[statedef -3]
[state -lastupdate091212 v0.986b-]
;/////////////////////////////////////////////////////////////////////////////////
;---------------------------------------------------------------------------------
;??????????????걻걻걻??긛?TYPE-M  걻걻걻
;?????????????????????????????????         by 608
;---------------------------------------------------------------------------------
;/////////////////////////////////////////////////////////////////////////////////
;
;
;궞궻긌긿깋궼KFM귩딈궸궢궲띿맟궢궲궓귟귏궥(v1.03귏궳궼귺긲깓깛뾩궻?긛?둂빾)
;
;갋긚긻긘긿깑긖깛긏긚
;
; 궴궇귡릐뾩  -  묆뿚뚺둎뤾룋갃궴궲귖뿧봦궶HP귩띿궯궲궋궫궬궖귏궢궫갃
; 귺긲깓깛뾩?-?긭긞긣긚긬?긏뱳덇븫긄긲긃긏긣땩귂뚼됈돶귩럊뾭궠궧궲궋궫궬궖귏궢궫갃
;                MAX2긚긏깏?깛궻딯뢲귩랷뛩궠궧궲궋궫궬궖귏궢궫갃
; MUGEN귘귞궶궋궔갎 Part109 
; ID:JbZNNl54뾩-  긆깓?궻긚긵깋귽긣귩궋궫궬궖귏궢궫갃
; ?놹뾩      -  AI먣뼻룕귩랷뛩궸궠궧궲궋궫궬궖귏궢궫갃
; kn.49뾩     -  덇븫뚼됈돶귩럊뾭궠궧궲궋궫궬궖귏궢궫갃
; hit뾩       -  CNS귩랷뛩궸궠궧궲궋궫궬궖귏궢궫갃
; pkrs뾩      -  CNS귩랷뛩궸궠궧궲궋궫궬궖귏궢궫갃
; mugen china뾩 - 긚긵깋귽긣궻봹븓뙰갃
; SNK긵깒귽긾귺뾩 - 멹띫궻뮊띿뙰
; 긚긏긂긃귺긄긦긞긏긚뾩 - 멹띫궻뮊띿뙰
; 긩?궻륺뾩 - 뚼됈돶귩럊뾭궠궧궲궋궫궬궖귏궢궫갃 http://nota.from.tv/
; 뚼됈돶g뾩 - 뚼됈돶귩럊뾭궠궧궲궋궫궬궖귏궢궫갃  http://sfxg.bufsiz.jp/ 
; 뫜궸귖맶띿롌뾩궻뾩갲궶긌긿깋귩랷뛩궸궠궧궲궋궫궬궖귏궢궫갃
;
;
; 걲뒶맟뱗
;   긩??깑긾?긤    90%
;   ?긚긾?긤        65%
;
;
; 걻렔띿긄긲긃긏긣궼륷궢궋븿궕궳궖렅묉pixiv궳뚺둎궢궲궋궖귏궥
;
;
;==================================================================================
;======================================config======================================
;==================================================================================
; 걼AI깒긹깑먠믦(5뭝둏)
;-------------------------
value = 4                ; +100궳륂렄AI           
;-------------------------
; 뤵궻릶뭠븫빁귩0?4(륂궸AI궸궥귡뤾뜃궼100?104)궻붝댪궳빾뛛궢궲궘궬궠궋(뙸띪뭠궼0)
; ?긚긾?긤귩귺?긑?긤궳뢯궥뤾뜃궼0릢룲
;
;  0 = veryeasy 1 = easy 2 = normal 3 = hard 4 = veryhard
;==================================================================================
;=======================================땆?=======================================
;==================================================================================
;
;  긓?깛긤?딯궕뼰궋귖궻궼뼟렳몧
;
; 걳덐궕븊궋궲귡귖궻궼?긚긾?긤궻귒럊뾭됀?
; 걶덐궕븊궋궲귡귖궻궼긩??깑긾?긤궻귒럊뾭됀?
;
;
;  [딈?벍띿]
;
;  롢긬깛?                                      X
;
;  떗긬깛?                                      Y
;
;  롢긌긞긏                                      A
;
;  떗긌긞긏                                      B
;
;  뱤궛???????????????????    4or6 + YorB
;
;?뗙?됷뷃멟??????????????????Z
;
;?뗙?됷뷃뚣  ?????????????????4+Z
;
;  뮛뵯                                          S
;
;걶?긂깛뭷댷벍 ?????????????       ?긂깛뭷궸4or6
;
;  귅궯뷅궽궢뛘똼                                C
;
;  긊?긤긌긿깛긜깑귅궯뷅궽궢뛘똼(긒?긙500뤑뷂) 뗽귒or뿧궭긊?긤뭷궸C
;
;
;?[뷠랤땆]
;
;?긢귻긽깛긙깈깛긚긲귻귺                        236+XorYor(Z갋?긚긾?긤궻귒)
;
;  긏깒긜깛긚                                    623+AorB
;
;걶긢귻긽깛긙깈깛긚긲귻귺꺉                      214+Z
;
;걶긄긏긚긵깓?긢귻깛긐긚긲귻귺(뗴뭷됀)          236+AorB
;
;걶?긐긨긡귻긞긏긚긲귻귺                        236+Z
;
;걶긇깋?긡귻긚긣깋긞긏                          63214+XorYorAorB
;  뇴X??깛렄궸236236+X궳뮪뷠랤긫?긙깈깛(긒?긙1뤑뷂)
;
;걶깒긵?귽깑                                    22+Z
;
;걶긓?긵긚                                      22+C
;
;걶긾긽깛??                                    646+ZorC
;
;걶긲귻귺?(뭤뤵?긽?긙뭷궸갋긒?긙1뤑뷂)       63214+C
;
;걶긏깏?긥깑긵깒긚                              63214+C
;
;걳긲?깛긣?긚긲귻귺                            641236+AorB
;
;걳긢귻긽깛긙깈긥깑긵깓긙긃긏긘깈깛              63214+XorYorAorB
;
;걳귉깏긞긏긚귽깛긬긏긣                          236+AorB
;
;걳긢귻긚깋긞긙긏깏?긨귽긣(뱤궛듩뜃궋궳)        63214+C
;
;걳긏깏긡귻긇깑긢귻긗긚??                      236+C
;
;
;?[뮪뷠랤땆](긒?긙1뤑뷂)
;
;?긫긦긞긘깄??????????????????214214+XorY
;
;걶?긂깑긢귻긚긣깋긏긘깈깛                      6321463214+XorY
;
;걶긲긅?깋긂긣긚긣깋귽긏                        236236+AorB
;
;걳긇?긛                                        214214+Z
;
;걳귽깛긖긦긡귻긬긦긞긘깄긽깛긣                  214214+C
;
;?[MAX뮪뷠랤땆](긒?긙2뤑뷂)
;
;?깇긦긫?긚긢귻긚긣?긘깈깛		??? ?236236+XorY
;
;걶긏깏?긥깑긵깒긞긘긿?                        2363214+C
;
;?[MAX2뮪뷠랤땆](뫬쀍4빁궻1댥돷궳긒?긙2뤑뷂)
;
;걶긇?긚긤갋긓깛긣깋긏긣                        XX46AS
:
:걶긽긡긆긚긣깏??                              2222+Z
;
;걶긏깏?긥깑긵깒긞긘긿?                        2363214+Z+C
;
;  [EXCEED]겍1
;
;걳귽깛긻귽깑갋긘깈긞긏긂긃?긳                  4646XAZ
;
;  [------](긒?긙6뤑뷂)
;
;걳긇긆긡귻긞긏갋긲깒귺                          ----------
;
; 겍1
;  6P댥돷궻긇깋?궳궼-뫬쀍뵾빁댥돷걬1깋긂깛긤덇됷 
;  7P댥뤵궻긇깋?궳궼-긒?긙3뤑뷂
;   ?                                                       
;==================================================================================
;=====================================땆됶먣=======================================
;==================================================================================
;
;
;걼믅륂뱤궛
; Y궼믁똼됀?갃B궼뢣쀍뙵룺렄궻귒믁똼됀
;
;걼믅륂땆
;  갋뗽귒떗긬깛?(긩??깑긾?긤뾭)
;    뷄륂궸깏??궕뮮궋갃뷠랤땆궳궻긌긿깛긜깑븉됀
;
;
;걻긢귻긽깛긙깈깛긚긲귻귺
;<Boss갋Normal>
;  깗?긵궥귡뷅귂벞뗰갃덇믦떁뿣뷅귆궞궴궳X궼
;  몜롨궻멟뺴궔귞뙸귢Y궻뤾뜃궼뚣뺴궔귞뙸귢귡
;  몜롨궻뷅귂벞뗰궸뤑궠귢귡럷궼궶궋
;  긓?깛긤볺쀍뚣궸뺴뛀긌?귩뤵궔돷궸볺쀍궥귡궞궴궳
;  깗?긵뚣궻딵벞귩룺궢빾궑귡럷궕궳궖귡
;  Z궼깗?긵궧궦뮳릋궥귡
;  ?긚긾?긤렄궼X궴Y궼됪뽋뤵궸2궰댥뤵뢯궧궶궋궕Z궶귞X궔Y궕럄궯궲궋궲귖뢯궥럷궕됀?
;  궠귞궸뙥궫뽞궞궩궼묈궖궘궶궯궲귡궕뛘똼뵽믦궼긩??깑긾?긤궴벏궣
;  긩??깑렄궼뵯맯궕뭯궘똾귖묈궖귕
;
;걻긢귻긽깛긙깈깛긚긲귻귺꺉
;<Normal>
;  덇뱗궸븸릶궻긢귻긽깛긙깈깛긚긲귻귺귩똼궭궬궥땆갃
;  뵯맯궕몓궘뛘똼뵽믦귖묈궖궋궕뗵궸긚긲귻귺궕뢯궶궋렄궕궇귡
;  뢯궶궔궯궫뤾뜃궼묈궖궶똾궕궳궖귡뤵궸긬깗?긒?긙귖뗇궔궸뤑뷂궥귡
;  렪봲긾?긘깈깛궼뢯럑귕궸뮮궋뼰밎렄듩궕궇귡궕궇귏귟댰뼞궕궶궋
;
;걻긄긏긚긵깓?긢귻깛긐긚긲귻귺
;<Normal>
;  뛘똼뵽믦뵯맯뮳멟귏궳뫥똼뻞뚥뚼됈븊궖갃
;  벍띿궻뚣뵾릶긲깒??귩뷠랤땆궔뮪뷠랤땆궳긌긿깛긜깑됀?
;
;걻긲?깛긣?긚긲귻귺
;<Boss>
;  긭긞긣렄궻뛡뮳렄듩궕뮮궋
;
;걻?긐긨긡귻긞긏긚긲귻귺
;<Normal>
;  렔벍믁뷉?귽긵궻뷅귂벞뗰궳뵯맯궕뭯궘똾귖묈궖궋
;  긭긞긣궥귡궴몜롨귩뛖뫆궢덙궖딋궧귡갃
;  ?긂깛뭷궻몜롨궸귖긭긞긣궥귡
;
;걻긢귻긽깛긙깈긥깑긵깓긙긃긏긘깈깛
;<Boss>
;  봀댰궻뤾룋궸됌뭽귩뵯맯궠궧귡갃뛘똼뵽믦궼묈궖궋궕뢯궼뭯궋
;  덇뱗긓?깛긤궕맟뿧궥귢궽뱑뭷궳?긽?긙귩롷궚궲귖됌뭽궼뢯귡
;  뤾룋궕돀궘궶귡궸궰귢똾궕묈궖궘궶귡갃
;  귏궫갂뱑뭷궳믕궠귢궫뤾뜃궼럃궘궼긓?깛긤볺쀍귩롷궚븊궚궶궋갃
;  (궞귢귖뤾룋궕돀궘궶귡궸궰귢궲렅궸볺쀍롷궚븊궚귡귏궳궻렄듩궕뮮궘궶귡갃띍묈궳70F귌궵)
;
;걻긇깋?긡귻긚긣깋긞긏
;<Normal>
;  뙥궫뽞궼긆깏긙긥깑궻됌??궴벏궣갃뢯궕몓궘?긂깛뭷궻몜롨궸귖긭긞긣궥귡궕
;  똾궼묈궖궋
;  됌뭽궻뢯뙸댧뭫궕돀궘궶귡귌궵?긽?긙궕믟돷궥귡
;  뮪뷠랤붎궼?긽?긙궼룷궠귕궬궕뛘똼붝댪궕뛎궋
;  궠귞궸됪뽋?궬궴긒?긙궕궇귡뙽귟긭긞긣궠궧뫏궚귡궞궴궕됀?
; 
;걻긏깏긡귻긇깑긢귻긗긚??
;<Boss>
;  뱰릆땆갃뱰릆뵯맯귏궳롟뒻궻깋긐궕궇귡
;
;걻긏깒긜깛긚
;<Boss갋Normal>
;  긆깏긙긥깑궻맽뽵궴귌귍벏궣땆
;  뛘똼뵽믦뵯맯뚣귏궳뼰밎렄듩궕궇귡
;  ?긚긾?긤렄궼3뭝뛘똼궸빾돸궥귡뤵
;  3뭝뽞귩귉깏긞긏긚귽깛긬긏긣궳긌긿깛긜깑됀?
