
[Statedef -3]

[State -3, `h]
Type = VarSet
TriggerAll = !var(59)
TriggerAll = RoundState = [1,2]
Trigger1  = Command = "AI0"  || Command = "AI1"  || Command = "AI2"
Trigger2  = Command = "AI3"  || Command = "AI4"  || Command = "AI5"
Trigger3  = Command = "AI6"  || Command = "AI7"  || Command = "AI8"
Trigger4  = Command = "AI9"  || Command = "AI10" || Command = "AI11"
Trigger5  = Command = "AI12" || Command = "AI13" || Command = "AI14"
Trigger6  = Command = "AI15" || Command = "AI16" || Command = "AI17"
Trigger7  = Command = "AI18" || Command = "AI19" || Command = "AI20"
Trigger8  = Command = "AI21" || Command = "AI22" || Command = "AI23"
Trigger9  = Command = "AI24" || Command = "AI25" || Command = "AI26"
Trigger10 = Command = "AI27" || Command = "AI28" || Command = "AI29"
Trigger11 = Command = "AI30" || Command = "AI31" || Command = "AI32"
Trigger12 = Command = "AI33" || Command = "AI34" || Command = "AI35"
Trigger13 = Command = "AI36" || Command = "AI37" || Command = "AI38"
Trigger14 = Command = "AI39" || Command = "AI40" || Command = "AI41"
Trigger15 = Command = "AI42" || Command = "AI43" || Command = "AI44"
Trigger16 = Command = "AI45" || Command = "AI46" || Command = "AI47"
Trigger17 = Command = "AI48" || Command = "AI49" || Command = "AI50"
Trigger18 = NumHelper(20000)
Trigger18 = Helper(20000),var(59)
Trigger19 = 1   ;펞Np
var(59) = 1
ignorehitpause = 1

;
;s
;

[State -3, ]
Type = ChangeState
value = 195
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = StateType != A
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = PrevStateNo != 195
TriggerAll = EnemyNear(var(58)),MoveType != A
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),NumProj = 0
TriggerAll = (Life > 333 && Life > P2Life && P2BodyDist X > 150) || RoundState = 3
TriggerAll = Random < 800
Trigger1 = NumTarget
Trigger1 = Target,StateNo = 1005
Trigger1 = StateNo = 1000 && AnimTime = 0
Trigger2 = NumTarget
Trigger2 = Target,StateNo = 1005
Trigger2 = StateNo = 1100 && AnimTime = 0
Trigger3 = NumTarget
Trigger3 = Target,StateNo = 1406
Trigger3 = StateNo = 1402 && AnimTime = 0
Trigger4 = NumTarget
Trigger4 = Target,StateNo = 1406
Trigger4 = StateNo = 1501 && AnimTime = 0
Trigger5 = NumTarget
Trigger5 = Target,StateNo = 2102
Trigger5 = StateNo = 2101 && AnimTime = 0
Trigger6 = Ctrl 
Trigger6 = (ProjHitTime(9001) = [1,5])
Trigger7 = Ctrl && P2BodyDist X > 180
Trigger7 = Random%100 = 0

[State -3, JE^[[h]
Type = ChangeState
value = 900
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = StateType != A
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType != A
TriggerAll = !var(12) && !var(13) && !var(14)
TriggerAll = Power >= 3000
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = EnemyNear(var(58)),NumProj = 0
TriggerAll = Random < 75
Trigger1 = P2Life > 333

[State -3, A[}[[h]
Type = ChangeState
value = 950
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = StateType != A
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType != A
TriggerAll = !var(12) && !var(13) && !var(14)
TriggerAll = Power >= 3000
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = EnemyNear(var(58)),NumProj = 0
TriggerAll = Random < 25
Trigger1 = P2Life < 333

;
;؂ւ
;PrevStateNo = [120,159] PrevStateNo = [5000,5270] EnemyNear,HitDefAttr = SCA,AT;
;
;y؂ւz------------------------------------------------------------------------------------------

[State -3, Ő]
type = ChangeState
value = 2100
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = !var(13) && !var(14)
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = A
TriggerAll = EnemyNear(var(58)),AnimTime <= -32
TriggerAll = EnemyNear(var(58)),Time >= 30 || !Time && Life < 777  || Life < 333 || (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159])
TriggerAll = !EnemyNear(var(58)),Ctrl && EnemyNear(var(58)),StateNo >= 700
TriggerAll = (P2BodyDist X-EnemyNear(var(58)),Vel X*(EnemyNear(var(58)),BackEdgeBodyDist > 10)*32*var(8)) < 120+(InGuardDist)*320
TriggerAll = Random < 600 || Life < 333
TriggerAll = Power >= 1000 || var(12) 
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger1 = (P2BodyDist X-EnemyNear(var(58)),Vel X*(EnemyNear(var(58)),BackEdgeBodyDist > 10)*32*var(8)) < 40
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 5, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 5, < 0
Trigger4 = StateNo = 210 && AnimElem = 7, >= 0 && AnimElem = 9, < 0
Trigger5 = StateNo = 215 && AnimElem = 5, >= 0 && AnimElem = 7, < 0
Trigger6 = StateNo = 220 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger7 = StateNo = 225 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger8 = StateNo = 230 && AnimElem = 4, >= 0 && AnimElem = 8, < 0
Trigger9 = StateNo = 235 && AnimElem = 4, >= 0 && AnimElem = 7, < 0
Trigger10 = StateNo = 250 && AnimElem = 5, >= 0 && AnimElem = 7, < 0
Trigger11 = StateNo = 265 && AnimElem = 8, >= 0 && AnimElem = 9, < 0
Trigger12 = StateNo = 400 && AnimElem = 3, >= 0 && AnimElem = 5, < 0
Trigger13 = StateNo = 410 && AnimElem = 7, >= 0 && AnimElem = 9, < 0
Trigger14 = StateNo = 420 && AnimElem = 3, >= 0 && AnimElem = 5, < 0
Trigger15 = StateNo = 430 && AnimElem = 5, >= 0 && AnimElem = 7, < 0
Trigger16 = StateNo = 1000 && AnimElem = 8, >= 0 && AnimElem = 19, < 0 && var(12)
Trigger17 = StateNo = 1100 && AnimElem = 7, >= 0 && AnimElem = 14, < 0 && var(12)

[State -3, aw]
type = ChangeState
value = 2000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = !var(13) && !var(14)
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = A
TriggerAll = EnemyNear(var(58)),AnimTime <= IfElse(var(12),-10,-8) 
TriggerAll = EnemyNear(var(58)),Time >= 30 || !Time && Life < 777 || Life < 333 || (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159])
TriggerAll = EnemyNear(var(58)),StateNo < 2000 || (EnemyNear(var(58)),StateNo >= 2000 && (EnemyNear(var(58)),HitDefAttr = SCA,AA,AT || EnemyNear(var(58)),AnimTime = IfElse(var(12),-10,-8))) || StateNo = [200,700)
TriggerAll = P2BodyDist X-EnemyNear(var(58)),Vel X*(EnemyNear(var(58)),BackEdgeBodyDist > 10)*IfElse(var(12),10,8)*var(8) = [-5,55]
TriggerAll = EnemyNear(var(58)),Const(size.mid.pos.y) < -60 || (EnemyNear(var(58)),Const(size.head.pos.y) < -75 && EnemyNear(var(58)),StateType = S)
TriggerAll = EnemyNear(var(58)),NumProj = 0
TriggerAll = Random < 800 
TriggerAll = Power >= 1000 || var(12) 
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 5, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 5, < 0
Trigger4 = StateNo = 210 && AnimElem = 7, >= 0 && AnimElem = 9, < 0
Trigger5 = StateNo = 215 && AnimElem = 5, >= 0 && AnimElem = 7, < 0
Trigger6 = StateNo = 220 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger7 = StateNo = 225 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger8 = StateNo = 230 && AnimElem = 4, >= 0 && AnimElem = 8, < 0
Trigger9 = StateNo = 235 && AnimElem = 4, >= 0 && AnimElem = 7, < 0
Trigger10 = StateNo = 250 && AnimElem = 5, >= 0 && AnimElem = 7, < 0
Trigger11 = StateNo = 265 && AnimElem = 8, >= 0 && AnimElem = 9, < 0
Trigger12 = StateNo = 400 && AnimElem = 3, >= 0 && AnimElem = 5, < 0
Trigger13 = StateNo = 410 && AnimElem = 7, >= 0 && AnimElem = 9, < 0
Trigger14 = StateNo = 420 && AnimElem = 3, >= 0 && AnimElem = 5, < 0
Trigger15 = StateNo = 430 && AnimElem = 5, >= 0 && AnimElem = 7, < 0
Trigger16 = StateNo = 1000 && AnimElem = 8, >= 0 && AnimElem = 19, < 0 && var(12)
Trigger17 = StateNo = 1100 && AnimElem = 7, >= 0 && AnimElem = 14, < 0 && var(12)

[State -3, ajE]
type = ChangeState
value = 1000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = A
TriggerAll = EnemyNear(var(58)),AnimTime <= -14 
TriggerAll = EnemyNear(var(58)),Time >= 30 || !Time && Life < 777 || Life < 333 || (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159])
TriggerAll = EnemyNear(var(58)),StateNo < 2000 || (EnemyNear(var(58)),StateNo >= 2000 && (EnemyNear(var(58)),HitDefAttr = SCA,AA,AT || EnemyNear(var(58)),AnimTime = -14)) || StateNo = [200,700)
TriggerAll = P2BodyDist X-EnemyNear(var(58)),Vel X*(EnemyNear(var(58)),BackEdgeBodyDist > 10)*14*var(8) = [-5,60]
TriggerAll = EnemyNear(var(58)),NumProj = 0
TriggerAll = Random < 700 
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 5, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 5, < 0
Trigger4 = StateNo = 210 && AnimElem = 7, >= 0 && AnimElem = 9, < 0
Trigger5 = StateNo = 215 && AnimElem = 5, >= 0 && AnimElem = 7, < 0
Trigger6 = StateNo = 220 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger7 = StateNo = 225 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger8 = StateNo = 230 && AnimElem = 4, >= 0 && AnimElem = 8, < 0
Trigger9 = StateNo = 235 && AnimElem = 4, >= 0 && AnimElem = 7, < 0
Trigger10 = StateNo = 250 && AnimElem = 5, >= 0 && AnimElem = 7, < 0
Trigger11 = StateNo = 265 && AnimElem = 8, >= 0 && AnimElem = 9, < 0
Trigger12 = StateNo = 400 && AnimElem = 3, >= 0 && AnimElem = 5, < 0
Trigger13 = StateNo = 410 && AnimElem = 7, >= 0 && AnimElem = 9, < 0
Trigger14 = StateNo = 420 && AnimElem = 3, >= 0 && AnimElem = 5, < 0
Trigger15 = StateNo = 430 && AnimElem = 5, >= 0 && AnimElem = 7, < 0

[State -3, ajE]
type = ChangeState
value = 1200
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = A
TriggerAll = EnemyNear(var(58)),AnimTime <= -12 
TriggerAll = EnemyNear(var(58)),Time >= 30 || !Time && Life < 777 || Life < 333 || (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159])
TriggerAll = EnemyNear(var(58)),StateNo < 2000 || (EnemyNear(var(58)),StateNo >= 2000 && (EnemyNear(var(58)),HitDefAttr = SCA,AA,AT || EnemyNear(var(58)),AnimTime = -12)) || StateNo = [200,700)
TriggerAll = P2BodyDist X-EnemyNear(var(58)),Vel X*(EnemyNear(var(58)),BackEdgeBodyDist > 10)*12*var(8) = [15,65]
TriggerAll = EnemyNear(var(58)),NumProj = 0
TriggerAll = Random < 600 
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 5, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 5, < 0
Trigger4 = StateNo = 210 && AnimElem = 7, >= 0 && AnimElem = 9, < 0
Trigger5 = StateNo = 215 && AnimElem = 5, >= 0 && AnimElem = 7, < 0
Trigger6 = StateNo = 220 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger7 = StateNo = 225 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger8 = StateNo = 230 && AnimElem = 4, >= 0 && AnimElem = 8, < 0
Trigger9 = StateNo = 235 && AnimElem = 4, >= 0 && AnimElem = 7, < 0
Trigger10 = StateNo = 250 && AnimElem = 5, >= 0 && AnimElem = 7, < 0
Trigger11 = StateNo = 265 && AnimElem = 8, >= 0 && AnimElem = 9, < 0
Trigger12 = StateNo = 400 && AnimElem = 3, >= 0 && AnimElem = 5, < 0
Trigger13 = StateNo = 410 && AnimElem = 7, >= 0 && AnimElem = 9, < 0
Trigger14 = StateNo = 420 && AnimElem = 3, >= 0 && AnimElem = 5, < 0
Trigger15 = StateNo = 430 && AnimElem = 5, >= 0 && AnimElem = 7, < 0

