[statedef -3]
[state RaohAI bySAIKEI 10/07/11]
////////////////////////////////////////////////////////////////////////////////////
------------------------------------------------------------------------------------
====================================================================================
                                    AtaruIE-AIpb`                             by SAIKEI
====================================================================================
------------------------------------------------------------------------------------
////////////////////////////////////////////////////////////////////////////////////
ŏ
 AtaruIEAI点Ă炢܂B
 ҂ƃ_E[hĂꂽlɊӂ܂B
////////////////////////////////////////////////////////////////////////////////////
gp@

 uSAIKEI-AIv
 uRaoh-SAI.defv
 uRaohAI.txtv
 ̃tH_At@Ĉ܂܃L̃tH_ɓĂB
 select.defœo^ƂAuRaoh/Raoh-SAI.defv ̕\LŋLqĂB
 AIpb`LɂȂgp\ɂȂ܂B
 uRaohvœo^ƃpb`𓖂ĂȌԂŎgpł܂BRɂǂB

////////////////////////////////////////////////////////////////////////////////////
pb`Tv

 pb`𓖂Ă邱ƂAIɓ܂B
 ܂L̂̂ɑ啝ȉςsĂ܂B
 {IɌČɋ߂Ȃ悤ɂłƈقȂӏ܂B
 ϓ_̓u[XgAojVOAOCuAe핂␳AoXP̓ځAZ̃t[ȂǂłB

////////////////////////////////////////////////////////////////////////////////////
ΉJ[pbgi񋟁FAMj

 A = ftHgJ[
 B = J[
 C = J[
 D = ԃJ[
 E = J[
 {^ = ftHgTEU[J[
 Start + A = ԃTEU[J[
 Start + B = N[E_CAhJ[
 Start + C = |`LJ[
 Start + D = IWi[J[
 Start + E = J[
 Start + {^ = qiejJ[

------------------------------------------------------------------------------------
////////////////////////////////////////////////////////////////////////////////////
------------------------------------------------------------------------------------
ݒ聚

----AIx

trigger1=var(58):=  5

1`5Őݒł܂BȊOƏ肭AI삵Ȃ\܂B

----펞AIXCb`

trigger2= 0

1ɂƏAIN܂B0ɂƒʏʂłB

----Z[h

trigger3= 0

0Ń[hA1Ń[hLɂȂ܂B

trigger3=var(54):= 27

󒆃qbgw肵܂B

[hTv

ŋ󒆃qbgw肵҂ԂɂȂ܂B
AR{␳Ȃǂɂ͉eȂ߁A{Iɂ̓oXPpɂȂ܂B
vC[쎞̂ݗLłB

qbgڈF
 SiŒFQT`AFQV`j
 huiŒFRQ`AFSO`j
 gxOiTT`j
 oXPiŒFUO`AFWO`j

ŒlႢlłł\͂܂̕VrAɂȂ藎Ƃ₷łB
@̐lȂrI݂₷łB
@ȂgxO͕KTTȏȂƂł܂B

------------------------------------------------------------------------------------
xTv

 Lv1 - x
  K[hÂB
  U߂ȂB
  ډقƂǂłȂB

 Lv2 - qJx
@K[hÂ߁A㉺ɗhԂƊȒPɕB
  U߂͂܂܂Bډ͓񂭂炢ȂȂƂłB

 Lv3 - Cx
  K[hł߂ɂȂĂB
  AgʂɂȂĂB܂JE^[sB
  R{q悤ɂȂB

 Lv4 - Cʃx
  K[hȂłB
  K[L`bvȂǂ̃nCXNȍsB
  u[ZŊPd|肵ĂB
  悭zĂB
  ܂ɃR{BAȂɃ~XB
@hu[gցB
  ȂǁB

 Lv5 - AI
  ϏܗpA邢̓R{[ri
  {K[h͕ȂB
  ĂAu[`bv]TłB

////////////////////////////////////////////////////////////////////////////////////
 XV

y10/07/11z
 K[hobN̏C
 oj_E̕sC
y10/07/10z
 펞AINXCb`
 ~σK[hobNoȌC
 󒆎głȂ̂C
 wBXgCNKOłĂ̂C
 gxȌEL킸i炭jł悤
 ^CAbvɋɉ`gpKOAĂȂĂwiôC
 ^CAbvɈꌂqbgƋȂsC
 oj̎u[Xg\Ă̂C
 ojqbgƃu[Xgłu[Xg܂sC
 R{C
y10/07/01z
 AIC
 ̔4F
y10/06/28z
 AI̗C
 ̕pxAbv
 zpxAbv
 JE^[s
 R{C
 󒆃Wv\C
 ꕔZ
y10/06/27z
 AIC
 OCu̔肪ȂȂĂ̂C
 R{[gC
 cA琯ɂ
 薳ɂȂĂoOC
y10/06/24z
 AAWeB[K[h̕sC
 eZ
 Z̔蒲
 oXP̒
 hu[gݒ
 Z[h
 AI
 nqbgA󒆃qbg̎dlύX
 J[pbgǉ
 |gF̏C
 ׂ̑oOC
y10/05/13z
 {̑啝ρA茴ɋ߂Ȃ悤ɁB
 AI啝
 AIx
 qbgXgbvLZ
 eZ̒
 eVXe̒
 J[pbgǉ
y10/02/07z
 C
y10/02/06z
 J
////////////////////////////////////////////////////////////////////////////////////
ӎȂ
 炱̃pb`̂ŃoO\܂
 oOꍇ͂񍐂肢܂B
 t@C̏㏑͈؂܂B

