;
;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
;
;
;AI𓮉ŎgɂƂɋCĂق
;EAI͏펞Nŗ݂܂  AI͏펞AINConfigŊyXɂł܂
;@ƂɂAI펞AINɂĂĂ(AI鎞݂̂) ߂ǂĂĂꗊ
;@ґ򌾂ȂAIvsAÎƂ͂ǂAI펞Nڲ԰vsAIAIAI펞NƂĂƂꂵł
;  Ȃ񂩂񂶂Ȃ MUGENŁu߂ǂSAIAI펞N͂ȂĂvȕ͗ǂȂ
;
;@Ɍ߂ȂMUGENAIN(ϐ탂[hȂvs[hƂ)
;  펞AIAINMUGENAI̕QقƂǂȂȂ(ɃWvƂႪނƂ)R{~XƂ₷Ȃ̂ł̕@Ԃ߂ł
;
;
;l쎞ŏɃ}LZ艟ĂȂZo菟ɓo肷ꍇ͂AȈꍇ܂B
;̏ꍇ͂AI.txtO悤ɂΉP\ł
;O@zappa2.defJ
;
;@@@@st2	= AI.txt
;̋Lq
;@@@@;st2	= AI.txt
;ƂOKł
;
;
;XVڍ
;
;o5/23
;͂߂Ă̂Ƃ
;邱ƂăoO\@XeR̐AÎȂŊԈႢȂő@UXoOɂ͒ӂǂ܂܂\
;܂ƂǂKȂƂ낪@AILvݒK AILv߂ł_XƂg肵܂
;
;[v GhKC[v AZ[vgp܂
;
;̑̒nʖCvZĂAI@Ȃጢ̃R{肵Ȃ񂾂
;
;
;AI̍U@
;
;
;E()Ή̗i 󒆉i𖳓GZȂœĂ΍mHit邩炻Ńp^[
;E()ݒuѓuƃK[hēȂȂ̂ł_(GZ 1F ɒ)
;E()K[hs\ѓ͂قړ邩
;E()̑̍Ump^[T
;
;E
;  S悭ĝł[`̒GZ𓖂Ă
;  ߂ŔłƋ󓊂_̂ŋ߂ł͍UɌĂ߂ÂȂ
;  MeBL̋󓊂͔1FœƓ[VƂȂUȂ̂Ŕɋ͂ł
;@Ubp̃oNXeȂ薳ĜŗvӁ@hd͂Ԃ1F@Ȃ葽p܂
;  ł߂AIlv10ȏł100%qł͂Ȃ̂ŎXq_ĂƂ̂Œ
;  _XgK[hꍇKEZŃLZ\Ȃ̂(ԂUbp)_Xg_ƂƍU炤\̂𒍈
;  _Xg̓oNXeŔčdĥ
;@IE߈˂ɂ͗썰(Ubp̎ɔłz)8ɂȂ3C̃JfƃIE߈˂ƂȂ܂
;@ƂƂŗ썰҂Ȃ΃IE͏oĂȂ͂ł
;
;E߈˂̏ꍇ
;  ޸Á޸ÁѶނgƂ̂łޯŒǂѶނ̍dt@߂ÂƂȂ̂ŗv
;  ƂɂJf̍d˂ G͔Ɠɏ̂őł_
;
;EH߈˂̏ꍇ
;@6HS(3Cɓ˂Ăz)ɒ 12F̒i ƍdɎhɂȂ
;  CɉΗ͂25%4Ăꂽ肵܂
;@sK[h(H삪ۂȂĔłzɓƂ̏ԂɂȂ܂)
;  ̂Ƃ̐Aؔ{[̓UbpԂłȂ̂ŃR{Ƃv
;@ȂȂT߈˂肵܂B
;
;E߈˂̏ꍇ
;  4̜߈˂̂ȂňԎア
;@6HS(ɍsĉ]Ȃ΂߉ɗĂz)͒i 
;@SƂJE^[炢܂Ɓu߂ÂƐ܂v(U񂷋Z2iqbg)ŗ썰҂̂ł͖h悤
;  łƋKs\́u߂ÂƐ܂vƁuƂĂv̂ł̂Q̃[`oĂԂ悤Ɂ@ۯݸނŎJȂ炻ł
;@Q[W܂R{ɑuY܂vgĜ߈˕ς̂œ炸߈˂̂܂ܐ킹@
;
;E߈˂̏ꍇ
;  댯Ӂ@ꍇɂăIE苭Ƃ܂@ҋ@̏ԂƖGȂ̂ŌUĂƂɍU𓖂ĂȂƏ܂
;  ʒ[ɒǂl߂Ȃ悤ɒӁ@ʒ[ŃR{炤5炢т܂@GB܂Ă9ɓ͂
;@ł߂Ȃ肫Ƃ̂ŃK[LĂƂ͂悤 ۯݸނL͊ył
;@ݕtU͋ɋHɂ̂Ŋݕt͌xĂ܂傤
;@AI͌obNWvh̒iUőł邱Ƃ̂Œ 12FƂȂ葁ł
;@ƌ݂͂܂Ƃ̘AgÂ̂ł܂₷Ǝv܂@₷͂EEE Ƃǂ炵AgɂȂĂ̂͋R肵܂
;@{̂K[hƂɍUoƂ܂iqbgZɑΉĂȂ̂őiqbgZK[hh܂ΏĂ邱Ƃł
;@둤ɂƂłmオ̂łɂ̂ZŒׂ̂(̔эݍU蔻肪Ẑ݂ł)
;@
;EIE߈˂̏ꍇ
;@Ƃɂ ԉ҂@Ԍo߂ł邩炻܂ŔS  [vR{ꂽIł
;  S悭ĝł[`̒GZ𓖂Ă@8FƂȂ葁
;  _[NlXAZ(IEɉ~`̒e𗭂߂ČĂz)ĂXCfBOn̋ZŎ~߂͂
;  IE̗_Xg̓K[hUbpL̒\AK ۯݸ غ ȂǂƂLƂȂ̂ŉ\Ȃ炻_
;@IE̗_Xg͔21FƂ܂őȂ̂ŔZłȂƂׂ̂߁AłĂ̂ƃUbp̓R{߂邱Ƃ͏Ȃ
;@XgGhKC(IEȂ珸Ă悤ȓz)̍d̓IE񂶂ȂăUbp邱Ɓ@
;@IEj[gԂłUbp͍dĂ̂悭@IEj[gɂȂ̂ŏł͂킩肸炢vd
;@ăXgGhKĈԂϗ͂Ȃ荂 Ȃ悤ɒ xœꍇCɉʒ[܂ŉ^΂\
;@łƋKs\̃XgGhKCł܂̂ł̃[`oĂԂ悤Ɂ@ۯݸނŎJȂ炻ł
;
;
;̗\
;EGmFHelper(tȂ炢Ō)
;ER{&œK
;EIE߈˂̂Ƃ̗_Xg˃GhKC̗_XƂǂȂ̂𒼂
;EIE߈˂̂Ƃ̃GhKC[˃GhKCԁ˃GhKCRC̃GhKC[v肳
;E߈˂̂Ƃ̌Ƃ̘Ag肷@ƂǂƖ{̂̍UɂȂăR{ɈڍsłȂƂ
;E߈˂̂Ƃ̃K[hs\Ag肳(iîƊݕt)
;EH߈˂̂Ƃ̂̂܂܂̎gœK
;Eѓޯ̒pŔ悤ɂ
;EFLwK@\񂾂܂Ń_bVł悤ɂ
;
;-
[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)

[State 30000];AÎƂӰޕύX(\)
Type=VarSet
Trigger1=IsHelper
var(1)=0

[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 (ł̂oȂƂ)
;6=oKEZ(v1ް)+h     (ł̂oȂƂ)
;7=oKEZ(v1ް)+     (ł̂oȂƂ)

;
;
;
[State 30000]
Type=SelfState
Trigger1=!IsHelper
value=50
IgnoreHitPause=1
[State 30000]
Type=ChangeAnim
Trigger1=IsHelper
value=9999
IgnoreHitPause=1
[State 30000]
Type=AssertSpecial
Trigger1=IsHelper
flag=invIsible
IgnoreHitPause=1
[State 30000]
Type=PosSet
Trigger1=IsHelper
x=Root,Pos x+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=IsHelper
Trigger1=var(1)!=0
Trigger1=var(1)!=2
Trigger1=var(1):=0
[State 30000]
Type=Null
Trigger1=IsHelper
Trigger1=var(3):=10
;
;var(0)  =Configp
;var(1)  =Configp
;var(2)  =Configp
;var(3)  =Configp
;var(4)  =Configp
;var(5)  =
;var(6)  =
;var(7)  =
;var(8)  =
;var(9)  =
;var(10) =
;var(11) =
;var(12) =
;var(13) =
;var(14) =
;var(15) =
;var(16) =
;var(17) =
;var(18) =
;var(19) =
;var(20) =肪g\܂ł̎ԑp2P
;var(21) =肪g\܂ł̎ԑp4P
;var(22) =Uԑp2P
;var(23) =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) =d͌vZ@YLp
;var(41) =
;var(42) =
;var(43) =
;var(44) =
;var(45) =
;var(46) =
;var(47) =
;var(48) =
;var(49) =
;var(50) =~p
;var(51) =
;var(52) =
;var(53) =
;var(54) =
;var(55) =
;var(56) =
;var(57) =
;var(58) =
;var(59) =
;fvar(0) =nʖCvZp
;fvar(1) =nʖCvZp
;fvar(2) =nʖCvZp
;fvar(3) =nʖCvZp
;fvar(4) =nʖCvZp
;fvar(5) =nʖCvZp
;fvar(6) =nʖCvZp
;fvar(7) =nʖCvZp
;fvar(8) =nʖCvZp
;fvar(9) =nʖCvZp
;fvar(10) =nʖCvZp
;fvar(11) =nʖCvZp
;fvar(12) =nʖCvZp
;fvar(13) =nʖCvZp
;fvar(14) =nʖCvZp
;fvar(15) =nʖCvZp
;fvar(16) =nʖCvZp
;fvar(17) =nʖCvZp
;fvar(18) =nʖCvZp
;fvar(19) =nʖCvZp
;fvar(20) =nʖCvZp
;fvar(21) =nʖCvZp
;fvar(22) =nʖCvZp
;fvar(23) =nʖCvZp
;fvar(24) =nʖCvZp
;fvar(25) =nʖCvZp
;fvar(26) =nʖCvZp
;fvar(27) =nʖCvZp
;fvar(28) =nʖCvZp
;fvar(29) =nʖCvZp
;fvar(30) =nʖCvZp
;fvar(31) =nʖCvZp
;fvar(32) =
;fvar(33) =
;fvar(34) =
;fvar(35) =
;fvar(36) =
;fvar(37) =
;fvar(38) =
;fvar(39) =
;
;eXg
;

;
;4P
;
[State 30000];4P
Type=Null
TriggerAll=IsHelper
Trigger1=NumEnemy>1
Trigger1=var(30):=Ceil(((Enemy(Root,var(0)=0),Pos X-Root,Pos X)*Root,Facing-1)*(1/Root,const(Size.xScale)*0.5))||1
Trigger1=var(31):=Ceil(((Root,Pos X-Enemy(Root,var(0)=0),Pos X)*-Root,Facing-1-Root,Const(Size.Ground.Back)-Enemy(Root,var(0)=0),Const(Size.Ground.Back))*(1/Root,const(Size.xScale)*0.5))||1
Trigger1=var(32):=Ceil((Enemy(Root,var(0)=0),Pos Y-Root,Pos Y)*(1/Root,const(Size.yScale)*0.5))||1
IgnoreHitPause=1
;
;vargppXe[gp
;

[State 30000]
Type=VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1=Root,StateNo=1000
Trigger2=Root,MoveType=H
Trigger3=Root,P2Dist X<120
var(44)=0
IgnoreHitPause=1

[State 30000]
Type=VarSet
TriggerAll=IsHelper
Trigger1=Root,PrevStateNo=111001
Trigger1=Root,StateNo=105
var(44)=1
IgnoreHitPause=1

[State 30000]
Type=VarSet
TriggerAll=IsHelper
Trigger1=Root,PrevStateNo=111002
Trigger1=Root,StateNo=105
var(44)=2
IgnoreHitPause=1

[State 30000]
Type=VarSet
TriggerAll=IsHelper
TriggerAll=1||var(46):=0
Trigger1=NumHelper(2000)
Trigger1=Helper(2000),StateNo=2051
Trigger2=NumHelper(2001)
Trigger2=Helper(2001),StateNo=2051
Trigger3=NumHelper(2002)
Trigger3=Helper(2002),StateNo=2051
var(46)=1
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),Time=1
Trigger3=Enemy(0),MoveType=H
Trigger3=Enemy(0),GetHitVar(HitShakeTime)>0
var(20)=0
IgnoreHitPause=1
[State 30000];g\܂ł̎ԑp
Type=VarAdd
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1=Enemy(0),StateType!=L
Trigger1=Enemy(0),MoveType=H
var(20)=1
IgnoreHitPause=1
[State 30000];g\܂ł̎ԑp 4P
Type=VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>1
Trigger1=Enemy(1),MoveType!=H
Trigger2=Enemy(1),StateType=L
Trigger3=Enemy(1),Time=1
Trigger3=Enemy(1),MoveType=H
Trigger3=Enemy(1),GetHitVar(HitShakeTime)>0
var(21)=0
IgnoreHitPause=1
[State 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
;
;Uԑ
;
;2P
[State 30000];UԑAnimLؾ 2P
Type=VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1=Enemy(0),Ctrl
Trigger2=Enemy(0),StateNo<180
var(22)=-1
IgnoreHitPause=1
[State 30000];Uԑؾ 2P
Type=VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1=Enemy(0),Ctrl
Trigger2=Enemy(0),StateNo<180
var(23)=0
IgnoreHitPause=1
[State 30000];Uԑ茸ؾ 2P
Type=Null
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=!Enemy(0),Ctrl
TriggerAll=Enemy(0),StateNo>179
Trigger1=var(23):=ifelse(var(22)=Enemy(0),Anim,var(23)+1,Ceil(var(23)*0.5))
IgnoreHitPause=1
[State 30000];Uԑ 2P
Type=VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1=!Enemy(0),Ctrl
Trigger1=Enemy(0),StateNo>179
var(22)=Enemy(0),Anim
IgnoreHitPause=1
;
;4P
[State 30000];UԑAnimLؾ 4P
Type=VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>1
Trigger1=Enemy(1),Ctrl
Trigger1=Enemy(1),StateNo<180
var(24)=-1
IgnoreHitPause=1
[State 30000];Uԑ胊Zbg 4P
Type=VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>1
Trigger1=Enemy(1),Ctrl||Enemy(1),StateNo<180
var(25)=0
IgnoreHitPause=1
[State 30000];Uԑ^C}[ 4P
Type=Null
TriggerAll=IsHelper
TriggerAll=NumEnemy>1
TriggerAll=!Enemy(1),Ctrl
TriggerAll=Enemy(1),StateNo>179
Trigger1=var(23):=ifelse(var(22)=Enemy(0),Anim,var(23)+1,Ceil(var(23)*0.5))
IgnoreHitPause=1
[State 30000];Uԑ 4P
Type=VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>1
Trigger1=!Enemy(1),Ctrl
Trigger1=Enemy(1),StateNo>179
var(24)=Enemy(1),Anim
IgnoreHitPause=1
;
;؋󎞊ԑ
;
[State ];؋󑪒 2P
Type=Null
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1=Enemy(0),StateType!=A
Trigger1=var(26):=0
[State ];؋󑪒 2P
Type=Null
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
Trigger1=Enemy(0),StateType=A
Trigger1=var(26):=var(26)+1
[State ];؋󑪒 4P
Type=Null
TriggerAll=IsHelper
TriggerAll=NumEnemy>1
Trigger1=Enemy(1),StateType!=A
Trigger1=var(27):=0
[State ];؋󑪒 4P
Type=Null
TriggerAll=IsHelper
TriggerAll=NumEnemy>1
Trigger1=Enemy(1),StateType=A
Trigger1=var(27):=var(27)+1
;
;낯
[State 30000];낯mFZbgD
Type=VarSet
Trigger1=1
var(30)=0
[State 30000];낯mF
Type=VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(ceil(Root,fvar(18))),MoveType=H
TriggerAll=Root,Numtarget
Trigger1=Root,Numtarget(420)
Trigger1=Enemy(ceil(Root,fvar(18))),StateNo=[421,429]
Trigger2=Root,Numtarget(430)
Trigger2=Enemy(ceil(Root,fvar(18))),StateNo=[431,439]
Trigger3=Root,Numtarget(2150)
Trigger3=Enemy(ceil(Root,fvar(18))),StateNo=[1421,1429]
Trigger4=Enemy(ceil(Root,fvar(18))),Anim=5003||Enemy(ceil(Root,fvar(18))),Anim=5008
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=fvar(0):=1
IgnoreHitPause=1

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=!fvar(39)
Trigger1=var(59)<0
Trigger1=var(0)!=[4,5]
IgnoreHitPause=1
;
;Xe[g펞ĎXe[g@-3
;
[Statedef -3]

[State -3,AILvFlagSet]
Type=VarSet
TriggerAll=!IsHelper
TriggerAll=var(59)<1
Trigger1=Command="AI0"||Command="AI1"
Trigger2=Command="AI2"||Command="AI3"
Trigger3=Command="AI4"||Command="AI5"
Trigger4=Command="AI6"||Command="AI7"
Trigger5=Command="AI8"||Command="AI9"
Trigger6=Command="AI10"||Command="AI11"
Trigger7=Command="AI12"||Command="AI13"
Trigger8=Command="AI14"||Command="AI15"
Trigger9=Command="AI16"||Command="AI17"
Trigger10=Command="AI18"||Command="AI19"
Trigger11=Command="AI20"||Command="AI21"
Trigger12=Command="AI22"||Command="AI23"
Trigger13=Command="AI24"||Command="AI25"
Trigger14=Command="AI26"||Command="AI27"
Trigger15=Command="AI28"||Command="AI29"
Trigger16=Command="AI30"||Command="AI31"
Trigger17=Command="AI32"||Command="AI33"
Trigger18=Command="AI34"||Command="AI35"
Trigger19=Command="AI36"||Command="AI37"
Trigger20=Command="AI38"||Command="AI39"
Trigger21=Command="AI40"||Command="AI41"
Trigger22=Command="AI42"||Command="AI43"
Trigger23=Command="AI44"||Command="AI45"
Trigger24=Command="AI46"||Command="AI47"
Trigger25=Command="AI48"||Command="AI49"
Trigger26=Command="AI50"
Trigger27=var(59)=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=P2MoveType=H||MoveType=H
Trigger30=P2StateType!=L
var(59)=5
IgnoreHitPause=1

[State -3,ComboDebacFlag Set or Reset]
Type=Null
TriggerAll=!IsHelper
TriggerAll=NumHelper(30000+ID)

Trigger1=MoveType!=H
Trigger1=P2MoveType!=H||P2StateType=L
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
Trigger2=fvar(39):=1

Trigger3=fvar(39)>0
Trigger3=var(59)>0||Helper(30000+ID),var(0)!=4
Trigger3=fvar(39):=0
IgnoreHitPause=1

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

[State -3,AI_Helper];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=0;9**8
SuperMovetime=0;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

;
;蕜Ac莞ԑ
;

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

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

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

[State -3];gc莞ԗp 낯˯߰ S
Type=varSet
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
Trigger1=Numtarget(420)
Trigger1=Target,StateNo=421
Trigger1=Enemy(ceil(fvar(18))),StateNo=421
fvar(34)=5+35+Enemy(ceil(fvar(18))),GetHitVar(HitShakeTime)
IgnoreHitPause=1

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

[State -3];gc莞ԗp 낯˯߰ 
Type=varSet
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
Trigger1=Numtarget(2150)
Trigger1=Target,StateNo=1421
Trigger1=Enemy(ceil(fvar(18))),StateNo=1421
fvar(34)=5+38+Enemy(ceil(fvar(18))),GetHitVar(HitShakeTime)
IgnoreHitPause=1

[State -3];gc莞ԗp 낯 oK` 
Type=varSet
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
Trigger1=NumTarget(420)
Trigger1=Target,StateNo=[422,423]
Trigger1=Enemy(ceil(fvar(18))),StateNo=[422,423]
Trigger2=NumTarget(430)
Trigger2=Target,StateNo=[432,433]
Trigger2=Enemy(ceil(fvar(18))),StateNo=[432,433]
Trigger3=Numtarget(2150)
Trigger3=Target,StateNo=[1421,1429]
Trigger3=Enemy(ceil(fvar(18))),StateNo=[1421,1429]
fvar(34)=5+Enemy(ceil(fvar(18))),sysvar(0)
IgnoreHitPause=1

[State -3];gc莞ԗp 낯I 
Type=varSet
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
Trigger1=NumTarget(430)
Trigger1=Enemy(ceil(fvar(18))),StateNo=439
fvar(34)=5-Enemy(ceil(fvar(18))),Time
IgnoreHitPause=1

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

;
;fobN
;

[State -2]
Type=DisPlayToClipboard
Trigger1=0;!IsHelper
text="v50=%d:v51=%d:v52=%d:v21=%d:f25=%f"
params=var(50),var(51),var(52),var(21),fvar(25)
IgnoreHitPause=1

[State -2]
Type=DisPlayToClipboard
Trigger1=0;!IsHelper
text="f34=%d"
params=Ceil(fvar(34))
IgnoreHitPause=1

[State -2];mFfobN
Type=AppendToClipboard
Trigger1=0;!IsHelper
text= "v59=%d:f38=%d:PS=%d:v22=%d"
params=var(59),Ceil(fvar(38)),PrevStateNo,var(22)
IgnoreHitPause=1

[State -2];mFfobN
Type=AppendToClipboard
TriggerAll=0;!IsHelper
Trigger1=var(59)>0||fvar(39)>0
Trigger1=NumHelper(2100)
text= "RDX=%f:P2DX=%f:P2DY=%d"
params=(Helper(2100),RootDist X),(Helper(2100),P2Dist X),ceil(Helper(2100),P2Dist Y)
IgnoreHitPause=1

[State -2];mFfobN
Type=AppendToClipboard
TriggerAll=0;!IsHelper
Trigger1=var(59)>0||fvar(39)>0
Trigger1=0;NumHelper(2000)
text= ":RDX=%f:P2DX=%f:P2DY=%d"
params=(Helper(2000),RootDist X),(Helper(2000),P2Dist X),ceil(Helper(2000),P2Dist Y)
IgnoreHitPause=1

[State -2];mFfobN
Type=AppendToClipboard
TriggerAll=0;!IsHelper
Trigger1=var(59)>0||fvar(39)>0
text= "\nP2X%f,P2Y%f,Vx%f,Vy%f,Py%f"
params=P2Dist x,P2Dist Y,Vel x,Vel y,Pos y
IgnoreHitPause=1

[State -3];ύX oO
Type=VarSet
TriggerAll=!IsHelper
Trigger1=0;fvar(39)>0||var(59)>0
var(30)=1

[State -3];fobNp
Type=PowerSet
Trigger1=0;fvar(39)>0
Trigger1=Command="start"
value=0

;
;fobNQ
;

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

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

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

[State -3,PosAdd-y-1]
Type=PosSet
TriggerAll=0;!IsHelper
Trigger1=var(59)<1
Trigger1=fvar(39)=2
Trigger1=StateType=A
Trigger1=MoveType!=H
Trigger1=P2MoveType!=H
Trigger1=0;StateNo!=1800
y=-80.000000000

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

;
;㓮p
;

[State -3,berouzumarisu];xEY}X
Type=ChangeState
value=3100
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=3
TriggerAll=Win
TriggerAll=var(30)=4
TriggerAll=Statetype!=A
TriggerAll=Power>999
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||(StateNo=[120,131])||StateNo=52||var(3)=0&&(StateNo=[200,451])&&(StateNo!=[230,235])&&MoveContAct
TriggerAll=var(59)>0||fvar(39)
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),var(2)=[4,7]
Trigger1=PrevStateNo!=[3000,4999]

[State -3];Y܂I
Type=ChangeState
value=3000
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=3
TriggerAll=Win
TriggerAll=var(30)!=4
TriggerAll=Statetype!=A
TriggerAll=Power>999
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||(StateNo=[120,131])||StateNo=52||var(3)=0&&(StateNo=[200,451])&&(StateNo!=[230,235])&&MoveContAct
TriggerAll=var(59)>0||fvar(39)
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),var(2)=[4,7]
Trigger1=PrevStateNo!=[3000,4999]

[State -1,ITIGEKI];ꌂKE
Type=ChangeState
value=4000
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=StateType!=A
TriggerAll=var(59)>0||fvar(39)
TriggerAll=RoundState=3
TriggerAll=Alive=1
TriggerAll=Win
TriggerAll=!var(25)
TriggerAll=!var(40)
TriggerAll=Ctrl||(StateNo=[100,101])||(StateNo=[30,40])||StateNo=52
TriggerAll=NumHelper(30000+ID)
Trigger1=Helper(30000+ID),var(2)=1||Helper(30000+ID),var(2)=5

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

[State -1,Taunt];h
Type=ChangeState
value=196
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0||fvar(39)
TriggerAll=RoundState=3
TriggerAll=Win
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[100,101])||(StateNo=[120,131])||(StateNo=[30,40])||StateNo=52
Trigger1=PrevStateNo!=[190,199]
Trigger1=NumHelper(30000+ID)
Trigger1=Helper(30000+ID),var(2)=2||Helper(30000+ID),var(2)=6

[State -1,Taunt];
Type=ChangeState
value=195
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0||fvar(39)
TriggerAll=RoundState=3
TriggerAll=Win
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[100,101])||(StateNo=[120,131])||(StateNo=[30,40])||StateNo=52
Trigger1=PrevStateNo!=[190,199]
Trigger1=NumHelper(30000+ID)
Trigger1=Helper(30000+ID),var(2)=3||Helper(30000+ID),var(2)=7

;
;pXe[gp
;

[State -2]
Type=Palfx
TriggerAll=fvar(39)>0
Trigger1=0;PrevStateNo=110102
Add=200,0,0
Time=1
IgnoreHitPause=1

[State -1,AirDash];_bV
Type=ChangeState
value=110
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=!var(11)
TriggerAll=StateType=A
TriggerAll=Pos Y<=-15
TriggerAll=(StateNo=[5200,5210])||StateNo=5040||(StateNo=[50,59])
TriggerAll=Ctrl
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
Trigger1=PrevStateNo=36

[State -1,AirDash];obN_bV
Type=ChangeState
value=115
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=!var(11)
TriggerAll=StateType=A
TriggerAll=Pos Y<=-15
TriggerAll=(StateNo=[5200,5210])||StateNo=5040||(StateNo=[50,59])
TriggerAll=Ctrl
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)
Trigger1=PrevStateNo=35

[State -3];K_bVi IE߈ D
Type=ChangeState
value=280
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=4
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist Y>-90
Trigger1=PrevStateNo=110102
Trigger1=Random<var(59)*101||var(59)>9
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(21)<122

[State -3];K_bVi H߈ 6HS
Type=ChangeState
value=2025
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=1
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=P2Dist X>=0
TriggerAll=0;P2Dist Y>-90
Trigger1=PrevStateNo=110102
Trigger1=Random<var(59)*101||var(59)>9
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(13)<132

[State -3];K_bVi ߈ 6HS
Type=ChangeState
value=2125
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=2
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=P2Dist X>=0
TriggerAll=0;P2Dist Y>-90
Trigger1=PrevStateNo=110102
Trigger1=Random<var(59)*101||var(59)>9
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(15)<134

[State -3];K_bVi ߈ HS
Type=ChangeState
value=230
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=0||var(30)=3
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Power>999
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist Y>-90
Trigger1=PrevStateNo=110102
Trigger1=Random<var(59)*101||var(59)>9
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(21)<20

[State -3];K_bVi ߈ D
Type=ChangeState
value=240
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=[0,2]
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist Y>-90
Trigger1=PrevStateNo=110102
Trigger1=Random<var(59)*101||var(59)>9
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(22)<81

[State -3];K_bVi P
Type=ChangeState
value=400
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=S
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist Y>-90
Trigger1=PrevStateNo=110101
Trigger1=Random<ifelse(var(59)>9,10,var(59))*40
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(6)<98

[State -3];K_bV
Type=ChangeState
Value=800
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X<23
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[100,101])||(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=P2Dist X>=0
TriggerAll=P2Dist Y>-80
Trigger1=PrevStateNo=110100
Trigger1=Random<var(59)*101||var(59)>9

[State -3];K_bV
Type=ChangeState
Value=805
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X<23
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[100,101])||(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=P2Dist X>=0
TriggerAll=P2Dist Y>-80
Trigger1=PrevStateNo=110100
Trigger1=Random<var(59)*101||var(59)>9

[State -3];K_bV
Type=ChangeState
Value=805
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X<23
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[100,101])||(StateNo=[120,131])||StateNo=52
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=P2Dist X>=0
TriggerAll=P2Dist Y>-80
Trigger1=PrevStateNo=110100
Trigger1=Random<var(59)*101||var(59)>9

[State -3];ޯï߁˃Jf
Type=ChangeState
Value=1000
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=40||(StateNo=[120,131])
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(30)=0
TriggerAll=NumHelper(30000+ID)
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
Trigger1=Helper(30000+ID),var(44)=1

[State -3];ޯï
Type=ChangeState
Value=111001
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=40||(StateNo=[120,131])
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
Trigger1=Helper(30000+ID),var(44)=2

[State -3];_[NlXAZh
Type=ChangeState
TriggerAll=Time>26
TriggerAll=Time<38
TriggerAll=StateNo=1300
TriggerAll=var(59)>0||fvar(39)>0
Trigger1=PrevStateNo=111301
Trigger2=PrevStateNo=111302
Trigger2=Time=37
value=1310
Ctrl=0

;
;p΍p
;

[State -3,S_K];P
Type=ChangeState
Value=400
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=[120,131])||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];
Type=ChangeState
Value=800
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)=[-4,-1]
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[100,101])||(StateNo=[120,131])
TriggerAll=P2BodyDist X<23
TriggerAll=NumHelper(30000+ID)
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=P2Dist Y>-90
Trigger1=P2Dist X>=0

[State -3];󒆓_
Type=ChangeState
Value=30
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)=-5
TriggerAll=var(58)<10
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<55
TriggerAll=P2BodyDist Y=[-79,19]
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=40||(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=NumHelper(30000+ID)
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=BackEdgeDist>30
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=40||(StateNo=[120,131])
TriggerAll=var(59)>0||fvar(39)
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist X<70
TriggerAll=NumHelper(30000+ID)
TriggerAll=Random<var(59)*Helper(30000+ID),var(23+(fvar(18)>0))||var(59)>9||fvar(39)
TriggerAll=Enemy(ceil(fvar(18))),HitDefAttr=SCA,AT
TriggerAll=Enemy(ceil(fvar(18))),Time>0
Trigger1=Enemy(ceil(fvar(18))),vel x>0
Trigger2=BackEdgeDist<31

[State -3];K[hs\U@oNXe
Type=ChangeState
Value=105
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40||(StateNo=[120,131])
TriggerAll=var(59)>0||fvar(39)
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=NumHelper(30000+ID)
TriggerAll=Random<var(59)*Helper(30000+ID),var(23+(fvar(18)>0))||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=40||(StateNo=[120,131])
TriggerAll=var(59)>0||fvar(39)
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=NumHelper(30000+ID)
TriggerAll=Random<var(59)*Helper(30000+ID),var(23+(fvar(18)>0))||var(59)>9||fvar(39)
Trigger1=NumHelper(20000+ID)
Trigger1=Helper(20000+ID),var(4)=[6,7]

;
;ׂ
;
;n㎞
;

[State -3,AnT<-_S_6P];6P
Type=ChangeState
value=205
TriggerAll=0;Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0&&Random<var(59)*50||var(59)>9
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(20000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),var(6)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=A
TriggerAll=Enemy(ceil(fvar(18))),StateNo>179
TriggerAll=Enemy(ceil(fvar(18))),Anim>160
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[5200,5299]
TriggerAll=Enemy(ceil(fvar(18))),Ctrl=0
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist Y>-20
TriggerAll=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(10)<92
Trigger1=Helper(20000+ID),var(0)>10
Trigger2=NumEnemy=1
Trigger2=NumHelper(11111+ID)
Trigger2=Helper(11111+ID),var(59)>9

;
;˂
;
;n㎞
;

[State -3,AnT<-_S_6P];6P
Type=ChangeState
value=205
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
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))),Alive=1
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>179
TriggerAll=Enemy(ceil(fvar(18))),Anim>160
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[5200,5299]
TriggerAll=Enemy(ceil(fvar(18))),Ctrl=0
TriggerAll=Enemy(ceil(fvar(18))),AnimTime<-10
TriggerAll=Enemy(ceil(fvar(18))),AnimTime=-11
TriggerAll=Random<var(59)*50||var(59)>9
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist Y>-20
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(4)<92

;
;˂߈&߈ n㎞
;

[State -3,AnT<-_S_NS];S
Type=ChangeState
value=220
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=0||var(30)=3
TriggerAll=P2BodyDist X=[-32,34]
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
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))),Alive=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>179
TriggerAll=Enemy(ceil(fvar(18))),Anim>160
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[5200,5299]
TriggerAll=Enemy(ceil(fvar(18))),Ctrl=0
TriggerAll=Enemy(ceil(fvar(18))),AnimTime<-7
TriggerAll=Enemy(ceil(fvar(18))),AnimTime=-8
TriggerAll=Random<var(59)*50||var(59)>9
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist Y>-50
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(7)<99

[State -3,AnT<-_C_P];P
Type=ChangeState
value=400
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=0||var(30)=3
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
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))),Alive=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>179
TriggerAll=Enemy(ceil(fvar(18))),Anim>160
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[5200,5299]
TriggerAll=Enemy(ceil(fvar(18))),Ctrl=0
TriggerAll=Enemy(ceil(fvar(18))),AnimTime<-4
TriggerAll=Enemy(ceil(fvar(18))),AnimTime=-5
TriggerAll=Random<var(59)*50||var(59)>9
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist Y>-20
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(4)<98

[State -3,AnT<-_C_K];K
Type=ChangeState
value=410
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=0||var(30)=3
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
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))),Alive=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>179
TriggerAll=Enemy(ceil(fvar(18))),Anim>160
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[5200,5299]
TriggerAll=Enemy(ceil(fvar(18))),Ctrl=0
TriggerAll=Enemy(ceil(fvar(18))),AnimTime<-6
TriggerAll=Enemy(ceil(fvar(18))),AnimTime=-7
TriggerAll=Random<var(59)*50||var(59)>9
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist Y>-9
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(4)<128

[State -3,=H_Dash]
Type=ChangeState
value=100
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=0||var(30)=3
TriggerAll=Ctrl||(StateNo=[9,22])
TriggerAll=var(59)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo>179
TriggerAll=Enemy(ceil(fvar(18))),Anim>160
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[5200,5299]
TriggerAll=Enemy(ceil(fvar(18))),Ctrl=0
TriggerAll=Enemy(ceil(fvar(18))),AnimTime<-5
TriggerAll=Random<var(59)*50||var(59)>9
TriggerAll=!var(56)
Trigger1=P2Dist X>0

;
;˂߈&߈ 󒆎
;

[State -3,AnT<-_C_HS];HS
Type=ChangeState
value=430
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=0||var(30)=3
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
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))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo>179
TriggerAll=Enemy(ceil(fvar(18))),Anim>160
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[5200,5299]
TriggerAll=Enemy(ceil(fvar(18))),Ctrl=0
TriggerAll=Enemy(ceil(fvar(18))),AnimTime<-14
TriggerAll=Enemy(ceil(fvar(18))),AnimTime=-15
TriggerAll=Random<var(59)*50||var(59)>9
TriggerAll=P2Dist X>=0
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*14<87
Trigger1=P2Dist Y+(Enemy(ceil(fvar(18))),vel y!=0)*(Enemy(ceil(fvar(18))),vel y*14+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*91)=[-80,0]

[State -3,AnT<-_S_NS];S
Type=ChangeState
value=220
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=0||var(30)=3
TriggerAll=P2BodyDist X=[-32,34]
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
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))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo>179
TriggerAll=Enemy(ceil(fvar(18))),Anim>160
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[5200,5299]
TriggerAll=Enemy(ceil(fvar(18))),Ctrl=0
TriggerAll=Enemy(ceil(fvar(18))),AnimTime<-7
TriggerAll=Enemy(ceil(fvar(18))),AnimTime=-8
TriggerAll=Random<var(59)*50||var(59)>9
TriggerAll=P2Dist X>=0
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(7)<99
Trigger1=P2Dist Y+(Enemy(ceil(fvar(18))),vel y!=0)*(Enemy(ceil(fvar(18))),vel y*7+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*21)=[-40,0]

[State -3,AnT<-_S_P];P
Type=ChangeState
value=200
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=0||var(30)=3
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
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))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo>179
TriggerAll=Enemy(ceil(fvar(18))),Anim>160
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[5200,5299]
TriggerAll=Enemy(ceil(fvar(18))),Ctrl=0
TriggerAll=Enemy(ceil(fvar(18))),AnimTime<-4
TriggerAll=Enemy(ceil(fvar(18))),AnimTime=-5
TriggerAll=Random<var(59)*50||var(59)>9
TriggerAll=P2Dist X>=0
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(4)<94
Trigger1=P2Dist Y+(Enemy(ceil(fvar(18))),vel y!=0)*(Enemy(ceil(fvar(18))),vel y*4+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*6)=[-90,0]

[State -3,=H_Dash]
Type=ChangeState
value=100
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=0||var(30)=3
TriggerAll=Ctrl||(StateNo=[9,22])
TriggerAll=var(59)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo>179
TriggerAll=Enemy(ceil(fvar(18))),Anim>160
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[5200,5299]
TriggerAll=Enemy(ceil(fvar(18))),Ctrl=0
TriggerAll=Enemy(ceil(fvar(18))),AnimTime<-5
TriggerAll=Random<var(59)*50||var(59)>9
TriggerAll=!var(56)
Trigger1=P2Dist X>60

;
;˂H߈
;

[State -3,AnT<-_U_S_NS];S
Type=ChangeState
value=2010
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=1
TriggerAll=P2BodyDist X=[-32,34]
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
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))),Alive=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>179
TriggerAll=Enemy(ceil(fvar(18))),Anim>160
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[5200,5299]
TriggerAll=Enemy(ceil(fvar(18))),Ctrl=0
TriggerAll=Enemy(ceil(fvar(18))),AnimTime<-5
TriggerAll=Enemy(ceil(fvar(18))),AnimTime=-6
TriggerAll=Random<var(59)*50||var(59)>9
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist Y>-50
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(5)<99

[State -3,AnT<-_U_S_LS];S
Type=ChangeState
value=2015
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=1
TriggerAll=P2BodyDist X>34
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
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))),Alive=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>179
TriggerAll=Enemy(ceil(fvar(18))),Anim>160
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[5200,5299]
TriggerAll=Enemy(ceil(fvar(18))),Ctrl=0
TriggerAll=Enemy(ceil(fvar(18))),AnimTime<-8
TriggerAll=Enemy(ceil(fvar(18))),AnimTime=-9
TriggerAll=Random<var(59)*50||var(59)>9
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
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist Y>-50
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(5)<99

[State -3,AnT<-_C_K];K
Type=ChangeState
value=410
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=1
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
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))),Alive=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>179
TriggerAll=Enemy(ceil(fvar(18))),Anim>160
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[5200,5299]
TriggerAll=Enemy(ceil(fvar(18))),Ctrl=0
TriggerAll=Enemy(ceil(fvar(18))),AnimTime<-6
TriggerAll=Enemy(ceil(fvar(18))),AnimTime--7
TriggerAll=Random<var(59)*50||var(59)>9
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist Y>-9
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(4)<128

[State -3,=H_Dash]
Type=ChangeState
value=100
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=1
TriggerAll=Ctrl||(StateNo=[9,22])
TriggerAll=var(59)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo>179
TriggerAll=Enemy(ceil(fvar(18))),Anim>160
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[5200,5299]
TriggerAll=Enemy(ceil(fvar(18))),Ctrl=0
TriggerAll=Enemy(ceil(fvar(18))),AnimTime<-5
TriggerAll=Random<var(59)*50||var(59)>9
Trigger1=P2Dist X>0

;
;˂߈
;

;--------------------------------------------------------------------------------------------------------
;˂߈˒n㎞
;--------------------------------------------------------------------------------------------------------

[State -3,AnT<-_ken_S_NS]; S
Type=ChangeState
value=2110
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=2
TriggerAll=P2BodyDist X=[-32,34]
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
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))),Alive=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>179
TriggerAll=Enemy(ceil(fvar(18))),Anim>160
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[5200,5299]
TriggerAll=Enemy(ceil(fvar(18))),Ctrl=0
TriggerAll=Enemy(ceil(fvar(18))),AnimTime<-4
TriggerAll=Enemy(ceil(fvar(18))),AnimTime=-5
TriggerAll=Random<var(59)*50||var(59)>9
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
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist Y>-50
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(4)<99

[State -3,AnT<-_ken_S_HS]; HS
Type=ChangeState
value=2120
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=2
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
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))),Alive=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>179
TriggerAll=Enemy(ceil(fvar(18))),Anim>160
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[5200,5299]
TriggerAll=Enemy(ceil(fvar(18))),Ctrl=0
TriggerAll=Enemy(ceil(fvar(18))),AnimTime<-8
TriggerAll=Enemy(ceil(fvar(18))),AnimTime=-9
TriggerAll=Random<var(59)*50||var(59)>9
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist Y>-9
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(8)<110

[State -3,AnT<-_ken_S_LS]; S
Type=ChangeState
value=2115
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=2
TriggerAll=P2BodyDist X>34
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
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))),Alive=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>179
TriggerAll=Enemy(ceil(fvar(18))),Anim>160
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[5200,5299]
TriggerAll=Enemy(ceil(fvar(18))),Ctrl=0
TriggerAll=Enemy(ceil(fvar(18))),AnimTime<-7
TriggerAll=Enemy(ceil(fvar(18))),AnimTime=-8
TriggerAll=Random<var(59)*50||var(59)>9
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
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist Y>-110
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(7)<142

