;
;AI@by~a
;
; Lvݒł@ɂ
;[State -3,AIFlagSet];AItOZbg
; ̐lς
;
;1`3:ׂďɓI@R{ɕKEZȏ̖̂gp@Ȃ@GCȂ@Kɓڑ҃vC
;4`6:Ԃϗ㏸@ƊႢ邮炢̂Ԃϗ@K[hłĂ΋tɃJȂ͂@AI킾ƂԂς̂ňĊO߁@̑
;7`9:ԂϗXɒቺ@؂ւx㏸@R{Xɉ@΋󒆒iigp㏸@󓊂_ǉ
;10   :xMAX  ްސxMAX@KUP
;11   :xMAX@@ALLK
;12   :펞ubLOx&x@̑ZUȂȂ ivgp
;
;FD = tHgXfBtFX
;RC = ݷݾ
;FRC = ̫ݷݾ
;JC = ެ߷ݾ
;˃ = [OFDLZ ɂ΂Ȃ ʏWv葁
;
;̂
;
;config
;
;̂Ƃ
;
;EAI펞NtO
;Es邩ǂtO
;
;ݒł܂
;@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
;ڍ
;ȉq̎q̖󂪂ȂI
;
;Ő݌v˂̋Lq̂YOYOnZׂ邱ƂȂ葽(ɎAIAIhAIƂ)
;Ȃ̂ŉS or SqYOYOZ
;ޯޯYOYOݒuޯޯƂ
;
;Q[W͋D悭ꍇ͂قǂǋD FRC̃R{ŎgႢ܂B
;܂ꍇ͉L or bVFRCɉ񂷁B
;
;W[bV̈ێ̓͂ƂǂȂ邮炢
;YOYO߂܂܂Ŕ˂̂܂ܖ{̐ڐGŏ\
;bVłR{&Lq̂قD悳ꍇ߁@ł߂ƂĂ܂B
;
;Ƃǂł@YOYO߂Anim6ڂĂ傤Ȃ
;
;R{
;n(ډ)
;K@S@D
;
;@@@@@@@@@@@@@@@@@@@@@(ʒ[)˃_bVKSS
;					   ˃[OKSSˎnɖ߂
;					   YOYOݒuȂYOYO߂ 
;KˋS(ˁPˋS)()KMH˃u[L
;					   ˋD(FRCˏE)(YOYOݒu or FRC)
;
;E
;KˁSJC˃GA
;S
;
;GA
;SˋS(˒ S)JCˋSˋS(˒ S(˒ S))(ˋ)˗YOYOݒu or ۼެnǂꂩ
;
;
;iv@AILv12̂ݎgp@܂Ȃ
;ʒ[
;(S˒ޯˋKˋSˋS˒n)~
;
;lł\
;
;XVe
;
;O
;Eiǉ(YOYO납ɂƂ[OK YOYO߂Ȃ獂Ȃ@YOYOݒu̍Ȃ琧)
;E[vǉ(L̃[vR{)
;Eޯٰ ǉ
;E߂΍Helperǉ
;E_bV@_bV
;EGA󋵗DŐ폜YOYOݒu
;
;
;7/01
;Ex͂Ɖiv悤ɕύX(AILv12̂)
;EConfigǉ
;E낢
;
;
;̗\
;
;ER{̍œK@		(ĩe[})
;E̍œK		(ĩe[})
;EW[bVێx㏸	(ĩe[}H)
;EL̓		(ĩe[}H)
;EGB_Ŏ̃R{
;
;
[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];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 1000,6]
Type = DestroySelf
Trigger1 = IsHelper
Trigger1 = !fvar(39)
Trigger1 = var(59)<0

;
;====================================================================================
;------------------------------------------------------------------------------------
[Statedef -3];AI
;------------------------------------------------------------------------------------
;====================================================================================
;
;tO
;

[State -3,AIFlagSet];AItOZbg
Type = varSet
TriggerAll=!IsHelper
TriggerAll=var(59)<1
Trigger1 = Command="AI0"||Command="AI1"
Trigger2 = Command="AI2"||Command="AI3"
Trigger3 = Command="AI4"||Command="AI5"
Trigger4 = Command="AI6"||Command="AI7"
Trigger5 = Command="AI8"||Command="AI9"
Trigger6 = Command="AI10"||Command="AI11"
Trigger7 = Command="AI12"||Command="AI13"
Trigger8 = Command="AI14"||Command="AI15"
Trigger9 = Command="AI16"||Command="AI17"
Trigger10= Command="AI18"||Command="AI19"
Trigger11= Command="AI20"||Command="AI21"
Trigger12= Command="AI22"||Command="AI23"
Trigger13= Command="AI24"||Command="AI25"
Trigger14= Command="AI26"||Command="AI27"
Trigger15= Command="AI28"||Command="AI29"
Trigger16= Command="AI30"||Command="AI31"
Trigger17= Command="AI32"||Command="AI33"
Trigger18= Command="AI34"||Command="AI35"
Trigger19= Command="AI36"||Command="AI37"
Trigger20= Command="AI38"||Command="AI39"
Trigger21= Command="AI40"||Command="AI41"
Trigger22= Command="AI42"||Command="AI43"
Trigger23= Command="AI44"||Command="AI45"
Trigger24= Command="AI46"||Command="AI47"
Trigger25= Command="AI48"||Command="AI49"
Trigger26= Command="AI50"
Trigger27= RoundState<2||RoundState=2&&Ctrl
Trigger27= !var(59)
Trigger27= NumHelper(10000+ID)
Trigger27= Helper(10000+ID),var(59)>0
Trigger28= NumHelper(30000+ID)
Trigger28= 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,ComboFlagSet];fobNtOZbg
Type = VarSet
TriggerAll=!IsHelper
Trigger1 = var(59)<1
Trigger1 = !fvar(39)
Trigger1 = NumHelper(30000+ID)
Trigger1 = Helper(30000+ID),var(0)=4
fvar(39) = 1

[State -3,ComboFlagReset];fobNtOZbg
Type = VarSet
TriggerAll=!IsHelper
Trigger1 = var(59)>0
Trigger1 = fvar(39)
fvar(39) = 0

[State -3,AIFlagHelper];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 = 999999999
SuperMoveTime = 9999999999
Persistent = 0

[State -3,InGuardDistHelper];߂΍p
Type = Helper
Trigger1 = !NumHelper(20000+ID)
Trigger1 = var(59)>0||fvar(39)
HelperType = Normal
Name = "Dist0"
StateNo = 20000
ID = 20000+ID
PauseMovetime = 99999999
SuperMovetime = 99999999

[State -3,InGuardDistHelper];߂΍p
Type = Helper
Trigger1 = !NumHelper(30000+ID)
Trigger1 = var(59)>=0||fvar(39)
HelperType = Normal
Name = "Dist1"
StateNo = 30000
ID = 30000+ID
PauseMovetime = 99999999
SuperMovetime = 0

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

;
;莞Ԍv
;

[State -3];gc莞ԗp n
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];gc莞ԗp n
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)>200
fvar(34) = 99999
IgnoreHitPause = 1

[State -3];̂c莞ԗp n
Type = varSet
TriggerAll=!isHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
Trigger1 = !NumTarget(205)||Enemy(floor(fvar(18))),StateNo!=[204,209]
Trigger1 = !NumTarget(1400)||Enemy(floor(fvar(18))),StateNo!=[1421,1429]
Trigger1 = !NumTarget(3002)||Enemy(floor(fvar(18))),StateNo!=[3021,3029]
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
Type = VarSet
TriggerAll=!isHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
Trigger1 = NumTarget(205)
Trigger1 = Enemy(floor(fvar(18))),StateNo=204
fvar(34) = 35+5+Enemy(floor(fvar(18))),GetHitVar(HitShakeTime)
IgnoreHitPause = 1

[State -3];gc莞ԗp
Type = VarSet
TriggerAll=!isHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
Trigger1 = NumTarget(1400)
Trigger1 = Enemy(floor(fvar(18))),StateNo=1421
fvar(34) = 46+5+Enemy(floor(fvar(18))),GetHitVar(HitShakeTime)
IgnoreHitPause = 1

[State -3];gc莞ԗp
Type = VarSet
TriggerAll=!isHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
Trigger1 = NumTarget(3002)
Trigger1 = Enemy(floor(fvar(18))),StateNo=3021
fvar(34) = 31+5+Enemy(floor(fvar(18))),GetHitVar(HitShakeTime)
IgnoreHitPause = 1

[State -3];gc莞ԗp
Type = VarSet
TriggerAll=!isHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
Trigger1 = NumTarget(205)
Trigger1 = Enemy(floor(fvar(18))),StateNo=[207,208]
Trigger2 = NumTarget(1400)
Trigger2 = Enemy(floor(fvar(18))),StateNo=[1422,1423]
Trigger3 = NumTarget(3002)
Trigger3 = Enemy(floor(fvar(18))),StateNo=[3022,3023]
fvar(34) = Enemy(floor(fvar(18))),sysvar(0)+5
IgnoreHitPause = 1

[State -3];gc莞ԗp
Type = VarSet
TriggerAll=!isHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
Trigger1 = NumTarget(205)
Trigger1 = Enemy(floor(fvar(18))),StateNo=209
Trigger2 = NumTarget(1400)
Trigger2 = Enemy(floor(fvar(18))),StateNo=1429
Trigger3 = NumTarget(3002)
Trigger3 = Enemy(floor(fvar(18))),StateNo=3029
fvar(34) = 5-Enemy(floor(fvar(18))),Time
IgnoreHitPause = 1

;
;fobN
;

[state -3]
type = DisplayToClipboard
Trigger1 = NumEnemy>0
text = "f8=%f:FR=%d:EHit=%d:fv4=%f:f34=%d"
params = fvar(8),var(4),var(28),fvar(4),ceil(fvar(34))
IgnoreHitpause = 1

[State -2];mFfobN
type = AppendToClipboard
trigger1 = NumEnemy>0
text =  "\nP2X:%d,P2Y:%f,Vx%f,Vy%f,Py%f \n"
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 = P2Name="millia"
Trigger2 = Enemy(floor(fvar(18))),StateNo=1500
Trigger3 = P2Name="eddie"
Trigger3 = Enemy(floor(fvar(18))),StateNo=1000||P2StateNo=1050||Enemy(floor(fvar(18))),NumHelper(1002);||Enemy(floor(fvar(18))),NumHelper(1001)
Trigger4 = P2Name="eddie"
Trigger4 = Enemy(floor(fvar(18))),StateNo=1800||P2StateNo=1850
Trigger5 = P2Name="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
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
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(59)>1
Trigger6 = StateNo=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

;
;\
;

;
;
;

[State -3];L@ٰ
Type = ChangeState
value = ifelse(var(35)=1,3200,3000)
TriggerAll=!ishelper
TriggerAll=NumEnemy>0
TriggerAll=!var(25)
TriggerAll=Power>999
TriggerAll=!var(40)
TriggerAll=Win
TriggerAll=var(59)>6||fvar(39)
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),var(2)=[4,7]
TriggerAll=PrevStateNo<3000
TriggerAll=StateNo!=[190,199]
TriggerAll=PrevStateNo!=[190,199]
Trigger1 = StateType!=A&&(Ctrl||fvar(28))
Trigger2 = !var(3)&&(StateNo=[200,420])&&MoveContAct&&(StateNo!=[215,216])
Trigger3 = (StateNo=[100,101])||StateNo=52
Trigger4 = (StateNo=[200,420])&&var(29)&&(StateNo!=[215,216])&&StateNo!=241

[State -3,ITIGEKI];ꌂKE
Type = ChangeState
value = 4000
TriggerAll=!isHelper
TriggerAll=NumEnemy>0
TriggerAll=!var(25)
TriggerAll=!var(40)
TriggerAll=StateType!=A
TriggerAll=RoundState=3
TriggerAll=Win
TriggerAll=var(59)>6||fvar(39)
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),var(2)=1||Helper(30000+ID),var(2)=5
Trigger1 = Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||(StateNo=[100,101])||StateNo=52||StateNo=130&&var(25)=0&&MoveType!=H&&!var(38)

[State -3,Taunt];h
Type = ChangeState
value = 196
TriggerAll=!isHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=3
TriggerAll=Win
TriggerAll=var(59)>6||fvar(39)
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&&(Ctrl||fvar(28))
Trigger2 = (StateNo=[100,101])||StateNo=52

[State -3,Taunt];
Type = ChangeState
value = 195
TriggerAll=!ishelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=3
TriggerAll=Win
TriggerAll=var(59)>6||fvar(39)
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&&(Ctrl||fvar(28))
Trigger2 = (StateNo=[200,451])&&MoveContAct&&StateNo!=240
Trigger3 = (StateNo=[100,101])||StateNo=52

[State -3];TCNo[Xg
Type = ChangeState
value = 750
TriggerAll=!ishelper
TriggerAll=NumEnemy>0
TriggerAll=fvar(33)>=1.5
TriggerAll=Alive
TriggerAll=RoundState=3
TriggerAll=Win
TriggerAll=var(59)>6||fvar(39)
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),var(2)=8
Trigger1 = Ctrl||fvar(28)
Trigger2 = StateNo=[100,101]
Trigger3 = Time<2
Trigger3 = MoveType=A
Trigger3 = StateNo=[200,640]
Trigger3 = PrevStateNo!=[200,640]

;
;p΍
;

[State -3,T];
Type = ChangeState
Value = ifelse((frontedgebodydist<62||Random<500)&&backedgebodydist>62,800,805)
TriggerAll=!isHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,132])||(StateNo=[100,101])||StateNo=52
TriggerAll=var(59)>0
TriggerAll=fvar(38)=[-4,-1]
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=P2BodyDist X*fvar(8)=[-5,21]
TriggerAll=!P2Dist Y
TriggerAll=Enemy(floor(fvar(18))),StateType!=A
Trigger1 = Enemy(floor(fvar(18))),Anim!=40
Trigger1 = Random<var(59)*101

[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=[120,132])||(StateNo=[100,101])||StateNo=52||StateNo=90&&!var(38)||(StateNo=130&&var(25)=0&&MoveType!=H)
TriggerAll=var(59)>7
TriggerAll=fvar(38)=-2
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*2=[-5,52]
TriggerAll=!P2Dist Y
Trigger1 = Random<var(59)*101

[State -3,BackStep];ޯï
Type = ChangeState
Value = 105
TriggerAll=!isHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,132])
TriggerAll=var(59)>0
TriggerAll=Enemy(floor(fvar(18))),vel x<2
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=Enemy(floor(fvar(18))),StateNo>199
TriggerAll=!Enemy(floor(fvar(18))),Ctrl
TriggerAll=var(38)=3||Enemy(floor(fvar(18))),HitDefAttr=,AA,AP
TriggerAll=Enemy(floor(fvar(18))),Time>30||!Time&&var(59)>9||var(59)>10
TriggerAll=Enemy(floor(fvar(18))),Time>50||var(59)>10||(PrevStateNo=[5000,5270])||(StateNo=[120,159])
Trigger1 = Random<var(59)*60||var(59)>9
Trigger1 = P2BodyDist X*fvar(8)=[-5,90]
Trigger1 = P2BodyDist Y*fvar(9)>-150

[State -3,Jump];Wv
Type = ChangeState
Value = 39
TriggerAll=!isHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(38)=3
TriggerAll=var(59)>0
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=Enemy(floor(fvar(18))),StateNo>199
TriggerAll=!Enemy(floor(fvar(18))),Ctrl
TriggerAll=P2BodyDist X*fvar(8)=[-5,60]
TriggerAll=Enemy(floor(fvar(18))),Time>30||!Time&&var(59)>9||var(59)>10
TriggerAll=Enemy(floor(fvar(18))),Time>50||var(59)>10||(PrevStateNo=[5000,5270])||(StateNo=[120,159])
Trigger1 = Ctrl||(StateNo=[9,22])||(StateNo=[120,132])||(StateNo=[100,101])
Trigger1 = Random<var(59)*60||var(59)>9
Trigger2 = Random<var(59)*20||var(59)>10
Trigger2 = (MoveContAct||fvar(28))&&(StateNo=200||StateNo=450&&!var(58)||(StateNo!=217&&StateNo=[215,225])||StateNo=238)||StateNo=216&&var(29)&&!MoveContAct

;
;˂
;

[State -3,Dash];_bV
Type = ChangeState
value = 100
TriggerAll=!isHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>6
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,132])
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))),AnimTime<-6
TriggerAll=Random<var(59)*100||var(59)>9
Trigger1 = P2BodyDist X*fvar(8)>(P2BodyDist Y*fvar(9)<-50)*25

[State -3,=H_S_K];K
Type = ChangeState
value = 210
TriggerAll=!isHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>3
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||StateNo=52||(StateNo=[100,101])||(StateNo=[195,197])&&Time>ifelse(Anim=196,18,64)
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))),Ctrl
TriggerAll=Enemy(floor(fvar(18))),AnimTime<-5
TriggerAll=Enemy(floor(fvar(18))),AnimTime=-6
TriggerAll=Random<var(59)*20||var(59)>9
Trigger1 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,5,3)-vel x*5=[-5,49]
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=[-10,20])
Trigger2 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,5,3)-vel x*5=[-5,20]
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)*5=[-50,10])

[State -3,=H_S_NS];S
Type = ChangeState
value = 220
TriggerAll=!isHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>3
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X*fvar(8)=[-32,34]
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||StateNo=52||(StateNo=[100,101])||(StateNo=[195,197])&&Time>ifelse(Anim=196,18,64)
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))),Ctrl
TriggerAll=Enemy(floor(fvar(18))),AnimTime<-7
TriggerAll=Enemy(floor(fvar(18))),AnimTime=-8||Enemy(floor(fvar(18))),StateType=A
TriggerAll=Random<var(59)*20||var(59)>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)*5)*6=[-50,10])

[State -3,=H_C_D];D
Type = ChangeState
value = 450
TriggerAll=!isHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>3
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||StateNo=52||(StateNo=[100,101])||(StateNo=[195,197])&&Time>ifelse(Anim=196,18,64)
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))),Ctrl
TriggerAll=Enemy(floor(fvar(18))),AnimTime<-5
TriggerAll=Enemy(floor(fvar(18))),AnimTime=-6||Enemy(floor(fvar(18))),StateType=A
TriggerAll=Random<var(59)*20||var(59)>9
Trigger1 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*4-vel x*4=[50,92]
Trigger1 = !P2Dist Y

[State -3,=H_S_NS];S
Type = ChangeState
value = 225
TriggerAll=!isHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>3
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||StateNo=52||(StateNo=[100,101])||(StateNo=[195,197])&&Time>ifelse(Anim=196,18,64)
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>34
TriggerAll=P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*5-vel x*5>45
TriggerAll=!P2Dist Y
TriggerAll=(Enemy(floor(fvar(18))),StateNo!=[120,159])
TriggerAll=!Enemy(floor(fvar(18))),Ctrl
TriggerAll=Random<var(59)*20||var(59)>9
TriggerAll=Enemy(floor(fvar(18))),AnimTime<-6
Trigger1 = Enemy(floor(fvar(18))),AnimTime=-7
Trigger1 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*3-vel x*3=[-5,61]
Trigger2 = Enemy(floor(fvar(18))),AnimTime=-8
Trigger2 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*4-vel x*4=[-5,101]
Trigger3 = Enemy(floor(fvar(18))),AnimTime=-9
Trigger3 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*4-vel x*4=[-5,130]
Trigger4 = Enemy(floor(fvar(18))),AnimTime=-10
Trigger4 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*5-vel x*5=[-5,138]
Trigger5 = Enemy(floor(fvar(18))),AnimTime=-11
Trigger5 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*5-vel x*5=[-5,146]
Trigger6 = Enemy(floor(fvar(18))),AnimTime=-12
Trigger6 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*6-vel x*6=[-5,146]

;
;؂Ԃ
;

