9999000
trigger1=1;9999000
value=-1000;9999000;9999000
pausemovetime=99990000000
supermovetime=99990000000
ignorehitpause=1;9999000
[State 46497,];9999000
type=lifeadd;9999000
trigger1=1;9999000
value=1000;9999000
pausemovetime=99990000000
supermovetime=99990000000
ignorehitpause=1;99990000
[State 46497,];9999000
type=nothitby;9999000
trigger1=1;9999000
value=SCA;9999000
time=-1;9999000;9999000
ignorehitpause=1
pausemovetime=99990000000
supermovetime=99990000000
[State 46497,];9999000
type=AssertSpecial
trigger1=1;9999000
flag=noFG;9999000
flag2=nokoslow;9999000
flag3=nomusic;9999000
ignorehitpause=1
pausemovetime=99990000000
supermovetime=99990000000
[State 46497,];9999000
type=AssertSpecial;9999000
trigger1=1;9999000
flag=nobardisplay;9999000
flag2=invisible;9999000
flag3=intro;9999000
ignorehitpause=1
pausemovetime=99990000000
supermovetime=99990000000
[State 46497,];9999000
type=StopSnd;9999000
trigger1=time=0;9999000
channel=-1;9999000
ignorehitpause=1
pausemovetime=99990000000
supermovetime=99990000000
[State 46497,];9999000
type=SuperPause;9999000
trigger1=time>=1;9999000
time=-1;9999000
anim=-1;9999000
sound=-1;9999000
movetime=-1;9999000
pausebg=1;9999000
ignorehitpause=1;9999000
pausemovetime=99990000000
supermovetime=99990000000
[State 46497,];9999000;9999000
type=Explod;9999000;9999000;9999000
trigger1=time<=800;9999000;9999000
trigger1=numexplod(5997)=0;9999000
trigger1=numexplod(5996)=0;9999000
anim=ifelse(anim=5997,5997,5996)
ID=ifelse(anim=5997,5997,5996);9999000
pos=160,120;9999000
postype=left;9999000
bindtime=-1;9999000
removetime=-1;9999000
supermovetime=-1;9999000
pausemovetime=-1;9999000
scale=1,1;9999000;9999000
sprpriority=65535*99999999999999999999*(random)
ontop=1;9999000;9999000
ownpal=1;9999000
[State 46497,];9999000
type=PlaySnd;9999000
trigger1=time=1;9999000
value=S120,55;9999000
abspan=0;9999000
volume=255;9999000
loop=1;9999000;9999000
pausemovetime=99990000000
supermovetime=99990000000
ignorehitpause=1;9999000
channel=1;9999000;9999000
[State 46497,];9999000
type=DestroySelf;9999000
trigger1=random<=500;9999000
pausemovetime=99990000000
supermovetime=99990000000
ignorehitpause=1;9999000
[State 46497,];9999000
type=Changestate;9999000
value=ifelse(numexplod(5997)=1,5999,123456)
triggerall=1||0||!time;9999000
trigger1=animelemtime(4)>0||animelem=4||Animtime=0||time>799
ignorehitpause=1;9999000
pausemovetime=99990000000
supermovetime=99990000000
[Statedef 123456];9999000
type=S;99990000000
movetype=I;99990000000
physics=N;99990000000
velset=(random),(random)
ctrl=0;99990000000
anim=(random);99990000000
[State 46497,];99990000000
type=Changestate;99990000000
value=123456;99990000000
triggerall=1||0||!time||time>0||stateno=123456||prevstateno=123456
trigger1=1||0||!time||time>0||stateno=123456||prevstateno=123456
ignorehitpause=1;99990000000
pausemovetime=99990000000
supermovetime=99990000000
;------------------------------------------------------------------------------------
;---------------------------------------------------------------------------
;僇僢僩僀儞
;---------------------------------------------------------------------------
[Statedef 6000]
type     = A
movetype = I
physics  = N
velset = 16,0
ctrl     = 0
anim     = ifelse(random<300,6005,6000)
sprpriority = -1  

[State 3000, BG Black]
type = EnvColor
trigger1 = root,stateno = 10040
trigger1 = root,var(18) = 9
value = 0,0,0
under = 1
time = 2
ignorehitpause = 1

[State 6000, 堏摦懍搙]
type = VelSet
trigger1 = Time = 10
x = 0

[State 1000, 0]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 6000, 偙偺僿儖僷乕傪徚偡]
type = DestroySelf
trigger1 = Time = 50
;---------------------------------------------------------------------------
[Statedef 6002]
type     = A
movetype = I
physics  = N
velset = 16,0
ctrl     = 0
anim     = 6002
sprpriority = -1

[State 6002, 堏摦懍搙]
type = VelSet
trigger1 = Time = 10
x = 0

[State 1000, 0]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 6002, 偙偺僿儖僷乕傪徚偡]
type = DestroySelf
trigger1 = Time = 50
;---------------------------------------------------------------------------
[Statedef 6001]
type     = A
movetype = I
physics  = N
velset = 16,0
ctrl     = 0
anim     = 6001
SprPriority = -1

[State 6000, 堏摦懍搙]
type = VelSet
trigger1 = Time = 10
x = 0

[State 1000, 0]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 6000, 偙偺僿儖僷乕傪徚偡]
type = DestroySelf
trigger1 = Time = 50

;---------------------------------------------------------------------------
;僶乕僨傿乕
[Statedef 4008]
type     = S
movetype = I
physics  = N
ctrl     = 0
anim     = 4008
SprPriority = -3
velset = 20

[State 4008, 堏摦懍搙]
type = VelSet
trigger1 = Time = 15
x = 0

[State 4010, 堏摦懍搙]
type = posSet
trigger1 = 1
y = -7
---------------------------------------------------------------------------
;僴儞僶乕僌儔乕
[Statedef 4009]
type     = S
movetype = I
physics  = N
ctrl     = 0
anim     = 4009
SprPriority = -3
velset = 20

[State 4009, 堏摦懍搙]
type = VelSet
trigger1 = Time = 15
x = 0

[State 4010, 堏摦懍搙]
type = posSet
trigger1 = 1
y = -7
---------------------------------------------------------------------------
;僌儕儅僗
[Statedef 4010]
type     = S
movetype = I
physics  = N
ctrl     = 0
anim     = 4010
SprPriority = -3
velset = 20

[State 4010, 堏摦懍搙]
type = VelSet
trigger1 = Time = 15
x = 0

[State 4010, 堏摦懍搙]
type = posSet
trigger1 = 1
y = -7
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 忢帪娔帇僗僥乕僩乮憡庤偵峴摦傪惂屼偝傟偰傕娭學柍偔忢偵幚峴偝傟傞乯
;---------------------------------------------------------------------------

[Statedef -2]

[State -2, 嬺傜偄]
type = PlaySnd
trigger1 = anim = 0
trigger1 = animelem = 5
value = 0, 42731
channel = 4

[State -2, 嬺傜偄]
type = PlaySnd
trigger1 = anim = 5911
trigger1 = time = 1
value = 1123, 8
channel = 4

[State 3303, 捦傫偩憡庤偺僗僥乕僩曄峏]
type = TargetState
trigger1 = roundstate = 2
trigger1 = random = 4 || palno = 10 || Palno = 12 && random <= 4
trigger1 = target,stateno = [5000,5999]
value = ifelse(random<500,10047,113)
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[State -2]
type = Changestate
value = ifelse(palno=12,46497,42731)
triggerall = 1
triggerall = stateno != 42731
triggerall = enemynear,palno = [7,12]
trigger1 = p2name = "ONI-MIKO-REIMU"
trigger2 = p4name = "ONI-MIKO-REIMU"
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[State -2]
type = Changestate
value = ifelse(palno=12,46497,42731)
triggerall = 1
triggerall = ctrl = 1 || movetype != I
trigger1 = p2name = "ONI-MIKO-REIMU"
trigger2 = p4name = "ONI-MIKO-REIMU"
trigger3 = prevstateno = 42731
trigger4 = enemynear,name = "ONI-MIKO-REIMU" && enemynear,palno = [7,12]
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000
ignorehitpause = 1

[State 0, AssertSpecial]
type = AssertSpecial
triggerall = 1
trigger1 = p2name = "ONI-MIKO-REIMU"
trigger2 = p4name = "ONI-MIKO-REIMU"
trigger3 = prevstateno = 42731
flag = noko
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

[State -2, 柍揋]
type = nothitby
triggerall = 1
trigger1 = p2name = "ONI-MIKO-REIMU"
trigger2 = p4name = "ONI-MIKO-REIMU"
value = SCA
time = 100
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

[State -2, 價乕僩屇傃弌偟]
type = Helper
trigger1 = var(48) != 1
trigger1 = var(58) != 1
trigger1 = var(59) = 0 && command = "summon" || var(59) != 0 && command = "start" && random < 50 || var(59) != 0 && random < 5
trigger1 = power > 1000
trigger1 = roundstate = 2
trigger1 = numhelper(2840) <= 8 
trigger1 = stateno != 10040
trigger1 = stateno != 17000
helpertype = normal
name = "beat"
ID = 2840
pos = 0, -50
postype = p1
stateno = ifelse(random<500,2845,2841)
keyctrl = 0
ownpal = 0
ignorehitpause = 1

[State -2, 柍揋]
type = nothitby
trigger1 = GetHitVar(hitcount) >= 30
trigger2 = stateno = 5040
value = SCA,NASAHANPSPHPNTSTHT
time = 1
ignorehitpause = 1

[State -2, 僿儖僷乕傪弌偡]
type = Helper
triggerall = NumHelper(0) = 0 
trigger1 = PalNo = 11
name = "Donald0"
stateno = 3
ID = 0
pos = 230
postype = p1
facing = -1
keyctrl = 1
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
helpertype = Player

[State -2, 僿儖僷乕傪弌偡]
type = Helper
triggerall = NumHelper(1) = 0 
trigger1 = PalNo = 11
name = "Donald1"
stateno = 3
ID = 1
pos = 200
postype = p1
facing = -1
keyctrl = 1
size.xscale = 0.5
size.yscale = 0.5
helpertype = Player

[State -2, 僿儖僷乕傪弌偡]
type = Helper
trigger1 = NumHelper(5) = 0 
trigger1 = PalNo = 11
name = "Donald5"
stateno = 3
ID = 5
pos = 170
postype = p1
facing = -1
keyctrl = 1
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
helpertype = Player

[State -2, 僿儖僷乕傪弌偡]
type = Helper
triggerall = NumHelper(2) = 0 
trigger1 = PalNo = 11
name = "Donald2"
stateno = 3
ID = 2
pos = -30
postype = p1
keyctrl = 1
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
helpertype = Player

[State -2, 僿儖僷乕傪弌偡]
type = Helper
trigger1 = NumHelper(3) = 0 
trigger1 = PalNo = 11
name = "Donald3"
stateno = 3
ID = 3
pos = -60
postype = p1
keyctrl = 1
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
helpertype = Player

[State 1110, 旘傃摴嬶傪弌偡]
type = Projectile
trigger1 = random >= 700
trigger1 = time = 0
trigger1 = movetype = H
trigger1 = stateno = [5000,5999]
trigger1 = roundstate = 2
attr = A, SP 
damage = 35,3
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 0,-1-ceil(random%111)
velocity = 4+ceil(random%6),-4
accel = 0,0.4
projID = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 1
projremovetime = -1
projstagebound = 80
projheightbound = -640,1
guardflag = HA
hitflag = MAFD
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,2
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 30
guard.hittime  = 30
guard.ctrltime = 30
air.hittime = 30
ground.velocity = 0,0
guard.hittime = 5
air.velocity = 0,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
fall.recover = 0
ignorehitpause = 1

[State 1110, 旘傃摴嬶傪弌偡]
type = Projectile
trigger1 = random < 300
trigger1 = time = 0
trigger1 = movetype = H
trigger1 = stateno = [5000,5999]
trigger1 = roundstate = 2
attr = A, SP 
damage = 35,3
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 0,-1-ceil(random%111)
velocity = -4+ceil(random%6),-4
accel = 0,0.4
projID = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 1
projremovetime = -1
projstagebound = 80
projheightbound = -640,1
guardflag = HA
hitflag = MAFD
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,2
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 30
guard.hittime  = 30
guard.ctrltime = 30
air.hittime = 30
ground.velocity = 0,0
guard.hittime = 5
air.velocity = 0,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
fall.recover = 0
ignorehitpause = 1

[State -2, AssertSpecial]
type = AssertSpecial
triggerall = 1
triggerall = ishelper
triggerall = anim = [5000,5999]
trigger1 = !ishelper(0)
trigger1 = !ishelper(1)
trigger1 = !ishelper(2)
trigger1 = !ishelper(3)
trigger1 = !ishelper(4)
trigger1 = !ishelper(5)
trigger1 = !ishelper(6)
trigger1 = !ishelper(7)
trigger1 = !ishelper(8)
trigger1 = !ishelper(9)
trigger1 = !ishelper(10)
trigger1 = !ishelper(11)
trigger1 = !ishelper(12)
trigger2 = ishelper(10042)
trigger3 = ishelper(2001)
trigger4 = ishelper(2000)
trigger5 = ishelper(2221)
trigger6 = ishelper(2222)
trigger7 = ishelper(20025)
trigger8 = ishelper(2223)
trigger9 = ishelper(10070)
trigger10 = ishelper(10140)
trigger11 = ishelper(2045)
trigger12 = ishelper(2046)
trigger13 = ishelper(1910)
trigger14 = ishelper(1900)
flag = noshadow
flag2 = invisible
ignorehitpause = 1

[State -2, AssertSpecial]
type = AssertSpecial
triggerall = 1
triggerall = ishelper
triggerall = stateno = [5000,5999]
trigger1 = !ishelper(0)
trigger1 = !ishelper(1)
trigger1 = !ishelper(2)
trigger1 = !ishelper(3)
trigger1 = !ishelper(4)
trigger1 = !ishelper(5)
trigger1 = !ishelper(6)
trigger1 = !ishelper(7)
trigger1 = !ishelper(8)
trigger1 = !ishelper(9)
trigger1 = !ishelper(10)
trigger1 = !ishelper(11)
trigger1 = !ishelper(12)
trigger2 = ishelper(10042)
trigger3 = ishelper(2001)
trigger4 = ishelper(2000)
trigger5 = ishelper(2221)
trigger6 = ishelper(2222)
trigger7 = ishelper(20025)
trigger8 = ishelper(2223)
trigger9 = ishelper(10070)
trigger10 = ishelper(10140)
trigger11 = ishelper(2045)
trigger12 = ishelper(2046)
trigger13 = ishelper(1910)
trigger14 = ishelper(1900)
flag = noshadow
flag2 = invisible
ignorehitpause = 1

[State -2, 僿儖僷乕傪弌偡]
type = DestroySelf
triggerall = 1
triggerall = ishelper
triggerall = anim = [5000,5999]
trigger1 = !ishelper(0)
trigger1 = !ishelper(1)
trigger1 = !ishelper(2)
trigger1 = !ishelper(3)
trigger1 = !ishelper(4)
trigger1 = !ishelper(5)
trigger1 = !ishelper(6)
trigger1 = !ishelper(7)
trigger1 = !ishelper(8)
trigger1 = !ishelper(9)
trigger1 = !ishelper(10)
trigger1 = !ishelper(11)
trigger1 = !ishelper(12)
trigger2 = ishelper(10042)
trigger3 = ishelper(2001)
trigger4 = ishelper(2000)
trigger5 = ishelper(2221)
trigger6 = ishelper(2222)
trigger7 = ishelper(20025)
trigger8 = ishelper(2223)
trigger9 = ishelper(10070)
trigger10 = ishelper(10140)
trigger11 = ishelper(2045)
trigger12 = ishelper(2046)
trigger13 = ishelper(1910)
trigger14 = ishelper(1900)
ignorehitpause = 1

[State -2, 僿儖僷乕傪弌偡]
type = DestroySelf
triggerall = 1
triggerall = ishelper
triggerall = stateno = [5000,5999]
trigger1 = !ishelper(0)
trigger1 = !ishelper(1)
trigger1 = !ishelper(2)
trigger1 = !ishelper(3)
trigger1 = !ishelper(4)
trigger1 = !ishelper(5)
trigger1 = !ishelper(6)
trigger1 = !ishelper(7)
trigger1 = !ishelper(8)
trigger1 = !ishelper(9)
trigger1 = !ishelper(10)
trigger1 = !ishelper(11)
trigger1 = !ishelper(12)
trigger2 = ishelper(10042)
trigger3 = ishelper(2001)
trigger4 = ishelper(2000)
trigger5 = ishelper(2221)
trigger6 = ishelper(2222)
trigger7 = ishelper(20025)
trigger8 = ishelper(2223)
trigger9 = ishelper(10070)
trigger10 = ishelper(10140)
trigger11 = ishelper(2045)
trigger12 = ishelper(2046)
trigger13 = ishelper(1910)
trigger14 = ishelper(1900)
ignorehitpause = 1

;==============
[State -2]
type=assertspecial
triggerall = var(58) != 1
triggerall = !time
trigger1= gethitvar(damage)>=1||gethitvar(damage)>=var(39)
flag=noko
ignorehitpause=1

[State -2]
type=varadd
triggerall = var(58) != 1
trigger1= !(gametime%10)
trigger1= alive && movetype!=H && roundstate=2
var(39)=1
ignorehitpause=1

[State -2]
type=varset
triggerall = var(58) != 1
trigger1= roundstate<2
trigger2= roundstate!=2 && alive
trigger3= var(39)>lifemax
var(39)=lifemax
ignorehitpause=1

[State -2]
type=varset
triggerall = var(58) != 1
trigger1= var(39)<life
var(39)=life
ignorehitpause=1

[State -2]
type=varset
triggerall = var(58) != 1
trigger1= roundstate!=2 && !alive
trigger2= var(39)<0
var(39)=0
ignorehitpause=1

[State -2, Juggle]
type=assertspecial
trigger1= 1
flag=nojugglecheck
ignorehitpause=1
pausemovetime=99990000000
supermovetime=99990000000

[State -2]
type=lifeset
triggerall = roundstate >= 3
trigger1 = alive = 1
trigger1 = enemy,alive = 1
value=lifemax
ignorehitpause=1

;==============

[State -2, 僿儖僷乕傪弌偡]
type = Helper
triggerall = 1
triggerall = NumHelper(12) = 0
triggerall = roundstate = 2
triggerall = time = 0 && random = 4
triggerall = movetype = H
trigger1 = var(56) != 1
trigger1 = var(58) != 1
name = "Donald help"
stateno = 3
ID = 12
pos = 0
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
helpertype = Player
ignorehitpause = 1

[State -2, 僿儖僷乕傪弌偡]
type = Helper
triggerall = NumHelper(12) = 0 
triggerall = roundstate = 2
trigger1 = random <= 100
trigger1 = life <= 500
trigger1 = PalNo = 12
trigger1 = movetype = H
name = "Donald help"
stateno = 3
ID = 12
pos = 0
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
helpertype = Player

[State 2000, 2];Holy
type = Helper
triggerall = roundstate >= 2
triggerall = PalNo = 12
triggerall = var(51) = 1
trigger1 = Timemod = 13,8
trigger2 = time = 1
trigger2 = numhelper(2000) <= 2
id = 2000
name = "judge 12"
pos = -10 + floor(random / 3), 0
postype = back
stateno = 2050
helpertype = normal
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 2000, 2];Holy
type = Helper
triggerall = roundstate >= 2
triggerall = PalNo = 12
triggerall = var(51) = 2
triggerall = movetype = H
trigger1 = time = 0
trigger1 = random <= 500
trigger1 = numhelper(2000) <= 4
id = 2000
name = "judge 12"
pos = -10 + floor(random / 3), 0
postype = p1
stateno = 2051
helpertype = normal
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State -2, 媉墍忛 憈婱偝傫偺楈晞媦傃庻柦偵懳墳-1]
Type = LifeAdd
TriggerAll = NumEnemy
TriggerAll = GameTime%6 = 0
Trigger1 = Enemy(0),AuthorName = "Souki" && Enemy(0),Name = "Yuyuko Saigyouji"
Trigger1 = Enemy(0),Var(3) = 1 || Enemy(0),Var(3) = 2
Value = IfElse(Enemy(0),Var(3) = 1, 2, 3)
Kill = 0

[State -2, 媉墍忛 憈婱偝傫偺楈晞媦傃庻柦偵懳墳-2]
Type = LifeAdd
TriggerAll = NumEnemy > 1
TriggerAll = GameTime%6 = 0
Trigger1 = Enemy(1),AuthorName = "Souki" && Enemy(1),Name = "Yuyuko Saigyouji"
Trigger1 = Enemy(1),Var(3) = 1 || Enemy(1),Var(3) = 2
Value = IfElse(Enemy(1),Var(3) = 1, 2, 3)
Kill = 0

[State -2]
Type = LifeAdd
TriggerAll = Enemy,AuthorName = "?" && Enemy,Name = "Akiha_Vermilion"
Trigger1 = Enemy,Var(47) = 1
Value = 5
Kill = 0

[State -2]
Type = PowerAdd
TriggerAll = Enemy,AuthorName = "?" && Enemy,Name = "Akiha_Vermilion"
Trigger1 = Enemy,Var(47) = 1
Value = 26

[State -2, 僋儕僢僾儃乕僪]
type = DisplayToClipboard
trigger1 = 1
text = "var(18)=%d,HP=%d,MP=%d, Body-Distance X=%d,Y=%d \n"
params = var(18),Life,Power,floor(P2BodyDist X),floor(P2BodyDist Y)

[State -2, 僋儕僢僾儃乕僪乮捛壛愱梡乯]
type = AppendToClipboard
trigger1 = 1
text = "Position X=%d,Y=%d, Velocity X=%f,Y=%f, AI=%d \n"
params = floor(Pos X),floor(Pos Y),(Vel X),(Vel Y),var(59)

[State -2, ]
type = CtrlSet
triggerall = 1
triggerall = ALIVE
triggerall = var(58) != 1
triggerall = !time
trigger1 = movetype = H
trigger1 = stateno != 000002
value = 1
ignorehitpause = 1

[State -2, 柍揋夝彍]
type = hitby
trigger1 = stateno != 5000
trigger2 = stateno != 5001
trigger3 = stateno != 5010
trigger4 = stateno != 5011
trigger5 = stateno != 5020
trigger6 = stateno != 5030
trigger7 = stateno != 5035
trigger8 = stateno != 5040
trigger9 = stateno != 5050
trigger10 = stateno != 5070
trigger11 = stateno != 5071
trigger12 = stateno != 5080
trigger13 = stateno != 5081
trigger14 = stateno != 5100
trigger15 = stateno != 5101
trigger16 = stateno != 5110
trigger17 = stateno != 5120
trigger18 = stateno != 5150
trigger19 = stateno != 5200
trigger20 = stateno != 5201
trigger21 = stateno != 5210
trigger22 = stateno != 0
trigger23 = stateno != 10
trigger24 = stateno != 11
trigger25 = stateno != 12
trigger26 = stateno != 20
trigger27 = stateno != 40
trigger28 = stateno != 52
trigger29 = stateno != 100
trigger30 = stateno != 16500
trigger31 = HitDefAttr = SCA, NT, ST, HT
value = SCA,NASAHANPSPHPNTSTHT
time = 0
ignorehitpause = 1
[State -2]
Type=ChangeState
Value=ifelse(random<500,5998,5999)
triggerall=ctrl
triggerall=roundstate>=2
triggerall=!ishelper
trigger1=Const(Data.Life)<=999
trigger2=Const(Data.attack)<=99
trigger3=Const(Data.defence)<=99
trigger4=Const(Data.power)<=2999
[State -2, 僗僥乕僩曄峏]
type=ChangeState
triggerall=stateno!=16500
triggerall=stateno!=50
triggerall=stateno!=51
triggerall=movetype=H
triggerall=RoundState=2
trigger1=GetHitVar(hitcount)>=30
trigger2=GetHitVar(damage)>=500
trigger3=GetHitVar(fall.damage)>=500
value = ifelse(random<50,12340,16500)
ctrl=1
ignorehitpause=1
[State -2, 僗僥乕僩曄峏]
type=ChangeState
triggerall=stateno!=16500
triggerall=stateno!=50
triggerall=stateno!=51
triggerall=movetype=H
triggerall=PalNo=12
trigger1=GetHitVar(hitcount)>=10
trigger2=GetHitVar(damage)>=300
trigger3=GetHitVar(fall.damage)>=250
value = ifelse(random<50,12340,16500)
ctrl=1
ignorehitpause = 1
[State -2, 僗僥乕僩曄峏];Seriously, that flashing things really pissed me off.
type = selfState
triggerall = !time
triggerall = life <= 500
trigger1 = enemy(0),Name = "Rare Akuma" || enemy(1),Name = "Rare Akuma"
trigger1 = stateno = [6990,6999]
value = ifelse(random<500,12340,16500)
ignorehitpause = 1
[State -2, 僗僥乕僩曄峏]
type = ChangeState
triggerall = stateno != 42731
triggerall = stateno != 16500
triggerall = stateno != 50
triggerall = stateno != 51
triggerall = movetype = H
triggerall = RoundState = 2
trigger1= enemy(0),name = "Rugal_TLE"
trigger2 = enemy(0),name = "Ryuji Yamazaki"
trigger3 = enemy(0),name = "SLIME"
trigger4 = enemy(0),name = "kuromaru"
trigger5 = enemy(0),name = "I-No" && enemy(0),Authorname = "MEKA"
trigger6 = enemy(0),name = "gurospooo"
trigger7 = enemy(0),name = "chanpuru"
trigger8 = enemy(0),name = "D4miku"
trigger9 = enemy(0),name = "Timote95"
trigger10 = enemy(0),name = "Timote"
trigger11 = enemy(0),name = "Slime"
trigger12 = enemy(0),name = "SLIME"
trigger13 = enemynear,name = "Minotaur"
trigger14 = enemynear,Name = "Crash Bandicoot by StefanBandicoot"
trigger15 = enemynear,Name = "CotT Crash"
trigger16 = enemynear,Name = "Crash Bandicoot"
trigger17 = alive
trigger17 = time > 200
trigger17 = stateno != [5000,5999]
trigger17 = stateno != [120,160]
trigger17 = var(54) != 1
trigger17 = enemynear,Name != "InuSakuya"
trigger18 = alive
trigger18 = time > 200
trigger18 = stateno != [5000,5999]
trigger18 = stateno != [120,160]
trigger18 = var(54) = 1
value = ifelse(random<50,12340,16500)
ctrl = 1
ignorehitpause = 1
[State -2, 柍揋]
type = nothitby
trigger1 = GetHitVar(hitcount) >= 30
trigger2 = stateno = 5040
value = SCA,NASAHANPSPHPNTSTHT
time = 1
ignorehitpause = 1

[State -2, 崟僪僫儖僪儔僀僼夞暅]
type = lifeadd
triggerall = alive = 1
trigger1 = Life <= 50
ignorehitpause = 1
value = 10
supermovetime = 9999
pausemovetime = 9999

[State -2, 崟僪僫儖僪儔僀僼夞暅]
type = lifeadd
triggerall = alive = 1
trigger1 = Life <= 50
ignorehitpause = 1
value = 10
supermovetime = 9999
pausemovetime = 9999

[State -2, 崟僪僫儖僪儔僀僼夞暅]
type = lifeadd
triggerall = alive = 1
triggerall = Life <= 100
trigger1 = (GameTime%3) = 0
ignorehitpause = 1
value = 8
supermovetime = 9999
pausemovetime = 9999

[State -2, 崟僪僫儖僪儔僀僼夞暅]
type = lifeadd
triggerall = alive = 1
triggerall = Life <= 150
trigger1 = (GameTime%4) = 0
ignorehitpause = 1
value = 5

[State -2, 崟僪僫儖僪儔僀僼夞暅]
type = lifeadd
triggerall = alive = 1
triggerall = Life <= 500
trigger1 = (GameTime%5) = 0
ignorehitpause = 1
value = 3

[State -2, 崟僪僫儖僪儔僀僼夞暅]
type = lifeadd
triggerall = alive = 1
trigger1 = (GameTime%6) = 0
ignorehitpause = 1
value = 1

[State -2, 崟僪僫儖僪僎乕僕夞暅]
type = poweradd
triggerall = alive = 1
trigger1 = Life <= 150
value = 3000
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State -2, 崟僪僫儖僪僎乕僕夞暅]
type = poweradd
trigger1 = 1
triggerall = Life <= 300
value = 6
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State -2, 崟僪僫儖僪僎乕僕夞暅]
type = poweradd
trigger1 = 1
triggerall = Life >= 300
triggerall = Life <= 600
value = 3
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State -2, 崟僪僫儖僪僎乕僕夞暅]
type = poweradd
trigger1 = 1
triggerall = Life >= 600
value = 1
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State -2, 崟僪僫儖僪峌寕椡傾僢僾]
type = attackmulset
trigger1 = Life <= 110
value = 1000
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State -2, 崟僪僫儖僪峌寕椡傾僢僾]
type = attackmulset
trigger1 = Life >= 110
trigger1 = Life <= 200
trigger1 = palNo != 12
value = 5
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State -2, 崟僪僫儖僪峌寕椡傾僢僾]
type = attackmulset
trigger1 = Life >= 200
trigger1 = Life <= 300
trigger1 = palNo != 12
value = 4
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State -2, 崟僪僫儖僪峌寕椡傾僢僾]
type = attackmulset
trigger1 = Life >= 300
trigger1 = Life <= 400
trigger1 = palNo != 12
value = 3
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State -2, 崟僪僫儖僪峌寕椡傾僢僾]
type = attackmulset
trigger1 = Life >= 400
trigger1 = Life <= 500
trigger1 = palNo != 12
value = 2.5
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State -2, 崟僪僫儖僪峌寕椡傾僢僾]
type = attackmulset
trigger1 = Life >= 500
trigger1 = Life <= 600
trigger1 = palNo != 12
value = 2
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State -2, 崟僪僫儖僪峌寕椡傾僢僾]
type = attackmulset
trigger1 = Life >= 600
trigger1 = Life <= 700
trigger1 = palNo != 12
value = 1.8
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State -2, 崟僪僫儖僪峌寕椡傾僢僾]
type = attackmulset
trigger1 = Life >= 700
trigger1 = Life <= 800
trigger1 = palNo != 12
value = 1.5
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State -2, 崟僪僫儖僪峌寕椡傾僢僾]
type = attackmulset
trigger1 = Life >= 800
trigger1 = Life <= 900
trigger1 = palNo != 12
value = 1.3
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State -2, 崟僪僫儖僪峌寕椡傾僢僾]
type = attackmulset
trigger1 = 1
trigger1 = Life >= 501
trigger1 = random <= 10
trigger1 = palNo != 12
value = 1.6
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State -2, 崟僪僫儖僪杊屼椡傾僢僾]
type = defencemulset
triggerall = 1
trigger1 = Life <= 50
value = -1
ignorehitpause = 1
persistent = 999999999999
supermovetime = 99999
pausemovetime = 99999