[State -3,AnT<-_ken_C_K]; K
Type=ChangeState
value=410
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=2
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
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))),Alive=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>179
TriggerAll=Enemy(ceil(fvar(18))),Anim>160
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[5200,5299]
TriggerAll=Enemy(ceil(fvar(18))),Ctrl=0
TriggerAll=Enemy(ceil(fvar(18))),AnimTime<-6
TriggerAll=Enemy(ceil(fvar(18))),AnimTime=-7
TriggerAll=Random<var(59)*50||var(59)>9
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist Y>-9
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(4)<128

[State -3,=H_Dash]
Type=ChangeState
value=100
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=2
TriggerAll=Ctrl||(StateNo=[9,22])
TriggerAll=var(59)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo>179
TriggerAll=Enemy(ceil(fvar(18))),Anim>160
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[5200,5299]
TriggerAll=Enemy(ceil(fvar(18))),Ctrl=0
TriggerAll=Enemy(ceil(fvar(18))),AnimTime<-5
TriggerAll=Random<var(59)*50||var(59)>9
Trigger1=P2Dist X>0

;--------------------------------------------------------------------------------------------------------
;˂߈ˋ󒆎
;--------------------------------------------------------------------------------------------------------

[State -3,AnT<-_ken_S_NS]; S
Type=ChangeState
value=2110
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=2
TriggerAll=P2BodyDist X=[-32,34]
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
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))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo>179
TriggerAll=Enemy(ceil(fvar(18))),Anim>160
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[5200,5299]
TriggerAll=Enemy(ceil(fvar(18))),Ctrl=0
TriggerAll=Enemy(ceil(fvar(18))),AnimTime<-4
TriggerAll=Enemy(ceil(fvar(18))),AnimTime=-5
TriggerAll=Random<var(59)*50||var(59)>9
TriggerAll=P2Dist X>=0
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*4<99
Trigger1=P2Dist Y+(Enemy(ceil(fvar(18))),vel y!=0)*(Enemy(ceil(fvar(18))),vel y*4+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*6)=[-90,0]

[State -3,AnT<-_ken_S_HS]; HS
Type=ChangeState
value=2120
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=2
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
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))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo>179
TriggerAll=Enemy(ceil(fvar(18))),Anim>160
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[5200,5299]
TriggerAll=Enemy(ceil(fvar(18))),Ctrl=0
TriggerAll=Enemy(ceil(fvar(18))),AnimTime<-8
TriggerAll=Enemy(ceil(fvar(18))),AnimTime--9
TriggerAll=Random<var(59)*50||var(59)>9
TriggerAll=P2Dist X>=0
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*8<110
Trigger1=P2Dist Y+(Enemy(ceil(fvar(18))),vel y!=0)*(Enemy(ceil(fvar(18))),vel y*8+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*28)=[-90,0]

[State -3,AnT<-_ken_S_LS]; S
Type=ChangeState
value=2115
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=2
TriggerAll=P2BodyDist X>34
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
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))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo>179
TriggerAll=Enemy(ceil(fvar(18))),Anim>160
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[5200,5299]
TriggerAll=Enemy(ceil(fvar(18))),Ctrl=0
TriggerAll=Enemy(ceil(fvar(18))),AnimTime<-7
TriggerAll=Enemy(ceil(fvar(18))),AnimTime--8
TriggerAll=Random<var(59)*50||var(59)>9
TriggerAll=P2Dist X>=0
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*7<142
Trigger1=P2Dist Y+(Enemy(ceil(fvar(18))),vel y!=0)*(Enemy(ceil(fvar(18))),vel y*7+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*21)=[-90,0]

[State -3,=H_Dash]
Type=ChangeState
value=100
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=2
TriggerAll=Ctrl||(StateNo=[9,22])
TriggerAll=var(59)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo>179
TriggerAll=Enemy(ceil(fvar(18))),Anim>160
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[5200,5299]
TriggerAll=Enemy(ceil(fvar(18))),Ctrl=0
TriggerAll=Enemy(ceil(fvar(18))),AnimTime<-5
TriggerAll=Random<var(59)*50||var(59)>9
Trigger1=P2Dist X>60

;
;IE
;

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

[State -3];IE HS
Type=ChangeState
value=470
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=4
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
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))),Alive=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>179
TriggerAll=Enemy(ceil(fvar(18))),Anim>160
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[5200,5299]
TriggerAll=Enemy(ceil(fvar(18))),Ctrl=0
TriggerAll=Enemy(ceil(fvar(18))),AnimTime<-18
TriggerAll=Enemy(ceil(fvar(18))),AnimTime=-19
TriggerAll=Random<var(59)*50||var(59)>9
TriggerAll=P2Dist X>=0
TriggerAll=0;P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(18)<142
Trigger1=P2Dist Y>-90

[State -3];IE S
Type=ChangeState
value=260
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=4
TriggerAll=P2BodyDist X=[-32,34]
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
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))),Alive=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>179
TriggerAll=Enemy(ceil(fvar(18))),Anim>160
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[5200,5299]
TriggerAll=Enemy(ceil(fvar(18))),Ctrl=0
TriggerAll=Enemy(ceil(fvar(18))),AnimTime<-9
TriggerAll=Enemy(ceil(fvar(18))),AnimTime=-10
TriggerAll=Random<var(59)*50||var(59)>9
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(9)<66
Trigger1=P2Dist Y>-90

[State -3];IE S
Type=ChangeState
value=265
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=4
TriggerAll=P2BodyDist X=[-32,34]
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
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))),Alive=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>179
TriggerAll=Enemy(ceil(fvar(18))),Anim>160
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[5200,5299]
TriggerAll=Enemy(ceil(fvar(18))),Ctrl=0
TriggerAll=Enemy(ceil(fvar(18))),AnimTime<-8
TriggerAll=Enemy(ceil(fvar(18))),AnimTime=-9
TriggerAll=Random<var(59)*50||var(59)>9
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(8)<177
Trigger1=P2Dist Y>-90

[State -3];IE P
Type=ChangeState
value=400
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=4
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
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))),Alive=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>179
TriggerAll=Enemy(ceil(fvar(18))),Anim>160
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[5200,5299]
TriggerAll=Enemy(ceil(fvar(18))),Ctrl=0
TriggerAll=Enemy(ceil(fvar(18))),AnimTime<-5
TriggerAll=Enemy(ceil(fvar(18))),AnimTime=-6
TriggerAll=Random<var(59)*50||var(59)>9
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(5)<98
Trigger1=P2Dist Y>-9

[State -3];IE P
Type=ChangeState
value=410
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=4
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
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))),Alive=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>179
TriggerAll=Enemy(ceil(fvar(18))),Anim>160
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[5200,5299]
TriggerAll=Enemy(ceil(fvar(18))),Ctrl=0
TriggerAll=Enemy(ceil(fvar(18))),AnimTime<-6
TriggerAll=Enemy(ceil(fvar(18))),AnimTime=-7
TriggerAll=Random<var(59)*50||var(59)>9
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(6)<128
Trigger1=P2Dist Y>-9

[State -3,=H_Dash]
Type=ChangeState
value=100
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=2
TriggerAll=Ctrl||(StateNo=[9,22])
TriggerAll=var(59)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo>179
TriggerAll=Enemy(ceil(fvar(18))),Anim>160
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[5200,5299]
TriggerAll=Enemy(ceil(fvar(18))),Ctrl=0
TriggerAll=Enemy(ceil(fvar(18))),AnimTime<-5
TriggerAll=Random<var(59)*50||var(59)>9
Trigger1=P2Dist X>0

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

[State -3];IE HS
Type=ChangeState
value=470
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=4
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
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))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo>179
TriggerAll=Enemy(ceil(fvar(18))),Anim>160
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[5200,5299]
TriggerAll=Enemy(ceil(fvar(18))),Ctrl=0
TriggerAll=Enemy(ceil(fvar(18))),AnimTime<-18
TriggerAll=Random<var(59)*50||var(59)>9
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(18)<142
Trigger1=P2Dist Y+(Enemy(ceil(fvar(18))),vel y!=0)*(Enemy(ceil(fvar(18))),vel y*18+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*153)=[-110,0]

[State -3];IE S
Type=ChangeState
value=260
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=4
TriggerAll=P2BodyDist X=[-32,34]
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
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))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo>179
TriggerAll=Enemy(ceil(fvar(18))),Anim>160
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[5200,5299]
TriggerAll=Enemy(ceil(fvar(18))),Ctrl=0
TriggerAll=Enemy(ceil(fvar(18))),AnimTime<-9
TriggerAll=Random<var(59)*50||var(59)>9
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(9)<66
Trigger1=P2Dist Y+(Enemy(ceil(fvar(18))),vel y!=0)*(Enemy(ceil(fvar(18))),vel y*9+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*36)=[-90,0]

[State -3];IE S
Type=ChangeState
value=265
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=4
TriggerAll=P2BodyDist X=[-32,34]
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
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))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo>179
TriggerAll=Enemy(ceil(fvar(18))),Anim>160
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[5200,5299]
TriggerAll=Enemy(ceil(fvar(18))),Ctrl=0
TriggerAll=Enemy(ceil(fvar(18))),AnimTime<-8
TriggerAll=Random<var(59)*50||var(59)>9
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(8)<177
Trigger1=P2Dist Y+(Enemy(ceil(fvar(18))),vel y!=0)*(Enemy(ceil(fvar(18))),vel y*8+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*28)=[-80,0]

[State -3];IE P
Type=ChangeState
value=400
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=4
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
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))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo>179
TriggerAll=Enemy(ceil(fvar(18))),Anim>160
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[5200,5299]
TriggerAll=Enemy(ceil(fvar(18))),Ctrl=0
TriggerAll=Enemy(ceil(fvar(18))),AnimTime<-5
TriggerAll=Random<var(59)*50||var(59)>9
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(5)<98
Trigger1=P2Dist Y+(Enemy(ceil(fvar(18))),vel y!=0)*(Enemy(ceil(fvar(18))),vel y*58+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*10)=[-70,0]

[State -3,=H_Dash]
Type=ChangeState
value=100
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=2
TriggerAll=Ctrl||(StateNo=[9,22])
TriggerAll=var(59)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo>179
TriggerAll=Enemy(ceil(fvar(18))),Anim>160
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[5200,5299]
TriggerAll=Enemy(ceil(fvar(18))),Ctrl=0
TriggerAll=Enemy(ceil(fvar(18))),AnimTime<-5
TriggerAll=Random<var(59)*50||var(59)>9
Trigger1=P2Dist X>60

;
;˂ 󒆎
;

;
;n㎞
;

[State -1,Raoh_A_HS];IE HS
Type=ChangeState
value=670
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=[120,132])||fvar(28)
TriggerAll=var(30)=4
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))),StateNo>179
TriggerAll=Enemy(ceil(fvar(18))),Anim>160
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[5200,5299]
TriggerAll=Enemy(ceil(fvar(18))),Ctrl=0
TriggerAll=Enemy(ceil(fvar(18))),AnimTime<-12
TriggerAll=Random<var(59)*50||var(59)>9
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*15<123
Trigger1=Pos Y+(vel y!=0)*(vel y*17+Const(MoveMent.Yaccel)*136)=[Enemy(ceil(fvar(18))),Const(Size.Head.Pos.Y),0]

[State -1,Raoh_A_S];IE S
Type=ChangeState
value=660
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=[120,132])||fvar(28)
TriggerAll=var(30)=4
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)>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))),StateNo>179
TriggerAll=Enemy(ceil(fvar(18))),Anim>160
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[5200,5299]
TriggerAll=Enemy(ceil(fvar(18))),Ctrl=0
TriggerAll=Enemy(ceil(fvar(18))),AnimTime<-7
TriggerAll=Random<var(59)*50||var(59)>9
TriggerAll=P2Dist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*15>122
Trigger1=Pos Y+(vel y!=0)*(vel y*7+Const(MoveMent.Yaccel)*21)=[Enemy(ceil(fvar(18))),Const(Size.Head.Pos.Y),0]

[State -1,U_A_S]
Type=ChangeState
value=2040
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=[120,132])||fvar(28)
TriggerAll=var(30)=1
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)>0
TriggerAll=fvar(38)>0
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo>179
TriggerAll=Enemy(ceil(fvar(18))),Anim>160
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[5200,5299]
TriggerAll=Enemy(ceil(fvar(18))),Ctrl=0
TriggerAll=Enemy(ceil(fvar(18))),AnimTime<-15
TriggerAll=Random<var(59)*50||var(59)>9
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*14<132
Trigger1=Pos Y+(vel y!=0)*(vel y*15+Const(MoveMent.Yaccel)*105)=[Enemy(ceil(fvar(18))),Const(Size.Head.Pos.Y)+20,0]

[State -1,ken_A_HS]
Type=ChangeState
value=2145
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=[120,132])||fvar(28)
TriggerAll=var(30)=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)>0
TriggerAll=fvar(38)>0
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo>179
TriggerAll=Enemy(ceil(fvar(18))),Anim>160
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[5200,5299]
TriggerAll=Enemy(ceil(fvar(18))),Ctrl=0
TriggerAll=Enemy(ceil(fvar(18))),AnimTime<-9
TriggerAll=Random<var(59)*50||var(59)>9
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*9<115
Trigger1=Pos Y+(vel y!=0)*(vel y*9+Const(MoveMent.Yaccel)*45)=[Enemy(ceil(fvar(18))),Const(Size.Head.Pos.Y)+10,0]

[State -1,ken_A_S]
Type=ChangeState
value=2140
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=[120,132])||fvar(28)
TriggerAll=var(30)=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)>0
TriggerAll=fvar(38)>0
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo>179
TriggerAll=Enemy(ceil(fvar(18))),Anim>160
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[5200,5299]
TriggerAll=Enemy(ceil(fvar(18))),Ctrl=0
TriggerAll=Enemy(ceil(fvar(18))),AnimTime<-7
TriggerAll=Random<var(59)*50||var(59)>9
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*9>=115
Trigger1=Pos Y+(vel y!=0)*(vel y*7+Const(MoveMent.Yaccel)*21)=[Enemy(ceil(fvar(18))),Const(Size.Head.Pos.Y)+30,0]

[State -1,A_K]
Type=ChangeState
value=610
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=[120,132])||fvar(28)
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)>0
TriggerAll=fvar(38)>0
TriggerAll=var(30)=0||var(30)=1||var(30)=3
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>179
TriggerAll=Enemy(ceil(fvar(18))),Anim>160
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[5200,5299]
TriggerAll=Enemy(ceil(fvar(18))),Ctrl=0
TriggerAll=Enemy(ceil(fvar(18))),AnimTime<-10
TriggerAll=Random<var(59)*50||var(59)>9
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist X*fvar(8)-(Enemy(ceil(fvar(18))),StateType=A)*Enemy(ceil(fvar(18))),vel x*9>=87
Trigger1=Pos Y+(vel y!=0)*(vel y*10+Const(MoveMent.Yaccel)*45)=[Enemy(ceil(fvar(18))),Const(Size.Head.Pos.Y)+20,0]

[State -1,A_S]
Type=ChangeState
value=620
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=[120,132])||fvar(28)
TriggerAll=var(30)=0||var(30)=3
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)>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))),StateNo>179
TriggerAll=Enemy(ceil(fvar(18))),Anim>160
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[5200,5299]
TriggerAll=Enemy(ceil(fvar(18))),Ctrl=0
TriggerAll=Enemy(ceil(fvar(18))),AnimTime<-9
TriggerAll=Random<var(59)*50||var(59)>9
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist X*fvar(8)-(Enemy(ceil(fvar(18))),StateType=A)*Enemy(ceil(fvar(18))),vel x*9<87
Trigger1=Pos Y+(vel y!=0)*(vel y*9+Const(MoveMent.Yaccel)*36)=[Enemy(ceil(fvar(18))),Const(Size.Head.Pos.Y)+30,0]

[State -1,A_HS]
Type=ChangeState
value=630
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=[120,132])||fvar(28)
TriggerAll=var(30)=0||var(30)=3
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)>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))),StateNo>179
TriggerAll=Enemy(ceil(fvar(18))),Anim>160
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[5200,5299]
TriggerAll=Enemy(ceil(fvar(18))),Ctrl=0
TriggerAll=Enemy(ceil(fvar(18))),AnimTime<-12
TriggerAll=Random<var(59)*50||var(59)>9
TriggerAll=P2Dist X<0
Trigger1=Pos Y+(vel y!=0)*(vel y*12+Const(MoveMent.Yaccel)*66)=[Enemy(ceil(fvar(18))),Const(Size.Head.Pos.Y)-9,0]

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

[State -1,A_S]
Type=ChangeState
value=620
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=[120,132])||fvar(28)
TriggerAll=var(30)=0||var(30)=3
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))),StateNo>179
TriggerAll=Enemy(ceil(fvar(18))),Anim>160
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[5200,5299]
TriggerAll=Enemy(ceil(fvar(18))),Ctrl=0
TriggerAll=Enemy(ceil(fvar(18))),AnimTime<-9
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=P2BodyDist X*fvar(8)-(vel x+Enemy(ceil(fvar(18))),vel x)*9=[-60,67]
Trigger1=Random<var(59)*35
Trigger1=P2Dist Y+(vel y!=0)*(vel y*9+Const(MoveMent.Yaccel)*36)=[-70,50]
Trigger1=Pos Y+(vel y!=0)*(vel y*9+Const(MoveMent.Yaccel)*36)<0

[State -1,U_A_HS]
Type=ChangeState
value=2040
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=[120,132])||fvar(28)
TriggerAll=var(30)=1
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))),StateNo>179
TriggerAll=Enemy(ceil(fvar(18))),Anim>160
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[5200,5299]
TriggerAll=Enemy(ceil(fvar(18))),Ctrl=0
TriggerAll=Enemy(ceil(fvar(18))),AnimTime<-15
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist X*fvar(8)-(vel x+Enemy(ceil(fvar(18))),vel x)*15<132
Trigger1=P2Dist Y+(vel y!=0)*(vel y*15+Const(MoveMent.Yaccel)*105)=[-70,40]
Trigger1=Pos Y+(vel y!=0)*(vel y*15+Const(MoveMent.Yaccel)*105)<0
Trigger1=Random<var(59)*20

[State -1,ken_A_HS]
Type=ChangeState
value=2145
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=[120,132])||fvar(28)
TriggerAll=var(30)=2
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))),StateNo>179
TriggerAll=Enemy(ceil(fvar(18))),Anim>160
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[5200,5299]
TriggerAll=Enemy(ceil(fvar(18))),Ctrl=0
TriggerAll=Enemy(ceil(fvar(18))),AnimTime<-9
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=P2Dist X>=0
TriggerAll=Random<var(59)*43
TriggerAll=Pos Y+(vel y!=0)*(vel y*9+Const(MoveMent.Yaccel)*45)<0
TriggerAll=P2Dist X*fvar(8)-(vel x+Enemy(ceil(fvar(18))),vel x)*9<115
Trigger1=P2Dist X*fvar(8)-(vel x+Enemy(ceil(fvar(18))),vel x)*9<60
Trigger1=P2Dist Y+(vel y!=0)*(vel y*9+Const(MoveMent.Yaccel)*45)=[-60,50]
Trigger2=P2Dist X*fvar(8)-(vel x+Enemy(ceil(fvar(18))),vel x)*9>=60
Trigger2=P2Dist Y+(vel y!=0)*(vel y*9+Const(MoveMent.Yaccel)*45)=[-20,50]

[State -1,ken_A_S]
Type=ChangeState
value=2140
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=[120,132])||fvar(28)
TriggerAll=var(30)=2
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))),StateNo>179
TriggerAll=Enemy(ceil(fvar(18))),Anim>160
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[5200,5299]
TriggerAll=Enemy(ceil(fvar(18))),Ctrl=0
TriggerAll=Enemy(ceil(fvar(18))),AnimTime<-7
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist X*fvar(8)-(vel x+Enemy(ceil(fvar(18))),vel x)*7>60
Trigger1=P2Dist Y+(vel y!=0)*(vel y*7+Const(MoveMent.Yaccel)*21)=[-30,50]
Trigger1=Pos Y+(vel y!=0)*(vel y*7+Const(MoveMent.Yaccel)*21)<0
Trigger1=Random<var(59)*30

[State -1,Raoh_A_HS]
Type=ChangeState
value=670
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=[120,132])||fvar(28)
TriggerAll=var(30)=4
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))),StateNo>179
TriggerAll=Enemy(ceil(fvar(18))),Anim>160
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[5200,5299]
TriggerAll=Enemy(ceil(fvar(18))),Ctrl=0
TriggerAll=Enemy(ceil(fvar(18))),AnimTime<-17
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist X*fvar(8)-(vel x+Enemy(ceil(fvar(18))),vel x)*15<123
Trigger1=P2Dist Y+(vel y!=0)*(vel y*17+Const(MoveMent.Yaccel)*136)=[-100,80]
Trigger1=Pos Y+(vel y!=0)*(vel y*17+Const(MoveMent.Yaccel)*136)<0
Trigger1=Random<var(59)*43

[State -1,Raoh_A_S]
Type=ChangeState
value=660
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=[120,132])||fvar(28)
TriggerAll=var(30)=4
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))),StateNo>179
TriggerAll=Enemy(ceil(fvar(18))),Anim>160
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[5200,5299]
TriggerAll=Enemy(ceil(fvar(18))),Ctrl=0
TriggerAll=Enemy(ceil(fvar(18))),AnimTime<-7
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
Trigger1=P2Dist X*fvar(8)-(vel x+Enemy(ceil(fvar(18))),vel x)*15=[-25,100]
Trigger1=Pos Y+(vel y!=0)*(vel y*7+Const(MoveMent.Yaccel)*21)<0
Trigger1=Random<var(59)*43

[State -1,A_K]
Type=ChangeState
value=610
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=[120,132])||fvar(28)
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))),StateNo>179
TriggerAll=Enemy(ceil(fvar(18))),Anim>160
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[5200,5299]
TriggerAll=Enemy(ceil(fvar(18))),Ctrl=0
TriggerAll=Enemy(ceil(fvar(18))),AnimTime<-10
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=P2BodyDist X*fvar(8)-(vel x+Enemy(ceil(fvar(18))),vel x)*5=[-20,73]
Trigger1=Random<var(59)*43
Trigger1=P2Dist Y+(vel y!=0)*(vel y*10+Const(MoveMent.Yaccel)*3)*4=[-50,40]
Trigger1=Pos Y+(vel y!=0)*(vel y*10+Const(MoveMent.Yaccel)*45)<0

[State -1,A_P]
Type=ChangeState
value=600
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=[120,132])||fvar(28)
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))),StateNo>179
TriggerAll=Enemy(ceil(fvar(18))),Anim>160
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[5200,5299]
TriggerAll=Enemy(ceil(fvar(18))),Ctrl=0
TriggerAll=Enemy(ceil(fvar(18))),AnimTime<-5
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=P2BodyDist X*fvar(8)-(vel x+Enemy(ceil(fvar(18))),vel x)*4=[-5,35+90]
Trigger1=Random<var(59)*60
Trigger1=P2Dist Y+(vel y!=0)*(vel y*5+Const(MoveMent.Yaccel)*10)=[-60,50]
Trigger1=Pos Y+(vel y!=0)*(vel y*5+Const(MoveMent.Yaccel)*10)<0

;--------------------------------------------------------------------------------------------------------
;n۔p
;--------------------------------------------------------------------------------------------------------

[State -1,Raoh_A_HS]
Type=ChangeState
value=670
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=[120,132])||fvar(28)
TriggerAll=var(30)=4
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo>179
TriggerAll=Enemy(ceil(fvar(18))),Anim>160
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[5200,5299]
TriggerAll=Enemy(ceil(fvar(18))),Ctrl=0
TriggerAll=Enemy(ceil(fvar(18))),AnimTime<-12
TriggerAll=Random<var(59)*50||var(59)>9
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*15<123
Trigger1=Pos Y+(vel y!=0)*(vel y*17+Const(MoveMent.Yaccel)*136)>0

[State -1,Raoh_A_S]
Type=ChangeState
value=660
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=[120,132])||fvar(28)
TriggerAll=var(30)=4
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)>0
TriggerAll=fvar(38)>0
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo>179
TriggerAll=Enemy(ceil(fvar(18))),Anim>160
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[5200,5299]
TriggerAll=Enemy(ceil(fvar(18))),Ctrl=0
TriggerAll=Enemy(ceil(fvar(18))),AnimTime<-7
TriggerAll=Random<var(59)*50||var(59)>9
TriggerAll=P2Dist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*15>122
Trigger1=Pos Y+(vel y!=0)*(vel y*7+Const(MoveMent.Yaccel)*21)>0

[State -1,U_A_S]
Type=ChangeState
value=2040
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=[120,132])||fvar(28)
TriggerAll=var(30)=1
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)>0
TriggerAll=fvar(38)>0
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo>179
TriggerAll=Enemy(ceil(fvar(18))),Anim>160
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[5200,5299]
TriggerAll=Enemy(ceil(fvar(18))),Ctrl=0
TriggerAll=Enemy(ceil(fvar(18))),AnimTime<-15
TriggerAll=Random<var(59)*50||var(59)>9
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*14<132
Trigger1=Pos Y+(vel y!=0)*(vel y*15+Const(MoveMent.Yaccel)*105)>0

[State -1,ken_A_HS]
Type=ChangeState
value=2145
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=[120,132])||fvar(28)
TriggerAll=var(30)=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)>0
TriggerAll=fvar(38)>0
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo>179
TriggerAll=Enemy(ceil(fvar(18))),Anim>160
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[5200,5299]
TriggerAll=Enemy(ceil(fvar(18))),Ctrl=0
TriggerAll=Enemy(ceil(fvar(18))),AnimTime<-9
TriggerAll=Random<var(59)*50||var(59)>9
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*9<115
Trigger1=Pos Y+(vel y!=0)*(vel y*9+Const(MoveMent.Yaccel)*45)>0

[State -1,ken_A_S]
Type=ChangeState
value=2140
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=[120,132])||fvar(28)
TriggerAll=var(30)=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)>0
TriggerAll=fvar(38)>0
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo>179
TriggerAll=Enemy(ceil(fvar(18))),Anim>160
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[5200,5299]
TriggerAll=Enemy(ceil(fvar(18))),Ctrl=0
TriggerAll=Enemy(ceil(fvar(18))),AnimTime<-7
TriggerAll=Random<var(59)*50||var(59)>9
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*9>=115
Trigger1=Pos Y+(vel y!=0)*(vel y*7+Const(MoveMent.Yaccel)*21)>0

[State -1,A_K]
Type=ChangeState
value=610
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=[120,132])||fvar(28)
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)>0
TriggerAll=fvar(38)>0
TriggerAll=var(30)=0||var(30)=1||var(30)=3
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo>179
TriggerAll=Enemy(ceil(fvar(18))),Anim>160
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[5200,5299]
TriggerAll=Enemy(ceil(fvar(18))),Ctrl=0
TriggerAll=Enemy(ceil(fvar(18))),AnimTime<-10
TriggerAll=Random<var(59)*50||var(59)>9
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist X*fvar(8)-(Enemy(ceil(fvar(18))),StateType=A)*Enemy(ceil(fvar(18))),vel x*9>=87
Trigger1=Pos Y+(vel y!=0)*(vel y*10+Const(MoveMent.Yaccel)*45)>0

[State -1,A_S]
Type=ChangeState
value=620
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=[120,132])||fvar(28)
TriggerAll=var(30)=0||var(30)=3
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)>0
TriggerAll=fvar(38)>0
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo>179
TriggerAll=Enemy(ceil(fvar(18))),Anim>160
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[5200,5299]
TriggerAll=Enemy(ceil(fvar(18))),Ctrl=0
TriggerAll=Enemy(ceil(fvar(18))),AnimTime<-9
TriggerAll=Random<var(59)*50||var(59)>9
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist X*fvar(8)-(Enemy(ceil(fvar(18))),StateType=A)*Enemy(ceil(fvar(18))),vel x*9<87
Trigger1=Pos Y+(vel y!=0)*(vel y*9+Const(MoveMent.Yaccel)*36)>0

[State -1,A_HS]
Type=ChangeState
value=630
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=[120,132])||fvar(28)
TriggerAll=var(30)=0||var(30)=3
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)>0
TriggerAll=fvar(38)>0
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo>179
TriggerAll=Enemy(ceil(fvar(18))),Anim>160
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[5200,5299]
TriggerAll=Enemy(ceil(fvar(18))),Ctrl=0
TriggerAll=Enemy(ceil(fvar(18))),AnimTime<-12
TriggerAll=Random<var(59)*50||var(59)>9
TriggerAll=P2Dist X<0
Trigger1=Pos Y+(vel y!=0)*(vel y*12+Const(MoveMent.Yaccel)*66)>0

[State -1,Raoh_A_HS]
Type=ChangeState
value=670
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=[120,132])||fvar(28)
TriggerAll=var(30)=4
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)>0
TriggerAll=fvar(38)>0
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo>179
TriggerAll=Enemy(ceil(fvar(18))),Anim>160
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[5200,5299]
TriggerAll=Enemy(ceil(fvar(18))),Ctrl=0
TriggerAll=Enemy(ceil(fvar(18))),AnimTime<-13
TriggerAll=Random<var(59)*50||var(59)>9
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*15<123
Trigger1=Pos Y+(vel y!=0)*(vel y*13+Const(MoveMent.Yaccel)*78)>0

;
;؂ւ
;

[State -2,SB];TCNo[Xg
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)>0
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))),MoveType!=H
TriggerAll=!Enemy(ceil(fvar(18))),Ctrl
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=Helper(30000+ID),var(23+(fvar(18)>0))>35||var(59)>9
TriggerAll=Helper(30000+ID),var(23+(fvar(18)>0))>50-(var(59)>9)*25||var(59)>10||(PrevStateNo=[5000,5270])||(PrevStateNo=[150,155])||Enemy(ceil(fvar(18))),PrevStateNo>179
TriggerAll=Random<var(59)*60||var(59)>9
Trigger1=P2BodyDist X*fvar(8)-(P2StateType=A)*Enemy(ceil(fvar(18))),vel x*18*(1-(Enemy(ceil(fvar(18))),facing=facing)*2)=[-60,60]
Trigger1=P2Dist Y+(Enemy(ceil(fvar(18))),vel y!=0)*(Enemy(ceil(fvar(18))),vel y*18+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*153)=[-140,0]

[State -3];ɂ3C̃Jf
Type=ChangeState
value=1000
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=0
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||(StateNo=[120,131])||StateNo=52||var(3)=0&&(StateNo=[200,451])&&(StateNo!=[230,235])&&MoveContAct
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo>179
TriggerAll=Enemy(ceil(fvar(18))),Anim>160
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[5200,5299]
TriggerAll=Enemy(ceil(fvar(18))),Ctrl=0
TriggerAll=Enemy(ceil(fvar(18))),AnimTime<-9
TriggerAll=Random<var(59)*60||var(59)>9
TriggerAll=Helper(30000+ID),var(23+(fvar(18)>0))>35||var(59)>9
TriggerAll=Helper(30000+ID),var(23+(fvar(18)>0))>50-(var(59)>9)*25||var(59)>10||(PrevStateNo=[5000,5270])||(PrevStateNo=[150,155])||Enemy(ceil(fvar(18))),PrevStateNo>179
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist Y>-90
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(9)=[-92,92]

[State -3];ɂ3C̃Jf
Type=ChangeState
value=1000
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=0
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||(StateNo=[120,131])||StateNo=52||var(3)=0&&(StateNo=[200,451])&&(StateNo!=[230,235])&&MoveContAct
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo>179
TriggerAll=Enemy(ceil(fvar(18))),Anim>160
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[5200,5299]
TriggerAll=Enemy(ceil(fvar(18))),Ctrl=0
TriggerAll=Enemy(ceil(fvar(18))),AnimTime<-9
TriggerAll=Random<var(59)*60||var(59)>9
TriggerAll=Helper(30000+ID),var(23+(fvar(18)>0))>35||var(59)>9
TriggerAll=Helper(30000+ID),var(23+(fvar(18)>0))>50-(var(59)>9)*25||var(59)>10||(PrevStateNo=[5000,5270])||(PrevStateNo=[150,155])||Enemy(ceil(fvar(18))),PrevStateNo>179
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*9=[-92,92]
Trigger1=P2Dist Y+(Enemy(ceil(fvar(18))),vel y!=0)*(Enemy(ceil(fvar(18))),vel y*9+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*36)=[-90,0]

[State -3];߈ ƂĂ
Type=ChangeState
value=2160
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=2
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||(StateNo=[120,131])||StateNo=52||var(3)=0&&(StateNo=[200,451])&&(StateNo!=[230,235])&&MoveContAct
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo>179
TriggerAll=Enemy(ceil(fvar(18))),Anim>160
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[5200,5299]
TriggerAll=Enemy(ceil(fvar(18))),Ctrl=0
TriggerAll=Enemy(ceil(fvar(18))),AnimTime<-9
TriggerAll=Random<var(59)*60||var(59)>9
TriggerAll=Helper(30000+ID),var(23+(fvar(18)>0))>35||var(59)>9
TriggerAll=Helper(30000+ID),var(23+(fvar(18)>0))>50-(var(59)>9)*25||var(59)>10||(PrevStateNo=[5000,5270])||(PrevStateNo=[150,155])||Enemy(ceil(fvar(18))),PrevStateNo>179
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist Y>-120
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(9)<65
Trigger2=Enemy(ceil(fvar(18))),AnimTime<-10
Trigger2=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(10)<74
Trigger3=Enemy(ceil(fvar(18))),AnimTime<-11
Trigger3=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(11)<84
Trigger4=Enemy(ceil(fvar(18))),AnimTime<-12
Trigger4=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(12)<88

[State -3];߈ ƂĂ
Type=ChangeState
value=2160
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=2
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||(StateNo=[120,131])||StateNo=52||var(3)=0&&(StateNo=[200,451])&&(StateNo!=[230,235])&&MoveContAct
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo>179
TriggerAll=Enemy(ceil(fvar(18))),Anim>160
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[5200,5299]
TriggerAll=Enemy(ceil(fvar(18))),Ctrl=0
TriggerAll=Enemy(ceil(fvar(18))),AnimTime<-9
TriggerAll=Random<var(59)*60||var(59)>9
TriggerAll=Helper(30000+ID),var(23+(fvar(18)>0))>35||var(59)>9
TriggerAll=Helper(30000+ID),var(23+(fvar(18)>0))>50-(var(59)>9)*25||var(59)>10||(PrevStateNo=[5000,5270])||(PrevStateNo=[150,155])||Enemy(ceil(fvar(18))),PrevStateNo>179
TriggerAll=P2Dist X>=0
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*9<65
Trigger1=P2Dist Y+(Enemy(ceil(fvar(18))),vel y!=0)*(Enemy(ceil(fvar(18))),vel y*9+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*36)=[-120,0]
Trigger2=Enemy(ceil(fvar(18))),AnimTime<-10
Trigger2=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*10<74
Trigger2=P2Dist Y+(Enemy(ceil(fvar(18))),vel y!=0)*(Enemy(ceil(fvar(18))),vel y*10+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*45)=[-120,0]
Trigger3=Enemy(ceil(fvar(18))),AnimTime<-11
Trigger3=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*11<84
Trigger3=P2Dist Y+(Enemy(ceil(fvar(18))),vel y!=0)*(Enemy(ceil(fvar(18))),vel y*11+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*55)=[-120,0]
Trigger4=Enemy(ceil(fvar(18))),AnimTime<-12
Trigger4=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*12<88
Trigger4=P2Dist Y+(Enemy(ceil(fvar(18))),vel y!=0)*(Enemy(ceil(fvar(18))),vel y*12+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*66)=[-120,0]

[State -3];XgGhKC
Type=ChangeState
value=1200
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=4
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||(StateNo=[120,131])||StateNo=52||var(3)=0&&(StateNo=[200,451])&&(StateNo!=[230,235])&&MoveContAct
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo>179
TriggerAll=Enemy(ceil(fvar(18))),Anim>160
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[5200,5299]
TriggerAll=Enemy(ceil(fvar(18))),Ctrl=0
TriggerAll=Enemy(ceil(fvar(18))),AnimTime<-3
TriggerAll=Random<var(59)*60||var(59)>9
TriggerAll=Helper(30000+ID),var(23+(fvar(18)>0))>35||var(59)>9
TriggerAll=Helper(30000+ID),var(23+(fvar(18)>0))>50-(var(59)>9)*25||var(59)>10||(PrevStateNo=[5000,5270])||(PrevStateNo=[150,155])||Enemy(ceil(fvar(18))),PrevStateNo>179
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist Y>-110
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(3)<112

[State -3];XgGhKC
Type=ChangeState
value=1200
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=4
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||(StateNo=[120,131])||StateNo=52||var(3)=0&&(StateNo=[200,451])&&(StateNo!=[230,235])&&MoveContAct
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo>179
TriggerAll=Enemy(ceil(fvar(18))),Anim>160
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[5200,5299]
TriggerAll=Enemy(ceil(fvar(18))),Ctrl=0
TriggerAll=Enemy(ceil(fvar(18))),AnimTime<-3
TriggerAll=Random<var(59)*60||var(59)>9
TriggerAll=Helper(30000+ID),var(23+(fvar(18)>0))>35||var(59)>9
TriggerAll=Helper(30000+ID),var(23+(fvar(18)>0))>50-(var(59)>9)*25||var(59)>10||(PrevStateNo=[5000,5270])||(PrevStateNo=[150,155])||Enemy(ceil(fvar(18))),PrevStateNo>179
TriggerAll=P2Dist X>=0
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*3<112
Trigger1=P2Dist Y+(Enemy(ceil(fvar(18))),vel y!=0)*(Enemy(ceil(fvar(18))),vel y*3+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*3)=[-110,0]

[State -3];xEY}X
Type=ChangeState
value=3100
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=4
TriggerAll=Power>999
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||(StateNo=[120,131])||StateNo=52||var(3)=0&&(StateNo=[200,451])&&(StateNo!=[230,235])&&MoveContAct
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo>179
TriggerAll=Enemy(ceil(fvar(18))),Anim>160
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[5200,5299]
TriggerAll=Enemy(ceil(fvar(18))),Ctrl=0
TriggerAll=Enemy(ceil(fvar(18))),HitDefAttr=SCA,AA,AP,AT
TriggerAll=Random<var(59)*60||var(59)>9
TriggerAll=Helper(30000+ID),var(23+(fvar(18)>0))>35||var(59)>9
TriggerAll=Helper(30000+ID),var(23+(fvar(18)>0))>50-(var(59)>9)*25||var(59)>10||(PrevStateNo=[5000,5270])||(PrevStateNo=[150,155])||Enemy(ceil(fvar(18))),PrevStateNo>179
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist Y>-210
Trigger1=Enemy(ceil(fvar(18))),AnimTime<-16
Trigger1=P2Dist X-vel x-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(16)>180
Trigger1=P2Dist X-vel x-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(16)<226
Trigger2=Enemy(ceil(fvar(18))),AnimTime<-17
Trigger2=P2Dist X-vel x-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(17)>160
Trigger2=P2Dist X-vel x-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(17)<232
Trigger3=Enemy(ceil(fvar(18))),AnimTime<-18
Trigger3=P2Dist X-vel x-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(18)>140
Trigger3=P2Dist X-vel x-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(18)<238
Trigger4=Enemy(ceil(fvar(18))),AnimTime<-19
Trigger4=P2Dist X-vel x-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(19)>120
Trigger4=P2Dist X-vel x-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(19)<251
Trigger5=Enemy(ceil(fvar(18))),AnimTime<-20
Trigger5=P2Dist X-vel x-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(20)>100
Trigger5=P2Dist X-vel x-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(20)<262
Trigger6=Enemy(ceil(fvar(18))),AnimTime<-21
Trigger6=P2Dist X-vel x-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(21)>80
Trigger6=P2Dist X-vel x-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(21)<273
Trigger7=Enemy(ceil(fvar(18))),AnimTime<-22
Trigger7=P2Dist X-vel x-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(22)>60
Trigger7=P2Dist X-vel x-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(22)<284
Trigger8=Enemy(ceil(fvar(18))),AnimTime<-23
Trigger8=P2Dist X-vel x-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(23)>40
Trigger8=P2Dist X-vel x-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(23)<295

[State -3];xEY}X
Type=ChangeState
value=3100
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=4
TriggerAll=Power>999
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||(StateNo=[120,131])||StateNo=52||var(3)=0&&(StateNo=[200,451])&&(StateNo!=[230,235])&&MoveContAct
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo>179
TriggerAll=Enemy(ceil(fvar(18))),Anim>160
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[5200,5299]
TriggerAll=Enemy(ceil(fvar(18))),Ctrl=0
TriggerAll=Enemy(ceil(fvar(18))),HitDefAttr=SCA,AA,AP,AT
TriggerAll=Random<var(59)*60||var(59)>9
TriggerAll=Helper(30000+ID),var(23+(fvar(18)>0))>35||var(59)>9
TriggerAll=Helper(30000+ID),var(23+(fvar(18)>0))>50-(var(59)>9)*25||var(59)>10||(PrevStateNo=[5000,5270])||(PrevStateNo=[150,155])||Enemy(ceil(fvar(18))),PrevStateNo>179
TriggerAll=P2Dist X>=0
Trigger1=Enemy(ceil(fvar(18))),AnimTime<-16
Trigger1=P2Dist X-vel x-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*Enemy(ceil(fvar(18))),vel x*16>180
Trigger1=P2Dist X-vel x-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*Enemy(ceil(fvar(18))),vel x*16<226
Trigger1=P2Dist Y+(Enemy(ceil(fvar(18))),vel y!=0)*(Enemy(ceil(fvar(18))),vel y*16+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*120)=[-210,0]
Trigger2=Enemy(ceil(fvar(18))),AnimTime<-17
Trigger2=P2Dist X-vel x-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*Enemy(ceil(fvar(18))),vel x*17>160
Trigger2=P2Dist X-vel x-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*Enemy(ceil(fvar(18))),vel x*17<232
Trigger2=P2Dist Y+(Enemy(ceil(fvar(18))),vel y!=0)*(Enemy(ceil(fvar(18))),vel y*17+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*136)=[-210,0]
Trigger3=Enemy(ceil(fvar(18))),AnimTime<-18
Trigger3=P2Dist X-vel x-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*Enemy(ceil(fvar(18))),vel x*18>140
Trigger3=P2Dist X-vel x-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*Enemy(ceil(fvar(18))),vel x*18<238
Trigger3=P2Dist Y+(Enemy(ceil(fvar(18))),vel y!=0)*(Enemy(ceil(fvar(18))),vel y*18+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*153)=[-210,0]
Trigger4=Enemy(ceil(fvar(18))),AnimTime<-19
Trigger4=P2Dist X-vel x-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*Enemy(ceil(fvar(18))),vel x*19>120
Trigger4=P2Dist X-vel x-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*Enemy(ceil(fvar(18))),vel x*19<251
Trigger4=P2Dist Y+(Enemy(ceil(fvar(18))),vel y!=0)*(Enemy(ceil(fvar(18))),vel y*19+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*171)=[-210,0]
Trigger5=Enemy(ceil(fvar(18))),AnimTime<-20
Trigger5=P2Dist X-vel x-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*Enemy(ceil(fvar(18))),vel x*20>100
Trigger5=P2Dist X-vel x-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*Enemy(ceil(fvar(18))),vel x*20<262
Trigger5=P2Dist Y+(Enemy(ceil(fvar(18))),vel y!=0)*(Enemy(ceil(fvar(18))),vel y*20+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*190)=[-210,0]
Trigger6=Enemy(ceil(fvar(18))),AnimTime<-21
Trigger6=P2Dist X-vel x-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*Enemy(ceil(fvar(18))),vel x*21>80
Trigger6=P2Dist X-vel x-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*Enemy(ceil(fvar(18))),vel x*21<273
Trigger6=P2Dist Y+(Enemy(ceil(fvar(18))),vel y!=0)*(Enemy(ceil(fvar(18))),vel y*21+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*210)=[-210,0]
Trigger7=Enemy(ceil(fvar(18))),AnimTime<-22
Trigger7=P2Dist X-vel x-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*Enemy(ceil(fvar(18))),vel x*22>60
Trigger7=P2Dist X-vel x-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*Enemy(ceil(fvar(18))),vel x*22<284
Trigger7=P2Dist Y+(Enemy(ceil(fvar(18))),vel y!=0)*(Enemy(ceil(fvar(18))),vel y*22+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*231)=[-210,0]
Trigger8=Enemy(ceil(fvar(18))),AnimTime<-23
Trigger8=P2Dist X-vel x-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*Enemy(ceil(fvar(18))),vel x*23>40
Trigger8=P2Dist X-vel x-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*Enemy(ceil(fvar(18))),vel x*23<295
Trigger8=P2Dist Y+(Enemy(ceil(fvar(18))),vel y!=0)*(Enemy(ceil(fvar(18))),vel y*23+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*253)=[-210,0]