[State -2,G_SB];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=[120,132])||(StateNo=[100,101])||(Time<2&&MoveType=A&&(StateNo=[200,640])&&PrevStateNo!=[200,640])
TriggerAll=var(59)>3
TriggerAll=fvar(38)>0
TriggerAll=Enemy(floor(fvar(18))),MoveType=A
TriggerAll=Enemy(floor(fvar(18))),StateNo>199
TriggerAll=!Enemy(floor(fvar(18))),Ctrl
TriggerAll=Enemy(floor(fvar(18))),AnimTime<-18
TriggerAll=(Enemy(floor(fvar(18))),StateNo!=[200,699])||!(Enemy(floor(fvar(18))),MoveContAct)
TriggerAll=Power<PowerMax/2
TriggerAll=Enemy(floor(fvar(18))),Time>30||!Time&&var(59)>9||var(59)>10
TriggerAll=Enemy(floor(fvar(18))),Time>50||var(59)>10||(PrevStateNo=[5000,5270])||(StateNo=[120,159])
TriggerAll=Random<var(59)*60||var(59)>9
Trigger1 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,19,9)=[-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)*19=[-110,0]

[State -3,A_SS];X^[Vbv
Type = ChangeState
value = 1350
TriggerAll=!isHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||fvar(28)||(StateNo=110||StateNo=115)&&Time>4||var(47)>1&&StateNo=1200
TriggerAll=var(59)>3
TriggerAll=fvar(38)>0
TriggerAll=Enemy(floor(fvar(18))),MoveType=A
TriggerAll=Enemy(floor(fvar(18))),StateNo>199
TriggerAll=!Enemy(floor(fvar(18))),Ctrl
TriggerAll=Enemy(floor(fvar(18))),Time>30||!Time&&var(59)>9||var(59)>10
TriggerAll=Enemy(floor(fvar(18))),Time>50||var(59)>10||(PrevStateNo=[5000,5270])||(StateNo=[120,159])
TriggerAll=Random<var(59)*60||var(59)>9
Trigger1 = Enemy(floor(fvar(18))),AnimTime<-12
Trigger1 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,12,6)=[-40,41]
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)*12=[-80,0]
Trigger2 = Enemy(floor(fvar(18))),AnimTime<-13
Trigger2 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,13,7)=[-40,41]
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)*13=[-80,0]
Trigger3 = Enemy(floor(fvar(18))),AnimTime<-14
Trigger3 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,14,7)=[-40,41]
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)*14=[-80,0]
Trigger4 = Enemy(floor(fvar(18))),AnimTime<-15
Trigger4 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,15,8)=[-40,41]
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)*14)*15=[-80,0]
Trigger5 = Enemy(floor(fvar(18))),AnimTime<-16
Trigger5 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,16,8)=[-40,41]
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)*15)*16=[-80,0]
Trigger6 = Enemy(floor(fvar(18))),AnimTime<-17
Trigger6 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,17,9)=[-40,41]
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)*16)*17=[-80,0]
Trigger7 = Enemy(floor(fvar(18))),AnimTime<-18
Trigger7 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,18,9)=[-40,41]
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)*17)*18=[-80,0]
Trigger8 = Enemy(floor(fvar(18))),AnimTime<-19
Trigger8 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,19,10)=[-40,41]
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)*18)*19=[-80,0]
Trigger9 = Enemy(floor(fvar(18))),AnimTime<-20
Trigger9 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,20,10)=[-40,41]
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)*19)*20=[-80,0]
Trigger10= Enemy(floor(fvar(18))),AnimTime<-21
Trigger10= P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,21,11)=[-40,41]
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)*20)*21=[-80,0]
Trigger11= Enemy(floor(fvar(18))),AnimTime<-22
Trigger11= P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,22,11)=[-40,41]
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)*21)*22=[-80,0]
Trigger12= Enemy(floor(fvar(18))),AnimTime<-23
Trigger12= P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,23,12)=[-40,41]
Trigger12= P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*22)*23=[-80,0]
Trigger13= Enemy(floor(fvar(18))),AnimTime<-24
Trigger13= P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,24,12)=[-40,41]
Trigger13= 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)*24=[-80,0]
Trigger14= Enemy(floor(fvar(18))),AnimTime<-25
Trigger14= P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,25,13)=[-40,41]
Trigger14= P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*24)*25=[-80,0]


[State -3,A_SS];X^[Vbv
Type = ChangeState
value = 1350
TriggerAll=!isHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=(StateNo=[600,650])
TriggerAll=MoveContAct
TriggerAll=var(59)>3
TriggerAll=fvar(38)>0
TriggerAll=Enemy(floor(fvar(18))),MoveType=A
TriggerAll=Enemy(floor(fvar(18))),StateNo>199
TriggerAll=!Enemy(floor(fvar(18))),Ctrl
TriggerAll=Random<var(59)*20||var(59)>10
Trigger1 = Enemy(floor(fvar(18))),AnimTime<-12
Trigger1 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,12,6)=[-40,41]
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)*12=[-80,0]
Trigger2 = Enemy(floor(fvar(18))),AnimTime<-13
Trigger2 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,13,7)=[-40,41]
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)*13=[-80,0]
Trigger3 = Enemy(floor(fvar(18))),AnimTime<-14
Trigger3 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,14,7)=[-40,41]
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)*14=[-80,0]
Trigger4 = Enemy(floor(fvar(18))),AnimTime<-15
Trigger4 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,15,8)=[-40,41]
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)*14)*15=[-80,0]
Trigger5 = Enemy(floor(fvar(18))),AnimTime<-16
Trigger5 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,16,8)=[-40,41]
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)*15)*16=[-80,0]
Trigger6 = Enemy(floor(fvar(18))),AnimTime<-17
Trigger6 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,17,9)=[-40,41]
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)*16)*17=[-80,0]
Trigger7 = Enemy(floor(fvar(18))),AnimTime<-18
Trigger7 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,18,9)=[-40,41]
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)*17)*18=[-80,0]
Trigger8 = Enemy(floor(fvar(18))),AnimTime<-19
Trigger8 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,19,10)=[-40,41]
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)*18)*19=[-80,0]
Trigger9 = Enemy(floor(fvar(18))),AnimTime<-20
Trigger9 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,20,10)=[-40,41]
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)*19)*20=[-80,0]
Trigger10= Enemy(floor(fvar(18))),AnimTime<-21
Trigger10= P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,21,11)=[-40,41]
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)*20)*21=[-80,0]
Trigger11= Enemy(floor(fvar(18))),AnimTime<-22
Trigger11= P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,22,11)=[-40,41]
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)*21)*22=[-80,0]
Trigger12= Enemy(floor(fvar(18))),AnimTime<-23
Trigger12= P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,23,12)=[-40,41]
Trigger12= P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*22)*23=[-80,0]
Trigger13= Enemy(floor(fvar(18))),AnimTime<-24
Trigger13= P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,24,12)=[-40,41]
Trigger13= 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)*24=[-80,0]
Trigger14= Enemy(floor(fvar(18))),AnimTime<-25
Trigger14= P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,25,13)=[-40,41]
Trigger14= P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*24)*25=[-80,0]

[State -3,S_SS];nX^[Vbv
Type = ChangeState
value = 1300
TriggerAll=!isHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,18,64)&&StateNo=[195,197])
TriggerAll=var(59)>3
TriggerAll=fvar(38)>0
TriggerAll=Enemy(floor(fvar(18))),MoveType=A
TriggerAll=Enemy(floor(fvar(18))),StateNo>199
TriggerAll=!Enemy(floor(fvar(18))),Ctrl
TriggerAll=Enemy(floor(fvar(18))),Time>30||!Time&&var(59)>9||var(59)>10
TriggerAll=Enemy(floor(fvar(18))),Time>50||var(59)>10||(PrevStateNo=[5000,5270])||(StateNo=[120,159])
TriggerAll=Random<var(59)*60||var(59)>9
Trigger1 = Enemy(floor(fvar(18))),AnimTime<-12
Trigger1 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,12,6)=[-40,41]
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)*12=[-80,0]
Trigger2 = Enemy(floor(fvar(18))),AnimTime<-13
Trigger2 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,13,7)=[-40,41]
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)*13=[-80,0]
Trigger3 = Enemy(floor(fvar(18))),AnimTime<-14
Trigger3 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,14,7)=[-40,41]
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)*14=[-80,0]
Trigger4 = Enemy(floor(fvar(18))),AnimTime<-15
Trigger4 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,15,8)=[-40,41]
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)*14)*15=[-80,0]
Trigger5 = Enemy(floor(fvar(18))),AnimTime<-16
Trigger5 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,16,8)=[-40,41]
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)*15)*16=[-80,0]
Trigger6 = Enemy(floor(fvar(18))),AnimTime<-17
Trigger6 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,17,9)=[-40,41]
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)*16)*17=[-80,0]
Trigger7 = Enemy(floor(fvar(18))),AnimTime<-18
Trigger7 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,18,9)=[-40,41]
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)*17)*18=[-80,0]
Trigger8 = Enemy(floor(fvar(18))),AnimTime<-19
Trigger8 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,19,10)=[-40,41]
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)*18)*19=[-80,0]
Trigger9 = Enemy(floor(fvar(18))),AnimTime<-20
Trigger9 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,20,10)=[-40,41]
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)*19)*20=[-80,0]
Trigger10= Enemy(floor(fvar(18))),AnimTime<-21
Trigger10= P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,21,11)=[-40,41]
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)*20)*21=[-80,0]
Trigger11= Enemy(floor(fvar(18))),AnimTime<-22
Trigger11= P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,22,11)=[-40,41]
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)*21)*22=[-80,0]
Trigger12= Enemy(floor(fvar(18))),AnimTime<-23
Trigger12= P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,23,12)=[-40,41]
Trigger12= P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*22)*23=[-80,0]
Trigger13= Enemy(floor(fvar(18))),AnimTime<-24
Trigger13= P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,24,12)=[-40,41]
Trigger13= 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)*24=[-80,0]
Trigger14= Enemy(floor(fvar(18))),AnimTime<-25
Trigger14= P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,25,13)=[-40,41]
Trigger14= P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*24)*25=[-80,0]

[State -3,S_SS];nX^[Vbv
Type = ChangeState
value = 1300
TriggerAll=!isHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=(StateNo=[200,451])&&(MoveContAct&&!var(3)||var(29))
TriggerAll=StateNo!=[215,216]
TriggerAll=StateNo!=[240,241]
TriggerAll=var(59)>3
TriggerAll=fvar(38)>0
TriggerAll=Enemy(floor(fvar(18))),MoveType=A
TriggerAll=Enemy(floor(fvar(18))),StateNo>199
TriggerAll=!Enemy(floor(fvar(18))),Ctrl
TriggerAll=Random<var(59)*20||var(59)>10
Trigger1 = Enemy(floor(fvar(18))),AnimTime<-12
Trigger1 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,12,6)=[-40,41]
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)*12=[-80,0]
Trigger2 = Enemy(floor(fvar(18))),AnimTime<-13
Trigger2 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,13,7)=[-40,41]
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)*13=[-80,0]
Trigger3 = Enemy(floor(fvar(18))),AnimTime<-14
Trigger3 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,14,7)=[-40,41]
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)*14=[-80,0]
Trigger4 = Enemy(floor(fvar(18))),AnimTime<-15
Trigger4 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,15,8)=[-40,41]
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)*14)*15=[-80,0]
Trigger5 = Enemy(floor(fvar(18))),AnimTime<-16
Trigger5 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,16,8)=[-40,41]
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)*15)*16=[-80,0]
Trigger6 = Enemy(floor(fvar(18))),AnimTime<-17
Trigger6 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,17,9)=[-40,41]
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)*16)*17=[-80,0]
Trigger7 = Enemy(floor(fvar(18))),AnimTime<-18
Trigger7 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,18,9)=[-40,41]
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)*17)*18=[-80,0]
Trigger8 = Enemy(floor(fvar(18))),AnimTime<-19
Trigger8 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,19,10)=[-40,41]
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)*18)*19=[-80,0]
Trigger9 = Enemy(floor(fvar(18))),AnimTime<-20
Trigger9 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,20,10)=[-40,41]
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)*19)*20=[-80,0]
Trigger10= Enemy(floor(fvar(18))),AnimTime<-21
Trigger10= P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,21,11)=[-40,41]
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)*20)*21=[-80,0]
Trigger11= Enemy(floor(fvar(18))),AnimTime<-22
Trigger11= P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,22,11)=[-40,41]
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)*21)*22=[-80,0]
Trigger12= Enemy(floor(fvar(18))),AnimTime<-23
Trigger12= P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,23,12)=[-40,41]
Trigger12= P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*22)*23=[-80,0]
Trigger13= Enemy(floor(fvar(18))),AnimTime<-24
Trigger13= P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,24,12)=[-40,41]
Trigger13= 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)*24=[-80,0]
Trigger14= Enemy(floor(fvar(18))),AnimTime<-25
Trigger14= P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,25,13)=[-40,41]
Trigger14= P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*24)*25=[-80,0]

[State -3,RTHER];[vU[v
Type = ChangeState
value = 3000
TriggerAll=!isHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Power>999
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,18,64)&&StateNo=[195,197])
TriggerAll=var(59)>3
TriggerAll=fvar(38)>0
TriggerAll=Enemy(floor(fvar(18))),MoveType=A
TriggerAll=Enemy(floor(fvar(18))),StateNo>199
TriggerAll=!Enemy(floor(fvar(18))),Ctrl
TriggerAll=Enemy(floor(fvar(18))),Time>30||!Time&&var(59)>9||var(59)>10
TriggerAll=Enemy(floor(fvar(18))),Time>50||var(59)>10||(PrevStateNo=[5000,5270])||(StateNo=[120,159])
TriggerAll=Random<var(59)*60||var(59)>9
Trigger1 = Enemy(floor(fvar(18))),AnimTime<-5
Trigger1 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,5,3)=[-5,115]
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=[-70,0]

;
;1F
;

[State -3,T];
Type = ChangeState
Value = ifelse((frontedgebodydist<62||Random<500)&&backedgebodydist>62,800,805)
TriggerAll=!isHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,132])||(StateNo=[100,101])||StateNo=52
TriggerAll=var(59)>3
TriggerAll=fvar(38)>0||fvar(38)=[-4,-1]
TriggerAll=Enemy(floor(fvar(18))),MoveType=A
TriggerAll=Enemy(floor(fvar(18))),StateNo>199
TriggerAll=!Enemy(floor(fvar(18))),Ctrl
TriggerAll=P2BodyDist X*fvar(8)=[-5,21]
TriggerAll=!P2Dist Y
TriggerAll=Enemy(floor(fvar(18))),StateType!=A
TriggerAll=Enemy(floor(fvar(18))),Time>30||!Time&&var(59)>9||var(59)>10
TriggerAll=Enemy(floor(fvar(18))),Time>50||var(59)>10||(PrevStateNo=[5000,5270])||(StateNo=[120,159])
Trigger1 = Random<var(59)*60||var(59)>9

[State -3,T];
Type = ChangeState
value = ifelse((Frontedgebodydist<62||Random<500)&&Backedgebodydist>62,800,805)
TriggerAll=!isHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||(StateNo=[100,101])||StateNo=52||StateNo=90&&!var(38)||(StateNo=130&&var(25)=0&&MoveType!=H)
TriggerAll=var(59)>5
TriggerAll=fvar(38)>0||fvar(38)=[-4,-1]
TriggerAll=P2BodyDist X*fvar(8)=[-5,21]
TriggerAll=Enemy(floor(fvar(18))),StateType!=A
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=!P2Dist Y
Trigger1 = Random<var(59)*20||var(59)>9

[State -3,T];
Type = ChangeState
value = ifelse((Frontedgebodydist<62||Random<500)&&Backedgebodydist>62,800,805)
TriggerAll=!isHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||(StateNo=[100,101])||StateNo=52||StateNo=90&&!var(38)||(StateNo=130&&var(25)=0&&MoveType!=H)
TriggerAll=var(59)>5
TriggerAll=fvar(38)>0||fvar(38)=[-4,-1]
TriggerAll=P2BodyDist X*fvar(8)=[-5,21]
TriggerAll=Enemy(floor(fvar(18))),StateType!=A
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=!P2Dist Y
TriggerAll=var(59)>6
TriggerAll=Random<var(59)*101||var(59)>9
Trigger1 = StateNo=[120,155]
Trigger2 = Enemy(floor(fvar(18))),StateNo=[120,159]
Trigger3 = StateNo=52
Trigger4 = Enemy(floor(fvar(18))),StateNo=StateNo=52

[State -3,T];
Type = ChangeState
value = ifelse((Frontedgebodydist<62||Random<500)&&Backedgebodydist>62,800,805)
TriggerAll=!isHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||(StateNo=[100,101])||StateNo=52||StateNo=90&&!var(38)||(StateNo=130&&var(25)=0&&MoveType!=H)
TriggerAll=var(59)>5
TriggerAll=fvar(38)>0||fvar(38)=[-4,-1]
TriggerAll=P2BodyDist X*fvar(8)=[-5,21]
TriggerAll=Enemy(floor(fvar(18))),StateType!=A
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=!P2Dist Y
TriggerAll=var(59)>6
TriggerAll=Random<var(59)*101||var(59)>9
TriggerAll=NumHelper(30000+ID)
TriggerAll=InGuardDist||Helper(30000+ID),fvar(39)>0
Trigger1 = Enemy(floor(fvar(18))),Ctrl
Trigger2 = Enemy(floor(fvar(18))),StateNo<200

;
;Ԃ
;
[State -2,G_SB];TCNo[Xg
Type = ChangeState
value = 750
TriggerAll=var(59)=[3,9]
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=fvar(33)>=1.5
TriggerAll=Alive
TriggerAll=Power<PowerMax/2
TriggerAll=P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,19,11)=[-55,55]
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)*19=[-110,0]
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=Enemy(floor(fvar(18))),MoveType=A||Enemy(floor(fvar(18))),Ctrl
TriggerAll=(Enemy(floor(fvar(18))),StateNo!=[120,155])
TriggerAll=Random<ifelse(var(59)<6,var(59),10-var(59))*(40+(PrevStateNo=5120)*20)
Trigger1 = Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||(StateNo=[100,101])
Trigger2 = Time<=1&&MoveType=A
Trigger2 = StateNo=[200,640]
Trigger2 = PrevStateNo!=[200,640]

[State -3,A_SS];X^[Vbv
Type = ChangeState
value = 1350
TriggerAll=!isHelper
TriggerAll=var(59)=[3,9]
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||fvar(28)||(StateNo=110||StateNo=115)&&Time>4||var(47)>1&&StateNo=1200||(StateNo=[600,650])&&MoveContAct
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=Enemy(floor(fvar(18))),MoveType=A||Enemy(floor(fvar(18))),Ctrl
TriggerAll=(Enemy(floor(fvar(18))),StateNo!=[120,155])
TriggerAll=Random<ifelse(var(59)<6,var(59),10-var(59))*(40+(PrevStateNo=5120)*20)
Trigger1 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,12,6)=[-40,41]
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)*12=[-80,0]
Trigger2 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,13,7)=[-40,41]
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)*13=[-80,0]
Trigger3 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,14,7)=[-40,41]
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)*14=[-80,0]
Trigger4 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,15,8)=[-40,41]
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)*14)*15=[-80,0]
Trigger5 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,16,8)=[-40,41]
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)*15)*16=[-80,0]
Trigger6 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,17,9)=[-40,41]
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)*16)*17=[-80,0]
Trigger7 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,18,9)=[-40,41]
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)*17)*18=[-80,0]
Trigger8 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,19,10)=[-40,41]
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)*18)*19=[-80,0]
Trigger9 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,20,10)=[-40,41]
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)*19)*20=[-80,0]
Trigger10= P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,21,11)=[-40,41]
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)*20)*21=[-80,0]
Trigger11= P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,22,11)=[-40,41]
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)*21)*22=[-80,0]
Trigger12= P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,23,12)=[-40,41]
Trigger12= P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*22)*23=[-80,0]
Trigger13= P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,24,12)=[-40,41]
Trigger13= 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)*24=[-80,0]
Trigger14= P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,25,13)=[-40,41]
Trigger14= P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*24)*25=[-80,0]

