;
;AI@by~a
;
; Lvݒł
;[State -3,AILvFlagSet];AItOZbg
; ̐lς
; :LvオɂĐxUP
; 1`3:Ȃ@ް޷ݾقȂ ̑ZƂǂӖȂԂς
; 4`6:Ԃϑ
; 7`9:ސXɉ ԂϗXɒቺ
;    10:xMAX@ްސxMAX ꕔ
;    11:xMAX@
;    12:xMAX@ɈZ܂gpȂ@iv(ꍇ)gp
; 
;JC = ެ߷ݾ
;RC = ݷݾ
;FRC = ̫ݷݾ
;
;ƂAIڲ԰őΐ킷Ƃ1`10D܂łBԐlԂ炵ł
;Lv11͒AIm݂̂ǂƎv܂
;
;
;XVe
;
;6/26
;EG^̎菇AIpðĎg܂ĂȂƂG^̋ZXeRŌĂ悤ɕύX
;@G^̋Z̐U啝ύX
;  pXe[g30炢@Ƒ邩
;Eޑ啝ύX
;EEXAC[hΉ [hRΉ̂͂
;EΉ@EXԂЂǂƂɁEEE
;
;
;6/28
;E؂ւ̋K_C
;EHelperInGuardDistFlagް݂̂ƂɔςȂȂ̂C
;EډSˉSˋSˉSłĂȂ̂C
;Ȇ
;
;
;؂ւݒ
;
;#R[h
;EG^zF(ۏ)
;EG^ޯĵ(󂫖GSް)
;EG^ϯP(ۏ)
;EG^ޯݱ߰S(ۏ)
;E^_fB[
;EX[h
;E۲ā@\
;           ΋ƂĂpA肪󒆂Ŕ͈͓ɂ猂܂
;EV^_fB[
;AC[h
;EG^ޯĵ(ۏł͂Ȃ1FGłȂ) ꂩŋ߂̂
;E^_fB[
;
;EG^ޯĵ(ۏł͂Ȃ) ꂩŋ߂̂
;Ei̗
;E0F
;E޸
;Eޯ
;
;AC[hłG^\4Fۂł(ʂ)
;ۏ̕t̂͂Ȃ
;
;ݒ
;
;@ʏ퓊@zF
;΋@P@ޯݱ߰SorHS@S
;i@K@D
;i@K@D
;@P P K K S m
;
;SĐUZȂ̂ŏP ΂
;
;R{ݒ
;
;#R[h
;Q[WȂƂ 
;SˉSˋSˋDˋNU
;Q[WƂ
;SˉSˋSˉSޯݱ߰S(FRC)˼ެ߁˴ر
;
;ϯ()ˋSˉS˃GA
;
;z[v6񂮂炢܂Ł@␳Ȃ̂ŏȂƂɋS
;(zޯ)~(S̺ނ)
;
;HS()ޯĵ
;
;Eر
;K(ˋSˋK)JCˋK(ˋSˋK)(ˋHS)ˋD
;Q[W50%ȏ̂Ƃ
;DorKorHS˒^ި˒nˋS(ˉS)˴ر
;
;
;EXӰ
;
;SˉS˗HSˋDϯPDȰ2iژAgDȰ3iڒi or Ag
;
;Eر
;#RӰނƈꏏ
;
;
;ACӰ
;@@@@@@@@@@@@@@@@@@@ (ް0.5ȏ&)ˋHSFBޯݱ߰˗HSˁ`
;SˉSˋSˉS(ް1.5)ˋKˋD(ް1ȏ)RCˏE
;@@@@@@@@@(ް1.5ȏ)ޯĵсFRC˒nˁHS߲ݶ
;EE
;S˴ر
;S(ˉS)˴ر
;P˗P˴ر
;
;Eر
;K(KˋK)JCˋPˋKˁKˋD
;
;
;
;
;Qi(Ȃ苗߂ȂƎgp)
;K˒^_fB[
;HS˼ެ߁˒ޯ˒^_fB[
;
;ޯݱ߰()˗HS(Q[W50%ȏ)ˋHS˒2i
;@@@@@@@@@@@@ (Q[W50%)˃GA
;
;
;(Lɂĕω)@ACӰނ
;
;ޯĵ(CH)^_fB[(2i)PϯK
;
;(HS(˯)JCޯ^_fB[(2i))~2
;2iȂ瑦ɂȂ
;炢łȂ荶E
;
;
;p
;
;EEXӰ
;  (۲RC)~
;  ƂƂF4ł܂傤
;
;EACӰ
;  ޯĵFRC(^ި(2i˯)˗HSJCޯ)~
;
;
;NUߐݒ
;
;
;_bV&DïSōEhԂ肩(RandomǗ)
;E{Kd	i
;EKd	i
;
;
;AIU@
;
;{IAILvオɂI舂ޯޯȂȂĂ̕悤ɂȂ
;Ήi͊yłˁAUĂΓ͂ASΉĂȂȂȂ͂
;G^ɓG͕tȂ̂ŋ߂ɂƂ肠d GzȂ悤
;ϯPʒuł͓ZȊOUȂق@G^łԂςŐݒ肵ĂB
;͒mŏo遨P K HS HS ϯK Dïߌn؂ĂȂƂ܂[
;ACłƉΗ͂UP邯ǖG^قƂǂłȂȂ邩CɊyɂȂ
;EXƂ܂DȰ݂̌qɌƎv
;
;#R:G^ɒ
;EX:۲Ăɒ
;AC:ޯĵ()&ޯ߰ɒ
;
;E肦ȃp^[
;  ޯĵт
;  ޯ߰
;@۲Ă
;  #RӰނŖG^ϯ𓊂
;  EXӰނłDȰ
;@۲ĂUۯݸށ˂̌ǌ s4`6
;
; EX>>>>>>>>>>>>>>>>>>#R>>>#R>>>>EX=AC>AC>>>>>>>>>>>>>>>>>#R>>>EX>>>AC
;
;̗\
;EAȊS̓IɍœK
;  ɃR{ς\
;  ܂gĂȂZ ٰĂ񂠂 (ϯ̪ D̪ DïKG^ G^PorK)
;ENU߂گ²ďd˂ǉ
;EwKp̋LqƂƂƓ(L΍ƕp)
;EL΍
;EѓޯŒʂ蔲悤ɂ
;
;
;̂邩ȂR{p[c
;E
;@޽ĕύX
;   DˋDˋDˋKˋޯˋHS˒nˏE
;@C_(ꂽ̘b)
;  ްݽ㏸ĂƂ̺
;  ߲ݶRC
;
;E#RӰ
; HS˒nˏE
; ށY߲ݶɂرٺ
;
;EEX[h
; ۲Ăނɓ
; ␳150%V^ި[1iڒnqbgRC˒ǌ(݂łӰނŋɂ܂ɂ邯8炢)
;
;EAC[h
;`KˋKިڲK˒n(E)
; KĈŖ
;HSHJCˋHS(ިڲorډD)ˁKިڲ(K or D)˒nˏE
;
;Ƃ肠܂Ƃ߂ƃ_E̒nٰߺނ
;xǥ܂Ȃ̂ȂƂȂ邾낤
;
;FB߲ݶˏE
;
;߂ɓĂȂƈ肵Ȃ̂߂ɂƽ₷ALɂĂ͓Ȃ
;ްޏȂ100%ǌłȂƂ邳
;
;
[Statedef 30000]
Anim = 9999

;
;config
;
[State 30000];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 = ޯ
[State 30000];AÎƂӰޕύX
Type = VarSet
Trigger1 = IsHelper
var(1) = 0
;0 = #RӰ(ftHg)
;1 = EXӰ
;2 = ACӰ

[State 30000];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)+
;8 = TCNo[Xg(o[XgQ[W̂ł߂Ȃ)

;
;
;

[State 20000]
Type = SelfState
Trigger1 = !IsHelper
value = 0
Ctrl = 1
IgnoreHitPause = 1

[State 10000]
Type = AssertSpecial
Trigger1 = IsHelper
flag = invisible
IgnoreHitPause = 1

[State 20000];vC[W̌ɌŒ
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 20000]
Type = Turn
Trigger1 = IsHelper
Trigger1 = Root,facing!=facing

[State 30000];G
Type = NotHitBy
Trigger1 = IsHelper
value = SAC,NT,ST,HT,NA,SA,HA,NP,SP,HP,NA,SA,HA

;
;gԑp
;
[State 30000];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
Trigger4 = Root,StateNo=3300
Trigger4 = Root,MoveHit
var(20) = 0
IgNoreHitPause = 1

[State 30000];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
Trigger4 = Root,StateNo=3300
Trigger4 = Root,MoveHit
var(21) = 0
IgNoreHitPause = 1

[State 30000];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 30000];g\܂ł̎ԑp
Type = VarAdd
TriggerAll=IsHelper
TriggerAll=NumEnemy>1
Trigger1 = Enemy(1),StateType!=L
Trigger1 = Enemy(1),MoveType=H
var(21) = 1
IgNoreHitPause = 1

;
;UԌv
;

[State 30000];Uԑ胊Zbg
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1 = Enemy(0),MoveType!=A
Trigger2 = Enemy(0),Ctrl
Trigger3 = Enemy(0),StateNo<200
var(22) = 0
IgNoreHitPause = 1

[State 30000];Uԑ胊Zbg
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>1
Trigger1 = Enemy(1),MoveType!=A
Trigger2 = Enemy(1),Ctrl
Trigger3 = Enemy(1),StateNo<200
var(23) = 0
IgNoreHitPause = 1

[State 30000];Uԑ
Type = VarAdd
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1 = Enemy(0),MoveType=A
Trigger1 = !Enemy(0),Ctrl
Trigger1 = Enemy(0),StateNo>199
var(22) = 1
IgNoreHitPause = 1

[State 30000];Uԑ
Type = VarAdd
TriggerAll=IsHelper
TriggerAll=NumEnemy>1
Trigger1 = Enemy(1),MoveType=A
Trigger1 = !Enemy(1),Ctrl
Trigger1 = Enemy(1),StateNo>199
var(23) = 1
IgNoreHitPause = 1

;
;낯

[State 30000];낯mFZbgD
Type = VarSet
Trigger1 = 1
var(30) = 0

[State 30000];낯mF
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(Root,fvar(18))),MoveType=H
Trigger1 = Root,NumTarget(230)
Trigger1 = Enemy(floor(Root,fvar(18))),StateNo=[231,239]
Trigger2 = Root,NumTarget(640)
Trigger2 = Enemy(floor(Root,fvar(18))),StateNo=[646,649]
Trigger3 = Root,NumTarget(1200)
Trigger3 = (Enemy(floor(Root,fvar(18))),StateNo=[1211,1219])||(Enemy(floor(Root,fvar(18))),StateNo=[1221,1222])
Trigger4 = Root,NumTarget(3200)
Trigger4 = Enemy(floor(Root,fvar(18))),StateNo=[3251,3259]
var(30) = 1

;
;d͌vZp
[State 30000]
Type = VarSet
Trigger1 = IsHelper
var(50) = 0

[State 30000]
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1 = Enemy(floor(Root,fvar(18))),vel y=0
Trigger2 = Enemy(floor(Root,fvar(18))),StateType!=A
var(50) = 1

[State 30000];d͒l
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1 = Enemy(floor(Root,fvar(18))),MoveType!=H
Trigger2 = Enemy(floor(Root,fvar(18))),StateNo=[120,155]
fvar(0) = Enemy(floor(Root,fvar(18))),Const(MoveMent.Yaccel)

[State 30000];d͒l
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1 = Enemy(floor(Root,fvar(18))),MoveType=H
Trigger1 = Enemy(floor(Root,fvar(18))),StateNo!=[120,155]
fvar(0) = Enemy(floor(Root,fvar(18))),GetHitVar(Yaccel)

[State 30000];d͌vZp
Type = Null
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1 = fvar(1):=(!var(50))*(Enemy(floor(Root,fvar(18))),vel y+fvar(0))||1
Trigger1 = fvar(2):=(!var(50))*(Enemy(floor(Root,fvar(18))),vel y+fvar(0)*2)*2||1
Trigger1 = fvar(3):=(!var(50))*(Enemy(floor(Root,fvar(18))),vel y+fvar(0)*3)*3||1
Trigger1 = fvar(4):=(!var(50))*(Enemy(floor(Root,fvar(18))),vel y+fvar(0)*4)*4||1
Trigger1 = fvar(5):=(!var(50))*(Enemy(floor(Root,fvar(18))),vel y+fvar(0)*5)*5||1
Trigger1 = fvar(6):=(!var(50))*(Enemy(floor(Root,fvar(18))),vel y+fvar(0)*6)*6||1
Trigger1 = fvar(7):=(!var(50))*(Enemy(floor(Root,fvar(18))),vel y+fvar(0)*7)*7||1
Trigger1 = fvar(8):=(!var(50))*(Enemy(floor(Root,fvar(18))),vel y+fvar(0)*8)*8||1
Trigger1 = fvar(9):=(!var(50))*(Enemy(floor(Root,fvar(18))),vel y+fvar(0)*9)*9||1
Trigger1 = fvar(10):=(!var(50))*(Enemy(floor(Root,fvar(18))),vel y+fvar(0)*10)*10||1
Trigger1 = fvar(11):=(!var(50))*(Enemy(floor(Root,fvar(18))),vel y+fvar(0)*11)*11||1
Trigger1 = fvar(12):=(!var(50))*(Enemy(floor(Root,fvar(18))),vel y+fvar(0)*12)*12||1
Trigger1 = fvar(13):=(!var(50))*(Enemy(floor(Root,fvar(18))),vel y+fvar(0)*13)*13||1
Trigger1 = fvar(14):=(!var(50))*(Enemy(floor(Root,fvar(18))),vel y+fvar(0)*14)*14||1
Trigger1 = fvar(15):=(!var(50))*(Enemy(floor(Root,fvar(18))),vel y+fvar(0)*15)*15||1
Trigger1 = fvar(16):=(!var(50))*(Enemy(floor(Root,fvar(18))),vel y+fvar(0)*16)*16||1
Trigger1 = fvar(17):=(!var(50))*(Enemy(floor(Root,fvar(18))),vel y+fvar(0)*17)*17||1
Trigger1 = fvar(18):=(!var(50))*(Enemy(floor(Root,fvar(18))),vel y+fvar(0)*18)*18||1
Trigger1 = fvar(19):=(!var(50))*(Enemy(floor(Root,fvar(18))),vel y+fvar(0)*19)*19||1
Trigger1 = fvar(20):=(!var(50))*(Enemy(floor(Root,fvar(18))),vel y+fvar(0)*20)*20||1
Trigger1 = fvar(21):=(!var(50))*(Enemy(floor(Root,fvar(18))),vel y+fvar(0)*21)*21||1
Trigger1 = fvar(22):=(!var(50))*(Enemy(floor(Root,fvar(18))),vel y+fvar(0)*22)*22||1
Trigger1 = fvar(23):=(!var(50))*(Enemy(floor(Root,fvar(18))),vel y+fvar(0)*23)*23||1
Trigger1 = fvar(24):=(!var(50))*(Enemy(floor(Root,fvar(18))),vel y+fvar(0)*24)*24||1
Trigger1 = fvar(25):=(!var(50))*(Enemy(floor(Root,fvar(18))),vel y+fvar(0)*25)*25||1
Trigger1 = fvar(26):=(!var(50))*(Enemy(floor(Root,fvar(18))),vel y+fvar(0)*26)*26||1
Trigger1 = fvar(27):=(!var(50))*(Enemy(floor(Root,fvar(18))),vel y+fvar(0)*27)*27||1
Trigger1 = fvar(28):=(!var(50))*(Enemy(floor(Root,fvar(18))),vel y+fvar(0)*28)*28||1
Trigger1 = fvar(29):=(!var(50))*(Enemy(floor(Root,fvar(18))),vel y+fvar(0)*29)*29||1
Trigger1 = fvar(30):=(!var(50))*(Enemy(floor(Root,fvar(18))),vel y+fvar(0)*30)*30||1
Trigger1 = fvar(31):=(!var(50))*(Enemy(floor(Root,fvar(18))),vel y+fvar(0)*31)*31||1

[State 30000];K[hp
Type = VarSet
TriggerAll=IsHelper
Trigger1 = 1
fvar(39) = 0
IgNoreHitPause = 1

[State 30000];K[hp
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1 = Root,InGuardDist
Trigger2 = NumHelper(10000+Root,ID)
Trigger2 = Helper(10000+Root,ID),InGuardDist
Trigger3 = NumHelper(20000+Root,ID)
Trigger3 = Helper(20000+Root,ID),InGuardDist
Trigger4 = InGuardDist
Trigger5 = NumHelper(40000+Root,ID)
Trigger5 = Helper(40000+Root,ID),InGuardDist
Trigger6 = NumHelper(50000+Root,ID)
Trigger6 = Helper(50000+Root,ID),InGuardDist
Trigger7 = NumHelper(60000+Root,ID)
Trigger7 = Helper(60000+Root,ID),InGuardDist
Trigger8 = NumHelper(70000+Root,ID)
Trigger8 = Helper(70000+Root,ID),InGuardDist
fvar(39) = 1
IgNoreHitPause = 1

;
;ޯ\
;

[State -3]
Type = DisplayToClipboard
Trigger1 = IsHelper
Trigger1 = NumEnemy>0
Text = "5=%f:6=%f:7=%f:8=%f:9=%f"
Params = fvar(5),fvar(6),fvar(7),fvar(8),fvar(9)
IgnoreHitPause = 1

[State -3]
Type = AppendToClipboard
Trigger1 = IsHelper
Trigger1 = NumEnemy>0
Text = ":e%f"
Params = Enemy,Pos Y
ignoreHitpause = 1

[State ];mFfobN
Type = AppendToClipboard
Trigger1 = IsHelper
Trigger1 = NumEnemy>0
Text =  "\n10=%f:11=%f:12=%f:13=%f:14=%f"
Params = fvar(10),fvar(11),fvar(12),fvar(13),fvar(14)
IgnoreHitPause = 1

[State 1000,6]
Type = DestroySelf
Trigger1 = IsHelper
Trigger1 = !fvar(39)
Trigger1 = var(59)<0

;
;
;
;
[Statedef -3];AIAIAIAIBBBB
;
;
;
;

;
;AI׸ނ
;
[State -3,AILvFlagSet];AItOZbg
Type = VarSet
TriggerAll=!isHelper
TriggerAll=var(59)<1
Trigger1 = Command="CPU1"||Command="CPU2"||Command="CPU3"||Command="CPU4"
Trigger2 = Command="CPU5"||Command="CPU6"||Command="CPU7"||Command="CPU8"
Trigger3 = Command="CPU9"||Command="CPU10"||Command="CPU11"||Command="CPU12"
Trigger4 = Command="CPU13"||Command="CPU14"||Command="CPU15"||Command="CPU16"
Trigger5 = Command="CPU17"||Command="CPU18"||Command="CPU19"||Command="CPU20"
Trigger6 = Command="CPU21"||Command="CPU22"||Command="CPU23"||Command="CPU24"
Trigger7 = Command="CPU25"||Command="CPU26"||Command="CPU27"||Command="CPU28"
Trigger8 = Command="CPU29"||Command="CPU30"||Command="CPU31"||Command="CPU32"
Trigger9 = Command="CPU33"||Command="CPU34"||Command="CPU35"||Command="CPU36"
Trigger10= Command="CPU37"||Command="CPU38"||Command="CPU39"||Command="CPU40"
Trigger11= Command="CPU41"||Command="CPU42"||Command="CPU43"||Command="CPU44"
Trigger12= Command="CPU45"||Command="CPU46"||Command="CPU47"||Command="CPU48"
Trigger13= Command="CPU49"||Command="CPU50"
Trigger14= RoundState<2||RoundState=2&&Ctrl
Trigger14= !var(59)
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
var(59) = 5;(1`12܂Őݒ\)
IgNoreHitPause = 1

[State -3,ComboDebacFlagSet];R{mFtOZbg
Type = VarSet
TriggerAll=!isHelper
Trigger1 = !fvar(39)
Trigger1 = !var(59)
Trigger1 = NumHelper(30000+ID)
Trigger1 = Helper(30000+ID),var(0)=4
fvar(39) = 1
IgNoreHitPause = 1

[State -3,ComboDebacFlagReset];R{mFtOZbg
Type = VarSet
TriggerAll=!isHelper
Trigger1 = fvar(39)
Trigger1 = var(59)>0
fvar(39) = 0
IgNoreHitPause = 1

[State 10000]
Type = AssertSpecial
Trigger1 = IsHelper
Trigger1 = var(59)>0
flag = NoWalk
IgnoreHitPause = 1

[State -3,AIFlagSetHelper];AINpwp[
Type = Helper
TriggerAll=!isHelper
TriggerAll=RoundState<2||(RoundState=2&&Ctrl)
Trigger1 = !NumHelper(10000+ID)
Trigger1 = Alive
Trigger1 = !var(59)
HelperType = Normal
Name = "AI"
StateNo = 10000
ID = 10000+ID
keyCtrl = 1
PauseMoveTime = 2147483647
SuperMoveTime = 2147483647

[State -3,AISetHelper];ްޗp߰@O+90
Type = Helper
TriggerAll=!isHelper
Trigger1 = !NumHelper(20000+ID)
Trigger1 = var(59)>0||fvar(39)
HelperType = Normal
Name = "GuardHelper1"
StateNo = 20638
ID = 20000+ID
PauseMoveTime = 99999999
SuperMoveTime = 99999999

[State -3,AISetHelper];ްޗp߰@-90
Type = Helper
TriggerAll=!isHelper
Trigger1 = !NumHelper(30000+ID)
Trigger1 = var(59)>=0||fvar(39)
HelperType = Normal
Name = "GuardHelper2"
StateNo = 30000
ID = 30000+ID
PauseMoveTime = 99999999
SuperMoveTime = 0;99999999

;
;蕜Ac莞ԑ
;

[State -3]
Type = varSet
TriggerAll=!isHelper
TriggerAll=NumEnemy>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
Trigger1 = Enemy(floor(fvar(18))),GetHitVar(fall)=1
fvar(34) = Enemy(floor(fvar(18))),GetHitVar(fall.RecoverTime)-Helper(30000+ID),var(20+(fvar(18)=1))
IgnoreHitPause = 1

[State -3]
Type = varSet
TriggerAll=!isHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=Enemy(floor(fvar(18))),GetHitVar(fall)=1
Trigger1 = Enemy(floor(fvar(18))),GetHitVar(fall.Recover)=0
Trigger2 = Enemy(floor(fvar(18))),GetHitVar(fall.RecoverTime)>300
fvar(34) = 99999
IgnoreHitPause = 1

[State -3];gc莞ԗp n
Type = varSet
TriggerAll=!isHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
Trigger1 = !NumTarget(230)||Target,StateNo!=[231,239]
Trigger1 = !NumTarget(640)||Target,StateNo!=[646,649]
Trigger1 = !NumTarget(1200)||(Target,StateNo!=[1211,1219])&&Enemy(floor(fvar(18))),StateNo!=[1221,1222]
Trigger1 = !NumTarget(3200)||Target,StateNo!=[3251,3259]
Trigger1 = Enemy(floor(fvar(18))),GetHitVar(fall)=0
fvar(34) = Enemy(floor(fvar(18))),GetHitVar(HitShakeTime)+Enemy(floor(fvar(18))),GetHitVar(HitTime)+1
IgnoreHitPause = 1

[State -3];gc莞ԗp HS낯˯߰
Type = varSet
TriggerAll=!isHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
Trigger1 = NumTarget(230)
Trigger1 = Target,StateNo=231
Trigger1 = Enemy(floor(fvar(18))),StateNo=231
fvar(34) = 32+5+Enemy(floor(fvar(18))),GetHitVar(HitShakeTime)
IgnoreHitPause = 1

[State -3];gc莞ԗp D낯˯߰
Type = varSet
TriggerAll=!isHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
Trigger1 = NumTarget(640)
Trigger1 = Target,StateNo=646
Trigger1 = Enemy(floor(fvar(18))),StateNo=646
fvar(34) = 36+5+Enemy(floor(fvar(18))),GetHitVar(HitShakeTime)
IgnoreHitPause = 1

[State -3];gc莞ԗp H낯˯߰
Type = varSet
TriggerAll=!isHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
Trigger1 = NumTarget
Trigger1 = Enemy(floor(fvar(18))),StateNo=1220
fvar(34) = 5+34+17-Enemy(floor(fvar(18))),Time
IgnoreHitPause = 1

[State -3];gc莞ԗp ^_fB[낯˯߰
Type = varSet
TriggerAll=!isHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
Trigger1 = NumTarget(3200)
Trigger1 = Target,StateNo=3251
Trigger1 = Enemy(floor(fvar(18))),StateNo=3251
fvar(34) = 5+37+(Enemy(floor(fvar(18))),PrevStateNo=3261)*5
IgnoreHitPause = 1

[State -3];gc莞ԗp 낯 oK` 
Type = varSet
TriggerAll=!isHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
Trigger1 = NumTarget(205)
Trigger1 = Target,StateNo=[232,233]
Trigger1 = Enemy(floor(fvar(18))),StateNo=[232,233]
Trigger2 = NumTarget(640)
Trigger2 = Target,StateNo=[647,648]
Trigger2 = Enemy(floor(fvar(18))),StateNo=[647,648]
Trigger3 = NumTarget(1200)
Trigger3 = Target,StateNo=[1211,1212]
Trigger3 = Enemy(floor(fvar(18))),StateNo=[1211,1212]
Trigger4 = NumTarget
Trigger4 = Enemy(floor(fvar(18))),StateNo=[1221,1222]
Trigger5 = NumTarget(3200)
Trigger5 = Target,StateNo=[3252,3253]
Trigger5 = Enemy(floor(fvar(18))),StateNo=[3252,3253]
fvar(34) = Enemy(floor(fvar(18))),Sysvar(0)+5
IgnoreHitPause = 1

[State -3];gc莞ԗp 낯I 
Type = varSet
TriggerAll=!isHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
Trigger1 = NumTarget(205)
Trigger1 = Target,StateNo=209
Trigger1 = Enemy(floor(fvar(18))),StateNo=209
Trigger2 = NumTarget(640)
Trigger2 = Target,StateNo=649
Trigger2 = Enemy(floor(fvar(18))),StateNo=649
Trigger3 = NumTarget(1200)
Trigger3 = Target,StateNo=1219
Trigger3 = Enemy(floor(fvar(18))),StateNo=1219
Trigger4 = NumTarget
Trigger4 = Enemy(floor(fvar(18))),StateNo=1229
Trigger5 = NumTarget(3200)
Trigger5 = Target,StateNo=3259
Trigger5 = Enemy(floor(fvar(18))),StateNo=3259
fvar(34) = 5-Enemy(floor(fvar(18))),Time
IgnoreHitPause = 1

[State -3];gc莞ԗp 
Type = varSet
TriggerAll=!isHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
Trigger1 = Enemy(floor(fvar(18))),StateNo=820
fvar(34) = 999
IgnoreHitPause = 1

[State -3];gc莞ԗp XCh_E qbg|[Y
Type = varSet
TriggerAll=!isHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
Trigger1 = Enemy(floor(fvar(18))),StateNo=1051
fvar(34) = 37+Enemy(floor(fvar(18))),GetHitVar(HitShakeTime)
IgnoreHitPause = 1

[State -3];gc莞ԗp XCh_E
Type = varSet
TriggerAll=!isHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
Trigger1 = Enemy(floor(fvar(18))),StateNo=1052
fvar(34) = 37-Enemy(floor(fvar(18))),Time
IgnoreHitPause = 1

[State -3,f35]
Type = VarSet
TriggerAll=!isHelper
TriggerAll=NumEnemy>0
Trigger1 = Enemy(floor(fvar(18))),MoveType!=H||fvar(34)<1
fvar(34) = 0
IgnoreHitPause = 1

;
;fobN
;

[State -3]
Type = DisplayToClipboard
Trigger1 = !IsHelper
Trigger1 = NumEnemy>0
Text = "v50=%d:v51=%d:v52=%d:v21=%d:v11=%d"
Params = var(50),var(51),var(52),var(21),var(11)
IgnoreHitPause = 1

[State -3]
Type = AppendToClipboard
Trigger1 = !IsHelper
Trigger1 = NumEnemy>0
Text = "f25=%f:D=%f,v35:%d"
Params = fvar(25),fvar(19)*(var(51)*0.01)*(var(52)*0.01)*fvar(21),ceil(fvar(34))
ignoreHitpause = 1

[State ];mFfobN
Type = AppendToClipboard
Trigger1 = !IsHelper
Trigger1 = NumEnemy>0
Text =  "\nP2X:%d,P2Y:%f,Vx%f,Vy%f,Py%f"
Params = Ceil(P2BodyDist X),P2BodyDist Y,vel x,vel y,Pos y
IgnoreHitPause = 1

;
;҂
;
[State -3];iK[hp
Type = VarSet
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
Trigger1 = Enemy(floor(fvar(18))),StateType!=A
Trigger2 = Enemy(floor(fvar(18))),Name="millia"
Trigger2 = Enemy(floor(fvar(18))),StateNo=1500
Trigger3 = Enemy(floor(fvar(18))),Name="eddie"
Trigger3 = Enemy(floor(fvar(18))),StateNo=1000||P2StateNo=1050||Enemy(floor(fvar(18))),NumHelper(1002)||Enemy(floor(fvar(18))),NumHelper(1001)
Trigger4 = Enemy(floor(fvar(18))),Name="eddie"
Trigger4 = Enemy(floor(fvar(18))),StateNo=1800||P2StateNo=1850
Trigger5 = Enemy(floor(fvar(18))),Name="eddie"||P2Name="jam"
Trigger5 = Enemy(floor(fvar(18))),StateNo=210
fvar(38) = 1
IgNoreHitPause = 1

[State -3];iK[hp
Type = VarSet
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
Trigger1 = Enemy(floor(fvar(18))),AutHorName="muteki"||Enemy(floor(fvar(18))),AutHorName="Akutagawa"||P2Name="BRIDGET"||P2Name="ZAPPA"
Trigger1 = Enemy(floor(fvar(18))),StateNo=240||P2StateNo=242||P2StateNo=10240
Trigger2 = Enemy(floor(fvar(18))),Name!="millia"||P2StateNo!=1500
Trigger2 = Enemy(floor(fvar(18))),Name!="eddie"||!(Enemy(floor(fvar(18))),StateNo=1000||P2StateNo=1050||P2StateNo=1800||P2StateNo=1850||Enemy(floor(fvar(18))),NumHelper(1001)||Enemy(floor(fvar(18))),NumHelper(1002))
Trigger2 = Enemy(floor(fvar(18))),StateType=A
Trigger3 = Enemy(floor(fvar(18))),Name="testa"||P2Name="justice"
Trigger3 = Enemy(floor(fvar(18))),StateNo=[205,206]
Trigger4 = Enemy(floor(fvar(18))),Name="millia"||P2Name="BRIDGET"||P2Name="eddie"||P2Name="jam"
Trigger4 = Enemy(floor(fvar(18))),StateNo=[215,216]
Trigger5 = Enemy(floor(fvar(18))),Name="faust"||P2Name="kliff"
Trigger5 = Enemy(floor(fvar(18))),StateNo=235
Trigger6 = Enemy(floor(fvar(18))),Name="johnny"
Trigger6 = Enemy(floor(fvar(18))),StateNo=3200
Trigger7 = Enemy(floor(fvar(18))),Name="order-Sol=Badguy"
Trigger7 = Enemy(floor(fvar(18))),StateNo=432
Trigger8 = Enemy(floor(fvar(18))),Name="BRIDGET"||P2Name="bridget"
Trigger8 = Enemy(floor(fvar(18))),AutHorName="EL"&&Enemy(floor(fvar(18))),StateNo=3100||Enemy(floor(fvar(18))),AutHorName="muteki"&&Enemy(floor(fvar(18))),StateNo=3003
Trigger9 = Enemy(floor(fvar(18))),Name="SLAYER"
Trigger9 = Enemy(floor(fvar(18))),StateNo=1045||P2StateNo=1047||P2StateNo=2210||P2StateNo=2230
Trigger10= Enemy(floor(fvar(18))),Name="Sion_Eltnam_Atlasia"
Trigger10= Enemy(floor(fvar(18))),StateNo=[240,241]
Trigger11= Enemy(floor(fvar(18))),Name="Reimu_Hakurei"
Trigger11= Enemy(floor(fvar(18))),StateNo=240
Trigger12= Enemy(floor(fvar(18))),Name="SHIN"||P2Name="THOUTHER"||P2Name="REI"
Trigger12= Enemy(floor(fvar(18))),StateNo=250
Trigger13= Enemy(floor(fvar(18))),Name="TOKI-(NERICYA)"||P2Name="AMIBA"
Trigger13= Enemy(floor(fvar(18))),StateNo=900
Trigger14= Enemy(floor(fvar(18))),Name="Geese Howard"
Trigger14= Enemy(floor(fvar(18))),AutHorName="CanNon Musume"
Trigger14= Enemy(floor(fvar(18))),StateNo=230
Trigger15= Enemy(floor(fvar(18))),Name="Remilia_Scarlet"
Trigger15= Enemy(floor(fvar(18))),StateNo=230||P2StateNo=240
Trigger16= Enemy(floor(fvar(18))),Name="Hong Meirin"
Trigger16= Enemy(floor(fvar(18))),StateNo=820
Trigger17= Enemy(floor(fvar(18))),Name="Aya Syameimaru"
Trigger17= Enemy(floor(fvar(18))),StateNo=[707,708]
Trigger18= Enemy(floor(fvar(18))),Name="Marisa Kirisame"
Trigger18= Enemy(floor(fvar(18))),StateNo=1000
Trigger19= Enemy(floor(fvar(18))),Name="Sakuya Izayoi"
Trigger19= Enemy(floor(fvar(18))),StateNo=210||P2StateNo=400||P2StateNo=410||P2StateNo=530
Trigger20= Enemy(floor(fvar(18))),Name="Yakumo Yukari"
Trigger20= Enemy(floor(fvar(18))),StateNo=[2000,2020]
Trigger21= Enemy(floor(fvar(18))),Name="Alice Margatroid"
Trigger21= Enemy(floor(fvar(18))),StateNo=240
Trigger22= Enemy(floor(fvar(18))),Name="Suika Ibuki"
Trigger22= Enemy(floor(fvar(18))),StateNo=[707,708]
Trigger23= Enemy(floor(fvar(18))),Name="Reimu_Hakurei"
Trigger23= Enemy(floor(fvar(18))),StateNo=240
Trigger24= Enemy(floor(fvar(18))),Name="siteittene"
Trigger24= Enemy(floor(fvar(18))),StateNo=600
Trigger25= Enemy(floor(fvar(18))),Name="Youmu_Konpaku"
Trigger25= Enemy(floor(fvar(18))),StateNo=700
Trigger26= Enemy(floor(fvar(18))),Name="cvsryu"||P2Name="cvsken"||P2Name="cvsryo"||P2Name="cvssakura"||P2Name="cvsyun"||P2Name="cvsyuri"
Trigger26= Enemy(floor(fvar(18))),StateNo=300
Trigger27= Enemy(floor(fvar(18))),Name="cvsyamazaki"
Trigger27= Enemy(floor(fvar(18))),StateNo=300||P2StateNo=1400
Trigger28= Enemy(floor(fvar(18))),Name="Ash"
Trigger28= Enemy(floor(fvar(18))),StateNo=310
Trigger29= Enemy(floor(fvar(18))),Name="Jedah"
Trigger29= Enemy(floor(fvar(18))),StateNo=250
Trigger30= Enemy(floor(fvar(18))),Name="Bulleta SXP"
Trigger30= Enemy(floor(fvar(18))),StateNo=241
Trigger31= Enemy(floor(fvar(18))),Name="A.B.A"
Trigger31= Enemy(floor(fvar(18))),StateNo=1200||P2StateNo=1500||P2StateNo=3050
Trigger32= Enemy(floor(fvar(18))),Name="ROBO-KY MK-U"||P2Name="ROBO-KY"
Trigger32= Enemy(floor(fvar(18))),StateNo=850||P2StateNo=1500
Trigger33= Enemy(floor(fvar(18))),Name="Red_Arcueid"
Trigger33= Enemy(floor(fvar(18))),StateNo=218
Trigger34= Enemy(floor(fvar(18))),Name="Magaki"
Trigger34= Enemy(floor(fvar(18))),StateNo=310||P2StateNo=1320||Enemy(floor(fvar(18))),NumHelper(1321)
Trigger35= Enemy(0),Name="Magaki"
Trigger35= Enemy(0),NumHelper(1321)
Trigger36= NumEnemy>1
Trigger36= Enemy(1),Name="Magaki"
Trigger36= Enemy(1),NumHelper(1321)
Trigger37= Enemy(floor(fvar(18))),Name="cvskyo"||P2Name="cvskyo_ex"
Trigger37= Enemy(floor(fvar(18))),StateNo=310||P2StateNo=1300
Trigger38= Enemy(floor(fvar(18))),Name="Maxime"
Trigger38= (Enemy(floor(fvar(18))),StateNo=[201,203])||P2StateNo=210||P2StateNo=223
Trigger39= Enemy(floor(fvar(18))),Name="HAKUREI"
Trigger39= Enemy(floor(fvar(18))),StateNo=235||P2StateNo=240||P2StateNo=11131||Enemy(floor(fvar(18))),NumProjID(6301)>0
Trigger40= Enemy(floor(fvar(18))),Name="Shadow Dio"
Trigger40= Enemy(floor(fvar(18))),AutHorName="Orochi Herman"
Trigger40= Enemy(floor(fvar(18))),StateNo=205||P2StateNo=225||P2StateNo=245||P2StateNo=1300
Trigger41= Enemy(floor(fvar(18))),Name="Fiona"
Trigger41= Enemy(floor(fvar(18))),AutHorName="Drowin arcana"
Trigger41= Enemy(floor(fvar(18))),StateNo=9212
Trigger42= Enemy(floor(fvar(18))),Name="Mr.HEART"
Trigger42= Enemy(floor(fvar(18))),StateNo=300||P2StateNo=440
Trigger43= Enemy(floor(fvar(18))),Name="zappa"
Trigger43= Enemy(floor(fvar(18))),AutHorName="EL"
Trigger43= Enemy(floor(fvar(18))),StateNo=500||P2StateNo=1300||P2StateNo=1400
Trigger44= Enemy(floor(fvar(18))),Name="THOUTHER"
Trigger44= Enemy(floor(fvar(18))),StateNo=2200
Trigger45= Enemy(floor(fvar(18))),Name="mouri Motonari"
Trigger45= Enemy(floor(fvar(18))),StateNo=250||P2StateNo=[1230,1231]
Trigger46= Enemy(floor(fvar(18))),Name="Warachia"
Trigger46= Enemy(floor(fvar(18))),StateNo=1600
Trigger47= Enemy(floor(fvar(18))),Name="Daigo hotta"
Trigger47= Enemy(floor(fvar(18))),StateNo=241||P2StateNo=1400||P2StateNo=1500
Trigger48= Enemy(floor(fvar(18))),Name="another blood"
Trigger48= Enemy(floor(fvar(18))),StateNo=1100&&Enemy(floor(fvar(18))),var(5)=0||P2StateNo=1110
Trigger49= Enemy(floor(fvar(18))),Name="G OROCHI"
Trigger49= Enemy(floor(fvar(18))),StateNo=210||P2StateNo=1300||P2StateNo=1450||P2StateNo=22117
fvar(38) = 2
IgNoreHitPause = 1

[State -3,f38=3];K[hs\p()
Type = VarSet
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
Trigger1 = Enemy(floor(fvar(18))),HitDefAttr=,AT
Trigger2 = Enemy(floor(fvar(18))),AutHorName="muteki"||Enemy(floor(fvar(18))),AutHorName="Akutagawa"||Enemy(floor(fvar(18))),AutHorName="Hh"||Enemy(floor(fvar(18))),AutHorName="Phantom.of.the.Server"
Trigger2 = Enemy(floor(fvar(18))),StateNo=800
Trigger3 = Enemy(floor(fvar(18))),AutHorName="GM"||Enemy(floor(fvar(18))),AutHorName="H"||Enemy(floor(fvar(18))),AutHorName="jin"||Enemy(floor(fvar(18))),AutHorName="Ahuron"
Trigger3 = Enemy(floor(fvar(18))),StateNo=800
Trigger4 = Enemy(floor(fvar(18))),AutHorName="Warusaki3"
Trigger4 = Enemy(floor(fvar(18))),StateNo=900
Trigger5 = Enemy(floor(fvar(18))),Name="eddie"||P2Name="may"
Trigger5 = Enemy(floor(fvar(18))),StateNo=1300
Trigger6 = Enemy(floor(fvar(18))),Name="SLAYER"
Trigger6 = Enemy(floor(fvar(18))),StateNo=1200||P2StateNo=1300
Trigger7 = Enemy(floor(fvar(18))),Name="order-Sol=Badguy"||P2Name="faust"
Trigger7 = Enemy(floor(fvar(18))),StateNo=1500
Trigger8 = Enemy(floor(fvar(18))),Name="jam"
Trigger8 = Enemy(floor(fvar(18))),StateNo=2500
Trigger9 = Enemy(floor(fvar(18))),Name="sol"||P2Name="potemkin"
Trigger9 = Enemy(floor(fvar(18))),StateNo=1600
Trigger10= Enemy(floor(fvar(18))),Name="johnny"
Trigger10= Enemy(floor(fvar(18))),var(49)>0
Trigger10= Enemy(floor(fvar(18))),StateNo=[1000,1099]
Trigger11= Enemy(floor(fvar(18))),Name="wind"
Trigger11= Enemy(floor(fvar(18))),StateNo=[7600,7601]
Trigger12= Enemy(floor(fvar(18))),Name="Shin Gouki"||P2Name="Ryu"||P2Name="Morrigan Aensland"||P2Name ="Sakura KasugaNo"
Trigger12= Enemy(floor(fvar(18))),StateNo=4000
Trigger13= Enemy(floor(fvar(18))),Name="Yuri Sakazaki"||P2Name="cvsgouki"||P2Name="cvsryu"||P2Name="cvssakura"
Trigger13= Enemy(floor(fvar(18))),StateNo=3300
Trigger14= Enemy(floor(fvar(18))),Name="cvsg_rugal"||P2Name="cvsrugal"
Trigger14= Enemy(floor(fvar(18))),StateNo=3200
Trigger15= Enemy(floor(fvar(18))),Name="Gouki"
Trigger15= Enemy(floor(fvar(18))),StateNo=3600||P2StateNo=1700
Trigger16= Enemy(floor(fvar(18))),Name="Kaori Misaka"
Trigger16= Enemy(floor(fvar(18))),StateNo=20080||P2StateNo=20060
Trigger17= Enemy(floor(fvar(18))),Name="Evil Ken"
Trigger17= Enemy(floor(fvar(18))),StateNo=3890
Trigger18= Enemy(floor(fvar(18))),Name="Kohaku"
Trigger18= Enemy(floor(fvar(18))),StateNo=1300||P2StateNo=[2050,2051]
Trigger19= Enemy(floor(fvar(18))),Name="Omega Goenitz"
Trigger19= Enemy(floor(fvar(18))),StateNo=3150
Trigger20= Enemy(floor(fvar(18))),Name="RUGAL"
Trigger20= Enemy(floor(fvar(18))),StateNo=2550||P2StateNo=2500
Trigger21= Enemy(floor(fvar(18))),Name="cvszangief"
Trigger21= Enemy(floor(fvar(18))),StateNo=820||P2StateNo=1300||P2StateNo=1450||P2StateNo=1520||P2StateNo=1620||P2StateNo=1750||P2StateNo=1850||P2StateNo=3150||P2StateNo=3050||P2StateNo=3250
Trigger22= Enemy(floor(fvar(18))),Name="cvsyamazaki"
Trigger22= Enemy(floor(fvar(18))),StateNo=1300
Trigger23= Enemy(floor(fvar(18))),Name="cvsbenimaru"
Trigger23= Enemy(floor(fvar(18))),StateNo=1400||P2StateNo=3200
Trigger24= Enemy(floor(fvar(18))),Name="cvstodo"
Trigger24= Enemy(floor(fvar(18))),StateNo=1200
Trigger25= Enemy(floor(fvar(18))),Name="cvsrock"
Trigger25= Enemy(floor(fvar(18))),StateNo=1500
Trigger26= Enemy(floor(fvar(18))),Name="Mr.HEART"
Trigger26= Enemy(floor(fvar(18))),StateNo=3100
Trigger27= Enemy(floor(fvar(18))),Name="potemkin"
Trigger27= Enemy(floor(fvar(18))),StateNo=1000
Trigger28= Enemy(floor(fvar(18))),Name="Alex"
Trigger28= Enemy(floor(fvar(18))),StateNo=1000||P2StateNo=1010||P2StateNo=1020||P2StateNo=1500||P2StateNo=1510||P2StateNo=1520||P2StateNo=3000
Trigger29= Enemy(floor(fvar(18))),Name="Yumiduka_Satsuki"
Trigger29= Enemy(floor(fvar(18))),StateNo=1101||P2StateNo=1111||P2StateNo=1310||P2StateNo=2400||P2StateNo=3000||P2StateNo=3050
Trigger30= Enemy(floor(fvar(18))),Name="ROBO-KY1"||P2Name="ROBO-KY"
Trigger30= Enemy(floor(fvar(18))),StateNo=1400
Trigger31= Enemy(floor(fvar(18))),Name="JAGI"
Trigger31= Enemy(floor(fvar(18))),AutHorName="Drowin hokuto"
Trigger31= Enemy(floor(fvar(18))),StateNo=1000||P2StateNo=2000
Trigger32= Enemy(floor(fvar(18))),Name="JAGI"
Trigger32= Enemy(floor(fvar(18))),AutHorName="Ahuron"
Trigger32= Enemy(floor(fvar(18))),StateNo=300||P2StateNo=850||P2StateNo=1700||P2StateNo=2200
Trigger33= Enemy(floor(fvar(18))),Name="cvsyun"
Trigger33= Enemy(floor(fvar(18))),StateNo=1400
Trigger34= Enemy(floor(fvar(18))),Name="Magaki"
Trigger34= Enemy(floor(fvar(18))),StateNo=1100||P2StateNo=1150||P2StateNo=2100
Trigger35= Enemy(floor(fvar(18))),Name="cvsathena"
Trigger35= Enemy(floor(fvar(18))),StateNo=1500
Trigger36= Enemy(floor(fvar(18))),Name="Fiona"
Trigger36= Enemy(floor(fvar(18))),AutHorName="Drowin arcana"
Trigger36= Enemy(floor(fvar(18))),StateNo=9858
Trigger37= Enemy(floor(fvar(18))),Name="dizzy"
Trigger37= Enemy(floor(fvar(18))),StateNo=3100
Trigger38= Enemy(floor(fvar(18))),Name="AL AZIF"
Trigger38= Enemy(floor(fvar(18))),StateNo=480||P2StateNo=350||(Enemy(floor(fvar(18))),StateNo=[353,354])||P2StateNo=370||P2StateNo=380
Trigger39= Enemy(floor(fvar(18))),Name="G OROCHI"
Trigger39= (Enemy(floor(fvar(18))),StateNo=[2300,2301])||P2StateNo=11500||NumHelper(11500)||NumHelper(11501)
fvar(38) = 3
IgNoreHitPause = 1