;
;Ԃ
;

[State -3];XgGhKC
Type=ChangeState
value=1200
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=4
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||(StateNo=[120,131])||StateNo=52||var(3)=0&&(StateNo=[200,451])&&(StateNo!=[230,235])&&MoveContAct
TriggerAll=var(59)=[1,9]
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)>0||Enemy(ceil(fvar(18))),StateNo<180||Enemy(ceil(fvar(18))),Anim<161||Enemy(ceil(fvar(18))),Ctrl
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=(Enemy(ceil(fvar(18))),StateNo!=[120,155])
TriggerAll=Random<((Power>999)*5+ifelse(var(59)<6,var(59),10-var(59)))*(40+(PrevStateNo=5120)*20)
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist Y>-110
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(3)<112

[State -3];XgGhKC
Type=ChangeState
value=1200
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=4
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||(StateNo=[120,131])||StateNo=52||var(3)=0&&(StateNo=[200,451])&&(StateNo!=[230,235])&&MoveContAct
TriggerAll=var(59)=[1,9]
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)>0||Enemy(ceil(fvar(18))),StateNo<180||Enemy(ceil(fvar(18))),Anim<161||Enemy(ceil(fvar(18))),Ctrl
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Random<((Power>999)*5+ifelse(var(59)<6,var(59),10-var(59)))*(40+(PrevStateNo=5120)*20)
TriggerAll=P2Dist X>=0
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*3<112
Trigger1=P2Dist Y+(Enemy(ceil(fvar(18))),vel y!=0)*(Enemy(ceil(fvar(18))),vel y*3+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*3)=[-110,0]

[State -3];ɂ3C̃Jf
Type=ChangeState
value=1000
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=0
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||(StateNo=[120,131])||StateNo=52||var(3)=0&&(StateNo=[200,451])&&(StateNo!=[230,235])&&MoveContAct
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)>0||Enemy(ceil(fvar(18))),StateNo<180||Enemy(ceil(fvar(18))),Anim<161||Enemy(ceil(fvar(18))),Ctrl
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Random<((Power>999)*5+ifelse(var(59)<6,var(59),10-var(59)))*(40+(PrevStateNo=5120)*20)
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist Y>-90
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(9)=[-92,92]

[State -3];ɂ3C̃Jf
Type=ChangeState
value=1000
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=0
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||(StateNo=[120,131])||StateNo=52||var(3)=0&&(StateNo=[200,451])&&(StateNo!=[230,235])&&MoveContAct
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)>0||Enemy(ceil(fvar(18))),StateNo<180||Enemy(ceil(fvar(18))),Anim<161||Enemy(ceil(fvar(18))),Ctrl
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Random<((Power>999)*5+ifelse(var(59)<6,var(59),10-var(59)))*(40+(PrevStateNo=5120)*20)
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*9=[-92,92]
Trigger1=P2Dist Y+(Enemy(ceil(fvar(18))),vel y!=0)*(Enemy(ceil(fvar(18))),vel y*9+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*36)=[-90,0]

[State -3];߈ ƂĂ
Type=ChangeState
value=2160
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=2
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||(StateNo=[120,131])||StateNo=52||var(3)=0&&(StateNo=[200,451])&&(StateNo!=[230,235])&&MoveContAct
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)>0||Enemy(ceil(fvar(18))),StateNo<180||Enemy(ceil(fvar(18))),Anim<161||Enemy(ceil(fvar(18))),Ctrl
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Random<((Power>499)*5+ifelse(var(59)<6,var(59),10-var(59)))*(40+(PrevStateNo=5120)*20)
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist Y>-120
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(9)<65
Trigger2=Enemy(ceil(fvar(18))),AnimTime<-10
Trigger2=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(10)<74
Trigger3=Enemy(ceil(fvar(18))),AnimTime<-11
Trigger3=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(11)<84
Trigger4=Enemy(ceil(fvar(18))),AnimTime<-12
Trigger4=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(12)<88

[State -3];߈ ƂĂ
Type=ChangeState
value=2160
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=2
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||(StateNo=[120,131])||StateNo=52||var(3)=0&&(StateNo=[200,451])&&(StateNo!=[230,235])&&MoveContAct
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)>0||Enemy(ceil(fvar(18))),StateNo<180||Enemy(ceil(fvar(18))),Anim<161||Enemy(ceil(fvar(18))),Ctrl
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Random<((Power>499)*5+ifelse(var(59)<6,var(59),10-var(59)))*(40+(PrevStateNo=5120)*20)
TriggerAll=P2Dist X>=0
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*9<65
Trigger1=P2Dist Y+(Enemy(ceil(fvar(18))),vel y!=0)*(Enemy(ceil(fvar(18))),vel y*9+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*36)=[-120,0]
Trigger2=Enemy(ceil(fvar(18))),AnimTime<-10
Trigger2=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*10<74
Trigger2=P2Dist Y+(Enemy(ceil(fvar(18))),vel y!=0)*(Enemy(ceil(fvar(18))),vel y*10+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*45)=[-120,0]
Trigger3=Enemy(ceil(fvar(18))),AnimTime<-11
Trigger3=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*11<84
Trigger3=P2Dist Y+(Enemy(ceil(fvar(18))),vel y!=0)*(Enemy(ceil(fvar(18))),vel y*11+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*55)=[-120,0]
Trigger4=Enemy(ceil(fvar(18))),AnimTime<-12
Trigger4=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*12<88
Trigger4=P2Dist Y+(Enemy(ceil(fvar(18))),vel y!=0)*(Enemy(ceil(fvar(18))),vel y*12+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*66)=[-120,0]

;
;1F
;

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

[State -3];
Type=ChangeState
Value=805
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X<23
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[100,101])||(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
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(23+(fvar(18)>0))>35||var(59)>9
TriggerAll=Helper(30000+ID),var(23+(fvar(18)>0))>50-(var(59)>9)*25||var(59)>10||(PrevStateNo=[5000,5270])||(PrevStateNo=[150,155])||Enemy(ceil(fvar(18))),PrevStateNo>179
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist Y>-80
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=StateType!=A
TriggerAll=P2BodyDist X<23
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[100,101])||(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
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(23+(fvar(18)>0))>35||var(59)>9
TriggerAll=Helper(30000+ID),var(23+(fvar(18)>0))>50-(var(59)>9)*25||var(59)>10||(PrevStateNo=[5000,5270])||(PrevStateNo=[150,155])||Enemy(ceil(fvar(18))),PrevStateNo>179
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist Y>-80
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=P2BodyDist X<23
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[100,101])||(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=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=P2Dist X>=0
TriggerAll=P2Dist Y>-80
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=StateType!=A
TriggerAll=P2BodyDist X<23
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[100,101])||(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=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=P2Dist X>=0
TriggerAll=P2Dist Y>-80
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=StateType!=A
TriggerAll=P2BodyDist X<23
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[100,101])||(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=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=P2Dist X>=0
TriggerAll=P2Dist Y>-80
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=StateType!=A
TriggerAll=P2BodyDist X<23
TriggerAll=Ctrl||(StateNo=[9,22])||(StateNo=[100,101])||(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=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=P2Dist X>=0
TriggerAll=P2Dist Y>-80
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 -1,AirT];󒆓
Type=ChangeState
value=850
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl
TriggerAll=P2BodyDist X*fvar(8)<55
TriggerAll=P2Dist Y=[-79,19]
TriggerAll=var(59)>6
TriggerAll=fvar(38)>0||fvar(38)=-5
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Helper(20000+ID),var(20)=0
Trigger1=Random<var(59)*30
Trigger2=var(59)>9

[State -1,AirT];󒆓
Type=ChangeState
value=850
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl
TriggerAll=P2BodyDist X*fvar(8)<55
TriggerAll=P2Dist Y=[-79,19]
TriggerAll=var(59)>6
TriggerAll=fvar(38)>0||fvar(38)=-5
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Helper(20000+ID),var(20)=0
TriggerAll=Random<var(59)*101
Trigger1=StateNo=[150,155]
Trigger2=Enemy(ceil(fvar(18))),StateNo=[120,155]
Trigger3=StateNo=[5200,5210]
Trigger4=Enemy(ceil(fvar(18))),StateNo=[5200,5210]
Trigger5=PrevStateNo=30||PrevStateNo=41

[State -1,AirT];󒆓
Type=ChangeState
value=850
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl
TriggerAll=P2BodyDist X*fvar(8)<55
TriggerAll=P2Dist Y=[-79,19]
TriggerAll=var(59)>6
TriggerAll=fvar(38)>0||fvar(38)=-5
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Random<var(59)*101
TriggerAll=Helper(20000+ID),var(20)=0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)>0
Trigger1=Enemy(ceil(fvar(18))),Ctrl
Trigger2=Enemy(ceil(fvar(18))),StateNo<200

;
;nłߖډ
;

;
;߈&߈
;

[State -3];߈ D
Type=ChangeState
value=240
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=0
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist Y>-90
TriggerAll=P2Dist X<98
TriggerAll=fvar(34)>12
Trigger1=Random<ifelse(var(59)>9,10,var(59))*11
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(22)<82

[State -3];߈ HS
Type=ChangeState
value=230
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=0
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist Y>-90
TriggerAll=P2Dist X<98
TriggerAll=fvar(34)>12
Trigger1=Random<ifelse(var(59)>9,10,var(59))*4
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(21)<94

[State -3];߈ P
Type=ChangeState
value=400
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=0||var(30)=3
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist Y>-90
TriggerAll=P2Dist X<98
TriggerAll=fvar(34)>4
Trigger1=fvar(34)=[5,9]
Trigger1=Random<ifelse(var(59)>9,10,var(59))*60
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(6)<98

[State -3];߈ K
Type=ChangeState
value=410
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=0||var(30)=3
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist Y>-9
TriggerAll=fvar(34)>6
Trigger1=fvar(34)=[7,11]
Trigger1=Random<ifelse(var(59)>9,10,var(59))*50
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(6)<128

[State -3,Nor_=H_S_NS];S
Type=ChangeState
value=220
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=0||var(30)=3
TriggerAll=P2BodyDist X=[-32,34]
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=fvar(34)>7
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist Y>-50
Trigger1=fvar(34)=[8,12]
Trigger1=Random<ifelse(var(59)>9,10,var(59))*20
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(7)<99

[State -3,=H_Dash]
Type=ChangeState
value=100
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=Ctrl||(StateNo=[9,22])
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=var(30)=0||var(30)=3
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
Trigger1=fvar(34)>5
Trigger1=P2Dist X>0

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

[State -3];ɂ3C̃Jf(Ks\_)
Type=ChangeState
value=1000
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=0
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||(StateNo=[120,131])||StateNo=52||var(3)=0&&(StateNo=[200,451])&&(StateNo!=[230,235])&&MoveContAct
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Random<var(59)*60||var(59)>9
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*9=[-92,92]
Trigger1=P2Dist Y+(Enemy(ceil(fvar(18))),vel y!=0)*(Enemy(ceil(fvar(18))),vel y*9+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*36)=[-90,0]

;
;H
;
;n㎞
;

[State -3,S_6HS];H 6HS
Type=ChangeState
value=2025
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=1
TriggerAll=P2BodyDist X>34
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=fvar(34)>5
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist Y>-60
TriggerAll=Enemy(ceil(fvar(18))),Const(Size.Head.Pos.Y)<-20||Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),Const(Size.Head.Pos.Y)<-40||Enemy(ceil(fvar(18))),StateType!=C
Trigger1=fvar(34)=[6,18]
Trigger1=Random<ifelse(var(59)>9,10,var(59))*5
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(7)<131

[State -3];H߈ D
Type=ChangeState
value=240
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=1
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist Y>-90
TriggerAll=P2Dist X<98
TriggerAll=fvar(34)>12
Trigger1=Random<ifelse(var(59)>9,10,var(59))*11
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(22)<82

[State -3,S_NS];H S
Type=ChangeState
value=2030
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=1
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=fvar(34)>4
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist Y>-50
Trigger1=fvar(34)=[5,9]
Trigger1=Random<ifelse(var(59)>9,10,var(59))*60
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(4)<117

[State -3];H߈ K
Type=ChangeState
value=410
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=1
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist Y>-9
TriggerAll=fvar(34)>6
Trigger1=fvar(34)=[7,11]
Trigger1=Random<ifelse(var(59)>9,10,var(59))*50
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(6)<128

[State -3,S_NS];H S
Type=ChangeState
value=2010
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=1
TriggerAll=P2BodyDist X=[-32,34]
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=fvar(34)>5
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist Y>-110
Trigger1=fvar(34)=[6,10]
Trigger1=Random<ifelse(var(59)>9,10,var(59))*20
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(5)<99

[State -3,S_LS];H S
Type=ChangeState
value=2015
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=1
TriggerAll=P2BodyDist X>34
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
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
TriggerAll=fvar(34)>8
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist Y>-110
Trigger1=fvar(34)=[9,13]
Trigger1=Random<ifelse(var(59)>9,10,var(59))*20
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(7)<192

[State -3,=H_Dash]
Type=ChangeState
value=100
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=Ctrl||(StateNo=[9,22])
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=var(30)=1
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
Trigger1=fvar(34)>5
Trigger1=P2Dist X>0

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

[State -3,S_NS];H S
Type=ChangeState
value=2030
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=1
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=fvar(34)>4
TriggerAll=P2Dist X>=0
Trigger1=fvar(34)=[5,9]
Trigger1=Random<ifelse(var(59)>9,10,var(59))*60
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*4<117
Trigger1=P2Dist Y+(Enemy(ceil(fvar(18))),vel y!=0)*(Enemy(ceil(fvar(18))),vel y*4+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*6)=[-30,0]

[State -3,S_NS];H S
Type=ChangeState
value=2010
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=1
TriggerAll=P2BodyDist X=[-32,34]
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=fvar(34)>5
TriggerAll=P2Dist X>=0
Trigger1=fvar(34)=[6,10]
Trigger1=Random<ifelse(var(59)>9,10,var(59))*20
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*5<99
Trigger1=P2Dist Y+(Enemy(ceil(fvar(18))),vel y!=0)*(Enemy(ceil(fvar(18))),vel y*5+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*10)=[-90,0]

[State -3,S_LS];H S
Type=ChangeState
value=2015
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=1
TriggerAll=P2BodyDist X>34
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=fvar(34)>8
TriggerAll=P2Dist X>=0
Trigger1=fvar(34)=[9,13]
Trigger1=Random<ifelse(var(59)>9,10,var(59))*20
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*7<192
Trigger1=P2Dist Y+(Enemy(ceil(fvar(18))),vel y!=0)*(Enemy(ceil(fvar(18))),vel y*5+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*10)=[-110,-20]

[State -3,=H_Dash]
Type=ChangeState
value=100
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=Ctrl||(StateNo=[9,22])
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=var(30)=1
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
Trigger1=fvar(34)>5
Trigger1=P2Dist X>60

;
;
;
;n㎞
;

[State -3];H߈ D
Type=ChangeState
value=240
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=2
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist Y>-90
TriggerAll=P2Dist X<98
TriggerAll=fvar(34)>12
Trigger1=Random<ifelse(var(59)>9,10,var(59))*11
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(22)<82

[State -3,S_6HS]; 6HS
Type=ChangeState
value=2125
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=2
TriggerAll=P2BodyDist X>34
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=fvar(34)>8
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist Y>-50
Trigger1=fvar(34)=[9,17]
Trigger1=Random<ifelse(var(59)>9,10,var(59))*9
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(12)<133

[State -3];߈ P
Type=ChangeState
value=400
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=2
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist Y>-90
TriggerAll=P2Dist X<98
TriggerAll=fvar(34)>4
Trigger1=fvar(34)=[5,9]
Trigger1=Random<ifelse(var(59)>9,10,var(59))*60
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(6)<98

[State -3];߈ K
Type=ChangeState
value=410
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=2
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist Y>-9
TriggerAll=fvar(34)>6
Trigger1=fvar(34)=[7,11]
Trigger1=Random<ifelse(var(59)>9,10,var(59))*50
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(6)<128

[State -3,S_NS]; S
Type=ChangeState
value=2110
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=2
TriggerAll=P2BodyDist X=[-32,34]
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
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
TriggerAll=fvar(34)>4
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist Y>-90
Trigger1=fvar(34)=[5,9]
Trigger1=Random<ifelse(var(59)>9,10,var(59))*20
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(4)<99

[State -3,S_LS]; S
Type=ChangeState
value=2115
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=2
TriggerAll=P2BodyDist X>34
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
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
TriggerAll=fvar(34)>7
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist Y>-80
Trigger1=fvar(34)=[8,12]
Trigger1=Random<ifelse(var(59)>9,10,var(59))*20
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(7)<142

[State -3,S_LS]; S
Type=ChangeState
value=2130
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=2
TriggerAll=P2BodyDist X>34
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=fvar(34)>8
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist Y>-50
Trigger1=fvar(34)=[9,13]
Trigger1=Random<ifelse(var(59)>9,10,var(59))*20
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(8)<116

[State -3,=H_Dash];@_bV
Type=ChangeState
value=100
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=Ctrl||(StateNo=[9,22])
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=var(30)=2
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
Trigger1=fvar(34)>5
Trigger1=P2Dist X>0

;
;󒆎
;

[State -3,S_NS]; S
Type=ChangeState
value=2110
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=2
TriggerAll=P2BodyDist X=[-32,34]
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=fvar(34)>4
TriggerAll=P2Dist X>=0
Trigger1=fvar(34)=[5,9]
Trigger1=Random<ifelse(var(59)>9,10,var(59))*20
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(4)<99
Trigger1=P2Dist Y+(Enemy(ceil(fvar(18))),vel y!=0)*(Enemy(ceil(fvar(18))),vel y*4+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*10)=[-80,0]

[State -3,S_LS]; S
Type=ChangeState
value=2115
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=2
TriggerAll=P2BodyDist X>34
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=fvar(34)>7
TriggerAll=P2Dist X>=0
Trigger1=fvar(34)=[8,12]
Trigger1=Random<ifelse(var(59)>9,10,var(59))*20
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(7)<99
Trigger1=P2Dist Y+(Enemy(ceil(fvar(18))),vel y!=0)*(Enemy(ceil(fvar(18))),vel y*7+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*21)=[-80,-20]

[State -3,S_LS]; ߂ÂƐ܂(Ks\_)
Type=ChangeState
value=2165
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=2
TriggerAll=P2BodyDist X>34
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=fvar(34)>12
TriggerAll=P2Dist X>=0
Trigger1=fvar(34)=[13,24]
Trigger1=Random<var(59)*60
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(7)<195
Trigger1=P2Dist Y+(Enemy(ceil(fvar(18))),vel y!=0)*(Enemy(ceil(fvar(18))),vel y*19+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*171)=[-110,-30]

[State -3];߈ ƂĂ(Ks\_)
Type=ChangeState
value=2160
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=2
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||(StateNo=[120,131])||StateNo=52||var(3)=0&&(StateNo=[200,451])&&(StateNo!=[230,235])&&MoveContAct
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo=[150,155]
TriggerAll=Random<var(59)*60||var(59)>9
TriggerAll=P2Dist X>=0
TriggerAll=fvar(34)=[11,18]
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*9<65
Trigger1=P2Dist Y+(Enemy(ceil(fvar(18))),vel y!=0)*(Enemy(ceil(fvar(18))),vel y*9+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*36)=[-120,0]
Trigger2=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*10<74
Trigger2=P2Dist Y+(Enemy(ceil(fvar(18))),vel y!=0)*(Enemy(ceil(fvar(18))),vel y*10+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*45)=[-120,0]
Trigger3=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*11<84
Trigger3=P2Dist Y+(Enemy(ceil(fvar(18))),vel y!=0)*(Enemy(ceil(fvar(18))),vel y*11+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*55)=[-120,0]
Trigger4=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*12<88
Trigger4=P2Dist Y+(Enemy(ceil(fvar(18))),vel y!=0)*(Enemy(ceil(fvar(18))),vel y*12+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*66)=[-120,0]

[State -3,=H_Dash]
Type=ChangeState
value=100
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=Ctrl||(StateNo=[9,22])
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=var(30)=1
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
Trigger1=fvar(34)>5
Trigger1=P2Dist X>60

;
;IE
;
;n㎞
;

[State -3,S_D];IE D
Type=ChangeState
value=280
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=4
TriggerAll=P2BodyDist X>34
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist Y>-50
Trigger1=fvar(34)>9
Trigger1=Random<ifelse(var(59)>9,10,var(59))*20
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(12)<122

[State -3];IE P
Type=ChangeState
value=400
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=4
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist Y>-90
TriggerAll=P2Dist X<98
TriggerAll=fvar(34)>4
Trigger1=fvar(34)=[5,9]
Trigger1=Random<ifelse(var(59)>9,10,var(59))*60
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(6)<98

[State -3];IE K
Type=ChangeState
value=410
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=4
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist Y>-9
TriggerAll=fvar(34)>6
Trigger1=fvar(34)=[7,11]
Trigger1=Random<ifelse(var(59)>9,10,var(59))*50
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(6)<128

[State -3,S_NS];IE S
Type=ChangeState
value=260
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=4
TriggerAll=P2BodyDist X=[-32,34]
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=fvar(34)>9
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist Y>-90
Trigger1=fvar(34)=[10,14]
Trigger1=Random<ifelse(var(59)>9,10,var(59))*40
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(9)<99

[State -3,S_LS];IE S
Type=ChangeState
value=265
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=4
TriggerAll=P2BodyDist X>34
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=fvar(34)>8
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist Y>-80
Trigger1=fvar(34)=[9,13]
Trigger1=Random<ifelse(var(59)>9,10,var(59))*30
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(8)<178

[State -3,S_LS];IE S
Type=ChangeState
value=460
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=2
TriggerAll=P2BodyDist X>34
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=fvar(34)>6
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist Y>-50
Trigger1=fvar(34)=[7,11]
Trigger1=Random<ifelse(var(59)>9,10,var(59))*20
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(6)<162

[State -3,=H_Dash];IE _bV
Type=ChangeState
value=100
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=Ctrl||(StateNo=[9,22])
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=var(30)=4
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
Trigger1=fvar(34)>5
Trigger1=P2Dist X>0

;
;󒆎
;

[State -3,S_NS];IE S
Type=ChangeState
value=260
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=4
TriggerAll=P2BodyDist X=[-32,34]
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=fvar(34)>9
TriggerAll=P2Dist X>=0
Trigger1=fvar(34)=[10,14]
Trigger1=Random<ifelse(var(59)>9,10,var(59))*40
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(9)<99
Trigger1=P2Dist Y+(Enemy(ceil(fvar(18))),vel y!=0)*(Enemy(ceil(fvar(18))),vel y*9+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*36)=[-110,0]

[State -3,S_LS];IE S
Type=ChangeState
value=265
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=4
TriggerAll=P2BodyDist X>34
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=fvar(34)>8
TriggerAll=P2Dist X>=0
Trigger1=fvar(34)=[9,13]
Trigger1=Random<ifelse(var(59)>9,10,var(59))*30
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(8)<178
Trigger1=P2Dist Y+(Enemy(ceil(fvar(18))),vel y!=0)*(Enemy(ceil(fvar(18))),vel y*8+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*28)=[-100,0]

[State -3,S_LS];IE XgGhKC(Ks\_)
Type=ChangeState
value=1200
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=4
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=fvar(34)>3
TriggerAll=P2Dist X>=0
TriggerAll=Random<var(59)*60
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(3)<112
Trigger1=P2Dist Y+(Enemy(ceil(fvar(18))),vel y!=0)*(Enemy(ceil(fvar(18))),vel y*3+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*3)=[-100,0]
Trigger2=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(4)<112
Trigger2=P2Dist Y+(Enemy(ceil(fvar(18))),vel y!=0)*(Enemy(ceil(fvar(18))),vel y*4+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*6)=[-100,0]
Trigger3=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(5)<112
Trigger3=P2Dist Y+(Enemy(ceil(fvar(18))),vel y!=0)*(Enemy(ceil(fvar(18))),vel y*5+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*10)=[-100,0]
Trigger4=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(6)<125
Trigger4=P2Dist Y+(Enemy(ceil(fvar(18))),vel y!=0)*(Enemy(ceil(fvar(18))),vel y*6+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*15)=[-130,0]
Trigger5=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(7)<125
Trigger5=P2Dist Y+(Enemy(ceil(fvar(18))),vel y!=0)*(Enemy(ceil(fvar(18))),vel y*7+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*21)=[-130,0]
Trigger6=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(8)<125
Trigger6=P2Dist Y+(Enemy(ceil(fvar(18))),vel y!=0)*(Enemy(ceil(fvar(18))),vel y*8+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*28)=[-130,0]

;
;nډn
;

;
;R{(肪̂ĂԂł̍s)
;

[State -3]; Y܂I˃Jf
Type=ChangeState
value=1000
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=0
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A||Enemy(ceil(fvar(18))),StateType=L
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
Trigger1=PrevStateNo=3003
Trigger2=PrevStateNo=810

;
;߈
;

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

[State -3,Nor_=H_S_NS];S
Type=ChangeState
value=220
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=0
TriggerAll=P2BodyDist X=[-32,34]
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=!var(56)
TriggerAll=fvar(34)>7
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist X<100
TriggerAll=P2Dist Y>-50
Trigger1=fvar(34)=8&&Helper(30000+ID),var(30)=0||(fvar(34)=[8,14])&&Helper(30000+ID),var(30)=1

[State -3];߈ K
Type=ChangeState
value=410
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=0
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=!var(56)
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist Y>-90
TriggerAll=P2Dist X<98
TriggerAll=fvar(34)>6
Trigger1=fvar(34)=7&&Helper(30000+ID),var(30)=0||(fvar(34)=[7,13])&&Helper(30000+ID),var(30)=1

[State -3];߈ P
Type=ChangeState
value=400
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=0
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=!var(56)
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist Y>-90
TriggerAll=P2Dist X<98
TriggerAll=fvar(34)>4
Trigger1=fvar(34)=5&&Helper(30000+ID),var(30)=0||(fvar(34)=[5,11])&&Helper(30000+ID),var(30)=1

[State -3,=H_Dash]
Type=ChangeState
value=100
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=Ctrl||(StateNo=[9,22])
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=!var(56)
TriggerAll=var(30)=0
TriggerAll=fvar(34)>4
Trigger1=P2Dist X>0

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

[State -3,Nor_=H_C_HS];HS
Type=ChangeState
value=430
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=0
TriggerAll=P2BodyDist X=[-32,34]
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),vel y!=0
TriggerAll=!var(56)
TriggerAll=fvar(34)>14
TriggerAll=Anim!=[5,6]
TriggerAll=P2Dist X>=(P2Dist Y+Enemy(ceil(fvar(18))),vel y*2<-50)*(1-(Facing=Enemy(ceil(fvar(18))),facing)*2)*Enemy(ceil(fvar(18))),vel x*14
TriggerAll=P2Dist X<86-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*(1-(Facing=Enemy(ceil(fvar(18))),facing)*2)*Enemy(ceil(fvar(18))),vel x*14
TriggerAll=P2Dist Y+Enemy(ceil(fvar(18))),vel y*14+Enemy(ceil(fvar(18))),GetHitVar(Yaccel)*92>-61
TriggerAll=P2Dist Y+Enemy(ceil(fvar(18))),vel y*14+Enemy(ceil(fvar(18))),GetHitVar(Yaccel)*92<=ifelse((Enemy(ceil(fvar(18))),Anim=[5051,5059])||(Enemy(ceil(fvar(18))),Anim=[5061,5069]),0,25)
Trigger1=P2Dist Y+Enemy(ceil(fvar(18))),vel y*14+Enemy(ceil(fvar(18))),GetHitVar(Yaccel)*92>-36

[State -3,Nor_=H_S_NS];S
Type=ChangeState
value=220
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=0
TriggerAll=P2BodyDist X=[-32,34]
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),vel y!=0
TriggerAll=!var(56)
TriggerAll=Anim!=[5,6]
TriggerAll=fvar(34)>7
TriggerAll=P2Dist X>=(P2Dist Y+Enemy(ceil(fvar(18))),vel y*2<-50)*(1-(Facing=Enemy(ceil(fvar(18))),facing)*2)*Enemy(ceil(fvar(18))),vel x*7
TriggerAll=P2Dist X<99-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*(1-(Facing=Enemy(ceil(fvar(18))),facing)*2)*Enemy(ceil(fvar(18))),vel x*7
TriggerAll=P2Dist Y+Enemy(ceil(fvar(18))),vel y*7+Enemy(ceil(fvar(18))),GetHitVar(Yaccel)*21>-41
TriggerAll=P2Dist Y+Enemy(ceil(fvar(18))),vel y*7+Enemy(ceil(fvar(18))),GetHitVar(Yaccel)*21<=ifelse((Enemy(ceil(fvar(18))),Anim=[5051,5059])||(Enemy(ceil(fvar(18))),Anim=[5061,5069]),0,25)
Trigger1=fvar(34)=8
Trigger2=P2Dist Y+Enemy(ceil(fvar(18))),vel y*7+Enemy(ceil(fvar(18))),GetHitVar(Yaccel)*21>-20

[State -3,Nor_=H_S_P];߈ P
Type=ChangeState
value=200
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=0
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),vel y!=0
TriggerAll=!var(56)
TriggerAll=Anim!=[5,6]
TriggerAll=fvar(34)>5
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist X>=(P2Dist Y+Enemy(ceil(fvar(18))),vel y*2<-50)*(1-(Facing=Enemy(ceil(fvar(18))),facing)*2)*Enemy(ceil(fvar(18))),vel x*5
TriggerAll=P2Dist X<91-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*(1-(Facing=Enemy(ceil(fvar(18))),facing)*2)*Enemy(ceil(fvar(18))),vel x*5
TriggerAll=P2Dist Y+Enemy(ceil(fvar(18))),vel y*5+Enemy(ceil(fvar(18))),GetHitVar(Yaccel)*10>-41
TriggerAll=P2Dist Y+Enemy(ceil(fvar(18))),vel y*5+Enemy(ceil(fvar(18))),GetHitVar(Yaccel)*10<=ifelse((Enemy(ceil(fvar(18))),Anim=[5051,5059])||(Enemy(ceil(fvar(18))),Anim=[5061,5069]),0,25)
Trigger1=fvar(34)=6
Trigger2=P2Dist Y+Enemy(ceil(fvar(18))),vel y*5+Enemy(ceil(fvar(18))),GetHitVar(Yaccel)*10>-20

[State -3,Nor_=H_C_P];߈ P
Type=ChangeState
value=400
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=0
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),vel y!=0
TriggerAll=!var(56)
TriggerAll=Anim!=[5,6]
TriggerAll=fvar(34)>4
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist X>=(P2Dist Y+Enemy(ceil(fvar(18))),vel y*2<-50)*(1-(Facing=Enemy(ceil(fvar(18))),facing)*2)*Enemy(ceil(fvar(18))),vel x*5
TriggerAll=P2Dist X<97-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*(1-(Facing=Enemy(ceil(fvar(18))),facing)*2)*Enemy(ceil(fvar(18))),vel x*5
TriggerAll=P2Dist Y+Enemy(ceil(fvar(18))),vel y*4+Enemy(ceil(fvar(18))),GetHitVar(Yaccel)*6>-21
TriggerAll=P2Dist Y+Enemy(ceil(fvar(18))),vel y*4+Enemy(ceil(fvar(18))),GetHitVar(Yaccel)*6<=ifelse((Enemy(ceil(fvar(18))),Anim=[5051,5059])||(Enemy(ceil(fvar(18))),Anim=[5061,5069]),0,25)
Trigger1=1

[State -3,=H_Dash]
Type=ChangeState
value=100
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=Ctrl||(StateNo=[9,22])
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Anim!=[5,6]
TriggerAll=!var(56)
TriggerAll=var(30)=0
Trigger1=P2Dist X-(P2Dist Y+Enemy(ceil(fvar(18))),vel y*2<-50)*(1-(Facing=Enemy(ceil(fvar(18))),facing)*2)*Enemy(ceil(fvar(18))),vel x*5>60

;
;߈
;

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

[State -3,Nor_=H_S_6HS];߈ 񃋁[vYp 6HS
Type=ChangeState
value=235
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=3
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=!var(56)
TriggerAll=fvar(34)>20+(P2Dist X>70)*Ceil((P2Dist X-70)/9)
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist Y>-50
TriggerAll=var(51)<9
Trigger1=P2Dist X<160

[State -3,=H_Dash]
Type=ChangeState
value=100
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=Ctrl||(StateNo=[9,22])
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=!var(56)
TriggerAll=var(30)=3
Trigger1=P2Dist X>9

[State -3,Nor_=H_S_NS];߈ S
Type=ChangeState
value=220
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=3
TriggerAll=P2BodyDist X=[-32,34]
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=!var(56)
TriggerAll=fvar(34)>7
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist X<100-vel x
TriggerAll=P2Dist Y>-50
Trigger1=fvar(34)=8&&Helper(30000+ID),var(30)=0||(fvar(34)=[8,14])&&Helper(30000+ID),var(30)=1

[State -3];߈ K
Type=ChangeState
value=210
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=3
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=!var(56)
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist Y>-90
TriggerAll=P2Dist X<191
TriggerAll=fvar(34)>8
TriggerAll=0;P2BodyDist X>34-(Anim=100)*vel x
Trigger1=fvar(34)=9&&Helper(30000+ID),var(30)=0||(fvar(34)=[9,15])&&Helper(30000+ID),var(30)=1

[State -3];߈ S
Type=ChangeState
value=225
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=3
TriggerAll=P2BodyDist X>34
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=!var(56)
TriggerAll=fvar(34)>12
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist X<191
TriggerAll=P2Dist Y>-90
TriggerAll=P2BodyDist X>34-(Anim=100)*(vel x*3+0.14*3)
Trigger1=0;fvar(34)=13&&Helper(30000+ID),var(30)=0||(fvar(34)=[13,20])&&Helper(30000+ID),var(30)=1

[State -3];߈ K
Type=ChangeState
value=410
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=3
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=!var(56)
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist Y>-90
TriggerAll=P2Dist X<128
TriggerAll=fvar(34)>6
Trigger1=fvar(34)=7&&Helper(30000+ID),var(30)=0||(fvar(34)=[7,13])&&Helper(30000+ID),var(30)=1

[State -3];߈ P
Type=ChangeState
value=400
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=3
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=!var(56)
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist Y>-90
TriggerAll=P2Dist X<98
TriggerAll=fvar(34)>4
Trigger1=fvar(34)=5&&Helper(30000+ID),var(30)=0||(fvar(34)=[5,11])&&Helper(30000+ID),var(30)=1

[State -3,=H_Dash]
Type=ChangeState
value=100
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=Ctrl||(StateNo=[9,22])
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=!var(56)
TriggerAll=var(30)=3
TriggerAll=fvar(34)>4
Trigger1=P2Dist X>0

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

[State -3,Nor_=H_C_HS];߈ HS
Type=ChangeState
value=430
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=3
TriggerAll=P2BodyDist X=[-32,34]
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=!var(56)
TriggerAll=fvar(34)>14
TriggerAll=P2Dist X>=(P2Dist Y+Enemy(ceil(fvar(18))),vel y*2<-50)*(1-(Facing=Enemy(ceil(fvar(18))),facing)*2)*Enemy(ceil(fvar(18))),vel x*14
TriggerAll=P2Dist X<86-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*(1-(Facing=Enemy(ceil(fvar(18))),facing)*2)*Enemy(ceil(fvar(18))),vel x*14
Trigger1=P2Dist Y+Enemy(ceil(fvar(18))),vel y*14+Enemy(ceil(fvar(18))),GetHitVar(Yaccel)*91>-61
Trigger1=P2Dist Y+Enemy(ceil(fvar(18))),vel y*14+Enemy(ceil(fvar(18))),GetHitVar(Yaccel)*91<=ifelse((Enemy(ceil(fvar(18))),Anim=[5051,5059])||(Enemy(ceil(fvar(18))),Anim=[5061,5069]),0,25)
Trigger1=Enemy(ceil(fvar(18))),GetHitVar(HitShakeTime)=0

Trigger2=P2Dist X<86-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*Enemy(ceil(fvar(18))),GetHitVar(xvel)*13
Trigger2=P2Dist Y+Enemy(ceil(fvar(18))),GetHitVar(yvel)*13+Enemy(ceil(fvar(18))),GetHitVar(Yaccel)*78>-61
Trigger2=Enemy(ceil(fvar(18))),GetHitVar(HitShakeTime)=1
Trigger3=P2Dist X<86-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*Enemy(ceil(fvar(18))),GetHitVar(xvel)*12
Trigger3=P2Dist Y+Enemy(ceil(fvar(18))),GetHitVar(yvel)*12+Enemy(ceil(fvar(18))),GetHitVar(Yaccel)*66>-61
Trigger3=Enemy(ceil(fvar(18))),GetHitVar(HitShakeTime)=2
Trigger4=P2Dist X<86-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*Enemy(ceil(fvar(18))),GetHitVar(xvel)*11
Trigger4=P2Dist Y+Enemy(ceil(fvar(18))),GetHitVar(yvel)*11+Enemy(ceil(fvar(18))),GetHitVar(Yaccel)*55>-61
Trigger4=Enemy(ceil(fvar(18))),GetHitVar(HitShakeTime)=3
Trigger5=P2Dist X<86-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*Enemy(ceil(fvar(18))),GetHitVar(xvel)*10
Trigger5=P2Dist Y+Enemy(ceil(fvar(18))),GetHitVar(yvel)*10+Enemy(ceil(fvar(18))),GetHitVar(Yaccel)*45>-61
Trigger5=Enemy(ceil(fvar(18))),GetHitVar(HitShakeTime)=4
Trigger6=P2Dist X<86-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*Enemy(ceil(fvar(18))),GetHitVar(xvel)*9
Trigger6=P2Dist Y+Enemy(ceil(fvar(18))),GetHitVar(yvel)*9 +Enemy(ceil(fvar(18))),GetHitVar(Yaccel)*36>-61
Trigger6=Enemy(ceil(fvar(18))),GetHitVar(HitShakeTime)=5
Trigger7=P2Dist X<86-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*Enemy(ceil(fvar(18))),GetHitVar(xvel)*8
Trigger7=P2Dist Y+Enemy(ceil(fvar(18))),GetHitVar(yvel)*8 +Enemy(ceil(fvar(18))),GetHitVar(Yaccel)*28>-61
Trigger7=Enemy(ceil(fvar(18))),GetHitVar(HitShakeTime)=6
Trigger8=P2Dist X<86-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*Enemy(ceil(fvar(18))),GetHitVar(xvel)*7
Trigger8=P2Dist Y+Enemy(ceil(fvar(18))),GetHitVar(yvel)*7 +Enemy(ceil(fvar(18))),GetHitVar(Yaccel)*21>-61
Trigger8=Enemy(ceil(fvar(18))),GetHitVar(HitShakeTime)=7
Trigger9=P2Dist X<86-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*Enemy(ceil(fvar(18))),GetHitVar(xvel)*6
Trigger9=P2Dist Y+Enemy(ceil(fvar(18))),GetHitVar(yvel)*6 +Enemy(ceil(fvar(18))),GetHitVar(Yaccel)*15>-61
Trigger9=Enemy(ceil(fvar(18))),GetHitVar(HitShakeTime)=8
Trigger10=P2Dist X<86-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*Enemy(ceil(fvar(18))),GetHitVar(xvel)*5
Trigger10=P2Dist Y+Enemy(ceil(fvar(18))),GetHitVar(yvel)*5+Enemy(ceil(fvar(18))),GetHitVar(Yaccel)*10>-61
Trigger10=Enemy(ceil(fvar(18))),GetHitVar(HitShakeTime)=9
Trigger11=P2Dist X<86-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*Enemy(ceil(fvar(18))),GetHitVar(xvel)*4
Trigger11=P2Dist Y+Enemy(ceil(fvar(18))),GetHitVar(yvel)*4+Enemy(ceil(fvar(18))),GetHitVar(Yaccel)*6>-61
Trigger11=Enemy(ceil(fvar(18))),GetHitVar(HitShakeTime)=10
Trigger12=P2Dist X<86-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*Enemy(ceil(fvar(18))),GetHitVar(xvel)*3
Trigger12=P2Dist Y+Enemy(ceil(fvar(18))),GetHitVar(yvel)*3+Enemy(ceil(fvar(18))),GetHitVar(Yaccel)*3>-61
Trigger12=Enemy(ceil(fvar(18))),GetHitVar(HitShakeTime)=11
Trigger13=P2Dist X<86-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*Enemy(ceil(fvar(18))),GetHitVar(xvel)*2
Trigger13=P2Dist Y+Enemy(ceil(fvar(18))),GetHitVar(yvel)*2+Enemy(ceil(fvar(18))),GetHitVar(Yaccel)>-61
Trigger13=Enemy(ceil(fvar(18))),GetHitVar(HitShakeTime)=12
Trigger14=P2Dist X<86-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*Enemy(ceil(fvar(18))),GetHitVar(xvel)
Trigger14=P2Dist Y+Enemy(ceil(fvar(18))),GetHitVar(yvel)>-61
Trigger14=Enemy(ceil(fvar(18))),GetHitVar(HitShakeTime)=13
Trigger15=P2Dist X<86
Trigger15=P2Dist Y>-61
Trigger15=Enemy(ceil(fvar(18))),GetHitVar(HitShakeTime)>13

