;
;AI@by~a
;
; Lvݒł@ɂ
;Type=varSetvar(59)= (TriggertĂȂق)
;̕ς邱ƂAILvω܂Buvar(59)=vŌƂo͂ł
; :Lvオɂް  FD K x10%ÂUP
;1`3 :R{قƂǂȂ K[hقƂǂȂ(10%ȉ)
;4`6 :GẐԂϗUP 
;7`9 :Ԃϗ ؂ւx㏸ ἨR{gp ii΋gpUP ȂȂĂ
;========lԗlɍlȂ========
;10   :xMAX  \ȂSް ͉\Ȃ肷ׂĔ(΍̂͌\)@KUP ΋ t؂ւ
;11   :xMAX@̋@\@@\ȂSK
;12   :OAI ̋@\@ivR{(̃L)gp C`Lp
;
;
;XVڍ
;
;OXXV
;E啝XV
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;
;
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;  ConfigYꂸ
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;ER{œK
;EUwKuǉ
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;  ^bOΉɂ27SRȂ
;
;
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;EAIEꕔΉ(̂Ȃ WF_̉Œ͂ޓz@DIO̎SEY) Lv10ȏ͉\Ȍ100%悤ɂĂ܂ Lv9ȉ͐؂ւ̐𓯂炢
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;
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;K                               17
;D                               28
;Ҷ̨                           24
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;
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;q[gibN̂Ƃ̃Q[W̏㏸x[Ȃ̂łɗ܂܂
;AC[hȊO̓XChwbhƓ_EŒʏ葽߂ɐQׂ܂AAI͂łقڕ̂35%炢܂܂
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;E܂fRs͈̔͂oB͋g΃fRs𓖐gƂ₷̂Ŋy
;@fRsɏĂZΈCɊyɂȂB
;EEX̏ꍇ܂ݶèدނ͈̔͂oA̋ŉI舂ɋZUȂ悤Ɂ@Ȃ݂ɍő勗P2BodyDist X187@ʔȏ
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;  ʂƂɽƂÂł_B
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;  ȂLȂgƂċ󒆃_bV⃊[`̂ZΓƂB
;
;Z̓_Ȃ̂ŋĂȂłˁV[Y
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;  Ȃ̂ŃubLO͖łB
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;  1̏ꍇHitdefAttrɔKȂ̂ō߂œȂ悤ɂƃXJƂ_B߂p̂ɂ̂ȂZł
;  AttrtĂ铖gɔĂ܂@ƑOvar烉_
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;
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;  Ƃ͂̂̂AILvLvƎgpȂ悤ɂȂ\ł
;
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;@hƂHitdefAttȓŌȂԂŃ|`oXɔhUOŐ؂̂łɓ悤ɂ΂ƂȂ
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;
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;@܂ςAILvLvƎgpȂ悤ɂȂ\ł
;
;
[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    (AI킷Ƃɂ͂̐lɂ͂Ȃł)
;5=mFޯӰ2   (AI킷Ƃɂ͂̐lɂ͂Ȃł)
;6=mFޯӰ3   (AI킷Ƃɂ͂̐lɂ͂Ȃł)

[State 30000];AÎƂӰޕύX
Type=VarSet
Trigger1=IsHelper
var(1)=0
;0=#RӰ(ftHg)
;1=EXӰ
;2=ACӰ
;(teamside=1)*1=1PEX[h 2P#R[h
;(teamside=2)*1=1P#R[h 2PEX[h
;(teamside=1)*2=1PAC[h 2P#R[h
;(teamside=2)*2=1P#R[h 2PAC[h
;1+(teamside=1)*1=1PAC[h 2PEX[h
;1+(teamside=2)*1=1PEX[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)*1=1P2P#RӰ 3P4PEXӰ
;(Partner,ID>Root,ID)*1=1P2PEXӰ 3P4P#RӰ
;(Partner,ID<Root,ID)*2=1P2P#RӰ 3P4PACӰ
;(Partner,ID<Root,ID)*2=1P2PACӰ 3P4P#RӰ
;1+(Partner,ID<Root,ID)=1P2PEXӰ 3P4PACӰ
;1+(Partner,ID<Root,ID)=1P2PACӰ 3P4PEXӰ
;
;̑̑gݍ킹͏Ƒg݂킹Ă
;̑gݍ킹܂ŏƒ̂ŏȗ

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

[State 30000];F.D.B.(fRs)̎gtO
Type=VarSet
Trigger1=IsHelper
var(4)=1
;F.D.B.=fRsōU܂@U͈͂ƂłȂł@UOɔѓƐp̔ѓˏo܂
;01Sł
;0=ѓ˂ɎgȂ
;1=Nemeŵ(ftHg)
;2=ꂩőHelperProjoĂƂɂԂς

[State 30000];A[}[Z@tO
Type=VarSet
Trigger1=IsHelper
var(5)=0
;gpZꗗ@{IɑSȖ̗͌܂
;En}[tH[@
;EWbWKgbg(#R[h)
;EU.B.S.(EX[h)=ĝ悤ȃA[}[Z gƈă_[W͐H炤 Ĝq[gibN Ĝ|`oX ĜWbWKgbg̍Uɔh\
;
;Ă܂p^[̂0ԈS
;0=gpȂ (ftHg)
;1=gp@ƂĂׂ₷ pAIE\(_)
;2=HitOverrideŎgp Ԑx߂ P2StateNo̍U蔲Ă܂oO pAIE\(_)

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

;
;
;
[State 30000]
Type=SelfState
Trigger1=!IsHelper
value=50
IgnoreHitPause=1
[State 30000]
Type=ChangeAnim
Trigger1=IsHelper
value=2002
IgnoreHitPause=1
[State 30000]
Type=AssertSpecial
Trigger1=IsHelper
flag=invIsible
IgnoreHitPause=1
[State 30000]
Type=PosSet
Trigger1=IsHelper
x=Root,Pos x+90*ifelse(Root,facing=1,1,-1)
y=Const(Size.Head.Pos.y)+Root,Pos y
[State 30000]
Type=Turn
Trigger1=IsHelper
Trigger1=Root,facing!=facing
[State 30000]
Type=NotHitBy
Trigger1=IsHelper
value=SAC
[State 30000]
Type=Null
Trigger1=0;IsHelper
Trigger1=var(1)!=0
Trigger1=var(1)!=10
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)=-1-2-3StatepPrevStateNo
;var(11)=-1-2-3StatepPrevStateNo
;var(12)=炢Ԃ牽F
;var(13)=Ƃ̃Xe[g
;var(14)=Ƃ̃Xe[g
;var(15)=Ƃ̃Xe[g
;var(16)=Ƃ̃Xe[g
;var(17)=Ƃ̃Xe[g
;var(18)=Ƃ̃Xe[g
;var(19)=Ƃ̃Xe[g
;var(20)=肪g\܂ł̎ԑp2P
;var(21)=肪g\܂ł̎ԑp4P
;var(22)=Uԑp2P
;var(23)=Uԑp2P
;var(24)=Uԑp4P
;var(25)=Uԑp4P
;var(26)=؋󎞊ԑ2P
;var(27)=؋󎞊ԑ4P
;var(28)=
;var(29)=
;var(30)=4Pp P2Dist X
;var(31)=4Pp P2BodyDist X
;var(32)=4Pp P2Dist Y
;var(33)=
;var(34)=
;var(35)=
;var(36)=
;var(37)=
;var(38)=
;var(39)=
;var(40)=GetHitVar(HitShakeTime)Y΍p2P 1
;var(41)=GetHitVar(HitShakeTime)Y΍p2P 2
;var(42)=GetHitVar(HitShakeTime)Y΍p4P 1
;var(43)=GetHitVar(HitShakeTime)Y΍p4P 2
;var(44)=
;var(45)=
;var(46)=
;var(47)=
;var(48)=
;var(49)=
;var(50)=nʂɐڐG܂łF 2P
;var(51)=nʂɐڐG܂łF 4P
;var(52)=
;var(53)=
;var(54)=
;var(55)=
;var(56)=
;var(57)=
;var(58)=
;var(59)=
;fvar(0)=d͌vZd͋Lp
;fvar(1)=d͌vZp1
;fvar(2)=d͌vZp2
;fvar(3)=d͌vZp3
;fvar(4)=d͌vZp4
;fvar(5)=d͌vZp5
;fvar(6)=d͌vZp6
;fvar(7)=d͌vZp7
;fvar(8)=d͌vZp8
;fvar(9)=d͌vZp9
;fvar(10)=d͌vZp10
;fvar(11)=d͌vZp11
;fvar(12)=d͌vZp12
;fvar(13)=d͌vZp13
;fvar(14)=d͌vZp14
;fvar(15)=d͌vZp15
;fvar(16)=d͌vZp16
;fvar(17)=d͌vZp17
;fvar(18)=d͌vZp18
;fvar(19)=d͌vZp19
;fvar(20)=d͌vZp20
;fvar(21)=d͌vZp21
;fvar(22)=d͌vZp22
;fvar(23)=d͌vZp23
;fvar(24)=d͌vZp24
;fvar(25)=d͌vZp25
;fvar(26)=d͌vZp26
;fvar(27)=d͌vZp27
;fvar(28)=d͌vZp28
;fvar(29)=d͌vZp29
;fvar(30)=d͌vZp30
;fvar(31)=d͌vZp31
;fvar(32)=
;fvar(33)=
;fvar(34)=
;fvar(35)=
;fvar(36)=
;fvar(37)=
;fvar(38)=
;fvar(39)=
;
;eXg
;

[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];StateType=L _p
Type=Null
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1=Root,StateType=L
Trigger1=var(46)=0||0*(var(46):=1+var(46))
Trigger1=var(45):=Random
Trigger2=Root,StateType!=L
Trigger2=1||var(45):=0
Trigger2=1||var(46):=0
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];󒆂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

[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

;[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

;
;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
;
;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
;XCh_Ep
;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 -3,AIFlagSet];AItOZbg
Type=VarSet
TriggerAll=var(59)<1
TriggerAll=RoundState=2
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)=0
Trigger27=NumHelper(10000)
Trigger27=Helper(10000),var(59)>0
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
Trigger31=var(59)>0
var(59)=10;(1`12܂Őݒ\)
IgnoreHitPause=1

[State -3,ComboDebacFlag Set or Reset]
Type=Null
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)
Trigger3=fvar(39)>0
Trigger3=var(59)>0||Helper(30000+ID),var(0)!=4
Trigger3=fvar(39):=0
IgnoreHitPause=1

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

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

[State -3]
Type=Helper
TriggerAll=!IsHelper
Trigger1=!NumHelper(30000+ID)
Trigger1=var(59)>=0||fvar(39)>0
HelperType=Normal
Name="Dist"
StateNo=30000
ID=30000+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="Dist"
StateNo=11111
ID=11111+ID
PauseMovetime=9**8
SuperMovetime=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=Null
Trigger1=fvar(8)=0
Trigger1=1||fvar(8):=1/Const(size.xScale)*0.5
Trigger2=fvar(9)=0
Trigger2=1||fvar(9):=1/Const(size.yScale)*0.5

;
;蕜Ac莞ԑ
;

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

[State -3];gc莞
Type=Null
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
Trigger1=Enemy(ceil(fvar(18))),GetHitVar(fall.Recover)=0||Enemy(ceil(fvar(18))),StateNo=822
Trigger1=fvar(34):=99999
IgnoreHitPause=1

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

[State -3];蕜Ac莞ԗp n
Type=Null
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=NumTarget(1321)
TriggerAll=Enemy(ceil(fvar(18))),StateNo=1334
Trigger1=fvar(34):=60-Enemy(ceil(fvar(18))),Time
IgnoreHitPause=1

[State -3];蕜Ac莞ԗp n
Type=Null
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=NumTarget(1320)
TriggerAll=Enemy(ceil(fvar(18))),StateNo=1344
Trigger1=fvar(34):=60-Enemy(ceil(fvar(18))),Time
IgnoreHitPause=1

[State -3];蕜Ac莞ԗp 낯˯߰
Type=Null
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
Trigger1=Enemy(ceil(fvar(18))),StateNo=2100
Trigger1=fvar(34):=4+27+Enemy(ceil(fvar(18))),GetHitVar(HitShakeTime)
Trigger2=Enemy(ceil(fvar(18))),StateNo=2110
Trigger2=fvar(34):=4+31+Enemy(ceil(fvar(18))),GetHitVar(HitShakeTime)
Trigger3=Enemy(ceil(fvar(18))),StateNo=2120
Trigger3=fvar(34):=4+36+Enemy(ceil(fvar(18))),GetHitVar(HitShakeTime)
Trigger4=Enemy(ceil(fvar(18))),StateNo=2130
Trigger4=fvar(34):=4+39+Enemy(ceil(fvar(18))),GetHitVar(HitShakeTime)
Trigger5=Enemy(ceil(fvar(18))),StateNo=2150
Trigger5=fvar(34):=4+64+Enemy(ceil(fvar(18))),GetHitVar(HitShakeTime)
Trigger6=Enemy(ceil(fvar(18))),StateNo=2151
Trigger6=fvar(34):=4+64+28-Enemy(ceil(fvar(18))),Time
Trigger7=Enemy(ceil(fvar(18))),StateNo=2170
Trigger7=fvar(34):=4+61+Enemy(ceil(fvar(18))),GetHitVar(HitShakeTime)
IgnoreHitPause=1

[State -3];蕜Ac莞ԗp oK` 
Type=Null
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
Trigger1=(Enemy(ceil(fvar(18))),StateNo=[2101,2102])||(Enemy(ceil(fvar(18))),StateNo=[2111,2112])||(Enemy(ceil(fvar(18))),StateNo=[2121,2122])||(Enemy(ceil(fvar(18))),StateNo=[2131,2132])||Enemy(ceil(fvar(18))),StateNo=[2171,2172]
Trigger1=fvar(34):=4+Enemy(ceil(fvar(18))),sysvar(0)
IgnoreHitPause=1

[State -3];蕜Ac莞ԗp oK` 
Type=Null
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
Trigger1=(Enemy(ceil(fvar(18))),StateNo=[2152,2153])
Trigger1=fvar(34):=4+Enemy(ceil(fvar(18))),sysvar(0)
IgnoreHitPause=1

[State -3];蕜Ac莞ԗp 낯Ō 
Type=Null
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
Trigger1=Enemy(ceil(fvar(18))),StateNo=2160
Trigger1=fvar(34):=4-Enemy(ceil(fvar(18))),Time
IgnoreHitPause=1

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

;
;҂
;

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[State -3,f38=0];薳G SG
Type=VarSet
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
Trigger1=0
Trigger2=Enemy(ceil(fvar(18))),Name="cvsrugal"||Enemy(ceil(fvar(18))),Name="cvsg_rugal"
Trigger2=Enemy(ceil(fvar(18))),StateNo=1800
Trigger3=Enemy(ceil(fvar(18))),Name="cvsgouki"||Enemy(ceil(fvar(18))),Name="cvsgouki_ex"||Enemy(ceil(fvar(18))),Name="cvsgouki_Normal"
Trigger3=Enemy(ceil(fvar(18))),StateNo=1500
Trigger4=Enemy(ceil(fvar(18))),Name="cvsryu"||Enemy(ceil(fvar(18))),Name="cvsryu_ex"||Enemy(ceil(fvar(18))),Name="cvsryu_Normal"||Enemy(ceil(fvar(18))),Name="Shin Gouki"||Enemy(ceil(fvar(18))),Name="Ryu"
Trigger4=Enemy(ceil(fvar(18))),StateNo=1400
Trigger5=Enemy(ceil(fvar(18))),Name="Evil Ken"||Enemy(ceil(fvar(18))),Name="Evil Ryu"||Enemy(ceil(fvar(18))),Name="Evil Dan"
Trigger5=Enemy(ceil(fvar(18))),StateNo=[3960,3971]
Trigger6=Enemy(ceil(fvar(18))),Name="KoNoha"
Trigger6=Enemy(ceil(fvar(18))),StateNo=1200||Enemy(ceil(fvar(18))),StateNo=1220||Enemy(ceil(fvar(18))),StateNo=1610
Trigger7=Enemy(ceil(fvar(18))),Name="jam"
Trigger7=Enemy(ceil(fvar(18))),StateNo=[1310,1311]
Trigger8=Enemy(ceil(fvar(18))),Name="eddie"
Trigger8=Enemy(ceil(fvar(18))),StateNo=1101
Trigger9=Enemy(ceil(fvar(18))),Name="TOKI-(NERICYA)"
Trigger9=(Enemy(ceil(fvar(18))),StateNo=[1210,1250])||(Enemy(ceil(fvar(18))),StateNo=[1300,1600])
Trigger10=Enemy(ceil(fvar(18))),Name="OGRE"
Trigger10=Enemy(ceil(fvar(18))),StateNo=[980,991]
Trigger11=Enemy(ceil(fvar(18))),AutHorName="Toma & Raien Makoto"
Trigger11=Enemy(ceil(fvar(18))),Name="Aoko Aozaki"||Enemy(ceil(fvar(18))),Name="Shiki_Nanaya"
Trigger11=Enemy(ceil(fvar(18))),StateNo=1253
Trigger12=Enemy(ceil(fvar(18))),Name="General"
Trigger12=Enemy(ceil(fvar(18))),StateNo=[1000,1012]
Trigger13=Enemy(ceil(fvar(18))),Name="Omega Goenitz"
Trigger13=Enemy(ceil(fvar(18))),StateNo=900||Enemy(ceil(fvar(18))),StateNo=1000||Enemy(ceil(fvar(18))),StateNo=3100
Trigger14=Enemy(ceil(fvar(18))),Name="Reimu_Hakurei"
Trigger14=Enemy(ceil(fvar(18))),StateNo=3021||Enemy(ceil(fvar(18))),StateNo=3026
Trigger15=0
Trigger16=0
Trigger17=0
Trigger18=0
Trigger19=Enemy(ceil(fvar(18))),Name="Youmu_Konpaku"
Trigger19=Enemy(ceil(fvar(18))),StateNo=3100||Enemy(ceil(fvar(18))),StateNo=710
Trigger20=Enemy(ceil(fvar(18))),Name="Marisa Kirisame"
Trigger20=Enemy(ceil(fvar(18))),StateNo=[2010,2011]
Trigger21=Enemy(ceil(fvar(18))),Name="Jedah"
Trigger21=Enemy(ceil(fvar(18))),StateNo=500||Enemy(ceil(fvar(18))),StateNo=810||Enemy(ceil(fvar(18))),Time<14&&(Enemy(ceil(fvar(18))),StateNo=1300||Enemy(ceil(fvar(18))),StateNo=2300)
Trigger22=Enemy(ceil(fvar(18))),Name="Izayoi Sakuya Brando"
Trigger22=Enemy(ceil(fvar(18))),StateNo=2380||Enemy(ceil(fvar(18))),StateNo=881||Enemy(ceil(fvar(18))),StateNo=4200&&Enemy(ceil(fvar(18))),Time<31||Enemy(ceil(fvar(18))),StateNo=1999&&Enemy(ceil(fvar(18))),Time<21
Trigger23=Enemy(ceil(fvar(18))),Name="OmegaTH"
Trigger24=Enemy,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=VarSet
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),Name="Buront"
Trigger1=Enemy(ceil(fvar(18))),StateNo=701
Trigger2=Enemy(ceil(fvar(18))),StateNo=4321
Trigger3=Enemy(ceil(fvar(18))),StateNo=24000
Trigger4=Enemy(ceil(fvar(18))),StateNo=1400||Enemy(ceil(fvar(18))),StateNo=1420
fvar(38)=0
IgnoreHitPause=1

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

;
;
;

[State -3];޲- ޲èد
Type=ChangeState
Value=3000+(var(58)=1)*300
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=3
TriggerAll=Win
TriggerAll=Power>999
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,131])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0||fvar(39)
Trigger1=PrevStateNo!=[195,197]
Trigger1=PrevStateNo<3000
Trigger1=!NumHelper(3010)
Trigger1=NumHelper(30000+ID)
Trigger1=Helper(30000+ID),var(2)>3

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

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

[State -3,Win];ꌂKE
Type=ChangeState
Value=4000
TriggerAll=!IsHelper
TriggerAll=Alive=1
TriggerAll=RoundState=3
TriggerAll=Win
TriggerAll=!var(25)
TriggerAll=!var(40)
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[100,101])||(StateNo=[30,41])
TriggerAll=var(59)>0||fvar(39)
Trigger1=NumHelper(30000+ID)
Trigger1=Helper(30000+ID),var(2)=1||Helper(30000+ID),var(2)=5

;
;
;
; n㎞
;

[State -3,1111_S_HS];HS n㎞
Type=ChangeState
Value=559;230+(var(58)=1)
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>4||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52||StateNo=40
TriggerAll=NumHelper(20000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),var(6)>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,Pos X-Pos X)*Facing>=0
TriggerAll=(Enemy,Pos X-Pos X)*Facing-Enemy,vel x*5<51+(Enemy,StateType=C)*11
TriggerAll=(Enemy,Pos Y-Pos Y)>-60
TriggerAll=Random<var(59)*11||var(59)>9
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),var(12)>9&&Enemy,AnimElemTime(1)>45-(var(59)*4)||var(59)>10||PrevStateNo=5120
TriggerAll=Helper(20000+ID),var(5)<1
TriggerAll=Helper(40000+ID),fvar(1)=0
Trigger1=NumEnemy=1
Trigger1=NumHelper(11111+ID)
Trigger1=Helper(11111+ID),var(59)>14

[State -3,1111_C_S];S n㎞
Type=ChangeState
Value=572;420
TriggerAll=Alive=16
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>4||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52||StateNo=40
TriggerAll=NumHelper(40000+ID)
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),var(6)>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,Pos X-Pos X)*Facing>=0
TriggerAll=(Enemy,Pos X-Pos X)*Facing-Enemy,vel x*5<58+(Enemy,StateType=C)*8
TriggerAll=(Enemy,Pos Y-Pos Y)>-40
TriggerAll=Random<var(59)*11||var(59)>9
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),var(12)>9&&Enemy,AnimElemTime(1)>45-(var(59)*4)||var(59)>10||PrevStateNo=5120
TriggerAll=Helper(40000+ID),fvar(1)=0
Trigger1=NumEnemy=1
Trigger1=NumHelper(11111+ID)
Trigger1=Helper(11111+ID),var(59)>13

[State -3,1111_S_PotB];|b`LoX^[ n㎞
Type=ChangeState
Value=1000
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>4||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52||StateNo=40||(StateNo=[200,450])&&MoveContAct&&StateNo!=205&&StateNo!=240&&StateNo!=450
TriggerAll=NumHelper(40000+ID)
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),var(6)>0
TriggerAll=Enemy,Alive!=0
TriggerAll=Enemy,StateType!=L
TriggerAll=Enemy,StateType!=A
TriggerAll=Enemy,MoveType!=H
TriggerAll=P2Dist Y>-50
TriggerAll=(Enemy,Pos X-Pos X)*Facing<105+Enemy,vel x*2
TriggerAll=Random<var(59)*11||var(59)>9
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),var(12)>9&&Enemy,AnimElemTime(1)>45-(var(59)*4)||var(59)>10||PrevStateNo=5120
TriggerAll=Helper(40000+ID),fvar(1)=0
Trigger1=NumEnemy=1
Trigger1=NumHelper(11111+ID)
Trigger1=Helper(11111+ID),var(59)>2

[State -3,1111_S_F.D.B.];F.D.B(޺) n㎞
Type=ChangeState
Value=1500
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>4||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52||StateNo=40||(StateNo=[200,450])&&MoveContAct&&StateNo!=205&&StateNo!=240&&StateNo!=450
TriggerAll=NumHelper(40000+ID)
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),var(6)>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,Pos X-Pos X)*Facing<175+Enemy,vel x*5
TriggerAll=(Enemy,Pos Y-Pos Y)>-40
TriggerAll=Random<var(59)*11||var(59)>9
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),var(12)>9&&Enemy,AnimElemTime(1)>45-(var(59)*4)||var(59)>10||PrevStateNo=5120
TriggerAll=Helper(40000+ID),fvar(1)=0
Trigger1=NumEnemy=1
Trigger1=NumHelper(11111+ID)
Trigger1=Helper(11111+ID),var(59)>19

[State -3,1111_E_S_S_K];K n㎞
Type=ChangeState
Value=556;210
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52||StateNo=40
TriggerAll=NumHelper(40000+ID)
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),var(6)>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,Pos X-Pos X)*Facing-Enemy,vel x*6<99
TriggerAll=(Enemy,Pos Y-Pos Y)>-9
TriggerAll=Random<var(59)*11||var(59)>9
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),var(12)>9&&Enemy,AnimElemTime(1)>45-(var(59)*4)||var(59)>10||PrevStateNo=5120
TriggerAll=Helper(40000+ID),fvar(1)=0
Trigger1=NumHelper(11111+ID)
Trigger1=Helper(11111+ID),var(59)>6

[State -3,1111_C_K];K n㎞
Type=ChangeState
Value=571;410
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52||StateNo=40
TriggerAll=NumHelper(40000+ID)
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),var(6)>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,Pos X-Pos X)*Facing-Enemy,vel x*6<84
TriggerAll=(Enemy,Pos Y-Pos Y)>-8
TriggerAll=Random<var(59)*11||var(59)>9
TriggerAll=Helper(30000+ID),var(12)>9&&Enemy,AnimElemTime(1)>45-(var(59)*4)||var(59)>10||PrevStateNo=5120
TriggerAll=Helper(40000+ID),fvar(1)=0
Trigger1=NumHelper(11111+ID)
Trigger1=Helper(11111+ID),var(59)>6

[State -3,1111_S_NS];S n㎞
Type=ChangeState
Value=557;220
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X=[-38,42]
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52||StateNo=40
TriggerAll=NumHelper(40000+ID)
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),var(6)>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,Pos X-Pos X)*Facing>=0
TriggerAll=(Enemy,Pos X-Pos X)*Facing-Enemy,vel x*8<108
TriggerAll=Helper(30000+ID),var(12)>9&&Enemy,AnimElemTime(1)>45-(var(59)*4)||var(59)>10||PrevStateNo=5120
TriggerAll=(Enemy,Pos Y-Pos Y)>-30
TriggerAll=Random<var(59)*11||var(59)>9
TriggerAll=Helper(40000+ID),fvar(1)=0
Trigger1=NumHelper(11111+ID)
Trigger1=Helper(11111+ID),var(59)>8

[State -3,1111_S_P];P n㎞
Type=ChangeState
Value=555;200
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52||StateNo=40
TriggerAll=NumHelper(40000+ID)
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),var(6)>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,Pos X-Pos X)*Facing>=0
TriggerAll=(Enemy,Pos X-Pos X)*Facing-Enemy,vel x*2<108
TriggerAll=(Enemy,Pos Y-Pos Y)>-60
TriggerAll=Enemy,Const(Size.Head.Pos.Y)<-30||Enemy,StateType=A
TriggerAll=Enemy,Const(Size.Head.Pos.Y)<-60||Enemy,StateType!=C
TriggerAll=Random<var(59)*11||var(59)>9
TriggerAll=Helper(30000+ID),var(12)>9&&Enemy,AnimElemTime(1)>45-(var(59)*4)||var(59)>10||PrevStateNo=5120
TriggerAll=Helper(40000+ID),fvar(1)=0
Trigger1=NumHelper(11111+ID)
Trigger1=Helper(11111+ID),var(59)>4

[State -3,1111_S_LS];S n㎞
Type=ChangeState
Value=558;225
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X>42
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52||StateNo=40
TriggerAll=NumHelper(40000+ID)
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),var(6)>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,Pos X-Pos X)*Facing<169+Enemy,vel x*5
TriggerAll=(Enemy,Pos Y-Pos Y)>-90
TriggerAll=Enemy,Const(Size.Head.Pos.Y)<-40||Enemy,StateType=A
TriggerAll=Enemy,Const(Size.Head.Pos.Y)<-70||Enemy,StateType!=C
TriggerAll=Random<var(59)*11||var(59)>9
TriggerAll=Helper(30000+ID),var(12)>9&&Enemy,AnimElemTime(1)>45-(var(59)*4)||var(59)>10||PrevStateNo=5120
TriggerAll=Helper(40000+ID),fvar(1)=0
Trigger1=NumHelper(11111+ID)
Trigger1=Helper(11111+ID),var(59)>10

[State -3,1111_C_P];P n㎞
Type=ChangeState
Value=570;400
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52||StateNo=40
TriggerAll=NumHelper(40000+ID)
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),var(6)>0
TriggerAll=Enemy,Alive!=0
TriggerAll=Enemy,StateType!=L
TriggerAll=Enemy,MoveType!=H
TriggerAll=Enemy,Ctrl=0
TriggerAll=Enemy,StateNo!=[5200,5220]
TriggerAll=Enemy,StateNo>179
TriggerAll=Enemy,Anim>179
TriggerAll=P2Dist X>=0
TriggerAll=(Enemy,Pos X-Pos X)*Facing-Enemy,vel x*4<149
TriggerAll=(Enemy,Pos Y-Pos Y)>-9
TriggerAll=Random<var(59)*11||var(59)>9
TriggerAll=Helper(30000+ID),var(12)>9&&Enemy,AnimElemTime(1)>45-(var(59)*4)||var(59)>10||PrevStateNo=5120
TriggerAll=Helper(40000+ID),fvar(1)=0
Trigger1=NumHelper(11111+ID)
Trigger1=Helper(11111+ID),var(59)>8

[State -3,1111_S_S];S n㎞
Type=ChangeState
Value=572;420
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52||StateNo=40
TriggerAll=NumHelper(40000+ID)
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),var(6)>0
TriggerAll=Enemy,Alive!=0
TriggerAll=Enemy,StateType!=L
TriggerAll=Enemy,MoveType!=H
TriggerAll=Enemy,Ctrl=0
TriggerAll=Enemy,StateNo!=[5200,5220]
TriggerAll=Enemy,StateNo>179
TriggerAll=Enemy,Anim>179
TriggerAll=(Enemy,Pos X-Pos X)*Facing<179+Enemy,vel x*5
TriggerAll=(Enemy,Pos Y-Pos Y)>-40
TriggerAll=Random<var(59)*11||var(59)>9
TriggerAll=Helper(30000+ID),var(12)>9&&Enemy,AnimElemTime(1)>45-(var(59)*4)||var(59)>10||PrevStateNo=5120
TriggerAll=Helper(40000+ID),fvar(1)=0
Trigger1=NumHelper(11111+ID)
Trigger1=Helper(11111+ID),var(59)>13

[State -3];HS n㎞
Type=ChangeState
Value=559;230+(var(58)=1)
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52||StateNo=40
TriggerAll=NumHelper(40000+ID)
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),var(6)>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,Pos X-Pos X)*Facing<179+Enemy,vel x*5
TriggerAll=(Enemy,Pos Y-Pos Y)>-60
TriggerAll=Random<var(59)*11||var(59)>9
TriggerAll=Helper(30000+ID),var(12)>9&&Enemy,AnimElemTime(1)>45-(var(59)*4)||var(59)>10||PrevStateNo=5120
TriggerAll=Helper(40000+ID),fvar(1)=0
Trigger1=NumEnemy=1
Trigger1=NumHelper(11111+ID)
Trigger1=Helper(11111+ID),var(59)>14

[State -3,1111_S_6HS];6HS n㎞
Type=ChangeState
Value=235
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52||StateNo=40
TriggerAll=NumHelper(40000+ID)
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),var(6)>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,Pos X-Pos X)*Facing<191+Enemy,vel x*5
TriggerAll=(Enemy,Pos Y-Pos Y)>-60
TriggerAll=Random<var(59)*11||var(59)>9
TriggerAll=Helper(30000+ID),var(12)>9&&Enemy,AnimElemTime(1)>45-(var(59)*4)||var(59)>10||PrevStateNo=5120
TriggerAll=Helper(40000+ID),fvar(1)=0
Trigger1=NumEnemy=1
Trigger1=NumHelper(11111+ID)
Trigger1=Helper(11111+ID),var(59)>22

[State -3,1111_S_SH];ײͯ n㎞
Type=ChangeState
Value=1300
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52||StateNo=40
TriggerAll=NumHelper(40000+ID)
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),var(6)>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,Ctrl||Enemy,StateNo<180
TriggerAll=(Enemy,Pos X-Pos X)*Facing-Enemy,vel x*28>228
TriggerAll=(Enemy,Pos Y-Pos Y)>-4
TriggerAll=Random<var(59)*11||var(59)>9
TriggerAll=Helper(30000+ID),var(12)>9&&Enemy,AnimElemTime(1)>45-(var(59)*4)||var(59)>10||PrevStateNo=5120
TriggerAll=Helper(40000+ID),fvar(1)=0
Trigger1=NumEnemy=1
Trigger1=NumHelper(11111+ID)
Trigger1=Helper(11111+ID),var(59)>28

;
; n㎞
;

[State -3,1111_S_HS];HS 󒆎
Type=ChangeState
Value=559;230+(var(58)=1)
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52||StateNo=40
TriggerAll=NumHelper(20000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),var(6)>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,Pos X-Pos X)*Facing>=0
TriggerAll=(Enemy,Pos X-Pos X)*Facing-Enemy,vel x*5<51+(Enemy,StateType=C)*11
TriggerAll=(Enemy,Pos Y-Pos Y)+Enemy,vel y*14+Enemy,Const(MoveMent.Yaccel)*120=[-60,0)
TriggerAll=Random<var(59)*11||var(59)>9
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),var(12)>9&&Enemy,AnimElemTime(1)>45-(var(59)*4)||var(59)>10||PrevStateNo=5120
TriggerAll=Helper(20000+ID),var(5)<1
TriggerAll=Helper(40000+ID),fvar(1)=0
Trigger1=NumHelper(11111+ID)
Trigger1=Helper(11111+ID),var(59)>14

[State -3,1111_C_S];S 󒆎
Type=ChangeState
Value=572;420
TriggerAll=Alive=16
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52||StateNo=40
TriggerAll=NumHelper(40000+ID)
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),var(6)>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,Pos X-Pos X)*Facing>=0
TriggerAll=(Enemy,Pos X-Pos X)*Facing-Enemy,vel x*5<58+(Enemy,StateType=C)*8
TriggerAll=(Enemy,Pos Y-Pos Y)+Enemy,vel y*13+Enemy,Const(MoveMent.Yaccel)*91=[-40,0)
TriggerAll=Random<var(59)*11||var(59)>9
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),var(12)>9&&Enemy,AnimElemTime(1)>45-(var(59)*4)||var(59)>10||PrevStateNo=5120
TriggerAll=Helper(40000+ID),fvar(1)=0
Trigger1=NumHelper(11111+ID)
Trigger1=Helper(11111+ID),var(59)>13

[State -3,1111_S_F.D.B];F.D.B(޺) 󒆎
Type=ChangeState
Value=1500
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52||StateNo=40||(StateNo=[200,450])&&MoveContAct&&StateNo!=205&&StateNo!=240&&StateNo!=450
TriggerAll=NumHelper(40000+ID)
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),var(6)>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,Pos X-Pos X)*Facing<175+Enemy,vel x*5
TriggerAll=(Enemy,Pos Y-Pos Y)+Enemy,vel y*21+Enemy,Const(MoveMent.Yaccel)*231=[-40,0)
TriggerAll=Random<var(59)*11||var(59)>9
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),var(12)>9&&Enemy,AnimElemTime(1)>45-(var(59)*4)||var(59)>10||PrevStateNo=5120
TriggerAll=Helper(40000+ID),fvar(1)=0
Trigger1=NumHelper(11111+ID)
Trigger1=Helper(11111+ID),var(59)>19

[State -3,1111_E_A_S_K];K 󒆎
Type=ChangeState
Value=556;210
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>4||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52||StateNo=40
TriggerAll=NumHelper(40000+ID)
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),var(6)>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,Pos X-Pos X)*Facing-Enemy,vel x*6<99
TriggerAll=(Enemy,Pos Y-Pos Y)+Enemy,vel y*7+Enemy,Const(MoveMent.Yaccel)*28=[-9,0)
TriggerAll=Random<var(59)*11||var(59)>9
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),var(12)>9&&Enemy,AnimElemTime(1)>45-(var(59)*4)||var(59)>10||PrevStateNo=5120
TriggerAll=Helper(40000+ID),fvar(1)=0
Trigger1=NumHelper(11111+ID)
Trigger1=Helper(11111+ID),var(59)>6

[State -3,1111_S_NS];S 󒆎
Type=ChangeState
Value=557;220
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>4||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X=[-38,42]
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52||StateNo=40
TriggerAll=NumHelper(40000+ID)
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),var(6)>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,Pos X-Pos X)*Facing>=0
TriggerAll=(Enemy,Pos X-Pos X)*Facing-Enemy,vel x*8<108
TriggerAll=Helper(30000+ID),var(12)>9&&Enemy,AnimElemTime(1)>45-(var(59)*4)||var(59)>10||PrevStateNo=5120
TriggerAll=(Enemy,Pos Y-Pos Y)+Enemy,vel y*9+Enemy,Const(MoveMent.Yaccel)*45=[-30,0)
TriggerAll=Random<var(59)*11||var(59)>9
TriggerAll=Helper(40000+ID),fvar(1)=0
Trigger1=NumHelper(11111+ID)
Trigger1=Helper(11111+ID),var(59)>8

[State -3,1111_S_P];P 󒆎
Type=ChangeState
Value=555;200
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>4||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52||StateNo=40
TriggerAll=NumHelper(40000+ID)
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),var(6)>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,Pos X-Pos X)*Facing>=0
TriggerAll=(Enemy,Pos X-Pos X)*Facing-Enemy,vel x*2<108
TriggerAll=(Enemy,Pos Y-Pos Y)+Enemy,vel y*5+Enemy,Const(MoveMent.Yaccel)*15=[-60,0)
TriggerAll=Random<var(59)*11||var(59)>9
TriggerAll=Helper(30000+ID),var(12)>9&&Enemy,AnimElemTime(1)>45-(var(59)*4)||var(59)>10||PrevStateNo=5120
TriggerAll=Helper(40000+ID),fvar(1)=0
Trigger1=NumHelper(11111+ID)
Trigger1=Helper(11111+ID),var(59)>4

[State -3,1111_S_LS];S 󒆎
Type=ChangeState
Value=558;225
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>4||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X>42
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52||StateNo=40
TriggerAll=NumHelper(40000+ID)
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),var(6)>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,Pos X-Pos X)*Facing<169+Enemy,vel x*5
TriggerAll=(Enemy,Pos Y-Pos Y)+Enemy,vel y*11+Enemy,Const(MoveMent.Yaccel)*66=[-90,0)
TriggerAll=Random<var(59)*11||var(59)>9
TriggerAll=Helper(30000+ID),var(12)>9&&Enemy,AnimElemTime(1)>45-(var(59)*4)||var(59)>10||PrevStateNo=5120
TriggerAll=Helper(40000+ID),fvar(1)=0
Trigger1=NumHelper(11111+ID)
Trigger1=Helper(11111+ID),var(59)>10

[State -3,1111_C_S];S 󒆎
Type=ChangeState
Value=572;420
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>4||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52||StateNo=40
TriggerAll=NumHelper(40000+ID)
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),var(6)>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,Pos X-Pos X)*Facing<179+Enemy,vel x*5
TriggerAll=(Enemy,Pos Y-Pos Y)+Enemy,vel y*14+Enemy,Const(MoveMent.Yaccel)*105=[-30,0)
TriggerAll=Random<var(59)*11||var(59)>9
TriggerAll=Helper(30000+ID),var(12)>9&&Enemy,AnimElemTime(1)>45-(var(59)*4)||var(59)>10||PrevStateNo=5120
TriggerAll=Helper(40000+ID),fvar(1)=0
Trigger1=NumHelper(11111+ID)
Trigger1=Helper(11111+ID),var(59)>13

[State -3,1111_S_HS];HS 󒆎
Type=ChangeState
Value=559;230+(var(58)=1)
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>4||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52||StateNo=40
TriggerAll=NumHelper(40000+ID)
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),var(6)>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,Pos X-Pos X)*Facing<179+Enemy,vel x*5
TriggerAll=(Enemy,Pos Y-Pos Y)+Enemy,vel y*15+Enemy,Const(MoveMent.Yaccel)*120=[-60,0)
TriggerAll=Random<var(59)*11||var(59)>9
TriggerAll=Helper(30000+ID),var(12)>9&&Enemy,AnimElemTime(1)>45-(var(59)*4)||var(59)>10||PrevStateNo=5120
TriggerAll=Helper(40000+ID),fvar(1)=0
Trigger1=NumEnemy=1
Trigger1=NumHelper(11111+ID)
Trigger1=Helper(11111+ID),var(59)>14

[State -3,1111_S_6HS];6HS 󒆎
Type=ChangeState
Value=235
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>4||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52||StateNo=40
TriggerAll=NumHelper(40000+ID)
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),var(6)>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,Pos X-Pos X)*Facing<191+Enemy,vel x*5
TriggerAll=(Enemy,Pos Y-Pos Y)+Enemy,vel y*23+Enemy,Const(MoveMent.Yaccel)*276=[-60,0)
TriggerAll=Random<var(59)*11||var(59)>9
TriggerAll=Helper(30000+ID),var(12)>9&&Enemy,AnimElemTime(1)>45-(var(59)*4)||var(59)>10||PrevStateNo=5120
TriggerAll=Helper(40000+ID),fvar(1)=0
Trigger1=NumEnemy=1
Trigger1=NumHelper(11111+ID)
Trigger1=Helper(11111+ID),var(59)>22

;
;p΍
;

[State -3];n}[tH[
Type=ChangeState
Value=1400
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52
TriggerAll=var(59)>8;||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(20000+ID)
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(20000+ID),var(22)=1
TriggerAll=Helper(30000+ID),var(12)>9&&Enemy,AnimElemTime(1)>45-(var(59)*4)||var(59)>10||PrevStateNo=5120
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),Ctrl=0
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[5200,5220]
TriggerAll=Enemy(ceil(fvar(18))),StateNo>179
TriggerAll=Enemy(ceil(fvar(18))),Anim>179
TriggerAll=Enemy(ceil(fvar(18))),AnimTime<-18
TriggerAll=Power>499
TriggerAll=Random<var(59)*11||var(59)>9
TriggerAll=Life>139
Trigger1=P2Dist Y+Enemy(ceil(fvar(18))),vel y*19+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*190=[-50,0]
Trigger1=P2BodyDist X*fvar(8)-(P2StateType=A)*Enemy(ceil(fvar(18))),vel x*18=[-5,77]
Trigger2=Enemy(ceil(fvar(18))),AnimTime<-19
Trigger2=P2Dist Y+Enemy(ceil(fvar(18))),vel y*20+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*210=[-50,0]
Trigger2=P2BodyDist X*fvar(8)-(P2StateType=A)*Enemy(ceil(fvar(18))),vel x*19=[78,87]
Trigger3=Enemy(ceil(fvar(18))),AnimTime<-20
Trigger3=P2Dist Y+Enemy(ceil(fvar(18))),vel y*21+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*231=[-50,0]
Trigger3=P2BodyDist X*fvar(8)-(P2StateType=A)*Enemy(ceil(fvar(18))),vel x*20=[78,87]
Trigger4=Enemy(ceil(fvar(18))),AnimTime<-20
Trigger4=P2Dist Y+Enemy(ceil(fvar(18))),vel y*22+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*253=[-50,0]
Trigger4=P2BodyDist X*fvar(8)-(P2StateType=A)*Enemy(ceil(fvar(18))),vel x*20=[88,96]
Trigger5=Enemy(ceil(fvar(18))),AnimTime<-21
Trigger5=P2Dist Y+Enemy(ceil(fvar(18))),vel y*23+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*276=[-50,0]
Trigger5=P2BodyDist X*fvar(8)-(P2StateType=A)*Enemy(ceil(fvar(18))),vel x*21=[97,104]
Trigger6=Enemy(ceil(fvar(18))),AnimTime<-22
Trigger6=P2Dist Y+Enemy(ceil(fvar(18))),vel y*24+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*300=[-50,0]
Trigger6=P2BodyDist X*fvar(8)-(P2StateType=A)*Enemy(ceil(fvar(18))),vel x*22=[105,112]
Trigger7=Enemy(ceil(fvar(18))),AnimTime<-23
Trigger7=P2Dist Y+Enemy(ceil(fvar(18))),vel y*25+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*325=[-50,0]
Trigger7=P2BodyDist X*fvar(8)-(P2StateType=A)*Enemy(ceil(fvar(18))),vel x*23=[113,121]
Trigger8=Enemy(ceil(fvar(18))),AnimTime<-24
Trigger8=P2Dist Y+Enemy(ceil(fvar(18))),vel y*26+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*351=[-50,0]
Trigger8=P2BodyDist X*fvar(8)-(P2StateType=A)*Enemy(ceil(fvar(18))),vel x*24=[122,129]
Trigger9=Enemy(ceil(fvar(18))),AnimTime<-25
Trigger9=P2Dist Y+Enemy(ceil(fvar(18))),vel y*27+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*378=[-50,0]
Trigger9=P2BodyDist X*fvar(8)-(P2StateType=A)*Enemy(ceil(fvar(18))),vel x*25=[130,136]
Trigger10=Enemy(ceil(fvar(18))),AnimTime<-26
Trigger10=P2Dist Y+Enemy(ceil(fvar(18))),vel y*28+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*406=[-50,0]
Trigger10=P2BodyDist X*fvar(8)-(P2StateType=A)*Enemy(ceil(fvar(18))),vel x*26=[137,146]
Trigger11=Enemy(ceil(fvar(18))),AnimTime<-27
Trigger11=P2Dist Y+Enemy(ceil(fvar(18))),vel y*29+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*435=[-50,0]
Trigger11=P2BodyDist X*fvar(8)-(P2StateType=A)*Enemy(ceil(fvar(18))),vel x*27=[146,154]
Trigger12=Enemy(ceil(fvar(18))),AnimTime<-28
Trigger12=P2Dist Y+Enemy(ceil(fvar(18))),vel y*30+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*465=[-50,0]
Trigger12=P2BodyDist X*fvar(8)-(P2StateType=A)*Enemy(ceil(fvar(18))),vel x*28=[155,163]
Trigger13=Enemy(ceil(fvar(18))),AnimTime<-29
Trigger13=P2Dist Y+Enemy(ceil(fvar(18))),vel y*31+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*496=[-50,0]
Trigger13=P2BodyDist X*fvar(8)-(P2StateType=A)*Enemy(ceil(fvar(18))),vel x*29=[164,171]
Trigger14=Enemy(ceil(fvar(18))),AnimTime<-30
Trigger14=P2Dist Y+Enemy(ceil(fvar(18))),vel y*32+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*528=[-50,0]
Trigger14=P2BodyDist X*fvar(8)-(P2StateType=A)*Enemy(ceil(fvar(18))),vel x*30=[172,179]
Trigger15=Enemy(ceil(fvar(18))),AnimTime<-31
Trigger15=P2Dist Y+Enemy(ceil(fvar(18))),vel y*33+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*561=[-50,0]
Trigger15=P2BodyDist X*fvar(8)-(P2StateType=A)*Enemy(ceil(fvar(18))),vel x*31=[180,188]
Trigger16=Enemy(ceil(fvar(18))),AnimTime<-32
Trigger16=P2Dist Y+Enemy(ceil(fvar(18))),vel y*34+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*595=[-50,0]
Trigger16=P2BodyDist X*fvar(8)-(P2StateType=A)*Enemy(ceil(fvar(18))),vel x*32=[189,197]
Trigger17=Enemy(ceil(fvar(18))),AnimTime<-33
Trigger17=P2Dist Y+Enemy(ceil(fvar(18))),vel y*35+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*630=[-50,0]
Trigger17=P2BodyDist X*fvar(8)-(P2StateType=A)*Enemy(ceil(fvar(18))),vel x*33=[198,205]
Trigger18=Enemy(ceil(fvar(18))),AnimTime<-34
Trigger18=P2Dist Y+Enemy(ceil(fvar(18))),vel y*36+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*666=[-50,0]
Trigger18=P2BodyDist X*fvar(8)-(P2StateType=A)*Enemy(ceil(fvar(18))),vel x*34=[206,270]