////////////////////////////////////////////////////////////////////////////////////
XyVTNX
 Ataru		- ό̃L҂łB
 hEB	- ̃L̃XvCgf[^Ȃǂ̒񋟂ĂĂ鐻҂łB
 AM		- ̃L̃J[pbgĂ܂B
		  AI쎞̃AhoCXAӌ𑽂炢܂B
 MUGENɂČXpart438>>695̕
		- IȄ|gCt@Cg킹Ă炢܂B
////////////////////////////////////////////////////////////////////////////////////
------------------------------------------------------------------------------------
====================================================================================
////////////////////////////////////////////////////////////////////////////////////
 AI
////////////////////////////////////////////////////////////////////////////////////
====================================================================================
------------------------------------------------------------------------------------
------------gpϐ
fv38,39=p2bodydist
fv37=oEhx
fv33,34=frontedge,backedge
fv30~32=d͉x
fv29=΋pvel x
fv12=󒆃qbg␳
fv11=ojRqbgobN
fv10=OCu␳
v59=AI
v58=AIx
v57=AIs
	----
	30=_
	77=z҂
	90=K[Lu[`bv
	--R{--
	100=ǃR`@󍄏g[g
	110=ǃR`Anރ[g
	120=ǃR`B`bv[g
	130=ǃR`C_uO[g
	140=ǃRa@_iad[g
	150=ǃRaAOu[ރ[g
	160=ǃR@ރ[giqbgQTȉgpj
	170=JE^[[g
	180=ǃRB[g(肭ČłȂ)
	190=ǃRC[[g
	200=_uO[g@{[g
	210=_uO[gAII[g(I[Q[WP{)
	220=ތ_unރ[g@
	230=ތ_unރ[gAII聦
	240=ރ[g
	250=gxO
	260=Qbރ[g
	265=2COރ[g
	270=΋npojR
	280=`[gް
	300=hu[g
	310=hu[g
v56=AItOZbg
	1=i:0i:1
	2=I[K[h
	4=inguarddist
	8=Ovf
	16=vf
	32=i
	64=ߔ
	128=1Eh擾
	256=Ė@XgbN
	512=o[T
	1024=΃wp[ѓ
	2048=
v55=HSCEpprevstateno
v54=Z[h
v53=Rptime
v52=AIR}h
v51=AIF(F-1 EF1)
v50=i
v49=i2
v48=i2
v47=i3
v46=
v45=
v44=
v43=no
v42=荞݃t[
v41=荞ݔ
v40=gpiQ[Wʒuj
v39=targetid
v38=playerIDv
v37=҂
v36=
v18=gxO
v17=GOSHOHA󒆐Î~tO
v15=hit
v14=nhit
v13=_Eǌ
----------------------------------------------------------------------------------
type=null
trigger1=0
trigger3=0
trigger2=var(59):=1
ignorehitpause=1
[State 5900, 1]
type=VarRangeSet
trigger1=stateno=5900
trigger1=!roundstate
trigger1=!roundsexisted
value=0
[State ]
type=VarRangeSet
trigger1=stateno=5900
trigger1=!roundstate
trigger1=!roundsexisted
fvalue=0
;----------fobO
[state ]
type=varset
trigger1=0
var(52)=-1
ignorehitpause=1
[state ]
type=varset
trigger1=0
trigger1=!numtarget&&!stateno
trigger2=0
;trigger3=palno=12
var(5)=120
ignorehitpause=1
[state ]
type=varset
trigger1=0
trigger1=!numtarget&&!stateno
trigger2=0
var(8)=2
ignorehitpause=1
;----------蓮`hXCb`
[state ]
type=varset
trigger1=0
trigger1=command="c"
var(59)=-var(59)
[state ]
type=varset
trigger1=0
trigger1=enemynear,movetype=h
var(59)=1
;////////////////////////////////////////////////////////////////////////////////////
;------------------wp[Zbg
[state ]
type=helper
trigger1=!numhelper(31111)
id=31111
keyctrl=1
supermovetime=999999
pausemovetime=999999
[state ]
type=helper
trigger1=!numhelper(850)
id=850
stateno=850
supermovetime=999999
pausemovetime=999999
[state ]
type=null;helper
trigger1=numhelper(999999)=0
id=999999
stateno=999999
supermovetime=999999
pausemovetime=999999
;--------------------ΐID
[state ]
type=null
trigger1=numenemy=1&&numtarget
trigger1=target,movetype=h&&target,alive
trigger1=var(39):=target,id
trigger2=numenemy&&(!playeridexist(var(39))||numenemy>1)
trigger2=var(39):=enemynear(!enemynear,alive&&numenemy>1),id
trigger3=!playerid(var(39)),alive
trigger3=var(39):=enemynear(!enemynear,alive&&numenemy>1),id
ignorehitpause=1
;--------------------AIZbg
[state ]
type=varset
triggerall=var(59)!=1
trigger1=command="AI0"||command="AI1"||command="AI2"||command="AI3"||command="AI4"
trigger2=command="AI5"||command="AI6"||command="AI7"||command="AI8"||command="AI9"
trigger3=command="AI10"||command="AI11"||command="AI12"||command="AI13"||command="AI14"
trigger4=command="AI15"||command="AI16"||command="AI17"||command="AI18"||command="AI19"
trigger5=command="AI20"||command="AI21"||command="AI22"||command="AI23"||command="AI24"
trigger6=command="AI25"||command="AI26"||command="AI27"||command="AI28"||command="AI29"
trigger7=command="AI30"||command="AI31"||command="AI32"||command="AI33"||command="AI34"
trigger8=command="AI35"||command="AI36"||command="AI37"||command="AI38"||command="AI39"
trigger9=command="AI40"||command="AI41"||command="AI42"||command="AI43"||command="AI34"
trigger10=command="AI45"||command="AI46"||command="AI47"||command="AI48"||command="AI49"||command="AI50"
trigger11=numhelper(31111)&&var(59)!=-1
trigger11=helper(31111),var(59)=1
var(59)=1
[state ]
type=varset
trigger1=numhelper(31111)&&!var(59)
trigger1=helper(31111),var(59)=-1
var(59)=-1
;------------------K[h
[state ]
type=varadd
trigger1=1
var(56)=-(var(56)&4)
;----------------K[hF
[state ]
type=varadd
trigger1=numhelper(31111)
var(56)=4*(inguarddist||!!helper(31111),var(57))
;----------------
[state ]
type=varadd
trigger1=1
var(56)=-(var(56)&8+16)
[state ]
type=varadd
trigger1=stateno!=600
var(56)=-(var(56)&64)
[state ]
type=varadd
trigger1=!(var(56)&128)
;trigger1=roundstate>2
;trigger1=win
var(56)=128
[state ]
type=null
triggerall=numhelper(200000)
trigger1=!(var(56)&256)&&helper(200000),var(5)
trigger1=var(56):=var(56)+256
trigger2=var(56)&256&&!helper(200000),var(5)
trigger2=var(56):=var(56)-256
ignorehitpause=1
[state ]
type=varset
trigger1=stateno!=800&&stateno!=855
trigger1=var(55):=0
trigger2=stateno=855
var(55)=prevstateno
ignorehitpause=1
;--------------------ȈՃwp[v
[state ]
type=null
triggerall=roundstate!=2
trigger1=numenemy=2
trigger1=var(44):=enemy,numhelper+enemy(1),numhelper
trigger2=var(44):=enemy,numhelper
ignorehitpause=1
[state ]
type=varadd
trigger1=1
var(56)=-(var(56)&1024)
[state ]
type=varadd
triggerall=roundstate=2
trigger1=numenemy=2
trigger1=var(44)<enemy,numhelper+enemy(1),numhelper
trigger2=var(44)<enemy,numhelper
var(56)=1024
;---------------Rtimev
[state ]
type=null
trigger1=(anim!=[10,11])&&(anim!=[20,21])
trigger1=var(53):=0
trigger2=(anim=[10,11])||anim=[20,21]
trigger2=var(53):=var(53)+1
;---------------GUe
[state ]
type=null
triggerall=numhelper(31111)||var(41):=0
triggerall=var(58)>2
trigger1=helper(31111),var(48)
trigger1=helper(31111),var(48)=playerid(var(39)),anim
trigger1=var(41):=28
trigger2=helper(31111),var(47)
trigger2=helper(31111),var(47)=playerid(var(39)),anim
trigger2=var(41):=27
trigger3=helper(31111),var(46)
trigger3=helper(31111),var(46)=playerid(var(39)),anim
trigger3=var(41):=26
trigger4=helper(31111),var(45)
trigger4=helper(31111),var(45)=playerid(var(39)),anim
trigger4=var(41):=25
trigger5=helper(31111),var(44)
trigger5=helper(31111),var(44)=playerid(var(39)),anim
trigger5=var(41):=24
trigger6=helper(31111),var(43)
trigger6=helper(31111),var(43)=playerid(var(39)),anim
trigger6=var(41):=23
trigger7=helper(31111),var(42)
trigger7=helper(31111),var(42)=playerid(var(39)),anim
trigger7=var(41):=22
trigger8=helper(31111),var(41)
trigger8=helper(31111),var(41)=playerid(var(39)),anim
trigger8=var(41):=21
trigger9=helper(31111),var(40)
trigger9=helper(31111),var(40)=playerid(var(39)),anim
trigger9=var(41):=20
trigger10=helper(31111),var(39)
trigger10=helper(31111),var(39)=playerid(var(39)),anim
trigger10=var(41):=19
trigger11=helper(31111),var(38)
trigger11=helper(31111),var(38)=playerid(var(39)),anim
trigger11=var(41):=18
trigger12=helper(31111),var(37)
trigger12=helper(31111),var(37)=playerid(var(39)),anim
trigger12=var(41):=17
trigger13=helper(31111),var(36)
trigger13=helper(31111),var(36)=playerid(var(39)),anim
trigger13=var(41):=16
trigger14=helper(31111),var(35)
trigger14=helper(31111),var(35)=playerid(var(39)),anim
trigger14=var(41):=15
trigger15=helper(31111),var(34)
trigger15=helper(31111),var(34)=playerid(var(39)),anim
trigger15=var(41):=14
trigger16=helper(31111),var(33)
trigger16=helper(31111),var(33)=playerid(var(39)),anim
trigger16=var(41):=13
trigger17=helper(31111),var(32)
trigger17=helper(31111),var(32)=playerid(var(39)),anim
trigger17=var(41):=12
trigger18=helper(31111),var(31)
trigger18=helper(31111),var(31)=playerid(var(39)),anim
trigger18=var(41):=11
trigger19=helper(31111),var(30)
trigger19=helper(31111),var(30)=playerid(var(39)),anim
trigger19=var(41):=10
trigger20=helper(31111),var(29)
trigger20=helper(31111),var(29)=playerid(var(39)),anim
trigger20=var(41):=9
ignorehitpause=1
[state ]
type=varset
trigger1=var(41)
trigger1=numhelper(31111)
var(42)=playerid(var(39)),time-helper(31111),var(var(41))
ignorehitpause=1
[state ]
type=varset
trigger1=enemynear,movetype=h
trigger1=enemynear,stateno=35110
trigger1=enemynear,time=1
fvar(37)=enemynear,vel y
ignorehitpause=1
[state ]
type=null
ignorehitpause=1
triggerall=!ishelper&&numenemy
triggerall=1||fvar(39):=facing*(playerid(var(39)),pos x-pos x-facing*ifelse(playerid(var(39)),statetype!=a,const(size.ground.front),const(size.air.front)))
trigger1=facing!=playerid(var(39)),facing&&fvar(39)>=0||facing=playerid(var(39)),facing&&fvar(39)<0
trigger1=fvar(39):=fvar(39)-(1-2*(fvar(39)<0))*ifelse(playerid(var(39)),statetype!=a,playerid(var(39)),const(size.ground.front),playerid(var(39)),const(size.air.front))||1
trigger2=fvar(39):=fvar(39)-(1-2*(fvar(39)<0))*ifelse(playerid(var(39)),statetype!=a,playerid(var(39)),const(size.ground.back),playerid(var(39)),const(size.air.back))
[state ]
type=null
trigger1=var(52):=0&&0
trigger2=1||fvar(32):=ceil((playerid(var(39)),pos y-fvar(30)-fvar(31))*1000.0)*(playerid(var(39)),pos y<0)/1000.0
trigger2=1||fvar(31):=playerid(var(39)),pos y-fvar(30)
trigger2=1||fvar(30):=playerid(var(39)),pos y
trigger2=numhelper(31111)
trigger2=1||fvar(33):=ifelse(facing=1,helper(31111),var(51),helper(31111),var(50))-ceil(helper(31111),rootdist x)
trigger2=1||fvar(34):=helper(31111),var(50)+helper(31111),var(51)-fvar(33)
trigger2=1||fvar(29):=(1-2*(enemynear,facing*(pos x-enemynear,pos x)<0))*enemynear,vel x*(enemynear,statetype=a)
ignorehitpause=1
[state ]
type=varset
trigger1=stateno=855
var(32)=1
ignorehitpause=1
;-----------------------------------------------------------------------------------
;///////////////////////////////////////////////////////////////////////////////////
; tBjbV
;///////////////////////////////////////////////////////////////////////////////////
;-----------------------------------------------------------------------------------
[state ]
type=varset
var(52)=ifelse(random<=1000-80*(5-var(58))||var(58)>4,3000,600)
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)!=280
triggerall=var(8)<=0&&var(56)&128
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=facing*(enemynear,pos x-pos x)>0
trigger1=enemynear,stateno=[90600,90620]
trigger1=ctrl||stateno=800
trigger1=fvar(33)<=240
trigger1=fvar(39)<=240
trigger2=movehit
trigger2=stateno=240
[state ]
type=null;varset
var(52)=2200
triggerall=var(59)=1
triggerall=!var(52)
triggerall=power>=1000
triggerall=var(8)>0||!(var(56)&128)
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=enemynear,statetype=a
triggerall=enemynear,life<=enemynear,lifemax*8/enemynear,const(data.defence)
triggerall=var(57)!=250
triggerall=fvar(39)<=80
triggerall=enemynear,stateno=90620||fvar(33)<=100&&(enemynear,stateno=90600||fvar(33)=[-40,100])
trigger1=stateno=800
;-----------------------------------------------------------------------------------
;///////////////////////////////////////////////////////////////////////////////////
; 
;///////////////////////////////////////////////////////////////////////////////////
;-----------------------------------------------------------------------------------
;///////////////////////////////////////////////////////////////////////////////////
; ؂Ԃ
;///////////////////////////////////////////////////////////////////////////////////
;-----------------o[T
[state ]
type=varadd
trigger1=movetype=h
trigger1=!(var(56)=512)
var(56)=512
;---------z
[state ]
type=varset
var(52)=20
triggerall=var(59)=1
triggerall=var(58)>2
triggerall=!var(52)
triggerall=var(12)
triggerall=statetype!=a
triggerall=enemynear,movetype=a
triggerall=enemynear,statetype!=c
triggerall=p2dist y>=-60
triggerall=fvar(39)<=50
triggerall=facing*(enemynear,pos x-pos x)>0
triggerall=enemynear,facing!=facing
triggerall=random<=20*var(58)||var(58)>4
triggerall=(var(42)=[-2,1])||enemynear,hitdefattr=sac,aa,at,ap
triggerall=ctrl
trigger1=!numhelper(2315)
trigger1=anim!=20
trigger1=enemynear,animtime<=-4||var(56)<=3
trigger1=1||var(56):=var(56)+8
;--------ݖz
[state ]
type=varset
var(52)=10
triggerall=var(59)=1
triggerall=var(58)>2
triggerall=!var(52)
triggerall=var(12)
triggerall=statetype!=a
triggerall=enemynear,movetype=a
triggerall=enemynear,statetype=c
triggerall=fvar(39)<=50
triggerall=facing*(enemynear,pos x-pos x)>0
triggerall=enemynear,facing!=facing
triggerall=random<=20*var(58)||var(58)>4
triggerall=(var(42)=[-2,1])||enemynear,hitdefattr=sac,aa,at,ap
triggerall=ctrl
trigger1=!numhelper(2316)
trigger1=enemynear,animtime<=-4||var(56)<=3
trigger1=anim!=[10,12]
;------------z_đҋ@Ă݂悤
[state ]
type=varset
var(37)=120
triggerall=var(59)=1
triggerall=var(58)>3
triggerall=var(37)<=-120
triggerall=!var(52)
triggerall=var(12)
triggerall=statetype!=a
triggerall=enemynear,movetype=a||enemynear,movetype=i
triggerall=fvar(39)=[20,120]
triggerall=random<=20+(backedgebodydist<=30)*40
triggerall=facing*(enemynear,pos x-pos x)>0
triggerall=enemynear,facing!=facing
trigger1=ctrl||statetype=l
[state ]
type=varadd
trigger1=1
var(37)=-1
ignorehitpause=1
[state ]
type=varset
var(37)=0
trigger1=enemynear,movetype=h
trigger2=stateno=[2300,2350]
trigger3=fvar(39)<20
ignorehitpause=1
[state ]
type=varset
trigger1=var(37)>0
var(52)=-1
;--------------------------------------------
[state ]
type=varset
var(52)=2400
triggerall=var(59)=1&&!var(52)
triggerAll=(Power>=1000)
triggerall=playerid(var(39)),movetype=a
triggerall=playerid(var(39)),animtime<=-41||var(58)<3&&random<=20
triggerall=playerid(var(39)),statetype!=a
triggerall=statetype!=a
triggerall=random<=5*var(58)||var(58)>4
triggerall=enemynear,vel x<=0
triggerall=ctrl
triggerall=playerid(var(39)),time>=30||time<=1&&var(58)>=4&&random<=200||var(58)>=5
trigger1=playerid(var(39)),time>=50||(prevstateno=[5000,5270])||(prevstateno=[120,155])||var(56)&512||var(58)>=5
[state ]
type=varset
var(52)=2200
triggerall=var(59)=1&&!var(52)
triggerall=statetype!=a
triggerall=power>=1800
triggerall=(Ctrl)+(StateNo=800)
triggerall=playerid(var(39)),movetype!=h
triggerall=playerid(var(39)),statetype=a
triggerall=playerid(var(39)),stateno>=200&&playerid(var(39)),anim>=200
triggerall=random<=20*var(58)||var(58)>4
triggerall=numhelper(31111)
triggerall=playerid(var(39)),pos y+helper(31111),fvar(5)=[-190,0]
triggerall=fvar(39)-fvar(29)*5<=40
triggerall=ctrl||stateno=800
triggerall=playerid(var(39)),time>=30||time<=1&&var(58)>=4&&random<=200||var(58)>=5
trigger1=playerid(var(39)),time>=50||(prevstateno=[5000,5270])||(prevstateno=[120,155])||var(56)&512||var(58)>=5
[State -1, ];K[Lꌂ
type=varset
var(52)=3000
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(58)>2
triggerall=var(8)<=0
triggerall=(playerid(var(39)),prevstateno=[150,155])||moveguarded||playerid(var(39)),gethitvar(hittime)>0
triggerall=playerid(var(39)),hitdefattr=sca,aa,at||(playerid(var(39)),animtime=[-27,-20+!!(var(56)&256)*(11*(fvar(39)<=25))])||var(56)&256
triggerall=playerid(var(39)),animtime<=-20+!!(var(56)&256)*(11*(fvar(39)<=25))
triggerall=playerid(var(39)),statetype!=a
triggerall=playerid(var(39)),movetype=a
triggerall=fvar(39)<=100
triggerall=random<=20*var(58)||var(58)>4
triggerall=statetype!=a
trigger1=(ctrl)+(stateno=800)
trigger2=(stateno=200)*(movecontact)+(stateno=210)*(movecontact)+(stateno=220)*(movecontact)
trigger3=(stateno=230)*(movecontact)+(stateno=240)*(movecontact)+(stateno=250)*(movecontact)
trigger4=(stateno=260)*(movecontact)+(stateno=270)*(movecontact)+(stateno=300)*(movecontact)
trigger5=(stateno=310)*(movecontact)+(stateno=320)*(movecontact)+(stateno=330)*(movecontact)
;------------------------
[state ]
type=varset
var(52)=1100
triggerall=var(59)=1
triggerall=var(58)>2
triggerall=!var(52)
triggerall=(playerid(var(39)),prevstateno=[150,155])||moveguarded||playerid(var(39)),gethitvar(hittime)>0
triggerall=playerid(var(39)),hitdefattr=sca,aa,at||(playerid(var(39)),animtime=[-27,-20+!!(var(56)&256)*(11*(fvar(39)<=25))])||var(56)&256
triggerall=playerid(var(39)),animtime<=-20+!!(var(56)&256)*(11*(fvar(39)<=25))
triggerall=playerid(var(39)),statetype!=a
triggerall=playerid(var(39)),movetype=a
triggerall=fvar(39)<=100
triggerall=random<=40*var(58)||var(58)>4
triggerall=statetype!=a
trigger1=(stateno=200)*(movecontact)+(stateno=210)*(movecontact)+(stateno=220)*(movecontact)
trigger2=(stateno=230)*(movecontact)+(stateno=240)*(movecontact)+(stateno=250)*(movecontact)
trigger3=(stateno=260)*(movecontact)+(stateno=270)*(movecontact)+(stateno=300)*(movecontact)
trigger4=(stateno=310)*(movecontact)+(stateno=320)*(movecontact)+(stateno=330)*(movecontact)
;-----------------------K[Lu[`bv
[state ]
type=varset
var(57)=0
trigger1=var(57)=90
trigger1=stateno!=800&&stateno!=855||enemynear,movetype!=a
[state ]
type=varset
var(52)=3000
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(8)<=0
triggerall=var(57)=90
triggerall=enemynear,movetype=a
triggerall=fvar(39)-fvar(29)*8<=100
triggerall=random<=40*var(58)||var(58)>4
triggerall=statetype!=a
trigger1=(stateNo=800)&&(prevstateno=855)
[state ]
type=varset
var(52)=1100
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=90
triggerall=enemynear,movetype=a
triggerall=fvar(39)-fvar(29)*8<=100-75*!!(var(56)&256)||enemynear,hitdefattr=sac,aa,at,ap
triggerall=random<=40*var(58)||var(58)>4
triggerall=statetype!=a
trigger1=(stateno=800)&&(prevstateno=855)
[state ]
type=varset
var(52)=800
triggerall=var(59)=1
triggerall=var(58)>3
triggerall=!var(52)
triggerall=(playerid(var(39)),prevstateno=[150,155])||moveguarded||playerid(var(39)),gethitvar(hittime)>0
triggerall=playerid(var(39)),hitdefattr=sca,aa,at||(playerid(var(39)),animtime=[-27,-20+!!(var(56)&256)*(11*(fvar(39)<=25))])||var(56)&256
triggerall=playerid(var(39)),animtime<=-20+!!(var(56)&256)*(11*(fvar(39)<=25))
triggerall=playerid(var(39)),statetype!=a
triggerall=playerid(var(39)),movetype=a
triggerall=fvar(39)<=120
triggerall=random<=50||var(58)>4
triggerall=!var(41)||var(41)&&var(42)<=-1
triggerall=statetype!=a
triggerall=hitpausetime>2
trigger1=(stateno=200)*(movecontact)+(stateno=210)*(movecontact)+(stateno=220)*(movecontact)
trigger1=var(57):=90
trigger2=(stateno=230)*(movecontact)+(stateno=240)*(movecontact)+(stateno=250)*(movecontact)
trigger2=var(57):=90
trigger3=(stateno=260)*(movecontact)+(stateno=270)*(movecontact)+(stateno=300)*(movecontact)
trigger3=var(57):=90
trigger4=(stateno=310)*(movecontact)+(stateno=320)*(movecontact)+(stateno=330)*(movecontact)
trigger4=var(57):=90
ignorehitpause=1
;--------`bv
[state ]
type=varset
var(52)=1100
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(56)&256
triggerall=numhelper(31111)
triggerall=playerid(var(39)),animtime<=-11||var(58)<=2||var(41)&&var(42)<=0
triggerall=playerid(var(39)),movetype=a
triggerall=!playerid(var(39)),numproj
triggerall=(enemynear,stateno=[200,899])||var(41)||(enemynear,anim=[200,899])
triggerall=p2dist y+helper(31111),fvar(9)>=-120
triggerall=p2dist y+helper(31111),fvar(9)<0||enemynear,statetype!=a
triggerall=(playerid(var(39)),stateno=[200,899])||playerid(var(39)),anim=[200,899]
triggerall=fvar(39)-fvar(29)*8-80*(var(5)>=100||var(6)&&var(5)%100>=20)<=25
triggerall=facing*(playerid(var(39)),pos x-pos x)>0
triggerall=enemynear,facing!=facing
triggerall=statetype!=a
triggerall=random<=20*var(58)&&var(58)<5||var(58)>4&&var(56)&256
triggerall=playerid(var(39)),time>=30||time<=1&&var(58)>=4&&random<=200||var(58)>=5
triggerall=playerid(var(39)),time>=50||(prevstateno=[5000,5270])||(prevstateno=[120,155])||var(56)&512||var(58)>=5
trigger1=(ctrl)+(stateno=800)
;--------u[Xg
[state ]
type=varset
var(52)=800
triggerall=var(59)=1
triggerall=!var(52)
triggerall=statetype!=a
triggerall=enemynear,statetype!=a
triggerall=enemynear,movetype=a
trigger1=var(5)>=100||var(6)&&var(5)%100>=20
trigger1=stateno=1150
trigger1=time=1
trigger1=fvar(39)>=20
;-------nCW
[state ]
type=varset
var(52)=41
triggerall=var(59)=1
triggerall=!var(52)
triggerall=statetype!=a
triggerall=enemynear,animtime<-8||enemynear,statetype=a
triggerall=enemynear,movetype=a
triggerall=enemynear,stateno>=200||enemynear,anim>=200
triggerall=facing*(enemynear,pos x-pos x)>0
triggerall=!var(41)||var(42)>-8
triggerall=ctrl
triggerall=random<=30*var(58)||1
trigger1=enemynear,statetype!=a&&fvar(39)>=90||enemynear,statetype=a&&fvar(39)-fvar(29)>=140
trigger1=1||var(56):=var(56)+16-8*((fvar(39)<=30||fvar(29)<=0||fvar(34)<=10||fvar(39)>=120)*(random<=500||fvar(39)>=120))
;--------------A[}[ׂ
[state ]
type=varset
var(52)=800
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(58)>3
triggerall=random<=100||var(58)>4
triggerall=statetype!=a
triggerall=enemynear,statetype!=a
triggerall=enemynear,movetype!=h
triggerall=enemynear,movetype=a||!enemynear,ctrl&&stateno>=200
trigger1=var(5)>=100||var(6)
trigger1=movehit
ignorehitpause=1
;///////////////////////////////////////////////////////////////////////////////////
; 荞݁A\
;///////////////////////////////////////////////////////////////////////////////////
;-------------------JA
[state ]
type=varset
var(52)=400
triggerall=var(59)=1
triggerall=var(58)>2
triggerall=!var(52)
triggerall=var(41)
triggerall=statetype=a
triggerall=enemynear,statetype!=l
triggerall=enemynear,movetype!=h
triggerall=numhelper(31111)
triggerall=pos y+vel y*3+const(movement.yaccel)*4*4/2<0
triggerall=fvar(39)-vel x*3-fvar(29)*3<=40
triggerall=p2dist y+vel y*3+const(movement.yaccel)*4*4/2+helper(31111),fvar(4)=[-80,8]
triggerall=ctrl
trigger1=var(42)<=-1
;------------------JB
[state ]
type=varset
var(52)=410
triggerall=var(59)=1
triggerall=var(58)>2
triggerall=!var(52)
triggerall=var(41)
triggerall=statetype=a
triggerall=enemynear,statetype!=l
triggerall=enemynear,movetype!=h
triggerall=numhelper(31111)
triggerall=pos y+vel y*6+const(movement.yaccel)*6*6/2<0
triggerall=fvar(39)-fvar(29)*6-vel x*6<=80
triggerall=(p2dist y+vel y*6+const(movement.yaccel)*6*6/2+helper(31111),fvar(6)=[-80,8])||enemynear,statetype!=a&&pos y+vel y*6+const(movement.yaccel)*6*6/2>=-100
triggerall=ctrl
trigger1=var(42)<=-6
;---------------2A\
[state ]
type=varset
var(52)=300
triggerall=var(59)=1
triggerall=!var(52)
triggerall=statetype!=a
triggerall=numhelper(31111)
triggerall=fvar(39)-fvar(29)*4-80*(var(5)>=100||var(6)&&var(5)%100>=20)<=55
triggerall=p2dist y+helper(31111),fvar(3)>=-40
triggerall=enemynear,statetype!=a
triggerall=enemynear,statetype!=l
triggerall=enemynear,movetype!=h
triggerall=!enemynear,numproj
triggerall=facing*(enemynear,pos x-pos x)>0
triggerall=var(56)&512||(prevstateno=[5000,5270])||(prevstateno=[120,155])||(stateno=[120,139])||var(58)>3
triggerall=(enemynear,movetype=a||!enemynear,ctrl)&&enemynear,stateno>=200&&enemynear,anim=[200,899]
triggerall=random<=20*var(58)*var(58)&&var(58)>2||var(58)<=2&&random<=30
triggerall=ctrl||stateno=800
trigger1=!var(41)
trigger1=(enemynear,time=[15,40])&&enemynear,time-animtime<=90||stateno=800
trigger2=var(41)
trigger2=var(42)<=-2
;---------------2B\
[state ]
type=varset
var(52)=310
triggerall=var(59)=1
triggerall=!var(52)
triggerall=statetype!=a
triggerall=fvar(39)-80*(var(5)>=100||var(6)&&var(5)%100>=20)<=80
triggerall=enemynear,statetype!=a
triggerall=enemynear,statetype!=l
triggerall=enemynear,movetype!=h
triggerall=!enemynear,numproj
triggerall=facing*(enemynear,pos x-pos x)>0
triggerall=var(56)&512||(prevstateno=[5000,5270])||(prevstateno=[120,155])||(stateno=[120,139])||var(58)>3
triggerall=(enemynear,movetype=a||!enemynear,ctrl)&&enemynear,stateno>=200&&enemynear,anim=[200,899]
triggerall=random<=100*var(58)&&var(58)>2||var(58)<=2&&random<=30
triggerall=ctrl||stateno=800
trigger1=!var(41)
trigger1=(enemynear,time=[15,40])&&enemynear,time-animtime<=90||stateno=800
trigger2=var(41)
trigger2=var(42)<=-6
[state ]
type=varset
var(52)=300
triggerall=var(59)=1
triggerall=var(58)>3
triggerall=!var(52)
triggerall=var(41)
triggerall=statetype!=a
triggerall=enemynear,statetype!=l
triggerall=enemynear,movetype!=h
triggerall=numhelper(31111)
triggerall=fvar(39)-fvar(29)*4-80*(enemynear,statetype!=a)*(var(5)>=100||var(6)&&var(5)%100>=20)<=55
triggerall=p2dist y+helper(31111),fvar(3)>=-40
triggerall=facing*(enemynear,pos x-pos x)>0
triggerall=ctrl||stateno=800
trigger1=var(42)<=-2||var(58)<4||stateno=800||enemynear,movereversed
trigger1=random<=100*var(58)||var(58)>4
trigger2=playerid(var(39)),movecontact
trigger2=helper(31111),var(var(41))<=playerid(var(39)),time
trigger2=playerid(var(39)),animtime<=-3
trigger2=random<=120*var(58)||var(58)>4
[state ]
type=varset
var(52)=310
triggerall=var(59)=1
triggerall=var(58)>3
triggerall=!var(52)
triggerall=var(41)
triggerall=statetype!=a
triggerall=enemynear,statetype!=l
triggerall=enemynear,movetype!=h
triggerall=numhelper(31111)
triggerall=fvar(39)-fvar(29)*7-80*(enemynear,statetype!=a)*(var(5)>=100||var(6)&&var(5)%100>=20)<=80
triggerall=facing*(enemynear,pos x-pos x)>0
triggerall=enemynear,statetype!=a
triggerall=ctrl||stateno=800
trigger1=var(42)<=-6||stateno=800
;----------------JD
[state ]
type=varset
var(52)=430
triggerall=var(59)=1
triggerall=!var(52)
triggerall=statetype=a
;triggerall=enemynear,statetype=a
triggerall=enemynear,movetype=a
triggerall=random<=100*var(58)
trigger1=fvar(39)-vel x*6-fvar(29)*6<=80
trigger1=enemynear,statetype!=a&&vel x>=0||enemynear,statetype=a
trigger1=ctrl
trigger1=numhelper(31111)
trigger1=enemynear,statetype=a&&(p2dist y+vel y*6+const(movement.yaccel)*6*6/2+helper(31111),fvar(6)=[-100,40])||enemynear,statetype!=a&&pos y+vel y*15+const(movement.yaccel)*15*15/2>=-100&&vel y>2&&fvar(39)-fvar(29)*6-vel x*6=[-30,80]
;-------------ΒnJD
[state ]
type=varset
var(52)=430
triggerall=var(59)=1
triggerall=var(58)>2
triggerall=!var(52)
triggerall=!var(41)
triggerall=vel y>2
triggerall=enemynear,movetype=a
triggerall=statetype=a
triggerall=numhelper(31111)
triggerall=pos y+vel y*6+const(movement.yaccel)*6*6/2<0
triggerall=fvar(39)-fvar(29)*6-vel x*6=[-30,90]
triggerall=enemynear,statetype!=a&&pos y+vel y*12+const(movement.yaccel)*12*12/2>=-120
trigger1=ctrl
;-----------ΒnJB
[state ]
type=varset
var(52)=410
triggerall=var(59)=1
triggerall=var(58)>2
triggerall=!var(52)
triggerall=!var(41)
triggerall=enemynear,movetype=a
triggerall=statetype=a
triggerall=numhelper(31111)
triggerall=pos y+vel y*6+const(movement.yaccel)*6*6/2<0
triggerall=fvar(39)-fvar(29)*6-vel x*6<=90
triggerall=enemynear,statetype!=a&&pos y+vel y*6+const(movement.yaccel)*6*6/2>=-60
trigger1=ctrl
[State ]
Type=varset
var(52)=3000
triggerall=var(59)=1
triggerall=var(58)>3
triggerall=!var(52)
triggerall=var(56)&256
triggerall=var(41)&&var(42)<=-7
triggerall=playerid(var(39)),movetype=a
triggerall=fvar(39)<=85
triggerall=statetype!=a
triggerall=(ctrl)+(stateno=800)
trigger1=random<=60*var(58)||var(58)>4
trigger1=playerid(var(39)),time>=30||time<=1&&var(58)>=4&&random<=200||var(58)>=5
trigger1=playerid(var(39)),time>=50||(prevstateno=[5000,5270])||(prevstateno=[120,155])||var(56)&512||var(58)>=5
[State ]
type=varset
var(52)=1100
triggerall=var(59)=1
triggerall=var(58)>3
triggerall=!var(52)
triggerall=var(56)&256
triggerall=playerid(var(39)),animtime<-9
triggerall=playerid(var(39)),hitdefattr=sca,aa,at
triggerall=playerid(var(39)),movetype=a
triggerall=enemynear,statetype!=a
triggerall=fvar(39)<=25
triggerall=statetype!=a
triggerall=(Ctrl)+(StateNo=800)
trigger1=random<=60*var(58)||var(58)>4
trigger1=playerid(var(39)),time>=30||time<=1&&var(58)>=4&&random<=200||var(58)>=5
trigger1=playerid(var(39)),time>=50||(prevstateno=[5000,5270])||(prevstateno=[120,155])||var(56)&512||var(58)>=5
[state ]
type=varset
var(52)=1000
triggerall=var(59)=1
triggerall=var(58)>3
triggerall=!var(52)
triggerall=numhelper(31111)
triggerall=statetype!=a
triggerall=fvar(39)-fvar(29)*3<=100
triggerall=playerid(var(39)),statetype!=a||playerid(var(39)),statetype=a&&p2dist y+helper(31111),fvar(3)=[-120,0]
triggerall=enemynear,movetype=a
triggerall=var(41)&&(var(42)=[-1,-2])||(enemynear,anim=[200,899])||enemynear,statetype=a||enemynear,hitdefattr=sac,aa,at,ap
triggerall=random<=120*var(58)||var(58)>4
trigger1=(stateno=200)*(animelem=4,>=1)+(stateno=210)*(animelem=3,>=1)+(stateno=220)*(animelem=3,>=1)
trigger2=(stateno=230)*(animelem=3,>=1)+(stateno=240)*(animelem=3,>=1)+(stateno=250)*(animelem=5,>=1)
trigger3=(stateno=260)*(animelem=6,>=1)+(stateno=270)*(animelem=4,>=1)+(stateno=280)*(animelem=5,>=1)
trigger4=(stateno=290)*(animelem=5,>=1)+(stateno=300)*(animelem=3,>=1)+(stateno=310)*(animelem=3,>=1)
trigger5=(stateno=320)*(animelem=6,>=1)+(stateno=330)*(animelem=5,>=1)+(stateno=400)*(animelem=2,>=1)
trigger6=(stateno=410)*(animelem=4,>=1)+(stateno=420)*(animelem=5,>=1)+(stateno=430)*(animelem=3,>=1)
trigger7=(stateno=610)*(animelem=3,>=1)+(stateno=615)*(animelem=3,>=1)+(stateno=650)*(animelem=8,>=1)
trigger8=(stateno=700)*(animelem=6,>=1)+(stateno=1100)*(animelem=6,>0)+(stateno=1150)*(animelem=6,>0)
trigger9=(stateno=1200)*(animelem=8,>0)+(stateno=1250)*(animelem=11,>0)+(stateno=1500)*(animelem=3,>0)
trigger10=(stateno=195)*(animelem=3,>=0)
;----------------΋OCu
[state ]
type=varset
var(52)=700
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(58)>3
triggerall=statetype!=a
triggerall=numhelper(31111)
triggerall=enemynear,movetype=a
triggerall=enemynear,statetype=a
triggerall=p2dist y+helper(31111),fvar(16)=[-160,-60]
triggerall=enemynear,vel y<=0
triggerall=random<=40||var(58)>4
trigger1=fvar(39)-fvar(29)*16-vel x*6<=60
trigger1=ctrl
;----------------\OCu
[state ]
type=varset
var(52)=700
triggerall=var(59)=1
triggerall=var(58)>3
triggerall=!var(52)
triggerall=var(41)
triggerall=statetype!=a
triggerall=numhelper(31111)
triggerall=p2dist y+helper(31111),fvar(16)>=-140
trigger1=fvar(39)-fvar(29)*16-vel x*6=[-20,60]
trigger1=random<=40||var(58)>4
trigger1=ctrl
trigger1=var(42)<=-15
;--------------u[Xg
[state ]
type=varset
var(52)=800
triggerall=var(59)=1
triggerall=var(58)>3
triggerall=!var(52)
triggerall=var(41)
triggerall=statetype!=a
triggerall=fvar(39)>50+(stateno=310)*30
triggerall=ctrl
trigger1=stateno=300||stateno=310
trigger1=time=1
;----------------󒆺ް
[state ]
type=varset
var(52)=1400
triggerall=var(59)=1
triggerall=!var(52)
triggerall=statetype=a
triggerall=enemynear,statetype!=l
triggerall=enemynear,movetype=a
triggerall=random<=100*var(58)
triggerall=p2dist y>20
trigger1=enemynear,animtime<-20
trigger1=!enemynear,vel x
trigger1=fvar(39)>=60
trigger1=(pos y=[fvar(39)-60,fvar(39)+100])||enemynear,statetype!=a&&pos y=[fvar(39)-10,fvar(39)+120]
trigger1=ctrl
;------------------ް
[state ]
type=varset
var(52)=1300
triggerall=var(59)=1
triggerall=!var(52)
triggerall=statetype!=a
triggerall=enemynear,statetype!=l
triggerall=enemynear,movetype!=h
triggerall=enemynear,movetype!=i
triggerall=facing*(enemynear,pos x-pos x)>0
triggerall=enemynear,pos y<=-60
triggerall=enemynear,vel y>=0
triggerall=enemynear,vel x<=0
triggerall=!enemynear,ctrl
triggerall=enemynear,stateno>=100
triggerall=enemynear,anim>=100
triggerall=enemynear,animtime<=-20
triggerall=enemynear,time<=5
triggerall=!var(41)
trigger1=fvar(39)>=160
trigger1=ctrl
trigger1=random<=5
;--------------u[Xg
[state ]
type=varset
var(52)=800
triggerall=var(59)=1
triggerall=!var(52)
triggerall=statetype!=a
triggerall=enemynear,statetype!=a
triggerall=enemynear,movetype!=h
triggerall=!enemynear,numproj
triggerall=enemynear,movetype=a||!enemynear,ctrl&&stateno>=200
trigger1=var(5)>=100||var(6)&&var(5)%100>=20
trigger1=stateno=300||stateno=310
trigger1=time=1
trigger1=fvar(39)>=50+20*(stateno=310)
;///////////////////////////////////////////////////////////////////////////////////
; t
;///////////////////////////////////////////////////////////////////////////////////
;--------------------dh
;---------------2A
[state ]
type=varset
var(52)=300
triggerall=var(59)=1
triggerall=statetype!=a
triggerall=enemynear,statetype!=l
triggerall=enemynear,movetype!=h
triggerall=enemynear,statetype!=a
triggerall=!enemynear,ctrl
triggerall=enemynear,animtime=[-6,-3]
triggerall=!(var(56)&4)
triggerall=fvar(39)-80*(var(5)>=100||var(6)&&var(5)%100>=20)<=50
triggerall=ctrl
trigger1=random<=fvar(39)*40||var(58)>4
;---------------2B
[state ]
type=varset
var(52)=310
triggerall=var(59)=1
triggerall=statetype!=a
triggerall=enemynear,statetype!=l
triggerall=enemynear,movetype!=h
triggerall=enemynear,statetype!=a
triggerall=!enemynear,ctrl
triggerall=!(var(56)&4)
triggerall=enemynear,animtime=[-8,-6]
triggerall=fvar(39)-80*(var(5)>=100||var(6)&&var(5)%100>=20)<=80
triggerall=ctrl
trigger1=random<=fvar(39)*40||var(58)>4
;---------------u[Xg
[state ]
type=varset
var(52)=800
triggerall=var(59)=1
triggerall=statetype!=a
triggerall=enemynear,statetype!=l
triggerall=enemynear,movetype!=h
triggerall=enemynear,statetype!=a
triggerall=!enemynear,ctrl
triggerall=!(var(56)&4)
triggerall=enemynear,animtime=[-8,-6]
triggerall=var(5)>=100||var(6)&&var(5)%100>=20
triggerall=fvar(39)>50+(stateno=310)*30
triggerall=stateno=300||stateno=310
triggerall=time=1
trigger1=random<=fvar(39)*40||var(58)>4
;--------------u[Xg
[state ]
type=null;varset
var(52)=800
triggerall=var(59)=1
triggerall=statetype!=a
triggerall=enemynear,movetype!=h
triggerall=enemynear,statetype!=l
triggerall=enemynear,animtime<-10
triggerall=enemynear,movetype=i
triggerall=!enemynear,ctrl
triggerall=!(var(56)&4)
triggerall=enemynear,stateno>=200
triggerall=enemynear,stateno!=[5000,5299]
triggerall=ctrl||!ctrl&&time=1
triggerall=random<=20*var(58)||var(58)>4
trigger1=fvar(39)>=50+(stateno=310)*30
;-------------------------------------
[State ]
Type=varset
var(52)=2300
triggerall=var(59)=1
triggerall=!var(52)
triggerall=!var(12)
triggerall=statetype!=a
trigger1=playerid(var(39)),movetype=a
trigger1=playerid(var(39)),statetype=a&&enemynear,vel x<=0||statetype!=a
trigger1=fvar(39)>100&&playerid(var(39)),vel x<=0
trigger1=playerid(var(39)),animtime<=-5
trigger1=random<=40*var(58)||var(58)>4&&power>=1000
trigger1=(Ctrl)+(StateNo=800)
[state ]
type=varset
var(52)=1500
triggerall=var(59)=1
triggerall=!var(52)
triggerall=statetype!=a
triggerall=numhelper(200000)
triggerall=helper(200000),var(5)<3
trigger1=playerid(var(39)),movetype=a
trigger1=playerid(var(39)),statetype=a&&enemynear,vel x<=0||statetype!=a
trigger1=fvar(39)>80&&playerid(var(39)),vel x<-(enemynear,statetype=a)
trigger1=!(var(56)&256)||playerid(var(39)),animtime<=-20
trigger1=random<=20+40*!(var(56)&256)
trigger1=(Ctrl)+(StateNo=800)
[state ]
type=varadd
trigger1=ctrl
trigger1=movetype!=h
var(56)=-(var(56)&512)
;-----------------------------------------------------------------------------------
;/////////////////////////////////////////////////////////////////////////////////////
; R{
;/////////////////////////////////////////////////////////////////////////////////////
;-----------------------------------------------------------------------------------
;------Zbg
[state ]
type=varset
trigger1=var(57)>=100
trigger1=!numtarget
var(57)=0
;------------z
[state ]
type=varset
var(52)=2300
triggerall=var(59)=1
triggerall=!var(52)
triggerall=!var(12)
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=enemynear,stateno=35110
triggerall=var(15)>=65
triggerall=!(var(56)&4)
triggerall=!var(11)
triggerall=var(13)
trigger1=fvar(37)<=-14
trigger1=ctrl
;------------苭
[state ]
type=varset
var(52)=1600
triggerall=var(59)=1
triggerall=!var(52)
triggerall=statetype!=a
;triggerall=var(57)=250
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=enemynear,stateno=35110
triggerall=var(15)>=65
triggerall=!(var(56)&4)
triggerall=!var(11)
triggerall=var(13)
triggerall=var(56)&256
trigger1=fvar(37)=[-19,-14]
trigger1=numhelper(31111)
trigger1=p2dist y+helper(31111),fvar(21)=[-120,-60];+enemynear,vel y*21+helper(31111),fvar(0)*21*21/2=[-120,-60]
trigger1=numhelper(200000)
trigger1=!helper(200000),var(22)
trigger1=helper(200000),var(0)<3
trigger1=ctrl
;------------tH[
[state ]
type=null;varset
var(52)=1000
triggerall=var(59)=1
triggerall=!var(52)
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=enemynear,stateno=35110
