
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[Statedef 70000]
type    = S
movetype= A
physics = S
juggle  = 5
ctrl = 0
anim = 25050
sprpriority = 2

[State ]
type = Turn
triggerall = p2bodydist x <=-20
trigger1 = 1

[State ]
type = PlaySnd
trigger1 = AnimElem = 2
value = 6, 5

[State ]
type = PlaySnd
trigger1 = AnimElem = 2
value = 30, 180
volume = 255

[State ]
type = PlaySnd
trigger1 = AnimElem = 3
value = 284, 2
volume = 255

[State ]
type = PlaySnd
trigger1 = animelemtime(3) >= 0 && animelemtime(5) <= 0
trigger1 = time%5 = 0
value = 120,random % 4

[State ]
type = NotHitBy
trigger1 = 1
value = SCA
time = 5

[State ]
type = Width
trigger1 = animelemtime(3) >= 0 && animelemtime(4) <= 3
value = 35,0

[State ]
type = projectile
trigger1 = animelemtime(3) >= 0 && animelemtime(4) <= 3
trigger1 = time%2 = 0
attr = S, NA
postype = p1
offset = 45,-85
velocity = ifelse(facing=1,2.5,2.5),-3+ceil(random%5)
accel = 0,0
projID = 6666
projremanim = -1
projhitanim = -1
projanim = ifelse(random<500,560,ifelse(random<500,561,ifelse(random<500,562,ifelse(random<500,563,564))))
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = random%10
projmisstime = 3
projpriority = 1
projremovetime = -1
projstagebound = 80
projheightbound = -640,1
animtype  = Hard
damage    = ceil(((enemy,const(data.defence)*0.01)*enemy,lifemax*0.100))
hitflag = MAFDPLH
guardflag = 
pausetime = 20,20
sparkno = -1
sparkxy = 25,5-ceil(random%15)
hitsound   = s0,6
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -5
air.velocity = -9,9
envshake.time = 25
envshake.ampl = 7
envshake.freq = 176
air.fall = 1
fall.recover = 0
ignorehitpause = 1
givepower=1-power/50,1-power/100
palfx.time=60
palfx.add=100,-180,-180
palfx.sinadd=-80,-80,-80,10

[State ]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 70001]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 1 
velset = 0,0 
ctrl = 0                     
anim = 50000                    
poweradd = 0                   
sprpriority = 2  

[State ]
type = reversaldef
trigger1 = 1
Reversal.Attr = SCA, NA, SA, HA, NT, ST, HT, NP, SP, HP, AA, AT, AP
priority = 7, hit
sparkno = -1
damage   = 70,70
hitsound = -1
pausetime = 0, 0
fall.damage = 99999999999
P2Stateno = 5110
HitFlag = MAFDP
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[state ]
type = TargetLifeAdd
Trigger1 = 1
value=-999999999999999999999999999999999999999999999999999999999999999999999999999999999
ID = -1
kill = 1
absolute = 1
ignorehitpause=1
supermovetime = 2147483647
pausemovetime = 2147483647

[State ]
type = Projectile
trigger1 = AnimElem = 2
priority = 999, Hit
projremove = 0
projremovetime = 60
projhits = 999999
projmisstime = 0
projanim = 7776
projid = 24123
projpriority = 999999
projshadow = 0,0,0
projremanim = -1
projedgebound = 999999
projstagebound = 999999
projheightbound = -240, 1
supermovetime = 999999
pausemovetime = 999999
offset = 0,0
velocity = 0.0          ;˕̃Xs[h
attr = S, NA
damage   = 70,70
animtype = medium
sparkno = -1
hitflag = MAFDPLH
hitsound   = -1
pausetime = 0, 22             ;U𓖂Ă̎Ƒ̍dԁi,j
sparkxy = 35,-15
numhits = 1
ground.type = High
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = 0.0
getpower = 0, 0
givepower = -9999999999,-99999999
fall = 1
fall.damage = 99999999999
P2Stateno = 5110

[State ]
type = Explod
trigger1 = AnimElem = 1
removetime = 109
bindtime = -1
pausemovetime = - 1
postype = Back
pos = IfElse(Facing=1,0,1),0
anim = 50001
sprpriority = 9999999999999999999999999999999999999999999999999999999999999999999999999
ontop = 1
ownpal = 0
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State ]
type = PlaySnd
trigger1 = time = 0
trigger2 = time = 30
value = 121, 0

[State ]
type = PlaySnd
trigger1 = time = 71
value = 121, 2

[State ]
type = PlaySnd
trigger1 = AnimElem = 2
value = 121, 1

[state ]
type = EnvShake
trigger1 = AnimElem = 3
time = 30
ampl = -10
freq = 95
phase = 95
ignorehitpause = 1

