﻿[statedef -3]
[state - lastupdate120610 v1.120_03L -]
;/////////////////////////////////////////////////////////////////////////////////
;---------------------------------------------------------------------------------
;　　　　　　　　　　　◇◇◇　ミズチTYPE-M(L)  ◇◇◇
;　　　　　　　　　　　　　　　　　　　　　　　　　　　　　　　　　         by 608
;---------------------------------------------------------------------------------
;/////////////////////////////////////////////////////////////////////////////////
;
;
;このキャラはKFMを基にして作成しております(G-mizuchiv1.03まではアフロン様のミズチ改変)
;
;・スペシャルサンクス
;
; アフロン様　-　ヒットスパーク等一部エフェクト及び効果音を使用させていただきました。
;                MAX2スクリーンの記述を参考させていただきました。
; MUGENやらないか？ Part109 
; ID:JbZNNl54様-  オロチのスプライトをいただきました。
; ㍻㌢様      -  AI説明書を参考にさせていただきました。
; kn.49様     -  一部効果音を使用させていただきました。
; hit様       -  CNSを参考にさせていただきました。
; pkrs様      -  CNSを参考にさせていただきました。
; mugen china様 - スプライトの配布元。
; SNKプレイモア様 - 素材の著作元
; スクウェアエニックス様 - 素材(効果音)の著作元
; ノタの森様 - 効果音を使用させていただきました。 http://nota.from.tv/
; 効果音g様 - 効果音を使用させていただきました。  http://sfxg.bufsiz.jp/ 
; 他にも製作者様の様々なキャラを参考にさせていただきました。
;
;
; ☆完成度
;   ノーマルモード    95%
;   ボスモード        98%
;
; カラー詳細
; 使用する必殺技は各モード毎に異なります
;
;
; 1-5P    ノーマルモード               (ボスモードに変化可能)
; 6P      ノーマルモード強化           (ボスモードに変化可能)
; 7-10P   ボスモード                   (ボスモード固定)
; 11P     ボスモード強化               (ボスモード固定)
; 12P     ミズチフライングオブジェクト
;
; カラーの強さ順(AIMAX設定時)
; 
; 10-7P(狂++)=6P(狂++)>11P(狂+)>5-1P(凶)>>>>12P(? AI無し)
;
; 
;
;
;==================================================================================
;======================================config======================================
;==================================================================================
; ◆AIレベル設定(5段階)
;-------------------------
value = 4                ; +100で常時AI           
;-------------------------
; 上の数値部分を0～4(常にAIにする場合は100～104)の範囲で変更してください(現在値は4)
; 指定数値以外は入れないでください。数値を大きくした場合は正常動作しないばかりか
; 逆に弱くなります。
; 
;
;  0 = veryeasy 1 = easy 2 = normal 3 = hard 4 = veryhard
;==================================================================================
;=======================================技表=======================================
;==================================================================================
;
;  コマンド表記が無いものは未実装
;
; ★印が付いてるものはボスモードのみ使用可能
; ●印が付いてるものはノーマルモードのみ使用可能
;
;
;  [基本動作]
;
;  弱パンチ                                      X
;
;  強パンチ                                      Y
;
;  弱キック                                      A
;
;  強キック                                      B
;
;  投げ　　　　　　　　　　　　　　　　　　　    4or6 + YorB
;
;　緊急回避前　　　　　　　　　　　　　　　　　　Z
;
;　緊急回避後  　　　　　　　　　　　　　　　　　4+Z
;
;  挑発                                          S
;
;●ダウン中移動 　　　　　　　　　　　　　       ダウン中に4or6
;
;  ふっ飛ばし攻撃                                C
;
;  ガードキャンセルふっ飛ばし攻撃(ゲージ500消費) 屈みor立ちガード中にC
;
;
;　[必殺技]
;
;　ディメンジョンスフィア                        236+XorYor(Z・11Pのみ)
;
;  クレセンス                                    623+AorB
;
;●ディメンジョンスフィアΣ                      214+Z
;
;●エクスプローディングスフィア(空中可)          236+AorB
;
;●マグネティックスフィア                        236+Z
;
;●カラミティストラック                          63214+XorYorAorB
;  ∟Xボタン時に236236+Xで超必殺バージョン(ゲージ1消費)
;
;●レプタイル                                    22+Z
;
;●コープス                                      22+C
;
;●モメンタム                                    646+ZorC
;
;●フィアー(地上ダメージ中に・ゲージ1消費)       63214+C
;
;●クリミナルプレス                              63214+C
;
;●ハリケーンキック                              66+A
;
;★キャクタス                                    236+Z(11P除く)
;
;★ファントムスフィア                            641236+AorB
;  ∟スフィア射出前に236+AorBでEXバージョン(ゲージ2消費)
;
;★ディメンジョナルプロジェクション              63214+XorYorAorB
;
;★へリックスインパクト                          236+AorB
;
;★シーズイグニッション(投げ間合いで)            63214+C
;
;★クリティカルディザスター                      236+C
;
;★エクスプローディングフレア                    B
;
;★サムウェアホール(空中可)                      28+XorYorAorBorZorC
;
;
;　[超必殺技](ゲージ1消費)
;
;　バニッシュ　　　　　　　　　　　　　　　　　　214214+XorY
;
;●ソウルディストラクション                      6321463214+XorY
;
;●フォーラウトストライク                        236236+AorB
;
;●ストーム・ネガ                                4123641236+Z+C
;
;★カーズ                                        214214+Z
;
;★インサニティパニッシュメント                  214214+C
;
;　[MAX超必殺技](ゲージ2消費)
;
;★ユニバースディストーション		　　　 　236236+XorY
;
;●クリミナルプレッシャー                        2363214+C
;
;●ハイパーアリエンビーム		　　　 　236236+XorY
;
;　[MAX2超必殺技](体力4分の1以下でゲージ2消費)
;
;●カースド・コントラクト                        2222+S
:
:●メテオストリーム                              2222+Z
;
;●クリミナルプレッシャー                        2363214+Z+C
;
;  [EXCEED]※1
;
;★ルミネス・フレア                              236236+Z
;
;
;
; ※1
;  6P以下のカラーでは-体力半分以下＆1ラウンド一回 
;  7P以上のカラーでは-ゲージ3消費
;
;
;■飛び道具(12P用)                               XorYorAorBorZ
;
;
;   　                                                       
;==================================================================================
;=====================================技解説=======================================
;==================================================================================
;
;
;◆通常投げ
; Yは追撃可能。Bは重力減少時のみ追撃可
;
;◆通常技
;  ・屈み強パンチ(ノーマルモード用)
;    非常にリーチが長い。必殺技でのキャンセル不可
;
;
;◇ディメンジョンスフィア
;<Boss・Normal>
;  ワープする飛び道具。一定距離飛ぶことでXは
;  相手の前方から現れYの場合は後方から現れる
;  相手の飛び道具に消される事はない
;  コマンド入力後に方向キーを上か下に入力することで
;  ワープ後の軌道を少し変える事ができる
;  Zはワープせず直進する
;  ボスモード時はXとYは画面上に2つ以上出せないがZならXかYが残っていても出す事が可能
;  さらに見た目こそは大きくなってるが攻撃判定はノーマルモードと同じ
;  ノーマル時は発生が遅く隙も大きめ
;
;◇ディメンジョンスフィアΣ
;<Normal>
;  一度に複数のディメンジョンスフィアを撃ちだす技。
;  発生が早く攻撃判定も大きいが偶にスフィアが出ない時がある
;  出なかった場合は大きな隙ができる上にパワーゲージも僅かに消費する
;  失敗モーションは出始めに長い無敵時間があるがあまり意味がない
;
;◇エクスプローディングスフィア
;<Normal>
;  攻撃判定発生直前まで打撃防御効果付き。
;  動作の後半数フレームを必殺技か超必殺技でキャンセル可能
;
;◇ファントムスフィア
;<Boss>
;  ヒット時の硬直時間が長い
;
;◇マグネティックスフィア
;<Normal>
;  自動追尾タイプの飛び道具で発生が遅く隙も大きい
;  ヒットすると相手を拘束し引き寄せる。
;  ダウン中の相手にもヒットする
;
;◇スーパーアリエンキック
;<Normal>
; 蹴りを放つ必殺技でAI用。出が非常に早く蹴り上げがヒットすれば
; 相手をふっ飛ばし、ガードされればかかと落しを喰らわせる
; ガード時のゲージ増加量が非常に多い
;
;◇ディメンジョナルプロジェクション
;<Boss>
;  任意の場所に火柱を発生させる。攻撃判定は大きいが出は遅い
;  一度コマンドが成立すれば途中でダメージを受けても火柱は出る
;  場所が遠くなるにつれ隙が大きくなる。
;  また、途中で潰された場合は暫くはコマンド入力を受け付けない。
;  (これも場所が遠くなるにつれて次に入力受け付けるまでの時間が長くなる。最大で70Fほど)
;
;◇カラミティストラック
;<Normal>
;  見た目はオリジナルの火闌降と同じ。出が早くダウン中の相手にもヒットするが
;  隙は大きい
;  火柱の出現位置が遠くなるほどダメージが低下する
;  超必殺版はダメージは小さめだが攻撃範囲が広い
;  さらに画面端だとゲージがある限りヒットさせ続けることが可能
; 
;◇クリティカルディザスター
;<Boss>
;  当身技。当身発生まで若干のラグがある
;  AIは投げ技としても使用してくる。
;
;◇クレセンス
;<Boss・Normal>
;  オリジナルの誓約とほぼ同じ技
;  攻撃判定発生後まで無敵時間がある
;  ボスモード時は3段攻撃に変化する上
;  3段目をへリックスインパクトでキャンセル可能
;
;◇へリックスインパクト
;<Boss>
;  目の前に衝撃波を発生させる技。
;  出が早く判定も強いが隙は大きい
;
;◇ディスラッジクリミネイト
;<Boss>
;  投げ間合いは広め。スカりモーションがなく必殺技の中では
;  一番ダメージが大きい
;
;◇サムウェアホール
;<Boss>
;  隙の無いワープ技。
;  へリックスインパクト・ディメンジョンスフィア・ディメンジョナルプロジェクション
;  地上ふっ飛ばし・立ち強キックの隙をキャンセルできる。
;  地上ガード・ダメージ中(投げ以外)にも出すことが可能(6P以上のみ)
;
;◇エクスプローディングフレア
;<Boss>
;  ただの強Ｋ攻撃。キャンセル不可。
;
;◇レプタイル
;<Normal>
;  ダメージは低いがパワーゲージを僅かに削る効果があり後半数フレームを「コープス」で
;  キャンセルできる。屈みガード不可
;
;◇コープス
;<Normal>
;  ダメージが高く見た目と違い立ちガード不能
;  ヒット、ガード問わず反撃確定の隙ができる
;  
;◇モメンタム
;<Normal>
; 移動投げ。一定距離を移動した後相手の背後に現れる
; 攻撃判定発生が遅いが無敵時間は長め
; Cで出すとフェイントになる
;
;◇フィアー
;<Normal>
; 地上ダメージ中にコマンド入力すると相手の背後に回る
;
;◇クリミナルプレス
;<Normal>
; 出が早くガードされても後ろに飛ぶので
; 反撃は受けにくい
;
;◆バニッシュ
;<Boss・Normal>
;  発動後一定時間姿を消す。
;  消えている間は受身ができる状況では自動で受身をとり
;  仰け反り硬直が短くなる
;  ボスモード時は被ダメージを20分の1にする(単発あたりの被ダメは1以下にならない)
;  ノーマルモードは効果時間が短い
;  
;◆フォーラウトストライク
;<Normal>
;  ファントムスフィアとディメンジョンスフィアを上空から降らせる技
;  相手との距離が画面の端と端ぐらい離れていたり密着状態だと当たらない事がある
;  ダメージのバラつきも大きい(最大で5割程)
;
;◆ソウルディストラクション※1
;<Normal>
;  投げ技。
;  一定時間相手を毒状態にしてさらに重力を減少させる。
;  毒状態の相手は攻撃するとライフ減少速度が速くなる。毒でKOする事はできない
;
;◆ストーム・ネガ
;<Normal>
;  ガード可能な投げ技。
;  ソウルディストラクションとは違い無敵時間も特殊効果も無いがダメージは大きい
;  クリミナルプレッシャー(MAX)でキャンセルできる
;  6Pカラー時は以下の性能アップ
;   ・ダウン中や空中の相手にもヒットする
;   ・無敵時間付加
;   ・ダメージ増加
;   ・ガードされるor一定以上相手と離れている場合は飛び道具を射出する
;  
;◆カーズ※1
;<Boss>
;  一定時間相手を毒状態にする。ヒット時に石化の効果もある
;  さらに体力回復封印+回復された場合はカウンターで相手体力の0.05%を減らす
;  立ちガード不可
;  バニッシュと同様に超必殺時の暗転演出がない
;  
;◆インサニティパニッシュメント
;<Boss>
;  出が非常に早い上に攻撃判定が大きく技終了直前まで無敵
;  終了時に隙ができる上に状況によっては威力が低下する
;  バニッシュと同様に超必殺時の暗転演出がない
;
;◆ユニバースディストーション
;<Boss・Normal>
;  全画面攻撃
;  ダウン中の相手にもヒットする上ダウン時間が長い
;  ノーマルモードとボスモードではグラフィックが異なり性能が少し違う
;  ・ノーマルモード -ダメージが小さく削りが多い。技後の隙が小さい。攻撃中無敵なし
;  ・ボスモード     -ダメージが大きく削りが少ない。技後の隙が大きい。攻撃中無敵
;
;◆クリミナルプレッシャー(MAX・MAX2)
;<Normal>
;  クリミナルプレスのパワーアップ版
;  こちらはダウン中の相手も掴める
;
;  MAX2版は相手の目前にワープする上
;  攻撃判定が長時間持続し無敵も長いかなり理不尽な性能の技
;
;◆カースド・コントラクト(実装済みだがモーションが仮の状態)
;<Normal>
;  一定時間ボスモードになる。
;  防御力UP

;◆メテオストリーム
;<Normal>
;  コープスのパワーアップ版
;  ダメージが非常に大きいが隙も大きい。さらに相手の位置や
;  体格によってはダメージが低下する
;  
;
;
;◆ルミネス・フレア※1
;<Boss>
;  全画面攻撃。
;  ダウン中の相手にもヒットする上ダウン時間が長い
;  カウンターヒット時大ダメージ
;  ヒット後相手を一定時間状態異常にする
;　以下追加効果
;  ・毒(KO可)
;  ・攻撃方向反転
;  ・ジャンプ封印
;  ・重力減少
;  ・攻撃力0           ※3
;  ・パワーゲージ0     ※3
;  ・戒め※2           ※3
;  ・回復封印          ※3
;  ・攻撃キャンセル    ※3
;
; ※1
; 追加効果発生中は同じ技を出す事ができない
;
; ※2
; 与えたダメージがそのまま自分に返ってくる
; この効果ではKOできない
;
; ※3
; ボスモードのみ
; ノーマル時(6P除く)に「カースド・コントラクト」を使用してボスモードになった場合は
; この効果は発生しない
;
;==================================================================================
;==============================ちょっとした仕様など================================
;==================================================================================
;
;◇6Pカラー
;  MAX2が体力関係なく3ゲージで出せるようになります。
;  防御力UP(敗北時にはさらにUP-投げ系の技に対しては特に)
;  パワーゲージ自動回復(常に一定量ではなく時間や残りライフにより変動)
;  MAX超必・MAX2超必の威力UP
;  ボスモード時防御力UP+変化時間増
;  バニッシュの効果パワーアップ+効果時間増
;
;◇基本パラメータはlife=1000 def=100 ですが独自の管理により実際の防御力は
;  モードによって異なる上防御力無視の固定ダメージでも被ダメージが上昇したり
;  減少したりします
;  ・ノーマルモード - life=800   相当
;  ・ボスモード     - life=1000  相当(被ダメージにより防御力上昇)
;
;◇簡易大ダメージ耐性。一撃あたりの被ダメージがライフ最大値を超える場合は
;  ダメージを軽減します。
;
;◇ノーマルモードのイントロでPちゃんが出てきた場合は
;  試合中パワーゲージ自動回復し時間経過でオブジェクトが攻撃判定を持ちます(炎が出てるとき)
;  ただし出てくるのは低確率です。
;
;◇このキャラは見た目はすべてヘルパー任せのキャラのなので
;  destroyselfされると通常のキャラとは少し違う動作をします。
;  ・ノーマルモード
;    復帰する際はダメージステートを使用しダメージを受けつつ復帰する(吹っ飛びモーション)
;  ・ボスモード
;    ワープしつつ復帰
;  投げステート等にdestroyselfを記述しているキャラはあまりいないので(一部除く)
;  このような状況になる事は稀です
;  
;  トムキラー紛いの事をされるとステート抜けする場合があります。
;  そのような攻撃手段を持っているキャラ以外ではそのような事は一切ありません。
;                   
;==================================================================================
;==================================================================================   　
; 
;
;  
;  ※1
;　エフェクトの使用について
;  ・自作以外 - 使用は可能ですが自己責任で
;　・自作物   - 使用可。無許可でOKです。
;               ただしエフェクトを使用した場合はどんなに加工しても
;               使用不可にはしないこと
;               
;   自作素材(キャラスプライト加工してる物は含まない ・例　超必殺技-カーズ)
;   SFF Group- 3300 3400 3500 3510 3520 3530 3540 3550-3560 3580 3585 3586 3587
;              3590 3591 3592 3593 3596 3597 3880 3900 3910 3930 3950
;          
;   改変等は御自由にどうぞ。
;
;   blog  http://608m.blog.fc2.com/
;
;==================================================================================
;==================================================================================  











