triggerall=var(15)>=65
triggerall=!(var(56)&4)
triggerall=!var(11)
triggerall=var(13)
trigger1=fvar(37)<=-16
trigger1=numhelper(31111)
trigger1=p2dist y+helper(31111),fvar(3)=[-120,-100]
trigger1=stateno=1500
trigger1=animelem=1,>27
;------------Ė@
[state ]
type=null;varset
var(52)=1500
triggerall=var(59)=1
triggerall=!var(52)
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=enemynear,stateno=35110
triggerall=var(15)>=65
triggerall=!(var(56)&4)
triggerall=!var(11)
triggerall=var(13)
triggerall=!(var(56)&256)
trigger1=fvar(37)<=-16
trigger1=enemynear,vel y<-2
trigger1=numhelper(200000)
trigger1=!helper(200000),var(22)
trigger1=numhelper(31111)
trigger1=power>=1000
trigger1=ctrl
;------------oj
[state ]
type=varset
var(52)=600
triggerall=var(59)=1
triggerall=!var(52)
triggerall=statetype!=a
;triggerall=var(57)=250
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=enemynear,stateno=35110
triggerall=var(15)>=65
triggerall=!(var(56)&4)
triggerall=!var(11)
triggerall=var(13)
trigger1=fvar(37)=[-19,-14]
trigger1=numhelper(31111)
trigger1=p2dist y+helper(31111),fvar(21)=[-120,-60];+enemynear,vel y*21+helper(31111),fvar(0)*21*21/2=[-120,-60]
trigger1=numhelper(200000)
trigger1=!helper(200000),var(16)
trigger1=helper(200000),var(0)<3
trigger1=ctrl
;------------wB
[state ]
type=varset
var(52)=650
triggerall=var(59)=1
triggerall=!var(52)
triggerall=statetype!=a
;triggerall=var(57)=250
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=enemynear,stateno=35110
triggerall=var(15)>=65
triggerall=!(var(56)&4)
triggerall=!var(11)
triggerall=var(13)
trigger1=fvar(37)=[-19,-14]
trigger1=numhelper(31111)
trigger1=p2dist y+enemynear,vel y*41+helper(31111),fvar(0)*41*41/2=[-160,-90]
trigger1=numhelper(200000)
trigger1=!helper(200000),var(18)
trigger1=helper(200000),var(0)<3
trigger1=ctrl
;---------------OCu
[state ]
type=varset
var(52)=700
triggerall=var(59)=1
triggerall=!var(52)
triggerall=statetype!=a
;triggerall=var(57)=250
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=enemynear,stateno=[35000,35110]
triggerall=var(15)>=65||var(18)&&var(14)+var(15)>115
triggerall=var(14)+var(15)<110
triggerall=!(var(56)&4)
triggerall=!var(11)
triggerall=var(13)
triggerall=fvar(37)<=-14
triggerall=fvar(39)<=20
triggerall=var(5)>=220
triggerall=p2dist y+helper(31111),fvar(16)=[-120,-90]
triggerall=numhelper(200000)
trigger1=helper(200000),var(16)
trigger1=helper(200000),var(18)||helper(200000),var(22)
trigger2=helper(200000),var(0)>=3
;-----------------ҋ@
[state ]
type=varset
var(52)=-1
triggerall=var(59)=1
triggerall=!var(52)
triggerall=statetype!=a
;triggerall=var(57)=250
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=enemynear,stateno=35110
triggerall=var(15)>=65||var(18)&&var(14)+var(15)>115
triggerall=var(14)+var(15)<110
triggerall=!(var(56)&4)
triggerall=!var(11)
triggerall=var(13)
triggerall=fvar(37)=[-22,-14]
triggerall=fvar(39)<=20
triggerall=ctrl
triggerall=var(5)>=220
triggerall=p2dist y+helper(31111),fvar(16)<=-90
triggerall=numhelper(200000)
trigger1=helper(200000),var(16)
trigger1=helper(200000),var(18)||helper(200000),var(22)
trigger2=helper(200000),var(0)>=3
;------------oXPJA
[state ]
type=varset
var(52)=400
triggerall=var(59)=1
triggerall=!var(52)
triggerall=statetype=a
;triggerall=var(57)=250
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=enemynear,stateno=35110
triggerall=var(15)>=60||var(18)&&var(14)+var(15)>115
triggerall=!(var(56)&4)
triggerall=!var(11)
triggerall=var(13)
triggerall=numhelper(31111)
triggerall=p2dist y+helper(31111),fvar(3)=[-120,-40]
triggerall=vel y>2&&enemynear,vel y>0||vel y<=2||var(3)
trigger1=ctrl||stateno=400
;------------oXPWv
[state ]
type=varset
var(52)=40
triggerall=var(59)=1
triggerall=!var(52)
triggerall=statetype!=a
;triggerall=var(57)=250
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=enemynear,stateno=35110
triggerall=var(15)>=60||var(18)&&var(14)+var(15)>115
triggerall=!(var(56)&4)
triggerall=!var(11)
triggerall=var(13)
triggerall=fvar(37)<=-12
triggerall=numhelper(31111)
triggerall=p2dist y+helper(31111),fvar(8)=[-160-var(3)*60,-100]
trigger1=ctrl||movehit&&stateno=700||stateno=1000&&movehit
trigger1=1||var(56):=var(56)+8*!var(3)
;------------
[state ]
type=varset
var(52)=1000
triggerall=var(59)=1
triggerall=!var(52)
triggerall=statetype!=a
triggerall=power>=1000
;triggerall=var(57)=250
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=enemynear,stateno=35110
triggerall=var(15)>=80||var(18)&&var(14)+var(15)>115
triggerall=!(var(56)&4)
triggerall=!var(11)
triggerall=var(13)
triggerall=!var(18)
triggerall=fvar(3)
triggerall=numhelper(31111)
triggerall=p2dist y+helper(31111),fvar(3)=[-120,-100]
triggerall=movehit
trigger1=stateno=260
trigger1=animelem=6,>0
trigger2=stateno=270
;-------------D
[state ]
type=varset
var(52)=ifelse(p2dist x>80,270,260)
triggerall=var(59)=1
triggerall=!var(52)
triggerall=statetype!=a
;triggerall=power>=1000
;triggerall=var(57)=250
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=enemynear,stateno=[35000,35110]
triggerall=var(15)>=78||var(18)&&var(14)+var(15)>115
triggerall=!(var(56)&4)
triggerall=!var(11)
triggerall=var(13)
triggerall=!var(18)
triggerall=fvar(37)<=-7
;triggerall=fvar(39)=[1,30]
triggerall=p2dist y<=-30
;triggerall=enemynear,vel y<0
trigger1=movehit
trigger1=stateno=310
;--------------------------oXP
;----------------------A
[state ]
type=varset
var(52)=ifelse(p2dist x>=60,210,200)
triggerall=var(59)=1
triggerall=!var(52)
triggerall=statetype!=a
;triggerall=var(57)=250
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=enemynear,stateno=35110
triggerall=var(15)>=45||var(18)&&var(14)+var(15)>115
triggerall=!(var(56)&4)
triggerall=!var(11)
triggerall=var(13)
triggerall=fvar(37)<=-8
triggerall=numhelper(31111)
triggerall=p2dist y+helper(31111),fvar(4)=[-100,-80]
trigger1=ctrl
trigger2=movehit&&stateno=300
;----------------------hu2A
[state ]
type=varset
var(52)=300
triggerall=var(59)=1
triggerall=!var(52)
triggerall=statetype!=a
;triggerall=var(57)=250
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=enemynear,stateno=35110
triggerall=var(15)>=27||var(18)&&var(14)+var(15)>115
triggerall=!(var(56)&4)
triggerall=!var(11)
triggerall=var(13)
triggerall=fvar(37)<=-5
triggerall=fvar(39)<=45
triggerall=numhelper(31111)
triggerall=p2dist y+helper(31111),fvar(4)=[-67,-40]
triggerall=enemynear,vel y>-4
trigger1=ctrl
trigger2=movehit&&stateno=300
;----------------------ړu[Xg
[state ]
type=varset
var(52)=800
triggerall=var(59)=1
triggerall=!var(52)
triggerall=statetype!=a
;triggerall=var(57)=250
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=enemynear,stateno=[35000,35110]
triggerall=var(15)>=24||var(18)&&var(14)+var(15)>115
triggerall=!(var(56)&4)
triggerall=!var(11)
triggerall=var(13)
triggerall=!var(18)
triggerall=fvar(39)>=80&&fvar(11)<-1||var(6)&&var(5)%100=[20,30]
trigger1=stateno=310
trigger1=time<=5
;----------------------S2B
[state ]
type=varset
var(52)=310
triggerall=var(59)=1
triggerall=!var(52)
triggerall=statetype!=a
;triggerall=var(57)=250
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=enemynear,stateno=[35000,35110]
triggerall=var(15)>=24||var(18)&&var(14)+var(15)>115
triggerall=!(var(56)&4)
triggerall=!var(11)
triggerall=var(13)
triggerall=!var(18)
triggerall=fvar(37)>=-10
triggerall=p2dist y>=-32
trigger1=movehit&&stateno=310
;----------------------S2BE
[state ]
type=varset
var(52)=310
triggerall=var(59)=1
triggerall=!var(52)
triggerall=statetype!=a
;triggerall=var(57)=250
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=enemynear,stateno=35110||enemynear,statetype=l
triggerall=var(15)>=27||var(18)&&var(14)+var(15)>115
triggerall=!(var(56)&4)
triggerall=!var(11)
triggerall=var(13)
triggerall=!var(18)
triggerall=fvar(37)>-7
triggerall=numhelper(31111)
triggerall=p2dist y+helper(31111),fvar(6)=[-30,-5]
trigger1=ctrl||stateno=800
trigger2=movehit&&stateno=220
;------------------
[state ]
type=varset
var(52)=100
triggerall=var(59)=1
triggerall=!var(52)
triggerall=statetype!=a
;triggerall=var(57)=250
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=enemynear,stateno=35110
triggerall=var(15)>=27||var(18)&&var(14)+var(15)>115
triggerall=!(var(56)&4)
triggerall=!var(11)
triggerall=var(13)
triggerall=fvar(37)<=-5&&fvar(39)>40||backedgebodydist<frontedgebodydist&&facing*(enemynear,pos x-pos x)>0
trigger1=ctrl
trigger1=1||var(56):=var(56)+8
;------------------Ⴊݑҋ@ilԂۂj
[state ]
type=varset
var(52)=10
triggerall=var(59)=1
triggerall=!var(52)
triggerall=statetype!=a
;triggerall=var(57)=250
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=enemynear,stateno=35110
triggerall=var(15)>=27
triggerall=!(var(56)&4)
triggerall=!var(11)
triggerall=var(13)
triggerall=!var(18)
triggerall=fvar(37)>=-9
trigger1=ctrl
;------------
[state ]
type=varset
var(52)=20
triggerall=var(59)=1
triggerall=!var(52)
triggerall=statetype!=a
;triggerall=var(57)=250
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=enemynear,stateno=[35000,35110]
triggerall=!(var(56)&4)
triggerall=!var(11)
triggerall=fvar(39)>35||fvar(33)>60
trigger1=ctrl
trigger1=1||var(56):=var(56)+8
;------------------------gxO
;----------p
[state ]
type=varset
var(52)=ifelse(p2dist x>=60&&var(14)+var(15)>=85&&fvar(39)>45||stateno=210&&p2dist x>=60,210,300)
triggerall=var(59)=1
triggerall=!var(52)
triggerall=statetype!=a
triggerall=var(57)=250
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=enemynear,stateno=35050
triggerall=!(var(56)&4)
triggerall=!var(11)
trigger1=movehit
trigger1=stateno=300||stateno=310||stateno=210||stateno=220
;-------------E
[state ]
type=varset
var(52)=310
triggerall=var(59)=1
triggerall=!var(52)
triggerall=statetype!=a
triggerall=var(57)=250
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
triggerall=!var(11)
triggerall=(enemynear,stateno=[5100,5111])||enemynear,stateno=90630
trigger1=var(14)>=55||var(15)>=55
trigger1=ctrl||stateno=800
;------u[Xg
[state ]
type=varset
var(52)=800
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=250
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=enemynear,stateno=35050
triggerall=!(var(56)&4)
trigger1=stateno=300
trigger1=var(5)%100=[20,30]
trigger1=time<4
trigger2=stateno=210
trigger2=time<5
trigger2=var(5)>=120
trigger2=fvar(39)>60+30*(var(14)+var(15)>=115)
;-------------z
[state ]
type=null;varset
var(52)=2300
triggerall=var(59)=1
triggerall=!var(52)
triggerall=statetype!=a
triggerall=var(57)=250
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
triggerall=!var(11)
triggerall=enemynear,stateno=[90600,90620]
triggerall=power>=1000
triggerall=var(58)>4
trigger1=ctrl
;------u[Xg
[state ]
type=varset
var(52)=805
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=250
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
trigger1=movehit
trigger1=stateno=610
trigger1=var(14)>=55||var(15)>=55
ignorehitpause=1
;------Ė@
[state ]
type=varset
var(52)=1500
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=250
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=enemynear,stateno!=[5110,5120]
triggerall=!(var(56)&4)
trigger1=var(14)<55&&var(15)<55
;------gx~XƂ
[state ]
type=varset
var(52)=20
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=250
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=enemynear,stateno=35111
triggerall=!(var(56)&4)
trigger1=ctrl
trigger1=var(56):=var(56)+16
;///////////////////////////////////////////////////////////////////////////////////
; SAhuAgxOAoXP
;///////////////////////////////////////////////////////////////////////////////////
;----------ꌂKE
[state ]
type=varset
var(52)=3000
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=280
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
trigger1=ctrl
trigger1=numhelper(1410)||numhelper(1415)
;----------u[Xg
[state ]
type=varset
var(52)=800
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=280
triggerall=statetype=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
trigger1=stateno=1400||stateno=1450
trigger1=time>=12
trigger1=time%4=0
trigger1=var(5)%100=[21,99]
;------傤
[state ]
type=varset
var(52)=1400
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=280
triggerall=statetype=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=enemynear,stateno=[90600,90620]
triggerall=!(var(56)&4)
triggerall=facing*(enemynear,pos x-pos x)>0
triggerall=time>=10
trigger1=ctrl
;------`FCXWv
[state ]
type=varset
var(52)=40
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=280
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=enemynear,stateno=[90600,90620]
triggerall=!(var(56)&4)
triggerall=facing*(enemynear,pos x-pos x)>0
triggerall=backedgebodydist<=20
trigger1=stateno=700
trigger1=movehit=5
;------OCu
[state ]
type=varset
var(52)=700
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=280
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=enemynear,stateno=[90600,90620]
triggerall=!(var(56)&4)
triggerall=facing*(enemynear,pos x-pos x)>0
triggerall=backedgebodydist<=20
trigger1=ctrl
;------HSCE
[state ]
type=varset
var(52)=800
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=280
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
trigger1=movehit
trigger1=stateno=610
ignorehitpause=1
;------oj
[state ]
type=varset
var(52)=600
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=280
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
trigger1=stateno=240
trigger1=movehit
;------C
[state ]
type=varset
var(52)=240
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=280
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
trigger1=var(11)
trigger1=stateno=310
trigger1=movehit
;------2B
[state ]
type=varset
var(52)=310
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=280
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
triggerall=numhelper(1605)
triggerall=helper(1605),time>=140
trigger1=var(11)
trigger1=stateno=300
trigger1=movehit
;------2A
[state ]
type=varset
var(52)=300
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=280
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
triggerall=numhelper(1605)
triggerall=helper(1605),time<140
trigger1=var(11)
trigger1=stateno=300
trigger1=movehit
;-------
[state ]
type=varset
var(57)=280
trigger1=var(8)<=0&&var(56)&128
trigger1=enemynear,backedgebodydist>=40
trigger1=fvar(33)<=120
trigger1=enemynear,alive
trigger1=enemynear,movetype=h
trigger1=var(11)
;trigger1=ctrl
;////////////////////////////////////////////////////////////////////////////////////
; `[gfnrgxng`
;////////////////////////////////////////////////////////////////////////////////////
;------u[Xg
[state ]
type=varset
var(52)=805
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)!=280
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
triggerall=var(56)&128&&var(8)<=0
trigger1=var(11)
trigger1=stateno=610
trigger1=movehit
ignorehitpause=1
;------oj
[state ]
type=varset
var(52)=600
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)!=280
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
triggerall=var(56)&128&&var(8)<=!helper(200000),var(16)
trigger1=var(11)
trigger1=stateno=240
trigger1=movehit
;------C
[state ]
type=varset
var(52)=240
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)!=280
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
triggerall=var(56)&128&&var(8)<=!helper(200000),var(16)
triggerall=enemynear,statetype!=c
trigger1=var(11)
trigger1=stateno=310
trigger1=movehit
;------2B
[state ]
type=varset
var(52)=310
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)!=280
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
triggerall=var(56)&128&&var(8)<=!helper(200000),var(16)
triggerall=enemynear,statetype!=c
trigger1=var(11)
trigger1=stateno=300
trigger1=movehit
;-------------orO
[state ]
type=varset
var(52)=ifelse(enemynear,life<=enemynear,lifemax*4.5/enemynear,const(data.defence),700,1600)
triggerall=var(59)=1
triggerall=!var(52)
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=enemynear,statetype=c
triggerall=enemynear,stateno!=[120,155]
triggerall=playerid(var(39)),name="REI"&&playerid(var(39)),authorname="ahuron"
trigger1=var(11)&&stateno=260
[state ]
type=varset
var(52)=260
triggerall=var(59)=1
triggerall=!var(52)
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=enemynear,statetype=c
triggerall=enemynear,stateno!=[120,155]
triggerall=playerid(var(39)),name="REI"&&playerid(var(39)),authorname="ahuron"
trigger1=var(11)&&stateno=300
trigger1=numhelper(1605)
trigger1=playerid(var(39)),gethitvar(hitcount)<11||helper(1605),time>120||playerid(var(39)),backedgebodydist<=10||enemynear,life<=enemynear,lifemax*4.5/enemynear,const(data.defence)
[state ]
type=varset
var(52)=300
triggerall=var(59)=1
triggerall=!var(52)
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=enemynear,statetype=c
triggerall=enemynear,stateno!=[120,155]
triggerall=playerid(var(39)),name="REI"&&playerid(var(39)),authorname="ahuron"
trigger1=var(11)&&movehit&&stateno=300
;////////////////////////////////////////////////////////////////////////////////////
; cA
;////////////////////////////////////////////////////////////////////////////////////
[state ]
type=varset
var(52)=1600
triggerall=var(59)=1
triggerall=!var(52)
triggerall=!(var(56)&256)
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=enemynear,statetype=c
triggerall=enemynear,stateno!=[120,155]
triggerall=playerid(var(39)),name="REI"&&playerid(var(39)),authorname="ahuron"
triggerall=!var(11)
triggerall=vel x>0
triggerall=random<=200*var(58)||var(58)>4
trigger1=stateno=260||stateno=800
trigger2=var(55)=260||var(55)=270
[state ]
type=varset
var(52)=800
triggerall=var(59)=1
triggerall=!var(52)
triggerall=!(var(56)&256)
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=enemynear,statetype=c
triggerall=enemynear,stateno!=[120,155]
triggerall=playerid(var(39)),name="REI"&&playerid(var(39)),authorname="ahuron"
triggerall=!var(11)
triggerall=random<=200*var(58)||var(58)>4
triggerall=var(5)>=100||var(5)>=25&&var(6)
trigger1=!movehit
trigger1=stateno=310||stateno=1600
trigger1=vel x<4
trigger1=fvar(39)>=30
trigger2=movehit
trigger2=stateno=260||stateno=270
trigger2=hitpausetime<=12
ignorehitpause=1
[state ]
type=varset
var(52)=260
triggerall=var(59)=1
triggerall=!var(52)
triggerall=!(var(56)&256)
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=enemynear,statetype=c
triggerall=enemynear,stateno!=[120,155]
triggerall=playerid(var(39)),name="REI"&&playerid(var(39)),authorname="ahuron"
triggerall=!var(11)
triggerall=var(5)>=100||var(6)&&var(5)>=40
triggerall=random<=200*var(58)||var(58)>4
trigger1=p2dist y<80
trigger1=fvar(39)<30||vel x>=4
trigger1=stateno=310||stateno=800
[state ]
type=varset
var(52)=310
triggerall=var(59)=1
triggerall=!var(52)
triggerall=!(var(56)&256)
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=enemynear,statetype=c
triggerall=enemynear,stateno!=[120,155]
triggerall=playerid(var(39)),name="REI"&&playerid(var(39)),authorname="ahuron"
triggerall=random<=200*var(58)||var(58)>4
trigger1=var(5)>=100
trigger1=!var(11)&&movehit&&(stateno=300||stateno=310)
[state ]
type=varset
var(52)=800
triggerall=var(59)=1
triggerall=!var(52)
triggerall=!(var(56)&256)
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=enemynear,statetype=c
triggerall=enemynear,stateno!=[120,155]
triggerall=playerid(var(39)),name="REI"&&playerid(var(39)),authorname="ahuron"
triggerall=!var(11)
triggerall=random<=200*var(58)||var(58)>4
triggerall=var(5)>=100||var(5)>=25&&var(6)
trigger1=stateno=290
trigger1=movehit
ignorehitpause=1
;////////////////////////////////////////////////////////////////////////////////////
; cAq
;////////////////////////////////////////////////////////////////////////////////////
[state ]
type=varset
var(57)=300
triggerall=var(59)=1
trigger1=stateno=330
trigger1=movehit
trigger1=!var(57)
trigger1=power>=1000
trigger1=fvar(33)<=120
ignorehitpause=1
;-----------HSCE
[state ]
type=varset
var(52)=800
triggerall=var(59)=1
triggerall=var(57)=300
triggerall=!var(52)
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,statetype!=l
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
trigger1=stateno=1250
trigger1=movehit
;trigger1=animelem=10,>0
trigger1=animelem=11,>0
trigger1=enemynear,stateno=35110
trigger1=var(57):=301
;-----------II
[state ]
type=varset
var(52)=1200
triggerall=var(59)=1
triggerall=var(57)=300
triggerall=!var(52)
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,statetype!=l
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
triggerall=var(14)+var(15)>=24
trigger1=stateno=320
trigger1=movehit
;-----------
[state ]
type=varset
var(52)=1700
triggerall=var(59)=1
triggerall=var(57)=300
triggerall=!var(52)
triggerall=statetype=a
triggerall=enemynear,alive
triggerall=enemynear,statetype!=l
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
triggerall=var(14)+var(15)>=14
triggerall=random<=200*var(58)||var(58)>4
trigger1=ctrl
;-----------WvLZ
[state ]
type=varset
var(52)=40
triggerall=var(59)=1
triggerall=var(57)=300
triggerall=!var(52)
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,statetype!=l
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
trigger1=stateno=320
trigger1=movehit
;------2C
[state ]
type=varset
var(52)=320
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=300
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
trigger1=stateno=240
trigger1=movehit
;------C
[state ]
type=varset
var(52)=240
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=300
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
trigger1=var(11)
trigger1=stateno=310
trigger1=movehit
;------2B
[state ]
type=varset
var(52)=310
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=300
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
triggerall=numhelper(1605)
triggerall=helper(1605),time>=110;||var(14)+var(15)=[15,16]
trigger1=var(11)
trigger1=stateno=300
trigger1=movehit
;-----------2A
[state ]
type=varset
var(52)=300
triggerall=var(59)=1
triggerall=var(57)=300
triggerall=!var(52)
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,statetype!=l
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
triggerall=var(11)
trigger1=stateno=300
trigger1=movehit
trigger2=ctrl
;-----------
[state ]
type=varset
var(52)=1700
triggerall=var(59)=1
triggerall=var(57)=300
triggerall=!var(52)
triggerall=statetype=a
triggerall=enemynear,alive
triggerall=enemynear,statetype!=l
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
triggerall=random<=200*var(58)||var(58)>4
triggerall=var(14)+var(15)<10
trigger1=stateno=410
trigger1=movehit
;-----------JB
[state ]
type=varset
var(52)=410
triggerall=var(59)=1
triggerall=var(57)=300
triggerall=!var(52)
triggerall=statetype=a
triggerall=enemynear,alive
triggerall=enemynear,statetype!=l
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
trigger1=ctrl
;-----------WvLZ
[state ]
type=varset
var(52)=40
triggerall=var(59)=1
triggerall=var(57)=300
triggerall=!var(52)
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,statetype!=l
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
trigger1=stateno=1000
trigger1=movehit
trigger1=1||var(56):=var(56)+16
;-----------
[state ]
type=varset
var(52)=1000
triggerall=var(59)=1
triggerall=var(57)=300
triggerall=!var(52)
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,statetype!=l
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
triggerall=random<=200*var(58)||var(58)>4
trigger1=animelem=1,>27
trigger1=stateno=1500
;-----------Ė@
[state ]
type=varset
var(52)=1500
triggerall=var(59)=1
triggerall=var(57)=300
triggerall=!var(52)
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,statetype!=l
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
triggerall=random<=200*var(58)||var(58)>4
trigger1=stateno=330
trigger1=movehit
;////////////////////////////////////////////////////////////////////////////////////
; Sorhu[g
;////////////////////////////////////////////////////////////////////////////////////
;------R{
[state ]
type=varset
var(57)=120
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=270
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
trigger1=stateno=800
;------u[Xg
[state ]
type=varset
var(52)=805
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=270
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
trigger1=movehit
trigger1=stateno=610
ignorehitpause=1
;------oj
[state ]
type=varset
var(52)=600
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=270
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
trigger1=stateno=240
trigger1=movehit
;------C
[state ]
type=varset
var(52)=240
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=270
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
trigger1=var(11)
trigger1=stateno=310
trigger1=movehit
;------2B
[state ]
type=varset
var(52)=310
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=270
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
trigger1=var(11)
trigger1=stateno=300
trigger1=movehit
;////////////////////////////////////////////////////////////////////////////////////
; ΋npojR
;////////////////////////////////////////////////////////////////////////////////////
;------R{
[state ]
type=varset
var(57)=ifelse(var(56)&256,260,220)
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=265
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
trigger1=stateno=1700
;------
[state ]
type=varset
var(52)=1700
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=265
triggerall=statetype=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
triggerall=random<=200*var(58)||var(58)>4
trigger1=stateno=400
trigger1=movehit
;trigger1=ctrl
;------JA
[state ]
type=varset
var(52)=400
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=265
triggerall=statetype=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
trigger1=ctrl
;------Wv
[state ]
type=varset
var(52)=40
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=265
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
trigger1=stateno=700
trigger1=movehit
;------O
[state ]
type=varset
var(52)=700
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=265
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
trigger1=stateno=320
trigger1=movehit
;------2C
[state ]
type=varset
var(52)=320
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=265
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
trigger1=stateno=240
trigger1=movehit
;------C
[state ]
type=varset
var(52)=240
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=265
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
trigger1=var(11)
trigger1=stateno=310
trigger1=movehit
;------2B
[state ]
type=varset
var(52)=310
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=265
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
triggerall=numhelper(1605)
triggerall=helper(1605),time>=140||var(14)+var(15)>=7||enemynear,backedgedist<=10&&prevstateno=300
trigger1=var(11)
trigger1=stateno=300
trigger1=movehit
;------2A
[state ]
type=varset
var(52)=300
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=265
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
triggerall=numhelper(1605)
triggerall=helper(1605),time<140
trigger1=var(11)
trigger1=stateno=300
trigger1=movehit
;////////////////////////////////////////////////////////////////////////////////////
; 2C
;////////////////////////////////////////////////////////////////////////////////////
;------R{
[state ]
type=varset
var(57)=220
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=260
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
trigger1=stateno=1650
trigger1=movehit
;------
[state ]
type=varset
var(52)=1600
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=260
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
trigger1=stateno=320
trigger1=movehit
;------2C
[state ]
type=varset
var(52)=320
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=260
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
trigger1=stateno=240
trigger1=movehit
;------C
[state ]
type=varset
var(52)=240
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=260
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
trigger1=stateno=310
trigger1=movehit
;------2B
[state ]
type=varset
var(52)=310
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=260
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
trigger1=stateno=300
trigger1=movehit
;------2A
[state ]
type=varset
var(52)=300
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=260
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
trigger1=stateno=300
trigger1=movehit
;////////////////////////////////////////////////////////////////////////////////////
; Qb
;////////////////////////////////////////////////////////////////////////////////////
;------R{2
[state ]
type=varset
triggerall=var(59)=1
triggerall=var(57)=245
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
trigger1=stateno=800
var(57)=250
;------R{
[state ]
type=varset
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=240
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
trigger1=var(11)
trigger1=ctrl
var(57)=ifelse(var(14)+var(15)>=75,245,140)
;------
[state ]
type=varset
var(52)=1700
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=240
triggerall=statetype=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
triggerall=random<=200*var(58)||var(58)>4
trigger1=time<=2
trigger1=ctrl
[state ]
type=varset
var(52)=40
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=240
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=enemynear,stateno=90620&&fvar(39)-fvar(29)*6<=75||fvar(33)<=155
triggerall=!(var(56)&4)
trigger1=ctrl
;------u[Xg
[state ]
type=varset
var(52)=805
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=245
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
trigger1=movehit
trigger1=stateno=610
ignorehitpause=1
;------u[XgA
[state ]
type=varset
var(52)=800
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=[240,245]
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=enemynear,stateno=[90600,90620]
triggerall=!(var(56)&4)
triggerall=var(5)%100=[21,99]
triggerall=time>=2
trigger1=stateno=800
;------HSCE
[state ]
type=varset
var(52)=800
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=240
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
trigger1=movehit
trigger1=stateno=610
ignorehitpause=1
;------oj
[state ]
type=varset
var(52)=600
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=[240,245]
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
trigger1=stateno=240
trigger1=movehit
;------C
[state ]
type=varset
var(52)=240
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=[240,245]
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
trigger1=var(11)
trigger1=stateno=310
trigger1=movehit
;------2B
[state ]
type=varset
var(52)=310
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=[240,245]
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
triggerall=numhelper(1605)
triggerall=helper(1605),time>=140
trigger1=var(11)
trigger1=stateno=300
trigger1=movehit
;------2A
[state ]
type=varset
var(52)=300
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=[240,245]
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
triggerall=numhelper(1605)
triggerall=helper(1605),time<140
trigger1=var(11)
trigger1=stateno=300
trigger1=movehit
;////////////////////////////////////////////////////////////////////////////////////
; ړ
;////////////////////////////////////////////////////////////////////////////////////
[state ]
type=varset
trigger1=fvar(33)<=180
trigger1=var(57)=223
trigger1=stateno=300
var(57)=ifelse(var(14)>=45,245,140)
;------oj
[state ]
type=varset
var(52)=600
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=222
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
trigger1=stateno=330||stateno=240&&movehit
trigger1=var(57):=250
;------C
[state ]
type=varset
var(52)=240
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=222
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
triggerall=fvar(33)<=150
trigger1=var(11)
trigger1=stateno=310
trigger1=movehit
;------2B
[state ]
type=varset
var(52)=310
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=222
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
triggerall=numhelper(1605)
triggerall=helper(1605),time>=140
triggerall=fvar(33)<=150
trigger1=var(11)
trigger1=stateno=300
trigger1=movehit
;------2D
[state ]
type=varset
var(52)=330
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=222
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
trigger1=stateno=270
trigger1=movehit
;------D
[state ]
type=varset
var(52)=270
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=222
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
triggerall=p2dist x>=80
trigger1=stateno=310
trigger1=movehit
;------2B
[state ]
type=varset
var(52)=310
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=222
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
triggerall=p2dist x>72
trigger1=stateno=300||stateno=310
trigger1=movehit
;------n
[state ]
type=varset
var(52)=1600
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=222
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
triggerall=random<=200*var(58)||var(58)>4
trigger1=time=1
trigger1=stateno=800
;------HSCE
[state ]
type=varset
var(52)=800
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=221
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
triggerall=movehit
trigger1=stateno=270
trigger1=hitpausetime<=10
trigger1=var(57):=222
ignorehitpause=1
;------2A
[state ]
type=varset
var(52)=300
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=221
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
triggerall=fvar(39)<10
trigger1=stateno=300||stateno=800||ctrl
;------HSCE
[state ]
type=varset
var(52)=800
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=220
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
triggerall=movehit=1
trigger1=stateno=1200&&animelem=6,>0||stateno=1250&&animelem=9,>0
trigger1=hitpausetime<=12
trigger1=var(57):=221
ignorehitpause=1
;------II
[state ]
type=varset
var(52)=1200
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=220
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
triggerall=movehit
trigger1=stateno=270
;------D
[state ]
type=varset
var(52)=270
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=[220,221]
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
triggerall=p2dist x>=80
trigger1=stateno=310
trigger1=movehit
;------
;------2B
[state ]
type=varset
var(52)=310
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=[220,222]
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
triggerall=p2dist x>72
trigger1=stateno=300||stateno=310
trigger1=movehit
;------2A
[state ]
type=varset
var(52)=300
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=[220,222]
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
trigger1=stateno=300
trigger1=movehit
;////////////////////////////////////////////////////////////////////////////////////
; _unރ[g
;////////////////////////////////////////////////////////////////////////////////////
;-----------------------------R{iޕ␳؂j
[state ]
type=varset
var(57)=200
triggerall=var(59)=1
triggerall=!var(57)
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
trigger1=var(11)
trigger1=stateno=300
trigger1=movehit
;------
[state ]
type=varset
var(52)=1700
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=201
triggerall=statetype=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
trigger1=stateno=400
trigger1=movehit
trigger1=var(57):=220
;trigger2=ctrl
;trigger2=var(57):=220
;------JA
[state ]
type=varset
var(52)=400
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=201
triggerall=statetype=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
trigger1=ctrl
;trigger1=time=1
;trigger1=random<=220*var(58)||var(58)>4
;------Wv
[state ]
type=varset
var(52)=40
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=201
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
trigger1=stateno=700
trigger1=movehit
;------O
[state ]
type=varset
var(52)=700