;
;걻귉깏긞긏긚귽깛긬긏긣
;<Boss>
;  뽞궻멟궸뤧똼봥귩뵯맯궠궧귡땆갃
;  뢯궕뷄륂궸몓궘똾귖룺궶궋
;
;걻긢귻긚깋긞긙긏깏?긨귽긣
;<Boss>
;  뱤궛듩뜃궋궼뛎귕갃긚긇귟긾?긘깈깛궕궶궘뷠랤땆궻뭷궳궼
;  덇붥?긽?긙궕묈궖궋
;
;걻깒긵?귽깑
;<Normal>
;  ?긽?긙궼믟궋궕긬깗?긒?긙귩뗇궔궸랁귡뚼됈궕궇귟뚣뵾릶긲깒??귩걏긓?긵긚걐궳
;  긌긿깛긜깑궳궖귡갃뗽귒긊?긤븉됀
;
;걻긓?긵긚
;<Normal>
;  ?긽?긙궕뛼궘뙥궫뽞궴댾궋뿧궭긊?긤븉?
;  긭긞긣갂긊?긤뽦귦궦뵿똼둴믦궻똾궕궳궖귡
;  
;걻긾긽깛??
;<Normal>
; 댷벍뱤궛갃덇믦떁뿣귩댷벍궢궫뚣몜롨궻봶뚣궸뙸귢귡
; 뛘똼뵽믦뵯맯궕뭯궋궕뼰밎렄듩궼뮮귕
; C궳뢯궥궴긲긃귽깛긣궸궶귡
;
;걻긲귻귺?
;<Normal>
; 뭤뤵?긽?긙뭷궸긓?깛긤볺쀍궥귡궴몜롨궻봶뚣궸됷귡
;
;걻긏깏?긥깑긵깒긚
;<Normal>
; 뢯궕몓궘긊?긤궠귢궲귖뚣귣궸뷅귆궻궳
; 뵿똼궼롷궚궸궘궋
;
;걼긫긦긞긘깄
;<Boss갋Normal>
;  뵯벍뚣덇믦렄듩럓귩뤑궥갃
;  뤑궑궲궋귡듩궼롷릆궕궳궖귡륉떟궳궼렔벍궳롷릆귩궴귟
;  떷궚뵿귟뛡뮳궕뭒궘궶귡
;  ?긚긾?긤렄궼뷀?긽?긙귩20빁궻1궸궥귡(뭁뵯궇궫귟궻뷀?긽궼1댥돷궸궶귞궶궋)
;  긩??깑긾?긤궼뚼됈렄듩궕뭒궋
;  
;걼긲긅?깋긂긣긚긣깋귽긏
;<Normal>
;  긲?깛긣?긚긲귻귺궴긢귻긽깛긙깈깛긚긲귻귺귩뤵뗴궔귞?귞궧귡땆
;  몜롨궴궻떁뿣궕됪뽋궻?궴?궙귞궋뿣귢궲궋궫귟뼤뭶륉뫴궬궴뱰궫귞궶궋럷궕궇귡
;  ?긽?긙궻긫깋궰궖귖묈궖궋
;
;걼?긂깑긢귻긚긣깋긏긘깈깛겍1
;<Normal>
;  뱤궛땆갃
;  덇믦렄듩몜롨귩벯륉뫴궸궢궲궠귞궸뢣쀍귩뙵룺궠궧귡갃
;  벯륉뫴궻몜롨궼뛘똼궥귡궴깋귽긲뙵룺뫊뱗궕뫊궘궶귡갃벯궳KO궥귡럷궼궳궖궶궋
;  
;걼긇?긛겍1
;<Boss>
;  덇믦렄듩몜롨귩벯륉뫴궸궢궲궠귞궸뛘똼뺴뛀귩뵿?궠궧귡갃긭긞긣렄궸먐돸궻뚼됈귖궇귡
;  궠귞궸뫬쀍됷븳븬덐+됷븳궠귢궫뤾뜃궼긇긂깛??궳몜롨뫬쀍궻1뒆귩뙵귞궥
;  뿧궭긊?긤븉됀
;  긫긦긞긘깄궴벏뾩궸뮪뷠랤렄궻댠?뎶뢯궕궶궋
;  
;걼귽깛긖긦긡귻긬긦긞긘깄긽깛긣
;<Boss>
;  뢯궕뷄륂궸몓궋뤵궸뛘똼뵽믦궕묈궖궘땆뢎뿹뮳멟귏궳뼰밎
;  뢎뿹렄궸똾궕궳궖귡뤵궸륉떟궸귝궯궲궼댭쀍궕믟돷궥귡
;  긫긦긞긘깄궴벏뾩궸뮪뷠랤렄궻댠?뎶뢯궕궶궋
;
;걼깇긦긫?긚긢귻긚긣?긘깈깛
;<Boss갋Normal>
;  멣됪뽋뛘똼
;  ?긂깛뭷궻몜롨궸귖긭긞긣궥귡뤵?긂깛렄듩궕뮮궋
;  긩??깑긾?긤궴?긚긾?긤궳궼긐깋긲귻긞긏궕댶궶귟맜?궕룺궢댾궎
;  갋긩??깑긾?긤 -?긽?긙궕룷궠궘랁귟궕뫝궋갃땆뚣궻똾궕룷궠궋
;  갋?긚긾?긤     -?긽?긙궕묈궖궘랁귟궕룺궶궋갃땆뚣궻똾궕묈궖궋
;
;걼긏깏?긥깑긵깒긞긘긿?(MAX갋MAX2)
;<Normal>
;  긏깏?긥깑긵깒긚궻긬깗?귺긞긵붎
;  궞궭귞궼?긂깛뭷궻몜롨귖믉귕귡
;
;  MAX2붎궼몜롨궻뽞멟궸깗?긵궥귡뤵
;  뛘똼뵽믦궕뮮렄듩렃뫏궢뼰밎귖뮮궋궔궶귟뿚븉릗궶맜?궻땆
;
;걼긇?긚긤갋긓깛긣깋긏긣(렳몧띙귒궬궕긾?긘깈깛궕돹궻륉뫴)
;<Normal>
;  덇믦렄듩?긚긾?긤궸궶귡갃
;  뻞뚥쀍UP

;걼긽긡긆긚긣깏??
;<Normal>
;  긓?긵긚궻긬깗?귺긞긵붎
;  ?긽?긙궕뷄륂궸묈궖궋궕똾귖묈궖궋갃궠귞궸몜롨궻댧뭫귘
;  뫬둰궸귝궯궲궼?긽?긙궕믟돷궥귡
;  
;
;
;걼귽깛긻귽깑갋긘깈긞긏긂긃?긳겍1
;<Boss>
;  멣됪뽋뛘똼갃
;  뛘똼뵽믦뵯맯궼깇긦긫?긚귝귟뭯궋
;  ?긂깛뭷궻몜롨궸귖긭긞긣궥귡뤵?긂깛렄듩궕뮮궋
;  긇긂깛??긭긞긣렄묈?긽?긙
;  긭긞긣뚣몜롨귩덇믦렄듩륉뫴댶륂궸궥귡
;?댥돷믁돿뚼됈
;  갋벯(KO됀)
;  갋뛘똼뺴뛀뵿?
;  갋긙긿깛긵븬덐
;  갋뢣쀍뙵룺
;  갋뛘똼쀍0           겍3
;  갋긬깗?긒?긙0     겍3
;  갋?궻먬뜍          뼟벑볺
;  갋?귢              뼟벑볺
;  갋먐돸              뼟벑볺
;  갋둀귕겍2           겍3
;  갋됷븳븬덐          겍3
;  갋뛘똼긌긿깛긜깑    겍3
;
; 겍1
; 믁돿뚼됈뵯맯뭷궼벏궣땆귩뢯궥럷궕궳궖궶궋
;
; 겍2
; ?궑궫?긽?긙궕궩궻귏귏렔빁궸뺅궯궲궘귡
; 궞궻뚼됈궳궼KO궳궖궶궋
;
; 겍3
; ?긚긾?긤궻귒
; 긩??깑렄(6P룣궘)궸걏긇?긚긤갋긓깛긣깋긏긣걐귩럊뾭궢궲?긚긾?긤궸궶궯궫뤾뜃궼
; 궞궻뚼됈궼뵯맯궢궶궋
;
;==================================================================================
;==============================궭귛궯궴궢궫럅뾩궶궵================================
;==================================================================================
;
;걻6P긇깋?
;  MAX2궕뫬쀍듫똚궶궘3긒?긙궳뢯궧귡귝궎궸궶귟귏궥갃
;  뻞뚥쀍UP(봲뻢렄궸궼궠귞궸UP-뱤궛똭궻땆궸뫮궢궲궼벫궸)
;  긬깗?긒?긙렔벍됷븳(륂궸덇믦쀊궳궼궶궘렄듩귘럄귟깋귽긲궸귝귟빾벍)
;  MAX뮪뷠갋MAX2뮪뷠궻댭쀍UP
;  ?긚긾?긤렄뻞뚥쀍UP+빾돸렄듩몵
;  긫긦긞긘깄궻뚼됈긬깗?귺긞긵+뚼됈렄듩몵
;
;걻딈?긬깋긽??궼life=1000 def=100 궳궥궕벲렔궻듖뿚궸귝귟렳띧궻뻞뚥쀍궼
;  긾?긤궸귝궯궲댶궶귡뤵뻞뚥쀍뼰럨궻뚂믦?긽?긙궳귖뷀?긽?긙궕뤵뤈궢궫귟
;  뙵룺궢궫귟궢귏궥
;  갋긩??깑긾?긤 - life=800   몜뱰
;  갋?긚긾?긤     - life=1300  몜뱰(뷀?긽?긙궸귝귟뻞뚥쀍뤵뤈)
;
;걻듗댲묈?긽?긙뫯맜갃덇똼궇궫귟궻뷀?긽?긙궕깋귽긲띍묈뭠귩뮪궑귡뤾뜃궼
;  ?긽?긙귩똹뙵궢귏궥갃
;
;걻긩??깑긾?긤궻귽깛긣깓궳P궭귗귪궕뢯궲궖궫뤾뜃궼
;  럫뜃뭷긬깗?긒?긙렔벍됷븳궢렄듩똮됡궳긆긳긙긃긏긣궕뛘똼뵽믦귩렃궭귏궥(뎷궕뢯궲귡궴궖)
;  궫궬궢뢯궲궘귡궻궼믟둴뿦궳궥갃
;
;걻궞궻긌긿깋궼뙥궫뽞궼궥귊궲긶깑긬?봀궧궻긌긿깋궻궶궻궳
;  destroyself궠귢귡궴믅륂궻긌긿깋궴궼룺궢댾궎벍띿귩궢귏궥갃
;  갋긩??깑긾?긤
;    븳딞궥귡띧궼?긽?긙긚긡?긣귩럊뾭궢?긽?긙귩롷궚궰궰븳딞궥귡(릟궯뷅귂긾?긘깈깛)
;  갋?긚긾?긤
;    깗?긵궢궰궰븳딞
;  뱤궛긚긡?긣뱳궸destroyself귩딯뢲궢궲궋귡긌긿깋궼궇귏귟궋궶궋궻궳(덇븫룣궘)
;  궞궻귝궎궶륉떟궸궶귡럷궼딫궳궥
;  
;  11-12P댥둖궳귖긣?긌깋?빐궋궻럷귩궠귢귡궴긚긡?긣뵴궚궥귡뤾뜃궕궇귟귏궥갃
;  궩궻귝궎궶뛘똼롨뭝귩렃궯궲궋귡긌긿깋댥둖궳궼궩궻귝궎궶럷궼덇먛궇귟귏궧귪갃
;                   
;==================================================================================
;==================================================================================   ?