[State -3, ajEĔe]
type = ChangeState
value = 1300
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = A
TriggerAll = EnemyNear(var(58)),AnimTime <= -16 
TriggerAll = EnemyNear(var(58)),Time >= 30 || !Time && Life < 777 || Life < 333 || (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159])
TriggerAll = EnemyNear(var(58)),StateNo < 2000 || (EnemyNear(var(58)),StateNo >= 2000 && (EnemyNear(var(58)),HitDefAttr = SCA,AA,AT || EnemyNear(var(58)),AnimTime = -16)) || StateNo = [200,700)
TriggerAll = P2BodyDist X-EnemyNear(var(58)),Vel X*(EnemyNear(var(58)),BackEdgeBodyDist > 10)*16*var(8) = [30,80]
TriggerAll = EnemyNear(var(58)),Const(size.mid.pos.y) < -60 || (EnemyNear(var(58)),Const(size.head.pos.y) < -75 && EnemyNear(var(58)),StateType = S)
TriggerAll = EnemyNear(var(58)),NumProj = 0
TriggerAll = Random < 500 
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 5, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 5, < 0
Trigger4 = StateNo = 210 && AnimElem = 7, >= 0 && AnimElem = 9, < 0
Trigger5 = StateNo = 215 && AnimElem = 5, >= 0 && AnimElem = 7, < 0
Trigger6 = StateNo = 220 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger7 = StateNo = 225 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger8 = StateNo = 230 && AnimElem = 4, >= 0 && AnimElem = 8, < 0
Trigger9 = StateNo = 235 && AnimElem = 4, >= 0 && AnimElem = 7, < 0
Trigger10 = StateNo = 250 && AnimElem = 5, >= 0 && AnimElem = 7, < 0
Trigger11 = StateNo = 265 && AnimElem = 8, >= 0 && AnimElem = 9, < 0
Trigger12 = StateNo = 400 && AnimElem = 3, >= 0 && AnimElem = 5, < 0
Trigger13 = StateNo = 410 && AnimElem = 7, >= 0 && AnimElem = 9, < 0
Trigger14 = StateNo = 420 && AnimElem = 3, >= 0 && AnimElem = 5, < 0
Trigger15 = StateNo = 430 && AnimElem = 5, >= 0 && AnimElem = 7, < 0

[State -3, w]
type = ChangeState
value = 1400
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = A
TriggerAll = EnemyNear(var(58)),AnimTime <= -37 
TriggerAll = EnemyNear(var(58)),Time >= 30 || !Time && Life < 777 || Life < 333 || (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159])
TriggerAll = EnemyNear(var(58)),StateNo < 2000 || (EnemyNear(var(58)),StateNo >= 2000 && (EnemyNear(var(58)),HitDefAttr = SCA,AA,AT || EnemyNear(var(58)),AnimTime = -37)) || StateNo = [200,700)
TriggerAll = P2BodyDist X = [60,130]
TriggerAll = EnemyNear(var(58)),NumProj = 0
TriggerAll = Random < IfElse(EnemyNear(var(58)),Vel X > 0,50,800)
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 5, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 5, < 0
Trigger4 = StateNo = 210 && AnimElem = 7, >= 0 && AnimElem = 9, < 0
Trigger5 = StateNo = 215 && AnimElem = 5, >= 0 && AnimElem = 7, < 0
Trigger6 = StateNo = 220 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger7 = StateNo = 225 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger8 = StateNo = 230 && AnimElem = 4, >= 0 && AnimElem = 8, < 0
Trigger9 = StateNo = 235 && AnimElem = 4, >= 0 && AnimElem = 7, < 0
Trigger10 = StateNo = 250 && AnimElem = 5, >= 0 && AnimElem = 7, < 0
Trigger11 = StateNo = 265 && AnimElem = 8, >= 0 && AnimElem = 9, < 0
Trigger12 = StateNo = 400 && AnimElem = 3, >= 0 && AnimElem = 5, < 0
Trigger13 = StateNo = 410 && AnimElem = 7, >= 0 && AnimElem = 9, < 0
Trigger14 = StateNo = 420 && AnimElem = 3, >= 0 && AnimElem = 5, < 0
Trigger15 = StateNo = 430 && AnimElem = 5, >= 0 && AnimElem = 7, < 0

[State -3, gN]
type = ChangeState
value = 1500
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = A
TriggerAll = EnemyNear(var(58)),AnimTime <= -36-Random%10 || EnemyNear(var(58)),HitDefAttr = SCA,AT
TriggerAll = EnemyNear(var(58)),Time >= 30 || !Time && Life < 777 || Life < 333 || (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159])
TriggerAll = EnemyNear(var(58)),StateNo < 2000 || (EnemyNear(var(58)),StateNo >= 2000 && (EnemyNear(var(58)),HitDefAttr = SCA,AA,AT || EnemyNear(var(58)),AnimTime = -36-Random%10)) || StateNo = [200,700)
TriggerAll = P2BodyDist X = [-20,60]
TriggerAll = EnemyNear(var(58)),NumProj = 0
TriggerAll = Random < IfElse(EnemyNear(var(58)),Vel X > 0,800,400)
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 5, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 5, < 0
Trigger4 = StateNo = 210 && AnimElem = 7, >= 0 && AnimElem = 9, < 0
Trigger5 = StateNo = 215 && AnimElem = 5, >= 0 && AnimElem = 7, < 0
Trigger6 = StateNo = 220 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger7 = StateNo = 225 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger8 = StateNo = 230 && AnimElem = 4, >= 0 && AnimElem = 8, < 0
Trigger9 = StateNo = 235 && AnimElem = 4, >= 0 && AnimElem = 7, < 0
Trigger10 = StateNo = 250 && AnimElem = 5, >= 0 && AnimElem = 7, < 0
Trigger11 = StateNo = 265 && AnimElem = 8, >= 0 && AnimElem = 9, < 0
Trigger12 = StateNo = 400 && AnimElem = 3, >= 0 && AnimElem = 5, < 0
Trigger13 = StateNo = 410 && AnimElem = 7, >= 0 && AnimElem = 9, < 0
Trigger14 = StateNo = 420 && AnimElem = 3, >= 0 && AnimElem = 5, < 0
Trigger15 = StateNo = 430 && AnimElem = 5, >= 0 && AnimElem = 7, < 0

[State -3, ajEE]
type = ChangeState
value = 1100
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = A
TriggerAll = EnemyNear(var(58)),AnimTime <= -14 
TriggerAll = EnemyNear(var(58)),Time >= 30 || !Time && Life < 777 || Life < 333 || (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159])
TriggerAll = EnemyNear(var(58)),StateNo < 2000 || (EnemyNear(var(58)),StateNo >= 2000 && (EnemyNear(var(58)),HitDefAttr = SCA,AA,AT || EnemyNear(var(58)),AnimTime = -14)) || StateNo = [200,700)
TriggerAll = P2BodyDist X-EnemyNear(var(58)),Vel X*(EnemyNear(var(58)),BackEdgeBodyDist > 10)*14*var(8) = [80,110]
TriggerAll = EnemyNear(var(58)),NumProj = 0
TriggerAll = Random < IfElse(var(13),800,150)
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 5, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 5, < 0
Trigger4 = StateNo = 210 && AnimElem = 7, >= 0 && AnimElem = 9, < 0
Trigger5 = StateNo = 215 && AnimElem = 5, >= 0 && AnimElem = 7, < 0
Trigger6 = StateNo = 220 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger7 = StateNo = 225 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger8 = StateNo = 230 && AnimElem = 4, >= 0 && AnimElem = 8, < 0
Trigger9 = StateNo = 235 && AnimElem = 4, >= 0 && AnimElem = 7, < 0
Trigger10 = StateNo = 250 && AnimElem = 5, >= 0 && AnimElem = 7, < 0
Trigger11 = StateNo = 265 && AnimElem = 8, >= 0 && AnimElem = 9, < 0
Trigger12 = StateNo = 400 && AnimElem = 3, >= 0 && AnimElem = 5, < 0
Trigger13 = StateNo = 410 && AnimElem = 7, >= 0 && AnimElem = 9, < 0
Trigger14 = StateNo = 420 && AnimElem = 3, >= 0 && AnimElem = 5, < 0
Trigger15 = StateNo = 430 && AnimElem = 5, >= 0 && AnimElem = 7, < 0

[State -3, ׊[]
type = ChangeState
value = 800
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = P2BodyDist X <= 24
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = A
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22])
TriggerAll = EnemyNear(var(58)),StateNo < 1000 || (EnemyNear(var(58)),StateNo >= 1000 && (EnemyNear(var(58)),HitDefAttr = SCA,AA,AP || EnemyNear(var(58)),AnimTime = -1))
TriggerAll = EnemyNear(var(58)),Time >= 30 || !Time && Life < 777 || Life < 333 || (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159])
TriggerAll = Random < IfElse(var(12),800,400)
Trigger1 = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT)
Trigger2 = EnemyNear(var(58)),AnimTime = -1

[State -3, JE^[[h]
type = ChangeState
value = 900
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = !var(12) && !var(13) && !var(14)
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101]) 
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = A
TriggerAll = EnemyNear(var(58)),AnimTime <= -1 || EnemyNear(var(58)),HitDefAttr = SCA,AT
TriggerAll = EnemyNear(var(58)),Time >= 30 || !Time && Life < 777 || Life < 333
TriggerAll = !EnemyNear(var(58)),Ctrl && EnemyNear(var(58)),StateNo >= 200
TriggerAll = P2BodyDist X = [-20,40]
TriggerAll = Random < P2Life/4
TriggerAll = Power >= 3000
Trigger1 = EnemyNear(var(58)),Time >= 50 || !Time && Life < 777 || Life < 333
Trigger2 = PrevStateNo = [5000,5270]
Trigger3 = PrevStateNo = [120,159]

[State -3, A[}[[h]
type = ChangeState
value = 950
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = !var(12) && !var(13) && !var(14)
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101]) 
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = A
TriggerAll = EnemyNear(var(58)),AnimTime <= -1 || EnemyNear(var(58)),HitDefAttr = SCA,AT
TriggerAll = EnemyNear(var(58)),Time >= 30 || !Time && Life < 777 || Life < 333
TriggerAll = !EnemyNear(var(58)),Ctrl && EnemyNear(var(58)),StateNo >= 200
TriggerAll = P2BodyDist X = [-20,40]
TriggerAll = Random < P2Life/8
TriggerAll = Power >= 3000
Trigger1 = EnemyNear(var(58)),Time >= 50 || !Time && Life < 777 || Life < 333
Trigger2 = PrevStateNo = [5000,5270]
Trigger3 = PrevStateNo = [120,159]

[State -3, OWv]
type = ChangeState
value = 42
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = A
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),HitDefAttr = SC,AT || (!(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && EnemyNear(var(58)),StateNo >= 1000)
TriggerAll = !(EnemyNear(var(58)),AnimTime = -1)
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = Random < 800
TriggerAll = EnemyNear(var(58)),Vel X > 0
Trigger1 = EnemyNear(var(58)),Const(size.height) >= 65*(1-(EnemyNear(var(58)),StateType = C)*0.5)
Trigger1 = P2BodyDist X-(4.2*15+EnemyNear(var(58)),Vel X*(EnemyNear(var(58)),BackEdgeBodyDist > 10)*var(8)*20) <= 20
Trigger2 = EnemyNear(var(58)),Const(size.height) < 65*(1-(EnemyNear(var(58)),StateType = C)*0.5)
Trigger2 = P2BodyDist X-(4.2*15+EnemyNear(var(58)),Vel X*(EnemyNear(var(58)),BackEdgeBodyDist > 10)*var(8)*20) >= -5

[State -3, Wv]
type = ChangeState
value = 41
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = A
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),HitDefAttr = SC,AT || (!(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && EnemyNear(var(58)),StateNo >= 1000)
TriggerAll = !(EnemyNear(var(58)),AnimTime = -1)
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = Random < 800
TriggerAll = EnemyNear(var(58)),Vel X >= 0
Trigger1 = P2BodyDist X-(EnemyNear(var(58)),Vel X*(EnemyNear(var(58)),BackEdgeBodyDist > 10)*var(8)*20) = [-15,80]

;ytz----------------------------------------------------------------------------------------------

[State -3, Oi]
type = ChangeState
value = 21
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || (EnemyNear(var(58)),MoveType = I && EnemyNear(var(58)),StateNo < 200))
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = var(8) = -1
TriggerAll = P2BodyDist X > 50
TriggerAll = !(InGuardDist || var(57))
TriggerAll = Ctrl || StateNo = 1 || (StateNo = 22 && Time > 10)
TriggerAll = Random < 800
Trigger1 = EnemyNear(var(58)),AnimTime < -Floor(P2BodyDist X/2.8)