[State ]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[Statedef 70002]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 1  
velset = 0,0
ctrl = 0                     
anim = 51000                      
poweradd = 0                 
sprpriority = 2                 

[State ]
type = PlaySnd
trigger1 = time = 0
value = 32400, 1

[State ]
type = ChangeState
trigger1 = AnimTime = 0
value = 231
ctrl = 0

;---------------------------------------------------------------------------
:SuperKill
[Statedef 70003]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 1  
velset = 0,0 
ctrl = 0                    
anim = 52000                    
poweradd = 100                  
sprpriority = 2            

[State ]
type = Explod
trigger1 = AnimElem = 1
removetime = 225
bindtime = -1
pausemovetime = - 1
postype = Back
pos = IfElse(Facing=1,0,1),0
anim = 520000
sprpriority = 9999999999999999999999999999999999999999999999999999999999999999999999999
ontop = 1
ownpal = 0

[State ]
type = PlaySnd
trigger1 = AnimElem = 1
value = 32401, 0

[State ]
type = Helper
trigger1 = !numHelper(444444)
helpertype = player
name = "Atemi"
stateno = 444444
ID = 444444
pos = 73,-71
postype = P1
keyctrl = 0
ownpal = 0

[state ]
type = TargetLifeAdd
trigger1 = 1
value=-999999999999999999999999999999999999999999999999999999999999999999999999999999999
ID = -1
kill = 1
absolute = 1
ignorehitpause=1
supermovetime = 2147483647
pausemovetime = 2147483647

[State ]
type = reversaldef
trigger1 = 1
Reversal.Attr = SCA, NA, SA, HA, NT, ST, HT, NP, SP, HP, AA, AT, AP
priority = 7, hit
sparkno = -1
hitsound = -1
pausetime = 2, 30
HitFlag = MAFDP
ignorehitpause = 1
P2Stateno = 42732
SuperMoveTime = 999999
PauseMoveTime = 999999

[State ]
type = reversaldef
Trigger1 = 1
Reversal.Attr = SCA, NA, SA, HA, NT, ST, HT, NP, SP, HP, AA, AT, AP
priority = 7, hit
sparkno = -1
hitsound = -1
pausetime = 2,30
HitFlag = MAFDP
ignorehitpause = 1
P2Stateno = 42732
SuperMoveTime = 999999
PauseMoveTime = 999999

[State ]
type = ReversalDef
Trigger1 = 1
reversal.attr = SCA, NA, SA, HA, NT, ST, HT, NP, SP, HP, AA, AT, AP
pausetime = 2,30
sparkno = -1
hitsound =-1
IgnoreHitPause = 1
P2Stateno = 42732
SuperMoveTime = 3600
PauseMoveTime = 3600

[State ]
type = reversaldef
Trigger1 = 1
Reversal.Attr = SCA, NA, SA, HA, NT, ST, HT, NP, SP, HP, AA, AT, AP
priority = 7, hit
sparkno = -1
hitsound = -1
pausetime = 2, 30
P2Stateno = 42732
HitFlag = MAFDP
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State ]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 70004]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 1
velset = 0,0 
ctrl = 0                         
anim = 53000                      
poweradd = 100            
sprpriority = 2              

[state ]
type = Projectile
trigger1=AnimElem = 3
projid = 18446744073709551616
projanim = 7776
projremove = 1
projremovetime = 176
attr = S,st
hitflag = MAFPD
damage = 1
sparkno = -1
hitsound = -1
pausetime = 0,5
guard.pausetime = 0,5
getpower = 0,0
givepower = -9999999999,-9999999999
ground.velocity=-5,-5
air.velocity=-5,-5
ground.type = high
fall = 1
air.fall = 1
ignorehitpause = 1
p2stateno=10044

[State ]
type = Helper
trigger1 = NumHelper(34881) = 0
trigger1 = AnimElem = 3
stateno = 34881
name = "hitdef"
ID = 34881
helpertype=player
pos = 0,0
postype = p1
ownpal = 0
keyctrl = 0
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State ]
type = PlaySnd
trigger1 = AnimElem = 1
value = 53000, 1

[State ]
type = PlaySnd
trigger1 = AnimElem = 3
value = 53000, 0

[State ]
type = Explod
trigger1 = AnimElem = 3
removetime = 146
bindtime = -1
pausemovetime = - 1
postype = Back
pos = IfElse(Facing=1,0,1),0
anim = 530000
sprpriority = 9999999999999999999999999999999999999999999999999999999999999999999999999
ontop = 1
ownpal = 0