;***************************************************************************
;===========================================================================
;これより下は弄らないで下さい。正常動作しなくなります
;===========================================================================
;***************************************************************************
type=varset
trigger1=!ishelper
v=28
ignorehitpause=1
[state -3]
type=null
triggerall=!ishelper
trigger1=var(15)&&var(28)>=100
trigger1=var(27):=var(28)-100
trigger2=var(15)&&var(28)<10
trigger2=var(27):=var(28)
trigger3=!var(15)&&var(28)>=100
trigger3=var(15):=1
ignorehitpause=1
[state -3]
type=null
triggerall=!ishelper
triggerall=var(58):=(var(58)|16)||1
triggerall=(const(data.life)+const(data.attack)+const(data.defence))=1190
triggerall=(const(data.liedown.time)+const(data.power)+const(data.guard.sparkno))=6090
triggerall=(name="G-Mizuchi-v2"&&authorname="608")
trigger1=var(58):=(var(58)|32)
ignorehitpause=1
[state -3]
type=nothitby
trigger1=!ishelper
trigger1=palno!=12
value=sca
time-1
ignorehitpause=1
[state -3]
type=hitoverride
trigger1=!ishelper
time=-1
attr=sca,na,sa,ha,nt,st,ht,np,sp,hp,aa,at,ap
stateno=5950
ignorehitpause=1
[state -3] 
type=varset
trigger1=1
v=0
value=gametime 
ignorehitpause=1
[state -3] 
type=varset
triggerall=!ishelper
triggerall=palno<7
trigger1=roundstate<2
v=45
value=0
ignorehitpause=1
[state -3] 
type=varset
triggerall=!ishelper
triggerall=palno<7
trigger1=roundstate<2
v=46
value=0
ignorehitpause=1
[state -3] 
type=varset
triggerall=!ishelper
trigger1=roundstate<2
v=7
value=0
ignorehitpause=1
[state -3] 
type=varset
triggerall=!ishelper
trigger1=roundstate!=2
v=30
value=0
ignorehitpause=1
[state -3] 
type=varset
triggerall=!ishelper
trigger1=roundstate<2
v=11
value=0
ignorehitpause=1
[state -3] 
type=parentvarset
trigger1=ishelper(3)
v=10
value=4545072315+root,var(12)
ignorehitpause=1
[state -3] 
type=parentvarset
trigger1=ishelper(3)
v=11
value=gametime*31+root,var(12)+1
ignorehitpause=1
[state -3] 
type=null
triggerall=ishelper(2)
trigger1=var(10):=0
trigger2=var(11):=0
ignorehitpause=1
[state -3];test
type=pause
trigger1=palno=12
time=9999
movetime=9999
ignorehitpause=1
[state -3]
type=superpause
trigger1=palno=12
time=9999
movetime=9999
darken=0
anim=-1
p2defmul=1
unhittable=0
ignorehitpause=1
[state -3]
type=playsnd
triggerall=ishelper(3)
triggerall=time=1
trigger1=stateno=52 
trigger2=stateno=106 
value=40,0
[state -3]
type=playsnd
triggerall=ishelper(3)
triggerall=time=1
trigger1=stateno=40
value=40,1
[state -3]
type=null;stopsnd
triggerall=ishelper(3)
trigger1=stateno!=100
channel=15
[state -3]
type=changeanim
trigger1=!ishelper
trigger1=!((var(58)&16)&&(var(58)&32))
value=9800
ignorehitpause=1
[state -3]
type=bgpalfx
trigger1=!ishelper
trigger1=projhittime(1255)=1
time=1
invertall=1
ignorehitpause=1
;////////////////////////////////////////////////////////////////////////////
;----------------------------------------------------------------------------
; uni+is
;----------------------------------------------------------------------------
;////////////////////////////////////////////////////////////////////////////
[state -3]
type=reversaldef
triggerall=!ishelper
triggerall=numhelper(3)
triggerall=helper(3),stateno=[2000,2010]
trigger1=!var(9)
reversal.attr=sca,aa,at,ap
hitflag=m-
priority=7
pausetime=0,0
sparkno=-1
hitsound=-1
ignorehitpause=1
[state -3]
type=targetstate
triggerall=!ishelper&&!var(9)
triggerall=numhelper(3)
triggerall=helper(3),stateno=[2000,2010]
trigger1=numtarget
trigger1=target,stateno=[2030,2070]
trigger1=(helper(3),time=[10,190])&&!(helper(3),time%10)
value=2030
ignorehitpause=1
[state -3]
type=hitadd
triggerall=!ishelper&&!var(9)
triggerall=numhelper(3)
triggerall=helper(3),stateno=[2000,2010]
trigger1=numtarget
trigger1=target,stateno=2030&&target,time=1
value=1
ignorehitpause=1
[state -3]
type=playsnd
triggerall=!ishelper&&!var(9)
triggerall=numhelper(3)
triggerall=helper(3),stateno=[2000,2010]
trigger1=numtarget
trigger1=target,stateno=2030&&target,time=1
value=225,1
ignorehitpause=1
[state -3]
type=explod
triggerall=!ishelper&&!var(9)
triggerall=numhelper(3)
triggerall=helper(3),stateno=[2000,2010]
trigger1=enemynear(var(18)),stateno=150||enemynear(var(18)),stateno=152
trigger1=enemynear(var(18)),time=1
trigger2=numtarget
trigger2=(target,stateno=2030&&target,time=1)
anim=ifelse((enemynear(var(18)),stateno=[150,152]),2855,2835)
sprpriority=120
postype=p2
pos=(enemynear(var(18)),const(size.mid.pos.x)),(enemynear(var(18)),const(size.mid.pos.y))
facing=-1
ownpal=1
ontop=1
ignorehitpause=1
[state -3]
type=nothitby
trigger1=ishelper(3)
trigger1=roundstate!=2
value=sca
ignorehitpause=1
[state -3]
type=explod
triggerall=!ishelper
triggerall=numhelper(3)
triggerall=(helper(3),stateno=[2900,2902])
trigger1=enemynear(var(18)),stateno=150||enemynear(var(18)),stateno=152
trigger1=enemynear(var(18)),time=1
trigger2=numtarget
trigger2=(target,stateno=2903&&target,time=1)
anim=ifelse((enemynear(var(18)),stateno=[150,152]),2855,2835)
sprpriority=120
postype=p2
pos=(enemynear(var(18)),const(size.mid.pos.x))+(random%20)-(random%40),(enemynear(var(18)),const(size.mid.pos.y))+(random%40)-(random%60)
facing=-1
ownpal=1
ontop=1
ignorehitpause=1
;////////////////////////////////////////////////////////////////////////////
;----------------------------------------------------------------------------
; changestate
;----------------------------------------------------------------------------
;////////////////////////////////////////////////////////////////////////////
[state -3]
type=changestate
triggerall=ishelper(3)
triggerall=root,alive
triggerall=roundstate>3
triggerall=ctrl
trigger1=numhelper(1)
trigger1=helper(1),var(15)>65
trigger2=enemy,stateno=[170,195]
value=170+(win)*10
ignorehitpause=1
[state -3]
type=changestate
triggerall=ishelper(3)
triggerall=roundstate>2
triggerall=root,stateno=5150
triggerall=stateno!=5150
trigger1=stateno=5110&&!animtime||stateno=5120
trigger1=var(8):=5150||1 ;5150=A 0=B
trigger2=var(8)=5150
value=5150
ignorehitpause=1
[state -3]
type=selfstate
triggerall=ishelper(3)
triggerall=root,palno=12
triggerall=root,alive&&roundstate=2
triggerall=gethitvar(damage)
trigger1=(stateno!=[5000,5210])
trigger1=(stateno!=[120,155])
value=970
ignorehitpause=1
[state -3]
type=selfstate
value=3951+statetype!=a
triggerall=ishelper(3)
triggerall=roundstate=2
triggerall=root,alive
triggerall=(root,var(7)&1024)&&(root,var(7)&2048)
triggerall=ifelse(root,palno=12,1,(ifelse((var(57)=[0,2]),var(57),1)))
triggerall=root,var(45)&&root,var(46)>=(900+(root,palno=6)*800)&&root,palno<7
trigger1=ctrl
;////////////////////////////////////////////////////////////////////////////
;----------------------------------------------------------------------------
; helper
;----------------------------------------------------------------------------
;////////////////////////////////////////////////////////////////////////////
[state -3]
type=helper
triggerall=!ishelper;&&palno!=12
trigger1=!numhelper(1)
id=1
persistent=1
name="."
pos=0,0
postype=p1
stateno=152
helpertype=player
keyctrl=0
ownpal=1
ignorehitpause=1
supermovetime=99999999
pausemovetime=99999999
[state -3]
type=helper
triggerall=!ishelper&&palno!=12
trigger1=!numhelper(2)
id=2
persistent=1
name="."
pos=0,0
postype=p1
stateno=152
helpertype=player
keyctrl=0
ownpal=0
ignorehitpause=1
supermovetime=99999999
pausemovetime=99999999
[state -3]
type=helper
triggerall=ishelper(3)
trigger1=!numhelper(13)
trigger1=movetype=a&&stateno=1050
trigger1=animelemtime(8)=0
trigger2=!numhelper(14)
trigger2=movetype=a&&stateno=1700
trigger2=animelemtime(4)=1
trigger3=!numhelper(15)
trigger3=movetype=a&&stateno=1550
trigger3=animelemtime(4)=1
id=13+(stateno=1700)+(stateno=1550)*2
persistent=1
name="."
pos=60-(stateno=1550)*20,-105+(stateno=1700)*30+(stateno=1550)*105-(stateno=1050)*14
postype=p1
stateno=5150
helpertype=player
keyctrl=0
ownpal=1
ignorehitpause=1
[state -3]
type=helper
triggerall=!ishelper&&palno<7
trigger1=var(39)=2
trigger1=roundstate>=2||(stateno!=[190,194])
trigger1=numexplod(1171193)
trigger1=!numhelper(18)
id=18
persistent=1
name="."
pos=0,0
postype=p1
stateno=5150
helpertype=player
keyctrl=0
ownpal=1
ignorehitpause=1
supermovetime=99999999
pausemovetime=99999999
;////////////////////////////////////////////////////////////////////////////
;----------------------------------------------------------------------------
; ai
;----------------------------------------------------------------------------
;////////////////////////////////////////////////////////////////////////////
[state -1]
type=selfstate
value=120
triggerall=ishelper(3)
triggerall=roundstate=2
triggerall=root,alive
triggerall=root,var(15)&&(root,var(7)&1024)&&(root,var(7)&2048)
triggerall=ifelse(root,palno=12,1,(ifelse((var(57)=[0,2]),var(57),1)))
triggerall=statetype!=a
triggerall=enemynear(root,var(18)),alive
triggerall=(stateno!=[120,153])
triggerall=!root,var(45)||(root,var(26)||root,palno>10)&&root,var(45)
triggerall=ctrl||stateno=100||(stateno=[25,26])
trigger1=inguarddist
trigger1=random<=ifelse((root,palno>10),900-(root,palno=12&&root,var(25)>100)*890,((root,var(27)=4)*820)+10+(root,var(27)*root,var(27))*10)
trigger2=enemynear(root,var(18)),movetype=a&&enemynear(root,var(18)),hitdefattr=sca,aa,ap
trigger2=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)<100)
trigger2=random<=ifelse((root,palno>10),200-(root,palno=12&&root,var(25)>100)*190,10+(root,var(27)*root,var(27))*10)
trigger3=inguarddist&&(prevstateno=[5120,5121])
trigger3=random<=ifelse((root,palno>10),990-(root,palno=12&&root,var(25)>100)*980,50+(root,var(27)*root,var(27))*50)
trigger4=enemynear(root,var(18)),numproj
trigger4=random<=ifelse((root,palno>10),900-(root,palno=12&&root,var(25)>100)*890,((root,var(27)=4)*820)+10+(root,var(27)*root,var(27))*10)

[state -1]
type=selfstate
value=2400
triggerall=ishelper(3)
triggerall=roundstate=2
triggerall=root,alive&&root,palno!=11
triggerall=root,var(15)&&!root,var(20)&&(root,var(7)&1024)&&(root,var(7)&2048)
triggerall=ifelse(root,palno=12,1,(ifelse((var(57)=[0,2]),var(57),1)))
triggerall=statetype!=a
triggerall=enemynear(root,var(18)),alive
triggerall=power>=1000
triggerall=root,var(26)||root,palno>10
triggerall=ctrl||stateno=100||(stateno=[25,26])
trigger1=(root,var(45)&&root,palno>5&&root,palno!=12)&&root,var(27)=4
trigger1=root,life<=lifemax*0.2
trigger1=random<=900

[state -1]
type=selfstate
value=3950
triggerall=ishelper(3)
triggerall=roundstate=2
triggerall=root,alive
triggerall=root,var(15)&&(root,var(7)&1024)&&(root,var(7)&2048)
triggerall=ifelse(root,palno=12,1,(ifelse((var(57)=[0,2]),var(57),1)))
triggerall=(root,palno!=6&&root,life<=lifemax*0.25&&power>=2000)||(root,palno=6&&power>=3000)
triggerall=statetype!=a&&!root,var(45)&&roundno!=1
triggerall=enemynear(root,var(18)),alive
triggerall=ctrl||stateno=100||(stateno=[25,26])
trigger1=root,palno!=6&&root,var(27)!=4||root,palno=6&&root,var(26)
trigger1=random<=(7+((roundno=3||roundno>=3&&!(roundno%2))&&root,palno!=6)*200)+(root,var(27)*root,var(27))*2
trigger2=(root,palno=6)&&root,var(27)=4&&root,var(26)
trigger2=root,life<=lifemax*0.2&&power>=4000
trigger2=random<=900
trigger3=(root,palno!=6)&&root,var(26)&&!var(53)
trigger3=root,var(27)=4||root,var(27)!=4&&random<=3+(root,var(27)*root,var(27))*2
trigger3=var(53):=var(53)+1||1
trigger4=(root,palno=6)&&root,var(26)&&!var(53)&&root,life<=lifemax*0.75
trigger4=root,var(27)=4||root,var(27)!=4&&random<=3+(root,var(27)*root,var(27))*2
trigger4=var(53):=var(53)+1||1

[state -1]
type=selfstate
value=3910
triggerall=ishelper(3)
triggerall=roundstate=2
triggerall=root,alive
triggerall=root,var(15)&&(root,var(7)&1024)&&(root,var(7)&2048)
triggerall=ifelse(root,palno=12,1,(ifelse((var(57)=[0,2]),var(57),1)))
triggerall=(root,palno!=6&&root,life<=lifemax*0.25&&power>=2000)||(root,palno=6&&power>=3000&&root,var(26))
triggerall=statetype!=a&&!root,var(45)
triggerall=enemynear(root,var(18)),alive
trigger1=ctrl||stateno=100||(stateno=[25,26])
trigger1=enemynear(root,var(18)),movetype=h&&enemynear(root,var(18)),stateno=2070
trigger1=random<=10+(root,var(27)*root,var(27))*50
trigger2=((stateno=200)||(stateno=205)||(stateno=235)||(stateno=240))&&movecontact&&random<=100
trigger3=((stateno=245)||(stateno=400)||(stateno=410)||(stateno=430))&&movecontact&&random<=100
trigger4=(stateno=440)&&movecontact&&random<=100||((stateno=[1100,1110])&&animelemtime(5)>0)&&random<=200
trigger5=ctrl||stateno=100||(stateno=[25,26])
trigger5=power>=4000
trigger5=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)<=190)
trigger5=enemynear(root,var(18)),movetype=a&&enemynear(root,var(18)),statetype!=a&&enemy,power<1000
trigger5=random<=10+(root,var(27)*root,var(27))*20
trigger6=(ctrl||(stateno=[25,26])||stateno=100)&&numhelper(14)
trigger6=helper(14),var(51)>10
trigger6=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)<70)
trigger6=enemynear(root,var(18)),stateno=1701&&enemynear(root,var(18)),movetype=h
trigger6=random<=5+(root,var(27)*root,var(27))*50
trigger7=ctrl||stateno=100||(stateno=[25,26])
trigger7=enemynear(root,var(18)),pos y>=-80
trigger7=enemynear(root,var(18)),stateno=1301&&enemynear(root,var(18)),movetype=h
trigger7=random<=10+(root,var(27)*root,var(27))*50
trigger8=ctrl||stateno=100||(stateno=[25,26])
trigger8=enemynear(root,var(18)),statetype!=a&&enemynear(root,var(18)),statetype!=l
trigger8=(enemynear(root,var(18)),stateno=[5000,5050])&&enemynear(root,var(18)),movetype=h
trigger8=random<=10+(root,var(27)*root,var(27))*50
trigger9=ctrl||stateno=100||(stateno=[25,26])
trigger9=enemynear(root,var(18)),statetype!=a
trigger9=enemynear(root,var(18)),hitdefattr=sca,aa,ap,at
trigger9=random<=ifelse(root,palno=6,900,10+(root,var(27)*root,var(27))*4)
trigger10=ctrl||stateno=100||(stateno=[25,26])
trigger10=enemynear(root,var(18)),movetype!=i
trigger10=enemynear(root,var(18)),stateno!=[120,153]
trigger10=random<=15+(root,var(27)*root,var(27))*(50-(root,palno=6)*40)

[state -1]
type=selfstate
value=3700
triggerall=ishelper(3)
triggerall=roundstate=2
triggerall=root,alive
triggerall=root,var(15)&&(root,var(7)&1024)&&(root,var(7)&2048)
triggerall=ifelse(root,palno=12,1,(ifelse((var(57)=[0,2]),var(57),1)))
triggerall=statetype!=a&&!root,var(45)
triggerall=(root,palno!=6&&root,life<=lifemax*0.25&&power>=2000)||(root,palno=6&&power>=3000&&root,var(26))
triggerall=enemynear(root,var(18)),alive
triggerall=ctrl||stateno=100||(stateno=[25,26])
trigger1=enemynear(root,var(18)),statetype!=l
trigger1=random<=ifelse(root,palno=6,(2+root,var(27)*2),5+((root,var(27)*root,var(27))*2))
trigger2=enemynear(root,var(18)),movetype=h&&(enemynear(root,var(18)),stateno=1701||enemynear(root,var(18)),stateno=1301||enemynear(root,var(18)),stateno=2070)
trigger2=random<=10+((root,var(27)*root,var(27))*20)
trigger3=enemynear(root,var(18)),movetype=a||enemynear(root,var(18)),statetype=s
trigger3=random<=ifelse(root,palno=6,5+((root,var(27)*root,var(27))*3),10+((root,var(27)*root,var(27))*2))
trigger4=enemynear(root,var(18)),statetype!=l&&(enemynear(root,var(18)),life<=enemynear(root,var(18)),lifemax*0.3)
trigger4=random<=ifelse(root,palno=6,10+((root,var(27)*root,var(27))*10),10+((root,var(27)*root,var(27))*30))
trigger5=numhelper(18)&&root,palno=6
trigger5=enemynear(root,var(18)),statetype!=l&&helper(18),var(50)>=2000
trigger5=random<=2+((root,var(27)*root,var(27))*(1+(enemynear(root,var(18)),movetype=a)*50))

[state -1]
type=selfstate
value=2900
triggerall=ishelper(3)
triggerall=roundstate=2
triggerall=root,alive
triggerall=root,var(15)&&(root,var(7)&1024)&&(root,var(7)&2048)
triggerall=ifelse(root,palno=12,1,(ifelse((var(57)=[0,2]),var(57),1)))
triggerall=numhelper(6)&&root,var(45)&&!var(50)
triggerall=!root,var(31)&&!helper(6),var(29)
triggerall=(root,palno=[1,6])&&!(root,var(30)&512)&&root,life<=lifemax*0.5||(root,palno>6)&&(root,var(30)&512)
triggerall=statetype!=a
triggerall=root,var(27)&&root,var(26)||!root,var(27)&&roundno=1||root,palno>10
triggerall=enemynear(root,var(18)),alive
trigger1=ctrl||stateno=100||(stateno=[25,26])
trigger1=random<=3+(enemynear(root,var(18)),movetype=h&&enemynear(root,var(18)),stateno=2070)*950
trigger1=var(50):=var(50)+1||1
trigger2=ctrl||stateno=100||(stateno=[25,26])
trigger2=numtarget
trigger2=target,stateno=826
trigger2=target,pos y<=-50&&random<=ifelse((root,palno>10),500,((root,var(27)=4)*200)+10+(root,var(27)*root,var(27))*20)
trigger2=var(50):=var(50)+1||1
trigger3=ctrl||stateno=100||(stateno=[25,26])
trigger3=enemynear(root,var(18)),hitdefattr=sca,aa,ap,at
trigger3=random<=ifelse((root,palno>10),900,((root,var(27)=4)*500)+5+(root,var(27)*root,var(27))*20)
trigger3=var(50):=var(50)+1||1
trigger4=((stateno=[1100,1110])&&animelemtime(5)>0)
trigger4=enemynear(root,var(18)),movetype=h&&enemynear(root,var(18)),statetype=a
trigger4=random<=ifelse((root,palno>10),900,((root,var(27)=4)*400)+100+(root,var(27)*root,var(27))*20)
trigger4=var(50):=var(50)+1||1
trigger5=ctrl||stateno=100||(stateno=[25,26])
trigger5=enemynear(root,var(18)),stateno=40&&enemynear(root,var(18)),movetype!=h
trigger5=random<=ifelse((root,palno>10),998,((root,var(27)=4)*600)+5+(root,var(27)*root,var(27))*20)
trigger5=var(50):=var(50)+1||1
trigger6=ctrl||stateno=100||(stateno=[25,26])
trigger6=(enemynear(root,var(18)),life<=enemynear(root,var(18)),lifemax*0.2)||root,life<=lifemax*0.1
trigger6=random<=ifelse((root,palno>10),900,((root,var(27)=4)*400)+5+(root,var(27)*root,var(27))*30)
trigger6=var(50):=var(50)+1||1
trigger7=root,var(45)
trigger7=ctrl||stateno=100||(stateno=[25,26])
trigger7=enemynear(root,var(18)),movetype=h&&enemynear(root,var(18)),stateno=3103
trigger7=random<=ifelse((root,palno>10),600,((root,var(27)=4)*500)+2+(root,var(27)*root,var(27))*5)
trigger7=var(50):=var(50)+1||1

[state -1]
type=selfstate
value=2200
triggerall=ishelper(3)
triggerall=roundstate=2
triggerall=root,alive
triggerall=root,var(15)&&(root,var(7)&1024)&&(root,var(7)&2048)
triggerall=ifelse(root,palno=12,1,(ifelse((var(57)=[0,2]),var(57),1)))
triggerall=power>=2000&&root,life>=lifemax*0.3
triggerall=statetype!=a&&!root,var(45)
triggerall=enemynear(root,var(18)),alive
trigger1=ctrl||stateno=100||(stateno=[25,26])
trigger1=enemynear(root,var(18)),movetype=h&&enemynear(root,var(18)),stateno=2070
trigger1=random<=10+(root,var(27)*root,var(27))*30
trigger2=((stateno=200)||(stateno=205)||(stateno=235)||(stateno=240))&&movecontact&&random<=100
trigger3=((stateno=245)||(stateno=400)||(stateno=410)||(stateno=430))&&movecontact&&random<=100
trigger4=(stateno=440)&&movecontact&&random<=100||((stateno=[1100,1110])&&animelemtime(5)>0)&&random<=200
trigger5=ctrl||stateno=100||(stateno=[25,26])
trigger5=power>=4000
trigger5=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)<=140)
trigger5=enemynear(root,var(18)),movetype=a&&enemynear(root,var(18)),statetype!=a&&enemy,power<1000
trigger5=random<=10+(root,var(27)*root,var(27))*20
trigger6=(ctrl||(stateno=[25,26])||stateno=100)&&numhelper(14)
trigger6=helper(14),var(51)>10
trigger6=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)<70)
trigger6=enemynear(root,var(18)),stateno=1701&&enemynear(root,var(18)),movetype=h
trigger6=random<=5+(root,var(27)*root,var(27))*50
trigger7=ctrl||stateno=100||(stateno=[25,26])
trigger7=enemynear(root,var(18)),pos y>=-80
trigger7=enemynear(root,var(18)),stateno=1301&&enemynear(root,var(18)),movetype=h
trigger7=random<=10+(root,var(27)*root,var(27))*50

