;
;AI@by~a@Gtl ڂĂĂ肪Ƃ܂
;
; Lvݒł@ɂ
;Type=varSetvar(59)=
; ̐lς
;
; 1`10:LvオɂĶްނƗ̋Z̕pxȂ܂
; 11:t
; 12:Ɉ肻ȋZUȂ C`Lp iv\Ȃgp
; ƂȂĂ܂
;
;GtlԍŏɓڂĂAI@łɉ̃CL
;
;XVڍ
;
;2Ovar
;قڑSC@ĊoĂȂ@ق炩ɂĂ߂Ȃ
;ްޑ啝C
;AILv1`12
;Lvݒ낭ɂĂȂ̏C(Lv1ł൰ĶްނFRC100%)
;
;ޕύX ɔ[vǉ
;
;1Ovar
;ق炩ɂĂ߂Ȃ(2)
;EAC[hΉ(܂܂ił܂A[vR{邮炢Ȃ)
;Ed͌vZ()gp
;EŜŐV̕ɑSύX
;E΋󐧌ǉ(AILv10璴΋\)
;EAC[hΉ
;
;ǉC@tCȎ 
;
;ŐVŕύX_
;EZwK{ZwKǉ œg肷@ConfigtȂAGZłΉł邩I@Ƃ͓wKłΥ
;Eׂǉ confing
;E΋ƂEnemy,Enemy(1),ŕ
;
;
;؂ւ
;
;I			\
;Sd		Η
;			GGLAI̒
;V΁Ei		g@ȊO
;V΁Ei		g@ȊO
;ٓV_S		ߐݒ
;ٓV_HS		΋󍞂
;
;
;ݒ
;
;΋@S@ٓV_HS
;
;i@{P@K@D
;
;i@HS@D@eS
;
;    _{P@K@K@S@D
;@P@P@{K@HS@HS@S@FRCO񗋉e_HS
;
;
; R{ݒ
;
;
;E_Xg
;DˋD~R˱ް
;
;KSHSDMȍ
;
;K˗S˗HSˋDˊMFRCޯ˗KˋSJCˋK˷ݾJ(HS)D˱ް
;@@@@@@@@@@@@@@@
; @@ @@ @@e_S()
;                     e_HS
;                    @  g̉
;
;E#R[h蔚[vLv7ȏ
;ʒ[
;	 MFRC(S(ˋS)JCˍőް)~n
;e_S()      Mː
;	      
;      e_HS
;@ @@g̉@
;EAC[h蔚[vLv7ȏ
;ʒ[
;	 MFRC((K)S(ˋS)JCˋDˉްorFBް)~n
;e_S()      Mː
;	      
;      e_HS
;@ @@g̉@
;
;
;ENU
;
; ā_Pdˁ@(i)
; āHS@@ (i)
; e_S(i)
;
;
;AI̍U@
;
;EΉ̗iZ󒆉igƖGZŌނȂ蓖̂łœ|
;EƂɂ߂Â
;@ѓƋɓLݒuѓL͊y
;@ANZ͑΋ẐŔэ݂͐Td
;E悭gMެ߂ŔJU݂ٺނ߂(GZŐ؂ԂȂ悤ɒ)
;E(K[hs\ѓ)Ȃ悭ĝŒ ެ߂Ĕ悤Ɋo ]Tł炻̌_ٺނ߂
;@͂قƂǃ_Ȃ̂ŋĂȂ
;@MFRC̘AgmɂȂĂ܂L\̂Œ ެ߂ŔȂ^C~ȌꍇGZubLOŔׂ
;  ƃubLO悤ƂHitOverRide̎dlŒʂ蔲邱Ƃ\A
;Eݒuѓ𒣂ƃK[hœȂȂ̂ł_(GZ ʏ퓊ɒ)
;EGAŃR{~X邱Ƃꍇn_
;EeHS˗˂[[
;E񐧋Z_ĂԂ(_₷Z@HS M S )
;Ȇ̍Up^[œ|
;
;
;
;̗\
;EAC[h̃[vR{œK
;ER{&œK
;E{o[[v 艻
;ENU߂𕡎G
;E_Xg
;EFRCg
;E߂̃GAƌ߂悤ɂ(ɋ6Pg悤)
;EeHS𑊎Ɍėɕ
;E̖GmFGZwKHelper@RwKuHelperƂ͕ʁXŊwKĂ
;
;
[Statedef 30000]
;
;config
;
[State ];AI펞NtO
Type=VarSet
Trigger1=IsHelper
var(0)=0
;0=ʏAIN@(ftHg)
;1=AI펞N(lłȂȂ܂)
;2=1P or 3P()̂AI펞N
;3=2P or 4P(E)̂AI펞N
;4=mFޯӰ    (AI킷Ƃɂ͂̐lɂ͂Ȃł)
;5=mFޯӰ2   (AI킷Ƃɂ͂̐lɂ͂Ȃł)

[State ];AÎƂӰޕύX
Type=VarSet
Trigger1=IsHelper
var(1)=0
;0=#RӰ(ftHg)
;2=ACӰ

[State ];s邩tO
Type=VarSet
Trigger1=IsHelper
var(2)=0
;0=Ȃ(ftHg)
;1=ꌂ
;2=h
;3=
;4=oKEZ(v1ް)
;5=oKEZ(v1ް)+ꌂ
;6=oKEZ(v1ް)+h
;7=oKEZ(v1ް)+

[State 30000];ׂ tO
Type=VarSet
Trigger1=IsHelper
var(6)=1
;0=gpȂ
;1=gp@UĂ܂\ (ftHg)
;̋Z̍U葁UōU𓖂Ă悤ɂ邩̃tOł
;wK̂ق͔ѓ̔L邱Ƃ͖ł
;ѓƏd˂ƋĂ܂\

;
;ConfigI
;
[State ]
Type=SelfState
Trigger1=!IsHelper
value=50
[State ]
Type=ChangeAnim
Trigger1=IsHelper
value=9999
[State ]
Type=AssertSpecial
Trigger1=IsHelper
flag=invIsible
[State ]
Type=PosSet
Trigger1=IsHelper
x=Root,Pos x+90*ifelse(Root,facing=1,1,-1)
y=Const(Size.Head.Pos.y)+Root,Pos y
[State ]
Type=Turn
Trigger1=IsHelper
Trigger1=Root,facing!=facing
[State ]
Type=NotHitBy
Trigger1=IsHelper
value=SAC,NT,ST,HT,NA,SA,HA,NP,SP,HP,NA,SA,HA
[State ]
Type=Null
Trigger1=IsHelper
Trigger1=var(1)!=0
Trigger1=var(1)!=2
Trigger1=var(1):=0
[State 30000,v3=10]
Type=Null
Trigger1=IsHelper
Trigger1=var(3):=10
;
;var(0)  =Configp
;var(1)  =Configp
;var(2)  =Configp
;var(3)  =Configp
;var(4)  =Configp
;var(5)  =
;var(6)  =
;var(7)  =
;var(8)  =
;var(9)  =
;var(10) =
;var(11) =
;var(12) =
;var(13) =
;var(14) =
;var(15) =
;var(16) =
;var(17) =
;var(18) =
;var(19) =
;var(20) =肪g\܂ł̎ԑp2P
;var(21) =肪g\܂ł̎ԑp4P
;var(22) =Uԑp2P
;var(23) =Uԑp4P
;var(24) =
;var(25) =
;var(26) =
;var(27) =
;var(28) =
;var(29) =
;var(30) =4Pp P2Dist X
;var(31) =4Pp P2BodyDist X
;var(32) =4Pp P2Dist Y
;var(33) =
;var(34) =
;var(35) =
;var(36) =
;var(37) =
;var(38) =
;var(39) =
;var(40) =d͌vZ@YLp
;var(41) =
;var(42) =
;var(43) =
;var(44) =
;var(45) =AIpsp
;var(46) =
;var(47) =
;var(48) =
;var(49) =
;var(50) =~p
;var(51) =
;var(52) =
;var(53) =
;var(54) =
;var(55) =
;var(56) =
;var(57) =
;var(58) =
;var(59) =
;fvar(0) =d͌vZd͋Lp
;fvar(1) =d͌vZp1
;fvar(2) =d͌vZp2
;fvar(3) =d͌vZp3
;fvar(4) =d͌vZp4
;fvar(5) =d͌vZp5
;fvar(6) =d͌vZp6
;fvar(7) =d͌vZp7
;fvar(8) =d͌vZp8
;fvar(9) =d͌vZp9
;fvar(10) =d͌vZp10
;fvar(11) =d͌vZp11
;fvar(12) =d͌vZp12
;fvar(13) =d͌vZp13
;fvar(14) =d͌vZp14
;fvar(15) =d͌vZp15
;fvar(16) =d͌vZp16
;fvar(17) =d͌vZp17
;fvar(18) =d͌vZp18
;fvar(19) =d͌vZp19
;fvar(20) =d͌vZp20
;fvar(21) =d͌vZp21
;fvar(22) =d͌vZp22
;fvar(23) =d͌vZp23
;fvar(24) =d͌vZp24
;fvar(25) =d͌vZp25
;fvar(26) =d͌vZp26
;fvar(27) =d͌vZp27
;fvar(28) =d͌vZp28
;fvar(29) =d͌vZp29
;fvar(30) =d͌vZp30
;fvar(31) =d͌vZp31
;fvar(32) =
;fvar(33) =
;fvar(34) =
;fvar(35) =
;fvar(36) =
;fvar(37) =
;fvar(38) =
;fvar(39) =Helper,InGuardDistp
;
;4P
;
[State ];4P
Type=Null
TriggerAll=IsHelper
TriggerAll=NumEnemy>1
Trigger1=var(30):=Ceil(((Enemy(Root,var(0)=0),Pos X-Root,Pos X)*Root,Facing-1)*(1/Root,const(Size.xScale)*0.5))||1
Trigger1=var(31):=Ceil(((Root,Pos X-Enemy(Root,var(0)=0),Pos X)*-Root,Facing-1-Root,Const(Size.Ground.Back)-Enemy(Root,var(0)=0),Const(Size.Ground.Back))*(1/Root,const(Size.xScale)*0.5))||1
Trigger1=var(32):=Ceil((Enemy(Root,var(0)=0),Pos Y-Root,Pos Y)*(1/Root,const(Size.yScale)*0.5))||1
IgnoreHitPause=1
;
;gԑp
;
[State ];g\܂ł̎ԑp
Type=VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1=Enemy(0),MoveType!=H
Trigger2=Enemy(0),StateType=L
Trigger3=Enemy(0),Time=1
Trigger3=Enemy(0),MoveType=H
Trigger3=Enemy(0),GetHitVar(HitShakeTime)>0
var(20)=0
IgnoreHitPause=1
[State ];g\܂ł̎ԑp
Type=VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>1
Trigger1=Enemy(1),MoveType!=H
Trigger2=Enemy(1),StateType=L
Trigger3=Enemy(1),Time=1
Trigger3=Enemy(1),MoveType=H
Trigger3=Enemy(1),GetHitVar(HitShakeTime)>0
var(21)=0
IgnoreHitPause=1
[State ];g\܂ł̎ԑp
Type=VarAdd
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1=Enemy(0),StateType!=L
Trigger1=Enemy(0),MoveType=H
var(20)=1
IgnoreHitPause=1
[State ];g\܂ł̎ԑp
Type=VarAdd
TriggerAll=IsHelper
TriggerAll=NumEnemy>1
Trigger1=Enemy(1),StateType!=L
Trigger1=Enemy(1),MoveType=H
var(21)=1
IgnoreHitPause=1
;
;Uԑ
;
;2P
[State ];UԑAnimLؾ 2P
Type=VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1=Enemy(0),Ctrl
Trigger2=Enemy(0),StateNo<180
var(22)=-1
IgnoreHitPause=1
[State ];Uԑؾ 2P
Type=VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1=Enemy(0),Ctrl
Trigger2=Enemy(0),StateNo<180
var(23)=0
IgnoreHitPause=1
[State ];Uԑ茸ؾ 2P
Type=Null
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=!Enemy(0),Ctrl
TriggerAll=Enemy(0),StateNo>179
Trigger1=var(23):=ifelse(var(22)=Enemy(0),Anim,var(23)+1,Ceil(var(23)*0.5))
IgnoreHitPause=1
[State ];Uԑ 2P
Type=VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1=!Enemy(0),Ctrl
Trigger1=Enemy(0),StateNo>179
var(22)=Enemy(0),Anim
IgnoreHitPause=1
;
;4P
[State ];UԑAnimLؾ 4P
Type=VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>1
Trigger1=Enemy(1),Ctrl
Trigger1=Enemy(1),StateNo<180
var(24)=-1
IgnoreHitPause=1
[State ];Uԑ胊Zbg 4P
Type=VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>1
Trigger1=Enemy(1),Ctrl
Trigger2=Enemy(1),StateNo<180
var(25)=0
IgnoreHitPause=1
[State ];Uԑ^C}[ 4P
Type=Null
TriggerAll=IsHelper
TriggerAll=NumEnemy>1
TriggerAll=!Enemy(1),Ctrl
TriggerAll=Enemy(1),StateNo>179
Trigger1=var(23):=ifelse(var(22)=Enemy(0),Anim,var(23)+1,Ceil(var(23)*0.5))
IgnoreHitPause=1
[State ];Uԑ 4P
Type=VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>1
Trigger1=!Enemy(1),Ctrl
Trigger1=Enemy(1),StateNo>179
var(24)=Enemy(1),Anim
IgnoreHitPause=1
;
;낯
[State ];낯mFZbgD
Type=VarSet
Trigger1=1
var(30)=0
[State ];낯mF
Type=VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(ceil(Root,fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(Root,fvar(18))),sysvar(0)>0
Trigger1=Enemy(ceil(Root,fvar(18))),StateNo=[226,229]
Trigger2=Enemy(ceil(Root,fvar(18))),StateNo=[432,439]
var(30)=1
;
;d͌vZp
[State ]
Type=VarSet
Trigger1=IsHelper
var(50)=0
IgnoreHitPause=1
[State ]
Type=VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1=Enemy(ceil(Root,fvar(18))),MoveType!=H
Trigger1=Enemy(ceil(Root,fvar(18))),vel y=0
Trigger2=Enemy(ceil(Root,fvar(18))),StateType!=A
var(50)=1
[State ];d͒l
Type=VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1=Enemy(ceil(Root,fvar(18))),MoveType!=H
Trigger2=Enemy(ceil(Root,fvar(18))),StateNo=[120,155]
fvar(0)=Enemy(ceil(Root,fvar(18))),Const(MoveMent.Yaccel)
[State ];d͒l
Type=VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1=Enemy(ceil(Root,fvar(18))),MoveType=H
Trigger1=Enemy(ceil(Root,fvar(18))),StateNo!=[120,155]
fvar(0)=Enemy(ceil(Root,fvar(18))),GetHitVar(Yaccel)
[State ];d͌vZp
Type=Null
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1=fvar(1):=floor((!var(50))*Enemy(ceil(Root,fvar(18))),vel y)||1
Trigger1=fvar(2):=floor((!var(50))*(Enemy(ceil(Root,fvar(18))),vel y*2+fvar(0)))||1
Trigger1=fvar(3):=floor((!var(50))*(Enemy(ceil(Root,fvar(18))),vel y*3+fvar(0)*3))||1
Trigger1=fvar(4):=floor((!var(50))*(Enemy(ceil(Root,fvar(18))),vel y*4+fvar(0)*6))||1
Trigger1=fvar(5):=floor((!var(50))*(Enemy(ceil(Root,fvar(18))),vel y*5+fvar(0)*10))||1
Trigger1=fvar(6):=floor((!var(50))*(Enemy(ceil(Root,fvar(18))),vel y*6+fvar(0)*15))||1
Trigger1=fvar(7):=floor((!var(50))*(Enemy(ceil(Root,fvar(18))),vel y*7+fvar(0)*21))||1
Trigger1=fvar(8):=floor((!var(50))*(Enemy(ceil(Root,fvar(18))),vel y*8+fvar(0)*28))||1
Trigger1=fvar(9):=floor((!var(50))*(Enemy(ceil(Root,fvar(18))),vel y*9+fvar(0)*36))||1
Trigger1=fvar(10):=floor((!var(50))*(Enemy(ceil(Root,fvar(18))),vel y*10+fvar(0)*45))||1
Trigger1=fvar(11):=floor((!var(50))*(Enemy(ceil(Root,fvar(18))),vel y*11+fvar(0)*55))||1
Trigger1=fvar(12):=floor((!var(50))*(Enemy(ceil(Root,fvar(18))),vel y*12+fvar(0)*66))||1
Trigger1=fvar(13):=floor((!var(50))*(Enemy(ceil(Root,fvar(18))),vel y*13+fvar(0)*78))||1
Trigger1=fvar(14):=floor((!var(50))*(Enemy(ceil(Root,fvar(18))),vel y*14+fvar(0)*92))||1
Trigger1=fvar(15):=floor((!var(50))*(Enemy(ceil(Root,fvar(18))),vel y*15+fvar(0)*106))||1
Trigger1=fvar(16):=floor((!var(50))*(Enemy(ceil(Root,fvar(18))),vel y*16+fvar(0)*121))||1
Trigger1=fvar(17):=floor((!var(50))*(Enemy(ceil(Root,fvar(18))),vel y*17+fvar(0)*137))||1
Trigger1=fvar(18):=floor((!var(50))*(Enemy(ceil(Root,fvar(18))),vel y*18+fvar(0)*154))||1
Trigger1=fvar(19):=floor((!var(50))*(Enemy(ceil(Root,fvar(18))),vel y*19+fvar(0)*172))||1
Trigger1=fvar(20):=floor((!var(50))*(Enemy(ceil(Root,fvar(18))),vel y*20+fvar(0)*191))||1
Trigger1=fvar(21):=floor((!var(50))*(Enemy(ceil(Root,fvar(18))),vel y*21+fvar(0)*201))||1
Trigger1=fvar(22):=floor((!var(50))*(Enemy(ceil(Root,fvar(18))),vel y*22+fvar(0)*223))||1
Trigger1=fvar(23):=floor((!var(50))*(Enemy(ceil(Root,fvar(18))),vel y*23+fvar(0)*245))||1
Trigger1=fvar(24):=floor((!var(50))*(Enemy(ceil(Root,fvar(18))),vel y*24+fvar(0)*268))||1
Trigger1=fvar(25):=floor((!var(50))*(Enemy(ceil(Root,fvar(18))),vel y*25+fvar(0)*292))||1
Trigger1=fvar(26):=floor((!var(50))*(Enemy(ceil(Root,fvar(18))),vel y*26+fvar(0)*317))||1
Trigger1=fvar(27):=floor((!var(50))*(Enemy(ceil(Root,fvar(18))),vel y*27+fvar(0)*343))||1
Trigger1=fvar(28):=floor((!var(50))*(Enemy(ceil(Root,fvar(18))),vel y*28+fvar(0)*370))||1
Trigger1=fvar(29):=floor((!var(50))*(Enemy(ceil(Root,fvar(18))),vel y*29+fvar(0)*398))||1
Trigger1=fvar(30):=floor((!var(50))*(Enemy(ceil(Root,fvar(18))),vel y*30+fvar(0)*427))||1
Trigger1=fvar(31):=floor((!var(50))*(Enemy(ceil(Root,fvar(18))),vel y*31+fvar(0)*457))||1

[State ]
Type=Null
TriggerAll=IsHelper
Trigger1=Enemy(ceil(Root,fvar(18))),Ctrl||Root,StateNo=1150
Trigger1=1||var(45):=0

[State ]
Type=Null
TriggerAll=IsHelper
Trigger1=Root,PrevStateNo=1099
Trigger1=1||var(45):=2

;
;I
[State ]
Type=DestroySelf
TriggerAll=IsHelper
Trigger1=!fvar(39)
Trigger1=var(59)<0
Trigger2=NumEnemy=0
IgnoreHitPause=1

;
[Statedef -3];AI
;

[State -3];AItOZbg
Type=VarSet
IgnoreHitPause=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)<1
Trigger1=Command="AI0"||Command="AI1"||Command="AI2" ||Command="AI3"
Trigger2=Command="AI4"||Command="AI5"||Command="AI6" ||Command="AI7"
Trigger3=Command="AI8"||Command="AI9"||Command="AI10"||Command="AI11"
Trigger4=Command="AI12"||Command="AI13"||Command="AI14"||Command="AI15"
Trigger5=Command="AI16"||Command="AI17"||Command="AI18"||Command="AI19"
Trigger6=Command="AI20"||Command="AI21"||Command="AI22"||Command="AI23"
Trigger7=Command="AI24"||Command="AI25"||Command="AI26"||Command="AI27"
Trigger8=Command="AI28"||Command="AI29"||Command="AI30"||Command="AI31"
Trigger9=Command="AI32"||Command="AI33"||Command="AI34"||Command="AI35"
Trigger10=Command="AI36"||Command="AI37"||Command="AI38"||Command="AI39"
Trigger11=Command="AI40"||Command="AI41"||Command="AI42"||Command="AI43"
Trigger12=Command="AI44"||Command="AI45"||Command="AI46"||Command="AI47"
Trigger13=Command="AI48"||Command="AI49"||Command="AI50"
Trigger14=RoundState<2||RoundState=2&&Ctrl
Trigger14=var(59)=0
Trigger14=NumHelper(10000+ID)
Trigger14=Helper(10000+ID),var(59)>0
Trigger15=NumHelper(30000+ID)
Trigger15=Helper(30000+ID),var(0)=1||teamside=1&&Helper(30000+ID),var(0)=2||teamside=2&&Helper(30000+ID),var(0)=3||Helper(30000+ID),var(0)=5&&P2MoveType=H
Trigger16=TeamSide=2||MatchNo>1
Trigger16=IsHomeTeam
Trigger17=var(59)>0
var(59)=10
IgnoreHitPause=1
;(1`11܂Őݒ\)

;[State -3,AISet]
;Type=Null
;Trigger1=AILevel=0||AILevel>var(59)
;Trigger1=var(59):=(AILevel>var(59))*AILevel
;IgnoreHitPause=1
;VMUGEN̏ꍇ͂̕LɂĂ
;Lɂꍇ var(59)AILevel̒l̂قꍇAILevelDɂ܂B

[State -3,ComboDebacFlagSet]
Type=Null
TriggerAll=!isHelper
TriggerAll=NumEnemy>0
TriggerAll=NumHelper(30000+ID)
Trigger1=P2MoveType!=H
Trigger1=Helper(30000+ID),var(0)=5
Trigger1=var(59)>0
Trigger1=var(59):=0
Trigger2=var(59)<1
Trigger2=!fvar(39)
Trigger2=Helper(30000+ID),var(0)=4
Trigger2=fvar(39):=1
Trigger3=fvar(39)>0
Trigger3=var(59)>0||Helper(30000+ID),var(0)!=4
Trigger3=fvar(39):=0
IgnoreHitPause=1

[State ];h~
Type=AssertSpecial
Trigger1=!IsHelper
Trigger1=var(59)>0
flag=NoWalk
IgnoreHitPause=1

[State -3];AINpwp[
Type=Helper
TriggerAll=!isHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState<2||RoundState=2&&Ctrl
Trigger1=!NumHelper(10000+ID)
Trigger1=Alive
Trigger1=var(59)=0
HelperType=Normal
Name="AI"
StateNo=10000
ID=10000+ID
keyCtrl=1
PauseMoveTime=9**8
SuperMoveTime=9**8
IgnoreHitPause=1

[State -3]
Type=Helper
TriggerAll=!isHelper
TriggerAll=NumEnemy>0
Trigger1=!NumHelper(30000+ID)
Trigger1=var(59)>=0||fvar(39)
HelperType=Normal
Name="AI"
StateNo=30000
ID=30000+ID
PauseMoveTime=9**8
SuperMoveTime=9**8
IgnoreHitPause=1

[State -3]
Type=Helper
TriggerAll=!isHelper
TriggerAll=NumEnemy>0
Trigger1=!NumHelper(40000+ID)
Trigger1=var(59)>0||fvar(39)
HelperType=Normal
Name="InGuardDistHelper"
StateNo=40000
ID=40000+ID
PauseMoveTime=9**8
SuperMoveTime=9**8
IgnoreHitPause=1

[State -3]
Type=Helper
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
Trigger1=!NumHelper(20000+ID)
Trigger1=var(59)>0||fvar(39)>0
HelperType=Normal
Name="PNHelper"
StateNo=20000
ID=20000+ID
PauseMovetime=9**8
SuperMovetime=9**8
IgnoreHitPause=1

[State -3]
Type=Helper
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
Trigger1=!NumHelper(11111+ID)
Trigger1=var(59)>0||fvar(39)>0
HelperType=Normal
Name="StageHelper"
StateNo=11111
ID=11111+ID
PauseMovetime=9**8
SuperMovetime=9**8
IgnoreHitPause=1

;
;fobNQp
;

[State -1]
Type=velSet
Trigger1=var(59)<1
Trigger1=fvar(39)=2
Trigger1=MoveType!=H
Trigger1=P2MoveType!=H
Trigger1=StateNo!=1080
Trigger1=StateNo!=1085
Trigger1=0;StateType=A
x=0
y=0

[State -1]
Type=PosFreeze
Trigger1=var(59)<1
Trigger1=fvar(39)=2
Trigger1=MoveType!=H
Trigger1=P2MoveType!=H
Trigger1=StateNo!=1080
Trigger1=StateNo!=1085
Trigger1=0;StateType=A
value=1

[State -3,PosAdd-y-1]
Type=PosAdd
Trigger1=var(59)<1
Trigger1=fvar(39)=2
Trigger1=StateType=A
Trigger1=MoveType!=H
Trigger1=P2MoveType!=H
Trigger1=StateNo!=1080
Trigger1=StateNo!=1085
Trigger1=0;Command="holdup"||Command="holddown"
y=-1+(Command="holddown")*2

[State -3,PosAdd-x+1]
Type=PosAdd
Trigger1=var(59)<1
Trigger1=fvar(39)=2
Trigger1=StateType=A
Trigger1=MoveType!=H
Trigger1=P2MoveType!=H
Trigger1=StateNo!=1080
Trigger1=StateNo!=1085
Trigger1=0;Command="holdfwd"||Command="holdback"
x=1-(Command="holdback")*2

;
;蕜Ac莞ԑ
;

[State -3];gc莞
Type=Null
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(Ceil(fvar(18))),MoveType=H
Trigger1=NumHelper(30000+ID)
Trigger1=Enemy(Ceil(fvar(18))),GetHitVar(fall)=1
Trigger1=fvar(34):=Enemy(Ceil(fvar(18))),GetHitVar(fall.RecoverTime)-Helper(30000+ID),var(20+(fvar(18)=1))
Trigger2=Enemy(Ceil(fvar(18))),GetHitVar(fall.Recover)=0
Trigger2=fvar(34):=99999
IgnoreHitPause=1

[State -3];蕜Ac莞ԗp n
Type=Null
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(Ceil(fvar(18))),MoveType=H
Trigger1=Enemy(Ceil(fvar(18))),GetHitVar(fall)=0
Trigger1=fvar(34):=Enemy(Ceil(fvar(18))),GetHitVar(HitShakeTime)+Enemy(Ceil(fvar(18))),GetHitVar(HitTime)
IgnoreHitPause=1

[State -3];蕜Ac莞ԗp S낯˯߰
Type=Null
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(Ceil(fvar(18))),MoveType=H
Trigger1=NumTarget(225)
Trigger1=Enemy(Ceil(fvar(18))),StateNo=226
Trigger1=fvar(34):=5+36+Enemy(Ceil(fvar(18))),GetHitVar(HitShakeTime)
IgnoreHitPause=1

[State -3];蕜Ac莞ԗp HS낯˯߰
Type=Null
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(Ceil(fvar(18))),MoveType=H
Trigger1=NumTarget(430)
Trigger1=Enemy(Ceil(fvar(18))),StateNo=431
Trigger1=fvar(34):=5+42+Enemy(Ceil(fvar(18))),GetHitVar(HitShakeTime)
IgnoreHitPause=1

[State -3];蕜Ac莞ԗp oK` 
Type=Null
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(Ceil(fvar(18))),MoveType=H
Trigger1=NumTarget(225)
Trigger1=Enemy(Ceil(fvar(18))),StateNo=[227,228]
Trigger1=fvar(34):=5+Enemy(Ceil(fvar(18))),sysvar(0)
Trigger2=NumTarget(430)
Trigger2=Enemy(Ceil(fvar(18))),StateNo=[432,433]
Trigger2=fvar(34):=5+Enemy(Ceil(fvar(18))),sysvar(0)
IgnoreHitPause=1

[State -3];蕜Ac莞ԗp 낯Ō 
Type=Null
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(Ceil(fvar(18))),MoveType=H
Trigger1=NumTarget(225)
Trigger1=Enemy(Ceil(fvar(18))),StateNo=229
Trigger1=fvar(34):=5-Enemy(Ceil(fvar(18))),Time
Trigger2=NumTarget(430)
Trigger2=Enemy(Ceil(fvar(18))),StateNo=439
Trigger2=fvar(34):=5-Enemy(Ceil(fvar(18))),Time
IgnoreHitPause=1

[State -3];蕜Ac莞ԗp ײ޳
Type=Null
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(Ceil(fvar(18))),MoveType=H
Trigger1=Enemy(Ceil(fvar(18))),StateNo=1421
Trigger1=fvar(34):=45+Enemy(Ceil(fvar(18))),GetHitVar(HitShakeTime)
Trigger2=Enemy(Ceil(fvar(18))),StateNo=1422
Trigger2=fvar(34):=45-Enemy(Ceil(fvar(18))),Time
IgnoreHitPause=1

[State -3,f35]
Type=Null
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
Trigger1=Enemy(Ceil(fvar(18))),MoveType!=H||fvar(34)<1
Trigger1=fvar(34):=0
IgnoreHitPause=1

;
;҂
;

[State -3];iK[hp
Type=VarSet
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
Trigger1=Enemy(ceil(fvar(18))),StateType!=A
Trigger2=Enemy(ceil(fvar(18))),Name="millia"
Trigger2=Enemy(ceil(fvar(18))),StateNo=1500
Trigger3=Enemy(ceil(fvar(18))),Name="eddie"
Trigger3=Enemy(ceil(fvar(18))),StateNo=1800||Enemy(ceil(fvar(18))),StateNo=1850||Enemy(ceil(fvar(18))),NumHelper(1002)||Enemy(ceil(fvar(18))),NumHelper(1001)
Trigger4=Enemy(ceil(fvar(18))),Name="Aya Syameimaru"
Trigger4=Enemy(ceil(fvar(18))),NumHelper(917)
Trigger5=Enemy(ceil(fvar(18))),Name="Warachia"
Trigger5=Enemy(ceil(fvar(18))),AutHorName="wraith"
Trigger5=Enemy(ceil(fvar(18))),StateNo=670||Enemy(ceil(fvar(18))),NumHelper(670)
fvar(38)=1
IgnoreHitPause=1

[State -3];iK[hp
Type=VarSet
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),Name="Yue Imasaka"
Trigger1=Enemy(ceil(fvar(18))),NumHelper(1000)
Trigger2=Enemy(ceil(fvar(18))),NumHelper(1001)
Trigger3=Enemy(ceil(fvar(18))),NumHelper(1010)
Trigger4=Enemy(ceil(fvar(18))),NumHelper(1011)
Trigger5=Enemy(ceil(fvar(18))),NumHelper(2001)
Trigger6=Enemy(ceil(fvar(18))),NumHelper(2002)
Trigger7=Enemy(ceil(fvar(18))),NumHelper(2003)
Trigger8=Enemy(ceil(fvar(18))),NumHelper(2004)
Trigger9=Enemy(ceil(fvar(18))),NumHelper(2005)
Trigger10=Enemy(ceil(fvar(18))),NumHelper(2006)
Trigger11=Enemy(ceil(fvar(18))),NumHelper(2007)
Trigger12=Enemy(ceil(fvar(18))),NumHelper(2008)
Trigger13=Enemy(ceil(fvar(18))),NumHelper(2009)
fvar(38)=1
IgnoreHitPause=1

[State -3];iK[hp
Type=varSet
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
Trigger1=Enemy(ceil(fvar(18))),Name!="millia"
Trigger1=Enemy(ceil(fvar(18))),Name!="eddie"
Trigger1=Enemy(ceil(fvar(18))),Name!="Aya Syameimaru"
Trigger1=Enemy(ceil(fvar(18))),Name!="Yue Imasaka"
Trigger2=Enemy(ceil(fvar(18))),Name="millia"
Trigger2=Enemy(ceil(fvar(18))),StateNo!=1500
fvar(38)=2
IgnoreHitPause=1

[State -3];iK[hp iĩK[hs\͂߂
Type=varSet
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),Name="eddie"
Trigger1=Enemy(ceil(fvar(18))),StateNo!=1800
Trigger1=Enemy(ceil(fvar(18))),StateNo!=1850
Trigger1=!Enemy(ceil(fvar(18))),NumHelper(1001)
Trigger1=!Enemy(ceil(fvar(18))),NumHelper(1002)
Trigger2=Enemy(ceil(fvar(18))),Ctrl=0
Trigger2=Enemy(ceil(fvar(18))),MoveType=A
Trigger2=Enemy(ceil(fvar(18))),StateNo>199
Trigger2=P2Dist X*fvar(8)=[-5,80]
Trigger2=P2Dist Y>-90;܂ł΋󂪋@\
fvar(38)=2
IgnoreHitPause=1

[State -3];iK[hp iĩK[hs\͂߂
Type=varSet
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),Name="Aya Syameimaru"
Trigger1=!Enemy(ceil(fvar(18))),NumHelper(917)
Trigger2=Enemy(ceil(fvar(18))),Ctrl=0
Trigger2=Enemy(ceil(fvar(18))),MoveType=A
Trigger2=Enemy(ceil(fvar(18))),StateNo>199
Trigger2=P2Dist X*fvar(8)=[-5,60]
Trigger2=P2Dist Y>-90;܂ł΋󂪋@\
fvar(38)=2
IgnoreHitPause=1

[State -3];iK[hp iĩK[hs\͂߂
Type=varSet
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),Name="Yue Imasaka"
Trigger1=!Enemy(ceil(fvar(18))),NumHelper(1000)
Trigger1=!Enemy(ceil(fvar(18))),NumHelper(1001)
Trigger1=!Enemy(ceil(fvar(18))),NumHelper(1010)
Trigger1=!Enemy(ceil(fvar(18))),NumHelper(1011)
Trigger1=!Enemy(ceil(fvar(18))),NumHelper(2001)
Trigger1=!Enemy(ceil(fvar(18))),NumHelper(2002)
Trigger1=!Enemy(ceil(fvar(18))),NumHelper(2003)
Trigger1=!Enemy(ceil(fvar(18))),NumHelper(2004)
Trigger1=!Enemy(ceil(fvar(18))),NumHelper(2005)
Trigger1=!Enemy(ceil(fvar(18))),NumHelper(2006)
Trigger1=!Enemy(ceil(fvar(18))),NumHelper(2007)
Trigger1=!Enemy(ceil(fvar(18))),NumHelper(2008)
Trigger1=!Enemy(ceil(fvar(18))),NumHelper(2009)
Trigger2=Enemy(ceil(fvar(18))),Ctrl=0
Trigger2=Enemy(ceil(fvar(18))),MoveType=A
Trigger2=Enemy(ceil(fvar(18))),StateNo>199
Trigger2=P2Dist X*fvar(8)=[-5,60]
Trigger2=P2Dist Y>-90;܂ł΋󂪋@\
fvar(38)=2
IgnoreHitPause=1

[State -3];iK[hp iĩK[hs\͂߂
Type=varSet
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),Name="Warachia"
TriggerAll=Enemy(ceil(fvar(18))),AutHorName="wraith"
Trigger1=!Enemy(ceil(fvar(18))),NumHelper(670)
Trigger2=Enemy(ceil(fvar(18))),Ctrl=0
Trigger2=Enemy(ceil(fvar(18))),MoveType=A
Trigger2=Enemy(ceil(fvar(18))),StateNo>199
Trigger2=P2Dist X*fvar(8)=[-5,100]
Trigger2=P2Dist Y>-140;܂ł΋󂪋@\
fvar(38)=2
IgnoreHitPause=1

[State -3];iK[hp
Type=VarSet
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
Trigger1=Enemy(ceil(fvar(18))),Name="Warachia"
Trigger1=Enemy(ceil(fvar(18))),AutHorName="wraith"
Trigger1=Enemy(ceil(fvar(18))),StateNo=660||Enemy(ceil(fvar(18))),NumHelper(660)||Enemy(ceil(fvar(18))),StateNo=40221||Enemy(ceil(fvar(18))),NumHelper(40221)
Trigger2=Enemy(ceil(fvar(18))),AutHorName="muteki"||Enemy(ceil(fvar(18))),AutHorName="Akutagawa"||Enemy(ceil(fvar(18))),Name="BRIDGET"||Enemy(ceil(fvar(18))),Name="ZAPPA"
Trigger2=Enemy(ceil(fvar(18))),StateNo=240||Enemy(ceil(fvar(18))),StateNo=242||Enemy(ceil(fvar(18))),StateNo=10240
Trigger3=Enemy(ceil(fvar(18))),Name="testa"||Enemy(ceil(fvar(18))),Name="justice"
Trigger3=Enemy(ceil(fvar(18))),StateNo=[205,206]
Trigger4=Enemy(ceil(fvar(18))),Name="millia"||Enemy(ceil(fvar(18))),Name="BRIDGET"||Enemy(ceil(fvar(18))),Name="eddie"||Enemy(ceil(fvar(18))),Name="jam"
Trigger4=Enemy(ceil(fvar(18))),StateNo=[215,216]
Trigger5=Enemy(ceil(fvar(18))),Name="faust"||Enemy(ceil(fvar(18))),Name="kliff"
Trigger5=Enemy(ceil(fvar(18))),StateNo=235
Trigger6=Enemy(ceil(fvar(18))),Name="johnny"
Trigger6=Enemy(ceil(fvar(18))),StateNo=3200
Trigger7=Enemy(ceil(fvar(18))),Name="order-Sol=Badguy"
Trigger7=Enemy(ceil(fvar(18))),StateNo=432
Trigger8=Enemy(ceil(fvar(18))),Name="BRIDGET"||Enemy(ceil(fvar(18))),Name="bridget"
Trigger8=Enemy(ceil(fvar(18))),AutHorName="EL"&&Enemy(ceil(fvar(18))),StateNo=3100||Enemy(ceil(fvar(18))),AutHorName="muteki"&&Enemy(ceil(fvar(18))),StateNo=3003
Trigger9=Enemy(ceil(fvar(18))),Name="SLAYER"
Trigger9=Enemy(ceil(fvar(18))),StateNo=1045||Enemy(ceil(fvar(18))),StateNo=1047||Enemy(ceil(fvar(18))),StateNo=2210||Enemy(ceil(fvar(18))),StateNo=2230
Trigger10=Enemy(ceil(fvar(18))),Name="Sion_Eltnam_Atlasia"
Trigger10=Enemy(ceil(fvar(18))),StateNo=[240,241]
Trigger11=Enemy(ceil(fvar(18))),Name="Reimu_Hakurei"
Trigger11=Enemy(ceil(fvar(18))),StateNo=240
Trigger12=Enemy(ceil(fvar(18))),Name="SHIN"||Enemy(ceil(fvar(18))),Name="THOUTHER"||Enemy(ceil(fvar(18))),Name="REI"
Trigger12=Enemy(ceil(fvar(18))),StateNo=250
Trigger13=Enemy(ceil(fvar(18))),Name="TOKI-(NERICYA)"||Enemy(ceil(fvar(18))),Name="AMIBA"
Trigger13=Enemy(ceil(fvar(18))),StateNo=900
Trigger14=Enemy(ceil(fvar(18))),Name="Geese Howard"
Trigger14=Enemy(ceil(fvar(18))),AutHorName="CanNon Musume"
Trigger14=Enemy(ceil(fvar(18))),StateNo=230
Trigger15=Enemy(ceil(fvar(18))),Name="Remilia_Scarlet"
Trigger15=Enemy(ceil(fvar(18))),StateNo=230||Enemy(ceil(fvar(18))),StateNo=240
Trigger16=Enemy(ceil(fvar(18))),Name="Hong Meirin"
Trigger16=Enemy(ceil(fvar(18))),StateNo=820
Trigger17=Enemy(ceil(fvar(18))),Name="Aya Syameimaru"
Trigger17=Enemy(ceil(fvar(18))),StateNo=[707,708]
Trigger18=Enemy(ceil(fvar(18))),Name="Marisa Kirisame"
Trigger18=Enemy(ceil(fvar(18))),StateNo=1000
Trigger19=Enemy(ceil(fvar(18))),Name="Sakuya Izayoi"
Trigger19=Enemy(ceil(fvar(18))),StateNo=210||Enemy(ceil(fvar(18))),StateNo=400||Enemy(ceil(fvar(18))),StateNo=410||Enemy(ceil(fvar(18))),StateNo=530
Trigger20=Enemy(ceil(fvar(18))),Name="Yakumo Yukari"
Trigger20=Enemy(ceil(fvar(18))),StateNo=[2000,2020]
Trigger21=Enemy(ceil(fvar(18))),Name="Alice Margatroid"
Trigger21=Enemy(ceil(fvar(18))),StateNo=240
Trigger22=Enemy(ceil(fvar(18))),Name="Suika Ibuki"
Trigger22=Enemy(ceil(fvar(18))),StateNo=[707,708]
Trigger23=Enemy(ceil(fvar(18))),Name="Reimu_Hakurei"
Trigger23=Enemy(ceil(fvar(18))),StateNo=240
Trigger24=Enemy(ceil(fvar(18))),Name="siteittene"
Trigger24=Enemy(ceil(fvar(18))),StateNo=600
Trigger25=Enemy(ceil(fvar(18))),Name="Youmu_Konpaku"
Trigger25=0
Trigger26=Enemy(ceil(fvar(18))),StateNo=300
Trigger27=Enemy(ceil(fvar(18))),Name="cvsyamazaki"
Trigger27=Enemy(ceil(fvar(18))),StateNo=300||Enemy(ceil(fvar(18))),StateNo=1400
Trigger28=Enemy(ceil(fvar(18))),Name="Ash"
Trigger28=Enemy(ceil(fvar(18))),StateNo=310
Trigger29=Enemy(ceil(fvar(18))),Name="Jedah"
Trigger29=Enemy(ceil(fvar(18))),StateNo=250
Trigger30=Enemy(ceil(fvar(18))),Name="Bulleta SXP"
Trigger30=Enemy(ceil(fvar(18))),StateNo=241
Trigger31=Enemy(ceil(fvar(18))),Name="A.B.A"
Trigger31=Enemy(ceil(fvar(18))),StateNo=1200||Enemy(ceil(fvar(18))),StateNo=1500||Enemy(ceil(fvar(18))),StateNo=3050
Trigger32=Enemy(ceil(fvar(18))),Name="ROBO-KY MK-U"||Enemy(ceil(fvar(18))),Name="ROBO-KY"
Trigger32=Enemy(ceil(fvar(18))),StateNo=850||Enemy(ceil(fvar(18))),StateNo=1500
Trigger33=Enemy(ceil(fvar(18))),Name="Red_Arcueid"
Trigger33=Enemy(ceil(fvar(18))),StateNo=218
Trigger34=Enemy(ceil(fvar(18))),Name="Magaki"
Trigger34=Enemy(ceil(fvar(18))),StateNo=310||Enemy(ceil(fvar(18))),StateNo=1320||Enemy(ceil(fvar(18))),NumHelper(1321)
Trigger35=Enemy(ceil(fvar(18))),Name="Magaki"
Trigger35=Enemy(ceil(fvar(18))),NumHelper(1321)
Trigger36=NumEnemy>1
Trigger36=Enemy(1),Name="Magaki"
Trigger36=Enemy(1),NumHelper(1321)
Trigger37=Enemy(ceil(fvar(18))),Name="cvskyo"||Enemy(ceil(fvar(18))),Name="cvskyo_ex"
Trigger37=Enemy(ceil(fvar(18))),StateNo=310||Enemy(ceil(fvar(18))),StateNo=1300
Trigger38=Enemy(ceil(fvar(18))),Name="Maxime"
Trigger38=(Enemy(ceil(fvar(18))),StateNo=[201,203])||Enemy(ceil(fvar(18))),StateNo=210||Enemy(ceil(fvar(18))),StateNo=223
Trigger39=Enemy(ceil(fvar(18))),Name="HAKUREI"
Trigger39=Enemy(ceil(fvar(18))),StateNo=235||Enemy(ceil(fvar(18))),StateNo=240||Enemy(ceil(fvar(18))),StateNo=11131||Enemy(ceil(fvar(18))),NumProjID(6301)>0
Trigger40=Enemy(ceil(fvar(18))),Name="Shadow Dio"
Trigger40=Enemy(ceil(fvar(18))),AutHorName="Orochi Herman"
Trigger40=Enemy(ceil(fvar(18))),StateNo=205||Enemy(ceil(fvar(18))),StateNo=225||Enemy(ceil(fvar(18))),StateNo=245||Enemy(ceil(fvar(18))),StateNo=1300
Trigger41=Enemy(ceil(fvar(18))),Name="Fiona"
Trigger41=Enemy(ceil(fvar(18))),AutHorName="Drowin arcana"
Trigger41=Enemy(ceil(fvar(18))),StateNo=9212
Trigger42=Enemy(ceil(fvar(18))),Name="Mr.HEART"
Trigger42=Enemy(ceil(fvar(18))),StateNo=300||Enemy(ceil(fvar(18))),StateNo=440
Trigger43=Enemy(ceil(fvar(18))),Name="zappa"
Trigger43=Enemy(ceil(fvar(18))),AutHorName="EL"
Trigger43=Enemy(ceil(fvar(18))),StateNo=500||Enemy(ceil(fvar(18))),StateNo=1300||Enemy(ceil(fvar(18))),StateNo=1400
Trigger44=Enemy(ceil(fvar(18))),Name="THOUTHER"
Trigger44=Enemy(ceil(fvar(18))),StateNo=2200
Trigger45=Enemy(ceil(fvar(18))),Name="mouri Motonari"
Trigger45=Enemy(ceil(fvar(18))),StateNo=250||Enemy(ceil(fvar(18))),StateNo=[1230,1231]
Trigger46=Enemy(ceil(fvar(18))),Name="Warachia"
Trigger46=Enemy(ceil(fvar(18))),Var(50)=1
Trigger46=Enemy(ceil(fvar(18))),AutHorName="H"
Trigger46=Enemy(ceil(fvar(18))),StateNo=1600
Trigger47=Enemy(ceil(fvar(18))),Name="Daigo hotta"
Trigger47=Enemy(ceil(fvar(18))),StateNo=241||Enemy(ceil(fvar(18))),StateNo=1400||Enemy(ceil(fvar(18))),StateNo=1500
Trigger48=Enemy(ceil(fvar(18))),Name="another blood"
Trigger48=Enemy(ceil(fvar(18))),StateNo=1100&&Enemy(ceil(fvar(18))),var(5)=0||Enemy(ceil(fvar(18))),StateNo=1110
Trigger49=Enemy(ceil(fvar(18))),Name="G OROCHI"||Enemy(ceil(fvar(18))),Name="K OROCHI"
Trigger49=Enemy(ceil(fvar(18))),StateNo=210||Enemy(ceil(fvar(18))),StateNo=1300||Enemy(ceil(fvar(18))),StateNo=1450||Enemy(ceil(fvar(18))),StateNo=22117
Trigger50=Enemy(ceil(fvar(18))),Name="D-Athena"
Trigger50=Enemy(ceil(fvar(18))),StateNo=2300
Trigger51=NumEnemy>1
Trigger51=Enemy(1),Name="D-Athena"
Trigger51=Enemy(1),StateNo=2300
Trigger52=Enemy(ceil(fvar(18))),Name="G Silver"
Trigger52=Enemy(ceil(fvar(18))),StateNo=[1350,1351]
Trigger53=NumEnemy>1
Trigger53=Enemy(1),Name="G Silver"
Trigger53=Enemy(1),StateNo=[1350,1351]
Trigger54=Enemy(ceil(fvar(18))),Name="G Mizuchi"
Trigger54=Enemy(ceil(fvar(18))),StateNo=245
Trigger55=Enemy(ceil(fvar(18))),Name="G Mizuchi"
Trigger55=Enemy(ceil(fvar(18))),PalNo=12
Trigger55=Enemy(ceil(fvar(18))),NumHelper(1031)
Trigger56=NumEnemy>1
Trigger56=Enemy(1),Name="G Mizuchi"
Trigger55=Enemy(1),PalNo=12
Trigger56=Enemy(1),NumHelper(1031)
Trigger57=Enemy(ceil(fvar(18))),Name="Maxime"
Trigger57=Enemy(ceil(fvar(18))),StateNo=400
Trigger58=Enemy(ceil(fvar(18))),Name="Maxime"
Trigger58=Enemy(ceil(fvar(18))),NumHelper(400)
Trigger59=NumEnemy>1
Trigger59=Enemy(1),Name="Maxime"
Trigger59=Enemy(1),NumHelper(400)
fvar(38)=2
IgnoreHitPause=1

[State -3];i
Type=VarSet
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo=300
Trigger1=Enemy(ceil(fvar(18))),Name="cvsryu"
Trigger2=Enemy(ceil(fvar(18))),Name="cvsryu_normal"
Trigger3=Enemy(ceil(fvar(18))),Name="cvsryu_ex"
Trigger4=Enemy(ceil(fvar(18))),Name="cvsken"
Trigger5=Enemy(ceil(fvar(18))),Name="cvsryo"
Trigger6=Enemy(ceil(fvar(18))),Name="cvssakura"
Trigger7=Enemy(ceil(fvar(18))),Name="cvsyun"
Trigger8=Enemy(ceil(fvar(18))),Name="cvsyuri"
fvar(38)=2
IgnoreHitPause=1

[State -3,f38=3];K[hs\p()
Type=VarSet
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo=800
Trigger1=Enemy(ceil(fvar(18))),AutHorName="muteki"
Trigger2=Enemy(ceil(fvar(18))),AutHorName="Akutagawa"
Trigger3=Enemy(ceil(fvar(18))),AutHorName="Hh"
Trigger4=Enemy(ceil(fvar(18))),AutHorName="Phantom.of.the.Server"
Trigger5=Enemy(ceil(fvar(18))),AutHorName="GM"
Trigger6=Enemy(ceil(fvar(18))),AutHorName="H"
Trigger7=Enemy(ceil(fvar(18))),AutHorName="jin"
Trigger8=Enemy(ceil(fvar(18))),AutHorName="Ahuron"
fvar(38)=3
IgnoreHitPause=1

[State -3,f38=3];K[hs\p()
Type=VarSet
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
Trigger1=Enemy(ceil(fvar(18))),HitDefAttr=,AT
Trigger2=Enemy(ceil(fvar(18))),AutHorName="Warusaki3"
Trigger2=Enemy(ceil(fvar(18))),StateNo=900
Trigger3=Enemy(ceil(fvar(18))),Name="eddie"||Enemy(ceil(fvar(18))),Name="may"
Trigger3=Enemy(ceil(fvar(18))),StateNo=1300
Trigger4=Enemy(ceil(fvar(18))),Name="SLAYER"
Trigger4=Enemy(ceil(fvar(18))),StateNo=1200||Enemy(ceil(fvar(18))),StateNo=1300
Trigger5=Enemy(ceil(fvar(18))),Name="order-Sol=Badguy"||Enemy(ceil(fvar(18))),Name="faust"
Trigger5=Enemy(ceil(fvar(18))),StateNo=1500
Trigger6=Enemy(ceil(fvar(18))),Name="jam"
Trigger6=Enemy(ceil(fvar(18))),StateNo=2500
Trigger7=Enemy(ceil(fvar(18))),Name="sol"||Enemy(ceil(fvar(18))),Name="potemkin"
Trigger7=Enemy(ceil(fvar(18))),StateNo=1600
Trigger8=Enemy(ceil(fvar(18))),Name="johnny"
Trigger8=Enemy(ceil(fvar(18))),var(49)>0
Trigger8=Enemy(ceil(fvar(18))),StateNo=[200,1099]
Trigger8=Enemy(ceil(fvar(18))),HitDefAttr=,AA,AT
Trigger9=Enemy(ceil(fvar(18))),Name="wind"
Trigger9=Enemy(ceil(fvar(18))),StateNo=[7600,7601]
Trigger10=Enemy(ceil(fvar(18))),Name="Shin Gouki"||Enemy(ceil(fvar(18))),Name="Ryu"||Enemy(ceil(fvar(18))),Name="Morrigan Aensland"||Enemy(ceil(fvar(18))),Name ="Sakura Kasugano"
Trigger10=Enemy(ceil(fvar(18))),StateNo=4000
Trigger11=Enemy(ceil(fvar(18))),Name="Yuri Sakazaki"||Enemy(ceil(fvar(18))),Name="cvsgouki"||Enemy(ceil(fvar(18))),Name="cvsryu"||Enemy(ceil(fvar(18))),Name="cvssakura"
Trigger11=Enemy(ceil(fvar(18))),StateNo=3300
Trigger12=Enemy(ceil(fvar(18))),Name="cvsg_rugal"||Enemy(ceil(fvar(18))),Name="cvsrugal"
Trigger12=Enemy(ceil(fvar(18))),StateNo=3200
Trigger13=Enemy(ceil(fvar(18))),Name="Gouki"
Trigger13=Enemy(ceil(fvar(18))),StateNo=3600||Enemy(ceil(fvar(18))),StateNo=1700
Trigger14=Enemy(ceil(fvar(18))),Name="Kaori Misaka"
Trigger14=Enemy(ceil(fvar(18))),StateNo=20080||Enemy(ceil(fvar(18))),StateNo=20060
Trigger15=Enemy(ceil(fvar(18))),Name="Evil Ken"
Trigger15=Enemy(ceil(fvar(18))),StateNo=3890
Trigger16=Enemy(ceil(fvar(18))),Name="Kohaku"
Trigger16=Enemy(ceil(fvar(18))),StateNo=1300||Enemy(ceil(fvar(18))),StateNo=[2050,2051]
Trigger17=Enemy(ceil(fvar(18))),Name="Omega Goenitz"
Trigger17=Enemy(ceil(fvar(18))),StateNo=3150
Trigger18=Enemy(ceil(fvar(18))),Name="RUGAL"
Trigger18=Enemy(ceil(fvar(18))),StateNo=2550||Enemy(ceil(fvar(18))),StateNo=2500
Trigger19=Enemy(ceil(fvar(18))),Name="cvsyamazaki"
Trigger19=Enemy(ceil(fvar(18))),StateNo=1300
Trigger20=Enemy(ceil(fvar(18))),Name="cvsbenimaru"
Trigger20=Enemy(ceil(fvar(18))),StateNo=1400||Enemy(ceil(fvar(18))),StateNo=3200
Trigger21=Enemy(ceil(fvar(18))),Name="cvstodo"
Trigger21=Enemy(ceil(fvar(18))),StateNo=1200
Trigger22=Enemy(ceil(fvar(18))),Name="cvsrock"
Trigger22=Enemy(ceil(fvar(18))),StateNo=1500
Trigger23=Enemy(ceil(fvar(18))),Name="Mr.HEART"
Trigger23=Enemy(ceil(fvar(18))),StateNo=3100
Trigger24=Enemy(ceil(fvar(18))),Name="potemkin"
Trigger24=Enemy(ceil(fvar(18))),StateNo=1000
Trigger25=Enemy(ceil(fvar(18))),Name="ROBO-KY1"||Enemy(ceil(fvar(18))),Name="ROBO-KY"
Trigger25=Enemy(ceil(fvar(18))),StateNo=1400
Trigger26=Enemy(ceil(fvar(18))),Name="JAGI"
Trigger26=Enemy(ceil(fvar(18))),AutHorName="Drowin hokuto"
Trigger26=Enemy(ceil(fvar(18))),StateNo=1000||Enemy(ceil(fvar(18))),StateNo=2000
Trigger27=Enemy(ceil(fvar(18))),Name="JAGI"
Trigger27=Enemy(ceil(fvar(18))),AutHorName="Ahuron"
Trigger27=Enemy(ceil(fvar(18))),StateNo=300||Enemy(ceil(fvar(18))),StateNo=850||Enemy(ceil(fvar(18))),StateNo=1700||Enemy(ceil(fvar(18))),StateNo=2200
Trigger28=Enemy(ceil(fvar(18))),Name="cvsyun"
Trigger28=Enemy(ceil(fvar(18))),StateNo=1400
Trigger29=Enemy(ceil(fvar(18))),Name="Magaki"
Trigger29=Enemy(ceil(fvar(18))),StateNo=1100||Enemy(ceil(fvar(18))),StateNo=1150||Enemy(ceil(fvar(18))),StateNo=2100
Trigger30=Enemy(ceil(fvar(18))),Name="cvsathena"
Trigger30=Enemy(ceil(fvar(18))),StateNo=1500
Trigger31=Enemy(ceil(fvar(18))),Name="Fiona"
Trigger31=Enemy(ceil(fvar(18))),AutHorName="Drowin arcana"
Trigger31=Enemy(ceil(fvar(18))),StateNo=9858
Trigger32=Enemy(ceil(fvar(18))),Name="dizzy"
Trigger32=Enemy(ceil(fvar(18))),StateNo=3100
Trigger33=Enemy(ceil(fvar(18))),Name="G OROCHI"
Trigger33=(Enemy(ceil(fvar(18))),StateNo=[2300,2301])||Enemy(ceil(fvar(18))),StateNo=11500||NumHelper(11500)||NumHelper(11501)
Trigger34=Enemy(ceil(fvar(18))),Name="Maxime"
Trigger34=Enemy(ceil(fvar(18))),StateNo=302||Enemy(ceil(fvar(18))),StateNo=6031
Trigger35=Enemy(ceil(fvar(18))),Name="dragon"
Trigger35=Enemy(ceil(fvar(18))),StateNo=1150
fvar(38)=3
IgnoreHitPause=1