;[State ]
;type = EnvShake
;trigger1 = AnimElem = 3
;time = 146
;freq = 120
;ampl = -8
;phase = 0

[State ]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 70005]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 1
velset = 18,0
ctrl = 0                       
anim = 54000                    
poweradd = 0                   
sprpriority = 2                 

[State ]
type = EnvShake
trigger1 = AnimElem = 1
time = 26
freq = 120
ampl = -12
phase = 0

[State ]
type = projectile
trigger1 = AnimElem = 1
attr = S, NA
postype = p1
offset = 0,0
velocity = 0,0
accel = 0,0
projID = 6666
projremanim = -1
projhitanim = -1
projanim = 7776
projshadow = 0,0,0
projhits = random%10
projmisstime = 3
projpriority = 1
projremovetime = 26
projstagebound = 80
projheightbound = -640,1
animtype  = Hard
damage    = ceil(((enemy,const(data.defence)*0.01)*enemy,lifemax*0.160))
hitflag = MAFDPLH
guardflag = 
pausetime = 20,20
sparkno = -1
sparkxy = -1
hitsound   = s47,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -5
air.velocity = -9,9
air.fall = 1
fall.recover = 0
ignorehitpause = 1
givepower=1-power/50,1-power/100
palfx.time=60
palfx.add=200,0,0
palfx.sinadd=-80,0,0,10

[State ]
type = Explod
trigger1 = animelem = 1
removetime = 26
bindtime = -1
pausemovetime = - 1
postype = Back
pos = IfElse(Facing=1,0,1),0
anim = 540000
sprpriority = 9999999999999999999999999999999999999999999999999999999999999999999999999
ontop = 1
ownpal = 0
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State ]
type = PlaySnd
trigger1 = AnimElem = 1
value = 47, 0

[State ]
type = ChangeState
trigger1 = Animtime = 0
value = 261
ctrl = 0

;---------------------------------------------------------------------------
[Statedef 70006]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 65
ctrl = 0
velset = 0,0
anim = 55000
sprpriority = -1

[State 440, 4]
type = ChangeState
trigger1 = Animtime = 0
value = 271
ctrl = 0

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[Statedef 70007]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 1      
velset = 0,0 
ctrl = 0                       
anim = 56000                      
poweradd = 20                 
sprpriority = 2                 

[state ]
type = Explod
trigger1 = animelem = 2
anim = 560002
ID = 181
postype = p1
pos = 14,-64
sprpriority = 999999999999999999999999999999999999999999
ontop = 1
bindtime = -1

[state ]
type = Explod
trigger1 = animelem = 5
anim = 560002
ID = 181
postype = p1
pos = 43,-80
sprpriority = 999999999999999999999999999999999999999999
ontop = 1
bindtime = -1

[state ]
type = Explod
trigger1 = animelem = 9
anim = 560001
ID = 181
postype = p1
pos = 37,-55
sprpriority = 999999999999999999999999999999999999999999
ontop = 1
bindtime = -1

[state ]
type = Explod
trigger1 = animelem = 13
anim = 560000
ID = 181
postype = p1
pos = 55,-66
sprpriority = 999999999999999999999999999999999999999999
ontop = 1
bindtime = -1

[State ]
type = PlaySnd
trigger1 = animelem = 2
trigger2 = animelem = 5
trigger3 = animelem = 9
trigger4 = animelem = 13
value = 32400, 0

[State ]
type = Velset
trigger1 = animelem = 2
trigger2 = animelem = 5
trigger3 = animelem = 9
trigger4 = animelem = 13
X = 5

[State ]
type = Projectile
trigger1 = animelem = 2
trigger2 = animelem = 5
attr = S, NA
projanim = 56001
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 8
postype = p1
offset = 0,-50
velocity = 0
animtype  = Light
damage    = ceil(((enemy,const(data.defence)*0.01)*enemy,lifemax*0.050))
getpower = 50,50
givepower = 0,0
guardflag = 
hitflag = MAFDPLH
pausetime = 2,0
sparkno = 6000
hitsound   = s47,0
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -6
air.velocity = -1.4,-3
supermovetime = 2147483647
pausemovetime = 2147483647

[State ]
type = Projectile
trigger1 = animelem = 9
trigger2 = animelem = 13
attr = S, NA
projanim = 56002
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 8
postype = p1
offset = 20,-50
velocity = 0
animtype  = Light
damage    = ceil(((enemy,const(data.defence)*0.01)*enemy,lifemax*0.050))
getpower = 50,50
givepower = 0,0
guardflag = 
hitflag = MAFDPLH
pausetime = 2,0
sparkno = 6000
hitsound   = s47,0
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -6
air.velocity = -1.4,-3
supermovetime = 2147483647
pausemovetime = 2147483647