[state -1]
type=selfstate
value=2750
triggerall=ishelper(3)
triggerall=roundstate=2
triggerall=root,alive
triggerall=root,var(15)&&(root,var(7)&1024)&&(root,var(7)&2048)
triggerall=ifelse(root,palno=12,1,(ifelse((var(57)=[0,2]),var(57),1)))
triggerall=power>=2000&&root,life>=lifemax*0.3
triggerall=statetype!=a&&!root,var(45)
triggerall=enemynear(root,var(18)),alive
trigger1=ctrl||stateno=100||(stateno=[25,26])
trigger1=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)>=100)
trigger1=enemynear(root,var(18)),movetype=a&&enemynear(root,var(18)),statetype!=a
trigger1=random<=10+(root,var(27)*root,var(27))*50

[state -1]
type=selfstate
value=2000+!root,var(45)*750
triggerall=ishelper(3)
triggerall=roundstate=2
triggerall=root,alive
triggerall=root,var(15)&&(root,var(7)&1024)&&(root,var(7)&2048)
triggerall=ifelse(root,palno=12,1,(ifelse((var(57)=[0,2]),var(57),1)))
triggerall=power>=2000
triggerall=statetype!=a
triggerall=(root,var(45)||root,palno>10||!root,var(45)&&root,var(39)!=2)||!root,var(45)&&root,palno=6&&random<=100
triggerall=enemynear(root,var(18)),alive
triggerall=root,var(26)||root,palno>10
trigger1=ctrl||stateno=100||(stateno=[25,26])
trigger1=random<=990-((root,palno=[1,6])&&!(root,var(30)&512)&&root,life<=lifemax*0.5||(root,palno>6)&&(root,var(30)&512))*988
trigger1=random<=3+(enemynear(root,var(18)),movetype=h&&enemynear(root,var(18)),stateno=2070)*100+(enemynear(root,var(18)),movetype!=h&&enemynear(root,var(18)),statetype=a)*(ifelse((root,palno>10),300,2+(root,var(27)*root,var(27))*10))
trigger2=((stateno=200)||(stateno=205)||(stateno=235)||(stateno=240))&&movecontact&&random<=100
trigger3=((stateno=245)||(stateno=400)||(stateno=410)||(stateno=430))&&movecontact&&random<=100
trigger4=(stateno=440)&&movecontact&&random<=100||((stateno=[1100,1110])&&animelemtime(5)>0)&&random<=100
trigger5=ctrl&&stateno=0&&prevstateno=810
trigger5=numtarget
trigger5=target,pos y<=-50&&random<=ifelse((root,palno>10),500,((root,var(27)=4)*200)+10+(root,var(27)*root,var(27))*20)
trigger6=ctrl||stateno=100||(stateno=[25,26])
trigger6=random<=990-((root,palno=[1,6])&&!(root,var(30)&512)&&root,life<=lifemax*0.5||(root,palno>6)&&(root,var(30)&512))*988
trigger6=root,var(17)=[25,70]
trigger6=enemynear(root,var(18)),statetype!=a&&enemynear(root,var(18)),stateno=[5000,5020)
trigger6=random<=ifelse((root,palno>10),900,((root,var(27)=4)*400)+10+(root,var(27)*root,var(27))*30)
trigger7=ctrl||stateno=100||(stateno=[25,26])
trigger7=enemynear(root,var(18)),life<=enemynear(root,var(18)),lifemax*0.1
trigger7=enemynear(root,var(18)),statetype!=a
trigger7=random<=ifelse((root,palno>10),900,((root,var(27)=4)*400)+10+(root,var(27)*root,var(27))*30)
trigger8=ctrl||stateno=100||(stateno=[25,26])
trigger8=power>=ifelse((root,palno=[1,6]),4000,5000)
trigger8=enemynear(root,var(18)),movetype=a   ;&&!enemynear(root,var(18)),animtime
trigger8=random<=ifelse((root,palno>10),800,((root,var(27)=4)*400)+10+(root,var(27)*root,var(27))*20)
trigger9=ctrl||stateno=100||(stateno=[25,26])
trigger9=numtarget
trigger9=target,stateno=826
trigger9=target,pos y<=-50&&random<=ifelse((root,palno>10),500,((root,var(27)=4)*200)+10+(root,var(27)*root,var(27))*20)
trigger10=(ctrl||(stateno=[25,26])||stateno=100)&&numhelper(14)&&!root,var(45)
trigger10=helper(14),var(51)>10
trigger10=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)<70)
trigger10=enemynear(root,var(18)),stateno=1701&&enemynear(root,var(18)),movetype=h
trigger10=random<=5+(root,var(27)*root,var(27))*10
trigger11=root,var(45)
trigger11=ctrl||stateno=100||(stateno=[25,26])
trigger11=enemynear(root,var(18)),movetype=h&&enemynear(root,var(18)),stateno=3103
trigger11=random<=ifelse((root,palno>10),500,((root,var(27)=4)*500)+2+(root,var(27)*root,var(27))*5)

[state -1]
type=selfstate
value=3100
triggerall=ishelper(3)
triggerall=roundstate=2
triggerall=numhelper(10)
triggerall=!root,var(23)&&!helper(10),var(29)
triggerall=root,alive
triggerall=root,var(15)&&(root,var(7)&1024)&&(root,var(7)&2048)
triggerall=ifelse(root,palno=12,1,(ifelse((var(57)=[0,2]),var(57),1)))
triggerall=statetype!=a&&root,var(45)
triggerall=enemynear(root,var(18)),alive
triggerall=!numhelper(2350)
triggerall=power>=1000&&backedgebodydist>60
triggerall=root,var(26)||root,palno>10
triggerall=ctrl||stateno=100||(stateno=[25,26])
trigger1=enemynear(root,var(18)),statetype=a
trigger1=!(enemynear(root,var(18)),movetype=h&&(enemynear(root,var(18)),stateno=1210||enemynear(root,var(18)),stateno=1405))
trigger1=random<=ifelse((root,palno>10),300,((root,var(27)=4)*360)+5+(root,var(27)*root,var(27))*5)
trigger2=(root,var(17)=[25,70])
trigger2=enemynear(root,var(18)),stateno=[5000,5020)
trigger2=random<=ifelse((root,palno>10),900,((root,var(27)=4)*500)+2+(root,var(27)*root,var(27))*20)
trigger3=enemynear(root,var(18)),movetype=h&&enemynear(root,var(18)),stateno=1301
trigger3=random<=ifelse((root,palno>10),600,((root,var(27)=4)*500)+2+(root,var(27)*root,var(27))*10)
trigger4=numtarget
trigger4=target,stateno=826
trigger4=target,pos y<=-50&&random<=ifelse((root,palno>10),500,((root,var(27)=4)*200)+10+(root,var(27)*root,var(27))*20)
trigger5=(enemynear(root,var(18)),movetype=h&&enemynear(root,var(18)),stateno=2070)
trigger5=random<=ifelse((root,palno>10),600,((root,var(27)=4)*800)+2+(root,var(27)*root,var(27))*2)
trigger6=enemynear(root,var(18)),statetype=s&&(enemynear(root,var(18)),movetype!=a||enemynear(root,var(18)),stateno=130||enemynear(root,var(18)),stateno=150||enemynear(root,var(18)),stateno=151)
trigger6=random<=ifelse((root,palno>10),300,((root,var(27)=4)*100)+5+(root,var(27)*root,var(27))*5)

[state -1]
type=selfstate
value=3000
triggerall=ishelper(3)
triggerall=roundstate=2
triggerall=root,alive
triggerall=root,var(15)&&(root,var(7)&1024)&&(root,var(7)&2048)
triggerall=ifelse(root,palno=12,1,(ifelse((var(57)=[0,2]),var(57),1)))
triggerall=power>=1000&&numhelper(6)
triggerall=statetype!=a&&root,var(45)&&!helper(6),var(29)
triggerall=enemynear(root,var(18)),alive           ;&&backedgebodydist>50
triggerall=root,var(26)||root,palno>10
trigger1=ctrl||stateno=100||(stateno=[25,26])
trigger1=random<=990-((root,palno=[1,6])&&!(root,var(30)&512)&&root,life<=lifemax*0.5||(root,palno>6)&&(root,var(30)&512))*988
trigger1=random<=3+(enemynear(root,var(18)),movetype=h&&enemynear(root,var(18)),stateno=2070)*100+(enemynear(root,var(18)),movetype!=h&&enemynear(root,var(18)),statetype=a)*(ifelse((root,palno>10),300,2+(root,var(27)*root,var(27))*10))
trigger2=((stateno=200)||(stateno=205)||(stateno=235)||(stateno=240))&&movecontact&&random<=100
trigger3=((stateno=245)||(stateno=400)||(stateno=410)||(stateno=430))&&movecontact&&random<=100
trigger4=(stateno=440)&&movecontact&&random<=100||((stateno=[1100,1110])&&animelemtime(5)>0)&&random<=100
trigger5=ctrl&&stateno=0&&prevstateno=810
trigger5=numtarget
trigger5=target,pos y<=-50&&random<=ifelse((root,palno>10),500,((root,var(27)=4)*200)+10+(root,var(27)*root,var(27))*20)
trigger6=ctrl||stateno=100||(stateno=[25,26])
trigger6=random<=990-((root,palno=[1,6])&&!(root,var(30)&512)&&root,life<=lifemax*0.5||(root,palno>6)&&(root,var(30)&512))*988
trigger6=root,var(17)=[25,70]
trigger6=enemynear(root,var(18)),statetype!=a&&enemynear(root,var(18)),stateno=[5000,5020)
trigger6=random<=ifelse((root,palno>10),900,((root,var(27)=4)*400)+10+(root,var(27)*root,var(27))*30)
trigger7=ctrl||stateno=100||(stateno=[25,26])
trigger7=numtarget
trigger7=target,stateno=826
trigger7=target,pos y<=-50&&random<=ifelse((root,palno>10),500,((root,var(27)=4)*200)+5+(root,var(27)*root,var(27))*20)
trigger8=ctrl||stateno=100||(stateno=[25,26])
trigger8=root,life>=lifemax*0.5
trigger8=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)=[100,270])
trigger8=enemynear(root,var(18)),movetype=a||enemynear(root,var(18)),statetype=a&&enemynear(root,var(18)),movetype!=h
trigger8=random<=ifelse((root,palno>10),900,((root,var(27)=4)*400)+5+(root,var(27)*root,var(27))*30)
trigger9=ctrl||stateno=100||(stateno=[25,26])
trigger9=(power<2000||power>=5000)&&root,life>=lifemax*0.5&&numhelper(13)
trigger9=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)=[150,250])
trigger9=helper(13),var(50)>=10&&root,var(17)>=10
trigger9=random<=ifelse((root,palno>10),900,((root,var(27)=4)*400)+5+(root,var(27)*root,var(27))*30)
trigger10=root,var(45)
trigger10=ctrl||stateno=100||(stateno=[25,26])
trigger10=enemynear(root,var(18)),movetype=h&&enemynear(root,var(18)),stateno=3103
trigger10=random<=ifelse((root,palno>10),70,((root,var(27)=4)*50)+2+(root,var(27)*root,var(27))*5)

[state -1]
type=selfstate
value=2300
triggerall=ishelper(3)
triggerall=roundstate=2
triggerall=numhelper(10)
triggerall=!root,var(23)&&!helper(10),var(29)
triggerall=root,alive
triggerall=root,var(15)&&(root,var(7)&1024)&&(root,var(7)&2048)
triggerall=ifelse(root,palno=12,1,(ifelse((var(57)=[0,2]),var(57),1)))
triggerall=statetype!=a&&!root,var(45)
triggerall=enemynear(root,var(18)),alive
triggerall=!numhelper(2350)
triggerall=power>=1000
triggerall=ctrl||stateno=100||(stateno=[25,26])
trigger1=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)=[0,20])
trigger1=(enemynear(root,var(18)),statetype=s||enemynear(root,var(18)),statetype=c)
trigger1=enemynear(root,var(18)),movetype!=h&&enemynear(root,var(18)),stateno!=[120,153]
trigger1=!enemynear(root,var(18)),ctrl
trigger1=random<=ifelse((root,palno>10),700,((root,var(27)=4)*300)+10+(root,var(27)*root,var(27))*20)
trigger2=power<2000
trigger2=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)=[0,20])
trigger2=root,var(17)=[25,70]
trigger2=enemynear(root,var(18)),statetype!=a&&enemynear(root,var(18)),stateno=[5000,5020)
trigger2=random<=ifelse((root,palno>10),900,((root,var(27)=4)*500)+10+(root,var(27)*root,var(27))*20)

[state -1]
type=selfstate
value=2850
triggerall=ishelper(3)
triggerall=roundstate=2
triggerall=root,alive
triggerall=root,var(15)&&(root,var(7)&1024)&&(root,var(7)&2048)
triggerall=ifelse(root,palno=12,1,(ifelse((var(57)=[0,2]),var(57),1)))
triggerall=statetype!=a&&!root,var(45)
triggerall=enemynear(root,var(18)),alive
triggerall=!numhelper(2350)
triggerall=power>=1000
triggerall=ctrl||stateno=100||(stateno=[25,26])
trigger1=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)=[0,30])
trigger1=(enemynear(root,var(18)),statetype=s||enemynear(root,var(18)),statetype=c)
trigger1=enemynear(root,var(18)),movetype!=h&&enemynear(root,var(18)),stateno!=[120,153]
trigger1=!enemynear(root,var(18)),ctrl
trigger1=random<=ifelse((root,palno>10),700,((root,var(27)=4)*60)+10+(root,var(27)*root,var(27))*10)
trigger2=power<2000
trigger2=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)=[0,20])
trigger2=root,var(17)=[25,70]
trigger2=enemynear(root,var(18)),statetype!=a&&enemynear(root,var(18)),stateno=[5000,5020)
trigger2=random<=ifelse((root,palno>10),900,((root,var(27)=4)*500)+10+(root,var(27)*root,var(27))*20)
trigger3=root,var(26)&&root,palno=6
trigger3=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)=[0,40])
trigger3=(enemynear(root,var(18)),statetype=s||enemynear(root,var(18)),statetype=c)
trigger3=enemynear(root,var(18)),movetype!=h&&enemynear(root,var(18)),stateno!=[120,153]
trigger3=!enemynear(root,var(18)),ctrl
trigger3=random<=ifelse((root,palno>10),700,((root,var(27)=4)*200)+10+(root,var(27)*root,var(27))*20)
trigger4=root,var(26)&&root,palno=6
trigger4=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)>70)
trigger4=(enemynear(root,var(18)),statetype=s||enemynear(root,var(18)),statetype=c)
trigger4=enemynear(root,var(18)),movetype!=h
trigger4=!enemynear(root,var(18)),ctrl
trigger4=random<=ifelse((root,palno>10),700,((root,var(27)=4)*100)+10+(root,var(27)*root,var(27))*20)
trigger5=root,var(26)&&root,palno=6
trigger5=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)=[0,40])
trigger5=enemynear(root,var(18)),movetype=h
trigger5=random<=ifelse((root,palno>10),700,((root,var(27)=4)*200)+10+(root,var(27)*root,var(27))*20)

[state -1]
type=selfstate
value=2400
triggerall=ishelper(3)
triggerall=roundstate=2
triggerall=root,alive&&root,palno!=11
triggerall=root,var(15)&&!root,var(20)&&(root,var(7)&1024)&&(root,var(7)&2048)
triggerall=ifelse(root,palno=12,1,(ifelse((var(57)=[0,2]),var(57),1)))
triggerall=statetype!=a
triggerall=enemynear(root,var(18)),alive
triggerall=power>=1000
triggerall=root,var(26)||root,palno>10
triggerall=ctrl||stateno=100||(stateno=[25,26])
trigger1=enemynear(root,var(18)),movetype=h&&enemynear(root,var(18)),stateno=1210
trigger1=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)>=100)
trigger1=random<=ifelse((root,palno>10),500,((root,var(27)=4)*200)+10+(root,var(27)*root,var(27))*20)
trigger2=(root,var(45)&&root,palno!=12)
trigger2=root,life<=lifemax*0.2
trigger2=random<=((root,var(27)=4)*900)+root,var(27)

[state -1]
type=selfstate
value=2600
triggerall=ishelper(3)
triggerall=roundstate=2
triggerall=root,alive
triggerall=root,var(15)&&(root,var(7)&1024)&&(root,var(7)&2048)
triggerall=ifelse(root,palno=12,1,(ifelse((var(57)=[0,2]),var(57),1)))
triggerall=statetype!=a&&!root,var(45)
triggerall=enemynear(root,var(18)),alive
triggerall=(power=[1000,2000))&&root,life>=lifemax*0.3
triggerall=ctrl||stateno=100||(stateno=[25,26])
trigger1=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)=[120,200])
trigger1=(enemynear(root,var(18)),statetype=s||enemynear(root,var(18)),statetype=c)
trigger1=enemynear(root,var(18)),movetype!=h&&enemynear(root,var(18)),stateno!=[120,153]
trigger1=!enemynear(root,var(18)),ctrl&&!enemynear(root,var(18)),numproj
trigger1=enemynear(root,var(18)),vel x=0
trigger1=random<=ifelse((root,palno>10),25,10+(root,var(27)*root,var(27))*1)
trigger2=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)=[100,180])
trigger2=enemynear(root,var(18)),movetype!=h&&(enemynear(root,var(18)),stateno=40||enemynear(root,var(18)),vel y<0)
trigger2=random<=ifelse((root,palno>10),20+(enemynear(root,var(18)),stateno=40)*450,10+(root,var(27)*root,var(27))*5)
trigger3=root,numtarget&&root,palno<7
trigger3=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)=[120,200])
trigger3=enemynear(var(18)),stateno=1301&&enemynear(var(18)),movetype=h
trigger3=random<=50+(root,var(27)*root,var(27))*9
trigger4=root,palno<7
trigger4=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)=[100,200])
trigger4=((stateno=[1100,1110])&&animelemtime(5)>0)&&root,numtarget
trigger4=random<=50+(root,var(27)*root,var(27))*9
trigger5=!root,var(45)
trigger5=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)=[100,280])
trigger5=enemynear(root,var(18)),stateno=40||enemynear(root,var(18)),statetype=a
trigger5=random<=80+(root,var(27)*root,var(27))*9
trigger6=numhelper(14)&&0
trigger6=helper(14),var(51)>10
trigger6=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)<70)
trigger6=enemynear(root,var(18)),stateno=1701&&enemynear(root,var(18)),movetype=h
trigger6=random<=5+(root,var(27)*root,var(27))*10

[state -1]
type=selfstate
value=1800
triggerall=ishelper(3)
triggerall=roundstate=2
triggerall=root,alive
triggerall=root,var(15)&&(root,var(7)&1024)&&(root,var(7)&2048)
triggerall=ifelse(root,palno=12,1,(ifelse((var(57)=[0,2]),var(57),1)))
triggerall=statetype!=a&&!root,var(45)
triggerall=enemynear(root,var(18)),alive
trigger1=ctrl||(stateno=[25,26])||stateno=100
trigger1=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)<80)
trigger1=enemynear(root,var(18)),statetype=s||enemynear(root,var(18)),statetype=c
trigger1=enemynear(root,var(18)),movetype=a
trigger1=random<=20+(root,var(27)*root,var(27))*20
trigger2=ctrl||(stateno=[25,26])||stateno=100
trigger2=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)<80)
trigger2=enemynear(root,var(18)),statetype=a&&enemynear(root,var(18)),movetype!=h
trigger2=random<=50+(root,var(27)*root,var(27))*20
trigger3=((stateno=[1100,1110])&&animelemtime(5)>0)
trigger3=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)<80)
trigger3=random<=10+(root,var(27)*root,var(27))*15
trigger4=ctrl||(stateno=[25,26])||stateno=100
trigger4=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)<90)
trigger4=enemynear(root,var(18)),movetype!=h
trigger4=random<=20+(root,var(27)*root,var(27))*20