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

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

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

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

[State -3,f38=3];蓊
Type = VarSet
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=Enemy(floor(fvar(18))),Name="Hugo"
Trigger1 = Enemy(floor(fvar(18))),StateNo=1000
Trigger2 = Enemy(floor(fvar(18))),StateNo=1010
Trigger3 = Enemy(floor(fvar(18))),StateNo=1020
Trigger4 = Enemy(floor(fvar(18))),StateNo=1100
Trigger5 = Enemy(floor(fvar(18))),StateNo=1110
Trigger6 = Enemy(floor(fvar(18))),StateNo=1120
Trigger7 = Enemy(floor(fvar(18))),StateNo=1200
Trigger8 = Enemy(floor(fvar(18))),StateNo=1210
Trigger9 = Enemy(floor(fvar(18))),StateNo=1220
Trigger10= Enemy(floor(fvar(18))),StateNo=1300
Trigger11= Enemy(floor(fvar(18))),StateNo=1310
Trigger12= Enemy(floor(fvar(18))),StateNo=1320
Trigger13= Enemy(floor(fvar(18))),StateNo=3000
Trigger14= Enemy(floor(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(floor(fvar(18))),MoveType!=H
Trigger1 = Enemy(floor(fvar(18))),StateNo=105
Trigger1 = Enemy(floor(fvar(18))),Time<2
Trigger2 = Enemy(floor(fvar(18))),Name="cvsrugal"||P2Name="cvsg_rugal"
Trigger2 = Enemy(floor(fvar(18))),StateNo=1800
Trigger3 = Enemy(floor(fvar(18))),Name="cvsgouki"||P2Name="cvsgouki_ex"||P2Name="cvsgouki_Normal"
Trigger3 = Enemy(floor(fvar(18))),StateNo=1500
Trigger4 = Enemy(floor(fvar(18))),Name="cvsryu"||P2Name="cvsryu_ex"||P2Name="cvsryu_Normal"||P2Name="Shin Gouki"||P2Name="Ryu"
Trigger4 = Enemy(floor(fvar(18))),StateNo=1400
Trigger5 = Enemy(floor(fvar(18))),Name="Evil Ken"||P2Name="Evil Ryu"||P2Name="Evil Dan"
Trigger5 = Enemy(floor(fvar(18))),StateNo=[3960,3971]
Trigger6 = Enemy(floor(fvar(18))),Name="KoNoha"
Trigger6 = Enemy(floor(fvar(18))),StateNo=1200||P2StateNo=1220||P2StateNo=1610
Trigger7 = Enemy(floor(fvar(18))),Name="jam"
Trigger7 = Enemy(floor(fvar(18))),StateNo=[1310,1311]
Trigger8 = Enemy(floor(fvar(18))),Name="eddie"
Trigger8 = Enemy(floor(fvar(18))),StateNo=1101
Trigger9 = Enemy(floor(fvar(18))),Name="TOKI-(NERICYA)"
Trigger9 = (Enemy(floor(fvar(18))),StateNo=[1210,1250])||(Enemy(floor(fvar(18))),StateNo=[1300,1600])
Trigger10= Enemy(floor(fvar(18))),Name="OGRE"
Trigger10= Enemy(floor(fvar(18))),StateNo=[980,991]
Trigger11= Enemy(floor(fvar(18))),AutHorName="Toma & Raien Makoto"
Trigger11= Enemy(floor(fvar(18))),Name="Aoko Aozaki"||P2Name="Shiki_Nanaya"
Trigger11= Enemy(floor(fvar(18))),StateNo=1253
Trigger12= Enemy(floor(fvar(18))),Name="General"
Trigger12= Enemy(floor(fvar(18))),StateNo=[1000,1012]
Trigger13= Enemy(floor(fvar(18))),Name="Omega Goenitz"
Trigger13= Enemy(floor(fvar(18))),StateNo=900||P2StateNo=1000||P2StateNo=3100
Trigger14= Enemy(floor(fvar(18))),Name="Reimu_Hakurei"
Trigger14= Enemy(floor(fvar(18))),StateNo=3021||P2StateNo=3026
Trigger15= Enemy(floor(fvar(18))),Name="Buront"
Trigger15= Enemy(floor(fvar(18))),StateNo=701||P2StateNo=4321||P2StateNo=24000||P2StateNo=1400||P2StateNo=1420
Trigger16= Enemy(floor(fvar(18))),Name="Marisa Kirisame"
Trigger16= Enemy(floor(fvar(18))),StateNo=2030||(Enemy(floor(fvar(18))),StateNo=[900,901])||(Enemy(floor(fvar(18))),StateNo=[2010,2011])||(Enemy(floor(fvar(18))),StateNo=[2020,2021])||(Enemy(floor(fvar(18))),StateNo=[2040,2042])
Trigger17= Enemy(floor(fvar(18))),Name="Reimu_Hakurei"
Trigger17= Enemy(floor(fvar(18))),StateNo=3020||Enemy(floor(fvar(18))),Var(12)=3021&&Enemy(floor(fvar(18))),StateNo=119||P2StateNo=3022||(Enemy(floor(fvar(18))),StateNo=[3040,3041])||P2StateNo=3051
Trigger18= Enemy(floor(fvar(18))),Name="Remilia_Scarlet"
Trigger18= Enemy(floor(fvar(18))),StateNo=119||P2StateNo=1001&&Enemy(floor(fvar(18))),MoveContact||P2StateNo=1012&&Enemy(floor(fvar(18))),MoveContact||(Enemy(floor(fvar(18))),StateNo=[3030,3031])||P2StateNo=3051
Trigger19= Enemy(floor(fvar(18))),Name="Youmu_Konpaku"
Trigger19= Enemy(floor(fvar(18))),StateNo=3100||P2StateNo=710
Trigger20= Enemy(floor(fvar(18))),Name="Marisa Kirisame"
Trigger20= Enemy(floor(fvar(18))),StateNo=[2010,2011]
Trigger21= Enemy(floor(fvar(18))),Name="Jedah"
Trigger21= Enemy(floor(fvar(18))),StateNo=500||P2StateNo=810||Enemy(floor(fvar(18))),Time<14&&(Enemy(floor(fvar(18))),StateNo=1300||P2StateNo=2300)
Trigger22= Enemy(floor(fvar(18))),Name="Izayoi Sakuya Brando"
Trigger22= Enemy(floor(fvar(18))),StateNo=2380||P2StateNo=881||P2StateNo=4200&&Enemy(floor(fvar(18))),Time<31||P2StateNo=1999&&Enemy(floor(fvar(18))),Time<21
Trigger23= Enemy(0),Name="OmegaTH"
Trigger24= NumEnemy>1
Trigger24= Enemy(1),Name="OmegaTH"
fvar(38) = 0
IgNoreHitPause = 1

[State -3,f38=0];薳G
Type = VarSet
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=Enemy(floor(fvar(18))),Name="Strider_Hiryu"
Trigger1 = Enemy(floor(fvar(18))),StateNo=3000
Trigger1 = Enemy(floor(fvar(18))),AnimElem=4,>=0
Trigger2 = Enemy(floor(fvar(18))),StateNo=3001
Trigger3 = (Enemy(floor(fvar(18))),StateNo=[3040,3041])
Trigger4 = (Enemy(floor(fvar(18))),StateNo=[7800,7801])
Trigger5 = Enemy(floor(fvar(18))),Time<11
Trigger5 = Enemy(floor(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(floor(fvar(18))),MoveType!=H
TriggerAll=Enemy(floor(fvar(18))),Name="cvsken"
Trigger1 = Enemy(floor(fvar(18))),StateNo=1100
Trigger1 = Enemy(floor(fvar(18))),Time<6
Trigger2 = Enemy(floor(fvar(18))),StateNo=1800
Trigger2 = Enemy(floor(fvar(18))),AnimElemTime(7)<0
Trigger3 = Enemy(floor(fvar(18))),StateNo=3000||P2StateNo=3100||P2StateNo=3300
Trigger3 = Enemy(floor(fvar(18))),Time<ifelse(!Enemy(floor(fvar(18))),var(5),53,ifelse(Enemy(floor(fvar(18))),var(5)=1,59,64))
Trigger4 = Enemy(floor(fvar(18))),StateNo=3200
Trigger4 = Enemy(floor(fvar(18))),Time<64
Trigger5 = Enemy(floor(fvar(18))),StateNo=3400
Trigger5 = Enemy(floor(fvar(18))),Time<73
Trigger6 = Enemy(floor(fvar(18))),StateNo=3401||P2StateNo=3405
fvar(38) = 0
IgNoreHitPause = 1

[State -3,f38=0];薳G
Type = VarSet
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=Enemy(floor(fvar(18))),Name="Ryu"
Trigger1 = Enemy(floor(fvar(18))),AnimElemtime(4)<0
Trigger1 = (Enemy(floor(fvar(18))),StateNo=[1100,1110])||P2StateNo=3040||P2StateNo=3120
Trigger2 = Enemy(floor(fvar(18))),AnimElemtime(7)<0
Trigger2 = Enemy(floor(fvar(18))),StateNo=3000||P2StateNo=3100||P2StateNo=3160
Trigger3 = Enemy(floor(fvar(18))),AnimElemtime(10)<0
Trigger3 = Enemy(floor(fvar(18))),StateNo=3140
Trigger4 = Enemy(floor(fvar(18))),AnimElemtime(15)<0
Trigger4 = Enemy(floor(fvar(18))),StateNo=3180
Trigger5 = Enemy(floor(fvar(18))),AnimElemtime(3)<0
Trigger5 = Enemy(floor(fvar(18))),StateNo=3020
fvar(38) = 0
IgNoreHitPause = 1

[State -3,f38=0];薳G
Type = VarSet
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=Enemy(floor(fvar(18))),Name="johnny"
Trigger1 = Enemy(floor(fvar(18))),StateNo=3000
Trigger1 = Enemy(floor(fvar(18))),AnimElemTime(5)<2
Trigger2 = Enemy(floor(fvar(18))),StateNo=3200
Trigger2 = Enemy(floor(fvar(18))),AnimElemTime(6)<2
Trigger3 = Enemy(floor(fvar(18))),StateNo=3500
Trigger3 = Enemy(floor(fvar(18))),AnimElemTime(11)<0
Trigger4 = Enemy(floor(fvar(18))),StateNo=1500
Trigger4 = Enemy(floor(fvar(18))),AnimElemTime(7)<0
Trigger5 = Enemy(floor(fvar(18))),StateNo=700
Trigger5 = Enemy(floor(fvar(18))),Anim=700&&Enemy(floor(fvar(18))),AnimElemTime(6)<0||Enemy(floor(fvar(18))),Anim!=700
Trigger6 = Enemy(floor(fvar(18))),StateNo=105
Trigger6 = Enemy(floor(fvar(18))),Time<8
Trigger7 = Enemy(floor(fvar(18))),StateNo=860||P2StateNo=3001||P2StateNo=3501||P2StateNo=4010
fvar(38) = 0
IgNoreHitPause = 1

[State -3,f38=0];薳G
Type = VarSet
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=Enemy(floor(fvar(18))),Name="SHIN"
Trigger1 = Enemy(floor(fvar(18))),StateNo=2400
Trigger2 = Enemy(floor(fvar(18))),StateNo=2050
Trigger3 = Enemy(floor(fvar(18))),StateNo=2000
Trigger3 = Enemy(floor(fvar(18))),Time<97
Trigger4 = Enemy(floor(fvar(18))),StateNo=1400
Trigger4 = Enemy(floor(fvar(18))),Time<15
Trigger5 = Enemy(floor(fvar(18))),StateNo=1100
Trigger5 = Enemy(floor(fvar(18))),var(5)<2
Trigger5 = Enemy(floor(fvar(18))),Time<(9+(Enemy(floor(fvar(18))),var(59)>0)*11)
Trigger6 = Enemy(floor(fvar(18))),var(58)>1
Trigger6 = P2StateNo=290||P2StateNo=1400||P2StateNo=1500||P2StateNo=1100||P2StateNo=2000||Anim!=[1500,1502]
fvar(38) = 0
IgNoreHitPause = 1

[State -3,f38=0];薳G
Type = VarSet
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=Enemy(floor(fvar(18))),Name="BRIDGET"
Trigger1 = (Enemy(floor(fvar(18))),StateNo=1200||P2StateNo=1250)
Trigger1 = Enemy(floor(fvar(18))),Time<16
Trigger2 = Enemy(floor(fvar(18))),StateNo=1590
Trigger2 = Enemy(floor(fvar(18))),AnimElemTime(12)<4
Trigger3 = Enemy(floor(fvar(18))),StateNo=1150
Trigger3 = Enemy(floor(fvar(18))),Time<5
Trigger4 = Enemy(floor(fvar(18))),StateNo=1520||P2StateNo=3310||P2StateNo=3605||P2StateNo=805||P2StateNo=810||P2StateNo=930
Trigger5 = Enemy(floor(fvar(18))),StateNo=3100||P2StateNo=3300
Trigger5 = Enemy(floor(fvar(18))),AnimElemTime(6)<2
Trigger6 = Enemy(floor(fvar(18))),StateNo=3400
Trigger6 = Enemy(floor(fvar(18))),AnimElemTime(8)<1
Trigger7 = Enemy(floor(fvar(18))),StateNo=3600
Trigger7 = Enemy(floor(fvar(18))),var(34)=2||Enemy(floor(fvar(18))),AnimElemTime(5)<1
Trigger8 = Enemy(floor(fvar(18))),StateNo=935
Trigger8 = Enemy(floor(fvar(18))),Time<11
Trigger9 = Enemy(floor(fvar(18))),StateNo=950||P2StateNo=960
Trigger9 = Enemy(floor(fvar(18))),var(34)!=-1
Trigger10= Enemy(floor(fvar(18))),StateNo=951
Trigger11= Enemy(floor(fvar(18))),StateNo=961
Trigger11= Enemy(floor(fvar(18))),Time<31||Enemy(floor(fvar(18))),var(34)=2
fvar(38) = 0
IgNoreHitPause = 1

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

[State -3,f38=0];薳G
Type = VarSet
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=Enemy(floor(fvar(18))),Name="Ky=kiske"
Trigger1 = Enemy(floor(fvar(18))),Time<9
Trigger1 = (Enemy(floor(fvar(18))),StateNo=1300||P2StateNo=1360||P2StateNo=1375)
Trigger2 = Enemy(floor(fvar(18))),Time<15
Trigger2 = Enemy(floor(fvar(18))),StateNo=1350
Trigger3 = Enemy(floor(fvar(18))),Time<11
Trigger3 = (Enemy(floor(fvar(18))),StateNo=1370||P2StateNo=1320)
Trigger4 = Enemy(floor(fvar(18))),Time<56
Trigger4 = (Enemy(floor(fvar(18))),StateNo=3000||P2StateNo=3100||P2StateNo=3300||P2StateNo=3350||P2StateNo=3600)
Trigger5 = Enemy(floor(fvar(18))),Time<44
Trigger5 = (Enemy(floor(fvar(18))),StateNo=3200||P2StateNo=3800||P2StateNo=3400)
fvar(38) = 0
IgNoreHitPause = 1

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

[State -3,f38=0];薳G
Type = VarSet
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=Enemy(floor(fvar(18))),Name="Aoko Aozaki"
Trigger1 = Enemy(floor(fvar(18))),Time<74
Trigger1 = Enemy(floor(fvar(18))),StateNo=1100
Trigger2 = Anim=1120||Anim=1121&&Enemy(floor(fvar(18))),Time<146
Trigger2 = Enemy(floor(fvar(18))),StateNo=1120
Trigger3 = Enemy(floor(fvar(18))),Time<124
Trigger3 = Enemy(floor(fvar(18))),StateNo=1200
Trigger4 = Enemy(floor(fvar(18))),Time<6
Trigger4 = Enemy(floor(fvar(18))),StateNo=1022
Trigger5 = Enemy(floor(fvar(18))),Time<8
Trigger5 = Enemy(floor(fvar(18))),StateNo=1037||P2StateNo=1042||P2StateNo=1062||P2StateNo=1072||P2StateNo=1082||P2StateNo=1092
Trigger6 = Enemy(floor(fvar(18))),StateNo=105
Trigger6 = Enemy(floor(fvar(18))),Time>7
Trigger7 = Enemy(floor(fvar(18))),StateNo=801||P2StateNo=806||P2StateNo=811
fvar(38) = 0
IgNoreHitPause = 1

[State -3,f38=-1];S̓gorZ
Type = VarSet
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
Trigger1 = Enemy(floor(fvar(18))),AutHorName="Warusaki3"
Trigger1 = Enemy(floor(fvar(18))),StateNo=900
Trigger2 = Enemy(floor(fvar(18))),Name="testa"
Trigger2 = Enemy(floor(fvar(18))),StateNo=1300
Trigger3 = Enemy(floor(fvar(18))),Name="dio"
Trigger3 = Enemy(floor(fvar(18))),StateNo=800||P2StateNo=1200||P2StateNo=1400
Trigger4 = Enemy(floor(fvar(18))),Name="Dragon Claw"
Trigger4 = (Enemy(floor(fvar(18))),StateNo=[1300,1301])||(Enemy(floor(fvar(18))),StateNo=[1310,1311])||(Enemy(floor(fvar(18))),StateNo=[1320,1321])
Trigger5 = Enemy(floor(fvar(18))),Name="cvstodo"
Trigger5 = Enemy(floor(fvar(18))),StateNo=3100
Trigger6 = Enemy(floor(fvar(18))),Name="Remy"
Trigger6 = Enemy(floor(fvar(18))),StateNo=3200
Trigger7 = Enemy(floor(fvar(18))),Name="joseph"
Trigger7 = Enemy(floor(fvar(18))),StateNo=1020
Trigger8 = Enemy(floor(fvar(18))),Name="Ella"
Trigger8 = Enemy(floor(fvar(18))),StateNo=10004||P2StateNo=10006||P2StateNo=10008
Trigger9 = Enemy(floor(fvar(18))),Name="Dhalsim with clones"
Trigger9 = Enemy(floor(fvar(18))),StateNo=1600
Trigger10= Enemy(floor(fvar(18))),Name="TOKI-(NERICYA)"||P2Name="AMIBA"
Trigger10= Enemy(floor(fvar(18))),StateNo=1300
Trigger11= Enemy(floor(fvar(18))),Name="Izayoi Sakuya Brando"
Trigger11= Enemy(floor(fvar(18))),StateNo=1820
Trigger12= Enemy(floor(fvar(18))),Name="Ash"
Trigger12= Enemy(floor(fvar(18))),StateNo=700||P2StateNo=710
Trigger13= Enemy(floor(fvar(18))),AutHorName="Phantom.of.the.Server"
Trigger13= Enemy(floor(fvar(18))),StateNo=720||P2StateNo=710
Trigger14= Enemy(floor(fvar(18))),Name="IGNIZ"
Trigger14= Enemy(floor(fvar(18))),StateNo=900||P2StateNo=910
Trigger15= Enemy(floor(fvar(18))),Name="goenitz"
Trigger15= Enemy(floor(fvar(18))),StateNo=900||P2StateNo=920
Trigger16= Enemy(floor(fvar(18))),Name="BRIDGET"
Trigger16= Enemy(floor(fvar(18))),StateNo=3200
Trigger16= Enemy(floor(fvar(18))),AnimElemTime(5)<1
Trigger17= Enemy(floor(fvar(18))),AutHorName="muteki"
Trigger17= Enemy(floor(fvar(18))),PrevStateNo!=[200,640]
Trigger17= Enemy(floor(fvar(18))),Time<3
Trigger17= Enemy(floor(fvar(18))),StateNo=[200,640]
Trigger18= Enemy(floor(fvar(18))),Name="Maxime"
Trigger18= Enemy(floor(fvar(18))),StateNo=213||P2StateNo=209
Trigger19= Enemy(floor(fvar(18))),Name="may"
Trigger19= Enemy(floor(fvar(18))),StateNo=1400
Trigger20= Enemy(floor(fvar(18))),Name="Mr.HEART"
Trigger20= Enemy(floor(fvar(18))),StateNo=1100
Trigger21= Enemy(floor(fvar(18))),Name="Shadow Dio"
Trigger21= Enemy(floor(fvar(18))),AutHorName="kikurage"
Trigger21= Enemy(floor(fvar(18))),StateNo=10000
Trigger22= Enemy(floor(fvar(18))),Name="Shadow Dio"
Trigger22= Enemy(floor(fvar(18))),AutHorName="Orochi herman"
Trigger22= Enemy(floor(fvar(18))),StateNo=270
Trigger23= Enemy(floor(fvar(18))),Name="SLAYER"
Trigger23= Enemy(floor(fvar(18))),var(35)>0
Trigger24= Enemy(floor(fvar(18))),Name="SHIN"
Trigger24= Enemy(floor(fvar(18))),var(51)>0
Trigger25= Enemy(floor(fvar(18))),Name="another blood"
Trigger25= Enemy(floor(fvar(18))),StateNo=1300||P2StateNo=1310||P2StateNo=1320
fvar(38) = -1
IgNoreHitPause = 1

[State -3];薳G-gioriG
Type = VarSet
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
Trigger1 = Enemy(floor(fvar(18))),Name="justice"
Trigger1 = Enemy(floor(fvar(18))),StateNo=1100
Trigger2 = Enemy(floor(fvar(18))),Name="Geese Howard"
Trigger2 = Enemy(floor(fvar(18))),AutHorName="CanNon Musume"
Trigger2 = Enemy(floor(fvar(18))),StateNo=1400
Trigger3 = Enemy(floor(fvar(18))),AutHorName="H"
Trigger3 = Enemy(floor(fvar(18))),StateNo=[900,902]
Trigger4 = Enemy(floor(fvar(18))),Name="Aoko Aozaki"||P2Name="Shiki_Nanaya"
Trigger4 = Enemy(floor(fvar(18))),StateNo=900||P2StateNo=950
Trigger5 = Enemy(floor(fvar(18))),Name="cvsgeese"
Trigger5 = Enemy(floor(fvar(18))),StateNo=1300
Trigger6 = Enemy(floor(fvar(18))),Name="cvsrock"
Trigger6 = Enemy(floor(fvar(18))),StateNo=1300
Trigger7 = Enemy(floor(fvar(18))),Name="TOKI-(NERICYA)"||P2Name="AMIBA"
Trigger7 = Enemy(floor(fvar(18))),StateNo=1400
Trigger8 = Enemy(floor(fvar(18))),Name="Ella"
Trigger8 = Enemy(floor(fvar(18))),StateNo=10001
Trigger9 = Enemy(floor(fvar(18))),Name="Abe"
Trigger9 = Enemy(floor(fvar(18))),StateNo=1100
Trigger10= Enemy(floor(fvar(18))),Name="Oswald"||P2Name="Oniwarud"
Trigger10= Enemy(floor(fvar(18))),StateNo=1500
Trigger11= Enemy(floor(fvar(18))),Name="cvsingrid"
Trigger11= Enemy(floor(fvar(18))),StateNo=1300
Trigger12= Enemy(floor(fvar(18))),Name="dio"
Trigger12= Enemy(floor(fvar(18))),StateNo=1400
Trigger13= Enemy(floor(fvar(18))),AutHorName="Toma & Raien Makoto"
Trigger13= Enemy(floor(fvar(18))),Name="Aoko Aozaki"||P2Name="Shiki_Nanaya"
Trigger13= Enemy(floor(fvar(18))),StateNo=900
Trigger14= Enemy(floor(fvar(18))),Name="Konoha"
Trigger14= Enemy(floor(fvar(18))),StateNo=1700
fvar(38) = -2
IgNoreHitPause = 1

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

[State -3];薳G蓖gi
Type = VarSet
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
Trigger1 = Enemy(floor(fvar(18))),Name="cvsgeese"
Trigger1 = Enemy(floor(fvar(18))),StateNo=1500
Trigger2 = Enemy(floor(fvar(18))),Name="Geese Howard"
Trigger2 = Enemy(floor(fvar(18))),AutHorName="CanNon Musume"
Trigger2 = Enemy(floor(fvar(18))),StateNo=1500
Trigger3 = Enemy(floor(fvar(18))),AutHorName="H"
Trigger3 = Enemy(floor(fvar(18))),StateNo=920
Trigger4 = Enemy(floor(fvar(18))),Name="TOKI-(NERICYA)"||P2Name="AMIBA"
Trigger4 = Enemy(floor(fvar(18))),StateNo=1500
Trigger5 = Enemy(floor(fvar(18))),Name="Abe"
Trigger5 = Enemy(floor(fvar(18))),StateNo=1110
Trigger6 = Enemy(floor(fvar(18))),Name="cvsingrid"
Trigger6 = Enemy(floor(fvar(18))),StateNo=1350
Trigger7 = Enemy(floor(fvar(18))),AutHorName="Toma & Raien Makoto"
Trigger7 = Enemy(floor(fvar(18))),Name="Aoko Aozaki"||P2Name="Shiki_Nanaya"
Trigger7 = Enemy(floor(fvar(18))),StateNo=910
Trigger8 = Enemy(floor(fvar(18))),AutHorName="H"
Trigger8 = Enemy(floor(fvar(18))),StateNo=[910,912]
fvar(38) = -4
IgNoreHitPause = 1

[State -3];薳G 󓊂GȂ
Type = VarSet
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
Trigger1 = Enemy(floor(fvar(18))),AutHorName="muteki"
Trigger1 = Enemy(floor(fvar(18))),StateNo=750||P2StateNo=5090&&Enemy(floor(fvar(18))),AnimElemTime(9)<3
Trigger2 = Enemy(floor(fvar(18))),Name="TOKI-(NERICYA)"||P2Name="AMIBA"
Trigger2 = Enemy(floor(fvar(18))),StateNo=1600
Trigger3 = Enemy(floor(fvar(18))),AutHorName="Toma & Raien Makoto"
Trigger3 = Enemy(floor(fvar(18))),Name="Aoko Aozaki"||P2Name="Shiki_Nanaya"
Trigger3 = Enemy(floor(fvar(18))),StateNo=920
Trigger4 = Enemy(floor(fvar(18))),AutHorName="H"
Trigger4 = Enemy(floor(fvar(18))),StateNo=[920,922]
fvar(38) = -5
IgNoreHitPause = 1

;
;ps
;
;pð
;599 = ޸Á˼ެ߁˒P
;609 = ޸Á˼ެ߁˒K
;985 = ޸Á˼ެ߁FB߲ݶ
;986 = ެ߁FB߲ݶ
;987 = FB߲ݶ
;988 = ޸Á˼ެ߁ː·ݗp
;989 = ޸Á˼ެ߁˱ްگ
;990 = ޸Á˼ެ߁˸۽ܲ˰
;991 = ޸Á˼ެ߁߲ݶ
;992 = ެ߁ː·ݗp
;993 = ެ߁˱ްگ
;994 = ެ߁˸۽ܲ˰
;995 = ެ߁߲ݶ
;996 = ·ݗp
;997 = ްگ
;998 = ۽ܲ˰
;999 = ߲ݶ
;1098= ޸Á˼ެ߁ϯP
;1099= ެ߁ϯP
;1148= ޸Á˼ެ߁ϯK
;1149= ެ߁ϯK
;1198= ޸Á˼ެ߁ˌzF
;1199= ެ߁ˌzF
;1498= ޸Á˼ެ߁ޯݱ߰S
;1499= ެ߁ޯݱ߰S
;1548= ޸Á˼ެ߁ޯݱ߰HS
;1549= ެ߁ޯݱ߰HS
;2998= ޸Á˼ެ߁ޯĵ
;2999= ެ߁ޯĵ
;
;D揇-3-2-1StateNôState105Time=1StateNo=100Time=6ŖG^Ȃ̂ł̂߂varset
;OĂAI͖G^Ή@܂l쎞̖G^\F1FxȂ܂
;

[State -3]
Type = varSet
TriggerAll=var(59)>0||fvar(39)
Trigger1 = var(58)!=1
Trigger1 = StateNo=105
Trigger1 = Time=1
var(35) = 7+(!var(58))*6
IgnoreHitPause = 1

[State -3]
Type = varSet
TriggerAll=var(59)>0||fvar(39)
Trigger1 = var(58)!=1
Trigger1 = StateNo=100
Trigger1 = Time=6
var(35) = 10
IgnoreHitPause = 1

;
;Xebvh
;
;ިïP
[State -3];߲ݶ
Type = ChangeState
value = 1020
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateNo=1000
TriggerAll=Time>15
TriggerAll=var(59)>0||fvar(39)
Trigger1 = PrevStateNo=999

[State -3];۽ܲ˰
Type = ChangeState
value = 1030
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateNo=1000
TriggerAll=Time>15
TriggerAll=var(59)>0||fvar(39)
Trigger1 = PrevStateNo=998

[State -3];ްگ
Type = ChangeState
value = 1040
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateNo=1000
TriggerAll=Time>15
TriggerAll=var(59)>0||fvar(39)
Trigger1 = PrevStateNo=997

[State -3];گ²
Type = ChangeState
value = 1047
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateNo=1000
TriggerAll=Time>15
TriggerAll=var(59)>0||fvar(39)
TriggerAll=var(58)=2
Trigger1 = PrevStateNo=984

[State -3];FB߲ݶ
Type = ChangeState
value = 1050
TriggerAll=var(58)=2
TriggerAll=!var(40)
TriggerAll=Power>499
TriggerAll=!isHelper
TriggerAll=MoveType!=H
TriggerAll=StateNo=1000
TriggerAll=Time>14
TriggerAll=var(59)>0||fvar(39)
Trigger1 = PrevStateNo=987

;
;
;_fB[XebvS

[State -3];߲ݶ
Type = ChangeState
value = 1020
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateNo=1080
TriggerAll=Time>24
TriggerAll=var(59)>0||fvar(39)
Trigger1 = PrevStateNo=1079

[State -3];۽ܲ˰
Type = ChangeState
value = 1030
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateNo=1080
TriggerAll=Time>24
TriggerAll=var(59)>0||fvar(39)
Trigger1 = PrevStateNo=1078

[State -3];ްگ
Type = ChangeState
value = 1040
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateNo=1080
TriggerAll=Time>24
TriggerAll=var(59)>0||fvar(39)
Trigger1 = PrevStateNo=1077

[State -3];گ²
Type = ChangeState
value = 1047
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateNo=1080
TriggerAll=Time>24
TriggerAll=var(59)>0||fvar(39)
Trigger1 = PrevStateNo=1176

[State -3];FB߲ݶ
Type = ChangeState
value = 1050
TriggerAll=var(58)=2
TriggerAll=!var(40)
TriggerAll=Power>499
TriggerAll=!isHelper
TriggerAll=MoveType!=H
TriggerAll=StateNo=1080
TriggerAll=Time>24
TriggerAll=var(59)>0||fvar(39)
Trigger1 = PrevStateNo=1175

;
;޸Áˁ

[State -3];ެ߁˒P
Type = ChangeState
value = 34
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=StateNo=105
TriggerAll=Time>0
TriggerAll=var(35)>0
Trigger1 = PrevStateNo=599

[State -3];ެ߁˒K
Type = ChangeState
value = 33
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=StateNo=105
TriggerAll=Time>0
TriggerAll=var(35)>0
Trigger1 = PrevStateNo=609

[State -3];ެ߁FB߲ݶ
Type = ChangeState
value = 986
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=var(58)=2
TriggerAll=StateNo=105
TriggerAll=Time>0
TriggerAll=var(35)>0
TriggerAll=Power>499
Trigger1 = PrevStateNo=985

[State -3];ެ߁ː·ݗp
Type = ChangeState
value = 992
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=var(58)!=1
TriggerAll=StateNo=105
TriggerAll=Time>0
TriggerAll=var(35)>0
TriggerAll=Power>499
Trigger1 = PrevStateNo=988

[State -3];ްگ
Type = ChangeState
value = 993
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=var(58)!=1
TriggerAll=StateNo=105
TriggerAll=Time>0
TriggerAll=var(35)>0
Trigger1 = PrevStateNo=989

[State -3];۽ܲ˰
Type = ChangeState
value = 994
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=var(58)!=1
TriggerAll=StateNo=105
TriggerAll=Time>0
TriggerAll=var(35)>0
Trigger1 = PrevStateNo=990

[State -3];߲ݶ
Type = ChangeState
value = 995
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=var(58)!=1
TriggerAll=StateNo=105
TriggerAll=Time>0
TriggerAll=var(35)>0
Trigger1 = PrevStateNo=991

[State -3];ϯ
Type = ChangeState
value = 1099
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=var(58)!=1
TriggerAll=StateNo=105
TriggerAll=Time>0
TriggerAll=var(35)>0
Trigger1 = PrevStateNo=1098

[State -3];ϯ
Type = ChangeState
value = 1149
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=var(58)!=1
TriggerAll=StateNo=105
TriggerAll=Time>0
TriggerAll=var(35)>0
Trigger1 = PrevStateNo=1148

[State -3];z
Type = ChangeState
value = 1199
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=var(58)!=1
TriggerAll=StateNo=105
TriggerAll=Time>0
TriggerAll=var(35)>0
Trigger1 = PrevStateNo=1198

[State -3];rbNoAbp[S
Type = ChangeState
value = 1499
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=!var(58)
TriggerAll=StateNo=105
TriggerAll=Time>0
TriggerAll=var(35)>0
Trigger1 = PrevStateNo=1498

[State -3];rbNoAbp[HS
Type = ChangeState
value = 1549
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=!var(58)
TriggerAll=StateNo=105
TriggerAll=Time>0
TriggerAll=var(35)>0
Trigger1 = PrevStateNo=1548

[State -3];ޯĵ
Type = ChangeState
value = 2999
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=StateNo=105
TriggerAll=Time>0
TriggerAll=var(35)>0
Trigger1 = PrevStateNo=2998

;
;ެ߁ˁ

[State -3];FB߲ݶp
Type = ChangeState
value = 987
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=var(58)=2
TriggerAll=StateNo=[37,39]
TriggerAll=Power>499
Trigger1 = PrevStateNo=986

[State -3];·ݗp
Type = ChangeState
value = 996
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=StateNo=[37,39]
TriggerAll=Power>499
Trigger1 = PrevStateNo=992

[State -3];ްگ
Type = ChangeState
value = 997
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=StateNo=[37,39]
Trigger1 = PrevStateNo=993

[State -3];۽ܲ˰
Type = ChangeState
value = 998
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=StateNo=[37,39]
Trigger1 = PrevStateNo=994

[State -3];߲ݶ
Type = ChangeState
value = 999
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=StateNo=[37,39]
Trigger1 = PrevStateNo=995

[State -3];ϯP̪
Type = ChangeState
value = 1097
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=StateNo=[37,39]
Trigger1 = PrevStateNo=11096

[State -3];ϯK̪
Type = ChangeState
value = 1147
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=StateNo=[37,39]
Trigger1 = PrevStateNo=1146

[State -3];ϯP
Type = ChangeState
value = 1100
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=StateNo=[37,39]
Trigger1 = PrevStateNo=1099

[State -3];ϯK
Type = ChangeState
value = 1150
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=StateNo=[37,39]
Trigger1 = PrevStateNo=1149

[State -3];z
Type = ChangeState
value = 1200
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=StateNo=[37,39]
Trigger1 = PrevStateNo=1199

[State -3];A_[gD
Type = ChangeState
value = 1300
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=StateNo=[37,39]
Trigger1 = PrevStateNo=1299

[State -3];rbNoAbp[S
Type = ChangeState
value = 1500
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=!var(58)
TriggerAll=StateNo=[37,39]
Trigger1 = PrevStateNo=1499

[State -3];rbNoAbp[HS
Type = ChangeState
value = 1550
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=!var(58)
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=StateNo=[37,39]
Trigger1 = PrevStateNo=1549

[State -3];fbgI^C
Type = ChangeState
value = 3000
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=Power>999
TriggerAll=StateNo=[37,39]
Trigger1 = PrevStateNo=2999

;
;󒆎
;

[State -3];_bV
Type = ChangeState
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=StateType=A
TriggerAll=!var(11)
TriggerAll=Pos Y<=-10-(vel y<0)*20
TriggerAll=(StateNo=5040||StateNo=650||StateNo=[50,59])&&Ctrl||StateNo=[5200,5210]
Trigger1 = PrevStateNo=36
Value = 110

[State -3];obN_bV
Type = ChangeState
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=StateType=A
TriggerAll=!var(11)
TriggerAll=Pos Y<=-10-(vel y<0)*20
TriggerAll=(StateNo=5040||StateNo=650||StateNo=[50,59])&&Ctrl||StateNo=[5200,5210]
Trigger1 = PrevStateNo=35
Value = 115

[State -3,A_P];P
Type = ChangeState
value = 600
TriggerAll=!isHelper
TriggerAll=NumEnemy>0
TriggerAll=StateType=A
TriggerAll=Ctrl
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
Trigger1 = PrevStateNo=34

[State -3,A_K];K
Type = ChangeState
value = 610
TriggerAll=!isHelper
TriggerAll=NumEnemy>0
TriggerAll=StateType=A
TriggerAll=Ctrl
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
Trigger1 = PrevStateNo=33

[State -3,DownDundee];^_fB[@V^_fB[
Type = ChangeState
value = 3200
TriggerAll=!IsHelper
TriggerAll=!var(25)
TriggerAll=StateType=A
TriggerAll=Power>999
TriggerAll=Ctrl
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
Trigger1 = Pos Y<-30
Trigger1 = PrevStateNo=32

;
;
;
;0 = Ȃ(ftHg)
;1 = ꌂ
;2 = h
;3 = 
;4 = oKEZ(v1ް)
;5 = oKEZ(v1ް)+ꌂ
;6 = oKEZ(v1ް)+h
;7 = oKEZ(v1ް)+
;8 = TCNo[Xg(o[XgQ[W̂ł߂Ȃ)

[State -3,DownDundee];^_fB[@V^_fB[
Type = ChangeState
value = 3200
TriggerAll=!IsHelper
TriggerAll=!var(25)
TriggerAll=StateType=A
TriggerAll=Power>999
TriggerAll=var(59)>6||fvar(39)
TriggerAll=RoundState=3
TriggerAll=Win
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),var(2)=[4,7]
TriggerAll=StateNo!=[3200,3210]
TriggerAll=PrevStateNo!=[3200,3210]
Trigger1 = Ctrl||fvar(28)||(MoveContAct||var(6)&&StateNo=[600,650])

[State -3];fbgI^C or Cng
Type = ChangeState
value = ifelse(var(58)=1,3300,3000)
TriggerAll=!IsHelper
TriggerAll=!var(25)
TriggerAll=StateType!=A
TriggerAll=Power>999
TriggerAll=var(59)>6||fvar(39)
TriggerAll=RoundState=3
TriggerAll=Win
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),var(2)=[4,7]
TriggerAll=PrevStateNo!=4000
TriggerAll=PrevStateNo!=3300
TriggerAll=PrevStateNo!=[3200,3210]
TriggerAll=PrevStateNo!=[3100,3110]
Trigger1 = Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52
Trigger2 = !var(3)
Trigger2 = (StateNo=[200,451])&&MoveContAct
Trigger2 = StateNo!=205&&StateNo!=215&&StateNo!=240&&StateNo!=430&&StateNo!=450

[State -3];ꌂKE
Type = ChangeState
value = 4000
TriggerAll=!isHelper
TriggerAll=!var(25)
TriggerAll=!var(40)
TriggerAll=var(59)>6||fvar(39)
TriggerAll=RoundState=3
TriggerAll=Win
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),var(2)=1||Helper(30000+ID),var(2)=5
TriggerAll=PrevStateNo!=4000
Trigger1 = StateType!=A
Trigger1 = Ctrl||(StateNo=[9,22])
Trigger2 = (StateNo=[39,40])||StateNo=52
Trigger3 = StateNo=[195,197]
Trigger3 = Time>ifelse(Anim=196,18,64)

[State -3,Taunt];h
Type = ChangeState
value = 196
TriggerAll=!isHelper
TriggerAll=var(59)>6||fvar(39)
TriggerAll=RoundState=3
TriggerAll=Win
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),var(2)=2||Helper(30000+ID),var(2)=6
TriggerAll=StateNo!=[190,199]
TriggerAll=PrevStateNo!=[190,199]
Trigger1 = StateType!=A
Trigger1 = Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52||var(58)=1&&StateNo=100
Trigger2 = StateNo=196
Trigger2 = Time>ifelse(Anim=195,64,18)

[State -3,Taunt];
Type = ChangeState
value = 195
TriggerAll=!isHelper
TriggerAll=var(59)>6||fvar(39)
TriggerAll=RoundState=3
TriggerAll=Win
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),var(2)=3||Helper(30000+ID),var(2)=7
TriggerAll=StateNo!=[190,199]
TriggerAll=PrevStateNo!=[190,199]
Trigger1 = StateType!=A
Trigger1 = Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52||var(58)=1&&StateNo=100
Trigger2 = ((StateNo=[200,451])&&var(58)!=2||((StateNo=[220,230])||StateNo=420)&&var(58)=2)&&MoveContAct
Trigger2 = StateNo!=205&&StateNo!=215&&StateNo!=240&&StateNo!=430&&StateNo!=450||(var(58)=1&&StateNo=450)

[State ];TCNo[Xg
Type = ChangeState
value = 750
TriggerAll=!IsHelper
TriggerAll=fvar(33)>=1.5
TriggerAll=Alive
TriggerAll=var(59)>6||fvar(39)
TriggerAll=RoundState=3
TriggerAll=Win
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),var(2)=8
Trigger1 = Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52
Trigger2 = Time<2
Trigger2 = MoveType=A
Trigger2 = (StateNo=[200,640])
Trigger2 = (PrevStateNo!=[200,640])

[State -2,Burst];TCNo[Xg
Type = varSet
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=RoundState=3
TriggerAll=Win
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),var(2)=8
Trigger1 = Ctrl||(StateNo=[9,22])||(StateNo=[100,101])
Trigger2 = Time<2
Trigger2 = MoveType=A
Trigger2 = StateNo=[200,640]
Trigger2 = PrevStateNo!=[200,640]
var(39) = 1

;
;p΍
;

[State -3,jump];ެ
Type = ChangeState
value = 35
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=fvar(38)=3
TriggerAll=Ctrl||(StateNo=[9,22])||StateNo=52||(StateNo=[120,131])
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),Time>30||var(59)>10
TriggerAll=Enemy(floor(fvar(18))),Time>50||var(59)>10||(PrevStateNo=[5000,5270])||(StateNo=[150,155])
Trigger1 = Random<var(59)*101

[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||StateNo=105)&&Time>1
TriggerAll=var(59)>6
TriggerAll=fvar(38)=-5
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),StateType=A
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=Random<var(59)*20||var(59)>9
Trigger1 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*5=[-5,55]
Trigger1 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),GetHitvar(Yaccel)*4)*5=[-60,-40]
Trigger2 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*6=[-5,55]
Trigger2 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),GetHitvar(Yaccel)*5)*6=[-70,-50]
Trigger3 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*7=[-5,55]
Trigger3 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),GetHitvar(Yaccel)*6)*7=[-80,-60]
Trigger4 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*8=[-5,55]
Trigger4 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),GetHitvar(Yaccel)*7)*8=[-90,-70]