[State -3,f38=3];K[hs\p()
Type=VarSet
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),Name="cvszangief"
Trigger1=Enemy(ceil(fvar(18))),StateNo=820
Trigger2=Enemy(ceil(fvar(18))),StateNo=1300
Trigger3=Enemy(ceil(fvar(18))),StateNo=1450
Trigger4=Enemy(ceil(fvar(18))),StateNo=1520
Trigger5=Enemy(ceil(fvar(18))),StateNo=1620
Trigger6=Enemy(ceil(fvar(18))),StateNo=1750
Trigger7=Enemy(ceil(fvar(18))),StateNo=1850
Trigger8=Enemy(ceil(fvar(18))),StateNo=3150
Trigger9=Enemy(ceil(fvar(18))),StateNo=3050
Trigger10=Enemy(ceil(fvar(18))),StateNo=3250
fvar(38)=3
IgnoreHitPause=1

[State -3,f38=3];K[hs\p()
Type=VarSet
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),Name="Alex"
Trigger1=Enemy(ceil(fvar(18))),StateNo=1000
Trigger2=Enemy(ceil(fvar(18))),StateNo=1010
Trigger3=Enemy(ceil(fvar(18))),StateNo=1020
Trigger4=Enemy(ceil(fvar(18))),StateNo=1500
Trigger5=Enemy(ceil(fvar(18))),StateNo=1510
Trigger6=Enemy(ceil(fvar(18))),StateNo=1520
Trigger7=Enemy(ceil(fvar(18))),StateNo=3000
fvar(38)=3
IgnoreHitPause=1

[State -3,f38=3];K[hs\p()
Type=VarSet
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),Name="Yumiduka_Satsuki"
Trigger1=Enemy(ceil(fvar(18))),StateNo=1101
Trigger2=Enemy(ceil(fvar(18))),StateNo=1111
Trigger3=Enemy(ceil(fvar(18))),StateNo=1310
Trigger4=Enemy(ceil(fvar(18))),StateNo=2400
Trigger5=Enemy(ceil(fvar(18))),StateNo=3000
Trigger6=Enemy(ceil(fvar(18))),StateNo=3050
fvar(38)=3
IgnoreHitPause=1

[State -3,f38=3];蓊
Type=VarSet
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),Name="AL AZIF"
Trigger1=Enemy(ceil(fvar(18))),StateNo=480
Trigger2=Enemy(ceil(fvar(18))),StateNo=350
Trigger3=Enemy(ceil(fvar(18))),StateNo=[353,354]
Trigger4=Enemy(ceil(fvar(18))),StateNo=370
Trigger5=Enemy(ceil(fvar(18))),StateNo=380
fvar(38)=3
IgnoreHitPause=1

[State -3,f38=3];蓊
Type=VarSet
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),Name="another blood"
Trigger1=Enemy(ceil(fvar(18))),StateNo=1100
Trigger1=Enemy(ceil(fvar(18))),var(5)=1
Trigger2=Enemy(ceil(fvar(18))),StateNo=1120
Trigger3=Enemy(ceil(fvar(18))),StateNo=1310
Trigger4=Enemy(ceil(fvar(18))),StateNo=1322
Trigger5=Enemy(ceil(fvar(18))),StateNo=[3000,3001]
fvar(38)=3
IgnoreHitPause=1

[State -3,f38=3];蓊
Type=VarSet
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),Name="kira"
TriggerAll=Enemy(ceil(fvar(18))),AutHorName="NHK"
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
Trigger1=Enemy(ceil(fvar(18))),StateNo=800
Trigger2=Enemy(ceil(fvar(18))),StateNo=810
Trigger3=Enemy(ceil(fvar(18))),StateNo=860
Trigger4=Enemy(ceil(fvar(18))),StateNo=1000
Trigger5=Enemy(ceil(fvar(18))),StateNo=1050
Trigger6=Enemy(ceil(fvar(18))),StateNo=1060
Trigger7=Enemy(ceil(fvar(18))),StateNo=[1400,1402]
Trigger8=Enemy(ceil(fvar(18))),StateNo=3000
fvar(38)=3
IgnoreHitPause=1

[State -3,f38=3];蓊
Type=VarSet
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),Name="cvsvice"
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
Trigger1=Enemy(ceil(fvar(18))),StateNo=1000
Trigger2=Enemy(ceil(fvar(18))),StateNo=1300
Trigger3=Enemy(ceil(fvar(18))),StateNo=1400
Trigger4=Enemy(ceil(fvar(18))),StateNo=3100
Trigger5=Enemy(ceil(fvar(18))),StateNo=[3000,3001]
fvar(38)=3
IgnoreHitPause=1

[State -3,f38=3];蓊
Type=VarSet
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),Name="Kishima_kouma"
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
Trigger1=Enemy(ceil(fvar(18))),StateNo=1000
Trigger2=Enemy(ceil(fvar(18))),StateNo=1050
Trigger3=Enemy(ceil(fvar(18))),StateNo=2000
Trigger4=Enemy(ceil(fvar(18))),StateNo=3000
Trigger5=Enemy(ceil(fvar(18))),StateNo=3100
fvar(38)=3
IgnoreHitPause=1

[State -3,f38=3];蓊
Type=VarSet
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),Name="Hugo"
Trigger1=Enemy(ceil(fvar(18))),StateNo=1000
Trigger2=Enemy(ceil(fvar(18))),StateNo=1010
Trigger3=Enemy(ceil(fvar(18))),StateNo=1020
Trigger4=Enemy(ceil(fvar(18))),StateNo=1100
Trigger5=Enemy(ceil(fvar(18))),StateNo=1110
Trigger6=Enemy(ceil(fvar(18))),StateNo=1120
Trigger7=Enemy(ceil(fvar(18))),StateNo=1200
Trigger8=Enemy(ceil(fvar(18))),StateNo=1210
Trigger9=Enemy(ceil(fvar(18))),StateNo=1220
Trigger10=Enemy(ceil(fvar(18))),StateNo=1300
Trigger11=Enemy(ceil(fvar(18))),StateNo=1310
Trigger12=Enemy(ceil(fvar(18))),StateNo=1320
Trigger13=Enemy(ceil(fvar(18))),StateNo=3000
Trigger14=Enemy(ceil(fvar(18))),StateNo=3100
fvar(38)=3
IgnoreHitPause=1

[State -3,f38=0];薳G SG
Type=VarSet
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
Trigger1=0
Trigger2=Enemy(ceil(fvar(18))),Name="cvsrugal"||Enemy(ceil(fvar(18))),Name="cvsg_rugal"
Trigger2=Enemy(ceil(fvar(18))),StateNo=1800
Trigger3=Enemy(ceil(fvar(18))),Name="cvsgouki"||Enemy(ceil(fvar(18))),Name="cvsgouki_ex"||Enemy(ceil(fvar(18))),Name="cvsgouki_Normal"
Trigger3=Enemy(ceil(fvar(18))),StateNo=1500
Trigger4=Enemy(ceil(fvar(18))),Name="cvsryu"||Enemy(ceil(fvar(18))),Name="cvsryu_ex"||Enemy(ceil(fvar(18))),Name="cvsryu_Normal"||Enemy(ceil(fvar(18))),Name="Shin Gouki"||Enemy(ceil(fvar(18))),Name="Ryu"
Trigger4=Enemy(ceil(fvar(18))),StateNo=1400
Trigger5=Enemy(ceil(fvar(18))),Name="Evil Ken"||Enemy(ceil(fvar(18))),Name="Evil Ryu"||Enemy(ceil(fvar(18))),Name="Evil Dan"
Trigger5=Enemy(ceil(fvar(18))),StateNo=[3960,3971]
Trigger6=Enemy(ceil(fvar(18))),Name="KoNoha"
Trigger6=Enemy(ceil(fvar(18))),StateNo=1200||Enemy(ceil(fvar(18))),StateNo=1220||Enemy(ceil(fvar(18))),StateNo=1610
Trigger7=Enemy(ceil(fvar(18))),Name="jam"
Trigger7=Enemy(ceil(fvar(18))),StateNo=[1310,1311]
Trigger8=Enemy(ceil(fvar(18))),Name="eddie"
Trigger8=Enemy(ceil(fvar(18))),StateNo=1101
Trigger9=Enemy(ceil(fvar(18))),Name="TOKI-(NERICYA)"
Trigger9=(Enemy(ceil(fvar(18))),StateNo=[1210,1250])||(Enemy(ceil(fvar(18))),StateNo=[1300,1600])
Trigger10=Enemy(ceil(fvar(18))),Name="OGRE"
Trigger10=Enemy(ceil(fvar(18))),StateNo=[980,991]
Trigger11=Enemy(ceil(fvar(18))),AutHorName="Toma & Raien Makoto"
Trigger11=Enemy(ceil(fvar(18))),Name="Aoko Aozaki"||Enemy(ceil(fvar(18))),Name="Shiki_Nanaya"
Trigger11=Enemy(ceil(fvar(18))),StateNo=1253
Trigger12=Enemy(ceil(fvar(18))),Name="General"
Trigger12=Enemy(ceil(fvar(18))),StateNo=[1000,1012]
Trigger13=Enemy(ceil(fvar(18))),Name="Omega Goenitz"
Trigger13=Enemy(ceil(fvar(18))),StateNo=900||Enemy(ceil(fvar(18))),StateNo=1000||Enemy(ceil(fvar(18))),StateNo=3100
Trigger14=Enemy(ceil(fvar(18))),Name="Reimu_Hakurei"
Trigger14=Enemy(ceil(fvar(18))),StateNo=3021||Enemy(ceil(fvar(18))),StateNo=3026
Trigger15=0
Trigger16=0
Trigger17=0
Trigger18=0
Trigger19=Enemy(ceil(fvar(18))),Name="Youmu_Konpaku"
Trigger19=Enemy(ceil(fvar(18))),StateNo=3100||Enemy(ceil(fvar(18))),StateNo=710
Trigger20=Enemy(ceil(fvar(18))),Name="Marisa Kirisame"
Trigger20=Enemy(ceil(fvar(18))),StateNo=[2010,2011]
Trigger21=Enemy(ceil(fvar(18))),Name="Jedah"
Trigger21=Enemy(ceil(fvar(18))),StateNo=500||Enemy(ceil(fvar(18))),StateNo=810||Enemy(ceil(fvar(18))),Time<14&&(Enemy(ceil(fvar(18))),StateNo=1300||Enemy(ceil(fvar(18))),StateNo=2300)
Trigger22=Enemy(ceil(fvar(18))),Name="Izayoi Sakuya Brando"
Trigger22=Enemy(ceil(fvar(18))),StateNo=2380||Enemy(ceil(fvar(18))),StateNo=881||Enemy(ceil(fvar(18))),StateNo=4200&&Enemy(ceil(fvar(18))),Time<31||Enemy(ceil(fvar(18))),StateNo=1999&&Enemy(ceil(fvar(18))),Time<21
Trigger23=Enemy(ceil(fvar(18))),Name="OmegaTH"
Trigger24=Enemy(ceil(fvar(18))),Name="G OROCHI"
Trigger24=Enemy(ceil(fvar(18))),StateNo=2999||Enemy(ceil(fvar(18))),StateNo=22050||Enemy(ceil(fvar(18))),StateNo=2200||Enemy(ceil(fvar(18))),StateNo=2205
Trigger25=NumEnemy>1
Trigger25=Enemy(1),Name="G OROCHI"
Trigger25=Enemy(1),StateNo=2999||Enemy(1),StateNo=22050||Enemy(1),StateNo=2200||Enemy(1),StateNo=2205
fvar(38)=0
IgnoreHitPause=1

[State -3,f38=0];薳G
Type=VarSet
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),Name="Buront"
Trigger1=Enemy(ceil(fvar(18))),StateNo=701
Trigger2=Enemy(ceil(fvar(18))),StateNo=4321
Trigger3=Enemy(ceil(fvar(18))),StateNo=24000
Trigger4=Enemy(ceil(fvar(18))),StateNo=1400||Enemy(ceil(fvar(18))),StateNo=1420
fvar(38)=0
IgnoreHitPause=1

[State -3];薳G
Type=VarSet
TriggerAll=NumEnemy
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),Name="Reimu_Hakurei"
Trigger1=Enemy(ceil(fvar(18))),StateNo=105
Trigger1=Enemy(ceil(fvar(18))),Time<6
Trigger2=Enemy(ceil(fvar(18))),StateNo=119
Trigger2=Enemy(ceil(fvar(18))),var(12)=1030
Trigger2=Enemy(ceil(fvar(18))),Time<20
Trigger3=Enemy(ceil(fvar(18))),StateNo=[800,802]
Trigger3=Enemy(ceil(fvar(18))),Time<13
Trigger4=Enemy(ceil(fvar(18))),StateNo=1020
Trigger4=Enemy(ceil(fvar(18))),Time<20
Trigger5=Enemy(ceil(fvar(18))),StateNo=3020
Trigger5=Enemy(ceil(fvar(18))),AnimElem=7,<0
Trigger6=Enemy(ceil(fvar(18))),StateNo=3040
Trigger6=Enemy(ceil(fvar(18))),AnimElem=7,>1
Trigger7=Enemy(ceil(fvar(18))),StateNo=3042
Trigger7=Enemy(ceil(fvar(18))),Time<55
Trigger8=Enemy(ceil(fvar(18))),StateNo=3160
Trigger8=Enemy(ceil(fvar(18))),Time<41
Trigger9=Enemy(ceil(fvar(18))),StateNo=3161
Trigger9=Enemy(ceil(fvar(18))),Time<11
Trigger10=Enemy(ceil(fvar(18))),StateNo=3041
Trigger11=Enemy(ceil(fvar(18))),StateNo=3051
Trigger12=Enemy(ceil(fvar(18))),StateNo=3061
Trigger13=(Enemy(ceil(fvar(18))),StateNo=[3500,3502])
Trigger14=(Enemy(ceil(fvar(18))),StateNo=[3510,3514])
Trigger15=Enemy(ceil(fvar(18))),StateNo=3525
Trigger16=Enemy(ceil(fvar(18))),StateNo=3681
Trigger17=Enemy(ceil(fvar(18))),StateNo=3689
fvar(38)=0
IgNoreHitPause=1

[State -3];薳G
Type=VarSet
TriggerAll=NumEnemy
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),Name="Marisa Kirisame"
Trigger1=Enemy(ceil(fvar(18))),StateNo=105
Trigger2=Enemy(ceil(fvar(18))),StateNo=2010
Trigger2=Enemy(ceil(fvar(18))),Time>16
Trigger3=Enemy(ceil(fvar(18))),StateNo=2011
Trigger4=Enemy(ceil(fvar(18))),StateNo=2012||Enemy(ceil(fvar(18))),StateNo=2022||Enemy(ceil(fvar(18))),StateNo=1232
Trigger4=Enemy(ceil(fvar(18))),Time<36
Trigger5=Enemy(ceil(fvar(18))),StateNo=[2020,2021]
Trigger6=Enemy(ceil(fvar(18))),StateNo=2030
Trigger7=Enemy(ceil(fvar(18))),StateNo=[2041,2042]
Trigger8=Enemy(ceil(fvar(18))),StateNo=2043
Trigger8=Enemy(ceil(fvar(18))),Time<56
Trigger9=Enemy(ceil(fvar(18))),StateNo=[2050,2053]
Trigger10=Enemy(ceil(fvar(18))),StateNo=[1270,1272]
Trigger11=Enemy(ceil(fvar(18))),StateNo=[1280,1281]
Trigger12=Enemy(ceil(fvar(18))),StateNo=[1200,1205]
Trigger13=Enemy(ceil(fvar(18))),StateNo=1210
Trigger14=Enemy(ceil(fvar(18))),StateNo=1220
Trigger15=Enemy(ceil(fvar(18))),StateNo=1222
Trigger16=Enemy(ceil(fvar(18))),StateNo=[1230,1231]
Trigger17=Enemy(ceil(fvar(18))),StateNo=[1240,1241]
Trigger18=Enemy(ceil(fvar(18))),StateNo=[1250,1256]
Trigger19=Enemy(ceil(fvar(18))),StateNo=900
Trigger19=Enemy(ceil(fvar(18))),Time>23
Trigger20=Enemy(ceil(fvar(18))),StateNo=901
fvar(38)=0
IgNoreHitPause=1

[State -3];薳G
Type=VarSet
TriggerAll=NumEnemy
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),Name="Marisa Kirisame"
Trigger1=Enemy(ceil(fvar(18))),StateNo=1010
Trigger1=Enemy(ceil(fvar(18))),Time<14
Trigger2=Enemy(ceil(fvar(18))),StateNo=1011
Trigger2=Enemy(ceil(fvar(18))),Time<15
fvar(38)=-1
IgNoreHitPause=1

[State -3,f38=0];薳G
Type=VarSet
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),Name="Remilia_Scarlet"
Trigger1=Enemy(ceil(fvar(18))),StateNo=119
Trigger2=Enemy(ceil(fvar(18))),StateNo=1001&&Enemy(ceil(fvar(18))),MoveContAct
Trigger3=Enemy(ceil(fvar(18))),StateNo=1012&&Enemy(ceil(fvar(18))),MoveContAct
Trigger4=(Enemy(ceil(fvar(18))),StateNo=[3030,3031])||Enemy(ceil(fvar(18))),StateNo=3051
fvar(38)=0
IgnoreHitPause=1

[State -3,f38=0];薳G
Type=VarSet
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),Name="Maxime"
Trigger1=Enemy(ceil(fvar(18))),StateNo=6000||Enemy(ceil(fvar(18))),StateNo=6010
Trigger1=Enemy(ceil(fvar(18))),Time<33
fvar(38)=0
IgnoreHitPause=1

[State -3,f38=0];薳G
Type=VarSet
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),Name="Strider_Hiryu"
Trigger1=Enemy(ceil(fvar(18))),StateNo=3000
Trigger1=Enemy(ceil(fvar(18))),AnimElem=4,>=0
Trigger2=Enemy(ceil(fvar(18))),StateNo=3001
Trigger3=(Enemy(ceil(fvar(18))),StateNo=[3040,3041])
Trigger4=(Enemy(ceil(fvar(18))),StateNo=[7800,7801])
Trigger5=Enemy(ceil(fvar(18))),Time<11
Trigger5=Enemy(ceil(fvar(18))),StateNo=[7610,7620]
fvar(38)=0
IgnoreHitPause=1

[State -3,f38=0];薳G
Type=VarSet
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),Name="cvsken"
Trigger1=Enemy(ceil(fvar(18))),StateNo=1100
Trigger1=Enemy(ceil(fvar(18))),Time<6
Trigger2=Enemy(ceil(fvar(18))),StateNo=1800
Trigger2=Enemy(ceil(fvar(18))),AnimElemTime(7)<0
Trigger3=Enemy(ceil(fvar(18))),StateNo=3000||Enemy(ceil(fvar(18))),StateNo=3100||Enemy(ceil(fvar(18))),StateNo=3300
Trigger3=Enemy(ceil(fvar(18))),Time<ifelse(!Enemy(ceil(fvar(18))),var(5),53,ifelse(Enemy(ceil(fvar(18))),var(5)=1,59,64))
Trigger4=Enemy(ceil(fvar(18))),StateNo=3200
Trigger4=Enemy(ceil(fvar(18))),Time<64
Trigger5=Enemy(ceil(fvar(18))),StateNo=3400
Trigger5=Enemy(ceil(fvar(18))),Time<73
Trigger6=Enemy(ceil(fvar(18))),StateNo=3401||Enemy(ceil(fvar(18))),StateNo=3405
fvar(38)=0
IgnoreHitPause=1

[State -3,f38=0];薳G
Type=VarSet
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),Name="Ryu"
Trigger1=Enemy(ceil(fvar(18))),AnimElemtime(4)<0
Trigger1=(Enemy(ceil(fvar(18))),StateNo=[1100,1110])||Enemy(ceil(fvar(18))),StateNo=3040||Enemy(ceil(fvar(18))),StateNo=3120
Trigger2=Enemy(ceil(fvar(18))),AnimElemtime(7)<0
Trigger2=Enemy(ceil(fvar(18))),StateNo=3000||Enemy(ceil(fvar(18))),StateNo=3100||Enemy(ceil(fvar(18))),StateNo=3160
Trigger3=Enemy(ceil(fvar(18))),AnimElemtime(10)<0
Trigger3=Enemy(ceil(fvar(18))),StateNo=3140
Trigger4=Enemy(ceil(fvar(18))),AnimElemtime(15)<0
Trigger4=Enemy(ceil(fvar(18))),StateNo=3180
Trigger5=Enemy(ceil(fvar(18))),AnimElemtime(3)<0
Trigger5=Enemy(ceil(fvar(18))),StateNo=3020
fvar(38)=0
IgnoreHitPause=1

[State -3,f38=0];薳G
Type=VarSet
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),Name="johnny"
Trigger1=Enemy(ceil(fvar(18))),StateNo=3000
Trigger1=Enemy(ceil(fvar(18))),AnimElemTime(5)<2
Trigger2=Enemy(ceil(fvar(18))),StateNo=3200
Trigger2=Enemy(ceil(fvar(18))),AnimElemTime(6)<2
Trigger3=Enemy(ceil(fvar(18))),StateNo=3500
Trigger3=Enemy(ceil(fvar(18))),AnimElemTime(11)<0
Trigger4=Enemy(ceil(fvar(18))),StateNo=1500
Trigger4=Enemy(ceil(fvar(18))),AnimElemTime(7)<0
Trigger5=Enemy(ceil(fvar(18))),StateNo=700
Trigger5=Enemy(ceil(fvar(18))),Anim=700&&Enemy(ceil(fvar(18))),AnimElemTime(6)<0||Enemy(ceil(fvar(18))),Anim!=700
Trigger6=Enemy(ceil(fvar(18))),StateNo=105
Trigger6=Enemy(ceil(fvar(18))),Time<8
Trigger7=Enemy(ceil(fvar(18))),StateNo=860||Enemy(ceil(fvar(18))),StateNo=3001||Enemy(ceil(fvar(18))),StateNo=3501||Enemy(ceil(fvar(18))),StateNo=4010
fvar(38)=0
IgnoreHitPause=1

[State -3,f38=0];薳G
Type=VarSet
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),Name="SHIN"
Trigger1=Enemy(ceil(fvar(18))),StateNo=2400
Trigger2=Enemy(ceil(fvar(18))),StateNo=2050
Trigger3=Enemy(ceil(fvar(18))),StateNo=2000
Trigger3=Enemy(ceil(fvar(18))),Time<97
Trigger4=Enemy(ceil(fvar(18))),StateNo=1400
Trigger4=Enemy(ceil(fvar(18))),Time<15
Trigger5=Enemy(ceil(fvar(18))),StateNo=1100
Trigger5=Enemy(ceil(fvar(18))),var(5)<2
Trigger5=Enemy(ceil(fvar(18))),Time<(9+(Enemy(ceil(fvar(18))),var(59)>0)*11)
Trigger6=Enemy(ceil(fvar(18))),var(59)>1
Trigger6=StateNo=290||Enemy(ceil(fvar(18))),StateNo=1400||Enemy(ceil(fvar(18))),StateNo=1500||Enemy(ceil(fvar(18))),StateNo=1100||Enemy(ceil(fvar(18))),StateNo=2000||Enemy(ceil(fvar(18))),Anim!=[1500,1502]
fvar(38)=0
IgnoreHitPause=1

[State -3,f38=0];薳G
Type=VarSet
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),Name="BRIDGET"
Trigger1=(Enemy(ceil(fvar(18))),StateNo=1200||Enemy(ceil(fvar(18))),StateNo=1250)
Trigger1=Enemy(ceil(fvar(18))),Time<16
Trigger2=Enemy(ceil(fvar(18))),StateNo=1590
Trigger2=Enemy(ceil(fvar(18))),AnimElemTime(12)<4
Trigger3=Enemy(ceil(fvar(18))),StateNo=1150
Trigger3=Enemy(ceil(fvar(18))),Time<5
Trigger4=Enemy(ceil(fvar(18))),StateNo=3100||Enemy(ceil(fvar(18))),StateNo=3300
Trigger4=Enemy(ceil(fvar(18))),AnimElemTime(6)<2
Trigger5=Enemy(ceil(fvar(18))),StateNo=3400
Trigger5=Enemy(ceil(fvar(18))),AnimElemTime(8)<1
Trigger6=Enemy(ceil(fvar(18))),StateNo=3600
Trigger6=Enemy(ceil(fvar(18))),var(34)=2||Enemy(ceil(fvar(18))),AnimElemTime(5)<1
Trigger7=Enemy(ceil(fvar(18))),StateNo=935
Trigger7=Enemy(ceil(fvar(18))),Time<11
Trigger8=Enemy(ceil(fvar(18))),StateNo=950||Enemy(ceil(fvar(18))),StateNo=960
Trigger8=Enemy(ceil(fvar(18))),var(34)!=-1
Trigger9=Enemy(ceil(fvar(18))),StateNo=961
Trigger9=Enemy(ceil(fvar(18))),Time<31||Enemy(ceil(fvar(18))),var(34)=2
Trigger10=Enemy(ceil(fvar(18))),StateNo=951
Trigger11=Enemy(ceil(fvar(18))),StateNo=1520
Trigger12=Enemy(ceil(fvar(18))),StateNo=3310
Trigger13=Enemy(ceil(fvar(18))),StateNo=3605
Trigger14=Enemy(ceil(fvar(18))),StateNo=805
Trigger15=Enemy(ceil(fvar(18))),StateNo=810
Trigger16=Enemy(ceil(fvar(18))),StateNo=930
fvar(38)=0
IgnoreHitPause=1

[State -3,f38=0];薳G
Type=VarSet
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),Name="sol"
Trigger1=Enemy(ceil(fvar(18))),AnimElemTime(5)<0
Trigger1=Enemy(ceil(fvar(18))),StateNo=1200
Trigger2=Enemy(ceil(fvar(18))),AnimElemTime(2)<0
Trigger2=Enemy(ceil(fvar(18))),StateNo=1300
Trigger3=Enemy(ceil(fvar(18))),StateNo=1100
Trigger4=Enemy(ceil(fvar(18))),StateNo=1150
Trigger5=Enemy(ceil(fvar(18))),StateNo=1110
Trigger6=Enemy(ceil(fvar(18))),StateNo=1160
Trigger7=Enemy(ceil(fvar(18))),StateNo=2100
Trigger8=Enemy(ceil(fvar(18))),StateNo=2110
Trigger9=Enemy(ceil(fvar(18))),AnimElemTime(7)<0
Trigger9=Enemy(ceil(fvar(18))),StateNo=3000
Trigger10=Enemy(ceil(fvar(18))),AnimElemTime(27)<1
Trigger10=Enemy(ceil(fvar(18))),StateNo=3100
fvar(38)=0
IgnoreHitPause=1

[State -3,f38=0];薳G
Type=VarSet
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),Name="Ky=kiske"
Trigger1=Enemy(ceil(fvar(18))),Time<9
Trigger1=(Enemy(ceil(fvar(18))),StateNo=1300||Enemy(ceil(fvar(18))),StateNo=1360||Enemy(ceil(fvar(18))),StateNo=1375)
Trigger2=Enemy(ceil(fvar(18))),Time<15
Trigger2=Enemy(ceil(fvar(18))),StateNo=1350
Trigger3=Enemy(ceil(fvar(18))),Time<11
Trigger3=(Enemy(ceil(fvar(18))),StateNo=1370||Enemy(ceil(fvar(18))),StateNo=1320)
Trigger4=Enemy(ceil(fvar(18))),Time<56
Trigger4=Enemy(ceil(fvar(18))),StateNo=3000||Enemy(ceil(fvar(18))),StateNo=3100||Enemy(ceil(fvar(18))),StateNo=3300||Enemy(ceil(fvar(18))),StateNo=3350||Enemy(ceil(fvar(18))),StateNo=3600
Trigger5=Enemy(ceil(fvar(18))),Time<44
Trigger5=Enemy(ceil(fvar(18))),StateNo=3200||Enemy(ceil(fvar(18))),StateNo=3800||Enemy(ceil(fvar(18))),StateNo=3400
fvar(38)=0
IgnoreHitPause=1

[State -3,f38=0];薳G
Type=VarSet
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),Name="Ash"
Trigger1=Enemy(ceil(fvar(18))),AnimElemtime(3)<0
Trigger1=(Enemy(ceil(fvar(18))),StateNo=[1100,1101])
Trigger2=Enemy(ceil(fvar(18))),AnimElemtime(4)<0
Trigger2=(Enemy(ceil(fvar(18))),StateNo=[1150,1151])
Trigger3=Enemy(ceil(fvar(18))),Time<31
Trigger3=Enemy(ceil(fvar(18))),StateNo=2000
Trigger4=Enemy(ceil(fvar(18))),Time<37
Trigger4=Enemy(ceil(fvar(18))),StateNo=2100
Trigger5=Enemy(ceil(fvar(18))),StateNo=3000
Trigger6=Enemy(ceil(fvar(18))),AnimElemtime(13)<0
Trigger6=Enemy(ceil(fvar(18))),StateNo=3100
Trigger7=Enemy(ceil(fvar(18))),Time<31
Trigger7=Enemy(ceil(fvar(18))),StateNo=3300
Trigger8=Enemy(ceil(fvar(18))),StateNo=810
fvar(38)=0
IgnoreHitPause=1

[State -3,f38=0];薳G
Type=VarSet
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),Name="Aoko Aozaki"
Trigger1=Enemy(ceil(fvar(18))),Time<74
Trigger1=Enemy(ceil(fvar(18))),StateNo=1100
Trigger2=Anim=1120||Anim=1121&&Enemy(ceil(fvar(18))),Time<146
Trigger2=Enemy(ceil(fvar(18))),StateNo=1120
Trigger3=Enemy(ceil(fvar(18))),Time<124
Trigger3=Enemy(ceil(fvar(18))),StateNo=1200
Trigger4=Enemy(ceil(fvar(18))),Time<6
Trigger4=Enemy(ceil(fvar(18))),StateNo=1022
Trigger5=Enemy(ceil(fvar(18))),Time<8
Trigger5=Enemy(ceil(fvar(18))),StateNo=1037||Enemy(ceil(fvar(18))),StateNo=1042||Enemy(ceil(fvar(18))),StateNo=1062||Enemy(ceil(fvar(18))),StateNo=1072
Trigger6=Enemy(ceil(fvar(18))),Time<8
Trigger6=Enemy(ceil(fvar(18))),StateNo=1082||Enemy(ceil(fvar(18))),StateNo=1092
Trigger7=Enemy(ceil(fvar(18))),StateNo=105
Trigger7=Enemy(ceil(fvar(18))),Time>7
Trigger8=Enemy(ceil(fvar(18))),StateNo=801||Enemy(ceil(fvar(18))),StateNo=806||Enemy(ceil(fvar(18))),StateNo=811
fvar(38)=0
IgnoreHitPause=1

[State -3,f38=-1];S̓gorZ
Type=VarSet
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
Trigger1=Enemy(ceil(fvar(18))),AutHorName="Warusaki3"
Trigger1=Enemy(ceil(fvar(18))),StateNo=900
Trigger2=Enemy(ceil(fvar(18))),Name="testa"
Trigger2=Enemy(ceil(fvar(18))),StateNo=1300
Trigger3=Enemy(ceil(fvar(18))),Name="dio"
Trigger3=Enemy(ceil(fvar(18))),StateNo=800||Enemy(ceil(fvar(18))),StateNo=1200||Enemy(ceil(fvar(18))),StateNo=1400
Trigger4=Enemy(ceil(fvar(18))),Name="Dragon Claw"
Trigger4=(Enemy(ceil(fvar(18))),StateNo=[1300,1301])||(Enemy(ceil(fvar(18))),StateNo=[1310,1311])||(Enemy(ceil(fvar(18))),StateNo=[1320,1321])
Trigger5=Enemy(ceil(fvar(18))),Name="cvstodo"
Trigger5=Enemy(ceil(fvar(18))),StateNo=3100
Trigger6=Enemy(ceil(fvar(18))),Name="Remy"
Trigger6=Enemy(ceil(fvar(18))),StateNo=3200
Trigger7=Enemy(ceil(fvar(18))),Name="joseph"
Trigger7=Enemy(ceil(fvar(18))),StateNo=1020
Trigger8=Enemy(ceil(fvar(18))),Name="Ella"
Trigger8=Enemy(ceil(fvar(18))),StateNo=10004||Enemy(ceil(fvar(18))),StateNo=10006||Enemy(ceil(fvar(18))),StateNo=10008
Trigger9=Enemy(ceil(fvar(18))),Name="Dhalsim with clones"
Trigger9=Enemy(ceil(fvar(18))),StateNo=1600
Trigger10=Enemy(ceil(fvar(18))),Name="TOKI-(NERICYA)"||Enemy(ceil(fvar(18))),Name="AMIBA"
Trigger10=Enemy(ceil(fvar(18))),StateNo=1300
Trigger11=Enemy(ceil(fvar(18))),Name="Izayoi Sakuya Brando"
Trigger11=Enemy(ceil(fvar(18))),StateNo=1820
Trigger12=Enemy(ceil(fvar(18))),Name="Ash"
Trigger12=Enemy(ceil(fvar(18))),StateNo=700||Enemy(ceil(fvar(18))),StateNo=710
Trigger13=Enemy(ceil(fvar(18))),AutHorName="Phantom.of.the.Server"
Trigger13=Enemy(ceil(fvar(18))),StateNo=720||Enemy(ceil(fvar(18))),StateNo=710||Enemy(ceil(fvar(18))),StateNo=700
Trigger14=Enemy(ceil(fvar(18))),Name="IGNIZ"
Trigger14=Enemy(ceil(fvar(18))),StateNo=900||Enemy(ceil(fvar(18))),StateNo=910
Trigger15=Enemy(ceil(fvar(18))),Name="goenitz"
Trigger15=Enemy(ceil(fvar(18))),StateNo=900||Enemy(ceil(fvar(18))),StateNo=920
Trigger16=Enemy(ceil(fvar(18))),Name="BRIDGET"
Trigger16=Enemy(ceil(fvar(18))),StateNo=3200
Trigger16=Enemy(ceil(fvar(18))),AnimElemTime(5)<1
Trigger17=Enemy(ceil(fvar(18))),AutHorName="muteki"
Trigger17=Enemy(ceil(fvar(18))),PrevStateNo!=[200,640]
Trigger17=Enemy(ceil(fvar(18))),Time<3
Trigger17=Enemy(ceil(fvar(18))),StateNo=[200,640]
Trigger18=Enemy(ceil(fvar(18))),Name="Maxime"
Trigger18=Enemy(ceil(fvar(18))),StateNo=213||Enemy(ceil(fvar(18))),StateNo=209
Trigger19=Enemy(ceil(fvar(18))),Name="may"
Trigger19=Enemy(ceil(fvar(18))),StateNo=1400
Trigger20=Enemy(ceil(fvar(18))),Name="Mr.HEART"
Trigger20=Enemy(ceil(fvar(18))),StateNo=1100
Trigger21=Enemy(ceil(fvar(18))),Name="Shadow Dio"
Trigger21=Enemy(ceil(fvar(18))),AutHorName="kikurage"
Trigger21=Enemy(ceil(fvar(18))),StateNo=10000
Trigger22=Enemy(ceil(fvar(18))),Name="Shadow Dio"
Trigger22=Enemy(ceil(fvar(18))),AutHorName="Orochi herman"
Trigger22=Enemy(ceil(fvar(18))),StateNo=270
Trigger23=Enemy(ceil(fvar(18))),Name="SLAYER"
Trigger23=Enemy(ceil(fvar(18))),var(35)>0
Trigger24=Enemy(ceil(fvar(18))),Name="SHIN"
Trigger24=Enemy(ceil(fvar(18))),var(51)>0
Trigger25=Enemy(ceil(fvar(18))),Name="another blood"
Trigger25=Enemy(ceil(fvar(18))),StateNo=1300||Enemy(ceil(fvar(18))),StateNo=1310||Enemy(ceil(fvar(18))),StateNo=1320
fvar(38)=-1
IgnoreHitPause=1

[State -3,f38=-1];S̓gorZ
Type=VarSet
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(ceil(fvar(18))),Name="potemkin"
TriggerAll=Enemy(ceil(fvar(18))),AutHorName="muteki"
Trigger1=Enemy(ceil(fvar(18))),MoveType!=H
Trigger1=Enemy(ceil(fvar(18))),StateNo=1400
Trigger1=Enemy(ceil(fvar(18))),PrevStateNo!=1410
Trigger1=Enemy(ceil(fvar(18))),Anim=1400||Enemy(ceil(fvar(18))),Anim=1401&&Enemy(ceil(fvar(18))),AnimElemTime(5)<2
Trigger2=Enemy(ceil(fvar(18))),StateNo=2700
Trigger3=Enemy(ceil(fvar(18))),StateNo=2800
Trigger4=Enemy(ceil(fvar(18))),StateNo=2840
fvar(38)=-1
IgnoreHitPause=1

[State -3];薳G-gioriG
Type=VarSet
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
Trigger1=Enemy(ceil(fvar(18))),Name="justice"
Trigger1=Enemy(ceil(fvar(18))),StateNo=1100
Trigger2=Enemy(ceil(fvar(18))),Name="Geese Howard"
Trigger2=Enemy(ceil(fvar(18))),AutHorName="CanNon Musume"
Trigger2=Enemy(ceil(fvar(18))),StateNo=1400
Trigger3=Enemy(ceil(fvar(18))),AutHorName="H"
Trigger3=Enemy(ceil(fvar(18))),StateNo=[900,902]
Trigger4=Enemy(ceil(fvar(18))),Name="Aoko Aozaki"||Enemy(ceil(fvar(18))),Name="Shiki_Nanaya"
Trigger4=Enemy(ceil(fvar(18))),StateNo=900||Enemy(ceil(fvar(18))),StateNo=950
Trigger5=Enemy(ceil(fvar(18))),Name="cvsgeese"
Trigger5=Enemy(ceil(fvar(18))),StateNo=1300
Trigger6=Enemy(ceil(fvar(18))),Name="cvsrock"
Trigger6=Enemy(ceil(fvar(18))),StateNo=1300
Trigger7=Enemy(ceil(fvar(18))),Name="TOKI-(NERICYA)"||Enemy(ceil(fvar(18))),Name="AMIBA"
Trigger7=Enemy(ceil(fvar(18))),StateNo=1400
Trigger8=Enemy(ceil(fvar(18))),Name="Ella"
Trigger8=Enemy(ceil(fvar(18))),StateNo=10001
Trigger9=Enemy(ceil(fvar(18))),Name="Abe"
Trigger9=Enemy(ceil(fvar(18))),StateNo=1100
Trigger10=Enemy(ceil(fvar(18))),Name="Oswald"||Enemy(ceil(fvar(18))),Name="Oniwarud"
Trigger10=Enemy(ceil(fvar(18))),StateNo=1500
Trigger11=Enemy(ceil(fvar(18))),Name="cvsingrid"
Trigger11=Enemy(ceil(fvar(18))),StateNo=1300
Trigger12=Enemy(ceil(fvar(18))),Name="dio"
Trigger12=Enemy(ceil(fvar(18))),StateNo=1400
Trigger13=Enemy(ceil(fvar(18))),AutHorName="Toma & Raien Makoto"
Trigger13=Enemy(ceil(fvar(18))),Name="Aoko Aozaki"||Enemy(ceil(fvar(18))),Name="Shiki_Nanaya"
Trigger13=Enemy(ceil(fvar(18))),StateNo=900
Trigger14=Enemy(ceil(fvar(18))),Name="Konoha"
Trigger14=Enemy(ceil(fvar(18))),StateNo=1700
Trigger15=Enemy(ceil(fvar(18))),Name="AXL"
Trigger15=Enemy(ceil(fvar(18))),AutHorName="muteki"
Trigger15=Enemy(ceil(fvar(18))),StateNo=1200||Enemy(ceil(fvar(18))),StateNo=1300
fvar(38)=-2
IgnoreHitPause=1

[State -3];薳G蓖gii
Type=VarSet
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
Trigger1=Enemy(ceil(fvar(18))),Name="cvsgeese"
Trigger1=Enemy(ceil(fvar(18))),StateNo=1400
Trigger2=Enemy(ceil(fvar(18))),Name="Geese Howard"
Trigger2=Enemy(ceil(fvar(18))),AutHorName="CanNon Musume"
Trigger2=Enemy(ceil(fvar(18))),StateNo=1450
fvar(38)=-3
IgnoreHitPause=1

[State -3];薳G蓖gi
Type=VarSet
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
Trigger1=Enemy(ceil(fvar(18))),Name="cvsgeese"
Trigger1=Enemy(ceil(fvar(18))),StateNo=1500
Trigger2=Enemy(ceil(fvar(18))),Name="Geese Howard"
Trigger2=Enemy(ceil(fvar(18))),AutHorName="CanNon Musume"
Trigger2=Enemy(ceil(fvar(18))),StateNo=1500
Trigger3=Enemy(ceil(fvar(18))),AutHorName="H"
Trigger3=Enemy(ceil(fvar(18))),StateNo=920
Trigger4=Enemy(ceil(fvar(18))),Name="TOKI-(NERICYA)"||Enemy(ceil(fvar(18))),Name="AMIBA"
Trigger4=Enemy(ceil(fvar(18))),StateNo=1500
Trigger5=Enemy(ceil(fvar(18))),Name="Abe"
Trigger5=Enemy(ceil(fvar(18))),StateNo=1110
Trigger6=Enemy(ceil(fvar(18))),Name="cvsingrid"
Trigger6=Enemy(ceil(fvar(18))),StateNo=1350
Trigger7=Enemy(ceil(fvar(18))),AutHorName="Toma & Raien Makoto"
Trigger7=Enemy(ceil(fvar(18))),Name="Aoko Aozaki"||Enemy(ceil(fvar(18))),Name="Shiki_Nanaya"
Trigger7=Enemy(ceil(fvar(18))),StateNo=910
Trigger8=Enemy(ceil(fvar(18))),AutHorName="H"
Trigger8=Enemy(ceil(fvar(18))),StateNo=[910,912]
Trigger9=Enemy(ceil(fvar(18))),Name="AXL"
Trigger9=Enemy(ceil(fvar(18))),AutHorName="muteki"
Trigger9=Enemy(ceil(fvar(18))),StateNo=1250
fvar(38)=-4
IgnoreHitPause=1

[State -3];薳G 󓊂GȂ
Type=VarSet
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
Trigger1=Enemy(ceil(fvar(18))),AutHorName="muteki"
Trigger1=Enemy(ceil(fvar(18))),StateNo=750||Enemy(ceil(fvar(18))),StateNo=5090&&Enemy(ceil(fvar(18))),AnimElemTime(9)<3
Trigger2=Enemy(ceil(fvar(18))),Name="TOKI-(NERICYA)"||Enemy(ceil(fvar(18))),Name="AMIBA"
Trigger2=Enemy(ceil(fvar(18))),StateNo=1600
Trigger3=Enemy(ceil(fvar(18))),AutHorName="Toma & Raien Makoto"
Trigger3=Enemy(ceil(fvar(18))),Name="Aoko Aozaki"||Enemy(ceil(fvar(18))),Name="Shiki_Nanaya"
Trigger3=Enemy(ceil(fvar(18))),StateNo=920
Trigger4=Enemy(ceil(fvar(18))),AutHorName="H"
Trigger4=Enemy(ceil(fvar(18))),StateNo=[920,922]
Trigger5=Enemy(ceil(fvar(18))),AutHorName="EL"
Trigger5=Enemy(ceil(fvar(18))),Name="BRIDGET"||Enemy(ceil(fvar(18))),Name="ZAPPA"||Enemy(ceil(fvar(18))),Name="dizzy"
Trigger5=Enemy(ceil(fvar(18))),StateNo=[960,961]
fvar(38)=-5
IgnoreHitPause=1

[State -3];薳G 炢
Type=VarSet
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
Trigger1=Enemy(ceil(fvar(18))),MoveType=H
fvar(38)=1+(Enemy(ceil(fvar(18))),StateType=A)
IgnoreHitPause=1

[State -3];薳G 炢
Type=VarSet
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
Trigger1=Enemy(ceil(fvar(18))),MoveType=H
Trigger1=Enemy(ceil(fvar(18))),Name="Karate Kenji"
fvar(38)=0
IgnoreHitPause=1

[State -3,f38=-1];S̓gorZ
Type=VarSet
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(ceil(fvar(18))),Name="potemkin"
TriggerAll=Enemy(ceil(fvar(18))),AutHorName="muteki"
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
Trigger1=Enemy(ceil(fvar(18))),StateNo=1410
Trigger2=Enemy(ceil(fvar(18))),StateNo=2710
Trigger3=Enemy(ceil(fvar(18))),StateNo=2810
fvar(38)=-1
IgnoreHitPause=1

;
;
;

[State -3];Sd
Type=ChangeState
Value=3000
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=3
TriggerAll=Win
TriggerAll=Power>999
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[120,131])||(StateNo=[100,101])||StateNo=40||StateNo=52||StateNo=40
TriggerAll=var(59)>0||fvar(39)
Trigger1=PrevStateNo!=[195,197]
Trigger1=PrevStateNo<3000
Trigger1=NumHelper(30000+ID)
Trigger1=Helper(30000+ID),var(2)>3

[State -3];
Type=ChangeState
value=196
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=3
TriggerAll=Win
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,21])||(StateNo=[120,131])||(StateNo=[100,101])||(StateNo=[200,451])&&MoveContAct&&StateNo!=240&&StateNo!=217
TriggerAll=var(59)>0||fvar(39)
Trigger1=PrevStateNo!=[195,197]
Trigger1=NumHelper(30000+ID)
Trigger1=Helper(30000+ID),var(2)=2||Helper(30000+ID),var(2)=6

[State -3];
Type=ChangeState
value=195
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=3
TriggerAll=Win
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,21])||(StateNo=[120,131])||(StateNo=[100,101])||(StateNo=[200,451])&&MoveContAct&&StateNo!=240&&StateNo!=217
TriggerAll=var(59)>0||fvar(39)
Trigger1=PrevStateNo!=[195,197]
Trigger1=NumHelper(30000+ID)
Trigger1=Helper(30000+ID),var(2)=3||Helper(30000+ID),var(2)=7

[State -3];ꌂKE
Type=ChangeState
value=4000
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=3
TriggerAll=Win
TriggerAll=!var(40)
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,21])||(StateNo=[120,131])||(StateNo=[100,101])||StateNo=40||StateNo=52
TriggerAll=var(59)>0||fvar(39)
Trigger1=NumHelper(30000+ID)
Trigger1=Helper(30000+ID),var(2)=1||Helper(30000+ID),var(2)=5

;
;gp
;

[State -3];{̔e I Enemy,
Type=ChangeState
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[120,131])||(StateNo=[100,101])||StateNo=40||StateNo=52
TriggerAll=var(59)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(11111+ID)
TriggerAll=Helper(30000+ID),var(6)>0
TriggerAll=Helper(40000+ID),fvar(1)=0
TriggerAll=Enemy,Alive!=0
TriggerAll=Enemy,StateType!=L
TriggerAll=Enemy,StateType!=A
TriggerAll=Enemy,MoveType!=H
TriggerAll=Enemy,Ctrl=0
TriggerAll=Enemy,StateNo>179
TriggerAll=Enemy,Anim>179
TriggerAll=Enemy,StateNo!=[5200,5210]
TriggerAll=Helper(11111+ID),var(59)=3
TriggerAll=Helper(11111+ID),var(58)%100=[19,27]
TriggerAll=Helper(11111+ID),var(58)%100!=20
TriggerAll=Helper(11111+ID),var(58)%100!=23
TriggerAll=Helper(11111+ID),var(58)%100!=26
TriggerAll=Enemy,AnimElemTime(1)>60-var(59)*4||var(59)>9
TriggerAll=Random<var(59)*23||var(59)>9
TriggerAll=(Enemy,Pos X-Pos X)*Facing>=0
Trigger1=(Enemy,Pos X-Pos X)*Facing-Enemy,vel x*3<130
Trigger1=Enemy,Pos Y>-60
value=1200

[State -3];{̔e I Enemy(1),
Type=ChangeState
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>1
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[120,131])||(StateNo=[100,101])||StateNo=40||StateNo=52
TriggerAll=var(59)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(11111+ID)
TriggerAll=Helper(30000+ID),var(6)>0
TriggerAll=Helper(40000+ID),fvar(1)=0
TriggerAll=Enemy(1),Alive!=0
TriggerAll=Enemy(1),StateType!=L
TriggerAll=Enemy(1),StateType!=A
TriggerAll=Enemy(1),MoveType!=H
TriggerAll=Enemy(1),Ctrl=0
TriggerAll=Enemy(1),StateNo>179
TriggerAll=Enemy(1),Anim>179
TriggerAll=Enemy(1),StateNo!=[5200,5210]
TriggerAll=Helper(11111+ID),var(57)=3
TriggerAll=Helper(11111+ID),var(56)%100=[1900,2799]
TriggerAll=Helper(11111+ID),var(56)%100!=20
TriggerAll=Helper(11111+ID),var(56)%100!=23
TriggerAll=Helper(11111+ID),var(56)%100!=26
TriggerAll=Enemy(1),AnimElemTime(1)>60-var(59)*4||var(59)>9
TriggerAll=Random<var(59)*23||var(59)>9
TriggerAll=(Enemy(1),Pos X-Pos X)*Facing>=0
Trigger1=(Enemy(1),Pos X-Pos X)*Facing-Enemy(1),vel x*3<130
Trigger1=Enemy(1),Pos Y>-60
value=1200

[State -3];V΁Ei Enemy,
Type=ChangeState
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[120,131])||(StateNo=[100,101])||StateNo=40||StateNo=52
TriggerAll=var(59)>0
TriggerAll=NumHelper(11111+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),fvar(1)=0
TriggerAll=Enemy,Alive!=0
TriggerAll=Enemy,StateType!=L
TriggerAll=Enemy,StateType!=A
TriggerAll=Enemy,MoveType!=H
TriggerAll=Enemy,Ctrl=0
TriggerAll=Enemy,StateNo>179
TriggerAll=Enemy,Anim>179
TriggerAll=Enemy,StateNo!=[5200,5210]
TriggerAll=Helper(11111+ID),var(59)=5
TriggerAll=Helper(11111+ID),var(58)%100=[1,6]
TriggerAll=Helper(11111+ID),var(58)%100!=2
TriggerAll=Helper(11111+ID),var(58)%100!=5
TriggerAll=Enemy,AnimElemTime(1)>60-var(59)*4||var(59)>9
TriggerAll=Random<var(59)*23||var(59)>9
TriggerAll=(Enemy,Pos X-Pos X)*Facing>=0
Trigger1=(Enemy,Pos X-Pos X)*Facing-Enemy,vel x*3<130
Trigger1=Enemy,Pos Y>-60
value=1200

[State -3];V΁Ei Enemy(1),
Type=ChangeState
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>1
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[120,131])||(StateNo=[100,101])||StateNo=40||StateNo=52
TriggerAll=var(59)>0
TriggerAll=NumHelper(11111+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),fvar(1)=0
TriggerAll=Enemy(1),Alive!=0
TriggerAll=Enemy(1),StateType!=L
TriggerAll=Enemy(1),StateType!=A
TriggerAll=Enemy(1),MoveType!=H
TriggerAll=Enemy(1),Ctrl=0
TriggerAll=Enemy(1),StateNo>179
TriggerAll=Enemy(1),Anim>179
TriggerAll=Enemy(1),StateNo!=[5200,5210]
TriggerAll=Helper(11111+ID),var(57)=5
TriggerAll=Helper(11111+ID),var(56)%100=[1,6]
TriggerAll=Helper(11111+ID),var(56)%100!=2
TriggerAll=Helper(11111+ID),var(56)%100!=5
TriggerAll=Enemy(1),AnimElemTime(1)>60-var(59)*4||var(59)>9
TriggerAll=Random<var(59)*23||var(59)>9
TriggerAll=(Enemy(1),Pos X-Pos X)*Facing>=0
Trigger1=(Enemy(1),Pos X-Pos X)*Facing-Enemy(1),vel x*3<130
Trigger1=Enemy(1),Pos Y>-60
value=1200

[State -3];V΁Ei
Type=ChangeState
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[120,131])||(StateNo=[100,101])||StateNo=40||StateNo=52
TriggerAll=var(59)>0
TriggerAll=NumHelper(11111+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),fvar(1)=0
TriggerAll=Enemy,Alive!=0
TriggerAll=Enemy,StateType!=L
TriggerAll=Enemy,StateType!=A
TriggerAll=Enemy,MoveType!=H
TriggerAll=Enemy,Ctrl=0
TriggerAll=Enemy,StateNo>179
TriggerAll=Enemy,Anim>179
TriggerAll=Enemy,StateNo!=[5200,5210]
TriggerAll=Helper(11111+ID),var(59)=5
TriggerAll=Helper(11111+ID),var(58)%100=2||Helper(11111+ID),var(58)%100=5
TriggerAll=Enemy,AnimElemTime(1)>60-var(59)*4||var(59)>9
TriggerAll=Random<var(59)*23||var(59)>9
TriggerAll=(Enemy,Pos X-Pos X)*Facing>=0
Trigger1=(Enemy,Pos X-Pos X)*Facing-Enemy,vel x*3<130
Trigger1=Enemy,Pos Y>-60
value=1205