; 
;
;  
;  겍1
;?긄긲긃긏긣궻럊뾭궸궰궋궲
;  갋렔띿댥둖 - 럊뾭궼됀?궳궥궕렔뚅먖봀궳
;?갋렔띿븿   - 뚥렔뾕궸궵궎궪갃떀됀귖궋귟귏궧귪
;               
;   렔띿멹띫
;   SFF Group- 3300 3400 3500 3510 3520 3530 3540 3550-3560 3580 3585 3586 3587
;              3590 3591 3592 3593 3596 3597
;          
;   둂빾뱳궼뚥렔뾕궸궵궎궪갃
;
;==================================================================================
;==================================================================================  











































;***************************************************************************
;===========================================================================
;궞귢귝귟돷궼쁌귞궶궋궳돷궠궋갃맫륂벍띿궢궶궘궶귟귏궥
;===========================================================================
;***************************************************************************
type=varset
trigger1=!ishelper
v=28
ignorehitpause=1
[state -3]
type=null
triggerall=!ishelper
trigger1=var(15)&&var(28)>=100
trigger1=var(27):=var(28)-100
trigger2=var(15)&&var(28)<10
trigger2=var(27):=var(28)
trigger3=!var(15)&&var(28)>=100
trigger3=var(15):=1
ignorehitpause=1
[state -3]
type=null
triggerall=!ishelper
triggerall=var(58):=(var(58)|16)||1
triggerall=(const(data.life)+const(data.attack)+const(data.defence))=1200
triggerall=(const(data.liedown.time)+const(data.power)+const(data.guard.sparkno))=6090
triggerall=(name="G-Mizuchi-v2"&&authorname="608")
trigger1=var(58):=(var(58)|32)
ignorehitpause=1
[state -3]
type=nothitby
trigger1=!ishelper
value=sca
time-1
ignorehitpause=1
[state -3]
type=hitoverride
trigger1=!ishelper
time=-1
attr=sca,na,sa,ha,nt,st,ht,np,sp,hp,aa,at,ap
stateno=5950
ignorehitpause=1
[state -3] 
type=varset
trigger1=1
v=0
value=gametime 
ignorehitpause=1
[state -3] 
type=varset
triggerall=!ishelper
triggerall=palno<7
trigger1=roundstate<2
v=45
value=0
ignorehitpause=1
[state -3] 
type=varset
triggerall=!ishelper
triggerall=palno<7
trigger1=roundstate<2
v=46
value=0
ignorehitpause=1
[state -3] 
type=varset
triggerall=!ishelper
trigger1=roundstate<2
v=7
value=0
ignorehitpause=1
[state -3] 
type=varset
triggerall=!ishelper
trigger1=roundstate!=2
v=30
value=0
ignorehitpause=1
[state -3] 
type=varset
triggerall=!ishelper
trigger1=roundstate<2
v=11
value=0
ignorehitpause=1
[state -3] 
type=parentvarset
trigger1=ishelper(3)
v=10
value=4545072315+root,var(12)
ignorehitpause=1
[state -3] 
type=parentvarset
trigger1=ishelper(3)
v=11
value=gametime*31+root,var(12)+1
ignorehitpause=1
[state -3] 
type=null
triggerall=ishelper(2)
trigger1=var(10):=0
trigger2=var(11):=0
ignorehitpause=1
[state -3];test
type=pause
triggerall=!ishelper&&!var(8)&&(palno=[11,12])
trigger1=var(8):=numhelper(3)||1
time=2
movetime=2
ignorehitpause=1
[state -3];test
type=superpause
trigger1=!ishelper&&!var(8)&&(palno=[11,12])
time=2
movetime=2
darken=0
anim=-1
p2defmul=1
ignorehitpause=1
[state -3]
type=playsnd
triggerall=ishelper(3)
triggerall=time=1
trigger1=stateno=52 
trigger2=stateno=106 
value=40,0
[state -3]
type=playsnd
triggerall=ishelper(3)
triggerall=time=1
trigger1=stateno=40
value=40,1
[state -3]
type=null;stopsnd
triggerall=ishelper(3)
trigger1=stateno!=100
channel=15
[state -3]
type=changeanim
trigger1=!ishelper
trigger1=!((var(58)&16)&&(var(58)&32))
value=9800
ignorehitpause=1
[state -3]
type=bgpalfx
trigger1=!ishelper
trigger1=projhittime(1255)=1
time=1
invertall=1
ignorehitpause=1
;////////////////////////////////////////////////////////////////////////////
;----------------------------------------------------------------------------
; uni+is
;----------------------------------------------------------------------------
;////////////////////////////////////////////////////////////////////////////
[state -3]
type=reversaldef
triggerall=!ishelper
triggerall=numhelper(3)
triggerall=helper(3),stateno=[2000,2010]
trigger1=!var(9)
reversal.attr=sca,aa,at,ap
hitflag=m-
priority=7
pausetime=0,0
sparkno=-1
hitsound=-1
ignorehitpause=1
[state -3]
type=targetstate
triggerall=!ishelper&&!var(9)
triggerall=numhelper(3)
triggerall=helper(3),stateno=[2000,2010]
trigger1=numtarget
trigger1=target,stateno=[2030,2070]
trigger1=(helper(3),time=[10,190])&&!(helper(3),time%10)
value=2030
ignorehitpause=1
[state -3]
type=hitadd
triggerall=!ishelper&&!var(9)
triggerall=numhelper(3)
triggerall=helper(3),stateno=[2000,2010]
trigger1=numtarget
trigger1=target,stateno=2030&&target,time=1
value=1
ignorehitpause=1
[state -3]
type=playsnd
triggerall=!ishelper&&!var(9)
triggerall=numhelper(3)
triggerall=helper(3),stateno=[2000,2010]
trigger1=numtarget
trigger1=target,stateno=2030&&target,time=1
value=225,1
ignorehitpause=1
[state -3]
type=explod
triggerall=!ishelper&&!var(9)
triggerall=numhelper(3)
triggerall=helper(3),stateno=[2000,2010]
trigger1=enemynear(var(18)),stateno=150||enemynear(var(18)),stateno=152
trigger1=enemynear(var(18)),time=1
trigger2=numtarget
trigger2=(target,stateno=2030&&target,time=1)
anim=ifelse((enemynear(var(18)),stateno=[150,152]),2855,2835)
sprpriority=120
postype=p2
pos=(enemynear(var(18)),const(size.mid.pos.x)),(enemynear(var(18)),const(size.mid.pos.y))
facing=-1
ownpal=1
ontop=1
ignorehitpause=1
[state -3]
type=nothitby
trigger1=ishelper(3)
trigger1=roundstate!=2
value=sca
ignorehitpause=1
[state -3]
type=explod
triggerall=!ishelper
triggerall=numhelper(3)
triggerall=(helper(3),stateno=[2900,2902])
trigger1=enemynear(var(18)),stateno=150||enemynear(var(18)),stateno=152
trigger1=enemynear(var(18)),time=1
trigger2=numtarget
trigger2=(target,stateno=2903&&target,time=1)
anim=ifelse((enemynear(var(18)),stateno=[150,152]),2855,2835)
sprpriority=120
postype=p2
pos=(enemynear(var(18)),const(size.mid.pos.x))+(random%20)-(random%40),(enemynear(var(18)),const(size.mid.pos.y))+(random%40)-(random%60)
facing=-1
ownpal=1
ontop=1
ignorehitpause=1
;////////////////////////////////////////////////////////////////////////////
;----------------------------------------------------------------------------
; changestate
;----------------------------------------------------------------------------
;////////////////////////////////////////////////////////////////////////////
[state -3]
type=changestate
triggerall=ishelper(3)
triggerall=root,alive
triggerall=roundstate>3
triggerall=ctrl
trigger1=numhelper(1)
trigger1=helper(1),var(15)>65
trigger2=enemy,stateno=[170,195]
value=170+(win)*10
ignorehitpause=1
[state -3]
type=changestate
triggerall=ishelper(3)
triggerall=roundstate>2
triggerall=root,stateno=5150
triggerall=stateno!=5150
trigger1=stateno=5110&&!animtime||stateno=5120
trigger1=var(8):=5150||1 ;5150=A 0=B
trigger2=var(8)=5150
value=5150
ignorehitpause=1
[state -3]
type=selfstate
triggerall=ishelper(3)
triggerall=root,palno=12
triggerall=root,alive&&roundstate=2
triggerall=gethitvar(damage)
trigger1=(stateno!=[5000,5210])
trigger1=(stateno!=[120,155])
value=970
ignorehitpause=1
[state -3]
type=selfstate
value=3951+statetype!=a
triggerall=ishelper(3)
triggerall=roundstate=2
triggerall=root,alive
triggerall=(root,var(7)&1024)&&(root,var(7)&2048)
triggerall=ifelse(root,palno=12,1,(ifelse((var(57)=[0,2]),var(57),1)))
triggerall=root,var(45)&&root,var(46)>=(900+(root,palno=6)*800)&&root,palno<7
trigger1=ctrl
;////////////////////////////////////////////////////////////////////////////
;----------------------------------------------------------------------------
; helper
;----------------------------------------------------------------------------
;////////////////////////////////////////////////////////////////////////////
[state -3]
type=helper
triggerall=!ishelper
trigger1=!numhelper(1)
id=1
persistent=1
name="."
pos=0,0
postype=p1
stateno=152
helpertype=player
keyctrl=0
ownpal=1
ignorehitpause=1
supermovetime=99999999
pausemovetime=99999999
[state -3]
type=helper
triggerall=!ishelper
trigger1=!numhelper(2)
id=2
persistent=1
name="."
pos=0,0
postype=p1
stateno=152
helpertype=player
keyctrl=0
ownpal=0
ignorehitpause=1
supermovetime=99999999
pausemovetime=99999999
[state -3]
type=helper
triggerall=ishelper(3)
trigger1=!numhelper(13)
trigger1=movetype=a&&stateno=1050
trigger1=animelemtime(8)=0
trigger2=!numhelper(14)
trigger2=movetype=a&&stateno=1700
trigger2=animelemtime(4)=1
trigger3=!numhelper(15)
trigger3=movetype=a&&stateno=1550
trigger3=animelemtime(4)=1
id=13+(stateno=1700)+(stateno=1550)*2
persistent=1
name="."
pos=60-(stateno=1550)*20,-105+(stateno=1700)*30+(stateno=1550)*105
postype=p1
stateno=5150
helpertype=player
keyctrl=0
ownpal=1
ignorehitpause=1
[state -3]
type=helper
triggerall=!ishelper&&palno<7
trigger1=var(39)=2
trigger1=roundstate>=2||(stateno!=[190,194])
trigger1=numexplod(1171193)
trigger1=!numhelper(18)
id=18
persistent=1
name="."
pos=0,0
postype=p1
stateno=5150
helpertype=player
keyctrl=0
ownpal=1
ignorehitpause=1
supermovetime=99999999
pausemovetime=99999999
;////////////////////////////////////////////////////////////////////////////
;----------------------------------------------------------------------------
; ai
;----------------------------------------------------------------------------
;////////////////////////////////////////////////////////////////////////////
[state -1]
type=selfstate
value=120
triggerall=ishelper(3)
triggerall=roundstate=2
triggerall=root,alive
triggerall=root,var(15)&&(root,var(7)&1024)&&(root,var(7)&2048)
triggerall=ifelse(root,palno=12,1,(ifelse((var(57)=[0,2]),var(57),1)))
triggerall=statetype!=a
triggerall=enemynear(root,var(18)),alive
triggerall=(stateno!=[120,153])
triggerall=!root,var(45)||(root,var(26)||root,palno>10)&&root,var(45)
triggerall=ctrl||stateno=100||(stateno=[25,26])
trigger1=inguarddist
trigger1=random<=ifelse((root,palno>10),900-(root,palno=12&&root,var(25)>100)*890,((root,var(27)=4)*820)+10+(root,var(27)*root,var(27))*10)
trigger2=enemynear(root,var(18)),movetype=a&&enemynear(root,var(18)),hitdefattr=sca,aa,ap
trigger2=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)<100)
trigger2=random<=ifelse((root,palno>10),200-(root,palno=12&&root,var(25)>100)*190,10+(root,var(27)*root,var(27))*10)
trigger3=inguarddist&&(prevstateno=[5120,5121])
trigger3=random<=ifelse((root,palno>10),990-(root,palno=12&&root,var(25)>100)*980,50+(root,var(27)*root,var(27))*50)
trigger4=enemynear(root,var(18)),numproj
trigger4=random<=ifelse((root,palno>10),900-(root,palno=12&&root,var(25)>100)*890,((root,var(27)=4)*820)+10+(root,var(27)*root,var(27))*10)
[state -1]
type=selfstate
value=2400
triggerall=ishelper(3)
triggerall=roundstate=2
triggerall=root,alive&&root,palno!=11
triggerall=root,var(15)&&!root,var(20)&&(root,var(7)&1024)&&(root,var(7)&2048)
triggerall=ifelse(root,palno=12,1,(ifelse((var(57)=[0,2]),var(57),1)))
triggerall=statetype!=a
triggerall=enemynear(root,var(18)),alive
triggerall=power>=1000
triggerall=root,var(26)||root,palno>10
triggerall=ctrl||stateno=100||(stateno=[25,26])
trigger1=(root,var(45)&&root,palno>5&&root,palno!=12)&&root,var(27)=4
trigger1=root,life<=lifemax*0.2
trigger1=random<=900
[state -1]
type=selfstate
value=3950
triggerall=ishelper(3)
triggerall=roundstate=2
triggerall=root,alive
triggerall=root,var(15)&&(root,var(7)&1024)&&(root,var(7)&2048)
triggerall=ifelse(root,palno=12,1,(ifelse((var(57)=[0,2]),var(57),1)))
triggerall=(root,palno!=6&&root,life<=lifemax*0.25&&power>=2000)||(root,palno=6&&power>=3000)
triggerall=statetype!=a&&!root,var(45)&&roundno!=1
