;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 忢帪娗棟僗僥乕僩
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[Statedef -2]
;---------------------------------------------------------------------------
[State -2, a]
type = ChangeState
trigger1 = ishelper(42221)
value = 42221
ignorehitpause = 1

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; 岦偒愝掕丠
;///////////////////////////////////////////////////////////////////////////
[State -2, a];塃岦偒愝掕
type = VarSet
trigger1 = var(10) = 0
trigger1 = facing = 1
v = 10
value = 1

[State -2, a];嵍岦偒愝掕
type = VarSet
trigger1 = var(10) = 0
trigger1 = facing = -1
v = 10
value = 2

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; 憡庤僗僥乕僩惂屼
;///////////////////////////////////////////////////////////////////////////
[State -2, a]
type = TargetState
trigger1 = numtarget
trigger1 = movehit = 1 && hitpausetime <= 0
value = 236
id = 236
ignorehitpause = 1

[State -2, a]
type = TargetState
trigger1 = numtarget
trigger1 = movehit = 1 && hitpausetime <= 0
value = 255
id = 251
ignorehitpause = 1

[State -2, a]
type = TargetState
trigger1 = numtarget
trigger1 = movehit = 1 && hitpausetime <= 0
value = 268
id = 261
ignorehitpause = 1

[State -2, a]
type = TargetState
trigger1 = numtarget
trigger1 = movehit = 1 && hitpausetime <= 0
value = 265
id = 262
ignorehitpause = 1

[State -2, a]
type = TargetState
trigger1 = numtarget
trigger1 = movehit = 1 && hitpausetime <= 0
value = 435
id = 430
ignorehitpause = 1

[State -2, a]
type = TargetState
trigger1 = numtarget
trigger1 = movehit = 1 && hitpausetime <= 0
value = 445
id = 440
ignorehitpause = 1

[State -2, a]
type = TargetState
trigger1 = numtarget
trigger1 = movehit = 1 && hitpausetime <= 0
value = 435
id = 450

[State -2, a]
type = TargetState
trigger1 = numtarget
trigger1 = movehit = 1 && hitpausetime <= 0
value = 255
id = 940
ignorehitpause = 1

[State -2, a]
type = TargetState
trigger1 = numtarget
trigger1 = movehit = 1 && hitpausetime <= 0
value = 1996
id = 1150
ignorehitpause = 1

[State -2, a]
type = TargetState
trigger1 = numtarget
trigger1 = movehit = 1 && hitpausetime <= 0
value = 268
id = 2001
ignorehitpause = 1

[State -2, a]
type = TargetState
trigger1 = numtarget
trigger1 = movehit = 1 && hitpausetime <= 0
value = 268
id = 2002
ignorehitpause = 1

[State -2, a]
type = TargetState
trigger1 = numtarget
trigger1 = movehit = 1 && hitpausetime <= 0
value = 2950
id = 2943
ignorehitpause = 1

[State -2, a]
type = TargetState
trigger1 = numtarget
trigger1 = movehit = 1 && hitpausetime <= 0
value = 255
id = 2945
ignorehitpause = 1

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; 僗僥乕僩扗庢妋擣
;///////////////////////////////////////////////////////////////////////////
[State -2, a]
type = VarSet
triggerall = var(8) != 0
trigger1 = numtarget(236) = 0
trigger1 = numtarget(251) = 0
trigger1 = numtarget(261) = 0
trigger1 = numtarget(262) = 0
trigger1 = numtarget(430) = 0
trigger1 = numtarget(440) = 0
trigger1 = numtarget(450) = 0
trigger1 = numtarget(940) = 0
trigger1 = numtarget(1150) = 0
trigger1 = numtarget(2001) = 0
trigger1 = numtarget(2002) = 0
trigger1 = numtarget(2943) = 0
trigger1 = numtarget(2945) = 0
trigger2 = numtarget(236) > 0
trigger2 = p2stateno != 236
trigger3 = numtarget(251) > 0
trigger3 = p2stateno != 255
trigger4 = numtarget(261) > 0
trigger4 = p2stateno != 268
trigger5 = numtarget(262) > 0
trigger5 = p2stateno != 265
trigger6 = numtarget(430) > 0
trigger6 = p2stateno != 435
trigger7 = numtarget(440) > 0
trigger7 = p2stateno != 445
trigger8 = numtarget(450) > 0
trigger8 = p2stateno != 435
trigger9 = numtarget(940) > 0
trigger9 = p2stateno != 255
trigger10= numtarget(1150) > 0
trigger10= p2stateno != 1996
trigger11= numtarget(2001) > 0
trigger11= p2stateno != 268
trigger12= numtarget(2002) > 0
trigger12= p2stateno != 268
trigger13= numtarget(2943) > 0
trigger13= p2stateno != 2950
trigger14= numtarget(2945) > 0
trigger14= p2stateno != 255
v = 8
value = 0
ignorehitpause = 1

[State -2, a]
type = VarSet
triggerall = var(8) = 0
trigger1 = numtarget(236) > 0
trigger1 = p2stateno = 236
trigger2 = numtarget(251) > 0
trigger2 = p2stateno = 255
trigger3 = numtarget(261) > 0
trigger3 = p2stateno = 268
trigger4 = numtarget(262) > 0
trigger4 = p2stateno = 265
trigger5 = numtarget(430) > 0
trigger5 = p2stateno = 435
trigger6 = numtarget(440) > 0
trigger6 = p2stateno = 445
trigger7 = numtarget(450) > 0
trigger7 = p2stateno = 435
trigger8 = numtarget(940) > 0
trigger8 = p2stateno = 255
trigger9 = numtarget(1150) > 0
trigger9 = p2stateno = 1996
trigger10= numtarget(2001) > 0
trigger10= p2stateno = 268
trigger11= numtarget(2002) > 0
trigger11= p2stateno = 268
trigger12= numtarget(2943) > 0
trigger12= p2stateno = 2950
trigger13= numtarget(2945) > 0
trigger13= p2stateno = 255
v = 8
value = 1
ignorehitpause = 1

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; 慜曽僕儍儞僾帪僈乕僪晄壜
;///////////////////////////////////////////////////////////////////////////
[State -2, NoAirGuard]
type = AssertSpecial
trigger1 = !(var(46) & 8)
trigger1 = vel x > 0
trigger1 = stateno = 50
flag = noairguard

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; 僈乕僪抁弅儕僙僢僩
;///////////////////////////////////////////////////////////////////////////
[State -2, Guard-Reset]
type = VarSet
trigger1 = var(18) != 0
trigger1 = stateno != [150,153]
v = 18
value = 0
ignorehitpause = 1

[State -2, Guard-Reset]
type = VarSet
trigger1 = var(19) != 0
trigger1 = stateno != [150,153]
v = 19
value = 0
ignorehitpause = 1

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; 憡庤嵒恛僄僼僃僋僩
;///////////////////////////////////////////////////////////////////////////
[State -2, Explod]
type = Explod
triggerall = numtarget
triggerall = p2movetype = H
triggerall = enemynear,time = 1
trigger1 = p2stateno = 239
trigger2 = p2stateno = 256
trigger3 = p2stateno = 269
trigger4 = p2stateno = 436
anim = 8130
id = 8130
postype = P2
pos = 18,5
ownpal = 1
bindtime = 1
sprpriority = 2
ignorehitpause = 1

[State -2, Explod]
type = Explod
triggerall = numtarget
triggerall = p2movetype = H
triggerall = enemynear,time = 1
trigger1 = p2stateno = 239
trigger2 = p2stateno = 256
trigger3 = p2stateno = 269
trigger4 = p2stateno = 436
anim = 8130
id = 8130
postype = P2
pos = -18,5
facing = -1
ownpal = 1
bindtime = 1
sprpriority = 2
ignorehitpause = 1

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; 楢嶦巃敾掕夝彍
;///////////////////////////////////////////////////////////////////////////
[State -2, a]
type = VarSet
trigger1 = movetype != A
v = 11
value = 0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; 嬻拞庴恎壜擻帪娫嶼弌
;///////////////////////////////////////////////////////////////////////////
[State -2, a]
type = VarSet
trigger1 = 1
v = 7
value = (gethitvar(fall.recovertime) - gethitvar(fall.time))

[State -2, a]
type = VarSet
trigger1 = var(7) <= 0
v = 7
value = 0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; 僗儘乕張棟
;///////////////////////////////////////////////////////////////////////////
[State -2, a];僗儘乕張棟傪偡傞帪娫偺僇僂儞僩
type = VarAdd
trigger1 = 1
v = 16
value = -1
persistent = 0
ignorehitpause = 1

[State -2, a];僗儘乕張棟
type = Pause
trigger1 = var(16) >= 1
trigger1 = (var(46) & 128)
trigger1 = gametime % 3
time = 1
persistent = 0
ignorehitpause = 1

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; 僟儊乕僕帪偺僄僼僃僋僩丄僒僂儞僪偺徚嫀
;///////////////////////////////////////////////////////////////////////////
;僟儊乕僕帪偺僄僼僃僋僩偺徚嫀
[State -2, a]
type = RemoveExplod
trigger1 = movetype = H
ID = 4000

;僟儊乕僕帪偺僒僂儞僪偺徚嫀
[State -2, a]
type = StopSnd
trigger1 = movetype = H
channel = 1

[State -2, a]
type = StopSnd
trigger1 = stateno != 100
channel = 10

[State -2, a]
type = StopSnd
trigger1 = stateno != 1200
channel = 12

[State -2, a]
type = StopSnd
trigger1 = stateno != 1500
channel = 15

[State -2, a]
type = StopSnd
trigger1 = stateno != 2005
channel = 20

[State -2, a]
type = StopSnd
trigger1 = stateno != 2100
channel = 21

;僟儊乕僕帪偺巆憸偺徚嫀
[State -2, a]
type = AfterImageTime
trigger1 = movetype = H && stateno != 2950
trigger2 = prevstateno = 100 && stateno != 101
trigger3 = prevstateno = 101
trigger4 = prevstateno = 105
trigger5 = prevstateno = 1500 && stateno != 1501
trigger6 = prevstateno = 1501
trigger7 = stateno = 0
trigger8 = stateno = 10
trigger9 = stateno = 20
trigger10= stateno = 40
trigger11= stateno != [2900,2949]
trigger11= prevstateno = [2900,2949]
time = 0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; 僎乕僕憹壛梷惂
;///////////////////////////////////////////////////////////////////////////
[State -2, a]
type = PowerSet
triggerall = power >= 1000
trigger1 = teammode = single
trigger2 = teammode = turns
value = 1000
ignorehitpause = 1

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; 塱媣杊巭
;///////////////////////////////////////////////////////////////////////////
[State -2, Limit1]
type = VarSet
triggerall = teammode = single || teammode = turns
trigger1 = p2movetype != H
trigger2 = p2stateno = [120,159]
trigger3 = p2movetype = I && p2stateno = [5200,5201]
v = 13
value = enemynear,life
ignorehitpause = 1

[State -2, Limit2]
type = TargetLifeAdd
triggerall = (var(46) & 1)
triggerall = teammode = single || teammode = turns
triggerall = enemy,alive
trigger1 = (var(13) - enemynear,life) > (enemynear,lifemax * 0.703)
value = floor(var(13) - (enemynear,lifemax * 0.704)) - (enemynear,life)
ignorehitpause = 1

[State -2, Limit3]
type = VarSet
trigger1 = 1
v = 14
value = 1
ignorehitpause = 1

[State -2, Limit4]
type = VarSet
triggerall = (var(46) & 1)
triggerall = teammode = single || teammode = turns
triggerall = p2movetype = H
trigger1 = (var(13) - enemynear,life) > (enemynear,lifemax * 0.703)
v = 14
value = 0
ignorehitpause = 1

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; 崻惈抣曗惓
;///////////////////////////////////////////////////////////////////////////
[State -2, a]
type = LifeAdd
triggerall = alive
triggerall = stateno != [120,159]
triggerall = var(23) - life > 1
trigger1 = var(24) = 0
trigger1 = ((life*1000)/lifemax) > 440
value = floor((var(23) - life) - ((var(23) - life) * (ifelse(var(2) = 2 && !(Var(46) & 16), 1.250, 1.000) * 1.000 * 1.100)))
absolute = 1
ignorehitpause = 1

[State -2, a]
type = LifeAdd
triggerall = alive
triggerall = stateno != [120,159]
triggerall = var(23) - life > 1
trigger1 = var(24) = 0
trigger1 = ((life*1000)/lifemax) = [254,440]
value = floor((var(23) - life) - ((var(23) - life) * (ifelse(var(2) = 2 && !(Var(46) & 16), 1.250, 1.000) * 0.850 * 1.100)))
absolute = 1
ignorehitpause = 1

[State -2, a]
type = LifeAdd
triggerall = alive
triggerall = stateno != [120,159]
triggerall = var(23) - life > 1
trigger1 = var(24) = 0
trigger1 = ((life*1000)/lifemax) = [129,253]
value = floor((var(23) - life) - ((var(23) - life) * (ifelse(var(2) = 2 && !(Var(46) & 16), 1.250, 1.000) * 0.800 * 1.100)))
absolute = 1
ignorehitpause = 1

[State -2, a]
type = LifeAdd
triggerall = alive
triggerall = stateno != [120,159]
triggerall = var(23) - life > 1
trigger1 = var(24) = 0
trigger1 = ((life*1000)/lifemax) < 129
value = floor((var(23) - life) - ((var(23) - life) * (ifelse(var(2) = 2 && !(Var(46) & 16), 1.250, 1.000) * 0.750 * 1.100)))
absolute = 1
ignorehitpause = 1

[State -2, a]
type = DefenceMulSet
trigger1 = var(24) = 1
trigger1 = ((life*1000)/lifemax) > 440
value = ifelse(var(2) = 2 && !(var(46) & 16), 1.250, 1.000) * 1.000 * 1.100
ignorehitpause = 1

[State -2, a]
type = DefenceMulSet
trigger1 = var(24) = 1
trigger1 = ((life*1000)/lifemax) = [254,440]
value = ifelse(var(2) = 2 && !(var(46) & 16), 1.250, 1.000) * 0.850 * 1.100
ignorehitpause = 1

[State -2, a]
type = DefenceMulSet
trigger1 = var(24) = 1
trigger1 = ((life*1000)/lifemax) = [129,253]
value = ifelse(var(2) = 2 && !(var(46) & 16), 1.250, 1.000) * 0.800 * 1.100
ignorehitpause = 1

[State -2, a]
type = DefenceMulSet
trigger1 = var(24) = 1
trigger1 = ((life*1000)/lifemax) < 129
value = ifelse(var(2) = 2 && !(var(46) & 16), 1.250, 1.000) * 0.750 * 1.100
ignorehitpause = 1

[State -2, a]
type = VarSet
trigger1 = movetype != H
var(24) = -1
ignorehitpause = 1

[State -2, a]
type = VarSet
trigger1 = var(24) = -1
trigger1 = stateno = [5000,5120]
var(24) = 0
ignorehitpause = 1

[State -2, a]
type = VarSet
triggerall = movetype = H
trigger1 = var(23) - life != 0
trigger2 = hitshakeover
trigger3 = stateno != [5000,5120]
var(24) = 1
ignorehitpause = 1

[State -2, a]
type = VarSet
trigger1 = var(23) - life != 0
var(23) = life
ignorehitpause = 1

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; 憡庤抏偐傟忬懺敾掕
;///////////////////////////////////////////////////////////////////////////
[State -2, a]
type = VarSet
trigger1 = var(17) = 1
trigger1 = !(p2movetype = H && p2stateno = [930,931])
v = 17
value = 0
ignorehitpause = 1

[State -2, a]
type = VarSet
trigger1 = var(17) = 0
trigger1 = p2movetype = H && p2stateno = [930,931]
v = 17
value = 1
ignorehitpause = 1

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; 抏偒惉棫僇僂儞僞乕敾掕
;///////////////////////////////////////////////////////////////////////////
[State -2, a]
type = VarSet
trigger1 = numtarget
trigger1 = p2movetype = H
trigger1 = p2stateno = 931
trigger1 = enemy,time = 3
v = 21
value = 21
ignorehitpause = 1

[State -2, a]
type = VarAdd
trigger1 = var(21) > 0
v = 21
value = -1
ignorehitpause = 1

[State -2, a]
type = VarSet
trigger1 = var(21) <= 0
v = 21
value = 0
ignorehitpause = 1

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; 僇僂儞僞乕僸僢僩曗惓
;///////////////////////////////////////////////////////////////////////////
[State -2, a]
type = VarSet
trigger1 = p2movetype != A
fv = 1
value = 1.0

[State -2, a]
type = VarSet
trigger1 = p2movetype = A
trigger2 = var(21) > 0
trigger3 = numtarget
trigger3 = p2statetype = A
trigger3 = p2stateno = 931
fv = 1
value = 1.3

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; 僐儞儃偵傛傞僟儊乕僕曗惓
;///////////////////////////////////////////////////////////////////////////
[State -2, a];僸僢僩悢弶婜壔
type = VarSet
trigger1 = p2movetype != H
v = 4
value = 1
ignorehitpause = 1

;---------------------[楢懕媄曗惓乮椡乯]
[State -2, a]
type = VarSet
triggerall = var(2) = 0
trigger1 = var(4) = [0,1]
fvar(2) = 1.0
ignorehitpause = 1

[State -2, a]
type = VarSet
triggerall = var(2) = 0
trigger1 = var(4) = 2
fvar(2) = 0.9
ignorehitpause = 1

[State -2, a]
type = VarSet
triggerall = var(2) = 0
trigger1 = var(4) = [3,4]
fvar(2) = 0.8
ignorehitpause = 1

[State -2, a]
type = VarSet
triggerall = var(2) = 0
trigger1 = var(4) >= 5
fvar(2) = 0.7
ignorehitpause = 1

;---------------------[楢懕媄曗惓乮媄乯]
[State -2, a]
type = VarSet
triggerall = var(2) = 1
trigger1 = var(4) = [0,1]
fvar(2) = 1.0
ignorehitpause = 1

[State -2, a]
type = VarSet
triggerall = var(2) = 1
trigger1 = var(4) = [2,4]
fvar(2) = 0.9
ignorehitpause = 1

[State -2, a]
type = VarSet
triggerall = var(2) = 1
trigger1 = var(4) = [5,7]
fvar(2) = 0.8
ignorehitpause = 1

[State -2, a]
type = VarSet
triggerall = var(2) = 1
trigger1 = var(4) = [8,10]
fvar(2) = 0.7
ignorehitpause = 1

[State -2, a]
type = VarSet
triggerall = var(2) = 1
trigger1 = var(4) >= 11
fvar(2) = 0.6
ignorehitpause = 1

;---------------------[楢懕媄曗惓乮嬌乯]
[State -2, a]
type = VarSet
triggerall = var(2) = 2
trigger1 = var(4) = [0,1]
fvar(2) = 1.0
ignorehitpause = 1

[State -2, a]
type = VarSet
triggerall = var(2) = 2
trigger1 = var(4) = 2
fvar(2) = 0.9
ignorehitpause = 1

[State -2, a]
type = VarSet
triggerall = var(2) = 2
trigger1 = var(4) = 3
fvar(2) = 0.8
ignorehitpause = 1

[State -2, a]
type = VarSet
triggerall = var(2) = 2
trigger1 = var(4) = [4,7]
fvar(2) = 0.7
ignorehitpause = 1

[State -2, a]
type = VarSet
triggerall = var(2) = 2
trigger1 = var(4) = [8,14]
fvar(2) = 0.6
ignorehitpause = 1

[State -2, a]
type = VarSet
triggerall = var(2) = 2
trigger1 = var(4) >= 15
fvar(2) = 0.5
ignorehitpause = 1

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; 僟儊乕僕抣丒MUGEN姺嶼
;///////////////////////////////////////////////////////////////////////////
[State -2, a]
type = VarSet
trigger1 = 1
fvar(3) = 3.90625
ignorehitpause = 1

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; 僷儚乕僎乕僕抣丒MUGEN姺嶼
;///////////////////////////////////////////////////////////////////////////
[State -2, a]
type = VarSet
trigger1 = 1
fvar(4) = 15.625
ignorehitpause = 1

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; 屻偺愭昞帵
;///////////////////////////////////////////////////////////////////////////
[State -2, a]
type = Explod
triggerall = numexplod(8100) = 0
triggerall = teamside = 1
triggerall = fvar(1) = 1.3
triggerall = p2movetype = H
triggerall = p2stateno != [120,199]
trigger1 = movehit = 1
trigger1 = stateno != [800,939]
trigger2 = numhelper(1000) > 0
trigger2 = helper(1000),movehit = 1
trigger3 = numhelper(2100) > 0
trigger3 = helper(2100),movehit = 1
anim = 8100
id = 8100
postype = left
pos = 60,100
ontop = 1
ownpal = 1
bindtime = -1
ignorehitpause = 1
pausemovetime = 999999999
supermovetime = 999999999

[State -2, a]
type = Explod
triggerall = numexplod(8100) = 0
triggerall = teamside = 2
triggerall = fvar(1) = 1.3
triggerall = p2movetype = H
triggerall = p2stateno != [120,199]
trigger1 = movehit = 1
trigger1 = stateno != [800,939]
trigger3 = numhelper(1000) > 0
trigger3 = helper(1000),movehit = 1
trigger4 = numhelper(2100) > 0
trigger4 = helper(2100),movehit = 1
anim = 8101
id = 8100
postype = right
pos = -60,100
ontop = 1
ownpal = 1
bindtime = -1
ignorehitpause = 1
pausemovetime = 999999999
supermovetime = 999999999

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; 姰慡彑棙敾掕
;///////////////////////////////////////////////////////////////////////////
[State -2, a]
type = VarSet
trigger1 = roundstate = [0,1]
v = 22
value = life

[State -2, a]
type = VarSet
trigger1 = roundstate = 2
trigger1 = var(22) != life
v = 22
value = 0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; 僼傿僯僢僔儏僞僀儉掆巭
;///////////////////////////////////////////////////////////////////////////
[State -2, a]
type = AssertSpecial
triggerall = enemynear,life < 4
triggerall = p2movetype = H && p2stateno != [120,159]
triggerall = stateno = 2110 || stateno = 2111 || stateno = [2900,2949]
trigger1 = enemy,teammode = single
trigger2 = enemy,teammode = turns
trigger3 = enemy,teammode = simul && numenemy = 2
trigger3 = enemy(0),alive && !(enemy(1),alive) || (enemy(1),alive && !(enemy(0),alive))
flag = TimerFreeze
ignorehitpause = 1