[State -1];F.D.B.޺
Type=ChangeState
value=1500
TriggerAll=!IsHelper
TriggerAll=NumEnemy=1
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,132])||fvar(28)||(StateNo=[100,101])||StateNo=40||StateNo=52||(StateNo=[200,450])&&MoveContAct&&StateNo!=205&&StateNo!=240&&StateNo!=450
TriggerAll=var(59)>6&&Random<var(59)*101||fvar(39)
TriggerAll=NumHelper(20000+ID)
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),var(4)>0
Trigger1=Helper(20000+ID),fvar(1)=4

[State -3,FDB];F.D.B.޺
Type=ChangeState
Value=1500
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)>0
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateNo>999||Enemy(ceil(fvar(18))),Ctrl|Enemy(ceil(fvar(18))),StateNo<180
TriggerAll=P2BodyDist X*fvar(8)>130+vel x*11-Enemy(ceil(fvar(18))),vel x*11
TriggerAll=!(Enemy(ceil(fvar(18))),HitDefAttr=SCA,AT,AA)
TriggerAll=Enemy(ceil(fvar(18))),NumProj>0||Enemy(ceil(fvar(18))),NumHelper>0||Enemy(ceil(fvar(18))),HitDefAttr=,AP
TriggerAll=Random<var(59)*60||var(59)>9
TriggerAll=Helper(30000+ID),var(4)=2
Trigger1=Ctrl||(StateNo=[9,22])||StateNo=40||StateNo=52||(Time>ifelse(Anim=197,20,61)&&StateNo=[195,197])
Trigger2=(StateNo=[200,450])&&MoveContAct
Trigger2=StateNo!=205&&StateNo!=240&&StateNo!=450

;
;p΍
;

[State -3,S_K];K
Type=ChangeState
Value=210
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)=-2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||StateNo=52
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=P2BodyDist X*fvar(8)=[-5,60]
TriggerAll=!P2Dist Y
Trigger1=Random<var(59)*60

[State -3];|b`LoX^[
Type=ChangeState
Value=1000
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)=[-4,0)
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52||(StateNo=[200,450])&&MoveContAct&&StateNo!=205&&StateNo!=240&&StateNo!=450
TriggerAll=NumHelper(30000+ID)
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=P2BodyDist X*fvar(8)=[-5,66+Enemy(ceil(fvar(18))),vel x*3]
Trigger1=P2Dist Y+Enemy(ceil(fvar(18))),vel y*3+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*6>=0
Trigger2=Enemy(ceil(fvar(18))),StateType!=A

[State -3];q[gibN
Type=ChangeState
Value=1100
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)=-5
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52||(StateNo=[200,450])&&MoveContAct&&StateNo!=205&&StateNo!=240&&StateNo!=450
TriggerAll=NumHelper(30000+ID)
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L||Enemy(ceil(fvar(18))),MoveType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=P2Dist X>=0
TriggerAll=P2BodyDist X*fvar(8)<101
TriggerAll=P2Dist Y>-130
Trigger1=Random<var(59)*101

[State -3];ޯï
Type=ChangeState
Value=105
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||(StateNo=[120,131])
TriggerAll=var(59)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=BackEdgeDist>30
TriggerAll=Helper(30000+ID),var(23+(fvar(18)>0))>35-var(59)*2||var(59)>9
TriggerAll=P2Dist X>=0
TriggerAll=P2BodyDist X*fvar(8)<70
TriggerAll=Random<var(59)*60||var(59)>9
Trigger1=Enemy(ceil(fvar(18))),vel x<1
Trigger1=Enemy(ceil(fvar(18))),HitDefAttr=SCA,AT
Trigger2=Enemy(ceil(fvar(18))),HitDefAttr=SCA,AA,AP
Trigger2=fvar(38)=3

[State -3];Wv
Type=ChangeState
Value=39
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||(StateNo=[120,131])
TriggerAll=var(59)>0||fvar(39)
TriggerAll=NumHelper(30000+ID)
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))),HitDefAttr=SCA,AT
TriggerAll=P2Dist X>=0
TriggerAll=P2BodyDist X*fvar(8)<70
TriggerAll=Helper(30000+ID),var(23+(fvar(18)>0))>35-var(59)*2&&Random<var(59)*60||var(59)>9||fvar(39)
Trigger1=Enemy(ceil(fvar(18))),vel x>0
Trigger2=BackEdgeDist<31

[State -3];K[hs\U@oNXe
Type=ChangeState
Value=105
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||(StateNo=[120,131])
TriggerAll=var(59)>0||fvar(39)
TriggerAll=NumHelper(30000+ID)
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Helper(30000+ID),var(23+(fvar(18)>0))>35-var(59)*2||var(59)>9||fvar(39)
TriggerAll=Random<var(59)*60||var(59)>9||fvar(39)
Trigger1=NumHelper(20000+ID)
Trigger1=Helper(20000+ID),var(4)=3

[State -3];K[hs\U@Wv
Type=ChangeState
Value=39
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||(StateNo=[120,131])
TriggerAll=var(59)>0||fvar(39)
TriggerAll=NumHelper(30000+ID)
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Helper(30000+ID),var(23+(fvar(18)>0))>35-var(59)*2||var(59)>9||fvar(39)
TriggerAll=Random<var(59)*60||var(59)>9||fvar(39)
Trigger1=NumHelper(20000+ID)
Trigger1=Helper(20000+ID),var(4)=[6,7]

;
;˂
;
;˂ n㎞
;
;˂ n㎞@n㎞
;--------------------------------------------------------------------------------------------------------

[State -3,S_HS];HS n㎞
Type=ChangeState
Value=230
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52||(Time>ifelse(Anim=197,20,61)&&StateNo=[195,197])
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L||Enemy(ceil(fvar(18))),MoveType=A
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),Ctrl=0
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[5200,5220]
TriggerAll=Enemy(ceil(fvar(18))),StateNo>179
TriggerAll=Enemy(ceil(fvar(18))),Anim>179
TriggerAll=Enemy(ceil(fvar(18))),AnimTime<-14
TriggerAll=Enemy(ceil(fvar(18))),AnimElemTime(1)>60-var(59)*4||var(59)>10||Helper(30000+ID),var(12)<2
TriggerAll=P2Dist Y>-70
TriggerAll=P2Dist X>=0
TriggerAll=Power>499
Trigger1=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*5<23+(Enemy(ceil(fvar(18))),StateType=C)*11

[State -3,C_S];S n㎞
Type=ChangeState
Value=420
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52||(Time>ifelse(Anim=197,20,61)&&StateNo=[195,197])
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),Ctrl=0
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[5200,5220]
TriggerAll=Enemy(ceil(fvar(18))),StateNo>179
TriggerAll=Enemy(ceil(fvar(18))),Anim>179
TriggerAll=Enemy(ceil(fvar(18))),AnimTime<-13
TriggerAll=Enemy(ceil(fvar(18))),AnimElemTime(1)>60-var(59)*4||var(59)>10||Helper(30000+ID),var(12)<2
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist Y>-40
Trigger1=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*5<20+(Enemy(ceil(fvar(18))),StateType=C)*8

[State -3,HF];ϰ̫
Type=ChangeState
Value=1400
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52||(Time>ifelse(Anim=197,20,61)&&StateNo=[195,197])
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L||Enemy(ceil(fvar(18))),MoveType=A
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),Ctrl=0
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[5200,5220]
TriggerAll=Enemy(ceil(fvar(18))),StateNo>179
TriggerAll=Enemy(ceil(fvar(18))),Anim>179
TriggerAll=Enemy(ceil(fvar(18))),AnimElemTime(1)>60-var(59)*4||var(59)>10||Helper(30000+ID),var(12)<2
TriggerAll=Enemy(ceil(fvar(18))),AnimTime<-18
TriggerAll=Power>499
TriggerAll=P2Dist X>=0
Trigger1=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*5<78
Trigger2=Enemy(ceil(fvar(18))),AnimTime<-19
Trigger2=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*5=[78,87]
Trigger3=Enemy(ceil(fvar(18))),AnimTime<-20
Trigger3=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*5=[88,96]
Trigger4=Enemy(ceil(fvar(18))),AnimTime<-21
Trigger4=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*5=[97,104]
Trigger5=Enemy(ceil(fvar(18))),AnimTime<-22
Trigger5=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*5=[105,112]
Trigger6=Enemy(ceil(fvar(18))),AnimTime<-23
Trigger6=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*5=[113,121]
Trigger7=Enemy(ceil(fvar(18))),AnimTime<-24
Trigger7=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*5=[122,129]
Trigger8=Enemy(ceil(fvar(18))),AnimTime<-25
Trigger8=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*5=[130,136]
Trigger9=Enemy(ceil(fvar(18))),AnimTime<-26
Trigger9=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*5=[137,146]
Trigger10=Enemy(ceil(fvar(18))),AnimTime<-27
Trigger10=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*5=[147,154]
Trigger11=Enemy(ceil(fvar(18))),AnimTime<-28
Trigger11=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*5=[155,163]
Trigger12=Enemy(ceil(fvar(18))),AnimTime<-29
Trigger12=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*5=[164,171]
Trigger13=Enemy(ceil(fvar(18))),AnimTime<-30
Trigger13=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*5=[172,179]
Trigger13=Enemy(ceil(fvar(18))),AnimTime<-31
Trigger13=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*5=[180,188]
Trigger14=Enemy(ceil(fvar(18))),AnimTime<-32
Trigger14=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*5=[189,197]
Trigger15=Enemy(ceil(fvar(18))),AnimTime<-33
Trigger15=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*5=[198,205]
Trigger16=Enemy(ceil(fvar(18))),AnimTime<-34
Trigger16=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*5=[206,270]

[State -3,PotB];߯ѷ޽
Type=ChangeState
Value=1000
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=40||StateNo=52||(Time>ifelse(Anim=197,20,61)&&StateNo=[195,197])||(StateNo=[200,450])&&MoveContAct&&StateNo!=205&&StateNo!=240&&StateNo!=450
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=NumHelper(20000+ID)
TriggerAll=Helper(20000+ID),var(20)<4
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))),MoveType!=A
TriggerAll=Enemy(ceil(fvar(18))),Ctrl=0
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[5200,5220]
TriggerAll=Enemy(ceil(fvar(18))),StateNo>179
TriggerAll=Enemy(ceil(fvar(18))),Anim>179
TriggerAll=Enemy(ceil(fvar(18))),AnimTime<-3
TriggerAll=Enemy(ceil(fvar(18))),Anim!=40
TriggerAll=Enemy(ceil(fvar(18))),AnimElemTime(1)>60-var(59)*4||var(59)>10||Helper(30000+ID),var(12)<2
TriggerAll=Random<var(59)*60||var(59)>9
Trigger1=P2Dist X>=0
Trigger1=P2BodyDist X*fvar(8)<67+Enemy(ceil(fvar(18))),vel x*2.7
Trigger1=P2Dist Y>-80

;0.85
;1.57=0.85+0.72
;2.17=0.85+0.72+0.61
;2.69=0.85+0.72+0.61+0.52
;3.13=0.85+0.72+0.61+0.52+0.44

;3.50=0.85+0.72+0.61+0.52+0.44+0.37
;3.82=0.85+0.72+0.61+0.52+0.44+0.37+0.32
;4.09=0.85+0.72+0.61+0.52+0.44+0.37+0.32+0.27
;4.34=0.85+0.72+0.61+0.52+0.44+0.37+0.32+0.27+0.23
;4.51=0.85+0.72+0.61+0.52+0.44+0.37+0.32+0.27+0.23+0.19

;4.67=0.85+0.72+0.61+0.52+0.44+0.37+0.32+0.27+0.23+0.19+0.16
;4.81=0.85+0.72+0.61+0.52+0.44+0.37+0.32+0.27+0.23+0.19+0.16+0.14
;4.93=0.85+0.72+0.61+0.52+0.44+0.37+0.32+0.27+0.23+0.19+0.16+0.14+0.12
;5.03=0.85+0.72+0.61+0.52+0.44+0.37+0.32+0.27+0.23+0.19+0.16+0.14+0.12+0.10
;5.11=0.85+0.72+0.61+0.52+0.44+0.37+0.32+0.27+0.23+0.19+0.16+0.14+0.12+0.10+0.08

[State -3,S_K];K
Type=ChangeState
Value=210
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52||(Time>ifelse(Anim=197,20,61)&&StateNo=[195,197])
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),Ctrl=0
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[5200,5220]
TriggerAll=Enemy(ceil(fvar(18))),StateNo>179
TriggerAll=Enemy(ceil(fvar(18))),Anim>179
TriggerAll=Enemy(ceil(fvar(18))),AnimTime<-6
TriggerAll=Enemy(ceil(fvar(18))),AnimElemTime(1)>60-var(59)*4||var(59)>10||Helper(30000+ID),var(12)<2
TriggerAll=P2Dist Y>-11
Trigger1=P2Dist X>=0
Trigger1=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*3.8<51
Trigger1=NumHelper(20000+ID)
Trigger1=Helper(20000+ID),var(20)>4+3

[State -3,C_HS];HS
Type=ChangeState
Value=430
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52||(Time>ifelse(Anim=197,20,61)&&StateNo=[195,197])
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),Ctrl=0
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[5200,5220]
TriggerAll=Enemy(ceil(fvar(18))),StateNo>179
TriggerAll=Enemy(ceil(fvar(18))),Anim>179
TriggerAll=Enemy(ceil(fvar(18))),AnimTime<-12
TriggerAll=Enemy(ceil(fvar(18))),AnimElemTime(1)>60-var(59)*4||var(59)>10||Helper(30000+ID),var(12)<2
Trigger1=var(58)=0||var(58)=2
Trigger1=P2Dist X>=0
Trigger1=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*4.8<56
Trigger1=P2Dist Y>-90

[State -3,S_HS];HS
Type=ChangeState
Value=230
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52||(Time>ifelse(Anim=197,20,61)&&StateNo=[195,197])
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L||Enemy(ceil(fvar(18))),MoveType=A
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),Ctrl=0
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[5200,5220]
TriggerAll=Enemy(ceil(fvar(18))),StateNo>179
TriggerAll=Enemy(ceil(fvar(18))),Anim>179
TriggerAll=Enemy(ceil(fvar(18))),AnimTime<-14
TriggerAll=Enemy(ceil(fvar(18))),AnimElemTime(1)>60-var(59)*4||var(59)>10||Helper(30000+ID),var(12)<2
TriggerAll=P2Dist X>=0
Trigger1=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*5<178
Trigger1=P2Dist Y>-60

[State -3,C_S];S
Type=ChangeState
Value=420
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52||(Time>ifelse(Anim=197,20,61)&&StateNo=[195,197])
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),Ctrl=0
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[5200,5220]
TriggerAll=Enemy(ceil(fvar(18))),StateNo>179
TriggerAll=Enemy(ceil(fvar(18))),Anim>179
TriggerAll=Enemy(ceil(fvar(18))),AnimTime<-13
TriggerAll=Enemy(ceil(fvar(18))),AnimElemTime(1)>60-var(59)*4||var(59)>10||Helper(30000+ID),var(12)<2
Trigger1=P2Dist X>=0
Trigger1=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*5<136
Trigger1=P2Dist Y>-40

[State -3,HF];ϰ̫
Type=ChangeState
Value=1400
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52||(Time>ifelse(Anim=197,20,61)&&StateNo=[195,197])
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L||Enemy(ceil(fvar(18))),MoveType=A
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),Ctrl=0
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[5200,5220]
TriggerAll=Enemy(ceil(fvar(18))),StateNo>179
TriggerAll=Enemy(ceil(fvar(18))),Anim>179
TriggerAll=Enemy(ceil(fvar(18))),AnimElemTime(1)>60-var(59)*4||var(59)>10||Helper(30000+ID),var(12)<2
TriggerAll=Enemy(ceil(fvar(18))),AnimTime<-18
TriggerAll=P2Dist X>=0
Trigger1=0;P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*5<78
Trigger2=0;Enemy(ceil(fvar(18))),AnimTime<-19
Trigger2=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*5=[78,87]
Trigger3=0;Enemy(ceil(fvar(18))),AnimTime<-20
Trigger3=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*5=[88,96]
Trigger4=0;Enemy(ceil(fvar(18))),AnimTime<-21
Trigger4=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*5=[97,104]
Trigger5=0;Enemy(ceil(fvar(18))),AnimTime<-22
Trigger5=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*5=[105,112]
Trigger6=0;Enemy(ceil(fvar(18))),AnimTime<-23
Trigger6=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*5=[113,121]
Trigger7=0;Enemy(ceil(fvar(18))),AnimTime<-24
Trigger7=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*5=[122,129]
Trigger8=0;Enemy(ceil(fvar(18))),AnimTime<-25
Trigger8=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*5=[130,136]
Trigger9=0;Enemy(ceil(fvar(18))),AnimTime<-26
Trigger9=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*5=[137,146]
Trigger10=0;Enemy(ceil(fvar(18))),AnimTime<-27
Trigger10=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*5=[147,154]
Trigger11=Enemy(ceil(fvar(18))),AnimTime<-28
Trigger11=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*5=[155,163]
Trigger12=Enemy(ceil(fvar(18))),AnimTime<-29
Trigger12=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*5=[164,171]
Trigger13=Enemy(ceil(fvar(18))),AnimTime<-30
Trigger13=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*5=[172,179]
Trigger13=Enemy(ceil(fvar(18))),AnimTime<-31
Trigger13=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*5=[180,188]
Trigger14=Enemy(ceil(fvar(18))),AnimTime<-32
Trigger14=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*5=[189,197]
Trigger15=Enemy(ceil(fvar(18))),AnimTime<-33
Trigger15=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*5=[198,205]
Trigger16=Enemy(ceil(fvar(18))),AnimTime<-34
Trigger16=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*5=[206,270]

[State -3,Dash];_bV
Type=ChangeState
Value=100
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=PalNo=11
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,131])||(Time>ifelse(Anim=197,20,61)&&StateNo=[195,197])
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L||Enemy(ceil(fvar(18))),MoveType=A
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),Ctrl=0
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[5200,5220]
TriggerAll=Enemy(ceil(fvar(18))),StateNo>179
TriggerAll=Enemy(ceil(fvar(18))),Anim>179
TriggerAll=Enemy(ceil(fvar(18))),AnimTime<-11-14
TriggerAll=Enemy(ceil(fvar(18))),AnimElemTime(1)>60-var(59)*4||var(59)>10||Helper(30000+ID),var(12)<2
Trigger1=P2BodyDist X*fvar(8)>99

[State -3,fwd_Walk];O
Type=ChangeState
Value=21
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Anim!=20
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,131])
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))),Ctrl=0
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[5200,5220]
TriggerAll=Enemy(ceil(fvar(18))),StateNo>179
TriggerAll=Enemy(ceil(fvar(18))),Anim>179
TriggerAll=Enemy(ceil(fvar(18))),AnimTime<-4
Trigger1=P2Dist X>=0

;--------------------------------------------------------------------------------------------------------
;˂@n㎞@󒆎 Βn
;--------------------------------------------------------------------------------------------------------

[State -3,C_S];S 󒆎
Type=ChangeState
Value=420
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52||(Time>ifelse(Anim=197,20,61)&&StateNo=[195,197])
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),Ctrl=0
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[5200,5220]
TriggerAll=Enemy(ceil(fvar(18))),StateNo>179
TriggerAll=Enemy(ceil(fvar(18))),Anim>179
TriggerAll=Enemy(ceil(fvar(18))),AnimTime<-13
TriggerAll=Enemy(ceil(fvar(18))),vel y!=0
TriggerAll=Enemy(ceil(fvar(18))),AnimElemTime(1)>60-var(59)*4||var(59)>10||Helper(30000+ID),var(12)<2
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist Y+Enemy,vel y*14+Enemy,Const(MoveMent.Yaccel)*105>-40
TriggerAll=P2Dist Y+Enemy,vel y*14+Enemy,Const(MoveMent.Yaccel)*105<0
Trigger1=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*5<20+(Enemy(ceil(fvar(18))),StateType=C)*8

[State -3,PotB];߯ѷ޽
Type=ChangeState
Value=1000
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=40||StateNo=52||(Time>ifelse(Anim=197,20,61)&&StateNo=[195,197])||(StateNo=[200,450])&&MoveContAct&&StateNo!=205&&StateNo!=240&&StateNo!=450
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=NumHelper(20000+ID)
TriggerAll=Helper(20000+ID),var(20)<4
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),Ctrl=0
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[5200,5220]
TriggerAll=Enemy(ceil(fvar(18))),StateNo>179
TriggerAll=Enemy(ceil(fvar(18))),Anim>179
TriggerAll=Enemy(ceil(fvar(18))),AnimTime<-3
TriggerAll=Enemy(ceil(fvar(18))),Anim!=40
TriggerAll=Enemy(ceil(fvar(18))),AnimElemTime(1)>60-var(59)*4||var(59)>10||Helper(30000+ID),var(12)<2
TriggerAll=Random<var(59)*60||var(59)>9
Trigger1=P2Dist Y+Enemy,vel y*3+Enemy,Const(MoveMent.Yaccel)*6>=0
Trigger1=P2Dist X>=0
Trigger1=P2BodyDist X*fvar(8)<67+Enemy(ceil(fvar(18))),vel x*2.7

[State -3,S_NS];S
Type=ChangeState
Value=220
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52||(Time>ifelse(Anim=197,20,61)&&StateNo=[195,197])
TriggerAll=P2BodyDist X*fvar(8)=[-38,42]
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),Ctrl=0
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[5200,5220]
TriggerAll=Enemy(ceil(fvar(18))),StateNo>179
TriggerAll=Enemy(ceil(fvar(18))),Anim>179
TriggerAll=Enemy(ceil(fvar(18))),AnimTime<-8
TriggerAll=Enemy(ceil(fvar(18))),AnimElemTime(1)>60-var(59)*4||var(59)>10||Helper(30000+ID),var(12)<2
Trigger1=P2Dist X>=0
Trigger1=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*4.3<71
Trigger1=P2Dist Y+Enemy(ceil(fvar(18))),vel y*5+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*15>-35
Trigger1=P2Dist Y+Enemy(ceil(fvar(18))),vel y*5+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*15<0

[State -3,C_HS];HS
Type=ChangeState
Value=430
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52||(Time>ifelse(Anim=197,20,61)&&StateNo=[195,197])
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),Ctrl=0
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[5200,5220]
TriggerAll=Enemy(ceil(fvar(18))),StateNo>179
TriggerAll=Enemy(ceil(fvar(18))),Anim>179
TriggerAll=Enemy(ceil(fvar(18))),AnimTime<-12
TriggerAll=Enemy(ceil(fvar(18))),vel y!=0
TriggerAll=Enemy(ceil(fvar(18))),AnimElemTime(1)>60-var(59)*4||var(59)>10||Helper(30000+ID),var(12)<2
Trigger1=var(58)=0||var(58)=2
Trigger1=P2Dist X>=0
Trigger1=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*4.8<56
Trigger1=P2Dist Y+Enemy(ceil(fvar(18))),vel y*13+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*91>-90
Trigger1=P2Dist Y+Enemy(ceil(fvar(18))),vel y*13+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*91<0

[State -3,C_S];S
Type=ChangeState
Value=420
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52||(Time>ifelse(Anim=197,20,61)&&StateNo=[195,197])
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),Ctrl=0
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[5200,5220]
TriggerAll=Enemy(ceil(fvar(18))),StateNo>179
TriggerAll=Enemy(ceil(fvar(18))),Anim>179
TriggerAll=Enemy(ceil(fvar(18))),AnimTime<-13
TriggerAll=Enemy(ceil(fvar(18))),AnimElemTime(1)>60-var(59)*4||var(59)>10||Helper(30000+ID),var(12)<2
Trigger1=P2Dist X>=0
Trigger1=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*5<136
Trigger1=P2Dist Y+Enemy(ceil(fvar(18))),vel y*14+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*105>-40
Trigger1=P2Dist Y+Enemy(ceil(fvar(18))),vel y*14+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*105<0

[State -3,fwd_Walk];O
Type=ChangeState
Value=21
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Anim!=20
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,131])
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=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),Ctrl=0
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[5200,5220]
TriggerAll=Enemy(ceil(fvar(18))),StateNo>179
TriggerAll=Enemy(ceil(fvar(18))),Anim>179
TriggerAll=Enemy(ceil(fvar(18))),AnimTime<-4
Trigger1=P2Dist X>=0

;
;˂
;
;˂@󒆎
;
;˂@󒆎@n㎞ Βn
;--------------------------------------------------------------------------------------------------------

[State -3,A_HS];HS
Type=ChangeState
Value=630
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101
TriggerAll=fvar(38)>0
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=[120,132])||(StateNo=110||StateNo=115)&&Time>11
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L||Enemy(ceil(fvar(18))),MoveType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),Ctrl=0
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[5200,5220]
TriggerAll=Enemy(ceil(fvar(18))),StateNo>179
TriggerAll=Enemy(ceil(fvar(18))),Anim>179
TriggerAll=Enemy(ceil(fvar(18))),AnimTime<-10
TriggerAll=P2Dist X>-99
TriggerAll=P2BodyDist X*fvar(8)<95+vel x*10+Enemy(ceil(fvar(18))),vel x*10
TriggerAll=Pos Y+vel y*11+Const(MoveMent.Yaccel)*66<0
Trigger1=Pos Y+vel y*12+Const(MoveMent.Yaccel)*78>=0
Trigger2=Enemy(ceil(fvar(18))),AnimTime=-11

[State -3,A_K];K
Type=ChangeState
Value=610
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=[120,132])||(StateNo=110||StateNo=115)&&Time>11
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))),Ctrl=0
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[5200,5220]
TriggerAll=Enemy(ceil(fvar(18))),StateNo>179
TriggerAll=Enemy(ceil(fvar(18))),Anim>179
TriggerAll=Enemy(ceil(fvar(18))),AnimTime<-9
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),AnimElemTime(1)>60-var(59)*4||var(59)>10||Helper(30000+ID),var(12)<2
TriggerAll=P2Dist X>=0
TriggerAll=P2BodyDist X*fvar(8)<60+vel x*6+Enemy(ceil(fvar(18))),vel x*6
TriggerAll=P2Dist Y+Enemy(ceil(fvar(18))),vel y*10+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*55-vel y*10-Const(MoveMent.Yaccel)*55>-50
TriggerAll=P2Dist Y+Enemy(ceil(fvar(18))),vel y*10+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*55-vel y*10-Const(MoveMent.Yaccel)*55<70
TriggerAll=Pos Y+vel y*10+Const(MoveMent.Yaccel)*55<0
Trigger1=Pos Y+vel y*11+Const(MoveMent.Yaccel)*66>=0
Trigger2=Enemy(ceil(fvar(18))),AnimTime=-10

[State -3,A_P];P
Type=ChangeState
Value=600
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=[120,132])||(StateNo=110||StateNo=115)&&Time>11
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))),Ctrl=0
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[5200,5220]
TriggerAll=Enemy(ceil(fvar(18))),StateNo>179
TriggerAll=Enemy(ceil(fvar(18))),Anim>179
TriggerAll=Enemy(ceil(fvar(18))),AnimTime<-6
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),AnimElemTime(1)>60-var(59)*4||var(59)>10||Helper(30000+ID),var(12)<2
TriggerAll=P2Dist X>=0
TriggerAll=P2BodyDist X*fvar(8)<60+vel x*6+Enemy(ceil(fvar(18))),vel x*6
TriggerAll=Pos Y+vel y*7+Const(MoveMent.Yaccel)*28<0
TriggerAll=Pos Y+vel y*7+Const(MoveMent.Yaccel)*28>-60
Trigger1=Pos Y+vel y*8+Const(MoveMent.Yaccel)*36>=0
Trigger2=Enemy(ceil(fvar(18))),AnimTime=-7

;
; ΋

[State -3,A_P];P
Type=ChangeState
Value=600
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101
TriggerAll=fvar(38)>0
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=[120,132])||(StateNo=110||StateNo=115)&&Time>11
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))),Ctrl=0
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[5200,5220]
TriggerAll=Enemy(ceil(fvar(18))),StateNo>179
TriggerAll=Enemy(ceil(fvar(18))),Anim>179
TriggerAll=Enemy(ceil(fvar(18))),AnimTime<-6
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),AnimElemTime(1)>60-var(59)*4||var(59)>10||Helper(30000+ID),var(12)<2
TriggerAll=P2Dist X>=0
TriggerAll=P2BodyDist X*fvar(8)<66+vel x*6+Enemy(ceil(fvar(18))),vel x*6
Trigger1=P2Dist Y+Enemy(ceil(fvar(18))),vel y*7+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*28-vel y*7-Const(MoveMent.Yaccel)*28>-80
Trigger1=P2Dist Y+Enemy(ceil(fvar(18))),vel y*7+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*28-vel y*7-Const(MoveMent.Yaccel)*28<0

[State -3,A_K];K
Type=ChangeState
Value=610
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=[120,132])||(StateNo=110||StateNo=115)&&Time>11
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))),Ctrl=0
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[5200,5220]
TriggerAll=Enemy(ceil(fvar(18))),StateNo>179
TriggerAll=Enemy(ceil(fvar(18))),Anim>179
TriggerAll=Enemy(ceil(fvar(18))),AnimTime<-9
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),AnimElemTime(1)>60-var(59)*4||var(59)>10||Helper(30000+ID),var(12)<2
TriggerAll=P2Dist X>=0
TriggerAll=P2BodyDist X*fvar(8)<60+vel x*6+Enemy(ceil(fvar(18))),vel x*6
Trigger1=P2Dist Y+Enemy(ceil(fvar(18))),vel y*10+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*55-vel y*10-Const(MoveMent.Yaccel)*55>-50
Trigger1=P2Dist Y+Enemy(ceil(fvar(18))),vel y*10+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*55-vel y*10-Const(MoveMent.Yaccel)*55<70

[State -3,A_HS];HS
Type=ChangeState
Value=630
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=[120,132])||(StateNo=110||StateNo=115)&&Time>11
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))),Ctrl=0
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[5200,5220]
TriggerAll=Enemy(ceil(fvar(18))),StateNo>179
TriggerAll=Enemy(ceil(fvar(18))),Anim>179
TriggerAll=Enemy(ceil(fvar(18))),AnimTime<-10
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),AnimElemTime(1)>60-var(59)*4||var(59)>10||Helper(30000+ID),var(12)<2
TriggerAll=P2Dist X>-99
TriggerAll=P2BodyDist X*fvar(8)<95+vel x*11+Enemy(ceil(fvar(18))),vel x*11
Trigger1=P2Dist Y+Enemy(ceil(fvar(18))),vel y*11+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*66-vel y*11-Const(MoveMent.Yaccel)*66>-60
Trigger1=P2Dist Y+Enemy(ceil(fvar(18))),vel y*11+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*66-vel y*11-Const(MoveMent.Yaccel)*66<90

[State -3,A_S];S
Type=ChangeState
Value=620
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=[120,132])||(StateNo=110||StateNo=115)&&Time>11
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))),Ctrl=0
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[5200,5220]
TriggerAll=Enemy(ceil(fvar(18))),StateNo>179
TriggerAll=Enemy(ceil(fvar(18))),Anim>179
TriggerAll=Enemy(ceil(fvar(18))),AnimTime<-10
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),AnimElemTime(1)>60-var(59)*4||var(59)>10||Helper(30000+ID),var(12)<2
TriggerAll=P2Dist X>=0
TriggerAll=P2BodyDist X*fvar(8)<84+vel x*12+Enemy(ceil(fvar(18))),vel x*12
Trigger1=P2Dist Y+Enemy(ceil(fvar(18))),vel y*13+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*91-vel y*13-Const(MoveMent.Yaccel)*91>-60
Trigger1=P2Dist Y+Enemy(ceil(fvar(18))),vel y*13+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*91-vel y*13-Const(MoveMent.Yaccel)*91<90

;
;؂ւ
;
;n㎞
;--------------------------------------------------------------------------------------------------------

[State -2,SB];TCNo[Xg 19Fڂ̔p n P2
Type=ChangeState
Value=750
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=fvar(33)>=1.5
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52||Time<2&&MoveType=A&&(StateNo=[200,640])&&(PrevStateNo!=[200,640])
TriggerAll=var(59)>3
TriggerAll=fvar(38)>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))),Ctrl=0
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[5200,5220]
TriggerAll=Enemy(ceil(fvar(18))),StateNo>179
TriggerAll=Enemy(ceil(fvar(18))),Anim>179
TriggerAll=Enemy(ceil(fvar(18))),AnimTime<-18
TriggerAll=Power<PowerMax/2
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),var(12)>9&&Enemy(ceil(fvar(18))),AnimElemTime(1)>45-(var(59)*4)||var(59)>10||PrevStateNo=5120
TriggerAll=Random<var(59)*60||var(59)>9
TriggerAll=P2Dist Y>-126
Trigger1=P2Dist X-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(19)*(1-(Enemy(ceil(fvar(18))),facing=facing)*2)=[-94,94]

[State -2,SB];TCNo[Xg 20Fڂ̔p n P2
Type=ChangeState
Value=750
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=fvar(33)>=1.5
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52||Time<2&&MoveType=A&&(StateNo=[200,640])&&(PrevStateNo!=[200,640])
TriggerAll=var(59)>3
TriggerAll=fvar(38)>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))),Ctrl=0
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[5200,5220]
TriggerAll=Enemy(ceil(fvar(18))),StateNo>179
TriggerAll=Enemy(ceil(fvar(18))),Anim>179
TriggerAll=Enemy(ceil(fvar(18))),AnimTime<-19
TriggerAll=Power<PowerMax/2
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),var(12)>9&&Enemy(ceil(fvar(18))),AnimElemTime(1)>45-(var(59)*4)||var(59)>10||PrevStateNo=5120
TriggerAll=Random<var(59)*60||var(59)>9
TriggerAll=Enemy,Const(Size.Head.Pos.Y)<-30
Trigger1=P2Dist Y>-127
Trigger1=Enemy,Const(Size.Head.Pos.Y)<-70
Trigger1=P2Dist X-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(20)*(1-(Enemy(ceil(fvar(18))),facing=facing)*2)=[-111,111]
Trigger2=P2Dist Y>-170
Trigger2=Enemy,Const(Size.Head.Pos.Y)<-50
Trigger2=P2Dist X-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(20)*(1-(Enemy(ceil(fvar(18))),facing=facing)*2)=[-79,79]
Trigger3=P2Dist Y>-201
Trigger3=Enemy,Const(Size.Head.Pos.Y)<-30
Trigger3=P2Dist X-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(20)*(1-(Enemy(ceil(fvar(18))),facing=facing)*2)=[-38,38]

[State -3,GGD];޲ް n㎞ P2
Type=ChangeState
Value=3000
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Power>999
TriggerAll=StateType!=A
TriggerAll=var(58)=0||var(58)=2
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,132])||StateNo=40||StateNo=52||(Time>ifelse(Anim=197,20,61)&&StateNo=[195,197])||(StateNo=[200,450])&&MoveContAct&&StateNo!=205&&StateNo!=240&&StateNo!=450
TriggerAll=var(59)>3
TriggerAll=fvar(38)>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))),Ctrl=0
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[5200,5220]
TriggerAll=Enemy(ceil(fvar(18))),StateNo>179
TriggerAll=Enemy(ceil(fvar(18))),Anim>179
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),var(12)>9&&Enemy(ceil(fvar(18))),AnimElemTime(1)>45-(var(59)*4)||var(59)>10||PrevStateNo=5120
TriggerAll=Random<var(59)*60||var(59)>9
TriggerAll=P2Dist Y>-180
TriggerAll=Enemy(ceil(fvar(18))),AnimTime<-16
Trigger1=P2Dist X-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(17)*(1-(Enemy(ceil(fvar(18))),facing=facing)*2)=[43,108]
Trigger2=Enemy(ceil(fvar(18))),AnimTime<-17
Trigger2=P2Dist X-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(18)*(1-(Enemy(ceil(fvar(18))),facing=facing)*2)=[43,108]
Trigger3=Enemy(ceil(fvar(18))),AnimTime<-18
Trigger3=P2Dist X-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(19)*(1-(Enemy(ceil(fvar(18))),facing=facing)*2)=[43,108]
Trigger4=Enemy(ceil(fvar(18))),AnimTime<-19
Trigger4=P2Dist X-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(20)*(1-(Enemy(ceil(fvar(18))),facing=facing)*2)=[43,108]
Trigger5=Enemy(ceil(fvar(18))),AnimTime<-20
Trigger5=P2Dist X-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(21)*(1-(Enemy(ceil(fvar(18))),facing=facing)*2)=[43,108]
Trigger6=Enemy(ceil(fvar(18))),AnimTime<-21
Trigger6=P2Dist X-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(22)*(1-(Enemy(ceil(fvar(18))),facing=facing)*2)=[43,108]

[State -3,GGTB];޲ިد n㎞
Type=ChangeState
Value=3300
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Power>999
TriggerAll=StateType!=A
TriggerAll=var(58)=1
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=40||StateNo=52||(Time>ifelse(Anim=197,20,61)&&StateNo=[195,197])||(StateNo=[200,450])&&MoveContAct&&StateNo!=205&&StateNo!=240&&StateNo!=450
TriggerAll=var(59)>0
TriggerAll=fvar(38)>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))),Ctrl=0
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[5200,5220]
TriggerAll=Enemy(ceil(fvar(18))),StateNo>179
TriggerAll=Enemy(ceil(fvar(18))),Anim>179
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),var(12)>9&&Enemy(ceil(fvar(18))),AnimElemTime(1)>45-(var(59)*4)||var(59)>10||PrevStateNo=5120
TriggerAll=Random<var(59)*60||var(59)>9
TriggerAll=P2Dist Y>-70
TriggerAll=Enemy(ceil(fvar(18))),AnimTime<-10
Trigger1=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(10)*(1-(Enemy(ceil(fvar(18))),facing=facing)*2)=[-5,93]
Trigger2=Enemy(ceil(fvar(18))),AnimTime<-11
Trigger2=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(11)*(1-(Enemy(ceil(fvar(18))),facing=facing)*2)=[94,105]
Trigger3=Enemy(ceil(fvar(18))),AnimTime<-12
Trigger3=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(12)*(1-(Enemy(ceil(fvar(18))),facing=facing)*2)=[106,116]
Trigger4=Enemy(ceil(fvar(18))),AnimTime<-13
Trigger4=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(13)*(1-(Enemy(ceil(fvar(18))),facing=facing)*2)=[117,128]
Trigger5=Enemy(ceil(fvar(18))),AnimTime<-14
Trigger5=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(14)*(1-(Enemy(ceil(fvar(18))),facing=facing)*2)=[129,139]
Trigger6=Enemy(ceil(fvar(18))),AnimTime<-15
Trigger6=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(15)*(1-(Enemy(ceil(fvar(18))),facing=facing)*2)=[140,151]
Trigger7=Enemy(ceil(fvar(18))),AnimTime<-16
Trigger7=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(16)*(1-(Enemy(ceil(fvar(18))),facing=facing)*2)=[152,162]
Trigger8=Enemy(ceil(fvar(18))),AnimTime<-17
Trigger8=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(17)*(1-(Enemy(ceil(fvar(18))),facing=facing)*2)=[163,172]
Trigger9=Enemy(ceil(fvar(18))),AnimTime<-18
Trigger9=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(18)*(1-(Enemy(ceil(fvar(18))),facing=facing)*2)=[173,181]
Trigger10=Enemy(ceil(fvar(18))),AnimTime<-19
Trigger10=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(19)*(1-(Enemy(ceil(fvar(18))),facing=facing)*2)=[182,187]

[State -3,GGTB];ݶèد
Type=ChangeState
Value=3350
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Power>999
TriggerAll=var(58)=1
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=110||StateNo=115)&&Time>11||(StateNo=[120,132])||(StateNo=[600,640])&&MoveContAct
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),Ctrl=0
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[5200,5220]
TriggerAll=Enemy(ceil(fvar(18))),StateNo>179
TriggerAll=Enemy(ceil(fvar(18))),Anim>179
TriggerAll=Enemy(ceil(fvar(18))),AnimTime<-30
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),var(12)>9&&Enemy(ceil(fvar(18))),AnimElemTime(1)>45-(var(59)*4)||var(59)>10||PrevStateNo=5120
TriggerAll=Random<var(59)*60||var(59)>9
Trigger1=P2BodyDist X*fvar(8)=[-5,120]
Trigger1=P2Dist Y=[-100,250]

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

[State -2,SB];TCNo[Xg 19Fڂ̔p  P2
Type=ChangeState
Value=750
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=fvar(33)>=1.5
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52||Time<2&&MoveType=A&&(StateNo=[200,640])&&(PrevStateNo!=[200,640])
TriggerAll=var(59)>3
TriggerAll=fvar(38)>0
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),Ctrl=0
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[5200,5220]
TriggerAll=Enemy(ceil(fvar(18))),StateNo>179
TriggerAll=Enemy(ceil(fvar(18))),Anim>179
TriggerAll=Enemy(ceil(fvar(18))),AnimTime<-18
TriggerAll=Power<PowerMax/2
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),var(12)>9&&Enemy(ceil(fvar(18))),AnimElemTime(1)>45-(var(59)*4)||var(59)>10||PrevStateNo=5120
TriggerAll=Random<var(59)*60||var(59)>9
Trigger1=P2Dist X-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(19)*(1-(Enemy(ceil(fvar(18))),facing=facing)*2)=[-94,94]
Trigger1=P2Dist Y+Enemy(ceil(fvar(18))),vel y*19+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*190>-126
Trigger1=P2Dist Y+Enemy(ceil(fvar(18))),vel y*19+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*190<0

[State -2,SB];TCNo[Xg 20Fڂ̔p 󒆎 P2
Type=ChangeState
Value=750
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=fvar(33)>=1.5
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52||Time<2&&MoveType=A&&(StateNo=[200,640])&&(PrevStateNo!=[200,640])
TriggerAll=var(59)>3
TriggerAll=fvar(38)>0
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),Ctrl=0
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[5200,5220]
TriggerAll=Enemy(ceil(fvar(18))),StateNo>179
TriggerAll=Enemy(ceil(fvar(18))),Anim>179
TriggerAll=Enemy(ceil(fvar(18))),AnimTime<-19
TriggerAll=Power<PowerMax/2
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),var(12)>9&&Enemy(ceil(fvar(18))),AnimElemTime(1)>45-(var(59)*4)||var(59)>10||PrevStateNo=5120
TriggerAll=Random<var(59)*60||var(59)>9
TriggerAll=P2Dist Y+Enemy(ceil(fvar(18))),vel y*20+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*210<0
Trigger1=P2Dist Y+Enemy(ceil(fvar(18))),vel y*20+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*210>-127
Trigger1=P2Dist X-Enemy(ceil(fvar(18))),vel x*20*(1-(Enemy(ceil(fvar(18))),facing=facing)*2)=[-111,111]
Trigger2=P2Dist Y+Enemy(ceil(fvar(18))),vel y*20+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*210>-170
Trigger2=P2Dist X-Enemy(ceil(fvar(18))),vel x*20*(1-(Enemy(ceil(fvar(18))),facing=facing)*2)=[-79,79]
Trigger3=P2Dist Y+Enemy(ceil(fvar(18))),vel y*20+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*210>-201
Trigger3=P2Dist X-Enemy(ceil(fvar(18))),vel x*20*(1-(Enemy(ceil(fvar(18))),facing=facing)*2)=[-38,38]

[State -3,GGD];޲ް 󒆎 P2
Type=ChangeState
Value=3000
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Power>999
TriggerAll=StateType!=A
TriggerAll=var(58)=0||var(58)=2
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,132])||StateNo=40||StateNo=52||(Time>ifelse(Anim=197,20,61)&&StateNo=[195,197])||(StateNo=[200,450])&&MoveContAct&&StateNo!=205&&StateNo!=240&&StateNo!=450
TriggerAll=var(59)>3
TriggerAll=fvar(38)>0
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),Ctrl=0
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[5200,5220]
TriggerAll=Enemy(ceil(fvar(18))),StateNo>179
TriggerAll=Enemy(ceil(fvar(18))),Anim>179
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),var(12)>9&&Enemy(ceil(fvar(18))),AnimElemTime(1)>45-(var(59)*4)||var(59)>10||PrevStateNo=5120
TriggerAll=Random<var(59)*60||var(59)>9
Trigger1=Enemy(ceil(fvar(18))),AnimTime<-16
Trigger1=P2Dist X-Enemy(ceil(fvar(18))),vel x*17*(1-(Enemy(ceil(fvar(18))),facing=facing)*2)=[43,108]
Trigger1=P2Dist Y+Enemy(ceil(fvar(18))),vel y*17+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*153=[-150,0)
Trigger2=Enemy(ceil(fvar(18))),AnimTime<-17
Trigger2=P2Dist X-Enemy(ceil(fvar(18))),vel x*18*(1-(Enemy(ceil(fvar(18))),facing=facing)*2)=[43,108]
Trigger2=P2Dist Y+Enemy(ceil(fvar(18))),vel y*18+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*171=[-150,0)
Trigger3=Enemy(ceil(fvar(18))),AnimTime<-18
Trigger3=P2Dist X-Enemy(ceil(fvar(18))),vel x*19*(1-(Enemy(ceil(fvar(18))),facing=facing)*2)=[43,108]
Trigger3=P2Dist Y+Enemy(ceil(fvar(18))),vel y*19+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*190=[-150,0)
Trigger4=Enemy(ceil(fvar(18))),AnimTime<-19
Trigger4=P2Dist X-Enemy(ceil(fvar(18))),vel x*20*(1-(Enemy(ceil(fvar(18))),facing=facing)*2)=[43,108]
Trigger4=P2Dist Y+Enemy(ceil(fvar(18))),vel y*20+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*210=[-150,0)
Trigger5=Enemy(ceil(fvar(18))),AnimTime<-20
Trigger5=P2Dist X-Enemy(ceil(fvar(18))),vel x*21*(1-(Enemy(ceil(fvar(18))),facing=facing)*2)=[43,108]
Trigger5=P2Dist Y+Enemy(ceil(fvar(18))),vel y*21+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*231=[-150,0)
Trigger6=Enemy(ceil(fvar(18))),AnimTime<-21
Trigger6=P2Dist X-Enemy(ceil(fvar(18))),vel x*22*(1-(Enemy(ceil(fvar(18))),facing=facing)*2)=[43,108]
Trigger6=P2Dist Y+Enemy(ceil(fvar(18))),vel y*22+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*253=[-150,0)