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=201
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
trigger1=stateno=240
;trigger1=animelem=6,>0
trigger1=movehit
;------D
[state ]
type=varset
var(52)=260
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=201
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
trigger1=var(11)
trigger1=stateno=250
trigger1=movehit
;------C
[state ]
type=varset
var(52)=250
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=201
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
trigger1=var(11)
trigger1=stateno=240
trigger1=movehit
;------C
[state ]
type=varset
var(52)=240
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=201
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
trigger1=var(11)
trigger1=stateno=310
trigger1=movehit
;------2B
[state ]
type=varset
var(52)=310
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=201
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
trigger1=var(11)
trigger1=stateno=300
trigger1=movehit
;------
[state ]
type=varset
var(52)=1700
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=200
triggerall=statetype=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
trigger1=stateno=430
trigger1=movehit
trigger1=var(57):=201
;------JD
[state ]
type=varset
var(52)=430
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=200
triggerall=statetype=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
trigger1=ctrl
;------Wv
[state ]
type=varset
var(52)=40
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=200
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
trigger1=stateno=700
trigger1=movehit
;------O
[state ]
type=varset
var(52)=700
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=200
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
trigger1=stateno=240
trigger1=movehit
;------C
[state ]
type=varset
var(52)=240
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=200
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
trigger1=var(11)
trigger1=stateno=310
trigger1=movehit
;------2B
[state ]
type=varset
var(52)=310
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=200
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
triggerall=numhelper(1605)
triggerall=helper(1605),time>=140
trigger1=var(11)
trigger1=stateno=300
trigger1=movehit
;------2A
[state ]
type=varset
var(52)=300
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=200
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
triggerall=numhelper(1605)
triggerall=helper(1605),time<140
trigger1=var(11)
trigger1=stateno=300
trigger1=movehit
;////////////////////////////////////////////////////////////////////////////////////
; _uO[g
;////////////////////////////////////////////////////////////////////////////////////
;------
[state ]
type=varset
var(57)=0
trigger1=enemynear,stateno!=[90600,90620]
trigger1=var(57)=170
;------
[state ]
type=varset
var(52)=1700
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=170
triggerall=statetype=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=enemynear,stateno=[90600,90620]
triggerall=!(var(56)&4)
triggerall=var(14)+var(15)>=6
triggerall=var(3)||var(14)+var(15)>=9
trigger1=ctrl
trigger1=var(57):=120
;------OCu
[state ]
type=varset
var(52)=700
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=170
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=enemynear,stateno=[90600,90620]
triggerall=!(var(56)&4)
triggerall=var(14)+var(15)>=6
trigger1=ctrl
;------jc
[state ]
type=varset
var(52)=40
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=170
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=enemynear,stateno=[90600,90620]
triggerall=!(var(56)&4)
trigger1=stateno=320||stateno=700
trigger1=movehit
;------2C
[state ]
type=varset
var(52)=320
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=170
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=enemynear,stateno=[90600,90620]
triggerall=fvar(39)<=100
triggerall=!(var(56)&4)
trigger1=ctrl
;------JB
[state ]
type=varset
var(52)=410
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=170
triggerall=statetype=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=enemynear,stateno=90620
triggerall=fvar(39)<=80
triggerall=!(var(56)&4)
trigger1=stateno=110
;------󒆃_bV
[state ]
type=varset
var(52)=110
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=170
triggerall=statetype=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=enemynear,stateno=[90600,90620]
triggerall=!(var(56)&4)
trigger1=ctrl
trigger1=pos y<=-40
;///////////////////////////////////////////////////////////////////////////////////
; JE^[[g
;///////////////////////////////////////////////////////////////////////////////////
;------R{(ړ)
[state ]
type=varset
trigger1=var(15)
trigger1=var(57)=[160,199]
;trigger1=stateno=1710
trigger1=var(11)
trigger1=ctrl
trigger1=var(5)<150
var(57)=240
;------R{i_unށj
[state ]
type=varset
trigger1=var(15)
trigger1=var(57)=[160,199]
;trigger1=stateno=1700
trigger1=var(11)
trigger1=ctrl
trigger1=var(5)>=150
var(57)=220
;------R{(_uO)
[state ]
type=varset
trigger1=!var(15)
trigger1=var(57)=[160,199]
trigger1=var(11)
trigger1=ctrl;stateno=1700
var(57)=200
;------
[state ]
type=varset
var(52)=1700
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=180
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
triggerall=backedgebodydist<frontedgebodydist
trigger1=ctrl
;------O
[state ]
type=varset
var(52)=410
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=180
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
triggerall=backedgebodydist<frontedgebodydist
trigger1=stateno=260
trigger1=movehit
;------D
[state ]
type=varset
var(52)=260
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=180
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
triggerall=backedgebodydist<frontedgebodydist
trigger1=ctrl
;------JB
[state ]
type=varset
var(52)=410
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=180
triggerall=statetype=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
trigger1=ctrl
;------JB
[state ]
type=null;varset
var(52)=110
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=180
triggerall=statetype=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
trigger1=pos y<=-40
trigger1=ctrl
;------jc
[state ]
type=varset
var(52)=40
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=180
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
trigger1=stateno=1000
trigger1=movehit
trigger1=1||var(56):=var(56)+8
;------
[state ]
type=varset
var(52)=1000
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=180
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
trigger1=stateno=700
trigger1=movehit
;------O
[state ]
type=varset
var(52)=700
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=180
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
trigger1=stateno=240
trigger1=movehit
;-------------------[g
;------
[state ]
type=varset
var(52)=1700
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=190
triggerall=statetype=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=enemynear,stateno=[90600,90620]
triggerall=!(var(56)&4)
triggerall=frontedgebodydist>backedgebodydist
trigger1=movehit
trigger1=stateno=410||stateno=400
;trigger2=ctrl
;trigger2=var(14)+var(15)>=13
[state ]
type=varset
var(52)=400
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=190
triggerall=statetype=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=enemynear,stateno=[90600,90620]
triggerall=!(var(56)&4)
triggerall=frontedgebodydist>backedgebodydist
trigger1=ctrl
[state ]
type=varset
var(52)=40
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=190
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=enemynear,stateno=[90600,90620]
triggerall=!(var(56)&4)
triggerall=facing*(enemynear,pos x-pos x)>0
triggerall=backedgebodydist<=30
trigger1=ctrl
trigger1=1||var(56):=var(56)+8
;-------------JD
[state ]
type=varset
var(52)=430
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=190
triggerall=statetype=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
trigger1=enemynear,stateno=[90600,90620]
trigger1=stateno=410
trigger1=movehit
;-------------JB
[state ]
type=varset
var(52)=410
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=190
triggerall=statetype=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
trigger1=enemynear,stateno=[90600,90620]
trigger1=stateno=400
trigger1=movehit
;-------------JA
[state ]
type=varset
var(52)=400
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=190
triggerall=statetype=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
triggerall=random<=200*var(58)||var(58)>4
trigger1=enemynear,stateno=[90600,90620]
trigger1=stateno=800&&time>=3
trigger1=enemynear,backedgebodydist<backedgebodydist
;-------------u[Xg
[state ]
type=varset
var(52)=800
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=190
triggerall=statetype=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
triggerall=enemynear,stateno=[90600,90620]
triggerall=frontedgebodydist<backedgebodydist
trigger1=ctrl
trigger2=var(5)%100>20&&var(6)
trigger2=var(14)+var(15)>=9
trigger2=stateno=410
trigger2=time=1
trigger2=random<=200*var(58)||var(58)>4
;---------------WvLZ
[state ]
type=varset
var(52)=40
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=190
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
trigger1=enemynear,stateno=[90600,90620]
trigger1=stateno=320&&movehit
trigger1=1||var(56):=var(56)+8
;----------------------[[g
;------
[state ]
type=varset
var(52)=ifelse(random<=200*var(58)||var(58)>4,1700,430)
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=160
triggerall=statetype=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=enemynear,stateno=[90600,90620]
triggerall=!(var(56)&4)
triggerall=facing*(enemynear,pos x-pos x)>0
triggerall=backedgebodydist<=20
trigger1=ctrl
[state ]
type=varset
var(52)=40
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=160
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=enemynear,stateno=[90600,90620]
triggerall=!(var(56)&4)
triggerall=facing*(enemynear,pos x-pos x)>0
triggerall=backedgebodydist<=30
trigger1=ctrl
;------HSCE
[state ]
type=varset
var(52)=800
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=160
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
triggerall=facing*(enemynear,pos x-pos x)<0
trigger1=movehit
trigger1=stateno=290
trigger1=hitpausetime<=18
ignorehitpause=1
;------
[state ]
type=varset
var(52)=290
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=160
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
triggerall=facing*(enemynear,pos x-pos x)>0
triggerall=var(14)+var(15)<25
triggerall=random<=200*var(58)||var(58)>4
trigger1=stateno=800
;------HSCE
[state ]
type=varset
var(52)=800
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=160
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
trigger1=movehit
trigger1=stateno=610
ignorehitpause=1
;------oj
[state ]
type=varset
var(52)=600
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=160
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
trigger1=stateno=240
trigger1=movehit
;------C
[state ]
type=varset
var(52)=240
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=160||var(57)=180
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
trigger1=var(11)
trigger1=stateno=310
trigger1=movehit
;------2B
[state ]
type=varset
var(52)=310
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=160
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
triggerall=numhelper(1605)
triggerall=0;(helper(1605),time=[108,122])&&!var(15);&&random<=333&&power>=1000
trigger1=var(11)
trigger1=stateno=300
trigger1=movehit
trigger1=var(57):=180
;------2B
[state ]
type=varset
var(52)=310
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=160
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
triggerall=numhelper(1605)
triggerall=helper(1605),time>=140;-8*(var(14)+var(15)=21)
trigger1=var(11)
trigger1=stateno=300
trigger1=movehit
;------2A
[state ]
type=varset
var(52)=300
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=160
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
triggerall=numhelper(1605)
triggerall=helper(1605),time<140
trigger1=var(11)
trigger1=stateno=300
trigger1=movehit
;////////////////////////////////////////////////////////////////////////////////////
; ǃR
;////////////////////////////////////////////////////////////////////////////////////
;------R{
[state ]
type=varset
triggerall=var(57)=[140,159]
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
trigger1=var(11)
trigger1=ctrl
var(57)=160
;------
[state ]
type=varset
var(52)=1700
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=140
triggerall=statetype=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=enemynear,stateno=[90600,90620]
triggerall=!(var(56)&4)
trigger1=stateno=410
trigger1=movehit
trigger2=pos y<=-30
trigger2=var(14)+var(15)>=18||var(3)
trigger2=ctrl
;------u[Xg
[state ]
type=varset
var(52)=800
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=140
triggerall=statetype=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
;triggerall=enemynear,stateno=[90600,90620]
triggerall=!(var(56)&4)
triggerall=var(14)+var(15)>16
trigger1=stateno=410&&animelem=1,=7
trigger2=stateno=1700&&!vel x&&((var(14)+var(15)>=20&&animelem=2||animelem=1,=6)&&prevstateno!=410)
;------JB
[state ]
type=varset
var(52)=410
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=140
triggerall=statetype=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=enemynear,stateno=[90600,90620]
triggerall=!(var(56)&4)
trigger1=stateno=110
;------_
[state ]
type=varset
var(52)=110
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=140
triggerall=statetype=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=enemynear,stateno=[90600,90620]
triggerall=!(var(56)&4)
triggerall=random<=200*var(58)||var(58)>4
trigger1=pos y<-35
trigger1=ctrl
;------jc
[state ]
type=varset
var(52)=40
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=140
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=enemynear,stateno=[90600,90620]
triggerall=!(var(56)&4)
trigger1=stateno=320||stateno=700
trigger1=movehit
;------2C
[state ]
type=varset
var(52)=ifelse(helper(200000),var(23),320,700)
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=140
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=enemynear,stateno=[90600,90620]
triggerall=fvar(39)<=100
triggerall=!(var(56)&4)
trigger1=stateno=800
trigger1=prevstateno=610
;------u[Xg
[state ]
type=varset
var(52)=805
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=140
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
trigger1=movehit
trigger1=stateno=610
ignorehitpause=1
;------oj
[state ]
type=varset
var(52)=600
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=140
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
trigger1=var(11)
trigger1=stateno=240
trigger1=movehit
;------C
[state ]
type=varset
var(52)=240
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=140
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
trigger1=var(11)
trigger1=stateno=310
trigger1=movehit
;------2B
[state ]
type=varset
var(52)=310
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=140
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
triggerall=var(14)+var(15)>12||enemynear,backedgedist<=10&&prevstateno=300
trigger1=var(11)
trigger1=stateno=300
trigger1=movehit
;------2A
[state ]
type=varset
var(52)=300
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=140
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
triggerall=var(14)+var(15)<=12
trigger1=var(11)
trigger1=stateno=300
trigger1=movehit
;------ډ2A
[state ]
type=varset
var(52)=300
triggerall=var(59)=1
triggerall=!var(52)
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
triggerall=var(11)
triggerall=ctrl
trigger1=var(58)>4
trigger2=var(58)=1
trigger2=random<=100-(var(14)+var(15))*3
trigger3=var(58)=2
trigger3=random<=300-(var(14)+var(15))*5
trigger4=var(58)=3
trigger4=random<=600-(var(14)+var(15))*7
trigger5=var(58)=4
trigger5=random<=900-(var(14)+var(15))*5
;////////////////////////////////////////////////////////////////////////////////////
; ށ`ǃRQ
;////////////////////////////////////////////////////////////////////////////////////
;-------------------------ojR
;------R{Q
[state ]
type=varset
triggerall=var(57)=[100,139]
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
trigger1=var(11)
trigger1=ctrl
var(57)=140;+20*(var(14)+var(15)<=10&&enemynear,backedgebodydist>=30&&random<=500)
;------R{
[state ]
type=varset
triggerall=var(57)=[100,140]
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
trigger1=var(14)+var(15)<9
trigger1=enemynear,pos y-pos y>=-45
trigger1=var(5)>=20
trigger1=stateno=320
trigger1=movehit
var(57)=190
ignorehitpause=1
;------
[state ]
type=varset
var(52)=1700
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=120
triggerall=statetype=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=enemynear,stateno=[90600,90620]
triggerall=!(var(56)&4)
trigger1=stateno=410
trigger1=movehit
trigger2=var(14)+var(15)<=7||(pos y=[-30,-25])&&random<=999||vel y<=-8&&pos y>=-40
trigger2=ctrl
;------JB
[state ]
type=varset
var(52)=410
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=120
triggerall=statetype=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=enemynear,stateno=[90600,90620]
triggerall=!(var(56)&4)
trigger1=stateno=110
;------_
[state ]
type=varset
var(52)=110
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=120
triggerall=statetype=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=enemynear,stateno=[90600,90620]
triggerall=!(var(56)&4)
triggerall=random<=200*var(58)||var(58)>4
trigger1=pos y<-40
trigger1=ctrl
;------jc
[state ]
type=varset
var(52)=40
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=120
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=enemynear,stateno=[90600,90620]
triggerall=!(var(56)&4)
trigger1=stateno=320||stateno=700
trigger1=movehit
;------OCu
[state ]
type=varset
var(52)=700
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=120
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=enemynear,stateno=[90600,90620]
triggerall=p2dist x<80
triggerall=fvar(39)<=100
triggerall=!(var(56)&4)
trigger1=stateno=800&&var(55)=700
;------HSCu[Xg
[state ]
type=varset
var(52)=800
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=120
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=enemynear,stateno=[90600,90620]
triggerall=!(var(56)&4)
trigger1=var(6)
trigger1=var(5)%100>=50||var(5)=[21,50]
trigger1=stateno=700
trigger1=movehit
trigger1=hitpausetime<=8
ignorehitpause=1
;------OCu
[state ]
type=varset
var(52)=700
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=120
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=enemynear,stateno=90620
triggerall=time>=45||p2dist x<80
triggerall=var(14)+var(15)<=3
triggerall=fvar(39)<=80
triggerall=facing*(enemynear,pos x-pos x)>0
triggerall=!(var(56)&4)
triggerall=enemynear,hitshakeover
trigger1=stateno=800
;------2C
[state ]
type=varset
var(52)=320
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=120
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=enemynear,stateno=90620
triggerall=time>=45||p2dist x<80
triggerall=fvar(39)<=100
triggerall=facing*(enemynear,pos x-pos x)>0
triggerall=!(var(56)&4)
triggerall=enemynear,hitshakeover
trigger1=stateno=800
;------2C
[state ]
type=varset
var(52)=320
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=120
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=enemynear,stateno=[90600,90620]
triggerall=fvar(39)<=100
triggerall=!(var(56)&4)
trigger1=stateno=800&&var(55)=1100
trigger2=ctrl
;------HSCu[Xg
[state ]
type=varset
var(52)=800
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=120
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=enemynear,stateno=[90600,90620]
triggerall=!(var(56)&4)
trigger1=stateno=1100||stateno=1650||fvar(39)>=80&&stateno=270||stateno=280||stateno=650
trigger1=movehit
trigger1=hitpausetime<=4
trigger2=stateno=650
trigger2=animelem=1,=30
ignorehitpause=1
;------
[state ]
type=varset
var(52)=ifelse(random<=250-50*var(58)&&var(58)<=4,330,1600)
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(56)&256
triggerall=var(57)=120
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=fvar(39)<=90
triggerall=enemynear,stateno=[90600,90620]
triggerall=!(var(56)&4)
trigger1=stateno=270
trigger1=movehit
;------`bv
[state ]
type=varset
var(52)=ifelse(random<=500-100*var(58)&&var(58)<=4,280,1100)
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=120
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=fvar(39)<=90
triggerall=enemynear,stateno=[90600,90620]
triggerall=!(var(56)&4)
trigger1=stateno=270
trigger1=movehit
;------D
[state ]
type=varset
var(52)=270
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=120
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=p2dist x>=80
triggerall=fvar(39)<=120||p2dist x<=120
triggerall=enemynear,stateno=90620
triggerall=var(14)+var(15)<8
triggerall=!(var(56)&4)
triggerall=var(14)+var(15)>=5
trigger1=ctrl||stateno=800
;------wB
[state ]
type=varset
var(52)=650
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=120
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=enemynear,stateno=90601
triggerall=!(var(56)&4)
trigger1=fvar(33)=[330,500]
trigger1=stateno=800
;////////////////////////////////////////////////////////////////////////////////////
; ǃR
;////////////////////////////////////////////////////////////////////////////////////
[state ]
type=varset
var(57)=300
triggerall=var(59)=1
triggerall=!var(57)
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
trigger1=var(11)
trigger1=var(56)&256
trigger1=fvar(33)<=80
;-----------------------------R{i΋npj
[state ]
type=varset
var(57)=265
triggerall=var(59)=1
triggerall=!var(57)
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
trigger1=var(5)>=40&&!var(6)
trigger1=!var(6)
trigger1=fvar(33)>=360
trigger1=var(15)>0
trigger1=var(11)
;-----------------------------R{i΋np2j
[state ]
type=varset
var(57)=270
triggerall=var(59)=1
triggerall=!var(57)
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
trigger1=var(15)>0
trigger1=var(11)
;-----------------------------΋n
[state ]
type=varset
var(52)=1700
triggerall=var(59)=1
triggerall=!var(57)
triggerall=!var(52)
triggerall=statetype=a
triggerall=enemynear,alive
triggerall=enemynear,statetype!=l
triggerall=enemynear,movetype=h
triggerall=enemynear,statetype=a
triggerall=enemynear,stateno!=[120,155]
triggerall=(enemynear,stateno=[5000,5100])||enemynear,stateno=[35000,35105]
triggerall=!(var(56)&4)
triggerall=random<=200*var(58)||var(58)>4
trigger1=movehit
trigger1=stateno=400||stateno=410||stateno=430
;-------------JE^[qbgu[Xg
[state ]
type=varset
var(52)=800
triggerall=var(59)=1
triggerall=!var(57)
triggerall=!var(52)
triggerall=enemynear,alive
triggerall=enemynear,statetype!=l
triggerall=enemynear,movetype=h
triggerall=enemynear,statetype=a
triggerall=enemynear,stateno!=[120,155]
triggerall=enemynear,stateno=[90600,90620]
triggerall=facing*(enemynear,pos x-pos x)>0
triggerall=!(var(56)&4)
triggerall=fvar(33)>=240
triggerall=random<=200*var(58)||var(58)>4
trigger1=ctrl||stateno=1000||stateno=1450||stateno=1200||stateno=1250
trigger1=var(5)>=100||var(5)>=20&&var(6)
trigger1=fvar(39)>20
;------------------u[Xgjc
[state ]
type=varset
var(52)=40
triggerall=var(59)=1
triggerall=!var(57)
triggerall=!var(52)
triggerall=enemynear,alive
triggerall=enemynear,statetype!=l
triggerall=enemynear,movetype=h
triggerall=enemynear,statetype=a
triggerall=enemynear,stateno!=[120,155]
triggerall=enemynear,stateno=[90600,90620]
triggerall=facing*(enemynear,pos x-pos x)>0
triggerall=!(var(56)&4)
triggerall=random<=200*var(58)||var(58)>4
trigger1=stateno=1000
trigger1=fvar(39)>20
trigger1=var(57):=170
;------------------u[OCu
[state ]
type=varset
var(52)=700
triggerall=var(59)=1
triggerall=!var(57)
triggerall=!var(52)
triggerall=statetype!=a
triggerall=numhelper(31111)
triggerall=enemynear,alive
triggerall=enemynear,statetype!=l
triggerall=enemynear,movetype=h
triggerall=enemynear,statetype=a
triggerall=enemynear,stateno!=[120,155]
triggerall=enemynear,stateno!=[90600,90620]
triggerall=!(var(56)&4)
triggerall=fvar(39)<=60
triggerall=p2dist y+helper(31111),fvar(16)=[-180,-10]
triggerall=facing*(enemynear,pos x-pos x)>0
triggerall=random<=200*var(58)||var(58)>4
trigger1=stateno=800||ctrl
[state ]
type=varset
var(52)=800
triggerall=var(59)=1
triggerall=!var(57)
triggerall=!var(52)
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,statetype!=l
triggerall=enemynear,movetype=h
triggerall=enemynear,stateno!=[120,155]
triggerall=enemynear,stateno!=[90600,90620]
triggerall=!(var(56)&4)
triggerall=var(5)>=100||var(6)&&var(5)>=20
triggerall=random<=200*var(58)||var(58)>4
triggerall=hitpausetime<=12
triggerall=movehit=1
triggerall=enemynear,statetype=a||stateno=290&&enemynear,statetype!=a
trigger1=stateno=1200
trigger1=animelem=8,>0
trigger2=stateno=1250
trigger2=animelem=11,>0
trigger3=stateno=290
trigger3=animelem=5,>0
ignorehitpause=1
;-------------------
[state ]
type=varset
var(52)=1000
triggerall=var(59)=1
triggerall=!var(57)
triggerall=!var(52)
triggerall=power>=1000
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,statetype!=l
triggerall=enemynear,movetype=h
triggerall=enemynear,stateno!=[120,155]
triggerall=enemynear,stateno!=[90600,90620]
triggerall=!(var(56)&4)
triggerall=facing*(enemynear,pos x-pos x)>0
triggerall=random<=200*var(58)||var(58)>4
triggerall=movehit>=3
trigger1=stateno=1200
trigger1=animelem=9,>2
trigger2=stateno=1250
trigger2=animelem=11,>2
trigger3=stateno=290
trigger3=animelem=5,>0
;-------------------II
[state ]
type=varset
var(52)=1200
triggerall=var(59)=1
triggerall=!var(57)
triggerall=!var(52)
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,statetype!=l
triggerall=enemynear,movetype=h
triggerall=enemynear,stateno!=[120,155]
triggerall=enemynear,stateno!=[90600,90620]
triggerall=!(var(56)&4)
triggerall=fvar(39)<=120
triggerall=facing*(enemynear,pos x-pos x)>0
triggerall=random<=200*var(58)||var(58)>4
triggerall=!(var(56)&256)
trigger1=movehit
trigger1=stateno=330
;-------------------Eu[OCu
[state ]
type=varset
var(52)=700
triggerall=var(59)=1
triggerall=!var(57)
triggerall=!var(52)
triggerall=statetype!=a
triggerall=numhelper(31111)
triggerall=enemynear,alive
triggerall=enemynear,statetype!=l
triggerall=enemynear,movetype=h
triggerall=enemynear,stateno=90700
triggerall=!(var(56)&4)
triggerall=fvar(39)<=60
triggerall=p2dist y+helper(31111),fvar(16)=[-180,-10]
triggerall=facing*(enemynear,pos x-pos x)>0
triggerall=random<=200*var(58)||var(58)>4
trigger1=stateno=800||ctrl
[state ]
type=varset
var(52)=800
triggerall=var(59)=1
triggerall=!var(57)
triggerall=!var(52)
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,statetype!=l
triggerall=enemynear,movetype=h
triggerall=enemynear,statetype=a
triggerall=enemynear,stateno!=[90600,90620]
triggerall=!(var(56)&4)
triggerall=random<=200*var(58)||var(58)>4
trigger1=animelem=13,>3
trigger1=stateno=760
trigger2=stateno=700&&0
trigger2=enemynear,stateno=90700
trigger2=time=1
trigger2=fvar(33)>120
;-----------------------------OCu`ގn
[state ]
type=varset
var(52)=430
triggerall=var(59)=1
triggerall=!var(57)
triggerall=!var(52)
triggerall=statetype=a
triggerall=enemynear,alive
triggerall=enemynear,statetype!=l
triggerall=enemynear,movetype=h
triggerall=enemynear,statetype=a
triggerall=enemynear,stateno!=[120,155]
triggerall=enemynear,stateno!=[90600,90620]
triggerall=!(var(56)&4)
;triggerall=p2dist y+vel y*6+const(movement.yaccel)*6*6/2+helper(31111),fvar(6)=[-160,40]
triggerall=p2dist y+helper(31111),fvar(6)=[-160,0]
triggerall=random<=200*var(58)||var(58)>4
trigger1=ctrl
[state ]
type=varset
var(52)=400
triggerall=var(59)=1
triggerall=!var(57)
triggerall=!var(52)
triggerall=statetype=a
triggerall=enemynear,alive
triggerall=enemynear,statetype!=l
triggerall=enemynear,movetype=h
triggerall=enemynear,statetype=a
triggerall=enemynear,stateno!=[120,155]
triggerall=enemynear,stateno!=[90600,90620]
triggerall=!(var(56)&4)
;triggerall=p2dist y+vel y*3+const(movement.yaccel)*3*3/2+helper(31111),fvar(3)=[-120,40]
triggerall=p2dist y+helper(31111),fvar(3)=[-160,0]
triggerall=random<=200*var(58)||var(58)>4
trigger1=ctrl
[state ]
type=varset
var(52)=40
triggerall=var(59)=1
triggerall=!var(57)
triggerall=!var(52)
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,statetype!=l
triggerall=enemynear,movetype=h
triggerall=enemynear,statetype=a
triggerall=enemynear,stateno!=[120,155]
triggerall=enemynear,stateno!=[90600,90620]
triggerall=!(var(56)&4)
triggerall=random<=200*var(58)||var(58)>4
trigger1=movehit
trigger1=stateno=700||var(3)&&(stateno=1100||stateno=1150)||stateno=1000
trigger1=1||var(56):=var(56)+8*(!var(3)||fvar(39)>=30)
[state ]
type=varset
var(52)=800
triggerall=var(59)=1
triggerall=!var(57)
triggerall=!var(52)
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,statetype!=l
triggerall=enemynear,movetype=h
triggerall=enemynear,statetype=a
triggerall=enemynear,stateno!=[120,155]
triggerall=enemynear,stateno!=[90600,90620]
triggerall=!(var(56)&4)
triggerall=random<=200*var(58)||var(58)>4
trigger1=fvar(39)-fvar(29)*16>40
trigger1=vel x<2
trigger1=time<16
trigger1=stateno=700
trigger1=(prevstateno=[240,290])||prevstateno=[320,330]
[state ]
type=varset
var(52)=700
triggerall=var(59)=1
triggerall=!var(57)
triggerall=!var(52)
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,statetype!=l
triggerall=enemynear,movetype=h
triggerall=enemynear,statetype=a
triggerall=enemynear,stateno!=[120,155]
triggerall=enemynear,stateno!=[90600,90620]
triggerall=!(var(56)&4)
triggerall=random<=200*var(58)||var(58)>4
trigger1=movehit
trigger1=stateno=[200,300]
;-----------------------------ojRn
;------R{P
[state ]
type=varset
triggerall=var(57)<100
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=enemynear,stateno=[90600,90620]
trigger1=stateno=800
trigger1=time=1
var(57)=120
;------u[Xg
[state ]
type=varset
var(52)=805
triggerall=var(59)=1
triggerall=!var(52)
triggerall=!var(57)
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,statetype!=l
triggerall=enemynear,movetype=h
triggerall=!(var(56)&4)
triggerall=enemynear,stateno!=[120,155]
triggerall=enemynear,stateno=[90600,90620]
triggerall=random<=200*var(58)||var(58)>4
trigger1=movehit
trigger1=stateno=1000
ignorehitpause=1
;------u[Xg
[state ]
type=varset
var(52)=800
triggerall=var(59)=1
triggerall=!var(52)
triggerall=!var(57)
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,statetype!=l
triggerall=enemynear,movetype=h
triggerall=enemynear,stateno!=[120,155]
triggerall=!(var(56)&4)
triggerall=random<=200*var(58)||var(58)>4
trigger1=movehit
trigger1=stateno=610
trigger1=fvar(33)>=360&&0||!hitpausetime
ignorehitpause=1
;-------oj
[state ]
type=varset
var(52)=1200
triggerall=var(59)=1
triggerall=!var(52)
triggerall=!var(57)
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,statetype!=l
triggerall=enemynear,movetype=h
triggerall=enemynear,stateno!=[120,155]
triggerall=enemynear,stateno!=[90600,90620]
triggerall=!(var(56)&4)
triggerall=fvar(39)>=70
triggerall=!var(11)
triggerall=random<=200*var(58)||var(58)>2
trigger1=movehit
trigger1=stateno=270
;-------oj
[state ]
type=varset
var(52)=600
triggerall=var(59)=1
triggerall=!var(52)
triggerall=!var(57)
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,statetype!=l
triggerall=enemynear,movetype=h
triggerall=enemynear,stateno!=[120,155]
triggerall=enemynear,stateno!=[90600,90620]
triggerall=!(var(56)&4)
triggerall=fvar(39)<=80
triggerall=!var(11)
triggerall=random<=200*var(58)||var(58)>2
trigger1=(stateno=330||stateno=335)&&time<=1
trigger1=prevstateno=270
trigger2=stateno=240&&movehit
;-------2D
[state ]
type=varset
var(52)=330
triggerall=var(59)=1
triggerall=!var(52)
triggerall=!var(57)
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,statetype!=l
triggerall=enemynear,movetype=h
triggerall=enemynear,stateno!=[120,155]
triggerall=enemynear,stateno!=[90600,90620]
triggerall=enemynear,statetype!=a
triggerall=!(var(56)&4)
;triggerall=fvar(39)<=80
triggerall=!var(11)
triggerall=movehit
triggerall=random<=200*var(58)||var(58)>4
trigger1=stateno=270
;-------C
[state ]
type=varset
var(52)=240
triggerall=var(59)=1
triggerall=!var(52)
triggerall=!var(57)
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,statetype=s
triggerall=enemynear,movetype=h
triggerall=enemynear,stateno!=[120,155]
triggerall=enemynear,stateno!=[90600,90620]
triggerall=!(var(56)&4)
triggerall=p2dist x<80
triggerall=fvar(39)<=20
triggerall=!var(11)
triggerall=movehit
triggerall=random<=200*var(58)||var(58)>4
trigger1=stateno=310
trigger1=var(14)+var(15)>=3
;-----------2D
[state ]
type=varset
var(52)=330
triggerall=var(59)=1
triggerall=!var(52)
triggerall=!var(57)
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,statetype!=l
triggerall=enemynear,movetype=h
triggerall=enemynear,stateno!=[120,155]
triggerall=enemynear,stateno!=[90600,90620]
triggerall=!(var(56)&4)
triggerall=fvar(39)<=70
triggerall=!var(11)
triggerall=random<=200*var(58)||var(58)>4
trigger1=var(14)+var(15)>=2
trigger1=movehit
trigger1=p2dist x>80
trigger1=power>=1000
trigger1=stateno=310
trigger1=fvar(33)<=120
;trigger1=var(57):=300
;-------2D
[state ]
type=varset
var(52)=330
triggerall=var(59)=1
triggerall=!var(52)
triggerall=!var(57)
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,statetype!=l
triggerall=enemynear,movetype=h
triggerall=enemynear,stateno!=[120,155]
triggerall=enemynear,stateno!=[90600,90620]
triggerall=!(var(56)&4)
triggerall=fvar(39)>70
triggerall=!var(11)
triggerall=random<=200*var(58)||var(58)>4
trigger1=!(var(5)>=100||var(6)&&var(5)%100>=20)
trigger1=movehit
trigger1=p2dist x>80
trigger1=stateno=310
;-------D
[state ]
type=varset
var(52)=270
triggerall=var(59)=1
triggerall=!var(52)
triggerall=!var(57)
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,statetype!=l
triggerall=enemynear,movetype=h
triggerall=enemynear,stateno!=[120,155]
triggerall=enemynear,stateno!=[90600,90620]
triggerall=!(var(56)&4)
triggerall=fvar(39)<=80
triggerall=!var(11)
triggerall=random<=200*var(58)||var(58)>4
trigger1=var(14)+var(15)>=2||!(var(5)>=100||var(6)&&var(5)%100>=20||var(5)>=120&&!var(6))
trigger1=movehit
trigger1=p2dist x>80
trigger1=stateno=310||stateno=230
;--------------u[Xg
[state ]
type=varset
var(52)=800
triggerall=var(59)=1
triggerall=!var(52)
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=enemynear,statetype!=l
triggerall=enemynear,stateno!=[120,155]
triggerall=enemynear,stateno!=[90600,90620]
triggerall=!(var(56)&4)
trigger1=var(5)>=100||var(6)&&var(5)%100>=20||var(5)>=120&&!var(6)
trigger1=stateno=310
trigger1=vel x<=3
trigger1=!movehit
trigger1=fvar(39)>=65
trigger1=var(14)+var(15)<=2
;-------2B
[state ]
type=varset
var(52)=310
triggerall=var(59)=1
triggerall=!var(52)
triggerall=!var(57)
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=enemynear,statetype!=l
triggerall=enemynear,stateno!=[120,155]
triggerall=enemynear,stateno!=[90600,90620]
triggerall=!(var(56)&4)
triggerall=fvar(39)-80*(var(5)>=100||var(6)&&var(5)%100>=20)<=80
triggerall=p2dist x<=75||enemynear,gethitvar(hittime)<=8
triggerall=!var(11)
triggerall=random<=200*var(58)||var(58)>4
trigger1=movehit
trigger1=stateno=300||stateno=310
;-------2A(ډp)
[state ]
type=varset
var(52)=300
triggerall=var(59)=1
triggerall=!var(52)
triggerall=!var(57)
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=enemynear,statetype!=a
triggerall=enemynear,statetype!=l
triggerall=enemynear,stateno!=[120,155]
triggerall=enemynear,stateno!=[90600,90620]
triggerall=!(var(56)&4)
triggerall=fvar(39)-80*(var(5)>=100||var(6)&&var(5)%100>=20)<=50
triggerall=!var(11)
triggerall=random<=200*var(58)||var(58)>4
trigger1=ctrl||stateno=800
;-------2B(ډp)
[state ]
type=varset
var(52)=310
triggerall=var(59)=1
triggerall=!var(52)
triggerall=!var(57)
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=enemynear,statetype!=a
triggerall=enemynear,statetype!=l