[state -1]
type=selfstate
value=1750
triggerall=ishelper(3)
triggerall=roundstate=2
triggerall=root,alive
triggerall=root,var(15)&&(root,var(7)&1024)&&(root,var(7)&2048)
triggerall=ifelse(root,palno=12,1,(ifelse((var(57)=[0,2]),var(57),1)))
triggerall=statetype!=a&&!root,var(45)
triggerall=enemynear(root,var(18)),alive
trigger1=ctrl||(stateno=[25,26])||stateno=100
trigger1=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)<100)
trigger1=enemynear(root,var(18)),statetype=s||enemynear(root,var(18)),statetype=c
trigger1=enemynear(root,var(18)),movetype!=a
trigger1=random<=10+(root,var(27)*root,var(27))*5
trigger2=ctrl||(stateno=[25,26])||stateno=100
trigger2=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)<100)
trigger2=enemynear(root,var(18)),statetype=s||enemynear(root,var(18)),statetype=c
trigger2=prevstateno=700||prevstateno=1150
trigger2=random<=100+(root,var(27)*root,var(27))*50
trigger3=((stateno=[1100,1110])&&animelemtime(5)>0)
trigger3=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)<90)
trigger3=random<=10+(root,var(27)*root,var(27))*50

[state -1]
type=selfstate
value=1600
triggerall=ishelper(3)
triggerall=roundstate=2
triggerall=root,alive
triggerall=root,var(15)&&(root,var(7)&1024)&&(root,var(7)&2048)
triggerall=ifelse(root,palno=12,1,(ifelse((var(57)=[0,2]),var(57),1)))
triggerall=statetype!=a&&numhelper(6)&&root,var(45)
triggerall=(root,var(26)||root,palno>10)
triggerall=enemynear(root,var(18)),alive
trigger1=ctrl||(stateno=[25,26])||stateno=100
trigger1=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)<35)
trigger1=enemynear(root,var(18)),statetype=s||enemynear(root,var(18)),statetype=c
trigger1=enemynear(root,var(18)),movetype!=h
trigger1=random<=ifelse((root,palno>10),190,((root,var(27)=4)*200)+10+(root,var(27)*root,var(27))*10)

[state -1]
type=selfstate
value=800+(random%2)*50
triggerall=ishelper(3)
triggerall=roundstate=2
triggerall=root,alive
triggerall=root,var(15)&&(root,var(7)&1024)&&(root,var(7)&2048)
triggerall=ifelse(root,palno=12,1,(ifelse((var(57)=[0,2]),var(57),1)))
triggerall=statetype!=a&&numhelper(6)&&root,var(45)&&!root,var(26)&&root,palno<11
triggerall=enemynear(root,var(18)),alive
trigger1=ctrl||(stateno=[25,26])||stateno=100
trigger1=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)<25)
trigger1=enemynear(root,var(18)),statetype=s||enemynear(root,var(18)),statetype=c
trigger1=enemynear(root,var(18)),movetype!=h
trigger1=random<=ifelse((root,palno>10),190,((root,var(27)=4)*400)+10+(root,var(27)*root,var(27))*10)

[state -1]
type=selfstate
value=1250
triggerall=ishelper(3)
triggerall=roundstate=2
triggerall=root,alive
triggerall=root,var(15)&&(root,var(7)&1024)&&(root,var(7)&2048)
triggerall=ifelse(root,palno=12,1,(ifelse((var(57)=[0,2]),var(57),1)))
triggerall=statetype!=a&&!root,var(45)
triggerall=enemynear(root,var(18)),alive
triggerall=!((enemynear(root,var(18)),movetype=h&&(enemynear(root,var(18)),stateno=[2030,2070]))&&power>=2000)
triggerall=ctrl||stateno=100||(stateno=[25,26])
trigger1=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)=[30,120))
trigger1=random<=85+(enemynear(root,var(18)),stateno=1301&&enemynear(root,var(18)),movetype=h||enemynear(root,var(18)),stateno=5120||enemynear(root,var(18)),stateno=826&&enemynear(root,var(18)),movetype=h&&power<2000)*500
trigger1=random<=ifelse((root,palno>10),950,((root,var(27)=4)*500)+15+(root,var(27)*root,var(27))*20)
trigger1=var(56):=1
trigger2=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)=[120,160))
trigger2=random<=85+(enemynear(root,var(18)),stateno=1301&&enemynear(root,var(18)),movetype=h||enemynear(root,var(18)),stateno=5120||enemynear(root,var(18)),stateno=826&&enemynear(root,var(18)),movetype=h&&power<2000)*500
trigger2=random<=ifelse((root,palno>10),950,((root,var(27)=4)*500)+12+(root,var(27)*root,var(27))*20)
trigger2=var(56):=2
trigger3=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)=[180,220))
trigger3=random<=80+(enemynear(root,var(18)),stateno=1301&&enemynear(root,var(18)),movetype=h||enemynear(root,var(18)),stateno=5120||enemynear(root,var(18)),stateno=826&&enemynear(root,var(18)),movetype=h&&power<2000)*300
trigger3=random<=ifelse((root,palno>10),950,((root,var(27)=4)*500)+12+(root,var(27)*root,var(27))*20)
trigger3=var(56):=3
trigger4=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)=[240,280))
trigger4=random<=80+(enemynear(root,var(18)),stateno=1301&&enemynear(root,var(18)),movetype=h||enemynear(root,var(18)),stateno=5120||enemynear(root,var(18)),stateno=826&&enemynear(root,var(18)),movetype=h&&power<2000)*300
trigger4=random<=ifelse((root,palno>10),950,((root,var(27)=4)*500)+12+(root,var(27)*root,var(27))*20)
trigger4=var(56):=4

[state -2]
type=selfstate
value=1250
triggerall=ishelper(3)
triggerall=roundstate=2
triggerall=root,alive
triggerall=root,var(15)&&(root,var(7)&1024)&&(root,var(7)&2048)
triggerall=ifelse(root,palno=12,1,(ifelse((var(57)=[0,2]),var(57),1)))
triggerall=statetype!=a&&!root,var(45)
triggerall=!((enemynear(root,var(18)),movetype=h&&(enemynear(root,var(18)),stateno=[2030,2070]))&&power>=2000)
triggerall=enemynear(root,var(18)),alive
triggerall=ctrl||stateno=100||(stateno=[25,26])
trigger1=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)=[30,100))
trigger1=(enemynear(root,var(18)),movetype!=h&&enemynear(root,var(18)),statetype=a&&enemynear(root,var(18)),vel y<0&&enemynear(root,var(18)),vel x!=0)
trigger1=random<=ifelse((root,palno>10),150,((root,var(27)=4)*450)+10+(root,var(27)*root,var(27))*6)
trigger1=var(56):=ifelse(enemynear(root,var(18)),vel x>0,1,3)
trigger2=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)=[100,160))
trigger2=(enemynear(root,var(18)),movetype!=h&&enemynear(root,var(18)),statetype=a&&enemynear(root,var(18)),vel y<0&&enemynear(root,var(18)),vel x!=0)
trigger2=random<=ifelse((root,palno>10),150,((root,var(27)=4)*150)+10+(root,var(27)*root,var(27))*6)
trigger2=var(56):=ifelse(enemynear(root,var(18)),vel x>0,1,3)
trigger3=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)=[160,220))
trigger3=(enemynear(root,var(18)),movetype!=h&&enemynear(root,var(18)),statetype=a&&enemynear(root,var(18)),vel y<0&&enemynear(root,var(18)),vel x!=0)
trigger3=random<=ifelse((root,palno>10),150,((root,var(27)=4)*150)+15+(root,var(27)*root,var(27))*6)
trigger3=var(56):=ifelse(enemynear(root,var(18)),vel x>0,1,4)
trigger4=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)=[220,300))
trigger4=(enemynear(root,var(18)),movetype!=h&&enemynear(root,var(18)),statetype=a&&enemynear(root,var(18)),vel y<0&&enemynear(root,var(18)),vel x!=0)
trigger4=random<=ifelse((root,palno>10),250,((root,var(27)=4)*150)+10+(root,var(27)*root,var(27))*7)
trigger4=var(56):=ifelse(enemynear(root,var(18)),vel x>0,2,4)

[state -1]
type=selfstate
value=1150
triggerall=ishelper(3)
triggerall=roundstate=2
triggerall=root,alive
triggerall=root,var(15)&&(root,var(7)&1024)&&(root,var(7)&2048)
triggerall=ifelse(root,palno=12,1,(ifelse((var(57)=[0,2]),var(57),1)))
triggerall=power>=1000&&!root,var(45)&&root,life>=lifemax*0.3
triggerall=statetype!=l&&statetype!=a
triggerall=!ctrl&&(stateno=[5000,5100))&&movetype=h
trigger1=random<=3+(root,var(27)*2)
trigger2=numhelper(18)&&root,var(39)=2
trigger2=helper(18),var(50)>=2000
trigger2=random<=2+(root,var(27)*root,var(27))*3
trigger3=numhelper(18)&&root,var(39)=2
trigger3=gethitvar(hitcount)=2&&movetype=h
trigger3=helper(18),var(50)>=2000
trigger3=random<=10+(root,var(27)*root,var(27))*50
trigger4=root,palno=6
trigger4=gethitvar(hitcount)>=4&&movetype=h
trigger4=random<=10+(root,var(27)*root,var(27))*50

[state -1]
type=selfstate
value=1180
triggerall=ishelper(3)
triggerall=roundstate=2
triggerall=root,alive
triggerall=root,var(15)&&(root,var(7)&1024)&&(root,var(7)&2048)
triggerall=ifelse(root,palno=12,1,(ifelse((var(57)=[0,2]),var(57),1)))
triggerall=statetype!=a&&!root,var(45)
triggerall=enemynear(root,var(18)),alive
triggerall=!((enemynear(root,var(18)),movetype=h&&(enemynear(root,var(18)),stateno=[2030,2070]))&&power>=2000)
triggerall=ctrl||stateno=100||(stateno=[25,26])
trigger1=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)>50)
trigger1=(enemynear(root,var(18)),movetype!=h&&enemynear(root,var(18)),statetype!=a)||enemynear(root,var(18)),statetype!=l
trigger1=random<=ifelse((root,palno>10),60,5+(root,var(27)*root,var(27))*3+(root,var(27)=4)*30)
trigger1=var(3):=1+(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)>140)
trigger2=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)>50)
trigger2=(enemynear(root,var(18)),movetype!=h&&enemynear(root,var(18)),statetype!=a)||enemynear(root,var(18)),statetype!=l
trigger2=random<=ifelse((root,palno>10),70,5+(root,var(27)*root,var(27))*3+(root,var(27)=4)*30)
trigger2=var(3):=1+(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)>140)

[state -1]
type=selfstate
value=1080
triggerall=ishelper(3)
triggerall=roundstate=2
triggerall=root,alive
triggerall=root,var(15)&&(root,var(7)&1024)&&(root,var(7)&2048)
triggerall=ifelse(root,palno=12,1,(ifelse((var(57)=[0,2]),var(57),1)))
triggerall=statetype!=a&&!root,var(45)          ;&&power>=500&&root,life>=lifemax*0.3
triggerall=enemynear(root,var(18)),alive
triggerall=ctrl||stateno=100||(stateno=[25,26])
trigger1=enemynear(root,var(18)),statetype!=l&&enemynear(root,var(18)),movetype!=h
trigger1=random<=2+((root,var(27)*root,var(27))*2)
trigger2=enemynear(root,var(18)),movetype=h&&(enemynear(root,var(18)),stateno=1701&&0||enemynear(root,var(18)),stateno=1301)
trigger2=random<=25+((root,var(27)*root,var(27))*40)
trigger3=prevstateno=2300
trigger3=random<=450+((root,var(27)*root,var(27))*10)

[state -1]
type=selfstate
value=1070
triggerall=ishelper(3)
triggerall=roundstate=2
triggerall=root,alive
triggerall=root,var(15)&&(root,var(7)&1024)&&(root,var(7)&2048)
triggerall=ifelse(root,palno=12,1,(ifelse((var(57)=[0,2]),var(57),1)))
triggerall=statetype!=a&&!root,var(45)           ;&&power>=500&&root,life>=lifemax*0.3
triggerall=enemynear(root,var(18)),alive
triggerall=ctrl||stateno=100||(stateno=[25,26])
triggerall=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)<=90)
trigger1=enemynear(root,var(18)),movetype!=h
trigger1=enemynear(root,var(18)),statetype!=l
trigger1=random<=10+((root,var(27)*root,var(27))*5)
trigger2=enemynear(root,var(18)),movetype=h&&(enemynear(root,var(18)),stateno=1701&&0||enemynear(root,var(18)),stateno=1301)
trigger2=random<=25+((root,var(27)*root,var(27))*10)
trigger3=prevstateno=2300
trigger3=random<=450+((root,var(27)*root,var(27))*10)

[state -1]
type=selfstate
value=1090
triggerall=ishelper(3)
triggerall=roundstate=2
triggerall=root,alive
triggerall=root,var(15)&&(root,var(7)&1024)&&(root,var(7)&2048)
triggerall=ifelse(root,palno=12,1,(ifelse((var(57)=[0,2]),var(57),1)))
triggerall=statetype!=a&&!root,var(45)
triggerall=enemynear(root,var(18)),alive
triggerall=ctrl||stateno=100||(stateno=[25,26])
trigger1=enemynear(root,var(18)),statetype=s||enemynear(root,var(18)),statetype=c
trigger1=enemynear(root,var(18)),movetype!=a
trigger1=random<=10+((root,var(27)*root,var(27))*4)
trigger2=enemynear(root,var(18)),statetype=s||enemynear(root,var(18)),statetype=c
trigger2=enemynear(root,var(18)),movetype=a&&enemynear(root,var(18)),numproj
trigger2=random<=10+((root,var(27)*root,var(27))*20)
trigger3=enemynear(root,var(18)),stateno=130||enemynear(root,var(18)),stateno=150||enemynear(root,var(18)),stateno=151
trigger3=random<=ifelse((root,palno>10),300,((root,var(27)=4)*100)+5+(root,var(27)*root,var(27))*5)
trigger4=enemynear(root,var(18)),stateno=131||enemynear(root,var(18)),stateno=152||enemynear(root,var(18)),stateno=153
trigger4=random<=ifelse((root,palno>10),300,((root,var(27)=4)*100)+5+(root,var(27)*root,var(27))*5)
trigger5=enemynear(root,var(18)),statetype!=l&&inguarddist
trigger5=var(3):=2
trigger5=random<=20-(root,var(27)*root,var(27))

[state -1]
type=selfstate
value=1901
triggerall=ishelper(3)
triggerall=roundstate=2
triggerall=root,alive
triggerall=root,var(15)&&(root,var(7)&1024)&&(root,var(7)&2048)
triggerall=ifelse(root,palno=12,1,(ifelse((var(57)=[0,2]),var(57),1)))
triggerall=statetype!=a&&!root,var(45)           ;&&power>=500&&root,life>=lifemax*0.3
triggerall=enemynear(root,var(18)),alive
triggerall=ctrl||stateno=100||(stateno=[25,26])
trigger1=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)=[90,220])
trigger1=enemynear(root,var(18)),movetype!=h&&!enemynear(root,var(18)),numproj
trigger1=enemynear(root,var(18)),statetype!=l
trigger1=random<=50+((root,var(27)*root,var(27))*30)
trigger2=enemynear(root,var(18)),movetype=i&&enemynear(root,var(18)),statetype=a
trigger2=enemynear(root,var(18)),pos y<-70
trigger2=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)=[90,140])
trigger2=random<=45+((root,var(27)*root,var(27))*50)
trigger3=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)<120)
trigger3=enemynear(root,var(18)),movetype=a&&!enemynear(root,var(18)),time<21
trigger3=enemynear(root,var(18)),statetype!=c
trigger3=random<=55+((root,var(27)*root,var(27))*50)

[state -1]
type=selfstate
value=1400
triggerall=ishelper(3)
triggerall=roundstate=2
triggerall=root,alive&&root,var(45)
triggerall=root,var(15)&&(root,var(7)&1024)&&(root,var(7)&2048)
triggerall=ifelse(root,palno=12,1,(ifelse((var(57)=[0,2]),var(57),1)))
triggerall=statetype!=a
triggerall=enemynear(root,var(18)),alive
triggerall=ctrl||stateno=100||(stateno=[25,26])
triggerall=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)=[0,80])
trigger1=(enemynear(root,var(18)),hitdefattr=sca,aa&&enemynear(root,var(18)),statetype!=a)
trigger1=random<=ifelse((root,palno>10),600,((root,var(27)=4)*200)+7+(root,var(27)*root,var(27))*20)

[state -1]
type=selfstate
value=1500+(root,var(45)!=0)*50
triggerall=ishelper(3)
triggerall=roundstate=2
triggerall=root,alive
triggerall=root,var(15)&&(root,var(7)&1024)&&(root,var(7)&2048)
triggerall=ifelse(root,palno=12,1,(ifelse((var(57)=[0,2]),var(57),1)))
triggerall=statetype!=a
triggerall=enemynear(root,var(18)),alive
triggerall=!root,var(45)||(root,var(26)||root,palno>10)&&root,var(45)
triggerall=ctrl||stateno=100||(stateno=[25,26])||(stateno=240)&&movecontact
triggerall=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)=[0,80])
trigger1=(enemynear(root,var(18)),movetype=a&&enemynear(root,var(18)),statetype!=a)
trigger1=random<=ifelse((root,palno>10),200,((root,var(27)=4)*40)+10+(root,var(27)*root,var(27))*10)
trigger2=(enemynear(root,var(18)),statetype=a&&enemynear(root,var(18)),vel y>0&&enemynear(root,var(18)),movetype!=h)
trigger2=random<=ifelse((root,palno>10),400,10+(root,var(27)*root,var(27))*20)
trigger3=(stateno=240)&&movecontact
trigger4=numhelper(14)&&!root,var(45)
trigger4=helper(14),var(51)>10
trigger4=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)<70)
trigger4=enemynear(root,var(18)),stateno=1701&&enemynear(root,var(18)),movetype=h
trigger4=random<=10+(root,var(27)*root,var(27))*10
trigger5=root,var(45)
trigger5=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)=[20,100])
trigger5=enemynear(root,var(18)),statetype!=l&&enemynear(root,var(18)),statetype!=a
trigger5=enemynear(root,var(18)),movetype=a||!(random%4)
trigger5=random<=10+(root,var(27)*root,var(27))*40
trigger6=root,var(45)
trigger6=enemynear(root,var(18)),movetype=h&&enemynear(root,var(18)),stateno=3103
trigger6=random<=ifelse((root,palno>10),70,((root,var(27)=4)*60)+2+(root,var(27)*root,var(27))*4)

[state -1]
type=selfstate
value=1050
triggerall=ishelper(3)
triggerall=roundstate=2
triggerall=root,alive
triggerall=root,var(15)&&(root,var(7)&1024)&&(root,var(7)&2048)
triggerall=ifelse(root,palno=12,1,(ifelse((var(57)=[0,2]),var(57),1)))
triggerall=statetype!=a&&!numhelper(13)&&!inguarddist&&root,var(45)
triggerall=(!root,var(26)&&!(random%4)&&0||root,var(26)||root,palno>10)
triggerall=enemynear(root,var(18)),alive
triggerall=ctrl||stateno=100||(stateno=[25,26])
triggerall=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)>=70)
trigger1=random<=ifelse((root,palno>10),55+(root,var(20)>0)*300,(5+(root,var(27)*root,var(27))*12)+(root,var(20)>0)*(5+(root,var(27)*root,var(27))*20))
trigger2=root,var(17)||root,numprojid(13001)
trigger2=random<=ifelse((root,palno>10),125+(root,var(20)>0)*400,(5+(root,var(27)*root,var(27))*12)+(root,var(20)>0)*(5+(root,var(27)*root,var(27))*20))
trigger3=enemynear(root,var(18)),movetype=h&&enemynear(root,var(18)),stateno=3103
trigger3=random<=ifelse((root,palno>10),50,((root,var(27)=4)*20)+2+(root,var(27)*root,var(27))*20)