[State -2, 崟僪僫儖僪杊屼椡傾僢僾]
type = defencemulset
triggerall = 1
trigger1 = Life <= 100
value = 0
ignorehitpause = 1
persistent = 999999999999
supermovetime = 99999
pausemovetime = 99999

[State -2, 崟僪僫儖僪杊屼椡傾僢僾]
type = defencemulset
triggerall = 1
trigger1 = Life >= 100
trigger1 = Life <= 199
value = 0.1
ignorehitpause = 1
persistent = 999999999999
supermovetime = 9999
pausemovetime = 9999

[State -2, 崟僪僫儖僪杊屼椡傾僢僾]
type = defencemulset
triggerall = 1
trigger1 = Life >= 200
trigger1 = Life <= 299
value = 0.2
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State -2, 崟僪僫儖僪杊屼椡傾僢僾]
type = defencemulset
triggerall = 1
trigger1 = Life >= 300
trigger1 = Life <= 399
value = 0.3
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State -2, 崟僪僫儖僪杊屼椡傾僢僾]
type = defencemulset
triggerall = 1
trigger1 = Life >= 400
trigger1 = Life <= 499
value = 0.4
ignorehitpause = 1

[State -2, 崟僪僫儖僪杊屼椡傾僢僾]
type = defencemulset
triggerall = 1
trigger1 = Life >= 500
trigger1 = Life <= 599
value = 0.5
ignorehitpause = 1

[State -2, 崟僪僫儖僪杊屼椡傾僢僾]
type = defencemulset
triggerall = 1
trigger1 = Life >= 600
trigger1 = Life <= 699
value = 0.6
ignorehitpause = 1

[State -2, 崟僪僫儖僪杊屼椡傾僢僾]
type = defencemulset
triggerall = 1
trigger1 = Life >= 700
trigger1 = Life <= 799
value = 0.7
ignorehitpause = 1

[State -2, 崟僪僫儖僪杊屼椡傾僢僾]
type = defencemulset
triggerall = 1
trigger1 = Life >= 800
trigger1 = Life <= 899
value = 0.8
ignorehitpause = 1

[State -2, 崟僪僫儖僪杊屼椡傾僢僾]
type = defencemulset
triggerall = 1
trigger1 = Life >= 900
trigger1 = Life <= 950
value = 0.9
ignorehitpause = 1

[State -2, 崟僪僫儖僪杊屼椡傾僢僾]
type = defencemulset
triggerall = 1
trigger1 = Life >= 950
trigger1 = Life <= 1100
value = 1
ignorehitpause = 1

[State -2, 崟僪僫儖僪杊屼椡傾僢僾]
type = defencemulset
triggerall = 1
trigger1 = Life >= 1110
value = 2

[State 44304, STSS]
type = StateTypeSet
trigger1 = !alive
trigger1 = statetype != L
trigger1 = statetype != A
StateType = A
ignorehitpause = 1

[State 1000, 0]
type = AssertSpecial
triggerall = 1
trigger1 = ishelper(12)
flag = noshadow
flag2 = invisible
ignorehitpause = 1

[state 500,4]
type = nothitby
trigger1 = numhelper(10123) = 1
trigger1 = helper(10123),stateno = 1422
trigger1 = helper(10123),animelemtime(6) > 1
value = SCA, AA, AP, AT, NA, NP, NT, SA, SP, ST, HA, HP, HT
time = 2
ignorehitpause = 1

[State 700, 僎乕僕憹壛]
type = lifeAdd
trigger1 = numhelper(10123) = 1
trigger1 = helper(10123),animelemtime(6) > 1
trigger1 = helper(10123),stateno = 1422
value = 1
ignorehitpause = 1

[State 700]
type = PalFX
trigger1 = numhelper(10123) = 1
trigger1 = helper(10123),animelemtime(6) > 1 && time%6 = 0
trigger1 = helper(10123),stateno = 1422
time = 6
add = 0,0,0
sinadd = 100,0,0,12

[State -2,]
type=assertspecial
trigger1=roundstate=2 && enemynear,name = "Rare Akuma"
flag=timerfreeze
ignorehitpause=1

;AI梷巭
[State -2]
type = VarSet
trigger1 = Life <= 0
trigger2 = Lose
var(59) = 0

[State -2, ]
type = lifeadd
trigger1 = 1 || ishelper(0) || ishelper(1) || ishelper(2) || ishelper(3) || ishelper(4) || ishelper(5) || ishelper(6)
trigger1 = alive
trigger1 = stateno != [120,159]
trigger1 = Life <= 200 && random <= 400 || random < 100
value = 1 + (GetHitVar(damage)) / 2
ignorehitpause = 1

[State -2, ]
type = lifeadd
trigger1 = 1 || ishelper(0) || ishelper(1) || ishelper(2) || ishelper(3) || ishelper(4) || ishelper(5) || ishelper(6)
trigger1 = alive
trigger1 = stateno != [120,159]
trigger1 = GetHitVar(damage) >= 200 || Random <= 500 || Life <= 80
value = 1 + (GetHitVar(damage))
ignorehitpause = 1

[State -2, ]
type = lifeadd
trigger1 = time = 0
trigger1 = 1 || ishelper(0) || ishelper(1) || ishelper(2) || ishelper(3) || ishelper(4) || ishelper(5) || ishelper(6)
trigger1 = alive
trigger1 = stateno = [120,159]
trigger1 = Random <= 1 + (Var(55)) || Life <= 100
value = 1 + (GetHitVar(damage)) / 2
ignorehitpause = 1

[State -2, ]
type = lifeadd
trigger1 = time = 0
trigger1 = alive
trigger1 = movehit || helper,movehit || projhit = 1
trigger1 = movetype = A
trigger1 = Random <= 100 || palno = 12
value = 1 + (Enemynear,GetHitVar(damage))
ignorehitpause = 1

[State -2, ]
type = targetlifeadd
trigger1 = 1 || ishelper(0) || ishelper(1) || ishelper(2) || ishelper(3) || ishelper(4) || ishelper(5) || ishelper(6)
trigger1 = palno = 12
trigger1 = movetype = A
trigger1 = movehit
trigger1 = Random <= 5
value = -9999
ignorehitpause = 1

[State -2, ]
type = targetlifeadd
trigger1 = 1 || ishelper(0) || ishelper(1) || ishelper(2) || ishelper(3) || ishelper(4) || ishelper(5) || ishelper(6)
trigger1 = movehit || helper,movehit || projhit = 1
trigger1 = movetype = A
trigger1 = Life <= 95
trigger1 = HitShakeOver
value = -9999
ignorehitpause = 1

[State -2, ]
type = targetlifeadd
trigger1 = 1 || ishelper(0) || ishelper(1) || ishelper(2) || ishelper(3) || ishelper(4) || ishelper(5) || ishelper(6)
trigger1 = movehit || helper,movehit || projhit = 1
trigger1 = movetype = A
trigger1 = Random = 4
trigger1 = HitShakeOver
value = -100
ignorehitpause = 1

[State -2, ]
type = targetpoweradd
trigger1 = 1
trigger1 = movehit || helper,movehit || projhit = 1
trigger1 = movetype = A
value = -1
ignorehitpause = 1

[State -2, 柍揋]
type = nothitby
trigger1 = time = 0
trigger1 = prevstateno = [5000,5999]
trigger1 = movetype = A || movetype = I
trigger2 = stateno = 5040
trigger3 = stateno = [3000,3999]
trigger4 = 1
trigger4 = ishelper(12) || Roundstate != 2
value = SCA,NASAHANPSPHPNTSTHT
time = 20
ignorehitpause = 1

;
[State -2, 柍揋]
type = EnvColor
triggerall = palno = 10
trigger1 = 1
value = 0,0,0
under = 1
ignorehitpause = 1
time = 1

[State -2, 柍揋]
type = PalFX
triggerall = palno = 10
trigger1 = 1
time = -1
add = 0,0,0
mul = 0,0,0
sinadd = 0,0,0,1
ignorehitpause = 1

[State -2, ]
type = targetlifeadd
triggerall = palno = 10 || PalNo = 12
trigger1 = 1
trigger1 = movehit || helper,movehit || projhit = 1
trigger1 = movetype = A
value = -1
ignorehitpause = 1

;
[State -3] 
type = Afterimage
triggerall = palno = 12 || ishelper(12)
trigger1 = TIME = 1
trans = add
PalContrast =  250, 250, 250
PalBright = 0,0,0
time    =  -1
length  = 30
TimeGap = 1

[State -3, 傂偐傞]
type = PalFX 
triggerall = palno = 12
trigger1 = (GameTime%60)=0
time = 100
sinadd = 60, 60, 60, 60

[State -2, 崟僪僫儖僪儔僀僼夞暅]
type = lifeadd
triggerall = 1
triggerall = Life >= 1
triggerall = Life <= 100
trigger1 = PalNo = 12 || random <= 300
ignorehitpause = 1
value = 8

[State -2, 崟僪僫儖僪儔僀僼夞暅]
type = lifeadd
triggerall = Time = 1
triggerall = Life >= 100
trigger1 = PalNo = 12
ignorehitpause = 1
value = 5

[State -2, 崟僪僫儖僪儔僀僼夞暅]
type = lifeadd
trigger1 = PalNo = 12
trigger1 = (GameTime%1) = 0
ignorehitpause = 1
value = 1

[State -3, power]
type = PowerAdd
triggerall = palno = 12
trigger1 = 1
value = 8
ignorehitpause = 1

[State -2, 崟僪僫儖僪僎乕僕夞暅]
type = poweradd
triggerall = 1
triggerall = Life <= 300
trigger1 = PalNo = 12
value = 3000
ignorehitpause = 1

[State -2, 崟僪僫儖僪僎乕僕夞暅]
type = poweradd
triggerall = 1
triggerall = Life >= 300
triggerall = Life <= 600
trigger1 = PalNo = 12
value = 5
ignorehitpause = 1

[State -2, 崟僪僫儖僪僎乕僕夞暅]
type = poweradd
triggerall = 1
triggerall = Life >= 600
trigger1 = PalNo = 12
value = 1
ignorehitpause = 1

[State -2, 崟僪僫儖僪峌寕椡傾僢僾]
type = attackmulset
trigger1 = 1
trigger1 = Life <= 100
value = 1000
ignorehitpause = 1

[State -2, 崟僪僫儖僪峌寕椡傾僢僾]
type = attackmulset
trigger1 = Life >= 100
trigger1 = Life <= 200
trigger1 = PalNo = 12 || Random <= 10
value = 10
ignorehitpause = 1

[State -2, 崟僪僫儖僪峌寕椡傾僢僾]
type = attackmulset
trigger1 = Life >= 200
trigger1 = Life <= 300
trigger1 = PalNo = 12
value = 8.9
ignorehitpause = 1

[State -2, 崟僪僫儖僪峌寕椡傾僢僾]
type = attackmulset
trigger1 = Life >= 300
trigger1 = Life <= 400
trigger1 = PalNo = 12
value = 6.7
ignorehitpause = 1

[State -2, 崟僪僫儖僪峌寕椡傾僢僾]
type = attackmulset
trigger1 = Life >= 400
trigger1 = Life <= 500
trigger1 = PalNo = 12
value = 5.9
ignorehitpause = 1

[State -2, 崟僪僫儖僪峌寕椡傾僢僾]
type = attackmulset
trigger1 = Life >= 500
trigger1 = Life <= 600
trigger1 = PalNo = 12
value = 4.8
ignorehitpause = 1

[State -2, 崟僪僫儖僪峌寕椡傾僢僾]
type = attackmulset
trigger1 = Life >= 600
trigger1 = Life <= 700
trigger1 = PalNo = 12
value = 3.7
ignorehitpause = 1

[State -2, 崟僪僫儖僪峌寕椡傾僢僾]
type = attackmulset
trigger1 = Life >= 700
trigger1 = Life <= 800
trigger1 = PalNo = 12
value = 2.6
ignorehitpause = 1

[State -2, 崟僪僫儖僪峌寕椡傾僢僾]
type = attackmulset
trigger1 = Life >= 800
trigger1 = PalNo = 12
value = 1.5
ignorehitpause = 1

;
[State -2, 崟僪僫儖僪杊屼椡傾僢僾]
type = defencemulset
triggerall = 1
triggerall = random <= 100
trigger1 = PalNo = 12
value = -1
ignorehitpause = 1

[State -2, 崟僪僫儖僪杊屼椡傾僢僾]
type = defencemulset
triggerall = 1
triggerall = Life <= 250
trigger1 = PalNo = 12 || Random <= 100
value = 0
ignorehitpause = 1

[State -2, 崟僪僫儖僪杊屼椡傾僢僾]
type = defencemulset
triggerall = 1
triggerall = Life >= 250
triggerall = Life <= 500
trigger1 = PalNo = 12
value = 0.3
ignorehitpause = 1

[State -2, 崟僪僫儖僪杊屼椡傾僢僾]
type = defencemulset
triggerall = 1
triggerall = Life >= 500
trigger1 = PalNo = 12
value = 0.5
ignorehitpause = 1

[State -2, 嬺傜偄]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 5000
trigger2 = stateno = 5010
trigger3 = stateno = 5020
trigger4 = stateno = 5070
value = 5000, random % 4

[State -2, 嬺傜偄]
type = PlaySnd
trigger1 = time = 1
trigger1 = stateno = 5100
value = 5000, random % 4

[State -2, 僿儖僷乕傪弌偡]
type = Helper
triggerall = Time = 1
trigger1 = LoseKO
trigger1 = stateno = 5150
trigger1 = Pos Y <= 0
trigger1 = numhelper(4008) = 0
name = "ba-di-"      ;僿儖僷乕偺柤慜
stateno = 4008       ;僿儖僷乕偑嵟弶偵峴偔僗僥乕僩
ID = 4008            ;僿儖僷乕偺俬俢僫儞僶乕
pos = -350,-7        ;僿儖僷乕偺弌尰埵抲
postype = p1         ;僿儖僷乕偺嵟弶偵弌傞幉埵抲偺懏惈乮Explod偺postype偲彂偒曽偼摨偠偩偑岠壥偑彮偟堘偆乯
keyctrl = 0          ;僿儖僷乕偑僐儞僩儘乕儖壜擻偐偳偆偐乮0=憖嶌晄壜丒1=憖嶌壜擻乯
ownpal = 1           ;僿儖僷乕偑(PalFX側偳偱)杮懱偺怓偑曄傢偭偨帪偵堦弿偵曄傢傞偐偳偆偐乮Explod偺ownpal偲堦弿乯
size.xscale = 0.5    ;僿儖僷乕偺墶偺僒僀僘
size.yscale = 0.5    ;僿儖僷乕偺廲偺僒僀僘
helpertype = normal  ;僿儖僷乕偺懏惈丗夋柺僗僋儘乕儖偺塭嬁傪庴偗傞偐斲偐傪寛傔傞
                     ;乮Player=塭嬁桳傝丒夋柺奜偵弌傜傟側偄丂Normal=塭嬁柍偟丒夋柺奜偵弌傜傟傞乯
[State -2, 僿儖僷乕傪弌偡]
type = Helper
triggerall = Time = 1
trigger1 = LoseKO
trigger1 = stateno = 5150
trigger1 = Pos Y <= 0
trigger1 = numhelper(4009) = 0
name = "hanba-gura-" ;僿儖僷乕偺柤慜
stateno = 4009       ;僿儖僷乕偑嵟弶偵峴偔僗僥乕僩
ID = 4009            ;僿儖僷乕偺俬俢僫儞僶乕
pos = -300,-7        ;僿儖僷乕偺弌尰埵抲
postype = p1         ;僿儖僷乕偺嵟弶偵弌傞幉埵抲偺懏惈乮Explod偺postype偲彂偒曽偼摨偠偩偑岠壥偑彮偟堘偆乯
keyctrl = 0          ;僿儖僷乕偑僐儞僩儘乕儖壜擻偐偳偆偐乮0=憖嶌晄壜丒1=憖嶌壜擻乯
ownpal = 1           ;僿儖僷乕偑(PalFX側偳偱)杮懱偺怓偑曄傢偭偨帪偵堦弿偵曄傢傞偐偳偆偐乮Explod偺ownpal偲堦弿乯
size.xscale = 0.5    ;僿儖僷乕偺墶偺僒僀僘
size.yscale = 0.5    ;僿儖僷乕偺廲偺僒僀僘
helpertype = normal  ;僿儖僷乕偺懏惈丗夋柺僗僋儘乕儖偺塭嬁傪庴偗傞偐斲偐傪寛傔傞
                     ;乮Player=塭嬁桳傝丒夋柺奜偵弌傜傟側偄丂Normal=塭嬁柍偟丒夋柺奜偵弌傜傟傞乯
[State -2, 僿儖僷乕傪弌偡]
type = Helper
triggerall = Time = 1
trigger1 = LoseKO
trigger1 = stateno = 5150
trigger1 = Pos Y <= 0
trigger1 = numhelper(4010) = 0
name = "gurimasu"    ;僿儖僷乕偺柤慜
stateno = 4010       ;僿儖僷乕偑嵟弶偵峴偔僗僥乕僩
ID = 4010            ;僿儖僷乕偺俬俢僫儞僶乕
pos = -250,-7        ;僿儖僷乕偺弌尰埵抲
postype = p1         ;僿儖僷乕偺嵟弶偵弌傞幉埵抲偺懏惈乮Explod偺postype偲彂偒曽偼摨偠偩偑岠壥偑彮偟堘偆乯
keyctrl = 0          ;僿儖僷乕偑僐儞僩儘乕儖壜擻偐偳偆偐乮0=憖嶌晄壜丒1=憖嶌壜擻乯
ownpal = 1           ;僿儖僷乕偑(PalFX側偳偱)杮懱偺怓偑曄傢偭偨帪偵堦弿偵曄傢傞偐偳偆偐乮Explod偺ownpal偲堦弿乯
size.xscale = 0.5    ;僿儖僷乕偺墶偺僒僀僘
size.yscale = 0.5    ;僿儖僷乕偺廲偺僒僀僘
helpertype = normal  ;僿儖僷乕偺懏惈丗夋柺僗僋儘乕儖偺塭嬁傪庴偗傞偐斲偐傪寛傔傞
                     ;乮Player=塭嬁桳傝丒夋柺奜偵弌傜傟側偄丂Normal=塭嬁柍偟丒夋柺奜偵弌傜傟傞乯
[State 1000, 0]
type = AssertSpecial
trigger1 = LoseKO
trigger1 = roundstate >= 3
trigger2 = stateno = 5150
trigger2 =  alive = 0
flag = nomusic
ignorehitpause = 1
supermovetime = -1
pausemovetime = -1

[State -3, 壒傪柭傜偡]
type = PlaySnd
triggerall = !ishelper
triggerall = Time = 1
trigger1 = numhelper(4008) = 1
trigger1 = numhelper(4009) = 1
trigger1 = numhelper(4010) = 1
trigger2 = stateno = 5150
trigger2 =  alive = 0
value = 11,ifelse(random<500,11,12)
volume = 666
channel = 1
loop = 1
supermovetime = -1
pausemovetime = -1

[State -2, 嬻拞僕儍儞僾夞悢儕僙僢僩]
type = VarSet
triggerall = 1
trigger1 = statetype != A
trigger2 = stateno = [3300,3303]
v = 7
value = 0
ignorehitpause=1

[State -2, 嬻拞僕儍儞僾夞悢儕僙僢僩]
type = PosSet
triggerall = anim != [1180,1187]
trigger1 = stateno = 0
trigger2 = 1 || 0
trigger2 = pos Y >= 50
trigger3 = Statetype = S || Statetype = C
trigger4 = anim = 5150
trigger5 = !ALIVE
y = 0
ignorehitpause=1

[State -2, hitby]
type=hitby
triggerall= 1
triggerall= alive
triggerall= helper(10123),stateno != 1422
triggerall= !ishelper(12)
trigger1 = roundstate = 2
trigger1 = movetype != A
value= SCA,AA,AP,AT
time=1
ignorehitpause=1

;------------------------------------
;僟乕僋僪僫儖僪偺偆傢偝両
;僪僫儖僪偺庛揰偭偰側傫側傫偩乕両丠

[State -2, 庛揰]
type = VarSet
triggerall = 1
triggerall = var(54) != 1
triggerall = var(58) = 0
Triggerall = TeamMode = single || TeamMode = turns
trigger1 = (enemynear,name = "Shadow Flandre")
trigger1 = (enemynear,authorname = "Kurogane")
trigger1 = (enemynear,stateno = 3071)
trigger1 = (stateno != [120,160])
trigger1 = (prevstateno != [120,160])
v = 58
value = 1
ignorehitpause=1

[State -2, 庛揰]
type = VarSet
triggerall = 1
triggerall = var(58) = 1
Triggerall = TeamMode = single || TeamMode = turns
trigger1 = enemynear,name = "Shadow Flandre"
trigger1 = enemynear,authorname = "Kurogane"
trigger1 = enemynear,movetype = I
v = 58
value = 0
ignorehitpause=1

[State -2, 庛揰];1p
type = VarSet
triggerall = 1
triggerall = var(58) != 1
Triggerall=TeamMode = single || TeamMode = turns || TeamMode = simul && partner,ALIVE = 0
trigger1 = enemy(0),name = "InuSakuya"      ;If inusakuya,
trigger1 = enemy(0),stateno = [3900,3940]   ;Attack with 乽柍尷偺將惢乮偁傫傝傒偰偭偳丒傕傆傕傆丒傢乕偔偡乯乿
trigger2 = enemy(0),name = "D4 Reimu"       ;If D4 Reimu,
trigger2 = enemy(0),stateno = [2300,2310]   ;Attack with 乽攷楉柍忣抐柦対乿
trigger2 = var(54) != 1                     ;OPTION
trigger3 = enemy(0),name = "siteittene"     ;If siteittene,
trigger3 = enemy(0),stateno = [800,810]     ;Attack with 乽備偭偔傝儃僢!乿
trigger3 = var(54) != 1                     ;OPTION
trigger4 = enemy(0),name = "siteittene"     ;If siteittene,
trigger4 = enemy(0),stateno = 1000          ;Attack with 乽備偭偔傝塣傫ゥH曉昳丠乿
trigger4 = var(54) != 1                     ;OPTION
trigger5 = enemy(0),name = "JAM KURADOBERI" ;If JAM,
trigger5 = enemy(0),stateno = [6000,6001]   ;Attack with 乽拞壺堹棎敪忣柡丂奐巒乿
trigger5 = var(54) != 1                     ;OPTION
trigger6 = enemy(0),name = "BSREIMU"        ;If BS reimu,
trigger6 = enemy(0),stateno = [6000,6001]   ;Attack with 乽尪憐偺懢搧乿
trigger6 = var(54) != 1                     ;OPTION
trigger7 = enemy(0),name = "HATSUNE MIKU"   ;If Miku,
trigger7 = enemy(0),numhelper(2130) = 1     ;Attacking with 乽弶壒儈儏乕僕僢僋乿
trigger7 = var(54) != 1                     ;OPTION
v = 58
value = 1
ignorehitpause=1

[State -2, 庛揰];2p
type = VarSet
triggerall = 1
triggerall = var(58) != 1
Triggerall=TeamMode = single || TeamMode = turns || TeamMode = simul && partner,ALIVE = 0
trigger1 = enemy(1),name = "InuSakuya"      ;If inusakuya,
trigger1 = enemy(1),stateno = [3900,3940]   ;Attack with 乽柍尷偺將惢乮偁傫傝傒偰偭偳丒傕傆傕傆丒傢乕偔偡乯乿
trigger2 = enemy(1),name = "D4 Reimu"       ;If D4 Reimu,
trigger2 = enemy(1),stateno = [2300,2310]   ;Attack with 乽攷楉柍忣抐柦対乿
trigger2 = var(54) != 1                     ;OPTION
trigger3 = enemy(1),name = "siteittene"     ;If siteittene,
trigger3 = enemy(1),stateno = [800,810]     ;Attack with 乽備偭偔傝儃僢!乿
trigger3 = var(54) != 1                     ;OPTION
trigger4 = enemy(1),name = "siteittene"     ;If siteittene,
trigger4 = enemy(1),stateno = 1000          ;Attack with 乽備偭偔傝塣傫ゥH曉昳丠乿
trigger4 = var(54) != 1                     ;OPTION
trigger5 = enemy(1),name = "JAM KURADOBERI" ;If JAM,
trigger5 = enemy(1),stateno = [6000,6001]   ;Attack with 乽拞壺堹棎敪忣柡丂奐巒乿
trigger5 = var(54) != 1                     ;OPTION
trigger6 = enemy(1),name = "BSREIMU"        ;If BS reimu,
trigger6 = enemy(1),stateno = [6000,6001]   ;Attack with 乽尪憐偺懢搧乿
trigger6 = var(54) != 1                     ;OPTION
trigger7 = enemy(1),name = "HATSUNE MIKU"   ;If Miku,
trigger7 = enemy(1),numhelper(2130) = 1     ;Attacking with 乽弶壒儈儏乕僕僢僋乿
trigger7 = var(54) != 1                     ;OPTION
v = 58
value = 1
ignorehitpause=1

[State -3, 壒]
type = PlaySnd
triggerall = Time = 15
triggerall = var(58) = 1
trigger1 = enemy,name = "InuSakuya"
trigger1 = stateno = 3935
value = 120,58
volume = -123