[State -3,Nor_=H_S_NS];߈ S
Type=ChangeState
value=220
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=3
TriggerAll=P2BodyDist X=[-32,34]
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=!var(56)
TriggerAll=fvar(34)>7
TriggerAll=P2Dist X>=(P2Dist Y+Enemy(ceil(fvar(18))),vel y*2<-50)*(1-(Facing=Enemy(ceil(fvar(18))),facing)*2)*Enemy(ceil(fvar(18))),vel x*7
TriggerAll=P2Dist X<99-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*(1-(Facing=Enemy(ceil(fvar(18))),facing)*2)*Enemy(ceil(fvar(18))),vel x*7
TriggerAll=P2Dist Y+Enemy(ceil(fvar(18))),vel y*7+Enemy(ceil(fvar(18))),GetHitVar(Yaccel)*21>-41
TriggerAll=P2Dist Y+Enemy(ceil(fvar(18))),vel y*7+Enemy(ceil(fvar(18))),GetHitVar(Yaccel)*21<=ifelse((Enemy(ceil(fvar(18))),Anim=[5051,5059])||(Enemy(ceil(fvar(18))),Anim=[5061,5069]),0,25)
Trigger1=fvar(34)=8
Trigger1=Enemy(ceil(fvar(18))),GetHitVar(HitShakeTime)=0
Trigger2=P2Dist Y+Enemy(ceil(fvar(18))),vel y*7+Enemy(ceil(fvar(18))),GetHitVar(Yaccel)*21>-20

[State -3,Nor_=H_S_P];߈ P
Type=ChangeState
value=200
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=3
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),GetHitVar(HitShakeTime)=0
TriggerAll=!var(56)
TriggerAll=fvar(34)>5
TriggerAll=P2Dist X>=(P2Dist Y+Enemy(ceil(fvar(18))),vel y*2<-50)*(1-(Facing=Enemy(ceil(fvar(18))),facing)*2)*Enemy(ceil(fvar(18))),vel x*5
TriggerAll=P2Dist X<91-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*(1-(Facing=Enemy(ceil(fvar(18))),facing)*2)*Enemy(ceil(fvar(18))),vel x*5
TriggerAll=P2Dist Y+Enemy(ceil(fvar(18))),vel y*5+Enemy(ceil(fvar(18))),GetHitVar(Yaccel)*10>-41
TriggerAll=P2Dist Y+Enemy(ceil(fvar(18))),vel y*5+Enemy(ceil(fvar(18))),GetHitVar(Yaccel)*10<=ifelse((Enemy(ceil(fvar(18))),Anim=[5051,5059])||(Enemy(ceil(fvar(18))),Anim=[5061,5069]),0,25)
Trigger1=fvar(34)=6
Trigger2=P2Dist Y+Enemy(ceil(fvar(18))),vel y*5+Enemy(ceil(fvar(18))),GetHitVar(Yaccel)*10>-20

[State -3,Nor_=H_C_P];߈ P
Type=ChangeState
value=400
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=3
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),GetHitVar(HitShakeTime)=0
TriggerAll=!var(56)
TriggerAll=fvar(34)>4
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist X>=(P2Dist Y+Enemy(ceil(fvar(18))),vel y*2<-50)*(1-(Facing=Enemy(ceil(fvar(18))),facing)*2)*Enemy(ceil(fvar(18))),vel x*4
TriggerAll=P2Dist X<97-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*(1-(Facing=Enemy(ceil(fvar(18))),facing)*2)*Enemy(ceil(fvar(18))),vel x*4
TriggerAll=P2Dist Y+Enemy(ceil(fvar(18))),vel y*4+Enemy(ceil(fvar(18))),GetHitVar(Yaccel)*6>-21
TriggerAll=P2Dist Y+Enemy(ceil(fvar(18))),vel y*4+Enemy(ceil(fvar(18))),GetHitVar(Yaccel)*6<=ifelse((Enemy(ceil(fvar(18))),Anim=[5051,5059])||(Enemy(ceil(fvar(18))),Anim=[5061,5069]),0,25)
Trigger1=1

[State -3,=H_Dash]
Type=ChangeState
value=100
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=Ctrl||(StateNo=[9,22])
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=!var(56)
TriggerAll=var(30)=3
Trigger1=P2Dist X-(P2Dist Y+Enemy(ceil(fvar(18))),vel y*2<-50)*(1-(Facing=Enemy(ceil(fvar(18))),facing)*2)*Enemy(ceil(fvar(18))),vel x*4>60

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

[State -3];H S
Type=ChangeState
value=2010
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=1
TriggerAll=P2BodyDist X=[-32,34]
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=fvar(34)>5
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist X<109
TriggerAll=P2Dist Y>-90
TriggerAll=!var(56)
Trigger1=fvar(34)=6&&Helper(30000+ID),var(30)=0||(fvar(34)=[6,12])&&Helper(30000+ID),var(30)=1

[State -3];H S
Type=ChangeState
value=2015
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=1
TriggerAll=P2BodyDist X>34
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
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)<-50||Enemy(ceil(fvar(18))),StateType!=C
TriggerAll=fvar(34)>8
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist X<191
TriggerAll=P2Dist Y>-90
TriggerAll=P2BodyDist X>34-(Anim=100)*(vel x*3+0.14*3)
TriggerAll=!var(56)
Trigger1=fvar(34)=9&&Helper(30000+ID),var(30)=0||(fvar(34)=[9,15])&&Helper(30000+ID),var(30)=1

[State -3];H K
Type=ChangeState
value=410
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=1
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=!var(56)
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist Y>-90
TriggerAll=P2Dist X<98
TriggerAll=fvar(34)>6
TriggerAll=P2BodyDist X>34-(Anim=100)*vel x
Trigger1=fvar(34)=7&&Helper(30000+ID),var(30)=0||(fvar(34)=[7,13])&&Helper(30000+ID),var(30)=1

[State -3];H P
Type=ChangeState
value=400
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=1
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=!var(56)
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist Y>-90
TriggerAll=P2Dist X<98
TriggerAll=fvar(34)>4
Trigger1=fvar(34)=5&&Helper(30000+ID),var(30)=0||(fvar(34)=[5,11])&&Helper(30000+ID),var(30)=1

[State -3,=H_Dash]
Type=ChangeState
value=100
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=Ctrl||(StateNo=[9,22])
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=!var(56)
TriggerAll=var(30)=1
TriggerAll=fvar(34)>4
Trigger1=P2Dist X>0

;--------------------------------------------------------------------------------------------------------
;H쑊󒆎
;--------------------------------------------------------------------------------------------------------

[State -3];H S
Type=ChangeState
value=2010
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=1
TriggerAll=P2BodyDist X=[-32,34]
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=!var(56)
TriggerAll=fvar(34)>5
TriggerAll=P2Dist X>=(P2Dist Y+Enemy(ceil(fvar(18))),vel y*2<-50)*(1-(Facing=Enemy(ceil(fvar(18))),facing)*2)*Enemy(ceil(fvar(18))),vel x*5
Trigger1=Enemy(ceil(fvar(18))),vel y!=0
Trigger1=P2Dist X<109-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*Enemy(ceil(fvar(18))),vel x*5
Trigger1=P2Dist Y+Enemy(ceil(fvar(18))),vel y*5+Enemy(ceil(fvar(18))),GetHitVar(Yaccel)*10>-81
Trigger1=P2Dist Y+Enemy(ceil(fvar(18))),vel y*5+Enemy(ceil(fvar(18))),GetHitVar(Yaccel)*10<=ifelse((Enemy(ceil(fvar(18))),Anim=[5051,5059])||(Enemy(ceil(fvar(18))),Anim=[5061,5069]),0,25)
Trigger2=Enemy(ceil(fvar(18))),GetHitVar(HitShakeTime)=1||Enemy(ceil(fvar(18))),GetHitVar(HitShakeTime)=0&&Enemy(ceil(fvar(18))),vel y=0
Trigger2=P2Dist X<109-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*Enemy(ceil(fvar(18))),GetHitVar(xvel)*4
Trigger2=P2Dist Y+Enemy(ceil(fvar(18))),GetHitVar(yvel)*4+Enemy(ceil(fvar(18))),GetHitVar(Yaccel)*6>-81
Trigger2=P2Dist Y+Enemy(ceil(fvar(18))),GetHitVar(yvel)*4+Enemy(ceil(fvar(18))),GetHitVar(Yaccel)*6<=ifelse((Enemy(ceil(fvar(18))),Anim=[5051,5059])||(Enemy(ceil(fvar(18))),Anim=[5061,5069]),0,25)
Trigger3=Enemy(ceil(fvar(18))),GetHitVar(HitShakeTime)=2
Trigger3=P2Dist X<109-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*Enemy(ceil(fvar(18))),GetHitVar(xvel)*3
Trigger3=P2Dist Y+Enemy(ceil(fvar(18))),GetHitVar(yvel)*3+Enemy(ceil(fvar(18))),GetHitVar(Yaccel)*3>-81
Trigger3=P2Dist Y+Enemy(ceil(fvar(18))),GetHitVar(yvel)*3+Enemy(ceil(fvar(18))),GetHitVar(Yaccel)*3<=ifelse((Enemy(ceil(fvar(18))),Anim=[5051,5059])||(Enemy(ceil(fvar(18))),Anim=[5061,5069]),0,25)
Trigger4=Enemy(ceil(fvar(18))),GetHitVar(HitShakeTime)=3
Trigger4=P2Dist X<109-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*Enemy(ceil(fvar(18))),GetHitVar(xvel)*2
Trigger4=P2Dist Y+Enemy(ceil(fvar(18))),GetHitVar(yvel)*2+Enemy(ceil(fvar(18))),GetHitVar(Yaccel)>-81
Trigger4=P2Dist Y+Enemy(ceil(fvar(18))),GetHitVar(yvel)*2+Enemy(ceil(fvar(18))),GetHitVar(Yaccel)<=ifelse((Enemy(ceil(fvar(18))),Anim=[5051,5059])||(Enemy(ceil(fvar(18))),Anim=[5061,5069]),0,25)
Trigger5=Enemy(ceil(fvar(18))),GetHitVar(HitShakeTime)=4
Trigger5=P2Dist X<109-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*Enemy(ceil(fvar(18))),GetHitVar(xvel)
Trigger5=P2Dist Y+Enemy(ceil(fvar(18))),GetHitVar(yvel)>-81
Trigger5=P2Dist Y+Enemy(ceil(fvar(18))),GetHitVar(yvel)<=ifelse((Enemy(ceil(fvar(18))),Anim=[5051,5059])||(Enemy(ceil(fvar(18))),Anim=[5061,5069]),0,25)
Trigger6=Enemy(ceil(fvar(18))),GetHitVar(HitShakeTime)>4
Trigger6=P2Dist X<109
Trigger6=P2Dist Y>-81
Trigger6=P2Dist Y<=ifelse((Enemy(ceil(fvar(18))),Anim=[5051,5059])||(Enemy(ceil(fvar(18))),Anim=[5061,5069]),0,25)

[State -3];H S
Type=ChangeState
value=2015
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=1
TriggerAll=P2BodyDist X>34
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=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=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=fvar(34)>8
TriggerAll=P2Dist X>= (P2Dist Y+Enemy(ceil(fvar(18))),vel y*2<-50)*(1-(Facing=Enemy(ceil(fvar(18))),facing)*2)*Enemy(ceil(fvar(18))),vel x*8
TriggerAll=P2Dist X<191-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*(1-(Facing=Enemy(ceil(fvar(18))),facing)*2)*Enemy(ceil(fvar(18))),vel x*8
TriggerAll=P2BodyDist X>34-(Anim=100)*(vel x*3+0.14*3)
TriggerAll=!var(56)
Trigger1=P2Dist Y+Enemy(ceil(fvar(18))),vel y*8+Enemy(ceil(fvar(18))),GetHitVar(Yaccel)*28=[-80,-20]

[State -3];H P
Type=ChangeState
value=200
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=1
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=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=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=!var(56)
TriggerAll=fvar(34)>4
TriggerAll=P2Dist X>=  (P2Dist Y+Enemy(ceil(fvar(18))),vel y*2<-50)*(1-(Facing=Enemy(ceil(fvar(18))),facing)*2)*Enemy(ceil(fvar(18))),vel x*4
TriggerAll=P2Dist X<98-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*(1-(Facing=Enemy(ceil(fvar(18))),facing)*2)*Enemy(ceil(fvar(18))),vel x*4
Trigger1=P2Dist Y+Enemy(ceil(fvar(18))),vel y*4+Enemy(ceil(fvar(18))),GetHitVar(Yaccel)*6=[-70,-9]

[State -3,=H_Dash]
Type=ChangeState
value=100
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=Ctrl||(StateNo=[9,22])
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=!var(56)
TriggerAll=var(30)=1
Trigger1=P2Dist X-(P2Dist Y+Enemy(ceil(fvar(18))),vel y*2<-50)*(1-(Facing=Enemy(ceil(fvar(18))),facing)*2)*Enemy(ceil(fvar(18))),vel x*4>60

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

[State -3]; S
Type=ChangeState
value=2110
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=2
TriggerAll=P2BodyDist X=[-32,34]
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
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
TriggerAll=fvar(34)>4
TriggerAll=P2Dist X<66
TriggerAll=P2Dist Y>-90
TriggerAll=!var(56)
Trigger1=fvar(34)=5&&Helper(30000+ID),var(30)=0||(fvar(34)=[5,11])&&Helper(30000+ID),var(30)=1

[State -3]; S
Type=ChangeState
value=2115
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=2
TriggerAll=P2BodyDist X>34
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
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
TriggerAll=fvar(34)>7
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist X<141
TriggerAll=P2Dist Y>-90
TriggerAll=P2BodyDist X>34-(Anim=100)*(vel x*3+0.14*3)
TriggerAll=!var(56)
Trigger1=fvar(34)=8&&Helper(30000+ID),var(30)=0||(fvar(34)=[8,14])&&Helper(30000+ID),var(30)=1

[State -3]; P
Type=ChangeState
value=400
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=2
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=fvar(34)>4
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist X<98
TriggerAll=P2Dist Y>-9
TriggerAll=P2BodyDist X>34
TriggerAll=!var(56)
Trigger1=fvar(34)=5&&Helper(30000+ID),var(30)=0||(fvar(34)=[5,11])&&Helper(30000+ID),var(30)=1

[State -3]; K
Type=ChangeState
value=410
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=2
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=fvar(34)>6
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist X<128
TriggerAll=P2Dist Y>-9
TriggerAll=P2BodyDist X>34-(Anim=100)*(vel x*2+0.14)
TriggerAll=!var(56)
Trigger1=fvar(34)=7&&Helper(30000+ID),var(30)=0||(fvar(34)=[7,13])&&Helper(30000+ID),var(30)=1

[State -3,=H_Dash]
Type=ChangeState
value=100
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=Ctrl||(StateNo=[9,22])
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=!var(56)
TriggerAll=var(30)=2
TriggerAll=fvar(34)>4
Trigger1=P2Dist X>0

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

[State -3]; Wv
Type=ChangeState
value=39
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=2
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=!var(56)
TriggerAll=fvar(34)>10
TriggerAll=P2Dist X>=(P2Dist Y+Enemy(ceil(fvar(18))),vel y*2<-50)*(1-(Facing=Enemy(ceil(fvar(18))),facing)*2)*Enemy(ceil(fvar(18))),vel x*4
TriggerAll=P2Dist X<99
TriggerAll=P2Dist Y+Enemy(ceil(fvar(18))),vel y*13+Enemy(ceil(fvar(18))),GetHitVar(Yaccel)*78>-151
;TriggerAll=P2Dist Y+Enemy(ceil(fvar(18))),vel y*13+Enemy(ceil(fvar(18))),GetHitVar(Yaccel)*78<=ifelse((Enemy(ceil(fvar(18))),Anim=[5051,5059])||(Enemy(ceil(fvar(18))),Anim=[5061,5069]),0,25)
Trigger1=PrevStateNo=960
Trigger1=fvar(34)<42
Trigger1=Time<20

[State -3]; S
Type=ChangeState
value=2110
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=2
TriggerAll=P2BodyDist X=[-32,34]
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=NumHelper(2100)
TriggerAll=Helper(2100),StateNo=2100
TriggerAll=!var(56)
TriggerAll=fvar(34)>4
TriggerAll=P2Dist X>=(P2Dist Y+Enemy(ceil(fvar(18))),vel y*2<-50)*(1-(Facing=Enemy(ceil(fvar(18))),facing)*2)*Enemy(ceil(fvar(18))),vel x*4
TriggerAll=P2Dist X<99+(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*(1-(Facing=Enemy(ceil(fvar(18))),facing)*2)*Enemy(ceil(fvar(18))),vel x*4
TriggerAll=P2Dist Y+Enemy(ceil(fvar(18))),vel y*4+Enemy(ceil(fvar(18))),GetHitVar(Yaccel)*6>-71
TriggerAll=P2Dist Y+Enemy(ceil(fvar(18))),vel y*4+Enemy(ceil(fvar(18))),GetHitVar(Yaccel)*6<=ifelse((Enemy(ceil(fvar(18))),Anim=[5051,5059])||(Enemy(ceil(fvar(18))),Anim=[5061,5069]),0,25)
Trigger1=fvar(34)=5
Trigger2=Enemy(ceil(fvar(18))),vel y!=0
Trigger2=P2Dist Y+Enemy(ceil(fvar(18))),vel y*4+Enemy(ceil(fvar(18))),GetHitVar(Yaccel)*6>-21

[State -3,=H_Dash]
Type=ChangeState
value=100
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=Ctrl||(StateNo=[9,22])
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=!var(56)
TriggerAll=P2Dist X>60||Enemy(ceil(fvar(18))),BackEdgeBodyDist>8||P2Dist Y+Enemy(ceil(fvar(18))),vel y*8+Enemy(ceil(fvar(18))),GetHitVar(Yaccel)*28>-40
TriggerAll=NumHelper(11111+ID)
TriggerAll=var(30)=2
TriggerAll=Enemy(ceil(fvar(18))),vel x!=0||Enemy(ceil(fvar(18))),facing!=facing
TriggerAll=Enemy(ceil(fvar(18))),vel x*(1-(Enemy(ceil(fvar(18))),facing=facing)*2)<=0
Trigger1=P2Dist X+Enemy(ceil(fvar(18))),vel x*8*(1-(Enemy(ceil(fvar(18))),facing=facing)*2)>79
Trigger2=Enemy(ceil(fvar(18))),vel x!=0

;
;IE
;

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

[State -3];IE HS
Type=ChangeState
value=470
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=4
TriggerAll=P2BodyDist X=[-32,34]
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=fvar(34)>18
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist X<142
TriggerAll=P2Dist Y>-90
TriggerAll=!var(56)
Trigger1=fvar(34)=19&&Helper(30000+ID),var(30)=0||(fvar(34)=[19,30])&&Helper(30000+ID),var(30)=1

[State -3];IE S
Type=ChangeState
value=260
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=4
TriggerAll=P2BodyDist X=[-32,34]
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=!var(56)
TriggerAll=fvar(34)>9
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist X<99+(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*(1-(Facing=Enemy(ceil(fvar(18))),facing)*2)*Enemy(ceil(fvar(18))),vel x*9
TriggerAll=P2Dist Y>-90
Trigger1=fvar(34)=10&&Helper(30000+ID),var(30)=0||(fvar(34)=[10,20])&&Helper(30000+ID),var(30)=1

[State -3];IE S
Type=ChangeState
value=265
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=4
TriggerAll=P2BodyDist X=[-32,34]
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=fvar(34)>8
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist X<177
TriggerAll=P2Dist Y>-90
TriggerAll=!var(56)
Trigger1=fvar(34)=9&&Helper(30000+ID),var(30)=0||(fvar(34)=[9,27])&&Helper(30000+ID),var(30)=1

[State -3];IE P
Type=ChangeState
value=400
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=4
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=fvar(34)>4
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist X<98
TriggerAll=P2Dist Y>-9
TriggerAll=!var(56)
Trigger1=fvar(34)=5&&Helper(30000+ID),var(30)=0||(fvar(34)=[5,11])&&Helper(30000+ID),var(30)=1

[State -3];IE K
Type=ChangeState
value=410
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=4
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=fvar(34)>6
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist X<128
TriggerAll=P2Dist Y>-9
TriggerAll=!var(56)
Trigger1=fvar(34)=7&&Helper(30000+ID),var(30)=0||(fvar(34)=[7,14])&&Helper(30000+ID),var(30)=1

[State -3,=H_Dash]
Type=ChangeState
value=100
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=Ctrl||(StateNo=[9,22])
TriggerAll=var(30)=4
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=fvar(34)>4
Trigger1=P2Dist X>0

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

[State -3,Raoh_S_NS];IE D˃GhKC
Type=ChangeState
value=1200
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=4
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||(StateNo=[120,131])
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=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(56)
TriggerAll=var(22)>0
Trigger1=fvar(34)=27
Trigger1=var(59)>9||fvar(39)
Trigger2=fvar(34)=[27,30]
Trigger2=var(59)<10
Trigger2=fvar(39)<1

[State -3];IE XgGhKC _Xg
Type=ChangeState
value=1200
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=4
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||(StateNo=[120,131])
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=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=!var(56)
TriggerAll=fvar(34)>3
TriggerAll=var(22)>0
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist X<111+30+(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*Enemy(ceil(fvar(18))),vel x*3||fvar(34)=4
TriggerAll=fvar(34)<10||Enemy(ceil(fvar(18))),vel y>0&&P2Dist Y+Enemy(ceil(fvar(18))),vel y*3+Enemy(ceil(fvar(18))),GetHitVar(Yaccel)*3=[-95,25]
TriggerAll=P2Dist Y+Enemy(ceil(fvar(18))),vel y*3+Enemy(ceil(fvar(18))),GetHitVar(Yaccel)*3<ifelse((Enemy(ceil(fvar(18))),Anim=[5051,5059])||(Enemy(ceil(fvar(18))),Anim=[5061,5069]),0,25)
Trigger1=P2Dist Y+Enemy(ceil(fvar(18))),vel y*3+0.55*3=[-100,25]
Trigger2=P2Dist Y+Enemy(ceil(fvar(18))),vel y*4+0.55*6=[-100,25]
Trigger3=1;P2Dist Y+Enemy(ceil(fvar(18))),vel y*5+0.55*10=[-100,25]

[State -3];IE XgGhKC ԑ_
Type=ChangeState
value=1200
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=4
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||(StateNo=[120,131])
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=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=!var(56)
TriggerAll=fvar(34)>3
TriggerAll=var(22)<1
TriggerAll=Enemy(ceil(fvar(18))),BackEdgeBodyDist<9
TriggerAll=P2Dist X<91
TriggerAll=Enemy(ceil(fvar(18))),vel y*9+Enemy(ceil(fvar(18))),GetHitVar(Yaccel)*36>0
Trigger1=P2Dist Y+Enemy(ceil(fvar(18))),vel y*3+Enemy(ceil(fvar(18))),GetHitVar(Yaccel)*3<=ifelse((Enemy(ceil(fvar(18))),Anim=[5051,5059])||(Enemy(ceil(fvar(18))),Anim=[5061,5069]),0,25)
Trigger1=PrevStateNo=1200

[State -3];IE XgGhKC O
Type=ChangeState
value=1200
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=4
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||(StateNo=[120,131])
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=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=!var(56)
TriggerAll=fvar(34)>3
TriggerAll=var(22)<1
TriggerAll=P2Dist X>=(P2Dist Y+Enemy(ceil(fvar(18))),vel y*2<-50)*(1-(Facing=Enemy(ceil(fvar(18))),facing)*2)*Enemy(ceil(fvar(18))),vel x*3
Trigger1=P2Dist X<111+9+(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*Enemy(ceil(fvar(18))),vel x*3||fvar(34)=4
Trigger1=fvar(34)<10||Enemy(ceil(fvar(18))),vel y>0&&P2Dist Y+Enemy(ceil(fvar(18))),vel y*3+Enemy(ceil(fvar(18))),GetHitVar(Yaccel)*3=[-95,25]
Trigger1=P2Dist Y+Enemy(ceil(fvar(18))),vel y*3+Enemy(ceil(fvar(18))),GetHitVar(Yaccel)*3<=ifelse((Enemy(ceil(fvar(18))),Anim=[5051,5059])||(Enemy(ceil(fvar(18))),Anim=[5061,5069]),0,25)
Trigger1=P2Dist Y+Enemy(ceil(fvar(18))),vel y*3+Enemy(ceil(fvar(18))),GetHitVar(Yaccel)*3>-99

[State -3];IE XgGhKC [đ_
Type=ChangeState
value=1200
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=4
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=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=!var(56)
TriggerAll=fvar(34)>3
TriggerAll=P2Dist X>=(P2Dist Y+Enemy(ceil(fvar(18))),vel y*2<-50)*(1-(Facing=Enemy(ceil(fvar(18))),facing)*2)*Enemy(ceil(fvar(18))),vel x*3
TriggerAll=var(50)>-40
TriggerAll=Power>999
TriggerAll=fvar(34)>9
TriggerAll=var(22)<1
TriggerAll=NumHelper(11111+ID)
TriggerAll=Helper(11111+ID),var(6)<150
TriggerAll=P2Dist X<80||fvar(34)=10
TriggerAll=P2Dist X<129+30+(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*Enemy(ceil(fvar(18))),vel x*3
TriggerAll=Enemy(ceil(fvar(18))),vel y*9+Enemy(ceil(fvar(18))),GetHitVar(Yaccel)*36>0
TriggerAll=P2Dist Y+Enemy(ceil(fvar(18))),vel y*3+Enemy(ceil(fvar(18))),GetHitVar(Yaccel)*3<-100||Enemy(ceil(fvar(18))),vel y>0
Trigger1=P2Dist Y+Enemy(ceil(fvar(18))),vel y*9+Enemy(ceil(fvar(18))),GetHitVar(Yaccel)*36=[-230,-95]
Trigger2=P2Dist Y+Enemy(ceil(fvar(18))),vel y*10+Enemy(ceil(fvar(18))),GetHitVar(Yaccel)*45=[-230,-95]
Trigger3=P2Dist Y+Enemy(ceil(fvar(18))),vel y*11+Enemy(ceil(fvar(18))),GetHitVar(Yaccel)*55=[-230,-95]

[State -3,=H_Raoh_S_6HS];IE 6HS
Type=ChangeState
value=275
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=4
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),vel y!=0
TriggerAll=!var(56)
TriggerAll=fvar(34)>18
TriggerAll=P2Dist X>=(P2Dist Y+Enemy(ceil(fvar(18))),vel y*2<-50)*(1-(Facing=Enemy(ceil(fvar(18))),facing)*2)*Enemy(ceil(fvar(18))),vel x*18
TriggerAll=NumHelper(11111+ID)
TriggerAll=Helper(11111+ID),var(6)>149||Power<1000||var(50)<-39
TriggerAll=P2Dist Y+Enemy(ceil(fvar(18))),vel y*18+Enemy(ceil(fvar(18))),GetHitVar(Yaccel)*154=[-100,-15]
Trigger1=P2Dist X<166+(Enemy(ceil(fvar(18))),BackEdgeBodyDist>2)*Enemy(ceil(fvar(18))),vel x*18
Trigger2=P2Dist X<224+(Enemy(ceil(fvar(18))),BackEdgeBodyDist>2)*Enemy(ceil(fvar(18))),vel x*21

[State -3,=H_Dash];IE@_bV
Type=ChangeState
value=100
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=Ctrl||(StateNo=[9,22])
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=!var(56)
TriggerAll=P2Dist X>=(P2Dist Y+Enemy(ceil(fvar(18))),vel y*2<-50)*(1-(Facing=Enemy(ceil(fvar(18))),facing)*2)*Enemy(ceil(fvar(18))),vel x*9
TriggerAll=P2Dist X>50+(Enemy(ceil(fvar(18))),BackEdgeBodyDist>2)*Enemy(ceil(fvar(18))),vel x*9
TriggerAll=P2Dist X>60||Enemy(ceil(fvar(18))),BackEdgeBodyDist>8&&0||P2Dist Y+Enemy(ceil(fvar(18))),vel y*8+Enemy(ceil(fvar(18))),GetHitVar(Yaccel)*28>-40
TriggerAll=NumHelper(11111+ID)
TriggerAll=var(30)=4
TriggerAll=var(22)<1
TriggerAll=PalNo!=11||P2Dist Y>-50&&Enemy(ceil(fvar(18))),vel y!=0&&Enemy(ceil(fvar(18))),vel y*3+Enemy(ceil(fvar(18))),GetHitVar(Yaccel)*3>0
Trigger1=var(50)>-40
Trigger1=Power>999
Trigger1=Helper(11111+ID),var(6)>80
Trigger2=var(50)<=-40||Power<1000
Trigger2=Helper(11111+ID),var(6)>190-(fvar(34)<19)*110

[State 100,AI1]
Type=ChangeState
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=StateNo=100
TriggerAll=Time>9
TriggerAll=var(50)>-40
TriggerAll=var(59)>0||fvar(39)>0
Trigger1=P2MoveType=H
Trigger1=P2StateType=A
Trigger1=P2Dist X<80-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*Enemy(ceil(fvar(18))),vel x*8*(1-(Enemy(ceil(fvar(18))),facing=facing)*2)
value=101

[State -3,=H_Dash];IE@
Type=ChangeState
value=21
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=Ctrl||(StateNo=[9,20])
TriggerAll=PalNo=11
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=P2Dist X>=(P2Dist Y+Enemy(ceil(fvar(18))),vel y*2<-50)*(1-(Facing=Enemy(ceil(fvar(18))),facing)*2)*Enemy(ceil(fvar(18))),vel x*9
TriggerAll=P2Dist X>50+(Enemy(ceil(fvar(18))),BackEdgeBodyDist>2)*Enemy(ceil(fvar(18))),vel x*9
TriggerAll=P2Dist X>60||Enemy(ceil(fvar(18))),BackEdgeBodyDist>8&&0||P2Dist Y+Enemy(ceil(fvar(18))),vel y*8+Enemy(ceil(fvar(18))),GetHitVar(Yaccel)*28>-40
TriggerAll=NumHelper(11111+ID)
TriggerAll=var(30)=4
Trigger1=var(50)>-40
Trigger1=Helper(11111+ID),var(6)>50
Trigger2=var(50)<=-40
Trigger2=Helper(11111+ID),var(6)>160

[State -3,=H_Dash];IE@~
Type=ChangeState
value=0
Ctrl=1
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=StateNo=21
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=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(56)
Trigger1=P2Dist X<70

;
;łߌq(K[h̍s)@100%̊mŌqƃp^[ɂȂ\
;

;
;߈&߈
;
;
;--------------------------------------------------------------------------------------------------------

[State -3,Nor_C_P];߈ P
Type=ChangeState
value=400
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(3)=0
TriggerAll=var(30)=0
TriggerAll=var(59)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
;TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
;TriggerAll=Enemy(ceil(fvar(18))),StateNo=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Random<var(59)*101
TriggerAll=MoveGuarded=1
Trigger1=StateNo=430

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

[State -1];OJf
Type=ChangeState
value=1000
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(3)=0
TriggerAll=var(30)=0
TriggerAll=var(59)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo=[150,155]
TriggerAll=P2Dist X>=0
TriggerAll=Random<ifelse(var(59)>9,10,var(59))*7
TriggerAll=MoveGuarded=1
Trigger1=StateNo=450
Trigger2=StateNo=200
Trigger3=StateNo=400
Trigger4=StateNo=210
Trigger5=StateNo=420
Trigger6=StateNo=220
Trigger7=StateNo=205
Trigger8=StateNo=225
Trigger9=StateNo=430
Trigger10=StateNo=410
Trigger11=StateNo=240

[State -3,Nor_S_HS];D i
Type=ChangeState
value=240
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(3)=0
TriggerAll=var(30)=0||var(30)=3
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=P2Dist X>=0
TriggerAll=Random<ifelse(var(59)>9,10,var(59))*14
TriggerAll=P2Dist X<40
TriggerAll=MoveGuarded=1
Trigger1=StateNo=200
Trigger2=StateNo=205
Trigger3=StateNo=210
Trigger4=StateNo=220
Trigger5=StateNo=225
Trigger6=StateNo=400
Trigger7=StateNo=420
Trigger8=StateNo=430

[State -3,Nor_S_HS];HS i
Type=ChangeState
value=230
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(3)=0
TriggerAll=var(30)=0||var(30)=3
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=P2Dist X>=0
TriggerAll=Random<ifelse(var(59)>9,10,var(59))*2
TriggerAll=P2Dist X<20
TriggerAll=MoveGuarded=1
Trigger1=StateNo=200
Trigger2=StateNo=205
Trigger3=StateNo=210
Trigger4=StateNo=220
Trigger5=StateNo=225
Trigger6=StateNo=400
Trigger7=StateNo=420
Trigger8=StateNo=430

[State -3,Nor_C_K];K
Type=ChangeState
value=410
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(3)=0
TriggerAll=var(30)=0
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=P2Dist X>=0
TriggerAll=Random<ifelse(var(59)>9,10,var(59))*70
TriggerAll=MoveGuarded=1
Trigger1=StateNo=200
Trigger2=StateNo=400

[State -1];S
Type=ChangeState
value=220
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(3)=0
TriggerAll=var(30)=0||var(30)=3
TriggerAll=P2BodyDist X=[-32,34]
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=P2Dist X>=0
TriggerAll=Random<var(59)*101
TriggerAll=MoveGuarded=1
Trigger1=StateNo=200
Trigger2=StateNo=205
Trigger3=StateNo=400
Trigger4=StateNo=410
Trigger5=StateNo=430

[State -1];S
Type=ChangeState
value=225
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(3)=0
TriggerAll=var(30)=0||var(30)=3
TriggerAll=P2BodyDist X>34
TriggerAll=var(59)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=P2Dist X>=0
TriggerAll=Random<ifelse(var(59)>9,10,var(59))*25
TriggerAll=MoveGuarded=1
Trigger1=StateNo=200
Trigger2=StateNo=205
Trigger3=StateNo=210
Trigger4=StateNo=400
Trigger5=StateNo=410
Trigger6=StateNo=430

[State -1];S
Type=ChangeState
value=225
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(3)=0
TriggerAll=var(30)=0||var(30)=3
TriggerAll=var(59)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=P2Dist X>=0
TriggerAll=Random<var(59)*101
TriggerAll=MoveGuarded=1
Trigger1=StateNo=220

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

[State -1];OJf
Type=ChangeState
value=1000
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(3)=0
TriggerAll=var(30)=0
TriggerAll=var(59)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=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=Random<var(59)*60
TriggerAll=MoveGuarded=1
TriggerAll=P2Dist Y>-43
Trigger1=StateNo=450;48
Trigger1=P2Dist X<73-(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*25
Trigger2=StateNo=200
Trigger2=P2Dist X<77-(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*5
Trigger3=StateNo=400
Trigger3=P2Dist X<76-(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*4
Trigger4=StateNo=210
Trigger4=P2Dist X<76-(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*5
Trigger5=StateNo=420
Trigger5=P2Dist X<76-(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*16
Trigger6=StateNo=220
Trigger6=P2Dist X<76-(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)
Trigger7=StateNo=205
Trigger7=P2Dist X<72-(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*2
Trigger8=StateNo=225;59
Trigger8=P2Dist X<72-(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*13
Trigger9=StateNo=430;49
Trigger9=P2Dist X<72-(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*23
Trigger10=StateNo=410
Trigger10=P2Dist X<104
Trigger11=StateNo=240;49
Trigger11=P2Dist X<72-(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*23

[State -1];S
Type=ChangeState
value=220
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(3)=0
TriggerAll=var(30)=0||var(30)=3
TriggerAll=P2BodyDist X=[-32,34]
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=P2Dist X>=0
TriggerAll=Random<ifelse(var(59)>9,10,var(59))*70
TriggerAll=MoveGuarded=1
TriggerAll=P2Dist Y>-50
Trigger1=StateNo=200
Trigger2=StateNo=205
Trigger3=StateNo=400
Trigger4=StateNo=410
Trigger5=StateNo=430

[State -1];S
Type=ChangeState
value=225
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(3)=0
TriggerAll=var(30)=0||var(30)=3
TriggerAll=P2BodyDist X>34||StateNo=220
TriggerAll=var(59)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=P2Dist X>=0
TriggerAll=Random<ifelse(var(59)>9,10,var(59))*25
TriggerAll=MoveGuarded=1
TriggerAll=P2Dist Y>-40
Trigger1=StateNo=200
Trigger2=StateNo=205
Trigger3=StateNo=210
Trigger4=StateNo=220
Trigger5=StateNo=400
Trigger6=StateNo=410
Trigger7=StateNo=430

;------------------------------------------------------------------------------------------------------------------------
;(ޔ)
;------------------------------------------------------------------------------------------------------------------------

[State -1];OJf
Type=ChangeState
value=1000
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(3)=0
TriggerAll=var(30)=0
TriggerAll=var(59)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=P2Dist X>=0
TriggerAll=Random<ifelse(var(59)>9,10,var(59))*6
TriggerAll=MoveGuarded
Trigger1=StateNo=240

;
;H߈
;
;
;--------------------------------------------------------------------------------------------------------

[State -1];nセ̂܂܋AĂȂł
Type=ChangeState
value=2050
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(3)=0
TriggerAll=var(30)=1
TriggerAll=var(59)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=P2Dist X>=0
TriggerAll=Random<ifelse(var(59)>9,10,var(59))*40
TriggerAll=MoveGuarded
Trigger1=StateNo=240
Trigger2=StateNo=450

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

[State -3,U_S_6HS];H߈ 6HS
Type=ChangeState
value=2025
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(3)=0
TriggerAll=var(30)=1
TriggerAll=var(59)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Random<ifelse(var(59)>9,10,var(59))*3
TriggerAll=MoveGuarded=1
Trigger1=StateNo=200
Trigger2=StateNo=205
Trigger3=StateNo=400
Trigger4=StateNo=410

[State -3,U_C_S];H߈ S
Type=ChangeState
value=2030
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(3)=0
TriggerAll=var(30)=1
TriggerAll=var(59)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Random<ifelse(var(59)>9,10,var(59))*70
TriggerAll=MoveGuarded=1
Trigger1=StateNo=200
Trigger2=StateNo=205
Trigger3=StateNo=210
Trigger4=StateNo=400
Trigger5=StateNo=410

[State -3,Nor_C_P];H߈ P
Type=ChangeState
value=400
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(3)=0
TriggerAll=var(30)=1
TriggerAll=var(59)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Random<ifelse(var(59)>9,10,var(59))*70
TriggerAll=MoveGuarded=1
Trigger1=StateNo=200
Trigger2=StateNo=400

[State -3,Nor_C_K];K
Type=ChangeState
value=410
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=2
TriggerAll=var(3)=0
TriggerAll=var(59)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=P2Dist X>=0
TriggerAll=Random<ifelse(var(59)>9,10,var(59))*70
TriggerAll=MoveGuarded=1
Trigger1=StateNo=200
Trigger2=StateNo=400

[State -1];H S
Type=ChangeState
value=2010
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=P2BodyDist X=[-32,34]
TriggerAll=var(30)=1
TriggerAll=var(3)=0
TriggerAll=var(59)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Random<ifelse(var(59)>9,10,var(59))*40
TriggerAll=MoveGuarded=1
Trigger1=StateNo=200
Trigger2=StateNo=205
Trigger3=StateNo=210
Trigger4=StateNo=400
Trigger5=StateNo=410

[State -1];H S
Type=ChangeState
value=2015
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=P2BodyDist X>34
TriggerAll=var(30)=1
TriggerAll=var(3)=0
TriggerAll=var(59)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
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
TriggerAll=Random<ifelse(var(59)>9,10,var(59))*20
TriggerAll=MoveGuarded=1
Trigger1=StateNo=200
Trigger2=StateNo=205
Trigger3=StateNo=210
Trigger4=StateNo=400
Trigger5=StateNo=410

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

[State -3,Nor_S_P];H߈ P
Type=ChangeState
value=200
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(3)=0
TriggerAll=var(30)=1
TriggerAll=var(59)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Random<ifelse(var(59)>9,10,var(59))*70
TriggerAll=MoveGuarded=1
TriggerAll=Enemy(ceil(fvar(18))),Pos Y>-60
Trigger1=StateNo=200
Trigger2=StateNo=400

[State -1];H S
Type=ChangeState
value=2010
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=P2BodyDist X=[-32,34]
TriggerAll=var(30)=1
TriggerAll=var(3)=0
TriggerAll=var(59)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Random<ifelse(var(59)>9,10,var(59))*50
TriggerAll=MoveGuarded=1
TriggerAll=Enemy(ceil(fvar(18))),Pos Y>-60
Trigger1=StateNo=200
Trigger2=StateNo=205
Trigger3=StateNo=210
Trigger4=StateNo=400
Trigger5=StateNo=410

[State -1];H S
Type=ChangeState
value=2015
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=P2BodyDist X>34
TriggerAll=var(30)=1
TriggerAll=var(3)=0
TriggerAll=var(59)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
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
TriggerAll=Random<ifelse(var(59)>9,10,var(59))*10
TriggerAll=MoveGuarded=1
TriggerAll=Enemy(ceil(fvar(18))),Pos Y>-40
Trigger1=StateNo=200
Trigger2=StateNo=205
Trigger3=StateNo=210
Trigger4=StateNo=400
Trigger5=StateNo=410