triggerall=enemynear(root,var(18)),alive
triggerall=ctrl||stateno=100||(stateno=[25,26])
trigger1=root,palno!=6&&root,var(27)!=4||root,palno=6
trigger1=random<=(7+((roundno=3||roundno>=3&&!(roundno%2))&&root,palno!=6)*200)+(root,var(27)*root,var(27))*2
trigger2=(root,palno=6)&&root,var(27)=4&&root,var(26)
trigger2=root,life<=lifemax*0.2&&power>=4000
trigger2=random<=900
trigger3=(root,palno!=6)&&root,var(26)&&!var(53)
trigger3=root,var(27)=4||root,var(27)!=4&&random<=3+(root,var(27)*root,var(27))*2
trigger3=var(53):=var(53)+1||1
[state -1]
type=selfstate
value=3910
triggerall=ishelper(3)
triggerall=roundstate=2
triggerall=root,alive
triggerall=root,var(15)&&(root,var(7)&1024)&&(root,var(7)&2048)
triggerall=ifelse(root,palno=12,1,(ifelse((var(57)=[0,2]),var(57),1)))
triggerall=(root,palno!=6&&root,life<=lifemax*0.25&&power>=2000)||(root,palno=6&&power>=3000&&root,var(26))
triggerall=statetype!=a&&!root,var(45)
triggerall=enemynear(root,var(18)),alive
trigger1=ctrl||stateno=100||(stateno=[25,26])
trigger1=enemynear(root,var(18)),movetype=h&&enemynear(root,var(18)),stateno=2070
trigger1=random<=10+(root,var(27)*root,var(27))*50
trigger2=((stateno=200)||(stateno=205)||(stateno=235)||(stateno=240))&&movecontact&&random<=100
trigger3=((stateno=245)||(stateno=400)||(stateno=410)||(stateno=430))&&movecontact&&random<=100
trigger4=(stateno=440)&&movecontact&&random<=100||((stateno=[1100,1110])&&animelemtime(5)>0)&&random<=200
trigger5=ctrl||stateno=100||(stateno=[25,26])
trigger5=power>=4000
trigger5=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)<=190)
trigger5=enemynear(root,var(18)),movetype=a&&enemynear(root,var(18)),statetype!=a&&enemy,power<1000
trigger5=random<=10+(root,var(27)*root,var(27))*20
trigger6=(ctrl||(stateno=[25,26])||stateno=100)&&numhelper(14)
trigger6=helper(14),var(51)>10
trigger6=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)<70)
trigger6=enemynear(root,var(18)),stateno=1701&&enemynear(root,var(18)),movetype=h
trigger6=random<=5+(root,var(27)*root,var(27))*50
trigger7=ctrl||stateno=100||(stateno=[25,26])
trigger7=enemynear(root,var(18)),pos y>=-80
trigger7=enemynear(root,var(18)),stateno=1301&&enemynear(root,var(18)),movetype=h
trigger7=random<=10+(root,var(27)*root,var(27))*50
trigger8=ctrl||stateno=100||(stateno=[25,26])
trigger8=enemynear(root,var(18)),statetype!=a&&enemynear(root,var(18)),statetype!=l
trigger8=(enemynear(root,var(18)),stateno=[5000,5050])&&enemynear(root,var(18)),movetype=h
trigger8=random<=10+(root,var(27)*root,var(27))*50
trigger9=ctrl||stateno=100||(stateno=[25,26])
trigger9=enemynear(root,var(18)),statetype!=a
trigger9=enemynear(root,var(18)),hitdefattr=sca,aa,ap,at
trigger9=random<=ifelse(root,palno=6,900,10+(root,var(27)*root,var(27))*4)
trigger10=ctrl||stateno=100||(stateno=[25,26])
trigger10=enemynear(root,var(18)),movetype!=i
trigger10=enemynear(root,var(18)),stateno!=[120,153]
trigger10=random<=15+(root,var(27)*root,var(27))*(50-(root,palno=6)*40)
[state -1]
type=selfstate
value=3700
triggerall=ishelper(3)
triggerall=roundstate=2
triggerall=root,alive
triggerall=root,var(15)&&(root,var(7)&1024)&&(root,var(7)&2048)
triggerall=ifelse(root,palno=12,1,(ifelse((var(57)=[0,2]),var(57),1)))
triggerall=statetype!=a&&!root,var(45)
triggerall=(root,palno!=6&&root,life<=lifemax*0.25&&power>=2000)||(root,palno=6&&power>=3000&&root,var(26))
triggerall=enemynear(root,var(18)),alive
triggerall=ctrl||stateno=100||(stateno=[25,26])
trigger1=enemynear(root,var(18)),statetype!=l
trigger1=random<=ifelse(root,palno=6,(2+root,var(27)*2),5+((root,var(27)*root,var(27))*2))
trigger2=enemynear(root,var(18)),movetype=h&&(enemynear(root,var(18)),stateno=1701||enemynear(root,var(18)),stateno=1301||enemynear(root,var(18)),stateno=2070)
trigger2=random<=10+((root,var(27)*root,var(27))*20)
trigger3=enemynear(root,var(18)),movetype=a||enemynear(root,var(18)),statetype=s
trigger3=random<=ifelse(root,palno=6,5+((root,var(27)*root,var(27))*3),10+((root,var(27)*root,var(27))*2))
trigger4=enemynear(root,var(18)),statetype!=l&&(enemynear(root,var(18)),life<=enemynear(root,var(18)),lifemax*0.3)
trigger4=random<=ifelse(root,palno=6,10+((root,var(27)*root,var(27))*10),10+((root,var(27)*root,var(27))*30))
trigger5=numhelper(18)&&root,palno=6
trigger5=enemynear(root,var(18)),statetype!=l&&helper(18),var(50)>=2000
trigger5=random<=2+((root,var(27)*root,var(27))*(1+(enemynear(root,var(18)),movetype=a)*50))
[state -1]
type=selfstate
value=2900
triggerall=ishelper(3)
triggerall=roundstate=2
triggerall=root,alive
triggerall=root,var(15)&&(root,var(7)&1024)&&(root,var(7)&2048)
triggerall=ifelse(root,palno=12,1,(ifelse((var(57)=[0,2]),var(57),1)))
triggerall=numhelper(6)&&root,var(45)
triggerall=!root,var(31)&&!helper(6),var(29)
triggerall=(root,palno=[1,6])&&!(root,var(30)&512)&&root,life<=lifemax*0.5||(root,palno>6)&&(root,var(30)&512)
triggerall=statetype!=a
triggerall=root,var(27)&&root,var(26)||!root,var(27)&&roundno=1||root,palno>10
triggerall=enemynear(root,var(18)),alive
trigger1=ctrl||stateno=100||(stateno=[25,26])
trigger1=random<=3+(enemynear(root,var(18)),movetype=h&&enemynear(root,var(18)),stateno=2070)*950
trigger2=ctrl||stateno=100||(stateno=[25,26])
trigger2=numtarget
trigger2=target,stateno=826
trigger2=target,pos y<=-50&&random<=ifelse((root,palno>10),500,((root,var(27)=4)*200)+10+(root,var(27)*root,var(27))*20)
trigger3=ctrl||stateno=100||(stateno=[25,26])
trigger3=enemynear(root,var(18)),hitdefattr=sca,aa,ap,at
trigger3=random<=ifelse((root,palno>10),900,((root,var(27)=4)*500)+5+(root,var(27)*root,var(27))*20)
trigger4=((stateno=[1100,1110])&&animelemtime(5)>0)
trigger4=enemynear(root,var(18)),movetype=h&&enemynear(root,var(18)),statetype=a
trigger4=random<=ifelse((root,palno>10),900,((root,var(27)=4)*400)+100+(root,var(27)*root,var(27))*20)
trigger5=ctrl||stateno=100||(stateno=[25,26])
trigger5=enemynear(root,var(18)),stateno=40&&enemynear(root,var(18)),movetype!=h
trigger5=random<=ifelse((root,palno>10),998,((root,var(27)=4)*600)+5+(root,var(27)*root,var(27))*20)
trigger6=ctrl||stateno=100||(stateno=[25,26])
trigger6=(enemynear(root,var(18)),life<=enemynear(root,var(18)),lifemax*0.2)||root,life<=lifemax*0.1
trigger6=random<=ifelse((root,palno>10),900,((root,var(27)=4)*400)+5+(root,var(27)*root,var(27))*30)
trigger7=root,var(45)
trigger7=ctrl||stateno=100||(stateno=[25,26])
trigger7=enemynear(root,var(18)),movetype=h&&enemynear(root,var(18)),stateno=3103
trigger7=random<=ifelse((root,palno>10),600,((root,var(27)=4)*500)+2+(root,var(27)*root,var(27))*5)
[state -1]
type=selfstate
value=2200
triggerall=ishelper(3)
triggerall=roundstate=2
triggerall=root,alive
triggerall=root,var(15)&&(root,var(7)&1024)&&(root,var(7)&2048)
triggerall=ifelse(root,palno=12,1,(ifelse((var(57)=[0,2]),var(57),1)))
triggerall=power>=2000&&root,life>=lifemax*0.3
triggerall=statetype!=a&&!root,var(45)
triggerall=enemynear(root,var(18)),alive
trigger1=ctrl||stateno=100||(stateno=[25,26])
trigger1=enemynear(root,var(18)),movetype=h&&enemynear(root,var(18)),stateno=2070
trigger1=random<=10+(root,var(27)*root,var(27))*30
trigger2=((stateno=200)||(stateno=205)||(stateno=235)||(stateno=240))&&movecontact&&random<=100
trigger3=((stateno=245)||(stateno=400)||(stateno=410)||(stateno=430))&&movecontact&&random<=100
trigger4=(stateno=440)&&movecontact&&random<=100||((stateno=[1100,1110])&&animelemtime(5)>0)&&random<=200
trigger5=ctrl||stateno=100||(stateno=[25,26])
trigger5=power>=4000
trigger5=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)<=140)
trigger5=enemynear(root,var(18)),movetype=a&&enemynear(root,var(18)),statetype!=a&&enemy,power<1000
trigger5=random<=10+(root,var(27)*root,var(27))*20
trigger6=(ctrl||(stateno=[25,26])||stateno=100)&&numhelper(14)
trigger6=helper(14),var(51)>10
trigger6=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)<70)
trigger6=enemynear(root,var(18)),stateno=1701&&enemynear(root,var(18)),movetype=h
trigger6=random<=5+(root,var(27)*root,var(27))*50
trigger7=ctrl||stateno=100||(stateno=[25,26])
trigger7=enemynear(root,var(18)),pos y>=-80
trigger7=enemynear(root,var(18)),stateno=1301&&enemynear(root,var(18)),movetype=h
trigger7=random<=10+(root,var(27)*root,var(27))*50
[state -1]
type=selfstate
value=2000
triggerall=ishelper(3)
triggerall=roundstate=2
triggerall=root,alive
triggerall=root,var(15)&&(root,var(7)&1024)&&(root,var(7)&2048)
triggerall=ifelse(root,palno=12,1,(ifelse((var(57)=[0,2]),var(57),1)))
triggerall=power>=2000
triggerall=statetype!=a
triggerall=(root,var(45)||root,palno>10||!root,var(45)&&root,var(39)!=2)||!root,var(45)&&root,palno=6&&random<=100
triggerall=enemynear(root,var(18)),alive
triggerall=root,var(26)||root,palno>10
trigger1=ctrl||stateno=100||(stateno=[25,26])
trigger1=random<=990-((root,palno=[1,6])&&!(root,var(30)&512)&&root,life<=lifemax*0.5||(root,palno>6)&&(root,var(30)&512))*988
trigger1=random<=3+(enemynear(root,var(18)),movetype=h&&enemynear(root,var(18)),stateno=2070)*100+(enemynear(root,var(18)),movetype!=h&&enemynear(root,var(18)),statetype=a)*(ifelse((root,palno>10),300,2+(root,var(27)*root,var(27))*10))
trigger2=((stateno=200)||(stateno=205)||(stateno=235)||(stateno=240))&&movecontact&&random<=100
trigger3=((stateno=245)||(stateno=400)||(stateno=410)||(stateno=430))&&movecontact&&random<=100
trigger4=(stateno=440)&&movecontact&&random<=100||((stateno=[1100,1110])&&animelemtime(5)>0)&&random<=100
trigger5=ctrl&&stateno=0&&prevstateno=810
trigger5=numtarget
trigger5=target,pos y<=-50&&random<=ifelse((root,palno>10),500,((root,var(27)=4)*200)+10+(root,var(27)*root,var(27))*20)
trigger6=ctrl||stateno=100||(stateno=[25,26])
trigger6=random<=990-((root,palno=[1,6])&&!(root,var(30)&512)&&root,life<=lifemax*0.5||(root,palno>6)&&(root,var(30)&512))*988
trigger6=root,var(17)=[25,70]
trigger6=enemynear(root,var(18)),statetype!=a&&enemynear(root,var(18)),stateno=[5000,5020)
trigger6=random<=ifelse((root,palno>10),900,((root,var(27)=4)*400)+10+(root,var(27)*root,var(27))*30)
trigger7=ctrl||stateno=100||(stateno=[25,26])
trigger7=enemynear(root,var(18)),life<=enemynear(root,var(18)),lifemax*0.1
trigger7=enemynear(root,var(18)),statetype!=a
trigger7=random<=ifelse((root,palno>10),900,((root,var(27)=4)*400)+10+(root,var(27)*root,var(27))*30)
trigger8=ctrl||stateno=100||(stateno=[25,26])
trigger8=power>=ifelse((root,palno=[1,6]),4000,5000)
trigger8=enemynear(root,var(18)),movetype=a   ;&&!enemynear(root,var(18)),animtime
trigger8=random<=ifelse((root,palno>10),800,((root,var(27)=4)*400)+10+(root,var(27)*root,var(27))*20)
trigger9=ctrl||stateno=100||(stateno=[25,26])
trigger9=numtarget
trigger9=target,stateno=826
trigger9=target,pos y<=-50&&random<=ifelse((root,palno>10),500,((root,var(27)=4)*200)+10+(root,var(27)*root,var(27))*20)
trigger10=(ctrl||(stateno=[25,26])||stateno=100)&&numhelper(14)&&!root,var(45)
trigger10=helper(14),var(51)>10
trigger10=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)<70)
trigger10=enemynear(root,var(18)),stateno=1701&&enemynear(root,var(18)),movetype=h
trigger10=random<=5+(root,var(27)*root,var(27))*10
trigger11=root,var(45)
trigger11=ctrl||stateno=100||(stateno=[25,26])
trigger11=enemynear(root,var(18)),movetype=h&&enemynear(root,var(18)),stateno=3103
trigger11=random<=ifelse((root,palno>10),500,((root,var(27)=4)*500)+2+(root,var(27)*root,var(27))*5)
[state -1]