[State -3,A_T];󒆓
Type = ChangeState
value = 850
TriggerAll=!isHelper
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||fvar(28)
TriggerAll=var(59)>0
TriggerAll=fvar(38)=-5
TriggerAll=P2BodyDist X*fvar(8)=[-45,55-(var(58)=2)*11]
TriggerAll=P2BodyDist Y*fvar(9)=[-79,19]
TriggerAll=Enemy(floor(fvar(18))),StateType=A
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
Trigger1 = Random<var(59)*20||var(59)>10

[State -3];
Type = ChangeState
value = ifelse(BackEdgeBodyDist>62,800,805)
TriggerAll=!isHelper
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(59)>0
TriggerAll=fvar(38)=[-4,-1]
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),StateType!=A
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=!fvar(35)
TriggerAll=P2BodyDist X*fvar(8)=[-20,20]
TriggerAll=!P2Dist Y
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52
Trigger1 = Random<var(59)*20||var(59)>10

;
;˂
;

[State -3,Dash];_bV
Type = ChangeState
value = 100
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||StateNo=52||(StateNo=[120,131])
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=!Enemy(floor(fvar(18))),Ctrl
TriggerAll=Enemy(floor(fvar(18))),StateNo>199
TriggerAll=Enemy(floor(fvar(18))),AnimTime<-23
TriggerAll=PalNo!=11
TriggerAll=Enemy(floor(fvar(18))),StateNo!=[5200,5210]
Trigger1 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*(9+(Enemy(floor(fvar(18))),StateType=A)*14)>90
Trigger2 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*23)*23<-70

[State -3,S_NS];S
Type = ChangeState
value = 220
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=!Enemy(floor(fvar(18))),Ctrl
TriggerAll=Enemy(floor(fvar(18))),StateNo>199
TriggerAll=Enemy(floor(fvar(18))),AnimTime<-5
TriggerAll=Enemy(floor(fvar(18))),StateNo!=[5200,5210]
TriggerAll=P2BodyDist X*fvar(8)=[-5,44]
Trigger1 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*4)*5=[-60,0]

[State -3,S_LS];S
Type = ChangeState
value = 225
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=Enemy(floor(fvar(18))),StateNo>199
TriggerAll=Enemy(floor(fvar(18))),StateNo!=[5200,5210]
TriggerAll=Enemy(floor(fvar(18))),AnimTime<-13
TriggerAll=!Enemy(floor(fvar(18))),Ctrl
TriggerAll=P2BodyDist X*fvar(8)=[45,74]
TriggerAll=P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*(5+(Enemy(floor(fvar(18))),StateType=A)*8)=[-5,74]
Trigger1 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*12)*13=[-60,0]

[State -3,S_HA];HS
Type = ChangeState
value = 230
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=Enemy(floor(fvar(18))),StateNo>199
TriggerAll=Enemy(floor(fvar(18))),StateNo!=[5200,5210]
TriggerAll=Enemy(floor(fvar(18))),AnimTime<-12
TriggerAll=!Enemy(floor(fvar(18))),Ctrl
TriggerAll=P2BodyDist X*fvar(8)=[-5,93+vel x*9+Enemy(floor(fvar(18))),vel x*9]
Trigger1 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*12)*13=[-30,0]

[State -3,S_K];K
Type = ChangeState
value = 210
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=Random<var(59)*20||var(59)>9
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=Enemy(floor(fvar(18))),StateNo>199
TriggerAll=Enemy(floor(fvar(18))),StateNo!=[5200,5210]
TriggerAll=Enemy(floor(fvar(18))),AnimTime<-7
TriggerAll=!Enemy(floor(fvar(18))),Ctrl
TriggerAll=P2BodyDist X*fvar(8)=[-5,93+Enemy(floor(fvar(18))),vel x*(3+(Enemy(floor(fvar(18))),StateType=A)*4)]
Trigger1 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*7)*7=[-40,0]

[State -3,FB-BigBanUpper];FBޯݱ߰
Type = ChangeState
value = 1560
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(58)=2
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=Enemy(floor(fvar(18))),StateNo>199
TriggerAll=Enemy(floor(fvar(18))),StateNo!=[5200,5210]
TriggerAll=!Enemy(floor(fvar(18))),Ctrl
TriggerAll=Random<var(59)*20||var(59)>9
Trigger1 = Enemy(floor(fvar(18))),AnimTime<-9
Trigger1 = P2BodyDist X*fvar(8)>(P2BodyDist Y*fvar(9)<-50)*45+Enemy(floor(fvar(18))),vel x*(4+(Enemy(floor(fvar(18))),StateType=A)*5)
Trigger1 = P2BodyDist X*fvar(8)<117+Enemy(floor(fvar(18))),vel x*(4+(Enemy(floor(fvar(18))),StateType=A)*5)
Trigger1 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*9)*9=[-50,0]
Trigger2 = Enemy(floor(fvar(18))),AnimTime<-10
Trigger2 = P2BodyDist X*fvar(8)>(P2BodyDist Y*fvar(9)<-50)*45+Enemy(floor(fvar(18))),vel x*(4+(Enemy(floor(fvar(18))),StateType=A)*6)
Trigger2 = P2BodyDist X*fvar(8)<117+Enemy(floor(fvar(18))),vel x*(4+(Enemy(floor(fvar(18))),StateType=A)*6)
Trigger2 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*10)*10=[-50,0]
Trigger3 = Enemy(floor(fvar(18))),AnimTime<-11
Trigger3 = P2BodyDist X*fvar(8)>(P2BodyDist Y*fvar(9)<-50)*45+Enemy(floor(fvar(18))),vel x*(5+(Enemy(floor(fvar(18))),StateType=A)*6)
Trigger3 = P2BodyDist X*fvar(8)<125+Enemy(floor(fvar(18))),vel x*(5+(Enemy(floor(fvar(18))),StateType=A)*6)
Trigger3 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*11)*11=[-80,0]
Trigger4 = Enemy(floor(fvar(18))),AnimTime<-12
Trigger4 = P2BodyDist X*fvar(8)>(P2BodyDist Y*fvar(9)<-50)*45+Enemy(floor(fvar(18))),vel x*(5+(Enemy(floor(fvar(18))),StateType=A)*7)
Trigger4 = P2BodyDist X*fvar(8)<125+Enemy(floor(fvar(18))),vel x*(5+(Enemy(floor(fvar(18))),StateType=A)*7)
Trigger4 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*12)*12=[-80,0]
Trigger5 = Enemy(floor(fvar(18))),AnimTime<-13
Trigger5 = P2BodyDist X*fvar(8)>(P2BodyDist Y*fvar(9)<-50)*45+Enemy(floor(fvar(18))),vel x*(6+(Enemy(floor(fvar(18))),StateType=A)*7)
Trigger5 = P2BodyDist X*fvar(8)<125+Enemy(floor(fvar(18))),vel x*(6+(Enemy(floor(fvar(18))),StateType=A)*7)
Trigger5 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*13)*13=[-100,0]
Trigger6 = Enemy(floor(fvar(18))),AnimTime<-14
Trigger6 = P2BodyDist X*fvar(8)>(P2BodyDist Y*fvar(9)<-50)*45+Enemy(floor(fvar(18))),vel x*(6+(Enemy(floor(fvar(18))),StateType=A)*8)
Trigger6 = P2BodyDist X*fvar(8)<125+Enemy(floor(fvar(18))),vel x*(6+(Enemy(floor(fvar(18))),StateType=A)*8)
Trigger6 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*14)*14=[-110,0]

[State -3,RH];Cng@
Type = ChangeState
value = 3300
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=!IsHelper
TriggerAll=!var(25)
TriggerAll=var(58)=1
TriggerAll=var(59)>8
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Power>999
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52||StateNo=100||(StateNo=[200,451])&&var(29)&&StateNo!=241
TriggerAll=Enemy(floor(fvar(18))),StateType=A
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=Random<var(59)*20||var(59)>10
Trigger1 = P2BodyDist X*fvar(8)=[-5,96+Enemy(floor(fvar(18))),vel x*(1+(Enemy(floor(fvar(18))),StateType=A)*2)]
Trigger1 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*3)*3=[-110,0]
Trigger2 = P2BodyDist X*fvar(8)=[-5,96+Enemy(floor(fvar(18))),vel x*(1+(Enemy(floor(fvar(18))),StateType=A)*3)]
Trigger2 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*4)*4=[-110,0]
Trigger3 = P2BodyDist X*fvar(8)=[-5,96+Enemy(floor(fvar(18))),vel x*(2+(Enemy(floor(fvar(18))),StateType=A)*3)]
Trigger3 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*5)*5=[-110,0]
Trigger4 = P2BodyDist X*fvar(8)=[-5,96+Enemy(floor(fvar(18))),vel x*(2+(Enemy(floor(fvar(18))),StateType=A)*4)]
Trigger4 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*6)*6=[-110,0]
Trigger5 = P2BodyDist X*fvar(8)=[-5,96+Enemy(floor(fvar(18))),vel x*(2+(Enemy(floor(fvar(18))),StateType=A)*5)]
Trigger5 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*7)*7=[-110,0]
Trigger6 = P2BodyDist X*fvar(8)=[-5,163+Enemy(floor(fvar(18))),vel x*(3+(Enemy(floor(fvar(18))),StateType=A)*5)]
Trigger6 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*8)*8=[-90,0]
Trigger7 = P2BodyDist X*fvar(8)=[-5,163+Enemy(floor(fvar(18))),vel x*(3+(Enemy(floor(fvar(18))),StateType=A)*6)]
Trigger7 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*9)*9=[-90,0]
Trigger8 = P2BodyDist X*fvar(8)=[-5,163+Enemy(floor(fvar(18))),vel x*(3+(Enemy(floor(fvar(18))),StateType=A)*7)]
Trigger8 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*10)*10=[-90,0]
Trigger9 = P2BodyDist X*fvar(8)=[-5,163+Enemy(floor(fvar(18))),vel x*(4+(Enemy(floor(fvar(18))),StateType=A)*7)]
Trigger9 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*11)*11=[-90,0]
Trigger10= P2BodyDist X*fvar(8)=[-5,163+Enemy(floor(fvar(18))),vel x*(4+(Enemy(floor(fvar(18))),StateType=A)*8)]
Trigger10= P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*12)*12=[-90,0]
Trigger11= P2BodyDist X*fvar(8)=[-5,163+Enemy(floor(fvar(18))),vel x*(4+(Enemy(floor(fvar(18))),StateType=A)*9)]
Trigger11= P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*13)*13=[-90,0]

[State -3,RH];Cng ެߑ_
Type = ChangeState
value = 3300
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=!var(25)
TriggerAll=var(58)=1
TriggerAll=var(59)>8
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Power>999
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52||StateNo=100||(StateNo=[200,451])&&var(29)&&StateNo!=241
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=Random<var(59)*20||var(59)>10
Trigger1 = P2BodyDist X*fvar(8)=[-5,163+Enemy(floor(fvar(18))),vel x*(1+(Enemy(floor(fvar(18))),StateType=A)*2)]
Trigger1 = Enemy(floor(fvar(18))),Anim=40
Trigger1 = Enemy(floor(fvar(18))),Time>1

[State -3,RH];Cng
Type = ChangeState
value = 3300
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>8
TriggerAll=fvar(38)>0
TriggerAll=!IsHelper
TriggerAll=!var(25)
TriggerAll=var(58)=1
TriggerAll=StateType!=A
TriggerAll=Power>999
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52||StateNo=100||(StateNo=[200,451])&&var(29)&&StateNo!=241
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=!Enemy(floor(fvar(18))),Ctrl
TriggerAll=Enemy(floor(fvar(18))),StateNo>199
TriggerAll=Random<var(59)*20||var(59)>10
Trigger1 = Enemy(floor(fvar(18))),AnimTime<-3
Trigger1 = P2BodyDist X*fvar(8)=[-5,96+Enemy(floor(fvar(18))),vel x*(1+(Enemy(floor(fvar(18))),StateType=A)*2)]
Trigger1 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*3)*3=[-110,0]
Trigger2 = Enemy(floor(fvar(18))),AnimTime<-4
Trigger2 = P2BodyDist X*fvar(8)=[-5,96+Enemy(floor(fvar(18))),vel x*(1+(Enemy(floor(fvar(18))),StateType=A)*3)]
Trigger2 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*4)*4=[-110,0]
Trigger3 = Enemy(floor(fvar(18))),AnimTime<-5
Trigger3 = P2BodyDist X*fvar(8)=[-5,96+Enemy(floor(fvar(18))),vel x*(2+(Enemy(floor(fvar(18))),StateType=A)*3)]
Trigger3 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*5)*5=[-110,0]
Trigger4 = Enemy(floor(fvar(18))),AnimTime<-6
Trigger4 = P2BodyDist X*fvar(8)=[-5,96+Enemy(floor(fvar(18))),vel x*(2+(Enemy(floor(fvar(18))),StateType=A)*4)]
Trigger4 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*6)*6=[-110,0]
Trigger5 = Enemy(floor(fvar(18))),AnimTime<-7
Trigger5 = P2BodyDist X*fvar(8)=[-5,96+Enemy(floor(fvar(18))),vel x*(2+(Enemy(floor(fvar(18))),StateType=A)*5)]
Trigger5 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*7)*7=[-110,0]
Trigger6 = Enemy(floor(fvar(18))),AnimTime<-8
Trigger6 = P2BodyDist X*fvar(8)=[-5,163+Enemy(floor(fvar(18))),vel x*(3+(Enemy(floor(fvar(18))),StateType=A)*5)]
Trigger6 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*8)*8=[-90,0]
Trigger7 = Enemy(floor(fvar(18))),AnimTime<-9
Trigger7 = P2BodyDist X*fvar(8)=[-5,163+Enemy(floor(fvar(18))),vel x*(3+(Enemy(floor(fvar(18))),StateType=A)*6)]
Trigger7 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*9)*9=[-90,0]
Trigger8 = Enemy(floor(fvar(18))),AnimTime<-10
Trigger8 = P2BodyDist X*fvar(8)=[-5,163+Enemy(floor(fvar(18))),vel x*(3+(Enemy(floor(fvar(18))),StateType=A)*7)]
Trigger8 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*10)*10=[-90,0]
Trigger9 = Enemy(floor(fvar(18))),AnimTime<-11
Trigger9 = P2BodyDist X*fvar(8)=[-5,163+Enemy(floor(fvar(18))),vel x*(4+(Enemy(floor(fvar(18))),StateType=A)*7)]
Trigger9 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*11)*11=[-90,0]
Trigger10= Enemy(floor(fvar(18))),AnimTime<-12
Trigger10= P2BodyDist X*fvar(8)=[-5,163+Enemy(floor(fvar(18))),vel x*(4+(Enemy(floor(fvar(18))),StateType=A)*8)]
Trigger10= P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*12)*12=[-90,0]
Trigger11= Enemy(floor(fvar(18))),AnimTime<-13
Trigger11= P2BodyDist X*fvar(8)=[-5,163+Enemy(floor(fvar(18))),vel x*(4+(Enemy(floor(fvar(18))),StateType=A)*9)]
Trigger11= P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*13)*13=[-90,0]

[State -3,RH];Cng
Type = ChangeState
value = 3300
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>8
TriggerAll=fvar(38)>0
TriggerAll=!IsHelper
TriggerAll=!var(25)
TriggerAll=var(58)=1
TriggerAll=StateType!=A
TriggerAll=Power>999
TriggerAll=!var(3)
TriggerAll=(StateNo=[200,451])&&MoveContAct
TriggerAll=StateNo!=205&&StateNo!=215&&StateNo!=240&&StateNo!=430&&StateNo!=450
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=!Enemy(floor(fvar(18))),Ctrl
TriggerAll=Enemy(floor(fvar(18))),StateNo>199
TriggerAll=Random<var(59)*20||var(59)>10
Trigger1 = Enemy(floor(fvar(18))),AnimTime<-3
Trigger1 = P2BodyDist X*fvar(8)=[-5,96+Enemy(floor(fvar(18))),vel x*(1+(Enemy(floor(fvar(18))),StateType=A)*2)]
Trigger1 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*3)*3=[-110,0]
Trigger2 = Enemy(floor(fvar(18))),AnimTime<-4
Trigger2 = P2BodyDist X*fvar(8)=[-5,96+Enemy(floor(fvar(18))),vel x*(1+(Enemy(floor(fvar(18))),StateType=A)*3)]
Trigger2 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*4)*4=[-110,0]
Trigger3 = Enemy(floor(fvar(18))),AnimTime<-5
Trigger3 = P2BodyDist X*fvar(8)=[-5,96+Enemy(floor(fvar(18))),vel x*(2+(Enemy(floor(fvar(18))),StateType=A)*3)]
Trigger3 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*5)*5=[-110,0]
Trigger4 = Enemy(floor(fvar(18))),AnimTime<-6
Trigger4 = P2BodyDist X*fvar(8)=[-5,96+Enemy(floor(fvar(18))),vel x*(2+(Enemy(floor(fvar(18))),StateType=A)*4)]
Trigger4 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*6)*6=[-110,0]
Trigger5 = Enemy(floor(fvar(18))),AnimTime<-7
Trigger5 = P2BodyDist X*fvar(8)=[-5,96+Enemy(floor(fvar(18))),vel x*(2+(Enemy(floor(fvar(18))),StateType=A)*5)]
Trigger5 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*7)*7=[-110,0]
Trigger6 = Enemy(floor(fvar(18))),AnimTime<-8
Trigger6 = P2BodyDist X*fvar(8)=[-5,163+Enemy(floor(fvar(18))),vel x*(3+(Enemy(floor(fvar(18))),StateType=A)*5)]
Trigger6 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*8)*8=[-90,0]
Trigger7 = Enemy(floor(fvar(18))),AnimTime<-9
Trigger7 = P2BodyDist X*fvar(8)=[-5,163+Enemy(floor(fvar(18))),vel x*(3+(Enemy(floor(fvar(18))),StateType=A)*6)]
Trigger7 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*9)*9=[-90,0]
Trigger8 = Enemy(floor(fvar(18))),AnimTime<-10
Trigger8 = P2BodyDist X*fvar(8)=[-5,163+Enemy(floor(fvar(18))),vel x*(3+(Enemy(floor(fvar(18))),StateType=A)*7)]
Trigger8 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*10)*10=[-90,0]
Trigger9 = Enemy(floor(fvar(18))),AnimTime<-11
Trigger9 = P2BodyDist X*fvar(8)=[-5,163+Enemy(floor(fvar(18))),vel x*(4+(Enemy(floor(fvar(18))),StateType=A)*7)]
Trigger9 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*11)*11=[-90,0]
Trigger10= Enemy(floor(fvar(18))),AnimTime<-12
Trigger10= P2BodyDist X*fvar(8)=[-5,163+Enemy(floor(fvar(18))),vel x*(4+(Enemy(floor(fvar(18))),StateType=A)*8)]
Trigger10= P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*12)*12=[-90,0]
Trigger11= Enemy(floor(fvar(18))),AnimTime<-13
Trigger11= P2BodyDist X*fvar(8)=[-5,163+Enemy(floor(fvar(18))),vel x*(4+(Enemy(floor(fvar(18))),StateType=A)*9)]
Trigger11= P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*13)*13=[-90,0]

[State -3,DebtOnTime];fbgI^C
Type = ChangeState
value = 3000
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=!var(25)
TriggerAll=StateType!=A
TriggerAll=Power>999
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52||var(58)=1&&StateNo=100||(StateNo=[200,451])&&var(29)&&StateNo!=241
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=Random<var(59)*20||var(59)>9
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=Enemy(floor(fvar(18))),StateNo>199
TriggerAll=Enemy(floor(fvar(18))),StateNo!=[5200,5210]
TriggerAll=!Enemy(floor(fvar(18))),Ctrl
Trigger1 = Enemy(floor(fvar(18))),AnimTime<-5
Trigger1 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*(2+(Enemy(floor(fvar(18))),StateType=A)*3)=[-5,106]
Trigger1 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*5)*5=[-70,0]
Trigger2 = Enemy(floor(fvar(18))),AnimTime<-6
Trigger2 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*(2+(Enemy(floor(fvar(18))),StateType=A)*4)=[107,117]
Trigger2 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*6)*6=[-72,0]
Trigger3 = Enemy(floor(fvar(18))),AnimTime<-7
Trigger3 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*(3+(Enemy(floor(fvar(18))),StateType=A)*4)=[118,130]
Trigger3 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*7)*7=[-74,0]
Trigger4 = Enemy(floor(fvar(18))),AnimTime<-8
Trigger4 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*(3+(Enemy(floor(fvar(18))),StateType=A)*5)=[131,142]
Trigger4 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*8)*8=[-76,0]
Trigger5 = Enemy(floor(fvar(18))),AnimTime<-9
Trigger5 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*(3+(Enemy(floor(fvar(18))),StateType=A)*6)=[143,154]
Trigger5 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*9)*9=[-78,0]
Trigger6 = Enemy(floor(fvar(18))),AnimTime<-10
Trigger6 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*(4+(Enemy(floor(fvar(18))),StateType=A)*6)=[155,166]
Trigger6 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*10)*10=[-80,0]
Trigger7 = Enemy(floor(fvar(18))),AnimTime<-11
Trigger7 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*(4+(Enemy(floor(fvar(18))),StateType=A)*7)=[167,177]
Trigger7 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*11)*11=[-82,0]
Trigger8 = Enemy(floor(fvar(18))),AnimTime<-12
Trigger8 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*(5+(Enemy(floor(fvar(18))),StateType=A)*7)=[178,189]
Trigger8 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*11)*11=[-84,0]

[State -3,DebtOnTime];fbgI^C
Type = ChangeState
value = 3000
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=!var(25)
TriggerAll=StateType!=A
TriggerAll=Power>999
TriggerAll=!var(3)
TriggerAll=((StateNo=[200,451])&&var(58)!=2||((StateNo=[220,230])||StateNo=420)&&var(58)=2)&&MoveContAct
TriggerAll=StateNo!=205&&StateNo!=215&&StateNo!=240&&StateNo!=430&&StateNo!=450||(var(58)=1&&StateNo=450)
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=Random<var(59)*20||var(59)>9
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=Enemy(floor(fvar(18))),StateNo>199
TriggerAll=Enemy(floor(fvar(18))),StateNo!=[5200,5210]
TriggerAll=!Enemy(floor(fvar(18))),Ctrl
Trigger1 = Enemy(floor(fvar(18))),AnimTime<-5
Trigger1 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*(2+(Enemy(floor(fvar(18))),StateType=A)*3)=[-5,106]
Trigger1 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*5)*5=[-70,0]
Trigger2 = Enemy(floor(fvar(18))),AnimTime<-6
Trigger2 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*(2+(Enemy(floor(fvar(18))),StateType=A)*4)=[107,117]
Trigger2 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*6)*6=[-72,0]
Trigger3 = Enemy(floor(fvar(18))),AnimTime<-7
Trigger3 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*(3+(Enemy(floor(fvar(18))),StateType=A)*4)=[118,130]
Trigger3 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*7)*7=[-74,0]
Trigger4 = Enemy(floor(fvar(18))),AnimTime<-8
Trigger4 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*(3+(Enemy(floor(fvar(18))),StateType=A)*5)=[131,142]
Trigger4 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*8)*8=[-76,0]
Trigger5 = Enemy(floor(fvar(18))),AnimTime<-9
Trigger5 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*(3+(Enemy(floor(fvar(18))),StateType=A)*6)=[143,154]
Trigger5 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*9)*9=[-78,0]
Trigger6 = Enemy(floor(fvar(18))),AnimTime<-10
Trigger6 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*(4+(Enemy(floor(fvar(18))),StateType=A)*6)=[155,166]
Trigger6 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*10)*10=[-80,0]
Trigger7 = Enemy(floor(fvar(18))),AnimTime<-11
Trigger7 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*(4+(Enemy(floor(fvar(18))),StateType=A)*7)=[167,177]
Trigger7 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*11)*11=[-82,0]
Trigger8 = Enemy(floor(fvar(18))),AnimTime<-12
Trigger8 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*(5+(Enemy(floor(fvar(18))),StateType=A)*7)=[178,189]
Trigger8 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*11)*11=[-84,0]

[State -3];D
Type = ChangeState
value = 450
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=Random<var(59)*20||var(59)>9
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=Enemy(floor(fvar(18))),StateNo>199
TriggerAll=Enemy(floor(fvar(18))),StateNo!=[5200,5210]
TriggerAll=!Enemy(floor(fvar(18))),Ctrl
TriggerAll=Enemy(floor(fvar(18))),AnimTime<-(9+P2BodyDist X*fvar(8)/8)
Trigger1 = P2BodyDist X*fvar(8)-vel x*9-Enemy(floor(fvar(18))),vel x*9=[78,180]
Trigger1 = !P2Dist Y

[State -3];
Type = ChangeState
value = 21
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[0,20])||StateNo=22||StateNo=52||(StateNo=[120,131])
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=!Enemy(floor(fvar(18))),Ctrl
TriggerAll=Enemy(floor(fvar(18))),StateNo>199
TriggerAll=Enemy(floor(fvar(18))),AnimTime<-6
TriggerAll=Enemy(floor(fvar(18))),StateNo!=[5200,5210]
Trigger1 = P2Dist X*fvar(8)>9

;
;؂ւ
;

[State -2,GSB];TCNo[Xg
Type = ChangeState
value = 750
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=fvar(33)>=1.5
TriggerAll=Alive
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52||Time<2&&MoveType=A&&(StateNo=[200,640])&&(PrevStateNo!=[200,640])
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=!Enemy(floor(fvar(18))),Ctrl 
TriggerAll=Enemy(floor(fvar(18))),StateNo>199
TriggerAll=Enemy(floor(fvar(18))),AnimTime<-18
TriggerAll=Power<PowerMax/2
TriggerAll=Random<var(59)*60||var(59)>9
TriggerAll=(Enemy(floor(fvar(18))),StateNo!=[200,699])||!Enemy(floor(fvar(18))),MoveContAct
TriggerAll=Enemy(floor(fvar(18))),Time>30||!Time&&var(59)>9||var(59)>10
TriggerAll=Enemy(floor(fvar(18))),Time>50||var(59)>10||(StateNo=[150,155])||(PrevStateNo=[5000,5270])
Trigger1 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*(7+(Enemy(floor(fvar(18))),StateType=A)*11)=[-55,55]
Trigger1 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*18)*18=[-110,0]

[State -3,DownDundee];^_fB[ 
Type = ChangeState
value = 3200
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=!var(25)
TriggerAll=StateType=A
TriggerAll=Power>999
TriggerAll=Ctrl||fvar(28)||StateNo=120||StateNo=132||StateNo=110&&Time>7||StateNo=115&&Time>4
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType=A
TriggerAll=Enemy(floor(fvar(18))),AnimTime<-11
TriggerAll=!Enemy(floor(fvar(18))),Ctrl
TriggerAll=Enemy(floor(fvar(18))),StateNo>199
TriggerAll=Pos Y<-30
TriggerAll=Enemy(floor(fvar(18))),Time>30||(!Time&&var(59)>9)||var(59)>10
TriggerAll=Enemy(floor(fvar(18))),Time>50||var(59)>10||(StateNo=[150,155])||(PrevStateNo=[5000,5270])
TriggerAll=Random<var(59)*60||var(59)>9
Trigger1 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*(4+(Enemy(floor(fvar(18))),StateType=A)*7)=[-50,19]
Trigger1 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*11)*11=[-120,-Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)-30]
Trigger2 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*(4+(Enemy(floor(fvar(18))),StateType=A)*7)=[-5,90]
Trigger2 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*11)*11=[-80,-Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)+40]

[State -3,DownDundee];^_fB[ LZ
Type = ChangeState
value = 3200
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=!var(25)
TriggerAll=StateType=A
TriggerAll=Power>999
TriggerAll=(StateNo=[600,650])&&(MoveContAct||var(6))
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType=A
TriggerAll=Enemy(floor(fvar(18))),AnimTime<-11
TriggerAll=!Enemy(floor(fvar(18))),Ctrl
TriggerAll=Enemy(floor(fvar(18))),StateNo>199
TriggerAll=Pos Y<-30
TriggerAll=Random<var(59)*20||var(59)>10
Trigger1 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*(4+(Enemy(floor(fvar(18))),StateType=A)*7)=[-50,19]
Trigger1 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*11)*11=[-120,-Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)-30]
Trigger2 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*(4+(Enemy(floor(fvar(18))),StateType=A)*7)=[-5,90]
Trigger2 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*11)*11=[-80,-Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)+40]

[State -3,RH];Cng
Type = ChangeState
value = 3300
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=!var(25)
TriggerAll=var(58)=1
TriggerAll=StateType!=A
TriggerAll=Power>999
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=fvar(38)!=3
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=!Enemy(floor(fvar(18))),Ctrl
TriggerAll=Enemy(floor(fvar(18))),StateNo>199
TriggerAll=Enemy(floor(fvar(18))),AnimTime<-3
TriggerAll=P2BodyDist X*fvar(8)=[-5,96+Enemy(floor(fvar(18))),vel x*3]
TriggerAll=P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*3)*3=[-140,0]
Trigger1 = Random<var(59)*60||var(59)>9
Trigger1 = Enemy(floor(fvar(18))),Time>30||(!Time&&var(59)>9)||var(59)>10
Trigger1 = Enemy(floor(fvar(18))),Time>50||var(59)>10||(StateNo=[150,155])||(PrevStateNo=[5000,5270])
Trigger1 = Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52||StateNo=100||(StateNo=[200,451])&&var(29)&&StateNo!=241
Trigger2 = Random<var(59)*20||var(59)>10
Trigger2 = !var(3)
Trigger2 = (StateNo=[200,451])&&MoveContAct
Trigger2 = StateNo!=205&&StateNo!=215&&StateNo!=240&&StateNo!=430&&StateNo!=450

[State -3,EXPB];EX߲ݶ
Type = ChangeState
value = 2000
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(58)=1
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType=A
TriggerAll=!Enemy(floor(fvar(18))),Ctrl 
TriggerAll=Enemy(floor(fvar(18))),StateNo>199
TriggerAll=Enemy(floor(fvar(18))),AnimTime<-21
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*21)*21=[-40,0]
TriggerAll=P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*(9+(Enemy(floor(fvar(18))),StateType=A)*12)=[-5,50]
Trigger1 = Random<var(59)*60||var(59)>9
Trigger1 = Enemy(floor(fvar(18))),Time>30||(!Time&&var(59)>9)||var(59)>10
Trigger1 = Enemy(floor(fvar(18))),Time>50||var(59)>10||(StateNo=[150,155])||(PrevStateNo=[5000,5270])
Trigger1 = Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52||StateNo=100||(StateNo=[200,451])&&var(29)&&StateNo!=241
Trigger2 = Random<var(59)*20||var(59)>10
Trigger2 = !var(3)
Trigger2 = (StateNo=[200,451])&&MoveContAct
Trigger2 = StateNo!=205&&StateNo!=215&&StateNo!=240&&StateNo!=430&&StateNo!=450

[State -3,Sucking];G^zF
Type = ChangeState
value = 1198
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=!var(25)
TriggerAll=StateType!=A
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=fvar(38)!=3
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType=A
TriggerAll=!Enemy(floor(fvar(18))),Ctrl 
TriggerAll=Enemy(floor(fvar(18))),StateNo>199
TriggerAll=Enemy(floor(fvar(18))),AnimTime<-11
TriggerAll=P2BodyDist X*fvar(8)=[-5,32+Enemy(floor(fvar(18))),vel x*6]
TriggerAll=P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*8)*9>=0
Trigger1 = Random<var(59)*60||var(59)>9
Trigger1 = Enemy(floor(fvar(18))),Time>30||(!Time&&var(59)>9)||var(59)>10
Trigger1 = Enemy(floor(fvar(18))),Time>50||var(59)>10||(StateNo=[150,155])||(PrevStateNo=[5000,5270])
Trigger1 = Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52

[State -3,Sucking];G^zF@ޯor޸Ò
Type = ChangeState
value = 1199
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=!var(25)
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=fvar(38)!=3
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)>0
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType=A
TriggerAll=!Enemy(floor(fvar(18))),Ctrl 
TriggerAll=Enemy(floor(fvar(18))),StateNo>199
TriggerAll=Enemy(floor(fvar(18))),AnimTime<-9
TriggerAll=P2BodyDist X*fvar(8)=[-5,32+Enemy(floor(fvar(18))),vel x*6]
TriggerAll=P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*8)*9>=0
TriggerAll=Random<var(59)*60||var(59)>9
TriggerAll=Enemy(floor(fvar(18))),Time>30||(!Time&&var(59)>9)||var(59)>10
TriggerAll=Enemy(floor(fvar(18))),Time>50||var(59)>10||(StateNo=[150,155])||(PrevStateNo=[5000,5270])
Trigger1 = (StateNo=100||StateNo=105)&&Time>0
Trigger1 = var(35)>9

[State -3,,BigBanUpper_S];G^rbNoAbp[S
Type = ChangeState
value = 1498
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=!var(58)
TriggerAll=!var(48)
TriggerAll=!var(30)
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=fvar(38)!=3
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52||(StateNo=[200,451])&&var(29)&&StateNo!=241
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)>0
TriggerAll=Enemy(floor(fvar(18))),MoveType=A
TriggerAll=!Enemy(floor(fvar(18))),Ctrl
TriggerAll=Enemy(floor(fvar(18))),StateNo>199
TriggerAll=Random<var(59)*60||var(59)>9
TriggerAll=Enemy(floor(fvar(18))),Time>30||(!Time&&var(59)>9)||var(59)>10
TriggerAll=Enemy(floor(fvar(18))),Time>50||var(59)>10||(StateNo=[150,155])||(PrevStateNo=[5000,5270])
Trigger1 = Enemy(floor(fvar(18))),AnimTime<-11
Trigger1 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*(4+(Enemy(floor(fvar(18))),StateType=A)*7)=[(P2BodyDist Y*fvar(9)<-50)*30,75]
Trigger1 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*11)*11=[-50,0]
Trigger2 = Enemy(floor(fvar(18))),AnimTime<-12
Trigger2 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*(5+(Enemy(floor(fvar(18))),StateType=A)*7)=[(P2BodyDist Y*fvar(9)<-50)*30,75]
Trigger2 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*12)*12=[-50,0]
Trigger3 = Enemy(floor(fvar(18))),AnimTime<-13
Trigger3 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*(5+(Enemy(floor(fvar(18))),StateType=A)*8)=[(P2BodyDist Y*fvar(9)<-50)*30,75]
Trigger3 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*13)*13=[-70,0]

[State -3,,BigBanUpper_S];G^rbNoAbp[S@ޯor޸Ò
Type = ChangeState
value = 1499
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=!var(58)
TriggerAll=!var(48)
TriggerAll=!var(30)
TriggerAll=(StateNo=100||StateNo=105)&&Time>0
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=fvar(38)!=3
TriggerAll=var(35)>10
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)>0
TriggerAll=Enemy(floor(fvar(18))),MoveType=A
TriggerAll=!Enemy(floor(fvar(18))),Ctrl 
TriggerAll=Enemy(floor(fvar(18))),StateNo>199
TriggerAll=Random<var(59)*60||var(59)>9
TriggerAll=Enemy(floor(fvar(18))),Time>30||(!Time&&var(59)>9)||var(59)>10
TriggerAll=Enemy(floor(fvar(18))),Time>50||var(59)>10||(StateNo=[150,155])||(PrevStateNo=[5000,5270])
Trigger1 = Enemy(floor(fvar(18))),AnimTime<-11
Trigger1 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*(4+(Enemy(floor(fvar(18))),StateType=A)*7)=[(P2BodyDist Y*fvar(9)<-50)*30,75]
Trigger1 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*11)*11=[-50,0]
Trigger2 = var(35)>11
Trigger2 = Enemy(floor(fvar(18))),AnimTime<-12
Trigger2 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*(5+(Enemy(floor(fvar(18))),StateType=A)*7)=[(P2BodyDist Y*fvar(9)<-50)*30,75]
Trigger2 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*12)*12=[-50,0]
Trigger3 = var(35)>12
Trigger3 = Enemy(floor(fvar(18))),AnimTime<-13
Trigger3 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*(5+(Enemy(floor(fvar(18))),StateType=A)*8)=[(P2BodyDist Y*fvar(9)<-50)*30,75]
Trigger3 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*13)*13=[-70,0]

[State -3,UPDundee];i̗
Type = ChangeState
value = 3100
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=!var(25)
TriggerAll=var(58)!=1
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52||(StateNo=[200,451])&&var(29)&&StateNo!=241
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Power>999
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)>0
TriggerAll=Enemy(floor(fvar(18))),MoveType=A
TriggerAll=!Enemy(floor(fvar(18))),Ctrl 
TriggerAll=Enemy(floor(fvar(18))),StateNo>199
TriggerAll=Random<var(59)*60||var(59)>9
TriggerAll=Enemy(floor(fvar(18))),Time>30||(!Time&&var(59)>9)||var(59)>10
TriggerAll=Enemy(floor(fvar(18))),Time>50||var(59)>10||(StateNo=[150,155])||(PrevStateNo=[5000,5270])
Trigger1 = Enemy(floor(fvar(18))),AnimTime<-5
Trigger1 = P2BodyDist X*fvar(8)=[-5,45+Enemy(floor(fvar(18))),vel x*(2+(Enemy(floor(fvar(18))),StateType=A)*3)]
Trigger1 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*5)*5=[-99,0]
Trigger2 = Enemy(floor(fvar(18))),AnimTime<-6
Trigger2 = P2BodyDist X*fvar(8)=[-5,45+Enemy(floor(fvar(18))),vel x*(3+(Enemy(floor(fvar(18))),StateType=A)*3)]
Trigger2 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*6)*6=[-109,0]
Trigger3 = Enemy(floor(fvar(18))),AnimTime<-7
Trigger3 = P2BodyDist X*fvar(8)=[-5,45+Enemy(floor(fvar(18))),vel x*(3+(Enemy(floor(fvar(18))),StateType=A)*4)]
Trigger3 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*7)*7=[-118,0]
Trigger4 = Enemy(floor(fvar(18))),AnimTime<-8
Trigger4 = P2BodyDist X*fvar(8)=[-5,45+Enemy(floor(fvar(18))),vel x*(4+(Enemy(floor(fvar(18))),StateType=A)*4)]
Trigger4 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*8)*8=[-127,0]

[State -3,UPDundee];i̗
Type = ChangeState
value = 3100
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=!var(25)
TriggerAll=var(58)!=1
TriggerAll=StateType!=A
TriggerAll=!var(3)
TriggerAll=(StateNo=[200,451])&&MoveContAct
TriggerAll=StateNo!=205&&StateNo!=215&&StateNo!=240&&StateNo!=430&&StateNo!=450
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Power>999
TriggerAll=Enemy(floor(fvar(18))),MoveType=A
TriggerAll=!Enemy(floor(fvar(18))),Ctrl 
TriggerAll=Enemy(floor(fvar(18))),StateNo>199
TriggerAll=Random<var(59)*20||var(59)>10
Trigger1 = Enemy(floor(fvar(18))),AnimTime<-5
Trigger1 = P2BodyDist X*fvar(8)=[-5,45+Enemy(floor(fvar(18))),vel x*(2+(Enemy(floor(fvar(18))),StateType=A)*3)]
Trigger1 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*5)*5=[-99,0]
Trigger2 = Enemy(floor(fvar(18))),AnimTime<-6
Trigger2 = P2BodyDist X*fvar(8)=[-5,45+Enemy(floor(fvar(18))),vel x*(3+(Enemy(floor(fvar(18))),StateType=A)*3)]
Trigger2 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*6)*6=[-109,0]
Trigger3 = Enemy(floor(fvar(18))),AnimTime<-7
Trigger3 = P2BodyDist X*fvar(8)=[-5,45+Enemy(floor(fvar(18))),vel x*(3+(Enemy(floor(fvar(18))),StateType=A)*4)]
Trigger3 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*7)*7=[-118,0]
Trigger4 = Enemy(floor(fvar(18))),AnimTime<-8
Trigger4 = P2BodyDist X*fvar(8)=[-5,45+Enemy(floor(fvar(18))),vel x*(4+(Enemy(floor(fvar(18))),StateType=A)*4)]
Trigger4 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*8)*8=[-127,0]

[State -3,DebtOnTime];fbgI^C
Type = ChangeState
value = 2998
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=!var(25)
TriggerAll=StateType!=A
TriggerAll=Power>999
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=fvar(38)!=3
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType=A
TriggerAll=!Enemy(floor(fvar(18))),Ctrl 
TriggerAll=Enemy(floor(fvar(18))),StateNo>199
TriggerAll=Random<var(59)*60||var(59)>9
TriggerAll=Enemy(floor(fvar(18))),Time>30||(!Time&&var(59)>9)||var(59)>10
TriggerAll=Enemy(floor(fvar(18))),Time>50||var(59)>10||(StateNo=[150,155])||(PrevStateNo=[5000,5270])
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52||(StateNo=[200,451])&&var(29)&&StateNo!=241
TriggerAll=var(58)!=1
Trigger1 = !var(58)
Trigger1 = Enemy(floor(fvar(18))),AnimTime<-8
Trigger1 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*(3+(Enemy(floor(fvar(18))),StateType=A)*5)=[-5,106]
Trigger1 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*8)*8=[-70,0]
Trigger2 = Enemy(floor(fvar(18))),AnimTime<-9
Trigger2 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*(3+(Enemy(floor(fvar(18))),StateType=A)*6)=[107,117]
Trigger2 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*9)*9=[-72,0]
Trigger3 = Enemy(floor(fvar(18))),AnimTime<-10
Trigger3 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*(4+(Enemy(floor(fvar(18))),StateType=A)*6)=[118,130]
Trigger3 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*10)*10=[-74,0]

[State -3,DebtOnTime];fbgI^C 
Type = ChangeState
value = 3000
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=!var(25)
TriggerAll=StateType!=A
TriggerAll=Power>999
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52||var(58)=1&&StateNo=100||(StateNo=[200,451])&&var(29)&&StateNo!=241
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=fvar(38)!=3
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)>0
TriggerAll=Enemy(floor(fvar(18))),MoveType=A
TriggerAll=!Enemy(floor(fvar(18))),Ctrl 
TriggerAll=Enemy(floor(fvar(18))),StateNo>199
TriggerAll=Random<var(59)*60||var(59)>9
TriggerAll=Enemy(floor(fvar(18))),Time>30||(!Time&&var(59)>9)||var(59)>10
TriggerAll=Enemy(floor(fvar(18))),Time>50||var(59)>10||(StateNo=[150,155])||(PrevStateNo=[5000,5270])
TriggerAll=var(58)=[1,2]
Trigger1 = 0;Enemy(floor(fvar(18))),AnimTime<-5
Trigger1 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*(2+(Enemy(floor(fvar(18))),StateType=A)*3)=[-5,106]
Trigger1 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*8)*8=[-70,0]
Trigger2 = Enemy(floor(fvar(18))),AnimTime<-6
Trigger2 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*(2+(Enemy(floor(fvar(18))),StateType=A)*4)=[107,117]
Trigger2 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*9)*9=[-72,0]
Trigger3 = Enemy(floor(fvar(18))),AnimTime<-7
Trigger3 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*(3+(Enemy(floor(fvar(18))),StateType=A)*4)=[118,130]
Trigger3 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*10)*10=[-74,0]

[State -3,DebtOnTime];fbgI^C
Type = ChangeState
value = 2999
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=!var(25)
TriggerAll=StateType!=A
TriggerAll=Power>999
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=fvar(38)!=3
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)>0
TriggerAll=Enemy(floor(fvar(18))),MoveType=A
TriggerAll=!Enemy(floor(fvar(18))),Ctrl 
TriggerAll=Enemy(floor(fvar(18))),StateNo>199
TriggerAll=Random<var(59)*60||var(59)>9
TriggerAll=Enemy(floor(fvar(18))),Time>30||(!Time&&var(59)>9)||var(59)>10
TriggerAll=Enemy(floor(fvar(18))),Time>50||var(59)>10||(StateNo=[150,155])||(PrevStateNo=[5000,5270])
TriggerAll=(StateNo=100||StateNo=105)&&Time>0
TriggerAll=var(58)!=1
TriggerAll=var(34)>7
Trigger1 = !var(58)
Trigger1 = Enemy(floor(fvar(18))),AnimTime<-6
Trigger1 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*(2+(Enemy(floor(fvar(18))),StateType=A)*4)=[-5,106]
Trigger1 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*6)*6=[-70,0]
Trigger2 = Enemy(floor(fvar(18))),AnimTime<-7
Trigger2 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*(3+(Enemy(floor(fvar(18))),StateType=A)*4)=[107,117]
Trigger2 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*7)*7=[-72,0]
Trigger3 = Enemy(floor(fvar(18))),AnimTime<-8
Trigger3 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*(3+(Enemy(floor(fvar(18))),StateType=A)*5)=[118,130]
Trigger3 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*8)*8=[-74,0]