[State -3,S_SS];nX^[Vbv
Type = ChangeState
value = 1300
TriggerAll=!isHelper
TriggerAll=var(59)=[3,9]
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,18,64)&&StateNo=[195,197])||(StateNo=[200,451])&&(MoveContAct&&!var(3)||var(29))&&(StateNo!=[215,216])&&(StateNo!=[240,241])
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=Enemy(floor(fvar(18))),MoveType=A||Enemy(floor(fvar(18))),Ctrl
TriggerAll=(Enemy(floor(fvar(18))),StateNo!=[120,155])
TriggerAll=Random<ifelse(var(59)<6,var(59),10-var(59))*(40+(PrevStateNo=5120)*20)
Trigger1 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,12,6)=[-40,41]
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)*12=[-80,0]
Trigger2 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,13,7)=[-40,41]
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)*13=[-80,0]
Trigger3 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,14,7)=[-40,41]
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)*14=[-80,0]
Trigger4 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,15,8)=[-40,41]
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)*14)*15=[-80,0]
Trigger5 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,16,8)=[-40,41]
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)*15)*16=[-80,0]
Trigger6 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,17,9)=[-40,41]
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)*16)*17=[-80,0]
Trigger7 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,18,9)=[-40,41]
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)*17)*18=[-80,0]
Trigger8 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,19,10)=[-40,41]
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)*18)*19=[-80,0]
Trigger9 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,20,10)=[-40,41]
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)*19)*20=[-80,0]
Trigger10= P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,21,11)=[-40,41]
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)*20)*21=[-80,0]
Trigger11= P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,22,11)=[-40,41]
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)*21)*22=[-80,0]
Trigger12= P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,23,12)=[-40,41]
Trigger12= P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*22)*23=[-80,0]
Trigger13= P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,24,12)=[-40,41]
Trigger13= 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)*24=[-80,0]
Trigger14= P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,25,13)=[-40,41]
Trigger14= P2BodyDist Y*fvar(9)+(Enemy(floor(fvar(18))),vel y!=0)*(Enemy(floor(fvar(18))),vel y+Enemy(floor(fvar(18))),Const(MoveMent.Yaccel)*24)*25=[-80,0]

;
;K[hLZ
;

[State -3,DAA];ޯıݸٱ
Type = ChangeState
value = 700
TriggerAll=RoundState=2
TriggerAll=Power>999
TriggerAll=StateNo=[150,153]
TriggerAll=Anim=[150,151]
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=!Enemy(floor(fvar(18))),Ctrl
TriggerAll=Enemy(floor(fvar(18))),StateNo>199
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=Random<var(59)*60||var(59)>9
TriggerAll=Enemy(floor(fvar(18))),Power>1999||Life<99||Enemy(floor(fvar(18))),Life<99
Trigger1 = Enemy(floor(fvar(18))),AnimTime<-10
Trigger1 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,10,5)=[-5,19]
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)*9)*10=[-120,0]
Trigger2 = Enemy(floor(fvar(18))),AnimTime<-11
Trigger2 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,11,6)=[-5,19]
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)*11=[-120,0]
Trigger3 = Enemy(floor(fvar(18))),AnimTime<-12
Trigger3 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,12,6)=[-5,30]
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)*12=[-50,0]
Trigger4 = Enemy(floor(fvar(18))),AnimTime<-12
Trigger4 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,12,6)=[31,71]
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)*11)*12=[-90,0]
Trigger5 = Enemy(floor(fvar(18))),AnimTime<-13
Trigger5 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,13,7)=[-5,30]
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)*12)*13=[-50,0]
Trigger6 = Enemy(floor(fvar(18))),AnimTime<-13
Trigger6 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,13,7)=[31,71]
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)*12)*13=[-90,0]
Trigger7 = Enemy(floor(fvar(18))),AnimTime<-14
Trigger7 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,14,7)=[-5,60]
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)*13)*14=[-20,0]
Trigger8 = Enemy(floor(fvar(18))),AnimTime<-15
Trigger8 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,15,8)=[-5,60]
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)*14)*15=[-20,0]

[State -3,DAA];ޯıݸٱԂ
Type = ChangeState
value = 700
TriggerAll=RoundState=2
TriggerAll=Power>999
TriggerAll=StateNo=[150,153]
TriggerAll=Anim=[150,151]
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=Enemy(floor(fvar(18))),MoveType=A||Enemy(floor(fvar(18))),Ctrl||Enemy(floor(fvar(18))),StateNo<200
TriggerAll=(Enemy(floor(fvar(18))),StateNo!=[120,155])
TriggerAll=Random<ifelse(var(59)<6,var(59),10-var(59))*(40+(PrevStateNo=5120)*20)
TriggerAll=Enemy(floor(fvar(18))),Power>1999||Life<99||Enemy(floor(fvar(18))),Life<99
Trigger1 = Enemy(floor(fvar(18))),AnimTime<-10
Trigger1 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,10,5)=[-5,19]
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)*9)*10=[-120,0]
Trigger2 = Enemy(floor(fvar(18))),AnimTime<-11
Trigger2 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,11,6)=[-5,19]
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)*11=[-120,0]
Trigger3 = Enemy(floor(fvar(18))),AnimTime<-12
Trigger3 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,12,6)=[-5,30]
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)*12=[-50,0]
Trigger4 = Enemy(floor(fvar(18))),AnimTime<-12
Trigger4 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,12,6)=[31,71]
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)*11)*12=[-90,0]
Trigger5 = Enemy(floor(fvar(18))),AnimTime<-13
Trigger5 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,13,7)=[-5,30]
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)*12)*13=[-50,0]
Trigger6 = Enemy(floor(fvar(18))),AnimTime<-13
Trigger6 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,13,7)=[31,71]
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)*12)*13=[-90,0]
Trigger7 = Enemy(floor(fvar(18))),AnimTime<-14
Trigger7 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,14,7)=[-5,60]
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)*13)*14=[-20,0]
Trigger8 = Enemy(floor(fvar(18))),AnimTime<-15
Trigger8 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,15,8)=[-5,60]
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)*14)*15=[-20,0]

;
;NU
;
;Ag

[State -3,YOYO];YOYOݒu
Type = ChangeState
value = 1000
TriggerAll=!isHelper
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=!var(35)
TriggerAll=Ctrl
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
Trigger1 = 0;PrevStateNo

;
;
;

[State -3,FwdWalk];O
Type = ChangeState
value = 21
TriggerAll=RoundState=2
TriggerAll=var(59)>0||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,20])||StateNo=22||(StateNo=[120,132])
TriggerAll=Enemy(floor(fvar(18))),StateType=L
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
Trigger1 = P2BodyDist X*fvar(8)>50

[State -3,BackWalk];
Type = ChangeState
value = 22
TriggerAll=RoundState=2
TriggerAll=var(59)>0||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,21])||(StateNo=[120,132])
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),StateType=L
TriggerAll=BackEdgeBodyDist>30
Trigger1 = P2BodyDist X*fvar(8)<25

[State -3,Dash];_bVړ150
Type = ChangeState
value = 100
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,132])
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=P2BodyDist X*fvar(8)>120
Trigger1 = Enemy(floor(fvar(18))),StateType=L
Trigger1 = Enemy(floor(fvar(18))),StateNo!=5120

[State -3,BackStep];oNXeړ70
Type = ChangeState
value = 105
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,132])
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=P2BodyDist X*fvar(8)=[-3,25]
TriggerAll=BackEdgeBodyDist>30
Trigger1 = Enemy(floor(fvar(18))),StateType=L
Trigger1 = Enemy(floor(fvar(18))),StateNo!=5120||Enemy(floor(fvar(18))),AnimTime<-15

[State -3,RORI];i
Type = ChangeState
value = 1200
TriggerAll=!isHelper
TriggerAll=var(59)>6&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=var(35)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||StateNo=52||(StateNo=[100,101])||(StateNo=[195,197])&&Time>ifelse(Anim=196,18,64)
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),StateType=L
TriggerAll=NumHelper(1010)
TriggerAll=Helper(1010),Pos Y>-100
TriggerAll=Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)<-90||Enemy(floor(fvar(18))),StateType=A
TriggerAll=Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)<-120||Enemy(floor(fvar(18))),StateType!=C
TriggerAll=(Enemy(floor(fvar(18))),Pos x-Pos x>0&&Helper(1010),Pos x-Pos x>Enemy(floor(fvar(18))),Pos x-Pos x)||(Enemy(floor(fvar(18))),Pos x-Pos x<0&&Helper(1010),Pos x-Pos x<=Enemy(floor(fvar(18))),Pos x-Pos x)
Trigger1 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*10=[100,170]
Trigger1 = Random<ifelse(var(59)>9||fvar(39),10,var(59))*9
Trigger2 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*10=[61,99]
Trigger2 = Random<ifelse(var(59)>9||fvar(39),10,var(59))*20
Trigger3 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*10=[26,60]
Trigger3 = Random<ifelse(var(59)>9||fvar(39),10,var(59))*30

[State -3,YOYO];YOYOݒu
Type = ChangeState
value = 1000
TriggerAll=!isHelper
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=!var(35)
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||StateNo=52||(StateNo=[100,101])||(StateNo=[195,197])&&Time>ifelse(Anim=196,18,64)
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=(Enemy(floor(fvar(18))),StateNo=[5100,5110])||P2StateNo=5072
Trigger1 = P2BodyDist X*fvar(8)>40

[State -3,KillM];L
Type = ChangeState
value = 3200
TriggerAll=!isHelper
TriggerAll=var(59)>0||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=!var(25)
TriggerAll=var(35)=1
TriggerAll=Power>999
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||StateNo=52||(StateNo=[100,101])||(StateNo=[195,197])&&Time>ifelse(Anim=196,18,64)
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),StateType=L
TriggerAll=Random<var(59)*(40+(Power>1499)*40)
TriggerAll=NumHelper(1010)
TriggerAll=Helper(1010),StateNo=1010||Helper(1010),StateNo=1512
TriggerAll=Enemy(floor(fvar(18))),StateNo=5120
TriggerAll=P2BodyDist X*fvar(8)>25
Trigger1 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*20=[-90,90]
Trigger1 = Helper(1010),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=[-110,110]
Trigger2 = (Enemy(floor(fvar(18))),Pos x-Pos x>0&&Helper(1010),Pos x-Pos x>Enemy(floor(fvar(18))),Pos x-Pos x+10)||(Enemy(floor(fvar(18))),Pos x-Pos x<0&&Helper(1010),Pos x-Pos x<=Enemy(floor(fvar(18))),Pos x-Pos x-10)

[State -3,HAGU];W[nO
Type = ChangeState
value = 1500
TriggerAll=!isHelper
TriggerAll=var(59)>0||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=var(35)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||StateNo=52||(StateNo=[100,101])||(StateNo=[195,197])&&Time>ifelse(Anim=196,18,64)
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=NumHelper(1010)
TriggerAll=Helper(1010),StateNo!=[1510,1512]
TriggerAll=Enemy(floor(fvar(18))),StateType=L
TriggerAll=P2BodyDist X*fvar(8)>25
TriggerAll=P2BodyDist X*fvar(8)>130||P2StateNo=[5100,5101]
Trigger1 = Random<var(59)*(70-(P2BodyDist X*fvar(8)>130)*31)
Trigger1 = NumHelper(1010)
Trigger1 = Helper(1010),StateNo=1010
Trigger1 = Helper(1010),P2BodyDist X*fvar(8)=[-99,99]
Trigger1 = Helper(1010),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=[-80,80]

[State -3,!=H_Rash];W[bV
Type = ChangeState
value = 1401
TriggerAll=!isHelper
TriggerAll=var(59)>0||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=var(35)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||StateNo=52||(StateNo=[100,101])||(StateNo=[195,197])&&Time>ifelse(Anim=196,18,64)
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=NumHelper(1010)
TriggerAll=Helper(1010),StateNo=1010||Helper(1010),StateNo=1512
TriggerAll=Enemy(floor(fvar(18))),StateNo=[5100,5110]
TriggerAll=P2BodyDist X*fvar(8)>25
TriggerAll=P2BodyDist X*fvar(8)>130||P2StateNo=[5100,5101]
Trigger1 = Random<var(59)*(4+(Power>499)*9)
Trigger1 = Abs(Helper(1010),RootDist X-vel x*20)>140

[State -3,!=H_Jar];W[hW[
Type = ChangeState
value = 1449
TriggerAll=!isHelper
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=var(35)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||StateNo=52||(StateNo=[100,101])||(StateNo=[195,197])&&Time>ifelse(Anim=196,18,64)
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),StateType=L
TriggerAll=NumHelper(1010)
TriggerAll=Helper(1010),StateNo=1010||Helper(1010),StateNo=1512
TriggerAll=P2BodyDist X*fvar(8)>25
TriggerAll=P2BodyDist X*fvar(8)>130||P2StateNo=[5100,5120]
Trigger1 = Abs(Helper(1010),RootDist X)>50
Trigger1 = Random<var(59)*50
Trigger1 = Helper(1010),P2BodyDist X*fvar(8)=[-110,110]
Trigger1 = Helper(1010),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=[-110,110]

;
;NU
;

[State -3,!=H_A_YOYO];YOYOݒu
Type = ChangeState
value = 1050
TriggerAll=!isHelper
TriggerAll=!var(35)
TriggerAll=StateType=A
TriggerAll=(Ctrl||fvar(28))&&Pos Y<=-20||StateNo=110&&Time>4||StateNo=99&&PrevStateNo=610||var(47)>1&&StateNo=1200
TriggerAll=var(59)>0
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),StateType=L
TriggerAll=PrevStateNo!=[31,38]
TriggerAll=Enemy(floor(fvar(18))),StateNo=[5100,5100]
Trigger1 = P2BodyDist X*fvar(8)>40
Trigger1 = Random<var(59)*101
Trigger1 = Pos Y=[-30,0]
Trigger1 = vel y>0

[State -3,AirJD];WbNhW[
Type = ChangeState
value = 1480
TriggerAll=!isHelper
TriggerAll=var(35)=1
TriggerAll=StateType=A
TriggerAll=(Ctrl||fvar(28))&&Pos Y<=-20||StateNo=110&&Time>4||StateNo=99&&PrevStateNo=610||var(47)>1&&StateNo=1200
TriggerAll=var(59)>0
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),StateType=L
TriggerAll=PrevStateNo!=[31,38]
TriggerAll=Enemy(floor(fvar(18))),StateNo=[5100,5120]
Trigger1 = P2BodyDist X*fvar(8)>40
Trigger1 = Random<var(59)*101
Trigger1 = Pos Y=[-30,0]
Trigger1 = vel y>0

;
;ډ
;

[State -3,T];
Type = ChangeState
Value = ifelse((frontedgebodydist<62||Random<500)&&backedgebodydist>62,800,805)
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0||fvar(38)=[-4,-1]
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||StateNo=100
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=P2BodyDist X*fvar(8)=[-5,21]
TriggerAll=!P2Dist Y
TriggerAll=Enemy(floor(fvar(18))),StateType!=A
TriggerAll=PrevStateNo=98
Trigger1 = Random<var(59)*101

[State -3,2MT=H_Dash];_bV
Type = ChangeState
value = 100
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])
TriggerAll=StateNo!=[100,101]
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)>10
Trigger1 = P2BodyDist X*fvar(8)>90||PrevStateNo=950||PrevStateNo=960
Trigger1 = P2BodyDist Y*fvar(9)>-50
Trigger2 = fvar(34)>6
Trigger2 = P2BodyDist Y*fvar(9)>-50

[State -3,FRC];·
Type = ChangeState
TriggerAll=!isHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=Power>499
TriggerAll=MoveType!=H
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=NumHelper(1299)>0
Trigger1 = StateNo=1300
Trigger2 = StateNo=[215,216]
value = 960
Ignorehitpause = 1

[State -3,KillM];L
Type = ChangeState
value = 3200
TriggerAll=!isHelper
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=!var(25)
TriggerAll=var(35)=1
TriggerAll=Power>999
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||StateNo=52||(StateNo=[100,101])||(StateNo=[195,197])&&Time>ifelse(Anim=196,18,64)
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
Trigger1 = Random<var(59)*101
Trigger1 = NumHelper(1010)
Trigger1 = Helper(1010),StateNo=1010||Helper(1010),StateNo=1512
Trigger1 = PrevStateNo=1000||PrevStateNo=1050||PrevStateNo=1500

[State -3,KillM];L
Type = ChangeState
value = 3200
TriggerAll=!isHelper
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=!var(25)
TriggerAll=var(35)=1
TriggerAll=Power>999
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||StateNo=52||(StateNo=[100,101])||(StateNo=[195,197])&&Time>ifelse(Anim=196,18,64)
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)*101
TriggerAll=NumHelper(1010)
Trigger1 = Helper(1010),StateNo=1010
Trigger1 = PrevStateNo=1000||PrevStateNo=1050||PrevStateNo=1500
Trigger2 = Helper(1010),StateNo=1512

;
;
;ł

[State -3,2MT=H_S_P];P
Type = ChangeState
value = 200
TriggerAll=!isHelper
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||StateNo=52||(StateNo=[100,101])||(StateNo=[195,197])&&Time>ifelse(Anim=196,18,64)||StateNo=200&&Time>4||StateNo=400&&Time>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=Enemy(floor(fvar(18))),StateNo=[120,155]
TriggerAll=PrevStateNo!=98
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
Trigger1 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,5,3)=[-5,85]
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=[-50,10])

[State -3,2MT=H_S_P];P
Type = ChangeState
value = 400
TriggerAll=!isHelper
TriggerAll=var(59)>0&&Random<var(59)*70||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||StateNo=52||(StateNo=[100,101])||(StateNo=[195,197])&&Time>ifelse(Anim=196,18,64)||StateNo=200&&Time>4||StateNo=400&&Time>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=Enemy(floor(fvar(18))),StateNo=[120,155]
TriggerAll=PrevStateNo!=98
Trigger1 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,5,3)=[-5,88]
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=[-20,10])

[State -3,2MT=H_C_K];K
Type = ChangeState
value = 410
TriggerAll=!isHelper
TriggerAll=var(59)>0||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||StateNo=52||(StateNo=[100,101])||(StateNo=[195,197])&&Time>ifelse(Anim=196,18,64)
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=[120,155]
TriggerAll=PrevStateNo!=98
TriggerAll=!P2Dist Y
TriggerAll=Power>499
TriggerAll=fvar(34)>9
Trigger1 = P2BodyDist X*fvar(8)=[-5,36]
Trigger1 = Random<ifelse(var(59)>9||fvar(39),10,var(59))*35

[State -3,2MT=H_C_D];D
Type = ChangeState
value = 450
TriggerAll=!isHelper
TriggerAll=var(59)>0||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||StateNo=52||(StateNo=[100,101])||(StateNo=[195,197])&&Time>ifelse(Anim=196,18,64)
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=!P2Dist Y
TriggerAll=PrevStateNo!=98
TriggerAll=Power>499
TriggerAll=fvar(34)>9
TriggerAll=0;P2BodyDist X*fvar(8)=[-5,92]
Trigger1 = Random<ifelse(var(59)>9||fvar(39),10,var(59))*20
Trigger2 = Enemy(floor(fvar(18))),StateNo!=[120,155]
Trigger2 = Random<var(59)*101

[State -3,2MT=H_S_FK];K
Type = ChangeState
value = 215
TriggerAll=!isHelper
TriggerAll=var(59)>0||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||StateNo=52||(StateNo=[100,101])||(StateNo=[195,197])&&Time>ifelse(Anim=196,18,64)
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=[120,155]
TriggerAll=PrevStateNo!=98
TriggerAll=!P2Dist Y
TriggerAll=fvar(34)>9
Trigger1 = P2BodyDist X*fvar(8)=[-5,92-42]
Trigger1 = Random<ifelse(var(59)>9||fvar(39),10,var(59))*2

;ł
;
;R{p

[State -3,2MT=H_S_FS];S
Type = ChangeState
value = 226
TriggerAll=!isHelper
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||StateNo=52||(StateNo=[100,101])||(StateNo=[195,197])&&Time>ifelse(Anim=196,18,64)
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
Trigger1 = StateNo=960
Trigger1 = fvar(34)>9
Trigger1 = PrevStateNo=1300
Trigger1 = P2BodyDist Y*fvar(9)>-60