type=selfstate
value=3100
triggerall=ishelper(3)
triggerall=roundstate=2
triggerall=numhelper(10)
triggerall=!root,var(23)&&!helper(10),var(29)
triggerall=root,alive
triggerall=root,var(15)&&(root,var(7)&1024)&&(root,var(7)&2048)
triggerall=ifelse(root,palno=12,1,(ifelse((var(57)=[0,2]),var(57),1)))
triggerall=statetype!=a&&root,var(45)
triggerall=enemynear(root,var(18)),alive
triggerall=!numhelper(2350)
triggerall=power>=1000&&backedgebodydist>60
triggerall=root,var(26)||root,palno>10
triggerall=ctrl||stateno=100||(stateno=[25,26])
trigger1=enemynear(root,var(18)),statetype=a
trigger1=!(enemynear(root,var(18)),movetype=h&&enemynear(root,var(18)),stateno=1210)
trigger1=random<=ifelse((root,palno>10),300,((root,var(27)=4)*360)+5+(root,var(27)*root,var(27))*5)
trigger2=(root,var(17)=[25,70])
trigger2=enemynear(root,var(18)),stateno=[5000,5020)
trigger2=random<=ifelse((root,palno>10),900,((root,var(27)=4)*500)+2+(root,var(27)*root,var(27))*20)
trigger3=enemynear(root,var(18)),movetype=h&&enemynear(root,var(18)),stateno=1301
trigger3=random<=ifelse((root,palno>10),600,((root,var(27)=4)*500)+2+(root,var(27)*root,var(27))*10)
trigger4=numtarget
trigger4=target,stateno=826
trigger4=target,pos y<=-50&&random<=ifelse((root,palno>10),500,((root,var(27)=4)*200)+10+(root,var(27)*root,var(27))*20)
trigger5=(enemynear(root,var(18)),movetype=h&&enemynear(root,var(18)),stateno=2070)
trigger5=random<=ifelse((root,palno>10),600,((root,var(27)=4)*800)+2+(root,var(27)*root,var(27))*2)
trigger6=enemynear(root,var(18)),statetype=s&&(enemynear(root,var(18)),movetype!=a||enemynear(root,var(18)),stateno=130||enemynear(root,var(18)),stateno=150||enemynear(root,var(18)),stateno=151)
trigger6=random<=ifelse((root,palno>10),300,((root,var(27)=4)*100)+5+(root,var(27)*root,var(27))*5)
[state -1]
type=selfstate
value=3000
triggerall=ishelper(3)
triggerall=roundstate=2
triggerall=root,alive
triggerall=root,var(15)&&(root,var(7)&1024)&&(root,var(7)&2048)
triggerall=ifelse(root,palno=12,1,(ifelse((var(57)=[0,2]),var(57),1)))
triggerall=power>=1000&&numhelper(6)
triggerall=statetype!=a&&root,var(45)&&!helper(6),var(29)
triggerall=enemynear(root,var(18)),alive           ;&&backedgebodydist>50
triggerall=root,var(26)||root,palno>10
trigger1=ctrl||stateno=100||(stateno=[25,26])
trigger1=random<=990-((root,palno=[1,6])&&!(root,var(30)&512)&&root,life<=lifemax*0.5||(root,palno>6)&&(root,var(30)&512))*988
trigger1=random<=3+(enemynear(root,var(18)),movetype=h&&enemynear(root,var(18)),stateno=2070)*100+(enemynear(root,var(18)),movetype!=h&&enemynear(root,var(18)),statetype=a)*(ifelse((root,palno>10),300,2+(root,var(27)*root,var(27))*10))
trigger2=((stateno=200)||(stateno=205)||(stateno=235)||(stateno=240))&&movecontact&&random<=100
trigger3=((stateno=245)||(stateno=400)||(stateno=410)||(stateno=430))&&movecontact&&random<=100
trigger4=(stateno=440)&&movecontact&&random<=100||((stateno=[1100,1110])&&animelemtime(5)>0)&&random<=100
trigger5=ctrl&&stateno=0&&prevstateno=810
trigger5=numtarget
trigger5=target,pos y<=-50&&random<=ifelse((root,palno>10),500,((root,var(27)=4)*200)+10+(root,var(27)*root,var(27))*20)
trigger6=ctrl||stateno=100||(stateno=[25,26])
trigger6=random<=990-((root,palno=[1,6])&&!(root,var(30)&512)&&root,life<=lifemax*0.5||(root,palno>6)&&(root,var(30)&512))*988
trigger6=root,var(17)=[25,70]
trigger6=enemynear(root,var(18)),statetype!=a&&enemynear(root,var(18)),stateno=[5000,5020)
trigger6=random<=ifelse((root,palno>10),900,((root,var(27)=4)*400)+10+(root,var(27)*root,var(27))*30)
trigger7=ctrl||stateno=100||(stateno=[25,26])
trigger7=numtarget
trigger7=target,stateno=826
trigger7=target,pos y<=-50&&random<=ifelse((root,palno>10),500,((root,var(27)=4)*200)+5+(root,var(27)*root,var(27))*20)
trigger8=ctrl||stateno=100||(stateno=[25,26])
trigger8=power<2000&&root,life>=lifemax*0.5
trigger8=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)=[150,250])
trigger8=enemynear(root,var(18)),movetype=a||enemynear(root,var(18)),statetype=a&&enemynear(root,var(18)),movetype!=h
trigger8=random<=ifelse((root,palno>10),900,((root,var(27)=4)*400)+5+(root,var(27)*root,var(27))*30)
trigger9=ctrl||stateno=100||(stateno=[25,26])
trigger9=(power<2000||power>=5000)&&root,life>=lifemax*0.5&&numhelper(13)
trigger9=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)=[150,250])
trigger9=helper(13),var(50)>=10&&root,var(17)>=10
trigger9=random<=ifelse((root,palno>10),900,((root,var(27)=4)*400)+5+(root,var(27)*root,var(27))*30)
trigger10=root,var(45)
trigger10=ctrl||stateno=100||(stateno=[25,26])
trigger10=enemynear(root,var(18)),movetype=h&&enemynear(root,var(18)),stateno=3103
trigger10=random<=ifelse((root,palno>10),70,((root,var(27)=4)*50)+2+(root,var(27)*root,var(27))*5)
[state -1]
type=selfstate
value=2300
triggerall=ishelper(3)
triggerall=roundstate=2
triggerall=numhelper(10)
triggerall=!root,var(23)&&!helper(10),var(29)
triggerall=root,alive
triggerall=root,var(15)&&(root,var(7)&1024)&&(root,var(7)&2048)
triggerall=ifelse(root,palno=12,1,(ifelse((var(57)=[0,2]),var(57),1)))
triggerall=statetype!=a&&!root,var(45)
triggerall=enemynear(root,var(18)),alive
triggerall=!numhelper(2350)
triggerall=power>=1000
triggerall=ctrl||stateno=100||(stateno=[25,26])
trigger1=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)=[0,20])
trigger1=(enemynear(root,var(18)),statetype=s||enemynear(root,var(18)),statetype=c)
trigger1=enemynear(root,var(18)),movetype!=h&&enemynear(root,var(18)),stateno!=[120,153]
trigger1=!enemynear(root,var(18)),ctrl
trigger1=random<=ifelse((root,palno>10),700,((root,var(27)=4)*300)+10+(root,var(27)*root,var(27))*20)
trigger2=power<2000
trigger2=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)=[0,20])
trigger2=root,var(17)=[25,70]
trigger2=enemynear(root,var(18)),statetype!=a&&enemynear(root,var(18)),stateno=[5000,5020)
trigger2=random<=ifelse((root,palno>10),900,((root,var(27)=4)*500)+10+(root,var(27)*root,var(27))*20)
[state -1]
type=selfstate
value=2400
triggerall=ishelper(3)
triggerall=roundstate=2
triggerall=root,alive&&root,palno!=11
triggerall=root,var(15)&&!root,var(20)&&(root,var(7)&1024)&&(root,var(7)&2048)
triggerall=ifelse(root,palno=12,1,(ifelse((var(57)=[0,2]),var(57),1)))
triggerall=statetype!=a
triggerall=enemynear(root,var(18)),alive
triggerall=power>=1000
triggerall=root,var(26)||root,palno>10
triggerall=ctrl||stateno=100||(stateno=[25,26])
trigger1=enemynear(root,var(18)),movetype=h&&enemynear(root,var(18)),stateno=1210
trigger1=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)>=100)
trigger1=random<=ifelse((root,palno>10),500,((root,var(27)=4)*200)+10+(root,var(27)*root,var(27))*20)
trigger2=(root,var(45)&&root,palno!=12)
trigger2=root,life<=lifemax*0.2
trigger2=random<=((root,var(27)=4)*900)+root,var(27)
[state -1]
type=selfstate
value=2600
triggerall=ishelper(3)
triggerall=roundstate=2
triggerall=root,alive
triggerall=root,var(15)&&(root,var(7)&1024)&&(root,var(7)&2048)
triggerall=ifelse(root,palno=12,1,(ifelse((var(57)=[0,2]),var(57),1)))
triggerall=statetype!=a&&!root,var(45)
triggerall=enemynear(root,var(18)),alive
triggerall=(power=[1000,2000))&&root,life>=lifemax*0.3
triggerall=ctrl||stateno=100||(stateno=[25,26])
trigger1=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)=[120,200])
trigger1=(enemynear(root,var(18)),statetype=s||enemynear(root,var(18)),statetype=c)
trigger1=enemynear(root,var(18)),movetype!=h&&enemynear(root,var(18)),stateno!=[120,153]
trigger1=!enemynear(root,var(18)),ctrl&&!enemynear(root,var(18)),numproj
trigger1=enemynear(root,var(18)),vel x=0
trigger1=random<=ifelse((root,palno>10),25,10+(root,var(27)*root,var(27))*1)
trigger2=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)=[100,180])
trigger2=enemynear(root,var(18)),movetype!=h&&(enemynear(root,var(18)),stateno=40||enemynear(root,var(18)),vel y<0)
trigger2=random<=ifelse((root,palno>10),20+(enemynear(root,var(18)),stateno=40)*450,10+(root,var(27)*root,var(27))*5)
trigger3=root,numtarget&&root,palno<7
trigger3=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)=[120,200])
trigger3=enemynear(var(18)),stateno=1301&&enemynear(var(18)),movetype=h
trigger3=random<=50+(root,var(27)*root,var(27))*9
trigger4=root,palno<7
trigger4=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)=[100,200])
trigger4=((stateno=[1100,1110])&&animelemtime(5)>0)&&root,numtarget
trigger4=random<=50+(root,var(27)*root,var(27))*9
trigger5=!root,var(45)
trigger5=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)=[100,280])
trigger5=enemynear(root,var(18)),stateno=40||enemynear(root,var(18)),statetype=a
trigger5=random<=80+(root,var(27)*root,var(27))*9
trigger6=numhelper(14)&&0
trigger6=helper(14),var(51)>10
trigger6=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)<70)
trigger6=enemynear(root,var(18)),stateno=1701&&enemynear(root,var(18)),movetype=h
trigger6=random<=5+(root,var(27)*root,var(27))*10
[state -1]
type=selfstate
value=1750
triggerall=ishelper(3)
triggerall=roundstate=2
triggerall=root,alive
triggerall=root,var(15)&&(root,var(7)&1024)&&(root,var(7)&2048)
triggerall=ifelse(root,palno=12,1,(ifelse((var(57)=[0,2]),var(57),1)))
triggerall=statetype!=a&&!root,var(45)
triggerall=enemynear(root,var(18)),alive
trigger1=ctrl||(stateno=[25,26])||stateno=100
trigger1=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)<100)
trigger1=enemynear(root,var(18)),statetype=s||enemynear(root,var(18)),statetype=c
trigger1=enemynear(root,var(18)),movetype!=a
trigger1=random<=10+(root,var(27)*root,var(27))*5
trigger2=ctrl||(stateno=[25,26])||stateno=100
trigger2=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)<100)
trigger2=enemynear(root,var(18)),statetype=s||enemynear(root,var(18)),statetype=c
trigger2=prevstateno=700||prevstateno=1150
trigger2=random<=100+(root,var(27)*root,var(27))*50
trigger3=((stateno=[1100,1110])&&animelemtime(5)>0)
trigger3=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)<90)
trigger3=random<=10+(root,var(27)*root,var(27))*50
[state -1]
type=selfstate
value=1600
triggerall=ishelper(3)
triggerall=roundstate=2
triggerall=root,alive
triggerall=root,var(15)&&(root,var(7)&1024)&&(root,var(7)&2048)
triggerall=ifelse(root,palno=12,1,(ifelse((var(57)=[0,2]),var(57),1)))
triggerall=statetype!=a&&numhelper(6)&&root,var(45)
triggerall=enemynear(root,var(18)),alive
trigger1=ctrl||(stateno=[25,26])||stateno=100
trigger1=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)<35)
trigger1=enemynear(root,var(18)),statetype=s||enemynear(root,var(18)),statetype=c
trigger1=enemynear(root,var(18)),movetype!=h
trigger1=random<=ifelse((root,palno>10),190,((root,var(27)=4)*200)+10+(root,var(27)*root,var(27))*10)
[state -1]
type=selfstate
value=1250
triggerall=ishelper(3)
triggerall=roundstate=2
triggerall=root,alive
triggerall=root,var(15)&&(root,var(7)&1024)&&(root,var(7)&2048)
triggerall=ifelse(root,palno=12,1,(ifelse((var(57)=[0,2]),var(57),1)))
triggerall=statetype!=a&&!root,var(45)
triggerall=enemynear(root,var(18)),alive
triggerall=!((enemynear(root,var(18)),movetype=h&&(enemynear(root,var(18)),stateno=[2030,2070]))&&power>=2000)
triggerall=ctrl||stateno=100||(stateno=[25,26])
trigger1=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)=[30,120))
trigger1=random<=85+(enemynear(root,var(18)),stateno=1301&&enemynear(root,var(18)),movetype=h||enemynear(root,var(18)),stateno=5120||enemynear(root,var(18)),stateno=826&&enemynear(root,var(18)),movetype=h&&power<2000)*500