[State -1];nセ̂܂܋AĂȂł
Type=ChangeState
value=2050
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(3)=0
TriggerAll=var(30)=1
TriggerAll=var(59)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),var(46)=0
TriggerAll=P2Dist X>=0
TriggerAll=Random<ifelse(var(59)>9,10,var(59))*25
TriggerAll=MoveGuarded=1
TriggerAll=P2Dist X>6
TriggerAll=Enemy(ceil(fvar(18))),Pos Y>-34-16
Trigger1=StateNo=200
Trigger2=StateNo=205
Trigger3=StateNo=210
Trigger4=StateNo=240
Trigger5=StateNo=400
Trigger6=StateNo=410
Trigger7=StateNo=450

;
;߈ łߌq
;

[State -3,Nor_S_P];߈ ƂĂFRCO
Type=ChangeState
value=112114
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(3)=0
TriggerAll=var(30)=2
TriggerAll=var(59)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Power>499
TriggerAll=Random<ifelse(var(59)>9,10,var(59))*130
TriggerAll=MoveGuarded
TriggerAll=Enemy(ceil(fvar(18))),Pos Y>-60
Trigger1=StateNo=240
Trigger2=StateNo=450

[State -3,Nor_S_P];߈ˁ@
Type=ChangeState
value=2165
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(3)=0
TriggerAll=var(30)=2
TriggerAll=var(59)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Power<500
TriggerAll=Random<ifelse(var(59)>9,10,var(59))*130
TriggerAll=MoveGuarded
TriggerAll=Enemy(ceil(fvar(18))),Pos Y>-60
Trigger1=StateNo=240
Trigger2=StateNo=450

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

[State -3,Nor_C_P];߈ P
Type=ChangeState
value=400
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(3)=0
TriggerAll=var(30)=1
TriggerAll=var(59)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Random<ifelse(var(59)>9,10,var(59))*70
TriggerAll=MoveGuarded=1
Trigger1=StateNo=200
Trigger2=StateNo=400

[State -3,Nor_C_K];߈ K
Type=ChangeState
value=410
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=2
TriggerAll=var(3)=0
TriggerAll=var(59)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=P2Dist X>=0
TriggerAll=Random<ifelse(var(59)>9,10,var(59))*70
TriggerAll=MoveGuarded=1
Trigger1=StateNo=200
Trigger2=StateNo=400
Trigger3=StateNo=205

[State -1];߈ S
Type=ChangeState
value=2110
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=P2BodyDist X=[-32,34]
TriggerAll=var(30)=2
TriggerAll=var(3)=0
TriggerAll=var(59)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Random<ifelse(var(59)>9,10,var(59))*50
TriggerAll=MoveGuarded=1
TriggerAll=Enemy(ceil(fvar(18))),Pos Y>-60
Trigger1=StateNo=200
Trigger2=StateNo=205
Trigger3=StateNo=210
Trigger4=StateNo=400
Trigger5=StateNo=410

[State -1];߈ S
Type=ChangeState
value=2115
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=P2BodyDist X>34
TriggerAll=var(30)=2
TriggerAll=var(3)=0
TriggerAll=var(59)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Random<ifelse(var(59)>9,10,var(59))*40
TriggerAll=MoveGuarded=1
TriggerAll=Enemy(ceil(fvar(18))),Pos Y>-40
Trigger1=StateNo=200
Trigger2=StateNo=205
Trigger3=StateNo=210
Trigger4=StateNo=400
Trigger5=StateNo=410

;--------------------------------------------------------------------------------------------------------
; łߌq 󒆎
;--------------------------------------------------------------------------------------------------------

[State -3,Nor_S_P];߈ P
Type=ChangeState
value=200
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(3)=0
TriggerAll=var(30)=1
TriggerAll=var(59)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Random<ifelse(var(59)>9,10,var(59))*70
TriggerAll=MoveGuarded=1
TriggerAll=Enemy(ceil(fvar(18))),Pos Y>-60
Trigger1=StateNo=200
Trigger2=StateNo=400

[State -1]; HelperoR ƂĂ
Type=ChangeState
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(3)=0
TriggerAll=var(30)=1
TriggerAll=var(59)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo=[150,155]
TriggerAll=Random<ifelse(var(59)>9,10,var(59))*70
TriggerAll=MoveGuarded=1
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist X<60+(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*10
Trigger1=StateNo=200
Trigger2=StateNo=205
Trigger3=StateNo=210
Trigger4=StateNo=240
Trigger5=StateNo=400
Trigger6=StateNo=410
Trigger7=StateNo=450
value=2160
Ctrl=0
PersIstent=0

[State -1]; 
Type=ChangeState
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(3)=0
TriggerAll=var(30)=1
TriggerAll=var(59)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Random<ifelse(var(59)>9,10,var(59))*70
TriggerAll=MoveGuarded=1
TriggerAll=P2Dist X>=60+(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*10
TriggerAll=Enemy(ceil(fvar(18))),Const(Size.Head.Pos.Y)<-50||Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),Const(Size.Head.Pos.Y)<-99||Enemy(ceil(fvar(18))),StateType!=C
Trigger1=StateNo=200
Trigger2=StateNo=205
Trigger3=StateNo=210
Trigger4=StateNo=240
Trigger5=StateNo=400
Trigger6=StateNo=410
Trigger7=StateNo=450
value=2165
Ctrl=0
PersIstent=0

;
;IE
;

;
;p
;

[State -3,Raoh_S_EDGAI];IE@_[NlXAZeo
Type=ChangeState
value=1300
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=4
TriggerAll=var(3)=0
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Random<ifelse(var(59)>9,10,var(59))*20
TriggerAll=MoveGuarded
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist X<90+(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*10
Trigger1=StateNo=270
Trigger2=StateNo=275
Trigger3=StateNo=280
Trigger4=StateNo=450
Trigger5=StateNo=470

[State -3,Raoh_S_EDGAI];IE@_[NlX@_[NlXAZeo
Type=ChangeState
value=111301
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=4
TriggerAll=var(3)=0
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Random<ifelse(var(59)>9,10,var(59))*2
TriggerAll=MoveGuarded
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist X>=90+(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*10
Trigger1=StateNo=270
Trigger2=StateNo=275
Trigger3=StateNo=280
Trigger4=StateNo=450
Trigger5=StateNo=470

[State -3,Raoh_S_EDGAI];IE@_[NlX@_[NlXAZeŒxo
Type=ChangeState
value=111302
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=4
TriggerAll=var(3)=0
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Random<ifelse(var(59)>9,10,var(59))
TriggerAll=MoveGuarded
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist X>=90+(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*10
Trigger1=StateNo=270
Trigger2=StateNo=275
Trigger3=StateNo=280
Trigger4=StateNo=450
Trigger5=StateNo=470

;--------------------------------------------------------------------------------------------------------
;IE łߌq n㎞
;--------------------------------------------------------------------------------------------------------

[State -3,Raoh_S_D]
Type=ChangeState
value=280
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=4
TriggerAll=var(3)=0
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Random<ifelse(var(59)>9,10,var(59))*40
TriggerAll=MoveGuarded=1
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist X<90+(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*10
Trigger1=StateNo=200
Trigger2=StateNo=205
Trigger3=StateNo=210
Trigger4=StateNo=220
Trigger5=StateNo=225
Trigger6=StateNo=260
Trigger7=StateNo=265
Trigger8=StateNo=270
Trigger9=StateNo=400
Trigger10=StateNo=410
Trigger11=StateNo=420
Trigger12=StateNo=430
Trigger13=StateNo=460
Trigger14=StateNo=470

[State -1];IE S
Type=ChangeState
value=260
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=4
TriggerAll=P2BodyDist X=[-32,34]
TriggerAll=var(3)=0
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Random<ifelse(var(59)>9,10,var(59))*70
TriggerAll=MoveGuarded=1
TriggerAll=P2Dist X>=0
Trigger1=StateNo=200
Trigger2=StateNo=205
Trigger3=StateNo=210
Trigger4=StateNo=400
Trigger5=StateNo=410

[State -1];IE S
Type=ChangeState
value=265
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=4
TriggerAll=P2BodyDist X>34||StateNo=260
TriggerAll=var(3)=0
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Random<ifelse(var(59)>9,10,var(59))*50
TriggerAll=MoveGuarded=1
TriggerAll=P2Dist X>=0
Trigger1=StateNo=200
Trigger2=StateNo=205
Trigger3=StateNo=210
Trigger4=StateNo=400
Trigger5=StateNo=410
Trigger6=StateNo=260

[State -3,Raoh_S_HS];IE@HS
Type=ChangeState
value=270
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=4
TriggerAll=var(3)=0
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Random<ifelse(var(59)>9,10,var(59))*6
TriggerAll=MoveGuarded=1
TriggerAll=P2Dist X>=0
Trigger1=StateNo=200
Trigger2=StateNo=205
Trigger3=StateNo=210
Trigger4=StateNo=400
Trigger5=StateNo=460
Trigger6=StateNo=260
Trigger7=StateNo=265

[State -3,Raoh_S_EDGAI];IE@_[NlXAZeo
Type=ChangeState
value=1300
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=4
TriggerAll=var(3)=0
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Random<ifelse(var(59)>9,10,var(59))*6
TriggerAll=MoveGuarded=1
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist X<90+(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*10
Trigger1=StateNo=200
Trigger2=StateNo=205
Trigger3=StateNo=210
Trigger4=StateNo=220
Trigger5=StateNo=225
Trigger6=StateNo=260
Trigger7=StateNo=265
Trigger8=StateNo=270
Trigger9=StateNo=400
Trigger10=StateNo=410
Trigger11=StateNo=420
Trigger12=StateNo=430
Trigger13=StateNo=460
Trigger14=StateNo=470

[State -3,Raoh_S_EDGAI];IE@_[NlX@_[NlXAZeo
Type=ChangeState
value=111301
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=4
TriggerAll=var(3)=0
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Random<ifelse(var(59)>9,10,var(59))*2
TriggerAll=MoveGuarded=1
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist X>=90+(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*10
Trigger1=StateNo=200
Trigger2=StateNo=205
Trigger3=StateNo=210
Trigger4=StateNo=220
Trigger5=StateNo=225
Trigger6=StateNo=260
Trigger7=StateNo=265
Trigger8=StateNo=270
Trigger9=StateNo=400
Trigger10=StateNo=410
Trigger11=StateNo=420
Trigger12=StateNo=430
Trigger13=StateNo=460
Trigger14=StateNo=470

[State -3,Raoh_S_EDGAI];IE@_[NlX@_[NlXAZeŒxo
Type=ChangeState
value=111302
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=4
TriggerAll=var(3)=0
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Random<ifelse(var(59)>9,10,var(59))
TriggerAll=MoveGuarded=1
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist X>=90+(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*10
Trigger1=StateNo=200
Trigger2=StateNo=205
Trigger3=StateNo=210
Trigger4=StateNo=220
Trigger5=StateNo=225
Trigger6=StateNo=260
Trigger7=StateNo=265
Trigger8=StateNo=270
Trigger9=StateNo=400
Trigger10=StateNo=410
Trigger11=StateNo=420
Trigger12=StateNo=430
Trigger13=StateNo=460
Trigger14=StateNo=470

;--------------------------------------------------------------------------------------------------------
;IE łߌq 󒆎
;--------------------------------------------------------------------------------------------------------

[State -3,Raoh_S_EDGAI];IE@XgGhKC
Type=ChangeState
value=1200
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=4
TriggerAll=var(3)=0
TriggerAll=var(59)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo=[150,155]
TriggerAll=Random<var(59)*60
TriggerAll=MoveGuarded=1
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist X<130
Trigger1=StateNo=200
Trigger2=StateNo=205
Trigger3=StateNo=210
Trigger4=StateNo=220
Trigger5=StateNo=225
Trigger6=StateNo=260
Trigger7=StateNo=265
Trigger8=StateNo=270
Trigger9=StateNo=275
Trigger10=StateNo=280
Trigger11=StateNo=400
Trigger12=StateNo=410
Trigger13=StateNo=420
Trigger14=StateNo=430
Trigger15=StateNo=450
Trigger16=StateNo=460
Trigger17=StateNo=470

;
;qn
;

;
;R{(ɍUĂԂł̍s)
;
;
;--------------------------------------------------------------------------------------------------------

;
;߈
;

[State -3,RC];HS RC
Type=ChangeState
value=950
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=Power>999
TriggerAll=var(30)=0||var(30)=3
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
;TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
;TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
;TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
;TriggerAll=MoveContAct
TriggerAll=!var(56)
TriggerAll=StateNo=[230,232]
TriggerAll=var(4)+var(5)>0
Trigger1=var(4)+var(5)>1
Trigger2=Enemy(ceil(fvar(18))),StateNo=[150,155]

[State -3,RC];Jf RC
Type=ChangeState
value=950
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=Power>999
TriggerAll=var(30)=4
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=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(56)
TriggerAll=MoveContAct
TriggerAll=StateNo=1000
Trigger1=MoveGuarded
Trigger2=Enemy(ceil(fvar(18))),StateNo=[150,155]
Trigger3=Enemy(ceil(fvar(18))),MoveType!=H

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

[State -3];߈ Y܂I
Type=ChangeState
value=3000
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=Power>999
TriggerAll=var(3)=0
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=P2Dist X>=0
TriggerAll=0;MoveHit=1
Trigger1=StateNo=205
Trigger1=P2Dist X<111
Trigger2=StateNo=210
Trigger2=P2Dist X<80
Trigger3=StateNo=220
Trigger3=P2Dist X<111
Trigger4=StateNo=225
Trigger4=P2Dist X<118
Trigger5=StateNo=410
Trigger5=P2Dist X<91
Trigger6=StateNo=420
Trigger6=P2Dist X<111
Trigger7=StateNo=430
Trigger7=P2Dist X<111

[State -3,Hit_S_LS];߈ SˎOJf
Type=ChangeState
value=225
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(3)=0
TriggerAll=var(30)=0;||PalNo=11
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=MoveHit
TriggerAll=StateNo=220
Trigger1=Enemy(ceil(fvar(18))),BackEdgeBodyDist>8
Trigger1=P2Dist X<33
Trigger1=vel x>2
Trigger2=P2Dist X<35
Trigger2=Enemy(ceil(fvar(18))),BackEdgeBodyDist<9

[State -3];߈ D
Type=ChangeState
value=450
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
;TriggerAll=var(30)!=3
TriggerAll=var(30)=0
TriggerAll=var(3)=0
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=MoveHit
Trigger1=StateNo=205||StateNo=420
Trigger1=P2Dist X<42
Trigger1=vel x>2
Trigger2=StateNo=220
Trigger2=P2Dist X<49
Trigger2=Enemy(ceil(fvar(18))),BackEdgeBodyDist>8||vel x>2
Trigger3=StateNo=225
Trigger3=P2Dist X<42
Trigger3=Enemy(ceil(fvar(18))),BackEdgeBodyDist>8
Trigger3=vel x>2

[State -3,Hit_S_NS];߈ SˎOJf
type=ChangeState
value=220
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=P2BodyDist X=[-32,34]
TriggerAll=var(3)=0
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=MoveHit
TriggerAll=var(30)=0;||PalNo=11
Trigger1=StateNo=200||StateNo=400
Trigger1=P2Dist X<38+(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*3
Trigger2=StateNo=410
Trigger2=P2Dist X<43+(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*4;61
Trigger3=StateNo=205
Trigger3=P2Dist X<42
Trigger3=Enemy(ceil(fvar(18))),BackEdgeBodyDist<9

[State -3,S_K];߈ KˎOJf
type=ChangeState
value=210
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(3)=0
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=MoveHit
TriggerAll=var(30)=0;||PalNo=11
Trigger1=StateNo=200||StateNo=400
Trigger1=P2Dist X<33
Trigger1=vel x>2

[State -3,C_K];߈ KˎOJf ␳Ȃ̂ŗDx
Type=ChangeState
value=410
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=MoveHit
Trigger1=var(30)=0;||PalNo=11
Trigger1=StateNo=200||StateNo=400
Trigger1=P2Dist X<60+(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*11
Trigger2=StateNo=205
Trigger2=0;var(30)=2

[State -3,Hit_S_LS];߈ S
type=ChangeState
value=225
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(3)=0
TriggerAll=var(30)=0
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=MoveHit
TriggerAll=StateNo=220
Trigger1=P2Dist X<41

[State -3];߈ 3Jf
type=ChangeState
value=1000
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=var(30)=0;||PalNo=11
TriggerAll=var(3)=0
TriggerAll=MoveHit
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=P2Dist X>=0
TriggerAll=Enemy(ceil(fvar(18))),BackEdgeBodyDist>8
Trigger1=StateNo=200||StateNo=400
Trigger1=P2Dist X<64
Trigger2=StateNo=205||StateNo=420||StateNo=225
Trigger2=P2Dist X<52
Trigger3=StateNo=210
Trigger3=P2Dist X<58
Trigger4=StateNo=220
Trigger4=P2Dist X<65
Trigger5=StateNo=410
Trigger5=P2Dist X<66;ړO X<86
Trigger6=StateNo=430
Trigger6=P2Dist X<42

[State -3];߈ JfRC
Type=ChangeState
value=950
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=Power>999
TriggerAll=MoveHit=1
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
Trigger1=StateNo=1000
Trigger1=var(31)<8

[State -3];߈ 3Jf ʒ[
type=ChangeState
value=1000
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=var(30)=0;||PalNo=11
TriggerAll=var(3)=0
TriggerAll=MoveHit
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=P2Dist X>=0
TriggerAll=Enemy(ceil(fvar(18))),BackEdgeBodyDist<9
Trigger1=StateNo=200||StateNo=400||StateNo=205
Trigger1=P2Dist X<69
Trigger2=StateNo=420||StateNo=225
Trigger2=P2Dist X<56
Trigger3=StateNo=210
Trigger3=P2Dist X<65
Trigger4=StateNo=220
Trigger4=P2Dist X<72
Trigger5=StateNo=410
Trigger5=P2Dist X<78;ړO X<95
Trigger6=StateNo=430
Trigger6=P2Dist X<46

[State -3];߈ D
Type=ChangeState
value=450
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=0
TriggerAll=var(3)=0
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=MoveHit
Trigger1=StateNo=205;82
Trigger1=P2Dist X<61+(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*21
Trigger2=StateNo=220;85
Trigger2=P2Dist X<76+(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*9
Trigger3=StateNo=225;69
Trigger3=P2Dist X<62+(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*7
Trigger4=StateNo=410
Trigger4=var(21)=1;107
Trigger4=P2Dist X<99+(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*8
Trigger5=StateNo=420;70
Trigger5=P2Dist X<62+(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*8
Trigger6=StateNo=430;59
Trigger6=P2Dist X<50+(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*9

[State -3,C_HS];߈ HS
Type=ChangeState
value=430
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(3)=0
TriggerAll=var(30)=0
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=MoveHit
TriggerAll=var(21)=1||Enemy(ceil(fvar(18))),StateType=C
Trigger1=StateNo=220;66
Trigger1=P2Dist X<58+(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*8
Trigger2=StateNo=225
Trigger2=P2Dist X<51
Trigger2=Enemy(ceil(fvar(18))),BackEdgeBodyDist<9
Trigger3=StateNo=420
Trigger3=P2Dist X<49

[State -3,Hit_S_NS];߈ S
type=ChangeState
value=220
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=P2BodyDist X=[-32,34]
TriggerAll=var(3)=0
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=MoveHit
TriggerAll=var(30)=0
Trigger1=StateNo=200
Trigger2=StateNo=400
Trigger3=StateNo=410
Trigger4=StateNo=205

;
;qȂǂĂ
;

[State -3,Hit_S_LS];߈ S
type=ChangeState
value=225
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(3)=0
TriggerAll=var(30)=0
TriggerAll=var(59)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Random<ifelse(var(59)>9,10,var(59))*50
TriggerAll=MoveHit=1
Trigger1=StateNo=200
Trigger2=StateNo=400
Trigger3=StateNo=410
Trigger4=StateNo=205

[State -1];OJf
Type=ChangeState
value=1000
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(3)=0
TriggerAll=var(30)=0
TriggerAll=var(59)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=P2Dist X>=0
TriggerAll=Random<ifelse(var(59)>9,10,var(59))*50
TriggerAll=MoveHit=1
Trigger1=StateNo=450
Trigger2=StateNo=200
Trigger3=StateNo=400
Trigger4=StateNo=210
Trigger5=StateNo=420
Trigger6=StateNo=220
Trigger7=StateNo=205
Trigger8=StateNo=225
Trigger9=StateNo=430
Trigger10=StateNo=410
Trigger11=StateNo=240

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

[State -3,C_HS];߈ HS˃Jf
Type=ChangeState
value=430
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(3)=0
TriggerAll=var(30)=0||var(30)=3
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=!var(56)
TriggerAll=MoveHit=1
Trigger1=StateNo=205
Trigger1=P2Dist X<44+(Enemy(ceil(fvar(18))),GetHitvar(yvel)>-5.3)*12
Trigger1=Enemy(ceil(fvar(18))),BackEdgeBodyDist>8||vel x>3
Trigger1=P2Dist Y>-25
Trigger2=StateNo=210
Trigger2=Enemy(ceil(fvar(18))),GetHitvar(yvel)>-5.3
Trigger2=P2Dist X<48
Trigger2=Enemy(ceil(fvar(18))),BackEdgeBodyDist>8
Trigger2=P2Dist Y>-12

[State -3,=H_Mukade];߈ 3Jf
type=ChangeState
value=1000
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=0;||PalNo=11
TriggerAll=var(3)=0
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=MoveHit=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=!var(56)
TriggerAll=P2Dist Y>-43
Trigger1=StateNo=450;48
Trigger1=P2Dist X<73-(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*25
Trigger2=StateNo=200
Trigger2=P2Dist X<77-(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*5
Trigger3=StateNo=400
Trigger3=P2Dist X<76-(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*4
Trigger4=StateNo=210
Trigger4=P2Dist X<76-(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*5
Trigger5=StateNo=420
Trigger5=P2Dist X<76-(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*16
Trigger6=StateNo=220
Trigger6=P2Dist X<76-(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)
Trigger7=StateNo=205
Trigger7=P2Dist X<72-(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*2
Trigger8=StateNo=225;59
Trigger8=P2Dist X<72-(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*13
Trigger9=StateNo=430;49
;Trigger9=P2Dist X<72-(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*23
Trigger10=StateNo=410
Trigger10=P2Dist X<104

[State -3,C_HS];߈ HS
Type=ChangeState
value=430
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(3)=0
TriggerAll=var(30)=0
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=!var(56)
TriggerAll=MoveHit=1
Trigger1=StateNo=200
Trigger1=P2Dist X<62+(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*4
Trigger2=StateNo=205
Trigger2=P2Dist X<62+(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*3
Trigger3=StateNo=210
Trigger3=P2Dist X<62+(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)
Trigger4=StateNo=220
Trigger4=P2Dist X<62+(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*8
Trigger5=StateNo=225;53
Trigger5=P2Dist X<57-(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*4
Trigger6=StateNo=400
Trigger6=P2Dist X<62+(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*8
Trigger7=StateNo=410
Trigger7=P2Dist X<73+(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)
Trigger8=StateNo=420
Trigger8=P2Dist X<56-(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*4

[State -3,Hit_S_LS];߈ ˉS
type=ChangeState
value=225
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(3)=0
TriggerAll=var(30)=0
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=!var(56)
TriggerAll=MoveHit=1
TriggerAll=StateNo=220
Trigger1=P2Dist X<87
Trigger1=P2Dist Y>-5

[State -3,Jump];߈ WvLZ
Type=ChangeState
value=39
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=0
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=!var(56)
TriggerAll=MoveHit=1
Trigger1=StateNo=200
Trigger2=0;StateNo=205
Trigger3=StateNo=220
Trigger4=StateNo=400
Trigger5=StateNo=430

;
;߈
;


;---------------------------------------------------------------------------------------------------------
;q(n㎞)
;---------------------------------------------------------------------------------------------------------

[State -3,Hit_S_LS];߈ S
type=ChangeState
value=220
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(3)=0
TriggerAll=var(30)=3
TriggerAll=P2BodyDist X=[-32,34]
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=MoveHit
Trigger1=StateNo=200
Trigger2=StateNo=205
Trigger3=StateNo=210
Trigger4=StateNo=400
Trigger5=StateNo=410

[State -3,C_HS];߈ HS
Type=ChangeState
value=430
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(3)=0
TriggerAll=var(30)=3
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=MoveHit
TriggerAll=var(51)>8
TriggerAll=var(21)=1||Enemy(ceil(fvar(18))),StateType=C
Trigger1=StateNo=220;66
Trigger1=P2Dist X<58+(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*8
Trigger2=StateNo=225
Trigger2=P2Dist X<51
Trigger2=Enemy(ceil(fvar(18))),BackEdgeBodyDist<9
Trigger3=StateNo=420
Trigger3=P2Dist X<49

[State -3,Hit_S_LS];߈ S
type=ChangeState
value=225
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(3)=0
TriggerAll=var(30)=3
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=MoveHit
Trigger1=StateNo=220
Trigger1=P2Dist X<77

[State -3,Hit_S_LS];߈ S
type=ChangeState
value=225
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(3)=0
TriggerAll=var(30)=3
TriggerAll=P2BodyDist X>34
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=MoveHit
Trigger1=StateNo=200
Trigger2=StateNo=205
Trigger3=StateNo=210
Trigger4=StateNo=400
Trigger5=StateNo=410

;---------------------------------------------------------------------------------------------------------
;q(󒆎)
;---------------------------------------------------------------------------------------------------------

[State -3,C_HS]; HS
Type=ChangeState
value=430
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(3)=0
TriggerAll=var(30)=3
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=!var(56)
TriggerAll=MoveHit=1
Trigger1=StateNo=200
Trigger1=P2Dist X<62+(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*4
Trigger2=StateNo=205
Trigger2=P2Dist X<62+(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*3
Trigger3=StateNo=210
Trigger3=P2Dist X<62+(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)
Trigger4=StateNo=220
Trigger4=P2Dist X<62+(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*8
Trigger5=StateNo=225;53
Trigger5=P2Dist X<57-(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*4
Trigger6=StateNo=400
Trigger6=P2Dist X<62+(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*8
Trigger7=StateNo=410
Trigger7=P2Dist X<73+(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)
Trigger8=StateNo=420
Trigger8=P2Dist X<56-(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*4

[State -3,Jump];߈ WvLZ
Type=ChangeState
value=39
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=3
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=!var(56)
TriggerAll=MoveHit=1
Trigger1=StateNo=200
Trigger2=0;StateNo=205
Trigger3=StateNo=220
Trigger4=StateNo=400
Trigger5=StateNo=430

;
;H߈
;

[State -3];Y܃Jf
Type=ChangeState
value=3010
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=Power>999
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=StateNo!=[3000,3010]
Trigger1=NumHelper(2000)
Trigger1=Helper(2000),var(37)=1
Trigger1=(Helper(2000),StateNo=[2001,2003])||Helper(2000),StateNo=2007
Trigger1=Helper(2000),MoveContAct
Trigger2=NumHelper(2001)
Trigger2=Helper(2001),var(37)=1
Trigger2=(Helper(2001),StateNo=[2001,2003])||Helper(2001),StateNo=2007
Trigger2=Helper(2001),MoveContAct
Trigger3=NumHelper(2002)
Trigger3=Helper(2002),var(37)=1
Trigger3=(Helper(2002),StateNo=[2001,2003])||Helper(2002),StateNo=2007
Trigger3=Helper(2002),MoveContAct

[State -3];̂܂FRC
Type=ChangeState
value=960
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=Power>499
TriggerAll=Time=[9,11]
TriggerAll=StateNo=2050
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
Trigger1=1;PrevStateNo=112051
ignoreHitPause=1

;
;HR{(n㎞)
;

[State -3];H S
Type=ChangeState
value=2010
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=1
TriggerAll=var(3)=0
TriggerAll=P2BodyDist X=[-32,34]
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=P2Dist X>=0
TriggerAll=!var(56)
TriggerAll=MoveHit=1
Trigger1=StateNo=200
Trigger2=StateNo=205
Trigger3=StateNo=210
Trigger4=StateNo=400
Trigger5=StateNo=410

[State -3];H S
Type=ChangeState
value=2015
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=1
TriggerAll=var(3)=0
TriggerAll=P2BodyDist X>34
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
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
TriggerAll=P2Dist X>=0
TriggerAll=!var(56)
TriggerAll=MoveHit=1
Trigger1=StateNo=200
Trigger2=StateNo=205
Trigger3=StateNo=210
Trigger4=StateNo=400
Trigger5=StateNo=410

[State -3,HitC_Sonomama];nセ̂܂܋AĂȂł
Type=ChangeState
value=2050
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=1
TriggerAll=var(3)=0
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),var(46)=0
TriggerAll=P2Dist X>=0
TriggerAll=!var(56)
TriggerAll=MoveHit=1
TriggerAll=Power>499
TriggerAll=var(51)>70
Trigger1=StateNo=450

;
;HR{(󒆎)
;

[State -3];WvLZ
Type=ChangeState
value=110039;42FwdpXe[g
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=1
TriggerAll=StateNo=2011||StateNo=2016||StateNo=2021
TriggerAll=Pos Y=0
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=P2Dist X>=0
TriggerAll=!var(56)
Trigger1=NumHelper(2000)
Trigger1=Helper(2000),StateNo=[2001,2003]
Trigger1=Helper(2000),MoveHit
Trigger1=Helper(2000),HitPauseTime=0
Trigger2=NumHelper(2001)
Trigger2=Helper(2001),StateNo=[2001,2003]
Trigger2=Helper(2001),MoveHit
Trigger2=Helper(2001),HitPauseTime=0
Trigger3=NumHelper(2002)
Trigger3=Helper(2002),StateNo=[2001,2003]
Trigger3=Helper(2002),MoveHit
Trigger3=Helper(2001),HitPauseTime=0

[State -3];H S
Type=ChangeState
value=2010
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=1
TriggerAll=var(3)=0
TriggerAll=P2BodyDist X=[-32,34]
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=P2Dist X>=0
TriggerAll=!var(56)
TriggerAll=MoveHit=1
TriggerAll=P2Dist Y>-53
Trigger1=StateNo=200
Trigger2=StateNo=205
Trigger3=StateNo=210
Trigger4=StateNo=400
Trigger5=StateNo=410

[State -3];H S
Type=ChangeState
value=2015
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=1
TriggerAll=var(3)=0
TriggerAll=P2BodyDist X>34
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=P2Dist X>=0
TriggerAll=!var(56)
TriggerAll=MoveHit=1
TriggerAll=P2Dist Y>-31
Trigger1=StateNo=200
Trigger2=StateNo=205
Trigger3=StateNo=210
Trigger4=StateNo=400
Trigger5=StateNo=410

[State -3,HitC_Sonomama];nセ̂܂܋AĂȂł
Type=ChangeState
value=2050
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=1
TriggerAll=var(3)=0
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),var(46)=0
TriggerAll=P2Dist X>=0
TriggerAll=!var(56)
TriggerAll=MoveHit=1
TriggerAll=0;P2Dist Y>-34
Trigger1=StateNo=200
Trigger2=StateNo=205
Trigger3=StateNo=210
Trigger4=StateNo=400
Trigger5=StateNo=410
Trigger6=0;StateNo=450

[State -3];H S
Type=ChangeState
value=2010
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=1
TriggerAll=var(3)=0
TriggerAll=P2BodyDist X=[-32,34]
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=P2Dist X>=0
TriggerAll=!var(56)
TriggerAll=MoveHit=1
TriggerAll=P2Dist Y>-53
Trigger1=StateNo=200
Trigger2=StateNo=205
Trigger3=StateNo=210
Trigger4=StateNo=400
Trigger5=StateNo=410

[State -3];Y܂I
Type=ChangeState
value=3000
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=Power>999
TriggerAll=var(3)=0
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=P2Dist X>=0
TriggerAll=!var(56)
TriggerAll=var(30)=2
TriggerAll=MoveHit=1
Trigger1=StateNo=205
Trigger1=P2Dist X<111
Trigger2=StateNo=210
Trigger2=P2Dist X<80
Trigger3=StateNo=410
Trigger3=P2Dist X<91

[State -3];Y܃Jf
Type=ChangeState
value=3000
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=Power>999
TriggerAll=var(3)=0
TriggerAll=var(30)=2
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=P2Dist X>=0
TriggerAll=!var(56)
TriggerAll=MoveHit
TriggerAll=var(31)>7
Trigger1=StateNo=450

;
;߈
;
;oȓ
;

[State -3];Y܃Jf HelperoR
Type=ChangeState
value=3010
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=Power>999
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=StateNo!=[3000,3010]
TriggerAll=NumHelper(2100)
TriggerAll=Helper(2100),MoveContAct
TriggerAll=Helper(2100),var(37)
Trigger1=Helper(2100),StateNo=2101
Trigger2=Helper(2100),StateNo=2102
Trigger3=Helper(2100),StateNo=2103
Trigger4=Helper(2100),StateNo=2104
Trigger5=Helper(2100),StateNo=2106
Trigger6=Helper(2100),StateNo=2107

;
;R{(n㎞)
;

[State -3];DˎY܂I
Type=ChangeState
value=450
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=2
TriggerAll=var(3)=0
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=P2Dist X>=0
TriggerAll=!var(56)
TriggerAll=Power>999
TriggerAll=0;MoveHit=1
Trigger1=StateNo=205;82
Trigger1=P2Dist X<61+(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*21
Trigger2=StateNo=410
Trigger2=var(21)=1;107
Trigger2=P2Dist X<99+(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*8

[State -3];6PˋS SˎY܂I
Type=ChangeState
value=205
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=2
TriggerAll=P2BodyDist X=[-32,34]
TriggerAll=var(3)=0
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=P2Dist X>=0
TriggerAll=!var(56)
TriggerAll=Power>999
TriggerAll=MoveHit=1
TriggerAll=P2Dist X<36
TriggerAll=vel x>1.5
Trigger1=StateNo=210
Trigger2=StateNo=400
Trigger3=StateNo=410

[State -3]; SˎY܂I
Type=ChangeState
value=2110
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=2
TriggerAll=P2BodyDist X=[-32,34]
TriggerAll=var(3)=0
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
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
TriggerAll=P2Dist X>=0
TriggerAll=!var(56)
TriggerAll=Power>999
TriggerAll=MoveHit=1
Trigger1=StateNo=200
Trigger1=P2Dist X<86
Trigger2=StateNo=205
Trigger2=P2Dist X<62
Trigger3=StateNo=210
Trigger3=P2Dist X<66
Trigger4=StateNo=400
Trigger4=P2Dist X<86
Trigger5=StateNo=410
Trigger5=P2Dist X<66

[State -3]; SˎY܂I
Type=ChangeState
value=2115
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=2
TriggerAll=var(3)=0
TriggerAll=P2BodyDist X>34
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
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
TriggerAll=P2Dist X>=0
TriggerAll=!var(56)
TriggerAll=Power>999
TriggerAll=MoveHit=1
Trigger1=StateNo=200
Trigger1=P2Dist X<90
Trigger2=StateNo=205
Trigger2=P2Dist X<81
Trigger3=StateNo=210
Trigger3=P2Dist X<86
Trigger4=StateNo=400
Trigger4=P2Dist X<86
Trigger5=StateNo=410
Trigger5=P2Dist X<95

[State -3];Y܂I
Type=ChangeState
value=3000
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=Power>999
TriggerAll=var(3)=0
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=P2Dist X>=0
TriggerAll=!var(56)
TriggerAll=var(30)=2
TriggerAll=MoveHit=1
Trigger1=StateNo=205
Trigger1=P2Dist X<111
Trigger2=StateNo=210
Trigger2=P2Dist X<80
Trigger3=StateNo=410
Trigger3=P2Dist X<91

[State -3];Y܃Jf
Type=ChangeState
value=3000
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=Power>999
TriggerAll=var(3)=0
TriggerAll=var(30)=2
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=P2Dist X>=0
TriggerAll=!var(56)
TriggerAll=MoveHit
Trigger1=StateNo=450

[State -3]; S˗
Type=ChangeState
value=2110
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(30)=2
TriggerAll=Statetype!=A
TriggerAll=P2BodyDist X=[-32,34]
TriggerAll=var(3)=0
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
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
TriggerAll=P2Dist X>=0
TriggerAll=!var(56)
TriggerAll=Enemy(ceil(fvar(18))),BackEdgeBodyDist<9
TriggerAll=MoveHit=1
Trigger1=StateNo=200
Trigger1=P2Dist X<52
Trigger2=StateNo=205
Trigger2=P2Dist X<46
Trigger3=StateNo=210
Trigger3=P2Dist X<48
Trigger4=StateNo=400
Trigger4=P2Dist X<52
Trigger5=StateNo=410
Trigger5=P2Dist X<56

[State -3,=H_Ken_oti]; ƂĂ
Type=ChangeState
value=2160
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(30)=2
TriggerAll=Statetype!=A
TriggerAll=var(3)=0
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=P2Dist X>=0
TriggerAll=!var(56)
TriggerAll=Enemy(ceil(fvar(18))),BackEdgeBodyDist<9
TriggerAll=MoveHit=1
Trigger1=StateNo=200
Trigger1=P2Dist X<36
Trigger2=StateNo=205||StateNo=210
Trigger2=P2Dist X<48
Trigger3=StateNo=400
Trigger3=P2Dist X<35
Trigger4=StateNo=410
Trigger4=P2Dist X<55
Trigger5=0;StateNo=450

[State -3]; HS
Type=ChangeState
value=2120
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(30)=2
TriggerAll=Statetype!=A
TriggerAll=var(3)=0
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=P2Dist X>=0
TriggerAll=!var(56)
TriggerAll=MoveHit=1
Trigger1=StateNo=200
Trigger2=StateNo=205
Trigger3=StateNo=210
Trigger3=P2Dist X<79
Trigger4=StateNo=400
Trigger5=StateNo=410

[State -3]; S
Type=ChangeState
value=2110
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(30)=2
TriggerAll=Statetype!=A
TriggerAll=P2BodyDist X=[-32,34]
TriggerAll=var(3)=0
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
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
TriggerAll=P2Dist X>=0
TriggerAll=!var(56)
TriggerAll=MoveHit=1
Trigger1=StateNo=200
Trigger2=StateNo=205
Trigger3=StateNo=210
Trigger4=StateNo=400
Trigger5=StateNo=410

[State -3]; S
Type=ChangeState
value=2115
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(30)=2
TriggerAll=Statetype!=A
TriggerAll=P2BodyDist X>34
TriggerAll=var(3)=0
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
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
TriggerAll=P2Dist X>=0
TriggerAll=!var(56)
TriggerAll=MoveHit=1
Trigger1=StateNo=200
Trigger2=StateNo=205
Trigger3=StateNo=210
Trigger4=StateNo=400
Trigger5=StateNo=410

[State -3];RC
Type=ChangeState
value=950
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Power>999
TriggerAll=StateType!=A
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=MoveHit=1
Trigger1=StateNo=2150

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

[State -3];WvLZ(S)KˋPJCˋSˋHSˋD
Type=ChangeState
value=39
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=var(30)=2
TriggerAll=P2Dist X>=0
TriggerAll=!var(56)
TriggerAll=MoveHit=1
Trigger1=StateNo=200
Trigger2=StateNo=205
Trigger2=Enemy(ceil(fvar(18))),GetHitvar(yvel)<-5.2
Trigger3=StateNo=400

[State -3];Y܃Jf
Type=ChangeState
value=3000
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=Power>999
TriggerAll=var(3)=0
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=var(30)=2
TriggerAll=P2Dist X>=0
TriggerAll=MoveHit=1
TriggerAll=P2Dist Y>-11
Trigger1=Enemy(ceil(fvar(18))),GetHitvar(yvel)>-5.2
Trigger1=StateNo=205||StateNo=210
Trigger2=StateNo=410

;
;IE
;

[State -3,RC];XgGhKC RC
Type=ChangeState
value=950
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=Power>999
TriggerAll=var(30)=4
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
;TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
;TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
;TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=MoveContAct
TriggerAll=StateNo=1200
Trigger1=MoveGuarded
Trigger2=Enemy(ceil(fvar(18))),StateNo=[150,155]
Trigger3=Enemy(ceil(fvar(18))),MoveType!=H

;
;n㎞
;

[State -3,Raoh_S_NS];IE S(HS)GhKC
Type=ChangeState
value=260
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=4
TriggerAll=var(3)=0
TriggerAll=P2BodyDist X=[-32,34]
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=MoveHit=1
Trigger1=StateNo=200
Trigger2=StateNo=205
Trigger2=P2Dist X<62
Trigger3=StateNo=210
Trigger4=StateNo=400
Trigger5=StateNo=410

[State -3,Raoh_C_HS];HS˃GhKC
Type=ChangeState
value=470
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=4
TriggerAll=var(3)=0
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=MoveHit=1
Trigger1=var(21)=1
Trigger1=StateNo=260;40
Trigger1=P2Dist X<89-(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*49
Trigger1=Enemy(ceil(fvar(18))),BackEdgeBodyDist>8||vel x>2
Trigger2=var(21)=1
Trigger2=StateNo=265
Trigger2=P2Dist X<68
Trigger2=Enemy(ceil(fvar(18))),BackEdgeBodyDist>8
Trigger3=StateNo=270
Trigger3=P2Dist X<52
Trigger3=Enemy(ceil(fvar(18))),BackEdgeBodyDist>8
Trigger4=StateNo=460
Trigger4=var(21)=1
Trigger4=Enemy(ceil(fvar(18))),StateType=C
Trigger4=P2Dist X<78-(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*38
Trigger4=Enemy(ceil(fvar(18))),BackEdgeBodyDist>8||vel x>2
;440

[State -3,Raoh_S_HS];HS˃GhKC
Type=ChangeState
value=270
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=4
TriggerAll=var(3)=0
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=MoveHit=1
Trigger1=StateNo=260;35
Trigger1=P2Dist X<53-(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*18
Trigger2=StateNo=265||StateNo=460&&var(21)=1
Trigger2=P2Dist X<45
Trigger2=vel x>2
;396

[State -3,Raoh_S_NS=>S_LS];IE SˉS˃GhKC
Type=ChangeState
value=265
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=4
TriggerAll=var(3)=0
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=MoveHit=1
Trigger1=StateNo=260;42
Trigger1=P2Dist X<62-(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*20