[State -3,GGTB];޲ިد 󒆎
Type=ChangeState
Value=3300
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Power>999
TriggerAll=StateType!=A
TriggerAll=var(58)=1
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=40||StateNo=52||(Time>ifelse(Anim=197,20,61)&&StateNo=[195,197])||(StateNo=[200,450])&&MoveContAct&&StateNo!=205&&StateNo!=240&&StateNo!=450
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),Ctrl=0
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[5200,5220]
TriggerAll=Enemy(ceil(fvar(18))),StateNo>179
TriggerAll=Enemy(ceil(fvar(18))),Anim>179
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),var(12)>9&&Enemy(ceil(fvar(18))),AnimElemTime(1)>45-(var(59)*4)||var(59)>10||PrevStateNo=5120
TriggerAll=Random<var(59)*60||var(59)>9
TriggerAll=Enemy(ceil(fvar(18))),AnimTime<-10
Trigger1=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*10*(1-(Enemy(ceil(fvar(18))),facing=facing)*2)=[-5,93]
Trigger1=P2Dist Y+Enemy(ceil(fvar(18))),vel y*11+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*66=[-70,0)
Trigger2=Enemy(ceil(fvar(18))),AnimTime<-11
Trigger2=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*11*(1-(Enemy(ceil(fvar(18))),facing=facing)*2)=[94,105]
Trigger2=P2Dist Y+Enemy(ceil(fvar(18))),vel y*12+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*78=[-70,0)
Trigger3=Enemy(ceil(fvar(18))),AnimTime<-12
Trigger3=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*12*(1-(Enemy(ceil(fvar(18))),facing=facing)*2)=[106,116]
Trigger3=P2Dist Y+Enemy(ceil(fvar(18))),vel y*13+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*91=[-70,0)
Trigger4=Enemy(ceil(fvar(18))),AnimTime<-13
Trigger4=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*13*(1-(Enemy(ceil(fvar(18))),facing=facing)*2)=[117,128]
Trigger4=P2Dist Y+Enemy(ceil(fvar(18))),vel y*14+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*105=[-70,0)
Trigger5=Enemy(ceil(fvar(18))),AnimTime<-14
Trigger5=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*14*(1-(Enemy(ceil(fvar(18))),facing=facing)*2)=[129,139]
Trigger5=P2Dist Y+Enemy(ceil(fvar(18))),vel y*15+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*120=[-70,0)
Trigger6=Enemy(ceil(fvar(18))),AnimTime<-15
Trigger6=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*15*(1-(Enemy(ceil(fvar(18))),facing=facing)*2)=[140,151]
Trigger6=P2Dist Y+Enemy(ceil(fvar(18))),vel y*16+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*136=[-70,0)
Trigger7=Enemy(ceil(fvar(18))),AnimTime<-16
Trigger7=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*16*(1-(Enemy(ceil(fvar(18))),facing=facing)*2)=[152,162]
Trigger7=P2Dist Y+Enemy(ceil(fvar(18))),vel y*17+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*153=[-70,0)
Trigger8=Enemy(ceil(fvar(18))),AnimTime<-17
Trigger8=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*17*(1-(Enemy(ceil(fvar(18))),facing=facing)*2)=[163,172]
Trigger8=P2Dist Y+Enemy(ceil(fvar(18))),vel y*18+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*171=[-70,0)
Trigger9=Enemy(ceil(fvar(18))),AnimTime<-18
Trigger9=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*18*(1-(Enemy(ceil(fvar(18))),facing=facing)*2)=[173,181]
Trigger9=P2Dist Y+Enemy(ceil(fvar(18))),vel y*19+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*190=[-70,0)
Trigger10=Enemy(ceil(fvar(18))),AnimTime<-19
Trigger10=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*19*(1-(Enemy(ceil(fvar(18))),facing=facing)*2)=[182,187]
Trigger10=P2Dist Y+Enemy(ceil(fvar(18))),vel y*20+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*210=[-70,0)

;
;A[}[p
;

[State -3,];AIpڔ΂
Type=HitOverRide
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=MoveType!=H
TriggerAll=var(58)=1
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,132])||StateNo=40||StateNo=52||(Time>ifelse(Anim=197,20,61)&&StateNo=[195,197])||(StateNo=[200,450])&&MoveContAct&&StateNo!=205&&StateNo!=240&&StateNo!=450
TriggerAll=var(59)>7||fvar(39)
TriggerAll=NumHelper(30000+ID)
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),Ctrl=0
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[5200,5220]
TriggerAll=Enemy(ceil(fvar(18))),StateNo>179
TriggerAll=Enemy(ceil(fvar(18))),Anim>179
TriggerAll=(Enemy(ceil(fvar(18))),StateNo!=[200,699])
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),var(12)>9&&Enemy(ceil(fvar(18))),AnimElemTime(1)>45-(var(59)*4)||var(59)>10||PrevStateNo=5120
TriggerAll=Life>199
TriggerAll=Random<var(59)*35
TriggerAll=GameTime%4>1
Trigger1=Helper(30000+ID),var(5)>1
Trigger1=P2Dist X>=0
Trigger1=P2BodyDist X*fvar(8)-(P2StateType=A)*Enemy(ceil(fvar(18))),vel x*16*(1-(Enemy(ceil(fvar(18))),facing=facing)*2)<120
Attr=SCA,NA,SA,NP,SP
StateNo=2810
Slot=4
Time=1

[State -3,];AIpڔ΂ ެ޶گ
Type=HitOverRide
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=MoveType!=H
TriggerAll=var(58)=0
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,132])||StateNo=40||StateNo=52||(Time>ifelse(Anim=197,20,61)&&StateNo=[195,197])||(StateNo=[200,450])&&MoveContAct&&StateNo!=205&&StateNo!=240&&StateNo!=450
TriggerAll=var(59)>7||fvar(39)
TriggerAll=NumHelper(30000+ID)
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),Ctrl=0
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[5200,5220]
TriggerAll=Enemy(ceil(fvar(18))),StateNo>179
TriggerAll=Enemy(ceil(fvar(18))),Anim>179
TriggerAll=(Enemy(ceil(fvar(18))),StateNo!=[200,699])
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),var(12)>9&&Enemy(ceil(fvar(18))),AnimElemTime(1)>45-(var(59)*4)||var(59)>10||PrevStateNo=5120
TriggerAll=Life>199
TriggerAll=Random<var(59)*35
TriggerAll=GameTime%4>1
Trigger1=Helper(30000+ID),var(5)>1
Trigger1=P2Dist X>=0
Trigger1=P2BodyDist X*fvar(8)-(P2StateType=A)*Enemy(ceil(fvar(18))),vel x*16*(1-(Enemy(ceil(fvar(18))),facing=facing)*2)<120
Trigger1=1||var(34):=facing
Attr=SCA,NA,SA,NP,SP
StateNo=2710
Slot=4
Time=1

[State -3,];AIpڔ΂ ެ޶گ
Type=HitOverRide
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=MoveType!=H
TriggerAll=var(58)=0
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,132])||StateNo=40||StateNo=52||(Time>ifelse(Anim=197,20,61)&&StateNo=[195,197])||(StateNo=[200,450])&&MoveContAct&&StateNo!=205&&StateNo!=240&&StateNo!=450
TriggerAll=var(59)>7||fvar(39)
TriggerAll=NumHelper(30000+ID)
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),Ctrl=0
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[5200,5220]
TriggerAll=Enemy(ceil(fvar(18))),StateNo>179
TriggerAll=Enemy(ceil(fvar(18))),Anim>179
TriggerAll=(Enemy(ceil(fvar(18))),StateNo!=[200,699])
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),var(12)>9&&Enemy(ceil(fvar(18))),AnimElemTime(1)>45-(var(59)*4)||var(59)>10||PrevStateNo=5120
TriggerAll=Life>199
TriggerAll=Random<var(59)*35
TriggerAll=GameTime%4>1
Trigger1=Helper(30000+ID),var(5)>1
Trigger1=P2Dist X>=0
Trigger1=P2BodyDist X*fvar(8)-(P2StateType=A)*Enemy(ceil(fvar(18))),vel x*16*(1-(Enemy(ceil(fvar(18))),facing=facing)*2)<120
Trigger1=1||var(34):=facing
Attr=SCA,NA,SA,NP,SP
StateNo=2751
Slot=4
Time=1

[State -3,JGT];ެ޶گ
Type=ChangeState
Value=2700
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,10]
TriggerAll=fvar(38)=[1,2]
TriggerAll=var(58)=0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||StateNo=40||StateNo=52||(Time>ifelse(Anim=197,20,61)&&StateNo=[195,197])||(StateNo=[200,450])&&MoveContAct&&StateNo!=205&&StateNo!=240&&StateNo!=450
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),MoveType=A
TriggerAll=(Enemy(ceil(fvar(18))),StateNo!=[200,699])
TriggerAll=Enemy(ceil(fvar(18))),HitDefAttr=SCA,NA,SA,NP,SP
TriggerAll=Enemy(ceil(fvar(18))),facing!=facing
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),var(12)>9&&Enemy(ceil(fvar(18))),AnimElemTime(1)>45-(var(59)*4)||var(59)>10||PrevStateNo=5120
TriggerAll=Random<var(59)*35
TriggerAll=P2BodyDist X*fvar(8)=[-5,99]
TriggerAll=Helper(30000+ID),var(5)=1
Trigger1=Enemy(ceil(fvar(18))),StateType!=A
Trigger1=P2Dist Y>-99
Trigger2=Enemy(ceil(fvar(18))),StateType=A
Trigger2=P2Dist Y+Enemy(ceil(fvar(18))),vel y*9+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*45=[-110,0)

[State -3,U.B.S.];U.B.S. n㎞
Type=ChangeState
Value=2800
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,10]
TriggerAll=fvar(38)=[1,2]
TriggerAll=var(58)=0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||StateNo=40||StateNo=52||(Time>ifelse(Anim=197,20,61)&&StateNo=[195,197])||(StateNo=[200,450])&&MoveContAct&&StateNo!=205&&StateNo!=240&&StateNo!=450
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=A
TriggerAll=(Enemy(ceil(fvar(18))),StateNo!=[200,699])
TriggerAll=Enemy(ceil(fvar(18))),StateNo<3000
TriggerAll=Enemy(ceil(fvar(18))),facing!=facing
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),var(12)>9&&Enemy(ceil(fvar(18))),AnimElemTime(1)>45-(var(59)*4)||var(59)>10||PrevStateNo=5120
TriggerAll=Random<var(59)*35
TriggerAll=P2Dist X>=0
TriggerAll=P2BodyDist X*fvar(8)<99
TriggerAll=Helper(30000+ID),var(5)=1
TriggerAll=P2Dist Y>-99
Trigger1=NumHelper(20000+ID)
Trigger1=Helper(20000+ID),var(0)>2
Trigger2=NumHelper(11111+ID)
Trigger2=Helper(11111+ID),var(59)>2

[State -3,U.B.S.];U.B.S. 󒆎
Type=ChangeState
Value=2800
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,10]
TriggerAll=fvar(38)=[1,2]
TriggerAll=var(58)=0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||StateNo=40||StateNo=52||(Time>ifelse(Anim=197,20,61)&&StateNo=[195,197])||(StateNo=[200,450])&&MoveContAct&&StateNo!=205&&StateNo!=240&&StateNo!=450
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=A
TriggerAll=(Enemy(ceil(fvar(18))),StateNo!=[200,699])
TriggerAll=Enemy(ceil(fvar(18))),StateNo<3000
TriggerAll=Enemy(ceil(fvar(18))),facing!=facing
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),var(12)>9&&Enemy(ceil(fvar(18))),AnimElemTime(1)>45-(var(59)*4)||var(59)>10||PrevStateNo=5120
TriggerAll=Random<var(59)*35
TriggerAll=P2Dist X>=0
TriggerAll=P2BodyDist X*fvar(8)<99
TriggerAll=Helper(30000+ID),var(5)=1
TriggerAll=P2Dist Y+Enemy(ceil(fvar(18))),vel y*9+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*45=[-110,0]
Trigger1=NumHelper(20000+ID)
Trigger1=Helper(20000+ID),var(0)>2
Trigger2=NumHelper(11111+ID)
Trigger2=Helper(11111+ID),var(59)>2

;
;1F
;

[State -3];
Type=ChangeState
Value=800
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(11111+ID)
TriggerAll=Helper(11111+ID),var(6)+Helper(11111+ID),var(7)>=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))),Ctrl=0
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[5200,5220]
TriggerAll=Enemy(ceil(fvar(18))),StateNo>179
TriggerAll=Enemy(ceil(fvar(18))),Anim>179
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),var(12)>9&&Enemy(ceil(fvar(18))),AnimElemTime(1)>45-(var(59)*4)||var(59)>10||PrevStateNo=5120
TriggerAll=P2BodyDist X*fvar(8)=[-5,27]
TriggerAll=!P2Dist Y
Trigger1=Random<var(59)*60||var(59)>9

[State -3];
Type=ChangeState
Value=805
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(11111+ID)
TriggerAll=Helper(11111+ID),var(6)+Helper(11111+ID),var(7)<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))),Ctrl=0
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[5200,5220]
TriggerAll=Enemy(ceil(fvar(18))),StateNo>179
TriggerAll=Enemy(ceil(fvar(18))),Anim>179
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),var(12)>9&&Enemy(ceil(fvar(18))),AnimElemTime(1)>45-(var(59)*4)||var(59)>10||PrevStateNo=5120
TriggerAll=P2BodyDist X*fvar(8)=[-5,27]
TriggerAll=!P2Dist Y
Trigger1=Random<var(59)*60||var(59)>9

[State -3];
Type=ChangeState
value=800
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52
TriggerAll=NumHelper(11111+ID)
TriggerAll=Helper(11111+ID),var(6)+Helper(11111+ID),var(7)>=0
TriggerAll=NumHelper(20000+ID)
TriggerAll=Helper(20000+ID),var(20)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=P2BodyDist X*fvar(8)=[-5,27]
TriggerAll=!P2Dist Y
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
Trigger1=Random<var(59)*30
Trigger2=var(59)>10

[State -3];
Type=ChangeState
value=805
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52
TriggerAll=NumHelper(11111+ID)
TriggerAll=Helper(11111+ID),var(6)+Helper(11111+ID),var(7)<0
TriggerAll=NumHelper(20000+ID)
TriggerAll=Helper(20000+ID),var(20)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=P2BodyDist X*fvar(8)=[-5,27]
TriggerAll=!P2Dist Y
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
Trigger1=Random<var(59)*30
Trigger2=var(59)>10

[State -3];
Type=ChangeState
value=800
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52
TriggerAll=NumHelper(11111+ID)
TriggerAll=Helper(11111+ID),var(6)+Helper(11111+ID),var(7)>=0
TriggerAll=NumHelper(20000+ID)
TriggerAll=Helper(20000+ID),var(20)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=P2BodyDist X*fvar(8)=[-5,27]
TriggerAll=!P2Dist Y
TriggerAll=Random<var(59)*100
Trigger1=Enemy(ceil(fvar(18))),StateNo=[120,159]
Trigger2=PrevStateNo=[140,155]
Trigger3=Enemy(ceil(fvar(18))),StateNo=52
Trigger4=StateNo=52
Trigger5=NumHelper(40000+ID)
Trigger5=Helper(40000+ID),var(1)>0
Trigger5=Enemy(ceil(fvar(18))),StateNo<999&&Enemy(ceil(fvar(18))),Anim<180||Enemy(ceil(fvar(18))),Ctrl

[State -3];
Type=ChangeState
value=805
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52
TriggerAll=NumHelper(11111+ID)
TriggerAll=Helper(11111+ID),var(6)+Helper(11111+ID),var(7)<0
TriggerAll=NumHelper(20000+ID)
TriggerAll=Helper(20000+ID),var(20)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=P2BodyDist X*fvar(8)=[-5,27]
TriggerAll=!P2Dist Y
TriggerAll=Random<var(59)*100
Trigger1=Enemy(ceil(fvar(18))),StateNo=[120,159]
Trigger2=PrevStateNo=[140,155]
Trigger3=Enemy(ceil(fvar(18))),StateNo=52
Trigger4=StateNo=52
Trigger5=NumHelper(40000+ID)
Trigger5=Helper(40000+ID),var(1)>0
Trigger5=Enemy(ceil(fvar(18))),StateNo<999&&Enemy(ceil(fvar(18))),Anim<180||Enemy(ceil(fvar(18))),Ctrl

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

[State -3,GGD];޲ް n㎞ P2
Type=ChangeState
Value=3000
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Power>999
TriggerAll=StateType!=A
TriggerAll=var(58)=0||var(58)=2
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,132])||StateNo=40||StateNo=52||(Time>ifelse(Anim=197,20,61)&&StateNo=[195,197])||(StateNo=[200,450])&&MoveContAct&&StateNo!=205&&StateNo!=240&&StateNo!=450
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))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),MoveType=A||Enemy(ceil(fvar(18))),Ctrl||Enemy(ceil(fvar(18))),StateNo<180||Enemy(ceil(fvar(18))),Anim<120
TriggerAll=Random<ifelse(var(59)<6,var(59),10-var(59))*(10+(PrevStateNo=5120)*20)
TriggerAll=P2Dist Y>-150
Trigger1=P2Dist X-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(17)*(1-(Enemy(ceil(fvar(18))),facing=facing)*2)=[43,108]
Trigger2=P2Dist X-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(18)*(1-(Enemy(ceil(fvar(18))),facing=facing)*2)=[43,108]
Trigger3=P2Dist X-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(19)*(1-(Enemy(ceil(fvar(18))),facing=facing)*2)=[43,108]
Trigger4=P2Dist X-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(20)*(1-(Enemy(ceil(fvar(18))),facing=facing)*2)=[43,108]
Trigger5=P2Dist X-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(21)*(1-(Enemy(ceil(fvar(18))),facing=facing)*2)=[43,108]
Trigger6=P2Dist X-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(22)*(1-(Enemy(ceil(fvar(18))),facing=facing)*2)=[43,108]

[State -3,GGTB];޲ިد n㎞
Type=ChangeState
Value=3300
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Power>999
TriggerAll=StateType!=A
TriggerAll=var(58)=1
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=40||StateNo=52||(Time>ifelse(Anim=197,20,61)&&StateNo=[195,197])||(StateNo=[200,450])&&MoveContAct&&StateNo!=205&&StateNo!=240&&StateNo!=450
TriggerAll=var(59)>0
TriggerAll=fvar(38)>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))),MoveType=A||Enemy(ceil(fvar(18))),Ctrl||Enemy(ceil(fvar(18))),StateNo<180||Enemy(ceil(fvar(18))),Anim<120
TriggerAll=Random<ifelse(var(59)<6,var(59),10-var(59))*(10+(PrevStateNo=5120)*20)
TriggerAll=Random<var(59)*60||var(59)>9
TriggerAll=P2Dist Y>-70
Trigger1=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(10)*(1-(Enemy(ceil(fvar(18))),facing=facing)*2)=[-5,93]
Trigger2=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(11)*(1-(Enemy(ceil(fvar(18))),facing=facing)*2)=[94,105]
Trigger3=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(12)*(1-(Enemy(ceil(fvar(18))),facing=facing)*2)=[106,116]
Trigger4=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(13)*(1-(Enemy(ceil(fvar(18))),facing=facing)*2)=[117,128]
Trigger5=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(14)*(1-(Enemy(ceil(fvar(18))),facing=facing)*2)=[129,139]
Trigger6=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(15)*(1-(Enemy(ceil(fvar(18))),facing=facing)*2)=[140,151]
Trigger7=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(16)*(1-(Enemy(ceil(fvar(18))),facing=facing)*2)=[152,162]
Trigger8=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(17)*(1-(Enemy(ceil(fvar(18))),facing=facing)*2)=[163,172]
Trigger9=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(18)*(1-(Enemy(ceil(fvar(18))),facing=facing)*2)=[173,181]
Trigger10=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(19)*(1-(Enemy(ceil(fvar(18))),facing=facing)*2)=[182,187]

[State -3,JGT];ެ޶گ n㎞
Type=ChangeState
Value=2700
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Power>999
TriggerAll=StateType!=A
TriggerAll=var(58)=0
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,132])||StateNo=40||StateNo=52||(Time>ifelse(Anim=197,20,61)&&StateNo=[195,197])||(StateNo=[200,450])&&MoveContAct&&StateNo!=205&&StateNo!=240&&StateNo!=450
TriggerAll=var(59)=[1,9]
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),facing!=facing
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),MoveType=A||Enemy(ceil(fvar(18))),Ctrl||Enemy(ceil(fvar(18))),StateNo<180||Enemy(ceil(fvar(18))),Anim<120
TriggerAll=Random<ifelse(var(59)<6,var(59),10-var(59))*(10+(PrevStateNo=5120)*20)
TriggerAll=Life>199
Trigger1=P2Dist X>=0
Trigger1=P2Dist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(16)<99
Trigger1=P2Dist Y>-99

[State -3,JGT];ެ޶گ n㎞
Type=ChangeState
Value=2750
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Power>999
TriggerAll=StateType!=A
TriggerAll=var(58)=2
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,132])||StateNo=40||StateNo=52||(Time>ifelse(Anim=197,20,61)&&StateNo=[195,197])||(StateNo=[200,450])&&MoveContAct&&StateNo!=205&&StateNo!=240&&StateNo!=450
TriggerAll=var(59)=[1,9]
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),facing!=facing
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),MoveType=A||Enemy(ceil(fvar(18))),Ctrl||Enemy(ceil(fvar(18))),StateNo<180||Enemy(ceil(fvar(18))),Anim<120
TriggerAll=Random<ifelse(var(59)<6,var(59),10-var(59))*(10+(PrevStateNo=5120)*20)
TriggerAll=Life>199
Trigger1=P2Dist X>=0
Trigger1=P2Dist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(16)<99
Trigger1=P2Dist Y>-99

[State -3,U.B.S.];U.B.S. n㎞
Type=ChangeState
Value=2800
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Power>999
TriggerAll=StateType!=A
TriggerAll=var(58)=1
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,132])||StateNo=40||StateNo=52||(Time>ifelse(Anim=197,20,61)&&StateNo=[195,197])||(StateNo=[200,450])&&MoveContAct&&StateNo!=205&&StateNo!=240&&StateNo!=450
TriggerAll=var(59)=[1,9]
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=Enemy(ceil(fvar(18))),facing!=facing
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))),MoveType=A||Enemy(ceil(fvar(18))),Ctrl||Enemy(ceil(fvar(18))),StateNo<180||Enemy(ceil(fvar(18))),Anim<120
TriggerAll=Random<ifelse(var(59)<6,var(59),10-var(59))*(10+(PrevStateNo=5120)*20)
TriggerAll=Life>199
Trigger1=P2Dist X>=0
Trigger1=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(16)<60
Trigger1=P2Dist Y>-99

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

[State -3,GGD];޲ް 󒆎 P2
Type=ChangeState
Value=3000
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Power>999
TriggerAll=StateType!=A
TriggerAll=var(58)=0||var(58)=2
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,132])||StateNo=40||StateNo=52||(Time>ifelse(Anim=197,20,61)&&StateNo=[195,197])||(StateNo=[200,450])&&MoveContAct&&StateNo!=205&&StateNo!=240&&StateNo!=450
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))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),MoveType=A||Enemy(ceil(fvar(18))),Ctrl||Enemy(ceil(fvar(18))),StateNo<180||Enemy(ceil(fvar(18))),Anim<120
TriggerAll=Random<ifelse(var(59)<6,var(59),10-var(59))*(10+(PrevStateNo=5120)*20)
Trigger1=P2Dist X-Enemy(ceil(fvar(18))),vel x*17*(1-(Enemy(ceil(fvar(18))),facing=facing)*2)=[43,108]
Trigger1=P2Dist Y+Enemy(ceil(fvar(18))),vel y*17+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*153=[-150,0)
Trigger2=P2Dist X-Enemy(ceil(fvar(18))),vel x*18*(1-(Enemy(ceil(fvar(18))),facing=facing)*2)=[43,108]
Trigger2=P2Dist Y+Enemy(ceil(fvar(18))),vel y*18+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*171=[-150,0)
Trigger3=P2Dist X-Enemy(ceil(fvar(18))),vel x*19*(1-(Enemy(ceil(fvar(18))),facing=facing)*2)=[43,108]
Trigger3=P2Dist Y+Enemy(ceil(fvar(18))),vel y*19+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*190=[-150,0)
Trigger4=P2Dist X-Enemy(ceil(fvar(18))),vel x*20*(1-(Enemy(ceil(fvar(18))),facing=facing)*2)=[43,108]
Trigger4=P2Dist Y+Enemy(ceil(fvar(18))),vel y*20+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*210=[-150,0)
Trigger5=P2Dist X-Enemy(ceil(fvar(18))),vel x*21*(1-(Enemy(ceil(fvar(18))),facing=facing)*2)=[43,108]
Trigger5=P2Dist Y+Enemy(ceil(fvar(18))),vel y*21+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*231=[-150,0)
Trigger6=P2Dist X-Enemy(ceil(fvar(18))),vel x*22*(1-(Enemy(ceil(fvar(18))),facing=facing)*2)=[43,108]
Trigger6=P2Dist Y+Enemy(ceil(fvar(18))),vel y*22+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*253=[-150,0)

[State -3,GGTB];޲ިد 󒆎
Type=ChangeState
Value=3300
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Power>999
TriggerAll=StateType!=A
TriggerAll=var(58)=1
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=40||StateNo=52||(Time>ifelse(Anim=197,20,61)&&StateNo=[195,197])||(StateNo=[200,450])&&MoveContAct&&StateNo!=205&&StateNo!=240&&StateNo!=450
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),MoveType=A||Enemy(ceil(fvar(18))),Ctrl||Enemy(ceil(fvar(18))),StateNo<180||Enemy(ceil(fvar(18))),Anim<120
TriggerAll=Random<ifelse(var(59)<6,var(59),10-var(59))*(5+(PrevStateNo=5120)*20)
Trigger1=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*10*(1-(Enemy(ceil(fvar(18))),facing=facing)*2)=[-5,93]
Trigger1=P2Dist Y+Enemy(ceil(fvar(18))),vel y*11+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*66=[-70,0)
Trigger2=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*11*(1-(Enemy(ceil(fvar(18))),facing=facing)*2)=[94,105]
Trigger2=P2Dist Y+Enemy(ceil(fvar(18))),vel y*12+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*78=[-70,0)
Trigger3=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*12*(1-(Enemy(ceil(fvar(18))),facing=facing)*2)=[106,116]
Trigger3=P2Dist Y+Enemy(ceil(fvar(18))),vel y*13+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*91=[-70,0)
Trigger4=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*13*(1-(Enemy(ceil(fvar(18))),facing=facing)*2)=[117,128]
Trigger4=P2Dist Y+Enemy(ceil(fvar(18))),vel y*14+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*105=[-70,0)
Trigger5=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*14*(1-(Enemy(ceil(fvar(18))),facing=facing)*2)=[129,139]
Trigger5=P2Dist Y+Enemy(ceil(fvar(18))),vel y*15+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*120=[-70,0)
Trigger6=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*15*(1-(Enemy(ceil(fvar(18))),facing=facing)*2)=[140,151]
Trigger6=P2Dist Y+Enemy(ceil(fvar(18))),vel y*16+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*136=[-70,0)
Trigger7=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*16*(1-(Enemy(ceil(fvar(18))),facing=facing)*2)=[152,162]
Trigger7=P2Dist Y+Enemy(ceil(fvar(18))),vel y*17+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*153=[-70,0)
Trigger8=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*17*(1-(Enemy(ceil(fvar(18))),facing=facing)*2)=[163,172]
Trigger8=P2Dist Y+Enemy(ceil(fvar(18))),vel y*18+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*171=[-70,0)
Trigger9=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*18*(1-(Enemy(ceil(fvar(18))),facing=facing)*2)=[173,181]
Trigger9=P2Dist Y+Enemy(ceil(fvar(18))),vel y*19+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*190=[-70,0)
Trigger10=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*19*(1-(Enemy(ceil(fvar(18))),facing=facing)*2)=[182,187]
Trigger10=P2Dist Y+Enemy(ceil(fvar(18))),vel y*20+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*210=[-70,0)

[State -3,JGT];ެ޶گ 󒆎
Type=ChangeState
Value=2700
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Power>999
TriggerAll=StateType!=A
TriggerAll=var(58)=0
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,132])||StateNo=40||StateNo=52||(Time>ifelse(Anim=197,20,61)&&StateNo=[195,197])||(StateNo=[200,450])&&MoveContAct&&StateNo!=205&&StateNo!=240&&StateNo!=450
TriggerAll=var(59)=[1,9]
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),facing!=facing
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),MoveType=A||Enemy(ceil(fvar(18))),Ctrl||Enemy(ceil(fvar(18))),StateNo<180||Enemy(ceil(fvar(18))),Anim<120
TriggerAll=Random<ifelse(var(59)<6,var(59),10-var(59))*(10+(PrevStateNo=5120)*20)
TriggerAll=Life>199
Trigger1=P2Dist X>=0
Trigger1=P2Dist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*17<99
Trigger1=P2Dist Y+Enemy(ceil(fvar(18))),vel y*17+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*153=[-110,0)

[State -3,JGT];FBެ޶گ 󒆎
Type=ChangeState
Value=2750
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Power>999
TriggerAll=StateType!=A
TriggerAll=var(58)=2
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,132])||StateNo=40||StateNo=52||(Time>ifelse(Anim=197,20,61)&&StateNo=[195,197])||(StateNo=[200,450])&&MoveContAct&&StateNo!=205&&StateNo!=240&&StateNo!=450
TriggerAll=var(59)=[1,9]
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),facing!=facing
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),MoveType=A||Enemy(ceil(fvar(18))),Ctrl||Enemy(ceil(fvar(18))),StateNo<180||Enemy(ceil(fvar(18))),Anim<120
TriggerAll=Random<ifelse(var(59)<6,var(59),10-var(59))*(10+(PrevStateNo=5120)*20)
TriggerAll=Life>199
Trigger1=P2Dist X>=0
Trigger1=P2Dist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*17<99
Trigger1=P2Dist Y+Enemy(ceil(fvar(18))),vel y*17+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*153=[-110,0)

[State -3,U.B.S.];U.B.S. 󒆎
Type=ChangeState
Value=2800
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Power>999
TriggerAll=StateType!=A
TriggerAll=var(58)=1
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,132])||StateNo=40||StateNo=52||(Time>ifelse(Anim=197,20,61)&&StateNo=[195,197])||(StateNo=[200,450])&&MoveContAct&&StateNo!=205&&StateNo!=240&&StateNo!=450
TriggerAll=var(59)=[1,9]
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=Enemy(ceil(fvar(18))),facing!=facing
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),MoveType=A||Enemy(ceil(fvar(18))),Ctrl||Enemy(ceil(fvar(18))),StateNo<180||Enemy(ceil(fvar(18))),Anim<120
TriggerAll=Random<ifelse(var(59)<6,var(59),10-var(59))*(10+(PrevStateNo=5120)*20)
TriggerAll=Life>199
Trigger1=P2Dist X>=0
Trigger1=P2Dist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*17<99
Trigger1=P2Dist Y+Enemy(ceil(fvar(18))),vel y*17+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*153=[-110,0)

;
;K[hLZ
;

[State -3,DAA];fbgAOA^bN@؂ւ n㎞
Type=ChangeState
Value=700
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateNo=[150,153]
TriggerAll=Power>999
TriggerAll=var(59)>0
TriggerAll=fvar(39)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),Ctrl=0
TriggerAll=Enemy(ceil(fvar(18))),StateNo>179
TriggerAll=Enemy(ceil(fvar(18))),Anim>179
TriggerAll=Enemy(ceil(fvar(18))),AnimTime<-12
TriggerAll=Enemy(ceil(fvar(18))),Const(size.head.pos.y)<-70
TriggerAll=Enemy(ceil(fvar(18))),StateType!=C||Enemy(ceil(fvar(18))),Const(size.head.pos.y)<-100
TriggerAll=P2Dist X>=0
TriggerAll=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*7<111
TriggerAll=P2Dist Y>-120
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),var(12)>9&&Enemy(ceil(fvar(18))),AnimElemTime(1)>45-(var(59)*4)||var(59)>10||PrevStateNo=5120
Trigger1=Life<99||Enemy(ceil(fvar(18))),Life<99||Power>1999||Enemy(ceil(fvar(18))),BackEdgeDist<19||BackEdgeDist<19
Trigger1=Random<var(59)*100

[State -3,DAA];fbgAOA^bN@؂ւ 󒆎
Type=ChangeState
Value=700
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateNo=[150,153]
TriggerAll=Power>999
TriggerAll=var(59)>0
TriggerAll=fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),Ctrl=0
TriggerAll=Enemy(ceil(fvar(18))),StateNo>179
TriggerAll=Enemy(ceil(fvar(18))),Anim>179
TriggerAll=Enemy(ceil(fvar(18))),AnimTime<-12
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),var(12)>9&&Enemy(ceil(fvar(18))),AnimElemTime(1)>45-(var(59)*4)||var(59)>10||PrevStateNo=5120
TriggerAll=P2Dist X>=0
TriggerAll=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*7<111
TriggerAll=P2Dist Y+Enemy(ceil(fvar(18))),vel y*12+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*78=[-120,0)
Trigger1=Random<var(59)*101
Trigger1=Life<99||Enemy(ceil(fvar(18))),Life<99||Power>1999||Enemy(ceil(fvar(18))),BackEdgeDist<19||BackEdgeDist<19

[State -3,DAA];fbgAOA^bN Ԃώ n㎞
Type=ChangeState
Value=700
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateNo=[150,153]
TriggerAll=Power>999
TriggerAll=var(59)=[1,9]
TriggerAll=fvar(39)>0
TriggerAll=NumHelper(30000+ID)
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))),MoveType=A||Enemy(ceil(fvar(18))),Ctrl||Enemy(ceil(fvar(18))),StateNo<180||Enemy(ceil(fvar(18))),Anim<120
TriggerAll=P2Dist X>=0
TriggerAll=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*7<111
TriggerAll=P2Dist Y>-120
Trigger1=Random<ifelse(var(59)<6,var(59),10-var(59))*22
Trigger1=Life<99||Enemy(ceil(fvar(18))),Life<99||Power>1999||Enemy(ceil(fvar(18))),BackEdgeDist<19||BackEdgeDist<19

[State -3,DAA];fbgAOA^bN Ԃώ 󒆎
Type=ChangeState
Value=700
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateNo=[150,153]
TriggerAll=Power>999
TriggerAll=var(59)=[1,9]
TriggerAll=fvar(39)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),MoveType=A||Enemy(ceil(fvar(18))),Ctrl||Enemy(ceil(fvar(18))),StateNo<180||Enemy(ceil(fvar(18))),Anim<120
TriggerAll=P2Dist X>=0
TriggerAll=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*7<110
TriggerAll=P2Dist Y+Enemy(ceil(fvar(18))),vel y*12+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*78=[-120,0)
Trigger1=Random<ifelse(var(59)<6,var(59),10-var(59))*22
Trigger1=Life<99||Enemy(ceil(fvar(18))),Life<99||Power>1999||Enemy(ceil(fvar(18))),BackEdgeDist<19||BackEdgeDist<19

;
;nNU
;

[State -3,S_K];K
Type=ChangeState
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(59)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType=L
TriggerAll=P2BodyDist X*fvar(8)=[28,50]
TriggerAll=Enemy(ceil(fvar(18))),StateNo=5120
TriggerAll=Ctrl||(StateNo=[9,22])||StateNo=40||StateNo=52||(Time>ifelse(Anim=197,20,61)&&StateNo=[195,197])
Trigger1=Random<ifelse(var(59)>10||fvar(39),10,var(59))*25
Trigger1=Enemy(ceil(fvar(18))),AnimTime=-3
Value=210

[State -3,S_FK];K
Type=ChangeState
TriggerAll=Alive=1
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=P2BodyDist X*fvar(8)=[28,60]
TriggerAll=Enemy(ceil(fvar(18))),StateNo=5120
TriggerAll=Ctrl||(StateNo=[9,22])||StateNo=40||StateNo=52||(Time>ifelse(Anim=197,20,61)&&StateNo=[195,197])
Trigger1=Random<ifelse(var(59)>10||fvar(39),10,var(59))*33
Trigger1=Enemy(ceil(fvar(18))),AnimTime=-15
Value=215

[State -3,Dash];_bV
Type=ChangeState
Value=100
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=PalNo=11
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,132])
TriggerAll=var(59)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType=L
Trigger1=Enemy(ceil(fvar(18))),StateNo!=5120
Trigger1=P2BodyDist X*fvar(8)>113
Trigger2=P2BodyDist X*fvar(8)>170

[State -3,BackStep];oNXe
Type=ChangeState
Value=105
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=PalNo=11
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,132])
TriggerAll=var(59)>0
TriggerAll=Enemy(ceil(fvar(18))),StateType=L
Trigger1=Enemy(ceil(fvar(18))),StateNo!=5120
Trigger1=P2BodyDist X*fvar(8)<15
Trigger2=Enemy(ceil(fvar(18))),StateNo=5120
Trigger2=Enemy(ceil(fvar(18))),AnimTime=-2
Trigger2=P2BodyDist X*fvar(8)<29

[State -3,Walk];O
Type=ChangeState
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Anim!=20
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,131])
TriggerAll=var(59)>0||fvar(39)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType=L
TriggerAll=fvar(34)>0
Trigger1=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*(9*(1-(facing=Enemy(ceil(fvar(18))),facing)*2))>60
Value=21

[State -3,Walk];
Type=ChangeState
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Anim!=21
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,131])
TriggerAll=var(59)>0||fvar(39)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType=L
TriggerAll=fvar(34)>0
Trigger1=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*(9*(1-(facing=Enemy(ceil(fvar(18))),facing)*2))<52
Value=22

;
;NUߋ
;

[State -3,A_HS];S
Type=ChangeState
Value=630
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=110||StateNo=115)&&Time>11
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType=L
TriggerAll=P2Dist X>=-6
TriggerAll=P2BodyDist X*fvar(8)-vel x*7-Enemy(ceil(fvar(18))),vel x*7<95
Trigger1=Pos Y+vel y*11+Const(MoveMent.Yaccel)*66<0
Trigger1=Pos Y+vel y*12+Const(MoveMent.Yaccel)*78>=0

;
;h or FRC
;

[State -1];}LZ
Type=ChangeState
value=950
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=MoveContAct
TriggerAll=Power>999
TriggerAll=StateType!=A
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=var(56)=0
Trigger1=StateNo=205
Trigger1=var(58)<2
Trigger2=StateNo=2701
Trigger3=StateNo=2840

[State -1]
Type=ChangeState
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(40)=0
TriggerAll=power>=500
TriggerAll=var(58)=2
TriggerAll=StateNo=1001
TriggerAll=AnimElemTime(13)>=2
TriggerAll=AnimElemTime(14)<3
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
Trigger1=Enemy(ceil(fvar(18))),StateType=A
Trigger1=Enemy(ceil(fvar(18))),MoveType=H
Trigger1=Enemy(ceil(fvar(18))),StateNo!=[150,155]
value=955
ignoreHitPause=1
Persistent=0

[State -3];KCK_[˃KCKeBbNubg
Type=ChangeState
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=StateNo=3000
TriggerAll=AnimElemTime(6)=[6,20]
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=NumHelper(11111+ID)
TriggerAll=NumHelper(30000+ID)
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=Helper(11111+ID),var(6)>290
Trigger1=P2Dist Y+vel y*25+Const(MoveMent.Yaccel)*325>-81
Trigger1=P2Dist Y+vel y*25+Const(MoveMent.Yaccel)*325<=ifelse((Enemy(ceil(fvar(18))),Anim=[5051,5059])||(Enemy(ceil(fvar(18))),Anim=[5061,5069]),0,25)
Trigger2=AnimElemTime(6)=20
value=3100
IgnoreHitPause=1

[State -3];KCK_[˃KCKeBbNubg
Type=ChangeState
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=StateNo=3000
TriggerAll=AnimElemTime(6)=[6,20]
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=NumHelper(11111+ID)
TriggerAll=NumHelper(30000+ID)
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=Helper(11111+ID),var(6)>290
TriggerAll=var(58)<2
Trigger1=P2Dist Y>-81
value=3100
IgnoreHitPause=1

[State 1000,7];q[gGNXehڍs
Type=ChangeState
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(58)!=1
TriggerAll=var(58)=0||var(58)=2
TriggerAll=StateNo=1101
TriggerAll=AnimElemTime(11)>3
TriggerAll=AnimElemTime(12)<0
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
Trigger1=Enemy(ceil(fvar(18))),MoveType=H
value=1120
Ctrl=0

[State 1030,7];q[gibN@r}LP(Rɐɗ
Type=ChangeState
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=StateNo=1101
TriggerAll=AnimElemTime(2)>=0
TriggerAll=AnimElemTime(6)<0
TriggerAll=Power>999
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
Trigger1=0;Enemy(ceil(fvar(18))),MoveType=H
value=1952

[State 1030,7];q[gibN@r}LQ(RȂ琂ɗ
Type=ChangeState
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=StateNo=1101
TriggerAll=AnimElemTime(7)>=0
TriggerAll=AnimElemTime(10)<0
TriggerAll=Power>999
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
Trigger1=0;Enemy(ceil(fvar(18))),MoveType=H
value=1950

[State 1030,7];q[gibN@L
Type=ChangeState
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=StateNo=1101
TriggerAll=Power>499
TriggerAll=AnimElemTime(11)>=0
TriggerAll=AnimElemTime(12)<0
TriggerAll=var(58)=1
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=NumHelper(11111+ID)
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
Trigger1=Enemy(ceil(fvar(18))),MoveType=H
Trigger1=Helper(11111+ID),var(6)>249
Trigger1=fvar(25)>0.8
value=1955

[State 1030,7];q[gibN@r}LR(RȂ琂ɗ
Type=ChangeState
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=StateNo=1101
TriggerAll=AnimElemTime(11)>=0
TriggerAll=AnimElemTime(12)<0
TriggerAll=Power>999
TriggerAll=NumHelper(11111+ID)
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Power>1499
Trigger1=Helper(11111+ID),var(6)>249
Trigger2=fvar(25)>0.8
Trigger3=PalNo=12
Trigger3=var(51)>3||var(59)>11
value=1950

[State 1030,7];q[gibN@ʏ탍}L(萁
Type=ChangeState
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=StateNo=1101
TriggerAll=Anim=1110
TriggerAll=AnimElemTime(13)>=0
TriggerAll=Power>999
TriggerAll=NumHelper(11111+ID)
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
Trigger1=Enemy(ceil(fvar(18))),MoveType=H
Trigger1=0;Helper(11111+ID),var(6)<250
value=950

[State -3];q[gGNXehRC
Type=ChangeState
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=StateNo=1120
TriggerAll=AnimElemTime(13)>70
TriggerAll=AnimElemTime(13)=71
TriggerAll=Power>999
TriggerAll=NumHelper(11111+ID)
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
Trigger1=Helper(11111+ID),var(6)<250
Trigger1=fvar(25)>0.9
Trigger2=PalNo=12
value=950

[State 1000,7];EX jgtbN˃q[gGNXehڍs
Type=ChangeState
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=StateNo=1601
TriggerAll=Anim=1601
TriggerAll=AnimElemTime(4)=15+1
TriggerAll=NumTarget(1600)=1
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
Trigger1=Enemy(ceil(fvar(18))),MoveType=H
value=1620
Ctrl=0

[State 1030,7];EX[h̔hq[gGNXehRC
Type=ChangeState
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=StateNo=1620
TriggerAll=AnimElemTime(21)>70
TriggerAll=Power>999
TriggerAll=NumHelper(11111+ID)
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
Trigger1=Enemy(ceil(fvar(18))),MoveType=H
Trigger1=Helper(11111+ID),var(6)<250
Trigger1=fvar(25)>0.9
value=950

[State 1000,7];hŃw[|`LoX^[
Type=ChangeState
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Power>999
TriggerAll=AnimElemTime(21)=71
TriggerAll=NumTarget(1600)=1
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
Trigger1=Enemy(ceil(fvar(18))),MoveType=H
value=3400
Ctrl=0

[State -3,HF_FRC_HF];ϰ̫FRC˒|`LoX^[
Type=ChangeState
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=Power>999
TriggerAll=StateNo=1400||StateNo=1410
TriggerAll=AnimelemTime(5)=[1,2]
TriggerAll=var(58)=2
Trigger1=MoveHit
Trigger1=P2Dist X<50
Trigger1=P2Dist Y>-30
Trigger1=NumHelper(11111+ID)
Trigger1=Helper(11111+ID),var(6)<180
Value=1101802

[State -3,HF_FRC_HF];ϰ̫FRC˒|`LoX^[
Type=ChangeState
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=Power>999
TriggerAll=StateNo=1400||StateNo=1410
TriggerAll=AnimelemTime(5)=[1,2]
TriggerAll=var(58)=2
Trigger1=MoveHit
Trigger1=P2Dist X<70
Trigger1=0;Power<1500
;Trigger1=NumHelper(11111+ID)
;Trigger1=Helper(11111+ID),var(6)<180
Value=1101800

[State -3,HF_FRC_HF];ϰ̫FRC˒|`LoX^[
Type=ChangeState
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=Power>999
TriggerAll=StateNo=1400||StateNo=1410
TriggerAll=AnimelemTime(5)=[1,2]
TriggerAll=var(58)=2
Trigger1=MoveHit
Trigger1=P2Dist X<80
Trigger1=P2Dist Y<=-20
Trigger1=NumHelper(11111+ID)
Trigger1=Helper(11111+ID),var(6)>=180
Value=1101800