trigger1=random<=ifelse((root,palno>10),950,((root,var(27)=4)*500)+15+(root,var(27)*root,var(27))*20)
trigger1=var(56):=1
trigger2=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)=[120,160))
trigger2=random<=85+(enemynear(root,var(18)),stateno=1301&&enemynear(root,var(18)),movetype=h||enemynear(root,var(18)),stateno=5120||enemynear(root,var(18)),stateno=826&&enemynear(root,var(18)),movetype=h&&power<2000)*500
trigger2=random<=ifelse((root,palno>10),950,((root,var(27)=4)*500)+12+(root,var(27)*root,var(27))*20)
trigger2=var(56):=2
trigger3=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)=[180,220))
trigger3=random<=80+(enemynear(root,var(18)),stateno=1301&&enemynear(root,var(18)),movetype=h||enemynear(root,var(18)),stateno=5120||enemynear(root,var(18)),stateno=826&&enemynear(root,var(18)),movetype=h&&power<2000)*300
trigger3=random<=ifelse((root,palno>10),950,((root,var(27)=4)*500)+12+(root,var(27)*root,var(27))*20)
trigger3=var(56):=3
trigger4=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)=[240,280))
trigger4=random<=80+(enemynear(root,var(18)),stateno=1301&&enemynear(root,var(18)),movetype=h||enemynear(root,var(18)),stateno=5120||enemynear(root,var(18)),stateno=826&&enemynear(root,var(18)),movetype=h&&power<2000)*300
trigger4=random<=ifelse((root,palno>10),950,((root,var(27)=4)*500)+12+(root,var(27)*root,var(27))*20)
trigger4=var(56):=4
[state -2]
type=selfstate
value=1250
triggerall=ishelper(3)
triggerall=roundstate=2
triggerall=root,alive
triggerall=root,var(15)&&(root,var(7)&1024)&&(root,var(7)&2048)
triggerall=ifelse(root,palno=12,1,(ifelse((var(57)=[0,2]),var(57),1)))
triggerall=statetype!=a&&!root,var(45)
triggerall=!((enemynear(root,var(18)),movetype=h&&(enemynear(root,var(18)),stateno=[2030,2070]))&&power>=2000)
triggerall=enemynear(root,var(18)),alive
triggerall=ctrl||stateno=100||(stateno=[25,26])
trigger1=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)=[30,100))
trigger1=(enemynear(root,var(18)),movetype!=h&&enemynear(root,var(18)),statetype=a&&enemynear(root,var(18)),vel y<0&&enemynear(root,var(18)),vel x!=0)
trigger1=random<=ifelse((root,palno>10),150,((root,var(27)=4)*450)+10+(root,var(27)*root,var(27))*6)
trigger1=var(56):=ifelse(enemynear(root,var(18)),vel x>0,1,3)
trigger2=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)=[100,160))
trigger2=(enemynear(root,var(18)),movetype!=h&&enemynear(root,var(18)),statetype=a&&enemynear(root,var(18)),vel y<0&&enemynear(root,var(18)),vel x!=0)
trigger2=random<=ifelse((root,palno>10),150,((root,var(27)=4)*150)+10+(root,var(27)*root,var(27))*6)
trigger2=var(56):=ifelse(enemynear(root,var(18)),vel x>0,1,3)
trigger3=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)=[160,220))
trigger3=(enemynear(root,var(18)),movetype!=h&&enemynear(root,var(18)),statetype=a&&enemynear(root,var(18)),vel y<0&&enemynear(root,var(18)),vel x!=0)
trigger3=random<=ifelse((root,palno>10),150,((root,var(27)=4)*150)+15+(root,var(27)*root,var(27))*6)
trigger3=var(56):=ifelse(enemynear(root,var(18)),vel x>0,1,4)
trigger4=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)=[220,300))
trigger4=(enemynear(root,var(18)),movetype!=h&&enemynear(root,var(18)),statetype=a&&enemynear(root,var(18)),vel y<0&&enemynear(root,var(18)),vel x!=0)
trigger4=random<=ifelse((root,palno>10),250,((root,var(27)=4)*150)+10+(root,var(27)*root,var(27))*7)
trigger4=var(56):=ifelse(enemynear(root,var(18)),vel x>0,2,4)
[state -1]
type=selfstate
value=1150
triggerall=ishelper(3)
triggerall=roundstate=2
triggerall=root,alive
triggerall=root,var(15)&&(root,var(7)&1024)&&(root,var(7)&2048)
triggerall=ifelse(root,palno=12,1,(ifelse((var(57)=[0,2]),var(57),1)))
triggerall=power>=1000&&!root,var(45)&&root,life>=lifemax*0.3
triggerall=statetype!=l&&statetype!=a
triggerall=!ctrl&&(stateno=[5000,5100))&&movetype=h
trigger1=random<=3+(root,var(27)*2)
trigger2=numhelper(18)&&root,var(39)=2
trigger2=helper(18),var(50)>=2000
trigger2=random<=2+(root,var(27)*root,var(27))*3
trigger3=numhelper(18)&&root,var(39)=2
trigger3=gethitvar(hitcount)=2&&movetype=h
trigger3=helper(18),var(50)>=2000
trigger3=random<=10+(root,var(27)*root,var(27))*50
trigger4=root,palno=6
trigger4=gethitvar(hitcount)>=4&&movetype=h
trigger4=random<=10+(root,var(27)*root,var(27))*50
[state -1]
type=selfstate
value=1080
triggerall=ishelper(3)
triggerall=roundstate=2
triggerall=root,alive
triggerall=root,var(15)&&(root,var(7)&1024)&&(root,var(7)&2048)
triggerall=ifelse(root,palno=12,1,(ifelse((var(57)=[0,2]),var(57),1)))
triggerall=statetype!=a&&!root,var(45)          ;&&power>=500&&root,life>=lifemax*0.3
triggerall=enemynear(root,var(18)),alive
triggerall=ctrl||stateno=100||(stateno=[25,26])
trigger1=enemynear(root,var(18)),statetype!=l&&enemynear(root,var(18)),movetype!=h
trigger1=random<=2+((root,var(27)*root,var(27))*2)
trigger2=enemynear(root,var(18)),movetype=h&&(enemynear(root,var(18)),stateno=1701&&0||enemynear(root,var(18)),stateno=1301)
trigger2=random<=25+((root,var(27)*root,var(27))*40)
trigger3=prevstateno=2300
trigger3=random<=450+((root,var(27)*root,var(27))*10)
[state -1]
type=selfstate
value=1070
triggerall=ishelper(3)
triggerall=roundstate=2
triggerall=root,alive
triggerall=root,var(15)&&(root,var(7)&1024)&&(root,var(7)&2048)
triggerall=ifelse(root,palno=12,1,(ifelse((var(57)=[0,2]),var(57),1)))
triggerall=statetype!=a&&!root,var(45)           ;&&power>=500&&root,life>=lifemax*0.3
triggerall=enemynear(root,var(18)),alive
triggerall=ctrl||stateno=100||(stateno=[25,26])
triggerall=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)<=90)
trigger1=enemynear(root,var(18)),movetype!=h
trigger1=enemynear(root,var(18)),statetype!=l
trigger1=random<=10+((root,var(27)*root,var(27))*5)
trigger2=enemynear(root,var(18)),movetype=h&&(enemynear(root,var(18)),stateno=1701&&0||enemynear(root,var(18)),stateno=1301)
trigger2=random<=25+((root,var(27)*root,var(27))*10)
trigger3=prevstateno=2300
trigger3=random<=450+((root,var(27)*root,var(27))*10)
[state -1]
type=selfstate
value=1090
triggerall=ishelper(3)
triggerall=roundstate=2
triggerall=root,alive
triggerall=root,var(15)&&(root,var(7)&1024)&&(root,var(7)&2048)
triggerall=ifelse(root,palno=12,1,(ifelse((var(57)=[0,2]),var(57),1)))
triggerall=statetype!=a&&!root,var(45)
triggerall=enemynear(root,var(18)),alive
triggerall=ctrl||stateno=100||(stateno=[25,26])
trigger1=enemynear(root,var(18)),statetype=s||enemynear(root,var(18)),statetype=c
trigger1=enemynear(root,var(18)),movetype!=a
trigger1=random<=10+((root,var(27)*root,var(27))*4)
trigger2=enemynear(root,var(18)),statetype=s||enemynear(root,var(18)),statetype=c
trigger2=enemynear(root,var(18)),movetype=a&&enemynear(root,var(18)),numproj
trigger2=random<=10+((root,var(27)*root,var(27))*20)
trigger3=enemynear(root,var(18)),stateno=130||enemynear(root,var(18)),stateno=150||enemynear(root,var(18)),stateno=151
trigger3=random<=ifelse((root,palno>10),300,((root,var(27)=4)*100)+5+(root,var(27)*root,var(27))*5)
trigger4=enemynear(root,var(18)),stateno=131||enemynear(root,var(18)),stateno=152||enemynear(root,var(18)),stateno=153
trigger4=random<=ifelse((root,palno>10),300,((root,var(27)=4)*100)+5+(root,var(27)*root,var(27))*5)
trigger5=enemynear(root,var(18)),statetype!=l&&inguarddist
trigger5=var(3):=2
trigger5=random<=20-(root,var(27)*root,var(27))
[state -1]
type=selfstate
value=1400
triggerall=ishelper(3)
triggerall=roundstate=2
triggerall=root,alive&&root,var(45)
triggerall=root,var(15)&&(root,var(7)&1024)&&(root,var(7)&2048)
triggerall=ifelse(root,palno=12,1,(ifelse((var(57)=[0,2]),var(57),1)))
triggerall=statetype!=a
triggerall=enemynear(root,var(18)),alive
triggerall=ctrl||stateno=100||(stateno=[25,26])
triggerall=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)=[0,80])
trigger1=(enemynear(root,var(18)),hitdefattr=sca,aa&&enemynear(root,var(18)),statetype!=a)
trigger1=random<=ifelse((root,palno>10),600,((root,var(27)=4)*200)+7+(root,var(27)*root,var(27))*20)
[state -1]
type=selfstate
value=1500+(root,var(45)!=0)*50
triggerall=ishelper(3)
triggerall=roundstate=2
triggerall=root,alive
triggerall=root,var(15)&&(root,var(7)&1024)&&(root,var(7)&2048)
triggerall=ifelse(root,palno=12,1,(ifelse((var(57)=[0,2]),var(57),1)))
triggerall=statetype!=a
triggerall=enemynear(root,var(18)),alive
triggerall=!root,var(45)||(root,var(26)||root,palno>10)&&root,var(45)
triggerall=ctrl||stateno=100||(stateno=[25,26])||(stateno=240)&&movecontact
triggerall=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)=[0,80])
trigger1=(enemynear(root,var(18)),movetype=a&&enemynear(root,var(18)),statetype!=a)
trigger1=random<=ifelse((root,palno>10),200,((root,var(27)=4)*40)+10+(root,var(27)*root,var(27))*10)
trigger2=(enemynear(root,var(18)),statetype=a&&enemynear(root,var(18)),vel y>0&&enemynear(root,var(18)),movetype!=h)
trigger2=random<=ifelse((root,palno>10),400,10+(root,var(27)*root,var(27))*20)
trigger3=(stateno=240)&&movecontact
trigger4=numhelper(14)&&!root,var(45)
trigger4=helper(14),var(51)>10
trigger4=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)<70)
trigger4=enemynear(root,var(18)),stateno=1701&&enemynear(root,var(18)),movetype=h
trigger4=random<=10+(root,var(27)*root,var(27))*10
trigger5=root,var(45)
trigger5=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)=[20,100])
trigger5=enemynear(root,var(18)),statetype!=l&&enemynear(root,var(18)),statetype!=a
trigger5=enemynear(root,var(18)),movetype=a||!(random%4)
trigger5=random<=10+(root,var(27)*root,var(27))*40
trigger6=root,var(45)
trigger6=enemynear(root,var(18)),movetype=h&&enemynear(root,var(18)),stateno=3103
trigger6=random<=ifelse((root,palno>10),70,((root,var(27)=4)*60)+2+(root,var(27)*root,var(27))*4)
[state -1]
type=selfstate
value=1050
triggerall=ishelper(3)
triggerall=roundstate=2
triggerall=root,alive
triggerall=root,var(15)&&(root,var(7)&1024)&&(root,var(7)&2048)
triggerall=ifelse(root,palno=12,1,(ifelse((var(57)=[0,2]),var(57),1)))
triggerall=statetype!=a&&!numhelper(13)&&!inguarddist&&root,var(45)
triggerall=enemynear(root,var(18)),alive
triggerall=ctrl||stateno=100||(stateno=[25,26])
triggerall=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)>=70)
trigger1=random<=ifelse((root,palno>10),55+(root,var(20)>0)*300,(5+(root,var(27)*root,var(27))*3)+(root,var(20)>0)*(5+(root,var(27)*root,var(27))*8))
trigger2=root,var(17)||root,numprojid(13001)
trigger2=random<=ifelse((root,palno>10),125+(root,var(20)>0)*400,(5+(root,var(27)*root,var(27))*4)+(root,var(20)>0)*(5+(root,var(27)*root,var(27))*8))
trigger3=enemynear(root,var(18)),movetype=h&&enemynear(root,var(18)),stateno=3103
trigger3=random<=ifelse((root,palno>10),50,((root,var(27)=4)*20)+2+(root,var(27)*root,var(27))*2)
[state -1]
type=selfstate
value=1060
triggerall=ishelper(3)
triggerall=roundstate=2
triggerall=root,alive
triggerall=root,var(15)&&(root,var(7)&1024)&&(root,var(7)&2048)
triggerall=ifelse(root,palno=12,1,(ifelse((var(57)=[0,2]),var(57),1)))
triggerall=statetype!=a&&!root,numprojid(2510)&&!inguarddist&&!root,var(45)
triggerall=enemynear(root,var(18)),alive
triggerall=ctrl||stateno=100&&0||(stateno=[25,26])
triggerall=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)>=70)