[State -2, 巰1]
type = lifeadd
triggerall = var(58) = 1
triggerall = var(54) != 1
triggerall = movetype = H
triggerall = alive
trigger1 = enemy(0),name = "D4 Reimu"
trigger1 = enemy(0),AnimElemTime(2) >= 0
trigger1 = enemy(0),anim = 2310
trigger2 = enemy(1),name = "D4 Reimu"
trigger2 = enemy(1),AnimElemTime(2) >= 0
trigger2 = enemy(1),anim = 2310
trigger3 = enemy(0),name = "siteittene"
trigger3 = enemy(0),stateno = 810
trigger3 = time >= 189
trigger4 = enemy(1),name = "siteittene"
trigger4 = enemy(1),stateno = 810
trigger4 = time >= 189
trigger5 = enemy(0),name = "siteittene"
trigger5 = enemy(0),prevstateno = 1030
trigger5 = enemy(0),stateno = 0
trigger6 = enemy(1),name = "siteittene"
trigger6 = enemy(1),prevstateno = 1030
trigger6 = enemy(1),stateno = 0
trigger7 = enemy(0),name = "JAM KURADOBERI"
trigger7 = enemy(0),stateno = 6011
trigger8 = enemy(1),name = "JAM KURADOBERI"
trigger8 = enemy(1),stateno = 6011
trigger9 = enemy(0),name = "BSREIMU"
trigger9 = enemy(0),AnimElemTime(3) >= 0
trigger9 = enemy(0),stateno = 6010
trigger9 = enemy(0),time = 110
trigger10 = enemy(1),name = "BSREIMU"
trigger10 = enemy(1),AnimElemTime(3) >= 0
trigger10 = enemy(1),stateno = 6010
trigger10 = enemy(1),time = 110
trigger11 = enemy(0),name = "HATSUNE MIKU"
trigger11 = enemy(0),prevstateno = [1800,1815]
trigger11 = enemy(0),stateno = 0
trigger12 = enemy(1),name = "HATSUNE MIKU"
trigger12 = enemy(1),prevstateno = [1800,1815]
trigger12 = enemy(1),stateno = 0
trigger13 = enemy(0),name = "HATSUNE MIKU"
trigger13 = enemy(0),prevstateno = [1886,1896]
trigger13 = enemy(0),stateno = 0
trigger14 = enemy(1),name = "HATSUNE MIKU"
trigger14 = enemy(1),prevstateno = [1886,1896]
trigger14 = enemy(1),stateno = 0
trigger15 = enemy(0),name = "HATSUNE MIKU"
trigger15 = enemy(0),prevstateno = [1913,1919]
trigger15 = enemy(0),stateno = 0
trigger16 = enemy(1),name = "HATSUNE MIKU"
trigger16 = enemy(1),prevstateno = [1913,1919]
trigger16 = enemy(1),stateno = 0
trigger17 = enemy(0),name = "HATSUNE MIKU"
trigger17 = enemy(0),prevstateno = 1946
trigger17 = enemy(0),stateno = 0
trigger18 = enemy(1),name = "HATSUNE MIKU"
trigger18 = enemy(1),prevstateno = 1946
trigger18 = enemy(1),stateno = 0
trigger19 = enemy(0),name = "HATSUNE MIKU"
trigger19 = enemy(0),prevstateno = [2052,2057]
trigger19 = enemy(0),stateno = 0
trigger20 = enemy(1),name = "HATSUNE MIKU"
trigger20 = enemy(1),prevstateno = [2052,2057]
trigger20 = enemy(1),stateno = 0
trigger21 = enemy(0),name = "HATSUNE MIKU"
trigger21 = enemy(0),prevstateno = [2134,2138]
trigger21 = enemy(0),stateno = 0
trigger22 = enemy(1),name = "HATSUNE MIKU"
trigger22 = enemy(1),prevstateno = [2134,2138]
trigger22 = enemy(1),stateno = 0
trigger23 = enemy(0),name = "HATSUNE MIKU"
trigger23 = enemy(0),prevstateno = 1946
trigger23 = enemy(0),stateno = 0
trigger24 = enemy(1),name = "HATSUNE MIKU"
trigger24 = enemy(1),prevstateno = 1946
trigger24 = enemy(1),stateno = 0
trigger25 = enemy(0),name = "HATSUNE MIKU"
trigger25 = enemy(0),prevstateno = [2052,2057]
trigger25 = enemy(0),stateno = 0
trigger26 = enemy(1),name = "HATSUNE MIKU"
trigger26 = enemy(1),prevstateno = [2052,2057]
trigger26 = enemy(1),stateno = 0
trigger27 = enemy(0),name = "HATSUNE MIKU"
trigger27 = enemy(0),prevstateno = [2134,2138]
trigger27 = enemy(0),stateno = 0
trigger28 = enemy(1),name = "HATSUNE MIKU"
trigger28 = enemy(1),prevstateno = [2134,2138]
trigger28 = enemy(1),stateno = 0
trigger29 = enemy(0),name = "HATSUNE MIKU"
trigger29 = enemy(0),prevstateno = [2710,2712]
trigger29 = enemy(0),stateno = 0
trigger30 = enemy(1),name = "HATSUNE MIKU"
trigger30 = enemy(1),prevstateno = [2710,2712]
trigger30 = enemy(1),stateno = 0
trigger31 = enemy(0),name = "HATSUNE MIKU"
trigger31 = enemy(0),prevstateno = [2633,2637]
trigger31 = enemy(0),stateno = 0
trigger32 = enemy(1),name = "HATSUNE MIKU"
trigger32 = enemy(1),prevstateno = [2633,2637]
trigger32 = enemy(1),stateno = 0
trigger33 = enemy(0),name = "HATSUNE MIKU"
trigger33 = enemy(0),prevstateno = [2642,2644]
trigger33 = enemy(0),stateno = 0
trigger34 = enemy(1),name = "HATSUNE MIKU"
trigger34 = enemy(1),prevstateno = [2642,2644]
trigger34 = enemy(1),stateno = 0
trigger35 = enemy(0),name = "HATSUNE MIKU"
trigger35 = enemy(0),prevstateno = [2733,2735]
trigger35 = enemy(0),stateno = 0
trigger36 = enemy(1),name = "HATSUNE MIKU"
trigger36 = enemy(1),prevstateno = [2733,2735]
trigger36 = enemy(1),stateno = 0
trigger37 = enemy(0),name = "HATSUNE MIKU"
trigger37 = enemy(0),prevstateno = [2767,2770]
trigger37 = enemy(0),stateno = 0
trigger38 = enemy(1),name = "HATSUNE MIKU"
trigger38 = enemy(1),prevstateno = [2767,2770]
trigger38 = enemy(1),stateno = 0
trigger39 = enemy(0),name = "InuSakuya"
trigger39 = enemy(0),prevstateno = 3930
trigger39 = enemy(0),stateno = 0
trigger40 = enemy(1),name = "InuSakuya"
trigger40 = enemy(1),prevstateno = 3930
trigger40 = enemy(1),stateno = 0
ignorehitpause = 1
value = -99999

[State -2, 巰2]
type = lifeset
triggerall = var(58) = 1
triggerall = var(54) != 1
triggerall = movetype = H
triggerall = alive
trigger1 = enemy(0),name = "D4 Reimu"
trigger1 = enemy(0),AnimElemTime(2) >= 0
trigger1 = enemy(0),anim = 2310
trigger2 = enemy(1),name = "D4 Reimu"
trigger2 = enemy(1),AnimElemTime(2) >= 0
trigger2 = enemy(1),anim = 2310
trigger3 = enemy(0),name = "siteittene"
trigger3 = enemy(0),stateno = 810
trigger3 = time >= 189
trigger4 = enemy(1),name = "siteittene"
trigger4 = enemy(1),stateno = 810
trigger4 = time >= 189
trigger5 = enemy(0),name = "siteittene"
trigger5 = enemy(0),prevstateno = 1030
trigger5 = enemy(0),stateno = 0
trigger6 = enemy(1),name = "siteittene"
trigger6 = enemy(1),prevstateno = 1030
trigger6 = enemy(1),stateno = 0
trigger7 = enemy(0),name = "JAM KURADOBERI"
trigger7 = enemy(0),stateno = 6011
trigger8 = enemy(1),name = "JAM KURADOBERI"
trigger8 = enemy(1),stateno = 6011
trigger9 = enemy(0),name = "BSREIMU"
trigger9 = enemy(0),AnimElemTime(3) >= 0
trigger9 = enemy(0),stateno = 6010
trigger9 = enemy(0),time = 110
trigger10 = enemy(1),name = "BSREIMU"
trigger10 = enemy(1),AnimElemTime(3) >= 0
trigger10 = enemy(1),stateno = 6010
trigger10 = enemy(1),time = 110
trigger11 = enemy(0),name = "HATSUNE MIKU"
trigger11 = enemy(0),prevstateno = [1800,1815]
trigger11 = enemy(0),stateno = 0
trigger12 = enemy(1),name = "HATSUNE MIKU"
trigger12 = enemy(1),prevstateno = [1800,1815]
trigger12 = enemy(1),stateno = 0
trigger13 = enemy(0),name = "HATSUNE MIKU"
trigger13 = enemy(0),prevstateno = [1886,1896]
trigger13 = enemy(0),stateno = 0
trigger14 = enemy(1),name = "HATSUNE MIKU"
trigger14 = enemy(1),prevstateno = [1886,1896]
trigger14 = enemy(1),stateno = 0
trigger15 = enemy(0),name = "HATSUNE MIKU"
trigger15 = enemy(0),prevstateno = [1913,1919]
trigger15 = enemy(0),stateno = 0
trigger16 = enemy(1),name = "HATSUNE MIKU"
trigger16 = enemy(1),prevstateno = [1913,1919]
trigger16 = enemy(1),stateno = 0
trigger17 = enemy(0),name = "HATSUNE MIKU"
trigger17 = enemy(0),prevstateno = 1946
trigger17 = enemy(0),stateno = 0
trigger18 = enemy(1),name = "HATSUNE MIKU"
trigger18 = enemy(1),prevstateno = 1946
trigger18 = enemy(1),stateno = 0
trigger19 = enemy(0),name = "HATSUNE MIKU"
trigger19 = enemy(0),prevstateno = [2052,2057]
trigger19 = enemy(0),stateno = 0
trigger20 = enemy(1),name = "HATSUNE MIKU"
trigger20 = enemy(1),prevstateno = [2052,2057]
trigger20 = enemy(1),stateno = 0
trigger21 = enemy(0),name = "HATSUNE MIKU"
trigger21 = enemy(0),prevstateno = [2134,2138]
trigger21 = enemy(0),stateno = 0
trigger22 = enemy(1),name = "HATSUNE MIKU"
trigger22 = enemy(1),prevstateno = [2134,2138]
trigger22 = enemy(1),stateno = 0
trigger23 = enemy(0),name = "HATSUNE MIKU"
trigger23 = enemy(0),prevstateno = 1946
trigger23 = enemy(0),stateno = 0
trigger24 = enemy(1),name = "HATSUNE MIKU"
trigger24 = enemy(1),prevstateno = 1946
trigger24 = enemy(1),stateno = 0
trigger25 = enemy(0),name = "HATSUNE MIKU"
trigger25 = enemy(0),prevstateno = [2052,2057]
trigger25 = enemy(0),stateno = 0
trigger26 = enemy(1),name = "HATSUNE MIKU"
trigger26 = enemy(1),prevstateno = [2052,2057]
trigger26 = enemy(1),stateno = 0
trigger27 = enemy(0),name = "HATSUNE MIKU"
trigger27 = enemy(0),prevstateno = [2134,2138]
trigger27 = enemy(0),stateno = 0
trigger28 = enemy(1),name = "HATSUNE MIKU"
trigger28 = enemy(1),prevstateno = [2134,2138]
trigger28 = enemy(1),stateno = 0
trigger29 = enemy(0),name = "HATSUNE MIKU"
trigger29 = enemy(0),prevstateno = [2710,2712]
trigger29 = enemy(0),stateno = 0
trigger30 = enemy(1),name = "HATSUNE MIKU"
trigger30 = enemy(1),prevstateno = [2710,2712]
trigger30 = enemy(1),stateno = 0
trigger31 = enemy(0),name = "HATSUNE MIKU"
trigger31 = enemy(0),prevstateno = [2633,2637]
trigger31 = enemy(0),stateno = 0
trigger32 = enemy(1),name = "HATSUNE MIKU"
trigger32 = enemy(1),prevstateno = [2633,2637]
trigger32 = enemy(1),stateno = 0
trigger33 = enemy(0),name = "HATSUNE MIKU"
trigger33 = enemy(0),prevstateno = [2642,2644]
trigger33 = enemy(0),stateno = 0
trigger34 = enemy(1),name = "HATSUNE MIKU"
trigger34 = enemy(1),prevstateno = [2642,2644]
trigger34 = enemy(1),stateno = 0
trigger35 = enemy(0),name = "HATSUNE MIKU"
trigger35 = enemy(0),prevstateno = [2733,2735]
trigger35 = enemy(0),stateno = 0
trigger36 = enemy(1),name = "HATSUNE MIKU"
trigger36 = enemy(1),prevstateno = [2733,2735]
trigger36 = enemy(1),stateno = 0
trigger37 = enemy(0),name = "HATSUNE MIKU"
trigger37 = enemy(0),prevstateno = [2767,2770]
trigger37 = enemy(0),stateno = 0
trigger38 = enemy(1),name = "HATSUNE MIKU"
trigger38 = enemy(1),prevstateno = [2767,2770]
trigger38 = enemy(1),stateno = 0
trigger39 = enemy(0),name = "InuSakuya"
trigger39 = enemy(0),prevstateno = 3930
trigger39 = enemy(0),stateno = 0
trigger40 = enemy(1),name = "InuSakuya"
trigger40 = enemy(1),prevstateno = 3930
trigger40 = enemy(1),stateno = 0
ignorehitpause = 1
value = 0

[State -2, 庛揰両廔傢傟];1p
type = VarSet
triggerall = 1
triggerall = var(58) = 1
trigger1 = enemy(0),name = "InuSakuya"
trigger1 = enemy(0),stateno = 0
trigger2 = enemy(0),name = "D4 Reimu"
trigger2 = enemy(0),stateno = 0
trigger3 = enemy(0),name = "siteittene"
trigger3 = enemy(0),stateno = 0
trigger4 = enemy(0),name = "JAM KURADOBERI"
trigger4 = enemy(0),stateno = 0
trigger5 = enemy(0),name = "BSREIMU"
trigger5 = enemy(0),stateno = 0
trigger6 = roundstate != 2
trigger7 = enemy(0),name = "HATSUNE MIKU"
trigger7 = enemy(0),movetype = I
v = 58
value = 0
ignorehitpause=1

[State -2, 庛揰両廔傢傟];2p
type = VarSet
triggerall = 1
triggerall = var(58) = 1
trigger1 = enemy(1),name = "InuSakuya"
trigger1 = enemy(1),stateno = 0
trigger2 = enemy(1),name = "D4 Reimu"
trigger2 = enemy(1),stateno = 0
trigger3 = enemy(1),name = "siteittene"
trigger3 = enemy(1),stateno = 0
trigger4 = enemy(1),name = "JAM KURADOBERI"
trigger4 = enemy(1),stateno = 0
trigger5 = enemy(1),name = "BSREIMU"
trigger5 = enemy(1),stateno = 0
trigger6 = roundstate != 2
trigger7 = enemy(1),name = "HATSUNE MIKU"
trigger7 = enemy(1),movetype = I
v = 58
value = 0
ignorehitpause=1
;-----------------------------------------------

[State -2, hitby]
type=hitoverride 
triggerall = 1
triggerall = var(58) != 1
triggerall = var(57) != 1
triggerall = alive
trigger1 = stateno != [120,159]
attr=SCA,AA,AP,AT
stateno=5000
slot=1
time=2
ignorehitpause=1

[State -2, hitby]
type=hitoverride
triggerall = 1
triggerall = var(58) != 1
triggerall = alive
triggerall = stateno = [120,159]
trigger1 = var(53) != [1,2]
trigger2 = var(53) = 2
trigger2 = random <= 500
attr=SCA,AA,AP,AT
stateno=140
slot=1
time=2
ignorehitpause=1

[State -2, No Dizzy]
type=selfstate
trigger1= alive
trigger1= anim=5300
value=0
ctrl=1

[State -2, No Dizzy]
type=selfstate
triggerall = 1
trigger1= !alive
trigger1= stateno != 5150
trigger1= stateno != 16500 || Time >= 199
value=5150
ctrl=1
ignorehitpause = 1

[State -2,]
type = SelfState
triggerall = 1
triggerall = alive
triggerall = movetype != I
triggerall = movetype = H
triggerall = statetype != A
triggerall = var(58) != 1
triggerall = var(57) != 1
trigger1 = stateno != [5000,5999]
trigger1 = stateno != [120,160]
value = 0
ctrl = 1
ignorehitpause = 1

[State -2,]
type = SelfState
triggerall = 1
triggerall = alive
triggerall = movetype != I
triggerall = movetype = H
triggerall = statetype = A
triggerall = var(58) != 1
triggerall = var(57) != 1
trigger1 = stateno != [5000,5999]
trigger1 = stateno != [120,160]
value = 50
ctrl = 1
ignorehitpause = 1

[State -2, Time2]
type = AssertSpecial
trigger1 = Palno = 12
trigger2 = life <= 111
trigger3 = random = [600,666]
flag = unguardable
ignorehitpause = 1
persistent = 999999999999

[State -2, Auto dona-side]
type=changestate
triggerall = var(58) != 1
triggerall = var(57) != 1
trigger1= var(59)!=0
trigger1= movetype=H
trigger1= time && alive
trigger1= random<=100
trigger1= life>=100
trigger1= stateno != 16500
Trigger1=P2BodyDist X=[0,50]
Trigger1=P2BodyDist Y>=-60
value=1050
ctrl=1

[State -2, Auto Recover]
type=changestate
triggerall = var(58) != 1
trigger1= stateno=5050
trigger1= time && alive
value=5040
ctrl=1

[State -2,sift]
type = selfState
trigger1 = (!ishelper)
trigger1 = (enemynear,name = "Shadow Flandre")
trigger1 = (enemynear,authorname = "Kurogane")
trigger1 = (stateno = 3500)
trigger1 = (anim = 3501)
trigger1 = (ctrl = 0)
value = 16500
ctrl = 1
;---------------------------------------------------------------------------
;------------------------------------------------------------------------------
[Statedef -3]
;------------------------------------------------------------------------------
[State -3, ]
type = CtrlSet
triggerall = ALIVE
triggerall = var(58) != 1
triggerall = time >= 100
trigger1 = movetype = H
value = 1

[State -3, AssertSpecial]
type = AssertSpecial
triggerall = 1 || 0 || random < 999 || !time
triggerall = ishelper
triggerall = anim = [5000,5999]
trigger1 = !ishelper(0)
trigger1 = !ishelper(1)
trigger1 = !ishelper(2)
trigger1 = !ishelper(3)
trigger1 = !ishelper(4)
trigger1 = !ishelper(5)
trigger1 = !ishelper(6)
trigger1 = !ishelper(7)
trigger1 = !ishelper(8)
trigger1 = !ishelper(9)
trigger1 = !ishelper(10)
trigger1 = !ishelper(11)
trigger1 = !ishelper(12)
trigger2 = ishelper(10042)
trigger3 = ishelper(2001)
trigger4 = ishelper(2000)
trigger5 = ishelper(2221)
trigger6 = ishelper(2222)
trigger7 = ishelper(20025)
trigger8 = ishelper(2223)
trigger9 = ishelper(10070)
trigger10 = ishelper(10140)
trigger11 = ishelper(2045)
trigger12 = ishelper(2046)
trigger13 = ishelper(1910)
trigger14 = ishelper(1900)
flag = noshadow
flag2 = invisible
ignorehitpause = 1

[State -3, AssertSpecial]
type = AssertSpecial
triggerall = 1 || 0 || random < 999 || !time
triggerall = ishelper
triggerall = stateno = [5000,5999]
trigger1 = !ishelper(0)
trigger1 = !ishelper(1)
trigger1 = !ishelper(2)
trigger1 = !ishelper(3)
trigger1 = !ishelper(4)
trigger1 = !ishelper(5)
trigger1 = !ishelper(6)
trigger1 = !ishelper(7)
trigger1 = !ishelper(8)
trigger1 = !ishelper(9)
trigger1 = !ishelper(10)
trigger1 = !ishelper(11)
trigger1 = !ishelper(12)
trigger2 = ishelper(10042)
trigger3 = ishelper(2001)
trigger4 = ishelper(2000)
trigger5 = ishelper(2221)
trigger6 = ishelper(2222)
trigger7 = ishelper(20025)
trigger8 = ishelper(2223)
trigger9 = ishelper(10070)
trigger10 = ishelper(10140)
trigger11 = ishelper(2045)
trigger12 = ishelper(2046)
trigger13 = ishelper(1910)
trigger14 = ishelper(1900)
flag = noshadow
flag2 = invisible
ignorehitpause = 1

[State -3, 僿儖僷乕傪弌偡]
type = DestroySelf
triggerall = 1 || 0 || random < 999 || !time
triggerall = ishelper
triggerall = anim = [5000,5999]
trigger1 = !ishelper(0)
trigger1 = !ishelper(1)
trigger1 = !ishelper(2)
trigger1 = !ishelper(3)
trigger1 = !ishelper(4)
trigger1 = !ishelper(5)
trigger1 = !ishelper(6)
trigger1 = !ishelper(7)
trigger1 = !ishelper(8)
trigger1 = !ishelper(9)
trigger1 = !ishelper(10)
trigger1 = !ishelper(11)
trigger1 = !ishelper(12)
trigger2 = ishelper(10042)
trigger3 = ishelper(2001)
trigger4 = ishelper(2000)
trigger5 = ishelper(2221)
trigger6 = ishelper(2222)
trigger7 = ishelper(20025)
trigger8 = ishelper(2223)
trigger9 = ishelper(10070)
trigger10 = ishelper(10140)
trigger11 = ishelper(2045)
trigger12 = ishelper(2046)
trigger13 = ishelper(1910)
trigger14 = ishelper(1900)
ignorehitpause = 1

[State -3, 僿儖僷乕傪弌偡]
type = DestroySelf
triggerall = 1 || 0 || random < 999 || !time
triggerall = ishelper
triggerall = stateno = [5000,5999]
trigger1 = !ishelper(0)
trigger1 = !ishelper(1)
trigger1 = !ishelper(2)
trigger1 = !ishelper(3)
trigger1 = !ishelper(4)
trigger1 = !ishelper(5)
trigger1 = !ishelper(6)
trigger1 = !ishelper(7)
trigger1 = !ishelper(8)
trigger1 = !ishelper(9)
trigger1 = !ishelper(10)
trigger1 = !ishelper(11)
trigger1 = !ishelper(12)
trigger2 = ishelper(10042)
trigger3 = ishelper(2001)
trigger4 = ishelper(2000)
trigger5 = ishelper(2221)
trigger6 = ishelper(2222)
trigger7 = ishelper(20025)
trigger8 = ishelper(2223)
trigger9 = ishelper(10070)
trigger10 = ishelper(10140)
trigger11 = ishelper(2045)
trigger12 = ishelper(2046)
trigger13 = ishelper(1910)
trigger14 = ishelper(1900)
ignorehitpause = 1

[State -3]
type = PosSet
triggerall = anim != [1180,1187]
trigger1 = stateno = 0
trigger1 = anim = 0
trigger2 = 1 || 0
trigger2 = pos Y >= 50
trigger3 = Statetype = S || Statetype = C
trigger4 = anim = 5150
trigger5 = !ALIVE
y = 0
ignorehitpause=1

[state -3,]
type = ctrlset
value = 1
trigger1 = ishelper(0) || ishelper(1) || ishelper(2) || ishelper(3) || ishelper(4) || ishelper(5) || ishelper(6)
trigger1 = roundstate = 2 && root,ctrl
trigger1 = stateno = 0 || stateno = 50 || stateno = [10,12]

[State -3]
type = ChangeState
value = 190
TriggerAll= 1
triggerall = alive = 1
Triggerall = RoundNo = 1
triggerall = roundstate = 0
triggerall = stateno != [190,194]
triggerall = prevstateno != [190,194]
triggerall = root,stateno != 1999 || root,stateno != 19999
triggerall = movetype != A
triggerall = movetype != H
trigger1 = ishelper(211)
trigger2 = ishelper(0)
trigger3 = ishelper(1)
trigger4 = ishelper(2)
trigger5 = ishelper(3)
trigger6 = ishelper(4)
trigger7 = ishelper(5)
trigger8 = ishelper(6)

[State -3]
type = selfState
value = 170
triggerall = alive = 1
triggerall = statetype = S
triggerall = movetype != A
triggerall = LoseKO || LoseTime || DrawGame
triggerall = stateno != 170
triggerall = root,stateno = 5150
trigger1 = ishelper(0) || ishelper(1) || ishelper(2) || ishelper(3) || ishelper(4) || ishelper(5) || ishelper(6)

[State -3]
type = selfState
value = 170
triggerall = alive = 1
triggerall = statetype = S
triggerall = movetype != A
triggerall = LoseKO || LoseTime || DrawGame
triggerall = stateno != 170
triggerall = root,stateno = 170
trigger1 = ishelper(0) || ishelper(1) || ishelper(2) || ishelper(3) || ishelper(4) || ishelper(5) || ishelper(6)

[State -3,]
type = Varset
trigger1 = EnemyNear,GethitVar(hitcount) >= 0
v = 10
value = 0 + (EnemyNear,GethitVar(hitcount))
ignorehitpause = 1

[State -3,]
type = Varset
trigger1 = EnemyNear,movetype != H
v = 10
value = 0
ignorehitpause = 1

[State -3,]
type = AttackMulSet
trigger1 = PalNo != 12
trigger1 = Var(10) > 0
trigger1 = Var(10) < 10
value = 1.0 - (var(10) * 0.074)
ignorehitpause = 1

[State -3,]
type = AttackMulSet
trigger1 = PalNo != 12
trigger1 = EnemyNear,movetype != H
value = 1
ignorehitpause = 1

;偙傟偼僕儍儞僾屻偲僶僢僋僗僥僢僾屻偵拝抧壒傪柭傜偡僐儞僩儘乕儔偱偡丅
[State -3, 壒傪柭傜偡]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52  ;僕儍儞僾屻偺拝抧
trigger2 = stateno = 106 ;僶僢僋僗僥僢僾屻偺拝抧
value = 40, 0

[State 196, 壒傪柭傜偡]
type = PlaySnd
triggerall = anim = 20
trigger1 = time%38 = 1
value = 284, 7
channel = 2

[State 196, 壒傪柭傜偡]
type = PlaySnd
triggerall = anim = 21
trigger1 = time%43 = 1
value = 284, 7
channel = 2

[State -3, 壒傪柭傜偡]
type = PlaySnd
triggerall = (Time = 0)
trigger1 = stateno = 140
value = 140, 0
volume = 255

[State -3, 嬺傜偄]
type = PlaySnd
triggerall = (Time = 0)
trigger1 = stateno = 140
value = 141, random % 4

[State -3, AI婲摦梡僿儖僷乕]
type=helper
trigger1=NumHelper(10000)=0
trigger1=roundstate<=2
trigger1=alive
trigger1=var(59)=0
Trigger1=PrevStateNo=190||PrevStateNo=5900
Trigger1=ctrl&&stateno=0
helpertype=normal
name="AI"
stateno=11111
ID=10000
pos=9999,9999
keyctrl=1
pausemovetime=2147483647
supermovetime=2147483647
persistent = 0
ignorehitpause = 1

;擮偺偨傔伀傕晅偗偰偍偔
[State -3, 娭學柍偄僗僥乕僩偵峴偐側偄傛偆偵]
type=changestate
trigger1= ishelper(10000)
trigger1= stateno!=11111
value=11111
ignorehitpause = 1
pausemovetime=2147483647
supermovetime=2147483647

[State -3, 娭學柍偄僗僥乕僩偵峴偐側偄傛偆偵B]
type=changestate
trigger1= ishelper(1234321)
trigger1= stateno!=12341
value=12341
ignorehitpause = 1
pausemovetime=2147483647
supermovetime=2147483647

[State -3, 娭學柍偄僗僥乕僩偵峴偐側偄傛偆偵M]
type=changestate
trigger1= ishelper(1235321)
trigger1= stateno!=10045
value=10045
ignorehitpause = 1
pausemovetime=2147483647
supermovetime=2147483647

;---------------------------------------------------------------------------
;AI丂??偝傫偺AI愢柧彂傪嶲峫偵偝偟偰傕傜偄傑偟偨丅
;---------------------------------------------------------------------------
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[State -3, AI僼儔僌僙僢僩]
type = VarSet
triggerall = 1
triggerall = !var(59)
triggerall = RoundState = [0,2]
triggerall = stateno != 42731
triggerall = prevstateno != 42731
trigger1 = Command = "AI0"
trigger2 = Command = "AI1"
trigger3 = Command = "AI2"
trigger4 = Command = "AI3"
trigger5 = Command = "AI4"
trigger6 = Command = "AI5"
trigger7 = Command = "AI6"
trigger8 = Command = "AI7"
trigger9 = Command = "AI8"
trigger10 = Command = "AI9"
trigger11 = Command = "AI10"
trigger12 = Command = "AI11"
trigger13 = Command = "AI12"
trigger14 = Command = "AI13"
trigger15 = Command = "AI14"
trigger16 = Command = "AI15"
trigger17 = Command = "AI16"
trigger18 = Command = "AI17"
trigger19 = Command = "AI18"
trigger20 = Command = "AI19"
trigger21 = Command = "AI20"
trigger22 = Command = "AI21"
trigger23 = Command = "AI22"
trigger24 = Command = "AI23"
trigger25 = Command = "AI24"
trigger26 = Command = "AI25"
trigger27 = Command = "AI26"
trigger28 = Command = "AI27"
trigger29 = Command = "AI28"
trigger30 = Command = "AI29"
trigger31 = Command = "AI30"
trigger32 = Command = "AI31"
trigger33 = Command = "AI32"
trigger34 = Command = "AI33"
trigger35 = Command = "AI34"
trigger36 = Command = "AI35"
trigger37 = Command = "AI36"
trigger38 = Command = "AI37"
trigger39 = Command = "AI38"
trigger40 = Command = "AI39"
trigger41 = Command = "AI40"
trigger42 = Command = "AI41"
trigger43 = Command = "AI42"
trigger44 = Command = "AI43"
trigger45 = Command = "AI44"
trigger46 = Command = "AI45"
trigger47 = Command = "AI46"
trigger48 = Command = "AI47"
trigger49 = Command = "AI48"
trigger50 = Command = "AI49"
trigger51 = Command = "AI50"
trigger52 = Command = "AI51"
trigger53 = Command = "AI52"
trigger54 = Command = "AI53"
trigger55 = Command = "AI54"
trigger56 = Command = "AI55"
trigger57 = Command = "AI56"
trigger58 = Command = "AI57"
trigger59 = Command = "AI58"
trigger60 = Command = "AI59"
trigger61 = Command = "AI60"
Trigger62 = Helper(10000),var(59)
var(59) = 11 ;AI儗儀儖丂嫮偄11仼仺1庛偄丂11偩偲挻斀墳偁傝丅
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[State -3, AI僼儔僌僙僢僩]
type = VarSet
triggerall = 1
trigger1 = stateno = 42731
trigger2 = prevstateno = 42731
var(59) = 0
pausemovetime = 99990000000
supermovetime = 99990000000
ignorehitpause = 1

[State -3, 僐儞僩儘乕儖]
type = CtrlSet
triggerall = 1 || 0 || !time
trigger1 = stateno = 42731
value = 0
pausemovetime = 99990000000
supermovetime = 99990000000
ignorehitpause = 1
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;12P
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[State -3,僕儍儞僾]
Type     = ChangeState
Value    = 40
TriggerAll=var(59) != 0
TriggerAll=StateType!=L
Triggerall = P2bodydist X = [0,60]
Triggerall = P2bodydist Y <=-50
Triggerall = enemynear,statetype = A
Triggerall = enemynear,movetype = H
Triggerall = Stateno != 40
Triggerall = Stateno != 105
Triggerall = enemynear,Stateno != 842
Trigger1 = prevstateno = 702
Trigger2 = Stateno = 702
Trigger2 = animtime = 0
Trigger3 = projhit(1600) = 1
Trigger3 = numprojID(1600) >= 1
Trigger3 = Ctrl = 1
Trigger3 = StateType != A
Trigger3 = moveType != H