[State -3,HF_S_NS];ϰ̫FRCˋS
Type=ChangeState
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=Power>499
TriggerAll=StateNo=1400||StateNo=1410
TriggerAll=AnimelemTime(5)=[1,2]
Trigger1=MoveHit
Trigger1=P2Dist X>45
Trigger1=P2Dist Y>-20
Value=1100220

[State -3,HF_FRC_HF];ϰ̫FRC˃q[gibN
Type=ChangeState
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=Power>499
TriggerAll=StateNo=1400||StateNo=1410
TriggerAll=AnimelemTime(5)=[1,2]
;TriggerAll=var(58)=0||var(58)=2
Trigger1=MoveHit
Trigger1=P2Dist X<99
Trigger1=P2Dist X>50||P2Dist Y<=-20
Trigger1=Enemy(ceil(fvar(18))),BackEdgeBodyDist>=9
;Trigger1=NumHelper(11111+ID)
;Trigger1=Helper(11111+ID),var(6)>=180
Value=1101100

[State -3,HF_FRC];ϰ̫FRC
Type=ChangeState
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=Power>499
TriggerAll=StateNo=1400||StateNo=1410
TriggerAll=AnimelemTime(5)=[1,2]
Trigger1=MoveContAct||MoveReversed
Trigger2=NumHelper(40000+ID)
Trigger2=Helper(40000+ID),var(1)>0
Value=955
;IgnoreHitPause=1
;Persistent=0

[State -3];n}[tH[ u[L
Type=ChangeState
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=StateNo=1400
TriggerAll=Anim=1400
TriggerAll=AnimElemTime(1)>1
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
Trigger1=PrevStateNo=14001
value=1402
Ctrl=0
IgnoreHitPause=1

[State -3];n}[tH[ u[L
Type=ChangeState
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=StateNo=1400
TriggerAll=Anim=1400
TriggerAll=AnimElemTime(1)>1
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=AnimElemTime(3)>1
;TriggerAll=(AnimTime=0&&var(58)!=2)||(AnimElemTime(3)=10&&var(58)=2)
Trigger1=PrevStateNo=14002||PrevStateNo=14003||PrevStateNo=14004
Trigger1=AnimTime=-1&&var(58)!=2||AnimElemTime(3)=9&&var(58)=2
Trigger2=PrevStateNo=14002
Trigger2=P2BodyDist X*fvar(8)-vel x<55
Trigger3=PrevStateNo=14003
Trigger3=P2BodyDist X*fvar(8)-vel x<70
Trigger4=PrevStateNo=14004
Trigger4=P2BodyDist X*fvar(8)-vel x<110
value=1402
Ctrl=0
IgnoreHitPause=1

[State 800,2];G|`oX
Type=ChangeState
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateNo=2800
TriggerAll=PrevStateNo=2810
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
Trigger1=Enemy(ceil(fvar(18))),StateType!=A
Trigger1=Enemy(ceil(fvar(18))),StateNo>999||Enemy(ceil(fvar(18))),MoveHit=0
Trigger1=P2BodyDist X*fvar(8)=[-3,66]
value=2820
Ctrl=0

[State 800,2];q[gibN
Type=ChangeState
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateNo=2800
TriggerAll=PrevStateNo=2810
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=NumHelper(30000+ID)
Trigger1=P2BodyDist X*fvar(8)=[-3,100]
Trigger1=P2Dist Y+Enemy(ceil(fvar(18))),vel y*14+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*105=[-90,0)
value=1100
Ctrl=0

[State 800,2];WbWKgbg̍U
Type=ChangeState
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateNo=2800
TriggerAll=PrevStateNo=2810
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
Trigger1=Enemy(ceil(fvar(18))),StateNo>999||Enemy(ceil(fvar(18))),MoveHit=0
Trigger1=P2BodyDist X*fvar(8)=[-3,140]
value=2840
Ctrl=0

;
;pXe[gp
;

[State -3];FRC˃n}tH[
Type=ChangeState
value=1400
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
Trigger1=PrevStateNo=1101400

[State -3];FRCˋS
Type=ChangeState
value=220
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl
TriggerAll=P2BodyDist X=[-38,42]
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
Trigger1=PrevStateNo=1100220

[State -3];FRCˉS
Type=ChangeState
value=225
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl
TriggerAll=P2BodyDist X!=[-38,42]
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
Trigger1=PrevStateNo=1100220

[State -3];FRC˃q[gibN
Type=ChangeState
value=1100
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
Trigger1=PrevStateNo=1101100

[State -3];FRC˃Wv˒|`LoX^[
Type=ChangeState
value=1101031
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
Trigger1=PrevStateNo=1101800

[State -3];FRC˃Wv˒|`LoX^[
Type=ChangeState
value=31
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
Trigger1=PrevStateNo=1101801

[State -3];FRC˃Wv˒|`LoX^[
Type=ChangeState
value=1102031
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
Trigger1=PrevStateNo=1101802

[State -3];󒆃_bV
Type=ChangeState
value=110
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=PalNo=11
TriggerAll=var(11)<1
TriggerAll=StateType=A
TriggerAll=Pos Y<=-25
TriggerAll=StateNo=[50,59]
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
Trigger1=PrevStateNo=36

[State -3];󒆃obN_bV
Type=ChangeState
value=115
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=PalNo=11
TriggerAll=var(11)<1
TriggerAll=StateType=A
TriggerAll=Pos Y<=-25
TriggerAll=StateNo=[50,59]
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
Trigger1=PrevStateNo=35

[State -3];KCKeBbNubh
Type=ChangeState
value=3350
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(58)=1
TriggerAll=Power>999
TriggerAll=StateType=A
TriggerAll=Ctrl
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
Trigger1=PrevStateNo=34

[State -1,AirPB];FB󒆃|`LoX^[
Type=ChangeState
value=1800
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(40)=0
TriggerAll=var(58)=2
TriggerAll=Power>499
TriggerAll=StateType=A
TriggerAll=Ctrl
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
Trigger1=PrevStateNo=4501800||PrevStateNo=4601800||PrevStateNo=4701800
Trigger2=PrevStateNo=31

;
;nډ
;
;ł

[State -3,C_P];P
Type=ChangeState
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,11]
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,132])||StateNo=52||(Time>ifelse(Anim=197,20,61)&&StateNo=[195,197])
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*5=[-3,110]
Trigger1=!P2Dist Y
Trigger1=Random<ifelse(var(59)>9,10,var(59))*30
Value=400

[State -3,S_P];P
Type=ChangeState
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,11]
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,132])||StateNo=52||(Time>ifelse(Anim=197,20,61)&&StateNo=[195,197])
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))),Const(Size.Head.Pos.Y)<-30||Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),Const(Size.Head.Pos.Y)<-60||Enemy(ceil(fvar(18))),StateType!=C
Trigger1=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*5=[-3,69]
Trigger1=!P2Dist Y
Trigger1=Random<ifelse(var(59)>9,10,var(59))*50
Value=200

[State -3,S_FK];K
Type=ChangeState
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,11]
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,132])||StateNo=52||(Time>ifelse(Anim=197,20,61)&&StateNo=[195,197])
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*5=[-5,60]
Trigger1=!P2Dist Y
Trigger1=Random<ifelse(var(59)>10,10,var(59))*12
Value=215

[State -3,S_K];K
Type=ChangeState
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,11]
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,132])||StateNo=52||(Time>ifelse(Anim=197,20,61)&&StateNo=[195,197])
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
Trigger1=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*5=[-5,15]
Trigger1=Random<var(59)*40
Trigger2=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*5=[-5,50]
Trigger2=Random<var(59)*15
Value=210

;
;R{p n
;

[State -3];|`oX
Type=ChangeState
Value=1000
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,132])||StateNo=40||StateNo=52
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=Enemy(ceil(fvar(18))),sysvar(0)>0
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[5000,5150]
TriggerAll=P2Dist X>=0
TriggerAll=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*2<66
TriggerAll=fvar(34)>3
Trigger1=fvar(34)=[4,7]
Trigger2=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*2<36

[State -3,SH];XChwbh
Type=ChangeState
Value=1300
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,132])||StateNo=52||StateNo=40||(Time>ifelse(Anim=197,20,61)&&StateNo=[195,197])
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=fvar(34)>24
TriggerAll=Helper(30000+ID),var(11)=3000||Helper(30000+ID),var(10)=3000
TriggerAll=var(58)>1
Trigger1=Helper(30000+ID),var(40+(fvar(18)>0))<25
Trigger1=P2BodyDist X*fvar(8)>70;-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(25-Helper(30000+ID),var(40+(fvar(18)>0)))>=66+1.6*20
Trigger2=Helper(30000+ID),var(40+(fvar(18)>0))>0
Trigger2=P2BodyDist X*fvar(8)>66

[State -3,Dash];_bV
Type=ChangeState
Value=100
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=PalNo=11
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,132])
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),sysvar(0)>0
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[5000,5150]
TriggerAll=fvar(34)>20
Trigger1=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*(20*(1-(facing=Enemy(ceil(fvar(18))),facing)*2))>120

[State -3,Walk];O
Type=ChangeState
Value=21
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[120,132])
TriggerAll=StateNo!=21
TriggerAll=var(59)>0||fvar(39)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),sysvar(0)>0
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[5000,5150]
TriggerAll=fvar(34)>0
Trigger1=P2Dist X>=0

;
;ȊO
;

[State -3,S_K];K
Type=ChangeState
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,132])||StateNo=52||(Time>ifelse(Anim=197,20,61)&&StateNo=[195,197])
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=Enemy(ceil(fvar(18))),sysvar(0)=0||Enemy(ceil(fvar(18))),StateNo=[5000,5150]
TriggerAll=fvar(34)>6
TriggerAll=fvar(34)=7||(fvar(34)=[7,10])&&var(59)<10||P2BodyDist X*fvar(8)=[-5,9]
Trigger1=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*2=[-5,50]
Trigger1=P2Dist Y>-20
Value=210

[State -3,S_NS];S
Type=ChangeState
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,132])||StateNo=52||(Time>ifelse(Anim=197,20,61)&&StateNo=[195,197])
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=Enemy(ceil(fvar(18))),sysvar(0)=0||Enemy(ceil(fvar(18))),StateNo=[5000,5150]
TriggerAll=P2BodyDist X*fvar(8)=[-38,42]
TriggerAll=fvar(34)>8
TriggerAll=fvar(34)=9||(fvar(34)=[9,12])&&var(59)<10||P2BodyDist X*fvar(8)=[-5,9]
Trigger1=P2Dist Y>-40
Value=220

[State -3,C_HS];HS
Type=ChangeState
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,132])||StateNo=52||(Time>ifelse(Anim=197,20,61)&&StateNo=[195,197])
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=Enemy(ceil(fvar(18))),sysvar(0)=0||Enemy(ceil(fvar(18))),StateNo=[5000,5150]
TriggerAll=var(58)=0||var(58)=2
TriggerAll=Power>999
TriggerAll=fvar(34)>12
TriggerAll=fvar(34)=13||(fvar(34)=[13,16])&&var(59)<10||P2BodyDist X*fvar(8)=[-5,9]
Trigger1=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*5=[-5,55]
Trigger1=P2Dist Y>-90
Value=430

[State -3,C_S];S
Type=ChangeState
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,132])||StateNo=52||(Time>ifelse(Anim=197,20,61)&&StateNo=[195,197])
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=Enemy(ceil(fvar(18))),sysvar(0)=0||Enemy(ceil(fvar(18))),StateNo=[5000,5150]
TriggerAll=fvar(34)>13
TriggerAll=fvar(34)=14||(fvar(34)=[14,17])&&var(59)<10||P2BodyDist X*fvar(8)=[-5,9]
Trigger1=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*5=[56,135]
Trigger1=P2Dist Y>-50
Value=420

[State -3,Dash];_bV
Type=ChangeState
Value=100
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=PalNo=11
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,132])
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),sysvar(0)=0||Enemy(ceil(fvar(18))),StateNo=[5000,5150]
TriggerAll=fvar(34)>20
Trigger1=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*(20*(1-(facing=Enemy(ceil(fvar(18))),facing)*2))>120

[State -3,Walk];O
Type=ChangeState
Value=21
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[120,132])
TriggerAll=StateNo!=21
TriggerAll=var(59)>0||fvar(39)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),sysvar(0)=0||Enemy(ceil(fvar(18))),StateNo=[5000,5150]
TriggerAll=fvar(34)>0
Trigger1=P2Dist X>=0

;
;ډ@
;
;XChwbh_Ep
;--------------------------------------------------------------------------------------------------------

[State -3,S_NS];S XChwbh_Ep
Type=ChangeState
Value=14002
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,132])||StateNo=52||(Time>ifelse(Anim=197,20,61)&&StateNo=[195,197])
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=P2Dist X>=0
Trigger1=Helper(30000+ID),var(11)=1300

[State -3,S_NS];S XChwbh_Ep
Type=ChangeState
Value=14002
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,132])||StateNo=52||(Time>ifelse(Anim=197,20,61)&&StateNo=[195,197])
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=P2Dist X>=0
TriggerAll=NumTarget(1320)||NumTarget(1321)
TriggerAll=Enemy(ceil(fvar(18))),StateNo=1334||Enemy(ceil(fvar(18))),StateNo=1344
TriggerAll=P2Dist X>=0
TriggerAll=fvar(34)>20+15
TriggerAll=P2Dist Y>-50
Trigger1=P2Dist X*fvar(8)>98

[State -3,S_NS];S XChwbh_Ep
Type=ChangeState
Value=220
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=p2bodydist X=[-38,42]
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,132])||StateNo=52||(Time>ifelse(Anim=197,20,61)&&StateNo=[195,197])
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=P2Dist X>=0
TriggerAll=NumTarget(1320)||NumTarget(1321)
TriggerAll=Enemy(ceil(fvar(18))),StateNo=1334||Enemy(ceil(fvar(18))),StateNo=1344
TriggerAll=P2Dist X>=0
TriggerAll=fvar(34)>8
TriggerAll=P2Dist Y>-50
TriggerAll=P2Dist X*fvar(8)<99
Trigger1=fvar(34)=9
Trigger2=P2Dist X*fvar(8)<40

[State -3,S_K];K XChwbh_Ep
Type=ChangeState
Value=210
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,132])||StateNo=52||(Time>ifelse(Anim=197,20,61)&&StateNo=[195,197])
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=P2Dist X>=0
TriggerAll=NumTarget(1320)||NumTarget(1321)
TriggerAll=Enemy(ceil(fvar(18))),StateNo=1334||Enemy(ceil(fvar(18))),StateNo=1344
TriggerAll=P2Dist X>=0
TriggerAll=fvar(34)>6
TriggerAll=P2Dist Y>-26
TriggerAll=P2Dist X*fvar(8)<99
Trigger1=fvar(34)=7
Trigger2=P2Dist X*fvar(8)<40

;--------------------------------------------------------------------------------------------------------
;ډ@󒆎@˕Ԃ
;--------------------------------------------------------------------------------------------------------

[State -3,S_FHS];HS ޲ް˕Ԃ
Type=ChangeState
Value=230+(var(58)=1)
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,132])||StateNo=52||(Time>ifelse(Anim=197,20,61)&&StateNo=[195,197])
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=Enemy(ceil(fvar(18))),vel y!=0
TriggerAll=P2Dist X>=0
TriggerAll=fvar(34)>13
TriggerAll=Enemy(ceil(fvar(18))),StateNo=2206||(Enemy(ceil(fvar(18))),StateNo=[2201,2203])
TriggerAll=P2Dist Y+(Enemy(ceil(fvar(18))),vel y*15+0.44*120)>-26
Trigger1=P2Dist Y+(Enemy(ceil(fvar(18))),vel y*15+0.44*120)<=(Enemy(ceil(fvar(18))),GetHitvar(AnimType)<4)*25

[State -3,S_P];P
Type=ChangeState
Value=200
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,132])||StateNo=52||(Time>ifelse(Anim=197,20,61)&&StateNo=[195,197])
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=P2BodyDist X*fvar(8)-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>9)*Enemy(ceil(fvar(18))),vel x*(8*(1-(facing=Enemy(ceil(fvar(18))),facing)*2))<69
TriggerAll=fvar(34)>4
Trigger1=Enemy(ceil(fvar(18))),StateNo=2206||Enemy(ceil(fvar(18))),StateNo=[2201,2203]
Trigger1=P2Dist Y+(Enemy(ceil(fvar(18))),vel y*5+0.44*15)>-61
Trigger1=P2Dist Y+(Enemy(ceil(fvar(18))),vel y*5+0.44*15)<=(Enemy(ceil(fvar(18))),GetHitvar(AnimType)<4)*25

[State -3,S_P];K
Type=ChangeState
Value=210
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,132])||StateNo=52||(Time>ifelse(Anim=197,20,61)&&StateNo=[195,197])
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=P2BodyDist X*fvar(8)-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>9)*Enemy(ceil(fvar(18))),vel x*(8*(1-(facing=Enemy(ceil(fvar(18))),facing)*2))<60
TriggerAll=fvar(34)>6
Trigger1=Enemy(ceil(fvar(18))),StateNo=2206||Enemy(ceil(fvar(18))),StateNo=[2201,2203]
Trigger1=P2Dist Y+(Enemy(ceil(fvar(18))),vel y*7+0.44*28)>-15
Trigger1=P2Dist Y+(Enemy(ceil(fvar(18))),vel y*7+0.44*28)<=(Enemy(ceil(fvar(18))),GetHitvar(AnimType)<4)*25

[State -3,S_NS];S
Type=ChangeState
Value=220
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X*fvar(8)=[-38,42]
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,132])||StateNo=52||(Time>ifelse(Anim=197,20,61)&&StateNo=[195,197])
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=P2BodyDist X*fvar(8)-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>9)*Enemy(ceil(fvar(18))),vel x*(8*(1-(facing=Enemy(ceil(fvar(18))),facing)*2))=[-38,55]
TriggerAll=fvar(34)>8
TriggerAll=fvar(34)<12
TriggerAll=Enemy(ceil(fvar(18))),vel y!=0
TriggerAll=Enemy(ceil(fvar(18))),GetHitVar(HitShakeTime)=0
Trigger1=Enemy(ceil(fvar(18))),StateNo=2206||Enemy(ceil(fvar(18))),StateNo=[2201,2203]
Trigger1=P2Dist Y+(Enemy(ceil(fvar(18))),vel y*9+0.44*45)>-30
Trigger1=P2Dist Y+(Enemy(ceil(fvar(18))),vel y*9+0.44*45)<=(Enemy(ceil(fvar(18))),GetHitvar(AnimType)<4)*25

[State -3,C_HS];HS
Type=ChangeState
Value=430
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,132])||StateNo=52||(Time>ifelse(Anim=197,20,61)&&StateNo=[195,197])
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=fvar(34)>12
TriggerAll=P2Dist X>=0
TriggerAll=Enemy(ceil(fvar(18))),vel y!=0
TriggerAll=P2BodyDist X*fvar(8)-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>9)*Enemy(ceil(fvar(18))),vel x*(13*(1-(facing=Enemy(ceil(fvar(18))),facing)*2))<56
TriggerAll=Enemy(ceil(fvar(18))),GetHitVar(HitShakeTime)=0
TriggerAll=fvar(34)=13
Trigger1=0;Enemy(ceil(fvar(18))),StateNo=2206||Enemy(ceil(fvar(18))),StateNo=[2201,2203]
Trigger1=P2Dist Y+(Enemy(ceil(fvar(18))),vel y*13+0.44*91)>-91
Trigger1=P2Dist Y+(Enemy(ceil(fvar(18))),vel y*13+0.44*91)<=(Enemy(ceil(fvar(18))),GetHitvar(AnimType)<4)*25

[State -3,C_S];S
Type=ChangeState
Value=420
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,132])||StateNo=52||(Time>ifelse(Anim=197,20,61)&&StateNo=[195,197])
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=fvar(34)>13
TriggerAll=P2Dist X>=0
TriggerAll=Enemy(ceil(fvar(18))),vel y!=0
TriggerAll=Enemy(ceil(fvar(18))),GetHitVar(HitShakeTime)=0
TriggerAll=P2BodyDist X*fvar(8)-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>9)*Enemy(ceil(fvar(18))),vel x*(14*(1-(facing=Enemy(ceil(fvar(18))),facing)*2))<136
Trigger1=Enemy(ceil(fvar(18))),StateNo=2206||Enemy(ceil(fvar(18))),StateNo=[2201,2203]
Trigger1=P2Dist Y+(Enemy(ceil(fvar(18))),vel y*14+0.44*105)>-51
Trigger1=0;P2Dist Y+(Enemy(ceil(fvar(18))),vel y*14+0.44*105)<=(Enemy(ceil(fvar(18))),GetHitvar(AnimType)<4)*25

;--------------------------------------------------------------------------------------------------------
;ډ@󒆎@q[gibN
;--------------------------------------------------------------------------------------------------------

[State -3,S_FHS];HS q[gibN
Type=ChangeState
Value=230+(var(58)=1)
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,132])||StateNo=52||(Time>ifelse(Anim=197,20,61)&&StateNo=[195,197])
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=Enemy(ceil(fvar(18))),vel y!=0
TriggerAll=P2Dist X>=(P2Dist Y+(Enemy(ceil(fvar(18))),vel y*13+0.1*78)<-60)*(Enemy(ceil(fvar(18))),vel x*14)
TriggerAll=fvar(34)>13
TriggerAll=P2Dist X>=0
TriggerAll=P2BodyDist X*fvar(8)-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>9)*Enemy(ceil(fvar(18))),vel x*(16*(1-(facing=Enemy(ceil(fvar(18))),facing)*2))<60
TriggerAll=Enemy(ceil(fvar(18))),StateNo=[1152,1153]
TriggerAll=P2Dist Y+Enemy(ceil(fvar(18))),vel y*14+0.1*105>-60;-27
TriggerAll=P2Dist Y+Enemy(ceil(fvar(18))),vel y*14+0.1*105<=(Enemy(ceil(fvar(18))),GetHitvar(AnimType)<4)*25
Trigger1=P2Dist Y+Enemy(ceil(fvar(18))),vel y*14+0.1*105>-9
Trigger2=fvar(34)=14

;--------------------------------------------------------------------------------------------------------
;ډ@󒆎@ȊO
;--------------------------------------------------------------------------------------------------------

[State -3,H-Jump];nCWv|`oX
Type=ChangeState
Value=110043
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,132])||StateNo=52||StateNo=40||(Time>ifelse(Anim=197,20,61)&&StateNo=[195,197])
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=Enemy(ceil(fvar(18))),StateNo!=[1330,1334]
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[1340,1344]
TriggerAll=fvar(34)>9
TriggerAll=fvar(34)<14
TriggerAll=var(58)=2
Trigger1=Helper(30000+ID),var(11)=1402||Helper(30000+ID),var(10)=1402
Trigger1=P2Dist X<79

[State -3,H-Jump];nCWv|`oX
Type=ChangeState
Value=41;110042
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,132])||StateNo=52||StateNo=40||(Time>ifelse(Anim=197,20,61)&&StateNo=[195,197])
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=Enemy(ceil(fvar(18))),StateNo!=[1330,1334]
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[1340,1344]
TriggerAll=fvar(34)>9
TriggerAll=fvar(34)<14
TriggerAll=var(58)=2
Trigger1=Helper(30000+ID),var(11)=1402||Helper(30000+ID),var(10)=1402
Trigger1=P2Dist X<102

[State -3,H-Jump];OnCWv|`oX
Type=ChangeState
Value=110042
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,132])||StateNo=52||StateNo=40||(Time>ifelse(Anim=197,20,61)&&StateNo=[195,197])
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=Enemy(ceil(fvar(18))),StateNo!=[1330,1334]
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[1340,1344]
TriggerAll=fvar(34)>9
TriggerAll=fvar(34)<14
TriggerAll=var(58)=2
Trigger1=Helper(30000+ID),var(11)=1402||Helper(30000+ID),var(10)=1402
Trigger1=P2Dist X>=102

[State -3,S_6HS];6HS
Type=ChangeState
Value=235
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,132])||StateNo=52||StateNo=40||(Time>ifelse(Anim=197,20,61)&&StateNo=[195,197])
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=fvar(34)>22
TriggerAll=NumHelper(11111+ID)
TriggerAll=Helper(11111+ID),var(6)<170
TriggerAll=Enemy(ceil(fvar(18))),BackEdgeBodyDist<9||Helper(11111+ID),var(6)<120
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 y!=0
Trigger1=P2Dist Y+Enemy(ceil(fvar(18))),vel y*23+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*276>-65
Trigger1=P2Dist Y+Enemy(ceil(fvar(18))),vel y*23+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*276>-20||fvar(34)=23
Trigger1=P2Dist Y+Enemy(ceil(fvar(18))),vel y*23+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*276<20
Trigger1=P2Dist Y+Enemy(ceil(fvar(18))),vel y*23+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*276<=ifelse(Enemy(ceil(fvar(18))),GetHitvar(GroundType)=3,15,(Enemy(ceil(fvar(18))),GetHitvar(AnimType)<4)*25)
Trigger2=Enemy(ceil(fvar(18))),GetHitVar(HitShakeTime)<1
Trigger2=Helper(30000+ID),var(40+(fvar(18)>0)*2)=1
Trigger2=Enemy(ceil(fvar(18))),vel y=0
Trigger2=P2Dist Y+Enemy(ceil(fvar(18))),GetHitvar(yvel)*22+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*253>-80
Trigger2=P2Dist Y+Enemy(ceil(fvar(18))),GetHitvar(yvel)*22+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*253<20
Trigger2=P2Dist Y+Enemy(ceil(fvar(18))),GetHitvar(yvel)*22+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*253<=ifelse(Enemy(ceil(fvar(18))),GetHitvar(GroundType)=3,15,(Enemy(ceil(fvar(18))),GetHitvar(AnimType)<4)*25)
Trigger3=Helper(30000+ID),var(40+(fvar(18)>0)*2)=2
Trigger3=Enemy(ceil(fvar(18))),vel y=0
Trigger3=P2Dist Y+Enemy(ceil(fvar(18))),GetHitvar(yvel)*21+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*231>-80
Trigger3=P2Dist Y+Enemy(ceil(fvar(18))),GetHitvar(yvel)*21+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*231<20
Trigger3=P2Dist Y+Enemy(ceil(fvar(18))),GetHitvar(yvel)*21+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*231<=ifelse(Enemy(ceil(fvar(18))),GetHitvar(GroundType)=3,15,(Enemy(ceil(fvar(18))),GetHitvar(AnimType)<4)*25)
Trigger4=Helper(30000+ID),var(40+(fvar(18)>0)*2)=3
Trigger4=Enemy(ceil(fvar(18))),vel y=0
Trigger4=P2Dist Y+Enemy(ceil(fvar(18))),GetHitvar(yvel)*20+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*210>-80
Trigger4=P2Dist Y+Enemy(ceil(fvar(18))),GetHitvar(yvel)*20+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*210<20
Trigger4=P2Dist Y+Enemy(ceil(fvar(18))),GetHitvar(yvel)*20+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*210<=ifelse(Enemy(ceil(fvar(18))),GetHitvar(GroundType)=3,15,(Enemy(ceil(fvar(18))),GetHitvar(AnimType)<4)*25)
Trigger5=Helper(30000+ID),var(40+(fvar(18)>0)*2)=4
Trigger5=Enemy(ceil(fvar(18))),vel y=0
Trigger5=P2Dist Y+Enemy(ceil(fvar(18))),GetHitvar(yvel)*19+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*190>-80
Trigger5=P2Dist Y+Enemy(ceil(fvar(18))),GetHitvar(yvel)*19+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*190<20
Trigger5=P2Dist Y+Enemy(ceil(fvar(18))),GetHitvar(yvel)*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)
Trigger6=Helper(30000+ID),var(40+(fvar(18)>0)*2)=5
Trigger6=Enemy(ceil(fvar(18))),vel y=0
Trigger6=P2Dist Y+Enemy(ceil(fvar(18))),GetHitvar(yvel)*18+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*171>-80
Trigger6=P2Dist Y+Enemy(ceil(fvar(18))),GetHitvar(yvel)*18+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*171<20
Trigger6=P2Dist Y+Enemy(ceil(fvar(18))),GetHitvar(yvel)*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)
Trigger7=Helper(30000+ID),var(40+(fvar(18)>0)*2)=6
Trigger7=Enemy(ceil(fvar(18))),vel y=0
Trigger7=P2Dist Y+Enemy(ceil(fvar(18))),GetHitvar(yvel)*17+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*153>-80
Trigger7=P2Dist Y+Enemy(ceil(fvar(18))),GetHitvar(yvel)*17+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*153<20
Trigger7=P2Dist Y+Enemy(ceil(fvar(18))),GetHitvar(yvel)*17+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*153<=ifelse(Enemy(ceil(fvar(18))),GetHitvar(GroundType)=3,15,(Enemy(ceil(fvar(18))),GetHitvar(AnimType)<4)*25)
Trigger8=Helper(30000+ID),var(40+(fvar(18)>0)*2)=7
Trigger8=Enemy(ceil(fvar(18))),vel y=0
Trigger8=P2Dist Y+Enemy(ceil(fvar(18))),GetHitvar(yvel)*16+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*136>-80
Trigger8=P2Dist Y+Enemy(ceil(fvar(18))),GetHitvar(yvel)*16+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*136<20
Trigger8=P2Dist Y+Enemy(ceil(fvar(18))),GetHitvar(yvel)*16+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*136<=ifelse(Enemy(ceil(fvar(18))),GetHitvar(GroundType)=3,15,(Enemy(ceil(fvar(18))),GetHitvar(AnimType)<4)*25)
Trigger9=Helper(30000+ID),var(40+(fvar(18)>0)*2)=8
Trigger9=Enemy(ceil(fvar(18))),vel y=0
Trigger9=P2Dist Y+Enemy(ceil(fvar(18))),GetHitvar(yvel)*15+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*120>-80
Trigger9=P2Dist Y+Enemy(ceil(fvar(18))),GetHitvar(yvel)*15+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*120<20
Trigger9=P2Dist Y+Enemy(ceil(fvar(18))),GetHitvar(yvel)*15+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*120<=ifelse(Enemy(ceil(fvar(18))),GetHitvar(GroundType)=3,15,(Enemy(ceil(fvar(18))),GetHitvar(AnimType)<4)*25)
Trigger10=Helper(30000+ID),var(40+(fvar(18)>0)*2)=9
Trigger10=Enemy(ceil(fvar(18))),vel y=0
Trigger10=P2Dist Y+Enemy(ceil(fvar(18))),GetHitvar(yvel)*14+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*105>-80
Trigger10=P2Dist Y+Enemy(ceil(fvar(18))),GetHitvar(yvel)*14+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*105<20
Trigger10=P2Dist Y+Enemy(ceil(fvar(18))),GetHitvar(yvel)*14+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*105<=ifelse(Enemy(ceil(fvar(18))),GetHitvar(GroundType)=3,15,(Enemy(ceil(fvar(18))),GetHitvar(AnimType)<4)*25)
Trigger11=Helper(30000+ID),var(40+(fvar(18)>0)*2)=10
Trigger11=Enemy(ceil(fvar(18))),vel y=0
Trigger11=P2Dist Y+Enemy(ceil(fvar(18))),GetHitvar(yvel)*13+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*91>-80
Trigger11=P2Dist Y+Enemy(ceil(fvar(18))),GetHitvar(yvel)*13+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*91<20
Trigger11=P2Dist Y+Enemy(ceil(fvar(18))),GetHitvar(yvel)*13+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*91<=ifelse(Enemy(ceil(fvar(18))),GetHitvar(GroundType)=3,15,(Enemy(ceil(fvar(18))),GetHitvar(AnimType)<4)*25)
Trigger12=Helper(30000+ID),var(40+(fvar(18)>0)*2)=11
Trigger12=Enemy(ceil(fvar(18))),vel y=0
Trigger12=P2Dist Y+Enemy(ceil(fvar(18))),GetHitvar(yvel)*12+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*78>-80
Trigger12=P2Dist Y+Enemy(ceil(fvar(18))),GetHitvar(yvel)*12+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*78<20
Trigger12=P2Dist Y+Enemy(ceil(fvar(18))),GetHitvar(yvel)*12+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*78<=ifelse(Enemy(ceil(fvar(18))),GetHitvar(GroundType)=3,15,(Enemy(ceil(fvar(18))),GetHitvar(AnimType)<4)*25)
Trigger13=Helper(30000+ID),var(40+(fvar(18)>0)*2)=12
Trigger13=Enemy(ceil(fvar(18))),vel y=0
Trigger13=P2Dist Y+Enemy(ceil(fvar(18))),GetHitvar(yvel)*11+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*66>-80
Trigger13=P2Dist Y+Enemy(ceil(fvar(18))),GetHitvar(yvel)*11+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*66<20
Trigger13=P2Dist Y+Enemy(ceil(fvar(18))),GetHitvar(yvel)*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)
Trigger14=Helper(30000+ID),var(40+(fvar(18)>0)*2)=13
Trigger14=Enemy(ceil(fvar(18))),vel y=0
Trigger14=P2Dist Y+Enemy(ceil(fvar(18))),GetHitvar(yvel)*10+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*55>-80
Trigger14=P2Dist Y+Enemy(ceil(fvar(18))),GetHitvar(yvel)*10+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*55<20
Trigger14=P2Dist Y+Enemy(ceil(fvar(18))),GetHitvar(yvel)*10+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*55<=ifelse(Enemy(ceil(fvar(18))),GetHitvar(GroundType)=3,15,(Enemy(ceil(fvar(18))),GetHitvar(AnimType)<4)*25)
Trigger15=Helper(30000+ID),var(40+(fvar(18)>0)*2)=14
Trigger15=Enemy(ceil(fvar(18))),vel y=0
Trigger15=P2Dist Y+Enemy(ceil(fvar(18))),GetHitvar(yvel)*9+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*45>-80
Trigger15=P2Dist Y+Enemy(ceil(fvar(18))),GetHitvar(yvel)*9+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*45<20
Trigger15=P2Dist Y+Enemy(ceil(fvar(18))),GetHitvar(yvel)*9+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*45<=ifelse(Enemy(ceil(fvar(18))),GetHitvar(GroundType)=3,15,(Enemy(ceil(fvar(18))),GetHitvar(AnimType)<4)*25)
Trigger16=Helper(30000+ID),var(40+(fvar(18)>0)*2)=15
Trigger16=Enemy(ceil(fvar(18))),vel y=0
Trigger16=P2Dist Y+Enemy(ceil(fvar(18))),GetHitvar(yvel)*8+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*36>-80
Trigger16=P2Dist Y+Enemy(ceil(fvar(18))),GetHitvar(yvel)*8+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*36<20
Trigger16=P2Dist Y+Enemy(ceil(fvar(18))),GetHitvar(yvel)*8+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*36<=ifelse(Enemy(ceil(fvar(18))),GetHitvar(GroundType)=3,15,(Enemy(ceil(fvar(18))),GetHitvar(AnimType)<4)*25)
Trigger17=Helper(30000+ID),var(40+(fvar(18)>0)*2)=16
Trigger17=Enemy(ceil(fvar(18))),vel y=0
Trigger17=P2Dist Y+Enemy(ceil(fvar(18))),GetHitvar(yvel)*7+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*28>-80
Trigger17=P2Dist Y+Enemy(ceil(fvar(18))),GetHitvar(yvel)*7+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*28<20
Trigger17=P2Dist Y+Enemy(ceil(fvar(18))),GetHitvar(yvel)*7+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*28<=ifelse(Enemy(ceil(fvar(18))),GetHitvar(GroundType)=3,15,(Enemy(ceil(fvar(18))),GetHitvar(AnimType)<4)*25)
Trigger18=Helper(30000+ID),var(40+(fvar(18)>0)*2)=17
Trigger18=Enemy(ceil(fvar(18))),vel y=0
Trigger18=P2Dist Y+Enemy(ceil(fvar(18))),GetHitvar(yvel)*6+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*21>-80
Trigger18=P2Dist Y+Enemy(ceil(fvar(18))),GetHitvar(yvel)*6+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*21<20
Trigger18=P2Dist Y+Enemy(ceil(fvar(18))),GetHitvar(yvel)*6+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*21<=ifelse(Enemy(ceil(fvar(18))),GetHitvar(GroundType)=3,15,(Enemy(ceil(fvar(18))),GetHitvar(AnimType)<4)*25)
Trigger19=Helper(30000+ID),var(40+(fvar(18)>0)*2)=18
Trigger19=Enemy(ceil(fvar(18))),vel y=0
Trigger19=P2Dist Y+Enemy(ceil(fvar(18))),GetHitvar(yvel)*5+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*15>-80
Trigger19=P2Dist Y+Enemy(ceil(fvar(18))),GetHitvar(yvel)*5+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*15<20
Trigger19=P2Dist Y+Enemy(ceil(fvar(18))),GetHitvar(yvel)*5+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*15<=ifelse(Enemy(ceil(fvar(18))),GetHitvar(GroundType)=3,15,(Enemy(ceil(fvar(18))),GetHitvar(AnimType)<4)*25)
Trigger20=Helper(30000+ID),var(40+(fvar(18)>0)*2)=19
Trigger20=Enemy(ceil(fvar(18))),vel y=0
Trigger20=P2Dist Y+Enemy(ceil(fvar(18))),GetHitvar(yvel)*4+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*10>-80
Trigger20=P2Dist Y+Enemy(ceil(fvar(18))),GetHitvar(yvel)*4+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*10<20
Trigger20=P2Dist Y+Enemy(ceil(fvar(18))),GetHitvar(yvel)*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)
Trigger21=Helper(30000+ID),var(40+(fvar(18)>0)*2)=20
Trigger21=Enemy(ceil(fvar(18))),vel y=0
Trigger21=P2Dist Y+Enemy(ceil(fvar(18))),GetHitvar(yvel)*3+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*6>-80
Trigger21=P2Dist Y+Enemy(ceil(fvar(18))),GetHitvar(yvel)*3+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*6<20
Trigger21=P2Dist Y+Enemy(ceil(fvar(18))),GetHitvar(yvel)*3+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*6<=ifelse(Enemy(ceil(fvar(18))),GetHitvar(GroundType)=3,15,(Enemy(ceil(fvar(18))),GetHitvar(AnimType)<4)*25)
Trigger22=Helper(30000+ID),var(40+(fvar(18)>0)*2)=21
Trigger22=Enemy(ceil(fvar(18))),vel y=0
Trigger22=P2Dist Y+Enemy(ceil(fvar(18))),GetHitvar(yvel)*2+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*3>-80
Trigger22=P2Dist Y+Enemy(ceil(fvar(18))),GetHitvar(yvel)*2+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*3<20
Trigger22=P2Dist Y+Enemy(ceil(fvar(18))),GetHitvar(yvel)*2+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*3<=ifelse(Enemy(ceil(fvar(18))),GetHitvar(GroundType)=3,15,(Enemy(ceil(fvar(18))),GetHitvar(AnimType)<4)*25)
Trigger23=Helper(30000+ID),var(40+(fvar(18)>0)*2)=22
Trigger23=Enemy(ceil(fvar(18))),vel y=0
Trigger23=P2Dist Y+Enemy(ceil(fvar(18))),GetHitvar(yvel)+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)>-80
Trigger23=P2Dist Y+Enemy(ceil(fvar(18))),GetHitvar(yvel)+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)<20
Trigger23=P2Dist Y+Enemy(ceil(fvar(18))),GetHitvar(yvel)+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)<=ifelse(Enemy(ceil(fvar(18))),GetHitvar(GroundType)=3,15,(Enemy(ceil(fvar(18))),GetHitvar(AnimType)<4)*25)
Trigger24=Helper(30000+ID),var(40+(fvar(18)>0)*2)>22
Trigger24=Enemy(ceil(fvar(18))),vel y=0
Trigger24=P2Dist Y>-80
Trigger24=P2Dist Y<20
Trigger24=P2Dist Y<=ifelse(Enemy(ceil(fvar(18))),GetHitvar(GroundType)=3,15,(Enemy(ceil(fvar(18))),GetHitvar(AnimType)<4)*25)

[State -3,GGD];KCK_[
Type=ChangeState
Value=3000
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(58)=0||var(58)=2
TriggerAll=Power>999
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,132])||StateNo=52||StateNo=40
TriggerAll=var(59)>0&&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=P2Dist X>=0
TriggerAll=fvar(34)>16
TriggerAll=fvar(34)<19
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[2201,2203]
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=2206
TriggerAll=Enemy(ceil(fvar(18))),vel y!=0
TriggerAll=Enemy(ceil(fvar(18))),BackEdgeBodyDist>25
TriggerAll=P2BodyDist X*fvar(8)-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>9)*Enemy(ceil(fvar(18))),vel x*(16*(1-(facing=Enemy(ceil(fvar(18))),facing)*2))<60
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 y!=0
Trigger1=P2Dist Y+Enemy(ceil(fvar(18))),vel y*16+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*136>-105
Trigger1=P2Dist Y+Enemy(ceil(fvar(18))),vel y*16+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*136<=ifelse(Enemy(ceil(fvar(18))),GetHitvar(GroundType)=3,15,(Enemy(ceil(fvar(18))),GetHitvar(AnimType)<4)*25)
Trigger2=Enemy(ceil(fvar(18))),GetHitVar(HitShakeTime)<1
Trigger2=Helper(30000+ID),var(40+(fvar(18)>0)*2)=1
Trigger2=Enemy(ceil(fvar(18))),vel y=0
Trigger2=P2Dist Y+Enemy(ceil(fvar(18))),GetHitvar(yvel)*15+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*120>-105
Trigger2=P2Dist Y+Enemy(ceil(fvar(18))),GetHitvar(yvel)*15+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*120<=ifelse(Enemy(ceil(fvar(18))),GetHitvar(GroundType)=3,15,(Enemy(ceil(fvar(18))),GetHitvar(AnimType)<4)*25)

[State -3,S_FHS];HS ʏ
Type=ChangeState
Value=230+(var(58)=1)
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,132])||StateNo=52||StateNo=40||(Time>ifelse(Anim=197,20,61)&&StateNo=[195,197])
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=Enemy(ceil(fvar(18))),vel y!=0
TriggerAll=P2Dist X>=0
TriggerAll=fvar(34)>13
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[1152,1153]
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[2201,2203]
TriggerAll=0;Enemy(ceil(fvar(18))),StateNo!=2206
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 y!=0
Trigger1=P2Dist Y+Enemy(ceil(fvar(18))),vel y*14+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*105>-27
Trigger1=P2Dist Y+Enemy(ceil(fvar(18))),vel y*14+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*105<=ifelse(Enemy(ceil(fvar(18))),GetHitvar(GroundType)=3,15,(Enemy(ceil(fvar(18))),GetHitvar(AnimType)<4)*25)
Trigger2=Enemy(ceil(fvar(18))),GetHitVar(HitShakeTime)<1
Trigger2=Helper(30000+ID),var(40+(fvar(18)>0)*2)=1
Trigger2=Enemy(ceil(fvar(18))),vel y=0
Trigger2=P2Dist Y+Enemy(ceil(fvar(18))),GetHitvar(yvel)*13+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*91>-27
Trigger2=P2Dist Y+Enemy(ceil(fvar(18))),GetHitvar(yvel)*13+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*91<=ifelse(Enemy(ceil(fvar(18))),GetHitvar(GroundType)=3,15,(Enemy(ceil(fvar(18))),GetHitvar(AnimType)<4)*25)

[State -3];q[gibN
Type=ChangeState
Value=1100
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=0;Ctrl||(StateNo=[9,22])||(StateNo=[120,132])||StateNo=52||StateNo=40|(Time>ifelse(Anim=197,20,61)&&StateNo=[195,197])
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=Enemy(ceil(fvar(18))),vel y!=0
TriggerAll=fvar(34)>12
TriggerAll=P2BodyDist X*fvar(8)-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>9&&Enemy(ceil(fvar(18))),FrontEdgeBodyDist>9)*Enemy(ceil(fvar(18))),vel x*(16*(1-(facing=Enemy(ceil(fvar(18))),facing)*2))<110
TriggerAll=fvar(34)=[13,14]
Trigger1=P2Dist Y+Enemy(ceil(fvar(18))),vel y*15+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*120=[-150,-40]
Trigger1=1;Enemy(ceil(fvar(18))),StateNo!=[2201,2203]
Trigger1=1;Enemy(ceil(fvar(18))),StateNo!=2206
Trigger2=0;P2BodyDist X*fvar(8)-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>9)*Enemy(ceil(fvar(18))),vel x*(16*(1-(facing=Enemy(ceil(fvar(18))),facing)*2))>14

[State -3,GGD];߂Âpn}[tH[
Type=ChangeState
Value=14002
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=StateType!=A
TriggerAll=NumHelper(11111+ID)
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)>30
Trigger1=StateNo=950
Trigger1=Enemy(ceil(fvar(18))),BackEdgeBodyDist<9
Trigger1=Helper(11111+ID),var(6)>140

[State -3,GGD];EX[h ݶèد
Type=ChangeState
Value=3300
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=var(58)=1
TriggerAll=Power>999
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,132])||StateNo=52||StateNo=40
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=Enemy(ceil(fvar(18))),StateNo!=[2201,2203]
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=2206
TriggerAll=0;NumHelper(11111+ID)
;TriggerAll=Helper(11111+ID),var(6)>200||Enemy(ceil(fvar(18))),Life<220*fvar(19)*(fvar(31))*(var(52)*0.01)*fvar(21)
TriggerAll=Enemy(ceil(fvar(18))),BackEdgeBodyDist>9
TriggerAll=Enemy(ceil(fvar(18))),FrontEdgeBodyDist>9
Trigger1=P2Dist Y+Enemy(ceil(fvar(18))),vel y*11+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*66>-71
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=P2BodyDist X*fvar(8)-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>9)*Enemy(ceil(fvar(18))),vel x*(16*(1-(facing=Enemy(ceil(fvar(18))),facing)*2))<94

[State -3,S_P];P
Type=ChangeState
Value=200
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,132])||StateNo=52||StateNo=40||(Time>ifelse(Anim=197,20,61)&&StateNo=[195,197])
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=Enemy(ceil(fvar(18))),StateNo!=[2201,2203]
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[1152,1153]
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=2206
TriggerAll=P2BodyDist X*fvar(8)-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>9&&Enemy(ceil(fvar(18))),FrontEdgeBodyDist>9)*Enemy(ceil(fvar(18))),vel x*(8*(1-(facing=Enemy(ceil(fvar(18))),facing)*2))<69
TriggerAll=fvar(34)>4
Trigger1=fvar(34)=5
Trigger1=P2Dist Y+Enemy(ceil(fvar(18))),vel y*5+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*15>-61
Trigger1=P2Dist Y+Enemy(ceil(fvar(18))),vel y*5+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*15<=ifelse(Enemy(ceil(fvar(18))),GetHitvar(GroundType)=3,15,(Enemy(ceil(fvar(18))),GetHitvar(AnimType)<4)*25)