trigger1=random<=ifelse((root,palno>10),55+(root,var(20)>0)*300,(7+(root,var(27)*root,var(27))*3)+(root,var(20)>0)*(5+(root,var(27)*root,var(27))*8))
trigger2=root,var(17)||root,numprojid(13001)||numhelper(13)
trigger2=random<=ifelse((root,palno>10),125+(root,var(20)>0)*400,(9+(root,var(27)*root,var(27))*3)+(root,var(20)>0)*(5+(root,var(27)*root,var(27))*8))
trigger3=enemynear(root,var(18)),movetype=h&&(enemynear(root,var(18)),stateno=1701||enemynear(root,var(18)),stateno=1301)
trigger3=random<=ifelse((root,palno>10),50,((root,var(27)=4)*30)+6+(root,var(27)*root,var(27))*2)
[state -1]
type=selfstate
value=1061
triggerall=ishelper(3)
triggerall=roundstate=2
triggerall=root,alive
triggerall=root,var(15)&&(root,var(7)&1024)&&(root,var(7)&2048)
triggerall=ifelse(root,palno=12,1,(ifelse((var(57)=[0,2]),var(57),1)))
triggerall=statetype!=a&&!root,numprojid(2510)&&!inguarddist&&!root,var(45)
triggerall=enemynear(root,var(18)),alive
triggerall=random<=999-((root,life<=lifemax*0.25)*950)
triggerall=ctrl||stateno=100&&0||(stateno=[25,26])
triggerall=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)>=60)
trigger1=random<=(12+(root,var(27)*2))+(root,life>=lifemax*0.6&&(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)>=160))*100
trigger2=root,var(17)||root,numprojid(13001)||numhelper(13)
trigger2=random<=25-(root,var(27)*2)
trigger3=enemynear(root,var(18)),movetype=h&&(enemynear(root,var(18)),stateno=1701||enemynear(root,var(18)),stateno=1301)
trigger3=random<=25-(root,var(27)*2)
[state -1]
type=selfstate
value=1700
triggerall=ishelper(3)
triggerall=roundstate=2
triggerall=root,alive
triggerall=root,var(15)&&(root,var(7)&1024)&&(root,var(7)&2048)
triggerall=ifelse(root,palno=12,1,(ifelse((var(57)=[0,2]),var(57),1)))
triggerall=statetype!=a&&!numhelper(14)&&!inguarddist&&!root,var(45)
triggerall=enemynear(root,var(18)),alive
triggerall=ctrl||stateno=100||(stateno=[25,26])
triggerall=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)>=70)
trigger1=random<=ifelse((root,palno>10),55+(root,var(20)>0)*300,(5+(root,var(27)*root,var(27))*3)+(root,var(20)>0)*(5+(root,var(27)*root,var(27))*8))
trigger2=root,var(17)||root,numprojid(13001)
trigger2=random<=ifelse((root,palno>10),125+(root,var(20)>0)*400,(5+(root,var(27)*root,var(27))*4)+(root,var(20)>0)*(5+(root,var(27)*root,var(27))*8))
trigger3=(enemynear(root,var(18)),movetype=h&&enemynear(root,var(18)),stateno=2070)
trigger3=random<=(5+(root,var(27)*root,var(27))*10)+(root,var(27)=4)*500
[state -1]
type=selfstate
value=1300
triggerall=ishelper(3)
triggerall=roundstate=2
triggerall=root,alive
triggerall=root,var(15)&&(root,var(7)&1024)&&(root,var(7)&2048)
triggerall=ifelse(root,palno=12,1,(ifelse((var(57)=[0,2]),var(57),1)))
triggerall=statetype!=a&&!root,numprojid(13001)&&!inguarddist&&root,var(45)
triggerall=enemynear(root,var(18)),alive
triggerall=ctrl||stateno=100&&0||(stateno=[25,26])
triggerall=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)>=90)
trigger1=random<=ifelse((root,palno>10),45-(root,palno=12)*35,5+(root,var(27)*root,var(27))*2)
[state -1]
type=selfstate
value=1100+(root,var(45)!=0)*460
triggerall=ishelper(3)
triggerall=roundstate=2
triggerall=root,alive
triggerall=root,var(15)&&(root,var(7)&1024)&&(root,var(7)&2048)
triggerall=ifelse(root,palno=12,1,(ifelse((var(57)=[0,2]),var(57),1)))
triggerall=statetype!=l&&!root,var(45)||statetype!=a&&root,var(45)
triggerall=enemynear(root,var(18)),alive
triggerall=!root,var(45)||(root,var(26)||root,palno>10)&&root,var(45)
triggerall=ctrl||stateno=100||(stateno=[25,26])||(stateno=640||stateno=216&&animelemtime(8)>=1)&&!root,var(45)
triggerall=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)=[0,70])
trigger1=(enemynear(root,var(18)),hitdefattr=sca,aa&&enemynear(root,var(18)),statetype!=l)
trigger1=random<=ifelse((root,palno>10),110,((root,var(27)=4)*20)+5+(root,var(27)*root,var(27))*5)
trigger2=enemynear(root,var(18)),statetype=a&&enemynear(root,var(18)),movetype!=h&&enemynear(root,var(18)),vel y<0
trigger2=random<=ifelse((root,palno>10),250,((root,var(27)=4)*60)+5+(root,var(27)*root,var(27))*10)
trigger3=enemynear(root,var(18)),movetype=h&&(stateno=640||stateno=216&&animelemtime(8)>=1)&&movecontact
trigger3=random<=((movehit>=1)*60)+(root,var(27)*root,var(27))
trigger4=root,numtarget&&root,palno<7&&stateno=100
trigger4=enemynear(var(18)),stateno=1301&&enemynear(var(18)),movetype=h
trigger4=random<=35+(root,var(27)*root,var(27))*4
trigger5=numhelper(14)&&!root,var(45)
trigger5=helper(14),var(51)>10
trigger5=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)<70)
trigger5=enemynear(root,var(18)),stateno=1701&&enemynear(root,var(18)),movetype=h
trigger5=random<=15+(root,var(27)*root,var(27))*50
trigger6=root,var(45)
trigger6=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)<100)
trigger6=random<=400||enemynear(root,var(18)),statetype=a
trigger6=enemynear(root,var(18)),movetype!=h
trigger6=random<=5+(root,var(27)*root,var(27))*20
trigger7=root,var(45)
trigger7=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)<100)
trigger7=enemynear(root,var(18)),hitdefattr=sca,aa,ap,at
trigger7=random<=5+(root,var(27)*root,var(27))*40
trigger8=ctrl||stateno=100||(stateno=[25,26])
trigger8=root,var(45)
trigger8=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)<120)
trigger8=(root,var(17)=[25,70])&&(enemynear(root,var(18)),stateno=[5000,5020))||(enemynear(root,var(18)),stateno=[120,155])
trigger8=random<=ifelse((root,palno>10),900,((root,var(27)=4)*600)+4+(root,var(27)*root,var(27))*10)
trigger9=root,var(45)
trigger9=enemynear(root,var(18)),movetype=h&&enemynear(root,var(18)),stateno=3103
trigger9=random<=ifelse((root,palno>10),60,((root,var(27)=4)*50)+2+(root,var(27)*root,var(27))*2)
[state -1]
type=selfstate
value=1110+(root,var(45)!=0)*450
triggerall=ishelper(3)
triggerall=roundstate=2
triggerall=root,alive
triggerall=root,var(15)&&(root,var(7)&1024)&&(root,var(7)&2048)
triggerall=ifelse(root,palno=12,1,(ifelse((var(57)=[0,2]),var(57),1)))
triggerall=statetype!=l&&!root,var(45)||statetype!=a&&root,var(45)
triggerall=!root,var(45)||(root,var(26)||root,palno>10)&&root,var(45)
triggerall=enemynear(root,var(18)),alive
triggerall=ctrl||stateno=100||(stateno=[25,26])||(stateno=640||stateno=216)&&!root,var(45)
triggerall=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)=[(70-(stateno=640||stateno=216)*65),150])
trigger1=(enemynear(root,var(18)),hitdefattr=sca,aa&&enemynear(root,var(18)),statetype!=l)
trigger1=random<=ifelse((root,palno>10),110,((root,var(27)=4)*30)+5+(root,var(27)*root,var(27))*5)
trigger2=enemynear(root,var(18)),stateno!=[5100,5120]
trigger2=enemynear(root,var(18)),statetype!=a&&enemynear(root,var(18)),movetype!=h&&enemynear(root,var(18)),time=1
trigger2=random<=ifelse((root,palno>10),100,((root,var(27)=4)*20)+5+(root,var(27)*root,var(27))*5)
trigger3=enemynear(root,var(18)),movetype=h&&(stateno=640||stateno=216)&&movecontact
trigger3=random<=((movehit>=1)*700)+20-(root,var(27)*root,var(27))
trigger4=root,var(45)
trigger4=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)<100)
trigger4=random<=250||enemynear(root,var(18)),statetype=a
trigger4=enemynear(root,var(18)),movetype!=h
trigger4=random<=3+(root,var(27)*root,var(27))*20
trigger5=root,var(45)
trigger5=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)<100)
trigger5=enemynear(root,var(18)),hitdefattr=sca,aa,ap,at
trigger5=random<=3+(root,var(27)*root,var(27))*40
trigger6=root,var(45)
trigger6=enemynear(root,var(18)),movetype=h&&enemynear(root,var(18)),stateno=3103
trigger6=random<=ifelse((root,palno>10),60,((root,var(27)=4)*50)+2+(root,var(27)*root,var(27))*2)
[state -1]
type=selfstate
value=700
triggerall=ishelper(3)
triggerall=roundstate=2
triggerall=root,alive
triggerall=root,var(15)&&(root,var(7)&1024)&&(root,var(7)&2048)
triggerall=ifelse(root,palno=12,1,(ifelse((var(57)=[0,2]),var(57),1)))
triggerall=statetype!=a
triggerall=enemynear(root,var(18)),alive
triggerall=ctrl||stateno=100||(stateno=[25,26])
trigger1=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)=[0,100])&&!root,var(20)
trigger1=!(enemynear(root,var(18)),hitdefattr=sca,at)&&enemynear(root,var(18)),movetype=a&&enemynear(root,var(18)),statetype!=a
trigger1=random<=ifelse((root,palno>10),60+(stateno=100)*300,10+(root,var(27)*root,var(27))*12)
trigger2=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)!=[0,120])&&!root,var(20)
trigger2=inguarddist;&&enemy,numproj
trigger2=random<=ifelse((root,palno>10),70+(stateno=100)*300,10+(root,var(27)*root,var(27))*5)
trigger3=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)=[0,70])
trigger3=backedgebodydist<32
trigger3=random<=ifelse((root,palno>10),80+(enemynear(root,var(18)),movetype=a)*250,10+(root,var(27)*root,var(27))*5)
trigger4=prevstateno=5120
trigger4=inguarddist;&&enemy,numproj
trigger4=random<=ifelse((root,palno>6),300+(enemy,numproj)*200,10+(root,var(27)*root,var(27))*5)
trigger5=!root,var(45)
trigger5=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)=[0,80])
trigger5=!(enemynear(root,var(18)),hitdefattr=sca,at)&&enemynear(root,var(18)),movetype=a
trigger5=random<=10+(root,var(27)*root,var(27))*30
[state -1]
type=selfstate
value=715
triggerall=ishelper(3)
triggerall=roundstate=2
triggerall=root,alive
triggerall=root,var(15)&&(root,var(7)&1024)&&(root,var(7)&2048)
triggerall=ifelse(root,palno=12,1,(ifelse((var(57)=[0,2]),var(57),1)))
triggerall=enemynear(root,var(18)),alive
triggerall=power>=500
triggerall=(stateno=150||stateno=151)
trigger1=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)=[0,70])
trigger1=random<=990-((root,palno=[1,6])&&!(root,var(30)&512)&&root,life<=lifemax*0.5||(root,palno>6)&&(root,var(30)&512))*988
trigger1=random<=ifelse((root,palno>10),300,10+(root,var(27)*root,var(27))*20)
[state -1]
type=selfstate
value=800
triggerall=ishelper(3)
triggerall=roundstate=2
triggerall=root,alive
triggerall=root,var(15)&&(root,var(7)&1024)&&(root,var(7)&2048)
triggerall=ifelse(root,palno=12,1,(ifelse((var(57)=[0,2]),var(57),1)))
triggerall=statetype!=a
triggerall=enemynear(root,var(18)),alive
trigger1=ctrl||(stateno=[25,26])
trigger1=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)<12)
trigger1=enemynear(root,var(18)),statetype=s||enemynear(root,var(18)),statetype=c
trigger1=enemynear(root,var(18)),movetype!=h
trigger1=random<=ifelse((root,palno>10),190,90+(root,var(27)*root,var(27))*4)
[state -1]
type=selfstate
value=850
triggerall=ishelper(3)
triggerall=roundstate=2
triggerall=root,alive
triggerall=root,var(15)&&(root,var(7)&1024)&&(root,var(7)&2048)
triggerall=ifelse(root,palno=12,1,(ifelse((var(57)=[0,2]),var(57),1)))
triggerall=statetype!=a
triggerall=enemynear(root,var(18)),alive
triggerall=power<2000
trigger1=ctrl||(stateno=[25,26])
trigger1=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)<12)
trigger1=enemynear(root,var(18)),statetype=s||enemynear(root,var(18)),statetype=c
trigger1=enemynear(root,var(18)),movetype!=h
trigger1=random<=ifelse((root,palno>10),260,15+(root,var(27)*root,var(27))*20)
[state -1]
type=selfstate
value=710
triggerall=ishelper(3)
triggerall=roundstate=2
triggerall=root,alive
triggerall=root,var(15)&&(root,var(7)&1024)&&(root,var(7)&2048)
triggerall=ifelse(root,palno=12,1,(ifelse((var(57)=[0,2]),var(57),1)))
triggerall=statetype!=a
triggerall=enemynear(root,var(18)),alive
trigger1=ctrl||(stateno=[25,26])