[State -2, a]
type = AssertSpecial
triggerall = enemynear,life < 4
triggerall = p2movetype = H && p2stateno != [120,159]
triggerall = movehit && (stateno = 2005 || stateno = 2006 || stateno = 2100)
trigger1 = enemy,teammode = single
trigger2 = enemy,teammode = turns
trigger3 = enemy,teammode = simul && numenemy = 2
trigger3 = enemy(0),alive && !(enemy(1),alive) || (enemy(1),alive && !(enemy(0),alive))
flag = TimerFreeze
ignorehitpause = 1

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; 夋柺暆娙堈應掕
;///////////////////////////////////////////////////////////////////////////
[State -2, a]
type = VarSet
trigger1 = 1
fv = 6
value = ifelse((screenpos x - pos x) - 160 <= 0, 1.0, (screenpos x - pos x) / 160)
ignorehitpause = 1

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; 僟儊乕僕儃僀僗
;///////////////////////////////////////////////////////////////////////////
[State -2, a]
type = PlaySnd
triggerall = stateno = 5000 ||  stateno = 5010 || stateno = 5020
triggerall = time = 0
triggerall = alive = 1
trigger1 = gethitvar(animtype) = 0
value = 5000,0+(random%4)
persistent = 0

[State -2, a]
type = PlaySnd
triggerall = stateno = 5000 ||  stateno = 5010 || stateno = 5020
triggerall = time = 0
triggerall = alive = 1
trigger1 = gethitvar(animtype) = 1
value = 5001,0+(random%4)
persistent = 0

[State -2, a]
type = PlaySnd
triggerall = stateno = 5000 ||  stateno = 5010 || stateno = 5020
triggerall = time = 0
triggerall = alive = 1
trigger1 = gethitvar(animtype) = 2
trigger2 = gethitvar(animtype) = 3
trigger3 = gethitvar(animtype) = 4
value = 5002,0+(random%4)
persistent = 0

[State -2, a];KO
type = PlaySnd
triggerall = var(12) = 0
triggerall = stateno != 5150
trigger1 = life = 0
value = 12,matchover
channel = 2
persistent = 0
ignorehitpause = 1

[State -2, a]
type = PlaySnd
triggerall = numtarget
triggerall = target,movetype = H
triggerall = target,time = 1
trigger1 = target,stateno = 237
value = S235,5

[State -2, a];Bound
type = PlaySnd
triggerall = numtarget
triggerall = target,movetype = H
triggerall = target,time = 1
trigger1 = target,stateno = 239
trigger2 = target,stateno = 256
trigger3 = target,stateno = 269
trigger4 = target,stateno = 436
value = S5100,0

[State -2, a]
type =  VarSet
;trigger1 = matchover
trigger1 = life = 0
v = 12
value = 1
ignorehitpause = 1

[State -2, a]
type = VarSet
trigger1 = roundstate = 2
trigger1 = life >= 1
v = 12
value = 0
ignorehitpause = 1

[State -2, a];彑棙
type = VarSet
triggerall = winko
trigger1 = stateno = 205 || stateno = 230 || stateno = 235 || stateno = 270
trigger2 = stateno = 420 || stateno = 430 || stateno = 450 || stateno = 620
trigger3 = stateno = 1200 || stateno = 1250
trigger4 = stateno = 2910 || stateno = 2920 || stateno = 2922
v = 9
value = 1
ignorehitpause = 1

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; P2Name懳墳媄
;///////////////////////////////////////////////////////////////////////////
;--------------------------------------------------------------------------
;廱傪徟偑偡(崟廐梩)丂憡庤僗僥乕僞僗曄壔
[State -2]
type = LifeAdd
triggerall = numenemy
triggerall = enemy,authorname = "tukemon&HAL" && enemy,name = "Akiha"
trigger1 = enemy,var(56) = 1
value = -8
absolute = 1
kill = 0

[State -2]
type = PowerAdd
triggerall = numenemy
triggerall = enemy,authorname = "tukemon&HAL" && enemy,name = "Akiha"
trigger1 = enemy,var(51)%10 = 2
trigger1 = enemy,var(56) = 1
value = -33

;--------------------------------------------------------------------------
;棯扗/廱傪徟偑偡/廱傪媷傔傞丂憡庤梡
[State -2]
type = LifeAdd
triggerall = numenemy
triggerall = enemy,authorname = "嘓" && enemy,name = "Akiha_Vermilion"
trigger1 = enemy,var(47) = 1
value = -7
absolute = 1
kill = 0

[State -2]
type = LifeAdd
triggerall = numenemy
triggerall = enemy,authorname = "嘓" && enemy,name = "Akiha_Vermilion"
trigger1 = enemy,var(48) = 1 && enemy,numexplod(4005)
value = -7
absolute = 1
kill = 0

[State -2]
type = PowerAdd
triggerall = numenemy
triggerall = enemy,authorname = "嘓" && enemy,name = "Akiha_Vermilion"
trigger1 = enemy,var(47) = 1
value = -26

;--------------------------------------------------------------------------
;僷僂僟乕僗僲僂丂憡庤梡
[State -2]
type = LifeAdd
triggerall = numenemy
triggerall = enemy,authorname = "嘓" && enemy,name = "Len"
trigger1 = enemy,var(47) = 1 || enemy,var(48) = 1
value = -enemy,var(47)*4-enemy,var(48)*4
absolute = 1
kill = 0

;--------------------------------------------------------------------------
;偠傚偆傠丂憡庤梡
[State -2]
type = LifeAdd
triggerall = numenemy
triggerall = enemy,authorname = "嘓" && enemy,name = "Hisui"
trigger1 = enemy,var(47) = 1
value = -10
absolute = 1
kill = 0

[State -2]
type = PowerAdd
triggerall = numenemy
triggerall = enemy,authorname = "嘓" && enemy,name = "Hisui"
trigger1 = enemy,var(47) = 1
value = -135

;---------------------------------------------------------------------------
;偑傫偽傝傑偟偨丅EX丂憡庤梡
[State -2]
type = LifeAdd
triggerall = numenemy
triggerall = enemy,authorname = "嘓" && enemy,name = "Hisui"
trigger1 = enemy,var(48) = 1
value = ifelse(gametime%2 = 0, -3, -4)
absolute = 1
kill = 0

;--------------------------------------------------------------------------
;僽儔僢僋丒僋儔僢僋丂憡庤梡
[State -2]
type = LifeAdd
triggerall = numenemy
triggerall = enemy,authorname = "嘓" && enemy,name = "Warachia"
trigger1 = enemy,var(47) = 1
value = -10
absolute = 1
kill = 0

[State -2]
type = LifeAdd
triggerall = numenemy
triggerall = enemy,authorname = "嘓" && enemy,name = "Warachia"
trigger1 = enemy,var(47) = 2 || enemy,var(47) = 4
value = -15
absolute = 1
kill = 0

[State -2]
type = LifeAdd
triggerall = numenemy
triggerall = enemy,authorname = "嘓" && enemy,name = "Warachia"
trigger1 = enemy,var(47) = 3
value = -30
absolute = 1
kill = 0

[State -2]
type = PowerAdd
triggerall = numenemy
triggerall = enemy,authorname = "嘓" && enemy,name = "Warachia"
trigger1 = enemy,var(47) = 1
value = 6

[State -2]
type = PowerAdd
triggerall = numenemy
triggerall = enemy,authorname = "嘓" && enemy,name = "Warachia"
trigger1 = enemy,var(47) = 2 || enemy,var(47) = 3 || enemy,var(47) = 4
value = 15

;--------------------------------------------------------------------------
;尰戙堛妛偺媇惖幰偱偡丅丂憡庤梡
[State -2]
type = LifeAdd
triggerall = numenemy
triggerall = enemy,authorname = "嘓" && enemy,name = "Kohaku"
trigger1 = enemy,var(47) = 1
value = ifelse(gametime%2 = 0, -3, -4)
absolute = 1
kill = 0

;--------------------------------------------------------------------------
;撆岠壥乮僪儘僂傿儞傾儖僇僫)
[State -2]
type = PowerAdd
triggerall = numenemy
triggerall = enemy,authorname = "Drowin arcana"
triggerall = enemy,fvar(20) > 0
trigger1 = power > 0
value = -1

[State -2]
type = LifeAdd
triggerall = numenemy
triggerall = enemy,authorname = "Drowin arcana"
triggerall = enemy,fvar(20) > 0
trigger1 = gametime % 7 = 0
value = -1
kill = 0

[State -2]
type = PalFX
triggerall = numenemy
triggerall = enemy,authorname = "Drowin arcana"
trigger1 = enemy,fvar(20) > 0
add = 100,0,110
mul = 220,220,220
time = 5
ignorehitpause = 1

;--------------------------------------------------------------------------
;仭惣峴帥桯乆巕丂楈晞媦傃庻柦憡庤僗僥乕僩
[State -2]
type       = LifeAdd
triggerall = numenemy
triggerall = enemy,authorname = "Souki" && enemy,name = "Yuyuko Saigyouji"
trigger1   = enemy,var(3) = 1 || enemy,var(3) = 2
trigger1   = gametime%6 = 0
value      = ifelse(enemy,var(3) = 1, -2, -3)
kill       = 0

;--------------------------------------------------------------------------
;偆偳傫偘丂撆墝枊梡乮僔儘僩偝傫乯
[State -2]
type = LifeAdd
triggerall = numenemy
triggerall = enemynear,authorname = "Shiroto"
triggerall = enemynear,name = "Reisen Udongein Inaba"
trigger1 = enemynear,var(40) != 0
trigger1 = pos y = [-30,10]
trigger1 = gametime%3 = 0
value = -enemynear,var(40)
kill = 0

;--------------------------------------------------------------------------
;仭扙嵃偺媀 惂屼乮authorname = "mikage_th105"乯
[State pos moving]
type = AssertSpecial
triggerall = (enemynear,name = "Komachi Onoduka")*(enemynear,authorname = "mikage_th105")*(teammode = single)
trigger1 = (enemynear,stateno = 820)*(enemynear,anim = 823)*(enemynear,animelem = 6,13)
trigger2 = (enemynear,stateno = 821)*(enemynear,anim = 823)*(enemynear,animelem = 6,43)
flag = noautoturn

;堏摦
[State pos moving]
type = PosAdd
triggerall = (enemynear,name = "Komachi Onoduka")*(enemynear,authorname = "mikage_th105")*(teammode = single)
trigger1 = (enemynear,stateno = 820)*(enemynear,anim = 823)*(enemynear,animelem = 6,13)
trigger2 = (enemynear,stateno = 821)*(enemynear,anim = 823)*(enemynear,animelem = 6,43)
x = -ceil(enemynear,fvar(24))*facing*enemynear,facing
y = -ceil(enemynear,fvar(25))*(statetype != L)

;Statetype != A + Statetype != L 偺応崌嫮惂棊壓State傊
[State pos moving]
type = ChangeState
triggerall = (enemynear,name = "Komachi Onoduka")*(enemynear,authorname = "mikage_th105")*(teammode = single)
triggerall = (statetype != A)*(pos y != 0)*(statetype != L)
trigger1 = (enemynear,stateno = 820)*(enemynear,anim = 823)*(enemynear,animelem = 6,13)
trigger2 = (enemynear,stateno = 821)*(enemynear,anim = 823)*(enemynear,animelem = 6,43)
value = 50

;--------------------------------------------------------------------------
;仭扙嵃偺媀 惂屼乮authorname = "mikage_th"乯

;怳傝岦偒梷惂
[State pos moving]
type = AssertSpecial
triggerall = (enemynear,name = "Komachi Onoduka")*(enemynear,authorname = "mikage_th")*(teammode = single)
trigger1 = (enemynear,stateno = 820)*(enemynear,anim = 823)*(enemynear,animelem = 6,13)
trigger2 = (enemynear,stateno = 821)*(enemynear,anim = 823)*(enemynear,animelem = 6,43)
flag = noautoturn

;堏摦
[State pos moving]
type = PosAdd
triggerall = (enemynear,name = "Komachi Onoduka")*(enemynear,authorname = "mikage_th")*(teammode = single)
trigger1 = (enemynear,stateno = 820)*(enemynear,anim = 823)*(enemynear,animelem = 6,13)
trigger2 = (enemynear,stateno = 821)*(enemynear,anim = 823)*(enemynear,animelem = 6,43)
x = -ceil(enemynear,fvar(36))*facing*enemynear,facing
y = -ceil(enemynear,fvar(37))*(statetype != L)

;Statetype != A + Statetype != L 偺応崌嫮惂棊壓State傊
[State pos moving]
type = ChangeState
triggerall = (enemynear,name = "Komachi Onoduka")*(enemynear,authorname = "mikage_th")*(teammode = single)
triggerall = (statetype != A)*(pos y != 0)*(statetype != L)
trigger1 = (enemynear,stateno = 820)*(enemynear,anim = 823)*(enemynear,animelem = 6,13)
trigger2 = (enemynear,stateno = 821)*(enemynear,anim = 823)*(enemynear,animelem = 6,43)
value = 50

;--------------------------------------------------------------------------
;仭撆墝枊乽姠巣怐暔偺嬍乿 惂屼乮authorname = "mikage_th105"乯
[State LifeAdd]
type = LifeAdd
trigger1 = numenemy = 1
trigger1 = pos y > -240
trigger1 = (enemy(0),name = "Reisen Udongein Inaba")*(enemy(0),authorname = "mikage_th105")*(enemy(0),fvar(21))
value = -floor(enemy(0),fvar(21))*2
ignorehitpause = 1
absolute = 1
kill = 0

[State LifeAdd]
type = LifeAdd
triggerall = numenemy = 2
triggerall = pos y > -240
trigger1 = (enemy(0),name = "Reisen Udongein Inaba")*(enemy(0),authorname = "mikage_th105")*(enemy(0),fvar(21))
trigger2 = (enemy(1),name = "Reisen Udongein Inaba")*(enemy(1),authorname = "mikage_th105")*(enemy(1),fvar(21))
value = -floor(enemy(0),fvar(21))*2-floor(enemy(1),fvar(21))*2
ignorehitpause = 1
absolute = 1
kill = 0

;--------------------------------------------------------------------------
;仭撆墝枊乽姠巣怐暔偺嬍乿 惂屼乮authorname = "mikage_th"乯
[State LifeAdd]
type = LifeAdd
trigger1 = numenemy = 1
trigger1 = pos y > -240
trigger1 = (enemy(0),name = "Reisen Udongein Inaba")*(enemy(0),authorname = "mikage_th")*(enemy(0),fvar(35))
value = -floor(enemy(0),fvar(35))*2
ignorehitpause = 1
absolute = 1
kill = 0

[State LifeAdd]
type = LifeAdd
triggerall = numenemy = 2
triggerall = pos y > -240
trigger1 = (enemy(0),name = "Reisen Udongein Inaba")*(enemy(0),authorname = "mikage_th")*(enemy(0),fvar(35))
trigger2 = (enemy(1),name = "Reisen Udongein Inaba")*(enemy(1),authorname = "mikage_th")*(enemy(1),fvar(35))
value = -floor(enemy(0),fvar(35))*2-floor(enemy(1),fvar(35))*2
ignorehitpause = 1
absolute = 1
kill = 0

;--------------------------------------------------------------------------
;仭搚拝恄偺釳傝仌儈僔儍僌僕偝傑偺釳傝 惂屼

;搚拝恄偺釳傝
[State LifeAdd]
type = LifeAdd
trigger1 = numenemy
trigger1 = (enemynear,name = "Suwako Moriya")*(enemynear,authorname = "mikage_th")*(teammode = single)
trigger1 = floor((enemynear,var(42)%100)*0.1) = [0,1]
trigger1 = (floor(enemynear,fvar(38)))%1000 > 0
trigger1 = floor(enemynear,fvar(38)*0.001) = 2
value = floor(enemynear,fvar(36)*(lifemax/10000.000000))
ignorehitpause = 1
absolute = 1
kill = 0

;儈僔儍僌僕偝傑偺釳傝
[State LifeAdd]
type = LifeAdd
triggerall = numenemy
triggerall = (enemynear,name = "Suwako Moriya")*(enemynear,authorname = "mikage_th")*(teammode = single)
trigger1 = floor(enemynear,fvar(35)) = 1
trigger1 = movetype = H
trigger1 = stateno != [150,155]
trigger2 = floor(enemynear,fvar(35)) = 2
trigger2 = movetype = H
trigger2 = stateno = [150,155]
value = floor(enemynear,fvar(33))
ignorehitpause = 1
absolute = 1
kill = 0

;--------------------------------------------------------------------------
;恄旜娤楅丂庺偄岠壥晅壛
[State -2, LifeAdd]
type = LifeAdd
triggerall = (enemy,teammode = simul) = 0
triggerall = (teammode = simul) = 0
triggerall = numenemy
triggerall = enemy,authorname = "586"
triggerall = enemy,name = "Misuzu Kamio"
triggerall = enemy,fvar(11) > 0
trigger1 = enemy,var(13) = 1
trigger1 = gametime % 13 = 0
trigger2 = enemy,var(13) = 2
trigger2 = gametime % 11 = 0
trigger3 = enemy,var(13) = 3
trigger3 = gametime % 8  = 0
trigger4 = enemy,var(13) = 4
trigger4 = gametime % 6  = 0
trigger5 = enemy,var(13) = 5
trigger5 = gametime % 3  = 0
value = -1
kill = 0
ignorehitpause = 1

[State -2, PalFX]
type = PalFX
triggerall = (enemy,teammode = simul) = 0
triggerall = (teammode = simul) = 0
triggerall = numenemy
triggerall = enemy,authorname = "586"
triggerall = enemy,name = "Misuzu Kamio"
trigger1 = enemy,fvar(11) > 0
add = -50,150,150
time = 1
ignorehitpause = 1

;--------------------------------------------------------------------------
;僀僠僐儘撆乮SAIKEI儐僟乯
[State -2]
type = LifeAdd
triggerall = numenemy
trigger1 = enemy,name = "JUDA"
trigger1 = enemy,authorname = "SAIKEI"
trigger1 = enemy,fvar(23) > 0
trigger1 = floor(enemy,fvar(23))%4 = 0
trigger1 = enemy,var(0) <= 0
trigger1 = enemy,movetype != H || enemy,movetype = H && enemy,hitshakeover
value = -1
kill = 0

[State -2]
type = PalFX
triggerall = numenemy
triggerall = gametime%20 = 0
trigger1 = enemy,name = "JUDA"
trigger1 = enemy,authorname = "SAIKEI"
trigger1 = enemy,fvar(23) > 0
time = 8
add = 255,0,0

;-----------------------------------------------------------------------
;傾僌儕傾僗儌乕僌儕壎宐
[State -2]
type = PalFX
triggerall = numenemy
triggerall = !ishelper
trigger1 = roundstate = 2
trigger1 = alive = 1
trigger1 = numpartner = 1
trigger1 = partner,authorname = "ouchi" && partner,name = "Agrias_Oaks"
trigger1 = partner,var(25)%100 = 7
trigger1 = partner,var(10) = 100
time = 50
add = 0,0,54
mul = 256,256,256
sinadd = 0,0,108,100

[State -2]
type = LifeAdd
triggerall = numenemy
triggerall = !ishelper
trigger1 = roundstate = 2
trigger1 = alive = 1
trigger1 = numpartner = 1
trigger1 = partner,authorname = "ouchi" && partner,name = "Agrias_Oaks"
trigger1 = partner,var(25)%100 = 7
trigger1 = partner,var(10) > 0
value = 1
ignorehitpause = 1

;--------------------------------------------------------------------------
;垽尨撧搒旤乽挧敪乿懳墳僗僥乕僩
[State -2]
type = PowerAdd
triggerall = numenemy
triggerall = enemynear,name = "AIHARA NATSUMI" && enemynear,authorname = "YU-TOHARU"
trigger1 = enemynear,stateno = 197 && enemynear,statetime = 70
value = -45

;--------------------------------------------------------------------------
;傾儖A僕僼乽挧敪乿懳墳僗僥乕僩
[State -2]
type = PowerAdd
triggerall = numenemy
triggerall = enemynear,name = "AL AZIF" && enemynear,authorname = "YU-TOHARU"
trigger1 = enemynear,stateno = 195 && enemynear,statetime = 30
value = -45

;--------------------------------------------------------------------------
;儅儈儎乽挧敪乿懳墳僗僥乕僩
[State -2]
type = PowerAdd
triggerall = numenemy
triggerall = enemynear,name = "MAMIYA" && enemynear,authorname = "YU-TOHARU"
trigger1 = enemynear,stateno = 195 && enemynear,statetime = 30
value = 1000

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; 僿儖僷乕屇傃弌偟
;///////////////////////////////////////////////////////////////////////////
[State -2, a];俇俠僗僋儘乕儖
type = Helper
;trigger1 = teammode = single || teammode = turns
trigger1 = numhelper(6236) = 0
trigger1 = numtarget(236) > 0
trigger1 = target,stateno = 236
trigger1 = target,time = 0
id = 6236
stateno = 6236
helpertype = normal
name = "6C_Scroll"
pos = 0,0
postype = p2
keyctrl = 0
ownpal = 0
sprpriority = -2
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State -2, a];俲俷墘弌
type = Helper
trigger1 = numhelper(8000) = 0
id = 8000
stateno = 8000
helpertype = normal
name = "ko"
pos = 0,0
postype = p1
keyctrl = 0
ownpal = 1
sprpriority = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State -2, a];僎乕僕
type = Helper
trigger1 = time >= 2
trigger1 = numhelper(10000) = 0
trigger1 = numhelper(11000) = 0
id = 11000
stateno = 11000
helpertype = normal
name = "gauge"
pos = 0,0
postype = p1
keyctrl = 0
ownpal = 1
sprpriority = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State -2, AI_Helper];AI婲摦梡
type = Helper
triggerall = var(59) = 0
triggerall = numhelper(20000) = 0
triggerall = roundstate = 2
triggerall = prevstateno = [180,194]
triggerall = ctrl && stateno = 0
trigger1 = roundno = 1
trigger2 = teammode = Turns
trigger2 = roundsexisted = 0
helpertype = normal
name = "AI"
stateno = 20000
id = 20000
postype = P1
pos = 9999,9999
keyctrl = 1
ownpal = 0
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