[State -3,Jump];Wv
Type = ChangeState
value = 41
TriggerAll=!isHelper
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])
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
Trigger1 = StateNo=960
Trigger1 = fvar(34)>9
Trigger1 = PrevStateNo=1300
Trigger1 = P2BodyDist Y*fvar(9)<-59

[State -3,2MT=H_S_K];K
Type = ChangeState
value = 210
TriggerAll=!isHelper
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||StateNo=52||(StateNo=[100,101])||(StateNo=[195,197])&&Time>ifelse(Anim=196,18,64)
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!=[120,155]
TriggerAll=fvar(34)>6
TriggerAll=fvar(34)=7||Enemy(floor(fvar(18))),StateType=A
Trigger1 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,5,3)-vel x*5=[-5,49]
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=[-10,50])
Trigger2 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,5,3)-vel x*5=[-5,20]
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)*5=[-50,50])

[State -3,2MT=H_S_NS];S
Type = ChangeState
value = 220
TriggerAll=!isHelper
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=P2BodyDist X*fvar(8)=[-32,34]
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||StateNo=52||(StateNo=[100,101])||(StateNo=[195,197])&&Time>ifelse(Anim=196,18,64)
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!=[120,155]
TriggerAll=fvar(34)>6
TriggerAll=fvar(34)<10||Enemy(floor(fvar(18))),StateType=A||(P2BodyDist X*fvar(8)=[-5,9])||Enemy(floor(fvar(18))),BackEdgeBodyDist<9
TriggerAll=P2Dist X*fvar(8)>=-5
TriggerAll=P2BodyDist X*fvar(8)=[-5,40+Enemy(floor(fvar(18))),vel x*4+vel x*4]
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)*6=[-50,10])

[State -3,2MT=H_C_D];D
Type = ChangeState
value = 450
TriggerAll=!isHelper
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||StateNo=52||(StateNo=[100,101])||(StateNo=[195,197])&&Time>ifelse(Anim=196,18,64)
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!=[120,155]
TriggerAll=!P2Dist Y
TriggerAll=fvar(34)>8
TriggerAll=!NumHelper(1010)
Trigger1 = fvar(34)=9
Trigger1 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*4-vel x*4>40
Trigger1 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*4-vel x*4=[-5,92]

[State -3,2MT=H_C_D];D
Type = ChangeState
value = 450
TriggerAll=!isHelper
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||StateNo=52||(StateNo=[100,101])||(StateNo=[195,197])&&Time>ifelse(Anim=196,18,64)
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!=[120,155]
TriggerAll=!P2Dist Y
TriggerAll=fvar(34)>8
TriggerAll=NumHelper(1010)
TriggerAll=Helper(1010),StateNo!=1410
Trigger1 = fvar(34)=9
Trigger1 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*4-vel x*4=[50,92]

[State -3,2MT=H_S_NS];S
Type = ChangeState
value = 225
TriggerAll=!isHelper
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||StateNo=52||(StateNo=[100,101])||(StateNo=[195,197])&&Time>ifelse(Anim=196,18,64)
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!=[120,155]
TriggerAll=P2BodyDist X>34
TriggerAll=P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*5-vel x*5>99
TriggerAll=!P2Dist Y
TriggerAll=!NumHelper(1010)
Trigger1 = fvar(34)=7
Trigger1 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*3-vel x*3=[-5,61]
Trigger2 = fvar(34)=8
Trigger2 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*4-vel x*4=[-5,101]
Trigger3 = fvar(34)=9
Trigger3 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*4-vel x*4=[-5,130]
Trigger4 = fvar(34)=10
Trigger4 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*5-vel x*5=[-5,138]
Trigger5 = fvar(34)=11
Trigger5 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*5-vel x*5=[-5,146]
Trigger6 = fvar(34)=12
Trigger6 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*6-vel x*6=[-5,146]

[State -3,2MT=H_S_NS];S
Type = ChangeState
value = 225
TriggerAll=!isHelper
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||StateNo=52||(StateNo=[100,101])||(StateNo=[195,197])&&Time>ifelse(Anim=196,18,64)
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!=[120,155]
TriggerAll=P2BodyDist X>34
TriggerAll=P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*5-vel x*5>99
TriggerAll=!P2Dist Y
TriggerAll=NumHelper(1010)
TriggerAll=Helper(1010),StateNo!=1410
TriggerAll=Helper(1010),StateNo!=3210
Trigger1 = fvar(34)=7
Trigger1 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*3-vel x*3=[-5,61]
Trigger2 = fvar(34)=8
Trigger2 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*4-vel x*4=[-5,101]
Trigger3 = fvar(34)=9
Trigger3 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*4-vel x*4=[-5,130]
Trigger4 = fvar(34)=10
Trigger4 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*5-vel x*5=[-5,138]
Trigger5 = fvar(34)=11
Trigger5 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*5-vel x*5=[-5,146]
Trigger6 = fvar(34)=12
Trigger6 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*6-vel x*6=[-5,146]

[State -3,Jump-Rash];bVێ̔̂߂̃Wv
Type = ChangeState
value = ifelse(P2BodyDist X*fvar(8)>90,41,39)
TriggerAll=!isHelper
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||StateNo=52||(StateNo=[100,101])||(StateNo=[195,197])&&Time>ifelse(Anim=196,18,64)
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)=[0,150]
TriggerAll=!P2Dist Y
TriggerAll=NumHelper(1010)
Trigger1 = Helper(1010),StateNo=1410
Trigger1 = Helper(1010),Pos Y>-90

[State -3]
Type = ChangeState
value = 1000
TriggerAll=!isHelper
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=!var(35)
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])
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 = 0;P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*5-vel x*5>110

;
;}LZ
;

;
;q
;

[State -3,Jump];WvLZ
Type = ChangeState
value = 38
TriggerAll=!isHelper
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=MoveContAct
TriggerAll=Enemy(floor(fvar(18))),StateType!=A
TriggerAll=StateNo=200||StateNo=210||(StateNo=[220,221])||StateNo=226||StateNo=420
Trigger1 = InGuardDist
Trigger2 = NumHelper(30000+ID)
Trigger2 = Helper(30000+ID),fvar(39)>0

[State -3];WveXg
Type = varset
TriggerAll=!isHelper
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=MoveContAct||fvar(28)
Trigger1 = StateNo=200
Trigger2 = StateNo=210
Trigger3 = (StateNo=[220,221])
Trigger4 = StateNo=226
Trigger5 = StateNo=420
var(17) = 1
Ignorehitpause = 1

[State -3,Jump];WvLZ
Type = ChangeState
value = 38
TriggerAll=!isHelper
TriggerAll=var(59)>0||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=MoveGuarded
TriggerAll=Enemy(floor(fvar(18))),StateType!=A
TriggerAll=P2BodyDist X*fvar(8)=[70,150]
TriggerAll=Random<ifelse(var(59)>9||fvar(39),10,var(59))*9
Trigger1 = StateNo=200
Trigger2 = StateNo=210
Trigger3 = (StateNo=[220,221])
Trigger4 = StateNo=226
Trigger5 = StateNo=420

[State -3,Jump];WvLZ
Type = ChangeState
value = 37
TriggerAll=!isHelper
TriggerAll=var(59)>0||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=MoveGuarded
TriggerAll=BackEdgeBodyDist>30
TriggerAll=Random<ifelse(var(59)>9||fvar(39),10,var(59))*6
Trigger1 = StateNo=200
Trigger2 = StateNo=210
Trigger3 = (StateNo=[220,221])
Trigger4 = StateNo=226
Trigger5 = StateNo=420

[State -3,RC];}L
Type = ChangeState
value = 950
TriggerAll=!isHelper
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=RoundState=2
TriggerAll=Power>999
TriggerAll=StateType!=A
TriggerAll=MoveContAct
Trigger1 = StateNo=216

[State -3,RORI];i
Type = ChangeState
value = 1200
TriggerAll=!isHelper
TriggerAll=var(59)>7||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
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=!P2Dist Y
TriggerAll=!var(3)
TriggerAll=MoveGuarded
TriggerAll=var(35)>0
TriggerAll=(Enemy(floor(fvar(18))),Pos x-Pos x>0&&Helper(1010),Pos x-Pos x>Enemy(floor(fvar(18))),Pos x-Pos x+10)||(Enemy(floor(fvar(18))),Pos x-Pos x<0&&Helper(1010),Pos x-Pos x<=Enemy(floor(fvar(18))),Pos x-Pos x-10)
TriggerAll=Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)<-90||Enemy(floor(fvar(18))),StateType=A
TriggerAll=Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)<-120||Enemy(floor(fvar(18))),StateType!=C
TriggerAll=NumHelper(1010)
TriggerAll=Helper(1010),Pos Y>-100
TriggerAll=Random<ifelse(var(59)>9||fvar(39),10,var(59))*40
TriggerAll=Abs(Helper(1010),P2BodyDist X*fvar(8))>45
TriggerAll=(P2BodyDist X*fvar(8)=[-25,80])||Random<100
Trigger1 = StateNo=205
Trigger2 = StateNo=206
Trigger3 = StateNo=210
Trigger4 = StateNo=220
Trigger5 = StateNo=225
Trigger6 = StateNo=226
Trigger7 = StateNo=420

[State -3,Jump];WvLZYOYOݒu
Type = ChangeState
value = ifelse(P2BodyDist X*fvar(8)>80,35,37)
TriggerAll=!isHelper
TriggerAll=var(59)>0||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=!var(35)
TriggerAll=StateType!=A
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=P2BodyDist X*fvar(8)=[0,190]
TriggerAll=Random<ifelse(var(59)>9||fvar(39),10,var(59))*40
TriggerAll=MoveGuarded
Trigger1 = StateNo=200
Trigger2 = StateNo=210
Trigger3 = (StateNo=[220,221])
Trigger4 = StateNo=226
Trigger5 = StateNo=420

;ł
;

;łߏI
;
;qR{

[State -3,Hit_S_LS];S
Type = ChangeState
value = 220
TriggerAll=!isHelper
TriggerAll=RoundState=2
TriggerAll=!var(3)
TriggerAll=P2BodyDist X*fvar(8)=[-32,34]
TriggerAll=StateType!=A
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
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=Enemy(floor(fvar(18))),StateType!=A
TriggerAll=!P2Dist Y
TriggerAll=MoveContAct
Trigger1 = StateNo=200||StateNo=400
Trigger1 = P2BodyDist X*fvar(8)=[-32,28]
Trigger2 = StateNo=205
Trigger2 = P2BodyDist X*fvar(8)=[-32,31]
Trigger3 = StateNo=210
Trigger3 = P2BodyDist X*fvar(8)=[-32,30]
Trigger4 = StateNo=410
Trigger4 = P2BodyDist X*fvar(8)=[-32,32]

[State -3,Hit_S_FP];P
Type = ChangeState
value = 205
TriggerAll=!isHelper
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=!var(3)
TriggerAll=StateType!=A
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=MoveHit
TriggerAll=P2BodyDist X=[-32,30]
TriggerAll=Enemy(floor(fvar(18))),StateType!=A
TriggerAll=!P2Dist Y
Trigger1 = StateNo=[220,221]
Trigger1 = !var(35)

[State -3,RORI];˃Dash
Type = ChangeState
value = 1201
TriggerAll=!isHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=!var(25)
TriggerAll=var(35)>0
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=NumHelper(1010)
TriggerAll=MoveContAct&&!var(3)||var(29)
TriggerAll=Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)<-95
TriggerAll=Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)<-160||Enemy(floor(fvar(18))),StateType!=C
;TriggerAll=Enemy(floor(fvar(18))),BackEdgeBodyDist<20
TriggerAll=Abs(Helper(1010),P2BodyDist X*fvar(8))>45
TriggerAll=var(51)>9||var(59)>11||fvar(39)
TriggerAll=Enemy(floor(fvar(18))),StateType!=A
TriggerAll=!P2Dist Y
Trigger1 = StateNo=[220,221]
Trigger2 = StateNo=226

[State -3];
Type = ChangeState
value = 1200
TriggerAll=!isHelper
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=!var(3)
TriggerAll=var(35)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
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=!P2Dist Y
TriggerAll=MoveHit
TriggerAll=(Enemy(floor(fvar(18))),Pos x-Pos x>0&&Helper(1010),Pos x-Pos x>Enemy(floor(fvar(18))),Pos x-Pos x+10)||(Enemy(floor(fvar(18))),Pos x-Pos x<0&&Helper(1010),Pos x-Pos x<=Enemy(floor(fvar(18))),Pos x-Pos x-10)
TriggerAll=NumHelper(1010)
TriggerAll=Helper(1010),Pos Y>-100
TriggerAll=Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)<-90||Enemy(floor(fvar(18))),StateType=A
TriggerAll=Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)<-120||Enemy(floor(fvar(18))),StateType!=C
TriggerAll=Abs(Helper(1010),P2BodyDist X*fvar(8))>45
TriggerAll=(P2BodyDist X*fvar(8)=[-25,80])
Trigger1 = StateNo=205
Trigger2 = StateNo=210
Trigger3 = StateNo=220
Trigger4 = StateNo=226

[State -3,YOYO];YOYO߂ (XŴ)
Type = ChangeState
value = 1005
TriggerAll=!isHelper
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=!var(3)
TriggerAll=var(35)>0
TriggerAll=StateType!=A
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=MoveHit
TriggerAll=Enemy(floor(fvar(18))),StateType!=A
TriggerAll=!P2Dist Y
TriggerAll=NumHelper(1010)
TriggerAll=(Enemy(floor(fvar(18))),Pos x-Pos x>0&&Helper(1010),Pos x-Pos x>Enemy(floor(fvar(18))),Pos x-Pos x+10)||(Enemy(floor(fvar(18))),Pos x-Pos x<0&&Helper(1010),Pos x-Pos x<=Enemy(floor(fvar(18))),Pos x-Pos x-10)
TriggerAll=Helper(1010),StateNo=1010||Helper(1010),StateNo=1512
Trigger1 = StateNo=205
Trigger1 = Abs(Helper(1010),P2BodyDist X*fvar(8))<148
Trigger2 = StateNo=206
Trigger2 = Abs(Helper(1010),P2BodyDist X*fvar(8))<135
Trigger3 = StateNo=210
Trigger3 = Abs(Helper(1010),P2BodyDist X*fvar(8))<145
Trigger4 = StateNo=220
Trigger4 = Abs(Helper(1010),P2BodyDist X*fvar(8))<143
Trigger5 = StateNo=225
Trigger5 = Abs(Helper(1010),P2BodyDist X*fvar(8))<163
Trigger6 = StateNo=226
Trigger6 = Abs(Helper(1010),P2BodyDist X*fvar(8))<194
Trigger7 = StateNo=420
Trigger7 = Abs(Helper(1010),P2BodyDist X*fvar(8))<153

[State -3,Hit_S_FS];S
Type = ChangeState
value = 226
TriggerAll=!isHelper
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
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=!var(3)
TriggerAll=MoveHit
Trigger1 = StateNo=200
Trigger2 = StateNo=205
Trigger3 = StateNo=210
Trigger4 = StateNo=220
Trigger4 = P2BodyDist Y*fvar(9)>-31
Trigger5 = StateNo=225
Trigger6 = StateNo=400
Trigger7 = StateNo=420

[State -3,Jump];WvLZ
Type = ChangeState
value = 39
TriggerAll=!isHelper
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=Enemy(floor(fvar(18))),StateType=A
TriggerAll=MoveHit
TriggerAll=P2BodyDist X=[-5,60]
Trigger1 = 0;StateNo=200
Trigger2 = 0;StateNo=210
Trigger3 = (StateNo=[220,221])
Trigger4 = StateNo=226
Trigger4 = !var(21)
Trigger5 = StateNo=420

[State -3,Jump];WvLZ
Type = ChangeState
value = 38
TriggerAll=!isHelper
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=Enemy(floor(fvar(18))),StateType=A
TriggerAll=MoveHit
TriggerAll=0;P2BodyDist X>60
Trigger1 = StateNo=200
Trigger2 = StateNo=210
Trigger3 = (StateNo=[220,221])
Trigger4 = StateNo=226
Trigger5 = StateNo=420

[State -3,Hit_C_D]
Type = ChangeState
value = 450
TriggerAll=!isHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=!var(3)
TriggerAll=StateType!=A
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0||fvar(38)=-2
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=!P2Dist Y
TriggerAll=var(51)>30
TriggerAll=MoveHit
TriggerAll=Power>499
Trigger1 = StateNo=200
Trigger1 = P2BodyDist X*fvar(8)=[-5,63]
Trigger2 = StateNo=205
Trigger2 = P2BodyDist X*fvar(8)=[-5,66]
Trigger3 = StateNo=210
Trigger3 = P2BodyDist X*fvar(8)=[-5,60]
Trigger4 = StateNo=225
Trigger4 = P2BodyDist X*fvar(8)=[-5,53]
Trigger5 = StateNo=400
Trigger5 = P2BodyDist X*fvar(8)=[-5,62]
Trigger6 = StateNo=420
Trigger6 = P2BodyDist X*fvar(8)=[-5,53]
Trigger7 = StateNo=410||StateNo=220||StateNo=221

[State -3,FRC];DL
Type = ChangeState
TriggerAll=!isHelper
TriggerAll=Power>499
TriggerAll=MoveType!=H
TriggerAll=NumHelper(1299)>0
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=StateNo=450
Trigger1 = P2MoveType=H
Trigger1 = var(51)>30||P2StateNo=[120,155]
Trigger2 = NumHelper(30000+ID)
Trigger2 = Helper(30000+ID),fvar(39)>0
Trigger3 = PalNo=12
value = 960
Ignorehitpause = 1

[State -3,Hit_KHM];KHM
Type = ChangeState
value = 1100
TriggerAll=!isHelper
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
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=!var(3)
TriggerAll=MoveHit
TriggerAll=!P2Dist Y
TriggerAll=Enemy(floor(fvar(18))),BackEdgeBodyDist>20||fvar(34)=11
Trigger1 = StateNo=205
Trigger1 = P2BodyDist X*fvar(8)=[-5,24+(var(21)>0)*36]
Trigger2 = StateNo=206
Trigger3 = P2BodyDist X*fvar(8)=[-5,25+(var(21)>0)*75]
Trigger3 = StateNo=210
Trigger3 = P2BodyDist X*fvar(8)=[-5,18+(var(21)>0)*40]
Trigger4 = StateNo=[220,221]
Trigger5 = StateNo=225
Trigger5 = var(21)
Trigger5 = P2BodyDist X*fvar(8)=[-5,51]
Trigger6 = StateNo=226
Trigger6 = P2BodyDist X*fvar(8)=[-5,33]
Trigger7 = StateNo=420
Trigger7 = P2BodyDist X*fvar(8)=[-5,9+(var(21)>0)*42]

[State -3,Hit_S_FS];S
Type = ChangeState
value = 226
TriggerAll=!isHelper
TriggerAll=RoundState=2
TriggerAll=!var(3)
TriggerAll=StateType!=A
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
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=Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)<-85||Enemy(floor(fvar(18))),StateType=A
TriggerAll=Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)<-170||Enemy(floor(fvar(18))),StateType!=C
TriggerAll=!P2Dist Y
TriggerAll=MoveGuarded
Trigger1 = StateNo=200||StateNo=400
Trigger1 = P2BodyDist X*fvar(8)=[-32,69]
Trigger2 = StateNo=205
Trigger2 = P2BodyDist X*fvar(8)=[-32,43]
Trigger3 = StateNo=210
Trigger3 = P2BodyDist X*fvar(8)=[-32,42]
Trigger4 = StateNo=[220,221]
Trigger4 = P2BodyDist X*fvar(8)=[-32,53]
Trigger5 = StateNo=420||StateNo=225
Trigger5 = P2BodyDist X*fvar(8)=[-32,30]