[State -3];V΁Ei Enemy(1),
Type=ChangeState
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>1
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[120,131])||(StateNo=[100,101])||StateNo=40||StateNo=52
TriggerAll=var(59)>0
TriggerAll=NumHelper(11111+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),fvar(1)=0
TriggerAll=Enemy(1),Alive!=0
TriggerAll=Enemy(1),StateType!=L
TriggerAll=Enemy(1),StateType!=A
TriggerAll=Enemy(1),MoveType!=H
TriggerAll=Enemy(1),Ctrl=0
TriggerAll=Enemy(1),StateNo>179
TriggerAll=Enemy(1),Anim>179
TriggerAll=Enemy(1),StateNo!=[5200,5210]
TriggerAll=Helper(11111+ID),var(57)=5
TriggerAll=Helper(11111+ID),var(56)%10000=2||Helper(11111+ID),var(56)%10000=5
TriggerAll=Enemy(1),AnimElemTime(1)>60-var(59)*4||var(59)>9
TriggerAll=Random<var(59)*23||var(59)>9
TriggerAll=(Enemy(1),Pos X-Pos X)*Facing>=0
Trigger1=(Enemy(1),Pos X-Pos X)*Facing-Enemy(1),vel x*3<130
Trigger1=Enemy(1),Pos Y>-60
value=1205

;
;gp@
;

[State -3];V΁Ei Enemy,
Type=ChangeState
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[120,131])||(StateNo=[100,101])||StateNo=40||StateNo=52
TriggerAll=var(59)>0
TriggerAll=NumHelper(11111+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),fvar(1)=0
TriggerAll=Enemy,Alive!=0
TriggerAll=Enemy,StateType=A
TriggerAll=Enemy,MoveType!=H
TriggerAll=Enemy,Ctrl=0
TriggerAll=Enemy,StateNo>179
TriggerAll=Enemy,Anim>179
TriggerAll=Enemy,StateNo!=[5200,5210]
TriggerAll=Helper(11111+ID),var(59)=5
TriggerAll=Helper(11111+ID),var(58)%100=[1,6]
TriggerAll=Helper(11111+ID),var(58)%100!=2
TriggerAll=Helper(11111+ID),var(58)%100!=5
TriggerAll=Enemy,AnimElemTime(1)>60-var(59)*4||var(59)>9
TriggerAll=Random<var(59)*23||var(59)>9
TriggerAll=(Enemy,Pos X-Pos X)*Facing>=0
Trigger1=(Enemy,Pos X-Pos X)*Facing-Enemy,vel x*5<130
Trigger1=Enemy,Pos Y+Enemy,vel x*5+Enemy,Const(Movement.Yaccel)*15=[-130,0)
value=1200

[State -3];V΁Ei Enemy(1),
Type=ChangeState
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>1
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[120,131])||(StateNo=[100,101])||StateNo=40||StateNo=52
TriggerAll=var(59)>0
TriggerAll=NumHelper(11111+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),fvar(1)=0
TriggerAll=Enemy(1),Alive!=0
TriggerAll=Enemy(1),StateType=A
TriggerAll=Enemy(1),MoveType!=H
TriggerAll=Enemy(1),Ctrl=0
TriggerAll=Enemy(1),StateNo>179
TriggerAll=Enemy(1),Anim>179
TriggerAll=Enemy(1),StateNo!=[5200,5210]
TriggerAll=Helper(11111+ID),var(57)=5
TriggerAll=Helper(11111+ID),var(56)%100=[1,6]
TriggerAll=Helper(11111+ID),var(56)%100!=2
TriggerAll=Helper(11111+ID),var(56)%100!=5
TriggerAll=Enemy(1),AnimElemTime(1)>60-var(59)*4||var(59)>9
TriggerAll=Random<var(59)*23||var(59)>9
TriggerAll=(Enemy(1),Pos X-Pos X)*Facing>=0
Trigger1=(Enemy(1),Pos X-Pos X)*Facing-Enemy(1),vel x*3<130
Trigger1=Enemy(1),Pos Y+Enemy(1),vel x*5+Enemy(1),Const(Movement.Yaccel)*15=[-130,0)
value=1200

;
;ׂ
;
;ׂ@ړp
;

[State -3];K S-Enemy,
Type=ChangeState
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[120,131])||(StateNo=[100,101])||StateNo=40||StateNo=52
TriggerAll=var(59)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(11111+ID)
TriggerAll=Helper(30000+ID),var(6)>0
TriggerAll=Helper(40000+ID),fvar(1)=0
TriggerAll=Enemy,Alive!=0
TriggerAll=Enemy,StateType!=L
TriggerAll=Enemy,StateType!=A
TriggerAll=Enemy,MoveType!=H
TriggerAll=Enemy,Ctrl=0
TriggerAll=Enemy,StateNo>179
TriggerAll=Enemy,Anim>179
TriggerAll=Enemy,StateNo!=[5200,5210]
TriggerAll=Helper(11111+ID),var(59)>6
TriggerAll=Enemy,AnimElemTime(1)>60-var(59)*4||var(59)>9
TriggerAll=Random<var(59)*23||var(59)>9
TriggerAll=(Enemy,Pos X-Pos X)*Facing>=0
Trigger1=(Enemy,Pos X-Pos X)*Facing-Enemy,vel x*3<98
Trigger1=Enemy,Pos Y>-60
value=210

[State -3];K S-Enemy(1),
Type=ChangeState
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>1
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[120,131])||(StateNo=[100,101])||StateNo=40||StateNo=52
TriggerAll=var(59)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(11111+ID)
TriggerAll=Helper(30000+ID),var(6)>0
TriggerAll=Helper(40000+ID),fvar(1)=0
TriggerAll=Enemy(1),Alive!=0
TriggerAll=Enemy(1),StateType!=L
TriggerAll=Enemy(1),StateType!=A
TriggerAll=Enemy(1),MoveType!=H
TriggerAll=Enemy(1),Ctrl=0
TriggerAll=Enemy(1),StateNo>179
TriggerAll=Enemy(1),Anim>179
TriggerAll=Enemy(1),StateNo!=[5200,5210]
TriggerAll=Helper(11111+ID),var(57)>6
TriggerAll=Enemy(1),AnimElemTime(1)>60-var(59)*4||var(59)>9
TriggerAll=Random<var(59)*23||var(59)>9
TriggerAll=(Enemy(1),Pos X-Pos X)*Facing>=0
Trigger1=(Enemy(1),Pos X-Pos X)*Facing-Enemy(1),vel x*3<98
Trigger1=Enemy(1),Pos Y>-60
value=210

[State -3];S S-Enemy,
Type=ChangeState
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X*fvar(8)=[-5,34]
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[120,131])||(StateNo=[100,101])||StateNo=40||StateNo=52
TriggerAll=var(59)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(11111+ID)
TriggerAll=Helper(30000+ID),var(6)>0
TriggerAll=Helper(40000+ID),fvar(1)=0
TriggerAll=Enemy,Alive!=0
TriggerAll=Enemy,StateType!=L
TriggerAll=Enemy,StateType!=A
TriggerAll=Enemy,MoveType!=H
TriggerAll=Enemy,Ctrl=0
TriggerAll=Enemy,StateNo>179
TriggerAll=Enemy,Anim>179
TriggerAll=Enemy,StateNo!=[5200,5210]
TriggerAll=Helper(11111+ID),var(59)>6
TriggerAll=Enemy,AnimElemTime(1)>60-var(59)*4||var(59)>9
TriggerAll=Random<var(59)*23||var(59)>9
TriggerAll=(Enemy,Pos X-Pos X)*Facing>=0
Trigger1=Enemy,Pos Y>-80
value=220

[State -3];S S-Enemy(1),
Type=ChangeState
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>1
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X*fvar(8)=[-5,34]
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[120,131])||(StateNo=[100,101])||StateNo=40||StateNo=52
TriggerAll=var(59)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(11111+ID)
TriggerAll=Helper(30000+ID),var(6)>0
TriggerAll=Helper(40000+ID),fvar(1)=0
TriggerAll=Enemy(1),Alive!=0
TriggerAll=Enemy(1),StateType!=L
TriggerAll=Enemy(1),StateType!=A
TriggerAll=Enemy(1),MoveType!=H
TriggerAll=Enemy(1),Ctrl=0
TriggerAll=Enemy(1),StateNo>179
TriggerAll=Enemy(1),Anim>179
TriggerAll=Enemy(1),StateNo!=[5200,5210]
TriggerAll=Helper(11111+ID),var(57)>6
TriggerAll=Enemy(1),AnimElemTime(1)>60-var(59)*4||var(59)>9
TriggerAll=Random<var(59)*23||var(59)>9
TriggerAll=(Enemy(1),Pos X-Pos X)*Facing>=0
Trigger1=Enemy(1),Pos Y>-80
value=220

[State -3];P S-Enemy,
Type=ChangeState
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[120,131])||(StateNo=[100,101])||StateNo=40||StateNo=52
TriggerAll=var(59)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(11111+ID)
TriggerAll=Helper(30000+ID),var(6)>0
TriggerAll=Helper(40000+ID),fvar(1)=0
TriggerAll=Enemy,Alive!=0
TriggerAll=Enemy,StateType!=L
TriggerAll=Enemy,StateType!=A
TriggerAll=Enemy,MoveType!=H
TriggerAll=Enemy,Ctrl=0
TriggerAll=Enemy,StateNo>179
TriggerAll=Enemy,Anim>179
TriggerAll=Enemy,StateNo!=[5200,5210]
TriggerAll=Enemy,AnimElemTime(1)>60-var(59)*4||var(59)>9
TriggerAll=Random<var(59)*23||var(59)>9
TriggerAll=(Enemy,Pos X-Pos X)*Facing>=0
TriggerAll=Enemy,Pos X>-15
Trigger1=0;Helper(11111+ID),var(59)>11
Trigger1=(Enemy,Pos X-Pos X)*Facing-Enemy,vel x*5<126
Trigger2=Helper(11111+ID),var(59)>12
Trigger2=(Enemy,Pos X-Pos X)*Facing-Enemy,vel x*5=[126,174)
Trigger3=Helper(11111+ID),var(59)>13
Trigger3=(Enemy,Pos X-Pos X)*Facing-Enemy,vel x*5=[174,211)
Trigger4=Helper(11111+ID),var(59)>14
Trigger4=(Enemy,Pos X-Pos X)*Facing-Enemy,vel x*5=[211,247)
Trigger5=Helper(11111+ID),var(59)>15
Trigger5=(Enemy,Pos X-Pos X)*Facing-Enemy,vel x*5=[247,270)
value=400+var(58)

[State -3];P S-Enemy(1),
Type=ChangeState
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>1
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[120,131])||(StateNo=[100,101])||StateNo=40||StateNo=52
TriggerAll=var(59)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(11111+ID)
TriggerAll=Helper(30000+ID),var(6)>0
TriggerAll=Helper(40000+ID),fvar(1)=0
TriggerAll=Enemy(1),Alive!=0
TriggerAll=Enemy(1),StateType!=L
TriggerAll=Enemy(1),StateType!=A
TriggerAll=Enemy(1),MoveType!=H
TriggerAll=Enemy(1),Ctrl=0
TriggerAll=Enemy(1),StateNo>179
TriggerAll=Enemy(1),StateNo!=[5200,5210]
TriggerAll=Enemy(1),AnimElemTime(1)>60-var(59)*4||var(59)>9
TriggerAll=Random<var(59)*23||var(59)>9
TriggerAll=(Enemy(1),Pos X-Pos X)*Facing>=0
TriggerAll=Enemy(1),Pos X>-15
Trigger1=0;Helper(11111+ID),var(57)>11
Trigger1=(Enemy(1),Pos X-Pos X)*Facing-Enemy(1),vel x*5<126
Trigger2=Helper(11111+ID),var(57)>12
Trigger2=(Enemy(1),Pos X-Pos X)*Facing-Enemy(1),vel x*5=[126,174)
Trigger3=Helper(11111+ID),var(57)>13
Trigger3=(Enemy(1),Pos X-Pos X)*Facing-Enemy(1),vel x*5=[174,211)
Trigger4=Helper(11111+ID),var(57)>14
Trigger4=(Enemy(1),Pos X-Pos X)*Facing-Enemy(1),vel x*5=[211,247)
Trigger5=Helper(11111+ID),var(57)>15
Trigger5=(Enemy(1),Pos X-Pos X)*Facing-Enemy(1),vel x*5=[247,270)
value=400+var(58)

[State -3];D S-Enemy,
Type=ChangeState
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[120,131])||(StateNo=[100,101])||StateNo=40||StateNo=52
TriggerAll=var(59)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(11111+ID)
TriggerAll=Helper(30000+ID),var(6)>0
TriggerAll=Helper(40000+ID),fvar(1)=0
TriggerAll=Enemy,Alive!=0
TriggerAll=Enemy,StateType!=L
TriggerAll=Enemy,StateType!=A
TriggerAll=Enemy,MoveType!=H
TriggerAll=Enemy,Ctrl=0
TriggerAll=Enemy,StateNo>179
TriggerAll=Enemy,Anim>179
TriggerAll=Enemy,StateNo!=[5200,5210]
TriggerAll=Enemy,AnimElemTime(1)>60-var(59)*4||var(59)>9
TriggerAll=Random<var(59)*23||var(59)>9
TriggerAll=Helper(11111+ID),var(57)>6
TriggerAll=(Enemy,Pos X-Pos X)*Facing>=0
Trigger1=(Enemy,Pos X-Pos X)*Facing<130
value=450

[State -3];D S-Enemy(1),
Type=ChangeState
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>1
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[120,131])||(StateNo=[100,101])||StateNo=40||StateNo=52
TriggerAll=var(59)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(11111+ID)
TriggerAll=Helper(30000+ID),var(6)>0
TriggerAll=Helper(40000+ID),fvar(1)=0
TriggerAll=Enemy(1),Alive!=0
TriggerAll=Enemy(1),StateType!=L
TriggerAll=Enemy(1),StateType!=A
TriggerAll=Enemy(1),MoveType!=H
TriggerAll=Enemy(1),Ctrl=0
TriggerAll=Enemy(1),StateNo>179
TriggerAll=Enemy(1),Anim>179
TriggerAll=Enemy(1),StateNo!=[5200,5210]
TriggerAll=Enemy(1),AnimElemTime(1)>60-var(59)*4||var(59)>9
TriggerAll=Random<var(59)*23||var(59)>9
TriggerAll=Helper(11111+ID),var(57)>6
TriggerAll=(Enemy(1),Pos X-Pos X)*Facing>=0
Trigger1=(Enemy(1),Pos X-Pos X)*Facing<130
value=450

;
;ׂ@󒆁@U
;

[State -3];K A-Enemy,
Type=ChangeState
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[120,131])||(StateNo=[100,101])||StateNo=40||StateNo=52
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(11111+ID)
TriggerAll=Helper(30000+ID),var(6)>0
TriggerAll=Helper(40000+ID),fvar(1)=0
TriggerAll=Enemy,Alive!=0
TriggerAll=Enemy,StateType=A
TriggerAll=Enemy,MoveType!=H
TriggerAll=Enemy,Ctrl=0
TriggerAll=Enemy,StateNo>179
TriggerAll=Enemy,Anim>179
TriggerAll=Enemy,StateNo!=[5200,5210]
TriggerAll=Helper(11111+ID),var(59)>6
TriggerAll=Enemy,AnimElemTime(1)>60-var(59)*4||var(59)>9
TriggerAll=Random<var(59)*23||var(59)>9
TriggerAll=(Enemy,Pos X-Pos X)*Facing>=0
Trigger1=(Enemy,Pos X-Pos X)*Facing-Enemy,vel x*6<98
Trigger1=Enemy,Pos Y+Enemy,vel y*6+Enemy,Const(Movement.Yaccel)*21=[-50,0)
value=210

[State -3];K A-Enemy(1),
Type=ChangeState
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>1
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[120,131])||(StateNo=[100,101])||StateNo=40||StateNo=52
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(11111+ID)
TriggerAll=Helper(30000+ID),var(6)>0
TriggerAll=Helper(40000+ID),fvar(1)=0
TriggerAll=Enemy(1),Alive!=0
TriggerAll=Enemy(1),StateType=A
TriggerAll=Enemy(1),MoveType!=H
TriggerAll=Enemy(1),Ctrl=0
TriggerAll=Enemy(1),StateNo>179
TriggerAll=Enemy(1),Anim>179
TriggerAll=Enemy(1),StateNo!=[5200,5210]
TriggerAll=Helper(11111+ID),var(57)>6
TriggerAll=Enemy(1),AnimElemTime(1)>60-var(59)*4||var(59)>9
TriggerAll=Random<var(59)*23||var(59)>9
TriggerAll=(Enemy(1),Pos X-Pos X)*Facing>=0
Trigger1=(Enemy(1),Pos X-Pos X)*Facing-Enemy(1),vel x*6<98
Trigger1=Enemy(1),Pos Y+Enemy(1),vel y*6+Enemy(1),Const(Movement.Yaccel)*21=[-50,0)
value=210

[State -3];S A-Enemy,
Type=ChangeState
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X*fvar(8)=[-5,34]
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[120,131])||(StateNo=[100,101])||StateNo=40||StateNo=52
TriggerAll=var(59)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(11111+ID)
TriggerAll=Helper(30000+ID),var(6)>0
TriggerAll=Helper(40000+ID),fvar(1)=0
TriggerAll=Enemy,Alive!=0
TriggerAll=Enemy,StateType=A
TriggerAll=Enemy,MoveType!=H
TriggerAll=Enemy,Ctrl=0
TriggerAll=Enemy,StateNo>179
TriggerAll=Enemy,StateNo!=[5200,5210]
TriggerAll=Helper(11111+ID),var(59)>6
TriggerAll=Enemy,AnimElemTime(1)>60-var(59)*4||var(59)>9
TriggerAll=Random<var(59)*23||var(59)>9
TriggerAll=(Enemy,Pos X-Pos X)*Facing>=0
Trigger1=Enemy,Pos Y+Enemy,vel y*6+Enemy,Const(Movement.Yaccel)*21=[-80,0)
value=220

[State -3];P
Type=ChangeState
value=205
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[120,131])||(StateNo=[100,101])||StateNo=40||StateNo=52
TriggerAll=var(59)>6
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(11111+ID)
TriggerAll=Helper(30000+ID),var(6)>0
TriggerAll=Helper(40000+ID),fvar(1)=0
TriggerAll=Enemy,Alive!=0
TriggerAll=Enemy,StateType=A
TriggerAll=Enemy,MoveType!=H
TriggerAll=Enemy,Ctrl=0
TriggerAll=Enemy,StateNo>179
TriggerAll=Enemy,Anim>179
TriggerAll=Enemy,StateNo!=[5200,5210]
TriggerAll=Helper(11111+ID),var(59)>6
TriggerAll=Enemy,AnimElemTime(1)>60-var(59)*4||var(59)>9
TriggerAll=Random<var(59)*23||var(59)>9
Trigger1=(Enemy,Pos X-Pos X)*Facing-Enemy,vel x*8<96
Trigger1=Enemy,Pos Y+Enemy,vel y*8+Enemy,Const(Movement.Yaccel)*36=[-80,0)

[State -3];P
Type=ChangeState
value=205
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>1
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[120,131])||(StateNo=[100,101])||StateNo=40||StateNo=52
TriggerAll=var(59)>6
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(11111+ID)
TriggerAll=Helper(30000+ID),var(6)>0
TriggerAll=Helper(40000+ID),fvar(1)=0
TriggerAll=Enemy(1),Alive!=0
TriggerAll=Enemy(1),StateType=A
TriggerAll=Enemy(1),MoveType!=H
TriggerAll=Enemy(1),Ctrl=0
TriggerAll=Enemy(1),StateNo>179
TriggerAll=Enemy(1),Anim>179
TriggerAll=Enemy(1),StateNo!=[5200,5210]
TriggerAll=Helper(11111+ID),var(59)>6
TriggerAll=Enemy(1),AnimElemTime(1)>60-var(59)*4||var(59)>9
TriggerAll=Random<var(59)*23||var(59)>9
Trigger1=(Enemy(1),Pos X-Pos X)*Facing-Enemy,vel x*8<96
Trigger1=Enemy(1),Pos Y+Enemy(1),vel y*8+Enemy(1),Const(Movement.Yaccel)*36=[-80,0)

[State -3];S 2P
Type=ChangeState
value=420+var(58)
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[120,131])||(StateNo=[100,101])||StateNo=40||StateNo=52
TriggerAll=var(59)>6
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(11111+ID)
TriggerAll=Helper(30000+ID),var(6)>0
TriggerAll=Helper(40000+ID),fvar(1)=0
TriggerAll=Enemy,Alive=1
TriggerAll=Enemy,StateType=A
TriggerAll=Enemy,MoveType!=H
TriggerAll=Enemy,Ctrl=0
TriggerAll=Enemy,StateNo>179
TriggerAll=Enemy,Anim>179
TriggerAll=Enemy,StateNo!=[5200,5210]
TriggerAll=Helper(11111+ID),var(59)>8
TriggerAll=Enemy,AnimElemTime(1)>60-var(59)*4||var(59)>9
TriggerAll=Random<var(59)*23||var(59)>9
Trigger1=(Enemy,Pos X-Pos X)*Facing-(Enemy,BackEdgeBodyDist>0||Enemy,vel x>0)*Enemy,vel x*8=[0,85]
Trigger1=Enemy,Pos Y+Enemy,vel y*8+Enemy,Const(MoveMent.Yaccel)*36=[-120,-80]
Trigger2=(Enemy,Pos X-Pos X)*Facing-(Enemy,BackEdgeBodyDist>0||Enemy,vel x>0)*Enemy,vel x*9=[0,85]
Trigger2=Enemy,Pos Y+Enemy,vel y*9+Enemy,Const(MoveMent.Yaccel)*45=[-120,-80]
Trigger3=(Enemy,Pos X-Pos X)*Facing-(Enemy,BackEdgeBodyDist>0||Enemy,vel x>0)*Enemy,vel x*10=[72,100]
Trigger3=Enemy,Pos Y+Enemy,vel y*10+Enemy,Const(MoveMent.Yaccel)*55=[-150,-120]
Trigger4=(Enemy,Pos X-Pos X)*Facing-(Enemy,BackEdgeBodyDist>0||Enemy,vel x>0)*Enemy,vel x*11=[72,100]
Trigger4=Enemy,Pos Y+Enemy,vel y*11+Enemy,Const(MoveMent.Yaccel)*66=[-150,-120]
Trigger5=(Enemy,Pos X-Pos X)*Facing-(Enemy,BackEdgeBodyDist>0||Enemy,vel x>0)*Enemy,vel x*12=[82,112]
Trigger5=Enemy,Pos Y+Enemy,vel y*12+Enemy,Const(MoveMent.Yaccel)*78=[-190,-160]
Trigger6=(Enemy,Pos X-Pos X)*Facing-(Enemy,BackEdgeBodyDist>0||Enemy,vel x>0)*Enemy,vel x*13=[82,112]
Trigger6=Enemy,Pos Y+Enemy,vel y*13+Enemy,Const(MoveMent.Yaccel)*92=[-190,-160]
Trigger7=(Enemy,Pos X-Pos X)*Facing-(Enemy,BackEdgeBodyDist>0||Enemy,vel x>0)*Enemy,vel x*14=[97,129]
Trigger7=Enemy,Pos Y+Enemy,vel y*14+Enemy,Const(MoveMent.Yaccel)*106=[-220,-180]
Trigger8=(Enemy,Pos X-Pos X)*Facing-(Enemy,BackEdgeBodyDist>0||Enemy,vel x>0)*Enemy,vel x*15=[97,129]
Trigger8=Enemy,Pos Y+Enemy,vel y*15+Enemy,Const(MoveMent.Yaccel)*120=[-220,-180]

[State -3];S 4P
Type=ChangeState
value=420+var(58)
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>1
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[120,131])||(StateNo=[100,101])||StateNo=40||StateNo=52
TriggerAll=var(59)>6
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(11111+ID)
TriggerAll=Helper(30000+ID),var(6)>0
TriggerAll=Helper(40000+ID),fvar(1)=0
TriggerAll=Enemy(1),Alive=1
TriggerAll=Enemy(1),StateType=A
TriggerAll=Enemy(1),MoveType!=H
TriggerAll=Enemy(1),StateNo!=[5200,5299]
TriggerAll=Helper(11111+ID),var(57)>8
TriggerAll=Enemy(1),AnimElemTime(1)>60-var(59)*4||var(59)>9
TriggerAll=Random<var(59)*23||var(59)>9
Trigger1=(Enemy(1),Pos X-Pos X)*Facing-(Enemy(1),BackEdgeBodyDist>0||Enemy(1),vel x>0)*Enemy(1),vel x*8=[0,85]
Trigger1=Enemy(1),Pos Y+Enemy(1),vel y*8+Enemy(1),Const(MoveMent.Yaccel)*36=[-120,-80]
Trigger2=(Enemy(1),Pos X-Pos X)*Facing-(Enemy(1),BackEdgeBodyDist>0||Enemy(1),vel x>0)*Enemy(1),vel x*9=[0,85]
Trigger2=Enemy(1),Pos Y+Enemy(1),vel y*9+Enemy(1),Const(MoveMent.Yaccel)*45=[-120,-80]
Trigger3=(Enemy(1),Pos X-Pos X)*Facing-(Enemy(1),BackEdgeBodyDist>0||Enemy(1),vel x>0)*Enemy(1),vel x*10=[72,100]
Trigger3=Enemy(1),Pos Y+Enemy(1),vel y*10+Enemy(1),Const(MoveMent.Yaccel)*55=[-150,-120]
Trigger4=(Enemy(1),Pos X-Pos X)*Facing-(Enemy(1),BackEdgeBodyDist>0||Enemy(1),vel x>0)*Enemy(1),vel x*11=[72,100]
Trigger4=Enemy(1),Pos Y+Enemy(1),vel y*11+Enemy(1),Const(MoveMent.Yaccel)*66=[-150,-120]
Trigger5=(Enemy(1),Pos X-Pos X)*Facing-(Enemy(1),BackEdgeBodyDist>0||Enemy(1),vel x>0)*Enemy(1),vel x*12=[82,112]
Trigger5=Enemy(1),Pos Y+Enemy(1),vel y*12+Enemy(1),Const(MoveMent.Yaccel)*78=[-190,-160]
Trigger6=(Enemy(1),Pos X-Pos X)*Facing-(Enemy(1),BackEdgeBodyDist>0||Enemy(1),vel x>0)*Enemy(1),vel x*13=[82,112]
Trigger6=Enemy(1),Pos Y+Enemy(1),vel y*13+Enemy(1),Const(MoveMent.Yaccel)*91=[-190,-160]
Trigger7=(Enemy(1),Pos X-Pos X)*Facing-(Enemy(1),BackEdgeBodyDist>0||Enemy(1),vel x>0)*Enemy(1),vel x*14=[97,129]
Trigger7=Enemy(1),Pos Y+Enemy(1),vel y*14+Enemy(1),Const(MoveMent.Yaccel)*105=[-220,-180]
Trigger8=(Enemy(1),Pos X-Pos X)*Facing-(Enemy(1),BackEdgeBodyDist>0||Enemy(1),vel x>0)*Enemy(1),vel x*15=[97,129]
Trigger8=Enemy(1),Pos Y+Enemy(1),vel y*15+Enemy(1),Const(MoveMent.Yaccel)*120=[-220,-180]

[State -3];K 2P
Type=ChangeState
value=215+var(58)
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[120,131])||(StateNo=[100,101])||StateNo=40||StateNo=52
TriggerAll=var(59)>6
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(11111+ID)
TriggerAll=Helper(30000+ID),var(6)>0
TriggerAll=Helper(40000+ID),fvar(1)=0
TriggerAll=Enemy,Alive=1
TriggerAll=Enemy,StateType=A
TriggerAll=Enemy,MoveType!=H
TriggerAll=Enemy,StateNo!=[5200,5299]
TriggerAll=Helper(11111+ID),var(59)>10
TriggerAll=Enemy,AnimElemTime(1)>60-var(59)*4||var(59)>9
TriggerAll=Random<var(59)*23||var(59)>9
Trigger1=(Enemy,Pos X-Pos X)*Facing-(Enemy,BackEdgeBodyDist>0||Enemy,vel x>0)*Enemy,vel x*10=[0,121)
Trigger1=Enemy,Pos Y+Enemy,vel y*10+Enemy,Const(MoveMent.Yaccel)*45=[-99,-90-Enemy,Const(Size.Head.Pos.Y)]
Trigger2=(Enemy,Pos X-Pos X)*Facing-(Enemy,BackEdgeBodyDist>9||Enemy,vel x>=0)*Enemy,vel x*11=[121,158)
Trigger2=Enemy,Pos Y+Enemy,vel y*11+Enemy,Const(MoveMent.Yaccel)*55=[-120,-110-Enemy,Const(Size.Head.Pos.Y)]
Trigger3=(Enemy,Pos X-Pos X)*Facing-(Enemy,BackEdgeBodyDist>9||Enemy,vel x>=0)*Enemy,vel x*12=[158,192]
Trigger3=Enemy,Pos Y+Enemy,vel y*12+Enemy,Const(MoveMent.Yaccel)*66=[-130,-130-Enemy,Const(Size.Head.Pos.Y)]

[State -3];K 4P
Type=ChangeState
value=215+var(58)
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>1
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[120,131])||(StateNo=[100,101])||StateNo=40||StateNo=52
TriggerAll=var(59)>6
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(11111+ID)
TriggerAll=Helper(30000+ID),var(6)>0
TriggerAll=Helper(40000+ID),fvar(1)=0
TriggerAll=Enemy(1),Alive=1
TriggerAll=Enemy(1),StateType=A
TriggerAll=Enemy(1),MoveType!=H
TriggerAll=Enemy(1),StateNo!=[5200,5299]
TriggerAll=Helper(11111+ID),var(57)>10
TriggerAll=Enemy(1),AnimElemTime(1)>60-var(59)*4||var(59)>9
TriggerAll=Random<var(59)*23||var(59)>9
Trigger1=(Enemy(1),Pos X-Pos X)*Facing-(Enemy(1),BackEdgeBodyDist>0||Enemy(1),vel x>0)*Enemy(1),vel x*10=[0,121)
Trigger1=Enemy(1),Pos Y+Enemy(1),vel y*10+Enemy(1),Const(MoveMent.Yaccel)*45=[-99,-90-Enemy(1),Const(Size.Head.Pos.Y)]
Trigger2=(Enemy(1),Pos X-Pos X)*Facing-(Enemy(1),BackEdgeBodyDist>9||Enemy(1),vel x>=0)*Enemy(1),vel x*11=[121,158)
Trigger2=Enemy(1),Pos Y+Enemy(1),vel y*11+Enemy(1),Const(MoveMent.Yaccel)*55=[-120,-110-Enemy(1),Const(Size.Head.Pos.Y)]
Trigger3=(Enemy(1),Pos X-Pos X)*Facing-(Enemy(1),BackEdgeBodyDist>9||Enemy(1),vel x>=0)*Enemy(1),vel x*12=[158,192]
Trigger3=Enemy(1),Pos Y+Enemy(1),vel y*12+Enemy(1),Const(MoveMent.Yaccel)*66=[-130,-130-Enemy(1),Const(Size.Head.Pos.Y)]

[State -3];P 2P
Type=ChangeState
value=200+var(58)
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[120,131])||(StateNo=[100,101])||StateNo=40||StateNo=52
TriggerAll=var(59)>6
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(11111+ID)
TriggerAll=Helper(30000+ID),var(6)>0
TriggerAll=Helper(40000+ID),fvar(1)=0
TriggerAll=Enemy,Alive=1
TriggerAll=Enemy,StateType=A
TriggerAll=Enemy,MoveType!=H
TriggerAll=Enemy,StateNo!=[5200,5299]
TriggerAll=Helper(11111+ID),var(59)>6
TriggerAll=Enemy,AnimElemTime(1)>60-var(59)*4||var(59)>9
TriggerAll=Random<var(59)*23||var(59)>9
Trigger1=(Enemy,Pos X-Pos X)*Facing-Enemy,vel x*6=[92,125]
Trigger1=Enemy,Pos Y+Enemy,vel y*6+Enemy,Const(MoveMent.Yaccel)*21=[-100,-60-Enemy,Const(Size.Head.Pos.Y)]
Trigger2=(Enemy,Pos X-Pos X)*Facing-Enemy,vel x*7=[92,125]
Trigger2=Enemy,Pos Y+Enemy,vel y*7+Enemy,Const(MoveMent.Yaccel)*28=[-100,-60-Enemy,Const(Size.Head.Pos.Y)]
Trigger3=(Enemy,Pos X-Pos X)*Facing-Enemy,vel x*8=[126,163]
Trigger3=Enemy,Pos Y+Enemy,vel y*8+Enemy,Const(MoveMent.Yaccel)*36=[-110,-70-Enemy,Const(Size.Head.Pos.Y)]
Trigger4=(Enemy,Pos X-Pos X)*Facing-Enemy,vel x*9=[164,206]
Trigger4=Enemy,Pos Y+Enemy,vel y*9+Enemy,Const(MoveMent.Yaccel)*45=[-120,-80-Enemy,Const(Size.Head.Pos.Y)]
Trigger5=(Enemy,Pos X-Pos X)*Facing-Enemy,vel x*10=[208,245]
Trigger5=Enemy,Pos Y+Enemy,vel y*10+Enemy,Const(MoveMent.Yaccel)*55=[-130,-90-Enemy,Const(Size.Head.Pos.Y)]
Trigger6=(Enemy,Pos X-Pos X)*Facing-Enemy,vel x*11>246
Trigger6=Enemy,Pos Y+Enemy,vel y*11+Enemy,Const(MoveMent.Yaccel)*66=[-140,-100-Enemy,Const(Size.Head.Pos.Y)]

[State -3];P 4P
Type=ChangeState
value=200+var(58)
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>1
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[120,131])||(StateNo=[100,101])||StateNo=40||StateNo=52
TriggerAll=var(59)>6
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(11111+ID)
TriggerAll=Helper(30000+ID),var(6)>0
TriggerAll=Helper(40000+ID),fvar(1)=0
TriggerAll=Enemy(1),Alive=1
TriggerAll=Enemy(1),StateType=A
TriggerAll=Enemy(1),MoveType!=H
TriggerAll=Enemy(1),StateNo!=[5200,5299]
TriggerAll=Helper(11111+ID),var(57)>6
TriggerAll=Helper(30000+ID),var(26)>40||var(59)>9||Random<99
TriggerAll=Random<var(59)*23||var(59)>9
Trigger1=(Enemy(1),Pos X-Pos X)*Facing-Enemy(1),vel x*6=[92,125]
Trigger1=Enemy(1),Pos Y+Enemy(1),vel y*6+Enemy(1),Const(MoveMent.Yaccel)*21=[-100,-60-Enemy(1),Const(Size.Head.Pos.Y)]
Trigger2=(Enemy(1),Pos X-Pos X)*Facing-Enemy(1),vel x*7=[92,125]
Trigger2=Enemy(1),Pos Y+Enemy(1),vel y*7+Enemy(1),Const(MoveMent.Yaccel)*28=[-100,-60-Enemy(1),Const(Size.Head.Pos.Y)]
Trigger3=(Enemy(1),Pos X-Pos X)*Facing-Enemy(1),vel x*8=[126,163]
Trigger3=Enemy(1),Pos Y+Enemy(1),vel y*8+Enemy(1),Const(MoveMent.Yaccel)*36=[-110,-70-Enemy(1),Const(Size.Head.Pos.Y)]
Trigger4=(Enemy(1),Pos X-Pos X)*Facing-Enemy(1),vel x*9=[164,206]
Trigger4=Enemy(1),Pos Y+Enemy(1),vel y*9+Enemy(1),Const(MoveMent.Yaccel)*45=[-120,-80-Enemy(1),Const(Size.Head.Pos.Y)]
Trigger5=(Enemy(1),Pos X-Pos X)*Facing-Enemy(1),vel x*10=[208,245]
Trigger5=Enemy(1),Pos Y+Enemy(1),vel y*10+Enemy(1),Const(MoveMent.Yaccel)*55=[-130,-90-Enemy(1),Const(Size.Head.Pos.Y)]
Trigger6=(Enemy(1),Pos X-Pos X)*Facing-Enemy(1),vel x*11>246
Trigger6=Enemy(1),Pos Y+Enemy(1),vel y*11+Enemy(1),Const(MoveMent.Yaccel)*66=[-140,-100-Enemy(1),Const(Size.Head.Pos.Y)]

;
;AIpg
;

[State -3,];AIpIڔ΂
Type=HitOverRide
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[120,131])||(StateNo=[100,101])||StateNo=40||StateNo=52
Trigger1=0;var(59)>7||fvar(39)
Attr=SA,AP
StateNo=1301
Slot=0
Time=1

;
;p
;

[State -1];KŔ
Type=ChangeState
value=409
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy=1
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[120,132])||fvar(28)||(StateNo=[100,101])||StateNo=40||StateNo=52
TriggerAll=var(59)>6||fvar(39)
TriggerAll=NumHelper(40000+ID)
Trigger1=Enemy(Ceil(fvar(18))),Name="Ky=kiske"
Trigger1=Enemy(Ceil(fvar(18))),NumHelper(20000+Enemy(Ceil(fvar(18))),ID)||Enemy(Ceil(fvar(18))),NumHelper(30000+Enemy(Ceil(fvar(18))),ID)||Enemy(Ceil(fvar(18))),NumHelper(40000+Enemy(Ceil(fvar(18))),ID)||Enemy(Ceil(fvar(18))),var(59)!=[0,2]
Trigger1=Enemy(Ceil(fvar(18))),AutHorName="akutagawa"
Trigger1=Enemy(Ceil(fvar(18))),StateNo=1000
Trigger1=Enemy(Ceil(fvar(18))),NumHelper(1002)
Trigger1=Helper(40000+ID),fvar(4)=[-75,-65]

[State -1];KŔg ^g(g͖)
Type=ChangeState
value=409
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy=1
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[120,132])||fvar(28)||(StateNo=[100,101])||StateNo=40||StateNo=52
TriggerAll=var(59)>6||fvar(39)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Enemy(Ceil(fvar(18))),Name="Ryu"
TriggerAll=Enemy(Ceil(fvar(18))),AutHorName="Phantom.of.the.Server"
Trigger1=Enemy(Ceil(fvar(18))),NumHelper(1005)
Trigger1=Helper(40000+ID),fvar(4)=[-140,-120]
;Trigger1=Abs(Helper(40000+ID),fvar(16))>4
Trigger1=Enemy(Ceil(fvar(18))),StateNo=1000
Trigger1=Enemy(Ceil(fvar(18))),var(10)>2
Trigger2=Enemy(Ceil(fvar(18))),StateNo=1010
Trigger2=Enemy(Ceil(fvar(18))),NumHelper(1015)
Trigger2=Helper(40000+ID),fvar(4)=[-140,-120]
Trigger3=Enemy(Ceil(fvar(18))),NumHelper(3005)
Trigger3=Helper(40000+ID),fvar(4)=[-120,-90]

;
;
;

[State -3];
Type=ChangeState
value=800+(BackEdgeDist>61)*5
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[120,131])||(StateNo=[100,101])||StateNo=40||StateNo=52
TriggerAll=var(59)>0
TriggerAll=fvar(38)=[-4,0)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(Ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=A
TriggerAll=P2BodyDist X*fvar(8)=[-5,22]
TriggerAll=Enemy(Ceil(fvar(18))),Anim!=40
TriggerAll=PrevStateNo!=97
TriggerAll=Random<var(59)*60||var(59)>9
TriggerAll=Helper(30000+ID),var(23+(fvar(18)>0))>35||var(59)>9
TriggerAll=Helper(30000+ID),var(23+(fvar(18)>0))>50-(var(59)>9)*25||var(59)>10||(PrevStateNo=[5000,5270])||(PrevStateNo=[150,155])||Enemy(Ceil(fvar(18))),PrevStateNo>179
Trigger1=P2Dist Y>-80

[State -3];ޯï
Type=ChangeState
Value=105
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[100,101])||StateNo=40||StateNo=52||(StateNo=[120,131])
TriggerAll=var(59)>0
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(Ceil(fvar(18))),MoveType!=H
TriggerAll=BackEdgeDist>30
TriggerAll=Helper(30000+ID),var(23+(fvar(18)>0))>35-var(59)*2||var(59)>9
TriggerAll=P2Dist X>=0
TriggerAll=P2BodyDist X*fvar(8)<70
TriggerAll=Random<var(59)*60||var(59)>9
TriggerAll=Enemy(Ceil(fvar(18))),HitDefAttr=SCA,AT
Trigger1=Enemy(Ceil(fvar(18))),vel x<1

[State -3];Wv
Type=ChangeState
Value=39
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[100,101])||StateNo=40||StateNo=52||(StateNo=[120,131])
TriggerAll=var(59)>0
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(Ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(Ceil(fvar(18))),HitDefAttr=SCA,AT
TriggerAll=Helper(30000+ID),var(23+(fvar(18)>0))>35-var(59)*2||var(59)>9
TriggerAll=P2Dist X>=0
TriggerAll=P2BodyDist X*fvar(8)<70
TriggerAll=Random<var(59)*60||var(59)>9
Trigger1=Enemy(Ceil(fvar(18))),vel x>0
Trigger2=BackEdgeDist<31

[State -3];K[hs\U@oNXe
Type=ChangeState
Value=105
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[100,101])||StateNo=40||StateNo=52||(StateNo=[120,131])
TriggerAll=var(59)>0||fvar(39)
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(Ceil(fvar(18))),MoveType!=H
TriggerAll=Helper(30000+ID),var(23+(fvar(18)>0))>35-var(59)*2||var(59)>9||fvar(39)
TriggerAll=Random<var(59)*60||var(59)>9||fvar(39)
Trigger1=NumHelper(20000+ID)
Trigger1=Helper(20000+ID),var(4)=3

[State -3];K[hs\U@Wv
Type=ChangeState
Value=39
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[100,101])||StateNo=40||StateNo=52||(StateNo=[120,131])
TriggerAll=var(59)>0||fvar(39)
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(Ceil(fvar(18))),MoveType!=H
TriggerAll=Helper(30000+ID),var(23+(fvar(18)>0))>35-var(59)*2||var(59)>9||fvar(39)
TriggerAll=Random<var(59)*60||var(59)>9||fvar(39)
Trigger1=NumHelper(20000+ID)
Trigger1=Helper(20000+ID),var(4)=[6,7]

;
;˂
;

[State -3];K
Type=ChangeState
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[120,131])||(StateNo=[100,101])||StateNo=40||StateNo=52
TriggerAll=var(59)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(Ceil(fvar(18))),MoveType!=H
TriggerAll=!Enemy(Ceil(fvar(18))),Ctrl
TriggerAll=Enemy(Ceil(fvar(18))),StateNo>179
TriggerAll=Enemy(Ceil(fvar(18))),StateNo!=[5200,5210]
TriggerAll=Random<var(59)*20||var(59)>9
TriggerAll=Enemy(Ceil(fvar(18))),AnimTime<-5
TriggerAll=Enemy(Ceil(fvar(18))),AnimTime=-6||(Enemy(Ceil(fvar(18))),AnimTime=[-10,-6])&&var(59)<10&&fvar(39)<1||Enemy(Ceil(fvar(18))),StateType=A
TriggerAll=Helper(30000+ID),var(23+(fvar(18)>0))>30-var(59)*2||var(59)>9
Trigger1=P2BodyDist X*fvar(8)-(Enemy(Ceil(fvar(18))),StateType=A)*Enemy(Ceil(fvar(18))),vel x*6=[-5,66]
Trigger1=P2Dist Y+Helper(30000+ID),fvar(6)>-60
Trigger2=P2BodyDist X*fvar(8)-(Enemy(Ceil(fvar(18))),StateType=A)*Enemy(Ceil(fvar(18))),vel x*7=[-5,66]
Trigger2=P2Dist Y+Helper(30000+ID),fvar(7)>-60
Trigger3=P2BodyDist X*fvar(8)-(Enemy(Ceil(fvar(18))),StateType=A)*Enemy(Ceil(fvar(18))),vel x*8=[-5,66]
Trigger3=P2Dist Y+Helper(30000+ID),fvar(8)>-60
value=210

[State -3];S
Type=ChangeState
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X*fvar(8)=[-5,34]
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[120,131])||(StateNo=[100,101])||StateNo=40||StateNo=52
TriggerAll=var(59)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(Ceil(fvar(18))),MoveType!=H
TriggerAll=!Enemy(Ceil(fvar(18))),Ctrl
TriggerAll=Enemy(Ceil(fvar(18))),StateNo>179
TriggerAll=Enemy(Ceil(fvar(18))),StateNo!=[5200,5210]
TriggerAll=Random<var(59)*20||var(59)>9
TriggerAll=Enemy(Ceil(fvar(18))),AnimTime<-6
TriggerAll=Helper(30000+ID),var(23+(fvar(18)>0))>30-var(59)*2||var(59)>9
Trigger1=P2Dist Y+Helper(30000+ID),fvar(7)=[-80,0]
Trigger2=P2Dist Y+Helper(30000+ID),fvar(8)=[-80,0]
Trigger3=P2Dist Y+Helper(30000+ID),fvar(9)=[-80,0]
value=220

[State -3];P
Type=ChangeState
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[120,131])||(StateNo=[100,101])||StateNo=40||StateNo=52
TriggerAll=var(59)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(Ceil(fvar(18))),MoveType!=H
TriggerAll=!Enemy(Ceil(fvar(18))),Ctrl
TriggerAll=Enemy(Ceil(fvar(18))),StateNo>179
TriggerAll=Enemy(Ceil(fvar(18))),StateNo!=[5200,5210]
TriggerAll=Random<var(59)*20||var(59)>9
TriggerAll=Enemy(Ceil(fvar(18))),AnimTime<-11
TriggerAll=Helper(30000+ID),var(23+(fvar(18)>0))>30-var(59)*2||var(59)>9
Trigger1=Enemy(Ceil(fvar(18))),AnimTime=-12||(Enemy(Ceil(fvar(18))),AnimTime=[-17,-12])&&var(59)<10&&fvar(39)<1||Enemy(Ceil(fvar(18))),StateType=A
Trigger1=P2BodyDist X*fvar(8)-(Enemy(Ceil(fvar(18))),StateType=A)*Enemy(Ceil(fvar(18))),vel x*11=[60,93]
Trigger1=P2Dist Y+Helper(30000+ID),fvar(11)=[-9,0]
Trigger2=Enemy(Ceil(fvar(18))),AnimTime<-12
Trigger2=Enemy(Ceil(fvar(18))),AnimTime=-13||(Enemy(Ceil(fvar(18))),AnimTime=[-18,-13])&&var(59)<10&&fvar(39)<1||Enemy(Ceil(fvar(18))),StateType=A
Trigger2=P2BodyDist X*fvar(8)-(Enemy(Ceil(fvar(18))),StateType=A)*Enemy(Ceil(fvar(18))),vel x*12=[94,141]
Trigger2=P2Dist Y+Helper(30000+ID),fvar(12)=[-9,0]
Trigger3=Enemy(Ceil(fvar(18))),AnimTime<-13
Trigger3=Enemy(Ceil(fvar(18))),AnimTime=-14||(Enemy(Ceil(fvar(18))),AnimTime=[-19,-14])&&var(59)<10&&fvar(39)<1||Enemy(Ceil(fvar(18))),StateType=A
Trigger3=P2BodyDist X*fvar(8)-(Enemy(Ceil(fvar(18))),StateType=A)*Enemy(Ceil(fvar(18))),vel x*13=[142,178]
Trigger3=P2Dist Y+Helper(30000+ID),fvar(13)=[-9,0]
Trigger4=Enemy(Ceil(fvar(18))),AnimTime<-14
Trigger4=Enemy(Ceil(fvar(18))),AnimTime=-15||(Enemy(Ceil(fvar(18))),AnimTime=[-20,-15])&&var(59)<10&&fvar(39)<1||Enemy(Ceil(fvar(18))),StateType=A
Trigger4=P2BodyDist X*fvar(8)-(Enemy(Ceil(fvar(18))),StateType=A)*Enemy(Ceil(fvar(18))),vel x*14=[179,214]
Trigger4=P2Dist Y+Helper(30000+ID),fvar(14)=[-9,0]
Trigger5=Enemy(Ceil(fvar(18))),AnimTime<-15
Trigger5=Enemy(Ceil(fvar(18))),AnimTime=-16||(Enemy(Ceil(fvar(18))),AnimTime=[-21,-16])&&var(59)<10&&fvar(39)<1||Enemy(Ceil(fvar(18))),StateType=A
Trigger5=P2BodyDist X*fvar(8)-(Enemy(Ceil(fvar(18))),StateType=A)*Enemy(Ceil(fvar(18))),vel x*15=[215,237]
Trigger5=P2Dist Y+Helper(30000+ID),fvar(15)=[-9,0]
Trigger6=Enemy(Ceil(fvar(18))),AnimTime<-16
Trigger6=Enemy(Ceil(fvar(18))),AnimTime=-17||(Enemy(Ceil(fvar(18))),AnimTime=[-22,-17])&&var(59)<10&&fvar(39)<1||Enemy(Ceil(fvar(18))),StateType=A
Trigger6=P2BodyDist X*fvar(8)-(Enemy(Ceil(fvar(18))),StateType=A)*Enemy(Ceil(fvar(18))),vel x*16=[215,237]
Trigger6=P2Dist Y+Helper(30000+ID),fvar(16)=[-9,0]
value=400+var(58)

[State -3];D
Type=ChangeState
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[120,131])||(StateNo=[100,101])||StateNo=40||StateNo=52
TriggerAll=var(59)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(Ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(Ceil(fvar(18))),AnimTime<-6
TriggerAll=!Enemy(Ceil(fvar(18))),Ctrl
TriggerAll=Enemy(Ceil(fvar(18))),StateNo>179
TriggerAll=Enemy(Ceil(fvar(18))),StateNo!=[5200,5210]
TriggerAll=Random<var(59)*20||var(59)>9
TriggerAll=Helper(30000+ID),var(23+(fvar(18)>0))>30-var(59)*2||var(59)>9
Trigger1=P2BodyDist X*fvar(8)=[-5,97]
value=450

;
;؂ւ
;

[State ];໲ް
Type=ChangeState
value=750
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=fvar(33)>=1.5
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[120,131])||(StateNo=[100,101])||(Time<2&&MoveType=A&&(StateNo=[200,640])&&(PrevStateNo!=[200,640]))
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(20000+ID)
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=L||Enemy(Ceil(fvar(18))),MoveType=A
TriggerAll=Enemy(Ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(Ceil(fvar(18))),Ctrl=0
TriggerAll=Enemy(Ceil(fvar(18))),StateNo>179
TriggerAll=Enemy(Ceil(fvar(18))),StateNo!=[5200,5299]
TriggerAll=Enemy(Ceil(fvar(18))),AnimTime<-14
TriggerAll=Power<PowerMax/2
TriggerAll=Helper(30000+ID),var(23+(fvar(18)>0))>35||var(59)>9
TriggerAll=Helper(30000+ID),var(23+(fvar(18)>0))>50-(var(59)>9)*25||var(59)>10||(PrevStateNo=[5000,5270])||(PrevStateNo=[150,155])||Enemy(Ceil(fvar(18))),PrevStateNo>179
TriggerAll=Random<var(59)*60||var(59)>9
Trigger1=P2BodyDist X*fvar(8)-(Enemy(Ceil(fvar(18))),StateType=A)*Enemy(Ceil(fvar(18))),vel x*14=[-55,55]
Trigger1=P2Dist Y+Helper(30000+ID),fvar(14)=[-90,0]

[State -3];ٓVS
Type=ChangeState
Value=1000
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[120,131])||(StateNo=[100,101])||StateNo=40||StateNo=52||StateNo=40
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(20000+ID)
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=L||Enemy(Ceil(fvar(18))),MoveType=A
TriggerAll=Enemy(Ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(Ceil(fvar(18))),Ctrl=0
TriggerAll=Enemy(Ceil(fvar(18))),StateNo>179
TriggerAll=Enemy(Ceil(fvar(18))),StateNo!=[5200,5299]
TriggerAll=Enemy(Ceil(fvar(18))),AnimTime<-2
TriggerAll=Helper(30000+ID),var(23+(fvar(18)>0))>35||var(59)>9
TriggerAll=Helper(30000+ID),var(23+(fvar(18)>0))>50-(var(59)>9)*25||var(59)>10||(PrevStateNo=[5000,5270])||(PrevStateNo=[150,155])||Enemy(Ceil(fvar(18))),PrevStateNo>179
TriggerAll=Random<var(59)*60||var(59)>9
Trigger1=P2BodyDist X*fvar(8)-(Enemy(Ceil(fvar(18))),StateType=A)*Enemy(Ceil(fvar(18))),vel x*2=[-5,76]
Trigger1=P2Dist Y+Helper(30000+ID),fvar(2)=[-40+15,0]
Trigger2=P2BodyDist X*fvar(8)-(Enemy(Ceil(fvar(18))),StateType=A)*Enemy(Ceil(fvar(18))),vel x*3=[-5,76]
Trigger2=P2Dist Y+Helper(30000+ID),fvar(3)=[-40+15,0]

[State -3];ٓVHS
Type=ChangeState
Value=1050
TriggerAll=0;Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[120,131])||(StateNo=[100,101])||StateNo=40||StateNo=52||StateNo=40
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(20000+ID)
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=L||Enemy(Ceil(fvar(18))),MoveType=A
TriggerAll=Enemy(Ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(Ceil(fvar(18))),Ctrl=0
TriggerAll=Enemy(Ceil(fvar(18))),StateNo>179
TriggerAll=Enemy(Ceil(fvar(18))),StateNo!=[5200,5299]
TriggerAll=Enemy(Ceil(fvar(18))),AnimTime<-4
TriggerAll=Helper(30000+ID),var(23+(fvar(18)>0))>35||var(59)>9
TriggerAll=Helper(30000+ID),var(23+(fvar(18)>0))>50-(var(59)>9)*25||var(59)>10||(PrevStateNo=[5000,5270])||(PrevStateNo=[150,155])||Enemy(Ceil(fvar(18))),PrevStateNo>179
TriggerAll=Random<var(59)*60||var(59)>9
Trigger1=P2BodyDist X*fvar(8)-(Enemy(Ceil(fvar(18))),StateType=A)*Enemy(Ceil(fvar(18))),vel x*4=[-5,76]
Trigger1=P2Dist Y+Helper(30000+ID),fvar(4)=[-40,0]
Trigger2=P2BodyDist X*fvar(8)-(Enemy(Ceil(fvar(18))),StateType=A)*Enemy(Ceil(fvar(18))),vel x*5=[-5,76]
Trigger2=P2Dist Y+Helper(30000+ID),fvar(5)=[-40,0]

[State -3];Sd
Type=ChangeState
Value=3000
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Power>999
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[120,131])||(StateNo=[100,101])||StateNo=40||StateNo=52||StateNo=40
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(20000+ID)
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=L||Enemy(Ceil(fvar(18))),MoveType=A
TriggerAll=Enemy(Ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(Ceil(fvar(18))),Ctrl=0
TriggerAll=Enemy(Ceil(fvar(18))),StateNo>179
TriggerAll=Enemy(Ceil(fvar(18))),StateNo!=[5200,5210]
TriggerAll=Enemy(Ceil(fvar(18))),AnimTime<-15
TriggerAll=Helper(30000+ID),var(23+(fvar(18)>0))>35||var(59)>9
TriggerAll=Helper(30000+ID),var(23+(fvar(18)>0))>50-(var(59)>9)*25||var(59)>10||(PrevStateNo=[5000,5270])||(PrevStateNo=[150,155])||Enemy(Ceil(fvar(18))),PrevStateNo>179
TriggerAll=Random<var(59)*60||var(59)>9
Trigger1=P2BodyDist X*fvar(8)=[-5,90]
Trigger1=P2Dist Y>-90

