;
;AI@by~a@Gtl ڂĂĂ肪Ƃ܂
;
; Lvݒł@ɂ
; [State -1, AItOZbg]
; ̐lς
;
;1`3:Ȃ@؂ւȂ K[LȂ@炯
;4`6:ԂϗȂ㏸@R{@ԂςUĂ̋ZdɃtR{邾ŏĂ͂
;7`9:_@ii΋gp㏸@R{Xɉ@ngp
;10   :xMAX  ޶ްށ@KUP
;11   :xMAX@Lv10̋@\ @ALLK
;12   :xMAX@Lv11̋@\ 펞ubLOxx
; ƂȂĂ܂
;
;GGAIԍŏAI
;
;
;ŐVXVe
;EAC[hΉ
;@L[W[J[FRC߂GAAн̧ŰiLv2̃R{Aн̧ŰĩR{ADˍ\ެʳނ̃R{@ȂǂȂ
;ER{@@ύX
;E̋Z  U L̃^bO4P̎擾oĂȂ̂C@Ô̓Rsy˂
;E[h̃R{ύXAe͂Ȃ@̖h͂Ƃ
;
;1OXVe
;ED@~Xgt@Ci[i@_Xg@@ŕύX̂łɂ킹悤ɁACÂĔł̂łȂK
;@łύXŐZ\ύXɂR{̂Ž܂ɂȂĂ̂̓}V
;@D2iځ˃RCłȂȂ̂ŉἨ_E ςɋD˃~XL˗KorS悤ɂȂ܂
;@Ôߍ̕ύXŉ_̋EX[hȊOgpsɂȂĂ悤ɃR{ݒ肵Ă܂B
;E_̋R{Ɏg悤ɂȂ܂B
;
;
;2OXVe
;  Ƃ܂ύXĂȂǈUXVƂƂ
;EŐVɕύX
;ER{[g啝ύX &((K or HS or 6HS)RC(K or HS or 6HS)н̧ŰLv2)~̃[vR{ǉ
;E_Xǉ
;E؂ւ˂ړ΋Enemy,NumEnemy>1&&Enemy(1),̌`ɕύX ł₽eʂ ܂ȂႤ
;EnʖCvZgp
;EZwK̋L80ɑ{ZLǉ{^bOΉ(얢)A܂eʂUbpAIɕt悤̂Ȃ祥܂tȂႢȂ񂾂
;  ݂͂قƂǎgĂȂ(SGZ)EXӰނłƂ̓gн̧ŰɎg\
;@^bOΉCtrl+Alt+1 or 2@œG̐ύXƊmɌ쓮N܂ ܂őΉ͂炭ł ܂킴킴܂mĂȂfobNL[܂őΉłƎv
;
;3OXVe
;啝ύX
;ׂC@ɗ聕R{NU
;͐[Ă悤Ƀ_@NUߑ啝ύX@\т͑_ETimełĂ@ԂϗNオ莞߂ɂ悤
;ghɊoKg悤(XVł̓\AIɂȂǊoghŏꂽAIAԂԖڗ)
;AILvLv7`9Lv6ȉ̉
;FD啝ύX _bV~nɎgČ炵
;΋ɋ󓊂ǉ@x͔@󓊂UċtɓƂł邩
;
;
;AIڍ
;
;
;EAC[hΉ܂B
;@L[W[J[FRC߂GAAн̧ŰiLv2̃R{Aн̧ŰĩR{ADˍ\ެʳނ̃R{@ȂǂȂ
;Eϯޯgp܂(ïޯ̍ŌFDŷݾقă_bVAłeNjbN)
;E̔wႢƃRCقƂǓȂȂΗ͂ቺ̂łႢL͋
;@wႢLɂ͑œ_̍Z͂قƂǌȂ
;EƃfBoR͂Ȃ葊̔Ɉˑ̂AI̓fBoRڍs߂ɂȂĂ
;@fBoRɂ̂͂ƊmFƂɉ̖ɔh܂
;E~Xgt@Ci[̍\Ԃ̂ƂAttackDist=0ɂȂĂ̂łɑAǏ˂Ƃ
;@AIEAIEꂾ肵܂A[ḧꌂн̧Ű₷ȂĂ邩vXƂē̂ȁB
;EӰގAWbNnEhRCg܂ĘAK[h+Ó]0F̊oKł̗\2ŕƂ
;EӰގA~Xgt@Ci[ɂȂׂq悤
;
;
;R{ݒ
;
;
;DˋD˒n˗HS˃fBoRor[vR
;
;ݸށMFLv2((S or HS or 6HS)RC(S or HS or 6HS)н̧ŰLv2)~n˒_bVˋPˋDˉ
;JX͒[ʏ퓊قǈ肵Ȃ
;
;ݸށ˃RC˶ݸށн̧ŰiLv2˃_bV˗K˗HS˃fBoR
;
;GB~ώ{ʒ[
;(HS or 6HS˃~XL)~(~ϒlȂȂ܂)˃[vR{
;
;ivLv12ȏ㎞+背oK`Ȃ
;(KˉS˼ެʳ)~n
;yoK`Ŕ܂
;
;
;NU
;
;ESd([āH)
;E_bV荞݋HSorSorK
;E@S@̧Œ@d
;Eޯ߂HS
;Eн̧ŰiiLv1orD̂Ƃ
;ERCd
;
;
;AI̍U@
;
;
;E()Ή̗i 󒆉i𖳓GZȂœĂ΍mHit邩炻Ńp^[
;E()ݒuѓuƃK[hēȂȂ̂ł_(GZ 1F ɒ)
;E()K[hs\ѓ͂قړ邩
;E()ׂONɂꍇ̂ݖGZɑΉ悤ƂGZɓĂ܂Ƃ
;E()̑̍Ump^[T
;
;L\
;E_bV
;@GGLƈႢXebvłAXebv̈ړFDłLZs\ł
;@Ȃ̂ŃWj[_bVƍU炢₷łA_bVɍUuĂƂق̂蓖₷Ȃ܂B
;@炢₷̂AIł͂ȂgpȂႢłA
;@Ȃ̂őGGLAIƈႢ_bV̓̋ЂقƂǂ܂B
;@߂ÂƂ蓊̂Œ
;
;E~Xgt@Ci[
;@ĝ͎ɏiƒi
;@i͋Ks\Ai͒[`
;@悭ĝŃ[`͔cĂ悤
;@
;E޺ް
;@̃RCн̧Ű̐\㏸܂
;@x炤ƍἨR{󂯂₷̂Œ
;
;Eޯ
;  ̖oĂ炤ƖԂƂȂ
;  ~Xgt@Ci[K[hs\ɂȂ܂
;@ԂɂȂʏZł~Xgt@Ci[ɌqƃK[hs\ƓɂȂ܂̂н̧ŰƒʏZɓȂ悤ɒ
;
;Eެʳ
;@Ȃ萫\̗ǂːiZ[`͉ʂ9܂œ͂
;@̂Œӂ
;
;E΋󂪋Ks\н̧ŰipxŌ̂ł󒆖GZ(΂)Ō}
;@GȂĔZłł邯ǐl삶჊XN ʏ܂Ӱނɂ̂͂߂Ȃ
;E̖XJƂ̂ł_
;  (肪΂߂Ȃ̂ŃXJȂ悤ɂ̂AݏȂK)
;E[`Zpx߂Ȃ̂ł_
;EGUZ̓Q[WZقƂǂȂ̂ŃQ[WȂƂ͂ԂU߂Ă
;
;
;Η
;E[vR{=5+(󋵂ɂ)
;EfBoR=3`6
;E_Xg=3`5
;
;̕ύX\_
;
;
;EGmFHelper
;EƂǂGAȂ̂C
;E_bVtWv
;EAC[hł̃R{Ƒ₷B
;EAC[hiн̧ŰLv2̃GAOƂA炭Wv̋󒆂ɍsO3FĤɗƂȂۂ
;EAC[h̓̃_ER{ ˋKˋSˋHSި޲ڲނ_悤ɂB
;ENオ莞ԑ(Ǝg)
;EHS≴̖Ȃǂ̔肪΂߂ŏzȂƂq₷@\zȏɐi܂
;ER{(Ƀ[vR)œK
;EœK
;E\Xebvړ(lKylȂȂ)
;ExUP
;ER[h[vR̍Ō [)н̧ŰiLv2˃RC˒_ˋPˋSˋDˉ@ɕύX
;E_
;EӰގн̧ŰĂ鐸xUP{\Ȃ2Ă悤ɕύX
;EӰނ̓œK
;
;
[Statedef 30000]
;
;config
;
[State 30000];AINtO
Type=VarSet
Trigger1=IsHelper
var(0)=0
;0=ʏAIN@(ftHg)
;1=AI펞N(lłȂȂ܂)
;2=1P or 3P()̂AI펞N
;3=2P or 4P(E)̂AI펞N
;4=mFޯӰ    (̐lɂ͂Ȃł)
;5=mFޯӰ2   (̐lɂ͂Ȃł)
;5=mFޯӰ3   (̐lɂ͂Ȃł)

[State 30000];AÎƂӰޕύX\
Type=VarSet
Trigger1=IsHelper
var(1)=0
;0=#R[h
;2=AC[h
;(teamside=1)*2=1PAC[h 2P#R[h
;(teamside=2)*2=1P#R[h 2PAC[h

;^bO1P3PƂ2P4PӰޕƂ̃XeRNOK
;XeRƂgK[Ƃ킩Ȃl͂Ȃقł
;
;[State 30000];AÎƂӰޕύX^bO
;Type=VarSet
;Trigger1=IsHelper
;Trigger1=0;NumPartner
;var(1)=(Partner,ID<Root,ID)*1
;
; MUGEÑ^bO 1P 3P vs 2P 4P
;(Partner,ID<Root,ID)*2=1P2P#RӰ 3P4PACӰ
;(Partner,ID<Root,ID)*2=1P2PACӰ 3P4P#RӰ
;
;̑̑gݍ킹͏Ƒg݂킹Ă
;̑gݍ킹܂ŏƒ̂ŏȗ


[State 30000];s邩tO
Type=VarSet
Trigger1=IsHelper
var(2)=8
;0=Ȃ(ftHg)
;1=ꌂ
;2=h
;3=
;4=oKEZ(v1ް)
;5=oKEZ(v1ް)+ꌂ
;6=oKEZ(v1ް)+h
;7=oKEZ(v1ް)+
;8=񂽂ȂȂǂI

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

;
;
;
[State 30000]
Type=SelfState
Trigger1=!IsHelper
value=50
IgnoreHitPause=1
[State 30000]
Type=ChangeAnim
Trigger1=IsHelper
value=9999
IgnoreHitPause=1
[State 30000]
Type=AssertSpecial
Trigger1=IsHelper
flag=invIsible
IgnoreHitPause=1
[State 30000]
Type=PosSet
Trigger1=IsHelper
x=Root,Pos x
y=Const(Size.Head.Pos.y)+Root,Pos y
[State 30000]
Type=Turn
Trigger1=IsHelper
Trigger1=Root,facing!=facing
[State 30000]
Type=NotHitBy
Trigger1=IsHelper
value=SAC
[State 30000]
Type=Null
Trigger1=IsHelper
Trigger1=var(1)!=0
Trigger1=var(1)!=2
Trigger1=var(1):=0
[State 30000]
Type=Null
Trigger1=IsHelper
Trigger1=var(3)!=[1,10]
Trigger1=var(3):=10
;
;var(0)  =Configp
;var(1)  =Configp
;var(2)  =Configp
;var(3)  =Configp
;var(4)  =Configp
;var(5)  =
;var(6)  =
;var(7)  =
;var(8)  =
;var(9)  =
;var(10) =PrevStateNo -3-2-1dlp =Root,StateNo
;var(11) =PrevStateNo -3-2-1dlp :=var(10)
;var(12) =MoveType=HStateType=L牽Fo߂
;var(13) =Ƃ̃Xe[gL
;var(14) =Ƃ̃Xe[gL
;var(15) =Ƃ̃Xe[gL
;var(16) =Ƃ̃Xe[gL
;var(17) =Ƃ̃Xe[gL
;var(18) =Ƃ̃Xe[gL
;var(19) =Ƃ̃Xe[gL
;var(20) =肪g\܂ł̎ԑp2P
;var(21) =肪g\܂ł̎ԑp4P
;var(22) =UAgʗp2P
;var(23) =UAgʗp4P
;var(24) =
;var(25) =
;var(26) =؋󎞊ԑ2P
;var(27) =؋󎞊ԑ4P
;var(28) =
;var(29) =
;var(30) =󒆎ԑ2P
;var(31) =󒆎ԑ4P
;var(32) =
;var(33) =
;var(34) =
;var(35) =
;var(36) =
;var(37) =
;var(38) =
;var(39) =
;var(40) =
;var(41) =
;var(42) =
;var(43) =
;var(44) =JXĔ
;var(45) =fBoFRC̃R{p
;var(46) =
;var(47) =
;var(48) =
;var(49) =
;var(50) =
;var(51) =
;var(52) =
;var(53) =
;var(54) =
;var(55) =
;var(56) =
;var(57) =
;var(58) =
;var(59) =
;fvar(0) =CvZp
;fvar(1) =CvZp
;fvar(2) =CvZp
;fvar(3) =CvZp
;fvar(4) =CvZp
;fvar(5) =CvZp
;fvar(6) =CvZp
;fvar(7) =CvZp
;fvar(8) =CvZp
;fvar(9) =CvZp
;fvar(10) =CvZp
;fvar(11) =CvZp
;fvar(12) =CvZp
;fvar(13) =CvZp
;fvar(14) =CvZp
;fvar(15) =CvZp
;fvar(16) =CvZp
;fvar(17) =CvZp
;fvar(18) =CvZp
;fvar(19) =CvZp
;fvar(20) =CvZp
;fvar(21) =CvZp
;fvar(22) =CvZp
;fvar(23) =CvZp
;fvar(24) =CvZp
;fvar(25) =CvZp
;fvar(26) =CvZp
;fvar(27) =CvZp
;fvar(28) =CvZp
;fvar(29) =CvZp
;fvar(30) =CvZp
;fvar(31) =
;fvar(32) =
;fvar(33) =
;fvar(34) =
;fvar(35) =
;fvar(36) =
;fvar(37) =
;fvar(38) =
;fvar(39) =
;
;eXg
;

[State 30000];p
Type=varSet
TriggerAll=IsHelper
Trigger1=Root,StateNo=1200
Trigger1=Root,MoveHit
Trigger2=Root,StateNo=3210
Trigger2=Root,var(51)<50
Trigger2=Root,var(51)<25||Enemy(ceil(Root,fvar(18))),backedgebodydist<9&&var(58)=2
Trigger3=Root,StateNo=1012
Trigger3=Root,MoveHit
Trigger3=Root,var(51)<20
var(44)=1
IgnoreHitPause=1

[State 30000];p
Type=varSet
TriggerAll=IsHelper
Trigger1=Root,StateNo=1201&&Root,MoveHit
Trigger2=P2MoveType!=H
Trigger3=MoveType=H
Trigger4=Root,StateNo=1300
var(44)=0
IgnoreHitPause=1

[State 30000];p
Type=Null
TriggerAll=IsHelper
Trigger1=Root,StateNo=961
Trigger1=Root,PrevStateNo=1110||Root,PrevStateNo=1110
Trigger1=var(45):=1
Trigger2=Root,StateType!=A||P2MoveType!=H||MoveType=H
Trigger2=var(45):=0
IgnoreHitPause=1

[State 30000];PrevStateNo -3-2-1dl
Type=Null
TriggerAll=IsHelper
Trigger1=var(10)!=Root,StateNo
Trigger1=1||var(11):=var(10)
Trigger1=1||var(10):=Root,StateNo
IgnoreHitPause=1

[State 30000];MoveType=HStateType=L牽Fo߂
Type=Null
TriggerAll=IsHelper
Trigger1=Root,MoveType=H||Root,StateType=L
Trigger1=var(12):=0
Trigger2=Root,MoveType!=H
Trigger2=Root,StateType!=L
Trigger2=var(12):=var(12)+1
IgnoreHitPause=1

[State 30000];Ƃ̃Xe[g͉@p 7
Type=Null
TriggerAll=IsHelper
TriggerAll=Root,MoveType=H
TriggerAll=var(11)>29
TriggerAll=var(11)!=[120,155]
Trigger1=var(13)=0
Trigger1=var(13):=var(11)
Trigger2=var(13)>0
Trigger2=var(14)=0
Trigger2=var(14):=var(11)
Trigger3=var(13)>0
Trigger3=var(14)>0
Trigger3=var(15)=0
Trigger3=var(15):=var(11)
Trigger4=var(13)>0
Trigger4=var(14)>0
Trigger4=var(15)>0
Trigger4=var(16)=0
Trigger4=var(16):=var(11)
Trigger5=var(13)>0
Trigger5=var(14)>0
Trigger5=var(15)>0
Trigger5=var(16)>0
Trigger5=var(17)=0
Trigger5=var(17):=var(11)
Trigger6=var(13)>0
Trigger6=var(14)>0
Trigger6=var(15)>0
Trigger6=var(16)>0
Trigger6=var(17)>0
Trigger6=var(18)=0
Trigger6=var(18):=var(11)
Trigger7=var(13)>0
Trigger7=var(14)>0
Trigger7=var(15)>0
Trigger7=var(16)>0
Trigger7=var(17)>0
Trigger7=var(18)>0
Trigger7=var(19)=0
Trigger7=var(19):=var(11)
IgnoreHitPause=1

[State 30000];P2 GetHitVar(HitShakeTime)1FY΍p
Type=Null
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy,MoveType=H
Trigger1=1||var(40):=Enemy,GetHitVar(HitShakeTime)+(var(41)>0)
Trigger1=var(41):=Enemy,GetHitvar(HitShakeTime)
IgnoreHitPause=1

[State 30000];P4 GetHitVar(HitShakeTime)1FY΍p
Type=Null
TriggerAll=IsHelper
TriggerAll=NumEnemy>1
TriggerAll=Enemy(1),MoveType=H
Trigger1=1||var(42):=Enemy(1),GetHitvar(HitShakeTime)+(var(43)>0)
Trigger1=var(43):=Enemy(1),GetHitvar(HitShakeTime)
IgnoreHitPause=1

[State 30000];P2 nʐڐG܂ł̎ 炢
Type=Null
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy,StateType=A
TriggerAll=Enemy,MoveType=H
Trigger1=Enemy,Pos Y>=0
Trigger1=1||var(50):=var(40)
Trigger2=Enemy,Pos Y+Enemy,vel y+Enemy,GetHitVar(Yaccel)>=ifelse(Enemy,GetHitvar(GroundType)=3,15,(Enemy,GetHitvar(AnimType)<4)*25)
Trigger2=1||var(50):=1+var(40)
Trigger3=Enemy,Pos Y+Enemy,vel y*2+Enemy,GetHitVar(Yaccel)*3>=ifelse(Enemy,GetHitvar(GroundType)=3,15,(Enemy,GetHitvar(AnimType)<4)*25)
Trigger3=1||var(50):=2+var(40)
Trigger4=Enemy,Pos Y+Enemy,vel y*3+Enemy,GetHitVar(Yaccel)*6>=ifelse(Enemy,GetHitvar(GroundType)=3,15,(Enemy,GetHitvar(AnimType)<4)*25)
Trigger4=1||var(50):=3+var(40)
Trigger5=Enemy,Pos Y+Enemy,vel y*4+Enemy,GetHitVar(Yaccel)*10>=ifelse(Enemy,GetHitvar(GroundType)=3,15,(Enemy,GetHitvar(AnimType)<4)*25)
Trigger5=1||var(50):=4+var(40)
Trigger6=Enemy,Pos Y+Enemy,vel y*5+Enemy,GetHitVar(Yaccel)*15>=ifelse(Enemy,GetHitvar(GroundType)=3,15,(Enemy,GetHitvar(AnimType)<4)*25)
Trigger6=1||var(50):=5+var(40)
Trigger7=Enemy,Pos Y+Enemy,vel y*6+Enemy,GetHitVar(Yaccel)*21>=ifelse(Enemy,GetHitvar(GroundType)=3,15,(Enemy,GetHitvar(AnimType)<4)*25)
Trigger7=1||var(50):=6+var(40)
Trigger8=Enemy,Pos Y+Enemy,vel y*7+Enemy,GetHitVar(Yaccel)*28>=ifelse(Enemy,GetHitvar(GroundType)=3,15,(Enemy,GetHitvar(AnimType)<4)*25)
Trigger8=1||var(50):=7+var(40)
Trigger9=Enemy,Pos Y+Enemy,vel y*8+Enemy,GetHitVar(Yaccel)*36>=ifelse(Enemy,GetHitvar(GroundType)=3,15,(Enemy,GetHitvar(AnimType)<4)*25)
Trigger9=1||var(50):=8+var(40)
Trigger10=Enemy,Pos Y+Enemy,vel y*9+Enemy,GetHitVar(Yaccel)*45>=ifelse(Enemy,GetHitvar(GroundType)=3,15,(Enemy,GetHitvar(AnimType)<4)*25)
Trigger10=1||var(50):=9+var(40)
Trigger11=Enemy,Pos Y+Enemy,vel y*10+Enemy,GetHitVar(Yaccel)*55>=ifelse(Enemy,GetHitvar(GroundType)=3,15,(Enemy,GetHitvar(AnimType)<4)*25)
Trigger11=1||var(50):=10+var(40)
Trigger12=Enemy,Pos Y+Enemy,vel y*11+Enemy,GetHitVar(Yaccel)*66>=ifelse(Enemy,GetHitvar(GroundType)=3,15,(Enemy,GetHitvar(AnimType)<4)*25)
Trigger12=1||var(50):=11+var(40)
Trigger13=Enemy,Pos Y+Enemy,vel y*12+Enemy,GetHitVar(Yaccel)*78>=ifelse(Enemy,GetHitvar(GroundType)=3,15,(Enemy,GetHitvar(AnimType)<4)*25)
Trigger13=1||var(50):=12+var(40)
Trigger14=Enemy,Pos Y+Enemy,vel y*13+Enemy,GetHitVar(Yaccel)*91>=ifelse(Enemy,GetHitvar(GroundType)=3,15,(Enemy,GetHitvar(AnimType)<4)*25)
Trigger14=1||var(50):=13+var(40)
Trigger15=Enemy,Pos Y+Enemy,vel y*14+Enemy,GetHitVar(Yaccel)*105>=ifelse(Enemy,GetHitvar(GroundType)=3,15,(Enemy,GetHitvar(AnimType)<4)*25)
Trigger15=1||var(50):=14+var(40)
Trigger16=Enemy,Pos Y+Enemy,vel y*15+Enemy,GetHitVar(Yaccel)*120>=ifelse(Enemy,GetHitvar(GroundType)=3,15,(Enemy,GetHitvar(AnimType)<4)*25)
Trigger16=1||var(50):=15+var(40)
Trigger17=Enemy,Pos Y+Enemy,vel y*16+Enemy,GetHitVar(Yaccel)*136>=ifelse(Enemy,GetHitvar(GroundType)=3,15,(Enemy,GetHitvar(AnimType)<4)*25)
Trigger17=1||var(50):=16+var(40)
Trigger18=Enemy,Pos Y+Enemy,vel y*17+Enemy,GetHitVar(Yaccel)*153>=ifelse(Enemy,GetHitvar(GroundType)=3,15,(Enemy,GetHitvar(AnimType)<4)*25)
Trigger18=1||var(50):=17+var(40)
Trigger19=Enemy,Pos Y+Enemy,vel y*18+Enemy,GetHitVar(Yaccel)*171>=ifelse(Enemy,GetHitvar(GroundType)=3,15,(Enemy,GetHitvar(AnimType)<4)*25)
Trigger19=1||var(50):=18+var(40)
Trigger20=Enemy,Pos Y+Enemy,vel y*19+Enemy,GetHitVar(Yaccel)*190>=ifelse(Enemy,GetHitvar(GroundType)=3,15,(Enemy,GetHitvar(AnimType)<4)*25)
Trigger20=1||var(50):=19+var(40)
Trigger21=Enemy,Pos Y+Enemy,vel y*20+Enemy,GetHitVar(Yaccel)*210>=ifelse(Enemy,GetHitvar(GroundType)=3,15,(Enemy,GetHitvar(AnimType)<4)*25)
Trigger21=1||var(50):=20+var(40)
Trigger22=Enemy,Pos Y+Enemy,vel y*21+Enemy,GetHitVar(Yaccel)*231>=ifelse(Enemy,GetHitvar(GroundType)=3,15,(Enemy,GetHitvar(AnimType)<4)*25)
Trigger22=1||var(50):=21+var(40)
Trigger23=Enemy,Pos Y+Enemy,vel y*22+Enemy,GetHitVar(Yaccel)*253>=ifelse(Enemy,GetHitvar(GroundType)=3,15,(Enemy,GetHitvar(AnimType)<4)*25)
Trigger23=1||var(50):=22+var(40)
Trigger24=Enemy,Pos Y+Enemy,vel y*23+Enemy,GetHitVar(Yaccel)*276>=ifelse(Enemy,GetHitvar(GroundType)=3,15,(Enemy,GetHitvar(AnimType)<4)*25)
Trigger24=1||var(50):=23+var(40)
Trigger25=Enemy,Pos Y+Enemy,vel y*24+Enemy,GetHitVar(Yaccel)*300>=ifelse(Enemy,GetHitvar(GroundType)=3,15,(Enemy,GetHitvar(AnimType)<4)*25)
Trigger25=1||var(50):=24+var(40)
Trigger26=Enemy,Pos Y+Enemy,vel y*25+Enemy,GetHitVar(Yaccel)*325>=ifelse(Enemy,GetHitvar(GroundType)=3,15,(Enemy,GetHitvar(AnimType)<4)*25)
Trigger26=1||var(50):=25+var(40)
Trigger27=Enemy,Pos Y+Enemy,vel y*26+Enemy,GetHitVar(Yaccel)*351>=ifelse(Enemy,GetHitvar(GroundType)=3,15,(Enemy,GetHitvar(AnimType)<4)*25)
Trigger27=1||var(50):=26+var(40)
Trigger28=Enemy,Pos Y+Enemy,vel y*27+Enemy,GetHitVar(Yaccel)*378>=ifelse(Enemy,GetHitvar(GroundType)=3,15,(Enemy,GetHitvar(AnimType)<4)*25)
Trigger28=1||var(50):=27+var(40)
Trigger29=Enemy,Pos Y+Enemy,vel y*28+Enemy,GetHitVar(Yaccel)*406>=ifelse(Enemy,GetHitvar(GroundType)=3,15,(Enemy,GetHitvar(AnimType)<4)*25)
Trigger29=1||var(50):=28+var(40)
Trigger30=Enemy,Pos Y+Enemy,vel y*29+Enemy,GetHitVar(Yaccel)*435>=ifelse(Enemy,GetHitvar(GroundType)=3,15,(Enemy,GetHitvar(AnimType)<4)*25)
Trigger30=1||var(50):=29+var(40)
Trigger31=Enemy,Pos Y+Enemy,vel y*30+Enemy,GetHitVar(Yaccel)*465>=ifelse(Enemy,GetHitvar(GroundType)=3,15,(Enemy,GetHitvar(AnimType)<4)*25)
Trigger31=1||var(50):=30+var(40)
Trigger32=Enemy,Pos Y+Enemy,vel y*31+Enemy,GetHitVar(Yaccel)*496>=ifelse(Enemy,GetHitvar(GroundType)=3,15,(Enemy,GetHitvar(AnimType)<4)*25)
Trigger32=1||var(50):=31+var(40)
IgnoreHitPause=1

[State 30000];P2 nʐڐG܂ł̎ 炢ȊO
Type=Null
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy,StateType=A
TriggerAll=Enemy,MoveType!=H
Trigger1=Enemy,Pos Y>=0
Trigger1=1||var(50):=0
Trigger2=Enemy,Pos Y+Enemy,vel y+Enemy,Const(Movement.Yaccel)>=0
Trigger2=1||var(50):=1
Trigger3=Enemy,Pos Y+Enemy,vel y*2+Enemy,Const(Movement.Yaccel)*3>=0
Trigger3=1||var(50):=2
Trigger4=Enemy,Pos Y+Enemy,vel y*3+Enemy,Const(Movement.Yaccel)*6>=0
Trigger4=1||var(50):=3
Trigger5=Enemy,Pos Y+Enemy,vel y*4+Enemy,Const(Movement.Yaccel)*10>=0
Trigger5=1||var(50):=4
Trigger6=Enemy,Pos Y+Enemy,vel y*5+Enemy,Const(Movement.Yaccel)*15>=0
Trigger6=1||var(50):=5
Trigger7=Enemy,Pos Y+Enemy,vel y*6+Enemy,Const(Movement.Yaccel)*21>=0
Trigger7=1||var(50):=6
Trigger8=Enemy,Pos Y+Enemy,vel y*7+Enemy,Const(Movement.Yaccel)*28>=0
Trigger8=1||var(50):=7
Trigger9=Enemy,Pos Y+Enemy,vel y*8+Enemy,Const(Movement.Yaccel)*36>=0
Trigger9=1||var(50):=8
Trigger10=Enemy,Pos Y+Enemy,vel y*9+Enemy,Const(Movement.Yaccel)*45>=0
Trigger10=1||var(50):=9
Trigger11=Enemy,Pos Y+Enemy,vel y*10+Enemy,Const(Movement.Yaccel)*55>=0
Trigger11=1||var(50):=10
Trigger12=Enemy,Pos Y+Enemy,vel y*11+Enemy,Const(Movement.Yaccel)*66>=0
Trigger12=1||var(50):=11
Trigger13=Enemy,Pos Y+Enemy,vel y*12+Enemy,Const(Movement.Yaccel)*78>=0
Trigger13=1||var(50):=12
Trigger14=Enemy,Pos Y+Enemy,vel y*13+Enemy,Const(Movement.Yaccel)*91>=0
Trigger14=1||var(50):=13
Trigger15=Enemy,Pos Y+Enemy,vel y*14+Enemy,Const(Movement.Yaccel)*105>=0
Trigger15=1||var(50):=14
Trigger16=Enemy,Pos Y+Enemy,vel y*15+Enemy,Const(Movement.Yaccel)*120>=0
Trigger16=1||var(50):=15
Trigger17=Enemy,Pos Y+Enemy,vel y*16+Enemy,Const(Movement.Yaccel)*136>=0
Trigger17=1||var(50):=16
Trigger18=Enemy,Pos Y+Enemy,vel y*17+Enemy,Const(Movement.Yaccel)*153>=0
Trigger18=1||var(50):=17
Trigger19=Enemy,Pos Y+Enemy,vel y*18+Enemy,Const(Movement.Yaccel)*171>=0
Trigger19=1||var(50):=18
Trigger20=Enemy,Pos Y+Enemy,vel y*19+Enemy,Const(Movement.Yaccel)*190>=0
Trigger20=1||var(50):=19
Trigger21=Enemy,Pos Y+Enemy,vel y*20+Enemy,Const(Movement.Yaccel)*210>=0
Trigger21=1||var(50):=20
Trigger22=Enemy,Pos Y+Enemy,vel y*21+Enemy,Const(Movement.Yaccel)*231>=0
Trigger22=1||var(50):=21
Trigger23=Enemy,Pos Y+Enemy,vel y*22+Enemy,Const(Movement.Yaccel)*253>=0
Trigger23=1||var(50):=22
Trigger24=Enemy,Pos Y+Enemy,vel y*23+Enemy,Const(Movement.Yaccel)*276>=0
Trigger24=1||var(50):=23
Trigger25=Enemy,Pos Y+Enemy,vel y*24+Enemy,Const(Movement.Yaccel)*300>=0
Trigger25=1||var(50):=24
Trigger26=Enemy,Pos Y+Enemy,vel y*25+Enemy,Const(Movement.Yaccel)*325>=0
Trigger26=1||var(50):=25
Trigger27=Enemy,Pos Y+Enemy,vel y*26+Enemy,Const(Movement.Yaccel)*351>=0
Trigger27=1||var(50):=26
Trigger28=Enemy,Pos Y+Enemy,vel y*27+Enemy,Const(Movement.Yaccel)*378>=0
Trigger28=1||var(50):=27
Trigger29=Enemy,Pos Y+Enemy,vel y*28+Enemy,Const(Movement.Yaccel)*406>=0
Trigger29=1||var(50):=28
Trigger30=Enemy,Pos Y+Enemy,vel y*29+Enemy,Const(Movement.Yaccel)*435>=0
Trigger30=1||var(50):=29
Trigger31=Enemy,Pos Y+Enemy,vel y*30+Enemy,Const(Movement.Yaccel)*465>=0
Trigger31=1||var(50):=30
Trigger32=Enemy,Pos Y+Enemy,vel y*31+Enemy,Const(Movement.Yaccel)*496>=0
Trigger32=1||var(50):=31
IgnoreHitPause=1

[State 30000];P4 nʐڐG܂ł̎ 炢
Type=Null
TriggerAll=IsHelper
TriggerAll=NumEnemy>1
TriggerAll=Enemy(1),StateType=A
TriggerAll=Enemy(1),MoveType=H
Trigger1=Enemy(1),Pos Y>=0
Trigger1=1||var(51):=0+var(42)
Trigger2=Enemy(1),Pos Y+Enemy(1),vel y+Enemy(1),GetHitVar(Yaccel)>=ifelse(Enemy(1),GetHitvar(GroundType)=3,15,(Enemy(1),GetHitvar(AnimType)<4)*25)
Trigger2=1||var(51):=1+var(42)
Trigger3=Enemy(1),Pos Y+Enemy(1),vel y*2+Enemy(1),GetHitVar(Yaccel)*3>=ifelse(Enemy(1),GetHitvar(GroundType)=3,15,(Enemy(1),GetHitvar(AnimType)<4)*25)
Trigger3=1||var(51):=2+var(42)
Trigger4=Enemy(1),Pos Y+Enemy(1),vel y*3+Enemy(1),GetHitVar(Yaccel)*6>=ifelse(Enemy(1),GetHitvar(GroundType)=3,15,(Enemy(1),GetHitvar(AnimType)<4)*25)
Trigger4=1||var(51):=3+var(42)
Trigger5=Enemy(1),Pos Y+Enemy(1),vel y*4+Enemy(1),GetHitVar(Yaccel)*10>=ifelse(Enemy(1),GetHitvar(GroundType)=3,15,(Enemy(1),GetHitvar(AnimType)<4)*25)
Trigger5=1||var(51):=4+var(42)
Trigger6=Enemy(1),Pos Y+Enemy(1),vel y*5+Enemy(1),GetHitVar(Yaccel)*15>=ifelse(Enemy(1),GetHitvar(GroundType)=3,15,(Enemy(1),GetHitvar(AnimType)<4)*25)
Trigger6=1||var(51):=5+var(42)
Trigger7=Enemy(1),Pos Y+Enemy(1),vel y*6+Enemy(1),GetHitVar(Yaccel)*21>=ifelse(Enemy(1),GetHitvar(GroundType)=3,15,(Enemy(1),GetHitvar(AnimType)<4)*25)
Trigger7=1||var(51):=6+var(42)
Trigger8=Enemy(1),Pos Y+Enemy(1),vel y*7+Enemy(1),GetHitVar(Yaccel)*28>=ifelse(Enemy(1),GetHitvar(GroundType)=3,15,(Enemy(1),GetHitvar(AnimType)<4)*25)
Trigger8=1||var(51):=7+var(42)
Trigger9=Enemy(1),Pos Y+Enemy(1),vel y*8+Enemy(1),GetHitVar(Yaccel)*36>=ifelse(Enemy(1),GetHitvar(GroundType)=3,15,(Enemy(1),GetHitvar(AnimType)<4)*25)
Trigger9=1||var(51):=8+var(42)
Trigger10=Enemy(1),Pos Y+Enemy(1),vel y*9+Enemy(1),GetHitVar(Yaccel)*45>=ifelse(Enemy(1),GetHitvar(GroundType)=3,15,(Enemy(1),GetHitvar(AnimType)<4)*25)
Trigger10=1||var(51):=9+var(42)
Trigger11=Enemy(1),Pos Y+Enemy(1),vel y*10+Enemy(1),GetHitVar(Yaccel)*55>=ifelse(Enemy(1),GetHitvar(GroundType)=3,15,(Enemy(1),GetHitvar(AnimType)<4)*25)
Trigger11=1||var(51):=10+var(42)
Trigger12=Enemy(1),Pos Y+Enemy(1),vel y*11+Enemy(1),GetHitVar(Yaccel)*66>=ifelse(Enemy(1),GetHitvar(GroundType)=3,15,(Enemy(1),GetHitvar(AnimType)<4)*25)
Trigger12=1||var(51):=11+var(42)
Trigger13=Enemy(1),Pos Y+Enemy(1),vel y*12+Enemy(1),GetHitVar(Yaccel)*78>=ifelse(Enemy(1),GetHitvar(GroundType)=3,15,(Enemy(1),GetHitvar(AnimType)<4)*25)
Trigger13=1||var(51):=12+var(42)
Trigger14=Enemy(1),Pos Y+Enemy(1),vel y*13+Enemy(1),GetHitVar(Yaccel)*91>=ifelse(Enemy(1),GetHitvar(GroundType)=3,15,(Enemy(1),GetHitvar(AnimType)<4)*25)
Trigger14=1||var(51):=13+var(42)
Trigger15=Enemy(1),Pos Y+Enemy(1),vel y*14+Enemy(1),GetHitVar(Yaccel)*105>=ifelse(Enemy(1),GetHitvar(GroundType)=3,15,(Enemy(1),GetHitvar(AnimType)<4)*25)
Trigger15=1||var(51):=14+var(42)
Trigger16=Enemy(1),Pos Y+Enemy(1),vel y*15+Enemy(1),GetHitVar(Yaccel)*120>=ifelse(Enemy(1),GetHitvar(GroundType)=3,15,(Enemy(1),GetHitvar(AnimType)<4)*25)
Trigger16=1||var(51):=15+var(42)
Trigger17=Enemy(1),Pos Y+Enemy(1),vel y*16+Enemy(1),GetHitVar(Yaccel)*136>=ifelse(Enemy(1),GetHitvar(GroundType)=3,15,(Enemy(1),GetHitvar(AnimType)<4)*25)
Trigger17=1||var(51):=16+var(42)
Trigger18=Enemy(1),Pos Y+Enemy(1),vel y*17+Enemy(1),GetHitVar(Yaccel)*153>=ifelse(Enemy(1),GetHitvar(GroundType)=3,15,(Enemy(1),GetHitvar(AnimType)<4)*25)
Trigger18=1||var(51):=17+var(42)
Trigger19=Enemy(1),Pos Y+Enemy(1),vel y*18+Enemy(1),GetHitVar(Yaccel)*171>=ifelse(Enemy(1),GetHitvar(GroundType)=3,15,(Enemy(1),GetHitvar(AnimType)<4)*25)
Trigger19=1||var(51):=18+var(42)
Trigger20=Enemy(1),Pos Y+Enemy(1),vel y*19+Enemy(1),GetHitVar(Yaccel)*190>=ifelse(Enemy(1),GetHitvar(GroundType)=3,15,(Enemy(1),GetHitvar(AnimType)<4)*25)
Trigger20=1||var(51):=19+var(42)
Trigger21=Enemy(1),Pos Y+Enemy(1),vel y*20+Enemy(1),GetHitVar(Yaccel)*210>=ifelse(Enemy(1),GetHitvar(GroundType)=3,15,(Enemy(1),GetHitvar(AnimType)<4)*25)
Trigger21=1||var(51):=20+var(42)
Trigger22=Enemy(1),Pos Y+Enemy(1),vel y*21+Enemy(1),GetHitVar(Yaccel)*231>=ifelse(Enemy(1),GetHitvar(GroundType)=3,15,(Enemy(1),GetHitvar(AnimType)<4)*25)
Trigger22=1||var(51):=21+var(42)
Trigger23=Enemy(1),Pos Y+Enemy(1),vel y*22+Enemy(1),GetHitVar(Yaccel)*253>=ifelse(Enemy(1),GetHitvar(GroundType)=3,15,(Enemy(1),GetHitvar(AnimType)<4)*25)
Trigger23=1||var(51):=22+var(42)
Trigger24=Enemy(1),Pos Y+Enemy(1),vel y*23+Enemy(1),GetHitVar(Yaccel)*276>=ifelse(Enemy(1),GetHitvar(GroundType)=3,15,(Enemy(1),GetHitvar(AnimType)<4)*25)
Trigger24=1||var(51):=23+var(42)
Trigger25=Enemy(1),Pos Y+Enemy(1),vel y*24+Enemy(1),GetHitVar(Yaccel)*300>=ifelse(Enemy(1),GetHitvar(GroundType)=3,15,(Enemy(1),GetHitvar(AnimType)<4)*25)
Trigger25=1||var(51):=24+var(42)
Trigger26=Enemy(1),Pos Y+Enemy(1),vel y*25+Enemy(1),GetHitVar(Yaccel)*325>=ifelse(Enemy(1),GetHitvar(GroundType)=3,15,(Enemy(1),GetHitvar(AnimType)<4)*25)
Trigger26=1||var(51):=25+var(42)
Trigger27=Enemy(1),Pos Y+Enemy(1),vel y*26+Enemy(1),GetHitVar(Yaccel)*351>=ifelse(Enemy(1),GetHitvar(GroundType)=3,15,(Enemy(1),GetHitvar(AnimType)<4)*25)
Trigger27=1||var(51):=26+var(42)
Trigger28=Enemy(1),Pos Y+Enemy(1),vel y*27+Enemy(1),GetHitVar(Yaccel)*378>=ifelse(Enemy(1),GetHitvar(GroundType)=3,15,(Enemy(1),GetHitvar(AnimType)<4)*25)
Trigger28=1||var(51):=27+var(42)
Trigger29=Enemy(1),Pos Y+Enemy(1),vel y*28+Enemy(1),GetHitVar(Yaccel)*406>=ifelse(Enemy(1),GetHitvar(GroundType)=3,15,(Enemy(1),GetHitvar(AnimType)<4)*25)
Trigger29=1||var(51):=28+var(42)
Trigger30=Enemy(1),Pos Y+Enemy(1),vel y*29+Enemy(1),GetHitVar(Yaccel)*435>=ifelse(Enemy(1),GetHitvar(GroundType)=3,15,(Enemy(1),GetHitvar(AnimType)<4)*25)
Trigger30=1||var(51):=29+var(42)
Trigger31=Enemy(1),Pos Y+Enemy(1),vel y*30+Enemy(1),GetHitVar(Yaccel)*465>=ifelse(Enemy(1),GetHitvar(GroundType)=3,15,(Enemy(1),GetHitvar(AnimType)<4)*25)
Trigger31=1||var(51):=30+var(42)
Trigger32=Enemy(1),Pos Y+Enemy(1),vel y*31+Enemy(1),GetHitVar(Yaccel)*496>=ifelse(Enemy(1),GetHitvar(GroundType)=3,15,(Enemy(1),GetHitvar(AnimType)<4)*25)
Trigger32=1||var(51):=31+var(42)
IgnoreHitPause=1

[State 30000];P4 nʐڐG܂ł̎ 炢
Type=Null
TriggerAll=IsHelper
TriggerAll=NumEnemy>1
TriggerAll=Enemy(1),StateType=A
TriggerAll=Enemy(1),MoveType!=H
Trigger1=Enemy(1),Pos Y>=0
Trigger1=1||var(51):=0
Trigger2=Enemy(1),Pos Y+Enemy(1),vel y+Enemy(1),Const(Movement.Yaccel)>=0
Trigger2=1||var(51):=1
Trigger3=Enemy(1),Pos Y+Enemy(1),vel y*2+Enemy(1),Const(Movement.Yaccel)*3>=0
Trigger3=1||var(51):=2
Trigger4=Enemy(1),Pos Y+Enemy(1),vel y*3+Enemy(1),Const(Movement.Yaccel)*6>=0
Trigger4=1||var(51):=3
Trigger5=Enemy(1),Pos Y+Enemy(1),vel y*4+Enemy(1),Const(Movement.Yaccel)*10>=0
Trigger5=1||var(51):=4
Trigger6=Enemy(1),Pos Y+Enemy(1),vel y*5+Enemy(1),Const(Movement.Yaccel)*15>=0
Trigger6=1||var(51):=5
Trigger7=Enemy(1),Pos Y+Enemy(1),vel y*6+Enemy(1),Const(Movement.Yaccel)*21>=0
Trigger7=1||var(51):=6
Trigger8=Enemy(1),Pos Y+Enemy(1),vel y*7+Enemy(1),Const(Movement.Yaccel)*28>=0
Trigger8=1||var(51):=7
Trigger9=Enemy(1),Pos Y+Enemy(1),vel y*8+Enemy(1),Const(Movement.Yaccel)*36>=0
Trigger9=1||var(51):=8
Trigger10=Enemy(1),Pos Y+Enemy(1),vel y*9+Enemy(1),Const(Movement.Yaccel)*45>=0
Trigger10=1||var(51):=9
Trigger11=Enemy(1),Pos Y+Enemy(1),vel y*10+Enemy(1),Const(Movement.Yaccel)*55>=0
Trigger11=1||var(51):=10
Trigger12=Enemy(1),Pos Y+Enemy(1),vel y*11+Enemy(1),Const(Movement.Yaccel)*66>=0
Trigger12=1||var(51):=11
Trigger13=Enemy(1),Pos Y+Enemy(1),vel y*12+Enemy(1),Const(Movement.Yaccel)*78>=0
Trigger13=1||var(51):=12
Trigger14=Enemy(1),Pos Y+Enemy(1),vel y*13+Enemy(1),Const(Movement.Yaccel)*91>=0
Trigger14=1||var(51):=13
Trigger15=Enemy(1),Pos Y+Enemy(1),vel y*14+Enemy(1),Const(Movement.Yaccel)*105>=0
Trigger15=1||var(51):=14
Trigger16=Enemy(1),Pos Y+Enemy(1),vel y*15+Enemy(1),Const(Movement.Yaccel)*120>=0
Trigger16=1||var(51):=15
Trigger17=Enemy(1),Pos Y+Enemy(1),vel y*16+Enemy(1),Const(Movement.Yaccel)*136>=0
Trigger17=1||var(51):=16
Trigger18=Enemy(1),Pos Y+Enemy(1),vel y*17+Enemy(1),Const(Movement.Yaccel)*153>=0
Trigger18=1||var(51):=17
Trigger19=Enemy(1),Pos Y+Enemy(1),vel y*18+Enemy(1),Const(Movement.Yaccel)*171>=0
Trigger19=1||var(51):=18
Trigger20=Enemy(1),Pos Y+Enemy(1),vel y*19+Enemy(1),Const(Movement.Yaccel)*190>=0
Trigger20=1||var(51):=19
Trigger21=Enemy(1),Pos Y+Enemy(1),vel y*20+Enemy(1),Const(Movement.Yaccel)*210>=0
Trigger21=1||var(51):=20
Trigger22=Enemy(1),Pos Y+Enemy(1),vel y*21+Enemy(1),Const(Movement.Yaccel)*231>=0
Trigger22=1||var(51):=21
Trigger23=Enemy(1),Pos Y+Enemy(1),vel y*22+Enemy(1),Const(Movement.Yaccel)*253>=0
Trigger23=1||var(51):=22
Trigger24=Enemy(1),Pos Y+Enemy(1),vel y*23+Enemy(1),Const(Movement.Yaccel)*276>=0
Trigger24=1||var(51):=23
Trigger25=Enemy(1),Pos Y+Enemy(1),vel y*24+Enemy(1),Const(Movement.Yaccel)*300>=0
Trigger25=1||var(51):=24
Trigger26=Enemy(1),Pos Y+Enemy(1),vel y*25+Enemy(1),Const(Movement.Yaccel)*325>=0
Trigger26=1||var(51):=25
Trigger27=Enemy(1),Pos Y+Enemy(1),vel y*26+Enemy(1),Const(Movement.Yaccel)*351>=0
Trigger27=1||var(51):=26
Trigger28=Enemy(1),Pos Y+Enemy(1),vel y*27+Enemy(1),Const(Movement.Yaccel)*378>=0
Trigger28=1||var(51):=27
Trigger29=Enemy(1),Pos Y+Enemy(1),vel y*28+Enemy(1),Const(Movement.Yaccel)*406>=0
Trigger29=1||var(51):=28
Trigger30=Enemy(1),Pos Y+Enemy(1),vel y*29+Enemy(1),Const(Movement.Yaccel)*435>=0
Trigger30=1||var(51):=29
Trigger31=Enemy(1),Pos Y+Enemy(1),vel y*30+Enemy(1),Const(Movement.Yaccel)*465>=0
Trigger31=1||var(51):=30
Trigger32=Enemy(1),Pos Y+Enemy(1),vel y*31+Enemy(1),Const(Movement.Yaccel)*496>=0
Trigger32=1||var(51):=31
IgnoreHitPause=1

;
;gԑp
;
[State 30000];g\܂ł̎ԑp 2P
Type=VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1=Enemy(0),MoveType!=H
Trigger2=Enemy(0),StateType=L
Trigger3=Enemy(0),MoveType=H
Trigger3=var(18)<Enemy(0),GetHitVar(hitcount)
var(20)=0
IgnoreHitPause=1
[State 30000];Zbĝ߂̕ϐ(qbgL)
Type=Null
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1=var(18):=Enemy(0),GetHitVar(hitcount)
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 4P
Type=VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>1
Trigger1=Enemy(1),MoveType!=H
Trigger2=Enemy(1),StateType=L
Trigger3=Enemy(1),MoveType=H
Trigger3=var(19)<Enemy(1),GetHitVar(hitcount)
var(21)=0
IgnoreHitPause=1
[State 30000];Zbĝ߂̕ϐ(qbgL)
Type=Null
TriggerAll=IsHelper
TriggerAll=NumEnemy>1
Trigger1=var(19):=Enemy(1),GetHitVar(hitcount)
IgnoreHitPause=1
[State 30000];g\܂ł̎ԑp 4P
Type=VarAdd
TriggerAll=IsHelper
TriggerAll=NumEnemy>1
Trigger1=Enemy(1),StateType!=L
Trigger1=Enemy(1),MoveType=H
var(21)=1
IgnoreHitPause=1
;
;؋󎞊ԑ
;
[State 30000];󒆂ɂȂĂ牽Fo߂ 2P 4PΉ
Type=Null
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1=var(26):=(Enemy,StateType=A)*var(26)+1
Trigger2=NumEnemy>1
Trigger2=var(27):=(Enemy(1),StateType=A)*var(27)+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(ceil(Root,fvar(18))),MoveType=H
Trigger1=0
var(30)=1
;
;̒nʖCvZp

[State 30000]
Type=Null
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1=Enemy(ceil(Root,fvar(18))),StateType=S
Trigger1=fvar(0):=Enemy(ceil(Root,fvar(18))),Const(MoveMent.Stand.Friction)
Trigger2=Enemy(ceil(Root,fvar(18))),StateType=C
Trigger2=fvar(0):=Enemy(ceil(Root,fvar(18))),Const(MoveMent.Crouch.Friction)
Trigger3=Enemy(ceil(Root,fvar(18))),StateType=A
Trigger3=Root,numtarget(1011)=0||Enemy(ceil(Root,fvar(18))),StateNo!=1082
Trigger3=fvar(0):=1;Ô
Trigger4=Root,numtarget(1011)
Trigger4=Enemy(ceil(Root,fvar(18))),MoveType=H
Trigger4=Enemy(ceil(Root,fvar(18))),StateNo=1082
Trigger4=fvar(0):=0.97
IgnoreHitPause=1

[State ];d͌vZp
Type=Null
TriggerAll=IsHelper
;**ׂ̂͏㏬_ȉɂ͐lłȂ񂾂您
Trigger1=1||fvar(1):= fvar(0)
Trigger1=1||fvar(2):= fvar(1) +fvar(0)*fvar(0)
Trigger1=1||fvar(3):= fvar(2) +fvar(0)*fvar(0)*fvar(0)
Trigger1=1||fvar(4):= fvar(3) +fvar(0)*fvar(0)*fvar(0)*fvar(0)
Trigger1=1||fvar(5):= fvar(4) +fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)
Trigger1=1||fvar(6):= fvar(5) +fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)
Trigger1=1||fvar(7):= fvar(6) +fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)
Trigger1=1||fvar(8):= fvar(7) +fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)
Trigger1=1||fvar(9):= fvar(8) +fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)
Trigger1=1||fvar(10):=fvar(9) +fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)
Trigger1=1||fvar(11):=fvar(10)+fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)
Trigger1=1||fvar(12):=fvar(11)+fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)
Trigger1=1||fvar(13):=fvar(12)+fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)
Trigger1=1||fvar(14):=fvar(13)+fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)
Trigger1=1||fvar(15):=fvar(14)+fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)
Trigger1=1||fvar(16):=fvar(15)+fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)
Trigger1=1||fvar(17):=fvar(16)+fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)
Trigger1=1||fvar(18):=fvar(17)+fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)
Trigger1=1||fvar(19):=fvar(18)+fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)
Trigger1=1||fvar(20):=fvar(19)+fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)
Trigger1=1||fvar(21):=fvar(20)+fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)
Trigger1=1||fvar(22):=fvar(21)+fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)
Trigger1=1||fvar(23):=fvar(22)+fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)
Trigger1=1||fvar(24):=fvar(23)+fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)
Trigger1=1||fvar(25):=fvar(24)+fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)
Trigger1=1||fvar(26):=fvar(25)+fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)
Trigger1=1||fvar(27):=fvar(26)+fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)
Trigger1=1||fvar(28):=fvar(27)+fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)
Trigger1=1||fvar(29):=fvar(28)+fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)
Trigger1=1||fvar(30):=fvar(29)+fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)
Trigger1=1||fvar(31):=fvar(30)+fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)*fvar(0)
IgnoreHitPause=1

[State ]
Type=DestroySelf
Trigger1=IsHelper
Trigger1=var(59)<0
Trigger1=var(0)!=[4,99]
IgnoreHitPause=1

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

[State -1,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=!var(59)
Trigger27=NumHelper(10000+ID)
Trigger27=Helper(10000+ID),var(59)
Trigger27=RoundState<2||RoundState=2&&Ctrl
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||Helper(30000+ID),var(0)=5&&Enemy(ceil(fvar(18))),MoveType=H
Trigger29=TeamSide=2||MatchNo>1
Trigger29=IsHomeTeam
Trigger30=NumHelper(30000+ID)
Trigger30=Helper(30000+ID),var(0)=5
Trigger30=NumHelper(40000+ID)
Trigger30=Helper(40000+ID),var(1)>0
var(59)=9;(1`11܂Őݒ\)
IgNoreHitPause=1

[State -3,AI_DebacFlag_Set_or_Reset]
Type=Null
TriggerAll=!IsHelper
TriggerAll=NumHelper(30000+ID)
Trigger1=Enemy(ceil(fvar(18))),MoveType!=H||Enemy(ceil(fvar(18))),StateType=L
Trigger1=NumHelper(40000+ID)
Trigger1=Helper(40000+ID),var(1)=0
Trigger1=Helper(30000+ID),var(0)=5
Trigger1=var(59)>0
Trigger1=1||var(59):=0
Trigger2=var(59)<1
Trigger2=!fvar(39)
Trigger2=Helper(30000+ID),var(0)=4||Helper(30000+ID),var(0)=6
Trigger2=fvar(39):=1+(Helper(30000+ID),var(0)=6)*1
Trigger3=fvar(39)>0
Trigger3=var(59)>0||Helper(30000+ID),var(0)!=4&&Helper(30000+ID),var(0)!=6
Trigger3=fvar(39):=0
Trigger4=var(59)>12
Trigger4=var(59):=12
IgnoreHitPause=1

[State -3,NoWalk];h~
Type=AssertSpecial
Trigger1=!IsHelper
Trigger1=var(59)>0
flag=NoWalk
IgnoreHitPause=1

[State -3,AISetHelper];AINpwp[
Type=Helper
TriggerAll=!IsHelper
TriggerAll=RoundState<2||RoundState=2&&Ctrl
Trigger1=!NumHelper(10000+ID)
Trigger1=Alive
Trigger1=!var(59)
Trigger1=NumHelper(30000+ID)
HelperType=Normal
Name="AI"
StateNo=10000
ID=10000+ID
keyCtrl=1
PauseMoveTime=0;9**8
SuperMoveTime=0;9**8

[State -3]
Type=Helper
TriggerAll=!IsHelper
Trigger1=!NumHelper(30000+ID)
Trigger1=var(59)>=0||fvar(39)>0
HelperType=Normal
Name="Dist"
StateNo=30000
ID=30000+ID
PauseMovetime=0;9**8
SuperMovetime=0;9**8
IgnoreHitPause=1

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

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

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

;
;蕜Ac莞ԑ
;

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

[State -3];gc莞ԗp XCh_E
Type=varSet
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
Trigger1=NumTarget(1011)
Trigger1=Enemy(ceil(fvar(18))),StateNo=1082
fvar(34)=40-Enemy(ceil(fvar(18))),Time
IgnoreHitPause=1

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

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

[State -3];gc莞ԗp n
Type=varSet
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
Trigger1=NumHelper(30000+ID)
Trigger1=Enemy(ceil(fvar(18))),GetHitVar(fall)=0
fvar(34)=ifelse(Enemy(ceil(fvar(18))),GetHitVar(HitShakeTime)>0,Enemy(ceil(fvar(18))),GetHitVar(HitShakeTime)+1,Helper(30000+ID),var(40+(fvar(18)>0)*2))+Enemy(ceil(fvar(18))),GetHitVar(HitTime)+1
IgnoreHitPause=1

[State -3];gc莞ԗp 낯˯߰ HS
Type=varSet
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
Trigger1=NumTarget(630)
Trigger1=Target,StateNo=631
Trigger1=Enemy(ceil(fvar(18))),StateNo=631
fvar(34)=5+35+Enemy(ceil(fvar(18))),GetHitVar(HitShakeTime)
IgnoreHitPause=1

[State -3];gc莞ԗp 낯˯߰ށ@HS
Type=varSet
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
Trigger1=NumTarget(430)
Trigger1=Enemy(ceil(fvar(18))),StateNo=431
Trigger1=Target,StateNo=431
fvar(34)=5+32+Enemy(ceil(fvar(18))),GetHitVar(HitShakeTime)
IgnoreHitPause=1

[State -3];gc莞ԗp 낯˯߰ ެʳ
Type=varSet
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
Trigger1=Numtarget(1500)
Trigger1=Target,StateNo=1511
Trigger1=Enemy(ceil(fvar(18))),StateNo=1511
fvar(34)=5+38+Enemy(ceil(fvar(18))),GetHitVar(HitShakeTime)
IgnoreHitPause=1

[State -3];gc莞ԗp 낯˯߰ FBެʳ
Type=varSet
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
Trigger1=Numtarget(1700)
Trigger1=Target,StateNo=1711
Trigger1=Enemy(ceil(fvar(18))),StateNo=1711||Enemy(ceil(fvar(18))),StateNo=1721
fvar(34)=5+44+Enemy(ceil(fvar(18))),GetHitVar(HitShakeTime)
IgnoreHitPause=1

[State -3];gc莞ԗp 낯 oK` 
Type=varSet
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
Trigger1=NumTarget(430)
Trigger1=Target,StateNo=[432,433]
Trigger1=Enemy(ceil(fvar(18))),StateNo=[432,433]
Trigger2=NumTarget(630)
Trigger2=Target,StateNo=[632,633]
Trigger2=Enemy(ceil(fvar(18))),StateNo=[632,633]
Trigger3=NumTarget(1500)||NumTarget(1700)
Trigger3=Target,StateNo=[1512,1533]
Trigger3=Enemy(ceil(fvar(18))),StateNo=[1512,1533]
Trigger4=NumTarget(1700)
Trigger4=Target,StateNo=[1712,1713]
Trigger4=Enemy(ceil(fvar(18))),StateNo=[1712,1713]
Trigger5=NumTarget(1700)
Trigger5=Target,StateNo=[1722,1723]
Trigger5=Enemy(ceil(fvar(18))),StateNo=1523||Enemy(ceil(fvar(18))),StateNo=[1722,1723]
fvar(34)=5+Enemy(ceil(fvar(18))),sysvar(0)
IgnoreHitPause=1

[State -3];gc莞ԗp 낯I 
Type=varSet
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
Trigger1=NumTarget(430)
Trigger1=Target,StateNo=439
Trigger1=Enemy(ceil(fvar(18))),StateNo=439
Trigger2=NumTarget(630)
Trigger2=Target,StateNo=639
Trigger2=Enemy(ceil(fvar(18))),StateNo=639
Trigger3=NumTarget(1500)
Trigger3=Target,StateNo=1529
Trigger3=Enemy(ceil(fvar(18))),StateNo=1529
Trigger4=NumTarget(430)||NumTarget(630)||NumTarget(1500)||NumTarget(1700)
Trigger4=Target,StateNo=1519
Trigger4=Enemy(ceil(fvar(18))),StateNo=1519
fvar(34)=5-Enemy(ceil(fvar(18))),Time
IgnoreHitPause=1

;Trigger1=NumTarget(430)
;Trigger1=(Target,StateNo=[431,439])||Target,StateNo=1519
;Trigger1=Enemy(ceil(fvar(18))),StateNo=431

;Trigger2=NumTarget(630)
;Trigger2=(Target,StateNo=[631,639])||Target,StateNo=1519
;Trigger2=Enemy(ceil(fvar(18))),StateNo=[631,639]

;Trigger3=NumTarget(1500)
;Trigger3=Target,StateNo=[1511,1539]
;Trigger3=Enemy(ceil(fvar(18))),StateNo=[1511,1539]


[State -3,f35]
Type=VarSet
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
Trigger1=Enemy(ceil(fvar(18))),MoveType!=H
Trigger2=fvar(34)<1
Trigger3=Enemy(ceil(fvar(18))),StateType=L
fvar(34)=0
IgnoreHitPause=1

;
;fobNQp
;

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

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

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

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

;
;
;

[State -3];fW[ɃC
Type=ChangeState
value=3000
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=3
TriggerAll=Win
TriggerAll=var(59)>0
TriggerAll=!var(25)
TriggerAll=Power>999
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||(Time>ifelse(Anim=197,20,61)&&StateNo=[195,197])||(StateNo!=215&&StateNo!=240&&StateNo!=430&&MoveContAct&&StateNo=[200,451])
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),var(2)=[4,7]
Trigger1=PrevStateNo!=[3000,4999]

[State -3,ITIGEKI];ꌂKE
Type=ChangeState
value=4000
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>6
TriggerAll=RoundState>2
TriggerAll=!var(25)
TriggerAll=!var(40)
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||(StateNo=[120,132])||(Time>ifelse(Anim=197,20,61)&&StateNo=[195,197])
TriggerAll=NumHelper(30000+ID)
Trigger1=Helper(30000+ID),var(2)=1||Helper(30000+ID),var(2)=5

[State -3,Taunt];h
Type=ChangeState
value=196
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0||fvar(39)
TriggerAll=RoundState=3
TriggerAll=Win
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[100,101])||(StateNo=[120,131])||(StateNo=[30,40])||StateNo=52
Trigger1=PrevStateNo!=[190,199]
Trigger1=NumHelper(30000+ID)
Trigger1=Helper(30000+ID),var(2)=2||Helper(30000+ID),var(2)=6

[State -3,Taunt];
Type=ChangeState
value=195
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0||fvar(39)
TriggerAll=RoundState=3
TriggerAll=Win
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[100,101])||(StateNo=[120,131])||(StateNo=[30,40])||StateNo=52
Trigger1=PrevStateNo!=[190,199]
Trigger1=NumHelper(30000+ID)
Trigger1=Helper(30000+ID),var(2)=3||Helper(30000+ID),var(2)=7

;0=Ȃ(ftHg)
;1=ꌂ
;2=h
;3=
;4=oKEZ(v1ް)
;5=oKEZ(v1ް)+ꌂ
;6=oKEZ(v1ް)+h
;7=oKEZ(v1ް)+
;8=񂽂ȂȂǂI

[State -3,Taunt];񂽂ȂȂ
Type=ChangeState
value=196
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0||fvar(39)
TriggerAll=RoundState=3
TriggerAll=Win
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[100,101])||(StateNo=[120,131])||(StateNo=[30,40])||StateNo=52
Trigger1=PrevStateNo!=[190,199]
Trigger1=PrevStateNo!=[1000,2999]
Trigger1=NumHelper(30000+ID)
Trigger1=Helper(30000+ID),var(2)=8

[State -3];ǂI
Type=ChangeState
value=1000
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0||fvar(39)
TriggerAll=RoundState=3
TriggerAll=Win
TriggerAll=StateType!=A
TriggerAll=StateNo=[195,197]
TriggerAll=Time>ifelse(Anim=197,20,61)
Trigger1=NumHelper(30000+ID)
Trigger1=Helper(30000+ID),var(2)=8

;
;npXe[g
;

[State -3];fBoCuCh
Type=ChangeState
Value=1100
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=!var(25)
TriggerAll=StateType!=A
TriggerAll=StateNo=39
Trigger1=PrevStateNo=11001101

;
;ׂ
;

;
;ׂ n㎞@ړp
;

[State -3,Walk];Os Enemy=1
Type=ChangeState
value=21
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy=1
TriggerAll=var(59)>0&&Random<var(59)*101
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,20])||StateNo=22
TriggerAll=NumHelper(40000+ID)
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(11111+ID)
TriggerAll=Helper(30000+ID),var(6)>0
TriggerAll=Helper(40000+ID),fvar(1)=0
TriggerAll=Enemy,Alive!=0
TriggerAll=Enemy,StateType!=L
TriggerAll=Enemy,StateType!=A
TriggerAll=Enemy,MoveType!=H
TriggerAll=Enemy,Ctrl=0
TriggerAll=Enemy,StateNo>169
TriggerAll=Enemy,Anim>169
TriggerAll=Helper(11111+ID),var(59)>5
TriggerAll=(Enemy,Pos X-Pos X)*Facing>=0
TriggerAll=(Enemy,Pos Y-Pos Y)>-90
Trigger1=(Enemy,Pos X-Pos X)*Facing-Enemy,vel x*5>72