[State -3, _bV]
type = ChangeState
value = 100
ctrl = 0
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || (EnemyNear(var(58)),MoveType = I && EnemyNear(var(58)),StateNo < 200))
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = var(8) = -1
TriggerAll = P2BodyDist X > 50
TriggerAll = !(InGuardDist || var(57))
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22])
TriggerAll = Random < 800
Trigger1 = EnemyNear(var(58)),AnimTime < -3-Floor(P2BodyDist X/5.5)

[State -3, _bV]
type = ChangeState
value = 100
ctrl = 0
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = !(EnemyNear(var(58)),MoveType = H || (EnemyNear(var(58)),MoveType = I && EnemyNear(var(58)),StateNo < 200))
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = P2BodyDist X > 40
TriggerAll = !(InGuardDist || var(57))
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22])
TriggerAll = Random < 800
TriggerAll = EnemyNear(var(58)),AnimTime > 0
Trigger1 = EnemyNear(var(58)),Vel Y > 0
Trigger1 = EnemyNear(var(58)),Vel X <= 0    

[State -3, OWv]
type = ChangeState
value = 42
ctrl = 0
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H) || (EnemyNear(var(58)),MoveType = I && EnemyNear(var(58)),StateNo < 200)
TriggerAll = var(8) = -1
TriggerAll = P2BodyDist X = [61,121]
TriggerAll = !(InGuardDist || var(57))
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22])
TriggerAll = Random < 400
Trigger1 = EnemyNear(var(58)),AnimTime < - 10

[State -3, Ő]
type = ChangeState
value = 2100
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = !var(13) && !var(14)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -32
TriggerAll = (P2BodyDist X-EnemyNear(var(58)),Vel X*(EnemyNear(var(58)),BackEdgeBodyDist > 10)*32*var(8)) < 120+(InGuardDist)*320
TriggerAll = (P2BodyDist X-EnemyNear(var(58)),Vel X*(EnemyNear(var(58)),BackEdgeBodyDist > 10)*32*var(8)) < 40
TriggerAll = (EnemyNear(var(58)),StateNo = [700,3000]) || !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I)
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = Random < 600 || Life < 333
TriggerAll = Power >= 1000 || var(12)  
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 5, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 5, < 0
Trigger4 = StateNo = 210 && AnimElem = 7, >= 0 && AnimElem = 9, < 0
Trigger5 = StateNo = 215 && AnimElem = 5, >= 0 && AnimElem = 7, < 0
Trigger6 = StateNo = 220 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger7 = StateNo = 225 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger8 = StateNo = 230 && AnimElem = 4, >= 0 && AnimElem = 8, < 0
Trigger9 = StateNo = 235 && AnimElem = 4, >= 0 && AnimElem = 7, < 0
Trigger10 = StateNo = 250 && AnimElem = 5, >= 0 && AnimElem = 7, < 0
Trigger11 = StateNo = 265 && AnimElem = 8, >= 0 && AnimElem = 9, < 0
Trigger12 = StateNo = 400 && AnimElem = 3, >= 0 && AnimElem = 5, < 0
Trigger13 = StateNo = 410 && AnimElem = 7, >= 0 && AnimElem = 9, < 0
Trigger14 = StateNo = 420 && AnimElem = 3, >= 0 && AnimElem = 5, < 0
Trigger15 = StateNo = 430 && AnimElem = 5, >= 0 && AnimElem = 7, < 0

[State -3, aw]
type = ChangeState
value = 2000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = !var(13) && !var(14)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= IfElse(var(12),-10,-8)
TriggerAll = P2BodyDist X-EnemyNear(var(58)),Vel X*(EnemyNear(var(58)),BackEdgeBodyDist > 10)*IfElse(var(12),10,8)*var(8) = [-5,55]
TriggerAll = EnemyNear(var(58)),Const(size.mid.pos.y) < -60 || (EnemyNear(var(58)),Const(size.head.pos.y) < -75 && EnemyNear(var(58)),StateType = S)
TriggerAll = (EnemyNear(var(58)),StateNo = [700,3000]) || !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I)
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = EnemyNear(var(58)),NumProj = 0
TriggerAll = Random < 800 || Life < 333
TriggerAll = Power >= 1000 || var(12) 
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 5, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 5, < 0
Trigger4 = StateNo = 210 && AnimElem = 7, >= 0 && AnimElem = 9, < 0
Trigger5 = StateNo = 215 && AnimElem = 5, >= 0 && AnimElem = 7, < 0
Trigger6 = StateNo = 220 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger7 = StateNo = 225 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger8 = StateNo = 230 && AnimElem = 4, >= 0 && AnimElem = 8, < 0
Trigger9 = StateNo = 235 && AnimElem = 4, >= 0 && AnimElem = 7, < 0
Trigger10 = StateNo = 250 && AnimElem = 5, >= 0 && AnimElem = 7, < 0
Trigger11 = StateNo = 265 && AnimElem = 8, >= 0 && AnimElem = 9, < 0
Trigger12 = StateNo = 400 && AnimElem = 3, >= 0 && AnimElem = 5, < 0
Trigger13 = StateNo = 410 && AnimElem = 7, >= 0 && AnimElem = 9, < 0
Trigger14 = StateNo = 420 && AnimElem = 3, >= 0 && AnimElem = 5, < 0
Trigger15 = StateNo = 430 && AnimElem = 5, >= 0 && AnimElem = 7, < 0

[State -3, ajEE]
type = ChangeState
value = 1100
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -20
TriggerAll = P2BodyDist X-EnemyNear(var(58)),Vel X*(EnemyNear(var(58)),BackEdgeBodyDist > 10)*20*var(8) = [60,120]
TriggerAll = (EnemyNear(var(58)),StateNo = [200,649]) || !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) 
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = EnemyNear(var(58)),NumProj = 0
TriggerAll = Random < 800 || Life < 333
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 5, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 5, < 0
Trigger4 = StateNo = 210 && AnimElem = 7, >= 0 && AnimElem = 9, < 0
Trigger5 = StateNo = 215 && AnimElem = 5, >= 0 && AnimElem = 7, < 0
Trigger6 = StateNo = 220 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger7 = StateNo = 225 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger8 = StateNo = 230 && AnimElem = 4, >= 0 && AnimElem = 8, < 0
Trigger9 = StateNo = 235 && AnimElem = 4, >= 0 && AnimElem = 7, < 0
Trigger10 = StateNo = 250 && AnimElem = 5, >= 0 && AnimElem = 7, < 0
Trigger11 = StateNo = 265 && AnimElem = 8, >= 0 && AnimElem = 9, < 0
Trigger12 = StateNo = 400 && AnimElem = 3, >= 0 && AnimElem = 5, < 0
Trigger13 = StateNo = 410 && AnimElem = 7, >= 0 && AnimElem = 9, < 0
Trigger14 = StateNo = 420 && AnimElem = 3, >= 0 && AnimElem = 5, < 0
Trigger15 = StateNo = 430 && AnimElem = 5, >= 0 && AnimElem = 7, < 0

[State -3, w]
type = ChangeState
value = 1400
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -36
TriggerAll = P2BodyDist X-EnemyNear(var(58)),Vel X*(EnemyNear(var(58)),BackEdgeBodyDist > 10)*36*var(8) = [60,130]
TriggerAll = (EnemyNear(var(58)),StateNo = [200,649]) || !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) 
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = EnemyNear(var(58)),NumProj = 0
TriggerAll = Random < 700 
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 5, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 5, < 0
Trigger4 = StateNo = 210 && AnimElem = 7, >= 0 && AnimElem = 9, < 0
Trigger5 = StateNo = 215 && AnimElem = 5, >= 0 && AnimElem = 7, < 0
Trigger6 = StateNo = 220 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger7 = StateNo = 225 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger8 = StateNo = 230 && AnimElem = 4, >= 0 && AnimElem = 8, < 0
Trigger9 = StateNo = 235 && AnimElem = 4, >= 0 && AnimElem = 7, < 0
Trigger10 = StateNo = 250 && AnimElem = 5, >= 0 && AnimElem = 7, < 0
Trigger11 = StateNo = 265 && AnimElem = 8, >= 0 && AnimElem = 9, < 0
Trigger12 = StateNo = 400 && AnimElem = 3, >= 0 && AnimElem = 5, < 0
Trigger13 = StateNo = 410 && AnimElem = 7, >= 0 && AnimElem = 9, < 0
Trigger14 = StateNo = 420 && AnimElem = 3, >= 0 && AnimElem = 5, < 0
Trigger15 = StateNo = 430 && AnimElem = 5, >= 0 && AnimElem = 7, < 0

[State -3, ӂƂ΂]
type = ChangeState
value = 250
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -10
TriggerAll = P2BodyDist X-EnemyNear(var(58)),Vel X*(EnemyNear(var(58)),BackEdgeBodyDist > 10)*10*var(8) = [15,100] 
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = EnemyNear(var(58)),NumProj = 0
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = Random < 800 || Life < 333
Trigger1 = (EnemyNear(var(58)),StateNo = [200,649]) || !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I)

[State -3, a]
type = ChangeState
value = 220
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -4
TriggerAll = P2BodyDist X-EnemyNear(var(58)),Vel X*(EnemyNear(var(58)),BackEdgeBodyDist > 10)*4*var(8) = [16,99] 
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = EnemyNear(var(58)),NumProj = 0
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = P2BodyDist X >= 24
TriggerAll = Random < 600
Trigger1 = (EnemyNear(var(58)),StateNo = [200,649]) || !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I)

[State -3, `]
type = ChangeState
value = 200
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -4
TriggerAll = P2BodyDist X-EnemyNear(var(58)),Vel X*(EnemyNear(var(58)),BackEdgeBodyDist > 10)*4*var(8) = [28,77] 
TriggerAll = EnemyNear(var(58)),Const(size.mid.pos.y) < -60 || (EnemyNear(var(58)),Const(size.head.pos.y) < -75 && EnemyNear(var(58)),StateType = S)
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = EnemyNear(var(58)),NumProj = 0
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = P2BodyDist X >= 26
TriggerAll = Random < 600
Trigger1 = (EnemyNear(var(58)),StateNo = [200,649]) || !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I)

[State -3, ߗc]
type = ChangeState
value = 235
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -6
TriggerAll = P2BodyDist X-EnemyNear(var(58)),Vel X*(EnemyNear(var(58)),BackEdgeBodyDist > 10)*6*var(8) = [-5,27] 
TriggerAll = EnemyNear(var(58)),Const(size.mid.pos.y) < -60 || (EnemyNear(var(58)),Const(size.head.pos.y) < -75 && EnemyNear(var(58)),StateType = S)
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = EnemyNear(var(58)),NumProj = 0
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = P2BodyDist X < 28
TriggerAll = Random < 600
Trigger1 = (EnemyNear(var(58)),StateNo = [200,649]) || !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I)

[State -3, ߗ`]
type = ChangeState
value = 205
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -4
TriggerAll = P2BodyDist X-EnemyNear(var(58)),Vel X*(EnemyNear(var(58)),BackEdgeBodyDist > 10)*4*var(8) = [-5,25] 
TriggerAll = EnemyNear(var(58)),Const(size.mid.pos.y) < -60 || (EnemyNear(var(58)),Const(size.head.pos.y) < -75 && EnemyNear(var(58)),StateType = S)
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = EnemyNear(var(58)),NumProj = 0
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = P2BodyDist X < 26
TriggerAll = Random < 800
Trigger1 = (EnemyNear(var(58)),StateNo = [200,649]) || !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I)

[State -3, Ⴊ݂`]
type = ChangeState
value = 400
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = var(12) || var(13)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -4
TriggerAll = P2BodyDist X-EnemyNear(var(58)),Vel X*(EnemyNear(var(58)),BackEdgeBodyDist > 10)*4*var(8) = [0,45] 
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = EnemyNear(var(58)),NumProj = 0
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = Random < 800
Trigger1 = (EnemyNear(var(58)),StateNo = [200,649]) || !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I)

;y΋z------------------------------------------------------------------------------------------------