[State -3,Hit_C_D]
Type = ChangeState
value = 450
TriggerAll=!isHelper
TriggerAll=RoundState=2
TriggerAll=!var(3)
TriggerAll=StateType!=A
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0||fvar(38)=-2
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),StateType!=A
TriggerAll=!P2Dist Y
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=Power>499
TriggerAll=MoveContAct
Trigger1 = StateNo=200
Trigger1 = P2BodyDist X*fvar(8)=[-5,63]
Trigger2 = StateNo=205
Trigger2 = P2BodyDist X*fvar(8)=[-5,66]
Trigger3 = StateNo=210
Trigger3 = P2BodyDist X*fvar(8)=[-5,60]
Trigger4 = StateNo=225
Trigger4 = P2BodyDist X*fvar(8)=[-5,53]
Trigger5 = StateNo=400
Trigger5 = P2BodyDist X*fvar(8)=[-5,62]
Trigger6 = StateNo=420
Trigger6 = P2BodyDist X*fvar(8)=[-5,53]
Trigger7 = StateNo=410||StateNo=220||StateNo=221

[State -3,Hit_S_LS];S
Type = ChangeState
value = 225
TriggerAll=!isHelper
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
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=!P2Dist Y
TriggerAll=!var(3)
TriggerAll=MoveHit
TriggerAll=P2BodyDist X>34||(StateNo=[220,221])
Trigger1 = StateNo=200
Trigger2 = StateNo=205
Trigger3 = StateNo=210
Trigger4 = StateNo=400
Trigger5 = StateNo=410
Trigger6 = (StateNo=[220,221])

[State -3,Hit_S_FS];S
Type = ChangeState
value = 226
TriggerAll=!isHelper
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),StateType!=A
TriggerAll=!P2Dist Y
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=!var(3)
TriggerAll=Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)<-85||Enemy(floor(fvar(18))),StateType=A
TriggerAll=Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)<-170||Enemy(floor(fvar(18))),StateType!=C
TriggerAll=MoveContAct
Trigger1 = StateNo=200||StateNo=400
Trigger1 = P2BodyDist X*fvar(8)=[-32,69]
Trigger2 = StateNo=205
Trigger2 = P2BodyDist X*fvar(8)=[-32,43]
Trigger3 = StateNo=210
Trigger3 = P2BodyDist X*fvar(8)=[-32,42]
Trigger4 = StateNo=220
Trigger4 = P2BodyDist X*fvar(8)=[-32,53]
Trigger5 = StateNo=420||StateNo=225
Trigger5 = P2BodyDist X*fvar(8)=[-32,30]

[State -3,Jump];WvLZYOYOݒu
Type = ChangeState
value = ifelse(P2BodyDist X*fvar(8)>80,35,37)
TriggerAll=!isHelper
TriggerAll=var(59)>0||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=MoveContAct
TriggerAll=Enemy(floor(fvar(18))),StateType!=A
TriggerAll=Random<ifelse(var(59)>9||fvar(39),10,var(59))*33
TriggerAll=P2BodyDist X*fvar(8)>33
Trigger1 = P2BodyDist X*fvar(8)>33
Trigger1 = StateNo=226
Trigger2 = P2BodyDist X*fvar(8)>53
Trigger2 = StateNo=420

[State -3,YOYO];YOYOݒu
Type = ChangeState
value = 1000
TriggerAll=!isHelper
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=!var(35)
TriggerAll=!var(3)
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=P2BodyDist X*fvar(8)>120||Enemy(floor(fvar(18))),StateType=A
TriggerAll=MoveContAct=1
Trigger1 = StateNo=205
Trigger2 = StateNo=206
Trigger3 = StateNo=210
Trigger4 = StateNo=[220,221]
Trigger5 = StateNo=225
Trigger6 = StateNo=226
Trigger7 = StateNo=420

[State -3,YOYO];YOYOݒu
Type = ChangeState
value = 1000
TriggerAll=!isHelper
TriggerAll=var(59)>0||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=!var(35)
TriggerAll=!var(3)
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Random<ifelse(var(59)>9||fvar(39),10,var(59))*9
TriggerAll=MoveContAct=1
Trigger1 = StateNo=205
Trigger2 = StateNo=206
Trigger3 = StateNo=210
Trigger4 = StateNo=[220,221]
Trigger5 = StateNo=225
Trigger6 = StateNo=226
Trigger7 = StateNo=420

[State -3,YOYO];YOYO߂ (XŴ)
Type = ChangeState
value = 1005
TriggerAll=!isHelper
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=!var(3)
TriggerAll=MoveHit
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=!P2Dist Y
TriggerAll=var(35)>0
TriggerAll=(Enemy(floor(fvar(18))),Pos x-Pos x>0&&Helper(1010),Pos x-Pos x>Enemy(floor(fvar(18))),Pos x-Pos x+10)||(Enemy(floor(fvar(18))),Pos x-Pos x<0&&Helper(1010),Pos x-Pos x<=Enemy(floor(fvar(18))),Pos x-Pos x-10)
TriggerAll=NumHelper(1010)
TriggerAll=Helper(1010),StateNo=1010||Helper(1010),StateNo=1512
TriggerAll=Abs(Helper(1010),P2BodyDist X*fvar(8))<200
Trigger1 = StateNo=205
Trigger2 = StateNo=206
Trigger3 = StateNo=210
Trigger4 = StateNo=220
Trigger5 = StateNo=225
Trigger6 = StateNo=226
Trigger7 = StateNo=420

[State -3,KillM];L
Type = ChangeState
value = 3200
TriggerAll=!isHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=!var(25)
TriggerAll=var(35)=1
TriggerAll=Power>999
TriggerAll=StateType!=A
TriggerAll=NumHelper(1010)
TriggerAll=Helper(1010),StateNo=1010||Helper(1010),StateNo=1512
TriggerAll=MoveContAct&&!var(3)||var(29)
TriggerAll=StateNo=205||StateNo=206||StateNo=210||(StateNo=[220,221])||StateNo=225||StateNo=226||StateNo=420
Trigger1 = Abs(Helper(1010),P2BodyDist X*fvar(8))<120
Trigger2 = (P2BodyDist X*fvar(8)=[-99,99])
Trigger3 = Helper(1010),StateNo=1512
Trigger4 = (Enemy(floor(fvar(18))),Pos x-Pos x>0&&Helper(1010),Pos x-Pos x>Enemy(floor(fvar(18))),Pos x-Pos x+10)
Trigger5 = (Enemy(floor(fvar(18))),Pos x-Pos x<0&&Helper(1010),Pos x-Pos x<=Enemy(floor(fvar(18))),Pos x-Pos x-10)

[State -3,HAGU];W[nO
Type = ChangeState
value = 1500
TriggerAll=!isHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=!var(25)
TriggerAll=var(35)=1
TriggerAll=StateType!=A
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=NumHelper(1010)
TriggerAll=Helper(1010),StateNo=1010
TriggerAll=Abs(Helper(1010),P2BodyDist X*fvar(8))<90
TriggerAll=Abs(Helper(1010),P2BodyDist Y*fvar(9))=[-90,90-Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)]
TriggerAll=MoveContAct&&!var(3)||var(29)
Trigger1 = StateNo=205
Trigger2 = StateNo=206
Trigger3 = StateNo=210
Trigger4 = StateNo=[220,221]
Trigger5 = StateNo=225
Trigger6 = StateNo=226
Trigger7 = StateNo=420

[State -3,HAGU];W[bV
Type = ChangeState
value = 1401
TriggerAll=!isHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=!var(25)
TriggerAll=var(35)=1
TriggerAll=StateType!=A
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=NumHelper(1010)
TriggerAll=Helper(1010),StateNo=1010||Helper(1010),StateNo=1512
TriggerAll=Abs(Helper(1010),RootDist X-vel x*20)>130
TriggerAll=Abs(Helper(1010),P2BodyDist X*fvar(8))<120||Abs(Helper(1010),P2BodyDist Y*fvar(9))<120
TriggerAll=MoveContAct&&!var(3)||var(29)
Trigger1 = StateNo=205
Trigger2 = StateNo=206
Trigger3 = StateNo=210
Trigger4 = StateNo=[220,221]
Trigger5 = StateNo=225
Trigger6 = StateNo=226
Trigger7 = StateNo=420

[State -3,HAGU];W[hW[
Type = ChangeState
value = 1449
TriggerAll=!isHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=!var(25)
TriggerAll=var(35)=1
TriggerAll=StateType!=A
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=NumHelper(1010)
TriggerAll=Helper(1010),StateNo=1010||Helper(1010),StateNo=1512
TriggerAll=Abs(Helper(1010),RootDist X)>50
TriggerAll=Abs(Helper(1010),P2BodyDist X*fvar(8))<120
TriggerAll=MoveContAct&&!var(3)||var(29)
Trigger1 = StateNo=205
Trigger2 = StateNo=206
Trigger3 = StateNo=210
Trigger4 = StateNo=[220,221]
Trigger5 = StateNo=225
Trigger6 = StateNo=226
Trigger7 = StateNo=420

[State -3]; qbg㒆ip
Type = ChangeState
value = 1200
TriggerAll=!isHelper
TriggerAll=var(59)>6||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
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=!P2Dist Y
TriggerAll=!var(3)
TriggerAll=MoveHit
TriggerAll=var(35)>0
TriggerAll=(Enemy(floor(fvar(18))),Pos x-Pos x>0&&Helper(1010),Pos x-Pos x>Enemy(floor(fvar(18))),Pos x-Pos x)||(Enemy(floor(fvar(18))),Pos x-Pos x<0&&Helper(1010),Pos x-Pos x<=Enemy(floor(fvar(18))),Pos x-Pos x)
TriggerAll=Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)<-90||Enemy(floor(fvar(18))),StateType=A
TriggerAll=Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)<-120||Enemy(floor(fvar(18))),StateType!=C
TriggerAll=NumHelper(1010)
TriggerAll=Helper(1010),Pos Y>-100
TriggerAll=Random<ifelse(var(59)>9||fvar(39),10,var(59))*19
Trigger1 = StateNo=205
Trigger2 = StateNo=206
Trigger3 = StateNo=210
Trigger4 = StateNo=220
Trigger5 = StateNo=225
Trigger6 = StateNo=226
Trigger7 = StateNo=420

[State -3,YOYO];YOYO߂ (XŴ)
Type = ChangeState
value = 1005
TriggerAll=!isHelper
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
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=!P2Dist Y
TriggerAll=!var(3)
TriggerAll=MoveHit
TriggerAll=var(35)>0
TriggerAll=NumHelper(1010)
TriggerAll=Helper(1010),StateNo=1010||Helper(1010),StateNo=1512
TriggerAll=Abs(Helper(1010),RootDist X*fvar(8))>220||Abs(Helper(1010),RootDist Y*fvar(8))>220
Trigger1 = StateNo=205
Trigger2 = StateNo=206
Trigger3 = StateNo=210
Trigger4 = StateNo=220
Trigger5 = StateNo=225
Trigger6 = StateNo=226
Trigger7 = StateNo=420

;
;ډ
;
;pXe[g

[State -3,AirDash];_bV
Type = ChangeState
value = 110
TriggerAll=!isHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=!var(11)
TriggerAll=StateType=A
TriggerAll=Pos Y<=ifelse(vel y<0,-30,-10)
TriggerAll=Ctrl
TriggerAll=StateNo=[50,59]
Trigger1 = PrevStateNo=38

[State -3,AirBackDash];obN_bV
Type = ChangeState
value = 115
TriggerAll=!isHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=!var(11)
TriggerAll=StateType=A
TriggerAll=Pos Y<=ifelse(vel y<0,-30,-10)
TriggerAll=Ctrl
TriggerAll=StateNo=[50,59]
Trigger1 = PrevStateNo=37

[State -3,!=H_A_YOYO];YOYOݒu
Type = ChangeState
value = 1049
TriggerAll=!isHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=StateType=A
TriggerAll=Ctrl
TriggerAll=Pos Y<=-20
TriggerAll=!var(35)
Trigger1 = PrevStateNo=36

[State -3,!=H_A_YOYO];YOYOݒu_
Type = ChangeState
value = 1046
TriggerAll=!isHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=StateType=A
TriggerAll=Ctrl
TriggerAll=Pos Y<=-20
TriggerAll=!var(35)
Trigger1 = PrevStateNo=35

;pXe[g
:
;ł

[State -3,AirDash];_bV
Type = ChangeState
value = 110
TriggerAll=!isHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=!var(11)
TriggerAll=StateType=A
TriggerAll=Pos Y<=ifelse(vel y<0,-30,-10)
TriggerAll=Ctrl&&((StateNo=[50,59])||(StateNo=[120,140])||(StateNo=[5200,5210])||StateNo=5040||StateNo=650)||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
Trigger1 = PrevStateNo=[120,155]

[State -3,2MT=H_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=fvar(38)>0
TriggerAll=StateType=A
TriggerAll=Ctrl||fvar(28)||(StateNo=110||StateNo=115)&&Time>4||StateNo=99&&PrevStateNo=610
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=StateNo!=1200
TriggerAll=Enemy(floor(fvar(18))),StateNo=[120,155]
TriggerAll=PrevStateNo!=[31,38]
Trigger1 = P2BodyDist X*fvar(8)=[-5,60]
Trigger1 = P2BodyDist Y*fvar(9)=[-60,80]

;
;
;

[State -3,2MT=H_A_K];K
Type = ChangeState
value = 610
TriggerAll=!isHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=StateType=A
TriggerAll=var(47)>1&&StateNo=1200
TriggerAll=PrevStateNo!=[31,38]
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(34)>6
TriggerAll=vel y>-3
TriggerAll=NumHelper(1010)
TriggerAll=P2BodyDist X*fvar(8)=[-25,40+vel x*5]
Trigger1 = fvar(34)=7
Trigger1 = Helper(1010),Pos Y<-2

[State -3,2MT=H_A_Down-S];S
Type = ChangeState
value = 620
TriggerAll=!isHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=var(47)>1&&StateNo=1200
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=PrevStateNo!=[31,38]
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(34)>9
TriggerAll=vel y>-3
TriggerAll=NumHelper(1010)
TriggerAll=P2BodyDist X*fvar(8)=[-25,40+vel x*5]
Trigger1 = fvar(34)=10
Trigger1 = Helper(1010),Pos Y>=-2

[State -3,2MT=H_A_P];P
Type = ChangeState
value = 600
TriggerAll=!isHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=var(47)>1&&StateNo=1200
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=PrevStateNo!=[31,38]
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=NumHelper(1010)
TriggerAll=fvar(34)>5
TriggerAll=vel y>-3
TriggerAll=P2BodyDist X*fvar(8)=[-25,60]
Trigger1 = fvar(34)=6
Trigger1 = Helper(1010),Pos Y<-2

;ł
;
;R{

[State -3,2MT=H_A_K];K
Type = ChangeState
value = 610
TriggerAll=!isHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=StateType=A
TriggerAll=StateNo=110
TriggerAll=Time>4
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=PrevStateNo!=[31,38]
Trigger1 = P2BodyDist X*fvar(8)=[-30,40+vel x*5]
Trigger1 = P2BodyDist Y*fvar(9)=[-50,-Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)+9]

[State -3,2MT=H_A_DS];S
Type = ChangeState
value = 625
TriggerAll=!isHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=StateType=A
TriggerAll=Ctrl||fvar(28)||var(47)>1&&StateNo=1200
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!=[31,38]
TriggerAll=var(23)!=10
Trigger1 = P2BodyDist X*fvar(8)=[-5,65]
Trigger1 = P2BodyDist Y*fvar(9)=[-80,-Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)+20]
Trigger1 = !var(11)
Trigger1 = StateNo=1200||PrevStateNo=1200||(StateNo=[120,155])||PrevStateNo=[120,155]

[State -3,2MT=H_A_S];S
Type = ChangeState
value = 620
TriggerAll=!isHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=StateType=A
TriggerAll=Ctrl||fvar(28)||(StateNo=110||StateNo=115)&&Time>4||StateNo=99&&PrevStateNo=610||var(47)>1&&StateNo=1200
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!=[31,38]
Trigger1 = fvar(34)>9
Trigger1 = P2BodyDist X*fvar(8)=[-25,100]
Trigger1 = P2BodyDist Y*fvar(9)=[-120,-Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)]
Trigger2 = var(23)=10

[State -3,2MT=H_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=fvar(38)>0
TriggerAll=StateType=A
TriggerAll=Ctrl||fvar(28)||(StateNo=110||StateNo=115)&&Time>4||StateNo=99&&PrevStateNo=610||var(47)>1&&StateNo=1200
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!=[31,38]
TriggerAll=fvar(34)=[6,9]
Trigger1 = P2BodyDist X*fvar(8)=[-25,60]
Trigger1 = P2BodyDist Y*fvar(9)=[-90,-Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)]
Trigger2 = StateNo=1200
Trigger2 = fvar(34)=6

;
;󒆌q 
;
;np

[State -3,Hit_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=fvar(38)>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=MoveContAct
TriggerAll=Enemy(floor(fvar(18))),StateType!=A||MoveGuarded
TriggerAll=P2BodyDist X*fvar(8)=[-5,60]
TriggerAll=P2BodyDist Y*fvar(9)=[-70,50]
Trigger1 = StateNo=610
Trigger1 = fvar(23)>14||Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*8)*9<-20

[State -3,Hit_A_K];K
Type = ChangeState
value = 610
TriggerAll=!isHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>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=MoveContAct
TriggerAll=Enemy(floor(fvar(18))),StateType!=A||MoveGuarded
TriggerAll=P2BodyDist X*fvar(8)=[-5,40]
TriggerAll=P2BodyDist Y*fvar(9)=[-50,90]
Trigger1 = StateNo=600
Trigger1 = fvar(23)>14||Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*8)*9<-20

[State -3,Hit_A_S];S
Type = ChangeState
value = 620
TriggerAll=!isHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>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=MoveContAct
TriggerAll=Enemy(floor(fvar(18))),StateType!=A||MoveGuarded
TriggerAll=P2BodyDist X*fvar(8)=[-35,100]
TriggerAll=P2BodyDist Y*fvar(9)=[-50,90]
Trigger1 = StateNo=600||StateNo=610
;Trigger1 = fvar(23)<15
;Trigger1 = (Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*8)*9=[-20,20])||fvar(34)=10

[State -3,Hit_A_DS];S
Type = ChangeState
value = 625
TriggerAll=!isHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=!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=MoveContAct
TriggerAll=Enemy(floor(fvar(18))),StateType!=A||MoveGuarded
TriggerAll=P2BodyDist X*fvar(8)=[-35,65]
TriggerAll=P2BodyDist Y*fvar(9)=[-50,120]
TriggerAll=(Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*8)*9=[-8,10])||fvar(34)=10
Trigger1 = StateNo=600
Trigger2 = StateNo=620

;ł
;
;R{

[State -3,Hit_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=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=MoveHit
TriggerAll=var(23)!=10
TriggerAll=P2BodyDist X*fvar(8)=[-5,100]
TriggerAll=P2BodyDist Y*fvar(9)=[-80,60]
Trigger1 = StateNo=600
Trigger2 = StateNo=610

[State -3,Hit_A_DS];S
Type = ChangeState
value = 625
TriggerAll=!isHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=MoveHit=1
TriggerAll=Enemy(floor(fvar(18))),StateType=A
TriggerAll=Enemy(floor(fvar(18))),MoveType=H
TriggerAll=MoveHit
TriggerAll=var(23)!=10
TriggerAll=P2BodyDist X*fvar(8)=[-5,65]
TriggerAll=P2BodyDist Y*fvar(9)=[-80,80]
Trigger1 = StateNo=600
Trigger2 = StateNo=620

[State -3,RORI];˃
Type = ChangeState
value = 1201
TriggerAll=!isHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(45)<2
TriggerAll=var(35)=1
TriggerAll=StateType=A
TriggerAll=MoveHit=1
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
TriggerAll=P2BodyDist X*fvar(8)=[-15,35]
TriggerAll=P2BodyDist Y*fvar(9)<-55
Trigger1 = (StateNo=[620,650])
Trigger1 = !var(45)||var(11)>0

[State -3,Hit_AirJump];LZWv
Type = ChangeState
value = 99
TriggerAll=!isHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=!var(11)
TriggerAll=!var(12)
TriggerAll=StateType=A
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=var(23)!=10
TriggerAll=MoveHit
TriggerAll=P2BodyDist Y*fvar(9)<9
Trigger1 = StateNo=610||StateNo=625