[State -3,MappaHanti_P];G^ϯ_P
Type = ChangeState
value = 1098
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=!var(58)
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52||(StateNo=[200,451])&&var(29)&&StateNo!=241
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=fvar(38)!=3
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)>0
TriggerAll=Enemy(floor(fvar(18))),MoveType=A
TriggerAll=!Enemy(floor(fvar(18))),Ctrl 
TriggerAll=Enemy(floor(fvar(18))),StateNo>199
TriggerAll=Enemy(floor(fvar(18))),AnimTime<-14
TriggerAll=Random<var(59)*60||var(59)>9
TriggerAll=Enemy(floor(fvar(18))),Time>30||!Time&&var(59)>9||var(59)>10
TriggerAll=Enemy(floor(fvar(18))),Time>50||var(59)>10||(StateNo=[150,155])||(PrevStateNo=[5000,5270])
Trigger1 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*9>=(P2BodyDist Y*fvar(9)<-50)*70
Trigger1 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*9<125
Trigger1 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*14)*14=[-30,0]

[State -3,MappaHanti_P];G^ϯ_P
Type = ChangeState
value = 1099
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=!var(58)
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=fvar(38)!=3
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)>0
TriggerAll=Enemy(floor(fvar(18))),MoveType=A
TriggerAll=!Enemy(floor(fvar(18))),Ctrl 
TriggerAll=Enemy(floor(fvar(18))),StateNo>199
TriggerAll=Enemy(floor(fvar(18))),AnimTime<-12||var(59)<7
TriggerAll=P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*9>=(P2BodyDist Y*fvar(9)<-50)*70
TriggerAll=P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*9<125
TriggerAll=P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*14)*14=[-30,0]
Trigger1 = Random<var(59)*60||var(59)>9
Trigger1 = Enemy(floor(fvar(18))),Time>30||(!Time&&var(59)>9)||var(59)>10
Trigger1 = Enemy(floor(fvar(18))),Time>50||var(59)>10||(StateNo=[150,155])||(PrevStateNo=[5000,5270])
Trigger1 = (StateNo=100||StateNo=105)&&Time>0
Trigger1 = var(34)>12

[State -3,EX-CWH];EX۽ܲ˰
Type = ChangeState
value = 2100
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(58)=1
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType=A
TriggerAll=!Enemy(floor(fvar(18))),Ctrl
TriggerAll=Enemy(floor(fvar(18))),StateNo>199
TriggerAll=Enemy(floor(fvar(18))),AnimTime<-4
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*4)*4=[-50,0]
TriggerAll=P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*(1+(Enemy(floor(fvar(18))),StateType=A)*3)=[-5,41]
Trigger1 = Random<var(59)*60||var(59)>9
Trigger1 = Enemy(floor(fvar(18))),Time>30||(!Time&&var(59)>9)||var(59)>10
Trigger1 = Enemy(floor(fvar(18))),Time>50||var(59)>10||(StateNo=[150,155])||(PrevStateNo=[5000,5270])
Trigger1 = Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52||StateNo=100||(StateNo=[200,451])&&var(29)&&StateNo!=241
Trigger2 = Random<var(59)*20||var(59)>10
Trigger2 = !var(3)
Trigger2 = (StateNo=[200,451])&&MoveContAct
Trigger2 = StateNo!=205&&StateNo!=215&&StateNo!=240&&StateNo!=430&&StateNo!=450

;
;1F
;

[State -3,T];
Type = ChangeState
value = ifelse(BackEdgeBodyDist>62,800,805)
TriggerAll=!fvar(35)
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),StateType!=A
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=Enemy(floor(fvar(18))),Time>30||(!Time&&var(59)>9)||var(59)>10
TriggerAll=Enemy(floor(fvar(18))),Time>50||var(59)>10||(StateNo=[150,155])||(PrevStateNo=[5000,5270])
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52
Trigger1 = P2BodyDist X*fvar(8)=[-20,20]
Trigger1 = !P2Dist Y
Trigger1 = Random<var(59)*60||var(59)>9

[State -3,T2];
Type = ChangeState
value = 800
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52||var(58)=1&&StateNo=100
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=P2BodyDist X*fvar(8)=[-5,20]
TriggerAll=!P2Dist Y
TriggerAll=Enemy(floor(fvar(18))),StateType!=A
Trigger1 = Random<var(59)*20||var(59)>10
Trigger2 = (Enemy(floor(fvar(18))),StateNo=[120,159])||(StateNo=[120,159])||StateNo=52||P2StateNo=52
Trigger2 = Random<var(59)*60||var(59)>9

[State -3,T3];
Type = ChangeState
value = 800
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52||var(58)=1&&StateNo=100
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=P2BodyDist X*fvar(8)=[-5,20]
TriggerAll=!P2Dist Y
TriggerAll=Enemy(floor(fvar(18))),StateType!=A
TriggerAll=InGuardDist
TriggerAll=Random<var(59)*60||var(59)>9
Trigger1 = Enemy(floor(fvar(18))),Ctrl
Trigger2 = Enemy(floor(fvar(18))),StateNo=[0,22]
Trigger3 = Enemy(floor(fvar(18))),StateNo=[50,52]
Trigger4 = Enemy(floor(fvar(18))),StateNo=[100,199]

[State -3,A_T1];󒆓
Type = ChangeState
value = 850
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=!isHelper
TriggerAll=StateType=A
TriggerAll=Ctrl||fvar(28)
TriggerAll=P2BodyDist X*fvar(8)=[-45,55-(var(58)=2)*11]
TriggerAll=P2BodyDist Y*fvar(9)=[-79,19]
TriggerAll=Enemy(floor(fvar(18))),StateType=A
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
Trigger1 = Random<var(59)*20||var(59)>10

[State -3,A_T2];󒆓
Type = ChangeState
value = 850
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=!isHelper
TriggerAll=StateType=A
TriggerAll=Ctrl||fvar(28)
TriggerAll=P2BodyDist X*fvar(8)=[-45,55-(var(58)=2)*11]
TriggerAll=P2BodyDist Y*fvar(9)=[-79,19]
TriggerAll=Enemy(floor(fvar(18))),StateType=A
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=Random<var(59)*60||var(59)>9
Trigger1 = (Enemy(floor(fvar(18))),StateNo=[120,159])
Trigger2 = (StateNo=[120,159])||(StateNo=[5200,5210])
Trigger3 = (Enemy(floor(fvar(18))),StateNo=[5200,5210])
Trigger4 = PrevStateNo=30
Trigger5 = PrevStateNo=41

[State -3,A_T3];󒆓
Type = ChangeState
value = 850
TriggerAll=RoundState=2
TriggerAll=!isHelper
TriggerAll=StateType=A
TriggerAll=Ctrl||fvar(28)
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=P2BodyDist X*fvar(8)=[-45,55-(var(58)=2)*11]
TriggerAll=P2BodyDist Y*fvar(9)=[-79,19]
TriggerAll=Enemy(floor(fvar(18))),StateType=A
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=InGuardDist
TriggerAll=Random<var(59)*60||var(59)>9
Trigger1 = Enemy(floor(fvar(18))),Ctrl
Trigger2 = Enemy(floor(fvar(18))),StateNo=[0,22]
Trigger3 = Enemy(floor(fvar(18))),StateNo=[50,52]
Trigger4 = Enemy(floor(fvar(18))),StateNo=[100,199]

;
;Ԃ
;

[State -2,GSB];TCNo[Xg
Type = ChangeState
value = 750
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=fvar(33)>=1.5
TriggerAll=Alive
TriggerAll=var(59)=[1,9]
TriggerAll=P2BodyDist X*fvar(8)-vel x*14-Enemy(floor(fvar(18))),vel x*14=[-60,60]
TriggerAll=P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*17)*18=[-130,0]
TriggerAll=Power<PowerMax/2
TriggerAll=Random<var(59)*60||var(59)>9
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=Enemy(floor(fvar(18))),MoveType=A||Enemy(floor(fvar(18))),Ctrl
TriggerAll=Random<ifelse(var(59)<6,var(59),10-var(59))*(26+(PrevStateNo=5120)*14)
Trigger1 = Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52
Trigger2 = Time<2
Trigger2 = MoveType=A
Trigger2 = (StateNo=[200,640])
Trigger2 = (PrevStateNo!=[200,640])

[State -3,UPDundee];i̗
Type = ChangeState
value = 3100
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=!IsHelper
TriggerAll=!var(25)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(59)=[1,9]
TriggerAll=Power>999
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=Enemy(floor(fvar(18))),MoveType=A||Enemy(floor(fvar(18))),Ctrl
TriggerAll=Random<ifelse(var(59)<6,var(59),10-var(59))*(26+(PrevStateNo=5120)*14)
TriggerAll=P2BodyDist X*fvar(8)=[-5,70+vel x*8-Enemy(floor(fvar(18))),vel x*8]
TriggerAll=P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*(14+P2BodyDist Y*fvar(9)/40))*(15+P2BodyDist Y*fvar(9)/40)=[-160,0]
Trigger1 = Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52
Trigger2 = !var(3)
Trigger2 = (StateNo=[200,451])&&MoveContAct
Trigger2 = StateNo!=205&&StateNo!=215&&StateNo!=240&&StateNo!=430&&StateNo!=450

[State -3,DebtOnTime];fbgI^C
Type = ChangeState
value = 2998
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=!IsHelper
TriggerAll=!var(25)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Power>999
TriggerAll=var(59)=[1,9]
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=Enemy(floor(fvar(18))),MoveType=A||Enemy(floor(fvar(18))),Ctrl
TriggerAll=Random<ifelse(var(59)<6,var(59),10-var(59))*(26+(PrevStateNo=5120)*14)
TriggerAll=P2BodyDist X*fvar(8)=[-5,210+vel x*8-Enemy(floor(fvar(18))),vel x*8]
TriggerAll=P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*18)*18=[-80,0]
Trigger1 = Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52
Trigger2 = !var(3)
Trigger2 = (StateNo=[200,451])&&MoveContAct
Trigger2 = StateNo!=205&&StateNo!=215&&StateNo!=240&&StateNo!=430&&StateNo!=450

[State -3,,BigBanUpper_S];G^rbNoAbp[S
Type = ChangeState
value = 1498
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=!var(58)
TriggerAll=!var(48)
TriggerAll=!var(30)
TriggerAll=var(59)=[1,9]
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=Enemy(floor(fvar(18))),MoveType=A||Enemy(floor(fvar(18))),Ctrl
TriggerAll=Random<ifelse(var(59)<6,var(59),10-var(59))*(15+(PrevStateNo=5120)*20)
Trigger1 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*(4+(Enemy(floor(fvar(18))),StateType=A)*7)=[(P2BodyDist Y*fvar(9)<-50)*30,75+(9-var(59))*10]
Trigger1 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*11)*11=[-50-(9-var(59))*13,0]

[State -3,,BigBanUpper_S];G^rbNoAbp[HS
Type = ChangeState
value = 1548
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=!var(58)
TriggerAll=!var(48)
TriggerAll=!var(30)
TriggerAll=var(59)=[1,9]
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=Enemy(floor(fvar(18))),MoveType=A||Enemy(floor(fvar(18))),Ctrl
TriggerAll=Random<ifelse(var(59)<6,var(59),10-var(59))*(11+(PrevStateNo=5120)*20)
Trigger1 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*(4+(Enemy(floor(fvar(18))),StateType=A)*7)=[(P2BodyDist Y*fvar(9)<-50)*30,150+(9-var(59))*10]
Trigger1 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*17)*17=[-50-(9-var(59))*13,0]

[State -3,MappaHanti_P];G^ϯ_P
Type = ChangeState
value = 1098
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(58)=0
TriggerAll=Power>999
TriggerAll=var(59)=[1,9]
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=Enemy(floor(fvar(18))),MoveType=A||Enemy(floor(fvar(18))),Ctrl
TriggerAll=Random<ifelse(var(59)<6,var(59),10-var(59))*(15+(PrevStateNo=5120)*18)
TriggerAll=P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*9=[0,135+(9-var(59))*10]
TriggerAll=P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*14)*14=[-30-(9-var(59))*5,0]
Trigger1 = Ctrl||(StateNo=[9,22])||StateNo=52||(StateNo=[120,131])

[State -3,MappaHanti_K];G^ϯ_K
Type = ChangeState
value = 1148
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(58)=0
TriggerAll=Power>999
TriggerAll=var(59)=[1,9]
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=Enemy(floor(fvar(18))),MoveType=A||Enemy(floor(fvar(18))),Ctrl
TriggerAll=Random<ifelse(var(59)<6,var(59),10-var(59))*(11+(PrevStateNo=5120)*11)
TriggerAll=P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*9=[0,230+(9-var(59))*10]
TriggerAll=P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*16)*17=[-30-(9-var(59))*5,0]
Trigger1 = Ctrl||(StateNo=[9,22])||StateNo=52||(StateNo=[120,131])

;
;K[hLZ
;

[State -3.DAA];mfbgAOA^bN
Type = ChangeState
value = 700
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Power>999
TriggerAll=StateNo=[150,153]
TriggerAll=var(59)>3
TriggerAll=fvar(38)>0
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=!Enemy(floor(fvar(18))),Ctrl
TriggerAll=Enemy(floor(fvar(18))),StateNo>199
TriggerAll=Enemy(floor(fvar(18))),StateNo!=[5200,5210]
TriggerAll=Enemy(floor(fvar(18))),AnimTime<-17
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)>0
TriggerAll=Random<var(59)*60||var(59)>9
TriggerAll=Power>1999||Life<100||Enemy(floor(fvar(18))),Life<100
Trigger1 = P2BodyDist X*fvar(8)=[-5,50+(9-var(59))*3+Enemy(floor(fvar(18))),vel x*9]
Trigger1 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*16)*17=[-80+(9-var(59))*3,0]

[State -3.DAA];ԂσfbgAOA^bN
Type = ChangeState
value = 700
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Power>999
TriggerAll=StateNo=[150,153]
TriggerAll=var(59)=[4,9]
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=Enemy(floor(fvar(18))),Ctrl||Enemy(floor(fvar(18))),MoveType=A
TriggerAll=Random<ifelse(var(59)<6,var(59),10-var(59))*30
TriggerAll=Power>1999||Life<100||Enemy(floor(fvar(18))),Life<100
Trigger1 = P2BodyDist X*fvar(8)=[-5,50+(9-var(59))*3+Enemy(floor(fvar(18))),vel x*9]
Trigger1 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*16)*17=[-80-(9-var(59))*3,0]

;
;nNU
;

[State -3];O
Type = ChangeState
value = 21
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateNo=0
TriggerAll=var(59)>0||fvar(39)
TriggerAll=Ctrl||(StateNo=[0,20])||StateNo=22
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
Trigger1 = Enemy(floor(fvar(18))),StateType=L
Trigger1 = P2BodyDist X*fvar(8)>60+(PalNo=11)*6

[State -3];O
Type = ChangeState
value = 22
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateNo=0
TriggerAll=var(59)>0||fvar(39)
TriggerAll=Ctrl||(StateNo=[0,21])
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
Trigger1 = Enemy(floor(fvar(18))),StateType=L
Trigger1 = P2BodyDist X*fvar(8)<50+(PalNo=11)*6

[State -3,WalkStop];~
Type = ChangeState
value = 0
Ctrl = 1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState>1
TriggerAll=var(59)>0||fvar(39)
TriggerAll=StateType!=A
TriggerAll=!InGuardDist
TriggerAll=Enemy(floor(fvar(18))),StateType=L
TriggerAll=StateNo=[21,22]
Trigger1 = P2BodyDist X*fvar(8)=[50,70]

[State -3,Dash];EhԂ_bV
Type = ChangeState
value = 100
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0||fvar(39)
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||StateNo=52||(StateNo=[120,131])
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=PalNo!=11
TriggerAll=Enemy(floor(fvar(18))),StateType=L
Trigger1 = Enemy(floor(fvar(18))),StateNo!=5101||Time<9
Trigger1 = Enemy(floor(fvar(18))),StateNo!=5110
Trigger1 = Enemy(floor(fvar(18))),StateNo!=5120
Trigger1 = P2BodyDist X*fvar(8)=[-5,5]
Trigger1 = Enemy(floor(fvar(18))),BackEdgeBodyDist>40
Trigger1 = Enemy(floor(fvar(18))),FrontEdgeBodyDist>40
Trigger1 = Random<var(59)*40||(fvar(39)&&Random<400)
Trigger1 = var(58)!=1
Trigger2 = P2BodyDist X*fvar(8)=[-5,30]
Trigger2 = BackEdgeBodyDist<14
Trigger2 = var(58)!=1
Trigger3 = P2BodyDist X*fvar(8)>75+50

[State -3,Dash];ޯ
Type = ChangeState
value = 36
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0||fvar(39)
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||StateNo=52||(StateNo=[120,131])
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),StateType=L
Trigger1 = P2BodyDist X*fvar(8)=[-5,30]
Trigger1 = BackEdgeBodyDist<14
Trigger1 = var(58)=1

[State -3,Dash];EhԂDS-S
Type = ChangeState
value = 1080
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0||fvar(39)
TriggerAll=StateType!=A
TriggerAll=var(58)=2
TriggerAll=Ctrl||(StateNo=[9,22])||StateNo=52||(StateNo=[120,131])
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),StateType=L
Trigger1 = P2BodyDist X*fvar(8)=[-5,50]
Trigger1 = BackEdgeBodyDist<9
Trigger2 = P2BodyDist X*fvar(8)=[-5,50]
Trigger2 = Enemy(floor(fvar(18))),BackEdgeBodyDist>40
Trigger2 = Enemy(floor(fvar(18))),FrontEdgeBodyDist>40
Trigger2 = Random<ifelse(var(59)>9,10,var(59))*50

[State -3,BackStep];޸
Type = ChangeState
value = 105
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||StateNo=52||(StateNo=[120,131])
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=PalNo!=11
TriggerAll=Enemy(floor(fvar(18))),StateType=L
Trigger1 = P2BodyDist X*fvar(8)=[-5,25]
Trigger1 = BackEdgeBodyDist>40
Trigger1 = Random<var(59)*101

[State -3,Sucking];NUߖG^z
Type = ChangeState
value = 1198
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||StateNo=52||(StateNo=[120,131])
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),StateType=L
TriggerAll=P2BodyDist X*fvar(8)=[-9,20]
Trigger1 = 0;P2StateNo=5120
Trigger1 = !Enemy(floor(fvar(18))),AnimTime

[State -3,S_FK];NUߒiK
Type = ChangeState
value = 215
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(59)>0||fvar(39)
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),StateType=L
TriggerAll=P2BodyDist X*fvar(8)=[-5,90]
Trigger1 = Random<ifelse(var(59)>9||fvar(39),10,var(59))*9
Trigger1 = Enemy(floor(fvar(18))),Anim=[5120,5121]
Trigger1 = Enemy(floor(fvar(18))),AnimTime=-16

[State -3,C_K];NU߉iK
Type = ChangeState
value = 410
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(59)>0||fvar(39)
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),StateType=L
TriggerAll=P2BodyDist X*fvar(8)=[50,77]
Trigger1 = Random<ifelse(var(59)>9||fvar(39),10,var(59))*40
Trigger1 = Enemy(floor(fvar(18))),Anim=[5120,5121]
Trigger1 = Enemy(floor(fvar(18))),AnimTime=-3

;
;󒆋NU(\) 
;

[State -3,A_S];S
Type = ChangeState
value = 620
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0||fvar(39)
TriggerAll=StateType=A
TriggerAll=Ctrl||fvar(28)||StateNo=120||StateNo=132||StateNo=110&&Time>7||StateNo=115&&Time>4
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),StateType=L
TriggerAll=P2BodyDist X*fvar(8)=[-120,-5]
TriggerAll=vel y>0
;Trigger1 = Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*5)*6>-50
Trigger1 = Random<var(59)*101

;
;nډ 
;

[State -3,DebtOnTime];fbgI^C
Type = ChangeState
value = 3000
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=!var(25)
TriggerAll=Power>999
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=Enemy(floor(fvar(18))),StateType=A
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=P2BodyDist X*fvar(8)=[-5,210]
TriggerAll=P2BodyDist Y*fvar(9)>-100
Trigger1 = PrevStateNo=430
Trigger1 = var(58)=0

[State -3];ޯݱ߰FB
Type = ChangeState
value = 1560
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=!var(25)
TriggerAll=Power>499
TriggerAll=var(58)=2
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=Enemy(floor(fvar(18))),StateNo!=[150,155]
TriggerAll=P2BodyDist X*fvar(8)=[-5,130]
TriggerAll=P2BodyDist Y*fvar(9)>-100
TriggerAll=fvar(34)>9
Trigger1 = PrevStateNo=430||PrevStateNo=235
Trigger1 = Enemy(floor(fvar(18))),StateType=A
Trigger2 = PrevStateNo=1201

[State -3,UPDundee];i̗
Type = ChangeState
value = 3100
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=!var(25)
TriggerAll=var(58)!=1
TriggerAll=StateType!=A
TriggerAll=Power>999
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=Enemy(floor(fvar(18))),StateNo!=[150,155]
TriggerAll=fvar(34)>5
Trigger1 = PrevStateNo=1032
;Trigger1 = P2BodyDist X*fvar(8)=[-5,45+Enemy(floor(fvar(18))),vel x*(2+(Enemy(floor(fvar(18))),StateType=A)*3)]
;Trigger1 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),GetHitVar(Yaccel)*5)*5=[-99,0]
;Trigger2 = fvar(34)>6
;Trigger2 = P2BodyDist X*fvar(8)=[-5,45+Enemy(floor(fvar(18))),vel x*(3+(Enemy(floor(fvar(18))),StateType=A)*3)]
;Trigger2 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),GetHitVar(Yaccel)*6)*6=[-109,0]
;Trigger3 = fvar(34)>7
;Trigger3 = P2BodyDist X*fvar(8)=[-5,45+Enemy(floor(fvar(18))),vel x*(3+(Enemy(floor(fvar(18))),StateType=A)*4)]
;Trigger3 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),GetHitVar(Yaccel)*7)*7=[-118,0]
;Trigger4 = fvar(34)>8
;Trigger4 = P2BodyDist X*fvar(8)=[-5,45+Enemy(floor(fvar(18))),vel x*(4+(Enemy(floor(fvar(18))),StateType=A)*4)]
;Trigger4 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),GetHitVar(Yaccel)*8)*8=[-127,0]

[State -3,Jump];󒼉^_fB[
Type = ChangeState
value = 32
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=StateType!=A
TriggerAll=Power>999
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,131])||(StateNo=100||StateNo=105)&&Time>0||StateNo=52
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=Enemy(floor(fvar(18))),StateNo!=[150,155]
TriggerAll=P2BodyDist X*fvar(8)=[-50,60]
Trigger1 = Enemy(floor(fvar(18))),StateNo=[3014,3015]
Trigger2 = Enemy(floor(fvar(18))),StateNo=[3024,3025]

[State -3,Jump];zF
Type = ChangeState
value = 1199
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=StateType!=A
TriggerAll=(StateNo=100||StateNo=105)&&Time>1
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),StateType!=A
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=Enemy(floor(fvar(18))),StateNo!=[150,155]
TriggerAll=P2BodyDist X*fvar(8)=[-5,20]
TriggerAll=!P2Dist Y
TriggerAll=fvar(34)>8
TriggerAll=var(51)>3||var(59)>11
TriggerAll=var(58)=0
Trigger1 = NumTarget
Trigger1 = P2StateNo=1219||P2StateNo=[1211,1212]

[State -3,Dash];_bV
Type = ChangeState
value = 100
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=Enemy(floor(fvar(18))),StateNo!=[120,159]
TriggerAll=Enemy(floor(fvar(18))),StateNo!=1103
TriggerAll=Enemy(floor(fvar(18))),StateNo!=[11107,11108]
TriggerAll=P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),GetHitVar(Yaccel)*17)*17=[-70,0]
TriggerAll=fvar(34)>18
TriggerAll=NumHelper(30000+ID)
Trigger1 = NumTarget(1200)
Trigger1 = Enemy(floor(fvar(18))),StateNo=[1211,1219]
Trigger1 = !var(58)
Trigger2 = PalNo!=11
Trigger2 = !NumTarget(230)||Enemy(floor(fvar(18))),StateNo!=[231,239]
Trigger2 = !NumTarget(640)||Enemy(floor(fvar(18))),StateNo!=[646,649]
Trigger2 = !NumTarget(1200)||(Enemy(floor(fvar(18))),StateNo!=[1211,1219])&&Enemy(floor(fvar(18))),StateNo!=[1221,1222]
Trigger2 = !NumTarget(3200)||Enemy(floor(fvar(18))),StateNo!=[3251,3259]
Trigger2 = fvar(34)>18+(Helper(30000+ID),var(30)=1)*12
Trigger2 = P2BodyDist X*fvar(8)>90+Enemy(floor(fvar(18))),vel x*(9+(Enemy(floor(fvar(18))),StateType=A)*9)
Trigger2 = P2BodyDist Y*fvar(9)+Helper(30000+ID),fvar(30)<-90||Enemy(floor(fvar(18))),StateType!=A

[State -3,Jump];ެ
Type = ChangeState
value = 39+(P2BodyDist Y*fvar(9)<-70)*2
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=StateType!=A
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=Enemy(floor(fvar(18))),StateNo!=[150,155]
TriggerAll=StateNo=960||StateNo=950||Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,131])||(StateNo=100||StateNo=105)&&Time>0||StateNo=52
Trigger1 = PrevStateNo=1500||PrevStateNo=1550
Trigger1 = StateNo=960||StateNo=950

[State -3,S_HS];HS
Type = ChangeState
value = 230
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52||StateNo=196
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=Enemy(floor(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(30000+ID)
TriggerAll=!NumTarget(230)||Enemy(floor(fvar(18))),StateNo!=[231,239]
TriggerAll=!NumTarget(640)||Enemy(floor(fvar(18))),StateNo!=[646,649]
TriggerAll=!NumTarget(1200)||Enemy(floor(fvar(18))),StateNo!=[1211,1219]
TriggerAll=!NumTarget(3200)||Enemy(floor(fvar(18))),StateNo!=[3251,3259]
TriggerAll=P2Dist X*fvar(8)>-9+(P2BodyDist Y*fvar(9)<-50)*Enemy(floor(fvar(18))),vel x*9||Enemy(floor(fvar(18))),BackEdgeBodyDist<9
TriggerAll=P2BodyDist X*fvar(8)<80+(Enemy(floor(fvar(18))),StateType=A)*13+vel x*9+Enemy(floor(fvar(18))),vel x*9
TriggerAll=(P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),GetHitVar(Yaccel)*11)*12=[-20,9])
TriggerAll=fvar(34)>12
TriggerAll=Enemy(floor(fvar(18))),StateType=A||Enemy(floor(fvar(18))),BackEdgeBodyDist<9
Trigger1 = fvar(34)=13
Trigger2 = Enemy(floor(fvar(18))),StateType=A
Trigger3 = Helper(30000+ID),var(30)=1
Trigger3 = (P2BodyDist X*fvar(8)=[-5,9])||fvar(34)<24
Trigger4 = var(59)<10&&!fvar(39)

[State -3,S_FHS];+HS
Type = ChangeState
value = 235
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=Enemy(floor(fvar(18))),StateNo!=[120,159]
TriggerAll=P2BodyDist Y*fvar(9)+Helper(30000+ID),fvar(17)=[-40,0]
TriggerAll=fvar(34)>17
TriggerAll=var(58)!=1
TriggerAll=!NumTarget(230)||Enemy(floor(fvar(18))),StateNo!=[231,239]
TriggerAll=!NumTarget(640)||Enemy(floor(fvar(18))),StateNo!=[646,649]
TriggerAll=!NumTarget(1200)||Enemy(floor(fvar(18))),StateNo!=[1211,1219]
TriggerAll=!NumTarget(3200)||Enemy(floor(fvar(18))),StateNo!=[3251,3259]
TriggerAll=!var(58)
Trigger1 = Enemy(floor(fvar(18))),StateType=A
Trigger1 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*17*(1-(facing=Enemy(floor(fvar(18))),facing)*2)>=-(Enemy(floor(fvar(18))),BackEdgeBodyDist<9)*50
Trigger1 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*17*(1-(facing=Enemy(floor(fvar(18))),facing)*2)=[50,170]
Trigger2 = Enemy(floor(fvar(18))),StateType!=A||Enemy(floor(fvar(18))),BackEdgeBodyDist<20
Trigger2 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*7=[-5,110]

[State -3,C_S];S
Type = ChangeState
value = 420
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=Enemy(floor(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(30000+ID)
TriggerAll=P2BodyDist X*fvar(8)=[-50,62+vel x*9+Enemy(floor(fvar(18))),vel x*9]
TriggerAll=(P2BodyDist Y*fvar(9)+Helper(30000+ID),fvar(10)=[-80,0])
Trigger1 = fvar(34)>10
Trigger1 = fvar(34)=11
Trigger1 = P2BodyDist Y*fvar(9)+Helper(30000+ID),fvar(5)<-50||P2BodyDist X*fvar(8)>43
Trigger1 = P2BodyDist Y*fvar(9)+Helper(30000+ID),fvar(12)<-40
Trigger1 = Enemy(floor(fvar(18))),StateType=A

[State -3,S_NS];S
Type = ChangeState
value = 220
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=StateType!=A
TriggerAll=StateNo=225&&!AnimTime
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=Enemy(floor(fvar(18))),StateNo!=[150,155]
TriggerAll=!P2Dist Y
Trigger1 = P2BodyDist X*fvar(8)=[-50,43]

[State -3,C_K];K
Type = ChangeState
value = 410
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=StateType!=A
TriggerAll=StateNo=225&&!AnimTime&&P2BodyDist X*fvar(8)>43
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=Enemy(floor(fvar(18))),StateNo!=[150,155]
TriggerAll=!P2Dist Y
Trigger1 = P2BodyDist X*fvar(8)=[-5,77+vel x*2+Enemy(floor(fvar(18))),vel x*2]

[State -3,S_NS];S
Type = ChangeState
value = 220
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52||StateNo=225&&!AnimTime
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=Enemy(floor(fvar(18))),StateNo!=[150,155]
TriggerAll=P2BodyDist X*fvar(8)=[-50,43]
TriggerAll=P2BodyDist Y*fvar(9)+Helper(30000+ID),fvar(5)=[-80,0]
TriggerAll=fvar(34)>5
Trigger1 = fvar(34)=6
Trigger2 = Enemy(floor(fvar(18))),StateType=A
Trigger3 = Helper(30000+ID),var(30)=1
Trigger3 = (P2BodyDist X*fvar(8)=[-5,9])||fvar(34)<14
Trigger4 = var(59)<10&&!fvar(39)

[State -3,C_K];K
Type = ChangeState
value = 410
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52||StateNo=225&&!AnimTime&&P2BodyDist X*fvar(8)>43
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=Enemy(floor(fvar(18))),StateNo!=[150,155]
TriggerAll=P2BodyDist X*fvar(8)=[-5,77+vel x*2+Enemy(floor(fvar(18))),vel x*2]
TriggerAll=!P2Dist Y
TriggerAll=fvar(34)>4
Trigger1 = fvar(34)=5
Trigger2 = Enemy(floor(fvar(18))),StateType=A
Trigger3 = Helper(30000+ID),var(30)=1
Trigger3 = (P2BodyDist X*fvar(8)=[-5,9])||fvar(34)<10
Trigger4 = var(59)<10&&!fvar(39)

[State -3,S_K];K
Type = ChangeState
value = 210
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=Enemy(floor(fvar(18))),StateNo!=[150,155]
TriggerAll=P2BodyDist X*fvar(8)=[-5,93+Enemy(floor(fvar(18))),vel x*(3+(Enemy(floor(fvar(18))),StateType=A)*4)]
TriggerAll=(P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),GetHitVar(Yaccel)*7)*7=[-40,20])
TriggerAll=fvar(34)>7
Trigger1 = Enemy(floor(fvar(18))),StateType=A

[State -3,C_P];P
Type = ChangeState
value = 400
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=Enemy(floor(fvar(18))),StateNo!=[150,155]
TriggerAll=P2BodyDist X*fvar(8)=[-5,65+vel x*2+Enemy(floor(fvar(18))),vel x*(2+(Enemy(floor(fvar(18))),StateType=A)*3)]
TriggerAll=(P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),GetHitVar(Yaccel)*5)*5=[-30,80])
TriggerAll=fvar(34)>5
Trigger1 = fvar(34)=6
Trigger2 = Enemy(floor(fvar(18))),StateType=A
Trigger3 = Helper(30000+ID),var(30)=1
Trigger3 = (P2BodyDist X*fvar(8)=[-5,9])||fvar(34)<10
Trigger4 = var(59)<10&&!fvar(39)

[State -3,S_P];P
Type = ChangeState
value = 200
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=!IsHelper
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)<-60||Enemy(floor(fvar(18))),StateType=A
TriggerAll=Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)<-130||Enemy(floor(fvar(18))),StateType!=C
TriggerAll=P2BodyDist X*fvar(8)=[-5,56+vel x*2+Enemy(floor(fvar(18))),vel x*(2+(Enemy(floor(fvar(18))),StateType=A)*3)]
TriggerAll=P2BodyDist Y*fvar(9)+Helper(30000+ID),fvar(5)=[-60,0]
TriggerAll=fvar(34)>5
Trigger1 = fvar(34)=6
Trigger2 = Enemy(floor(fvar(18))),StateType=A
Trigger3 = Helper(30000+ID),var(30)=1
Trigger3 = (P2BodyDist X*fvar(8)=[-5,9])||fvar(34)<10
Trigger4 = var(59)<10&&!fvar(39)

[State -3,RH];Cng
Type = ChangeState
value = 3300
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=!var(25)
TriggerAll=var(58)=1
TriggerAll=StateType!=A
TriggerAll=Power>999
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52||StateNo=100||(StateNo=[200,451])&&var(29)&&StateNo!=241
TriggerAll=var(59)>8&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=PalNo=12||Enemy(floor(fvar(18))),StateNo!=[150,155]
TriggerAll=fvar(34)>3
TriggerAll=var(51)>30-(PalNo=12)*25||PalNo=12&&var(59)>11||P2Life<80
TriggerAll=P2Dist X*fvar(8)>=0
Trigger1 = P2BodyDist X*fvar(8)=[-50,96+Enemy(floor(fvar(18))),vel x*(1+(Enemy(floor(fvar(18))),StateType=A)*2)]
Trigger1 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),GetHitVar(Yaccel)*3)*3=[-110,0]
Trigger2 = fvar(34)>4
Trigger2 = P2BodyDist X*fvar(8)=[-50,96+Enemy(floor(fvar(18))),vel x*(1+(Enemy(floor(fvar(18))),StateType=A)*3)]
Trigger2 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),GetHitVar(Yaccel)*4)*4=[-110,0]
Trigger3 = fvar(34)>5
Trigger3 = P2BodyDist X*fvar(8)=[-50,96+Enemy(floor(fvar(18))),vel x*(2+(Enemy(floor(fvar(18))),StateType=A)*3)]
Trigger3 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),GetHitVar(Yaccel)*5)*5=[-110,0]
Trigger4 = fvar(34)>6
Trigger4 = P2BodyDist X*fvar(8)=[-50,96+Enemy(floor(fvar(18))),vel x*(2+(Enemy(floor(fvar(18))),StateType=A)*4)]
Trigger4 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),GetHitVar(Yaccel)*6)*6=[-110,0]
Trigger5 = fvar(34)>7
Trigger5 = P2BodyDist X*fvar(8)=[-50,96+Enemy(floor(fvar(18))),vel x*(2+(Enemy(floor(fvar(18))),StateType=A)*5)]
Trigger5 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),GetHitVar(Yaccel)*7)*7=[-110,0]
Trigger6 = fvar(34)>8
Trigger6 = P2BodyDist X*fvar(8)=[-50,163+Enemy(floor(fvar(18))),vel x*(3+(Enemy(floor(fvar(18))),StateType=A)*5)]
Trigger6 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),GetHitVar(Yaccel)*8)*8=[-90,0]
Trigger7 = fvar(34)>9
Trigger7 = P2BodyDist X*fvar(8)=[-50,163+Enemy(floor(fvar(18))),vel x*(3+(Enemy(floor(fvar(18))),StateType=A)*6)]
Trigger7 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),GetHitVar(Yaccel)*9)*9=[-90,0]
Trigger8 = fvar(34)>10
Trigger8 = P2BodyDist X*fvar(8)=[-50,163+Enemy(floor(fvar(18))),vel x*(3+(Enemy(floor(fvar(18))),StateType=A)*7)]
Trigger8 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),GetHitVar(Yaccel)*10)*10=[-90,0]
Trigger9 = fvar(34)>11
Trigger9 = P2BodyDist X*fvar(8)=[-50,163+Enemy(floor(fvar(18))),vel x*(4+(Enemy(floor(fvar(18))),StateType=A)*7)]
Trigger9 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),GetHitVar(Yaccel)*11)*11=[-90,0]
;Trigger10= fvar(34)>12
;Trigger10= P2BodyDist X*fvar(8)=[-50,163+Enemy(floor(fvar(18))),vel x*(4+(Enemy(floor(fvar(18))),StateType=A)*8)]
;Trigger10= P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),GetHitVar(Yaccel)*12)*12=[-90,0]
;Trigger11= fvar(34)>13
;Trigger11= P2BodyDist X*fvar(8)=[-50,163+Enemy(floor(fvar(18))),vel x*(4+(Enemy(floor(fvar(18))),StateType=A)*9)]
;Trigger11= P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),GetHitVar(Yaccel)*13)*13=[-90,0]

[State -3];O
Type = ChangeState
value = 21
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState>1
TriggerAll=var(59)>0||fvar(39)
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[0,20])||StateNo=22
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=Enemy(floor(fvar(18))),StateNo!=[150,155]
Trigger1 = fvar(34)>5
Trigger1 = P2Dist X*fvar(8)>5+(PalNo=11)*6

[State -3];O
Type = ChangeState
value = 0
Ctrl = 1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState>1
TriggerAll=var(59)>0||fvar(39)
TriggerAll=StateType!=A
TriggerAll=StateNo=21
Trigger1 = Enemy(floor(fvar(18))),MoveType=H
Trigger1 = Enemy(floor(fvar(18))),StateNo!=[150,155]
Trigger1 = P2Dist X*fvar(8)<6+(PalNo=11)*6||fvar(34)<6
Trigger2 = var(59)<1
Trigger2 = Enemy(floor(fvar(18))),MoveType!=H
Trigger2 = Enemy(floor(fvar(18))),StateType!=L

;
;nq 
;

[State -3,Jump_var(17)Set];ެߎd
Type = VarSet
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=!IsHelper
TriggerAll=StateType!=A
TriggerAll=MoveContAct
Trigger1 = StateNo=200
Trigger2 = StateNo=210
Trigger3 = StateNo=220
Trigger4 = StateNo=225
Trigger5 = StateNo=230
Trigger6 = StateNo=420
var(17) = 1
IgNoreHitPause = 1

[State -3];o[XgpLZެ
Type = ChangeState
value = 39
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=!IsHelper
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)>0
TriggerAll=StateType!=A
TriggerAll=MoveContAct
Trigger1 = StateNo=200
Trigger2 = StateNo=210
Trigger3 = StateNo=220
Trigger4 = StateNo=225
Trigger5 = StateNo=230
Trigger6 = StateNo=420

;
;ł

[State -3,S_FK];i{K
Type = ChangeState
value = 215
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=!IsHelper
TriggerAll=StateType!=A
TriggerAll=MoveGuarded
TriggerAll=StateNo=220||StateNo=420
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=P2BodyDist X*fvar(8)=[-5,73]
TriggerAll=!P2Dist Y
Trigger1 = Random<var(59)*14

[State -3,C_P];P
Type = ChangeState
value = 400
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=!IsHelper
TriggerAll=StateType!=A
TriggerAll=MoveGuarded
TriggerAll=StateNo=200||StateNo=400
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=P2BodyDist X*fvar(8)=[-5,56]
TriggerAll=P2BodyDist Y*fvar(9)>-30
Trigger1 = Random<var(59)*90

[State -3,C_P];P
Type = ChangeState
value = 200
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=!IsHelper
TriggerAll=StateType!=A
TriggerAll=MoveGuarded
TriggerAll=StateNo=200||StateNo=400
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)<-60||Enemy(floor(fvar(18))),StateType=A
TriggerAll=Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)<-130||Enemy(floor(fvar(18))),StateType!=C
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
Trigger1 = P2BodyDist X*fvar(8)=[-5,65]
Trigger1 = P2BodyDist Y*fvar(9)>-60
Trigger1 = Random<var(59)*90

[State -3,S_HS];HS
Type = ChangeState
value = 230
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(59)>0
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=P2BodyDist X*fvar(8)=[-5,90]
TriggerAll=P2BodyDist Y*fvar(9)=[-60,0]
TriggerAll=var(58)=1
TriggerAll=fvar(34)>12-5
TriggerAll=MoveGuarded
Trigger1 = StateNo=200
Trigger2 = StateNo=205
Trigger3 = StateNo=210
Trigger3 = P2BodyDist X*fvar(8)<49
Trigger4 = StateNo=220
Trigger5 = StateNo=225
Trigger5 = P2BodyDist X*fvar(8)<54
Trigger6 = StateNo=400
Trigger7 = StateNo=420

[State -3,C_D];D
Type = ChangeState
value = 450
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(59)>0
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=P2BodyDist X*fvar(8)=[-5,90]
TriggerAll=!P2Dist Y
TriggerAll=var(58)=1
TriggerAll=fvar(34)>12-5
TriggerAll=Random<ifelse(var(59)>9,10,var(59))*(9+(fvar(34)<12)*15)
TriggerAll=MoveGuarded
Trigger1 = StateNo=200
Trigger2 = StateNo=205
Trigger3 = StateNo=210
Trigger3 = P2BodyDist X*fvar(8)<63
Trigger4 = StateNo=220
Trigger5 = StateNo=225
Trigger6 = StateNo=230
Trigger7 = StateNo=400
Trigger8 = StateNo=410
Trigger8 = P2BodyDist X*fvar(8)<64
Trigger9 = StateNo=420

[State -3,MappaHanti_P];ϯP
Type = ChangeState
value = 1100
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=!InGuardDist
TriggerAll=var(59)=[1,11]
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=P2BodyDist X*fvar(8)=[-5,122]
TriggerAll=P2BodyDist Y*fvar(9)>-50
TriggerAll=var(58)=1
TriggerAll=!var(3)
TriggerAll=MoveGuarded
TriggerAll=fvar(34)>11-5
TriggerAll=Random<ifelse(var(59)>9,10,var(59))*(9+(fvar(34)<12)*15)
Trigger1 = (StateNo=[200,451])
Trigger1 = StateNo!=205
Trigger1 = StateNo!=215
Trigger1 = StateNo!=240
Trigger1 = StateNo!=430

[State -3,MappaHanti_K];ϯK
Type = ChangeState
value = 1150
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(59)>0
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=P2BodyDist X*fvar(8)=[-5,222]
TriggerAll=P2BodyDist Y*fvar(9)>-50
TriggerAll=var(58)=1
TriggerAll=MoveGuarded
TriggerAll=fvar(34)>14-5
TriggerAll=Random<ifelse(var(59)>9,10,var(59))*(3+(fvar(34)<14)*11)
Trigger1 = (StateNo=[200,451])
Trigger1 = StateNo!=205
Trigger1 = StateNo!=215
Trigger1 = StateNo!=240
Trigger1 = StateNo!=430

[State -3,S_HS];HS
Type = ChangeState
value = 230
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(59)>0
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=P2BodyDist X*fvar(8)=[-5,50]
TriggerAll=P2BodyDist Y*fvar(9)=[-60,0]
TriggerAll=var(58)=1
TriggerAll=fvar(34)>12
TriggerAll=Enemy(floor(fvar(18))),Power<1000
TriggerAll=MoveGuarded
TriggerAll=Random<var(59)*40
Trigger1 = StateNo=200
Trigger2 = StateNo=205
Trigger3 = StateNo=210
Trigger3 = P2BodyDist X*fvar(8)<49
Trigger4 = StateNo=220
Trigger5 = StateNo=225
Trigger5 = P2BodyDist X*fvar(8)<54
Trigger6 = StateNo=400
Trigger7 = StateNo=420

[State -3,C_D];D
Type = ChangeState
value = 450
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(59)>0
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=P2BodyDist X*fvar(8)=[-5,70]
TriggerAll=!P2Dist Y
TriggerAll=var(58)=1
TriggerAll=fvar(34)>12
TriggerAll=Enemy(floor(fvar(18))),Power<1000
TriggerAll=MoveGuarded
TriggerAll=Random<var(59)*40
Trigger1 = StateNo=205
Trigger2 = StateNo=210
Trigger2 = P2BodyDist X*fvar(8)<63
Trigger3 = StateNo=220
Trigger4 = StateNo=225
Trigger5 = StateNo=230
Trigger6 = StateNo=410
Trigger6 = P2BodyDist X*fvar(8)<64
Trigger7 = StateNo=420