[State -3,Walk];Os Enemy=2 Enemy,
Type=ChangeState
value=21
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>1
TriggerAll=var(59)>0&&Random<var(59)*101
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,20])||StateNo=22
TriggerAll=NumHelper(40000+ID)
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(11111+ID)
TriggerAll=Helper(30000+ID),var(6)>0
TriggerAll=Helper(40000+ID),fvar(1)=0
TriggerAll=Enemy,Alive!=0
TriggerAll=Enemy,StateType!=L
TriggerAll=Enemy,StateType!=A
TriggerAll=Enemy,MoveType!=H
TriggerAll=Enemy,Ctrl=0
TriggerAll=Enemy,StateNo>169
TriggerAll=Enemy,Anim>169
TriggerAll=Helper(11111+ID),var(59)>5
TriggerAll=(Enemy,Pos X-Pos X)*Facing>=0
TriggerAll=(Enemy,Pos X-Pos X)*Facing-Enemy,vel x*5>72
TriggerAll=(Enemy,Pos Y-Pos Y)>-90
Trigger1=(Enemy(1),Pos X-Pos X)*Facing>147
Trigger2=(Enemy(1),Pos Y-Pos Y)<-150
Trigger3=Enemy(1),Alive=0
Trigger4=Enemy(1),MoveType=H
Trigger5=Enemy(1),StateType=L

[State -3,Walk];Os Enemy=2 Enemy,
Type=ChangeState
value=21
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>1
TriggerAll=var(59)>0&&Random<var(59)*101
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,20])||StateNo=22
TriggerAll=NumHelper(40000+ID)
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(11111+ID)
TriggerAll=Helper(30000+ID),var(6)>0
TriggerAll=Helper(40000+ID),fvar(1)=0
TriggerAll=Enemy(1),Alive!=0
TriggerAll=Enemy(1),StateType!=L
TriggerAll=Enemy(1),StateType!=A
TriggerAll=Enemy(1),MoveType!=H
TriggerAll=Enemy(1),Ctrl=0
TriggerAll=Enemy(1),StateNo>169
TriggerAll=Enemy(1),Anim>169
TriggerAll=Helper(11111+ID),var(57)>5
TriggerAll=(Enemy(1),Pos X-Pos X)*Facing>=0
TriggerAll=(Enemy(1),Pos X-Pos X)*Facing-Enemy(1),vel x*5>72
TriggerAll=(Enemy(1),Pos Y-Pos Y)>-90
Trigger1=(Enemy,Pos X-Pos X)*Facing>147
Trigger2=(Enemy,Pos Y-Pos Y)<-150
Trigger3=Enemy,Alive=0
Trigger4=Enemy,MoveType=H
Trigger5=Enemy,StateType=L

[State -3,Dash];_bV Enemy,
Type=ChangeState
value=100
TriggerAll=0;Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy=1
TriggerAll=var(59)>0&&Random<var(59)*101
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=52
TriggerAll=NumHelper(40000+ID)
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(11111+ID)
TriggerAll=Helper(30000+ID),var(6)>0
TriggerAll=Helper(40000+ID),fvar(1)=0
TriggerAll=PalNo!=11
TriggerAll=Enemy,Alive!=0
TriggerAll=Enemy,StateType!=L
TriggerAll=Enemy,StateType!=A
TriggerAll=Enemy,MoveType!=H
TriggerAll=Enemy,Ctrl=0
TriggerAll=Enemy,StateNo>169
TriggerAll=Enemy,Anim>169
TriggerAll=Helper(11111+ID),var(59)>35
TriggerAll=(Enemy,Pos Y-Pos Y)>-90
Trigger1=(Enemy,Pos X-Pos X)*Facing>147

[State -3,Dash];_bV Enemy2 Enemy,
Type=ChangeState
value=100
TriggerAll=0;Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>1
TriggerAll=var(59)>0&&Random<var(59)*101
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=52
TriggerAll=NumHelper(40000+ID)
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(11111+ID)
TriggerAll=Helper(30000+ID),var(6)>0
TriggerAll=Helper(40000+ID),fvar(1)=0
TriggerAll=PalNo!=11
TriggerAll=Enemy,Alive!=0
TriggerAll=Enemy,StateType!=L
TriggerAll=Enemy,StateType!=A
TriggerAll=Enemy,MoveType!=H
TriggerAll=Enemy,Ctrl=0
TriggerAll=Enemy,StateNo>169
TriggerAll=Enemy,Anim>169
TriggerAll=Helper(11111+ID),var(59)>35
TriggerAll=(Enemy,Pos X-Pos X)*Facing-Enemy,vel x*20>147
TriggerAll=(Enemy,Pos Y-Pos Y)>-90
Trigger1=(Enemy(1),Pos X-Pos X)*Facing>147
Trigger2=(Enemy(1),Pos Y-Pos Y)<-150
Trigger3=Enemy(1),Alive=0
Trigger4=Enemy(1),MoveType=H
Trigger5=Enemy(1),StateType=L

[State -3,Dash];_bV Enemy2 Enemy(1),
Type=ChangeState
value=100
TriggerAll=0;Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>1
TriggerAll=var(59)>0&&Random<var(59)*101
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=52
TriggerAll=NumHelper(40000+ID)
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(11111+ID)
TriggerAll=Helper(30000+ID),var(6)>0
TriggerAll=Helper(40000+ID),fvar(1)=0
TriggerAll=PalNo!=11
TriggerAll=Enemy(1),Alive!=0
TriggerAll=Enemy(1),StateType!=L
TriggerAll=Enemy(1),StateType!=A
TriggerAll=Enemy(1),MoveType!=H
TriggerAll=Enemy(1),Ctrl=0
TriggerAll=Enemy(1),StateNo>169
TriggerAll=Enemy(1),Anim>169
TriggerAll=Helper(11111+ID),var(57)>35
TriggerAll=(Enemy(1),Pos X-Pos X)*Facing-Enemy(1),vel x*20>147
TriggerAll=(Enemy(1),Pos Y-Pos Y)>-90
Trigger1=(Enemy,Pos X-Pos X)*Facing>147
Trigger2=(Enemy,Pos Y-Pos Y)<-150
Trigger3=Enemy,Alive=0
Trigger4=Enemy,MoveType=H
Trigger5=Enemy,StateType=L


;
;ׂ n㎞@Up
;

[State -3];HS Enemy
Type=ChangeState
Value=910430
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||StateNo=40||(StateNo=[120,140])||StateNo=52
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(11111+ID)
TriggerAll=Helper(30000+ID),var(6)>0
TriggerAll=Helper(40000+ID),fvar(1)=0
TriggerAll=Enemy,Alive!=0
TriggerAll=Enemy,StateType!=L
TriggerAll=Enemy,StateType!=A
TriggerAll=Enemy,MoveType!=H
TriggerAll=Enemy,Ctrl=0
TriggerAll=Enemy,StateNo!=[5200,5220]
TriggerAll=Enemy,StateNo>179
TriggerAll=Enemy,Anim>179
TriggerAll=Enemy,MoveType=A
TriggerAll=Helper(11111+ID),var(59)>4
TriggerAll=Enemy,AnimElemTime(1)>60-var(59)*4||var(59)>10||Helper(30000+ID),var(12)<9
TriggerAll=Random<var(59)*40||var(59)>9
Trigger1=(Enemy,Pos X-Pos X)*Facing>-70
Trigger1=(Enemy,Pos X-Pos X)*Facing-Enemy,vel x*Helper(30000+ID),fvar(4)<107
Trigger1=Enemy,Pos Y>-60

[State -3];HS Enemy2
Type=ChangeState
Value=910430
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>1
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||StateNo=40||(StateNo=[120,140])||StateNo=52
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(11111+ID)
TriggerAll=Helper(30000+ID),var(6)>0
TriggerAll=Helper(40000+ID),fvar(1)=0
TriggerAll=Enemy(1),Alive!=0
TriggerAll=Enemy(1),StateType!=L
TriggerAll=Enemy(1),StateType!=A
TriggerAll=Enemy(1),MoveType!=H
TriggerAll=Enemy(1),Ctrl=0
TriggerAll=Enemy(1),StateNo!=[5200,5220]
TriggerAll=Enemy(1),StateNo>179
TriggerAll=Enemy(1),Anim>179
TriggerAll=Enemy(1),MoveType=A
TriggerAll=Helper(11111+ID),var(57)>4
TriggerAll=Enemy(1),AnimElemTime(1)>60-var(59)*4||var(59)>10||Helper(30000+ID),var(12)<9
TriggerAll=Random<var(59)*40||var(59)>9
Trigger1=(Enemy(1),Pos X-Pos X)*Facing>-70
Trigger1=(Enemy(1),Pos X-Pos X)*Facing-Enemy(1),vel x*Helper(30000+ID),fvar(4)<107
Trigger1=Enemy(1),Pos Y>-60

[State -3];HS Enemy
Type=ChangeState
Value=910230
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||StateNo=40||(StateNo=[120,140])||StateNo=52
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(11111+ID)
TriggerAll=Helper(30000+ID),var(6)>0
TriggerAll=Helper(40000+ID),fvar(1)=0
TriggerAll=Enemy,Alive!=0
TriggerAll=Enemy,StateType!=L
TriggerAll=Enemy,StateType!=A
TriggerAll=Enemy,MoveType!=H
TriggerAll=Enemy,Ctrl=0
TriggerAll=Enemy,StateNo!=[5200,5220]
TriggerAll=Enemy,StateNo>179
TriggerAll=Enemy,Anim>179
TriggerAll=Helper(11111+ID),var(59)>10
TriggerAll=Enemy,AnimElemTime(1)>60-var(59)*4||var(59)>10||Helper(30000+ID),var(12)<9
TriggerAll=Random<var(59)*40||var(59)>9
Trigger1=(Enemy,Pos X-Pos X)*Facing>=0
Trigger1=(Enemy,Pos X-Pos X)*Facing-Enemy,vel x*Helper(30000+ID),fvar(10)<164
Trigger1=Enemy,Pos Y>-60

[State -3];HS Enemy2
Type=ChangeState
Value=910230
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>1
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||StateNo=40||(StateNo=[120,140])||StateNo=52
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(11111+ID)
TriggerAll=Helper(30000+ID),var(6)>0
TriggerAll=Helper(40000+ID),fvar(1)=0
TriggerAll=Enemy(1),Alive!=0
TriggerAll=Enemy(1),StateType!=L
TriggerAll=Enemy(1),StateType!=A
TriggerAll=Enemy(1),MoveType!=H
TriggerAll=Enemy(1),Ctrl=0
TriggerAll=Enemy(1),StateNo!=[5200,5220]
TriggerAll=Enemy(1),StateNo>179
TriggerAll=Enemy(1),Anim>179
TriggerAll=Helper(11111+ID),var(57)>10
TriggerAll=Enemy(1),AnimElemTime(1)>60-var(59)*4||var(59)>10||Helper(30000+ID),var(12)<9
TriggerAll=Random<var(59)*40||var(59)>9
Trigger1=(Enemy(1),Pos X-Pos X)*Facing>=0
Trigger1=(Enemy(1),Pos X-Pos X)*Facing-Enemy(1),vel x*Helper(30000+ID),fvar(10)<164
Trigger1=Enemy(1),Pos Y>-60

[State -3];S Enemy
Type=ChangeState
Value=910225
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||StateNo=40||(StateNo=[120,140])||StateNo=52
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(11111+ID)
TriggerAll=Helper(30000+ID),var(6)>0
TriggerAll=Helper(40000+ID),fvar(1)=0
TriggerAll=Enemy,Alive!=0
TriggerAll=Enemy,StateType!=L
TriggerAll=Enemy,StateType!=A
TriggerAll=Enemy,MoveType!=H
TriggerAll=Enemy,Ctrl=0
TriggerAll=Enemy,StateNo!=[5200,5220]
TriggerAll=Enemy,StateNo>179
TriggerAll=Enemy,Anim>179
TriggerAll=Enemy,Const(Size.Head.Pos.Y)<-60
TriggerAll=Enemy,Const(Size.Head.Pos.Y)<-110||Enemy,StateType!=C
TriggerAll=Helper(11111+ID),var(59)>7
TriggerAll=Enemy,AnimElemTime(1)>60-var(59)*4||var(59)>10||Helper(30000+ID),var(12)<9
TriggerAll=Random<var(59)*40||var(59)>9
Trigger1=(Enemy,Pos X-Pos X)*Facing>=0
Trigger1=(Enemy,Pos X-Pos X)*Facing-Enemy,vel x*Helper(30000+ID),fvar(7)<132
Trigger1=Enemy,Pos Y>-60

[State -3];S Enemy2
Type=ChangeState
Value=910225
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>1
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||StateNo=40||(StateNo=[120,140])||StateNo=52
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(11111+ID)
TriggerAll=Helper(30000+ID),var(6)>0
TriggerAll=Helper(40000+ID),fvar(1)=0
TriggerAll=Enemy(1),Alive!=0
TriggerAll=Enemy(1),StateType!=L
TriggerAll=Enemy(1),StateType!=A
TriggerAll=Enemy(1),MoveType!=H
TriggerAll=Enemy(1),Ctrl=0
TriggerAll=Enemy(1),StateNo!=[5200,5220]
TriggerAll=Enemy(1),StateNo>179
TriggerAll=Enemy(1),Anim>179
TriggerAll=Enemy(1),Const(Size.Head.Pos.Y)<-60
TriggerAll=Enemy(1),Const(Size.Head.Pos.Y)<-110||Enemy(1),StateType!=C
TriggerAll=Helper(11111+ID),var(57)>7
TriggerAll=Enemy(1),AnimElemTime(1)>60-var(59)*4||var(59)>10||Helper(30000+ID),var(12)<9
TriggerAll=Random<var(59)*40||var(59)>9
Trigger1=(Enemy(1),Pos X-Pos X)*Facing>=0
Trigger1=(Enemy(1),Pos X-Pos X)*Facing-Enemy(1),vel x*Helper(30000+ID),fvar(7)<132
Trigger1=Enemy(1),Pos Y>-60

[State -3];K Enemy
Type=ChangeState
Value=910210
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||StateNo=40||(StateNo=[120,140])||StateNo=52
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(11111+ID)
TriggerAll=Helper(30000+ID),var(6)>0
TriggerAll=Helper(40000+ID),fvar(1)=0
TriggerAll=Enemy,Alive!=0
TriggerAll=Enemy,StateType!=L
TriggerAll=Enemy,StateType!=A
TriggerAll=Enemy,MoveType!=H
TriggerAll=Enemy,Ctrl=0
TriggerAll=Enemy,StateNo!=[5200,5220]
TriggerAll=Enemy,StateNo>179
TriggerAll=Enemy,Anim>179
TriggerAll=Enemy,Const(Size.Head.Pos.Y)<-20
TriggerAll=Enemy,Const(Size.Head.Pos.Y)<-40||Enemy,StateType!=C
TriggerAll=Helper(11111+ID),var(59)>5
TriggerAll=Enemy,AnimElemTime(1)>60-var(59)*4||var(59)>10||Helper(30000+ID),var(12)<9
TriggerAll=Random<var(59)*40||var(59)>9
Trigger1=(Enemy,Pos X-Pos X)*Facing>=0
Trigger1=(Enemy,Pos X-Pos X)*Facing-Enemy,vel x*Helper(30000+ID),fvar(5)<104
Trigger1=Enemy,Pos Y>-60

[State -3];K Enemy2
Type=ChangeState
Value=910210
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>1
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||StateNo=40||(StateNo=[120,140])||StateNo=52
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(11111+ID)
TriggerAll=Helper(30000+ID),var(6)>0
TriggerAll=Helper(40000+ID),fvar(1)=0
TriggerAll=Enemy(1),Alive!=0
TriggerAll=Enemy(1),StateType!=L
TriggerAll=Enemy(1),StateType!=A
TriggerAll=Enemy(1),MoveType!=H
TriggerAll=Enemy(1),Ctrl=0
TriggerAll=Enemy(1),StateNo!=[5200,5220]
TriggerAll=Enemy(1),StateNo>179
TriggerAll=Enemy(1),Anim>179
TriggerAll=Enemy(1),Const(Size.Head.Pos.Y)<-20
TriggerAll=Enemy(1),Const(Size.Head.Pos.Y)<-40||Enemy(1),StateType!=C
TriggerAll=Helper(11111+ID),var(57)>5
TriggerAll=Enemy(1),AnimElemTime(1)>60-var(59)*4||var(59)>10||Helper(30000+ID),var(12)<9
TriggerAll=Random<var(59)*40||var(59)>9
Trigger1=(Enemy(1),Pos X-Pos X)*Facing>=0
Trigger1=(Enemy(1),Pos X-Pos X)*Facing-Enemy(1),vel x*Helper(30000+ID),fvar(5)<104
Trigger1=Enemy(1),Pos Y>-60

[State -3];P Enemy
Type=ChangeState
Value=910400
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||StateNo=40||(StateNo=[120,140])||StateNo=52
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(11111+ID)
TriggerAll=Helper(30000+ID),var(6)>0
TriggerAll=Helper(40000+ID),fvar(1)=0
TriggerAll=Enemy,Alive!=0
TriggerAll=Enemy,StateType!=L
TriggerAll=Enemy,StateType!=A
TriggerAll=Enemy,MoveType!=H
TriggerAll=Enemy,Ctrl=0
TriggerAll=Enemy,StateNo!=[5200,5220]
TriggerAll=Enemy,StateNo>179
TriggerAll=Enemy,Anim>179
TriggerAll=Enemy,Const(Size.Head.Pos.Y)<-20
TriggerAll=Enemy,Const(Size.Head.Pos.Y)<-40||Enemy,StateType!=C
TriggerAll=Helper(11111+ID),var(59)>4
TriggerAll=Enemy,AnimElemTime(1)>60-var(59)*4||var(59)>10||Helper(30000+ID),var(12)<9
TriggerAll=Random<var(59)*40||var(59)>9
Trigger1=(Enemy,Pos X-Pos X)*Facing>=0
Trigger1=(Enemy,Pos X-Pos X)*Facing-Enemy,vel x*Helper(30000+ID),fvar(4)<62
Trigger1=Enemy,Pos Y>-30

[State -3];P Enemy2
Type=ChangeState
Value=910400
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>1
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||StateNo=40||(StateNo=[120,140])||StateNo=52
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(11111+ID)
TriggerAll=Helper(30000+ID),var(6)>0
TriggerAll=Helper(40000+ID),fvar(1)=0
TriggerAll=Enemy(1),Alive!=0
TriggerAll=Enemy(1),StateType!=L
TriggerAll=Enemy(1),StateType!=A
TriggerAll=Enemy(1),MoveType!=H
TriggerAll=Enemy(1),Ctrl=0
TriggerAll=Enemy(1),StateNo!=[5200,5220]
TriggerAll=Enemy(1),StateNo>179
TriggerAll=Enemy(1),Anim>179
TriggerAll=Enemy(1),Const(Size.Head.Pos.Y)<-20
TriggerAll=Enemy(1),Const(Size.Head.Pos.Y)<-40||Enemy(1),StateType!=C
TriggerAll=Helper(11111+ID),var(57)>4
TriggerAll=Enemy(1),AnimElemTime(1)>60-var(59)*4||var(59)>10||Helper(30000+ID),var(12)<9
TriggerAll=Random<var(59)*40||var(57)>9
Trigger1=(Enemy(1),Pos X-Pos X)*Facing>=0
Trigger1=(Enemy(1),Pos X-Pos X)*Facing-Enemy(1),vel x*Helper(30000+ID),fvar(4)<62
Trigger1=Enemy(1),Pos Y>-30

[State -3];н̧Űi Enemy
Type=ChangeState
Value=1010
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||StateNo=40||(StateNo=[120,140])||StateNo=52
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(11111+ID)
TriggerAll=Helper(30000+ID),var(6)>0
TriggerAll=Helper(40000+ID),fvar(1)=0
TriggerAll=Enemy,Alive!=0
TriggerAll=Enemy,StateType!=L
TriggerAll=Enemy,StateType!=A
TriggerAll=Enemy,MoveType!=H
TriggerAll=Enemy,Ctrl=0
TriggerAll=Enemy,StateNo!=[5200,5220]
TriggerAll=Enemy,StateNo>179
TriggerAll=Enemy,Anim>179
TriggerAll=Enemy,Const(Size.Head.Pos.Y)<-20
TriggerAll=Enemy,Const(Size.Head.Pos.Y)<-40||Enemy,StateType!=C
TriggerAll=Enemy,MoveType=A
TriggerAll=Enemy,AnimElemTime(1)>60-var(59)*4||var(59)>10||Helper(30000+ID),var(12)<9
TriggerAll=Random<var(59)*40||var(59)>9
TriggerAll=Enemy,Pos Y>-60
TriggerAll=var(44)=0
TriggerAll=Helper(11111+ID),var(59)>14
TriggerAll=(Enemy,Pos X-Pos X)*Facing>=0
Trigger1=(Enemy,Pos X-Pos X)*Facing-Enemy,vel x*Helper(30000+ID),fvar(14)<202

[State -3];н̧Űi Enemy
Type=ChangeState
Value=1010
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>1
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||StateNo=40||(StateNo=[120,140])||StateNo=52
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(11111+ID)
TriggerAll=Helper(30000+ID),var(6)>0
TriggerAll=Helper(40000+ID),fvar(1)=0
TriggerAll=Enemy(1),Alive!=0
TriggerAll=Enemy(1),StateType!=L
TriggerAll=Enemy(1),StateType!=A
TriggerAll=Enemy(1),MoveType!=H
TriggerAll=Enemy(1),Ctrl=0
TriggerAll=Enemy(1),StateNo!=[5200,5220]
TriggerAll=Enemy(1),StateNo>179
TriggerAll=Enemy(1),Anim>179
TriggerAll=Enemy(1),Const(Size.Head.Pos.Y)<-20
TriggerAll=Enemy(1),Const(Size.Head.Pos.Y)<-40||Enemy(1),StateType!=C
TriggerAll=Enemy(1),MoveType=A
TriggerAll=Enemy(1),AnimElemTime(1)>60-var(59)*4||var(59)>10||Helper(30000+ID),var(12)<9
TriggerAll=Random<var(59)*40||var(59)>9
TriggerAll=Enemy(1),Pos Y>-60
TriggerAll=var(44)=0
TriggerAll=Helper(11111+ID),var(57)>14
TriggerAll=(Enemy(1),Pos X-Pos X)*Facing>=0
Trigger1=(Enemy(1),Pos X-Pos X)*Facing-Enemy(1),vel x*Helper(30000+ID),fvar(14)<202

[State -3];н̧Űi Enemy
Type=ChangeState
Value=1010
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||StateNo=40||(StateNo=[120,140])||StateNo=52
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(11111+ID)
TriggerAll=Helper(30000+ID),var(6)>0
TriggerAll=Helper(40000+ID),fvar(1)=0
TriggerAll=Enemy,Alive!=0
TriggerAll=Enemy,StateType!=L
TriggerAll=Enemy,StateType!=A
TriggerAll=Enemy,MoveType!=H
TriggerAll=Enemy,Ctrl=0
TriggerAll=Enemy,StateNo!=[5200,5220]
TriggerAll=Enemy,StateNo>179
TriggerAll=Enemy,Anim>179
TriggerAll=Enemy,Const(Size.Head.Pos.Y)<-20
TriggerAll=Enemy,Const(Size.Head.Pos.Y)<-40||Enemy,StateType!=C
TriggerAll=Enemy,AnimElemTime(1)>60-var(59)*4||var(59)>10||Helper(30000+ID),var(12)<9
TriggerAll=Random<var(59)*40||var(59)>9
TriggerAll=Enemy,Pos Y>-60
TriggerAll=var(44)=1
TriggerAll=Helper(11111+ID),var(59)>11
TriggerAll=(Enemy,Pos X-Pos X)*Facing>=0
Trigger1=(Enemy,Pos X-Pos X)*Facing-Enemy,vel x*Helper(30000+ID),fvar(11)<202

[State -3];н̧Űi Enemy
Type=ChangeState
Value=1010
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>1
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||StateNo=40||(StateNo=[120,140])||StateNo=52
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(11111+ID)
TriggerAll=Helper(30000+ID),var(6)>0
TriggerAll=Helper(40000+ID),fvar(1)=0
TriggerAll=Enemy(1),Alive!=0
TriggerAll=Enemy(1),StateType!=L
TriggerAll=Enemy(1),StateType!=A
TriggerAll=Enemy(1),MoveType!=H
TriggerAll=Enemy(1),Ctrl=0
TriggerAll=Enemy(1),StateNo!=[5200,5220]
TriggerAll=Enemy(1),StateNo>179
TriggerAll=Enemy(1),Anim>179
TriggerAll=Enemy(1),Const(Size.Head.Pos.Y)<-20
TriggerAll=Enemy(1),Const(Size.Head.Pos.Y)<-40||Enemy(1),StateType!=C
TriggerAll=Enemy(1),AnimElemTime(1)>60-var(59)*4||var(59)>10||Helper(30000+ID),var(12)<9
TriggerAll=Random<var(59)*40||var(59)>9
TriggerAll=Enemy(1),Pos Y>-60
TriggerAll=var(44)=1
TriggerAll=Helper(11111+ID),var(57)>11
TriggerAll=(Enemy(1),Pos X-Pos X)*Facing>=0
Trigger1=(Enemy(1),Pos X-Pos X)*Facing-Enemy(1),vel x*Helper(30000+ID),fvar(11)<202

[State -3];ެʳ Enemy
Type=ChangeState
Value=1500
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(58)=0
TriggerAll=Ctrl||(StateNo=[9,22])||StateNo=40||(StateNo=[120,140])||StateNo=52
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(11111+ID)
TriggerAll=Helper(30000+ID),var(6)>0
TriggerAll=Helper(40000+ID),fvar(1)=0
TriggerAll=Enemy,Alive!=0
TriggerAll=Enemy,StateType!=L
TriggerAll=Enemy,StateType!=A
TriggerAll=Enemy,MoveType!=H
TriggerAll=Enemy,Ctrl=0
TriggerAll=Enemy,StateNo!=[5200,5220]
TriggerAll=Enemy,StateNo>179
TriggerAll=Enemy,Anim>179
TriggerAll=Enemy,AnimElemTime(1)>60-var(59)*4||var(59)>10||Helper(30000+ID),var(12)<9
TriggerAll=Random<var(59)*40||var(59)>9
TriggerAll=Enemy,Pos Y>-30
TriggerAll=Helper(11111+ID),var(59)>12
TriggerAll=(Enemy,Pos X-Pos X)*Facing>=0
Trigger1=(Enemy,Pos X-Pos X)*Facing-Enemy,vel x*Helper(30000+ID),fvar(12)<146
Trigger2=Helper(11111+ID),var(59)>11
Trigger2=(Enemy,Pos X-Pos X)*Facing-Enemy,vel x*Helper(30000+ID),fvar(13)<251

[State -3];ެʳ Enemy2
Type=ChangeState
Value=1500
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>1
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(58)=0
TriggerAll=Ctrl||(StateNo=[9,22])||StateNo=40||(StateNo=[120,140])||StateNo=52
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(11111+ID)
TriggerAll=Helper(30000+ID),var(6)>0
TriggerAll=Helper(40000+ID),fvar(1)=0
TriggerAll=Enemy(1),Alive!=0
TriggerAll=Enemy(1),StateType!=L
TriggerAll=Enemy(1),StateType!=A
TriggerAll=Enemy(1),MoveType!=H
TriggerAll=Enemy(1),Ctrl=0
TriggerAll=Enemy(1),StateNo!=[5200,5220]
TriggerAll=Enemy(1),StateNo>179
TriggerAll=Enemy(1),Anim>179
TriggerAll=Enemy(1),AnimElemTime(1)>60-var(59)*4||var(59)>10||Helper(30000+ID),var(12)<9
TriggerAll=Random<var(59)*40||var(59)>9
TriggerAll=Enemy(1),Pos Y>-30
TriggerAll=Helper(11111+ID),var(57)>12
TriggerAll=(Enemy(1),Pos X-Pos X)*Facing>=0
Trigger1=(Enemy(1),Pos X-Pos X)*Facing-Enemy(1),vel x*Helper(30000+ID),fvar(12)<146
Trigger2=Helper(11111+ID),var(59)>11
Trigger2=(Enemy(1),Pos X-Pos X)*Facing-Enemy(1),vel x*Helper(30000+ID),fvar(13)<251

[State -3];н̧Űi Enemy
Type=ChangeState
Value=1010
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||StateNo=40||(StateNo=[120,140])||StateNo=52
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(11111+ID)
TriggerAll=Helper(30000+ID),var(6)>0
TriggerAll=Helper(40000+ID),fvar(1)=0
TriggerAll=Enemy,Alive!=0
TriggerAll=Enemy,StateType!=L
TriggerAll=Enemy,StateType!=A
TriggerAll=Enemy,MoveType!=H
TriggerAll=Enemy,Ctrl=0
TriggerAll=Enemy,StateNo!=[5200,5220]
TriggerAll=Enemy,StateNo>179
TriggerAll=Enemy,Anim>179
TriggerAll=Enemy,AnimElemTime(1)>60-var(59)*4||var(59)>10||Helper(30000+ID),var(12)<9
TriggerAll=Random<var(59)*40||var(59)>9
TriggerAll=Enemy,Pos Y>-60
TriggerAll=var(44)=2
TriggerAll=Helper(11111+ID),var(59)>9
TriggerAll=(Enemy,Pos X-Pos X)*Facing>=0
Trigger1=(Enemy,Pos X-Pos X)*Facing-Enemy,vel x*Helper(30000+ID),fvar(9)<167

[State -3];н̧Űi Enemy2
Type=ChangeState
Value=1010
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>1
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||StateNo=40||(StateNo=[120,140])||StateNo=52
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(11111+ID)
TriggerAll=Helper(30000+ID),var(6)>0
TriggerAll=Helper(40000+ID),fvar(1)=0
TriggerAll=Enemy(1),Alive!=0
TriggerAll=Enemy(1),StateType!=L
TriggerAll=Enemy(1),StateType!=A
TriggerAll=Enemy(1),MoveType!=H
TriggerAll=Enemy(1),Ctrl=0
TriggerAll=Enemy(1),StateNo!=[5200,5220]
TriggerAll=Enemy(1),StateNo>179
TriggerAll=Enemy(1),Anim>179
TriggerAll=Enemy(1),AnimElemTime(1)>60-var(59)*4||var(59)>10||Helper(30000+ID),var(12)<9
TriggerAll=Random<var(59)*40||var(59)>9
TriggerAll=Enemy(1),Pos Y>-60
TriggerAll=var(44)=2
TriggerAll=Helper(11111+ID),var(57)>9
TriggerAll=(Enemy(1),Pos X-Pos X)*Facing>=0
Trigger1=(Enemy(1),Pos X-Pos X)*Facing-Enemy(1),vel x*Helper(30000+ID),fvar(9)<167

;
;ׂ 󒆎@Up
;

[State -3];HS Enemy
Type=ChangeState
Value=910230
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||StateNo=40||(StateNo=[120,140])||StateNo=52
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(11111+ID)
TriggerAll=Helper(30000+ID),var(6)>0
TriggerAll=Helper(40000+ID),fvar(1)=0
TriggerAll=Enemy,Alive!=0
TriggerAll=Enemy,StateType=A
TriggerAll=Enemy,MoveType!=H
TriggerAll=Enemy,Ctrl=0
TriggerAll=Enemy,StateNo!=[5200,5220]
TriggerAll=Enemy,StateNo>179
TriggerAll=Enemy,Anim>179
TriggerAll=Helper(11111+ID),var(59)>10
TriggerAll=Enemy,AnimElemTime(1)>60-var(59)*4||var(59)>10||Helper(30000+ID),var(12)<9
TriggerAll=Random<var(59)*40||var(59)>9
Trigger1=(Enemy,Pos X-Pos X)*Facing>=0
Trigger1=(Enemy,Pos X-Pos X)*Facing-Enemy,vel x*10<164
Trigger1=Enemy,Pos Y+Enemy,vel y*10+Enemy,Const(Movement.Yaccel)*55=[-66,0)

[State -3];HS Enemy
Type=ChangeState
Value=910230
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>1
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||StateNo=40||(StateNo=[120,140])||StateNo=52
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(11111+ID)
TriggerAll=Helper(30000+ID),var(6)>0
TriggerAll=Helper(40000+ID),fvar(1)=0
TriggerAll=Enemy(1),Alive!=0
TriggerAll=Enemy(1),StateType=A
TriggerAll=Enemy(1),MoveType!=H
TriggerAll=Enemy(1),Ctrl=0
TriggerAll=Enemy(1),StateNo!=[5200,5220]
TriggerAll=Enemy(1),StateNo>179
TriggerAll=Enemy(1),Anim>179
TriggerAll=Helper(11111+ID),var(59)>10
TriggerAll=Enemy(1),AnimElemTime(1)>60-var(59)*4||var(59)>10||Helper(30000+ID),var(12)<9
TriggerAll=Random<var(59)*40||var(59)>9
Trigger1=(Enemy(1),Pos X-Pos X)*Facing>=0
Trigger1=(Enemy(1),Pos X-Pos X)*Facing-Enemy(1),vel x*10<164
Trigger1=Enemy(1),Pos Y+Enemy(1),vel y*10+Enemy(1),Const(Movement.Yaccel)*55=[-66,0)

[State -3];S Enemy
Type=ChangeState
Value=910225
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||StateNo=40||(StateNo=[120,140])||StateNo=52
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(11111+ID)
TriggerAll=Helper(30000+ID),var(6)>0
TriggerAll=Helper(40000+ID),fvar(1)=0
TriggerAll=Enemy,Alive!=0
TriggerAll=Enemy,StateType=A
TriggerAll=Enemy,MoveType!=H
TriggerAll=Enemy,Ctrl=0
TriggerAll=Enemy,StateNo!=[5200,5220]
TriggerAll=Enemy,StateNo>179
TriggerAll=Enemy,Anim>179
TriggerAll=Helper(11111+ID),var(59)>7
TriggerAll=Enemy,AnimElemTime(1)>60-var(59)*4||var(59)>10||Helper(30000+ID),var(12)<9
TriggerAll=Random<var(59)*40||var(59)>9
Trigger1=(Enemy,Pos X-Pos X)*Facing>=0
Trigger1=(Enemy,Pos X-Pos X)*Facing-Enemy,vel x*7<132
Trigger1=Enemy,Pos Y+Enemy,vel y*7+Enemy,Const(Movement.Yaccel)*28=[-60,0)

[State -3];S Enemy
Type=ChangeState
Value=910225
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>1
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||StateNo=40||(StateNo=[120,140])||StateNo=52
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(11111+ID)
TriggerAll=Helper(30000+ID),var(6)>0
TriggerAll=Helper(40000+ID),fvar(1)=0
TriggerAll=Enemy(1),Alive!=0
TriggerAll=Enemy(1),StateType=A
TriggerAll=Enemy(1),MoveType!=H
TriggerAll=Enemy(1),Ctrl=0
TriggerAll=Enemy(1),StateNo!=[5200,5220]
TriggerAll=Enemy(1),StateNo>179
TriggerAll=Enemy(1),Anim>179
TriggerAll=Helper(11111+ID),var(59)>7
TriggerAll=Enemy(1),AnimElemTime(1)>60-var(59)*4||var(59)>10||Helper(30000+ID),var(12)<9
TriggerAll=Random<var(59)*40||var(59)>9
Trigger1=(Enemy(1),Pos X-Pos X)*Facing>=0
Trigger1=(Enemy(1),Pos X-Pos X)*Facing-Enemy(1),vel x*7<132
Trigger1=Enemy(1),Pos Y+Enemy(1),vel y*7+Enemy(1),Const(Movement.Yaccel)*28=[-60,0)

[State -3];K Enemy
Type=ChangeState
Value=910210
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||StateNo=40||(StateNo=[120,140])||StateNo=52
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(11111+ID)
TriggerAll=Helper(30000+ID),var(6)>0
TriggerAll=Helper(40000+ID),fvar(1)=0
TriggerAll=Enemy,Alive!=0
TriggerAll=Enemy,StateType=A
TriggerAll=Enemy,MoveType!=H
TriggerAll=Enemy,Ctrl=0
TriggerAll=Enemy,StateNo!=[5200,5220]
TriggerAll=Enemy,StateNo>179
TriggerAll=Enemy,Anim>179
TriggerAll=Helper(11111+ID),var(59)>5
TriggerAll=Enemy,AnimElemTime(1)>60-var(59)*4||var(59)>10||Helper(30000+ID),var(12)<9
TriggerAll=Random<var(59)*40||var(59)>9
Trigger1=(Enemy,Pos X-Pos X)*Facing>=0
Trigger1=(Enemy,Pos X-Pos X)*Facing-Enemy,vel x*5<104
Trigger1=Enemy,Pos Y+Enemy,vel y*5+Enemy,Const(Movement.Yaccel)*15=[-40,0)

[State -3];K Enemy
Type=ChangeState
Value=910210
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>1
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||StateNo=40||(StateNo=[120,140])||StateNo=52
TriggerAll=var(59)>0||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(11111+ID)
TriggerAll=Helper(30000+ID),var(6)>0
TriggerAll=Helper(40000+ID),fvar(1)=0
TriggerAll=Enemy(1),Alive!=0
TriggerAll=Enemy(1),StateType=A
TriggerAll=Enemy(1),MoveType!=H
TriggerAll=Enemy(1),Ctrl=0
TriggerAll=Enemy(1),StateNo!=[5200,5220]
TriggerAll=Enemy(1),StateNo>179
TriggerAll=Enemy(1),Anim>179
TriggerAll=Helper(11111+ID),var(59)>5
TriggerAll=Enemy(1),AnimElemTime(1)>60-var(59)*4||var(59)>10||Helper(30000+ID),var(12)<9
TriggerAll=Random<var(59)*40||var(59)>9
Trigger1=(Enemy(1),Pos X-Pos X)*Facing>=0
Trigger1=(Enemy(1),Pos X-Pos X)*Facing-Enemy(1),vel x*5<104
Trigger1=Enemy(1),Pos Y+Enemy(1),vel y*5+Enemy(1),Const(Movement.Yaccel)*15=[-40,0)

[State -3];P Enemy
Type=ChangeState
Value=910200
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||StateNo=40||(StateNo=[120,140])||StateNo=52
TriggerAll=var(59)>0||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(11111+ID)
TriggerAll=Helper(30000+ID),var(6)>0
TriggerAll=Helper(40000+ID),fvar(1)=0
TriggerAll=Enemy,Alive!=0
TriggerAll=Enemy,StateType=A
TriggerAll=Enemy,MoveType!=H
TriggerAll=Enemy,Ctrl=0
TriggerAll=Enemy,StateNo!=[5200,5220]
TriggerAll=Enemy,StateNo>179
TriggerAll=Enemy,Anim>179
TriggerAll=Helper(11111+ID),var(59)>4
TriggerAll=Enemy,AnimElemTime(1)>60-var(59)*4||var(59)>10||Helper(30000+ID),var(12)<9
TriggerAll=Random<var(59)*40||var(59)>9
Trigger1=(Enemy,Pos X-Pos X)*Facing>=0
Trigger1=(Enemy,Pos X-Pos X)*Facing-Enemy,vel x*4<62
Trigger1=Enemy,Pos Y+Enemy,vel y*4+Enemy,Const(Movement.Yaccel)*10=[-90,0)

[State -3];P Enemy
Type=ChangeState
Value=910200
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>1
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||StateNo=40||(StateNo=[120,140])||StateNo=52
TriggerAll=var(59)>0||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(11111+ID)
TriggerAll=Helper(30000+ID),var(6)>0
TriggerAll=Helper(40000+ID),fvar(1)=0
TriggerAll=Enemy(1),Alive!=0
TriggerAll=Enemy(1),StateType=A
TriggerAll=Enemy(1),MoveType!=H
TriggerAll=Enemy(1),Ctrl=0
TriggerAll=Enemy(1),StateNo!=[5200,5220]
TriggerAll=Enemy(1),StateNo>179
TriggerAll=Enemy(1),Anim>179
TriggerAll=Helper(11111+ID),var(59)>4
TriggerAll=Enemy(1),AnimElemTime(1)>60-var(59)*4||var(59)>10||Helper(30000+ID),var(12)<9
TriggerAll=Random<var(59)*40||var(59)>9
Trigger1=(Enemy(1),Pos X-Pos X)*Facing>=0
Trigger1=(Enemy(1),Pos X-Pos X)*Facing-Enemy(1),vel x*4<62
Trigger1=Enemy(1),Pos Y+Enemy(1),vel y*4+Enemy(1),Const(Movement.Yaccel)*10=[-90,0)

[State -3];н̧ŰiLv1 Enemy
Type=ChangeState
Value=1000
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||StateNo=40||(StateNo=[120,140])||StateNo=52
TriggerAll=var(59)>0||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(11111+ID)
TriggerAll=Helper(30000+ID),var(6)>0
TriggerAll=Helper(40000+ID),fvar(1)=0
TriggerAll=Enemy,Alive!=0
TriggerAll=Enemy,StateType=A
TriggerAll=Enemy,MoveType!=H
TriggerAll=Enemy,Ctrl=0
TriggerAll=Enemy,StateNo!=[5200,5220]
TriggerAll=Enemy,StateNo>179
TriggerAll=Enemy,Anim>179
TriggerAll=Enemy,AnimElemTime(1)>60-var(59)*4||var(59)>10||Helper(30000+ID),var(12)<9
TriggerAll=Random<var(59)*40||var(59)>9
TriggerAll=(Enemy,Pos X-Pos X)*Facing>=0
TriggerAll=var(44)=0
TriggerAll=Helper(11111+ID),var(59)>12
Trigger1=(Enemy,Pos X-Pos X)*Facing-Enemy,vel x*12<152
Trigger1=Enemy,Pos Y+Enemy,vel y*12+Enemy,Const(Movement.Yaccel)*78=[-120,0)

[State -3];н̧ŰiLv1 Enemy
Type=ChangeState
Value=1000
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>1
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||StateNo=40||(StateNo=[120,140])||StateNo=52
TriggerAll=var(59)>0||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(11111+ID)
TriggerAll=Helper(30000+ID),var(6)>0
TriggerAll=Helper(40000+ID),fvar(1)=0
TriggerAll=Enemy(1),Alive!=0
TriggerAll=Enemy(1),StateType=A
TriggerAll=Enemy(1),MoveType!=H
TriggerAll=Enemy(1),Ctrl=0
TriggerAll=Enemy(1),StateNo!=[5200,5220]
TriggerAll=Enemy(1),StateNo>179
TriggerAll=Enemy(1),Anim>179
TriggerAll=Enemy(1),AnimElemTime(1)>60-var(59)*4||var(59)>10||Helper(30000+ID),var(12)<9
TriggerAll=Random<var(59)*40||var(59)>9
TriggerAll=(Enemy(1),Pos X-Pos X)*Facing>=0
TriggerAll=var(44)=0
TriggerAll=Helper(11111+ID),var(59)>12
Trigger1=(Enemy(1),Pos X-Pos X)*Facing-Enemy(1),vel x*12<152
Trigger1=Enemy(1),Pos Y+Enemy(1),vel y*12+Enemy(1),Const(Movement.Yaccel)*78=[-120,0)

[State -3];н̧ŰiLv2 Enemy
Type=ChangeState
Value=1000
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||StateNo=40||(StateNo=[120,140])||StateNo=52
TriggerAll=var(59)>0||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(11111+ID)
TriggerAll=Helper(30000+ID),var(6)>0
TriggerAll=Helper(40000+ID),fvar(1)=0
TriggerAll=Enemy,Alive!=0
TriggerAll=Enemy,StateType=A
TriggerAll=Enemy,MoveType!=H
TriggerAll=Enemy,Ctrl=0
TriggerAll=Enemy,StateNo!=[5200,5220]
TriggerAll=Enemy,StateNo>179
TriggerAll=Enemy,Anim>179
TriggerAll=Enemy,AnimElemTime(1)>60-var(59)*4||var(59)>10||Helper(30000+ID),var(12)<9
TriggerAll=Random<var(59)*40||var(59)>9
TriggerAll=(Enemy,Pos X-Pos X)*Facing>=0
TriggerAll=var(44)=1
TriggerAll=Helper(11111+ID),var(59)>9
Trigger1=(Enemy,Pos X-Pos X)*Facing-Enemy,vel x*9<152
Trigger1=Enemy,Pos Y+Enemy,vel y*9+Enemy,Const(Movement.Yaccel)*45=[-120,0)

[State -3];н̧ŰiLv2 Enemy
Type=ChangeState
Value=1000
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>1
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||StateNo=40||(StateNo=[120,140])||StateNo=52
TriggerAll=var(59)>0||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(11111+ID)
TriggerAll=Helper(30000+ID),var(6)>0
TriggerAll=Helper(40000+ID),fvar(1)=0
TriggerAll=Enemy(1),Alive!=0
TriggerAll=Enemy(1),StateType=A
TriggerAll=Enemy(1),MoveType!=H
TriggerAll=Enemy(1),Ctrl=0
TriggerAll=Enemy(1),StateNo!=[5200,5220]
TriggerAll=Enemy(1),StateNo>179
TriggerAll=Enemy(1),Anim>179
TriggerAll=Enemy(1),AnimElemTime(1)>60-var(59)*4||var(59)>10||Helper(30000+ID),var(12)<9
TriggerAll=Random<var(59)*40||var(59)>9
TriggerAll=(Enemy(1),Pos X-Pos X)*Facing>=0
TriggerAll=var(44)=1
TriggerAll=Helper(11111+ID),var(59)>9
Trigger1=(Enemy(1),Pos X-Pos X)*Facing-Enemy(1),vel x*9<152
Trigger1=Enemy(1),Pos Y+Enemy(1),vel y*9+Enemy(1),Const(Movement.Yaccel)*45=[-120,0)

[State -3];н̧ŰiLv3 Enemy
Type=ChangeState
Value=1000
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||StateNo=40||(StateNo=[120,140])||StateNo=52
TriggerAll=var(59)>0||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(11111+ID)
TriggerAll=Helper(30000+ID),var(6)>0
TriggerAll=Helper(40000+ID),fvar(1)=0
TriggerAll=Enemy,Alive!=0
TriggerAll=Enemy,StateType=A
TriggerAll=Enemy,MoveType!=H
TriggerAll=Enemy,Ctrl=0
TriggerAll=Enemy,StateNo!=[5200,5220]
TriggerAll=Enemy,StateNo>179
TriggerAll=Enemy,Anim>179
TriggerAll=Enemy,AnimElemTime(1)>60-var(59)*4||var(59)>10||Helper(30000+ID),var(12)<9
TriggerAll=Random<var(59)*40||var(59)>9
TriggerAll=(Enemy,Pos X-Pos X)*Facing>=0
TriggerAll=var(44)=2
TriggerAll=Helper(11111+ID),var(59)>7
Trigger1=(Enemy,Pos X-Pos X)*Facing-Enemy,vel x*7<152
Trigger1=Enemy,Pos Y+Enemy,vel y*7+Enemy,Const(Movement.Yaccel)*28=[-120,0)

[State -3];н̧ŰiLv3 Enemy
Type=ChangeState
Value=1000
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>1
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||StateNo=40||(StateNo=[120,140])||StateNo=52
TriggerAll=var(59)>0||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(11111+ID)
TriggerAll=Helper(30000+ID),var(6)>0
TriggerAll=Helper(40000+ID),fvar(1)=0
TriggerAll=Enemy(1),Alive!=0
TriggerAll=Enemy(1),StateType=A
TriggerAll=Enemy(1),MoveType!=H
TriggerAll=Enemy(1),Ctrl=0
TriggerAll=Enemy(1),StateNo!=[5200,5220]
TriggerAll=Enemy(1),StateNo>179
TriggerAll=Enemy(1),Anim>179
TriggerAll=Enemy(1),AnimElemTime(1)>60-var(59)*4||var(59)>10||Helper(30000+ID),var(12)<9
TriggerAll=Random<var(59)*40||var(59)>9
TriggerAll=(Enemy(1),Pos X-Pos X)*Facing>=0
TriggerAll=var(44)=2
TriggerAll=Helper(11111+ID),var(59)>7
Trigger1=(Enemy(1),Pos X-Pos X)*Facing-Enemy(1),vel x*7<152
Trigger1=Enemy(1),Pos Y+Enemy(1),vel y*7+Enemy(1),Const(Movement.Yaccel)*28=[-120,0)

[State -3];ެʳ Enemy
Type=ChangeState
Value=1500
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(58)=0
TriggerAll=Ctrl||(StateNo=[9,22])||StateNo=40||(StateNo=[120,140])||StateNo=52
TriggerAll=var(59)>0||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(11111+ID)
TriggerAll=Helper(30000+ID),var(6)>0
TriggerAll=Helper(40000+ID),fvar(1)=0
TriggerAll=Enemy,Alive!=0
TriggerAll=Enemy,StateType=A
TriggerAll=Enemy,MoveType!=H
TriggerAll=Enemy,Ctrl=0
TriggerAll=Enemy,StateNo!=[5200,5220]
TriggerAll=Enemy,StateNo>179
TriggerAll=Enemy,Anim>179
TriggerAll=Enemy,AnimElemTime(1)>60-var(59)*4||var(59)>10||Helper(30000+ID),var(12)<9
TriggerAll=Random<var(59)*40||var(59)>9
TriggerAll=Helper(11111+ID),var(59)>12
TriggerAll=(Enemy,Pos X-Pos X)*Facing>=0
Trigger1=(Enemy,Pos X-Pos X)*Facing-Enemy,vel x*12<146
Trigger1=Enemy,Pos Y+Enemy,vel y*12+Enemy,Const(Movement.Yaccel)*78=[-30,0)
Trigger2=Helper(11111+ID),var(59)>13
Trigger2=(Enemy,Pos X-Pos X)*Facing-Enemy,vel x*13<251
Trigger2=Enemy,Pos Y+Enemy,vel y*13+Enemy,Const(Movement.Yaccel)*91=[-30,0)

[State -3];ެʳ Enemy2
Type=ChangeState
Value=1500
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>1
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(58)=0
TriggerAll=Ctrl||(StateNo=[9,22])||StateNo=40||(StateNo=[120,140])||StateNo=52
TriggerAll=var(59)>0||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(11111+ID)
TriggerAll=Helper(30000+ID),var(6)>0
TriggerAll=Helper(40000+ID),fvar(1)=0
TriggerAll=Enemy(1),Alive!=0
TriggerAll=Enemy(1),StateType=A
TriggerAll=Enemy(1),MoveType!=H
TriggerAll=Enemy(1),Ctrl=0
TriggerAll=Enemy(1),StateNo!=[5200,5220]
TriggerAll=Enemy(1),StateNo>179
TriggerAll=Enemy(1),Anim>179
TriggerAll=Enemy(1),AnimElemTime(1)>60-var(59)*4||var(59)>10||Helper(30000+ID),var(12)<9
TriggerAll=Random<var(59)*40||var(59)>9
TriggerAll=Helper(11111+ID),var(57)>12
TriggerAll=(Enemy(1),Pos X-Pos X)*Facing>=0
Trigger1=(Enemy(1),Pos X-Pos X)*Facing-Enemy(1),vel x*12<146
Trigger1=Enemy(1),Pos Y+Enemy(1),vel y*12+Enemy(1),Const(Movement.Yaccel)*78=[-30,0)
Trigger2=Helper(11111+ID),var(59)>13
Trigger2=(Enemy(1),Pos X-Pos X)*Facing-Enemy(1),vel x*13<251
Trigger2=Enemy(1),Pos Y+Enemy(1),vel y*13+Enemy(1),Const(Movement.Yaccel)*91=[-30,0)

;
;p΍
;

[State -3,Spe_S_T];
Type=ChangeState
value=ifelse((frontedgebodydist<62||Random<500)&&backedgebodydist>62,800,805)
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||StateNo=52||((StateNo=[195,197])&&Time>ifelse(Anim=197,20,61))
TriggerAll=var(59)>6
TriggerAll=fvar(38)=[-4,-1]
TriggerAll=Enemy(ceil(fvar(18))),Alive!=0
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Random<var(59)*60||var(59)>9
TriggerAll=Enemy(ceil(fvar(18))),Time>=30||!Time&&var(59)>9||var(59)>10
TriggerAll=Enemy(ceil(fvar(18))),Time>=50||var(59)>10||(StateNo=[150,155])||(PrevStateNo=[5000,5270])
Trigger1=P2Dist X>=0
Trigger1=P2bodydist X<23

[State -3,Spe_A_T];󓊂
Type=ChangeState
value=850
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl
TriggerAll=var(59)>6
TriggerAll=fvar(38)=-5
TriggerAll=Enemy(ceil(fvar(18))),Alive!=0
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Random<var(59)*60||var(59)>9
TriggerAll=Enemy(ceil(fvar(18))),Time>=30||!Time&&var(59)>9||var(59)>10
TriggerAll=Enemy(ceil(fvar(18))),Time>=50||var(59)>10||(StateNo=[150,155])||(PrevStateNo=[5000,5270])
Trigger1=P2Dist X>=0
Trigger1=P2BodyDist X*fvar(8)<55
Trigger1=P2Dist Y*fvar(9)=[-49,19]

[State -3,Spe_C_K];K
Type=ChangeState
value=410
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>6
TriggerAll=fvar(38)=-2
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||StateNo=52||((StateNo=[195,197])&&Time>ifelse(Anim=197,20,61))
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),Alive!=0
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Random<var(59)*60||var(59)>9
TriggerAll=Enemy(ceil(fvar(18))),Time>=30||!Time&&var(59)>9||var(59)>10
TriggerAll=Enemy(ceil(fvar(18))),Time>=50||var(59)>10||(StateNo=[150,155])||(PrevStateNo=[5000,5270])
Trigger1=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*7=[-5,55]

[State -3];ޯï
Type=ChangeState
Value=105
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40||(StateNo=[120,131])
TriggerAll=var(59)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=Enemy(ceil(fvar(18))),Alive!=0
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=P2Dist X>=0
TriggerAll=Enemy(ceil(fvar(18))),AnimElemTime(1)>20||var(59)>9
TriggerAll=Random<var(59)*60||var(59)>9
TriggerAll=P2BodyDist X*fvar(8)<70
TriggerAll=Enemy(ceil(fvar(18))),vel x<1
Trigger1=BackEdgeDist>30
Trigger1=Enemy(ceil(fvar(18))),HitDefAttr=SCA,AT
Trigger2=Enemy(ceil(fvar(18))),HitDefAttr=SCA,AA,AP
Trigger2=fvar(38)=3

[State -3];ޯï
Type=ChangeState
Value=105
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40||(StateNo=[120,131])
TriggerAll=var(59)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=Enemy(ceil(fvar(18))),Alive!=0
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=NumHelper(30000+ID)
TriggerAll=P2Dist X>=0
TriggerAll=P2BodyDist X*fvar(8)<70
TriggerAll=Random<var(59)*10
Trigger1=Enemy(ceil(fvar(18))),HitDefAttr=SCA,AA,AP

[State -3];Wv
Type=ChangeState
Value=39
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40||(StateNo=[120,131])
TriggerAll=var(59)>0||fvar(39)
TriggerAll=Enemy(ceil(fvar(18))),Alive!=0
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist X<70
TriggerAll=NumHelper(30000+ID)
TriggerAll=Random<var(59)*Helper(30000+ID),var(23+(fvar(18)>0))||var(59)>9
TriggerAll=Enemy(ceil(fvar(18))),HitDefAttr=SCA,AT
TriggerAll=Enemy(ceil(fvar(18))),Time>0
Trigger1=Enemy(ceil(fvar(18))),vel x>0
Trigger2=BackEdgeDist<31

[State -3];K[hs\U@oNXe
Type=ChangeState
Value=105
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40||(StateNo=[120,131])
TriggerAll=var(59)>0||fvar(39)
TriggerAll=Enemy(ceil(fvar(18))),Alive!=0
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=NumHelper(30000+ID)
TriggerAll=Random<var(59)*Enemy(ceil(fvar(18))),AnimElemTime(1)||var(59)>9
Trigger1=NumHelper(20000+ID)
Trigger1=Helper(20000+ID),var(4)=3

[State -3];K[hs\U@Wv
Type=ChangeState
Value=39
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40||(StateNo=[120,131])
TriggerAll=var(59)>0||fvar(39)
TriggerAll=Enemy(ceil(fvar(18))),Alive!=0
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=NumHelper(30000+ID)
TriggerAll=Random<var(59)*Enemy(ceil(fvar(18))),AnimElemTime(1)||var(59)>9||fvar(39)
Trigger1=NumHelper(20000+ID)
Trigger1=Helper(20000+ID),var(4)=[6,7]

;
;n㌄˂
;
;
;

;--------------------------------------------------------------------------------------------------------
;˂ 󒆎 ړp
;--------------------------------------------------------------------------------------------------------

[State -3,Walk];Os Enemy=1
Type=ChangeState
value=21
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy=1
TriggerAll=var(59)>0&&Random<var(59)*101
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,20])||StateNo=22
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy,Alive!=0
TriggerAll=Enemy,StateType!=L
TriggerAll=Enemy,StateType!=A
TriggerAll=Enemy,MoveType!=H
TriggerAll=Enemy,Ctrl=0
TriggerAll=Enemy,StateNo>169
TriggerAll=Enemy,Anim>169
TriggerAll=Enemy,AnimTime<-5
TriggerAll=(Enemy,Pos X-Pos X)*Facing>=0
TriggerAll=(Enemy,Pos Y-Pos Y)>-90
Trigger1=(Enemy,Pos X-Pos X)*Facing-Enemy,vel x*5>72

[State -3,Walk];Os Enemy=2 Enemy,
Type=ChangeState
value=21
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>1
TriggerAll=var(59)>0&&Random<var(59)*101
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,20])||StateNo=22
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy,Alive!=0
TriggerAll=Enemy,StateType!=L
TriggerAll=Enemy,StateType!=A
TriggerAll=Enemy,MoveType!=H
TriggerAll=Enemy,Ctrl=0
TriggerAll=Enemy,StateNo>169
TriggerAll=Enemy,Anim>169
TriggerAll=Enemy,AnimTime<-5
TriggerAll=(Enemy,Pos X-Pos X)*Facing>=0
TriggerAll=(Enemy,Pos X-Pos X)*Facing-Enemy,vel x*5>72
TriggerAll=(Enemy,Pos Y-Pos Y)>-90
Trigger1=(Enemy(1),Pos X-Pos X)*Facing>147
Trigger2=(Enemy(1),Pos Y-Pos Y)<-150
Trigger3=Enemy(1),Alive=0
Trigger4=Enemy(1),MoveType=H
Trigger5=Enemy(1),StateType=L

[State -3,Walk];Os Enemy=2 Enemy,
Type=ChangeState
value=21
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>1
TriggerAll=var(59)>0&&Random<var(59)*101
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,20])||StateNo=22
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(1),Alive!=0
TriggerAll=Enemy(1),StateType!=L
TriggerAll=Enemy(1),StateType!=A
TriggerAll=Enemy(1),MoveType!=H
TriggerAll=Enemy(1),Ctrl=0
TriggerAll=Enemy(1),StateNo>169
TriggerAll=Enemy(1),Anim>169
TriggerAll=Enemy(1),AnimTime<-5
TriggerAll=(Enemy(1),Pos X-Pos X)*Facing>=0
TriggerAll=(Enemy(1),Pos X-Pos X)*Facing-Enemy(1),vel x*5>72
TriggerAll=(Enemy(1),Pos Y-Pos Y)>-90
Trigger1=(Enemy,Pos X-Pos X)*Facing>147
Trigger2=(Enemy,Pos Y-Pos Y)<-150
Trigger3=Enemy,Alive=0
Trigger4=Enemy,MoveType=H
Trigger5=Enemy,StateType=L

[State -3,Dash];_bV Enemy,
Type=ChangeState
value=100
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy=1
TriggerAll=var(59)>0&&Random<var(59)*101
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=52
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=PalNo!=11
TriggerAll=Enemy,Alive!=0
TriggerAll=Enemy,StateType!=L
TriggerAll=Enemy,StateType!=A
TriggerAll=Enemy,MoveType!=H
TriggerAll=Enemy,Ctrl=0
TriggerAll=Enemy,StateNo>169
TriggerAll=Enemy,Anim>169
TriggerAll=Enemy,AnimTime<-40
TriggerAll=(Enemy,Pos Y-Pos Y)>-90
Trigger1=(Enemy,Pos X-Pos X)*Facing>147

[State -3,Dash];_bV Enemy2 Enemy,
Type=ChangeState
value=100
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>1
TriggerAll=var(59)>0&&Random<var(59)*101
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=52
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=PalNo!=11
TriggerAll=Enemy,Alive!=0
TriggerAll=Enemy,StateType!=L
TriggerAll=Enemy,StateType!=A
TriggerAll=Enemy,MoveType!=H
TriggerAll=Enemy,Ctrl=0
TriggerAll=Enemy,StateNo>169
TriggerAll=Enemy,Anim>169
TriggerAll=Enemy,AnimTime<-40
TriggerAll=(Enemy,Pos X-Pos X)*Facing-Enemy,vel x*20>147
TriggerAll=(Enemy,Pos Y-Pos Y)>-90
Trigger1=(Enemy(1),Pos X-Pos X)*Facing>147
Trigger2=(Enemy(1),Pos Y-Pos Y)<-150
Trigger3=Enemy(1),Alive=0
Trigger4=Enemy(1),MoveType=H
Trigger5=Enemy(1),StateType=L

[State -3,Dash];_bV Enemy2 Enemy(1),
Type=ChangeState
value=100
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>1
TriggerAll=var(59)>0&&Random<var(59)*101
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=52
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=PalNo!=11
TriggerAll=Enemy(1),Alive!=0
TriggerAll=Enemy(1),StateType!=L
TriggerAll=Enemy(1),StateType!=A
TriggerAll=Enemy(1),MoveType!=H
TriggerAll=Enemy(1),Ctrl=0
TriggerAll=Enemy(1),StateNo>169
TriggerAll=Enemy(1),Anim>169
TriggerAll=Enemy(1),AnimTime<-40
TriggerAll=(Enemy(1),Pos X-Pos X)*Facing-Enemy(1),vel x*20>147
TriggerAll=(Enemy(1),Pos Y-Pos Y)>-90
Trigger1=(Enemy,Pos X-Pos X)*Facing>147
Trigger2=(Enemy,Pos Y-Pos Y)<-150
Trigger3=Enemy,Alive=0
Trigger4=Enemy,MoveType=H
Trigger5=Enemy,StateType=L

;--------------------------------------------------------------------------------------------------------
;˂ n㎞ Up
;--------------------------------------------------------------------------------------------------------

[State -3,C_P];P Enemy,
Type=ChangeState
value=400
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||StateNo=52||((StateNo=[195,197])&&Time>ifelse(Anim=197,20,61))
TriggerAll=var(59)>0&&Random<var(59)*101
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy,Alive!=0
TriggerAll=Enemy,StateType!=L
TriggerAll=Enemy,StateType!=A
TriggerAll=Enemy,MoveType!=H
TriggerAll=Enemy,Ctrl=0
TriggerAll=Enemy,StateNo>169
TriggerAll=Enemy,Anim>169
TriggerAll=Enemy,AnimTime*-1>4
TriggerAll=Enemy,AnimElemTime(1)>60-var(59)*4||var(59)>10||Helper(30000+ID),var(12)<9
TriggerAll=Random<var(59)*40||var(59)>9
TriggerAll=(Enemy,Pos X-Pos X)*facing>=0
TriggerAll=Enemy,Pos Y>-40
Trigger1=(Enemy,Pos X-Pos X)*facing<63

[State -3,C_P];P Enemy(1),
Type=ChangeState
value=400
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>1
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||StateNo=52||((StateNo=[195,197])&&Time>ifelse(Anim=197,20,61))
TriggerAll=var(59)>0&&Random<var(59)*101
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(1),Alive!=0
TriggerAll=Enemy(1),StateType!=L
TriggerAll=Enemy(1),StateType!=A
TriggerAll=Enemy(1),MoveType!=H
TriggerAll=Enemy(1),Ctrl=0
TriggerAll=Enemy(1),StateNo>169
TriggerAll=Enemy(1),Anim>169
TriggerAll=Enemy(1),AnimTime*-1>4
TriggerAll=Enemy(1),AnimElemTime(1)>60-var(59)*4||var(59)>10||Helper(30000+ID),var(12)<9
TriggerAll=Random<var(59)*40||var(59)>9
TriggerAll=(Enemy(1),Pos X-Pos X)*facing>=0
TriggerAll=Enemy(1),Pos Y>-40
Trigger1=(Enemy(1),Pos X-Pos X)*facing<63

[State -3,S_K];K Eenmy,
Type=ChangeState
value=210
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||StateNo=52||((StateNo=[195,197])&&Time>ifelse(Anim=197,20,61))
TriggerAll=var(59)>0&&Random<var(59)*101
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy,Alive!=0
TriggerAll=Enemy,StateType!=L
TriggerAll=Enemy,StateType!=A
TriggerAll=Enemy,MoveType!=H
TriggerAll=Enemy,Ctrl=0
TriggerAll=Enemy,StateNo>169
TriggerAll=Enemy,Anim>169
TriggerAll=Enemy,AnimTime*-1>5
TriggerAll=Enemy,AnimElemTime(1)>60-var(59)*4||var(59)>10||Helper(30000+ID),var(12)<9
TriggerAll=Random<var(59)*40||var(59)>9
TriggerAll=(Enemy,Pos X-Pos X)*facing>=0
TriggerAll=Enemy,Pos Y>-50
Trigger1=(Enemy,Pos X-Pos X)*facing<88
Trigger1=Enemy,Pos Y>-50