[State -3,Raoh_RE];XgGhKC
Type=ChangeState
value=1200
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=4
TriggerAll=var(3)=0
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=MoveHit=1
Trigger1=StateNo=200
Trigger2=StateNo=205
Trigger3=StateNo=210
Trigger4=StateNo=260;80
Trigger4=P2Dist X<105-(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*15
Trigger5=StateNo=265;76
Trigger5=P2Dist X<89-(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*13
Trigger6=StateNo=270;68
Trigger6=P2Dist X<83-(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*15

[State -3,Raoh_RE];XgGhKC
Type=ChangeState
value=1200
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=4
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=MoveHit=1
Trigger1=StateNo=400
Trigger2=StateNo=410
Trigger2=P2Dist X<105+(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)
;Trigger2=Enemy(ceil(fvar(18))),BackEdgeBodyDist>8||P2Dist X<110
Trigger3=StateNo=450
Trigger4=StateNo=460
Trigger4=P2Dist X<92-(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*7

[State -3,Raoh_S_NS];IE D˃GhKC
Type=ChangeState
value=1200
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=4
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=MoveHit
TriggerAll=0;AnimTime=-1
Trigger1=StateNo=280

[State -3,S_NS];IE S
Type=ChangeState
value=260
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=4
TriggerAll=var(3)=0
TriggerAll=P2BodyDist X=[-32,34]
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=MoveHit=1
Trigger1=StateNo=200
Trigger2=StateNo=205
Trigger2=P2Dist X<62
Trigger3=StateNo=210
Trigger4=StateNo=400
Trigger5=StateNo=410

[State -3,>34=>S_LS];IE >34ˉS
Type=ChangeState
value=265
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=4
TriggerAll=var(3)=0
TriggerAll=P2BodyDist X>34
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=MoveHit=1
Trigger1=StateNo=200
Trigger2=StateNo=205
Trigger3=StateNo=210
Trigger4=StateNo=400
Trigger5=StateNo=410

[State -3,S_NS=>S_LS];IE SˉS
Type=ChangeState
value=265
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=4
TriggerAll=var(3)=0
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=MoveHit=1
Trigger1=StateNo=260
Trigger1=P2Dist X<93-(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)

[State -3,S_HS];HS
Type=ChangeState
value=270
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=4
TriggerAll=var(3)=0
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=MoveHit=1
Trigger1=StateNo=260
Trigger2=StateNo=265;127
Trigger2=P2Dist X<119+(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*8
Trigger3=StateNo=460
Trigger3=var(21)=1

[State -3,Maris];۳ؽ
Type=ChangeState
value=3100
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=4
TriggerAll=Power>999
TriggerAll=var(3)=0
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=MoveHit=1
Trigger1=StateNo=205
Trigger2=StateNo=260
Trigger3=StateNo=265;175
Trigger3=P2Dist X<173+(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*2
Trigger4=StateNo=270;178
Trigger4=P2Dist X<173+(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*5
Trigger5=StateNo=275
Trigger6=StateNo=450
;Trigger7=StateNo=460
;Trigger8=StateNo=470

[State -3];HS
Type=ChangeState
value=470
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=4
TriggerAll=var(3)=0
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=MoveHit=1
Trigger1=StateNo=260;108
Trigger1=var(21)=1
Trigger1=P2Dist X<113-(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*5
Trigger2=StateNo=265;91
Trigger2=var(21)=1
Trigger2=P2Dist X<90+(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)
Trigger3=StateNo=270;84
Trigger3=P2Dist X<75+(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*9
Trigger4=StateNo=460
Trigger4=var(21)=1
Trigger4=Enemy(ceil(fvar(18))),StateType=C
Trigger4=P2Dist X<104+(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*9

[State -3,S_NS=>S_LS];IE SˉS
Type=ChangeState
value=265
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=4
TriggerAll=var(3)=0
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=MoveHit=1
Trigger1=StateNo=260

[State -3,S_HS];HS
Type=ChangeState
value=270
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=4
TriggerAll=var(3)=0
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=MoveHit=1
Trigger1=StateNo=260
Trigger2=StateNo=265;169
Trigger2=P2Dist X<165+(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*4
Trigger3=StateNo=460
Trigger3=var(21)=1

[State -3,Raoh_C_S];IE S
Type=ChangeState
value=460
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=4
TriggerAll=var(3)=0
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=MoveHit=1
Trigger1=StateNo=200
Trigger2=StateNo=205
Trigger3=StateNo=210
Trigger4=StateNo=260
Trigger5=StateNo=265
Trigger5=P2Dist X<124
Trigger6=StateNo=400
Trigger7=StateNo=410

[State -3,C_D];IEˋD
Type=ChangeState
value=450
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)!=3
TriggerAll=var(3)=0
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=0;MoveHit=1
Trigger1=StateNo=260
Trigger2=StateNo=265
Trigger3=StateNo=270
Trigger4=StateNo=275
Trigger5=StateNo=460
Trigger6=StateNo=470

;
;R{()
;

[State -3,Raoh_DNA];([)(CH)˃_[NlXAZ
Type=ChangeState
value=1300
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=4
TriggerAll=var(44)=0
TriggerAll=var(3)=0
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=MoveHit=1
TriggerAll=!var(56)
TriggerAll=var(21)=1
TriggerAll=NumHelper(11111+ID)
TriggerAll=Helper(11111+ID),var(6)<250
Trigger1=StateNo=205
Trigger1=Enemy(ceil(fvar(18))),GetHitvar(yvel)<-5.2
Trigger2=StateNo=220
Trigger3=StateNo=225
Trigger4=StateNo=260
Trigger5=StateNo=265
Trigger6=StateNo=270
Trigger7=StateNo=460

[State -3,Raoh_DNA];([)˃_[NlXAZ
Type=ChangeState
value=1300
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=4
TriggerAll=var(44)=0
TriggerAll=var(3)=0
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=MoveHit=1
TriggerAll=!var(56)
TriggerAll=NumHelper(11111+ID)
TriggerAll=Helper(11111+ID),var(6)<450
Trigger1=StateNo=275
Trigger1=Helper(11111+ID),var(6)<250
Trigger2=StateNo=470
Trigger2=P2Dist X<108
Trigger2=P2Dist Y>-38

[State -3,Raoh_S_HS];IE@HSˋHS
Type=ChangeState
value=270
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=4
TriggerAll=var(3)=0
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=MoveHit=1
TriggerAll=!var(56)
TriggerAll=var(21)=1
TriggerAll=Enemy(ceil(fvar(18))),GetHitvar(yvel)>-5.2
TriggerAll=P2Dist X<61
TriggerAll=NumHelper(11111+ID)
Trigger1=StateNo=210
Trigger1=vel x>2
Trigger2=Helper(11111+ID),var(6)>449
Trigger2=StateNo=205
Trigger2=Enemy(ceil(fvar(18))),BackEdgeBodyDist>8
Trigger2=Enemy(ceil(fvar(18))),GetHitvar(yvel)>-5.2

[State -3];IE (CH)ˋHS
Type=ChangeState
value=470
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=4
TriggerAll=var(3)=0
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=MoveHit=1
TriggerAll=!var(56)
TriggerAll=var(21)=1
Trigger1=StateNo=200
Trigger2=StateNo=205
Trigger3=StateNo=210
Trigger4=StateNo=260
Trigger4=P2Dist Y>-107
Trigger5=StateNo=265;([)100
Trigger5=P2Dist X<116-(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*16
Trigger6=StateNo=400
Trigger7=StateNo=410
Trigger8=StateNo=460;([)108
Trigger8=P2Dist X<111-(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*3

[State -3,S_NS];IE S
Type=ChangeState
value=260
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=4
TriggerAll=var(3)=0
TriggerAll=P2BodyDist X=[-32,34]
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=MoveHit=1
TriggerAll=!var(56)
Trigger1=StateNo=200
Trigger2=StateNo=205
Trigger3=StateNo=210
Trigger4=StateNo=400
Trigger5=StateNo=410

[State -3,S_NS=>S_LS];IE SˉS
Type=ChangeState
value=265
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=4
TriggerAll=var(3)=0
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=MoveHit=1
TriggerAll=!var(56)
Trigger1=StateNo=260
Trigger1=P2Dist Y>-40

[State -3];IE HSˋHS˃XgGhKC
Type=ChangeState
value=470
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=4
TriggerAll=var(3)=0
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=MoveHit=1
TriggerAll=!var(56)
TriggerAll=StateNo=270
TriggerAll=Enemy(ceil(fvar(18))),BackEdgeBodyDist>8
Trigger1=P2Dist X<75+(var(21)=1)*30

[State -3];XgGhKC
Type=ChangeState
value=1200
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=4
TriggerAll=var(3)=0
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=MoveHit=1
TriggerAll=!var(56)
Trigger1=StateNo=200
Trigger2=StateNo=205
Trigger3=StateNo=210
Trigger4=StateNo=260;97
Trigger4=P2Dist X<115-(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*18
Trigger5=StateNo=265;81
Trigger5=P2Dist X<115-(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*34
Trigger6=StateNo=270;75
Trigger6=P2Dist X<111-(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*36
Trigger7=0;StateNo=275
Trigger8=0;StateNo=280

[State -3];XgGhKC
Type=ChangeState
value=1200
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=4
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=MoveHit;=1
TriggerAll=!var(56)
Trigger1=StateNo=400
Trigger2=StateNo=410
Trigger3=StateNo=450
Trigger4=StateNo=460
Trigger5=StateNo=470
Trigger5=MoveHit>12

[State -3,RC];XgGhKCRC
Type=ChangeState
value=950
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=Power>999
TriggerAll=var(30)=4
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=MoveHit=1
TriggerAll=!var(56)
TriggerAll=NumHelper(11111+ID)
TriggerAll=StateNo=1200
TriggerAll=var(50)>-60
TriggerAll=var(21)=0||Helper(11111+ID),var(6)>120
Trigger1=P2Dist Y>-96
Trigger2=Helper(11111+ID),var(6)>229
Trigger3=P2Dist X>99
Trigger3=P2Dist Y>-120

[State -3];IE HSˋHS
Type=ChangeState
value=470
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=4
TriggerAll=var(3)=0
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=MoveHit=1
TriggerAll=!var(56)
TriggerAll=StateNo=270;([)93 (CH)126 ([+CH)87
Trigger1=var(21)=0
Trigger1=P2Dist X<107-(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*14
Trigger2=var(21)=1
Trigger2=P2Dist X<126-(Enemy(ceil(fvar(18))),BackEdgeBodyDist<9)*39

[State -3];HS
Type=ChangeState
value=270
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=4
TriggerAll=var(3)=0
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=MoveHit=1
TriggerAll=!var(56)
Trigger1=0;StateNo=200
Trigger2=StateNo=205
Trigger3=StateNo=210
Trigger4=StateNo=260
Trigger5=StateNo=265
Trigger6=0;StateNo=400
Trigger7=StateNo=460

[State -3];۳ؽ
Type=ChangeState
value=3100
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=4
TriggerAll=Power>999
TriggerAll=var(3)=0
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=MoveHit=1
TriggerAll=!var(56)
TriggerAll=NumHelper(11111+ID)
Trigger1=StateNo=205
Trigger2=StateNo=260
Trigger3=StateNo=270||StateNo=265
Trigger3=P2Dist X<173
Trigger4=StateNo=275
Trigger4=P2Dist Y>-35||Helper(11111+ID),var(6)<250
Trigger5=StateNo=450
;Trigger6=StateNo=460
;Trigger7=StateNo=470

[State -3]
Type=ChangeState
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(22)>0
TriggerAll=MoveType!=H
TriggerAll=StateType=S||StateType=C
TriggerAll=P2StateNo=[246,248]
TriggerAll=P2MoveType=H
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=NumHelper(11111+ID)
TriggerAll=StateNo=280
TriggerAll=MoveHit
TriggerAll=!var(56)
Trigger1=Helper(11111+ID),var(6)>250
Trigger1=PalNo!=11||Power<1000
Trigger2=Power<1000
Trigger2=PalNo!=11
value=241
ctrl=0

;
;󒆖ډn
;

[State -3];P
Type=ChangeState
value=600
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype=A
TriggerAll=var(30)!=3
TriggerAll=Ctrl||fvar(28)||(StateNo=110||StateNo=115)&&Time>5||StateNo=99&&PrevStateNo=600&&var(30)>0
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
Trigger1=0

[State -3];K
Type=ChangeState
value=610
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype=A
TriggerAll=Ctrl||fvar(28)||(StateNo=110||StateNo=115)&&Time>5||StateNo=99&&PrevStateNo=600&&var(30)>0
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
Trigger1=0

;
;߈
;

[State -3];K
Type=ChangeState
value=610
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype=A
TriggerAll=Ctrl||fvar(28)||(StateNo=110||StateNo=115)&&Time>5||StateNo=99&&PrevStateNo=600&&var(30)>0
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=var(30)=0
Trigger1=fvar(34)>9

[State -3];K
Type=ChangeState
value=600
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype=A
TriggerAll=Ctrl||fvar(28)||(StateNo=110||StateNo=115)&&Time>5||StateNo=99&&PrevStateNo=600&&var(30)>0
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=var(30)=0
Trigger1=fvar(34)>5
Trigger1=fvar(34)<10

;
;
;

[State -3];K
Type=ChangeState
value=610
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype=A
TriggerAll=Ctrl||fvar(28)||(StateNo=110||StateNo=115)&&Time>5||StateNo=99&&PrevStateNo=600&&var(30)>0
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=var(30)=3
Trigger1=fvar(34)>9

[State -3];K
Type=ChangeState
value=600
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype=A
TriggerAll=Ctrl||fvar(28)||(StateNo=110||StateNo=115)&&Time>5||StateNo=99&&PrevStateNo=600&&var(30)>0
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=var(30)=3
Trigger1=fvar(34)>5
Trigger1=fvar(34)<10

;
;H
;
;_Xg
;--------------------------------------------------------------------------------------------------------

[State -3];_Xgڍs
Type=ChangeState
TriggerAll=!IsHelper
TriggerAll=var(22)
TriggerAll=StateNo!=[241,242]
TriggerAll=MoveType!=H
TriggerAll=StateType=S||StateType=C
TriggerAll=P2StateNo=[246,248]
TriggerAll=P2MoveType=H
TriggerAll=var(30)=1
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=MoveHit
Trigger1=StateNo=240
value=241
Ctrl=0

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

[State -3]
Type=ChangeState
TriggerAll=var(23)=1
TriggerAll=var(22)>0
TriggerAll=MoveHit
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
Trigger1=StateNo=610
Trigger2=StateNo=640
value=242
Persistent=0

[State -3];D
Type=ChangeState
value=640
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype=A
TriggerAll=var(30)=1
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Ctrl
Trigger1=var(22)>8

[State -3];K
Type=ChangeState
value=610
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype=A
TriggerAll=var(30)=1
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Ctrl
Trigger1=StateNo=242
Trigger1=var(22)<1

;--------------------------------------------------------------------------------------------------------
;R{(󒆎)
;--------------------------------------------------------------------------------------------------------

[State -3];K
Type=ChangeState
value=610
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype=A
TriggerAll=var(30)=1
TriggerAll=Ctrl||fvar(28)||(StateNo=110||StateNo=115)&&Time>5||(StateNo=[120,132])||StateNo=99&&PrevStateNo=600
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=var(22)<1
TriggerAll=var(23)<1
Trigger1=var(11)<1
;Trigger1=fvar(34)>9
;Trigger1=P2Dist Y-(vel y*9+0.525*36)+(Enemy(ceil(fvar(18))),vel y!=0)*(Enemy(ceil(fvar(18))),vel y*9+Enemy(ceil(fvar(18))),GetHitVar(Yaccel)*36)=[-50,40]

[State -3];P
Type=ChangeState
value=600
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype=A
TriggerAll=var(30)=1
TriggerAll=Ctrl||fvar(28)||(StateNo=110||StateNo=115)&&Time>5||(StateNo=[120,132])||StateNo=99&&PrevStateNo=600
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=var(22)<1
TriggerAll=var(23)<1
;Trigger1=var(11)>0
Trigger1=fvar(34)>5
;Trigger1=P2Dist Y+(vel y*5+0.525*10)+(Enemy(ceil(fvar(18))),vel y*5+Enemy(ceil(fvar(18))),GetHitVar(Yaccel)*10)=[-50,30]

;
;
;
;_Xg
;--------------------------------------------------------------------------------------------------------

[State -3];_Xgڍs
Type=ChangeState
TriggerAll=!IsHelper
TriggerAll=var(22)
TriggerAll=StateNo!=[241,242]
TriggerAll=MoveType!=H
TriggerAll=StateType=S||StateType=C
TriggerAll=P2StateNo=[246,248]
TriggerAll=P2MoveType=H
TriggerAll=var(30)=2
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=MoveHit
Trigger1=StateNo=240
value=241
Ctrl=0

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

[State -3];QiWv _Xp
Type=ChangeState
value=46
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=var(11)<1
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Ctrl
TriggerAll=var(30)=2
Trigger1=var(22)>0
Trigger1=var(22)=27
;27

[State -3]; HS
Type=ChangeState
value=2145
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype=A
TriggerAll=var(30)=2
TriggerAll=Ctrl;||fvar(28)||(StateNo=110||StateNo=115)&&Time>5||(StateNo=[120,132])||StateNo=99&&(PrevStateNo=600||PrevStateNo=660||PrevStateNo=670)
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
;Trigger1=var(23)>0
Trigger1=var(23)=0
Trigger1=var(11)>0
Trigger1=var(22)>0;8

[State -3]; S
Type=ChangeState
value=2140
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype=A
TriggerAll=0;var(30)=2
TriggerAll=Ctrl||fvar(28)||(StateNo=110||StateNo=115)&&Time>5||(StateNo=[120,132])||StateNo=99&&PrevStateNo=600
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
Trigger1=0

[State -3]; HS
Type=ChangeState
value=2145
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype=A
TriggerAll=0;var(30)=2
TriggerAll=Ctrl||fvar(28)||(StateNo=110||StateNo=115)&&Time>5||(StateNo=[120,132])||StateNo=99&&PrevStateNo=600
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
Trigger1=0

;--------------------------------------------------------------------------------------------------------
;R{(󒆎)
;--------------------------------------------------------------------------------------------------------

[State -3];K
Type=ChangeState
value=610
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype=A
TriggerAll=var(30)=2
TriggerAll=Ctrl||fvar(28)||(StateNo=110||StateNo=115)&&Time>5||(StateNo=[120,132])||StateNo=99&&PrevStateNo=600
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=var(22)<1
TriggerAll=var(23)<1
Trigger1=var(11)<1
;Trigger1=fvar(34)>9
;Trigger1=P2Dist Y-(vel y*9+0.525*36)+(Enemy(ceil(fvar(18))),vel y!=0)*(Enemy(ceil(fvar(18))),vel y*9+Enemy(ceil(fvar(18))),GetHitVar(Yaccel)*36)=[-50,40]

[State -3];P
Type=ChangeState
value=600
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype=A
TriggerAll=var(30)=2
TriggerAll=Ctrl||fvar(28)||(StateNo=110||StateNo=115)&&Time>5||(StateNo=[120,132])||StateNo=99&&PrevStateNo=600
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=var(22)<1
TriggerAll=var(23)<1
Trigger1=var(11)<1
Trigger1=fvar(34)>5
Trigger1=P2Dist Y+(vel y*5+0.525*10)+(Enemy(ceil(fvar(18))),vel y*5+Enemy(ceil(fvar(18))),GetHitVar(Yaccel)*10)=[-30,30]

[State -3]; S
Type=ChangeState
value=2140
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype=A
TriggerAll=var(30)=2
TriggerAll=Ctrl||fvar(28)||(StateNo=110||StateNo=115)&&Time>5||(StateNo=[120,132])||StateNo=99&&PrevStateNo=600
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=P2Dist X>=0
TriggerAll=var(22)<1
TriggerAll=var(23)<1
TriggerAll=NumHelper(2100)
TriggerAll=Helper(2100),StateNo=2100
Trigger1=P2Dist X+(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*Enemy(ceil(fvar(18))),vel x*9+vel x*9<58
Trigger1=P2Dist Y+(vel y*9+0.525*36)+(Enemy(ceil(fvar(18))),vel y*9+Enemy(ceil(fvar(18))),GetHitVar(Yaccel)*36)=[28,83]
Trigger2=var(11)>0

;
;IE
;
;_Xg
;--------------------------------------------------------------------------------------------------------

[State -2];_Xgԉ
Type=VarSet
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=var(23)>0
TriggerAll=var(30)=4
Trigger1=var(59)>0||fvar(39)>0
Trigger1=var(22)<20
Trigger1=PalNo!=11
var(23)=0
IgnoreHitPause=1

[State -3];QiWv _Xp
Type=ChangeState
value=99
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=var(11)<1
TriggerAll=var(12)=0
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Ctrl
TriggerAll=var(30)=4
Trigger1=var(22)>15
Trigger1=var(22)=19
Trigger1=PalNo!=11

[State -3];HS
Type=ChangeState
value=670
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype=A
TriggerAll=var(30)=4
TriggerAll=Ctrl;||fvar(28)||(StateNo=110||StateNo=115)&&Time>5||(StateNo=[120,132])||StateNo=99&&(PrevStateNo=600||PrevStateNo=660||PrevStateNo=670)
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
;Trigger1=var(23)>0
Trigger1=var(23)=0
Trigger1=var(11)>0
Trigger1=var(22)>15
Trigger1=PalNo!=11
Trigger2=var(23)>0||var(22)>0
Trigger2=PalNo=11

[State -3];HS _Xg
Type=ChangeState
value=670
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype=A
TriggerAll=var(30)=4
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=MoveHit
TriggerAll=var(23)>0
TriggerAll=var(22)<1
Trigger1=StateNo=670

[State -3];_XgLZ
Type=ChangeState
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype=A
TriggerAll=var(23)=1
TriggerAll=var(22)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=MoveHit
Trigger1=StateNo=670
value=242
Persistent=0

[State -3];2iWv
Type=ChangeState
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype=A
TriggerAll=var(11)<1
TriggerAll=var(12)=0
TriggerAll=var(23)=0
TriggerAll=var(22)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=MoveHit
Trigger1=0;StateNo=670
value=99
Persistent=0

;
;󒆌qn
;
;
;

[State -3];P
Type=ChangeState
value=600
TriggerAll=0;Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype=A
TriggerAll=var(30)!=3
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=MoveHit=1
Trigger1=StateNo=600
Trigger1=var(30)>0
Trigger2=StateNo=610
Trigger3=StateNo=620
Trigger4=StateNo=660

[State -3];K
Type=ChangeState
value=610
TriggerAll=0;Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype=A
TriggerAll=var(30)!=3
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=MoveHit=1
Trigger1=StateNo=600
Trigger2=StateNo=620
Trigger3=StateNo=660

[State -3];2iWv
Type=ChangeState
value=99
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype=A
TriggerAll=var(11)<1
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=0;MoveHit=1
Trigger1=StateNo=600
Trigger2=StateNo=620

;
;߈
;

[State -3];S
Type=ChangeState
value=620
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype=A
TriggerAll=var(30)=0
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=!var(56)
TriggerAll=MoveHit=1
Trigger1=StateNo=600
Trigger2=StateNo=610

[State -3];2iWv
Type=ChangeState
value=46
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype=A
TriggerAll=var(11)<1
TriggerAll=var(30)=0
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=MoveHit=1
Trigger1=StateNo=600
Trigger2=StateNo=620

[State -3];HS
Type=ChangeState
value=630
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype=A
TriggerAll=var(30)=0
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=!var(56)
TriggerAll=MoveHit=1
TriggerAll=var(11)>0
Trigger1=0;StateNo=600
Trigger2=StateNo=620

[State -3];D
Type=ChangeState
value=640
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype=A
TriggerAll=var(30)=0
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=!var(56)
TriggerAll=MoveHit=1
TriggerAll=var(11)>0
Trigger1=StateNo=600
Trigger2=StateNo=640

;
;߈
;

[State -3];S
Type=ChangeState
value=620
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype=A
TriggerAll=var(30)=3
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=!var(56)
TriggerAll=MoveHit=1
Trigger1=StateNo=600
Trigger2=StateNo=610
Trigger2=P2Dist Y<31

[State -3];P
Type=ChangeState
value=600
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype=A
TriggerAll=var(30)=3
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=!var(56)
TriggerAll=MoveHit=1
Trigger1=StateNo=610
Trigger1=P2Dist Y>=31

[State -3];2iWv
Type=ChangeState
value=46
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype=A
TriggerAll=var(11)<1
TriggerAll=var(30)=3
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=MoveHit=1
Trigger1=StateNo=600
Trigger2=StateNo=620

;
;H
;

[State -3];P
Type=ChangeState
value=600
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype=A
TriggerAll=var(30)=1
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=MoveHit=1
Trigger1=0;StateNo=600
Trigger2=StateNo=610

[State -3];2iWv
Type=ChangeState
value=46
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype=A
TriggerAll=var(11)<1
TriggerAll=var(30)=1
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=MoveHit=1
Trigger1=StateNo=600

[State -3];D
Type=ChangeState
value=640
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype=A
TriggerAll=var(30)=1
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=var(11)>0
TriggerAll=MoveHit=1
Trigger1=StateNo=600
Trigger2=StateNo=630

[State -3];󒆂̂܂܋AĂȂł
Type=ChangeState
value=2055
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype=A
TriggerAll=var(30)=1
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=var(11)>0
TriggerAll=MoveHit=1
Trigger1=0;StateNo=600
Trigger2=0;StateNo=610
Trigger3=StateNo=640

;
;
;

[State -3];P
Type=ChangeState
value=600
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype=A
TriggerAll=var(30)=2
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=MoveHit=1
Trigger1=0;StateNo=600
Trigger2=StateNo=610

[State -3];2iWv
Type=ChangeState
value=46
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype=A
TriggerAll=var(11)<1
TriggerAll=var(30)=2
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=MoveHit=1
Trigger1=StateNo=600

;
;IE
;
;󒆎
;--------------------------------------------------------------------------------------------------------

[State -3];HS
Type=ChangeState
value=670
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=4
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=MoveHit=1
Trigger1=StateNo=600
Trigger2=StateNo=610
Trigger3=StateNo=660
Trigger4=StateNo=670

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

[State -3];HS
Type=ChangeState
value=670
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=4
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=MoveHit=1
Trigger1=StateNo=600
Trigger2=StateNo=610
Trigger3=StateNo=660
Trigger4=StateNo=670

;
;NU
;

[State -3];IE߈ D
Type=ChangeState
value=280
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=4
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=L
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist Y>-90
TriggerAll=Enemy(ceil(fvar(18))),StateNo=5120
TriggerAll=Enemy(ceil(fvar(18))),AnimTime<-20
TriggerAll=Enemy(ceil(fvar(18))),AnimTime=-26||Enemy(ceil(fvar(18))),Time<2
Trigger1=Random<ifelse(var(59)>9,10,var(59))*21
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(21)<122

[State -3,=L_Dash]
Type=ChangeState
value=100
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=Ctrl||(StateNo=[9,22])
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>1
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=L
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=5120||Enemy(ceil(fvar(18))),AnimTime<-6
Trigger1=P2Dist X>170

[State -3,=L_BackStep]
Type=ChangeState
value=105
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=Ctrl||(StateNo=[9,22])
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>1
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=L
TriggerAll=BackEdgeBodyDist>20
Trigger1=P2Dist X<70

[State -3];ޯ
Type=ChangeState
value=36
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=Ctrl||(StateNo=[9,22])
TriggerAll=var(59)>0&&Random<var(59)*101||var(59)>9||fvar(39)>1
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=L
TriggerAll=BackEdgeBodyDist<20
Trigger1=P2Dist X<70

[State -3,U_S_Sonomama];H߈ ̂܂܋A
Type=ChangeState
value=2050
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=1
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=L
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=5120||Enemy(ceil(fvar(18))),AnimTime<-9
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),var(46)=0
Trigger1=Random<ifelse(var(59)>9,10,var(59))*21
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(15)>160

[State -3,Raoh_S_EDGAI];IE@_[NlX@_[NlXAZeo
Type=ChangeState
value=111301
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=4
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=L
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=5120||Enemy(ceil(fvar(18))),AnimTime<-9
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
Trigger1=Random<ifelse(var(59)>9,10,var(59))*21
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(15)>160

;
;n㗧
;

;
;
;

[State -1,BackStep];obNXeb|
Type=ChangeState
value=105
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[120,132])||(StateNo=[10,22])
TriggerAll=var(59)>3
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=NumHelper(40000+ID)
TriggerAll=PrevStateNo!=[110100,110199]
TriggerAll=P2Dist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*9=[0,99]
Trigger1=var(30)=[0,2]
Trigger1=Enemy(ceil(fvar(18))),MoveType=A&&Helper(40000+ID),var(1)>0||Enemy(ceil(fvar(18))),Ctrl
Trigger1=Random<var(59)*3
Trigger2=var(59)>7
Trigger2=Enemy(ceil(fvar(18))),HitDefAttr=SCA,AA,AP,AT
Trigger2=Random<345

[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=[10,22])||(StateNo=[100,101])
TriggerAll=var(59)=[1,8]
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),Ctrl||Enemy(ceil(fvar(18))),StateNo<170||Enemy(ceil(fvar(18))),Anim<170||Enemy(ceil(fvar(18))),StateNo=[5200,5299]
TriggerAll=PrevStateNo!=[110100,110199]
TriggerAll=Random<(10-var(59))
TriggerAll=PrevStateNo!=[97,98]
Trigger1=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*9>200

[State -1,Jump];Wv
Type=ChangeState
value=38
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[120,132])||(StateNo=[10,22])||(StateNo=[100,101])
TriggerAll=var(59)=[1,8]
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),Ctrl||Enemy(ceil(fvar(18))),StateNo<170||Enemy(ceil(fvar(18))),Anim<170||Enemy(ceil(fvar(18))),StateNo=[5200,5299]
TriggerAll=PrevStateNo!=[110100,110199]
TriggerAll=Random<(10-var(59))
TriggerAll=PrevStateNo!=[97,98]
Trigger1=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*9>180

[State -1,Jump];Wv
Type=ChangeState
value=37
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[120,132])||(StateNo=[10,22])||(StateNo=[100,101])
TriggerAll=var(59)=[1,8]
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),Ctrl||Enemy(ceil(fvar(18))),StateNo<170||Enemy(ceil(fvar(18))),Anim<170||Enemy(ceil(fvar(18))),StateNo=[5200,5299]
TriggerAll=PrevStateNo!=[110100,110199]
TriggerAll=Random<(10-var(59))*2
TriggerAll=BackEdgeBodyDist>62
TriggerAll=PrevStateNo!=[97,98]
Trigger1=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*9=[160,200]

[State -1,Jump];_bVpWv
Type=ChangeState
value=36
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[120,132])||(StateNo=[10,22])||(StateNo=[100,101])
TriggerAll=var(59)=[1,8]
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),Ctrl||Enemy(ceil(fvar(18))),StateNo<170||Enemy(ceil(fvar(18))),Anim<170||Enemy(ceil(fvar(18))),StateNo=[5200,5299]
TriggerAll=PrevStateNo!=[110100,110199]
TriggerAll=Random<ifelse(var(59)>7,10-var(59),var(59)-4)*2
Trigger1=P2BodyDist X*fvar(8)-(Enemy(ceil(fvar(18))),StateType=A)*Enemy(ceil(fvar(18))),vel x*9=[80,180]
Trigger1=Enemy(ceil(fvar(18))),StateType!=A

[State -1,Jump];_bVpWv
Type=ChangeState
value=35
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[120,132])||(StateNo=[10,22])||(StateNo=[100,101])
TriggerAll=var(59)=[1,8]
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),Ctrl||Enemy(ceil(fvar(18))),StateNo<170||Enemy(ceil(fvar(18))),Anim<170||Enemy(ceil(fvar(18))),StateNo=[5200,5299]
TriggerAll=PrevStateNo!=[110100,110199]
TriggerAll=Random<ifelse(var(59)>7,14-var(59)-4,var(59)-4)*3
Trigger1=P2BodyDist X*fvar(8)-(Enemy(ceil(fvar(18))),StateType=A)*Enemy(ceil(fvar(18))),vel x*9=[0,160]
Trigger1=Enemy(ceil(fvar(18))),StateType!=A||P2BodyDist X*fvar(8)>60

[State -3,Walk];O
Type=ChangeState
value=21
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(59)>0
TriggerAll=Ctrl||(StateNo=[120,132])||StateNo=11||StateNo=22
TriggerAll=StateNo!=[100,101]
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),Ctrl||Enemy(ceil(fvar(18))),StateNo<170||Enemy(ceil(fvar(18))),Anim<170||Enemy(ceil(fvar(18))),StateNo=[5200,5299]
TriggerAll=PrevStateNo!=[110100,110199]
Trigger1=P2BodyDist X*fvar(8)>50

[State -3,Walk];
Type=ChangeState
value=22
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(59)>0
TriggerAll=Ctrl||(StateNo=[120,132])||StateNo=11||StateNo=21
TriggerAll=StateNo!=[100,101]
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),Ctrl||Enemy(ceil(fvar(18))),StateNo<170||Enemy(ceil(fvar(18))),Anim<170||Enemy(ceil(fvar(18))),StateNo=[5200,5299]
TriggerAll=PrevStateNo!=[110100,110199]
Trigger1=P2BodyDist X*fvar(8)<26

[State -3,C];Ⴊ(ްސؑւ˂Ă)
Type=ChangeState
value=11
Ctrl=0
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(59)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=fvar(38)=1
TriggerAll=PrevStateNo!=[110100,110199]
TriggerAll=StateNo=0
TriggerAll=Ctrl
Trigger1=Random<var(59)*20||var(59)>9

[State -3,S];Ⴊ݉(ްސؑւ˂Ă)
Type=ChangeState
value=0
Ctrl=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=var(59)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=PrevStateNo!=[110100,110199]
Trigger1=fvar(38)=2
Trigger1=StateNo=11
Trigger1=Random<var(59)*20||var(59)>9
Trigger2=StateNo=21
Trigger2=P2BodyDist X*fvar(8)<=50
Trigger3=StateNo=22
Trigger3=P2BodyDist X*fvar(8)>=26
Trigger4=StateNo=[21,22]
Trigger4=P2Dist X<0

;
;n㎞
;

[State -1,Dash];_bV
Type=ChangeState
value=100
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[120,132])||(StateNo=[10,22])
TriggerAll=var(59)>0
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),Ctrl||Enemy(ceil(fvar(18))),StateNo<170||Enemy(ceil(fvar(18))),Anim<170||Enemy(ceil(fvar(18))),StateNo=[5200,5299]
TriggerAll=PrevStateNo!=[110100,110199]
Trigger1=P2Dist X*fvar(8)>120
Trigger1=var(30)=0||var(30)=1
Trigger1=Random<var(59)*2
Trigger2=P2Dist X*fvar(8)>110
Trigger2=var(30)=2
Trigger2=Random<var(59)*18
Trigger3=P2Dist X*fvar(8)>100
Trigger3=var(30)=3
Trigger3=Random<var(59)*20
Trigger4=P2Dist X*fvar(8)>90
Trigger4=var(30)=4
Trigger4=Random<var(59)*40

;
;K_bVn
;

[State -1,Dash];K_bV
Type=ChangeState
value=110100
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[120,132])||(StateNo=[10,22])
TriggerAll=var(59)>0
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=P2BodyDist X*fvar(8)>20
TriggerAll=!P2Dist Y
Trigger1=Random<var(59)*9

[State -1,Dash];K_bVi
Type=ChangeState
value=110101
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[120,132])||(StateNo=[10,22])
TriggerAll=var(59)>0
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=P2BodyDist X*fvar(8)>20
TriggerAll=!P2Dist Y
Trigger1=Random<var(59)*11

[State -1,Dash];K_bVi
Type=ChangeState
value=110102
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[120,132])||(StateNo=[10,22])
TriggerAll=var(59)>0
TriggerAll=var(30)!=3||Power>999
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=P2BodyDist X*fvar(8)>60
TriggerAll=!P2Dist Y
Trigger1=var(30)!=4
Trigger1=Random<var(59)*2
Trigger2=var(30)=4
Trigger2=Random<var(59)*7

;
;
;

;
;iZ
;

[State -3];IE߈ D
Type=ChangeState
value=280
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=4
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),Ctrl||Enemy(ceil(fvar(18))),StateNo<170||Enemy(ceil(fvar(18))),Anim<170||Enemy(ceil(fvar(18))),StateNo=[5200,5299]
TriggerAll=PrevStateNo!=[110100,110199]
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist Y>-90
Trigger1=Random<ifelse(var(59)>9,10,var(59))*18
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(21)<122

[State -3];H߈ 6HS
Type=ChangeState
value=2025
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=1
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),Ctrl||Enemy(ceil(fvar(18))),StateNo<170||Enemy(ceil(fvar(18))),Anim<170||Enemy(ceil(fvar(18))),StateNo=[5200,5299]
TriggerAll=PrevStateNo!=[110100,110199]
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist Y>-90
Trigger1=Random<ifelse(var(59)>9,10,var(59))*11
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(13)<132

[State -3];߈ 6HS
Type=ChangeState
value=2125
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=2
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),Ctrl||Enemy(ceil(fvar(18))),StateNo<170||Enemy(ceil(fvar(18))),Anim<170||Enemy(ceil(fvar(18))),StateNo=[5200,5299]
TriggerAll=PrevStateNo!=[110100,110199]
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist Y>-90
Trigger1=Random<ifelse(var(59)>9,10,var(59))*11
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(15)<134

[State -3];߈ HS
Type=ChangeState
value=230
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=0||var(30)=3
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),Ctrl||Enemy(ceil(fvar(18))),StateNo<170||Enemy(ceil(fvar(18))),Anim<170||Enemy(ceil(fvar(18))),StateNo=[5200,5299]
TriggerAll=PrevStateNo!=[110100,110199]
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist Y>-90
Trigger1=Random<ifelse(var(59)>9,10,var(59))*2
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(21)<20

[State -3];߈ D
Type=ChangeState
value=240
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=[0,2]
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),Ctrl||Enemy(ceil(fvar(18))),StateNo<170||Enemy(ceil(fvar(18))),Anim<170||Enemy(ceil(fvar(18))),StateNo=[5200,5299]
TriggerAll=PrevStateNo!=[110100,110199]
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist Y>-90
Trigger1=Random<ifelse(var(59)>9,10,var(59))*7
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(22)<81

;
;iZ
;

[State -3];6P
Type=ChangeState
value=205
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=S
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),Ctrl||Enemy(ceil(fvar(18))),StateNo<170||Enemy(ceil(fvar(18))),Anim<170||Enemy(ceil(fvar(18))),StateNo=[5200,5299]
TriggerAll=PrevStateNo!=[110100,110199]
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist Y>-90
Trigger1=Random<ifelse(var(59)>9,10,var(59))*30
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(10)<92

[State -3];߈ P
Type=ChangeState
value=400
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=0||var(30)=3
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=S
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),Ctrl||Enemy(ceil(fvar(18))),StateNo<170||Enemy(ceil(fvar(18))),Anim<170||Enemy(ceil(fvar(18))),StateNo=[5200,5299]
TriggerAll=PrevStateNo!=[110100,110199]
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist Y>-90
Trigger1=Random<ifelse(var(59)>9,10,var(59))*40
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(6)<98

[State -3];߈ K
Type=ChangeState
value=410
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=0||var(30)=3
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=S
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),Ctrl||Enemy(ceil(fvar(18))),StateNo<170||Enemy(ceil(fvar(18))),Anim<170||Enemy(ceil(fvar(18))),StateNo=[5200,5299]
TriggerAll=PrevStateNo!=[110100,110199]
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist Y>-9
Trigger1=Random<ifelse(var(59)>9,10,var(59))*30
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(6)<128

;
;n㌡p
;

[State -3];6P
Type=ChangeState
value=205
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),Ctrl||Enemy(ceil(fvar(18))),StateNo<170||Enemy(ceil(fvar(18))),Anim<170||Enemy(ceil(fvar(18))),StateNo=[5200,5299]
TriggerAll=PrevStateNo!=[110100,110199]
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist Y>-90
Trigger1=Random<ifelse(var(59)>9,10,var(59))*30
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(10)<92

[State -3];P
Type=ChangeState
value=400
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),Ctrl||Enemy(ceil(fvar(18))),StateNo<170||Enemy(ceil(fvar(18))),Anim<170||Enemy(ceil(fvar(18))),StateNo=[5200,5299]
TriggerAll=PrevStateNo!=[110100,110199]
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist Y>-90
Trigger1=Random<ifelse(var(59)>9,10,var(59))*30
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(6)<98

[State -3];K
Type=ChangeState
value=410
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),Ctrl||Enemy(ceil(fvar(18))),StateNo<170||Enemy(ceil(fvar(18))),Anim<170||Enemy(ceil(fvar(18))),StateNo=[5200,5299]
TriggerAll=PrevStateNo!=[110100,110199]
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist Y>-9
Trigger1=Random<ifelse(var(59)>9,10,var(59))*20
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(6)<128

[State -3,Nor_=H_S_NS];߈ S
Type=ChangeState
value=220
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=0||var(30)=3
TriggerAll=P2BodyDist X=[-32,34]
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),Ctrl||Enemy(ceil(fvar(18))),StateNo<170||Enemy(ceil(fvar(18))),Anim<170||Enemy(ceil(fvar(18))),StateNo=[5200,5299]
TriggerAll=PrevStateNo!=[110100,110199]
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist Y>-50
Trigger1=Random<ifelse(var(59)>9,10,var(59))*30
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(7)<99

[State -3,Nor_=H_S_NS];߈ S
Type=ChangeState
value=225
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=0||var(30)=3
TriggerAll=P2BodyDist X>34
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),Ctrl||Enemy(ceil(fvar(18))),StateNo<170||Enemy(ceil(fvar(18))),Anim<170||Enemy(ceil(fvar(18))),StateNo=[5200,5299]
TriggerAll=PrevStateNo!=[110100,110199]
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist Y>-50
Trigger1=Random<ifelse(var(59)>9,10,var(59))*18
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(12)<139