[State -3,SS];̋
Type = ChangeState
value = 1350
TriggerAll=!isHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=MoveHit
TriggerAll=(StateNo=[600,650])
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
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=var(11)>0
TriggerAll=var(23)!=10
Trigger1 = Pos Y<-80
Trigger1 = P2BodyDist X*fvar(8)=[-41,41]
Trigger1 = P2BodyDist Y*fvar(9)=[-60,60]
Trigger1 = Enemy(floor(fvar(18))),Life<=ceil(36*fvar(19)*(var(51)*0.01)*(var(52)*0.01)*fvar(21))

[State -3,YOYO];YOYOݒu
Type = ChangeState
value = ifelse(P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*20>=0,1046,1042)
TriggerAll=!isHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=!var(35)
TriggerAll=StateType=A
TriggerAll=MoveHit
TriggerAll=(StateNo=[600,650])
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
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=var(11)>0
TriggerAll=var(23)!=10
Trigger1 = Pos Y>-60

[State -3,YOYO];YOYO߂
Type = ChangeState
value = 1059
TriggerAll=!isHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(35)>0
TriggerAll=StateType=A
TriggerAll=MoveHit
TriggerAll=(StateNo=[600,650])
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
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=var(11)>0
TriggerAll=var(23)!=10
TriggerAll=NumHelper(1010)
Trigger1 = Helper(1010),RootDist X*Facing<0
Trigger1 = Pos Y>-60

[State -3,AirJackDro];WbNhW[
Type = ChangeState
value = 1480
TriggerAll=!isHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),StateType=A
TriggerAll=MoveHit
TriggerAll=var(11)>0
TriggerAll=var(23)!=10
TriggerAll=var(35)>0
TriggerAll=(StateNo=[600,650])
TriggerAll=NumHelper(1010)
Trigger1 = Helper(1010),RootDist X*Facing>=0
Trigger1 = abs(Helper(1010),P2BodyDist X)<140
Trigger1 = Pos Y>-60

;
;ړ
;

[State -3,C];Ⴊ
Type = ChangeState
value = 11
Ctrl = 0
TriggerAll=!isHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=fvar(38)=1
TriggerAll=Ctrl||StateNo=10||(StateNo=[12,20])
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
Trigger1 = Random<var(59)*101||var(59)>9

[State -3,S];Ⴊ݉
Type = ChangeState
value = 0
Ctrl = 1
TriggerAll=!isHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0||fvar(39)
TriggerAll=StateType!=A
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
Trigger1 = var(59)>0
Trigger1 = fvar(38)=2
Trigger1 = StateNo=11
Trigger1 = Random<var(59)*20||var(59)>9
Trigger2 = StateNo=[21,22]
Trigger2 = Enemy(floor(fvar(18))),StateType!=L
Trigger2 = fvar(39)

[State -3,FwdWalk];O
Type = ChangeState
value = 21
TriggerAll=!isHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,20])||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
Trigger1 = P2BodyDist X*fvar(8)>50

[State -3,BackWalk];
Type = ChangeState
value = 22
TriggerAll=!isHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,21])
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)<25

[State -3,Jump];Wv
Type = ChangeState
value = 39
TriggerAll=!isHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,132])||(StateNo=[100,101])
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*9>70+var(59)*10
Trigger1 = Random<(10-var(59))*4

[State -3,Jump];󓊂_Wv
Type = ChangeState
value = 30
TriggerAll=!isHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>6
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,132])||(StateNo=[100,101])
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
Trigger1 = Random<var(59)*70
Trigger1 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*9=[-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)*8)*9=[-99,-40]

[State -3,HJump];nCWv
Type = ChangeState
value = 41
TriggerAll=!isHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>3
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,132])||(StateNo=[100,101])
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)>210
Trigger1 = Random<var(59)*3
Trigger2 = var(59)>5
Trigger2 = !InGuardDist
Trigger2 = P2BodyDist X*fvar(8)=[-9,90]
Trigger2 = BackEdgeBodyDist<20
Trigger2 = Enemy(floor(fvar(18))),Ctrl
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)*13=[-20,0]
Trigger2 = Random<var(59)*14
Trigger3 = var(59)>6
Trigger3 = Enemy(floor(fvar(18))),StateType=A
Trigger3 = Random<var(59)*70
Trigger3 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*13=[-55,55]
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)*12)*13=[-220,-70]

[State -3,AirDashJump];ޯpWv
Type = ChangeState
value = 38
TriggerAll=!isHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>3
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,132])||(StateNo=[100,101])
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)<-50||Enemy(floor(fvar(18))),StateType=A
TriggerAll=Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)<-100||Enemy(floor(fvar(18))),StateType!=C
TriggerAll=P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,9,5)=[50,140]
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>-80
Trigger1 = Random<var(59)*9

[State -3,Dash];_bV
Type = ChangeState
value = 100
TriggerAll=!isHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,132])
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 = !NumHelper(1000)
Trigger1 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,7,4)>90
Trigger1 = Random<var(59)*13
Trigger2 = P2BodyDist X*fvar(8)>55+Enemy(floor(fvar(18))),vel x*12
Trigger2 = Random<var(59)*40
Trigger2 = (!Enemy(floor(fvar(18))),vel Y&&P2StateNo=[101,119])||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<-70

[State -3,Dash];_bV L
Type = ChangeState
value = 100
TriggerAll=!isHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,132])
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 = NumHelper(1000)
Trigger1 = Helper(1000),StateNo!=3210
Trigger1 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,7,4)>210
Trigger1 = Random<var(59)*9
Trigger2 = NumHelper(1000)
Trigger2 = Helper(1000),StateNo=3210
Trigger2 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,7,4)>60
Trigger2 = Random<var(59)*40
Trigger3 = NumHelper(1000)
Trigger3 = Helper(1010),StateNo=1410
Trigger3 = Helper(1010),Pos Y+Helper(1010),vel Y*6<-79
Trigger3 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,7,4)>60
Trigger3 = Random<var(59)*50

[State -3,AirBackDashJump];ޯޯpWv
Type = ChangeState
value = 37
TriggerAll=!isHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>3
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,132])||(StateNo=[100,101])
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=BackEdgeBodyDist>30
TriggerAll=P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,9,5)=[0,140]
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>-50
Trigger1 = Random<var(59)*(8+(!var(35))*22)

[State -3,BackStep];obNXebv
Type = ChangeState
value = 105
TriggerAll=!isHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>3
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,132])
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=P2BodyDist X*fvar(8)=[0,140]
TriggerAll=BackEdgeBodyDist>30||fvar(38)=3
TriggerAll=Enemy(floor(fvar(18))),MoveType=A||Enemy(floor(fvar(18))),Ctrl
Trigger1 = Random<var(59)*9
Trigger2 = P2BodyDist X*fvar(8)=[0,25]
Trigger2 = Random<var(59)*30

[State -3,Jump-Rash];bVێ̂߂̃Wv
Type = ChangeState
value = ifelse(Helper(1010),RootDist X*fvar(8)>90,38,39)
TriggerAll=!isHelper
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||StateNo=52||(StateNo=[100,101])||(StateNo=[195,197])&&Time>ifelse(Anim=196,18,64)
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=NumHelper(1010)
TriggerAll=abs(Helper(1010),RootDist X*fvar(8))<90
Trigger1 = Helper(1010),StateNo=1410
Trigger1 = Helper(1010),Pos Y+Helper(1010),vel Y*6>-80
Trigger1 = Random<var(59)*80

;
;
;
;

;
;΋

[State -3,S_FP];S
Type = ChangeState
value = 226
TriggerAll=!isHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,18,64)&&StateNo=[195,197])||StateNo=200&&Time>4||StateNo=400&&Time>5
TriggerAll=var(59)=[7,11]
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=Random<var(59)*80
Trigger1 = Enemy(floor(fvar(18))),AnimTime<-8
Trigger1 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,8,4)=[0,70]
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)*8=[-60,0]
Trigger2 = Enemy(floor(fvar(18))),AnimTime<-9
Trigger2 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,11,6)=[9,109]
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)*8)*9=[-70,0]
Trigger3 = Enemy(floor(fvar(18))),AnimTime<-10
Trigger3 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,12,6)=[40,149]
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)*12=[-90,0]
Trigger4 = Enemy(floor(fvar(18))),AnimTime<-11
Trigger4 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,11,6)=[50,200]
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)*13)*14=[-120,-30]
Trigger5 = Enemy(floor(fvar(18))),AnimTime<-12
Trigger5 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,12,6)=[50,200]
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)*14)*15=[-120,-30]

[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=[120,132])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,18,64)&&StateNo=[195,197])||StateNo=200&&Time>4||StateNo=400&&Time>5
TriggerAll=var(59)=[7,11]
TriggerAll=fvar(38)>0
TriggerAll=!InGuardDist
TriggerAll=Enemy(floor(fvar(18))),StateType=A
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=Random<var(59)*60
;1
Trigger1 = Enemy(floor(fvar(18))),AnimTime<-10
Trigger1 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,10,5)=[-5,19]
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)*9)*10=[-120,0]
Trigger2 = Enemy(floor(fvar(18))),AnimTime<-11
Trigger2 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,11,6)=[-5,19]
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)*11=[-120,0]
;2
Trigger3 = Enemy(floor(fvar(18))),AnimTime<-12
Trigger3 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,12,6)=[-5,30]
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)*12=[-50,0]
Trigger4 = Enemy(floor(fvar(18))),AnimTime<-12
Trigger4 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,12,6)=[31,71]
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)*11)*12=[-90,0]
Trigger5 = Enemy(floor(fvar(18))),AnimTime<-13
Trigger5 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,13,7)=[-5,30]
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)*12)*13=[-50,0]
Trigger6 = Enemy(floor(fvar(18))),AnimTime<-13
Trigger6 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,13,7)=[31,71]
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)*12)*13=[-90,0]
;3
Trigger7 = Enemy(floor(fvar(18))),AnimTime<-14
Trigger7 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,14,7)=[-5,60]
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)*13)*14=[-20,0]
Trigger8 = Enemy(floor(fvar(18))),AnimTime<-15
Trigger8 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,15,8)=[-5,60]
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)*14)*15=[-20,0]

;I
;
;i

[State -3,2MT!=H_S_FK];K
Type = ChangeState
value = 215
TriggerAll=!isHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)=[3,11]
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||StateNo=52||(StateNo=[100,101])||(StateNo=[195,197])&&Time>ifelse(Anim=196,18,64)
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),StateType=C
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=!P2Dist Y
TriggerAll=PrevStateNo!=98
Trigger1 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*2-vel x*2=[-5,36]
Trigger1 = Random<var(59)*(1+(Power>999)*6)

[State -3,2MT!=H_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=[120,132])||StateNo=52||(StateNo=[100,101])||(StateNo=[195,197])&&Time>ifelse(Anim=196,18,64)
TriggerAll=var(59)=[7,11]
TriggerAll=fvar(38)>0
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=PrevStateNo!=98
TriggerAll=Enemy(floor(fvar(18))),StateType=C
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=!P2Dist Y
Trigger1 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*2-vel x*2=[-5,84]
Trigger1 = Random<var(59)*15

[State -3,RORI];i
Type = ChangeState
value = 1200
TriggerAll=!isHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(35)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||StateNo=52||(StateNo=[100,101])||(StateNo=[195,197])&&Time>ifelse(Anim=196,18,64)
TriggerAll=var(59)=[7,11]
TriggerAll=fvar(38)>0
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=PrevStateNo!=98
TriggerAll=Enemy(floor(fvar(18))),StateType=C
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=!P2Dist Y
TriggerAll=NumHelper(1010)
TriggerAll=Helper(1010),Pos Y>-100
TriggerAll=Helper(1010),StateNo=1010||Helper(1010),StateNo=1512
TriggerAll=Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)<-90||Enemy(floor(fvar(18))),StateType=A
TriggerAll=Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)<-120||Enemy(floor(fvar(18))),StateType!=C
TriggerAll=(Enemy(floor(fvar(18))),Pos x-Pos x>0&&Helper(1010),Pos x-Pos x>Enemy(floor(fvar(18))),Pos x-Pos x)||(Enemy(floor(fvar(18))),Pos x-Pos x<0&&Helper(1010),Pos x-Pos x<=Enemy(floor(fvar(18))),Pos x-Pos x)
Trigger1 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*10=[100,170]
Trigger1 = Random<var(59)*20
Trigger2 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*10=[61,99]
Trigger2 = Random<var(59)*10
Trigger3 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*10=[0,60]
Trigger3 = Random<var(59)*5

;iI
;
;i

[State -3,2ST=S_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=[120,132])||StateNo=52||(StateNo=[100,101])||(StateNo=[195,197])&&Time>ifelse(Anim=196,18,64)
TriggerAll=var(59)=[6,11]
TriggerAll=fvar(38)>0
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),StateType=S
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=!P2Dist Y
TriggerAll=PrevStateNo!=98
Trigger1 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*2-vel x*2=[-5,36]
Trigger1 = Random<var(59)*50

[State -3,2MT!=H_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=[120,132])||StateNo=52||(StateNo=[100,101])||(StateNo=[195,197])&&Time>ifelse(Anim=196,18,64)
TriggerAll=var(59)=[6,11]
TriggerAll=fvar(38)>0
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=Enemy(floor(fvar(18))),StateType=S
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=!P2Dist Y
TriggerAll=PrevStateNo!=98
Trigger1 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*4-vel x*4=[75,92]
Trigger1 = Random<var(59)*4

;iI
;
;

[State -3,2MT!=H_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=[120,132])||StateNo=52||(StateNo=[100,101])||(StateNo=[195,197])&&Time>ifelse(Anim=196,18,64)
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=PrevStateNo!=98
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)*4>-5
Trigger1 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*2-vel x*2=[-5,36]
Trigger1 = Random<var(59)*60

[State -3,2MT!=H_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=[120,132])||StateNo=52||(StateNo=[100,101])||(StateNo=[195,197])&&Time>ifelse(Anim=196,18,64)
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=PrevStateNo!=98
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
Trigger1 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,5,3)-vel x*3=[-5,85]
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=[-70,10])
Trigger1 = Random<var(59)*55

[State -3,2MT!=H_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=[120,132])||StateNo=52||(StateNo=[100,101])||(StateNo=[195,197])&&Time>ifelse(Anim=196,18,64)
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=PrevStateNo!=98
Trigger1 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,6,3)-vel x*3=[-5,88]
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)*6=[-20,10])
Trigger1 = Random<var(59)*55

[State -3,2MT!=H_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=[120,132])||StateNo=52||(StateNo=[100,101])||(StateNo=[195,197])&&Time>ifelse(Anim=196,18,64)
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=PrevStateNo!=98
Trigger1 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,5,3)-vel x*5=[-5,49]
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=[-50,10])
Trigger1 = Random<var(59)*50

[State -3,2MT!=H_FDP];_P
Type = ChangeState
value = 206
TriggerAll=!isHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||StateNo=52||(StateNo=[100,101])||(StateNo=[195,197])&&Time>ifelse(Anim=196,18,64)
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=PrevStateNo!=98
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
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=[-70,0]
Trigger1 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*4-vel x*4=[-5,63]
Trigger1 = Random<var(59)*30

[State -3,RORI];i
Type = ChangeState
value = 1200
TriggerAll=!isHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||StateNo=52||(StateNo=[100,101])||(StateNo=[195,197])&&Time>ifelse(Anim=196,18,64)
TriggerAll=var(59)=[7,11]
TriggerAll=fvar(38)>0
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=var(35)>0
TriggerAll=Enemy(floor(fvar(18))),StateType!=A
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=PrevStateNo!=98
TriggerAll=!P2Dist Y
TriggerAll=NumHelper(1010)
TriggerAll=Helper(1010),Pos Y>-100
TriggerAll=Helper(1010),StateNo=1010||Helper(1010),StateNo=1512
TriggerAll=Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)<-90||Enemy(floor(fvar(18))),StateType=A
TriggerAll=Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)<-120||Enemy(floor(fvar(18))),StateType!=C
TriggerAll=(Enemy(floor(fvar(18))),Pos x-Pos x>0&&Helper(1010),Pos x-Pos x>Enemy(floor(fvar(18))),Pos x-Pos x)||(Enemy(floor(fvar(18))),Pos x-Pos x<0&&Helper(1010),Pos x-Pos x<=Enemy(floor(fvar(18))),Pos x-Pos x)
Trigger1 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*10=[100,170]
Trigger1 = Random<var(59)
Trigger2 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*10=[61,99]
Trigger2 = Random<var(59)*2
Trigger3 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*10=[0,60]
Trigger3 = Random<var(59)*4

[State -3,2MT!=H_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=[120,132])||StateNo=52||(StateNo=[100,101])||(StateNo=[195,197])&&Time>ifelse(Anim=196,18,64)
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=PrevStateNo!=98
TriggerAll=P2BodyDist X=[-32,34]
Trigger1 = Random<var(59)*16
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)*6=[-50,10])

[State -3,2MT!=H_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=[120,132])||StateNo=52||(StateNo=[100,101])||(StateNo=[195,197])&&Time>ifelse(Anim=196,18,64)
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=PrevStateNo!=98
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>-5
Trigger1 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*4-vel x*4=[75,92]
Trigger1 = Random<ifelse(var(59)<6,var(59),var(59))*15

[State -3,2MT!=H_KMK_B];KMKu[L
Type = ChangeState
value = 1101
TriggerAll=!isHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||StateNo=52||(StateNo=[100,101])||(StateNo=[195,197])&&Time>ifelse(Anim=196,18,64)
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=PrevStateNo!=98
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>-20
Trigger1 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*17-vel x*17=[120,150]
Trigger1 = Random<(11-var(59))*9

[State -3,2MT!=H_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=[120,132])||StateNo=52||(StateNo=[100,101])||(StateNo=[195,197])&&Time>ifelse(Anim=196,18,64)
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=PrevStateNo!=98
TriggerAll=!P2Dist Y
Trigger1 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*2-vel x*2=[-5,84]
Trigger1 = Random<var(59)*2

[State -3,2MT!=H_S_NS];S
Type = ChangeState
value = 225
TriggerAll=!isHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||StateNo=52||(StateNo=[100,101])||(StateNo=[195,197])&&Time>ifelse(Anim=196,18,64)
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=PrevStateNo!=98
TriggerAll=P2BodyDist X>34
TriggerAll=P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*3-vel x*3>80
TriggerAll=!NumHelper(1010)
TriggerAll=Random<var(59)*15
Trigger1 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*3-vel x*3=[-5,61]
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)*6=[-60,10])
Trigger2 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*4-vel x*4=[-5,101]
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)*7=[-60,10])
Trigger3 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*4-vel x*4=[-5,130]
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)*8=[-60,10])
Trigger4 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*5-vel x*5=[-5,138]
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)*9=[-60,10])
Trigger5 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*5-vel x*5=[-5,146]
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)*10=[-60,10])
Trigger6 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*6-vel x*6=[-5,146]
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)*11=[-60,10])
Trigger7 = var(59)<4

[State -3,2MT!=H_S_NS];S
Type = ChangeState
value = 225
TriggerAll=!isHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||StateNo=52||(StateNo=[100,101])||(StateNo=[195,197])&&Time>ifelse(Anim=196,18,64)
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=PrevStateNo!=98
TriggerAll=P2BodyDist X>34
TriggerAll=P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*3-vel x*3>80
TriggerAll=NumHelper(1010)
TriggerAll=Helper(1010),StateNo!=1410
TriggerAll=Helper(1010),StateNo!=3210
TriggerAll=Random<var(59)*2
Trigger1 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*3-vel x*3=[-5,61]
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)*6=[-60,10])
Trigger2 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*4-vel x*4=[-5,101]
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)*7=[-60,10])
Trigger3 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*4-vel x*4=[-5,130]
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)*8=[-60,10])
Trigger4 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*5-vel x*5=[-5,138]
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)*9=[-60,10])
Trigger5 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*5-vel x*5=[-5,146]
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)*10=[-60,10])
Trigger6 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*6-vel x*6=[-5,146]
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)*11=[-60,10])
Trigger7 = var(59)=[1,7]
Trigger7 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*3-vel x*3=[-5,200]
Trigger7 = P2BodyDist Y*fvar(9)>-80