[State -3];
Type=ChangeState
Value=ifelse(BackEdgeDist<62,800,805)
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[120,131])||(StateNo=[100,101])||StateNo=40||StateNo=52||StateNo=40
TriggerAll=P2BodyDist X*fvar(8)=[-5,24]
TriggerAll=P2Dist Y>-80
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(20000+ID)
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(Ceil(fvar(18))),MoveType!=H
TriggerAll=Helper(30000+ID),var(23+(fvar(18)>0))>35||var(59)>9
TriggerAll=Helper(30000+ID),var(23+(fvar(18)>0))>50-(var(59)>9)*25||var(59)>10||(PrevStateNo=[5000,5270])||(PrevStateNo=[150,155])||Enemy(Ceil(fvar(18))),PrevStateNo>179
Trigger1=Random<var(59)*60||var(59)>9

;
;Ԃ
;

[State -3];I
Type=ChangeState
Value=1300
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[120,131])||(StateNo=[100,101])||StateNo=40||StateNo=52||StateNo=40
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=C
TriggerAll=Enemy(Ceil(fvar(18))),StateNo!=[120,155]
TriggerAll=Enemy(Ceil(fvar(18))),MoveType!=H
TriggerAll=Random<ifelse(var(59)<6,var(59),10-var(59))*(40+(PrevStateNo=5120)*20)
Trigger1=P2BodyDist X*fvar(8)-(Enemy(Ceil(fvar(18))),StateType=A)*Enemy(Ceil(fvar(18))),vel x*2=[-5,90]
Trigger1=P2Dist Y+Helper(30000+ID),fvar(2)=[-70,0]
Trigger2=P2BodyDist X*fvar(8)-(Enemy(Ceil(fvar(18))),StateType=A)*Enemy(Ceil(fvar(18))),vel x*3=[-5,90]
Trigger2=P2Dist Y+Helper(30000+ID),fvar(3)=[-70,0]
Trigger3=P2BodyDist X*fvar(8)-(Enemy(Ceil(fvar(18))),StateType=A)*Enemy(Ceil(fvar(18))),vel x*4=[-5,90]
Trigger3=P2Dist Y+Helper(30000+ID),fvar(4)=[-70,0]
Trigger4=P2BodyDist X*fvar(8)-(Enemy(Ceil(fvar(18))),StateType=A)*Enemy(Ceil(fvar(18))),vel x*5=[-5,90]
Trigger4=P2Dist Y+Helper(30000+ID),fvar(5)=[-70,0]
Trigger5=P2BodyDist X*fvar(8)-(Enemy(Ceil(fvar(18))),StateType=A)*Enemy(Ceil(fvar(18))),vel x*6=[-5,90]
Trigger5=P2Dist Y+Helper(30000+ID),fvar(6)=[-70,0]
Trigger6=P2BodyDist X*fvar(8)-(Enemy(Ceil(fvar(18))),StateType=A)*Enemy(Ceil(fvar(18))),vel x*7=[-5,90]
Trigger6=P2Dist Y+Helper(30000+ID),fvar(7)=[-70,0]
Trigger7=P2BodyDist X*fvar(8)-(Enemy(Ceil(fvar(18))),StateType=A)*Enemy(Ceil(fvar(18))),vel x*8=[-5,90]
Trigger7=P2Dist Y+Helper(30000+ID),fvar(8)=[-70,0]
Trigger8=P2BodyDist X*fvar(8)-(Enemy(Ceil(fvar(18))),StateType=A)*Enemy(Ceil(fvar(18))),vel x*9=[-5,90]
Trigger8=P2Dist Y+Helper(30000+ID),fvar(9)=[-70,0]

[State -3];V΁Ei
Type=ChangeState
Value=1200
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[120,131])||(StateNo=[100,101])||StateNo=40||StateNo=52||StateNo=40
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=C
TriggerAll=Enemy(Ceil(fvar(18))),StateNo!=[120,155]
TriggerAll=Enemy(Ceil(fvar(18))),MoveType!=H
TriggerAll=Random<ifelse(var(59)<6,var(59),10-var(59))*(40+(PrevStateNo=5120)*20)
Trigger1=P2BodyDist X*fvar(8)-(Enemy(Ceil(fvar(18))),StateType=A)*Enemy(Ceil(fvar(18))),vel x*4=[-5,90]
Trigger1=P2Dist Y+Helper(30000+ID),fvar(4)=[-90,0]
Trigger2=P2BodyDist X*fvar(8)-(Enemy(Ceil(fvar(18))),StateType=A)*Enemy(Ceil(fvar(18))),vel x*5=[-5,90]
Trigger2=P2Dist Y+Helper(30000+ID),fvar(5)=[-90,0]
Trigger3=P2BodyDist X*fvar(8)-(Enemy(Ceil(fvar(18))),StateType=A)*Enemy(Ceil(fvar(18))),vel x*6=[-5,90]
Trigger3=P2Dist Y+Helper(30000+ID),fvar(6)=[-90,0]
Trigger4=P2BodyDist X*fvar(8)-(Enemy(Ceil(fvar(18))),StateType=A)*Enemy(Ceil(fvar(18))),vel x*7=[-5,90]
Trigger4=P2Dist Y+Helper(30000+ID),fvar(7)=[-90,0]
Trigger5=P2BodyDist X*fvar(8)-(Enemy(Ceil(fvar(18))),StateType=A)*Enemy(Ceil(fvar(18))),vel x*8=[-5,90]
Trigger5=P2Dist Y+Helper(30000+ID),fvar(8)=[-90,0]
Trigger6=P2BodyDist X*fvar(8)-(Enemy(Ceil(fvar(18))),StateType=A)*Enemy(Ceil(fvar(18))),vel x*9=[-5,90]
Trigger6=P2Dist Y+Helper(30000+ID),fvar(9)=[-90,0]
Trigger7=P2BodyDist X*fvar(8)-(Enemy(Ceil(fvar(18))),StateType=A)*Enemy(Ceil(fvar(18))),vel x*10=[-5,90]
Trigger7=P2Dist Y+Helper(30000+ID),fvar(10)=[-90,0]
Trigger8=P2BodyDist X*fvar(8)-(Enemy(Ceil(fvar(18))),StateType=A)*Enemy(Ceil(fvar(18))),vel x*11=[-5,90]
Trigger8=P2Dist Y+Helper(30000+ID),fvar(11)=[-90,0]

[State -3];V΁Ei
Type=ChangeState
Value=1205
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X*fvar(8)=[-5+(P2Dist Y>=-50)*15,90]
TriggerAll=P2Dist Y>=-140
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[120,131])||(StateNo=[100,101])||StateNo=40||StateNo=52||StateNo=40
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=L||Enemy(Ceil(fvar(18))),MoveType=A
TriggerAll=Enemy(Ceil(fvar(18))),StateType=C
TriggerAll=Enemy(Ceil(fvar(18))),StateNo!=[120,155]
TriggerAll=Enemy(Ceil(fvar(18))),MoveType!=H
TriggerAll=Random<ifelse(var(59)<6,var(59),10-var(59))*(40+(PrevStateNo=5120)*20)
Trigger1=P2BodyDist X*fvar(8)-(Enemy(Ceil(fvar(18))),StateType=A)*Enemy(Ceil(fvar(18))),vel x*4=[-5,90]
Trigger1=P2Dist Y+Helper(30000+ID),fvar(4)=[-90,0]
Trigger2=P2BodyDist X*fvar(8)-(Enemy(Ceil(fvar(18))),StateType=A)*Enemy(Ceil(fvar(18))),vel x*5=[-5,90]
Trigger2=P2Dist Y+Helper(30000+ID),fvar(5)=[-90,0]
Trigger3=P2BodyDist X*fvar(8)-(Enemy(Ceil(fvar(18))),StateType=A)*Enemy(Ceil(fvar(18))),vel x*6=[-5,90]
Trigger3=P2Dist Y+Helper(30000+ID),fvar(6)=[-90,0]
Trigger4=P2BodyDist X*fvar(8)-(Enemy(Ceil(fvar(18))),StateType=A)*Enemy(Ceil(fvar(18))),vel x*7=[-5,90]
Trigger4=P2Dist Y+Helper(30000+ID),fvar(7)=[-90,0]
Trigger5=P2BodyDist X*fvar(8)-(Enemy(Ceil(fvar(18))),StateType=A)*Enemy(Ceil(fvar(18))),vel x*8=[-5,90]
Trigger5=P2Dist Y+Helper(30000+ID),fvar(8)=[-90,0]
Trigger6=P2BodyDist X*fvar(8)-(Enemy(Ceil(fvar(18))),StateType=A)*Enemy(Ceil(fvar(18))),vel x*9=[-5,90]
Trigger6=P2Dist Y+Helper(30000+ID),fvar(9)=[-90,0]
Trigger7=P2BodyDist X*fvar(8)-(Enemy(Ceil(fvar(18))),StateType=A)*Enemy(Ceil(fvar(18))),vel x*10=[-5,90]
Trigger7=P2Dist Y+Helper(30000+ID),fvar(10)=[-90,0]
Trigger8=P2BodyDist X*fvar(8)-(Enemy(Ceil(fvar(18))),StateType=A)*Enemy(Ceil(fvar(18))),vel x*11=[-5,90]
Trigger8=P2Dist Y+Helper(30000+ID),fvar(11)=[-90,0]

;
;K[hLZ
;

[State -3,DAA];ޯıݸٱ
Type=ChangeState
value=700+(var(58)*10)
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Power>999
TriggerAll=StateNo=[150,153]
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(Ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(Ceil(fvar(18))),Ctrl=0
TriggerAll=Enemy(Ceil(fvar(18))),StateNo>179
TriggerAll=Enemy(Ceil(fvar(18))),StateNo!=[5200,5210]
TriggerAll=Enemy(Ceil(fvar(18))),AnimTime<-16
TriggerAll=Random<var(59)*60||var(59)>9
TriggerAll=Enemy(Ceil(fvar(18))),Time>30||!Time&&var(59)>9||var(59)>10
TriggerAll=Enemy(Ceil(fvar(18))),Time>50||var(59)>10||(PrevStateNo=[5000,5270])||(PrevStateNo=[150,155])
TriggerAll=NumHelper(30000+ID)
TriggerAll=Life<99||Enemy(Ceil(fvar(18))),Life<99||Power>1999||Enemy(Ceil(fvar(18))),BackEdgeDist<19||BackEdgeDist<19
TriggerAll=Enemy(Ceil(fvar(18))),Const(Size.Head.Pos.Y)<-50||Enemy(Ceil(fvar(18))),StateType=A
TriggerAll=Enemy(Ceil(fvar(18))),Const(Size.Head.Pos.Y)<-90||Enemy(Ceil(fvar(18))),StateType!=C
Trigger1=P2BodyDist X*fvar(8)-(Enemy(Ceil(fvar(18))),StateType=A)*Enemy(Ceil(fvar(18))),vel x*16=[-5,51]
Trigger1=P2Dist Y+Helper(30000+ID),fvar(16)=[-80,0]
Trigger2=P2BodyDist X*fvar(8)-(Enemy(Ceil(fvar(18))),StateType=A)*Enemy(Ceil(fvar(18))),vel x*17=[-5,51]
Trigger2=P2Dist Y+Helper(30000+ID),fvar(17)=[-80,0]
Trigger3=P2BodyDist X*fvar(8)-(Enemy(Ceil(fvar(18))),StateType=A)*Enemy(Ceil(fvar(18))),vel x*18=[-5,51]
Trigger3=P2Dist Y+Helper(30000+ID),fvar(18)=[-80,0]
Trigger4=P2BodyDist X*fvar(8)-(Enemy(Ceil(fvar(18))),StateType=A)*Enemy(Ceil(fvar(18))),vel x*19=[-5,51]
Trigger4=P2Dist Y+Helper(30000+ID),fvar(19)=[-80,0]

[State -3,DAA];ޯıݸٱ
Type=ChangeState
value=700+(var(58)*10)
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Power>999
TriggerAll=StateNo=[150,153]
TriggerAll=var(59)=[1,9]
TriggerAll=fvar(38)>0
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(Ceil(fvar(18))),StateNo!=[120,155]
TriggerAll=Enemy(Ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(Ceil(fvar(18))),MoveType=A||Enemy(Ceil(fvar(18))),Ctrl||Enemy(Ceil(fvar(18))),StateNo<180
TriggerAll=Random<ifelse(var(59)<6,var(59),10-var(59))*(40+(PrevStateNo=5120)*20)
TriggerAll=NumHelper(30000+ID)
TriggerAll=Life<99||Enemy(Ceil(fvar(18))),Life<99||Power>1999||Enemy(Ceil(fvar(18))),BackEdgeDist<19||BackEdgeDist<19
TriggerAll=Enemy(Ceil(fvar(18))),Const(Size.Head.Pos.Y)<-50||Enemy(Ceil(fvar(18))),StateType=A
TriggerAll=Enemy(Ceil(fvar(18))),Const(Size.Head.Pos.Y)<-90||Enemy(Ceil(fvar(18))),StateType!=C
Trigger1=P2BodyDist X*fvar(8)-(Enemy(Ceil(fvar(18))),StateType=A)*Enemy(Ceil(fvar(18))),vel x*16=[-5,51]
Trigger1=P2Dist Y+Helper(30000+ID),fvar(16)=[-80,0]
Trigger2=P2BodyDist X*fvar(8)-(Enemy(Ceil(fvar(18))),StateType=A)*Enemy(Ceil(fvar(18))),vel x*17=[-5,51]
Trigger2=P2Dist Y+Helper(30000+ID),fvar(17)=[-80,0]
Trigger3=P2BodyDist X*fvar(8)-(Enemy(Ceil(fvar(18))),StateType=A)*Enemy(Ceil(fvar(18))),vel x*18=[-5,51]
Trigger3=P2Dist Y+Helper(30000+ID),fvar(18)=[-80,0]
Trigger4=P2BodyDist X*fvar(8)-(Enemy(Ceil(fvar(18))),StateType=A)*Enemy(Ceil(fvar(18))),vel x*19=[-5,51]
Trigger4=P2Dist Y+Helper(30000+ID),fvar(19)=[-80,0]

;
;nNU
;

[State -3];_bV
Type=ChangeState
value=100
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Enemy(Ceil(fvar(18))),StateType=L
TriggerAll=Random<var(59)*100||fvar(39)
TriggerAll=Ctrl||StateNo=52
Trigger1=P2BodyDist X*fvar(8)>140

[State -3];obN_bV
Type=ChangeState
value=105
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Enemy(Ceil(fvar(18))),StateType=L
TriggerAll=Random<var(59)*100||fvar(39)
TriggerAll=Ctrl||(StateNo=[100,101])||StateNo=40||StateNo=52
TriggerAll=P2BodyDist X*fvar(8)=[-5,25]
Trigger1=Enemy(Ceil(fvar(18))),StateNo=[5100,5110]

[State -3];
Type=ChangeState
value=22
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Enemy(Ceil(fvar(18))),StateType=L
TriggerAll=Random<var(59)*100||fvar(39)
TriggerAll=StateNo=0||StateNo=52
TriggerAll=P2BodyDist X*fvar(8)=[-5,60]
Trigger1=Enemy(Ceil(fvar(18))),StateNo=[5100,5110]

[State -3];_P
Type=ChangeState
value=206
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Enemy(Ceil(fvar(18))),StateType=L
TriggerAll=Enemy(Ceil(fvar(18))),StateNo=5120
TriggerAll=Random<var(59)*100||fvar(39)
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[120,131])||(StateNo=[100,101])||StateNo=40||StateNo=52
Trigger1=P2BodyDist X*fvar(8)=[-8,97]
Trigger1=Enemy(Ceil(fvar(18))),AnimTime=-8

[State -3];Wv
Type=ChangeState
value=39
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,131])||(StateNo=[100,101])||StateNo=40||StateNo=52
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=Enemy(Ceil(fvar(18))),StateType=L
TriggerAll=Enemy(Ceil(fvar(18))),StateNo=5120
TriggerAll=Random<ifelse((100+130*var(59))/2>500||fvar(39),500,(100+130*var(59))/2)
Trigger1=P2BodyDist X*fvar(8)=[110,140]
Trigger1=Enemy(Ceil(fvar(18))),AnimTime=-20

[State -3];e_HS
Type=ChangeState
value=1450
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[120,131])||(StateNo=[100,101])||StateNo=40||StateNo=52
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=Power>499
TriggerAll=Enemy(Ceil(fvar(18))),StateType=L
Trigger1=Random<ifelse(var(59)>7,10-var(59),var(59)-4)*20
Trigger1=Enemy(Ceil(fvar(18))),StateNo=[5100,5101]
Trigger1=Enemy(Ceil(fvar(18))),Time=1

[State -3];e_S
Type=ChangeState
value=1400
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[120,131])||(StateNo=[100,101])||StateNo=40||StateNo=52
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=Enemy(Ceil(fvar(18))),StateType=L
TriggerAll=Random<ifelse(var(59)>7,10-var(59),var(59)-4)*33
TriggerAll=P2BodyDist X*fvar(8)+vel x*4=[110,160]
TriggerAll=Enemy(Ceil(fvar(18))),BackEdgeBodyDist>40
Trigger1=Enemy(Ceil(fvar(18))),StateNo=5110
Trigger1=Enemy(Ceil(fvar(18))),Time=1
Trigger2=Enemy(Ceil(fvar(18))),StateNo=5120
Trigger2=Enemy(Ceil(fvar(18))),AnimTime=-20

[State -3];HS
Type=ChangeState
value=235
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=Enemy(Ceil(fvar(18))),StateType=L
TriggerAll=Enemy(Ceil(fvar(18))),StateNo=5120
TriggerAll=Random<ifelse(var(59)>9||fvar(39),10,var(59))*9
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[120,131])||(StateNo=[100,101])||StateNo=40||StateNo=52
Trigger1=P2BodyDist X*fvar(8)=[-8,180]
Trigger1=Enemy(Ceil(fvar(18))),AnimTime=-22

;
;󒆋NU
;

[State -3];
Type=ChangeState
value=1500
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Pos Y<=-40
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=Enemy(Ceil(fvar(18))),StateType=L
TriggerAll=Enemy(Ceil(fvar(18))),StateNo=5120
TriggerAll=P2BodyDist X*fvar(8)=[-20,200]
Trigger1=Ctrl||fvar(28)||StateNo=120||StateNo=132||(StateNo=110||StateNo=115)&&Time>4+(StateNo=110)

;
;F}L
;

[State -3];MFϷ
Type=ChangeState
value=960
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Power>499
TriggerAll=StateType!=A
TriggerAll=StateNo=430
TriggerAll=AnimElem=9
TriggerAll=NumHelper(1299)
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=var(50)>-80
Trigger1=MoveContAct
Trigger2=NumHelper(40000+ID)
Trigger2=Helper(40000+ID),var(1)>0
IgnoreHitPause=1

[State -3];MFϷ
Type=ChangeState
value=960
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Power>499
TriggerAll=StateType!=A
TriggerAll=Time=[15,16]
TriggerAll=StateNo=1100
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=var(50)>-80
Trigger1=NumHelper(1100)
Trigger1=Helper(1100),MoveContAct||Helper(1100),var(4)>0||Helper(1100),var(5)>0
Trigger2=NumHelper(40000+ID)
Trigger2=Helper(40000+ID),var(1)>0
Trigger3=PrevStateNo=1099
IgnoreHitPause=1

[State -1]
Type=ChangeState
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=var(40)=0
TriggerAll=Power>499
TriggerAll=MoveType!=H
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=var(50)>-80
TriggerAll=AnimElemTime(9)=[0,4]
TriggerAll=StateNo=430
Trigger1=MoveHit
Trigger1=Enemy(Ceil(fvar(18))),MoveType!=H||Enemy(Ceil(fvar(18))),StateNo=[431,439]
Trigger2=NumHelper(40000+ID)
Trigger2=Helper(40000+ID),var(1)>0
value=960
IgnoreHitPause=1

[State -1]
Type=ChangeState
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=var(40)=0
TriggerAll=Power>499
TriggerAll=MoveType!=H
TriggerAll=AnimElemTime(9)=[0,4]
TriggerAll=StateNo=430
TriggerAll=var(59)>0
TriggerAll=var(50)>-80
TriggerAll=var(59)>0&&Random<var(59)*(20+(Power>999)*81)
Trigger1=MoveGuardEd=1
value=960
IgnoreHitPause=1

[State -3];FϷ
Type=ChangeState
value=961
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Power>499
TriggerAll=StateType=A
TriggerAll=Time=[34,36]
TriggerAll=StateNo=1500
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=Pos Y>-90
Trigger1=NumHelper(1500)
Trigger1=Helper(1500),MoveContAct||Helper(1500),MoveReversed

[State -3];FϷ
Type=ChangeState
value=961
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Power>499
TriggerAll=StateType=A
TriggerAll=Time=[34,36]
TriggerAll=StateNo=1500
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
Trigger1=NumHelper(40000+ID)
Trigger1=Helper(40000+ID),var(1)>0
IgnoreHitPause=1

[State -3];e_HS
Type=ChangeState
value=961
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Power>499
TriggerAll=AnimElemTime(1)=[0,3]
TriggerAll=StateNo=1451
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
Trigger1=Abs(P2BodyDist X*fvar(8))<80
Trigger2=Enemy(Ceil(fvar(18))),StateType!=L
Trigger2=Enemy(Ceil(fvar(18))),MoveType=H
IgnoreHitPause=1

;
;nډ
;
;ł

[State -3];
Type=ChangeState
value=1150
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[120,131])||(StateNo=[100,101])||StateNo=40||StateNo=52
TriggerAll=var(59)>0||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(Ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(Ceil(fvar(18))),StateNo=[150,159]
TriggerAll=PrevStateNo!=[97,98]
TriggerAll=!P2Dist Y
TriggerAll=P2BodyDist X*fvar(8)<190
TriggerAll=fvar(34)>15
Trigger1=Random<var(59)*9||fvar(39)
Trigger1=fvar(34)>23||P2BodyDist X*fvar(8)>99
Trigger2=Helper(30000+ID),var(45)=2
Trigger2=P2BodyDist X*fvar(8)<80
Trigger2=fvar(34)>23
Trigger2=Random<var(59)*101||fvar(39)

[State -3];K
Type=ChangeState
value=410
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[120,131])||(StateNo=[100,101])||StateNo=40||StateNo=52
TriggerAll=var(59)>0&&Random<var(59)*120
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(Ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(Ceil(fvar(18))),StateNo=[150,159]
TriggerAll=PrevStateNo!=[97,98]
TriggerAll=P2BodyDist X*fvar(8)=[-5,62]
TriggerAll=P2Dist Y>-20
TriggerAll=fvar(34)>6
Trigger1=fvar(34)=7

[State -3];D
Type=ChangeState
value=450
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[120,131])||(StateNo=[100,101])||StateNo=40||StateNo=52
TriggerAll=var(59)>0&&Random<var(59)*50
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(Ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(Ceil(fvar(18))),StateNo=[150,159]
TriggerAll=PrevStateNo!=[97,98]
TriggerAll=P2BodyDist X*fvar(8)=[63,97]
TriggerAll=P2Dist Y>-20
TriggerAll=fvar(34)>6
Trigger1=fvar(34)=7

[State -3];D
Type=ChangeState
value=240
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[120,131])||(StateNo=[100,101])||StateNo=40||StateNo=52
TriggerAll=var(59)>0&&Random<var(59)*9
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(Ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(Ceil(fvar(18))),StateNo=[150,159]
TriggerAll=P2BodyDist X*fvar(8)=[80,130]
TriggerAll=P2Dist Y>-70
TriggerAll=fvar(34)>13
Trigger1=fvar(34)=14

[State -3];MFRC
Type=ChangeState
value=1099
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[120,131])||(StateNo=[100,101])||StateNo=40||StateNo=52
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(Ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(Ceil(fvar(18))),StateNo=[150,159]
TriggerAll=PrevStateNo!=[97,98]
TriggerAll=P2BodyDist X*fvar(8)=[-5,90]
TriggerAll=Power>499
TriggerAll=P2Dist Y>-40
Trigger1=Random<var(59)*20

;
;n

[State -3];_bV
Type=ChangeState
value=100
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,131])||StateNo=52
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(Ceil(fvar(18))),MoveType=H
TriggerAll=fvar(34)>6
Trigger1=P2Dist X>0

[State -3];K
Type=ChangeState
value=210
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[120,131])||(StateNo=[100,101])||StateNo=40||StateNo=52
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(Ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(Ceil(fvar(18))),StateNo!=[150,159]
TriggerAll=P2BodyDist X*fvar(8)=[-5,66]
TriggerAll=P2Dist Y>-40
TriggerAll=fvar(34)>5
Trigger1=fvar(34)=6
Trigger2=(fvar(34)=[6,9])
Trigger2=var(59)<10
Trigger2=fvar(39)<1
Trigger3=Helper(30000+ID),var(30)>0
Trigger3=(P2BodyDist X*fvar(8)=[-5,9])||(fvar(34)=[6,9])

[State -3];S
Type=ChangeState
value=220
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[120,131])||(StateNo=[100,101])||StateNo=40||StateNo=52
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(Ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(Ceil(fvar(18))),StateNo!=[150,159]
TriggerAll=P2BodyDist X*fvar(8)=[-30,39]
TriggerAll=P2Dist Y>-90
TriggerAll=fvar(34)>6
Trigger1=fvar(34)=7
Trigger2=(fvar(34)=[7,10])
Trigger2=var(59)<10
Trigger2=fvar(39)<1
Trigger3=Helper(30000+ID),var(30)>0
Trigger3=(P2BodyDist X*fvar(8)=[-5,9])||(fvar(34)=[7,10])

[State -3];D
Type=ChangeState
value=450
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[120,131])||(StateNo=[100,101])||StateNo=40||StateNo=52
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(Ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(Ceil(fvar(18))),StateNo!=[150,159]
TriggerAll=fvar(34)>6
TriggerAll=fvar(34)=7||(fvar(34)=[7,10])&&var(59)<10&&fvar(39)<1
TriggerAll=Helper(30000+ID),var(30)<1
Trigger1=P2BodyDist X*fvar(8)=[60,97]
Trigger1=!P2Dist Y

[State -3];P
Type=ChangeState
value=200+var(58)
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[120,131])||(StateNo=[100,101])||StateNo=40||StateNo=52
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(Ceil(fvar(18))),MoveType=H
TriggerAll=0;fvar(34)>6
Trigger1=P2BodyDist X*fvar(8)-Enemy(Ceil(fvar(18))),vel x*6=[60,93]
Trigger1=Enemy(Ceil(fvar(18))),Const(Size.Head.Pos.Y)<-60||Enemy(Ceil(fvar(18))),StateType=A
Trigger1=Enemy(Ceil(fvar(18))),Const(Size.Head.Pos.Y)<-100||Enemy(Ceil(fvar(18))),StateType!=C
Trigger2=fvar(34)>7
Trigger2=P2BodyDist X*fvar(8)-Enemy(Ceil(fvar(18))),vel x*7=[60,93]
Trigger2=Enemy(Ceil(fvar(18))),Const(Size.Head.Pos.Y)<-60||Enemy(Ceil(fvar(18))),StateType=A
Trigger2=Enemy(Ceil(fvar(18))),Const(Size.Head.Pos.Y)<-100||Enemy(Ceil(fvar(18))),StateType!=C
Trigger3=fvar(34)>8
Trigger3=P2BodyDist X*fvar(8)-Enemy(Ceil(fvar(18))),vel x*8=[94,131]
Trigger3=Enemy(Ceil(fvar(18))),Const(Size.Head.Pos.Y)<-70||Enemy(Ceil(fvar(18))),StateType=A
Trigger3=Enemy(Ceil(fvar(18))),Const(Size.Head.Pos.Y)<-120||Enemy(Ceil(fvar(18))),StateType!=C
Trigger4=fvar(34)>9
Trigger4=P2BodyDist X*fvar(8)-Enemy(Ceil(fvar(18))),vel x*9=[132,174]
Trigger4=Enemy(Ceil(fvar(18))),Const(Size.Head.Pos.Y)<-80||Enemy(Ceil(fvar(18))),StateType=A
Trigger4=Enemy(Ceil(fvar(18))),Const(Size.Head.Pos.Y)<-130||Enemy(Ceil(fvar(18))),StateType!=C
Trigger5=fvar(34)>10
Trigger5=P2BodyDist X*fvar(8)-Enemy(Ceil(fvar(18))),vel x*10=[176,213]
Trigger5=Enemy(Ceil(fvar(18))),Const(Size.Head.Pos.Y)<-90||Enemy(Ceil(fvar(18))),StateType=A
Trigger5=Enemy(Ceil(fvar(18))),Const(Size.Head.Pos.Y)<-140||Enemy(Ceil(fvar(18))),StateType!=C
Trigger6=fvar(34)>11
Trigger6=P2BodyDist X*fvar(8)-Enemy(Ceil(fvar(18))),vel x*11>214
Trigger6=Enemy(Ceil(fvar(18))),Const(Size.Head.Pos.Y)<-100||Enemy(Ceil(fvar(18))),StateType=A
Trigger6=Enemy(Ceil(fvar(18))),Const(Size.Head.Pos.Y)<-160||Enemy(Ceil(fvar(18))),StateType!=C

[State -3];P
Type=ChangeState
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[120,131])||(StateNo=[100,101])||StateNo=40||StateNo=52
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(Ceil(fvar(18))),MoveType=H
TriggerAll=0;fvar(34)>11
Trigger1=fvar(34)=12||(fvar(34)=[12,17])&&var(59)<10&&fvar(39)<1
Trigger1=P2BodyDist X*fvar(8)-Enemy(Ceil(fvar(18))),vel x*11=[60,93]
Trigger1=P2Dist Y+Helper(30000+ID),fvar(11)=[-9,0]
Trigger2=fvar(34)>12
Trigger2=fvar(34)=13||(fvar(34)=[13,18])&&var(59)<10&&fvar(39)<1
Trigger2=P2BodyDist X*fvar(8)-Enemy(Ceil(fvar(18))),vel x*12=[94,141]
Trigger2=P2Dist Y+Helper(30000+ID),fvar(12)=[-9,0]
Trigger3=fvar(34)>13
Trigger3=fvar(34)=14||(fvar(34)=[14,19])&&var(59)<10&&fvar(39)<1
Trigger3=P2BodyDist X*fvar(8)-Enemy(Ceil(fvar(18))),vel x*13=[142,178]
Trigger3=P2Dist Y+Helper(30000+ID),fvar(13)=[-9,0]
Trigger4=fvar(34)>14
Trigger4=fvar(34)=15||(fvar(34)=[15,20])&&var(59)<10&&fvar(39)<1
Trigger4=P2BodyDist X*fvar(8)-Enemy(Ceil(fvar(18))),vel x*14=[179,214]
Trigger4=P2Dist Y+Helper(30000+ID),fvar(14)=[-9,0]
Trigger5=fvar(34)>15
Trigger5=fvar(34)=16||(fvar(34)=[16,21])&&var(59)<10&&fvar(39)<1
Trigger5=P2BodyDist X*fvar(8)-Enemy(Ceil(fvar(18))),vel x*15=[215,237]
Trigger5=P2Dist Y+Helper(30000+ID),fvar(15)=[-9,0]
Trigger6=fvar(34)>16
Trigger6=fvar(34)=17||(fvar(34)=[17,22])&&var(59)<10&&fvar(39)<1
Trigger6=P2BodyDist X*fvar(8)-Enemy(Ceil(fvar(18))),vel x*16=[215,237]
Trigger6=P2Dist Y+Helper(30000+ID),fvar(16)=[-9,0]
value=400+var(58)

;nI
;
;

[State -3];_bV
Type=ChangeState
value=100
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,131])||StateNo=52
TriggerAll=var(59)>3&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(Ceil(fvar(18))),StateType=A
TriggerAll=Enemy(Ceil(fvar(18))),MoveType=H
TriggerAll=fvar(34)>6
TriggerAll=P2Dist X>0
TriggerAll=P2Dist Y+Helper(30000+ID),fvar(6)<9||Enemy(Ceil(fvar(18))),vel y=0
Trigger1=P2BodyDist X*fvar(8)-Enemy(Ceil(fvar(18))),vel x*7>20
Trigger2=Enemy(Ceil(fvar(18))),vel x<0
Trigger2=Enemy(Ceil(fvar(18))),BackEdgeBodyDist<9
Trigger2=P2BodyDist X*fvar(8)>9

[State -3];K
Type=ChangeState
value=210
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[120,131])||(StateNo=[100,101])||StateNo=40||StateNo=52
TriggerAll=var(59)>3&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(Ceil(fvar(18))),StateType=A
TriggerAll=Enemy(Ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(Ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=Enemy(Ceil(fvar(18))),Ctrl=0
TriggerAll=Enemy(Ceil(fvar(18))),GetHitVar(HitshakeTime)=0
TriggerAll=Enemy(Ceil(fvar(18))),vel y!=0
TriggerAll=fvar(34)>5
Trigger1=P2BodyDist X*fvar(8)-Enemy(Ceil(fvar(18))),vel x*6=[-5,66]
Trigger1=P2Dist Y+Helper(30000+ID),fvar(6)=[-9,9]

[State -3];S
Type=ChangeState
value=420+var(58)
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[120,131])||(StateNo=[100,101])||StateNo=40||StateNo=52
TriggerAll=var(59)>3&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(Ceil(fvar(18))),StateType=A
TriggerAll=Enemy(Ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(Ceil(fvar(18))),StateNo!=[150,159]
TriggerAll=Enemy(Ceil(fvar(18))),Ctrl=0
TriggerAll=NumHelper(11111+ID)
TriggerAll=Helper(11111+ID),var(6)<160
TriggerAll=fvar(34)>8
TriggerAll=var(58)>1
TriggerAll=P2Dist X>=0
Trigger1=P2BodyDist X*fvar(8)<52
Trigger1=P2Dist Y+Helper(30000+ID),fvar(8)=[-120,-70-Enemy(Ceil(fvar(18))),Const(Size.Head.Pos.Y)]
Trigger2=P2BodyDist X*fvar(8)<52
Trigger2=P2Dist Y+Helper(30000+ID),fvar(9)=[-120,-70-Enemy(Ceil(fvar(18))),Const(Size.Head.Pos.Y)]

[State -3];S
Type=ChangeState
value=220
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[120,131])||(StateNo=[100,101])||StateNo=40||StateNo=52
TriggerAll=var(59)>3&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(Ceil(fvar(18))),StateType=A
TriggerAll=Enemy(Ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(Ceil(fvar(18))),StateNo!=[150,159]
TriggerAll=P2BodyDist X*fvar(8)=[-30,39]
TriggerAll=fvar(34)>6
Trigger1=P2Dist Y+Helper(30000+ID),fvar(6)=[-60,0]
Trigger2=fvar(34)>7
Trigger2=P2Dist Y+Helper(30000+ID),fvar(7)=[-60,0]
Trigger3=fvar(34)>8
Trigger3=P2Dist Y+Helper(30000+ID),fvar(8)=[-99,0]

[State -3];K
Type=ChangeState
value=215+var(58)
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[120,131])||(StateNo=[100,101])||StateNo=40||StateNo=52
TriggerAll=var(59)>3&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(Ceil(fvar(18))),StateType=A
TriggerAll=Enemy(Ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(Ceil(fvar(18))),StateNo!=[150,159]
TriggerAll=Enemy(Ceil(fvar(18))),Ctrl=0
TriggerAll=P2BodyDist X*fvar(8)>53
TriggerAll=fvar(34)>10
Trigger1=P2BodyDist X*fvar(8)-((Enemy(Ceil(fvar(18))),BackEdgeBodyDist>9||Enemy(Ceil(fvar(18))),vel x>=0))*Enemy(Ceil(fvar(18))),vel x*10=[0,88]
Trigger1=P2Dist Y+Helper(30000+ID),fvar(10)=[-99,-90-Enemy(Ceil(fvar(18))),Const(Size.Head.Pos.Y)]
Trigger2=fvar(34)=12||var(58)>1
Trigger2=P2BodyDist X*fvar(8)-((Enemy(Ceil(fvar(18))),BackEdgeBodyDist>9||Enemy(Ceil(fvar(18))),vel x>=0))*Enemy(Ceil(fvar(18))),vel x*11=[89,125]
Trigger2=P2Dist Y+Helper(30000+ID),fvar(11)=[-120,-110-Enemy(Ceil(fvar(18))),Const(Size.Head.Pos.Y)]
Trigger3=fvar(34)=13||var(58)>1
Trigger3=P2BodyDist X*fvar(8)-((Enemy(Ceil(fvar(18))),BackEdgeBodyDist>9||Enemy(Ceil(fvar(18))),vel x>=0))*Enemy(Ceil(fvar(18))),vel x*12=[126,160]
Trigger3=P2Dist Y+Helper(30000+ID),fvar(12)=[-130,-130-Enemy(Ceil(fvar(18))),Const(Size.Head.Pos.Y)]

[State -3];S
Type=ChangeState
value=420+var(58)
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[120,131])||(StateNo=[100,101])||StateNo=40||StateNo=52
TriggerAll=var(59)>3&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(Ceil(fvar(18))),StateType=A
TriggerAll=Enemy(Ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(Ceil(fvar(18))),StateNo!=[150,159]
TriggerAll=Enemy(Ceil(fvar(18))),Ctrl=0
TriggerAll=Enemy(Ceil(fvar(18))),GetHitVar(HitshakeTime)=0
TriggerAll=P2BodyDist X*fvar(8)>34
TriggerAll=fvar(34)>8
Trigger1=P2BodyDist X*fvar(8)-Enemy(Ceil(fvar(18))),vel x*8=[0,52]
Trigger1=P2Dist Y+Helper(30000+ID),fvar(8)<-80
Trigger1=P2Dist Y+Helper(30000+ID),fvar(8)=[-120,-70-Enemy(Ceil(fvar(18))),Const(Size.Head.Pos.Y)]
Trigger2=fvar(34)=9
Trigger2=P2BodyDist X*fvar(8)-Enemy(Ceil(fvar(18))),vel x*9=[0,52]
Trigger2=P2Dist Y+Helper(30000+ID),fvar(9)<-80
Trigger2=P2Dist Y+Helper(30000+ID),fvar(9)=[-120,-70-Enemy(Ceil(fvar(18))),Const(Size.Head.Pos.Y)]
Trigger3=fvar(34)=10
Trigger3=P2BodyDist X*fvar(8)-Enemy(Ceil(fvar(18))),vel x*10=[40,68]
Trigger3=P2Dist Y+Helper(30000+ID),fvar(10)<-80
Trigger3=P2Dist Y+Helper(30000+ID),fvar(10)=[-150,-120-Enemy(Ceil(fvar(18))),Const(Size.Head.Pos.Y)]
Trigger4=fvar(34)=11
Trigger4=P2BodyDist X*fvar(8)-Enemy(Ceil(fvar(18))),vel x*11=[40,68]
Trigger4=P2Dist Y+Helper(30000+ID),fvar(11)<-80
Trigger4=P2Dist Y+Helper(30000+ID),fvar(11)=[-150,-120-Enemy(Ceil(fvar(18))),Const(Size.Head.Pos.Y)]
Trigger5=fvar(34)=12
Trigger5=P2BodyDist X*fvar(8)-Enemy(Ceil(fvar(18))),vel x*12=[50,80]
Trigger5=P2Dist Y+Helper(30000+ID),fvar(12)<-80
Trigger5=P2Dist Y+Helper(30000+ID),fvar(12)=[-190,-160-Enemy(Ceil(fvar(18))),Const(Size.Head.Pos.Y)]
Trigger6=fvar(34)=13
Trigger6=P2BodyDist X*fvar(8)-Enemy(Ceil(fvar(18))),vel x*13=[50,80]
Trigger6=P2Dist Y+Helper(30000+ID),fvar(13)<-80
Trigger6=P2Dist Y+Helper(30000+ID),fvar(13)=[-190,-160-Enemy(Ceil(fvar(18))),Const(Size.Head.Pos.Y)]
Trigger7=fvar(34)=14
Trigger7=P2BodyDist X*fvar(8)-Enemy(Ceil(fvar(18))),vel x*14=[65,97]
Trigger7=P2Dist Y+Helper(30000+ID),fvar(14)<-80
Trigger7=P2Dist Y+Helper(30000+ID),fvar(14)=[-220,-180-Enemy(Ceil(fvar(18))),Const(Size.Head.Pos.Y)]
Trigger8=fvar(34)=15
Trigger8=P2BodyDist X*fvar(8)-Enemy(Ceil(fvar(18))),vel x*15=[65,97]
Trigger8=P2Dist Y+Helper(30000+ID),fvar(15)<-80
Trigger8=P2Dist Y+Helper(30000+ID),fvar(15)=[-220,-180-Enemy(Ceil(fvar(18))),Const(Size.Head.Pos.Y)]

[State -3];S
Type=ChangeState
value=225
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[120,131])||(StateNo=[100,101])||StateNo=40||StateNo=52
TriggerAll=var(59)>3&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(Ceil(fvar(18))),StateType=A
TriggerAll=Enemy(Ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(Ceil(fvar(18))),StateNo!=[150,159]
TriggerAll=P2BodyDist X*fvar(8)>34
TriggerAll=0;fvar(34)>8
Trigger1=P2BodyDist X*fvar(8)-Enemy(Ceil(fvar(18))),vel x*8=[40,113]
Trigger1=P2Dist Y+Helper(30000+ID),fvar(8)=[-40,9]
Trigger2=fvar(34)>9
Trigger2=P2BodyDist X*fvar(8)-Enemy(Ceil(fvar(18))),vel x*9=[40,113]
Trigger2=P2Dist Y+Helper(30000+ID),fvar(9)=[-40,9]
Trigger3=fvar(34)>10
Trigger3=P2BodyDist X*fvar(8)-Enemy(Ceil(fvar(18))),vel x*10=[40,113]
Trigger3=P2Dist Y+Helper(30000+ID),fvar(10)=[-40,9]

[State -3];P
Type=ChangeState
value=200+var(58)
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[120,131])||(StateNo=[100,101])||StateNo=40||StateNo=52
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(Ceil(fvar(18))),StateType=A
TriggerAll=Enemy(Ceil(fvar(18))),MoveType=H
TriggerAll=fvar(34)>6
TriggerAll=P2BodyDist X*fvar(8)-Enemy(Ceil(fvar(18))),vel x*6>99
Trigger1=fvar(34)=7
Trigger1=P2BodyDist X*fvar(8)-Enemy(Ceil(fvar(18))),vel x*6=[60,93]
Trigger1=P2Dist Y+Helper(30000+ID),fvar(6)=[-100,-60-Enemy(Ceil(fvar(18))),Const(Size.Head.Pos.Y)]
Trigger2=fvar(34)=8
Trigger2=fvar(34)>7
Trigger2=P2BodyDist X*fvar(8)-Enemy(Ceil(fvar(18))),vel x*7=[60,93]
Trigger2=P2Dist Y+Helper(30000+ID),fvar(7)=[-100,-60-Enemy(Ceil(fvar(18))),Const(Size.Head.Pos.Y)]
Trigger3=fvar(34)=9
Trigger3=fvar(34)>8
Trigger3=P2BodyDist X*fvar(8)-Enemy(Ceil(fvar(18))),vel x*8=[80,131]
Trigger3=P2Dist Y+Helper(30000+ID),fvar(8)=[-110,-70-Enemy(Ceil(fvar(18))),Const(Size.Head.Pos.Y)]
Trigger4=fvar(34)=10
Trigger4=fvar(34)>9
Trigger4=P2BodyDist X*fvar(8)-Enemy(Ceil(fvar(18))),vel x*9=[110,174]
Trigger4=P2Dist Y+Helper(30000+ID),fvar(9)=[-120,-80-Enemy(Ceil(fvar(18))),Const(Size.Head.Pos.Y)]
Trigger5=fvar(34)=11
Trigger5=fvar(34)>10
Trigger5=P2BodyDist X*fvar(8)-Enemy(Ceil(fvar(18))),vel x*10=[160,213]
Trigger5=P2Dist Y+Helper(30000+ID),fvar(10)=[-130,-90-Enemy(Ceil(fvar(18))),Const(Size.Head.Pos.Y)]
Trigger6=fvar(34)=12
Trigger6=fvar(34)>11
Trigger6=P2BodyDist X*fvar(8)-Enemy(Ceil(fvar(18))),vel x*11>213
Trigger6=P2Dist Y+Helper(30000+ID),fvar(11)=[-140,-100-Enemy(Ceil(fvar(18))),Const(Size.Head.Pos.Y)]

[State -3];P
Type=ChangeState
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[120,131])||(StateNo=[100,101])||StateNo=40||StateNo=52
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(Ceil(fvar(18))),StateType=A
TriggerAll=Enemy(Ceil(fvar(18))),MoveType=H
TriggerAll=0;fvar(34)>11
Trigger1=P2BodyDist X*fvar(8)-Enemy(Ceil(fvar(18))),vel x*11=[60,93]
Trigger1=P2Dist Y+Helper(30000+ID),fvar(11)=[-9,0]
Trigger2=fvar(34)>12
Trigger2=P2BodyDist X*fvar(8)-Enemy(Ceil(fvar(18))),vel x*12=[94,141]
Trigger2=P2Dist Y+Helper(30000+ID),fvar(12)=[-9,0]
Trigger3=fvar(34)>13
Trigger3=P2BodyDist X*fvar(8)-Enemy(Ceil(fvar(18))),vel x*13=[142,178]
Trigger3=P2Dist Y+Helper(30000+ID),fvar(13)=[-9,0]
Trigger4=fvar(34)>14
Trigger4=P2BodyDist X*fvar(8)-Enemy(Ceil(fvar(18))),vel x*14=[179,214]
Trigger4=P2Dist Y+Helper(30000+ID),fvar(14)=[-9,0]
Trigger5=fvar(34)>15
Trigger5=P2BodyDist X*fvar(8)-Enemy(Ceil(fvar(18))),vel x*15=[215,237]
Trigger5=P2Dist Y+Helper(30000+ID),fvar(15)=[-9,0]
Trigger6=fvar(34)>16
Trigger6=P2BodyDist X*fvar(8)-Enemy(Ceil(fvar(18))),vel x*16=[215,237]
Trigger6=P2Dist Y+Helper(30000+ID),fvar(16)=[-9,0]
value=400+var(58)

;
;nq
;

[State -1];RC
Type=ChangeState
value=950
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Power>999
TriggerAll=StateType!=A
TriggerAll=MoveContAct
TriggerAll=var(59)>3&&Random<var(59)*101||fvar(39)
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=L
Trigger1=StateNo=1000
Trigger2=StateNo=1050

[State -1];RC
Type=ChangeState
value=951
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Power>999
TriggerAll=StateType=A
TriggerAll=MoveContAct
TriggerAll=var(59)>3&&Random<var(59)*101||fvar(39)
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=L
Trigger1=StateNo=235

[State -3];g̉
Type=ChangeState
value=3100
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=PalNo!=11
TriggerAll=Power>999-(var(58))*500
TriggerAll=StateNo=1301
TriggerAll=MoveType!=H
TriggerAll=Time=[2,19]
TriggerAll=var(59)>3&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=Enemy(Ceil(fvar(18))),MoveType=H
TriggerAll=MoveHit
Trigger1=P2BodyDist X*fvar(8)=[-50,50]
Trigger1=P2Dist Y>-81

[State -1];K
Type=ChangeState
value=215+var(58)
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=MoveHit
TriggerAll=!var(3)
TriggerAll=var(59)>3&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(Ceil(fvar(18))),StateType=A
TriggerAll=Enemy(Ceil(fvar(18))),MoveType=H
TriggerAll=P2Dist X>=0
TriggerAll=Enemy(Ceil(fvar(18))),BackEdgeBodyDist>20
Trigger1=StateNo=205
Trigger1=P2BodyDist X*fvar(8)<6
Trigger1=P2Dist Y>-43
Trigger2=StateNo=210||StateNo=220||StateNo=410||StateNo=420&&var(58)=0
Trigger2=P2BodyDist X*fvar(8)<22+(StateNo=420)
Trigger2=P2Dist Y>-49

[State -3];S
Type=ChangeState
value=420+var(58)
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=MoveHit
TriggerAll=!var(3)
TriggerAll=var(59)>3&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(Ceil(fvar(18))),StateType=A
TriggerAll=Enemy(Ceil(fvar(18))),MoveType=H
TriggerAll=P2BodyDist X*fvar(8)=[-5,5]
TriggerAll=Enemy(Ceil(fvar(18))),BackEdgeBodyDist>20
Trigger1=StateNo=205
Trigger2=StateNo=210
Trigger3=StateNo=220
Trigger4=StateNo=206
Trigger5=StateNo=215
Trigger6=StateNo=218
Trigger7=StateNo=410

[State -3];S
Type=ChangeState
value=420+var(58)
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=MoveHit
TriggerAll=!var(3)
TriggerAll=var(59)>3||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(Ceil(fvar(18))),StateType=A
TriggerAll=Enemy(Ceil(fvar(18))),MoveType=H
TriggerAll=fvar(34)>9
TriggerAll=StateNo=218
Trigger1=MoveHit=1
Trigger1=P2BodyDist X*fvar(8)=[-5,112]
Trigger1=(P2Dist Y=[-123,-44])||P2BodyDist X*fvar(8)=[-5,74]
Trigger1=P2Dist Y>-24||P2BodyDist X*fvar(8)>5
Trigger2=fvar(34)=10
Trigger2=P2BodyDist X*fvar(8)=[-5,114]
Trigger2=(P2Dist Y=[-92,-44])||P2BodyDist X*fvar(8)=[-5,83]
Trigger2=P2Dist Y>-22||P2BodyDist X*fvar(8)>11

[State -3];ٓV_HS
Type=ChangeState
value=1050
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=!var(3)
TriggerAll=MoveHit
TriggerAll=var(59)>3&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(Ceil(fvar(18))),StateType=A
TriggerAll=Enemy(Ceil(fvar(18))),MoveType=H
TriggerAll=P2Dist X>=0
TriggerAll=NumHelper(11111+ID)
TriggerAll=Helper(11111+ID),var(6)<280
Trigger1=fvar(7)>1.7
Trigger1=StateNo=210

[State -3];S
Type=ChangeState
value=220
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=MoveHit
TriggerAll=!var(3)
TriggerAll=var(59)>3&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(Ceil(fvar(18))),StateType=A
TriggerAll=Enemy(Ceil(fvar(18))),MoveType=H
TriggerAll=P2BodyDist X*fvar(8)=[-5,39]
Trigger1=StateNo=205
Trigger1=P2Dist Y>-71
Trigger1=P2Dist Y>-19||P2BodyDist X*fvar(8)=[-5,7]
Trigger2=StateNo=210
Trigger2=P2Dist Y>-71
Trigger2=P2Dist Y>-23||P2BodyDist X*fvar(8)=[-5,23-(Enemy(Ceil(fvar(18))),BackEdgeBodyDist<9)*14]
Trigger3=StateNo=410

[State -3];󔚃Wv
Type=ChangeState
value=32
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=MoveHit
TriggerAll=!var(3)
TriggerAll=var(59)>3&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=var(58)<2
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(Ceil(fvar(18))),StateType=A
TriggerAll=Enemy(Ceil(fvar(18))),MoveType=H
TriggerAll=P2Dist Y<4
TriggerAll=NumHelper(11111+ID)
TriggerAll=Helper(11111+ID),var(6)<280
TriggerAll=P2BodyDist X*fvar(8)<90/fvar(7)
Trigger1=StateNo=205
Trigger2=StateNo=215
Trigger3=StateNo=220
Trigger4=StateNo=420

[State -3];Wv
Type=ChangeState
value=42
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(59)>3&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(Ceil(fvar(18))),StateType=A
TriggerAll=Enemy(Ceil(fvar(18))),MoveType=H
TriggerAll=P2Dist Y<-99
TriggerAll=MoveHit
TriggerAll=!var(3)
Trigger1=StateNo=423

[State -3];Wv
Type=ChangeState
value=39
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(59)>3&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(Ceil(fvar(18))),StateType=A
TriggerAll=Enemy(Ceil(fvar(18))),MoveType=H
TriggerAll=P2Dist Y<4
TriggerAll=MoveHit
TriggerAll=!var(3)
TriggerAll=P2BodyDist X*fvar(8)<90/fvar(7)
Trigger1=StateNo=205
Trigger2=StateNo=215
Trigger3=StateNo=220
Trigger4=StateNo=420
Trigger5=P2Dist Y>-99
Trigger5=StateNo=423

[State -3];S
Type=ChangeState
value=220
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=MoveHit
TriggerAll=!var(3)
TriggerAll=var(59)>3&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(Ceil(fvar(18))),MoveType=H
TriggerAll=P2BodyDist X*fvar(8)=[-5,39]
Trigger1=StateNo=205
Trigger2=StateNo=210
Trigger3=StateNo=410

[State -3];HS
Type=ChangeState
value=230
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=MoveHit
TriggerAll=!var(3)
TriggerAll=var(59)>3&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(Ceil(fvar(18))),MoveType=H
TriggerAll=P2BodyDist X*fvar(8)=[-5,80]
Trigger1=StateNo=215||StateNo=218
Trigger1=P2BodyDist X*fvar(8)=[-5,62]
Trigger2=StateNo=220

[State -3];S
Type=ChangeState
value=220
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=MoveHit
TriggerAll=!var(3)
TriggerAll=var(59)>3&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(Ceil(fvar(18))),MoveType=H
TriggerAll=P2BodyDist X*fvar(8)=[-5,39]
TriggerAll=P2Dist Y>-60
Trigger1=StateNo=205
Trigger2=StateNo=210
Trigger3=StateNo=410

[State -3];D
Type=ChangeState
value=450
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=MoveHit
TriggerAll=!var(3)
TriggerAll=var(59)>3&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(Ceil(fvar(18))),MoveType=H
TriggerAll=P2Dist Y>-15
TriggerAll=P2Dist X>=0
TriggerAll=P2BodyDist X*fvar(8)<80
TriggerAll=Power>499
Trigger1=StateNo=205
Trigger2=StateNo=210
Trigger3=StateNo=220
Trigger3=P2BodyDist X*fvar(8)<74
Trigger4=StateNo=225||StateNo=215||StateNo=218
Trigger4=P2BodyDist X*fvar(8)<64
Trigger5=StateNo=230
Trigger5=P2BodyDist X*fvar(8)<72
Trigger6=StateNo=410

[State -1];K
Type=ChangeState
value=215+var(58)
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(58)<2
TriggerAll=var(59)>3&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(Ceil(fvar(18))),MoveType=H
TriggerAll=MoveHit
TriggerAll=!var(3)
TriggerAll=P2Dist X>=0
TriggerAll=Enemy(Ceil(fvar(18))),Const(Size.Head.Pos.Y)<-99
TriggerAll=Enemy(Ceil(fvar(18))),Const(Size.Head.Pos.Y)<-180||Enemy(Ceil(fvar(18))),StateType!=C
Trigger1=StateNo=205
Trigger1=P2BodyDist X*fvar(8)<62
Trigger2=StateNo=210
Trigger2=P2BodyDist X*fvar(8)<54
Trigger3=StateNo=220
Trigger3=P2BodyDist X*fvar(8)<63
Trigger4=StateNo=420
Trigger4=P2BodyDist X*fvar(8)<49
Trigger5=Enemy(Ceil(fvar(18))),Const(Size.Head.Pos.Y)<-110||Enemy(Ceil(fvar(18))),StateType=A
Trigger5=Enemy(Ceil(fvar(18))),Const(Size.Head.Pos.Y)<-200||Enemy(Ceil(fvar(18))),StateType!=C
Trigger5=P2BodyDist X*fvar(8)<90
Trigger5=StateNo=205||StateNo=210||StateNo=220||StateNo=[420,423]

[State -1];_P
Type=ChangeState
value=206
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=MoveHit
TriggerAll=!var(3)
TriggerAll=var(59)>3&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(Ceil(fvar(18))),MoveType=H
Trigger1=StateNo=205
Trigger1=P2BodyDist X*fvar(8)<110
Trigger2=StateNo=210
Trigger2=P2BodyDist X*fvar(8)<62