[State -3,僪僫儖僪儅僕僢僋12P]
Type = ChangeState
Value = ifelse(random<500,17000,3202)
TriggerAll=StateType!=A
TriggerAll=!ishelper(12)
TriggerAll=!ishelper
TriggerAll=roundstate = 2
TriggerAll= Ctrl = 1
trigger1= enemynear,name = "Rugal_TLE"
trigger2 = enemynear,name = "Ryuji Yamazaki"
trigger3 = enemynear,name = "SLIME"
trigger4 = enemynear,name = "kuromaru"
trigger5 = enemynear,name = "I-No" && enemynear,Authorname = "MEKA"
trigger6 = enemynear,name = "gurospooo"
trigger7 = enemynear,name = "chanpuru"
trigger8 = enemynear,name = "D4miku"
trigger9 = enemynear,name = "Timote95"
trigger10 = enemynear,name = "Timote"
trigger11 = enemynear,name = "Slime"
trigger12 = enemynear,name = "SLIME"
trigger13 = enemynear,name = "Minotaur"
trigger14 = enemynear,Name = "Crash Bandicoot by StefanBandicoot"
trigger15 = enemynear,Name = "CotT Crash"
trigger16 = enemynear,Name = "Crash Bandicoot"

[State -3,僪僫儖僪儅僕僢僋12P]
Type = ChangeState
Value = 3202
TriggerAll=StateType!=A
TriggerAll=!ishelper(12)
TriggerAll=ishelper
TriggerAll=roundstate = 2
TriggerAll= Ctrl = 1
trigger1= enemynear,name = "Rugal_TLE"
trigger2 = enemynear,name = "Ryuji Yamazaki"
trigger3 = enemynear,name = "SLIME"
trigger4 = enemynear,name = "kuromaru"
trigger5 = enemynear,name = "I-No" && enemynear,Authorname = "MEKA"
trigger6 = enemynear,name = "gurospooo"
trigger7 = enemynear,name = "chanpuru"
trigger8 = enemynear,name = "D4miku"
trigger9 = enemynear,name = "Timote95"
trigger10 = enemynear,name = "Timote"
trigger11 = enemynear,name = "Slime"
trigger12 = enemynear,name = "SLIME"
trigger13 = enemynear,name = "Minotaur"
trigger14 = enemynear,Name = "Crash Bandicoot by StefanBandicoot"
trigger15 = enemynear,Name = "CotT Crash"
trigger16 = enemynear,Name = "Crash Bandicoot"

[State -3]
type = ChangeState
value = ifelse(random<=500,1050,1600)
Trigger1=var(59) != 0
triggerall = statetype != A
triggerall = roundstate = 2
trigger1 = P2BodyDist X =[-10,60]
trigger1 = stateno = 800
trigger1 = animtime = 0
trigger1 = Random <= 800

[State -3,僪僫儖僪儅僕僢僋12P]
Type = ChangeState
Value = 17000
TriggerAll=ishelper(12)
TriggerAll= Ctrl = 1 || movetype = H
trigger1= roundstate = 2
ctrl = 1

[State -3,僪僫儖僪儅僕僢僋12P]
Type = changeState
Value = ifelse(random<200,25050,3200)
Trigger1=var(59) != 0
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X=[0,350]
TriggerAll=P2BodyDist Y>=-80
TriggerAll=Ctrl||StateNo = 100||life<=123&&random<=123&&movetype=H
trigger1 = power >= 2000
Trigger1 = Random <= var(59)*30

[State -3,僪僫僒僀]
Type = ChangeState
Value = 1053
TriggerAll=var(59) != 0
TriggerAll=StateType=A
TriggerAll=P2BodyDist X=[-5,60]
TriggerAll=P2BodyDist Y=[-80,50]
TriggerAll=Ctrl=1
TriggerAll=EnemyNear,MoveType=A
TriggerAll=Random<=100
Trigger1=MoveType=H

[State -3,僪僫僒僀]
Type = ChangeState
Value = 1050
TriggerAll=var(59) != 0
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X=[-5,60]
TriggerAll=P2BodyDist Y=[-120,50]
TriggerAll=Ctrl=1
TriggerAll=EnemyNear,MoveType=A
TriggerAll=Random<=100
Trigger1=MoveType=H

[State -3,傾儞僴僢僺乕僙僢僩懳嬻]
Type = ChangeState
Value = 3300
TriggerAll=var(59) != 0
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X=[-5,50]
TriggerAll=P2BodyDist Y>=-50
TriggerAll=Ctrl=1
TriggerAll=EnemyNear,MoveType=A
triggerall = power >= 3000
triggerall = life <= 800
triggerall = NumHelper(2100) = 0 
TriggerAll=Random<=var(59)*60||var(59)>9
Trigger1=MoveType=H

[State -3,斊償傽乕僈乕偩僢両]
Type = ChangeState
Value = ifelse(life<=400,17000,3100)
TriggerAll=var(59) != 0
TriggerAll= Statetype != L
TriggerAll=EnemyNear,MoveType=A
;TriggerAll=P2BodyDist X=[20,200]
TriggerAll=P2BodyDist Y>=-80
TriggerAll=EnemyNear,StateType!=L || life < 321
triggerall = life <= 800
Triggerall = Random <= var(59)*10
triggerall = power >= 3000 || life < 321
Trigger1 = MoveType=H
Trigger2 = (PrevStateNo=[5000,5270])
Trigger3 = (PrevStateNo=[120,159])

[State -3,償傽乕僈乕12P]
Type = ChangeState
Value = 1200
Trigger1=var(59) != 0
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X=[100,200]
TriggerAll=P2BodyDist Y>=-80
TriggerAll=Ctrl||StateNo = 100
Trigger1 = Random <= var(59)*30

[State -3,償傽乕僈乕12P]
Type = ChangeState
Value = 1205
Trigger1=var(59) != 0
TriggerAll=StateType!=A
triggerall = Life >= 300
TriggerAll=EnemyNear,StateType!=L
TriggerAll=P2BodyDist X=[200,320]
TriggerAll=P2BodyDist Y>=-200
TriggerAll=P2BodyDist Y<=-30
TriggerAll=Ctrl||StateNo = 100
Trigger1 = Random <= var(59)*30

[State -3,晜偐偣偐傜嫮乆12P]
type = ChangeState
triggerall = var(59) != 0
triggerall = StateType = A
triggerall = EnemyNear,StateType != L
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [-5,100]
triggerall = P2bodydist Y = [-40,40]
triggerall = Ctrl
TriggerAll=EnemyNear,BackEdgeBodyDist <= 10
trigger1 = EnemyNear,MoveType = H
Value    = 640

[State -3,晜偐偣偐傜庛12P]
type = ChangeState
triggerall = var(59) != 0
triggerall = StateType = A
triggerall = EnemyNear,StateType != L
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [-5,80]
triggerall = P2bodydist Y = [-80,25]
triggerall = Ctrl
trigger1 = EnemyNear,MoveType = H
Value    = 600

[State -3,晜偐偣偐傜拞12P]
type = ChangeState
triggerall = var(59) != 0
triggerall = StateType = A
triggerall = EnemyNear,StateType != L
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [-5,80]
triggerall = P2bodydist Y = [-80,40]
triggerall = Ctrl
trigger1 = EnemyNear,MoveType = H
Value    = 610

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;朶敪
;Time=1 Random StateNo
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;愗傝懼偊偟
;PrevStateNo = [120,159] PrevStateNo = [5000,5270] EnemyNear,HitDefAttr = SCA,AT;搳偘
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

[State -3,傾儞僴僢僺乕僙僢僩懳嬻]
Type = ChangeState
Value = 3300
TriggerAll=var(59) != 0
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X=[-5,50]
TriggerAll=P2BodyDist Y=[-120,-70]
TriggerAll=Ctrl||StateNo = 100
TriggerAll=EnemyNear,Vel Y=[0,2]
TriggerAll=EnemyNear,Vel x=[-2,2]
TriggerAll=EnemyNear,MoveType=A
TriggerAll=EnemyNear,StateType=A
triggerall = power >= 3000
triggerall = NumHelper(2100) = 0 
TriggerAll=Random<=var(59)*60||var(59)>9
TriggerAll=EnemyNear,AnimTime<=-11||var(59)<7
TriggerAll=Enemynear,Time>=30||var(59)>9||var(59)>10
Trigger1 = Enemynear,Time>=50||var(59)<10
Trigger2 = (PrevStateNo=[5000,5270])
Trigger3 = (PrevStateNo=[120,159])

[State -3,傾儞僴僢僺乕僙僢僩]
Type = ChangeState
Value = 3300
TriggerAll=var(59) != 0
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X=[0,50]
TriggerAll=P2BodyDist Y>=-80
TriggerAll=Ctrl||StateNo = 100
TriggerAll=EnemyNear,MoveType=A
TriggerAll=EnemyNear,StateType!=A
TriggerAll=EnemyNear,vel X = [-1,2]
triggerall = power >= 3000
triggerall = NumHelper(2100) = 0 
TriggerAll=Random<=var(59)*60||var(59)>9
TriggerAll=EnemyNear,AnimTime<=-11||var(59)<7
TriggerAll=Enemynear,Time>=30||var(59)>9||var(59)>10
Trigger1 = Enemynear,Time>=50||var(59)<10
Trigger2 = (PrevStateNo=[5000,5270])
Trigger3 = (PrevStateNo=[120,159])

[State -3,斊償傽乕僈乕偩僢両]
Type = ChangeState
Value = ifelse(life<=430,17000,3100)
TriggerAll=var(59) != 0
TriggerAll=StateType!=A
;TriggerAll=P2BodyDist X=[20,180]
TriggerAll=P2BodyDist Y>=-80
TriggerAll=Ctrl||StateNo = 100
TriggerAll=EnemyNear,MoveType=A
TriggerAll=EnemyNear,StateType!=L
triggerall = power >= 3000 || life < 321
triggerall = life <= 800
TriggerAll=Random<=var(59)*60||var(59)>9
TriggerAll=EnemyNear,AnimTime<=-15||var(59)<7
TriggerAll=Enemynear,Time>=30||var(59)>9||var(59)>10
Trigger1 = Enemynear,Time>=50||var(59)<10
Trigger2 = (PrevStateNo=[5000,5270])
Trigger3 = (PrevStateNo=[120,159])

[State -3,僪僫儖僪儅僕僢僋]
Type = ChangeState
Value = 25050
TriggerAll=var(59) != 0
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X=[50,150]
TriggerAll=Ctrl||StateNo = 100
triggerall = power >= 1000
TriggerAll = EnemyNear,NumProj = 0 || EnemyNear,NumHelper = 0
TriggerAll=Random<=var(59)*60||var(59)>9
TriggerAll=EnemyNear,AnimTime<=-11||var(59)<7
TriggerAll=Enemynear,Time>=30||var(59)>9||var(59)>10
Trigger1 = Enemynear,Time>=50||var(59)<10
Trigger1 = Palno != 12 && random <= 200 || Palno = 12 && random <= 100
Trigger2 = (enemynear,PrevStateNo=[5000,5270])
Trigger2 = (enemynear,PrevStateNo!=[120,159])
Trigger2 = Palno != 12 && random <= 200 || Palno = 12 && random <= 100

[State -3,僪僫儖僪儅僕僢僋]
Type = ChangeState
Value = 3200
TriggerAll=var(59) != 0
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X=[150,350]
TriggerAll=P2BodyDist Y>=-60
TriggerAll=EnemyNear,Vel X = [-0.5,0.5]
TriggerAll=EnemyNear,Vel Y = [-0.5,0.5]
TriggerAll=Ctrl||StateNo = 100
TriggerAll=EnemyNear,StateType!=C
TriggerAll=EnemyNear,Const(size.head.pos.y)<=-60
TriggerAll=EnemyNear,MoveType=A
triggerall = power >= 2000
TriggerAll = EnemyNear,NumProj = 0 || EnemyNear,NumHelper = 0
TriggerAll=Random<=var(59)*60||var(59)>9
TriggerAll=EnemyNear,AnimTime<=-11||var(59)<7
TriggerAll=Enemynear,Time>=30||var(59)>9||var(59)>10
Trigger1 = Enemynear,Time>=50||var(59)<10
Trigger2 = (PrevStateNo=[5000,5270])
Trigger3 = (PrevStateNo=[120,159])

[State -3,僪僫儖僪儅僕僢僋]
Type = ChangeState
Value = 25050
TriggerAll=var(59) != 0
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X=[50,150]
TriggerAll=EnemyNear,Vel X = [-0.5,0.5]
TriggerAll=EnemyNear,Vel Y = [-0.5,0.5]
TriggerAll=Ctrl||StateNo = 100
TriggerAll=EnemyNear,StateType!=C
TriggerAll=EnemyNear,Const(size.head.pos.y)<=-60
TriggerAll=EnemyNear,stateno!=[120,159]
triggerall = power >= 1000
TriggerAll = EnemyNear,NumProj = 0 || EnemyNear,NumHelper = 0
TriggerAll=Random<=var(59)*60||var(59)>9
TriggerAll=EnemyNear,AnimTime<=-11||var(59)<7
TriggerAll=Enemynear,Time>=30||var(59)>9||var(59)>10
Trigger1 = Palno != 12 && random <= 100 || Palno = 12 && random <= 50
Trigger2 = Enemynear,Time>=50||var(59)<10 && random <= 500
Trigger3 = (PrevStateNo=[5000,5270])
Trigger4 = (PrevStateNo=[120,159])

[State -3,斊償傽乕僈乕偑偀偙傟偔傜偄]
Type = ChangeState
Value = ifelse(random<500,3400,1100)
TriggerAll=var(59) != 0
TriggerAll=StateType=A
TriggerAll=EnemyNear,Vel X = [-1.5,1.5]
TriggerAll=P2BodyDist X=[-5,60]
TriggerAll=P2BodyDist Y>=0;[80,120]
TriggerAll=Ctrl||StateNo = 100
TriggerAll=EnemyNear,MoveType=A
triggerall = power >= 1000
TriggerAll=Random<=var(59)*60||var(59)>9
TriggerAll=EnemyNear,AnimTime<=-2||var(59)<7
TriggerAll=Enemynear,Time>=30||var(59)>9||var(59)>10
Trigger1 = Enemynear,Time>=50||var(59)<10
Trigger2 = (PrevStateNo=[5000,5270])
Trigger3 = (PrevStateNo=[120,159])

[State -3,嬻拞僪僫僒僀僪僇僢僞乕]
Type = ChangeState
Value = 1053
TriggerAll=var(59) != 0
TriggerAll=StateType=A
TriggerAll=P2BodyDist X=[-5,80]
TriggerAll=P2BodyDist Y=[-80,50]
TriggerAll=Ctrl||StateNo = 100
TriggerAll=EnemyNear,MoveType=A
TriggerAll=Random<=var(59)*60||var(59)>9
TriggerAll=EnemyNear,AnimTime<=-2||var(59)<7
TriggerAll=Enemynear,Time>=30||var(59)>9||var(59)>10
Trigger1 = Enemynear,Time>=50||var(59)<10
Trigger2 = (PrevStateNo=[5000,5270])
Trigger3 = (PrevStateNo=[120,159])

[State -3,僪僫僒僀僪僇僢僞乕]
Type = ChangeState
Value = 1050
TriggerAll=var(59) != 0
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X=[-15,60]
TriggerAll=P2BodyDist Y>=-120
TriggerAll=Ctrl||StateNo = 100
TriggerAll=EnemyNear,MoveType=A
TriggerAll=Random<=var(59)*60||var(59)>9
TriggerAll=EnemyNear,AnimTime<=-2||var(59)<7
TriggerAll=Enemynear,Time>=30||var(59)>9||var(59)>10
Trigger1 = Enemynear,Time>=50||var(59)<10 || projhit(1600) = 1
Trigger2 = (PrevStateNo=[5000,5270])
Trigger3 = (PrevStateNo=[120,159])

[State -3,憡懪偪妎屽儕儞僑敋抏]
Type = ChangeState
Value = 1800+100*(random<=100)
TriggerAll=var(59) != 0
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X=[40,80]
TriggerAll=P2BodyDist Y>=-120
TriggerAll=EnemyNear,Vel X>=1
TriggerAll=Ctrl||StateNo = 100
TriggerAll=EnemyNear,MoveType=A
TriggerAll=EnemyNear,StateType!=A
triggerall = life >= 500
triggerall = NumHelper(1810) = 0
TriggerAll=Random<=var(59)*60||var(59)>9
TriggerAll=EnemyNear,AnimTime<=-2||var(59)<7
TriggerAll=Enemynear,Time>=30||var(59)>9||var(59)>10
Trigger1 = Enemynear,Time>=50||var(59)<10
Trigger2 = (PrevStateNo=[5000,5270])
Trigger3 = (PrevStateNo=[120,159])

;儕儞僑敋抏2
[state -3]
type = ChangeState
value = 1800+100*(random<=100)
TriggerAll=var(59) != 0
triggerall = NumHelper(1810) = 0
triggerall = statetype != A
triggerall = ctrl = 1
triggerall = Pos Y <= 0
Triggerall=EnemyNear,BackEdgeBodyDist <= 10
Trigger1=P2BodyDist X=[40,100]
trigger2 = p2statetype = L
Trigger3 = Enemynear,StateNo=[120,159]
Trigger3=P2BodyDist X=[0,100]

;僔僃僀僋敋抏2
[state -3]
type = ChangeState
value = ifelse(random<500&&power>2000,3900,1900)
TriggerAll=var(59) != 0
triggerall = RoundState = 2
triggerall = NumHelper(1910) = 0
triggerall = statetype != A
triggerall = ctrl = 1
triggerall = Pos Y <= 0
triggerall  = Random <= 400
triggerall = projhit(1200) = 0 || NumProjID(1600) >= 1
trigger1 = p2bodydist X <= 120
trigger1 = p2bodydist X >= 80
Trigger2 =EnemyNear,StateType = L
Trigger2 =!InGuardDist
Trigger2 =P2BodyDist X=[40,300]
Trigger2 =P2BodyDist Y>-180
Trigger2 =Ctrl||StateNo = 100

[State -3,僔僃僀僋敋抏2]
Type = ChangeState
Value = ifelse(random<500&&power>2000,3900,1900)
TriggerAll=var(59) != 0
TriggerAll=StateType!=A
triggerall  = Random <= 300
triggerall = RoundState = 2
TriggerAll=P2BodyDist X=[40,300]
TriggerAll=P2BodyDist Y>=-120
TriggerAll=EnemyNear,Vel X>=1
TriggerAll=Ctrl||StateNo = 100
triggerall = NumHelper(1910) = 0 ;俬俢僫儞僶乕1200偺僿儖僷乕偑夋柺拞偵侾屄傕弌偰側偄帪
TriggerAll=Random<=var(20)*60
TriggerAll=EnemyNear,AnimTime<=-2
TriggerAll=Enemynear,Time>=30
Triggerall = Enemynear,StateNo!=[120,159]
triggerall = projhit(1200) = 0 || NumProjID(1600) >= 1
Trigger1 = Enemynear,Time>=50
Trigger2 = (Enemynear,PrevStateNo=[5000,5270])
Trigger3 = (Enemynear,PrevStateNo=[120,159])

;僔僃僀僋敋抏2
[state -3]
type = ChangeState
value = ifelse(random<500&&power>2000,3900,1900)
TriggerAll=var(59) != 0
triggerall = RoundState = 2
triggerall = NumHelper(1910) = 0 ;俬俢僫儞僶乕1200偺僿儖僷乕偑夋柺拞偵侾屄傕弌偰側偄帪
triggerall = RoundState = 2
triggerall = statetype != A
triggerall = ctrl = 1
triggerall = Pos Y <= 0
triggerall  = Random <= 250
Triggerall=EnemyNear,BackEdgeBodyDist <= 10
triggerall = projhit(1200) = 0 || NumProjID(1600) >= 1
Trigger1 = Enemynear,StateNo!=[120,159]
Trigger1=P2BodyDist X=[40,300]
Trigger2 = Enemynear,StateNo=[120,159]
Trigger2=P2BodyDist X=[0,100]

[State -3,崅偄偲偙傠偐傜傾儞僴僢僺乕僙僢僩廍偄]
type = ChangeState
TriggerAll=var(59) != 0
triggerall = StateType != A
triggerall = EnemyNear,StateType = A
triggerall = RoundState = 2
Triggerall = !inguarddist
triggerall = NumHelper(1910) = 0
Triggerall = Random <= 400;100
triggerall = P2bodydist Y = [-180,-170]
TriggerAll = EnemyNear,Vel Y >= 5
TriggerAll = EnemyNear,GethitVar(fall) = 1
triggerall = EnemyNear,MoveType = H
triggerall = (EnemyNear,StateNo != [120,159])
triggerall = projhit(1200) = 0 || NumProjID(1600) >= 1
Trigger1 = P2BodyDist X=[40,180]
trigger1 = Ctrl
trigger1 = StateNo != 100
Trigger2 = P2BodyDist X =[40,200]
trigger2 = StateNo = 100
value = ifelse(random<500&&power>2000,3900,1900)

[State -3,傾儞僴僢僺乕僙僢僩廍偄]
type = ChangeState
TriggerAll=var(59) != 0
triggerall = StateType != A
triggerall = EnemyNear,StateType = A
triggerall = RoundState = 2
Triggerall = !inguarddist
triggerall = NumHelper(1910) = 0 ;俬俢僫儞僶乕1200偺僿儖僷乕偑夋柺拞偵侾屄傕弌偰側偄帪
triggerall = NumHelper(1980) = 0 ;俬俢僫儞僶乕1200偺僿儖僷乕偑夋柺拞偵侾屄傕弌偰側偄帪
Triggerall = Random <= 100
Triggerall=P2BodyDist X=[40,300]
triggerall = P2bodydist Y = [-130,-80]
TriggerAll=EnemyNear,Vel Y = [-2,5]
TriggerAll=EnemyNear,GethitVar(fall) = 1
TriggerAll=EnemyNear,CanRecover = 0
triggerall = Ctrl||StateNo = 100
triggerall = projhit(1200) = 0 || NumProjID(1600) >= 1
trigger1 = EnemyNear,MoveType = H
trigger1 = (EnemyNear,StateNo != [120,159])
value = ifelse(random<500&&power>2000,3900,1900)

[State -3,僕儍儞僾]
Type     = ChangeState
Value    = 40
TriggerAll=var(59) != 0
TriggerAll=StateType!=A
TriggerAll=Ctrl
TriggerAll=EnemyNear,HitDefAttr=SCA,AT
TriggerAll=Random<=var(59)*60||var(59)>9
TriggerAll=EnemyNear,Time>=30||(!Time&&var(59)>9)||var(59)>10
Triggerall = Stateno != 105
Trigger1 = EnemyNear,Time>=50||var(59)>10
Trigger2 = (PrevStateNo=[5000,5270])
Trigger3 = (PrevStateNo=[120,159])
Trigger4 = projhit(1600) = 1
Trigger4 = Enemynear,statetype = A

[State -3]
type = ChangeState
value = 40
triggerall = roundstate = 2
TriggerAll=var(59) != 0
triggerall = statetype != A && statetype != L
triggerall = alive
triggerall = stateno != 40
Triggerall = Stateno != 105
trigger1 = ctrl || (stateno = [100,101])
trigger1 = enemy,statetime >= 5
trigger1 = p2statetype = C || P2bodydist Y =[-800,-50]
trigger1 = p2bodydist X = [0,95]
trigger1 = random = [0,630]
trigger2 = stateno = 240 || stateno = 440
trigger2 = moveguarded
trigger2 = p2statetype = C
trigger2 = p2bodydist X = [0,95]
trigger2 = random = [0,330]
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;僈乕僪 
;inguarddist EnemyNear,HitDefAttr = SCA,AA;懪寕
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[State -3,棫偪僈乕僪]
Type = ChangeState
Value = ifelse(random<500,120,702)
TriggerAll=var(59)!=0
TriggerAll=StateNo!=[120,155]
triggerall= roundstate = [0,2]
TriggerAll=Ctrl||StateNo = 100
TriggerAll=inguarddist
triggerall= !ishelper
triggerall= alive = 1
triggerall= enemynear,facing = 1 && facing = -1 || enemynear,facing = -1 && facing = 1
Trigger1=random<=900
Trigger2=P2BodyDist X>90||EnemyNear,Time>50
Trigger2=var(59)>=1

[State -3,棫偪僈乕僪]
Type = ChangeState
Value = 120
TriggerAll=var(59) != 0
TriggerAll=StateNo!=[120,155]
TriggerAll=StateNo!=702
TriggerAll=Ctrl||StateNo = 100
TriggerAll=PalNo = 12
TriggerAll=inguarddist
triggerall = RoundState = 2
Trigger1 = Random<=var(59)*60||var(59)>9
Trigger2 = P2BodyDist X>90||EnemyNear,Time>50
Trigger2 = Random<=var(59)*150

[State -3,棫偪僈乕僪]
Type = ChangeState
Value = 120
TriggerAll=var(59) != 0
TriggerAll=StateNo!=[120,155]
TriggerAll=StateNo!=702
TriggerAll=Ctrl||StateNo = 100||P2BodyDist X<0 && movetype=H
TriggerAll=P2BodyDist X<-10
TriggerAll=enemynear,movetype=A
TriggerAll=inguarddist
triggerall=RoundState = 2
Triggerall=TeamMode = single || TeamMode = turns || TeamMode = simul && partner,ALIVE = 0
Trigger1 = Random<=var(59)*60||var(59)>9
Trigger2 = P2BodyDist X>90||EnemyNear,Time>50
Trigger2 = Random<=var(59)*150

[State -3,棫偪僈乕僪]
Type = ChangeState
Value = ifelse(random<500&&stateno=10510,1100,702)
TriggerAll=var(59) != 0
TriggerAll=!ishelper
TriggerAll=StateNo!=702
triggerall=prevstateno!= 702
TriggerAll=StateNo =5040 && movetype != A || StateNo = 10510 && P2bodydist X <= 0 || stateno = 40 && P2bodydist X <= -80 || movetype = I && P2bodydist X <= -80
TriggerAll=statetype = A
TriggerAll=Ctrl
triggerall= !ishelper
TriggerAll=enemynear,statetype != A
Trigger1 = Random<=var(59)*60||var(59)>9
Trigger2 = P2BodyDist X>90||EnemyNear,Time>50
Trigger2 = Random<=var(59)*150

[State 430, 僗僥乕僩曄峏]
type = ChangeState
TriggerAll=var(59) != 0
triggerall = RoundState = 2
triggerall = StateType = A
triggerall = P2bodydist X = [-60,60]
TriggerAll = EnemyNear,BackEdgeBodyDist >= 10 || EnemyNear,FrontEdgeBodyDist >= 10
trigger1 = p2bodydist y >= 60
trigger1 = Ctrl = 1
trigger1 = stateno = 3400 || stateno = 10510 || statetime >= 5 & movetype = I
value = 1100
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;僞僢僌梡峴摦
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

[State -3,捛寕乮庛乯]
type = ChangeState
triggerall = var(59) != 0
triggerall = StateType != A
triggerall = EnemyNear,StateType = A
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
TriggerAll=TeamMode = simul
triggerall = P2bodydist X = [0,70]
triggerall = P2bodydist Y >= -40
triggerall = Ctrl||StateNo = 100
triggerall = partner,ALIVE
triggerall = PrevStateNo != 200
trigger1 = EnemyNear,MoveType = H
trigger1 = partner,MoveType = A
value = 200

[State -3,捛寕乮孅庛乯]
type = ChangeState
triggerall = var(59) != 0
triggerall = StateType != A
triggerall = EnemyNear,StateType != L
triggerall = EnemyNear,StateType != A
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
TriggerAll=TeamMode = simul
triggerall = P2bodydist X = [0,70]
triggerall = P2bodydist Y >= -40
triggerall = Ctrl||StateNo = 100
triggerall = partner,ALIVE
triggerall = PrevStateNo != 400
trigger1 = EnemyNear,MoveType = H
trigger1 = partner,MoveType = A
value = 400

[State -3,僶僢僋傾僞僢僋乮孅庛乯]
type = ChangeState
triggerall = var(59) != 0
triggerall = StateType != A
triggerall = EnemyNear,StateType != L
triggerall = EnemyNear,StateType != A
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
TriggerAll=TeamMode = simul
triggerall = P2bodydist X = [0,70]
triggerall = P2bodydist Y >= -40
triggerall = Ctrl||StateNo = 100
trigger1 = Facing = -1
trigger1 = EnemyNear,Facing = -1
trigger2 = Facing = 1
trigger2 = EnemyNear,Facing = 1
value = 400

[State -3,僶僢僋傾僞僢僋乮4屄暘乯]
type = ChangeState
triggerall = var(59) != 0
triggerall = StateType != A
triggerall = EnemyNear,StateType != L
triggerall = EnemyNear,StateType != A
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [120,320]
triggerall = P2bodydist Y >= -40
TriggerAll=TeamMode = simul
triggerall = Ctrl||StateNo = 100
trigger1 = Facing = -1
trigger1 = EnemyNear,Facing = -1
trigger2 = Facing = 1
trigger2 = EnemyNear,Facing = 1
value = 1205

[State -3,壛惃僟僢僔儏]
type = ChangeState
triggerall = var(59) != 0
triggerall = StateType != A
triggerall = EnemyNear,StateType != L
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [40,320]
TriggerAll=TeamMode = simul
triggerall = Ctrl
triggerall = EnemyNear,MoveType = H
triggerall = partner,MoveType = A
trigger1 = Facing = -1
trigger1 = EnemyNear,Facing = -1
trigger2 = Facing = 1
trigger2 = EnemyNear,Facing = 1
trigger3 = partner,ALIVE
value = 100

[State -3,媬彆僟僢僔儏]
type = ChangeState
triggerall = var(59) != 0
triggerall = StateType != A
triggerall = EnemyNear,StateType != L
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [40,320]
TriggerAll=TeamMode = simul
triggerall = Ctrl
triggerall = EnemyNear,MoveType = A
triggerall = partner,MoveType = H
trigger1 = Facing = -1
trigger1 = EnemyNear,Facing = -1
trigger2 = Facing = 1
trigger2 = EnemyNear,Facing = 1
value = 100