triggerall=enemynear,stateno!=[120,155]
triggerall=enemynear,stateno!=[90600,90620]
triggerall=!(var(56)&4)
triggerall=fvar(39)-80*(var(5)>=100||var(6)&&var(5)%100>=20)<=80
triggerall=!var(11)
triggerall=random<=200*var(58)||var(58)>4
trigger1=ctrl||stateno=800
;------------z
[state ]
type=varset
var(52)=2300
triggerall=var(59)=1
triggerall=!var(57)
triggerall=!var(52)
triggerall=!var(12)
triggerall=power>=1000
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=enemynear,stateno!=[90600,90620]
triggerall=(enemynear,stateno=[5050,5109])||enemynear,stateno=[35000,35110]
triggerall=!(var(56)&4)
triggerall=facing*(enemynear,pos x-pos x)>0
triggerall=random<=200*var(58)||var(58)>4
trigger1=ctrl
;-------------------ف[
[state ]
type=varset
var(52)=1500
triggerall=var(59)=1
triggerall=!var(57)
triggerall=!var(52)
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=enemynear,stateno!=[90600,90620]
triggerall=(enemynear,stateno=[5050,5109])||enemynear,stateno=[35000,35110]
triggerall=!(var(56)&4)
triggerall=facing*(enemynear,pos x-pos x)>0
triggerall=fvar(39)>=60
triggerall=random<=200*var(58)||var(58)>4
trigger1=ctrl
;//////////////////////////////////////////////////////////////////////////////////////
; ł
;//////////////////////////////////////////////////////////////////////////////////////
;-------------ނ
;--------
[state ]
type=varset
var(52)=290
triggerall=var(59)=1
triggerall=!var(52)
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=enemynear,stateno=[150,155]
triggerall=!(var(56)&4)
triggerall=random<=10
triggerall=var(11)
trigger1=ctrl||stateno=300||stateno=310
;---------2A
[state ]
type=varset
var(52)=300
triggerall=var(59)=1
triggerall=!var(52)
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=enemynear,stateno=[150,155]
triggerall=!(var(56)&4)
triggerall=random<=300||var(58)>=3
triggerall=var(11)
trigger1=ctrl||stateno=300||stateno=310
;-------------ނȂ
;---------JB
[state ]
type=varset
var(52)=410
triggerall=var(59)=1
triggerall=!var(52)
triggerall=statetype=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=enemynear,stateno=[150,155]
triggerall=!(var(56)&4)
triggerall=fvar(39)<=120
triggerall=!var(11)
;triggerall=enemynear,gethitvar(hittime)>=6
triggerall=random<=40*var(58)
trigger1=stateno=110
;---------_
[state ]
type=varset
var(52)=110
triggerall=var(59)=1
triggerall=!var(52)
triggerall=statetype=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=enemynear,stateno=[150,155]
triggerall=!(var(56)&4)
triggerall=fvar(39)<=180
triggerall=!var(11)
triggerall=random<=20*var(58)||var(58)>=3
trigger1=ctrl
trigger1=pos y<=-30
;---------jc,u[Xg
[state ]
type=varset
var(52)=ifelse(random%2&&var(5)>=100,800,40)
triggerall=var(59)=1
triggerall=!var(52)
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype!=a
triggerall=enemynear,movetype=h
triggerall=enemynear,stateno=[150,155]
triggerall=!(var(56)&4)
triggerall=fvar(39)<=100
triggerall=!var(11)
triggerall=random<=60*var(58)
triggerall=movecontact
trigger1=stateno=1000
trigger1=1||var(56):=var(56)+8*(enemynear,backedgebodydist>30)
trigger1=hitpausetime&&random<=50||!hitpausetime
ignorehitpause=1
;-----------------Au[Xg
[state ]
type=varset
var(52)=ifelse(random%3=0,1000,800)
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(58)<5
triggerall=power>=1000||var(5)>=100||var(6)&&var(5)>=20
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=enemynear,stateno=[150,155]
triggerall=!(var(56)&4)
triggerall=fvar(39)<=100
triggerall=!var(11)
triggerall=random<=40*var(58)
trigger1=stateno=1200
trigger1=animelem=9,>0
trigger2=stateno=1250
trigger2=animelem=11,>0
trigger3=stateno=[1100,1150]
trigger4=stateno=290
trigger4=animelem=5,>0
trigger5=stateno=650
trigger5=movecontact
;-----------------ojorII
[state ]
type=varset
var(52)=ifelse(random%3,1200,600)
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(58)<4||!(var(56)&256)
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=enemynear,stateno=[150,155]
triggerall=!(var(56)&4)
triggerall=fvar(39)=[20,80]
triggerall=!var(11)
trigger1=random<=20*var(58)||var(58)>4
trigger1=movecontact
trigger1=stateno=270
;--------------D
[state ]
type=varset
var(52)=270
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(58)<4||!(var(56)&256)
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=enemynear,stateno=[150,155]
triggerall=!(var(56)&4)
triggerall=!var(11)
trigger1=random<=20*var(58)||var(58)>4
trigger1=movecontact
trigger1=stateno=230
;--------------B
[state ]
type=varset
var(52)=230
triggerall=var(59)=1
triggerall=!var(52)
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=enemynear,stateno=[150,155]
triggerall=!(var(56)&4)
triggerall=p2dist x>65
triggerall=!var(11)
trigger1=random<=20*var(58)
trigger1=movecontact
trigger1=stateno=310
;------------ҋ@
[state ]
type=varset
trigger1=var(57)=50
trigger1=stateno!=310
var(57)=0
[state ]
type=varset
var(52)=-1
triggerall=var(59)=1
triggerall=!var(52)
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=enemynear,stateno=[150,155]
triggerall=!(var(56)&4)
triggerall=fvar(39)>40
triggerall=!var(11)
triggerall=stateno=310
trigger1=random<=30*var(58)
trigger1=movecontact=1
trigger1=var(57):=50
[state ]
type=varset
var(52)=-1
trigger1=stateno=310
trigger1=var(57)=50
;--------------u[Xg
[state ]
type=varset
var(52)=800
triggerall=var(59)=1
triggerall=!var(52)
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=enemynear,stateno=[150,155]
triggerall=!(var(56)&4)
triggerall=fvar(39)>=35
triggerall=!var(11)
triggerall=var(5)>=100||var(6)&&var(5)%100>=20
triggerall=random<=40*var(58)
trigger1=random<=200||stateno=290
trigger1=stateno=310||stateno=290
trigger1=time=1
trigger2=var(6)&&var(5)%100=[20,25]
ignorehitpause=1
:--------------u[
[state ]
type=varset
var(52)=290
triggerall=var(59)=1
triggerall=!var(52)
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=enemynear,stateno=[150,155]
triggerall=!(var(56)&4)
triggerall=fvar(39)<=120
triggerall=!var(11)
trigger1=stateno=800
trigger1=var(55)=[300,310]
[state ]
type=varset
var(52)=800
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(58)=[3,4]
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=enemynear,stateno=[150,155]
triggerall=!(var(56)&4)
triggerall=fvar(39)<=80
triggerall=!var(11)
triggerall=random<=20
triggerall=var(5)>=100||var(6)&&(var(5)%100>=50||var(5)=[21,70])
triggerall=hitpausetime=[7,10]
trigger1=movecontact
trigger1=stateno=300||stateno=310
ignorehitpause=1
;--------------2B
[state ]
type=varset
var(52)=310
triggerall=var(59)=1
triggerall=!var(52)
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=enemynear,stateno=[150,155]
triggerall=!(var(56)&4)
triggerall=fvar(39)-vel x*6<=45
triggerall=!var(11)
triggerall=enemynear,gethitvar(hittime)>=6
trigger1=random<=40*var(58)||var(58)>4
trigger1=ctrl||stateno=800
trigger2=movecontact
trigger2=stateno=300||stateno=310
;---------------K[htH[
[state ]
type=varset
var(52)=ifelse(random=200&&power>=1000,1000,800)
triggerall=var(59)=1
triggerall=!var(52)
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=enemynear,stateno=[150,155]
triggerall=!(var(56)&4)
triggerall=fvar(39)<=150
triggerall=!var(11)
triggerall=var(5)>=100||power>=1000
trigger1=random<=40*var(58)
trigger1=stateno=270||stateno=330||stateno=700||stateno=290||stateno=650
trigger1=movecontact
;/////////////////////////////////////////////////////////////////////////////////////
; NU
;/////////////////////////////////////////////////////////////////////////////////////
;----------z
[state ]
type=varset
var(52)=2300
triggerall=var(59)=1
triggerall=!var(52)
triggerall=!var(12)
triggerall=statetype!=a
triggerall=enemynear,statetype=l
triggerall=random<=var(58)*100
triggerall=ctrl
trigger1=enemynear,stateno=5120
trigger1=enemynear,animtime>=-5
;---------2B
[state ]
type=varset
var(52)=310
triggerall=var(59)=1
triggerall=!var(52)
triggerall=!var(12)
triggerall=statetype!=a
triggerall=enemynear,statetype=l
triggerall=random<=var(58)*20
triggerall=ctrl
triggerall=fvar(39)-80*(var(5)>=100||var(6)&&var(5)%100>=20)<=80
trigger1=enemynear,stateno=5120
trigger1=enemynear,animtime=-3
[state ]
type=varset
var(52)=800
triggerall=var(59)=1
triggerall=!var(52)
triggerall=!var(12)
triggerall=statetype!=a
triggerall=enemynear,statetype=l
triggerall=fvar(39)>=50
triggerall=var(5)>=120&&var(6)&&var(5)%100>=20
trigger1=enemynear,stateno=5120
trigger1=stateno=310
trigger1=time=2
;----------Ė@
[state ]
type=varset
var(52)=1500
triggerall=var(59)=1
triggerall=!var(52)
triggerall=!var(12)
triggerall=fvar(39)>=60
triggerall=statetype!=a
triggerall=enemynear,statetype=l
triggerall=random<=var(58)*100
triggerall=ctrl
trigger1=enemynear,stateno!=5120
;---------_bV
[state ]
type=varset
var(52)=100
triggerall=var(59)=1
triggerall=!var(52)
triggerall=statetype!=a
triggerall=enemynear,statetype=l
triggeral=ctrl
trigger1=fvar(39)>=120
trigger1=random<=60*var(58)||anim=100
trigger1=1||var(56):=var(56)+8
;--------
[state ]
type=varset
var(52)=20
triggerall=var(59)=1
triggerall=!var(52)
triggerall=statetype!=a
triggerall=enemynear,statetype=l
triggerall=ctrl
trigger1=fvar(39)>=60
trigger1=random<=60*var(58)||anim=20
trigger1=1||var(56):=var(56)+8
;-------Ƌ߂
[state ]
type=varset
var(52)=20
triggerall=var(59)=1
triggerall=!var(52)
triggerall=statetype!=a
triggerall=enemynear,stateno=[5110,5120]
triggerall=enemynear,statetype=l
triggerall=ctrl
trigger1=fvar(39)<=50
trigger1=random<=60*var(58)||anim=21
trigger1=1||var(56):=var(56)+16
[state ]
type=varset
trigger1=var(37)>0
trigger1=var(52)=-1
var(52)=0
;///////////////////////////////////////////////////////////////////////////////////
; 
;///////////////////////////////////////////////////////////////////////////////////
[state ]
type=varset
var(52)=751-(random<=1000-200*var(58)&&var(58)<5)
triggerall=var(59)=1
triggerall=!var(52)
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,statetype!=l
triggerall=enemynear,movetype!=h
triggerall=enemynear,stateno!=[120,155]
triggerall=enemynear,stateno!=[5000,5210]
triggerall=enemynear,statetype!=a
;triggerall=!(var(56)&4)
triggerall=fvar(39)<20
triggerall=!var(11)
triggerall=fvar(33)<fvar(34)
triggerall=random<=20*var(58)||var(58)>4&&var(5)>=100
trigger1=ctrl
[state ]
type=varset
var(52)=750+(random<=1000-200*var(58)&&var(58)<5)
triggerall=var(59)=1
triggerall=!var(52)
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,statetype!=l
triggerall=enemynear,movetype!=h
triggerall=enemynear,stateno!=[120,155]
triggerall=enemynear,stateno!=[5000,5210]
triggerall=enemynear,statetype!=a
;triggerall=!(var(56)&4)
triggerall=fvar(39)<20
triggerall=!var(11)
triggerall=fvar(33)>fvar(34)
triggerall=random<=20*var(58)||var(58)>4&&var(5)>=100
trigger1=ctrl
;-----------------------------------------------------------------------------------
;///////////////////////////////////////////////////////////////////////////////////
; K[h
;///////////////////////////////////////////////////////////////////////////////////
;-----------------------------------------------------------------------------------
;-------------K[hLZ
[state ]
type=varset
var(52)=900
triggerall=var(59)=1
triggerall=!var(52)
triggerall=statetype!=a
triggerall=movetype=h
triggerall=enemynear,movetype=a
triggerall=stateno=[150,155]
triggerall=power>=1000
triggerall=fvar(39)<=60
triggerall=enemynear,pos y>=-60
trigger1=var(58)<3
trigger1=random<=50
trigger2=var(58)=[3,4]
trigger2=enemynear,animtime<=-5
trigger2=random<=5
trigger3=var(58)>4
trigger3=enemynear,hitpausetime>7
trigger3=random<=20
;-----------K[sAgۗp
trigger4=var(58)>=4
trigger4=!enemynear,hitpausetime
trigger4=!enemynear,movecontact
trigger4=enemynear,animtime<-7
trigger4=enemynear,time>18||enemynear,animelemtime(1)>18||enemynear,hitdefattr=sac,aa,at,ap
;-------------AWKҋ@
[state ]
type=varset
var(52)=-1
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(56)&4
triggerall=ctrl
triggerall=anim!=[120,155]
triggerall=statetype!=a
triggerall=!enemynear,numproj&&!(var(56)&1024)
triggerall=random<=200*var(58)||var(58)>=4
triggerall=enemynear,movetype=a
trigger1=var(41)
trigger1=var(42)<=-1
;-------------K[h
[state ]
type=varset
var(52)=120
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(56)&4
triggerall=ctrl
trigger1=anim=[120,155]
trigger1=enemynear,p2dist x>=0&&p2dist x>=0
trigger2=random<=200*var(58)
trigger2=enemynear,p2dist x>=0||random<=200*var(58)
trigger3=var(58)>4
;-----------------------------------------------------------------------------------
;///////////////////////////////////////////////////////////////////////////////////
; 
;///////////////////////////////////////////////////////////////////////////////////
;-----------------------------------------------------------------------------------
[state ]
type=varset
trigger1=var(37)>0
trigger1=!var(52)
var(52)=-1
;///////////////////////////////////////////////////////////////////////////////////
; ԂρA\
;///////////////////////////////////////////////////////////////////////////////////
;----------zc
[state ]
type=varset
var(52)=2400
triggerall=var(59)=1
triggerall=!var(52)
triggerall=power>=1000
triggerall=statetype!=a
triggerall=enemynear,statetype!=l
triggerall=enemynear,movetype=a||enemynear,ctrl
triggerall=!(var(56)&4)
trigger1=var(58)<=3
trigger1=ifelse(var(58)>2,random<=10*(5-var(58)),random<=10*var(58))
trigger1=ctrl
;----------}g
[state ]
type=varset
var(52)=2200
triggerall=var(59)=1
triggerall=!var(52)
triggerall=statetype!=a
triggerall=power>=1000
triggerall=enemynear,statetype!=l
triggerall=enemynear,movetype=a||enemynear,ctrl
triggerall=!(var(56)&4)
trigger1=fvar(39)<60
trigger1=var(58)<=3
trigger1=ifelse(var(58)>2,random<=10*(5-var(58)),random<=10*var(58))
trigger1=ctrl
;----------\[
[state ]
type=varset
var(52)=2300
triggerall=var(59)=1
triggerall=!var(52)
triggerall=!var(12)
triggerall=power>=1000
triggerall=statetype!=a
triggerall=enemynear,statetype!=l
triggerall=enemynear,movetype=a||enemynear,ctrl
triggerall=!(var(56)&4)
trigger1=var(58)<=3
trigger1=ifelse(var(58)>2,random<=20*(5-var(58)),random<=20*var(58))
trigger1=ctrl
;----------`bv
[state ]
type=varset
var(52)=1100
triggerall=var(59)=1
triggerall=!var(52)
triggerall=statetype!=a
triggerall=enemynear,statetype!=l
triggerall=enemynear,movetype=a||enemynear,ctrl
triggerall=!(var(56)&4)
triggerall=fvar(39)<=120
trigger1=var(58)<=3
trigger1=ifelse(var(58)>2,random<=20*(5-var(58)),random<=20*var(58))
trigger1=ctrl
;----------oj
[state ]
type=varset
var(52)=600
triggerall=var(59)=1
triggerall=!var(52)
triggerall=statetype!=a
triggerall=enemynear,statetype!=l
triggerall=enemynear,movetype=a||enemynear,ctrl
triggerall=!(var(56)&4)
triggerall=fvar(39)<=80
trigger1=var(58)<=4
trigger1=ifelse(var(58)>2,random<=20*(5-var(58)),random<=20*var(58))
trigger1=ctrl
;///////////////////////////////////////////////////////////////////////////////////
; ނ
;///////////////////////////////////////////////////////////////////////////////////
;-------------------ف[
[state ]
type=varset
var(52)=1500
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(58)>=3
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=h
triggerall=enemynear,stateno=[150,155]
triggerall=!(var(56)&4)
triggerall=random<=10
triggerall=fvar(39)>=50
triggerall=power>=1000
triggerall=random<=20*var(58)||var(58)>4&&random<=100
trigger1=movecontact
trigger1=ctrl||stateno=300||stateno=310||stateno=270||stateno=230
;-------------------ف[
[state ]
type=varset
var(52)=1500
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(58)>=3
triggerall=statetype!=a
triggerall=enemynear,alive
triggerall=enemynear,movetype=i
triggerall=enemynear,statetype!=a
triggerall=!(var(56)&4)
triggerall=random<=20
triggerall=fvar(39)>=160
triggerall=power>=1000
triggerall=random<=20*var(58)||var(58)>4&&random<=100
trigger1=ctrl
;///////////////////////////////////////////////////////////////////////////////////
 U
;///////////////////////////////////////////////////////////////////////////////////
[state ]
type=varset
var(52)=300
triggerall=var(59)=1
triggerall=!var(52)
triggerall=enemynear,movetype!=h
triggerall=enemynear,statetype!=l
triggerall=enemynear,statetype!=a
triggerall=facing*(enemynear,pos x-pos x)>0
triggerall=facing=enemynear,facing
triggerall=!enemynear,ctrl
triggerall=fvar(39)-80*(var(5)>=100||var(6)&&var(5)%100>=20)<=55
triggerall=statetype!=a
triggerall=enemynear,animtime<=-3
triggerall=random<=200*var(58)||var(58)>4
trigger1=(ctrl)+(stateno=800)
trigger1=random<=100*var(58)
[state ]
type=varset
var(52)=310
triggerall=var(59)=1
triggerall=!var(52)
triggerall=enemynear,movetype!=h
triggerall=enemynear,statetype!=l
triggerall=enemynear,statetype!=a
triggerall=facing*(enemynear,pos x-pos x)>0
triggerall=facing=enemynear,facing
triggerall=!enemynear,ctrl
triggerall=fvar(39)-80*(var(5)>=100||var(6)&&var(5)%100>=20)<=80
triggerall=statetype!=a
triggerall=random<=200*var(58)||var(58)>4
trigger1=(Ctrl)+(StateNo=800)
trigger1=random<=100*var(58)
[state ]
type=varset
var(52)=800
triggerall=var(59)=1
triggerall=!var(52)
triggerall=enemynear,movetype!=h
triggerall=enemynear,statetype!=l
triggerall=enemynear,statetype!=a
triggerall=facing*(enemynear,pos x-pos x)>0
triggerall=facing=enemynear,facing
triggerall=!enemynear,ctrl
triggerall=fvar(39)>45+(stateno=310)*30
triggerall=statetype!=a
triggerall=enemynear,animtime<=-3
;triggerall=random<=200*var(58)||var(58)>4
trigger1=stateno=300||stateno=310
trigger1=time=1
;/////////////////////////////////////////////////////////////////////////////////
; ΋
;/////////////////////////////////////////////////////////////////////////////////
;----------------OCu
[state ]
type=varset
var(52)=700
triggerall=var(59)=1
triggerall=!var(52)
triggerall=statetype!=a
triggerall=numhelper(31111)
triggerall=enemynear,statetype!=l
triggerall=enemynear,movetype!=h
triggerall=enemynear,movetype!=a
triggerall=enemynear,statetype=a
triggerall=!(var(56)&4)
triggerall=p2dist y+helper(31111),fvar(16)>=-140
trigger1=fvar(39)-fvar(29)*16-vel x*6=[-20,60]
trigger1=random<=20*var(58)
trigger1=ctrl
;----------------2A
[state ]
type=varset
var(52)=300
triggerall=var(59)=1
triggerall=!var(52)
triggerall=statetype!=a
triggerall=numhelper(31111)
triggerall=enemynear,statetype!=l
triggerall=enemynear,movetype!=h
triggerall=enemynear,movetype!=a
triggerall=enemynear,statetype=a||enemynear,stateno!=[120,155]
triggerall=!(var(56)&4)
triggerall=p2dist x<80
triggerall=fvar(39)-fvar(29)*4-vel x*5<=55
triggerall=p2dist y+helper(31111),fvar(3)>=-40
trigger1=random<=30*var(58)
trigger1=ctrl
;----------------A
[state ]
type=varset
var(52)=ifelse(p2dist x<80,200,210)
triggerall=var(59)=1
triggerall=!var(52)
triggerall=statetype!=a
triggerall=numhelper(31111)
triggerall=enemynear,statetype!=l
triggerall=enemynear,movetype!=h
triggerall=enemynear,movetype!=a
triggerall=enemynear,statetype=a
triggerall=!(var(56)&4)
triggerall=fvar(39)-fvar(29)*6-vel x*6<=60
triggerall=p2dist y+helper(31111),fvar(6)=[-100,-40]
trigger1=random<=30*var(58)
trigger1=ctrl
;---------------
[state Wv]
type=varset
var(52)=40
triggerall=var(59)=1
triggerall=!var(52)
triggerall=statetype!=a
triggerall=enemynear,statetype!=l
triggerall=enemynear,movetype!=h
triggerall=enemynear,movetype!=a
triggerall=enemynear,statetype=a
triggerall=!(var(56)&4)
triggerall=fvar(39)<=120
triggerall=enemynear,vel y<=1||pos y<=-60
trigger1=random<=20*var(58)
trigger1=1||var(56):=var(56)+8
;/////////////////////////////////////////////////////////////////////////////////
; i
;/////////////////////////////////////////////////////////////////////////////////
[state ]
type=varset
var(52)=290
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(58)<4
triggerall=statetype!=a
triggerall=enemynear,statetype!=l
triggerall=enemynear,statetype!=a
triggerall=enemynear,statetype=c||enemynear,movetype=i
triggerall=enemynear,movetype!=h
triggerall=facing*(enemynear,pos x-pos x)>0
triggerall=facing!=enemynear,facing
triggerall=!(var(56)&4)
triggerall=random<=300/var(58)
triggerall=fvar(39)<=80
triggerall=var(5)>=100||var(58)<=2
trigger1=ctrl||stateno=800
trigger1=random%3=0
;-----------------_
[state ]
type=varset
var(57)=0
trigger1=var(57)=30
trigger1=stateno!=40&&stateno!=50&&stateno!=110
[state ]
type=varset
var(52)=ifelse(enemynear,statetype=a&&(random<=30*var(58)||var(58)>4),400,410)
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=30
triggerall=statetype=a
triggerall=enemynear,movetype!=h
triggerall=enemynear,statetype!=l
trigger1=stateno=110
[state ]
type=varset
var(52)=110
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(57)=30
triggerall=statetype=a
triggerall=enemynear,movetype!=h
triggerall=enemynear,statetype!=l
triggerall=ctrl
trigger1=pos y<=-30
[state ]
type=varset
var(52)=40
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(58)<5
triggerall=enemynear,statetype!=l
triggerall=enemynear,movetype!=h
triggerall=enemynear,statetype!=a
triggerall=enemynear,statetype=c||enemynear,movetype=i
triggerall=facing*(enemynear,pos x-pos x)>0
triggerall=facing!=enemynear,facing
triggerall=statetype!=a
trigger1=fvar(39)=[80,120]
trigger1=(ctrl)+(stateno=800)
trigger1=random<=10*var(58)
trigger1=var(57):=30
trigger1=1||var(56):=var(56)+16-8*(fvar(39)>=105)
;/////////////////////////////////////////////////////////////////////////////////
; i
;/////////////////////////////////////////////////////////////////////////////////
[state ]
type=varset
var(52)=300
triggerall=var(59)=1
triggerall=!var(52)
triggerall=enemynear,statetype!=l
triggerall=enemynear,movetype!=h
triggerall=enemynear,statetype!=a
triggerall=enemynear,statetype=s||enemynear,statetype=c||enemynear,movetype=i
triggerall=facing*(enemynear,pos x-pos x)>0
triggerall=facing!=enemynear,facing
triggerall=fvar(39)-vel x*6<=50
triggerall=statetype!=a
trigger1=(ctrl)+(stateno=800)
trigger1=random<=50*var(58)
[state ]
type=varset
var(52)=310
triggerall=var(59)=1
triggerall=!var(52)
triggerall=enemynear,statetype!=l
triggerall=enemynear,movetype!=h
triggerall=enemynear,statetype!=a
triggerall=enemynear,statetype=s||enemynear,statetype=c||enemynear,movetype=i
triggerall=facing*(enemynear,pos x-pos x)>0
triggerall=facing!=enemynear,facing
triggerall=fvar(39)-vel x*6<=70
triggerall=statetype!=a
trigger1=(ctrl)+(stateno=800)
trigger1=random<=50*var(58)
[state ]
type=varset
var(52)=330
triggerall=var(59)=1
triggerall=!var(52)
triggerall=enemynear,statetype!=l
triggerall=enemynear,movetype!=h
triggerall=enemynear,statetype!=a
triggerall=enemynear,statetype=s||enemynear,statetype=c||enemynear,movetype=i
triggerall=facing*(enemynear,pos x-pos x)>0
triggerall=facing!=enemynear,facing
triggerall=fvar(39)=[60,100]
triggerall=statetype!=a
triggerall=var(58)<=2||(power>=1000&&var(5)>=100)
trigger1=(ctrl)+(stateno=800)
trigger1=random<=ifelse(var(58)<3,150-30*var(58),20)
;/////////////////////////////////////////////////////////////////////////////////
; 
;/////////////////////////////////////////////////////////////////////////////////
;-------------------DOCu
[state ]
type=varset
var(52)=700
triggerall=var(59)=1
triggerall=!var(52)
triggerall=statetype!=a
triggerall=numhelper(31111)
triggerall=enemynear,statetype!=l
triggerall=enemynear,movetype!=h
;triggerall=enemynear,statetype!=a||enemynear,stateno!=[120,155]
triggerall=facing*(enemynear,pos x-pos x)>0
triggerall=!(var(56)&4)
trigger1=fvar(39)-fvar(29)*11<=50
trigger1=p2dist y+helper(31111),fvar(3)>=-180
trigger1=random<=60*var(58)
trigger1=stateno=270
trigger1=!movecontact
;-------------------D
[state ]
type=varset
var(52)=270
triggerall=var(59)=1
triggerall=!var(52)
triggerall=statetype!=a
triggerall=numhelper(31111)
triggerall=enemynear,statetype!=l
triggerall=enemynear,movetype!=h
triggerall=enemynear,statetype!=a||enemynear,stateno!=[120,155]
triggerall=facing*(enemynear,pos x-pos x)>0
triggerall=!(var(56)&4)
triggerall=p2dist x>80
trigger1=fvar(39)-fvar(29)*11<=90
trigger1=p2dist y+helper(31111),fvar(11)>=-90
trigger1=var(58)<=2||(enemynear,statetype=a||enemynear,vel x>4)&&enemynear,stateno>=100&&fvar(39)>=60&&power>=1000&&var(5)>=100
trigger1=random<=10*var(58)
trigger1=ctrl
;-------------------B
[state ]
type=varset
var(52)=230
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(58)<4
triggerall=statetype!=a
triggerall=numhelper(31111)
triggerall=enemynear,statetype!=l
triggerall=enemynear,movetype!=h
triggerall=enemynear,statetype!=a||enemynear,stateno!=[120,155]
triggerall=facing*(enemynear,pos x-pos x)>0
triggerall=!(var(56)&4)
triggerall=p2dist x>80
trigger1=fvar(39)-fvar(29)*11-vel x*6<=70
trigger1=p2dist y+helper(31111),fvar(11)>=-70
trigger1=random<=30*var(58)
trigger1=ctrl
;------------------2A
[state ]
type=varset
var(52)=300
triggerall=var(59)=1
triggerall=!var(52)
triggerall=statetype!=a
triggerall=numhelper(31111)
triggerall=enemynear,statetype!=l
triggerall=enemynear,movetype!=h
triggerall=enemynear,statetype!=a||enemynear,stateno!=[120,155]
triggerall=facing*(enemynear,pos x-pos x)>0
triggerall=!(var(56)&4)
trigger1=fvar(39)-fvar(29)*11-vel x*5<=55
trigger1=p2dist y+helper(31111),fvar(3)>=-40
trigger1=random<=50*var(58)
trigger1=ctrl
;------------------ް
[state ]
type=varset
var(52)=1300
triggerall=var(59)=1
triggerall=!var(52)
triggerall=var(58)<5
triggerall=statetype!=a
triggerall=enemynear,statetype!=l
triggerall=enemynear,movetype!=h
triggerall=!(var(56)&4)
triggerall=facing*(enemynear,pos x-pos x)>0
trigger1=ctrl||stateno=[110,115]
trigger1=fvar(39)>=160
trigger1=random<=40-5*var(58)
[state ]
type=varset
var(52)=2300
triggerall=var(59)=1
triggerall=!var(52)
triggerall=!var(12)
triggerall=power>=1000
triggerall=statetype!=a
triggerall=enemynear,statetype!=l
triggerall=playerid(var(39)),movetype!=h
triggerall=fvar(39)>=160-80*(playerid(var(39)),vel x<0)
triggerall=playerid(var(39)),statetype=a&&enemynear,vel x<=0||statetype!=a
triggerall=random<=100
triggerall=playerid(var(39)),statetype!=l
trigger1=(Ctrl)+(StateNo=800)
trigger2=(StateNo=330)*(MoveContact)
[state ]
type=varset
var(52)=1500
triggerall=var(59)=1
triggerall=!var(52)
triggerall=statetype!=a
triggerall=numhelper(200000)
triggerall=helper(200000),var(5)<3
triggerall=playerid(var(39)),movetype!=h
triggerall=power>=1000||var(58)<3
trigger1=fvar(39)>=160-80*(playerid(var(39)),vel x<0)||p2dist y<=-100&&enemynear,vel y>=0
trigger1=fvar(39)<=0||statetype!=a
trigger1=random<=100
trigger1=playerid(var(39)),statetype!=l
trigger1=!helper(200000),var(5)
trigger1=(ctrl)+(stateno=800)
;///////////////////////////////////////////////////////////////////////////////////
; 󒆐
;///////////////////////////////////////////////////////////////////////////////////
[state ]
type=varset
var(52)=400
triggerall=var(59)=1
triggerall=!var(52)
triggerall=statetype=a
triggerall=enemynear,statetype!=l
triggerall=enemynear,statetype=a||enemynear,movetype=i
triggerall=enemynear,movetype!=h
triggerall=facing*(enemynear,pos x-pos x)>0
triggerall=!(var(56)&4)
triggerall=random<=200*var(58)
trigger1=fvar(39)<=50
trigger1=enemynear,statetype!=a&&vel y>=0||enemynear,statetype=a
trigger1=ctrl
trigger1=numhelper(31111)
trigger1=p2dist y+helper(31111),fvar(3)=[-120,-40]
[state ]
type=varset
var(52)=400
triggerall=var(59)=1
triggerall=!var(52)
triggerall=statetype=a
triggerall=enemynear,statetype!=l
triggerall=enemynear,statetype=a||enemynear,movetype=i
triggerall=enemynear,movetype!=h
triggerall=facing*(enemynear,pos x-pos x)>0
triggerall=!(var(56)&4)
triggerall=random<=200*var(58)
trigger1=fvar(39)<=90
trigger1=stateno=110
trigger1=numhelper(31111)
trigger1=p2dist y+helper(31111),fvar(3)=[-120,-40]
[state ]
type=varset
var(52)=410
triggerall=var(59)=1
triggerall=!var(52)
triggerall=statetype=a
triggerall=enemynear,statetype!=l
triggerall=enemynear,statetype=a||enemynear,movetype=i
triggerall=enemynear,movetype!=h
triggerall=facing*(enemynear,pos x-pos x)>-20
triggerall=!(var(56)&4)
triggerall=random<=100*var(58)
trigger1=fvar(39)-vel x*6-fvar(29)*6<=60
trigger1=enemynear,statetype!=a&&vel y>=0||enemynear,statetype=a
trigger1=ctrl
trigger1=numhelper(31111)
trigger1=(p2dist y+vel y*6+const(movement.yaccel)*6*6/2+helper(31111),fvar(6)=[-100,40])||pos y+vel y*12+const(movement.yaccel)*12*12/2>=-60&&enemynear,statetype!=a
trigger1=pos y+vel y*6+const(movement.yaccel)*6*6/2<0
[state ]
type=varset
var(52)=410
triggerall=var(59)=1
triggerall=!var(52)
triggerall=statetype=a
triggerall=enemynear,statetype!=l
triggerall=enemynear,statetype=c||enemynear,movetype=i
triggerall=enemynear,movetype!=h
triggerall=facing*(enemynear,pos x-pos x)>-20
triggerall=!(var(56)&4)
triggerall=random<=100*var(58)+(time<=1&&fvar(39)<=80&&enemynear,statetype!=a)*300
trigger1=fvar(39)-vel x*6-fvar(29)*6<=80
trigger1=stateno=110
trigger1=numhelper(31111)
trigger1=(p2dist y+vel y*6+const(movement.yaccel)*6*6/2+helper(31111),fvar(6)=[-100,40])||pos y>=-60&&enemynear,statetype!=a
[state ]
type=varset
var(52)=430
triggerall=var(59)=1
triggerall=!var(52)
triggerall=statetype=a
triggerall=enemynear,statetype!=l
triggerall=enemynear,statetype=a||enemynear,movetype=i&&var(58)<4
triggerall=enemynear,movetype!=h
triggerall=!(var(56)&4)
triggerall=random<=40*var(58)
triggerall=fvar(39)-vel x*6-fvar(29)*6<=90
triggerall=enemynear,statetype!=a&&vel y>=0||enemynear,statetype=a
triggerall=ctrl
trigger1=p2dist y+helper(31111),fvar(7)=[-100,40]
[state ]
type=varset
var(52)=430
triggerall=var(59)=1
triggerall=!var(52)
triggerall=statetype=a
triggerall=enemynear,statetype!=l
triggerall=enemynear,statetype=c||enemynear,movetype=i&&var(58)<4
triggerall=enemynear,movetype!=h
triggerall=!(var(56)&4)
triggerall=random<=50*var(58)
triggerall=var(58)<4
trigger1=fvar(39)<=100
trigger1=stateno=110
trigger1=pos y=[-80,40]
[state ]
type=varset
var(52)=110
triggerall=var(59)=1
triggerall=!var(52)
triggerall=statetype=a
triggerall=enemynear,statetype!=l
triggerall=enemynear,statetype=c||enemynear,movetype=i
triggerall=enemynear,movetype!=h
triggerall=facing*(enemynear,pos x-pos x)>0
triggerall=facing!=enemynear,facing
triggerall=!(var(56)&4)
triggerall=ctrl
triggerall=random<=40*var(58)+(fvar(39)<=120)*(60*var(58))
trigger1=fvar(39)<=180
trigger1=pos y=[-80,-40]
;-------------------󒆺ް
[state ]
type=varset
var(52)=1400
triggerall=var(59)=1
triggerall=!var(52)
triggerall=!(var(56)&256)||var(58)<3
triggerall=statetype=a
triggerall=enemynear,statetype!=l
triggerall=enemynear,movetype!=h
triggerall=!(var(56)&4)
triggerall=facing*(enemynear,pos x-pos x)>0
trigger1=ctrl||stateno=110
trigger1=p2dist x-p2dist y-90=[-40,100]
trigger1=random<=40
trigger1=var(58)<3||var(58)>=3&&fvar(39)>=80
;//////////////////////////////////////////////////////////////////////////////////
; ړ
;//////////////////////////////////////////////////////////////////////////////////
[State ѿݾ]
Type=varset
var(52)=2300
Triggerall=var(59)=1
triggerall=!var(52)
triggerall=!var(12)
triggerall=power>=1000
triggerall=statetype!=a
triggerall=enemynear,statetype!=l
triggerall=enemynear,movetype=i
triggerall=ctrl
triggerall=fvar(39)>=80
triggerall=random<=333
triggerall=var(58)>=4
trigger1=(Ctrl)+(StateNo=800)
;------------Wv
[state ]
type=varset
var(52)=ifelse((fvar(34)<=40||fvar(39)>=80||random<=100),41,40)
triggerall=var(59)=1
triggerall=!var(52)
triggerall=statetype!=a
triggerall=enemynear,statetype!=l
triggerall=enemynear,movetype!=h
triggerall=!(var(56)&4)
triggerall=ctrl
triggerall=random<=10
triggerall=enemynear,statetype!=a&&fvar(39)>=120||enemynear,statetype=a&&fvar(39)=[60,160]
trigger1=1||var(56):=var(56)+16-8*(fvar(39)>=160||(1-2*(random%2)))
[state ]
type=varset
trigger1=var(37)>0
trigger1=var(52)=-1
var(52)=0
;------------_bV
[state ]
type=varset
var(52)=ifelse(stateno=100,-1,100)
triggerall=var(59)=1
triggerall=!var(52)
triggerall=statetype!=a
triggerall=enemynear,statetype!=l
triggerall=enemynear,movetype!=h
triggerall=!(var(56)&4)
triggerall=facing*(enemynear,pos x-pos x)>0
triggerall=ctrl
trigger1=fvar(39)>=180||fvar(39)<180&&enemynear,movetype=i&&enemynear,vel x<(enemynear,statetype=a)||time<ifelse(fvar(39)<=90,8,16)&&anim=100
trigger1=random<=10*var(58)||anim=100
trigger1=1||var(56):=var(56)+8
;trigger1=time>=ifelse(P2bodydist X<=90,8,16)&&P2statetype!=L
;trigger2=P2stateno=5120
;trigger3=P2statetype=L
;trigger3=enemynear,alive
;trigger3=P2bodydist X<=40
;------------
[state ]
type=varset
var(52)=20
triggerall=var(59)=1
triggerall=!var(52)
triggerall=statetype!=a
triggerall=enemynear,statetype!=l
triggerall=enemynear,movetype!=h
triggerall=facing*(enemynear,pos x-pos x)>0
triggerall=ctrl
trigger1=fvar(39)>=60
trigger1=random<=10*var(58)||anim=21&&(var(53)<=8||random<750||fvar(29)>0||enemynear,vel x>=5)
trigger1=1||var(56):=var(56)+16
;------------
[state ]
type=varset
var(52)=20
triggerall=var(59)=1
triggerall=!var(52)
triggerall=statetype!=a
triggerall=enemynear,statetype!=l
triggerall=enemynear,movetype!=h
triggerall=facing*(enemynear,pos x-pos x)>0
triggerall=var(37)<=0
triggerall=ctrl
trigger1=fvar(39)>=90
trigger1=random<=25||anim=20&&(var(53)<=8||random<=970-(fvar(39)-60)*9)
trigger1=1||var(56):=var(56)+8
;-------------Ⴊݑҋ@ilԂۂj
[state ]
type=varset
var(52)=10
triggerall=var(59)=1
triggerall=!var(52)
triggerall=enemynear,movetype!=h
triggerall=statetype!=a
triggerall=var(37)<=0
trigger1=var(56)&1
trigger1=!anim||(anim=[10,11])&&(enemynear,statetype!=a||enemynear,vel y<=0)||var(11)
trigger1=ctrl
;------------󒆃_bV
[state ]
type=varset
var(52)=110
triggerall=var(59)=1
triggerall=!var(52)
triggerall=statetype!=a
triggerall=enemynear,statetype!=l
triggerall=enemynear,movetype!=h
triggerall=!(var(56)&4)
triggerall=(fvar(39)!=[80,160])||enemynear,backedgebodydist<=20&&fvar(39)<=120
triggerall=ctrl
triggerall=pos y<=-30
trigger1=random<=40
trigger1=enemynear,statetype!=a||var(58)<3
trigger1=fvar(39)>=-10
trigger2=enemynear,backedgebodydist<=20&&fvar(39)<=120
trigger2=random<=150
;------------󒆃obN_bV
[state ]
type=varset
var(52)=115
triggerall=var(59)=1
triggerall=!var(52)
triggerall=statetype!=a
triggerall=enemynear,statetype!=l
triggerall=enemynear,movetype!=h
triggerall=!(var(56)&4)
triggerall=backedgebodydist>=62
triggerall=ctrl
triggerall=random<=100*var(58)
triggerall=prevstateno=40
trigger1=fvar(39)=[20,160]
;==========================================================================================================
;fobN
;==========================================================================================================
[State -2, fobN(ϐmF)]
Type =DisplayToClipBoard
Trigger1 = 1
Text = "p2X=%d,p2y=%d,F=%d,v57=%d,v52=%d"
Params = floor(fvar(39)),floor(enemynear,pos x-pos x),floor(fvar(33)),var(57),var(52)
IgnoreHitPause=1
[State -2, mFfobN]
type = AppendToClipboard
trigger1 = numhelper(200000)
text =  "\nAI%d,%f,%d,%d,%f"
params = var(59),p2dist y,var(15),var(3),fvar(7)
IgnoreHitPause = 1
;////////////////////////////////////////////////////////////////////////////////////////
[StateDef -1]
[state ]
type=selfstate
trigger1=ishelper(31111)
value=31111
;----------------------------------------------------------------------------------------------------------
;z]
;----------------------------------------------------------------------------------------------------------
[State a]
Type     = ChangeState
Trigger1 = NumHelper(2315)
Trigger1 = Helper(2315),StateNo=2317
trigger2 = Numhelper(2316)
trigger2 = Helper(2316),StateNo=2317
Value    = 2310
[state ]
type=nothitby
trigger1=numhelper(2315)
value=sa
[state ]
type=nothitby
trigger1=numhelper(2316)
value=c
[State a]
Type     = RemoveExplod
Trigger1 = (StateNo!=2300)
ID       = 11010
[state ]
type=changestate
trigger1=alive
trigger1=stateno=[5110,5111]
trigger1=time>=10+(20*(command="holddown"))*(var(59)!=1)
value=5120
;__________________________________________________________________________________________________________
;==========================================================================================================
[State -1,]
Type     = ChangeState
Value    = 195
TriggerAll= StateType!= A
TriggerAll=(Command = "start")*(var(59)!=1)||var(52)=195&&roundstate=2
Trigger1  =(Ctrl)+(StateNo=800)