[State -3];M
Type=ChangeState
value=1100
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(59)>3&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(Ceil(fvar(18))),MoveType=H
TriggerAll=P2Dist Y>-20
TriggerAll=P2Dist X>=0
TriggerAll=!var(3)
TriggerAll=MoveHit
Trigger1=StateNo=200||StateNo=400||StateNo=202
Trigger1=P2BodyDist X*fvar(8)<2+(Enemy(Ceil(fvar(18))),StateType=C)*37
Trigger2=StateNo=210
Trigger2=P2BodyDist X*fvar(8)<8+(Enemy(Ceil(fvar(18))),StateType=C)*36
Trigger3=StateNo=215||StateNo=230||StateNo=[217,218]
Trigger3=P2BodyDist X*fvar(8)<143+(Enemy(Ceil(fvar(18))),StateType=C)*35
Trigger4=StateNo=220||StateNo=205
Trigger4=P2BodyDist X*fvar(8)<80+(Enemy(Ceil(fvar(18))),StateType=C)*36
Trigger5=StateNo=225||StateNo=420
Trigger5=P2BodyDist X*fvar(8)<58.5+(Enemy(Ceil(fvar(18))),StateType=C)*36.5
Trigger6=StateNo=206
Trigger6=P2BodyDist X*fvar(8)<49+(Enemy(Ceil(fvar(18))),StateType=C)*61

[State -3];M
Type=ChangeState
value=1100
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(59)>3&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(Ceil(fvar(18))),MoveType=H
TriggerAll=P2Dist X>=0
TriggerAll=!var(3)
TriggerAll=MoveHit
Trigger1=StateNo=450
Trigger2=StateNo=403
Trigger3=StateNo=203

[State -3];HS
Type=ChangeState
value=430+var(58)
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(3)=0
TriggerAll=MoveHit
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(Ceil(fvar(18))),MoveType=H
TriggerAll=Power>499
Trigger1=StateNo=205
Trigger2=StateNo=206
Trigger3=StateNo=210
Trigger4=StateNo=220
Trigger5=StateNo=410
Trigger5=Enemy(Ceil(fvar(18))),StateType=C

[State -3];D
Type=ChangeState
value=450
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=MoveHit
TriggerAll=!var(3)
TriggerAll=var(59)>3&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(Ceil(fvar(18))),MoveType=H
TriggerAll=P2Dist Y>-15
TriggerAll=P2Dist X>=0
TriggerAll=P2BodyDist X*fvar(8)<80
Trigger1=StateNo=205
Trigger2=StateNo=210
Trigger3=StateNo=220
Trigger3=P2BodyDist X*fvar(8)<74
Trigger4=StateNo=225||StateNo=[215,218]
Trigger4=P2BodyDist X*fvar(8)<64
Trigger5=StateNo=230
Trigger5=P2BodyDist X*fvar(8)<72
Trigger6=StateNo=410

[State -1];S
Type=ChangeState
value=225
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=MoveHit
TriggerAll=!var(3)
TriggerAll=P2BodyDist X>39||StateNo=220
TriggerAll=var(59)>3&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(Ceil(fvar(18))),MoveType=H
TriggerAll=P2Dist X>=0
TriggerAll=P2BodyDist X*fvar(8)<99
Trigger1=P2BodyDist X*fvar(8)<81
Trigger1=StateNo=210||StateNo=205||StateNo=410||StateNo=220
Trigger2=P2BodyDist X*fvar(8)<89
Trigger2=StateNo=206

[State -3];HS
Type=ChangeState
value=430+var(58)
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(3)=0
TriggerAll=MoveHit
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(Ceil(fvar(18))),MoveType=H
Trigger1=StateNo=205
Trigger2=StateNo=206
Trigger3=StateNo=210
Trigger4=StateNo=220
Trigger5=StateNo=410
Trigger5=Enemy(Ceil(fvar(18))),StateType=C

[State -1];K
Type=ChangeState
value=215+var(58)
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=MoveHit
TriggerAll=!var(3)
TriggerAll=var(58)=0
TriggerAll=var(59)>3&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(Ceil(fvar(18))),StateType=A
TriggerAll=Enemy(Ceil(fvar(18))),MoveType=H
TriggerAll=P2Dist X>=0
TriggerAll=Enemy(Ceil(fvar(18))),BackEdgeBodyDist>20
TriggerAll=P2BodyDist X*fvar(8)>30
Trigger1=StateNo=205
Trigger1=P2Dist Y>-43
Trigger2=StateNo=210||StateNo=220||StateNo=410||StateNo=420&&var(58)=0
Trigger2=P2Dist Y>-49

[State -3];܋ȍ
Type=ChangeState
value=1110
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateNo=1100
TriggerAll=Time=46;[41,46]
TriggerAll=var(59)>3&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(Ceil(fvar(18))),MoveType=H
TriggerAll=(Enemy(Ceil(fvar(18))),StateNo!=[120,159])||Enemy(Ceil(fvar(18))),StateType=A
Trigger1=1;P2BodyDist X*fvar(8)>90

[State -3];
Type=ChangeState
value=1120
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateNo=1100
TriggerAll=Time=[41,46]
TriggerAll=var(59)>3&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(Ceil(fvar(18))),MoveType=H
Trigger1=0;P2BodyDist X*fvar(8)=[-5,90]

;
;ł

[State -3];S
Type=ChangeState
value=220
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=!var(3)
TriggerAll=MoveGuarded=1
TriggerAll=var(59)>3
TriggerAll=Random<var(59)*50
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(Ceil(fvar(18))),MoveType=H
TriggerAll=P2BodyDist X*fvar(8)=[-5,39]
TriggerAll=P2Dist Y>-60
Trigger1=StateNo=205
Trigger2=StateNo=210
Trigger3=StateNo=410

[State -1];K
Type=ChangeState
value=215+var(58)
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=!var(3)
TriggerAll=MoveGuarded=1
TriggerAll=var(58)=0
TriggerAll=var(59)>3
TriggerAll=Random<var(59)*30
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(Ceil(fvar(18))),MoveType=H
TriggerAll=P2Dist X>=0
TriggerAll=Enemy(Ceil(fvar(18))),Const(Size.Head.Pos.Y)<-99
TriggerAll=Enemy(Ceil(fvar(18))),Const(Size.Head.Pos.Y)<-180||Enemy(Ceil(fvar(18))),StateType!=C
Trigger1=StateNo=205
Trigger1=P2BodyDist X*fvar(8)<62
Trigger2=StateNo=210
Trigger2=P2BodyDist X*fvar(8)<54
Trigger3=StateNo=220
Trigger3=P2BodyDist X*fvar(8)<63
Trigger4=StateNo=[420,423]
Trigger4=P2BodyDist X*fvar(8)<49
Trigger5=Enemy(Ceil(fvar(18))),Const(Size.Head.Pos.Y)<-110||Enemy(Ceil(fvar(18))),StateType=A
Trigger5=Enemy(Ceil(fvar(18))),Const(Size.Head.Pos.Y)<-200||Enemy(Ceil(fvar(18))),StateType!=C
Trigger5=P2BodyDist X*fvar(8)<90
Trigger5=StateNo=205||StateNo=210||StateNo=220||StateNo=[420,423]

[State -3];HS
Type=ChangeState
value=230
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=MoveGuarded=1
TriggerAll=!var(3)
TriggerAll=var(59)>3
TriggerAll=Random<var(59)*50
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(Ceil(fvar(18))),MoveType=H
TriggerAll=P2BodyDist X*fvar(8)=[-5,80]
Trigger1=StateNo=[215,218]
Trigger1=P2BodyDist X*fvar(8)=[-5,62]
Trigger2=StateNo=220

[State -3];D
Type=ChangeState
value=450
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=MoveGuarded=1
TriggerAll=!var(3)
TriggerAll=var(59)>3
TriggerAll=Random<var(59)*40
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(Ceil(fvar(18))),MoveType=H
TriggerAll=P2Dist Y>-15
TriggerAll=P2Dist X>=0
TriggerAll=P2BodyDist X*fvar(8)<80
Trigger1=StateNo=205
Trigger2=StateNo=210
Trigger3=StateNo=220
Trigger3=P2BodyDist X*fvar(8)<74
Trigger4=StateNo=225||StateNo=[215,218]
Trigger4=P2BodyDist X*fvar(8)<64
Trigger5=StateNo=230
Trigger5=P2BodyDist X*fvar(8)<72
Trigger6=StateNo=410

[State -1];S
Type=ChangeState
value=225
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=MoveGuarded=1
TriggerAll=!var(3)
TriggerAll=P2BodyDist X>39||StateNo=220
TriggerAll=var(59)>0
TriggerAll=Random<var(59)*30
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(Ceil(fvar(18))),MoveType=H
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist Y>-30
TriggerAll=P2BodyDist X*fvar(8)<99
Trigger1=P2BodyDist X*fvar(8)<81
Trigger1=StateNo=210||StateNo=205||StateNo=410||StateNo=220
Trigger2=P2BodyDist X*fvar(8)<89
Trigger2=StateNo=206

[State -3];HS
Type=ChangeState
value=430+var(58)
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(3)=0
TriggerAll=MoveGuarded=1
TriggerAll=var(59)>0
TriggerAll=Random<var(59)*30
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(Ceil(fvar(18))),MoveType=H
Trigger1=StateNo=205
Trigger2=StateNo=206
Trigger3=StateNo=210
Trigger4=StateNo=220
Trigger5=StateNo=410
Trigger5=Enemy(Ceil(fvar(18))),StateType=C

[State -3];e_S
Type=ChangeState
value=1400
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=!var(3)
TriggerAll=MoveGuarded=1
TriggerAll=var(59)>3
TriggerAll=Random<ifelse(var(59)<8,var(59),14-var(59))*9
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(Ceil(fvar(18))),MoveType=H
TriggerAll=P2BodyDist X*fvar(8)=[110-(Enemy(Ceil(fvar(18))),BackEdgeBodyDist<9)*110,170]
TriggerAll=P2Dist Y>-80
Trigger1=(StateNo=[200,451])
Trigger1=StateNo!=[235,240]
Trigger1=StateNo!=430

[State -3];
Type=ChangeState
value=1150
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=!var(3)
TriggerAll=MoveGuarded=1
TriggerAll=var(59)>3
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=P2StateType!=L
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(Ceil(fvar(18))),MoveType=H
TriggerAll=P2Dist Y>-20
TriggerAll=P2Dist X>=0
TriggerAll=fvar(34)>10
TriggerAll=Random<var(59)*(1+(fvar(34)>15))*2+(fvar(34)>23)*5
Trigger1=StateNo=[200,203]
Trigger2=StateNo=[205,206]
Trigger3=0;StateNo=210
Trigger4=StateNo=[215,218]
Trigger5=StateNo=220
Trigger6=StateNo=225
Trigger7=StateNo=230
Trigger8=StateNo=[400,403]
Trigger9=0;StateNo=410
Trigger10=StateNo=[420,423]
Trigger11=StateNo=450

[State -3];M
Type=ChangeState
value=1100
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=!var(3)
TriggerAll=MoveGuarded=1
TriggerAll=var(59)>3
TriggerAll=Random<var(59)*30
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(Ceil(fvar(18))),MoveType=H
TriggerAll=P2Dist Y>-20
TriggerAll=P2Dist X>=0
TriggerAll=fvar(34)>5
Trigger1=StateNo=[200,203]
Trigger2=StateNo=205
Trigger3=0;StateNo=210
Trigger4=StateNo=[215,218]
Trigger5=StateNo=220
Trigger6=StateNo=225
Trigger7=StateNo=230
Trigger8=StateNo=[400,403]
Trigger9=0;StateNo=410
Trigger10=StateNo=[420,423]
Trigger11=StateNo=450

[State -3];
Type=ChangeState
value=1150
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=!var(3)
TriggerAll=MoveHit=1
TriggerAll=var(59)>3
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=P2StateType!=L
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(Ceil(fvar(18))),MoveType=H
TriggerAll=P2Dist Y>-20
TriggerAll=P2Dist X>=0
TriggerAll=Random<var(59)*4
TriggerAll=fvar(34)>15
TriggerAll=fvar(34)>23||P2BodyDist X*fvar(8)>99
Trigger1=StateNo=200
Trigger2=StateNo=215
Trigger3=StateNo=218
Trigger4=StateNo=225
Trigger5=StateNo=230
Trigger6=StateNo=400
Trigger7=StateNo=[420,423]
Trigger8=StateNo=450

[State -3];M
Type=ChangeState
value=1100
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=!var(3)
TriggerAll=MoveHit=1
TriggerAll=var(59)>3
TriggerAll=Random<var(59)*30
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(Ceil(fvar(18))),MoveType=H
TriggerAll=P2Dist Y>-20
TriggerAll=P2Dist X>=0
TriggerAll=fvar(34)>5
Trigger1=StateNo=200
Trigger2=StateNo=215
Trigger3=StateNo=218
Trigger4=StateNo=225
Trigger5=StateNo=230
Trigger6=StateNo=400
Trigger7=StateNo=[420,423]
Trigger8=StateNo=450

[State -3];I
Type=ChangeState
value=1300
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=!var(3)
TriggerAll=MoveGuarded=1
TriggerAll=var(59)>3
TriggerAll=Random<var(59)*(9+(Enemy(Ceil(fvar(18))),MoveType!=H)*9)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)>5
Trigger1=StateNo=[200,203]
Trigger2=StateNo=205
Trigger3=StateNo=210
Trigger4=StateNo=[215,218]
Trigger5=StateNo=220
Trigger6=StateNo=225
Trigger7=StateNo=230
Trigger8=StateNo=[400,403]
Trigger9=StateNo=410
Trigger10=StateNo=[420,423]
Trigger11=StateNo=450

[State -3];V΁Ei
Type=ChangeState
value=1200
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=!var(3)
TriggerAll=MoveGuarded=1
TriggerAll=var(59)>3
TriggerAll=Random<var(59)*(9+(Enemy(Ceil(fvar(18))),MoveType!=H)*9)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)>5
Trigger1=StateNo=[200,203]
Trigger2=StateNo=205
Trigger3=StateNo=210
Trigger4=StateNo=[215,218]
Trigger5=StateNo=220
Trigger6=StateNo=225
Trigger7=StateNo=230
Trigger8=StateNo=[400,403]
Trigger9=StateNo=410
Trigger10=StateNo=[420,423]
Trigger11=StateNo=450

[State -3];V΁Ei
Type=ChangeState
value=1205
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=!var(3)
TriggerAll=MoveGuarded=1
TriggerAll=var(59)>3
TriggerAll=Random<var(59)*(2+(Enemy(Ceil(fvar(18))),MoveType!=H)*7)
TriggerAll=fvar(38)>0
TriggerAll=fvar(34)>5
Trigger1=StateNo=[200,203]
Trigger2=StateNo=205
Trigger3=StateNo=210
Trigger4=StateNo=[215,218]
Trigger5=StateNo=220
Trigger6=StateNo=225
Trigger7=StateNo=230
Trigger8=StateNo=[400,403]
Trigger9=StateNo=410
Trigger10=StateNo=[420,423]
Trigger11=StateNo=450

;
;󒆖ډ
;
;p

[State -3];ǂ[
Type=ChangeState
value=1600
TriggerAll=Alive=1
TriggerAll=!isHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=var(58)=2
TriggerAll=Ctrl
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
Trigger1=PrevStateNo=31

[State -3];ǂ[
Type=ChangeState
value=ifelse(var(58)=2,1086,1085)
TriggerAll=Alive=1
TriggerAll=!isHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=var(58)=0||Power>499
Trigger1=PrevStateNo=32

[State -1];
Type=ChangeState
value=1500
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Pos Y<=-40
TriggerAll=StateType=A
TriggerAll=Ctrl
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
Trigger1=PrevStateNo=33

[State -1];S
Type=ChangeState
value=620+var(58)
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
Trigger1=PrevStateNo=34

[State -1];󒆃_bV
Type=ChangeState
value=115
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=!var(11)
TriggerAll=StateType=A
TriggerAll=Pos Y<=ifelse(vel y<0,-40,-10)
TriggerAll=StateNo=[50,59]
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
Trigger1=PrevStateNo=35

[State -1];󒆃_bV
Type=ChangeState
value=110
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=!var(11)
TriggerAll=StateType=A
TriggerAll=Pos Y<=ifelse(vel y<0,-40,-10)
TriggerAll=StateNo=[50,59]
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
Trigger1=PrevStateNo=36

;
;_Xg

[State -3];D
Type=ChangeState
value=640
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||fvar(28)||StateNo=120||StateNo=132||(StateNo=110||StateNo=115)&&Time>4+(StateNo=110)
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(Ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(Ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=var(23)=1
TriggerAll=var(22)>10
Trigger1=P2BodyDist X*fvar(8)=[-20,60]
Trigger1=P2Dist Y=[-150,90]

[State -2]
Type=varSet
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(23)=1
Trigger1=var(22)<11
var(23)=0
IgnoreHitPause=1

;
;
;رٗp

[State -3];ANZ{o[
Type=ChangeState
value=1085
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=var(58)<2
TriggerAll=Ctrl||fvar(28)||StateNo=120||StateNo=132||(StateNo=110||StateNo=115)&&Time>4+(StateNo=110)
TriggerAll=var(59)>6&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(Ceil(fvar(18))),StateType=A
TriggerAll=Enemy(Ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(Ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=P2Dist X>=0
TriggerAll=P2BodyDist X*fvar(8)-Enemy(Ceil(fvar(18))),vel x*9<75
TriggerAll=P2Dist Y+Helper(30000+ID),fvar(10)=[-150,120]
TriggerAll=fvar(34)>9
Trigger1=var(23)=0
Trigger1=var(11)=0
Trigger1=NumHelper(11111+ID)
Trigger1=Helper(11111+ID),var(6)<280

[State -3];ANZ{o[
Type=ChangeState
value=1600
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=var(58)>1
TriggerAll=Ctrl||fvar(28)||StateNo=120||StateNo=132||(StateNo=110||StateNo=115)&&Time>4+(StateNo=110)
TriggerAll=var(59)>6&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(Ceil(fvar(18))),StateType=A
TriggerAll=Enemy(Ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(Ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=P2Dist X>=0
TriggerAll=P2BodyDist X*fvar(8)-Enemy(Ceil(fvar(18))),vel x*9<75
TriggerAll=P2Dist Y+Helper(30000+ID),fvar(10)=[-150,120]
TriggerAll=fvar(34)>9
Trigger1=var(23)=0
Trigger1=PrevStateNo=1086

[State -3];D
Type=ChangeState
value=640
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||fvar(28)||StateNo=120||StateNo=132||(StateNo=110||StateNo=115)&&Time>4+(StateNo=110)
TriggerAll=var(59)>6&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(Ceil(fvar(18))),StateType=A
TriggerAll=Enemy(Ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(Ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=P2Dist X>-40
TriggerAll=P2BodyDist X*fvar(8)-(vel x+Enemy(Ceil(fvar(18))),vel x)*10<80
TriggerAll=P2Dist Y+Helper(30000+ID),fvar(10)-(vel y!=0)*(vel y*10+ifelse(var(27)<1,0.55,0.32)*45)=[-100,-Enemy(Ceil(fvar(18))),Const(Size.Head.Pos.Y)]
TriggerAll=fvar(34)>10
TriggerAll=var(58)>1
Trigger1=NumHelper(11111+ID)
Trigger1=Helper(11111+ID),var(6)<280
Trigger1=var(23)=0

[State -3];S
Type=ChangeState
value=620+var(58)
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||fvar(28)||StateNo=120||StateNo=132||(StateNo=110||StateNo=115)&&Time>4+(StateNo=110)
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=var(58)<2
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(Ceil(fvar(18))),StateType=A
TriggerAll=Enemy(Ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(Ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=P2Dist X>=0
TriggerAll=P2BodyDist X*fvar(8)-(vel x+Enemy(Ceil(fvar(18))),vel x)*8<21
TriggerAll=P2Dist Y+Helper(30000+ID),fvar(9)-(vel y!=0)*(vel y*9+ifelse(var(27)<1,0.55,0.32)*36)=[-110,-20]
TriggerAll=fvar(34)>9
Trigger1=NumHelper(11111+ID)
Trigger1=Helper(11111+ID),var(6)>279||var(59)<7&&!fvar(39)
Trigger1=var(23)=0
Trigger1=!var(11)

[State -3];K
Type=ChangeState
value=610
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||fvar(28)||StateNo=120||StateNo=132||(StateNo=110||StateNo=115)&&Time>4+(StateNo=110)
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(Ceil(fvar(18))),StateType=A
TriggerAll=Enemy(Ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(Ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=P2Dist X>=0
TriggerAll=P2BodyDist X*fvar(8)-(vel x+Enemy(Ceil(fvar(18))),vel x)*8<66
TriggerAll=P2Dist Y+Helper(30000+ID),fvar(8)-(vel y!=0)*(vel y*8+ifelse(var(27)<1,0.55,0.32)*28)=[-70,-20-Enemy(Ceil(fvar(18))),Const(Size.Head.Pos.Y)]
TriggerAll=fvar(34)>8
TriggerAll=var(23)=0
TriggerAll=!var(11)
TriggerAll=NumHelper(11111+ID)
Trigger1=Helper(11111+ID),var(6)>279
Trigger2=var(59)<7&&!fvar(39)
Trigger3=fvar(34)=9

[State -3];HS
Type=ChangeState
value=630
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||fvar(28)||StateNo=120||StateNo=132||(StateNo=110||StateNo=115)&&Time>4+(StateNo=110)
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(Ceil(fvar(18))),StateType=A
TriggerAll=Enemy(Ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(Ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=P2Dist X>=0
TriggerAll=P2BodyDist X*fvar(8)-(vel x+Enemy(Ceil(fvar(18))),vel x)*10<55
TriggerAll=P2Dist Y+Helper(30000+ID),fvar(10)-(vel y!=0)*(vel y*10+ifelse(var(27)<1,0.55,0.32)*45)=[-20,20-Enemy(Ceil(fvar(18))),Const(Size.Head.Pos.Y)]
TriggerAll=fvar(34)>10
TriggerAll=NumHelper(11111+ID)
TriggerAll=var(23)=0
Trigger1=Helper(11111+ID),var(6)>279
Trigger2=var(59)<7&&!fvar(39)
Trigger3=var(58)>1
Trigger4=var(11)>0

[State -3];D
Type=ChangeState
value=640
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||fvar(28)||StateNo=120||StateNo=132||(StateNo=110||StateNo=115)&&Time>4+(StateNo=110)
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(Ceil(fvar(18))),StateType=A
TriggerAll=Enemy(Ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(Ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=P2Dist X>=0
TriggerAll=P2BodyDist X*fvar(8)-(vel x+Enemy(Ceil(fvar(18))),vel x)*10<80
TriggerAll=P2Dist Y+Helper(30000+ID),fvar(10)-(vel y!=0)*(vel y*10+ifelse(var(27)<1,0.55,0.32)*45)=[-100,-Enemy(Ceil(fvar(18))),Const(Size.Head.Pos.Y)]
TriggerAll=fvar(34)>10
TriggerAll=var(23)=0
Trigger1=NumHelper(11111+ID)
;Trigger1=Helper(11111+ID),var(6)>279||var(59)<7&&!fvar(39)||var(58)>1||var(11)>0

[State -3];HS
Type=ChangeState
value=630
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||fvar(28)||StateNo=120||StateNo=132||(StateNo=110||StateNo=115)&&Time>4+(StateNo=110)
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(Ceil(fvar(18))),StateType=A
TriggerAll=Enemy(Ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(Ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=P2Dist X>=0
TriggerAll=P2BodyDist X*fvar(8)-(vel x+Enemy(Ceil(fvar(18))),vel x)*10<56
TriggerAll=P2Dist Y+Helper(30000+ID),fvar(10)-(vel y!=0)*(vel y*10+ifelse(var(27)<1,0.55,0.32)*45)=[-70,-21]
TriggerAll=fvar(34)>9
TriggerAll=var(23)=0
Trigger1=NumHelper(11111+ID)
;Trigger1=Helper(11111+ID),var(6)>279||var(59)<7&&!fvar(39)||var(58)>1||var(11)>0

[State -3];K
Type=ChangeState
value=610
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||fvar(28)||StateNo=120||StateNo=132||(StateNo=110||StateNo=115)&&Time>4+(StateNo=110)
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(Ceil(fvar(18))),StateType=A
TriggerAll=Enemy(Ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(Ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=P2Dist X>=0
TriggerAll=P2BodyDist X*fvar(8)-(vel x+Enemy(Ceil(fvar(18))),vel x)*10>60
TriggerAll=P2BodyDist X*fvar(8)-(vel x+Enemy(Ceil(fvar(18))),vel x)*8<66
TriggerAll=P2Dist Y+Helper(30000+ID),fvar(8)-(vel y!=0)*(vel y*8+ifelse(var(27)<1,0.55,0.32)*28)=[-70,-10-Enemy(Ceil(fvar(18))),Const(Size.Head.Pos.Y)]
TriggerAll=fvar(34)>8
Trigger1=NumHelper(11111+ID)
Trigger1=Helper(11111+ID),var(6)>279||var(59)<7&&!fvar(39)||var(58)>1
Trigger1=0;var(23)=0

[State -3];P
Type=ChangeState
value=600
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||fvar(28)||StateNo=120||StateNo=132||(StateNo=110||StateNo=115)&&Time>4+(StateNo=110)
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(Ceil(fvar(18))),StateType=A
TriggerAll=Enemy(Ceil(fvar(18))),MoveType=H
TriggerAll=P2Dist X>=0
TriggerAll=P2BodyDist X*fvar(8)-(vel x+Enemy(Ceil(fvar(18))),vel x)*8<38
TriggerAll=P2Dist Y+Helper(30000+ID),fvar(6)-(vel y!=0)*(vel y*6+ifelse(var(27)<1,0.55,0.32)*14)=[-70,-20-Enemy(Ceil(fvar(18))),Const(Size.Head.Pos.Y)]
TriggerAll=fvar(34)>6
TriggerAll=fvar(34)=7
Trigger1=NumHelper(11111+ID)
Trigger1=Helper(11111+ID),var(6)>279||var(59)<7&&!fvar(39)||var(58)>1||var(11)>0
Trigger1=var(23)=0

[State ];󒆃_bV
Type=ChangeState
value=110
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl
TriggerAll=(StateNo=[50,59])||(StateNo=[5200,5210])
TriggerAll=!var(11)
TriggerAll=Pos Y<=ifelse(vel y<0,-40,-10)
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(Ceil(fvar(18))),MoveType=H
TriggerAll=P2BodyDist X*fvar(8)>=0
TriggerAll=(Enemy(Ceil(fvar(18))),StateNo!=[120,159])
TriggerAll=var(23)=0||var(22)<10
Trigger1=PrevStateNo=961
Trigger2=P2BodyDist X*fvar(8)>120

;
;󒆌q
;
;n

[State -3];S
Type=ChangeState
value=620+var(58)
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(Ceil(fvar(18))),MoveType=H
TriggerAll=P2Dist X>=0
TriggerAll=P2BodyDist X*fvar(8)<130
TriggerAll=P2Dist Y=[-80,200]
TriggerAll=MoveHit
Trigger1=StateNo=600
Trigger2=StateNo=610

[State -3];HS
Type=ChangeState
value=630
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(Ceil(fvar(18))),MoveType=H
TriggerAll=P2Dist X>=0
TriggerAll=P2BodyDist X*fvar(8)=[-5,17]
TriggerAll=P2Dist Y=[-80,200]
TriggerAll=MoveHit
Trigger1=StateNo=620

[State -3];D
Type=ChangeState
value=640
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=MoveHit=1
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(Ceil(fvar(18))),MoveType=H
TriggerAll=P2Dist X>=0
TriggerAll=P2BodyDist X*fvar(8)<130
TriggerAll=P2Dist Y=[-80,200]
TriggerAll=Pos Y<-45
Trigger1=StateNo=630

;
;

[State -3];ANZ{o[
Type=ChangeState
value=1600
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=var(58)>1
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(Ceil(fvar(18))),StateType=A
TriggerAll=Enemy(Ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(Ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=P2Dist X>=0
TriggerAll=MoveHit
TriggerAll=var(23)=0||var(22)<10
TriggerAll=P2Dist Y>-27
TriggerAll=Enemy(Ceil(fvar(18))),BackEdgeBodyDist>9
TriggerAll=P2BodyDist X*fvar(8)<19
Trigger1=StateNo=600
Trigger2=StateNo=607
Trigger3=StateNo=620
Trigger4=StateNo=632

[State -3];ANZ{o[
Type=ChangeState
value=1600
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=var(58)>1
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(Ceil(fvar(18))),StateType=A
TriggerAll=Enemy(Ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(Ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=P2Dist X>=0
TriggerAll=MoveHit
TriggerAll=P2Dist Y>-27
TriggerAll=P2Dist Y<141
TriggerAll=var(23)=0
TriggerAll=NumHelper(11111+ID)
TriggerAll=Enemy(Ceil(fvar(18))),BackEdgeBodyDist<9||Helper(11111+ID),var(6)<150
Trigger1=StateNo=600
Trigger1=P2BodyDist X*fvar(8)<26
Trigger2=StateNo=607
Trigger2=P2BodyDist X*fvar(8)<26
Trigger3=StateNo=610
Trigger3=P2BodyDist X*fvar(8)<51
Trigger3=P2Dist Y>-2
Trigger4=StateNo=622
Trigger4=P2BodyDist X*fvar(8)<21
Trigger5=StateNo=630
Trigger5=P2BodyDist X*fvar(8)<23
Trigger6=StateNo=640
Trigger6=P2BodyDist X*fvar(8)<44
Trigger6=P2Dist Y>-13||P2BodyDist X*fvar(8)<23
Trigger6=P2Dist Y>-4||P2BodyDist X*fvar(8)<34
Trigger6=P2Dist Y>5||P2BodyDist X*fvar(8)<40

[State -3];ANZ{o[
Type=ChangeState
value=1085
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=var(58)<2
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(Ceil(fvar(18))),StateType=A
TriggerAll=Enemy(Ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(Ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=P2Dist Y<-48
TriggerAll=P2Dist X>=0
TriggerAll=0;MoveHit
TriggerAll=var(23)=0
Trigger1=StateNo=600
Trigger1=P2BodyDist X*fvar(8)<60
Trigger2=StateNo=605
Trigger2=P2BodyDist X*fvar(8)<65
Trigger3=StateNo=610
Trigger3=P2BodyDist X*fvar(8)<44
Trigger4=StateNo=620
Trigger4=P2BodyDist X*fvar(8)<65
Trigger5=StateNo=630
Trigger5=P2BodyDist X*fvar(8)<60
Trigger6=StateNo=640
Trigger6=P2BodyDist X*fvar(8)<44

[State -3];2iWv
Type=ChangeState
value=99
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=!var(11)
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(Ceil(fvar(18))),StateType=A
TriggerAll=Enemy(Ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(Ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=P2Dist X>=0
TriggerAll=MoveHit
Trigger1=StateNo=610

[State -3];HS
Type=ChangeState
value=630
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(Ceil(fvar(18))),StateType=A
TriggerAll=Enemy(Ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(Ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=P2Dist X>=0
TriggerAll=P2BodyDist X*fvar(8)<18
TriggerAll=MoveHit
Trigger1=StateNo=610
Trigger1=P2Dist Y-vel y*8=[42,60]
Trigger2=StateNo=620
Trigger2=P2Dist Y-vel y*9=[30,60]

[State -3];D
Type=ChangeState
value=640
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(Ceil(fvar(18))),StateType=A
TriggerAll=Enemy(Ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(Ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=P2BodyDist X*fvar(8)=[-60,60+5]
TriggerAll=P2Dist X>=0
TriggerAll=MoveHit
Trigger1=StateNo=600
Trigger1=P2BodyDist X*fvar(8)<55
Trigger1=P2Dist Y-vel y*6=[23,120]
Trigger2=StateNo=605
Trigger2=P2BodyDist X*fvar(8)<46
Trigger2=P2Dist Y-vel y*7=[29,110]
Trigger3=StateNo=610
Trigger3=P2BodyDist X*fvar(8)<28
Trigger3=P2Dist Y-vel y*8=[42,110]
Trigger4=StateNo=630
Trigger4=P2BodyDist X*fvar(8)<43
Trigger4=P2Dist Y-vel y*9=[28,130]

[State -3];ANZ{o[FB AC
Type=ChangeState
value=1086
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=var(58)>1
TriggerAll=Power>499
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(Ceil(fvar(18))),StateType=A
TriggerAll=Enemy(Ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(Ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=P2Dist X>-30
TriggerAll=P2BodyDist X*fvar(8)<90
TriggerAll=P2Dist Y=[-200,200]
TriggerAll=MoveHit
TriggerAll=var(51)>19+(var(52)<60)*10
TriggerAll=var(23)=0
Trigger1=StateNo=600
Trigger1=P2BodyDist X*fvar(8)<60
Trigger2=StateNo=605
Trigger2=P2BodyDist X*fvar(8)<65
Trigger3=StateNo=610
Trigger3=P2BodyDist X*fvar(8)<44
Trigger4=StateNo=620
Trigger4=P2BodyDist X*fvar(8)<65
Trigger5=StateNo=630
Trigger5=P2BodyDist X*fvar(8)<60
Trigger6=StateNo=640
Trigger6=P2BodyDist X*fvar(8)<44

[State -3];
Type=ChangeState
value=1500
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Pos Y<=-40
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(Ceil(fvar(18))),StateType=A
TriggerAll=Enemy(Ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(Ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(11111+ID)
TriggerAll=Helper(11111+ID),var(6)>150
TriggerAll=MoveHit
TriggerAll=var(23)=0
TriggerAll=var(27)<1
TriggerAll=var(24)=0
Trigger1=0;StateNo=600
Trigger2=0;StateNo=605
Trigger3=StateNo=610
Trigger4=0;StateNo=620
Trigger5=0;StateNo=630
Trigger6=StateNo=640

[State -3];ANZ{o[
Type=ChangeState
value=1085
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=var(58)<2
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(Ceil(fvar(18))),StateType=A
TriggerAll=Enemy(Ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(Ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=P2BodyDist X*fvar(8)=[-20,90]
TriggerAll=P2Dist Y=[-200,200]
TriggerAll=MoveHit
TriggerAll=var(23)=0
Trigger1=StateNo=600
Trigger1=P2BodyDist X*fvar(8)<60
Trigger2=StateNo=605
Trigger2=P2BodyDist X*fvar(8)<65
Trigger3=StateNo=610
Trigger3=P2BodyDist X*fvar(8)<44
Trigger4=StateNo=620
Trigger4=P2BodyDist X*fvar(8)<65
Trigger5=StateNo=630
Trigger5=P2BodyDist X*fvar(8)<60
Trigger6=StateNo=640
Trigger6=P2BodyDist X*fvar(8)<44

[State -3];D
Type=ChangeState
value=640
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(Ceil(fvar(18))),StateType=A
TriggerAll=Enemy(Ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(Ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=P2Dist X>=0
TriggerAll=MoveHit
TriggerAll=var(23)=0
Trigger1=StateNo=630
Trigger1=P2BodyDist X*fvar(8)<43
Trigger1=P2Dist Y-vel y*9=[-9,190]

;
;nړ
;

[State -3];ޯï
Type=ChangeState
Value=105
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[100,101])||(StateNo=[120,131])||StateNo=52
TriggerAll=var(59)=[1,9]
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(Ceil(fvar(18))),MoveType!=H
TriggerAll=PrevStateNo!=[97,98]
TriggerAll=NumHelper(20000+ID)
TriggerAll=Helper(20000+ID),var(3)=0
TriggerAll=BackEdgeDist>60
TriggerAll=P2BodyDist X*fvar(8)-Enemy(Ceil(fvar(18))),vel x*9=[0,90]
Trigger1=Enemy(Ceil(fvar(18))),MoveType=A||Enemy(Ceil(fvar(18))),Ctrl
Trigger1=Random<var(59)*3
Trigger2=var(59)>7
Trigger2=Enemy(Ceil(fvar(18))),HitDefAttr=,AA,AT
Trigger2=Random<var(59)*24

[State -3];_bV
Type=ChangeState
Value=100
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,131])||StateNo=52
TriggerAll=var(59)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(Ceil(fvar(18))),MoveType!=H
Trigger1=Random<var(59)*2
Trigger1=P2BodyDist X*fvar(8)>190

[State -3];__bV 2P
Type=ChangeState
Value=98
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,131])||StateNo=52
TriggerAll=var(59)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(Ceil(fvar(18))),Alive=1
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(Ceil(fvar(18))),MoveType!=H
TriggerAll=Random<var(59)*40
TriggerAll=P2Dist X=[60,200]
Trigger1=Enemy(Ceil(fvar(18))),Pos Y>-9

[State -3];__bV 4P
Type=ChangeState
Value=98
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>1
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,131])||StateNo=52
TriggerAll=var(59)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(1),Alive=1
TriggerAll=Enemy(1),StateType!=L
TriggerAll=Enemy(1),StateType!=A
TriggerAll=Enemy(1),MoveType!=H
TriggerAll=Random<var(59)*6
TriggerAll=P2Dist X=[60,140]
Trigger1=Enemy(1),Pos Y>-9

[State -1,Jump];OWv
Type=ChangeState
value=39
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[120,132])||(StateNo=[10,22])||(StateNo=[100,101])
TriggerAll=var(59)=[1,9]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(Ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(Ceil(fvar(18))),StateNo!=[120,155]
TriggerAll=Random<(10-var(59))
TriggerAll=PrevStateNo!=[97,98]
Trigger1=P2BodyDist X*fvar(8)-Enemy(Ceil(fvar(18))),vel x*9>200

[State -1,Jump];Wv
Type=ChangeState
value=38
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[120,132])||(StateNo=[10,22])||(StateNo=[100,101])
TriggerAll=var(59)=[1,9]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(Ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(Ceil(fvar(18))),StateNo!=[120,155]
TriggerAll=Random<(10-var(59))
TriggerAll=PrevStateNo!=[97,98]
Trigger1=P2BodyDist X*fvar(8)-Enemy(Ceil(fvar(18))),vel x*9>180

[State -1,Jump];Wv
Type=ChangeState
value=37
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[120,132])||(StateNo=[10,22])||(StateNo=[100,101])
TriggerAll=var(59)=[1,9]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(Ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(Ceil(fvar(18))),StateNo!=[120,155]
TriggerAll=Random<(10-var(59))*2
TriggerAll=BackEdgeBodyDist>62
TriggerAll=PrevStateNo!=[97,98]
Trigger1=P2BodyDist X*fvar(8)-Enemy(Ceil(fvar(18))),vel x*9=[160,200]

[State -3,Walk];O
Type=ChangeState
value=21
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[120,132])||StateNo=11||StateNo=22
TriggerAll=StateNo!=[100,101]
TriggerAll=var(59)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(Ceil(fvar(18))),MoveType!=H
TriggerAll=P2Dist X>0
Trigger1=P2BodyDist X*fvar(8)>200

[State -3,Walk];
Type=ChangeState
value=22
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[120,132])||StateNo=11||StateNo=21
TriggerAll=StateNo!=[100,101]
TriggerAll=var(59)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(Ceil(fvar(18))),MoveType!=H
TriggerAll=P2Dist X>0
Trigger1=P2BodyDist X*fvar(8)<170

[State -3,C];
Type=ChangeState
value=11
Ctrl=0
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(59)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(Ceil(fvar(18))),MoveType!=H
TriggerAll=fvar(38)=1
TriggerAll=StateNo!=[10,12]
Trigger1=Ctrl
Trigger1=StateNo=0
Trigger1=Random<var(59)*101||var(59)>9
Trigger2=StateNo=21
Trigger2=P2BodyDist X*fvar(8)<210
Trigger3=StateNo=22
Trigger3=P2BodyDist X*fvar(8)>170
Trigger4=StateNo=[21,22]
Trigger4=P2Dist X<0

[State -3,S];
Type=ChangeState
value=0
Ctrl=1
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(59)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(Ceil(fvar(18))),MoveType!=H
TriggerAll=fvar(38)=2
Trigger1=StateNo=[10,12]
Trigger1=Random<var(59)*20||var(59)>9
Trigger2=StateNo=21
Trigger2=P2BodyDist X*fvar(8)<210
Trigger3=StateNo=22
Trigger3=P2BodyDist X*fvar(8)>170
Trigger4=StateNo=[21,22]
Trigger4=P2Dist X<0

[State -3,S];
Type=ChangeState
value=0
Ctrl=(RoundState>1)
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=StateType!=A
TriggerAll=var(59)>0
TriggerAll=StateNo=[10,12]
Trigger1=RoundState!=2

;
;n㗧ZU
;
;

[State -3];
Type=ChangeState
value=800+(BackEdgeDist>61)*5
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[120,131])||(StateNo=[100,101])||StateNo=40||StateNo=52
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(Ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=A
TriggerAll=StateNo!=100
TriggerAll=P2BodyDist X*fvar(8)=[-5,24]
TriggerAll=P2Dist Y>-80
TriggerAll=Enemy(Ceil(fvar(18))),Anim!=40
TriggerAll=PrevStateNo!=97
Trigger1=Random<var(59)*30
Trigger2=var(59)>10
Trigger3=Random<var(59)*101
Trigger3=(Enemy(Ceil(fvar(18))),StateNo=[120,159])||PrevStateNo=98||(PrevStateNo=[150,155])||Enemy(Ceil(fvar(18))),StateNo=52||StateNo=52||Enemy(Ceil(fvar(18))),Pos Y<0
Trigger4=Random<var(59)*101
Trigger4=Helper(40000+ID),var(1)>0&&(Enemy(Ceil(fvar(18))),Ctrl||Enemy(Ceil(fvar(18))),StateNo<180)

;
;_bVip

[State -3];K
Type=ChangeState
value=210
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[120,131])||(StateNo=[100,101])||StateNo=40||StateNo=52
TriggerAll=var(59)>0&&Random<var(59)*101
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(Ceil(fvar(18))),MoveType!=H||Enemy(Ceil(fvar(18))),StateNo=[150,159]
TriggerAll=P2BodyDist X*fvar(8)=[-5,62]
TriggerAll=P2Dist Y>-9
Trigger1=PrevStateNo=97

;I
;
;΋

[State -3,Jump];󓊂_ެ
Type=ChangeState
value=30
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[100,101])||(StateNo=[120,132])
TriggerAll=var(59)>6
TriggerAll=fvar(38)>0||fvar(38)=-5
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(Ceil(fvar(18))),StateType=A
TriggerAll=Enemy(Ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(Ceil(fvar(18))),StateNo!=[5200,5299]
TriggerAll=NumHelper(20000+ID)
TriggerAll=Helper(30000+ID),var(26)>40||var(59)>9||Random<99
TriggerAll=Random<var(59)*(20+(Helper(20000+ID),var(9)=3)*33)||Helper(20000+ID),var(9)=3&&var(59)>9
Trigger1=P2BodyDist X*fvar(8)-Enemy(Ceil(fvar(18))),vel x*5=[-5,55]
Trigger1=P2Dist Y+Helper(30000+ID),fvar(5)=[-60,-40]
Trigger2=P2BodyDist X*fvar(8)-Enemy(Ceil(fvar(18))),vel x*6=[-5,55]
Trigger2=P2Dist Y+Helper(30000+ID),fvar(6)=[-69,-49]
Trigger3=P2BodyDist X*fvar(8)-Enemy(Ceil(fvar(18))),vel x*7=[-5,55]
Trigger3=P2Dist Y+Helper(30000+ID),fvar(7)=[-79,-59]
Trigger4=P2BodyDist X*fvar(8)-Enemy(Ceil(fvar(18))),vel x*8=[-5,55]
Trigger4=P2Dist Y+Helper(30000+ID),fvar(8)=[-88,-68]
Trigger5=P2BodyDist X*fvar(8)-Enemy(Ceil(fvar(18))),vel x*9=[-5,55]
Trigger5=P2Dist Y+Helper(30000+ID),fvar(9)=[-98,-78]

[State -3];P
Type=ChangeState
value=205
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[120,131])||(StateNo=[100,101])||StateNo=40||StateNo=52
TriggerAll=var(59)>6
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(Ceil(fvar(18))),StateType=A
TriggerAll=Enemy(Ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(Ceil(fvar(18))),StateNo!=[5200,5299]
TriggerAll=Helper(30000+ID),var(26)>40||var(59)>9||Random<99
TriggerAll=Random<var(59)*30
Trigger1=P2BodyDist X*fvar(8)-Enemy(Ceil(fvar(18))),vel x*8=[-5,63]
Trigger1=P2Dist Y+Helper(30000+ID),fvar(8)=[-80,0]
Trigger2=P2BodyDist X*fvar(8)-Enemy(Ceil(fvar(18))),vel x*9=[-5,63]
Trigger2=P2Dist Y+Helper(30000+ID),fvar(9)=[-80,0]

[State -3];S 2P
Type=ChangeState
value=420+var(58)
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[120,131])||(StateNo=[100,101])||StateNo=40||StateNo=52
TriggerAll=var(59)>6
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy,Alive=1
TriggerAll=Enemy,StateType=A
TriggerAll=Enemy,MoveType!=H
TriggerAll=Enemy,StateNo!=[5200,5299]
TriggerAll=Helper(30000+ID),var(26)>40||var(59)>9||Random<99
TriggerAll=Random<var(59)*9
Trigger1=((Enemy,Pos X-Pos X)*Facing-32)*fvar(8)-((Enemy,BackEdgeBodyDist>0||Enemy,vel x>0))*Enemy,vel x*8=[0,52]
Trigger1=Enemy,Pos Y+Enemy,vel y*8+Enemy,Const(MoveMent.Yaccel)*28=[-120,-80]
Trigger2=((Enemy,Pos X-Pos X)*Facing-32)*fvar(8)-((Enemy,BackEdgeBodyDist>0||Enemy,vel x>0))*Enemy,vel x*9=[0,52]
Trigger2=Enemy,Pos Y+Enemy,vel y*9+Enemy,Const(MoveMent.Yaccel)*36=[-120,-80]
Trigger3=((Enemy,Pos X-Pos X)*Facing-32)*fvar(8)-((Enemy,BackEdgeBodyDist>0||Enemy,vel x>0))*Enemy,vel x*10=[40,68]
Trigger3=Enemy,Pos Y+Enemy,vel y*10+Enemy,Const(MoveMent.Yaccel)*45=[-150,-120]
Trigger4=((Enemy,Pos X-Pos X)*Facing-32)*fvar(8)-((Enemy,BackEdgeBodyDist>0||Enemy,vel x>0))*Enemy,vel x*11=[40,68]
Trigger4=Enemy,Pos Y+Enemy,vel y*11+Enemy,Const(MoveMent.Yaccel)*55=[-150,-120]
Trigger5=((Enemy,Pos X-Pos X)*Facing-32)*fvar(8)-((Enemy,BackEdgeBodyDist>0||Enemy,vel x>0))*Enemy,vel x*12=[50,80]
Trigger5=Enemy,Pos Y+Enemy,vel y*12+Enemy,Const(MoveMent.Yaccel)*66=[-190,-160]
Trigger6=((Enemy,Pos X-Pos X)*Facing-32)*fvar(8)-((Enemy,BackEdgeBodyDist>0||Enemy,vel x>0))*Enemy,vel x*13=[50,80]
Trigger6=Enemy,Pos Y+Enemy,vel y*13+Enemy,Const(MoveMent.Yaccel)*78=[-190,-160]
Trigger7=((Enemy,Pos X-Pos X)*Facing-32)*fvar(8)-((Enemy,BackEdgeBodyDist>0||Enemy,vel x>0))*Enemy,vel x*14=[65,97]
Trigger7=Enemy,Pos Y+Enemy,vel y*14+Enemy,Const(MoveMent.Yaccel)*92=[-220,-180]
Trigger8=((Enemy,Pos X-Pos X)*Facing-32)*fvar(8)-((Enemy,BackEdgeBodyDist>0||Enemy,vel x>0))*Enemy,vel x*15=[65,97]
Trigger8=Enemy,Pos Y+Enemy,vel y*15+Enemy,Const(MoveMent.Yaccel)*106=[-220,-180]

[State -3];S 4P
Type=ChangeState
value=420+var(58)
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>1
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[120,131])||(StateNo=[100,101])||StateNo=40||StateNo=52
TriggerAll=var(59)>6
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(1),Alive=1
TriggerAll=Enemy(1),StateType=A
TriggerAll=Enemy(1),MoveType!=H
TriggerAll=Enemy(1),StateNo!=[5200,5299]
TriggerAll=Helper(30000+ID),var(26)>40||var(59)>9||Random<99
TriggerAll=Random<var(59)*9
Trigger1=((Enemy(1),Pos X-Pos X)*Facing-32)*fvar(8)-((Enemy(1),BackEdgeBodyDist>0||Enemy(1),vel x>0))*Enemy(1),vel x*8=[0,52]
Trigger1=Enemy(1),Pos Y+Enemy(1),vel y*8+Enemy(1),Const(MoveMent.Yaccel)*36=[-120,-80]
Trigger2=((Enemy(1),Pos X-Pos X)*Facing-32)*fvar(8)-((Enemy(1),BackEdgeBodyDist>0||Enemy(1),vel x>0))*Enemy(1),vel x*9=[0,52]
Trigger2=Enemy(1),Pos Y+Enemy(1),vel y*9+Enemy(1),Const(MoveMent.Yaccel)*45=[-120,-80]
Trigger3=((Enemy(1),Pos X-Pos X)*Facing-32)*fvar(8)-((Enemy(1),BackEdgeBodyDist>0||Enemy(1),vel x>0))*Enemy(1),vel x*10=[40,68]
Trigger3=Enemy(1),Pos Y+Enemy(1),vel y*10+Enemy(1),Const(MoveMent.Yaccel)*55=[-150,-120]
Trigger4=((Enemy(1),Pos X-Pos X)*Facing-32)*fvar(8)-((Enemy(1),BackEdgeBodyDist>0||Enemy(1),vel x>0))*Enemy(1),vel x*11=[40,68]
Trigger4=Enemy(1),Pos Y+Enemy(1),vel y*11+Enemy(1),Const(MoveMent.Yaccel)*66=[-150,-120]
Trigger5=((Enemy(1),Pos X-Pos X)*Facing-32)*fvar(8)-((Enemy(1),BackEdgeBodyDist>0||Enemy(1),vel x>0))*Enemy(1),vel x*12=[50,80]
Trigger5=Enemy(1),Pos Y+Enemy(1),vel y*12+Enemy(1),Const(MoveMent.Yaccel)*78=[-190,-160]
Trigger6=((Enemy(1),Pos X-Pos X)*Facing-32)*fvar(8)-((Enemy(1),BackEdgeBodyDist>0||Enemy(1),vel x>0))*Enemy(1),vel x*13=[50,80]
Trigger6=Enemy(1),Pos Y+Enemy(1),vel y*13+Enemy(1),Const(MoveMent.Yaccel)*91=[-190,-160]
Trigger7=((Enemy(1),Pos X-Pos X)*Facing-32)*fvar(8)-((Enemy(1),BackEdgeBodyDist>0||Enemy(1),vel x>0))*Enemy(1),vel x*14=[65,97]
Trigger7=Enemy(1),Pos Y+Enemy(1),vel y*14+Enemy(1),Const(MoveMent.Yaccel)*105=[-220,-180]
Trigger8=((Enemy(1),Pos X-Pos X)*Facing-32)*fvar(8)-((Enemy(1),BackEdgeBodyDist>0||Enemy(1),vel x>0))*Enemy(1),vel x*15=[65,97]
Trigger8=Enemy(1),Pos Y+Enemy(1),vel y*15+Enemy(1),Const(MoveMent.Yaccel)*120=[-220,-180]

[State -3];K 2P
Type=ChangeState
value=215+var(58)
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[120,131])||(StateNo=[100,101])||StateNo=40||StateNo=52
TriggerAll=var(59)>6
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy,Alive=1
TriggerAll=Enemy,StateType=A
TriggerAll=Enemy,MoveType!=H
TriggerAll=Enemy,StateNo!=[5200,5299]
TriggerAll=(((Enemy,Pos X-Pos X)*Facing)*fvar(8)-(Enemy,BackEdgeBodyDist>9||Enemy,vel x>=0))*Enemy,vel x*10>0
TriggerAll=Helper(30000+ID),var(26)>40||var(59)>9||Random<99
TriggerAll=Random<var(59)*17
Trigger1=((Enemy,Pos X-Pos X)*Facing-32)*fvar(8)-((Enemy,BackEdgeBodyDist>0||Enemy,vel x>0))*Enemy,vel x*10=[0,88]
Trigger1=Enemy,Pos Y+Enemy,vel y*10+Enemy,Const(MoveMent.Yaccel)*45=[-99,-90-Enemy,Const(Size.Head.Pos.Y)]
Trigger2=((Enemy,Pos X-Pos X)*Facing-32)*fvar(8)-((Enemy,BackEdgeBodyDist>9||Enemy,vel x>=0))*Enemy,vel x*11=[89,125]
Trigger2=Enemy,Pos Y+Enemy,vel y*11+Enemy,Const(MoveMent.Yaccel)*55=[-120,-110-Enemy,Const(Size.Head.Pos.Y)]
Trigger3=((Enemy,Pos X-Pos X)*Facing-32)*fvar(8)-((Enemy,BackEdgeBodyDist>9||Enemy,vel x>=0))*Enemy,vel x*12=[126,160]
Trigger3=Enemy,Pos Y+Enemy,vel y*12+Enemy,Const(MoveMent.Yaccel)*66=[-130,-130-Enemy,Const(Size.Head.Pos.Y)]

[State -3];K 4P
Type=ChangeState
value=215+var(58)
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>1
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[120,131])||(StateNo=[100,101])||StateNo=40||StateNo=52
TriggerAll=var(59)>6
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(1),Alive=1
TriggerAll=Enemy(1),StateType=A
TriggerAll=Enemy(1),MoveType!=H
TriggerAll=Enemy(1),StateNo!=[5200,5299]
TriggerAll=(((Enemy(1),Pos X-Pos X)*Facing)*fvar(8)-(Enemy(1),BackEdgeBodyDist>9||Enemy(1),vel x>=0))*Enemy(1),vel x*10>0
TriggerAll=Helper(30000+ID),var(26)>40||var(59)>9||Random<99
TriggerAll=Random<var(59)*17
Trigger1=((Enemy(1),Pos X-Pos X)*Facing-32)*fvar(8)-((Enemy(1),BackEdgeBodyDist>0||Enemy(1),vel x>=0))*Enemy(1),vel x*10=[0,88]
Trigger1=Enemy(1),Pos Y+Enemy(1),vel y*10+Enemy(1),Const(MoveMent.Yaccel)*45=[-99,-90-Enemy(1),Const(Size.Head.Pos.Y)]
Trigger2=((Enemy(1),Pos X-Pos X)*Facing-32)*fvar(8)-((Enemy(1),BackEdgeBodyDist>9||Enemy(1),vel x>=0))*Enemy(1),vel x*11=[89,125]
Trigger2=Enemy(1),Pos Y+Enemy(1),vel y*11+Enemy(1),Const(MoveMent.Yaccel)*55=[-120,-110-Enemy(1),Const(Size.Head.Pos.Y)]
Trigger3=((Enemy(1),Pos X-Pos X)*Facing-32)*fvar(8)-((Enemy(1),BackEdgeBodyDist>9||Enemy(1),vel x>=0))*Enemy(1),vel x*12=[126,160]
Trigger3=Enemy(1),Pos Y+Enemy(1),vel y*12+Enemy(1),Const(MoveMent.Yaccel)*66=[-130,-130-Enemy(1),Const(Size.Head.Pos.Y)]