[State -3,S_P];K
Type=ChangeState
Value=210
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,132])||StateNo=52||StateNo=40||(Time>ifelse(Anim=197,20,61)&&StateNo=[195,197])
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=P2BodyDist X*fvar(8)-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>9&&Enemy(ceil(fvar(18))),FrontEdgeBodyDist>9)*Enemy(ceil(fvar(18))),vel x*(8*(1-(facing=Enemy(ceil(fvar(18))),facing)*2))<60
TriggerAll=fvar(34)>6
Trigger1=fvar(34)=7
Trigger1=Enemy(ceil(fvar(18))),StateNo!=[2201,2203]
Trigger1=Enemy(ceil(fvar(18))),StateNo!=[1152,1153]
Trigger1=Enemy(ceil(fvar(18))),StateNo!=2206
Trigger1=P2Dist Y+Enemy(ceil(fvar(18))),vel y*7+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*28>-5
Trigger1=P2Dist Y+Enemy(ceil(fvar(18))),vel y*7+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*28<=ifelse(Enemy(ceil(fvar(18))),GetHitvar(GroundType)=3,15,(Enemy(ceil(fvar(18))),GetHitvar(AnimType)<4)*25)

[State -3,S_NS];S
Type=ChangeState
Value=220
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X*fvar(8)=[-38,42]
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,132])||StateNo=52||StateNo=40||(Time>ifelse(Anim=197,20,61)&&StateNo=[195,197])
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=Enemy(ceil(fvar(18))),StateNo!=[1152,1153]
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[2201,2203]
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=2206
TriggerAll=Enemy(ceil(fvar(18))),vel y!=0
TriggerAll=fvar(34)>8
TriggerAll=P2Dist X>=0
TriggerAll=P2BodyDist X*fvar(8)-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>9&&Enemy(ceil(fvar(18))),FrontEdgeBodyDist>9)*Enemy(ceil(fvar(18))),vel x*(8*(1-(facing=Enemy(ceil(fvar(18))),facing)*2))<56
TriggerAll=P2Dist Y+Enemy(ceil(fvar(18))),vel y*8+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*36>-61
TriggerAll=P2Dist Y+Enemy(ceil(fvar(18))),vel y*8+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*36<=ifelse(Enemy(ceil(fvar(18))),GetHitvar(GroundType)=3,15,(Enemy(ceil(fvar(18))),GetHitvar(AnimType)<4)*25)
Trigger1=fvar(34)=9
Trigger2=P2Dist Y+Enemy(ceil(fvar(18))),vel y*9+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*45>-9;ifelse(Enemy(ceil(fvar(18))),GetHitvar(GroundType)=3,15,(Enemy(ceil(fvar(18))),GetHitvar(AnimType)<4)*25)

[State -3,C_HS];HS
Type=ChangeState
Value=430
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,132])||StateNo=52||StateNo=40||(Time>ifelse(Anim=197,20,61)&&StateNo=[195,197])
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=Enemy(ceil(fvar(18))),StateNo!=[1152,1153]
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[2201,2203]
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=2206
TriggerAll=Enemy(ceil(fvar(18))),vel y!=0
TriggerAll=fvar(34)>12
TriggerAll=P2Dist X>=0
TriggerAll=P2BodyDist X*fvar(8)-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>9&&Enemy(ceil(fvar(18))),FrontEdgeBodyDist>9)*Enemy(ceil(fvar(18))),vel x*(13*(1-(facing=Enemy(ceil(fvar(18))),facing)*2))>34
TriggerAll=P2BodyDist X*fvar(8)-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>9&&Enemy(ceil(fvar(18))),FrontEdgeBodyDist>9)*Enemy(ceil(fvar(18))),vel x*(13*(1-(facing=Enemy(ceil(fvar(18))),facing)*2))<56
TriggerAll=P2Dist Y+Enemy(ceil(fvar(18))),vel y*13+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*91>-51
TriggerAll=P2Dist Y+Enemy(ceil(fvar(18))),vel y*13+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*91<=ifelse(Enemy(ceil(fvar(18))),GetHitvar(GroundType)=3,15,(Enemy(ceil(fvar(18))),GetHitvar(AnimType)<4)*25)
Trigger1=fvar(34)=13
Trigger2=P2Dist Y+Enemy(ceil(fvar(18))),vel y*14+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*105>ifelse(Enemy(ceil(fvar(18))),GetHitvar(GroundType)=3,15,(Enemy(ceil(fvar(18))),GetHitvar(AnimType)<4)*25)

[State -3,C_S];S
Type=ChangeState
Value=420
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,132])||StateNo=52||StateNo=40||(Time>ifelse(Anim=197,20,61)&&StateNo=[195,197])
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=Enemy(ceil(fvar(18))),StateNo!=[1152,1153]
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[2201,2203]
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=2206
TriggerAll=Enemy(ceil(fvar(18))),vel y!=0
TriggerAll=fvar(34)>13
TriggerAll=P2Dist X>=0
TriggerAll=P2BodyDist X*fvar(8)-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>9&&Enemy(ceil(fvar(18))),FrontEdgeBodyDist>9)*Enemy(ceil(fvar(18))),vel x*(14*(1-(facing=Enemy(ceil(fvar(18))),facing)*2))<136
TriggerAll=P2Dist Y+Enemy(ceil(fvar(18))),vel y*14+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*105>-21
TriggerAll=P2Dist Y+Enemy(ceil(fvar(18))),vel y*14+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*105<=ifelse(Enemy(ceil(fvar(18))),GetHitvar(GroundType)=3,15,(Enemy(ceil(fvar(18))),GetHitvar(AnimType)<4)*25)
Trigger1=fvar(34)=14
Trigger2=P2Dist Y+Enemy(ceil(fvar(18))),vel y*14+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*105>ifelse(Enemy(ceil(fvar(18))),GetHitvar(GroundType)=3,15,(Enemy(ceil(fvar(18))),GetHitvar(AnimType)<4)*25)

[State -3,S_FHS];HS
Type=ChangeState
Value=230+(var(58)=1)
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,132])||StateNo=52||(Time>ifelse(Anim=197,20,61)&&StateNo=[195,197])
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=Enemy(ceil(fvar(18))),vel y!=0
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[1152,1153]
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[2201,2203]
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=2206
TriggerAll=P2Dist X>=0
TriggerAll=fvar(34)>14
TriggerAll=P2Dist X>=0
TriggerAll=P2BodyDist X*fvar(8)-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>9&&Enemy(ceil(fvar(18))),FrontEdgeBodyDist>9)*Enemy(ceil(fvar(18))),vel x*(16*(1-(facing=Enemy(ceil(fvar(18))),facing)*2))<178
TriggerAll=P2Dist Y+Enemy(ceil(fvar(18))),vel y*15+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*120>-61
TriggerAll=P2Dist Y+Enemy(ceil(fvar(18))),vel y*15+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*120<=ifelse(Enemy(ceil(fvar(18))),GetHitvar(GroundType)=3,15,(Enemy(ceil(fvar(18))),GetHitvar(AnimType)<4)*25)
Trigger1=fvar(34)=14
Trigger2=P2Dist Y+Enemy(ceil(fvar(18))),vel y*16+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*136>ifelse(Enemy(ceil(fvar(18))),GetHitvar(GroundType)=3,15,(Enemy(ceil(fvar(18))),GetHitvar(AnimType)<4)*25)

[State -3,S_P];P
Type=ChangeState
Value=200
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,132])||StateNo=52||StateNo=40||(Time>ifelse(Anim=197,20,61)&&StateNo=[195,197])
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=Enemy(ceil(fvar(18))),StateNo!=[1330,1334]
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[1340,1344]
Trigger1=0;Helper(30000+ID),var(11)=1001||Helper(30000+ID),var(10)=1001
Trigger1=StateNo!=955

[State -3,HF];n}[tH[
Type=ChangeState
Value=1400
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,132])||StateNo=52||(Time>ifelse(Anim=197,20,61)&&StateNo=[195,197])
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=Enemy(ceil(fvar(18))),vel y!=0
TriggerAll=fvar(34)>17
TriggerAll=P2Dist X>=0
TriggerAll=0;Power>499
Trigger1=P2BodyDist X*fvar(8)-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>9)*Enemy(ceil(fvar(18))),vel x*(18*(1-(facing=Enemy(ceil(fvar(18))),facing)*2))<78
Trigger1=P2Dist Y+Enemy(ceil(fvar(18))),vel y*18+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*171>-80
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)
Trigger2=fvar(34)>18
Trigger2=P2BodyDist X*fvar(8)-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>9)*Enemy(ceil(fvar(18))),vel x*(19*(1-(facing=Enemy(ceil(fvar(18))),facing)*2))>55;=[50,88]
Trigger2=P2Dist Y+Enemy(ceil(fvar(18))),vel y*19+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*190>-80
Trigger2=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)
Trigger3=fvar(34)>19
Trigger3=P2Dist Y+Enemy(ceil(fvar(18))),vel y*20+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*210>-80
Trigger3=P2Dist Y+Enemy(ceil(fvar(18))),vel y*20+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*210<=ifelse(Enemy(ceil(fvar(18))),GetHitvar(GroundType)=3,15,(Enemy(ceil(fvar(18))),GetHitvar(AnimType)<4)*25)
Trigger4=fvar(34)>20
Trigger4=P2BodyDist X*fvar(8)-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>9)*Enemy(ceil(fvar(18))),vel x*(21*(1-(facing=Enemy(ceil(fvar(18))),facing)*2))=[98,104]
Trigger4=P2Dist Y+Enemy(ceil(fvar(18))),vel y*21+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*231>-80
Trigger4=P2Dist Y+Enemy(ceil(fvar(18))),vel y*21+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*231<=ifelse(Enemy(ceil(fvar(18))),GetHitvar(GroundType)=3,15,(Enemy(ceil(fvar(18))),GetHitvar(AnimType)<4)*25)
Trigger5=fvar(34)>21
Trigger5=P2BodyDist X*fvar(8)-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>9)*Enemy(ceil(fvar(18))),vel x*(22*(1-(facing=Enemy(ceil(fvar(18))),facing)*2))=[105,112]
Trigger5=P2Dist Y+Enemy(ceil(fvar(18))),vel y*22+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*253>-80
Trigger5=P2Dist Y+Enemy(ceil(fvar(18))),vel y*22+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*253<=ifelse(Enemy(ceil(fvar(18))),GetHitvar(GroundType)=3,15,(Enemy(ceil(fvar(18))),GetHitvar(AnimType)<4)*25)
Trigger6=fvar(34)>22
Trigger6=P2BodyDist X*fvar(8)-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>9)*Enemy(ceil(fvar(18))),vel x*(23*(1-(facing=Enemy(ceil(fvar(18))),facing)*2))=[113,121]
Trigger6=P2Dist Y+Enemy(ceil(fvar(18))),vel y*23+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*276>-80
Trigger6=P2Dist Y+Enemy(ceil(fvar(18))),vel y*23+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*276<=ifelse(Enemy(ceil(fvar(18))),GetHitvar(GroundType)=3,15,(Enemy(ceil(fvar(18))),GetHitvar(AnimType)<4)*25)
Trigger7=fvar(34)>23
Trigger7=P2BodyDist X*fvar(8)-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>9)*Enemy(ceil(fvar(18))),vel x*(24*(1-(facing=Enemy(ceil(fvar(18))),facing)*2))=[122,129]
Trigger7=P2Dist Y+Enemy(ceil(fvar(18))),vel y*24+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*300>-80
Trigger7=P2Dist Y+Enemy(ceil(fvar(18))),vel y*24+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*300<=ifelse(Enemy(ceil(fvar(18))),GetHitvar(GroundType)=3,15,(Enemy(ceil(fvar(18))),GetHitvar(AnimType)<4)*25)
Trigger8=fvar(34)>24
Trigger8=P2BodyDist X*fvar(8)-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>9)*Enemy(ceil(fvar(18))),vel x*(25*(1-(facing=Enemy(ceil(fvar(18))),facing)*2))=[130,136]
Trigger8=P2Dist Y+Enemy(ceil(fvar(18))),vel y*25+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*325>-80
Trigger8=P2Dist Y+Enemy(ceil(fvar(18))),vel y*25+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*325<=ifelse(Enemy(ceil(fvar(18))),GetHitvar(GroundType)=3,15,(Enemy(ceil(fvar(18))),GetHitvar(AnimType)<4)*25)
Trigger9=fvar(34)>25
Trigger9=P2BodyDist X*fvar(8)-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>9)*Enemy(ceil(fvar(18))),vel x*(26*(1-(facing=Enemy(ceil(fvar(18))),facing)*2))=[137,146]
Trigger9=P2Dist Y+Enemy(ceil(fvar(18))),vel y*26+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*351>-80
Trigger9=P2Dist Y+Enemy(ceil(fvar(18))),vel y*26+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*351<=ifelse(Enemy(ceil(fvar(18))),GetHitvar(GroundType)=3,15,(Enemy(ceil(fvar(18))),GetHitvar(AnimType)<4)*25)
Trigger10=fvar(34)>26
Trigger10=P2BodyDist X*fvar(8)-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>9)*Enemy(ceil(fvar(18))),vel x*(27*(1-(facing=Enemy(ceil(fvar(18))),facing)*2))=[146,154]
Trigger10=P2Dist Y+Enemy(ceil(fvar(18))),vel y*27+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*378>-80
Trigger10=P2Dist Y+Enemy(ceil(fvar(18))),vel y*27+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*378<=ifelse(Enemy(ceil(fvar(18))),GetHitvar(GroundType)=3,15,(Enemy(ceil(fvar(18))),GetHitvar(AnimType)<4)*25)
Trigger11=fvar(34)>27
Trigger11=P2BodyDist X*fvar(8)-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>9)*Enemy(ceil(fvar(18))),vel x*(28*(1-(facing=Enemy(ceil(fvar(18))),facing)*2))=[155,163]
Trigger11=P2Dist Y+Enemy(ceil(fvar(18))),vel y*28+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*406>-80
Trigger11=P2Dist Y+Enemy(ceil(fvar(18))),vel y*28+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*406<=ifelse(Enemy(ceil(fvar(18))),GetHitvar(GroundType)=3,15,(Enemy(ceil(fvar(18))),GetHitvar(AnimType)<4)*25)
Trigger12=fvar(34)>28
Trigger12=P2BodyDist X*fvar(8)-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>9)*Enemy(ceil(fvar(18))),vel x*(29*(1-(facing=Enemy(ceil(fvar(18))),facing)*2))=[164,171]
Trigger12=P2Dist Y+Enemy(ceil(fvar(18))),vel y*29+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*435>-80
Trigger12=P2Dist Y+Enemy(ceil(fvar(18))),vel y*29+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*435<=ifelse(Enemy(ceil(fvar(18))),GetHitvar(GroundType)=3,15,(Enemy(ceil(fvar(18))),GetHitvar(AnimType)<4)*25)
Trigger13=fvar(34)>29
Trigger13=P2BodyDist X*fvar(8)-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>9)*Enemy(ceil(fvar(18))),vel x*(30*(1-(facing=Enemy(ceil(fvar(18))),facing)*2))=[172,179]
Trigger13=P2Dist Y+Enemy(ceil(fvar(18))),vel y*30+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*465>-80
Trigger13=P2Dist Y+Enemy(ceil(fvar(18))),vel y*30+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*465<=ifelse(Enemy(ceil(fvar(18))),GetHitvar(GroundType)=3,15,(Enemy(ceil(fvar(18))),GetHitvar(AnimType)<4)*25)
Trigger14=fvar(34)>30
Trigger14=P2BodyDist X*fvar(8)-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>9)*Enemy(ceil(fvar(18))),vel x*(31*(1-(facing=Enemy(ceil(fvar(18))),facing)*2))=[180,188]
Trigger14=P2Dist Y+Enemy(ceil(fvar(18))),vel y*31+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*496>-80
Trigger14=P2Dist Y+Enemy(ceil(fvar(18))),vel y*31+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*496<=ifelse(Enemy(ceil(fvar(18))),GetHitvar(GroundType)=3,15,(Enemy(ceil(fvar(18))),GetHitvar(AnimType)<4)*25)
Trigger15=fvar(34)>31
Trigger15=P2BodyDist X*fvar(8)-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>9)*Enemy(ceil(fvar(18))),vel x*(32*(1-(facing=Enemy(ceil(fvar(18))),facing)*2))=[189,197]
Trigger15=P2Dist Y+Enemy(ceil(fvar(18))),vel y*32+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*528>-80
Trigger15=P2Dist Y+Enemy(ceil(fvar(18))),vel y*32+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*528<=ifelse(Enemy(ceil(fvar(18))),GetHitvar(GroundType)=3,15,(Enemy(ceil(fvar(18))),GetHitvar(AnimType)<4)*25)
Trigger16=fvar(34)>32
Trigger16=P2BodyDist X*fvar(8)-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>9)*Enemy(ceil(fvar(18))),vel x*(33*(1-(facing=Enemy(ceil(fvar(18))),facing)*2))=[198,205]
Trigger16=P2Dist Y+Enemy(ceil(fvar(18))),vel y*33+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*561>-80
Trigger16=P2Dist Y+Enemy(ceil(fvar(18))),vel y*33+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*561<=ifelse(Enemy(ceil(fvar(18))),GetHitvar(GroundType)=3,15,(Enemy(ceil(fvar(18))),GetHitvar(AnimType)<4)*25)
Trigger17=fvar(34)>33
Trigger17=P2BodyDist X*fvar(8)-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>9)*Enemy(ceil(fvar(18))),vel x*(34*(1-(facing=Enemy(ceil(fvar(18))),facing)*2))=[206,270]
Trigger17=P2Dist Y+Enemy(ceil(fvar(18))),vel y*34+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*599>-80
Trigger17=P2Dist Y+Enemy(ceil(fvar(18))),vel y*34+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*595<=ifelse(Enemy(ceil(fvar(18))),GetHitvar(GroundType)=3,15,(Enemy(ceil(fvar(18))),GetHitvar(AnimType)<4)*25)

[State -3,Dash];_bV
Type=ChangeState
Value=100
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=PalNo=11
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,132])
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=fvar(34)>20
Trigger1=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*(20*(1-(facing=Enemy(ceil(fvar(18))),facing)*2))>120

[State -3,Walk];O
Type=ChangeState
Value=21
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[120,132])
TriggerAll=StateNo!=21
TriggerAll=var(59)>0||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=fvar(34)>0
Trigger1=Enemy(ceil(fvar(18))),StateNo!=[2201,2203]
Trigger1=Enemy(ceil(fvar(18))),StateNo!=2206
Trigger1=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*(9*(1-(facing=Enemy(ceil(fvar(18))),facing)*2))>30

;
;nq
;

[State -3,CJump];LZWv
Type=ChangeState
Value=37
TriggerAll=Alive=1
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)>0
TriggerAll=MoveContAct
Trigger1=StateNo=200
Trigger2=StateNo=210
Trigger3=StateNo=215
Trigger4=StateNo=220
Trigger5=StateNo=225

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;
;n

[State -3,HF];n}tH[ np
Type=ChangeState
Value=1400
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=MoveHit=1
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=fvar(34)>17
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist Y>-90
TriggerAll=Power>499
Trigger1=StateNo=[230,231]
Trigger1=P2BodyDist X*fvar(8)<23+(Enemy(ceil(fvar(18))),StateType=C)*11+(fvar(34)>22)*101
Trigger2=StateNo=420;JE^[
Trigger2=P2BodyDist X*fvar(8)<93+(Enemy(ceil(fvar(18))),StateType=C)*9

[State -3];޲ް
Type=ChangeState
Value=3000
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=var(58)=0||var(58)=2
TriggerAll=StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Power>999
TriggerAll=MoveHit=1
TriggerAll=fvar(34)>15
Trigger1=StateNo=220||StateNo=225;JE^[
Trigger1=P2BodyDist X*fvar(8)<29
Trigger2=StateNo=230
Trigger2=P2BodyDist X*fvar(8)<1+(Enemy(ceil(fvar(18))),StateType=C)*12
Trigger3=StateNo=420
Trigger3=var(58)<2
Trigger3=P2BodyDist X*fvar(8)<20+(Enemy(ceil(fvar(18))),StateType=C)*8
Trigger4=StateNo=420
Trigger4=var(58)>1
Trigger4=P2BodyDist X>31
Trigger4=P2Dist X<132+(var(21)=1)*20
;Trigger4=P2BodyDist X*fvar(8)<20+(Enemy(ceil(fvar(18))),StateType=C)*8

[State -3,HF];n}tH[ np 낯񕜂őłƔm
Type=ChangeState
Value=1400
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=MoveHit=1
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=fvar(34)>17
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist Y>-90
TriggerAll=Power>499
TriggerAll=NumHelper(11111+ID)
TriggerAll=Helper(11111+ID),var(6)<290
Trigger1=StateNo=215
Trigger1=P2BodyDist X*fvar(8)<150

[State -3];޲ް
Type=ChangeState
Value=3000
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=var(58)=0||var(58)=2
TriggerAll=StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Power>999
TriggerAll=MoveHit=1
TriggerAll=P2BodyDist X*fvar(8)<24
Trigger1=StateNo=215
Trigger2=StateNo=205
Trigger2=var(58)<2

[State -3,S_HS];HS˃n}[tH[
Type=ChangeState
Value=230
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=var(58)=0||var(58)=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=P2Dist Y>-60
TriggerAll=MoveHit=1
TriggerAll=Power>499
TriggerAll=Enemy(ceil(fvar(18))),StateType=C
TriggerAll=P2BodyDist X*fvar(8)<1
Trigger1=StateNo=220

[State -3,SH];XChwbh
Type=ChangeState
Value=1300
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=MoveHit=1
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
;TriggerAll=fvar(34)>17
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist Y>-90
TriggerAll=var(21)=1
Trigger1=StateNo=215
Trigger2=StateNo=230

[State -3,C_D];D@[h
Type=ChangeState
value=450
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
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=PalNo=12
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist Y>-20
TriggerAll=MoveHit=1
Trigger1=StateNo=200
Trigger2=StateNo=210
Trigger3=StateNo=220
Trigger4=StateNo=225
Trigger4=P2BodyDist X*fvar(8)<104
Trigger5=StateNo=400
Trigger6=StateNo=410
Trigger7=StateNo=420
Trigger7=var(58)<2
Trigger7=P2BodyDist X*fvar(8)<97
Trigger8=StateNo=420
Trigger8=var(58)>1
;Trigger8=P2BodyDist X*fvar(8)<97

[State -3,S_NS];S n
Type=ChangeState
Value=220
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
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=P2BodyDist X*fvar(8)=[-38,42]
TriggerAll=MoveHit=1
TriggerAll=var(58)=0||var(58)=2
TriggerAll=P2BodyDist X*fvar(8)<1
TriggerAll=fvar(34)>8
Trigger1=StateNo=200
Trigger2=StateNo=400
Trigger3=Stateno=210
Trigger4=Stateno=215
Trigger5=Stateno=410

[State -3,C_K];K
Type=ChangeState
Value=410
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=P2Dist Y>-10
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=MoveHit=1
TriggerAll=P2BodyDist X*fvar(8)>42
TriggerAll=P2BodyDist X*fvar(8)<60
Trigger1=StateNo=200
Trigger2=StateNo=400

[State -3,S_LS];SˋS
Type=ChangeState
Value=225
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=P2Dist X>=0
TriggerAll=P2BodyDist X*fvar(8)<131
TriggerAll=P2Dist Y>-60
TriggerAll=Enemy(ceil(fvar(18))),Const(Size.Head.Pos.Y)<-40||Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),Const(Size.Head.Pos.Y)<-70||Enemy(ceil(fvar(18))),StateType!=C
TriggerAll=P2BodyDist X*fvar(8)>42||StateNo=220
TriggerAll=MoveHit=1
TriggerAll=var(58)>1
Trigger1=StateNo=200
;Trigger1=P2BodyDist X*fvar(8)>=67
Trigger2=StateNo=210
;Trigger2=P2BodyDist X*fvar(8)>=58
Trigger3=StateNo=215
Trigger4=StateNo=220
Trigger4=P2Dist X<57
;Trigger4=P2BodyDist X*fvar(8)=[60,69]
Trigger5=StateNo=410
;Trigger5=P2BodyDist X*fvar(8)=[62,68]
Trigger6=StateNo=400
;Trigger6=Enemy(ceil(fvar(18))),StateType=C
;Trigger6=P2BodyDist X*fvar(8)=[60,103]

[State -3,C_S];S
Type=ChangeState
Value=420
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=P2Dist X>=0
TriggerAll=P2BodyDist X*fvar(8)<110
TriggerAll=P2Dist Y>-50
TriggerAll=fvar(34)>12
TriggerAll=var(58)>1
TriggerAll=MoveHit=1
Trigger1=StateNo=200
;Trigger1=P2BodyDist X*fvar(8)<67
Trigger2=StateNo=210
;Trigger2=P2BodyDist X*fvar(8)<58
Trigger3=StateNo=215
Trigger4=StateNo=220
;Trigger4=P2BodyDist X*fvar(8)<60
Trigger5=StateNo=225
;Trigger5=P2BodyDist X*fvar(8)<58
Trigger6=0;StateNo=410
;Trigger6=P2BodyDist X*fvar(8)<62

[State -3,C_HS];HS@n
Type=ChangeState
Value=430
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=P2Dist Y>-130
TriggerAll=var(58)=0||var(58)=2
TriggerAll=fvar(34)>11
TriggerAll=MoveHit=1
Trigger1=StateNo=210
Trigger1=P2BodyDist X*fvar(8)<29
Trigger2=StateNo=220
Trigger2=P2BodyDist X*fvar(8)<30
Trigger3=StateNo=225
Trigger3=P2BodyDist X*fvar(8)<33
Trigger4=StateNo=410
Trigger4=P2BodyDist X*fvar(8)<33
Trigger5=var(58)<2
Trigger5=StateNo=420
Trigger5=P2BodyDist X*fvar(8)<23
Trigger6=var(58)>1
Trigger6=StateNo=420
Trigger6=P2BodyDist X*fvar(8)<97

[State -3,S_NS];S n
Type=ChangeState
Value=220
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
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=P2BodyDist X*fvar(8)=[-38,42]
TriggerAll=MoveHit=1
TriggerAll=fvar(34)>8
Trigger1=StateNo=200
Trigger2=StateNo=210
Trigger3=StateNo=215
Trigger4=StateNo=400
Trigger5=StateNo=410

[State -3,C_S];S
Type=ChangeState
Value=420
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=P2Dist X>=0
TriggerAll=P2BodyDist X*fvar(8)<71
TriggerAll=P2Dist Y>-50
TriggerAll=fvar(34)>13
TriggerAll=var(58)<2
TriggerAll=MoveHit=1
Trigger1=StateNo=200
Trigger1=P2BodyDist X*fvar(8)<67
Trigger2=StateNo=210
Trigger2=P2BodyDist X*fvar(8)<58
Trigger3=StateNo=215
Trigger4=StateNo=220
Trigger4=P2BodyDist X*fvar(8)<60
Trigger5=StateNo=225
Trigger5=P2BodyDist X*fvar(8)<58
Trigger6=0;StateNo=410
Trigger6=P2BodyDist X*fvar(8)<62

[State -3,S_LS];S
Type=ChangeState
Value=225
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=P2Dist X>=0
TriggerAll=P2BodyDist X*fvar(8)<131
TriggerAll=P2Dist Y>-60
TriggerAll=Enemy(ceil(fvar(18))),Const(Size.Head.Pos.Y)<-40||Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),Const(Size.Head.Pos.Y)<-70||Enemy(ceil(fvar(18))),StateType!=C
TriggerAll=P2BodyDist X*fvar(8)>42||StateNo=220
TriggerAll=MoveHit=1
Trigger1=StateNo=200
Trigger1=P2BodyDist X*fvar(8)>=67
Trigger2=StateNo=210
Trigger2=P2BodyDist X*fvar(8)>=58
Trigger3=StateNo=215
Trigger4=StateNo=220
Trigger4=P2BodyDist X*fvar(8)=[60,69]
Trigger5=StateNo=410
Trigger5=P2BodyDist X*fvar(8)=[62,68]
Trigger6=Enemy(ceil(fvar(18))),StateType=C
Trigger6=P2BodyDist X*fvar(8)=[60,103]
Trigger6=StateNo=400

[State -3,C_K];P
Type=ChangeState
Value=400
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=P2Dist Y>-10
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=MoveHit
TriggerAll=P2BodyDist X*fvar(8)>=60
TriggerAll=P2BodyDist X*fvar(8)<82
Trigger1=StateNo=400

[State -3];ݶèد
Type=ChangeState
Value=3300
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=var(58)=1
TriggerAll=StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Power>999
TriggerAll=MoveHit=1
Trigger1=StateNo=210
Trigger2=StateNo=215
Trigger3=StateNo=220
Trigger4=StateNo=225
Trigger4=P2BodyDist X*fvar(8)<155
Trigger4=P2BodyDist X*fvar(8)<90+(Enemy(ceil(fvar(18))),StateType=C)*18||fvar(34)>16
Trigger5=StateNo=231
Trigger5=P2BodyDist X*fvar(8)<113+(Enemy(ceil(fvar(18))),StateType=C)*19+(fvar(34)>30)*42
Trigger6=StateNo=410
Trigger6=P2BodyDist X*fvar(8)<71+(Enemy(ceil(fvar(18))),StateType=C)*19+(fvar(34)>12)*23
Trigger7=StateNo=420
Trigger7=P2BodyDist X*fvar(8)<117+(Enemy(ceil(fvar(18))),StateType=C)*19+(fvar(34)>23)*38
Trigger8=StateNo=400
Trigger8=Enemy(ceil(fvar(18))),StateType=C
Trigger8=P2BodyDist X*fvar(8)<68

[State -3,C_D];D
Type=ChangeState
Value=450
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist Y>-20
TriggerAll=MoveHit=1
Trigger1=StateNo=200
Trigger2=StateNo=210
Trigger3=StateNo=220
Trigger4=StateNo=225
Trigger4=P2BodyDist X*fvar(8)<104
Trigger5=StateNo=400
Trigger6=StateNo=410
Trigger7=StateNo=420
Trigger7=var(58)<2
Trigger7=P2BodyDist X*fvar(8)<97
Trigger8=StateNo=420
Trigger8=var(58)>1
;Trigger8=P2BodyDist X*fvar(8)<97

[State -3,C_HS];HS@n
Type=ChangeState
Value=430
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=P2Dist Y>-130
TriggerAll=var(58)=1
TriggerAll=fvar(34)>11
TriggerAll=MoveHit=1
Trigger1=StateNo=210
Trigger1=P2BodyDist X*fvar(8)<29
Trigger2=StateNo=220
Trigger2=P2BodyDist X*fvar(8)<30
Trigger3=StateNo=225
Trigger3=P2BodyDist X*fvar(8)<33
Trigger4=StateNo=410
Trigger4=P2BodyDist X*fvar(8)<33
Trigger5=var(58)<2
Trigger5=StateNo=420
Trigger5=P2BodyDist X*fvar(8)<23
Trigger6=var(58)>1
Trigger6=StateNo=420
Trigger6=P2BodyDist X*fvar(8)<97

[State -3,HF];n}tH[ np
Type=ChangeState
Value=1400
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=MoveHit=1
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=fvar(34)>17
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist Y>-90
Trigger1=StateNo=[230,231]
Trigger1=P2BodyDist X*fvar(8)<23+(Enemy(ceil(fvar(18))),StateType=C)*11+(fvar(34)>22)*101
Trigger2=StateNo=420
Trigger2=P2BodyDist X*fvar(8)<93+(Enemy(ceil(fvar(18))),StateType=C)*9

[State -3,S_HS];HS
Type=ChangeState
Value=230
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=var(58)=0||var(58)=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=P2BodyDist X*fvar(8)=[-5,178]
TriggerAll=P2Dist Y>-60
TriggerAll=MoveHit=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=C
Trigger1=StateNo=200
Trigger2=StateNo=210
Trigger3=StateNo=220
Trigger4=StateNo=225
Trigger5=StateNo=400

;
;nł
;qĂȂp

[State -3,S_LS];S
Type=ChangeState
Value=225
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
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=P2BodyDist X*fvar(8)=[-5,130]
TriggerAll=P2Dist Y>-60
TriggerAll=Enemy(ceil(fvar(18))),Const(Size.Head.Pos.Y)<-40||Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),Const(Size.Head.Pos.Y)<-70||Enemy(ceil(fvar(18))),StateType!=C
TriggerAll=MoveHit=1
TriggerAll=Random<var(59)*70
Trigger1=StateNo=400
Trigger1=P2BodyDist X*fvar(8)>=82

[State -3,C_S];S
Type=ChangeState
Value=420
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
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 X>=0
TriggerAll=P2BodyDist X*fvar(8)<70
TriggerAll=P2Dist Y>-50
TriggerAll=MoveHit=1
TriggerAll=Random<var(59)*70
Trigger1=StateNo=400
Trigger1=P2BodyDist X*fvar(8)>=82

[State -3,C_D];F.D.B(޺)
Type=ChangeState
Value=1500
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
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 X>=0
TriggerAll=P2Dist Y>-5
TriggerAll=Random<var(59)*40
TriggerAll=MoveHit=1
Trigger1=StateNo=400
Trigger1=P2BodyDist X*fvar(8)>=82
Trigger2=StateNo=225
Trigger2=P2BodyDist X*fvar(8)>=104
Trigger3=StateNo=420
Trigger3=P2BodyDist X*fvar(8)>=97+(Enemy(ceil(fvar(18))),StateType=C)*5

[State -3,C_D];XChwbh
Type=ChangeState
Value=1300
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
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 X>=0
TriggerAll=P2Dist Y>-5
TriggerAll=Random<var(59)*20
TriggerAll=MoveHit=1
Trigger1=StateNo=400
Trigger1=P2BodyDist X*fvar(8)>=82
Trigger2=StateNo=225
Trigger2=P2BodyDist X*fvar(8)>=104
Trigger3=StateNo=420
Trigger3=P2BodyDist X*fvar(8)>=97+(Enemy(ceil(fvar(18))),StateType=C)*5

[State -3,C_D];̫
Type=ChangeState
Value=14004
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
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 X>=0
TriggerAll=P2Dist Y>-5
TriggerAll=Random<var(59)*10
TriggerAll=MoveHit=1
Trigger1=StateNo=400
Trigger1=P2BodyDist X*fvar(8)>=82
Trigger2=StateNo=225
Trigger2=P2BodyDist X*fvar(8)>=104
Trigger3=StateNo=420
Trigger3=P2BodyDist X*fvar(8)>=97+(Enemy(ceil(fvar(18))),StateType=C)*5

[State -3,MF_Fwd];KtBXgO
Type=ChangeState
Value=1200
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
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 X>=0
TriggerAll=P2Dist Y>-5
TriggerAll=Random<var(59)*11
TriggerAll=MoveHit=1
Trigger1=StateNo=400
Trigger1=P2BodyDist X*fvar(8)>=82
Trigger2=StateNo=225
Trigger2=P2BodyDist X*fvar(8)>=104
Trigger3=StateNo=420
Trigger3=P2BodyDist X*fvar(8)>=97+(Enemy(ceil(fvar(18))),StateType=C)*5

[State -3,C_D];̫
Type=ChangeState
Value=1400
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,9]
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist Y>-5
TriggerAll=Random<var(59)*(2+(Power>499)*3)
TriggerAll=MoveHit=1
Trigger1=StateNo=400
Trigger1=P2BodyDist X*fvar(8)>=82
Trigger2=StateNo=225
Trigger2=P2BodyDist X*fvar(8)>=104
Trigger3=StateNo=420
Trigger3=P2BodyDist X*fvar(8)>=97+(Enemy(ceil(fvar(18))),StateType=C)*5

;
;K[hꂽp

[State -3,S_D];D
Type=ChangeState
Value=240
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,11]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=P2BodyDist X*fvar(8)=[-5,88]
TriggerAll=P2Dist Y>-90
TriggerAll=MoveGuarded=1
TriggerAll=Random<var(59)*8
Trigger1=StateNo=200
Trigger2=StateNo=210
Trigger3=StateNo=215
Trigger4=StateNo=220
Trigger5=StateNo=225
Trigger6=StateNo=230
Trigger6=P2BodyDist X*fvar(8)<64
Trigger7=StateNo=400
Trigger8=StateNo=410
Trigger9=StateNo=420
Trigger9=P2BodyDist X*fvar(8)<80
Trigger10=StateNo=430
Trigger10=P2BodyDist X*fvar(8)<61

[State -3,S_NS];S n
Type=ChangeState
Value=220
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
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))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=P2BodyDist X*fvar(8)=[-38,42]
TriggerAll=MoveGuarded=1
TriggerAll=Random<var(59)*80
TriggerAll=fvar(34)>8
Trigger1=StateNo=200
Trigger2=StateNo=210
Trigger3=StateNo=215
Trigger4=StateNo=400
Trigger5=StateNo=410

[State -3,C_K];K
Type=ChangeState
Value=410
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=P2Dist Y>-10
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=MoveGuarded=1
TriggerAll=Random<var(59)*80
TriggerAll=P2BodyDist X*fvar(8)>42
TriggerAll=P2BodyDist X*fvar(8)<60
Trigger1=StateNo=200
Trigger2=StateNo=400

[State -3,C_K];P
Type=ChangeState
Value=400
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=P2Dist Y>-10
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=MoveGuarded=1
TriggerAll=Random<var(59)*80
TriggerAll=P2BodyDist X*fvar(8)>=60
TriggerAll=P2BodyDist X*fvar(8)<82
Trigger1=StateNo=400

[State -3,C_S];S
Type=ChangeState
Value=420
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
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))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=P2BodyDist X*fvar(8)=[-5,70]
TriggerAll=P2Dist Y>-50
TriggerAll=MoveGuarded=1
TriggerAll=Random<var(59)*80
Trigger1=StateNo=200
Trigger1=P2BodyDist X*fvar(8)<67
Trigger2=StateNo=210
Trigger2=P2BodyDist X*fvar(8)<58
Trigger3=StateNo=215
Trigger4=StateNo=220
Trigger4=P2BodyDist X*fvar(8)<60
Trigger5=StateNo=225
Trigger5=P2BodyDist X*fvar(8)<58
Trigger6=StateNo=410
Trigger6=P2BodyDist X*fvar(8)<62

[State -3,S_LS];S
Type=ChangeState
Value=225
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
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))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=P2BodyDist X*fvar(8)=[-5,130]
TriggerAll=P2Dist Y>-60
TriggerAll=Enemy(ceil(fvar(18))),Const(Size.Head.Pos.Y)<-40||Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),Const(Size.Head.Pos.Y)<-70||Enemy(ceil(fvar(18))),StateType!=C
TriggerAll=P2BodyDist X*fvar(8)>42||StateNo=220
TriggerAll=MoveGuarded=1
TriggerAll=Random<var(59)*80
Trigger1=StateNo=200
Trigger1=P2BodyDist X*fvar(8)>=67
Trigger2=StateNo=210
Trigger2=P2BodyDist X*fvar(8)>=58
Trigger3=StateNo=215
Trigger4=StateNo=220
Trigger4=P2BodyDist X*fvar(8)=[60,69]
Trigger5=StateNo=410
Trigger5=P2BodyDist X*fvar(8)=[62,68]
Trigger6=Enemy(ceil(fvar(18))),StateType=C
Trigger6=P2BodyDist X*fvar(8)=[60,103]
Trigger6=StateNo=400

[State -3,S_LS];S
Type=ChangeState
Value=225
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=P2BodyDist X*fvar(8)=[-5,130]
TriggerAll=P2Dist Y>-60
TriggerAll=Enemy(ceil(fvar(18))),Const(Size.Head.Pos.Y)<-40||Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),Const(Size.Head.Pos.Y)<-70||Enemy(ceil(fvar(18))),StateType!=C
TriggerAll=P2BodyDist X*fvar(8)>42||StateNo=220
TriggerAll=MoveGuarded=1
TriggerAll=Random<var(59)*50
Trigger1=Enemy(ceil(fvar(18))),StateType=S
Trigger1=P2BodyDist X*fvar(8)=[60,103]
Trigger1=StateNo=400

[State -3,C_D];F.D.B(޺)
Type=ChangeState
Value=1500
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,11]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist Y>-5
TriggerAll=Random<var(59)*24
TriggerAll=!NumHelper(1550)
TriggerAll=MoveGuarded=1
TriggerAll=P2BodyDist X*fvar(8)>80
Trigger1=StateNo=200
Trigger2=StateNo=210
Trigger3=StateNo=215
Trigger4=StateNo=220
Trigger5=StateNo=225
Trigger6=StateNo=230
Trigger7=StateNo=235
Trigger8=StateNo=400
Trigger9=StateNo=410
Trigger10=StateNo=420
Trigger11=StateNo=430

[State -3,C_D];̫
Type=ChangeState
Value=14004
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,11]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist Y>-5
TriggerAll=Random<var(59)*10
TriggerAll=MoveGuarded=1
TriggerAll=P2BodyDist X*fvar(8)>100
Trigger1=StateNo=200
Trigger2=StateNo=210
Trigger3=StateNo=215
Trigger4=StateNo=220
Trigger5=StateNo=225
Trigger6=StateNo=230
Trigger7=StateNo=235
Trigger8=StateNo=400
Trigger9=StateNo=410
Trigger10=StateNo=420
Trigger11=StateNo=430

[State -3,MF_Fwd];KtBXgO
Type=ChangeState
Value=1200
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,11]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist Y>-5
TriggerAll=Random<var(59)*20
TriggerAll=P2BodyDist X*fvar(8)
TriggerAll=MoveGuarded=1
Trigger1=StateNo=200
Trigger2=StateNo=210
Trigger3=StateNo=215
Trigger4=StateNo=220
Trigger5=StateNo=225
Trigger6=StateNo=230
Trigger7=StateNo=235
Trigger8=StateNo=400
Trigger9=StateNo=410
Trigger10=StateNo=420
Trigger11=StateNo=430

[State -3,C_D];XChwbh
Type=ChangeState
Value=1300
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,11]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist Y>-5
TriggerAll=Random<var(59)*11
TriggerAll=MoveGuarded=1
TriggerAll=P2BodyDist X*fvar(8)>80
Trigger1=StateNo=200
Trigger2=StateNo=210
Trigger3=StateNo=215
Trigger4=StateNo=220
Trigger5=StateNo=225
Trigger6=StateNo=230
Trigger7=StateNo=235
Trigger8=StateNo=400
Trigger9=StateNo=410
Trigger10=StateNo=420
Trigger11=StateNo=430

[State -3,C_D];̫
Type=ChangeState
Value=1400
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,9]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist Y>-5
TriggerAll=Random<var(59)*(2+(Power>499)*3)
TriggerAll=P2BodyDist X*fvar(8)=[60,150]
TriggerAll=Power>499
TriggerAll=MoveGuarded=1
Trigger1=StateNo=200
Trigger2=StateNo=210
Trigger3=StateNo=215
Trigger4=StateNo=220
Trigger5=StateNo=225
Trigger6=StateNo=230
Trigger7=StateNo=235
Trigger8=StateNo=400
Trigger9=StateNo=410
Trigger10=StateNo=420
Trigger11=StateNo=430

;
;q@
;

[State -3];nuő˒|`LoX^[
Type=ChangeState
value=14001
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Power>499
TriggerAll=var(59)>7&&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=var(58)>1
TriggerAll=MoveHit=1
TriggerAll=P2Dist Y>-1
;肵Ȃ߁@eXĝ
TriggerAll=Enemy(ceil(fvar(18))),Name="KungFuMan"
Trigger1=Stateno=430

[State -3];Wv˒|`LoX^[
Type=ChangeState
value=1102031
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Power>499
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=NumHelper(11111+ID)
TriggerAll=Helper(11111+ID),var(6)<250
TriggerAll=var(58)>1
TriggerAll=MoveHit=1
Trigger1=Stateno=200
Trigger1=P2Dist X<71
Trigger2=Stateno=210
Trigger2=P2Dist X<63
Trigger3=Stateno=215
Trigger3=P2Dist X<66
Trigger4=Stateno=220||Stateno=225
Trigger4=P2Dist X<63
Trigger5=Stateno=205
Trigger5=var(58)=2
Trigger5=P2Dist Y>-97
Trigger5=P2Dist X<63

[State -3];OWv˒|`LoX^[
Type=ChangeState
value=1101031
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Power>499
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=Power<1000
TriggerAll=var(58)>1
TriggerAll=MoveHit=1
Trigger1=Stateno=200
Trigger2=Stateno=210
Trigger3=Stateno=215
Trigger4=Stateno=220||Stateno=225

[State -3,C_HS];HS 
Type=ChangeState
Value=430
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
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=P2Dist X>=0
TriggerAll=var(58)=2
TriggerAll=MoveHit
Trigger1=StateNo=420
Trigger1=P2BodyDist X*fvar(8)<122
Trigger1=P2Dist Y>-1

[State -3,HN];˰ů
Type=ChangeState
Value=1100
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
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=NumHelper(11111+ID)
TriggerAll=Helper(11111+ID),var(6)<340
TriggerAll=MoveHit
Trigger1=StateNo=430
Trigger1=P2Dist Y>-47
Trigger1=P2BodyDist X*fvar(8)<86-(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*20

[State -3,HPB];ͳذѷ޽
Type=ChangeState
Value=3200
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=var(58)=0||var(58)=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=Power>999
TriggerAll=MoveHit=1
TriggerAll=var(51)>60
Trigger1=0;StateNo=200
Trigger2=0;StateNo=210
Trigger3=0;StateNo=215
Trigger4=0;StateNo=220
Trigger5=0;StateNo=225
Trigger6=0;StateNo=230
Trigger7=0;StateNo=235
Trigger8=0;StateNo=400
Trigger9=0;StateNo=410
Trigger10=0;StateNo=420
Trigger10=P2BodyDist X*fvar(8)<23
Trigger11=StateNo=430
Trigger11=P2Dist Y>-125
Trigger11=P2BodyDist X*fvar(8)<75-(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*20