;擮偺偨傔伀傕晅偗偰偍偔
[State -2, AI_Helper2]
type = ChangeState
trigger1 = ishelper(20000)
trigger1 = stateno != 20000
value = 20000

[State -2, AI_Learning];僈乕僪僿儖僷乕
type = Helper
trigger1 = !numhelper(25000)
;trigger1 = roundstate = 2
trigger1 = alive
helpertype = normal
name = "Learning"
stateno = 25000
id = 25000
pos = 9999,9999
keyctrl = 0
persistent = 0
pausemovetime = 2147483647
supermovetime = 2147483647

[State -2, AI_Learning2]
type = ChangeState
trigger1 = ishelper(25000)
trigger1 = stateno != 25000
value = 25000

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; 僄僼僃僋僩揰柵張棟
;///////////////////////////////////////////////////////////////////////////
[State -2, a]
type = ModifyExplod
trigger1 = gametime%2 = 0
id = 250
trans = addalpha
alpha = 0,256
ignorehitpause = 1

[State -2, a]
type = ModifyExplod
trigger1 = gametime%2 = 1
id = 250
trans = none
ignorehitpause = 1

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; 棎晳墱媊梡揰柵昞帵
;///////////////////////////////////////////////////////////////////////////
[State -2, a]
type = PalFx
trigger1 = stateno = [2900,2949]
trigger1 = time % 2 = 0
time = 1
add = 0,0,255
mul = 0,0,255
color = 256
ignorehitpause = 0

;---------------------------------------------------------------------------
; States that are executed when in self's state file (use statedef -3)
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[Statedef -3]
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;This controller plays a sound everytime KFM lands from a jump, or
;from his back-dash.
[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52 ;Jump land
trigger2 = stateno = 106 ;Run-back land
value = 41, 0

;---------------------------------------------------------------------------
;愭峴擖椡擣幆梡僿儖僷乕
[State -3, ChangeState]
type = ChangeState
trigger1 = ishelper(42221)
value = 42221
ignorehitpause = 1

[State -3, Pre-Helper]
type = Helper
trigger1 = !numhelper(42221)
trigger1 = !ishelper
helpertype = normal
name = "Pre-Helper"
stateno = 42221
id = 42221
postype = p1
pos = 0,9999
keyctrl = 1
pausemovetime = 2147483647
supermovetime = 2147483647

;---------------------------------------------------------------------------
;曄悢妋擣
[State -3, DisplayToClipboard]
type = DisplayToClipboard
trigger1 = 1
text = "Var(59)=%d, Var(55)=%d, Var(58)=%d, Var(53)=%d,       Var(51)=%d"
params = Var(59), Var(55), Var(58), Var(53), Var(51);floor(pos x);
ignorehitpause = 1

;憡庤嫇摦妋擣
[State -3, AppendToClipBoard]
type = AppendToClipBoard
trigger1 = 1
text = "\nPos Y:%f Vel X:%f Vel Y:%f X:%d Y:%d"
params = Enemy,Pos Y, Enemy,Vel X, Enemy,Vel Y, Floor(P2BodyDist X), Floor(P2BodyDist Y)
ignorehitpause = 1

;妛廗曄悢妋擣
[State -3, DisplayToClipboard]
type = Null;DisplayToClipboard
trigger1 = 1
text = "S1=%d, S2=%d, C1=%d, C2=%d, A1=%d"
params = Var(33), Var(34), Var(35), Var(36), Var(37)
ignorehitpause = 1

;妛廗曄悢妋擣
[State -3, AppendToClipBoard]
type = Null;AppendToClipBoard
trigger1 = 1
text = "\nA2=%d, No=%d, Stime=%d, Ctime=%d, ATime=%d"
params = Var(38), Var(39), Var(40), Var(41), Var(42)
ignorehitpause = 1

;僗僥乕僕抂妋擣
[State -2, AppendToClipBoard]
type = AppendToClipBoard
trigger1 = NumHelper(11000) > 0
text = " F:%d B:%d F:%d"
params = Helper(11000),Var(0), Helper(11000),Var(1), Facing * EnemyNear(Var(50)),Facing
ignorehitpause = 1

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; A.I. Moves
;///////////////////////////////////////////////////////////////////////////

;A.I.僗僀僢僠
[State -3, AI_VarSet]
Type = VarSet
TriggerAll = Var(59) = 0
TriggerAll = RoundState = [1,2]
Trigger1 = Command = "AI00" || Command = "AI01" || Command = "AI02"
Trigger2 = Command = "AI03" || Command = "AI04" || Command = "AI05"
Trigger3 = Command = "AI06" || Command = "AI07" || Command = "AI08"
Trigger4 = Command = "AI09" || Command = "AI10" || Command = "AI11"
Trigger5 = Command = "AI12" || Command = "AI13" || Command = "AI14"
Trigger6 = Command = "AI15" || Command = "AI16" || Command = "AI17"
Trigger7 = Command = "AI18" || Command = "AI19" || Command = "AI20"
Trigger8 = Command = "AI21" || Command = "AI22" || Command = "AI23"
Trigger9 = Command = "AI24" || Command = "AI25" || Command = "AI26"
Trigger10 = Command = "AI27" || Command = "AI28" || Command = "AI29"
Trigger11 = Command = "AI30" || Command = "AI31" || Command = "AI32"
Trigger12 = Command = "AI33" || Command = "AI34" || Command = "AI35"
Trigger13 = Command = "AI36" || Command = "AI37" || Command = "AI38"
Trigger14 = Command = "AI39" || Command = "AI40" || Command = "AI41"
Trigger15 = Command = "AI42" || Command = "AI43" || Command = "AI44"
Trigger16 = Command = "AI45" || Command = "AI46" || Command = "AI47"
Trigger17 = Command = "AI48" || Command = "AI49" || Command = "AI50"
Trigger18 = Command = "a" ^^ Command = "a2"
Trigger19 = Command = "b" ^^ Command = "b2"
Trigger20 = Command = "c" ^^ Command = "c2"
Trigger21 = Command = "x" ^^ Command = "x2"
Trigger22 = Command = "y" ^^ Command = "y2"
Trigger23 = Command = "z" ^^ Command = "z2"
Trigger24 = Command = "start"    ^^ Command = "start2"
Trigger25 = Command = "holdfwd"  ^^ Command = "holdfwd2"
Trigger26 = Command = "holdback" ^^ Command = "holdback2"
Trigger27 = Command = "holdup"   ^^ Command = "holdup2"
Trigger28 = Command = "holddown" ^^ Command = "holddown2"
Trigger29 = NumHelper(20000)
Trigger29 = Helper(20000),Var(59)
V = 59
Value = 1

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; A.I. States
;///////////////////////////////////////////////////////////////////////////
;---------------------------------------------------------------------------
;杮懱傊

[State -3, 抧鋜傔妸傝巊梡愝掕]
Type = Null
Trigger1 = NumHelper(25000) > 0
Trigger1 = Helper(25000),Var(54) > 0
Trigger1 = Var(54) := Helper(25000),Var(54)

[State -3, 抏偒巊梡棪愝掕]
Type = Null
Trigger1 = NumHelper(25000) > 0
Trigger1 = Helper(25000),Var(55) > 0
Trigger1 = Var(55) := Helper(25000),Var(55)

[State -3, 寱幙愝掕]
Type = Null
Trigger1 = NumHelper(25000) > 0
Trigger1 = Helper(25000),Var(56) > 0
Trigger1 = Var(56) := Helper(25000),Var(56)

[State -3, 棫偪係俙塱媣妋棪愝掕]
Type = Null
Trigger1 = NumHelper(25000) > 0
Trigger1 = Helper(25000),Var(57) > 0
Trigger1 = Var(57) := Helper(25000),Var(57)

[State -3, 抧鋜傔妸傝儖乕僾夞悢愝掕]
Type = Null
Trigger1 = NumHelper(25000) > 0
Trigger1 = Helper(25000),Var(58) > 0
Trigger1 = Var(58) := Helper(25000),Var(58)

[State -3, 儗儀儖愝掕]
Type = Null
Trigger1 = NumHelper(25000) > 0
Trigger1 = Helper(25000),Var(59) > 0
Trigger1 = Var(59) := Helper(25000),Var(59)

[State -3, 寱幙愝掕楢摦]
Type = Null
Trigger1 = Var(56) = [1,3]
Trigger1 = Var(2) := Var(56) - 1

;儔僂儞僪廔椆帪儕僙僢僩(TurnsMode尷掕)
[State -3, AI]
Type = Null
TriggerAll = Enemy,TeamMode = Turns
TriggerAll = RoundState != 2
Trigger1  = Var(31) != 0
Trigger1  = Var(31) := 0 || 1
Trigger2  = Var(32) != 0
Trigger2  = Var(32) := 0 || 1
Trigger3  = Var(33) != 0
Trigger3  = Var(33) := 0 || 1
Trigger4  = Var(34) != 0
Trigger4  = Var(34) := 0 || 1
Trigger5  = Var(35) != 0
Trigger5  = Var(35) := 0 || 1
Trigger6  = Var(36) != 0
Trigger6  = Var(36) := 0 || 1
Trigger7  = Var(37) != 0
Trigger7  = Var(37) := 0 || 1
Trigger8  = Var(38) != 0
Trigger8  = Var(38) := 0 || 1
Trigger9  = Var(39) != 0
Trigger9  = Var(39) := 0 || 1
Trigger10 = Var(40) != 0
Trigger10 = Var(40) := 0 || 1
Trigger11 = Var(41) != 0
Trigger11 = Var(41) := 0 || 1
Trigger12 = Var(42) != 0
Trigger12 = Var(42) := 0 || 1

[State -3, 敾暿儕僙僢僩]
Type = Null
TriggerAll = Var(39) != 0
Trigger1 = Var(33) != 0
Trigger1 = Var(39) = Var(33)
Trigger1 = Var(33) := 0 || 1
Trigger2 = Var(34) != 0
Trigger2 = Var(39) = Var(34)
Trigger2 = Var(34) := 0 || 1
Trigger3 = Var(35) != 0
Trigger3 = Var(39) = Var(35)
Trigger3 = Var(35) := 0 || 1
Trigger4 = Var(36) != 0
Trigger4 = Var(39) = Var(36)
Trigger4 = Var(36) := 0 || 1

[State -3, 僈乕僪晄擻敾暿]
Type = Null
Triggerall = Var(39) = 0
Trigger1 = Var(33) != 0
Trigger1 = Var(33) = Var(35) || Var(33) = Var(36)
Trigger1 = Var(39) := Var(33)
Trigger2 = Var(34) != 0
Trigger2 = Var(34) = Var(35) || Var(34) = Var(36)
Trigger2 = Var(39) := Var(34)

[State -3, 妛廗媧偄忋偘丒搳偘妛廗]
Type = VarSet
Trigger1 = Var(31) = 0
Trigger1 = NumHelper(25000) > 0
Trigger1 = Helper(25000),Var(31) > 0
V = 31
Value = Helper(25000),Var(31)
IgnoreHitPause = 1

[State -3, 妛廗媧偄忋偘丒搳偘妛廗]
Type = VarSet
Trigger1 = Var(32) = 0
Trigger1 = NumHelper(25000) > 0
Trigger1 = Helper(25000),Var(32) > 0
V = 32
Value = Helper(25000),Var(32)
IgnoreHitPause = 1

[State -3, 妛廗媧偄忋偘丒拞抜妛廗]
Type = VarSet
Trigger1 = Var(33) = 0
Trigger1 = NumHelper(25000) > 0
Trigger1 = Helper(25000),Var(33) > 0
V = 33
Value = Helper(25000),Var(33)
IgnoreHitPause = 1

[State -3, 妛廗媧偄忋偘丒拞抜妛廗]
Type = VarSet
Trigger1 = Var(34) = 0
Trigger1 = NumHelper(25000) > 0
Trigger1 = Helper(25000),Var(34) > 0
V = 34
Value = Helper(25000),Var(34)
IgnoreHitPause = 1

[State -3, 妛廗媧偄忋偘丒壓抜妛廗]
Type = VarSet
Trigger1 = Var(35) = 0
Trigger1 = NumHelper(25000) > 0
Trigger1 = Helper(25000),Var(35) > 0
V = 35
Value = Helper(25000),Var(35)
IgnoreHitPause = 1

[State -3, 妛廗媧偄忋偘丒壓抜妛廗]
Type = VarSet
Trigger1 = Var(36) = 0
Trigger1 = NumHelper(25000) > 0
Trigger1 = Helper(25000),Var(36) > 0
V = 36
Value = Helper(25000),Var(36)
IgnoreHitPause = 1

[State -3, 妛廗媧偄忋偘丒嬻僈晄壜妛廗]
Type = VarSet
Trigger1 = Var(37) = 0
Trigger1 = NumHelper(25000) > 0
Trigger1 = Helper(25000),Var(37) > 0
V = 37
Value = Helper(25000),Var(37)
IgnoreHitPause = 1

[State -3, 妛廗媧偄忋偘丒嬻僈晄壜妛廗]
Type = VarSet
Trigger1 = Var(38) = 0
Trigger1 = NumHelper(25000) > 0
Trigger1 = Helper(25000),Var(38) > 0
V = 38
Value = Helper(25000),Var(38)
IgnoreHitPause = 1

[State -3, 妛廗媧偄忋偘丒僈乕晄妛廗]
Type = VarSet
Trigger1 = Var(39) = 0
Trigger1 = NumHelper(25000) > 0
Trigger1 = Helper(25000),Var(39) > 0
V = 39
Value = Helper(25000),Var(39)
IgnoreHitPause = 1

[State -3, 妛廗媧偄忋偘丒拞抜峌寕帪娫]
Type = VarSet
TriggerAll = NumHelper(25000) > 0
TriggerAll = Helper(25000),Var(40) > 0
Trigger1 = Var(40) = 0
Trigger2 = Var(40) > 0
Trigger2 = Var(40) != Helper(25000),Var(40)
V = 40
Value = Helper(25000),Var(40)
IgnoreHitPause = 1

[State -3, 妛廗媧偄忋偘丒壓抜峌寕帪娫]
Type = VarSet
TriggerAll = NumHelper(25000) > 0
TriggerAll = Helper(25000),Var(41) > 0
Trigger1 = Var(41) = 0
Trigger2 = Var(41) > 0
Trigger2 = Var(41) != Helper(25000),Var(41)
V = 41
Value = Helper(25000),Var(41)
IgnoreHitPause = 1

[State -3, 妛廗媧偄忋偘丒嬻僈峌寕帪娫]
Type = VarSet
TriggerAll = NumHelper(25000) > 0
TriggerAll = Helper(25000),Var(42) > 0
Trigger1 = Var(42) = 0
Trigger2 = Var(42) > 0
Trigger2 = Var(42) != Helper(25000),Var(42)
V = 42
Value = Helper(25000),Var(42)
IgnoreHitPause = 1

;===========================================================================
;峌寕帪娫婰壇

[State -3, AttackTime]
Type = VarSet
TriggerAll = Var(30) != 0
Trigger1 = P2MoveType != A
Trigger2 = EnemyNear(Var(50)),Time = 1
Trigger2 = EnemyNear(Var(50)),StateNo >= 200
Trigger2 = EnemyNear(Var(50)),PrevStateNo >= 200
Trigger2 = EnemyNear(Var(50)),PrevStateNo != EnemyNear(Var(50)),StateNo
Trigger2 = EnemyNear(Var(50)),PrevStateNo + 1 != EnemyNear(Var(50)),StateNo
Trigger2 = EnemyNear(Var(50)),PrevStateNo + 2 != EnemyNear(Var(50)),StateNo
Trigger3 = EnemyNear(Var(50)),Time = 1
Trigger3 = EnemyNear(Var(50)),StateNo >= 200
Trigger3 = EnemyNear(Var(50)),PrevStateNo >= 200
Trigger3 = EnemyNear(Var(50)),PrevStateNo = EnemyNear(Var(50)),StateNo
V = 30
Value = 0
IgnoreHitPause = 1

[State -3, AttackTime]
Type = VarAdd
Trigger1 = P2MoveType = A
V = 30
Value = 1
IgnoreHitPause = 1

;===========================================================================
;棫偪拞抜僈乕僪敾抐

[State -3, Guard_1]
Type = VarSet
TriggerAll = Var(43) != 0
Trigger1 = EnemyNear(Var(50)),Time < 5
Trigger2 = EnemyNear(Var(50)),MoveType != A
V = 43
Value = 0
IgnoreHitPause = 1

[State -3, Guard_1]
Type = VarSet
Trigger1 = NumHelper(25000) > 0
Trigger1 = EnemyNear(Var(50)),StateType = S
Trigger1 = EnemyNear(Var(50)),StateNo != Var(35)
Trigger1 = EnemyNear(Var(50)),StateNo != Var(36)
Trigger1 = Var(30) >= Floor((25 - Var(59)) + (Helper(25000),Var(8)))
V = 43
Value = 1
IgnoreHitPause = 1

;===========================================================================
;僞僢僌帪憡庤敾暿

[State -3, AI]
Type = VarSet
Trigger1 = NumEnemy = 1
Trigger2 = NumEnemy = 2
Trigger2 = EnemyNear,Alive
V = 50
Value = 0
IgnoreHitPause = 1

[State -3, AI]
Type = VarSet
Trigger1 = NumEnemy > 1
Trigger1 = !EnemyNear,Alive
V = 50
Value = 1
IgnoreHitPause = 1

;===========================================================================
;憡庤恑峴曽岦敾暿

[State -3, AI]
Type = VarSet
Trigger1 = 1
V = 51
Value = (Facing * EnemyNear(Var(50)),Facing) * IfElse(P2Dist X > 0, 1, -1) * IfElse((EnemyNear(Var(50)),BackEdgeDist <= 5 || EnemyNear(Var(50)),FrontEdgeDist < 5), 0, 1)
IgnoreHitPause = 1

;===========================================================================
;抧鋜傔妸傝儖乕僾夞悢尭彮

[State -3, AI]
Type = VarAdd
TriggerAll = Var(59) = [1,10]
TriggerAll = Var(58) > 0
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = StateNo = 1500 && Time = 1
V = 58
Value = -1
IgnoreHitPause = 1

;===========================================================================
;僐儞儃儖乕僩娔帇

;僐儞儃僼儔僌夝彍
[State -3, AI]
Type = VarSet
TriggerAll = Var(59) = [1,10]
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = MoveType = H
Trigger2 = EnemyNear(Var(50)),MoveType != H || EnemyNear(Var(50)),StateType = L
V = 53
Value = 0
IgnoreHitPause = 1

[State -3, AI]
Type = VarSet
TriggerAll = Var(59) = [1,10]
TriggerAll = Var(57) > 0
TriggerAll = EnemyNear(Var(50)),StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = StateNo = 205 && MoveHit = 1
Trigger1 = Random <= Var(59) * Var(57)
V = 53
Value = 3
IgnoreHitPause = 1

[State -3, AI]
Type = VarSet
TriggerAll = Var(59) = [1,10]
TriggerAll = Var(53) = 0
TriggerAll = Var(2) = 0
TriggerAll = EnemyNear(Var(50)),StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = MoveHit
Trigger1 = StateNo = 200 || StateNo = 205 || StateNo = 210
Trigger2 = MoveHit
Trigger2 = StateNo = 230 || StateNo = 270 || StateNo = 420
Trigger3 = MoveHit
Trigger3 = StateNo = 600 || StateNo = 610 || StateNo = 620
V = 53
Value = 1
IgnoreHitPause = 1

[State -3, AI]
Type = VarSet
TriggerAll = Var(59) = [1,10]
TriggerAll = Var(53) = 0
TriggerAll = Var(2) != 0
TriggerAll = EnemyNear(Var(50)),StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = MoveHit
Trigger1 = StateNo = 200 || StateNo = 205 || StateNo = 210
Trigger2 = MoveHit
Trigger2 = StateNo = 230 || StateNo = 270 || StateNo = 420
Trigger3 = MoveHit
Trigger3 = StateNo = 600 || StateNo = 610 || StateNo = 620
Trigger4 = MoveHit
Trigger4 = StateNo = 2935
V = 53
Value = 2
IgnoreHitPause = 1

;===========================================================================
;僈乕僪丄斀墳宯丄僞僢僌愱梡側偳乮桪愭弴埵丒崅乯

;柪嫝巰悐丒嫢婹
[State -3, 236236B]
Type = ChangeState
Value = 2100
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType != A
TriggerAll = NumPartner
TriggerAll = Partner,Alive && Partner,Life > 0
TriggerAll = EnemyNear(Var(50)),StateType != A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Ctrl
TriggerAll = Power >= 1000 && Floor((256*Life)/LifeMax) < 65
Trigger1 = Facing*Partner,Facing = 1
Trigger1 = Partner,MoveType != H
Trigger1 = EnemyNear(Var(50)),MoveType = A || EnemyNear(Var(50)),Ctrl
Trigger1 = Random >= 1000 - (Var(59) * 20)
Trigger2 = NumEnemy >= 2
Trigger2 = Partner,MoveType = H
Trigger2 = (Partner,StateNo = [120,199]) || ((Partner,StateNo = [5000,5099]) && (Partner,Anim = [5000,5099]))
Trigger2 = Enemy(0),Alive && Enemy(0),MoveType = A || Enemy(1),Alive && Enemy(1),MoveType = A
Trigger2 = Random >= 1000 - (Var(59) * 30)
Trigger3 = Facing*Partner,Facing = 1
Trigger3 = (Partner,Pos X * Partner,Facing) - (Pos X * Facing) > 0
Trigger3 = Partner,P2BodyDist X <= (P2BodyDist X - 50)
Trigger3 = Random >= 1000 - (Var(59) * 25)