[State -3,S_K];K Enemy(1),
Type=ChangeState
value=210
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>1
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||StateNo=52||((StateNo=[195,197])&&Time>ifelse(Anim=197,20,61))
TriggerAll=var(59)>0&&Random<var(59)*101
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(1),Alive!=0
TriggerAll=Enemy(1),StateType!=L
TriggerAll=Enemy(1),StateType!=A
TriggerAll=Enemy(1),MoveType!=H
TriggerAll=Enemy(1),Ctrl=0
TriggerAll=Enemy(1),StateNo>169
TriggerAll=Enemy(1),Anim>169
TriggerAll=Enemy(1),AnimTime*-1>5
TriggerAll=Enemy(1),AnimElemTime(1)>60-var(59)*4||var(59)>10||Helper(30000+ID),var(12)<9
TriggerAll=Random<var(59)*40||var(59)>9
TriggerAll=(Enemy(1),Pos X-Pos X)*facing>=0
TriggerAll=Enemy(1),Pos Y>-50
Trigger1=(Enemy(1),Pos X-Pos X)*facing<88
Trigger1=Enemy(1),Pos Y>-50

[State -3,S_NS];S Enemy,
Type=ChangeState
value=220
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2bodydist X=[-34,36]
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||StateNo=52||((StateNo=[195,197])&&Time>ifelse(Anim=197,20,61))
TriggerAll=var(59)>0&&Random<var(59)*101
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy,Alive!=0
TriggerAll=Enemy,StateType!=L
TriggerAll=Enemy,StateType!=A
TriggerAll=Enemy,MoveType!=H
TriggerAll=Enemy,Ctrl=0
TriggerAll=Enemy,StateNo>169
TriggerAll=Enemy,Anim>169
TriggerAll=Enemy,AnimTime<-5
TriggerAll=Enemy,Const(Size.Head.Pos.Y)<-70||Enemy,StateType=A
TriggerAll=Enemy,Const(Size.Head.Pos.Y)<-190||Enemy,StateType!=C
TriggerAll=(Enemy,Pos X-Pos X)*Facing>=0
TriggerAll=(Enemy,Pos Y-Pos Y)>-80
Trigger1=(Enemy,Pos X-Pos X)*Facing<97

[State -3,S_NS];S Enemy(1),
Type=ChangeState
value=220
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>1
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2bodydist X=[-34,36]
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||StateNo=52||((StateNo=[195,197])&&Time>ifelse(Anim=197,20,61))
TriggerAll=var(59)>0&&Random<var(59)*101
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(1),Alive!=0
TriggerAll=Enemy(1),StateType!=L
TriggerAll=Enemy(1),StateType!=A
TriggerAll=Enemy(1),MoveType!=H
TriggerAll=Enemy(1),Ctrl=0
TriggerAll=Enemy(1),StateNo>169
TriggerAll=Enemy(1),Anim>169
TriggerAll=Enemy(1),AnimTime<-5
TriggerAll=Enemy(1),Const(Size.Head.Pos.Y)<-70||Enemy(1),StateType=A
TriggerAll=Enemy(1),Const(Size.Head.Pos.Y)<-190||Enemy(1),StateType!=C
TriggerAll=(Enemy(1),Pos X-Pos X)*Facing>=0
TriggerAll=(Enemy(1),Pos Y-Pos Y)>-80
Trigger1=(Enemy(1),Pos X-Pos X)*Facing<97

[State -3,S_LS];S
Type=ChangeState
value=225
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2bodydist X>36
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||StateNo=52||((StateNo=[195,197])&&Time>ifelse(Anim=197,20,61))
TriggerAll=var(59)>0&&Random<var(59)*101
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy,Alive!=0
TriggerAll=Enemy,StateType!=L
TriggerAll=Enemy,StateType!=A
TriggerAll=Enemy,MoveType!=H
TriggerAll=Enemy,Ctrl=0
TriggerAll=Enemy,StateNo>169
TriggerAll=Enemy,Anim>169
TriggerAll=Enemy,AnimTime*-1>5
TriggerAll=Enemy,Const(Size.Head.Pos.Y)<-60||Enemy,StateType=A
TriggerAll=Enemy,Const(Size.Head.Pos.Y)<-110||Enemy,StateType!=C
TriggerAll=Enemy,AnimElemTime(1)>60-var(59)*4||var(59)>10||Helper(30000+ID),var(12)<9
TriggerAll=Random<var(59)*40||var(59)>9
TriggerAll=(Enemy,Pos X-Pos X)*facing>=0
TriggerAll=Enemy,Pos Y>-80
Trigger1=(Enemy,Pos X-Pos X)*facing<133

[State -3,S_LS];S
Type=ChangeState
value=225
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>1
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2bodydist X>36
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||StateNo=52||((StateNo=[195,197])&&Time>ifelse(Anim=197,20,61))
TriggerAll=var(59)>0&&Random<var(59)*101
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(1),Alive!=0
TriggerAll=Enemy(1),StateType!=L
TriggerAll=Enemy(1),StateType!=A
TriggerAll=Enemy(1),MoveType!=H
TriggerAll=Enemy(1),Ctrl=0
TriggerAll=Enemy(1),StateNo>169
TriggerAll=Enemy(1),Anim>169
TriggerAll=Enemy(1),AnimTime*-1>5
TriggerAll=Enemy(1),Const(Size.Head.Pos.Y)<-60||Enemy(1),StateType=A
TriggerAll=Enemy(1),Const(Size.Head.Pos.Y)<-110||Enemy(1),StateType!=C
TriggerAll=Enemy(1),AnimElemTime(1)>60-var(59)*4||var(59)>10||Helper(30000+ID),var(12)<9
TriggerAll=Random<var(59)*40||var(59)>9
TriggerAll=(Enemy(1),Pos X-Pos X)*facing>=0
TriggerAll=Enemy(1),Pos Y>-80
Trigger1=(Enemy(1),Pos X-Pos X)*facing<133

[State -3,S_HS];HS
Type=ChangeState
value=230
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||StateNo=52||((StateNo=[195,197])&&Time>ifelse(Anim=197,20,61))
TriggerAll=var(59)>0&&Random<var(59)*101
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy,Alive!=0
TriggerAll=Enemy,StateType!=L
TriggerAll=Enemy,StateType!=A
TriggerAll=Enemy,MoveType!=H
TriggerAll=Enemy,Ctrl=0
TriggerAll=Enemy,StateNo>169
TriggerAll=Enemy,Anim>169
TriggerAll=Enemy,AnimTime*-1>10
TriggerAll=Enemy,AnimElemTime(1)>60-var(59)*4||var(59)>10||Helper(30000+ID),var(12)<9
TriggerAll=Random<var(59)*40||var(59)>9
TriggerAll=(Enemy,Pos X-Pos X)*facing>=0
TriggerAll=Enemy,Pos Y>-50
Trigger1=(Enemy,Pos X-Pos X)*facing<165

[State -3,S_HS];HS
Type=ChangeState
value=230
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>1
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||StateNo=52||((StateNo=[195,197])&&Time>ifelse(Anim=197,20,61))
TriggerAll=var(59)>0&&Random<var(59)*101
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(1),Alive!=0
TriggerAll=Enemy(1),StateType!=L
TriggerAll=Enemy(1),StateType!=A
TriggerAll=Enemy(1),MoveType!=H
TriggerAll=Enemy(1),Ctrl=0
TriggerAll=Enemy(1),StateNo>169
TriggerAll=Enemy(1),Anim>169
TriggerAll=Enemy(1),AnimTime*-1>10
TriggerAll=Enemy(1),AnimElemTime(1)>60-var(59)*4||var(59)>10||Helper(30000+ID),var(12)<9
TriggerAll=Random<var(59)*40||var(59)>9
TriggerAll=(Enemy(1),Pos X-Pos X)*facing>=0
TriggerAll=Enemy(1),Pos Y>-50
Trigger1=(Enemy(1),Pos X-Pos X)*facing<165

[State -3,Jack];WbNnEh
Type=ChangeState
Value=1500
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=!var(25)
TriggerAll=StateType!=A
TriggerAll=var(58)=0
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||StateNo=52||((StateNo=[195,197])&&Time>ifelse(Anim=197,20,61))
TriggerAll=var(59)>0&&Random<var(59)*101
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy,Alive!=0
TriggerAll=Enemy,StateType!=L
TriggerAll=Enemy,StateType!=A
TriggerAll=Enemy,MoveType!=H
TriggerAll=Enemy,Ctrl=0
TriggerAll=Enemy,StateNo>169
TriggerAll=Enemy,Anim>169
TriggerAll=Enemy,AnimElemTime(1)>60-var(59)*4||var(59)>10||Helper(30000+ID),var(12)<9
TriggerAll=Random<var(59)*40||var(59)>9
TriggerAll=(Enemy,Pos X-Pos X)*facing>=0
TriggerAll=Enemy,Pos Y>-50
Trigger1=Enemy,AnimTime=-12
Trigger1=(Enemy,Pos X-Pos X)*facing-Enemy,vel x*12<147
Trigger2=Enemy,AnimTime=-13
Trigger2=(Enemy,Pos X-Pos X)*facing-Enemy,vel x*12<252

[State -3,Jack];WbNnEh
Type=ChangeState
Value=1500
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>1
TriggerAll=RoundState=2
TriggerAll=!var(25)
TriggerAll=StateType!=A
TriggerAll=var(58)=0
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||StateNo=52||((StateNo=[195,197])&&Time>ifelse(Anim=197,20,61))
TriggerAll=var(59)>0&&Random<var(59)*101
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(1),Alive!=0
TriggerAll=Enemy(1),StateType!=L
TriggerAll=Enemy(1),StateType!=A
TriggerAll=Enemy(1),MoveType!=H
TriggerAll=Enemy(1),Ctrl=0
TriggerAll=Enemy(1),StateNo>169
TriggerAll=Enemy(1),Anim>169
TriggerAll=Enemy(1),AnimElemTime(1)>60-var(59)*4||var(59)>10||Helper(30000+ID),var(12)<9
TriggerAll=Random<var(59)*40||var(59)>9
TriggerAll=(Enemy(1),Pos X-Pos X)*facing>=0
TriggerAll=Enemy(1),Pos Y>-50
Trigger1=Enemy(1),AnimTime=-12
Trigger1=(Enemy(1),Pos X-Pos X)*facing-Enemy(1),vel x*12<147
Trigger2=Enemy(1),AnimTime=-13
Trigger2=(Enemy(1),Pos X-Pos X)*facing-Enemy(1),vel x*12<252

;
;˂ 󒆎
;

;--------------------------------------------------------------------------------------------------------
;˂ 󒆎 ړp
;--------------------------------------------------------------------------------------------------------

[State -3,Walk];Os Enemy=1
Type=ChangeState
value=21
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy=1
TriggerAll=var(59)>0&&Random<var(59)*101
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,20])||StateNo=22
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy,Alive!=0
TriggerAll=Enemy,StateType=A
TriggerAll=Enemy,MoveType!=H
TriggerAll=Enemy,Ctrl=0
TriggerAll=Enemy,StateNo>169
TriggerAll=Enemy,Anim>169
TriggerAll=Enemy,AnimTime<-5
TriggerAll=(Enemy,Pos X-Pos X)*Facing>=0
Trigger1=(Enemy,Pos X-Pos X)*Facing-Enemy,vel x*5>72

[State -3,Walk];Os Enemy=2 Enemy,
Type=ChangeState
value=21
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>1
TriggerAll=var(59)>0&&Random<var(59)*101
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,20])||StateNo=22
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy,Alive!=0
TriggerAll=Enemy,StateType=A
TriggerAll=Enemy,MoveType!=H
TriggerAll=Enemy,Ctrl=0
TriggerAll=Enemy,StateNo>169
TriggerAll=Enemy,Anim>169
TriggerAll=Enemy,AnimTime<-5
TriggerAll=(Enemy,Pos X-Pos X)*Facing>=0
TriggerAll=(Enemy,Pos X-Pos X)*Facing-Enemy,vel x*5>72
Trigger1=(Enemy(1),Pos X-Pos X)*Facing>147
Trigger2=(Enemy(1),Pos Y-Pos Y)<-150
Trigger3=Enemy(1),Alive=0
Trigger4=Enemy(1),MoveType=H
Trigger5=Enemy(1),StateType=L

[State -3,Walk];Os Enemy=2 Enemy,
Type=ChangeState
value=21
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>1
TriggerAll=var(59)>0&&Random<var(59)*101
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,20])||StateNo=22
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(1),Alive!=0
TriggerAll=Enemy(1),StateType=A
TriggerAll=Enemy(1),MoveType!=H
TriggerAll=Enemy(1),Ctrl=0
TriggerAll=Enemy(1),StateNo>169
TriggerAll=Enemy(1),Anim>169
TriggerAll=Enemy(1),AnimTime<-5
TriggerAll=(Enemy(1),Pos X-Pos X)*Facing>=0
TriggerAll=(Enemy(1),Pos X-Pos X)*Facing-Enemy(1),vel x*5>72
Trigger1=(Enemy,Pos X-Pos X)*Facing>147
Trigger2=(Enemy,Pos Y-Pos Y)<-150
Trigger3=Enemy,Alive=0
Trigger4=Enemy,MoveType=H
Trigger5=Enemy,StateType=L

[State -3,Dash];_bV Enemy,
Type=ChangeState
value=100
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy=1
TriggerAll=var(59)>0&&Random<var(59)*101
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=52
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=PalNo!=11
TriggerAll=Enemy,Alive!=0
TriggerAll=Enemy,StateType=A
TriggerAll=Enemy,MoveType!=H
TriggerAll=Enemy,Ctrl=0
TriggerAll=Enemy,StateNo>169
TriggerAll=Enemy,Anim>169
TriggerAll=Enemy,AnimTime<-40
Trigger1=(Enemy,Pos X-Pos X)*Facing>147

[State -3,Dash];_bV Enemy2 Enemy,
Type=ChangeState
value=100
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>1
TriggerAll=var(59)>0&&Random<var(59)*101
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=52
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=PalNo!=11
TriggerAll=Enemy,Alive!=0
TriggerAll=Enemy,StateType=A
TriggerAll=Enemy,MoveType!=H
TriggerAll=Enemy,Ctrl=0
TriggerAll=Enemy,StateNo>169
TriggerAll=Enemy,Anim>169
TriggerAll=Enemy,AnimTime<-40
TriggerAll=(Enemy,Pos X-Pos X)*Facing-Enemy,vel x*20>147
Trigger1=(Enemy(1),Pos X-Pos X)*Facing>147
Trigger2=(Enemy(1),Pos Y-Pos Y)<-150
Trigger3=Enemy(1),Alive=0
Trigger4=Enemy(1),MoveType=H
Trigger5=Enemy(1),StateType=L

[State -3,Dash];_bV Enemy2 Enemy(1),
Type=ChangeState
value=100
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>1
TriggerAll=var(59)>0&&Random<var(59)*101
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=52
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=PalNo!=11
TriggerAll=Enemy(1),Alive!=0
TriggerAll=Enemy(1),StateType=A
TriggerAll=Enemy(1),MoveType!=H
TriggerAll=Enemy(1),Ctrl=0
TriggerAll=Enemy(1),StateNo>169
TriggerAll=Enemy(1),Anim>169
TriggerAll=Enemy(1),AnimTime<-40
TriggerAll=(Enemy(1),Pos X-Pos X)*Facing-Enemy(1),vel x*20>147
Trigger1=(Enemy,Pos X-Pos X)*Facing>147
Trigger2=(Enemy,Pos Y-Pos Y)<-150
Trigger3=Enemy,Alive=0
Trigger4=Enemy,MoveType=H
Trigger5=Enemy,StateType=L

;--------------------------------------------------------------------------------------------------------
;˂ 󒆎 Up
;--------------------------------------------------------------------------------------------------------

[State -3,C_P];P Enemy,
Type=ChangeState
value=400
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0&&Random<var(59)*101
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||StateNo=52||((StateNo=[195,197])&&Time>ifelse(Anim=197,20,61))
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy,Alive!=0
TriggerAll=Enemy,StateType=A
TriggerAll=Enemy,MoveType!=H
TriggerAll=Enemy,Ctrl=0
TriggerAll=Enemy,StateNo>169
TriggerAll=Enemy,Anim>169
TriggerAll=Enemy,AnimTime<-4
Trigger1=(Enemy,Pos X-Pos X)*Facing>=0
Trigger1=(Enemy,Pos X-Pos X)*Facing-Enemy,vel x*4<63
Trigger1=(Enemy,Pos Y-Pos Y)+Enemy,vel y*4+Enemy,GetHitvar(Yaccel)*10=[-50,0)

[State -3,C_P];P Enemy(1),
Type=ChangeState
value=400
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>1
TriggerAll=var(59)>0&&Random<var(59)*101
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||StateNo=52||((StateNo=[195,197])&&Time>ifelse(Anim=197,20,61))
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(1),Alive!=0
TriggerAll=Enemy(1),StateType=A
TriggerAll=Enemy(1),MoveType!=H
TriggerAll=Enemy(1),Ctrl=0
TriggerAll=Enemy(1),StateNo>169
TriggerAll=Enemy(1),Anim>169
TriggerAll=Enemy(1),AnimTime<-4
Trigger1=(Enemy(1),Pos X-Pos X)*Facing>=0
Trigger1=(Enemy(1),Pos X-Pos X)*Facing-Enemy(1),vel x*4<63
Trigger1=(Enemy(1),Pos Y-Pos Y)+Enemy(1),vel y*4+Enemy(1),GetHitvar(Yaccel)*10=[-50,0)

[State -3,S_K];K Enemy,
Type=ChangeState
value=210
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0&&Random<var(59)*101
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||StateNo=52||((StateNo=[195,197])&&Time>ifelse(Anim=197,20,61))
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy,Alive!=0
TriggerAll=Enemy,StateType=A
TriggerAll=Enemy,MoveType!=H
TriggerAll=Enemy,Ctrl=0
TriggerAll=Enemy,StateNo>169
TriggerAll=Enemy,Anim>169
TriggerAll=Enemy,AnimTime<-5
Trigger1=(Enemy,Pos X-Pos X)*Facing>=0
Trigger1=(Enemy,Pos X-Pos X)*Facing-Enemy,vel x*5<88
Trigger1=(Enemy,Pos Y-Pos Y)+Enemy,vel y*5+Enemy,GetHitvar(Yaccel)*15=[-50,0)

[State -3,S_K];K Enemy(1),
Type=ChangeState
value=210
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>1
TriggerAll=var(59)>0&&Random<var(59)*101
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||StateNo=52||((StateNo=[195,197])&&Time>ifelse(Anim=197,20,61))
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(1),Alive!=0
TriggerAll=Enemy(1),StateType=A
TriggerAll=Enemy(1),MoveType!=H
TriggerAll=Enemy(1),Ctrl=0
TriggerAll=Enemy(1),StateNo>169
TriggerAll=Enemy(1),Anim>169
TriggerAll=Enemy(1),AnimTime<-5
Trigger1=(Enemy(1),Pos X-Pos X)*Facing>=0
Trigger1=(Enemy(1),Pos X-Pos X)*Facing-Enemy(1),vel x*5<88
Trigger1=(Enemy(1),Pos Y-Pos Y)+Enemy(1),vel y*5+Enemy(1),GetHitvar(Yaccel)*15=[-50,0)

[State -3,S_NS];S Enemy
Type=ChangeState
value=220
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0&&Random<var(59)*101
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2bodydist X=[-34,36]
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||StateNo=52||((StateNo=[195,197])&&Time>ifelse(Anim=197,20,61))
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy,Alive!=0
TriggerAll=Enemy,StateType=A
TriggerAll=Enemy,MoveType!=H
TriggerAll=Enemy,Ctrl=0
TriggerAll=Enemy,StateNo>169
TriggerAll=Enemy,Anim>169
TriggerAll=Enemy,AnimTime<-5
Trigger1=(Enemy,Pos X-Pos X)*Facing-Enemy,vel x*5<97
Trigger1=(Enemy,Pos Y-Pos Y)+Enemy,vel y*5+Enemy,GetHitvar(Yaccel)*15=[-80,0)

[State -3,S_NS];S Enemy
Type=ChangeState
value=220
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>1
TriggerAll=var(59)>0&&Random<var(59)*101
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2bodydist X=[-34,36]
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||StateNo=52||((StateNo=[195,197])&&Time>ifelse(Anim=197,20,61))
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(1),Alive!=0
TriggerAll=Enemy(1),StateType=A
TriggerAll=Enemy(1),MoveType!=H
TriggerAll=Enemy(1),Ctrl=0
TriggerAll=Enemy(1),StateNo>169
TriggerAll=Enemy(1),Anim>169
TriggerAll=Enemy(1),AnimTime<-5
Trigger1=(Enemy(1),Pos X-Pos X)*Facing-Enemy(1),vel x*5<97
Trigger1=(Enemy(1),Pos Y-Pos Y)+Enemy(1),vel y*5+Enemy(1),GetHitvar(Yaccel)*15=[-80,0)

[State -3,S_LS];S Enemy,
Type=ChangeState
value=225
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0&&Random<var(59)*101
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2bodydist X>36
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||StateNo=52||((StateNo=[195,197])&&Time>ifelse(Anim=197,20,61))
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy,Alive!=0
TriggerAll=Enemy,StateType=A
TriggerAll=Enemy,MoveType!=H
TriggerAll=Enemy,Ctrl=0
TriggerAll=Enemy,StateNo>169
TriggerAll=Enemy,Anim>169
TriggerAll=Enemy,AnimTime*-1>5
TriggerAll=Enemy,AnimElemTime(1)>60-var(59)*4||var(59)>10||Helper(30000+ID),var(12)<9
TriggerAll=Random<var(59)*40||var(59)>9
TriggerAll=(Enemy,Pos X-Pos X)*facing>=0
Trigger1=(Enemy,Pos X-Pos X)*Facing-Enemy,vel x*7<133
Trigger1=(Enemy,Pos Y-Pos Y)+Enemy,vel y*7+Enemy,GetHitvar(Yaccel)*28=[-80,0)

[State -3,S_LS];S Enemy(1),
Type=ChangeState
value=225
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>1
TriggerAll=var(59)>0&&Random<var(59)*101
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2bodydist X>36
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||StateNo=52||((StateNo=[195,197])&&Time>ifelse(Anim=197,20,61))
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(1),Alive!=0
TriggerAll=Enemy(1),StateType=A
TriggerAll=Enemy(1),MoveType!=H
TriggerAll=Enemy(1),Ctrl=0
TriggerAll=Enemy(1),StateNo>169
TriggerAll=Enemy(1),Anim>169
TriggerAll=Enemy(1),AnimTime*-1>5
TriggerAll=Enemy(1),AnimElemTime(1)>60-var(59)*4||var(59)>10||Helper(30000+ID),var(12)<9
TriggerAll=Random<var(59)*40||var(59)>9
TriggerAll=(Enemy(1),Pos X-Pos X)*facing>=0
Trigger1=(Enemy(1),Pos X-Pos X)*Facing-Enemy(1),vel x*7<133
Trigger1=(Enemy(1),Pos Y-Pos Y)+Enemy(1),vel y*7+Enemy(1),GetHitvar(Yaccel)*28=[-80,0)

[State -3,S_HS];HS
Type=ChangeState
value=230
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0&&Random<var(59)*101
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||StateNo=52||((StateNo=[195,197])&&Time>ifelse(Anim=197,20,61))
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy,Alive!=0
TriggerAll=Enemy,StateType=A
TriggerAll=Enemy,MoveType!=H
TriggerAll=Enemy,Ctrl=0
TriggerAll=Enemy,StateNo>169
TriggerAll=Enemy,Anim>169
TriggerAll=Enemy,AnimTime*-1>10
TriggerAll=Enemy,AnimElemTime(1)>60-var(59)*4||var(59)>10||Helper(30000+ID),var(12)<9
TriggerAll=Random<var(59)*40||var(59)>9
TriggerAll=(Enemy,Pos X-Pos X)*facing>=0
Trigger1=(Enemy,Pos X-Pos X)*facing-Enemy,vel x*10<165
Trigger1=Enemy,Pos Y+Enemy,vel y*10+Enemy,GetHitvar(Yaccel)*55=[-50,0)

[State -3,S_HS];HS
Type=ChangeState
value=230
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>1
TriggerAll=var(59)>0&&Random<var(59)*101
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||StateNo=52||((StateNo=[195,197])&&Time>ifelse(Anim=197,20,61))
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(1),Alive!=0
TriggerAll=Enemy(1),StateType=A
TriggerAll=Enemy(1),MoveType!=H
TriggerAll=Enemy(1),Ctrl=0
TriggerAll=Enemy(1),StateNo>169
TriggerAll=Enemy(1),Anim>169
TriggerAll=Enemy(1),AnimTime*-1>10
TriggerAll=Enemy(1),AnimElemTime(1)>60-var(59)*4||var(59)>10||Helper(30000+ID),var(12)<9
TriggerAll=Random<var(59)*40||var(59)>9
TriggerAll=(Enemy(1),Pos X-Pos X)*facing>=0
Trigger1=(Enemy(1),Pos X-Pos X)*facing-Enemy(1),vel x*10<165
Trigger1=Enemy(1),Pos Y+Enemy(1),vel y*10+Enemy(1),GetHitvar(Yaccel)*55=[-50,0)

[State -3,Jack];WbNnEh Enemy,
Type=ChangeState
Value=1500
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0
TriggerAll=Random<var(59)*101
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=!var(25)
TriggerAll=StateType!=A
TriggerAll=var(58)=0
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||StateNo=52||((StateNo=[195,197])&&Time>ifelse(Anim=197,20,61))
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy,Alive!=0
TriggerAll=Enemy,StateType=A
TriggerAll=Enemy,MoveType!=H
TriggerAll=Enemy,Ctrl=0
TriggerAll=Enemy,StateNo>169
TriggerAll=Enemy,Anim>169
TriggerAll=Enemy,AnimElemTime(1)>60-var(59)*4||var(59)>10||Helper(30000+ID),var(12)<9
TriggerAll=Random<var(59)*40||var(59)>9
TriggerAll=(Enemy,Pos X-Pos X)*facing>=0
Trigger1=Enemy,AnimTime=-12
Trigger1=(Enemy,Pos X-Pos X)*facing-Enemy,vel x*12<147
Trigger1=Enemy,Pos Y+Enemy,vel y*12+Enemy,Const(MoveMent.Yaccel)*78=[-50,0)
Trigger2=Enemy,AnimTime=-13
Trigger2=(Enemy,Pos X-Pos X)*facing-Enemy,vel x*12<252
Trigger2=Enemy,Pos Y+Enemy,vel y*13+Enemy,Const(MoveMent.Yaccel)*91=[-50,0)

[State -3,Jack];WbNnEh Enemy(1),
Type=ChangeState
Value=1500
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>1
TriggerAll=RoundState=2
TriggerAll=!var(25)
TriggerAll=StateType!=A
TriggerAll=var(58)=0
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||StateNo=52||((StateNo=[195,197])&&Time>ifelse(Anim=197,20,61))
TriggerAll=var(59)>0&&Random<var(59)*101
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(1),Alive!=0
TriggerAll=Enemy(1),StateType=A
TriggerAll=Enemy(1),MoveType!=H
TriggerAll=Enemy(1),Ctrl=0
TriggerAll=Enemy(1),StateNo>169
TriggerAll=Enemy(1),Anim>169
TriggerAll=Enemy(1),AnimElemTime(1)>60-var(59)*4||var(59)>10||Helper(30000+ID),var(12)<9
TriggerAll=Random<var(59)*40||var(59)>9
TriggerAll=(Enemy(1),Pos X-Pos X)*facing>=0
Trigger1=Enemy(1),AnimTime=-12
Trigger1=(Enemy(1),Pos X-Pos X)*facing-Enemy(1),vel x*12<147
Trigger1=Enemy(1),Pos Y+Enemy(1),vel y*12+Enemy(1),Const(MoveMent.Yaccel)*78=[-50,0)
Trigger2=Enemy(1),AnimTime=-13
Trigger2=(Enemy(1),Pos X-Pos X)*facing-Enemy(1),vel x*12<252
Trigger2=Enemy(1),Pos Y+Enemy(1),vel y*13+Enemy(1),Const(MoveMent.Yaccel)*91=[-50,0)

;
;󒆌˂
;

;
;n㎞
;

[State -3,A_P_Enemy1];P Enemy,
Type=ChangeState
value=600
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||((StateNo=110||StateNo=115)&&Time>5)
TriggerAll=var(59)>0&&Random<var(59)*101
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy,Alive!=0
TriggerAll=Enemy,StateType!=L
TriggerAll=Enemy,StateType!=A
TriggerAll=Enemy,MoveType!=H
TriggerAll=Enemy,Ctrl=0
TriggerAll=Enemy,StateNo>169
TriggerAll=Enemy,Anim>169
TriggerAll=Enemy,AnimTime*-1>6
TriggerAll=Enemy,AnimElemTime(1)>60-var(59)*4||var(59)>10||Helper(30000+ID),var(12)<9
TriggerAll=Random<var(59)*40||var(59)>9
TriggerAll=Pos Y+vel y*6+Const(Movement.Yaccel)*21=[-80,0)
Trigger1=(Enemy,Pos X-Pos X)*Facing-vel x*6-Enemy,vel x*4=[0,72]

[State -3,A_P_Enemy2];P Enemy(1),
Type=ChangeState
value=600
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>1
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||((StateNo=110||StateNo=115)&&Time>5)
TriggerAll=var(59)>0&&Random<var(59)*101
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(1),Alive!=0
TriggerAll=Enemy(1),StateType!=L
TriggerAll=Enemy(1),StateType!=A
TriggerAll=Enemy(1),MoveType!=H
TriggerAll=Enemy(1),Ctrl=0
TriggerAll=Enemy(1),StateNo>169
TriggerAll=Enemy(1),Anim>169
TriggerAll=Enemy(1),AnimTime*-1>6
TriggerAll=Enemy(1),AnimElemTime(1)>60-var(59)*4||var(59)>10||Helper(30000+ID),var(12)<9
TriggerAll=Random<var(59)*40||var(59)>9
TriggerAll=Pos Y+vel y*6+Const(Movement.Yaccel)*21=[-80,0)
Trigger1=(Enemy(1),Pos X-Pos X)*Facing-vel x*6-Enemy(1),vel x*4=[0,72]

[State -3,A_K_Enemy1];K Enemy,
Type=ChangeState
value=610
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||((StateNo=110||StateNo=115)&&Time>5)
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy,Alive!=0
TriggerAll=Enemy,StateType!=L
TriggerAll=Enemy,StateType!=A
TriggerAll=Enemy,MoveType!=H
TriggerAll=Enemy,Ctrl=0
TriggerAll=Enemy,StateNo>169
TriggerAll=Enemy,Anim>169
TriggerAll=Enemy,AnimTime*-1>7
TriggerAll=Enemy,AnimElemTime(1)>60-var(59)*4||var(59)>10||Helper(30000+ID),var(12)<9
TriggerAll=Random<var(59)*40||var(59)>9
TriggerAll=Pos Y+vel y*7+Const(Movement.Yaccel)*28=[-80,0)
Trigger1=(Enemy,Pos X-Pos X)*Facing-vel x*7-Enemy,vel x*4=[0,82]

[State -3,A_K_Enemy2];K Enemy(1),
Type=ChangeState
value=610
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>1
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||((StateNo=110||StateNo=115)&&Time>5)
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(1),Alive!=0
TriggerAll=Enemy(1),StateType!=L
TriggerAll=Enemy(1),StateType!=A
TriggerAll=Enemy(1),MoveType!=H
TriggerAll=Enemy(1),Ctrl=0
TriggerAll=Enemy(1),StateNo>169
TriggerAll=Enemy(1),Anim>169
TriggerAll=Enemy(1),AnimTime*-1>7
TriggerAll=Enemy(1),AnimElemTime(1)>60-var(59)*4||var(59)>10||Helper(30000+ID),var(12)<9
TriggerAll=Random<var(59)*40||var(59)>9
TriggerAll=Pos Y+vel y*7+Const(Movement.Yaccel)*28=[-80,0)
Trigger1=(Enemy(1),Pos X-Pos X)*Facing-vel x*7-Enemy(1),vel x*4=[0,82]

[State -3,A_S_Enemy1];S Enemy,
Type=ChangeState
value=620
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||((StateNo=110||StateNo=115)&&Time>5)
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy,Alive!=0
TriggerAll=Enemy,StateType!=L
TriggerAll=Enemy,StateType!=A
TriggerAll=Enemy,MoveType!=H
TriggerAll=Enemy,Ctrl=0
TriggerAll=Enemy,StateNo>169
TriggerAll=Enemy,Anim>169
TriggerAll=Enemy,AnimTime*-1>9
TriggerAll=Enemy,AnimElemTime(1)>60-var(59)*4||var(59)>10||Helper(30000+ID),var(12)<9
TriggerAll=Random<var(59)*40||var(59)>9
TriggerAll=Pos Y+vel y*9+Const(Movement.Yaccel)*45=[-80,0)
Trigger1=(Enemy,Pos X-Pos X)*Facing-vel x*9-Enemy,vel x*5=[0,198]

[State -3,A_S_Enemy2];S Enemy(1),
Type=ChangeState
value=620
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>1
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||((StateNo=110||StateNo=115)&&Time>5)
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(1),Alive!=0
TriggerAll=Enemy(1),StateType!=L
TriggerAll=Enemy(1),StateType!=A
TriggerAll=Enemy(1),MoveType!=H
TriggerAll=Enemy(1),Ctrl=0
TriggerAll=Enemy(1),StateNo>169
TriggerAll=Enemy(1),Anim>169
TriggerAll=Enemy(1),AnimTime*-1>9
TriggerAll=Enemy(1),AnimElemTime(1)>60-var(59)*4||var(59)>10||Helper(30000+ID),var(12)<9
TriggerAll=Random<var(59)*40||var(59)>9
TriggerAll=Pos Y+vel y*9+Const(Movement.Yaccel)*45=[-80,0)
Trigger1=(Enemy(1),Pos X-Pos X)*Facing-vel x*9-Enemy(1),vel x*5=[0,198]

[State -3,A_HS_Enemy1];HS Enemy,
Type=ChangeState
value=630
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||((StateNo=110||StateNo=115)&&Time>5)
TriggerAll=var(59)>0&&Random<var(59)*101
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy,Alive!=0
TriggerAll=Enemy,StateType!=L
TriggerAll=Enemy,StateType!=A
TriggerAll=Enemy,MoveType!=H
TriggerAll=Enemy,Ctrl=0
TriggerAll=Enemy,StateNo>169
TriggerAll=Enemy,Anim>169
TriggerAll=Enemy,AnimTime*-1>12
TriggerAll=Enemy,AnimElemTime(1)>60-var(59)*4||var(59)>10||Helper(30000+ID),var(12)<9
TriggerAll=Random<var(59)*40||var(59)>9
Trigger1=(Enemy,Pos X-Pos X)*Facing-vel x*12-Enemy(1),vel x*5=[0,102]
Trigger1=Pos Y+vel y*12+Const(Movement.Yaccel)*78=[-80,0)

[State -3,A_HS_Enemy2];HS Enemy(1),
Type=ChangeState
value=630
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>1
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||((StateNo=110||StateNo=115)&&Time>5)
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(1),Alive!=0
TriggerAll=Enemy(1),StateType!=L
TriggerAll=Enemy(1),StateType!=A
TriggerAll=Enemy(1),MoveType!=H
TriggerAll=Enemy(1),Ctrl=0
TriggerAll=Enemy(1),StateNo>169
TriggerAll=Enemy(1),Anim>169
TriggerAll=Enemy(1),AnimTime*-1>12
TriggerAll=Enemy(1),AnimElemTime(1)>60-var(59)*4||var(59)>10||Helper(30000+ID),var(12)<9
TriggerAll=Random<var(59)*40||var(59)>9
TriggerAll=(Enemy(1),Pos X-Pos X)*Facing-vel x*12-Enemy(1),vel x*5=[0,102]
Trigger1=Pos Y+vel y*12+Const(Movement.Yaccel)*78=[-80,0)

;
;󒆎
;

[State -3,A_P_Enemy1];P Enemy,
Type=ChangeState
value=600
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||((StateNo=110||StateNo=115)&&Time>5)
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy,Alive!=0
TriggerAll=Enemy,StateType=A
TriggerAll=Enemy,MoveType!=H
TriggerAll=Enemy,Ctrl=0
TriggerAll=Enemy,StateNo>169
TriggerAll=Enemy,Anim>169
TriggerAll=Enemy,AnimTime*-1>6
TriggerAll=Enemy,AnimElemTime(1)>60-var(59)*4||var(59)>10||Helper(30000+ID),var(12)<9
TriggerAll=Random<var(59)*40||var(59)>9
TriggerAll=Pos Y+vel y*6+Const(Movement.Yaccel)*21<0
TriggerAll=(Enemy,Pos X-Pos X)*Facing-vel x*6-Enemy,vel x*6=[0,72]
Trigger1=Enemy,Pos Y+vel y*6+Const(Movement.Yaccel)*21+Enemy,vel y*6+Enemy,Const(Movement.Yaccel)*21=[-30,50]

[State -3,A_P_Enemy2];P Enemy(1),
Type=ChangeState
value=600
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>1
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||((StateNo=110||StateNo=115)&&Time>5)
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(1),Alive!=0
TriggerAll=Enemy(1),StateType=A
TriggerAll=Enemy(1),MoveType!=H
TriggerAll=Enemy(1),Ctrl=0
TriggerAll=Enemy(1),StateNo>169
TriggerAll=Enemy(1),Anim>169
TriggerAll=Enemy(1),AnimTime*-1>6
TriggerAll=Enemy(1),AnimElemTime(1)>60-var(59)*4||var(59)>10||Helper(30000+ID),var(12)<9
TriggerAll=Random<var(59)*40||var(59)>9
TriggerAll=Pos Y+vel y*6+Const(Movement.Yaccel)*21<0
TriggerAll=(Enemy(1),Pos X-Pos X)*Facing-vel x*6-Enemy(1),vel x*6=[0,72]
Trigger1=Enemy(1),Pos Y+vel y*6+Const(Movement.Yaccel)*21+Enemy(1),vel y*6+Enemy(1),Const(Movement.Yaccel)*21=[-30,50]

[State -3,A_K_Enemy1];K Enemy,
Type=ChangeState
value=610
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||((StateNo=110||StateNo=115)&&Time>5)
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy,Alive!=0
TriggerAll=Enemy,StateType=A
TriggerAll=Enemy,MoveType!=H
TriggerAll=Enemy,Ctrl=0
TriggerAll=Enemy,StateNo>169
TriggerAll=Enemy,Anim>169
TriggerAll=Enemy,AnimTime*-1>7
TriggerAll=Enemy,AnimElemTime(1)>60-var(59)*4||var(59)>10||Helper(30000+ID),var(12)<9
TriggerAll=Random<var(59)*40||var(59)>9
TriggerAll=Pos Y+vel y*7+Const(Movement.Yaccel)*28<0
TriggerAll=(Enemy,Pos X-Pos X)*Facing-vel x*7-Enemy,vel x*7=[0,82]
Trigger1=Enemy,Pos Y+vel y*7+Const(Movement.Yaccel)*28+Enemy,vel y*7+Enemy,Const(Movement.Yaccel)*28=[-30,80]

[State -3,A_K_Enemy2];K Enemy(1),
Type=ChangeState
value=610
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>1
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||((StateNo=110||StateNo=115)&&Time>5)
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(1),Alive!=0
TriggerAll=Enemy(1),StateType=A
TriggerAll=Enemy(1),MoveType!=H
TriggerAll=Enemy(1),Ctrl=0
TriggerAll=Enemy(1),StateNo>169
TriggerAll=Enemy(1),Anim>169
TriggerAll=Enemy(1),AnimTime*-1>7
TriggerAll=Enemy(1),AnimElemTime(1)>60-var(59)*4||var(59)>10||Helper(30000+ID),var(12)<9
TriggerAll=Random<var(59)*40||var(59)>9
TriggerAll=Pos Y+vel y*7+Const(Movement.Yaccel)*28<0
TriggerAll=(Enemy(1),Pos X-Pos X)*Facing-vel x*7-Enemy(1),vel x*7=[0,82]
Trigger1=Enemy(1),Pos Y+vel y*7+Const(Movement.Yaccel)*28+Enemy(1),vel y*7+Enemy(1),Const(Movement.Yaccel)*28=[-30,80]

[State -3,A_S_Enemy1];S Enemy,
Type=ChangeState
value=620
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||((StateNo=110||StateNo=115)&&Time>5)
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy,Alive!=0
TriggerAll=Enemy,StateType=A
TriggerAll=Enemy,MoveType!=H
TriggerAll=Enemy,Ctrl=0
TriggerAll=Enemy,StateNo>169
TriggerAll=Enemy,Anim>169
TriggerAll=Enemy,AnimTime*-1>9
TriggerAll=Enemy,AnimElemTime(1)>60-var(59)*4||var(59)>10||Helper(30000+ID),var(12)<9
TriggerAll=Random<var(59)*40||var(59)>9
TriggerAll=Pos Y+vel y*9+Const(Movement.Yaccel)*45<0
TriggerAll=(Enemy,Pos X-Pos X)*Facing-vel x*9-Enemy,vel x*9=[0,198]
Trigger1=(Enemy,Pos X-Pos X)*Facing-vel x*9-Enemy,vel x*9=[0,50]
Trigger1=Enemy,Pos Y+vel y*9+Const(Movement.Yaccel)*45+Enemy,vel y*9+Enemy,Const(Movement.Yaccel)*45=[-64,24]
Trigger2=Enemy,Pos Y+vel y*9+Const(Movement.Yaccel)*45+Enemy,vel y*9+Enemy,Const(Movement.Yaccel)*45=[-54,24]

[State -3,A_S_Enemy2];S Enemy(1),
Type=ChangeState
value=620
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>1
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||((StateNo=110||StateNo=115)&&Time>5)
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(1),Alive!=0
TriggerAll=Enemy(1),StateType=A
TriggerAll=Enemy(1),MoveType!=H
TriggerAll=Enemy(1),Ctrl=0
TriggerAll=Enemy(1),StateNo>169
TriggerAll=Enemy(1),Anim>169
TriggerAll=Enemy(1),AnimTime*-1>9
TriggerAll=Enemy(1),AnimElemTime(1)>60-var(59)*4||var(59)>10||Helper(30000+ID),var(12)<9
TriggerAll=Random<var(59)*40||var(59)>9
TriggerAll=Pos Y+vel y*9+Const(Movement.Yaccel)*45<0
TriggerAll=(Enemy(1),Pos X-Pos X)*Facing-vel x*9-Enemy(1),vel x*9=[0,198]
Trigger1=(Enemy(1),Pos X-Pos X)*Facing-vel x*9-Enemy(1),vel x*9=[0,50]
Trigger1=Enemy(1),Pos Y+vel y*9+Const(Movement.Yaccel)*45+Enemy(1),vel y*9+Enemy(1),Const(Movement.Yaccel)*45=[-64,24]
Trigger2=Enemy(1),Pos Y+vel y*9+Const(Movement.Yaccel)*45+Enemy(1),vel y*9+Enemy(1),Const(Movement.Yaccel)*45=[-54,24]

[State -3,A_HS_Enemy1];HS Enemy,
Type=ChangeState
value=630
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||((StateNo=110||StateNo=115)&&Time>5)
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy,Alive!=0
TriggerAll=Enemy,StateType=A
TriggerAll=Enemy,MoveType!=H
TriggerAll=Enemy,Ctrl=0
TriggerAll=Enemy,StateNo>169
TriggerAll=Enemy,Anim>169
TriggerAll=Enemy,AnimTime*-1>12
TriggerAll=Enemy,AnimElemTime(1)>60-var(59)*4||var(59)>10||Helper(30000+ID),var(12)<9
TriggerAll=Random<var(59)*40||var(59)>9
TriggerAll=(Enemy,Pos X-Pos X)*Facing-vel x*12-Enemy(1),vel x*12=[0,102]
TriggerAll=Pos Y+vel y*12+Const(Movement.Yaccel)*78<0
Trigger1=Enemy,Pos Y+vel y*12+Const(Movement.Yaccel)*78+Enemy,vel y*12+Enemy,Const(Movement.Yaccel)*78=[-82,90]

[State -3,A_HS_Enemy2];HS Enemy(1),
Type=ChangeState
value=630
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>1
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||((StateNo=110||StateNo=115)&&Time>5)
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(1),Alive!=0
TriggerAll=Enemy(1),StateType=A
TriggerAll=Enemy(1),MoveType!=H
TriggerAll=Enemy(1),Ctrl=0
TriggerAll=Enemy(1),StateNo>169
TriggerAll=Enemy(1),Anim>169
TriggerAll=Enemy(1),AnimTime*-1>12
TriggerAll=Enemy(1),AnimElemTime(1)>60-var(59)*4||var(59)>10||Helper(30000+ID),var(12)<9
TriggerAll=Random<var(59)*40||var(59)>9
TriggerAll=(Enemy(1),Pos X-Pos X)*Facing-vel x*12-Enemy(1),vel x*12=[0,102]
TriggerAll=Pos Y+vel y*12+Const(Movement.Yaccel)*78<0
Trigger1=Enemy(1),Pos Y+vel y*12+Const(Movement.Yaccel)*78+Enemy(1),vel y*12+Enemy(1),Const(Movement.Yaccel)*78=[-82,90]

;
;1Fp
;

[State -3,T];
Type=ChangeState
value=ifelse((frontedgebodydist<62||Random<500)&&backedgebodydist>62,800,805)
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||StateNo=52||((StateNo=[195,197])&&Time>ifelse(Anim=197,20,61))
TriggerAll=var(59)>0
TriggerAll=fvar(38)>-5
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),Alive!=0
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=P2BodyDist X*fvar(8)=[-4,25]
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
Trigger1=Random<var(59)*20
Trigger2=var(59)>10

[State -3,T];
Type=ChangeState
value=ifelse((frontedgebodydist<62||Random<500)&&backedgebodydist>62,800,805)
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||StateNo=52||((StateNo=[195,197])&&Time>ifelse(Anim=197,20,61))
TriggerAll=var(59)>0
TriggerAll=fvar(38)>-5
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=P2BodyDist X*fvar(8)=[-4,25]
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Random<var(59)*110||var(59)>9
Trigger1=PrevStateNo=5120
Trigger2=StateNo=52
Trigger3=Enemy(ceil(fvar(18))),StateNo=52
Trigger4=Enemy(ceil(fvar(18))),Ctrl||Enemy(ceil(fvar(18))),StateNo<999||Enemy(ceil(fvar(18))),Anim<200
Trigger4=NumHelper(40000+ID)
Trigger4=Helper(40000+ID),var(1)>0

;
;؂ւ
;
;n㎞
;

[State -2];໲ް n Enemy(0)
Type=ChangeState
value=750
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=fvar(33)>=1.5
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||StateNo=52||Time<2&&MoveType=A&&(StateNo=[200,640])&&(PrevStateNo !=[200,640])
TriggerAll=var(59)>3
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=Enemy,Alive!=0
TriggerAll=Enemy,StateType!=L
TriggerAll=Enemy,StateType!=A
TriggerAll=Enemy,MoveType!=H
TriggerAll=Enemy,StateNo>169
TriggerAll=Enemy,Anim>169
TriggerAll=Enemy,Ctrl=0
TriggerAll=Enemy,AnimTime*-1>23
TriggerAll=Power<PowerMax/2
TriggerAll=(Enemy,StateNo!=[200,699])||Enemy,MoveContAct=0
TriggerAll=Enemy,AnimElemTime(1)>60-var(59)*4||var(59)>10||Helper(30000+ID),var(12)<9
TriggerAll=Random<var(59)*40||var(59)>9
Trigger1=(Enemy,Pos X-Pos X)*facing-Enemy,vel x*Helper(30000+ID),fvar(23)=[-87,87]
Trigger1=Enemy,Pos Y>-110

[State -2];໲ް Enemy(0)
Type=ChangeState
value=750
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=fvar(33)>=1.5
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||StateNo=52||Time<2&&MoveType=A&&(StateNo=[200,640])&&(PrevStateNo !=[200,640])
TriggerAll=var(59)>3
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=Enemy,Alive!=0
TriggerAll=Enemy,StateType=A
TriggerAll=Enemy,MoveType!=H
TriggerAll=Enemy,StateNo>169
TriggerAll=Enemy,Anim>169
TriggerAll=Enemy,Ctrl=0
TriggerAll=Enemy,AnimTime*-1>23
TriggerAll=Power<PowerMax/2
TriggerAll=(Enemy,StateNo!=[200,699])||Enemy,MoveContAct=0
TriggerAll=Enemy,AnimElemTime(1)>60-var(59)*4||var(59)>10||Helper(30000+ID),var(12)<2
TriggerAll=Random<var(59)*40||var(59)>9
Trigger1=(Enemy,Pos X-Pos X)*facing-Enemy,vel x*23=[-111,111]
Trigger1=Enemy,Pos Y+(Enemy,vel y!=0)*(Enemy,vel y*23+Enemy,Const(MoveMent.Yaccel)*276)=[-126,0)
Trigger2=(Enemy,Pos X-Pos X)*facing-Enemy,vel x*23=[-79,79]
Trigger2=Enemy,Pos Y+(Enemy,vel y!=0)*(Enemy,vel y*23+Enemy,Const(MoveMent.Yaccel)*276)=[-166,0)
Trigger3=(Enemy,Pos X-Pos X)*facing-Enemy,vel x*23=[-38,38]
Trigger3=Enemy,Pos Y+(Enemy,vel y!=0)*(Enemy,vel y*23+Enemy,Const(MoveMent.Yaccel)*276)=[-200,0)

[State -2];໲ް Enemy(1)
Type=ChangeState
value=750
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>1
TriggerAll=RoundState=2
TriggerAll=fvar(33)>=1.5
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||StateNo=52||Time<2&&MoveType=A&&(StateNo=[200,640])&&(PrevStateNo !=[200,640])
TriggerAll=var(59)>3
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=Enemy(1),Alive!=0
TriggerAll=Enemy(1),StateType!=L
TriggerAll=Enemy(1),MoveType!=H
TriggerAll=Enemy(1),StateNo>169
TriggerAll=Enemy(1),Anim>169
TriggerAll=Enemy(1),Ctrl=0
TriggerAll=Enemy(1),AnimTime*-1>23
TriggerAll=Power<PowerMax/2
TriggerAll=(Enemy(1),StateNo!=[200,699])||Enemy(1),MoveContAct=0
TriggerAll=Enemy(1),AnimElemTime(1)>60-var(59)*4||var(59)>10||Helper(30000+ID),var(12)<9
TriggerAll=Random<var(59)*40||var(59)>9
Trigger1=(Enemy(1),Pos X-Pos X)*facing-Enemy(1),vel x*23=[-111,111]
Trigger1=Enemy(1),Pos Y+(Enemy(1),vel y!=0)*(Enemy(1),vel y*23+Enemy(1),Const(MoveMent.Yaccel)*276)=[-126,0)
Trigger2=(Enemy(1),Pos X-Pos X)*facing-Enemy(1),vel x*23=[-79,79]
Trigger2=Enemy(1),Pos Y+(Enemy(1),vel y!=0)*(Enemy(1),vel y*23+Enemy(1),Const(MoveMent.Yaccel)*276)=[-166,0)
Trigger3=(Enemy(1),Pos X-Pos X)*facing-Enemy(1),vel x*23=[-38,38]
Trigger3=Enemy(1),Pos Y+(Enemy(1),vel y!=0)*(Enemy(1),vel y*23+Enemy(1),Const(MoveMent.Yaccel)*276)=[-200,0)

[State -3,MyName];uꂪ̖vn㎞ Enemy,
Type=ChangeState
Value=3000
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Power>999
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||StateNo=52||((StateNo=[195,197])&&Time>ifelse(Anim=197,20,61))
TriggerAll=var(59)>3
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)>0
TriggerAll=Enemy,Alive!=0
TriggerAll=Enemy,StateType!=L
TriggerAll=Enemy,StateType!=A
TriggerAll=Enemy,MoveType!=H
TriggerAll=Enemy,StateNo>169
TriggerAll=Enemy,Anim>169
TriggerAll=Enemy,Ctrl=0
TriggerAll=Enemy,AnimTime*-1>6
TriggerAll=Enemy,AnimElemTime(1)>60-var(59)*4||var(59)>10||Helper(30000+ID),var(12)<9
TriggerAll=Random<var(59)*40||var(59)>9
TriggerAll=(Enemy,Pos X-Pos X)*facing>=0
TriggerAll=Enemy,Const(Size.Head.Pos.Y)<-30
Trigger1=(Enemy,Pos X-Pos X)*facing+Enemy,vel x*Helper(30000+ID),fvar(7)<61
Trigger1=Enemy,Pos Y>-78
Trigger2=Enemy,Const(Size.Head.Pos.Y)<-50
Trigger2=Enemy,Const(Size.Head.Pos.Y)<-83||Enemy,StateType!=C
Trigger2=(Enemy,Pos X-Pos X)*facing+Enemy,vel x*Helper(30000+ID),fvar(7)<95
Trigger2=Enemy,Pos Y>-82
Trigger3=Enemy,Const(Size.Head.Pos.Y)<-60
Trigger3=Enemy,Const(Size.Head.Pos.Y)<-90||Enemy,StateType!=C
Trigger3=(Enemy,Pos X-Pos X)*facing+Enemy,vel x*Helper(30000+ID),fvar(7)<103
Trigger3=Enemy,Pos Y>-95
Trigger4=Enemy,Const(Size.Head.Pos.Y)<-72
Trigger4=Enemy,Const(Size.Head.Pos.Y)<-98||Enemy,StateType!=C
Trigger4=(Enemy,Pos X-Pos X)*facing+Enemy,vel x*Helper(30000+ID),fvar(7)<113
Trigger4=Enemy,Pos Y>-101
Trigger5=Enemy,Const(Size.Head.Pos.Y)<-76
Trigger5=Enemy,Const(Size.Head.Pos.Y)<-104||Enemy,StateType!=C
Trigger5=(Enemy,Pos X-Pos X)*facing+Enemy,vel x*Helper(30000+ID),fvar(7)<122
Trigger5=Enemy,Pos Y>-108
Trigger6=Enemy,Const(Size.Head.Pos.Y)<-80
Trigger6=Enemy,Const(Size.Head.Pos.Y)<-110||Enemy,StateType!=C
Trigger6=(Enemy,Pos X-Pos X)*facing+Enemy,vel x*Helper(30000+ID),fvar(7)<131
Trigger6=Enemy,Pos Y>-114
Trigger7=Enemy,Const(Size.Head.Pos.Y)<-87
Trigger7=Enemy,Const(Size.Head.Pos.Y)<-116||Enemy,StateType!=C
Trigger7=(Enemy,Pos X-Pos X)*facing+Enemy,vel x*Helper(30000+ID),fvar(7)<139
Trigger7=Enemy,Pos Y>-120
Trigger8=Enemy,Const(Size.Head.Pos.Y)<-93
Trigger8=Enemy,Const(Size.Head.Pos.Y)<-123||Enemy,StateType!=C
Trigger8=(Enemy,Pos X-Pos X)*facing+Enemy,vel x*Helper(30000+ID),fvar(7)<147
Trigger8=Enemy,Pos Y>-127
Trigger9=Enemy,Const(Size.Head.Pos.Y)<-99
Trigger9=Enemy,Const(Size.Head.Pos.Y)<-130||Enemy,StateType!=C
Trigger9=(Enemy,Pos X-Pos X)*facing+Enemy,vel x*Helper(30000+ID),fvar(7)<154
Trigger9=Enemy,Pos Y>-132
Trigger10=Enemy,Const(Size.Head.Pos.Y)<-107
Trigger10=Enemy,Const(Size.Head.Pos.Y)<-139||Enemy,StateType!=C
Trigger10=(Enemy,Pos X-Pos X)*facing+Enemy,vel x*Helper(30000+ID),fvar(7)<168
Trigger10=Enemy,Pos Y>-137

[State -3,MyName];uꂪ̖vn㎞ Enemy(1),
Type=ChangeState
Value=3000
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>1
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Power>999
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||StateNo=52||((StateNo=[195,197])&&Time>ifelse(Anim=197,20,61))
TriggerAll=var(59)>3
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)>0
TriggerAll=Enemy(1),Alive!=0
TriggerAll=Enemy(1),StateType!=L
TriggerAll=Enemy(1),StateType!=A
TriggerAll=Enemy(1),MoveType!=H
TriggerAll=Enemy(1),StateNo>169
TriggerAll=Enemy(1),Anim>169
TriggerAll=Enemy(1),Ctrl=0
TriggerAll=Enemy(1),AnimTime*-1>6
TriggerAll=Enemy(1),AnimElemTime(1)>60-var(59)*4||var(59)>10||Helper(30000+ID),var(12)<9
TriggerAll=Random<var(59)*40||var(59)>9
TriggerAll=(Enemy(1),Pos X-Pos X)*facing>=0
Trigger1=(Enemy(1),Pos X-Pos X)*facing+Enemy(1),vel x*Helper(30000+ID),fvar(7)<61
Trigger1=Enemy(1),Pos Y>-78
Trigger2=Enemy(1),Const(Size.Head.Pos.Y)<-50
Trigger2=Enemy(1),Const(Size.Head.Pos.Y)<-83||Enemy(1),StateType!=C
Trigger2=(Enemy(1),Pos X-Pos X)*facing+Enemy(1),vel x*Helper(30000+ID),fvar(7)<95
Trigger2=Enemy(1),Pos Y>-82
Trigger3=Enemy(1),Const(Size.Head.Pos.Y)<-60
Trigger3=Enemy(1),Const(Size.Head.Pos.Y)<-90||Enemy(1),StateType!=C
Trigger3=(Enemy(1),Pos X-Pos X)*facing+Enemy(1),vel x*Helper(30000+ID),fvar(7)<103
Trigger3=Enemy(1),Pos Y>-95
Trigger4=Enemy(1),Const(Size.Head.Pos.Y)<-72
Trigger4=Enemy(1),Const(Size.Head.Pos.Y)<-98||Enemy(1),StateType!=C
Trigger4=(Enemy(1),Pos X-Pos X)*facing+Enemy(1),vel x*Helper(30000+ID),fvar(7)<113
Trigger4=Enemy(1),Pos Y>-101
Trigger5=Enemy(1),Const(Size.Head.Pos.Y)<-76
Trigger5=Enemy(1),Const(Size.Head.Pos.Y)<-104||Enemy(1),StateType!=C
Trigger5=(Enemy(1),Pos X-Pos X)*facing+Enemy(1),vel x*Helper(30000+ID),fvar(7)<122
Trigger5=Enemy(1),Pos Y>-108
Trigger6=Enemy(1),Const(Size.Head.Pos.Y)<-80
Trigger6=Enemy(1),Const(Size.Head.Pos.Y)<-110||Enemy(1),StateType!=C
Trigger6=(Enemy(1),Pos X-Pos X)*facing+Enemy(1),vel x*Helper(30000+ID),fvar(7)<131
Trigger6=Enemy(1),Pos Y>-114
Trigger7=Enemy(1),Const(Size.Head.Pos.Y)<-87
Trigger7=Enemy(1),Const(Size.Head.Pos.Y)<-116||Enemy(1),StateType!=C
Trigger7=(Enemy(1),Pos X-Pos X)*facing+Enemy(1),vel x*Helper(30000+ID),fvar(7)<139
Trigger7=Enemy(1),Pos Y>-120
Trigger8=Enemy(1),Const(Size.Head.Pos.Y)<-93
Trigger8=Enemy(1),Const(Size.Head.Pos.Y)<-123||Enemy(1),StateType!=C
Trigger8=(Enemy(1),Pos X-Pos X)*facing+Enemy(1),vel x*Helper(30000+ID),fvar(7)<147
Trigger8=Enemy(1),Pos Y>-127
Trigger9=Enemy(1),Const(Size.Head.Pos.Y)<-99
Trigger9=Enemy(1),Const(Size.Head.Pos.Y)<-130||Enemy(1),StateType!=C
Trigger9=(Enemy(1),Pos X-Pos X)*facing+Enemy(1),vel x*Helper(30000+ID),fvar(7)<154
Trigger9=Enemy(1),Pos Y>-132
Trigger10=Enemy(1),Const(Size.Head.Pos.Y)<-107
Trigger10=Enemy(1),Const(Size.Head.Pos.Y)<-139||Enemy(1),StateType!=C
Trigger10=(Enemy(1),Pos X-Pos X)*facing+Enemy(1),vel x*Helper(30000+ID),fvar(7)<168
Trigger10=Enemy(1),Pos Y>-137

[State -3,MyName];uꂪ̖v󒆎 Enemy,
Type=ChangeState
Value=3000
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Power>999
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||StateNo=52||((StateNo=[195,197])&&Time>ifelse(Anim=197,20,61))
TriggerAll=var(59)>3
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)>0
TriggerAll=Enemy,StateType=A||Enemy,StateType=L&&Enemy,MoveType=A
TriggerAll=Enemy,MoveType!=H
TriggerAll=Enemy,StateNo>169
TriggerAll=Enemy,Anim>169
TriggerAll=Enemy,Ctrl=0
TriggerAll=Random<var(59)*60||var(59)>9
TriggerAll=Enemy,AnimTime*-1>6
TriggerAll=Enemy,AnimElemTime(1)>60-var(59)*4||var(59)>10||Helper(30000+ID),var(12)<9
TriggerAll=Random<var(59)*40||var(59)>9
TriggerAll=(Enemy,Pos X-Pos X)*facing>=0
TriggerAll=Enemy,Pos Y+Enemy,vel y*7+Enemy,Const(MoveMent.Yaccel)*28<0
Trigger1=(Enemy,Pos X-Pos X)*facing+Enemy,vel x*7<52
Trigger1=Enemy,Pos Y+Enemy,vel y*7+Enemy,Const(MoveMent.Yaccel)*28>-78
Trigger1=Enemy,Pos Y+Enemy,vel y*7+Enemy,Const(MoveMent.Yaccel)*28<-54-Enemy,Const(Size.Head.Pos.Y)
Trigger2=(Enemy,Pos X-Pos X)*facing+Enemy,vel x*7<68
Trigger2=Enemy,Pos Y+Enemy,vel y*7+Enemy,Const(MoveMent.Yaccel)*28>-82
Trigger2=Enemy,Pos Y+Enemy,vel y*7+Enemy,Const(MoveMent.Yaccel)*28<-62-Enemy,Const(Size.Head.Pos.Y)
Trigger3=(Enemy,Pos X-Pos X)*facing+Enemy,vel x*7<80
Trigger3=Enemy,Pos Y+Enemy,vel y*7+Enemy,Const(MoveMent.Yaccel)*28>-95
Trigger3=Enemy,Pos Y+Enemy,vel y*7+Enemy,Const(MoveMent.Yaccel)*28<-70-Enemy,Const(Size.Head.Pos.Y)
Trigger4=(Enemy,Pos X-Pos X)*facing+Enemy,vel x*7<92
Trigger4=Enemy,Pos Y+Enemy,vel y*7+Enemy,Const(MoveMent.Yaccel)*28>-101
Trigger4=Enemy,Pos Y+Enemy,vel y*7+Enemy,Const(MoveMent.Yaccel)*28<-78-Enemy,Const(Size.Head.Pos.Y)
Trigger5=(Enemy,Pos X-Pos X)*facing+Enemy,vel x*7<101
Trigger5=Enemy,Pos Y+Enemy,vel y*7+Enemy,Const(MoveMent.Yaccel)*28>-108
Trigger5=Enemy,Pos Y+Enemy,vel y*7+Enemy,Const(MoveMent.Yaccel)*28<-84-Enemy,Const(Size.Head.Pos.Y)
Trigger6=(Enemy,Pos X-Pos X)*facing+Enemy,vel x*7<109
Trigger6=Enemy,Pos Y+Enemy,vel y*7+Enemy,Const(MoveMent.Yaccel)*28>-114
Trigger6=Enemy,Pos Y+Enemy,vel y*7+Enemy,Const(MoveMent.Yaccel)*28<-88-Enemy,Const(Size.Head.Pos.Y)
Trigger7=(Enemy,Pos X-Pos X)*facing+Enemy,vel x*7<117
Trigger7=Enemy,Pos Y+Enemy,vel y*7+Enemy,Const(MoveMent.Yaccel)*28>-120
Trigger7=Enemy,Pos Y+Enemy,vel y*7+Enemy,Const(MoveMent.Yaccel)*28<-95-Enemy,Const(Size.Head.Pos.Y)
Trigger8=(Enemy,Pos X-Pos X)*facing+Enemy,vel x*7<124
Trigger8=Enemy,Pos Y+Enemy,vel y*7+Enemy,Const(MoveMent.Yaccel)*28>-127
Trigger8=Enemy,Pos Y+Enemy,vel y*7+Enemy,Const(MoveMent.Yaccel)*28<-101-Enemy,Const(Size.Head.Pos.Y)
Trigger9=(Enemy,Pos X-Pos X)*facing+Enemy,vel x*7<133
Trigger9=Enemy,Pos Y+Enemy,vel y*7+Enemy,Const(MoveMent.Yaccel)*28>-132
Trigger9=Enemy,Pos Y+Enemy,vel y*7+Enemy,Const(MoveMent.Yaccel)*28<-101-Enemy,Const(Size.Head.Pos.Y)
Trigger10=(Enemy,Pos X-Pos X)*facing+Enemy,vel x*7<168
Trigger10=Enemy,Pos Y+Enemy,vel y*7+Enemy,Const(MoveMent.Yaccel)*28>-137
Trigger10=Enemy,Pos Y+Enemy,vel y*7+Enemy,Const(MoveMent.Yaccel)*28<-109-Enemy,Const(Size.Head.Pos.Y)