[State -3, ajEĔe]
type = ChangeState
value = 1300
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = A
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = InGuardDist
TriggerAll = EnemyNear(var(58)),Time >= 30 || !Time && Life < 777 || Life < 333 || (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159])
TriggerAll = Random < 800
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = P2BodyDist X-EnemyNear(var(58)),Vel X*(EnemyNear(var(58)),BackEdgeBodyDist > 10)*21*var(8) = [60-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front))-var(17)*50,125]
TriggerAll = P2Dist Y+EnemyNear(var(58)),Vel Y*21+0.5*EnemyNear(var(58)),Const(movement.yaccel)*22*21*(EnemyNear(var(58)),Vel Y != 0) = [-80,10]
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 5, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 5, < 0
Trigger4 = StateNo = 210 && AnimElem = 7, >= 0 && AnimElem = 9, < 0
Trigger5 = StateNo = 215 && AnimElem = 5, >= 0 && AnimElem = 7, < 0
Trigger6 = StateNo = 220 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger7 = StateNo = 225 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger8 = StateNo = 230 && AnimElem = 4, >= 0 && AnimElem = 8, < 0
Trigger9 = StateNo = 235 && AnimElem = 4, >= 0 && AnimElem = 7, < 0
Trigger10 = StateNo = 250 && AnimElem = 5, >= 0 && AnimElem = 7, < 0
Trigger11 = StateNo = 265 && AnimElem = 8, >= 0 && AnimElem = 9, < 0
Trigger12 = StateNo = 400 && AnimElem = 3, >= 0 && AnimElem = 5, < 0
Trigger13 = StateNo = 410 && AnimElem = 7, >= 0 && AnimElem = 9, < 0
Trigger14 = StateNo = 420 && AnimElem = 3, >= 0 && AnimElem = 5, < 0
Trigger15 = StateNo = 430 && AnimElem = 5, >= 0 && AnimElem = 7, < 0

[State -3, ajE]
type = ChangeState
value = 1200
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = A
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = InGuardDist
TriggerAll = EnemyNear(var(58)),Time >= 30 || !Time && Life < 777 || Life < 333 || (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159])
TriggerAll = Random < 600
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = P2BodyDist X-EnemyNear(var(58)),Vel X*(EnemyNear(var(58)),BackEdgeBodyDist > 10)*14*var(8) = [24-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front))-var(17)*50,71]
TriggerAll = P2Dist Y+EnemyNear(var(58)),Vel Y*14+0.5*EnemyNear(var(58)),Const(movement.yaccel)*15*14*(EnemyNear(var(58)),Vel Y != 0) = [-60,10]
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 5, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 5, < 0
Trigger4 = StateNo = 210 && AnimElem = 7, >= 0 && AnimElem = 9, < 0
Trigger5 = StateNo = 215 && AnimElem = 5, >= 0 && AnimElem = 7, < 0
Trigger6 = StateNo = 220 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger7 = StateNo = 225 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger8 = StateNo = 230 && AnimElem = 4, >= 0 && AnimElem = 8, < 0
Trigger9 = StateNo = 235 && AnimElem = 4, >= 0 && AnimElem = 7, < 0
Trigger10 = StateNo = 250 && AnimElem = 5, >= 0 && AnimElem = 7, < 0
Trigger11 = StateNo = 265 && AnimElem = 8, >= 0 && AnimElem = 9, < 0
Trigger12 = StateNo = 400 && AnimElem = 3, >= 0 && AnimElem = 5, < 0
Trigger13 = StateNo = 410 && AnimElem = 7, >= 0 && AnimElem = 9, < 0
Trigger14 = StateNo = 420 && AnimElem = 3, >= 0 && AnimElem = 5, < 0
Trigger15 = StateNo = 430 && AnimElem = 5, >= 0 && AnimElem = 7, < 0

[State -3, ajE]
type = ChangeState
value = 1000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = A
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = InGuardDist
TriggerAll = EnemyNear(var(58)),Time >= 30 || !Time && Life < 777 || Life < 333 || (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159])
TriggerAll = Random < 400
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = P2BodyDist X-EnemyNear(var(58)),Vel X*(EnemyNear(var(58)),BackEdgeBodyDist > 10)*14*var(8) = [27-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front))-var(17)*50,82]
TriggerAll = P2Dist Y+EnemyNear(var(58)),Vel Y*14+0.5*EnemyNear(var(58)),Const(movement.yaccel)*15*14*(EnemyNear(var(58)),Vel Y != 0) = [-60,10]
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 5, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 5, < 0
Trigger4 = StateNo = 210 && AnimElem = 7, >= 0 && AnimElem = 9, < 0
Trigger5 = StateNo = 215 && AnimElem = 5, >= 0 && AnimElem = 7, < 0
Trigger6 = StateNo = 220 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger7 = StateNo = 225 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger8 = StateNo = 230 && AnimElem = 4, >= 0 && AnimElem = 8, < 0
Trigger9 = StateNo = 235 && AnimElem = 4, >= 0 && AnimElem = 7, < 0
Trigger10 = StateNo = 250 && AnimElem = 5, >= 0 && AnimElem = 7, < 0
Trigger11 = StateNo = 265 && AnimElem = 8, >= 0 && AnimElem = 9, < 0
Trigger12 = StateNo = 400 && AnimElem = 3, >= 0 && AnimElem = 5, < 0
Trigger13 = StateNo = 410 && AnimElem = 7, >= 0 && AnimElem = 9, < 0
Trigger14 = StateNo = 420 && AnimElem = 3, >= 0 && AnimElem = 5, < 0
Trigger15 = StateNo = 430 && AnimElem = 5, >= 0 && AnimElem = 7, < 0

[State -3, gN]
type = ChangeState
value = 1500
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = A
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = InGuardDist
TriggerAll = EnemyNear(var(58)),Time >= 30 || !Time && Life < 777 || Life < 333 || (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159])
TriggerAll = Random < 400
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = P2BodyDist X-EnemyNear(var(58)),Vel X*(EnemyNear(var(58)),BackEdgeBodyDist > 10)*36+Random%10*var(8) = [-10-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front))-var(17)*50,60]
TriggerAll = P2Dist Y+EnemyNear(var(58)),Vel Y*36+Random%10+0.5*EnemyNear(var(58)),Const(movement.yaccel)*37+Random%10*36+Random%10*(EnemyNear(var(58)),Vel Y != 0) = [-10,10]
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 5, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 5, < 0
Trigger4 = StateNo = 210 && AnimElem = 7, >= 0 && AnimElem = 9, < 0
Trigger5 = StateNo = 215 && AnimElem = 5, >= 0 && AnimElem = 7, < 0
Trigger6 = StateNo = 220 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger7 = StateNo = 225 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger8 = StateNo = 230 && AnimElem = 4, >= 0 && AnimElem = 8, < 0
Trigger9 = StateNo = 235 && AnimElem = 4, >= 0 && AnimElem = 7, < 0
Trigger10 = StateNo = 250 && AnimElem = 5, >= 0 && AnimElem = 7, < 0
Trigger11 = StateNo = 265 && AnimElem = 8, >= 0 && AnimElem = 9, < 0
Trigger12 = StateNo = 400 && AnimElem = 3, >= 0 && AnimElem = 5, < 0
Trigger13 = StateNo = 410 && AnimElem = 7, >= 0 && AnimElem = 9, < 0
Trigger14 = StateNo = 420 && AnimElem = 3, >= 0 && AnimElem = 5, < 0
Trigger15 = StateNo = 430 && AnimElem = 5, >= 0 && AnimElem = 7, < 0

[State -3, Ő]
type = ChangeState
value = 2100
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = !var(9)
TriggerAll = !var(13) && !var(14)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType != H
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = EnemyNear(var(58)),Vel X*(EnemyNear(var(58)),BackEdgeBodyDist > 10)* var(8) > 0
TriggerAll = P2Dist Y+EnemyNear(var(58)),Vel Y*32 + 0.5*EnemyNear(var(58)),Const(movement.yaccel)*32*31 = [-200,10]
TriggerAll = Random < 600 || Life < 333
TriggerAll = Power >= 1000 || var(12) 
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 5, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 5, < 0
Trigger4 = StateNo = 210 && AnimElem = 7, >= 0 && AnimElem = 9, < 0
Trigger5 = StateNo = 215 && AnimElem = 5, >= 0 && AnimElem = 7, < 0
Trigger6 = StateNo = 220 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger7 = StateNo = 225 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger8 = StateNo = 230 && AnimElem = 4, >= 0 && AnimElem = 8, < 0
Trigger9 = StateNo = 235 && AnimElem = 4, >= 0 && AnimElem = 7, < 0
Trigger10 = StateNo = 250 && AnimElem = 5, >= 0 && AnimElem = 7, < 0
Trigger11 = StateNo = 265 && AnimElem = 8, >= 0 && AnimElem = 9, < 0
Trigger12 = StateNo = 400 && AnimElem = 3, >= 0 && AnimElem = 5, < 0
Trigger13 = StateNo = 410 && AnimElem = 7, >= 0 && AnimElem = 9, < 0
Trigger14 = StateNo = 420 && AnimElem = 3, >= 0 && AnimElem = 5, < 0
Trigger15 = StateNo = 430 && AnimElem = 5, >= 0 && AnimElem = 7, < 0

[State -3, ajEĔe]
type = ChangeState
value = 1300
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = I
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = P2BodyDist X-EnemyNear(var(58)),Vel X*(EnemyNear(var(58)),BackEdgeBodyDist > 10)*21*var(8) = [60-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front))-var(17)*50,125]
TriggerAll = P2Dist Y+EnemyNear(var(58)),Vel Y*21+0.5*EnemyNear(var(58)),Const(movement.yaccel)*22*21*(EnemyNear(var(58)),Vel Y != 0) = [-80,10]
TriggerAll = Random < 800
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 5, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 5, < 0
Trigger4 = StateNo = 210 && AnimElem = 7, >= 0 && AnimElem = 9, < 0
Trigger5 = StateNo = 215 && AnimElem = 5, >= 0 && AnimElem = 7, < 0
Trigger6 = StateNo = 220 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger7 = StateNo = 225 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger8 = StateNo = 230 && AnimElem = 4, >= 0 && AnimElem = 8, < 0
Trigger9 = StateNo = 235 && AnimElem = 4, >= 0 && AnimElem = 7, < 0
Trigger10 = StateNo = 250 && AnimElem = 5, >= 0 && AnimElem = 7, < 0
Trigger11 = StateNo = 265 && AnimElem = 8, >= 0 && AnimElem = 9, < 0
Trigger12 = StateNo = 400 && AnimElem = 3, >= 0 && AnimElem = 5, < 0
Trigger13 = StateNo = 410 && AnimElem = 7, >= 0 && AnimElem = 9, < 0
Trigger14 = StateNo = 420 && AnimElem = 3, >= 0 && AnimElem = 5, < 0
Trigger15 = StateNo = 430 && AnimElem = 5, >= 0 && AnimElem = 7, < 0

[State -3, ajEE]
type = ChangeState
value = 1100
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = I
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = P2BodyDist X-EnemyNear(var(58)),Vel X*(EnemyNear(var(58)),BackEdgeBodyDist > 10)*20*var(8) = [22-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front))-var(17)*50,143]
TriggerAll = P2Dist Y+EnemyNear(var(58)),Vel Y*20+0.5*EnemyNear(var(58)),Const(movement.yaccel)*21*20*(EnemyNear(var(58)),Vel Y != 0) = [-80,10]
TriggerAll = Random < 700
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 5, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 5, < 0
Trigger4 = StateNo = 210 && AnimElem = 7, >= 0 && AnimElem = 9, < 0
Trigger5 = StateNo = 215 && AnimElem = 5, >= 0 && AnimElem = 7, < 0
Trigger6 = StateNo = 220 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger7 = StateNo = 225 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger8 = StateNo = 230 && AnimElem = 4, >= 0 && AnimElem = 8, < 0
Trigger9 = StateNo = 235 && AnimElem = 4, >= 0 && AnimElem = 7, < 0
Trigger10 = StateNo = 250 && AnimElem = 5, >= 0 && AnimElem = 7, < 0
Trigger11 = StateNo = 265 && AnimElem = 8, >= 0 && AnimElem = 9, < 0
Trigger12 = StateNo = 400 && AnimElem = 3, >= 0 && AnimElem = 5, < 0
Trigger13 = StateNo = 410 && AnimElem = 7, >= 0 && AnimElem = 9, < 0
Trigger14 = StateNo = 420 && AnimElem = 3, >= 0 && AnimElem = 5, < 0
Trigger15 = StateNo = 430 && AnimElem = 5, >= 0 && AnimElem = 7, < 0