[State -3,S_FP];S
Type = ChangeState
value = 226
TriggerAll=!isHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,18,64)&&StateNo=[195,197])||StateNo=200&&Time>4||StateNo=400&&Time>5
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=PrevStateNo!=98
TriggerAll=!NumHelper(1010)
Trigger1 = Random<var(59)*2
Trigger1 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,8,4)=[0,70]
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)*8=[-60,0]
Trigger1 = Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)<-60||Enemy(floor(fvar(18))),StateType=A
Trigger1 = Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)<-120||Enemy(floor(fvar(18))),StateType!=C
Trigger2 = Random<var(59)*5
Trigger2 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,11,6)=[9,109]
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)*8)*9=[-70,0]
Trigger2 = Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)<-65||Enemy(floor(fvar(18))),StateType=A
Trigger2 = Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)<-130||Enemy(floor(fvar(18))),StateType!=C
Trigger3 = Random<var(59)*9
Trigger3 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,12,6)=[40,149]
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)*12=[-90,0]
Trigger3 = Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)<-70||Enemy(floor(fvar(18))),StateType=A
Trigger3 = Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)<-140||Enemy(floor(fvar(18))),StateType!=C
Trigger4 = Random<var(59)*14
Trigger4 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,11,6)=[50,200]
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)*13)*14=[-120,0]
Trigger4 = Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)<-100||Enemy(floor(fvar(18))),StateType=A
Trigger4 = Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)<-200||Enemy(floor(fvar(18))),StateType!=C
Trigger4 = Random<var(59)*15
Trigger5 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,12,6)=[50,200]
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)*14)*15=[-120,0]
Trigger5 = Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)<-100||Enemy(floor(fvar(18))),StateType=A
Trigger5 = Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)<-200||Enemy(floor(fvar(18))),StateType!=C
Trigger6 = var(59)<4

[State -3,S_FP];S
Type = ChangeState
value = 226
TriggerAll=!isHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||(StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,18,64)&&StateNo=[195,197])||StateNo=200&&Time>4||StateNo=400&&Time>5
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=PrevStateNo!=98
TriggerAll=NumHelper(1010)
TriggerAll=Helper(1010),StateNo!=1410
TriggerAll=Helper(1010),StateNo!=3210
Trigger1 = Random<var(59)*2
Trigger1 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,12,6)=[40,149]
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)*12=[-90,0]
Trigger1 = Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)<-70||Enemy(floor(fvar(18))),StateType=A
Trigger1 = Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)<-140||Enemy(floor(fvar(18))),StateType!=C
Trigger2 = Random<var(59)*4
Trigger2 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,11,6)=[50,200]
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)*13)*14=[-120,0]
Trigger2 = Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)<-100||Enemy(floor(fvar(18))),StateType=A
Trigger2 = Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)<-200||Enemy(floor(fvar(18))),StateType!=C
Trigger2 = Random<var(59)*6
Trigger3 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,12,6)=[50,200]
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)*14)*15=[-120,0]
Trigger3 = Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)<-100||Enemy(floor(fvar(18))),StateType=A
Trigger3 = Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)<-200||Enemy(floor(fvar(18))),StateType!=C
Trigger4 = var(59)<4

[State -3,YOYO];YOYOݒu
Type = ChangeState
value = 1000
TriggerAll=!isHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=!var(35)
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||StateNo=52||(StateNo=[100,101])||(StateNo=[195,197])&&Time>ifelse(Anim=196,18,64)
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=PrevStateNo!=98
TriggerAll=Enemy(floor(fvar(18))),StateType!=A
TriggerAll=!P2Dist Y
Trigger1 = var(59)=[1,11]
Trigger1 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*15-vel x*15>90
Trigger1 = Random<(10-var(59))*2
Trigger2 = var(59)=[1,11]
Trigger2 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*15-vel x*15>180
Trigger2 = Random<(11-var(59))*5
Trigger3 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*15-vel x*15>200
Trigger3 = Random<var(59)*20

[State -3,YOYO];YOYOݒu
Type = ChangeState
value = 35
TriggerAll=!isHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=!var(35)
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||StateNo=52||(StateNo=[100,101])||(StateNo=[195,197])&&Time>ifelse(Anim=196,18,64)
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=PrevStateNo!=98
TriggerAll=Enemy(floor(fvar(18))),StateType!=A
TriggerAll=!P2Dist Y
Trigger1 = var(59)=[1,11]
Trigger1 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*15-vel x*15>90
Trigger1 = Random<(10-var(59))*2
Trigger2 = var(59)=[1,11]
Trigger2 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*15-vel x*15>180
Trigger2 = Random<(11-var(59))*5
Trigger3 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*15-vel x*15>200
Trigger3 = Random<var(59)*20

[State -3,YOYO];YOYOݒu
Type = ChangeState
value = 36
TriggerAll=!isHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=!var(35)
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||StateNo=52||(StateNo=[100,101])||(StateNo=[195,197])&&Time>ifelse(Anim=196,18,64)
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=PrevStateNo!=98
TriggerAll=Enemy(floor(fvar(18))),StateType!=A
TriggerAll=!P2Dist Y
Trigger1 = var(59)=[1,11]
Trigger1 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*15-vel x*15>90
Trigger1 = Random<(10-var(59))
Trigger2 = var(59)=[1,11]
Trigger2 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*15-vel x*15>180
Trigger2 = Random<(11-var(59))*2
Trigger3 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*15-vel x*15>200
Trigger3 = Random<var(59)*9

[State -3,KillM];L
Type = ChangeState
value = 3200
TriggerAll=!isHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=!var(25)
TriggerAll=var(35)=1
TriggerAll=Power>999
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||StateNo=52||(StateNo=[100,101])||(StateNo=[195,197])&&Time>ifelse(Anim=196,18,64)
TriggerAll=var(59)>0
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=PrevStateNo!=98
TriggerAll=Random<var(59)*(60+(Power>1499)*40)
TriggerAll=NumHelper(1010)
TriggerAll=Helper(1010),StateNo=1010||Helper(1010),StateNo=1512
Trigger1 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*20=[-90,90]
Trigger1 = Helper(1010),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=[-110,110]
Trigger1 = Abs(Helper(1010),P2BodyDist X*fvar(8))<120
Trigger2 = (P2BodyDist X*fvar(8)=[-99,99])
Trigger3 = Helper(1010),StateNo=1512
Trigger4 = (Enemy(floor(fvar(18))),Pos x-Pos x>0&&Helper(1010),Pos x-Pos x>Enemy(floor(fvar(18))),Pos x-Pos x+10)
Trigger5 = (Enemy(floor(fvar(18))),Pos x-Pos x<0&&Helper(1010),Pos x-Pos x<=Enemy(floor(fvar(18))),Pos x-Pos x-10)

[State -3,HAGU];W[nO
Type = ChangeState
value = 1500
TriggerAll=!isHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(35)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||StateNo=52||(StateNo=[100,101])||(StateNo=[195,197])&&Time>ifelse(Anim=196,18,64)
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=PrevStateNo!=98
TriggerAll=NumHelper(1010)
TriggerAll=Helper(1010),StateNo=1010
TriggerAll=Abs(Helper(1010),P2BodyDist X*fvar(8))<90
TriggerAll=Helper(1010),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=[-90,90-Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)]
TriggerAll=Random<var(59)*43
Trigger1 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*20-vel x*20>90

[State -3,YOYO];YOYO߂ (n㎞̂)
Type = ChangeState
value = 1005
TriggerAll=!isHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(35)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||StateNo=52||(StateNo=[100,101])||(StateNo=[195,197])&&Time>ifelse(Anim=196,18,64)
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))),StateType!=A
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=PrevStateNo!=98
TriggerAll=!P2Dist Y
TriggerAll=NumHelper(1010)
Trigger1 = Helper(1010),StateNo=1010||Helper(1010),StateNo=1512
Trigger1 = (Enemy(floor(fvar(18))),Pos x-Pos x>0&&Helper(1010),Pos x-Pos x>Enemy(floor(fvar(18))),Pos x-Pos x+10)||(Enemy(floor(fvar(18))),Pos x-Pos x<0&&Helper(1010),Pos x-Pos x<=Enemy(floor(fvar(18))),Pos x-Pos x-10)
Trigger1 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*10-vel x*10>9
Trigger1 = Random<var(59)*28

[State -3,!=H_Rash];W[bV
Type = ChangeState
value = 1401
TriggerAll=!isHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(35)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||StateNo=52||(StateNo=[100,101])||(StateNo=[195,197])&&Time>ifelse(Anim=196,18,64)
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=PrevStateNo!=98
TriggerAll=NumHelper(1010)
TriggerAll=Helper(1010),StateNo=1010||Helper(1010),StateNo=1512
TriggerAll=Random<var(59)*(33+(Power>499)*18)
Trigger1 = Abs(Helper(1010),RootDist X-vel x*20)>120
Trigger1 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*20>130-(Power>499)*50

[State -3,!=H_Jar];WbNhW[
Type = ChangeState
value = 1449
TriggerAll=!isHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(35)>0
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||StateNo=52||(StateNo=[100,101])||(StateNo=[195,197])&&Time>ifelse(Anim=196,18,64)
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=PrevStateNo!=98
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=NumHelper(1010)
TriggerAll=Helper(1010),StateNo=1010||Helper(1010),StateNo=1512
Trigger1 = Abs(Helper(1010),RootDist X)>50
Trigger1 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*39>120
Trigger1 = Random<var(59)*29
Trigger1 = Helper(1010),P2BodyDist X*fvar(8)=[-150,150]
Trigger1 = Helper(1010),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=[-110,110]

[State -3,YOYO];YOYO߂
Type = ChangeState
value = 1005
TriggerAll=!isHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(35)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[120,132])||StateNo=52||(StateNo=[100,101])||(StateNo=[195,197])&&Time>ifelse(Anim=196,18,64)
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=!InGuardDist
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),fvar(39)<1
TriggerAll=PrevStateNo!=98
TriggerAll=Enemy(floor(fvar(18))),StateType!=L
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
TriggerAll=NumHelper(1010)
TriggerAll=P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*22>170
TriggerAll=Helper(1010),StateNo=1010||Helper(1010),StateNo=1512
TriggerAll=Random<var(59)*40
Trigger1 = Abs(Helper(1010),RootDist X*fvar(8))>280
Trigger2 = Enemy(floor(fvar(18))),StateType=A
Trigger3 = Enemy(floor(fvar(18))),StateType=S
Trigger3 = Helper(1010),Pos Y<-Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)
Trigger4 = Enemy(floor(fvar(18))),StateType=C
Trigger4 = Helper(1010),Pos Y<-Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)*0.6

;
;󒆈ړ
;

[State -3,AirDash]_bV
Type = ChangeState
value = 110
TriggerAll=!isHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=!var(11)
TriggerAll=StateType=A
TriggerAll=Pos Y<=ifelse(vel y<0,-30,-10)
TriggerAll=Ctrl&&((StateNo=[50,59])||(StateNo=[120,140])||(StateNo=[5200,5210])||StateNo=5040||StateNo=650)||StateNo=241
TriggerAll=var(59)>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!=[30,38]
Trigger1 = Random<ifelse(var(59)<6,var(59),10-var(59))*11
Trigger1 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,9,5)>200-(10-var(59))*14
Trigger1 = Random<var(59)*11
Trigger2 = BackEdgeBodyDist<15
Trigger2 = Abs(P2BodyDist Y*fvar(9))<50
Trigger2 = Random<var(59)*90

[State -3,AirBackDash];obN_bV
Type = ChangeState
value = 115
TriggerAll=!isHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=!var(11)
TriggerAll=StateType=A
TriggerAll=Pos Y<=ifelse(vel y<0,-30,-10)
TriggerAll=Ctrl&&((StateNo=[50,59])||(StateNo=[120,140])||(StateNo=[5200,5210])||StateNo=5040||StateNo=650)||StateNo=241
TriggerAll=var(59)>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 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=[-9,150]
TriggerAll=BackEdgeBodyDist>15
TriggerAll=PrevStateNo!=[30,38]
TriggerAll=P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,9,5)>200-(10-var(59))*40
Trigger1 = P2BodyDist X*fvar(8)=[0,120]
Trigger2 = Pos Y=[-15,-10]
Trigger2 = vel Y>0

[State -3,AirJump];Wv
Type = ChangeState
value = 99
TriggerAll=!isHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=!var(11)
TriggerAll=StateType=A
TriggerAll=Ctrl
TriggerAll=StateNo!=[120,155]
TriggerAll=var(59)>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!=[30,38]
Trigger1 = vel Y>0
Trigger1 = Random<var(59)*4
Trigger1 = P2BodyDist Y*fvar(9)=[-110,110]
Trigger1 = P2BodyDist X*fvar(8)>180

[State -3,Roring];˃
Type = ChangeState
value = 1201
TriggerAll=!isHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(45)<2
TriggerAll=var(35)=1
TriggerAll=Ctrl||fvar(28)||(StateNo=110||StateNo=115)&&Time>4
TriggerAll=var(59)>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!=[30,38]
Trigger1 = vel Y>0
Trigger1 = Random<var(59)*2
Trigger1 = P2BodyDist Y*fvar(9)=[-110,110]

;
;󒆗ZU
;

[State -3,AirT];󓊂
Type = ChangeState
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||var(47)>1&&StateNo=1200
TriggerAll=P2BodyDist X*fvar(8)=[-5,59]
TriggerAll=P2BodyDist Y*fvar(9)=[-51,19]
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0||fvar(38)=-4
TriggerAll=PrevStateNo!=[31,38]
TriggerAll=Enemy(floor(fvar(18))),StateType=A
TriggerAll=Enemy(floor(fvar(18))),MoveType!=H
Trigger1 = Random<var(59)*30
Trigger2 = PrevStateNo=30||PrevStateNo=41||(Enemy(floor(fvar(18))),StateNo=[120,159])||(Enemy(floor(fvar(18))),StateNo=[5200,5210])||(StateNo=[120,159])||(StateNo=[5200,5210])
Trigger2 = Random<var(59)*60||var(59)>9
Trigger3 = var(59)>10
Value = 850

;
;
;

[State -3,!=H_A_K];K
Type = ChangeState
value = 610
TriggerAll=!isHelper
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=var(47)>1
TriggerAll=StateNo=1200
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-vel x*5-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,5,3)=[-35,40]
Trigger1 = P2BodyDist Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*4)*5=[-60,-Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)+9-(Enemy(floor(fvar(18))),StateType=C)*20]
Trigger1 = vel y>0

;
;
;_bVp

[State -3,!=H_A_P];P
Type = ChangeState
value = 610
TriggerAll=!isHelper
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=StateNo=110&&Time>4
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!=[31,38]
Trigger1 = Random<var(59)*101

[State -3,!=H_A_YOYO];YOYOݒu
Type = ChangeState
value = 1050
TriggerAll=!isHelper
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=StateNo=115&&Time>4
TriggerAll=!var(35)
TriggerAll=Pos Y<=-20
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!=[31,38]
TriggerAll=P2BodyDist X-vel x*5-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,5,3)>90
Trigger1 = Random<var(59)*40

;_bVp
;
;

[State -3,!=H_A_P];P
Type = ChangeState
value = 600
TriggerAll=!isHelper
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||fvar(28)||(StateNo=110||StateNo=115)&&Time>4||StateNo=99&&PrevStateNo=610||var(47)>1&&StateNo=1200
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!=[31,38]
TriggerAll=P2BodyDist X-vel x*5-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,5,3)=[-25,60+60]
Trigger1 = P2BodyDist Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*4)*5=[-60,-Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)+15]
Trigger1 = Random<var(59)*30
Trigger1 = Enemy(floor(fvar(18))),StateType=A
Trigger2 = Enemy(floor(fvar(18))),StateType!=A
Trigger2 = Random<var(59)*60
Trigger2 = Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*4)*5=[-30,10]

[State -3,!=H_A_K];K
Type = ChangeState
value = 610
TriggerAll=!isHelper
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||fvar(28)||(StateNo=110||StateNo=115)&&Time>4||StateNo=99&&PrevStateNo=610||var(47)>1&&StateNo=1200
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!=[31,38]
TriggerAll=P2BodyDist X-vel x*5-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,5,3)=[-5,40]
Trigger1 = P2BodyDist Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*4)*5=[-50,-Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)+9]
Trigger1 = Random<var(59)*50
Trigger1 = Enemy(floor(fvar(18))),StateType=A
Trigger2 = Enemy(floor(fvar(18))),StateType!=A
Trigger2 = Random<var(59)*60
Trigger2 = Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*4)*5=[-30,10]

[State -3,!=H_A_S];S
Type = ChangeState
value = 620
TriggerAll=!isHelper
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||fvar(28)||(StateNo=110||StateNo=115)&&Time>4||StateNo=99&&PrevStateNo=610||var(47)>1&&StateNo=1200
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!=[31,38]
TriggerAll=P2BodyDist X-vel x*9-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,9,5)=[-5,40]
Trigger1 = P2BodyDist Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*8)*9=[-99,-Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)-30]
Trigger1 = Random<var(59)*30
Trigger1 = Enemy(floor(fvar(18))),StateType=A
Trigger2 = Enemy(floor(fvar(18))),StateType!=A
Trigger2 = Random<var(59)*60
Trigger2 = Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*8)*9=[-30,10]

[State -3,!=H_A_DS];S
Type = ChangeState
value = 625
TriggerAll=!isHelper
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||fvar(28)||(StateNo=110||StateNo=115)&&Time>4||StateNo=99&&PrevStateNo=610||var(47)>1&&StateNo=1200
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!=[31,38]
TriggerAll=P2BodyDist X-vel x*9-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,9,5)=[-5,65]
Trigger1 = P2BodyDist Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*8)*9=[-90,-Enemy(floor(fvar(18))),Const(Size.Head.Pos.Y)+20]
Trigger1 = Random<var(59)*30
Trigger1 = Enemy(floor(fvar(18))),StateType=A
Trigger2 = Enemy(floor(fvar(18))),StateType!=A
Trigger2 = Random<var(59)*60
Trigger2 = Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*8)*9=[-30,10]

[State -3,!=H_A_YOYO];YOYOݒu
Type = ChangeState
value = 1046
TriggerAll=!isHelper
TriggerAll=var(59)>0
TriggerAll=!var(35)
TriggerAll=Pos Y<=-20
TriggerAll=StateType=A
TriggerAll=Ctrl||fvar(28)||StateNo=110&&Time>4||StateNo=99&&PrevStateNo=610||var(47)>1&&StateNo=1200
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!=[31,38]
TriggerAll=P2BodyDist X-vel x*15-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,15,8)>90
Trigger1 = Random<var(59)*30
Trigger1 = Pos Y=[-30,-20]
Trigger1 = vel y>0

[State -3,AirYOYO];YOYO߂
Type = ChangeState
value = 1059
TriggerAll=!isHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=var(35)>0
TriggerAll=StateType=A
TriggerAll=Ctrl||fvar(28)||StateNo=110&&Time>4||StateNo=99&&PrevStateNo=610||var(47)>1&&StateNo=1200
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=NumHelper(1010)
Trigger1 = Helper(1010),StateNo=1010||Helper(1010),StateNo=1512
Trigger1 = (Enemy(floor(fvar(18))),Pos x-Pos x>0&&Helper(1010),Pos x-Pos x>Enemy(floor(fvar(18))),Pos x-Pos x+10)||(Enemy(floor(fvar(18))),Pos x-Pos x<0&&Helper(1010),Pos x-Pos x<=Enemy(floor(fvar(18))),Pos x-Pos x-10)
Trigger1 = Helper(1010),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=[-20,90]
Trigger1 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*10-vel x*10>90
Trigger1 = Random<var(59)*20
Trigger1 = Pos Y=[-30,-20]
Trigger1 = vel y>0