[State -3,MyName];uꂪ̖v󒆎 Enemy(1),
Type=ChangeState
Value=3000
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>1
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Power>999
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||StateNo=52||((StateNo=[195,197])&&Time>ifelse(Anim=197,20,61))
TriggerAll=var(59)>3
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)>0
TriggerAll=Enemy(1),StateType=A||Enemy(1),StateType=L&&Enemy(1),MoveType=A
TriggerAll=Enemy(1),MoveType!=H
TriggerAll=Enemy(1),StateNo>169
TriggerAll=Enemy(1),Anim>169
TriggerAll=Enemy(1),Ctrl=0
TriggerAll=Enemy(1),AnimTime*-1>6
TriggerAll=Enemy(1),AnimElemTime(1)>60-var(59)*4||var(59)>10||Helper(30000+ID),var(12)<9
TriggerAll=Random<var(59)*40||var(59)>9
TriggerAll=(Enemy(1),Pos X-Pos X)*facing>=0
TriggerAll=Enemy(1),Pos Y+Enemy(1),vel y*7+Enemy(1),Const(MoveMent.Yaccel)*28<0
Trigger1=(Enemy(1),Pos X-Pos X)*facing+Enemy(1),vel x*7<52
Trigger1=Enemy(1),Pos Y+Enemy(1),vel y*7+Enemy(1),Const(MoveMent.Yaccel)*28>-78
Trigger1=Enemy(1),Pos Y+Enemy(1),vel y*7+Enemy(1),Const(MoveMent.Yaccel)*28<-54-Enemy(1),Const(Size.Head.Pos.Y)
Trigger2=(Enemy(1),Pos X-Pos X)*facing+Enemy(1),vel x*7<68
Trigger2=Enemy(1),Pos Y+Enemy(1),vel y*7+Enemy(1),Const(MoveMent.Yaccel)*28>-82
Trigger2=Enemy(1),Pos Y+Enemy(1),vel y*7+Enemy(1),Const(MoveMent.Yaccel)*28<-62-Enemy(1),Const(Size.Head.Pos.Y)
Trigger3=(Enemy(1),Pos X-Pos X)*facing+Enemy(1),vel x*7<80
Trigger3=Enemy(1),Pos Y+Enemy(1),vel y*7+Enemy(1),Const(MoveMent.Yaccel)*28>-95
Trigger3=Enemy(1),Pos Y+Enemy(1),vel y*7+Enemy(1),Const(MoveMent.Yaccel)*28<-70-Enemy(1),Const(Size.Head.Pos.Y)
Trigger4=(Enemy(1),Pos X-Pos X)*facing+Enemy(1),vel x*7<92
Trigger4=Enemy(1),Pos Y+Enemy(1),vel y*7+Enemy(1),Const(MoveMent.Yaccel)*28>-101
Trigger4=Enemy(1),Pos Y+Enemy(1),vel y*7+Enemy(1),Const(MoveMent.Yaccel)*28<-78-Enemy(1),Const(Size.Head.Pos.Y)
Trigger5=(Enemy(1),Pos X-Pos X)*facing+Enemy(1),vel x*7<101
Trigger5=Enemy(1),Pos Y+Enemy(1),vel y*7+Enemy(1),Const(MoveMent.Yaccel)*28>-108
Trigger5=Enemy(1),Pos Y+Enemy(1),vel y*7+Enemy(1),Const(MoveMent.Yaccel)*28<-84-Enemy(1),Const(Size.Head.Pos.Y)
Trigger6=(Enemy(1),Pos X-Pos X)*facing+Enemy(1),vel x*7<109
Trigger6=Enemy(1),Pos Y+Enemy(1),vel y*7+Enemy(1),Const(MoveMent.Yaccel)*28>-114
Trigger6=Enemy(1),Pos Y+Enemy(1),vel y*7+Enemy(1),Const(MoveMent.Yaccel)*28<-88-Enemy(1),Const(Size.Head.Pos.Y)
Trigger7=(Enemy(1),Pos X-Pos X)*facing+Enemy(1),vel x*7<117
Trigger7=Enemy(1),Pos Y+Enemy(1),vel y*7+Enemy(1),Const(MoveMent.Yaccel)*28>-120
Trigger7=Enemy(1),Pos Y+Enemy(1),vel y*7+Enemy(1),Const(MoveMent.Yaccel)*28<-95-Enemy(1),Const(Size.Head.Pos.Y)
Trigger8=(Enemy(1),Pos X-Pos X)*facing+Enemy(1),vel x*7<124
Trigger8=Enemy(1),Pos Y+Enemy(1),vel y*7+Enemy(1),Const(MoveMent.Yaccel)*28>-127
Trigger8=Enemy(1),Pos Y+Enemy(1),vel y*7+Enemy(1),Const(MoveMent.Yaccel)*28<-101-Enemy(1),Const(Size.Head.Pos.Y)
Trigger9=(Enemy(1),Pos X-Pos X)*facing+Enemy(1),vel x*7<133
Trigger9=Enemy(1),Pos Y+Enemy(1),vel y*7+Enemy(1),Const(MoveMent.Yaccel)*28>-132
Trigger9=Enemy(1),Pos Y+Enemy(1),vel y*7+Enemy(1),Const(MoveMent.Yaccel)*28<-101-Enemy(1),Const(Size.Head.Pos.Y)
Trigger10=(Enemy(1),Pos X-Pos X)*facing+Enemy(1),vel x*7<168
Trigger10=Enemy(1),Pos Y+Enemy(1),vel y*7+Enemy(1),Const(MoveMent.Yaccel)*28>-137
Trigger10=Enemy(1),Pos Y+Enemy(1),vel y*7+Enemy(1),Const(MoveMent.Yaccel)*28<-109-Enemy(1),Const(Size.Head.Pos.Y)

[State -3,H_Jack];oWbNnEh Enemy,
Type=ChangeState
Value=3500
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Power>999
TriggerAll=!var(25)
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||StateNo=52||((StateNo=[195,197])&&Time>ifelse(Anim=197,20,61))
TriggerAll=var(59)>3
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)>0
TriggerAll=Enemy,StateType!=L
TriggerAll=Enemy,StateType!=A
TriggerAll=Enemy,MoveType!=H
TriggerAll=Enemy,StateNo>169
TriggerAll=Enemy,Anim>169
TriggerAll=Enemy,Ctrl=0
TriggerAll=Enemy,AnimTime*-1>16
TriggerAll=Enemy,AnimElemTime(1)>60-var(59)*4||var(59)>10||Helper(30000+ID),var(12)<9
TriggerAll=Random<var(59)*40||var(59)>9
TriggerAll=(Enemy,Pos X-Pos X)*facing>=0
Trigger1=(Enemy,Pos X-Pos X)*facing-Enemy,vel x*16=[0,159]
Trigger1=Enemy,Pos Y+(Enemy,vel y!=0)*(Enemy,vel y*16+Enemy,Const(MoveMent.Yaccel)*136)=[-50,0]
Trigger2=Enemy,AnimTime*-1>17
Trigger2=(Enemy,Pos X-Pos X)*facing-Enemy,vel x*17=[0,280]
Trigger2=Enemy,Pos Y+(Enemy,vel y!=0)*(Enemy,vel y*17+Enemy,Const(MoveMent.Yaccel)*153)=[-50,0]

[State -3,H_Jack];oWbNnEh Enemy(1),
Type=ChangeState
Value=3500
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>1
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Power>999
TriggerAll=!var(25)
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||StateNo=52||((StateNo=[195,197])&&Time>ifelse(Anim=197,20,61))
TriggerAll=var(59)>3
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)>0
TriggerAll=Enemy(1),StateType!=L
TriggerAll=Enemy(1),StateType!=A
TriggerAll=Enemy(1),MoveType!=H
TriggerAll=Enemy(1),StateNo>169
TriggerAll=Enemy(1),Anim>169
TriggerAll=Enemy(1),Ctrl=0
TriggerAll=Enemy(1),AnimTime*-1>16
TriggerAll=Enemy(1),AnimElemTime(1)>60-var(59)*4||var(59)>10||Helper(30000+ID),var(12)<9
TriggerAll=Random<var(59)*40||var(59)>9
TriggerAll=(Enemy(1),Pos X-Pos X)*facing>=0
Trigger1=(Enemy(1),Pos X-Pos X)*facing-Enemy(1),vel x*16=[0,159]
Trigger1=Enemy(1),Pos Y+(Enemy(1),vel y!=0)*(Enemy(1),vel y*16+Enemy(1),Const(MoveMent.Yaccel)*136)=[-50,0]
Trigger2=Enemy(1),AnimTime*-1>17
Trigger2=(Enemy(1),Pos X-Pos X)*facing-Enemy(1),vel x*17=[0,280]
Trigger2=Enemy(1),Pos Y+(Enemy(1),vel y!=0)*(Enemy(1),vel y*17+Enemy(1),Const(MoveMent.Yaccel)*153)=[-50,0]

[State -3,UNTYOUNOIAI];_̋
Type=ChangeState
Value=3200
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Power>999
TriggerAll=Ctrl||(StateNo=[120,132])||(StateNo=[110,115])&&Time>5
TriggerAll=var(59)>3
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)>0
TriggerAll=Enemy,StateType!=L
TriggerAll=Enemy,MoveType!=H
TriggerAll=Enemy,StateNo>169
TriggerAll=Enemy,Anim>169
TriggerAll=Enemy,Ctrl=0
TriggerAll=Enemy,AnimTime*-1>6
TriggerAll=Enemy,AnimElemTime(1)>60-var(59)*4||var(59)>10||Helper(30000+ID),var(12)<9
TriggerAll=Random<var(59)*40||var(59)>9
TriggerAll=(Enemy,Pos X-Pos X)*facing>=0
Trigger1=(Enemy,Pos X-Pos X)*facing-Enemy,vel x*7<73
Trigger1=(Enemy,Pos Y-Pos Y)+Enemy,vel y*7+Enemy,Const(MoveMent.Yaccel)*28=[-20,60]
Trigger2=(Enemy,Pos X-Pos X)*facing-Enemy,vel x*7=[73,123]
Trigger2=(Enemy,Pos Y-Pos Y)+Enemy,vel y*7+Enemy,Const(MoveMent.Yaccel)*28=[61,130]

[State -3,UNTYOUNOIAI];_̋
Type=ChangeState
Value=3200
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>1
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Power>999
TriggerAll=Ctrl||(StateNo=[120,132])||(StateNo=[110,115])&&Time>5
TriggerAll=var(59)>3
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)>0
TriggerAll=Enemy(1),StateType!=L
TriggerAll=Enemy(1),MoveType!=H
TriggerAll=Enemy(1),StateNo>169
TriggerAll=Enemy(1),Anim>169
TriggerAll=Enemy(1),Ctrl=0
TriggerAll=Enemy(1),AnimTime*-1>6
TriggerAll=Enemy,AnimElemTime(1)>60-var(59)*4||var(59)>10||Helper(30000+ID),var(12)<9
TriggerAll=Random<var(59)*40||var(59)>9
TriggerAll=(Enemy(1),Pos X-Pos X)*facing>=0
Trigger1=(Enemy(1),Pos X-Pos X)*facing-Enemy(1),vel x*6<73
Trigger1=(Enemy(1),Pos Y-Pos Y)+(Enemy(1),vel y!=0)*(Enemy(1),vel y+Enemy(1),Const(MoveMent.Yaccel)*5)*6=[-20,60]
Trigger2=(Enemy(1),Pos X-Pos X)*facing-Enemy(1),vel x*6=[73,123]
Trigger2=(Enemy(1),Pos Y-Pos Y)+(Enemy(1),vel y!=0)*(Enemy(1),vel y+Enemy(1),Const(MoveMent.Yaccel)*5)*6=[61,130]

;
;1F
;

[State -3,S_T];
Type=ChangeState
value=ifelse((frontedgebodydist<62||Random<500)&&backedgebodydist>62,800,805)
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||StateNo=52||((StateNo=[195,197])&&Time>ifelse(Anim=197,20,61))
TriggerAll=var(59)>3
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)>0
TriggerAll=Enemy(ceil(fvar(18))),MoveType=A
TriggerAll=Enemy(ceil(fvar(18))),StateNo>199
TriggerAll=Enemy(ceil(fvar(18))),Ctrl=0
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Random<var(59)*60||var(59)>9
TriggerAll=Enemy(ceil(fvar(18))),Time>=30||!Time&&var(59)>9||var(59)>10
TriggerAll=Enemy(ceil(fvar(18))),Time>=50||var(59)>10||(StateNo=[150,155])||(PrevStateNo=[5000,5270])
Trigger1=(P2BodyDist X*fvar(8)=[-10,23])

[State -3,A_T];󓊂
Type=ChangeState
value=850
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=[120,132])
TriggerAll=var(59)>3
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)>0
TriggerAll=Enemy(ceil(fvar(18))),MoveType=A
TriggerAll=Enemy(ceil(fvar(18))),StateNo>199
TriggerAll=Enemy(ceil(fvar(18))),Ctrl=0
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Random<var(59)*60||var(59)>9
TriggerAll=Enemy(ceil(fvar(18))),Time>=30||!Time&&var(59)>9||var(59)>10
TriggerAll=Enemy(ceil(fvar(18))),Time>=50||var(59)>10||(StateNo=[150,155])||(PrevStateNo=[5000,5270])
Trigger1=P2BodyDist X*fvar(8)=[-40,55]
Trigger1=P2Dist Y*fvar(9)=[-49,19]

;
;Ԃ
;

[State -2,];ް
Type=ChangeState
value=750
TriggerAll=Alive!=0
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,9]
TriggerAll=fvar(38)>0
TriggerAll=fvar(33)>=1.5
TriggerAll=Power<PowerMax/2
TriggerAll=Alive
TriggerAll=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*ifelse(P2StateType=A,23,12)=[-55,55]
TriggerAll=(P2Dist Y*fvar(9)+(Enemy(ceil(fvar(18))),vel y!=0)*(Enemy(ceil(fvar(18))),vel y+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*22)*23=[-120,0])
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=(Enemy(ceil(fvar(18))),StateNo!=[120,155])||var(59)<7
TriggerAll=Random<ifelse(var(59)<6,var(59),10-var(59))*(20+(PrevStateNo=5120)*20)
Trigger1=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||StateNo=52
Trigger2=Time<2
Trigger2=MoveType=A
Trigger2=(StateNo=[200,640])
Trigger2=(PrevStateNo!=[200,640])

[State -3,MyName];uꂪ̖v
Type=ChangeState
Value=3000
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=!var(25)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Power>999
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,140])||StateNo=40||StateNo=100&&Time>11||StateNo=52
TriggerAll=var(59)=[1,9]
TriggerAll=fvar(38)>0
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=(Enemy(ceil(fvar(18))),StateNo!=[120,155])||var(59)<7
TriggerAll=Random<ifelse(var(59)<6,var(59),10-var(59))*(20+(PrevStateNo=5120)*20)
Trigger1=Enemy(ceil(fvar(18))),Const(Size.Head.Pos.Y)<-60||P2StateType=A
Trigger1=Enemy(ceil(fvar(18))),Const(Size.Head.Pos.Y)<-80||P2StateType!=C
Trigger1=P2BodyDist X*fvar(8)+Enemy(ceil(fvar(18))),vel x*6=[-10,50]
Trigger1=(P2Dist Y*fvar(9)+(Enemy(ceil(fvar(18))),vel y!=0)*(Enemy(ceil(fvar(18))),vel y+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*5)*6=[-60,0])
Trigger2=Enemy(ceil(fvar(18))),Const(Size.Head.Pos.Y)<-100||P2StateType=A
Trigger2=(P2BodyDist X*fvar(8)+Enemy(ceil(fvar(18))),vel x*6=[51,80])
Trigger2=(P2Dist Y*fvar(9)+(Enemy(ceil(fvar(18))),vel y!=0)*(Enemy(ceil(fvar(18))),vel y+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*5)*6=[-80,0])
Trigger3=Enemy(ceil(fvar(18))),Const(Size.Head.Pos.Y)<-120||P2StateType=A
Trigger3=(P2BodyDist X*fvar(8)+Enemy(ceil(fvar(18))),vel x*6=[81,110])
Trigger3=(P2Dist Y*fvar(9)+(Enemy(ceil(fvar(18))),vel y!=0)*(Enemy(ceil(fvar(18))),vel y+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*5)*6=[-100,0])

[State -3,UNTYOUNOIAI];_̋
Type=ChangeState
Value=3200
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,9]
TriggerAll=fvar(38)>0
TriggerAll=StateType=A
TriggerAll=Power>999
TriggerAll=Ctrl||(StateNo=[120,140])||(StateNo=[110,115])&&Time>5
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=(Enemy(ceil(fvar(18))),StateNo!=[120,155])||var(59)<7
TriggerAll=Random<ifelse(var(59)<6,var(59),10-var(59))*(20+(PrevStateNo=[5200,5210])*30)
Trigger1=(P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*6=[-5,40])
Trigger1=(P2Dist Y*fvar(9)+(Enemy(ceil(fvar(18))),vel y!=0)*(Enemy(ceil(fvar(18))),vel y+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*5)*6=[-20,60])
Trigger2=(P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*6=[41,90])
Trigger2=(P2Dist Y*fvar(9)+(Enemy(ceil(fvar(18))),vel y!=0)*(Enemy(ceil(fvar(18))),vel y+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*5)*6=[61,130])

;
;K[hLZ
;

[State -3,DAA];ޯıݸٱ
Type=ChangeState
value=700
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>3
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=Power>999
TriggerAll=Enemy(ceil(fvar(18))),StateNo>199
TriggerAll=Enemy(ceil(fvar(18))),Ctrl=0
TriggerAll=StateNo=[150,153]
TriggerAll=Enemy(ceil(fvar(18))),AnimTime<-10||var(59)<7
Trigger1=Random<var(59)*60||var(59)>9
Trigger1=Enemy(ceil(fvar(18))),Const(Size.Head.Pos.Y)<-60||P2StateType=A
Trigger1=Enemy(ceil(fvar(18))),Const(Size.Head.Pos.Y)<-120||P2StateType!=C
Trigger1=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*10=[-10,40]
Trigger1=(P2Dist Y*fvar(9)+(Enemy(ceil(fvar(18))),vel y!=0)*(Enemy(ceil(fvar(18))),vel y+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*9)*10=[-80,0])

;
;NU
;

[State -3,Coin];޺ް
Type=ChangeState
value=1400
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||StateNo=52||((StateNo=[195,197])&&Time>ifelse(Anim=197,20,61))
TriggerAll=var(36)>0
TriggerAll=!var(44)
TriggerAll=!NumHelper(1401)
Trigger1=P2StateType=L
Trigger1=Enemy(ceil(fvar(18))),StateNo=5120
Trigger1=Enemy(ceil(fvar(18))),AnimTime>-18
Trigger1=P2BodyDist X*fvar(8)=[100,190]

[State -3,BS];obJXTC
Type=ChangeState
value=1300
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=(var(59)>0&&Random<var(59)*180)||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||StateNo=52||((StateNo=[195,197])&&Time>ifelse(Anim=197,20,61))
TriggerAll=!var(48)
TriggerAll=!var(49)
TriggerAll=P2BodyDist X*fvar(8)=[-5,120]
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
Trigger1=NumHelper(30000+ID)
Trigger1=Helper(30000+ID),var(44)=1

[State -3,Dash];_bV
Type=ChangeState
value=100
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=52
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType=L
TriggerAll=PalNo!=11
Trigger1=Enemy(ceil(fvar(18))),StateNo=[5100,5120]
Trigger1=P2BodyDist X*fvar(8)>63+115

[State -3]
Type=ChangeState
value=0
Ctrl=1
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=StateNo=[21,22]
Trigger1=Enemy(ceil(fvar(18))),StateType=L
Trigger1=P2BodyDist X*fvar(8)=[41,63]
Trigger2=Enemy(ceil(fvar(18))),StateType!=L
Trigger2=Enemy(ceil(fvar(18))),MoveType!=H

[State -3,FwdWalk];Os
Type=ChangeState
value=21
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,20])||StateNo=22
TriggerAll=StateNo=0
TriggerAll=Enemy(ceil(fvar(18))),StateType=L
Trigger1=P2BodyDist X*fvar(8)=[64,179]

[State -3,BackWalk];s
Type=ChangeState
value=22
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,21])
TriggerAll=Enemy(ceil(fvar(18))),StateType=L
Trigger1=P2BodyDist X*fvar(8)=[-4,40]

[State -3,C_K];K
Type=ChangeState
value=410
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)>1
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||StateNo=52||((StateNo=[195,197])&&Time>ifelse(Anim=197,20,61))
TriggerAll=Enemy(ceil(fvar(18))),StateType=L
TriggerAll=Enemy(ceil(fvar(18))),StateNo=5120
Trigger1=Enemy(ceil(fvar(18))),AnimTime=-4
Trigger1=P2BodyDist X*fvar(8)=[26,48]
Trigger1=Random<ifelse(var(59)>9||fvar(39),10,var(59))*20

[State -3,C_S];S
Type=ChangeState
value=420
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)>1
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||StateNo=52||((StateNo=[195,197])&&Time>ifelse(Anim=197,20,61))
Trigger1=P2StateType=L
Trigger1=Enemy(ceil(fvar(18))),StateNo=5120
Trigger1=Enemy(ceil(fvar(18))),AnimTime=-5
Trigger1=P2BodyDist X*fvar(8)=[26,63]
Trigger1=Random<ifelse(var(59)>9||fvar(39),10,var(59))*30

[State -3,MF_Low];н̧Űi
Type=ChangeState
value=1020
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||StateNo=52||((StateNo=[195,197])&&Time>ifelse(Anim=197,20,61))
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=(P2BodyDist X*fvar(8)=[64,135])
TriggerAll=var(49)>0
Trigger1=Enemy(ceil(fvar(18))),StateType=L
Trigger1=Enemy(ceil(fvar(18))),StateNo=5120
Trigger1=Random<ifelse(var(59)>9||fvar(39),10,var(59))*30
Trigger1=Enemy(ceil(fvar(18))),AnimTime=-16

[State -3,MF_Mid];н̧Űi
Type=ChangeState
value=1010
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||StateNo=52||((StateNo=[195,197])&&Time>ifelse(Anim=197,20,61))
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=(P2BodyDist X*fvar(8)=[136,170])
TriggerAll=var(49)>0
Trigger1=Enemy(ceil(fvar(18))),StateType=L
Trigger1=Enemy(ceil(fvar(18))),StateNo=5120
Trigger1=Random<ifelse(var(59)>9||fvar(39),10,var(59))*70
Trigger1=Enemy(ceil(fvar(18))),AnimTime=-13

[State -3,S_FHS];HS
Type=ChangeState
value=235
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||StateNo=52||((StateNo=[195,197])&&Time>ifelse(Anim=197,20,61))
TriggerAll=!var(44)
Trigger1=P2StateType=L
Trigger1=Enemy(ceil(fvar(18))),StateNo=5120
Trigger1=Random<ifelse(var(59)>9||fvar(39),10,var(59))*4
Trigger1=Enemy(ceil(fvar(18))),AnimTime=-14
Trigger1=P2BodyDist X*fvar(8)=[60,150]

[State -3,BackDash];ޯޯ
Type=ChangeState
value=105
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||StateNo=52
TriggerAll=Enemy(ceil(fvar(18))),StateType=L
TriggerAll=Power<500
TriggerAll=PrevStateNo!=100
TriggerAll=BackEdgeBodyDist>60
TriggerAll=Enemy(ceil(fvar(18))),StateNo=[5100,5120]
Trigger1=!var(44)
Trigger1=!var(48)
Trigger1=!var(49)
Trigger1=P2BodyDist X*fvar(8)=[-10,80]
Trigger2=P2BodyDist X*fvar(8)=[-10,25]
Trigger2=Enemy(ceil(fvar(18))),StateNo=[5110,5120]

;
;󒆋NU
;
[State -3,A_K];K
Type=ChangeState
value=610
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=[110,115])&&Time>5
Trigger1=P2StateType=L
Trigger1=Enemy(ceil(fvar(18))),StateNo=5120
Trigger1=P2BodyDist X*fvar(8)-vel x*7=[-20,50]
Trigger1=Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*6)*7>-20

[State -3,A_HS];HS
Type=ChangeState
value=620
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=[110,115])&&Time>5
TriggerAll=Enemy(ceil(fvar(18))),StateType=L
TriggerAll=(P2BodyDist X*fvar(8)-vel x*9=[-20,70])
Trigger1=Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*8)*9>-20

[State -3,A_DB];ި޲ڲ
Type=ChangeState
value=1150
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=110&&Time>5)
Trigger1=P2BodyDist X*fvar(8)=[-10,30]
Trigger1=P2Dist Y*fvar(9)>-30
Trigger1=P2StateType=L
Trigger1=Enemy(ceil(fvar(18))),StateNo=5120
Trigger1=Enemy(ceil(fvar(18))),AnimTime>-9
Trigger1=Pos Y+(vel y!=0)*(vel y/ifelse(vel y>=0,0.3,0.4)+0.34*11)*12<0

;
;ł
;

[State -3,T];
Type=ChangeState
value=ifelse((frontedgebodydist<62||Random<500)&&backedgebodydist>62,800,805)
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>6
TriggerAll=fvar(38)>0||fvar(38)=[-4,-1]
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||StateNo=52||((StateNo=[195,197])&&Time>ifelse(Anim=197,20,61))
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=P2BodyDist X*fvar(8)=[-4,25]
Trigger1=PrevStateNo=215
Trigger1=StateNo=960

[State -3,C_K];pWbNnEh
Type=ChangeState
value=1500+(Random%2)*2000
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=PalNo=12
TriggerAll=var(58)=0
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||StateNo=52
TriggerAll=var(59)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo=[150,155]
TriggerAll=Random<ifelse(var(59)>10,10,var(59))*40
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist Y>-35
Trigger1=fvar(34)>12;*1.5
Trigger1=P2BodyDist X*fvar(8)<115
Trigger2=fvar(34)>13;*1.5
Trigger2=P2BodyDist X*fvar(8)<220

[State -3,S_D];D
Type=ChangeState
value=240
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)=[1,11]
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||StateNo=52
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo=[150,155]
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist Y>-60
Trigger1=fvar(34)>9
Trigger1=P2BodyDist X*fvar(8)<50
Trigger1=Random<ifelse(var(59)>10,10,var(59))*2

[State -3,C_K];K
Type=ChangeState
value=410
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||StateNo=52
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo=[150,155]
Trigger1=P2BodyDist X*fvar(8)=[-5,30]
Trigger1=(P2Dist Y*fvar(9)+(Enemy(ceil(fvar(18))),vel y!=0)*(Enemy(ceil(fvar(18))),vel y+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*3)*4=[-35,0])
Trigger1=Random<ifelse(var(59)>10,10,var(59))*40

[State -3,C_P];P
Type=ChangeState
value=400
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||StateNo=52
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo=[150,155]
Trigger1=P2BodyDist X*fvar(8)=[-5,30]
Trigger1=Random<ifelse(var(59)>10,10,var(59))*66

;
;ډ
;

;
;n㎞
;

[State -1,=H=!A,MyName];̖@ghp
Type=ChangeState
value=3000
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=NumEnemy=1
TriggerAll=!var(25)
TriggerAll=Power>999
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||(Time>ifelse(Anim=197,20,61)&&StateNo=[195,197])||(StateNo!=215&&StateNo!=240&&StateNo!=430&&MoveHit&&StateNo=[200,440])
TriggerAll=var(59)>8
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=Enemy(ceil(fvar(18))),Life<(90)*fvar(19)*(fvar(31))*(var(52)*0.01)*fvar(21)*Enemy(ceil(fvar(18))),Const(Data.Defence)*0.01
Trigger1=Enemy(ceil(fvar(18))),Const(Size.Head.Pos.Y)<-60
Trigger1=Enemy(ceil(fvar(18))),Const(Size.Head.Pos.Y)<-80||Enemy(ceil(fvar(18))),StateType!=C
Trigger1=P2BodyDist X*fvar(8)+Enemy(ceil(fvar(18))),vel x*6=[-10,40]
Trigger1=(P2Dist Y*fvar(9)+(Enemy(ceil(fvar(18))),vel y!=0)*(Enemy(ceil(fvar(18))),vel y*6+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*15)=[-60,0])
Trigger2=Enemy(ceil(fvar(18))),Const(Size.Head.Pos.Y)<-100
Trigger2=(P2BodyDist X*fvar(8)+Enemy(ceil(fvar(18))),vel x*6=[41,80])
Trigger2=(P2Dist Y*fvar(9)+(Enemy(ceil(fvar(18))),vel y!=0)*(Enemy(ceil(fvar(18))),vel y*6+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*15)=[-80,0])
Trigger3=Enemy(ceil(fvar(18))),Const(Size.Head.Pos.Y)<-120
Trigger3=(P2BodyDist X*fvar(8)+Enemy(ceil(fvar(18))),vel x*6=[81,110])
Trigger3=(P2Dist Y*fvar(9)+(Enemy(ceil(fvar(18))),vel y!=0)*(Enemy(ceil(fvar(18))),vel y*6+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*15)=[-100,0])

[State -3,5HS];HS
Type=ChangeState
value=230
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||StateNo=52
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=P2Dist X>=0
TriggerAll=fvar(34)>10
TriggerAll=PalNo=12
Trigger1=Enemy(ceil(fvar(18))),GetHitvar(HitShakeTime)<=0
Trigger1=Enemy(ceil(fvar(18))),vel x!=0
Trigger1=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(11)<=120
Trigger2=Enemy(ceil(fvar(18))),GetHitvar(HitShakeTime)<=0
Trigger2=Enemy(ceil(fvar(18))),vel x=0
Trigger2=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),GetHitvar(xvel)*Enemy(ceil(fvar(18))),facing*Helper(30000+ID),fvar(10)<=120
Trigger3=Enemy(ceil(fvar(18))),GetHitvar(HitShakeTime)=[1,9]
Trigger3=Enemy(ceil(fvar(18))),vel x=0
Trigger3=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),GetHitvar(xvel)*Enemy(ceil(fvar(18))),facing*Helper(30000+ID),fvar(10-Enemy(ceil(fvar(18))),GetHitvar(HitShakeTime))<=120
Trigger4=Enemy(ceil(fvar(18))),GetHitvar(HitShakeTime)>9
Trigger4=Enemy(ceil(fvar(18))),vel x=0
Trigger4=P2BodyDist X*fvar(8)<=120

[State -3,S_K];K
Type=ChangeState
value=210
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||StateNo=52
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=Enemy(ceil(fvar(18))),vel x!=0||Enemy(ceil(fvar(18))),Time>0
TriggerAll=P2Dist Y>-60
Trigger1=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(6)<73
Trigger1=fvar(34)>5
Trigger1=fvar(34)=6||StateNo=100

[State -3,5NS];S
Type=ChangeState
value=220
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||StateNo=52
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=P2Dist X>=0
TriggerAll=P2BodyDist X*fvar(8)=[-5,25]
Trigger1=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(7)<56
Trigger1=P2Dist Y>-90
Trigger1=fvar(34)>5
Trigger1=fvar(34)=6||StateNo=100

[State -3,2P];P
Type=ChangeState
value=400
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||StateNo=52
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=P2Dist X>=0
TriggerAll=Helper(30000+ID),var(44)=0
TriggerAll=fvar(34)>4
TriggerAll=fvar(34)=5||StateNo=100
Trigger1=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(5)<31

[State -3,5LS];S
Type=ChangeState
value=225
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||StateNo=52
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=P2Dist X>=0
TriggerAll=Helper(30000+ID),var(44)=0
TriggerAll=fvar(34)>7
Trigger1=Enemy(ceil(fvar(18))),GetHitvar(HitShakeTime)<=0
Trigger1=Enemy(ceil(fvar(18))),vel x!=0
Trigger1=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(8)<101
Trigger1=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(8)-1.8*2>=73
Trigger2=Enemy(ceil(fvar(18))),GetHitvar(HitShakeTime)<=0
Trigger2=Enemy(ceil(fvar(18))),vel x=0
Trigger2=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(7)<101
Trigger2=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(7)-1.8*2>=73
Trigger3=Enemy(ceil(fvar(18))),GetHitvar(HitShakeTime)=[1,6]
Trigger3=Enemy(ceil(fvar(18))),vel x=0
Trigger3=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(7-Enemy(ceil(fvar(18))),GetHitvar(HitShakeTime))<101
Trigger3=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(7-Enemy(ceil(fvar(18))),GetHitvar(HitShakeTime))-1.8*2>=73
Trigger4=Enemy(ceil(fvar(18))),GetHitvar(HitShakeTime)>6
Trigger4=Enemy(ceil(fvar(18))),vel x=0
Trigger4=P2BodyDist X*fvar(8)<101
Trigger4=P2BodyDist X*fvar(8)-1.8*2>=73

[State -3,5HS];HS
Type=ChangeState
value=230
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||StateNo=52
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=P2Dist X>=0
TriggerAll=Helper(30000+ID),var(44)=0
TriggerAll=fvar(34)>10
Trigger1=Enemy(ceil(fvar(18))),GetHitvar(HitShakeTime)<=0
Trigger1=Enemy(ceil(fvar(18))),vel x!=0
Trigger1=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(11)<=120
Trigger1=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(11)-1.8>70
Trigger2=Enemy(ceil(fvar(18))),GetHitvar(HitShakeTime)<=0
Trigger2=Enemy(ceil(fvar(18))),vel x=0
Trigger2=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),GetHitvar(xvel)*Enemy(ceil(fvar(18))),facing*Helper(30000+ID),fvar(10)<=120
Trigger2=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),GetHitvar(xvel)*Enemy(ceil(fvar(18))),facing*Helper(30000+ID),fvar(10)-1.8>70
Trigger3=Enemy(ceil(fvar(18))),GetHitvar(HitShakeTime)=[1,9]
Trigger3=Enemy(ceil(fvar(18))),vel x=0
Trigger3=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),GetHitvar(xvel)*Enemy(ceil(fvar(18))),facing*Helper(30000+ID),fvar(10-Enemy(ceil(fvar(18))),GetHitvar(HitShakeTime))<=120
Trigger3=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),GetHitvar(xvel)*Enemy(ceil(fvar(18))),facing*Helper(30000+ID),fvar(10-Enemy(ceil(fvar(18))),GetHitvar(HitShakeTime))-1.8>70
Trigger4=Enemy(ceil(fvar(18))),GetHitvar(HitShakeTime)>9
Trigger4=Enemy(ceil(fvar(18))),vel x=0
Trigger4=P2BodyDist X*fvar(8)<=120
Trigger4=P2BodyDist X*fvar(8)-1.8>70

[State -3,MF_Mid];н̧ŰiLv1
Type=ChangeState
value=1010
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||StateNo=52
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
Trigger1=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(12)<171
Trigger1=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(11)-1.8>120
Trigger1=var(44)=1
Trigger1=fvar(34)>11
Trigger1=fvar(34)=12

[State -3,Jack];ެʳ
Type=ChangeState
value=1500
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(58)=0
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||StateNo=52||StateNo=40
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=P2Dist Y*fvar(9)>-30
TriggerAll=P2Dist X>=0
TriggerAll=Helper(30000+ID),var(44)=0
TriggerAll=fvar(34)>13
TriggerAll=fvar(34)=13||StateNo=100
Trigger1=Enemy(ceil(fvar(18))),GetHitvar(HitShakeTime)<=0
Trigger1=Enemy(ceil(fvar(18))),vel x!=0||Enemy(ceil(fvar(18))),Time>0
Trigger1=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(13)+1.8*3>120
Trigger1=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(13)<220
Trigger2=Enemy(ceil(fvar(18))),GetHitvar(HitShakeTime)<=0
Trigger2=Enemy(ceil(fvar(18))),vel x=0
Trigger2=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),GetHitvar(xvel)*Enemy(ceil(fvar(18))),facing*Helper(30000+ID),fvar(12)+1.8*3>120
Trigger2=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),GetHitvar(xvel)*Enemy(ceil(fvar(18))),facing*Helper(30000+ID),fvar(12)<220
Trigger3=Enemy(ceil(fvar(18))),GetHitvar(HitShakeTime)=[1,11]
Trigger3=Enemy(ceil(fvar(18))),vel x=0
Trigger3=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),GetHitvar(xvel)*Enemy(ceil(fvar(18))),facing*Helper(30000+ID),fvar(12-Enemy(ceil(fvar(18))),GetHitvar(HitShakeTime))+1.8*3>120
Trigger3=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),GetHitvar(xvel)*Enemy(ceil(fvar(18))),facing*Helper(30000+ID),fvar(12-Enemy(ceil(fvar(18))),GetHitvar(HitShakeTime))<220
Trigger4=Enemy(ceil(fvar(18))),GetHitvar(HitShakeTime)>11
Trigger4=Enemy(ceil(fvar(18))),vel x=0
Trigger4=P2BodyDist X*fvar(8)+1.8*3>120
Trigger4=P2BodyDist X*fvar(8)<220

[State -3,MF_Mid];н̧ŰiLv1
Type=ChangeState
value=1010
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||StateNo=52
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumTarget(1011)=0||Enemy(ceil(fvar(18))),StateNo!=[1081,1089]
TriggerAll=Helper(30000+ID),var(44)=0
Trigger1=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(15)<171
Trigger1=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(11)-1.8*4>120
Trigger1=var(44)=0
Trigger1=fvar(34)>14
Trigger1=fvar(34)=15

[State -3,6HS];6HS
Type=ChangeState
value=235
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||StateNo=52
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=0;P2Dist X>=0
TriggerAll=Helper(30000+ID),var(44)=0
Trigger1=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(18)<=150
;Trigger1=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(18)-1.8*7>120
Trigger1=fvar(34)>17
;Trigger1=fvar(34)=18

[State -3,Dash];_bV
Type=ChangeState
value=100
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=52
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=PalNo!=11
TriggerAll=P2Dist X>=0
TriggerAll=Helper(30000+ID),var(44)=0
Trigger1=fvar(34)>12+5
Trigger1=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(18)-1.8*(fvar(34)>18)*(fvar(34)-18)>170
Trigger2=fvar(34)>12+15

[State -3,Fwd];O
Type=ChangeState
value=21
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,20])||StateNo=22
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
Trigger1=P2Dist X>(PalNo=11)*70

;
;nډ 󒆎
;
;XCh_E
;--------------------------------------------------------------------------------------------------------

[State -3,S_6HS];6HS
Type=ChangeState
value=235
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||StateNo=52
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=NumTarget(1011)
TriggerAll=Enemy(ceil(fvar(18))),StateNo=1082
TriggerAll=P2Dist X>=0
TriggerAll=fvar(34)>17
TriggerAll=fvar(34)=18||Enemy(ceil(fvar(18))),BackEdgeBodyDist>8
TriggerAll=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)**Helper(30000+ID),fvar(17)<162
Trigger1=P2Dist Y>-30

[State -3,S_6HS];6HS
Type=ChangeState
value=235
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||StateNo=52
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=NumTarget(1011)
TriggerAll=Enemy(ceil(fvar(18))),StateNo=1082
TriggerAll=P2Dist X>=0
TriggerAll=fvar(34)>17
TriggerAll=fvar(34)=18||Enemy(ceil(fvar(18))),BackEdgeBodyDist>8
TriggerAll=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)**Helper(30000+ID),fvar(17)<162
Trigger1=P2Dist Y>-30

[State -3,S_HS];HS
Type=ChangeState
value=230
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||StateNo=52
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=NumTarget(1011)
TriggerAll=Enemy(ceil(fvar(18))),StateNo=1082
TriggerAll=P2Dist X>=0
TriggerAll=fvar(34)>11
TriggerAll=fvar(34)=12||Enemy(ceil(fvar(18))),BackEdgeBodyDist>8
TriggerAll=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)**Helper(30000+ID),fvar(11)<130
Trigger1=P2Dist Y>-67

[State -3,Dash];_bV
Type=ChangeState
value=100
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=40
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumTarget(1011)
TriggerAll=Enemy(ceil(fvar(18))),StateNo=[1081,1089]
TriggerAll=PalNo!=11
TriggerAll=fvar(34)>12+5
Trigger1=Enemy(ceil(fvar(18))),StateNo=[1081,1089]
Trigger1=Enemy(ceil(fvar(18))),StateNo!=1082
Trigger2=Enemy(ceil(fvar(18))),StateNo=1082
Trigger2=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)**Helper(30000+ID),fvar(11)>=130

[State -3,Fwd];O
Type=ChangeState
value=21
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,20])||StateNo=22
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=NumTarget(1011)
TriggerAll=Enemy(ceil(fvar(18))),StateNo=[1081,1089]
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
Trigger1=P2Dist X>1

;--------------------------------------------------------------------------------------------------------
;ȊO
;--------------------------------------------------------------------------------------------------------

[State -1,=H=A,MyName];̖@ghp
Type=ChangeState
value=3000
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=NumEnemy=1
TriggerAll=!var(25)
TriggerAll=Power>999
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||(Time>ifelse(Anim=197,20,61)&&StateNo=[195,197])||(StateNo!=215&&StateNo!=240&&StateNo!=430&&MoveHit&&StateNo=[200,440])
TriggerAll=var(59)>8
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[120,155]
TriggerAll=Helper(30000+ID),var(44)=0;(40+110+99)
TriggerAll=Enemy(ceil(fvar(18))),Life<50*fvar(19)*(fvar(31))*(var(52)*0.01)*fvar(21)*Enemy(ceil(fvar(18))),Const(Data.Defence)*0.01
TriggerAll=P2Dist Y*fvar(9)+(Enemy(ceil(fvar(18))),vel y+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*5)*6<ifelse((Enemy(ceil(fvar(18))),Anim=[5051,5059])||(Enemy(ceil(fvar(18))),Anim=[5061,5069]),0,25)
Trigger1=P2BodyDist X*fvar(8)+Enemy(ceil(fvar(18))),vel x*6=[-10,40]
Trigger1=P2Dist Y*fvar(9)+Enemy(ceil(fvar(18))),vel y*6+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*21>-60
Trigger2=P2BodyDist X*fvar(8)+Enemy(ceil(fvar(18))),vel x*6=[41,80]
Trigger2=P2Dist Y*fvar(9)+Enemy(ceil(fvar(18))),vel y*6+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*21>-80
Trigger3=P2BodyDist X*fvar(8)+Enemy(ceil(fvar(18))),vel x*6=[81,110]
Trigger3=P2Dist Y*fvar(9)+Enemy(ceil(fvar(18))),vel y*6+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*21>-100

[State -3,Dash->Jump];_bV
Type=ChangeState
value=100
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=40
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=Enemy(ceil(fvar(18))),StateNo=[1106,1117]
TriggerAll=PalNo!=11
Trigger1=P2BodyDist X*fvar(8)>150

[State -3,S_P];P gc1F
Type=ChangeState
value=200
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||StateNo=52||((StateNo=[195,197])&&Time>ifelse(Anim=197,20,61))
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=P2Dist X>=0
TriggerAll=NumTarget(1011)=0||Enemy(ceil(fvar(18))),StateNo!=[1081,1089]
TriggerAll=NumHelper(11111+ID)
TriggerAll=Helper(11111+ID),var(6)<300
TriggerAll=Helper(30000+ID),var(44)=0
TriggerAll=fvar(34)>4
TriggerAll=fvar(34)=5||P2Dist Y+Enemy(ceil(fvar(18))),vel y*fvar(34)+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*(fvar(34)*(fvar(34)+1))/2<-60
Trigger1=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*4<30
Trigger1=P2Dist Y+Enemy(ceil(fvar(18))),vel y*4+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*10<ifelse(Enemy(ceil(fvar(18))),GetHitvar(GroundType)=3,15,(Enemy(ceil(fvar(18))),GetHitvar(AnimType)<4)*25)
Trigger1=P2Dist Y+Enemy(ceil(fvar(18))),vel y*4+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*10>-78
Trigger2=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*4=[30,59]
Trigger2=P2Dist Y+Enemy(ceil(fvar(18))),vel y*4+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*10<ifelse(Enemy(ceil(fvar(18))),GetHitvar(GroundType)=3,15,(Enemy(ceil(fvar(18))),GetHitvar(AnimType)<4)*25)
Trigger2=P2Dist Y+Enemy(ceil(fvar(18))),vel y*4+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*10>-78

[State -3,Jump-AirDash];_bVWv
Type=ChangeState
value=36
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A||StateNo=100
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>1||StateNo=52||StateNo=40
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[1106,1119]
TriggerAll=NumTarget(1011)=0||Enemy(ceil(fvar(18))),StateNo!=[1081,1089]
TriggerAll=Helper(30000+ID),var(44)=0
TriggerAll=fvar(34)>21
TriggerAll=var(51)<50
TriggerAll=var(44)>0||var(51)<20
TriggerAll=Enemy(ceil(fvar(18))),BackEdgeBodyDist<9
Trigger1=Enemy(ceil(fvar(18))),vel y!=0
Trigger1=Enemy(ceil(fvar(18))),GetHitvar(HitShakeTime)<1
Trigger1=P2BodyDist X*fvar(8)+Enemy(ceil(fvar(18))),vel x*(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*21<190
Trigger1=P2Dist Y*fvar(9)+Enemy(ceil(fvar(18))),vel y*21+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*231=[-102,-40]
Trigger2=Enemy(ceil(fvar(18))),vel y=0
Trigger2=Enemy(ceil(fvar(18))),GetHitvar(HitShakeTime)<1
Trigger2=P2BodyDist X*fvar(8)+Enemy(ceil(fvar(18))),GetHitvar(xvel)*(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*20<190
Trigger2=P2Dist Y*fvar(9)+Enemy(ceil(fvar(18))),GetHitvar(yvel)*20+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*210=[-102,-40]
Trigger3=Enemy(ceil(fvar(18))),GetHitvar(HitShakeTime)=1
Trigger3=P2BodyDist X*fvar(8)+Enemy(ceil(fvar(18))),GetHitvar(xvel)*(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*19<190
Trigger3=P2Dist Y*fvar(9)+Enemy(ceil(fvar(18))),GetHitvar(yvel)*19+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*190=[-102,-40]
Trigger4=Enemy(ceil(fvar(18))),GetHitvar(HitShakeTime)=2
Trigger4=P2BodyDist X*fvar(8)+Enemy(ceil(fvar(18))),GetHitvar(xvel)*(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*18<190
Trigger4=P2Dist Y*fvar(9)+Enemy(ceil(fvar(18))),GetHitvar(yvel)*18+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*171=[-102,-40]
Trigger5=Enemy(ceil(fvar(18))),GetHitvar(HitShakeTime)=3
Trigger5=P2BodyDist X*fvar(8)+Enemy(ceil(fvar(18))),GetHitvar(xvel)*(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*17<190
Trigger5=P2Dist Y*fvar(9)+Enemy(ceil(fvar(18))),GetHitvar(yvel)*17+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*153=[-102,-40]
Trigger6=Enemy(ceil(fvar(18))),GetHitvar(HitShakeTime)=4
Trigger6=P2BodyDist X*fvar(8)+Enemy(ceil(fvar(18))),GetHitvar(xvel)*(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*16<190
Trigger6=P2Dist Y*fvar(9)+Enemy(ceil(fvar(18))),GetHitvar(yvel)*16+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*136=[-102,-40]
Trigger7=Enemy(ceil(fvar(18))),GetHitvar(HitShakeTime)=5
Trigger7=P2BodyDist X*fvar(8)+Enemy(ceil(fvar(18))),GetHitvar(xvel)*(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*15<190
Trigger7=P2Dist Y*fvar(9)+Enemy(ceil(fvar(18))),GetHitvar(yvel)*15+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*120=[-102,-40]
Trigger8=Enemy(ceil(fvar(18))),GetHitvar(HitShakeTime)=6
Trigger8=P2BodyDist X*fvar(8)+Enemy(ceil(fvar(18))),GetHitvar(xvel)*(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*14<190
Trigger8=P2Dist Y*fvar(9)+Enemy(ceil(fvar(18))),GetHitvar(yvel)*14+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*105=[-102,-40]
Trigger9=Enemy(ceil(fvar(18))),GetHitvar(HitShakeTime)=7
Trigger9=P2BodyDist X*fvar(8)+Enemy(ceil(fvar(18))),GetHitvar(xvel)*(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*13<190
Trigger9=P2Dist Y*fvar(9)+Enemy(ceil(fvar(18))),GetHitvar(yvel)*13+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*91=[-102,-40]
Trigger10=Enemy(ceil(fvar(18))),GetHitvar(HitShakeTime)=8
Trigger10=P2BodyDist X*fvar(8)+Enemy(ceil(fvar(18))),GetHitvar(xvel)*(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*12<190
Trigger10=P2Dist Y*fvar(9)+Enemy(ceil(fvar(18))),GetHitvar(yvel)*12+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*78=[-102,-40]
Trigger11=Enemy(ceil(fvar(18))),GetHitvar(HitShakeTime)=9
Trigger11=P2BodyDist X*fvar(8)+Enemy(ceil(fvar(18))),GetHitvar(xvel)*(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*11<190
Trigger11=P2Dist Y*fvar(9)+Enemy(ceil(fvar(18))),GetHitvar(yvel)*11+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*66=[-102,-40]
Trigger12=Enemy(ceil(fvar(18))),GetHitvar(HitShakeTime)=10
Trigger12=P2BodyDist X*fvar(8)+Enemy(ceil(fvar(18))),GetHitvar(xvel)*(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*10<190
Trigger12=P2Dist Y*fvar(9)+Enemy(ceil(fvar(18))),GetHitvar(yvel)*10+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*55=[-102,-40]
Trigger13=Enemy(ceil(fvar(18))),GetHitvar(HitShakeTime)=11
Trigger13=P2BodyDist X*fvar(8)+Enemy(ceil(fvar(18))),GetHitvar(xvel)*(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*9<190
Trigger13=P2Dist Y*fvar(9)+Enemy(ceil(fvar(18))),GetHitvar(yvel)*9+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*45=[-102,-40]

[State -3,MF_-];i~Xgt@Ci[
Type=ChangeState
value=1000
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||StateNo=52
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumTarget(1011)=0||Enemy(ceil(fvar(18))),StateNo!=[1081,1089]
TriggerAll=P2Dist Y*fvar(9)+Enemy(ceil(fvar(18))),vel y*13+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*91<0
TriggerAll=P2Dist Y*fvar(9)+Enemy(ceil(fvar(18))),vel y*13+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*91>-110
TriggerAll=P2Dist X>=0
TriggerAll=Helper(30000+ID),var(44)=0
TriggerAll=P2BodyDist X*fvar(8)<120
TriggerAll=NumHelper(11111+ID)
TriggerAll=Helper(11111+ID),var(6)<150
Trigger1=0;var(44)=1

[State -3,S_FHS];HS gc1F
Type=ChangeState
value=235
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||StateNo=52||((StateNo=[195,197])&&Time>ifelse(Anim=197,20,61))
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumTarget(1011)=0||Enemy(ceil(fvar(18))),StateNo!=[1081,1089]
TriggerAll=P2Dist X>=0
TriggerAll=Helper(30000+ID),var(44)=0
TriggerAll=fvar(34)>17
TriggerAll=fvar(34)=18
Trigger1=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*18<30
Trigger1=P2Dist Y+Enemy(ceil(fvar(18))),vel y*18+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*171<ifelse(Enemy(ceil(fvar(18))),GetHitvar(GroundType)=3,15,(Enemy(ceil(fvar(18))),GetHitvar(AnimType)<4)*25)
Trigger1=P2Dist Y+Enemy(ceil(fvar(18))),vel y*18+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*171>-41
Trigger2=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*18=[30,99-29]
Trigger2=P2Dist Y+Enemy(ceil(fvar(18))),vel y*18+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*171<ifelse(Enemy(ceil(fvar(18))),GetHitvar(GroundType)=3,15,(Enemy(ceil(fvar(18))),GetHitvar(AnimType)<4)*25)
Trigger2=P2Dist Y+Enemy(ceil(fvar(18))),vel y*18+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*171>-60

[State -3,S_FHS];HS nʏՓ1FO
Type=ChangeState
value=235
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||StateNo=52||((StateNo=[195,197])&&Time>ifelse(Anim=197,20,61))
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=Enemy(ceil(fvar(18))),vel y!=0
TriggerAll=NumTarget(1011)=0||Enemy(ceil(fvar(18))),StateNo!=[1081,1089]
TriggerAll=P2Dist X>=0
TriggerAll=Helper(30000+ID),var(44)=0
TriggerAll=fvar(34)>17
TriggerAll=P2Dist Y+Enemy(ceil(fvar(18))),vel y*19+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*190>=ifelse(Enemy(ceil(fvar(18))),GetHitvar(GroundType)=3,15,(Enemy(ceil(fvar(18))),GetHitvar(AnimType)<4)*25)
Trigger1=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*18<30
Trigger1=P2Dist Y+Enemy(ceil(fvar(18))),vel y*18+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*171<ifelse(Enemy(ceil(fvar(18))),GetHitvar(GroundType)=3,15,(Enemy(ceil(fvar(18))),GetHitvar(AnimType)<4)*25)
Trigger1=P2Dist Y+Enemy(ceil(fvar(18))),vel y*18+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*171>-41
Trigger2=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*18=[30,99-29]
Trigger2=P2Dist Y+Enemy(ceil(fvar(18))),vel y*18+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*171<ifelse(Enemy(ceil(fvar(18))),GetHitvar(GroundType)=3,15,(Enemy(ceil(fvar(18))),GetHitvar(AnimType)<4)*25)
Trigger2=P2Dist Y+Enemy(ceil(fvar(18))),vel y*18+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*171>-60

[State -3,Dash];_bV
Type=ChangeState
value=100
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=52
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumTarget(1011)=0||Enemy(ceil(fvar(18))),StateNo!=[1081,1089]
TriggerAll=PalNo!=11
TriggerAll=Helper(30000+ID),var(44)=0
TriggerAll=fvar(34)>18
TriggerAll=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*11>100
;Trigger1=P2Dist Y+Enemy(ceil(fvar(18))),vel y*23+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*276<-67
;Trigger1=P2Dist Y+Enemy(ceil(fvar(18))),vel y*19+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*190<-51
Trigger1=P2Dist Y+Enemy(ceil(fvar(18))),vel y*19+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*190<ifelse(Enemy(ceil(fvar(18))),GetHitvar(GroundType)=3,15,(Enemy(ceil(fvar(18))),GetHitvar(AnimType)<4)*25)
Trigger1=P2Dist Y+Enemy(ceil(fvar(18))),vel y*19+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*190>-60
;Trigger2=Enemy(ceil(fvar(18))),BackEdgeBodyDist>8

[State -3,Jump];رق̼ެ
Type=ChangeState
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumTarget(1011)=0||Enemy(ceil(fvar(18))),StateNo!=[1081,1089]
Trigger1=StateNo=215
Trigger1=AnimTime=0
Trigger1=var(58)<2
Value=41

[State -3,Jump];رق̼ެ
Type=ChangeState
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||(StateNo=[100,101])
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumTarget(1011)=0||Enemy(ceil(fvar(18))),StateNo!=[1081,1089]
Trigger1=StateNo=810
Trigger2=Enemy(ceil(fvar(18))),StateNo=822
Trigger3=Helper(30000+ID),var(11)=1022||Helper(30000+ID),var(11)=215
Trigger3=var(58)=2
Value=39

[State -3,Jump];رق̼ެ
Type=ChangeState
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||(StateNo=[100,101])
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumTarget(1011)=0||Enemy(ceil(fvar(18))),StateNo!=[1081,1089]
Trigger1=Helper(30000+ID),var(11)=1022
Trigger1=var(58)=2
Value=37

[State -3,MFu];~Xgt@Ci[i
Type=ChangeState
value=1000
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||StateNo=52
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),vel y!=0
TriggerAll=NumTarget(1011)=0||Enemy(ceil(fvar(18))),StateNo!=[1081,1089]
TriggerAll=P2Dist X>=0
TriggerAll=Helper(30000+ID),var(44)=0
TriggerAll=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*15<133
TriggerAll=fvar(34)>10
TriggerAll=P2Dist Y+Enemy(ceil(fvar(18))),vel y*15+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*120<-9
TriggerAll=P2Dist Y+Enemy(ceil(fvar(18))),vel y*15+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*120>-99
Trigger1=fvar(34)=11
Trigger1=var(44)>0

[State -3,S_HS];HS
Type=ChangeState
value=230
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||StateNo=52
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),vel y!=0
TriggerAll=NumTarget(1011)=0||Enemy(ceil(fvar(18))),StateNo!=[1081,1089]
TriggerAll=P2Dist X>=0
TriggerAll=Helper(30000+ID),var(44)=0
TriggerAll=NumHelper(11111+ID)
TriggerAll=Helper(11111+ID),var(6)<230
TriggerAll=fvar(34)>10
TriggerAll=fvar(34)=11||P2Dist Y+Enemy(ceil(fvar(18))),vel y*12+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*78>-8
TriggerAll=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*11<133
Trigger1=P2Dist Y+Enemy(ceil(fvar(18))),vel y*11+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*66<ifelse(Enemy(ceil(fvar(18))),GetHitvar(GroundType)=3,15,(Enemy(ceil(fvar(18))),GetHitvar(AnimType)<4)*25)
Trigger1=P2Dist Y+Enemy(ceil(fvar(18))),vel y*11+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*66>-67

[State -3,S_HS];HS
Type=ChangeState
value=230
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(25)=0
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||StateNo=52
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),vel y!=0
TriggerAll=P2Dist X>=0
TriggerAll=NumTarget(1011)=0||Enemy(ceil(fvar(18))),StateNo!=[1081,1089]
TriggerAll=NumHelper(11111+ID)
TriggerAll=Helper(11111+ID),var(6)<230
TriggerAll=Helper(30000+ID),var(44)=0
TriggerAll=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*11<133
TriggerAll=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*11>69
TriggerAll=fvar(34)>10
TriggerAll=P2Dist Y*fvar(9)+Enemy(ceil(fvar(18))),vel y*11+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*66<ifelse(Enemy(ceil(fvar(18))),GetHitvar(GroundType)=3,15,(Enemy(ceil(fvar(18))),GetHitvar(AnimType)<4)*25)
TriggerAll=P2Dist Y*fvar(9)+Enemy(ceil(fvar(18))),vel y*11+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*66>=-80
Trigger1=fvar(34)=11

[State -3,S_NS];S MM1F
Type=ChangeState
value=220
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X*fvar(8)=[-34,36]
TriggerAll=var(25)=0
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||StateNo=52
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=NumTarget(1011)=0||Enemy(ceil(fvar(18))),StateNo!=[1081,1089]
TriggerAll=Helper(30000+ID),var(44)=0
TriggerAll=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*5<65
TriggerAll=fvar(34)>5
TriggerAll=fvar(34)=6
Trigger1=Enemy(ceil(fvar(18))),vel y!=0
Trigger1=Enemy(ceil(fvar(18))),GetHitVar(HitShakeTime)=0
Trigger1=P2Dist Y*fvar(9)+Enemy(ceil(fvar(18))),vel y*5+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*15<(Enemy(ceil(fvar(18))),GetHitvar(AnimType)<4)*25
Trigger1=P2Dist Y*fvar(9)+Enemy(ceil(fvar(18))),vel y*5+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*15>-40
Trigger2=Enemy(ceil(fvar(18))),vel y=0
Trigger2=Enemy(ceil(fvar(18))),GetHitVar(HitShakeTime)=0
Trigger2=P2Dist Y*fvar(9)+Enemy(ceil(fvar(18))),GetHitvar(yvel)*4+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*10<(Enemy(ceil(fvar(18))),GetHitvar(AnimType)<4)*25
Trigger2=P2Dist Y*fvar(9)+Enemy(ceil(fvar(18))),GetHitvar(yvel)*4+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*10>-40
Trigger3=Enemy(ceil(fvar(18))),GetHitVar(HitShakeTime)=1
Trigger3=P2Dist Y*fvar(9)+Enemy(ceil(fvar(18))),GetHitvar(yvel)*3+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*6<(Enemy(ceil(fvar(18))),GetHitvar(AnimType)<4)*25
Trigger3=P2Dist Y*fvar(9)+Enemy(ceil(fvar(18))),GetHitvar(yvel)*3+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*6>-40
Trigger4=Enemy(ceil(fvar(18))),GetHitVar(HitShakeTime)=2
Trigger4=P2Dist Y*fvar(9)+Enemy(ceil(fvar(18))),GetHitvar(yvel)*2+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*3<(Enemy(ceil(fvar(18))),GetHitvar(AnimType)<4)*25
Trigger4=P2Dist Y*fvar(9)+Enemy(ceil(fvar(18))),GetHitvar(yvel)*2+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*3>-40
Trigger5=Enemy(ceil(fvar(18))),GetHitVar(HitShakeTime)=3
Trigger5=P2Dist Y*fvar(9)+Enemy(ceil(fvar(18))),GetHitvar(yvel)+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)<(Enemy(ceil(fvar(18))),GetHitvar(AnimType)<4)*25
Trigger5=P2Dist Y*fvar(9)+Enemy(ceil(fvar(18))),GetHitvar(yvel)+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)>-40
Trigger6=Enemy(ceil(fvar(18))),GetHitVar(HitShakeTime)>3
Trigger6=P2Dist Y*fvar(9)<(Enemy(ceil(fvar(18))),GetHitvar(AnimType)<4)*25
Trigger6=P2Dist Y*fvar(9)>-40

[State -3,S_NS];S MMnʐڐG1F
Type=ChangeState
value=220
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X*fvar(8)=[-34,36]
TriggerAll=var(25)=0
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||StateNo=52
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=NumTarget(1011)=0||Enemy(ceil(fvar(18))),StateNo!=[1081,1089]
TriggerAll=Helper(30000+ID),var(44)=0
TriggerAll=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*5<65
TriggerAll=fvar(34)>5
Trigger1=Enemy(ceil(fvar(18))),vel y!=0
Trigger1=Enemy(ceil(fvar(18))),GetHitVar(HitShakeTime)=0
Trigger1=P2Dist Y*fvar(9)+Enemy(ceil(fvar(18))),vel y*5+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*15<(Enemy(ceil(fvar(18))),GetHitvar(AnimType)<4)*25
Trigger1=P2Dist Y*fvar(9)+Enemy(ceil(fvar(18))),vel y*5+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*15>-40
;Trigger1=P2Dist Y*fvar(9)+Enemy(ceil(fvar(18))),vel y*5+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*15>-5
Trigger2=0;Enemy(ceil(fvar(18))),vel y=0
Trigger2=Enemy(ceil(fvar(18))),GetHitVar(HitShakeTime)=0
Trigger2=P2Dist Y*fvar(9)+Enemy(ceil(fvar(18))),GetHitvar(yvel)*4+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*10<(Enemy(ceil(fvar(18))),GetHitvar(AnimType)<4)*25
Trigger2=P2Dist Y*fvar(9)+Enemy(ceil(fvar(18))),GetHitvar(yvel)*4+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*10>-40
Trigger3=0;Enemy(ceil(fvar(18))),GetHitVar(HitShakeTime)=1
Trigger3=P2Dist Y*fvar(9)+Enemy(ceil(fvar(18))),GetHitvar(yvel)*3+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*6<(Enemy(ceil(fvar(18))),GetHitvar(AnimType)<4)*25
Trigger3=P2Dist Y*fvar(9)+Enemy(ceil(fvar(18))),GetHitvar(yvel)*3+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*6>-40
Trigger4=0;Enemy(ceil(fvar(18))),GetHitVar(HitShakeTime)=2
Trigger4=P2Dist Y*fvar(9)+Enemy(ceil(fvar(18))),GetHitvar(yvel)*2+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*3<(Enemy(ceil(fvar(18))),GetHitvar(AnimType)<4)*25
Trigger4=P2Dist Y*fvar(9)+Enemy(ceil(fvar(18))),GetHitvar(yvel)*2+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*3>-40
Trigger5=0;Enemy(ceil(fvar(18))),GetHitVar(HitShakeTime)=3
Trigger5=P2Dist Y*fvar(9)+Enemy(ceil(fvar(18))),GetHitvar(yvel)+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)<(Enemy(ceil(fvar(18))),GetHitvar(AnimType)<4)*25
Trigger5=P2Dist Y*fvar(9)+Enemy(ceil(fvar(18))),GetHitvar(yvel)+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)>-40
Trigger6=0;Enemy(ceil(fvar(18))),GetHitVar(HitShakeTime)>3
Trigger6=P2Dist Y*fvar(9)<(Enemy(ceil(fvar(18))),GetHitvar(AnimType)<4)*25
Trigger6=P2Dist Y*fvar(9)>-40

[State -3,S_K];K
Type=ChangeState
value=210
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(25)=0
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||StateNo=52
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),vel y!=0
TriggerAll=P2Dist X>=0
TriggerAll=NumTarget(1011)=0||Enemy(ceil(fvar(18))),StateNo!=[1081,1089]
TriggerAll=Helper(30000+ID),var(44)=0
TriggerAll=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*5<73+20
TriggerAll=fvar(34)>5
TriggerAll=P2Dist Y*fvar(9)+Enemy(ceil(fvar(18))),vel y*6+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*21<(Enemy(ceil(fvar(18))),GetHitvar(AnimType)<4)*25
TriggerAll=P2Dist Y*fvar(9)+Enemy(ceil(fvar(18))),vel y*6+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*21>-50
Trigger1=fvar(34)=6
Trigger2=P2Dist Y*fvar(9)+Enemy(ceil(fvar(18))),vel y*11+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*66>=(Enemy(ceil(fvar(18))),GetHitvar(AnimType)<4)*25
Trigger2=P2Dist Y*fvar(9)+Enemy(ceil(fvar(18))),vel y*7+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*28>-5

[State -3,S_P];P
Type=ChangeState
value=400
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(25)=0
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||StateNo=52
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),vel y!=0
TriggerAll=P2Dist X>=0
TriggerAll=NumTarget(1011)=0||Enemy(ceil(fvar(18))),StateNo!=[1081,1089]
TriggerAll=Helper(30000+ID),var(44)=0
TriggerAll=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*5<73
TriggerAll=fvar(34)>4
TriggerAll=P2Dist Y*fvar(9)+Enemy(ceil(fvar(18))),vel y*5+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*15<(Enemy(ceil(fvar(18))),GetHitvar(AnimType)<4)*25
TriggerAll=P2Dist Y*fvar(9)+Enemy(ceil(fvar(18))),vel y*5+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*15>-50
Trigger1=fvar(34)=5
Trigger2=P2Dist Y*fvar(9)+Enemy(ceil(fvar(18))),vel y*10+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*55>=(Enemy(ceil(fvar(18))),GetHitvar(AnimType)<4)*25
Trigger2=P2Dist Y*fvar(9)+Enemy(ceil(fvar(18))),vel y*6+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*21>=-9