;嫮撁榟
[State -3, 214B]
Type = ChangeState
Value = 1001
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType != A
TriggerAll = NumPartner
TriggerAll = Partner,Alive && Partner,Life > 0
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Ctrl
Trigger1 = NumEnemy >= 2
Trigger1 = Enemy(0),StateType != A || Enemy(1),StateType != A
Trigger1 = Enemy(0),Alive && (Enemy(0),P2BodyDist X > IfElse(Enemy(0),MoveType = H , 120, 175))
Trigger1 = Enemy(1),Alive && (Enemy(1),P2BodyDist X > IfElse(Enemy(1),MoveType = H , 120, 175))
Trigger1 = Random >= 1000 - (Var(59) * 20)
Trigger2 = NumEnemy >= 2
Trigger2 = !(Enemy(0),Alive && Enemy(1),Alive)
Trigger2 = EnemyNear(Var(50)),StateType != A
Trigger2 = EnemyNear(Var(50)),StateType != L
Trigger2 = P2BodyDist X > IfElse(EnemyNear(Var(50)),MoveType = H, 100, 150)
Trigger2 = Random >= 1000 - (Var(59) * 20)
Trigger3 = NumEnemy >= 2
Trigger3 = Facing*Enemy(0),Facing = 1
Trigger3 = Enemy(0),Alive && (Enemy(0),P2BodyDist X > 90)
Trigger3 = Enemy(1),Alive && (Enemy(1),P2BodyDist X > 90)
Trigger3 = Random >= 1000 - (Var(59) * 20)

;庛撁榟
[State -3, 214A]
Type = ChangeState
Value = 1000
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType != A
TriggerAll = NumPartner
TriggerAll = Partner,Alive && Partner,Life > 0
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Ctrl
Trigger1 = NumEnemy >= 2
Trigger1 = Enemy(0),StateType = A || Enemy(1),StateType = A
Trigger1 = Enemy(0),Alive && (Enemy(0),P2BodyDist X > IfElse(Enemy(0),MoveType = H , 120, 175))
Trigger1 = Enemy(1),Alive && (Enemy(1),P2BodyDist X > IfElse(Enemy(1),MoveType = H , 120, 175))
Trigger1 = Random >= 1000 - (Var(59) * 15)
Trigger2 = NumEnemy >= 2
Trigger2 = !(Enemy(0),Alive && Enemy(1),Alive)
Trigger2 = EnemyNear(Var(50)),StateType = A
Trigger2 = P2BodyDist X > IfElse(EnemyNear(Var(50)),MoveType = H, 100, 150)
Trigger2 = Random >= 1000 - (Var(59) * 15)
Trigger3 = NumEnemy >= 2
Trigger3 = Facing*Enemy(0),Facing = 1
Trigger3 = Enemy(0),StateType = A || Enemy(1),StateType = A
Trigger3 = Enemy(0),Alive && (Enemy(0),P2BodyDist X > 90)
Trigger3 = Enemy(1),Alive && (Enemy(1),P2BodyDist X > 90)
Trigger3 = Random >= 1000 - (Var(59) * 15)

;嫮撁榟
[State -3, 214B]
Type = ChangeState
Value = 1001
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType != A
TriggerAll = NumPartner
TriggerAll = Partner,Alive && Partner,Life > 0
TriggerAll = EnemyNear(Var(50)),StateType != A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Ctrl
TriggerAll = P2BodyDist X >= 150
Trigger1 = BackEdgeDist < 60
Trigger1 = Random >= 1000 - (Var(59) * Var(59) * 2)
Trigger2 = Facing*Partner,Facing = 1
Trigger2 = Partner,MoveType != H
Trigger2 = EnemyNear(Var(50)),MoveType = A || EnemyNear(Var(50)),Ctrl
Trigger2 = Random >= 1000 - (Var(59) * 10)
Trigger3 = NumEnemy >= 2
Trigger3 = Partner,MoveType = H
Trigger3 = (Partner,StateNo = [120,199]) || ((Partner,StateNo = [5000,5099]) && (Partner,Anim = [5000,5099]))
Trigger3 = Enemy(0),Alive && Enemy(0),MoveType = A || Enemy(1),Alive && Enemy(1),MoveType = A
Trigger3 = Random >= 1000 - (Var(59) * 20)
Trigger4 = Facing*Partner,Facing = 1
Trigger4 = (Partner,Pos X * Partner,Facing) - (Pos X * Facing) > 0
Trigger4 = Partner,P2BodyDist X <= (P2BodyDist X - 50)
Trigger4 = Random >= 1000 - (Var(59) * 25)

;庛撁榟
[State -3, 214A]
Type = ChangeState
Value = 1000
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType != A
TriggerAll = NumPartner
TriggerAll = Partner,Alive && Partner,Life > 0
TriggerAll = EnemyNear(Var(50)),StateType = A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Ctrl
TriggerAll = P2BodyDist X >= 150
Trigger1 = BackEdgeDist < 60
Trigger1 = Random >= 1000 - (Var(59) * Var(59) * 2)
Trigger2 = Facing*Partner,Facing = 1
Trigger2 = Partner,MoveType != H
Trigger2 = EnemyNear(Var(50)),MoveType = A || EnemyNear(Var(50)),Ctrl
Trigger2 = Random >= 1000 - (Var(59) * 10)
Trigger3 = NumEnemy >= 2
Trigger3 = Partner,MoveType = H
Trigger3 = (Partner,StateNo = [120,199]) || ((Partner,StateNo = [5000,5099]) && (Partner,Anim = [5000,5099]))
Trigger3 = Enemy(0),Alive && Enemy(0),MoveType = A || Enemy(1),Alive && Enemy(1),MoveType = A
Trigger3 = Random >= 1000 - (Var(59) * 20)
Trigger4 = Facing*Partner,Facing = 1
Trigger4 = (Partner,Pos X * Partner,Facing) - (Pos X * Facing) > 0
Trigger4 = Partner,P2BodyDist X <= (P2BodyDist X - 50)
Trigger4 = Random >= 1000 - (Var(59) * 25)

;庛夢揮娞偊偖傝
[State -3, 623A]
Type = ChangeState
Value = 1100
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType != A
TriggerAll = NumPartner
TriggerAll = Partner,Alive && Partner,Life > 0
TriggerAll = EnemyNear(Var(50)),StateType != A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Ctrl
TriggerAll = P2BodyDist X = [80,110]
Trigger1 = BackEdgeDist < 60
Trigger1 = Random >= 1000 - (Var(59) * Var(59) * 2)
Trigger2 = Facing*Partner,Facing = 1
Trigger2 = Partner,MoveType != H
Trigger2 = EnemyNear(Var(50)),MoveType = A || EnemyNear(Var(50)),Ctrl
Trigger2 = Random >= 1000 - (Var(59) * 10)
Trigger3 = NumEnemy >= 2
Trigger3 = Partner,MoveType = H
Trigger3 = (Partner,StateNo = [120,199]) || ((Partner,StateNo = [5000,5099]) && (Partner,Anim = [5000,5099]))
Trigger3 = Enemy(0),Alive && Enemy(0),MoveType = A || Enemy(1),Alive && Enemy(1),MoveType = A
Trigger3 = Random >= 1000 - (Var(59) * 20)
Trigger4 = Facing*Partner,Facing = 1
Trigger4 = (Partner,Pos X * Partner,Facing) - (Pos X * Facing) > 0
Trigger4 = Partner,P2BodyDist X <= (P2BodyDist X - 50)
Trigger4 = Random >= 1000 - (Var(59) * 15)

;5B
[State -3, 5B]
Type = ChangeState
Value = 210
TriggerAll = Var(59) = [1,10]
TriggerAll = Enemy,TeamMode = Simul
TriggerAll = StateType != A
TriggerAll = NumPartner
TriggerAll = Partner,Alive && Partner,Life > 0
TriggerAll = EnemyNear(Var(50)),StateType = A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Ctrl
TriggerAll = P2Dist X >= 0
Trigger1 = EnemyNear(Var(50)),MoveType != H
Trigger1 = EnemyNear(Var(50)),Vel Y > 0
Trigger1 = P2BodyDist X + ((EnemyNear(Var(50)),Vel X * 5) * Var(51)) = [-35,60]
Trigger1 = EnemyNear(Var(50)),Pos Y + (EnemyNear(Var(50)),Vel Y * 10) = [-100,-50]
Trigger1 = Random <= Var(59) * Var(59) * 3
Trigger2 = EnemyNear(Var(50)),MoveType = H
Trigger2 = EnemyNear(Var(50)),Vel Y > 0
Trigger2 = P2BodyDist X + ((EnemyNear(Var(50)),Vel X * 5) * Var(51)) = [-35,60]
Trigger2 = EnemyNear(Var(50)),Pos Y + (EnemyNear(Var(50)),Vel Y * 10) = [-125,-50]
Trigger2 = Random <= Var(59) * Var(59) * 6
Trigger3 = EnemyNear(Var(50)),MoveType = H
Trigger3 = EnemyNear(Var(50)),Anim = [5050,5099]
Trigger3 = EnemyNear(Var(50)),Vel X = [-2,2]
Trigger3 = EnemyNear(Var(50)),Vel Y = [-2,2]
Trigger3 = P2BodyDist X = [-5,60]
Trigger3 = EnemyNear(Var(50)),Pos Y = [-100,-25]
Trigger3 = Random <= Var(59) * Var(59) * 5

;僕儍儞僾夞旔
[State -3, Jump]
Type = ChangeState
Value = 40
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Ctrl || StateNo = [100,101]
Trigger1 = Var(31) > 0
Trigger1 = EnemyNear(Var(50)),StateNo = Var(31)
Trigger1 = Random < IfElse(EnemyNear(Var(50)),Vel X != 0, Var(59) * 80, Var(59) * 40)
Trigger2 = Var(32) > 0
Trigger2 = EnemyNear(Var(50)),StateNo = Var(32)
Trigger2 = Random < IfElse(EnemyNear(Var(50)),Vel X != 0, Var(59) * 80, Var(59) * 40)
Trigger3 = EnemyNear(Var(50)),MoveType = A
Trigger3 = EnemyNear(Var(50)),HitDefAttr = SCA, NT, ST, HT
Trigger3 = Facing*EnemyNear(Var(50)),Facing = -1
Trigger3 = NumHelper(25000) > 0
Trigger3 = Helper(25000),Var(13) >= Ceil(60 * (1 / Var(59)))
Trigger3 = Random >= 1000 - (Helper(25000),Var(13) * Var(59))

;抏偒丒棫偪乮帪娫斀墳乯
[State -3, D-1-1]
Type = ChangeState
Value = 900
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType != A
TriggerAll = NumHelper(25000) > 0
TriggerAll = Helper(25000),Var(13) >= Floor((25 - Var(59)) + (Helper(25000),Var(8)))
TriggerAll = Helper(25000),Var(18) = 0
TriggerAll = !(Helper(25000),Var(11) = 11 && Helper(25000),Var(13) > 20)
TriggerAll = EnemyNear(Var(50)),MoveType = A
TriggerAll = EnemyNear(Var(50)),HitDefAttr = SA, NA, SA, HA
TriggerAll = EnemyNear(Var(50)),MoveContact = 0
TriggerAll = EnemyNear(Var(50)),AnimTime <= -15
TriggerAll = StateNo != [900,949]
TriggerAll = PrevStateNo != [900,949]
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = InGuardDist
Trigger1 = Ctrl || StateNo = [100,101]
Trigger1 = Facing*EnemyNear(Var(50)),Facing = -1
Trigger1 = EnemyNear(Var(50)),StateType != A || (Pos Y + (Vel Y * 5) <= -20)
Trigger1 = P2Dist X >= 0
Trigger1 = P2BodyDist X + ((EnemyNear(Var(50)),Vel X * 5) * Var(51)) = [-30,50]
Trigger1 = P2BodyDist Y - (Vel Y * 5) + (EnemyNear(Var(50)),Vel Y * 5) = [-70,70]
Trigger1 = Random <= Helper(25000),Var(13) * Ceil(Var(55) * 0.5)
Trigger2 = Var(18) = 1
Trigger2 = Ctrl && StateNo = [120,155]
Trigger2 = Time < GetHitVar(ctrltime)
Trigger2 = Random <= Ceil((Var(55) * Var(55) * Var(59)) * 0.01)

;抏偒丒偟傖偑傒乮帪娫斀墳乯
[State -3, D-1-2]
Type = ChangeState
Value = 910
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType != A
TriggerAll = NumHelper(25000) > 0
TriggerAll = Helper(25000),Var(13) >= Floor((25 - Var(59)) + (Helper(25000),Var(8)))
TriggerAll = Helper(25000),Var(18) = 0
TriggerAll = !(Helper(25000),Var(11) = 11 && Helper(25000),Var(13) > 20)
TriggerAll = EnemyNear(Var(50)),MoveType = A
TriggerAll = EnemyNear(Var(50)),HitDefAttr = SC, NA, SA, HA
TriggerAll = EnemyNear(Var(50)),MoveContact = 0
TriggerAll = EnemyNear(Var(50)),AnimTime <= -15
TriggerAll = StateNo != [900,949]
TriggerAll = PrevStateNo != [900,949]
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = InGuardDist
Trigger1 = Ctrl || StateNo = [100,101]
Trigger1 = Facing*EnemyNear(Var(50)),Facing = -1
Trigger1 = EnemyNear(Var(50)),StateType != A || (Pos Y + (Vel Y * 5) <= -20)
Trigger1 = P2Dist X >= 0
Trigger1 = P2BodyDist X + ((EnemyNear(Var(50)),Vel X * 5) * Var(51)) = [-30,50]
Trigger1 = P2BodyDist Y - (Vel Y * 5) + (EnemyNear(Var(50)),Vel Y * 5) = [-70,70]
Trigger1 = Random <= Helper(25000),Var(13) * Ceil(Var(55) * 0.5)
Trigger2 = Var(18) = 1
Trigger2 = Ctrl && StateNo = [120,155]
Trigger2 = Time < GetHitVar(ctrltime)
Trigger2 = Random <= Ceil((Var(55) * Var(55) * Var(59)) * 0.01)

;抏偒丒棫偪乮婲偒峌傔斀墳乯
[State -3, D-2-1]
Type = ChangeState
Value = 900
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType != A
TriggerAll = NumHelper(25000) > 0
TriggerAll = Helper(25000),Var(3) != [2,3]
TriggerAll = Helper(25000),Var(18) = 0
TriggerAll = Helper(25000),Var(48) > 0
TriggerAll = !(Helper(25000),Var(11) = 11 && Helper(25000),Var(13) > 20)
TriggerAll = EnemyNear(Var(50)),MoveType = A
TriggerAll = EnemyNear(Var(50)),HitDefAttr = SA, NA, SA, HA
TriggerAll = EnemyNear(Var(50)),MoveContact = 0
TriggerAll = StateNo != [900,949]
TriggerAll = PrevStateNo != [900,949]
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Ctrl
TriggerAll = Facing*EnemyNear(Var(50)),Facing = -1
TriggerAll = P2Dist X >= 0
TriggerAll = P2BodyDist X + ((EnemyNear(Var(50)),Vel X * 5) * Var(51)) = [-50,75]
TriggerAll = P2BodyDist Y - (Vel Y * 5) + (EnemyNear(Var(50)),Vel Y * 5) = [-100,100]
TriggerAll = Random < (Var(55) * 2) * 3
Trigger1 = Helper(25000),Var(43) > 0
Trigger1 = Helper(25000),Var(46) > 0
Trigger1 = EnemyNear(Var(50)),StateNo = Helper(25000),Var(46)
Trigger1 = (Helper(25000),Var(43) - EnemyNear(Var(50)),Time) >= 0
Trigger2 = Helper(25000),Var(44) > 0
Trigger2 = Helper(25000),Var(47) > 0
Trigger2 = EnemyNear(Var(50)),StateNo = Helper(25000),Var(47)
Trigger2 = (Helper(25000),Var(44) - EnemyNear(Var(50)),Time) >= 0

;抏偒丒偟傖偑傒乮婲偒峌傔斀墳乯
[State -3, D-2-2]
Type = ChangeState
Value = 910
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType != A
TriggerAll = NumHelper(25000) > 0
TriggerAll = Helper(25000),Var(3) != [2,3]
TriggerAll = Helper(25000),Var(18) = 0
TriggerAll = Helper(25000),Var(48) > 0
TriggerAll = !(Helper(25000),Var(11) = 11 && Helper(25000),Var(13) > 20)
TriggerAll = EnemyNear(Var(50)),MoveType = A
TriggerAll = EnemyNear(Var(50)),HitDefAttr = SC, NA, SA, HA
TriggerAll = EnemyNear(Var(50)),MoveContact = 0
TriggerAll = StateNo != [900,949]
TriggerAll = PrevStateNo != [900,949]
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Ctrl
TriggerAll = Facing*EnemyNear(Var(50)),Facing = -1
TriggerAll = P2Dist X >= 0
TriggerAll = P2BodyDist X + ((EnemyNear(Var(50)),Vel X * 5) * Var(51)) = [-50,75]
TriggerAll = P2BodyDist Y - (Vel Y * 5) + (EnemyNear(Var(50)),Vel Y * 5) = [-100,100]
TriggerAll = Random < (Var(55) * 2) * 3
Trigger1 = Helper(25000),Var(43) > 0
Trigger1 = Helper(25000),Var(46) > 0
Trigger1 = EnemyNear(Var(50)),StateNo = Helper(25000),Var(46)
Trigger1 = (Helper(25000),Var(43) - EnemyNear(Var(50)),Time) >= 0
Trigger2 = Helper(25000),Var(44) > 0
Trigger2 = Helper(25000),Var(47) > 0
Trigger2 = EnemyNear(Var(50)),StateNo = Helper(25000),Var(47)
Trigger2 = (Helper(25000),Var(44) - EnemyNear(Var(50)),Time) >= 0

;抏偒乮嬻拞僈乕僪晄壜斀墳乯
[State -3, D-3]
Type = ChangeState
Value = 920
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType = A
TriggerAll = NumHelper(25000) > 0
TriggerAll = Helper(25000),Var(18) != 2
TriggerAll = StateType = A
TriggerAll = EnemyNear(Var(50)),MoveType = A
TriggerAll = EnemyNear(Var(50)),HitDefAttr = SCA, NA, SA, HA
TriggerAll = EnemyNear(Var(50)),MoveContact = 0
TriggerAll = StateNo != [900,949]
TriggerAll = PrevStateNo != [900,949]
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Ctrl
TriggerAll = Facing*EnemyNear(Var(50)),Facing = -1
TriggerAll = P2BodyDist X = [-35,100 + (Vel X * 5) + (EnemyNear(Var(50)),Vel X * 5)]
TriggerAll = P2BodyDist Y - (Vel Y * 5) + (EnemyNear(Var(50)),Vel Y * 5) = [-100,100]
TriggerAll = Random < Var(59) * Var(55)
Trigger1 = Var(37) > 0
Trigger1 = EnemyNear(Var(50)),StateNo = Var(37)
Trigger1 = EnemyNear(Var(50)),StateTime = [Floor(Var(42)/10000)-7,Floor(Var(42)/10000)]
Trigger2 = Var(38) > 0
Trigger2 = EnemyNear(Var(50)),StateNo = Var(38)
Trigger2 = EnemyNear(Var(50)),StateTime = [Floor(Var(42)%10000)-7,Floor(Var(42)%10000)]

;抏偒乮嬻懳嬻桪愭乯
[State -3, D-4]
Type = ChangeState
Value = 920
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType = A
TriggerAll = NumHelper(25000) > 0
TriggerAll = Helper(25000),Var(18) != 2
TriggerAll = !(Helper(25000),Var(11) = 11 && Helper(25000),Var(13) > 20)
TriggerAll = StateType = A
TriggerAll = EnemyNear(Var(50)),MoveType = A
TriggerAll = EnemyNear(Var(50)),StateType = A
TriggerAll = EnemyNear(Var(50)),HitDefAttr = SCA, NA, SA, HA
TriggerAll = EnemyNear(Var(50)),MoveContact = 0
TriggerAll = StateNo != [900,949]
TriggerAll = PrevStateNo != [900,949]
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = InGuardDist
Trigger1 = Ctrl
Trigger1 = Facing*EnemyNear(Var(50)),Facing = -1
Trigger1 = P2Dist X >= -5
Trigger1 = Pos Y + (Vel Y * 5) < 0
Trigger1 = Vel Y >= IfElse(Var(15) = 0, -5.5, -2.5) - (Var(55) * 0.03)
Trigger1 = P2BodyDist X - (Vel X * 5) - (EnemyNear(Var(50)),Vel X * 5) = [-60,70 - (Var(55) * 0.2)]
Trigger1 = P2BodyDist Y - (Vel Y * 5) + (EnemyNear(Var(50)),Vel Y * 5) = [-70,70]
Trigger1 = Random <= Ceil((Var(55) * Var(55) * Var(59)) * 0.01) + ((StateNo = 155) * 100)

;柍帨斶
[State -3, 63214C]
Type = ChangeState
Value = 1400
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(50)),StateType != A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = EnemyNear(Var(50)),StateNo != 40
TriggerAll = EnemyNear(Var(50)),StateNo != 105
TriggerAll = EnemyNear(Var(50)),StateNo != [130,139]
TriggerAll = EnemyNear(Var(50)),StateNo != [150,159]
TriggerAll = EnemyNear(Var(50)),StateNo != [5000,5299]
TriggerAll = EnemyNear(Var(50)),PrevStateNo != [5100,5299]
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Ctrl
TriggerAll = P2BodyDist X = [-50,30-Var(59)]
TriggerAll = NumHelper(25000) > 0
TriggerAll = Helper(25000),Var(21) = 0
TriggerAll = Helper(25000),Var(48) > 0
TriggerAll = Random >= 1000 - (Var(59) * 20)
Trigger1 = Helper(25000),Var(43) > 0
Trigger1 = Helper(25000),Var(46) > 0
Trigger1 = EnemyNear(Var(50)),StateNo = Helper(25000),Var(46)
Trigger1 = (Helper(25000),Var(43) - EnemyNear(Var(50)),Time) > 1
Trigger2 = Helper(25000),Var(44) > 0
Trigger2 = Helper(25000),Var(47) > 0
Trigger2 = EnemyNear(Var(50)),StateNo = Helper(25000),Var(47)
Trigger2 = (Helper(25000),Var(43) - EnemyNear(Var(50)),Time) > 1