[State -3,HF];n}tH[ 󒆗p
Type=ChangeState
Value=1400
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=MoveHit=1
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=fvar(34)>17
TriggerAll=P2Dist X>=0
TriggerAll=Power>499
Trigger1=StateNo=215
Trigger1=P2Dist Y>-49
Trigger2=StateNo=[230,231]
Trigger2=P2BodyDist X*fvar(8)<55;-(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*35
Trigger2=P2Dist Y>-27
Trigger3=StateNo=420;JE^[
Trigger3=P2BodyDist X*fvar(8)<150
Trigger3=P2Dist Y>-44
Trigger4=StateNo=235
Trigger4=P2BodyDist X*fvar(8)<71
Trigger4=P2BodyDist X*fvar(8)<51||fvar(34)>18
Trigger4=P2Dist Y>-28;-82
Trigger4=Enemy(ceil(fvar(18))),BackEdgeBodyDist<9

[State -3,S_NS];S˶ݶް
Type=ChangeState
Value=220
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>6&&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=P2BodyDist X*fvar(8)=[-38,42]
TriggerAll=MoveHit=1
TriggerAll=Power>999
TriggerAll=var(58)=0||var(58)=2
TriggerAll=0;P2Dist Y>-64
Trigger1=StateNo=200||StateNo=210
Trigger1=P2BodyDist X*fvar(8)<8
Trigger2=StateNo=400||StateNo=410
Trigger2=P2BodyDist X*fvar(8)<7

[State -3];޲ް
Type=ChangeState
Value=3000
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=fvar(38)>0
TriggerAll=var(58)=0||var(58)=2
TriggerAll=StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Power>999
TriggerAll=MoveHit=1
;TriggerAll=P2BodyDist X*fvar(8)<24
Trigger1=StateNo=215
Trigger2=StateNo=205

[State -3];ݶް
Type=ChangeState
Value=3000
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Power>999
TriggerAll=var(58)=0||var(58)=2
TriggerAll=StateType!=A
TriggerAll=MoveHit=1
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=0;Enemy(ceil(fvar(18))),BackEdgeBodyDist>9
Trigger1=StateNo=200||StateNo=210
Trigger1=P2BodyDist X*fvar(8)<39
Trigger3=StateNo=220
Trigger3=P2BodyDist X*fvar(8)<26
Trigger5=StateNo=400
Trigger5=P2BodyDist X*fvar(8)<37
Trigger6=StateNo=410
Trigger6=P2BodyDist X*fvar(8)<36

[State -3];ݶް
Type=ChangeState
Value=3000
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Power>999
TriggerAll=var(58)=0||var(58)=2
TriggerAll=StateType!=A
TriggerAll=MoveHit=1
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=0;Enemy(ceil(fvar(18))),BackEdgeBodyDist>9
Trigger1=StateNo=215
Trigger1=P2BodyDist X*fvar(8)<34
Trigger2=StateNo=225
Trigger2=P2BodyDist X*fvar(8)<26
Trigger3=StateNo=230
Trigger3=P2BodyDist X*fvar(8)<32
Trigger4=StateNo=420
Trigger4=P2BodyDist X*fvar(8)<26

[State -3];ݶèد
Type=ChangeState
Value=3300
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Power>999
TriggerAll=var(58)=1
TriggerAll=StateType!=A
TriggerAll=MoveHit=1
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=NumHelper(11111+ID)
TriggerAll=Helper(11111+ID),var(6)>300||Enemy(ceil(fvar(18))),Life<220*fvar(19)*(fvar(31))*(var(52)*0.01)*fvar(21)
Trigger1=StateNo=200
Trigger1=P2Dist Y>-40
Trigger2=StateNo=210
Trigger3=StateNo=215
Trigger3=P2Dist Y>-35
Trigger4=StateNo=220
Trigger4=P2Dist Y>-29
Trigger5=StateNo=225
Trigger5=P2Dist Y>-34
Trigger5=P2BodyDist X*fvar(8)<123
Trigger6=StateNo=231
Trigger6=P2Dist Y>-36
Trigger6=P2BodyDist X*fvar(8)<144
Trigger7=StateNo=400
Trigger8=StateNo=410
Trigger9=StateNo=420
Trigger9=P2Dist Y>-30

[State -3,C_S];S 
Type=ChangeState
Value=420
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
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=P2BodyDist X*fvar(8)=[-5,70]
TriggerAll=P2Dist Y>-50
TriggerAll=fvar(34)>13
TriggerAll=var(58)>1
TriggerAll=MoveHit=1
Trigger1=StateNo=200
Trigger2=StateNo=210
Trigger3=StateNo=215
Trigger4=StateNo=220
Trigger5=StateNo=225
Trigger6=StateNo=400
Trigger7=StateNo=410

[State -3,S_NS];S 
Type=ChangeState
Value=220
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
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=P2BodyDist X*fvar(8)=[-38,42]
TriggerAll=MoveHit=1
TriggerAll=P2Dist Y>-64
Trigger1=StateNo=200
Trigger2=StateNo=210
Trigger3=StateNo=215
Trigger4=StateNo=400
Trigger5=StateNo=410

[State -3,S_LS];S
Type=ChangeState
Value=225
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
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=P2BodyDist X*fvar(8)=[-5,130]
TriggerAll=P2BodyDist X*fvar(8)>42||StateNo=220
TriggerAll=MoveHit=1
Trigger1=StateNo=200||StateNo=210
Trigger1=P2Dist Y>-46
Trigger1=P2BodyDist X*fvar(8)<49
Trigger2=StateNo=215
Trigger2=P2Dist Y>-40
Trigger2=P2BodyDist X*fvar(8)<44
Trigger3=StateNo=220
Trigger3=P2BodyDist X*fvar(8)<41
Trigger3=P2Dist Y>-35
Trigger4=StateNo=400
Trigger4=P2BodyDist X*fvar(8)<48
Trigger5=StateNo=410
Trigger5=P2BodyDist X*fvar(8)<47

[State -3,C_S];S
Type=ChangeState
Value=420
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
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=P2Dist X>=0
TriggerAll=fvar(34)>13
;TriggerAll=P2BodyDist X*fvar(8)<71
;TriggerAll=P2Dist Y>-50
TriggerAll=var(58)>1
TriggerAll=MoveHit=1
Trigger1=StateNo=200
;Trigger1=P2BodyDist X*fvar(8)<67
Trigger2=StateNo=210
;Trigger2=P2BodyDist X*fvar(8)<58
Trigger3=StateNo=215
Trigger4=StateNo=220
;Trigger4=P2BodyDist X*fvar(8)<60
Trigger5=StateNo=225
;Trigger5=P2BodyDist X*fvar(8)<58
Trigger6=StateNo=410
;Trigger6=P2BodyDist X*fvar(8)<62

[State -3,C_HS];HS 
Type=ChangeState
Value=430
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
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=P2Dist X>=0
TriggerAll=P2BodyDist X*fvar(8)<60
TriggerAll=var(58)=1
TriggerAll=MoveHit=1
Trigger1=StateNo=200||StateNo=210||StateNo=400
Trigger1=P2BodyDist X*fvar(8)<48
Trigger2=StateNo=220
Trigger2=P2BodyDist X*fvar(8)<55
Trigger2=P2BodyDist X*fvar(8)<39||Enemy(ceil(fvar(18))),BackEdgeBodyDist<9
Trigger2=P2Dist Y>-9
Trigger3=StateNo=225
Trigger3=P2BodyDist X*fvar(8)<34
Trigger3=Enemy(ceil(fvar(18))),BackEdgeBodyDist<9
Trigger4=StateNo=410
Trigger4=P2BodyDist X*fvar(8)<46
Trigger5=StateNo=420
Trigger5=P2BodyDist X*fvar(8)<39
Trigger5=P2Dist Y>-9

[State -3,C_S];S 
Type=ChangeState
Value=420
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
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=P2BodyDist X*fvar(8)=[-5,70]
TriggerAll=P2Dist Y>-50
TriggerAll=fvar(34)>13
TriggerAll=MoveHit=1
Trigger1=StateNo=200||StateNo=210
Trigger1=P2BodyDist X*fvar(8)<43
Trigger2=StateNo=215
Trigger2=P2BodyDist X*fvar(8)<36
Trigger3=StateNo=220
Trigger3=P2Dist Y>-33
Trigger4=StateNo=225
Trigger4=P2BodyDist X*fvar(8)<32
Trigger4=P2Dist Y>-35
Trigger5=StateNo=400
Trigger5=P2BodyDist X*fvar(8)<41
Trigger6=StateNo=410
Trigger6=P2BodyDist X*fvar(8)<40

[State -3];ݶèد
Type=ChangeState
Value=3300
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Power>999
TriggerAll=var(58)=1
TriggerAll=StateType!=A
TriggerAll=MoveHit=1
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
Trigger1=StateNo=235
Trigger1=Enemy(ceil(fvar(18))),BackEdgeBodyDist<9

[State -3,HN];˰ů
Type=ChangeState
Value=1100
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
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=1
Trigger1=StateNo=200
Trigger1=P2Dist Y<-25||P2BodyDist X*fvar(8)<67
Trigger1=P2Dist Y<-7||P2BodyDist X*fvar(8)<55
Trigger2=StateNo=210
Trigger2=P2BodyDist X*fvar(8)<60
Trigger3=StateNo=215
Trigger4=StateNo=220
Trigger4=P2BodyDist X*fvar(8)<71
Trigger4=P2Dist Y<-14||P2BodyDist X*fvar(8)<55
Trigger5=StateNo=225
Trigger5=P2BodyDist X*fvar(8)<71
Trigger5=P2Dist Y<-19||P2BodyDist X*fvar(8)<54
Trigger6=StateNo=[230,231]
Trigger6=P2BodyDist X*fvar(8)<73
Trigger6=P2Dist Y>-99
Trigger6=P2Dist Y<-6||P2BodyDist X*fvar(8)<56
Trigger7=StateNo=235
Trigger7=P2Dist Y>-99
Trigger7=Enemy(ceil(fvar(18))),BackEdgeBodyDist<9
Trigger7=P2Dist Y<-1||P2BodyDist X*fvar(8)>8
Trigger7=P2Dist Y<-35||P2BodyDist X*fvar(8)<33
Trigger7=P2BodyDist X*fvar(8)<64
Trigger8=StateNo=400
Trigger9=StateNo=410
Trigger10=StateNo=420
Trigger10=var(58)<2
Trigger10=P2BodyDist X*fvar(8)<71
Trigger10=P2Dist Y<-13||P2BodyDist X*fvar(8)>54
Trigger11=StateNo=430
Trigger11=P2Dist Y>-48
Trigger11=P2BodyDist X*fvar(8)<86

[State -3,HN];˰ů
Type=ChangeState
Value=1100
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=StateType!=A
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=0;Enemy(ceil(fvar(18))),MoveType=H
Trigger1-MoveHit=1
Trigger1=StateNo=420
Trigger1=var(58)>1

[State -3,HN];˰ů 蒲p
Type=ChangeState
Value=1100
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
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
Trigger1=StateNo=225
Trigger2=StateNo=420
Trigger3=StateNo=235
Trigger3=P2BodyDist X*fvar(8)<130
Trigger4=StateNo=230
Trigger5=StateNo=231

[State -3,C_HS];HS 
Type=ChangeState
Value=430
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
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=P2Dist X>=0
TriggerAll=P2BodyDist X*fvar(8)<60
TriggerAll=MoveHit=1
Trigger1=StateNo=200||StateNo=210||StateNo=400
Trigger1=P2BodyDist X*fvar(8)<48
Trigger2=StateNo=220
Trigger2=P2BodyDist X*fvar(8)<55
Trigger2=P2BodyDist X*fvar(8)<39||Enemy(ceil(fvar(18))),BackEdgeBodyDist<9
Trigger3=StateNo=225
Trigger3=P2BodyDist X*fvar(8)<34
Trigger3=Enemy(ceil(fvar(18))),BackEdgeBodyDist<9
Trigger4=StateNo=410
Trigger4=P2BodyDist X*fvar(8)<46
Trigger5=StateNo=420
Trigger5=P2BodyDist X*fvar(8)<39

[State -3,S_LS];S
Type=ChangeState
Value=225
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
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=P2Dist Y>-46
TriggerAll=P2BodyDist X*fvar(8)=[-5,130]
TriggerAll=P2BodyDist X*fvar(8)>42||StateNo=220
TriggerAll=MoveHit=1
Trigger1=StateNo=200||StateNo=210
Trigger1=P2BodyDist X*fvar(8)<49
Trigger2=StateNo=215
Trigger2=P2BodyDist X*fvar(8)<44
Trigger3=StateNo=220
Trigger3=P2BodyDist X*fvar(8)<41
Trigger4=StateNo=400
Trigger4=P2BodyDist X*fvar(8)<48
Trigger5=StateNo=410
Trigger5=P2BodyDist X*fvar(8)<47

[State -3,C_S];S 
Type=ChangeState
Value=420
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
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=P2Dist X>=0
TriggerAll=P2BodyDist X*fvar(8)<71
TriggerAll=P2Dist Y>-50
TriggerAll=fvar(34)>13
TriggerAll=var(58)<2
TriggerAll=MoveHit=1
Trigger1=StateNo=200
Trigger2=StateNo=210
Trigger3=StateNo=215
Trigger4=StateNo=220
Trigger5=StateNo=225
Trigger6=StateNo=400
Trigger7=StateNo=410

[State -3,S_LS];S
Type=ChangeState
Value=225
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
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=P2Dist Y>-46
TriggerAll=fvar(34)>10
TriggerAll=MoveHit=1
Trigger1=StateNo=200||StateNo=210

[State -3,S_P];P
Type=ChangeState
Value=200
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
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=fvar(34)>4
TriggerAll=MoveHit=1
Trigger1=StateNo=200||StateNo=210

[State -3,RC];}LZ
Type=ChangeState
value=950
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=power>999
TriggerAll=var(40)=0
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=MoveHit
TriggerAll=StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=MoveHit
TriggerAll=NumTarget(240)=0
Trigger1=Stateno=240

[State -3,RC];}LZ
Type=ChangeState
value=950
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=PalNo=12
TriggerAll=var(40)=0
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=MoveHit
Trigger1=Stateno=225
Trigger2=Stateno=230
Trigger3=Stateno=235
Trigger4=Stateno=450
Trigger5=Stateno=1300
Trigger6=Stateno=1500
Trigger7=Stateno=1700
Trigger8=Stateno=2700
Trigger9=Stateno=2750
Trigger10=Stateno=3100
Trigger11=Stateno=3300

;
;󒆌ł

[State -3,HN];˰ů
Type=ChangeState
Value=1100
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
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=Enemy(ceil(fvar(18))),StateNo=[150,155]
TriggerAll=MoveGuarded
TriggerAll=fvar(34)<7
Trigger1=StateNo=200
Trigger1=P2Dist Y<-25||P2BodyDist X*fvar(8)<67
Trigger1=P2Dist Y<-7||P2BodyDist X*fvar(8)<55
Trigger2=StateNo=210
Trigger2=P2BodyDist X*fvar(8)<60
Trigger3=StateNo=215
Trigger4=StateNo=220
Trigger4=P2BodyDist X*fvar(8)<71
Trigger4=P2Dist Y<-14||P2BodyDist X*fvar(8)<55
Trigger5=StateNo=225
Trigger5=P2BodyDist X*fvar(8)<71
Trigger5=P2Dist Y<-19||P2BodyDist X*fvar(8)<54
Trigger6=StateNo=[230,231]
Trigger6=P2BodyDist X*fvar(8)<73
Trigger6=P2Dist Y>-99
Trigger6=P2Dist Y<-6||P2BodyDist X*fvar(8)<56
Trigger7=StateNo=235
Trigger7=P2Dist Y>-99
Trigger7=Enemy(ceil(fvar(18))),BackEdgeBodyDist<9
Trigger7=P2Dist Y<-1||P2BodyDist X*fvar(8)>8
Trigger7=P2Dist Y<-35||P2BodyDist X*fvar(8)<33
Trigger7=P2BodyDist X*fvar(8)<64
Trigger8=StateNo=400
Trigger9=StateNo=410
Trigger10=StateNo=420
Trigger10=P2BodyDist X*fvar(8)<71
Trigger10=P2Dist Y<-13||P2BodyDist X*fvar(8)<54
Trigger11=StateNo=430
Trigger11=P2Dist Y>-48
Trigger11=P2BodyDist X*fvar(8)<86

[State -3,HN];˰ů
Type=ChangeState
Value=1100
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
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=Enemy(ceil(fvar(18))),StateNo=[150,155]
TriggerAll=MoveGuarded
TriggerAll=fvar(34)<7
Trigger1=StateNo=225
Trigger2=StateNo=420
Trigger3=StateNo=235
Trigger3=P2BodyDist X*fvar(8)<130

[State -3];XChwbh
Type=ChangeState
Value=1300
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>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=P2Dist Y>-20
TriggerAll=Random<var(59)*30
TriggerAll=MoveGuarded=1
Trigger1=StateNo=200
Trigger2=StateNo=210
Trigger3=StateNo=215
Trigger4=StateNo=220
Trigger5=StateNo=225
Trigger6=StateNo=230
Trigger7=StateNo=235
Trigger8=StateNo=400
Trigger9=StateNo=410
Trigger10=StateNo=420
Trigger11=StateNo=430

[State -3];F.D.B(޺)
Type=ChangeState
Value=1500
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>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=Random<var(59)*2
TriggerAll=!NumHelper(1550)
TriggerAll=MoveGuarded=1
Trigger1=StateNo=200
Trigger2=StateNo=210
Trigger3=StateNo=215
Trigger4=StateNo=220
Trigger5=StateNo=225
Trigger6=StateNo=230
Trigger7=StateNo=235
Trigger8=StateNo=400
Trigger9=StateNo=410
Trigger10=StateNo=420
Trigger11=StateNo=430

[State -3];̫
Type=ChangeState
Value=1400
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>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=Random<var(59)*2
TriggerAll=MoveGuarded=1
Trigger1=StateNo=200
Trigger2=StateNo=210
Trigger3=StateNo=215
Trigger4=StateNo=220
Trigger5=StateNo=225
Trigger6=StateNo=230
Trigger7=StateNo=235
Trigger8=StateNo=400
Trigger9=StateNo=410
Trigger10=StateNo=420
Trigger11=StateNo=430

[State -3];̫
Type=ChangeState
Value=14002
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>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=Random<var(59)
TriggerAll=MoveGuarded=1
Trigger1=StateNo=200
Trigger2=StateNo=210
Trigger3=StateNo=215
Trigger4=StateNo=220
Trigger5=StateNo=225
Trigger6=StateNo=230
Trigger7=StateNo=235
Trigger8=StateNo=400
Trigger9=StateNo=410
Trigger10=StateNo=420
Trigger11=StateNo=430

;
;󒆖ډ
;
;_Xg

[State 52,1]
Type=ChangeState
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=NumTarget(240)
TriggerAll=MoveHit
TriggerAll=StateNo=240
TriggerAll=var(59)>0||fvar(39)
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
Trigger1=MoveHit>8
value=241
Persistent=0

[State -3,A_P];HS
Type=ChangeState
Value=630
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl
TriggerAll=var(59)>0&&Random<var(59)*100||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=Random<var(59)*100||fvar(39)
TriggerAll=P2Dist Y+Enemy(ceil(fvar(18))),vel y*10+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*55-(vel y*6+ifelse(var(27)<1,0.55,0.23)*15)=[-90,90]
TriggerAll=var(22)>10
Trigger1=P2BodyDist X*fvar(8)=[-25,95]

[State -3];_XgLZ
Type=ChangeState
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(23)=10
TriggerAll=var(22)>0
TriggerAll=StateNo=620||StateNo=630
TriggerAll=MoveHit
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
Trigger1=1
value=241
Persistent=0

[State -3,A_P];P
Type=ChangeState
Value=600
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=110||StateNo=115)&&Time>11
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(22)<10
TriggerAll=var(23)>0
Trigger1=P2BodyDist X*fvar(8)=[-25,66]

;
;
;

[State -3,A_P];P
Type=ChangeState
Value=600
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=110||StateNo=115)&&Time>11
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(22)<1
TriggerAll=var(23)<1
TriggerAll=P2Dist Y>-99
Trigger1=P2Dist X>=0
Trigger1=P2Dist X*fvar(8)-vel x*7-Enemy(ceil(fvar(18))),vel x*7<105

[State -3,A_P];K
Type=ChangeState
Value=610
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*100||fvar(39)
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=110||StateNo=115)&&Time>11
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(22)<1
TriggerAll=var(23)<1
TriggerAll=P2Dist Y>-91
Trigger1=P2Dist X>=0
Trigger1=P2Dist X*fvar(8)-vel x*10-Enemy(ceil(fvar(18))),vel x*10<99

;
;
;

[State -3,AirPotB];󒆃|`LoX^[
Type=ChangeState
Value=1800
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=110||StateNo=115)&&Time>11
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=var(22)<1
TriggerAll=var(23)<1
TriggerAll=var(58)>1
TriggerAll=fvar(34)>4
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist X*fvar(8)-vel x*5-Enemy(ceil(fvar(18))),vel x*5<103+30
TriggerAll=P2Dist Y+Enemy(ceil(fvar(18))),vel y*5+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*10-vel y*5-ifelse(var(27)<1,0.55,0.23)*15<40
TriggerAll=P2Dist Y+Enemy(ceil(fvar(18))),vel y*5+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*10-vel y*5-ifelse(var(27)<1,0.55,0.23)*15>-99-30
Trigger1=P2Dist Y+Enemy(ceil(fvar(18))),vel y*5+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*10-vel y*5-ifelse(var(27)<1,0.55,0.23)*15>-99
Trigger2=fvar(34)=5

[State -3,A_P];P
Type=ChangeState
Value=600
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=110||StateNo=115)&&Time>11
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=var(22)<1
TriggerAll=var(23)<1
TriggerAll=var(58)<2||Power<500
TriggerAll=fvar(34)>6
TriggerAll=P2Dist Y+Enemy(ceil(fvar(18))),vel y*7+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*28-vel y*7-ifelse(var(27)<1,0.55,0.23)*28>-99
TriggerAll=P2Dist Y+Enemy(ceil(fvar(18))),vel y*7+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*28-vel y*7-ifelse(var(27)<1,0.55,0.23)*28<-10
Trigger1=P2Dist X>=0
Trigger1=P2Dist X*fvar(8)-vel x*7-Enemy(ceil(fvar(18))),vel x*7<105

[State -3,A_P];K
Type=ChangeState
Value=610
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*100||fvar(39)
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=110||StateNo=115)&&Time>11
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=var(22)<1
TriggerAll=var(23)<1
;TriggerAll=var(58)<2||Power<500
TriggerAll=fvar(34)>9
TriggerAll=P2Dist Y+Enemy(ceil(fvar(18))),vel y*10+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*55-vel y*10-ifelse(var(27)<1,0.55,0.23)*55>-91
TriggerAll=P2Dist Y+Enemy(ceil(fvar(18))),vel y*10+Enemy(ceil(fvar(18))),GetHitvar(Yaccel)*55-vel y*10-ifelse(var(27)<1,0.55,0.23)*55<-11
Trigger1=P2Dist X>=0
Trigger1=P2Dist X*fvar(8)-vel x*10-Enemy(ceil(fvar(18))),vel x*10<99

;
;󒆌q
;
;n

[State -3];S
Type=ChangeState
Value=620
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=MoveContAct
TriggerAll=var(59)>0||fvar(39)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
Trigger1=StateNo=610

[State -3];HS
Type=ChangeState
Value=630
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=MoveContAct
TriggerAll=var(59)>0||fvar(39)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
Trigger1=StateNo=600
Trigger2=StateNo=620

;
;

[State -3];K
Type=ChangeState
Value=610
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=MoveContAct
TriggerAll=var(59)>0||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=P2Dist X>=0
TriggerAll=var(58)=2
TriggerAll=var(11)=0
TriggerAll=P2Dist Y-vel y*8<140
TriggerAll=var(22)=0
Trigger1=StateNo=600
Trigger1=P2BodyDist X*fvar(8)<44
Trigger1=P2Dist Y-vel y*8>-11

[State -3,AirJump>PotB];󒆃WvˋFB|`LoX^[
Type=ChangeState
value=4701800
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=var(40)=0
TriggerAll=var(58)=2
TriggerAll=var(11)=0
TriggerAll=Power>499
TriggerAll=MoveHit
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
;TriggerAll=var(22)=0
;TriggerAll=var(23)=0
Trigger1=StateNo=610

[State -3];HS
Type=ChangeState
Value=630
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=MoveContAct
TriggerAll=var(59)>0||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=var(11)>0
TriggerAll=P2Dist X>-99
TriggerAll=P2Dist Y-vel y*8<140
TriggerAll=var(22)=0
Trigger1=StateNo=600
Trigger1=P2Dist Y-vel y*8>-29
Trigger1=P2BodyDist X*fvar(8)<80
Trigger2=StateNo=620
Trigger2=P2Dist Y-vel y*8>-21
Trigger2=P2BodyDist X*fvar(8)<76

[State -3];S
Type=ChangeState
Value=620
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=MoveContAct
TriggerAll=var(59)>0||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=var(11)>0||var(23)>0
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist Y-vel y*8<140
TriggerAll=var(22)=0
Trigger1=var(23)<0
Trigger1=StateNo=600
Trigger1=P2Dist Y-vel y*8>-35
Trigger1=P2BodyDist X*fvar(8)<50||P2Dist Y-vel y*8>-8
Trigger1=P2BodyDist X*fvar(8)<63
Trigger2=StateNo=610
Trigger2=P2Dist Y-vel y*8>-26
Trigger2=P2BodyDist X*fvar(8)<47||P2Dist Y-vel y*8>3
Trigger2=P2BodyDist X*fvar(8)<61

[State -3];޲ިدދ
Type=ChangeState
Value=3350
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0||fvar(39)
TriggerAll=Power>999
TriggerAll=var(58)=1
TriggerAll=StateType=A
TriggerAll=MoveHit
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)=[-25,100]
TriggerAll=P2Dist Y=[-100,250]
TriggerAll=var(11)>0
TriggerAll=var(22)=0
Trigger1=StateNo=600
Trigger2=StateNo=610
Trigger3=StateNo=620
Trigger4=StateNo=630
Trigger5=StateNo=640

[State -3];K
Type=ChangeState
Value=610
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=MoveContAct
TriggerAll=var(59)>0||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=P2Dist X>=0
TriggerAll=var(11)=0
TriggerAll=P2Dist Y-vel y*8<140
TriggerAll=var(22)=0
Trigger1=StateNo=600
Trigger1=P2BodyDist X*fvar(8)<44
Trigger1=P2Dist Y-vel y*8>-11

[State -3];P
Type=ChangeState
Value=600
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=MoveContAct
TriggerAll=var(59)>0||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=P2Dist X>=0
TriggerAll=P2Dist Y-vel y*6<140
TriggerAll=var(22)=0
Trigger1=StateNo=600
Trigger1=P2Dist Y-vel y*6>-78
Trigger1=P2BodyDist X*fvar(8)<61
Trigger2=StateNo=620
Trigger2=P2Dist Y-vel y*6>-73
Trigger2=P2BodyDist X*fvar(8)<60

[State -3];2iWv
Type=ChangeState
Value=46
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0||fvar(39)
TriggerAll=StateType=A
TriggerAll=!var(11)
TriggerAll=MoveHit
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(22)=0
TriggerAll=var(23)=0
Trigger1=StateNo=610

[State -3];޲ިدދ
Type=ChangeState
Value=3350
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0||fvar(39)
TriggerAll=Power>999
TriggerAll=var(58)=1
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=P2BodyDist X*fvar(8)=[-25,100]
TriggerAll=P2Dist Y=[-100,250]
TriggerAll=MoveHit
TriggerAll=var(22)=0
Trigger1=StateNo=600
Trigger2=StateNo=610
Trigger3=StateNo=620
Trigger4=StateNo=630
Trigger5=StateNo=640

[State -3,RC];}LZ
Type=ChangeState
value=951
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=PalNo=12
TriggerAll=var(40)=0
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
TriggerAll=MoveHit
Trigger1=Stateno=620
Trigger2=Stateno=630
Trigger3=Stateno=640
Trigger4=Stateno=1200
Trigger5=Stateno=1210
Trigger6=Stateno=3350

;
;nړ
;

[State -1,Jump];OWv
Type=ChangeState
value=39
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[120,132])||(StateNo=[9,22])||StateNo=40
TriggerAll=var(59)=[1,9]
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=PrevStateNo!=[97,98]
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=GameTime%40=0||var(59)<7
TriggerAll=0;Random<(10-var(59))
Trigger1=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*9>200

[State -1,Jump];Wv
Type=ChangeState
value=38
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[120,132])||(StateNo=[9,22])||StateNo=40
TriggerAll=var(59)=[1,9]
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=PrevStateNo!=[97,98]
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=GameTime%40=0||var(59)<7
TriggerAll=0;Random<(10-var(59))
Trigger1=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*9>180

[State -1,Jump];Wv
Type=ChangeState
value=37
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[120,132])||(StateNo=[9,22])||StateNo=40
TriggerAll=var(59)=[1,9]
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=PrevStateNo!=[97,98]
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=GameTime%40=0||var(59)<7
TriggerAll=Random<(10-var(59))*2
TriggerAll=0;BackEdgeBodyDist>62
Trigger1=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*9=[160,200]

[State -3,HJump];nCWv
Type=ChangeState
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,132])||StateNo=52||StateNo=40||(Time>ifelse(Anim=197,20,61)&&StateNo=[195,197])
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=0;Random<var(59)*8
Trigger1=P2BodyDist X*fvar(8)>130
Value=41

[State -3,Dash];_bV
Type=ChangeState
Value=100
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=PalNo=11
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,132])||StateNo=40
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=P2BodyDist X*fvar(8)>99
Trigger1=Random<var(59)*4
Trigger1=P2BodyDist X*fvar(8)<160
Trigger2=Random<var(59)*28
Trigger2=P2BodyDist X*fvar(8)>159

[State -3,Fwd_Walk];O
Type=ChangeState
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[120,132])||(StateNo=[9,22])||StateNo=40
TriggerAll=Ctrl
TriggerAll=StateNo!=21
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=P2BodyDist X*fvar(8)>50
Value=21

[State -1,BackStep];obNXebv
Type=ChangeState
value=105
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[120,132])||(StateNo=[9,22])||StateNo=40
TriggerAll=var(59)=[5,11]
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=PrevStateNo!=[97,98]
TriggerAll=Random<ifelse(var(59)<8,var(59)-4,var(59)-10)*10
TriggerAll=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*5=[0,65]
TriggerAll=!NumHelper(1550)
Trigger1=Enemy(ceil(fvar(18))),MoveType=A||Enemy(ceil(fvar(18))),Ctrl
Trigger1=Random<90
Trigger2=var(59)>7
Trigger2=Enemy(ceil(fvar(18))),HitDefAttr=,AA,AT
Trigger2=Random<456

;
;n㗧ZU
;
;

[State -3];|b`LoX^[
Type=ChangeState
Value=1000
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,10]
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52||StateNo=40
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(20000+ID)
TriggerAll=Helper(20000+ID),var(20)<3
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=105
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=P2Dist X>=0
TriggerAll=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(3)<67
Trigger1=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(3)<24
Trigger1=Random<var(59)*10
Trigger1=var(59)<10
Trigger2=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(3)=[23,45]
Trigger2=Random<var(59)*15
Trigger2=var(59)<10
Trigger3=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(3)>45
Trigger3=Random<var(59)*20

[State -3];jgtbN
Type=ChangeState
Value=1600
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,10]
TriggerAll=fvar(38)>0
TriggerAll=var(58)=1
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52||StateNo=40
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(20000+ID)
TriggerAll=Helper(20000+ID),var(20)<3
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist Y>-40
Trigger1=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*5<62
Trigger1=Random<var(59)*3
Trigger2=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*5=[62,65]
Trigger2=Random<var(59)*3
Trigger3=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*5=(65,68]
Trigger3=Random<var(59)*3
Trigger4=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*5=(68,72]
Trigger4=Random<var(59)*3
Trigger5=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*5=(72,75]
Trigger5=Random<var(59)*2
Trigger6=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*5=(75,79]
Trigger6=Random<var(59)*2
Trigger7=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*5=(79,82]
Trigger7=Random<var(59)*2
Trigger8=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*5=(82,86]
Trigger8=Random<var(59)*2
Trigger9=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*5=(86,89]
Trigger9=Random<var(59)
Trigger10=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*5=(89,92]
Trigger10=Random<var(59)
Trigger11=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*5=(92,96]
Trigger11=Random<var(59)
Trigger12=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*5=(96,99]
Trigger12=Random<var(59)

;I
;
;΋

[State -3,S_6P];6P Enemy0
Type=ChangeState
Value=205
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52||StateNo=40
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy,Alive!=0
TriggerAll=Enemy,StateType=A
TriggerAll=Enemy,MoveType!=H
Trigger1=Random<var(59)*40
Trigger1=(Enemy,Pos X-Pos X)*Facing>=0
Trigger1=(Enemy,Pos X-Pos X)*Facing-Enemy,vel x*10*(1-(Enemy,facing=facing)*2)<73
Trigger1=(Enemy,Pos Y-Pos Y)+Enemy,vel y*10+Enemy,Const(MoveMent.Yaccel)*55>-80
Trigger1=(Enemy,Pos Y-Pos Y)+Enemy,vel y*10+Enemy,Const(MoveMent.Yaccel)*55<0

[State -3,S_6P];6P Enemy1
Type=ChangeState
Value=205
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>1
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52||StateNo=40
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
Trigger1=Random<var(59)*40
Trigger1=(Enemy(1),Pos X-Pos X)*Facing>=0
Trigger1=(Enemy(1),Pos X-Pos X)*Facing-Enemy,vel x*10*(1-(Enemy(1),facing=facing)*2)<73
Trigger1=(Enemy(1),Pos Y-Pos Y)+Enemy(1),vel y*10+Enemy(1),Const(MoveMent.Yaccel)*55>-80
Trigger1=(Enemy(1),Pos Y-Pos Y)+Enemy(1),vel y*10+Enemy(1),Const(MoveMent.Yaccel)*55<0

[State -3];S Enemy0
Type=ChangeState
Value=225
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X*fvar(8)>42
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52||StateNo=40
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy,Alive!=0
TriggerAll=Enemy,StateType=A
TriggerAll=Enemy,MoveType!=H
Trigger1=Random<var(59)*20
Trigger1=(Enemy,Pos X-Pos X)*Facing>=0
Trigger1=(Enemy,Pos X-Pos X)*Facing-Enemy,vel x*10*(1-(Enemy,facing=facing)*2)<179
Trigger1=(Enemy,Pos Y-Pos Y)+Enemy,vel y*10+Enemy,GetHitvar(Yaccel)*55>-110
Trigger1=(Enemy,Pos Y-Pos Y)+Enemy,vel y*10+Enemy,GetHitvar(Yaccel)*55<0

[State -3];S Enemy1
Type=ChangeState
Value=225
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>1
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X*fvar(8)>42
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52||StateNo=40
TriggerAll=NumHelper(30000+ID)
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
Trigger1=Random<var(59)*20
Trigger1=(Enemy(1),Pos X-Pos X)*Facing>=0
Trigger1=(Enemy(1),Pos X-Pos X)*Facing-Enemy(1),vel x*10*(1-(Enemy(1),facing=facing)*2)<179
Trigger1=(Enemy(1),Pos Y-Pos Y)+Enemy(1),vel y*10+Enemy(1),GetHitvar(Yaccel)*55>-110
Trigger1=(Enemy(1),Pos Y-Pos Y)+Enemy(1),vel y*10+Enemy(1),GetHitvar(Yaccel)*55<0

[State -3,C_S];S Enemy0
Type=ChangeState
Value=420
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52||StateNo=40
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy,Alive!=0
TriggerAll=Enemy,StateType=A
TriggerAll=Enemy,MoveType!=H
Trigger1=Random<var(59)*15
Trigger1=(Enemy,Pos X-Pos X)*Facing>=0
Trigger1=(Enemy,Pos X-Pos X)*Facing-Enemy,vel x*13*(1-(Enemy,facing=facing)*2)<174
Trigger1=(Enemy,Pos Y-Pos Y)+Enemy,vel y*13+Enemy,GetHitvar(Yaccel)*91>-40
Trigger1=(Enemy,Pos Y-Pos Y)+Enemy,vel y*13+Enemy,GetHitvar(Yaccel)*91<0

[State -3,C_S];S Enemy1
Type=ChangeState
Value=420
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>1
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52||StateNo=40
TriggerAll=NumHelper(30000+ID)
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
Trigger1=Random<var(59)*15
Trigger1=(Enemy(1),Pos X-Pos X)*Facing>=0
Trigger1=(Enemy(1),Pos X-Pos X)*Facing-Enemy(1),vel x*13*(1-(Enemy(1),facing=facing)*2)<174
Trigger1=(Enemy(1),Pos Y-Pos Y)+Enemy(1),vel y*13+Enemy(1),GetHitvar(Yaccel)*91>-40
Trigger1=(Enemy(1),Pos Y-Pos Y)+Enemy(1),vel y*13+Enemy(1),GetHitvar(Yaccel)*91<0

[State -3,C_HS];HS Enemy0
Type=ChangeState
Value=430
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52||StateNo=40
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy,Alive!=0
TriggerAll=Enemy,StateType=A
TriggerAll=Enemy,MoveType!=H
Trigger1=Random<var(59)*9
Trigger1=(Enemy,Pos X-Pos X)*Facing>=0
Trigger1=(Enemy,Pos X-Pos X)*Facing-Enemy,vel x*12*(1-(Enemy,facing=facing)*2)<99
Trigger1=(Enemy,Pos Y-Pos Y)+Enemy,vel y*12+Enemy,GetHitvar(Yaccel)*78>-90
Trigger1=(Enemy,Pos Y-Pos Y)+Enemy,vel y*12+Enemy,GetHitvar(Yaccel)*78<0

[State -3,C_HS];HS Enemy0
Type=ChangeState
Value=430
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>1
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52||StateNo=40
TriggerAll=NumHelper(30000+ID)
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
Trigger1=Random<var(59)*9
Trigger1=(Enemy(1),Pos X-Pos X)*Facing>=0
Trigger1=(Enemy(1),Pos X-Pos X)*Facing-Enemy(1),vel x*12*(1-(Enemy(1),facing=facing)*2)<99
Trigger1=(Enemy(1),Pos Y-Pos Y)+Enemy(1),vel y*12+Enemy(1),GetHitvar(Yaccel)*78>-90
Trigger1=(Enemy(1),Pos Y-Pos Y)+Enemy(1),vel y*12+Enemy(1),GetHitvar(Yaccel)*78<0

[State -3];q[gibN Enemy0
Type=ChangeState
Value=1100
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52||StateNo=40
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy,Alive!=0
TriggerAll=Enemy,StateType=A
TriggerAll=Enemy,MoveType!=H
TriggerAll=Random<var(59)*20
TriggerAll=(Enemy,Pos X-Pos X)*Facing>=0
TriggerAll=(Enemy,Pos X-Pos X)*Facing-Enemy,vel x*13*(1-(Enemy,facing=facing)*2)<139
TriggerAll=(Enemy,Pos Y-Pos Y)+Enemy,vel y*13+Enemy,GetHitvar(Yaccel)*91>-100
TriggerAll=(Enemy,Pos Y-Pos Y)+Enemy,vel y*13+Enemy,GetHitvar(Yaccel)*91<0
Trigger1=(Enemy,Pos X-Pos X)*Facing-Enemy,vel x*13*(1-(Enemy,facing=facing)*2)<60
Trigger1=(Enemy,Pos Y-Pos Y)+Enemy,vel y*13+Enemy,GetHitvar(Yaccel)*91>-50
Trigger2=(Enemy,Pos X-Pos X)*Facing-Enemy,vel x*13*(1-(Enemy,facing=facing)*2)<90
Trigger2=(Enemy,Pos Y-Pos Y)+Enemy,vel y*13+Enemy,GetHitvar(Yaccel)*91>-70
Trigger3=(Enemy,Pos X-Pos X)*Facing-Enemy,vel x*13*(1-(Enemy,facing=facing)*2)<120
Trigger3=(Enemy,Pos Y-Pos Y)+Enemy,vel y*13+Enemy,GetHitvar(Yaccel)*91>-90
Trigger4=(Enemy,Pos X-Pos X)*Facing-Enemy,vel x*13*(1-(Enemy,facing=facing)*2)>=120

[State -3];q[gibN Enemy1
Type=ChangeState
Value=1100
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>1
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52||StateNo=40
TriggerAll=NumHelper(30000+ID)
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=Random<var(59)*20
TriggerAll=(Enemy(1),Pos X-Pos X)*Facing>=0
TriggerAll=(Enemy(1),Pos X-Pos X)*Facing-Enemy(1),vel x*13*(1-(Enemy(1),facing=facing)*2)<139
TriggerAll=(Enemy(1),Pos Y-Pos Y)+Enemy(1),vel y*13+Enemy(1),GetHitvar(Yaccel)*91>-100
TriggerAll=(Enemy(1),Pos Y-Pos Y)+Enemy(1),vel y*13+Enemy(1),GetHitvar(Yaccel)*91<0
Trigger1=(Enemy(1),Pos X-Pos X)*Facing-Enemy(1),vel x*13*(1-(Enemy(1),facing=facing)*2)<60
Trigger1=(Enemy(1),Pos Y-Pos Y)+Enemy(1),vel y*13+Enemy(1),GetHitvar(Yaccel)*91>-50
Trigger2=(Enemy(1),Pos X-Pos X)*Facing-Enemy(1),vel x*13*(1-(Enemy(1),facing=facing)*2)<90
Trigger2=(Enemy(1),Pos Y-Pos Y)+Enemy(1),vel y*13+Enemy(1),GetHitvar(Yaccel)*91>-70
Trigger3=(Enemy(1),Pos X-Pos X)*Facing-Enemy(1),vel x*13*(1-(Enemy(1),facing=facing)*2)<120
Trigger3=(Enemy(1),Pos Y-Pos Y)+Enemy(1),vel y*13+Enemy(1),GetHitvar(Yaccel)*91>-90
Trigger4=(Enemy(1),Pos X-Pos X)*Facing-Enemy(1),vel x*13*(1-(Enemy(1),facing=facing)*2)>=120

[State -3,SH];ײͯ Enemy0
Type=ChangeState
Value=1300
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52||StateNo=40
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy,Alive=1
TriggerAll=Enemy,StateType=A
TriggerAll=Enemy,MoveType!=H
TriggerAll=(Enemy,Pos X-Pos X)*Facing-Enemy,vel x*28*(1-(Enemy,facing=facing)*2)>170
TriggerAll=Random<var(59)*9
TriggerAll=(Enemy,Pos Y-Pos Y)+Enemy,vel y*31+Enemy,GetHitvar(Yaccel)*496<0
Trigger1=(Enemy,Pos Y-Pos Y)+Enemy,vel y*29+Enemy,GetHitvar(Yaccel)*435>=0
Trigger2=(Enemy,Pos Y-Pos Y)+Enemy,vel y*30+Enemy,GetHitvar(Yaccel)*465>=0
;Trigger3=(Enemy,Pos Y-Pos Y)+Enemy,vel y*31+Enemy,GetHitvar(Yaccel)*496>=0

[State -3,SH];ײͯ Enemy1
Type=ChangeState
Value=1300
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>1
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52||StateNo=40
TriggerAll=NumHelper(30000+ID)
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),Pos X-Pos X)*Facing-Enemy(1),vel x*28*(1-(Enemy(1),facing=facing)*2)>170
TriggerAll=Random<var(59)*9
TriggerAll=(Enemy(1),Pos Y-Pos Y)+Enemy(1),vel y*31+Enemy(1),GetHitvar(Yaccel)*496<0
Trigger1=(Enemy(1),Pos Y-Pos Y)+Enemy(1),vel y*29+Enemy(1),GetHitvar(Yaccel)*435>=0
Trigger2=(Enemy(1),Pos Y-Pos Y)+Enemy(1),vel y*30+Enemy(1),GetHitvar(Yaccel)*465>=0
;Trigger3=(Enemy(1),Pos Y-Pos Y)+Enemy(1),vel y*31+Enemy(1),GetHitvar(Yaccel)*496>=0

;
;i

[State -3,S_K];K Enemy0
Type=ChangeState
Value=210
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52||StateNo=40
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy,Alive!=0
TriggerAll=Enemy,StateType=S
TriggerAll=Enemy,MoveType!=H
TriggerAll=(Enemy,Pos Y-Pos Y)>-20
Trigger1=(Enemy,Pos X-Pos X)*Facing>=0
Trigger1=(Enemy,Pos X-Pos X)*Facing-Enemy,vel x*Helper(30000+ID),fvar(7)*(1-(Enemy,facing=facing)*2)<99
Trigger1=Random<var(59)*14

[State -3,S_K];K Enemy0
Type=ChangeState
Value=210
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>1
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52||StateNo=40
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(1),Alive!=0
TriggerAll=Enemy(1),StateType=S
TriggerAll=Enemy(1),MoveType!=H
TriggerAll=(Enemy(1),Pos Y-Pos Y)>-20
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)*(1-(Enemy(1),facing=facing)*2)<99
Trigger1=Random<var(59)*14

[State -3,C_K];K Enemy0
Type=ChangeState
Value=410
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52||StateNo=40
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy,Alive!=0
TriggerAll=Enemy,StateType=S
TriggerAll=Enemy,MoveType!=H
TriggerAll=(Enemy,Pos X-Pos X)*Facing>=0
Trigger1=(Enemy,Pos X-Pos X)*Facing-Enemy,vel x*Helper(30000+ID),fvar(7)*(1-(Enemy,facing=facing)*2)>=99
Trigger1=(Enemy,Pos X-Pos X)*Facing-Enemy,vel x*Helper(30000+ID),fvar(7)*(1-(Enemy,facing=facing)*2)<122
Trigger1=(Enemy,Pos Y-Pos Y)>-20
Trigger1=Random<var(59)*12

[State -3,C_K];K Enemy1
Type=ChangeState
Value=410
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>1
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52||StateNo=40
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(1),Alive!=0
TriggerAll=Enemy(1),StateType=S
TriggerAll=Enemy(1),MoveType!=H
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)*(1-(Enemy(1),facing=facing)*2)>=99
Trigger1=(Enemy(1),Pos X-Pos X)*Facing-Enemy(1),vel x*Helper(30000+ID),fvar(7)*(1-(Enemy(1),facing=facing)*2)<122
Trigger1=(Enemy(1),Pos Y-Pos Y)>-20
Trigger1=Random<var(59)*12

[State -3,C_D];D Enemy0
Type=ChangeState
Value=450
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52||StateNo=40
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy,Alive!=0
TriggerAll=Enemy,StateType=S
TriggerAll=Enemy,MoveType!=H
TriggerAll=(Enemy,Pos X-Pos X)*Facing>=0
TriggerAll=(Enemy,Pos X-Pos X)*Facing-Enemy,vel x*Helper(30000+ID),fvar(7)*(1-(Enemy,facing=facing)*2)>=122
TriggerAll=(Enemy,Pos X-Pos X)*Facing-Enemy,vel x*Helper(30000+ID),fvar(12)*(1-(Enemy,facing=facing)*2)<184
TriggerAll=(Enemy,Pos Y-Pos Y)>-30
Trigger1=Random<var(59)*2