[State -3,6K];6K
Type=ChangeState
value=215
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||StateNo=52
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumTarget(1011)=0||Enemy(ceil(fvar(18))),StateNo!=[1081,1089]
TriggerAll=Helper(30000+ID),var(44)=0
TriggerAll=P2BodyDist X*fvar(8)>99
TriggerAll=P2BodyDist X*fvar(8)>55||P2Dist Y>=-50
TriggerAll=P2BodyDist X*fvar(8)=[-5,150]
TriggerAll=P2Dist Y*fvar(9)+Enemy(ceil(fvar(18))),vel y*16+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*136<ifelse((Enemy(ceil(fvar(18))),Anim=[5051,5059])||(Enemy(ceil(fvar(18))),Anim=[5061,5069]),0,25)
TriggerAll=P2Dist Y*fvar(9)+Enemy(ceil(fvar(18))),vel y*16+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*136>-91
Trigger1=0;fvar(34)>15
Trigger1=var(44)<1;PrevStateNo=1012||PrevStateNo=1022

[State -3,MF_Mid];н̧Űi
Type=ChangeState
value=1010
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||StateNo=52
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumTarget(1011)=0||Enemy(ceil(fvar(18))),StateNo!=[1081,1089]
TriggerAll=Helper(30000+ID),var(44)=0
TriggerAll=P2BodyDist X*fvar(8)=[-5,130]
Trigger1=0;fvar(34)>13

[State -3,Fwd];O
Type=ChangeState
value=21
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,20])||StateNo=22
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=NumTarget(1011)=0||Enemy(ceil(fvar(18))),StateNo!=[1081,1089]
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
Trigger1=P2Dist X>1

;
;h
;

[State -1,DB];ި޲ڲޒǉ
Type=ChangeState
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=StateNo=1100
TriggerAll=Time=[9,31]
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)>0
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=fvar(34)>6
Trigger1=P2BodyDist X*fvar(8)-(vel x+Enemy(ceil(fvar(18))),vel x)*(Enemy(ceil(fvar(18))),BackEdgeBodyDist<3)*7=[-30,57]
Trigger1=P2Dist Y*fvar(9)+Enemy(ceil(fvar(18))),vel y*7+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*28=[-70,250]
Trigger2=fvar(34)=7
value=1110
Ctrl=0

[State -1,KJ_A];װޮǉ 
Type=ChangeState
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=StateNo=1600
TriggerAll=Time=[8,27]
TriggerAll=var(58)=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)>0
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=fvar(34)>9
Trigger1=P2Dist X*fvar(8)-vel x*3-7*7-Enemy(ceil(fvar(18))),vel x*(Enemy(ceil(fvar(18))),BackEdgeBodyDist<3)*10=[-40,104)
Trigger1=P2Dist Y*fvar(9)+Enemy(ceil(fvar(18))),vel y*6+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*21=[-90,120]
Trigger2=fvar(34)=10
value=1610
Ctrl=0

[State -1,KJ_1F];װޮǉ n
Type=ChangeState
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=StateNo=1600
TriggerAll=Time=[8,27]
TriggerAll=var(58)=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)>0
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=fvar(34)>9
Trigger1=fvar(34)=10
value=1610
Ctrl=0

[State -1,KJ_S];װޮǉ n
Type=ChangeState
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=StateNo=1600
TriggerAll=Time=[8,27]
TriggerAll=var(58)=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)>0
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=fvar(34)>9
;TriggerAll=P2Dist Y*fvar(9)+Enemy(ceil(fvar(18))),vel y*10+0.45*55=[-70,230]
Trigger1=Enemy(ceil(fvar(18))),GetHitVar(HitShakeTime)<1
Trigger1=Helper(30000+ID),var(40+(fvar(18)>0)*2)<1
Trigger1=Enemy(ceil(fvar(18))),vel x!=0
Trigger1=P2Dist X-vel x*3-7*7-Enemy(ceil(fvar(18))),vel x*(Enemy(ceil(fvar(18))),BackEdgeBodyDist>9)*Helper(30000+ID),fvar(10)=[-47*999,104)
Trigger2=Enemy(ceil(fvar(18))),GetHitVar(HitShakeTime)>0||(Helper(30000+ID),var(40+(fvar(18)>0)*2))>1
Trigger2=Helper(30000+ID),var(40+(fvar(18)>0)*2)<10
Trigger2=P2Dist X-vel x*3-7*7-Enemy(ceil(fvar(18))),GetHitvar(xvel)*Enemy(ceil(fvar(18))),Facing*(Enemy(ceil(fvar(18))),BackEdgeBodyDist>9)*Helper(30000+ID),fvar(10-Helper(30000+ID),var(40+(fvar(18)>0)*2))=[-47*999,104)
value=1610
Ctrl=0

;
;nq@tunagi
;
;
;

[State -3,Jump];Wvd
Type=varset
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)>0
TriggerAll=StateType!=A
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=MoveContAct
Trigger1=StateNo=200
Trigger2=StateNo=205
Trigger3=StateNo=210
Trigger4=StateNo=220
Trigger5=StateNo=235
var(17)=1
IgNoreHitPause=1

[State -3,Jump];o[Xg_
Type=ChangeState
value=30
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)>0
TriggerAll=fvar(38)=-5
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=MoveContAct
Trigger1=StateNo=200
Trigger2=StateNo=205
Trigger3=StateNo=210
Trigger4=StateNo=220
Trigger5=StateNo=235

;
;ł
;

;
;Ks\qp
;

[State -3,MyName];̖
Type=ChangeState
value=3000
TriggerAll=0;Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Power>999
TriggerAll=var(59)>6
TriggerAll=Random<var(59)*101
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=MoveContAct;MoveGuarded
TriggerAll=StateNo=200||StateNo=205||StateNo=210||StateNo=220||StateNo=225||StateNo=230||StateNo=235||StateNo=400||StateNo=410||StateNo=420||(StateNo=[450,451])
Trigger1=Enemy,Alive!=0
Trigger1=Enemy,StateType=A
Trigger1=Enemy,MoveType=H
Trigger1=Enemy,StateNo=[150,155]
Trigger1=(Enemy,Pos X-Pos X)*Facing>=0
Trigger1=(Enemy,Pos X-Pos X)*Facing<152
Trigger1=(Enemy,Pos Y-Pos Y)>-140
Trigger2=NumEnemy>1
Trigger2=Enemy(1),Alive!=0
Trigger2=Enemy(1),StateType=A
Trigger2=Enemy(1),MoveType=H
Trigger2=Enemy(1),StateNo=[150,155]
Trigger2=(Enemy(1),Pos X-Pos X)*Facing>=0
Trigger2=(Enemy(1),Pos X-Pos X)*Facing<152
Trigger2=(Enemy(1),Pos Y-Pos Y)>-140

[State -3,K-jack];oWbNnEh
Type=ChangeState
value=3500
TriggerAll=0;Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Power>999
TriggerAll=var(59)>6
TriggerAll=Random<var(59)*101
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=MoveContAct;MoveGuarded
TriggerAll=StateNo=200||StateNo=205||StateNo=210||StateNo=220||StateNo=225||StateNo=230||StateNo=235||StateNo=400||StateNo=410||StateNo=420||(StateNo=[450,451])
Trigger1=Enemy,Alive!=0
Trigger1=Enemy,StateType=A
Trigger1=Enemy,MoveType=H
Trigger1=Enemy,StateNo=[150,155]
Trigger1=(Enemy,Pos X-Pos X)*Facing>=0
Trigger1=(Enemy,Pos X-Pos X)*Facing<160
Trigger1=(Enemy,Pos Y-Pos Y)>-60
Trigger2=NumEnemy>1
Trigger2=Enemy(1),Alive!=0
Trigger2=Enemy(1),StateType=A
Trigger2=Enemy(1),MoveType=H
Trigger2=Enemy(1),StateNo=[150,155]
Trigger2=(Enemy(1),Pos X-Pos X)*Facing>=0
Trigger2=(Enemy(1),Pos X-Pos X)*Facing<160
Trigger2=(Enemy(1),Pos Y-Pos Y)>-60

[State -3,MF_-];iн̧Ű
Type=ChangeState
value=1000
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(59)>6
TriggerAll=Random<var(59)*101
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=MoveContAct;MoveGuarded
TriggerAll=StateNo=200||StateNo=205||StateNo=210||StateNo=220||StateNo=225||StateNo=230||StateNo=235||StateNo=400||StateNo=410||StateNo=420||(StateNo=[450,451])
Trigger1=Enemy,Alive!=0
Trigger1=Enemy,StateType=A
Trigger1=Enemy,MoveType=H
Trigger1=Enemy,StateNo=[150,155]
Trigger1=(Enemy,Pos X-Pos X)*Facing>=0
Trigger1=(Enemy,Pos X-Pos X)*Facing<152
Trigger1=(Enemy,Pos Y-Pos Y)>-140
Trigger2=NumEnemy>1
Trigger2=Enemy(1),Alive!=0
Trigger2=Enemy(1),StateType=A
Trigger2=Enemy(1),MoveType=H
Trigger2=Enemy(1),StateNo=[150,155]
Trigger2=(Enemy(1),Pos X-Pos X)*Facing>=0
Trigger2=(Enemy(1),Pos X-Pos X)*Facing<152
Trigger2=(Enemy(1),Pos Y-Pos Y)>-140

;
;̑ł
;

[State -1,S_D];D
Type=ChangeState
value=240
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=P2Dist X>=0
TriggerAll=P2BodyDist X*fvar(8)=[-5,10]
TriggerAll=P2Dist Y>-50
TriggerAll=Random<ifelse(var(59)>9||fvar(39),10,var(59))*4
TriggerAll=MoveGuarded
Trigger1=StateNo=200
Trigger2=StateNo=205
Trigger3=StateNo=210
Trigger4=StateNo=220
Trigger6=StateNo=225
Trigger7=StateNo=230
Trigger8=StateNo=400
Trigger9=StateNo=410
Trigger10=StateNo=430

[State -1,C_P];P
Type=ChangeState
value=400
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0&&Random<var(59)*101
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=P2Dist X>=0
TriggerAll=P2BodyDist X*fvar(8)<13
TriggerAll=P2Dist Y>-30
TriggerAll=MoveGuarded
Trigger1=StateNo=200
Trigger2=StateNo=400

[State -3,Jump];蒆ip
Type=ChangeState
value=34
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=Random<ifelse(var(59)>9||fvar(39),10,var(59))*14
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=P2BodyDist X*fvar(8)>110
TriggerAll=MoveGuarded=1
Trigger1=StateNo=200
Trigger2=StateNo=205
Trigger3=StateNo=210
Trigger4=StateNo=220
Trigger5=StateNo=235

[State -3,S_HS];HS
Type=ChangeState
value=230
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=MoveGuarded
Trigger1=StateNo=200
Trigger2=StateNo=400
Trigger3=StateNo=210
Trigger4=StateNo=220

[State -3,MF_-];iн̧Ű
Type=ChangeState
value=1010
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(59)>3
TriggerAll=Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo=[150,155]
TriggerAll=P2BodyDist X*fvar(8)=[90,140]
TriggerAll=P2Dist Y>-75
TriggerAll=var(49)=1||Random<300
TriggerAll=MoveGuarded
Trigger1=0;StateNo=200
Trigger2=StateNo=205
Trigger3=StateNo=210
Trigger4=StateNo=220
Trigger5=StateNo=225
Trigger6=StateNo=230
Trigger7=StateNo=235
Trigger8=0;StateNo=400
Trigger9=0;StateNo=410
Trigger10=StateNo=420
Trigger11=StateNo=[450,451]

[State -3,jack];WbNnEh p
Type=ChangeState
value=1500
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(58)=0
TriggerAll=var(59)>3
TriggerAll=Random<var(59)*101||fvar(39)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=PalNo=12
TriggerAll=MoveGuarded||MoveReversed
TriggerAll=fvar(34)>12
Trigger1=StateNo=200
Trigger2=StateNo=205
Trigger3=StateNo=210
Trigger4=StateNo=220
Trigger5=StateNo=225
Trigger6=StateNo=230
Trigger7=StateNo=235
Trigger8=StateNo=400
Trigger9=StateNo=410
Trigger10=StateNo=420
Trigger11=StateNo=[450,451]

[State -3,jack];FBWbNnEh p
Type=ChangeState
value=1700
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(58)=2
TriggerAll=var(59)>3
TriggerAll=Random<var(59)*101||fvar(39)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=PalNo=12
TriggerAll=MoveGuarded||MoveReversed
TriggerAll=fvar(34)>12
Trigger1=StateNo=200
Trigger2=StateNo=205
Trigger3=StateNo=210
Trigger4=StateNo=220
Trigger5=StateNo=225
Trigger6=StateNo=230
Trigger7=StateNo=235
Trigger8=StateNo=400
Trigger9=StateNo=410
Trigger10=StateNo=420
Trigger11=StateNo=[450,451]

[State -3,jack];oWbNnEh p
Type=ChangeState
value=3500
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(59)>3
TriggerAll=PalNo=12;Power>999
TriggerAll=Random<var(59)*101||fvar(39)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=MoveGuarded||MoveReversed
TriggerAll=fvar(34)>12
Trigger1=StateNo=200
Trigger2=StateNo=205
Trigger3=StateNo=210
Trigger4=StateNo=220
Trigger5=StateNo=225
Trigger6=StateNo=230
Trigger7=StateNo=235
Trigger8=StateNo=400
Trigger9=StateNo=410
Trigger10=StateNo=420
Trigger11=StateNo=[450,451]

[State -1,RC];p
Type=ChangeState
value=950
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=PalNo=12
TriggerAll=var(59)>6&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
Trigger1=MoveGuarded||MoveReversed
Trigger1=(StateNo=[200,899])||(StateNo=[1000,2999])
Trigger1=StateNo!=1500

[State -1,RC];p
Type=ChangeState
value=950
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=PalNo=12
TriggerAll=var(59)>6&&Random<var(59)*101||fvar(39)
Trigger1=MoveGuarded||MoveReversed
Trigger1=MoveGuarded=2||Random%2=0
Trigger1=StateNo=1500||StateNo=1700

[State -1,RC];oKp
Type=ChangeState
value=950
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=PalNo=12
TriggerAll=var(59)>6&&Random<var(59)*101||fvar(39)
Trigger1=MoveGuarded||MoveReversed
Trigger1=StateNo=3000||StateNo=3500||StateNo=3700

[State -1,RC];ubLO΍
Type=ChangeState
value=950
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Power>999||PalNo=12
TriggerAll=var(59)>6&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=MoveHit
Trigger1=(StateNo=[200,899])||(StateNo=[1000,2999])

[State -3,MF_-];н
Type=ChangeState
value=1101005
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(59)>3&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=MoveGuarded||MoveReversed
Trigger1=0;StateNo=200
Trigger2=StateNo=205
Trigger3=StateNo=210
Trigger4=StateNo=220
Trigger5=StateNo=225
Trigger6=StateNo=230
Trigger7=StateNo=235
Trigger8=0;StateNo=400
Trigger9=0;StateNo=410
Trigger10=StateNo=420
Trigger11=StateNo=[450,451]

;
;nq n㎞@S-tunagi-A
;

[State -3,MF-Lv2_-];iн̧Ű Ӱޗp
Type=ChangeState
value=1010
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(59)>3&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=P2Dist Y>-40
TriggerAll=MoveHit=1
TriggerAll=PalNo=11
Trigger1=StateNo=225
Trigger1=P2BodyDist X*fvar(8)<140
Trigger2=StateNo=420
Trigger2=P2BodyDist X*fvar(8)<140
Trigger2=var(21)=1
Trigger3=StateNo=230||StateNo=235
Trigger3=var(21)=0
Trigger3=P2BodyDist X*fvar(8)<100+(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*23
Trigger4=StateNo=230||StateNo=235
Trigger4=var(21)=1
Trigger4=P2BodyDist X*fvar(8)<139-(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*16

[State -3,KJ];װޮ (q΂)
Type=ChangeState
value=1600
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(58)=2
TriggerAll=var(59)>6&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=P2Dist X>=0
TriggerAll=MoveHit=1
TriggerAll=var(21)=1
TriggerAll=PalNo!=12
TriggerAll=P2Dist X<185
Trigger1=P2Dist X>=75
Trigger1=StateNo=225
Trigger2=P2Dist X>=82
Trigger2=StateNo=230||StateNo=235

[State -3,MF-Lv2_-];iн̧ŰLv2 #R[h
Type=ChangeState
value=1010
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(59)>3&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=P2Dist Y>-40
TriggerAll=MoveHit=1
TriggerAll=var(44)>0
TriggerAll=var(58)<2
TriggerAll=PalNo!=12||var(51)<4&&var(59)<12
Trigger1=StateNo=220||StateNo=225;[112
Trigger1=P2Dist X*fvar(8)<133-(Enemy(ceil(fvar(18))),BackEdgeBodyDist<5)*21
Trigger2=StateNo=420;[122
Trigger2=P2Dist X*fvar(8)<148-(Enemy(ceil(fvar(18))),BackEdgeBodyDist<5)*26
Trigger3=StateNo=230||StateNo=235
Trigger3=var(21)=0;[107
Trigger3=P2Dist X*fvar(8)<128-(Enemy(ceil(fvar(18))),BackEdgeBodyDist<5)*21
Trigger4=StateNo=230||StateNo=235
Trigger4=var(21)=1;[107
Trigger4=P2Dist X*fvar(8)<181-(Enemy(ceil(fvar(18))),BackEdgeBodyDist<5)*74

[State -3,MF-Lv2_ _];iн̧ŰLv2
Type=ChangeState
value=1020
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(59)>3&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=P2Dist Y>-40
TriggerAll=MoveHit=1
TriggerAll=var(44)>0
TriggerAll=PalNo!=12
Trigger1=StateNo=220||StateNo=225;[164
Trigger1=P2Dist X*fvar(8)<136+(var(21)>0)*26
Trigger2=StateNo=420
Trigger3=StateNo=230
Trigger3=P2Dist X*fvar(8)<129.5
Trigger4=StateNo=235
Trigger4=P2Dist X*fvar(8)<129.5
;Trigger=var(21)=1;[107
;Trigger=P2BodyDist X*fvar(8)<181-(Enemy(ceil(fvar(18))),BackEdgeBodyDist<5)*74

[State -3,MF-Lv2_-];iн̧ŰLv2 AC[h
Type=ChangeState
value=1010
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(59)>3&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=P2Dist Y>-40
TriggerAll=MoveHit=1
TriggerAll=var(44)>0
TriggerAll=var(58)=2
TriggerAll=PalNo!=12||var(51)<4&&var(59)<12
TriggerAll=NumHelper(11111+ID)
TriggerAll=Helper(11111+ID),var(6)<300
Trigger1=StateNo=220||StateNo=225
;Trigger1=P2Dist X*fvar(8)<133-(Enemy(ceil(fvar(18))),BackEdgeBodyDist<5)*21
Trigger2=StateNo=420
;Trigger2=P2Dist X*fvar(8)<148-(Enemy(ceil(fvar(18))),BackEdgeBodyDist<5)*26
Trigger3=StateNo=230||StateNo=235
Trigger3=var(21)=0
;Trigger3=P2Dist X*fvar(8)<128-(Enemy(ceil(fvar(18))),BackEdgeBodyDist<5)*21
Trigger4=StateNo=230||StateNo=235
Trigger4=var(21)=1
;Trigger4=P2Dist X*fvar(8)<181-(Enemy(ceil(fvar(18))),BackEdgeBodyDist<5)*74

[State -3,C_D];D
Type=ChangeState
value=450
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(59)>3&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=var(36)>0
TriggerAll=P2Dist Y>-12
TriggerAll=MoveHit=1
TriggerAll=P2Dist X<35
TriggerAll=var(58)<2
Trigger1=StateNo=200
;Trigger1=P2Dist X<12
Trigger2=StateNo=210
;Trigger2=P2Dist X<2
Trigger3=0;StateNo=220
Trigger3=P2Dist X<35;47
Trigger4=StateNo=400
;Trigger4=P2Dist X<13
Trigger5=StateNo=410
;Trigger5=P2Dist X<25

[State -1,6HS];6HS (˃WbNnEh)
Type=ChangeState
value=235
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType=S
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=P2Dist Y>-80
TriggerAll=MoveHit=1
Trigger1=var(21)=1
Trigger1=StateNo=225
Trigger1=P2BodyDist X*fvar(8)<35
Trigger1=Enemy(ceil(fvar(18))),BackEdgeBodyDist<9

[State -3,5HS];HS (˸޺ް)
Type=ChangeState
value=230
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(59)>6&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType=S
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=P2Dist X>=0
TriggerAll=MoveHit=1;38
TriggerAll=var(36)>0
TriggerAll=0;!var(44)
Trigger1=P2BodyDist X*fvar(8)<2;+(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*36
Trigger1=StateNo=210
Trigger2=StateNo=220
Trigger2=Enemy(ceil(fvar(18))),BackEdgeBodyDist<9
Trigger2=0;P2BodyDist X*fvar(8)<36

[State -3,5NS];S (˸޺ް)
Type=ChangeState
value=220
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2bodydist X=[-34,36]
TriggerAll=var(59)>6&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType=S
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=P2Dist X>=0
TriggerAll=Enemy(ceil(fvar(18))),Const(Size.Head.Pos.Y)<-70
TriggerAll=MoveHit=1
TriggerAll=var(36)>0
TriggerAll=0;!var(44)
Trigger1=StateNo=200||StateNo=400;41
Trigger1=P2BodyDist X*fvar(8)<22+(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*19
Trigger2=StateNo=210;27
Trigger2=P2BodyDist X*fvar(8)<17+(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*10
Trigger3=StateNo=410;42
Trigger3=P2BodyDist X*fvar(8)<32+(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*10

[State -3,Coin];޺ް (q΂)
Type=ChangeState
value=1400
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=RoundState=2
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType=S
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),Const(Size.Head.Pos.Y)<-85
TriggerAll=Enemy(ceil(fvar(18))),Const(Size.Head.Pos.Y)>-95||P2Dist X>60
TriggerAll=MoveHit=1
TriggerAll=var(36)>0
TriggerAll=!var(44)
TriggerAll=P2BodyDist X>14||Enemy(ceil(fvar(18))),BackEdgeBodyDist>9
Trigger1=StateNo=210;51
Trigger1=P2BodyDist X<41+(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*10
Trigger2=StateNo=410;56
Trigger2=P2BodyDist X<55+(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)
Trigger3=StateNo=200;56
Trigger3=P2BodyDist X<42+(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*13
Trigger4=StateNo=400
Trigger4=P2BodyDist X<42+(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*13

[State -3,Coin];޺ް (q΂)
Type=ChangeState
value=1400
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=RoundState=2
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType=S
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),Const(Size.Head.Pos.Y)<-85
TriggerAll=Enemy(ceil(fvar(18))),Const(Size.Head.Pos.Y)>-95||P2Dist X>60
TriggerAll=MoveHit=1
TriggerAll=var(36)>0
TriggerAll=!var(44)
;TriggerAll=var(21)=0
Trigger1=StateNo=220;59
Trigger1=P2BodyDist X<44+(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*15
Trigger2=StateNo=225;69
Trigger2=P2BodyDist X<52+(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*17
Trigger3=StateNo=230;72
Trigger3=Enemy(ceil(fvar(18))),Const(Size.Head.Pos.Y)<-95||P2BodyDist X>4
Trigger3=P2BodyDist X<40+(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*31
Trigger4=StateNo=420;64
Trigger4=P2BodyDist X<42+(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*22
Trigger5=StateNo=235;71
Trigger5=P2BodyDist X<41+(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*30

[State -3,Coin];޺ް(CH) (q΂)
Type=ChangeState
value=1400
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=RoundState=2
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),Const(Size.Head.Pos.Y)<-140||Enemy(ceil(fvar(18))),StateType=S
TriggerAll=Enemy(ceil(fvar(18))),Const(Size.Head.Pos.Y)<-60
TriggerAll=Enemy(ceil(fvar(18))),Const(Size.Head.Pos.Y)>-95||P2Dist X>60
TriggerAll=MoveHit
TriggerAll=var(36)>0
TriggerAll=!var(44)
TriggerAll=var(21)=1
Trigger1=StateNo=230;119.5
Trigger1=P2BodyDist X*fvar(8)<88.5+(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*30
Trigger2=StateNo=235;120.5
Trigger2=P2BodyDist X*fvar(8)<88.5+(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*32
Trigger3=StateNo=225;100
Trigger3=P2BodyDist X*fvar(8)<85+(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*15
Trigger4=StateNo=420;80
Trigger4=P2BodyDist X*fvar(8)<58+(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*22
Trigger5=StateNo=220;75
Trigger5=P2BodyDist X*fvar(8)<61+(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*14

[State -1,6HS];HS (q΂)
Type=ChangeState
value=235
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=P2Dist Y>-80
TriggerAll=MoveHit=1
Trigger1=var(21)=1||Enemy(ceil(fvar(18))),StateType=C
Trigger1=StateNo=225
Trigger1=P2BodyDist X*fvar(8)<122.5+(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*5

[State -3,5LS];S (q΂)
Type=ChangeState
value=225
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2bodydist X>36
TriggerAll=var(59)>6&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=P2Dist X>=0
TriggerAll=Enemy(ceil(fvar(18))),Const(Size.Head.Pos.Y)<-70-(Enemy(ceil(fvar(18))),StateType=C)*80
TriggerAll=MoveHit=1
TriggerAll=P2BodyDist X*fvar(8)<102
Trigger1=StateNo=200
Trigger2=StateNo=210
Trigger3=StateNo=400
Trigger4=StateNo=410

[State -3,5NS];S (q΂)
Type=ChangeState
value=220
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2bodydist X=[-34,36]
TriggerAll=var(59)>6&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=P2Dist X>=0
TriggerAll=Enemy(ceil(fvar(18))),Const(Size.Head.Pos.Y)<-70-(Enemy(ceil(fvar(18))),StateType=C)*80
TriggerAll=MoveHit=1
Trigger1=StateNo=200
Trigger2=StateNo=205
Trigger3=StateNo=210
Trigger4=StateNo=400
Trigger5=StateNo=410

[State -3,5HS];HS (q΂)
Type=ChangeState
value=230
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(59)>6&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=P2Dist X>=0
TriggerAll=MoveHit=1
Trigger1=StateNo=200||StateNo=400
Trigger1=Enemy(ceil(fvar(18))),StateType=C
Trigger2=StateNo=210
Trigger2=P2BodyDist X*fvar(8)<97
Trigger3=StateNo=220
Trigger3=P2BodyDist X*fvar(8)<102

[State -3,Jack];WbNnEh (q΂)
Type=ChangeState
value=1700
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(58)=2
TriggerAll=var(40)=0
TriggerAll=Power>499||PalNo=12
TriggerAll=var(59)>6&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=P2Dist X>=0
TriggerAll=P2BodyDist X*fvar(8)=[-5,200]
TriggerAll=P2Dist Y>-40
TriggerAll=var(51)>35
TriggerAll=MoveHit=1
Trigger1=StateNo=220
Trigger2=StateNo=225
Trigger3=StateNo=230
Trigger4=StateNo=235
Trigger4=P2BodyDist X*fvar(8)<155||var(21)=1
Trigger5=StateNo=420
Trigger6=StateNo=[450,451]
Trigger7=StateNo=210
Trigger7=var(21)=1||Enemy(ceil(fvar(18))),StateType=C

[State -3,Jack];WbNnEh (q΂)
Type=ChangeState
value=1500
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(58)=0
TriggerAll=var(59)>6&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=P2Dist X>=0
TriggerAll=P2BodyDist X*fvar(8)=[-5,200]
TriggerAll=P2Dist Y>-40
TriggerAll=MoveHit=1
Trigger1=StateNo=220
Trigger2=StateNo=225
Trigger3=StateNo=230
Trigger4=StateNo=235
Trigger4=P2BodyDist X*fvar(8)<155||var(21)=1
Trigger5=StateNo=420
Trigger6=StateNo=[450,451]
Trigger7=StateNo=210
Trigger7=var(21)=1||Enemy(ceil(fvar(18))),StateType=C

[State -3,MF-Lv2_-];iн̧ŰLv2
Type=ChangeState
value=1010
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(59)>3&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=P2Dist Y>-40
TriggerAll=MoveHit=1
TriggerAll=var(58)=2
Trigger1=StateNo=220||StateNo=225
Trigger2=StateNo=420
Trigger3=StateNo=230||StateNo=235
Trigger3=var(21)=0
Trigger4=StateNo=230||StateNo=235
Trigger4=var(21)=1

[State -1,6HS];HS (q΂)
Type=ChangeState
value=235
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=P2Dist Y>-80
TriggerAll=MoveHit=1
Trigger1=var(21)=1||Enemy(ceil(fvar(18))),StateType=C
Trigger1=StateNo=225
Trigger1=(P2BodyDist X*fvar(8)=[-5,122])

[State -3,2S];S (q΂)
Type=ChangeState
value=420
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(59)>6&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=P2Dist X>=0
TriggerAll=MoveHit=1
Trigger1=StateNo=200
Trigger1=P2BodyDist X*fvar(8)<56
Trigger2=StateNo=400||StateNo=410
Trigger2=P2BodyDist X*fvar(8)<66

[State -3,2S];S (q΂)
Type=ChangeState
value=420
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(59)>6&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=P2Dist X>=0
TriggerAll=MoveHit=1
TriggerAll=var(21)=0
Trigger1=StateNo=210
Trigger1=P2BodyDist X*fvar(8)<49+(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)
Trigger2=StateNo=225
Trigger2=P2BodyDist X*fvar(8)<46+(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)

[State -3,2S];S (q΂)
Type=ChangeState
value=420
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(59)>6&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=P2Dist X>=0
TriggerAll=MoveHit=1
TriggerAll=var(21)=1
Trigger1=StateNo=200
Trigger2=StateNo=210
Trigger2=P2BodyDist X*fvar(8)<56-(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*4
Trigger3=StateNo=225;48
Trigger3=P2BodyDist X*fvar(8)<85-(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*37

[State -1];K
Type=ChangeState
value=210
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=0;var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=P2BodyDist X*fvar(8)=[-10,55]
TriggerAll=P2Dist Y*fvar(9)>-90
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=MoveHit
TriggerAll=Enemy(ceil(fvar(18))),Const(Size.Head.Pos.Y)<-40||P2StateType=A
TriggerAll=Enemy(ceil(fvar(18))),Const(Size.Head.Pos.Y)<-80||P2StateType!=C
Trigger1=StateNo=200
Trigger2=StateNo=400

[State -3,S_NS];S
Type=ChangeState
value=220
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=P2BodyDist X*fvar(8)=[-10,25]
TriggerAll=P2Dist Y*fvar(9)>-90
TriggerAll=Enemy(ceil(fvar(18))),Const(Size.Head.Pos.Y)<-70||P2StateType=A
TriggerAll=Enemy(ceil(fvar(18))),Const(Size.Head.Pos.Y)<-190||P2StateType!=C
TriggerAll=MoveContAct
Trigger1=StateNo=200
Trigger2=StateNo=400
Trigger3=StateNo=210
Trigger4=StateNo=410

[State -1];HS
Type=ChangeState
value=230
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(59)>6&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=P2Dist X>=0
TriggerAll=MoveHit=1
Trigger1=StateNo=200||StateNo=400
Trigger1=Enemy(ceil(fvar(18))),StateType=C
Trigger2=StateNo=210
Trigger2=P2BodyDist X*fvar(8)<97
Trigger3=StateNo=220
Trigger3=P2BodyDist X*fvar(8)<102

[State -3,C_S];S
Type=ChangeState
value=420
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=P2BodyDist X*fvar(8)=[-10,45]
TriggerAll=!P2Dist Y
TriggerAll=MoveHit
Trigger1=StateNo=200
Trigger2=StateNo=210
Trigger3=StateNo=225
Trigger4=StateNo=400
Trigger5=StateNo=410

[State -3,MF_-];iн̧Ű
Type=ChangeState
value=1010
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(59)>3&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),Alive!=0
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=MoveHit
TriggerAll=P2BodyDist X*fvar(8)=[-9,140]
TriggerAll=P2Dist Y*fvar(9)>-40
Trigger1=StateNo=225
Trigger2=StateNo=230
Trigger3=StateNo=235
Trigger4=StateNo=420
Trigger5=StateNo=450
Trigger6=StateNo=451

[State -3,C_D];D
Type=ChangeState
value=450
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>3&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=P2BodyDist X*fvar(8)=[-10,45]
TriggerAll=!P2Dist Y
TriggerAll=!var(49)
TriggerAll=MoveHit
Trigger1=StateNo=210
Trigger2=StateNo=220
Trigger3=StateNo=410

;
;nq 󒆎@S-tunagi-A
;

[State -3,MFC];~XL
Type=ChangeState
value=1101005
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=StateType!=A
TriggerAll=RoundState=2
TriggerAll=var(59)>3&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),Alive!=0
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=MoveHit
TriggerAll=var(21)=1
TriggerAll=NumHelper(11111+ID)
TriggerAll=Helper(11111+ID),var(6)<220
Trigger1=StateNo=225
Trigger2=StateNo=230
Trigger3=StateNo=235
Trigger4=StateNo=450

[State -3,Coin];޺ް ʒ[ȊO
Type=ChangeState
value=1400
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=StateType!=A
TriggerAll=RoundState=2
TriggerAll=var(36)>0
TriggerAll=!var(44)
TriggerAll=var(59)>3&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),Alive!=0
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=P2Dist Y>-70
TriggerAll=Enemy(ceil(fvar(18))),BackEdgeBodyDist>8
TriggerAll=NumHelper(11111+ID)
TriggerAll=Helper(11111+ID),var(6)<220
;QŔꂽ
TriggerAll=MoveHit
TriggerAll=var(21)=0
Trigger1=StateNo=200
Trigger1=P2Dist Y>-65
Trigger2=StateNo=205
Trigger2=P2Dist Y>-67
Trigger3=StateNo=210
Trigger3=P2Dist Y>-62
Trigger3=P2BodyDist X>8
Trigger3=P2Dist Y>-41
Trigger4=StateNo=220;-28
Trigger4=P2Dist Y>-17-(Helper(11111+ID),var(6)<300)*11;-63
Trigger5=StateNo=225
Trigger5=P2Dist Y>-63

[State -3,MF_P];iн̧Ű
Type=ChangeState
value=1000
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>3&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),Alive!=0
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=MoveHit
TriggerAll=P2Dist X>=0
TriggerAll=NumHelper(11111+ID)
TriggerAll=Helper(11111+ID),var(6)<300
TriggerAll=P2BodyDist X*fvar(8)<119
TriggerAll=P2Dist Y*fvar(9)<5
TriggerAll=P2Dist Y*fvar(9)>-110
TriggerAll=P2Dist Y>-80||P2BodyDist X*fvar(8)>15
TriggerAll=P2Dist Y>-94||P2BodyDist X*fvar(8)>20
TriggerAll=P2Dist Y>-62||P2BodyDist X*fvar(8)<70
TriggerAll=PalNo=11
Trigger1=StateNo=200
Trigger2=StateNo=205
Trigger3=StateNo=210
Trigger4=StateNo=220
Trigger5=StateNo=225
Trigger6=StateNo=230
Trigger7=StateNo=235
Trigger7=P2Dist X<30||P2Dist Y<-30
Trigger8=StateNo=400
Trigger9=StateNo=410
Trigger10=StateNo=420

[State -1,RC];p
Type=ChangeState
value=950
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Power>999
TriggerAll=var(59)>6&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=PalNo=12
TriggerAll=MoveHit
Trigger1=StateNo=450

[State -3];\FBެʳ
Type=ChangeState
value=1101505
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=StateType!=A
TriggerAll=RoundState=2
TriggerAll=var(59)>3&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive!=0
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=P2Dist Y>-70
TriggerAll=P2Dist X>=0
TriggerAll=MoveHit
TriggerAll=var(58)=2
TriggerAll=Power>499
TriggerAll=P2Dist X>68
Trigger1=StateNo=450

[State -3];MFC
Type=ChangeState
value=1101005
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=StateType!=A
TriggerAll=RoundState=2
TriggerAll=var(59)>3&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive!=0
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=P2Dist Y>-70
TriggerAll=P2Dist X>=0
TriggerAll=MoveHit
Trigger1=StateNo=450

[State -3,Coin];޺ް ʒ[ȊO
Type=ChangeState
value=1400
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=StateType!=A
TriggerAll=RoundState=2
TriggerAll=var(36)>0
TriggerAll=!var(44)
TriggerAll=var(59)>3&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),Alive!=0
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=P2Dist Y>-70
TriggerAll=Enemy(ceil(fvar(18))),BackEdgeBodyDist>8
TriggerAll=NumHelper(11111+ID)
TriggerAll=Helper(11111+ID),var(6)<190
;QŔꂽ
TriggerAll=MoveHit
TriggerAll=var(21)=0
Trigger1=0;StateNo=200
Trigger1=P2Dist Y>-65
Trigger2=0;StateNo=205
Trigger2=P2Dist Y>-67
Trigger3=0;StateNo=210
Trigger3=P2Dist Y>-62
Trigger4=0;StateNo=220;-28
Trigger4=P2Dist Y>-17-(Helper(11111+ID),var(6)<300)*11;-63
Trigger5=0;StateNo=225
Trigger5=P2Dist Y>-63
Trigger6=StateNo=230
Trigger6=P2Dist Y>-61
Trigger6=P2Dist Y>-57||P2BodyDist X<45
Trigger6=P2Dist Y>-50||P2BodyDist X<48
Trigger6=P2Dist Y>-43||P2BodyDist X<51
Trigger6=P2Dist Y>-39||P2BodyDist X<54
Trigger6=P2Dist Y>-32||P2BodyDist X<58
Trigger6=P2Dist Y>-26||P2BodyDist X<61
Trigger6=P2Dist Y>-21||P2BodyDist X<64
Trigger6=P2Dist Y>-13||P2BodyDist X<67
Trigger6=P2Dist Y>-10||P2BodyDist X<73
Trigger6=P2BodyDist X<75
Trigger7=StateNo=235
Trigger7=P2Dist Y>-61
Trigger7=P2Dist Y>-54||P2BodyDist X<42
Trigger7=P2Dist Y>-39||P2BodyDist X<44
Trigger7=P2Dist Y>-33||P2BodyDist X<48
Trigger7=P2Dist Y>-25||P2BodyDist X<49
Trigger7=P2Dist Y>-23||P2BodyDist X<50
Trigger7=P2Dist Y>-20||P2BodyDist X<51
Trigger7=P2Dist Y>-19||P2BodyDist X<52
Trigger7=P2Dist Y>-13||P2BodyDist X<53
Trigger7=P2Dist Y>-7||P2BodyDist X<58
Trigger7=P2BodyDist X<59
Trigger8=StateNo=400
Trigger9=StateNo=410
Trigger10=StateNo=420

[State -3,Coin];޺ް ʒ[
Type=ChangeState
value=1400
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=StateType!=A
TriggerAll=RoundState=2
TriggerAll=var(36)>0
TriggerAll=!var(44)
TriggerAll=var(59)>3&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),Alive!=0
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=P2Dist Y>-70
TriggerAll=Enemy(ceil(fvar(18))),BackEdgeBodyDist<9
;TriggerAll=P2BodyDist X<45||P2Dist Y>-9
;QŔꂽ
TriggerAll=MoveHit
TriggerAll=var(21)=0
Trigger1=StateNo=200
Trigger1=P2Dist Y>-65
Trigger2=StateNo=205
Trigger2=P2Dist Y>-67
Trigger3=StateNo=210
Trigger3=P2Dist Y>-62
Trigger4=StateNo=220
Trigger4=P2Dist Y>-63
Trigger5=StateNo=225
Trigger5=P2Dist Y>-63
Trigger6=StateNo=230
Trigger6=P2Dist Y>-61
Trigger6=P2BodyDist X<75
Trigger7=StateNo=235
;Trigger7=P2Dist Y>-60
;Trigger7=P2Dist Y>-57||P2BodyDist X<20
;Trigger7=P2Dist Y>-54||P2BodyDist X<24

;Trigger7=P2Dist Y>-54||P2BodyDist X<28
;Trigger7=P2Dist Y>-20||P2BodyDist X<66
;Trigger7=P2Dist Y>-10||P2BodyDist X<81
;Trigger7=P2BodyDist X<83
Trigger8=StateNo=400
Trigger9=StateNo=410
Trigger10=StateNo=420

[State -3,DB];(CH)ި޲ڲވړ
Type=ChangeState
value=1100
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(59)>6&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=P2Dist X>=0
TriggerAll=MoveHit
TriggerAll=var(58)<2
TriggerAll=Power>499
TriggerAll=P2Dist Y>-80
TriggerAll=fvar(34)>17
TriggerAll=var(21)=1
Trigger1=StateNo=200
Trigger1=P2Dist Y>-93
Trigger2=StateNo=205
Trigger2=P2Dist Y>-63
Trigger3=StateNo=210
Trigger3=P2BodyDist X<95
Trigger4=StateNo=220
Trigger5=StateNo=225
Trigger6=StateNo=230
Trigger7=StateNo=235
Trigger8=StateNo=400
Trigger9=StateNo=410
Trigger10=StateNo=420

[State -3,DB];(fHit)ި޲ڲވړ
Type=ChangeState
value=1100
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(59)>6&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=P2Dist X>=0
TriggerAll=MoveHit=1
TriggerAll=var(58)<2
TriggerAll=Power>499
;TriggerAll=P2Dist Y>-80
TriggerAll=fvar(34)>17
TriggerAll=var(21)=0
Trigger1=StateNo=225
Trigger1=P2BodyDist X<71
Trigger1=P2Dist Y>-62
Trigger2=StateNo=235
Trigger2=P2BodyDist X<80
Trigger3=StateNo=205
Trigger3=P2Dist Y>-60||P2BodyDist X>9

[State -3,DB];(fHit)ި޲ڲވړ
Type=ChangeState
value=1100
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(59)>6&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=P2Dist X>=0
TriggerAll=var(58)<2
TriggerAll=MoveHit=1
TriggerAll=Power>499
TriggerAll=fvar(34)>17
TriggerAll=var(21)=0
Trigger1=StateNo=230

[State -3,DB];(CH)˷װޮړ
Type=ChangeState
value=1600
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(59)>6&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=P2Dist X>=0
TriggerAll=MoveHit
TriggerAll=var(58)=2
TriggerAll=Power>499
TriggerAll=P2Dist Y>-80
TriggerAll=fvar(34)>17
TriggerAll=var(21)=1
Trigger1=StateNo=200
Trigger1=P2Dist Y>-93
Trigger2=StateNo=205
Trigger2=P2Dist Y>-63
Trigger3=StateNo=210
Trigger3=P2BodyDist X<95
Trigger4=StateNo=220
Trigger5=StateNo=225
Trigger6=StateNo=230
Trigger7=StateNo=235
Trigger8=StateNo=400
Trigger9=StateNo=410
Trigger10=StateNo=420

[State -3,DB];(fHit)˷װޮړ
Type=ChangeState
value=1600
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(59)>6&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=P2Dist X>=0
TriggerAll=MoveHit=1
TriggerAll=var(58)=2
TriggerAll=Power>499
;TriggerAll=P2Dist Y>-80
TriggerAll=fvar(34)>17
TriggerAll=var(21)=0
Trigger1=StateNo=225
Trigger1=P2BodyDist X<71
Trigger1=P2Dist Y>-62
Trigger2=StateNo=235
Trigger2=P2BodyDist X<80

[State -3,DB];(fHit)˷װޮړ
Type=ChangeState
value=1600
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(59)>6&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=P2Dist X>=0
TriggerAll=var(58)=2
TriggerAll=MoveHit=1
TriggerAll=Power>499
TriggerAll=fvar(34)>17
TriggerAll=var(21)=0
Trigger1=StateNo=230
Trigger1=P2Dist Y>-37
Trigger1=P2Dist X<130

[State -3,S_HS];HS
Type=ChangeState
value=230
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),Alive!=0
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=MoveHit=1
TriggerAll=var(58)<2||P2Dist Y>5
TriggerAll=P2Dist Y>-65
TriggerAll=P2Dist Y>-61||P2BodyDist X*fvar(8)>54
TriggerAll=P2Dist Y>-54||P2BodyDist X*fvar(8)>39
TriggerAll=P2Dist Y>-48||P2BodyDist X*fvar(8)>21
TriggerAll=P2Dist Y>-43||P2BodyDist X*fvar(8)>6
Trigger1=StateNo=200
Trigger2=StateNo=400
Trigger3=StateNo=210
Trigger3=P2Dist Y>-39||P2BodyDist X*fvar(8)>9
Trigger4=StateNo=220
Trigger4=P2Dist Y>-24

[State -3,MF_P];iн̧Ű
Type=ChangeState
value=1000
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>3&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),Alive!=0
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=MoveHit=1
TriggerAll=P2Dist X>=0
TriggerAll=NumHelper(11111+ID)
TriggerAll=Helper(11111+ID),var(6)<300
TriggerAll=P2BodyDist X*fvar(8)<119
TriggerAll=P2Dist Y*fvar(9)<5
TriggerAll=P2Dist Y*fvar(9)>-110
TriggerAll=P2Dist Y>-80||P2BodyDist X*fvar(8)>15
TriggerAll=P2Dist Y>-94||P2BodyDist X*fvar(8)>20
TriggerAll=P2Dist Y>-62||P2BodyDist X*fvar(8)<70
Trigger1=StateNo=200
Trigger2=StateNo=205
Trigger3=StateNo=210
Trigger4=StateNo=220
Trigger5=StateNo=225
Trigger6=StateNo=230
Trigger7=StateNo=235
Trigger7=P2Dist X<30||P2Dist Y<-30
Trigger8=StateNo=400
Trigger9=StateNo=410
Trigger10=StateNo=420

[State -3,MF_P];iн̧Ű
Type=ChangeState
value=1000
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>3&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),Alive!=0
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=MoveHit
TriggerAll=P2Dist X>=0
TriggerAll=P2BodyDist X*fvar(8)<119
TriggerAll=P2Dist Y*fvar(9)<5
TriggerAll=P2Dist Y*fvar(9)>-110
Trigger1=StateNo=200

[State -3,Jump];ެ߷ݾ
Type=ChangeState
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),Alive!=0
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=MoveHit
TriggerAll=fvar(25)>0.7
Trigger1=StateNo=220
Trigger1=P2BodyDist X*fvar(8)<70
Trigger1=P2Dist Y>-50
Trigger1=P2Dist Y<-3
Trigger2=StateNo=205
Trigger3=StateNo=210
Trigger3=P2Dist Y<-3
Trigger4=0;StateNo=235
Trigger4=P2BodyDist X*fvar(8)<40
Value=39

[State -3,MF_-];iн̧Ű
Type=ChangeState
value=1010
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(59)>3&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),Alive!=0
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=0;MoveHit
TriggerAll=P2BodyDist X*fvar(8)=[-9,140]
TriggerAll=P2Dist Y*fvar(9)>-40
Trigger1=StateNo=225
Trigger2=StateNo=230
Trigger3=StateNo=235
Trigger4=StateNo=420
Trigger5=StateNo=450
Trigger6=StateNo=451

[State -3,KIRI];obJXTC
Type=ChangeState
value=1300
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=!var(48)
TriggerAll=!var(49)
TriggerAll=var(59)>3&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),Alive!=0
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=P2BodyDist X*fvar(8)=[-10,190]
TriggerAll=MoveHit
Trigger1=StateNo=450
Trigger2=StateNo=451

[State -3];̖@ghp
Type=ChangeState
value=3000
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=!var(25)
TriggerAll=Power>999
TriggerAll=StateType!=A
TriggerAll=var(59)>4&&Random<var(59)*101||fvar(39)
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=var(51)>30
TriggerAll=1;P2BodyDist X*fvar(8)+Enemy(ceil(fvar(18))),vel x*6=[-10,40]
TriggerAll=1;P2Dist Y*fvar(9)+Enemy(ceil(fvar(18))),vel y*6+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*21>-60
TriggerAll=MoveHit
Trigger1=StateNo=200
Trigger2=StateNo=205
Trigger3=StateNo=210
Trigger4=StateNo=220
Trigger5=StateNo=225
Trigger6=StateNo=230
Trigger7=StateNo=235
Trigger8=StateNo=400
Trigger9=StateNo=410
Trigger10=StateNo=420

[State -3,MF_P];iн̧Ű
Type=ChangeState
value=1000
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>3&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),Alive!=0
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=MoveHit
TriggerAll=P2Dist X>=0
TriggerAll=P2BodyDist X*fvar(8)<119
TriggerAll=P2Dist Y*fvar(9)<5
TriggerAll=P2Dist Y*fvar(9)>-110
Trigger1=StateNo=230

[State -3,950]
Type=ChangeState
value=950
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Power>999
TriggerAll=var(59)>6&&Random<var(59)*101||fvar(39)
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=MoveHit
Trigger1=var(51)>80
Trigger1=StateNo=430
Trigger2=StateNo=240
Trigger2=NumTarget(240)=0;P2StateNo!=[246,248]

[State -3,950]
Type=ChangeState
value=950
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Power>999
TriggerAll=var(59)>6&&Random<var(59)*101||fvar(39)
TriggerAll=MoveHit
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=StateNo=1001
Trigger1=var(51)>80
Trigger1=P2Dist X<103
Trigger2=PalNo=12

[State -3,950]
Type=ChangeState
value=950
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Power>999
TriggerAll=var(59)>6&&Random<var(59)*101||fvar(39)
TriggerAll=MoveHit
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=var(51)>80&&var(36)>0||PalNo=12
TriggerAll=MoveHit=1
Trigger1=StateNo=1011
Trigger1=Enemy(ceil(fvar(18))),BackEdgeBodyDist<9||PalNo=12
Trigger2=StateNo=1021

[State -3,950]
Type=ChangeState
value=950
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Power>999
TriggerAll=var(59)>6&&Random<var(59)*101||fvar(39)
TriggerAll=MoveHit=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=var(51)>80
TriggerAll=var(36)>0
TriggerAll=PalNo=12
Trigger1=StateNo=1057;MFLv3Ō
Trigger2=StateNo=1067;MFLv3Ō
Trigger3=StateNo=1077;MFLv3Ō

[State -3,950]
Type=ChangeState
value=951
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Power>999
TriggerAll=var(59)>6&&Random<var(59)*101||fvar(39)
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=MoveHit=1
TriggerAll=NumHelper(11111+ID)
TriggerAll=Helper(11111+ID),var(6)<250
Trigger1=StateNo=1200;
Trigger1=P2Dist Y>-80
Trigger1=P2Dist X>18
Trigger2=StateNo=1201;
Trigger2=Enemy(ceil(fvar(18))),Pos Y>-80

[State -3,951]
Type=ChangeState
value=951
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Power>999
TriggerAll=var(59)>6&&Random<var(59)*101||fvar(39)
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=MoveGuarded
Trigger1=StateNo=1200
Trigger2=StateNo=1201

[State -1,RC];p
Type=ChangeState
value=950
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=PalNo=12
TriggerAll=var(59)>6&&Random<var(59)*101||fvar(39)
TriggerAll=MoveHit=1
Trigger1=StateNo=225
Trigger2=StateNo=230
Trigger3=StateNo=235
Trigger4=StateNo=430
Trigger5=StateNo=[1001,1002]
Trigger6=StateNo=[1011,1012]
Trigger6=StateNo!=1012||MoveHit>1||var(58)<2
Trigger7=StateNo=[1020,1022]
Trigger8=StateNo=1057;MFLv3Ō
Trigger9=StateNo=1067;MFLv3Ō
Trigger10=StateNo=1077;MFLv3Ō
Trigger11=StateNo=1500
Trigger12=StateNo=1700
Trigger13=StateNo=3700

[State -3,951]
Type=ChangeState
value=951
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=PalNo=12
TriggerAll=var(59)>6&&Random<var(59)*101||fvar(39)
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=MoveHit=1
Trigger1=StateNo=1200;
Trigger2=StateNo=1201;

;
;󒆐pXe[g
;

[State -3,A_T];󓊂
Type=ChangeState
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0||fvar(38)-4
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=P2Dist X>-30
TriggerAll=P2BodyDist X*fvar(8)<56-(var(58)=2)*12
TriggerAll=P2Dist Y*fvar(9)=[-49,19]
TriggerAll=Ctrl
Trigger1=PrevStateNo=30
Value=850

[State -3,ENSENGA];
Type=ChangeState
value=1200
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl
Trigger1=PrevStateNo=34

[State -3,AirBackDash];obN_bV
Type=ChangeState
value=115
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=!var(11)
TriggerAll=Pos y<=ifelse(vel y<0,-40,-10)
TriggerAll=Ctrl
Trigger1=PrevStateNo=35

[State -3,AirDash];_bV
Type=ChangeState
value=110
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=!var(11)
TriggerAll=Pos y<=ifelse(vel y<0,-40,-10)
TriggerAll=Ctrl
Trigger1=PrevStateNo=36
Trigger2=PrevStateNo=[110035,110039]

;
;
;
;K[hłߖډ
;

[State -3,A_P];P
Type=ChangeState
value=600
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||((StateNo=110||StateNo=115)&&Time>5)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo=[150,155]
TriggerAll=fvar(34)>6
TriggerAll=StateNo!=241
TriggerAll=PrevStateNo!=[31,36]
Trigger1=(P2BodyDist X*fvar(8)=[-5,40+vel x*6+Enemy(ceil(fvar(18))),vel x*6])
Trigger1=(P2Dist Y*fvar(9)=[-100-(vel y<0)*30,90])

[State -3,A_K];K
Type=ChangeState
value=610
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||((StateNo=110||StateNo=115)&&Time>5)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo=[150,155]
TriggerAll=!var(48)
TriggerAll=fvar(34)>7
TriggerAll=StateNo!=241
TriggerAll=StateNo!=951
TriggerAll=PrevStateNo!=951
TriggerAll=PrevStateNo!=[31,36]
TriggerAll=P2BodyDist X*fvar(8)=[-20,50+vel x*6+Enemy(ceil(fvar(18))),vel x*6]
TriggerAll=P2Dist Y*fvar(9)=[-100-(vel y<0)*70,100]
Trigger1=StateNo=110

;
;R{ډ
;
;󒆎
;

[State -3,AirDash];_bV
Type=ChangeState
value=110
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=var(11)<1
TriggerAll=Pos y<=ifelse(vel y<0,-40,-10)
TriggerAll=StateNo!=241
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=PrevStateNo!=[31,36]
TriggerAll=Ctrl
TriggerAll=0;var(22)<1
Trigger1=P2BodyDist X*fvar(8)>95
Trigger2=P2StateType!=A
Trigger3=PrevStateNo=961||StateNo=961
Trigger3=vel x<3
Trigger3=P2Dist Y+vel y*8+Const(MoveMent.Yaccel)*36=[-50,0]
Trigger4=StateNo=951
Trigger5=PrevStateNo=951

[State -3,AirDash];_bV
Type=ChangeState
value=110
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=var(11)<1
TriggerAll=Pos y<=ifelse(vel y<0,-40,-10)
TriggerAll=StateNo!=241
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=PrevStateNo!=[31,36]
TriggerAll=Ctrl
TriggerAll=0;var(22)<1
Trigger1=Enemy(ceil(fvar(18))),vel y!=0
Trigger1=Enemy(ceil(fvar(18))),GetHitvar(HitShakeTime)<1
;Trigger1=P2Dist Y-vel y/ifelse(vel y>=0,0.3,0.4)*12-0.34*78+Enemy(ceil(fvar(18))),vel y*12+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*78>-64
Trigger1=P2Dist Y+vel y*12+Const(MoveMent.Yaccel)*78+Enemy(ceil(fvar(18))),vel y*12+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*78!=[-50,0]
Trigger2=Enemy(ceil(fvar(18))),GetHitvar(HitShakeTime)>0
Trigger2=P2Dist Y+vel y*12+Const(MoveMent.Yaccel)*78!=[-50,0]

[State -3,A-Dhiba];ި޲ڲ
Type=ChangeState
value=1150
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=110||StateNo=115)&&Time>5
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=PrevStateNo!=[31,36]
TriggerAll=PrevStateNo!=[110030,110039]
TriggerAll=fvar(34)>12
TriggerAll=var(22)<1
TriggerAll=Power>499
TriggerAll=0;P2Dist X>=0
Trigger1=Enemy(ceil(fvar(18))),vel y!=0
Trigger1=Enemy(ceil(fvar(18))),GetHitvar(HitShakeTime)<1
Trigger1=P2BodyDist X-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>0)*Enemy(ceil(fvar(18))),vel x*12<21
Trigger1=P2Dist Y-vel y/ifelse(vel y>=0,0.3,0.4)*12-0.34*78+Enemy(ceil(fvar(18))),vel y*12+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*78>-64
Trigger1=P2Dist Y-vel y*12-Const(MoveMent.Yaccel)*78+Enemy(ceil(fvar(18))),vel y*12+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*78!=[-50,0]
Trigger2=Enemy(ceil(fvar(18))),vel y=0
Trigger2=Enemy(ceil(fvar(18))),GetHitvar(HitShakeTime)<1
Trigger2=P2BodyDist X-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>0)*Enemy(ceil(fvar(18))),facing*Enemy(ceil(fvar(18))),GetHitvar(xvel)*11<21
Trigger2=P2Dist Y-vel y/ifelse(vel y>=0,0.3,0.4)*12-0.34*78+Enemy(ceil(fvar(18))),GetHitvar(yvel)*11+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*66>-64
Trigger2=P2Dist Y-vel y*12-Const(MoveMent.Yaccel)*66+Enemy(ceil(fvar(18))),GetHitvar(yvel)*11+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*66>20
Trigger3=Enemy(ceil(fvar(18))),GetHitvar(HitShakeTime)=1
Trigger3=P2BodyDist X-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>0)*Enemy(ceil(fvar(18))),facing*Enemy(ceil(fvar(18))),GetHitvar(xvel)*10<21
Trigger3=P2Dist Y-vel y/ifelse(vel y>=0,0.3,0.4)*12-0.34*78+Enemy(ceil(fvar(18))),GetHitvar(yvel)*10+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*55>-64
Trigger3=P2Dist Y-vel y*12-Const(MoveMent.Yaccel)*66+Enemy(ceil(fvar(18))),GetHitvar(yvel)*10+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*55>20
Trigger4=Enemy(ceil(fvar(18))),GetHitvar(HitShakeTime)=2
Trigger4=P2BodyDist X-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>0)*Enemy(ceil(fvar(18))),facing*Enemy(ceil(fvar(18))),GetHitvar(xvel)*9<21
Trigger4=P2Dist Y-vel y/ifelse(vel y>=0,0.3,0.4)*12-0.34*78+Enemy(ceil(fvar(18))),GetHitvar(yvel)*9+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*45>-64
Trigger4=P2Dist Y-vel y*12-Const(MoveMent.Yaccel)*66+Enemy(ceil(fvar(18))),GetHitvar(yvel)*9+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*45>20
Trigger5=Enemy(ceil(fvar(18))),GetHitvar(HitShakeTime)=3
Trigger5=P2BodyDist X-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>0)*Enemy(ceil(fvar(18))),facing*Enemy(ceil(fvar(18))),GetHitvar(xvel)*8<21
Trigger5=P2Dist Y-vel y/ifelse(vel y>=0,0.3,0.4)*12-0.34*78+Enemy(ceil(fvar(18))),GetHitvar(yvel)*8+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*36>-64
Trigger5=P2Dist Y-vel y*12-Const(MoveMent.Yaccel)*66+Enemy(ceil(fvar(18))),GetHitvar(yvel)*8+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*36>20
Trigger6=Enemy(ceil(fvar(18))),GetHitvar(HitShakeTime)=4
Trigger6=P2BodyDist X-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>0)*Enemy(ceil(fvar(18))),facing*Enemy(ceil(fvar(18))),GetHitvar(xvel)*7<21
Trigger6=P2Dist Y-vel y/ifelse(vel y>=0,0.3,0.4)*12-0.34*78+Enemy(ceil(fvar(18))),GetHitvar(yvel)*7+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*28>-64
Trigger6=P2Dist Y-vel y*12-Const(MoveMent.Yaccel)*66+Enemy(ceil(fvar(18))),GetHitvar(yvel)*7+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*28>20
Trigger7=Enemy(ceil(fvar(18))),GetHitvar(HitShakeTime)=5
Trigger7=P2BodyDist X-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>0)*Enemy(ceil(fvar(18))),facing*Enemy(ceil(fvar(18))),GetHitvar(xvel)*6<21
Trigger7=P2Dist Y-vel y/ifelse(vel y>=0,0.3,0.4)*12-0.34*78+Enemy(ceil(fvar(18))),GetHitvar(yvel)*6+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*21>-64
Trigger7=P2Dist Y-vel y*12-Const(MoveMent.Yaccel)*66+Enemy(ceil(fvar(18))),GetHitvar(yvel)*6+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*21>20
Trigger8=Enemy(ceil(fvar(18))),GetHitvar(HitShakeTime)=6
Trigger8=P2BodyDist X-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>0)*Enemy(ceil(fvar(18))),facing*Enemy(ceil(fvar(18))),GetHitvar(xvel)*5<21
Trigger8=P2Dist Y-vel y/ifelse(vel y>=0,0.3,0.4)*12-0.34*78+Enemy(ceil(fvar(18))),GetHitvar(yvel)*5+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*15>-64
Trigger8=P2Dist Y-vel y*12-Const(MoveMent.Yaccel)*66+Enemy(ceil(fvar(18))),GetHitvar(yvel)*5+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*15>20
Trigger9=Enemy(ceil(fvar(18))),GetHitvar(HitShakeTime)=7
Trigger9=P2BodyDist X-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>0)*Enemy(ceil(fvar(18))),facing*Enemy(ceil(fvar(18))),GetHitvar(xvel)*4<21
Trigger9=P2Dist Y-vel y/ifelse(vel y>=0,0.3,0.4)*12-0.34*78+Enemy(ceil(fvar(18))),GetHitvar(yvel)*4+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*10>-64
Trigger9=P2Dist Y-vel y*12-Const(MoveMent.Yaccel)*66+Enemy(ceil(fvar(18))),GetHitvar(yvel)*4+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*10>20
Trigger10=Enemy(ceil(fvar(18))),GetHitvar(HitShakeTime)=8
Trigger10=P2BodyDist X-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>0)*Enemy(ceil(fvar(18))),facing*Enemy(ceil(fvar(18))),GetHitvar(xvel)*3<21
Trigger10=P2Dist Y-vel y/ifelse(vel y>=0,0.3,0.4)*12-0.34*78+Enemy(ceil(fvar(18))),GetHitvar(yvel)*3+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*6>-64
Trigger10=P2Dist Y-vel y*12-Const(MoveMent.Yaccel)*66+Enemy(ceil(fvar(18))),GetHitvar(yvel)*3+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*6>20
Trigger11=Enemy(ceil(fvar(18))),GetHitvar(HitShakeTime)=9
Trigger11=P2BodyDist X-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>0)*Enemy(ceil(fvar(18))),facing*Enemy(ceil(fvar(18))),GetHitvar(xvel)*2<21
Trigger11=P2Dist Y-vel y/ifelse(vel y>=0,0.3,0.4)*12-0.34*78+Enemy(ceil(fvar(18))),GetHitvar(yvel)*2+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*3>-64
Trigger11=P2Dist Y-vel y*12-Const(MoveMent.Yaccel)*66+Enemy(ceil(fvar(18))),GetHitvar(yvel)*2+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*3>20
Trigger12=Enemy(ceil(fvar(18))),GetHitvar(HitShakeTime)=10
Trigger12=P2BodyDist X-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>0)*Enemy(ceil(fvar(18))),facing*Enemy(ceil(fvar(18))),GetHitvar(xvel)<21
Trigger12=P2Dist Y-vel y/ifelse(vel y>=0,0.3,0.4)*12-0.34*78+Enemy(ceil(fvar(18))),GetHitvar(yvel)+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)>-64
Trigger12=P2Dist Y-vel y*12-Const(MoveMent.Yaccel)*66+Enemy(ceil(fvar(18))),GetHitvar(yvel)+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)>20
Trigger12=Enemy(ceil(fvar(18))),GetHitvar(HitShakeTime)>10
Trigger12=P2BodyDist X<21
Trigger12=P2Dist Y-vel y/ifelse(vel y>=0,0.3,0.4)*12-0.34*78>-64
Trigger12=P2Dist Y-vel y*12-Const(MoveMent.Yaccel)*66>20