[state -1]
type=selfstate
value=1060
triggerall=ishelper(3)
triggerall=roundstate=2
triggerall=root,alive
triggerall=root,var(15)&&(root,var(7)&1024)&&(root,var(7)&2048)
triggerall=ifelse(root,palno=12,1,(ifelse((var(57)=[0,2]),var(57),1)))
triggerall=statetype!=a&&!root,numprojid(2510)&&!inguarddist&&!root,var(45)
triggerall=enemynear(root,var(18)),alive
triggerall=ctrl||stateno=100&&0||(stateno=[25,26])
triggerall=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)>=70)
trigger1=random<=ifelse((root,palno>10),55+(root,var(20)>0)*300,(7+(root,var(27)*root,var(27))*3)+(root,var(20)>0)*(5+(root,var(27)*root,var(27))*8))
trigger2=root,var(17)||root,numprojid(13001)||numhelper(13)
trigger2=random<=ifelse((root,palno>10),125+(root,var(20)>0)*400,(9+(root,var(27)*root,var(27))*3)+(root,var(20)>0)*(5+(root,var(27)*root,var(27))*8))
trigger3=enemynear(root,var(18)),movetype=h&&(enemynear(root,var(18)),stateno=1701||enemynear(root,var(18)),stateno=1301)
trigger3=random<=ifelse((root,palno>10),50,((root,var(27)=4)*30)+6+(root,var(27)*root,var(27))*2)

[state -1]
type=selfstate
value=1061
triggerall=ishelper(3)
triggerall=roundstate=2
triggerall=root,alive
triggerall=root,var(15)&&(root,var(7)&1024)&&(root,var(7)&2048)
triggerall=ifelse(root,palno=12,1,(ifelse((var(57)=[0,2]),var(57),1)))
triggerall=statetype!=a&&!root,numprojid(2510)&&!inguarddist&&!root,var(45)
triggerall=enemynear(root,var(18)),alive
triggerall=random<=999-((root,life<=lifemax*0.25)*950)
triggerall=ctrl||stateno=100&&0||(stateno=[25,26])
triggerall=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)>=60)
trigger1=random<=(12+(root,var(27)*2))+(root,life>=lifemax*0.6&&(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)>=160))*100
trigger2=root,var(17)||root,numprojid(13001)||numhelper(13)
trigger2=random<=25-(root,var(27)*2)
trigger3=enemynear(root,var(18)),movetype=h&&(enemynear(root,var(18)),stateno=1701||enemynear(root,var(18)),stateno=1301)
trigger3=random<=25-(root,var(27)*2)

[state -1]
type=selfstate
value=1700
triggerall=ishelper(3)
triggerall=roundstate=2
triggerall=root,alive
triggerall=root,var(15)&&(root,var(7)&1024)&&(root,var(7)&2048)
triggerall=ifelse(root,palno=12,1,(ifelse((var(57)=[0,2]),var(57),1)))
triggerall=statetype!=a&&!numhelper(14)&&!inguarddist&&!root,var(45)
triggerall=enemynear(root,var(18)),alive
triggerall=ctrl||stateno=100||(stateno=[25,26])
triggerall=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)>=70)
trigger1=random<=ifelse((root,palno>10),55+(root,var(20)>0)*300,(5+(root,var(27)*root,var(27))*3)+(root,var(20)>0)*(5+(root,var(27)*root,var(27))*8))
trigger2=root,var(17)||root,numprojid(13001)
trigger2=random<=ifelse((root,palno>10),125+(root,var(20)>0)*400,(5+(root,var(27)*root,var(27))*4)+(root,var(20)>0)*(5+(root,var(27)*root,var(27))*8))
trigger3=(enemynear(root,var(18)),movetype=h&&enemynear(root,var(18)),stateno=2070)
trigger3=random<=(5+(root,var(27)*root,var(27))*10)+(root,var(27)=4)*500

[state -1]
type=selfstate
value=1300
triggerall=ishelper(3)
triggerall=roundstate=2
triggerall=root,alive
triggerall=root,var(15)&&(root,var(7)&1024)&&(root,var(7)&2048)
triggerall=ifelse(root,palno=12,1,(ifelse((var(57)=[0,2]),var(57),1)))
triggerall=statetype!=a&&!root,numprojid(13001)&&root,var(45)
triggerall=enemynear(root,var(18)),alive
triggerall=ctrl||stateno=100&&0||(stateno=[25,26])
trigger1=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)>=90)
trigger1=!inguarddist&&(root,var(26)||root,palno>10)
trigger1=random<=ifelse((root,palno>10),45-(root,palno=12)*35,5+(root,var(27)*root,var(27))*2)
trigger2=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)>=60)
trigger2=!root,var(26)&&root,palno<11
trigger2=random<=ifelse((root,palno>10),45-(root,palno=12)*35,25+(root,var(27)*root,var(27))*25)

[state -1]
type=selfstate
value=1100+(root,var(45)!=0)*460
triggerall=ishelper(3)
triggerall=roundstate=2
triggerall=root,alive
triggerall=root,var(15)&&(root,var(7)&1024)&&(root,var(7)&2048)
triggerall=ifelse(root,palno=12,1,(ifelse((var(57)=[0,2]),var(57),1)))
triggerall=statetype!=l&&!root,var(45)||statetype!=a&&root,var(45)
triggerall=enemynear(root,var(18)),alive
triggerall=!root,var(45)||(root,var(26)||root,palno>10)&&root,var(45)
triggerall=ctrl||stateno=100||(stateno=[25,26])||(stateno=640||stateno=216&&animelemtime(8)>=1)&&!root,var(45)
triggerall=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)=[0,70])
trigger1=(enemynear(root,var(18)),hitdefattr=sca,aa&&enemynear(root,var(18)),statetype!=l)
trigger1=random<=ifelse((root,palno>10),110,((root,var(27)=4)*20)+5+(root,var(27)*root,var(27))*5)
trigger2=enemynear(root,var(18)),statetype=a&&enemynear(root,var(18)),movetype!=h&&enemynear(root,var(18)),vel y<0
trigger2=random<=ifelse((root,palno>10),250,((root,var(27)=4)*60)+5+(root,var(27)*root,var(27))*10)
trigger3=enemynear(root,var(18)),movetype=h&&(stateno=640||stateno=216&&animelemtime(8)>=1)&&movecontact
trigger3=random<=((movehit>=1)*60)+(root,var(27)*root,var(27))
trigger4=root,numtarget&&root,palno<7&&stateno=100
trigger4=enemynear(var(18)),stateno=1301&&enemynear(var(18)),movetype=h
trigger4=random<=35+(root,var(27)*root,var(27))*4
trigger5=numhelper(14)&&!root,var(45)
trigger5=helper(14),var(51)>10
trigger5=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)<70)
trigger5=enemynear(root,var(18)),stateno=1701&&enemynear(root,var(18)),movetype=h
trigger5=random<=15+(root,var(27)*root,var(27))*50
trigger6=root,var(45)
trigger6=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)<100)
trigger6=random<=400||enemynear(root,var(18)),statetype=a
trigger6=enemynear(root,var(18)),movetype!=h
trigger6=random<=5+(root,var(27)*root,var(27))*20
trigger7=root,var(45)
trigger7=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)<100)
trigger7=enemynear(root,var(18)),hitdefattr=sca,aa,ap,at
trigger7=random<=5+(root,var(27)*root,var(27))*40
trigger8=ctrl||stateno=100||(stateno=[25,26])
trigger8=root,var(45)
trigger8=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)<120)
trigger8=(root,var(17)=[25,70])&&(enemynear(root,var(18)),stateno=[5000,5020))||(enemynear(root,var(18)),stateno=[120,155])
trigger8=random<=ifelse((root,palno>10),900,((root,var(27)=4)*600)+4+(root,var(27)*root,var(27))*10)
trigger9=root,var(45)
trigger9=enemynear(root,var(18)),movetype=h&&enemynear(root,var(18)),stateno=3103
trigger9=random<=ifelse((root,palno>10),60,((root,var(27)=4)*50)+2+(root,var(27)*root,var(27))*2)

[state -1]
type=selfstate
value=1110+(root,var(45)!=0)*450
triggerall=ishelper(3)
triggerall=roundstate=2
triggerall=root,alive
triggerall=root,var(15)&&(root,var(7)&1024)&&(root,var(7)&2048)
triggerall=ifelse(root,palno=12,1,(ifelse((var(57)=[0,2]),var(57),1)))
triggerall=statetype!=l&&!root,var(45)||statetype!=a&&root,var(45)
triggerall=!root,var(45)||(root,var(26)||root,palno>10)&&root,var(45)
triggerall=enemynear(root,var(18)),alive
triggerall=ctrl||stateno=100||(stateno=[25,26])||(stateno=640||stateno=216)&&!root,var(45)
triggerall=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)=[(70-(stateno=640||stateno=216)*65),150])
trigger1=(enemynear(root,var(18)),hitdefattr=sca,aa&&enemynear(root,var(18)),statetype!=l)
trigger1=random<=ifelse((root,palno>10),110,((root,var(27)=4)*30)+5+(root,var(27)*root,var(27))*5)
trigger2=enemynear(root,var(18)),stateno!=[5100,5120]
trigger2=enemynear(root,var(18)),statetype!=a&&enemynear(root,var(18)),movetype!=h&&enemynear(root,var(18)),time=1
trigger2=random<=ifelse((root,palno>10),100,((root,var(27)=4)*20)+5+(root,var(27)*root,var(27))*5)
trigger3=enemynear(root,var(18)),movetype=h&&(stateno=640||stateno=216)&&movecontact
trigger3=random<=((movehit>=1)*700)+20-(root,var(27)*root,var(27))
trigger4=root,var(45)
trigger4=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)<100)
trigger4=random<=250||enemynear(root,var(18)),statetype=a
trigger4=enemynear(root,var(18)),movetype!=h
trigger4=random<=3+(root,var(27)*root,var(27))*20
trigger5=root,var(45)
trigger5=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)<100)
trigger5=enemynear(root,var(18)),hitdefattr=sca,aa,ap,at
trigger5=random<=3+(root,var(27)*root,var(27))*40
trigger6=root,var(45)
trigger6=enemynear(root,var(18)),movetype=h&&enemynear(root,var(18)),stateno=3103
trigger6=random<=ifelse((root,palno>10),60,((root,var(27)=4)*50)+2+(root,var(27)*root,var(27))*2)

[state -1]
type=selfstate
value=700
triggerall=ishelper(3)
triggerall=roundstate=2
triggerall=root,alive
triggerall=root,var(15)&&(root,var(7)&1024)&&(root,var(7)&2048)
triggerall=ifelse(root,palno=12,1,(ifelse((var(57)=[0,2]),var(57),1)))
triggerall=statetype!=a
triggerall=enemynear(root,var(18)),alive
triggerall=ctrl||stateno=100||(stateno=[25,26])
trigger1=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)=[0,100])&&!root,var(20)
trigger1=!(enemynear(root,var(18)),hitdefattr=sca,at)&&enemynear(root,var(18)),movetype=a&&enemynear(root,var(18)),statetype!=a
trigger1=random<=ifelse((root,palno>10),60+(stateno=100)*300,10+(root,var(27)*root,var(27))*12)
trigger2=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)!=[0,120])&&!root,var(20)
trigger2=inguarddist;&&enemy,numproj
trigger2=random<=ifelse((root,palno>10),70+(stateno=100)*300,10+(root,var(27)*root,var(27))*5)
trigger3=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)=[0,70])
trigger3=backedgebodydist<32
trigger3=random<=ifelse((root,palno>10),80+(enemynear(root,var(18)),movetype=a)*250,10+(root,var(27)*root,var(27))*5)
trigger4=prevstateno=5120
trigger4=inguarddist;&&enemy,numproj
trigger4=random<=ifelse((root,palno>6),300+(enemy,numproj)*200,10+(root,var(27)*root,var(27))*5)
trigger5=!root,var(45)
trigger5=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)=[0,80])
trigger5=!(enemynear(root,var(18)),hitdefattr=sca,at)&&enemynear(root,var(18)),movetype=a
trigger5=random<=10+(root,var(27)*root,var(27))*30

[state -1]
type=selfstate
value=1950
triggerall=ishelper(3)
triggerall=root,var(15)&&(root,var(7)&1024)&&(root,var(7)&2048)
triggerall=ifelse(root,palno=12,1,(ifelse((var(57)=[0,2]),var(57)=2,1)))
triggerall=roundstate=2&&root,alive
triggerall=root,var(45)&&(stateno!=[1950,1951])
triggerall=(root,var(26)||root,palno>10)
trigger1=ctrl&&statetype!=a
trigger1=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)=[10,200])
trigger1=enemynear(root,var(18)),movetype!=h
trigger1=random<=ifelse((root,palno>10),255,((root,var(27)=4)*250)+2+(root,var(27)*root,var(27))*20)
trigger1=var(3):=ifelse(!(random%2),-50,ifelse(!(random%2),50,ifelse(!(random%2),-120,120)))||1
trigger2=ctrl&&statetype!=a
trigger2=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)>200)
trigger2=enemynear(root,var(18)),statetype=s||enemynear(root,var(18)),statetype=c
trigger2=enemynear(root,var(18)),movetype=a
trigger2=random<=ifelse((root,palno>10),200,10+(root,var(27)*root,var(27))*40)
trigger2=var(3):=609
trigger3=root,var(27)=4&&root,palno>5
trigger3=statetype!=l
trigger3=!ctrl
trigger3=((stateno=[5000,5100))||(stateno=[150,151]))&&movetype=h
trigger3=random<=50
trigger3=var(3):=609

[state -1]
type=selfstate
value=715
triggerall=ishelper(3)
triggerall=roundstate=2
triggerall=root,alive
triggerall=root,var(15)&&(root,var(7)&1024)&&(root,var(7)&2048)
triggerall=ifelse(root,palno=12,1,(ifelse((var(57)=[0,2]),var(57),1)))
triggerall=enemynear(root,var(18)),alive
triggerall=power>=500
triggerall=(stateno=150||stateno=151)
trigger1=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)=[0,70])
trigger1=random<=990-((root,palno=[1,6])&&!(root,var(30)&512)&&root,life<=lifemax*0.5||(root,palno>6)&&(root,var(30)&512))*988
trigger1=random<=ifelse((root,palno>10),300,10+(root,var(27)*root,var(27))*20)

[state -1]
type=selfstate
value=800
triggerall=ishelper(3)
triggerall=roundstate=2
triggerall=root,alive
triggerall=root,var(15)&&(root,var(7)&1024)&&(root,var(7)&2048)
triggerall=ifelse(root,palno=12,1,(ifelse((var(57)=[0,2]),var(57),1)))
triggerall=statetype!=a
triggerall=enemynear(root,var(18)),alive
trigger1=ctrl||(stateno=[25,26])
trigger1=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)<12)
trigger1=enemynear(root,var(18)),statetype=s||enemynear(root,var(18)),statetype=c
trigger1=enemynear(root,var(18)),movetype!=h
trigger1=random<=ifelse((root,palno>10),190,90+(root,var(27)*root,var(27))*4)

[state -1]
type=selfstate
value=850
triggerall=ishelper(3)
triggerall=roundstate=2
triggerall=root,alive
triggerall=root,var(15)&&(root,var(7)&1024)&&(root,var(7)&2048)
triggerall=ifelse(root,palno=12,1,(ifelse((var(57)=[0,2]),var(57),1)))
triggerall=statetype!=a
triggerall=enemynear(root,var(18)),alive
triggerall=power<2000
trigger1=ctrl||(stateno=[25,26])
trigger1=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)<12)
trigger1=enemynear(root,var(18)),statetype=s||enemynear(root,var(18)),statetype=c
trigger1=enemynear(root,var(18)),movetype!=h
trigger1=random<=ifelse((root,palno>10),260,15+(root,var(27)*root,var(27))*20)

[state -1]
type=selfstate
value=710
triggerall=ishelper(3)
triggerall=roundstate=2
triggerall=root,alive
triggerall=root,var(15)&&(root,var(7)&1024)&&(root,var(7)&2048)
triggerall=ifelse(root,palno=12,1,(ifelse((var(57)=[0,2]),var(57),1)))
triggerall=statetype!=a
triggerall=enemynear(root,var(18)),alive
trigger1=ctrl||(stateno=[25,26])
trigger1=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)<70)
trigger1=enemynear(root,var(18)),statetype!=a&&enemynear(root,var(18)),movetype!=h
trigger1=random<=ifelse((root,palno>10),90,10+(root,var(27)*root,var(27))*4)

[state -1]
type=selfstate
value=100
triggerall=ishelper(3)
triggerall=roundstate=2
triggerall=root,alive
triggerall=root,var(15)&&(root,var(7)&1024)&&(root,var(7)&2048)
triggerall=ifelse(root,palno=12,1,(ifelse((var(57)=[0,2]),var(57),1)))
triggerall=statetype!=a
triggerall=enemynear(root,var(18)),alive
triggerall=ctrl||(stateno=[25,26])
trigger1=enemynear(root,var(18)),statetype!=a&&enemynear(root,var(18)),movetype!=a
trigger1=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)>=80)||(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)>=39)&&(enemynear(root,var(18)),stateno=150||enemynear(root,var(18)),stateno=152||enemynear(root,var(18)),stateno=130)
trigger1=random<=(ifelse(((abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)>=39)&&(enemynear(root,var(18)),stateno=150||enemynear(root,var(18)),stateno=152||enemynear(root,var(18)),stateno=130)),180+!root,var(45)*700,65+!root,var(45)*900))
trigger2=numtarget&&root,palno<7
trigger2=target,stateno=826
trigger2=target,pos y<=-70&&random<=500
trigger3=root,numtarget&&root,palno<7
trigger3=enemynear(var(18)),stateno=1301&&enemynear(var(18)),movetype=h
trigger3=random<=35+(root,var(27)*root,var(27))*4
trigger4=root,var(45)&&!root,var(27)
trigger4=enemynear(root,var(18)),statetype!=a&&enemynear(root,var(18)),movetype!=a
trigger4=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)>=80)
trigger4=random<=100
trigger5=!root,var(45)
trigger5=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)>=100)
trigger5=random<=10+(root,var(27)*root,var(27))*50
trigger6=root,var(45)
trigger6=(!root,var(26)&&(root,palno=[7,10]))
trigger6=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)>=100)
trigger6=random<=10+(root,var(27)*root,var(27))*58

[state -1]
type=selfstate
value=105
triggerall=ishelper(3)
triggerall=roundstate=2
triggerall=root,alive
triggerall=root,var(15)&&(root,var(7)&1024)&&(root,var(7)&2048)
triggerall=ifelse(root,palno=12,1,(ifelse((var(57)=[0,2]),var(57),1)))
triggerall=statetype!=a
triggerall=enemynear(root,var(18)),alive
triggerall=ctrl||stateno=100||(stateno=[25,26])
trigger1=enemynear(root,var(18)),stateno=5120||enemynear(root,var(18)),statetype!=a&&enemynear(root,var(18)),hitdefattr=sc,at||enemynear(root,var(18)),movetype=a
trigger1=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)=[0,80])&&backedgebodydist>50
trigger1=random<=(ifelse((enemynear(root,var(18)),hitdefattr=sc,at),500,42))+(enemynear(root,var(18)),movetype=a)*140
trigger2=(enemynear(root,var(18)),stateno=[5100,5120])||(enemynear(root,var(18)),stateno=[2070,2080])&&enemynear(root,var(18)),statetype=l
trigger2=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)=[0,100])&&backedgebodydist>50
trigger2=random<=200
trigger3=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)<=60)
trigger3=random<=20+(!root,var(45)||root,var(45)&&!root,var(27))*40
trigger4=!root,var(45)
trigger4=prevstateno=2300

[state -1]
type=selfstate
value=25
triggerall=ishelper(3)
triggerall=roundstate=2
triggerall=root,alive
triggerall=root,var(15)&&(root,var(7)&1024)&&(root,var(7)&2048)
triggerall=ifelse(root,palno=12,1,(ifelse((var(57)=[0,2]),var(57),1)))
triggerall=statetype!=a
triggerall=enemynear(root,var(18)),alive
triggerall=ctrl
trigger1=enemynear(root,var(18)),statetype!=a&&enemynear(root,var(18)),movetype!=a
trigger1=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)>100)
trigger1=random<=200+(!root,var(45)||root,var(45)&&!root,var(27))*500

[state -1]
type=selfstate
value=26
triggerall=ishelper(3)
triggerall=roundstate=2
triggerall=root,alive
triggerall=root,var(15)&&(root,var(7)&1024)&&(root,var(7)&2048)
triggerall=ifelse(root,palno=12,1,(ifelse((var(57)=[0,2]),var(57),1)))
triggerall=statetype!=a
triggerall=enemynear(root,var(18)),alive
triggerall=ctrl
trigger1=enemynear(root,var(18)),statetype!=a&&enemynear(root,var(18)),movetype!=a
trigger1=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)<=80)
trigger1=random<=200+(!root,var(45)||root,var(45)&&!root,var(27))*500