[State ]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[Statedef 70008]
type     = S
movetype = I
physics  = S
juggle   = 0
poweradd = 90
velset   = 0,0
anim     = 58000
ctrl     = 0
sprpriority = 2

[state ]
type = Helper
trigger1 = time = 10
trigger2 = time = 20
trigger3 = time = 30
trigger4 = time = 40
trigger5 = time = 50
trigger6 = time = 60
id = 580000
name = "Hibasira"
sprpriority = 7
pos = 0,0
postype = p1
stateno = 580000
helpertype = player
pausemovetime = 0
bindtime = -1
keyctrl = 0 
ownpal = 0

[State ]
type = ChangeState
trigger1 = animTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 70009]
type     = S
movetype = I
physics  = S
juggle   = 0
poweradd = 90
velset   = 0,0
anim     = 59000
ctrl     = 0
sprpriority = 2

;[State ]
;type = allpalfx
;trigger1 = GameTime%60 = 0
;trigger1 = Time <= 240
;mul = 100,0,0
;add = 100,0,0
;sinadd = -220,0,0,60
;time = 60
;color = 150
;invertall = 1
;ignorehitpause = 1

;[State ]
;type = EnvShake
;trigger1 = AnimElem = 1
;time = 240
;freq = 120
;ampl = -14
;phase = 0

[State ]
type = Explod
trigger1 = AnimElem = 1
removetime = 240
bindtime = -1
pausemovetime = - 1
postype = Back
pos = IfElse(Facing=1,0,1),0
anim = 590000
sprpriority = 999999999999999999999999999999999999999999999999999999999999999999999999999
ontop =1
scale = 1,1
ownpal = 0
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State ]
type = Projectile
trigger1 = AnimElem = 1
priority = 999, Hit
projremove = 0
projremovetime = 300
projbindtime = 300
projhits = 999999
projmisstime = 0
projanim = 7776
projid = 24123
projpriority = 999999
projshadow = 0,0,0
projremanim = -1
projedgebound = 999999
projstagebound = 999999
projheightbound = -240, 1
supermovetime = 999999
pausemovetime = 999999
offset = 0,0
velocity = 0.0          ;˕̃Xs[h
attr = S, NA
damage   = 100,100
animtype = medium
sparkno = -1
hitflag = MAFDPLH
hitsound   = -1
pausetime = 0, 22             ;U𓖂Ă̎Ƒ̍dԁi,j
sparkxy = 35,-15
numhits = 1
ground.type = High
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = 0.0
getpower = 0, 0
givepower = -9999999999,-99999999
fall = 1
fall.damage = 99999999999

[State ]
type = playsnd
trigger1 = AnimElem = 1
value = 565,0

[State ]
type = ChangeState
trigger1 = animTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 70010]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 1 
velset = 0,0
ctrl = 0                       
anim = 66000                
poweradd = 0                    
sprpriority = 2          

[State ]
type = PlaySnd
trigger1 = time = 0
value = 6,5

[State ]
type = ChangeState
trigger1 = AnimTime = 0
value = 901
ctrl = 0

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[Statedef 70011]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 1   
velset = 0,0  
ctrl = 0                        
anim = 57000                      
poweradd = 0           
sprpriority = 2               

[State ]
type = Explod
trigger1 = AnimElem = 1
removetime = 110
bindtime = -1
pausemovetime = - 1
postype = Back
pos = IfElse(Facing=1,0,1),0
anim = 570000
sprpriority = 99999999999999999999999999999999999999999999999999999999999999
ontop = 1
ownpal = 0
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State ]
type = PlaySnd
trigger1 = AnimElem = 1
value = 25111, 0

[State ]
type = PlaySnd
trigger1 = AnimElem = 1
value = 25111, 1

[State ]
type = PlaySnd
trigger1 = AnimElem = 1
value = 25111, 2

[State ]
type = PlaySnd
trigger1 = AnimElem = 1
value = 666, 0

[State ]
type = PlaySnd
trigger1 = AnimElem = 1
value = 32401, 0

[State ]
Type=varadd
trigger1= time <= 110
trigger1= life != lifemax
sysvar(3)=-20
ignorehitpause=1

[State ]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[State ]
type = BGPalFX
trigger1 = 1
time = -1
add = -255,-255,-255

[State ]
type = Varset
trigger1=!ishelper
trigger2=ishelper
sysfvar(0) = gametime+123456789
ignorehitpause = 1