[State -3];P 2P
Type=ChangeState
value=200+var(58)
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[120,131])||(StateNo=[100,101])||StateNo=40||StateNo=52
TriggerAll=var(59)>6
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy,Alive=1
TriggerAll=Enemy,StateType=A
TriggerAll=Enemy,MoveType!=H
TriggerAll=Enemy,StateNo!=[5200,5299]
TriggerAll=Helper(30000+ID),var(26)>40||var(59)>9||Random<99
TriggerAll=Random<var(59)*9
Trigger1=((Enemy,Pos X-Pos X)*Facing-32)*fvar(8)-Enemy,vel x*6=[60,93]
Trigger1=Enemy,Pos Y+Enemy,vel y*6+Enemy,Const(MoveMent.Yaccel)*15=[-100,-60-Enemy,Const(Size.Head.Pos.Y)]
Trigger2=((Enemy,Pos X-Pos X)*Facing-32)*fvar(8)-Enemy,vel x*7=[60,93]
Trigger2=Enemy,Pos Y+Enemy,vel y*7+Enemy,Const(MoveMent.Yaccel)*21=[-100,-60-Enemy,Const(Size.Head.Pos.Y)]
Trigger3=((Enemy,Pos X-Pos X)*Facing-32)*fvar(8)-Enemy,vel x*8=[94,131]
Trigger3=Enemy,Pos Y+Enemy,vel y*8+Enemy,Const(MoveMent.Yaccel)*28=[-110,-70-Enemy,Const(Size.Head.Pos.Y)]
Trigger4=((Enemy,Pos X-Pos X)*Facing-32)*fvar(8)-Enemy,vel x*9=[132,174]
Trigger4=Enemy,Pos Y+Enemy,vel y*9+Enemy,Const(MoveMent.Yaccel)*36=[-120,-80-Enemy,Const(Size.Head.Pos.Y)]
Trigger5=((Enemy,Pos X-Pos X)*Facing-32)*fvar(8)-Enemy,vel x*10=[176,213]
Trigger5=Enemy,Pos Y+Enemy,vel y*10+Enemy,Const(MoveMent.Yaccel)*45=[-130,-90-Enemy,Const(Size.Head.Pos.Y)]
Trigger6=((Enemy,Pos X-Pos X)*Facing-32)*fvar(8)-Enemy,vel x*11>214
Trigger6=Enemy,Pos Y+Enemy,vel y*11+Enemy,Const(MoveMent.Yaccel)*55=[-140,-100-Enemy,Const(Size.Head.Pos.Y)]

[State -3];P 4P
Type=ChangeState
value=200+var(58)
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>1
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[120,131])||(StateNo=[100,101])||StateNo=40||StateNo=52
TriggerAll=var(59)>6
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(1),Alive=1
TriggerAll=Enemy(1),StateType=A
TriggerAll=Enemy(1),MoveType!=H
TriggerAll=Enemy(1),StateNo!=[5200,5299]
TriggerAll=Helper(30000+ID),var(26)>40||var(59)>9||Random<99
TriggerAll=Random<var(59)*9
Trigger1=((Enemy(1),Pos X-Pos X)*Facing-32)*fvar(8)-Enemy(1),vel x*6=[60,93]
Trigger1=Enemy(1),Pos Y+Enemy(1),vel y*6+Enemy(1),Const(MoveMent.Yaccel)*15=[-100,-60-Enemy(1),Const(Size.Head.Pos.Y)]
Trigger2=((Enemy(1),Pos X-Pos X)*Facing-32)*fvar(8)-Enemy(1),vel x*7=[60,93]
Trigger2=Enemy(1),Pos Y+Enemy(1),vel y*7+Enemy(1),Const(MoveMent.Yaccel)*21=[-100,-60-Enemy(1),Const(Size.Head.Pos.Y)]
Trigger3=((Enemy(1),Pos X-Pos X)*Facing-32)*fvar(8)-Enemy(1),vel x*8=[94,131]
Trigger3=Enemy(1),Pos Y+Enemy(1),vel y*8+Enemy(1),Const(MoveMent.Yaccel)*28=[-110,-70-Enemy(1),Const(Size.Head.Pos.Y)]
Trigger4=((Enemy(1),Pos X-Pos X)*Facing-32)*fvar(8)-Enemy(1),vel x*9=[132,174]
Trigger4=Enemy(1),Pos Y+Enemy(1),vel y*9+Enemy(1),Const(MoveMent.Yaccel)*36=[-120,-80-Enemy(1),Const(Size.Head.Pos.Y)]
Trigger5=((Enemy(1),Pos X-Pos X)*Facing-32)*fvar(8)-Enemy(1),vel x*10=[176,213]
Trigger5=Enemy(1),Pos Y+Enemy(1),vel y*10+Enemy(1),Const(MoveMent.Yaccel)*45=[-130,-90-Enemy(1),Const(Size.Head.Pos.Y)]
Trigger6=((Enemy(1),Pos X-Pos X)*Facing-32)*fvar(8)-Enemy(1),vel x*11>214
Trigger6=Enemy(1),Pos Y+Enemy(1),vel y*11+Enemy(1),Const(MoveMent.Yaccel)*55=[-140,-100-Enemy(1),Const(Size.Head.Pos.Y)]

[State -3];ٓVS
Type=ChangeState
Value=1000
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[120,131])||(StateNo=[100,101])||StateNo=40||StateNo=52||StateNo=40
TriggerAll=var(59)>6
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=Enemy(Ceil(fvar(18))),StateType=A
TriggerAll=Enemy(Ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(Ceil(fvar(18))),StateNo!=[5200,5299]
TriggerAll=Helper(30000+ID),var(26)>40||var(59)>9||Random<99
TriggerAll=Random<var(59)*20
Trigger1=P2BodyDist X*fvar(8)-Enemy(Ceil(fvar(18))),vel x*2=[-5,76]
Trigger1=P2Dist Y+Helper(30000+ID),fvar(2)=[-40+10,0]
Trigger2=P2BodyDist X*fvar(8)-Enemy(Ceil(fvar(18))),vel x*3=[-5,76]
Trigger2=P2Dist Y+Helper(30000+ID),fvar(3)=[-40+10,0]
Trigger3=P2BodyDist X*fvar(8)-Enemy(Ceil(fvar(18))),vel x*4=[-5,76]
Trigger3=P2Dist Y+Helper(30000+ID),fvar(4)=[-70+20,0]
Trigger4=P2BodyDist X*fvar(8)-Enemy(Ceil(fvar(18))),vel x*5=[-5,76]
Trigger4=P2Dist Y+Helper(30000+ID),fvar(5)=[-70+20,0]

[State -3];ٓVHS
Type=ChangeState
Value=1050
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[120,131])||(StateNo=[100,101])||StateNo=40||StateNo=52||StateNo=40
TriggerAll=var(59)>6
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=Enemy(Ceil(fvar(18))),StateType=A
TriggerAll=Enemy(Ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(Ceil(fvar(18))),StateNo!=[5200,5299]
TriggerAll=Helper(30000+ID),var(26)>40||var(59)>9||Random<99
TriggerAll=Random<var(59)*20
Trigger1=0;P2BodyDist X*fvar(8)-Enemy(Ceil(fvar(18))),vel x*4=[-5,76]
Trigger1=P2Dist Y+Helper(30000+ID),fvar(4)=[-40,0]
Trigger2=0;P2BodyDist X*fvar(8)-Enemy(Ceil(fvar(18))),vel x*5=[-5,76]
Trigger2=P2Dist Y+Helper(30000+ID),fvar(5)=[-40,0]
Trigger3=0;P2BodyDist X*fvar(8)-Enemy(Ceil(fvar(18))),vel x*6=[-5,76]
Trigger3=P2Dist Y+Helper(30000+ID),fvar(6)=[-70,0]
Trigger4=0;P2BodyDist X*fvar(8)-Enemy(Ceil(fvar(18))),vel x*7=[-5,76]
Trigger4=P2Dist Y+Helper(30000+ID),fvar(6)=[-70,0]

[State -3];ٓVHS
Type=ChangeState
Value=1050
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[120,131])||(StateNo=[100,101])||StateNo=40||StateNo=52||StateNo=40
TriggerAll=var(59)>6
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(Ceil(fvar(18))),StateType=A
TriggerAll=Enemy(Ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(Ceil(fvar(18))),StateNo!=[5200,5299]
TriggerAll=Helper(30000+ID),var(26)>40||var(59)>9||Random<99
TriggerAll=Random<var(59)*20
Trigger1=P2BodyDist X*fvar(8)-Enemy(Ceil(fvar(18))),vel x*12=[-5,50]
Trigger1=P2Dist Y+Helper(30000+ID),fvar(12)=[-100,-50]
Trigger2=P2BodyDist X*fvar(8)-Enemy(Ceil(fvar(18))),vel x*19=[-5,50]
Trigger2=P2Dist Y+Helper(30000+ID),fvar(19)=[-100,-50]
Trigger3=P2BodyDist X*fvar(8)-Enemy(Ceil(fvar(18))),vel x*19=[50,90]
Trigger3=P2Dist Y+Helper(30000+ID),fvar(19)=[-200,-101]

;΋I
;
;i

[State -3];K
Type=ChangeState
value=410
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[120,131])||(StateNo=[100,101])||StateNo=40||StateNo=52
TriggerAll=var(59)>6
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=PrevStateNo!=[97,98]
TriggerAll=Enemy(Ceil(fvar(18))),StateType=S
TriggerAll=Enemy(Ceil(fvar(18))),MoveType!=H
TriggerAll=P2BodyDist X*fvar(8)=[-5,62]
TriggerAll=P2Dist Y>-9
Trigger1=Random<var(59)*65

[State -3];_P
Type=ChangeState
value=206
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[120,131])||(StateNo=[100,101])||StateNo=40||StateNo=52
TriggerAll=var(59)>6
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=PrevStateNo!=[97,98]
TriggerAll=Enemy(Ceil(fvar(18))),StateType=S
TriggerAll=Enemy(Ceil(fvar(18))),MoveType!=H
TriggerAll=P2BodyDist X*fvar(8)=[-5,97]
TriggerAll=P2Dist Y>-20
Trigger1=Random<var(59)*28

[State -3];HS
Type=ChangeState
value=430+var(58)
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[120,131])||(StateNo=[100,101])||StateNo=40||StateNo=52
TriggerAll=var(59)>6
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=PrevStateNo!=[97,98]
TriggerAll=Enemy(Ceil(fvar(18))),StateType=S
TriggerAll=Enemy(Ceil(fvar(18))),MoveType!=H
TriggerAll=P2BodyDist X*fvar(8)=[150,200]
TriggerAll=P2Dist Y>-20
Trigger1=Random<var(59)*8

;iI
;
;i

[State -3];D
Type=ChangeState
value=240
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[120,131])||(StateNo=[100,101])||StateNo=40||StateNo=52
TriggerAll=var(59)>6
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=PrevStateNo!=[97,98]
TriggerAll=Enemy(Ceil(fvar(18))),StateType=C
TriggerAll=Enemy(Ceil(fvar(18))),MoveType!=H
TriggerAll=P2BodyDist X*fvar(8)=[-5,97]
TriggerAll=P2Dist Y>-80
Trigger1=Random<var(59)*17

[State -3];HS
Type=ChangeState
value=235
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[120,131])||(StateNo=[100,101])||StateNo=40||StateNo=52
TriggerAll=var(59)>6
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=PrevStateNo!=[97,98]
TriggerAll=Enemy(Ceil(fvar(18))),StateType=C
TriggerAll=Enemy(Ceil(fvar(18))),MoveType!=H
TriggerAll=P2BodyDist X*fvar(8)=[100,180]
TriggerAll=P2Dist Y>-80
Trigger1=Random<var(59)*9

[State -3];e_S
Type=ChangeState
value=1400
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[120,131])||(StateNo=[100,101])||StateNo=40||StateNo=52
TriggerAll=var(59)>6
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=PrevStateNo!=[97,98]
TriggerAll=Enemy(Ceil(fvar(18))),StateType=C
TriggerAll=Enemy(Ceil(fvar(18))),MoveType!=H
TriggerAll=P2BodyDist X*fvar(8)=[120,170]
TriggerAll=!P2Dist Y
Trigger1=Random<var(59)*7
Trigger2=NumPartner
Trigger2=Partner,Alive=1
Trigger2=Partner,Life>0
Trigger2=Partner,Pos Y>-50
Trigger2=(Partner,Pos X-Pos X)*facing>9
Trigger2=Random<var(59)*30

;i@i@΋@I
;
;

[State -3];K
Type=ChangeState
value=210
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[120,131])||(StateNo=[100,101])||StateNo=40||StateNo=52
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=PrevStateNo!=[97,98]
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(Ceil(fvar(18))),MoveType!=H
TriggerAll=Random<var(59)*9
Trigger1=P2BodyDist X*fvar(8)-(Enemy(Ceil(fvar(18))),StateType=A)*Enemy(Ceil(fvar(18))),vel x*5=[-5,66]
Trigger1=P2Dist Y+Helper(30000+ID),fvar(5)=[-50,0]

[State -3];K
Type=ChangeState
value=410
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[120,131])||(StateNo=[100,101])||StateNo=40||StateNo=52
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=PrevStateNo!=[97,98]
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(Ceil(fvar(18))),MoveType!=H
TriggerAll=P2BodyDist X*fvar(8)=[-5,62]
TriggerAll=!P2Dist Y
Trigger1=Random<var(59)*9

[State -3];S
Type=ChangeState
value=220
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[120,131])||(StateNo=[100,101])||StateNo=40||StateNo=52
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=PrevStateNo!=[97,98]
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(Ceil(fvar(18))),MoveType!=H
TriggerAll=Random<var(59)*4
TriggerAll=P2BodyDist X*fvar(8)=[-5,34]
Trigger1=P2Dist Y+Helper(30000+ID),fvar(6)=[-60,0]
Trigger2=P2Dist Y+Helper(30000+ID),fvar(7)=[-60,0]
Trigger2=P2Dist Y+Helper(30000+ID),fvar(8)=[-60,0]

[State -3];D
Type=ChangeState
value=450
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[120,131])||(StateNo=[100,101])||StateNo=40||StateNo=52
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=PrevStateNo!=[97,98]
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(Ceil(fvar(18))),MoveType!=H
TriggerAll=P2BodyDist X*fvar(8)=[63,97]
TriggerAll=!P2Dist Y
Trigger1=Random<var(59)*9

[State -3];ٓV_S
Type=ChangeState
value=1000
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[120,131])||(StateNo=[100,101])||StateNo=40||StateNo=52
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(Ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(Ceil(fvar(18))),StateNo!=[5200,5299]
TriggerAll=PrevStateNo!=[97,98]
TriggerAll=Random<var(59)*8
Trigger1=P2BodyDist X*fvar(8)-(Enemy(Ceil(fvar(18))),StateType=A)*Enemy(Ceil(fvar(18))),vel x*2=[30,76]
Trigger1=P2Dist Y+Helper(30000+ID),fvar(2)=[-40,0]
Trigger2=P2BodyDist X*fvar(8)-(Enemy(Ceil(fvar(18))),StateType=A)*Enemy(Ceil(fvar(18))),vel x*3=[30,76]
Trigger2=P2Dist Y+Helper(30000+ID),fvar(3)=[-40,0]
Trigger3=P2BodyDist X*fvar(8)-(Enemy(Ceil(fvar(18))),StateType=A)*Enemy(Ceil(fvar(18))),vel x*4=[30,76]
Trigger3=P2Dist Y+Helper(30000+ID),fvar(4)=[-80,0]
Trigger4=P2BodyDist X*fvar(8)-(Enemy(Ceil(fvar(18))),StateType=A)*Enemy(Ceil(fvar(18))),vel x*5=[30,76]
Trigger4=P2Dist Y+Helper(30000+ID),fvar(5)=[-80,0]

[State -3];S
Type=ChangeState
value=225
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[120,131])||(StateNo=[100,101])||StateNo=40||StateNo=52
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(Ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(Ceil(fvar(18))),StateNo!=[120,159]
TriggerAll=PrevStateNo!=[97,98]
TriggerAll=Random<var(59)*21
Trigger1=P2BodyDist X*fvar(8)-(Enemy(Ceil(fvar(18))),StateType=A)*Enemy(Ceil(fvar(18))),vel x*8=[40,113]
Trigger1=P2Dist Y+Helper(30000+ID),fvar(8)=[-40,0]
Trigger2=P2BodyDist X*fvar(8)-(Enemy(Ceil(fvar(18))),StateType=A)*Enemy(Ceil(fvar(18))),vel x*9=[40,113]
Trigger2=P2Dist Y+Helper(30000+ID),fvar(9)=[-40,0]
Trigger3=P2BodyDist X*fvar(8)-(Enemy(Ceil(fvar(18))),StateType=A)*Enemy(Ceil(fvar(18))),vel x*10=[40,113]
Trigger3=P2Dist Y+Helper(30000+ID),fvar(10)=[-40,0]

[State -3];HS
Type=ChangeState
value=430+var(58)
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[120,131])||(StateNo=[100,101])||StateNo=40||StateNo=52
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(Ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(Ceil(fvar(18))),StateNo!=[120,159]
TriggerAll=PrevStateNo!=[97,98]
TriggerAll=P2BodyDist X*fvar(8)=[150,180]
TriggerAll=P2Dist Y>-20
Trigger1=Random<var(59)*(4+(Power>499)*30)

[State -3];HS
Type=ChangeState
value=235
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[120,131])||(StateNo=[100,101])||StateNo=40||StateNo=52
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(Ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(Ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=PrevStateNo!=[97,98]
TriggerAll=P2BodyDist X*fvar(8)=[140,180]
TriggerAll=!P2Dist Y
Trigger1=Random<var(59)*2

[State -3];e_S
Type=ChangeState
value=1400
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[120,131])||(StateNo=[100,101])||StateNo=40||StateNo=52
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(Ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(Ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=PrevStateNo!=[97,98]
TriggerAll=P2BodyDist X*fvar(8)=[110,170]
TriggerAll=P2Dist Y>-60
Trigger1=Random<var(59)*3

[State -3];e_HS
Type=ChangeState
value=1450
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[120,131])||(StateNo=[100,101])||StateNo=40||StateNo=52
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(Ceil(fvar(18))),MoveType!=H
TriggerAll=PrevStateNo!=[97,98]
TriggerAll=Power>499
TriggerAll=P2BodyDist X*fvar(8)>190
Trigger1=Random<ifelse(var(59)>7,10-var(59),var(59)-4)*9

[State -3];P
Type=ChangeState
value=400
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[120,131])||(StateNo=[100,101])||StateNo=40||StateNo=52
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(Ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(Ceil(fvar(18))),StateNo!=[120,159]
TriggerAll=PrevStateNo!=[97,98]
TriggerAll=Random<var(59)*22
Trigger1=0;P2BodyDist X*fvar(8)-(Enemy(Ceil(fvar(18))),StateType=A)*Enemy(Ceil(fvar(18))),vel x*11=[60,93]
Trigger1=P2Dist Y+Helper(30000+ID),fvar(11)=[-9,0]
Trigger2=P2BodyDist X*fvar(8)-(Enemy(Ceil(fvar(18))),StateType=A)*Enemy(Ceil(fvar(18))),vel x*12=[94,141]
Trigger2=P2Dist Y+Helper(30000+ID),fvar(12)=[-9,0]
Trigger3=P2BodyDist X*fvar(8)-(Enemy(Ceil(fvar(18))),StateType=A)*Enemy(Ceil(fvar(18))),vel x*13=[142,178]
Trigger3=P2Dist Y+Helper(30000+ID),fvar(13)=[-9,0]
Trigger4=P2BodyDist X*fvar(8)-(Enemy(Ceil(fvar(18))),StateType=A)*Enemy(Ceil(fvar(18))),vel x*14=[179,214]
Trigger4=P2Dist Y+Helper(30000+ID),fvar(14)=[-9,0]
Trigger5=P2BodyDist X*fvar(8)-(Enemy(Ceil(fvar(18))),StateType=A)*Enemy(Ceil(fvar(18))),vel x*15=[215,237]
Trigger5=P2Dist Y+Helper(30000+ID),fvar(15)=[-9,0]
Trigger6=P2BodyDist X*fvar(8)-(Enemy(Ceil(fvar(18))),StateType=A)*Enemy(Ceil(fvar(18))),vel x*16=[215,237]
Trigger6=P2Dist Y+Helper(30000+ID),fvar(16)=[-9,0]

[State -3];P
Type=ChangeState
value=400
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[120,131])||(StateNo=[100,101])||StateNo=40||StateNo=52
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(Ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(Ceil(fvar(18))),StateNo!=[120,159]
TriggerAll=PrevStateNo!=[97,98]
TriggerAll=NumPartner
TriggerAll=Partner,Alive=1
TriggerAll=Partner,Life>0
TriggerAll=Partner,Pos Y>-50
TriggerAll=(Partner,Pos X-Pos X)*facing>9
TriggerAll=Random<var(59)*50
Trigger1=0;P2BodyDist X*fvar(8)-(Enemy(Ceil(fvar(18))),StateType=A)*Enemy(Ceil(fvar(18))),vel x*11=[60,93]
Trigger1=P2Dist Y+Helper(30000+ID),fvar(11)=[-9,0]
Trigger2=P2BodyDist X*fvar(8)-(Enemy(Ceil(fvar(18))),StateType=A)*Enemy(Ceil(fvar(18))),vel x*12=[94,141]
Trigger2=P2Dist Y+Helper(30000+ID),fvar(12)=[-9,0]
Trigger3=P2BodyDist X*fvar(8)-(Enemy(Ceil(fvar(18))),StateType=A)*Enemy(Ceil(fvar(18))),vel x*13=[142,178]
Trigger3=P2Dist Y+Helper(30000+ID),fvar(13)=[-9,0]
Trigger4=P2BodyDist X*fvar(8)-(Enemy(Ceil(fvar(18))),StateType=A)*Enemy(Ceil(fvar(18))),vel x*14=[179,214]
Trigger4=P2Dist Y+Helper(30000+ID),fvar(14)=[-9,0]
Trigger5=P2BodyDist X*fvar(8)-(Enemy(Ceil(fvar(18))),StateType=A)*Enemy(Ceil(fvar(18))),vel x*15=[215,237]
Trigger5=P2Dist Y+Helper(30000+ID),fvar(15)=[-9,0]
Trigger6=P2BodyDist X*fvar(8)-(Enemy(Ceil(fvar(18))),StateType=A)*Enemy(Ceil(fvar(18))),vel x*16=[215,237]
Trigger6=P2Dist Y+Helper(30000+ID),fvar(16)=[-9,0]


[State -3];P
Type=ChangeState
value=200+var(58)
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[120,131])||(StateNo=[100,101])||StateNo=40||StateNo=52
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=C
TriggerAll=Enemy(Ceil(fvar(18))),Anim!=[100,116]
TriggerAll=Enemy(Ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(Ceil(fvar(18))),StateNo!=[120,159]
TriggerAll=PrevStateNo!=[97,98]
TriggerAll=Random<var(59)*13
Trigger1=0;P2BodyDist X*fvar(8)-Enemy(Ceil(fvar(18))),vel x*6=[60,93]
Trigger1=P2Dist Y+Helper(30000+ID),fvar(6)=[-100,-60-Enemy(Ceil(fvar(18))),Const(Size.Head.Pos.Y)]
Trigger2=0;P2BodyDist X*fvar(8)-Enemy(Ceil(fvar(18))),vel x*7=[60,93]
Trigger2=P2Dist Y+Helper(30000+ID),fvar(7)=[-100,-60-Enemy(Ceil(fvar(18))),Const(Size.Head.Pos.Y)]
Trigger3=0;P2BodyDist X*fvar(8)-Enemy(Ceil(fvar(18))),vel x*8=[94,131]
Trigger3=P2Dist Y+Helper(30000+ID),fvar(8)=[-110,-70-Enemy(Ceil(fvar(18))),Const(Size.Head.Pos.Y)]
Trigger4=P2BodyDist X*fvar(8)-Enemy(Ceil(fvar(18))),vel x*9=[132,174]
Trigger4=P2Dist Y+Helper(30000+ID),fvar(9)=[-120,-80-Enemy(Ceil(fvar(18))),Const(Size.Head.Pos.Y)]
Trigger5=P2BodyDist X*fvar(8)-Enemy(Ceil(fvar(18))),vel x*10=[176,213]
Trigger5=P2Dist Y+Helper(30000+ID),fvar(10)=[-130,-90-Enemy(Ceil(fvar(18))),Const(Size.Head.Pos.Y)]
Trigger6=P2BodyDist X*fvar(8)-Enemy(Ceil(fvar(18))),vel x*11>214
Trigger6=P2Dist Y+Helper(30000+ID),fvar(11)=[-140,-100-Enemy(Ceil(fvar(18))),Const(Size.Head.Pos.Y)]

[State -3];M
Type=ChangeState
value=1100
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[120,131])||(StateNo=[100,101])||StateNo=40||StateNo=52
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(Ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(Ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=PrevStateNo!=[97,98]
TriggerAll=P2Dist Y>-40
Trigger1=Random<ifelse(var(59)>7,10-var(59),var(59)-4)*40
Trigger1=P2BodyDist X*fvar(8)-Enemy(Ceil(fvar(18))),vel x*24=[90,160]
Trigger2=Random<var(59)*3
Trigger2=P2BodyDist X*fvar(8)-Enemy(Ceil(fvar(18))),vel x*24>160

[State -3];M
Type=ChangeState
value=1099
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[120,131])||(StateNo=[100,101])||StateNo=40||StateNo=52
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(Ceil(fvar(18))),MoveType!=H
TriggerAll=PrevStateNo!=[97,98]
TriggerAll=P2BodyDist X*fvar(8)-Enemy(Ceil(fvar(18))),vel x*24=[-5,90]
TriggerAll=Power>499
TriggerAll=P2Dist Y>-40
Trigger1=Random<var(59)*(1+(Power>999)*29)

[State -3];
Type=ChangeState
value=1150
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[120,131])||(StateNo=[100,101])||StateNo=40||StateNo=52
TriggerAll=var(59)>4
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(Ceil(fvar(18))),MoveType!=H
TriggerAll=PrevStateNo!=[97,98]
TriggerAll=!P2Dist Y
TriggerAll=Enemy(Ceil(fvar(18))),Anim!=40
TriggerAll=P2BodyDist X*fvar(8)-Enemy(Ceil(fvar(18))),vel x*24<190
Trigger1=Random<ifelse(var(59)>7,10-var(59),var(59)-4)*9
Trigger1=P2BodyDist X*fvar(8)-Enemy(Ceil(fvar(18))),vel x*24=[90,160]
Trigger2=Random<var(59)
Trigger2=P2BodyDist X*fvar(8)-Enemy(Ceil(fvar(18))),vel x*24>160

[State -3];
Type=ChangeState
value=1150
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[120,131])||(StateNo=[100,101])||StateNo=40||StateNo=52
TriggerAll=var(59)>4
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(Ceil(fvar(18))),MoveType!=H
TriggerAll=PrevStateNo!=[97,98]
TriggerAll=!P2Dist Y
TriggerAll=Enemy(Ceil(fvar(18))),Anim!=40
TriggerAll=P2BodyDist X*fvar(8)-Enemy(Ceil(fvar(18))),vel x*24<190
Trigger1=NumPartner>0
Trigger1=Partner,Alive=1
Trigger1=Partner,Life>0
Trigger1=Partner,Pos Y>-50
Trigger1=(Partner,Pos X-Pos X)*facing>9
Trigger1=Random<var(59)*28

;
;󒆈ړ
;

[State -3];p@󒆃obN_bV
Type=ChangeState
Value=115
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=!var(11)
TriggerAll=Pos Y<=ifelse(vel y<0,-40,-10)
TriggerAll=Ctrl
TriggerAll=(StateNo=[50,59])||(StateNo=[5200,5210])||(StateNo=241)
TriggerAll=var(59)>0
;TriggerAll=NumHelper(40000+ID)
;TriggerAll=Helper(40000+ID),var(1)<1
;󒆃K[hs\ẐK[hobN_bVق肷C
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(Ceil(fvar(18))),MoveType!=H
TriggerAll=BackEdgeBodyDist>62
TriggerAll=NumHelper(11111+ID)
TriggerAll=Helper(11111+ID),var(6)>150
Trigger1=P2Dist X>=0
Trigger1=P2BodyDist X*fvar(8)<120
Trigger1=Random<var(59)*40

[State -3];p@󒆃_bV
Type=ChangeState
Value=110
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=!var(11)
TriggerAll=Pos Y<=ifelse(vel y<0,-40,-10)
TriggerAll=Ctrl
TriggerAll=(StateNo=[50,59])||(StateNo=[5200,5210])||StateNo=241
TriggerAll=var(59)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(Ceil(fvar(18))),MoveType!=H
TriggerAll=NumHelper(11111+ID)
TriggerAll=Helper(11111+ID),var(6)>150
Trigger1=P2BodyDist X*fvar(8)>89
Trigger1=Random<var(59)*9
Trigger2=Random<var(59)*90
Trigger2=vel y>-0.5
Trigger2=P2BodyDist X*fvar(8)<90
Trigger2=P2Dist Y>20
Trigger2=Abs(Helper(11111+ID),var(7))<90

[State -3];p@󒆼ެ
Type=ChangeState
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=!var(11)
TriggerAll=Ctrl
TriggerAll=var(59)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(Ceil(fvar(18))),MoveType!=H
TriggerAll=NumHelper(11111+ID)
TriggerAll=Abs(Helper(11111+ID),var(7))>90||P2Dist X>90
Trigger1=vel x>=0
Trigger1=Random<var(59)*9
Value=99

;
;󒆗ZU
;

[State -3];
Type=ChangeState
value=850
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||fvar(28)||StateNo=120||StateNo=132
TriggerAll=P2BodyDist X*fvar(8)=[-30,54]
TriggerAll=P2Dist Y=[-79,19]
TriggerAll=Enemy(Ceil(fvar(18))),StateType=A
TriggerAll=Enemy(Ceil(fvar(18))),MoveType!=H
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0||fvar(38)=-5
Trigger1=Random<var(59)*30
Trigger2=(Enemy(Ceil(fvar(18))),StateNo=[120,159])||(Enemy(Ceil(fvar(18))),StateNo=[5200,5211])||PrevStateNo=30||PrevStateNo=41
Trigger2=Random<var(59)*101
Trigger3=var(59)>10

[State -3];P
Type=ChangeState
value=600
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||fvar(28)||StateNo=120||StateNo=132||(StateNo=110||StateNo=115)&&Time>4+(StateNo=110)||StateNo=99&&PrevStateNo=610
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=Enemy(Ceil(fvar(18))),StateType=A
TriggerAll=Enemy(Ceil(fvar(18))),MoveType!=H
TriggerAll=P2BodyDist X*fvar(8)=[-20,37+40]
TriggerAll=P2Dist Y=[-80,50]
Trigger1=Random<var(59)*50

[State -3];K
Type=ChangeState
value=610
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||fvar(28)||StateNo=120||StateNo=132||(StateNo=110||StateNo=115)&&Time>4+(StateNo=110)
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(Ceil(fvar(18))),MoveType!=H
TriggerAll=P2BodyDist X*fvar(8)=[-20,65+40]
TriggerAll=P2Dist Y=[-120,80]
TriggerAll=Enemy(Ceil(fvar(18))),StateType=A
Trigger1=Random<var(59)*45

[State -3];HS
Type=ChangeState
value=630
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||fvar(28)||StateNo=120||StateNo=132||(StateNo=110||StateNo=115)&&Time>4+(StateNo=110)
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(Ceil(fvar(18))),MoveType!=H
TriggerAll=P2BodyDist X*fvar(8)=[-20,55+30+vel x*7-Enemy(Ceil(fvar(18))),vel x*7]
TriggerAll=P2Dist Y=[-40,150]
TriggerAll=vel y>-2 
Trigger1=Random<var(59)*40

[State -3];P
Type=ChangeState
value=605+var(58)
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||fvar(28)||StateNo=120||StateNo=132||(StateNo=110||StateNo=115)&&Time>4+(StateNo=110)||StateNo=99&&PrevStateNo=610
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(Ceil(fvar(18))),MoveType!=H
TriggerAll=P2BodyDist X*fvar(8)=[40,97]
TriggerAll=P2Dist Y=[-50,70]
TriggerAll=vel y>=0
Trigger1=Random<var(59)*29

[State -3];S
Type=ChangeState
value=620+var(58)
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||fvar(28)||StateNo=120||StateNo=132||(StateNo=110||StateNo=115)&&Time>4+(StateNo=110)||StateNo=99&&PrevStateNo=610
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(Ceil(fvar(18))),MoveType!=H
TriggerAll=P2BodyDist X*fvar(8)>=110+vel x*9-Enemy(Ceil(fvar(18))),vel x*9
;TriggerAll=P2Dist Y=[20,150]
Trigger1=Random<var(59)*10

[State -3];
Type=ChangeState
value=1500
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Pos Y<=-40
TriggerAll=Ctrl||fvar(28)||StateNo=120||StateNo=132||(StateNo=110||StateNo=115)&&Time>4+(StateNo=110)
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(Ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(Ceil(fvar(18))),MoveType!=H
TriggerAll=P2BodyDist X*fvar(8)=[-20,140]
TriggerAll=P2Dist Y=[-140,140]
TriggerAll=(P2BodyDist X*fvar(8)!=[-20,60])||(P2Dist Y!=[-80,80])
Trigger1=Random<var(59)*10

;
;K[h
;

[State 130]
Type=ChangeState
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=StateNo=120||StateNo=130
Trigger1=fvar(38)=1
Trigger1=Random<var(59)*101||var(59)>9
value=131

[State 130]
Type=ChangeState
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=StateNo=120||StateNo=131
Trigger1=fvar(38)=2
Trigger1=Random<var(59)*20||var(59)>9
value=130

[State -3,Guard]
Type=ChangeState
Value=120
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||StateNo=[10,22]
TriggerAll=(StateNo!=[120,155])
TriggerAll=var(59)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)>0
TriggerAll=Random<99&&StateType!=A||var(59)>3
Trigger1=NumHelper(20000+ID)
Trigger1=Helper(20000+ID),var(3)=0
Trigger1=NumHelper(30000+ID)
Trigger1=Random<var(59)*(20+Helper(30000+ID),var(23+(fvar(18)>0))/2)
Trigger2=NumHelper(20000+ID)
Trigger2=var(59)>4
Trigger2=Helper(20000+ID),var(3)>0
Trigger2=Random<var(59)*80
Trigger3=Life<199
Trigger3=Random<var(59)*120
Trigger4=var(59)>9

[State 130]
Type=ChangeState
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0
TriggerAll=var(25)=0
TriggerAll=StateNo=120||StateNo=[130,132]
TriggerAll=NumHelper(40000+ID)
Trigger1=Helper(40000+ID),var(1)<1
value=140

[State ];
Type=ChangeState
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
Trigger1=var(59)>0
Trigger1=StateNo=40||StateNo=20
value=0
Ctrl=1

[State 100];AIp
Type=ChangeState
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=StateNo=100
TriggerAll=Time>9
TriggerAll=var(59)>0
Trigger1=NumHelper(40000+ID)
Trigger1=Helper(40000+ID),var(1)>0
Trigger2=Enemy(Ceil(fvar(18))),StateType!=L
Trigger2=Enemy(Ceil(fvar(18))),MoveType!=H
Trigger2=P2BodyDist X<170
Trigger2=PrevStateNo!=[97,98]
value=101

[State 100];AIp
Type=ChangeState
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=StateNo=100
TriggerAll=Time>9
Trigger1=Enemy(Ceil(fvar(18))),StateType!=L
Trigger1=Enemy(Ceil(fvar(18))),MoveType=H
Trigger1=P2Dist X<3&&Enemy(Ceil(fvar(18))),StateType=A||fvar(34)<6
Trigger1=PrevStateNo!=[97,98]
Trigger2=Enemy(Ceil(fvar(18))),StateType!=L
Trigger2=Enemy(Ceil(fvar(18))),MoveType!=H
Trigger2=Enemy(Ceil(fvar(18))),Ctrl=0
Trigger2=Enemy(Ceil(fvar(18))),StateNo>179
Trigger2=Enemy(Ceil(fvar(18))),AnimTime>-6
Trigger2=PrevStateNo!=[97,98]
Trigger3=Enemy(Ceil(fvar(18))),StateType=L
Trigger3=P2BodyDist X<130
Trigger4=P2Dist X<0
Trigger5=RoundState!=2
value=101

;
;
;
[Statedef 97]
Type=U
MoveType=I
PhySics=N
Ctrl=0
[State ]
Type=ChangeState
Trigger1=1
value=100
;
;
;
[Statedef 98]
Type=U
MoveType=I
PhySics=N
Ctrl=0
[State ]
Type=ChangeState
Trigger1=1
value=100
;
;
;
[Statedef 409]
Type=U
MoveType=I
PhySics=N
Ctrl=0
[State ]
Type=ChangeState
Trigger1=1
value=410
;
;MFRCmp
;
[Statedef 1099]
Type=U
MoveType=A
PhySics=N
Ctrl=0
[State -3]
Type=ChangeState
Trigger1=1
value=1100
;
;e_HSωp
;
[Statedef 1449]
Type=U
MoveType=A
PhySics=N
Ctrl=0
[State -3]
Type=ChangeState
Trigger1=1
value=1450
;
;Oʲެ
;
[Statedef 42]
Type=U
MoveType=I
PhySics=N
Ctrl=0
[State -3]
Type=ChangeState
Trigger1=1
value=41
;
;ʲެ
;
[Statedef 43]
Type=U
MoveType=I
PhySics=N
Ctrl=0
[State -3]
Type=ChangeState
Trigger1=1
value=41
;
;AITJumpStart
;
[Statedef 30]
Type=S
PhySics=S
Anim=40
ctrl=0
sprpriority=2
[State ]
Type=turn
TriggerAll=P2Dist X<-1
Trigger1=PrevStateNo=12
IgnoreHitPause=1
Persistent=0
[State ]
Type=Hitby
Trigger1=Time>=0
value=SCA,AA,AP
Time=1
[State ]
Type=VarSet
Trigger1=!Time
Trigger1=P2BodyDist X-Enemy,vel x*9=[-55,55]
sysvar(1)=0
[State ]
Type=VarSet
Trigger1=!Time
Trigger1=P2BodyDist X-Enemy,vel x*9>55
sysvar(1)=1
[State ]
Type=VarSet
Trigger1=!Time
Trigger1=P2BodyDist X-Enemy,vel x*9<-55
sysvar(1)=-1
[State ]
Type=velset
Trigger1=!AnimTime
Trigger1=PrevStateNo!=100
Trigger1=PrevStateNo!=101
x=ifelse(sysvar(1)=0,Const(velocity.jump.neu.x),ifelse(sysvar(1)=1,Const(velocity.jump.fwd.x),Const(velocity.jump.back.x)))
[State ]
Type=velset
Trigger1=!AnimTime
Trigger1=PrevStateNo=101
x=ifelse(sysvar(1)=0,Const(velocity.jump.neu.x),ifelse(sysvar(1)=1,Const(velocity.jump.fwd.x),Const(velocity.jump.back.x)))+ifelse(sysvar(1)=-1,0,1.8)
[State ]
Type=velset
Trigger1=!AnimTime
Trigger1=PrevStateNo=100
x=ifelse(sysvar(1)=0,Const(velocity.jump.neu.x)+4,ifelse(sysvar(1)=1,Const(velocity.jump.fwd.x),Const(velocity.jump.back.x)))+ifelse(sysvar(1)=1,vel x*0.7,0)
[State ]
Type=velset
Trigger1=!AnimTime
Trigger1=PrevStateNo=205||(PrevStateNo=[215,220])||PrevStateNo=420
Trigger1=var(15)=1
Trigger1=var(16)>0
x=ifelse(sysvar(1)=0,Const(velocity.jump.neu.x),ifelse(sysvar(1)=1,Const(velocity.jump.fwd.x),Const(velocity.jump.back.x)))
[State ]
Type=velset
Trigger1=!AnimTime
Trigger1=PrevStateNo=205||(PrevStateNo=[215,220])||PrevStateNo=420
Trigger1=var(15)=1
Trigger1=var(16)=0
x=ifelse(sysvar(1)=0,Const(velocity.jump.neu.x),ifelse(sysvar(1)=1,Const(velocity.jump.fwd.x),Const(velocity.jump.back.x)))+ifelse(sysvar(1)=-1,0,1.4)
[State ]
Type=velAdd
Trigger1=PalNo=11
Trigger1=!AnimTime
Trigger1=sysvar(1)=1
x=2.5
[State ]
Type=velAdd
Trigger1=PalNo=11
Trigger1=!AnimTime
Trigger1=sysvar(1)=-1
x=-3
[State ]
Type=velset
Trigger1=!AnimTime
y=Const(velocity.jump.y)
[State ]
Type=varset
Trigger1=!AnimTime
Trigger1=sysvar(1)=-1
var(15)=0
[State ]
Type=Varset
Trigger1=!AnimTime
var(16)=0
Persistent=0
IgnoreHitPause=1
[State 40,6]
Type=ChangeState
Trigger1=!AnimTime
value=50
Ctrl=1
;
;AIJumpStart 󉺂ǂ[
;
[Statedef 31]
Type=S
PhySics=S
Anim=40
ctrl=0
sprpriority=2
[State ]
Type=turn
TriggerAll=P2Dist X<-1
Trigger1=PrevStateNo=12
IgnoreHitPause=1
Persistent=0
[State ]
Type=Hitby
Trigger1=Time>=0
value=SCA,AA,AP
Time=1
[State ]
Type=VarSet
Trigger1=Time=0
sysvar(1)=0
[State ]
Type=VarSet
TriggerAll=!Time
Trigger1=0
sysvar(1)=1
[State ]
Type=VarSet
TriggerAll=!AnimTime
Trigger1=0
sysvar(1)=-1
[State ]
Type=velset
Trigger1=!AnimTime
Trigger1=PrevStateNo!=100
Trigger1=PrevStateNo!=101
x=Const(velocity.jump.fwd.x)
[State ]
Type=velset
Trigger1=!AnimTime
Trigger1=PrevStateNo=101
x=Const(velocity.jump.fwd.x)+1.8
[State ]
Type=velset
Trigger1=!AnimTime
Trigger1=PrevStateNo=100
x=Const(velocity.jump.fwd.x)+vel x*0.7
[State ]
Type=velset
Trigger1=!AnimTime
Trigger1=PrevStateNo=205||(PrevStateNo=[215,220])||PrevStateNo=420
Trigger1=var(15)=1
Trigger1=var(16)>0
x=Const(velocity.jump.fwd.x)
[State ]
Type=velset
Trigger1=!AnimTime
Trigger1=PrevStateNo=205||(PrevStateNo=[215,220])||PrevStateNo=420
Trigger1=var(15)=1
Trigger1=var(16)=0
x=Const(velocity.jump.fwd.x)+1.4
[State ]
Type=velAdd
Trigger1=PalNo=11
Trigger1=!AnimTime
Trigger1=sysvar(1)=1
x=2.5
[State ]
Type=velset
Trigger1=!AnimTime
y=Const(velocity.jump.y)
[State ]
Type=Varset
Trigger1=!AnimTime
var(16)=0
Persistent=0
IgnoreHitPause=1
[State ]
Type=ChangeState
Trigger1=!AnimTime
value=50
Ctrl=1
;
;AIJumpStart ǂ[
;
[Statedef 32]
Type=S
PhySics=S
Anim=40
ctrl=0
sprpriority=2
[State ]
Type=turn
TriggerAll=P2Dist X<-1
Trigger1=PrevStateNo=12
IgnoreHitPause=1
Persistent=0
[State ]
Type=Hitby
Trigger1=Time>=0
value=SCA,AA,AP
Time=1
[State ]
Type=VarSet
Trigger1=Time=0
sysvar(1)=0
[State ]
Type=VarSet
TriggerAll=!Time
Trigger1=0
sysvar(1)=1
[State ]
Type=VarSet
TriggerAll=!AnimTime
Trigger1=0
sysvar(1)=-1
[State ]
Type=velset
Trigger1=!AnimTime
Trigger1=PrevStateNo!=100
Trigger1=PrevStateNo!=101
x=Const(velocity.jump.fwd.x)
[State ]
Type=velset
Trigger1=!AnimTime
Trigger1=PrevStateNo=101
x=Const(velocity.jump.fwd.x)+1.8
[State ]
Type=velset
Trigger1=!AnimTime
Trigger1=PrevStateNo=100
x=Const(velocity.jump.fwd.x)+vel x*0.7
[State ]
Type=velset
Trigger1=!AnimTime
Trigger1=PrevStateNo=205||(PrevStateNo=[215,220])||PrevStateNo=420
Trigger1=var(15)=1
Trigger1=var(16)>0
x=Const(velocity.jump.fwd.x)
[State ]
Type=velset
Trigger1=!AnimTime
Trigger1=PrevStateNo=205||(PrevStateNo=[215,220])||PrevStateNo=420
Trigger1=var(15)=1
Trigger1=var(16)=0
x=Const(velocity.jump.fwd.x)+1.4
[State ]
Type=velAdd
Trigger1=PalNo=11
Trigger1=!AnimTime
Trigger1=sysvar(1)=1
x=2.5
[State ]
Type=velset
Trigger1=!AnimTime
y=Const(velocity.jump.y)
[State ]
Type=Varset
Trigger1=!AnimTime
var(16)=0
Persistent=0
IgnoreHitPause=1
[State ]
Type=ChangeState
Trigger1=!AnimTime
value=50
Ctrl=1
;
;AIJumpStart 󋕋
;
[Statedef 33]
Type=S
PhySics=S
Anim=40
ctrl=0
sprpriority=2
[State ]
Type=turn
TriggerAll=P2Dist X<-1
Trigger1=PrevStateNo=12
IgnoreHitPause=1
Persistent=0
[State ]
Type=Hitby
Trigger1=Time>=0
value=SCA,AA,AP
Time=1
[State ]
Type=VarSet
Trigger1=Time=0
sysvar(1)=0
[State ]
Type=VarSet
TriggerAll=!Time
Trigger1=0
sysvar(1)=1
[State ]
Type=VarSet
TriggerAll=!AnimTime
Trigger1=0
sysvar(1)=-1
[State ]
Type=velset
Trigger1=!AnimTime
Trigger1=PrevStateNo!=100
Trigger1=PrevStateNo!=101
x=Const(velocity.jump.fwd.x)
[State ]
Type=velset
Trigger1=!AnimTime
Trigger1=PrevStateNo=101
x=Const(velocity.jump.fwd.x)+1.8
[State ]
Type=velset
Trigger1=!AnimTime
Trigger1=PrevStateNo=100
x=Const(velocity.jump.fwd.x)+vel x*0.7
[State ]
Type=velset
Trigger1=!AnimTime
Trigger1=PrevStateNo=205||(PrevStateNo=[215,220])||PrevStateNo=420
Trigger1=var(15)=1
Trigger1=var(16)>0
x=Const(velocity.jump.fwd.x)
[State ]
Type=velset
Trigger1=!AnimTime
Trigger1=PrevStateNo=205||(PrevStateNo=[215,220])||PrevStateNo=420
Trigger1=var(15)=1
Trigger1=var(16)=0
x=Const(velocity.jump.fwd.x)+1.4
[State ]
Type=velAdd
Trigger1=PalNo=11
Trigger1=!AnimTime
Trigger1=sysvar(1)=1
x=2.5
[State ]
Type=velset
Trigger1=!AnimTime
y=Const(velocity.jump.y)
[State ]
Type=Varset
Trigger1=!AnimTime
var(16)=0
Persistent=0
IgnoreHitPause=1
[State ]
Type=ChangeState
Trigger1=!AnimTime
value=50
Ctrl=1
;
;AIJumpStart S
;
[Statedef 34]
Type=S
PhySics=S
Anim=40
ctrl=0
sprpriority=2
[State ]
Type=turn
TriggerAll=P2Dist X<-1
Trigger1=PrevStateNo=12
IgnoreHitPause=1
Persistent=0
[State ]
Type=Hitby
Trigger1=Time>=0
value=SCA,AA,AP
Time=1
[State ]
Type=VarSet
Trigger1=Time=0
sysvar(1)=0
[State ]
Type=VarSet
TriggerAll=!Time
Trigger1=0
sysvar(1)=1
[State ]
Type=VarSet
TriggerAll=!AnimTime
Trigger1=0
sysvar(1)=-1
[State ]
Type=velset
Trigger1=!AnimTime
Trigger1=PrevStateNo!=100
Trigger1=PrevStateNo!=101
x=Const(velocity.jump.fwd.x)
[State ]
Type=velset
Trigger1=!AnimTime
Trigger1=PrevStateNo=101
x=Const(velocity.jump.fwd.x)+1.8
[State ]
Type=velset
Trigger1=!AnimTime
Trigger1=PrevStateNo=100
x=Const(velocity.jump.fwd.x)+vel x*0.7
[State ]
Type=velset
Trigger1=!AnimTime
Trigger1=PrevStateNo=205||(PrevStateNo=[215,220])||PrevStateNo=420
Trigger1=var(15)=1
Trigger1=var(16)>0
x=Const(velocity.jump.fwd.x)
[State ]
Type=velset
Trigger1=!AnimTime
Trigger1=PrevStateNo=205||(PrevStateNo=[215,220])||PrevStateNo=420
Trigger1=var(15)=1
Trigger1=var(16)=0
x=Const(velocity.jump.fwd.x)+1.4
[State ]
Type=velAdd
Trigger1=PalNo=11
Trigger1=!AnimTime
Trigger1=sysvar(1)=1
x=2.5
[State ]
Type=velset
Trigger1=!AnimTime
y=Const(velocity.jump.y)
[State ]
Type=Varset
Trigger1=!AnimTime
var(16)=0
Persistent=0
IgnoreHitPause=1
[State ]
Type=ChangeState
Trigger1=!AnimTime
value=50
Ctrl=1
;
;AIBackDashJumpStart
;
[Statedef 35]
Type=S
PhySics=S
Anim=40
ctrl=0
sprpriority=2
[State ]
Type=turn
TriggerAll=P2Dist X<-1
Trigger1=PrevStateNo=12
IgnoreHitPause=1
Persistent=0
[State ]
Type=Hitby
Trigger1=Time>=0
value=SCA,AA,AP
Time=1
[State ]
Type=VarSet
Trigger1=!AnimTime
sysvar(1)=-1
[State ]
Type=velset
Trigger1=!AnimTime
x=Const(velocity.jump.back.x)
[State ]
Type=velAdd
Trigger1=PalNo=11
Trigger1=!AnimTime
Trigger1=sysvar(1)=-1
x=-3
[State ]
Type=velset
Trigger1=!AnimTime
y=Const(velocity.jump.y)
[State ]
Type=varset
Trigger1=!AnimTime
Trigger1=sysvar(1)=-1
var(15)=0
[State ]
Type=Varset
Trigger1=!AnimTime
var(16)=0
Persistent=0
IgnoreHitPause=1
[State ]
Type=ChangeState
Trigger1=!AnimTime
value=50
Ctrl=1
;
;AIFwdDashJumpStart
;
[Statedef 36]
Type=S
PhySics=S
Anim=40
ctrl=0
sprpriority=2
[State ]
Type=turn
TriggerAll=P2Dist X<-1
Trigger1=PrevStateNo=12
IgnoreHitPause=1
Persistent=0
[State ]
Type=Hitby
Trigger1=Time>=0
value=SCA,AA,AP
Time=1
[State ]
Type=VarSet
Trigger1=Time=0
sysvar(1)=0
[State ]
Type=VarSet
TriggerAll=!Time
Trigger1=0
sysvar(1)=1
[State ]
Type=VarSet
TriggerAll=!AnimTime
Trigger1=0
sysvar(1)=-1
[State ]
Type=velset
Trigger1=!AnimTime
Trigger1=PrevStateNo!=100
Trigger1=PrevStateNo!=101
x=Const(velocity.jump.fwd.x)
[State ]
Type=velset
Trigger1=!AnimTime
Trigger1=PrevStateNo=101
x=Const(velocity.jump.fwd.x)+1.8
[State ]
Type=velset
Trigger1=!AnimTime
Trigger1=PrevStateNo=100
x=Const(velocity.jump.fwd.x)+vel x*0.7
[State ]
Type=velset
Trigger1=!AnimTime
Trigger1=PrevStateNo=205||(PrevStateNo=[215,220])||PrevStateNo=420
Trigger1=var(15)=1
Trigger1=var(16)>0
x=Const(velocity.jump.fwd.x)
[State ]
Type=velset
Trigger1=!AnimTime
Trigger1=PrevStateNo=205||(PrevStateNo=[215,220])||PrevStateNo=420
Trigger1=var(15)=1
Trigger1=var(16)=0
x=Const(velocity.jump.fwd.x)+1.4
[State ]
Type=velAdd
Trigger1=PalNo=11
Trigger1=!AnimTime
Trigger1=sysvar(1)=1
x=2.5
[State ]
Type=velset
Trigger1=!AnimTime
y=Const(velocity.jump.y)
[State ]
Type=Varset
Trigger1=!AnimTime
var(16)=0
Persistent=0
IgnoreHitPause=1
[State ]
Type=ChangeState
Trigger1=!AnimTime
value=50
Ctrl=1
;
;AIBackJumpStart
;
[Statedef 37]
Type=S
PhySics=S
Anim=40
ctrl=0
sprpriority=2
[State ]
Type=turn
TriggerAll=P2Dist X<-1
Trigger1=PrevStateNo=12
IgnoreHitPause=1
Persistent=0
[State ]
Type=Hitby
Trigger1=Time>=0
value=SCA,AA,AP
Time=1
[State ]
Type=VarSet
Trigger1=!AnimTime
sysvar(1)=-1
[State ]
Type=velset
Trigger1=!AnimTime
x=Const(velocity.jump.back.x)
[State ]
Type=velAdd
Trigger1=PalNo=11
Trigger1=!AnimTime
Trigger1=sysvar(1)=-1
x=-3
[State ]
Type=velset
Trigger1=!AnimTime
y=Const(velocity.jump.y)
[State ]
Type=varset
Trigger1=!AnimTime
Trigger1=sysvar(1)=-1
var(15)=0
[State ]
Type=Varset
Trigger1=!AnimTime
var(16)=0
Persistent=0
IgnoreHitPause=1
[State ]
Type=ChangeState
Trigger1=!AnimTime
value=50
Ctrl=1
;
;AIJumpStart
;
[Statedef 38]
Type=S
PhySics=S
Anim=40
ctrl=0
sprpriority=2
[State ]
Type=turn
TriggerAll=P2Dist X<-1
Trigger1=PrevStateNo=12
IgnoreHitPause=1
Persistent=0
[State ]
Type=Hitby
Trigger1=Time>=0
value=SCA,AA,AP
Time=1
[State ]
Type=VarSet
Trigger1=1
sysvar(1)=0
[State ]
Type=velset
Trigger1=!AnimTime
Trigger1=PrevStateNo!=100
Trigger1=PrevStateNo!=101
x=Const(velocity.jump.neu.x)
[State ]
Type=velset
Trigger1=!AnimTime
Trigger1=PrevStateNo=101
x=Const(velocity.jump.neu.x)+1.8
[State ]
Type=velset
Trigger1=!AnimTime
Trigger1=PrevStateNo=100
x=Const(velocity.jump.neu.x)+4
[State ]
Type=velset
Trigger1=!AnimTime
Trigger1=PrevStateNo=205||(PrevStateNo=[215,220])||PrevStateNo=420
Trigger1=var(15)=1
Trigger1=var(16)>0
x=Const(velocity.jump.neu.x)
[State ]
Type=velset
Trigger1=!AnimTime
Trigger1=PrevStateNo=205||(PrevStateNo=[215,220])||PrevStateNo=420
Trigger1=var(15)=1
Trigger1=var(16)=0
x=Const(velocity.jump.neu.x)+1.4
[State ]
Type=velset
Trigger1=!AnimTime
y=Const(velocity.jump.y)
[State ]
Type=Varset
Trigger1=!AnimTime
var(16)=0
Persistent=0
IgnoreHitPause=1
[State ]
Type=ChangeState
Trigger1=!AnimTime
value=50
Ctrl=1
;
;AIFwdJumpStart
;
[Statedef 39]
Type=S
PhySics=S
Anim=40
ctrl=0
sprpriority=2
[State ]
Type=turn
TriggerAll=P2Dist X<-1
Trigger1=PrevStateNo=12
IgnoreHitPause=1
Persistent=0
[State ]
Type=Hitby
Trigger1=Time>=0
value=SCA,AA,AP
Time=1
[State ]
Type=VarSet
Trigger1=Time=0
sysvar(1)=0
[State ]
Type=VarSet
TriggerAll=!Time
Trigger1=0
sysvar(1)=1
[State ]
Type=VarSet
TriggerAll=!AnimTime
Trigger1=0
sysvar(1)=-1
[State ]
Type=velset
Trigger1=!AnimTime
Trigger1=PrevStateNo!=100
Trigger1=PrevStateNo!=101
x=Const(velocity.jump.fwd.x)
[State ]
Type=velset
Trigger1=!AnimTime
Trigger1=PrevStateNo=101
x=Const(velocity.jump.fwd.x)+1.8
[State ]
Type=velset
Trigger1=!AnimTime
Trigger1=PrevStateNo=100
x=Const(velocity.jump.fwd.x)+vel x*0.7
[State ]
Type=velset
Trigger1=!AnimTime
Trigger1=PrevStateNo=205||(PrevStateNo=[215,220])||PrevStateNo=420
Trigger1=var(15)=1
Trigger1=var(16)>0
x=Const(velocity.jump.fwd.x)
[State ]
Type=velset
Trigger1=!AnimTime
Trigger1=PrevStateNo=205||(PrevStateNo=[215,220])||PrevStateNo=420
Trigger1=var(15)=1
Trigger1=var(16)=0
x=Const(velocity.jump.fwd.x)+1.4
[State ]
Type=velAdd
Trigger1=PalNo=11
Trigger1=!AnimTime
Trigger1=sysvar(1)=1
x=2.5
[State ]
Type=velset
Trigger1=!AnimTime
y=Const(velocity.jump.y)
[State ]
Type=Varset
Trigger1=!AnimTime
var(16)=0
Persistent=0
IgnoreHitPause=1
[State ]
Type=ChangeState
Trigger1=!AnimTime
value=50
Ctrl=1
;
;AIFwdWalk
;
[Statedef 21]
Type=S
PhySics=S
SprPriority=0
[State 21]
Type=CtrlSet
Trigger1=1
value=(var(59)<1)
[State 20,1]
Type=PowerAdd
Trigger1=P2Dist X>0
value=ceil(2*fvar(37))
[State 20,1]
Type=VelSet
Trigger1=1
x=Const(velocity.walk.fwd.x)
[State 20,3]
Type=ChangeAnim
Trigger1=Anim!=20
Trigger1=Anim!=5||!AnimTime
Trigger1=Anim!=810||!AnimTime
value=20
[State 200]
Type=PlaySnd
Trigger1=Anim=20
Trigger1=AnimElemTime(3)=1
value=20,0
;
;AIBackWalk
;
[Statedef 22]
Type=S
PhySics=S
SprPriority=0
[State 21]
Type=CtrlSet
Trigger1=1
value=(var(59)<1)
[State 20,2]
Type=VelSet
Trigger1=1
x=ifelse(PalNo=11,-3,Const(velocity.walk.back.x))
[State 20,3]
Type=ChangeAnim
Trigger1=Anim!=20
Trigger1=Anim!=5||!AnimTime
Trigger1=Anim!=810||!AnimTime
value=20
[State 200]
Type=PlaySnd
Trigger1=Anim=21
Trigger1=AnimElemTime(3)=1
value=20,0