[State -3,A_HS];HS
Type=ChangeState
value=630
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=110||StateNo=115)&&Time>5
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=PrevStateNo!=[31,36]
TriggerAll=PrevStateNo!=[110030,110039]
TriggerAll=fvar(34)>12
TriggerAll=0;var(22)<1
;TriggerAll=Power>499
TriggerAll=P2Dist X>=0
Trigger1=Enemy(ceil(fvar(18))),vel y!=0
Trigger1=Enemy(ceil(fvar(18))),GetHitvar(HitShakeTime)<1
Trigger1=P2BodyDist X+vel x*12-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>0)*Enemy(ceil(fvar(18))),vel x*12<21
Trigger1=P2Dist Y-vel y*12-Const(MoveMent.Yaccel)*78+Enemy(ceil(fvar(18))),vel y*12+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*78>-64
Trigger2=Enemy(ceil(fvar(18))),vel y=0
Trigger2=Enemy(ceil(fvar(18))),GetHitvar(HitShakeTime)<1
Trigger2=P2BodyDist X+vel x*11-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>0)*Enemy(ceil(fvar(18))),facing*Enemy(ceil(fvar(18))),GetHitvar(xvel)*11<21
Trigger2=P2Dist Y-vel y*12-Const(MoveMent.Yaccel)*78+Enemy(ceil(fvar(18))),GetHitvar(yvel)*11+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*66>-70
Trigger3=Enemy(ceil(fvar(18))),GetHitvar(HitShakeTime)=1
Trigger3=P2BodyDist X+vel x*10-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>0)*Enemy(ceil(fvar(18))),facing*Enemy(ceil(fvar(18))),GetHitvar(xvel)*10<21
Trigger3=P2Dist Y-vel y*12-Const(MoveMent.Yaccel)*78+Enemy(ceil(fvar(18))),GetHitvar(yvel)*10+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*55>-70
Trigger4=Enemy(ceil(fvar(18))),GetHitvar(HitShakeTime)=2
Trigger4=P2BodyDist X+vel x*9-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>0)*Enemy(ceil(fvar(18))),facing*Enemy(ceil(fvar(18))),GetHitvar(xvel)*9<21
Trigger4=P2Dist Y-vel y*12-Const(MoveMent.Yaccel)*78+Enemy(ceil(fvar(18))),GetHitvar(yvel)*9+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*45>-70
Trigger5=Enemy(ceil(fvar(18))),GetHitvar(HitShakeTime)=3
Trigger5=P2BodyDist X+vel x*8-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>0)*Enemy(ceil(fvar(18))),facing*Enemy(ceil(fvar(18))),GetHitvar(xvel)*8<21
Trigger5=P2Dist Y-vel y*12-Const(MoveMent.Yaccel)*78+Enemy(ceil(fvar(18))),GetHitvar(yvel)*8+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*36>-70
Trigger6=Enemy(ceil(fvar(18))),GetHitvar(HitShakeTime)=4
Trigger6=P2BodyDist X+vel x*7-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>0)*Enemy(ceil(fvar(18))),facing*Enemy(ceil(fvar(18))),GetHitvar(xvel)*7<21
Trigger6=P2Dist Y-vel y*12-Const(MoveMent.Yaccel)*78+Enemy(ceil(fvar(18))),GetHitvar(yvel)*7+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*28>-70
Trigger7=Enemy(ceil(fvar(18))),GetHitvar(HitShakeTime)=5
Trigger7=P2BodyDist X+vel x*6-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>0)*Enemy(ceil(fvar(18))),facing*Enemy(ceil(fvar(18))),GetHitvar(xvel)*6<21
Trigger7=P2Dist Y-vel y*12-Const(MoveMent.Yaccel)*78+Enemy(ceil(fvar(18))),GetHitvar(yvel)*6+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*21>-70
Trigger8=Enemy(ceil(fvar(18))),GetHitvar(HitShakeTime)=6
Trigger8=P2BodyDist X+vel x*5-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>0)*Enemy(ceil(fvar(18))),facing*Enemy(ceil(fvar(18))),GetHitvar(xvel)*5<21
Trigger8=P2Dist Y-vel y*12-Const(MoveMent.Yaccel)*78+Enemy(ceil(fvar(18))),GetHitvar(yvel)*5+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*15>-70
Trigger9=Enemy(ceil(fvar(18))),GetHitvar(HitShakeTime)=7
Trigger9=P2BodyDist X+vel x*4-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>0)*Enemy(ceil(fvar(18))),facing*Enemy(ceil(fvar(18))),GetHitvar(xvel)*4<21
Trigger9=P2Dist Y-vel y*12-Const(MoveMent.Yaccel)*78+Enemy(ceil(fvar(18))),GetHitvar(yvel)*4+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*10>-70
Trigger10=Enemy(ceil(fvar(18))),GetHitvar(HitShakeTime)=8
Trigger10=P2BodyDist X+vel x*3-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>0)*Enemy(ceil(fvar(18))),facing*Enemy(ceil(fvar(18))),GetHitvar(xvel)*3<21
Trigger10=P2Dist Y-vel y*12-Const(MoveMent.Yaccel)*78+Enemy(ceil(fvar(18))),GetHitvar(yvel)*3+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*6>-70
Trigger11=Enemy(ceil(fvar(18))),GetHitvar(HitShakeTime)=9
Trigger11=P2BodyDist X+vel x*2-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>0)*Enemy(ceil(fvar(18))),facing*Enemy(ceil(fvar(18))),GetHitvar(xvel)*2<21
Trigger11=P2Dist Y-vel y*12-Const(MoveMent.Yaccel)*78+Enemy(ceil(fvar(18))),GetHitvar(yvel)*2+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*3>-70
Trigger12=Enemy(ceil(fvar(18))),GetHitvar(HitShakeTime)=10
Trigger12=P2BodyDist X+vel x-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>0)*Enemy(ceil(fvar(18))),facing*Enemy(ceil(fvar(18))),GetHitvar(xvel)<21
Trigger12=P2Dist Y-vel y*12-Const(MoveMent.Yaccel)*78+Enemy(ceil(fvar(18))),GetHitvar(yvel)+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)>-70
Trigger12=Enemy(ceil(fvar(18))),GetHitvar(HitShakeTime)>10
Trigger12=P2BodyDist X<21
Trigger12=P2Dist Y-vel y*12-Const(MoveMent.Yaccel)*78>-70
Trigger13=1

[State -3,A_S];S
Type=ChangeState
value=620
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl;||(StateNo=110||StateNo=115)&&Time>5
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=PrevStateNo!=[31,36]
TriggerAll=PrevStateNo!=[110030,110039]
TriggerAll=Helper(30000+ID),var(44)=0
TriggerAll=fvar(34)>9
TriggerAll=P2Dist X>=0
TriggerAll=var(22)<1
Trigger1=Enemy(ceil(fvar(18))),vel y!=0
Trigger1=Enemy(ceil(fvar(18))),GetHitvar(HitShakeTime)<1
Trigger1=P2BodyDist X+vel x*9-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>9)*Enemy(ceil(fvar(18))),vel x*9<165
Trigger1=P2Dist Y-vel y*9-Const(MoveMent.Yaccel)*45+Enemy(ceil(fvar(18))),vel y*9+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*45<24-20
Trigger1=P2Dist Y-vel y*9-Const(MoveMent.Yaccel)*45+Enemy(ceil(fvar(18))),vel y*9+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*45>-64-30+(var(52)<50&&Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*70
Trigger2=Enemy(ceil(fvar(18))),vel y=0
Trigger2=Enemy(ceil(fvar(18))),GetHitvar(HitShakeTime)<1
Trigger2=P2BodyDist X+vel x*9-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>9)*Enemy(ceil(fvar(18))),vel x*8<165
Trigger2=P2Dist Y-vel y*9-Const(MoveMent.Yaccel)*45+Enemy(ceil(fvar(18))),vel y*8+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*36<-20
Trigger2=P2Dist Y-vel y*9-Const(MoveMent.Yaccel)*45+Enemy(ceil(fvar(18))),vel y*8+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*36>-64
Trigger3=Enemy(ceil(fvar(18))),GetHitvar(HitShakeTime)=1
Trigger3=P2BodyDist X+vel x*9-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>9)*Enemy(ceil(fvar(18))),vel x*7<165
Trigger3=P2Dist Y-vel y*9-Const(MoveMent.Yaccel)*45+Enemy(ceil(fvar(18))),vel y*7+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*28<-20
Trigger3=P2Dist Y-vel y*9-Const(MoveMent.Yaccel)*45+Enemy(ceil(fvar(18))),vel y*7+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*28>-64
Trigger4=Enemy(ceil(fvar(18))),GetHitvar(HitShakeTime)=2
Trigger4=P2BodyDist X+vel x*9-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>9)*Enemy(ceil(fvar(18))),vel x*6<165
Trigger4=P2Dist Y-vel y*9-Const(MoveMent.Yaccel)*45+Enemy(ceil(fvar(18))),vel y*6+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*21<-20
Trigger4=P2Dist Y-vel y*9-Const(MoveMent.Yaccel)*45+Enemy(ceil(fvar(18))),vel y*6+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*21>-64
Trigger5=Enemy(ceil(fvar(18))),GetHitvar(HitShakeTime)=3
Trigger5=P2BodyDist X+vel x*9-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>9)*Enemy(ceil(fvar(18))),vel x*5<165
Trigger5=P2Dist Y-vel y*9-Const(MoveMent.Yaccel)*45+Enemy(ceil(fvar(18))),vel y*5+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*15<-20
Trigger5=P2Dist Y-vel y*9-Const(MoveMent.Yaccel)*45+Enemy(ceil(fvar(18))),vel y*5+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*15>-64
Trigger6=Enemy(ceil(fvar(18))),GetHitvar(HitShakeTime)=4
Trigger6=P2BodyDist X+vel x*9-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>9)*Enemy(ceil(fvar(18))),vel x*4<165
Trigger6=P2Dist Y-vel y*9-Const(MoveMent.Yaccel)*45+Enemy(ceil(fvar(18))),vel y*4+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*10<-20
Trigger6=P2Dist Y-vel y*9-Const(MoveMent.Yaccel)*45+Enemy(ceil(fvar(18))),vel y*4+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*10>-64
Trigger7=Enemy(ceil(fvar(18))),GetHitvar(HitShakeTime)=5
Trigger7=P2BodyDist X+vel x*9-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>9)*Enemy(ceil(fvar(18))),vel x*3<165
Trigger7=P2Dist Y-vel y*9-Const(MoveMent.Yaccel)*45+Enemy(ceil(fvar(18))),vel y*3+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*6<-20
Trigger7=P2Dist Y-vel y*9-Const(MoveMent.Yaccel)*45+Enemy(ceil(fvar(18))),vel y*3+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*6>-64
Trigger8=Enemy(ceil(fvar(18))),GetHitvar(HitShakeTime)=6
Trigger8=P2BodyDist X+vel x*9-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>9)*Enemy(ceil(fvar(18))),vel x*2<165
Trigger8=P2Dist Y-vel y*9-Const(MoveMent.Yaccel)*45+Enemy(ceil(fvar(18))),vel y*2+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*3<-20
Trigger8=P2Dist Y-vel y*9-Const(MoveMent.Yaccel)*45+Enemy(ceil(fvar(18))),vel y*2+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*3>-64
Trigger9=Enemy(ceil(fvar(18))),GetHitvar(HitShakeTime)=7
Trigger9=P2BodyDist X+vel x*9-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>9)*Enemy(ceil(fvar(18))),vel x<165
Trigger9=P2Dist Y-vel y*9-Const(MoveMent.Yaccel)*45+Enemy(ceil(fvar(18))),vel y+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)<-20
Trigger9=P2Dist Y-vel y*9-Const(MoveMent.Yaccel)*45+Enemy(ceil(fvar(18))),vel y+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)>-64
Trigger10=Enemy(ceil(fvar(18))),GetHitvar(HitShakeTime)>7
Trigger10=P2BodyDist X+vel x*9<165
Trigger10=P2Dist Y-vel y*9-Const(MoveMent.Yaccel)*45<-20
Trigger10=P2Dist Y-vel y*9-Const(MoveMent.Yaccel)*45>-64

[State -3,A_S];S
Type=ChangeState
value=620
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=PrevStateNo!=[31,36]
TriggerAll=PrevStateNo!=[110030,110039]
TriggerAll=Helper(30000+ID),var(44)=0
TriggerAll=fvar(34)>9
TriggerAll=P2Dist X>=0
TriggerAll=var(22)<1
Trigger1=Enemy(ceil(fvar(18))),vel y!=0
Trigger1=Enemy(ceil(fvar(18))),GetHitvar(HitShakeTime)<1
Trigger1=P2BodyDist X+vel x*9-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>9)*Enemy(ceil(fvar(18))),vel x*9<165
Trigger1=P2Dist Y-vel y*9-Const(MoveMent.Yaccel)*45+Enemy(ceil(fvar(18))),vel y*9+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*45<24
Trigger1=P2Dist Y-vel y*9-Const(MoveMent.Yaccel)*45+Enemy(ceil(fvar(18))),vel y*9+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*45>-64-40
Trigger1=P2BodyDist X*fvar(8)-vel x*7-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>0)*Enemy(ceil(fvar(18))),vel x*7>=50

[State -3,A_S];S
Type=ChangeState
value=620
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=PrevStateNo!=[31,36]
TriggerAll=PrevStateNo!=[110030,110039]
TriggerAll=Helper(30000+ID),var(44)=0
TriggerAll=fvar(34)>9
TriggerAll=P2Dist X>=0
TriggerAll=var(22)<1
Trigger1=var(52)=40
Trigger1=Enemy(ceil(fvar(18))),BackEdgeBodyDist>8

[State -3,A_K];K _bV̕sړc莞ԂvZ
Type=ChangeState
value=610
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=StateNo!=241
TriggerAll=Ctrl||(StateNo=110||StateNo=115)&&Time>5
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=Helper(30000+ID),var(44)=0
TriggerAll=fvar(34)>7
TriggerAll=PrevStateNo!=[31,36]
TriggerAll=PrevStateNo!=[110030,110039]
TriggerAll=P2Dist X>=0
TriggerAll=var(22)<1
Trigger1=0;Enemy(ceil(fvar(18))),vel y!=0
Trigger1=Enemy(ceil(fvar(18))),GetHitvar(HitShakeTime)<1
Trigger1=P2BodyDist X*fvar(8)-vel x*7-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>0)*Enemy(ceil(fvar(18))),vel x*7<50
Trigger1=P2Dist Y-vel y*7-GetHitVar(Yaccel)*28+Enemy(ceil(fvar(18))),vel y*7+Enemy(ceil(fvar(18))),GetHitVar(Yaccel)*28=[-40,60]
Trigger2=fvar(23)=(0,1]
Trigger2=P2BodyDist X*fvar(8)-vel x*6-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>0)*Enemy(ceil(fvar(18))),vel x*7<50
Trigger2=P2Dist Y-vel y*6-GetHitVar(Yaccel)*21+Enemy(ceil(fvar(18))),vel y*7+Enemy(ceil(fvar(18))),GetHitVar(Yaccel)*28=[-40,60]
Trigger3=fvar(23)=(1,2]
Trigger3=P2BodyDist X*fvar(8)-vel x*5-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>0)*Enemy(ceil(fvar(18))),vel x*7<50
Trigger3=P2Dist Y-vel y*5-GetHitVar(Yaccel)*15+Enemy(ceil(fvar(18))),vel y*7+Enemy(ceil(fvar(18))),GetHitVar(Yaccel)*28=[-40,60]
Trigger4=fvar(23)=(2,3]
Trigger4=P2BodyDist X*fvar(8)-vel x*4-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>0)*Enemy(ceil(fvar(18))),vel x*7<50
Trigger4=P2Dist Y-vel y*4-GetHitVar(Yaccel)*10+Enemy(ceil(fvar(18))),vel y*7+Enemy(ceil(fvar(18))),GetHitVar(Yaccel)*28=[-40,60]
Trigger5=fvar(23)=(3,4]
Trigger5=P2BodyDist X*fvar(8)-vel x*3-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>0)*Enemy(ceil(fvar(18))),vel x*7<50
Trigger5=P2Dist Y-vel y*3-GetHitVar(Yaccel)*6+Enemy(ceil(fvar(18))),vel y*7+Enemy(ceil(fvar(18))),GetHitVar(Yaccel)*28=[-40,60]
Trigger6=fvar(23)=(4,5]
Trigger6=P2BodyDist X*fvar(8)-vel x*2-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>0)*Enemy(ceil(fvar(18))),vel x*7<50
Trigger6=P2Dist Y-vel y*2-GetHitVar(Yaccel)*3+Enemy(ceil(fvar(18))),vel y*7+Enemy(ceil(fvar(18))),GetHitVar(Yaccel)*28=[-40,60]
Trigger7=fvar(23)=(5,6]
Trigger7=P2BodyDist X*fvar(8)+vel x-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>0)*Enemy(ceil(fvar(18))),vel x*7<50
Trigger7=P2Dist Y-vel y-GetHitVar(Yaccel)+Enemy(ceil(fvar(18))),vel y*7+Enemy(ceil(fvar(18))),GetHitVar(Yaccel)*28=[-40,60]
Trigger8=fvar(23)>6
Trigger8=P2BodyDist X*fvar(8)-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>0)*Enemy(ceil(fvar(18))),vel x*10<50
Trigger8=P2Dist Y+Enemy(ceil(fvar(18))),vel y*7+Enemy(ceil(fvar(18))),GetHitVar(Yaccel)*28=[-40,60]

[State -3,A_K];K d͌vZ
Type=ChangeState
value=610
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=StateNo!=241
TriggerAll=Ctrl||(StateNo=110||StateNo=115)&&Time>5
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=Helper(30000+ID),var(44)=0
TriggerAll=fvar(34)>7
TriggerAll=PrevStateNo!=[31,36]
TriggerAll=PrevStateNo!=[110030,110039]
TriggerAll=P2Dist X>=0
TriggerAll=var(22)<1
TriggerAll=fvar(22)<=0
;TriggerAll=var(31)=0||var(11)>0
Trigger1=Enemy(ceil(fvar(18))),vel y!=0
Trigger1=Enemy(ceil(fvar(18))),GetHitvar(HitShakeTime)<1
Trigger1=P2BodyDist X*fvar(8)-vel x*7-(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*Enemy(ceil(fvar(18))),vel x*7<50
Trigger1=P2Dist Y-vel y*7-GetHitVar(Yaccel)*28+Enemy(ceil(fvar(18))),vel y*7+Enemy(ceil(fvar(18))),GetHitVar(Yaccel)*28=[40-80*(var(11)=0||var(31)=0),99]
Trigger2=Enemy(ceil(fvar(18))),GetHitvar(HitShakeTime)=1
Trigger2=P2BodyDist X*fvar(8)-vel x*6-(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*(vel x*7+Enemy(ceil(fvar(18))),vel x*6)<50
Trigger2=P2Dist Y-vel y*7-GetHitVar(Yaccel)*28+Enemy(ceil(fvar(18))),vel y*6+Enemy(ceil(fvar(18))),GetHitVar(Yaccel)*21=[-40,80]
Trigger3=Enemy(ceil(fvar(18))),GetHitvar(HitShakeTime)=2
Trigger3=P2BodyDist X*fvar(8)-vel x*5-(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*(vel x*7+Enemy(ceil(fvar(18))),vel x*5)<50
Trigger3=P2Dist Y-vel y*7-GetHitVar(Yaccel)*28+Enemy(ceil(fvar(18))),vel y*5+Enemy(ceil(fvar(18))),GetHitVar(Yaccel)*15=[-40,80]
Trigger4=Enemy(ceil(fvar(18))),GetHitvar(HitShakeTime)=3
Trigger4=P2BodyDist X*fvar(8)-vel x*4-(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*(vel x*7+Enemy(ceil(fvar(18))),vel x*4)<50
Trigger4=P2Dist Y-vel y*7-GetHitVar(Yaccel)*28+Enemy(ceil(fvar(18))),vel y*4+Enemy(ceil(fvar(18))),GetHitVar(Yaccel)*10=[-40,80]
Trigger5=Enemy(ceil(fvar(18))),GetHitvar(HitShakeTime)=4
Trigger5=P2BodyDist X*fvar(8)-vel x*3-(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*(vel x*7+Enemy(ceil(fvar(18))),vel x*3)<50
Trigger5=P2Dist Y-vel y*7-GetHitVar(Yaccel)*28+Enemy(ceil(fvar(18))),vel y*3+Enemy(ceil(fvar(18))),GetHitVar(Yaccel)*6=[-40,80]
Trigger6=Enemy(ceil(fvar(18))),GetHitvar(HitShakeTime)=5
Trigger6=P2BodyDist X*fvar(8)-vel x*2-(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*(vel x*7+Enemy(ceil(fvar(18))),vel x*2)<50
Trigger6=P2Dist Y-vel y*7-GetHitVar(Yaccel)*28+Enemy(ceil(fvar(18))),vel y*2+Enemy(ceil(fvar(18))),GetHitVar(Yaccel)*3=[-40,80]
Trigger7=Enemy(ceil(fvar(18))),GetHitvar(HitShakeTime)=6
Trigger7=P2BodyDist X*fvar(8)+vel x-(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*(vel x*7+Enemy(ceil(fvar(18))),vel x)<50
Trigger7=P2Dist Y-vel y*7-GetHitVar(Yaccel)*28+Enemy(ceil(fvar(18))),vel y+Enemy(ceil(fvar(18))),GetHitVar(Yaccel)=[-40,80]
Trigger8=Enemy(ceil(fvar(18))),GetHitvar(HitShakeTime)>6
Trigger8=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*10<50
Trigger8=P2Dist Y-vel y*7-GetHitVar(Yaccel)*28=[-40,60]

[State -3,A_P];P _bV̕sړc莞ԂvZ
Type=ChangeState
value=600
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=110||StateNo=115)&&Time>5
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=Helper(30000+ID),var(44)=0
TriggerAll=fvar(34)>6
TriggerAll=PrevStateNo!=[31,36]
TriggerAll=PrevStateNo!=[110030,110039]
TriggerAll=P2Dist X>=0
TriggerAll=var(22)<1
TriggerAll=fvar(34)=7||StateNo=110
Trigger1=fvar(23)<=0
Trigger1=Enemy(ceil(fvar(18))),vel y!=0
Trigger1=Enemy(ceil(fvar(18))),GetHitvar(HitShakeTime)<1
Trigger1=P2BodyDist X*fvar(8)+(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*(vel x*6+Enemy(ceil(fvar(18))),vel x*6)<40
Trigger1=P2Dist Y-vel y*6-Const(MoveMent.Yaccel)*21+Enemy(ceil(fvar(18))),vel y*6+Enemy(ceil(fvar(18))),GetHitVar(Yaccel)*21=[-60,60]
Trigger2=fvar(23)=(0,1]
Trigger2=P2BodyDist X*fvar(8)+(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*(vel x*5+Enemy(ceil(fvar(18))),vel x*6)<40
Trigger2=P2Dist Y-vel y*5-Const(MoveMent.Yaccel)*15+Enemy(ceil(fvar(18))),vel y*6+Enemy(ceil(fvar(18))),GetHitVar(Yaccel)*21=[-60,60]
Trigger3=fvar(23)=(1,2]
Trigger3=P2BodyDist X*fvar(8)+(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*(vel x*4+Enemy(ceil(fvar(18))),vel x*6)<40
Trigger3=P2Dist Y-vel y*4-Const(MoveMent.Yaccel)*10+Enemy(ceil(fvar(18))),vel y*6+Enemy(ceil(fvar(18))),GetHitVar(Yaccel)*21=[-60,60]
Trigger4=fvar(23)=(2,3]
Trigger4=P2BodyDist X*fvar(8)+(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*(vel x*3+Enemy(ceil(fvar(18))),vel x*6)<40
Trigger4=P2Dist Y-vel y*3-Const(MoveMent.Yaccel)*6+Enemy(ceil(fvar(18))),vel y*6+Enemy(ceil(fvar(18))),GetHitVar(Yaccel)*21=[-60,60]
Trigger5=fvar(23)=(3,4]
Trigger5=P2BodyDist X*fvar(8)+(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*(vel x*2+Enemy(ceil(fvar(18))),vel x*6)<40
Trigger5=P2Dist Y-vel y*2-Const(MoveMent.Yaccel)*3+Enemy(ceil(fvar(18))),vel y*6+Enemy(ceil(fvar(18))),GetHitVar(Yaccel)*21=[-60,60]
Trigger6=fvar(23)=(4,5]
Trigger6=P2BodyDist X*fvar(8)+(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*(vel x+Enemy(ceil(fvar(18))),vel x*6)<40
Trigger6=P2Dist Y-vel y-Const(MoveMent.Yaccel)+Enemy(ceil(fvar(18))),vel y*6+Enemy(ceil(fvar(18))),GetHitVar(Yaccel)*21=[-60,60]
Trigger7=fvar(23)>5
Trigger7=P2BodyDist X*fvar(8)+Enemy(ceil(fvar(18))),vel x*6<40
Trigger7=P2Dist Y*fvar(9)+Enemy(ceil(fvar(18))),vel y*6+Enemy(ceil(fvar(18))),GetHitVar(Yaccel)*21=[-60,60]

;
;_Xgp
;

[State -3]
Type=varSet
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(23)>0
Trigger1=var(59)>0||fvar(39)
Trigger1=var(22)<1
var(23)=0
igNoreHitPause=1

[State -3,A_D];_XgAŗp@D
Type=ChangeState
value=640
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=110||StateNo=115)&&Time>5
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=(Enemy(ceil(fvar(18))),StateNo!=[150,155])
TriggerAll=PrevStateNo!=[30,36]
TriggerAll=fvar(34)>7
Trigger1=var(22)>7

[State -3,A_K];K
Type=ChangeState
value=610
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=(Enemy(ceil(fvar(18))),StateNo!=[150,155])
TriggerAll=PrevStateNo!=[31,36]
TriggerAll=fvar(34)>7
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||((StateNo=110||StateNo=115)&&Time>5)
TriggerAll=P2BodyDist X*fvar(8)=[-50,60]
TriggerAll=0;(P2Dist Y*fvar(9)=[-100,120])
Trigger1=var(22)<3
Trigger1=StateNo=241

;--------------------------------------------------------------------------------------------------------
;_Xgp(ݕsgp)
;--------------------------------------------------------------------------------------------------------

[State -3];_Xgԉ
Type=VarSet
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(23)>0
TriggerAll=var(59)>0||fvar(39)>0
Trigger1=0;var(22)<30
var(23)=0
IgnoreHitPause=1
;28

[State -3];QiWv _Xp
Type=ChangeState
value=99
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=var(11)<1
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive!=0
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=0;Ctrl
Trigger1=var(22)>0
Trigger1=var(22)=29
;27

[State -3,A_D];_Xp@D
Type=ChangeState
value=640
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=110||StateNo=115)&&Time>5
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=(Enemy(ceil(fvar(18))),StateNo!=[150,155])
TriggerAll=PrevStateNo!=[30,36]
TriggerAll=fvar(34)>7
TriggerAll=0;P2BodyDist X*fvar(8)=[-50,70]
Trigger1=(P2Dist Y*fvar(9)=[-80,20])
Trigger1=var(23)=0
Trigger1=var(11)>0
Trigger1=var(22)>0;8
Trigger1=var(22)<19

;
;󒆌q A-tunagi
;
;hn

[State -1,Jump];ްĔpެ
Type=ChangeState
value=99
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0&&Random<var(59)*101
TriggerAll=StateType=A
TriggerAll=!var(11)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)>0
TriggerAll=MoveContAct
Trigger1=StateNo=610
Trigger2=StateNo=620

[State -3,A_DB];ި޲ڲFRCŔړI
Type=ChangeState
value=1150
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>6&&Random<var(59)*101
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)>0
TriggerAll=MoveContAct
Trigger1=StateNo=610
Trigger2=StateNo=620
Trigger3=StateNo=630
Trigger4=StateNo=640

;
;
;

[State -1,DB_FRC];ިFRC
Type=ChangeState
value=961
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=(var(59)>6&&Random<var(59)*101)||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=Power>499
TriggerAll=StateType=A
TriggerAll=MoveType!=H
TriggerAll=var(58)<2
TriggerAll=InGuardDist;||P2MoveType=H||(Enemy(ceil(fvar(18))),StateNo=[150,155])||Enemy(ceil(fvar(18))),Ctrl
Trigger1=Time=[11,13]
Trigger1=Time=11
Trigger1=StateNo=1100
Trigger1=InGuardDist

[State -4,DB_FRC];ި޲ڲFRC
Type=ChangeState
value=961
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=Power>499
TriggerAll=StateType=A
TriggerAll=MoveType!=H
TriggerAll=var(58)<2
Trigger1=Time=[9,10]
Trigger1=Time=9
Trigger1=StateNo=1110
Trigger2=Time=[15,16]
Trigger2=Time=15
Trigger2=StateNo=1150

[State -3,KJ_FRC];L[W[J[FRC
type=ChangeState
value=961
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=var(40)=0
TriggerAll=Power>499
TriggerAll=Statetype=A
TriggerAll=MoveType!=H
Trigger1=Time=[9,12]
Trigger1=0;StateNo=1600;
Trigger1=PrevStateNo=1101600
Trigger2=Time=[12,15]
Trigger2=StateNo=1610;ǉKW[J[
Trigger3=Time=[11,14]
Trigger3=StateNo=1650;KW[J[

[State -1,RC];RC
Type=ChangeState
value=951
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=Power>999
TriggerAll=StateType=A
TriggerAll=MoveContAct
Trigger1=!var(11)
Trigger1=FrontEdgeBodyDist<40
Trigger1=(var(50)+100)+var(51)>180
Trigger1=P2Dist Y*fvar(9)=[-30,40]
Trigger1=StateNo=1201

[State -3,ensenga];2@
Type=ChangeState
value=1200
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=(var(59)=[1,11])||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=P2BodyDist X*fvar(8)=[-5,170]
TriggerAll=P2Dist Y*fvar(9)=[-200,20]
TriggerAll=Pos Y>-50
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Random<=ifelse(var(59)>9||fvar(39),10,var(59))*50
TriggerAll=MoveGuarded=1
Trigger1=StateNo=630
Trigger2=StateNo=640

;hnI
;

;
;󒆎
;

[State -3,A_P];p P
Type=ChangeState
value=600
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=MoveHit
TriggerAll=var(11)<1
TriggerAll=P2BodyDist X*fvar(8)<20
Trigger1=StateNo=600
Trigger1=P2Dist Y-vel y*10-Const(MoveMent.Yaccel)*55=[33,70]
Trigger2=StateNo=610
Trigger2=P2Dist Y-vel y*10-Const(MoveMent.Yaccel)*55=[35,73]

[State -3,A_K];K
Type=ChangeState
value=610
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=0;MoveHit
Trigger1=StateNo=600
Trigger1=P2BodyDist X*fvar(8)<20
Trigger1=P2Dist Y-vel y*7-Const(MoveMent.Yaccel)*28=[-10.5,70]

[State -3,A_P];P
Type=ChangeState
value=600
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=MoveHit
TriggerAll=var(11)<1
TriggerAll=0;P2BodyDist X*fvar(8)<20
Trigger1=StateNo=600
Trigger1=P2Dist Y-vel y*6-Const(MoveMent.Yaccel)*21=[-10.5,70]
Trigger2=StateNo=610
Trigger2=P2Dist Y-vel y*6-Const(MoveMent.Yaccel)*21=[-7.5,73]

[State -3,A_HS];HS AC
Type=ChangeState
value=630
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=MoveHit
TriggerAll=fvar(34)>12
TriggerAll=var(11)>0
TriggerAll=var(58)=2||Power>999&&var(52)>50
Trigger1=StateNo=600
Trigger1=fvar(25)>=1
Trigger1=0;P2Dist Y-vel y*12-Const(MoveMent.Yaccel)*78>-13
Trigger2=StateNo=620
Trigger2=P2Dist Y-vel y*12-Const(MoveMent.Yaccel)*78>-14
Trigger2=P2Dist X-vel x*12<50||P2Dist Y-vel y*12-Const(MoveMent.Yaccel)*78>-7
Trigger2=P2Dist X-vel x*12<57||P2Dist Y-vel y*12-Const(MoveMent.Yaccel)*78>0
Trigger2=P2Dist X-vel x*12<62

[State -3,A_S];S
Type=ChangeState
value=620
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=MoveHit
TriggerAll=NumHelper(11111+ID)
TriggerAll=0;Helper(11111+ID),var(6)>120
Trigger1=StateNo=600
Trigger1=P2Dist Y-vel y*13-Const(MoveMent.Yaccel)*91=[-33,85]
Trigger2=StateNo=610
Trigger2=P2Dist Y-vel y*13-Const(MoveMent.Yaccel)*91=[-28,90]

[State -3,A_S];PˋS
Type=ChangeState
value=620
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=MoveHit
TriggerAll=StateNo=600
TriggerAll=fvar(34)>9
TriggerAll=P2Dist X>=0
TriggerAll=P2BodyDist X*fvar(8)<130
Trigger1=fvar(23)<=0
Trigger1=P2Dist Y-vel y*10-Const(MoveMent.Yaccel)*55=[-2-30*(var(11)<1),85]
Trigger2=fvar(23)=(0,2)
Trigger2=P2Dist Y-vel y*9-Const(MoveMent.Yaccel)*45=[-2,85]
Trigger3=fvar(23)=[2,3)
Trigger3=P2Dist Y-vel y*8-Const(MoveMent.Yaccel)*36=[-2,85]
Trigger4=fvar(23)=[3,4)
Trigger4=P2Dist Y-vel y*7-Const(MoveMent.Yaccel)*28=[-2,85]
Trigger5=fvar(23)=[4,5)
Trigger5=P2Dist Y-vel y*6-Const(MoveMent.Yaccel)*21=[-2,85]
Trigger6=fvar(23)=[5,6)
Trigger6=P2Dist Y-vel y*5-Const(MoveMent.Yaccel)*15=[-2,85]
Trigger7=fvar(23)=[6,7)
Trigger7=P2Dist Y-vel y*4-Const(MoveMent.Yaccel)*10=[-2,85]
Trigger8=fvar(23)=[7,8)
Trigger8=P2Dist Y-vel y*3-Const(MoveMent.Yaccel)*6=[-2,85]
Trigger9=fvar(23)=[8,9)
Trigger9=P2Dist Y-vel y*2-Const(MoveMent.Yaccel)*3=[-2,85]
Trigger10=fvar(23)=[9,10)
Trigger10=P2Dist Y-vel y-Const(MoveMent.Yaccel)=[-2,85]
Trigger11=fvar(23)>=10
Trigger11=P2Dist Y=[-2,85]

[State -3,A_S];S
Type=ChangeState
value=620
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=MoveHit
TriggerAll=StateNo=610
TriggerAll=fvar(34)>9
TriggerAll=P2Dist X>=0
TriggerAll=P2BodyDist X*fvar(8)<130
Trigger1=fvar(23)<=0
Trigger1=P2Dist Y-vel y*10-Const(MoveMent.Yaccel)*55=[3-30*(var(11)<1||var(31)>0),90]
Trigger2=fvar(23)=(0,2)
Trigger2=P2Dist Y-vel y*9-Const(MoveMent.Yaccel)*45=[3,90]
Trigger3=fvar(23)=[2,3)
Trigger3=P2Dist Y-vel y*8-Const(MoveMent.Yaccel)*36=[3,90]
Trigger4=fvar(23)=[3,4)
Trigger4=P2Dist Y-vel y*7-Const(MoveMent.Yaccel)*28=[3,90]
Trigger5=fvar(23)=[4,5)
Trigger5=P2Dist Y-vel y*6-Const(MoveMent.Yaccel)*21=[3,90]
Trigger6=fvar(23)=[5,6)
Trigger6=P2Dist Y-vel y*5-Const(MoveMent.Yaccel)*15=[3,90]
Trigger7=fvar(23)=[6,7)
Trigger7=P2Dist Y-vel y*4-Const(MoveMent.Yaccel)*10=[3,90]
Trigger8=fvar(23)=[7,8)
Trigger8=P2Dist Y-vel y*3-Const(MoveMent.Yaccel)*6=[3,90]
Trigger9=fvar(23)=[8,9)
Trigger9=P2Dist Y-vel y*2-Const(MoveMent.Yaccel)*3=[3,90]
Trigger10=fvar(23)=[9,10)
Trigger10=P2Dist Y-vel y-Const(MoveMent.Yaccel)=[3,90]
Trigger11=fvar(23)>=10
Trigger11=P2Dist Y=[3,90]

[State -3,A_DB];ި޲ڲ
Type=ChangeState
value=1150
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=!var(11)
TriggerAll=(var(50)+100)+var(51)>60
TriggerAll=P2BodyDist X*fvar(8)=[-12,6]
TriggerAll=0;P2Dist Y*fvar(9)>0
TriggerAll=Power>499
TriggerAll=MoveHit
Trigger1=StateNo=610
Trigger2=StateNo=620
Trigger3=StateNo=630
Trigger4=StateNo=640

[State -3,A_JC];ެ߷ݾ
Type=ChangeState
value=99
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)>0
TriggerAll=fvar(38)>0
TriggerAll=var(11)<1
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=MoveHit=1
;TriggerAll=var(31)=0
Trigger1=var(52)!=40||Enemy(ceil(fvar(18))),BackEdgeBodyDist>9
Trigger1=StateNo=620||StateNo=610
Trigger1=P2Dist Y<15||P2Dist X<90
Trigger1=P2Dist Y<20

[State -3,Hit_KJ];󒆃L[W[J[
Type=ChangeState
value=1650
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=var(58)=2
TriggerAll=var(31)=0
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=MoveHit
TriggerAll=Power>499
TriggerAll=P2Dist X<89
Trigger1=0;StateNo=600
Trigger2=0;StateNo=610
Trigger3=StateNo=620
Trigger3=P2Dist X-vel x*9-3*9<104
Trigger3=P2Dist Y>15
Trigger4=StateNo=630
Trigger5=0;StateNo=640

[State -3,untyo_No_Iai];_̋
Type=ChangeState
value=3200
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Power>999
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=var(52)>70
TriggerAll=MoveHit
Trigger1=0;StateNo=610
Trigger2=StateNo=620
Trigger2=P2Dist Y>3
Trigger2=P2Dist X<58
Trigger3=StateNo=630
Trigger3=P2Dist X<57||P2Dist Y>-62
Trigger4=0;StateNo=640

[State -3,A_D];PˋD
Type=ChangeState
value=640
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=MoveHit
TriggerAll=StateNo=600
TriggerAll=fvar(34)>7
TriggerAll=P2Dist X>-15
TriggerAll=P2Dist X*fvar(8)<78
Trigger1=fvar(23)<=0
Trigger1=P2Dist Y-vel y*8-Const(MoveMent.Yaccel)*36=[-48,50]
Trigger2=fvar(23)=(0,1]
Trigger2=P2Dist Y-vel y*7-Const(MoveMent.Yaccel)*28=[-48,50]
Trigger3=fvar(23)=(1,2]
Trigger3=P2Dist Y-vel y*6-Const(MoveMent.Yaccel)*21=[-48,50]
Trigger4=fvar(23)=(2,3]
Trigger4=P2Dist Y-vel y*5-Const(MoveMent.Yaccel)*15=[-48,50]
Trigger5=fvar(23)=(3,4]
Trigger5=P2Dist Y-vel y*4-Const(MoveMent.Yaccel)*10=[-48,50]
Trigger6=fvar(23)=(4,5]
Trigger6=P2Dist Y-vel y*3-Const(MoveMent.Yaccel)*6=[-48,50]
Trigger7=fvar(23)=(5,6]
Trigger7=P2Dist Y-vel y*2-Const(MoveMent.Yaccel)*3=[-48,50]
Trigger8=fvar(23)=(6,7]
Trigger8=P2Dist Y-vel y-Const(MoveMent.Yaccel)=[-48,50]
Trigger9=fvar(23)>7
Trigger9=P2Dist Y=[-48,50]

[State -3,A_D];KˋD
Type=ChangeState
value=640
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=MoveHit
TriggerAll=StateNo=610
TriggerAll=fvar(34)>7
TriggerAll=P2Dist X>-15
TriggerAll=P2Dist X*fvar(8)<78
Trigger1=fvar(23)<=0
Trigger1=P2Dist Y-vel y*8-Const(MoveMent.Yaccel)*36=[-47,55]
Trigger2=fvar(23)=(0,1]
Trigger2=P2Dist Y-vel y*7-Const(MoveMent.Yaccel)*28=[-47,55]
Trigger3=fvar(23)=(1,2]
Trigger3=P2Dist Y-vel y*6-Const(MoveMent.Yaccel)*21=[-47,55]
Trigger4=fvar(23)=(2,3]
Trigger4=P2Dist Y-vel y*5-Const(MoveMent.Yaccel)*15=[-47,55]
Trigger5=fvar(23)=(3,4]
Trigger5=P2Dist Y-vel y*4-Const(MoveMent.Yaccel)*10=[-47,55]
Trigger6=fvar(23)=(4,5]
Trigger6=P2Dist Y-vel y*3-Const(MoveMent.Yaccel)*6=[-47,55]
Trigger7=fvar(23)=(5,6]
Trigger7=P2Dist Y-vel y*2-Const(MoveMent.Yaccel)*3=[-47,55]
Trigger8=fvar(23)=(6,7]
Trigger8=P2Dist Y-vel y-Const(MoveMent.Yaccel)=[-47,55]
Trigger9=fvar(23)>7
Trigger9=P2Dist Y=[-47,55]

[State -3,A_D];SˋD
Type=ChangeState
value=640
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=MoveHit
TriggerAll=StateNo=620
TriggerAll=fvar(34)>7
TriggerAll=P2Dist X>-15
TriggerAll=P2Dist X*fvar(8)<78
TriggerAll=Enemy(ceil(fvar(18))),BackEdgeBodyDist>=9
Trigger1=fvar(23)<=0
Trigger1=P2Dist Y-vel y*8-Const(MoveMent.Yaccel)*36=[-45,55]
Trigger2=fvar(23)=(0,1]
Trigger2=P2Dist Y-vel y*7-Const(MoveMent.Yaccel)*28=[-45,55]
Trigger3=fvar(23)=(1,2]
Trigger3=P2Dist Y-vel y*6-Const(MoveMent.Yaccel)*21=[-45,55]
Trigger4=fvar(23)=(2,3]
Trigger4=P2Dist Y-vel y*5-Const(MoveMent.Yaccel)*15=[-45,55]
Trigger5=fvar(23)=(3,4]
Trigger5=P2Dist Y-vel y*4-Const(MoveMent.Yaccel)*10=[-45,55]
Trigger6=fvar(23)=(4,5]
Trigger6=P2Dist Y-vel y*3-Const(MoveMent.Yaccel)*6=[-45,55]
Trigger7=fvar(23)=(5,6]
Trigger7=P2Dist Y-vel y*2-Const(MoveMent.Yaccel)*3=[-45,55]
Trigger8=fvar(23)=(6,7]
Trigger8=P2Dist Y-vel y-Const(MoveMent.Yaccel)=[-45,55]
Trigger9=fvar(23)>7
Trigger9=P2Dist Y=[-45,55]

[State -3,A_D];SˋD
Type=ChangeState
value=640
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=MoveHit
TriggerAll=StateNo=620
TriggerAll=fvar(34)>7
TriggerAll=P2Dist X>-15
TriggerAll=P2Dist X*fvar(8)<90
TriggerAll=Enemy(ceil(fvar(18))),BackEdgeBodyDist<9
Trigger1=fvar(23)<=0
Trigger1=P2Dist Y-vel y*8-Const(MoveMent.Yaccel)*36=[-65,55]
Trigger2=fvar(23)=(0,1]
Trigger2=P2Dist Y-vel y*7-Const(MoveMent.Yaccel)*28=[-65,55]
Trigger3=fvar(23)=(1,2]
Trigger3=P2Dist Y-vel y*6-Const(MoveMent.Yaccel)*21=[-65,55]
Trigger4=fvar(23)=(2,3]
Trigger4=P2Dist Y-vel y*5-Const(MoveMent.Yaccel)*15=[-65,55]
Trigger5=fvar(23)=(3,4]
Trigger5=P2Dist Y-vel y*4-Const(MoveMent.Yaccel)*10=[-65,55]
Trigger6=fvar(23)=(4,5]
Trigger6=P2Dist Y-vel y*3-Const(MoveMent.Yaccel)*6=[-65,55]
Trigger7=fvar(23)=(5,6]
Trigger7=P2Dist Y-vel y*2-Const(MoveMent.Yaccel)*3=[-65,55]
Trigger8=fvar(23)=(6,7]
Trigger8=P2Dist Y-vel y-Const(MoveMent.Yaccel)=[-65,55]
Trigger9=fvar(23)>7
Trigger9=P2Dist Y=[-65,55]

[State -3,A_D];HSˋD
Type=ChangeState
value=640
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=MoveHit
TriggerAll=StateNo=630
TriggerAll=fvar(34)>7
TriggerAll=P2Dist X>-15
TriggerAll=P2Dist X*fvar(8)<78
Trigger1=fvar(23)<=0
Trigger1=P2Dist Y-vel y*8-Const(MoveMent.Yaccel)*36=[-90,9];-30-(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9&&0)*32]
Trigger2=fvar(23)=(0,1]
Trigger2=P2Dist Y-vel y*7-Const(MoveMent.Yaccel)*28=[-90,-30-(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*32]
Trigger3=fvar(23)=(1,2]
Trigger3=P2Dist Y-vel y*6-Const(MoveMent.Yaccel)*21=[-90,-30-(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*32]
Trigger4=fvar(23)=(2,3]
Trigger4=P2Dist Y-vel y*5-Const(MoveMent.Yaccel)*15=[-90,-30-(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*32]
Trigger5=fvar(23)=(3,4]
Trigger5=P2Dist Y-vel y*4-Const(MoveMent.Yaccel)*10=[-90,-30-(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*32]
Trigger6=fvar(23)=(4,5]
Trigger6=P2Dist Y-vel y*3-Const(MoveMent.Yaccel)*6=[-90,-30-(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*32]
Trigger7=fvar(23)=(5,6]
Trigger7=P2Dist Y-vel y*2-Const(MoveMent.Yaccel)*3=[-90,-30-(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*32]
Trigger8=fvar(23)=(6,7]
Trigger8=P2Dist Y-vel y-Const(MoveMent.Yaccel)=[-90,-30-(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*32]
Trigger9=fvar(23)>7
Trigger9=P2Dist Y=[-90,-30-(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*32]

[State -3,A_P];P
Type=ChangeState
value=600
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=MoveHit
TriggerAll=NumHelper(11111+ID)
TriggerAll=Helper(11111+ID),var(6)>120
TriggerAll=P2BodyDist X*fvar(8)<4
Trigger1=StateNo=600
Trigger1=P2Dist Y-vel y*6-Const(MoveMent.Yaccel)*21=[-10.5,70]
Trigger2=StateNo=610
Trigger2=P2Dist Y-vel y*6-Const(MoveMent.Yaccel)*21=[-7.5,73]

[State -3,ENSENGA];
Type=ChangeState
value=1200
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
;TriggerAll=StateNo=640||(var(11)=1||(var(12)=1&&var(17)=0))||(StateNo=640&&var(52)=40&&Enemy(ceil(fvar(18))),BackEdgeBodyDist<=20)
;TriggerAll=P2BodyDist X*fvar(8)=[-50,170]
;TriggerAll=P2Dist Y*fvar(9)<20
TriggerAll=var(22)<1
TriggerAll=NumTarget(240)=0
TriggerAll=MoveHit
TriggerAll=MoveHit=1+(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*1||fvar(34)=9
Trigger1=StateNo=610
Trigger2=StateNo=620
Trigger3=StateNo=630
;Trigger3=P2Dist Y-vel y*8-Const(MoveMent.Yaccel)*36!=[-90,-30-(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*32]
Trigger4=StateNo=640
Trigger4=fvar(25)<1||Pos Y<-60

[State -3,A_DB];ި޲ڲ
Type=ChangeState
value=1150
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=0;var(11)>0
TriggerAll=P2BodyDist X*fvar(8)=[-10,20]
TriggerAll=P2Dist Y*fvar(9)>30
TriggerAll=(var(50)+100)+var(51)>60
TriggerAll=MoveHit
Trigger1=StateNo=610
Trigger2=StateNo=620
Trigger3=0;StateNo=630
;Trigger4=StateNo=640

;
;_bVR{
;

[State -3,M=H_TS=SC_A_P];P
Type=ChangeState
value=600
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=MoveContAct
TriggerAll=P2BodyDist X*fvar(8)=[-50,40+vel x*4]
TriggerAll=P2Dist Y*fvar(9)=[-60,100]
Trigger1=StateNo=610

[State -3,M=H_TS=SC_A_K];K
Type=ChangeState
value=610
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=P2BodyDist X*fvar(8)=[-50,40+vel x*4]
TriggerAll=P2Dist Y*fvar(9)=[-20,100]
TriggerAll=MoveContAct
Trigger1=StateNo=600

[State -3,M=H_TS=SC_A_HS];HS
Type=ChangeState
value=630
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=MoveContAct
Trigger1=StateNo=620

[State -3,A_P];P
Type=ChangeState
value=600
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=P2BodyDist X*fvar(8)=[-50,80]
TriggerAll=P2Dist Y*fvar(9)=[-16,130]
TriggerAll=MoveGuarded
Trigger1=StateNo=600
Trigger2=StateNo=610

;
;nړ
;

[State -3,C];Ⴊ(ްސؑւ˂Ă)
Type=ChangeState
value=11
Ctrl=0
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=fvar(38)=1
TriggerAll=StateNo=0
TriggerAll=Ctrl
Trigger1=Random<var(59)*20||var(59)>9

[State -3,S];Ⴊ݉(ްސؑւ˂Ă)
Type=ChangeState
value=0
Ctrl=1
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
Trigger1=fvar(38)=2
Trigger1=StateNo=11
Trigger1=Random<var(59)*20||var(59)>9
Trigger2=StateNo=[20,22]
Trigger2=P2BodyDist X*fvar(8)=[26,50]
Trigger3=StateNo=[10,22]
Trigger3=RoundState!=2

;
;n㎞
;

[State -3,Jump];Oެ
Type=ChangeState
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A||StateNo=100
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>1||StateNo=52
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
Trigger1=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*9>70+var(59)*20
Trigger1=Random<(7-var(59))*4
Trigger1=var(59)<8
Trigger1=GameTime%50=0
Value=37

[State -3,HJump];ʲެ
Type=ChangeState
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A||StateNo=100
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>1
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
Trigger1=var(59)<8
Trigger1=Random<(10-var(59))*2
Trigger1=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*9>170+var(59)*10
Trigger1=GameTime%50=0
Value=41

[State -3,Dash_Enemy=1];_bV Enemy,
Type=ChangeState
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy=1
TriggerAll=var(59)=[1,9]
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=PalNo!=11
TriggerAll=Enemy,Alive!=0
TriggerAll=Enemy,StateType!=L
TriggerAll=Enemy,StateType!=A
TriggerAll=Enemy,MoveType!=H
TriggerAll=GameTime%30=0
Trigger1=(Enemy,Pos X-Pos X)*Facing>210+Enemy,vel x*12
Trigger1=Random<var(59)*(9+(Facing=Enemy,Facing)*21)
Trigger1=Enemy,Pos Y>-70
Value=100

[State -3,Dash_Enemy=2];_bV Enemy(1),
Type=ChangeState
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>1
TriggerAll=var(59)=[1,9]
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=PalNo!=11
TriggerAll=GameTime%30=0
Trigger1=Random<var(59)*(9+(Facing=Enemy,Facing)*21)
Trigger1=Enemy,Alive!=0
Trigger1=Enemy(1),Alive!=1||Enemy(1),MoveType=H||Enemy(1),StateType=L
Trigger1=Enemy,StateType!=L
Trigger1=Enemy,StateType!=A
Trigger1=Enemy,MoveType!=H
Trigger1=(Enemy,Pos X-Pos X)*Facing>210+Enemy,vel x*12
Trigger2=Random<var(59)*(9+(Facing=Enemy(1),Facing)*21)
Trigger2=Enemy,Alive!=1||Enemy,MoveType=H||Enemy,StateType=L
Trigger2=Enemy(1),Alive!=0
Trigger2=Enemy(1),StateType!=L
Trigger2=Enemy(1),StateType!=A
Trigger2=Enemy(1),MoveType!=H
Trigger2=(Enemy(1),Pos X-Pos X)*Facing>210+Enemy(1),vel x*12
Value=100

[State -3,FwdWalk];Os
Type=ChangeState
value=21
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,20])||StateNo=22
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
Trigger1=P2BodyDist X*fvar(8)>40
;K˃RC鋗

[State -3,BackWalk];s
Type=ChangeState
value=22
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Ctrl||(StateNo=[10,21])
Trigger1=P2BodyDist X*fvar(8)<35

[State -3,Jump];ޯޯpެ
Type=ChangeState
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>3
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A||StateNo=100
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>1
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*ifelse(P2StateType=A,18,9)=[-5,130]
TriggerAll=P2Dist Y>-50
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
Trigger1=BackEdgeBodyDist>19
Trigger1=Random<ifelse(var(59)>7,14-var(59),var(59))*2
Trigger1=GameTime%50=0
Value=35

[State -3,Jump];ޯpެ
Type=ChangeState
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>3
TriggerAll=RoundState=2
TriggerAll=StateType!=A||StateNo=100
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>1
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*ifelse(P2StateType=A,18,9)=[70,150]
TriggerAll=P2Dist Y>-50
Trigger1=Random<ifelse(var(59)>7,14-var(59),var(59))
Trigger1=GameTime%50=0
Value=36

;
;󒆎
;

[State -3,Dash_=A_Enemy=1_1];_bV
Type=ChangeState
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy=1
TriggerAll=var(59)=[1,9]
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=PalNo!=11
TriggerAll=Enemy,Alive!=0
TriggerAll=Enemy,StateType=A
TriggerAll=Enemy,MoveType!=H
Trigger1=(Enemy,Pos X-Pos X)*Facing>87+Enemy,vel x*12
Trigger1=Random<var(59)*(9+(Facing=Enemy,Facing)*31)
Trigger1=Enemy,Pos Y+Enemy,vel y*12+Enemy,GetHitvar(Yaccel)*78<-70
Value=100

[State -3,Dash_=A_Enemy=2_1];_bV
Type=ChangeState
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>1
TriggerAll=var(59)=[1,9]
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=PalNo!=11
Trigger1=Enemy,Alive!=0
Trigger1=Enemy(1),Alive!=1||Enemy(1),MoveType=H||Enemy(1),StateType=L
Trigger1=Enemy,StateType=A
Trigger1=Enemy,MoveType!=H
Trigger1=(Enemy,Pos X-Pos X)*Facing>87+Enemy,vel x*12
Trigger1=Random<var(59)*(9+(Facing=Enemy,Facing)*31)
Trigger1=Enemy,Pos Y+Enemy,vel y*12+Enemy,GetHitvar(Yaccel)*78<-70
Trigger2=Enemy,Alive!=1||Enemy,MoveType=H||Enemy,StateType=L
Trigger2=Enemy(1),Alive!=0
Trigger2=Enemy(1),StateType=A
Trigger2=Enemy(1),MoveType!=H
Trigger2=(Enemy(1),Pos X-Pos X)*Facing>55+Enemy(1),vel x*12
Trigger2=Random<var(59)*(9+(Facing=Enemy(1),Facing)*31)
Trigger2=Enemy(1),Pos Y+Enemy(1),vel y*12+Enemy(1),GetHitvar(Yaccel)*78<-70
Value=100

;
;̏ԂȂǊ֌WȂI
;

[State -3,BackStep];ޯï Enemy,
Type=ChangeState
Value=105
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy=1
TriggerAll=var(59)>3
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11
TriggerAll=Enemy,Alive!=0
TriggerAll=Enemy,StateType!=L
TriggerAll=Enemy,MoveType!=H
TriggerAll=Random<var(59)*3
TriggerAll=Enemy,MoveType=A||Enemy,Ctrl||Enemy,StateNo<169||Enemy,Anim<169
Trigger1=(Enemy,Pos X-Pos X)*Facing=[-9,120]
Trigger1=(Enemy,Pos Y-Pos Y)>-140

[State -3,BackStep];ޯï Enemy(1),
Type=ChangeState
Value=105
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>1
TriggerAll=var(59)>3
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11
TriggerAll=Random<var(59)*4
Trigger1=Enemy,Alive!=0
Trigger1=Enemy(1),Alive!=1||Enemy(1),MoveType=H||Enemy(1),StateType=L
Trigger1=Enemy,StateType!=L
Trigger1=Enemy,MoveType!=H
Trigger1=Enemy,MoveType=A||Enemy,Ctrl||Enemy,StateNo<169||Enemy,Anim<169
Trigger1=(Enemy,Pos X-Pos X)*Facing=[-9,150]
Trigger1=(Enemy,Pos Y-Pos Y)>-140
Trigger2=Enemy,Alive!=1||Enemy,MoveType=H||Enemy,StateType=L
Trigger2=Enemy(1),Alive!=0
Trigger2=Enemy(1),StateType!=L
Trigger2=Enemy(1),MoveType!=H
Trigger2=Enemy(1),MoveType=A||Enemy(1),Ctrl||Enemy(1),StateNo<169||Enemy(1),Anim<169
Trigger2=(Enemy(1),Pos X-Pos X)*Facing=[-9,150]
Trigger2=(Enemy(1),Pos Y-Pos Y)>-140

;
;2l̏ꍇ
;

[State -3,Dash_Enemy2];_bV
Type=ChangeState
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>1
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=PalNo!=11
TriggerAll=Enemy,Alive!=0
TriggerAll=Enemy,StateType!=L
TriggerAll=Enemy,MoveType!=H
TriggerAll=Enemy(1),Alive!=0
TriggerAll=Enemy(1),StateType!=L
TriggerAll=Enemy(1),MoveType!=H
TriggerAll=var(59)<10||Facing=Enemy,Facing&&Facing=Enemy(1),Facing
;l
Trigger1=Random<var(59)*(9+(Facing=Enemy,Facing&&Facing=Enemy(1),Facing)*31)
Trigger1=Enemy,StateType=A
Trigger1=(Enemy,Pos X-Pos X)*Facing>55+Enemy,vel x*12
Trigger1=Enemy,Pos Y+Enemy,vel y*12+Enemy,GetHitvar(Yaccel)*78<-70
Trigger1=Enemy(1),StateType=A
Trigger1=(Enemy(1),Pos X-Pos X)*Facing>55+Enemy(1),vel x*12
Trigger1=Enemy(1),Pos Y+Enemy(1),vel y*12+Enemy(1),GetHitvar(Yaccel)*78<-70
; Enemy,=A Enemy,!=A
Trigger2=Random<var(59)*(9+(Facing=Enemy,Facing&&Facing=Enemy(1),Facing)*31)
Trigger2=Enemy,StateType=A
Trigger2=(Enemy,Pos X-Pos X)*Facing>55+Enemy,vel x*12
Trigger2=Enemy,Pos Y+Enemy,vel y*12+Enemy,GetHitvar(Yaccel)*78<-70
Trigger2=Enemy(1),StateType!=A
Trigger2=(Enemy(1),Pos X-Pos X)*Facing>220+Enemy(1),vel x*12
Trigger2=Enemy(1),Pos Y>-70
; Enemy,!=A Enemy,=A
Trigger3=Random<var(59)*(9+(Facing=Enemy,Facing&&Facing=Enemy(1),Facing)*31)
Trigger3=Enemy,StateType!=A
Trigger3=(Enemy,Pos X-Pos X)*Facing>220+Enemy,vel x*12
Trigger3=Enemy,Pos Y>-70
Trigger3=Enemy(1),StateType=A
Trigger3=(Enemy(1),Pos X-Pos X)*Facing>55+Enemy(1),vel x*12
Trigger3=Enemy(1),Pos Y+Enemy(1),vel y*12+Enemy(1),GetHitvar(Yaccel)*78<-70
; Enemy,!=A Enemy,!=A
Trigger4=Random<var(59)*(9+(Facing=Enemy,Facing&&Facing=Enemy(1),Facing)*31)
Trigger4=Enemy,StateType!=A
Trigger4=(Enemy,Pos X-Pos X)*Facing>220+Enemy,vel x*12
Trigger4=Enemy,Pos Y>-70
Trigger4=Enemy(1),StateType!=A
Trigger4=(Enemy(1),Pos X-Pos X)*Facing>220+Enemy(1),vel x*12
Trigger4=Enemy(1),Pos Y>-70
Value=100

[State -3,BackStep];ޯï
Type=ChangeState
Value=105
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>1
TriggerAll=var(59)>3
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11
TriggerAll=Random<var(59)*10
TriggerAll=Enemy,Alive!=0
TriggerAll=Enemy,StateType!=L
TriggerAll=Enemy,MoveType!=H
TriggerAll=Enemy(1),Alive!=0
TriggerAll=Enemy(1),StateType!=L
TriggerAll=Enemy(1),MoveType!=H
TriggerAll=Enemy,MoveType=A||Enemy,Ctrl||Enemy,StateNo<169||Enemy,Anim<169
TriggerAll=(Enemy,Pos X-Pos X)*Facing=[-9,150]
TriggerAll=(Enemy,Pos Y-Pos Y)>-140
Trigger1=(Enemy(1),Pos X-Pos X)*Facing=[-150,9]
Trigger2=(Enemy(1),Pos Y-Pos Y)+Enemy(1),vel y*12+Enemy(1),GetHitvar(Yaccel)*78<-120

[State -3,BackStep];ޯï
Type=ChangeState
Value=105
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>1
TriggerAll=var(59)>3
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11
TriggerAll=Random<var(59)*10
TriggerAll=Enemy,Alive!=0
TriggerAll=Enemy,StateType!=L
TriggerAll=Enemy,MoveType!=H
TriggerAll=Enemy(1),Alive!=0
TriggerAll=Enemy(1),StateType!=L
TriggerAll=Enemy(1),MoveType!=H
TriggerAll=Enemy(1),MoveType=A||Enemy(1),Ctrl||Enemy(1),StateNo<169||Enemy(1),Anim<169
TriggerAll=(Enemy(1),Pos X-Pos X)*Facing=[-9,150]
TriggerAll=(Enemy(1),Pos Y-Pos Y)>-140
Trigger1=(Enemy,Pos X-Pos X)*Facing=[-150,9]
Trigger2=(Enemy,Pos Y-Pos Y)+Enemy,vel y*12+Enemy,GetHitvar(Yaccel)*78<-140

;
;n㗧
;
;

;I
;
;p

[State -3,MF_Low];н̧Űi
Type=ChangeState
value=1020
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||StateNo=52||StateNo=[37,40]
TriggerAll=var(59)=[7,11]
TriggerAll=fvar(38)>0
TriggerAll=var(49)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Random<var(59)*(28+(PalNo=11)*27)
Trigger1=P2Dist X>=0
Trigger1=P2BodyDist X*fvar(8)<90
Trigger1=P2Dist Y>-30

[State -3,MF_Mid];н̧Űi
Type=ChangeState
value=1010
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||StateNo=52||StateNo=[37,40]
TriggerAll=var(59)=[7,11]
TriggerAll=fvar(38)>0
TriggerAll=var(49)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Random<var(59)*(3+(PalNo=11)*15)
Trigger1=P2Dist X>=0
Trigger1=P2BodyDist X*fvar(8)<171
Trigger1=P2Dist Y*fvar(9)+(Enemy(ceil(fvar(18))),vel y!=0)*(Enemy(ceil(fvar(18))),vel y*17+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*153)=[-60,0]
Trigger1=Enemy(ceil(fvar(18))),Const(Size.Head.Pos.Y)<-50||P2StateType=A
Trigger1=(Enemy(ceil(fvar(18))),Const(Size.mid.Pos.Y))<-80||P2StateType!=C

;pI
;
;΋

[State -3,MF_U];н̧Űi Enemy(0),
Type=ChangeState
value=1000
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||StateNo=52||((StateNo=[195,197])&&Time>ifelse(Anim=197,20,61))
TriggerAll=var(59)>0
TriggerAll=(var(59)=[7,11])
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy,Alive!=0
TriggerAll=Enemy,StateType=A
TriggerAll=Enemy,StateNo!=[100,109]
TriggerAll=Enemy,MoveType!=H
TriggerAll=Random<var(59)*30;+32
Trigger1=(Enemy,Pos X-Pos X)*facing-Enemy,vel x*12=[-5,122]
Trigger1=(Enemy,Pos Y-Pos Y)+Enemy,vel y*11+Enemy,GetHitvar(Yaccel)*66=[-100,0]
Trigger2=(Enemy,Pos X-Pos X)*facing-Enemy,vel x*12=[123,152]
Trigger2=(Enemy,Pos Y-Pos Y)+Enemy,vel y*12+Enemy,GetHitvar(Yaccel)*78=[-120,0]

[State -3,MF_U];н̧Űi Enemy(1),
Type=ChangeState
value=1000
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>1
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||StateNo=52||((StateNo=[195,197])&&Time>ifelse(Anim=197,20,61))
TriggerAll=var(59)>0
TriggerAll=(var(59)=[7,11])
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(1),Alive!=0
TriggerAll=Enemy(1),StateType=A
TriggerAll=Enemy(1),StateNo!=[100,109]
TriggerAll=Enemy(1),MoveType!=H
TriggerAll=Random<var(59)*30
Trigger1=(Enemy(1),Pos X-Pos X)*facing-Enemy(1),vel x*12=[-5,122]
Trigger1=(Enemy(1),Pos Y-Pos Y)+Enemy(1),vel y*11+Enemy(1),GetHitvar(Yaccel)*66=[-100,0]
Trigger2=(Enemy(1),Pos X-Pos X)*facing-Enemy(1),vel x*12=[123,152]
Trigger2=(Enemy(1),Pos Y-Pos Y)+Enemy(1),vel y*12+Enemy(1),GetHitvar(Yaccel)*78=[-120,0]