[State -3]
type=varset
trigger1=!ishelper
trigger2=ishelper
var(53)=gametime+gametime%10
ignorehitpause=1

[State -3,varset]
type = varset
trigger1 = !ishelper
trigger2=ishelper
sysfvar(2) = gametime + gametime%256 + gametime%65536 + gametime%2
ignorehitpause = 1

[State -3,varset]
type = varset
trigger1 = !ishelper
trigger2=ishelper
sysfvar(3) = 53*gametime+52+gametime%5
ignorehitpause = 1

[State -3]
type = Varset
triggerall = var(20) = 0
trigger1 = command = "AIflag1"
trigger2 = command = "AIflag2"
trigger3 = command = "AIflag3"
trigger4 = command = "AIflag4"
trigger5 = command = "AIflag5"
trigger6 = command = "AIflag6"
trigger7 = command = "AIflag7"
trigger8 = command = "AIflag8"
trigger9 = command = "AIflag9"
trigger10 = command = "AIflag10"
trigger11 = command = "AIflag11"
trigger12 = command = "AIflag12"
trigger13 = command = "AIflag13"
trigger14 = command = "AIflag14"
trigger15 = command = "AIflag15"
trigger16 = command = "AIflag16"
trigger17 = command = "AIflag17"
trigger18 = command = "AIflag18"
trigger19 = command = "AIflag19"
trigger20 = command = "AIflag20"
trigger21 = command = "AIflag21"
trigger22 = command = "AIflag22"
trigger23 = command = "AIflag23"
trigger24 = command = "AIflag24"
trigger25 = command = "AIflag25"
trigger26 = command = "AIflag26"
trigger27 = command = "AIflag27"
trigger28 = command = "AIflag28"
trigger29 = command = "AIflag29"
trigger30 = command = "AIflag30"
trigger31 = command = "AIflag31"
trigger32 = command = "AIflag32"
trigger33 = command = "AIflag33"
trigger34 = command = "AIflag34"
trigger35 = command = "AIflag35"
trigger36 = command = "AIflag36"
trigger37 = command = "AIflag37"
trigger38 = command = "AIflag38"
trigger39 = command = "AIflag39"
trigger40 = command = "AIflag40"
trigger41 = command = "AIflag41"
trigger42 = command = "AIflag42"
trigger43 = command = "AIflag43"
trigger44 = command = "AIflag44"
trigger45 = command = "AIflag45"
trigger46 = command = "AIflag46"
trigger47 = command = "AIflag47"
trigger48 = command = "AIflag48"
trigger49 = command = "AIflag49"
trigger50 = command = "AIflag50"
trigger51 = command = "AIflag51"
trigger52 = command = "AIflag52"
trigger53 = command = "AIflag53"
trigger54 = command = "AIflag54"
trigger55 = command = "AIflag55"
trigger56 = command = "AIflag56"
trigger57 = command = "AIflag57"
trigger58 = command = "AIflag58"
trigger59 = command = "AIflag59"
trigger60 = command = "AIflag60"
trigger61 = var(43) = 1
var(20) = 2 


;------------------------------------------------------------------------------
[State -3]
type = VarSet
trigger1 = RoundState = 3
trigger2 = RoundState = 4
var(20) = 0
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
[State -3]
type = ChangeState
value = 70000+random%11
triggerall = Var(20) = 2
triggerall = Var(47) = 0
triggerall = !IsHelper
triggerall = statetype != A
trigger1 = ctrl = 1

[State -3]
type = ChangeState
value = 70000+random%12
triggerall = Var(20) = 2
triggerall = Var(47) = 1
triggerall = var(41) = 1
triggerall = Life <= 800
triggerall = !IsHelper
triggerall = statetype != A
trigger1 = ctrl = 1

[State -3]
type = ChangeState
value = 70000+random%11
triggerall = Var(20) = 2
triggerall = Var(47) = 1
triggerall = Life >= 801
triggerall = var(41) = 1
triggerall = !IsHelper
triggerall = statetype != A
trigger1 = ctrl = 1

[State -3]
type = ChangeState
value = 70000+random%11
triggerall = Var(20) = 2
triggerall = Var(47) = 1
triggerall = var(41) = 0
triggerall = Life <= 800
triggerall = !IsHelper
triggerall = statetype != A
trigger1 = ctrl = 1

[State -3]
type = ChangeState
value = 70000+random%11
triggerall = Var(20) = 2
triggerall = Var(47) = 1
triggerall = Life >= 801
triggerall = var(41) = 0
triggerall = !IsHelper
triggerall = statetype != A
trigger1 = ctrl = 1