[State -1,K[hLZ]
Type     = ChangeState
Value    = 900
TriggerAll= StateType!= A
TriggerAll=(Command = "6C+D")*(var(59)!=1)||var(52)=900&&roundstate=2
TriggerAll=(Power>=1000)
Trigger1=StateNo=[150,155]
Trigger1=!Ctrl

[State a]
Type     = ChangeState
Value    = 800
TriggerAll=((Command = "F")+(Command = "holdfwd"))*(var(59)!=1)||(var(52)=800||var(52)=805)&&roundstate=2
Trigger1 =(StateNo=610)*(Movehit)*(!Var(1))
Trigger2 =(StateNo=615)*(Movehit)*(!Var(1))

[State -1, klœVc]
Type     = ChangeState
Value    = 3000
TriggerAll=(Var(8)<=0)
TriggerAll=((Command = "236C+D"))*(var(59)!=1)||var(52)=3000&&roundstate=2
TriggerAll= StateType!= A
Trigger1  =(Ctrl)+(StateNo=800)
Trigger2  =(StateNo=200)*(MoveContact)
Trigger3  =(StateNo=210)*(MoveContact)
Trigger4  =(StateNo=220)*(MoveContact)
Trigger5  =(StateNo=230)*(MoveContact)
Trigger6  =(StateNo=240)*(MoveContact)
Trigger7  =(StateNo=250)*(MoveContact)
Trigger8  =(StateNo=260)*(MoveContact)
Trigger9  =(StateNo=270)*(MoveContact)
Trigger10 =(StateNo=280)*(MoveContact)
Trigger11 =(StateNo=290)*(MoveContact)
Trigger12 =(StateNo=300)*(MoveContact)
Trigger13 =(StateNo=310)*(MoveContact)
Trigger14 =(StateNo=320)*(MoveContact)
Trigger15 =(StateNo=330)*(MoveContact)