;
;K[hp+҂
;
[Statedef 20000]
Type=A
MoveType=I
[State 20000]
Type=ChangeAnim
Trigger1=IsHelper
value=9999
[State 20000]
Type=SelfState
Trigger1=!IsHelper
value=50
[State 20000]
Type=AssertSpecial
Trigger1=IsHelper
flag=invisible
[State 20000]
Type=PosSet
Trigger1=IsHelper
x=Root,Pos x+100*ifelse(Root,facing=1,1,-1)
y=Const(size.head.pos.y)+Root,Pos y
[State 20000]
Type=Turn
Trigger1=IsHelper
Trigger1=Root,facing!=facing
[State 30000]
Type=NotHitBy
Trigger1=IsHelper
value=SAC
[State 20000]
Type=varSet
Trigger1=IsHelper
fvar(18)=Root,fvar(18)
;var(0)  =ZF
;var(1)  =UI܂ł̎
;var(2)  =Z̃[`
;var(3)  =Z̃[`
;var(4)  =U
;var(5)  =ѓ̌oߎ
;var(6)  =G@߰ϰ@ʲ߰ϰ@
;var(7)  =xXg
;var(9)  =ubLOf
;var(10) =Wv\f
;var(11) =AnimTime@łȂZp
;var(12) =
;var(13) =
;var(14) =
;var(15) =
;var(16) =
;var(17) =G܂ł̎
;var(18) =ŌGorg
;var(19) =ѓGorg
;var(20) =G
;var(21) =ʏ KE Q[WZ ɑ΂閳Gf
;var(22) =
;var(23) =
;var(24) =
;var(25) =
;var(26) =
;var(27) =
;var(28) =
;var(29) =
;var(30) =Nオړ\ǂ
;var(31) =
;var(32) =
;var(33) =
;var(34) =
;var(35) =
;var(36) =
;var(37) =
;var(38) =
;var(39) =
;var(40) =
;var(41) =
;var(42) =
;var(43) =
;var(44) =
;var(45) =
;var(46) =
;var(47) =
;var(48) =
;var(49) =
;var(50) =ްĔf
;var(51) =Ľ߰f
;var(52) =
;var(53) =
;var(54) =
;var(55) =
;var(56) =
;var(57) =
;var(58) =
;var(59) =
;fvar(0) =H炢Њ蔻f
;fvar(1) =
;fvar(2) =
;fvar(3) =
;fvar(4) =
;fvar(5) =
;fvar(6) =
;fvar(7) =
;fvar(8) =
;fvar(9) =
;fvar(10)=
;fvar(11)=
;fvar(12)=
;fvar(13)=
;fvar(14)=
;fvar(15)=
;fvar(16)=
;fvar(17)=
;fvar(18)=^bOFp
;fvar(19)=
;fvar(20)=
;fvar(21)=
;fvar(22)=
;fvar(23)=
;fvar(24)=
;fvar(25)=
;fvar(26)=
;fvar(27)=
;fvar(28)=
;fvar(29)=
;fvar(30)=
;fvar(31)=
;fvar(32)=
;fvar(33)=
;fvar(34)=
;fvar(35)=
;fvar(36)=
;fvar(37)=
;fvar(38)=
;fvar(39)=
;
;҂
;
;Z
;

[State 20000];ZbcH
Type=Null
TriggerAll=IsHelper
Trigger1=var(0):=-99999999

;
;肪IF
;

;
;Zp
;

;
;U̍
;

;
;AIEp
;

[State 20000];ZbcH
Type=varSet
TriggerAll=IsHelper
Trigger1=1
var(4)=0
IgnoreHitPause=1

[State 20000,v2=3];K[hs\ѓ 93F`99F
Type=VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1=Enemy,Name="UNKNOWN"
Trigger1=Enemy,AutHorName="586"
Trigger1=Enemy,StateNo=6200||Enemy,StateNo=6210
Trigger1=Enemy,Time=[93,99]
Trigger2=NumEnemy>1
Trigger2=Enemy(1),Name="UNKNOWN"
Trigger2=Enemy(1),AutHorName="586"
Trigger2=Enemy(1),StateNo=6200||Enemy(1),StateNo=6210
Trigger2=Enemy(1),Time=[93,99]
var(4)=3
IgnoreHitPause=1

[State 20000,v2=3];K[hs\ѓ 45F`49F
Type=VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1=Enemy,Name="UNKNOWN"
Trigger1=Enemy,AutHorName="hanma"
Trigger1=Enemy,StateNo=3100||Enemy,StateNo=3120||Enemy,StateNo=3140
Trigger1=Enemy,Time=[45,55]
Trigger2=NumEnemy>1
Trigger2=Enemy(1),Name="UNKNOWN"
Trigger2=Enemy(1),AutHorName="hanma"
Trigger2=Enemy(1),StateNo=3100||Enemy(1),StateNo=3120||Enemy(1),StateNo=3140
Trigger2=Enemy(1),Time=[45,55]
var(4)=3
IgnoreHitPause=1

[State 20000,v2=3];K[hs\ѓ 44F`49F
Type=VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1=Enemy,Name="Jedah"
Trigger1=Enemy,AutHorName="Deuce"
Trigger1=Enemy,StateNo=3100
Trigger1=Enemy,Time=[39,49]
Trigger2=NumEnemy>1
Trigger2=Enemy(1),Name="Jedah"
Trigger2=Enemy(1),AutHorName="Deuce"
Trigger2=Enemy(1),StateNo=3100
Trigger2=Enemy(1),Time=[39,49]
var(4)=6
IgnoreHitPause=1

[State 20000,v2=3];K[hs\ѓ 33F`47F
Type=VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1=Enemy,Name="Jedah"
Trigger1=Enemy,AutHorName="rei"
Trigger1=Enemy,StateNo=3100
Trigger1=Enemy,Time=[23,47]
Trigger2=NumEnemy>1
Trigger2=Enemy(1),Name="Jedah"
Trigger2=Enemy(1),AutHorName="rei"
Trigger2=Enemy(1),StateNo=3100
Trigger2=Enemy(1),Time=[23,47]
var(4)=6
IgnoreHitPause=1

[State 20000,v2=3];K[hs\ѓ
Type=VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1=Enemy,Name="dio"
Trigger1=Enemy,StateNo=3600
Trigger1=Enemy,Time=[79,94]
Trigger2=NumEnemy>1
Trigger2=Enemy(1),Name="dio"
Trigger2=Enemy(1),StateNo=3600
Trigger2=Enemy(1),Time=[79,94]
var(4)=6
IgnoreHitPause=1

[State 20000,v2=3];K[hs\ѓ
Type=VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1=Enemy,Name="AXL"
Trigger1=Enemy,StateNo=1150
Trigger1=Enemy,Time=[20,32]
Trigger2=NumEnemy>1
Trigger2=Enemy(1),Name="AXL"
Trigger2=Enemy(1),StateNo=1150
Trigger2=Enemy(1),Time=[20,32]
var(4)=6
IgnoreHitPause=1

[State 20000];K[hs\@n
Type=varSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1=Enemy,Name="potemkin"
Trigger1=Enemy,StateNo=1300
Trigger1=Enemy,Time=[15,18]
Trigger2=NumEnemy>1
Trigger2=Enemy(1),Name="potemkin"
Trigger2=Enemy(1),StateNo=1300
Trigger2=Enemy(1),Time=[15,18]
var(4)=7
IgnoreHitPause=1

;
;S̍U{AIE΍
;

[State 20000];ZbcH
Type=varSet
TriggerAll=IsHelper
Trigger1=0
var(5)=0
IgnoreHitPause=1

[State 20000,v2=3];ѓ
Type=VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1=0
var(5)=1
IgnoreHitPause=1

[State 20000];^C}@
Type=varAdd
TriggerAll=IsHelper
Trigger1=var(5)>0
var(5)=-1
IgnoreHitPause=1

;
;펞A[}[L΍
;

[State 20000];ZbcH
Type=varSet
Trigger1=IsHelper
var(6)=0
IgnoreHitPause=1

[State 20000];ʲ߰ϰx
Type=Varset
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1=Enemy,Name="Giant_Mech-HISUI"
Trigger2=Enemy,Name="CheetahMen"
Trigger3=Enemy,Name="LEOPALDON_GGI"
Trigger4=Enemy,Name="Mega_weapon"
Trigger5=Enemy,Name="G-akiha"
Trigger6=Enemy,Name="Apocalypse"
Trigger7=Enemy,Name="Abyss"
var(6)=1
IgnoreHitPause=1

;
;L̃xXg(CZMȂ)
;

[State 20000,72]
Type=Null
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=1||var(7):=120;Zbg
Trigger1=Enemy,Name="cvsryu"||Enemy,Name="Ryu";KH
Trigger1=var(7):=72
Trigger2=Enemy,Name="Yumiduka_Satsuki";[I
Trigger2=var(7):=110
Trigger3=Enemy,Name="Kishima_kouma";C
Trigger3=var(7):=110
Trigger4=Enemy,Name="Sakuya Izayoi";P
Trigger4=var(7):=110
Trigger5=Enemy,Name="chipp";HS
Trigger5=var(7):=125
Trigger6=P2Name="Akiha_Vermilion";𗎂Ƃ EX
Trigger6=var(7):=120
Trigger7=Enemy,Name="baiken";S
Trigger7=var(7):=121
Trigger8=Enemy,Name="justice";S
Trigger8=var(7):=124
Trigger9=Enemy,Name="Nanaya_Shiki";C
Trigger9=var(7):=125
Trigger10=Enemy,Name="order-Sol=Badguy";S
Trigger10=var(7):=125
Trigger11=Enemy,Name="Reimu_Hakurei";P
Trigger11=var(7):=130
Trigger12=Enemy,Name="jam";S
Trigger12=var(7):=130
Trigger13=Enemy,Name="millia";HS
Trigger13=var(7):=140
Trigger14=Enemy,Name="ROBO-KY1"||Enemy,Name="ROBO-KY";K
Trigger14=var(7):=140
Trigger15=Enemy,Name="testament";S
Trigger15=var(7):=144
Trigger16=Enemy,Name="Kohaku";C
Trigger16=var(7):=150
Trigger17=Enemy,Name="Ky=kiske";S
Trigger17=var(7):=153
Trigger18=Enemy,Name="Marisa Kirisame";p[XEB[v or }XBuu[
Trigger18=var(7):=160
Trigger19=Enemy,Name="sol";KtC
Trigger19=var(7):=160
Trigger20=Enemy,Name="johnny";i~Xgt@Ci[
Trigger20=var(7):=180
Trigger21=Enemy,Name="Red_Arcueid";AgV[A
Trigger21=var(7):=175
Trigger22=Enemy,Name="potemkin";HS
Trigger22=var(7):=178
Trigger23=Enemy,Name="gg_venom";HS
Trigger23=var(7):=178
Trigger24=Enemy,Name="Nrvnqsr_Chaos";B
Trigger24=var(7):=180
Trigger25=Enemy,Name="SLAYER";HS
Trigger25=var(7):=180
Trigger26=Enemy,Name="kliff";S
Trigger26=var(7):=200
Trigger27=Enemy,Name="AXL";P
Trigger27=var(7):=200
IgnoreHitPause=1

;
;ubLOorRCorV[horep
;

[State 20000];ZbcH
Type=varSet
Trigger1=IsHelper
var(9)=0
IgnoreHitPause=1

[State 20000,47];nΉubLOp
Type=VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1=Enemy,AutHorName="Warusaki3"
Trigger1=Enemy,var(20)=2||Enemy,var(20)=6
Trigger2=Enemy,AutHorName="Phantom.of.the.Server"
Trigger3=Enemy,AutHorName="GM"
Trigger4=Enemy,AutHorName="H"
Trigger5=Enemy,Name="Mai Kawasumi"
Trigger6=Enemy,Name="Unknown"
Trigger7=Enemy,Name="Kanna"
Trigger8=Enemy,Name="Ayu Tukimiya"
Trigger9=Enemy,Name="Moriya Minakata"
Trigger10=Enemy,Name="washizuka"
Trigger11=Enemy,Name="washizuka B"
Trigger12=Enemy,Name="Moriya Minakata"
Trigger13=Enemy,Name="kaede"
var(9)=3
IgnoreHitPause=1

[State 20000,47];ubLOp
Type=VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1=Enemy,Name="jam"
var(9)=2
IgnoreHitPause=1

;
;2iWvsor2iWvłȂq 0:󒆃Wvs@1:󒆃Wv\
;

[State 20000];ZbcH
Type=varSet
Trigger1=IsHelper
var(10)=0
IgnoreHitPause=1

[State 20000,47]
Type=VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy,AutHorName="H"
TriggerAll=Enemy,Ctrl
TriggerAll=Enemy,var(9)<2
TriggerAll=Enemy,var(11)%10=0
Trigger1=Enemy,Name="Nrvnqsr_Chaos"
Trigger2=Enemy,Name="Warachia"
Trigger3=Enemy,Name="Sion_Eltnam_Atlasia"
Trigger4=Enemy,Name="Hisui"
Trigger5=Enemy,Name="Red_Arcueid"
Trigger6=Enemy,Name="Yumiduka_Satsuki"
Trigger7=Enemy,Name="Len"
Trigger8=Enemy,Name="Akiha_Vermilion"
Trigger9=Enemy,Name="Aozaki_Aoko(CPU)"
Trigger10=Enemy,Name="White_Len(CPU)"
Trigger11=Enemy,Name="Arima_Miyako"
Trigger12=Enemy,Name="Nanaya_Shiki"
Trigger13=Enemy,Name="Tohno_Shiki"
var(10)=1
IgnoreHitPause=1

[State 20000,47]
Type=VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy,AutHorName="H"
TriggerAll=Root,P2MoveType!=H
TriggerAll=Enemy,var(2)/100%10>=3
Trigger1=Enemy,Name="Nrvnqsr_Chaos"
Trigger2=Enemy,Name="Warachia"
Trigger3=Enemy,Name="Sion_Eltnam_Atlasia"
Trigger4=Enemy,Name="Hisui"
Trigger5=Enemy,Name="Red_Arcueid"
Trigger6=Enemy,Name="Len"
Trigger7=Enemy,Name="Akiha_Vermilion"
Trigger8=Enemy,Name="White_Len(CPU)"
Trigger9=Enemy,Name="Arima_Miyako"
Trigger10=Enemy,Name="Nanaya_Shiki"
Trigger11=Enemy,Name="Tohno_Shiki"
var(10)=1
IgnoreHitPause=1

[State 20000,47]
Type=VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy,AutHorName="H"
TriggerAll=Root,P2MoveType!=H
TriggerAll=Enemy,Var(2)/100%10=5
Trigger1=Enemy,Name="Yumiduka_Satsuki"
Trigger2=Enemy,Name="Kishima_kouma"
Trigger3=Enemy,Name="Aozaki_Aoko(CPU)"
var(10)=1
IgnoreHitPause=1

[State 20000,47]
Type=VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy,AutHorName="H"
TriggerAll=Root,P2MoveType!=H
TriggerAll=Enemy,Var(2)/100%10=2
Trigger1=Enemy,Name="Arima_Miyako"
Trigger1=Enemy,StateNo=2350
var(10)=1
IgnoreHitPause=1

[State 20000,47]
Type=VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy,AutHorName="H"
TriggerAll=Enemy,Ctrl
TriggerAll=Enemy,StateNo=5210
Trigger1=Enemy,Name="Nrvnqsr_Chaos"
Trigger2=Enemy,Name="Warachia"
Trigger3=Enemy,Name="Sion_Eltnam_Atlasia"
Trigger4=Enemy,Name="Hisui"
Trigger5=Enemy,Name="Red_Arcueid"
Trigger6=Enemy,Name="Yumiduka_Satsuki"
Trigger7=Enemy,Name="Len"
Trigger8=Enemy,Name="Akiha_Vermilion"
Trigger9=Enemy,Name="Aozaki_Aoko(CPU)"
Trigger10=Enemy,Name="White_Len(CPU)"
Trigger12=Enemy,Name="Nanaya_Shiki"
Trigger13=Enemy,Name="Tohno_Shiki"
var(10)=1
IgnoreHitPause=1

[State 20000,47]
Type=VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy,AutHorName="H"
TriggerAll=Enemy,Ctrl
Trigger1=Enemy,StateNo=830
Trigger1=Enemy,Name!="Nrvnqsr_Chaos"
Trigger1=Enemy,Name!="Yumiduka_Satsuki"
Trigger1=Enemy,Name!="Kohaku"
Trigger1=Enemy,Name!="Red_Arcueid"
Trigger1=Enemy,Name!="Akiha_Vermilion"
Trigger1=Enemy,Name!="Nanaya_Shiki"
Trigger1=Enemy,Name!="Tohno_Shiki"
Trigger2=Enemy,Name="Warachia"
Trigger2=Enemy,StateNo=111
Trigger3=Enemy,Name="Sion_Eltnam_Atlasia"
Trigger3=Enemy,StateNo=2300
Trigger4=Enemy,Name="Hisui"
Trigger4=Enemy,StateNo=2200
Trigger5=Enemy,Name="Red_Arcueid"
Trigger5=Enemy,StateNo=1350
Trigger6=Enemy,Name="Kohaku"
Trigger6=Enemy,StateNo=1202||Enemy,StateNo=2200
Trigger7=Enemy,Name="Akiha_Vermilion"
Trigger7=Enemy,StateNo=1101||Enemy,StateNo=1151||Enemy,StateNo=2101||Enemy,StateNo=2200||Enemy,StateNo=1350||Enemy,StateNo=1360
Trigger8=Enemy,Name="Arima_Miyako"
Trigger8=Enemy,StateNo=111||Enemy,StateNo=2300
Trigger9=Enemy,Name="Nanaya_Shiki"||Enemy,Name="Tohno_Shiki"
Trigger9=Enemy,StateNo=1310||Enemy,StateNo=1330
var(10)=1
IgnoreHitPause=1

;

[State 20000,47]
Type=VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1=Enemy,AutHorName="muteki"
Trigger1=!Enemy,var(11)
Trigger1=!Enemy,var(12)
var(10)=1
IgnoreHitPause=1

[State 20000,47]
Type=VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy,AutHorName="EL"
TriggerAll=Enemy,Name="BRIDGET"||Enemy,Name="ZAPPA"||Enemy,Name="MAY"
Trigger1=!Enemy,var(53)||Enemy,Name="BRIDGET"
Trigger1=!Enemy,var(9)
Trigger1=!Enemy,var(14)||Enemy,var(15)=1
var(10)=1
IgnoreHitPause=1

[State 20000,47]
Type=VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy,AutHorName="EL"
TriggerAll=Enemy,Name="BRIDGET"
TriggerAll=Enemy,NumHelper(100)
TriggerAll=Enemy,var(30)>0
TriggerAll=ifelse(Enemy,var(1)!=0,Enemy,var(27)<2,1)
Trigger1=Enemy,Ctrl
Trigger2=Enemy,SysVar(3)
var(10)=1
IgnoreHitPause=1

[State 20000,47]
Type=VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy,AutHorName="muteki"
TriggerAll=Enemy,Name="bridget"
TriggerAll=Enemy,var(45)<2
TriggerAll=Enemy,var(35)=1
Trigger1=Enemy,Ctrl
Trigger2=Enemy,var(47)>1
Trigger2=Enemy,StateNo=1200
var(10)=1
IgnoreHitPause=1

[State 20000,47]
Type=VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy,AutHorName="kishio"
TriggerAll=Enemy,Name="judgment"
Trigger1=Enemy,Ctrl
trigger1=Enemy,StateNo=50
Trigger1=Enemy,var(0)<1
var(10)=1
IgnoreHitPause=1

[State 20000,47]
Type=VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy,AutHorName="QWERTY"
TriggerAll=Enemy,Name="Ky_and_Sol"
Trigger1=Enemy,Ctrl
trigger1=Enemy,StateNo=50
Trigger1=Enemy,var(31)=10
var(10)=1
IgnoreHitPause=1

[State 20000,47]
Type=VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy,AutHorName="MEKA"
TriggerAll=Enemy,Name="Anji Mito"
TriggerAll=Enemy,Ctrl
Trigger1=Enemy,var(2)=1
Trigger2=Enemy,var(48)=3
var(10)=1
IgnoreHitPause=1

[State 20000,47]
Type=VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy,AutHorName="Akutagawa"
TriggerAll=Enemy,Name="Ky=kiske"||Enemy,Name="order-Sol=Badguy"
Trigger1=Enemy,var(4)=1
Trigger1=!Enemy,var(6)
Trigger1=Enemy,Ctrl
var(10)=1
IgnoreHitPause=1

[State 20000,47]
Type=VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy,AutHorName="ukege"
TriggerAll=Enemy,Name="ROBO-KY"||Enemy,Name="ROBO-KY1"||Enemy,Name="ROBO-KY MK-U"||Enemy,Name="ROBO-KY3"
Trigger1=Enemy,var(11)=1
Trigger1=Enemy,var(2)<2
var(10)=1
IgnoreHitPause=1

[State 20000,47]
Type=VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy,AutHorName="@M"
TriggerAll=Enemy,Name="anji mito"
Trigger1=Enemy,var(19)!=2
var(10)=1
IgnoreHitPause=1

[State 20000,47]
Type=VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy,AutHorName="Amachi"
TriggerAll=Enemy,Name="Sol=Badguy"
TriggerAll=Enemy,Ctrl
Trigger1=Enemy,StateNo=50
Trigger1=Enemy,var(5)=2||Enemy,var(5)=11
Trigger2=Enemy,StateNo=5210
var(10)=1
IgnoreHitPause=1

[State 20000,47]
Type=VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy,AutHorName="rei"
TriggerAll=Enemy,Name="jedah"
Trigger1=Enemy,var(53)>=0
Trigger1=Enemy,Ctrl||(Enemy,StateNo=[100,105])
var(10)=1
IgnoreHitPause=1

[State 20000,47]
Type=VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy,Name="Q-Bee by M@PPY"
TriggerAll=Enemy,var(3)!=2
Trigger1=Enemy,StateNo=50
Trigger2=Enemy,StateNo=2041
var(10)=1
IgnoreHitPause=1

;
;AnimTimełȂZp
;

[State 20000]
Type=Null
Trigger1=IsHelper
Trigger1=var(11):=0
IgnoreHitPause=1

[State 20000];ob^ nл
Type=Null
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1=Enemy,Name="Bulleta SXP"
Trigger1=Enemy,StateNo=[1100,1102]
Trigger1=var(11):=75-Enemy,Time
IgnoreHitPause=1

;
;LW

[State 20000];uWbg D FRC
Type=Null
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy,AutHorName="muteki"
TriggerAll=Enemy,Name="bridget"
TriggerAll=Enemy,Power>499
Trigger1=Enemy,StateNo=450
Trigger1=Enemy,AnimElem=6,<0
Trigger1=var(11):=8-Enemy,Time
Trigger2=Enemy,StateNo=1300
Trigger2=Enemy,AnimElem=8,<0
Trigger2=var(11):=12-Enemy,Time
IgnoreHitPause=1

[State 20000];\ KtC FRC
Type=Null
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy,AutHorName="muteki"
TriggerAll=Enemy,Name="sol"
TriggerAll=Enemy,Power>499
Trigger1=Enemy,StateNo=1000
Trigger1=Enemy,Time<15;=[13,15]
Trigger1=var(11):=13-Enemy,Time
Trigger2=Enemy,Time<13;=[9,12]
Trigger2=Enemy,StateNo=1400
Trigger2=var(11):=9-Enemy,Time
Trigger3=Enemy,StateNo=1501
Trigger3=Enemy,AnimElem=3,<0
Trigger3=var(11):=3-Enemy,Time
IgnoreHitPause=1

[State 20000]
Type=Null
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy,AutHorName="muteki"
TriggerAll=Enemy,Name="millia"
TriggerAll=Enemy,Power>499
Trigger1=Enemy,StateNo=1201
Trigger1=Enemy,Time=[4,7]
Trigger1=var(11):=4-Enemy,Time
Trigger2=Enemy,var(58)!=2
Trigger2=Enemy,StateNo=1150
Trigger2=Enemy,Time<16
Trigger2=var(11):=13-Enemy,Time
Trigger3=Enemy,var(58)=2
Trigger3=Enemy,Time<21
Trigger3=Enemy,StateNo=1150
Trigger3=var(11):=19-Enemy,Time
Trigger4=Enemy,var(58)!=2
Trigger4=Enemy,Time<10
Trigger4=Enemy,StateNo=206
Trigger4=var(11):=9-Enemy,Time
Trigger5=Enemy,var(58)!=2
Trigger5=Enemy,Time<14
Trigger5=Enemy,StateNo=215
Trigger5=var(11):=12-Enemy,Time
Trigger6=Enemy,var(58)=2
Trigger6=Enemy,Time<4
Trigger6=Enemy,StateNo=1100
Trigger6=var(11):=2-Enemy,Time
Trigger7=Enemy,var(58)=2
Trigger7=Enemy,StateNo=1500
Trigger7=Enemy,AnimElem=9,<0
Trigger7=var(11):=15-Enemy,Time
IgnoreHitPause=1

[State 20000]
Type=Null
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy,AutHorName="muteki"
TriggerAll=Enemy,Name="gg_venom"
TriggerAll=Enemy,Power>499
Trigger1=Enemy,StateNo=1200;Fm èݶްS FRC
Trigger1=var(11):=18-Enemy,Time
Trigger2=Enemy,StateNo=1250;Fm èݶް FRC
Trigger2=var(11):=13-Enemy,Time
Trigger3=Enemy,StateNo=1201||Enemy,StateNo=1251;Fm èݶް FRC
Trigger3=Enemy,AnimElem=6,<0
Trigger3=var(11):=8-Enemy,Time
Trigger4=Enemy,StateNo=1202;Fm èݶް FRC
Trigger4=Enemy,Time<13
Trigger4=var(11):=9-Enemy,Time
Trigger5=Enemy,StateNo=1252;Fm èݶް FRC
Trigger5=Enemy,AnimElem=6,<0
Trigger5=var(11):=9-Enemy,Time
IgnoreHitPause=1

[State 20000]
Type=Null
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy,AutHorName="muteki"
TriggerAll=Enemy,Name="testament"
TriggerAll=Enemy,Power>499
Trigger1=Enemy,StateNo=1200;eX^g ޾ް FRC
Trigger1=Enemy,Time<16
Trigger1=var(11):=12-Enemy,Time
Trigger2=Enemy,StateNo=1250;eX^g ޾ްHS FRC
Trigger2=Enemy,Time<15
Trigger2=var(11):=12-Enemy,Time
Trigger3=Enemy,var(58)=2
Trigger3=Enemy,StateNo=240;eX^g ޽ FRC
Trigger3=Enemy,Time<19
Trigger3=var(11):=16-Enemy,Time
Trigger4=Enemy,var(58)!=2
Trigger4=Enemy,StateNo=240;eX^g HS #R FRC
Trigger4=Enemy,Time<28
Trigger4=var(11):=22-Enemy,Time
Trigger5=Enemy,var(58)=2
Trigger5=Enemy,StateNo=240;eX^g HS AC FRC
Trigger5=Enemy,Time<30
Trigger5=var(11):=24-Enemy,Time
Trigger6=Enemy,StateNo=3100;eX^g Ͻ߯ #R FRC
Trigger6=Enemy,Time<54
Trigger6=var(11):=50-Enemy,Time
Trigger7=Enemy,StateNo=3180;eX^g Ͻ߯ AC FRC
Trigger7=Enemy,Time<60
Trigger7=var(11):=55-Enemy,Time
IgnoreHitPause=1

[State 20000]
Type=Null
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy,AutHorName="muteki"
TriggerAll=Enemy,Name="johnny"
TriggerAll=Enemy,Power>499
Trigger1=Enemy,StateNo=1100;Wj[ ި޲ڲވړ FRC
Trigger1=Enemy,Time<14
Trigger1=var(11):=12-Enemy,Time
Trigger2=Enemy,StateNo=1110;Wj[ ި޲ڲ FRC
Trigger2=Enemy,Time<11
Trigger2=var(11):=10-Enemy,Time
Trigger3=Enemy,StateNo=1150;Wj[ ި޲ڲ FRC
Trigger3=Enemy,Time<17
Trigger3=var(11):=14-Enemy,Time
Trigger4=Enemy,StateNo=215;Wj[ K FRC
Trigger4=Enemy,Time<14
Trigger4=var(11):=11-Enemy,Time
IgnoreHitPause=1

[State 20000]
Type=Null
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy,AutHorName="Akutagawa"
TriggerAll=Enemy,Name="order-Sol=Badguy"
TriggerAll=Enemy,Power>499
Trigger1=Enemy,StateNo=1000||Enemy,StateNo=1020;\ KtC
Trigger1=Enemy,Time<15
Trigger1=var(11):=13-Enemy,Time
Trigger2=Enemy,StateNo=1220;\ ިٳާPLv1
Trigger2=Enemy,Time<17
Trigger2=var(11):=15-Enemy,Time
Trigger3=Enemy,StateNo=1222;\ ިٳާPLv2
Trigger3=Enemy,Time<15
Trigger3=var(11):=13-Enemy,Time
Trigger4=Enemy,StateNo=1223;\ ިٳާPLv3
Trigger4=Enemy,Time<13
Trigger4=var(11):=11-Enemy,Time
Trigger5=Enemy,StateNo=1221;\ ިٳާPn
Trigger5=Enemy,Time<17
Trigger5=var(11):=15-Enemy,Time
Trigger6=Enemy,StateNo=1250;\ ިݶް
Trigger6=Enemy,Time<21
Trigger6=var(11):=18-Enemy,Time
Trigger7=Enemy,StateNo=1301;\ ײĽ ːi
Trigger7=Enemy,Time<11
Trigger7=var(11):=8-Enemy,Time
Trigger8=Enemy,StateNo=1305;\ ײسޫް(ݽ ײĽ) ːi
Trigger8=Enemy,Time<11
Trigger8=var(11):=8-Enemy,Time
Trigger9=Enemy,StateNo=1720;\ 
Trigger9=Enemy,Time<12
Trigger9=var(11):=6-Enemy,Time
Trigger10=Enemy,StateNo=1725;\ 󱸼
Trigger10=Enemy,Time<18
Trigger10=var(11):=12-Enemy,Time
Trigger11=Enemy,StateNo=1310;\ ڲLv1
Trigger11=Enemy,Time<29
Trigger11=var(11):=27-Enemy,Time
Trigger12=Enemy,StateNo=1312;\ ڲLv2
Trigger12=Enemy,Time<36
Trigger12=var(11):=34-Enemy,Time
Trigger13=Enemy,StateNo=1315;\ ڲLv2
Trigger13=Enemy,Time<42
Trigger13=var(11):=40-Enemy,Time
IgnoreHitPause=1

[State 20000]
Type=Null
Trigger1=IsHelper
Trigger1=var(11)<0
Trigger1=var(11):=0
IgnoreHitPause=1

;
;G
;
[State 20000];Zbg
Type=Null
TriggerAll=IsHelper
Trigger1=var(20)<0
Trigger1=var(20):=0
IgnoreHitPause=1
;
;^C}[
[State 20000];^C}[
Type=varAdd
TriggerAll=IsHelper
Trigger1=var(20)>0
var(20)=-1
IgnoreHitPause=1
[State 20000]
Type=varSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy,MoveType=H
TriggerAll=Enemy,StateNo=[150,155]
Trigger1=Enemy,AutHorName="muteki"
Trigger2=Enemy,Name="order-Sol=Badguy"
Trigger2=Enemy,NumHelper(20000+ID)
Trigger2=Enemy,AutHorName="Akutagawa"
var(20)=6
IgnoreHitPause=1
[State 20000]
Type=varSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1=Enemy,MoveType=H
Trigger1=Enemy,StateNo=[150,155]
Trigger1=Enemy,Name="Reimu_Hakurei"
var(20)=10
IgnoreHitPause=1
[State 20000]
Type=varSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy,MoveType=H
TriggerAll=Enemy,HitOver
TriggerAll=Enemy,AutHorName="H"
Trigger1=StateNo=151
Trigger2=StateNo=153
Trigger3=StateNo=155
Trigger4=StateNo=5001
Trigger5=StateNo=5011
var(20)=4
IgnoreHitPause=1
;
;Zbg
[State -3];\@K
Type=Null
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1=Enemy,Name="order-Sol=Badguy"
Trigger1=Enemy,AutHorName="Akutagawa"
Trigger1=Enemy,StateNo=215
Trigger1=Enemy,Time<21
var(20)=21-Enemy,Time
IgnoreHitPause=1
[State -3]
Type=Null
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy,AutHorName="muteki"
Trigger1=Enemy,Name="baiken";~@K
Trigger1=Enemy,AutHorName="muteki"
Trigger1=Enemy,StateNo=215
Trigger1=Enemy,Time<12
Trigger1=var(20):=12-Enemy,Time
Trigger2=Enemy,Name="eddie";GfB@_ht@O
Trigger2=Enemy,StateNo=1300
Trigger2=Enemy,Time<8
Trigger2=var(20):=8-Enemy,Time
Trigger3=Enemy,Name="sol";\@t@tj[
Trigger3=Enemy,StateNo=1710
Trigger3=Enemy,Time<19
Trigger3=var(20):=19-Enemy,Time
IgnoreHitPause=1
;
;H炢LZ֘A
;
[State 20000];TCN΍
Type=varSet
Trigger1=IsHelper
var(50)=0
IgnoreHitPause=1
[State 20000];TCN΍
Type=varSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1=Enemy,AutHorName="muteki"
Trigger1=Enemy,fvar(33)>=1.5
Trigger2=Enemy,AutHorName="Akutagawa"
Trigger2=Enemy,fvar(30)>=15000
Trigger3=Enemy,AutHorName="EL"
Trigger3=Enemy,fvar(10)>=15000
var(50)=1
IgnoreHitPause=1
[State 20000];TLXp΍
Type=varSet
Trigger1=IsHelper
var(51)=0
IgnoreHitPause=1
[State 20000];TLXp΍
Type=varSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1=Enemy,AutHorName="H"
Trigger1=Enemy,Var(13)||Enemy,Var(14)
var(51)=1
IgnoreHitPause=1
;
;Nオړ or NUߋۉ\
;
[State 20000];ZbcH
Type=varSet
TriggerAll=IsHelper
Trigger1=1
var(3)=0
[State 20000]
Type=VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1=Enemy,Name="Reimu_Hakurei"
Trigger2=Enemy,Name="Bulleta SXP"
var(3)=3
;
;炢̕΂
;
[State -3];
Type=varSet
Trigger1=IsHelper
fvar(0)=0
IgnoreHitPause=1
[State -3];ɔ΂
Type=varSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1=Enemy,Name="johnny"
Trigger2=Enemy,Name="Maxime"
Trigger3=Enemy,Name="kirby"
fvar(0)=1
IgnoreHitPause=1
[State -3];ɔ΂
Type=varSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1=Enemy,Name="TOKI"
fvar(0)=2
IgnoreHitPause=1
[State -3];^񒆂ɏ
Type=varSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1=Enemy,Name="Kung Fu Man"
fvar(0)=3
IgnoreHitPause=1
[State -3];
Type=varSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1=Enemy,Name="AXL"
Trigger2=Enemy,Name="potemkin"
Trigger3=Enemy,Name="testament"
Trigger4=Enemy,Name="Alex"
fvar(0)=4
IgnoreHitPause=1
;
;폜
;
[State ]
Type=DestroySelf
TriggerAll=IsHelper
Trigger1=fvar(39)<1
Trigger1=var(59)<0
Trigger2=NumEnemy=0
;
;ʒ[FǗwp[
;
[StateDef 11111]
[State ]
Type=ChangeAnim
Trigger1=IsHelper
value=9999
[State ]
Type=SelfState
Trigger1=!IsHelper
value=50
[State ]
Type=PosSet
Trigger1=IsHelper
x=0
Persistent=0
[State ]
Type=Turn
Trigger1=IsHelper
Trigger1=facing=-1
[State ]
Type=AssertSpecial
Trigger1=IsHelper
flag=invisible
[State ]
Type=DestroySelf
Trigger1=IsHelper
Trigger1=Root,fvar(39)<1
Trigger1=Root,var(59)<0
;
;[Proj̎dl]
;VelocityƂ̂݃Xe[WOŏ
;ȂƏȂ1Fł͏Ȃ
;ƂƂ̓Xe[g[vpňuŉʒ[𔻒f邱Ƃ͂łȂ
;łƂProj𒴕ׂ邭炢 [
;Velocity𑝉lƈꏏɂȂƃY
[State -2];E
Type=Projectile
TriggerAll=IsHelper
Trigger1=var(4)<9
PosType=P1
offSet=var(0),0
Velocity=5,0
ProjID=11111+var(0)
ProjAnim=9999
ProjReMoveTime=1
ProjHeightBound=-99999999,99999999
ProjEdgeBound=99999999
ProjStageBound=0
Guard.Dist=0
SuperMoveTime=9**8
PauseMoveTime=9**8
IgnoreHitPause=1
[State ]
Type=Null
TriggerAll=IsHelper
Trigger1=var(0)<850
Trigger1=var(0)<5||var(1)>0
Trigger1=var(0):=var(0)+5
IgnoreHitPause=1
[State ]
Type=Null
TriggerAll=IsHelper
Trigger1=var(1):=(Root,NumProjID(11111+var(0)-5)&&Root,NumProjID(11111+var(0)))
IgnoreHitPause=1
[State ]
Type=Null
TriggerAll=IsHelper
Trigger1=var(1)=0
Trigger1=var(4)<20
Trigger1=var(4):=var(4)+1
Trigger2=var(1)>0
Trigger2=var(4):=0
IgnoreHitPause=1
[State -2];E
Type=Projectile
TriggerAll=IsHelper
Trigger1=var(5)<9
PosType=P1
offSet=var(2),0
Velocity=-5,0
ProjID=22222-var(2)
ProjAnim=9999
ProjReMoveTime=1
ProjEdgeBound=99999999
ProjStageBound=0
Guard.Dist=0
SuperMoveTime=9**8
PauseMoveTime=9**8
IgnoreHitPause=1
[State ]
Type=Null
TriggerAll=IsHelper
Trigger1=var(2)>-5||var(3)>0
Trigger1=var(2)>-1150
Trigger1=var(2):=var(2)-5
IgnoreHitPause=1
[State ]
Type=Null
TriggerAll=IsHelper
Trigger1=var(3):=(Root,NumProjID(22222-var(2)-5)&&Root,NumProjID(22222-var(2)))
IgnoreHitPause=1
[State ]
Type=Null
TriggerAll=IsHelper
Trigger1=var(3)=0
Trigger1=var(5)<20
Trigger1=var(5):=var(5)+1
Trigger2=var(3)>0
Trigger2=var(5):=0
IgnoreHitPause=1

[State ]
Type=Null
TriggerAll=IsHelper
Trigger1=1||var(6):=(var((Root,facing=-1)*2)-Ceil(RootDist X))*Root,facing
Trigger1=1||var(7):=(var((Root,facing=1)*2)-Ceil(RootDist X))*Root,facing
IgnoreHitPause=1
;[state -3]
;Type=DisplayToClipboard
;Trigger1=IsHelper
;text="v0=%d:v1=%d:v2=%d:v3=%d"
;params=var(0),var(4),var(2),var(5)

;var(0)  = Eʒ[܂ł̋Zop
;var(1)  = EOƔחp
;var(2)  = ʒ[܂ł̋Zop
;var(3)  = OƔחp
;var(4)  = Eʒ[~p
;var(5)  = ʒ[~p
;var(6)  = Ỏʒ[܂ł̋
;var(7)  = ̉ʒ[܂ł̋
;var(8)  = 
;var(9)  = 
;var(10) = 
;var(11) = 
;var(12) = 
;var(13) = 
;var(14) = 
;var(15) = 
;var(16) = 
;var(17) = 
;var(18) = 
;var(19) = 
;var(20) = 
;var(21) = 
;var(22) = 
;var(23) = 
;
;var(56) = őhitdefoȂp
;var(57) = ZꎞLp
;var(58) = LĂAnimɓĂ͂܂ƂvarꎞL
;var(59) = oZ̔F
;
;wKp@(^bO@\ɂVÔ) ꂾĂ͑Ȃ 
;StateNoȂAnimȂ̂
;E[VrStateNo؂ւL
;EقȂStateNoœAnimƂĂقƂǂ̏ꍇȂ([VłقȂAnimɂĂꍇ)
;Enemy,TimeȂEnemy,AnimElemTime(1)Ȃ̂
;ETimeStateNo؂ւ烊ZbĝŌZo₷
;EAnimElemTime(1)Anim̌oFƈꏏ(Animꖇڂ牽FvTrigger)ɂȂ̂Anim̍U肪oĂ鐳mȔFƂ₷
;ƕϐłĂ̂ŊoAnim8(21000000炢܂)EA͂Ɍ炵6(210000炢܂)ɂȂ\
;ƈႢGmFAnimȂStateNôقǂ
;Z̊wKǉ@œgyɎ悤ɂȂ͂@ǥ9ނłǂȂ
;@ケꂪԕ֗ɂȂ͂ ƖGmFł΂قڊɋ߂Ȃ Ƃ̓gf@gc_
;
;XV
;Efvarg80o悤
;@؂̂Ceil()gĂ񂾂Đ؂艺ȂĐ؂グ您
;@ƂƂŋJ
;EZ̊wKǉ
;E^bOΉ(mFĂȂ) łƂĂJIXɂȂ܂LqԈႢCNȂ
;
;
;̗\
;̂fvarɕύX
;E
;EXJ
;Eg
;E ł悤ɂ
;܂̑OfvarQƕ@₱̂Ō񂵂
;iic͌쓮₷̂ŗDx͍ŒɂĂ
;(K[hĂ̂ɐH炤̂ŃK[hs\Ɖ)ŋLăoNXeorGZorK[hLZ
;ZĂԂȂ+K[hLZQ[WȂ+TCNo[Xg̏ꍇƖGmF(ꂽ)ŊSGmFꂽƂ̂݃K[hłȂor̋t̏ԂŃK[h
;ăK[hłGZCHR{łȂK[hoŃK[h
;fvarSgp=39
;var10`49=40
;肪llɕt70 fvar40g؂o񌸂var30Ɉڍs
;肪llɕt35 fvar20g؂o񌸂var15Ɉڍs
;͂ProjctileˏoPlayerIDpł̑HelpercŔѓ̔L\
;Attr=,SP Ƃ(HitDefAttrg)ɂȂHitdef͖
;AttrĂ铖gLĂ܂̂͂ǂɂȂ܂`
;
;NumEnemy=1
;

[State ]
Type=Null
TriggerAll=IsHelper
TriggerAll=NumEnemy=1
Trigger1=1||var(51):=        (fvar(0)>0)+(fvar(1)>0)+(fvar(2)>0)+(fvar(3)>0)+(fvar(4)>0)+(fvar(5)>0)+(fvar(6)>0)+(fvar(7)>0)+(fvar(8)>0)+(fvar(9)>0)
Trigger1=1||var(51):=var(51)+(fvar(10)>0)+(fvar(11)>0)+(fvar(12)>0)+(fvar(13)>0)+(fvar(14)>0)+(fvar(15)>0)+(fvar(16)>0)+(fvar(17)>0)+(fvar(18)>0)+(fvar(19)>0)
Trigger1=1||var(51):=var(51)+(fvar(20)>0)+(fvar(21)>0)+(fvar(22)>0)+(fvar(23)>0)+(fvar(24)>0)+(fvar(25)>0)+(fvar(26)>0)+(fvar(27)>0)+(fvar(28)>0)+(fvar(29)>0)
Trigger1=1||var(51):=var(51)+(fvar(30)>0)+(fvar(31)>0)+(fvar(32)>0)+(fvar(33)>0)+(fvar(34)>0)+(fvar(35)>0)+(fvar(36)>0)+(fvar(37)>0)+(fvar(38)>0)+(fvar(39)>0)
Trigger1=1||var(51):=var(51)+(var(10)>0)+(var(11)>0)+(var(12)>0)+(var(13)>0)+(var(14)>0)+(var(15)>0)+(var(16)>0)+(var(17)>0)+(var(18)>0)+(var(19)>0)
Trigger1=1||var(51):=var(51)+(var(20)>0)+(var(21)>0)+(var(22)>0)+(var(23)>0)+(var(24)>0)+(var(25)>0)+(var(26)>0)+(var(27)>0)+(var(28)>0)+(var(29)>0)
Trigger1=1||var(51):=var(51)+(var(30)>0)+(var(31)>0)+(var(32)>0)+(var(33)>0)+(var(34)>0)+(var(35)>0)+(var(36)>0)+(var(37)>0)+(var(38)>0)+(var(39)>0)
Trigger1=1||var(51):=var(51)+(var(40)>0)+(var(41)>0)+(var(42)>0)+(var(43)>0)+(var(44)>0)+(var(45)>0)+(var(46)>0)+(var(47)>0)+(var(48)>0)+(var(49)>0)+(var(50)>0)
IgnoreHitPause=1

[State ]
Type=varSet
TriggerAll=IsHelper
TriggerAll=NumEnemy=1
TriggerAll=1||var(58):=0
TriggerAll=1||var(59):=0
TriggerAll=Enemy,Ctrl=0
TriggerAll=Enemy,StateNo>199
TriggerAll=Enemy,StateNo!=[5200,5500]
TriggerAll=Enemy,MoveType=A
Trigger1=Ceil(fvar(0)/10000)-1=Enemy,Anim
Trigger1=1||var(58):=Ceil(fvar(0))
Trigger2=Ceil(fvar(1)/10000)-1=Enemy,Anim
Trigger2=1||var(58):=Ceil(fvar(1))
Trigger3=Ceil(fvar(2)/10000)-1=Enemy,Anim
Trigger3=1||var(58):=Ceil(fvar(2))
Trigger4=Ceil(fvar(3)/10000)-1=Enemy,Anim
Trigger4=1||var(58):=Ceil(fvar(3))
Trigger5=Ceil(fvar(4)/10000)-1=Enemy,Anim
Trigger5=1||var(58):=Ceil(fvar(4))
Trigger6=Ceil(fvar(5)/10000)-1=Enemy,Anim
Trigger6=1||var(58):=Ceil(fvar(5))
Trigger7=Ceil(fvar(6)/10000)-1=Enemy,Anim
Trigger7=1||var(58):=Ceil(fvar(6))
Trigger8=Ceil(fvar(7)/10000)-1=Enemy,Anim
Trigger8=1||var(58):=Ceil(fvar(7))
Trigger9=Ceil(fvar(8)/10000)-1=Enemy,Anim
Trigger9=1||var(58):=Ceil(fvar(8))
Trigger10=Ceil(fvar(9)/10000)-1=Enemy,Anim
Trigger10=1||var(58):=Ceil(fvar(9))
Trigger11=Ceil(fvar(10)/10000)-1=Enemy,Anim
Trigger11=1||var(58):=Ceil(fvar(10))
Trigger12=Ceil(fvar(11)/10000)-1=Enemy,Anim
Trigger12=1||var(58):=Ceil(fvar(11))
Trigger13=Ceil(fvar(12)/10000)-1=Enemy,Anim
Trigger13=1||var(58):=Ceil(fvar(12))
Trigger14=Ceil(fvar(13)/10000)-1=Enemy,Anim
Trigger14=1||var(58):=Ceil(fvar(13))
Trigger15=Ceil(fvar(14)/10000)-1=Enemy,Anim
Trigger15=1||var(58):=Ceil(fvar(14))
Trigger16=Ceil(fvar(15)/10000)-1=Enemy,Anim
Trigger16=1||var(58):=Ceil(fvar(15))
Trigger17=Ceil(fvar(16)/10000)-1=Enemy,Anim
Trigger17=1||var(58):=Ceil(fvar(16))
Trigger18=Ceil(fvar(17)/10000)-1=Enemy,Anim
Trigger18=1||var(58):=Ceil(fvar(17))
Trigger19=Ceil(fvar(18)/10000)-1=Enemy,Anim
Trigger19=1||var(58):=Ceil(fvar(18))
Trigger20=Ceil(fvar(19)/10000)-1=Enemy,Anim
Trigger20=1||var(58):=Ceil(fvar(19))
Trigger21=Ceil(fvar(20)/10000)-1=Enemy,Anim
Trigger21=1||var(58):=Ceil(fvar(10))
Trigger22=Ceil(fvar(21)/10000)-1=Enemy,Anim
Trigger22=1||var(58):=Ceil(fvar(11))
Trigger23=Ceil(fvar(22)/10000)-1=Enemy,Anim
Trigger23=1||var(58):=Ceil(fvar(12))
Trigger24=Ceil(fvar(23)/10000)-1=Enemy,Anim
Trigger24=1||var(58):=Ceil(fvar(13))
Trigger25=Ceil(fvar(24)/10000)-1=Enemy,Anim
Trigger25=1||var(58):=Ceil(fvar(14))
Trigger26=Ceil(fvar(25)/10000)-1=Enemy,Anim
Trigger26=1||var(58):=Ceil(fvar(15))
Trigger27=Ceil(fvar(26)/10000)-1=Enemy,Anim
Trigger27=1||var(58):=Ceil(fvar(16))
Trigger28=Ceil(fvar(27)/10000)-1=Enemy,Anim
Trigger28=1||var(58):=Ceil(fvar(17))
Trigger29=Ceil(fvar(28)/10000)-1=Enemy,Anim
Trigger29=1||var(58):=Ceil(fvar(18))
Trigger30=Ceil(fvar(29)/10000)-1=Enemy,Anim
Trigger30=1||var(58):=Ceil(fvar(19))
Trigger31=Ceil(fvar(30)/10000)-1=Enemy,Anim
Trigger31=1||var(58):=Ceil(fvar(30))
Trigger32=Ceil(fvar(31)/10000)-1=Enemy,Anim
Trigger32=1||var(58):=Ceil(fvar(31))
Trigger33=Ceil(fvar(32)/10000)-1=Enemy,Anim
Trigger33=1||var(58):=Ceil(fvar(32))
Trigger34=Ceil(fvar(33)/10000)-1=Enemy,Anim
Trigger34=1||var(58):=Ceil(fvar(33))
Trigger35=Ceil(fvar(34)/10000)-1=Enemy,Anim
Trigger35=1||var(58):=Ceil(fvar(34))
Trigger36=Ceil(fvar(35)/10000)-1=Enemy,Anim
Trigger36=1||var(58):=Ceil(fvar(35))
Trigger37=Ceil(fvar(36)/10000)-1=Enemy,Anim
Trigger37=1||var(58):=Ceil(fvar(36))
Trigger38=Ceil(fvar(37)/10000)-1=Enemy,Anim
Trigger38=1||var(58):=Ceil(fvar(37))
Trigger39=Ceil(fvar(38)/10000)-1=Enemy,Anim
Trigger39=1||var(58):=Ceil(fvar(38))
Trigger40=Ceil(fvar(39)/10000)-1=Enemy,Anim
Trigger40=1||var(58):=Ceil(fvar(39))
Trigger41=var(10)/10000=Enemy,Anim
Trigger41=1||var(58):=var(10)
Trigger42=var(11)/10000=Enemy,Anim
Trigger42=1||var(58):=var(11)
Trigger43=var(12)/10000=Enemy,Anim
Trigger43=1||var(58):=var(12)
Trigger44=var(13)/10000=Enemy,Anim
Trigger44=1||var(58):=var(13)
Trigger45=var(14)/10000=Enemy,Anim
Trigger45=1||var(58):=var(14)
Trigger46=var(15)/10000=Enemy,Anim
Trigger46=1||var(58):=var(15)
Trigger47=var(16)/10000=Enemy,Anim
Trigger47=1||var(58):=var(16)
Trigger48=var(17)/10000=Enemy,Anim
Trigger48=1||var(58):=var(17)
Trigger49=var(18)/10000=Enemy,Anim
Trigger49=1||var(58):=var(18)
Trigger50=var(19)/10000=Enemy,Anim
Trigger50=1||var(58):=var(19)
Trigger51=var(20)/10000=Enemy,Anim
Trigger51=1||var(58):=var(20)
Trigger52=var(21)/10000=Enemy,Anim
Trigger52=1||var(58):=var(21)
Trigger53=var(22)/10000=Enemy,Anim
Trigger53=1||var(58):=var(22)
Trigger54=var(23)/10000=Enemy,Anim
Trigger54=1||var(58):=var(23)
Trigger55=var(24)/10000=Enemy,Anim
Trigger55=1||var(58):=var(24)
Trigger56=var(25)/10000=Enemy,Anim
Trigger56=1||var(58):=var(25)
Trigger57=var(26)/10000=Enemy,Anim
Trigger57=1||var(58):=var(26)
Trigger58=var(27)/10000=Enemy,Anim
Trigger58=1||var(58):=var(27)
Trigger59=var(28)/10000=Enemy,Anim
Trigger59=1||var(58):=var(28)
Trigger60=var(29)/10000=Enemy,Anim
Trigger60=1||var(58):=var(29)
Trigger61=var(30)/10000=Enemy,Anim
Trigger61=1||var(58):=var(30)
Trigger62=var(31)/10000=Enemy,Anim
Trigger62=1||var(58):=var(31)
Trigger63=var(32)/10000=Enemy,Anim
Trigger63=1||var(58):=var(32)
Trigger64=var(33)/10000=Enemy,Anim
Trigger64=1||var(58):=var(33)
Trigger65=var(34)/10000=Enemy,Anim
Trigger65=1||var(58):=var(34)
Trigger66=var(35)/10000=Enemy,Anim
Trigger66=1||var(58):=var(35)
Trigger67=var(36)/10000=Enemy,Anim
Trigger67=1||var(58):=var(36)
Trigger68=var(37)/10000=Enemy,Anim
Trigger68=1||var(58):=var(37)
Trigger69=var(38)/10000=Enemy,Anim
Trigger69=1||var(58):=var(38)
Trigger70=var(39)/10000=Enemy,Anim
Trigger70=1||var(58):=var(39)
Trigger71=var(40)/10000=Enemy,Anim
Trigger71=1||var(58):=var(40)
Trigger72=var(41)/10000=Enemy,Anim
Trigger72=1||var(58):=var(41)
Trigger73=var(42)/10000=Enemy,Anim
Trigger73=1||var(58):=var(42)
Trigger74=var(43)/10000=Enemy,Anim
Trigger74=1||var(58):=var(43)
Trigger75=var(44)/10000=Enemy,Anim
Trigger75=1||var(58):=var(44)
Trigger76=var(45)/10000=Enemy,Anim
Trigger76=1||var(58):=var(45)
Trigger77=var(46)/10000=Enemy,Anim
Trigger77=1||var(58):=var(46)
Trigger78=var(47)/10000=Enemy,Anim
Trigger78=1||var(58):=var(47)
Trigger79=var(48)/10000=Enemy,Anim
Trigger79=1||var(58):=var(48)
Trigger80=var(49)/10000=Enemy,Anim
Trigger80=1||var(58):=var(49)
var(51)=-999
IgnoreHitPause=1