[State -3,C_D];D Enemy0
Type=ChangeState
Value=450
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>1
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52||StateNo=40
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(1),Alive!=0
TriggerAll=Enemy(1),StateType=S
TriggerAll=Enemy(1),MoveType!=H
TriggerAll=(Enemy(1),Pos X-Pos X)*Facing>=0
TriggerAll=(Enemy(1),Pos X-Pos X)*Facing-Enemy(1),vel x*Helper(30000+ID),fvar(7)*(1-(Enemy(1),facing=facing)*2)>=122
TriggerAll=(Enemy(1),Pos X-Pos X)*Facing-Enemy(1),vel x*Helper(30000+ID),fvar(12)*(1-(Enemy(1),facing=facing)*2)<184
TriggerAll=(Enemy(1),Pos Y-Pos Y)>-30
Trigger1=Random<var(59)*2

;iI
;
;i

[State -3,Jump>AirGgTB];޲èد Enemy0
Type=ChangeState
Value=34
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Power>999
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52||StateNo=40
TriggerAll=var(58)=1
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=C
TriggerAll=Enemy,MoveType!=H
TriggerAll=(Enemy,Pos X-Pos X)*Facing>=0
TriggerAll=(Enemy,Pos X-Pos X)*Facing-Enemy,vel x*Helper(30000+ID),fvar(14)*(1-(Enemy,facing=facing)*2)<200
TriggerAll=(Enemy,Pos Y-Pos Y)>-80
Trigger1=Random<var(59)*20

[State -3,Jump>AirGgTB];޲èد Enemy1
Type=ChangeState
Value=34
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>1
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Power>999
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52||StateNo=40
TriggerAll=var(58)=1
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=C
TriggerAll=Enemy,MoveType!=H
TriggerAll=(Enemy(1),Pos X-Pos X)*Facing>=0
TriggerAll=(Enemy(1),Pos X-Pos X)*Facing-Enemy(1),vel x*Helper(30000+ID),fvar(14)*(1-(Enemy(1),facing=facing)*2)<200
TriggerAll=(Enemy(1),Pos Y-Pos Y)>-80
Trigger1=Random<var(59)*20

[State -3,6K]
Type=ChangeState
Value=215
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)=[4,11]
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52||StateNo=40
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=P2BodyDist X*fvar(8)=[-5,60]
TriggerAll=P2Dist Y>-80
Trigger1=Random<var(59)*7

[State -3];D 2P
Type=ChangeState
Value=240
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)=[4,11]
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52||StateNo=40
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=P2Dist X>=0
TriggerAll=P2Dist X*fvar(8)<139
TriggerAll=Enemy(ceil(fvar(18))),Const(Size.Head.Pos.Y)<-70
TriggerAll=P2Dist Y>-90
Trigger1=Random<var(59)*9

[State -3];D Enemy0
Type=ChangeState
Value=240
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)=[4,11]
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52||StateNo=40
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy,Alive!=0
TriggerAll=Enemy,StateType=C
TriggerAll=Enemy,MoveType!=H
TriggerAll=Enemy,Const(Size.Head.Pos.Y)<-70
TriggerAll=(Enemy,Pos X-Pos X)*Facing>=0
TriggerAll=(Enemy,Pos X-Pos X)*Facing-Enemy,vel x*Helper(30000+ID),fvar(28)*(1-(Enemy,facing=facing)*2)<139
TriggerAll=(Enemy,Pos Y-Pos Y)>-90
Trigger1=Random<var(59)*9

[State -3];D Enemy1
Type=ChangeState
Value=240
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>1
TriggerAll=RoundState=2
TriggerAll=var(59)=[4,11]
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52||StateNo=40
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(1),Alive!=0
TriggerAll=Enemy(1),StateType=C
TriggerAll=Enemy(1),MoveType!=H
TriggerAll=Enemy(1),Const(Size.Head.Pos.Y)<-70
TriggerAll=(Enemy(1),Pos X-Pos X)*Facing>=0
TriggerAll=(Enemy(1),Pos X-Pos X)*Facing-Enemy(1),vel x*Helper(30000+ID),fvar(28)*(1-(Enemy(1),facing=facing)*2)<139
TriggerAll=(Enemy(1),Pos Y-Pos Y)>-90
Trigger1=Random<var(59)*9

[State -3,MF_F];Ҷ̨ĥO Enemy0
Type=ChangeState
Value=1200
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)=[4,11]
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52||StateNo=40
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy,Alive!=0
TriggerAll=Enemy,StateType=C
TriggerAll=Enemy,MoveType!=H
TriggerAll=(Enemy,Pos X-Pos X)*Facing>=0
TriggerAll=(Enemy,Pos X-Pos X)*Facing-Enemy,vel x*Helper(30000+ID),fvar(24)*(1-(Enemy,facing=facing)*2)=[128,216]
Trigger1=Enemy,Pos Y-Pos Y>-30
Trigger1=Random<var(59)*15

[State -3,MF_F];Ҷ̨ĥO Enemy1
Type=ChangeState
Value=1200
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>1
TriggerAll=RoundState=2
TriggerAll=var(59)=[4,11]
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52||StateNo=40
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(1),Alive!=0
TriggerAll=Enemy(1),StateType=C
TriggerAll=Enemy(1),MoveType!=H
TriggerAll=(Enemy(1),Pos X-Pos X)*Facing>=0
TriggerAll=(Enemy(1),Pos X-Pos X)*Facing-Enemy(1),vel x*Helper(30000+ID),fvar(24)*(1-(Enemy(1),facing=facing)*2)=[128,216]
Trigger1=Enemy(1),Pos Y-Pos Y>-30
Trigger1=Random<var(59)*15

;iI
;
;
;--------------------------------------------------------------------------------------------------------
;
;--------------------------------------------------------------------------------------------------------

[State -3,S_P];P 󒆎
Type=ChangeState
Value=200
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,131])||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))),Ctrl||Enemy(ceil(fvar(18))),StateNo<180
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist Y+Enemy(1),vel y*5+Enemy(1),GetHitvar(Yaccel)*15=[-55,0)
TriggerAll=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*2*(1-(Enemy(1),facing=facing)*2)<69
Trigger1=Random<var(59)*23

[State -3];P 󒆎
Type=ChangeState
Value=400
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,131])||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))),Ctrl||Enemy(ceil(fvar(18))),StateNo<180
TriggerAll=P2Dist X>=0
TriggerAll=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*4<111
TriggerAll=P2Dist Y+Enemy(1),vel y*9+Enemy(1),GetHitvar(Yaccel)*45=[-16,0)
Trigger1=Random<var(59)*6
Trigger1=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*4*(1-(Enemy(1),facing=facing)*2)<110

[State -3];S 󒆎
Type=ChangeState
Value=220
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X=[-38,42]
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,131])||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))),Ctrl||Enemy(ceil(fvar(18))),StateNo<180
TriggerAll=P2Dist X>=0
TriggerAll=P2BodyDist X*fvar(8)-(Enemy(ceil(fvar(18))),StateType=A)*Enemy(ceil(fvar(18))),vel x*8<70
TriggerAll=P2Dist Y+Enemy(ceil(fvar(18))),vel y*8+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*36=[-30,0]
Trigger1=Random<var(59)*4

[State -3];F.D.B(޺) 󒆎
Type=ChangeState
Value=1500
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52||StateNo=40
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))),Ctrl||Enemy(ceil(fvar(18))),StateNo<180
TriggerAll=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*20=[120,174]
TriggerAll=!NumHelper(1550)
Trigger1=P2Dist Y+Enemy(1),vel y*20+Enemy(1),GetHitvar(Yaccel)*210>-45
;Trigger1=P2Dist Y+Enemy(1),vel y*20+Enemy(1),GetHitvar(Yaccel)*210<0
Trigger1=Random<var(59)*9

[State -3,SH];ײͯ Enemy0
Type=ChangeState
Value=1300
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52||StateNo=40
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy,Alive=1
TriggerAll=Enemy,StateType=A
TriggerAll=Enemy,MoveType!=H
TriggerAll=(Enemy,Pos X-Pos X)*Facing-Enemy,vel x*28*(1-(Enemy,facing=facing)*2)>170
TriggerAll=Random<var(59)
Trigger1=(Enemy,Pos Y-Pos Y)+Enemy,vel y*29+Enemy,GetHitvar(Yaccel)*435>=0
Trigger2=(Enemy,Pos Y-Pos Y)+Enemy,vel y*30+Enemy,GetHitvar(Yaccel)*465>=0
;Trigger3=(Enemy,Pos Y-Pos Y)+Enemy,vel y*31+Enemy,GetHitvar(Yaccel)*496>=0

[State -3,SH];ײͯ Enemy1
Type=ChangeState
Value=1300
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>1
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52||StateNo=40
TriggerAll=NumHelper(30000+ID)
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),Pos X-Pos X)*Facing-Enemy(1),vel x*28*(1-(Enemy(1),facing=facing)*2)>170
TriggerAll=Random<var(59)
Trigger1=(Enemy(1),Pos Y-Pos Y)+Enemy(1),vel y*29+Enemy(1),GetHitvar(Yaccel)*435>=0
Trigger2=(Enemy(1),Pos Y-Pos Y)+Enemy(1),vel y*30+Enemy(1),GetHitvar(Yaccel)*465>=0
;Trigger3=(Enemy(1),Pos Y-Pos Y)+Enemy(1),vel y*31+Enemy(1),GetHitvar(Yaccel)*496>=0

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

[State -3,S_P]; P n㎞
Type=ChangeState
Value=200
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,131])||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))),Ctrl||Enemy(ceil(fvar(18))),StateNo<180
TriggerAll=Enemy(ceil(fvar(18))),Const(Size.Head.Pos.Y)<-30
TriggerAll=Enemy(ceil(fvar(18))),Const(Size.Head.Pos.Y)<-60||Enemy(ceil(fvar(18))),StateType!=C
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist Y>-60
TriggerAll=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(5)<69
Trigger1=Random<var(59)*8
Trigger1=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(5)<60
Trigger2=Random<var(59)*18
Trigger2=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(5)>59||Enemy(ceil(fvar(18))),vel x>2

[State -3];@P n㎞
Type=ChangeState
Value=400
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,131])||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))),Ctrl||Enemy(ceil(fvar(18))),StateNo<180
TriggerAll=P2Dist X>=0
TriggerAll=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*4<111
TriggerAll=P2Dist Y>-20
Trigger1=Random<var(59)*6
Trigger1=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*4<110

[State -3,S_K];K n㎞
Type=ChangeState
Value=210
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,131])||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))),Ctrl||Enemy(ceil(fvar(18))),StateNo<180
TriggerAll=P2Dist X>=0
TriggerAll=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(6)*(1-(Enemy(1),facing=facing)*2)<61
TriggerAll=P2Dist Y>-9
Trigger1=Random<var(59)*12

[State -3,C_K];K n㎞
Type=ChangeState
Value=410
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,131])||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))),Ctrl||Enemy(ceil(fvar(18))),StateNo<180
TriggerAll=P2Dist X>=0
TriggerAll=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(6)*(1-(Enemy(1),facing=facing)*2)<84
TriggerAll=P2Dist Y>-25
Trigger1=Random<var(59)*9

[State -3];S n㎞
Type=ChangeState
Value=220
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X=[-38,42]
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,131])||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))),Ctrl||Enemy(ceil(fvar(18))),StateNo<180
TriggerAll=P2Dist X>=0
TriggerAll=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(9)*(1-(Enemy(1),facing=facing)*2)<70
TriggerAll=P2Dist Y>-50
Trigger1=Random<var(59)*4

[State -3];Ҷ̨ĥ n㎞
Type=ChangeState
Value=1210
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52||StateNo=40
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))),Ctrl||Enemy(ceil(fvar(18))),StateNo<180
TriggerAll=P2Dist X>-45
TriggerAll=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(24)*(1-(Enemy(1),facing=facing)*2)<74
Trigger1=P2Dist Y>-40
Trigger1=Random<var(59)*9

[State -3];޲èد n㎞
Type=ChangeState
Value=34
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Power>999
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52||StateNo=40
TriggerAll=var(58)=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=P2Dist X>=0
TriggerAll=P2Dist X*fvar(8)<200
TriggerAll=P2Dist Y>-80
Trigger1=Random<var(59)*11

[State -3];F.D.B(޺) n㎞
Type=ChangeState
Value=1500
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,131])||StateNo=52||StateNo=40
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))),Ctrl||Enemy(ceil(fvar(18))),StateNo<180
TriggerAll=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*20=[120,174]
TriggerAll=NumHelper(1550)=0
Trigger1=P2Dist Y>-60
Trigger1=Random<var(59)*6

[State -3];S
Type=ChangeState
Value=225
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X>42
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,131])||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))),Ctrl||Enemy(ceil(fvar(18))),StateNo<180
TriggerAll=Enemy(ceil(fvar(18))),Const(Size.Head.Pos.Y)<-40
TriggerAll=Enemy(ceil(fvar(18))),Const(Size.Head.Pos.Y)<-70||Enemy(ceil(fvar(18))),StateType!=C
TriggerAll=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(11)*(1-(Enemy(1),facing=facing)*2)=[60,140]
TriggerAll=P2Dist Y>-110
Trigger1=Random<var(59)*3

[State -3,C_S];S
Type=ChangeState
Value=420
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,131])||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))),Ctrl||Enemy(ceil(fvar(18))),StateNo<180
TriggerAll=Enemy(ceil(fvar(18))),Const(Size.Head.Pos.Y)<-30
TriggerAll=Enemy(ceil(fvar(18))),Const(Size.Head.Pos.Y)<-9||Enemy(ceil(fvar(18))),StateType!=C
TriggerAll=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(14)*(1-(Enemy(1),facing=facing)*2)=[60,135]
TriggerAll=P2Dist Y>-60
Trigger1=Random<var(59)*(3+(var(58)>1)*4)

[State -3,C_D];D
Type=ChangeState
Value=450
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,131])||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))),Ctrl||Enemy(ceil(fvar(18))),StateNo<180
TriggerAll=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(12)*(1-(Enemy(1),facing=facing)*2)=[90,145]
TriggerAll=P2Dist Y>-15
Trigger1=Random<var(59)

[State -3,S_HS];HS
Type=ChangeState
Value=230
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,131])||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))),Ctrl||Enemy(ceil(fvar(18))),StateNo<180
TriggerAll=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*14=[130,178]
TriggerAll=P2Dist Y>-60
Trigger1=Random<var(59)*2

[State -3,MF_F];Ҷ̨ĥO
Type=ChangeState
Value=1200
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,131])||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))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),Ctrl||Enemy(ceil(fvar(18))),StateNo<180
TriggerAll=P2BodyDist X*fvar(8)-(Enemy(ceil(fvar(18))),StateType=A)*Enemy(ceil(fvar(18))),vel x*24>150
Trigger1=Random<ifelse(var(59)>7,14-var(59)-4,var(59)-4)*12

[State -3,SH];ײͯ
Type=ChangeState
Value=1300
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,11]
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,131])||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))),Ctrl||Enemy(ceil(fvar(18))),StateNo<180
TriggerAll=P2BodyDist X*fvar(8)-(Enemy(ceil(fvar(18))),StateType=A)*Enemy(ceil(fvar(18))),vel x*28>90
TriggerAll=P2Dist Y>-9
TriggerAll=!NumHelper(1550)
Trigger1=P2BodyDist X*fvar(8)-(Enemy(ceil(fvar(18))),StateType=A)*Enemy(ceil(fvar(18))),vel x*28=(90,180]
Trigger1=Random<ifelse(var(59)>7,14-var(59)-4,var(59)-4)*15
Trigger2=P2BodyDist X*fvar(8)-(Enemy(ceil(fvar(18))),StateType=A)*Enemy(ceil(fvar(18))),vel x*28>180
Trigger2=Random<var(59)*5

[State -3,HF];ϰ̫
Type=ChangeState
Value=1400
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,9]
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,131])||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))),Ctrl||Enemy(ceil(fvar(18))),StateNo<180
TriggerAll=P2BodyDist X*fvar(8)-(Enemy(ceil(fvar(18))),StateType=A)*Enemy(ceil(fvar(18))),vel x*17>40
TriggerAll=P2Dist Y>-70
Trigger1=Random<ifelse(var(59)>7,10-var(59),var(59)-4)*15

[State -3,HF];߂Âϰ̫
Type=ChangeState
Value=14003
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,9]
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,131])||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))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),Ctrl||Enemy(ceil(fvar(18))),StateNo<180
TriggerAll=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*17>70+40
Trigger1=Random<ifelse(var(59)>7,10-var(59),var(59)-4)*(10+NumHelper(1550)*34)

[State -3,HF];߂Âϰ̫
Type=ChangeState
Value=14004
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,9]
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[120,131])||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))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),Ctrl||Enemy(ceil(fvar(18))),StateNo<180
TriggerAll=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*17>120+40
Trigger1=Random<ifelse(var(59)>7,10-var(59),var(59)-4)*(2+NumHelper(1550)*9)

;
;󒆈ړ
;

[State -3,AirJump];Wv
Type=ChangeState
Value=99
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=!var(11)
TriggerAll=var(59)>0
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),Ctrl||Enemy(ceil(fvar(18))),StateNo<170||Enemy(ceil(fvar(18))),Anim<170
Trigger1=vel y>0
Trigger1=P2Dist Y=[-100,99]
Trigger1=Random<ifelse(var(59)>7,10-var(59),var(59)-4)*9

[State -1,AirFwdJump];OWv
Type=ChangeState
value=46
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=!var(11)
TriggerAll=StateType=A
TriggerAll=StateNo!=[120,155]
TriggerAll=Ctrl
TriggerAll=var(59)>0
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),Ctrl||Enemy(ceil(fvar(18))),StateNo<170||Enemy(ceil(fvar(18))),Anim<170
TriggerAll=NumHelper(11111+ID)
TriggerAll=Helper(11111+ID),var(6)>150
Trigger1=Random<var(59)*90
Trigger1=vel y>-0.5
Trigger1=P2BodyDist X*fvar(8)<90
Trigger1=P2Dist Y>20
Trigger1=Abs(Helper(11111+ID),var(7))<90

[State -1,AirBackJump];Wv
Type=ChangeState
value=47
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=!var(11)
TriggerAll=StateType=A
TriggerAll=StateNo!=[120,155]
TriggerAll=Ctrl
TriggerAll=var(59)>0
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),Ctrl||Enemy(ceil(fvar(18))),StateNo<170||Enemy(ceil(fvar(18))),Anim<170
TriggerAll=Random<var(59)*20
Trigger1=Pos Y-vel y>-5
Trigger1=vel y>0

[State -3,AirDash];_bV
Type=ChangeState
Value=110
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=PalNo=11
TriggerAll=StateType=A
TriggerAll=(StateNo=[50,59])||(StateNo=[5200,5210])
TriggerAll=!var(11)
TriggerAll=Pos y<=-25
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),Ctrl||Enemy(ceil(fvar(18))),StateNo<170||Enemy(ceil(fvar(18))),Anim<170
TriggerAll=Random<var(59)*20
Trigger1=P2BodyDist X*fvar(8)>140
Trigger1=Random<ifelse(var(59)>7,10-var(59),var(59)-4)*5
Trigger2=Random<var(59)*90
Trigger2=vel y>-1
Trigger2=P2BodyDist X*fvar(8)<90
Trigger2=P2Dist Y>20
Trigger2=Abs(Helper(11111+ID),var(7))<90

[State -3,AirBackDash];󒆃obN_bV
Type=ChangeState
Value=115
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=PalNo=11
TriggerAll=StateType=A
TriggerAll=(StateNo=[50,59])||(StateNo=[5200,5210])
TriggerAll=!var(11)
TriggerAll=Pos y<=-25
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),Ctrl||Enemy(ceil(fvar(18))),StateNo<170||Enemy(ceil(fvar(18))),Anim<170
TriggerAll=BackEdgeBodyDist>40
TriggerAll=Random<var(59)*20
TriggerAll=BackEdgeBodyDist>30
Trigger1=P2BodyDist X*fvar(8)=[50,180]
Trigger2=Pos Y-vel y>-25

;
;󒆗
;

[State -3,AirT];󒆓
Type=ChangeState
value=850
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=[120,132])
TriggerAll=P2BodyDist X*fvar(8)=[-20,64]
TriggerAll=P2Dist Y=[-54,14]
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
Trigger1=Random<var(59)*60
Trigger2=(P2StateNo=[120,159])
Trigger2=Random<var(59)*160

[State -3,A_P];P
Type=ChangeState
Value=600
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=[120,132])||(StateNo=110||StateNo=115)&&Time>11
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)=[-25,66+vel x*4-Enemy(ceil(fvar(18))),vel x*4]
Trigger1=P2Dist Y=[-80,60]
Trigger1=Random<var(59)*50

[State -3,A_K];K
Type=ChangeState
Value=610
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=[120,132])||(StateNo=110||StateNo=115)&&Time>11
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)=[-25,60+60+vel x*6-Enemy(ceil(fvar(18))),vel x*6]
Trigger1=P2Dist Y=[-30,80]
Trigger1=Random<var(59)*43

[State -3,A_HS];HS
Type=ChangeState
Value=630
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=[120,132])||(StateNo=110||StateNo=115)&&Time>11
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
Trigger1=P2BodyDist X*fvar(8)=[-80,95+60+vel x*8-Enemy(ceil(fvar(18))),vel x*8]
Trigger1=P2Dist Y=[-90,90]
Trigger1=Random<var(59)*40

[State -3,A_D];D
Type=ChangeState
Value=640
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=[120,132])||(StateNo=110||StateNo=115)&&Time>11
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)=[-60,47+vel x*9-Enemy(ceil(fvar(18))),vel x*9]
TriggerAll=P2Dist Y>-20
TriggerAll=Pos Y<-120
Trigger1=Random<var(59)*50

[State -3,A_S];S
Type=ChangeState
Value=620
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=[120,132])||(StateNo=110||StateNo=115)&&Time>11
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)=[-25,84+vel x*9-Enemy(ceil(fvar(18))),vel x*9]
Trigger1=P2Dist Y=[-90,90]
Trigger1=Random<var(59)*10

;
;n

[State -3,A_HS];HS
Type=ChangeState
Value=629
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=[120,132])||(StateNo=110||StateNo=115)&&Time>11
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)*101
Trigger1=fvar(23)<=0
Trigger1=Enemy(ceil(fvar(18))),vel y!=0
Trigger1=Pos Y+vel y*11+Const(MoveMent.Yaccel)*66<0
Trigger1=Pos Y+vel y*12+Const(MoveMent.Yaccel)*78>=0
Trigger2=fvar(23)=(0,1]
Trigger2=Pos Y+vel y*10+Const(MoveMent.Yaccel)*55<0
Trigger2=Pos Y+vel y*11+Const(MoveMent.Yaccel)*66>=0
Trigger3=fvar(23)=(1,2]
Trigger3=Pos Y+vel y*9+Const(MoveMent.Yaccel)*45<0
Trigger3=Pos Y+vel y*10+Const(MoveMent.Yaccel)*55>=0
Trigger4=fvar(23)=(2,3]
Trigger4=Pos Y+vel y*8+Const(MoveMent.Yaccel)*36<0
Trigger4=Pos Y+vel y*9+Const(MoveMent.Yaccel)*45>=0
Trigger5=fvar(23)=(3,4]
Trigger5=Pos Y+vel y*7+Const(MoveMent.Yaccel)*28<0
Trigger5=Pos Y+vel y*8+Const(MoveMent.Yaccel)*36>=0
Trigger6=fvar(23)=(4,5]
Trigger6=Pos Y+vel y*6+Const(MoveMent.Yaccel)*21<0
Trigger6=Pos Y+vel y*7+Const(MoveMent.Yaccel)*28>=0
Trigger7=fvar(23)=(5,6]
Trigger7=Pos Y+vel y*5+Const(MoveMent.Yaccel)*15<0
Trigger7=Pos Y+vel y*6+Const(MoveMent.Yaccel)*21>=0
Trigger8=fvar(23)=(6,7]
Trigger8=Pos Y+vel y*4+Const(MoveMent.Yaccel)*10<0
Trigger8=Pos Y+vel y*5+Const(MoveMent.Yaccel)*15>=0
Trigger9=fvar(23)=(7,8]
Trigger9=Pos Y+vel y*3+Const(MoveMent.Yaccel)*6<0
Trigger9=Pos Y+vel y*4+Const(MoveMent.Yaccel)*10>=0
Trigger10=fvar(23)=(8,9]
Trigger10=Pos Y+vel y*2+Const(MoveMent.Yaccel)*3<0
Trigger10=Pos Y+vel y*3+Const(MoveMent.Yaccel)*6>=0
Trigger11=fvar(23)=(9,10]
Trigger11=Pos Y+vel y+Const(MoveMent.Yaccel)<0
Trigger11=Pos Y+vel y*2+Const(MoveMent.Yaccel)*3>=0
Trigger12=fvar(23)=(10,11]
Trigger12=Pos Y<0
Trigger12=Pos Y+vel y+Const(MoveMent.Yaccel)>=0

;
;K[h
;

[State -3,Guard];K[h
Type=ChangeState
Value=120
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=(StateNo!=[120,155])
TriggerAll=Ctrl||(StateNo=[9,22])
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)>0
TriggerAll=Random<99&&StateType!=A||var(59)>3
Trigger1=NumHelper(30000+ID)
Trigger1=Enemy(ceil(fvar(18))),Ctrl=0
Trigger1=Random<var(59)*(20+Helper(30000+ID),var(23+(fvar(18)>0))/2)
Trigger2=Enemy(ceil(fvar(18))),Ctrl=1
Trigger2=Random<var(59)*90
Trigger3=Life<199
Trigger3=Random<var(59)*120
Trigger4=var(59)>9

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

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

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

[State -3];ެߐ
Type=ChangeState
TriggerAll=var(59)>0
Trigger1=StateNo=40||StateNo=20
value=0
Ctrl=1

;
;FDC̗P
;
[Statedef 555]
Type=U
MoveType=I
PhySics=N
Ctrl=0
[State -3]
Type=ChangeState
Trigger1=1
value=200
;
;FDC̗K
;
[Statedef 556]
Type=U
MoveType=I
PhySics=N
Ctrl=0
[State -3]
Type=ChangeState
Trigger1=1
value=210
;
;FDC̋S
;
[Statedef 557]
Type=U
MoveType=I
PhySics=N
Ctrl=0
[State -3]
Type=ChangeState
Trigger1=1
value=220
;
;FDC̉S
;
[Statedef 558]
Type=U
MoveType=I
PhySics=N
Ctrl=0
[State -3]
Type=ChangeState
Trigger1=1
value=225
;
;FDC̗HS
;
[Statedef 559]
Type=U
MoveType=I
PhySics=N
Ctrl=0
[State -3]
Type=ChangeState
Trigger1=1
value=230+(var(58)=1)
;
;FDĆHS
;
[Statedef 560]
Type=U
MoveType=I
PhySics=N
Ctrl=0
[State -3]
Type=ChangeState
Trigger1=1
value=235
;
;FDĆP
;
[Statedef 561]
Type=U
MoveType=I
PhySics=N
Ctrl=0
[State -3]
Type=ChangeState
Trigger1=1
value=205
;
;FDĆK
;
[Statedef 562]
Type=U
MoveType=I
PhySics=N
Ctrl=0
[State -3]
Type=ChangeState
Trigger1=1
value=215
;
;FDC̗D
;
[Statedef 563]
Type=U
MoveType=I
PhySics=N
Ctrl=0
[State -3]
Type=ChangeState
Trigger1=1
value=240
;
;FDC̋P
;
[Statedef 570]
Type=U
MoveType=I
PhySics=N
Ctrl=0
[State -3]
Type=ChangeState
Trigger1=1
value=400
;
;FDC̋K
;
[Statedef 571]
Type=U
MoveType=I
PhySics=N
Ctrl=0
[State -3]
Type=ChangeState
Trigger1=1
value=410
;
;FDC̋S
;
[Statedef 572]
Type=U
MoveType=I
PhySics=N
Ctrl=0
[State -3]
Type=ChangeState
Trigger1=1
value=420
;
;FDC̋HS
;
[Statedef 573]
Type=U
MoveType=I
PhySics=N
Ctrl=0
[State -3]
Type=ChangeState
Trigger1=1
value=430
;
;FDC̋D
;
[Statedef 574]
Type=U
MoveType=I
PhySics=N
Ctrl=0
[State -3]
Type=ChangeState
Trigger1=1
value=450
;
;FDC̋HS
;
[Statedef 629]
Type=U
MoveType=I
PhySics=N
Ctrl=0
[State -3]
Type=ChangeState
Trigger1=1
value=630
;
;őu[L
;
[Statedef 14001]
Type=U
MoveType=I
PhySics=N
Ctrl=0
[State -3]
Type=ChangeState
Trigger1=1
value=1400
;
;MMu[L
;
[Statedef 14002]
Type=U
MoveType=I
PhySics=N
Ctrl=0
[State -3]
Type=ChangeState
Trigger1=1
value=1400
;
;<90u[L
;
[Statedef 14003]
Type=U
MoveType=I
PhySics=N
Ctrl=0
[State -3]
Type=ChangeState
Trigger1=1
value=1400
;
;<130u[L
;
[Statedef 14004]
Type=U
MoveType=I
PhySics=N
Ctrl=0
[State -3]
Type=ChangeState
Trigger1=1
value=1400
;
;FRC˃n}tH[
;
[Statedef 1101400]
Type=U
MoveType=I
PhySics=N
Ctrl=0
[State -3]
Type=ChangeState
Trigger1=1
value=955
;
;FRC˃q[gibN
;
[Statedef 1101100]
Type=U
MoveType=I
PhySics=N
Ctrl=0
[State -3]
Type=ChangeState
Trigger1=1
value=955
;
;FRCˋS
;
[Statedef 1100220]
Type=U
MoveType=I
PhySics=N
Ctrl=0
[State -3]
Type=ChangeState
Trigger1=1
value=955
;
;FRCˌ|`oX
;
[Statedef 1101800]
Type=U
MoveType=I
PhySics=N
Ctrl=0
[State -3]
Type=ChangeState
Trigger1=1
value=955
;
;FRCː|`oX
;
[Statedef 1101801]
Type=U
MoveType=I
PhySics=N
Ctrl=0
[State -3]
Type=ChangeState
Trigger1=1
value=955
;
;FRCˑO|`oX
;
[Statedef 1101802]
Type=U
MoveType=I
PhySics=N
Ctrl=0
[State -3]
Type=ChangeState
Trigger1=1
value=955
;
;OnCWvp
;
[Statedef 110042]
Type=U
MoveType=I
PhySics=N
Ctrl=0
[State -3]
Type=ChangeState
Trigger1=1
value=41
;
;OnCWvp
;
[Statedef 110043]
Type=U
MoveType=I
PhySics=N
Ctrl=0
[State -3]
Type=ChangeState
Trigger1=1
value=41
;
;O2iJp
;
[Statedef 46]
Type=U
MoveType=I
PhySics=N
Ctrl=0
[State -3]
Type=ChangeState
Trigger1=1
value=99
;
;2iJp
;
[Statedef 47]
Type=U
MoveType=I
PhySics=N
Ctrl=0
[State -3]
Type=ChangeState
Trigger1=1
value=99
;
;FwdAirJumpˋ󒆃|`LoX^[
;
[Statedef 4501800]
Type=A
MoveType=I
Physics=N
Anim=42
ctrl=1
[State 500,2]
Type=varSet
Trigger1=Time=0
var(11)=1
[State 40]
Type=VarSet
Trigger1=!Time
Sysvar(1)=1
[State 40,4]
Type=velSet
TriggerAll=palno!=11
Trigger1=Time=0
x=const(velocity.jump.fwd.x)
y=const(velocity.airjump.y)
[State 40,4]
Type=velSet
TriggerAll=palno=11
Trigger1=Time=0
x=ifelse(sysvar(1)=0,0,ifelse(sysvar(1)=1,0.75,-0.75))
y=const(velocity.airjump.y)
[State 50,2]
Type=ChangeState
Trigger1=Time=0
value=50
;
;AirJumpˋ󒆃|`LoX^[
;
[Statedef 4601800]
Type=A
MoveType=I
Physics=N
Anim=42
ctrl=1
[State 500,2]
Type=varSet
Trigger1=Time=0
var(11)=1
[State 40,1]
Type=VarSet
Trigger1=Time=0
Sysvar(1)=0
[State 40,4]
Type=velSet
TriggerAll=palno!=11
Trigger1=Time=0
x=const(velocity.jump.neu.x)
y=const(velocity.airjump.y)
[State 40,4]
Type=velSet
TriggerAll=palno=11
Trigger1=Time=0
x=ifelse(sysvar(1)=0,0,ifelse(sysvar(1)=1,0.75,-0.75))
y=const(velocity.airjump.y)
[State 50,2]
Type=ChangeState
Trigger1=Time=0
value=50
;
;BackAirJumpˋ󒆃|`LoX^[
;
[Statedef 4701800]
Type=A
MoveType=I
Physics=N
Anim=42
ctrl=1
[State 500,2]
Type=varSet
Trigger1=Time=0
var(11)=1
[State 40]
Type=VarSet
Trigger1=!Time
Sysvar(1)=-1
[State 40,4]
Type=velSet
TriggerAll=palno!=11
Trigger1=Time=0
x=const(velocity.jump.back.x)
y=const(velocity.airjump.y)
[State 40,4]
Type=velSet
TriggerAll=palno=11
Trigger1=Time=0
x=ifelse(sysvar(1)=0,0,ifelse(sysvar(1)=1,0.75,-0.75))
y=const(velocity.airjump.y)
[State 50,2]
Type=ChangeState
Trigger1=Time=0
value=50
;
;AIfwd Walk
;
[Statedef 21]
Type=S
PhySics=S
SprPriority=0
[State 21]
Type=CtrlSet
Trigger1=1
value=(var(59)<1)
[State 21]
Type=PlaySnd
TriggerAll=Anim=20
Trigger1=AnimElem=2
Trigger2=AnimElem=7
value=20,0
channel=3
[State 21]
Type=PowerAdd
Trigger1=Anim=20
value=ceil(5*fvar(37))
[State 21]
Type=VelSet
Trigger1=Anim=20
x=ifelse(PalNo=11,0.375,Const(velocity.walk.fwd.x))
[State 21]
Type=ChangeAnim
Trigger1=Anim!=20
Trigger1=Anim!=5||AnimTime=0
value=20
[State 21]
Type=ChangeState
Trigger1=P2Dist X<1
value=0
Ctrl=1
;
;AIback Walk
;
[Statedef 22]
Type=S
PhySics=S
SprPriority=0
[State 21]
Type=CtrlSet
Trigger1=1
value=(var(59)<1)
[State 22]
Type=PlaySnd
TriggerAll=Anim=21
Trigger1=AnimElem=4
Trigger2=AnimElem=9
value=20,0
channel=3
[State 22]
Type=VelSet
Trigger1=Anim=21
x=ifelse(PalNo=11,-0.375,Const(velocity.walk.back.x))
[State 22]
Type=ChangeAnim
Trigger1=Anim!=21
Trigger1=Anim!=5||AnimTime=0
value=21
[State 22]
Type=ChangeState
Trigger1=P2Dist X<1
value=0
Ctrl=1

;
;AI|`LoX^[ OWvp
;
[Statedef 1101031]
Type=U
MoveType=I
PhySics=N
Ctrl=0
[State -3]
Type=ChangeState
Trigger1=1
value=31
;
;AI|`LoX^[ Wvp
;
[Statedef 1102031]
Type=U
MoveType=I
PhySics=N
Ctrl=0
[State -3]
Type=ChangeState
Trigger1=1
value=31
;
;AI|`LoX^[JumpStart
;
[Statedef 31]
Type=S
physics=S
Anim=40
Ctrl=0
SprPriority=2
[State 40,0]
Type=HitBy
Trigger1=Time>=0
value=SCA,AA,AP
[State 40,1]
Type=VarSet
Trigger1=!Time
sysvar(1)=0
[State 40,1]
Type=VarSet
Trigger1=!Time
Trigger1=PrevStateNo=1101031
sysvar(1)=1
[State 40,1]
Type=VarSet
Trigger1=!Time
Trigger1=PrevStateNo=1102031
sysvar(1)=-1
[State 40,4]
Type=velSet
TriggerAll=palno!=11
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 40,4]
Type=velSet
TriggerAll=palno=11
Trigger1=AnimTime=0
x=ifelse(sysvar(1)=0,0,ifelse(sysvar(1)=1,0.75,-0.75))
[State 40,3]
Type=velset
Trigger1=AnimTime=0
y=const(velocity.jump.y)
[State 40,4]
Type=ChangeState
Trigger1=AnimTime=0
value=50
Ctrl=1
;
;AIݶèدJumpStart
;
[Statedef 34]
Type=S
physics=S
Anim=40
Ctrl=0
SprPriority=2
[State 40,0]
Type=HitBy
Trigger1=Time>=0
value=SCA,AA,AP
[State 40,1]
Type=VarSet
Trigger1=!Time
sysvar(1)=1
[State 40,2]
Type=velset
Trigger1=AnimTime=0
x=ifelse(PalNo=11,0.75,const(velocity.jump.fwd.x))
[State 40,3]
Type=velset
Trigger1=AnimTime=0
y=const(velocity.jump.y)
[State 40,4]
Type=ChangeState
Trigger1=AnimTime=0
value=50
Ctrl=1
;
;AIBackDashJumpStart
;
[Statedef 35]
Type=S
physics=S
Anim=40
Ctrl=0
SprPriority=2
[State 40,0]
Type=HitBy
Trigger1=Time>=0
value=SCA,AA,AP
[State 40,1]
Type=VarSet
Trigger1=AnimTime=0
sysvar(1)=-1
[State 40,2]
Type=velset
Trigger1=AnimTime=0
x=ifelse(PalNo=11,-0.75,const(velocity.jump.back.x))
[State 40,3]
Type=velset
Trigger1=AnimTime=0
y=const(velocity.jump.y)
[State 40,4]
Type=ChangeState
Trigger1=AnimTime=0
value=50
Ctrl=1
;
;AIFwdDashJumpStart
;
[Statedef 36]
Type=S
physics=S
Anim=40
Ctrl=0
SprPriority=2
[State 40,0]
Type=HitBy
Trigger1=Time>=0
value=SCA,AA,AP
[State 40,1]
Type=VarSet
Trigger1=!Time
sysvar(1)=1
[State 40,2]
Type=velset
Trigger1=AnimTime=0
x=ifelse(PalNo=11,0.75,const(velocity.jump.fwd.x))
[State 40,3]
Type=velset
Trigger1=AnimTime=0
y=const(velocity.jump.y)
[State 40,4]
Type=ChangeState
Trigger1=AnimTime=0
value=50
Ctrl=1
;
;AIBackJumpStart
;
[Statedef 37]
Type=S
physics=S
Anim=40
Ctrl=0
SprPriority=2
[State 40,0]
Type=HitBy
Trigger1=Time>=0
value=SCA,AA,AP
[State 40,1]
Type=VarSet
Trigger1=AnimTime=0
sysvar(1)=-1
[State 40,2]
Type=velset
Trigger1=AnimTime=0
x=ifelse(PalNo=11,-0.75,const(velocity.jump.back.x))
[State 40,3]
Type=velset
Trigger1=AnimTime=0
y=const(velocity.jump.y)
[State 40,4]
Type=ChangeState
Trigger1=AnimTime=0
value=50
Ctrl=1
;
;AIJumpStart
;
[Statedef 38]
Type=S
physics=S
Anim=40
Ctrl=0
SprPriority=2
[State 40,0]
Type=HitBy
Trigger1=Time>=0
value=SCA,AA,AP
[State 40,1]
Type=VarSet
Trigger1=!Time
sysvar(1)=0
[State 40,2]
Type=velset
Trigger1=AnimTime=0
x=const(velocity.jump.neu.x)
[State 40,3]
Type=velset
Trigger1=AnimTime=0
y=const(velocity.jump.y)
[State 40,4]
Type=ChangeState
Trigger1=AnimTime=0
value=50
Ctrl=1
;
;AIFwdJumpStart
;
[Statedef 39]
Type=S
physics=S
Anim=40
Ctrl=0
SprPriority=2
[State 40,0]
Type=HitBy
Trigger1=Time>=0
value=SCA,AA,AP
[State 40,1]
Type=VarSet
Trigger1=!Time
sysvar(1)=1
[State 40,2]
Type=velset
Trigger1=AnimTime=0
x=ifelse(PalNo=11,0.75,const(velocity.jump.fwd.x))
[State 40,3]
Type=velset
Trigger1=AnimTime=0
y=const(velocity.jump.y)
[State 40,4]
Type=ChangeState
Trigger1=AnimTime=0
value=50
Ctrl=1
;
;ʒ[FǗwp[
;
[StateDef 11111]
[State ]
Type=ChangeAnim
Trigger1=IsHelper
value=2002
[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=2002
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=2002
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܂
;
;
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;
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;(K[hĂ̂ɐH炤̂ŃK[hs\Ɖ)ŋLăoNXeorGZorK[hLZ
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;var10`49=40
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;肪llɕt35 fvar20g؂o񌸂var15Ɉڍs
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;Attr=,SP Ƃ(HitDefAttrg)ɂȂHitdef͖
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;
;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="POT%d:%d:%d:%d:%d"
params=ID,var(51),var(58),var(59),var(54)
IgnoreHitPause=1

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

[state ];mFfobN
Type=AppendToClipboard
Trigger1=IsHelper
text="\n%d:%d"
params=var(6),var(7)
IgnoreHitPause=1

;
;K[hp+҂
;
[Statedef 20000]
Type=A
MoveType=I
[State 20000]
Type=ChangeAnim
Trigger1=IsHelper
value=2002
[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)=AIE΍p
;var(5)=ѓˏ
;var(6)=U̎
;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)=UꔭŃLZsȂ̂𔻒f
;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)=L̓Zp
;fvar(3)=
;fvar(4)=
;fvar(5)=
;fvar(6)=
;fvar(7)=
;fvar(8)=
;fvar(9)=
;fvar(10)=
;fvar(11)=
;fvar(12)=
;fvar(13)=
;fvar(14)=
;fvar(15)=
;fvar(16)=
;fvar(17)=
;fvar(18)=^bOFp
;fvar(19)=
;fvar(20)=
;fvar(21)=
;fvar(22)=
;fvar(23)=
;fvar(24)=
;fvar(25)=
;fvar(26)=
;fvar(27)=
;fvar(28)=
;fvar(29)=
;fvar(30)=
;fvar(31)=
;fvar(32)=
;fvar(33)=
;fvar(34)=
;fvar(35)=
;fvar(36)=
;fvar(37)=
;fvar(38)=
;fvar(39)=
;
;҂
;
;Z
;

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

[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

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

;
;肪IF
;

;
;Zp
;

;
;U̍
;

;
;AIEp
;

[State 20000];ZbcH
Type=varSet
Trigger1=IsHelper
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 93F
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 32F
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 28F
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

;
;ݒuZ ѓ
;

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

[State 20000,v2=3];E
Type=VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1=Enemy,Name="Ryu"
Trigger1=Enemy,NumHelper(1005)||Enemy,NumHelper(1015)||Enemy,NumHelper(1025)||Enemy,NumHelper(3005)||Enemy,NumHelper(3025)||Enemy,NumHelper(3045)||Enemy,NumHelper(3055)
Trigger2=NumEnemy>1
Trigger2=Enemy(1),Name="Ryu"
Trigger2=Enemy(1),NumHelper(1005)||Enemy(1),NumHelper(1015)||Enemy(1),NumHelper(1025)||Enemy(1),NumHelper(3005)||Enemy(1),NumHelper(3025)||Enemy(1),NumHelper(3045)||Enemy(1),NumHelper(3055)
var(5)=1

[State 20000,v2=3];ѓCVSE
Type=VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1=Enemy,Name="cvsryu"||Enemy,Name="cvsryu_ex"||Enemy,Name="cvsryu_normal"
Trigger1=Enemy,NumHelper(7000)||Enemy,NumHelper(7100)||Enemy,NumHelper(7300)||Enemy,NumHelper(7400)
Trigger2=NumEnemy>1
Trigger2=Enemy(1),Name="cvsryu"||Enemy(1),Name="cvsryu_ex"||Enemy(1),Name="cvsryu_normal"
Trigger2=Enemy(1),NumHelper(7000)||Enemy(1),NumHelper(7100)||Enemy(1),NumHelper(7300)||Enemy(1),NumHelper(7400)
var(5)=1

[State 20000,v2=3];ѓ CVSP
Type=VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1=Enemy,Name="cvsken"||Enemy,Name="cvsken_ex"||Enemy,Name="cvsken_normal"
Trigger1=Enemy,NumHelper(7000)
Trigger2=NumEnemy>1
Trigger2=Enemy(1),Name="cvsken"||Enemy(1),Name="cvsken_ex"||Enemy(1),Name="cvsken_normal"
Trigger2=Enemy(1),NumHelper(7000)
var(5)=1

[State 20000,v2=3];ѓ CVSKC
Type=VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1=Enemy,Name="cvsguile"
Trigger1=Enemy,NumHelper(7000)||Enemy,NumHelper(7200)
Trigger2=NumEnemy>1
Trigger2=Enemy(1),Name="cvsguile"
Trigger2=Enemy(1),NumHelper(7000)||Enemy(1),NumHelper(7200)
var(5)=1

[State 20000,v2=3];ѓ CVSAei
Type=VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1=Enemy,Name="cvsathena"
Trigger1=Enemy,NumHelper(7000)||Enemy,NumHelper(7600)||Enemy,NumHelper(7610)||Enemy,NumHelper(7700)
Trigger2=NumEnemy>1
Trigger2=Enemy(1),Name="cvsathena"
Trigger2=Enemy(1),NumHelper(7000)||Enemy(1),NumHelper(7600)||Enemy(1),NumHelper(7610)||Enemy(1),NumHelper(7700)
var(5)=1

[State 20000,v2=3];ѓ CVSS
Type=VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1=Enemy,Name="cvsgouki"||Enemy,Name="cvsgouki_normal"||Enemy,Name="cvsgouki_ex"
Trigger1=Enemy,NumHelper(7000)||Enemy,NumHelper(7100)||Enemy,NumHelper(7200)||Enemy,NumHelper(7201)||Enemy,NumHelper(7300)||Enemy,NumHelper(7400)
Trigger2=NumEnemy>1
Trigger2=Enemy(1),Name="cvsgouki"||Enemy(1),Name="cvsgouki_normal"||Enemy(1),Name="cvsgouki_ex"
Trigger2=Enemy(1),NumHelper(7000)||Enemy(1),NumHelper(7100)||Enemy(1),NumHelper(7200)||Enemy(1),NumHelper(7201)||Enemy(1),NumHelper(7300)||Enemy(1),NumHelper(7400)
var(5)=1