[State -3,T-Jump];󓊂_ެ Enemy,
Type=ChangeState
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>6
TriggerAll=RoundState=2
TriggerAll=StateType!=A||StateNo=100
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>1
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy,StateType=A
TriggerAll=Enemy,StateNo!=[100,109]
TriggerAll=Enemy,MoveType!=H
TriggerAll=Random<var(59)*60
Trigger1=(Enemy,Pos X-Pos X)*Facing-Enemy,vel x*5=[-23,87]
Trigger1=Enemy,Pos Y+(Enemy,vel y!=0)*(Enemy,vel y*5+Enemy,GetHitvar(Yaccel)*15)=[-50,0)
;Trigger2=(Enemy,Pos X-Pos X)*Facing-Enemy,vel x*6=[-23,87]
;Trigger2=Enemy,Pos Y+(Enemy,vel y!=0)*(Enemy,vel y*6+Enemy,GetHitvar(Yaccel)*21)=[-61,0)
;Trigger3=(Enemy,Pos X-Pos X)*Facing-Enemy,vel x*7=[-23,87]
;Trigger3=Enemy,Pos Y+(Enemy,vel y!=0)*(Enemy,vel y*7+Enemy,GetHitvar(Yaccel)*28)=[-71,-1)
;Trigger4=(Enemy,Pos X-Pos X)*Facing-Enemy,vel x*8=[-23,87]
;Trigger4=Enemy,Pos Y+(Enemy,vel y!=0)*(Enemy,vel y*8+Enemy,GetHitvar(Yaccel)*36)=[-82,-12)
;Trigger5=(Enemy,Pos X-Pos X)*Facing-Enemy,vel x*9=[-23,87]
;Trigger5=Enemy,Pos Y+(Enemy,vel y!=0)*(Enemy,vel y*9+Enemy,GetHitvar(Yaccel)*45)=[-91,-21)
;Trigger6=(Enemy,Pos X-Pos X)*Facing-Enemy,vel x*10=[-23,87]
;Trigger6=Enemy,Pos Y+(Enemy,vel y!=0)*(Enemy,vel y*10+Enemy,GetHitvar(Yaccel)*55)=[-101,-31)
;Trigger7=(Enemy,Pos X-Pos X)*Facing-Enemy,vel x*11=[-23,87]
;Trigger7=Enemy,Pos Y+(Enemy,vel y!=0)*(Enemy,vel y*11+Enemy,GetHitvar(Yaccel)*66)=[-109,-39)
;Trigger8=(Enemy,Pos X-Pos X)*Facing-Enemy,vel x*12=[-23,87]
;Trigger8=Enemy,Pos Y+(Enemy,vel y!=0)*(Enemy,vel y*12+Enemy,GetHitvar(Yaccel)*78)=[-117,-87)
Value=30

[State -3,Jump];󓊂_ެ Enemy(1),
Type=ChangeState
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>1
TriggerAll=var(59)>6
TriggerAll=RoundState=2
TriggerAll=StateType!=A||StateNo=100
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>1
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(1),StateType=A
TriggerAll=Enemy(1),StateNo!=[100,109]
TriggerAll=Enemy(1),MoveType!=H
TriggerAll=Random<var(59)*60
Trigger1=(Enemy(1),Pos X-Pos X)*Facing-Enemy(1),vel x*5=[-23,87]
Trigger1=Enemy(1),Pos Y+(Enemy(1),vel y!=0)*(Enemy(1),vel y*5+Enemy(1),GetHitvar(Yaccel)*15)=[-50,0)
;Trigger2=(Enemy(1),Pos X-Pos X)*Facing-Enemy(1),vel x*6=[-23,87]
;Trigger2=Enemy(1),Pos Y+(Enemy(1),vel y!=0)*(Enemy(1),vel y*6+Enemy(1),GetHitvar(Yaccel)*21)=[-61,0)
;Trigger3=(Enemy(1),Pos X-Pos X)*Facing-Enemy(1),vel x*7=[-23,87]
;Trigger3=Enemy(1),Pos Y+(Enemy(1),vel y!=0)*(Enemy(1),vel y*7+Enemy(1),GetHitvar(Yaccel)*28)=[-71,-1)
;Trigger4=(Enemy(1),Pos X-Pos X)*Facing-Enemy(1),vel x*8=[-23,87]
;Trigger4=Enemy(1),Pos Y+(Enemy(1),vel y!=0)*(Enemy(1),vel y*8+Enemy(1),GetHitvar(Yaccel)*36)=[-82,-12)
;Trigger5=(Enemy(1),Pos X-Pos X)*Facing-Enemy(1),vel x*9=[-23,87]
;Trigger5=Enemy(1),Pos Y+(Enemy(1),vel y!=0)*(Enemy(1),vel y*9+Enemy(1),GetHitvar(Yaccel)*45)=[-91,-21)
;Trigger6=(Enemy(1),Pos X-Pos X)*Facing-Enemy(1),vel x*10=[-23,87]
;Trigger6=Enemy(1),Pos Y+(Enemy(1),vel y!=0)*(Enemy(1),vel y*10+Enemy(1),GetHitvar(Yaccel)*55)=[-101,-31)
;Trigger7=(Enemy(1),Pos X-Pos X)*Facing-Enemy(1),vel x*11=[-23,87]
;Trigger7=Enemy(1),Pos Y+(Enemy(1),vel y!=0)*(Enemy(1),vel y*11+Enemy(1),GetHitvar(Yaccel)*66)=[-109,-39)
;Trigger8=(Enemy(1),Pos X-Pos X)*Facing-Enemy(1),vel x*12=[-23,87]
;Trigger8=Enemy(1),Pos Y+(Enemy(1),vel y!=0)*(Enemy(1),vel y*12+Enemy(1),GetHitvar(Yaccel)*78)=[-117,-87)
Value=30

[State -3,S_FP];P
Type=ChangeState
value=205
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||StateNo=52||((StateNo=[195,197])&&Time>ifelse(Anim=197,20,61))
TriggerAll=var(59)=[7,11]
TriggerAll=fvar(38)>0
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*10=[-5,40]
TriggerAll=(P2Dist Y*fvar(9)+(Enemy(ceil(fvar(18))),vel y!=0)*(Enemy(ceil(fvar(18))),vel y+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*9)*10=[-90,0])
Trigger1=Random<var(59)*70

;΋I
;
;i

[State -3,S_D];D
Type=ChangeState
value=240
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||StateNo=52||((StateNo=[195,197])&&Time>ifelse(Anim=197,20,61))
TriggerAll=var(59)=[7,11]
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType=C
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=P2BodyDist X*fvar(8)=[-5,70]
TriggerAll=Enemy(ceil(fvar(18))),Const(Size.Head.Pos.Y)<-30
Trigger1=Random<var(59)*2

[State -3,ENSENGA];󉍐
Type=ChangeState
value=34
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11
TriggerAll=var(59)=[7,11]
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType=C
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
Trigger1=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*12=[0,150]
Trigger1=Enemy(ceil(fvar(18))),BackEdgeBodyDist>40||(P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*12=[0,60])
Trigger1=Enemy(ceil(fvar(18))),Const(Size.Head.Pos.Y)<-70
Trigger1=!NumHelper(1401)
Trigger1=Random<var(59)*3

;iI
;
;i

[State -3,=S_2K];K
Type=ChangeState
value=410
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||StateNo=52||((StateNo=[195,197])&&Time>ifelse(Anim=197,20,61))
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType=S
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=P2Dist X>=0
TriggerAll=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(7)<56
TriggerAll=P2Dist Y>-20
Trigger1=Random<var(59)*30

[State -3,=S_2S];S
Type=ChangeState
value=420
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||StateNo=52||((StateNo=[195,197])&&Time>ifelse(Anim=197,20,61))
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType=S
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=P2Dist X>=0
TriggerAll=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(9)<71
TriggerAll=P2Dist Y>-30
Trigger1=Random<var(59)*24

[State -3,=S_2D];D
Type=ChangeState
value=450
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||StateNo=52||((StateNo=[195,197])&&Time>ifelse(Anim=197,20,61))
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType=S
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=P2Dist Y>-20
TriggerAll=P2Dist X>=0
Trigger1=Random<var(59)*18
Trigger1=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(11)<81

;iI
;
;

;--------------------------------------------------------------------------------------------------------
;n㎞
;--------------------------------------------------------------------------------------------------------

[State -3,S_P];P
Type=ChangeState
value=200
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||StateNo=52||((StateNo=[195,197])&&Time>ifelse(Anim=197,20,61))
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(4)=[-5,30]
TriggerAll=P2Dist Y>-80
TriggerAll=Enemy(ceil(fvar(18))),Const(Size.Head.Pos.Y)<-65||P2StateType=A
TriggerAll=Enemy(ceil(fvar(18))),Const(Size.Head.Pos.Y)<-100||P2StateType!=C
Trigger1=Random<var(59)*9

[State -3,C_P];P
Type=ChangeState
value=400
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||StateNo=52||((StateNo=[195,197])&&Time>ifelse(Anim=197,20,61))
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(4)=[-5,30]
TriggerAll=P2Dist Y>-40
TriggerAll=Enemy(ceil(fvar(18))),Const(Size.Head.Pos.Y)<-10||P2StateType=A
TriggerAll=Enemy(ceil(fvar(18))),Const(Size.Head.Pos.Y)<-30||P2StateType!=C
Trigger1=Random<var(59)*9

[State -3,C_K];K
Type=ChangeState
value=410
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||StateNo=52||((StateNo=[195,197])&&Time>ifelse(Anim=197,20,61))
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=P2Dist Y>-20
Trigger1=Random<var(59)*8
Trigger1=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(7)=[-5,30]
Trigger2=Random<var(59)*20
Trigger2=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(7)=[31,55]

[State -3,S_K];K
Type=ChangeState
value=210
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||StateNo=52||((StateNo=[195,197])&&Time>ifelse(Anim=197,20,61))
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),Const(Size.Head.Pos.Y)<-40||P2StateType=A
TriggerAll=Enemy(ceil(fvar(18))),Const(Size.Head.Pos.Y)<-65||P2StateType!=C
TriggerAll=P2Dist Y>-50
Trigger1=Random<var(59)*10
Trigger1=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(5)=[-5,30]
Trigger2=Random<var(59)*15
Trigger2=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(5)=[31,55]

[State -3,S_NS];S
Type=ChangeState
value=220
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||StateNo=52||((StateNo=[195,197])&&Time>ifelse(Anim=197,20,61))
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=P2BodyDist X*fvar(8)=[-20,30]
TriggerAll=P2Dist Y>-80
TriggerAll=Enemy(ceil(fvar(18))),Const(Size.Head.Pos.Y)<-70||P2StateType=A
TriggerAll=Enemy(ceil(fvar(18))),Const(Size.Head.Pos.Y)<-190||P2StateType!=C
Trigger1=Random<var(59)*12

[State -3,C_HS];HS
Type=ChangeState
value=430
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||StateNo=52||((StateNo=[195,197])&&Time>ifelse(Anim=197,20,61))
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(4)=[-70,75]
TriggerAll=P2Dist Y>-40
Trigger1=Random<var(59)*(1+(Power>999)*7)

[State -3,C_D];D
Type=ChangeState
value=450
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||StateNo=52||((StateNo=[195,197])&&Time>ifelse(Anim=197,20,61))
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(11)=[-5,80]
TriggerAll=P2Dist Y>-20
Trigger1=Random<var(59)*11

[State -3,S_LS];S
Type=ChangeState
value=225
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||StateNo=52||((StateNo=[195,197])&&Time>ifelse(Anim=197,20,61))
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),Const(Size.Head.Pos.Y)<-65||P2StateType=A
TriggerAll=Enemy(ceil(fvar(18))),Const(Size.Head.Pos.Y)<-100||P2StateType!=C
TriggerAll=P2Dist Y>-70
Trigger1=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(7)=[40,80]
Trigger1=Random<var(59)*4
Trigger2=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(7)=[81,100]
Trigger2=Random<var(59)*16

[State -3,S_HS];HS
Type=ChangeState
value=230
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||StateNo=52||((StateNo=[195,197])&&Time>ifelse(Anim=197,20,61))
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=P2Dist Y>-80
Trigger1=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(10)=[-5,90]
Trigger1=Random<var(59)*2
Trigger2=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(10)=[91,120]
Trigger2=Random<var(59)*9

[State -3,Coin];޺ް
Type=ChangeState
value=1400
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(36)>0
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||StateNo=52||((StateNo=[195,197])&&Time>ifelse(Anim=197,20,61))
TriggerAll=var(44)<2
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=!NumHelper(1401)
Trigger1=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(3)=[51,90]
Trigger1=Random<var(59)*var(36)/5
Trigger1=Enemy(ceil(fvar(18))),Const(Size.Head.Pos.Y)<-100
Trigger2=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(3)=[91,140]
Trigger2=Random<var(59)*var(36)/3

[State -3,S_FHS];HS
Type=ChangeState
value=235
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||StateNo=52||((StateNo=[195,197])&&Time>ifelse(Anim=197,20,61))
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=P2Dist Y>-80
TriggerAll=P2Dist X>=0
TriggerAll=var(59)<7
Trigger1=Random<(10-var(59))*18
Trigger1=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(10)<140

[State -3,MF-_];н̧Űi
Type=ChangeState
value=1020
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||StateNo=52||((StateNo=[195,197])&&Time>ifelse(Anim=197,20,61))
TriggerAll=var(59)=[4,11]
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=P2Dist Y>-20
TriggerAll=P2Dist X>=0
TriggerAll=var(59)<7
Trigger1=Random<(10-var(59))*9
Trigger1=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(21)<90

[State -3,ENSENGA];󉍐
Type=ChangeState
value=34
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A||StateNo=100
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>1
TriggerAll=var(59)=[7,11]
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),Const(Size.Head.Pos.Y)<-40||P2StateType=A
TriggerAll=Enemy(ceil(fvar(18))),Const(Size.Head.Pos.Y)<-70||P2StateType!=C
TriggerAll=P2Dist X>=0
Trigger1=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(12)<150
Trigger1=P2Dist Y>-140
Trigger1=Random<var(59)

[State -3,MF_-];н̧Űi
Type=ChangeState
value=1020
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||StateNo=52||((StateNo=[195,197])&&Time>ifelse(Anim=197,20,61))
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=P2Dist Y>-60
TriggerAll=Enemy(ceil(fvar(18))),Const(Size.Head.Pos.Y)<-50||P2StateType=A
TriggerAll=Enemy(ceil(fvar(18))),Const(Size.Head.Pos.Y)<-80||P2StateType!=C
Trigger1=var(59)<7
Trigger1=Random<(10-var(59))*9
Trigger1=(P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(14)=[0,98])
Trigger2=Random<var(59)*2
Trigger2=(P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(15)=[99,135])

[State -3,MF_-];н̧Űi
Type=ChangeState
value=1010
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||StateNo=52||((StateNo=[195,197])&&Time>ifelse(Anim=197,20,61))
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=P2Dist Y>-60
TriggerAll=Enemy(ceil(fvar(18))),Const(Size.Head.Pos.Y)<-50||P2StateType=A
TriggerAll=Enemy(ceil(fvar(18))),Const(Size.Head.Pos.Y)<-80||P2StateType!=C
Trigger1=var(59)<7
Trigger1=Random<(10-var(59))*9
Trigger1=(P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(14)=[0,98])
Trigger2=Random<var(59)
Trigger2=(P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(15)=[99,130])
Trigger3=Random<var(59)*2
Trigger3=(P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(15)=[131,170])

[State -1];h
Type=ChangeState
value=196
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)=[1,8]
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||((StateNo=[195,197])&&Time>ifelse(Anim=197,20,61))
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Random<(10-var(59))*8
Trigger1=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(25)>130

[State -1];
Type=ChangeState
value=195
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)=[1,6]
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||((StateNo=[195,197])&&Time>ifelse(Anim=197,20,61))
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Random<(10-var(59))*8
Trigger1=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(25)>150

;--------------------------------------------------------------------------------------------------------
;󒆎
;--------------------------------------------------------------------------------------------------------

[State -3,S_P];P
Type=ChangeState
value=200
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||StateNo=52||((StateNo=[195,197])&&Time>ifelse(Anim=197,20,61))
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*4=[-5,30]
TriggerAll=P2Dist Y+Enemy(ceil(fvar(18))),vel y*3+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*6=[-80,0]
Trigger1=Random<var(59)*60

[State -3,C_P];P
Type=ChangeState
value=400
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||StateNo=52||((StateNo=[195,197])&&Time>ifelse(Anim=197,20,61))
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*4=[-5,30]
TriggerAll=P2Dist Y+Enemy(ceil(fvar(18))),vel y*3+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*6=[-40,0]
Trigger1=Random<var(59)*50

[State -3,S_K];K
Type=ChangeState
value=210
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||StateNo=52||((StateNo=[195,197])&&Time>ifelse(Anim=197,20,61))
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=P2Dist Y*fvar(9)+(Enemy(ceil(fvar(18))),vel y!=0)*(Enemy(ceil(fvar(18))),vel y+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*4)*5=[-50,0]
Trigger1=Random<var(59)*25
Trigger1=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*5=[-5,30]
Trigger2=Random<var(59)*70
Trigger2=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*5=[31,55]

[State -3,S_NS];S
Type=ChangeState
value=220
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||StateNo=52||((StateNo=[195,197])&&Time>ifelse(Anim=197,20,61))
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=P2BodyDist X*fvar(8)=[-20,30]
TriggerAll=P2Dist Y*fvar(9)+(Enemy(ceil(fvar(18))),vel y!=0)*(Enemy(ceil(fvar(18))),vel y+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*5)*5=[-80,0]
Trigger1=Random<var(59)*30

[State -3,C_HS];HS
Type=ChangeState
value=430
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||StateNo=52||((StateNo=[195,197])&&Time>ifelse(Anim=197,20,61))
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*4=[-70,75]
TriggerAll=P2Dist Y*fvar(9)+(Enemy(ceil(fvar(18))),vel y!=0)*(Enemy(ceil(fvar(18))),vel y+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*3)*4=[-40,0]
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
Trigger1=Random<var(59)*28

[State -3,S_LS];S
Type=ChangeState
value=225
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||StateNo=52||((StateNo=[195,197])&&Time>ifelse(Anim=197,20,61))
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=(P2Dist Y*fvar(9)+(Enemy(ceil(fvar(18))),vel y+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*6)*7=[-70,0])
Trigger1=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*7=[40,80]
Trigger1=Random<var(59)*22
Trigger2=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*7=[81,100]
Trigger2=Random<var(59)*50

[State -3,S_FK];K
Type=ChangeState
value=215
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||StateNo=52||((StateNo=[195,197])&&Time>ifelse(Anim=197,20,61))
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=0;(P2Dist Y*fvar(9)+(Enemy(ceil(fvar(18))),vel y+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*14)*15=[-95,0])
Trigger1=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*15=[80,150]
Trigger1=Random<(10-var(59))*6
Trigger2=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*15=[99,150]
Trigger2=Random<(10-var(59))*50

[State -3,S_HS];HS
Type=ChangeState
value=230
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||StateNo=52||((StateNo=[195,197])&&Time>ifelse(Anim=197,20,61))
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=(P2Dist Y*fvar(9)+(Enemy(ceil(fvar(18))),vel y+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*9)*10=[-75,0])
Trigger1=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*10=[-5,90]
Trigger1=Random<var(59)*25
Trigger2=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*10=[91,120]
Trigger2=Random<var(59)*50

[State -3,MF_UP];н̧Űi
Type=ChangeState
value=1000
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||StateNo=52||((StateNo=[195,197])&&Time>ifelse(Anim=197,20,61))
TriggerAll=var(59)=[7,11]
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Random<var(59)*28
Trigger1=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*ifelse(P2StateType=A,12,6)=[-5,90]
Trigger1=(P2Dist Y*fvar(9)+(Enemy(ceil(fvar(18))),vel y+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*11)*12=[-100,0])
Trigger2=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*ifelse(P2StateType=A,12,6)=[91,120]
Trigger2=(P2Dist Y*fvar(9)+(Enemy(ceil(fvar(18))),vel y+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*12)*13=[-120,0])
Trigger3=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*ifelse(P2StateType=A,12,6)=[110,220]

[State -3,Coin];޺ް
Type=ChangeState
value=1400
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(36)>0
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||StateNo=52||((StateNo=[195,197])&&Time>ifelse(Anim=197,20,61))
TriggerAll=var(44)<2
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),Const(Size.Head.Pos.Y)<-100||P2BodyDist X*fvar(8)>90
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=0;!NumHelper(1401)
Trigger1=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*3=[51,90]
Trigger1=Random<var(59)*20
Trigger2=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*3=[91,140+9]
Trigger2=Random<var(59)*60

[State -3,S_FHS];HS
Type=ChangeState
value=235
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||StateNo=52||((StateNo=[195,197])&&Time>ifelse(Anim=197,20,61))
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=(P2Dist Y*fvar(9)+(Enemy(ceil(fvar(18))),vel y+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*16)*17=[-70,0])
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
Trigger1=Random<(10-var(59))*9
Trigger1=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*ifelse(P2StateType=A,17,9)=[70,120]
Trigger1=Random<var(59)*9
Trigger1=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*ifelse(P2StateType=A,17,9)=[121,139]

[State -1];h
Type=ChangeState
value=196
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)=[1,8]
TriggerAll=StateType!=A
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||((StateNo=[195,197])&&Time>ifelse(Anim=197,20,61))
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Random<(10-var(59))*8
Trigger1=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*25>130
Trigger2=P2Dist Y*fvar(9)+(Enemy(ceil(fvar(18))),vel y+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*19)*20!=[-200,200]

[State -1];
Type=ChangeState
value=195
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)=[1,6]
TriggerAll=StateType!=A
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[120,132])||StateNo=40||StateNo=100&&Time>11||((StateNo=[195,197])&&Time>ifelse(Anim=197,20,61))
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Random<(10-var(59))*8
Trigger1=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*25>150
Trigger2=P2Dist Y*fvar(9)+(Enemy(ceil(fvar(18))),vel y+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*60)*61!=[-200,200]

;
;󒆈ړ
;

[State -3,AirDash];_bV
Type=ChangeState
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=var(11)=0
TriggerAll=Pos y<=ifelse(vel y<0,-40,-10)
TriggerAll=Ctrl&&((StateNo=[50,59])||(StateNo=[120,140])||(StateNo=[5200,5210])||StateNo=5040)||StateNo=241||(StateNo=[950,961])&&MoveType!=H
TriggerAll=var(59)>4
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
Trigger1=Random<var(59)*33
Trigger1=vel y>=0
Trigger1=Pos y+vel y+Const(MoveMent.Yaccel)>-10
Value=110

[State -3,AirDash];nʃXX_bV
Type=ChangeState
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=var(11)=0
TriggerAll=Pos y<=ifelse(vel y<0,-40,-10)
TriggerAll=Ctrl&&((StateNo=[50,59])||(StateNo=[120,140])||(StateNo=[5200,5210])||StateNo=5040)||StateNo=241||(StateNo=[950,961])&&MoveType!=H
TriggerAll=var(59)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
Trigger1=Random<var(59)*101
Trigger1=vel y<2
Trigger1=vel y+Const(MoveMent.Yaccel)>=0
Value=110

[State -3,AirDash];nʃXX_bV
Type=ChangeState
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=var(11)=0
TriggerAll=Pos y<=ifelse(vel y<0,-40,-10)
TriggerAll=Ctrl&&((StateNo=[50,59])||(StateNo=[120,140])||(StateNo=[5200,5210])||StateNo=5040)||StateNo=241||(StateNo=[950,961])&&MoveType!=H
TriggerAll=var(59)>0
TriggerAll=NumHelper(11111+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Helper(11111+ID),var(6)>199
Trigger1=Random<var(59)*60
Trigger1=P2Dist X<0
Value=110

[State -3,AirDash];_bV
Type=ChangeState
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=var(11)=0
TriggerAll=Pos y<=ifelse(vel y<0,-40,-10)
TriggerAll=Ctrl&&((StateNo=[50,59])||(StateNo=[120,140])||(StateNo=[5200,5210])||StateNo=5040)||StateNo=241||(StateNo=[950,961])&&MoveType!=H
TriggerAll=var(59)=[1,7];`cł܂Lv7ȉ
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
Trigger1=Random<var(59)*50
Trigger1=BackEdgeBodyDist<30
Trigger1=P2Dist Y*fvar(9)>80
Value=110

[State -3,AirDash];_bV
Type=ChangeState
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=var(11)=0
TriggerAll=Pos y<=ifelse(vel y<0,-40,-10)
TriggerAll=Ctrl&&((StateNo=[50,59])||(StateNo=[120,140])||(StateNo=[5200,5210])||StateNo=5040)||StateNo=241||(StateNo=[950,961])&&MoveType!=H
TriggerAll=var(59)=[1,7];`cł܂Lv7ȉ
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
Trigger1=Random<(7-var(59))
Trigger1=P2BodyDist X*fvar(8)>99
Value=110

[State -3,AirBackDash];obN_bV
Type=ChangeState
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=var(11)<1
TriggerAll=Ctrl&&((StateNo=[50,59])||(StateNo=[120,140])||(StateNo=[5200,5210])||StateNo=5040)||StateNo=241||(StateNo=[950,961])&&MoveType!=H
TriggerAll=Pos y<=ifelse(vel y<0,-40,-10)
TriggerAll=var(59)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=BackEdgeBodyDist>40
TriggerAll=P2Dist X>=0
TriggerAll=P2BodyDist X*fvar(8)<121
Trigger1=Random<var(59)*60
Value=115

[State -3,AirJump];ެ
Type=ChangeState
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=var(11)<1
TriggerAll=Ctrl
TriggerAll=var(59)=[1,7];`cł܂Lv7ȉ
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=vel y>0
Trigger1=P2BodyDist X>9
Trigger1=Random<var(59)*9
Value=99

;
;󒆗@
;

[State -3,A_T];󓊂
Type=ChangeState
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||StateNo=[120,140]
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=P2BodyDist X*fvar(8)=[-40,55]
TriggerAll=P2Dist Y*fvar(9)=[-49,19]
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
Trigger1=Random<var(59)*30
Trigger2=(Enemy(ceil(fvar(18))),StateNo=[150,155])||(Enemy(ceil(fvar(18))),StateNo=[5200,5210])||(StateNo=[5200,5210])||PrevStateNo=30||PrevStateNo=41
Trigger2=Random<var(59)*101
Trigger3=var(59)>10
Value=850

;
;nʌːOUp
;

[State -3,A_D_>=0];D
Type=ChangeState
value=640
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=[120,140])||(StateNo=[110,115])&&Time>5
TriggerAll=var(59)>5
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=PrevStateNo!=[30,36]
TriggerAll=Random<var(59)*101
TriggerAll=Pos Y+vel y*7+Const(MoveMent.Yaccel)*28<0
TriggerAll=Pos Y+vel y*8+Const(MoveMent.Yaccel)*36>=0
Trigger1=NumEnemy=1
Trigger1=(Enemy,Pos X-Pos X)*Facing<0
Trigger2=NumEnemy>1
Trigger2=(Enemy,Pos X-Pos X)*Facing<0
Trigger2=(Enemy(1),Pos X-Pos X)*Facing<0

[State -3,A_HS_>=0_Enemy1];HS
Type=ChangeState
value=630
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>1
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=[120,140])||(StateNo=[110,115])&&Time>5
TriggerAll=var(59)>5
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=PrevStateNo!=[30,36]
TriggerAll=Random<var(59)*101
TriggerAll=Pos Y+vel y*12+Const(MoveMent.Yaccel)*78<0
TriggerAll=Pos Y+vel y*13+Const(MoveMent.Yaccel)*91>=0
Trigger1=(Enemy,Pos X-Pos X)*Facing>=0
Trigger1=(Enemy,Pos X-Pos X)*Facing-vel x*12-Enemy,vel x*5<103
Trigger2=(Enemy(1),Pos X-Pos X)*Facing>=0
Trigger2=(Enemy(1),Pos X-Pos X)*Facing-vel x*12-Enemy(1),vel x*5<103

[State -3,A_S_>=0_Enemy1];S Enemy,
Type=ChangeState
value=620
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=[120,140])||(StateNo=[110,115])&&Time>5
TriggerAll=var(59)>5
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=PrevStateNo!=[30,36]
TriggerAll=Random<var(59)*101
TriggerAll=Pos Y+vel y*9+Const(MoveMent.Yaccel)*45<0
TriggerAll=Pos Y+vel y*10+Const(MoveMent.Yaccel)*55>=0
Trigger1=NumEnemy=1
Trigger1=(Enemy,Pos X-Pos X)*Facing-vel x*12-Enemy,vel x*5>=103
Trigger2=NumEnemy>1
Trigger2=(Enemy,Pos X-Pos X)*Facing-vel x*12-Enemy,vel x*5>=103
Trigger2=(Enemy(1),Pos X-Pos X)*Facing-vel x*12-Enemy(1),vel x*5>=103

;
;n㎞
;

;
;󒆎
;

[State -3,A_S];S Enemy,
Type=ChangeState
value=620
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=[120,140])||(StateNo=[110,115])&&Time>5
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy,Alive!=0
TriggerAll=Enemy,StateType=A
TriggerAll=Enemy,MoveType!=H
TriggerAll=PrevStateNo!=[30,36]
TriggerAll=Pos Y+vel y*9+Const(MoveMent.Yaccel)*45<0
Trigger1=(Enemy,Pos Y-Pos Y)-vel y*9-Const(MoveMent.Yaccel)*45+Enemy,vel y*9+Enemy,Const(MoveMent.Yaccel)*45=[-64,24]
Trigger1=Random<var(59)*101

[State -3,A_S];S Enemy(1),
Type=ChangeState
value=620
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>1
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=[120,140])||(StateNo=[110,115])&&Time>5
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(1),Alive!=0
TriggerAll=Enemy(1),StateType=A
TriggerAll=Enemy(1),MoveType!=H
TriggerAll=PrevStateNo!=[30,36]
TriggerAll=Pos Y+vel y*9+Const(MoveMent.Yaccel)*45<0
Trigger1=(Enemy(1),Pos Y-Pos Y)-vel y*9-Const(MoveMent.Yaccel)*45+Enemy(1),vel y*9+Enemy(1),Const(MoveMent.Yaccel)*45=[-64,24]
Trigger1=Random<var(59)*101

[State -3,A_P];P
Type=ChangeState
value=600
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=[120,140])||(StateNo=[110,115])&&Time>5
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=Enemy,Alive!=0
TriggerAll=Enemy,StateType!=L
TriggerAll=Enemy,MoveType!=H
TriggerAll=PrevStateNo!=[30,36]
TriggerAll=Random<var(59)*101
Trigger1=Pos Y+vel y*29+Const(MoveMent.Yaccel)*435<0

[State -3,A_P];P
Type=ChangeState
value=600
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=[120,140])||(StateNo=[110,115])&&Time>5
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=Enemy,Alive!=0
TriggerAll=Enemy,StateType!=L
TriggerAll=Enemy,MoveType!=H
TriggerAll=PrevStateNo!=[30,36]
TriggerAll=(Enemy,Pos X-Pos X)*Facing>=0
TriggerAll=(Enemy,Pos X-Pos X)*Facing-vel x*6-Enemy,vel x*6<41
Trigger1=(Enemy,Pos  Y-Pos Y)-vel y*6-Const(MoveMent.Yaccel)*21=[-60,70]
Trigger1=Random<var(59)*50

[State -3,A_P];P
Type=ChangeState
value=600
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>1
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=[120,140])||(StateNo=[110,115])&&Time>5
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=Enemy(1),Alive!=0
TriggerAll=Enemy(1),StateType!=L
TriggerAll=Enemy(1),MoveType!=H
TriggerAll=PrevStateNo!=[30,38]
TriggerAll=(Enemy(1),Pos X-Pos X)*Facing>=0
TriggerAll=(Enemy(1),Pos X-Pos X)*Facing-vel x*6-Enemy(1),vel x*6<41
Trigger1=(Enemy(1),Pos  Y-Pos Y)-vel y*6-Const(MoveMent.Yaccel)*21=[-60,70]
Trigger1=Random<var(59)*50

[State -3,A_K];K
Type=ChangeState
value=610
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=[120,140])||(StateNo=[110,115])&&Time>5
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive!=0
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=PrevStateNo!=[30,38]
TriggerAll=Random<var(59)*40
TriggerAll=P2BodyDist X*fvar(8)-(vel x+Enemy(ceil(fvar(18))),vel x)*ifelse(P2StateType=A,7,4)=[-20,50]
Trigger1=P2Dist Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*6)*7=[-20,99]

[State -3,A_HS];HS
Type=ChangeState
value=630
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=[120,140])||(StateNo=[110,115])&&Time>5
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive!=0
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=PrevStateNo!=[30,36]
TriggerAll=(P2BodyDist X*fvar(8)-(vel x+Enemy(ceil(fvar(18))),vel x)*12=[0,70])
Trigger1=Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*11)*12=[-20,20]
Trigger1=Random<var(59)*40

;
;K[h
;

[State -3,Guard];K[h
Type=ChangeState
Value=120
TriggerAll=Alive!=0
TriggerAll=!IsHelper
TriggerAll=var(59)>0
TriggerAll=StateNo!=[120,155]
TriggerAll=InGuardDist
TriggerAll=StateType!=A||PrevStateNo!=[30,36]
Trigger1=Ctrl||fvar(28)||(StateNo=[10,22])
Trigger1=(Random<var(59)*(60+Enemy(ceil(fvar(18))),Time))||var(59)>9
Trigger2=StateNo=100&&Time>11||StateNo=52||(StateNo=[195,197])&&Time>ifelse(Anim=197,20,61)
Trigger2=var(25)=1

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

;
;FDLȂP
;
[Statedef 910200]
Type=U
MoveType=U
PhySics=U
[State ]
Type=SelfState
Trigger1=1
value=200
IgnoreHitPause=1
;
;FDLȂ6P
;
[Statedef 910205]
Type=U
MoveType=U
PhySics=U
[State ]
Type=SelfState
Trigger1=1
value=205
IgnoreHitPause=1
;
;FDLȂK
;
[Statedef 910210]
Type=U
MoveType=U
PhySics=U
[State ]
Type=SelfState
Trigger1=1
value=210
IgnoreHitPause=1
;
;FDLȂS
;
[Statedef 910220]
Type=U
MoveType=U
PhySics=U
[State ]
Type=SelfState
Trigger1=1
value=220
IgnoreHitPause=1
;
;FDLȂS
;
[Statedef 910225]
Type=U
MoveType=U
PhySics=U
[State ]
Type=SelfState
Trigger1=1
value=225
IgnoreHitPause=1
;
;FDLȂHS
;
[Statedef 910230]
Type=U
MoveType=U
PhySics=U
[State ]
Type=SelfState
Trigger1=1
value=230
IgnoreHitPause=1
;
;FDLȂ6HS
;
[Statedef 910235]
Type=U
MoveType=U
PhySics=U
[State ]
Type=SelfState
Trigger1=1
value=235
IgnoreHitPause=1
;
;FDLȂD
;
[Statedef 910240]
Type=U
MoveType=U
PhySics=U
[State ]
Type=SelfState
Trigger1=1
value=240
IgnoreHitPause=1
;
;FDLȂP
;
[Statedef 910400]
Type=U
MoveType=U
PhySics=U
[State ]
Type=SelfState
Trigger1=1
value=400
IgnoreHitPause=1
;
;FDLȂK
;
[Statedef 910410]
Type=U
MoveType=U
PhySics=U
[State ]
Type=SelfState
Trigger1=1
value=410
IgnoreHitPause=1
;
;FDLȂS
;
[Statedef 910420]
Type=U
MoveType=U
PhySics=U
[State ]
Type=SelfState
Trigger1=1
value=420
IgnoreHitPause=1
;
;FDLȂHS
;
[Statedef 910430]
Type=U
MoveType=U
PhySics=U
[State ]
Type=SelfState
Trigger1=1
value=430
IgnoreHitPause=1
;
;FDLȂD
;
[Statedef 910450]
Type=U
MoveType=U
PhySics=U
[State ]
Type=SelfState
Trigger1=1
value=450
IgnoreHitPause=1
;
;FDLȂP
;
[Statedef 910600]
Type=U
MoveType=U
PhySics=U
[State ]
Type=SelfState
Trigger1=1
value=600
IgnoreHitPause=1
;
;FDLȂK
;
[Statedef 910610]
Type=U
MoveType=U
PhySics=U
[State ]
Type=SelfState
Trigger1=1
value=610
IgnoreHitPause=1
;
;FDLȂS
;
[Statedef 910620]
Type=U
MoveType=U
PhySics=U
[State ]
Type=SelfState
Trigger1=1
value=620
IgnoreHitPause=1
;
;FDLȂHS
;
[Statedef 910630]
Type=U
MoveType=U
PhySics=U
[State ]
Type=SelfState
Trigger1=1
value=630
IgnoreHitPause=1
;
;FDLȂD
;
[Statedef 910640]
Type=U
MoveType=U
PhySics=U
[State ]
Type=SelfState
Trigger1=1
value=640
IgnoreHitPause=1
;
;_bVˋPp
;
[Statedef 1100111]
Type=U
MoveType=U
PhySics=U
[State ]
Type=SelfState
Trigger1=1
value=110
IgnoreHitPause=1
;
;_bVˋKp
;
[Statedef 1100112]
Type=U
MoveType=U
PhySics=U
[State ]
Type=SelfState
Trigger1=1
value=110
IgnoreHitPause=1
;
;_bVˋSp
;
[Statedef 1100113]
Type=U
MoveType=U
PhySics=U
[State ]
Type=SelfState
Trigger1=1
value=110
IgnoreHitPause=1
;
;_bVˋHSp
;
[Statedef 1100114]
Type=U
MoveType=U
PhySics=U
[State ]
Type=SelfState
Trigger1=1
value=110
IgnoreHitPause=1
;
;_bVˋDp
;
[Statedef 1100115]
Type=U
MoveType=U
PhySics=U
[State ]
Type=SelfState
Trigger1=1
value=110
IgnoreHitPause=1
;
;~XL
;
[Statedef 1101005]
Type=U
MoveType=U
PhySics=U
[State ]
Type=SelfState
Trigger1=1
value=1000
IgnoreHitPause=1
;
;\WbNnEh
;
[Statedef 1101505]
Type=U
MoveType=U
PhySics=U
[State ]
Type=SelfState
Trigger1=1
value=1000
IgnoreHitPause=1
;
;WvLZfBoCuCh
;
[Statedef 1101101]
Type=U
MoveType=U
PhySics=U
[State ]
Type=SelfState
Trigger1=1
value=39
IgnoreHitPause=1
;
;FwdWalk@AIpO
;
[Statedef 21]
Type=S
PhySics=S
SprPriority=0
[State 21]
Type=CtrlSet
Trigger1=1
value=(var(59)<1)
[State 21]
Type=PowerAdd
Trigger1=P2Dist X>0
value=ceil(3*fvar(37))*ifelse(palno=11,5,1)
[State 21]
Type=VelSet
Trigger1=1
x=const(velocity.walk.fwd.x)
[State 21,3]
Type=ChangeAnim
Trigger1=Anim!=20
Trigger1=Anim!=5||AnimTime=0
value=20
[State 21,4]
Type=ChangeState
Trigger1=P2Dist X<0
value=0
Ctrl=1
;
;Walk@AIp
;
[Statedef 22]
Type=S
PhySics=S
SprPriority=0
[State 21]
Type=CtrlSet
Trigger1=1
value=(var(59)<1)
[State 22]
Type=VelSet
Trigger1=1
x=const(velocity.walk.back.x)
[State 22,3]
Type=ChangeAnim
Trigger1=Anim!=21
Trigger1=Anim!=5||AnimTime=0
value=21
[State 22,4]
Type=ChangeState
Trigger1=P2Dist X<0
value=0
Ctrl=1
;
;AI Jump Start AIp󓊂pWvXe[g
;
[Statedef 30]
Type=u
PhySics=S
Anim=40
Ctrl=0
SprPriority=2
[State 36]
Type=varSet
Trigger1=!Time
Trigger1=PrevStateNo!=[200,451]
var(35)=1
[State 36]
Type=varSet
Trigger1=!Time
Trigger1=PrevStateNo=[200,451]
var(35)=0
[State 36]
Type=Hitby
Trigger1=Time>=0
value=SCA,AA,AP
[State 36];ڲ԰͐Kެ߂
Type=ChangeState
Trigger1=var(59)<1
Trigger1=!fvar(39)
value=40
[State 36]
Type=VarSet
Trigger1=!Time
Trigger1=0;P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*9=[-55,55]
sysvar(1)=0
[State 36]
Type=VarSet
TriggerAll=!Time
Trigger1=1;P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*9=[56,80]
sysvar(1)=1
[State 36]
Type=VarSet
TriggerAll=!Time
Trigger1=0;P2BodyDist X*fvar(8)-EnemyNear(floor(fvar(18))),vel x*9=[-80,-55]
sysvar(1)=-1
[State 36]
Type=velSet
Trigger1=AnimTime=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 36]
Type=velSet
Trigger1=AnimTime=0
y=const(velocity.jump.y)
[State 36]
Type=ChangeState
Trigger1 =AnimTime=0
value=50
Ctrl=1
;
;AI Jump Start AIp_bVDpWvXe[g
;
[Statedef 110035]
Type=u
PhySics=S
Anim=40
Ctrl=0
SprPriority=2
[State 36]
Type=varSet
Trigger1=!Time
Trigger1=PrevStateNo!=[200,451]
var(35)=1
[State 36]
Type=varSet
Trigger1=!Time
Trigger1=PrevStateNo=[200,451]
var(35)=0
[State 36]
Type=Hitby
Trigger1=Time>=0
value=SCA,AA,AP
[State 36];ڲ԰͐Kެ߂
Type=ChangeState
Trigger1=var(59)<1
Trigger1=!fvar(39)
value=40
[State 36]
Type=VarSet
Trigger1=!Time
sysvar(1)=1
[State 36]
Type=velSet
Trigger1=AnimTime=0
x=const(velocity.jump.fwd.x)
[State 36]
Type=velSet
Trigger1=AnimTime=0
y=const(velocity.jump.y)
[State 36]
Type=ChangeState
Trigger1 =AnimTime=0
value=50
Ctrl=1
;
;AI Jump Start AIp_bVSpWvXe[g
;
[Statedef 110037]
Type=u
PhySics=S
Anim=40
Ctrl=0
SprPriority=2
[State 36]
Type=varSet
Trigger1=!Time
Trigger1=PrevStateNo!=[200,451]
var(35)=1
[State 36]
Type=varSet
Trigger1=!Time
Trigger1=PrevStateNo=[200,451]
var(35)=0
[State 36]
Type=Hitby
Trigger1=Time>=0
value=SCA,AA,AP
[State 36];ڲ԰͐Kެ߂
Type=ChangeState
Trigger1=var(59)<1
Trigger1=!fvar(39)
value=40
[State 36]
Type=VarSet
Trigger1=!Time
sysvar(1)=1
[State 36]
Type=velSet
Trigger1=AnimTime=0
x=const(velocity.jump.fwd.x)
[State 36]
Type=velSet
Trigger1=AnimTime=0
y=const(velocity.jump.y)
[State 36]
Type=ChangeState
Trigger1 =AnimTime=0
value=50
Ctrl=1
;
;AI Jump Start AIp_bVKpWvXe[g
;
[Statedef 110038]
Type=u
PhySics=S
Anim=40
Ctrl=0
SprPriority=2
[State 36]
Type=varSet
Trigger1=!Time
Trigger1=PrevStateNo!=[200,451]
var(35)=1
[State 36]
Type=varSet
Trigger1=!Time
Trigger1=PrevStateNo=[200,451]
var(35)=0
[State 36]
Type=Hitby
Trigger1=Time>=0
value=SCA,AA,AP
[State 36];ڲ԰͐Kެ߂
Type=ChangeState
Trigger1=var(59)<1
Trigger1=!fvar(39)
value=40
[State 36]
Type=VarSet
Trigger1=!Time
sysvar(1)=1
[State 36]
Type=velSet
Trigger1=AnimTime=0
x=const(velocity.jump.fwd.x)
[State 36]
Type=velSet
Trigger1=AnimTime=0
y=const(velocity.jump.y)
[State 36]
Type=ChangeState
Trigger1 =AnimTime=0
value=50
Ctrl=1
;
;AI Jump Start AIp_bVPpWvXe[g
;
[Statedef 110039]
Type=u
PhySics=S
Anim=40
Ctrl=0
SprPriority=2
[State 36]
Type=varSet
Trigger1=!Time
Trigger1=PrevStateNo!=[200,451]
var(35)=1
[State 36]
Type=varSet
Trigger1=!Time
Trigger1=PrevStateNo=[200,451]
var(35)=0
[State 36]
Type=Hitby
Trigger1=Time>=0
value=SCA,AA,AP
[State 36];ڲ԰͐Kެ߂
Type=ChangeState
Trigger1=var(59)<1
Trigger1=!fvar(39)
value=40
[State 36]
Type=VarSet
Trigger1=!Time
sysvar(1)=1
[State 36]
Type=velSet
Trigger1=AnimTime=0
x=const(velocity.jump.fwd.x)
[State 36]
Type=velSet
Trigger1=AnimTime=0
y=const(velocity.jump.y)
[State 36]
Type=ChangeState
Trigger1 =AnimTime=0
value=50
Ctrl=1
;
;AI Jump Start AIpKpWvXe[g
;
[Statedef 32]
Type=u
PhySics=S
Anim=40
Ctrl=0
SprPriority=2
[State 36]
Type=varSet
Trigger1=!Time
Trigger1=PrevStateNo!=[200,451]
var(35)=1
[State 36]
Type=varSet
Trigger1=!Time
Trigger1=PrevStateNo=[200,451]
var(35)=0
[State 36]
Type=Hitby
Trigger1=Time>=0
value=SCA,AA,AP
[State 36];ڲ԰͐Kެ߂
Type=ChangeState
Trigger1=var(59)<1
Trigger1=!fvar(39)
value=40
[State 36]
Type=VarSet
Trigger1=!Time
sysvar(1)=1
[State 36]
Type=velSet
Trigger1=AnimTime=0
x=const(velocity.jump.fwd.x)
[State 36]
Type=velSet
Trigger1=AnimTime=0
y=const(velocity.jump.y)
[State 36]
Type=ChangeState
Trigger1 =AnimTime=0
value=50
Ctrl=1
;
;AI Jump Start AIpPpWvXe[g
;
[Statedef 33]
Type=u
PhySics=S
Anim=40
Ctrl=0
SprPriority=2
[State 36]
Type=varSet
Trigger1=!Time
Trigger1=PrevStateNo!=[200,451]
var(35)=1
[State 36]
Type=varSet
Trigger1=!Time
Trigger1=PrevStateNo=[200,451]
var(35)=0
[State 36]
Type=Hitby
Trigger1=Time>=0
value=SCA,AA,AP
[State 36];ڲ԰͐Kެ߂
Type=ChangeState
Trigger1=var(59)<1
Trigger1=!fvar(39)
value=40
[State 36]
Type=VarSet
Trigger1=!Time
sysvar(1)=1
[State 36]
Type=velSet
Trigger1=AnimTime=0
x=const(velocity.jump.fwd.x)
[State 36]
Type=velSet
Trigger1=AnimTime=0
y=const(velocity.jump.y)
[State 36]
Type=ChangeState
Trigger1 =AnimTime=0
value=50
Ctrl=1
;
;AI Jump Start AIp󉍐pWvXe[g
;
[Statedef 34]
Type=u
PhySics=S
Anim=40
Ctrl=0
SprPriority=2
[State 36]
Type=varSet
Trigger1=!Time
Trigger1=PrevStateNo!=[200,451]
var(35)=1
[State 36]
Type=varSet
Trigger1=!Time
Trigger1=PrevStateNo=[200,451]
var(35)=0
[State 36]
Type=Hitby
Trigger1=Time>=0
value=SCA,AA,AP
[State 36];ڲ԰͐Kެ߂
Type=ChangeState
Trigger1=var(59)<1
Trigger1=!fvar(39)
value=40
[State 36]
Type=VarSet
TriggerAll=!Time
Trigger1=1
sysvar(1)=1
[State 36]
Type=velSet
Trigger1=AnimTime=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 36]
Type=velSet
Trigger1=AnimTime=0
y=const(velocity.jump.y)
[State 36]
Type=ChangeState
Trigger1 =AnimTime=0
value=50
Ctrl=1
;
;AI Jump Start AIpobN_bVpWvXe[g
;
[Statedef 35]
Type=u
PhySics=S
Anim=40
Ctrl=0
SprPriority=2
[State 37]
Type=varSet
Trigger1=!Time
Trigger1=PrevStateNo!=[200,451]
var(35)=1
[State 37]
Type=varSet
Trigger1=!Time
Trigger1=PrevStateNo=[200,451]
var(35)=0
[State 37]
Type=Hitby
Trigger1=Time>=0
value=SCA,AA,AP
[State 37];ڲ԰͐Kެ߂
Type=ChangeState
Trigger1=var(59)<1
Trigger1=!fvar(39)
value=40
[State 37]
Type=VarSet
Trigger1=!Time
sysvar(1)=0
[State 37]
Type=VarSet
TriggerAll=!Time
Trigger1=1
sysvar(1)=1
[State 37]
Type=velSet
Trigger1=AnimTime=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 37]
Type=velSet
Trigger1=AnimTime=0
y=const(velocity.jump.y)
[State 37]
Type=ChangeState
Trigger1 =AnimTime=0
value=50
Ctrl=1
;
;AI Jump Start AIp_bVpWvXe[g
;
[Statedef 36]
Type=u
PhySics=S
Anim=40
Ctrl=0
SprPriority=2
[State -2]
Type=varset
Trigger1=Time=0
Trigger1=PrevStateNo!=[200,451]
var(35)=1
[State -2]
Type=varset
Trigger1=Time=0
Trigger1=PrevStateNo=[200,451]
var(35)=0
[State 40,1]
Type=Hitby
Trigger1=Time>=0
value=SCA ,AA ,AP
[State 40]
Type=VarSet
Trigger1=!Time
sysvar(1)=1
[State 40,4]
Type=velset
Trigger1=AnimTime=0
x=const(velocity.jump.fwd.x)
[State 40,4]
Type=velset
Trigger1=AnimTime=0
y=const(velocity.jump.y)
[State 40,6]
Type=ChangeState
Trigger1 =AnimTime=0
value=50
Ctrl=1
;
;AI Jump Start AIpWvXe[g
;
[Statedef 37]
Type=u
PhySics=S
Anim=40
Ctrl=0
SprPriority=2
[State 37]
Type=varSet
Trigger1=!Time
Trigger1=PrevStateNo!=[200,451]
var(35)=1
[State 37]
Type=varSet
Trigger1=!Time
Trigger1=PrevStateNo=[200,451]
var(35)=0
[State 37]
Type=Hitby
Trigger1=Time>=0
value=SCA,AA,AP
[State 37];ڲ԰͐Kެ߂
Type=ChangeState
Trigger1=var(59)<1
Trigger1=!fvar(39)
value=40
[State 37]
Type=VarSet
Trigger1=!Time
sysvar(1)=0
[State 37]
Type=VarSet
TriggerAll=!Time
Trigger1=1
sysvar(1)=1
[State 37]
Type=velSet
Trigger1=AnimTime=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 37]
Type=velSet
Trigger1=AnimTime=0
y=const(velocity.jump.y)
[State 37]
Type=ChangeState
Trigger1 =AnimTime=0
value=50
Ctrl=1
;
;AI Jump Start
;
[Statedef 38]
Type=u
PhySics=S
Anim=40
Ctrl=0
SprPriority=2
[State 38]
Type=varSet
Trigger1=!Time
Trigger1=PrevStateNo!=[200,451]
var(35)=1
[State 38]
Type=varSet
Trigger1=!Time
Trigger1=PrevStateNo=[200,451]
var(35)=0
[State 38]
Type=Hitby
Trigger1=Time>=0
value=SCA ,AA ,AP
[State 38]
Type=VarSet
Trigger1=!Time
sysvar(1)=0
[State 38]
Type=VarSet
TriggerAll=!Time
Trigger1=1
sysvar(1)=1
[State 38]
Type=velSet
Trigger1=AnimTime=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=0
y=const(velocity.jump.y)
[State 38]
Type=ChangeState
Trigger1 =AnimTime=0
value=50
Ctrl=1
;
;AI FwdJump Start
;
[Statedef 39]
Type=u
PhySics=S
Anim=40
Ctrl=0
SprPriority=2
[State -2]
Type=varset
Trigger1=Time=0
Trigger1=PrevStateNo!=[200,451]
var(35)=1
[State -2]
Type=varset
Trigger1=Time=0
Trigger1=PrevStateNo=[200,451]
var(35)=0
[State 40,1]
Type=Hitby
Trigger1=Time>=0
value=SCA ,AA ,AP
[State 40]
Type=VarSet
Trigger1=!Time
sysvar(1)=1
[State 40,4]
Type=velset
Trigger1=AnimTime=0
x=const(velocity.jump.fwd.x)
[State 40,4]
Type=velset
Trigger1=AnimTime=0
y=const(velocity.jump.y)
[State 40,6]
Type=ChangeState
Trigger1 =AnimTime=0
value=50
Ctrl=1
;
;ʒ[FǗwp[
;
[StateDef 11111]
[State ]
Type=ChangeAnim
Trigger1=IsHelper
value=9999
[State ]
Type=SelfState
Trigger1=!IsHelper
value=50
[State ]
Type=PosSet
Trigger1=IsHelper
x=0
Persistent=0
[State ]
Type=Turn
Trigger1=IsHelper
Trigger1=facing=-1
[State ]
Type=AssertSpecial
Trigger1=IsHelper
flag=invisible
[State ]
Type=DestroySelf
Trigger1=IsHelper
Trigger1=Root,fvar(39)<1
Trigger1=Root,var(59)<0
Trigger2=Root,Alive=0
;
;[Proj̎dl]
;VelocityƂ̂݃Xe[WOŏ
;ȂƏȂ1Fł͏Ȃ
;ƂƂ̓Xe[g[vpňuŉʒ[𔻒f邱Ƃ͂łȂ
;łƂProj𒴕ׂ邭炢 [
;Velocity𑝉lƈꏏɂȂƃY
[State -2];E
Type=Projectile
TriggerAll=IsHelper
Trigger1=var(4)<9
PosType=P1
offSet=var(0),0
Velocity=5,0
ProjID=11111+var(0)
ProjAnim=9999
ProjReMoveTime=1
ProjHeightBound=-99999999,99999999
ProjEdgeBound=99999999
ProjStageBound=0
Guard.Dist=0
SuperMoveTime=9**8
PauseMoveTime=9**8
IgnoreHitPause=1
[State ]
Type=Null
TriggerAll=IsHelper
Trigger1=var(0)<850
Trigger1=var(0)<5||var(1)>0
Trigger1=var(0):=var(0)+5
IgnoreHitPause=1
[State ]
Type=Null
TriggerAll=IsHelper
Trigger1=var(1):=(Root,NumProjID(11111+var(0)-5)&&Root,NumProjID(11111+var(0)))
IgnoreHitPause=1
[State ]
Type=Null
TriggerAll=IsHelper
Trigger1=var(1)=0
Trigger1=var(4)<20
Trigger1=var(4):=var(4)+1
Trigger2=var(1)>0
Trigger2=var(4):=0
IgnoreHitPause=1
[State -2];E
Type=Projectile
TriggerAll=IsHelper
Trigger1=var(5)<9
PosType=P1
offSet=var(2),0
Velocity=-5,0
ProjID=22222-var(2)
ProjAnim=9999
ProjReMoveTime=1
ProjEdgeBound=99999999
ProjStageBound=0
Guard.Dist=0
SuperMoveTime=9**8
PauseMoveTime=9**8
IgnoreHitPause=1
[State ]
Type=Null
TriggerAll=IsHelper
Trigger1=var(2)>-5||var(3)>0
Trigger1=var(2)>-1150
Trigger1=var(2):=var(2)-5
IgnoreHitPause=1
[State ]
Type=Null
TriggerAll=IsHelper
Trigger1=var(3):=(Root,NumProjID(22222-var(2)-5)&&Root,NumProjID(22222-var(2)))
IgnoreHitPause=1
[State ]
Type=Null
TriggerAll=IsHelper
Trigger1=var(3)=0
Trigger1=var(5)<20
Trigger1=var(5):=var(5)+1
Trigger2=var(3)>0
Trigger2=var(5):=0
IgnoreHitPause=1

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

;var(0) =Eʒ[܂ł̋Zop
;var(1) =EOƔחp
;var(2) =ʒ[܂ł̋Zop
;var(3) =OƔחp
;var(4) =Eʒ[~p
;var(5) =ʒ[~p
;var(6) =Ỏʒ[܂ł̋
;var(7) =̉ʒ[܂ł̋
;var(8) =
;var(9) =
;var(10)=
;var(11)=
;var(12)=
;var(13)=
;var(14)=
;var(15)=
;var(16)=
;var(17)=
;var(18)=
;var(19)=
;var(20)=
;var(21)=
;var(22)=
;var(23)=
;
;var(56)=őhitdefoȂp
;var(57)=ZꎞLp
;var(58)=LĂAnimɓĂ͂܂ƂvarꎞL
;var(59)=oZ̔F
;
;wKp80
;
;StateNoȂAnimȂ̂
;E[VrStateNo؂ւL
;EقȂStateNoœAnimƂĂقƂǂ̏ꍇȂ([VłقȂAnimɂĂꍇ)
;Enemy,TimeȂEnemy,AnimElemTime(1)Ȃ̂
;ETimeStateNo؂ւ烊ZbĝŌZo₷
;EAnimElemTime(1)Anim̌oFƈꏏ(Animꖇڂ牽FvTrigger)ɂȂ̂Anim̍U肪oĂ鐳mȔFƂ₷
;ƕϐłĂ̂ŊoAnim6(21000000炢܂)E
;ƈႢGmFAnimȂStateNôقǂ
;Z̊wKǉ@œgyɎ悤ɂȂ͂@ǥ9ނłǂȂ
;@ケꂪԕ֗ɂȂ͂ ƖGmFł΂قڊɋ߂Ȃ Ƃ̓gf@gc_
;
;XV
;Ă邱Ƃ܂̂ŏC
;Efvarg80o悤 80oȂĂǂ̂ôeƑȂł̑łnjȂ̂ł
;EZ̊wKǉ
;E^bOΉ(mF) \zʂԈႦĂ܂
;
;
;̗\
;EFl덷C
;E
;EXJ
;Eg
;̋Lł悤ɂ
;ꂪł悤ɂȂ
;EgmɓĂ悤ɂȂÃ݂ANẐ̑&Lł̓g͈ꌩłĂ悤ɂ݂邪S܂Ȃǂ̔肪ꕔɂȂZɑΉłȂB
;EXJXJɂ͔肪ȂƂƂłȍ~̋ŌĂƂɎ̍UᖡĊmɓȂł낤ZU邤ƂłA܂茡ɑ΂ĂȂ苭Ȃ͂B
;                ́u肪{̂LтĂẐ݁vƂ邽߁A킴ƎOƓȂZUċL쓮ĂŃp^[ƂƂ\܂A܂Ď擾ƂƂ\ł
;Eg񐔁n̎gpǂgZɑ΂ďグƂlԂ炵Ƃ\
;
;fvaȑ_ȉɐlƂċL̂ł₱ƂAɋLqʂƑȂāAϓ̂͒xȂ܂
;
;܂̑OfvarQƕ@₱̂Ō񂵂
;iic͌쓮₷̂ŗDx͍ŒɂĂ
;(K[hĂ̂ɐH炤̂ŃK[hs\Ɖ)ŋLăoNXeorGZorK[hLZ
;ZĂԂȂ+K[hLZQ[WȂ+TCNo[Xg̏ꍇƖGmF(ꂽ)ŊSGmFꂽƂ̂݃K[hłȂor̋t̏ԂŃK[h
;ăK[hłGZCH_łȂK[hoŃK[h
;fvarSgp=40
;var10`49=40
;肪llɕt70 fvar40g؂o񌸂var30Ɉڍs
;肪llɕt35 fvar20g؂o񌸂var15Ɉڍs
;͂ProjctileˏoPlayerIDpł̑HelpercŔѓ̔L\
;Attr=,SP Ƃ(HitDefAttrg)ɂȂHitdef͖
;AttrĂ铖gLĂ܂̂͂ǂɂȂ܂`
;
;NumEnemy=1
;

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

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

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

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

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

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

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

;
;NumEnemy=2
;

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

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

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

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

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

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

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

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

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

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

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

;
;fobN\p
;

[state ];mFfobN
Type=DisplayToClipboard
Trigger1=IsHelper
text="JOH:%d:%d:%d:%d"
params=var(51),var(58),var(59),var(54)
IgnoreHitPause=1

[state ];mFfobN
Type=AppendToClipboard
Trigger1=IsHelper
Trigger1=NumEnemy>1
text="\n%d:%d:%d:%d"
params=var(52),var(56),var(57),floor(fvar(20))
IgnoreHitPause=1

;
;ްޕ⏕
;
[Statedef 40000]
Anim=9999
[State ]
Type=Turn
Trigger1=IsHelper
Trigger1=Root,facing!=facing
[State ]
Type=Null
TriggerAll=IsHelper
TriggerAll=1||var(59):=var(59)+1
TriggerAll=Time>0
Trigger1=1||var(0):=0
Trigger1=1||var(1):=0
Trigger1=1||fvar(3):=0
Trigger1=1||var(4):=0
Trigger1=1||var(5):=0
Trigger1=1||fvar(4):=0
[State 40000];ѓZo
Type=Null
TriggerAll=IsHelper
Trigger1=var(2)>0
Trigger1=!InGuardDist
Trigger1=var(4)=0
Trigger1=1||var(4):=1
Trigger1=fvar(3):=(Pos X-Root,Pos X)*facing
[State 40000];ѓZo
Type=Null
TriggerAll=IsHelper
Trigger1=var(3)>0
Trigger1=InGuardDist
Trigger1=var(5)=0
Trigger1=1||var(5):=1
Trigger1=fvar(4):=(Pos X-Root,Pos X)*facing
[State ]
Type=Null
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(0)<600-(NumEnemy>1&&NumPartner>0)*150
TriggerAll=NumHelper(30000+Root,ID)
Trigger1=1||var(0):=var(0)+20;Helper(30000+Root,ID),var(3)
Trigger1=1||var(1):=var(1)+(InGuardDist)
Trigger1=1||var(2):=(InGuardDist)
Trigger1=1||var(3):=(!InGuardDist)
[State ]
Type=PosSet
TriggerAll=NumEnemy>0
Trigger1=IsHelper
x=Root,Pos x+(var(0)-300+(NumEnemy>1&&NumPartner>0)*150)*facing-GameTime%20
[State ]
Type=SelfState
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=NumHelper(30000+Root,ID)
Trigger1=var(0)<600-(NumEnemy>1&&NumPartner>0)*150
value=40000
[State ];
Type=Null
TriggerAll=IsHelper
Trigger1=1||fvar(14):=fvar(3)-fvar(13)
Trigger1=1||fvar(13):=fvar(3)
[State ];[
Type=Null
TriggerAll=IsHelper
Trigger1=1||fvar(16):=fvar(4)-fvar(15)
Trigger1=1||fvar(15):=fvar(4)
[state -3]
Type=DisplayToClipboard
Trigger1=IsHelper
text="JOH:v1=%d:v59=%d:X=%f:P2V=%d-%d"
params=var(1),var(59),Pos X,Ceil(fvar(14)),Ceil(fvar(16))
[State ]
Type=DestroySelf
Trigger1=IsHelper
Trigger1=Root,fvar(39)<1
Trigger1=Root,var(59)<0
Trigger1=!NumHelper(30000+Root,ID)
[State ]
Type=Null
TriggerAll=IsHelper
TriggerAll=NumEnemy
TriggerAll=1||fvar(0):=0
Trigger1=Enemy,NumProj>0
Trigger1=fvar(0):=1
Trigger2=NumEnemy>1
Trigger2=Enemy(1),NumProj>0
Trigger2=fvar(0):=1
[State 20000]
Type=SelfState
Trigger1=!IsHelper
value=50
;
;҂Helper
;
[Statedef 20000]
Type=A
MoveType=I
[State 20000]
Type=ChangeAnim
Trigger1=IsHelper
value=9999
[State 20000]
Type=SelfState
Trigger1=!IsHelper
value=50
[State 20000]
Type=AssertSpecial
Trigger1=IsHelper
flag=invisible
[State 20000]
Type=PosSet
Trigger1=IsHelper
x=Root,Pos x+100*ifelse(Root,facing=1,1,-1)
y=Const(size.head.pos.y)+Root,Pos y
[State 20000]
Type=Turn
Trigger1=IsHelper
Trigger1=Root,facing!=facing
[State 30000]
Type=NotHitBy
Trigger1=IsHelper
value=SAC
[State 20000]
Type=varSet
Trigger1=IsHelper
fvar(18)=Root,fvar(18)
;
;var(0)  =ZF
;var(1)  =UI܂ł̎
;var(2)  =Z̃[`
;var(3)  =Z̃[`
;var(4)  =U
;var(5)  =ѓ̌oߎ
;var(6)  =G@߰ϰ@ʲ߰ϰ@
;var(7)  =xXg
;var(9)  =ubLOf
;var(10) =Wv\f
;var(11) =AnimTime@łȂZp
;var(12) =
;var(13) =
;var(14) =
;var(15) =
;var(16) =
;var(17) =G܂ł̎
;var(18) =ŌGorg
;var(19) =ѓGorg
;var(20) =G
;var(21) =ʏ KE Q[WZ ɑ΂閳Gf
;var(22) =
;var(23) =
;var(24) =
;var(25) =
;var(26) =
;var(27) =
;var(28) =
;var(29) =
;var(30) =Nオړ\ǂ
;var(31) =
;var(32) =
;var(33) =
;var(34) =
;var(35) =
;var(36) =
;var(37) =
;var(38) =
;var(39) =
;var(40) =
;var(41) =
;var(42) =
;var(43) =
;var(44) =
;var(45) =
;var(46) =
;var(47) =
;var(48) =
;var(49) =
;var(50) =ްĔf
;var(51) =Ľ߰f
;var(52) =
;var(53) =
;var(54) =
;var(55) =
;var(56) =
;var(57) =
;var(58) =
;var(59) =
;fvar(0)=H炢Њ蔻f
;fvar(1)=ѓ΍p
;fvar(2) =
;fvar(3) =
;fvar(4) =
;fvar(5) =
;fvar(6) =
;fvar(7) =
;fvar(8) =
;fvar(9) =
;fvar(10)=
;fvar(11)=
;fvar(12)=
;fvar(13)=
;fvar(14)=
;fvar(15)=
;fvar(16)=
;fvar(17)=
;fvar(18)=^bOFp
;fvar(19)=
;fvar(20)=
;fvar(21)=
;fvar(22)=
;fvar(23)=
;fvar(24)=
;fvar(25)=
;fvar(26)=
;fvar(27)=
;fvar(28)=
;fvar(29)=
;fvar(30)=
;fvar(31)=
;fvar(32)=
;fvar(33)=
;fvar(34)=
;fvar(35)=
;fvar(36)=
;fvar(37)=
;fvar(38)=
;fvar(39)=
;
;҂
;
;iifp
;