[State -3,!=H_A_JackDro];WbNhW[
Type = ChangeState
value = 1480
TriggerAll=!isHelper
TriggerAll=var(59)>0
TriggerAll=var(35)=1
TriggerAll=Pos Y<=-20
TriggerAll=StateType=A
TriggerAll=Ctrl||fvar(28)||StateNo=110&&Time>4||StateNo=99&&PrevStateNo=610||var(47)>1&&StateNo=1200
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!=[31,38]
TriggerAll=P2BodyDist X-vel x*15-Enemy(floor(fvar(18))),vel x*ifelse(Enemy(floor(fvar(18))),StateType=A,15,8)>90
Trigger1 = Random<var(59)*20
Trigger1 = Pos Y=[-30,-20]
Trigger1 = vel y>0
Trigger1 = Helper(1010),P2BodyDist X*fvar(8)=[-150,150]
Trigger1 = Helper(1010),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=[-110,110]

;
;K[h
;

[State -3,Guard];K[h
Type = ChangeState
Value = 120
TriggerAll=var(59)>0
TriggerAll=Ctrl||(StateNo=[9,22])
TriggerAll=(StateNo!=[120,155])
TriggerAll=Random<var(59)*(1+(Enemy(floor(fvar(18))),Time>19)*Enemy(floor(fvar(18))),Time)||var(59)>9
Trigger1 = InGuardDist
Trigger2 = NumHelper(30000+ID)
Trigger2 = Helper(30000+ID),fvar(39)>0

;
;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
TriggerAll=var(59)>0
TriggerAll=StateNo=40||StateNo=20
Trigger1 = !InGuardDist
Trigger1 = NumHelper(30000+ID)
Trigger1 = Helper(30000+ID),fvar(39)<1
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(30000+ID)
Trigger2 = Helper(30000+ID),fvar(39)>0
value = 120
Ctrl = 1

;
; Walk 
;
[Statedef 21]
Type = S
physics = S
SprPriority = 0
Ctrl = 0

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

[State 21,velx]
Type = VelSet
Trigger1 = 1
x = const(velocity.walk.fwd.x)

[State 21,Anim20]
Type = ChangeAnim
Trigger1 = Anim!=20
value = 20

[State 21,Snd20_0]
Type = PlaySnd
Trigger1 = Anim=20
Trigger1 = AnimElemTime(3) = 1
value = 20,0

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

;
; Walk 
;
[Statedef 22]
Type = S
physics = S
SprPriority = 0
Ctrl = 0

[State 22,velx]
Type = VelSet
Trigger1 = 1
x = const(velocity.walk.back.x)

[State 22,Anim21]
Type = ChangeAnim
Trigger1 = Anim!=21
value = 21

[State 22,20_0]
Type = PlaySnd
Trigger1 = Anim=21
Trigger1 = AnimElemTime(3) = 1
value = 20,0

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

;
; AI Jump Start@󓊂AIpWvXe[g
;
[Statedef 30]
Type = S
physics = S
Anim = 40
Ctrl = 0
SprPriority = 2

[State 39,v34=1]
Type = varset
Trigger1 = !Time
var(34) = 1

[State 39,Hitby]
Type = Hitby
Trigger1 = Time>=0
value = SCA,AA,AP
Time = 1

[State 39,sv1=0]
Type = VarSet
Trigger1 = !Time
sysvar(1) = 0

[State 36]
Type = VarSet
Trigger1 = !Time
Trigger1 = P2BodyDist X*fvar(8)-Enemy(floor(fvar(18))),vel x*9=[-55,55]
sysvar(1) = 0

[State 36]
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 40]
Type = velset
Trigger1 = !AnimTime
Trigger1 = PrevStateNo!=100
Trigger1 = PrevStateNo!=101
x = ifelse(sysvar(1)=0,const(velocity.jump.neu.x),ifelse(sysvar(1)=1,const(velocity.jump.fwd.x),const(velocity.jump.back.x)))

[State 40]
Type = velset
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=101
x = ifelse(sysvar(1)=0,const(velocity.jump.neu.x),ifelse(sysvar(1)=1,const(velocity.jump.fwd.x),const(velocity.jump.back.x)))+ifelse(sysvar(1)=-1,0,1.8)

[State 40]
Type = velset
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=100
x = ifelse(sysvar(1)=0,const(velocity.jump.neu.x)+4,ifelse(sysvar(1)=1,const(velocity.jump.fwd.x),const(velocity.jump.back.x)))+ifelse(sysvar(1)=1,vel x*0.7,0)

[State 40]
Type = velset
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=200||PrevStateNo=210||PrevStateNo=220||PrevStateNo=226||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 40]
Type = velset
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=200||PrevStateNo=210||PrevStateNo=220||PrevStateNo=226||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 40]
Type = velset
Trigger1 = !AnimTime
y = const(velocity.jump.y)

[State 40]
Type = varset
Trigger1 = !AnimTime
Trigger1 = sysvar(1)=-1
var(15) = 0

[State 40]
Type = varset
Trigger1 = !AnimTime
var(17) = 0

[State 40]
Type = ChangeState
Trigger1 = !AnimTime
value = 50
Ctrl = 1

;
; AI Jump Start@YOYOݒu_AIpWvXe[g
;
[Statedef 35]
Type = S
physics = S
Anim = 40
Ctrl = 0
SprPriority = 2

[State 39,v34=1]
Type = varSet
Trigger1 = !Time
var(34) = 1

[State 39,Hitby]
Type = Hitby
Trigger1 = Time>=0
value = SCA,AA,AP
Time = 1

[State 39,sv1=0]
Type = VarSet
Trigger1 = !Time
sysvar(1) = 0

[State 40]
Type = velSet
Trigger1 = !AnimTime
Trigger1 = PrevStateNo!=100
Trigger1 = PrevStateNo!=101
x = ifelse(sysvar(1)=0,const(velocity.jump.neu.x),ifelse(sysvar(1)=1,const(velocity.jump.fwd.x),const(velocity.jump.back.x)))

[State 40]
Type = velSet
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=101
x = ifelse(sysvar(1)=0,const(velocity.jump.neu.x),ifelse(sysvar(1)=1,const(velocity.jump.fwd.x),const(velocity.jump.back.x)))+ifelse(sysvar(1)=-1,0,1.8)

[State 40]
Type = velSet
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=100
x = ifelse(sysvar(1)=0,const(velocity.jump.neu.x)+4,ifelse(sysvar(1)=1,const(velocity.jump.fwd.x),const(velocity.jump.back.x)))+ifelse(sysvar(1)=1,vel x*0.7,0)

[State 40]
Type = velSet
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=200||PrevStateNo=210||PrevStateNo=220||PrevStateNo=226||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 40]
Type = velSet
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=200||PrevStateNo=210||PrevStateNo=220||PrevStateNo=226||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 40]
Type = velSet
Trigger1 = !AnimTime
y = const(velocity.jump.y)

[State 40]
Type = varSet
Trigger1 = !AnimTime
Trigger1 = sysvar(1)=-1
var(15) = 0

[State 40]
Type = varSet
Trigger1 = !AnimTime
var(17) = 0

[State 40]
Type = ChangeState
Trigger1 = !AnimTime
value = 50
Ctrl = 1

;
; Jump Start@AIDpWvXe[g
;
[Statedef 36]
Type = S
physics = S
Anim = 40
Ctrl = 0
SprPriority = 2

[State 38,v34=1]
Type = varset
Trigger1 = !Time
var(34) = 1

[State 38,Hitby]
Type = Hitby
Trigger1 = Time>=0
value = SCA,AA,AP
Time = 1

[State 38,sv1=1]
Type = VarSet
TriggerAll=!Time
Trigger1 = 1
sysvar(1) = 1

[State 38]
Type = velset
Trigger1 = !AnimTime
Trigger1 = PrevStateNo!=100
Trigger1 = PrevStateNo!=101
x = ifelse(sysvar(1)=0,const(velocity.jump.neu.x),ifelse(sysvar(1)=1,const(velocity.jump.fwd.x),const(velocity.jump.back.x)))

[State 38]
Type = velset
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=101
x = ifelse(sysvar(1)=0,const(velocity.jump.neu.x),ifelse(sysvar(1)=1,const(velocity.jump.fwd.x),const(velocity.jump.back.x)))+ifelse(sysvar(1)=-1,0,1.8)

[State 38]
Type = velset
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=100
x = ifelse(sysvar(1)=0,const(velocity.jump.neu.x)+4,ifelse(sysvar(1)=1,const(velocity.jump.fwd.x),const(velocity.jump.back.x)))+ifelse(sysvar(1)=1,vel x*0.7,0)

[State 38]
Type = velset
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=200||PrevStateNo=210||PrevStateNo=220||PrevStateNo=226||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 38]
Type = velset
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=200||PrevStateNo=210||PrevStateNo=220||PrevStateNo=226||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 38]
Type = velset
Trigger1 = !AnimTime
y = const(velocity.jump.y)

[State 38]
Type = varset
Trigger1 = !AnimTime
Trigger1 = sysvar(1)=-1
var(15) = 0

[State 38]
Type = varset
Trigger1 = !AnimTime
var(17) = 0

[State 38]
Type = ChangeState
Trigger1 = !AnimTime
value = 50
Ctrl = 1

;
; Jump Start@AIobN_bVpWvXe[g
;
[Statedef 37]
Type = S
physics = S
Anim = 40
Ctrl = 0
SprPriority = 2

[State 37,v34=1]
Type = varset
Trigger1 = !Time
var(34) = 1

[State 37,Hitby]
Type = Hitby
Trigger1 = Time>=0
value = SCA,AA,AP
Time = 1

[State 37,sv1=1]
Type = VarSet
TriggerAll=!Time
Trigger1 = 1
sysvar(1) = -1

[State 37]
Type = velset
Trigger1 = !AnimTime
Trigger1 = PrevStateNo!=100
Trigger1 = PrevStateNo!=101
x = ifelse(sysvar(1)=0,const(velocity.jump.neu.x),ifelse(sysvar(1)=1,const(velocity.jump.fwd.x),const(velocity.jump.back.x)))

[State 38]
Type = velset
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=101
x = ifelse(sysvar(1)=0,const(velocity.jump.neu.x),ifelse(sysvar(1)=1,const(velocity.jump.fwd.x),const(velocity.jump.back.x)))+ifelse(sysvar(1)=-1,0,1.8)

[State 38]
Type = velset
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=100
x = ifelse(sysvar(1)=0,const(velocity.jump.neu.x)+4,ifelse(sysvar(1)=1,const(velocity.jump.fwd.x),const(velocity.jump.back.x)))+ifelse(sysvar(1)=1,vel x*0.7,0)

[State 38]
Type = velset
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=200||PrevStateNo=210||PrevStateNo=220||PrevStateNo=226||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 38]
Type = velset
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=200||PrevStateNo=210||PrevStateNo=220||PrevStateNo=226||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 38]
Type = velset
Trigger1 = !AnimTime
y = const(velocity.jump.y)

[State 38]
Type = varset
Trigger1 = !AnimTime
Trigger1 = sysvar(1)=-1
var(15) = 0

[State 38]
Type = varset
Trigger1 = !AnimTime
var(17) = 0

[State 37]
Type = ChangeState
Trigger1 = !AnimTime
value = 50
Ctrl = 1

;
; Jump Start@AI_bVpWvXe[g
;
[Statedef 38]
Type = S
physics = S
Anim = 40
Ctrl = 0
SprPriority = 2

[State 38,v34=1]
Type = varset
Trigger1 = !Time
var(34) = 1

[State 38,Hitby]
Type = Hitby
Trigger1 = Time>=0
value = SCA,AA,AP
Time = 1

[State 38,sv1=1]
Type = VarSet
TriggerAll=!Time
Trigger1 = 1
sysvar(1) = 1

[State 38]
Type = velset
Trigger1 = !AnimTime
Trigger1 = PrevStateNo!=100
Trigger1 = PrevStateNo!=101
x = ifelse(sysvar(1)=0,const(velocity.jump.neu.x),ifelse(sysvar(1)=1,const(velocity.jump.fwd.x),const(velocity.jump.back.x)))

[State 38]
Type = velset
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=101
x = ifelse(sysvar(1)=0,const(velocity.jump.neu.x),ifelse(sysvar(1)=1,const(velocity.jump.fwd.x),const(velocity.jump.back.x)))+ifelse(sysvar(1)=-1,0,1.8)

[State 38]
Type = velset
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=100
x = ifelse(sysvar(1)=0,const(velocity.jump.neu.x)+4,ifelse(sysvar(1)=1,const(velocity.jump.fwd.x),const(velocity.jump.back.x)))+ifelse(sysvar(1)=1,vel x*0.7,0)

[State 38]
Type = velset
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=200||PrevStateNo=210||PrevStateNo=220||PrevStateNo=226||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 38]
Type = velset
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=200||PrevStateNo=210||PrevStateNo=220||PrevStateNo=226||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 38]
Type = velset
Trigger1 = !AnimTime
y = const(velocity.jump.y)

[State 38]
Type = varset
Trigger1 = !AnimTime
Trigger1 = sysvar(1)=-1
var(15) = 0

[State 38]
Type = varset
Trigger1 = !AnimTime
var(17) = 0

[State 38]
Type = ChangeState
Trigger1 = !AnimTime
value = 50
Ctrl = 1

;
; AI Jump Start@AIpWvXe[g
;
[Statedef 39]
Type = S
physics = S
Anim = 40
Ctrl = 0
SprPriority = 2

[State 39,v34=1]
Type = varset
Trigger1 = !Time
var(34) = 1

[State 39,Hitby]
Type = Hitby
Trigger1 = Time>=0
value = SCA,AA,AP
Time = 1

[State 39,sv1=0]
Type = VarSet
Trigger1 = !Time
sysvar(1) = 0

[State 39,sv1=1]
Type = VarSet
TriggerAll=!Time
Trigger1 = P2MoveType=H||Enemy(floor(fvar(18))),StateType=L
Trigger2 = P2BodyDist X>100
Trigger2 = Random<=333
sysvar(1) = 1

[State 39,sv1=-1]
Type = VarSet
TriggerAll=!Time
Trigger1 = P2MoveType!=H
Trigger1 = Enemy(floor(fvar(18))),StateType!=L
Trigger1 = P2BodyDist X<180
Trigger1 = Random<=500
sysvar(1) = -1

[State 40]
Type = velset
Trigger1 = !AnimTime
Trigger1 = PrevStateNo!=100
Trigger1 = PrevStateNo!=101
x = ifelse(sysvar(1)=0,const(velocity.jump.neu.x),ifelse(sysvar(1)=1,const(velocity.jump.fwd.x),const(velocity.jump.back.x)))

[State 40]
Type = velset
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=101
x = ifelse(sysvar(1)=0,const(velocity.jump.neu.x),ifelse(sysvar(1)=1,const(velocity.jump.fwd.x),const(velocity.jump.back.x)))+ifelse(sysvar(1)=-1,0,1.8)

[State 40]
Type = velset
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=100
x = ifelse(sysvar(1)=0,const(velocity.jump.neu.x)+4,ifelse(sysvar(1)=1,const(velocity.jump.fwd.x),const(velocity.jump.back.x)))+ifelse(sysvar(1)=1,vel x*0.7,0)

[State 40]
Type = velset
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=200||PrevStateNo=210||PrevStateNo=220||PrevStateNo=226||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 40]
Type = velset
Trigger1 = !AnimTime
Trigger1 = PrevStateNo=200||PrevStateNo=210||PrevStateNo=220||PrevStateNo=226||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 40]
Type = velset
Trigger1 = !AnimTime
y = const(velocity.jump.y)

[State 40]
Type = varset
Trigger1 = !AnimTime
Trigger1 = sysvar(1)=-1
var(15) = 0

[State 40]
Type = varset
Trigger1 = !AnimTime
var(17) = 0

[State 40]
Type = ChangeState
Trigger1 = !AnimTime
value = 50
Ctrl = 1

;
;YOYOݒuAIźޑΉ邽߂̃Xe[gP
;
[Statedef 995];
Type = U
MoveType= U
Ctrl = 0

[State 1000]
Type = ChangeState
Trigger1 = 1
value = 1000

;
;YOYOݒuAIźޑΉ邽߂̃Xe[gP
;
[Statedef 996];΂ߏ
Type = U
MoveType= U
Ctrl = 0

[State 1000]
Type = ChangeState
Trigger1 = 1
value = 1000

;
;YOYOݒuAIźޑΉ邽߂̃Xe[gQ
;
[Statedef 997];^
Type = U
MoveType= U
Ctrl = 0

[State 1000]
Type = ChangeState
Trigger1 = 1
value = 1000

;
;YOYOݒuAIźޑΉ邽߂̃Xe[gR
;
[Statedef 998];E΂ߏ
Type = U
MoveType= U
Ctrl = 0

[State 1000]
Type = ChangeState
Trigger1 = 1
value = 1000

;
;YOYOݒuAIźޑΉ邽߂̃Xe[gS
;
[Statedef 999];܂
Type = U
MoveType= U
Ctrl = 0

[State 1000]
Type = ChangeState
Trigger1 = 1
value = 1000

;
;YOYOݒuAIźޑΉ邽߂̃Xe[g1
;
[Statedef 1042];
Type = U
MoveType= U
Ctrl = 0

[State 1000]
Type = ChangeState
Trigger1 = 1
value = 1050

;
;YOYOݒuAIźޑΉ邽߂̃Xe[g2
;
[Statedef 1043];
Type = U
MoveType= U
Ctrl = 0

[State 1000]
Type = ChangeState
Trigger1 = 1
value = 1050

;
;YOYOݒuAIźޑΉ邽߂̃Xe[g3
;
[Statedef 1044];΂߉
Type = U
MoveType= U
Ctrl = 0

[State 1000]
Type = ChangeState
Trigger1 = 1
value = 1050

;
;YOYOݒuAIźޑΉ邽߂̃Xe[g4
;
[Statedef 1045];
Type = U
MoveType= U
Ctrl = 0

[State 1000]
Type = ChangeState
Trigger1 = 1
value = 1050

;
;YOYOݒuAIźޑΉ邽߂̃Xe[g5
;
[Statedef 1046];΂ߏ
Type = U
MoveType= U
Ctrl = 0

[State 1000]
Type = ChangeState
Trigger1 = 1
value = 1050

;
;YOYOݒuAIźޑΉ邽߂̃Xe[g6
;
[Statedef 1047];^
Type = U
MoveType= U
Ctrl = 0

[State 1000]
Type = ChangeState
Trigger1 = 1
value = 1050

;
;YOYOݒuAIźޑΉ邽߂̃Xe[g7
;
[Statedef 1048];E΂ߏ
Type = U
MoveType= U
Ctrl = 0

[State 1000]
Type = ChangeState
Trigger1 = 1
value = 1050

;
;YOYOݒuAIźޑΉ邽߂̃Xe[g8
;
[Statedef 1049];܂
Type = U
MoveType= U
Ctrl = 0

[State 1000]
Type = ChangeState
Trigger1 = 1
value = 1050

;
;KMHˑu[L邽߂̃Xe[g
;
[Statedef 1101]
Type = U
MoveType= U
Ctrl = 0

[State 1099]
Type = ChangeState
Trigger1 = 1
value = 1100

;
;˃p
;
[Statedef 1201]
Type = U
MoveType= U
Ctrl = 0

[State 1201]
Type = ChangeState
Trigger1 = 1
value = 1200

;
;W[bVFRC邽߂̃Xe[g
;
[Statedef 1401]
Type = U
MoveType= U
Ctrl = 0

[State 1401]
Type = ChangeState
Trigger1 = 1
value = 1400

;
;WbNhW[FRC邽߂̃Xe[g
;
[Statedef 1449]
Type = U
MoveType= U
Ctrl = 0

[State 1401]
Type = ChangeState
Trigger1 = 1
value = 1450

;
;߂΍p+ConFing
;
[Statedef 20000]
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)= Wv\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

;
;2iWvsor2iWvłȂq 0:󒆃Wvs@1:󒆃Wv\
;

[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=Root,P2MoveType!=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=Root,P2MoveType!=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=Root,P2MoveType!=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

;
;
;

[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

;
;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(10000+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
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1 = 1
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