[State -3];߈ S
Type=ChangeState
value=420
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=0||var(30)=3
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),Ctrl||Enemy(ceil(fvar(18))),StateNo<170||Enemy(ceil(fvar(18))),Anim<170||Enemy(ceil(fvar(18))),StateNo=[5200,5299]
TriggerAll=PrevStateNo!=[110100,110199]
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist Y>-9
Trigger1=Random<ifelse(var(59)>9,10,var(59))*20
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(10)<97

[State -3,U_S_NS];H߈ S
Type=ChangeState
value=2010
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=1
TriggerAll=P2BodyDist X=[-32,34]
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),Ctrl||Enemy(ceil(fvar(18))),StateNo<170||Enemy(ceil(fvar(18))),Anim<170||Enemy(ceil(fvar(18))),StateNo=[5200,5299]
TriggerAll=PrevStateNo!=[110100,110199]
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist Y>-50
Trigger1=Random<ifelse(var(59)>9,10,var(59))*30
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(5)<99

[State -3,U_S_NS];H߈ S
Type=ChangeState
value=2015
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=1
TriggerAll=P2BodyDist X>34
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),Ctrl||Enemy(ceil(fvar(18))),StateNo<170||Enemy(ceil(fvar(18))),Anim<170||Enemy(ceil(fvar(18))),StateNo=[5200,5299]
TriggerAll=PrevStateNo!=[110100,110199]
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
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist Y>-50
Trigger1=Random<ifelse(var(59)>9,10,var(59))*18
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(8)<192

[State -3,U_C_S];H߈ S
Type=ChangeState
value=2030
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=1
TriggerAll=P2BodyDist X>34
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),Ctrl||Enemy(ceil(fvar(18))),StateNo<170||Enemy(ceil(fvar(18))),Anim<170||Enemy(ceil(fvar(18))),StateNo=[5200,5299]
TriggerAll=PrevStateNo!=[110100,110199]
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist Y>-50
Trigger1=Random<ifelse(var(59)>9,10,var(59))*25
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(4)<117

[State -3,KEN_S_NS];߈ S
Type=ChangeState
value=2110
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=2
TriggerAll=P2BodyDist X=[-32,34]
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),Ctrl||Enemy(ceil(fvar(18))),StateNo<170||Enemy(ceil(fvar(18))),Anim<170||Enemy(ceil(fvar(18))),StateNo=[5200,5299]
TriggerAll=PrevStateNo!=[110100,110199]
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
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist Y>-50
Trigger1=Random<ifelse(var(59)>9,10,var(59))*30
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(4)<99

[State -3,KEN_S_NS];߈ S
Type=ChangeState
value=2115
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=2
TriggerAll=P2BodyDist X>34
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),Ctrl||Enemy(ceil(fvar(18))),StateNo<170||Enemy(ceil(fvar(18))),Anim<170||Enemy(ceil(fvar(18))),StateNo=[5200,5299]
TriggerAll=PrevStateNo!=[110100,110199]
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
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist Y>-50
Trigger1=Random<ifelse(var(59)>9,10,var(59))*18
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(7)<142

[State -3,KEN_C_S];߈ S
Type=ChangeState
value=2130
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=2
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),Ctrl||Enemy(ceil(fvar(18))),StateNo<170||Enemy(ceil(fvar(18))),Anim<170||Enemy(ceil(fvar(18))),StateNo=[5200,5299]
TriggerAll=PrevStateNo!=[110100,110199]
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
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist Y>-50
Trigger1=Random<ifelse(var(59)>9,10,var(59))*22
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(8)<116

[State -3,Raoh_S_NS];IE߈ S
Type=ChangeState
value=260
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=4
TriggerAll=P2BodyDist X=[-32,34]
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),Ctrl||Enemy(ceil(fvar(18))),StateNo<170||Enemy(ceil(fvar(18))),Anim<170||Enemy(ceil(fvar(18))),StateNo=[5200,5299]
TriggerAll=PrevStateNo!=[110100,110199]
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist Y>-50
Trigger1=Random<ifelse(var(59)>9,10,var(59))*50
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(9)<99

[State -3,Raoh_S_NS];IE߈ S
Type=ChangeState
value=265
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=4
TriggerAll=P2BodyDist X>34
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),Ctrl||Enemy(ceil(fvar(18))),StateNo<170||Enemy(ceil(fvar(18))),Anim<170||Enemy(ceil(fvar(18))),StateNo=[5200,5299]
TriggerAll=PrevStateNo!=[110100,110199]
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist Y>-50
Trigger1=Random<ifelse(var(59)>9,10,var(59))*7
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(8)<178

[State -3,Raoh_C_S];IE߈ S
Type=ChangeState
value=460
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=4
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),Ctrl||Enemy(ceil(fvar(18))),StateNo<170||Enemy(ceil(fvar(18))),Anim<170||Enemy(ceil(fvar(18))),StateNo=[5200,5299]
TriggerAll=PrevStateNo!=[110100,110199]
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist Y>-50
Trigger1=Random<ifelse(var(59)>9,10,var(59))*7
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(8)<162

[State -3,Raoh_C_S];IE߈ HS
Type=ChangeState
value=270
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=4
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),Ctrl||Enemy(ceil(fvar(18))),StateNo<170||Enemy(ceil(fvar(18))),Anim<170||Enemy(ceil(fvar(18))),StateNo=[5200,5299]
TriggerAll=PrevStateNo!=[110100,110199]
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist Y>-50
Trigger1=Random<ifelse(var(59)>9,10,var(59))*2
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(15)<219

[State -3];޸Á˃Jf
Type=ChangeState
Value=111001
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=40||(StateNo=[120,131])
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(30)=0
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=NumHelper(30000+ID)
TriggerAll=Enemy(ceil(fvar(18))),Ctrl||Enemy(ceil(fvar(18))),StateNo<170||Enemy(ceil(fvar(18))),Anim<170||Enemy(ceil(fvar(18))),StateNo=[5200,5299]
TriggerAll=PrevStateNo!=[110100,110199]
TriggerAll=NumHelper(11111+ID)
TriggerAll=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(20)<270
TriggerAll=Random<ifelse(var(59)>9,10,var(59))*5
Trigger1=Helper(11111+ID),var(7)<-250
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*20>220
Trigger2=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*20>260

[State -3];޸Á޸Á˃Jf
Type=ChangeState
Value=111002
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=40||(StateNo=[120,131])
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(30)=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))),Ctrl||Enemy(ceil(fvar(18))),StateNo<170||Enemy(ceil(fvar(18))),Anim<170||Enemy(ceil(fvar(18))),StateNo=[5200,5299]
TriggerAll=PrevStateNo!=[110100,110199]
TriggerAll=NumHelper(11111+ID)
TriggerAll=Random<ifelse(var(59)>9,10,var(59))*4
Trigger1=Helper(11111+ID),var(7)<-350
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*20>120
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*20<220

[State -3,U_S_Sonomama];H߈ ̂܂܋A
Type=ChangeState
value=2050
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=1
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),Ctrl||Enemy(ceil(fvar(18))),StateNo<170||Enemy(ceil(fvar(18))),Anim<170||Enemy(ceil(fvar(18))),StateNo=[5200,5299]
TriggerAll=PrevStateNo!=[110100,110199]
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),var(46)=0
Trigger1=Random<ifelse(var(59)>9,10,var(59))*9
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(15)>160

[State -3,Raoh_S_EDGAI];IE@_[NlX@_[NlXAZeo
Type=ChangeState
value=111301
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=4
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),Ctrl||Enemy(ceil(fvar(18))),StateNo<170||Enemy(ceil(fvar(18))),Anim<170||Enemy(ceil(fvar(18))),StateNo=[5200,5299]
TriggerAll=PrevStateNo!=[110100,110199]
Trigger1=GameTime%11=0
Trigger1=Random<ifelse(var(59)>9,10,var(59))*2
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(15)>250

[State -3,Raoh_S_EDGAI];IE@_[NlX@_[NlXAZexo
Type=ChangeState
value=111302
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=4
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),Ctrl||Enemy(ceil(fvar(18))),StateNo<170||Enemy(ceil(fvar(18))),Anim<170||Enemy(ceil(fvar(18))),StateNo=[5200,5299]
TriggerAll=PrevStateNo!=[110100,110199]
Trigger1=GameTime%11=0
Trigger1=Random<ifelse(var(59)>9,10,var(59))
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(15)>250

[State -3];D
Type=ChangeState
value=450
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)!=3
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),Ctrl||Enemy(ceil(fvar(18))),StateNo<170||Enemy(ceil(fvar(18))),Anim<170||Enemy(ceil(fvar(18))),StateNo=[5200,5299]
TriggerAll=PrevStateNo!=[110100,110199]
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist Y>-9
Trigger1=Random<ifelse(var(59)>9,10,var(59))*2
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(12)<107

[State -3,S_LS];߈ ߂ÂƐ܂
Type=ChangeState
value=2165
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=2
TriggerAll=P2BodyDist X>34
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),Ctrl||Enemy(ceil(fvar(18))),StateNo<170||Enemy(ceil(fvar(18))),Anim<170||Enemy(ceil(fvar(18))),StateNo=[5200,5299]
TriggerAll=PrevStateNo!=[110100,110199]
TriggerAll=P2Dist X>=0
Trigger1=Random<ifelse(var(59)>9,10,var(59))
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(19)>140
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(19)<195
Trigger1=P2Dist Y>-110

[State -3];xEY}X
Type=ChangeState
value=3100
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=4
TriggerAll=Power>999
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||(StateNo=[120,131])||StateNo=52||var(3)=0&&(StateNo=[200,451])&&(StateNo!=[230,235])&&MoveContAct
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType!=L
TriggerAll=Enemy(ceil(fvar(18))),StateType!=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),Ctrl||Enemy(ceil(fvar(18))),StateNo<170||Enemy(ceil(fvar(18))),Anim<170||Enemy(ceil(fvar(18))),StateNo=[5200,5299]
TriggerAll=PrevStateNo!=[110100,110199]
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist Y>-210
TriggerAll=Random<ifelse(var(59)>9,10,var(59))*5
Trigger1=Enemy(ceil(fvar(18))),AnimTime<-16
Trigger1=P2Dist X-vel x-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(16)>180
Trigger1=P2Dist X-vel x-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(16)<226
Trigger2=Enemy(ceil(fvar(18))),AnimTime<-17
Trigger2=P2Dist X-vel x-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(17)>160
Trigger2=P2Dist X-vel x-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(17)<232
Trigger3=Enemy(ceil(fvar(18))),AnimTime<-18
Trigger3=P2Dist X-vel x-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(18)>140
Trigger3=P2Dist X-vel x-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(18)<238
Trigger4=Enemy(ceil(fvar(18))),AnimTime<-19
Trigger4=P2Dist X-vel x-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(19)>120
Trigger4=P2Dist X-vel x-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(19)<251
Trigger5=Enemy(ceil(fvar(18))),AnimTime<-20
Trigger5=P2Dist X-vel x-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(20)>100
Trigger5=P2Dist X-vel x-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(20)<262
Trigger6=Enemy(ceil(fvar(18))),AnimTime<-21
Trigger6=P2Dist X-vel x-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(21)>80
Trigger6=P2Dist X-vel x-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(21)<273
Trigger7=Enemy(ceil(fvar(18))),AnimTime<-22
Trigger7=P2Dist X-vel x-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(22)>60
Trigger7=P2Dist X-vel x-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(22)<284
Trigger8=Enemy(ceil(fvar(18))),AnimTime<-23
Trigger8=P2Dist X-vel x-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(23)>40
Trigger8=P2Dist X-vel x-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(23)<295

;
;󒆎
;

[State -1,Dash];󓊂__bV
Type=ChangeState
value=100
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[120,132])||(StateNo=[10,22])
TriggerAll=var(59)>0
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=NumHelper(20000+ID)
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),Ctrl||Enemy(ceil(fvar(18))),StateNo<170||Enemy(ceil(fvar(18))),Anim<170||Enemy(ceil(fvar(18))),StateNo=[5200,5299]
Trigger1=P2Dist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*9>50
Trigger1=Random<var(59)*80

;
;Ks\Z
;

[State -3,Jump];󓊂_ެ
Type=ChangeState
value=30
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[10,22])||(StateNo=[100,101])||(StateNo=[120,132])
TriggerAll=var(59)>6
TriggerAll=fvar(38)>0||fvar(38)=-5
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=NumHelper(20000+ID)
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),Ctrl||Enemy(ceil(fvar(18))),StateNo<170||Enemy(ceil(fvar(18))),Anim<170||Enemy(ceil(fvar(18))),StateNo=[5200,5299]
TriggerAll=Helper(30000+ID),var(26)>40||var(59)>9||Random<99
TriggerAll=Random<var(59)*(20+(Helper(20000+ID),var(9)=3)*33)||Helper(20000+ID),var(9)=3&&var(59)>9
Trigger1=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*5*(1-(Enemy(ceil(fvar(18))),facing=facing)*2)=[-5,55]
Trigger1=P2Dist Y+(Enemy(ceil(fvar(18))),vel y!=0)*(Enemy(ceil(fvar(18))),vel y*5+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*10)=[-60,-40]
Trigger2=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*6*(1-(Enemy(ceil(fvar(18))),facing=facing)*2)=[-5,55]
Trigger2=P2Dist Y+(Enemy(ceil(fvar(18))),vel y!=0)*(Enemy(ceil(fvar(18))),vel y*6+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*15)=[-69,-49]
Trigger3=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*7*(1-(Enemy(ceil(fvar(18))),facing=facing)*2)=[-5,55]
Trigger3=P2Dist Y+(Enemy(ceil(fvar(18))),vel y!=0)*(Enemy(ceil(fvar(18))),vel y*7+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*21)=[-79,-59]
Trigger4=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*8*(1-(Enemy(ceil(fvar(18))),facing=facing)*2)=[-5,55]
Trigger4=P2Dist Y+(Enemy(ceil(fvar(18))),vel y!=0)*(Enemy(ceil(fvar(18))),vel y*8+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*28)=[-88,-68]
Trigger5=P2BodyDist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*9*(1-(Enemy(ceil(fvar(18))),facing=facing)*2)=[-5,55]
Trigger5=P2Dist Y+(Enemy(ceil(fvar(18))),vel y!=0)*(Enemy(ceil(fvar(18))),vel y*9+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*36)=[-98,-78]

[State -3];ɂ3C̃Jf
Type=ChangeState
value=1000
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=0
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||(StateNo=[120,131])||StateNo=52||var(3)=0&&(StateNo=[200,451])&&(StateNo!=[230,235])&&MoveContAct
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=NumHelper(20000+ID)
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),Ctrl||Enemy(ceil(fvar(18))),StateNo<170||Enemy(ceil(fvar(18))),Anim<170||Enemy(ceil(fvar(18))),StateNo=[5200,5299]
TriggerAll=Helper(30000+ID),var(26)>40||var(59)>9||Random<99
TriggerAll=Random<var(59)*(20-(Helper(20000+ID),var(9)=3)*16)||Helper(20000+ID),var(9)!=3&&var(59)>9
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*9=[-92,92]
Trigger1=P2Dist Y+(Enemy(ceil(fvar(18))),vel y!=0)*(Enemy(ceil(fvar(18))),vel y*9+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*36)=[-90,0]

[State -3,S_LS];IE XgGhKC(Ks\_)
Type=ChangeState
value=1200
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=4
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=NumHelper(20000+ID)
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),Ctrl||Enemy(ceil(fvar(18))),StateNo<170||Enemy(ceil(fvar(18))),Anim<170||Enemy(ceil(fvar(18))),StateNo=[5200,5299]
TriggerAll=P2Dist X>=0
TriggerAll=Helper(30000+ID),var(26)>40||var(59)>9||Random<99
TriggerAll=Random<var(59)*(20-(Helper(20000+ID),var(9)=3)*16)||Helper(20000+ID),var(9)!=3&&var(59)>9
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(3)<112
Trigger1=P2Dist Y+(Enemy(ceil(fvar(18))),vel y!=0)*(Enemy(ceil(fvar(18))),vel y*3+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*3)=[-100,0]
Trigger2=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(4)<112
Trigger2=P2Dist Y+(Enemy(ceil(fvar(18))),vel y!=0)*(Enemy(ceil(fvar(18))),vel y*4+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*6)=[-100,0]
Trigger3=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(5)<112
Trigger3=P2Dist Y+(Enemy(ceil(fvar(18))),vel y!=0)*(Enemy(ceil(fvar(18))),vel y*5+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*10)=[-100,0]
Trigger4=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(6)<125
Trigger4=P2Dist Y+(Enemy(ceil(fvar(18))),vel y!=0)*(Enemy(ceil(fvar(18))),vel y*6+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*15)=[-130,0]
Trigger5=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(7)<125
Trigger5=P2Dist Y+(Enemy(ceil(fvar(18))),vel y!=0)*(Enemy(ceil(fvar(18))),vel y*7+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*21)=[-130,0]
Trigger6=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(8)<125
Trigger6=P2Dist Y+(Enemy(ceil(fvar(18))),vel y!=0)*(Enemy(ceil(fvar(18))),vel y*8+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*28)=[-130,0]

[State -3,S_LS]; ߂ÂƐ܂(Ks\_)
Type=ChangeState
value=2165
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=2
TriggerAll=P2BodyDist X>34
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=Enemy(ceil(fvar(18))),StateNo!=[150,155]
TriggerAll=NumHelper(20000+ID)
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),Ctrl||Enemy(ceil(fvar(18))),StateNo<170||Enemy(ceil(fvar(18))),Anim<170||Enemy(ceil(fvar(18))),StateNo=[5200,5299]
TriggerAll=Helper(30000+ID),var(26)>40||var(59)>9||Random<99
TriggerAll=Random<var(59)*(20-(Helper(20000+ID),var(9)=3)*16)||Helper(20000+ID),var(9)!=3&&var(59)>9
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*19=[70,195]
Trigger1=P2Dist Y+(Enemy(ceil(fvar(18))),vel y!=0)*(Enemy(ceil(fvar(18))),vel y*19+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*171)=[-90,-30]

[State -3];߈ ƂĂ(Ks\_)
Type=ChangeState
value=2160
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=2
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||(StateNo=[120,131])||StateNo=52||var(3)=0&&(StateNo=[200,451])&&(StateNo!=[230,235])&&MoveContAct
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=NumHelper(20000+ID)
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=P2Dist X>=0
TriggerAll=Enemy(ceil(fvar(18))),Ctrl||Enemy(ceil(fvar(18))),StateNo<170||Enemy(ceil(fvar(18))),Anim<170||Enemy(ceil(fvar(18))),StateNo=[5200,5299]
TriggerAll=Helper(30000+ID),var(26)>40||var(59)>9||Random<99
TriggerAll=Random<var(59)*(20-(Helper(20000+ID),var(9)=3)*16)||Helper(20000+ID),var(9)!=3&&var(59)>9
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*9<65
Trigger1=P2Dist Y+(Enemy(ceil(fvar(18))),vel y!=0)*(Enemy(ceil(fvar(18))),vel y*9+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*36)=[-120,0]
Trigger2=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*10<74
Trigger2=P2Dist Y+(Enemy(ceil(fvar(18))),vel y!=0)*(Enemy(ceil(fvar(18))),vel y*10+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*45)=[-120,0]
Trigger3=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*11<84
Trigger3=P2Dist Y+(Enemy(ceil(fvar(18))),vel y!=0)*(Enemy(ceil(fvar(18))),vel y*11+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*55)=[-120,0]
Trigger4=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*12<88
Trigger4=P2Dist Y+(Enemy(ceil(fvar(18))),vel y!=0)*(Enemy(ceil(fvar(18))),vel y*12+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*66)=[-120,0]

;
;󒆌p
;

[State -3];P
Type=ChangeState
value=200
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),Ctrl||Enemy(ceil(fvar(18))),StateNo<170||Enemy(ceil(fvar(18))),Anim<170||Enemy(ceil(fvar(18))),StateNo=[5200,5299]
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist Y>-9
Trigger1=Random<ifelse(var(59)>9,10,var(59))*20
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*6<91
Trigger1=P2Dist Y+(Enemy(ceil(fvar(18))),vel y!=0)*(Enemy(ceil(fvar(18))),vel y*4+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*6)=[-50,0]

[State -3,Nor_=H_S_NS];߈ S
Type=ChangeState
value=220
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=0||var(30)=3
TriggerAll=P2BodyDist X=[-32,34]
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),Ctrl||Enemy(ceil(fvar(18))),StateNo<170||Enemy(ceil(fvar(18))),Anim<170||Enemy(ceil(fvar(18))),StateNo=[5200,5299]
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist Y>-50
Trigger1=Random<ifelse(var(59)>9,10,var(59))*30
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*7<99
Trigger1=P2Dist Y+(Enemy(ceil(fvar(18))),vel y!=0)*(Enemy(ceil(fvar(18))),vel y*7+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*21)=[-50,0]

[State -3,Nor_=H_S_NS];߈ S
Type=ChangeState
value=225
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=0||var(30)=3
TriggerAll=P2BodyDist X>34
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),Ctrl||Enemy(ceil(fvar(18))),StateNo<170||Enemy(ceil(fvar(18))),Anim<170||Enemy(ceil(fvar(18))),StateNo=[5200,5299]
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist Y>-50
Trigger1=Random<ifelse(var(59)>9,10,var(59))*18
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*12<139
Trigger1=P2Dist Y+(Enemy(ceil(fvar(18))),vel y!=0)*(Enemy(ceil(fvar(18))),vel y*12+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*66)=[-50,0]

[State -3,U_S_NS];H߈ S
Type=ChangeState
value=2010
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=1
TriggerAll=P2BodyDist X=[-32,34]
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),Ctrl||Enemy(ceil(fvar(18))),StateNo<170||Enemy(ceil(fvar(18))),Anim<170||Enemy(ceil(fvar(18))),StateNo=[5200,5299]
TriggerAll=P2Dist X>=0
Trigger1=Random<ifelse(var(59)>9,10,var(59))*30
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*5<99
Trigger1=P2Dist Y+(Enemy(ceil(fvar(18))),vel y!=0)*(Enemy(ceil(fvar(18))),vel y*5+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*10)=[-80,0]

[State -3,U_S_NS];H߈ S
Type=ChangeState
value=2015
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=1
TriggerAll=P2BodyDist X>34
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),Ctrl||Enemy(ceil(fvar(18))),StateNo<170||Enemy(ceil(fvar(18))),Anim<170||Enemy(ceil(fvar(18))),StateNo=[5200,5299]
TriggerAll=P2Dist X>=0
Trigger1=Random<ifelse(var(59)>9,10,var(59))*18
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*8<192
Trigger1=P2Dist Y+(Enemy(ceil(fvar(18))),vel y!=0)*(Enemy(ceil(fvar(18))),vel y*4+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*6)=[-70,0]

[State -3,KEN_S_NS];߈ S
Type=ChangeState
value=2110
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=2
TriggerAll=P2BodyDist X=[-32,34]
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),Ctrl||Enemy(ceil(fvar(18))),StateNo<170||Enemy(ceil(fvar(18))),Anim<170||Enemy(ceil(fvar(18))),StateNo=[5200,5299]
TriggerAll=P2Dist X>=0
Trigger1=Random<ifelse(var(59)>9,10,var(59))*30
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*4<99
Trigger1=P2Dist Y+(Enemy(ceil(fvar(18))),vel y!=0)*(Enemy(ceil(fvar(18))),vel y*4+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*6)=[-80,0]

[State -3,KEN_S_NS];߈ S
Type=ChangeState
value=2115
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=2
TriggerAll=P2BodyDist X>34
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),Ctrl||Enemy(ceil(fvar(18))),StateNo<170||Enemy(ceil(fvar(18))),Anim<170||Enemy(ceil(fvar(18))),StateNo=[5200,5299]
TriggerAll=P2Dist X>=0
Trigger1=Random<ifelse(var(59)>9,10,var(59))*18
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*7<142
Trigger1=P2Dist Y+(Enemy(ceil(fvar(18))),vel y!=0)*(Enemy(ceil(fvar(18))),vel y*7+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*21)=[-70,0]

[State -3,Raoh_S_NS];IE߈ S
Type=ChangeState
value=260
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=4
TriggerAll=P2BodyDist X=[-32,34]
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),Ctrl||Enemy(ceil(fvar(18))),StateNo<170||Enemy(ceil(fvar(18))),Anim<170||Enemy(ceil(fvar(18))),StateNo=[5200,5299]
TriggerAll=P2Dist X>=0
Trigger1=Random<ifelse(var(59)>9,10,var(59))*50
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*9<99
Trigger1=P2Dist Y+(Enemy(ceil(fvar(18))),vel y!=0)*(Enemy(ceil(fvar(18))),vel y*9+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*36)=[-90,0]

[State -3,Raoh_S_NS];IE߈ S
Type=ChangeState
value=265
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=4
TriggerAll=P2BodyDist X>34
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),Ctrl||Enemy(ceil(fvar(18))),StateNo<170||Enemy(ceil(fvar(18))),Anim<170||Enemy(ceil(fvar(18))),StateNo=[5200,5299]
TriggerAll=P2Dist X>=0
Trigger1=Random<ifelse(var(59)>9,10,var(59))*18
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*8<178
Trigger1=P2Dist Y+(Enemy(ceil(fvar(18))),vel y!=0)*(Enemy(ceil(fvar(18))),vel y*8+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*28)=[-80,0]

[State -3,U_S_Sonomama];H߈ ̂܂܋AHS
Type=ChangeState
value=112051
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=1
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),Ctrl||Enemy(ceil(fvar(18))),StateNo<170||Enemy(ceil(fvar(18))),Anim<170||Enemy(ceil(fvar(18))),StateNo=[5200,5299]
TriggerAll=NumHelper(30000+ID)
TriggerAll=Helper(30000+ID),var(46)=0
Trigger1=Random<ifelse(var(59)>9,10,var(59))*9
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*15>160
Trigger1=P2Dist Y+(Enemy(ceil(fvar(18))),vel y!=0)*(Enemy(ceil(fvar(18))),vel y*15+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*105)<-90

[State -3,Raoh_S_EDGAI];IE@_[NlX@_[NlXAZeo
Type=ChangeState
value=111301
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=4
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),Ctrl||Enemy(ceil(fvar(18))),StateNo<170||Enemy(ceil(fvar(18))),Anim<170||Enemy(ceil(fvar(18))),StateNo=[5200,5299]
Trigger1=GameTime%11=0
Trigger1=Random<ifelse(var(59)>9,10,var(59))*2
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(15)>250

[State -3,Raoh_S_EDGAI];IE@_[NlX@_[NlXAZexo
Type=ChangeState
value=111302
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=4
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=1
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),Ctrl||Enemy(ceil(fvar(18))),StateNo<170||Enemy(ceil(fvar(18))),Anim<170||Enemy(ceil(fvar(18))),StateNo=[5200,5299]
Trigger1=GameTime%11=0
Trigger1=Random<ifelse(var(59)>9,10,var(59))
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*Helper(30000+ID),fvar(15)>250

[State -3,U_S_Sonomama];߈ Jf
Type=ChangeState
value=1000
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=0
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||StateNo=52||StateNo=40
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=Enemy(ceil(fvar(18))),Alive=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<170||Enemy(ceil(fvar(18))),Anim<170||Enemy(ceil(fvar(18))),StateNo=[5200,5299]
TriggerAll=Random<ifelse(var(59)>9,10,var(59))*9
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*20>280
Trigger2=P2Dist Y+(Enemy(ceil(fvar(18))),vel y!=0)*(Enemy(ceil(fvar(18))),vel y*9+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*36)<-120

[State -3];޸Á˃Jf
Type=ChangeState
Value=111001
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=40||(StateNo=[120,131])
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(30)=0
TriggerAll=NumHelper(30000+ID)
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<170||Enemy(ceil(fvar(18))),Anim<170||Enemy(ceil(fvar(18))),StateNo=[5200,5299]
TriggerAll=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*20<270
TriggerAll=NumHelper(11111+ID)
TriggerAll=Random<ifelse(var(59)>9,10,var(59))*5
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*20>220
Trigger1=Helper(11111+ID),var(7)<-250
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*20>220
Trigger2=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*20>260
Trigger3=P2Dist Y+(Enemy(ceil(fvar(18))),vel y!=0)*(Enemy(ceil(fvar(18))),vel y*9+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*36)<-120

[State -3];޸Á޸Á˃Jf
Type=ChangeState
Value=111002
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=40||(StateNo=[120,131])
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=var(30)=0
TriggerAll=NumHelper(30000+ID)
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<170||Enemy(ceil(fvar(18))),Anim<170||Enemy(ceil(fvar(18))),StateNo=[5200,5299]
TriggerAll=NumHelper(11111+ID)
TriggerAll=Helper(11111+ID),var(7)<-350
TriggerAll=Random<ifelse(var(59)>9,10,var(59))*4
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*20>120
Trigger1=P2Dist X-vel x-Enemy(ceil(fvar(18))),vel x*20<220

[State -3];xEY}X
Type=ChangeState
value=3100
TriggerAll=Alive=1
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=Statetype!=A
TriggerAll=var(30)=4
TriggerAll=Power>999
TriggerAll=Ctrl||fvar(28)||(StateNo=[9,22])||(StateNo=[100,101])||(StateNo=[120,131])||StateNo=52||var(3)=0&&(StateNo=[200,451])&&(StateNo!=[230,235])&&MoveContAct
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=NumHelper(30000+ID)
TriggerAll=Enemy(ceil(fvar(18))),Alive=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<170||Enemy(ceil(fvar(18))),Anim<170||Enemy(ceil(fvar(18))),StateNo=[5200,5299]
TriggerAll=P2Dist X>=0
TriggerAll=Random<ifelse(var(59)>9,10,var(59))*5
Trigger1=Enemy(ceil(fvar(18))),AnimTime<-16
Trigger1=P2Dist X-vel x-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*Enemy(ceil(fvar(18))),vel x*16>180
Trigger1=P2Dist X-vel x-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*Enemy(ceil(fvar(18))),vel x*16<226
Trigger1=P2Dist Y+(Enemy(ceil(fvar(18))),vel y!=0)*(Enemy(ceil(fvar(18))),vel y*16+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*120)=[-210,0]
Trigger2=Enemy(ceil(fvar(18))),AnimTime<-17
Trigger2=P2Dist X-vel x-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*Enemy(ceil(fvar(18))),vel x*17>160
Trigger2=P2Dist X-vel x-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*Enemy(ceil(fvar(18))),vel x*17<232
Trigger2=P2Dist Y+(Enemy(ceil(fvar(18))),vel y!=0)*(Enemy(ceil(fvar(18))),vel y*17+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*136)=[-210,0]
Trigger3=Enemy(ceil(fvar(18))),AnimTime<-18
Trigger3=P2Dist X-vel x-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*Enemy(ceil(fvar(18))),vel x*18>140
Trigger3=P2Dist X-vel x-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*Enemy(ceil(fvar(18))),vel x*18<238
Trigger3=P2Dist Y+(Enemy(ceil(fvar(18))),vel y!=0)*(Enemy(ceil(fvar(18))),vel y*18+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*153)=[-210,0]
Trigger4=Enemy(ceil(fvar(18))),AnimTime<-19
Trigger4=P2Dist X-vel x-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*Enemy(ceil(fvar(18))),vel x*19>120
Trigger4=P2Dist X-vel x-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*Enemy(ceil(fvar(18))),vel x*19<251
Trigger4=P2Dist Y+(Enemy(ceil(fvar(18))),vel y!=0)*(Enemy(ceil(fvar(18))),vel y*19+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*171)=[-210,0]
Trigger5=Enemy(ceil(fvar(18))),AnimTime<-20
Trigger5=P2Dist X-vel x-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*Enemy(ceil(fvar(18))),vel x*20>100
Trigger5=P2Dist X-vel x-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*Enemy(ceil(fvar(18))),vel x*20<262
Trigger5=P2Dist Y+(Enemy(ceil(fvar(18))),vel y!=0)*(Enemy(ceil(fvar(18))),vel y*20+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*190)=[-210,0]
Trigger6=Enemy(ceil(fvar(18))),AnimTime<-21
Trigger6=P2Dist X-vel x-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*Enemy(ceil(fvar(18))),vel x*21>80
Trigger6=P2Dist X-vel x-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*Enemy(ceil(fvar(18))),vel x*21<273
Trigger6=P2Dist Y+(Enemy(ceil(fvar(18))),vel y!=0)*(Enemy(ceil(fvar(18))),vel y*21+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*210)=[-210,0]
Trigger7=Enemy(ceil(fvar(18))),AnimTime<-22
Trigger7=P2Dist X-vel x-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*Enemy(ceil(fvar(18))),vel x*22>60
Trigger7=P2Dist X-vel x-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*Enemy(ceil(fvar(18))),vel x*22<284
Trigger7=P2Dist Y+(Enemy(ceil(fvar(18))),vel y!=0)*(Enemy(ceil(fvar(18))),vel y*22+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*231)=[-210,0]
Trigger8=Enemy(ceil(fvar(18))),AnimTime<-23
Trigger8=P2Dist X-vel x-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*Enemy(ceil(fvar(18))),vel x*23>40
Trigger8=P2Dist X-vel x-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*Enemy(ceil(fvar(18))),vel x*23<295
Trigger8=P2Dist Y+(Enemy(ceil(fvar(18))),vel y!=0)*(Enemy(ceil(fvar(18))),vel y*23+Enemy(ceil(fvar(18))),Const(MoveMent.Yaccel)*253)=[-210,0]

;
;󒆗
;

;
;n㎞
;

[State -1,Raoh_A_HS];IE HS
Type=ChangeState
value=670
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=[120,132])||fvar(28)
TriggerAll=var(30)=4
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||Enemy(ceil(fvar(18))),StateNo<170||Enemy(ceil(fvar(18))),Anim<170||Enemy(ceil(fvar(18))),StateNo=[5200,5299]
TriggerAll=Random<var(59)*9
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist X*fvar(8)-(vel x+Enemy(ceil(fvar(18))),vel x)*15<123
Trigger1=Pos Y+(vel y!=0)*(vel y*17+Const(MoveMent.Yaccel)*136)=[Enemy(ceil(fvar(18))),Const(Size.Head.Pos.Y),0]

[State -1,Raoh_A_S];IE S
Type=ChangeState
value=660
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=[120,132])||fvar(28)
TriggerAll=var(30)=4
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||Enemy(ceil(fvar(18))),StateNo<170||Enemy(ceil(fvar(18))),Anim<170||Enemy(ceil(fvar(18))),StateNo=[5200,5299]
TriggerAll=Random<var(59)*9
TriggerAll=P2Dist X*fvar(8)-(vel x+Enemy(ceil(fvar(18))),vel x)*15>122
Trigger1=Pos Y+(vel y!=0)*(vel y*7+Const(MoveMent.Yaccel)*21)=[Enemy(ceil(fvar(18))),Const(Size.Head.Pos.Y),0]

[State -1,U_A_S]
Type=ChangeState
value=2040
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=[120,132])||fvar(28)
TriggerAll=var(30)=1
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||Enemy(ceil(fvar(18))),StateNo<170||Enemy(ceil(fvar(18))),Anim<170||Enemy(ceil(fvar(18))),StateNo=[5200,5299]
TriggerAll=Random<var(59)*9
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist X*fvar(8)-(vel x+Enemy(ceil(fvar(18))),vel x)*14<132
Trigger1=Pos Y+(vel y!=0)*(vel y*15+Const(MoveMent.Yaccel)*105)=[Enemy(ceil(fvar(18))),Const(Size.Head.Pos.Y)+20,0]

[State -1,ken_A_HS]
Type=ChangeState
value=2145
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=[120,132])||fvar(28)
TriggerAll=var(30)=2
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||Enemy(ceil(fvar(18))),StateNo<170||Enemy(ceil(fvar(18))),Anim<170||Enemy(ceil(fvar(18))),StateNo=[5200,5299]
TriggerAll=Random<var(59)*9
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist X*fvar(8)-(vel x+Enemy(ceil(fvar(18))),vel x)*9<115
Trigger1=Pos Y+(vel y!=0)*(vel y*9+Const(MoveMent.Yaccel)*45)=[Enemy(ceil(fvar(18))),Const(Size.Head.Pos.Y)+10,0]

[State -1,ken_A_S]
Type=ChangeState
value=2140
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=[120,132])||fvar(28)
TriggerAll=var(30)=2
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||Enemy(ceil(fvar(18))),StateNo<170||Enemy(ceil(fvar(18))),Anim<170||Enemy(ceil(fvar(18))),StateNo=[5200,5299]
TriggerAll=Random<var(59)*9
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist X*fvar(8)-(vel x+Enemy(ceil(fvar(18))),vel x)*9>=115
Trigger1=Pos Y+(vel y!=0)*(vel y*7+Const(MoveMent.Yaccel)*21)=[Enemy(ceil(fvar(18))),Const(Size.Head.Pos.Y)+30,0]

[State -1,A_K]
Type=ChangeState
value=610
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=[120,132])||fvar(28)
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=var(30)=0||var(30)=1||var(30)=3
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<170||Enemy(ceil(fvar(18))),Anim<170||Enemy(ceil(fvar(18))),StateNo=[5200,5299]
TriggerAll=Random<var(59)*9
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist X*fvar(8)-(vel x+Enemy(ceil(fvar(18))),vel x)*9>=87
Trigger1=Pos Y+(vel y!=0)*(vel y*10+Const(MoveMent.Yaccel)*45)=[Enemy(ceil(fvar(18))),Const(Size.Head.Pos.Y)+20,0]

[State -1,A_S]
Type=ChangeState
value=620
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=[120,132])||fvar(28)
TriggerAll=var(30)=0||var(30)=3
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||Enemy(ceil(fvar(18))),StateNo<170||Enemy(ceil(fvar(18))),Anim<170||Enemy(ceil(fvar(18))),StateNo=[5200,5299]
TriggerAll=Random<var(59)*9
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist X*fvar(8)-(vel x+Enemy(ceil(fvar(18))),vel x)*9<87
Trigger1=Pos Y+(vel y!=0)*(vel y*9+Const(MoveMent.Yaccel)*36)=[Enemy(ceil(fvar(18))),Const(Size.Head.Pos.Y)+30,0]

[State -1,A_HS]
Type=ChangeState
value=630
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=[120,132])||fvar(28)
TriggerAll=var(30)=0||var(30)=3
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||Enemy(ceil(fvar(18))),StateNo<170||Enemy(ceil(fvar(18))),Anim<170||Enemy(ceil(fvar(18))),StateNo=[5200,5299]
TriggerAll=Random<var(59)*9
TriggerAll=P2Dist X<0
Trigger1=Pos Y+(vel y!=0)*(vel y*12+Const(MoveMent.Yaccel)*66)=[Enemy(ceil(fvar(18))),Const(Size.Head.Pos.Y)-9,0]

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

[State -1,A_P]
Type=ChangeState
value=600
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=[120,132])||fvar(28)
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),Ctrl||Enemy(ceil(fvar(18))),StateNo<170||Enemy(ceil(fvar(18))),Anim<170||Enemy(ceil(fvar(18))),StateNo=[5200,5299]
TriggerAll=P2BodyDist X*fvar(8)-(vel x+Enemy(ceil(fvar(18))),vel x)*4=[-5,35+90]
Trigger1=Random<var(59)*60
Trigger1=P2Dist Y+(vel y!=0)*(vel y*5+Const(MoveMent.Yaccel)*10)=[-60,50]
Trigger1=Pos Y+(vel y!=0)*(vel y*5+Const(MoveMent.Yaccel)*10)<0

[State -1,A_S]
Type=ChangeState
value=620
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=[120,132])||fvar(28)
TriggerAll=var(30)=0||var(30)=3
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),Ctrl||Enemy(ceil(fvar(18))),StateNo<170||Enemy(ceil(fvar(18))),Anim<170||Enemy(ceil(fvar(18))),StateNo=[5200,5299]
TriggerAll=P2BodyDist X*fvar(8)-(vel x+Enemy(ceil(fvar(18))),vel x)*9=[-60,67]
Trigger1=Random<var(59)*35
Trigger1=P2Dist Y+(vel y!=0)*(vel y*9+Const(MoveMent.Yaccel)*36)=[-70,50]
Trigger1=Pos Y+(vel y!=0)*(vel y*9+Const(MoveMent.Yaccel)*36)<0

[State -1,A_K]
Type=ChangeState
value=610
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=[120,132])||fvar(28)
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),Ctrl||Enemy(ceil(fvar(18))),StateNo<170||Enemy(ceil(fvar(18))),Anim<170||Enemy(ceil(fvar(18))),StateNo=[5200,5299]
TriggerAll=P2BodyDist X*fvar(8)-(vel x+Enemy(ceil(fvar(18))),vel x)*5=[-20,73]
Trigger1=Random<var(59)*43
Trigger1=P2Dist Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*3)*4=[-50,40]
Trigger1=Pos Y+(vel y!=0)*(vel y*10+Const(MoveMent.Yaccel)*45)<0

[State -1,U_A_HS]
Type=ChangeState
value=2040
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=[120,132])||fvar(28)
TriggerAll=var(30)=1
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),Ctrl||Enemy(ceil(fvar(18))),StateNo<170||Enemy(ceil(fvar(18))),Anim<170||Enemy(ceil(fvar(18))),StateNo=[5200,5299]
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist X*fvar(8)-(vel x+Enemy(ceil(fvar(18))),vel x)*15<132
Trigger1=P2Dist Y+(vel y!=0)*(vel y*15+Const(MoveMent.Yaccel)*105)=[-70,40]
Trigger1=Pos Y+(vel y!=0)*(vel y*15+Const(MoveMent.Yaccel)*105)<0
Trigger1=Random<var(59)*20

[State -1,ken_A_HS]
Type=ChangeState
value=2145
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=[120,132])||fvar(28)
TriggerAll=var(30)=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),Ctrl||Enemy(ceil(fvar(18))),StateNo<170||Enemy(ceil(fvar(18))),Anim<170||Enemy(ceil(fvar(18))),StateNo=[5200,5299]
TriggerAll=P2Dist X>=0
TriggerAll=Random<var(59)*43
TriggerAll=Pos Y+(vel y!=0)*(vel y*9+Const(MoveMent.Yaccel)*45)<0
TriggerAll=P2Dist X*fvar(8)-(vel x+Enemy(ceil(fvar(18))),vel x)*9<115
Trigger1=P2Dist X*fvar(8)-(vel x+Enemy(ceil(fvar(18))),vel x)*9<60
Trigger1=P2Dist Y+(vel y!=0)*(vel y*9+Const(MoveMent.Yaccel)*45)=[-60,50]
Trigger2=P2Dist X*fvar(8)-(vel x+Enemy(ceil(fvar(18))),vel x)*9>=60
Trigger2=P2Dist Y+(vel y!=0)*(vel y*9+Const(MoveMent.Yaccel)*45)=[-20,50]