[State 20000,v2=3];ѓ WF_
Type=VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1=Enemy,Name="Jedah"
Trigger1=Enemy,AutHorName="Deuce"
Trigger1=Enemy,NumHelper(1000)
Trigger2=NumEnemy>1
Trigger2=Enemy(1),Name="Jedah"
Trigger2=Enemy(1),AutHorName="Deuce"
Trigger2=Enemy(1),NumHelper(1000)
var(5)=1

[State 20000,v2=3];ѓ WF_
Type=VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1=Enemy,Name="Jedah"
Trigger1=Enemy,AutHorName="rei"
Trigger1=Enemy,NumHelper(6000)
Trigger2=NumEnemy>1
Trigger2=Enemy(1),Name="Jedah"
Trigger2=Enemy(1),AutHorName="rei"
Trigger2=Enemy(1),NumHelper(6000)
var(5)=1

[State 20000,v2=3];ѓ AbV
Type=VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1=Enemy,Name="Ash"
Trigger1=Enemy,NumProjID(1000)||Enemy,NumProjID(2000)||Enemy,NumProjID(3000)
Trigger2=NumEnemy>1
Trigger2=Enemy(1),Name="Ash"
Trigger2=Enemy(1),NumProjID(1000)||Enemy(1),NumProjID(2000)||Enemy(1),NumProjID(3000)
var(5)=1

[State 20000,v2=3];ѓ
Type=VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy
TriggerAll=Enemy,Name="Akiha_Vermilion"
TriggerAll=Enemy,AutHorName="H"
Trigger1=Enemy,NumHelper(1305)
Trigger2=Enemy,NumHelper(1315)
Trigger3=Enemy,NumHelper(1355)
Trigger4=Enemy,NumHelper(1365)
Trigger5=Enemy,NumHelper(1405)
Trigger6=Enemy,NumHelper(1455)
Trigger7=Enemy,NumHelper(2305)
Trigger8=Enemy,NumHelper(2306)
Trigger9=Enemy,NumHelper(2307)
Trigger10=Enemy,NumHelper(2308)
Trigger11=Enemy,NumHelper(2309)
Trigger12=Enemy,NumHelper(2310)
Trigger13=Enemy,NumHelper(2311)
Trigger14=Enemy,NumHelper(2312)
Trigger15=Enemy,NumHelper(2355)
Trigger16=Enemy,NumHelper(2356)
Trigger17=Enemy,NumHelper(2357)
Trigger18=Enemy,NumHelper(2358)
Trigger19=Enemy,NumHelper(2359)
Trigger20=Enemy,NumHelper(2360)
Trigger21=Enemy,NumHelper(2361)
Trigger22=Enemy,NumHelper(2362)
Trigger23=Enemy,NumHelper(2405)
var(5)=1

[State 20000,v2=3];ѓ
Type=VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>1
TriggerAll=Enemy(1),Name="Akiha_Vermilion"
TriggerAll=Enemy(1),AutHorName="H"
Trigger1=Enemy(1),NumHelper(1305)
Trigger2=Enemy(1),NumHelper(1315)
Trigger3=Enemy(1),NumHelper(1355)
Trigger4=Enemy(1),NumHelper(1365)
Trigger5=Enemy(1),NumHelper(1405)
Trigger6=Enemy(1),NumHelper(1455)
Trigger7=Enemy(1),NumHelper(2305)
Trigger8=Enemy(1),NumHelper(2306)
Trigger9=Enemy(1),NumHelper(2307)
Trigger10=Enemy(1),NumHelper(2308)
Trigger11=Enemy(1),NumHelper(2309)
Trigger12=Enemy(1),NumHelper(2310)
Trigger13=Enemy(1),NumHelper(2311)
Trigger14=Enemy(1),NumHelper(2312)
Trigger15=Enemy(1),NumHelper(2355)
Trigger16=Enemy(1),NumHelper(2356)
Trigger17=Enemy(1),NumHelper(2357)
Trigger18=Enemy(1),NumHelper(2358)
Trigger19=Enemy(1),NumHelper(2359)
Trigger20=Enemy(1),NumHelper(2360)
Trigger21=Enemy(1),NumHelper(2361)
Trigger22=Enemy(1),NumHelper(2362)
Trigger23=Enemy(1),NumHelper(2405)
var(5)=1

[State 20000,v2=3];ѓ
Type=VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy
TriggerAll=Enemy,Name="Len"
TriggerAll=Enemy,AutHorName="H"
Trigger1=Enemy,NumHelper(1060)
Trigger2=Enemy,NumHelper(11002)
Trigger3=Enemy,NumHelper(11012)
Trigger4=Enemy,NumHelper(11001)
Trigger5=Enemy,NumHelper(11010)
Trigger6=Enemy,NumHelper(12100)
Trigger7=Enemy,NumHelper(12101)
Trigger8=Enemy,NumHelper(12102)
Trigger9=Enemy,NumHelper(12103)
Trigger10=Enemy,NumHelper(12104)
Trigger11=Enemy,NumHelper(12105)
Trigger12=Enemy,NumHelper(12106)
Trigger13=Enemy,NumHelper(12200)
Trigger14=Enemy,NumHelper(12201)
Trigger15=Enemy,NumHelper(12202)
Trigger16=Enemy,NumHelper(12203)
Trigger17=Enemy,NumHelper(12204)
Trigger18=Enemy,NumHelper(12205)
Trigger19=Enemy,NumHelper(12206)
Trigger20=Enemy,NumHelper(2050)
Trigger21=Enemy,NumHelper(2051)
Trigger22=Enemy,NumHelper(2052)
Trigger23=Enemy,NumHelper(2053)
Trigger25=Enemy,NumHelper(2054)
Trigger26=Enemy,NumHelper(3006)
Trigger27=Enemy,NumHelper(3007)
Trigger28=Enemy,NumHelper(3058)
Trigger29=Enemy,NumHelper(3055)
var(5)=1

[State 20000,v2=3];ѓ
Type=VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>1
TriggerAll=Enemy(1),Name="Len"
TriggerAll=Enemy(1),AutHorName="H"
Trigger1=Enemy(1),NumHelper(1060)
Trigger2=Enemy(1),NumHelper(11002)
Trigger3=Enemy(1),NumHelper(11012)
Trigger4=Enemy(1),NumHelper(11001)
Trigger5=Enemy(1),NumHelper(11010)
Trigger6=Enemy(1),NumHelper(12100)
Trigger7=Enemy(1),NumHelper(12101)
Trigger8=Enemy(1),NumHelper(12102)
Trigger9=Enemy(1),NumHelper(12103)
Trigger10=Enemy(1),NumHelper(12104)
Trigger11=Enemy(1),NumHelper(12105)
Trigger12=Enemy(1),NumHelper(12106)
Trigger13=Enemy(1),NumHelper(12200)
Trigger14=Enemy(1),NumHelper(12201)
Trigger15=Enemy(1),NumHelper(12202)
Trigger16=Enemy(1),NumHelper(12203)
Trigger17=Enemy(1),NumHelper(12204)
Trigger18=Enemy(1),NumHelper(12205)
Trigger19=Enemy(1),NumHelper(12206)
Trigger20=Enemy(1),NumHelper(2050)
Trigger21=Enemy(1),NumHelper(2051)
Trigger22=Enemy(1),NumHelper(2052)
Trigger23=Enemy(1),NumHelper(2053)
Trigger25=Enemy(1),NumHelper(2054)
Trigger26=Enemy(1),NumHelper(3006)
Trigger27=Enemy(1),NumHelper(3007)
Trigger28=Enemy(1),NumHelper(3058)
Trigger29=Enemy(1),NumHelper(3055)
var(5)=1

[State 20000,v2=3];ѓ
Type=VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy
TriggerAll=Enemy,Name="CHIEL"
TriggerAll=Enemy,AutHorName="QWERTY"
Trigger1=Enemy,NumHelper(1060)
Trigger2=Enemy,NumHelper(1061)
Trigger3=Enemy,NumHelper(1062)
Trigger4=Enemy,NumHelper(1080)
Trigger5=Enemy,NumHelper(1081)
Trigger6=Enemy,NumHelper(1082)
Trigger7=Enemy,NumHelper(1270)
Trigger8=Enemy,NumHelper(1274)
Trigger9=Enemy,NumHelper(1271)
Trigger10=Enemy,NumHelper(1272)
Trigger11=Enemy,NumHelper(1273)
Trigger12=Enemy,NumHelper(2310)
Trigger13=Enemy,NumHelper(2311)
Trigger14=Enemy,NumHelper(2360)
Trigger15=Enemy,NumHelper(2361)
var(5)=1

[State 20000,v2=3];ѓ
Type=VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>1
TriggerAll=Enemy(1),Name="CHIEL"
TriggerAll=Enemy(1),AutHorName="QWERTY"
Trigger1=Enemy(1),NumHelper(1060)
Trigger2=Enemy(1),NumHelper(1061)
Trigger3=Enemy(1),NumHelper(1062)
Trigger4=Enemy(1),NumHelper(1080)
Trigger5=Enemy(1),NumHelper(1081)
Trigger6=Enemy(1),NumHelper(1082)
Trigger7=Enemy(1),NumHelper(1270)
Trigger8=Enemy(1),NumHelper(1274)
Trigger9=Enemy(1),NumHelper(1271)
Trigger10=Enemy(1),NumHelper(1272)
Trigger11=Enemy(1),NumHelper(1273)
Trigger12=Enemy(1),NumHelper(2310)
Trigger13=Enemy(1),NumHelper(2311)
Trigger14=Enemy(1),NumHelper(2360)
Trigger15=Enemy(1),NumHelper(2361)
var(5)=1

[State 20000,v2=3];ѓ
Type=VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy
Trigger1=Enemy,Name="Ky=kiske"
Trigger1=Enemy,NumProjID(1002)||Enemy,NumHelper(1025)||Enemy,NumProjID(1053)||Enemy,NumProjID(1102)||Enemy,NumHelper(3200)||Enemy,NumProjID(3801)||Enemy,NumProjID(3205)
Trigger2=NumEnemy>1
Trigger2=Enemy(1),Name="Ky=kiske"
Trigger2=Enemy(1),NumProjID(1002)||Enemy(1),NumHelper(1025)||Enemy(1),NumProjID(1053)||Enemy(1),NumProjID(1102)||Enemy(1),NumHelper(3200)||Enemy(1),NumProjID(3801)||Enemy(1),NumProjID(3205)
var(5)=1

[State 20000,v2=3];ѓ
Type=VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy
Trigger1=Enemy,Name="sol"
Trigger1=Enemy,NumHelper(1001)||Enemy,NumHelper(2001)||Enemy,NumHelper(3010)
Trigger2=NumEnemy>1
Trigger2=Enemy(1),Name="sol"
Trigger2=Enemy(1),NumHelper(1001)||Enemy(1),NumHelper(2001)||Enemy(1),NumHelper(3010)
var(5)=1

[State 20000,v2=3];ѓ
Type=VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy
Trigger1=Enemy,Name="johnny"
Trigger1=Enemy,NumHelper(1401)||Enemy,NumHelper(1180)
Trigger2=NumEnemy>1
Trigger2=Enemy(1),Name="johnny"
Trigger2=Enemy(1),NumHelper(1401)||Enemy(1),NumHelper(1180)
var(5)=1

[State 20000,v2=3];ѓ
Type=VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy
Trigger1=Enemy,Name="BRIDGET"
Trigger1=Enemy,AutHorName="EL"
Trigger1=Enemy,NumHelper(100)
Trigger1=Enemy,var(30)<2
Trigger2=NumEnemy>1
Trigger2=Enemy(1),Name="BRIDGET"
Trigger2=Enemy(1),AutHorName="EL"
Trigger2=Enemy(1),NumHelper(100)
Trigger2=Enemy(1),var(30)<2
var(5)=1

[State 20000,v2=3];ѓ
Type=VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy
Trigger1=Enemy,Name="BRIDGET"
Trigger1=Enemy,AutHorName="muteki"
Trigger1=Enemy,numhelper(1011)
Trigger1=Enemy,var(35)=2
Trigger2=NumEnemy>1
Trigger2=Enemy(1),Name="BRIDGET"
Trigger2=Enemy(1),AutHorName="muteki"
Trigger2=Enemy(1),numhelper(1011)
Trigger2=Enemy(1),var(35)=2
var(5)=1

[State 20000,v2=3];ѓ
Type=VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy
Trigger1=Enemy,Name="chipp"
Trigger1=Enemy,NumHelper(1205)||Enemy,NumHelper(690)||Enemy,NumHelper(691)
Trigger2=NumEnemy>1
Trigger2=Enemy(1),Name="chipp"
Trigger2=Enemy(1),NumHelper(1205)||Enemy(1),NumHelper(690)||Enemy(1),NumHelper(691)
var(5)=1

[State 20000,v2=3];ѓ
Type=VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy
Trigger1=Enemy,Name="eddie"
Trigger1=Enemy,NumHelper(3010)||Enemy,NumHelper(1001)||Enemy,NumHelper(1002)
Trigger2=NumEnemy>1
Trigger2=Enemy(1),Name="eddie"
Trigger2=Enemy(1),NumHelper(3010)||Enemy(1),NumHelper(1001)||Enemy(1),NumHelper(1002)
var(5)=1

[State 20000,v2=3];ѓ
Type=VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy
TriggerAll=Enemy,Name="gg_venom"
Trigger1=Enemy,NumHelper(3010)
Trigger2=Enemy,NumHelper(1210)
Trigger3=Enemy,NumHelper(1211)
Trigger4=Enemy,NumHelper(1212)
Trigger5=Enemy,NumHelper(1260)
Trigger6=Enemy,NumHelper(1261)
Trigger7=Enemy,NumHelper(1262)
Trigger8=Enemy,NumHelper(2210)
Trigger9=Enemy,NumHelper(2211)
Trigger10=Enemy,NumHelper(2212)
Trigger11=Enemy,NumHelper(2260)
Trigger12=Enemy,NumHelper(2261)
Trigger13=Enemy,NumHelper(2262)
Trigger14=Enemy,NumHelper(1001)
Trigger15=Enemy,NumHelper(1002)
Trigger16=Enemy,NumHelper(1003)
Trigger17=Enemy,NumHelper(1011)
Trigger18=Enemy,NumHelper(1012)
Trigger19=Enemy,NumHelper(1013)
Trigger20=Enemy,NumHelper(1021)
Trigger21=Enemy,NumHelper(1022)
Trigger22=Enemy,NumHelper(1023)
Trigger23=Enemy,NumHelper(1031)
Trigger24=Enemy,NumHelper(1032)
Trigger25=Enemy,NumHelper(1033)
var(5)=1

[State 20000,v2=3];ѓ
Type=VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>1
TriggerAll=Enemy(1),Name="gg_venom"
Trigger1=Enemy(1),NumHelper(3010)
Trigger2=Enemy(1),NumHelper(1210)
Trigger3=Enemy(1),NumHelper(1211)
Trigger4=Enemy(1),NumHelper(1212)
Trigger5=Enemy(1),NumHelper(1260)
Trigger6=Enemy(1),NumHelper(1261)
Trigger7=Enemy(1),NumHelper(1262)
Trigger8=Enemy(1),NumHelper(2210)
Trigger9=Enemy(1),NumHelper(2211)
Trigger10=Enemy(1),NumHelper(2212)
Trigger11=Enemy(1),NumHelper(2260)
Trigger12=Enemy(1),NumHelper(2261)
Trigger13=Enemy(1),NumHelper(2262)
Trigger14=Enemy(1),NumHelper(1001)
Trigger15=Enemy(1),NumHelper(1002)
Trigger16=Enemy(1),NumHelper(1003)
Trigger17=Enemy(1),NumHelper(1011)
Trigger18=Enemy(1),NumHelper(1012)
Trigger19=Enemy(1),NumHelper(1013)
Trigger20=Enemy(1),NumHelper(1021)
Trigger21=Enemy(1),NumHelper(1022)
Trigger22=Enemy(1),NumHelper(1023)
Trigger23=Enemy(1),NumHelper(1031)
Trigger24=Enemy(1),NumHelper(1032)
Trigger25=Enemy(1),NumHelper(1033)
var(5)=1

[State 20000,v2=3];ѓ
Type=VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy
Trigger1=Enemy,Name="millia"
Trigger1=Enemy,NumHelper(3110)||Enemy,NumHelper(1710)||Enemy,NumHelper(1101)||Enemy,NumHelper(1151)
Trigger2=NumEnemy>1
Trigger2=Enemy(1),Name="millia"
Trigger2=Enemy(1),NumHelper(3110)||Enemy(1),NumHelper(1710)||Enemy(1),NumHelper(1101)||Enemy(1),NumHelper(1151)
var(5)=1

[State 20000,v2=3];ѓ
Type=VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy
Trigger1=Enemy,Name="jam"
Trigger1=Enemy,NumHelper(1610)||Enemy,NumHelper(3010)
Trigger2=NumEnemy>1
Trigger2=Enemy(1),Name="jam"
Trigger2=Enemy(1),NumHelper(1610)||Enemy(1),NumHelper(3010)
var(5)=1

[State 20000,v2=3];ѓ
Type=VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy
Trigger1=Enemy,Name="AXL"
Trigger1=Enemy,NumHelper(1500)||Enemy,NumHelper(1100)
Trigger2=NumEnemy>1
Trigger2=Enemy(1),Name="AXL"
Trigger2=Enemy(1),NumHelper(1500)||Enemy(1),NumHelper(1100)
var(5)=1

[State 20000,v2=3];ѓ
Type=VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy
Trigger1=Enemy,Name="justice"
Trigger1=Enemy,NumHelper(1350)||Enemy,NumHelper(3003)||Enemy,NumHelper(3101)||Enemy,NumHelper(3102)||Enemy,NumHelper(3201)
Trigger2=NumEnemy>1
Trigger2=Enemy(1),Name="justice"
Trigger2=Enemy(1),NumHelper(1350)||Enemy(1),NumHelper(3003)||Enemy(1),NumHelper(3101)||Enemy(1),NumHelper(3102)||Enemy(1),NumHelper(3201)
var(5)=1

[State 20000,v2=3];ѓ
Type=VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy
Trigger1=Enemy,Name="potemkin"
Trigger1=Enemy,NumHelper(3010)||Enemy,NumHelper(1550)
Trigger2=NumEnemy>1
Trigger2=Enemy(1),Name="potemkin"
Trigger2=Enemy(1),NumHelper(3010)||Enemy(1),NumHelper(1550)
var(5)=1

[State 20000,v2=3];ѓ
Type=VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy,Name="testament"
Trigger1=Enemy,NumHelper(1411)
Trigger2=Enemy,NumHelper(1412)
Trigger3=Enemy,NumHelper(1413)
Trigger4=Enemy,NumHelper(1414)
Trigger5=Enemy,NumHelper(1415)
Trigger6=Enemy,NumHelper(1416)
Trigger7=Enemy,NumHelper(1461)
Trigger8=Enemy,NumHelper(1462)
Trigger9=Enemy,NumHelper(1463)
Trigger10=Enemy,NumHelper(1464)
Trigger11=Enemy,NumHelper(1465)
Trigger12=Enemy,NumHelper(1466)
Trigger13=Enemy,NumHelper(1511)
Trigger14=Enemy,NumHelper(1512)
Trigger15=Enemy,NumHelper(1513)
Trigger16=Enemy,NumHelper(1514)
Trigger17=Enemy,NumHelper(1515)
Trigger18=Enemy,NumHelper(1516)
Trigger19=Enemy,NumHelper(1000)
Trigger20=Enemy,NumHelper(1210)
Trigger21=Enemy,NumHelper(1260)
Trigger22=Enemy,NumHelper(3010)
var(5)=1

[State 20000,v2=3];ѓ
Type=VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>1
TriggerAll=Enemy(1),Name="testament"
Trigger1=Enemy(1),NumHelper(1411)
Trigger2=Enemy(1),NumHelper(1412)
Trigger3=Enemy(1),NumHelper(1413)
Trigger4=Enemy(1),NumHelper(1414)
Trigger5=Enemy(1),NumHelper(1415)
Trigger6=Enemy(1),NumHelper(1416)
Trigger7=Enemy(1),NumHelper(1461)
Trigger8=Enemy(1),NumHelper(1462)
Trigger9=Enemy(1),NumHelper(1463)
Trigger10=Enemy(1),NumHelper(1464)
Trigger11=Enemy(1),NumHelper(1465)
Trigger12=Enemy(1),NumHelper(1466)
Trigger13=Enemy(1),NumHelper(1511)
Trigger14=Enemy(1),NumHelper(1512)
Trigger15=Enemy(1),NumHelper(1513)
Trigger16=Enemy(1),NumHelper(1514)
Trigger17=Enemy(1),NumHelper(1515)
Trigger18=Enemy(1),NumHelper(1516)
Trigger19=Enemy(1),NumHelper(1000)
Trigger20=Enemy(1),NumHelper(1210)
Trigger21=Enemy(1),NumHelper(1260)
Trigger22=Enemy(1),NumHelper(3010)
var(5)=1

;
;
;
;1=ʏŌ
;2=KEŌ
;3=KŌ
;4=ʏѓ
;5=KEѓ
;6=Kѓ
;7=ʏ퓊
;8=KE
;9=K

[State 20000];Reset
Type=Null
TriggerAll=IsHelper
Trigger1=var(6):=0

;
;ѓ
;
[State 20000];E
Type=Null
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy,Name="Ryu"
Trigger1=Enemy,StateNo=1000||Enemy,StateNo=1010||Enemy,StateNo=1020
Trigger1=var(6):=5
Trigger2=Enemy,StateNo=3000||Enemy,StateNo=3200||Enemy,StateNo=3040||Enemy,StateNo=3050
Trigger2=var(6):=6

[State 20000];ѓCVSE
Type=Null
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy,Name="cvsryu"||Enemy,Name="cvsryu_ex"||Enemy,Name="cvsryu_normal"
Trigger1=Enemy,StateNo=1000||Enemy,StateNo=1300
Trigger1=var(6):=5
Trigger2=Enemy,StateNo=3000||Enemy,StateNo=3400
Trigger2=var(6):=6

[State 20000];ѓ CVSP
Type=Null
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy,Name="cvsken"||Enemy,Name="cvsken_ex"||Enemy,Name="cvsken_normal"
Trigger1=Enemy,StateNo=1000
Trigger1=var(6):=5

[State 20000];ѓ CVSKC
Type=Null
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy,Name="cvsguile"
Trigger1=Enemy,StateNo=1000
Trigger1=var(6):=5
Trigger2=Enemy,StateNo=3200
Trigger2=var(6):=6

[State 20000];ѓ CVSAei
Type=Null
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy,Name="cvsathena"
Trigger1=Enemy,StateNo=1000
Trigger1=var(6):=5
Trigger2=Enemy,StateNo=3000||(Enemy,StateNo=[3100,3101])
Trigger2=var(6):=6

[State 20000];ѓ CVSS
Type=Null
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy,Name="cvsgouki"||Enemy,Name="cvsgouki_normal"||Enemy,Name="cvsgouki_ex"
Trigger1=Enemy,StateNo=1000||Enemy,StateNo=1300||Enemy,StateNo=1400
Trigger1=var(6):=5
Trigger2=Enemy,StateNo=3000||Enemy,StateNo=3200
Trigger2=var(6):=6

[State 20000];ѓ WF_
Type=Null
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy,Name="Jedah"
TriggerAll=Enemy,AutHorName="Deuce"
Trigger1=(Enemy,StateNo=[1000,1002])||Enemy,StateNo=1300
Trigger1=var(6):=5
Trigger2=Enemy,StateNo=2000||Enemy,StateNo=2300
Trigger2=var(6):=6

[State 20000];ѓ WF_
Type=Null
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy,Name="Jedah"
TriggerAll=Enemy,AutHorName="rei"
Trigger1=Enemy,StateNo=1100||Enemy,StateNo=1150||Enemy,StateNo=1200||Enemy,StateNo=1250
Trigger1=var(6):=5

[State 20000];ѓ AbV
Type=Null
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy,Name="Ash"
Trigger1=(Enemy,StateNo=[1000,1001])||(Enemy,StateNo=[1050,1051])
Trigger1=var(6):=5
Trigger2=Enemy,StateNo=2000||Enemy,StateNo=3000
Trigger2=var(6):=6

[State 20000];ѓ
Type=Null
TriggerAll=IsHelper
TriggerAll=NumEnemy
TriggerAll=Enemy,Name="Akiha_Vermilion"
TriggerAll=Enemy,AutHorName="H"
Trigger1=Enemy,StateNo=1110||Enemy,StateNo=1300||Enemy,StateNo=1310||Enemy,StateNo=1350||Enemy,StateNo=1360
Trigger1=var(6):=5
Trigger2=Enemy,StateNo=1400||Enemy,StateNo=1450
Trigger2=var(6):=5
Trigger3=Enemy,StateNo=2320||Enemy,StateNo=2350||Enemy,StateNo=2405
Trigger3=var(6):=6

[State 20000,v2=3];ѓ
Type=Null
TriggerAll=IsHelper
TriggerAll=NumEnemy
TriggerAll=Enemy,Name="Len"
TriggerAll=Enemy,AutHorName="H"
Trigger1=Enemy,StateNo=1050||(Enemy,StateNo=[1100,1110])||(Enemy,StateNo=[1150,1160])||Enemy,StateNo=1200||Enemy,StateNo=1205
Trigger1=var(6):=5
Trigger2=Enemy,StateNo=2000||Enemy,StateNo=2100||Enemy,StateNo=2200||Enemy,StateNo=3000||Enemy,StateNo=3060
Trigger2=var(6):=6

[State 20000,v2=3];ѓ
Type=Null
TriggerAll=IsHelper
TriggerAll=NumEnemy
TriggerAll=Enemy,Name="CHIEL"
TriggerAll=Enemy,AutHorName="QWERTY"
Trigger1=Enemy,StateNo=1058||(Enemy,StateNo=[1050,1054])||Enemy,StateNo=1074||(Enemy,StateNo=[1070,1072])||(Enemy,StateNo=[1206,1207])||Enemy,StateNo=1215
Trigger1=var(6):=5
Trigger2=(Enemy,StateNo=[2000,2003])||Enemy,StateNo=2300||Enemy,StateNo=2350
Trigger2=var(6):=6

[State 20000,v2=3];ѓ
Type=Null
TriggerAll=IsHelper
TriggerAll=NumEnemy
TriggerAll=Enemy,Name="Ky=kiske"
Trigger1=Enemy,StateNo=1000||Enemy,StateNo=1020||Enemy,StateNo=1050||Enemy,StateNo=1100||Enemy,StateNo=1150
Trigger1=var(6):=5
Trigger2=Enemy,StateNo=3200||Enemy,StateNo=3800
Trigger2=var(6):=6

[State 20000,v2=3];ѓ
Type=Null
TriggerAll=IsHelper
TriggerAll=NumEnemy
TriggerAll=Enemy,Name="sol"
Trigger1=Enemy,StateNo=1000||Enemy,StateNo=2000
Trigger1=var(6):=5
Trigger2=Enemy,StateNo=3000
Trigger2=Enemy,AnimElem=12,>=0
Trigger2=var(6):=6

[State 20000,v2=3];ѓ
Type=Null
TriggerAll=IsHelper
TriggerAll=NumEnemy
TriggerAll=Enemy,Name="johnny"
Trigger1=Enemy,StateNo=1400||Enemy,StateNo=1150
Trigger1=var(6):=5

[State 20000,v2=3];ѓ
Type=VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy
TriggerAll=Enemy,Name="BRIDGET"
TriggerAll=Enemy,AutHorName="EL"
Trigger1=Enemy,StateNo=1572
Trigger2=Enemy,StateNo=1577
Trigger3=Enemy,StateNo=1580
Trigger4=Enemy,StateNo=1585
Trigger5=Enemy,StateNo=1590
Trigger6=Enemy,StateNo=1595
Trigger7=Enemy,StateNo=1550
Trigger8=Enemy,StateNo=1552
Trigger9=Enemy,StateNo=1555
Trigger10=Enemy,StateNo=1557
Trigger11=Enemy,StateNo=1560
Trigger12=Enemy,StateNo=1565
Trigger13=Enemy,StateNo=1575
Trigger14=Enemy,StateNo=1530
Trigger15=Enemy,StateNo=1540
var(6)=5

[State 20000,v2=3];ѓ
Type=VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy
TriggerAll=Enemy,Name="BRIDGET"
TriggerAll=Enemy,AutHorName="muteki"
Trigger1=Enemy,StateNo=1005
Trigger2=Enemy,StateNo=1059
Trigger3=Enemy,StateNo=1400
Trigger4=Enemy,StateNo=1450
Trigger5=Enemy,StateNo=1480
Trigger6=Enemy,StateNo=1500
Trigger7=Enemy,StateNo=3200
Trigger8=Enemy,StateNo=3100
var(6)=5

[State 20000,v2=3];ѓ
Type=Null
TriggerAll=IsHelper
TriggerAll=NumEnemy
TriggerAll=Enemy,Name="chipp"
Trigger1=Enemy,StateNo=1200||Enemy,StateNo=680||Enemy,StateNo=685
Trigger1=var(6):=5

[State 20000,v2=3];ѓ
Type=Null
TriggerAll=IsHelper
TriggerAll=NumEnemy
TriggerAll=Enemy,Name="eddie"
Trigger1=Enemy,StateNo=1530||Enemy,StateNo=1520||Enemy,StateNo=1510||Enemy,StateNo=1500
Trigger1=var(6):=5
Trigger2=Enemy,StateNo=1000||Enemy,StateNo=1050||Enemy,StateNo=1800||Enemy,StateNo=1850
Trigger2=var(6):=5
Trigger3=Enemy,StateNo=3000||Enemy,StateNo=3200||Enemy,StateNo=3500
Trigger3=var(6):=6

[State 20000,v2=3];ѓ
Type=Null
TriggerAll=IsHelper
TriggerAll=NumEnemy
TriggerAll=Enemy,Name="gg_venom"
Trigger1=Enemy,StateNo=1200||Enemy,StateNo=1250||Enemy,StateNo=2200||Enemy,StateNo=2250
Trigger1=var(6):=5
Trigger2=Enemy,StateNo=3000||Enemy,StateNo=3200
Trigger2=var(6):=6

[State 20000,v2=3];ѓ
Type=Null
TriggerAll=IsHelper
TriggerAll=NumEnemy
TriggerAll=Enemy,Name="millia"
Trigger1=Enemy,StateNo=1100||Enemy,StateNo=1150||Enemy,StateNo=1600||Enemy,StateNo=1650||Enemy,StateNo=1700
Trigger1=var(6):=5
Trigger2=Enemy,StateNo=3100
Trigger2=var(6):=6

[State 20000,v2=3];ѓ
Type=Null
TriggerAll=IsHelper
TriggerAll=NumEnemy
TriggerAll=Enemy,Name="jam"
Trigger1=Enemy,StateNo=1600
Trigger1=var(6):=5
Trigger2=Enemy,StateNo=3000
Trigger2=var(6):=6

[State 20000,v2=3];ѓ
Type=Null
TriggerAll=IsHelper
TriggerAll=NumEnemy
TriggerAll=Enemy,Name="AXL"
Trigger1=Enemy,StateNo=1500||Enemy,StateNo=1100||Enemy,StateNo=1110||Enemy,StateNo=1120
Trigger1=var(6):=5

[State 20000,v2=3];ѓ
Type=Null
TriggerAll=IsHelper
TriggerAll=NumEnemy
TriggerAll=Enemy,Name="justice"
Trigger1=Enemy,StateNo=1300||Enemy,StateNo=1310
Trigger1=var(6):=5
Trigger2=Enemy,StateNo=3000||Enemy,StateNo=3100||Enemy,StateNo=3200
Trigger2=var(6):=6

[State 20000,v2=3];ѓ
Type=Null
TriggerAll=IsHelper
TriggerAll=NumEnemy
TriggerAll=Enemy,Name="potemkin"
Trigger1=Enemy,StateNo=1501
Trigger1=var(6):=5
Trigger2=Enemy,StateNo=3000
Trigger2=var(6):=6

[State 20000,v2=3];ѓ
Type=Null
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy,Name="testament"
Trigger1=Enemy,StateNo=1400||Enemy,StateNo=1450||Enemy,StateNo=1500||Enemy,StateNo=1550
Trigger1=var(6):=5
Trigger2=Enemy,StateNo=1000||Enemy,StateNo=1050||Enemy,StateNo=1200||Enemy,StateNo=1250
Trigger2=var(6):=5
Trigger3=Enemy,StateNo=3000||Enemy,StateNo=3100
Trigger3=var(6):=6

[State 20000,v2=3];ѓ
Type=Null
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy,Name="millia"
Trigger1=Enemy,StateNo=1150||Enemy,StateNo=1600||Enemy,StateNo=1650
Trigger1=var(6):=5
Trigger2=Enemy,StateNo=3000||Enemy,StateNo=3100
Trigger2=var(6):=6

;
;펞A[}[L΍
;

[State 20000];ZbcH
Type=varSet
Trigger1=IsHelper
var(22)=0
IgnoreHitPause=1

[State 20000];ʲ߰ϰx
Type=Varset
TriggerAll=IsHelper
TriggerAll=0;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(22)=1
IgnoreHitPause=1

;
;L̃xXg
;

[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
Trigger1=var(11):=13-Enemy(ceil(fvar(18))),Time
Trigger2=Enemy(ceil(fvar(18))),Time<13
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
Trigger1=Enemy(ceil(fvar(18))),StateNo=5120
var(20)=12
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+Enemy(ceil(fvar(18))),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

;
;PqbgLZs̍U
;

[State 20000];Zbg
Type=Null
TriggerAll=IsHelper
Trigger1=var(22):=0

[State 20000];JC \
Type=varSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),AutHorName="muteki"
Trigger1=Enemy(ceil(fvar(18))),StateNo=240||Enemy(ceil(fvar(18))),StateNo=10240
Trigger2=Enemy(ceil(fvar(18))),Name="ky"||Enemy(ceil(fvar(18))),Name="sol"
Trigger2=Enemy(ceil(fvar(18))),StateNo=1000
Trigger2=Enemy(ceil(fvar(18))),Power<500
var(22)=1
IgnoreHitPause=1

[State 20000];eX^
Type=varSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),AutHorName="muteki"
TriggerAll=Enemy(ceil(fvar(18))),Name="testament"
Trigger1=Enemy(ceil(fvar(18))),StateNo=1000
Trigger2=Enemy(ceil(fvar(18))),StateNo=1050
Trigger3=Enemy(ceil(fvar(18))),StateNo=1200
Trigger3=Enemy(ceil(fvar(18))),Power<500
Trigger4=Enemy(ceil(fvar(18))),StateNo=1301
Trigger5=Enemy(ceil(fvar(18))),StateNo=1100
Trigger6=Enemy(ceil(fvar(18))),StateNo=1150
Trigger7=Enemy(ceil(fvar(18))),StateNo=1400
Trigger8=Enemy(ceil(fvar(18))),StateNo=1450
Trigger9=Enemy(ceil(fvar(18))),StateNo=1500
Trigger10=Enemy(ceil(fvar(18))),StateNo=1550
var(22)=1
IgnoreHitPause=1

[State 20000];`bv
Type=varSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),AutHorName="muteki"
TriggerAll=Enemy(ceil(fvar(18))),Name="chipp"
Trigger1=Enemy(ceil(fvar(18))),StateNo=1100
Trigger2=Enemy(ceil(fvar(18))),StateNo=1200
Trigger3=Enemy(ceil(fvar(18))),StateNo=1310
var(22)=1
IgnoreHitPause=1

[State 20000];XC[
Type=varSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),AutHorName="muteki"
TriggerAll=Enemy(ceil(fvar(18))),Name="SLAYER"
Trigger1=Enemy(ceil(fvar(18))),StateNo=1020
Trigger2=Enemy(ceil(fvar(18))),StateNo=1045
Trigger3=Enemy(ceil(fvar(18))),StateNo=1047
Trigger4=Enemy(ceil(fvar(18))),StateNo=1050
Trigger5=Enemy(ceil(fvar(18))),StateNo=1100
Trigger6=Enemy(ceil(fvar(18))),StateNo=1150
var(22)=1
IgnoreHitPause=1

[State 20000];u@G
Type=varSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),AutHorName="muteki"
TriggerAll=Enemy(ceil(fvar(18))),Name="bridget"
Trigger1=Enemy(ceil(fvar(18))),StateNo=[1000,1001]
Trigger2=Enemy(ceil(fvar(18))),StateNo=1005
Trigger3=Enemy(ceil(fvar(18))),StateNo=1050
Trigger4=Enemy(ceil(fvar(18))),StateNo=1059
Trigger5=Enemy(ceil(fvar(18))),StateNo=1500
var(22)=1
IgnoreHitPause=1

[State 20000];u@G
Type=varSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),AutHorName="EL"
TriggerAll=Enemy(ceil(fvar(18))),Name="bridget"
Trigger1=Enemy(ceil(fvar(18))),StateNo=1500
Trigger2=Enemy(ceil(fvar(18))),StateNo=1510
Trigger3=Enemy(ceil(fvar(18))),StateNo=1530
Trigger4=Enemy(ceil(fvar(18))),StateNo=1540
Trigger5=Enemy(ceil(fvar(18))),StateNo=1560
Trigger6=Enemy(ceil(fvar(18))),StateNo=1565
var(22)=1
IgnoreHitPause=1

[State 20000];C
Type=varSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),AutHorName="muteki"
TriggerAll=Enemy(ceil(fvar(18))),Name="may"
TriggerAll=Enemy(ceil(fvar(18))),Power<500
Trigger1=Enemy(ceil(fvar(18))),StateNo=1000
Trigger2=Enemy(ceil(fvar(18))),StateNo=1010
Trigger3=Enemy(ceil(fvar(18))),StateNo=1200
var(22)=1
IgnoreHitPause=1

[State 20000];JC
Type=varSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
Trigger1=Enemy(ceil(fvar(18))),AutHorName="Akutagawa"
Trigger1=Enemy(ceil(fvar(18))),Name="Ky=kiske"
Trigger1=Enemy(ceil(fvar(18))),StateNo=1000
var(22)=1
IgnoreHitPause=1

[State -1];gn
Type=varSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),AutHorName="Warusaki3"
TriggerAll=Enemy(ceil(fvar(18))),StateNo=1000
Trigger1=Enemy(ceil(fvar(18))),Name="cvsathena"
Trigger2=Enemy(ceil(fvar(18))),Name="cvsryu"||Enemy(ceil(fvar(18))),Name="cvsryu_normal"||Enemy(ceil(fvar(18))),Name="cvsryu_ex"
Trigger3=Enemy(ceil(fvar(18))),Name="cvsken"||Enemy(ceil(fvar(18))),Name="cvsken_normal"||Enemy(ceil(fvar(18))),Name="cvsken_ex"
Trigger4=Enemy(ceil(fvar(18))),Name="cvsgouki"||Enemy(ceil(fvar(18))),Name="cvsgouki_normal"||Enemy(ceil(fvar(18))),Name="cvsgouki_ex"
Trigger5=Enemy(ceil(fvar(18))),Name="cvsg_rugal"
var(22)=1

[State -1];gn
Type=varSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo=1000
TriggerAll=Enemy(ceil(fvar(18))),AutHorName="Phantom.of.the.Server"
Trigger1=Enemy(ceil(fvar(18))),Name="Shin Gouki"
Trigger2=Enemy(ceil(fvar(18))),Name="Ryu"
Trigger3=Enemy(ceil(fvar(18))),Name="Sakura Kasugano"
Trigger4=Enemy(ceil(fvar(18))),Name="Geese Howard"
var(22)=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"
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"
Trigger4=Enemy(ceil(fvar(18))),Name="Alex"
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)
TriggerAll=Enemy,Name="Ky=kiske"
TriggerAll=Enemy,AutHorName="akutagawa"
TriggerAll=Enemy,NumHelper(20000+Enemy,ID)||Enemy,NumHelper(30000+Enemy,ID)||Enemy,NumHelper(40000+Enemy,ID)||Enemy,var(59)!=[0,2]
;Trigger1=Enemy,StateNo=1000
Trigger1=Enemy,NumHelper(1002)
Trigger1=Helper(40000+Root,ID),var(7)=[-10,0]
;Trigger2=Enemy,StateNo=1050
Trigger2=Enemy,NumHelper(1052)||Enemy,NumProjID(1053)
Trigger2=Helper(40000+Root,ID),var(7)=[0,10]

[State -1,ky];X^GbW
Type=varSet
fvar(1)=4
TriggerAll=IsHelper
TriggerAll=NumEnemy=1
TriggerAll=Root,NumHelper(40000+Root,ID)
TriggerAll=Enemy,Name="ky"
TriggerAll=Enemy,AutHorName="muteki"
Trigger1=Enemy,StateNo=1000&&Enemy,NumHelper(1001)||Enemy,StateNo=1010&&Enemy,NumHelper(1002)
Trigger1=Helper(40000+Root,ID),var(7)=[-20,-10]
Trigger2=Enemy,StateNo=1050&&Enemy,NumHelper(1051)
Trigger2=Helper(40000+Root,ID),var(7)=[-20,-10]

[State -1,sol];KtC
Type=varSet
fvar(1)=4
TriggerAll=IsHelper
TriggerAll=NumEnemy=1
TriggerAll=Root,NumHelper(40000+Root,ID)
Trigger1=Enemy,Name="sol"
Trigger1=Enemy,AutHorName="muteki"
;Trigger1=Enemy,StateNo=1000
Trigger1=Enemy,NumHelper(1001)
Trigger1=Helper(40000+Root,ID),var(7)=[-30,-10]

[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=Helper(40000+Root,ID),var(7)=[-70,-60]
Trigger1=Enemy,StateNo=1000
Trigger2=Enemy,NumHelper(1015)
Trigger2=Helper(40000+Root,ID),var(7)=[-70,-60]
Trigger3=Enemy,NumHelper(3005)
Trigger3=Helper(40000+Root,ID),var(7)=[-60,-50]

[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=Helper(40000+Root,ID),var(7)=[45,55]
Trigger1=Enemy,StateNo=1000

[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=Helper(40000+Root,ID),var(7)=[-60,-50]
Trigger1=Enemy,StateNo=1000
Trigger2=Enemy,NumHelper(7100)
Trigger2=Helper(40000+Root,ID),var(7)=[20,30]
Trigger2=Enemy,StateNo=1300
Trigger3=Enemy,NumHelper(7300)
Trigger3=Helper(40000+Root,ID),var(7)=[-10,0]
Trigger3=Enemy,StateNo=3000

[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=Helper(40000+Root,ID),var(7)=[0,10]
Trigger1=Enemy,StateNo=1000

[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=Helper(40000+Root,ID),var(7)=[-80,-70]
Trigger1=Enemy,StateNo=1000
Trigger2=Enemy,NumHelper(1025)
Trigger2=Helper(40000+Root,ID),var(7)=[-60,-50]
Trigger2=Enemy,StateNo=1020
Trigger3=Enemy,NumHelper(3005)
Trigger3=Helper(40000+Root,ID),var(7)=[-60,-50]

;
;폜
;
[State ]
Type=DestroySelf
Trigger1=IsHelper
Trigger1=!NumHelper(30000+Root,ID)

;
;ްޕ⏕
;
[Statedef 40000]
Anim=2002
[State ]
Type=Turn
Trigger1=IsHelper
Trigger1=Root,facing!=facing
;v0=JԂ
;v1=InGuardDist
;v2=InGuardDisttO
;v3=InGuardDistĂȂtO
;v4=ZoptO@InGuardDistuԂ 1
;v5=ZoptO@InGuardDistuԂ 1
;v6=InGuardDistuԂ Lp
;v7=InGuardDistuԂ Lp
;v8=OƂ̋Lp
;v9=OƂ̋Ƃ̍
;v10=OƂ̋Lp
;v11=OƂ̋Ƃ̍
;v12=
;v13=
;v14=
;v15=
;v16=
;v17=
;v18=
;v19=
;v20=
;v21=
;
;fv0=葤ѓȂŏIftO
;fv1=
;fv2=
;fv3=
;fv4=
;fv5=
;fv6=
;fv7=
;fv8=
;fv9=
;fv10=
;fv11=
;fv12=
;fv13=
;fv14=
;fv15=
;fv16=
;fv17=
;fv18=
;fv19=
[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||var(6):=0
Trigger1=1||var(4):=0
Trigger1=1||var(5):=0
Trigger1=1||var(7):=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=var(6):=Ceil((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=var(7):=Ceil((Pos X-Root,Pos X)*facing)
[State ]
Type=Null
TriggerAll=IsHelper
TriggerAll=var(0)<600-(NumEnemy>1&&NumPartner>0)*150
Trigger1=1||var(0):=var(0)+10
Trigger1=1||var(1):=var(1)+(InGuardDist)
Trigger1=1||var(2):=(InGuardDist)
Trigger1=1||var(3):=(!InGuardDist)
[State ]
Type=PosSet
TriggerAll=NumEnemy>0
Trigger1=IsHelper
x=Root,Pos x+(var(0)-300+(NumEnemy>1&&NumPartner>0)*150)*facing
[State ]
Type=SelfState
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1=var(0)<600-(NumEnemy>1&&NumPartner>0)*150
value=40000
[State ];
Type=Null
TriggerAll=0;IsHelper
Trigger1=0;1||var(9):=var(6)-var(8)
Trigger1=0;1||var(8):=var(6)
[State ];[
Type=Null
TriggerAll=0;IsHelper
Trigger1=0;1||var(11):=var(7)-var(10)
Trigger1=0;1||var(10):=var(7)
[State ];ŏIf
Type=Null
TriggerAll=IsHelper
TriggerAll=NumEnemy
TriggerAll=1||fvar(0):=1
Trigger1=Enemy,NumProj>0
Trigger1=fvar(0):=1
Trigger2=NumEnemy>1
Trigger2=Enemy(1),NumProj>0
Trigger2=fvar(0):=1
[state -3]
Type=DisplayToClipboard
Trigger1=IsHelper
text="v1=%d:f0=%f:X=%f:P2V=%d-%d"
params=var(1),fvar(0),Pos X,var(7),var(6)
[State ]
Type=DestroySelf
Trigger1=IsHelper
Trigger1=!NumHelper(30000+Root,ID)
[State 20000]
Type=SelfState
Trigger1=!IsHelper
value=50