;嫮撁榟
[State -3, 214B]
Type = ChangeState
Value = 1001
TriggerAll = Var(59) = [1,10]
TriggerAll = Var(53) = 0
TriggerAll = Enemy,TeamMode = Single || Enemy,TeamMode = Turns
TriggerAll = NumHelper(25000) > 0
TriggerAll = Helper(25000),Var(3) = 0
TriggerAll = StateType != A
TriggerAll = StateNo != [100,101]
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = !InGuardDist
Trigger1 = Ctrl
Trigger1 = EnemyNear(Var(50)),MoveType = A && !(EnemyNear(Var(50)),Ctrl)
Trigger1 = Helper(25000),Var(13) >= Floor((50 - Var(59)) + (Helper(25000),Var(8)))
Trigger1 = P2BodyDist X - (EnemyNear(Var(50)),Vel X * 12) >= 200
Trigger1 = EnemyNear(Var(50)),Pos Y + (EnemyNear(Var(50)),Vel Y * 12) >= -150
Trigger1 = Random >= 1000 - (Var(59) * 10)

;庛撁榟
[State -3, 214A]
Type = ChangeState
Value = 1000
TriggerAll = Var(59) = [1,10]
TriggerAll = Var(53) = 0
TriggerAll = Enemy,TeamMode = Single || Enemy,TeamMode = Turns
TriggerAll = NumHelper(25000) > 0
TriggerAll = Helper(25000),Var(3) = 0
TriggerAll = StateType != A
TriggerAll = StateNo != [100,101]
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = !InGuardDist
Trigger1 = Ctrl
Trigger1 = EnemyNear(Var(50)),MoveType = A && !(EnemyNear(Var(50)),Ctrl)
Trigger1 = Helper(25000),Var(13) >= Floor((50 - Var(59)) + (Helper(25000),Var(8)))
Trigger1 = P2BodyDist X - (EnemyNear(Var(50)),Vel X * 12) >= 180
Trigger1 = EnemyNear(Var(50)),Pos Y + (EnemyNear(Var(50)),Vel Y * 12) <= -200
Trigger1 = Random >= 1000 - (Var(59) * 10)

;抧鋜傔妸傝
[State -3, 646C]
Type = ChangeState
Value = 1500
TriggerAll = Var(59) = [1,10]
TriggerAll = Var(54) = 2
TriggerAll = Var(53) = 0
TriggerAll = Enemy,TeamMode = Single || Enemy,TeamMode = Turns
TriggerAll = NumHelper(25000) > 0
TriggerAll = Helper(25000),Var(19) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = !(EnemyNear(Var(50)),HitDefAttr = SCA, NT, ST, HT)
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Ctrl
TriggerAll = Facing * EnemyNear(Var(50)),Facing = -1
Trigger1 = EnemyNear(Var(50)),MoveType = A && !(EnemyNear(Var(50)),Ctrl)
Trigger1 = EnemyNear(Var(50)),StateNo >= 200
Trigger1 = Helper(25000),Var(13) >= Floor((45 - Var(59)) + (Helper(25000),Var(8)))
Trigger1 = P2BodyDist X >= 80
Trigger1 = Random <= Helper(25000),Var(13) * Var(59) * 0.5
Trigger2 = EnemyNear(Var(50)),MoveType = I && !(EnemyNear(Var(50)),Ctrl)
Trigger2 = EnemyNear(Var(50)),StateNo >= 200
Trigger2 = EnemyNear(Var(50)),StateTime >= Floor((45 - Var(59)) + (Helper(25000),Var(8)))
Trigger2 = P2BodyDist X >= 75
Trigger2 = Random <= EnemyNear(Var(50)),StateTime * Var(59) * 0.5

;僟僢僔儏
[State -3, Run Fwd]
Type = ChangeState
Value = 100
TriggerAll = Var(59) = [1,10]
TriggerAll = Var(53) = 0
TriggerAll = Enemy,TeamMode = Single || Enemy,TeamMode = Turns
TriggerAll = NumHelper(25000) > 0
TriggerAll = Helper(25000),Var(3) = 0
TriggerAll = StateType != A
TriggerAll = StateNo != [100,101]
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = !InGuardDist
TriggerAll = Ctrl
Trigger1 = EnemyNear(Var(50)),MoveType = A && !(EnemyNear(Var(50)),Ctrl)
Trigger1 = Helper(25000),Var(13) >= Floor((35 - Var(59)) + (Helper(25000),Var(8)))
Trigger1 = P2BodyDist X >= 120
Trigger1 = Random <= Var(59) * 20
Trigger2 = EnemyNear(Var(50)),MoveType = I && !(EnemyNear(Var(50)),Ctrl)
Trigger2 = EnemyNear(Var(50)),StateNo >= 200
Trigger2 = EnemyNear(Var(50)),StateTime >= Floor((35 - Var(59)) + (Helper(25000),Var(8)))
Trigger2 = P2BodyDist X >= 150
Trigger2 = Random <= Var(59) * 10

;6C
[State -3, 6C]
Type = ChangeState
Value = 235
TriggerAll = Var(59) = [1,10]
TriggerAll = Var(53) = 0
TriggerAll = Enemy,TeamMode = Single || Enemy,TeamMode = Turns
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = !(EnemyNear(Var(50)),HitDefAttr = SCA, NT, ST, HT)
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Ctrl
Trigger1 = Facing * EnemyNear(Var(50)),Facing = -1
Trigger1 = EnemyNear(Var(50)),MoveType = A && !(EnemyNear(Var(50)),Ctrl)
Trigger1 = EnemyNear(Var(50)),StateNo >= 200
Trigger1 = Helper(25000),Var(13) >= Floor((30 - Var(59)) + (Helper(25000),Var(8)))
Trigger1 = P2BodyDist X = [60,95]
Trigger1 = Random <= Var(59) * 10

;僈乕僪
[State -3, Guard]
Type = ChangeState
Value = 120
TriggerAll = Var(59) = [1,10]
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Ctrl
TriggerAll = StateNo != [120,159]
TriggerAll = PrevStateNo != 420
TriggerAll = !(EnemyNear(Var(50)),HitDefAttr = SCA, NT, ST, HT)
TriggerAll = !(!(Var(46) & 8) && StateNo = 50 && Vel X > 0)
Trigger1 = InGuardDist
Trigger1 = Random >= 1000 - (Var(59) * 85)
Trigger2 = InGuardDist
Trigger2 = EnemyNear(Var(50)),MoveType = A
Trigger2 = EnemyNear(Var(50)),HitDefAttr = SCA, NA, SA, HA, NP, SP, HP
Trigger2 = P2BodyDist X = [-5,80]
Trigger2 = Random >= 1000 - (Var(59) * 90)
Trigger3 = InGuardDist
Trigger3 = Enemy,NumProj > 0
Trigger3 = Random >= 1000 - (Var(59) * 90)
Trigger4 = InGuardDist
Trigger4 = Enemy,NumProj > 0 || P2BodyDist X = [-25,100]
Trigger4 = NumHelper(25000) > 0
Trigger4 = Helper(25000),Var(48) > 5
Trigger4 = Random >= 1000 - (Var(59) * 80)
Trigger5 = InGuardDist
Trigger5 = P2BodyDist X > 80 + (EnemyNear(Var(50)),Vel X * 5) || EnemyNear(Var(50)),Time > 35
Trigger5 = Random >= 1000 - (Var(59) * 75)
Trigger6 = NumHelper(25000) > 0
Trigger6 = Helper(25000),InGuardDist
Trigger6 = P2Dist X < 0 || (Facing * EnemyNear(Var(50)),Facing != -1) || P2BodyDist X = [-50,75]
Trigger6 = Random >= 1000 - (Var(59) * 80)
Trigger7 = NumHelper(25000) > 0
Trigger7 = Helper(25000),Var(3) = 2
Trigger7 = Random >= 1000 - (Var(59) * 90)

;嫸婌丒旝恛崗傒
[State -3, 22A/B]
Type = ChangeState
Value = 2900+(Random%2)
TriggerAll = Var(59) = [1,10]
TriggerAll = Var(2) != 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(50)),StateType != A || EnemyNear(Var(50)),Vel Y != 0
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = EnemyNear(Var(50)),StateNo = 931
TriggerAll = EnemyNear(Var(50)),Vel Y >= -4.0
TriggerAll = EnemyNear(Var(50)),Pos Y + (EnemyNear(Var(50)),Vel Y * 15) <= 0
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Power >= 1000
TriggerAll = Random <= Var(59) * Var(59) * 10
Trigger1 = StateNo = 905 || StateNo = 915
Trigger1 = Time >= 14 + Floor(10 - Var(59) + (Helper(25000),Var(8) * 0.5))
Trigger2 = Ctrl
Trigger2 = EnemyNear(Var(50)),MoveType = H
Trigger2 = EnemyNear(Var(50)),StateTime <= 20 + (10 - Var(59) + (Helper(25000),Var(8)))

;JB
[State -3, JB]
Type = ChangeState
Value = 610
TriggerAll = Var(59) = [1,10]
TriggerAll = Var(53) = 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(Var(50)),MoveType = H
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = StateNo = 925 && Ctrl
Trigger1 = EnemyNear(Var(50)),StateNo = 931
Trigger1 = EnemyNear(Var(50)),StateTime >= 10 + (10 - Var(59))
Trigger1 = P2BodyDist X - (Vel X * 10) - (EnemyNear(Var(50)),Vel X * 10) = [-35,75]
Trigger1 = P2BodyDist Y - (Vel Y * 10) + (EnemyNear(Var(50)),Vel Y * 10) = [-80,65]
Trigger1 = Random <= Var(59) * 80

;僟僢僔儏
[State -3, Run Fwd]
Type = ChangeState
Value = 100
TriggerAll = Var(59) = [1,10]
TriggerAll = Var(53) = 0
TriggerAll = !(Var(2) != 0 && Power >= 1000)
TriggerAll = StateType != A
TriggerAll = StateNo != [100,101]
TriggerAll = EnemyNear(Var(50)),StateType != A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = EnemyNear(Var(50)),StateNo = 931
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Random <= Var(59) * Var(59) * 10
Trigger1 = StateNo = 905 || StateNo = 915
Trigger1 = Time >= 15 + Floor(10 - Var(59) + (Helper(25000),Var(8) * 0.5))
Trigger2 = Ctrl
Trigger2 = EnemyNear(Var(50)),MoveType = H
Trigger2 = EnemyNear(Var(50)),StateTime <= 35 + Floor(10 - Var(59) + (Helper(25000),Var(8) * 0.5))

;4A
[State -3, 4A]
Type = ChangeState
Value = 205
TriggerAll = Var(59) = [1,10]
TriggerAll = Var(53) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(50)),MoveType = H
TriggerAll = EnemyNear(Var(50)),StateType != A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = EnemyNear(Var(50)),StateNo = 931
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Ctrl || StateNo = [100,101]
Trigger1 = P2BodyDist X = [-5,5]
Trigger1 = Random <= Var(59) * Var(59) * 9

;僟僢僔儏棫偪峌寕
[State -3, DashAttack(Stand)]
Type = ChangeState
Value = 270
TriggerAll = Var(59) = [1,10]
TriggerAll = Var(53) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(50)),MoveType = H
TriggerAll = EnemyNear(Var(50)),StateType != A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = EnemyNear(Var(50)),StateNo = 931
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = StateNo = 100 && Var(5) != 0
Trigger1 = P2BodyDist X = [-5,10]
Trigger1 = Random <= Var(59) * Var(59) * 10

;===========================================================================
;抧鋜傔妸傝拞乮桪愭乯

;嫢峴丒撆傪嬺傜傢偽
[State -3, Throw]
Type = ChangeState
Value = 800
TriggerAll = Var(59) = [1,10]
TriggerAll = Var(53) = 0
TriggerAll = NumHelper(25000) > 0
TriggerAll = Helper(25000),Var(5) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(50)),MoveType != H
TriggerAll = EnemyNear(Var(50)),StateType != A || (Helper(25000),Var(7) < 10 - Floor(Var(59) * 0.5))
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = EnemyNear(Var(50)),StateNo != 931
TriggerAll = EnemyNear(Var(50)),StateNo != 946
TriggerAll = EnemyNear(Var(50)),StateNo != [105,159]
TriggerAll = EnemyNear(Var(50)),StateNo != [5100,5299]
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = P2BodyDist X = [-35,8]
TriggerAll = (StateNo = 1500 && Time >= 19) || StateNo = 1501
TriggerAll = Random <= Var(59) * Var(59) * 5
Trigger1 = Helper(25000),Var(48) > 5
Trigger2 = Enemy,NumHelper = 0 || Enemy,NumProj = 0
Trigger3 = EnemyNear(Var(50)),MoveType = I
Trigger4 = EnemyNear(Var(50)),PrevStateNo = [140,159]
Trigger5 = EnemyNear(Var(50)),AnimTime >= -3
Trigger5 = EnemyNear(Var(50)),HitDefAttr = SC, NA, SA
Trigger6 = EnemyNear(Var(50)),Time <= 1
Trigger6 = !(EnemyNear(Var(50)),Ctrl)
Trigger6 = !(EnemyNear(Var(50)),HitDefAttr = SCA, NT, ST, HT, NA, SA, HA, NP, SP, HP)

;柍帨斶
[State -3, 63214C]
Type = ChangeState
Value = 1400
TriggerAll = Var(59) = [1,10]
TriggerAll = Var(53) = 0
TriggerAll = NumHelper(25000) > 0
TriggerAll = Helper(25000),Var(5) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(50)),MoveType != H
TriggerAll = EnemyNear(Var(50)),StateType != A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = EnemyNear(Var(50)),StateNo != 40
TriggerAll = EnemyNear(Var(50)),StateNo != 105
TriggerAll = EnemyNear(Var(50)),StateNo != 931
TriggerAll = EnemyNear(Var(50)),StateNo != 946
TriggerAll = EnemyNear(Var(50)),StateNo != [120,159]
TriggerAll = EnemyNear(Var(50)),StateNo != [5000,5299]
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = P2BodyDist X = [-50,20]
TriggerAll = (StateNo = 1500 && Time >= 19) || StateNo = 1501
TriggerAll = Random >= 1000 - (Var(59) * Var(59) * 2)
Trigger1 = Helper(25000),Var(48) > 5
Trigger2 = Enemy,NumHelper = 0 || Enemy,NumProj = 0
Trigger3 = EnemyNear(Var(50)),MoveType = I
Trigger4 = EnemyNear(Var(50)),PrevStateNo = [140,159]
Trigger5 = EnemyNear(Var(50)),AnimTime >= -3
Trigger5 = EnemyNear(Var(50)),HitDefAttr = SC, NA, SA
Trigger6 = EnemyNear(Var(50)),Time <= 1
Trigger6 = !(EnemyNear(Var(50)),Ctrl)
Trigger6 = !(EnemyNear(Var(50)),HitDefAttr = SCA, NT, ST, HT, NA, SA, HA, NP, SP, HP)

;4A
[State -3, 4A]
Type = ChangeState
Value = 205
TriggerAll = Var(59) = [1,10]
TriggerAll = Var(53) = 0
TriggerAll = NumHelper(25000) > 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(50)),StateType != A || (Helper(25000),Var(7) < 10 - Floor(Var(59) * 0.5))
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = (StateNo = 1500 && Time >= 19) || StateNo = 1501
TriggerAll = P2BodyDist X != [-20,-5]
Trigger1 = P2BodyDist X = [10,50]
Trigger1 = Random <= Var(59) * Var(59) * 1
Trigger2 = P2BodyDist X = [-35,10]
Trigger2 = Random <= Var(59) * Var(59) * 3
Trigger3 = P2BodyDist X = [-85,-30]
Trigger3 = Random <= Var(59) * Var(59) * 5

;===========================================================================
;棫偪夞傝媄怳傝

;嫢峴丒撆傪嬺傜傢偽
[State -3, Throw]
Type = ChangeState
Value = 800
TriggerAll = Var(59) = [1,10]
TriggerAll = Var(53) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(50)),MoveType != H
TriggerAll = EnemyNear(Var(50)),StateType != A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = EnemyNear(Var(50)),StateNo != 931
TriggerAll = EnemyNear(Var(50)),StateNo != 946
TriggerAll = EnemyNear(Var(50)),StateNo != [105,159]
TriggerAll = EnemyNear(Var(50)),StateNo != [5100,5299]
TriggerAll = EnemyNear(Var(50)),PrevStateNo != [5000,5299]
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = NumHelper(25000) > 0
TriggerAll = Helper(25000),Var(5) = 0
TriggerAll = P2BodyDist X = [-35,8]
TriggerAll = Ctrl || (StateNo = [100,101])
TriggerAll = Random <= Var(59) * 10
Trigger1 = Helper(25000),Var(48) > 5
Trigger2 = Enemy,NumHelper = 0 || Enemy,NumProj = 0
Trigger3 = EnemyNear(Var(50)),MoveType = I
Trigger4 = EnemyNear(Var(50)),AnimTime >= -3
Trigger4 = EnemyNear(Var(50)),HitDefAttr = SC, NA, SA
Trigger5 = Var(18) = 1
Trigger5 = Ctrl && StateNo = [120,155]
Trigger5 = Time < GetHitVar(ctrltime)
Trigger6 = EnemyNear(Var(50)),Time <= 1
Trigger6 = !(EnemyNear(Var(50)),Ctrl)
Trigger6 = !(EnemyNear(Var(50)),HitDefAttr = SCA, NT, ST, HT, NA, SA, HA, NP, SP, HP)

;柍帨斶
[State -3, 63214C]
Type = ChangeState
Value = 1400
TriggerAll = Var(59) = [1,10]
TriggerAll = Var(53) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(50)),MoveType != H
TriggerAll = EnemyNear(Var(50)),StateType != A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = EnemyNear(Var(50)),StateNo != 40
TriggerAll = EnemyNear(Var(50)),StateNo != 105
TriggerAll = EnemyNear(Var(50)),StateNo != 931
TriggerAll = EnemyNear(Var(50)),StateNo != 946
TriggerAll = EnemyNear(Var(50)),StateNo != [120,159]
TriggerAll = EnemyNear(Var(50)),StateNo != [5000,5299]
TriggerAll = EnemyNear(Var(50)),PrevStateNo != [5100,5299]
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = NumHelper(25000) > 0
TriggerAll = Helper(25000),Var(5) = 0
TriggerAll = P2BodyDist X = [-50,30-Var(59)]
TriggerAll = Ctrl || (StateNo = [100,101])
TriggerAll = Random >= 1000 - (Var(59) * Var(59) * 1)
Trigger1 = Helper(25000),Var(48) > 5
Trigger2 = Enemy,NumHelper = 0 || Enemy,NumProj = 0
Trigger3 = EnemyNear(Var(50)),MoveType = I
Trigger4 = EnemyNear(Var(50)),PrevStateNo = [140,159]
Trigger5 = EnemyNear(Var(50)),AnimTime >= -3
Trigger5 = EnemyNear(Var(50)),HitDefAttr = SC, NA, SA
Trigger6 = Var(18) = 1
Trigger6 = Ctrl && StateNo = [120,155]
Trigger6 = Time < GetHitVar(ctrltime)
Trigger7 = EnemyNear(Var(50)),Time <= 1
Trigger7 = !(EnemyNear(Var(50)),Ctrl)
Trigger7 = !(EnemyNear(Var(50)),HitDefAttr = SCA, NT, ST, HT, NA, SA, HA, NP, SP, HP)

;2C
[State -3, 2C]
Type = ChangeState
Value = 420
TriggerAll = Var(59) = [1,10]
TriggerAll = Var(53) = 0
TriggerAll = StateType != A
TriggerAll = StateNo != [900,949]
TriggerAll = StateNo != [1500,1501]
TriggerAll = NumHelper(25000) > 0
TriggerAll = EnemyNear(Var(50)),StateType != A || (Helper(25000),Var(7) < 10 - Floor(Var(59) * 0.5) && !(Enemy,TeamMode = Simul))
TriggerAll = EnemyNear(Var(50)),StateNo != 931
TriggerAll = EnemyNear(Var(50)),StateNo != 946
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Ctrl
Trigger1 = EnemyNear(Var(50)),StateType != L
Trigger1 = P2BodyDist X = [-5,35]
Trigger1 = Helper(25000),Var(8) < 5 && Random <= Var(59) * 10
Trigger2 = Ctrl
Trigger2 = EnemyNear(Var(50)),StateType = L
Trigger2 = EnemyNear(Var(50)),StateNo = 5120
Trigger2 = EnemyNear(Var(50)),AnimTime >= -4
Trigger2 = P2BodyDist X = [-5,30]
Trigger2 = Random <= Var(59) * ((Abs(EnemyNear(Var(50)),AnimTime) + 1) * 2)

;僟僢僔儏棫偪峌寕
[State -3, DashAttack(Stand)]
Type = ChangeState
Value = 270
TriggerAll = Var(59) = [1,10]
TriggerAll = Var(53) = 0
TriggerAll = StateType != A
TriggerAll = StateNo != [900,949]
TriggerAll = StateNo != [1500,1501]
TriggerAll = NumHelper(25000) > 0
TriggerAll = EnemyNear(Var(50)),MoveType != H
TriggerAll = EnemyNear(Var(50)),StateType != A || (Helper(25000),Var(7) < 10 - Floor(Var(59) * 0.5) && !(Enemy,TeamMode = Simul))
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = StateNo = 100 && Var(5) != 0
Trigger1 = P2BodyDist X = [-5,20 - ((Vel X * 5) * Var(51))]
Trigger1 = Random <= Var(59) * 20