[State -3,夞傝崬傒僕儍儞僾]
type = ChangeState
triggerall = var(59) != 0
triggerall = StateType != A
triggerall = EnemyNear,StateType != L
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [100,160]
triggerall = P2bodydist Y = [-320,-100]
TriggerAll=TeamMode = simul
triggerall = StateNo = 100
trigger1 = partner,ALIVE
value = 40

[State -3,捛寕僕儍儞僾]
type = ChangeState
triggerall = var(59) != 0
triggerall = StateType != A
triggerall = EnemyNear,StateType = A
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [80,120]
triggerall = P2bodydist Y = [-320,-10]
TriggerAll=TeamMode = simul
triggerall = Ctrl||StateNo = 100
triggerall = partner,ALIVE
trigger1 = EnemyNear,MoveType = H
trigger1 = partner,MoveType = A
value = 40

[State -3,媬彆僕儍儞僾]
type = ChangeState
triggerall = var(59) != 0
triggerall = StateType != A
triggerall = EnemyNear,StateType = A
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [-80,120]
triggerall = P2bodydist Y = [-320,-10]
TriggerAll=TeamMode = simul
triggerall = Ctrl||StateNo = 100
triggerall = partner,ALIVE
trigger1 = EnemyNear,MoveType = A
trigger1 = partner,MoveType = H
value = 40

[State -3,媬彆嬻拞嫮乆]
type = ChangeState
triggerall = var(59) != 0
triggerall = StateType != A
triggerall = EnemyNear,StateType = A
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [0,100]
triggerall = P2bodydist Y = [-100,100]
TriggerAll=TeamMode = simul
triggerall = Ctrl
triggerall = partner,ALIVE
trigger1 = EnemyNear,MoveType = A
trigger1 = partner,MoveType = H
value = 640

[State -3,捛寕嬻拞庛偐傜拞偐傜JC]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
triggerall = EnemyNear,MoveType = H
triggerall = partner,MoveType = A
TriggerAll=!InGuardDist
TriggerAll=(P2BodyDist X=[-5,100])
TriggerAll=(P2BodyDist Y=[-150,50])
triggerall = var(7) <= 0
TriggerAll=MoveHit=1
triggerall = partner,ALIVE
Trigger1 = StateNo=610
Value    = 510

[State -3,捛寕嬻拞庛偐傜拞]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType = A
triggerall = EnemyNear,MoveType = H
triggerall = partner,MoveType = A
TriggerAll=!InGuardDist
TriggerAll=(P2BodyDist X=[-5,80])
TriggerAll=(P2BodyDist Y=[-90,20])
TriggerAll=MoveHit=1
triggerall = partner,ALIVE
Trigger1 = StateNo=600
Value    = 610

[State -3,捛寕嬻拞庛]
type = ChangeState
triggerall = var(59) != 0
triggerall = StateType = A
triggerall = EnemyNear,StateType = A
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [0,70]
triggerall = P2bodydist Y = [-100,20]
TriggerAll=TeamMode = simul
triggerall = Ctrl
triggerall = partner,ALIVE
trigger1 = EnemyNear,MoveType = H
trigger1 = partner,MoveType = A
value = 600

[State -3,捛寕嬻拞嫮乆]
type = ChangeState
triggerall = var(59) != 0
triggerall = StateType = A
triggerall = EnemyNear,StateType = A
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [70,100]
triggerall = P2bodydist Y = [-100,100]
TriggerAll=TeamMode = simul
triggerall = Ctrl
triggerall = partner,ALIVE
trigger1 = EnemyNear,MoveType = H
trigger1 = partner,MoveType = A
value = 640

[State -3,媬彆擇抜僕儍儞僾]
type = ChangeState
triggerall = var(59) != 0
triggerall = StateType = A
triggerall = EnemyNear,StateType = A
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [-80,120]
triggerall = P2bodydist Y = [-300,-120]
TriggerAll=TeamMode = simul
triggerall = Ctrl
triggerall = partner,ALIVE
triggerall = var(7) <= 0
trigger1 = EnemyNear,MoveType = A
trigger1 = partner,MoveType = H
value = 510

[State -3,僞僢僌梡墖岇幩寕乮斊償傽乕僈乕偩僢両媬弌乯]
type = ChangeState
triggerall = var(59) != 0
triggerall = StateType != A
triggerall = EnemyNear,StateType != L
Triggerall = !inguarddist
Triggerall = life <= 800
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [0,160]
triggerall = P2bodydist Y >= -40
triggerall = power >= 3000 || life < 321
TriggerAll=TeamMode = simul
triggerall = Ctrl||StateNo = 100
triggerall = partner,ALIVE
trigger1 = EnemyNear,MoveType = A
trigger1 = partner,MoveType = H
value = ifelse(life<=400,17000,3100)

[State -3,僞僢僌梡墖岇幩寕乮儅僕僢僋捛寕乯]
type = ChangeState
triggerall = var(59) != 0
triggerall = StateType != A
triggerall = EnemyNear,StateType != L
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [120,320]
triggerall = P2bodydist Y >= -40
triggerall = power >= 2000
TriggerAll=TeamMode = simul
triggerall = Ctrl||StateNo = 100
triggerall = partner,ALIVE
trigger1 = EnemyNear,MoveType = H
trigger1 = partner,MoveType = A
Value = 3200

[State -3,僞僢僌梡墖岇幩寕乮儅僕僢僋媬弌乯]
type = ChangeState
triggerall = var(59) != 0
triggerall = StateType != A
triggerall = EnemyNear,StateType != L
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [120,320]
triggerall = P2bodydist Y >= -40
triggerall = power >= 2000
TriggerAll=TeamMode = simul
triggerall = Ctrl||StateNo = 100
triggerall = partner,ALIVE
trigger1 = EnemyNear,MoveType = A
trigger1 = partner,MoveType = H
Value = 3200

[State -3,僞僢僌梡墖岇幩寕乮僈乕儖媬彆乯]
type = ChangeState
triggerall = var(59) != 0
triggerall = StateType != A
triggerall = EnemyNear,StateType != L
Triggerall = !inguarddist
triggerall = NumHelper(2100) = 0
triggerall = NumHelper(2200) = 0
triggerall = NumHelper(3500) = 0
triggerall = NumHelper(2301) = 0
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [120,320]
triggerall = P2bodydist Y = [-320,0]
TriggerAll=TeamMode = simul
triggerall = Ctrl||StateNo = 100
triggerall = partner,ALIVE
trigger1 = EnemyNear,MoveType = A
trigger1 = partner,MoveType = H
value = 1060

[State -3,僞僢僌梡墖岇幩寕乮僈乕儖捛寕乯]
type = ChangeState
triggerall = var(59) != 0
triggerall = StateType != A
triggerall = EnemyNear,StateType != L
Triggerall = !inguarddist
triggerall = NumHelper(2100) = 0
triggerall = NumHelper(2200) = 0
triggerall = NumHelper(3500) = 0
triggerall = NumHelper(2301) = 0
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [0,320]
triggerall = P2bodydist Y = [-320,-100]
TriggerAll=TeamMode = simul
triggerall = Ctrl||StateNo = 100
triggerall = partner,ALIVE
trigger1 = EnemyNear,MoveType = H
trigger1 = partner,MoveType = A
value = 1060

[State -3,僞僢僌梡墖岇幩寕乮1屄暘媬弌乯]
type = ChangeState
triggerall = var(59) != 0
triggerall = StateType != A
triggerall = EnemyNear,StateType != L
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [120,250]
triggerall = P2bodydist Y >= -40
TriggerAll=TeamMode = simul
triggerall = Ctrl||StateNo = 100
triggerall = partner,ALIVE
trigger1 = EnemyNear,MoveType = A
trigger1 = partner,MoveType = H
value = 1200

[State -3,僞僢僌梡墖岇幩寕乮4屄暘乯]
type = ChangeState
triggerall = var(59) != 0
triggerall = StateType != A
triggerall = EnemyNear,StateType != L
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [150,320]
triggerall = P2bodydist Y >= -40
TriggerAll=TeamMode = simul
triggerall = Ctrl||StateNo = 100
triggerall = partner,ALIVE
trigger1 = EnemyNear,MoveType = H
trigger1 = (EnemyNear,StateNo != [120,159])
trigger2 = (EnemyNear,StateNo = [120,159])
value = 1205

[State -3,僞僢僌梡墖岇幩寕乮1屄暘捛寕乯]
type = ChangeState
triggerall = var(59) != 0
triggerall = StateType != A
triggerall = EnemyNear,StateType != L
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [100,250]
triggerall = P2bodydist Y >= -40
TriggerAll = TeamMode = simul
triggerall = Ctrl||StateNo = 100
triggerall = partner,ALIVE
trigger1 = EnemyNear,MoveType = H
trigger1 = (EnemyNear,StateNo != [120,159])
trigger2 = (EnemyNear,StateNo = [120,159])
value = 1200

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;搳偘屻
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

[State -3,搳偘屻廍偄]
type = ChangeState
triggerall = var(59) != 0
triggerall = StateType != A
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [-50,50]
triggerall = P2bodydist Y >= -60
triggerall = PrevStateNo = 810 || prevstateno = 702
triggerall = Ctrl
trigger1 = EnemyNear,MoveType = H
value = ifelse(random<500,400,430)

[State -3,搳偘屻廍偄]
type = ChangeState
triggerall = var(59) != 0
triggerall = StateType != A
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [-50,50]
triggerall = P2bodydist Y >= -60
triggerall = PrevStateNo = 852
triggerall = NumProjID(1600) = 0
triggerall = Ctrl
trigger1 = EnemyNear,MoveType = H
value = 1600
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;抧忋婲偒峌傔 
;EnemyNear,StateType = L EnemyNear,AnimTime P2bodyDist Y P2bodyDist X
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

[State -3,懌暐偄]
Type = ChangeState
value = 400
TriggerAll = var(59) != 0
TriggerAll = StateType != A
TriggerAll = EnemyNear,StateType = L
TriggerAll = Random <= var(59)*100
TriggerAll = Ctrl||StateNo = 100
TriggerAll = P2BodyDist X = [5,60]
Trigger1 = EnemyNear,StateNo = 5100

[State -3,僈乕儖儔僢僔儏]
Type = ChangeState
value = 3050
TriggerAll = var(59) != 0
TriggerAll = StateType != A
triggerall = power >= 2000
TriggerAll = EnemyNear,StateType = L || random <= 500
TriggerAll = Random <= var(59)*50
TriggerAll = Ctrl||StateNo = 100
triggerall = NumHelper(2100) = 0 
triggerall = NumHelper(2200) = 0
TriggerAll = P2BodyDist X = [50,340]
Trigger1 = EnemyNear,StateNo = 5110

[State -3,屇傃弌偟]
Type = ChangeState
value = 1060
TriggerAll = var(59) != 0
TriggerAll = StateType != A
TriggerAll = EnemyNear,StateType = L
TriggerAll = Random <= var(59)*100
triggerall = NumHelper(2100) = 0
triggerall = NumHelper(2200) = 0
triggerall = NumHelper(3500) = 0
triggerall = NumHelper(2301) = 0
TriggerAll = Ctrl||StateNo = 100
TriggerAll = P2BodyDist X = [150,320]
Trigger1 = EnemyNear,StateNo = 5120
Trigger1 = EnemyNear,AnimTime = -5

[State -3,億僥僩]
Type = ChangeState
value = 1600
TriggerAll = var(59) != 0
TriggerAll = StateType != A
triggerall = NumProjID(1600) = 0
TriggerAll = Ctrl||StateNo = 100
TriggerAll = P2BodyDist X = [65,90]
triggerall = NumProjID(1600) = 0
Trigger1 = EnemyNear,AnimTime = -10
Trigger1 = EnemyNear,StateType = L

[State -3,億僥僩巃傝]
Type = ChangeState
value = 250
TriggerAll = var(59) != 0
TriggerAll = StateType != A
TriggerAll = EnemyNear,StateType = L
TriggerAll = Random <= var(59)*100
TriggerAll = Ctrl||StateNo = 100
TriggerAll = P2BodyDist X = [55,100]
Trigger1 = EnemyNear,StateNo = 5120
Trigger1 = EnemyNear,AnimTime = -14

[State -3,僟僢僔儏]
Type = ChangeState
value = 100
TriggerAll = var(59) != 0
TriggerAll = StateType != A
TriggerAll = Random <= var(59)*100
TriggerAll = Ctrl
TriggerAll = P2BodyDist X = [100,320]
Trigger1 = EnemyNear,StateType = L || projhit(1600) = 1 || helper(1910),movehit

[State -3,僶僢僋僗僥僢僾]
Type = ChangeState
value = 105
TriggerAll = var(59) != 0
TriggerAll = StateType != A
TriggerAll = Random <= var(59)*100
TriggerAll = Ctrl||StateNo = 100
TriggerAll = P2BodyDist X = [0,55]
TriggerAll = BackEdgeBodyDist >= 25
Trigger1 = EnemyNear,StateType = L

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;嬻拞婲偒峌傔(嵓媆旘傃) 
;EnemyNear,StateType = L EnemyNear,AnimTime P2bodyDist Y P2bodyDist X 
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

[State -3,]
Type = ChangeState
value = 1100
TriggerAll = (var(59)&&Random<=var(59)*100)
TriggerAll = StateType=A
TriggerAll = EnemyNear,StateType=L
TriggerAll = EnemyNear,StateNo=5120
TriggerAll = StateNo!=1100
TriggerAll = Ctrl
Trigger1 = P2BodyDist X=[40,100]
Trigger1 = vel y>0
Trigger1 = P2BodyDist Y>=0

[State -3,]
Type = ChangeState
value = 640
TriggerAll = (var(59)&&Random<=var(59)*100)
TriggerAll = StateType=A
TriggerAll = EnemyNear,StateType=L
TriggerAll = EnemyNear,StateNo=5120
TriggerAll = Ctrl
Trigger1 = P2BodyDist X<=90
Trigger1 = vel y>0
Trigger1 = P2BodyDist Y<=40

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;抧忋栚墴偟 
;Prevstateno EnemyNear,Movetype = H EnemyNear,stateno = [120,159]
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

[State -3,GO ACTIVE乮嫮乯廍偄]
type = ChangeState
triggerall = var(59) != 0
triggerall = StateType != A
triggerall = EnemyNear,StateType = A
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist Y = [-285,-200]
triggerall = P2bodydist X >= 160
TriggerAll=EnemyNear,Vel Y >= 3
TriggerAll=EnemyNear,vel X = [-6,3]
triggerall = Ctrl||StateNo = 100
trigger1 = EnemyNear,MoveType = H
trigger1 = (EnemyNear,StateNo != [120,159])
trigger1 = P2bodydist X = [135,230]
trigger2 = EnemyNear,MoveType = H
trigger2 = (EnemyNear,StateNo != [120,159])
trigger2 = P2bodydist X = [155,230]
Trigger2 = EnemyNear,BackEdgeBodyDist <= 25
trigger3 = (EnemyNear,StateNo = [120,159])
value = 1020

[State -3,GO ACTIVE乮嫮乯廍偄]
type = ChangeState
triggerall = var(59) != 0
triggerall = StateType != A
triggerall = EnemyNear,StateType = A
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X >= 200
triggerall = P2bodydist Y = [-180,-60]
TriggerAll=EnemyNear,Vel X = [2,4]
TriggerAll=EnemyNear,vel Y = [-3,1]
triggerall = Ctrl||StateNo = 100
trigger1 = EnemyNear,MoveType = H
trigger1 = (EnemyNear,StateNo != [120,159])
trigger2 = (EnemyNear,StateNo = [120,159])
value = 1020

[State -3,GO ACTIVE乮嫮乯廍偄]
type = ChangeState
triggerall = var(59) != 0
triggerall = StateType != A
triggerall = EnemyNear,StateType = A
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X >= 150;
triggerall = P2bodydist Y = [-140,-60]
TriggerAll=EnemyNear,Vel X = [-3,0]
TriggerAll=EnemyNear,Vel Y = [-3,0]
triggerall = Ctrl||StateNo = 100
trigger1 = EnemyNear,MoveType = H
trigger1 = (EnemyNear,StateNo != [120,159])
trigger2 = (EnemyNear,StateNo = [120,159])
value = 1020

[State -3,崅偄偲偙傠偐傜傾儞僴僢僺乕僙僢僩廍偄]
type = ChangeState
triggerall = var(59) != 0
triggerall = StateType != A
TriggerAll = Life <= 200
TriggerAll = PalNo != 12
triggerall = EnemyNear,StateType = A
Triggerall = !inguarddist
triggerall = power >= 3000
triggerall = NumHelper(2100) = 0 
Triggerall = Random <= var(59)*100
triggerall = P2bodydist Y = [-180,-150]
TriggerAll=EnemyNear,Vel Y >= 5
TriggerAll=EnemyNear,GethitVar(fall) = 1
TriggerAll=EnemyNear,CanRecover = 0
triggerall = EnemyNear,MoveType = H
triggerall = (EnemyNear,StateNo != [120,159])
trigger1 = P2bodydist X = [0,50]
trigger1 = Ctrl
trigger1 = StateNo != 100
trigger2 = P2bodydist X = [40,70]
trigger2 = StateNo = 100
value = 3300

[State -3,傾儞僴僢僺乕僙僢僩廍偄]
type = ChangeState
triggerall = var(59) != 0
triggerall = StateType != A
TriggerAll = Life <= 200
TriggerAll = PalNo != 12
triggerall = EnemyNear,StateType = A
Triggerall = !inguarddist
triggerall = power >= 3000
triggerall = NumHelper(2100) = 0
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [-5,60]
triggerall = P2bodydist Y = [-130,-80]
TriggerAll=EnemyNear,Vel Y = [-2,5]
TriggerAll=EnemyNear,GethitVar(fall) = 1
TriggerAll=EnemyNear,CanRecover = 0
triggerall = Ctrl||StateNo = 100
trigger1 = EnemyNear,MoveType = H
trigger1 = (EnemyNear,StateNo != [120,159])
value = 3300

[State -3,嬻拞偍偙傏傟棫偪嫮乆]
type = ChangeState
triggerall = var(59) = 0
triggerall = StateType != A
triggerall = EnemyNear,StateType = A
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [-5,60]
triggerall = P2bodydist Y = [-135,-100]
;;TriggerAll=EnemyNear,BackEdgeBodyDist <= 10
triggerall = Ctrl||StateNo = 100
trigger1 = EnemyNear,MoveType = H
trigger1 = (EnemyNear,StateNo != [120,159])
trigger2 = (EnemyNear,StateNo = [120,159])
value = 240

[State -3,嬻拞偍偙傏傟棫偪拞]
type = ChangeState
triggerall = var(59) != 0
triggerall = StateType != A
triggerall = EnemyNear,StateType = A
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [-5,60]
triggerall = P2bodydist Y = [-100,-80]
triggerall = Ctrl||StateNo = 100
trigger1 = EnemyNear,MoveType = H
trigger1 = (EnemyNear,StateNo != [120,159])
trigger2 = (EnemyNear,StateNo = [120,159])
value = ifelse(random<500,200,210)

[State -3,嬻拞偍偙傏傟孅拞]
type = ChangeState
triggerall = var(59) != 0
triggerall = StateType != A
triggerall = EnemyNear,StateType = A
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [-5,60]
triggerall = P2bodydist Y = [-80,-20]
triggerall = Ctrl||StateNo = 100
trigger1 = EnemyNear,MoveType = H
trigger1 = (EnemyNear,StateNo != [120,159])
trigger2 = (EnemyNear,StateNo = [120,159])
value = ifelse(random<500,200,ifelse(random<500,210,410))

[State -3,崅偄偲偙傠偐傜廍偄]
type = ChangeState
triggerall = var(59) != 0
triggerall = StateType != A
triggerall = EnemyNear,StateType = A
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [-25,65]
triggerall = P2bodydist Y = [-190,-148]
TriggerAll=EnemyNear,Vel Y >= 6.5
;;TriggerAll=EnemyNear,BackEdgeBodyDist <= 10
triggerall = Ctrl||StateNo = 100
trigger1 = EnemyNear,MoveType = H
trigger1 = (EnemyNear,StateNo != [120,159])
trigger2 = (EnemyNear,StateNo = [120,159])
value = ifelse(random<500,210,240)

[State -3,崅偄偲偙傠偐傜廍偄]
type = ChangeState
triggerall = var(59) != 0
triggerall = StateType != A
triggerall = EnemyNear,StateType = A
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [-5,65]
triggerall = P2bodydist Y = [-148,-80]
TriggerAll=EnemyNear,Vel Y >= 6.5
triggerall = Ctrl||StateNo = 100
trigger1 = EnemyNear,MoveType = H
trigger1 = (EnemyNear,StateNo != [120,159])
trigger2 = (EnemyNear,StateNo = [120,159])
value = ifelse(random<500,210,200)

[State -3,偍偙傏傟孅庛]
type = ChangeState
triggerall = var(59) != 0
triggerall = StateType != A
triggerall = EnemyNear,StateType != L
triggerall = EnemyNear,StateType != A
Triggerall = !inguarddist
Triggerall = Random <= var(59)*70
triggerall = P2bodydist X = [-5,70]
triggerall = P2bodydist Y >= -60
triggerall = Ctrl||StateNo = 100
trigger1 = EnemyNear,MoveType = H
trigger1 = (EnemyNear,StateNo != [120,159])
trigger2 = (EnemyNear,StateNo = [120,159])
value = 400

;偟傖偑傒庛丂僟僂儞捛偄摙偪
[state -3]
type = ChangeState
value = 400
TriggerAll=var(59) != 0
triggerall = statetype != A
triggerall = RoundState = 2
triggerall = p2statetype != A
triggerall = Pos Y <= 0 || prevstateno = 702
triggerall = ctrl = 1
trigger1 = p2statetype = L
trigger1 = p2bodydist X <= 50

[State -3,偍偙傏傟庛]
type = ChangeState
triggerall = var(59) != 0
triggerall = StateType != A
triggerall = EnemyNear,StateType != L
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [-5,60]
triggerall = P2bodydist Y >= -80
triggerall = Ctrl||StateNo = 100 || prevstateno = 702
trigger1 = EnemyNear,MoveType = H
trigger1 = (EnemyNear,StateNo != [120,159])
trigger2 = (EnemyNear,StateNo = [120,159])
value = 200

[State -3,偍偙傏傟億僥僩巃傝]
type = ChangeState
triggerall = var(59) != 0
triggerall = StateType != A
triggerall = EnemyNear,StateType != L
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [60,90]
triggerall = P2bodydist Y = [-60,-20]
TriggerAll = EnemyNear,Vel Y = [0,3]
triggerall = Ctrl||StateNo = 100
trigger1 = EnemyNear,MoveType = H
trigger1 = (EnemyNear,StateNo != [120,159])
trigger2 = (EnemyNear,StateNo = [120,159])
value = 250

[State -3,偍偙傏傟儅僕僢僋]
type = ChangeState
triggerall = var(59) != 0
triggerall = StateType != A
triggerall = EnemyNear,StateType != L
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [180,350]
triggerall = P2bodydist Y >= -80
TriggerAll = EnemyNear,StateType=S
triggerall = power >= 2000
TriggerAll = EnemyNear,NumProj = 0 || EnemyNear,NumHelper = 0
TriggerAll = EnemyNear,Vel Y = [-2,2]
triggerall = Ctrl||StateNo = 100
trigger1 = EnemyNear,MoveType = H
trigger1 = (EnemyNear,StateNo != [120,159])
Value = 3200

[State -3,偍偙傏傟僈乕儖]
type = ChangeState
triggerall = var(59) != 0
triggerall = StateType != A
triggerall = EnemyNear,StateType != L
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [200,320]
triggerall = P2bodydist Y <= -200
triggerall = NumHelper(2100) = 0
triggerall = NumHelper(2200) = 0
triggerall = NumHelper(3500) = 0
triggerall = NumHelper(2301) = 0
TriggerAll=EnemyNear,Vel Y = [-3,-1]
TriggerAll=EnemyNear,Vel X = [-1,1]
triggerall = Ctrl||StateNo = 100
trigger1 = EnemyNear,MoveType = H
trigger1 = (EnemyNear,StateNo != [120,159])
trigger2 = (EnemyNear,StateNo = [120,159])
value = 1060

[State -3,嬺傜偄偵僟僢僔儏乮嬻拞乯]
type = ChangeState
triggerall = var(59) != 0
triggerall = StateType != A
triggerall = EnemyNear,StateType != L
triggerall = EnemyNear,StateType = A
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [50,320]
triggerall = P2bodydist Y <= -40
TriggerAll=EnemyNear,BackEdgeBodyDist <= 10 ||EnemyNear,frontEdgeBodyDist <= 10 
triggerall = Ctrl
trigger1 = EnemyNear,MoveType = H
trigger1 = (EnemyNear,StateNo != [120,159])
trigger2 = (EnemyNear,StateNo = [120,159])
value = ifelse(random<100,1020,100)

[State -3,嬺傜偄偵僟僢僔儏乮嬻拞乯]
type = ChangeState
triggerall = var(59) != 0
triggerall = StateType != A
triggerall = EnemyNear,StateType != L
triggerall = EnemyNear,StateType = A
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [70,320]
triggerall = P2bodydist Y <= -40
triggerall = Ctrl
trigger1 = EnemyNear,MoveType = H
trigger1 = (EnemyNear,StateNo != [120,159])
trigger2 = (EnemyNear,StateNo = [120,159])
value = ifelse(random<100,1020,100)

[State -3,嬺傜偄偵僟僢僔儏乮抧忋乯]
type = ChangeState
triggerall = var(59) != 0
triggerall = StateType != A
triggerall = EnemyNear,StateType != L
triggerall = EnemyNear,StateType != A
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [40,320]
triggerall = Ctrl
trigger1 = EnemyNear,MoveType = H
trigger1 = (EnemyNear,StateNo != [120,159])
trigger2 = (EnemyNear,StateNo = [120,159])
value = 100

[State -3]
type = ChangeState
value = ifelse(prevstateno=3400,1100,702)
TriggerAll=var(59)!=0
triggerall= !ishelper
triggerall = alive = 1
triggerall = prevstateno != 702
triggerall = p2movetype != A
triggerall = ctrl
triggerall = enemynear,ctrl!
Triggerall = statetime >= 5
triggerall = P2BodyDist X >= 80
trigger1 = (P2BodyDist X >= 150) || (EnemyNear,BackEdgeBodyDist >= 10) && (backEdgeDist <= 50) || (EnemyNear,FrontEdgeBodyDist <= 30) && (BackEdgeBodyDist >= 20)
trigger1 = stateno != [11050,11055]
trigger1 = anim = 47 || random <= 300
trigger2 = P2BodyDist X >= 100
trigger2 = Enemynear,POS Y > -40
trigger2 = enemynear,statetype = A ||enemynear,statetype = L
trigger2 = enemynear,facing = 1 && facing = -1 || enemynear,facing = -1 && facing = 1
trigger3 = Enemynear,POS Y > -30
trigger3 = enemynear,statetype = A
trigger3 = enemynear,movetype = H
trigger3 = vel Y > 1

[State -3]
type = ChangeState
value = ifelse(prevstateno=3400,1100,702)
TriggerAll=var(59)!=0
triggerall= !ishelper
triggerall = alive = 1
triggerall = prevstateno != 702
triggerall = movetype = I && P2BodyDist X <= -10
triggerall = p2movetype = H
triggerall = ctrl
triggerall = enemynear,ctrl!
Triggerall = !inguarddist
Triggerall = statetype = A && vel y > 1 || statetype != A && statetime >= 20
trigger1 = stateno != [11050,11055]
trigger1 = anim = 47 || random <= 300 || statetype = A && movetype != A
trigger2 = Enemynear,POS Y > -50
trigger2 = enemynear,statetype = A ||enemynear,statetype = L
trigger2 = enemynear,facing = 1 && facing = -1 || enemynear,facing = -1 && facing = 1

[State -3]
type = ChangeState
value = ifelse(prevstateno=3400,1100,702)
TriggerAll=var(59)!=0
triggerall= !ishelper
triggerall = alive = 1
triggerall = movetype = A
triggerall = p2statetype = A
triggerall = ctrl
triggerall = enemynear,ctrl!
Triggerall = !inguarddist
Triggerall = statetime >= 5
trigger1 = P2BodyDist X >= 100
trigger1 = enemynear,vel x <= -9
trigger1 = enemynear,vel y >= 3

[State -3]
type = ChangeState
value = 702
TriggerAll=var(59)!=0
triggerall = alive = 1
triggerall = palno = 12
triggerall = movetype = H
triggerall = enemynear,ctrl!
Triggerall = inguarddist
trigger1 = random < 500
trigger1 = enemynear,facing = 1 && facing = -1 || enemynear,facing = -1 && facing = 1
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;抧忋宷偓 
;Movecontact MoveHit MoveGuarded AnimElem = ,>0
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

[State -3,棫偪嫮乆偐傜億僥僩巃傝暻嵺]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=EnemyNear,MoveType=H
TriggerAll=EnemyNear,StateType = A
TriggerAll=!InGuardDist
triggerall =EnemyNear,Vel Y >= -2
TriggerAll=P2BodyDist X=[-20,60]
TriggerAll=P2BodyDist Y=[5,20]
TriggerAll=EnemyNear,BackEdgeBodyDist <= 20 ||EnemyNear,FrontEdgeBodyDist <= 20
TriggerAll=MoveContAct=1
Trigger1 = StateNo=240
Value    = 250