[State -3, ajE]
type = ChangeState
value = 1200
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = I
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = P2BodyDist X-EnemyNear(var(58)),Vel X*(EnemyNear(var(58)),BackEdgeBodyDist > 10)*19*var(8) = [30-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front))-var(17)*50,83]
TriggerAll = P2Dist Y+EnemyNear(var(58)),Vel Y*20+0.5*EnemyNear(var(58)),Const(movement.yaccel)*21*20*(EnemyNear(var(58)),Vel Y != 0) = [-120,10]
TriggerAll = Random < 600
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 5, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 5, < 0
Trigger4 = StateNo = 210 && AnimElem = 7, >= 0 && AnimElem = 9, < 0
Trigger5 = StateNo = 215 && AnimElem = 5, >= 0 && AnimElem = 7, < 0
Trigger6 = StateNo = 220 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger7 = StateNo = 225 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger8 = StateNo = 230 && AnimElem = 4, >= 0 && AnimElem = 8, < 0
Trigger9 = StateNo = 235 && AnimElem = 4, >= 0 && AnimElem = 7, < 0
Trigger10 = StateNo = 250 && AnimElem = 5, >= 0 && AnimElem = 7, < 0
Trigger11 = StateNo = 265 && AnimElem = 8, >= 0 && AnimElem = 9, < 0
Trigger12 = StateNo = 400 && AnimElem = 3, >= 0 && AnimElem = 5, < 0
Trigger13 = StateNo = 410 && AnimElem = 7, >= 0 && AnimElem = 9, < 0
Trigger14 = StateNo = 420 && AnimElem = 3, >= 0 && AnimElem = 5, < 0
Trigger15 = StateNo = 430 && AnimElem = 5, >= 0 && AnimElem = 7, < 0

[State -3, ajE]
type = ChangeState
value = 1000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = I
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = P2BodyDist X-EnemyNear(var(58)),Vel X*(EnemyNear(var(58)),BackEdgeBodyDist > 10)*14*var(8) = [27-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front))-var(17)*50,82]
TriggerAll = P2Dist Y+EnemyNear(var(58)),Vel Y*14+0.5*EnemyNear(var(58)),Const(movement.yaccel)*15*14*(EnemyNear(var(58)),Vel Y != 0) = [-60,10]
TriggerAll = Random < 500
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 5, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 5, < 0
Trigger4 = StateNo = 210 && AnimElem = 7, >= 0 && AnimElem = 9, < 0
Trigger5 = StateNo = 215 && AnimElem = 5, >= 0 && AnimElem = 7, < 0
Trigger6 = StateNo = 220 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger7 = StateNo = 225 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger8 = StateNo = 230 && AnimElem = 4, >= 0 && AnimElem = 8, < 0
Trigger9 = StateNo = 235 && AnimElem = 4, >= 0 && AnimElem = 7, < 0
Trigger10 = StateNo = 250 && AnimElem = 5, >= 0 && AnimElem = 7, < 0
Trigger11 = StateNo = 265 && AnimElem = 8, >= 0 && AnimElem = 9, < 0
Trigger12 = StateNo = 400 && AnimElem = 3, >= 0 && AnimElem = 5, < 0
Trigger13 = StateNo = 410 && AnimElem = 7, >= 0 && AnimElem = 9, < 0
Trigger14 = StateNo = 420 && AnimElem = 3, >= 0 && AnimElem = 5, < 0
Trigger15 = StateNo = 430 && AnimElem = 5, >= 0 && AnimElem = 7, < 0

[State -3, c]
type = ChangeState
value = 230
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = I
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = P2BodyDist X-EnemyNear(var(58)),Vel X*(EnemyNear(var(58)),BackEdgeBodyDist > 10)*8*var(8) = [8-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front))-var(17)*50,71]
TriggerAll = P2Dist Y+EnemyNear(var(58)),Vel Y*8+0.5*EnemyNear(var(58)),Const(movement.yaccel)*9*8*(EnemyNear(var(58)),Vel Y != 0) = [-70,10]
TriggerAll = P2BodyDist X >= 28
TriggerAll = Random < 500
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])

[State -3, `]
type = ChangeState
value = 200
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = I
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(InGuardDist || var(57))
TriggerAll = P2BodyDist X-EnemyNear(var(58)),Vel X*(EnemyNear(var(58)),BackEdgeBodyDist > 10)*4*var(8) = [28-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front))-var(17)*50,99]
TriggerAll = P2Dist Y+EnemyNear(var(58)),Vel Y*4+0.5*EnemyNear(var(58)),Const(movement.yaccel)*5*4*(EnemyNear(var(58)),Vel Y != 0) = [-50,10]
TriggerAll = P2BodyDist X >= 26
TriggerAll = Random < 300
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])

;yΔѓz------------------------------------------------------------------------------------------

[State -3, Ő]
Type = ChangeState
Value = 2100
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = !var(13) && !var(14)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = Random < P2Dist X*2 || Life < 333
TriggerAll = Power >= 1000 || var(12) 
TriggerAll = P2BodyDist X > 100
TriggerAll = var(8) = 1 && P2Dist X >= 0
Trigger1 = EnemyNear(var(58)),NumProj = 1 || var(56)
Trigger2 = EnemyNear(var(58)),HitDefAttr = SCA,AP

[State -3, ajE]
Type = ChangeState
Value = 1000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = Random < P2BodyDist X+(var(13))*100
TriggerAll = P2BodyDist X > 100
TriggerAll = var(8) = 1 && P2Dist X >= 0
TriggerAll = PrevStateNo != 1000
Trigger1 = EnemyNear(var(58)),NumProj = 1
Trigger2 = EnemyNear(var(58)),HitDefAttr = SC,NP,SP

[State -3, w]
Type = ChangeState
Value = 1400
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = Random < 800
TriggerAll = P2BodyDist X = [60,130]
TriggerAll = var(8) = 1 && P2Dist X >= 0
TriggerAll = EnemyNear(var(58)),MoveType = A
Trigger1 = EnemyNear(var(58)),NumProj = 1
Trigger2 = EnemyNear(var(58)),HitDefAttr = SC,NP,SP

[State -3, gN]
Type = ChangeState
Value = 1500
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = Random < 400
TriggerAll = P2BodyDist X = [-20,60]
Trigger1 = EnemyNear(var(58)),NumProj = 1
Trigger2 = EnemyNear(var(58)),HitDefAttr = SC,NP,SP

;
;K[h 
;inguarddist EnemyNear,HitDefAttr = SCA,AA;Ō
;

[State -3, K[h]
type = ChangeState
value = 120
ctrl = 0
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateNo = [120,160]) || StateNo = 140 
TriggerAll = StateType != A 
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AT)
TriggerAll = Random < 800 || Life < 333
Trigger1 = EnemyNear(var(58)),NumProj > 0 || var(56)
Trigger1 = InGuardDist || var(57)
Trigger2 = !(EnemyNear(var(58)),NumProj = 0 || var(56))
Trigger2 = InGuardDist || var(57)
Trigger2 = EnemyNear(var(58)),HitDefAttr = SCA,AA
Trigger2 = !(EnemyNear(var(58)),AnimTime > 0 && EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),Vel Y > 0 && EnemyNear(var(58)),Vel X <= 0)
Trigger3 = InGuardDist || var(57)
Trigger3 = Random%30 = 0

[State -3, K[hLZӂƂ΂]
type = ChangeState
value = 255
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = !var(12) && !var(13)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = Power >= 1000
TriggerAll = StateNo = 150 || StateNo = 152
TriggerAll = EnemyNear(var(58)),HitDefAttr = SCA,NA
TriggerAll = EnemyNear(var(58)),NumProj = 0
TriggerAll = EnemyNear(var(58)),Const(size.mid.pos.y) < -60 || (EnemyNear(var(58)),Const(size.head.pos.y) < -75 && EnemyNear(var(58)),StateType = S)
TriggerAll = Random < IfElse(EnemyNear(var(58)),BackEdgeBodyDist < 60,800,200)
Trigger1 = P2BodyDist X = [36,96]
Trigger1 = P2Dist Y >= -30

[State -3, K[hLZً}EO]
type = ChangeState
value = 700
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = !var(12) && !var(13)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = Power >= 1000
TriggerAll = StateNo = 150 || StateNo = 152
TriggerAll = P2BodyDist X = [-10,95]
TriggerAll = EnemyNear(var(58)),AnimTime <= -25-7
TriggerAll = Random < IfElse(EnemyNear(var(58)),BackEdgeBodyDist < 60,200,800)
Trigger1 = EnemyNear(var(58)),StateNo < 2000
Trigger1 = P2Dist X >= 0

[State -3, K[hLZً}E]
type = ChangeState
value = 750
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = !var(12) && !var(13)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = Power >= 1000
TriggerAll = StateNo = 150 || StateNo = 152
TriggerAll = Random < 800
Trigger1 = EnemyNear(var(58)),StateNo < 2000
Trigger1 = P2Dist X < 0

[State -3, ً}]
type = ChangeState
value = 700
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AT)
TriggerAll = Random < 800
TriggerAll = InGuardDist || var(57) || (EnemyNear(var(58)),HitDefAttr = SCA,AP)
TriggerAll = var(8) = 1 && P2Dist X >= 0
TriggerAll = EnemyNear(var(58)),StateNo < 2000
Trigger1 = EnemyNear(var(58)),MoveType = A
Trigger1 = EnemyNear(var(58)),HitDefAttr = SCA,NP,SP
Trigger1 = EnemyNear(var(58)),Time < 20
Trigger1 = EnemyNear(var(58)),AnimTime <= -33
Trigger2 = InGuardDist || var(57) 
Trigger2 = EnemyNear(var(58)),HitDefAttr = SCA,NA
Trigger2 = EnemyNear(var(58)),AnimTime <= -33
Trigger3 = InGuardDist || var(57) 
Trigger3 = EnemyNear(var(58)),HitDefAttr = SCA,SA,HA
Trigger3 = EnemyNear(var(58)),AnimTime <= -33 || EnemyNear(var(58)),AnimTime > 0
Trigger3 = P2BodyDist X-(5*15+EnemyNear(var(58)),Vel X*EnemyNear(var(58)),Const(movement.yaccel)*25) < -20

;
;nNU 
;EnemyNear,StateType = L EnemyNear,AnimTime P2bodyDist Y P2bodyDist X
;

[State -3, _bV]
type = ChangeState
value = 100
ctrl = 0
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = Ctrl || (StateNo = [21,22]) 
TriggerAll = P2BodyDist X > 120
TriggerAll = StateNo != [100,101]
TriggerAll = PrevStateNo != [100,101]
TriggerAll = Random < 800
Trigger1 = EnemyNear(var(58)),StateNo = [231,232]
Trigger2 = EnemyNear(var(58)),StateNo = [820,822]
Trigger3 = EnemyNear(var(58)),StateNo = 1005
Trigger4 = EnemyNear(var(58)),StateNo = 1406
Trigger5 = EnemyNear(var(58)),StateNo = [2102,2103]

[State -3, _bV]
type = ChangeState
value = 100
ctrl = 0
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = P2StateType = L
TriggerAll = Ctrl || (StateNo = [21,22]) 
TriggerAll = var(8) = -1
TriggerAll = P2BodyDist X > 110
TriggerAll = StateNo != [100,101]
TriggerAll = PrevStateNo != [100,101]
TriggerAll = Random < 600 || Power >= 3000
Trigger1 = P2StateNo = [5100,5110]
Trigger2 = P2StateNo = 5120
Trigger2 = EnemyNear(var(58)),AnimTime < -25

[State -3, _bV]
type = ChangeState
value = 100
ctrl = 0
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = P2StateType = L
TriggerAll = Ctrl || (StateNo = [21,22]) 
TriggerAll = StateNo != [100,101]
TriggerAll = PrevStateNo != [100,101]
TriggerAll = StateNo != 52
TriggerAll = P2BodyDist X > 110
TriggerAll = var(8) = 1
TriggerAll = Random%2 = 1 || Power >= 3000
TriggerAll = Random < 600 || Power >= 3000
Trigger1 = P2StateNo = [5100,5110]

[State -3, Oi]
Type = ChangeState
Value = 21
Ctrl = 0
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = P2StateType = L
TriggerAll = Ctrl 
TriggerAll = StateNo != [100,101]
TriggerAll = PrevStateNo != [100,101]
TriggerAll = P2StateNo = [5050,5110]
TriggerAll = Random < 800 || Power >= 3000
Trigger1 = P2BodyDist X > 80
Trigger1 = Random%5 = 1

[State -3, ]
Type = ChangeState
Value = 22
Ctrl = 0
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = P2StateType = L
TriggerAll = Ctrl 
TriggerAll = StateNo != [100,101]
TriggerAll = PrevStateNo != [100,101]
TriggerAll = P2StateNo = [5050,5110]
TriggerAll = !(BackEdgeBodyDist < 15)
TriggerAll = Random < 800
Trigger1 = P2BodyDist X < 55
Trigger1 = Random%5 = 1

[State -3, JE^[[h]
Type = ChangeState
Value = 900
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = !var(12) && !var(13) && !var(14)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = P2StateType = L
TriggerAll = Ctrl || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = P2BodyDist X = [-20,40)
TriggerAll = Random < 800 || Life < 333
TriggerAll = Power >= 3000
Trigger1 = P2StateNo = 5120
Trigger1 = EnemyNear(var(58)),AnimTime = -1