[State ]
Type=varSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1=NumHelper(20000+Root,ID)
Trigger1=Helper(20000+Root,ID),var(0)!=-99999999
var(51)=-999
IgnoreHitPause=1

[State ];Time=0hitdef΍
Type=Null
TriggerAll=IsHelper
TriggerAll=NumEnemy=1
Trigger1=Enemy,HitdefAttr=SCA,AA,AT,AP
Trigger1=Enemy,AnimElemTime(1)<3
Trigger1=var(54):=1
Trigger2=!(Enemy,HitdefAttr=SCA,AA,AT,AP)
Trigger2=var(54):=0

[State ]
Type=Null
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1=Enemy,HitdefAttr=S,NA
Trigger1=var(55):=1
Trigger2=Enemy,HitdefAttr=C,NA
Trigger2=var(55):=2
Trigger3=Enemy,HitdefAttr=A,NA
Trigger3=var(55):=3
Trigger4=Enemy,HitdefAttr=S,SA
Trigger4=var(55):=4
Trigger5=Enemy,HitdefAttr=C,SA
Trigger5=var(55):=5
Trigger6=Enemy,HitdefAttr=A,SA
Trigger6=var(55):=6
Trigger7=Enemy,HitdefAttr=S,HA
Trigger7=var(55):=7
Trigger8=Enemy,HitdefAttr=C,HA
Trigger8=var(55):=8
Trigger9=Enemy,HitdefAttr=A,HA
Trigger9=var(55):=9
Trigger10=Enemy,HitdefAttr=S,NT
Trigger10=var(55):=10
Trigger11=Enemy,HitdefAttr=C,NT
Trigger11=var(55):=11
Trigger12=Enemy,HitdefAttr=A,NT
Trigger12=var(55):=12
Trigger13=Enemy,HitdefAttr=S,ST
Trigger13=var(55):=13
Trigger14=Enemy,HitdefAttr=C,ST
Trigger14=var(55):=14
Trigger15=Enemy,HitdefAttr=A,ST
Trigger15=var(55):=15
Trigger16=Enemy,HitdefAttr=S,HT
Trigger16=var(55):=16
Trigger17=Enemy,HitdefAttr=C,HT
Trigger17=var(55):=17
Trigger18=Enemy,HitdefAttr=A,HT
Trigger18=var(55):=18
Trigger19=Enemy,HitdefAttr=S,NP
Trigger19=var(55):=19
Trigger20=Enemy,HitdefAttr=C,NP
Trigger20=var(55):=20
Trigger21=Enemy,HitdefAttr=A,NP
Trigger21=var(55):=21
Trigger22=Enemy,HitdefAttr=S,SP
Trigger22=var(55):=22
Trigger23=Enemy,HitdefAttr=C,SP
Trigger23=var(55):=23
Trigger24=Enemy,HitdefAttr=A,SP
Trigger24=var(55):=24
Trigger25=Enemy,HitdefAttr=S,HP
Trigger25=var(55):=25
Trigger26=Enemy,HitdefAttr=C,HP
Trigger26=var(55):=26
Trigger27=Enemy,HitdefAttr=A,HP
Trigger27=var(55):=27
IgnoreHitPause=1

[State ]
Type=Null
TriggerAll=IsHelper
TriggerAll=NumEnemy=1
TriggerAll=Enemy,Ctrl=0
TriggerAll=Enemy,StateNo>199
TriggerAll=Enemy,StateNo!=[5200,5500]
TriggerAll=Enemy,MoveType=A
TriggerAll=Enemy,MoveContAct||Enemy,HitdefAttr=SCA,AA,AT,AP&&var(54)=0
TriggerAll=Enemy,AnimElemTime(1)>0;HitdefőŏoȂ犴mł邩LȂ
TriggerAll=Enemy,Anim>0
TriggerAll=Enemy,Anim<1000000
Trigger1=var(51)>=0
Trigger1=fvar(0)=0
Trigger1=fvar(0):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)
Trigger2=var(51)>=0
Trigger2=fvar(1)=0
Trigger2=fvar(1):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)
Trigger3=var(51)>0
Trigger3=fvar(2)=0
Trigger3=fvar(2):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)
Trigger4=var(51)>1
Trigger4=fvar(3)=0
Trigger4=fvar(3):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)
Trigger5=var(51)>2
Trigger5=fvar(4)=0
Trigger5=fvar(4):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)
Trigger6=var(51)>3
Trigger6=fvar(5)=0
Trigger6=fvar(5):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)
Trigger7=var(51)>4
Trigger7=fvar(6)=0
Trigger7=fvar(6):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)
Trigger8=var(51)>5
Trigger8=fvar(7)=0
Trigger8=fvar(7):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)
Trigger9=var(51)>6
Trigger9=fvar(8)=0
Trigger9=fvar(8):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)
Trigger10=var(51)>7
Trigger10=fvar(9)=0
Trigger10=fvar(9):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)
Trigger11=var(51)>8
Trigger11=fvar(10)=0
Trigger11=fvar(10):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)
Trigger12=var(51)>9
Trigger12=fvar(11)=0
Trigger12=fvar(11):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)
Trigger13=var(51)>10
Trigger13=fvar(12)=0
Trigger13=fvar(12):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)
Trigger14=var(51)>11
Trigger14=fvar(13)=0
Trigger14=fvar(13):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)
Trigger15=var(51)>12
Trigger15=fvar(14)=0
Trigger15=fvar(14):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)
Trigger16=var(51)>13
Trigger16=fvar(15)=0
Trigger16=fvar(15):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)
Trigger17=var(51)>14
Trigger17=fvar(16)=0
Trigger17=fvar(16):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)
Trigger18=var(51)>15
Trigger18=fvar(17)=0
Trigger18=fvar(17):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)
Trigger19=var(51)>16
Trigger19=fvar(18)=0
Trigger19=fvar(18):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)
Trigger20=var(51)>17
Trigger20=fvar(19)=0
Trigger20=fvar(19):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)
Trigger21=var(51)>18
Trigger21=fvar(20)=0
Trigger21=fvar(20):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)
Trigger22=var(51)>19
Trigger22=fvar(21)=0
Trigger22=fvar(21):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)
Trigger23=var(51)>20
Trigger23=fvar(22)=0
Trigger23=fvar(22):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)
Trigger24=var(51)>21
Trigger24=fvar(23)=0
Trigger24=fvar(23):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)
Trigger25=var(51)>22
Trigger25=fvar(24)=0
Trigger25=fvar(24):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)
Trigger26=var(51)>23
Trigger26=fvar(25)=0
Trigger26=fvar(25):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)
Trigger27=var(51)>24
Trigger27=fvar(26)=0
Trigger27=fvar(26):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)
Trigger28=var(51)>25
Trigger28=fvar(27)=0
Trigger28=fvar(27):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)
Trigger29=var(51)>26
Trigger29=fvar(28)=0
Trigger29=fvar(28):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)
Trigger30=var(51)>27
Trigger30=fvar(29)=0
Trigger30=fvar(29):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)
Trigger31=var(51)>28
Trigger31=fvar(30)=0
Trigger31=fvar(30):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)
Trigger32=var(51)>29
Trigger32=fvar(31)=0
Trigger32=fvar(31):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)
Trigger33=var(51)>30
Trigger33=fvar(32)=0
Trigger33=fvar(32):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)
Trigger34=var(51)>31
Trigger34=fvar(33)=0
Trigger34=fvar(33):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)
Trigger35=var(51)>32
Trigger35=fvar(34)=0
Trigger35=fvar(34):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)
Trigger36=var(51)>33
Trigger36=fvar(35)=0
Trigger36=fvar(35):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)
Trigger37=var(51)>34
Trigger37=fvar(36)=0
Trigger37=fvar(36):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)
Trigger38=var(51)>35
Trigger38=fvar(37)=0
Trigger38=fvar(37):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)
Trigger39=var(51)>36
Trigger39=fvar(38)=0
Trigger39=fvar(38):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)
Trigger40=var(51)>37
Trigger40=fvar(39)=0
Trigger40=fvar(39):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)
Trigger41=var(51)>38
Trigger41=var(10)=0
Trigger41=var(10):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)
Trigger42=var(51)>39
Trigger42=var(11)=0
Trigger42=var(11):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)
Trigger43=var(51)>40
Trigger43=var(12)=0
Trigger43=var(12):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)
Trigger44=var(51)>41
Trigger44=var(13)=0
Trigger44=var(13):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)
Trigger45=var(51)>42
Trigger45=var(14)=0
Trigger45=var(14):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)
Trigger46=var(51)>43
Trigger46=var(15)=0
Trigger46=var(15):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)
Trigger47=var(51)>44
Trigger47=var(16)=0
Trigger47=var(16):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)
Trigger48=var(51)>45
Trigger48=var(17)=0
Trigger48=var(17):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)
Trigger49=var(51)>46
Trigger49=var(18)=0
Trigger49=var(18):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)
Trigger50=var(51)>47
Trigger50=var(19)=0
Trigger50=var(19):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)
Trigger51=var(51)>48
Trigger51=var(20)=0
Trigger51=var(20):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)
Trigger52=var(51)>49
Trigger52=var(21)=0
Trigger52=var(21):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)
Trigger53=var(51)>50
Trigger53=var(22)=0
Trigger53=var(22):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)
Trigger54=var(51)>51
Trigger54=var(23)=0
Trigger54=var(23):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)
Trigger55=var(51)>52
Trigger55=var(24)=0
Trigger55=var(24):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)
Trigger56=var(51)>53
Trigger56=var(25)=0
Trigger56=var(25):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)
Trigger57=var(51)>54
Trigger57=var(26)=0
Trigger57=var(26):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)
Trigger58=var(51)>55
Trigger58=var(27)=0
Trigger58=var(27):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)
Trigger59=var(51)>56
Trigger59=var(28)=0
Trigger59=var(28):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)
Trigger60=var(51)>57
Trigger60=var(29)=0
Trigger60=var(29):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)
Trigger61=var(51)>58
Trigger61=var(30)=0
Trigger61=var(30):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)
Trigger62=var(51)>59
Trigger62=var(31)=0
Trigger62=var(31):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)
Trigger63=var(51)>60
Trigger63=var(32)=0
Trigger63=var(32):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)
Trigger64=var(51)>61
Trigger64=var(33)=0
Trigger64=var(33):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)
Trigger65=var(51)>62
Trigger65=var(34)=0
Trigger65=var(34):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)
Trigger66=var(51)>63
Trigger66=var(35)=0
Trigger66=var(35):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)
Trigger67=var(51)>64
Trigger67=var(36)=0
Trigger67=var(36):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)
Trigger68=var(51)>65
Trigger68=var(37)=0
Trigger68=var(37):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)
Trigger69=var(51)>66
Trigger69=var(38)=0
Trigger69=var(38):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)
Trigger70=var(51)>67
Trigger70=var(39)=0
Trigger70=var(39):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)
Trigger71=var(51)>68
Trigger71=var(40)=0
Trigger71=var(40):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)
Trigger72=var(51)>69
Trigger72=var(41)=0
Trigger72=var(41):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)
Trigger73=var(51)>70
Trigger73=var(42)=0
Trigger73=var(42):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)
Trigger74=var(51)>71
Trigger74=var(43)=0
Trigger74=var(43):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)
Trigger75=var(51)>72
Trigger75=var(44)=0
Trigger75=var(44):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)
Trigger76=var(51)>73
Trigger76=var(45)=0
Trigger76=var(45):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)
Trigger77=var(51)>74
Trigger77=var(46)=0
Trigger77=var(46):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)
Trigger78=var(51)>75
Trigger78=var(47)=0
Trigger78=var(47):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)
Trigger79=var(51)>76
Trigger79=var(48)=0
Trigger79=var(48):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)
Trigger80=var(51)>77
Trigger80=var(49)=0
Trigger80=var(49):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)
IgnoreHitPause=1

[State ]
Type=varSet
TriggerAll=IsHelper
TriggerAll=NumEnemy=1
TriggerAll=Enemy,Ctrl=0
TriggerAll=Enemy,StateNo>199
TriggerAll=Enemy,StateNo!=[5200,5500]
TriggerAll=Enemy,MoveType=A
Trigger1=var(58)>0
var(59)=var(58)%10000/100-Enemy,AnimElemTime(1)-1
IgnoreHitPause=1

;
;NumEnemy=2
;

[State ];Enemy,
Type=Null
TriggerAll=IsHelper
TriggerAll=NumEnemy>1
Trigger1=1||var(51):=        (fvar(0)>0)+(fvar(1)>0)+(fvar(2)>0)+(fvar(3)>0)+(fvar(4)>0)+(fvar(5)>0)+(fvar(6)>0)+(fvar(7)>0)+(fvar(8)>0)+(fvar(9)>0)
Trigger1=1||var(51):=var(51)+(fvar(10)>0)+(fvar(11)>0)+(fvar(12)>0)+(fvar(13)>0)+(fvar(14)>0)+(fvar(15)>0)+(fvar(16)>0)+(fvar(17)>0)+(fvar(18)>0)+(fvar(19)>0)
Trigger1=1||var(51):=var(51)+(var(10)>0)+(var(11)>0)+(var(12)>0)+(var(13)>0)+(var(14)>0)+(var(15)>0)+(var(16)>0)+(var(17)>0)+(var(18)>0)+(var(19)>0)
Trigger1=1||var(51):=var(51)+(var(20)>0)+(var(21)>0)+(var(22)>0)+(var(23)>0)+(var(24)>0)+(var(25)>0)+(var(26)>0)+(var(27)>0)+(var(28)>0)+(var(29)>0)
IgnoreHitPause=1

[State ];Enemy(1),
Type=Null
TriggerAll=IsHelper
TriggerAll=NumEnemy>1
Trigger1=1||var(52):=        (fvar(20)>0)+(fvar(21)>0)+(fvar(22)>0)+(fvar(23)>0)+(fvar(24)>0)+(fvar(25)>0)+(fvar(26)>0)+(fvar(27)>0)+(fvar(28)>0)+(fvar(29)>0)
Trigger1=1||var(52):=var(52)+(fvar(30)>0)+(fvar(31)>0)+(fvar(32)>0)+(fvar(33)>0)+(fvar(34)>0)+(fvar(35)>0)+(fvar(36)>0)+(fvar(37)>0)+(fvar(38)>0)+(fvar(39)>0)
Trigger1=1||var(52):=var(52)+(var(30)>0)+(var(31)>0)+(var(32)>0)+(var(33)>0)+(var(34)>0)+(var(35)>0)+(var(36)>0)+(var(37)>0)+(var(38)>0)+(var(39)>0)
Trigger1=1||var(52):=var(52)+(var(40)>0)+(var(41)>0)+(var(42)>0)+(var(43)>0)+(var(44)>0)+(var(45)>0)+(var(46)>0)+(var(47)>0)+(var(48)>0)+(var(49)>0)+(var(50)>0)
IgnoreHitPause=1

[State ];Enemyp
Type=varSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>1
TriggerAll=1||var(58):=0
TriggerAll=1||var(59):=0
TriggerAll=Enemy,Ctrl=0
TriggerAll=Enemy,StateNo>199
TriggerAll=Enemy,StateNo!=[5200,5500]
TriggerAll=Enemy,MoveType=A
Trigger1=Ceil(fvar(0)/10000)-1=Enemy,Anim
Trigger1=1||var(58):=Ceil(fvar(0))
Trigger2=Ceil(fvar(1)/10000)-1=Enemy,Anim
Trigger2=1||var(58):=Ceil(fvar(1))
Trigger3=Ceil(fvar(2)/10000)-1=Enemy,Anim
Trigger3=1||var(58):=Ceil(fvar(2))
Trigger4=Ceil(fvar(3)/10000)-1=Enemy,Anim
Trigger4=1||var(58):=Ceil(fvar(3))
Trigger5=Ceil(fvar(4)/10000)-1=Enemy,Anim
Trigger5=1||var(58):=Ceil(fvar(4))
Trigger6=Ceil(fvar(5)/10000)-1=Enemy,Anim
Trigger6=1||var(58):=Ceil(fvar(5))
Trigger7=Ceil(fvar(6)/10000)-1=Enemy,Anim
Trigger7=1||var(58):=Ceil(fvar(6))
Trigger8=Ceil(fvar(7)/10000)-1=Enemy,Anim
Trigger8=1||var(58):=Ceil(fvar(7))
Trigger9=Ceil(fvar(8)/10000)-1=Enemy,Anim
Trigger9=1||var(58):=Ceil(fvar(8))
Trigger10=Ceil(fvar(9)/10000)-1=Enemy,Anim
Trigger10=1||var(58):=Ceil(fvar(9))
Trigger11=Ceil(fvar(10)/10000)-1=Enemy,Anim
Trigger11=1||var(58):=Ceil(fvar(10))
Trigger12=Ceil(fvar(11)/10000)-1=Enemy,Anim
Trigger12=1||var(58):=Ceil(fvar(11))
Trigger13=Ceil(fvar(12)/10000)-1=Enemy,Anim
Trigger13=1||var(58):=Ceil(fvar(12))
Trigger14=Ceil(fvar(13)/10000)-1=Enemy,Anim
Trigger14=1||var(58):=Ceil(fvar(13))
Trigger15=Ceil(fvar(14)/10000)-1=Enemy,Anim
Trigger15=1||var(58):=Ceil(fvar(14))
Trigger16=Ceil(fvar(15)/10000)-1=Enemy,Anim
Trigger16=1||var(58):=Ceil(fvar(15))
Trigger17=Ceil(fvar(16)/10000)-1=Enemy,Anim
Trigger17=1||var(58):=Ceil(fvar(16))
Trigger18=Ceil(fvar(17)/10000)-1=Enemy,Anim
Trigger18=1||var(58):=Ceil(fvar(17))
Trigger19=Ceil(fvar(18)/10000)-1=Enemy,Anim
Trigger19=1||var(58):=Ceil(fvar(18))
Trigger20=Ceil(fvar(19)/10000)-1=Enemy,Anim
Trigger20=1||var(58):=Ceil(fvar(19))
Trigger21=var(11)/10000=Enemy,Anim
Trigger21=1||var(58):=var(10)
Trigger22=var(11)/10000=Enemy,Anim
Trigger22=1||var(58):=var(11)
Trigger23=var(12)/10000=Enemy,Anim
Trigger23=1||var(58):=var(12)
Trigger24=var(13)/10000=Enemy,Anim
Trigger24=1||var(58):=var(13)
Trigger25=var(14)/10000=Enemy,Anim
Trigger25=1||var(58):=var(14)
Trigger26=var(15)/10000=Enemy,Anim
Trigger26=1||var(58):=var(15)
Trigger27=var(16)/10000=Enemy,Anim
Trigger27=1||var(58):=var(16)
Trigger28=var(17)/10000=Enemy,Anim
Trigger28=1||var(58):=var(17)
Trigger29=var(18)/10000=Enemy,Anim
Trigger29=1||var(58):=var(18)
Trigger30=var(19)/10000=Enemy,Anim
Trigger30=1||var(58):=var(19)
Trigger31=var(20)/10000=Enemy,Anim
Trigger31=1||var(58):=var(20)
Trigger32=var(21)/10000=Enemy,Anim
Trigger32=1||var(58):=var(21)
Trigger33=var(22)/10000=Enemy,Anim
Trigger33=1||var(58):=var(22)
Trigger34=var(23)/10000=Enemy,Anim
Trigger34=1||var(58):=var(23)
Trigger35=var(24)/10000=Enemy,Anim
Trigger35=1||var(58):=var(24)
Trigger36=var(25)/10000=Enemy,Anim
Trigger36=1||var(58):=var(25)
Trigger37=var(26)/10000=Enemy,Anim
Trigger37=1||var(58):=var(26)
Trigger38=var(27)/10000=Enemy,Anim
Trigger38=1||var(58):=var(27)
Trigger39=var(28)/10000=Enemy,Anim
Trigger39=1||var(58):=var(28)
Trigger40=var(29)/10000=Enemy,Anim
Trigger40=1||var(58):=var(29)
var(51)=-999
IgnoreHitPause=1

[State ];Enemy(1)p
Type=varSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>1
TriggerAll=1||var(56):=0
TriggerAll=1||var(57):=0
TriggerAll=Enemy(1),Ctrl=0
TriggerAll=Enemy(1),StateNo>199
TriggerAll=Enemy(1),StateNo!=[5200,5500]
TriggerAll=Enemy(1),MoveType=A
Trigger1=Ceil(fvar(20)/10000)-1=Enemy(1),Anim
Trigger1=1||var(56):=Ceil(fvar(10))
Trigger2=Ceil(fvar(21)/10000)-1=Enemy(1),Anim
Trigger2=1||var(56):=Ceil(fvar(11))
Trigger3=Ceil(fvar(22)/10000)-1=Enemy(1),Anim
Trigger3=1||var(56):=Ceil(fvar(12))
Trigger4=Ceil(fvar(23)/10000)-1=Enemy(1),Anim
Trigger4=1||var(56):=Ceil(fvar(13))
Trigger5=Ceil(fvar(24)/10000)-1=Enemy(1),Anim
Trigger5=1||var(56):=Ceil(fvar(14))
Trigger6=Ceil(fvar(25)/10000)-1=Enemy(1),Anim
Trigger6=1||var(56):=Ceil(fvar(15))
Trigger7=Ceil(fvar(26)/10000)-1=Enemy(1),Anim
Trigger7=1||var(56):=Ceil(fvar(16))
Trigger8=Ceil(fvar(27)/10000)-1=Enemy(1),Anim
Trigger8=1||var(56):=Ceil(fvar(17))
Trigger9=Ceil(fvar(28)/10000)-1=Enemy(1),Anim
Trigger9=1||var(56):=Ceil(fvar(18))
Trigger10=Ceil(fvar(29)/10000)-1=Enemy(1),Anim
Trigger10=1||var(56):=Ceil(fvar(19))
Trigger11=Ceil(fvar(30)/10000)-1=Enemy(1),Anim
Trigger11=1||var(56):=Ceil(fvar(30))
Trigger12=Ceil(fvar(31)/10000)-1=Enemy(1),Anim
Trigger12=1||var(56):=Ceil(fvar(31))
Trigger13=Ceil(fvar(32)/10000)-1=Enemy(1),Anim
Trigger13=1||var(56):=Ceil(fvar(32))
Trigger14=Ceil(fvar(33)/10000)-1=Enemy(1),Anim
Trigger14=1||var(56):=Ceil(fvar(33))
Trigger15=Ceil(fvar(34)/10000)-1=Enemy(1),Anim
Trigger15=1||var(56):=Ceil(fvar(34))
Trigger16=Ceil(fvar(35)/10000)-1=Enemy(1),Anim
Trigger16=1||var(56):=Ceil(fvar(35))
Trigger17=Ceil(fvar(36)/10000)-1=Enemy(1),Anim
Trigger17=1||var(56):=Ceil(fvar(36))
Trigger18=Ceil(fvar(37)/10000)-1=Enemy(1),Anim
Trigger18=1||var(56):=Ceil(fvar(37))
Trigger19=Ceil(fvar(38)/10000)-1=Enemy(1),Anim
Trigger19=1||var(56):=Ceil(fvar(38))
Trigger20=Ceil(fvar(39)/10000)-1=Enemy(1),Anim
Trigger20=1||var(56):=Ceil(fvar(39))
Trigger21=var(30)/10000=Enemy(1),Anim
Trigger21=1||var(56):=var(30)
Trigger22=var(31)/10000=Enemy(1),Anim
Trigger22=1||var(56):=var(31)
Trigger23=var(32)/10000=Enemy(1),Anim
Trigger23=1||var(56):=var(32)
Trigger24=var(33)/10000=Enemy(1),Anim
Trigger24=1||var(56):=var(33)
Trigger25=var(34)/10000=Enemy(1),Anim
Trigger25=1||var(56):=var(34)
Trigger26=var(35)/10000=Enemy(1),Anim
Trigger26=1||var(56):=var(35)
Trigger27=var(36)/10000=Enemy(1),Anim
Trigger27=1||var(56):=var(36)
Trigger28=var(37)/10000=Enemy(1),Anim
Trigger28=1||var(56):=var(37)
Trigger29=var(38)/10000=Enemy(1),Anim
Trigger29=1||var(56):=var(38)
Trigger30=var(39)/10000=Enemy(1),Anim
Trigger30=1||var(56):=var(39)
Trigger31=var(40)/10000=Enemy(1),Anim
Trigger31=1||var(56):=var(40)
Trigger32=var(41)/10000=Enemy(1),Anim
Trigger32=1||var(56):=var(41)
Trigger33=var(42)/10000=Enemy(1),Anim
Trigger33=1||var(56):=var(42)
Trigger34=var(43)/10000=Enemy(1),Anim
Trigger34=1||var(56):=var(43)
Trigger35=var(44)/10000=Enemy(1),Anim
Trigger35=1||var(56):=var(44)
Trigger36=var(45)/10000=Enemy(1),Anim
Trigger36=1||var(56):=var(45)
Trigger37=var(46)/10000=Enemy(1),Anim
Trigger37=1||var(56):=var(46)
Trigger38=var(47)/10000=Enemy(1),Anim
Trigger38=1||var(56):=var(47)
Trigger39=var(48)/10000=Enemy(1),Anim
Trigger39=1||var(56):=var(48)
Trigger40=var(49)/10000=Enemy(1),Anim
Trigger40=1||var(56):=var(49)
var(52)=-999
IgnoreHitPause=1

[State ];Time=0hitdef΍
Type=Null
TriggerAll=IsHelper
TriggerAll=NumEnemy>1
Trigger1=Enemy,HitdefAttr=SCA,AA,AT,AP
Trigger1=Enemy,AnimElemTime(1)<3
Trigger1=var(54):=1
Trigger2=Enemy(1),HitdefAttr=SCA,AA,AT,AP
Trigger2=Enemy(1),AnimElemTime(1)<3
Trigger2=var(54):=var(55)+10
Trigger3=!(Enemy,HitdefAttr=SCA,AA,AT,AP)
Trigger3=!(Enemy(1),HitdefAttr=SCA,AA,AT,AP)
Trigger3=var(54):=0
Trigger4=(Enemy,HitdefAttr=SCA,AA,AT,AP)
Trigger4=Enemy,AnimElemTime(1)<3
Trigger4=!(Enemy(1),HitdefAttr=SCA,AA,AT,AP)
Trigger4=var(54):=1
Trigger5=!(Enemy,HitdefAttr=SCA,AA,AT,AP)
Trigger5=(Enemy(1),HitdefAttr=SCA,AA,AT,AP)
Trigger5=Enemy(1),AnimElemTime(1)<3
Trigger5=var(54):=10
IgnoreHitPause=1

[State ];Enemy,
Type=Null
TriggerAll=IsHelper
TriggerAll=NumEnemy>1
Trigger1=Enemy,HitdefAttr=S,NA
Trigger1=var(55):=1
Trigger2=Enemy,HitdefAttr=C,NA
Trigger2=var(55):=2
Trigger3=Enemy,HitdefAttr=A,NA
Trigger3=var(55):=3
Trigger4=Enemy,HitdefAttr=S,SA
Trigger4=var(55):=4
Trigger5=Enemy,HitdefAttr=C,SA
Trigger5=var(55):=5
Trigger6=Enemy,HitdefAttr=A,SA
Trigger6=var(55):=6
Trigger7=Enemy,HitdefAttr=S,HA
Trigger7=var(55):=7
Trigger8=Enemy,HitdefAttr=C,HA
Trigger8=var(55):=8
Trigger9=Enemy,HitdefAttr=A,HA
Trigger9=var(55):=9
Trigger10=Enemy,HitdefAttr=S,NT
Trigger10=var(55):=10
Trigger11=Enemy,HitdefAttr=C,NT
Trigger11=var(55):=11
Trigger12=Enemy,HitdefAttr=A,NT
Trigger12=var(55):=12
Trigger13=Enemy,HitdefAttr=S,ST
Trigger13=var(55):=13
Trigger14=Enemy,HitdefAttr=C,ST
Trigger14=var(55):=14
Trigger15=Enemy,HitdefAttr=A,ST
Trigger15=var(55):=15
Trigger16=Enemy,HitdefAttr=S,HT
Trigger16=var(55):=16
Trigger17=Enemy,HitdefAttr=C,HT
Trigger17=var(55):=17
Trigger18=Enemy,HitdefAttr=A,HT
Trigger18=var(55):=18
Trigger19=Enemy,HitdefAttr=S,NP
Trigger19=var(55):=19
Trigger20=Enemy,HitdefAttr=C,NP
Trigger20=var(55):=20
Trigger21=Enemy,HitdefAttr=A,NP
Trigger21=var(55):=21
Trigger22=Enemy,HitdefAttr=S,SP
Trigger22=var(55):=22
Trigger23=Enemy,HitdefAttr=C,SP
Trigger23=var(55):=23
Trigger24=Enemy,HitdefAttr=A,SP
Trigger24=var(55):=24
Trigger25=Enemy,HitdefAttr=S,HP
Trigger25=var(55):=25
Trigger26=Enemy,HitdefAttr=C,HP
Trigger26=var(55):=26
Trigger27=Enemy,HitdefAttr=A,HP
Trigger27=var(55):=27
IgnoreHitPause=1

[State ];Enemy(1),
Type=Null
TriggerAll=IsHelper
TriggerAll=NumEnemy>1
Trigger1=Enemy(1),HitdefAttr=S,NA
Trigger1=var(55):=var(55)+100
Trigger2=Enemy(1),HitdefAttr=C,NA
Trigger2=var(55):=var(55)+200
Trigger3=Enemy(1),HitdefAttr=A,NA
Trigger3=var(55):=var(55)+300
Trigger4=Enemy(1),HitdefAttr=S,SA
Trigger4=var(55):=var(55)+400
Trigger5=Enemy(1),HitdefAttr=C,SA
Trigger5=var(55):=var(55)+500
Trigger6=Enemy(1),HitdefAttr=A,SA
Trigger6=var(55):=var(55)+600
Trigger7=Enemy(1),HitdefAttr=S,HA
Trigger7=var(55):=var(55)+700
Trigger8=Enemy(1),HitdefAttr=C,HA
Trigger8=var(55):=var(55)+800
Trigger9=Enemy(1),HitdefAttr=A,HA
Trigger9=var(55):=var(55)+900
Trigger10=Enemy(1),HitdefAttr=S,NT
Trigger10=var(55):=var(55)+1000
Trigger11=Enemy(1),HitdefAttr=C,NT
Trigger11=var(55):=var(55)+1100
Trigger12=Enemy(1),HitdefAttr=A,NT
Trigger12=var(55):=var(55)+1200
Trigger13=Enemy(1),HitdefAttr=S,ST
Trigger13=var(55):=var(55)+1300
Trigger14=Enemy(1),HitdefAttr=C,ST
Trigger14=var(55):=var(55)+1400
Trigger15=Enemy(1),HitdefAttr=A,ST
Trigger15=var(55):=var(55)+1500
Trigger16=Enemy(1),HitdefAttr=S,HT
Trigger16=var(55):=var(55)+1600
Trigger17=Enemy(1),HitdefAttr=C,HT
Trigger17=var(55):=var(55)+1700
Trigger18=Enemy(1),HitdefAttr=A,HT
Trigger18=var(55):=var(55)+1800
Trigger19=Enemy(1),HitdefAttr=S,NP
Trigger19=var(55):=var(55)+1900
Trigger20=Enemy(1),HitdefAttr=C,NP
Trigger20=var(55):=var(55)+2000
Trigger21=Enemy(1),HitdefAttr=A,NP
Trigger21=var(55):=var(55)+2100
Trigger22=Enemy(1),HitdefAttr=S,SP
Trigger22=var(55):=var(55)+2200
Trigger23=Enemy(1),HitdefAttr=C,SP
Trigger23=var(55):=var(55)+2300
Trigger24=Enemy(1),HitdefAttr=A,SP
Trigger24=var(55):=var(55)+2400
Trigger25=Enemy(1),HitdefAttr=S,HP
Trigger25=var(55):=var(55)+2500
Trigger26=Enemy(1),HitdefAttr=C,HP
Trigger26=var(55):=var(55)+2600
Trigger27=Enemy(1),HitdefAttr=A,HP
Trigger27=var(55):=var(55)+2700
IgnoreHitPause=1

[State ];Enemy,
Type=Null
TriggerAll=IsHelper
TriggerAll=NumEnemy=1
TriggerAll=Enemy,Ctrl=0
TriggerAll=Enemy,StateNo>199
TriggerAll=Enemy,StateNo!=[5200,5500]
TriggerAll=Enemy,MoveType=A
TriggerAll=Enemy,MoveContAct||Enemy,HitdefAttr=SCA,AA,AT,AP&&var(54)%10=0
TriggerAll=Enemy,AnimElemTime(1)>0
TriggerAll=Enemy,Anim>0
TriggerAll=Enemy,Anim<1000000
Trigger1=var(51)>=0
Trigger1=fvar(0)=0
Trigger1=fvar(0):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)%100
Trigger2=var(51)>=0
Trigger2=fvar(1)=0
Trigger2=fvar(1):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)%100
Trigger3=var(51)>0
Trigger3=fvar(2)=0
Trigger3=fvar(2):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)%100
Trigger4=var(51)>1
Trigger4=fvar(3)=0
Trigger4=fvar(3):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)%100
Trigger5=var(51)>2
Trigger5=fvar(4)=0
Trigger5=fvar(4):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)%100
Trigger6=var(51)>3
Trigger6=fvar(5)=0
Trigger6=fvar(5):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)%100
Trigger7=var(51)>4
Trigger7=fvar(6)=0
Trigger7=fvar(6):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)%100
Trigger8=var(51)>5
Trigger8=fvar(7)=0
Trigger8=fvar(7):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)%100
Trigger9=var(51)>6
Trigger9=fvar(8)=0
Trigger9=fvar(8):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)%100
Trigger10=var(51)>7
Trigger10=fvar(9)=0
Trigger10=fvar(9):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)%100
Trigger11=var(51)>8
Trigger11=fvar(10)=0
Trigger11=fvar(10):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)%100
Trigger12=var(51)>9
Trigger12=fvar(11)=0
Trigger12=fvar(11):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)%100
Trigger13=var(51)>10
Trigger13=fvar(12)=0
Trigger13=fvar(12):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)%100
Trigger14=var(51)>11
Trigger14=fvar(13)=0
Trigger14=fvar(13):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)%100
Trigger15=var(51)>12
Trigger15=fvar(14)=0
Trigger15=fvar(14):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)%100
Trigger16=var(51)>13
Trigger16=fvar(15)=0
Trigger16=fvar(15):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)%100
Trigger17=var(51)>14
Trigger17=fvar(16)=0
Trigger17=fvar(16):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)%100
Trigger18=var(51)>15
Trigger18=fvar(17)=0
Trigger18=fvar(17):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)%100
Trigger19=var(51)>16
Trigger19=fvar(18)=0
Trigger19=fvar(18):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)%100
Trigger20=var(51)>17
Trigger20=fvar(19)=0
Trigger20=fvar(19):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)%100
Trigger21=var(51)>18
Trigger21=var(10)=0
Trigger21=var(10):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)%100
Trigger22=var(51)>19
Trigger22=var(11)=0
Trigger22=var(11):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)%100
Trigger23=var(51)>20
Trigger23=var(12)=0
Trigger23=var(12):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)%100
Trigger24=var(51)>21
Trigger24=var(13)=0
Trigger24=var(13):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)%100
Trigger25=var(51)>22
Trigger25=var(14)=0
Trigger25=var(14):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)%100
Trigger26=var(51)>23
Trigger26=var(15)=0
Trigger26=var(15):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)%100
Trigger27=var(51)>24
Trigger27=var(16)=0
Trigger27=var(16):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)%100
Trigger28=var(51)>25
Trigger28=var(17)=0
Trigger28=var(17):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)%100
Trigger29=var(51)>26
Trigger29=var(18)=0
Trigger29=var(18):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)%100
Trigger30=var(51)>27
Trigger30=var(19)=0
Trigger30=var(19):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)%100
Trigger31=var(51)>28
Trigger31=var(20)=0
Trigger31=var(20):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)%100
Trigger32=var(51)>29
Trigger32=var(21)=0
Trigger32=var(21):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)%100
Trigger33=var(51)>30
Trigger33=var(22)=0
Trigger33=var(22):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)%100
Trigger34=var(51)>31
Trigger34=var(23)=0
Trigger34=var(23):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)%100
Trigger35=var(51)>32
Trigger35=var(24)=0
Trigger35=var(24):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)%100
Trigger36=var(51)>33
Trigger36=var(25)=0
Trigger36=var(25):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)%100
Trigger37=var(51)>34
Trigger37=var(26)=0
Trigger37=var(26):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)%100
Trigger38=var(51)>35
Trigger38=var(27)=0
Trigger38=var(27):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)%100
Trigger39=var(51)>36
Trigger39=var(28)=0
Trigger39=var(28):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)%100
Trigger40=var(51)>37
Trigger40=var(29)=0
Trigger40=var(29):=Enemy,Anim*10000+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1)-(Enemy,MoveContAct))*100+var(55)%100
IgnoreHitPause=1

[State ];Enemy(1),
Type=Null
TriggerAll=IsHelper
TriggerAll=NumEnemy>1
TriggerAll=Enemy(1),Ctrl=0
TriggerAll=Enemy(1),StateNo>199
TriggerAll=Enemy(1),StateNo!=[5200,5500]
TriggerAll=Enemy(1),MoveType=A
TriggerAll=Enemy(1),MoveContAct||Enemy(1),HitdefAttr=SCA,AA,AT,AP&&var(54)<9
TriggerAll=Enemy(1),AnimElemTime(1)>0
TriggerAll=Enemy(1),Anim>0
TriggerAll=Enemy(1),Anim<1000000
Trigger1=var(52)>=0
Trigger1=fvar(20)=0
Trigger1=fvar(20):=Enemy(1),Anim*10000+ifelse(Enemy(1),AnimElemTime(1)>99,99,Enemy(1),AnimElemTime(1)-(Enemy(1),MoveContAct))*100+var(55)/100
Trigger2=var(52)>0
Trigger2=fvar(21)=0
Trigger2=fvar(21):=Enemy(1),Anim*10000+ifelse(Enemy(1),AnimElemTime(1)>99,99,Enemy(1),AnimElemTime(1)-(Enemy(1),MoveContAct))*100+var(55)/100
Trigger3=var(52)>1
Trigger3=fvar(22)=0
Trigger3=fvar(22):=Enemy(1),Anim*10000+ifelse(Enemy(1),AnimElemTime(1)>99,99,Enemy(1),AnimElemTime(1)-(Enemy(1),MoveContAct))*100+var(55)/100
Trigger4=var(52)>2
Trigger4=fvar(23)=0
Trigger4=fvar(23):=Enemy(1),Anim*10000+ifelse(Enemy(1),AnimElemTime(1)>99,99,Enemy(1),AnimElemTime(1)-(Enemy(1),MoveContAct))*100+var(55)/100
Trigger5=var(52)>3
Trigger5=fvar(24)=0
Trigger5=fvar(24):=Enemy(1),Anim*10000+ifelse(Enemy(1),AnimElemTime(1)>99,99,Enemy(1),AnimElemTime(1)-(Enemy(1),MoveContAct))*100+var(55)/100
Trigger6=var(52)>4
Trigger6=fvar(25)=0
Trigger6=fvar(25):=Enemy(1),Anim*10000+ifelse(Enemy(1),AnimElemTime(1)>99,99,Enemy(1),AnimElemTime(1)-(Enemy(1),MoveContAct))*100+var(55)/100
Trigger7=var(52)>5
Trigger7=fvar(26)=0
Trigger7=fvar(26):=Enemy(1),Anim*10000+ifelse(Enemy(1),AnimElemTime(1)>99,99,Enemy(1),AnimElemTime(1)-(Enemy(1),MoveContAct))*100+var(55)/100
Trigger8=var(52)>6
Trigger8=fvar(27)=0
Trigger8=fvar(27):=Enemy(1),Anim*10000+ifelse(Enemy(1),AnimElemTime(1)>99,99,Enemy(1),AnimElemTime(1)-(Enemy(1),MoveContAct))*100+var(55)/100
Trigger9=var(52)>7
Trigger9=fvar(28)=0
Trigger9=fvar(28):=Enemy(1),Anim*10000+ifelse(Enemy(1),AnimElemTime(1)>99,99,Enemy(1),AnimElemTime(1)-(Enemy(1),MoveContAct))*100+var(55)/100
Trigger10=var(52)>8
Trigger10=fvar(29)=0
Trigger10=fvar(29):=Enemy(1),Anim*10000+ifelse(Enemy(1),AnimElemTime(1)>99,99,Enemy(1),AnimElemTime(1)-(Enemy(1),MoveContAct))*100+var(55)/100
Trigger11=var(52)>9
Trigger11=fvar(30)=0
Trigger11=fvar(30):=Enemy(1),Anim*10000+ifelse(Enemy(1),AnimElemTime(1)>99,99,Enemy(1),AnimElemTime(1)-(Enemy(1),MoveContAct))*100+var(55)/100
Trigger12=var(52)>10
Trigger12=fvar(31)=0
Trigger12=fvar(31):=Enemy(1),Anim*10000+ifelse(Enemy(1),AnimElemTime(1)>99,99,Enemy(1),AnimElemTime(1)-(Enemy(1),MoveContAct))*100+var(55)/100
Trigger13=var(52)>11
Trigger13=fvar(32)=0
Trigger13=fvar(32):=Enemy(1),Anim*10000+ifelse(Enemy(1),AnimElemTime(1)>99,99,Enemy(1),AnimElemTime(1)-(Enemy(1),MoveContAct))*100+var(55)/100
Trigger14=var(52)>12
Trigger14=fvar(33)=0
Trigger14=fvar(33):=Enemy(1),Anim*10000+ifelse(Enemy(1),AnimElemTime(1)>99,99,Enemy(1),AnimElemTime(1)-(Enemy(1),MoveContAct))*100+var(55)/100
Trigger15=var(52)>13
Trigger15=fvar(34)=0
Trigger15=fvar(34):=Enemy(1),Anim*10000+ifelse(Enemy(1),AnimElemTime(1)>99,99,Enemy(1),AnimElemTime(1)-(Enemy(1),MoveContAct))*100+var(55)/100
Trigger16=var(52)>14
Trigger16=fvar(35)=0
Trigger16=fvar(35):=Enemy(1),Anim*10000+ifelse(Enemy(1),AnimElemTime(1)>99,99,Enemy(1),AnimElemTime(1)-(Enemy(1),MoveContAct))*100+var(55)/100
Trigger17=var(52)>15
Trigger17=fvar(36)=0
Trigger17=fvar(36):=Enemy(1),Anim*10000+ifelse(Enemy(1),AnimElemTime(1)>99,99,Enemy(1),AnimElemTime(1)-(Enemy(1),MoveContAct))*100+var(55)/100
Trigger18=var(52)>16
Trigger18=fvar(37)=0
Trigger18=fvar(37):=Enemy(1),Anim*10000+ifelse(Enemy(1),AnimElemTime(1)>99,99,Enemy(1),AnimElemTime(1)-(Enemy(1),MoveContAct))*100+var(55)/100
Trigger19=var(52)>17
Trigger19=fvar(38)=0
Trigger19=fvar(38):=Enemy(1),Anim*10000+ifelse(Enemy(1),AnimElemTime(1)>99,99,Enemy(1),AnimElemTime(1)-(Enemy(1),MoveContAct))*100+var(55)/100
Trigger20=var(52)>18
Trigger20=fvar(39)=0
Trigger20=fvar(39):=Enemy(1),Anim*10000+ifelse(Enemy(1),AnimElemTime(1)>99,99,Enemy(1),AnimElemTime(1)-(Enemy(1),MoveContAct))*100+var(55)/100
Trigger21=var(52)>19
Trigger21=var(30)=0
Trigger21=var(30):=Enemy(1),Anim*10000+ifelse(Enemy(1),AnimElemTime(1)>99,99,Enemy(1),AnimElemTime(1)-(Enemy(1),MoveContAct))*100+var(55)/100
Trigger22=var(52)>20
Trigger22=var(31)=0
Trigger22=var(31):=Enemy(1),Anim*10000+ifelse(Enemy(1),AnimElemTime(1)>99,99,Enemy(1),AnimElemTime(1)-(Enemy(1),MoveContAct))*100+var(55)/100
Trigger23=var(52)>21
Trigger23=var(32)=0
Trigger23=var(32):=Enemy(1),Anim*10000+ifelse(Enemy(1),AnimElemTime(1)>99,99,Enemy(1),AnimElemTime(1)-(Enemy(1),MoveContAct))*100+var(55)/100
Trigger24=var(52)>22
Trigger24=var(33)=0
Trigger24=var(33):=Enemy(1),Anim*10000+ifelse(Enemy(1),AnimElemTime(1)>99,99,Enemy(1),AnimElemTime(1)-(Enemy(1),MoveContAct))*100+var(55)/100
Trigger25=var(52)>23
Trigger25=var(34)=0
Trigger25=var(34):=Enemy(1),Anim*10000+ifelse(Enemy(1),AnimElemTime(1)>99,99,Enemy(1),AnimElemTime(1)-(Enemy(1),MoveContAct))*100+var(55)/100
Trigger26=var(52)>24
Trigger26=var(35)=0
Trigger26=var(35):=Enemy(1),Anim*10000+ifelse(Enemy(1),AnimElemTime(1)>99,99,Enemy(1),AnimElemTime(1)-(Enemy(1),MoveContAct))*100+var(55)/100
Trigger27=var(52)>25
Trigger27=var(36)=0
Trigger27=var(36):=Enemy(1),Anim*10000+ifelse(Enemy(1),AnimElemTime(1)>99,99,Enemy(1),AnimElemTime(1)-(Enemy(1),MoveContAct))*100+var(55)/100
Trigger28=var(52)>26
Trigger28=var(37)=0
Trigger28=var(37):=Enemy(1),Anim*10000+ifelse(Enemy(1),AnimElemTime(1)>99,99,Enemy(1),AnimElemTime(1)-(Enemy(1),MoveContAct))*100+var(55)/100
Trigger29=var(52)>27
Trigger29=var(38)=0
Trigger29=var(38):=Enemy(1),Anim*10000+ifelse(Enemy(1),AnimElemTime(1)>99,99,Enemy(1),AnimElemTime(1)-(Enemy(1),MoveContAct))*100+var(55)/100
Trigger30=var(52)>28
Trigger30=var(39)=0
Trigger30=var(39):=Enemy(1),Anim*10000+ifelse(Enemy(1),AnimElemTime(1)>99,99,Enemy(1),AnimElemTime(1)-(Enemy(1),MoveContAct))*100+var(55)/100
Trigger31=var(52)>29
Trigger31=var(40)=0
Trigger31=var(40):=Enemy(1),Anim*10000+ifelse(Enemy(1),AnimElemTime(1)>99,99,Enemy(1),AnimElemTime(1)-(Enemy(1),MoveContAct))*100+var(55)/100
Trigger32=var(52)>30
Trigger32=var(41)=0
Trigger32=var(41):=Enemy(1),Anim*10000+ifelse(Enemy(1),AnimElemTime(1)>99,99,Enemy(1),AnimElemTime(1)-(Enemy(1),MoveContAct))*100+var(55)/100
Trigger33=var(52)>31
Trigger33=var(42)=0
Trigger33=var(42):=Enemy(1),Anim*10000+ifelse(Enemy(1),AnimElemTime(1)>99,99,Enemy(1),AnimElemTime(1)-(Enemy(1),MoveContAct))*100+var(55)/100
Trigger34=var(52)>32
Trigger34=var(43)=0
Trigger34=var(43):=Enemy(1),Anim*10000+ifelse(Enemy(1),AnimElemTime(1)>99,99,Enemy(1),AnimElemTime(1)-(Enemy(1),MoveContAct))*100+var(55)/100
Trigger35=var(52)>33
Trigger35=var(44)=0
Trigger35=var(44):=Enemy(1),Anim*10000+ifelse(Enemy(1),AnimElemTime(1)>99,99,Enemy(1),AnimElemTime(1)-(Enemy(1),MoveContAct))*100+var(55)/100
Trigger36=var(52)>34
Trigger36=var(45)=0
Trigger36=var(45):=Enemy(1),Anim*10000+ifelse(Enemy(1),AnimElemTime(1)>99,99,Enemy(1),AnimElemTime(1)-(Enemy(1),MoveContAct))*100+var(55)/100
Trigger37=var(52)>35
Trigger37=var(46)=0
Trigger37=var(46):=Enemy(1),Anim*10000+ifelse(Enemy(1),AnimElemTime(1)>99,99,Enemy(1),AnimElemTime(1)-(Enemy(1),MoveContAct))*100+var(55)/100
Trigger38=var(52)>36
Trigger38=var(47)=0
Trigger38=var(47):=Enemy(1),Anim*10000+ifelse(Enemy(1),AnimElemTime(1)>99,99,Enemy(1),AnimElemTime(1)-(Enemy(1),MoveContAct))*100+var(55)/100
Trigger39=var(52)>37
Trigger39=var(48)=0
Trigger39=var(48):=Enemy(1),Anim*10000+ifelse(Enemy(1),AnimElemTime(1)>99,99,Enemy(1),AnimElemTime(1)-(Enemy(1),MoveContAct))*100+var(55)/100
Trigger40=var(52)>38
Trigger40=var(49)=0
Trigger40=var(49):=Enemy(1),Anim*10000+ifelse(Enemy(1),AnimElemTime(1)>99,99,Enemy(1),AnimElemTime(1)-(Enemy(1),MoveContAct))*100+var(55)/100
IgnoreHitPause=1

[State ];Enemy.p
Type=varSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>1
TriggerAll=Enemy,Ctrl=0
TriggerAll=Enemy,StateNo>199
TriggerAll=Enemy,StateNo!=[5200,5500]
TriggerAll=Enemy,MoveType=A
Trigger1=var(58)>0
var(59)=var(58)%10000/100-Enemy,AnimElemTime(1)-1
IgnoreHitPause=1

[State ];Enemy(1),p
Type=varSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>1
TriggerAll=Enemy(1),Ctrl=0
TriggerAll=Enemy(1),StateNo>199
TriggerAll=Enemy(1),StateNo!=[5200,5500]
TriggerAll=Enemy(1),MoveType=A
Trigger1=var(56)>0
var(57)=var(56)%10000/100-Enemy(1),AnimElemTime(1)-1
IgnoreHitPause=1

;
;fobN\p
;

[state ];mFfobN
Type=DisplayToClipboard
Trigger1=IsHelper
text="%d:%d:%d:%d:%d"
params=var(51),var(56),var(57),var(58),var(59)
IgnoreHitPause=1

;
;ްޕ⏕
;
[Statedef 40000]
Anim=9999
[State ]
Type=Turn
Trigger1=IsHelper
Trigger1=Root,facing!=facing
[State ]
Type=Null
TriggerAll=IsHelper
TriggerAll=1||var(59):=var(59)+1
TriggerAll=Time>0
Trigger1=1||var(0):=0
Trigger1=1||var(1):=0
Trigger1=1||fvar(3):=0
Trigger1=1||var(4):=0
Trigger1=1||var(5):=0
Trigger1=1||fvar(4):=0
[State 40000];ѓZo
Type=Null
TriggerAll=IsHelper
Trigger1=var(2)>0
Trigger1=!InGuardDist
Trigger1=var(4)=0
Trigger1=1||var(4):=1
Trigger1=fvar(3):=(Pos X-Root,Pos X)*facing
[State 40000];ѓZo
Type=Null
TriggerAll=IsHelper
Trigger1=var(3)>0
Trigger1=InGuardDist
Trigger1=var(5)=0
Trigger1=1||var(5):=1
Trigger1=fvar(4):=(Pos X-Root,Pos X)*facing
[State ]
Type=Null
TriggerAll=IsHelper
TriggerAll=var(0)<600-(NumEnemy>1&&NumPartner>0)*150
Trigger1=1||var(0):=var(0)+10
Trigger1=1||var(1):=var(1)+(InGuardDist)
Trigger1=1||var(2):=(InGuardDist)
Trigger1=1||var(3):=(!InGuardDist)
[State ]
Type=PosSet
Trigger1=IsHelper
x=Root,Pos x+(var(0)-300+(NumEnemy>1&&NumPartner>0)*150)*facing
[State ]
Type=SelfState
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1=var(0)<600-(NumEnemy>1&&NumPartner>0)*150
value=40000
[State ]
Type=Null
TriggerAll=IsHelper
Trigger1=1||fvar(14):=fvar(3)-fvar(13)
Trigger1=1||fvar(13):=fvar(3)
[State ]
Type=Null
TriggerAll=IsHelper
Trigger1=1||fvar(16):=fvar(4)-fvar(15)
Trigger1=1||fvar(15):=fvar(4)
[state -3]
Type=DisplayToClipboard
Trigger1=IsHelper
text="v1=%d:v59=%d:X=%f:P2V=%d-%d"
params=var(1),var(59),Pos X,Ceil(fvar(14)),Ceil(fvar(16))
[State ]
Type=DestroySelf
TriggerAll=IsHelper
Trigger1=fvar(39)<1
Trigger1=var(59)<0
Trigger2=NumEnemy=0
[State 20000]
Type=SelfState
Trigger1=!IsHelper
value=50