[state -1]
type=selfstate
value=40
triggerall=ishelper(3)
triggerall=roundstate=2
triggerall=root,alive
triggerall=root,var(15)&&(root,var(7)&1024)&&(root,var(7)&2048)
triggerall=ifelse(root,palno=12,1,(ifelse((var(57)=[0,2]),var(57),1)))
triggerall=statetype!=a&&root,palno<7
triggerall=enemynear(root,var(18)),alive
triggerall=ctrl||stateno=100||(stateno=[25,26])
trigger1=enemynear(root,var(18)),movetype!=a&&enemynear(root,var(18)),statetype!=a
trigger1=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)=[50,90])
trigger1=random<=50-(root,var(27)*root,var(27))
trigger2=numtarget
trigger2=target,stateno=826&&stateno=100
trigger2=target,pos y<=-50&&random<=500
trigger3=enemynear(root,var(18)),movetype!=a&&((enemynear(root,var(18)),stateno=[150,153])||(enemynear(root,var(18)),animtime=0))
trigger3=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)=[50,90])
trigger3=random<=40+(root,var(27)*root,var(27))*5
trigger4=enemynear(root,var(18)),movetype=a&&enemynear(root,var(18)),statetype!=a
trigger4=enemynear(root,var(18)),hitdefattr=sc,na
trigger4=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)=[40,100])
trigger4=random<=50-(root,var(27)*root,var(27))
trigger5=enemynear(root,var(18)),movetype=a&&enemynear(root,var(18)),statetype=c
trigger5=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)=[40,100])
trigger5=random<=100+(root,var(27)*root,var(27))*4

[state -1]
type=selfstate
value=630
triggerall=ishelper(3)
triggerall=roundstate=2
triggerall=root,alive
triggerall=root,var(15)&&(root,var(7)&1024)&&(root,var(7)&2048)
triggerall=ifelse(root,palno=12,1,(ifelse((var(57)=[0,2]),var(57),1)))
triggerall=statetype=a&&root,palno<7
triggerall=enemynear(root,var(18)),alive
triggerall=ctrl
trigger1=pos y>=-60&&vel y>0
trigger1=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)<=80)
trigger1=random<=400
trigger2=numtarget
trigger2=target,stateno=826&&pos y<=-50&&vel y<0
trigger2=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)<=80)
trigger2=random<=800

[state -1]
type=selfstate
value=640
triggerall=ishelper(3)
triggerall=roundstate=2
triggerall=root,alive
triggerall=root,var(15)&&(root,var(7)&1024)&&(root,var(7)&2048)
triggerall=ifelse(root,palno=12,1,(ifelse((var(57)=[0,2]),var(57),1)))
triggerall=statetype=a&&root,palno<7
triggerall=enemynear(root,var(18)),alive
triggerall=stateno=630&&movecontact
trigger1=random<=800

[state -1]
type=selfstate
value=216
triggerall=ishelper(3)
triggerall=roundstate=2
triggerall=root,alive
triggerall=root,var(15)&&(root,var(7)&1024)&&(root,var(7)&2048)
triggerall=ifelse(root,palno=12,1,(ifelse((var(57)=[0,2]),var(57),1)))
triggerall=statetype!=a&&!root,var(45)
triggerall=enemynear(root,var(18)),alive
triggerall=ctrl||stateno=100||(stateno=[25,26])
trigger1=enemynear(root,var(18)),statetype=c&&enemynear(root,var(18)),movetype!=a
trigger1=(abs(pos x+(40*facing)-(enemynear(root,var(18)),pos x)=[0,100]))
trigger1=random<=100+(root,var(27)*root,var(27))*50
trigger2=root,numtarget&&root,palno<7&&stateno=100
trigger2=(abs(pos x+(40*facing)-(enemynear(root,var(18)),pos x)=[20,60]))
trigger2=enemynear(var(18)),stateno=1301&&enemynear(var(18)),movetype=h
trigger2=random<=150-(root,var(27)*root,var(27))*9
trigger3=enemynear(root,var(18)),statetype=s&&enemynear(root,var(18)),movetype!=a
trigger3=(abs(pos x+(40*facing)-(enemynear(root,var(18)),pos x)=[0,100]))
trigger3=random<=100+(root,var(27)*root,var(27))*50

[state -1]
type=selfstate
value=430
triggerall=ishelper(3)
triggerall=roundstate=2
triggerall=root,alive
triggerall=root,var(15)&&(root,var(7)&1024)&&(root,var(7)&2048)
triggerall=ifelse(root,palno=12,1,(ifelse((var(57)=[0,2]),var(57),1)))
triggerall=statetype!=a&&root,palno<7
triggerall=enemynear(root,var(18)),alive
triggerall=ctrl||stateno=100||(stateno=[25,26])||stateno=430&&movecontact
trigger1=enemynear(root,var(18)),statetype=s&&enemynear(root,var(18)),movetype!=a
trigger1=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)<=50)
trigger1=random<=((prevstateno=430)*100)+20-(root,var(27)*root,var(27))*1

[state -1]
type=selfstate
value=440
triggerall=ishelper(3)
triggerall=roundstate=2
triggerall=root,alive
triggerall=root,var(15)&&(root,var(7)&1024)&&(root,var(7)&2048)
triggerall=ifelse(root,palno=12,1,(ifelse((var(57)=[0,2]),var(57),1)))
triggerall=statetype!=a
triggerall=enemynear(root,var(18)),alive
triggerall=ctrl||stateno=100||(stateno=[25,26])
triggerall=enemynear(root,var(18)),statetype=s&&enemynear(root,var(18)),movetype!=a
triggerall=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)=[61,90])
trigger1=random<=45-(root,var(27)*root,var(27))*1
trigger2=root,var(17)=[25,70]
trigger2=enemynear(root,var(18)),statetype!=a&&enemynear(root,var(18)),stateno=[5000,5020)
trigger2=random<=300-(root,var(27)*root,var(27))*3
trigger3=prevstateno=430||stateno=100
trigger3=random<=((stateno=100)*100)+40-(root,var(27)*root,var(27))*1

[state -1]
type=selfstate
value=411
triggerall=ishelper(3)
triggerall=roundstate=2
triggerall=root,alive
triggerall=root,var(15)&&(root,var(7)&1024)&&(root,var(7)&2048)
triggerall=ifelse(root,palno=12,1,(ifelse((var(57)=[0,2]),var(57),1)))
triggerall=statetype!=a&&!root,var(45)
triggerall=enemynear(root,var(18)),alive
triggerall=ctrl||stateno=100||(stateno=[25,26])
triggerall=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)=[140,260])
triggerall=!enemynear(root,var(18)),numproj
trigger1=enemynear(root,var(18)),statetype=a
trigger1=random<=85+(root,var(27)*root,var(27))*20
trigger2=root,var(17)=[25,70]
trigger2=enemynear(root,var(18)),statetype!=a&&enemynear(root,var(18)),stateno=[5000,5020)
trigger2=random<=300-(root,var(27)*root,var(27))*3
trigger3=enemynear(root,var(18)),statetype=s
trigger3=random<=40+(root,var(27)*root,var(27))*30

[state -1]
type=selfstate
value=195
triggerall=ishelper(3)
triggerall=roundstate=2
triggerall=root,alive
triggerall=root,var(15)&&(root,var(7)&1024)&&(root,var(7)&2048)
triggerall=ifelse(root,palno=12,1,(ifelse((var(57)=[0,2]),var(57),1)))
triggerall=statetype!=a&&root,var(45)
triggerall=(!root,var(26)&&root,palno<11)
triggerall=enemynear(root,var(18)),alive
triggerall=ctrl
triggerall=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)>70)
trigger1=random<=15+(root,var(27)*root,var(27))*10

[state -1]
type=selfstate
value=200
triggerall=ishelper(3)
triggerall=roundstate=2
triggerall=root,alive
triggerall=root,var(15)&&(root,var(7)&1024)&&(root,var(7)&2048)
triggerall=ifelse(root,palno=12,1,(ifelse((var(57)=[0,2]),var(57),1)))
triggerall=statetype!=a&&root,var(45)
triggerall=(!root,var(26)&&root,palno<11)
triggerall=enemynear(root,var(18)),alive
triggerall=ctrl
triggerall=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)=[0,120])
trigger1=enemynear(root,var(18)),statetype!=a&&enemynear(root,var(18)),movetype!=h
trigger1=random<=25+(root,var(27)*root,var(27))*10

[state -1]
type=selfstate
value=230
triggerall=ishelper(3)
triggerall=roundstate=2
triggerall=root,alive
triggerall=root,var(15)&&(root,var(7)&1024)&&(root,var(7)&2048)
triggerall=ifelse(root,palno=12,1,(ifelse((var(57)=[0,2]),var(57),1)))
triggerall=statetype!=a&&root,var(45)
triggerall=(!root,var(26)&&root,palno<11)
triggerall=enemynear(root,var(18)),alive
triggerall=ctrl
triggerall=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)=[0,140])
trigger1=enemynear(root,var(18)),statetype=a&&enemynear(root,var(18)),movetype!=h
trigger1=random<=25+(root,var(27)*root,var(27))*10

[state -1]
type=selfstate
value=210
triggerall=ishelper(3)
triggerall=roundstate=2
triggerall=root,alive
triggerall=root,var(15)&&(root,var(7)&1024)&&(root,var(7)&2048)
triggerall=ifelse(root,palno=12,1,(ifelse((var(57)=[0,2]),var(57),1)))
triggerall=statetype!=a&&root,var(45)
triggerall=(!root,var(26)&&root,palno<11)
triggerall=enemynear(root,var(18)),alive
triggerall=ctrl
triggerall=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)=[0,100])
trigger1=enemynear(root,var(18)),statetype!=a&&enemynear(root,var(18)),movetype!=h
trigger1=random<=85+(root,var(27)*root,var(27))*20

[state -1]
type=selfstate
value=241
triggerall=ishelper(3)
triggerall=roundstate=2
triggerall=root,alive
triggerall=root,var(15)&&(root,var(7)&1024)&&(root,var(7)&2048)
triggerall=ifelse(root,palno=12,1,(ifelse((var(57)=[0,2]),var(57),1)))
triggerall=statetype!=a&&root,var(45)
triggerall=(root,var(26)||root,palno>10)
triggerall=enemynear(root,var(18)),alive
triggerall=ctrl
triggerall=enemynear(root,var(18)),movetype=h
trigger1=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)>160)
trigger1=enemynear(root,var(18)),stateno!=1405
trigger1=random<=15+(root,var(27)*root,var(27))*20
trigger2=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)>40)
trigger2=enemynear(root,var(18)),stateno=1405
trigger2=random<=15+(root,var(27)*root,var(27))*20


;***************************************************************************
;===========================================================================
;---------------------------------------------------------------------------
[statedef -2]; 常時監視ステート
;---------------------------------------------------------------------------
;===========================================================================
;***************************************************************************
[State -2]
type=Nohitby
trigger1=palno=11
value=SCA
IgnoreHitPause = 1