[State -3,棫偪拞偐傜孅嫮乆暻嵺]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
;TriggerAll=EnemyNear,MoveType=H
TriggerAll=EnemyNear,StateType = A
TriggerAll=!InGuardDist
triggerall = EnemyNear,Vel Y >= 0
TriggerAll=P2BodyDist X=[0,50]
TriggerAll=P2BodyDist Y=[-35,0]
TriggerAll=EnemyNear,BackEdgeBodyDist <= 10
TriggerAll=MoveContAct=1
TriggerAll=random <= 440
Trigger1 = StateNo=210
Trigger2 = StateNo=410
Value    = 440-10*(Random<=500)

[State -3,棫偪拞偐傜孅嫮乆暻嵺]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=EnemyNear,MoveType=H
TriggerAll=EnemyNear,StateType = A
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[0,60]
TriggerAll=P2BodyDist Y=[-35,0]
TriggerAll=MoveContAct=1
TriggerAll=random <= 210
Trigger1 = StateNo=410
Value    = 210

[State -3,傾儞僴僢僺乕僙僢僩懳嬻]
Type = ChangeState
TriggerAll=var(59) != 0
TriggerAll=StateType!=A
TriggerAll=PalNo!= 12
TriggerAll=P2BodyDist X=[0,50]
TriggerAll=P2BodyDist Y=[-40,0]
TriggerAll= Enemynear,StateNo!=[120,159]
TriggerAll= StateNo!=100
triggerall=NumHelper(2100) = 0 
TriggerAll=Movehit = 1
triggerall = power >= 3000
trigger1 = stateno = 100
trigger2 = stateno = 210
trigger3 = stateno = 220
trigger4 = stateno = 230
trigger5 = stateno = 240
Trigger5 = EnemyNear,BackEdgeBodyDist <= 10 ||EnemyNear,FrontEdgeBodyDist <= 20
trigger6 = stateno = 250
trigger7 = stateno = 260
trigger8 = stateno = 400
trigger9 = stateno = 410
trigger10 = stateno = 420
trigger11 = stateno = 430
trigger12 = stateno = 1000
Value = ifelse(random<500,3200,3300)

[State -3,棫偪拞偐傜孅嫮乆]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=EnemyNear,StateType = A
TriggerAll=!InGuardDist
triggerall = EnemyNear,Vel Y >= 0
TriggerAll=P2BodyDist X=[0,20]
TriggerAll=P2BodyDist Y=[-35,0]
TriggerAll=MoveContAct=1
Trigger1 = StateNo=210
Value    = 440-230*(random<=500)

[State -3,棫偪拞偐傜孅嫮乆]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=EnemyNear,MoveType=H
TriggerAll=EnemyNear,StateType = A
TriggerAll=!InGuardDist
triggerall=EnemyNear,Vel Y >= -2
TriggerAll=P2BodyDist X=[0,50]
TriggerAll=P2BodyDist Y=[-45,0]
TriggerAll=MoveContAct=1
Trigger1 = StateNo=210
Value    = ifelse(random<500,440,ifelse(random<500,250,ifelse(random<500,240,40)))

[State -3,棫偪拞偐傜JC]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=EnemyNear,Alive
TriggerAll=EnemyNear,MoveType=H
TriggerAll=EnemyNear,StateType = A
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[-5,60]
TriggerAll=P2BodyDist Y=[-120,-40]
triggerall = Ctrl || stateno = 100
Trigger1 = projhit(1200) = 1 || projhit(1600) = 1 && stateno != 100
Value    = 40
ignorehitpause = 1

[State -3,棫偪拞偐傜JC]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=EnemyNear,MoveType=H
TriggerAll=EnemyNear,StateType = A
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[0,120]
TriggerAll=P2BodyDist Y=[-160,-40]
TriggerAll=MoveContAct=1
Trigger1 = StateNo=210
Trigger2 = StateNo=410
Trigger3 = StateNo=240
Trigger4 = StateNo=430
Trigger5 = StateNo=440
Value    = ifelse(random<500&&P2BodyDist X <40&&P2BodyDist Y <-50,230,40)

[State -3,孅嫮乆偐傜JC]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=EnemyNear,MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[0,120]
TriggerAll=Movehit
Trigger1 = StateNo=440
Trigger1=P2BodyDist Y = [-150,-50]
Trigger2 = StateNo=440
Trigger2=AnimElemTime(3) >= 5
Trigger2=P2BodyDist Y = [-50,0]
Value    = ifelse(random<500,250,40)

[State -3,庛偐傜孅拞]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[0,35]
TriggerAll=P2BodyDist Y>=-40
TriggerAll=MoveContAct=1
Trigger1 = StateNo=200
Trigger2 = StateNo=400
Value    = 410

[State -3,庛偐傜棫偪拞]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
;TriggerAll=EnemyNear,MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[0,75]
TriggerAll=P2BodyDist Y>=-80
TriggerAll=EnemyNear,StateType=A
TriggerAll=MoveContAct=1
Trigger1 = StateNo=200
Trigger2 = StateNo=400
Value    = 210

[State -3,拞偐傜棫偪嫮]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[0,40]
TriggerAll=P2BodyDist Y>=-40
TriggerAll=EnemyNear,StateType=S
TriggerAll=MoveContAct=1
Trigger1 = StateNo=210
Trigger2 = StateNo=410
Value    = ifelse(random<500,230,430)

[State -3,嫮偐傜孅嫮乆]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[0,40]
TriggerAll=P2BodyDist Y>=-50
TriggerAll=MoveContAct=1
Trigger1 = StateNo=230
Trigger1 = hitcount >= 2 || random<500 || P2BodyDist Y>=-25
Value    = ifelse(random<600,430,440)

[State -3,嫮偐傜棫偪嫮乆]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[0,45]
TriggerAll=P2BodyDist Y>=-40
TriggerAll=MoveContAct=1
Trigger1 = StateNo=230
Trigger1 = hitcount >= 2 || random<500 || P2BodyDist Y>=-25
Value    = ifelse(random<500,430,240)

[State -3,嫮偐傜孅嫮乆]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[45,100]
TriggerAll=P2BodyDist Y>=-50
TriggerAll=MoveContAct=1
Trigger1 = StateNo=230
Trigger1 = hitcount >= 2 || random<500 || P2BodyDist Y>=-25
Value    = ifelse(random<500,250,430)

[State -3,棫偪嫮乆偐傜JC暻嵺]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=EnemyNear,MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[0,120]
TriggerAll=EnemyNear,BackEdgeBodyDist <= 10 || EnemyNear,FrontEdgeBodyDist <= 20
TriggerAll=P2BodyDist Y=[-180,-30]
TriggerAll=EnemyNear,StateType=A
TriggerAll=Movehit=1
Trigger1 = StateNo=240
Value    = ifelse(random<500,250,40)

[State -3,棫偪嫮乆偐傜僪僫僒僀僪暻嵺]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=EnemyNear,MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[0,70]
TriggerAll=EnemyNear,BackEdgeBodyDist <= 10 || EnemyNear,FrontEdgeBodyDist <= 20
TriggerAll=P2BodyDist Y>=-30
TriggerAll=EnemyNear,StateType=A
TriggerAll=Movehit=1
Trigger1 = StateNo=240
Value    = 1050

[State -3,棫偪嫮乆偐傜儅僕僢僋]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=EnemyNear,MoveType=H
TriggerAll=!InGuardDist
triggerall = power >= 2000
TriggerAll=P2BodyDist X=[40,300]
TriggerAll=P2BodyDist Y>=-80
TriggerAll=MoveHit=1
Trigger1 = StateNo=240
Value = 3200

[State -3,棫偪嫮乆偐傜儅僕僢僋]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=EnemyNear,MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[0,40]
TriggerAll=MoveHit=1
Trigger1 = numproj = 0
Trigger1 = StateNo=240
Trigger1 = random < 500
Value    = 1020

[State -3,棫偪嫮乆偐傜僪僫僒僀僪]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=EnemyNear,MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[0,40]
TriggerAll=P2BodyDist Y>=-120
TriggerAll=EnemyNear,StateType=A
triggerall = power <= 2000
TriggerAll=Movehit=1
Trigger1 = StateNo=240
Value    = 1050

[State -3,嫮偐傜JC]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
;TriggerAll=EnemyNear,MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[0,120]
TriggerAll=P2BodyDist Y>=-40
TriggerAll=P2statetype = S
TriggerAll=Moveguarded=1
Trigger1 = StateNo=230
Trigger1 = AnimElemTime(2) >= 3
Value    = 430

[State -3,嫮偐傜JC]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[42,120]
TriggerAll=P2BodyDist Y>=-40
TriggerAll=MoveContAct=1
Trigger1 = StateNo=230
Trigger1=AnimElemTime(2) >= 1
Value    = 40+210*(random<=300)

[State -3,庛偐傜孅嫮]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[25,60]
TriggerAll=P2BodyDist Y>=-25
TriggerAll=MoveContAct=1
Trigger1 = StateNo=200
Trigger2 = StateNo=400
Trigger3 = StateNo=210
Trigger3 = StateNo=410
Value    = 430

[State -3,庛偐傜GO庛]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=EnemyNear,MoveType=H
triggerall = power >= 1000
TriggerAll=P2BodyDist X=[10,100]
TriggerAll=P2BodyDist Y>=-30
TriggerAll=P2BodyDist Y<=-5
Trigger1 = Movehit=1
Trigger1 = StateNo=200
Trigger2 = Movehit=1
Trigger2 = StateNo=210
Trigger3 = Movehit=1
Trigger3 = StateNo=230
Trigger4 = Movehit=1
Trigger4 = StateNo=250
Trigger5 = Movehit=1
Trigger5 = StateNo=400
Trigger6 = Movehit=1
Trigger6 = StateNo=410
Trigger7 = Movehit=1
Trigger7 = StateNo=430
Value    = 1000

[State -3,庛偐傜GO庛]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=EnemyNear,MoveType=H
TriggerAll=random<=300
TriggerAll=P2BodyDist X=[0,30]
TriggerAll=P2BodyDist Y>=-30
Trigger1 = Movehit=1
Trigger1 = StateNo=200
Trigger2 = Movehit=1
Trigger2 = StateNo=210
Trigger3 = Movehit=1
Trigger3 = StateNo=230
Trigger4 = Movehit=1
Trigger4 = StateNo=240
Trigger5 = Movehit=1
Trigger5 = StateNo=250
Trigger6 = Movehit=1
Trigger6 = StateNo=400
Trigger7 = Movehit=1
Trigger7 = StateNo=410
Trigger8 = Movehit=1
Trigger8 = StateNo=430
Trigger9 = Movehit=1
Trigger9 = StateNo=440
Value    = 1050

[State -3,庛偐傜GO庛]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=EnemyNear,Alive
TriggerAll=EnemyNear,MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[60,120]
TriggerAll=P2BodyDist Y>=-40
TriggerAll=Movehit=1
Trigger1 = StateNo=200
Trigger2 = StateNo=400
Trigger3 = StateNo=210
Value    = 1000

[State -3,庛偐傜GO庛]
Type     = ChangeState
TriggerAll=var(59)!=0
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[0,100]
triggerall = power >= 1000
Trigger1 = MoveContAct=1
Trigger1 = StateNo=1000
Value    = ifelse(random<=500,250-40*(random<=500),3000)

[State -3,孅拞偐傜孅嫮乆]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=EnemyNear,MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[0,35]
TriggerAll=P2BodyDist Y>=-80
TriggerAll=P2BodyDist Y<=-30
TriggerAll=Movehit=1
Trigger1 = StateNo=410
Value    = ifelse(random<500,440,ifelse(random<500,230,210)) ;440-210*(random<300)

[State -3,孅嫮偐傜JC]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*50)
TriggerAll=StateType != A
;TriggerAll=EnemyNear,MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[0,40]
TriggerAll=P2BodyDist Y>=-40
Trigger1 = MoveGuarded=1
Trigger1 = StateNo=430
Value    = 40+200*(random<=100)

[State -3,孅嫮偐傜JC]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*50)
TriggerAll=StateType != A
;TriggerAll=EnemyNear,MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[40,80]
TriggerAll=P2BodyDist Y>=-40
Trigger1 = MoveGuarded=1
Trigger1 = StateNo=430
Value    = 40+210*(random<=100)

[State -3,孅拞丒嫮偐傜億僥僩巃傝]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[0,80]
TriggerAll=P2BodyDist Y>=-40
Trigger1 = MoveContAct=1
Trigger1 = StateNo=10410
Trigger2 = MoveGuarded=1
Trigger2 = StateNo=430
Trigger2 = random<=430
Trigger3 = MoveGuarded=1
Trigger3 = StateNo=240
Trigger4 = MoveGuarded=1
Trigger4 = StateNo=440
Value    = 250

[State -3,孅拞丒嫮偐傜億僥僩巃傝]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=EnemyNear,MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[0,80]
TriggerAll=P2BodyDist Y>=-40
Triggerall = Movehit=1
Trigger1 = StateNo=210
Trigger2 = StateNo=410
Value    = 430-230*((random<100)&&(P2BodyDist Y>=-40))

[State -3,孅拞丒嫮偐傜億僥僩巃傝]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=EnemyNear,MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[0,80]
TriggerAll=P2BodyDist Y>=-40
Triggerall = MoveGuarded=1
Trigger1 = StateNo=410
Value    = 430

[State -3,懌暐偄偐傜棫偪嫮乆]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=EnemyNear,MoveType=H
TriggerAll=EnemyNear,StateType = A
TriggerAll=!InGuardDist
triggerall = power >= 2000
TriggerAll=P2BodyDist X=[0,50]
TriggerAll=P2BodyDist Y>=-40
TriggerAll=Movehit=1
Trigger1 = StateNo=430
Value    = 240+190*(random<=500)

[State -3,懌暐偄偐傜僪僫僒僀僪]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=EnemyNear,MoveType=H
TriggerAll=EnemyNear,StateType = A
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[0,50]
TriggerAll=P2BodyDist Y>=-40
TriggerAll=Movehit=1
Trigger1 = StateNo=430
Value    = 1050-610*(random<=500)

[State -3,懌暐偄偐傜億僥僩]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=EnemyNear,MoveType=H
TriggerAll=EnemyNear,StateType = A
TriggerAll=!InGuardDist
triggerall = NumProjID(1600) = 0
TriggerAll=P2BodyDist X=[40,120]
TriggerAll=P2BodyDist Y>=-40
TriggerAll=Movehit=1
Trigger1 = StateNo=430
Value    = ifelse(P2BodyDist X>=65,1205,1600)

[State -3,孅拞偐傜孅嫮]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=EnemyNear,MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[20,80]
TriggerAll=P2BodyDist Y>=-40
TriggerAll=MoveContAct=1
Trigger1 = StateNo=410
Value    = ifelse(random<500,210,430)

[State -3,億僥僩巃傝偐傜儅僕僢僋]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=EnemyNear,MoveType=H
TriggerAll=EnemyNear,StateType = S
TriggerAll=!InGuardDist
triggerall = power >= 2000
TriggerAll=P2BodyDist X=[40,200]
TriggerAll=P2BodyDist Y>=-40
TriggerAll=EnemyNear,Const(size.head.pos.y)<=-60
TriggerAll=MoveHit=1
TriggerAll=AnimElemTime(5) >= 0
Trigger1 = StateNo=250
Value    = 3200

[State -3,億僥僩巃傝偐傜僟儞僗]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=EnemyNear,MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[0,110]
TriggerAll=P2BodyDist Y>=-40
triggerall = power >= 1000
TriggerAll=Movehit=1
TriggerAll=EnemyNear,StateType!=A
Trigger1 = StateNo=250
Value    = 3000

[State -3,億僥僩巃傝偐傜GO庛]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=EnemyNear,MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[0,100]
TriggerAll=P2BodyDist Y>=-40
TriggerAll=Movehit=1
TriggerAll=AnimElemTime(5) >= 1
Trigger1 = StateNo=250
Value    = ifelse(random<500,430,ifelse(random<400,410,1000))

[State -3,億僥僩巃傝偐傜億僥僩怘偭偰傠]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=EnemyNear,MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[50,140]
TriggerAll=P2BodyDist Y>=-40
triggerall = NumProjID(1600) = 0
TriggerAll=Movehit=1
TriggerAll=AnimElemTime(5) >= 1
TriggerAll=EnemyNear,StateType=A
Trigger1 = StateNo=250
Value    = ifelse(random<500,1250,1600)

[State 410, 僗僥乕僩曄峏]
type = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
trigger1 = AnimTime = 0
trigger1 = p2bodydist X = [10,70]
trigger1 = NumProjID(1600) = 0
trigger1 = enemynear,statetype = L
trigger1 = enemynear,stateno != 5120
trigger1 = stateno = 400
value = 1600
ctrl = 1

[State -3,億僥僩巃傝偐傜斊償傽乕僈乕]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=EnemyNear,MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[80,200]
TriggerAll=P2BodyDist Y>=-40
TriggerAll=MoveContAct=1
Trigger1 = StateNo=250
Trigger1=AnimElemTime(5) >= 1
Value    = 1200

[State -3,棫偪嫮丒億僥僩巃傝偐傜JC]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*50)
TriggerAll=StateType != A
TriggerAll=EnemyNear,MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[0,80]
TriggerAll=P2BodyDist Y>=-40
TriggerAll=MoveGuarded=1
Trigger1 = StateNo=250
Value    = ifelse(random<500,100,40)

[State -3,棫偪嫮丒億僥僩巃傝偐傜JC]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=EnemyNear,MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[0,80]
TriggerAll=P2BodyDist Y>=-40
TriggerAll=MoveGuarded=1
Trigger1 = StateNo=240
Trigger2 = StateNo=250
Trigger2 = AnimElemTime(5) >= 1
Value    = 40

[State -3,億僥僩宷偓庛]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=EnemyNear,MoveType=H
triggerall = EnemyNear,StateType != A
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[0,50]
TriggerAll=P2BodyDist Y>=-40
TriggerAll=ProjContactTime(1600)= 1 
Trigger1 = ctrl
Value    = 400

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;嬻拞栚墴偟 
;AnimTime=0 Prevstateno EnemyNear,Movetype = H EnemyNear,stateno = [120,159]
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

[State -3,晜偐偣偐傜庛]
type = ChangeState
triggerall = var(59) != 0
triggerall = StateType = A
triggerall = EnemyNear,StateType = A
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [-5,80]
triggerall = P2bodydist Y = [-80,10]
triggerall = Vel Y <= 0
triggerall = Ctrl
trigger1 = EnemyNear,MoveType = H
Value    = 600

[State -3,晜偐偣偐傜嫮]
type = ChangeState
triggerall = var(59) != 0
triggerall = StateType = A
triggerall = EnemyNear,StateType != L
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [-5,70]
triggerall = P2bodydist Y = [-90,0]
triggerall = Vel Y >= 0
triggerall = Ctrl
trigger1 = EnemyNear,MoveType = H
Value    = 630

[State -3,晜偐偣偐傜僪僫僒僀僪]
type = ChangeState
triggerall = var(59) != 0
triggerall = StateType = A
triggerall = EnemyNear,StateType != L
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [-5,100]
triggerall = P2bodydist Y = [-120,50]
triggerall = Vel Y >= -0.8
triggerall = EnemyNear,Vel Y <= 0
triggerall = Ctrl
trigger1 = EnemyNear,MoveType = H
Value    = 1053

[State -3,晜偐偣偐傜僪僫僒僀僪]
type = ChangeState
triggerall = var(59) != 0
triggerall = StateType = A
triggerall = EnemyNear,StateType != L
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X <= -5
triggerall = P2bodydist Y = [-120,50]
triggerall = Vel Y >= -0.8
triggerall = EnemyNear,Vel Y <= 0
triggerall = Ctrl
trigger1 = EnemyNear,MoveType = H
Value    = 702

[State -3,晜偐偣偐傜嫮乆]
type = ChangeState
triggerall = var(59) != 0
triggerall = StateType = A
triggerall = EnemyNear,StateType != L
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [-40,120]
triggerall = P2bodydist Y = [-80,80]
triggerall = Ctrl
trigger1 = EnemyNear,MoveType = H
Value    = 640

[State -3,旘傇]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType = A
TriggerAll=EnemyNear,Alive
TriggerAll=EnemyNear,MoveType=H
TriggerAll=!InGuardDist
TriggerAll=(P2BodyDist X>=0)
TriggerAll=movetype=I
TriggerAll=(P2BodyDist Y<=-60)
Triggerall = Random <= var(59)*100
Triggerall = enemynear,stateno = [5000,5999]
Trigger1 = ctrl
Trigger1 = time >= 5
Value    = 510

[State -3,旘傇]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType = A
TriggerAll=EnemyNear,Alive
TriggerAll=EnemyNear,MoveType=H
TriggerAll=!InGuardDist
TriggerAll=(P2BodyDist X<=0)
TriggerAll=movetype=I
TriggerAll=(P2BodyDist Y=[-120,40])
Triggerall = Random <= var(59)*100
Triggerall = enemynear,stateno = [5000,5999]
Trigger1 = ctrl
Trigger1 = time >= 5
Value    = 520
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;寗晅偒
;EnemyNear,MoveType=I !EnemyNearCtrl EnemyNear,StateType=A
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

[State -3,傾儞僴僢僺乕僙僢僩]
type = ChangeState
triggerall = var(59) != 0
triggerall = StateType != A
TriggerAll = Life <= 200
TriggerAll = PalNo != 12
triggerall = EnemyNear,StateType != L
Triggerall = !inguarddist
triggerall = power >= 3000
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [0,50]
triggerall = P2bodydist Y >= -40
triggerall = Ctrl||StateNo = 100
TriggerAll = EnemyNear,AnimTime <= -11
triggerAll = EnemyNear,MoveType = I
trigger1 = (EnemyNear,StateNo = [200,649])
Trigger2 = EnemyNear,StateType != A
Trigger2 = !EnemyNear,Ctrl
value = 3300

[State -3,僪僫儅僕]
type = ChangeState
triggerall = var(59) != 0
triggerall = StateType != A
triggerall = EnemyNear,StateType != L
Triggerall = !inguarddist
triggerall = power >= 2000
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [120,260]
triggerall = P2bodydist Y >= -40
triggerall = Ctrl||StateNo = 100
TriggerAll = EnemyNear,AnimTime <= -11
TriggerAll=EnemyNear,Const(size.head.pos.y)<=-60
TriggerAll = EnemyNear,NumProj = 0 || EnemyNear,NumHelper = 0
triggerAll = EnemyNear,MoveType = I
trigger1 = (EnemyNear,StateNo = [200,649])
Trigger2 = EnemyNear,StateType = S
Trigger2 = !EnemyNear,Ctrl
Value = 3200

[State 430, 僗僥乕僩曄峏]
type = ChangeState
triggerall = var(59) != 0
triggerall = RoundState = 2
triggerall = StateType = A
TriggerAll = EnemyNear,BackEdgeBodyDist <= 10 || FrontEdgeBodyDist <= 40
triggerall = P2bodydist X = [-100,100]
trigger1 = P2bodydist Y <= -40
trigger1 = statetime >= 16 || ctrl
trigger1 = stateno = 640 
value = 702

[State -3,僪僫儖僪儅僕僢僋]
Type = ChangeState
Value = ifelse(random<150&&life>500,25050,3200)
triggerall = var(59) != 0
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X!=[-1,-999]
TriggerAll=P2BodyDist Y=[-120,-30]
TriggerAll=EnemyNear,StateType=A
TriggerAll=EnemyNear,moveType=H
TriggerAll=EnemyNear,StateNo != [120,159]
triggerall = power >= 2000
triggerall = enemynear,Stateno != 000002
triggerall = statetime >= 3
triggerall = Random <= 320
triggerall = Enemynear,vel y = [-5,5]
trigger1 = stateno = 52
trigger2 = stateno = 47
trigger3 = anim = 47

[State -3,GO ACTIVE嫮]
type = ChangeState
triggerall = var(59) != 0
triggerall = StateType != A
triggerall = EnemyNear,StateType != L
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [200,230]
triggerall = P2bodydist Y >= -60
triggerall = Ctrl||StateNo = 100
TriggerAll = EnemyNear,AnimTime <= -11
triggerAll = EnemyNear,MoveType = I
trigger1 = (EnemyNear,StateNo = [200,649])
Trigger2 = !EnemyNear,Ctrl
value = 1020

[State -3,孅嫮乆]
type = ChangeState
triggerall = var(59) != 0
triggerall = StateType != A
triggerall = EnemyNear,StateType != L
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [-5,40]
triggerall = P2bodydist Y >= -40
triggerall = Ctrl||StateNo = 100
TriggerAll = EnemyNear,AnimTime <= -12
triggerAll = EnemyNear,MoveType = I
trigger1 = (EnemyNear,StateNo = [200,649])
Trigger2 = EnemyNear,StateType = A
Trigger2 = !EnemyNear,Ctrl
value = 440

[State -3,孅庛]
type = ChangeState
triggerall = var(59) != 0
triggerall = StateType != A
triggerall = EnemyNear,StateType != L
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [-5,60]
triggerall = P2bodydist Y >= -40
triggerall = Ctrl||StateNo = 100
TriggerAll = EnemyNear,AnimTime <= -5
triggerAll = EnemyNear,MoveType = I
trigger1 = (EnemyNear,StateNo = [200,649])
Trigger2 = EnemyNear,StateType = A
Trigger2 = !EnemyNear,Ctrl
value = 400

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;嬻拞宷偓 
;Movecontact MoveHit MoveGuarded AnimElem = ,>0
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

[State -3,悺慜僪僫僒僀僪暻嵺]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*50)
TriggerAll=StateType = A
TriggerAll=!InGuardDist
TriggerAll=(P2BodyDist X=[-5,70])
TriggerAll=EnemyNear,BackEdgeBodyDist <= 10 || EnemyNear,frontEdgeBodyDist <= 10
TriggerAll=(P2BodyDist Y=[-120,0])
TriggerAll=MoveHit=1
Triggerall=EnemyNear,GethitVar(hitcount) >= 44
Trigger1 = StateNo=600 && vel y > 1
Trigger2 = StateNo=610
Trigger3 = StateNo=1054
Value    = 630

[State -3,庛偐傜拞]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType = A
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[-5,50]
TriggerAll=P2BodyDist Y>=0
TriggerAll=MoveHit=1
TriggerAll=EnemyNear,stateType!=A
Trigger1 = StateNo=600
Trigger2 = StateNo=610
Value    = 640

[State -3,庛偐傜拞]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType = A
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X>=70
TriggerAll=MoveContAct=1
TriggerAll=EnemyNear,stateType=A
Trigger1 = StateNo=600
Trigger2 = StateNo=610
Value    = 640

[State -3,庛偐傜拞]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType = A
TriggerAll=!InGuardDist
TriggerAll=(P2BodyDist X=[-5,70])
TriggerAll=(P2BodyDist Y=[-90,20])
TriggerAll=MoveContAct=1
Trigger1 = StateNo=600
Value    = 610

[State -3,庛偐傜拞]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType = A
TriggerAll=!InGuardDist
TriggerAll=(P2BodyDist X=[-5,50])
TriggerAll=(P2BodyDist Y=[-30,30])
TriggerAll=MoveHit=1
TriggerAll=random<=100
Trigger1 = StateNo=610
Value    = 600

[State -3,庛偐傜拞]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType = A
TriggerAll=!InGuardDist
TriggerAll=(P2BodyDist X=[-5,40])
TriggerAll=(P2BodyDist Y=[-90,0])
TriggerAll=MoveHit=1
TriggerAll=random<=100
Trigger1 = StateNo=630
Value    = ifelse(random<100,640,600)

[State -3,庛偐傜嫮]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType = A
TriggerAll=!InGuardDist
TriggerAll=(P2BodyDist X=[-5,80])
TriggerAll=(P2BodyDist Y=[-100,-10])
TriggerAll=MoveContAct=1
Trigger1 = StateNo=600
Value    = ifelse(random<100,510,630)

[State -3,庛偐傜嫮乆]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType = A
TriggerAll=!InGuardDist
TriggerAll=(P2BodyDist X=[-5,100])
TriggerAll=(P2BodyDist Y=[-50,70])
TriggerAll=MoveGuarded=1
Trigger1 = StateNo=600
Value    = 640

[State -3,嫮乆偐傜斊償傽乕僈乕偑偀偙傟偔傜偄]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType = A
TriggerAll=!InGuardDist
triggerall = power >= 1000
TriggerAll=(P2BodyDist X=[-5,30])
TriggerAll=(P2BodyDist Y=[0,80])
TriggerAll=EnemyNear,BackEdgeBodyDist <= 10 || EnemyNear,frontEdgeBodyDist <= 10
TriggerAll=EnemyNear,GethitVar(hitcount) >= 10
TriggerAll=Random <= 500
TriggerAll=MoveHit=1
Trigger1 = StateNo=640
Value    = ifelse(random<300,640,ifelse(random<300,1053,3400))

[State -3,拞偐傜JC12P]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType = A
TriggerAll=!InGuardDist
TriggerAll=(P2BodyDist X=[-5,100])
TriggerAll=(P2BodyDist Y=[-150,50])
triggerall= var(7) <= 5
TriggerAll= MoveHit = 1
triggerall= PalNo = 12 || random <= 100 && P2BodyDist Y < 0
Trigger1 = StateNo=610
Value    = 510

[State -3,拞偐傜JC]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType = A
TriggerAll=!InGuardDist
TriggerAll=(P2BodyDist X=[-5,100])
TriggerAll=(P2BodyDist Y=[-150,-20])
TriggerAll=MoveHit=1
Trigger1 = StateNo=640
Value    = ifelse(random<100&&(P2BodyDist X=[-5,50]),630,510)

[State -3,拞偐傜JC]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType = A
TriggerAll=!InGuardDist
TriggerAll=(P2BodyDist X=[-5,150])
Trigger1=(P2BodyDist Y=[-150,50])
trigger1 = var(7) <= 0
Trigger1= MoveHit=1
Trigger1= StateNo=610
Trigger2=(P2BodyDist Y=[-250,-50])
Trigger2=ctrl
Trigger2=StateNo=1110 || Stateno = 1054 || Stateno = 10510 || Stateno = 640 || vel x < 2
Trigger3=(P2BodyDist Y=[-150,0])
Trigger3=ctrl
Trigger3=helper(1900),movehit
Value    = 510