[State -1, Vz]
Type     = ChangeState
Value    = 2400
TriggerAll=(Command = "214214C")*(var(59)!=1)||var(52)=2400&&roundstate=2
TriggerAll=(Power>=1000)
TriggerAll= StateType!= A
Trigger1  =(Ctrl)+(StateNo=800)
Trigger2  =(StateNo=200)*(MoveContact)
Trigger3  =(StateNo=210)*(MoveContact)
Trigger4  =(StateNo=220)*(MoveContact)
Trigger5  =(StateNo=230)*(MoveContact)
Trigger6  =(StateNo=240)*(MoveContact)
Trigger7  =(StateNo=250)*(MoveContact)
Trigger8  =(StateNo=260)*(MoveContact)
Trigger9  =(StateNo=270)*(MoveContact)
Trigger10 =(StateNo=280)*(MoveContact)
Trigger11 =(StateNo=290)*(MoveContact)
Trigger12 =(StateNo=300)*(MoveContact)
Trigger13 =(StateNo=310)*(MoveContact)
Trigger14 =(StateNo=320)*(MoveContact)
Trigger15 =(StateNo=330)*(MoveContact)

[State -1, z]]
Type     = ChangeState
Value    = 2300
TriggerAll=(Command = "214214B")*(var(59)!=1)||var(52)=2300&&roundstate=2
TriggerAll=(Power>=1000)
TriggerAll= StateType!= A
Trigger1  =(Ctrl)+(StateNo=800)
Trigger2  =(StateNo=200)*(MoveContact)
Trigger3  =(StateNo=210)*(MoveContact)
Trigger4  =(StateNo=220)*(MoveContact)
Trigger5  =(StateNo=230)*(MoveContact)
Trigger6  =(StateNo=240)*(MoveContact)
Trigger7  =(StateNo=250)*(MoveContact)
Trigger8  =(StateNo=260)*(MoveContact)
Trigger9  =(StateNo=270)*(MoveContact)
Trigger10 =(StateNo=280)*(MoveContact)
Trigger11 =(StateNo=290)*(MoveContact)
Trigger12 =(StateNo=300)*(MoveContact)
Trigger13 =(StateNo=310)*(MoveContact)
Trigger14 =(StateNo=320)*(MoveContact)
Trigger15 =(StateNo=330)*(MoveContact)

[State -1, EVD]
Type     = ChangeState
Value    = 2200
TriggerAll=(Command = "214214A")*(var(59)!=1)||var(52)=2200&&roundstate=2
TriggerAll=(Power>=1000)
TriggerAll= StateType!= A
Trigger1  =(Ctrl)+(StateNo=800)
Trigger2  =(StateNo=200)*(MoveContact)
Trigger3  =(StateNo=210)*(MoveContact)
Trigger4  =(StateNo=220)*(MoveContact)
Trigger5  =(StateNo=230)*(MoveContact)
Trigger6  =(StateNo=240)*(MoveContact)
Trigger7  =(StateNo=250)*(MoveContact)
Trigger8  =(StateNo=260)*(MoveContact)
Trigger9  =(StateNo=270)*(MoveContact)
Trigger10 =(StateNo=280)*(MoveContact)
Trigger11 =(StateNo=290)*(MoveContact)
Trigger12 =(StateNo=300)*(MoveContact)
Trigger13 =(StateNo=310)*(MoveContact)
Trigger14 =(StateNo=320)*(MoveContact)
Trigger15 =(StateNo=330)*(MoveContact)

[State -1, Dash]
Type     = ChangeState
Value    = 100
TriggerAll= !Var(11)
TriggerAll= Command = "66"&&var(59)!=1||var(52)=100&&roundstate=2
TriggerAll= Ctrl
Trigger1  = StateType != A

[State -1, Dash]
Type     = ChangeState
Value    = 105
TriggerAll= Command = "44"&&var(59)!=1||var(52)=105&&roundstate=2
TriggerAll= Ctrl
Trigger1  = StateType != A

[State -1, JDash]
Type     = ChangeState
Value    = 110
TriggerAll= Command = "66"&&var(59)!=1||var(52)=110&&roundstate=2
TriggerAll= Ctrl
TriggerAll= (StateNo != 710)
TriggerAll= (StateNo != 110)*(StateNo != 115)
TriggerAll= (PrevStateNo!=110)*(PrevStateNo!=115)
triggerall=pos y<=-30
Trigger1  = StateType = A

[State -1, JDash]
Type     = ChangeState
Value    = 115
TriggerAll= Command = "44"&&var(59)!=1||var(52)=115&&roundstate=2
TriggerAll= Ctrl
TriggerAll= (StateNo != 710)
TriggerAll= (StateNo != 110)*(StateNo != 115)
TriggerAll= (PrevStateNo!=110)*(PrevStateNo!=115)
triggerall=pos y<=-30
Trigger1  = StateType = A

[State -1, HJ]
Type     = ChangeState
Value    = 41
TriggerAll=((Command = "27")+(Command = "28")+(Command = "29"))&&var(59)!=1||var(52)=41&&roundstate=2
Trigger1 =Ctrl
Trigger1 =StateType!=A
Trigger2 =(StateNo=320)*(MoveContact)
Trigger3 =(StateNo=327)*(MoveContact)
Trigger4 =(StateNo=1000)*(MoveContact)

[State -1, JC]
Type     = ChangeState
Value    = 40
TriggerAll=((Command = "U")+(Command = "UF")+(Command = "UB"))&&var(59)!=1||var(52)=40&&roundstate=2
Trigger1 =(StateNo=320)*(MoveContact)
Trigger2 =(StateNo=327)*(MoveContact)
Trigger3 =(StateNo=1000)*(MoveContact)

[State -1, ojVOXgCN]
Type     = ChangeState
Value    = 600
TriggerAll=(Command = "C+D")&&var(59)!=1||var(52)=600&&roundstate=2
TriggerAll= StateType!= A
Trigger1  =(Ctrl)+(StateNo=800)
Trigger2  =(StateNo=200)*(MoveContact||AnimElem=4,>=1)
Trigger3  =(StateNo=210)*(MoveContact||AnimElem=3,>=1)
Trigger4  =(StateNo=220)*(MoveContact||AnimElem=3,>=1)
Trigger5  =(StateNo=230)*(MoveContact||AnimElem=3,>=1)
Trigger6  =(StateNo=240)*(MoveContact||AnimElem=3,>=1)
Trigger7  =(StateNo=250)*(MoveContact||AnimElem=5,>=1)
Trigger8  =(StateNo=260)*(MoveContact||AnimElem=6,>=1)
Trigger9  =0;(StateNo=270)*(MoveContact||AnimElem=4,>=1)
Trigger10 =(StateNo=300)*(MoveContact||AnimElem=3,>=1)
Trigger11 =(StateNo=310)*(MoveContact||AnimElem=3,>=1)
Trigger12 =(StateNo=320)*(MoveContact||AnimElem=6,>=1)
Trigger13 =(StateNo=330)*(MoveContact||AnimElem=5,>=1)
Trigger14 =(StateNo=330)*(Time<=2||AnimElem=5,>=1)
Trigger15 =(StateNo=247)*(MoveContact||time>0)
Trigger16 =(StateNo=257)*(MoveContact||time>0)
Trigger17 =(StateNo=327)*(MoveContact||time>0)
Trigger18 =(StateNo=337)*(MoveContact||time>0)
Trigger19 =(StateNo=335)*(MoveContact||time>0)

[State -1, GAWv]
Type     = ChangeState
Value    = 40
TriggerAll=((Command = "holdup")+((Command = "holdup")*((Command = "holdfwd")+(Command = "holdback"))))&&var(59)!=1||var(52)=40&&roundstate=2
TriggerAll= StateType!= A
Trigger1  =(StateNo=700)*(Movehit)
Trigger2 =var(3)
Trigger2 =(StateNo=1100)
Trigger2 =MoveHit
Trigger3 =var(3)
Trigger3 =(StateNo=1150)
Trigger3 =MoveHit

[State -1, OCuV[g]
Type     = ChangeState
Value    = 700
TriggerAll=(Command = "A+C")&&var(59)!=1||var(52)=700&&roundstate=2
TriggerAll= StateType!= A
Trigger1  =(Ctrl)+(StateNo=800)
Trigger2  =(StateNo=200)*(MoveContact||AnimElem=4,>=1)
Trigger3  =(StateNo=210)*(MoveContact||AnimElem=3,>=1)
Trigger4  =(StateNo=220)*(MoveContact||AnimElem=3,>=1)
Trigger5  =(StateNo=230)*(MoveContact||AnimElem=3,>=1)
Trigger6  =(StateNo=240)*(MoveContact||AnimElem=3,>=1)
Trigger7  =(StateNo=250)*(MoveContact||AnimElem=5,>=1)
Trigger8  =(StateNo=260)*(MoveContact||AnimElem=6,>=1)
Trigger9  =(StateNo=270)*(MoveContact||AnimElem=4,>=1)
Trigger10 =(StateNo=300)*(MoveContact||AnimElem=3,>=1)
Trigger11 =(StateNo=310)*(MoveContact||AnimElem=3,>=1)
Trigger12 =(StateNo=320)*(MoveContact||AnimElem=6,>=1)
Trigger13 =(StateNo=330)*(MoveContact||AnimElem=5,>=1)
Trigger14 =(StateNo=330)*(Time<=2||AnimElem=5,>=1)
Trigger15 =(StateNo=247)*(MoveContact||time>0)
Trigger16 =(StateNo=257)*(MoveContact||time>0)
Trigger17 =(StateNo=327)*(MoveContact||time>0)
Trigger18 =(StateNo=337)*(MoveContact||time>0)
Trigger19 =(StateNo=335)*(MoveContact||time>0)

[State -1, wBXgCN]
Type     = ChangeState
Value    = 650
TriggerAll=(Command = "A+B")&&var(59)!=1||var(52)=650&&roundstate=2
TriggerAll= StateType!= A
Trigger1  =(Ctrl)+(StateNo=800)
Trigger2  =(StateNo=200)*(MoveContact||AnimElem=4,>=1)
Trigger3  =(StateNo=210)*(MoveContact||AnimElem=3,>=1)
Trigger4  =(StateNo=220)*(MoveContact||AnimElem=3,>=1)
Trigger5  =(StateNo=230)*(MoveContact||AnimElem=3,>=1)
Trigger6  =(StateNo=240)*(MoveContact||AnimElem=3,>=1)
Trigger7  =(StateNo=250)*(MoveContact||AnimElem=5,>=1)
Trigger8  =(StateNo=260)*(MoveContact||AnimElem=6,>=1)
Trigger9  =(StateNo=270)*(MoveContact||AnimElem=4,>=1)
Trigger10 =(StateNo=300)*(MoveContact||AnimElem=3,>=1)
Trigger11 =(StateNo=310)*(MoveContact||AnimElem=3,>=1)
Trigger12 =(StateNo=320)*(MoveContact||AnimElem=6,>=1)
Trigger13 =(StateNo=330)*(MoveContact||AnimElem=5,>=1)
Trigger14 =(StateNo=330)*(Time<=2||AnimElem=5,>=1)
Trigger15 =(StateNo=247)*(MoveContact||time>0)
Trigger16 =(StateNo=257)*(MoveContact||time>0)
Trigger17 =(StateNo=327)*(MoveContact||time>0)
Trigger18 =(StateNo=337)*(MoveContact||time>0)
Trigger19 =(StateNo=335)*(MoveContact||time>0)

[State -1, zAE]
Type     = ChangeState
Value    = 1000
TriggerAll=(Command = "41236D"&&var(59)!=1)||var(52)=1000&&roundstate=2
TriggerAll= StateType!= A
TriggerAll= Power >= 1000
Trigger1  =(StateNo=200)*(AnimElem=4,>=1)
Trigger2  =(StateNo=210)*(AnimElem=3,>=1)
Trigger3  =(StateNo=220)*(AnimElem=3,>=1)
Trigger4  =(StateNo=230)*(AnimElem=3,>=1)
Trigger5  =(StateNo=240)*(AnimElem=3,>=1)
Trigger6  =(StateNo=250)*(AnimElem=5,>=1)
Trigger7  =(StateNo=260)*(AnimElem=6,>=1)
Trigger8  =(StateNo=270)*(AnimElem=4,>=1)
Trigger9  =(StateNo=280)*(AnimElem=5,>=1)
Trigger10 =(StateNo=290)*(AnimElem=5,>=1)
Trigger11 =(StateNo=300)*(AnimElem=3,>=1)
Trigger12 =(StateNo=310)*(AnimElem=3,>=1)
Trigger13 =(StateNo=320)*(AnimElem=6,>=1)
Trigger14 =(StateNo=330)*(AnimElem=5,>=1)
Trigger15 =(StateNo=400)*(AnimElem=2,>=1)
Trigger16 =(StateNo=410)*(AnimElem=4,>=1)
Trigger17 =(StateNo=420)*(AnimElem=5,>=1)
Trigger18 =(StateNo=430)*(AnimElem=3,>=1)
Trigger19 =(StateNo=610)*(AnimElem=3,>=1)
Trigger20 =(StateNo=615)*(AnimElem=3,>=1)
Trigger21 =(StateNo=650)*(AnimElem=8,>=1)
Trigger22 =(StateNo=700)*(AnimElem=6,>=1)
;Trigger23 =(StateNo=1000)*(AnimElem=3,>0)
Trigger23 =(StateNo=1100)*(AnimElem=6,>0)
Trigger24 =(StateNo=1150)*(AnimElem=6,>0)
Trigger25 =(StateNo=1200)*(AnimElem=8,>0)
Trigger26 =(StateNo=1250)*(AnimElem=11,>0)
Trigger27 =(StateNo=1500)*(AnimElem=3,>0)
Trigger28 =(StateNo=195)*(AnimElem=3,>=0)

[State -1, klV]
Type     = ChangeState
Value    = IfElse(Helper(200000),Var(5),1150,1100)
TriggerAll=(Command = "623A")&&var(59)!=1||var(52)=1100&&roundstate=2
TriggerAll= StateType!= A
Trigger1  =(Ctrl)+(StateNo=800)
Trigger2  =(StateNo=200)*(MoveContact)
Trigger3  =(StateNo=210)*(MoveContact)
Trigger4  =(StateNo=220)*(MoveContact)
Trigger5  =(StateNo=230)*(MoveContact)
Trigger6  =(StateNo=240)*(MoveContact)
Trigger7  =(StateNo=250)*(MoveContact)
Trigger8  =(StateNo=260)*(MoveContact)
Trigger9  =(StateNo=270)*(MoveContact)
Trigger10 =(StateNo=300)*(MoveContact)
Trigger11 =(StateNo=310)*(MoveContact)
Trigger12 =(StateNo=320)*(MoveContact)
Trigger13 =(StateNo=330)*(MoveContact)

[State -1, kl]
Type     = ChangeState
Value    = IfElse(Helper(200000),Var(5),1250,1200)
TriggerAll=(Command = "623C"&&var(59)!=1)||var(52)=1200&&roundstate=2
TriggerAll= StateType!= A
Trigger1  =(Ctrl)+(StateNo=800)
Trigger2  =(StateNo=200)*(MoveContact)
Trigger3  =(StateNo=210)*(MoveContact)
Trigger4  =(StateNo=220)*(MoveContact)
Trigger5  =(StateNo=230)*(MoveContact)
Trigger6  =(StateNo=240)*(MoveContact)
Trigger7  =(StateNo=250)*(MoveContact)
Trigger8  =(StateNo=260)*(MoveContact)
Trigger9  =(StateNo=270)*(MoveContact)
Trigger10 =(StateNo=300)*(MoveContact)
Trigger11 =(StateNo=310)*(MoveContact)
Trigger12 =(StateNo=320)*(MoveContact)
Trigger13 =(StateNo=330)*(MoveContact)

[State -1, klGOSHOHA!]
Type     = ChangeState
Value    = IfElse(Helper(200000),Var(5),1350,1300)
TriggerAll=(Command = "236C"&&var(59)!=1)||var(52)=1300&&roundstate=2
TriggerAll= StateType!= A
Trigger1  =(Ctrl)+(StateNo=800)
Trigger2  =(StateNo=200)*(MoveContact)
Trigger3  =(StateNo=210)*(MoveContact)
Trigger4  =(StateNo=220)*(MoveContact)
Trigger5  =(StateNo=230)*(MoveContact)
Trigger6  =(StateNo=240)*(MoveContact)
Trigger7  =(StateNo=250)*(MoveContact)
Trigger8  =(StateNo=260)*(MoveContact)
Trigger9  =(StateNo=270)*(MoveContact)
Trigger10 =(StateNo=300)*(MoveContact)
Trigger11 =(StateNo=310)*(MoveContact)
Trigger12 =(StateNo=320)*(MoveContact)
Trigger13 =(StateNo=330)*(MoveContact)

[State -1, klGOSHOHA!]
Type     = ChangeState
Value    = IfElse(Helper(200000),Var(5),1450,1400)
TriggerAll=(Command = "236C"&&var(59)!=1)||var(52)=1400&&roundstate=2
TriggerAll= StateType= A
Trigger1  =(Ctrl)+(StateNo=800)
Trigger2  =(StateNo=400)*(MoveContact)
Trigger3  =(StateNo=410)*(MoveContact)
Trigger4  =(StateNo=420)*(MoveContact)

[State -1, ]
Type     = ChangeState
Value    = IfElse(Helper(200000),Var(5),1650,1600)
TriggerAll=(Command = "214D"&&var(59)!=1)||var(52)=1600&&roundstate=2
TriggerAll= StateType!= A
Trigger1  =(Ctrl)+(StateNo=800)
Trigger2  =(StateNo=200)*(MoveContact)
Trigger3  =(StateNo=210)*(MoveContact)
Trigger4  =(StateNo=220)*(MoveContact)
Trigger5  =(StateNo=230)*(MoveContact)
Trigger6  =(StateNo=240)*(MoveContact)
Trigger7  =(StateNo=250)*(MoveContact)
Trigger8  =(StateNo=260)*(MoveContact)
Trigger9  =(StateNo=270)*(MoveContact)
Trigger10 =(StateNo=300)*(MoveContact)
Trigger11 =(StateNo=310)*(MoveContact)
Trigger12 =(StateNo=320)*(MoveContact)
Trigger13 =(StateNo=330)*(MoveContact)

[State -1, ]
Type     = ChangeState
Value    = 1700
TriggerAll=(Command = "214D"&&var(59)!=1)||var(52)=1700&&roundstate=2
TriggerAll= StateType = A
Trigger1  =(Ctrl)+(StateNo=800)
Trigger2  =(StateNo=400)*(MoveContact)
Trigger3  =(StateNo=410)*(MoveContact)
Trigger4  =(StateNo=420)*(MoveContact)
Trigger5  =(StateNo=430)*(MoveContact)

[State -1, klۗĖ@]
Type     = ChangeState
Value    = 1500
TriggerAll=(Command = "214A"&&var(59)!=1)||var(52)=1500&&roundstate=2
TriggerAll= StateType!= A
Trigger1  =(Ctrl)+(StateNo=800)
Trigger2  =(StateNo=200)*(MoveContact)
Trigger3  =(StateNo=210)*(MoveContact)
Trigger4  =(StateNo=220)*(MoveContact)
Trigger5  =(StateNo=230)*(MoveContact)
Trigger6  =(StateNo=240)*(MoveContact)
Trigger7  =(StateNo=250)*(MoveContact)
Trigger8  =(StateNo=260)*(MoveContact)
Trigger9  =(StateNo=270)*(MoveContact)
Trigger10 =(StateNo=300)*(MoveContact)
Trigger11 =(StateNo=310)*(MoveContact)
Trigger12 =(StateNo=320)*(MoveContact)
Trigger13 =(StateNo=330)*(MoveContact)

[State -1, ʏ퓊]
Type     = ChangeState
Value    = 500
TriggerAll=(Command = "B+D"&&var(59)!=1)||var(52)=500&&roundstate=2
TriggerAll= StateType!= A
Trigger1  =(Ctrl)+(StateNo=800)
Trigger2  =(StateNo=200)*(AnimElem=4,>=1)
Trigger3  =(StateNo=210)*(AnimElem=3,>=1)
Trigger4  =(StateNo=220)*(AnimElem=3,>=1)
Trigger5  =(StateNo=230)*(AnimElem=3,>=1)
Trigger6  =(StateNo=300)*(AnimElem=3,>=1)
Trigger7  =(StateNo=310)*(AnimElem=3,>=1)