[State -2]
type=powerset
trigger1=palno=11
value=powermax
Ignorehitpause=1

[State -2]
type=lifeset
trigger1=palno=11
value=lifemax
Ignorehitpause=1

[State -2]
type=attackmulset
trigger1=palno=11
value=8
Ignorehitpause=1

[state -2]
type=selfstate
trigger1=ishelper(99)
value=6050
ignorehitpause=1
[state -2]
type=selfstate
trigger1=ishelper(12)||ishelper(16)||ishelper(19)||ishelper(20)||ishelper(21)||ishelper(22)
value=2950+ishelper(16)+ishelper(19)*2+ishelper(20)*850+ishelper(21)*870+ishelper(22)*880
[state -2]
type=selfstate
trigger1=ishelper(13)||ishelper(14)||ishelper(15)||ishelper(17)||ishelper(18)
value=5150
ignorehitpause=1
[state -2] 
type=null
triggerall=!ishelper&&palno>6
trigger1=var(26):=50
ignorehitpause=1
[state -2] 
type=varset
triggerall=!ishelper&&numhelper(3)&&palno!=12
trigger1=roundstate=2&&ctrl
trigger1=(var(7):=(var(7)|1024))^^1
trigger2=(var(7)&1024)&&!(var(7)&2048)
trigger2=helper(3),stateno!=152
trigger2=(var(7):=(var(7)|2048))^^1
trigger3=(var(6):=gametime)||1
trigger3=(var(9):=(helper(3),stateno=[2000,2010])*helper(3),numtarget)&&0
trigger4=numpartner
trigger4=(var(22):=!partner,alive)&&0
trigger5=!var(26)&&roundstate>2&&lose
trigger5=(var(26):=50)
trigger6=var(12):=var(12)+1||1
v=3
value=helper(3),var(3)
ignorehitpause=1
[state -2] 
type=varset
triggerall=!ishelper&&numhelper(3)
triggerall=(var(7)&1024)&&(var(7)&2048)
trigger1=!var(25)&&!(var(24)&512)&&(helper(3),stateno=[(var(7)&2048)+2952,(var(7)&2048)+3051])
trigger1=(var(24):=(var(24)|512))^^1
trigger2=((var(24)&512)||var(25))
trigger2=(var(25):=(var(25)+1)*(var(25)<200))&&var(25)>100-var(26)
trigger3=!var(25)&&(var(24)&512)&&(helper(3),stateno!=[(var(7)&2048)+2952,(var(7)&2048)+3051])
v=24
value=(var(24)|512)-512    ;ifelse(!(var(24)&512),var(24)-var(24),(var(24)|512)-512);(var(24)|1012|2048)
ignorehitpause=1
[state -2]
type=varset
triggerall=!ishelper
trigger1=numproj&&!(var(29)&3072)
trigger1=!numprojid(6080)&&!numprojid(13001)&&!numprojid(2015)&&!numprojid(1706510)
trigger1=!numprojid(2510)&&!numprojid(11630)&&!numprojid(1255)&&!numprojid(1256)
trigger1=(var(29):=(var(29)|1024|2048))^^1
trigger2=numhelper(3)&&(var(29)&3072)&&(var(7)&1024)&&(var(7)&2048)
trigger2=helper(3),stateno=(var(7)&1024)-54&&helper(3),movetype=a
trigger2=(helper(3),anim=helper(3),stateno)&&helper(3),animelemtime(14)>0
trigger2=(helper(3),var(0)=gametime)||(helper(2),var(10)=4545072315+var(12))+1||(helper(2),var(11)=gametime*31+var(12)+1)+1
trigger2=0 ;off
v=29
value=(var(29)|3072)-((var(7)&1024)+(var(7)&2048))
ignorehitpause=1
[state -2]
type=null
triggerall=ishelper(10)||ishelper(6)
triggerall=(root,palno=[6,12])&&(root,var(7)&1024)&&(root,var(7)&2048)
trigger1=numtarget&&(var(29)=[1,1000))&&!(gametime%5)
trigger1=(var(30):=ifelse(var(30),var(31),ceil(target,life)))&&0
trigger2=numtarget&&var(30)&&(var(29)=[1,1000))
trigger2=!(gametime%15)&&var(31)&&var(31)-target,life>=0
trigger2=(var(31):=ceil(target,life))&&0
trigger3=numtarget&&!(gametime%10)&&!var(31)
trigger3=(var(31):=ceil(target,life))&&0
trigger4=!numtarget&&!var(29)
trigger4=var(30):=var(31):=0
ignorehitpause=1
[state -2]
type=varset
triggerall=ishelper(3)||!ishelper
triggerall=!(var(54):=0)
trigger1=stateno=0||stateno=1||stateno=5||(stateno=[9,12])||stateno=20||stateno=21||stateno=25||stateno=26||stateno=40
trigger2=stateno=45||(stateno=[50,52])||(stateno=[100,101])||(stateno=[105,106])||stateno=110||stateno=115
trigger3=stateno=120||(stateno=[130,132])||stateno=140||(stateno=[150,155])
trigger4=stateno=170||stateno=175||(stateno=[180,185])
trigger5=(stateno=[190,193])||(stateno=[195,196])||stateno=200||stateno=201||stateno=210
trigger6=stateno=215||stateno=216||stateno=217||stateno=230||stateno=240||stateno=241
trigger7=stateno=245||stateno=250||stateno=251||stateno=290||stateno=291
trigger8=stateno=400||stateno=410||stateno=411||stateno=430||stateno=440
trigger9=stateno=600||stateno=610||stateno=630||stateno=640
trigger10=stateno=700||stateno=710||stateno=715||stateno=800||stateno=810||stateno=850||stateno=860||stateno=865||stateno=900
trigger11=(stateno=[900,906])||(stateno=[955,957])||stateno=965||stateno=970||stateno=971||stateno=1000||stateno=1050||stateno=1060||stateno=1061
trigger12=(stateno=[1070,1071])||(stateno=[1080,1082])||(stateno=[1090,1094])||stateno=1096||stateno=1100||stateno=1110||stateno=1115
trigger13=stateno=1150||stateno=1200||stateno=1250||stateno=1255||stateno=1300||(stateno=[1400,1401])||(stateno=[1406,1407])||stateno=1500||(stateno=[1550,1552])
trigger14=stateno=1560||(stateno=[1600,1601])||stateno=1613||stateno=1700||(stateno=[1750,1754])
trigger15=(stateno=[2300,2301])||stateno=2400||(stateno=[2200,2204])||stateno=2000||stateno=2010||stateno=2020
trigger16=stateno=2600||stateno=2610||stateno=2620||(stateno=[2900,2902])||(stateno=[3000,3002])||(stateno=[3100,3102])
trigger17=(stateno=[3700,3705])||(stateno=[3910,3911])||(stateno=[3900,3904])||stateno=3914||(stateno=[3950,3952])||stateno=69996
trigger18=stateno=5000||stateno=5001||stateno=5010||stateno=5011||stateno=5020||stateno=5030||stateno=5035
trigger19=stateno=5040||stateno=5050||stateno=5070||stateno=5071||stateno=5080||stateno=5081
trigger20=stateno=5100||stateno=5101||stateno=5110||stateno=5120||stateno=5121||stateno=5150
trigger21=stateno=5210||stateno=5500||stateno=5900||stateno=5901||stateno=5950||stateno=1180
trigger22=(stateno=[2850,2854])||(stateno=[2860,2863])||(stateno=[1800,1802])||(stateno=[1901,1902])||(stateno=[1950,1951])||(stateno=[1310,1312])||(stateno=[2750,2752])
v=54
value=1
ignorehitpause=1
[state -2] 
type=parentvarset
trigger1=ishelper(3)
;trigger1=!(var(29)&3072)&&(var(7)&1024)&&(var(7)&2048)
v=59
value=1192296+root,var(12)
ignorehitpause=1
[state -2] 
type=null
trigger1=!ishelper
trigger1=palno>6
trigger1=var(45):=500
trigger2=ishelper(3)
trigger2=var(57)=[0,1]
trigger2=var(57):=var(57)+1||1
ignorehitpause=1
[state -2] 
type=null
triggerall=!ishelper&&numhelper(3)
trigger1=helper(3),pos x<enemynear(var(18)),pos x&&helper(3),facing=-1
trigger1=var(51):=1||1
trigger2=helper(3),pos x>enemynear(var(18)),pos x&&helper(3),facing=1
trigger2=var(51):=2||1
trigger3=var(51):=0
ignorehitpause=1
[state -2]
type=null;palfx
triggerall=!ishelper&&alive
triggerall=stateno!=[190,192]
trigger1=(var(1)<=0)*(var(2)!=3)
trigger1=var(2):=3
trigger2=(var(2)=3)*(var(1)<=150+(palno>6)*2)
trigger2=var(1):=var(1)+5
trigger3=(var(2)=3)*(var(1)>=150+(palno>6)*2)
trigger3=var(2):=2
trigger4=(var(2)=2)*(var(1)>=0)
trigger4=var(1):=var(1)-5
time=2
add=var(1)-(var(1)<=40)*40,var(1)-(var(1)<=40)*40,var(1)-(var(1)<=40)*40
ignorehitpause=1
[state -2]
type=palfx
triggerall=ishelper(3) && 1
triggerall=root,alive&&root,var(45)
trigger1=(stateno!=[190,192])&&anim!=2
time=2
add=root,var(1)-(root,var(1)<=40)*40,root,var(1)-(root,var(1)<=40)*40,root,var(1)-(root,var(1)<=40)*40
ignorehitpause=1
[state -2]
type=trans
trigger1=!ishelper
trigger1=palno=11
trans=addalpha
alpha=var(1),200
[state -2]
type=trans
triggerall=ishelper(3)
trigger1=root,palno=11
trigger2=root,palno!=11&&root,var(20)
trigger2=root,var(20)<root,var(21)+1
trans=addalpha
alpha=root,var(1),200
ignorehitpause=1
[state -2]
type=null;displaytoclipboard
triggerall=!ishelper
trigger1=numenemy&&!var(4)
trigger1=var(4):=enemy(0),id
trigger2=numenemy>1&&!var(5)
trigger2=enemy,teammode=simul
trigger2=var(5):=enemy(1),id
trigger3=1
text="e(0)-id=%d,e(1)-id=%d,kawarimi=%d,guard=%d"
params=var(4),var(5),var(7),var(11)
ignorehitpause=1
[state -2]
type=displaytoclipboard
trigger1=!ishelper&&          1
text="target=%d,ca=%d,partner=%d,uni=%d,no-proj=%d"
params=var(9),var(12),var(22),var(3),var(29)
ignorehitpause=1
[state -2]
type=displaytoclipboard
trigger1=!ishelper&&          0
text="exp=%d,v39=%d"
params=numexplod(1171192),var(39)
ignorehitpause=1
[state -2]
type=displaytoclipboard
trigger1=ishelper(3)
text="D-P-bt=%d,D-P-flag=%d,D-P-ca=%d,H-AI=%d"
params=root,var(13),root,var(14),root,var(15),var(40)
ignorehitpause=1
[state -2]
type=appendtoclipboard
triggerall=!ishelper
trigger1=numenemy
trigger1=var(18):=(!enemynear(0),alive)*numenemy=2||1
text="enemy=%d,ba=%d,12=%d,122=%d"
params=var(18),var(20),var(24),var(25)
ignorehitpause=1
[state -2]
type=null;appendtoclipboard
trigger1=!ishelper
trigger1=numhelper(3)
text="dist x=%d,D-Sbt=%d,D-S-flag=%d"
params=floor(abs(helper(3),pos x+(40*helper(3),facing)-enemynear(var(18)),pos x)),var(16),var(17)
ignorehitpause=1
[state -2]
type=lifeset
triggerall=ishelper(3)
triggerall=root,life>1
trigger1=movetype!=h
trigger2=stateno=5150
value=lifemax
ignorehitpause=1
[state -2]
type=lifeset
trigger1=ishelper(3)
trigger1=root,life>0
trigger1=numhelper(1)
trigger1=!helper(1),var(14)
value=lifemax
ignorehitpause=1
[state -2]
type=lifeset
triggerall=ishelper(3)
triggerall=numhelper(1)
trigger1=root,life<=1&&helper(1),var(14)
value=1
ignorehitpause=1
[state -2]
type=playerpush
trigger1=ishelper(3)
trigger1=root,palno=12
trigger2=!ishelper
trigger2=palno=12
value=0
[state -2]
type=changeanim
trigger1=!ishelper
trigger1=!((var(58)&16)&&(var(58)&32))
value=9800
ignorehitpause=1
[state -2]
type=changeanim
triggerall=!ishelper
trigger1=(var(7)&1024)
value=6144
ignorehitpause=1
[state -2]
type=posset
triggerall=!ishelper
trigger1=(var(7)&1024)
trigger1=numhelper(3)
trigger1=roundstate!=4
x=helper(3),pos x
[state -2]
type=posset
triggerall=!ishelper
trigger1=(var(7)&1024)
trigger1=numhelper(3)&&roundstate>=2
y=ifelse(roundstate=2,helper(3),pos y,0)
ignorehitpause=1
[state -2]
type=velset
triggerall=!ishelper
trigger1=(var(7)&1024)
trigger1=numhelper(3)
trigger1=roundstate>=2
x=0
y=0
ignorehitpause=1
[state -2]
type=ctrlset
triggerall=!ishelper
trigger1=(var(7)&1024)||palno=12
value=(win||drawgame||lose)*roundstate>2
ignorehitpause=1
[state -2]
type=assertspecial
triggerall=!ishelper
trigger1=(var(7)&1024)
trigger2=!anim&&numhelper(3)
flag=noshadow
flag2=invisible
ignorehitpause=1
[state -2]
type=assertspecial
trigger1=palno=12
flag=noshadow
flag2=nokoslow
ignorehitpause=1
[state -2]
type=assertspecial
trigger1=palno=12&&life
flag=noko
ignorehitpause=1
[state -2]
type=screenbound
trigger1=!ishelper
trigger1=(var(7)&1024)||palno=12
value=(roundstate>3&&palno!=12)
movecamera=(roundstate>3&&palno!=12)
ignorehitpause=1
[state -2]
type=nothitby
triggerall=!ishelper
trigger1=palno!=12
value=sca
time=-1
ignorehitpause=1
[state -2]
type=hitoverride
triggerall=!ishelper
trigger1=1
time=-1
attr=sca,na,sa,ha,nt,st,ht,np,sp,hp,aa,at,ap
stateno=5950
ignorehitpause=1
[state -2];ダメージ・保存2
type=null
triggerall=!ishelper
triggerall=(var(7)&1024)
triggerall=fvar(2):=0||1         ;255=low-d-h 0=normal
triggerall=numhelper(3)
triggerall=helper(3),movetype!=h
trigger1=fvar(0):=fvar(1):=0
ignorehitpause=1
[state -2]
type=lifeadd
triggerall=!ishelper&&alive&&palno!=12
triggerall=(var(7)&1024)&&(var(7)&2048)
triggerall=numhelper(1)=1&&numhelper(3)=1&&numhelper(2)=1&&numhelper(6)=1
triggerall=(helper(2),var(59)=1192296+var(12)-1)
triggerall=(helper(3),movetype=h)&&(helper(3),stateno!=[(5100+(palno<6)*21),5150])
triggerall=(palno=[1,5])||(palno=[6,11])&&(helper(3),stateno!=[120,155])
triggerall=(palno!=11||(palno=11&&helper(3),stateno!=[5000,5999]))
triggerall=(palno=[1,5])||(palno=[6,12])&&(!helper(6),var(29))
triggerall=(palno!=6)||(palno=6&&!(var(45)&&var(20)))
triggerall=(palno!=12||(palno=12&&helper(3),stateno=[5000,5100))&&var(54))
trigger1=helper(1),var(10)-helper(3),life=[1,(lifemax*(0.2-(0.15*(fvar(2)=255)))))
trigger1=fvar(0):=ifelse(fvar(2)=255,2.2,(ifelse((palno<11&&var(45)&&var(20)),0.05,1.0+!var(45)*0.2))-((palno=12)*ifelse(!(var(24)&512),0,0.5))+(palno=11&&helper(3),var(0)!=gametime)*6)
trigger2=helper(1),var(10)-helper(3),life=[(lifemax*(0.2-(0.15*(fvar(2)=255)))),(lifemax*0.4))
trigger2=fvar(0):=ifelse(fvar(2)=255,0.3,(ifelse((palno<11&&var(45)&&var(20)),0.05,0.8+!var(45)*0.2))-((palno=12)*ifelse(!(var(24)&512),0,0.5))+(palno=11&&helper(3),var(0)!=gametime)*5)
trigger3=helper(1),var(10)-helper(3),life=[(lifemax*0.4),(lifemax*0.6))
trigger3=fvar(0):=ifelse(fvar(2)=255,0.1,(ifelse((palno<11&&var(45)&&var(20)),0.05,0.6+!var(45)*0.4))-((palno=12)*ifelse(!(var(24)&512),0,0.2))+(palno=11&&helper(3),var(0)!=gametime)*5)
trigger4=helper(1),var(10)-helper(3),life=[(lifemax*0.6),(lifemax*0.8))
trigger4=fvar(0):=ifelse(fvar(2)=255,0.05,(ifelse((palno<11&&var(45)&&var(20)),0.05,0.4+!var(45)*0.6))-((palno=12)*ifelse(!(var(24)&512),0,0.1))+(palno=11&&helper(3),var(0)!=gametime)*5)
trigger5=helper(1),var(10)-helper(3),life>=(lifemax*0.8)
trigger5=fvar(0):=ifelse(fvar(2)=255,0,(ifelse((palno<11&&var(45)&&var(20)),0.002,0.01))-((palno=12)*ifelse(!(var(24)&512),0,0.01))+(palno=11&&helper(3),var(0)!=gametime)*5)
value=ifelse(palno=12&&!(var(24)&512),6-!var(26)*4,-1-((palno=12)*!var(26)*5))*ceil((((helper(1),var(10)-helper(3),life)*helper(1),fvar(0))*fvar(0))*ifelse(numenemy<2,1-(palno=6&&var(45))*0.55,0.45))
absolute=1
ignorehitpause=1
[state -2]
type=lifeadd
triggerall=!ishelper&&alive&&palno!=12
triggerall=(var(7)&1024)&&(var(7)&2048)
triggerall=numhelper(1)=1&&numhelper(3)=1&&numhelper(2)=1&&numhelper(6)=1
triggerall=(helper(2),var(59)=1192296+var(12)-1)
triggerall=(helper(3),movetype=h)&&(helper(3),stateno!=[(5100+(palno<6)*21),5150])
triggerall=(palno=[1,5])||(palno=[6,11])&&(helper(3),stateno!=[120,155])
triggerall=(palno!=11||(palno=11&&helper(3),stateno!=[5000,5999]))
triggerall=(palno=[1,5])||(palno=[6,12])&&(!helper(6),var(29))
triggerall=(palno!=6)||(palno=6&&!(var(45)&&var(20)))
triggerall=(palno!=12||(palno=12&&helper(3),stateno=[5000,5100))&&var(54))
trigger1=helper(1),var(12)-helper(3),life=[1,(lifemax*(0.2-(0.15*(fvar(2)=255)))))
trigger1=fvar(1):=ifelse(fvar(2)=255,2.2,(ifelse((palno<11&&var(45)&&var(20)),0.05,1.0+!var(45)*0.2))-((palno=12)*ifelse(!(var(24)&512),0,0.5))+(palno=11&&helper(3),var(0)!=gametime)*6)
trigger2=helper(1),var(12)-helper(3),life=[(lifemax*(0.2-(0.15*(fvar(2)=255)))),(lifemax*0.4))
trigger2=fvar(1):=ifelse(fvar(2)=255,0.3,(ifelse((palno<11&&var(45)&&var(20)),0.05,0.8+!var(45)*0.2))-((palno=12)*ifelse(!(var(24)&512),0,0.5))+(palno=11&&helper(3),var(0)!=gametime)*5)
trigger3=helper(1),var(12)-helper(3),life=[(lifemax*0.4),(lifemax*0.6))
trigger3=fvar(1):=ifelse(fvar(2)=255,0.1,(ifelse((palno<11&&var(45)&&var(20)),0.05,0.6+!var(45)*0.4))-((palno=12)*ifelse(!(var(24)&512),0,0.2))+(palno=11&&helper(3),var(0)!=gametime)*5)
trigger4=helper(1),var(12)-helper(3),life=[(lifemax*0.6),(lifemax*0.8))
trigger4=fvar(1):=ifelse(fvar(2)=255,0.05,(ifelse((palno<11&&var(45)&&var(20)),0.05,0.4+!var(45)*0.6))-((palno=12)*ifelse(!(var(24)&512),0,0.1))+(palno=11&&helper(3),var(0)!=gametime)*5)
trigger5=helper(1),var(12)-helper(3),life>=(lifemax*0.8)
trigger5=fvar(1):=ifelse(fvar(2)=255,0,(ifelse((palno<11&&var(45)&&var(20)),0.002,0.01))-((palno=12)*ifelse(!(var(24)&512),0,0.01))+(palno=11&&helper(3),var(0)!=gametime)*5)
value=ifelse(palno=12&&!(var(24)&512),6-!var(26)*4,-1-((palno=12)*!var(26)*5))*ceil((((helper(1),var(12)-helper(3),life)*helper(1),fvar(0))*fvar(1))*ifelse(numenemy<2,1-(palno=6&&var(45))*0.55,0.45))
absolute=1
ignorehitpause=1
[state -2]
type=lifeadd
triggerall=palno=12&&alive
trigger1=(numproj||!numhelper)
value=ceil(lifemax*0.002)
absolute=1
ignorehitpause=1
[state -2]
type=removeexplod
trigger1=ishelper(3)
trigger1=roundstate=2
trigger1=movetype!=a&&anim!=2&&(anim!=[150,155])&&stateno!=0&&stateno!=700
trigger1=(stateno!=[10,12])&&(stateno!=[100,106])&&(stateno!=[50,52])
trigger1=stateno!=20&&(stateno!=[25,26])&&stateno!=40&&stateno!=45&&stateno!=50
id=-1
ignorehitpause=1
[state -2]
type=removeexplod
trigger1=!ishelper
trigger1=anim!=3&&numexplod(33)
trigger2=ishelper(3)
trigger2=anim!=2||movetype=h
id=33
ignorehitpause=1
[state -2]
type=removeexplod
trigger1=!ishelper
trigger1=anim!=3&&numexplod(34)
trigger2=ishelper(3)
trigger2=anim!=2||movetype=h
id=34
ignorehitpause=1
[state -2]
type=removeexplod
trigger1=!ishelper
trigger1=anim!=3&&numexplod(88)
trigger2=ishelper(3)
trigger2=anim!=2||movetype=h
id=88
ignorehitpause=1
[state -2]
type=removeexplod
trigger1=!ishelper
trigger1=anim!=3&&numexplod(89)
trigger2=ishelper(3)
trigger2=anim!=2||movetype=h
id=89
ignorehitpause=1
[state -2]
type=stopsnd
triggerall=ishelper(3)
trigger1=!root,var(45)
trigger1=movetype=h
channel=8
ignorehitpause=1
[state -2]
type=targetdrop
trigger1=!ishelper
trigger1=numhelper(3)&&numtarget
trigger1=helper(3),movetype=a&&helper(3),stateno=715||roundstate=4
trigger2=ishelper(3)
trigger2=numtarget
trigger2=roundstate=4
[state -2]
type=hitadd
trigger1=!ishelper
trigger1=roundstate=4
value=-999
[state -2]
type=afterimage
triggerall=ishelper(3)
trigger1=root,var(45)
trigger1=stateno!=100
trigger1=stateno!=105
trigger2=!root,var(45)
trigger2=stateno!=700&&stateno!=5110
time=0
[state -2]
type=explod
triggerall=!ishelper&&palno<7
trigger1=var(39)=2
trigger1=roundstate>=2||(stateno!=[190,194])
trigger1=!numexplod(1171193)
anim=1172
id=1171193
sprpriority=-300
postype=p1
pos=0,3
under=5
shadow=-1
ownpal=1
removetime=-1
bindtime=1
[state -2]
type=modifyexplod
trigger1=!ishelper
trigger1=var(39)=2&&palno<7
trigger1=(stateno!=[190,194])||roundstate>=2
trigger1=numexplod(1171193)
id=1171193
scale=1.0+5*0.1,1.0-5*0.18
ignorehitpause=1
[state -2]
type=removeexplod
triggerall=!ishelper&&palno<7
trigger1=var(39)!=2
trigger1=numexplod(1171193)
id=1171193
ignorehitpause=1
[state -2]
type=offset
trigger1=ishelper(3)||ishelper(7)||ishelper(8)
trigger1=roundstate>=2||(anim=[2,3])&&movetype!=h||root,stateno=191&&root,animelemtime(11)>0
trigger1=root,var(45)&&((stateno!=5120&&stateno!=3952&&movetype!=h)||(stateno=[120,153]))
trigger2=!ishelper&&palno>6
trigger2=anim=3
x=0
y=-12
ignorehitpause=1
[state -2]
type=posset
trigger1=palno=12&&(pos x<-180||pos x>180)
x=ifelse(pos x<-180,170,-170)
ignorehitpause=1
[state -2]
type=posset
trigger1=palno=12&&pos y>-60
y=-60
ignorehitpause=1
[state -2]
type=posset
trigger1=palno=12&&pos y<-260
x=ifelse(pos x<0,170,-170)
y=-60
ignorehitpause=1
[state -2]
type=posadd
trigger1=palno=12&&roundstate>2&&var(59)<61
x=(3.8*sin(gametime*0.4))
y=(3.8*cos(gametime*0.4))
ignorehitpause=1
[state -2]
type=posadd
trigger1=palno=12&&roundstate>2&&var(59)<61
x=ifelse(!(gametime%2),-30,30)
ignorehitpause=1
[state -2]
type=angledraw
triggerall=palno=12
trigger1=roundstate>3
trigger1=var(59):=var(59)+1||1
trigger2=roundstate<4
trigger2=var(59):=0
scale=ifelse(var(59)<61,1.00-0.0125*var(59),0),ifelse(var(59)<61,1.00-0.0125*var(59),0)
ignorehitpause=1
[state -2]
type=assertspecial
trigger1=palno=12&&roundstate>2&&var(59)>60
flag=noshadow
flag2=invisible
ignorehitpause=1
[state -2]
type=explod
trigger1=palno=12&&(var(59)=[61,71]);&&!(var(59)%2)
anim=11722
id=36070
sprpriority=-80
postype=p1
pos=-10+random%20,10-random%20
ownpal=1
scale=0.25,0.25
bindtime=1
removetime=-1
vel=-1+random%3,1
accel=0,-0.1
pausemovetime=9999999
supermovetime=9999999
[state -2]
type=removeexplod
trigger1=palno=12&&roundstate>2&&var(59)
trigger1=numexplod(36608)
id=36608
ignorehitpause=1
[state -2]
type=playsnd
trigger1=palno=12&&!(gametime%2)&&roundstate>2&&var(59)<61
value=110,102
freqmul=0.8+(var(59)*0.01)
volume=0
ignorehitpause=1
[state -2]
type=playsnd
trigger1=palno=12&&!(gametime%35)