[State -3, ajE]
Type = ChangeState
Value = 1000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = var(12)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = P2StateType = L
TriggerAll = Ctrl || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = P2BodyDist X = [0,55)
TriggerAll = Random < 800 || Life < 333
Trigger1 = P2StateNo = 5120
Trigger1 = EnemyNear(var(58)),AnimTime = -14+4

[State -3, w]
Type = ChangeState
Value = 1400
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = P2StateType = L
TriggerAll = Ctrl || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = P2BodyDist X = [80,130)
TriggerAll = P2StateNo = 5120
Trigger1 = EnemyNear(var(58)),AnimTime = [-30,-25]
Trigger1 = Random < 500 
Trigger2 = EnemyNear(var(58)),AnimTime = -22+4
Trigger2 = Random < 50 

[State -3, gN]
Type = ChangeState
Value = 1500
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = P2StateType = L
TriggerAll = Ctrl || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = P2BodyDist X = [-20,60)
TriggerAll = P2StateNo = 5120
Trigger1 = EnemyNear(var(58)),AnimTime = [-30,-25]
Trigger1 = Random < 500 
Trigger2 = EnemyNear(var(58)),AnimTime = -22+4
Trigger2 = Random < 200 

[State -3, gN]
Type = ChangeState
Value = 1500
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = P2StateType = L
TriggerAll = P2BodyDist X = [-20,60)
TriggerAll = P2StateNo = 5120
TriggerAll = EnemyNear(var(58)),AnimTime = -4
TriggerAll = Random < 300
Trigger1 = StateNo = 235 && !MoveContact && AnimElem = 4, >= 0 && AnimElem = 7, < 0
Trigger2 = StateNo = 430 && !MoveContact && AnimElem = 5, >= 0 && AnimElem = 7, < 0

[State -3, ]
Type = ChangeState
Value = 260
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = P2StateType = L
TriggerAll = P2BodyDist X = [5,65)
TriggerAll = Random < 400 
TriggerAll = P2StateNo = 5120
TriggerAll = EnemyNear(var(58)),AnimTime = -22+4
Trigger1 = Ctrl || (StateNo = [21,22]) 
Trigger2 = StateNo = 235 && !MoveContact && AnimElem = 4, >= 0 && AnimElem = 7, < 0
Trigger3 = StateNo = 430 && !MoveContact && AnimElem = 5, >= 0 && AnimElem = 7, < 0

[State -3, Ⴊ݂c]
Type = ChangeState
Value = 430
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = P2StateType = L
TriggerAll = Ctrl || (StateNo = [21,22]) 
TriggerAll = P2BodyDist X = [-5,53)
TriggerAll = Random < 400 
Trigger1 = P2StateNo = 5120
Trigger1 = EnemyNear(var(58)),AnimTime = -12+4

[State -3, ߗc]
Type = ChangeState
Value = 235
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = P2StateType = L
TriggerAll = Ctrl || (StateNo = [21,22]) 
TriggerAll = P2BodyDist X = [-5,27]
TriggerAll = Random < 400 
Trigger1 = P2StateNo = 5120
Trigger1 = EnemyNear(var(58)),AnimTime = -15+4

[State -3, ajEE]
Type = ChangeState
Value = 1100
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = P2StateType = L
TriggerAll = Ctrl || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = P2BodyDist X = [55,120)
TriggerAll = Random < 300 
Trigger1 = P2StateNo = 5120
Trigger1 = EnemyNear(var(58)),AnimTime = -14+4

[State -3, w]
Type = ChangeState
Value = 1400
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = P2StateType = L
TriggerAll = Ctrl || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = P2BodyDist X = [70,130)
TriggerAll = Random < 800 
Trigger1 = P2StateNo = 5110
Trigger1 = EnemyNear(var(58)),Time = [5,10]

;
;nډ 
;Prevstateno EnemyNear,Movetype = H EnemyNear,stateno = [120,159]
;

[State -3, ߗc]
Type = ChangeState
Value = 235
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = P2BodyDist X < 28
TriggerAll = Ctrl || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = !var(9)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [231,232]) || (EnemyNear(var(58)),StateNo = [820,822]))
TriggerAll = !(EnemyNear(var(58)),StateNo = 1005 || EnemyNear(var(58)),StateNo = 1406 || (EnemyNear(var(58)),StateNo = [2102,2103]))
TriggerAll = EnemyNear(var(58)),MoveType = H && !(EnemyNear(var(58)),StateNo = [120,160))
TriggerAll = EnemyNear(var(58)),GetHitVar(hittime) + EnemyNear(var(58)),GetHitVar(hitshaketime) >= 7-2
TriggerAll = EnemyNear(var(58)),GetHitVar(yvel) = 0
TriggerAll = P2BodyDist X = [-5,28)
Trigger1 = Random < 800 || Life < 333

[State -3, ߗb]
Type = ChangeState
Value = 225
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = P2BodyDist X < 18
TriggerAll = Ctrl || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = !var(9)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [231,232]) || (EnemyNear(var(58)),StateNo = [820,822]))
TriggerAll = !(EnemyNear(var(58)),StateNo = 1005 || EnemyNear(var(58)),StateNo = 1406 || (EnemyNear(var(58)),StateNo = [2102,2103]))
TriggerAll = EnemyNear(var(58)),MoveType = H && !(EnemyNear(var(58)),StateNo = [120,160))
TriggerAll = EnemyNear(var(58)),GetHitVar(hittime) + EnemyNear(var(58)),GetHitVar(hitshaketime) >= 8-2
TriggerAll = EnemyNear(var(58)),GetHitVar(yvel) = 0
TriggerAll = P2BodyDist X = [-5,18)
Trigger1 = Random < 800 || Life < 333

[State -3, ߗ`]
Type = ChangeState
Value = 205
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = P2BodyDist X < 26
TriggerAll = Ctrl || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = !var(9)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [231,232]) || (EnemyNear(var(58)),StateNo = [820,822]))
TriggerAll = !(EnemyNear(var(58)),StateNo = 1005 || EnemyNear(var(58)),StateNo = 1406 || (EnemyNear(var(58)),StateNo = [2102,2103]))
TriggerAll = EnemyNear(var(58)),MoveType = H && !(EnemyNear(var(58)),StateNo = [120,160))
TriggerAll = EnemyNear(var(58)),GetHitVar(hittime) + EnemyNear(var(58)),GetHitVar(hitshaketime) >= 5-2
TriggerAll = EnemyNear(var(58)),GetHitVar(yvel) = 0
TriggerAll = EnemyNear(var(58)),Const(size.mid.pos.y) < -60 || (EnemyNear(var(58)),Const(size.head.pos.y) < -75 && EnemyNear(var(58)),StateType = S)
TriggerAll = P2BodyDist X = [-5,26)
Trigger1 = Random < 800 || Life < 333

[State -3, `]
Type = ChangeState
Value = 200
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = P2BodyDist X < 26
TriggerAll = Ctrl || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = !var(9)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [231,232]) || (EnemyNear(var(58)),StateNo = [820,822]))
TriggerAll = !(EnemyNear(var(58)),StateNo = 1005 || EnemyNear(var(58)),StateNo = 1406 || (EnemyNear(var(58)),StateNo = [2102,2103]))
TriggerAll = EnemyNear(var(58)),MoveType = H && !(EnemyNear(var(58)),StateNo = [120,160))
TriggerAll = EnemyNear(var(58)),GetHitVar(hittime) + EnemyNear(var(58)),GetHitVar(hitshaketime) >= 5-2
TriggerAll = EnemyNear(var(58)),GetHitVar(yvel) = 0
TriggerAll = EnemyNear(var(58)),Const(size.mid.pos.y) < -60 || (EnemyNear(var(58)),Const(size.head.pos.y) < -75 && EnemyNear(var(58)),StateType = S)
TriggerAll = P2BodyDist X = [26,66)
Trigger1 = Random < 500

[State -3, ӂƂ΂]
Type = ChangeState
Value = 250
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = P2BodyDist X < 18
TriggerAll = Ctrl || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = !var(9)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [231,232]) || (EnemyNear(var(58)),StateNo = [820,822]))
TriggerAll = !(EnemyNear(var(58)),StateNo = 1005 || EnemyNear(var(58)),StateNo = 1406 || (EnemyNear(var(58)),StateNo = [2102,2103]))
TriggerAll = EnemyNear(var(58)),MoveType = H && !(EnemyNear(var(58)),StateNo = [120,160))
TriggerAll = EnemyNear(var(58)),GetHitVar(hittime) + EnemyNear(var(58)),GetHitVar(hitshaketime) >= 11-2
TriggerAll = EnemyNear(var(58)),GetHitVar(yvel) = 0
TriggerAll = P2BodyDist X = [28,98]
Trigger1 = Random < 800 || Life < 333

[State -3, ߗ`]
type = ChangeState
value = 205
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo = [150,153]
TriggerAll = EnemyNear(var(58)),GetHitVar(hittime) + EnemyNear(var(58)),GetHitVar(hitshaketime) >= 4-2
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = var(8) = -1 && EnemyNear(var(58)),StateType = S
TriggerAll = Random < 800
Trigger1 = EnemyNear(var(58)),Vel X = 0 && (4-EnemyNear(var(58)),GetHitVar(hitshaketime)>0)
Trigger1 = P2BodyDist X = [-5,26)
Trigger2 = EnemyNear(var(58)),Vel X = 0 && (4-EnemyNear(var(58)),GetHitVar(hitshaketime)<=0)
Trigger2 = P2BodyDist X = [-5,26)
Trigger3 = !(EnemyNear(var(58)),Vel X = 0)
Trigger3 = P2BodyDist X = [-5,26)

[State -3, `]
type = ChangeState
value = 200
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo = [150,153]
TriggerAll = EnemyNear(var(58)),GetHitVar(hittime) + EnemyNear(var(58)),GetHitVar(hitshaketime) >= 4-2
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = var(8) = -1 && EnemyNear(var(58)),StateType = S
TriggerAll = Random < 500
Trigger1 = EnemyNear(var(58)),Vel X = 0 && (4-EnemyNear(var(58)),GetHitVar(hitshaketime)>0)
Trigger1 = P2BodyDist X = [26,66)
Trigger2 = EnemyNear(var(58)),Vel X = 0 && (4-EnemyNear(var(58)),GetHitVar(hitshaketime)<=0)
Trigger2 = P2BodyDist X = [26,66)
Trigger3 = !(EnemyNear(var(58)),Vel X = 0)
Trigger3 = P2BodyDist X = [26,66-(EnemyNear(var(58)),Vel X*(EnemyNear(var(58)),BackEdgeBodyDist > 10)))

;
;nq 
;Movecontact MoveHit MoveGuarded AnimElem = ,>0
;

[State -3, ߗ`]
Type = ChangeState
Value = 205
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !var(9)
TriggerAll = P2BodyDist X < 26
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [231,232]) || (EnemyNear(var(58)),StateNo = [820,822]))
TriggerAll = !(EnemyNear(var(58)),StateNo = 1005 || EnemyNear(var(58)),StateNo = 1406 || (EnemyNear(var(58)),StateNo = [2102,2103]))
TriggerAll = MoveContact = [5,8]
TriggerAll = EnemyNear(var(58)),Const(size.mid.pos.y) < -60 || (EnemyNear(var(58)),Const(size.head.pos.y) < -75 && EnemyNear(var(58)),StateType = S)
TriggerAll = Random < 800 || Life < 333
Trigger1 = StateNo = 205 && AnimElem = 2, > 0

[State -3, `]
Type = ChangeState
Value = 200
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !var(9)
TriggerAll = P2BodyDist X >= 26
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [231,232]) || (EnemyNear(var(58)),StateNo = [820,822]))
TriggerAll = !(EnemyNear(var(58)),StateNo = 1005 || EnemyNear(var(58)),StateNo = 1406 || (EnemyNear(var(58)),StateNo = [2102,2103]))
TriggerAll = MoveContact = [5,8]
TriggerAll = P2BodyDist X = [26,66)
TriggerAll = EnemyNear(var(58)),Const(size.mid.pos.y) < -60 || (EnemyNear(var(58)),Const(size.head.pos.y) < -75 && EnemyNear(var(58)),StateType = S)
TriggerAll = Random < 800 || Life < 333
Trigger1 = StateNo = 200 && AnimElem = 2, > 0
Trigger2 = StateNo = 205 && AnimElem = 2, > 0