;4A
[State -3, 4A]
Type = ChangeState
Value = 205
TriggerAll = Var(59) = [1,10]
TriggerAll = Var(53) = 0
TriggerAll = StateType != A
TriggerAll = StateNo != [900,949]
TriggerAll = StateNo != [1500,1501]
TriggerAll = NumHelper(25000) > 0
TriggerAll = EnemyNear(Var(50)),StateType != A || (Helper(25000),Var(7) < 10 - Floor(Var(59) * 0.5) && !(Enemy,TeamMode = Simul))
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = EnemyNear(Var(50)),StateNo != 931
TriggerAll = EnemyNear(Var(50)),StateNo != 946
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Ctrl || StateNo = [100,101]
Trigger1 = EnemyNear(Var(50)),MoveType != H
Trigger1 = P2BodyDist X = [-5,50]
Trigger1 = Random <= Var(59) * 20
Trigger2 = EnemyNear(Var(50)),MoveType != H
Trigger2 = P2BodyDist X = [70,95]
Trigger2 = Helper(25000),Var(8) >= 8 && Random <= Var(59) * 10
Trigger3 = EnemyNear(Var(50)),MoveType = H
Trigger3 = P2BodyDist X = [-5,50]
Trigger3 = Helper(25000),Var(8) >= 5 && Random <= Var(59) * Var(59) * 5

;5B
[State -3, 5B]
Type = ChangeState
Value = 210
TriggerAll = Var(59) = [1,10]
TriggerAll = Var(53) = 0
TriggerAll = StateType != A
TriggerAll = StateNo != [900,949]
TriggerAll = NumHelper(25000) > 0
TriggerAll = EnemyNear(Var(50)),MoveType != H
TriggerAll = EnemyNear(Var(50)),StateType = A && (Enemy,TeamMode = Simul) || (Helper(25000),Var(7) > 10 && !(Enemy,TeamMode = Simul))
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Ctrl
Trigger1 = StateNo != [1500,1501]
Trigger1 = P2Dist X - (EnemyNear(Var(50)),Vel X * 12) >= 0
Trigger1 = P2BodyDist X + ((EnemyNear(Var(50)),Vel X * 12) * Var(51)) = [-35,50]
Trigger1 = EnemyNear(Var(50)),Pos Y + (EnemyNear(Var(50)),Vel Y * 12) = [-150,-90]
Trigger1 = Random <= Var(59) * 10
Trigger2 = (StateNo = 1500 && Time >= 19) || StateNo = 1501
Trigger2 = P2BodyDist X - ((EnemyNear(Var(50)),Vel X * 12) * Var(51)) = [-10,50]
Trigger2 = EnemyNear(Var(50)),Pos Y + (EnemyNear(Var(50)),Vel Y * 12) = [-175,-75]
Trigger2 = Random <= Var(59) * Var(59) * 3

;6C
[State -3, 6C]
Type = ChangeState
Value = 235
TriggerAll = Var(59) = [1,10]
TriggerAll = Var(54) != 0
TriggerAll = Var(53) = 0
TriggerAll = Var(2) = 0
TriggerAll = StateType != A
TriggerAll = StateNo != [900,949]
TriggerAll = NumHelper(25000) > 0
TriggerAll = EnemyNear(Var(50)),MoveType != H
TriggerAll = EnemyNear(Var(50)),StateType != A || (Helper(25000),Var(7) < 10 - Floor(Var(59) * 0.5) && !(Enemy,TeamMode = Simul))
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Ctrl
Trigger1 = StateNo != [1500,1501]
Trigger1 = P2BodyDist X = [70,90]
Trigger1 = Helper(25000),Var(8) <= 2 && Random <= Var(59) * 5
Trigger2 = (StateNo = 1500 && Time >= 19) || StateNo = 1501
Trigger2 = P2BodyDist X = [75,95]
Trigger2 = Random <= Var(59) * Var(59) * 2

;3C
[State -3, 3C]
Type = ChangeState
Value = 430
TriggerAll = Var(59) = [1,10]
TriggerAll = Var(54) != 0
TriggerAll = Var(53) = 0
TriggerAll = StateType != A
TriggerAll = StateNo != [900,949]
TriggerAll = StateNo != [1500,1501]
TriggerAll = EnemyNear(Var(50)),MoveType != H
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Ctrl
Trigger1 = EnemyNear(Var(50)),StateType != A
Trigger1 = P2BodyDist X = [85,110]
Trigger1 = Helper(25000),Var(8) <= 1 && Random <= Var(59) * 5
Trigger2 = Ctrl || StateNo = [100,101]
Trigger2 = NumHelper(11000) > 0
Trigger2 = Helper(11000),Var(0) > 200
Trigger2 = EnemyNear(Var(50)),Vel Y > 3.0
Trigger2 = EnemyNear(Var(50)),Pos Y + (EnemyNear(Var(50)),Vel Y * 12) >= 0
Trigger2 = P2BodyDist X + ((EnemyNear(Var(50)),Vel X * 5) * Var(51)) = [-5,60]
Trigger2 = Random <= Var(59) * Var(59) * 1

;5C
[State -3, 5C]
Type = ChangeState
Value = 230
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType != A
TriggerAll = StateNo != [900,949]
TriggerAll = EnemyNear(Var(50)),StateType = A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Ctrl
Trigger1 = Facing * EnemyNear(Var(50)),Facing = 1 || P2Dist X < 0
Trigger1 = P2BodyDist X = [-10,50]
Trigger1 = EnemyNear(Var(50)),Pos Y + (EnemyNear(Var(50)),Vel Y * 7) >= 15
Trigger1 = Random <= Var(59) * Var(59) * 8
Trigger2 = (StateNo = 1500 && Time >= 19) || StateNo = 1501
Trigger2 = Facing * EnemyNear(Var(50)),Facing = 1 || P2Dist X < 0
Trigger2 = P2BodyDist X - ((EnemyNear(Var(50)),Vel X * 6) * Var(51)) = [-10,50]
Trigger2 = EnemyNear(Var(50)),Pos Y + (EnemyNear(Var(50)),Vel Y * 7) >= 15
Trigger2 = Random <= Var(59) * Var(59) * 8

;僈乕僪晄擻峌寕
[State -3, B+C]
Type = ChangeState
Value = 250
TriggerAll = Var(59) = [1,10]
TriggerAll = Var(53) = 0
TriggerAll = Var(2) = 0
TriggerAll = StateType != A
TriggerAll = StateNo != [900,949]
TriggerAll = StateNo != [1500,1501]
TriggerAll = EnemyNear(Var(50)),MoveType != H
TriggerAll = EnemyNear(Var(50)),StateType != A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Ctrl
Trigger1 = P2BodyDist X = [120,145]
Trigger1 = Helper(25000),Var(8) = 0 && Random <= Var(59) * 5

;JA
[State -3, JA]
Type = ChangeState
Value = 600
TriggerAll = Var(59) = [1,10]
TriggerAll = Var(53) = 0
TriggerAll = StateType = A
TriggerAll = PrevStateNo != 42
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = EnemyNear(Var(50)),StateNo != 931
TriggerAll = EnemyNear(Var(50)),StateNo != 946
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Ctrl
TriggerAll = P2Dist X - ((Vel X * 6) * Var(51)) >= 0
TriggerAll = NumHelper(25000) > 0
TriggerAll = Helper(25000),Var(13) <= 12-Var(59)
Trigger1 = EnemyNear(Var(50)),StateType != A
Trigger1 = P2BodyDist X - (Vel X * 6) - (EnemyNear(Var(50)),Vel X * 6) = [0,90]
Trigger1 = P2BodyDist Y - (Vel Y * 6) + (EnemyNear(Var(50)),Vel Y * 6) = [-25,80]
Trigger1 = Vel Y > IfElse(Vel X < 0, -10.0, -3.0)
Trigger1 = Pos Y <= -10 - (Vel Y * 6)
Trigger1 = Random <= Var(59) * 50
Trigger2 = EnemyNear(Var(50)),StateType = A
Trigger2 = P2BodyDist X - (Vel X * 6) - (EnemyNear(Var(50)),Vel X * 6) = [0,90]
Trigger2 = P2BodyDist Y - (Vel Y * 6) + (EnemyNear(Var(50)),Vel Y * 6) = [-25,65]
Trigger2 = Random <= Var(59) * 35
Trigger3 = !InGuardDist
Trigger3 = Helper(25000),Var(7) > 10 || Vel Y >= -3.0
Trigger3 = EnemyNear(Var(50)),MoveType != A
Trigger3 = EnemyNear(Var(50)),Vel X < 3.0
Trigger3 = Vel X <= 0
Trigger3 = Pos Y <= -10 - (Vel Y * 6)
Trigger3 = P2BodyDist X = [-5,100]
Trigger3 = P2BodyDist Y - (Vel Y * 3) + (EnemyNear(Var(50)),Vel Y * 3) = [-10,75]
Trigger3 = Random <= Var(59) * Var(59) * 2

;JB
[State -3, JB]
Type = ChangeState
Value = 610
TriggerAll = Var(59) = [1,10]
TriggerAll = Var(53) = 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = EnemyNear(Var(50)),StateNo != 931
TriggerAll = EnemyNear(Var(50)),StateNo != 946
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Ctrl
TriggerAll = P2Dist X + ((Vel X * 7) * Var(51)) >= 0
TriggerAll = NumHelper(25000) > 0
TriggerAll = Helper(25000),Var(13) != [15-Var(59),30]
Trigger1 = EnemyNear(Var(50)),StateType != A
Trigger1 = P2BodyDist X - (Vel X * 10) - (EnemyNear(Var(50)),Vel X * 10) = [-50,90]
Trigger1 = P2BodyDist Y - (Vel Y * 10) + (EnemyNear(Var(50)),Vel Y * 10) = [-80,120]
Trigger1 = Vel Y > -3.0 + ((Var(15) = 0) * 3.0)
Trigger1 = Pos Y <= -60 - (Vel Y * 12)
Trigger1 = Random >= 1000 - (Var(59) * 60)
Trigger2 = EnemyNear(Var(50)),StateType = A
Trigger2 = P2BodyDist X - (Vel X * 12) - (EnemyNear(Var(50)),Vel X * 12) = [0,90]
Trigger2 = P2BodyDist Y - (Vel Y * 10) + (EnemyNear(Var(50)),Vel Y * 10) = [-80,100]
Trigger2 = Random >= 1000 - (Var(59) * 50)
Trigger3 = !InGuardDist
Trigger3 = Helper(25000),Var(7) > 10 || Vel Y >= -3.0
Trigger3 = EnemyNear(Var(50)),MoveType != A
Trigger3 = EnemyNear(Var(50)),Vel X < 3.0
Trigger3 = Vel X <= 0
Trigger3 = Pos Y <= -60 - (Vel Y * 12)
Trigger3 = P2BodyDist X = [75,175]
Trigger3 = P2BodyDist Y - (Vel Y * 6) + (EnemyNear(Var(50)),Vel Y * 6) = [-50,120]
Trigger3 = Random >= 1000 - (Var(59) * Var(59) * 2)

;JC
[State -3, JC]
Type = ChangeState
Value = 620
TriggerAll = Var(59) = [1,10]
TriggerAll = Var(53) = 0
TriggerAll = StateType = A
TriggerAll = PrevStateNo != 42
TriggerAll = EnemyNear(Var(50)),StateType != A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = EnemyNear(Var(50)),StateNo != 931
TriggerAll = EnemyNear(Var(50)),StateNo != 946
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Ctrl
TriggerAll = P2Dist X + ((Vel X * 10) * Var(51)) >= 0
TriggerAll = NumHelper(25000) > 0
TriggerAll = Helper(25000),Var(13) != [1,30]
Trigger1 = P2BodyDist X - (Vel X * 10) - (EnemyNear(Var(50)),Vel X * 10) = [-5,65]
Trigger1 = P2BodyDist Y - (Vel Y * 10) + (EnemyNear(Var(50)),Vel Y * 10) = [-15,50]
Trigger1 = Vel Y > -4.5 + ((Var(15) = 0) * 3.0)
Trigger1 = Pos Y <= -25 - (Vel Y * 10)
Trigger1 = Random <= Var(59) * 20

;抧鋜傔妸傝
[State -3, 646C]
Type = ChangeState
Value = 1500
TriggerAll = Var(59) = [1,10]
TriggerAll = Var(54) = 2
TriggerAll = Var(53) = 0
TriggerAll = Enemy,TeamMode = Single || Enemy,TeamMode = Turns
TriggerAll = NumHelper(25000) > 0
TriggerAll = Helper(25000),Var(19) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = EnemyNear(Var(50)),StateNo != 931
TriggerAll = EnemyNear(Var(50)),StateNo != 946
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Ctrl
Trigger1 = EnemyNear(Var(50)),StateType != A || EnemyNear(Var(50)),StateNo = 5040 || EnemyNear(Var(50)),Pos Y + (EnemyNear(Var(50)),Vel Y * 10) = [-150,-100]
Trigger1 = P2BodyDist X = [50,170];90,170
Trigger1 = Helper(25000),Var(8) <= 2 && Random <= Var(59) * Var(59) * 2
Trigger2 = Ctrl
Trigger2 = EnemyNear(Var(50)),StateType = A
Trigger2 = NumHelper(25000) > 0
Trigger2 = Helper(25000),Var(7) > 10
Trigger2 = EnemyNear(Var(50)),Pos Y + (EnemyNear(Var(50)),Vel Y * 10) <= -75
Trigger2 = P2BodyDist X = [-5,120]
Trigger2 = Helper(25000),Var(8) <= 4 && Random <= Var(59) * Var(59) * 2

;抧鋜傔妸傝
[State -3, 646C]
Type = ChangeState
Value = 1500
TriggerAll = Var(59) = [1,10]
TriggerAll = Var(54) != 0
TriggerAll = Var(53) = 0
TriggerAll = Enemy,TeamMode = Single || Enemy,TeamMode = Turns
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = EnemyNear(Var(50)),StateNo != 931
TriggerAll = EnemyNear(Var(50)),StateNo != 946
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Random <= Var(59) * Var(59) * Var(54)
Trigger1 = StateNo = 300 && Anim = 300 && (AnimElemTime(4) >= 0 && AnimElemTime(6) < 0)
Trigger2 = StateNo = 300 && Anim = 301 && (AnimElemTime(16) >= 0 && AnimElemTime(17) < 0)
Trigger3 = StateNo = 300 && Anim = 310 && (AnimElemTime(4) >= 0 && AnimElemTime(5) < 0)
Trigger4 = StateNo = 300 && Anim = 311 && (AnimElemTime(8) >= 0 && AnimElemTime(12) < 0)

;抧鋜傔妸傝
[State -3, 646C]
Type = ChangeState
Value = 1500
TriggerAll = Var(59) = [1,10]
TriggerAll = Var(54) != 0
TriggerAll = Var(53) = 0
TriggerAll = Enemy,TeamMode = Single || Enemy,TeamMode = Turns
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = EnemyNear(Var(50)),StateNo != 931
TriggerAll = EnemyNear(Var(50)),StateNo != 946
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Time > 0 && MoveContact = [1,3]
TriggerAll = Random <= Var(59) * Var(59) * Var(54)
Trigger1 = StateNo = 205 && (AnimElemTime(2) >= 0 && AnimElemTime(4) < 0)
Trigger2 = StateNo = 235 && (AnimElemTime(3) >= 0 && AnimElemTime(6) < 0) && Var(2) = 0
Trigger3 = StateNo = 270 && (AnimElemTime(2) >= 0 && AnimElemTime(4) < 0)
Trigger4 = StateNo = 430 && (AnimElemTime(3) >= 0 && AnimElemTime(4) < 0)

;抧鋜傔妸傝
[State -3, 646C]
Type = ChangeState
Value = 1500
TriggerAll = Var(59) = [1,10]
TriggerAll = Enemy,TeamMode = Single || Enemy,TeamMode = Turns
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(50)),StateNo != 931
TriggerAll = EnemyNear(Var(50)),StateNo != 946
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Time > 0 && MoveHit = [1,3]
Trigger1 = NumHelper(11000) > 0
Trigger1 = Helper(11000),Var(0) > 150
Trigger1 = EnemyNear(Var(50)),GetHitVar(hitcount) <= 1
Trigger1 = StateNo = 210 && (AnimElemTime(4) >= 0 && AnimElemTime(7) < 0)
Trigger1 = Random <= Var(59) * Var(59) * 3
Trigger2 = NumHelper(11000) > 0
Trigger2 = Helper(11000),Var(1) > -100
Trigger2 = EnemyNear(Var(50)),StateType = L
Trigger2 = StateNo = 230 && (AnimElemTime(4) >= 0 && AnimElemTime(6) < 0)
Trigger2 = Random <= Var(59) * Var(59) * 9

;庛夢揮娞偊偖傝
[State -3, 623A]
Type = ChangeState
Value = 1100
TriggerAll = Var(59) = [1,10]
TriggerAll = Var(53) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(50)),StateType != A
TriggerAll = EnemyNear(Var(50)),StateNo = 5120
TriggerAll = EnemyNear(Var(50)),AnimTime = [-20,-15]
TriggerAll = EnemyNear(Var(50)),Vel X = 0
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Ctrl
TriggerAll = P2BodyDist X = [50,90]
Trigger1 = NumHelper(25000) > 0
Trigger1 = Helper(25000),Var(8) = 1
Trigger1 = Random >= 1000 - (Var(59) * 3)
Trigger2 = Power >= Floor(P2BodyDist X * 10)
Trigger2 = Random >= 1000 - (Var(59) * 5)
Trigger3 = (EnemyNear(Var(50)),Life*(EnemyNear(Var(50)),Const(data.defence)/100.0)/(Const(data.attack)/100.0)) <= Floor(110 - P2BodyDist X)
Trigger3 = Random >= 1000 - (Var(59) * 10)

;嫢峴丒憻暔巋偟
[State -3, 8B]
Type = ChangeState
Value = IfElse(Random%(Var(59)*2)=0,42,440)
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType != A
TriggerAll = StateNo != 1215
TriggerAll = EnemyNear(Var(50)),MoveType = H
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Ctrl || (StateNo = 100 && Time > 12)
TriggerAll = Random <= Var(59) * 100
Trigger1 = !(Power >= 1000 && Floor((256*Life)/LifeMax) < 65 && P2BodyDist X <= 175)
Trigger1 = EnemyNear(Var(50)),StateNo = 238
Trigger1 = EnemyNear(Var(50)),StateTime >= 0
Trigger2 = EnemyNear(Var(50)),StateNo = 256
Trigger2 = EnemyNear(Var(50)),StateTime <= 35 - Var(59)
Trigger3 = EnemyNear(Var(50)),StateNo = 269
Trigger3 = EnemyNear(Var(50)),StateTime = [11,30-Var(59)]

;5C
[State -3, 5C]
Type = ChangeState
Value = 230
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(50)),MoveType = H
TriggerAll = EnemyNear(Var(50)),StateType = L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = NumTarget(231) = 0
TriggerAll = Ctrl || StateNo = 21 || StateNo = [100,101]
TriggerAll = P2BodyDist X = [-30,70]
TriggerAll = Random <= Var(59) * 95
Trigger1 = EnemyNear(Var(50)),StateNo = 5110
Trigger1 = EnemyNear(Var(50)),StateTime <= 2
Trigger2 = EnemyNear(Var(50)),StateNo = 239
Trigger2 = EnemyNear(Var(50)),StateTime <= 30 - Var(59)
Trigger3 = EnemyNear(Var(50)),StateNo = 256
Trigger3 = EnemyNear(Var(50)),StateTime <= 55 - Var(59)
Trigger4 = EnemyNear(Var(50)),StateNo = 269
Trigger4 = EnemyNear(Var(50)),StateTime = [11,50-Var(59)]
Trigger5 = EnemyNear(Var(50)),StateNo = 436
Trigger5 = EnemyNear(Var(50)),StateTime <= 30 - Var(59)
Trigger6 = EnemyNear(Var(50)),StateNo = 445
Trigger6 = EnemyNear(Var(50)),StateTime <= 50 - Var(59)
Trigger7 = EnemyNear(Var(50)),StateNo = 1423
Trigger7 = EnemyNear(Var(50)),StateTime <= 75 - Var(59)
Trigger8 = EnemyNear(Var(50)),StateNo = 5401
Trigger8 = EnemyNear(Var(50)),StateTime <= 25 - Var(59)
Trigger9 = EnemyNear(Var(50)),StateNo = 5406
Trigger9 = EnemyNear(Var(50)),StateTime <= 90 - Var(59)

;JB
[State -3, JB]
Type = ChangeState
Value = 610
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType = A
TriggerAll = PrevStateNo = 42
TriggerAll = EnemyNear(Var(50)),MoveType = H
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Ctrl
TriggerAll = Vel Y < 0
Trigger1 = EnemyNear(Var(50)),StateNo = 239
Trigger2 = EnemyNear(Var(50)),StateNo = 256
Trigger3 = EnemyNear(Var(50)),StateNo = 269
Trigger4 = EnemyNear(Var(50)),StateNo = 436
Trigger5 = EnemyNear(Var(50)),StateNo = 445
Trigger6 = EnemyNear(Var(50)),StateNo = 1423
Trigger7 = EnemyNear(Var(50)),StateNo = 5110
Trigger8 = EnemyNear(Var(50)),StateNo = 5401

;===========================================================================
;堏摦傕傠傕傠

;抏偒丒嬻拞
[State -3, D-5]
Type = ChangeState
Value = 920
TriggerAll = Var(59) = [1,10]
TriggerAll = NumHelper(25000) > 0
TriggerAll = Helper(25000),Var(3) != [2,3]
TriggerAll = Helper(25000),Var(15) > 0
TriggerAll = Helper(25000),Var(16) > 0
TriggerAll = Helper(25000),Var(18) = 0
TriggerAll = !(Helper(25000),Var(11) = 11 && Helper(25000),Var(13) > 20)
TriggerAll = StateType = A
TriggerAll = EnemyNear(Var(50)),MoveType = A
TriggerAll = EnemyNear(Var(50)),HitDefAttr = SCA, NA, SA, HA
TriggerAll = EnemyNear(Var(50)),MoveContact = 0
TriggerAll = StateNo != [900,949]
TriggerAll = PrevStateNo != [900,949]
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Ctrl
Trigger1 = InGuardDist
Trigger1 = Facing*EnemyNear(Var(50)),Facing = -1
Trigger1 = P2Dist X >= -5 && Vel Y >= -3.0
Trigger1 = P2BodyDist X - (Vel X * 5) - (EnemyNear(Var(50)),Vel X * 5) = [-60,(Helper(25000),Var(15) + 10)]
Trigger1 = P2BodyDist Y - (Vel Y * 5) + (EnemyNear(Var(50)),Vel Y * 5) = [-70,(Helper(25000),Var(16) + 10)]
Trigger1 = Random <= Var(55) * Var(59)