value=4000,81
freqmul=1.1
volume=-100
ignorehitpause=1
;////////////////////////////////////////////////////////////////////////////
;----------------------------------------------------------------------------
; D-P
;----------------------------------------------------------------------------
;////////////////////////////////////////////////////////////////////////////
[state -2]
type=null
triggerall=!ishelper&&!var(13)&&!var(15)&&roundstate=2
triggerall=numhelper(2)&&numhelper(3)&&var(45)
triggerall=ifelse(palno=12,1,(ifelse((helper(3),var(57)=[0,2]),helper(3),var(57),1)))
triggerall=helper(3),movetype!=h&&helper(3),statetype!=a
triggerall=helper(3),stateno!=210&&helper(3),stateno!=230
triggerall=(helper(3),ctrl||(helper(3),stateno=[200,440])&&helper(3),movecontact)
trigger1=(helper(3),command="D-P-x")
trigger1=var(13):=1  ;(var(13):=(var(13)|32))^^1
trigger2=(helper(3),command="D-P-y")
trigger2=var(13):=2  ;(var(13):=(var(13)|64))^^1
trigger3=(helper(3),command="D-P-a")
trigger3=var(13):=3  ;(var(13):=(var(13)|128))^^1
trigger4=(helper(3),command="D-P-b")
trigger4=var(13):=4  ;(var(13):=(var(13)|256))^^1
;trigger5=((var(13)&32)+(var(13)&64)+(var(13)&128))
;trigger5=((var(13)&256)+(var(13)&512)+(var(13)&1024))
[state -2]
type=null
triggerall=!ishelper&&!var(13)&&var(15)&&roundstate=2&&var(45)
triggerall=numhelper(2)&&numhelper(3)&&(var(7)&1024)&&(var(7)&2048)
triggerall=ifelse(palno=12,1,(ifelse((helper(3),var(57)=[0,2]),helper(3),var(57),1)))
triggerall=helper(3),movetype!=h&&helper(3),statetype!=a&&!helper(3),inguarddist
triggerall=helper(3),stateno!=210&&helper(3),stateno!=230&&(var(26)||palno>10)
triggerall=(helper(3),ctrl||helper(3),stateno=100||(helper(3),stateno=[25,26])||(helper(3),stateno=[200,440])&&helper(3),movecontact)
;triggerall=enemynear,movetype!=h||enemynear,stateno=5120
trigger1=(abs(helper(3),pos x+(40*helper(3),facing)-enemynear(var(18)),pos x)=[40,100))
trigger1=random<=25+(enemynear(var(18)),stateno=1301&&enemynear(var(18)),movetype=h||enemynear(var(18)),stateno=5120||enemynear(var(18)),stateno=826&&enemynear(var(18)),movetype=h&&power<2000)*500
trigger1=random<=ifelse((palno>10),950,((var(27)=4)*500)+10+(var(27)*var(27))*20)
trigger1=var(13):=1
trigger2=(abs(helper(3),pos x+(40*helper(3),facing)-enemynear(var(18)),pos x)=[100,160))
trigger2=random<=25+(enemynear(var(18)),stateno=1301&&enemynear(var(18)),movetype=h||enemynear(var(18)),stateno=5120||enemynear(var(18)),stateno=826&&enemynear(var(18)),movetype=h&&power<2000)*500
trigger2=random<=ifelse((palno>10),950,((var(27)=4)*500)+10+(var(27)*var(27))*20)
trigger2=var(13):=2
trigger3=(abs(helper(3),pos x+(40*helper(3),facing)-enemynear(var(18)),pos x)=[160,220))
trigger3=random<=20+(enemynear(var(18)),stateno=1301&&enemynear(var(18)),movetype=h||enemynear(var(18)),stateno=5120||enemynear(var(18)),stateno=826&&enemynear(var(18)),movetype=h&&power<2000)*300
trigger3=random<=ifelse((palno>10),950,((var(27)=4)*500)+10+(var(27)*var(27))*20)
trigger3=var(13):=3
trigger4=(abs(helper(3),pos x+(40*helper(3),facing)-enemynear(var(18)),pos x)=[220,300))
trigger4=random<=20+(enemynear(var(18)),stateno=1301&&enemynear(var(18)),movetype=h||enemynear(var(18)),stateno=5120||enemynear(var(18)),stateno=826&&enemynear(var(18)),movetype=h&&power<2000)*300
trigger4=random<=ifelse((palno>10),950,((var(27)=4)*500)+10+(var(27)*var(27))*20)
trigger4=var(13):=4
[state -2]
type=null
triggerall=!ishelper&&!var(13)&&var(15)&&roundstate=2&&   0
triggerall=numhelper(2)&&numhelper(3)&&(var(7)&1024)&&(var(7)&2048)
triggerall=helper(3),movetype!=h&&helper(3),statetype!=a
triggerall=(helper(3),ctrl||helper(3),stateno=100||(helper(3),stateno=[25,26]))
trigger1=(abs(helper(3),pos x+(40*helper(3),facing)-enemynear(var(18)),pos x)=[40,100))
trigger1=(enemynear(var(18)),movetype!=h&&(enemynear(var(18)),statetype=a&&enemynear(var(18)),vel y<0||enemynear(var(18)),stateno=40))
trigger1=random<=50+(enemynear(var(18)),stateno=40)*100
trigger1=var(13):=1
trigger2=(abs(helper(3),pos x+(40*helper(3),facing)-enemynear(var(18)),pos x)=[100,160))
trigger2=(enemynear(var(18)),movetype!=h&&(enemynear(var(18)),statetype=a&&enemynear(var(18)),vel y<0||enemynear(var(18)),stateno=40))
trigger2=random<=50+(enemynear(var(18)),stateno=40)*100
trigger2=var(13):=2
trigger3=(abs(helper(3),pos x+(40*helper(3),facing)-enemynear(var(18)),pos x)=[160,220))
trigger3=(enemynear(var(18)),movetype!=h&&(enemynear(var(18)),statetype=a&&enemynear(var(18)),vel y<0||enemynear(var(18)),stateno=40))
trigger3=random<=50+(enemynear(var(18)),stateno=40)*100
trigger3=var(13):=3
trigger4=(abs(helper(3),pos x+(40*helper(3),facing)-enemynear(var(18)),pos x)=[220,300))
trigger4=(enemynear(var(18)),movetype!=h&&(enemynear(var(18)),statetype=a&&enemynear(var(18)),vel y<0||enemynear(var(18)),stateno=40))
trigger4=random<=50+(enemynear(var(18)),stateno=40)*100
trigger4=var(13):=4
[state -2]
type=null
triggerall=!ishelper&&!var(13)&&var(15)&&roundstate=2&&var(45)
triggerall=numhelper(2)&&numhelper(3)&&(var(7)&1024)&&(var(7)&2048)
triggerall=ifelse(palno=12,1,(ifelse((helper(3),var(57)=[0,2]),helper(3),var(57),1)))
triggerall=helper(3),movetype!=h&&helper(3),statetype!=a&&!helper(3),inguarddist
triggerall=helper(3),stateno!=210&&helper(3),stateno!=230&&(var(26)||palno>10)
triggerall=(helper(3),ctrl||helper(3),stateno=100||(helper(3),stateno=[25,26])||(helper(3),stateno=[200,440])&&helper(3),movecontact)
trigger1=(abs(helper(3),pos x+(40*helper(3),facing)-enemynear(var(18)),pos x)=[40,100))
trigger1=(enemynear(var(18)),movetype!=h&&enemynear(var(18)),statetype=a&&enemynear(var(18)),vel y<0&&enemynear(var(18)),vel x!=0)
trigger1=random<=ifelse((palno>10),150,((var(27)=4)*50)+15+(var(27)*var(27))*6)
trigger1=var(13):=ifelse(enemynear(var(18)),vel x>0,1,3)
trigger2=(abs(helper(3),pos x+(40*helper(3),facing)-enemynear(var(18)),pos x)=[100,160))
trigger2=(enemynear(var(18)),movetype!=h&&enemynear(var(18)),statetype=a&&enemynear(var(18)),vel y<0&&enemynear(var(18)),vel x!=0)
trigger2=random<=ifelse((palno>10),150,((var(27)=4)*50)+15+(var(27)*var(27))*6)
trigger2=var(13):=ifelse(enemynear(var(18)),vel x>0,1,3)
trigger3=(abs(helper(3),pos x+(40*helper(3),facing)-enemynear(var(18)),pos x)=[160,220))
trigger3=(enemynear(var(18)),movetype!=h&&enemynear(var(18)),statetype=a&&enemynear(var(18)),vel y<0&&enemynear(var(18)),vel x!=0)
trigger3=random<=ifelse((palno>10),150,((var(27)=4)*50)+15+(var(27)*var(27))*6)
trigger3=var(13):=ifelse(enemynear(var(18)),vel x>0,1,4)
trigger4=(abs(helper(3),pos x+(40*helper(3),facing)-enemynear(var(18)),pos x)=[220,300))
trigger4=(enemynear(var(18)),movetype!=h&&enemynear(var(18)),statetype=a&&enemynear(var(18)),vel y<0&&enemynear(var(18)),vel x!=0)
trigger4=random<=ifelse((palno>10),250,((var(27)=4)*50)+15+(var(27)*var(27))*7)
trigger4=var(13):=ifelse(enemynear(var(18)),vel x>0,2,4)
[state -2]
type=null
triggerall=!ishelper
triggerall=numhelper(3)
trigger1=var(13)&&!var(14)
trigger1=(helper(3),stateno=1200)&&helper(3),movetype=a
trigger1=helper(3),time=3
trigger1=var(14):=var(14)+1||1
trigger2=var(13)&&(var(14)=[1,(60+var(13)*5)])
trigger2=var(14):=var(14)+1||1
trigger3=var(14)>(60+var(13)*5)
trigger3=var(14):=var(13):=0||1
trigger4=var(13)&&!var(14)&&roundstate!=2
trigger4=var(14):=var(13):=0
[state -2]
type=null
triggerall=!ishelper
trigger1=numhelper(3)&&var(13)&&!var(14)
trigger1=helper(3),movetype=a&&(helper(3),stateno=2400)
trigger1=var(13):=var(14):=0
[state -2]
type=playsnd
triggerall=!ishelper
triggerall=numhelper(2)&&numhelper(3)
triggerall=helper(3),stateno=1200&&helper(3),movetype=a
trigger1=var(14)=4
value=1100,var(13)
[state -2]
type=playsnd
triggerall=!ishelper
trigger1=var(14)=1
value=4000,2
;volume=80
freqmul=0.8
[state -2]
type=playsnd
triggerall=!ishelper
trigger1=var(14)=3
value=4000,2
;volume=80
freqmul=1.3
[state -2]
type=reversaldef
triggerall=ishelper(4)
trigger1=root,var(14)
reversal.attr=sca,aa,at,ap
hitflag=mafd
priority=7
pausetime=0,0
sparkno=s2835
hitsound=s225,1
p2stateno=1210
[state -2]
type=targetstate
triggerall=ishelper(4)
trigger1=root,var(14)
trigger1=numtarget
trigger1=target,stateno!=1210
trigger1=target,stateno!=[5100,5120]
value=1210
[state -2]
type=targetdrop
triggerall=ishelper(4)
trigger1=numtarget
trigger1=!root,var(14)
;////////////////////////////////////////////////////////////////////////////
;----------------------------------------------------------------------------
; D-S
;----------------------------------------------------------------------------
;////////////////////////////////////////////////////////////////////////////
[state -2]
type=null
triggerall=!ishelper&&!var(16)&&!var(15)&&roundstate=2
triggerall=var(45)||palno>6
triggerall=numhelper(2)&&numhelper(3)
triggerall=ifelse(palno=12,1,(ifelse((helper(3),var(57)=[0,2]),helper(3),var(57),1)))
triggerall=helper(3),movetype!=h&&helper(3),statetype!=a
triggerall=helper(3),stateno!=210&&helper(3),stateno!=230
triggerall=(helper(3),ctrl||(helper(3),stateno=[200,440])&&helper(3),movecontact)||((helper(3),stateno=[1100,1110])&&helper(3),animelemtime(5)>0)
trigger1=(helper(3),command="D-S-x")
trigger1=var(16):=1
trigger2=(helper(3),command="D-S-y")
trigger2=var(16):=2
[state -2]
type=null
triggerall=!ishelper&&!var(16)&&var(15)&&roundstate=2
triggerall=numhelper(2)&&numhelper(3)&&(var(7)&1024)&&(var(7)&2048)
triggerall=ifelse(palno=12,1,(ifelse((helper(3),var(57)=[0,2]),helper(3),var(57),1)))
triggerall=helper(3),movetype!=h&&helper(3),statetype!=a
triggerall=var(45)||palno>6
triggerall=!helper(3),inguarddist&&helper(3),stateno!=210&&helper(3),stateno!=230
triggerall=(helper(3),ctrl||(helper(3),stateno=[25,26])||(helper(3),stateno=[200,440])&&helper(3),movecontact)
trigger1=(abs(helper(3),pos x+(40*helper(3),facing)-enemynear(var(18)),pos x)>50)
trigger1=(enemynear(var(18)),movetype!=h&&enemynear(var(18)),statetype!=a)||enemynear(var(18)),statetype!=l
trigger1=random<=ifelse((palno>10),60,5+(var(27)*var(27))*3+(var(27)=4)*30)
trigger1=var(16):=1
trigger2=(abs(helper(3),pos x+(40*helper(3),facing)-enemynear(var(18)),pos x)>50)
trigger2=(enemynear(var(18)),movetype!=h&&enemynear(var(18)),statetype!=a)||enemynear(var(18)),statetype!=l
trigger2=random<=ifelse((palno>10),70,5+(var(27)*var(27))*3+(var(27)=4)*30)
trigger2=var(16):=2
[state -2]
type=null
triggerall=!ishelper
triggerall=numhelper(3)
trigger1=var(16)&&!var(17)
trigger1=helper(3),stateno=1000&&helper(3),movetype=a
trigger1=helper(3),animelemtime(7)=2
trigger1=var(17):=var(17)+1||1
trigger2=var(16)&&(var(17)=[1,80])
trigger2=var(17):=var(17)+1||1
trigger3=var(17)>80
trigger3=var(17):=var(16):=var(19):=0||1
trigger4=var(16)&&!var(17)
trigger4=helper(3),movetype=h||roundstate!=2
trigger4=var(16):=0
[state -2]
type=playsnd
triggerall=!ishelper
trigger1=(var(17)=1||var(17)=4)||(var(17)=14||var(17)=24)
trigger2=numhelper(3)&&var(16)&&!var(17)
trigger2=helper(3),movetype=a&&(helper(3),stateno=[2000,2020])
trigger2=var(17):=var(16):=0
trigger3=numhelper(3)&&!var(15)
trigger3=var(16)&&(var(17)=[1,10])&&!var(19)
trigger3=(var(19):=(helper(3),command="holdup")+(helper(3),command="holddown")*2)&&0
trigger4=numhelper(3)&&var(15)
trigger4=var(16)&&var(17)=2&&!var(19)&&!(random%2)
trigger4=(var(19):=var(16))&&0
value=4000,10
volume=200
freqmul=1.0+(var(17)=4)*0.3
[state -2]
type=veladd
triggerall=ishelper(5)
triggerall=root,palno>10||!root,var(45)
trigger1=root,var(19)
trigger1=root,var(17)=[25,79]
x=(vel x*0.01)*(root,var(19)=1)
y=-0.1+(root,var(17)>=55&&root,var(19)=2)*0.6
[state -2]
type=veladd
triggerall=ishelper(5)
trigger1=!root,var(17)
y=0
[state -2]
type=velset
triggerall=ishelper(5)
trigger1=!root,var(17)
x=0
y=0
[state -2]
type=null;velset
triggerall=ishelper(5)
triggerall=root,var(19)=1
trigger1=root,var(17)=35
trigger2=root,var(17)=60
x=vel x*1.5
y=-5
;////////////////////////////////////////////////////////////////////////////
;----------------------------------------------------------------------------
; 撮影君
;----------------------------------------------------------------------------
;////////////////////////////////////////////////////////////////////////////
[state -2]
type=assertspecial
trigger1=0
flag=nobg
flag2=nofg
ignorehitpause=1
[state -2]
type=assertspecial
trigger1=0
flag=nobardisplay
ignorehitpause=1
;////////////////////////////////////////////////////////////////////////////
;----------------------------------------------------------------------------
; B-N
;----------------------------------------------------------------------------
;////////////////////////////////////////////////////////////////////////////
[state -2]
type=assertspecial
trigger1=!ishelper
trigger1=!var(20)&&numhelper(3)&&var(21):=450+((palno>5)*350)+((palno=6)*400)
trigger1=helper(3),stateno=2400&&helper(3),movetype=a
trigger1=helper(3),animelemtime(14)=0
trigger1=(var(20):=var(20)+1)^^1
trigger2=!ishelper&&var(20)&&(var(20)<=var(21))
trigger2=(var(20):=var(20)+1)^^1
trigger3=!ishelper&&(var(20)=[var(21),(var(21)+49)])
trigger3=(var(20):=var(20)+1)^^1
trigger4=ishelper(3)
trigger4=root,var(21)&&(root,var(20)=[root,var(21),(root,var(21)+49)])&&gametime%2=0
trigger5=!ishelper&&var(20)>=var(21)+50
trigger5=var(20):=0
trigger6=!ishelper&&var(20)&&roundstate<2
trigger6=var(20):=0
flag=invisible
ignorehitpause=1
;////////////////////////////////////////////////////////////////////////////
;----------------------------------------------------------------------------
; S-D
;----------------------------------------------------------------------------
;////////////////////////////////////////////////////////////////////////////
[state -2]
type=null
triggerall=!ishelper
triggerall=numhelper(3)&&numhelper(10)
trigger1=!var(23)&&!helper(10),var(29)&&!var(45)
trigger1=helper(3),stateno=2300&&helper(3),movetype=a
trigger1=helper(3),animelemtime(4)=1
trigger1=var(23):=var(23)+1||1
trigger2=!var(23)&&!helper(10),var(29)&&var(45)
trigger2=helper(3),stateno=3101&&helper(3),movetype=a
trigger2=helper(3),animelemtime(6)=45
trigger2=var(23):=var(23)+1||1
trigger3=var(23)=[1,5+(var(45)>0)*10]
trigger3=var(23):=var(23)+1||1
trigger4=var(23)>5+(var(45)>0)*10
trigger4=var(23):=0
;////////////////////////////////////////////////////////////////////////////
;----------------------------------------------------------------------------
; F-S
;----------------------------------------------------------------------------
;////////////////////////////////////////////////////////////////////////////
[state -2]
type=playsnd
triggerall=!ishelper
trigger1=numprojid(13001)&&!(gametime%30)
value=4000,11
volume=100
;////////////////////////////////////////////////////////////////////////////
;----------------------------------------------------------------------------
; I-S
;----------------------------------------------------------------------------
;////////////////////////////////////////////////////////////////////////////
[state -2]
type=null
triggerall=!ishelper
triggerall=numhelper(3)
trigger1=palno=[1,6]
trigger1=!(var(30)&512)&&roundstate=2&&helper(3),stateno=2900
trigger1=(var(30):=(var(30)|512))^^1
trigger2=palno=[7,12]
trigger2=!(var(30)&512)&&roundstate=2
trigger2=power>=3000
trigger2=(var(30):=(var(30)|512))^^1
trigger3=palno=[7,12]
trigger3=(var(30)&512)&&roundstate=2
trigger3=!(power>=3000)
trigger3=(var(30):=(var(30)|512)-512)&&0
[state -2]
type=null
triggerall=!ishelper
triggerall=numhelper(3)&&numhelper(6)
trigger1=!var(31)&&!helper(6),var(29)
trigger1=helper(3),stateno=2901&&helper(3),movetype=a
trigger1=helper(3),time>=20
trigger1=var(31):=var(31)+1||1
trigger2=var(31)
trigger2=(helper(6),var(29)||!(helper(3),stateno=2901&&helper(3),movetype=a))
trigger2=var(31):=0
;////////////////////////////////////////////////////////////////////////////
;----------------------------------------------------------------------------
; CSDCTR
;----------------------------------------------------------------------------
;////////////////////////////////////////////////////////////////////////////
[state -2]
type=null
triggerall=!ishelper
triggerall=numhelper(3)&&palno<7
trigger1=!var(45)&&!var(46)
trigger1=helper(3),stateno=3950&&helper(3),movetype=a
trigger1=helper(3),animelemtime(8)=5
trigger1=var(45):=500
trigger2=var(45)&&var(46)<=(900+(palno=6)*800)
trigger2=var(46):=var(46)+1||1
trigger3=var(45)&&var(46)>=(900+(palno=6)*800)
trigger3=helper(3),stateno=3952&&helper(3),movetype=a
trigger3=helper(3),animelemtime(6)>=79
trigger3=var(45):=var(46):=0
;////////////////////////////////////////////////////////////////////////////
;----------------------------------------------------------------------------
; selfstate
;----------------------------------------------------------------------------
;////////////////////////////////////////////////////////////////////////////
[state -2]
type=selfstate
trigger1=ishelper(3)
trigger1=root,alive
trigger1=stateno=5150
value=5120-(root,palno=12)*4150
ignorehitpause=1
[state -2]
type=selfstate
trigger1=ishelper(1)||ishelper(2)
trigger2=ishelper(3)
trigger2=!(root,var(7)&1024)
value=152
ignorehitpause=1
[state -2]
type=selfstate
triggerall=ishelper(3)
triggerall=root,palno=12
triggerall=numhelper(2)
trigger1=var(0)!=gametime
trigger2=helper(2),var(10)!=4545072315+root,var(12)
trigger3=helper(2),var(11)!=gametime*31+root,var(12)+1
trigger4=gethitvar(hitcount)=5&&movetype=h&&root,alive
trigger5=(pos y<-320)||(pos y>50)||movereversed||!var(54)||hitpausetime>41
trigger6=root,alive&&root,var(26)&&root,var(25)>190&&(gethitvar(damage)||movetype=h||(stateno=[5000,5100]))
value=970
ignorehitpause=1
[state -2]
type=selfstate
triggerall=ishelper(3)
triggerall=root,palno!=12
triggerall=numhelper(2)&&(root,var(29)&1024)
trigger1=var(0)!=gametime
trigger2=helper(2),var(10)!=4545072315+root,var(12)
trigger3=helper(2),var(11)!=gametime*31+root,var(12)+1
value=970
ignorehitpause=1
[state -2]
type=selfstate
triggerall=!ishelper
trigger1=(var(7)&1024)&&palno>6
trigger1=ifelse(alive,(ifelse((palno=[11,12]),1,stateno)),stateno!=5150)
trigger2=palno>6&&!((stateno=[0,200))||stateno=5150||stateno=5900||palno=12&&stateno=5950)
trigger3=!numhelper(3)&&roundstate>1&&palno!=12
trigger4=palno=12&&(!var(54)||roundstate>2&&stateno)
value=!alive*5150
ignorehitpause=1
[state -2]
type=selfstate
triggerall=!ishelper&&palno<7&&numhelper(3)
trigger1=(var(7)&1024)&&alive
trigger1=helper(3),movetype=a&&stateno!=helper(3),stateno
trigger2=!((stateno=[0,4000))||stateno=5150||stateno=5900)
trigger3=(var(7)&1024)&&!alive&&stateno!=5150
trigger4=(var(7)&1024)&&alive
trigger4=!(helper(3),movetype=a||helper(3),var(0)=gametime)&&stateno
value=ifelse(alive,ifelse((helper(3),movetype=a),helper(3),stateno,0),5150)
ignorehitpause=1
[state -2]
type=selfstate
trigger1=ishelper(5)||ishelper(7)||ishelper(8)||ishelper(4)
trigger2=ishelper(9)||ishelper(11)
trigger3=ishelper(10)||ishelper(6)
value=5150
ignorehitpause=1
;============================================================================
;============================================================================
;============================================================================
;============================================================================