[State -3,MappaHanti_P];ϯP
Type = ChangeState
value = 1150
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=!InGuardDist
TriggerAll=var(59)=[1,11]
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=P2BodyDist X*fvar(8)=[-5,122-50]
TriggerAll=P2BodyDist Y*fvar(9)>-50
TriggerAll=var(58)=1
TriggerAll=!var(3)
TriggerAll=MoveGuarded
TriggerAll=fvar(34)>11
TriggerAll=Random<var(59)*40
TriggerAll=Enemy(floor(fvar(18))),Power<1000
Trigger1 = (StateNo=[200,451])
Trigger1 = StateNo!=205
Trigger1 = StateNo!=215
Trigger1 = StateNo!=240
Trigger1 = StateNo!=430

[State -3,MappaHanti_P];ϯP
Type = ChangeState
value = 1150
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=!InGuardDist
TriggerAll=var(59)>0
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=P2BodyDist X*fvar(8)=[-5,122-50]
TriggerAll=P2BodyDist Y*fvar(9)>-50
TriggerAll=MoveGuarded
TriggerAll=Random<var(59)*40
TriggerAll=Enemy(floor(fvar(18))),Power<1000
TriggerAll=fvar(34)>14
Trigger1 = StateNo=230
Trigger2 = StateNo=235
Trigger3 = StateNo=420

;łߏI
;
;ިȰݗp

[State -3];DȰ2iځEAg
Type = ChangeState
value = 2200
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=var(58)=1
TriggerAll=MoveType!=H
TriggerAll=StateNo=1100||StateNo=1150
TriggerAll=MoveContAct
TriggerAll=fvar(34)>12
TriggerAll=P2BodyDist X*fvar(8)=[-5,60]
Trigger1 = 1
;Trigger2 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),GetHitVar(Yaccel)*6)*6=[-20,0]
;Trigger3 = !AnimTime
;Trigger4 = fvar(34)=13

[State -3];DȰ3iځEAg
Type = ChangeState
value = 2220
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=MoveType!=H
TriggerAll=StateNo=2200
TriggerAll=MoveHit
TriggerAll=Time>6
TriggerAll=fvar(34)>6
TriggerAll=P2BodyDist X*fvar(8)=[-5,85]
TriggerAll=Enemy(floor(fvar(18))),BackEdgeBodyDist<20||Enemy(floor(fvar(18))),StateType!=A
Trigger1 = Enemy(floor(fvar(18))),StateType!=A
Trigger2 = Enemy(floor(fvar(18))),vel y!=0
Trigger2 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),GetHitVar(Yaccel)*12)*12=[-40,0]
Trigger3 = !AnimTime
Trigger4 = fvar(34)=7

[State -3];DȰ3iځEi
Type = ChangeState
value = 2230
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=MoveType!=H
TriggerAll=StateNo=2200
TriggerAll=Time>6
TriggerAll=P2BodyDist X*fvar(8)=[-5,90]
Trigger1 = Enemy(floor(fvar(18))),StateType=A
Trigger1 = MoveHit

[State -3];DȰ2iځEi
Type = ChangeState
value = 2210
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=var(58)=1
TriggerAll=MoveType!=H
TriggerAll=StateNo=1100||StateNo=1150
TriggerAll=MoveContAct
TriggerAll=P2BodyDist X*fvar(8)=[-5,55]
Trigger1 = var(59)>0
Trigger1 = MoveGuarded=1
Trigger1 = Random<var(59)*15

[State -3];DȰ3iځEi
Type = ChangeState
value = 2230
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=MoveType!=H
TriggerAll=StateNo=2200
TriggerAll=Time>6
TriggerAll=P2BodyDist X*fvar(8)=[-5,80]
Trigger1 = MoveGuarded=1
Trigger1 = Random<var(59)*9

[State -3];DȰ3iځEi
Type = ChangeState
value = 2240
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=MoveType!=H
TriggerAll=StateNo=2200
TriggerAll=Time>6
TriggerAll=P2BodyDist X*fvar(8)=[-5,30]
Trigger1 = MoveGuarded=1
Trigger1 = Random<var(59)*7

;
;
;

[State -3,S_LS];S
Type = ChangeState
value = 220
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=P2BodyDist X*fvar(8)=[-42,44]
TriggerAll=!var(3)
TriggerAll=var(58)=1
TriggerAll=MoveHit
Trigger1 = StateNo=200
Trigger2 = StateNo=205
Trigger3 = StateNo=210
Trigger4 = StateNo=400
Trigger5 = StateNo=410

[State -3,S_P];P
Type = ChangeState
value = 200
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=StateType!=A
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=StateNo=400
TriggerAll=MoveHit
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=Enemy(floor(fvar(18))),StateType=A
TriggerAll=Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)<-40||Enemy(floor(fvar(18))),StateType=A
TriggerAll=Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)<-80||Enemy(floor(fvar(18))),StateType!=C
TriggerAll=P2BodyDist X*fvar(8)=[-5,56]
Trigger1 = P2BodyDist Y*fvar(9)>-80

[State -3,CJump];LZެ
Type = ChangeState
value = 39
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),StateType=A
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=(P2BodyDist X*fvar(8)=[-5,50])
TriggerAll=(P2BodyDist X*fvar(8)=[-5,35])||P2BodyDist Y*fvar(9)<-20
TriggerAll=MoveHit
Trigger1 = StateNo=200
Trigger2 = StateNo=210
Trigger3 = StateNo=220
Trigger3 = P2BodyDist Y*fvar(9)<-9
Trigger4 = StateNo=225
Trigger5 = StateNo=230
Trigger5 = var(58)!=2
Trigger6 = StateNo=420

[State -3,CJump];LZެ
Type = ChangeState
value = 36+(P2BodyDist X*fvar(8)<-20)*2
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),StateType=A
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=MoveHit
Trigger1 = StateNo=230
Trigger1 = var(58)=2
Trigger1 = var(51)>20

[State -3,C_K];K
Type = ChangeState
value = 410
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=P2BodyDist X*fvar(8)=[-5,77]
TriggerAll=!P2Dist Y
TriggerAll=Enemy(floor(fvar(18))),StateType!=A
TriggerAll=!var(3)
TriggerAll=var(58)!=1
Trigger1 = StateNo=200
Trigger1 = MoveContAct

[State -3];HS
Type = ChangeState
value = 230
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=P2BodyDist X*fvar(8)=[-5,50]
TriggerAll=P2BodyDist Y*fvar(9)=[-50,0]
TriggerAll=fvar(34)>12
TriggerAll=MoveHit
Trigger1 = StateNo=200

[State -3,C_S];S
Type = ChangeState
value = 420
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=MoveContAct
TriggerAll=StateNo=400
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=fvar(34)>10
Trigger1 = P2BodyDist X*fvar(8)=[-5,46]
Trigger1 = P2BodyDist Y*fvar(9)=[-130,0]

[State -3,S_LS];S
Type = ChangeState
value = 225
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=(P2BodyDist X*fvar(8)=[-5,104])
TriggerAll=P2BodyDist Y*fvar(9)>-70
TriggerAll=!var(3)
TriggerAll=MoveHit
Trigger1 = StateNo=220

[State -3,S_HS];HS
Type = ChangeState
value = 230
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=P2BodyDist X*fvar(8)=[-5,90]
TriggerAll=P2BodyDist Y*fvar(9)=[-60,0]
TriggerAll=var(58)=1
TriggerAll=fvar(34)>12
TriggerAll=MoveHit
Trigger1 = StateNo=200
Trigger2 = 0;StateNo=205
Trigger3 = StateNo=210
Trigger3 = P2BodyDist X*fvar(8)<49
Trigger4 = StateNo=220
Trigger5 = StateNo=225
Trigger5 = P2BodyDist X*fvar(8)<54
Trigger6 = StateNo=400
Trigger7 = StateNo=420

[State -3,C_D];D
Type = ChangeState
value = 450
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=!var(3)
TriggerAll=MoveHit
TriggerAll=P2BodyDist X*fvar(8)=[-5,90]
TriggerAll=!P2Dist Y
TriggerAll=var(58)=1
TriggerAll=fvar(34)>12
Trigger1 = 0;StateNo=200
Trigger2 = 0;StateNo=205
Trigger3 = StateNo=210
Trigger3 = P2BodyDist X*fvar(8)<63
Trigger4 = StateNo=220
Trigger5 = StateNo=225
Trigger6 = StateNo=230
Trigger7 = 0;StateNo=400
Trigger8 = StateNo=410
Trigger8 = P2BodyDist X*fvar(8)<64
Trigger9 = StateNo=420

[State -3,C_HS];HS
Type = ChangeState
value = 430
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=MoveHit
TriggerAll=!var(3)
TriggerAll=var(58)=2
TriggerAll=Power>499
TriggerAll=P2BodyDist X*fvar(8)<49
Trigger1 = StateNo=410
Trigger1 = Time=[10,13]
Trigger2 = StateNo=420
Trigger2 = Time=[10,20]

[State -3];߲ݶFB
Type = ChangeState
value = 987
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=P2BodyDist X*fvar(8)=[-50,110]
TriggerAll=P2BodyDist Y*fvar(9)>-180
TriggerAll=MoveHit
TriggerAll=var(58)!=1
TriggerAll=Power>499
TriggerAll=0;Enemy(floor(fvar(18))),BackEdgeBodyDist<15
Trigger1 = StateNo=230
Trigger1 = P2BodyDist X*fvar(8)=[-5,60+(Enemy(floor(fvar(18))),BackEdgeBodyDist<15)*15]
Trigger2 = StateNo=235

[State -3];߲ݶ
Type = ChangeState
value = 999
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=P2BodyDist X*fvar(8)=[-50,110]
TriggerAll=P2BodyDist Y*fvar(9)>-180
TriggerAll=MoveHit=1
TriggerAll=var(58)!=1
TriggerAll=fvar(34)>15
Trigger1 = StateNo=230
Trigger1 = Enemy(floor(fvar(18))),BackEdgeBodyDist<15||P2Life<ceil(160*fvar(19)*(var(51)*0.01)*(var(52)*0.01)*fvar(21))
Trigger1 = P2BodyDist X*fvar(8)=[-5,60+(Enemy(floor(fvar(18))),BackEdgeBodyDist<15)*15]
Trigger2 = StateNo=235
Trigger2 = P2BodyDist Y*fvar(9)>-54
Trigger2 = Enemy(floor(fvar(18))),BackEdgeBodyDist<15||P2BodyDist Y*fvar(9)>-20
Trigger2 = Enemy(floor(fvar(18))),StateType=A

[State -3,C_D];D
Type = ChangeState
value = 450
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=MoveHit
TriggerAll=var(58)=2
Trigger1 = StateNo=230
Trigger2 = StateNo=410
Trigger2 = Time=[10,13]
Trigger3 = StateNo=420
Trigger3 = Time=[10,20]

[State -3];߲ݶ
Type = ChangeState
value = 2000
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=P2BodyDist X*fvar(8)=[-50,110]
TriggerAll=P2BodyDist Y*fvar(9)>-180
TriggerAll=Power<500||P2BodyDist X*fvar(8)=[-5,80]
TriggerAll=MoveHit
TriggerAll=var(58)=1
TriggerAll=fvar(34)>21
Trigger1 = StateNo=230
Trigger1 = Enemy(floor(fvar(18))),StateType!=A
Trigger2 = StateNo=235
Trigger2 = Enemy(floor(fvar(18))),StateType=A

[State -3,BigBanUpper_S];rbNoAbp[S
Type = ChangeState
value = 1500
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=!var(58)
TriggerAll=!var(48)
TriggerAll=!var(30)
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=P2BodyDist X*fvar(8)=[-5,62]
TriggerAll=P2BodyDist Y*fvar(9)>-100
TriggerAll=Power>499
TriggerAll=MoveHit
Trigger1 = StateNo=200
Trigger2 = StateNo=210
Trigger3 = StateNo=220
Trigger3 = PrevStateNo=225
Trigger4 = StateNo=225
Trigger4 = P2BodyDist X*fvar(8)=[45,62]
Trigger5 = StateNo=400
Trigger6 = StateNo=410
Trigger6 = P2BodyDist X*fvar(8)=[-5,48]
Trigger7 = StateNo=420

[State -3,BigBanUpper_HS];rbNoAbp[HS
Type = ChangeState
value = 1550
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=!var(58)
TriggerAll=!var(48)
TriggerAll=!var(30)
TriggerAll=StateType!=A
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=P2BodyDist X*fvar(8)=[-5,150]
TriggerAll=P2BodyDist Y*fvar(9)>-100
TriggerAll=Power>499
TriggerAll=MoveHit
Trigger1 = StateNo=230
Trigger2 = StateNo=235

[State -3,C_D];D
Type = ChangeState
value = 450
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=MoveHit
TriggerAll=!P2Dist Y
TriggerAll=Enemy(floor(fvar(18))),StateType!=A
TriggerAll=P2BodyDist X*fvar(8)=[-5,71]
TriggerAll=fvar(34)>9
TriggerAll=!var(58)
Trigger1 = StateNo=200||StateNo=210||StateNo=230||StateNo=400||StateNo=420
Trigger1 = Power<500
Trigger2 = StateNo=220
Trigger2 = (P2BodyDist X*fvar(8)=[31,71])
Trigger3 = StateNo=410
Trigger3 = P2BodyDist X*fvar(8)<65
Trigger3 = P2BodyDist X*fvar(8)>48||Power<500

[State -3,MappaHanti_P];ϯP
Type = ChangeState
value = 1100
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=P2BodyDist X*fvar(8)=[-5,122]
TriggerAll=P2BodyDist Y*fvar(9)>-50
TriggerAll=0;MoveHit
Trigger1 = StateNo=230
Trigger2 = StateNo=235
Trigger3 = StateNo=420

[State -3,MappaHanti_K];ϯK
Type = ChangeState
value = 1150
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=P2BodyDist X*fvar(8)=[-5,222]
TriggerAll=P2BodyDist Y*fvar(9)>-50
TriggerAll=MoveHit
TriggerAll=!var(58)
Trigger1 = StateNo=230
Trigger1 = Enemy(floor(fvar(18))),StateType!=A
Trigger2 = StateNo=235
Trigger3 = StateNo=420
Trigger3 = Time>9||Power<500||P2BodyDist X*fvar(8)>48

[State -3];ϯK EX
Type = ChangeState
value = 1150
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=!var(3)
TriggerAll=var(58)=1
TriggerAll=MoveHit
TriggerAll=P2BodyDist Y*fvar(9)>-50
TriggerAll=fvar(34)>13
Trigger1 = StateNo=200
Trigger2 = StateNo=210
Trigger3 = StateNo=220
Trigger4 = StateNo=225
Trigger5 = StateNo=230
Trigger6 = StateNo=235
Trigger7 = StateNo=400
Trigger8 = StateNo=410
Trigger9 = StateNo=420
Trigger10= StateNo=450

[State -3];ϯK
Type = ChangeState
value = 1150
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=MoveHit
TriggerAll=P2BodyDist Y*fvar(9)>-50
TriggerAll=var(58)=2
TriggerAll=Power>999
TriggerAll=Enemy(floor(fvar(18))),BackEdgeBodyDist<15
TriggerAll=fvar(34)>13
Trigger1 = StateNo=220
Trigger2 = StateNo=225
Trigger2 = P2BodyDist X*fvar(8)>15
Trigger3 = StateNo=230
Trigger4 = StateNo=420

[State -3,C_D];D
Type = ChangeState
value = 450
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=P2BodyDist X*fvar(8)=[-5,130]
TriggerAll=!P2Dist Y
TriggerAll=!var(3)
TriggerAll=MoveHit
TriggerAll=!var(58)
Trigger1 = StateNo=200
Trigger2 = StateNo=210
Trigger3 = StateNo=220
Trigger4 = StateNo=230
Trigger5 = (StateNo=[400,420])

[State -3,C_D];D
Type = ChangeState
value = 450
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=P2BodyDist X*fvar(8)=[-5,130]
TriggerAll=!P2Dist Y
TriggerAll=!var(3)
TriggerAll=MoveHit
TriggerAll=var(58)=2
Trigger1 = StateNo=230
Trigger2 = StateNo=410
Trigger2 = Time=[10,13]
Trigger3 = StateNo=420
Trigger3 = Time=[10,20]

[State -3,DebtOnTime];fbgI^C
Type = ChangeState
value = 3000
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=!var(25)
TriggerAll=StateType!=A
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=P2BodyDist X*fvar(8)=[-5,210]
TriggerAll=P2BodyDist Y*fvar(9)>-70
TriggerAll=Power>999
TriggerAll=!var(3)
;TriggerAll=var(58)!=2||Power>1499
TriggerAll=MoveHit
Trigger1 = StateNo=200
Trigger2 = StateNo=210
Trigger3 = StateNo=220
Trigger3 = PrevStateNo=225
Trigger4 = StateNo=225
Trigger4 = P2BodyDist X*fvar(8)=[45,210]
Trigger5 = StateNo=230
Trigger5 = Enemy(floor(fvar(18))),StateType!=A
Trigger6 = StateNo=400
Trigger7 = StateNo=410
Trigger7 = MoveHit=1
Trigger7 = Time>9||Enemy(floor(fvar(18))),StateType=A||P2BodyDist X*fvar(8)>40
Trigger8 = MoveHit=1
Trigger8 = StateNo=420
Trigger8 = Time>9||Enemy(floor(fvar(18))),StateType=A||P2BodyDist X*fvar(8)>40

;
;ݷݾ
;

[State -3,RC];RC
Type = ChangeState
value = 950
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=!IsHelper
TriggerAll=Power>999
TriggerAll=StateType!=A
TriggerAll=var(59)>6&&Random<var(59)*101||fvar(39)
TriggerAll=MoveHit
TriggerAll=var(51)>30
Trigger1 = var(58)!=1
Trigger1 = StateNo=1150||StateNo=1100
Trigger1 = (P2BodyDist X*fvar(8)=[-5,44])
Trigger2 = StateNo=450
Trigger2 = (P2BodyDist X*fvar(8)=[-5,9])

[State -3,RC];߲ݶRC
Type = ChangeState
value = 950
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Power>999
TriggerAll=StateType!=A
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=MoveContAct
TriggerAll=var(58)!=2
TriggerAll=0;StateNo=1020||StateNo=2000
Trigger1 = MoveHit=1
Trigger1 = Enemy(floor(fvar(18))),MoveType=H
Trigger1 = P2StateNo!=1103
Trigger1 = P2StateNo!=[11107,11108]
Trigger1 = P2StateNo!=[1120,1121]
Trigger1 = Enemy(floor(fvar(18))),BackEdgeBodyDist<20
Trigger2 = Enemy(floor(fvar(18))),MoveType!=H
Trigger3 = Enemy(floor(fvar(18))),StateNo=[120,155]

[State -3,RC];RC p
Type = ChangeState
value = 950
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Power>999
TriggerAll=StateType!=A
TriggerAll=var(59)>6&&Random<var(59)*101||fvar(39)
TriggerAll=PalNo=12
TriggerAll=MoveContAct
TriggerAll=NumHelper(30000+ID)
Trigger1 = StateNo!=220||Helper(30000+ID),fvar(39)>0
Trigger1 = (StateNo=[200,799])
Trigger2 = StateNo!=[1200,1201]
;Trigger2 = StateNo!=1150&&StateNo!=1100||var(58)!=1||(P2BodyDist X*fvar(8)=[-5,44])||Helper(30000+ID),fvar(39)>0||MoveGuarded
Trigger2 = (StateNo=[1000,3999])

[State -3,RC];spRC
Type = ChangeState
value = 950
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Power>999
TriggerAll=var(59)=[1,7]
TriggerAll=StateNo=1500||StateNo=15505||var(58)=2&&StateNo=3000
TriggerAll=MoveHit
Trigger1 = Random<ifelse(var(59)<6,var(59),10-var(59))*20

[State -3,S_FP_FRC];Fݷݾ(DïP)
Type = ChangeState
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Power>499
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=StateNo=1000
TriggerAll=Time=[8,12]
Trigger1 = PrevStateNo=996
Trigger2 = InGuardDist
value = 960
IgNoreHitPause = 1

[State -3,DOT_FRC];Fݷݾ ޯĵ
Type = ChangeState
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Power>499
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=StateNo=3000
TriggerAll=Anim=3050
TriggerAll=AnimElemTime(9)>8
TriggerAll=AnimElemTime(10)<2
Trigger1 = fvar(34)<90
Trigger1 = P2BodyDist Y*fvar(9)>-60
value = 961
IgNoreHitPause = 1

[State -3,S_FP_FRC];Fݷݾ(DïP)
Type = ChangeState
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Power>499
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=StateNo=1000
TriggerAll=Time=[8,12]
Trigger1 = PrevStateNo=996
Trigger2 = InGuardDist
value = 960
IgNoreHitPause = 1

[State -3,S_FP_FRC];Fݷݾ({P)
Type = ChangeState
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Power>499
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=StateNo=205
TriggerAll=NumHelper(1299)>0
Trigger1 = Enemy(floor(fvar(18))),BackEdgeBodyDist<20
Trigger1 = MoveContAct
Trigger2 = NumHelper(30000+ID)
Trigger2 = Helper(30000+ID),fvar(39)>0
value = 960
IgNoreHitPause = 1

[State -3,S_FP_FRC];Fݷݾ({P)
Type = ChangeState
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Power>499
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=StateNo=430
TriggerAll=NumHelper(1298)>0
Trigger1 = 0;var(58)=1
Trigger1 = Enemy(floor(fvar(18))),BackEdgeBodyDist<20
Trigger1 = MoveContAct
Trigger2 = InGuardDist
value = 960
IgNoreHitPause = 1

[State -3,FRC];Fݷݾ
Type = ChangeState
value = 960
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Power>499
TriggerAll=StateType!=A
TriggerAll=MoveType!=H
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
Trigger1 = StateNo=1500||StateNo=1550
Trigger1 = AnimElemTime(10)=[0,2]
Trigger1 = MoveContAct&&Enemy(floor(fvar(18))),MoveType=H||InGuardDist
Trigger1 = !var(21)
Trigger1 = Enemy(floor(fvar(18))),GetHitVar(yvel)>-30
IgNoreHitPause = 1

[State -3,FRC];Fݷݾ ޯĵ
Type = ChangeState
value = 960
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Power>499
TriggerAll=StateType!=A
TriggerAll=MoveType!=H
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=StateNo=3000
TriggerAll=Anim=3050
TriggerAll=AnimElemTime(9)>8
TriggerAll=AnimElemTime(10)<2
Trigger1 = 1
IgNoreHitPause = 1

[State -3,RC];ޯĵ RC
Type = ChangeState
value = 951
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Power>999
TriggerAll=StateType=A
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=StateNo=3000
TriggerAll=MoveContAct
TriggerAll=var(58)=[0,1]
Trigger1 = Enemy(floor(fvar(18))),BackEdgeBodyDist<15
Trigger1 = (P2BodyDist X*fvar(8)=[-5,89])
Trigger2 = PalNo=12

;
;󒆖ډ
;
;_Xgp

[State -3,A_D];D
Type = ChangeState
value = 640
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||fvar(28)||StateNo=120||StateNo=132||StateNo=110&&Time>7||StateNo=115&&Time>4
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=P2BodyDist X*fvar(8)=[-30,180]
TriggerAll=P2BodyDist Y*fvar(9)=[-100,45]
TriggerAll=Enemy(floor(fvar(18))),StateNo!=[3011,3013]
TriggerAll=PrevStateNo!=[30,36]
Trigger1 = var(23)=10
Trigger1 = var(22)>7

[State -3,A_HS];HS
Type = ChangeState
value = 610
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||fvar(28)||StateNo=120||StateNo=132||StateNo=110&&Time>7||StateNo=115&&Time>4
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=P2BodyDist X*fvar(8)=[-30,180]
TriggerAll=P2BodyDist Y*fvar(9)=[-100,45]
TriggerAll=Enemy(floor(fvar(18))),StateNo!=[3011,3013]
TriggerAll=PrevStateNo!=[30,36]
Trigger1 = var(23)=10
Trigger1 = var(22)<8

;_XgpI
;
;GA

[State -3,DownDundee];^_fB[
Type = ChangeState
value = 3200
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=!IsHelper
TriggerAll=!var(25)
TriggerAll=Power>999
TriggerAll=StateType=A
TriggerAll=Ctrl||fvar(28)||StateNo=120||StateNo=132||StateNo=110&&Time>7||StateNo=115&&Time>4||StateNo=99&&PrevStateNo=620
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=PrevStateNo!=[30,36]
TriggerAll=Pos Y<-30
TriggerAll=var(51)>30||PalNo=12
TriggerAll=fvar(34)>11
TriggerAll=PrevStateNo!=620
TriggerAll=PrevStateNo!=615||Enemy(floor(fvar(18))),BackEdgeBodyDist<9
Trigger1 = P2BodyDist X*fvar(8)=[-80,3+(Enemy(floor(fvar(18))),BackEdgeBodyDist<9)*27]
Trigger1 = P2BodyDist Y*fvar(9)=[-80,30]

[State -3,A_D];D
Type = ChangeState
value = 640
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||fvar(28)||StateNo=120||StateNo=132||StateNo=110&&Time>7||StateNo=115&&Time>4||StateNo=99&&PrevStateNo=620
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),StateType=A
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=PrevStateNo!=[30,36]
TriggerAll=Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*7)*7<0
TriggerAll=fvar(34)>7
TriggerAll=PrevStateNo=630
TriggerAll=Enemy(floor(fvar(18))),StateNo!=[3011,3015]
TriggerAll=Enemy(floor(fvar(18))),StateNo!=[3021,3025]
Trigger1 = P2BodyDist X*fvar(8)-vel x*7=[-50,41]
Trigger1 = P2BodyDist Y*fvar(9)-(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*7)*7=[-80,100]

[State -3,A_HS];HS
Type = ChangeState
value = 630
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||fvar(28)||StateNo=120||StateNo=132||StateNo=110&&Time>7||StateNo=115&&Time>4||StateNo=99&&PrevStateNo=620
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),StateType=A
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=PrevStateNo!=[30,36]
TriggerAll=var(17)=1
TriggerAll=var(58)=2
TriggerAll=Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*13)*13<0
TriggerAll=fvar(34)>13
TriggerAll=Enemy(floor(fvar(18))),StateNo!=[3011,3015]
TriggerAll=Enemy(floor(fvar(18))),StateNo!=[3021,3025]
Trigger1 = P2BodyDist X*fvar(8)-vel x*13=[-50,54]
Trigger1 = P2BodyDist Y*fvar(9)-(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*13)*13=[-80,100]

[State -3,A_D];D
Type = ChangeState
value = 640
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||fvar(28)||StateNo=120||StateNo=132||StateNo=110&&Time>7||StateNo=115&&Time>4||StateNo=99&&PrevStateNo=620
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),StateType=A
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=PrevStateNo!=[30,36]
TriggerAll=Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*7)*7<0
TriggerAll=fvar(34)>7
TriggerAll=PrevStateNo=615
TriggerAll=var(51)<27
TriggerAll=Enemy(floor(fvar(18))),StateNo!=[3011,3015]
TriggerAll=Enemy(floor(fvar(18))),StateNo!=[3021,3025]
Trigger1 = P2BodyDist X*fvar(8)-vel x*7=[-50,41+39]
Trigger1 = P2BodyDist Y*fvar(9)-(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*7)*7=[-990,990]

[State -3,A_P];P
Type = ChangeState
value = 600
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||fvar(28)
TriggerAll=StateNo!=[110,119]
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=PrevStateNo!=[30,36]
TriggerAll=var(23)!=10
TriggerAll=fvar(34)>4
TriggerAll=Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*5)*5<0
TriggerAll=PrevStateNo!=615
TriggerAll=Enemy(floor(fvar(18))),StateNo!=[3011,3015]
TriggerAll=Enemy(floor(fvar(18))),StateNo!=[3021,3025]
Trigger1 = var(11)>0
Trigger1 = P2BodyDist X*fvar(8)-vel x*5=[-50,53]
Trigger1 = P2BodyDist Y*fvar(9)-(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*5)*5=[-60,90]

[State -3,A_K];K
Type = ChangeState
value = 610
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||fvar(28)||StateNo=120||StateNo=132||StateNo=110&&Time>7||StateNo=115&&Time>4||StateNo=99&&PrevStateNo=620
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=PrevStateNo!=[30,36]
TriggerAll=Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*6)*6<0
TriggerAll=fvar(34)>5
TriggerAll=PrevStateNo!=615||!var(11)
TriggerAll=Enemy(floor(fvar(18))),StateNo!=[3011,3015]
TriggerAll=Enemy(floor(fvar(18))),StateNo!=[3021,3025]
TriggerAll=(Enemy(floor(fvar(18))),StateNo!=[1102,1129])||PalNo!=12
Trigger1 = P2BodyDist X*fvar(8)-vel x*5=[-50,53]
Trigger1 = P2BodyDist Y*fvar(9)-(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*5)*5=[-60,90]

[State -3,A_K];K
Type = ChangeState
value = 610
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=StateNo=110&&Time>7
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=PrevStateNo!=[30,36]
TriggerAll=Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*6)*6<0
TriggerAll=fvar(34)>5
Trigger1 = StateNo=110

[State -3,A_D];D
Type = ChangeState
value = 640
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||fvar(28)||StateNo=120||StateNo=132||StateNo=110&&Time>7||StateNo=115&&Time>4||StateNo=99&&PrevStateNo=620
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=PrevStateNo!=[30,36]
TriggerAll=fvar(34)>5
Trigger1 = PrevStateNo=610

[State -3,A_D];D
Type = ChangeState
value = 640
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||fvar(28)||StateNo=120||StateNo=132||StateNo=110&&Time>7||StateNo=115&&Time>4||StateNo=99&&PrevStateNo=620
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),StateType=A
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=PrevStateNo!=[30,36]
TriggerAll=Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*7)*7<0
TriggerAll=fvar(34)>7
TriggerAll=PrevStateNo=615
TriggerAll=Enemy(floor(fvar(18))),StateNo!=[3011,3015]
TriggerAll=Enemy(floor(fvar(18))),StateNo!=[3021,3025]
Trigger1 = P2BodyDist X*fvar(8)-vel x*7=[-50,41+39]
Trigger1 = P2BodyDist Y*fvar(9)-(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*7)*7=[-990,990]

;
;󒆌q 
;

[State -3,A_Jump];2iެ
Type = ChangeState
value = 99
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=!var(11)
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)>0
TriggerAll=MoveHit||(StateNo=620&&var(6))
Trigger1 = StateNo=610
Trigger2 = StateNo=620
Trigger3 = StateNo=640

;
;
;

[State -3,A_DownK];K
Type = ChangeState
value = 615
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(58)=2
TriggerAll=StateType=A
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),StateType=A
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=var(23)!=10||!var(22)
TriggerAll=MoveHit=1
TriggerAll=PrevStateNo!=110
TriggerAll=P2BodyDist X*fvar(8)=[-30,90]
TriggerAll=P2BodyDist Y*fvar(9)-(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*7)*7=[-20,50]
Trigger1 = StateNo=610||StateNo=620||StateNo=630
Trigger2 = StateNo=640

[State -3,A_S];S
Type = ChangeState
value = 620
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=Enemy(floor(fvar(18))),StateType=A
TriggerAll=MoveContAct
TriggerAll=var(23)!=10||!var(22)
TriggerAll=PrevStateNo!=110
TriggerAll=StateNo=610
Trigger1 = (P2BodyDist X*fvar(8)=[-30,30])
Trigger1 = (P2BodyDist Y*fvar(9)-(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*8)*8=[-20+(var(11)>0)*30,120])
Trigger1 = var(58)!=2
Trigger1 = !var(11)

[State -3,A_K];K
Type = ChangeState
value = 610
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=P2BodyDist X*fvar(8)=[-30,75]
TriggerAll=P2BodyDist Y*fvar(9)=[-100,80]
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=MoveHit
TriggerAll=var(23)!=10||!var(22)
TriggerAll=Enemy(floor(fvar(18))),StateType=A
Trigger1 = StateNo=600
Trigger2 = StateNo=620
Trigger2 = var(58)!=2
Trigger2 = !var(11)||P2BodyDist Y*fvar(9)<-10||vel y>4

[State -3,A_Jump];2iެ
Type = ChangeState
value = 99
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=!var(11)
TriggerAll=MoveHit||(StateNo=620&&var(6))
TriggerAll=P2BodyDist Y*fvar(9)<9
TriggerAll=fvar(34)>6
Trigger1 = var(51)>26
Trigger1 = StateNo=610
Trigger1 = Pos Y<-9
Trigger1 = P2BodyDist Y*fvar(9)<-20||vel y>5
Trigger2 = StateNo=620
Trigger2 = P2BodyDist Y*fvar(9)<-20
Trigger2 = AnimElemTime(7)>=0||var(4)+var(5)>2||var(4)+var(5)>1&&P2BodyDist Y*fvar(9)<-14
Trigger3 = 0;StateNo=640

[State -3,A_HS];HS
Type = ChangeState
value = 630
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=P2BodyDist X*fvar(8)=[-30,54]
TriggerAll=P2BodyDist Y*fvar(9)=[-70,100]
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=MoveHit||(StateNo=620&&var(6))
TriggerAll=PrevStateNo!=110
TriggerAll=var(23)!=10||!var(22)
TriggerAll=var(58)!=2
TriggerAll=var(11)>0||P2BodyDist Y*fvar(9)>-5||Power>999
Trigger1 = StateNo=600
Trigger2 = StateNo=620
Trigger2 = AnimElemTime(2)>0
Trigger2 = var(11)>0

[State -3,DownDundee];^_fB[
Type = ChangeState
value = 3200
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=!IsHelper
TriggerAll=!var(25)
TriggerAll=Power>999
TriggerAll=StateType=A
TriggerAll=var(59)>6&&Random<var(59)*101||fvar(39)
TriggerAll=P2BodyDist X*fvar(8)=[-80,3]
TriggerAll=P2BodyDist Y*fvar(9)=[-80,80]
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=Pos Y<-30
TriggerAll=MoveHit=1
TriggerAll=var(23)!=10||!var(22)
TriggerAll=var(51)>30||PalNo=12
TriggerAll=Enemy(floor(fvar(18))),BackEdgeBodyDist<9
Trigger1 = StateNo=600
Trigger2 = StateNo=610
Trigger3 = StateNo=620
Trigger4 = StateNo=630
Trigger5 = StateNo=640

[State -3,A_D];D
Type = ChangeState
value = 640
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=P2BodyDist X*fvar(8)=[-30,41+30]
TriggerAll=(P2BodyDist Y*fvar(9)=[-110,150])
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=MoveHit
TriggerAll=var(58)!=2
TriggerAll=var(23)!=10||!var(22)
TriggerAll=PrevStateNo!=110
Trigger1 = (StateNo=[600,610])

[State -3,A_D];D
Type = ChangeState
value = 640
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=!IsHelper
TriggerAll=StateType=A
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=P2BodyDist X*fvar(8)=[-30,41]
TriggerAll=(P2BodyDist Y*fvar(9)=[-70,150])
TriggerAll=MoveHit
TriggerAll=var(58)!=2
TriggerAll=fvar(34)>7
TriggerAll=fvar(34)=8||!var(17)
Trigger1 = StateNo=630

[State -3,A_Jump];2iެ
Type = ChangeState
value = 99
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=!IsHelper
TriggerAll=StateType=A
TriggerAll=!var(11)
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=P2BodyDist Y*fvar(9)<=-5
TriggerAll=Enemy(floor(fvar(18))),StateType=A
TriggerAll=MoveHit
TriggerAll=var(23)!=10||!var(22)
Trigger1 = StateNo=610
Trigger1 = (PrevStateNo=[600,640])

[State -3,A_P];P
Type = ChangeState
value = 600
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=!IsHelper
TriggerAll=StateType=A
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=P2BodyDist X*fvar(8)=[-30,53]
TriggerAll=P2BodyDist Y*fvar(9)=[-20,90]
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=MoveContAct
TriggerAll=var(23)!=10||!var(22)
TriggerAll=var(58)!=2
Trigger1 = StateNo=610
Trigger1 = !var(11)

[State -3,FootLooseJarni];tbg[XW[j[
Type = ChangeState
value = 1400
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=!IsHelper
TriggerAll=StateType=A
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=P2BodyDist X*fvar(8)=[-30,100]
TriggerAll=P2BodyDist Y*fvar(9)=[-150,90]
TriggerAll=var(23)!=10||!var(22)
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=Enemy(floor(fvar(18))),StateType=A
TriggerAll=MoveHit
TriggerAll=var(11)||(var(12)&&!var(17))||P2BodyDist Y*fvar(9)>-5
TriggerAll=vel x=[-8,8]
TriggerAll=P2life<(ifelse(var(58)=2,52,72)+30)*fvar(19)*(var(51)*0.01)*(var(52)*0.01)*fvar(21)
Trigger1 = StateNo=600
Trigger2 = StateNo=610
Trigger3 = StateNo=620
Trigger4 = StateNo=630
Trigger5 = StateNo=640

[State -3,RC];RC
Type = ChangeState
value = 951
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=!IsHelper
TriggerAll=Power>999
TriggerAll=StateType=A
TriggerAll=var(59)>6&&Random<var(59)*101||fvar(39)
TriggerAll=PalNo=12
TriggerAll=MoveContAct
TriggerAll=NumHelper(30000+ID)
Trigger1 = StateNo=630
Trigger2 = StateNo=640
Trigger3 = StateNo!=3000
Trigger3 = (StateNo=[1000,3999])

;
;nړ 
;

[State -3,C];Ⴊ(ްސؑւ˂Ă)
Type = ChangeState
value = 11
Ctrl = 0
TriggerAll=NumEnemy>0
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=fvar(38)=1
TriggerAll=StateNo=0
TriggerAll=Ctrl||fvar(28)
Trigger1 = Random<var(59)*20||var(59)>9

[State -3,S];
Type = ChangeState
value = 0
Ctrl = 1
TriggerAll=NumEnemy>0
TriggerAll=RoundState>1
TriggerAll=StateType!=A
TriggerAll=StateNo=[21,22]
TriggerAll=var(59)<1
Trigger1 = fvar(39)
Trigger1 = Enemy(floor(fvar(18))),StateType!=L
Trigger1 = Enemy(floor(fvar(18))),MoveType!=H
Trigger2 = !fvar(39)

[State -3,S];Ⴊ݉(ްސؑւ˂Ă)
Type = ChangeState
value = 0
Ctrl = 1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
Trigger1 = fvar(38)=2
Trigger1 = StateNo=11
Trigger1 = Random<var(59)*20||var(59)>9
Trigger2 = StateNo=21
Trigger2 = P2BodyDist X*fvar(8)<=50
Trigger3 = StateNo=22
Trigger3 = P2BodyDist X*fvar(8)>=26

[State -3,Walk];O
Type = ChangeState
value = 21
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,20])||StateNo=22
TriggerAll=StateNo!=[100,101]
Trigger1 = P2BodyDist X*fvar(8)>50

[State -3,HJump];nCެ
Type = ChangeState
value = 41
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=100||StateNo=105)&&Time>1
TriggerAll=var(59)=[1,11]
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=Enemy(floor(fvar(18))),StateType!=A
Trigger1 = Enemy(floor(fvar(18))),BackEdgeBodyDist>50
Trigger1 = Random<ifelse(var(59)<6,var(59),10-var(59))*5
Trigger1 = P2Dist X*fvar(8)-Enemy(floor(fvar(18))),vel x*9=[90,180]
Trigger2 = BackEdgeBodyDist<9
Trigger2 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*9=[0,50]

[State -3,Jump];Oެ
Type = ChangeState
value = 39
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=100||StateNo=105)&&Time>1
TriggerAll=var(59)=[1,11]
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
Trigger1 = Random<ifelse(var(59)<6,var(59),10-var(59))*2
Trigger1 = P2Dist X*fvar(8)-Enemy(floor(fvar(18))),vel x*9>0
Trigger1 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*9>140
Trigger1 = Enemy(floor(fvar(18))),StateType!=A

[State -3,Jump];ެ
Type = ChangeState
value = 38
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=100||StateNo=105)&&Time>1
TriggerAll=var(59)=[1,11]
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
Trigger1 = Random<ifelse(var(59)<6,var(59),10-var(59))*2
Trigger1 = P2Dist X*fvar(8)-Enemy(floor(fvar(18))),vel x*9>0
Trigger1 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*9>110
Trigger1 = Enemy(floor(fvar(18))),StateType!=A

[State -3,Jump];ެ
Type = ChangeState
value = 37
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=100||StateNo=105)&&Time>1
TriggerAll=var(59)=[1,11]
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
Trigger1 = Random<ifelse(var(59)<6,var(59),10-var(59))*2
Trigger1 = P2Dist X*fvar(8)-Enemy(floor(fvar(18))),vel x*9>0
Trigger1 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*9>90
Trigger1 = Enemy(floor(fvar(18))),StateType!=A

[State -3,Jump];_bVެ
Type = ChangeState
value = 36
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=100||StateNo=105)&&Time>1
TriggerAll=var(59)=[1,11]
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=PalNo!=11
Trigger1 = Random<ifelse(var(59)<6,var(59),11-var(59))*6
Trigger1 = P2Dist X*fvar(8)-Enemy(floor(fvar(18))),vel x*9>0
Trigger1 = P2BodyDist X*fvar(8)>120
Trigger1 = Enemy(floor(fvar(18))),StateType!=A

[State -3,Jump];ޯޯެ
Type = ChangeState
value = 35
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=100||StateNo=105)&&Time>1
TriggerAll=var(59)=[1,11]
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
Trigger1 = BackEdgeBodyDist>50
Trigger1 = Random<ifelse(var(59)<9,var(59),16-var(59))*(1+(BackEdgeBodyDist>110)*8)
Trigger1 = P2Dist X*fvar(8)-Enemy(floor(fvar(18))),vel x*9=[0,170]
Trigger1 = Enemy(floor(fvar(18))),StateType!=A

[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||StateNo=105)&&Time>1
TriggerAll=var(59)>6
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),StateType=A
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=Random<var(59)*20||var(59)>9
Trigger1 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*5=[-5,55]
Trigger1 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),GetHitvar(Yaccel)*4)*5=[-60,-40]
Trigger2 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*6=[-5,55]
Trigger2 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),GetHitvar(Yaccel)*5)*6=[-70,-50]
Trigger3 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*7=[-5,55]
Trigger3 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),GetHitvar(Yaccel)*6)*7=[-80,-60]
Trigger4 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*8=[-5,55]
Trigger4 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),GetHitvar(Yaccel)*7)*8=[-90,-70]

[State -3];_bV
Type = ChangeState
value = 100
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(59)=[1,11]
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=PalNo!=11
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,131])
Trigger1 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*18>150
Trigger1 = Random<ifelse(var(59)<6,var(59),10-var(59))*9

[State -3];ϯP̪
Type = ChangeState
value = 1097+(StateNo=100||StateNo=105)*9999
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(58)=2
TriggerAll=Ctrl||(StateNo=[9,22])||StateNo=52||(StateNo=[120,131])||(StateNo=100||StateNo=105)&&Time>0
TriggerAll=var(59)=[1,11]
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
Trigger1 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*22>120
Trigger1 = Random<ifelse(var(59)<6,var(59),10-var(59))*4

[State -3];ϯK̪
Type = ChangeState
value = 1147-(StateNo=100||StateNo=105)
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(58)=2
TriggerAll=Ctrl||(StateNo=[9,22])||StateNo=52||(StateNo=[120,131])||(StateNo=100||StateNo=105)&&Time>0
TriggerAll=var(59)=[1,11]
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
Trigger1 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*26>210
Trigger1 = Random<ifelse(var(59)<6,var(59),10-var(59))*2

[State -3];޸
Type = ChangeState
value = 105
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=!IsHelper
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,131])
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=Enemy(floor(fvar(18))),StateNo!=[120,159]
TriggerAll=Enemy(floor(fvar(18))),Ctrl||Enemy(floor(fvar(18))),MoveType=A
Trigger1 = BackEdgeBodyDist>50
Trigger1 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*9=[0,60]
Trigger1 = Random<(10-var(59))*40

;
;n㗧ZU 
;
;

[State -3,Sucking];̋zF
Type = ChangeState
value = ifelse(var(58)=1,1200,1198)
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||StateNo=52||(StateNo=[120,131])||var(58)=1&&StateNo=100
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=P2BodyDist X*fvar(8)=[-5,32+Enemy(floor(fvar(18))),vel x*6]
TriggerAll=P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*7)*8>=0||Enemy(floor(fvar(18))),StateType!=A
Trigger1 = Random<var(59)*37
Trigger2 = (Enemy(floor(fvar(18))),StateNo=[120,159])
Trigger2 = Random<var(59)*90