[State -3, a]
Type = ChangeState
Value = 220
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !var(9)
TriggerAll = P2BodyDist X >= 24
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [231,232]) || (EnemyNear(var(58)),StateNo = [820,822]))
TriggerAll = !(EnemyNear(var(58)),StateNo = 1005 || EnemyNear(var(58)),StateNo = 1406 || (EnemyNear(var(58)),StateNo = [2102,2103]))
TriggerAll = MoveHit = [5,8]
TriggerAll = P2BodyDist X = [24,99)
TriggerAll = Random < 800 || Life < 333
Trigger1 = StateNo = 200 && AnimElem = 2, > 0
Trigger2 = StateNo = 205 && AnimElem = 2, > 0

[State -3, āiLZj]
Type = ChangeState
Value = 265
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !var(9)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [231,232]) || (EnemyNear(var(58)),StateNo = [820,822]))
TriggerAll = !(EnemyNear(var(58)),StateNo = 1005 || EnemyNear(var(58)),StateNo = 1406 || (EnemyNear(var(58)),StateNo = [2102,2103]))
TriggerAll = MoveContact = [1,5]
TriggerAll = P2BodyDist X = [0,25)
TriggerAll = Random < 800 || Life < 333
Trigger1 = StateNo = 215 && AnimElem = 4, > 0
Trigger2 = StateNo = 235 && AnimElem = 3, > 0

[State -3, ajEE]
type = ChangeState
value = 1100
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)    
TriggerAll = MoveHit = [1,5]
TriggerAll = Random < 800 || Life < 333
Trigger1 = StateNo = 210 && AnimElem = 6, > 0
Trigger2 = StateNo = 215 && AnimElem = 4, > 0
Trigger3 = StateNo = 220 && AnimElem = 3, > 0
Trigger3 = var(12) || var(13)
Trigger4 = StateNo = 225 && AnimElem = 3, > 0
Trigger4 = var(12) || var(13)
Trigger5 = StateNo = 235 && AnimElem = 3, > 0
Trigger6 = StateNo = 265 && AnimElem = 7, > 0
Trigger7 = StateNo = 400 && AnimElem = 2, > 0
Trigger7 = var(12) || var(13)

[State -3, ajEĔe]
type = ChangeState
value = 1300
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)    
TriggerAll = EnemyNear(var(58)),Const(size.mid.pos.y) < -60 || (EnemyNear(var(58)),Const(size.head.pos.y) < -75 && EnemyNear(var(58)),StateType = S)
TriggerAll = MoveHit = [1,5]
TriggerAll = Random < 333
Trigger1 = StateNo = 210 && AnimElem = 6, > 0
Trigger2 = StateNo = 215 && AnimElem = 4, > 0
Trigger3 = StateNo = 235 && AnimElem = 3, > 0

[State -3, ajE]
type = ChangeState
value = 1200
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)    
TriggerAll = MoveHit = [1,5]
TriggerAll = Random < 333
Trigger1 = StateNo = 210 && AnimElem = 6, > 0
Trigger2 = StateNo = 215 && AnimElem = 4, > 0
Trigger3 = StateNo = 235 && AnimElem = 3, > 0

[State -3, ajE]
type = ChangeState
value = 1000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)    
TriggerAll = MoveHit = [1,5]
TriggerAll = Random < 333
Trigger1 = StateNo = 210 && AnimElem = 6, > 0
Trigger2 = StateNo = 215 && AnimElem = 4, > 0
Trigger3 = StateNo = 235 && AnimElem = 3, > 0

[State -3, aw]
type = ChangeState
value = 2000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = !var(13)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)    
TriggerAll = MoveHit = [1,5]
TriggerAll = Random < 800 || Life < 333
TriggerAll = Power >= 1000 || var(12)
Trigger1 = StateNo = 210 && AnimElem = 6, > 0
Trigger2 = StateNo = 215 && AnimElem = 4, > 0
Trigger3 = StateNo = 235 && AnimElem = 3, > 0
Trigger4 = StateNo = 1000 && AnimElem = 12 && var(12)
Trigger5 = StateNo = 1100 && AnimElem = 12 && var(12)
Trigger5 = P2BodyDist X = [0,50)

[State -3, Ő]
type = Null;ChangeState
value = 2100
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = var(12)
TriggerAll = !var(13)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)    
TriggerAll = MoveHit = [1,5]
TriggerAll = Random < 800 || Life < 333
Trigger1 = StateNo = 1100 && AnimElem = 12 && var(12)
Trigger1 = P2BodyDist X > 50

[State -3, aw]
type = ChangeState
value = 2000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = var(12)
TriggerAll = !var(13)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)  
TriggerAll = NumTarget(1005)  
TriggerAll = MoveGuarded = [1,5]
Trigger1 = StateNo = 1000 && AnimElem = 12, > 0
Trigger5 = StateNo = 1100 && AnimElem = 12 
Trigger5 = P2BodyDist X = [0,40)

[State -3, ajEE]
type = ChangeState
value = 1100
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)    
TriggerAll = MoveGuarded = [1,3]
TriggerAll = Random < IfElse(Power < 1000,100,10)
Trigger1 = StateNo = 220 && AnimElem = 3, > 0
Trigger2 = StateNo = 265 && AnimElem = 7, > 0
Trigger3 = StateNo = 430 && AnimElem = 4, > 0

[State -3, ajE]
type = ChangeState
value = 1000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = var(12)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)    
TriggerAll = P2BodyDist X = [-5,55)
TriggerAll = MoveGuarded = [1,3]
TriggerAll = Random < 800
Trigger1 = StateNo = 205 && AnimElem = 2, > 0

[State -3, gN]
type = ChangeState
value = 1500
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = var(12)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)    
TriggerAll = P2BodyDist X = [-15,45)
TriggerAll = MoveGuarded = [1,5]
TriggerAll = Random < 60
Trigger1 = StateNo = 250 && AnimElem = 4, > 0
Trigger2 = StateNo = 430 && AnimElem = 4, > 0

[State -3, w]
type = ChangeState
value = 1400
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)   
TriggerAll = P2BodyDist X = [75,125) 
TriggerAll = MoveGuarded = [1,3]
TriggerAll = Random < 60
Trigger1 = StateNo = 220 && AnimElem = 3, > 0
Trigger2 = StateNo = 265 && AnimElem = 7, > 0
Trigger3 = StateNo = 430 && AnimElem = 4, > 0

;
;Ԃ L
;EnemyNear,Ctrl EnemyNear,MoveType=A P2BodyDist X
;

[State -3, Ő]
type = ChangeState
value = 2100
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = !var(13) && !var(14)
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll = Power >= 1000 || var(12)
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = P2BodyDist X > 100
Trigger1 = Random < IfElse(var(12),10,5)

[State -3, gN]
type = ChangeState
value = 1500
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = P2BodyDist X = [-20,40]
Trigger1 = Random < IfElse(P2MoveType = A,60,30)
Trigger2 = BackEdgeBodyDist < 10
Trigger2 = P2StateType = A
Trigger2 = Random < 600

[State -3, w]
type = ChangeState
value = 1400
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll = !(InGuardDist || var(57))
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = P2BodyDist X = [90,130)
Trigger1 = Random < 10

[State -3, Ő]
type = ChangeState
value = 2100
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = !var(13) && !var(14)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !MoveContact
TriggerAll = EnemyNear(var(58)),MoveType = I && EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),Vel X > 0
TriggerAll = P2BodyDist X > 100
TriggerAll = Random < 300
TriggerAll = Power >= 1000 || var(12)
Trigger1 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 5, < 0
Trigger2 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 5, < 0
Trigger3 = StateNo = 210 && AnimElem = 7, >= 0 && AnimElem = 9, < 0
Trigger4 = StateNo = 215 && AnimElem = 5, >= 0 && AnimElem = 7, < 0
Trigger5 = StateNo = 220 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger6 = StateNo = 225 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger7 = StateNo = 230 && AnimElem = 4, >= 0 && AnimElem = 8, < 0
Trigger8 = StateNo = 235 && AnimElem = 4, >= 0 && AnimElem = 7, < 0
Trigger9 = StateNo = 250 && AnimElem = 5, >= 0 && AnimElem = 7, < 0
Trigger10 = StateNo = 265 && AnimElem = 8, >= 0 && AnimElem = 9, < 0
Trigger11 = StateNo = 400 && AnimElem = 3, >= 0 && AnimElem = 5, < 0
Trigger12 = StateNo = 410 && AnimElem = 7, >= 0 && AnimElem = 9, < 0
Trigger13 = StateNo = 420 && AnimElem = 3, >= 0 && AnimElem = 5, < 0
Trigger14 = StateNo = 430 && AnimElem = 5, >= 0 && AnimElem = 7, < 0
Trigger15 = StateNo = 1000 && AnimElem = 8, >= 0 && AnimElem = 19, < 0 && var(12)
Trigger16 = StateNo = 1100 && AnimElem = 7, >= 0 && AnimElem = 14, < 0 && var(12)

[State -3, ajE]
type = ChangeState
value = 1000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = var(12)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !MoveContact
TriggerAll = EnemyNear(var(58)),MoveType = I && EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),Vel X > 0
TriggerAll = P2BodyDist X = [10,50]
TriggerAll = Random < 800
Trigger1 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 5, < 0
Trigger2 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 5, < 0
Trigger3 = StateNo = 210 && AnimElem = 7, >= 0 && AnimElem = 9, < 0
Trigger4 = StateNo = 215 && AnimElem = 5, >= 0 && AnimElem = 7, < 0
Trigger5 = StateNo = 220 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger6 = StateNo = 225 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger7 = StateNo = 230 && AnimElem = 4, >= 0 && AnimElem = 8, < 0
Trigger8 = StateNo = 235 && AnimElem = 4, >= 0 && AnimElem = 7, < 0
Trigger9 = StateNo = 250 && AnimElem = 5, >= 0 && AnimElem = 7, < 0
Trigger10 = StateNo = 265 && AnimElem = 8, >= 0 && AnimElem = 9, < 0
Trigger11 = StateNo = 400 && AnimElem = 3, >= 0 && AnimElem = 5, < 0
Trigger12 = StateNo = 410 && AnimElem = 7, >= 0 && AnimElem = 9, < 0
Trigger13 = StateNo = 420 && AnimElem = 3, >= 0 && AnimElem = 5, < 0
Trigger14 = StateNo = 430 && AnimElem = 5, >= 0 && AnimElem = 7, < 0

[State -3, gN]
type = ChangeState
value = 1500
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !MoveContact
TriggerAll = EnemyNear(var(58)),MoveType = I && EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),Vel X > 0
TriggerAll = P2BodyDist X = [-20,60]
TriggerAll = Random < 800
Trigger1 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 5, < 0
Trigger2 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 5, < 0
Trigger3 = StateNo = 210 && AnimElem = 7, >= 0 && AnimElem = 9, < 0
Trigger4 = StateNo = 215 && AnimElem = 5, >= 0 && AnimElem = 7, < 0
Trigger5 = StateNo = 220 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger6 = StateNo = 225 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger7 = StateNo = 230 && AnimElem = 4, >= 0 && AnimElem = 8, < 0
Trigger8 = StateNo = 235 && AnimElem = 4, >= 0 && AnimElem = 7, < 0
Trigger9 = StateNo = 250 && AnimElem = 5, >= 0 && AnimElem = 7, < 0
Trigger10 = StateNo = 265 && AnimElem = 8, >= 0 && AnimElem = 9, < 0
Trigger11 = StateNo = 400 && AnimElem = 3, >= 0 && AnimElem = 5, < 0
Trigger12 = StateNo = 410 && AnimElem = 7, >= 0 && AnimElem = 9, < 0
Trigger13 = StateNo = 420 && AnimElem = 3, >= 0 && AnimElem = 5, < 0
Trigger14 = StateNo = 430 && AnimElem = 5, >= 0 && AnimElem = 7, < 0

;
;nړ 
;Ctrl Random P2bodyDist X
;

[State -3, _bV]
type = ChangeState
value = 100
ctrl = 0
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && EnemyNear(var(58)),StateNo < 1000 && !(InGuardDist || var(57)))
TriggerAll = Ctrl || StateNo = 21
TriggerAll = P2Dist X >= 0
Trigger1 = P2BodyDist X > 180
Trigger1 = Random%50 = 0
Trigger2 = var(13)
Trigger2 = Random%30 = 0

[State -3, Oi]
type = ChangeState
value = 21
ctrl = 0
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = Ctrl || (StateNo = 22 && Time > 10)
TriggerAll = P2Dist X >= 0
Trigger1 = Random%10 = 0

[State -3, ]
type = ChangeState
value = 22
ctrl = 0
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = Ctrl || (StateNo = 22 && Time > 10)
TriggerAll = P2Dist X >= 0
Trigger1 = Random%150 = 0