[State -3,拞偐傜嫮]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType = A 
TriggerAll=!InGuardDist
TriggerAll=(P2BodyDist X=[-5,70])
TriggerAll=(P2BodyDist Y=[-120,70])
TriggerAll=MoveContAct=1
Trigger1 = StateNo=610
Value    = ifelse(random<100&&P2BodyDist Y< -20,510,630)

[State -3,嫮偐傜嫮乆]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType = A
TriggerAll=!InGuardDist
TriggerAll=(P2BodyDist X=[-5,65])
TriggerAll=(P2BodyDist Y=[-120,50])
TriggerAll=MoveHit=1
Trigger1 = StateNo=630
Value    = ifelse(random<250,1053,ifelse(random<500&&(P2BodyDist Y=[-120,-30])&&Vel y < 1,600,640))

[State -3,嫮偐傜僪僫僒僀僪]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType = A
TriggerAll=EnemyNear,Alive
TriggerAll=!InGuardDist
TriggerAll=(P2BodyDist X=[-5,150])
TriggerAll=(P2BodyDist Y=[-120,70])
TriggerAll=Moveguarded=1
TriggerAll=Vel Y >= 3||pos y >=-50
Trigger1 = StateNo=630
Value    = 1053

[State -3,嫮偐傜僪僫僒僀僪]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType = A
TriggerAll=EnemyNear,Alive
TriggerAll=!InGuardDist
TriggerAll=(P2BodyDist X=[-5,150])
TriggerAll=(P2BodyDist Y=[-120,70])
TriggerAll=Vel Y >= 1
TriggerAll=pos y >=-50
Triggerall = StateNo=640
Trigger1=Moveguarded=1
Value    = 1110

[State -3,嫮偐傜僪僫僒僀僪]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType = A
TriggerAll=EnemyNear,Alive
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X >= 80
TriggerAll=P2BodyDist Y=[-120,70]
TriggerAll=MoveContAct!=1
Triggerall = StateNo=640
Trigger1=ctrl
Value    = 1110

[State -3,嫮偐傜僪僫僒僀僪]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType = A
TriggerAll=EnemyNear,Alive
TriggerAll=!InGuardDist
TriggerAll=(P2BodyDist X=[-5,60])
TriggerAll=(P2BodyDist Y=[-120,80])
TriggerAll=Movecontact=1
TriggerAll=Vel Y >= 2
TriggerAll=POS Y >= -50
Trigger1 = StateNo=[600,630]
Value    = 1053

[State -3,嫮偐傜僪僫僒僀僪]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType = A
TriggerAll=EnemyNear,Alive
TriggerAll=!InGuardDist
TriggerAll=(P2BodyDist X=[-5,60])
TriggerAll=(P2BodyDist Y=[-120,0])
TriggerAll=MoveHit=1
TriggerAll=Vel Y >= 1
Trigger1 = StateNo=630
Value    = ifelse(random<500,630,1053)

[State -3,嫮乆偐傜僪僫僒僀僪]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType = A
TriggerAll=EnemyNear,Alive
TriggerAll=!InGuardDist
TriggerAll=(P2BodyDist X=[-5,60])
;TriggerAll=EnemyNear,BackEdgeBodyDist >= 10 && EnemyNear,FrontEdgeBodyDist >= 10
TriggerAll=(P2BodyDist Y=[-120,70])
TriggerAll=MoveHit=1
Trigger1 = StateNo=640
Value    = 1053

[State -3,嫮乆偐傜僪僫僒僀僪]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType = A
TriggerAll=EnemyNear,Alive
TriggerAll=!InGuardDist
TriggerAll=(P2BodyDist X=[60,70])
TriggerAll=EnemyNear,BackEdgeBodyDist >= 10 && EnemyNear,FrontEdgeBodyDist >= 10
TriggerAll=(P2BodyDist Y=[-120,30])
TriggerAll=MoveHit=1
Trigger1 = StateNo=640
Value    = 510

[State -3,嫮乆偐傜僪僫僒僀僪]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType = A
TriggerAll=EnemyNear,Alive
TriggerAll=!InGuardDist
TriggerAll=(P2BodyDist X=[60,500])
TriggerAll=EnemyNear,BackEdgeBodyDist >= 10 && EnemyNear,FrontEdgeBodyDist >= 10||vel x < -1
TriggerAll=(P2BodyDist Y=[-120,70])
TriggerAll=Movecontact=1
Trigger1 = StateNo=640
Value    = 1110

[State -3,嫮乆偐傜僪僫僒僀僪暻嵺]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType = A 
TriggerAll=!InGuardDist
TriggerAll=(P2BodyDist X=[-5,70])
TriggerAll=EnemyNear,BackEdgeBodyDist <= 10 || EnemyNear,FrontEdgeBodyDist <= 10 
TriggerAll=(P2BodyDist Y=[-120,70])
TriggerAll=MoveHit=1
Triggerall = StateNo=640
Trigger1=EnemyNear,GethitVar(hitcount) >= 20
trigger2 = P2bodydist Y = [10,80]
Trigger2=Vel Y <= 1
Trigger3=EnemyNear,GethitVar(fall) = 0
Value    = 1053

[State -3,嫮乆偐傜JC]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType = A
TriggerAll=EnemyNear,StateType != A
TriggerAll=!InGuardDist
triggerall = var(7) <= 0
TriggerAll=(P2BodyDist X=[-5,150])
TriggerAll=(P2BodyDist Y=[-120,120])
TriggerAll=MoveGuarded=1
Trigger1 = StateNo=640
Value    = 520

[State -3,嫮乆偐傜JC]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType = A
TriggerAll=EnemyNear,StateType = A
TriggerAll=!InGuardDist
TriggerAll=(P2BodyDist X=[-10,50])
TriggerAll=(P2BodyDist Y=[0,120])
TriggerAll=ctrl
Trigger1 = StateNo=640
Value    = 1100

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;傇偭傁
;EnemyNear,Ctrl EnemyNear,MoveType=A P2BodyDist X
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

[State -3,傇偭傁斊償傽乕僈乕偩僢両]
Type = ChangeState
value = ifelse(life<=400,17000,3100)
TriggerAll=var(59) != 0
TriggerAll=StateType != A
TriggerAll=EnemyNear,StateType != L
triggerall = power >= 3000 || life < 321
triggerall = life <= 800
TriggerAll=EnemyNear,MoveType != H
TriggerAll=EnemyNear,MoveType=A||EnemyNear,Ctrl
TriggerAll=Ctrl
Trigger1 = var(59)<6
Trigger1 = Random<=var(59)*20
Trigger2 = var(59)=[5,12]
Trigger2 = Random<=(10-var(59))*20

[State -3,傇偭傁傾儞僴僢僺乕僙僢僩]
Type = ChangeState
value = 3300
TriggerAll=var(59) != 0
TriggerAll=StateType != A
TriggerAll = Life <= 200
TriggerAll = PalNo != 12
TriggerAll=EnemyNear,StateType != L
triggerall = power >= 3000
triggerall = NumHelper(2100) = 0 
TriggerAll=EnemyNear,MoveType != H
TriggerAll=EnemyNear,MoveType=A||EnemyNear,Ctrl
TriggerAll=Ctrl
Trigger1 = var(59)<6
Trigger1 = Random<=var(59)*20
Trigger2 = var(59)=[5,9]
Trigger2 = Random<=(10-var(59))*20

[State -3,傇偭傁僟儞僗偵柌拞]
Type = ChangeState
value = ifelse(random<250&&life>500,25050,3000)
TriggerAll=var(59) != 0
TriggerAll=StateType != A
TriggerAll=EnemyNear,StateType != L
triggerall = power >= 1000
TriggerAll=EnemyNear,MoveType != H
TriggerAll=EnemyNear,MoveType=A||EnemyNear,Ctrl
TriggerAll=Ctrl
Trigger1 = var(59)<6
Trigger1 = Random<=var(59)*20
Trigger2 = var(59)=[5,9]
Trigger2 = Random<=(10-var(59))*20

[State -3,傇偭傁僪僫儖僪儅僕僢僋]
Type = ChangeState
Value = ifelse(random<250,25050,3200)
TriggerAll=var(59) != 0
TriggerAll=StateType != A
triggerall = power >= 1000
TriggerAll=EnemyNear,MoveType=A||EnemyNear,Ctrl=0
TriggerAll=Ctrl
TriggerAll=random<100
Trigger1 = var(59)<6
Trigger1 = Random<=var(59)*20
Trigger2 = var(59)=[5,11]
Trigger2 = Random<=(10-var(59))*20

[State -3,傇偭傁僪僫儖僪儅僕僢僋]
Type = ChangeState
Value = ifelse(random<500&&life>500,25050,3200)
TriggerAll=var(59) != 0
TriggerAll=StateType != A
TriggerAll=EnemyNear,StateType != L
triggerall = power >= 1000
TriggerAll=EnemyNear,MoveType != H
TriggerAll=EnemyNear,MoveType=A||EnemyNear,Ctrl
TriggerAll=Ctrl
Trigger1 = var(59)<6
Trigger1 = Random<=var(59)*20
Trigger2 = var(59)=[5,11]
Trigger2 = Random<=(10-var(59))*20

[State -3,傇偭傁斊償傽乕僈乕]
Type = ChangeState
value = 1200
TriggerAll=var(59) != 0
TriggerAll=StateType != A
TriggerAll=EnemyNear,StateType != L
TriggerAll=MoveType != H
TriggerAll=EnemyNear,MoveType=A||EnemyNear,Ctrl
TriggerAll=Ctrl
Trigger1 = var(59)<6
Trigger1 = Random<=var(59)*40
Trigger2 = var(59)=[5,11]
Trigger2 = Random<=(10-var(59))*40

[State -3,傇偭傁斊償傽乕僈乕4屄暘]
Type = ChangeState
value = 1205
TriggerAll=var(59) != 0
TriggerAll=StateType != A
TriggerAll=EnemyNear,StateType != L
TriggerAll=MoveType != H
TriggerAll=EnemyNear,MoveType=A||EnemyNear,Ctrl
TriggerAll=Ctrl
Trigger1 = var(59)<6
Trigger1 = Random<=var(59)*40
Trigger2 = var(59)=[5,11]
Trigger2 = Random<=(10-var(59))*40

[State -3,傇偭傁GOACTIVE嫮]
Type = ChangeState
value = 1020
TriggerAll=var(59) != 0
TriggerAll=StateType != A
TriggerAll=EnemyNear,StateType != L
TriggerAll=EnemyNear,MoveType=A||EnemyNear,Ctrl
TriggerAll=Ctrl
Trigger1 = var(59)<6
Trigger1 = Random<=var(59)*40
Trigger2 = var(59)=[5,11]
Trigger2 = Random<=(10-var(59))*40

[State -3,傇偭傁GOACTIVE庛]
Type = ChangeState
value = 1000
TriggerAll=var(59) != 0
TriggerAll=StateType != A
TriggerAll=EnemyNear,StateType != L
TriggerAll=EnemyNear,MoveType != H
TriggerAll=EnemyNear,MoveType=A||EnemyNear,Ctrl
TriggerAll=Ctrl
Trigger1 = var(59)<6
Trigger1 = Random<=var(59)*40
Trigger2 = var(59)=[5,11]
Trigger2 = Random<=(10-var(59))*40

[State -3,傇偭傁儕儞僑敋抏]
Type = ChangeState
value = 1800+100*(random<=500)
TriggerAll=var(59) != 0
TriggerAll=StateType != A
TriggerAll=EnemyNear,StateType != L
TriggerAll=EnemyNear,MoveType=A||EnemyNear,Ctrl
triggerall = NumHelper(1810) = 0
TriggerAll=Ctrl
Trigger1 = var(59)<6
Trigger1 = Random<=var(59)*40
Trigger2 = var(59)=[5,11]
Trigger2 = Random<=(10-var(59))*40

[State -3,傇偭傁僪僫儖僪僈乕儖]
Type = ChangeState
value = 1060
TriggerAll=var(59) != 0
TriggerAll=StateType != A
TriggerAll=EnemyNear,StateType != L
TriggerAll=EnemyNear,MoveType=A||EnemyNear,Ctrl
triggerall = NumHelper(2100) = 0
triggerall = NumHelper(2200) = 0
triggerall = NumHelper(3500) = 0
triggerall = NumHelper(2301) = 0
TriggerAll=Ctrl
Trigger1 = var(59)<6
Trigger1 = Random<=var(59)*40
Trigger2 = var(59)=[5,11]
Trigger2 = Random<=(10-var(59))*40

[State -3,傇偭傁億僥僩]
Type = ChangeState
value = 1600
TriggerAll=var(59) != 0
TriggerAll=StateType != A
TriggerAll=EnemyNear,StateType != L
TriggerAll=EnemyNear,MoveType=A||EnemyNear,Ctrl
TriggerAll=Ctrl
TriggerAll=EnemyNear,MoveType != H
triggerall = !ishelper
Trigger1 = var(59)<6
Trigger1 = Random<=var(59)*40
Trigger2 = var(59)=[5,11]
Trigger2 = Random<=(10-var(59))*40

[State -3,傇偭傁億僥僩]
Type = ChangeState
value = 1600
TriggerAll=var(59) != 0
TriggerAll=StateType != A
TriggerAll=EnemyNear,StateType = A
TriggerAll=EnemyNear,MoveType=H||EnemyNear,Ctrl
TriggerAll=Ctrl
triggerall = !ishelper
Trigger1 = Random<=var(59)*40
Trigger1 = Random<=(10-var(59))*40
Trigger1 = P2BodyDist X = [0,40]
Trigger1 = P2BodyDist Y <= -100
Trigger1 = enemynear,vel y <= -1 || P2BodyDist Y <= -200 || prevstateno = 702 ||anim = 5 && time >= 6

[State -3,挧敪]
Type = ChangeState
value = 195
TriggerAll=var(59) != 0
TriggerAll=StateType != A
TriggerAll=EnemyNear,StateType = L
TriggerAll=Ctrl
Trigger1 = var(59)<6
Trigger1 = Random<=var(59)*40
Trigger2 = var(59)=[5,9]
Trigger2 = Random<=(10-var(59))*40

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;抧忋堏摦 
;Ctrl Random P2bodyDist X
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[State -3,僟僢僔儏]
Type     = ChangeState
Value    = 100
Triggerall = var(59) != 0
Triggerall = StateType != A
Triggerall = EnemyNear,StateType != L
Triggerall = EnemyNear,MoveType = I
Triggerall = !inguarddist
Triggerall = Ctrl
trigger1 = Random <= var(59)*20
Trigger1 = P2BodyDist X >= 80

[State -3,兽矫遌
Type     = ChangeState
Value    = 105
Triggerall = var(59) != 0
Triggerall = StateType != A
Triggerall = EnemyNear,StateType != L
Triggerall = EnemyNear,MoveType != H
Triggerall = EnemyNear,Stateno != [120,159]
Triggerall = Ctrl||StateNo = 100
Triggerall = backedgebodydist > 62
Trigger1 = P2BodyDist X <= 140
trigger1 = Random <= var(59)*3

[State -3,嫁踢]
Type     = ChangeState
Value    = 40
Triggerall = var(59) != 0
Triggerall = StateType != A
Triggerall = EnemyNear,StateType != L
Triggerall = EnemyNear,MoveType != H
Triggerall = !inguarddist
Triggerall = Ctrl||StateNo = 100
trigger1 = Random <= var(59)*2

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;抧忋棫偪夞傝媄怳傝 
;Ctrl Random EnemyNear,Movetype = I丂inguarddist  P2bodyDist Y P2bodyDist X
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

[State -3,搳偘]
Type = ChangeState
value = ifelse(random<500,800,835)
TriggerAll=var(59) != 0
TriggerAll=StateType != A
TriggerAll=EnemyNear,StateType != L
TriggerAll=P2BodyDist X=[0,30]
TriggerAll=P2BodyDist Y=[0,65]
TriggerAll=Ctrl||StateNo = 100
Trigger1 = Random <= var(59)*90
Trigger2 = (EnemyNear,StateNo=[120,159])
Trigger3 = (EnemyNear,StateNo=[0,99])

[State -3,懳嬻億僥僩]
Type = ChangeState
value = 1600
TriggerAll=var(59) != 0
TriggerAll=StateType != A
TriggerAll=EnemyNear,StateType != L
;TriggerAll=EnemyNear,MoveType != H
TriggerAll=!InGuardDist
triggerall = NumProjID(1600) = 0
TriggerAll=P2BodyDist X=[30,220]
TriggerAll=P2BodyDist Y>-80
TriggerAll=EnemyNear,StateType=A
TriggerAll=EnemyNear,vel X = [1,3.5]
TriggerAll=Ctrl||StateNo = 100
Trigger1 = Random <= var(59)*50

[State -3,懳嬻棫偪嫮乆]
Type = ChangeState
value = 1600
TriggerAll=var(59) != 0
TriggerAll=StateType != A
triggerall = NumProjID(1600) = 0
TriggerAll=EnemyNear,StateType = A
TriggerAll=EnemyNear,MoveType = H
TriggerAll=P2BodyDist X=[-5,70]
TriggerAll=P2BodyDist Y<=-30
TriggerAll=EnemyNear,Vel X = [-2,2]
TriggerAll=EnemyNear,Vel Y >= 0
TriggerAll=Ctrl||StateNo = 100
triggerall = !ishelper
Trigger1 = Random <= var(59)*40 || movetype = I && statetime > 20

[State -3,懳嬻棫偪嫮乆]
Type = ChangeState
value = 1250
TriggerAll=var(59) != 0
TriggerAll=StateType != A
TriggerAll=enemynear,StateType != L
TriggerAll=Movetype!=H
TriggerAll=numhelper(4250)=0
TriggerAll=P2BodyDist X>=40
TriggerAll=EnemyNear,BackEdgeBodyDist <= 20 || EnemyNear,frontEdgeBodyDist <= 20 || random <= 500
TriggerAll=Ctrl||StateNo = 100
Trigger1 = Random <= var(59)*50

[State -3,懳嬻棫偪嫮乆]
Type = ChangeState
value = 1600
TriggerAll=var(59) != 0
TriggerAll=StateType != A
triggerall = NumProjID(1600) = 0
TriggerAll=EnemyNear,StateType = A
TriggerAll=EnemyNear,MoveType = H
TriggerAll=P2BodyDist X=[-5,50]
TriggerAll=P2BodyDist Y<=-30
TriggerAll=EnemyNear,BackEdgeBodyDist <= 10 || EnemyNear,frontEdgeBodyDist <= 10
TriggerAll=EnemyNear,Vel Y >= -3
TriggerAll=Ctrl||StateNo = 100
triggerall = !ishelper
Trigger1 = Random <= var(59)*40 || movetype = I && statetime > 20

[State -3,尅惂棫偪庛]
Type = ChangeState
value = 200
TriggerAll=var(59) != 0
TriggerAll=StateType != A
TriggerAll=EnemyNear,StateType != L
TriggerAll=EnemyNear,MoveType != H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X = [0,72]
TriggerAll=P2BodyDist Y >= -70
TriggerAll=(EnemyNear,StateNo != [120,159])
TriggerAll=EnemyNear,Const(size.head.pos.y)<=-60
TriggerAll=Ctrl||StateNo = 100
triggerall = PrevStateNo != 200
Trigger1 = Random <= var(59)*60

[State -3,壓庛]
Type = ChangeState
value = 400
TriggerAll=var(59) != 0
TriggerAll=StateType != A
TriggerAll=EnemyNear,StateType != L
TriggerAll=EnemyNear,MoveType != H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[20,80]
TriggerAll=EnemyNear,StateType!=A
TriggerAll=Ctrl||StateNo = 100
triggerall = PrevStateNo != 400
Trigger1 = Random <= var(59)*50

[State -3,壓嫮]
Type = ChangeState
value = 430
TriggerAll=var(59) != 0
TriggerAll=StateType != A
TriggerAll=EnemyNear,StateType != L
TriggerAll=EnemyNear,MoveType != H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[55,75]
TriggerAll=EnemyNear,StateType=S
TriggerAll=Ctrl||StateNo = 100
Trigger1 = Random <= var(59)*50

[State -3,壓嫮乆]
Type = ChangeState
value = 440
TriggerAll=var(59) != 0
TriggerAll=StateType != A
TriggerAll=EnemyNear,StateType != L
TriggerAll=EnemyNear,MoveType != H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[0,40]
TriggerAll=P2BodyDist Y>=-80
TriggerAll=EnemyNear,Vel X = [0,3]
TriggerAll=EnemyNear,StateType!=A
TriggerAll=Ctrl||StateNo = 100
Trigger1 = Random <= var(59)*30

[State -3,懳嬻棫偪嫮乆]
Type = ChangeState
value = 240
TriggerAll=var(59) != 0
TriggerAll=StateType != A
TriggerAll=EnemyNear,StateType != L
TriggerAll=EnemyNear,MoveType != H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[40,70]
TriggerAll=P2BodyDist Y=[-120,-70]
TriggerAll=EnemyNear,Vel X = [2,5]
TriggerAll=EnemyNear,Vel Y >= 1
TriggerAll=EnemyNear,StateType=A
TriggerAll=Ctrl||StateNo = 100
Trigger1 = Random <= var(59)*50

[State -3,懳嬻壓嫮乆]
Type = ChangeState
value = 440
TriggerAll=var(59) != 0
TriggerAll=StateType != A
TriggerAll=EnemyNear,StateType != L
TriggerAll=EnemyNear,MoveType != H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[0,40]
TriggerAll=P2BodyDist Y=[-160,-70]
TriggerAll=EnemyNear,Vel X = [0,3]
TriggerAll=EnemyNear,Vel Y >= 1
TriggerAll=EnemyNear,StateType=A
TriggerAll=Ctrl||StateNo = 100
Trigger1 = Random <= var(59)*50

[State -3,壓拞]
Type = ChangeState
value = 410
TriggerAll=var(59) != 0
TriggerAll=StateType != A
TriggerAll=EnemyNear,StateType != L
TriggerAll=EnemyNear,MoveType != H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[5,45]
TriggerAll=EnemyNear,StateType=S
TriggerAll=Ctrl||StateNo = 100
Trigger1 = Random <= var(59)*50

[State -3,尅惂棫偪嫮乆]
Type = ChangeState
value = 240
TriggerAll=var(59) != 0
TriggerAll=StateType != A
TriggerAll=EnemyNear,StateType != L
TriggerAll=EnemyNear,MoveType != H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X = [20,50]
TriggerAll=P2BodyDist Y >= -50
TriggerAll=(EnemyNear,StateNo != [120,159])
TriggerAll=Ctrl||StateNo = 100
Trigger1 = Random <= var(59)*50

[State -3,尅惂棫偪拞]
Type = ChangeState
value = 210
TriggerAll=var(59) != 0
TriggerAll=StateType != A
TriggerAll=EnemyNear,StateType != L
TriggerAll=EnemyNear,MoveType != H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X = [10,50]
TriggerAll=P2BodyDist Y >= -50
TriggerAll=(EnemyNear,StateNo != [120,159])
TriggerAll=EnemyNear,StateType!=A
TriggerAll=EnemyNear,Const(size.head.pos.y)<=-60
TriggerAll=Ctrl||StateNo = 100
Trigger1 = Random <= var(59)*40

[State -3,僞僢僌梡尅惂斊償傽乕僈乕]
Type = ChangeState
value = 1200
TriggerAll=var(59) != 0
TriggerAll=StateType != A
TriggerAll=EnemyNear,StateType != L
TriggerAll=!InGuardDist
TriggerAll=EnemyNear,vel X <= 4
TriggerAll=EnemyNear,vel Y >= -1
TriggerAll=P2BodyDist X = [180,250]
TriggerAll=P2BodyDist Y >= -60
TriggerAll=(EnemyNear,StateNo != [120,159])
TriggerAll=Ctrl||StateNo = 100
TriggerAll=TeamMode = simul
Trigger1 = Random <= var(59)*80

[State -3,僞僢僌梡尅惂斊償傽乕僈乕4屄暘]
Type = ChangeState
value = 1205
TriggerAll=var(59) != 0
TriggerAll=StateType != A
TriggerAll=EnemyNear,StateType != L
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X = [200,350]
TriggerAll=EnemyNear,vel X <= 4
TriggerAll=EnemyNear,vel Y >= -1
TriggerAll=P2BodyDist Y >= -40
TriggerAll=(EnemyNear,StateNo != [120,159])
TriggerAll=Ctrl||StateNo = 100
TriggerAll=TeamMode = simul
Trigger1 = Random <= var(59)*80

[State -3,尅惂斊償傽乕僈乕乮梋桾帪乯]
Type = ChangeState
value = 1200
TriggerAll=var(59) != 0
TriggerAll=StateType != A
TriggerAll=EnemyNear,StateType != L
TriggerAll=EnemyNear,StateType != A
TriggerAll=!InGuardDist
triggerall = life >= 700
TriggerAll=P2BodyDist X = [180,250]
TriggerAll=P2BodyDist Y >= -60
TriggerAll=(EnemyNear,StateNo != [120,159])
TriggerAll=Ctrl||StateNo = 100
Trigger1 = Random <= var(59)*70
Trigger1=TeamMode = single
Trigger2 = Random <= var(59)*70
Trigger2=TeamMode = turns

[State -3,尅惂斊償傽乕僈乕4屄暘乮梋桾帪乯]
Type = ChangeState
value = 1205
TriggerAll=var(59) != 0
TriggerAll=StateType != A
TriggerAll=EnemyNear,StateType != L
TriggerAll=!InGuardDist
triggerall = life >= 700
TriggerAll=P2BodyDist X = [200,350]
TriggerAll=P2BodyDist Y >= -40
TriggerAll=(EnemyNear,StateNo != [120,159])
TriggerAll=Ctrl||StateNo = 100
Trigger1 = Random <= var(59)*70
Trigger1=TeamMode = single
Trigger2 = Random <= var(59)*70
Trigger2=TeamMode = turns

[State -3,尅惂斊償傽乕僈乕]
Type = ChangeState
value = 1200
TriggerAll=var(59) != 0
TriggerAll=StateType != A
TriggerAll=EnemyNear,StateType != L
TriggerAll=EnemyNear,StateType != A
TriggerAll=EnemyNear,MoveType!=A
TriggerAll=!InGuardDist
triggerall = life <= 700
TriggerAll=EnemyNear,vel X <= 4
TriggerAll=EnemyNear,vel Y = [0,2]
TriggerAll=P2BodyDist X = [180,250]
TriggerAll=P2BodyDist Y >= -60
TriggerAll=(EnemyNear,StateNo != [120,159])
TriggerAll=Ctrl||StateNo = 100
Trigger1 = Random <= var(59)*30
Trigger1=TeamMode = single
Trigger2 = Random <= var(59)*30
Trigger2=TeamMode = turns

[State -3,尅惂斊償傽乕僈乕4屄暘]
Type = ChangeState
value = 1205
TriggerAll=var(59) != 0
TriggerAll=StateType != A
TriggerAll=EnemyNear,StateType != L
TriggerAll=EnemyNear,MoveType!=A
TriggerAll=!InGuardDist
triggerall = life <= 700
TriggerAll=P2BodyDist X = [200,350]
TriggerAll=EnemyNear,vel X <= 4
TriggerAll=EnemyNear,vel Y = [0,2]
TriggerAll=P2BodyDist Y >= -40
TriggerAll=(EnemyNear,StateNo != [120,159])
TriggerAll=Ctrl||StateNo = 100
Trigger1 = Random <= var(59)*40
Trigger1=TeamMode = single
Trigger2 = Random <= var(59)*40
Trigger2=TeamMode = turns

[State -3,GO ACTIVE 嫮乮慜僕儍儞僾乯]
Type = ChangeState
value = 1020
TriggerAll=var(59) != 0
TriggerAll=StateType != A
TriggerAll=EnemyNear,StateType = A
TriggerAll=EnemyNear,MoveType!=A
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X = [240,270]
TriggerAll=P2BodyDist Y = [-180,-80]
TriggerAll=EnemyNear,vel X = [0,3]
TriggerAll=EnemyNear,vel Y = [-2,2]
TriggerAll=(EnemyNear,StateNo != [120,159])
TriggerAll=Ctrl||StateNo = 100
Trigger1 = Random <= var(59)*80


[State -3,GO ACTIVE 嫮乮屻傠僕儍儞僾乯]
Type = ChangeState
value = 1020
TriggerAll=var(59) != 0
TriggerAll=StateType != A
TriggerAll=EnemyNear,StateType = A
TriggerAll=EnemyNear,MoveType!=A
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X = [180,240]
TriggerAll=P2BodyDist Y = [-180,-80]
TriggerAll=EnemyNear,vel X = [-2,0]
TriggerAll=EnemyNear,vel Y = [-2,2]
TriggerAll=(EnemyNear,StateNo != [120,159])
TriggerAll=Ctrl||StateNo = 100
Trigger1 = Random <= var(59)*80


[State -3,僪僫儖僪僈乕儖]
Type = ChangeState
value = 1060
TriggerAll=var(59) != 0
TriggerAll=StateType != A
TriggerAll=EnemyNear,StateType != L
TriggerAll=EnemyNear,Vel X <= 2
TriggerAll=!InGuardDist
triggerall = NumHelper(2100) = 0
triggerall = NumHelper(2200) = 0
triggerall = NumHelper(3500) = 0
triggerall = NumHelper(2301) = 0
TriggerAll=P2BodyDist X=[220,320]
TriggerAll=P2BodyDist Y>-80
TriggerAll=Ctrl||StateNo = 100
Trigger1 = Random <= var(59)*50
trigger1 = P2BodyDist y = [-2000,-160]