;
;΋

[State -3,FB-BigBanUpper];FBޯݱ߰
Type = ChangeState
value = 1560
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(58)=2
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),StateType=A
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=Random<var(59)*30
Trigger1 = P2BodyDist X*fvar(8)>(P2BodyDist Y*fvar(9)<-50)*45+Enemy(floor(fvar(18))),vel x*(4+(Enemy(floor(fvar(18))),StateType=A)*5)
Trigger1 = P2BodyDist X*fvar(8)<117+Enemy(floor(fvar(18))),vel x*(4+(Enemy(floor(fvar(18))),StateType=A)*5)
Trigger1 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*9)*9=[-50,0]
Trigger2 = P2BodyDist X*fvar(8)>(P2BodyDist Y*fvar(9)<-50)*45+Enemy(floor(fvar(18))),vel x*(4+(Enemy(floor(fvar(18))),StateType=A)*6)
Trigger2 = P2BodyDist X*fvar(8)<117+Enemy(floor(fvar(18))),vel x*(4+(Enemy(floor(fvar(18))),StateType=A)*6)
Trigger2 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*10)*10=[-50,0]
Trigger3 = P2BodyDist X*fvar(8)>(P2BodyDist Y*fvar(9)<-50)*45+Enemy(floor(fvar(18))),vel x*(5+(Enemy(floor(fvar(18))),StateType=A)*6)
Trigger3 = P2BodyDist X*fvar(8)<125+Enemy(floor(fvar(18))),vel x*(5+(Enemy(floor(fvar(18))),StateType=A)*6)
Trigger3 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*11)*11=[-80,0]
Trigger4 = P2BodyDist X*fvar(8)>(P2BodyDist Y*fvar(9)<-50)*45+Enemy(floor(fvar(18))),vel x*(5+(Enemy(floor(fvar(18))),StateType=A)*7)
Trigger4 = P2BodyDist X*fvar(8)<125+Enemy(floor(fvar(18))),vel x*(5+(Enemy(floor(fvar(18))),StateType=A)*7)
Trigger4 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*12)*12=[-80,0]
Trigger5 = P2BodyDist X*fvar(8)>(P2BodyDist Y*fvar(9)<-50)*45+Enemy(floor(fvar(18))),vel x*(6+(Enemy(floor(fvar(18))),StateType=A)*7)
Trigger5 = P2BodyDist X*fvar(8)<125+Enemy(floor(fvar(18))),vel x*(6+(Enemy(floor(fvar(18))),StateType=A)*7)
Trigger5 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*13)*13=[-100,0]
Trigger6 = P2BodyDist X*fvar(8)>(P2BodyDist Y*fvar(9)<-50)*45+Enemy(floor(fvar(18))),vel x*(6+(Enemy(floor(fvar(18))),StateType=A)*8)
Trigger6 = P2BodyDist X*fvar(8)<125+Enemy(floor(fvar(18))),vel x*(6+(Enemy(floor(fvar(18))),StateType=A)*8)
Trigger6 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*14)*14=[-110,0]

[State -3,,BigBanUpper_S];G^rbNoAbp[S
Type = ChangeState
value = 1498
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=!var(58)
TriggerAll=!var(48)
TriggerAll=!var(30)
TriggerAll=Ctrl||(StateNo=[9,22])||StateNo=52||(StateNo=[120,131])||var(58)=1&&StateNo=100
TriggerAll=Enemy(floor(fvar(18))),StateType=A
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=P2BodyDist X*fvar(8)-vel x*5-Enemy(floor(fvar(18))),vel x*5=[-7,75]
TriggerAll=P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*12)*12=[-70,0]
Trigger1 = Random<var(59)*30

[State -3,,BigBanUpper_S];rbNoAbp[S
Type = ChangeState
value = ifelse(StateNo=100||StateNo=105,1499,1500)
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=!var(58)
TriggerAll=!var(48)
TriggerAll=!var(30)
TriggerAll=Ctrl||(StateNo=[9,22])||StateNo=52||(StateNo=[120,131])||(StateNo=100||StateNo=105)&&Time>0
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),StateType=A
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=P2BodyDist X*fvar(8)-vel x*5-Enemy(floor(fvar(18))),vel x*5=[-7,75]
TriggerAll=P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*8)*9=[-70,0]
Trigger1 = Random<var(59)*25

[State -3,S_FP];+P
Type = ChangeState
value = 205
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52||var(58)=1&&StateNo=100
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),StateType=A
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=P2BodyDist X*fvar(8)=[-5,80+vel x*9+Enemy(floor(fvar(18))),vel x*9]
TriggerAll=P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*17)*18=[-20,0]
TriggerAll=(Enemy(floor(fvar(18))),StateNo!=[120,159])
Trigger1 = Random<var(59)*22

[State -3,C_S];S
Type = ChangeState
value = 420
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52||var(58)=1&&StateNo=100
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),StateType=A
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=P2BodyDist X*fvar(8)=[-5,62+vel x*7+Enemy(floor(fvar(18))),vel x*7]
TriggerAll=P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*9)*10=[-70,0]
TriggerAll=(Enemy(floor(fvar(18))),StateNo!=[120,159])
Trigger1 = Random<var(59)*16

[State -3,BigBanUpper_HS];rbNoAbp[HS
Type = ChangeState
value = 1550
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=!var(58)
TriggerAll=!var(48)
TriggerAll=!var(30)
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52||var(58)=1&&StateNo=100
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),StateType=A
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=P2BodyDist X*fvar(8)-vel x*8-Enemy(floor(fvar(18))),vel x*8=[80,150]
TriggerAll=P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*13)*14=[-70,0]
Trigger1 = Random<var(59)*22

[State -3,DundeeStep];۽ܲ˰
Type = ChangeState
value = ifelse(StateNo=100||StateNo=105,994,998)
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52||(StateNo=100||StateNo=105)&&Time>0
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),StateType=A
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=(Enemy(floor(fvar(18))),StateNo!=[120,159])
TriggerAll=var(58)!=1
TriggerAll=P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*16)*16=[-99,0]
TriggerAll=P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*9=[-5,70]
Trigger1 = Random<var(59)*18

;΋I
;
;i

[State -3,C_K];K
Type = ChangeState
Value = 410
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=P2BodyDist X*fvar(8)=[-5,77+vel x*4+Enemy(floor(fvar(18))),vel x*4]
TriggerAll=!P2Dist Y
TriggerAll=Enemy(floor(fvar(18))),StateType=S
Trigger1 = Random<var(59)*34

[State -3,C_D];D
Type = ChangeState
Value = 450
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52
TriggerAll=var(59)=[1,8]
TriggerAll=fvar(38)>0
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=P2BodyDist X*fvar(8)-vel x*9-Enemy(floor(fvar(18))),vel x*9=[78,180]
TriggerAll=!P2Dist Y
TriggerAll=Enemy(floor(fvar(18))),StateType=S
Trigger1 = Random<(10-var(59))*10

;iI
;
;i

[State -3,S_FK];+K
Type = ChangeState
Value = 215
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=P2BodyDist X*fvar(8)=[-5,90+vel x*10+Enemy(floor(fvar(18))),vel x*10]
TriggerAll=!P2Dist Y
TriggerAll=Enemy(floor(fvar(18))),StateType=C
Trigger1 = Random<var(59)*26

[State -3,S_D];D
Type = ChangeState
Value = 240
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=P2BodyDist X*fvar(8)=[-5,57+Enemy(floor(fvar(18))),vel x*(5+(Enemy(floor(fvar(18))),StateType=A)*9)]
TriggerAll=!P2Dist Y
TriggerAll=Enemy(floor(fvar(18))),StateType=C
Trigger1 = Random<var(59)*15

[State -3];گ²
Type = ChangeState
Value = 984
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(58)=2
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1||Enemy(floor(fvar(18))),HitDefAttr=,AA
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=P2BodyDist X*fvar(8)=[-5,60+Enemy(floor(fvar(18))),vel x*5]
TriggerAll=!P2Dist Y
TriggerAll=Enemy(floor(fvar(18))),StateType=C
Trigger1 = Random<var(59)*19

[State -3];SD گ²
Type = ChangeState
Value = 1176
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(58)=2
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=P2BodyDist X*fvar(8)+Enemy(floor(fvar(18))),vel x*5=[40,85]
TriggerAll=!P2Dist Y
TriggerAll=Enemy(floor(fvar(18))),StateType=C
Trigger1 = Random<var(59)*15

;iI
;
;

[State -3,C_P];P
Type = ChangeState
value = 400
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=P2BodyDist X*fvar(8)=[-5,65+vel x*3+Enemy(floor(fvar(18))),vel x*3]
TriggerAll=P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*4)*5=[-25,0]
Trigger1 = Random<var(59)*50

[State -3,S_K];K
Type = ChangeState
value = 210
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)<-40||Enemy(floor(fvar(18))),StateType=A
TriggerAll=Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)<-80||Enemy(floor(fvar(18))),StateType!=C
TriggerAll=P2BodyDist X*fvar(8)=[-5,93+vel x*5-Enemy(floor(fvar(18))),vel x*5]
TriggerAll=P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*6)*7=[-60,0]
Trigger1 = Random<var(59)*37

[State -3,C_K];K
Type = ChangeState
value = 410
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=P2BodyDist X*fvar(8)=[-5,77+vel x*4+Enemy(floor(fvar(18))),vel x*4]
TriggerAll=P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*5)*6>-3
Trigger1 = Random<var(59)*28

[State -3,S_P];P
Type = ChangeState
value = 200
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)<-60||Enemy(floor(fvar(18))),StateType=A
TriggerAll=Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)<-130||Enemy(floor(fvar(18))),StateType!=C
TriggerAll=P2BodyDist X*fvar(8)=[-5,56+vel x*3+Enemy(floor(fvar(18))),vel x*3]
TriggerAll=P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*4)*5=[-80,0]
TriggerAll=Enemy(floor(fvar(18))),StateType!=C
Trigger1 = Random<var(59)*23

[State -3,S_NS];S
Type = ChangeState
value = 220
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)<-10||Enemy(floor(fvar(18))),StateType=A
TriggerAll=Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)<-20||Enemy(floor(fvar(18))),StateType!=C
TriggerAll=P2BodyDist X*fvar(8)=[-5,44]
TriggerAll=P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*4)*5=[-60,0]
TriggerAll=(Enemy(floor(fvar(18))),StateNo!=[120,159])
Trigger1 = Random<var(59)*8

[State -3,C_S];S
Type = ChangeState
value = 420
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=P2BodyDist X*fvar(8)=[-5,55+Enemy(floor(fvar(18))),vel x*7]
TriggerAll=P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*9)*10=[-70,0]
TriggerAll=(Enemy(floor(fvar(18))),StateNo!=[120,159])
Trigger1 = Random<var(59)*3

[State -3,S_FK];K
Type = ChangeState
value = 215
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)<-45||Enemy(floor(fvar(18))),StateType=A
TriggerAll=Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)<-90||Enemy(floor(fvar(18))),StateType!=C
TriggerAll=P2BodyDist X*fvar(8)=[-5,90+vel x*9-Enemy(floor(fvar(18))),vel x*9]
TriggerAll=P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*14)*15>=0
TriggerAll=Enemy(floor(fvar(18))),StateNo!=[120,159]
Trigger1 = Random<var(59)*6

[State -3,S_FP];+P
Type = ChangeState
value = 205
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=P2BodyDist X*fvar(8)=[-5,80+vel x*9+Enemy(floor(fvar(18))),vel x*9]
TriggerAll=P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*17)*18=[-20,0]
TriggerAll=(Enemy(floor(fvar(18))),StateNo!=[120,159])
Trigger1 = Random<(10-var(59))*5

[State -3,S_LS];S
Type = ChangeState
value = 225
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)<-40||Enemy(floor(fvar(18))),StateType=A
TriggerAll=Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)<-80||Enemy(floor(fvar(18))),StateType!=C
TriggerAll=P2BodyDist X*fvar(8)>44
TriggerAll=P2BodyDist X*fvar(8)-vel x*5-Enemy(floor(fvar(18))),vel x*(5+(Enemy(floor(fvar(18))),StateType=A)*8)=[30,104]
TriggerAll=P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*12)*13=[-60,0]
Trigger1 = Random<var(59)*11

[State -3];گ²
Type = ChangeState
Value = 984
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(58)=2
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1||Enemy(floor(fvar(18))),HitDefAttr=,AA
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=!P2Dist Y
Trigger1 = P2BodyDist X*fvar(8)=[-5,60+Enemy(floor(fvar(18))),vel x*5]
Trigger1 = Random<var(59)*6
Trigger2 = var(59)<4
Trigger2 = Random<(4-var(59))*9

[State -3];SD گ²
Type = ChangeState
Value = 1176
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(58)=2
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1||Enemy(floor(fvar(18))),HitDefAttr=,AA
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=!P2Dist Y
Trigger1 = P2BodyDist X*fvar(8)+Enemy(floor(fvar(18))),vel x*5=[40,85]
Trigger1 = Random<var(59)*5
Trigger2 = var(59)<4
Trigger2 = Random<(4-var(59))*9

[State -3,C_HS];HS
Type = ChangeState
value = 430
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),StateNo!=[120,159]
Trigger1 = P2BodyDist X*fvar(8)-vel x*5-Enemy(floor(fvar(18))),vel x*(5+(Enemy(floor(fvar(18))),StateType=A)*8)=[-108,108]
Trigger1 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*12)*13>-9
Trigger1 = Random<(10-var(59))*14
Trigger2 = var(59)<4
Trigger2 = Random<(4-var(59))*9

[State -3,S_HS];HS
Type = ChangeState
value = 230
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52
TriggerAll=var(59)=[1,8]
TriggerAll=fvar(38)>0
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=(Enemy(floor(fvar(18))),StateNo!=[120,159])
Trigger1 = P2BodyDist X*fvar(8)=[-5,93+vel x*9+Enemy(floor(fvar(18))),vel x*9]
Trigger1 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*12)*13=[-30,0]
Trigger1 = Random<(10-var(59))*14
Trigger2 = var(59)<4
Trigger2 = Random<(4-var(59))*9

[State -3,S_FHS];HS
Type = ChangeState
value = 235
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
Trigger1 = P2BodyDist X*fvar(8)-vel x*9-Enemy(floor(fvar(18))),vel x*9=[20,170]
Trigger1 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*16)*17=[-40,0]
Trigger1 = Random<ifelse(var(59)<7,var(59),10-var(59))*18
Trigger2 = var(59)<4
Trigger2 = Random<(4-var(59))*9

[State -3,DundeeStep];߲ݶ
Type = ChangeState
value = 999
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1||Enemy(floor(fvar(18))),HitDefAttr=,AA
TriggerAll=(Enemy(floor(fvar(18))),StateNo!=[120,159])
TriggerAll=var(58)!=1
Trigger1 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*15)*15=[-40,0]
Trigger1 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*9=[70,110]
Trigger1 = Random<(10-var(59))*18
Trigger2 = var(59)<4
Trigger2 = Random<(4-var(59))*9

[State -3];SD ߲ݶ
Type = ChangeState
Value = 1079
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(58)=2
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*5=[-20,50]
TriggerAll=!P2Dist Y
Trigger1 = Random<var(59)*90

[State -3,MappaHanti_P];G^ϯ_P
Type = ChangeState
value = 1098
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||StateNo=52||(StateNo=[120,131])||(StateNo=[120,131])
TriggerAll=var(59)=[7,11]
TriggerAll=fvar(38)>0
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=!InGuardDist||!var(58)
TriggerAll=var(58)!=1
TriggerAll=Random<var(59)*(3+(InGuardDist&&var(58)=0)*12)
Trigger1 = P2BodyDist X*fvar(8)-vel x*9-Enemy(floor(fvar(18))),vel x*9=[70,135]
Trigger1 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*14)*14=[-30,0]

[State -3,MappaHanti_P];ϯ_P
Type = ChangeState
value = ifelse(StateNo=100||StateNo=105,1099,1100)
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||StateNo=52||(StateNo=[120,131])||(StateNo=100||StateNo=105)&&Time>0||(StateNo=[120,131])
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
Trigger1 = Random<(10-var(59))*9
Trigger1 = P2BodyDist X*fvar(8)-vel x*9-Enemy(floor(fvar(18))),vel x*9=[70,135]
Trigger1 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*11)*11=[-30,0]
Trigger2 = Random<(3-var(59))*50
Trigger2 = var(59)<4

[State -3,MappaHanti_K];G^ϯ_K
Type = ChangeState
value = 1148
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)=[7,11]
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||StateNo=52||(StateNo=[120,131])||(StateNo=[120,131])
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=var(58)!=1
TriggerAll=Random<(10-var(59))*9
Trigger1 = P2BodyDist X*fvar(8)-vel x*11-Enemy(floor(fvar(18))),vel x*11=[110,235]
Trigger1 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*17)*17=[-30,0]

[State -3,MappaHanti_K];ϯ_K
Type = ChangeState
value = ifelse(StateNo=100||StateNo=105,1149,1150)
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52||(StateNo=100||StateNo=105)&&Time>0
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
Trigger1 = Random<(10-var(59))*9
Trigger1 = P2BodyDist X*fvar(8)-vel x*11-Enemy(floor(fvar(18))),vel x*11=[110,235]
Trigger1 = P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*17)*17=[-30,0]
Trigger2 = Random<(3-var(59))*9
Trigger2 = var(59)<4

[State -3,Walk];
Type = ChangeState
value = 21
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,20])||StateNo=22||(StateNo=[120,131])
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
Trigger1 = P2BodyDist X*fvar(8)<26
Trigger1 = Enemy(floor(fvar(18))),BackEdgeBodyDist>26
Trigger2 = P2BodyDist X*fvar(8)>50

;
;󒆈ړ 
;

[State -3];_bV
Type = ChangeState
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType=A
TriggerAll=Pos Y<=-10-(vel y<0)*20
TriggerAll=(StateNo=5040||StateNo=650||StateNo=[50,59])&&Ctrl||StateNo=[5200,5210]
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=PrevStateNo!=[30,36]
TriggerAll=!var(11)
Trigger1 = P2BodyDist X*fvar(8)>90
Trigger1 = Random<(10-var(59))*6
Trigger2 = BackEdgeBodyDist<14
Trigger2 = P2BodyDist X*fvar(8)=[0,55]
Trigger2 = P2BodyDist Y*fvar(9)>90
Trigger2 = Random<var(59)*101
Value = 110

[State -3];obN_bV
Type = ChangeState
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType=A
TriggerAll=(StateNo=5040||StateNo=650||StateNo=[50,59])&&Ctrl||StateNo=[5200,5210]
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=PrevStateNo!=[30,36]
TriggerAll=!var(11)
TriggerAll=Pos Y<=-10-(vel y<0)*20
Trigger1 = P2BodyDist X*fvar(8)=[0,140]
Trigger1 = Random<var(59)*2
Trigger1 = BackEdgeBodyDist>90
Value = 115

[State -3,A_Jump];ެ
Type = ChangeState
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType=A
TriggerAll=Ctrl
TriggerAll=(StateNo!=[120,155])
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=!var(11)
Trigger1 = vel y>3
Trigger1 = Abs(P2BodyDist Y*fvar(9))<150
Trigger1 = Random<var(59)*9
Value = 99

;
;󒆗ZU 
;

;
;
;

[State -3,A_P];P
Type = ChangeState
value = 600
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||fvar(28)||StateNo=120||StateNo=132||StateNo=110&&Time>7||StateNo=115&&Time>4
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=PrevStateNo!=[30,36]
TriggerAll=P2BodyDist X*fvar(8)=[-9,53+80]
Trigger1 = P2BodyDist Y*fvar(9)=[-35,80]
Trigger1 = Random<var(59)*40
Trigger1 = Enemy(floor(fvar(18))),StateType=A
Trigger2 = Enemy(floor(fvar(18))),StateType!=A
Trigger2 = Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*4)*5>-20
Trigger2 = Random<var(59)*101

[State -3,A_K];K
Type = ChangeState
value = 610
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||fvar(28)||StateNo=120||StateNo=132||StateNo=110&&Time>7||StateNo=115&&Time>4
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=PrevStateNo!=[30,36]
TriggerAll=P2BodyDist X*fvar(8)=[-40,75+100]
Trigger1 = P2BodyDist Y*fvar(9)=[-80,60]
Trigger1 = Random<var(59)*30
Trigger1 = Enemy(floor(fvar(18))),StateType=A
Trigger2 = Enemy(floor(fvar(18))),StateType!=A
Trigger2 = Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*5)*6>-20
Trigger2 = Random<var(59)*101

[State -3,A_S];S
Type = ChangeState
value = 620
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||fvar(28)||StateNo=120||StateNo=132||StateNo=110&&Time>7||StateNo=115&&Time>4
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=PrevStateNo!=[30,36]
TriggerAll=P2BodyDist X*fvar(8)=[-90,30+50]
Trigger1 = P2BodyDist Y*fvar(9)=[-30,130]
Trigger1 = Random<var(59)*40
Trigger1 = Enemy(floor(fvar(18))),StateType=A
Trigger2 = Enemy(floor(fvar(18))),StateType!=A
Trigger2 = Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*5)*6>-20
Trigger2 = Random<var(59)*101

[State -3,A_HS];HS
Type = ChangeState
value = 630
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||fvar(28)||StateNo=120||StateNo=132||StateNo=110&&Time>7||StateNo=115&&Time>4
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=PrevStateNo!=[30,36]
TriggerAll=P2BodyDist X*fvar(8)=[0,54+100]
Trigger1 = P2BodyDist Y*fvar(9)=[-30,90]
Trigger1 = Random<var(59)*24
Trigger1 = Enemy(floor(fvar(18))),StateType=A
Trigger2 = Enemy(floor(fvar(18))),StateType!=A
Trigger2 = Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*12)*13>-10
Trigger2 = Random<var(59)*101

[State -3,A_D];D
Type = ChangeState
value = 640
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||fvar(28)||StateNo=120||StateNo=132||StateNo=110&&Time>7||StateNo=115&&Time>4
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=PrevStateNo!=[30,36]
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)=0
TriggerAll=P2BodyDist X*fvar(8)=[-30,41+90]
Trigger1 = P2BodyDist Y*fvar(9)=[-90,70]
Trigger1 = Random<var(59)*30
Trigger1 = Enemy(floor(fvar(18))),StateType=A
Trigger2 = Enemy(floor(fvar(18))),StateType!=A
Trigger2 = Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*6)*7>-20
Trigger2 = Random<var(59)*101

;
;K[h
;

[State -3];K[h
Type = ChangeState
value = 120
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0
TriggerAll=StateNo!=[120,155]
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,131])||(StateNo=[950,961])
TriggerAll=Random<var(59)*(20+Enemy(floor(fvar(18))),Time/3)||var(59)>9
Trigger1 = InGuardDist
Trigger2 = NumHelper(30000+ID)
Trigger2 = Helper(30000+ID),fvar(39)>0

[State -3]
Type = ChangeState
TriggerAll=!IsHelper
TriggerAll=var(59)>9
TriggerAll=StateType!=A
Trigger1 = StateNo=120
Trigger2 = StateNo=[130,131]
Trigger2 = StateNo!=131-(fvar(38)=1)
value = 131-(fvar(38)=1)

;
;AI
;

[State -3];Nオ葀
Type = ChangeState
value = 5120
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=fvar(39)
TriggerAll=Alive
Trigger1 = StateNo=5110
Trigger1 = Time>0

[State -3];쐧
Type = ChangeState
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
Trigger1 = var(59)>0
Trigger1 = StateNo=40||StateNo=20
Trigger1 = !InGuardDist
Trigger1 = NumHelper(20000+ID)
Trigger1 = !Helper(20000+ID),InGuardDist
Trigger1 = NumHelper(30000+ID)
Trigger1 = !Helper(30000+ID),InGuardDist
value = 0
Ctrl = 1

[State -3];쐧
Type = ChangeState
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateNo=40||StateNo=20
Trigger1 = InGuardDist
Trigger2 = NumHelper(20000+ID)
Trigger2 = Helper(20000+ID),InGuardDist
Trigger3 = NumHelper(30000+ID)
Trigger3 = Helper(30000+ID),InGuardDist
value = 120
Ctrl = 1

;
;߂΍p+ConFing
;
[Statedef 20638]
Anim = 9999
Ctrl = 0

[State 20000];{        
Type = SelfState
Trigger1 = !IsHelper
value = 0
IgnoreHitPause = 1

[State 10000]
Type = AssertSpecial
Trigger1 = IsHelper
flag = invisible
IgnoreHitPause = 1

[State 20000];vC[W̌ɌŒ
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 20000]
Type = Turn
Trigger1 = IsHelper
Trigger1 = Root,facing!=facing

[State 30000];G
Type = NotHitBy
Trigger1 = IsHelper
value = SAC,NT,ST,HT,NA,SA,HA,NP,SP,HP,NA,SA,HA
Time = 1

;^bOp
[State -3]
Type = varSet
Trigger1 = IsHelper
fvar(18) = Root,fvar(18)

;var(0) = ZF
;var(1) = UÎ点
;var(2) = Z̃[`
;var(3) = 
;var(4) = Z̃[`
;var(5) = ѓ̌oߎ
;var(6) = 0FLmF
;var(7) = xXg
;var(9) = ubLOf
;var(10)= ެ߉\f
;var(11)= AnimTime@łȂZp
;
;var(15) =  SG
;var(16)= ȊOG
;var(17) =  ŌG
;var(18)= ѓȊOG
;var(19)= ѓG
;var(20)= G
;var(21)= Nオ莞ԑ
;
;var(40)= OCY\ǂ
;var(50) =  ްĔf
;var(51)= Ľ߰f
;
;fvar(0) = 炢΂̂鷬׸
;
;҂
;
;Z
;

;
;肪IF
;

;
;Zp
;

[State -3];ZbcH
Type = varSet
TriggerAll=IsHelper
Trigger1 = 1
var(2) = 0

;
;ѓ@AttackDist֘AAIEȋZ̑΍p
;

[State -3];ZbcH
Type = varSet
TriggerAll=IsHelper
Trigger1 = 1
var(3) = 0

;1 = ѓ˂
;2 = rŏ邩ݒu^
;3 = SȈړѓ

[State -3,v2=3];ѓ
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),Name="Ryu"
Trigger1 = Enemy(floor(fvar(18))),StateNo=1000||Enemy(floor(fvar(18))),NumHelper(1005)
Trigger2 = Enemy(floor(fvar(18))),StateNo=1010||Enemy(floor(fvar(18))),NumHelper(1015)
Trigger3 = Enemy(floor(fvar(18))),StateNo=1020||Enemy(floor(fvar(18))),NumHelper(1025)
Trigger4 = Enemy(floor(fvar(18))),StateNo=3000||Enemy(floor(fvar(18))),NumHelper(3005)
Trigger5 = Enemy(floor(fvar(18))),StateNo=3200||Enemy(floor(fvar(18))),NumHelper(3025)
Trigger6 = Enemy(floor(fvar(18))),StateNo=3040||Enemy(floor(fvar(18))),NumHelper(3045)
Trigger7 = Enemy(floor(fvar(18))),StateNo=3050||Enemy(floor(fvar(18))),NumHelper(3055)
var(3) = 3

[State -3,v2=3];ѓ
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),Name="cvsryu"||Enemy(floor(fvar(18))),Name="cvsryu_ex"||Enemy(floor(fvar(18))),Name="cvsryu_normal"
Trigger1 = Enemy(floor(fvar(18))),StateNo=1000||Enemy(floor(fvar(18))),NumHelper(7000)
Trigger2 = Enemy(floor(fvar(18))),StateNo=1300||Enemy(floor(fvar(18))),NumHelper(7100)
Trigger3 = Enemy(floor(fvar(18))),StateNo=3000||Enemy(floor(fvar(18))),NumHelper(7300)
Trigger3 = Enemy(floor(fvar(18))),StateNo=3400||Enemy(floor(fvar(18))),NumHelper(7400)
var(3) = 3

[State -3,v2=3];ѓ
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),Name="cvsken"||Enemy(floor(fvar(18))),Name="cvsken_ex"||Enemy(floor(fvar(18))),Name="cvsken_normal"
Trigger1 = Enemy(floor(fvar(18))),StateNo=1000||Enemy(floor(fvar(18))),NumHelper(7000)
var(3) = 3

[State -3,v2=3];ѓ
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),Name="cvsguile"
Trigger1 = Enemy(floor(fvar(18))),StateNo=1000||Enemy(floor(fvar(18))),NumHelper(7000)
Trigger2 = Enemy(floor(fvar(18))),StateNo=3200||Enemy(floor(fvar(18))),NumHelper(7200)
var(3) = 3

[State -3,v2=3];ѓ
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),Name="cvsathena"
Trigger1 = Enemy(floor(fvar(18))),StateNo=1000||Enemy(floor(fvar(18))),NumHelper(7000)
Trigger2 = Enemy(floor(fvar(18))),StateNo=3000||Enemy(floor(fvar(18))),NumHelper(7600)||Enemy(floor(fvar(18))),NumHelper(7610)
Trigger3 = (Enemy(floor(fvar(18))),StateNo=[3100,3101])||Enemy(floor(fvar(18))),NumHelper(7700)
var(3) = 3

[State -3,v2=3];ѓ
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),Name="cvsgouki"||Enemy(floor(fvar(18))),Name="cvsgouki_normal"||Enemy(floor(fvar(18))),Name="cvsgouki_ex"
Trigger1 = Enemy(floor(fvar(18))),StateNo=1000||Enemy(floor(fvar(18))),NumHelper(7000)
Trigger2 = Enemy(floor(fvar(18))),StateNo=1300||Enemy(floor(fvar(18))),NumHelper(7100)
Trigger3 = Enemy(floor(fvar(18))),StateNo=1400||Enemy(floor(fvar(18))),NumHelper(7200)||Enemy(floor(fvar(18))),NumHelper(7201)
Trigger4 = Enemy(floor(fvar(18))),StateNo=3000||Enemy(floor(fvar(18))),NumHelper(7300)
Trigger5 = Enemy(floor(fvar(18))),StateNo=3200||Enemy(floor(fvar(18))),NumHelper(7400)
var(3) = 3

[State -3,v2=3];ѓ
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),Name="Jedah"
TriggerAll=Enemy(floor(fvar(18))),AutHorName="Deuce"
Trigger1 = (Enemy(floor(fvar(18))),StateNo=[1000,1002])||Enemy(floor(fvar(18))),NumHelper(1000)
Trigger2 = Enemy(floor(fvar(18))),StateNo=1300
Trigger3 = Enemy(floor(fvar(18))),StateNo=2000
Trigger4 = Enemy(floor(fvar(18))),StateNo=2300
var(3) = 3

[State -3,v2=3];ѓ
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),Name="Jedah"
TriggerAll=Enemy(floor(fvar(18))),AutHorName="rei"
Trigger1 = Enemy(floor(fvar(18))),StateNo=1100||Enemy(floor(fvar(18))),NumHelper(6000)
Trigger2 = Enemy(floor(fvar(18))),StateNo=1150
Trigger3 = Enemy(floor(fvar(18))),StateNo=1200
Trigger4 = Enemy(floor(fvar(18))),StateNo=1250
var(3) = 3

[State -3,v2=3];ѓ
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),Name="Ash"
Trigger1 = (Enemy(floor(fvar(18))),StateNo=[1000,1001])||Enemy(floor(fvar(18))),NumProjID(1000)
Trigger2 = (Enemy(floor(fvar(18))),StateNo=[1050,1051])
Trigger3 = Enemy(floor(fvar(18))),StateNo=2000||Enemy(floor(fvar(18))),NumProjID(2000)
Trigger3 = Enemy(floor(fvar(18))),StateNo=3000||Enemy(floor(fvar(18))),NumProjID(3000)
var(3) = 3

;

[State -3,v2=3];ѓ
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy
TriggerAll=Enemy(floor(fvar(18))),Name="Akiha_Vermilion"
TriggerAll=EnemyNear(floor(fvar(0))),AutHorName="H"
Trigger1 = Enemy(floor(fvar(18))),StateNo=1110
Trigger2 = Enemy(floor(fvar(18))),StateNo=1300||Enemy(floor(fvar(18))),NumHelper(1305)
Trigger3 = Enemy(floor(fvar(18))),StateNo=1310||Enemy(floor(fvar(18))),NumHelper(1315)
Trigger4 = Enemy(floor(fvar(18))),StateNo=1350||Enemy(floor(fvar(18))),NumHelper(1355)
Trigger5 = Enemy(floor(fvar(18))),StateNo=1360||Enemy(floor(fvar(18))),NumHelper(1365)
Trigger6 = Enemy(floor(fvar(18))),StateNo=1400||Enemy(floor(fvar(18))),NumHelper(1405)
Trigger7 = Enemy(floor(fvar(18))),StateNo=1450||Enemy(floor(fvar(18))),NumHelper(1455)
Trigger8 = Enemy(floor(fvar(18))),StateNo=2320||Enemy(floor(fvar(18))),NumHelper(2305)
Trigger9 = Enemy(floor(fvar(18))),NumHelper(2306)
Trigger10= Enemy(floor(fvar(18))),NumHelper(2307)
Trigger11= Enemy(floor(fvar(18))),NumHelper(2308)
Trigger12= Enemy(floor(fvar(18))),NumHelper(2309)
Trigger13= Enemy(floor(fvar(18))),NumHelper(2310)
Trigger14= Enemy(floor(fvar(18))),NumHelper(2311)
Trigger15= Enemy(floor(fvar(18))),NumHelper(2312)
Trigger16= Enemy(floor(fvar(18))),StateNo=2350||Enemy(floor(fvar(18))),NumHelper(2355)
Trigger17= Enemy(floor(fvar(18))),NumHelper(2356)
Trigger18= Enemy(floor(fvar(18))),NumHelper(2357)
Trigger19= Enemy(floor(fvar(18))),NumHelper(2358)
Trigger20= Enemy(floor(fvar(18))),NumHelper(2359)
Trigger21= Enemy(floor(fvar(18))),NumHelper(2360)
Trigger22= Enemy(floor(fvar(18))),NumHelper(2361)
Trigger23= Enemy(floor(fvar(18))),NumHelper(2362)
Trigger24= Enemy(floor(fvar(18))),StateNo=2405||Enemy(floor(fvar(18))),NumHelper(2405)
var(3) = 2

[State -3,v2=3];ѓ
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy
TriggerAll=Enemy(floor(fvar(18))),Name="Len"
TriggerAll=EnemyNear(floor(fvar(0))),AutHorName="H"
Trigger1 = Enemy(floor(fvar(18))),StateNo=1050||Enemy(floor(fvar(18))),NumHelper(1060)
Trigger2 = (Enemy(floor(fvar(18))),StateNo=[1100,1110])||Enemy(floor(fvar(18))),NumHelper(11002)
Trigger3 = (Enemy(floor(fvar(18))),StateNo=[1150,1160])||Enemy(floor(fvar(18))),NumHelper(11012)
Trigger4 = Enemy(floor(fvar(18))),StateNo=1200||Enemy(floor(fvar(18))),NumHelper(11001)
Trigger5 = Enemy(floor(fvar(18))),StateNo=1205||Enemy(floor(fvar(18))),NumHelper(11010)
Trigger6 = Enemy(floor(fvar(18))),StateNo=2100||Enemy(floor(fvar(18))),NumHelper(12100)
Trigger7 = Enemy(floor(fvar(18))),NumHelper(12101)
Trigger8 = Enemy(floor(fvar(18))),NumHelper(12102)
Trigger9 = Enemy(floor(fvar(18))),NumHelper(12103)
Trigger10= Enemy(floor(fvar(18))),NumHelper(12104)
Trigger11= Enemy(floor(fvar(18))),NumHelper(12105)
Trigger12= Enemy(floor(fvar(18))),NumHelper(12106)
Trigger13= Enemy(floor(fvar(18))),StateNo=2200||Enemy(floor(fvar(18))),NumHelper(12200)
Trigger14= Enemy(floor(fvar(18))),NumHelper(12201)
Trigger15= Enemy(floor(fvar(18))),NumHelper(12202)
Trigger16= Enemy(floor(fvar(18))),NumHelper(12203)
Trigger17= Enemy(floor(fvar(18))),NumHelper(12204)
Trigger18= Enemy(floor(fvar(18))),NumHelper(12205)
Trigger19= Enemy(floor(fvar(18))),NumHelper(12206)
var(3) = 2

[State -3,v2=3];ѓ
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy
TriggerAll=Enemy(floor(fvar(18))),Name="Len"
TriggerAll=EnemyNear(floor(fvar(0))),AutHorName="H"
Trigger1 = Enemy(floor(fvar(18))),StateNo=2000||Enemy(floor(fvar(18))),NumHelper(2050)
Trigger2 = Enemy(floor(fvar(18))),NumHelper(2051)
Trigger3 = Enemy(floor(fvar(18))),NumHelper(2052)
Trigger4 = Enemy(floor(fvar(18))),NumHelper(2053)
Trigger5 = Enemy(floor(fvar(18))),NumHelper(2054)
Trigger6 = Enemy(floor(fvar(18))),StateNo=3000||Enemy(floor(fvar(18))),NumHelper(3006)
Trigger7 = Enemy(floor(fvar(18))),NumHelper(3007)
Trigger8 = Enemy(floor(fvar(18))),StateNo=3060||Enemy(floor(fvar(18))),NumHelper(3058)
Trigger9 = Enemy(floor(fvar(18))),NumHelper(3055)
var(3) = 3

[State -3,v2=3];ѓ
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy
TriggerAll=Enemy(floor(fvar(18))),Name="CHIEL"
TriggerAll=EnemyNear(floor(fvar(0))),AutHorName="QWERTY"
Trigger1 = Enemy(floor(fvar(18))),StateNo=1058||Enemy(floor(fvar(18))),NumHelper(1060)
Trigger2 = (Enemy(floor(fvar(18))),StateNo=[1050,1054])||Enemy(floor(fvar(18))),NumHelper(1061)||Enemy(floor(fvar(18))),NumHelper(1062)
Trigger3 = Enemy(floor(fvar(18))),StateNo=1074||Enemy(floor(fvar(18))),NumHelper(1080)
Trigger3 = (Enemy(floor(fvar(18))),StateNo=[1070,1072])||Enemy(floor(fvar(18))),NumHelper(1081)||Enemy(floor(fvar(18))),NumHelper(1082)
Trigger4 = (Enemy(floor(fvar(18))),StateNo=[1206,1207])||Enemy(floor(fvar(18))),NumHelper(1270)||Enemy(floor(fvar(18))),NumHelper(1274)
Trigger5 = Enemy(floor(fvar(18))),StateNo=1215||Enemy(floor(fvar(18))),NumHelper(1271)||Enemy(floor(fvar(18))),NumHelper(1272)||Enemy(floor(fvar(18))),NumHelper(1273)
Trigger6 = Enemy(floor(fvar(18))),StateNo=[2000,2003]
Trigger7 = Enemy(floor(fvar(18))),StateNo=2300||Enemy(floor(fvar(18))),NumHelper(2310)||Enemy(floor(fvar(18))),NumHelper(2311)
Trigger8 = Enemy(floor(fvar(18))),StateNo=2350||Enemy(floor(fvar(18))),NumHelper(2360)||Enemy(floor(fvar(18))),NumHelper(2361)
var(3) = 3

;

[State -3,v2=3];ѓ
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy
TriggerAll=Enemy(floor(fvar(18))),Name="Ky=kiske"
Trigger1 = Enemy(floor(fvar(18))),StateNo=1000||Enemy(floor(fvar(18))),NumProjID(1002)
Trigger2 = Enemy(floor(fvar(18))),StateNo=1020||Enemy(floor(fvar(18))),NumHelper(1025)
Trigger3 = Enemy(floor(fvar(18))),StateNo=1050||Enemy(floor(fvar(18))),NumProjID(1053)
Trigger4 = Enemy(floor(fvar(18))),StateNo=1100||Enemy(floor(fvar(18))),NumProjID(1102)
Trigger5 = Enemy(floor(fvar(18))),StateNo=1150
Trigger6 = Enemy(floor(fvar(18))),StateNo=3200||Enemy(floor(fvar(18))),NumHelper(3200)
Trigger7 = Enemy(floor(fvar(18))),StateNo=3800||Enemy(floor(fvar(18))),NumProjID(3801)||Enemy(floor(fvar(18))),NumProjID(3205)
var(3) = 3

[State -3,v2=3];ѓ
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy
TriggerAll=Enemy(floor(fvar(18))),Name="sol"
Trigger1 = Enemy(floor(fvar(18))),StateNo=1000||Enemy(floor(fvar(18))),NumHelper(1001)
Trigger2 = Enemy(floor(fvar(18))),StateNo=2000||Enemy(floor(fvar(18))),NumHelper(2001)
Trigger3 = Enemy(floor(fvar(18))),NumHelper(3010)
var(3) = 2

[State -3,v2=3];ѓ
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy
TriggerAll=Enemy(floor(fvar(18))),Name="johnny"
Trigger1 = Enemy(floor(fvar(18))),StateNo=1400||Enemy(floor(fvar(18))),NumHelper(1401)
Trigger2 = Enemy(floor(fvar(18))),StateNo=1150||Enemy(floor(fvar(18))),NumHelper(1180)
var(3) = 2

[State -3,v2=3];ѓ
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy
TriggerAll=Enemy(floor(fvar(18))),Name="BRIDGET"
TriggerAll=Enemy(floor(fvar(18))),AutHorName="EL"
Trigger1 = Enemy(floor(fvar(18))),StateNo=1572
Trigger2 = Enemy(floor(fvar(18))),StateNo=1577
Trigger3 = Enemy(floor(fvar(18))),StateNo=1580
Trigger4 = Enemy(floor(fvar(18))),StateNo=1585
Trigger5 = Enemy(floor(fvar(18))),StateNo=1590
Trigger6 = Enemy(floor(fvar(18))),StateNo=1595
Trigger7 = Enemy(floor(fvar(18))),StateNo=1550
Trigger8 = Enemy(floor(fvar(18))),StateNo=1552
Trigger9 = Enemy(floor(fvar(18))),StateNo=1555
Trigger10= Enemy(floor(fvar(18))),StateNo=1557
Trigger11= Enemy(floor(fvar(18))),StateNo=1560
Trigger12= Enemy(floor(fvar(18))),StateNo=1565
Trigger13= Enemy(floor(fvar(18))),StateNo=1575
Trigger14= Enemy(floor(fvar(18))),StateNo=1530
Trigger15= Enemy(floor(fvar(18))),StateNo=1540
var(3) = 3

[State -3,v2=3];ѓ
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy
TriggerAll=Enemy(floor(fvar(18))),Name="BRIDGET"
TriggerAll=Enemy(floor(fvar(18))),AutHorName="muteki"
Trigger1 = Enemy(floor(fvar(18))),StateNo=1005
Trigger2 = Enemy(floor(fvar(18))),StateNo=1059
Trigger3 = Enemy(floor(fvar(18))),StateNo=1400
Trigger4 = Enemy(floor(fvar(18))),StateNo=1450
Trigger5 = Enemy(floor(fvar(18))),StateNo=1480
Trigger6 = Enemy(floor(fvar(18))),StateNo=1500
Trigger7 = Enemy(floor(fvar(18))),StateNo=3200
Trigger8 = Enemy(floor(fvar(18))),StateNo=3100
var(3) = 3

[State -3,v2=3];ѓ
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy
TriggerAll=Enemy(floor(fvar(18))),Name="chipp"
Trigger1 = Enemy(floor(fvar(18))),StateNo=1200||Enemy(floor(fvar(18))),NumHelper(1205)
Trigger2 = Enemy(floor(fvar(18))),StateNo=680||Enemy(floor(fvar(18))),NumHelper(690)
Trigger3 = Enemy(floor(fvar(18))),StateNo=685||Enemy(floor(fvar(18))),NumHelper(691)
var(3) = 2

[State -3,v2=3];ѓ
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy
TriggerAll=Enemy(floor(fvar(18))),Name="eddie"
Trigger1 = Enemy(floor(fvar(18))),StateNo=3000||Enemy(floor(fvar(18))),NumHelper(3010)
Trigger2 = Enemy(floor(fvar(18))),StateNo=3200
Trigger3 = Enemy(floor(fvar(18))),StateNo=3500
Trigger4 = Enemy(floor(fvar(18))),StateNo=1530
Trigger5 = Enemy(floor(fvar(18))),StateNo=1520
Trigger6 = Enemy(floor(fvar(18))),StateNo=1510
Trigger7 = Enemy(floor(fvar(18))),StateNo=1500
Trigger8 = Enemy(floor(fvar(18))),StateNo=1000||Enemy(floor(fvar(18))),NumHelper(1001)
Trigger9 = Enemy(floor(fvar(18))),StateNo=1050||Enemy(floor(fvar(18))),NumHelper(1002)
Trigger10= Enemy(floor(fvar(18))),StateNo=1800
Trigger11= Enemy(floor(fvar(18))),StateNo=1850
var(3) = 2