trigger1=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)<70)
trigger1=enemynear(root,var(18)),statetype!=a&&enemynear(root,var(18)),movetype!=h
trigger1=random<=ifelse((root,palno>10),90,10+(root,var(27)*root,var(27))*4)
[state -1]
type=selfstate
value=100
triggerall=ishelper(3)
triggerall=roundstate=2
triggerall=root,alive
triggerall=root,var(15)&&(root,var(7)&1024)&&(root,var(7)&2048)
triggerall=ifelse(root,palno=12,1,(ifelse((var(57)=[0,2]),var(57),1)))
triggerall=statetype!=a
triggerall=enemynear(root,var(18)),alive
triggerall=ctrl||(stateno=[25,26])
trigger1=enemynear(root,var(18)),statetype!=a&&enemynear(root,var(18)),movetype!=a
trigger1=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)>=80)||(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)>=39)&&(enemynear(root,var(18)),stateno=150||enemynear(root,var(18)),stateno=152||enemynear(root,var(18)),stateno=130)
trigger1=random<=(ifelse(((abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)>=39)&&(enemynear(root,var(18)),stateno=150||enemynear(root,var(18)),stateno=152||enemynear(root,var(18)),stateno=130)),180+!root,var(45)*700,65+!root,var(45)*900))
trigger2=numtarget&&root,palno<7
trigger2=target,stateno=826
trigger2=target,pos y<=-70&&random<=500
trigger3=root,numtarget&&root,palno<7
trigger3=enemynear(var(18)),stateno=1301&&enemynear(var(18)),movetype=h
trigger3=random<=35+(root,var(27)*root,var(27))*4
trigger4=root,var(45)&&!root,var(27)
trigger4=enemynear(root,var(18)),statetype!=a&&enemynear(root,var(18)),movetype!=a
trigger4=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)>=80)
trigger4=random<=100
trigger5=!root,var(45)
trigger5=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)>=100)
trigger5=random<=10+(root,var(27)*root,var(27))*50
[state -1]
type=selfstate
value=105
triggerall=ishelper(3)
triggerall=roundstate=2
triggerall=root,alive
triggerall=root,var(15)&&(root,var(7)&1024)&&(root,var(7)&2048)
triggerall=ifelse(root,palno=12,1,(ifelse((var(57)=[0,2]),var(57),1)))
triggerall=statetype!=a
triggerall=enemynear(root,var(18)),alive
triggerall=ctrl||stateno=100||(stateno=[25,26])
trigger1=enemynear(root,var(18)),stateno=5120||enemynear(root,var(18)),statetype!=a&&enemynear(root,var(18)),hitdefattr=sc,at||enemynear(root,var(18)),movetype=a
trigger1=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)=[0,80])&&backedgebodydist>50
trigger1=random<=(ifelse((enemynear(root,var(18)),hitdefattr=sc,at),500,42))+(enemynear(root,var(18)),movetype=a)*140
trigger2=(enemynear(root,var(18)),stateno=[5100,5120])||(enemynear(root,var(18)),stateno=[2070,2080])&&enemynear(root,var(18)),statetype=l
trigger2=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)=[0,100])&&backedgebodydist>50
trigger2=random<=200
trigger3=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)<=60)
trigger3=random<=20+(!root,var(45)||root,var(45)&&!root,var(27))*40
trigger4=!root,var(45)
trigger4=prevstateno=2300
[state -1]
type=selfstate
value=25
triggerall=ishelper(3)
triggerall=roundstate=2
triggerall=root,alive
triggerall=root,var(15)&&(root,var(7)&1024)&&(root,var(7)&2048)
triggerall=ifelse(root,palno=12,1,(ifelse((var(57)=[0,2]),var(57),1)))
triggerall=statetype!=a
triggerall=enemynear(root,var(18)),alive
triggerall=ctrl
trigger1=enemynear(root,var(18)),statetype!=a&&enemynear(root,var(18)),movetype!=a
trigger1=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)>100)
trigger1=random<=200+(!root,var(45)||root,var(45)&&!root,var(27))*500
[state -1]
type=selfstate
value=26
triggerall=ishelper(3)
triggerall=roundstate=2
triggerall=root,alive
triggerall=root,var(15)&&(root,var(7)&1024)&&(root,var(7)&2048)
triggerall=ifelse(root,palno=12,1,(ifelse((var(57)=[0,2]),var(57),1)))
triggerall=statetype!=a
triggerall=enemynear(root,var(18)),alive
triggerall=ctrl
trigger1=enemynear(root,var(18)),statetype!=a&&enemynear(root,var(18)),movetype!=a
trigger1=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)<=80)
trigger1=random<=200+(!root,var(45)||root,var(45)&&!root,var(27))*500
[state -1]
type=selfstate
value=40
triggerall=ishelper(3)
triggerall=roundstate=2
triggerall=root,alive
triggerall=root,var(15)&&(root,var(7)&1024)&&(root,var(7)&2048)
triggerall=ifelse(root,palno=12,1,(ifelse((var(57)=[0,2]),var(57),1)))
triggerall=statetype!=a&&root,palno<7
triggerall=enemynear(root,var(18)),alive
triggerall=ctrl||stateno=100||(stateno=[25,26])
trigger1=enemynear(root,var(18)),movetype!=a&&enemynear(root,var(18)),statetype!=a
trigger1=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)=[50,90])
trigger1=random<=50-(root,var(27)*root,var(27))
trigger2=numtarget
trigger2=target,stateno=826&&stateno=100
trigger2=target,pos y<=-50&&random<=500
trigger3=enemynear(root,var(18)),movetype!=a&&((enemynear(root,var(18)),stateno=[150,153])||(enemynear(root,var(18)),animtime=0))
trigger3=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)=[50,90])
trigger3=random<=40+(root,var(27)*root,var(27))*5
trigger4=enemynear(root,var(18)),movetype=a&&enemynear(root,var(18)),statetype!=a
trigger4=enemynear(root,var(18)),hitdefattr=sc,na
trigger4=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)=[40,100])
trigger4=random<=50-(root,var(27)*root,var(27))
trigger5=enemynear(root,var(18)),movetype=a&&enemynear(root,var(18)),statetype=c
trigger5=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)=[40,100])
trigger5=random<=100+(root,var(27)*root,var(27))*4
[state -1]
type=selfstate
value=630
triggerall=ishelper(3)
triggerall=roundstate=2
triggerall=root,alive
triggerall=root,var(15)&&(root,var(7)&1024)&&(root,var(7)&2048)
triggerall=ifelse(root,palno=12,1,(ifelse((var(57)=[0,2]),var(57),1)))
triggerall=statetype=a&&root,palno<7
triggerall=enemynear(root,var(18)),alive
triggerall=ctrl
trigger1=pos y>=-60&&vel y>0
trigger1=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)<=80)
trigger1=random<=400
trigger2=numtarget
trigger2=target,stateno=826&&pos y<=-50&&vel y<0
trigger2=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)<=80)
trigger2=random<=800
[state -1]
type=selfstate
value=640
triggerall=ishelper(3)
triggerall=roundstate=2
triggerall=root,alive
triggerall=root,var(15)&&(root,var(7)&1024)&&(root,var(7)&2048)
triggerall=ifelse(root,palno=12,1,(ifelse((var(57)=[0,2]),var(57),1)))
triggerall=statetype=a&&root,palno<7
triggerall=enemynear(root,var(18)),alive
triggerall=stateno=630&&movecontact
trigger1=random<=800
[state -1]
type=selfstate
value=216
triggerall=ishelper(3)
triggerall=roundstate=2
triggerall=root,alive
triggerall=root,var(15)&&(root,var(7)&1024)&&(root,var(7)&2048)
triggerall=ifelse(root,palno=12,1,(ifelse((var(57)=[0,2]),var(57),1)))
triggerall=statetype!=a&&!root,var(45)
triggerall=enemynear(root,var(18)),alive
triggerall=ctrl||stateno=100||(stateno=[25,26])
trigger1=enemynear(root,var(18)),statetype=c&&enemynear(root,var(18)),movetype!=a
trigger1=(abs(pos x+(40*facing)-(enemynear(root,var(18)),pos x)=[0,100]))
trigger1=random<=100+(root,var(27)*root,var(27))*50
trigger2=root,numtarget&&root,palno<7&&stateno=100
trigger2=(abs(pos x+(40*facing)-(enemynear(root,var(18)),pos x)=[20,60]))
trigger2=enemynear(var(18)),stateno=1301&&enemynear(var(18)),movetype=h
trigger2=random<=150-(root,var(27)*root,var(27))*9
trigger3=enemynear(root,var(18)),statetype=s&&enemynear(root,var(18)),movetype!=a
trigger3=(abs(pos x+(40*facing)-(enemynear(root,var(18)),pos x)=[0,100]))
trigger3=random<=100+(root,var(27)*root,var(27))*50
[state -1]
type=selfstate
value=430
triggerall=ishelper(3)
triggerall=roundstate=2
triggerall=root,alive
triggerall=root,var(15)&&(root,var(7)&1024)&&(root,var(7)&2048)
triggerall=ifelse(root,palno=12,1,(ifelse((var(57)=[0,2]),var(57),1)))
triggerall=statetype!=a&&root,palno<7
triggerall=enemynear(root,var(18)),alive
triggerall=ctrl||stateno=100||(stateno=[25,26])||stateno=430&&movecontact
trigger1=enemynear(root,var(18)),statetype=s&&enemynear(root,var(18)),movetype!=a
trigger1=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)<=50)
trigger1=random<=((prevstateno=430)*100)+20-(root,var(27)*root,var(27))*1
[state -1]
type=selfstate
value=440
triggerall=ishelper(3)
triggerall=roundstate=2
triggerall=root,alive
triggerall=root,var(15)&&(root,var(7)&1024)&&(root,var(7)&2048)
triggerall=ifelse(root,palno=12,1,(ifelse((var(57)=[0,2]),var(57),1)))
triggerall=statetype!=a
triggerall=enemynear(root,var(18)),alive
triggerall=ctrl||stateno=100||(stateno=[25,26])
triggerall=enemynear(root,var(18)),statetype=s&&enemynear(root,var(18)),movetype!=a
triggerall=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)=[61,90])
trigger1=random<=45-(root,var(27)*root,var(27))*1
trigger2=root,var(17)=[25,70]
trigger2=enemynear(root,var(18)),statetype!=a&&enemynear(root,var(18)),stateno=[5000,5020)
trigger2=random<=300-(root,var(27)*root,var(27))*3
trigger3=prevstateno=430||stateno=100
trigger3=random<=((stateno=100)*100)+40-(root,var(27)*root,var(27))*1
[state -1]
type=selfstate
value=411
triggerall=ishelper(3)
triggerall=roundstate=2
triggerall=root,alive
triggerall=root,var(15)&&(root,var(7)&1024)&&(root,var(7)&2048)
triggerall=ifelse(root,palno=12,1,(ifelse((var(57)=[0,2]),var(57),1)))
triggerall=statetype!=a&&!root,var(45)
triggerall=enemynear(root,var(18)),alive
triggerall=ctrl||stateno=100||(stateno=[25,26])
triggerall=(abs(pos x+(40*facing)-enemynear(root,var(18)),pos x)=[140,260])
triggerall=!enemynear(root,var(18)),numproj
trigger1=enemynear(root,var(18)),statetype=a
trigger1=random<=85+(root,var(27)*root,var(27))*20
trigger2=root,var(17)=[25,70]
trigger2=enemynear(root,var(18)),statetype!=a&&enemynear(root,var(18)),stateno=[5000,5020)
trigger2=random<=300-(root,var(27)*root,var(27))*3
trigger3=enemynear(root,var(18)),statetype=s
trigger3=random<=40+(root,var(27)*root,var(27))*30
;***************************************************************************
;===========================================================================
;---------------------------------------------------------------------------
[statedef -2]; 륂렄듒럨긚긡?긣
;---------------------------------------------------------------------------
;===========================================================================
;***************************************************************************

[State -2, Helper]
type = Helper
trigger1 = numhelper(25603)=0
helpertype = player
name = "shadow"
ID = 25603
stateno = 0
pos = -50,0
postype = p1 

facing = 0
keyctrl = 1   ;<- 조작이 안되게 하고 싶으시면 이 숫자를 0으로 바꾸세요.
ownpal = 1

 

[State -2, VarAdd]
type = VelAdd
triggerall = ishelper(25603)
trigger1 = root,vel x > 0
trigger1 = root,vel x = vel x
trigger2 = root,vel x < 0
trigger2 = root,vel x = vel x
x = ifelse(root,vel x < 0, -1 ,1)

 

[State -2, Turn]
type = Turn
triggerall = ishelper(25603)
triggerall = stateno = [0,19]
trigger1 = (pos x) - (Enemynear,pos x) < 0
trigger1 = facing=-1
trigger2 = (pos x) - (Enemynear,pos x) >= 0
trigger2 = facing=1

 

[State -2, ChangeState]
type = ChangeState
trigger1 = ishelper(25603)
trigger1 = roundstate != 2
trigger1 = root,stateno != stateno
value = root,stateno

[State -2, PalFXWiz]
type = PalFX
trigger1 = ishelper(25603)
time = 1
add = 80,150,150
mul = 200,200,200
sinadd = 0,0,0,1
invertall = 0
color = 256

pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1



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