[State -1,ken_A_S]
Type=ChangeState
value=2140
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=[120,132])||fvar(28)
TriggerAll=var(30)=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),Ctrl||Enemy(ceil(fvar(18))),StateNo<170||Enemy(ceil(fvar(18))),Anim<170||Enemy(ceil(fvar(18))),StateNo=[5200,5299]
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist X*fvar(8)-(vel x+Enemy(ceil(fvar(18))),vel x)*7>60
Trigger1=P2Dist Y+(vel y!=0)*(vel y*7+Const(MoveMent.Yaccel)*21)=[-30,50]
Trigger1=Pos Y+(vel y!=0)*(vel y*7+Const(MoveMent.Yaccel)*21)<0
Trigger1=Random<var(59)*30

[State -1,Raoh_A_HS]
Type=ChangeState
value=670
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=[120,132])||fvar(28)
TriggerAll=var(30)=4
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),Ctrl||Enemy(ceil(fvar(18))),StateNo<170||Enemy(ceil(fvar(18))),Anim<170||Enemy(ceil(fvar(18))),StateNo=[5200,5299]
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist X*fvar(8)-(vel x+Enemy(ceil(fvar(18))),vel x)*15<123
Trigger1=P2Dist Y+(vel y!=0)*(vel y*17+Const(MoveMent.Yaccel)*136)=[-100,80]
Trigger1=Pos Y+(vel y!=0)*(vel y*17+Const(MoveMent.Yaccel)*136)<0
Trigger1=Random<var(59)*43

[State -1,Raoh_A_S]
Type=ChangeState
value=660
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=[120,132])||fvar(28)
TriggerAll=var(30)=4
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=Enemy(ceil(fvar(18))),StateType=A
TriggerAll=Enemy(ceil(fvar(18))),MoveType!=H
TriggerAll=NumHelper(30000+ID)
TriggerAll=NumHelper(40000+ID)
TriggerAll=Helper(40000+ID),var(1)<1
TriggerAll=Enemy(ceil(fvar(18))),Ctrl||Enemy(ceil(fvar(18))),StateNo<170||Enemy(ceil(fvar(18))),Anim<170||Enemy(ceil(fvar(18))),StateNo=[5200,5299]
Trigger1=P2Dist X*fvar(8)-(vel x+Enemy(ceil(fvar(18))),vel x)*15=[-25,100]
Trigger1=Pos Y+(vel y!=0)*(vel y*7+Const(MoveMent.Yaccel)*21)<0
Trigger1=Random<var(59)*43

;--------------------------------------------------------------------------------------------------------
;n۔p
;--------------------------------------------------------------------------------------------------------

[State -1,Raoh_A_HS]
Type=ChangeState
value=670
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=[120,132])||fvar(28)
TriggerAll=var(30)=4
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)>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||Enemy(ceil(fvar(18))),StateNo<170||Enemy(ceil(fvar(18))),Anim<170||Enemy(ceil(fvar(18))),StateNo=[5200,5299]
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*15<123
Trigger1=Pos Y+(vel y!=0)*(vel y*17+Const(MoveMent.Yaccel)*136)>0

[State -1,Raoh_A_S]
Type=ChangeState
value=660
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=[120,132])||fvar(28)
TriggerAll=var(30)=4
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)>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||Enemy(ceil(fvar(18))),StateNo<170||Enemy(ceil(fvar(18))),Anim<170||Enemy(ceil(fvar(18))),StateNo=[5200,5299]
TriggerAll=P2Dist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*15>122
Trigger1=Pos Y+(vel y!=0)*(vel y*7+Const(MoveMent.Yaccel)*21)>0

[State -1,U_A_HS]
Type=ChangeState
value=2040
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=[120,132])||fvar(28)
TriggerAll=var(30)=1
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)>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||Enemy(ceil(fvar(18))),StateNo<170||Enemy(ceil(fvar(18))),Anim<170||Enemy(ceil(fvar(18))),StateNo=[5200,5299]
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*14<132
Trigger1=Pos Y+(vel y!=0)*(vel y*15+Const(MoveMent.Yaccel)*105)>0

[State -1,ken_A_HS]
Type=ChangeState
value=2145
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=[120,132])||fvar(28)
TriggerAll=var(30)=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)>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||Enemy(ceil(fvar(18))),StateNo<170||Enemy(ceil(fvar(18))),Anim<170||Enemy(ceil(fvar(18))),StateNo=[5200,5299]
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*9<115
Trigger1=Pos Y+(vel y!=0)*(vel y*9+Const(MoveMent.Yaccel)*45)>0

[State -1,ken_A_S]
Type=ChangeState
value=2140
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=[120,132])||fvar(28)
TriggerAll=var(30)=2
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)>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||Enemy(ceil(fvar(18))),StateNo<170||Enemy(ceil(fvar(18))),Anim<170||Enemy(ceil(fvar(18))),StateNo=[5200,5299]
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*9>=115
Trigger1=Pos Y+(vel y!=0)*(vel y*7+Const(MoveMent.Yaccel)*21)>0

[State -1,A_K]
Type=ChangeState
value=610
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=[120,132])||fvar(28)
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)>0
TriggerAll=fvar(38)>0
TriggerAll=var(30)=0||var(30)=1||var(30)=3
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||Enemy(ceil(fvar(18))),StateNo=[5200,5299]
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist X*fvar(8)-(Enemy(ceil(fvar(18))),StateType=A)*Enemy(ceil(fvar(18))),vel x*9>=87
Trigger1=Pos Y+(vel y!=0)*(vel y*10+Const(MoveMent.Yaccel)*45)>0

[State -1,A_S]
Type=ChangeState
value=620
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=[120,132])||fvar(28)
TriggerAll=var(30)=0||var(30)=3
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)>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||Enemy(ceil(fvar(18))),StateNo<170||Enemy(ceil(fvar(18))),Anim<170||Enemy(ceil(fvar(18))),StateNo=[5200,5299]
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist X*fvar(8)-(Enemy(ceil(fvar(18))),StateType=A)*Enemy(ceil(fvar(18))),vel x*9<87
Trigger1=Pos Y+(vel y!=0)*(vel y*9+Const(MoveMent.Yaccel)*36)>0

[State -1,A_HS]
Type=ChangeState
value=630
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=[120,132])||fvar(28)
TriggerAll=var(30)=0||var(30)=3
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)>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||Enemy(ceil(fvar(18))),StateNo<170||Enemy(ceil(fvar(18))),Anim<170||Enemy(ceil(fvar(18))),StateNo=[5200,5299]
TriggerAll=P2Dist X<0
Trigger1=Pos Y+(vel y!=0)*(vel y*12+Const(MoveMent.Yaccel)*66)>0

[State -1,Raoh_A_HS]
Type=ChangeState
value=670
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=RoundState=2
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=[120,132])||fvar(28)
TriggerAll=var(30)=4
TriggerAll=var(59)>0&&Random<var(59)*101||fvar(39)>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||Enemy(ceil(fvar(18))),StateNo<170||Enemy(ceil(fvar(18))),Anim<170||Enemy(ceil(fvar(18))),StateNo=[5200,5299]
TriggerAll=P2Dist X>=0
TriggerAll=P2Dist X*fvar(8)-Enemy(ceil(fvar(18))),vel x*15<123
Trigger1=Pos Y+(vel y!=0)*(vel y*13+Const(MoveMent.Yaccel)*78)>0

;
;K[h
;

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

[State -3,Guard];K[h
Type=ChangeState
Value=120
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Ctrl||(StateNo=[10,22])
TriggerAll=(StateNo!=[120,155])
TriggerAll=var(59)>0
TriggerAll=!NumHelper(40000+ID)
TriggerAll=InGuardDist
Trigger1=Random<var(59)*101

[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 130]
Type=ChangeState
TriggerAll=!IsHelper
TriggerAll=var(59)>0
Trigger1=StateNo=40
value=0
Ctrl=1

[State 100,AI1]
Type=ChangeState
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=StateNo=100
TriggerAll=Time>9
Trigger1=P2MoveType=H
Trigger1=P2StateType=A
Trigger1=P2Dist X<80-(Enemy(ceil(fvar(18))),BackEdgeBodyDist>8)*Enemy(ceil(fvar(18))),vel x*8*(1-(Enemy(ceil(fvar(18))),Facing=Facing)*2)
Trigger2=P2StateType=L
Trigger2=fvar(39)=1||P2Dist X<120
Trigger3=P2MoveType=H
Trigger3=P2StateType!=L
Trigger3=P2StateType!=A
Trigger3=fvar(34)<5
Trigger4=NumHelper(40000+ID)
Trigger4=Helper(40000+ID),var(1)>0
Trigger4=PrevStateNo!=[110151,110199]
value=101

[State 100,AI1]
Type=ChangeState
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0
TriggerAll=StateNo=100
TriggerAll=Time>9
TriggerAll=PrevStateNo!=[110100,110199]
Trigger1=P2StateType!=L
Trigger1=P2MoveType!=H
Trigger1=P2Dist X<80
value=101

[State 100,AI1]
Type=ChangeState
TriggerAll=!IsHelper
TriggerAll=NumEnemy>0
TriggerAll=var(59)>0||fvar(39)>0
TriggerAll=StateNo=100
TriggerAll=Time>9
Trigger1=P2StateType!=L
Trigger1=P2MoveType!=H
Trigger1=P2Dist X<8
value=101

;
;K_bVѓ
;
[Statedef 110150]
Type=U
MoveType=U
PhySics=U
[State ]
Type=SelfState
Trigger1=1
value=100
IgnoreHitPause=1
;
;K_bVi
;
[Statedef 110102]
Type=U
MoveType=U
PhySics=U
[State ]
Type=SelfState
Trigger1=1
value=100
IgnoreHitPause=1
;
;K_bVP&i
;
[Statedef 110101]
Type=U
MoveType=U
PhySics=U
[State ]
Type=SelfState
Trigger1=1
value=100
IgnoreHitPause=1
;
;K_bVp
;
[Statedef 110100]
Type=U
MoveType=U
PhySics=U
[State ]
Type=SelfState
Trigger1=1
value=100
IgnoreHitPause=1

;
;oNXe˃oNXe˃Jf
;
[Statedef 111002]
Type=U
MoveType=U
PhySics=U
[State ]
Type=SelfState
Trigger1=1
value=105
IgnoreHitPause=1
;
;oNXe˃Jf
;
[Statedef 111001]
Type=U
MoveType=U
PhySics=U
[State ]
Type=SelfState
Trigger1=1
value=105
IgnoreHitPause=1
;
;̂܂HShp {
;
[Statedef 112051]
Type=U
MoveType=U
PhySics=U
[State ]
Type=SelfState
Trigger1=1
value=2050
IgnoreHitPause=1
;
;̂܂HShp (HELPER)
;
[Statedef 112050]
Type=U
MoveType=U
PhySics=U
[State ]
Type=SelfState
Trigger1=1
value=2051
IgnoreHitPause=1
;
;_bVpXe[g
;
[Statedef 110100]
Type=U
MoveType=U
PhySics=U
[State ]
Type=SelfState
Trigger1=1
value=100
IgnoreHitPause=1
;
;_bVPpXe[g
;
[Statedef 110101]
Type=U
MoveType=U
PhySics=U
[State ]
Type=SelfState
Trigger1=1
value=100
IgnoreHitPause=1
;
;IE@_[NlXAZeŒxoppXe[g
;
[Statedef 111302]
Type=U
MoveType=U
PhySics=U
[State ]
Type=SelfState
Trigger1=1
value=1300
IgnoreHitPause=1
;
;IE@_[NlXAZeoppXe[g
;
[Statedef 111301]
Type=U
MoveType=U
PhySics=U
[State ]
Type=SelfState
Trigger1=1
value=1300
IgnoreHitPause=1
;
; (Player)ƂĂFRCOppXe[g
;
[Statedef 112114]
Type=U
MoveType=U
PhySics=U
[State ]
Type=SelfState
Trigger1=1
value=2160
IgnoreHitPause=1
;
; (Helper)ƂĂFRCOppXe[g
;
[Statedef 112113]
Type=U
MoveType=U
PhySics=U
[State ]
Type=SelfState
Trigger1=1
value=2112
IgnoreHitPause=1
;
; obNWvh̑oppXe[g
;
[Statedef 112231]
Type=U
MoveType=U
PhySics=U
[State ]
Type=SelfState
Trigger1=1
value=2230
IgnoreHitPause=1
;
; obNWvh̒Ԃ炢oppXe[g
;
[Statedef 112232]
Type=U
MoveType=U
PhySics=U
[State ]
Type=SelfState
Trigger1=1
value=2230
IgnoreHitPause=1
;
; obNWvh̒_炢oppXe[g
;
[Statedef 112233]
Type=U
MoveType=U
PhySics=U
[State ]
Type=SelfState
Trigger1=1
value=2230
IgnoreHitPause=1
;
; 󒆃Wv
;
[Statedef 110037]
Type=U
MoveType=U
PhySics=U
[State ]
Type=SelfState
Trigger1=1
value=42
IgnoreHitPause=1
;
; 󒆃Wv
;
[Statedef 110038]
Type=U
MoveType=U
PhySics=U
[State ]
Type=SelfState
Trigger1=1
value=42
IgnoreHitPause=1
;
;O 󒆃Wv
;
[Statedef 110039]
Type=U
MoveType=U
PhySics=U
[State ]
Type=SelfState
Trigger1=1
value=42
IgnoreHitPause=1
;
;O 󒆃Wv
;
[Statedef 46]
Type=U
MoveType=U
PhySics=U
[State ]
Type=SelfState
Trigger1=1
value=99
IgnoreHitPause=1
;
; 󒆃Wv
;
[Statedef 47]
Type=U
MoveType=U
PhySics=U
[State ]
Type=SelfState
Trigger1=1
value=99
IgnoreHitPause=1
;
; 󒆃Wv
;
[Statedef 48]
Type=U
MoveType=U
PhySics=U
[State ]
Type=ChangeState
Trigger1=1
value=99
IgnoreHitPause=1
;
;O FwdWalk
;
[Statedef 21]
Type=S
physics=S
SprPriority=0
Ctrl=0
[State 21,1]
Type=Poweradd
TriggerAll=P2Dist X>0
Trigger1=Anim=20
value=ceil(2*fvar(37))
[State 21,2]
Type=VelSet
Trigger1=1
x=ifelse(PalNo=11,4,ifelse(fvar(39)>0,0.5,const(velocity.walk.fwd.x)))
[State 21,3]
Type=ChangeAnim
Trigger1=Anim!=20
Trigger1=Anim!=5||AnimTime=0
value=20
[State 21,4]
Type=PlaySnd
Trigger1=Anim=20||Anim=21
Trigger1=AnimElemTime(3)=1
value=20,0
;
; BackWalk
;
[Statedef 22]
Type=S
physics=S
SprPriority=0
Ctrl=0
[State 22,1]
Type=VelSet
Trigger1=1
x=ifelse(PalNo=11,-3,ifelse(fvar(39)>0,-0.5,const(velocity.walk.back.x)))
[State 22,2]
Type=ChangeAnim
Trigger1=Anim!=21
Trigger1=Anim!=5||AnimTime=0
value=21
[State 22,3]
Type=PlaySnd
Trigger1=Anim=20||Anim=21
Trigger1=AnimElemTime(3)=1
value=20,0
;
;AI 󓊂_Wv
;
[Statedef 30]
Type=S
physics=S
Anim=40
Ctrl=0
SprPriority=2
[State 36,1]
Type=turn
TriggerAll=P2Dist X<-1
Trigger1=PrevStateNo=12
Persistent=0
IgnoreHitPause=1
[State 36,2]
Type=Hitby
Trigger1=Time>=0
value=SCA,AA,AP
[State 36,4]
Type=VarSet
Trigger1=Time=0
sysvar(1)=1
[State 36,5]
Type=VelSet
Trigger1=AnimTime=0
x=const(velocity.jump.fwd.x)+(PalNo=11)*0.5+(PrevStateNo=100)*vel x*0.7+(PrevStateNo=101)*1.8
[State 36,6]
Type=VelSet
Trigger1=AnimTime=0
Trigger1=PrevStateNo=205||(PrevStateNo=[215,220])||PrevStateNo=420
Trigger1=var(15)=1
x=const(velocity.jump.fwd.x)+(PalNo=11)*0.5+(var(16)=0)*1.4
[State 36,7]
Type=VelSet
Trigger1=AnimTime=0
y=const(velocity.jump.y)
[State 36,8]
Type=VarSet
Trigger1=AnimTime=0
var(16)=0
Persistent=0
IgnoreHitPause=1
[State 36,9]
Type=ChangeState
Trigger1=AnimTime=0
value=50
Ctrl=1
;
;AI BackAirDash Jump Start
;
[Statedef 35]
Type=S
physics=S
Anim=40
Ctrl=0
SprPriority=2
[State 35,1]
Type=turn
TriggerAll=P2Dist X<-1
Trigger1=PrevStateNo=12
Persistent=0
IgnoreHitPause=1
[State 35,2]
Type=Hitby
Trigger1=Time>=0
value=SCA,AA,AP
[State 35,3]
Type=VarSet
Trigger1=AnimTime=0
sysvar(1)=-1
[State 35,4]
Type=VelSet
Trigger1=AnimTime=0
x=const(velocity.jump.back.x)-(PalNo=11)*1.5
[State 35,5]
Type=VelSet
Trigger1=AnimTime=0
y=const(velocity.jump.y)-(PalNo=11)*1.5
[State 35,6]
Type=VarSet
Trigger1=AnimTime=0
var(15)=0
[State 35,7]
Type=VarSet
Trigger1=AnimTime=0
var(16)=0
Persistent=0
IgnoreHitPause=1
[State 35,8]
Type=ChangeState
Trigger1=AnimTime=0
value=50
Ctrl=1
;
;AI FwdAirDash Jump Start
;
[Statedef 36]
Type=S
physics=S
Anim=40
Ctrl=0
SprPriority=2
[State 36,1]
Type=turn
TriggerAll=P2Dist X<-1
Trigger1=PrevStateNo=12
Persistent=0
IgnoreHitPause=1
[State 36,2]
Type=Hitby
Trigger1=Time>=0
value=SCA,AA,AP
[State 36,4]
Type=VarSet
Trigger1=Time=0
sysvar(1)=1
[State 36,5]
Type=VelSet
Trigger1=AnimTime=0
x=const(velocity.jump.fwd.x)+(PalNo=11)*0.5+(PrevStateNo=100)*vel x*0.7+(PrevStateNo=101)*1.8
[State 36,6]
Type=VelSet
Trigger1=AnimTime=0
Trigger1=PrevStateNo=205||(PrevStateNo=[215,220])||PrevStateNo=420
Trigger1=var(15)=1
x=const(velocity.jump.fwd.x)+(PalNo=11)*0.5+(var(16)=0)*1.4
[State 36,7]
Type=VelSet
Trigger1=AnimTime=0
y=const(velocity.jump.y)
[State 36,8]
Type=VarSet
Trigger1=AnimTime=0
var(16)=0
Persistent=0
IgnoreHitPause=1
[State 36,9]
Type=ChangeState
Trigger1=AnimTime=0
value=50
Ctrl=1
;
;AI Back Jump Start
;
[Statedef 37]
Type=S
physics=S
Anim=40
Ctrl=0
SprPriority=2
[State 37,1]
Type=turn
TriggerAll=P2Dist X<-1
Trigger1=PrevStateNo=12
Persistent=0
IgnoreHitPause=1
[State 37,2]
Type=Hitby
Trigger1=Time>=0
value=SCA,AA,AP
[State 37,3]
Type=VarSet
Trigger1=AnimTime=0
sysvar(1)=-1
[State 37,4]
Type=VelSet
Trigger1=AnimTime=0
x=const(velocity.jump.back.x)-(PalNo=11)*1.5
[State 37,5]
Type=VelSet
Trigger1=AnimTime=0
y=const(velocity.jump.y)-(PalNo=11)*1.5
[State 37,6]
Type=VarSet
Trigger1=AnimTime=0
var(15)=0
[State 37,7]
Type=VarSet
Trigger1=AnimTime=0
var(16)=0
Persistent=0
IgnoreHitPause=1
[State 37,8]
Type=ChangeState
Trigger1=AnimTime=0
value=50
Ctrl=1
;
;AI Jump Start
;
[Statedef 38]
Type=S
physics=S
Anim=40
Ctrl=0
SprPriority=2
[State 38,1]
Type=turn
TriggerAll=P2Dist X<-1
Trigger1=PrevStateNo=12
Persistent=0
IgnoreHitPause=1
[State 38,2]
Type=Hitby
Trigger1=Time>=0
value=SCA,AA,AP
[State 38,3]
Type=VarSet
Trigger1=Time=0
sysvar(1)=0
[State 38,4]
Type=VelSet
Trigger1=AnimTime=0
x=const(velocity.jump.neu.x)+(PrevStateNo=100)*4+(PrevStateNo=101)*1.8
[State 38,5]
Type=VelSet
Trigger1=AnimTime=0
Trigger1=PrevStateNo=205||(PrevStateNo=[215,220])||PrevStateNo=420
Trigger1=var(15)=1
Trigger1=var(16)>0
x=const(velocity.jump.neu.x)
[State 38,6]
Type=VelSet
Trigger1=AnimTime=0
Trigger1=PrevStateNo=205||(PrevStateNo=[215,220])||PrevStateNo=420
Trigger1=var(15)=1
Trigger1=var(16)=0
x=const(velocity.jump.neu.x)+1.4
[State 38,7]
Type=VelSet
Trigger1=AnimTime=0
y=const(velocity.jump.y)
[State 38,8]
Type=VarSet
Trigger1=AnimTime=0
var(16)=0
Persistent=0
IgnoreHitPause=1
[State 38,9]
Type=ChangeState
Trigger1=AnimTime=0
value=50
Ctrl=1
;
;AI Fwd Jump Start
;
[Statedef 39]
Type=S
physics=S
Anim=40
Ctrl=0
SprPriority=2
[State 39,1]
Type=turn
TriggerAll=P2Dist X<-1
Trigger1=PrevStateNo=12
Persistent=0
IgnoreHitPause=1
[State 39,2]
Type=Hitby
Trigger1=Time>=0
value=SCA,AA,AP
[State 39,4]
Type=VarSet
Trigger1=Time=0
sysvar(1)=1
[State 39,5]
Type=VelSet
Trigger1=AnimTime=0
x=const(velocity.jump.fwd.x)+(PalNo=11)*0.5+(PrevStateNo=100)*vel x*0.7+(PrevStateNo=101)*1.8
[State 39,6]
Type=VelSet
Trigger1=AnimTime=0
Trigger1=PrevStateNo=205||(PrevStateNo=[215,220])||PrevStateNo=420
Trigger1=var(15)=1
x=const(velocity.jump.fwd.x)+(PalNo=11)*0.5+(var(16)=0)*1.4
[State 39,7]
Type=VelSet
Trigger1=AnimTime=0
y=const(velocity.jump.y)
[State 39,8]
Type=VarSet
Trigger1=AnimTime=0
var(16)=0
Persistent=0
IgnoreHitPause=1
[State 39,9]
Type=ChangeState
Trigger1=AnimTime=0
value=50
Ctrl=1
;
;ʒ[FǗwp[
;
[StateDef 11111]
[State ]
Type=ChangeAnim
Trigger1=IsHelper
value=9999
[State ]
Type=SelfState
Trigger1=!IsHelper
value=50
[State ]
Type=PosSet
Trigger1=IsHelper
x=0
Persistent=0
[State ]
Type=Turn
Trigger1=IsHelper
Trigger1=facing=-1
[State ]
Type=AssertSpecial
Trigger1=IsHelper
flag=invisible
[State ]
Type=DestroySelf
Trigger1=IsHelper
Trigger1=Root,fvar(39)<1
Trigger1=Root,var(59)<0
;
;[Proj̎dl]
;VelocityƂ̂݃Xe[WOŏ
;ȂƏȂ1Fł͏Ȃ
;ƂƂ̓Xe[g[vpňuŉʒ[𔻒f邱Ƃ͂łȂ
;łƂProj𒴕ׂ邭炢 [
;Velocity𑝉lƈꏏɂȂƃY
[State -2];E
Type=Projectile
TriggerAll=IsHelper
Trigger1=var(4)<9
PosType=P1
offSet=var(0),0
Velocity=5,0
ProjID=11111+var(0)
ProjAnim=9999
ProjReMoveTime=1
ProjHeightBound=-99999999,99999999
ProjEdgeBound=99999999
ProjStageBound=0
Guard.Dist=0
SuperMoveTime=9**8
PauseMoveTime=9**8
IgnoreHitPause=1
[State ]
Type=Null
TriggerAll=IsHelper
Trigger1=var(0)<850
Trigger1=var(0)<5||var(1)>0
Trigger1=var(0):=var(0)+5
IgnoreHitPause=1
[State ]
Type=Null
TriggerAll=IsHelper
Trigger1=var(1):=(Root,NumProjID(11111+var(0)-5)&&Root,NumProjID(11111+var(0)))
IgnoreHitPause=1
[State ]
Type=Null
TriggerAll=IsHelper
Trigger1=var(1)=0
Trigger1=var(4)<20
Trigger1=var(4):=var(4)+1
Trigger2=var(1)>0
Trigger2=var(4):=0
IgnoreHitPause=1
[State -2];E
Type=Projectile
TriggerAll=IsHelper
Trigger1=var(5)<9
PosType=P1
offSet=var(2),0
Velocity=-5,0
ProjID=22222-var(2)
ProjAnim=9999
ProjReMoveTime=1
ProjEdgeBound=99999999
ProjStageBound=0
Guard.Dist=0
SuperMoveTime=9**8
PauseMoveTime=9**8
IgnoreHitPause=1
[State ]
Type=Null
TriggerAll=IsHelper
Trigger1=var(2)>-5||var(3)>0
Trigger1=var(2)>-1150
Trigger1=var(2):=var(2)-5
IgnoreHitPause=1
[State ]
Type=Null
TriggerAll=IsHelper
Trigger1=var(3):=(Root,NumProjID(22222-var(2)-5)&&Root,NumProjID(22222-var(2)))
IgnoreHitPause=1
[State ]
Type=Null
TriggerAll=IsHelper
Trigger1=var(3)=0
Trigger1=var(5)<20
Trigger1=var(5):=var(5)+1
Trigger2=var(3)>0
Trigger2=var(5):=0
IgnoreHitPause=1

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

;var(0)  = Eʒ[܂ł̋Zop
;var(1)  = EOƔחp
;var(2)  = ʒ[܂ł̋Zop
;var(3)  = OƔחp
;var(4)  = Eʒ[~p
;var(5)  = ʒ[~p
;var(6)  = Ỏʒ[܂ł̋
;var(7)  = ̉ʒ[܂ł̋
;var(8)  = 
;var(9)  = 
;var(10) = 
;var(11) = 
;var(12) = 
;var(13) = 
;var(14) = 
;var(15) = 
;var(16) = 
;var(17) = 
;var(18) = 
;var(19) = 
;var(20) = 
;var(21) = 
;var(22) = 
;var(23) = 
;
;var(57) = varꎞL
;var(58) = AnimꎞL
;var(59) = oZ̔F
;
;wKp@(^bO@\ɂVÔ) ꂾĂ͑Ȃ 
;StateNoȂAnimȂ̂
;E[VrStateNo؂ւL
;EقȂStateNoœAnimƂĂقƂǂ̏ꍇȂ([VłقȂAnimɂĂꍇ)
;Enemy,TimeȂEnemy,AnimElemTime(1)Ȃ̂
;EقTimeStateNo؂ւ烊ZbĝŌZo₷
;EAnimElemTime(1)Anim̌oFƈꏏ(Animꖇڂ牽FvTrigger)ɂȂ̂Anim̍U肪oĂ鐳mȔFƂ₷
;ƕϐłĂ̂ŊoAnim8(21000000炢܂)EA͂Ɍ炵6(210000炢܂)ɂȂ\
;
;̗\
;̂fvarɕύXċZ̑(~(ʏKEK)~(Ōe)~(K[hł炢ՂK[hł)54)  XJ g ł悤ɂ
;iic͌쓮₷̂ł߂Ă(K[hł炢ՂK[hł)ŋLăoNXeorGZĂ
;fvarSgp=40
;var20`49=30
;肪llɕt70 fvar40g؂o񌸂var30Ɉڍs
;肪llɕt35 fvar20g؂o񌸂var15Ɉڍs
;͂ProjctileˏoPlayerIDpł̑HelpercŔѓ̔L\
;Attr=,SP Ƃ(HitDefAttrg)ɂȂHitdef͖
;AttrĂ铖gLĂ܂̂͂ǂɂȂ܂`
;

[State ]
Type=Null
TriggerAll=IsHelper
Trigger1=1||fvar(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||fvar(0):=fvar(0)+(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||fvar(0):=fvar(0)+(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)
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
TriggerAll=Enemy,MoveContAct||Enemy,HitdefAttr=SCA,AA,AT,AP
Trigger1=var(21)/100=Enemy,Anim
Trigger2=var(22)/100=Enemy,Anim
Trigger3=var(23)/100=Enemy,Anim
Trigger4=var(24)/100=Enemy,Anim
Trigger5=var(25)/100=Enemy,Anim
Trigger6=var(26)/100=Enemy,Anim
Trigger7=var(27)/100=Enemy,Anim
Trigger8=var(28)/100=Enemy,Anim
Trigger9=var(29)/100=Enemy,Anim
Trigger10=var(30)/100=Enemy,Anim
Trigger11=var(31)/100=Enemy,Anim
Trigger12=var(32)/100=Enemy,Anim
Trigger13=var(33)/100=Enemy,Anim
Trigger14=var(34)/100=Enemy,Anim
Trigger15=var(35)/100=Enemy,Anim
Trigger16=var(36)/100=Enemy,Anim
Trigger17=var(37)/100=Enemy,Anim
Trigger18=var(38)/100=Enemy,Anim
Trigger19=var(39)/100=Enemy,Anim
Trigger20=var(40)/100=Enemy,Anim
Trigger21=var(41)/100=Enemy,Anim
Trigger22=var(42)/100=Enemy,Anim
Trigger23=var(43)/100=Enemy,Anim
Trigger24=var(44)/100=Enemy,Anim
Trigger25=var(45)/100=Enemy,Anim
Trigger26=var(46)/100=Enemy,Anim
Trigger27=var(47)/100=Enemy,Anim
Trigger28=var(48)/100=Enemy,Anim
Trigger29=var(49)/100=Enemy,Anim
fvar(0)=-999
IgnoreHitPause=1

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

[State ]
Type=Null
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
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
TriggerAll=Enemy,Anim<100000000
Trigger1=fvar(0)>=0
Trigger1=var(21)=0
Trigger1=var(21):=Enemy,Anim*100+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1))
Trigger2=fvar(0)>0
Trigger2=var(22)=0
Trigger2=var(22):=Enemy,Anim*100+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1))
Trigger3=fvar(0)>1
Trigger3=var(23)=0
Trigger3=var(23):=Enemy,Anim*100+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1))
Trigger4=fvar(0)>2
Trigger4=var(24)=0
Trigger4=var(24):=Enemy,Anim*100+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1))
Trigger5=fvar(0)>3
Trigger5=var(25)=0
Trigger5=var(25):=Enemy,Anim*100+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1))
Trigger6=fvar(0)>4
Trigger6=var(26)=0
Trigger6=var(26):=Enemy,Anim*100+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1))
Trigger7=fvar(0)>5
Trigger7=var(27)=0
Trigger7=var(27):=Enemy,Anim*100+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1))
Trigger8=fvar(0)>6
Trigger8=var(28)=0
Trigger8=var(28):=Enemy,Anim*100+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1))
Trigger9=fvar(0)>7
Trigger9=var(29)=0
Trigger9=var(29):=Enemy,Anim*100+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1))
Trigger10=fvar(0)>8
Trigger10=var(30)=0
Trigger10=var(30):=Enemy,Anim*100+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1))
Trigger11=fvar(0)>9
Trigger11=var(31)=0
Trigger11=var(31):=Enemy,Anim*100+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1))
Trigger12=fvar(0)>10
Trigger12=var(32)=0
Trigger12=var(32):=Enemy,Anim*100+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1))
Trigger13=fvar(0)>11
Trigger13=var(33)=0
Trigger13=var(33):=Enemy,Anim*100+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1))
Trigger14=fvar(0)>12
Trigger14=var(34)=0
Trigger14=var(34):=Enemy,Anim*100+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1))
Trigger15=fvar(0)>13
Trigger15=var(35)=0
Trigger15=var(35):=Enemy,Anim*100+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1))
Trigger16=fvar(0)>14
Trigger16=var(36)=0
Trigger16=var(36):=Enemy,Anim*100+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1))
Trigger17=fvar(0)>15
Trigger17=var(37)=0
Trigger17=var(37):=Enemy,Anim*100+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1))
Trigger18=fvar(0)>16
Trigger18=var(38)=0
Trigger18=var(38):=Enemy,Anim*100+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1))
Trigger19=fvar(0)>17
Trigger19=var(39)=0
Trigger19=var(39):=Enemy,Anim*100+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1))
Trigger20=fvar(0)>18
Trigger20=var(40)=0
Trigger20=var(40):=Enemy,Anim*100+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1))
Trigger21=fvar(0)>19
Trigger21=var(41)=0
Trigger21=var(41):=Enemy,Anim*100+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1))
Trigger22=fvar(0)>20
Trigger22=var(42)=0
Trigger22=var(42):=Enemy,Anim*100+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1))
Trigger23=fvar(0)>21
Trigger23=var(43)=0
Trigger23=var(43):=Enemy,Anim*100+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1))
Trigger24=fvar(0)>22
Trigger24=var(44)=0
Trigger24=var(44):=Enemy,Anim*100+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1))
Trigger25=fvar(0)>23
Trigger25=var(45)=0
Trigger25=var(45):=Enemy,Anim*100+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1))
Trigger26=fvar(0)>24
Trigger26=var(46)=0
Trigger26=var(46):=Enemy,Anim*100+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1))
Trigger27=fvar(0)>25
Trigger27=var(47)=0
Trigger27=var(47):=Enemy,Anim*100+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1))
Trigger28=fvar(0)>26
Trigger28=var(48)=0
Trigger28=var(48):=Enemy,Anim*100+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1))
Trigger29=fvar(0)>27
Trigger29=var(49)=0
Trigger29=var(49):=Enemy,Anim*100+ifelse(Enemy,AnimElemTime(1)>99,99,Enemy,AnimElemTime(1))
IgnoreHitPause=1

[state -3];mFfobN
Type=DisplayToClipboard
Trigger1=0;IsHelper
text="%d:%d:%d:%d:%d:"
params=var(21),var(22),var(23),var(24),var(25)

[State -3];mFfobN
type=AppendToClipboard
Trigger1=0;IsHelper
text="%d:%d:%d:%d:%d:"
params=var(26),var(27),var(28),var(29),var(30)
IgnoreHitPause=1

[State -3];mFfobN
type=AppendToClipboard
Trigger1=0;IsHelper
text="\n%d:%d:%d:%d:%d:"
params=var(31),var(32),var(33),var(34),var(35)
IgnoreHitPause=1

[State -3];mFfobN
type=AppendToClipboard
Trigger1=0;IsHelper
text="%d:%d:%d:%d:%d:"
params=var(36),var(37),var(38),var(39),var(40)
IgnoreHitPause=1

[State -3];mFfobN
type=AppendToClipboard
Trigger1=0;IsHelper
text="\n%d:%d:%d:%d:%d:"
params=var(41),var(42),var(43),var(44),var(45)
IgnoreHitPause=1

[State -3];mFfobN
type=AppendToClipboard
Trigger1=0;IsHelper
text="%d:%d:%d:%d:"
params=var(46),var(47),var(48),var(49)
IgnoreHitPause=1

[state -3];mFfobN
Type=DisplayToClipboard
Trigger1=IsHelper
text="%d:%d:%d"
params=var(57),var(58),var(59)

[State ]
Type=varSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=1||var(57):=0
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=var(21)/100=Enemy,Anim
Trigger1=1||var(57):=var(21)
Trigger2=var(22)/100=Enemy,Anim
Trigger2=1||var(57):=var(22)
Trigger3=var(23)/100=Enemy,Anim
Trigger3=1||var(57):=var(23)
Trigger4=var(24)/100=Enemy,Anim
Trigger4=1||var(57):=var(24)
Trigger5=var(25)/100=Enemy,Anim
Trigger5=1||var(57):=var(25)
Trigger6=var(26)/100=Enemy,Anim
Trigger6=1||var(57):=var(26)
Trigger7=var(27)/100=Enemy,Anim
Trigger7=1||var(57):=var(27)
Trigger8=var(28)/100=Enemy,Anim
Trigger8=1||var(57):=var(28)
Trigger9=var(29)/100=Enemy,Anim
Trigger9=1||var(57):=var(29)
Trigger10=var(30)/100=Enemy,Anim
Trigger10=1||var(57):=var(30)
Trigger11=var(31)/100=Enemy,Anim
Trigger11=1||var(57):=var(31)
Trigger12=var(32)/100=Enemy,Anim
Trigger12=1||var(57):=var(32)
Trigger13=var(33)/100=Enemy,Anim
Trigger13=1||var(57):=var(33)
Trigger14=var(34)/100=Enemy,Anim
Trigger14=1||var(57):=var(34)
Trigger15=var(35)/100=Enemy,Anim
Trigger15=1||var(57):=var(35)
Trigger16=var(36)/100=Enemy,Anim
Trigger16=1||var(57):=var(36)
Trigger17=var(37)/100=Enemy,Anim
Trigger17=1||var(57):=var(37)
Trigger18=var(38)/100=Enemy,Anim
Trigger18=1||var(57):=var(38)
Trigger19=var(39)/100=Enemy,Anim
Trigger19=1||var(57):=var(39)
Trigger20=var(40)/100=Enemy,Anim
Trigger20=1||var(57):=var(40)
Trigger21=var(41)/100=Enemy,Anim
Trigger21=1||var(57):=var(41)
Trigger22=var(42)/100=Enemy,Anim
Trigger22=1||var(57):=var(42)
Trigger23=var(43)/100=Enemy,Anim
Trigger23=1||var(57):=var(43)
Trigger24=var(44)/100=Enemy,Anim
Trigger24=1||var(57):=var(44)
Trigger25=var(45)/100=Enemy,Anim
Trigger25=1||var(57):=var(45)
Trigger26=var(46)/100=Enemy,Anim
Trigger26=1||var(57):=var(46)
Trigger27=var(47)/100=Enemy,Anim
Trigger27=1||var(57):=var(47)
Trigger28=var(48)/100=Enemy,Anim
Trigger28=1||var(57):=var(48)
Trigger29=var(49)/100=Enemy,Anim
Trigger29=1||var(57):=var(49)
var(58)=Enemy,Anim
IgnoreHitPause=1

[State ]
Type=varSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy,Ctrl=0
TriggerAll=Enemy,StateNo>199
TriggerAll=Enemy,StateNo!=[5200,5500]
TriggerAll=Enemy,MoveType=A
Trigger1=var(21)/100=Enemy,Anim
Trigger2=var(22)/100=Enemy,Anim
Trigger3=var(23)/100=Enemy,Anim
Trigger4=var(24)/100=Enemy,Anim
Trigger5=var(25)/100=Enemy,Anim
Trigger6=var(26)/100=Enemy,Anim
Trigger7=var(27)/100=Enemy,Anim
Trigger8=var(28)/100=Enemy,Anim
Trigger9=var(29)/100=Enemy,Anim
Trigger10=var(30)/100=Enemy,Anim
Trigger11=var(31)/100=Enemy,Anim
Trigger12=var(32)/100=Enemy,Anim
Trigger13=var(33)/100=Enemy,Anim
Trigger14=var(34)/100=Enemy,Anim
Trigger15=var(35)/100=Enemy,Anim
Trigger16=var(36)/100=Enemy,Anim
Trigger17=var(37)/100=Enemy,Anim
Trigger18=var(38)/100=Enemy,Anim
Trigger19=var(39)/100=Enemy,Anim
Trigger20=var(40)/100=Enemy,Anim
Trigger21=var(41)/100=Enemy,Anim
Trigger22=var(42)/100=Enemy,Anim
Trigger23=var(43)/100=Enemy,Anim
Trigger24=var(44)/100=Enemy,Anim
Trigger25=var(45)/100=Enemy,Anim
Trigger26=var(46)/100=Enemy,Anim
Trigger27=var(47)/100=Enemy,Anim
Trigger28=var(48)/100=Enemy,Anim
Trigger29=var(49)/100=Enemy,Anim
var(59)=var(57)-var(58)*100-Enemy,AnimElemTime(1)-1
IgnoreHitPause=1

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

;
;Z
;

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

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

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

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

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

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

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

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

;
;S̍U{AIE΍
;

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

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

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

;
;펞A[}[L΍
;

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

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

;
;L̃xXg(CZMȂ)
;

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

;
;ubLOorRCorV[horep
;

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

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

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

;
;2iWvsor2iWvłȂq 0:󒆃Wvs@1:󒆃Wv\
;

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

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

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

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

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

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

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

;

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

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

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

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

[State 20000,47]
Type=VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(ceil(fvar(18))),AutHorName="kishio"
TriggerAll=Enemy(ceil(fvar(18))),Name="judgment"
Trigger1=Enemy(ceil(fvar(18))),Ctrl
trigger1=Enemy(ceil(fvar(18))),StateNo=50
Trigger1=Enemy(ceil(fvar(18))),var(0)<1
var(10)=1
IgnoreHitPause=1

[State 20000,47]
Type=VarSet
TriggerAll=IsHelper
TriggerAll=NumEnemy>0
TriggerAll=Enemy(ceil(fvar(18))),AutHorName="QWERTY"
TriggerAll=Enemy(ceil(fvar(18))),Name="Ky_and_Sol"
Trigger1=Enemy(ceil(fvar(18))),Ctrl
trigger1=Enemy(ceil(fvar(18))),StateNo=50
Trigger1=Enemy(ceil(fvar(18))),var(31)=10
var(10)=1
IgnoreHitPause=1

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

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

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

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

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

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

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

;
;AnimTimełȂZp
;

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

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

;
;LW

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

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

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

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

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

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

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

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

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

;
;ѓ΍p
;

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

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

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

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

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

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

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

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