[State -3,v2=3];ѓ
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy
TriggerAll=Enemy(floor(fvar(18))),Name="gg_venom"
Trigger1 = Enemy(floor(fvar(18))),StateNo=3000||Enemy(floor(fvar(18))),NumHelper(3010)
Trigger2 = Enemy(floor(fvar(18))),StateNo=3200
Trigger3 = Enemy(floor(fvar(18))),StateNo=1200
Trigger4 = Enemy(floor(fvar(18))),StateNo=1250
Trigger5 = Enemy(floor(fvar(18))),StateNo=2200
Trigger6 = Enemy(floor(fvar(18))),StateNo=2250
Trigger7 = Enemy(floor(fvar(18))),NumHelper(1210)
Trigger8 = Enemy(floor(fvar(18))),NumHelper(1211)
Trigger9 = Enemy(floor(fvar(18))),NumHelper(1212)
Trigger10= Enemy(floor(fvar(18))),NumHelper(1260)
Trigger11= Enemy(floor(fvar(18))),NumHelper(1261)
Trigger12= Enemy(floor(fvar(18))),NumHelper(1262)
Trigger13= Enemy(floor(fvar(18))),NumHelper(2210)
Trigger14= Enemy(floor(fvar(18))),NumHelper(2211)
Trigger15= Enemy(floor(fvar(18))),NumHelper(2212)
Trigger16= Enemy(floor(fvar(18))),NumHelper(2260)
Trigger17= Enemy(floor(fvar(18))),NumHelper(2261)
Trigger18= Enemy(floor(fvar(18))),NumHelper(2262)
var(3) = 3

[State -3,v2=3];ѓ
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy
TriggerAll=Enemy(floor(fvar(18))),Name="gg_venom"
Trigger1 = Enemy(floor(fvar(18))),NumHelper(1001)
Trigger2 = Enemy(floor(fvar(18))),NumHelper(1002)
Trigger3 = Enemy(floor(fvar(18))),NumHelper(1003)
Trigger4 = Enemy(floor(fvar(18))),NumHelper(1011)
Trigger5 = Enemy(floor(fvar(18))),NumHelper(1012)
Trigger6 = Enemy(floor(fvar(18))),NumHelper(1013)
Trigger7 = Enemy(floor(fvar(18))),NumHelper(1021)
Trigger8 = Enemy(floor(fvar(18))),NumHelper(1022)
Trigger9 = Enemy(floor(fvar(18))),NumHelper(1023)
Trigger10= Enemy(floor(fvar(18))),NumHelper(1031)
Trigger11= Enemy(floor(fvar(18))),NumHelper(1032)
Trigger12= Enemy(floor(fvar(18))),NumHelper(1033)
var(3) = 1

[State -3,v2=3];ѓ
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy
TriggerAll=Enemy(floor(fvar(18))),Name="millia"
Trigger1 = Enemy(floor(fvar(18))),StateNo=3100||Enemy(floor(fvar(18))),NumHelper(3110)
Trigger2 = Enemy(floor(fvar(18))),StateNo=1700||Enemy(floor(fvar(18))),NumHelper(1710)
Trigger3 = Enemy(floor(fvar(18))),StateNo=1600
Trigger4 = Enemy(floor(fvar(18))),StateNo=1650
Trigger5 = Enemy(floor(fvar(18))),StateNo=1100||Enemy(floor(fvar(18))),NumHelper(1101)
Trigger6 = Enemy(floor(fvar(18))),StateNo=1150||Enemy(floor(fvar(18))),NumHelper(1151)
var(3) = 3

[State -3,v2=3];ѓ
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy
TriggerAll=Enemy(floor(fvar(18))),Name="jam"
Trigger1 = Enemy(floor(fvar(18))),StateNo=1600||Enemy(floor(fvar(18))),NumHelper(1610)
Trigger2 = Enemy(floor(fvar(18))),StateNo=3000||Enemy(floor(fvar(18))),NumHelper(3010)
var(3) = 3

[State -3,v2=3];ѓ
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy
TriggerAll=Enemy(floor(fvar(18))),Name="AXL"
Trigger1 = Enemy(floor(fvar(18))),StateNo=1500||Enemy(floor(fvar(18))),NumHelper(1500)
Trigger2 = Enemy(floor(fvar(18))),StateNo=1100||Enemy(floor(fvar(18))),NumHelper(1100)
Trigger3 = Enemy(floor(fvar(18))),StateNo=1110
Trigger4 = Enemy(floor(fvar(18))),StateNo=1120
var(3) = 3

[State -3,v2=3];ѓ
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy
TriggerAll=Enemy(floor(fvar(18))),Name="justice"
Trigger1 = Enemy(floor(fvar(18))),StateNo=1300||Enemy(floor(fvar(18))),NumHelper(1350)
Trigger2 = Enemy(floor(fvar(18))),StateNo=1310
Trigger3 = Enemy(floor(fvar(18))),StateNo=3000||Enemy(floor(fvar(18))),NumHelper(3003)
Trigger4 = Enemy(floor(fvar(18))),StateNo=3100||Enemy(floor(fvar(18))),NumHelper(3101)||Enemy(floor(fvar(18))),NumHelper(3102)
Trigger5 = Enemy(floor(fvar(18))),StateNo=3200||Enemy(floor(fvar(18))),NumHelper(3201)
var(3) = 3

[State -3,v2=3];ѓ
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy
TriggerAll=Enemy(floor(fvar(18))),Name="potemkin"
Trigger1 = Enemy(floor(fvar(18))),StateNo=3000||Enemy(floor(fvar(18))),NumHelper(3010)
Trigger2 = Enemy(floor(fvar(18))),NumHelper(1550)
var(3) = 2

[State -3,v2=3];ѓ
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),Name="testament"
Trigger1 = Enemy(floor(fvar(18))),StateNo=1400||Enemy(floor(fvar(18))),NumHelper(1411)
Trigger2 = Enemy(floor(fvar(18))),NumHelper(1412)
Trigger3 = Enemy(floor(fvar(18))),NumHelper(1413)
Trigger4 = Enemy(floor(fvar(18))),NumHelper(1414)
Trigger5 = Enemy(floor(fvar(18))),NumHelper(1415)
Trigger6 = Enemy(floor(fvar(18))),NumHelper(1416)
Trigger7 = Enemy(floor(fvar(18))),StateNo=1450||Enemy(floor(fvar(18))),NumHelper(1461)
Trigger8 = Enemy(floor(fvar(18))),NumHelper(1462)
Trigger9 = Enemy(floor(fvar(18))),NumHelper(1463)
Trigger10= Enemy(floor(fvar(18))),NumHelper(1464)
Trigger11= Enemy(floor(fvar(18))),NumHelper(1465)
Trigger12= Enemy(floor(fvar(18))),NumHelper(1466)
Trigger13= Enemy(floor(fvar(18))),StateNo=1500||Enemy(floor(fvar(18))),StateNo=1550||Enemy(floor(fvar(18))),NumHelper(1511)
Trigger14= Enemy(floor(fvar(18))),NumHelper(1512)
Trigger15= Enemy(floor(fvar(18))),NumHelper(1513)
Trigger16= Enemy(floor(fvar(18))),NumHelper(1514)
Trigger17= Enemy(floor(fvar(18))),NumHelper(1515)
Trigger18= Enemy(floor(fvar(18))),NumHelper(1516)
var(3) = 2

[State -3,v2=3];ѓ
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),Name="testament"
Trigger1 = Enemy(floor(fvar(18))),StateNo=1000||Enemy(floor(fvar(18))),NumHelper(1000)
Trigger2 = Enemy(floor(fvar(18))),StateNo=1050
Trigger3 = Enemy(floor(fvar(18))),StateNo=1200||Enemy(floor(fvar(18))),NumHelper(1210)
Trigger4 = Enemy(floor(fvar(18))),StateNo=1250||Enemy(floor(fvar(18))),NumHelper(1260)
Trigger5 = Enemy(floor(fvar(18))),StateNo=3000||Enemy(floor(fvar(18))),NumHelper(3010)
Trigger6 = Enemy(floor(fvar(18))),StateNo=3100
var(3) = 3

[State -3,v2=3];ѓ
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),Name="millia"
Trigger1 = Enemy(floor(fvar(18))),StateNo=1150
Trigger2 = Enemy(floor(fvar(18))),StateNo=1600
Trigger3 = Enemy(floor(fvar(18))),StateNo=1650
Trigger4 = Enemy(floor(fvar(18))),StateNo=3000
Trigger5 = Enemy(floor(fvar(18))),StateNo=3100
var(3) = 3

;
;U̍
;

;
;S̍U{AIE΍
;

[State -3];ZbcH
Type = varSet
TriggerAll=IsHelper
Trigger1 = 0
var(5) = 0
IgnoreHitPause = 1

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

[State -3];^C}@
Type = varAdd
TriggerAll=IsHelper
Trigger1 = var(5)>0
var(5) = -1
IgnoreHitPause = 1

;
;L0F邩
;

[State -3];ZbcH
Type = varSet
Trigger1 = IsHelper
var(6) = 0
IgnoreHitPause = 1

[State -3,72];ʏ퓊
Type = varSet
TriggerAll=IsHelper
Trigger1 = Enemy(floor(fvar(18))),AutHorName="muteki"
var(6) = 30
IgnoreHitPause = 1

[State -3];ŜԚL
Type = varSet
TriggerAll=IsHelper
Trigger1 = Enemy(floor(fvar(18))),Name="Goenitz96"
var(6) = 50
IgnoreHitPause = 1

;
;L̃xXg(CZMȂ)
;

[State -3];ZbcH
Type = varSet
Trigger1 = IsHelper
var(7) = 120
IgnoreHitPause = 1

[State -3,72];KH
Type = varSet
TriggerAll=IsHelper
Trigger1 = Enemy(floor(fvar(18))),Name="cvsryu"||Enemy(floor(fvar(18))),Name="Ryu"
var(7) = 72
IgnoreHitPause = 1

[State -3,110];[I
Type = varSet
TriggerAll=IsHelper
Trigger1 = Enemy(floor(fvar(18))),Name="Yumiduka_Satsuki"
var(7) = 110
IgnoreHitPause = 1

[State -3,110];C
Type = varSet
TriggerAll=IsHelper
Trigger1 = Enemy(floor(fvar(18))),Name="Kishima_kouma"
var(7) = 110
IgnoreHitPause = 1

[State -3,110];P
Type = varSet
TriggerAll=IsHelper
Trigger1 = Enemy(floor(fvar(18))),Name="Sakuya Izayoi"
var(7) = 110
IgnoreHitPause = 1

[State -3,115];HS
Type = varSet
TriggerAll=IsHelper
Trigger1 = Enemy(floor(fvar(18))),Name="chipp"
var(7) = 125
IgnoreHitPause = 1

[State -3,125];𗎂Ƃ EX
Type = varSet
TriggerAll=IsHelper
Trigger1 = P2Name="Akiha_Vermilion"
var(7) = 120
IgnoreHitPause = 1

[State -3,121];S
Type = varSet
TriggerAll=IsHelper
Trigger1 = Enemy(floor(fvar(18))),Name="baiken"
var(7) = 121
IgnoreHitPause = 1

[State -3,124];S
Type = varSet
TriggerAll=IsHelper
Trigger1 = Enemy(floor(fvar(18))),Name="justice"
var(7) = 124
IgnoreHitPause = 1

[State -3,125];C
Type = varSet
TriggerAll=IsHelper
Trigger1 = Enemy(floor(fvar(18))),Name="Nanaya_Shiki"
var(7) = 125
IgnoreHitPause = 1

[State -3,125];S
Type = varSet
TriggerAll=IsHelper
Trigger1 = Enemy(floor(fvar(18))),Name="order-Sol=Badguy"
var(7) = 125
IgnoreHitPause = 1

[State -3,130];P
Type = varSet
TriggerAll=IsHelper
Trigger1 = Enemy(floor(fvar(18))),Name="Reimu_Hakurei"
var(7) = 130
IgnoreHitPause = 1

[State -3,130];S
Type = varSet
TriggerAll=IsHelper
Trigger1 = Enemy(floor(fvar(18))),Name="jam"
var(7) = 130
IgnoreHitPause = 1

[State -3,115];HS
Type = varSet
TriggerAll=IsHelper
Trigger1 = Enemy(floor(fvar(18))),Name="millia"
var(7) = 140
IgnoreHitPause = 1

[State -3,140];K
Type = varSet
TriggerAll=IsHelper
Trigger1 = Enemy(floor(fvar(18))),Name="ROBO-KY1"||Enemy(floor(fvar(18))),Name="ROBO-KY"
var(7) = 140
IgnoreHitPause = 1

[State -3,144];S
Type = varSet
TriggerAll=IsHelper
Trigger1 = Enemy(floor(fvar(18))),Name="testament"
var(7) = 144
IgnoreHitPause = 1

[State -3,150];C
Type = varSet
TriggerAll=IsHelper
Trigger1 = Enemy(floor(fvar(18))),Name="Kohaku"
var(7) = 150
IgnoreHitPause = 1

[State -3,153];S
Type = varSet
TriggerAll=IsHelper
Trigger1 = Enemy(floor(fvar(18))),Name="Ky=kiske"
var(7) = 153
IgnoreHitPause = 1

[State -3,160];p[XEB[v or }XBuu[
Type = varSet
TriggerAll=IsHelper
Trigger1 = Enemy(floor(fvar(18))),Name="Marisa Kirisame"
var(7) = 160
IgnoreHitPause = 1

[State -3,160];KtC
Type = varSet
TriggerAll=IsHelper
Trigger1 = Enemy(floor(fvar(18))),Name="sol"
var(7) = 160
IgnoreHitPause = 1

[State -3,170];i~Xgt@Ci[
Type = varSet
TriggerAll=IsHelper
Trigger1 = Enemy(floor(fvar(18))),Name="johnny"
var(7) = 180
IgnoreHitPause = 1

[State -3,65];AgV[A
Type = varSet
TriggerAll=IsHelper
Trigger1 = Enemy(floor(fvar(18))),Name="Red_Arcueid"
var(7) = 175
IgnoreHitPause = 1

[State -3,178];HS
Type = varSet
TriggerAll=IsHelper
Trigger1 = Enemy(floor(fvar(18))),Name="potemkin"
var(7) = 178
IgnoreHitPause = 1

[State -3,178];HS
Type = varSet
TriggerAll=IsHelper
Trigger1 = Enemy(floor(fvar(18))),Name="gg_venom"
var(7) = 178
IgnoreHitPause = 1

[State -3,65];B
Type = varSet
TriggerAll=IsHelper
Trigger1 = Enemy(floor(fvar(18))),Name="Nrvnqsr_Chaos"
var(7) = 180
IgnoreHitPause = 1

[State -3,180];HS
Type = varSet
TriggerAll=IsHelper
Trigger1 = Enemy(floor(fvar(18))),Name="SLAYER"
var(7) = 180
IgnoreHitPause = 1

[State -3,195];S
Type = varSet
TriggerAll=IsHelper
Trigger1 = Enemy(floor(fvar(18))),Name="kliff"
var(7) = 200
IgnoreHitPause = 1

[State -3,240];P
Type = varSet
TriggerAll=IsHelper
Trigger1 = Enemy(floor(fvar(18))),Name="AXL"
var(7) = 200
IgnoreHitPause = 1

;
;ubLOorRCorV[horep
;

[State -3];ZbcH
Type = varSet
Trigger1 = IsHelper
var(9) = 0
IgnoreHitPause = 1

[State -3,47];nΉubLOp
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1 = Enemy(floor(fvar(18))),AutHorName="Warusaki3"
Trigger1 = Enemy(floor(fvar(18))),var(20)=2||Enemy(floor(fvar(18))),var(20)=6
Trigger2 = Enemy(floor(fvar(18))),AutHorName="Phantom.of.the.Server"
Trigger3 = Enemy(floor(fvar(18))),AutHorName="GM"
Trigger4 = Enemy(floor(fvar(18))),AutHorName="H"
Trigger5 = Enemy(floor(fvar(18))),Name="Mai Kawasumi"
Trigger6 = Enemy(floor(fvar(18))),Name="Unknown"
Trigger7 = Enemy(floor(fvar(18))),Name="Kanna"
Trigger8 = Enemy(floor(fvar(18))),Name="Ayu Tukimiya"
Trigger9 = Enemy(floor(fvar(18))),Name="jam"
Trigger10= Enemy(floor(fvar(18))),Name="Moriya Minakata"
Trigger11= Enemy(floor(fvar(18))),Name="washizuka"
Trigger12= Enemy(floor(fvar(18))),Name="washizuka B"
Trigger13= Enemy(floor(fvar(18))),Name="Moriya Minakata"
Trigger14= Enemy(floor(fvar(18))),Name="kaede"
var(9) = 3
IgnoreHitPause = 1

[State -3,47];ubLOp
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1 = Enemy(floor(fvar(18))),Name="jam"
var(9) = 2
IgnoreHitPause = 1

;
;2iެߕsor2iެ߂łȂq 0:󒆼ެߕs@1:󒆼ެ߉\
;

[State -3];ZbcH
Type = varSet
Trigger1 = IsHelper
var(10) = 0
IgnoreHitPause = 1

[State -3,47]
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),AutHorName="H"
TriggerAll=Enemy(floor(fvar(18))),Ctrl
TriggerAll=Enemy(floor(fvar(18))),var(9)<2
TriggerAll=Enemy(floor(fvar(18))),var(11)%10=0
Trigger1 = Enemy(floor(fvar(18))),Name="Nrvnqsr_Chaos"
Trigger2 = Enemy(floor(fvar(18))),Name="Warachia"
Trigger3 = Enemy(floor(fvar(18))),Name="Sion_Eltnam_Atlasia"
Trigger4 = Enemy(floor(fvar(18))),Name="Hisui"
Trigger5 = Enemy(floor(fvar(18))),Name="Red_Arcueid"
Trigger6 = Enemy(floor(fvar(18))),Name="Yumiduka_Satsuki"
Trigger7 = Enemy(floor(fvar(18))),Name="Len"
Trigger8 = Enemy(floor(fvar(18))),Name="Akiha_Vermilion"
Trigger9 = Enemy(floor(fvar(18))),Name="Aozaki_Aoko(CPU)"
Trigger10= Enemy(floor(fvar(18))),Name="White_Len(CPU)"
Trigger11= Enemy(floor(fvar(18))),Name="Arima_Miyako"
Trigger12= Enemy(floor(fvar(18))),Name="Nanaya_Shiki"
Trigger13= Enemy(floor(fvar(18))),Name="Tohno_Shiki"
var(10) = 1
IgnoreHitPause = 1

[State -3,47]
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),AutHorName="H"
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=Enemy(floor(fvar(18))),var(2)/100%10>=3
Trigger1 = Enemy(floor(fvar(18))),Name="Nrvnqsr_Chaos"
Trigger2 = Enemy(floor(fvar(18))),Name="Warachia"
Trigger3 = Enemy(floor(fvar(18))),Name="Sion_Eltnam_Atlasia"
Trigger4 = Enemy(floor(fvar(18))),Name="Hisui"
Trigger5 = Enemy(floor(fvar(18))),Name="Red_Arcueid"
Trigger6 = Enemy(floor(fvar(18))),Name="Len"
Trigger7 = Enemy(floor(fvar(18))),Name="Akiha_Vermilion"
Trigger8 = Enemy(floor(fvar(18))),Name="White_Len(CPU)"
Trigger9 = Enemy(floor(fvar(18))),Name="Arima_Miyako"
Trigger10= Enemy(floor(fvar(18))),Name="Nanaya_Shiki"
Trigger11= Enemy(floor(fvar(18))),Name="Tohno_Shiki"
var(10) = 1
IgnoreHitPause = 1

[State -3,47]
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),AutHorName="H"
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=Enemy(floor(fvar(18))),Var(2)/100%10=5
Trigger1 = Enemy(floor(fvar(18))),Name="Yumiduka_Satsuki"
Trigger2 = Enemy(floor(fvar(18))),Name="Kishima_kouma"
Trigger3 = Enemy(floor(fvar(18))),Name="Aozaki_Aoko(CPU)"
var(10) = 1
IgnoreHitPause = 1

[State -3,47]
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),AutHorName="H"
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=Enemy(floor(fvar(18))),Var(2)/100%10=2
Trigger1 = Enemy(floor(fvar(18))),Name="Arima_Miyako"
Trigger1 = Enemy(floor(fvar(18))),StateNo=2350
var(10) = 1
IgnoreHitPause = 1

[State -3,47]
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),AutHorName="H"
TriggerAll=Enemy(floor(fvar(18))),Ctrl
TriggerAll=Enemy(floor(fvar(18))),StateNo=5210
Trigger1 = Enemy(floor(fvar(18))),Name="Nrvnqsr_Chaos"
Trigger2 = Enemy(floor(fvar(18))),Name="Warachia"
Trigger3 = Enemy(floor(fvar(18))),Name="Sion_Eltnam_Atlasia"
Trigger4 = Enemy(floor(fvar(18))),Name="Hisui"
Trigger5 = Enemy(floor(fvar(18))),Name="Red_Arcueid"
Trigger6 = Enemy(floor(fvar(18))),Name="Yumiduka_Satsuki"
Trigger7 = Enemy(floor(fvar(18))),Name="Len"
Trigger8 = Enemy(floor(fvar(18))),Name="Akiha_Vermilion"
Trigger9 = Enemy(floor(fvar(18))),Name="Aozaki_Aoko(CPU)"
Trigger10= Enemy(floor(fvar(18))),Name="White_Len(CPU)"
Trigger12= Enemy(floor(fvar(18))),Name="Nanaya_Shiki"
Trigger13= Enemy(floor(fvar(18))),Name="Tohno_Shiki"
var(10) = 1
IgnoreHitPause = 1

[State -3,47]
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),AutHorName="H"
TriggerAll=Enemy(floor(fvar(18))),Ctrl
Trigger1 = Enemy(floor(fvar(18))),StateNo=830
Trigger1 = Enemy(floor(fvar(18))),Name!="Nrvnqsr_Chaos"
Trigger1 = Enemy(floor(fvar(18))),Name!="Yumiduka_Satsuki"
Trigger1 = Enemy(floor(fvar(18))),Name!="Kohaku"
Trigger1 = Enemy(floor(fvar(18))),Name!="Red_Arcueid"
Trigger1 = Enemy(floor(fvar(18))),Name!="Akiha_Vermilion"
Trigger1 = Enemy(floor(fvar(18))),Name!="Nanaya_Shiki"
Trigger1 = Enemy(floor(fvar(18))),Name!="Tohno_Shiki"
Trigger2 = Enemy(floor(fvar(18))),Name="Warachia"
Trigger2 = Enemy(floor(fvar(18))),StateNo=111
Trigger3 = Enemy(floor(fvar(18))),Name="Sion_Eltnam_Atlasia"
Trigger3 = Enemy(floor(fvar(18))),StateNo=2300
Trigger4 = Enemy(floor(fvar(18))),Name="Hisui"
Trigger4 = Enemy(floor(fvar(18))),StateNo=2200
Trigger5 = Enemy(floor(fvar(18))),Name="Red_Arcueid"
Trigger5 = Enemy(floor(fvar(18))),StateNo=1350
Trigger6 = Enemy(floor(fvar(18))),Name="Kohaku"
Trigger6 = Enemy(floor(fvar(18))),StateNo=1202||Enemy(floor(fvar(18))),StateNo=2200
Trigger7 = Enemy(floor(fvar(18))),Name="Akiha_Vermilion"
Trigger7 = Enemy(floor(fvar(18))),StateNo=1101||Enemy(floor(fvar(18))),StateNo=1151||Enemy(floor(fvar(18))),StateNo=2101||Enemy(floor(fvar(18))),StateNo=2200||Enemy(floor(fvar(18))),StateNo=1350||Enemy(floor(fvar(18))),StateNo=1360
Trigger8 = Enemy(floor(fvar(18))),Name="Arima_Miyako"
Trigger8 = Enemy(floor(fvar(18))),StateNo=111||Enemy(floor(fvar(18))),StateNo=2300
Trigger9 = Enemy(floor(fvar(18))),Name="Nanaya_Shiki"||Enemy(floor(fvar(18))),Name="Tohno_Shiki"
Trigger9 = Enemy(floor(fvar(18))),StateNo=1310||Enemy(floor(fvar(18))),StateNo=1330
var(10) = 1
IgnoreHitPause = 1

;

[State -3,47]
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1 = Enemy(floor(fvar(18))),AutHorName="muteki"
Trigger1 = !Enemy(floor(fvar(18))),var(11)
Trigger1 = !Enemy(floor(fvar(18))),var(12)
var(10) = 1
IgnoreHitPause = 1

[State -3,47]
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),AutHorName="EL"
TriggerAll=Enemy(floor(fvar(18))),Name="BRIDGET"||Enemy(floor(fvar(18))),Name="ZAPPA"||Enemy(floor(fvar(18))),Name="MAY"
Trigger1 = !Enemy(floor(fvar(18))),var(53)||Enemy(floor(fvar(18))),Name="BRIDGET"
Trigger1 = !Enemy(floor(fvar(18))),var(9)
Trigger1 = !Enemy(floor(fvar(18))),var(14)||Enemy(floor(fvar(18))),var(15) = 1
var(10) = 1
IgnoreHitPause = 1

[State -3,47]
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),AutHorName="EL"
TriggerAll=Enemy(floor(fvar(18))),Name="BRIDGET"
TriggerAll=Enemy(floor(fvar(18))),NumHelper(100)
TriggerAll=Enemy(floor(fvar(18))),var(30)>0
TriggerAll=ifelse(Enemy(floor(fvar(18))),var(1)!=0,Enemy(floor(fvar(18))),var(27)<2,1)
Trigger1 = Enemy(floor(fvar(18))),Ctrl
Trigger2 = Enemy(floor(fvar(18))),SysVar(3)
var(10) = 1
IgnoreHitPause = 1

[State -3,47]
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),AutHorName="muteki"
TriggerAll=Enemy(floor(fvar(18))),Name="bridget"
TriggerAll=Enemy(floor(fvar(18))),var(45)<2
TriggerAll=Enemy(floor(fvar(18))),var(35) = 1
Trigger1 = Enemy(floor(fvar(18))),Ctrl
Trigger2 = Enemy(floor(fvar(18))),var(47)>1
Trigger2 = Enemy(floor(fvar(18))),StateNo=1200
var(10) = 1
IgnoreHitPause = 1

[State -3,47]
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),AutHorName="kishio"
TriggerAll=Enemy(floor(fvar(18))),Name="judgment"
Trigger1 = Enemy(floor(fvar(18))),Ctrl
trigger1 = Enemy(floor(fvar(18))),StateNo=50
Trigger1 = Enemy(floor(fvar(18))),var(0)<1
var(10) = 1
IgnoreHitPause = 1

[State -3,47]
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),AutHorName="QWERTY"
TriggerAll=Enemy(floor(fvar(18))),Name="Ky_and_Sol"
Trigger1 = Enemy(floor(fvar(18))),Ctrl
trigger1 = Enemy(floor(fvar(18))),StateNo=50
Trigger1 = Enemy(floor(fvar(18))),var(31)=10
var(10) = 1
IgnoreHitPause = 1

[State -3,47]
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),AutHorName="MEKA"
TriggerAll=Enemy(floor(fvar(18))),Name="Anji Mito"
TriggerAll=Enemy(floor(fvar(18))),Ctrl
Trigger1 = Enemy(floor(fvar(18))),var(2)=1
Trigger2 = Enemy(floor(fvar(18))),var(48)=3
var(10) = 1
IgnoreHitPause = 1

[State -3,47]
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),AutHorName="Akutagawa"
TriggerAll=Enemy(floor(fvar(18))),Name="Ky=kiske"||Enemy(floor(fvar(18))),Name="order-Sol=Badguy"
Trigger1 = Enemy(floor(fvar(18))),var(4)=1
Trigger1 = !Enemy(floor(fvar(18))),var(6)
Trigger1 = Enemy(floor(fvar(18))),Ctrl
var(10) = 1
IgnoreHitPause = 1

[State -3,47]
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),AutHorName="ukege"
TriggerAll=Enemy(floor(fvar(18))),Name="ROBO-KY"||Enemy(floor(fvar(18))),Name="ROBO-KY1"||Enemy(floor(fvar(18))),Name="ROBO-KY MK-U"||Enemy(floor(fvar(18))),Name="ROBO-KY3"
Trigger1 = Enemy(floor(fvar(18))),var(11)=1
Trigger1 = Enemy(floor(fvar(18))),var(2)<2
var(10) = 1
IgnoreHitPause = 1

[State -3,47]
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),AutHorName="@M"
TriggerAll=Enemy(floor(fvar(18))),Name="anji mito"
Trigger1 = Enemy(floor(fvar(18))),var(19)!=2
var(10) = 1
IgnoreHitPause = 1

[State -3,47]
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),AutHorName="Amachi"
TriggerAll=Enemy(floor(fvar(18))),Name="Sol=Badguy"
TriggerAll=Enemy(floor(fvar(18))),Ctrl
Trigger1 = Enemy(floor(fvar(18))),StateNo=50
Trigger1 = Enemy(floor(fvar(18))),var(5)=2||Enemy(floor(fvar(18))),var(5)=11
Trigger2 = Enemy(floor(fvar(18))),StateNo=5210
var(10) = 1
IgnoreHitPause = 1

[State -3,47]
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),AutHorName="rei"
TriggerAll=Enemy(floor(fvar(18))),Name="jedah"
Trigger1 = Enemy(floor(fvar(18))),var(53)>=0
Trigger1 = Enemy(floor(fvar(18))),Ctrl||(Enemy(floor(fvar(18))),StateNo=[100,105])
var(10) = 1
IgnoreHitPause = 1

[State -3,47]
Type = VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),Name="Q-Bee by M@PPY"
TriggerAll=Enemy(floor(fvar(18))),var(3)!=2
Trigger1 = Enemy(floor(fvar(18))),StateNo=50
Trigger2 = Enemy(floor(fvar(18))),StateNo=2041
var(10) = 1
IgnoreHitPause = 1

;
;AnimTimep
;

[State -3];ZbcH
Type = varSet
Trigger1 = IsHelper
var(11) = 0
IgnoreHitPause = 1

[State -3];ZbcH
Type = varSet
TriggerAll=IsHelper
Trigger1 = Enemy(floor(fvar(18))),Name="Bulleta SXP"
Trigger1 = Enemy(floor(fvar(18))),StateNo=[1100,1102]
var(11) = 75-Enemy(floor(fvar(18))),Time

[State -3];ZbcH
Type = varSet
TriggerAll=IsHelper
Trigger1 = Enemy(floor(fvar(18))),Name="Goenitz96"
Trigger1 = StateNo=100
var(11) = 12-Enemy(floor(fvar(18))),Time
IgnoreHitPause = 1

;
;G
;

[State -3];Zbg
Type = varSet
TriggerAll=IsHelper
Trigger1 = var(20)<0
var(20) = 0
IgnoreHitPause = 1

;
;^C}[

[State -3];^C}[
Type = varAdd
TriggerAll=IsHelper
Trigger1 = var(20)>0
var(20) = -1
IgnoreHitPause = 1

[State -3]
Type = varSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1 = P2MoveType=H
Trigger1 = Enemy(floor(fvar(18))),StateNo=[150,155]
Trigger1 = Enemy(floor(fvar(18))),AutHorName="muteki"
Trigger2 = Enemy(floor(fvar(18))),Name="order-Sol=Badguy"
Trigger2 = Enemy(floor(fvar(18))),NumHelper(20000+ID)
Trigger2 = Enemy(floor(fvar(18))),AutHorName="Akutagawa"
var(20) = 6
IgnoreHitPause = 1

[State -3]
Type = varSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1 = P2MoveType=H
Trigger1 = Enemy(floor(fvar(18))),StateNo=[150,155]
Trigger1 = Enemy(floor(fvar(18))),Name="Reimu_Hakurei"
var(20) = 10
IgnoreHitPause = 1

;
;Zbg

[State -3];\@K
Type = varSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1 = Enemy(floor(fvar(18))),Name="order-Sol=Badguy"
Trigger1 = Enemy(floor(fvar(18))),AutHorName="Akutagawa"
Trigger1 = Enemy(floor(fvar(18))),StateNo=215
Trigger1 = Enemy(floor(fvar(18))),Time<21
var(20) = 21-Enemy(floor(fvar(18))),Time
IgnoreHitPause = 1

[State -3];~@K
Type = varSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1 = Enemy(floor(fvar(18))),Name="baiken"
Trigger1 = Enemy(floor(fvar(18))),AutHorName="muteki"
Trigger1 = Enemy(floor(fvar(18))),StateNo=215
Trigger1 = Enemy(floor(fvar(18))),Time<12
var(20) = 12-Enemy(floor(fvar(18))),Time
IgnoreHitPause = 1

[State -3];GfB@_ht@O
Type = varSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1 = Enemy(floor(fvar(18))),Name="eddie"
Trigger1 = Enemy(floor(fvar(18))),AutHorName="muteki"
Trigger1 = Enemy(floor(fvar(18))),StateNo=1300
Trigger1 = Enemy(floor(fvar(18))),Time<8
var(20) = 8-Enemy(floor(fvar(18))),Time
IgnoreHitPause = 1

[State -3];\@t@tj[
Type = varSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1 = Enemy(floor(fvar(18))),Name="sol"
Trigger1 = Enemy(floor(fvar(18))),AutHorName="muteki"
Trigger1 = Enemy(floor(fvar(18))),StateNo=1710
Trigger1 = Enemy(floor(fvar(18))),Time<19
var(20) = 19-Enemy(floor(fvar(18))),Time
IgnoreHitPause = 1

;
;Nオ莞ԑ
;

[State -3];
Type = varSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1 = !var(21)
Trigger1 = Enemy(floor(fvar(18))),Anim=[5120,5121]
Trigger1 = Enemy(floor(fvar(18))),AnimElem=1,=1
var(21) = -Enemy(floor(fvar(18))),AnimTime
IgnoreHitPause = 1

[State -3]
Type = varSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1 = Enemy(floor(fvar(18))),Name="SLAYER"||Enemy(floor(fvar(18))),Name="justice"
Trigger1 = Enemy(floor(fvar(18))),AutHorName="muteki"
var(21) = 19
IgnoreHitPause = 1

[State -3];20
Type = varSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1 = Enemy(floor(fvar(18))),Name="chipp"||Enemy(floor(fvar(18))),Name="baiken"||Enemy(floor(fvar(18))),Name="ky"||Enemy(floor(fvar(18))),Name="kliff"||Enemy(floor(fvar(18))),Name="sol"
Trigger1 = Enemy(floor(fvar(18))),AutHorName="muteki"
Trigger2 = Enemy(floor(fvar(18))),Name="ZAPPA"
Trigger2 = Enemy(floor(fvar(18))),AutHorName="EL"
Trigger3 = Enemy(floor(fvar(18))),Name="order-Sol=Badguy"
Trigger3 = Enemy(floor(fvar(18))),AutHorName="Akutagawa"
var(21) = 20
IgnoreHitPause = 1

[State -3]
Type = varSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1 = Enemy(floor(fvar(18))),Name="eddie"||Enemy(floor(fvar(18))),Name="may"
Trigger1 = Enemy(floor(fvar(18))),AutHorName="muteki"
Trigger2 = Enemy(floor(fvar(18))),Name="MAY"
Trigger2 = Enemy(floor(fvar(18))),AutHorName="EL"
var(21) = 21
IgnoreHitPause = 1

[State -3]
Type = varSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1 = Enemy(floor(fvar(18))),Name="bridget"||Enemy(floor(fvar(18))),Name="millia"
Trigger1 = Enemy(floor(fvar(18))),AutHorName="muteki"
Trigger2 = Enemy(floor(fvar(18))),Name="BRIDGET"
Trigger2 = Enemy(floor(fvar(18))),AutHorName="EL"
Trigger3 = Enemy(floor(fvar(18))),Name="Ky=kiske"
Trigger3 = Enemy(floor(fvar(18))),AutHorName="Akutagawa"
var(21) = 22
IgnoreHitPause = 1

[State -3]
Type = varSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1 = Enemy(floor(fvar(18))),Name="I-NO"
Trigger1 = Enemy(floor(fvar(18))),AutHorName="muteki"
var(21) = 23
IgnoreHitPause = 1

[State -3]
Type = varSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1 = Enemy(floor(fvar(18))),Name="johnny"||Enemy(floor(fvar(18))),Name="AXL"
Trigger1 = Enemy(floor(fvar(18))),AutHorName="muteki"
var(21) = 24
IgnoreHitPause = 1

[State -3]
Type = varSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1 = Enemy(floor(fvar(18))),Name="jam"
Trigger1 = Enemy(floor(fvar(18))),AutHorName="muteki"
var(21) = 27
IgnoreHitPause = 1

[State -3]
Type = varSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1 = Enemy(floor(fvar(18))),Name="faust"
Trigger1 = Enemy(floor(fvar(18))),AutHorName="muteki"
var(21) = 28
IgnoreHitPause = 1

[State -3]
Type = varSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1 = Enemy(floor(fvar(18))),Name="jam"
Trigger1 = Enemy(floor(fvar(18))),AutHorName="muteki"
var(21) = 27
IgnoreHitPause = 1

[State -3]
Type = varSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1 = Enemy(floor(fvar(18))),Name="Anji Mito"
Trigger1 = Enemy(floor(fvar(18))),AutHorName="MEKA"
var(21) = 34
IgnoreHitPause = 1

;

[State -3]
Type = varSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1 = Enemy(floor(fvar(18))),Name="Reimu_Hakurei"
Trigger1 = Enemy(floor(fvar(18))),AutHorName="Nachel"
Trigger2 = Enemy(floor(fvar(18))),Name="HAKUREI"
Trigger2 = Enemy(floor(fvar(18))),AutHorName="Nachel_Arrange_By_RockMARISA"
var(21) = 31
IgnoreHitPause = 1

[State -3]
Type = varSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1 = Enemy(floor(fvar(18))),Name="Marisa Kirisame"
Trigger1 = Enemy(floor(fvar(18))),AutHorName="Toma"
var(21) = 45
IgnoreHitPause = 1

[State -3]
Type = varSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1 = Enemy(floor(fvar(18))),Name="Maxime"
Trigger1 = Enemy(floor(fvar(18))),AutHorName="Ryanide"
var(21) = 5
IgnoreHitPause = 1

[State -3]
Type = varSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1 = Enemy(floor(fvar(18))),Name="jedah"
Trigger1 = Enemy(floor(fvar(18))),AutHorName="rei"||Enemy(floor(fvar(18))),AutHorName="Deuce"
var(21) = 19
IgnoreHitPause = 1

;
;펞A[}[L΍
;

[State -3];ZbcH
Type = varSet
Trigger1 = IsHelper
var(30) = 0
IgnoreHitPause = 1

[State -3];ʲ߰ϰx
Type = Varset
TriggerAll=IsHelper
Trigger1 = P2Name="Giant_Mech-HISUI"
Trigger2 = P2Name="CheetahMen"
Trigger3 = P2Name="LEOPALDON_GGI"
Trigger4 = P2Name="Mega_weapon"
Trigger5 = P2Name="G-akiha"
Trigger6 = P2Name="Apocalypse"
Trigger7 = P2Name="Abyss"
var(30) = 1
IgnoreHitPause = 1

;
;H炢LZ֘A
;

[State -3];TCN΍
Type = varSet
Trigger1 = IsHelper
var(50) = 0
IgnoreHitPause = 1

[State -3];TCN΍
Type = varSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1 = Enemy(floor(fvar(18))),AutHorName="muteki"
Trigger1 = Enemy(floor(fvar(18))),fvar(33)>=1.5
Trigger2 = Enemy(floor(fvar(18))),AutHorName="Akutagawa"
Trigger2 = Enemy(floor(fvar(18))),fvar(30)>=15000
Trigger3 = Enemy(floor(fvar(18))),AutHorName="EL"
Trigger3 = Enemy(floor(fvar(18))),fvar(10)>=15000
var(50) = 1
IgnoreHitPause = 1

[State -3];TLXp΍
Type = varSet
Trigger1 = IsHelper
var(51) = 0
IgnoreHitPause = 1

[State -3];TLXp΍
Type = varSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1 = Enemy(floor(fvar(18))),AutHorName="H"
Trigger1 = Enemy(floor(fvar(18))),Var(13)||Enemy(floor(fvar(18))),Var(14)
var(51) = 1
IgnoreHitPause = 1

;
;炢̕΂
;
[State -3];
Type = varSet
Trigger1 = IsHelper
fvar(0) = 0
IgnoreHitPause = 1

[State -3];ɔ΂
Type = varSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1 = Enemy(floor(fvar(18))),Name="johnny"
Trigger2 = Enemy(floor(fvar(18))),Name="Maxime"
Trigger3 = Enemy(floor(fvar(18))),Name="kirby"
fvar(0) = 1
IgnoreHitPause = 1
;ӊOƂ܂

[State -3];ɔ΂
Type = varSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1 = Enemy(floor(fvar(18))),Name="TOKI"
fvar(0) = 2
IgnoreHitPause = 1

[State -3];
Type = varSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1 = Enemy(floor(fvar(18))),Name="AXL"
Trigger2 = Enemy(floor(fvar(18))),Name="potemkin"
Trigger3 = Enemy(floor(fvar(18))),Name="testament"
Trigger4 = Enemy(floor(fvar(18))),Name="Alex"
fvar(0) = 3
IgnoreHitPause = 1