;抏偒丒棫偪
[State -3, D-6]
Type = ChangeState
Value = 900
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(50)),MoveType != H
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = StateNo != [900,949]
TriggerAll = PrevStateNo != [900,949]
TriggerAll = NumHelper(25000) > 0
TriggerAll = Helper(25000),Var(18) = 0
TriggerAll = !(Helper(25000),Var(11) = 11 && Helper(25000),Var(13) > 20)
TriggerAll = EnemyNear(Var(50)),Vel Y >= 0
TriggerAll = P2Dist X >= -5 && Vel Y >= -5.0
TriggerAll = P2BodyDist X + ((EnemyNear(Var(50)),Vel X * 6) * Var(53)) = [-50,70]
TriggerAll = P2BodyDist Y - (Vel Y * 6) + (EnemyNear(Var(50)),Vel Y * 6) = [-70,70]
TriggerAll = IfElse(EnemyNear(Var(50)),StateType = A, EnemyNear(Var(50)),Pos Y + (EnemyNear(Var(50)),Vel Y * 6) < -20, 1)
TriggerAll = Ctrl || StateNo = [100,101]
TriggerAll = Random <= Floor(Var(55) * 0.1)
Trigger1 = InGuardDist
Trigger1 = StateType != A
Trigger1 = EnemyNear(Var(50)),MoveType = A
Trigger1 = EnemyNear(Var(50)),StateTime > 20
Trigger1 = EnemyNear(Var(50)),AnimTime <= -8
Trigger2 = EnemyNear(Var(50)),Ctrl
Trigger3 = EnemyNear(Var(50)),PrevStateNo = 5120
Trigger4 = StateType != A || Pos Y + (Vel Y * 5) <= -20
Trigger4 = Helper(25000),Var(7) >= Floor((40 - Var(59)) + (Helper(25000),Var(8)))

;抏偒丒棫偪
[State -3, D-7-1]
Type = ChangeState
Value = 900
TriggerAll = Var(59) = [1,10]
TriggerAll = NumHelper(25000) > 0
TriggerAll = Helper(25000),Var(3) != [2,3]
TriggerAll = Helper(25000),Var(18) = 0
TriggerAll = !(Helper(25000),Var(11) = 11 && Helper(25000),Var(13) > 20)
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(50)),MoveType = A
TriggerAll = EnemyNear(Var(50)),StateType != A
TriggerAll = EnemyNear(Var(50)),HitDefAttr = SA, NA, SA, HA
TriggerAll = EnemyNear(Var(50)),MoveContact = 0
TriggerAll = StateNo != [900,949]
TriggerAll = PrevStateNo != [900,949]
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = InGuardDist
Trigger1 = Ctrl || StateNo = [100,101]
Trigger1 = Facing*EnemyNear(Var(50)),Facing = -1
Trigger1 = P2Dist X >= -5 && Vel Y >= -5.0
Trigger1 = EnemyNear(Var(50)),Vel X <= 8.0
Trigger1 = P2BodyDist X - (Vel X * 5) - (EnemyNear(Var(50)),Vel X * 5) = [-50,70 - (Var(55) * 0.2) - (Var(59) * 2)]
Trigger1 = P2BodyDist Y - (Vel Y * 5) + (EnemyNear(Var(50)),Vel Y * 5) = [-70,70]
Trigger1 = Random <= Ceil((Var(55) * Var(55) * Var(59)) * 0.01)

;抏偒丒偟傖偑傒
[State -3, D-7-2]
Type = ChangeState
Value = 910
TriggerAll = Var(59) = [1,10]
TriggerAll = NumHelper(25000) > 0
TriggerAll = Helper(25000),Var(3) != [2,3]
TriggerAll = Helper(25000),Var(18) = 0
TriggerAll = !(Helper(25000),Var(11) = 11 && Helper(25000),Var(13) > 20)
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(50)),MoveType = A
TriggerAll = EnemyNear(Var(50)),StateType != A
TriggerAll = EnemyNear(Var(50)),HitDefAttr = SC, NA, SA, HA
TriggerAll = EnemyNear(Var(50)),MoveContact = 0
TriggerAll = StateNo != [900,949]
TriggerAll = PrevStateNo != [900,949]
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = InGuardDist
Trigger1 = Ctrl || StateNo = [100,101]
Trigger1 = Facing*EnemyNear(Var(50)),Facing = -1
Trigger1 = P2Dist X >= -5 && Vel Y >= -5.0
Trigger1 = EnemyNear(Var(50)),Vel X <= 8.0
Trigger1 = P2BodyDist X - (Vel X * 5) - (EnemyNear(Var(50)),Vel X * 5) = [-50,70 - (Var(55) * 0.2) - (Var(59) * 2)]
Trigger1 = P2BodyDist Y - (Vel Y * 5) + (EnemyNear(Var(50)),Vel Y * 5) = [-70,70]
Trigger1 = Random <= Ceil((Var(55) * Var(55) * Var(59)) * 0.01)

;抏偒丒嬻拞
[State -3, D-7-3]
Type = ChangeState
Value = 920
TriggerAll = Var(59) = [1,10]
TriggerAll = NumHelper(25000) > 0
TriggerAll = Helper(25000),Var(3) != [2,3]
TriggerAll = Helper(25000),Var(18) = 0
TriggerAll = !(Helper(25000),Var(11) = 11 && Helper(25000),Var(13) > 20)
TriggerAll = StateType = A
TriggerAll = EnemyNear(Var(50)),MoveType = A
TriggerAll = EnemyNear(Var(50)),StateType != A
TriggerAll = EnemyNear(Var(50)),HitDefAttr = SCA, NA, SA, HA
TriggerAll = EnemyNear(Var(50)),MoveContact = 0
TriggerAll = StateNo != [900,949]
TriggerAll = PrevStateNo != [900,949]
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = InGuardDist
Trigger1 = Ctrl
Trigger1 = Facing*EnemyNear(Var(50)),Facing = -1
Trigger1 = P2Dist X >= -5 && Vel Y >= -5.0
Trigger1 = EnemyNear(Var(50)),Vel X <= 8.0
Trigger1 = P2BodyDist X - (Vel X * 5) - (EnemyNear(Var(50)),Vel X * 5) = [-50,70 - (Var(55) * 0.2) - (Var(59) * 2)]
Trigger1 = P2BodyDist Y - (Vel Y * 5) + (EnemyNear(Var(50)),Vel Y * 5) = [-70,70]
Trigger1 = Random <= Ceil((Var(55) * Var(55) * Var(59)) * 0.01)

;抏偒丒棫偪
[State -3, D-8-1]
Type = ChangeState
Value = 900
TriggerAll = Var(59) = [1,10]
TriggerAll = NumHelper(25000) > 0
TriggerAll = Helper(25000),Var(3) != [2,3]
TriggerAll = Helper(25000),Var(18) != 2
TriggerAll = !(Helper(25000),Var(11) = 11 && Helper(25000),Var(13) > 20)
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(50)),MoveType = A
TriggerAll = EnemyNear(Var(50)),StateType = A
TriggerAll = EnemyNear(Var(50)),HitDefAttr = SA, NA, SA, HA
TriggerAll = EnemyNear(Var(50)),MoveContact = 0
TriggerAll = StateNo != [900,949]
TriggerAll = PrevStateNo != [900,949]
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = InGuardDist
Trigger1 = Ctrl || StateNo = [100,101]
Trigger1 = Facing*EnemyNear(Var(50)),Facing = -1
Trigger1 = P2Dist X >= -5 && Vel Y >= -3.0
Trigger1 = Helper(25000),Var(7) >= Floor(20 - (Var(55) * 0.2))
Trigger1 = P2BodyDist X - (Vel X * 5) - (EnemyNear(Var(50)),Vel X * 5) = [-60,70 - (Var(55) * 0.2) - (Var(59) * 2)]
Trigger1 = P2BodyDist Y - (Vel Y * 5) + (EnemyNear(Var(50)),Vel Y * 5) = [-70,70]
Trigger1 = Random <= Ceil((Var(55) * Var(55) * Var(59)) * 0.01)

;抏偒丒偟傖偑傒
[State -3, D-8-2]
Type = ChangeState
Value = 910
TriggerAll = Var(59) = [1,10]
TriggerAll = NumHelper(25000) > 0
TriggerAll = Helper(25000),Var(3) != [2,3]
TriggerAll = Helper(25000),Var(18) != 2
TriggerAll = !(Helper(25000),Var(11) = 11 && Helper(25000),Var(13) > 20)
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(50)),MoveType = A
TriggerAll = EnemyNear(Var(50)),StateType = A
TriggerAll = EnemyNear(Var(50)),HitDefAttr = SC, NA, SA, HA
TriggerAll = EnemyNear(Var(50)),MoveContact = 0
TriggerAll = StateNo != [900,949]
TriggerAll = PrevStateNo != [900,949]
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = InGuardDist
Trigger1 = Ctrl || StateNo = [100,101]
Trigger1 = Facing*EnemyNear(Var(50)),Facing = -1
Trigger1 = P2Dist X >= -5 && Vel Y >= -3.0
Trigger1 = Helper(25000),Var(7) >= Floor(20 - (Var(55) * 0.2))
Trigger1 = P2BodyDist X - (Vel X * 5) - (EnemyNear(Var(50)),Vel X * 5) = [-60,70 - (Var(55) * 0.2) - (Var(59) * 2)]
Trigger1 = P2BodyDist Y - (Vel Y * 5) + (EnemyNear(Var(50)),Vel Y * 5) = [-70,70]
Trigger1 = Random <= Ceil((Var(55) * Var(55) * Var(59)) * 0.01)

;抏偒丒嬻拞
[State -3, D-8-3]
Type = ChangeState
Value = 920
TriggerAll = Var(59) = [1,10]
TriggerAll = NumHelper(25000) > 0
TriggerAll = Helper(25000),Var(3) != [2,3]
TriggerAll = Helper(25000),Var(18) != 2
TriggerAll = !(Helper(25000),Var(11) = 11 && Helper(25000),Var(13) > 20)
TriggerAll = StateType = A
TriggerAll = EnemyNear(Var(50)),MoveType = A
TriggerAll = EnemyNear(Var(50)),StateType = A
TriggerAll = EnemyNear(Var(50)),HitDefAttr = SA, NA, SA, HA
TriggerAll = EnemyNear(Var(50)),MoveContact = 0
TriggerAll = StateNo != [900,949]
TriggerAll = PrevStateNo != [900,949]
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = InGuardDist
Trigger1 = Ctrl
Trigger1 = Facing*EnemyNear(Var(50)),Facing = -1
Trigger1 = P2Dist X >= -5 && Vel Y >= -3.0
Trigger1 = Helper(25000),Var(7) >= Floor(20 - (Var(55) * 0.2))
Trigger1 = P2BodyDist X - (Vel X * 5) - (EnemyNear(Var(50)),Vel X * 5) = [-60,70 - (Var(55) * 0.2) - (Var(59) * 2)]
Trigger1 = P2BodyDist Y - (Vel Y * 5) + (EnemyNear(Var(50)),Vel Y * 5) = [-70,70]
Trigger1 = Random <= Ceil((Var(55) * Var(55) * Var(59)) * 0.01) + (Helper(25000),Var(7) * 5)

;抏偒斀寕
[State -3, D-D]
Value = 940
Type = ChangeState
TriggerAll = Var(59) = [1,10]
TriggerAll = EnemyNear(Var(50)),StateType = A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = P2BodyDist X = [-5,150]
TriggerAll = Random <= Var(59) * 100
Trigger1 = Time >= 13
Trigger1 = StateNo = 905 || StateNo = 915 || StateNo = 945

;僈乕僪僉儍儞僙儖抏偒
[State -3, 412D]
Type = ChangeState
Value = 945
TriggerAll = Var(59) = [1,10]
TriggerAll = Enemy,TeamMode = Single || Enemy,TeamMode = Turns
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Power >= 1000
TriggerAll = NumHelper(11000) > 0
TriggerAll = Helper(11000),Var(0) > 100 || (EnemyNear(Var(50)),Life*(EnemyNear(Var(50)),Const(data.defence)/100.0)/(Const(data.attack)/100.0)) <= 150
TriggerAll = P2BodyDist X = [-5,75]
TriggerAll = P2BodyDist Y = [-90,20]
TriggerAll = Random <= Var(59) * IfElse(Var(2) = 0, 8, 3)
Trigger1 = StateNo = 150 && Time > 0
Trigger2 = StateNo = 151
Trigger3 = StateNo = 152 && Time > 0
Trigger4 = StateNo = 153

;僈乕僪僉儍儞僙儖抏偒
[State -3, 412D]
Type = ChangeState
Value = 945
TriggerAll = Var(59) = [1,10]
TriggerAll = Enemy,TeamMode = Simul
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Power >= 3000
TriggerAll = NumHelper(11000) > 0
TriggerAll = Helper(11000),Var(0) > 100
TriggerAll = P2BodyDist X = [-5,50]
TriggerAll = P2BodyDist Y = [-75,20]
TriggerAll = Random <= Var(59) * 5
Trigger1 = StateNo = 150 && Time > 0
Trigger2 = StateNo = 151
Trigger3 = StateNo = 152 && Time > 0
Trigger4 = StateNo = 153

;抧忋暅婣
[State -3, Down Recover]
Type = ChangeState
Value = 710 ;HITFALL_RECOVER
TriggerAll = Var(59) = [1,10]
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = StateNo != [700,710]
TriggerAll = StateNo = 5100 && Time >= 1 || (StateNo = 5101 && Vel Y < 0)
TriggerAll = GetHitVar(fall.recover) = 1
Trigger1 = NumHelper(11000) > 0
Trigger1 = Helper(11000),Var(1) < -120
Trigger1 = Facing*EnemyNear(Var(50)),Facing = -1
Trigger1 = P2BodyDist X != [-120,120]
Trigger1 = Random >= 1000 - (Var(59) * 40)

;抧忋暅婣
[State -3, Down Recover]
Type = ChangeState
Value = 710 ;HITFALL_RECOVER
TriggerAll = Var(59) = [1,10]
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = StateNo = 5100
TriggerAll = StateNo != [700,710]
TriggerAll = Time >= 1
TriggerAll = GetHitVar(fall.recover) = 1
TriggerAll = NumHelper(11000) > 0
TriggerAll = Helper(11000),Var(1) < -120
Trigger1 = EnemyNear(Var(50)),MoveType != A
Trigger1 = P2BodyDist X - (EnemyNear(Var(50)),Vel X * 5) != [-80,80]
Trigger1 = P2BodyDist Y + (EnemyNear(Var(50)),Vel Y * 5) != [-80,80]
Trigger1 = Random <= Var(59) * 40
Trigger2 = NumHelper(25000) > 0
Trigger2 = Helper(25000),Var(3) != [2,3]
Trigger2 = EnemyNear(Var(50)),MoveType != A || !InGuardDist
Trigger2 = P2BodyDist X - (EnemyNear(Var(50)),Vel X * 5) != [-120,120]
Trigger2 = Random <= Var(59) * 50
Trigger3 = EnemyNear(Var(50)),MoveType = A
Trigger3 = P2BodyDist X = [-50,100]
Trigger3 = Random <= Var(59) * 60

;嬻拞暅婣
[State -3, Recover in mid air]
Type = ChangeState
Value = 700 ;HITFALL_AIRRECOVER
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType = A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Pos Y < -50
TriggerAll = StateNo = 5040
TriggerAll = HitOver
Trigger1 = EnemyNear(Var(50)),MoveType != A
Trigger1 = P2BodyDist X = [-80,80]
Trigger1 = P2BodyDist Y + EnemyNear(Var(50)),Vel Y * 5 != [-60,60]
Trigger1 = Random <= Var(59) * 70
Trigger2 = InGuardDist
Trigger2 = EnemyNear(Var(50)),MoveType = A
Trigger2 = P2BodyDist X = [-60,60]
Trigger2 = P2BodyDist Y + (EnemyNear(Var(50)),Vel Y * 5) != [-80,80]
Trigger2 = Random = [Var(59) * 70,Var(59) * 130]
Trigger3 = P2BodyDist X - (EnemyNear(Var(50)),Vel X * 5) != [-75,75]
Trigger3 = Random >= 1000 - (Var(59) * 60)

;嬻拞暅婣
[State -3, Recover in mid air]
Type = ChangeState
Value = 700 ;HITFALL_AIRRECOVER
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType = A
TriggerAll = MoveType = H
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = StateNo = 5050
TriggerAll = StateNo != [700,710]
TriggerAll = Vel Y > 0
TriggerAll = Pos Y < -75
TriggerAll = Var(7) = 0
TriggerAll = GetHitVar(hittime) <= 0
TriggerAll = GetHitVar(fall) = 1
TriggerAll = GetHitVar(fall.recover) = 1
Trigger1 = BackEdgeDist > 10
Trigger1 = EnemyNear(Var(50)),MoveType != A
Trigger1 = P2BodyDist X = [-80,80]
Trigger1 = P2BodyDist Y + (EnemyNear(Var(50)),Vel Y * 5) != [-80,80]
Trigger1 = Random <= Var(59) * 70
Trigger2 = InGuardDist
Trigger2 = EnemyNear(Var(50)),MoveType = A
Trigger2 = P2BodyDist X = [-60,60]
Trigger2 = P2BodyDist Y + (EnemyNear(Var(50)),Vel Y * 5) != [-95,95]
Trigger2 = Random = [Var(59) * 70,Var(59) * 130]
Trigger3 = InGuardDist
Trigger3 = EnemyNear(Var(50)),MoveType = A
Trigger3 = EnemyNear(Var(50)),StateType = A
Trigger3 = P2BodyDist X = [-70,70]
Trigger3 = Pos Y <= -140
Trigger3 = P2BodyDist Y + (EnemyNear(Var(50)),Vel Y * 5)  = [-80,80]
Trigger3 = Random = [Var(59) * 70,Var(59) * 130]
Trigger4 = BackEdgeDist > 10 || P2BodyDist X >= 175
Trigger4 = P2BodyDist X - (EnemyNear(Var(50)),Vel X * 5) != [-75,75]
Trigger4 = Random >= 1000 - (Var(59) * 60)

;僟僢僔儏乛抧鋜傔妸傝
[State -3, Run Fwd/646C]
Type = ChangeState
Value = IfElse(Helper(11000),Var(0)<=350,100,1500)
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType != A
TriggerAll = StateNo != [100,101]
TriggerAll = NumHelper(25000) > 0
TriggerAll = Helper(25000),Var(3) = 0
TriggerAll = Helper(25000),Var(19) = 0
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Ctrl
Trigger1 = EnemyNear(Var(50)),StateNo = 5406
Trigger1 = EnemyNear(Var(50)),StateTime <= 70 - Var(59)
Trigger1 = Random <= Var(59) * Var(59) * 10

;抧鋜傔妸傝
[State -3, 646C]
Type = ChangeState
Value = 1500
TriggerAll = Var(59) = [1,10]
TriggerAll = Var(54) = 2
TriggerAll = Var(53) = 0
TriggerAll = Enemy,TeamMode = Single || Enemy,TeamMode = Turns
TriggerAll = NumHelper(25000) > 0
TriggerAll = Helper(25000),Var(19) = 0
TriggerAll = StateType != A
TriggerAll = StateNo != [1500,1501]
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Ctrl
Trigger1 = NumHelper(11000) > 0
Trigger1 = Helper(11000),Var(0) > 200
Trigger1 = EnemyNear(Var(50)),StateNo = 5120
Trigger1 = EnemyNear(Var(50)),AnimTime = [-30,-15]
Trigger1 = P2BodyDist X = [30,80]
Trigger1 = Random >= 1000 - (Var(59) * 5)
Trigger2 = EnemyNear(Var(50)),StateNo = 5120
Trigger2 = EnemyNear(Var(50)),AnimTime = [-20,-10]
Trigger2 = P2BodyDist X = [90,160]
Trigger2 = Random >= 1000 - (Var(59) * 5)
Trigger3 = EnemyNear(Var(50)),StateNo = 256
Trigger3 = EnemyNear(Var(50)),StateTime >= 30
Trigger3 = P2BodyDist X >= 70
Trigger3 = Random >= 1000 - (Var(59) * Var(59) * 5)

;僕儍儞僾
[State -3, Jump]
Type = ChangeState
Value = 40
TriggerAll = Var(59) = [1,10]
TriggerAll = Var(53) = 0
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = PrevStateNo != 52
TriggerAll = Ctrl || StateNo = 100
Trigger1 = EnemyNear(Var(50)),MoveType != H
Trigger1 = EnemyNear(Var(50)),HitDefAttr = SCA, AT
Trigger1 = EnemyNear(Var(50)),Time >= 30 || (!Time && Var(59) >= 7) || Var(59) >= 9
Trigger1 = EnemyNear(Var(50)),Time >= 50 || (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159]) || Var(59) >= 10
Trigger1 = Random <= Var(59) * 30
Trigger2 = P2BodyDist X = [0,160]
Trigger2 = EnemyNear(Var(50)),StateNo = 5120
Trigger2 = EnemyNear(Var(50)),AnimTime = [-20,-10]
Trigger2 = Random <= Var(59) * 3
Trigger3 = EnemyNear(Var(50)),MoveType != H
Trigger3 = EnemyNear(Var(50)),StateType != A
Trigger3 = EnemyNear(Var(50)),StateType != L
Trigger3 = P2BodyDist X - (Vel X * 5) - (EnemyNear(Var(50)),Vel X * 5) = [0,130]
Trigger3 = Random <= Var(59) * (4 - ((EnemyNear(Var(50)),BackEdgeDist <= 0) * 2))
Trigger4 = StateNo = [130,132]
Trigger4 = P2BodyDist X = [70,120]
Trigger4 = Random <= Var(59) * Var(59) * 1