[State -3, obNXebv]
type = ChangeState
value = 105
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = Ctrl || (StateNo = 22 && Time > 10)
TriggerAll = P2Dist X >= 0
Trigger1 = Random%300 = 0

[State -3, Wv]
type = ChangeState
value = 41
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && EnemyNear(var(58)),StateNo < 1000 && !(InGuardDist || var(57)))
TriggerAll = EnemyNear(var(58)),NumProj = 0
TriggerAll = !(InGuardDist || var(57))
TriggerAll = Ctrl || ((StateNo = [21,22]) && Time > 10)
TriggerAll = P2BodyDist X = [50,80]
TriggerAll = BackEdgeBodyDist > 20
Trigger1 = Random%40 = 0

[State -3, OWv]
type = ChangeState
value = 42
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && EnemyNear(var(58)),StateNo < 1000 && !(InGuardDist || var(57)))
TriggerAll = EnemyNear(var(58)),NumProj = 0
TriggerAll = !(InGuardDist || var(57))
TriggerAll = Ctrl || (StateNo = 21 && Time > 10) || StateNo = [100,101]
TriggerAll = P2BodyDist X = [50,160]
Trigger1 = Random%150 = 0

;
;n㗧ZU 
;Ctrl Random EnemyNear,Movetype = I@inguarddist  P2bodyDist Y P2bodyDist X
;

[State -3, ajEE]
Type = ChangeState
value = 1100
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),NumProj = 0
TriggerAll = P2BodyDist X = [95,115]
TriggerAll = Random < IfElse(Power < 1000,30,10)
TriggerAll = !MoveContact || Ctrl || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 5, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 5, < 0
Trigger4 = StateNo = 210 && AnimElem = 7, >= 0 && AnimElem = 9, < 0
Trigger5 = StateNo = 215 && AnimElem = 5, >= 0 && AnimElem = 7, < 0
Trigger6 = StateNo = 220 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger7 = StateNo = 225 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger8 = StateNo = 230 && AnimElem = 4, >= 0 && AnimElem = 8, < 0
Trigger9 = StateNo = 235 && AnimElem = 4, >= 0 && AnimElem = 7, < 0
Trigger10 = StateNo = 250 && AnimElem = 5, >= 0 && AnimElem = 7, < 0
Trigger11 = StateNo = 265 && AnimElem = 8, >= 0 && AnimElem = 9, < 0
Trigger12 = StateNo = 400 && AnimElem = 3, >= 0 && AnimElem = 5, < 0
Trigger13 = StateNo = 410 && AnimElem = 7, >= 0 && AnimElem = 9, < 0
Trigger14 = StateNo = 420 && AnimElem = 3, >= 0 && AnimElem = 5, < 0
Trigger15 = StateNo = 430 && AnimElem = 5, >= 0 && AnimElem = 7, < 0

[State -3, gN]
Type = ChangeState
value = 1500
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),NumProj = 0
TriggerAll = P2BodyDist X = [-20,20]
TriggerAll = Random < 10
TriggerAll = !MoveContact || Ctrl || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 5, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 5, < 0
Trigger4 = StateNo = 210 && AnimElem = 7, >= 0 && AnimElem = 9, < 0
Trigger5 = StateNo = 215 && AnimElem = 5, >= 0 && AnimElem = 7, < 0
Trigger6 = StateNo = 220 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger7 = StateNo = 225 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger8 = StateNo = 230 && AnimElem = 4, >= 0 && AnimElem = 8, < 0
Trigger9 = StateNo = 235 && AnimElem = 4, >= 0 && AnimElem = 7, < 0
Trigger10 = StateNo = 250 && AnimElem = 5, >= 0 && AnimElem = 7, < 0
Trigger11 = StateNo = 265 && AnimElem = 8, >= 0 && AnimElem = 9, < 0
Trigger12 = StateNo = 400 && AnimElem = 3, >= 0 && AnimElem = 5, < 0
Trigger13 = StateNo = 410 && AnimElem = 7, >= 0 && AnimElem = 9, < 0
Trigger14 = StateNo = 420 && AnimElem = 3, >= 0 && AnimElem = 5, < 0
Trigger15 = StateNo = 430 && AnimElem = 5, >= 0 && AnimElem = 7, < 0

[State -3, w]
Type = ChangeState
value = 1400
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),NumProj = 0
TriggerAll = P2BodyDist X = [100,130+Random%10)
TriggerAll = Random < 10
TriggerAll = !MoveContact || Ctrl || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 5, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 5, < 0
Trigger4 = StateNo = 210 && AnimElem = 7, >= 0 && AnimElem = 9, < 0
Trigger5 = StateNo = 215 && AnimElem = 5, >= 0 && AnimElem = 7, < 0
Trigger6 = StateNo = 220 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger7 = StateNo = 225 && AnimElem = 4, >= 0 && AnimElem = 6, < 0
Trigger8 = StateNo = 230 && AnimElem = 4, >= 0 && AnimElem = 8, < 0
Trigger9 = StateNo = 235 && AnimElem = 4, >= 0 && AnimElem = 7, < 0
Trigger10 = StateNo = 250 && AnimElem = 5, >= 0 && AnimElem = 7, < 0
Trigger11 = StateNo = 265 && AnimElem = 8, >= 0 && AnimElem = 9, < 0
Trigger12 = StateNo = 400 && AnimElem = 3, >= 0 && AnimElem = 5, < 0
Trigger13 = StateNo = 410 && AnimElem = 7, >= 0 && AnimElem = 9, < 0
Trigger14 = StateNo = 420 && AnimElem = 3, >= 0 && AnimElem = 5, < 0
Trigger15 = StateNo = 430 && AnimElem = 5, >= 0 && AnimElem = 7, < 0

[State -3, ׊[]
type = ChangeState
value = 800
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),NumProj = 0
TriggerAll = P2BodyDist X <= 24
TriggerAll = Random < 500
TriggerAll = Ctrl || (StateNo = [21,22])
TriggerAll = EnemyNear(var(58)),MoveType = I
Trigger1 = EnemyNear(var(58)),StateNo = [700,1000)
Trigger2 = EnemyNear(var(58)),StateNo < 40
Trigger3 = EnemyNear(var(58)),StateNo = [100,110]

[State -3, `]
type = ChangeState
value = 200
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(InGuardDist || var(58))
TriggerAll = EnemyNear(var(58)),NumProj = 0
TriggerAll = Random < 50
TriggerAll = P2BodyDist X >= 26
TriggerAll = EnemyNear(var(58)),Const(size.mid.pos.y) < -60 || (EnemyNear(var(58)),Const(size.head.pos.y) < -75 && EnemyNear(var(58)),StateType = S)
Trigger1 = Ctrl || (StateNo = [21,22])
Trigger1 = P2BodyDist X-(Vel X+EnemyNear(var(58)),Vel X*4) = [26,77+Random%10]

[State -3, ߗ`]
type = ChangeState
value = 205
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(InGuardDist || var(58))
TriggerAll = EnemyNear(var(58)),NumProj = 0
TriggerAll = Random < 20
TriggerAll = P2BodyDist X < 26
TriggerAll = EnemyNear(var(58)),Const(size.mid.pos.y) < -60 || (EnemyNear(var(58)),Const(size.head.pos.y) < -75 && EnemyNear(var(58)),StateType = S)
Trigger1 = Ctrl || (StateNo = [21,22])
Trigger1 = P2BodyDist X-(Vel X+EnemyNear(var(58)),Vel X*4) = [-5,26]

[State -3, a]
type = ChangeState
value = 220
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(InGuardDist || var(58))
TriggerAll = EnemyNear(var(58)),NumProj = 0
TriggerAll = Random < IfElse(var(12),80,40)
TriggerAll = P2BodyDist X >= 24
Trigger1 = Ctrl || (StateNo = [21,22])
Trigger1 = P2BodyDist X-(Vel X+EnemyNear(var(58)),Vel X*4) = [24,99]

[State -3, ӂƂ΂]
type = ChangeState
value = 250
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(InGuardDist || var(58))
TriggerAll = EnemyNear(var(58)),NumProj = 0
TriggerAll = Random < 35
Trigger1 = Ctrl || (StateNo = [21,22])
Trigger1 = P2BodyDist X-(Vel X+EnemyNear(var(58)),Vel X*10) = [6,106]

[State -3, ]
type = ChangeState
value = 260
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(InGuardDist || var(58))
TriggerAll = EnemyNear(var(58)),NumProj = 0
TriggerAll = Random < 5
Trigger1 = Ctrl || (StateNo = [21,22])
Trigger1 = P2BodyDist X-(Vel X+EnemyNear(var(58)),Vel X*20) = [10,55]

[State -3, Ⴊ݂c]
type = ChangeState
value = 430
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(InGuardDist || var(58))
TriggerAll = EnemyNear(var(58)),NumProj = 0
TriggerAll = Random < 15
Trigger1 = Ctrl || (StateNo = [21,22])
Trigger1 = P2BodyDist X-(Vel X+EnemyNear(var(58)),Vel X*10) = [-5,53]

[State -3, Ⴊ݂c]
type = ChangeState
value = 430
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),StateNo = 5201
TriggerAll = !(InGuardDist || var(58))
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = Random < 800
Trigger1 = EnemyNear(var(58)),AnimTime = -11+1
Trigger1 = P2BodyDist X = [13,53)

[State -3, ]
type = ChangeState
value = 260
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),StateNo = 5201
TriggerAll = !(InGuardDist || var(58))
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = Random < 800
Trigger1 = EnemyNear(var(58)),AnimTime = -21+1
Trigger1 = P2BodyDist X = [15,55)

[State -3, ӂƂ΂]
type = ChangeState
value = 250
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),StateNo = 5201
TriggerAll = !(InGuardDist || var(58))
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = Random < 800
Trigger1 = EnemyNear(var(58)),AnimTime = -10+1
Trigger1 = P2BodyDist X = [26,106)

[State -3, ׊[]
type = ChangeState
value = 800
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(InGuardDist || var(58))
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = P2BodyDist X <= 24
TriggerAll = Random < 800
Trigger1 = EnemyNear(var(58)),PrevStateNo = 5201 && EnemyNear(var(58)),Time = 1

;
;󒆗ZU 
;Ctrl Random EnemyNear,Movetype = I@inguarddist  P2bodyDist Y P2bodyDist X
;

[State -3, WvӂƂ΂]
type = ChangeState
value = 640
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = (abs(Vel X) > 0 || var(4))
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType != A || (EnemyNear(var(58)),StateNo = 5120 && EnemyNear(var(58)),AnimTime >= -2)
TriggerAll = Ctrl
TriggerAll = Pos Y+Vel Y*(6+4)+0.5*Const(movement.yaccel)*(6+4)*(6+4) > 0
TriggerAll = Pos Y+Vel Y*4+0.5*Const(movement.yaccel)*4*3 >= -((EnemyNear(var(58)),Const(size.height)-20)*(1-(EnemyNear(var(58)),StateType = C)*0.5))
TriggerAll = Random < 800
Trigger1 = (P2BodyDist X-(Vel X+EnemyNear(var(58)),Vel X)*4 = [-5,81]) || (P2BodyDist X = [0,81])

[State -3, WvӂƂ΂]
type = ChangeState
value = 640
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(abs(Vel X) > 0 || var(4))
TriggerAll = StateType = A
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = Ctrl
TriggerAll = Pos Y+Vel Y*(6+4)+0.5*Const(movement.yaccel)*(6+4)*(6+4)  > 0
TriggerAll = Pos Y+Vel Y*4+0.5*Const(movement.yaccel)*4*3 >= -((EnemyNear(var(58)),Const(size.height)-20)*(1-(EnemyNear(var(58)),StateType = C)*0.5))
TriggerAll = Random < 800
Trigger1 = (P2BodyDist X-(Vel X+EnemyNear(var(58)),Vel X)*4 = [-5,81+Random%10]) || (P2BodyDist X = [0,81+Random%10])

[State -3, Wvc]
type = ChangeState
value = 635
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = (abs(Vel X) > 0 || var(4))
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType != A || (EnemyNear(var(58)),StateNo = 5120 && EnemyNear(var(58)),AnimTime >= -2)
TriggerAll = Ctrl
TriggerAll = Pos Y+Vel Y*(6+4)+0.5*Const(movement.yaccel)*(6+4)*(6+4) > 0
TriggerAll = Pos Y+Vel Y*4+0.5*Const(movement.yaccel)*4*3 >= -((EnemyNear(var(58)),Const(size.height)-15)*(1-(EnemyNear(var(58)),StateType = C)*0.5))
TriggerAll = Random < 800
Trigger1 = (P2BodyDist X-(Vel X+EnemyNear(var(58)),Vel X)*4 = [-5,52]) || (P2BodyDist X = [0,52])

;
;^bOps
;var(55)
;

;