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

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

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

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

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

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

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

[State -3];iK[hp iĩK[hs\͂߂
Type=ParentVarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(ceil(Root,fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(Root,fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(Root,fvar(18))),Name="zappa"
TriggerAll=Enemy(ceil(Root,fvar(18))),AutHorName="muteki"
Trigger1=Enemy(ceil(Root,fvar(18))),var(30)=3
Trigger1=Enemy(ceil(Root,fvar(18))),StateNo!=205
Trigger1=Enemy(ceil(Root,fvar(18))),StateNo!=400
Trigger1=Enemy(ceil(Root,fvar(18))),StateNo!=410
Trigger1=Enemy(ceil(Root,fvar(18))),StateNo!=450
fvar(38)=2
IgnoreHitPause=1

[State -3];iK[hp
Type=ParentVarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(ceil(Root,fvar(18))),MoveType!=H
Trigger1=Enemy(ceil(Root,fvar(18))),Name="Warachia"
Trigger1=Enemy(ceil(Root,fvar(18))),AutHorName="wraith"
Trigger1=Enemy(ceil(Root,fvar(18))),StateNo=660||Enemy(ceil(Root,fvar(18))),NumHelper(660)||Enemy(ceil(Root,fvar(18))),StateNo=40221||Enemy(ceil(Root,fvar(18))),NumHelper(40221)
Trigger2=Enemy(ceil(Root,fvar(18))),AutHorName="muteki"||Enemy(ceil(Root,fvar(18))),AutHorName="Akutagawa"||Enemy(ceil(Root,fvar(18))),Name="BRIDGET"||Enemy(ceil(Root,fvar(18))),Name="ZAPPA"
Trigger2=Enemy(ceil(Root,fvar(18))),StateNo=240||Enemy(ceil(Root,fvar(18))),StateNo=242||Enemy(ceil(Root,fvar(18))),StateNo=10240
Trigger3=Enemy(ceil(Root,fvar(18))),Name="testa"||Enemy(ceil(Root,fvar(18))),Name="justice"
Trigger3=Enemy(ceil(Root,fvar(18))),StateNo=[205,206]
Trigger4=Enemy(ceil(Root,fvar(18))),Name="millia"||Enemy(ceil(Root,fvar(18))),Name="BRIDGET"||Enemy(ceil(Root,fvar(18))),Name="eddie"||Enemy(ceil(Root,fvar(18))),Name="jam"
Trigger4=Enemy(ceil(Root,fvar(18))),StateNo=[215,216]
Trigger5=Enemy(ceil(Root,fvar(18))),Name="faust"||Enemy(ceil(Root,fvar(18))),Name="kliff"
Trigger5=Enemy(ceil(Root,fvar(18))),StateNo=235
Trigger6=Enemy(ceil(Root,fvar(18))),Name="johnny"
Trigger6=Enemy(ceil(Root,fvar(18))),StateNo=3200
Trigger7=Enemy(ceil(Root,fvar(18))),Name="order-Sol=Badguy"
Trigger7=Enemy(ceil(Root,fvar(18))),StateNo=432
Trigger8=Enemy(ceil(Root,fvar(18))),Name="BRIDGET"||Enemy(ceil(Root,fvar(18))),Name="bridget"
Trigger8=Enemy(ceil(Root,fvar(18))),AutHorName="EL"&&Enemy(ceil(Root,fvar(18))),StateNo=3100||Enemy(ceil(Root,fvar(18))),AutHorName="muteki"&&Enemy(ceil(Root,fvar(18))),StateNo=3003
Trigger9=Enemy(ceil(Root,fvar(18))),Name="SLAYER"
Trigger9=Enemy(ceil(Root,fvar(18))),StateNo=1045||Enemy(ceil(Root,fvar(18))),StateNo=1047||Enemy(ceil(Root,fvar(18))),StateNo=2210||Enemy(ceil(Root,fvar(18))),StateNo=2230
Trigger10=Enemy(ceil(Root,fvar(18))),Name="Sion_Eltnam_Atlasia"
Trigger10=Enemy(ceil(Root,fvar(18))),StateNo=[240,241]
Trigger11=Enemy(ceil(Root,fvar(18))),Name="Reimu_Hakurei"
Trigger11=Enemy(ceil(Root,fvar(18))),StateNo=240
Trigger12=Enemy(ceil(Root,fvar(18))),Name="SHIN"||Enemy(ceil(Root,fvar(18))),Name="THOUTHER"||Enemy(ceil(Root,fvar(18))),Name="REI"
Trigger12=Enemy(ceil(Root,fvar(18))),StateNo=250
Trigger13=Enemy(ceil(Root,fvar(18))),Name="TOKI-(NERICYA)"||Enemy(ceil(Root,fvar(18))),Name="AMIBA"
Trigger13=Enemy(ceil(Root,fvar(18))),StateNo=900
Trigger14=Enemy(ceil(Root,fvar(18))),Name="Geese Howard"
Trigger14=Enemy(ceil(Root,fvar(18))),AutHorName="CanNon Musume"
Trigger14=Enemy(ceil(Root,fvar(18))),StateNo=230
Trigger15=Enemy(ceil(Root,fvar(18))),Name="Remilia_Scarlet"
Trigger15=Enemy(ceil(Root,fvar(18))),StateNo=230||Enemy(ceil(Root,fvar(18))),StateNo=240
Trigger16=Enemy(ceil(Root,fvar(18))),Name="Hong Meirin"
Trigger16=Enemy(ceil(Root,fvar(18))),StateNo=820
Trigger17=Enemy(ceil(Root,fvar(18))),Name="Aya Syameimaru"
Trigger17=Enemy(ceil(Root,fvar(18))),StateNo=[707,708]
Trigger18=Enemy(ceil(Root,fvar(18))),Name="Marisa Kirisame"
Trigger18=Enemy(ceil(Root,fvar(18))),StateNo=1000
Trigger19=Enemy(ceil(Root,fvar(18))),Name="Sakuya Izayoi"
Trigger19=Enemy(ceil(Root,fvar(18))),StateNo=210||Enemy(ceil(Root,fvar(18))),StateNo=400||Enemy(ceil(Root,fvar(18))),StateNo=410||Enemy(ceil(Root,fvar(18))),StateNo=530
Trigger20=Enemy(ceil(Root,fvar(18))),Name="Yakumo Yukari"
Trigger20=Enemy(ceil(Root,fvar(18))),StateNo=[2000,2020]
Trigger21=Enemy(ceil(Root,fvar(18))),Name="Alice Margatroid"
Trigger21=Enemy(ceil(Root,fvar(18))),StateNo=240
Trigger22=Enemy(ceil(Root,fvar(18))),Name="Suika Ibuki"
Trigger22=Enemy(ceil(Root,fvar(18))),StateNo=[707,708]
Trigger23=Enemy(ceil(Root,fvar(18))),Name="Reimu_Hakurei"
Trigger23=Enemy(ceil(Root,fvar(18))),StateNo=240
Trigger24=Enemy(ceil(Root,fvar(18))),Name="siteittene"
Trigger24=Enemy(ceil(Root,fvar(18))),StateNo=600
Trigger25=Enemy(ceil(Root,fvar(18))),Name="Youmu_Konpaku"
Trigger25=0
Trigger26=Enemy(ceil(Root,fvar(18))),StateNo=300
Trigger27=Enemy(ceil(Root,fvar(18))),Name="cvsyamazaki"
Trigger27=Enemy(ceil(Root,fvar(18))),StateNo=300||Enemy(ceil(Root,fvar(18))),StateNo=1400
Trigger28=Enemy(ceil(Root,fvar(18))),Name="Ash"
Trigger28=Enemy(ceil(Root,fvar(18))),StateNo=310
Trigger29=Enemy(ceil(Root,fvar(18))),Name="Jedah"
Trigger29=Enemy(ceil(Root,fvar(18))),StateNo=250
Trigger30=Enemy(ceil(Root,fvar(18))),Name="Bulleta SXP"
Trigger30=Enemy(ceil(Root,fvar(18))),StateNo=241
Trigger31=Enemy(ceil(Root,fvar(18))),Name="A.B.A"
Trigger31=Enemy(ceil(Root,fvar(18))),StateNo=1200||Enemy(ceil(Root,fvar(18))),StateNo=1500||Enemy(ceil(Root,fvar(18))),StateNo=3050
Trigger32=Enemy(ceil(Root,fvar(18))),Name="ROBO-KY MK-U"||Enemy(ceil(Root,fvar(18))),Name="ROBO-KY"
Trigger32=Enemy(ceil(Root,fvar(18))),StateNo=850||Enemy(ceil(Root,fvar(18))),StateNo=1500
Trigger33=Enemy(ceil(Root,fvar(18))),Name="Red_Arcueid"
Trigger33=Enemy(ceil(Root,fvar(18))),StateNo=218
Trigger34=Enemy(ceil(Root,fvar(18))),Name="Magaki"
Trigger34=Enemy(ceil(Root,fvar(18))),StateNo=310||Enemy(ceil(Root,fvar(18))),StateNo=1320||Enemy(ceil(Root,fvar(18))),NumHelper(1321)
Trigger35=Enemy,Name="Magaki"
Trigger35=Enemy,NumHelper(1321)
Trigger36=NumEnemy>1
Trigger36=Enemy(1),Name="Magaki"
Trigger36=Enemy(1),NumHelper(1321)
Trigger37=Enemy(ceil(Root,fvar(18))),Name="cvskyo"||Enemy(ceil(Root,fvar(18))),Name="cvskyo_ex"
Trigger37=Enemy(ceil(Root,fvar(18))),StateNo=310||Enemy(ceil(Root,fvar(18))),StateNo=1300
Trigger38=Enemy(ceil(Root,fvar(18))),Name="Maxime"
Trigger38=(Enemy(ceil(Root,fvar(18))),StateNo=[201,203])||Enemy(ceil(Root,fvar(18))),StateNo=210||Enemy(ceil(Root,fvar(18))),StateNo=223
Trigger39=Enemy(ceil(Root,fvar(18))),Name="HAKUREI"
Trigger39=Enemy(ceil(Root,fvar(18))),StateNo=235||Enemy(ceil(Root,fvar(18))),StateNo=240||Enemy(ceil(Root,fvar(18))),StateNo=11131||Enemy(ceil(Root,fvar(18))),NumProjID(6301)>0
Trigger40=Enemy(ceil(Root,fvar(18))),Name="Shadow Dio"
Trigger40=Enemy(ceil(Root,fvar(18))),AutHorName="Orochi Herman"
Trigger40=Enemy(ceil(Root,fvar(18))),StateNo=205||Enemy(ceil(Root,fvar(18))),StateNo=225||Enemy(ceil(Root,fvar(18))),StateNo=245||Enemy(ceil(Root,fvar(18))),StateNo=1300
Trigger41=Enemy(ceil(Root,fvar(18))),Name="Fiona"
Trigger41=Enemy(ceil(Root,fvar(18))),AutHorName="Drowin arcana"
Trigger41=Enemy(ceil(Root,fvar(18))),StateNo=9212
Trigger42=Enemy(ceil(Root,fvar(18))),Name="Mr.HEART"
Trigger42=Enemy(ceil(Root,fvar(18))),StateNo=300||Enemy(ceil(Root,fvar(18))),StateNo=440
Trigger43=Enemy(ceil(Root,fvar(18))),Name="zappa"
Trigger43=Enemy(ceil(Root,fvar(18))),AutHorName="EL"
Trigger43=Enemy(ceil(Root,fvar(18))),StateNo=500||Enemy(ceil(Root,fvar(18))),StateNo=1300||Enemy(ceil(Root,fvar(18))),StateNo=1400
Trigger44=Enemy(ceil(Root,fvar(18))),Name="THOUTHER"
Trigger44=Enemy(ceil(Root,fvar(18))),StateNo=2200
Trigger45=Enemy(ceil(Root,fvar(18))),Name="mouri Motonari"
Trigger45=Enemy(ceil(Root,fvar(18))),StateNo=250||Enemy(ceil(Root,fvar(18))),StateNo=[1230,1231]
Trigger46=Enemy(ceil(Root,fvar(18))),Name="Warachia"
Trigger46=Enemy(ceil(Root,fvar(18))),Var(50)=1
Trigger46=Enemy(ceil(Root,fvar(18))),AutHorName="H"
Trigger46=Enemy(ceil(Root,fvar(18))),StateNo=1600
Trigger47=Enemy(ceil(Root,fvar(18))),Name="Daigo hotta"
Trigger47=Enemy(ceil(Root,fvar(18))),StateNo=241||Enemy(ceil(Root,fvar(18))),StateNo=1400||Enemy(ceil(Root,fvar(18))),StateNo=1500
Trigger48=Enemy(ceil(Root,fvar(18))),Name="another blood"
Trigger48=Enemy(ceil(Root,fvar(18))),StateNo=1100&&Enemy(ceil(Root,fvar(18))),var(5)=0||Enemy(ceil(Root,fvar(18))),StateNo=1110
Trigger49=Enemy(ceil(Root,fvar(18))),Name="G OROCHI"||Enemy(ceil(Root,fvar(18))),Name="K OROCHI"
Trigger49=Enemy(ceil(Root,fvar(18))),StateNo=210||Enemy(ceil(Root,fvar(18))),StateNo=1300||Enemy(ceil(Root,fvar(18))),StateNo=1450||Enemy(ceil(Root,fvar(18))),StateNo=22117
Trigger50=Enemy,Name="D-Athena"
Trigger50=Enemy,StateNo=2300
Trigger51=NumEnemy>1
Trigger51=Enemy(1),Name="D-Athena"
Trigger51=Enemy(1),StateNo=2300
Trigger52=Enemy,Name="G Silver"
Trigger52=Enemy,StateNo=[1350,1351]
Trigger53=NumEnemy>1
Trigger53=Enemy(1),Name="G Silver"
Trigger53=Enemy(1),StateNo=[1350,1351]
Trigger54=Enemy(ceil(Root,fvar(18))),Name="G Mizuchi"
Trigger54=Enemy(ceil(Root,fvar(18))),StateNo=245
Trigger55=Enemy,Name="G Mizuchi"
Trigger55=Enemy,PalNo=12
Trigger55=Enemy,NumHelper(1031)
Trigger56=NumEnemy>1
Trigger56=Enemy(1),Name="G Mizuchi"
Trigger55=Enemy(1),PalNo=12
Trigger56=Enemy(1),NumHelper(1031)
Trigger57=Enemy(ceil(Root,fvar(18))),Name="Maxime"
Trigger57=Enemy(ceil(Root,fvar(18))),StateNo=400
Trigger58=Enemy,Name="Maxime"
Trigger58=Enemy,NumHelper(400)
Trigger59=NumEnemy>1
Trigger59=Enemy(1),Name="Maxime"
Trigger59=Enemy(1),NumHelper(400)
Trigger60=Enemy(ceil(Root,fvar(18))),Name="zappa"
Trigger60=Enemy(ceil(Root,fvar(18))),AutHorName="muteki"
Trigger60=Enemy(ceil(Root,fvar(18))),StateNo=230||Enemy(ceil(Root,fvar(18))),StateNo=280||Enemy(ceil(Root,fvar(18))),StateNo=2125||Enemy(ceil(Root,fvar(18))),StateNo=2025
fvar(38)=2
IgnoreHitPause=1

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

;
;Z
;

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

[State 20000]
Type=Null
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(ceil(fvar(18))),Name="sol"
TriggerAll=Enemy(ceil(fvar(18))),AutHorName="muteki"
Trigger1=Enemy(ceil(fvar(18))),NumHelper(1001)<2
Trigger1=Enemy(ceil(fvar(18))),StateNo=1000||Enemy(ceil(fvar(18))),StateNo=2000
Trigger1=var(0):=12-Enemy(ceil(fvar(18))),Time

[State 20000]
Type=Null
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(ceil(fvar(18))),Name="sol"
TriggerAll=Enemy(ceil(fvar(18))),AutHorName="muteki"
Trigger1=Enemy(ceil(fvar(18))),Anim=210
Trigger1=var(0):=2-Enemy(ceil(fvar(18))),Time+1
Trigger2=Enemy(ceil(fvar(18))),Anim=200
Trigger2=var(0):=3-Enemy(ceil(fvar(18))),Time+1
Trigger3=Enemy(ceil(fvar(18))),Anim=400||Enemy(ceil(fvar(18))),Anim=220||Enemy(ceil(fvar(18))),Anim=600
Trigger3=var(0):=4-Enemy(ceil(fvar(18))),Time+1
Trigger4=Enemy(ceil(fvar(18))),Anim=410||Enemy(ceil(fvar(18))),Anim=610
Trigger4=var(0):=5-Enemy(ceil(fvar(18))),Time+1
Trigger5=Enemy(ceil(fvar(18))),Anim=225||Enemy(ceil(fvar(18))),Anim=450
Trigger5=var(0):=6-Enemy(ceil(fvar(18))),Time+1
Trigger6=Enemy(ceil(fvar(18))),Anim=430
Trigger6=var(0):=7-Enemy(ceil(fvar(18))),Time+1
Trigger7=Enemy(ceil(fvar(18))),Anim=205||Enemy(ceil(fvar(18))),Anim=630||Enemy(ceil(fvar(18))),Anim=640||Enemy(ceil(fvar(18))),Anim=1300
Trigger7=var(0):=8-Enemy(ceil(fvar(18))),Time+1
Trigger8=Enemy(ceil(fvar(18))),Anim=420||Enemy(ceil(fvar(18))),Anim=620
Trigger8=var(0):=9-Enemy(ceil(fvar(18))),Time+1
Trigger9=Enemy(ceil(fvar(18))),Anim=230
Trigger9=var(0):=10-Enemy(ceil(fvar(18))),Time+1
Trigger10=Enemy(ceil(fvar(18))),Anim=1700
Trigger10=var(0):=16-Enemy(ceil(fvar(18))),Time+1
Trigger11=Enemy(ceil(fvar(18))),Anim=240
Trigger11=var(0):=21-Enemy(ceil(fvar(18))),Time+1
Trigger12=Enemy(ceil(fvar(18))),Anim=1400
Trigger12=var(0):=23-Enemy(ceil(fvar(18))),Time+1

[State 20000]
Type=Null
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(ceil(fvar(18))),Name="sol"
TriggerAll=Enemy(ceil(fvar(18))),AutHorName="muteki"
Trigger1=Enemy(ceil(fvar(18))),Anim=10210||Enemy(ceil(fvar(18))),Anim=10400
Trigger1=var(0):=1-Enemy(ceil(fvar(18))),Time+1
Trigger2=Enemy(ceil(fvar(18))),Anim=10200||Enemy(ceil(fvar(18))),Anim=10220||Enemy(ceil(fvar(18))),Anim=10450||Enemy(ceil(fvar(18))),Anim=10600
Trigger2=var(0):=2-Enemy(ceil(fvar(18))),Time+1
Trigger3=Enemy(ceil(fvar(18))),Anim=10200||Enemy(ceil(fvar(18))),Anim=10210||Enemy(ceil(fvar(18))),Anim=10220||Enemy(ceil(fvar(18))),Anim=10450||Enemy(ceil(fvar(18))),Anim=10600
Trigger3=var(0):=2-Enemy(ceil(fvar(18))),Time+1
Trigger4=Enemy(ceil(fvar(18))),Anim=10225||Enemy(ceil(fvar(18))),Anim=10410||Enemy(ceil(fvar(18))),Anim=10420||Enemy(ceil(fvar(18))),Anim=10620
Trigger4=var(0):=3-Enemy(ceil(fvar(18))),Time+1
Trigger5=Enemy(ceil(fvar(18))),Anim=10205
Trigger5=var(0):=4-Enemy(ceil(fvar(18))),Time+1
Trigger6=Enemy(ceil(fvar(18))),Anim=10230||Enemy(ceil(fvar(18))),Anim=10610
Trigger6=var(0):=5-Enemy(ceil(fvar(18))),Time+1
Trigger7=Enemy(ceil(fvar(18))),Anim=10630
Trigger7=var(0):=7-Enemy(ceil(fvar(18))),Time+1
Trigger8=Enemy(ceil(fvar(18))),Anim=10235||Enemy(ceil(fvar(18))),Anim=10640
Trigger8=var(0):=8-Enemy(ceil(fvar(18))),Time+1

[State 20000]
Type=Null
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(ceil(fvar(18))),Name="potemkin"
TriggerAll=Enemy(ceil(fvar(18))),AutHorName="muteki"
Trigger1=Enemy(ceil(fvar(18))),Anim=1000
Trigger1=var(0):=3-Enemy(ceil(fvar(18))),Time+1
Trigger2=Enemy(ceil(fvar(18))),Anim=200
Trigger2=var(0):=4-Enemy(ceil(fvar(18))),Time+1
Trigger3=Enemy(ceil(fvar(18))),Anim=210||Enemy(ceil(fvar(18))),Anim=410||Enemy(ceil(fvar(18))),Anim=600
Trigger3=var(0):=6-Enemy(ceil(fvar(18))),Time+1
Trigger4=Enemy(ceil(fvar(18))),Anim=220||Enemy(ceil(fvar(18))),Anim=400||Enemy(ceil(fvar(18))),Anim=3200||Enemy(ceil(fvar(18))),Anim=3350
Trigger4=var(0):=8-Enemy(ceil(fvar(18))),Time+1
Trigger5=Enemy(ceil(fvar(18))),Anim=610||Enemy(ceil(fvar(18))),Anim=1600
Trigger5=var(0):=9-Enemy(ceil(fvar(18))),Time+1
Trigger6=Enemy(ceil(fvar(18))),Anim=225||Enemy(ceil(fvar(18))),Anim=205||Enemy(ceil(fvar(18))),Anim=630||Enemy(ceil(fvar(18))),Anim=3300
Trigger6=var(0):=10-Enemy(ceil(fvar(18))),Time+1
Trigger7=Enemy(ceil(fvar(18))),Anim=450
Trigger7=var(0):=11-Enemy(ceil(fvar(18))),Time+1
Trigger8=Enemy(ceil(fvar(18))),Anim=430||Enemy(ceil(fvar(18))),Anim=620||Enemy(ceil(fvar(18))),Anim=640
Trigger8=var(0):=12-Enemy(ceil(fvar(18))),Time+1
Trigger9=Enemy(ceil(fvar(18))),Anim=420||Enemy(ceil(fvar(18))),Anim=1100||Enemy(ceil(fvar(18))),Anim=1700
Trigger9=var(0):=13-Enemy(ceil(fvar(18))),Time+1
Trigger10=Enemy(ceil(fvar(18))),Anim=[230,231]
Trigger10=var(0):=14-Enemy(ceil(fvar(18))),Time+1
Trigger11=Enemy(ceil(fvar(18))),Anim=3000
Trigger11=var(0):=16-Enemy(ceil(fvar(18))),Time+1
Trigger12=Enemy(ceil(fvar(18))),Anim=215
Trigger12=var(0):=17-Enemy(ceil(fvar(18))),Time+1
Trigger13=Enemy(ceil(fvar(18))),Anim=1400
Trigger13=var(0):=18-Enemy(ceil(fvar(18))),Time+1
Trigger14=Enemy(ceil(fvar(18))),Anim=1500
Trigger14=var(0):=20-Enemy(ceil(fvar(18))),Time+1
Trigger15=Enemy(ceil(fvar(18))),Anim=1500
Trigger15=var(0):=22-Enemy(ceil(fvar(18))),Time+1
Trigger16=Enemy(ceil(fvar(18))),Anim=1200||Enemy(ceil(fvar(18))),Anim=1210||Enemy(ceil(fvar(18))),Anim=1300
Trigger16=var(0):=24-Enemy(ceil(fvar(18))),Time+1
Trigger17=Enemy(ceil(fvar(18))),Anim=240
Trigger17=var(0):=28-Enemy(ceil(fvar(18))),Time+1

[State 20000]
Type=Null
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(ceil(fvar(18))),Name="AXL"
TriggerAll=Enemy(ceil(fvar(18))),AutHorName="muteki"
Trigger1=Enemy(ceil(fvar(18))),Anim=1300
Trigger1=var(0):=2-Enemy(ceil(fvar(18))),Time+1
Trigger2=Enemy(ceil(fvar(18))),Anim=1000||Enemy(ceil(fvar(18))),Anim=1200||Enemy(ceil(fvar(18))),Anim=1205
Trigger2=var(0):=4-Enemy(ceil(fvar(18))),Time+1
Trigger3=Enemy(ceil(fvar(18))),Anim=210
Trigger3=var(0):=5-Enemy(ceil(fvar(18))),Time+1
Trigger4=Enemy(ceil(fvar(18))),Anim=200||Enemy(ceil(fvar(18))),Anim=220||Enemy(ceil(fvar(18))),Anim=410||Enemy(ceil(fvar(18))),Anim=450||Enemy(ceil(fvar(18))),Anim=600
Trigger4=var(0):=6-Enemy(ceil(fvar(18))),Time+1
Trigger5=Enemy(ceil(fvar(18))),Anim=605
Trigger5=var(0):=7-Enemy(ceil(fvar(18))),Time+1
Trigger6=Enemy(ceil(fvar(18))),Anim=225||Enemy(ceil(fvar(18))),Anim=205||Enemy(ceil(fvar(18))),Anim=610||Enemy(ceil(fvar(18))),Anim=1080
Trigger6=var(0):=8-Enemy(ceil(fvar(18))),Time+1
Trigger7=Enemy(ceil(fvar(18))),Anim=420||Enemy(ceil(fvar(18))),Anim=620||Enemy(ceil(fvar(18))),Anim=630||Enemy(ceil(fvar(18))),Anim=1050
Trigger7=var(0):=9-Enemy(ceil(fvar(18))),Time+1
Trigger8=Enemy(ceil(fvar(18))),Anim=206||Enemy(ceil(fvar(18))),Anim=215||Enemy(ceil(fvar(18))),Anim=430||Enemy(ceil(fvar(18))),Anim=640
Trigger8=var(0):=10-Enemy(ceil(fvar(18))),Time+1
Trigger9=Enemy(ceil(fvar(18))),Anim=200
Trigger9=var(0):=11-Enemy(ceil(fvar(18))),Time+1
Trigger10=Enemy(ceil(fvar(18))),Anim=3100
Trigger10=var(0):=14-Enemy(ceil(fvar(18))),Time+1
Trigger11=Enemy(ceil(fvar(18))),Anim=230
Trigger11=var(0):=15-Enemy(ceil(fvar(18))),Time+1
Trigger12=Enemy(ceil(fvar(18))),Anim=700
Trigger12=var(0):=16-Enemy(ceil(fvar(18))),Time+1
Trigger13=Enemy(ceil(fvar(18))),Anim=3000
Trigger13=var(0):=17-Enemy(ceil(fvar(18))),Time+1
Trigger14=Enemy(ceil(fvar(18))),Anim=235||Enemy(ceil(fvar(18))),Anim=1100||Enemy(ceil(fvar(18))),Anim=1150||Enemy(ceil(fvar(18))),Anim=1450||Enemy(ceil(fvar(18))),Anim=1500
Trigger14=var(0):=23-Enemy(ceil(fvar(18))),Time+1
Trigger15=Enemy(ceil(fvar(18))),Anim=240
Trigger15=var(0):=25-Enemy(ceil(fvar(18))),Time+1
Trigger16=Enemy(ceil(fvar(18))),Anim=1400
Trigger16=var(0):=27-Enemy(ceil(fvar(18))),Time+1

[State 20000]
Type=Null
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(ceil(fvar(18))),Name="bridget"
TriggerAll=Enemy(ceil(fvar(18))),AutHorName="EL"
Trigger1=Enemy(ceil(fvar(18))),StateNo=410
Trigger1=var(0):=4-Enemy(ceil(fvar(18))),Time+1
Trigger2=Enemy(ceil(fvar(18))),Anim=200||Enemy(ceil(fvar(18))),Anim=210||Enemy(ceil(fvar(18))),Anim=600||Enemy(ceil(fvar(18))),Anim=610
Trigger2=var(0):=5-Enemy(ceil(fvar(18))),Time+1
Trigger3=Enemy(ceil(fvar(18))),Anim=220||Enemy(ceil(fvar(18))),Anim=225||Enemy(ceil(fvar(18))),Anim=400||Enemy(ceil(fvar(18))),Anim=440
Trigger3=var(0):=6-Enemy(ceil(fvar(18))),Time+1
Trigger4=Enemy(ceil(fvar(18))),Anim=220||Enemy(ceil(fvar(18))),Anim=230||Enemy(ceil(fvar(18))),Anim=420||Enemy(ceil(fvar(18))),Anim=620||Enemy(ceil(fvar(18))),Anim=630
Trigger4=var(0):=9-Enemy(ceil(fvar(18))),Time+1

;
;肪IF
;

;
;Zp
;

;
;U̍
;

;
;AIEp
;

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

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

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

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

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

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

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

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

[state -3];mFfobN
Type=DisplayToClipboard
Trigger1=IsHelper
text="JOH:%d:%d"
params=var(0),var(4)

;
;펞A[}[L΍
;

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

[State 20000];ʲ߰ϰx
Type=Varset
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1=Enemy(ceil(fvar(18))),Name="Giant_Mech-HISUI"
Trigger2=Enemy(ceil(fvar(18))),Name="CheetahMen"
Trigger3=Enemy(ceil(fvar(18))),Name="LEOPALDON_GGI"
Trigger4=Enemy(ceil(fvar(18))),Name="Mega_weapon"
Trigger5=Enemy(ceil(fvar(18))),Name="G-akiha"
Trigger6=Enemy(ceil(fvar(18))),Name="Apocalypse"
Trigger7=Enemy(ceil(fvar(18))),Name="Abyss"
var(6)=1
IgnoreHitPause=1

;
;L̃xXg(CZMȂ)
;

[State 20000,72]
Type=Null
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=1||var(7):=120;Zbg
Trigger1=Enemy(ceil(fvar(18))),Name="cvsryu"||Enemy(ceil(fvar(18))),Name="Ryu";KH
Trigger1=var(7):=72
Trigger2=Enemy(ceil(fvar(18))),Name="Yumiduka_Satsuki";[I
Trigger2=var(7):=110
Trigger3=Enemy(ceil(fvar(18))),Name="Kishima_kouma";C
Trigger3=var(7):=110
Trigger4=Enemy(ceil(fvar(18))),Name="Sakuya Izayoi";P
Trigger4=var(7):=110
Trigger5=Enemy(ceil(fvar(18))),Name="chipp";HS
Trigger5=var(7):=125
Trigger6=P2Name="Akiha_Vermilion";𗎂Ƃ EX
Trigger6=var(7):=120
Trigger7=Enemy(ceil(fvar(18))),Name="baiken";S
Trigger7=var(7):=121
Trigger8=Enemy(ceil(fvar(18))),Name="justice";S
Trigger8=var(7):=124
Trigger9=Enemy(ceil(fvar(18))),Name="Nanaya_Shiki";C
Trigger9=var(7):=125
Trigger10=Enemy(ceil(fvar(18))),Name="order-Sol=Badguy";S
Trigger10=var(7):=125
Trigger11=Enemy(ceil(fvar(18))),Name="Reimu_Hakurei";P
Trigger11=var(7):=130
Trigger12=Enemy(ceil(fvar(18))),Name="jam";S
Trigger12=var(7):=130
Trigger13=Enemy(ceil(fvar(18))),Name="millia";HS
Trigger13=var(7):=140
Trigger14=Enemy(ceil(fvar(18))),Name="ROBO-KY1"||Enemy(ceil(fvar(18))),Name="ROBO-KY";K
Trigger14=var(7):=140
Trigger15=Enemy(ceil(fvar(18))),Name="testament";S
Trigger15=var(7):=144
Trigger16=Enemy(ceil(fvar(18))),Name="Kohaku";C
Trigger16=var(7):=150
Trigger17=Enemy(ceil(fvar(18))),Name="Ky=kiske";S
Trigger17=var(7):=153
Trigger18=Enemy(ceil(fvar(18))),Name="Marisa Kirisame";p[XEB[v or }XBuu[
Trigger18=var(7):=160
Trigger19=Enemy(ceil(fvar(18))),Name="sol";KtC
Trigger19=var(7):=160
Trigger20=Enemy(ceil(fvar(18))),Name="johnny";i~Xgt@Ci[
Trigger20=var(7):=180
Trigger21=Enemy(ceil(fvar(18))),Name="Red_Arcueid";AgV[A
Trigger21=var(7):=175
Trigger22=Enemy(ceil(fvar(18))),Name="potemkin";HS
Trigger22=var(7):=178
Trigger23=Enemy(ceil(fvar(18))),Name="gg_venom";HS
Trigger23=var(7):=178
Trigger24=Enemy(ceil(fvar(18))),Name="Nrvnqsr_Chaos";B
Trigger24=var(7):=180
Trigger25=Enemy(ceil(fvar(18))),Name="SLAYER";HS
Trigger25=var(7):=180
Trigger26=Enemy(ceil(fvar(18))),Name="kliff";S
Trigger26=var(7):=200
Trigger27=Enemy(ceil(fvar(18))),Name="AXL";P
Trigger27=var(7):=200
IgnoreHitPause=1

;
;ubLOorRCorV[horep
;

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

[State 20000,47];nΉubLOp
Type=VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1=Enemy(ceil(fvar(18))),AutHorName="Warusaki3"
Trigger1=Enemy(ceil(fvar(18))),var(20)=2||Enemy(ceil(fvar(18))),var(20)=6
Trigger2=Enemy(ceil(fvar(18))),AutHorName="Phantom.of.the.Server"
Trigger3=Enemy(ceil(fvar(18))),AutHorName="GM"
Trigger4=Enemy(ceil(fvar(18))),AutHorName="H"
Trigger5=Enemy(ceil(fvar(18))),Name="Mai Kawasumi"
Trigger6=Enemy(ceil(fvar(18))),Name="Unknown"
Trigger7=Enemy(ceil(fvar(18))),Name="Kanna"
Trigger8=Enemy(ceil(fvar(18))),Name="Ayu Tukimiya"
Trigger9=Enemy(ceil(fvar(18))),Name="Moriya Minakata"
Trigger10=Enemy(ceil(fvar(18))),Name="washizuka"
Trigger11=Enemy(ceil(fvar(18))),Name="washizuka B"
Trigger12=Enemy(ceil(fvar(18))),Name="Moriya Minakata"
Trigger13=Enemy(ceil(fvar(18))),Name="kaede"
var(9)=3
IgnoreHitPause=1

[State 20000,47];ubLOp
Type=VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1=Enemy(ceil(fvar(18))),Name="jam"
var(9)=2
IgnoreHitPause=1

;
;2iWvsor2iWvłȂq 0:󒆃Wvs@1:󒆃Wv\
;

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

[State 20000,47]
Type=VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(ceil(fvar(18))),AutHorName="H"
TriggerAll=Enemy(ceil(fvar(18))),Ctrl
TriggerAll=Enemy(ceil(fvar(18))),var(9)<2
TriggerAll=Enemy(ceil(fvar(18))),var(11)%10=0
Trigger1=Enemy(ceil(fvar(18))),Name="Nrvnqsr_Chaos"
Trigger2=Enemy(ceil(fvar(18))),Name="Warachia"
Trigger3=Enemy(ceil(fvar(18))),Name="Sion_Eltnam_Atlasia"
Trigger4=Enemy(ceil(fvar(18))),Name="Hisui"
Trigger5=Enemy(ceil(fvar(18))),Name="Red_Arcueid"
Trigger6=Enemy(ceil(fvar(18))),Name="Yumiduka_Satsuki"
Trigger7=Enemy(ceil(fvar(18))),Name="Len"
Trigger8=Enemy(ceil(fvar(18))),Name="Akiha_Vermilion"
Trigger9=Enemy(ceil(fvar(18))),Name="Aozaki_Aoko(CPU)"
Trigger10=Enemy(ceil(fvar(18))),Name="White_Len(CPU)"
Trigger11=Enemy(ceil(fvar(18))),Name="Arima_Miyako"
Trigger12=Enemy(ceil(fvar(18))),Name="Nanaya_Shiki"
Trigger13=Enemy(ceil(fvar(18))),Name="Tohno_Shiki"
var(10)=1
IgnoreHitPause=1

[State 20000,47]
Type=VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(ceil(fvar(18))),AutHorName="H"
TriggerAll=Root,P2MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),var(2)/100%10>=3
Trigger1=Enemy(ceil(fvar(18))),Name="Nrvnqsr_Chaos"
Trigger2=Enemy(ceil(fvar(18))),Name="Warachia"
Trigger3=Enemy(ceil(fvar(18))),Name="Sion_Eltnam_Atlasia"
Trigger4=Enemy(ceil(fvar(18))),Name="Hisui"
Trigger5=Enemy(ceil(fvar(18))),Name="Red_Arcueid"
Trigger6=Enemy(ceil(fvar(18))),Name="Len"
Trigger7=Enemy(ceil(fvar(18))),Name="Akiha_Vermilion"
Trigger8=Enemy(ceil(fvar(18))),Name="White_Len(CPU)"
Trigger9=Enemy(ceil(fvar(18))),Name="Arima_Miyako"
Trigger10=Enemy(ceil(fvar(18))),Name="Nanaya_Shiki"
Trigger11=Enemy(ceil(fvar(18))),Name="Tohno_Shiki"
var(10)=1
IgnoreHitPause=1

[State 20000,47]
Type=VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(ceil(fvar(18))),AutHorName="H"
TriggerAll=Root,P2MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),Var(2)/100%10=5
Trigger1=Enemy(ceil(fvar(18))),Name="Yumiduka_Satsuki"
Trigger2=Enemy(ceil(fvar(18))),Name="Kishima_kouma"
Trigger3=Enemy(ceil(fvar(18))),Name="Aozaki_Aoko(CPU)"
var(10)=1
IgnoreHitPause=1

[State 20000,47]
Type=VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(ceil(fvar(18))),AutHorName="H"
TriggerAll=Root,P2MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),Var(2)/100%10=2
Trigger1=Enemy(ceil(fvar(18))),Name="Arima_Miyako"
Trigger1=Enemy(ceil(fvar(18))),StateNo=2350
var(10)=1
IgnoreHitPause=1

[State 20000,47]
Type=VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(ceil(fvar(18))),AutHorName="H"
TriggerAll=Enemy(ceil(fvar(18))),Ctrl
TriggerAll=Enemy(ceil(fvar(18))),StateNo=5210
Trigger1=Enemy(ceil(fvar(18))),Name="Nrvnqsr_Chaos"
Trigger2=Enemy(ceil(fvar(18))),Name="Warachia"
Trigger3=Enemy(ceil(fvar(18))),Name="Sion_Eltnam_Atlasia"
Trigger4=Enemy(ceil(fvar(18))),Name="Hisui"
Trigger5=Enemy(ceil(fvar(18))),Name="Red_Arcueid"
Trigger6=Enemy(ceil(fvar(18))),Name="Yumiduka_Satsuki"
Trigger7=Enemy(ceil(fvar(18))),Name="Len"
Trigger8=Enemy(ceil(fvar(18))),Name="Akiha_Vermilion"
Trigger9=Enemy(ceil(fvar(18))),Name="Aozaki_Aoko(CPU)"
Trigger10=Enemy(ceil(fvar(18))),Name="White_Len(CPU)"
Trigger12=Enemy(ceil(fvar(18))),Name="Nanaya_Shiki"
Trigger13=Enemy(ceil(fvar(18))),Name="Tohno_Shiki"
var(10)=1
IgnoreHitPause=1

[State 20000,47]
Type=VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(ceil(fvar(18))),AutHorName="H"
TriggerAll=Enemy(ceil(fvar(18))),Ctrl
Trigger1=Enemy(ceil(fvar(18))),StateNo=830
Trigger1=Enemy(ceil(fvar(18))),Name!="Nrvnqsr_Chaos"
Trigger1=Enemy(ceil(fvar(18))),Name!="Yumiduka_Satsuki"
Trigger1=Enemy(ceil(fvar(18))),Name!="Kohaku"
Trigger1=Enemy(ceil(fvar(18))),Name!="Red_Arcueid"
Trigger1=Enemy(ceil(fvar(18))),Name!="Akiha_Vermilion"
Trigger1=Enemy(ceil(fvar(18))),Name!="Nanaya_Shiki"
Trigger1=Enemy(ceil(fvar(18))),Name!="Tohno_Shiki"
Trigger2=Enemy(ceil(fvar(18))),Name="Warachia"
Trigger2=Enemy(ceil(fvar(18))),StateNo=111
Trigger3=Enemy(ceil(fvar(18))),Name="Sion_Eltnam_Atlasia"
Trigger3=Enemy(ceil(fvar(18))),StateNo=2300
Trigger4=Enemy(ceil(fvar(18))),Name="Hisui"
Trigger4=Enemy(ceil(fvar(18))),StateNo=2200
Trigger5=Enemy(ceil(fvar(18))),Name="Red_Arcueid"
Trigger5=Enemy(ceil(fvar(18))),StateNo=1350
Trigger6=Enemy(ceil(fvar(18))),Name="Kohaku"
Trigger6=Enemy(ceil(fvar(18))),StateNo=1202||Enemy(ceil(fvar(18))),StateNo=2200
Trigger7=Enemy(ceil(fvar(18))),Name="Akiha_Vermilion"
Trigger7=Enemy(ceil(fvar(18))),StateNo=1101||Enemy(ceil(fvar(18))),StateNo=1151||Enemy(ceil(fvar(18))),StateNo=2101||Enemy(ceil(fvar(18))),StateNo=2200||Enemy(ceil(fvar(18))),StateNo=1350||Enemy(ceil(fvar(18))),StateNo=1360
Trigger8=Enemy(ceil(fvar(18))),Name="Arima_Miyako"
Trigger8=Enemy(ceil(fvar(18))),StateNo=111||Enemy(ceil(fvar(18))),StateNo=2300
Trigger9=Enemy(ceil(fvar(18))),Name="Nanaya_Shiki"||Enemy(ceil(fvar(18))),Name="Tohno_Shiki"
Trigger9=Enemy(ceil(fvar(18))),StateNo=1310||Enemy(ceil(fvar(18))),StateNo=1330
var(10)=1
IgnoreHitPause=1

;

[State 20000,47]
Type=VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1=Enemy(ceil(fvar(18))),AutHorName="muteki"
Trigger1=!Enemy(ceil(fvar(18))),var(11)
Trigger1=!Enemy(ceil(fvar(18))),var(12)
var(10)=1
IgnoreHitPause=1

[State 20000,47]
Type=VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(ceil(fvar(18))),AutHorName="EL"
TriggerAll=Enemy(ceil(fvar(18))),Name="BRIDGET"||Enemy(ceil(fvar(18))),Name="ZAPPA"||Enemy(ceil(fvar(18))),Name="MAY"
Trigger1=!Enemy(ceil(fvar(18))),var(53)||Enemy(ceil(fvar(18))),Name="BRIDGET"
Trigger1=!Enemy(ceil(fvar(18))),var(9)
Trigger1=!Enemy(ceil(fvar(18))),var(14)||Enemy(ceil(fvar(18))),var(15)=1
var(10)=1
IgnoreHitPause=1

[State 20000,47]
Type=VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(ceil(fvar(18))),AutHorName="EL"
TriggerAll=Enemy(ceil(fvar(18))),Name="BRIDGET"
TriggerAll=Enemy(ceil(fvar(18))),NumHelper(100)
TriggerAll=Enemy(ceil(fvar(18))),var(30)>0
TriggerAll=ifelse(Enemy(ceil(fvar(18))),var(1)!=0,Enemy(ceil(fvar(18))),var(27)<2,1)
Trigger1=Enemy(ceil(fvar(18))),Ctrl
Trigger2=Enemy(ceil(fvar(18))),SysVar(3)
var(10)=1
IgnoreHitPause=1

[State 20000,47]
Type=VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(ceil(fvar(18))),AutHorName="muteki"
TriggerAll=Enemy(ceil(fvar(18))),Name="bridget"
TriggerAll=Enemy(ceil(fvar(18))),var(45)<2
TriggerAll=Enemy(ceil(fvar(18))),var(35)=1
Trigger1=Enemy(ceil(fvar(18))),Ctrl
Trigger2=Enemy(ceil(fvar(18))),var(47)>1
Trigger2=Enemy(ceil(fvar(18))),StateNo=1200
var(10)=1
IgnoreHitPause=1

[State 20000,47]
Type=VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(ceil(fvar(18))),AutHorName="kishio"
TriggerAll=Enemy(ceil(fvar(18))),Name="judgment"
Trigger1=Enemy(ceil(fvar(18))),Ctrl
Trigger1=Enemy(ceil(fvar(18))),StateNo=50
Trigger1=Enemy(ceil(fvar(18))),var(0)<1
var(10)=1
IgnoreHitPause=1

[State 20000,47]
Type=VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(ceil(fvar(18))),AutHorName="QWERTY"
TriggerAll=Enemy(ceil(fvar(18))),Name="Ky_and_Sol"
Trigger1=Enemy(ceil(fvar(18))),Ctrl
Trigger1=Enemy(ceil(fvar(18))),StateNo=50
Trigger1=Enemy(ceil(fvar(18))),var(31)=10
var(10)=1
IgnoreHitPause=1

[State 20000,47]
Type=VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(ceil(fvar(18))),AutHorName="MEKA"
TriggerAll=Enemy(ceil(fvar(18))),Name="Anji Mito"
TriggerAll=Enemy(ceil(fvar(18))),Ctrl
Trigger1=Enemy(ceil(fvar(18))),var(2)=1
Trigger2=Enemy(ceil(fvar(18))),var(48)=3
var(10)=1
IgnoreHitPause=1

[State 20000,47]
Type=VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(ceil(fvar(18))),AutHorName="Akutagawa"
TriggerAll=Enemy(ceil(fvar(18))),Name="Ky=kiske"||Enemy(ceil(fvar(18))),Name="order-Sol=Badguy"
Trigger1=Enemy(ceil(fvar(18))),var(4)=1
Trigger1=!Enemy(ceil(fvar(18))),var(6)
Trigger1=Enemy(ceil(fvar(18))),Ctrl
var(10)=1
IgnoreHitPause=1

[State 20000,47]
Type=VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(ceil(fvar(18))),AutHorName="ukege"
TriggerAll=Enemy(ceil(fvar(18))),Name="ROBO-KY"||Enemy(ceil(fvar(18))),Name="ROBO-KY1"||Enemy(ceil(fvar(18))),Name="ROBO-KY MK-U"||Enemy(ceil(fvar(18))),Name="ROBO-KY3"
Trigger1=Enemy(ceil(fvar(18))),var(11)=1
Trigger1=Enemy(ceil(fvar(18))),var(2)<2
var(10)=1
IgnoreHitPause=1

[State 20000,47]
Type=VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(ceil(fvar(18))),AutHorName="@M"
TriggerAll=Enemy(ceil(fvar(18))),Name="anji mito"
Trigger1=Enemy(ceil(fvar(18))),var(19)!=2
var(10)=1
IgnoreHitPause=1

[State 20000,47]
Type=VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(ceil(fvar(18))),AutHorName="Amachi"
TriggerAll=Enemy(ceil(fvar(18))),Name="Sol=Badguy"
TriggerAll=Enemy(ceil(fvar(18))),Ctrl
Trigger1=Enemy(ceil(fvar(18))),StateNo=50
Trigger1=Enemy(ceil(fvar(18))),var(5)=2||Enemy(ceil(fvar(18))),var(5)=11
Trigger2=Enemy(ceil(fvar(18))),StateNo=5210
var(10)=1
IgnoreHitPause=1

[State 20000,47]
Type=VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(ceil(fvar(18))),AutHorName="rei"
TriggerAll=Enemy(ceil(fvar(18))),Name="jedah"
Trigger1=Enemy(ceil(fvar(18))),var(53)>=0
Trigger1=Enemy(ceil(fvar(18))),Ctrl||(Enemy(ceil(fvar(18))),StateNo=[100,105])
var(10)=1
IgnoreHitPause=1

[State 20000,47]
Type=VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(ceil(fvar(18))),Name="Q-Bee by M@PPY"
TriggerAll=Enemy(ceil(fvar(18))),var(3)!=2
Trigger1=Enemy(ceil(fvar(18))),StateNo=50
Trigger2=Enemy(ceil(fvar(18))),StateNo=2041
var(10)=1
IgnoreHitPause=1

;
;AnimTimełȂZp
;

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

[State 20000];ob^ nл
Type=Null
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1=Enemy(ceil(fvar(18))),Name="Bulleta SXP"
Trigger1=Enemy(ceil(fvar(18))),StateNo=[1100,1102]
Trigger1=var(11):=75-Enemy(ceil(fvar(18))),Time
IgnoreHitPause=1

;
;LW

[State 20000];uWbg D FRC
Type=Null
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(ceil(fvar(18))),AutHorName="muteki"
TriggerAll=Enemy(ceil(fvar(18))),Name="bridget"
TriggerAll=Enemy(ceil(fvar(18))),Power>499
Trigger1=Enemy(ceil(fvar(18))),StateNo=450
Trigger1=Enemy(ceil(fvar(18))),AnimElem=6,<0
Trigger1=var(11):=8-Enemy(ceil(fvar(18))),Time
Trigger2=Enemy(ceil(fvar(18))),StateNo=1300
Trigger2=Enemy(ceil(fvar(18))),AnimElem=8,<0
Trigger2=var(11):=12-Enemy(ceil(fvar(18))),Time
IgnoreHitPause=1

[State 20000];\ KtC FRC
Type=Null
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(ceil(fvar(18))),AutHorName="muteki"
TriggerAll=Enemy(ceil(fvar(18))),Name="sol"
TriggerAll=Enemy(ceil(fvar(18))),Power>499
Trigger1=Enemy(ceil(fvar(18))),StateNo=1000
Trigger1=Enemy(ceil(fvar(18))),Time<15;=[13,15]
Trigger1=var(11):=13-Enemy(ceil(fvar(18))),Time
Trigger2=Enemy(ceil(fvar(18))),Time<13;=[9,12]
Trigger2=Enemy(ceil(fvar(18))),StateNo=1400
Trigger2=var(11):=9-Enemy(ceil(fvar(18))),Time
Trigger3=Enemy(ceil(fvar(18))),StateNo=1501
Trigger3=Enemy(ceil(fvar(18))),AnimElem=3,<0
Trigger3=var(11):=3-Enemy(ceil(fvar(18))),Time
IgnoreHitPause=1

[State 20000]
Type=Null
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(ceil(fvar(18))),AutHorName="muteki"
TriggerAll=Enemy(ceil(fvar(18))),Name="millia"
TriggerAll=Enemy(ceil(fvar(18))),Power>499
Trigger1=Enemy(ceil(fvar(18))),StateNo=1201
Trigger1=Enemy(ceil(fvar(18))),Time=[4,7]
Trigger1=var(11):=4-Enemy(ceil(fvar(18))),Time
Trigger2=Enemy(ceil(fvar(18))),var(58)!=2
Trigger2=Enemy(ceil(fvar(18))),StateNo=1150
Trigger2=Enemy(ceil(fvar(18))),Time<16
Trigger2=var(11):=13-Enemy(ceil(fvar(18))),Time
Trigger3=Enemy(ceil(fvar(18))),var(58)=2
Trigger3=Enemy(ceil(fvar(18))),Time<21
Trigger3=Enemy(ceil(fvar(18))),StateNo=1150
Trigger3=var(11):=19-Enemy(ceil(fvar(18))),Time
Trigger4=Enemy(ceil(fvar(18))),var(58)!=2
Trigger4=Enemy(ceil(fvar(18))),Time<10
Trigger4=Enemy(ceil(fvar(18))),StateNo=206
Trigger4=var(11):=9-Enemy(ceil(fvar(18))),Time
Trigger5=Enemy(ceil(fvar(18))),var(58)!=2
Trigger5=Enemy(ceil(fvar(18))),Time<14
Trigger5=Enemy(ceil(fvar(18))),StateNo=215
Trigger5=var(11):=12-Enemy(ceil(fvar(18))),Time
Trigger6=Enemy(ceil(fvar(18))),var(58)=2
Trigger6=Enemy(ceil(fvar(18))),Time<4
Trigger6=Enemy(ceil(fvar(18))),StateNo=1100
Trigger6=var(11):=2-Enemy(ceil(fvar(18))),Time
Trigger7=Enemy(ceil(fvar(18))),var(58)=2
Trigger7=Enemy(ceil(fvar(18))),StateNo=1500
Trigger7=Enemy(ceil(fvar(18))),AnimElem=9,<0
Trigger7=var(11):=15-Enemy(ceil(fvar(18))),Time
IgnoreHitPause=1

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

[State 20000]
Type=Null
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(ceil(fvar(18))),AutHorName="muteki"
TriggerAll=Enemy(ceil(fvar(18))),Name="testament"
TriggerAll=Enemy(ceil(fvar(18))),Power>499
Trigger1=Enemy(ceil(fvar(18))),StateNo=1200;eX^g ޾ް FRC
Trigger1=Enemy(ceil(fvar(18))),Time<16
Trigger1=var(11):=12-Enemy(ceil(fvar(18))),Time
Trigger2=Enemy(ceil(fvar(18))),StateNo=1250;eX^g ޾ްHS FRC
Trigger2=Enemy(ceil(fvar(18))),Time<15
Trigger2=var(11):=12-Enemy(ceil(fvar(18))),Time
Trigger3=Enemy(ceil(fvar(18))),var(58)=2
Trigger3=Enemy(ceil(fvar(18))),StateNo=240;eX^g ޽ FRC
Trigger3=Enemy(ceil(fvar(18))),Time<19
Trigger3=var(11):=16-Enemy(ceil(fvar(18))),Time
Trigger4=Enemy(ceil(fvar(18))),var(58)!=2
Trigger4=Enemy(ceil(fvar(18))),StateNo=240;eX^g HS #R FRC
Trigger4=Enemy(ceil(fvar(18))),Time<28
Trigger4=var(11):=22-Enemy(ceil(fvar(18))),Time
Trigger5=Enemy(ceil(fvar(18))),var(58)=2
Trigger5=Enemy(ceil(fvar(18))),StateNo=240;eX^g HS AC FRC
Trigger5=Enemy(ceil(fvar(18))),Time<30
Trigger5=var(11):=24-Enemy(ceil(fvar(18))),Time
Trigger6=Enemy(ceil(fvar(18))),StateNo=3100;eX^g Ͻ߯ #R FRC
Trigger6=Enemy(ceil(fvar(18))),Time<54
Trigger6=var(11):=50-Enemy(ceil(fvar(18))),Time
Trigger7=Enemy(ceil(fvar(18))),StateNo=3180;eX^g Ͻ߯ AC FRC
Trigger7=Enemy(ceil(fvar(18))),Time<60
Trigger7=var(11):=55-Enemy(ceil(fvar(18))),Time
IgnoreHitPause=1

[State 20000]
Type=Null
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(ceil(fvar(18))),AutHorName="muteki"
TriggerAll=Enemy(ceil(fvar(18))),Name="johnny"
TriggerAll=Enemy(ceil(fvar(18))),Power>499
Trigger1=Enemy(ceil(fvar(18))),StateNo=1100;Wj[ ި޲ڲވړ FRC
Trigger1=Enemy(ceil(fvar(18))),Time<14
Trigger1=var(11):=12-Enemy(ceil(fvar(18))),Time
Trigger2=Enemy(ceil(fvar(18))),StateNo=1110;Wj[ ި޲ڲ FRC
Trigger2=Enemy(ceil(fvar(18))),Time<11
Trigger2=var(11):=10-Enemy(ceil(fvar(18))),Time
Trigger3=Enemy(ceil(fvar(18))),StateNo=1150;Wj[ ި޲ڲ FRC
Trigger3=Enemy(ceil(fvar(18))),Time<17
Trigger3=var(11):=14-Enemy(ceil(fvar(18))),Time
Trigger4=Enemy(ceil(fvar(18))),StateNo=215;Wj[ K FRC
Trigger4=Enemy(ceil(fvar(18))),Time<14
Trigger4=var(11):=11-Enemy(ceil(fvar(18))),Time
IgnoreHitPause=1

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

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

;
;G
;
[State 20000];Zbg
Type=Null
TriggerAll=IsHelper
Trigger1=var(20)<0
Trigger1=var(20):=0
IgnoreHitPause=1
;
;^C}[
[State 20000];^C}[
Type=varAdd
TriggerAll=IsHelper
Trigger1=var(20)>0
var(20)=-1
IgnoreHitPause=1
[State 20000]
Type=varSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo=[150,155]
Trigger1=Enemy(ceil(fvar(18))),AutHorName="muteki"
Trigger2=Enemy(ceil(fvar(18))),Name="order-Sol=Badguy"
Trigger2=Enemy(ceil(fvar(18))),NumHelper(20000+ID)
Trigger2=Enemy(ceil(fvar(18))),AutHorName="Akutagawa"
var(20)=6
IgnoreHitPause=1
[State 20000]
Type=varSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1=Enemy(ceil(fvar(18))),MoveType=H
Trigger1=Enemy(ceil(fvar(18))),StateNo=[150,155]
Trigger1=Enemy(ceil(fvar(18))),Name="Reimu_Hakurei"
var(20)=10
IgnoreHitPause=1
[State 20000]
Type=varSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),HitOver
TriggerAll=Enemy(ceil(fvar(18))),AutHorName="H"
Trigger1=StateNo=151
Trigger2=StateNo=153
Trigger3=StateNo=155
Trigger4=StateNo=5001
Trigger5=StateNo=5011
var(20)=4
IgnoreHitPause=1
;
;Zbg
[State -3];\@K
Type=Null
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1=Enemy(ceil(fvar(18))),Name="order-Sol=Badguy"
Trigger1=Enemy(ceil(fvar(18))),AutHorName="Akutagawa"
Trigger1=Enemy(ceil(fvar(18))),StateNo=215
Trigger1=Enemy(ceil(fvar(18))),Time<21
var(20)=21-Enemy(ceil(fvar(18))),Time
IgnoreHitPause=1
[State -3]
Type=Null
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(ceil(fvar(18))),AutHorName="muteki"
Trigger1=Enemy(ceil(fvar(18))),Name="baiken";~@K
Trigger1=Enemy(ceil(fvar(18))),AutHorName="muteki"
Trigger1=Enemy(ceil(fvar(18))),StateNo=215
Trigger1=Enemy(ceil(fvar(18))),Time<12
Trigger1=var(20):=12-Enemy(ceil(fvar(18))),Time
Trigger2=Enemy(ceil(fvar(18))),Name="eddie";GfB@_ht@O
Trigger2=Enemy(ceil(fvar(18))),StateNo=1300
Trigger2=Enemy(ceil(fvar(18))),Time<8
Trigger2=var(20):=8-Enemy(ceil(fvar(18))),Time
Trigger3=Enemy(ceil(fvar(18))),Name="sol";\@t@tj[
Trigger3=Enemy(ceil(fvar(18))),StateNo=1710
Trigger3=Enemy(ceil(fvar(18))),Time<19
Trigger3=var(20):=19-Enemy(ceil(fvar(18))),Time
IgnoreHitPause=1
;
;H炢LZ֘A
;
[State 20000];TCN΍
Type=varSet
Trigger1=IsHelper
var(50)=0
IgnoreHitPause=1
[State 20000];TCN΍
Type=varSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1=Enemy(ceil(fvar(18))),AutHorName="muteki"
Trigger1=Enemy(ceil(fvar(18))),fvar(33)>=1.5
Trigger2=Enemy(ceil(fvar(18))),AutHorName="Akutagawa"
Trigger2=Enemy(ceil(fvar(18))),fvar(30)>=15000
Trigger3=Enemy(ceil(fvar(18))),AutHorName="EL"
Trigger3=Enemy(ceil(fvar(18))),fvar(10)>=15000
var(50)=1
IgnoreHitPause=1
[State 20000];TLXp΍
Type=varSet
Trigger1=IsHelper
var(51)=0
IgnoreHitPause=1
[State 20000];TLXp΍
Type=varSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1=Enemy(ceil(fvar(18))),AutHorName="H"
Trigger1=Enemy(ceil(fvar(18))),Var(13)||Enemy(ceil(fvar(18))),Var(14)
var(51)=1
IgnoreHitPause=1
;
;Nオړ or NUߋۉ\
;
[State 20000];ZbcH
Type=varSet
TriggerAll=IsHelper
Trigger1=1
var(3)=0
[State 20000]
Type=VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1=Enemy(ceil(fvar(18))),Name="Reimu_Hakurei"
Trigger2=Enemy(ceil(fvar(18))),Name="Bulleta SXP"
var(3)=3
;
;炢̕΂
;
[State -3];
Type=varSet
Trigger1=IsHelper
fvar(0)=0
IgnoreHitPause=1
[State -3];ɔ΂
Type=varSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1=Enemy(ceil(fvar(18))),Name="johnny"
Trigger2=Enemy(ceil(fvar(18))),Name="Maxime"
Trigger3=Enemy(ceil(fvar(18))),Name="kirby"
Trigger4=Enemy(ceil(fvar(18))),Name="BRIDGET"
Trigger4=Enemy(ceil(fvar(18))),AutHorName="EL"
Trigger5=Enemy(ceil(fvar(18))),Name="Warachia"
fvar(0)=1
IgnoreHitPause=1
[State -3];ɔ΂
Type=varSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1=Enemy(ceil(fvar(18))),Name="TOKI"
fvar(0)=2
IgnoreHitPause=1
[State -3];^񒆂ɏ
Type=varSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1=Enemy(ceil(fvar(18))),Name="Kung Fu Man"
fvar(0)=3
IgnoreHitPause=1
[State -3];
Type=varSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1=Enemy(ceil(fvar(18))),Name="AXL"
Trigger2=Enemy(ceil(fvar(18))),Name="potemkin"
Trigger3=Enemy(ceil(fvar(18))),Name="testament"
fvar(0)=4
IgnoreHitPause=1

;
;ѓ΍p
;

[State -1]
Type=Null
TriggerAll=IsHelper
Trigger1=fvar(1):=0

[State -1,ky];X^GbW
Type=varSet
fvar(1)=4
TriggerAll=IsHelper
TriggerAll=NumEnemy=1
TriggerAll=Root,NumHelper(40000+Root,ID)
Trigger1=Enemy,Name="Ky=kiske"
Trigger1=Enemy,AutHorName="akutagawa"
Trigger1=Enemy,StateNo=1000
Trigger1=Enemy,NumHelper(1002)
Trigger2=Enemy,Name="ky"
Trigger2=Enemy,AutHorName="muteki"
Trigger2=Enemy,StateNo=1000
Trigger2=Enemy,NumHelper(1001)

[State -1,Ryu];g ^g
Type=varSet
fvar(1)=4
TriggerAll=IsHelper
TriggerAll=NumEnemy=1
TriggerAll=Root,NumHelper(40000+Root,ID)
TriggerAll=Enemy,Name="Ryu"
TriggerAll=Enemy,AutHorName="Phantom.of.the.Server"
Trigger1=Enemy,NumHelper(1005)||Enemy,NumHelper(1025)
Trigger1=Enemy,StateNo=1000
Trigger2=Enemy,NumHelper(1015)
Trigger3=Enemy,NumHelper(3005)

[State -1,Ryu];TCRb{[
Type=varSet
fvar(1)=4
TriggerAll=IsHelper
TriggerAll=NumEnemy=1
TriggerAll=Enemy,Name="cvsathena"
TriggerAll=Enemy,AutHorName="Warusaki3"
TriggerAll=Root,NumHelper(40000+Root,ID)
Trigger1=Enemy,NumHelper(7000)
Trigger1=Enemy,StateNo=1000
Trigger1=Enemy,var(5)>0

[State -1,Ryu];g ^g
Type=varSet
fvar(1)=4
TriggerAll=IsHelper
TriggerAll=NumEnemy=1
TriggerAll=Root,NumHelper(40000+Root,ID)
TriggerAll=Enemy,Name="cvsryu"||Enemy,Name="cvsryu_normal"||Enemy,Name="cvsryu_ex"
TriggerAll=Enemy,AutHorName="Warusaki3"
Trigger1=Enemy,NumHelper(7000)
Trigger1=Enemy,StateNo=1000
Trigger1=Enemy,var(5)>0
Trigger2=Enemy,NumHelper(7300)

[State -1,ken];DŔg ^g
Type=varSet
fvar(1)=4
TriggerAll=IsHelper
TriggerAll=NumEnemy=1
TriggerAll=Root,NumHelper(40000+Root,ID)
TriggerAll=Enemy,Name="cvsken"||Enemy,Name="cvsken_normal"||Enemy,Name="cvsken_ex"
TriggerAll=Enemy,AutHorName="Warusaki3"
Trigger1=Enemy,NumHelper(7000)
Trigger1=Enemy,StateNo=1000
Trigger1=Enemy,var(5)>0

[State -1,ShinGouki];DŔg ^g
Type=varSet
fvar(1)=4
TriggerAll=IsHelper
TriggerAll=NumEnemy=1
TriggerAll=Root,NumHelper(40000+Root,ID)
TriggerAll=Enemy,Name="Shin Gouki"
TriggerAll=Enemy,AutHorName="Phantom.of.the.Server"
Trigger1=Enemy,NumHelper(1005)
Trigger1=Enemy,StateNo=1000
Trigger2=Enemy,NumHelper(1025)
Trigger2=Enemy,StateNo=1020
Trigger3=Enemy,NumHelper(3005)

;
;폜
;
[State ]
Type=DestroySelf
Trigger1=IsHelper
Trigger1=Root,fvar(39)<1
Trigger1=Root,var(59)<0