[State -3,儕儞僑敋抏]
Type = ChangeState
value = 1800
TriggerAll=var(59) != 0
TriggerAll=StateType != A
TriggerAll=EnemyNear,StateType = L
TriggerAll=!InGuardDist
triggerall = NumHelper(1810) = 0
TriggerAll=P2BodyDist X=[120,200]
TriggerAll=P2BodyDist Y>-80
TriggerAll=Ctrl||StateNo = 100
Trigger1 = Random <= var(59)*50

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;嬻拞堏摦 
;Ctrl Random P2bodyDist X
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

[State -3,壓傝億僥僩]
type = ChangeState
TriggerAll=var(59) != 0
triggerall = RoundState = 2
triggerall = StateType = A
triggerall = Enemynear,StateType = A
Triggerall = !inguarddist
Triggerall = Random <= var(59)*10
triggerall = P2bodydist X = [-40,80]
triggerall = P2bodydist Y = [-60,40]
triggerall = Vel Y >= 1
TriggerAll = Enemynear,BackEdgeBodyDist <= 20 || Enemynear,FrontEdgeBodyDist <= 20
TriggerAll = PrevStateNo = 640
triggerall = Ctrl
trigger1 = Enemynear,MoveType = H
Value    = 640

[State -3,徃傝億僥僩]
type = ChangeState
TriggerAll=var(59) != 0
triggerall = RoundState = 2
triggerall = StateType = A
triggerall = Enemynear,StateType = A
Triggerall = !inguarddist
Triggerall = Random <= var(59)*10
triggerall = P2bodydist X = [-40,80]
triggerall = P2bodydist Y = [-60,40]
triggerall = Vel Y <= 0
TriggerAll = Enemynear,BackEdgeBodyDist <= 20 || Enemynear,FrontEdgeBodyDist <= 20
triggerall = Ctrl
TriggerAll=Enemynear,GethitVar(hitcount) <= 15
trigger1 = Enemynear,MoveType = H
Value    = 640

[State -3,晜偐偣偐傜嫮乆]
type = ChangeState
TriggerAll=var(59) != 0
triggerall = RoundState = 2
triggerall = StateType = A
triggerall = Enemynear,StateType != L
Triggerall = !inguarddist
Triggerall = Random <= var(59)*10
triggerall = P2bodydist X = [-40,80]
triggerall = P2bodydist Y = [-60,80]
triggerall = Ctrl
trigger1 = Enemynear,MoveType = H
Value    = 640
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;嬻拞棫偪夞傝媄怳傝 
;Ctrl Random EnemyNear,Movetype = I inguarddist P2bodyDist Y P2bodyDist X
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[State -3,嬻拞搳偘]
Type = ChangeState
value = ifelse(random<500,850,860)
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType = A
TriggerAll=EnemyNear,StateType != L
;TriggerAll=EnemyNear,MoveType != H
triggerall = p2bodydist X =[0,30]
triggerall = p2bodydist Y =[-30,30]
TriggerAll=EnemyNear,StateType=A
TriggerAll=Ctrl
Trigger1 = Random <= var(59)*80
Trigger2 = (EnemyNear,StateNo=[120,159])
Trigger3 = MoveType = H
Trigger3 = Random <= var(59)*40

[State -3,嬻拞嫮乆嫮廝]
Type = ChangeState
value = 640
TriggerAll=var(59) != 0
TriggerAll=StateType=A
TriggerAll=EnemyNear,StateType != L
TriggerAll=EnemyNear,MoveType != H
TriggerAll=!InGuardDist
TriggerAll=Vel X >= 5
TriggerAll=P2BodyDist X=[10,120]
TriggerAll=P2BodyDist Y=[0,50]
TriggerAll=Pos Y <= -60
TriggerAll=(EnemyNear,StateNo != [120,159])||EnemyNear,StateType!=A
TriggerAll=Ctrl
Trigger1 = Random <= var(59)*70

[State -3,嬻拞嫮乆]
Type = ChangeState
value = 640
TriggerAll=var(59) != 0
TriggerAll=StateType=A
TriggerAll=EnemyNear,StateType != L
TriggerAll=EnemyNear,MoveType != H
TriggerAll=!InGuardDist
TriggerAll=Vel Y >= 0
TriggerAll=P2BodyDist X=[-40,90]
TriggerAll=P2BodyDist Y=[-20,50]
TriggerAll=Pos Y <= -30
TriggerAll=(EnemyNear,StateNo != [120,159])||EnemyNear,StateType!=A
TriggerAll=Ctrl
Trigger1 = Random <= var(59)*70

[State -3,嬻拞嫮]
Type = ChangeState
value = 630
TriggerAll=var(59) != 0
TriggerAll=StateType=A
TriggerAll=EnemyNear,StateType != L
TriggerAll=EnemyNear,MoveType != H
TriggerAll=!InGuardDist
TriggerAll=Vel Y >= 0
TriggerAll=P2BodyDist X=[0,80]
TriggerAll=P2BodyDist Y=[-90,30]
TriggerAll=(EnemyNear,StateNo != [120,159])||EnemyNear,StateType!=A
TriggerAll=Ctrl
Trigger1 = Random <= var(59)*70

[State -3,嬻拞拞]
Type = ChangeState
value = 610
TriggerAll=var(59) != 0
TriggerAll=StateType=A
TriggerAll=EnemyNear,StateType != L
TriggerAll=EnemyNear,MoveType != H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[0,80]
TriggerAll=P2BodyDist Y=[-50,20]
TriggerAll=(EnemyNear,StateNo != [120,159])||EnemyNear,StateType!=A
TriggerAll=Ctrl
Trigger1 = Random <= var(59)*20

[State -3,嬻拞庛]
Type = ChangeState
value = 600
TriggerAll=var(59) != 0
TriggerAll=StateType=A
TriggerAll=EnemyNear,StateType != L
TriggerAll=EnemyNear,MoveType != H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[0,70]
TriggerAll=P2BodyDist Y=[-60,10]
TriggerAll=(EnemyNear,StateNo != [120,159])||EnemyNear,StateType!=A
TriggerAll=Ctrl
Trigger1 = Random <= var(59)*30

[State -3,嬻拞斊償傽乕僈乕4屄暘]
Type = ChangeState
value = 1100
TriggerAll=var(59) != 0
TriggerAll=StateType=A
TriggerAll=EnemyNear,Vel X <= 3
TriggerAll=!InGuardDist
triggerall = BackEdgeBodyDist >= 45
TriggerAll = prevStateNo!= 1100
TriggerAll=P2BodyDist X=[-20,80]
TriggerAll=P2BodyDist Y>=-30
TriggerAll=EnemyNear,Vel X<= 3
TriggerAll=(EnemyNear,StateNo != [120,159])||EnemyNear,StateType!=A
TriggerAll=Ctrl
Trigger1 = Random <= var(59)*40

[State -3,嬻拞斊償傽乕僈乕]
Type = ChangeState
value = ifelse(random<100,702,1110)
TriggerAll=var(59) != 0
TriggerAll=StateType=A
TriggerAll=EnemyNear,StateType != L
TriggerAll=EnemyNear,MoveType != A
TriggerAll=!InGuardDist
TriggerAll=Vel Y >= 2
TriggerAll=P2BodyDist X=[150,200]
TriggerAll=P2BodyDist Y=[-30,120]
TriggerAll=(EnemyNear,StateNo != [120,159])||EnemyNear,StateType!=A
TriggerAll=Ctrl
Trigger1 = Random <= var(59)*60

[State -3,嬻拞斊償傽乕僈乕]
Type = ChangeState
value = 1110
TriggerAll=var(59) != 0
TriggerAll=StateType=A
TriggerAll=EnemyNear,StateType != L
TriggerAll=EnemyNear,MoveType != H
TriggerAll=!InGuardDist
TriggerAll=Vel Y >= 2
TriggerAll=Vel X <= -2
TriggerAll=P2BodyDist X=[130,250]
TriggerAll=P2BodyDist Y=[-30,120]
TriggerAll=(EnemyNear,StateNo != [120,159])||EnemyNear,StateType!=A
TriggerAll=Ctrl
Trigger1 = Random <= var(59)*50

[State -3,嬻拞斊償傽乕僈乕]
Type = ChangeState
value = 1110
TriggerAll=var(59) != 0
TriggerAll=StateType=A
TriggerAll=prevstateno != 640
TriggerAll=!InGuardDist
TriggerAll=Vel Y >= 2
TriggerAll=Vel X <= -2
TriggerAll=P2BodyDist X=[130,250]
TriggerAll=P2BodyDist Y=[-30,120]
TriggerAll=(EnemyNear,StateNo != [120,159])||EnemyNear,StateType!=A
TriggerAll=Ctrl
Trigger1 = Random <= var(59)*50

;---------------------------------------------------------------------------
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
;斊償傽乕僈乕4屄暘2
[state -3]
type = ChangeState
value = 1205
triggerall = var(59) != 0
triggerall = RoundState = 2
triggerall = statetype != A
TriggerAll=MoveType!=H
triggerall = palno != 12
triggerall = Life >= 300
TriggerAll=!InGuardDist
TriggerAll=Ctrl||StateNo = 100
triggerall = p2bodydist X = [180,350]
trigger1 = p2statetype != L
trigger1 = Pos Y <= 0
trigger1 = Random <= 100
Trigger2 = EnemyNear,StateType != L
Trigger2 = EnemyNear,MoveType != H
Trigger2 = EnemyNear,MoveType=A||EnemyNear,Ctrl
Trigger2 = Random <= 140
Trigger2 = EnemyNear,BackEdgeBodyDist >= 10

[State -3,僞僢僌梡尅惂斊償傽乕僈乕4屄暘]
Type = ChangeState
value = 1205
triggerall = var(59) != 0
triggerall = RoundState = 2
TriggerAll=StateType != A
TriggerAll=MoveType!=H
triggerall = Life >= 300
TriggerAll=!InGuardDist
TriggerAll=EnemyNear,StateType != L
TriggerAll=P2BodyDist X = [200,350]
TriggerAll=EnemyNear,vel X <= 4
TriggerAll=EnemyNear,vel Y >= -1
triggerAll = p2bodydist Y >= -40
TriggerAll=(EnemyNear,StateNo != [120,159])
TriggerAll=Ctrl||StateNo = 100
Trigger1 = Random <= 80

[State -3,尅惂斊償傽乕僈乕4屄暘乮梋桾帪乯]
Type = ChangeState
value = 1205
triggerall = var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=MoveType!=H
TriggerAll=!InGuardDist
triggerall = Life >= 300
TriggerAll=EnemyNear,StateType != L
TriggerAll=P2BodyDist X = [200,350]
triggerAll = p2bodydist Y >= -40
TriggerAll=(EnemyNear,StateNo != [120,159])
TriggerAll=Ctrl||StateNo = 100
Trigger1 = Random <= 70

[State -3,尅惂斊償傽乕僈乕4屄暘]
Type = ChangeState
value = 1205
triggerall = var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=!InGuardDist
TriggerAll=EnemyNear,StateType = A
TriggerAll=P2BodyDist X >= 40
triggerAll = p2bodydist Y <= -100
TriggerAll=(EnemyNear,StateNo != [120,159])
TriggerAll=Ctrl||StateNo = 100
Trigger1 = Random <= 100

;GO ACTIVE乮嫮乯2
[state -3]
type = ChangeState
triggerall = var(59) != 0
triggerall = RoundState = 2
triggerall = statetype != A
triggerall = p2statetype != L
triggerAll = Random <= 100
triggerall = p2bodydist X >= 150
triggerall = Pos Y <= 0
Triggerall = StateNo= 1205
triggerall = Life >= 300
TriggerAll=(EnemyNear,StateNo != [120,159])
triggerAll = AnimTime = 0
trigger1 =  EnemyNear,MoveType = H
trigger2 = p2bodydist Y <= -50
trigger2 = p2bodydist Y >= -150
trigger2 =  EnemyNear,MoveType = H
value = 1020

;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
;斊償傽乕僈乕2
[state -3]
type = ChangeState
value = 1200
triggerall = var(59) != 0
triggerall = RoundState = 2
triggerall = statetype != A
TriggerAll=enemynear,MoveType!=A
TriggerAll=!InGuardDist
triggerall = palno != 12
trigger1 = Life >= 200
trigger1 = p2bodydist X >= 130
trigger1 = p2bodydist X <= 200
trigger1 = ctrl = 1
trigger1 = Pos Y <= 0
trigger1 = Random <= 300
value = 1000

;GO ACTIVE乮嫮乯2
[state -3]
type = ChangeState
triggerall = var(59) != 0
triggerall = RoundState = 2
triggerall = statetype != A
triggerall = p2statetype != L
triggerAll = Random <= 200
triggerall = p2bodydist X >= 170
triggerall = Pos Y <= 0
Triggerall = StateNo= 1200
TriggerAll=(EnemyNear,StateNo != [120,159])
triggerAll = AnimTime = 0
trigger1 = Life >= 200
trigger1 =  EnemyNear,MoveType = H
trigger2 = p2bodydist Y <= -50
trigger2 = p2bodydist Y >= -150
trigger2 =  EnemyNear,MoveType = H
value = 1020

;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
;===========================================================================
[State -3,斊償傽乕僈乕偑偀偙傟偔傜偄]
Type = ChangeState
Value = ifelse(random<500,3400,1100)
triggerall = var(59) != 0
TriggerAll=StateType=A
triggerall = P2bodydist X = [-5,60]
triggerall = P2bodydist Y = [-40,900]
TriggerAll=Ctrl = 1
TriggerAll=EnemyNear,MoveType=A
triggerall = power >= 1000
trigger1 = Pos Y <= 0

State -3,斊償傽乕僈乕偑偀偙傟偔傜偄]
Type = ChangeState
value = ifelse(random<500,3400,1100)
triggerall = var(59) != 0
TriggerAll=StateType=A
triggerall = power >= 1000
TriggerAll= StateNo != 105
TriggerAll= StateNo != 10630
TriggerAll=P2BodyDist X=[-5,60]
TriggerAll=P2BodyDist Y>=0
TriggerAll=Ctrl =1
TriggerAll=EnemyNear,AnimTime <= -2
TriggerAll=Enemynear,Time >= 30 
Trigger1 = Enemynear,Time >= 50 
Trigger2 = (PrevStateNo=[5000,5270])
Trigger3 = (PrevStateNo=[120,159])
trigger4 = ctrl = 1

[State -3,嬻拞斊償傽乕僈乕4屄暘]
Type = ChangeState
value = ifelse(random<500,3400,1100)
triggerall = var(59) != 0
TriggerAll=StateType=A
triggerall = power >= 1000
TriggerAll= StateNo != 10630
TriggerAll= StateNo != 105
triggerAll = p2statetype != L
triggerall = BackEdgeBodyDist >= 45
TriggerAll=P2BodyDist X=[-5,60]
TriggerAll=P2BodyDist Y=[0,150]
TriggerAll=(EnemyNear,StateNo != [120,159])||EnemyNear,StateType!=A
trigger1 = ctrl = 1

[State -3,嬻拞斊償傽乕僈乕4屄暘]
Type = ChangeState
value = 1100
triggerall = var(59) != 0
TriggerAll=StateType=A
TriggerAll=MoveType!=H
TriggerAll=!InGuardDist
triggerall = power <= 1000
triggerAll = p2statetype != L
triggerall = BackEdgeBodyDist >= 45
TriggerAll=P2BodyDist X=[-10,80]
TriggerAll=P2BodyDist Y=[0,150]
TriggerAll=(EnemyNear,StateNo != [120,159])||EnemyNear,StateType!=A
trigger1 = ctrl = 1

;嬻拞斊償傽乕僈乕4屄暘
[state -3]
type = ChangeState
value = ifelse(random<250,702,1100)
triggerall = var(59) != 0
triggerall = NumHelper(1200) = 0 ;俬俢僫儞僶乕1200偺僿儖僷乕偑夋柺拞偵侾屄傕弌偰側偄帪
triggerall = NumProjID(1200) = 0 ;俬俢僫儞僶乕1200偺旘傃摴嬶偑夋柺拞偵侾屄傕弌偰側偄帪
triggerall = statetype = A
triggerall = stateno!=1100
TriggerAll=(EnemyNear,StateNo != [120,159])
trigger1 = p2movetype = H
trigger1 = p2bodydist X <= 80
trigger1 = p2bodydist Y >= 15
trigger1 = ctrl = 1
trigger1 = Random <= 700
value = 1000
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
;嬻拞斊償傽乕僈乕2
[state -3]
type = ChangeState
value = 1110
triggerall = var(59) != 0
triggerall = statetype = A
TriggerAll=MoveType!=H
triggerall = ctrl = 1
TriggerAll=EnemyNear,MoveType!=A
TriggerAll=!InGuardDist
trigger1 = p2bodydist X = [150,320]
trigger1 = p2bodydist Y >= 10
trigger2 = p2bodydist X = [100,150]
trigger2 = p2bodydist Y >= 10
trigger2 = Vel X < -1
trigger3 = movetype = I || prevstateno = 3400
Trigger3 = P2BodyDist X=[80,380]

[State -3,嬻拞斊償傽乕僈乕]
Type = ChangeState
value = 1110
triggerall = var(59) != 0
TriggerAll=StateType=A
TriggerAll=MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=EnemyNear,StateType != L
TriggerAll=EnemyNear,MoveType != A
TriggerAll=!InGuardDist
TriggerAll=Vel Y >= 2
TriggerAll=P2BodyDist X=[140,300]
TriggerAll=P2BodyDist Y=[-30,120]
TriggerAll=(EnemyNear,StateNo != [120,159])||EnemyNear,StateType!=A
trigger1 = ctrl = 1

[State -3,嬻拞斊償傽乕僈乕]
Type = ChangeState
value = 1110
triggerall = var(59) != 0
TriggerAll=StateType=A
TriggerAll=MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=EnemyNear,StateType != L
TriggerAll=EnemyNear,MoveType != H
TriggerAll=EnemyNear,MoveType!=A
TriggerAll=!InGuardDist
TriggerAll=Vel Y >= 2
TriggerAll=Vel X <= -2
TriggerAll=P2BodyDist X=[130,350]
TriggerAll=P2BodyDist Y=[-60,120]
TriggerAll=(EnemyNear,StateNo != [120,159])||EnemyNear,StateType!=A
trigger1 = ctrl = 1

;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
;僪僫儖僪僈乕儖屇傃弌偟2
[state -3]
type = ChangeState
value = 1060
triggerall = var(59) != 0
triggerall = NumHelper(2100) = 0 
triggerall = NumHelper(2200) = 0
triggerall = NumHelper(3500) = 0 
triggerall = NumHelper(2301) = 0 
triggerall = statetype != A
trigger1 = ScreenPos X =  [0,100]
trigger1 = p2bodydist X <= 120
trigger1 = p2bodydist X >= 90
trigger1 = ctrl = 1
trigger1 = Pos Y <= 0
Trigger2 =EnemyNear,StateType != L
Trigger2 =EnemyNear,MoveType = I
Trigger2 =EnemyNear,Vel X <= 2
Trigger2 =P2BodyDist X=[200,300]
Trigger2 =P2BodyDist Y>-80
Trigger2 =Ctrl||StateNo = 100
Trigger3 =P2BodyDist X=[100,300]
Trigger3 = Random <= 100
trigger3 = (EnemyNear,StateNo = [120,159])
trigger3 = ctrl = 1
trigger4 = P2bodydist Y = [-780,-200]
trigger4 = EnemyNear,MoveType = H
trigger4 = ctrl = 1

[State -3,偍偙傏傟僈乕儖]
type = ChangeState
triggerall = var(59) != 0
triggerall = StateType != A
triggerall = EnemyNear,StateType != L
Triggerall = !inguarddist
Triggerall = Random <= 100
triggerall = P2bodydist X = [100,320]
triggerall = P2bodydist Y <= -200
;triggerall = NumHelper(1810) = 0
triggerall = NumHelper(2100) = 0
triggerall = NumHelper(2200) = 0
triggerall = NumHelper(3500) = 0
triggerall = NumHelper(2301) = 0
TriggerAll=EnemyNear,Vel Y = [-3,-1]
TriggerAll=EnemyNear,Vel X = [-1,1]
triggerall = Ctrl||StateNo = 100
trigger1 = EnemyNear,MoveType = H
trigger2 = (EnemyNear,StateNo = [120,159])
value = 1060

[State -3,屇傃弌偟]
Type = ChangeState
value = 1060
triggerall = var(59) != 0
TriggerAll = StateType != A
TriggerAll = EnemyNear,StateType = L
TriggerAll = Random <= 100
triggerall = NumHelper(2100) = 0
triggerall = NumHelper(2200) = 0
triggerall = NumHelper(3500) = 0
triggerall = NumHelper(2301) = 0
TriggerAll = Ctrl||StateNo = 100
TriggerAll = P2BodyDist X = [150,320]
Trigger1 = EnemyNear,StateNo = 5120
Trigger1 = EnemyNear,AnimTime = -5

[State -3,僞僢僌梡墖岇幩寕乮僈乕儖媬彆乯]
type = ChangeState
triggerall = var(59) != 0
triggerall = StateType != A
triggerall = EnemyNear,StateType != L
triggerall = NumHelper(2100) = 0
triggerall = NumHelper(2200) = 0
triggerall = NumHelper(3500) = 0
triggerall = NumHelper(2301) = 0
Triggerall = Random <= 100
triggerall = P2bodydist X = [120,320]
triggerall = P2bodydist Y = [-320,0]
TriggerAll=TeamMode = simul
triggerall = Ctrl||StateNo = 100
triggerall = partner,ALIVE
trigger1 = EnemyNear,MoveType = A
trigger1 = partner,MoveType = H
value = 1060

[State -3,僞僢僌梡墖岇幩寕乮僈乕儖捛寕乯]
type = ChangeState
triggerall = var(59) != 0
triggerall = StateType != A
triggerall = EnemyNear,StateType != L
triggerall = NumHelper(2100) = 0
triggerall = NumHelper(2200) = 0
triggerall = NumHelper(3500) = 0
triggerall = NumHelper(2301) = 0
Triggerall = Random <= 100
triggerall = P2bodydist X = [0,320]
triggerall = P2bodydist Y = [-320,-100]
TriggerAll=TeamMode = simul
triggerall = Ctrl||StateNo = 100
triggerall = partner,ALIVE
trigger1 = EnemyNear,MoveType = H
trigger1 = partner,MoveType = A
value = 1060

;GO ACTIVE乮嫮乯2
[state -3]
type = ChangeState
triggerall = var(59) != 0
triggerall = RoundState = 2
triggerall = statetype != A
triggerall = p2statetype != L
triggerAll = Random <= 200
triggerall = p2bodydist X >= 100
triggerall = Pos Y <= 0
Triggerall = StateNo= 1060
TriggerAll=(EnemyNear,StateNo != [120,159])
triggerAll = AnimTime = 0
trigger1 =  EnemyNear,MoveType != H
trigger2 = p2bodydist Y <= -50
trigger2 =  EnemyNear,MoveType = H
value = 1020

;傇偪傑偗億僥僩2
[state -3]
type = ChangeState
value = 1600
triggerall = var(59) != 0
triggerall = NumProjID(1600) = 0
triggerall = statetype != A
triggerall = movetype != H
triggerall = ctrl = 1
triggerall = Pos Y <= 0
triggerall = projhit(1200) = 0
triggerall = !ishelper
trigger1 = p2statetype != A
trigger1 = p2statetype = L
trigger1 = p2bodydist X <= 70
trigger1 = p2bodydist X >= 30
trigger2 = p2statetype = A
trigger2 = p2bodydist X <= 60
trigger2 = p2bodydist X >= 10 || p2bodydist Y <= -200 && random < 160 || prevstateno = 1060 || prevstateno = 702
trigger2 = p2bodydist Y <= -40
trigger2 = p2movetype = H
trigger2 = Random <= 600
trigger3 = p2bodydist X >= 90 || prevstateno = 1060
trigger3 = p2bodydist X <= 140
trigger3 = Random <= 300

;儕儞僑敋抏2
[state -3]
type = ChangeState
value = 1800
triggerall = var(59) != 0
triggerall = NumHelper(1810) = 0 ;俬俢僫儞僶乕1200偺僿儖僷乕偑夋柺拞偵侾屄傕弌偰側偄帪
triggerall = statetype != A
triggerall = ctrl = 1
triggerall = Pos Y <= 0
trigger1 = p2bodydist X <= 100
trigger1 = p2bodydist X >= 50
trigger2 = p2statetype = L

;僪僫儖僪僈乕儖屇傃弌偟2
[state -3]
type = ChangeState
value = 1060
triggerall = var(59) != 0
triggerall = NumHelper(2100) = 0 
triggerall = NumHelper(2200) = 0
triggerall = statetype != A
trigger1 = p2bodydist X >= 90
trigger1 = ctrl = 1
trigger1 = Pos Y <= 0

;僕儍儞僾2
[State -3]
type = ChangeState
value = 40
Triggerall = Stateno != 105
triggerall = var(59) != 0
triggerall = ctrl||StateNo = 100
triggerall = statetype != A
trigger1 = p2bodydist X >= 50
trigger1 = p2bodydist X <= 150
trigger1 = p2statetype != L
trigger1 = Random <= 100

[State -3,jump];僕儍儞僾
Type  = ChangeState
Value = 40
Triggerall = Stateno != 105
triggerall = var(59) != 0
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=Random<=40
TriggerAll=ctrl||StateNo = 100
TriggerAll=EnemyNear,BackEdgeBodyDist<=10
Triggerall = EnemyNear,Time>30
Trigger1 = EnemyNear,Time>50
Trigger2 = (PrevStateNo=[5000,5270])
Trigger3 = (PrevStateNo=[120,159])

[State -3,嬻拞偍偙傏傟棫偪嫮乆]
type = ChangeState
triggerall = var(59) != 0
triggerall = StateType != A
triggerall = EnemyNear,StateType = A
Triggerall = !inguarddist
Triggerall = Random <= 300
Triggerall = stateno = 0
triggerall = P2bodydist X = [20,80]
triggerall = P2bodydist Y = [-80,-999]
triggerall = Ctrl||StateNo = 100
Triggerall = enemynear,Stateno != 842
trigger1 = EnemyNear,MoveType = H
trigger1 = (EnemyNear,StateNo != [120,159])
trigger2 = (EnemyNear,StateNo = [120,159])
value = 40
;------------------------------------------------------------------------------
;---------------------------------------------------------------------------
[Statedef 11111]
anim=10000;側偵傕昞帵偟側偄逼覀艂鄠瘋菗鼈陚葌瓊膫鄳S慠栤戣側偄
ctrl=0

[State 10000,娫堘偄偱杮懱偑棃偨傜棫偪傊堏峴]
type=selfstate
trigger1=!ishelper
value=0

[State 10000,僾儗僀儎乕敾掕]
type=varset
trigger1=command="up"&&root,command="up"
trigger2=command="down"&&root,command="down"
trigger3=command="back"&&root,command="back"
trigger4=command="fwd"&&root,command="fwd"
trigger5=command="a"&&root,command="a"
trigger6=command="b"&&root,command="b"
trigger7=command="c"&&root,command="c"
trigger8=command="x"&&root,command="x"
trigger9=command="y"&&root,command="y"
trigger10=command="z"&&root,command="z"
trigger11=command="start"&&root,command="start"
var(59)=-1

[State 10000,棫偭偨傜徚幐]
Type = DestroySelf
triggerAll = isHelper
Trigger1 = root,var(59)||var(59)=-1
trigger2=command="up"&&root,command="up"
trigger3=command="down"&&root,command="down"
trigger4=command="back"&&root,command="back"
trigger5=command="fwd"&&root,command="fwd"
trigger6=command="a"&&root,command="a"
trigger7=command="b"&&root,command="b"
trigger8=command="c"&&root,command="c"
trigger9=command="x"&&root,command="x"
trigger10=command="y"&&root,command="y"
trigger11=command="z"&&root,command="z"
trigger12=command="start"&&root,command="start"

[State 10000,套皋ON]
type=varset
triggerall=var(59)!=-1
trigger1=root,command="up"
trigger2=root,command="down"
trigger3=root,command="back"
trigger4=root,command="fwd"
trigger5=root,command="a"
trigger6=root,command="b"
trigger7=root,command="c"
trigger8=root,command="x"
trigger9=root,command="y"
trigger10=root,command="z"
trigger11=root,command="start"
var(59)=1

;僪僫儖僪偺AI
;CMD偩偗偱嶌傞偺偼偁偒傜傔傑偟偨乧
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;仭嵟屻偵
;丂俵倀俧俤俶杮懱偺Data僼僅儖僟偵偼僉儍儔偺婎杮摦嶌乮傗傜傟側偳乯傪娗棟偟偰偄傞
;乽common1.cns乮僐儌儞摦嶌僾儘僌儔儉僼傽僀儖乯乿偲偄偆偺偑偁傝傑偡丅
;丂def僼傽僀儖偱StCommon偺崁栚偱屇傃弌偟偰偄傑偡偑丄
;丂傕偟丄偁側偨偺僉儍儔偺俠俶俽偱common1.cns偲摨偠斣崋偺婎杮摦嶌偺僗僥乕僩傪
;丂嶌偭偨応崌偼張棟偑忋彂偒偝傟丄僐儌儞僼傽僀儖偺撪梕偼柍岠偵側傝傑偡丅
;
;丂common1.cns偺僾儘僌儔儉桪愭搙偼嵟掅偵懏偟偰偄傞偺偱丄
;丂僗僥乕僩偺嶌惉偵偼彮偟斣崋偵拲堄偟側偗傟偽偄偗傑偣傫丅
;
;---------------------------------------------------------------------------