;
;Kp
;
[Statedef 214]
Type = U
MoveType = U
Ctrl = 0

[State 1049]
Type = ChangeState
Trigger1 = !IsHelper
value = 215

;
;G^Ppެ
;
[Statedef 599]
Type = U
MoveType= U
Ctrl = 0

[State 999]
Type = ChangeState
Trigger1 = !IsHelper
value = 105

;
;G^Ppެ
;
[Statedef 609]
Type = U
MoveType= U
Ctrl = 0

[State 999]
Type = ChangeState
Trigger1 = !IsHelper
value = 105

;
;گ²ėp
;
[Statedef 984]
Type = U
MoveType = U
Ctrl = 0

[State 999]
Type = ChangeState
Trigger1 = !IsHelper
value = 1000

;
;FB߲ݶG^p޸
;
[Statedef 985]
Type = U
MoveType = U
Ctrl = 0

[State 999]
Type = ChangeState
Trigger1 = !IsHelper
value = 105

;
;FB߲ݶG^pެ
;
[Statedef 986]
Type = U
MoveType = U
Ctrl = 0

[State 999]
Type = ChangeState
Trigger1 = !IsHelper
value = 39

;
;ï߁FB߲ݶ
;
[Statedef 987]
Type = U
MoveType = U
Ctrl = 0

[State 999]
Type = ChangeState
Trigger1 = !IsHelper
value = 1000

;
;·ݖG^p޸
;
[Statedef 988]
Type = U
MoveType = U
Ctrl = 0

[State 999]
Type = ChangeState
Trigger1 = !IsHelper
value = 105

;
;ްگG^p޸
;
[Statedef 989]
Type = U
MoveType = U
Ctrl = 0

[State 999]
Type = ChangeState
Trigger1 = !IsHelper
value = 105

;
;۽ܲ˰ٖG^p޸
;
[Statedef 990]
Type = U
MoveType = U
Ctrl = 0

[State 999]
Type = ChangeState
Trigger1 = !IsHelper
value = 105

;
;߲ݶG^޸×p
;
[Statedef 991]
Type = U
MoveType = U
Ctrl = 0

[State 999]
Type = ChangeState
Trigger1 = !IsHelper
value = 105

;
;·ݖG^pެ
;
[Statedef 992]
Type = U
MoveType = U
Ctrl = 0

[State 999]
Type = ChangeState
Trigger1 = !IsHelper
value = 1000

;
;ްگG^pެ
;
[Statedef 993]
Type = U
MoveType = U
Ctrl = 0

[State 999]
Type = ChangeState
Trigger1 = !IsHelper
value = 37

;
;۽ܲ˰ٖG^pެ
;
[Statedef 994]
Type = U
MoveType = U
Ctrl = 0

[State 999]
Type = ChangeState
Trigger1 = !IsHelper
value = 37

;
;߲ݶG^pެ
;
[Statedef 995]
Type = U
MoveType = U
Ctrl = 0

[State 999]
Type = ChangeState
Trigger1 = !IsHelper
value = 37

;
;Lp
;
[Statedef 996]
Type = U
MoveType = U
Ctrl = 0

[State 999]
Type = ChangeState
Trigger1 = !IsHelper
value = 1000

;
;ްگp
;
[Statedef 997]
Type = U
MoveType = U
Ctrl = 0

[State 999]
Type = ChangeState
Trigger1 = !IsHelper
value = 1000

;
;۽ܲ˰ٗp
;
[Statedef 998]
Type = U
MoveType = U
Ctrl = 0

[State 999]
Type = ChangeState
Trigger1 = !IsHelper
value = 1000

;
;߲ݶp
;
[Statedef 999]
Type = U
MoveType = U
Ctrl = 0

[State 999]
Type = ChangeState
Trigger1 = !IsHelper
value = 1000

;
;·ݗp
;
[Statedef 1003]
Type = U
MoveType = U
Ctrl = 0

[State 999]
Type = ChangeState
Trigger1 = !IsHelper
value = 1010

;
;FB߲ݶp
;
[Statedef 1004]
Type = U
MoveType = U
Ctrl = 0

[State 999]
Type = ChangeState
Trigger1 = !IsHelper
value = 1010

;
;گ²ėp
;
[Statedef 1005]
Type = U
MoveType = U
Ctrl = 0

[State 999]
Type = ChangeState
Trigger1 = !IsHelper
value = 1010

;
;ްگp
;
[Statedef 1006]
Type = U
MoveType = U
Ctrl = 0

[State 999]
Type = ChangeState
Trigger1 = !IsHelper
value = 1010

;
;۽ܲ˰ٗp
;
[Statedef 1007]
Type = U
MoveType = U
Ctrl = 0

[State 999]
Type = ChangeState
Trigger1 = !IsHelper
value = 1010

;
;߲ݶp
;
[Statedef 1008]
Type = U
MoveType = U
Ctrl = 0

[State 999]
Type = ChangeState
Trigger1 = !IsHelper
value = 1010

;
;߲ݶFBp
;
[Statedef 1175]
Type = U
MoveType = U
Ctrl = 0

[State 999]
Type = ChangeState
Trigger1 = !IsHelper
value = 1080

;
;گ²ėp
;
[Statedef 1176]
Type = U
MoveType = U
Ctrl = 0

[State 999]
Type = ChangeState
Trigger1 = !IsHelper
value = 1080

;
;ްگp
;
[Statedef 1077]
Type = U
MoveType = U
Ctrl = 0

[State 999]
Type = ChangeState
Trigger1 = !IsHelper
value = 1080

;
;۽ܲ˰ٗp
;
[Statedef 1078]
Type = U
MoveType = U
Ctrl = 0

[State 999]
Type = ChangeState
Trigger1 = !IsHelper
value = 1080

;
;߲ݶp
;
[Statedef 1079]
Type = U
MoveType = U
Ctrl = 0

[State 999]
Type = ChangeState
Trigger1 = !IsHelper
value = 1080

;
;zG^p޸
;
[Statedef 1198]
Type = U
MoveType = U
Ctrl = 0

[State 1199]
Type = ChangeState
Trigger1 = !IsHelper
value = 105

;
;zG^pެ
;
[Statedef 1199]
Type = U
MoveType = U
Ctrl = 0

[State 1199]
Type = ChangeState
Trigger1 = !IsHelper
value = 39

;
;ϯS@޸Áެ߁ϯP̪
;
[Statedef 1095]
Type = U
MoveType= U
Ctrl = 0

[State 999]
Type = ChangeState
Trigger1 = !IsHelper
value = 105

;
;ϯS@ެ߁ϯP̪
;
[Statedef 11096]
Type = U
MoveType= U
Ctrl = 0

[State 999]
Type = ChangeState
Trigger1 = !IsHelper
value = 39

;
;ϯS@̪
;
[Statedef 1097]
Type = U
MoveType= U
Ctrl = 0

[State 999]
Type = ChangeState
Trigger1 = !IsHelper
value = 1100

;
;ϯS@G^p ޸
;
[Statedef 1098]
Type = U
MoveType= U
Ctrl = 0

[State 999]
Type = ChangeState
Trigger1 = !IsHelper
value = 105

;
;ϯS@G^p
;
[Statedef 1099]
Type = U
MoveType= U
Ctrl = 0

[State 999]
Type = ChangeState
Trigger1 = !IsHelper
value = 39

;
;ެ߁ϯK̪ėp
;
[Statedef 1146]
Type = U
MoveType= U
Ctrl = 0

[State 999]
Type = ChangeState
Trigger1 = !IsHelper
value = 1150

;
;ϯK̪ėp
;
[Statedef 1147]
Type = U
MoveType= U
Ctrl = 0

[State 999]
Type = ChangeState
Trigger1 = !IsHelper
value = 1150

;
;ϯKp
;
[Statedef 1148]
Type = U
MoveType= U
Ctrl = 0

[State 999]
Type = ChangeState
Trigger1 = !IsHelper
value = 105

;
;ϯKp
;
[Statedef 1149]
Type = U
MoveType= U
Ctrl = 0

[State 999]
Type = ChangeState
Trigger1 = !IsHelper
value = 39

;
;ެ߁˱ްĩp
;
[Statedef 1299]
Type = U
MoveType= U
Ctrl = 0

[State 999]
Type = ChangeState
Trigger1 = !IsHelper
value = 39

;
;޸Á˼ެ߁˃rbNoAbp[Sp
;
[Statedef 1498]
Type = U
MoveType= U
Ctrl = 0

[State 999]
Type = ChangeState
Trigger1 = !IsHelper
value = 105

;
;ެ߁˃rbNoAbp[Sp
;
[Statedef 1499]
Type = U
MoveType= U.
Ctrl = 0

[State 999]
Type = ChangeState
Trigger1 = !IsHelper
value = 39

;
;޸Á˼ެ߁˃rbNoAbp[HSp
;
[Statedef 1548]
Type = U
MoveType= U
Ctrl = 0

[State 999]
Type = ChangeState
Trigger1 = !IsHelper
value = 105

;
;ެ߁˃rbNoAbp[HSp
;
[Statedef 1549]
Type = U
MoveType= U
Ctrl = 0

[State 999]
Type = ChangeState
Trigger1 = !IsHelper
value = 39

;
;G^p޸Á˼ެ߁˃fbgI^C
;
[Statedef 2998]
Type = U
MoveType = U
Ctrl = 0

[State 999]
Type = ChangeState
Trigger1 = !IsHelper
value = 105

;
;G^pެߎd݁@fbgI^C
;
[Statedef 2999]
Type = U
MoveType = U
Ctrl = 0

[State 999]
Type = ChangeState
Trigger1 = !IsHelper
value = 39

;
; FwdWalk O
;
[Statedef 21]
Type = S
PhySics = S
SprPriority = 0
Ctrl = 0

[State 21,PowerAdd]
Type = PowerAdd
Trigger1 = P2Dist x>0
value = ceil(2*fvar(37))

[State 21,velx]
Type = VelSet
Trigger1 = !IsHelper
x = ifelse(PalNo=11,4,const(velocity.walk.fwd.x))

[State 21,Anim20]
Type = ChangeAnim
Trigger1 = !IsHelper
Trigger1 = Anim!=20
Trigger1 = Anim!=5&&Anim!=810||!AnimTime
value = 20

[State 21,Snd]
Type = PlaySnd
Trigger1 = !IsHelper
Trigger1 = Anim=20
Trigger1 = AnimElemTime(3)=1
value = 20,0

[State 21,Ctrl]
Type = ChangeState
Trigger1 = !IsHelper
Trigger1 = P2Dist X<0
value = 0
Ctrl = 1

;
; BackWalk 
;
[Statedef 22]
Type = S
PhySics = S
SprPriority = 0
Ctrl = 0

[State 22,velx]
Type = VelSet
Trigger1 = !IsHelper
x = ifelse(PalNo=11,-3.25,const(velocity.walk.Back.x))

[State 22,Anim21]
Type = ChangeAnim
Trigger1 = !IsHelper
Trigger1 = Anim!=21
Trigger1 = Anim!=5&&Anim!=810||!AnimTime
value = 21

[State 22,Snd]
Type = PlaySnd
Trigger1 = !IsHelper
Trigger1 = Anim=21
Trigger1 = AnimElemTime(3)=1
value = 20,0

[State 22,Ctrl]
Type = ChangeState
Trigger1 = !IsHelper
Trigger1 = P2Dist X<0
value = 0
Ctrl = 1

;
; Jump Start
;
[Statedef 30]
Type = S
PhySics = S
Anim = 40
Ctrl = 0
SprPriority = 2
velSet = 0,0

[State 30]
Type = varSet
TriggerAll=var(58)=1
Trigger1 = PrevStateNo!=100
fvar(4) = 0

[State 30]
Type = NotHitby
Trigger1 = var(35)>0
Trigger1 = Time>=0
value = SCA
Time = 1

[State 30]
Type = Hitby
Trigger1 = !var(35)
Trigger1 = Time>=0
value = SCA ,AA ,AP
Time = 1

[State 30]
Type = VarSet
Trigger1 = !Time
sysvar(1) = 0

[State 30]
Type = VarSet
Trigger1 = !Time
sysvar(0) = 1

[State 30]
Type = VarSet
TriggerAll=P2dist X<-1
Trigger1 = !Time
Trigger1 = PrevStateNo=12||PrevStateNo=[100,101]
sysvar(0) = -1

[State 30]
Type = Turn
TriggerAll=P2dist X<-1
Trigger1 = !Time
Trigger1 = PrevStateNo=12||PrevStateNo=[100,101]
IgnoreHitPause = 1
Persistent = 0

[State 30]
Type = VarSet
Trigger1 = !Time
sysvar(1) = 0

[State 30]
Type = VarSet
TriggerAll=!Time
Trigger1 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*9=[56,80]
sysvar(1) = 1

[State 36]
Type = VarSet
TriggerAll=!AnimTime
Trigger1 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*9=[-80,-55]
sysvar(1) = -1

[State 30]
Type = velSet
Trigger1 = var(58)!=1
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 30]
Type = velSet
Trigger1 = var(58)!=1
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)))

[State 30]
Type = velSet
Trigger1 = var(58)!=1
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=100
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 30]
Type = velSet
Trigger1 = var(58)!=1
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=200||PrevStateNo=210||(PrevStateNo=[220,230])||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 30]
Type = velSet
Trigger1 = var(58)!=1
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=200||PrevStateNo=210||(PrevStateNo=[220,230])||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 30]
Type = velSet
Trigger1 = var(58)=1
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 30]
Type = velSet
Trigger1 = var(58)=1
Trigger1 = sysvar(0)=1
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 30]
Type = velSet
Trigger1 = var(58)=1
Trigger1 = sysvar(0)=1
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=100
x = ifelse(sysvar(1) = 0,const(velocity.jump.neu.x)+fvar(4)*0.333,ifelse(sysvar(1) = 1,const(velocity.jump.fwd.x),const(velocity.jump.Back.x)))+ifelse(sysvar(1) = 1,fvar(4)*0.333,0)

[State 30]
Type = velSet
Trigger1 = var(58)=1
Trigger1 = sysvar(0)=-1
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=101
x = ifelse(sysvar(1) = 0,const(velocity.jump.neu.x)-1.8,ifelse(sysvar(1) = 1,const(velocity.jump.fwd.x),const(velocity.jump.Back.x)))

[State 30]
Type = velSet
Trigger1 = var(58)=1
Trigger1 = sysvar(0)=-1
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=100
x = ifelse(sysvar(1) = 0,const(velocity.jump.neu.x)-fvar(4)*0.333,ifelse(sysvar(1) = 1,const(velocity.jump.fwd.x),const(velocity.jump.Back.x)))

[State 30]
Type = velSet
Trigger1 = var(58)=1
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=200||PrevStateNo=210||(PrevStateNo=[220,230])||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 30]
Type = velSet
Trigger1 = var(58)=1
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=200||PrevStateNo=210||(PrevStateNo=[220,230])||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 30]
Type = velSet
Trigger1 = !AnimTime
y = const(velocity.jump.y)

[State 30]
Type = velAdd
Trigger1 = PrevStateNo=[100,105]
Trigger1 = var(58)=2
Trigger1 = !AnimTime
Trigger1 = var(42)=1
Trigger1 = sysvar(1)!=-1
x = 1.5*sysvar(0)

[State 30]
Type = velAdd
Trigger1 = PrevStateNo=[100,105]
Trigger1 = var(58)=2
Trigger1 = !AnimTime
Trigger1 = var(42)=-1
Trigger1 = sysvar(1)!=1
x = -1*sysvar(0)

[State 30]
Type = varSet
Trigger1 = !AnimTime
Trigger1 = sysvar(1)=-1
var(15) = 0

[State 30]
Type = varSet
Trigger1 = !AnimTime
var(17) = 0

[State 30]
Type = ChangeState
Trigger1 = !AnimTime
value = 50
Ctrl = 1

;
;Jump 󒼉^_fB[
;
[Statedef 32]
Type = S
PhySics = S
Anim = 40
Ctrl = 0
SprPriority = 2
velSet = 0,0

[State ]
Type = varSet
TriggerAll=var(58)=1
Trigger1 = PrevStateNo!=100
fvar(4)=0

[State ]
Type = NotHitby
Trigger1 = var(35)>0
Trigger1 = Time>=0
value = SCA
Time = 1

[State ]
Type = Hitby
Trigger1 = !var(35)
Trigger1 = Time>=0
value = SCA,AA,AP
Time = 1

[State ]
Type = VarSet
Trigger1 = !Time
sysvar(1) = 0

[State ]
Type = VarSet
Trigger1 = !Time
sysvar(0) = 1

[State ]
Type = VarSet
TriggerAll=P2Dist X<-1
Trigger1 = !Time
Trigger1 = PrevStateNo=12||PrevStateNo=[100,101]
sysvar(0) = -1

[State ]
Type = Turn
TriggerAll=P2Dist X<-1
Trigger1 = !Time
Trigger1 = PrevStateNo=12||PrevStateNo=[100,101]
IgnoreHitPause = 1
Persistent = 0

[State ]
Type = VarSet
Trigger1 = 1
sysvar(1) = 1

[State ]
Type = velSet
Trigger1 = var(58)!=1
Trigger1 = !AnimTime
Trigger1 = PrevStateNo!=100
Trigger1 = PrevStateNo!=101
x = const(velocity.jump.fwd.x)

[State ]
Type = velSet
Trigger1 = var(58)!=1
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=101
x = const(velocity.jump.fwd.x)

[State ]
Type = velSet
Trigger1 = var(58)!=1
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=100
x = const(velocity.jump.fwd.x)

[State ]
Type = velSet
Trigger1 = var(58)!=1
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=200||PrevStateNo=210||(PrevStateNo=[220,230])||PrevStateNo=420
Trigger1 = var(15)=1
Trigger1 = var(16)>0
x = const(velocity.jump.fwd.x)

[State ];qbg|[Yɼެ߂Ń_bVp
Type = velSet
Trigger1 = var(58)!=1
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=200||PrevStateNo=210||(PrevStateNo=[220,230])||PrevStateNo=420
Trigger1 = var(15)=1
Trigger1 = var(16)=0
x = const(velocity.jump.fwd.x)

[State ]
Type = velSet
Trigger1 = var(58)=1
Trigger1 = !AnimTime
Trigger1 = PrevStateNo!=100
Trigger1 = PrevStateNo!=101
x = const(velocity.jump.fwd.x)

[State ]
Type = velSet
Trigger1 = var(58)=1
Trigger1 = sysvar(0)=1
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=101
x = const(velocity.jump.fwd.x)+1.8

[State ]
Type = velSet
Trigger1 = var(58)=1
Trigger1 = sysvar(0)=1
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=100
x = const(velocity.jump.fwd.x)+fvar(4)*0.333

[State ]
Type = velSet
Trigger1 = var(58)=1
Trigger1 = sysvar(0)=-1
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=101
x = const(velocity.jump.fwd.x)

[State ]
Type = velSet
Trigger1 = var(58)=1
Trigger1 = sysvar(0)=-1
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=100
x = const(velocity.jump.fwd.x)

[State ]
Type = velSet
Trigger1 = var(58)=1
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=200||PrevStateNo=210||(PrevStateNo=[220,230])||PrevStateNo=420
Trigger1 = var(15)=1
Trigger1 = var(16)>0
x = const(velocity.jump.fwd.x)

[State ]
Type = velSet
Trigger1 = var(58)=1
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=200||PrevStateNo=210||(PrevStateNo=[220,230])||PrevStateNo=420
Trigger1 = var(15)=1
Trigger1 = var(16)=0
x = const(velocity.jump.fwd.x)+1.4

[State ]
Type = velSet
Trigger1 = !AnimTime
y = const(velocity.jump.y)

[State ]
Type = velAdd
Trigger1 = PrevStateNo=[100,105]
Trigger1 = var(58)=2
Trigger1 = !AnimTime
Trigger1 = var(42)=1
x = 1.5*sysvar(0)

[State ]
Type = varSet
Trigger1 = !AnimTime
var(17) = 0

[State ]
Type = ChangeState
Trigger1 = !AnimTime
value = 50
Ctrl = 1

;
;Jump->Air-K G^΋K
;
[Statedef 33]
Type = S
PhySics = S
Anim = 40
Ctrl = 0
SprPriority = 2
velSet = 0,0

[State ]
Type = varSet
TriggerAll=var(58)=1
Trigger1 = PrevStateNo!=100
fvar(4)=0

[State ]
Type = NotHitby
Trigger1 = var(35)>0
Trigger1 = Time>=0
value = SCA
Time = 1

[State ]
Type = Hitby
Trigger1 = !var(35)
Trigger1 = Time>=0
value = SCA,AA,AP
Time = 1

[State ]
Type = VarSet
Trigger1 = !Time
sysvar(1) = 0

[State ]
Type = VarSet
Trigger1 = !Time
sysvar(0) = 1

[State ]
Type = VarSet
TriggerAll=P2Dist X<-1
Trigger1 = !Time
Trigger1 = PrevStateNo=12||PrevStateNo=[100,101]
sysvar(0) = -1

[State ]
Type = Turn
TriggerAll=P2Dist X<-1
Trigger1 = !Time
Trigger1 = PrevStateNo=12||PrevStateNo=[100,101]
IgnoreHitPause = 1
Persistent = 0

[State ]
Type = VarSet
Trigger1 = 1
sysvar(1) = 1

[State ]
Type = velSet
Trigger1 = var(58)!=1
Trigger1 = !AnimTime
Trigger1 = PrevStateNo!=100
Trigger1 = PrevStateNo!=101
x = const(velocity.jump.fwd.x)

[State ]
Type = velSet
Trigger1 = var(58)!=1
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=101
x = const(velocity.jump.fwd.x)

[State ]
Type = velSet
Trigger1 = var(58)!=1
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=100
x = const(velocity.jump.fwd.x)

[State ]
Type = velSet
Trigger1 = var(58)!=1
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=200||PrevStateNo=210||(PrevStateNo=[220,230])||PrevStateNo=420
Trigger1 = var(15)=1
Trigger1 = var(16)>0
x = const(velocity.jump.fwd.x)

[State ];qbg|[Yɼެ߂Ń_bVp
Type = velSet
Trigger1 = var(58)!=1
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=200||PrevStateNo=210||(PrevStateNo=[220,230])||PrevStateNo=420
Trigger1 = var(15)=1
Trigger1 = var(16)=0
x = const(velocity.jump.fwd.x)

[State ]
Type = velSet
Trigger1 = var(58)=1
Trigger1 = !AnimTime
Trigger1 = PrevStateNo!=100
Trigger1 = PrevStateNo!=101
x = const(velocity.jump.fwd.x)

[State ]
Type = velSet
Trigger1 = var(58)=1
Trigger1 = sysvar(0)=1
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=101
x = const(velocity.jump.fwd.x)+1.8

[State ]
Type = velSet
Trigger1 = var(58)=1
Trigger1 = sysvar(0)=1
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=100
x = const(velocity.jump.fwd.x)+fvar(4)*0.333

[State ]
Type = velSet
Trigger1 = var(58)=1
Trigger1 = sysvar(0)=-1
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=101
x = const(velocity.jump.fwd.x)

[State ]
Type = velSet
Trigger1 = var(58)=1
Trigger1 = sysvar(0)=-1
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=100
x = const(velocity.jump.fwd.x)

[State ]
Type = velSet
Trigger1 = var(58)=1
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=200||PrevStateNo=210||(PrevStateNo=[220,230])||PrevStateNo=420
Trigger1 = var(15)=1
Trigger1 = var(16)>0
x = const(velocity.jump.fwd.x)

[State ]
Type = velSet
Trigger1 = var(58)=1
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=200||PrevStateNo=210||(PrevStateNo=[220,230])||PrevStateNo=420
Trigger1 = var(15)=1
Trigger1 = var(16)=0
x = const(velocity.jump.fwd.x)+1.4

[State ]
Type = velSet
Trigger1 = !AnimTime
y = const(velocity.jump.y)

[State ]
Type = velAdd
Trigger1 = PrevStateNo=[100,105]
Trigger1 = var(58)=2
Trigger1 = !AnimTime
Trigger1 = var(42)=1
x = 1.5*sysvar(0)

[State ]
Type = varSet
Trigger1 = !AnimTime
var(17) = 0

[State ]
Type = ChangeState
Trigger1 = !AnimTime
value = 50
Ctrl = 1

;
;Jump->Air-P G^΋P
;
[Statedef 34]
Type = S
PhySics = S
Anim = 40
Ctrl = 0
SprPriority = 2
velSet = 0,0

[State ]
Type = varSet
TriggerAll=var(58)=1
Trigger1 = PrevStateNo!=100
fvar(4)=0

[State ]
Type = NotHitby
Trigger1 = var(35)>0
Trigger1 = Time>=0
value = SCA
Time = 1

[State ]
Type = Hitby
Trigger1 = !var(35)
Trigger1 = Time>=0
value = SCA,AA,AP
Time = 1

[State ]
Type = VarSet
Trigger1 = !Time
sysvar(1) = 0

[State ]
Type = VarSet
Trigger1 = !Time
sysvar(0) = 1

[State ]
Type = VarSet
TriggerAll=P2Dist X<-1
Trigger1 = !Time
Trigger1 = PrevStateNo=12||PrevStateNo=[100,101]
sysvar(0) = -1

[State ]
Type = Turn
TriggerAll=P2Dist X<-1
Trigger1 = !Time
Trigger1 = PrevStateNo=12||PrevStateNo=[100,101]
IgnoreHitPause = 1
Persistent = 0

[State ]
Type = VarSet
Trigger1 = 1
sysvar(1) = 1

[State ]
Type = velSet
Trigger1 = var(58)!=1
Trigger1 = !AnimTime
Trigger1 = PrevStateNo!=100
Trigger1 = PrevStateNo!=101
x = const(velocity.jump.fwd.x)

[State ]
Type = velSet
Trigger1 = var(58)!=1
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=101
x = const(velocity.jump.fwd.x)

[State ]
Type = velSet
Trigger1 = var(58)!=1
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=100
x = const(velocity.jump.fwd.x)

[State ]
Type = velSet
Trigger1 = var(58)!=1
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=200||PrevStateNo=210||(PrevStateNo=[220,230])||PrevStateNo=420
Trigger1 = var(15)=1
Trigger1 = var(16)>0
x = const(velocity.jump.fwd.x)

[State ];qbg|[Yɼެ߂Ń_bVp
Type = velSet
Trigger1 = var(58)!=1
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=200||PrevStateNo=210||(PrevStateNo=[220,230])||PrevStateNo=420
Trigger1 = var(15)=1
Trigger1 = var(16)=0
x = const(velocity.jump.fwd.x)

[State ]
Type = velSet
Trigger1 = var(58)=1
Trigger1 = !AnimTime
Trigger1 = PrevStateNo!=100
Trigger1 = PrevStateNo!=101
x = const(velocity.jump.fwd.x)

[State ]
Type = velSet
Trigger1 = var(58)=1
Trigger1 = sysvar(0)=1
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=101
x = const(velocity.jump.fwd.x)+1.8

[State ]
Type = velSet
Trigger1 = var(58)=1
Trigger1 = sysvar(0)=1
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=100
x = const(velocity.jump.fwd.x)+fvar(4)*0.333

[State ]
Type = velSet
Trigger1 = var(58)=1
Trigger1 = sysvar(0)=-1
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=101
x = const(velocity.jump.fwd.x)

[State ]
Type = velSet
Trigger1 = var(58)=1
Trigger1 = sysvar(0)=-1
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=100
x = const(velocity.jump.fwd.x)

[State ]
Type = velSet
Trigger1 = var(58)=1
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=200||PrevStateNo=210||(PrevStateNo=[220,230])||PrevStateNo=420
Trigger1 = var(15)=1
Trigger1 = var(16)>0
x = const(velocity.jump.fwd.x)

[State ]
Type = velSet
Trigger1 = var(58)=1
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=200||PrevStateNo=210||(PrevStateNo=[220,230])||PrevStateNo=420
Trigger1 = var(15)=1
Trigger1 = var(16)=0
x = const(velocity.jump.fwd.x)+1.4

[State ]
Type = velSet
Trigger1 = !AnimTime
y = const(velocity.jump.y)

[State ]
Type = velAdd
Trigger1 = PrevStateNo=[100,105]
Trigger1 = var(58)=2
Trigger1 = !AnimTime
Trigger1 = var(42)=1
x = 1.5*sysvar(0)

[State ]
Type = varSet
Trigger1 = !AnimTime
var(17) = 0

[State ]
Type = ChangeState
Trigger1 = !AnimTime
value = 50
Ctrl = 1

;
;BackJump->AirBackDash Start ޯޯ
;
[Statedef 35]
Type = S
PhySics = S
Anim = 40
Ctrl = 0
SprPriority = 2
velSet = 0,0

[State ]
Type = varSet
TriggerAll=var(58)=1
Trigger1 = PrevStateNo!=100
fvar(4)=0

[State ]
Type = NotHitby
Trigger1 = var(35)>0
Trigger1 = Time>=0
value = SCA
Time = 1

[State ]
Type = Hitby
Trigger1 = !var(35)
Trigger1 = Time>=0
value = SCA,AA,AP
Time = 1

[State ]
Type = VarSet
TriggerAll=P2Dist X<-1
Trigger1 = !Time
Trigger1 = PrevStateNo=12||PrevStateNo=[100,101]
sysvar(0) = -1

[State ]
Type = Turn
TriggerAll=P2Dist X<-1
Trigger1 = !Time
Trigger1 = PrevStateNo=12||PrevStateNo=[100,101]
IgnoreHitPause = 1
Persistent = 0

[State ]
Type = VarSet
Trigger1 = 1
sysvar(1) = -1

[State ]
Type = velSet
Trigger1 = var(58)!=1
Trigger1 = !AnimTime
Trigger1 = PrevStateNo!=100
Trigger1 = PrevStateNo!=101
x = const(velocity.jump.Back.x)

[State ]
Type = velSet
Trigger1 = var(58)!=1
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=101
x = const(velocity.jump.Back.x)

[State ]
Type = velSet
Trigger1 = var(58)!=1
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=100
x = const(velocity.jump.Back.x)

[State ]
Type = velSet
Trigger1 = var(58)!=1
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=200||PrevStateNo=210||(PrevStateNo=[220,230])||PrevStateNo=420
Trigger1 = var(15)=1
Trigger1 = var(16)>0
x = const(velocity.jump.Back.x)

[State ]
Type = velSet
Trigger1 = var(58)!=1
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=200||PrevStateNo=210||(PrevStateNo=[220,230])||PrevStateNo=420
Trigger1 = var(15)=1
Trigger1 = !var(16)
x = const(velocity.jump.Back.x)

[State ]
Type = velSet
Trigger1 = var(58)=1
Trigger1 = !AnimTime
Trigger1 = PrevStateNo!=100
Trigger1 = PrevStateNo!=101
x = const(velocity.jump.Back.x)

[State ]
Type = velSet
Trigger1 = var(58)=1
Trigger1 = sysvar(0)=-1
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=101
x = const(velocity.jump.Back.x)

[State ]
Type = velSet
Trigger1 = var(58)=1
Trigger1 = sysvar(0)=-1
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=100
x = const(velocity.jump.Back.x)

[State ]
Type = velSet
Trigger1 = var(58)=1
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=200||PrevStateNo=210||(PrevStateNo=[220,230])||PrevStateNo=420
Trigger1 = var(15)=1
Trigger1 = var(16)>0
x = const(velocity.jump.Back.x)

[State ]
Type = velSet
Trigger1 = var(58)=1
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=200||PrevStateNo=210||(PrevStateNo=[220,230])||PrevStateNo=420
Trigger1 = var(15)=1
Trigger1 = !var(16)
x = const(velocity.jump.Back.x)+ifelse(sysvar(1) = -1,0,1.4)

[State ]
Type = velSet
Trigger1 = !AnimTime
y = const(velocity.jump.y)

[State ]
Type = velAdd
Trigger1 = PrevStateNo=[100,105]
Trigger1 = var(58)=2
Trigger1 = !AnimTime
Trigger1 = var(42)=-1
x = -1*sysvar(0)

[State ]
Type = varSet
Trigger1 = !AnimTime
Trigger1 = sysvar(1)=-1
var(15) = 0

[State ]
Type = varSet
Trigger1 = !AnimTime
var(17) = 0

[State ]
Type = ChangeState
Trigger1 = !AnimTime
value = 50
Ctrl = 1

;
;Jump->AirDash Start ޯ
;
[Statedef 36]
Type = S
PhySics = S
Anim = 40
Ctrl = 0
SprPriority = 2
velSet = 0,0

[State ]
Type = varSet
TriggerAll=var(58)=1
Trigger1 = PrevStateNo!=100
fvar(4)=0

[State ]
Type = NotHitby
Trigger1 = var(35)>0
Trigger1 = Time>=0
value = SCA
Time = 1

[State ]
Type = Hitby
Trigger1 = !var(35)
Trigger1 = Time>=0
value = SCA,AA,AP
Time = 1

[State ]
Type = VarSet
Trigger1 = !Time
sysvar(1) = 0

[State ]
Type = VarSet
Trigger1 = !Time
sysvar(0) = 1

[State ]
Type = VarSet
TriggerAll=P2Dist X<-1
Trigger1 = !Time
Trigger1 = PrevStateNo=12||PrevStateNo=[100,101]
sysvar(0) = -1

[State ]
Type = Turn
TriggerAll=P2Dist X<-1
Trigger1 = !Time
Trigger1 = PrevStateNo=12||PrevStateNo=[100,101]
IgnoreHitPause = 1
Persistent = 0

[State ]
Type = VarSet
Trigger1 = 1
sysvar(1) = 1

[State ]
Type = velSet
Trigger1 = var(58)!=1
Trigger1 = !AnimTime
Trigger1 = PrevStateNo!=100
Trigger1 = PrevStateNo!=101
x = const(velocity.jump.fwd.x)

[State ]
Type = velSet
Trigger1 = var(58)!=1
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=101
x = const(velocity.jump.fwd.x)

[State ]
Type = velSet
Trigger1 = var(58)!=1
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=100
x = const(velocity.jump.fwd.x)

[State ]
Type = velSet
Trigger1 = var(58)!=1
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=200||PrevStateNo=210||(PrevStateNo=[220,230])||PrevStateNo=420
Trigger1 = var(15)=1
Trigger1 = var(16)>0
x = const(velocity.jump.fwd.x)

[State ];qbg|[Yɼެ߂Ń_bVp
Type = velSet
Trigger1 = var(58)!=1
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=200||PrevStateNo=210||(PrevStateNo=[220,230])||PrevStateNo=420
Trigger1 = var(15)=1
Trigger1 = var(16)=0
x = const(velocity.jump.fwd.x)

[State ]
Type = velSet
Trigger1 = var(58)=1
Trigger1 = !AnimTime
Trigger1 = PrevStateNo!=100
Trigger1 = PrevStateNo!=101
x = const(velocity.jump.fwd.x)

[State ]
Type = velSet
Trigger1 = var(58)=1
Trigger1 = sysvar(0)=1
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=101
x = const(velocity.jump.fwd.x)+1.8

[State ]
Type = velSet
Trigger1 = var(58)=1
Trigger1 = sysvar(0)=1
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=100
x = const(velocity.jump.fwd.x)+fvar(4)*0.333

[State ]
Type = velSet
Trigger1 = var(58)=1
Trigger1 = sysvar(0)=-1
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=101
x = const(velocity.jump.fwd.x)

[State ]
Type = velSet
Trigger1 = var(58)=1
Trigger1 = sysvar(0)=-1
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=100
x = const(velocity.jump.fwd.x)

[State ]
Type = velSet
Trigger1 = var(58)=1
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=200||PrevStateNo=210||(PrevStateNo=[220,230])||PrevStateNo=420
Trigger1 = var(15)=1
Trigger1 = var(16)>0
x = const(velocity.jump.fwd.x)

[State ]
Type = velSet
Trigger1 = var(58)=1
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=200||PrevStateNo=210||(PrevStateNo=[220,230])||PrevStateNo=420
Trigger1 = var(15)=1
Trigger1 = var(16)=0
x = const(velocity.jump.fwd.x)+1.4

[State ]
Type = velSet
Trigger1 = !AnimTime
y = const(velocity.jump.y)

[State ]
Type = velAdd
Trigger1 = PrevStateNo=[100,105]
Trigger1 = var(58)=2
Trigger1 = !AnimTime
Trigger1 = var(42)=1
x = 1.5*sysvar(0)

[State ]
Type = varSet
Trigger1 = !AnimTime
var(17) = 0

[State ]
Type = ChangeState
Trigger1 = !AnimTime
value = 50
Ctrl = 1

;
;BackJumpStart ެ
;
[Statedef 37]
Type = S
PhySics = S
Anim = 40
Ctrl = 0
SprPriority = 2
velSet = 0,0

[State ]
Type = varSet
TriggerAll=var(58)=1
Trigger1 = PrevStateNo!=100
fvar(4)=0

[State ]
Type = NotHitby
Trigger1 = var(35)>0
Trigger1 = Time>=0
value = SCA
Time = 1

[State ]
Type = Hitby
Trigger1 = !var(35)
Trigger1 = Time>=0
value = SCA,AA,AP
Time = 1

[State ]
Type = VarSet
TriggerAll=P2Dist X<-1
Trigger1 = !Time
Trigger1 = PrevStateNo=12||PrevStateNo=[100,101]
sysvar(0) = -1

[State ]
Type = Turn
TriggerAll=P2Dist X<-1
Trigger1 = !Time
Trigger1 = PrevStateNo=12||PrevStateNo=[100,101]
IgnoreHitPause = 1
Persistent = 0

[State ]
Type = VarSet
Trigger1 = 1
sysvar(1) = -1

[State ]
Type = velSet
Trigger1 = var(58)!=1
Trigger1 = !AnimTime
Trigger1 = PrevStateNo!=100
Trigger1 = PrevStateNo!=101
x = const(velocity.jump.Back.x)

[State ]
Type = velSet
Trigger1 = var(58)!=1
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=101
x = const(velocity.jump.Back.x)

[State ]
Type = velSet
Trigger1 = var(58)!=1
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=100
x = const(velocity.jump.Back.x)

[State ]
Type = velSet
Trigger1 = var(58)!=1
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=200||PrevStateNo=210||(PrevStateNo=[220,230])||PrevStateNo=420
Trigger1 = var(15)=1
Trigger1 = var(16)>0
x = const(velocity.jump.Back.x)

[State ]
Type = velSet
Trigger1 = var(58)!=1
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=200||PrevStateNo=210||(PrevStateNo=[220,230])||PrevStateNo=420
Trigger1 = var(15)=1
Trigger1 = !var(16)
x = const(velocity.jump.Back.x)

[State ]
Type = velSet
Trigger1 = var(58)=1
Trigger1 = !AnimTime
Trigger1 = PrevStateNo!=100
Trigger1 = PrevStateNo!=101
x = const(velocity.jump.Back.x)

[State ]
Type = velSet
Trigger1 = var(58)=1
Trigger1 = sysvar(0)=-1
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=101
x = const(velocity.jump.Back.x)

[State ]
Type = velSet
Trigger1 = var(58)=1
Trigger1 = sysvar(0)=-1
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=100
x = const(velocity.jump.Back.x)

[State ]
Type = velSet
Trigger1 = var(58)=1
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=200||PrevStateNo=210||(PrevStateNo=[220,230])||PrevStateNo=420
Trigger1 = var(15)=1
Trigger1 = var(16)>0
x = const(velocity.jump.Back.x)

[State ]
Type = velSet
Trigger1 = var(58)=1
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=200||PrevStateNo=210||(PrevStateNo=[220,230])||PrevStateNo=420
Trigger1 = var(15)=1
Trigger1 = !var(16)
x = const(velocity.jump.Back.x)+ifelse(sysvar(1) = -1,0,1.4)

[State ]
Type = velSet
Trigger1 = !AnimTime
y = const(velocity.jump.y)

[State ]
Type = velAdd
Trigger1 = PrevStateNo=[100,105]
Trigger1 = var(58)=2
Trigger1 = !AnimTime
Trigger1 = var(42)=-1
x = -1*sysvar(0)

[State ]
Type = varSet
Trigger1 = !AnimTime
Trigger1 = sysvar(1)=-1
var(15) = 0

[State ]
Type = varSet
Trigger1 = !AnimTime
var(17) = 0

[State ]
Type = ChangeState
Trigger1 = !AnimTime
value = 50
Ctrl = 1

;
;ެ Jump Start
;
[Statedef 38]
Type = S
PhySics = S
Anim = 40
Ctrl = 0
SprPriority = 2
velSet = 0,0

[State ]
Type = varSet
TriggerAll=var(58)=1
Trigger1 = PrevStateNo!=100
fvar(4)=0

[State ]
Type = NotHitby
Trigger1 = var(35)>0
Trigger1 = Time>=0
value = SCA
Time = 1

[State ]
Type = Hitby
Trigger1 = !var(35)
Trigger1 = Time>=0
value = SCA,AA,AP
Time = 1

[State ]
Type = VarSet
Trigger1 = !Time
sysvar(1) = 0

[State ]
Type = VarSet
Trigger1 = !Time
sysvar(0) = 1

[State ]
Type = VarSet
TriggerAll=P2Dist X<-1
Trigger1 = !Time
Trigger1 = PrevStateNo=12||PrevStateNo=[100,101]
sysvar(0) = -1

[State ]
Type = Turn
TriggerAll=P2Dist X<-1
Trigger1 = !Time
Trigger1 = PrevStateNo=12||PrevStateNo=[100,101]
IgnoreHitPause = 1
Persistent = 0

[State ]
Type = VarSet
Trigger1 = 1
sysvar(1) = 0

[State ]
Type = velSet
Trigger1 = var(58)!=1
Trigger1 = !AnimTime
Trigger1 = PrevStateNo!=100
Trigger1 = PrevStateNo!=101
x = const(velocity.jump.neu.x)

[State ]
Type = velSet
Trigger1 = var(58)!=1
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=101
x = const(velocity.jump.neu.x)

[State ]
Type = velSet
Trigger1 = var(58)!=1
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=100
x = const(velocity.jump.neu.x)

[State ]
Type = velSet
Trigger1 = var(58)!=1
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=200||PrevStateNo=210||(PrevStateNo=[220,230])||PrevStateNo=420
Trigger1 = var(15)=1
Trigger1 = var(16)>0
x = const(velocity.jump.neu.x)

[State ]
Type = velSet
Trigger1 = var(58)!=1
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=200||PrevStateNo=210||(PrevStateNo=[220,230])||PrevStateNo=420
Trigger1 = var(15)=1
Trigger1 = !var(16)
x = const(velocity.jump.neu.x)

[State ]
Type = velSet
Trigger1 = var(58)=1
Trigger1 = !AnimTime
Trigger1 = PrevStateNo!=100
Trigger1 = PrevStateNo!=101
x = const(velocity.jump.neu.x)

[State ]
Type = velSet
Trigger1 = var(58)=1
Trigger1 = sysvar(0)=1
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=101
x = const(velocity.jump.neu.x)+1.8

[State ]
Type = velSet
Trigger1 = var(58)=1
Trigger1 = sysvar(0)=1
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=100
x = const(velocity.jump.neu.x)+fvar(4)*0.333

[State ]
Type = velSet
Trigger1 = var(58)=1
Trigger1 = sysvar(0)=-1
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=101
x = const(velocity.jump.neu.x)-1.8

[State ]
Type = velSet
Trigger1 = var(58)=1
Trigger1 = sysvar(0)=-1
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=100
x = const(velocity.jump.neu.x)-fvar(4)*0.333

[State ]
Type = velSet
Trigger1 = var(58)=1
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=200||PrevStateNo=210||(PrevStateNo=[220,230])||PrevStateNo=420
Trigger1 = var(15)=1
Trigger1 = var(16)>0
x = const(velocity.jump.neu.x)

[State ]
Type = velSet
Trigger1 = var(58)=1
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=200||PrevStateNo=210||(PrevStateNo=[220,230])||PrevStateNo=420
Trigger1 = var(15)=1
Trigger1 = !var(16)
x = const(velocity.jump.neu.x)+1.4

[State ]
Type = velSet
Trigger1 = !AnimTime
y = const(velocity.jump.y)

[State ]
Type = velAdd
Trigger1 = var(12)=1
Trigger1 = !AnimTime
Trigger1 = sysvar(1)=-1
x = 0.25

[State ]
Type = velAdd
Trigger1 = PrevStateNo=[100,105]
Trigger1 = var(58)=2
Trigger1 = !AnimTime
Trigger1 = var(42)=1
x = 1.5*sysvar(0)

[State ]
Type = velAdd
Trigger1 = PrevStateNo=[100,105]
Trigger1 = var(58)=2
Trigger1 = !AnimTime
Trigger1 = var(42)=-1
x = -1*sysvar(0)

[State ]
Type = varSet
Trigger1 = !AnimTime
var(17) = 0

[State ]
Type = ChangeState
Trigger1 = !AnimTime
value = 50
Ctrl = 1

;
;Oެ Jump Start
;
[Statedef 39]
Type = S
PhySics = S
Anim = 40
Ctrl = 0
SprPriority = 2
velSet = 0,0

[State ]
Type = varSet
TriggerAll=var(58)=1
Trigger1 = PrevStateNo!=100
fvar(4)=0

[State ]
Type = NotHitby
Trigger1 = var(35)>0
Trigger1 = Time>=0
value = SCA
Time = 1

[State ]
Type = Hitby
Trigger1 = !var(35)
Trigger1 = Time>=0
value = SCA,AA,AP
Time = 1

[State ]
Type = VarSet
Trigger1 = !Time
sysvar(1) = 0

[State ]
Type = VarSet
Trigger1 = !Time
sysvar(0) = 1

[State ]
Type = VarSet
TriggerAll=P2Dist X<-1
Trigger1 = !Time
Trigger1 = PrevStateNo=12||PrevStateNo=[100,101]
sysvar(0) = -1

[State ]
Type = Turn
TriggerAll=P2Dist X<-1
Trigger1 = !Time
Trigger1 = PrevStateNo=12||PrevStateNo=[100,101]
IgnoreHitPause = 1
Persistent = 0

[State ]
Type = VarSet
Trigger1 = 1
sysvar(1) = 1

[State ]
Type = velSet
Trigger1 = var(58)!=1
Trigger1 = !AnimTime
Trigger1 = PrevStateNo!=100
Trigger1 = PrevStateNo!=101
x = const(velocity.jump.fwd.x)

[State ]
Type = velSet
Trigger1 = var(58)!=1
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=101
x = const(velocity.jump.fwd.x)

[State ]
Type = velSet
Trigger1 = var(58)!=1
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=100
x = const(velocity.jump.fwd.x)

[State ]
Type = velSet
Trigger1 = var(58)!=1
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=200||PrevStateNo=210||(PrevStateNo=[220,230])||PrevStateNo=420
Trigger1 = var(15)=1
Trigger1 = var(16)>0
x = const(velocity.jump.fwd.x)

[State ];qbg|[Yɼެ߂Ń_bVp
Type = velSet
Trigger1 = var(58)!=1
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=200||PrevStateNo=210||(PrevStateNo=[220,230])||PrevStateNo=420
Trigger1 = var(15)=1
Trigger1 = var(16)=0
x = const(velocity.jump.fwd.x)

[State ]
Type = velSet
Trigger1 = var(58)=1
Trigger1 = !AnimTime
Trigger1 = PrevStateNo!=100
Trigger1 = PrevStateNo!=101
x = const(velocity.jump.fwd.x)

[State ]
Type = velSet
Trigger1 = var(58)=1
Trigger1 = sysvar(0)=1
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=101
x = const(velocity.jump.fwd.x)+1.8

[State ]
Type = velSet
Trigger1 = var(58)=1
Trigger1 = sysvar(0)=1
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=100
x = const(velocity.jump.fwd.x)+fvar(4)*0.333

[State ]
Type = velSet
Trigger1 = var(58)=1
Trigger1 = sysvar(0)=-1
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=101
x = const(velocity.jump.fwd.x)

[State ]
Type = velSet
Trigger1 = var(58)=1
Trigger1 = sysvar(0)=-1
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=100
x = const(velocity.jump.fwd.x)

[State ]
Type = velSet
Trigger1 = var(58)=1
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=200||PrevStateNo=210||(PrevStateNo=[220,230])||PrevStateNo=420
Trigger1 = var(15)=1
Trigger1 = var(16)>0
x = const(velocity.jump.fwd.x)

[State ]
Type = velSet
Trigger1 = var(58)=1
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=200||PrevStateNo=210||(PrevStateNo=[220,230])||PrevStateNo=420
Trigger1 = var(15)=1
Trigger1 = var(16)=0
x = const(velocity.jump.fwd.x)+1.4

[State ]
Type = velSet
Trigger1 = !AnimTime
y = const(velocity.jump.y)

[State ]
Type = velAdd
Trigger1 = PrevStateNo=[100,105]
Trigger1 = var(58)=2
Trigger1 = !AnimTime
Trigger1 = var(42)=1
x = 1.5*sysvar(0)

[State ]
Type = varSet
Trigger1 = !AnimTime
var(17) = 0

[State ]
Type = ChangeState
Trigger1 = !AnimTime
value = 50
Ctrl = 1