;曕偒
[State -3, Walk]
Type = ChangeState
Value = 21
TriggerAll = Var(59) = [1,10]
TriggerAll = Enemy,TeamMode = Single || Enemy,TeamMode = Turns
TriggerAll = StateType != A
TriggerAll = StateNo != [100,101]
TriggerAll = NumHelper(25000) > 0
TriggerAll = Helper(25000),Var(3) != 2
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Ctrl && StateNo != 21
TriggerAll = P2BodyDist X >= 70
TriggerAll = Random <= Var(59) * 100
Trigger1 = EnemyNear(Var(50)),StateNo = 256
Trigger1 = EnemyNear(Var(50)),StateTime = [30,40]
Trigger1 = P2BodyDist X = [70,100]
Trigger2 = EnemyNear(Var(50)),StateNo = 445
Trigger2 = EnemyNear(Var(50)),StateTime <= 50
Trigger3 = EnemyNear(Var(50)),StateNo = 5401
Trigger3 = EnemyNear(Var(50)),StateTime <= 25
Trigger4 = EnemyNear(Var(50)),StateNo = 5400

;僟僢僔儏乛抧鋜傔妸傝
[State -3, Run Fwd/646C]
Type = ChangeState
Value = IfElse(Random%(Var(59)+1)=0,100,1500)
TriggerAll = Var(59) = [1,10]
TriggerAll = Var(54) = 2
TriggerAll = Var(53) = 0
TriggerAll = StateType != A
TriggerAll = StateNo != [100,101]
TriggerAll = NumHelper(25000) > 0
TriggerAll = Helper(25000),Var(3) = 0
TriggerAll = Helper(25000),Var(19) = 0
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Ctrl
Trigger1 = !InGuardDist
Trigger1 = EnemyNear(Var(50)),MoveType = I
Trigger1 = EnemyNear(Var(50)),StateType != A
Trigger1 = P2BodyDist X >= 150 + (EnemyNear(Var(50)),Vel X * 5)
Trigger1 = Random <= Var(59) * 5
Trigger2 = !InGuardDist
Trigger2 = !EnemyNear(Var(50)),Ctrl
Trigger2 = EnemyNear(Var(50)),MoveType = A
Trigger2 = EnemyNear(Var(50)),StateType != A
Trigger2 = Helper(25000),Var(13) >= Floor((50 - Var(59)) + (Helper(25000),Var(8)))
Trigger2 = Random <= Var(59) * 20
Trigger3 = !EnemyNear(Var(50)),Ctrl
Trigger3 = EnemyNear(Var(50)),MoveType = I
Trigger3 = EnemyNear(Var(50)),StateNo != [120,199]
Trigger3 = EnemyNear(Var(50)),Time >= Floor((35 - Var(59)) + (Helper(25000),Var(8)))
Trigger3 = P2BodyDist X >= 50
Trigger3 = Random <= Var(59) * 20
Trigger4 = EnemyNear(Var(50)),StateType != A
Trigger4 = (EnemyNear(Var(50)),StateNo = [120,159]) || (EnemyNear(Var(50)),PrevStateNo = [120,159])
Trigger4 = P2BodyDist X = [50,100]
Trigger4 = Random <= Var(59) * 10

;僟僢僔儏
[State -3, Run Fwd]
Type = ChangeState
Value = 100
TriggerAll = Var(59) = [1,10]
TriggerAll = Var(54) != 2
TriggerAll = Var(53) = 0
TriggerAll = StateType != A
TriggerAll = StateNo != [100,101]
TriggerAll = NumHelper(25000) > 0
TriggerAll = Helper(25000),Var(3) = 0
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Ctrl
Trigger1 = !InGuardDist
Trigger1 = EnemyNear(Var(50)),MoveType = I
Trigger1 = EnemyNear(Var(50)),StateType != A
Trigger1 = P2BodyDist X >= 150 + (EnemyNear(Var(50)),Vel X * 5)
Trigger1 = Random <= Var(59) * 5
Trigger2 = !InGuardDist
Trigger2 = !EnemyNear(Var(50)),Ctrl
Trigger2 = EnemyNear(Var(50)),MoveType = A
Trigger2 = EnemyNear(Var(50)),StateType != A
Trigger2 = Helper(25000),Var(13) >= Floor((50 - Var(59)) + (Helper(25000),Var(8)))
Trigger2 = Random <= Var(59) * 20
Trigger3 = !EnemyNear(Var(50)),Ctrl
Trigger3 = EnemyNear(Var(50)),MoveType = I
Trigger3 = EnemyNear(Var(50)),StateNo != [120,199]
Trigger3 = EnemyNear(Var(50)),Time >= Floor((35 - Var(59)) + (Helper(25000),Var(8)))
Trigger3 = P2BodyDist X >= 50
Trigger3 = Random <= Var(59) * 20

;僶僢僋僗僥僢僾
[State -3, Run Back]
Type = ChangeState
Value = 105
TriggerAll = Var(59) = [1,10]
TriggerAll = Var(53) = 0
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Ctrl
TriggerAll = PrevStateNo != [105,109]
TriggerAll = NumHelper(11000) > 0
TriggerAll = Helper(11000),Var(1) < -150
Trigger1 = EnemyNear(Var(50)),StateType = L
Trigger1 = P2BodyDist X = [-5,50]
Trigger1 = Random >= 1000 - (Var(59) * 5)
Trigger2 = EnemyNear(Var(50)),Ctrl
Trigger2 = EnemyNear(Var(50)),MoveType = I
Trigger2 = P2BodyDist X = [150,200]
Trigger2 = P2BodyDist Y = [-100,0]
Trigger2 = Random >= 1000 - (25 - (Var(59) * 2))

;僶僢僋僗僥僢僾
[State -3, Run Back]
Type = ChangeState
Value = 105
TriggerAll = Var(59) = [1,10]
TriggerAll = Var(53) = 0
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Ctrl
TriggerAll = PrevStateNo != [105,109]
TriggerAll = BackEdgeDist >= 50
Trigger1 = NumEnemy >= 2
Trigger1 = Enemy(0),MoveType != A
Trigger1 = Enemy(0),Alive && Enemy(1),Alive
Trigger1 = Enemy(0),Alive && (Enemy(0),P2BodyDist X > 80)
Trigger1 = Enemy(1),Alive && (Enemy(1),P2BodyDist X > 80)
Trigger1 = Random <= Var(59) * 20

;===========================================================================
;係俙塱媣僐儞儃

;僟僢僔儏
[State -3, Run Fwd]
Type = ChangeState
Value = 100
TriggerAll = Var(59) = [1,10]
TriggerAll = Var(53) = 3
TriggerAll = StateType != A
TriggerAll = StateNo != [100,101]
TriggerAll = EnemyNear(Var(50)),StateType != A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Ctrl
Trigger1 = P2BodyDist X > 35
Trigger1 = Random <= Var(59) * Var(59) * 10

;4A
[State -3, 4A]
Type = ChangeState
Value = 205
TriggerAll = Var(59) = [1,10]
TriggerAll = Var(53) = 3
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(50)),StateType != A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Ctrl
Trigger1 = P2BodyDist X = [-5,35]
Trigger1 = Random <= Var(59) * Var(59) * 10
Trigger2 = StateNo = [100,101]
Trigger2 = P2BodyDist X = [-5,15]
Trigger2 = Random <= Var(59) * Var(59) * 10

;===========================================================================
;椡僐儞儃

;6C
[State -3, 6C]
Type = ChangeState
Value = 235
TriggerAll = Var(59) = [1,10]
TriggerAll = Var(53) = 1
TriggerAll = StateType != A
TriggerAll = StateNo != [1500,1501]
TriggerAll = EnemyNear(Var(50)),StateType != A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Ctrl
Trigger1 = Var(58) = 0
Trigger1 = FrontEdgeBodyDist >= 140
Trigger1 = Power >= 1000 && Floor((256*Life)/LifeMax) < 65
Trigger1 = P2BodyDist X = [40,95]
Trigger1 = Random <= Var(59) * Var(59) * 9
Trigger2 = EnemyNear(Var(50)),GetHitVar(HitTime) > 6
Trigger2 = EnemyNear(Var(50)),GetHitVar(hitcount) <= 1
Trigger2 = P2BodyDist X = [75,95]
Trigger2 = Random <= Var(59) * Var(59) * 9

;5B
[State -3, 5B]
Type = ChangeState
Value = 210
TriggerAll = Var(59) = [1,10]
TriggerAll = Var(53) = 1
TriggerAll = StateType != A
TriggerAll = StateNo != [1500,1501]
TriggerAll = EnemyNear(Var(50)),StateType != A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Ctrl
Trigger1 = Power >= 1000 || Floor((256*Life)/LifeMax) < 65 || Var(58) > 0
Trigger1 = EnemyNear(Var(50)),GetHitVar(HitTime) > 8
Trigger1 = P2BodyDist X = [40,55]
Trigger1 = Random <= Var(59) * Var(59) * 9

;5A
[State -3, 5A]
Type = ChangeState
Value = 200
TriggerAll = Var(59) = [1,10]
TriggerAll = Var(53) = 1
TriggerAll = StateType != A
TriggerAll = StateNo != [1500,1501]
TriggerAll = EnemyNear(Var(50)),StateType != A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Ctrl
Trigger1 = P2BodyDist X = [45+Var(59),75]
Trigger1 = Random <= Var(59) * Var(59) * 9

;4A
[State -3, 4A]
Type = ChangeState
Value = 205
TriggerAll = Var(59) = [1,10]
TriggerAll = Var(53) = 1
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(50)),StateType != A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Ctrl || StateNo = [100,101]
Trigger1 = StateNo != [1500,1501]
Trigger1 = P2BodyDist X = [-5,55]
Trigger1 = Random <= Var(59) * Var(59) * 9
Trigger2 = (StateNo = 1500 && Time >= 19) || StateNo = 1501
Trigger2 = P2BodyDist X != [-20,-5]
Trigger2 = P2BodyDist X = [-80,10]
Trigger2 = Random <= Var(59) * Var(59) * 9

;庛巃擏姍陮
[State -3, 41236A]
Type = ChangeState
Value = 1200
TriggerAll = Var(59) = [1,10]
TriggerAll = Var(53) = 1
TriggerAll = StateType != A
TriggerAll = StateNo != [1500,1501]
TriggerAll = EnemyNear(Var(50)),StateType != A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Time > 0 && IfElse(Var(2) = 0, Movehit, MoveContact)
Trigger1 = StateNo = 200 && (AnimElemTime(8) >= 0 && AnimElemTime(11) < 0)
Trigger1 = P2BodyDist X = [-5,110]
Trigger1 = Random <= Var(59) * Var(59) * 9

;抧鋜傔妸傝
[State -3, 646C]
Type = ChangeState
Value = 1500
TriggerAll = Var(59) = [1,10]
TriggerAll = Var(53) = 1
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(58) > 0
Trigger1 = Time > 0 && IfElse(Var(2) = 0, Movehit, MoveContact)
Trigger1 = StateNo = 210 && (AnimElemTime(4) >= 0 && AnimElemTime(7) < 0)
Trigger1 = Random <= Var(59) * Var(59) * IfElse(Var(58), 10, 9)
Trigger2 = Time > 0 && MoveContact
Trigger2 = StateNo = 235 && (AnimElemTime(3) >= 0 && AnimElemTime(6) < 0) && Var(2) = 0
Trigger2 = Random <= Var(59) * Var(59) * 9

;柪嫝巰悐丒嫢婹乛嫮夢揮娞偊偖傝
[State -3, 236236B]
Type = ChangeState
Value = IfElse(Random%(Var(59)*2)=0,1150,2100)
TriggerAll = Var(59) = [1,10]
TriggerAll = Var(53) = 1
TriggerAll = Var(2) != 1
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(50)),StateType = A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Power >= 1000 && Floor((256*Life)/LifeMax) < 65
Trigger1 = Ctrl || (StateNo = 1500 && Time >= 19)
Trigger1 = EnemyNear(Var(50)),StateNo = 238
Trigger1 = EnemyNear(Var(50)),Vel Y >= -6.5 - (P2BodyDist X * 0.1)
Trigger1 = P2BodyDist X = [50,165]
Trigger1 = Random <= Var(59) * Var(59) * 9

;柪嫝巰悐丒嫢婍
[State -3, 236236AB]
Type = ChangeState
Value = 2000
TriggerAll = Var(59) = [1,10]
TriggerAll = Var(53) = 1
TriggerAll = StateType != A
TriggerAll = StateNo != [1500,1501]
TriggerAll = EnemyNear(Var(50)),StateType != A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Power >= 1000 || Floor((256*Life)/LifeMax) < 65
Trigger1 = Time > 0 && IfElse(Var(2) = 0, Movehit, MoveContact)
Trigger1 = StateNo = 210 && (AnimElemTime(4) >= 0 && AnimElemTime(7) < 0)
Trigger1 = Random <= Var(59) * Var(59) * 9

;===========================================================================
;媄丒嬌僐儞儃

;4A
[State -3, 4A]
Type = ChangeState
Value = 205
TriggerAll = Var(59) = [1,10]
TriggerAll = Var(53) = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(50)),StateType != A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Ctrl || StateNo = [100,101]
Trigger1 = StateNo != [1500,1501]
Trigger1 = P2BodyDist X = [-5,55]
Trigger1 = Random <= Var(59) * Var(59) * 9
Trigger2 = (StateNo = 1500 && Time >= 19) || StateNo = 1501
Trigger2 = P2BodyDist X != [-20,-5]
Trigger2 = P2BodyDist X = [-80,10]
Trigger2 = Random <= Var(59) * Var(59) * 9

;5A
[State -3, 5A]
Type = ChangeState
Value = 200
TriggerAll = Var(59) = [1,10]
TriggerAll = Var(53) = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(50)),StateType != A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = MoveContact && Time > 0 && Var(2) != 0
Trigger1 = StateNo = 205 && (AnimElemTime(2) >= 0 && AnimElemTime(4) < 0)
Trigger1 = EnemyNear(Var(50)),GetHitVar(hitcount) >= 2 || Var(59) >= 9
Trigger1 = P2BodyDist X = [-5,70]
Trigger1 = Random <= Var(59) * Var(59) * 9

;5AA
[State -3, 5AA]
Type = ChangeState
Value = 280
TriggerAll = Var(59) = [1,10]
TriggerAll = Var(53) = 2
TriggerAll = Var(2) != 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(50)),StateType != A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = MoveContact && Time > 0
Trigger1 = StateNo = 200 && (AnimElemTime(8) >= 0 && AnimElemTime(11) < 0)
Trigger1 = P2BodyDist X = [-5,60]
Trigger1 = Random <= Var(59) * Var(59) * 9

;2A
[State -3, 2A]
Type = ChangeState
Value = 401
TriggerAll = Var(59) = [1,10]
TriggerAll = Var(53) = 2
TriggerAll = Var(2) != 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(50)),StateType != A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = MoveContact && Time > 0
Trigger1 = StateNo = 200 && (AnimElemTime(8) >= 0 && AnimElemTime(11) < 0)
Trigger1 = P2BodyDist X = [55,70]
Trigger1 = Random <= Var(59) * Var(59) * 9

;5B
[State -3, 5B]
Type = ChangeState
Value = 210
TriggerAll = Var(59) = [1,10]
TriggerAll = Var(53) = 2
TriggerAll = Var(2) != 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(50)),StateType != A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = MoveContact && Time > 0
Trigger1 = StateNo = 280 && (AnimElemTime(4) >= 0 && AnimElemTime(7) < 0)
Trigger1 = P2BodyDist X = [-5,35]
Trigger1 = Random <= Var(59) * Var(59) * 9

;2B
[State -3, 2B]
Type = ChangeState
Value = 410
TriggerAll = Var(59) = [1,10]
TriggerAll = Var(53) = 2
TriggerAll = Var(2) != 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(50)),StateType != A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = MoveContact && Time > 0
TriggerAll = Random <= Var(59) * Var(59) * 9
Trigger1 = StateNo = 280 && (AnimElemTime(4) >= 0 && AnimElemTime(7) < 0)
Trigger1 = P2BodyDist X = [35,100]
Trigger2 = StateNo = 401 && (AnimElemTime(7) >= 0 && AnimElemTime(9) < 0)
Trigger2 = P2BodyDist X = [-5,100]

;抧鋜傔妸傝
[State -3, 646C]
Type = ChangeState
Value = 1500
TriggerAll = Var(59) = [1,10]
TriggerAll = Var(58) > 0 || EnemyNear(Var(50)),StateType = A
TriggerAll = Var(53) = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Time > 0 && IfElse(Var(2) = 0, Movehit, MoveContact)
TriggerAll = Random <= Var(59) * Var(59) * IfElse(Var(58), 10, 9)
Trigger1 = StateNo = 210 && (AnimElemTime(4) >= 0 && AnimElemTime(7) < 0)
Trigger2 = StateNo = 410 && (AnimElemTime(5) >= 0 && AnimElemTime(7) < 0) && Var(2) != 0

;柪嫝巰悐丒嫢婹
[State -3, 236236B]
Type = ChangeState
Value = 2100
TriggerAll = Var(59) = [1,10]
TriggerAll = Var(53) = 2 || Enemy,TeamMode = Simul
TriggerAll = Var(2) != 1
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(50)),StateType != A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Power >= 1000 && Floor((256*Life)/LifeMax) < 65
TriggerAll = Time > 0 && IfElse(Var(2) = 0, Movehit, MoveContact)
TriggerAll = P2BodyDist X = [-5,120]
TriggerAll = Random <= Var(59) * Var(59) * 9
Trigger1 = StateNo = 210 && (AnimElemTime(4) >= 0 && AnimElemTime(7) < 0)
Trigger2 = StateNo = 410 && (AnimElemTime(5) >= 0 && AnimElemTime(7) < 0) && Var(2) != 0

;柪嫝巰悐丒嫢婍
[State -3, 236236AB]
Type = ChangeState
Value = 2000
TriggerAll = Var(59) = [1,10]
TriggerAll = Var(53) = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(50)),StateType != A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Power >= 2000 || Floor((256*Life)/LifeMax) < 65
TriggerAll = Time > 0 && IfElse(Var(2) = 0, Movehit, MoveContact)
TriggerAll = P2BodyDist X = [-5,100]
TriggerAll = Random <= Var(59) * Var(59) * 9
Trigger1 = StateNo = 210 && (AnimElemTime(4) >= 0 && AnimElemTime(7) < 0)
Trigger2 = StateNo = 410 && (AnimElemTime(5) >= 0 && AnimElemTime(7) < 0) && Var(2) != 0

;庛巃擏姍陮
[State -3, 41236A]
Type = ChangeState
Value = IfElse((Floor((256*Life)/LifeMax) < 65 && P2BodyDist X <= 100), 2000, 1200)
TriggerAll = Var(59) = [1,10]
TriggerAll = Var(53) = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(50)),StateType != A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Time > 0 && IfElse(Var(2) = 0, Movehit, MoveContact)
TriggerAll = P2BodyDist X = [-5,120]
TriggerAll = Random <= Var(59) * Var(59) * 9
Trigger1 = StateNo = 210 && (AnimElemTime(4) >= 0 && AnimElemTime(7) < 0)
Trigger2 = StateNo = 410 && (AnimElemTime(5) >= 0 && AnimElemTime(7) < 0) && Var(2) != 0

;===========================================================================
;懪偪忋偘儖乕僩捛寕

;嫮夢揮娞偊偖傝
[State -3, 623B]
Type = ChangeState
Value = 1150
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(50)),MoveType = H
TriggerAll = EnemyNear(Var(50)),StateType = A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = EnemyNear(Var(50)),StateNo = 1999
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Ctrl
Trigger1 = P2BodyDist X + ((EnemyNear(Var(50)),Vel X * 24) * Var(51)) = [-5,100]
Trigger1 = EnemyNear(Var(50)),Pos Y <= -290
Trigger1 = Random <= Var(59) * Var(59) * 9

;6B
[State -3, 6B]
Type = ChangeState
Value = 220
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(50)),MoveType = H
TriggerAll = EnemyNear(Var(50)),StateType = A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = EnemyNear(Var(50)),StateNo = 1999
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Ctrl
Trigger1 = P2BodyDist X + ((EnemyNear(Var(50)),Vel X * 15) * Var(51)) = [-5,150]
Trigger1 = EnemyNear(Var(50)),Pos Y + (EnemyNear(Var(50)),Vel Y * 15) = [-150,-75]
Trigger1 = Random <= Var(59) * Var(59) * 9

;6C
[State -3, 6C]
Type = ChangeState
Value = 235
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(50)),MoveType = H
TriggerAll = EnemyNear(Var(50)),StateType = A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = EnemyNear(Var(50)),StateNo = 1997 || EnemyNear(Var(50)),StateNo = 1999
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Ctrl
Trigger1 = P2BodyDist X + ((EnemyNear(Var(50)),Vel X * 8) * Var(51)) = [-5,95]
Trigger1 = EnemyNear(Var(50)),Pos Y + (EnemyNear(Var(50)),Vel Y * 8) = [-90,20]
Trigger1 = Random <= Var(59) * Var(59) * 9

;嫮夢揮娞偊偖傝
[State -3, 623B]
Type = ChangeState
Value = 1150
TriggerAll = Var(59) = [1,10]
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(50)),MoveType = H
TriggerAll = EnemyNear(Var(50)),StateType = A
TriggerAll = EnemyNear(Var(50)),StateType != L
TriggerAll = EnemyNear(Var(50)),StateNo = 2950
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(59) = [1,4]
Trigger1 = Time > 0 && MoveContact
Trigger1 = StateNo = 2943 && AnimElemTime(7) >= 0
Trigger1 = EnemyNear(Var(50)),Pos Y <= -170
Trigger1 = Random <= Var(59) * Var(59) * 9
Trigger2 = Ctrl
Trigger2 = EnemyNear(Var(50)),Pos Y <= -170
Trigger2 = EnemyNear(Var(50)),Vel Y >= -1.0
Trigger2 = P2BodyDist X + ((EnemyNear(Var(50)),Vel X * 24) * Var(51)) = [-5,60]
Trigger2 = Random <= Var(59) * Var(59) * 9

;===========================================================================
;A.I.僨僶僢僌
[State -3, AI]
Type = VarSet
TriggerAll = 0;1
Trigger1 = movehit
Trigger1 = stateno=205||stateno=600||stateno=610||stateno=620
Trigger2 = stateno=905||stateno=2943||stateno=2100
V = 59
Value = 10