[State -1, ͂ݓ]
Type     = ChangeState
Value    = 750
TriggerAll=(NumEnemy)
TriggerAll=(Statetype = S)
TriggerAll=(P2BodyDist X < 20)
TriggerAll=(Enemynear,stateno != [120,159])*(Enemynear,MoveType != H)*(Enemynear,StateType != A)
TriggerAll=(((Command = "holdfwd")+(command = "holdback"))*(Command = "y")*(Command != "holddown"))&&var(59)!=1||(var(52)=[750,751])&&roundstate=2
Trigger1  =(Ctrl)+(StateNo=800)

[State -1, ːi]
Type     = ChangeState
Value    = 280
TriggerAll=(Command = "6P"&&var(59)!=1)||var(52)=280&&roundstate=2
TriggerAll= StateType!= A
Trigger1  =(Ctrl)+(StateNo=800)
Trigger2  =(StateNo=200)*(MoveContact)
Trigger3  =(StateNo=210)*(MoveContact)
Trigger4  =(StateNo=220)*(MoveContact)
Trigger5  =(StateNo=230)*(MoveContact)
Trigger6  =(StateNo=240)*(MoveContact)
Trigger7  =(StateNo=250)*(MoveContact)
Trigger8  =(StateNo=260)*(MoveContact)
Trigger9  =(StateNo=270)*(MoveContact)
Trigger10 =(StateNo=300)*(MoveContact)
Trigger11 =(StateNo=310)*(MoveContact)
Trigger12 =(StateNo=320)*(MoveContact)
Trigger13 =(StateNo=330)*(MoveContact)
Trigger14 =(StateNo=330)*(Time<=2)
Trigger15 =(StateNo=247)*(MoveContact)
Trigger16 =(StateNo=257)*(MoveContact)
Trigger17 =(StateNo=327)*(MoveContact)
Trigger18 =(StateNo=337)*(MoveContact)

[State -1, Ƃ]
Type     = ChangeState
Value    = 290
TriggerAll=(Command = "6K"&&var(59)!=1)||var(52)=290&&roundstate=2
TriggerAll= StateType!= A
Trigger1  =(Ctrl)+(StateNo=800)
Trigger2  =(StateNo=200)*(MoveContact)
Trigger3  =(StateNo=210)*(MoveContact)
Trigger4  =(StateNo=220)*(MoveContact)
Trigger5  =(StateNo=230)*(MoveContact)
Trigger6  =(StateNo=240)*(MoveContact)
Trigger7  =(StateNo=250)*(MoveContact)
Trigger8  =(StateNo=260)*(MoveContact)
Trigger9  =(StateNo=270)*(MoveContact)
Trigger10 =(StateNo=300)*(MoveContact)
Trigger11 =(StateNo=310)*(MoveContact)
Trigger12 =(StateNo=320)*(MoveContact)
Trigger13 =(StateNo=330)*(MoveContact)
Trigger14 =(StateNo=330)*(Time<=2)
Trigger15 =(StateNo=247)*(MoveContact)
Trigger16 =(StateNo=257)*(MoveContact)
Trigger17 =(StateNo=327)*(MoveContact)
Trigger18 =(StateNo=337)*(MoveContact)

[State -1, JHP]
Type     = ChangeState
Value    = IfElse(Helper(200000),Var(5),425,420)
TriggerAll=(Command = "y"&&var(59)!=1)||var(52)=420&&roundstate=2
TriggerAll= StateType= A
Trigger1  =(Ctrl)+(StateNo=800)
Trigger2  =(StateNo=400)*(MoveContact)
Trigger3  =(StateNo=410)*(MoveContact)
Trigger4  =(StateNo=420)*(MoveContact)

[State -1, JP]
Type     = ChangeState
Value    = 400
TriggerAll=(Command = "x"&&var(59)!=1)||var(52)=400&&roundstate=2
TriggerAll= StateType= A
Trigger1  =(Ctrl)+(StateNo=800)
Trigger2  =(StateNo=420)*(MoveContact)

[State -1, JHK]
Type     = ChangeState
Value    = 430
TriggerAll=(Command = "b"&&var(59)!=1)||var(52)=430&&roundstate=2
TriggerAll= StateType= A
Trigger1  =(Ctrl)+(StateNo=800)
Trigger2  =(StateNo=400)*(MoveContact)
Trigger3  =(StateNo=410)*(MoveContact)
Trigger4  =(StateNo=420)*(MoveContact)

[State -1, JK]
Type     = ChangeState
Value    = 410
TriggerAll=(Command = "a"&&var(59)!=1)||var(52)=410&&roundstate=2
TriggerAll= StateType= A
Trigger1  =(Ctrl)+(StateNo=800)
Trigger2  =(StateNo=400)*(MoveContact)
Trigger3  =(StateNo=420)*(MoveContact)

[State -1, ʏZ]
Type     = ChangeState
Value    = 325
TriggerAll=(Movehit)
TriggerAll=(StateType!=A)
TriggerAll=(Command = "2HP")*(Command = "holddown")&&var(59)!=1||var(52)=320&&roundstate=2
TriggerAll=(Helper(200000),Var(5))
Trigger1  =(StateNo=247)
Trigger2  =(StateNo=257)
Trigger3  =(StateNo=327)
Trigger4  =(StateNo=337)
[State -1, ʏZ]
Type     = ChangeState
Value    = 335
TriggerAll=(Movehit)
TriggerAll=(StateType!=A)
TriggerAll=(Command = "2HK")&&var(59)!=1||var(52)=330&&roundstate=2
TriggerAll=(Helper(200000),Var(5))
Trigger1  =(StateNo=247)
Trigger2  =(StateNo=257)
Trigger3  =(StateNo=327)
Trigger4  =(StateNo=337)
[State -1, ʏZ]
Type     = ChangeState
Value    = 255
TriggerAll=(Movehit)
TriggerAll=(StateType!=A)
TriggerAll= P2Dist X >= 80
TriggerAll=(Command = "y")&&var(59)!=1||var(52)=250&&roundstate=2
TriggerAll=(Helper(200000),Var(5))
Trigger1  =(StateNo=247)
Trigger2  =(StateNo=257)
Trigger3  =(StateNo=327)
Trigger4  =(StateNo=337)
[State -1, ʏZ]
Type     = ChangeState
Value    = 245
TriggerAll=(Movehit)
TriggerAll=(StateType!=A)
TriggerAll=(Command = "y")&&var(59)!=1||var(52)=240&&roundstate=2
TriggerAll=(Helper(200000),Var(5))
Trigger1  =(StateNo=247)
Trigger2  =(StateNo=257)
Trigger3  =(StateNo=327)
Trigger4  =(StateNo=337)

[State -1, HP]
Type     = ChangeState
Value    = IfElse(Helper(200000),Var(5),325,320)
TriggerAll=(Command = "2HP")&&var(59)!=1||var(52)=320&&roundstate=2
TriggerAll= StateType!= A
Trigger1  =(Ctrl)+(StateNo=800)
Trigger2  =(StateNo=200)*(MoveContact)
Trigger3  =(StateNo=210)*(MoveContact)
Trigger4  =(StateNo=220)*(MoveContact)
Trigger5  =(StateNo=230)*(MoveContact)
Trigger6  =(StateNo=240)*(MoveContact)
Trigger7  =(StateNo=250)*(MoveContact)
Trigger8  =(StateNo=300)*(MoveContact)
Trigger9  =(StateNo=310)*(MoveContact)
Trigger10 =(StateNo=247)*(MoveContact)
Trigger11 =(StateNo=257)*(MoveContact)

[State -1, P]
Type     = ChangeState
Value    = 300
TriggerAll=(Command = "2P")&&var(59)!=1||var(52)=300&&roundstate=2
TriggerAll= StateType!= A
Trigger1  =(Ctrl)+(StateNo=800)
Trigger2  =(StateNo=200)*(MoveContact)
Trigger3  =(StateNo=210)*(MoveContact)
Trigger4  =(StateNo=220)*(MoveContact)
Trigger5  =(StateNo=230)*(MoveContact)
Trigger6  =(StateNo=300)*(MoveContact)
Trigger7  =(StateNo=310)*(MoveContact||AnimElem=3,>=1)

[State -1, HK]
Type     = ChangeState
Value    = IfElse(Helper(200000),Var(5),335,330)
TriggerAll=(Command = "2HK")&&var(59)!=1||var(52)=330&&roundstate=2
TriggerAll= StateType!= A
Trigger1  =(Ctrl)+(StateNo=800)
Trigger2  =(StateNo=200)*(MoveContact)
Trigger3  =(StateNo=210)*(MoveContact)
Trigger4  =(StateNo=220)*(MoveContact)
Trigger5  =(StateNo=230)*(MoveContact)
Trigger6  =(StateNo=240)*(MoveContact)
Trigger7  =(StateNo=250)*(MoveContact)
Trigger8  =(StateNo=260)*(MoveContact)
Trigger9  =(StateNo=270)*(MoveContact)
Trigger10 =(StateNo=300)*(MoveContact)
Trigger11 =(StateNo=310)*(MoveContact)
Trigger12 =(StateNo=320)*(MoveContact)
Trigger13 =(StateNo=247)*(MoveContact)
Trigger14 =(StateNo=257)*(MoveContact)
Trigger15 =(StateNo=327)*(MoveContact)

[State -1, K]
Type     = ChangeState
Value    = 310
TriggerAll=(Command = "2K")&&var(59)!=1||var(52)=310&&roundstate=2
TriggerAll= StateType!= A
Trigger1  =(Ctrl)+(StateNo=800)
Trigger2  =(StateNo=200)*(MoveContact)
Trigger3  =(StateNo=210)*(MoveContact)
Trigger4  =(StateNo=220)*(MoveContact)
Trigger5  =(StateNo=230)*(MoveContact)
Trigger6  =(StateNo=300)*(MoveContact||AnimElem=3,>=1)
Trigger7  =(StateNo=310)*(MoveContact)
Trigger8  =(StateNo=310)*(AnimElem=4,>0)

[State -1, HP]
Type     = ChangeState
Value    = IfElse(Helper(200000),Var(5),255,250)
TriggerAll=(Command = "y")&&var(59)!=1||var(52)=250&&roundstate=2
TriggerAll= StateType!= A
TriggerAll= P2Dist X >= 80
Trigger1  =(Ctrl)+(StateNo=800)
Trigger2  =(StateNo=200)*(MoveContact)
Trigger3  =(StateNo=210)*(MoveContact)
Trigger4  =(StateNo=220)*(MoveContact)
Trigger5  =(StateNo=230)*(MoveContact)
Trigger6  =(StateNo=300)*(MoveContact)
Trigger7  =(StateNo=310)*(MoveContact)

[State -1, HP]
Type     = ChangeState
Value    = 250
TriggerAll=(Command = "y")&&var(59)!=1||var(52)=250&&roundstate=2
TriggerAll= StateType!= A
Trigger1  =(StateNo=240)*(AnimElem=3,>=1)
Trigger2  =(StateNo=247)*(MoveContact)

[State -1, HP]
Type     = ChangeState
Value    = IfElse(Helper(200000),Var(5),245,240)
TriggerAll=(Command = "y")&&var(59)!=1||var(52)=240&&roundstate=2
TriggerAll= StateType!= A
Trigger1  =(Ctrl)+(StateNo=800)
Trigger2  =(StateNo=200)*(MoveContact)
Trigger3  =(StateNo=210)*(MoveContact)
Trigger4  =(StateNo=220)*(MoveContact)
Trigger5  =(StateNo=230)*(MoveContact)
Trigger6  =(StateNo=300)*(MoveContact)
Trigger7  =(StateNo=310)*(MoveContact)

[State -1, P]
Type     = ChangeState
Value    = 210
TriggerAll=(Command = "x")&&var(59)!=1||var(52)=210&&roundstate=2
TriggerAll= StateType!= A
TriggerAll= P2Dist X >= 60
Trigger1  =(Ctrl)+(StateNo=800)
Trigger2  =(StateNo=200)*(MoveContact)
Trigger3  =(StateNo=210)*(MoveContact)
Trigger4  =(StateNo=300)*(MoveContact)

[State -1, P]
Type     = ChangeState
Value    = 200
TriggerAll=(Command = "x")&&var(59)!=1||var(52)=200&&roundstate=2
TriggerAll= StateType!= A
Trigger1  =(Ctrl)+(StateNo=800)
Trigger2  =(StateNo=200)*(MoveContact)
Trigger3  =(StateNo=210)*(MoveContact)
Trigger4  =(StateNo=300)*(MoveContact)

[State -1, HK]
Type     = ChangeState
Value    = 270
TriggerAll=(Command = "b")&&var(59)!=1||var(52)=270&&roundstate=2
TriggerAll= StateType!= A
TriggerAll= P2Dist X >= 80
Trigger1  =(Ctrl)+(StateNo=800)
Trigger2  =(StateNo=200)*(MoveContact)
Trigger3  =(StateNo=210)*(MoveContact)
Trigger4  =(StateNo=220)*(MoveContact)
Trigger5  =(StateNo=230)*(MoveContact)
Trigger6  =(StateNo=240)*(MoveContact)
Trigger7  =(StateNo=250)*(MoveContact)
Trigger8  =(StateNo=300)*(MoveContact)
Trigger9  =(StateNo=310)*(MoveContact)
Trigger10 =(StateNo=320)*(MoveContact)
Trigger11 =(StateNo=247)*(MoveContact)
Trigger12 =(StateNo=257)*(MoveContact)
Trigger13 =(StateNo=327)*(MoveContact)

[State -1, HK]
Type     = ChangeState
Value    = 260
TriggerAll=(Command = "b")&&var(59)!=1||var(52)=260&&roundstate=2
TriggerAll= StateType!= A
Trigger1  =(Ctrl)+(StateNo=800)
Trigger2  =(StateNo=200)*(MoveContact)
Trigger3  =(StateNo=210)*(MoveContact)
Trigger4  =(StateNo=220)*(MoveContact)
Trigger5  =(StateNo=230)*(MoveContact)
Trigger6  =(StateNo=240)*(MoveContact)
Trigger7  =(StateNo=250)*(MoveContact)
Trigger8  =(StateNo=300)*(MoveContact)
Trigger9  =(StateNo=310)*(MoveContact)
Trigger10 =(StateNo=320)*(MoveContact)
Trigger11 =(StateNo=247)*(MoveContact)
Trigger12 =(StateNo=257)*(MoveContact)
Trigger13 =(StateNo=327)*(MoveContact)

[State -1, K]
Type     = ChangeState
Value    = 230
TriggerAll=(Command = "a")&&var(59)!=1||var(52)=230&&roundstate=2
TriggerAll= StateType!= A
TriggerAll= P2Dist X >= 65
Trigger1  =(Ctrl)+(StateNo=800)
Trigger2  =(StateNo=200)*(MoveContact)
Trigger3  =(StateNo=210)*(MoveContact)
Trigger4  =(StateNo=220)*(MoveContact)
Trigger5  =(StateNo=230)*((MoveContact)+(AnimElem=4,>=2))
Trigger6  =(StateNo=300)*(MoveContact)
Trigger7  =(StateNo=310)*(MoveContact)

[State -1, K]
Type     = ChangeState
Value    = 220
TriggerAll=(Command = "a")&&var(59)!=1||var(52)=220&&roundstate=2
TriggerAll= StateType!= A
Trigger1  =(Ctrl)+(StateNo=800)
Trigger2  =(StateNo=200)*(MoveContact)
Trigger3  =(StateNo=210)*(MoveContact)
Trigger4  =(StateNo=220)*(MoveContact)
Trigger5  =(StateNo=230)*(MoveContact)
Trigger6  =(StateNo=300)*(MoveContact)
Trigger7  =(StateNo=310)*(MoveContact)

[State -1, u[Xg]
Type     = ChangeState
Value    = 855
TriggerAll=(!Var(11))&&numhelper(31111)
TriggerAll=(Command = "z")*((Command != "holdback")||hitpausetime&&helper(31111),command!="holdback")&&var(59)!=1||var(52)=800&&roundstate=2
TriggerAll=(Var(5)>=100)+((Var(6)=1)*(Var(5)>=20))
Trigger1  =(Ctrl)
Trigger2  =(StateNo=200)*(AnimElem=4,>0||movecontact)
Trigger3  =(StateNo=210)*(AnimElem=3,>0||movecontact)
Trigger4  =(StateNo=220)*(AnimElem=3,>0||movecontact)
Trigger5  =(StateNo=230)*(AnimElem=3,>0||movecontact)
Trigger6  =(StateNo=240)*(AnimElem=3,>0||movecontact)
Trigger7  =(StateNo=250)*(AnimElem=5,>0||movecontact)
Trigger8  =(StateNo=260)*(AnimElem=3,>0||movecontact)
Trigger9  =(StateNo=270)*(AnimElem=4,>0||movecontact)
Trigger10 =(StateNo=280)*(AnimElem=5,>0||movecontact)
Trigger11 =(StateNo=290)*(AnimElem=5,>0||movecontact)
Trigger12 =(StateNo=300)*(AnimElem=3,>0||movecontact)
Trigger13 =(StateNo=310)*(AnimElem=3,>0||movecontact)
Trigger14 =(StateNo=320)*(AnimElem=6,>0||movecontact)
Trigger15 =(StateNo=330)*(AnimElem=5,>0||movecontact)
Trigger16 =(StateNo=400)*(AnimElem=2,>0||movecontact)
Trigger17 =(StateNo=410)*(AnimElem=4,>0||movecontact)
Trigger18 =(StateNo=420)*(AnimElem=5,>0||movecontact)
Trigger19 =(StateNo=430)*(AnimElem=3,>0||movecontact)
Trigger20 =(StateNo=510)*(AnimElem=5,>0||movecontact)
Trigger21 =(StateNo=610)*(AnimElem=3,>0||movecontact)
Trigger22 =(StateNo=615)*(AnimElem=3,>0||movecontact)
Trigger23 =(StateNo=650)*(AnimElem=8,>0||movecontact)
Trigger24 =(StateNo=700)*(AnimElem=6,>0||movecontact)
Trigger25 =(StateNo=760)*(AnimElem=13,>0||movecontact)
Trigger26 =(StateNo=1000)*(AnimElem=2,>0||movecontact)
Trigger27 =(StateNo=1100)*(AnimElem=6,>0||movecontact)
Trigger28 =(StateNo=1150)*(AnimElem=3,>0||movecontact)
Trigger29 =(StateNo=1200)*(AnimElem=4,>0);*(MoveContact)
Trigger30 =(StateNo=1250)*(AnimElem=4,>0);*(MoveContact)
Trigger31 =(StateNo=1300)*(AnimElem=11,>0||movecontact)
Trigger32 =(StateNo=1400)*(AnimElem=5,>0||movecontact)
Trigger33 = NumTarget
Trigger33 = Target,StateType=A
Trigger33 =(StateNo=1600)*(AnimElem=10,>0||movecontact)
Trigger34 =(StateNo=247)*(AnimElem=1,>0||movecontact)
Trigger35 =(StateNo=257)*(AnimElem=2,>0||movecontact)
Trigger36 =(StateNo=327)*(AnimElem=3,>0||movecontact)
Trigger37 =(StateNo=337)*(AnimElem=3,>0||movecontact)
Trigger38 =(StateNo=427)*(AnimElem=2,>0||movecontact)
Trigger39 =(StateNo=1450)*(AnimElem=5,>0||movecontact)
Trigger40 =(StateNo=1650)*(AnimElem=10,>0||movecontact)
ignorehitpause=1

;------------AIp

[state ]
type=changestate
trigger1=roundstate=2
trigger1=var(52)=120
trigger1=ctrl||anim=[120,132]
value=120

[state ]
type=changestate
triggerall=statetype!=a
triggerall=ctrl
trigger1=roundstate=2
trigger1=var(52)=10
value=10

[state ]
type=changestate
triggerall=statetype!=a
triggerall=ctrl
trigger1=roundstate=2
trigger1=var(52)=40
value=40

[state ]
type=changestate
triggerall=statetype!=a
triggerall=ctrl
trigger1=roundstate=2
trigger1=var(52)=20
value=20

[state ]
type=changestate
trigger1=var(59)=1
trigger1=ctrl
trigger1=anim=[10,12]
value=12

[state ]
type=changestate
trigger1=!time
trigger1=stateno=10||stateno=20||stateno=40
trigger1=statetype!=a
trigger1=var(59)=1
trigger1=ctrl
value=0

[state ]
type=changestate
trigger1=!time
trigger1=stateno=45
trigger1=statetype=a
trigger1=var(59)=1
trigger1=ctrl
value=50

;----------------------------------------------------------------------------------
;==================================================================================
; AIpT|[gwp[
;==================================================================================
;----------------------------------------------------------------------------------
[statedef 31111]
[state ]
type=selfstate
trigger1=!ishelper
value=50
ignorehitpause=1
;----------------------------------------------------------------------------------
; ݒ
;----------------------------------------------------------------------------------
[state ]
type=changeanim
trigger1=anim!=31111
value=31111
[state ]
type=posset
trigger1=animelem=1
trigger1=var(53):=100000000
x=0
y=0
[state ]
type=null
trigger1=fvar(39):=pos x
;----------------------------------------------------------------------------------
; AItOZbg
;----------------------------------------------------------------------------------
[state ]
type=varset
triggerall=!var(59)
trigger1=command="up"&&root,command="up"
trigger2=command="down"&&root,command="down"
trigger3=command="back"&&root,command="back"
trigger4=command="fwd"&&root,command="fwd"
trigger5=command="a"&&root,command="a"
trigger6=command="b"&&root,command="b"
trigger7=command="c"&&root,command="c"
trigger8=command="x"&&root,command="x"
trigger9=command="y"&&root,command="y"
trigger10=command="z"&&root,command="z"
trigger11=command="start"&&root,command="start"
var(59)=-1
[state ]
type=varset
triggerall=var(59)!=-1
trigger1=root,command="up"
trigger2=root,command="down"
trigger3=root,command="back"
trigger4=root,command="fwd"
trigger5=root,command="a"
trigger6=root,command="b"
trigger7=root,command="c"
trigger8=root,command="x"
trigger9=root,command="y"
trigger10=root,command="z"
trigger11=root,command="start"
trigger12=root,var(59)&1
var(59)=1
;----------------------------------------------------------------------------------
; JEg
;----------------------------------------------------------------------------------
[state ]
type=varadd
trigger1=roundstate=2&&root,fvar(10)
var(58)=1
;----------------------------------------------------------------------------------
; ߂΍
;----------------------------------------------------------------------------------
[state ]
type=posset
trigger1=1
x=root,pos x-60*facing
y=0
[state ]
type=varadd
trigger1=var(57):=0||1
var(57)=inguarddist
[state ]
type=posset
trigger1=1
x=root,pos x+60*facing
y=0
[state ]
type=varadd
trigger1=1
var(56)=inguarddist
[state ]
type=posset
trigger1=1
x=root,pos x-90*facing
y=0
[state ]
type=varadd
trigger1=1
var(56)=inguarddist
[state ]
type=posset
trigger1=1
x=root,pos x+90*facing
y=0
[state ]
type=varadd
trigger1=1
var(56)=inguarddist
;----------------------------------------------------------------------------------
; d͌vZ
;----------------------------------------------------------------------------------
[state ]
type=null
trigger1=numenemy
trigger1=1||fvar(0):=ceil((playerid(root,var(39)),pos y-fvar(36)-fvar(37))*1000.0)*(playerid(root,var(39)),pos y<0)/1000.0
trigger1=1||fvar(37):=playerid(root,var(39)),pos y-fvar(36)
trigger1=1||fvar(36):=playerid(root,var(39)),pos y
[state ]
type=null
trigger1=numenemy
trigger1=1||fvar(1):=playerid(root,var(39)),vel y+fvar(0)/2
trigger1=1||fvar(2):=playerid(root,var(39)),vel y*2+fvar(0)*2*2/2
trigger1=1||fvar(3):=playerid(root,var(39)),vel y*3+fvar(0)*3*3/2
trigger1=1||fvar(4):=playerid(root,var(39)),vel y*4+fvar(0)*4*4/2
trigger1=1||fvar(5):=playerid(root,var(39)),vel y*5+fvar(0)*5*5/2
trigger1=1||fvar(6):=playerid(root,var(39)),vel y*6+fvar(0)*6*6/2
trigger1=1||fvar(7):=playerid(root,var(39)),vel y*7+fvar(0)*7*7/2
trigger1=1||fvar(8):=playerid(root,var(39)),vel y*8+fvar(0)*8*8/2
trigger1=1||fvar(9):=playerid(root,var(39)),vel y*9+fvar(0)*9*9/2
trigger1=1||fvar(10):=playerid(root,var(39)),vel y*10+fvar(0)*10*10/2
trigger1=1||fvar(11):=playerid(root,var(39)),vel y*11+fvar(0)*11*11/2
trigger1=1||fvar(12):=playerid(root,var(39)),vel y*12+fvar(0)*12*12/2
trigger1=1||fvar(13):=playerid(root,var(39)),vel y*13+fvar(0)*13*13/2
trigger1=1||fvar(14):=playerid(root,var(39)),vel y*14+fvar(0)*14*14/2
trigger1=1||fvar(15):=playerid(root,var(39)),vel y*15+fvar(0)*15*15/2
trigger1=1||fvar(16):=playerid(root,var(39)),vel y*16+fvar(0)*16*16/2
trigger1=1||fvar(17):=playerid(root,var(39)),vel y*17+fvar(0)*17*17/2
trigger1=1||fvar(18):=playerid(root,var(39)),vel y*18+fvar(0)*18*18/2
trigger1=1||fvar(19):=playerid(root,var(39)),vel y*19+fvar(0)*19*19/2
trigger1=1||fvar(20):=playerid(root,var(39)),vel y*20+fvar(0)*20*20/2
trigger1=1||fvar(21):=playerid(root,var(39)),vel y*21+fvar(0)*21*21/2
trigger1=1||fvar(22):=playerid(root,var(39)),vel y*22+fvar(0)*22*22/2
trigger1=1||fvar(23):=playerid(root,var(39)),vel y*23+fvar(0)*23*23/2
trigger1=1||fvar(24):=playerid(root,var(39)),vel y*24+fvar(0)*24*24/2
trigger1=1||fvar(25):=playerid(root,var(39)),vel y*25+fvar(0)*25*25/2
trigger1=1||fvar(26):=playerid(root,var(39)),vel y*26+fvar(0)*26*26/2
trigger1=1||fvar(27):=playerid(root,var(39)),vel y*27+fvar(0)*27*27/2
trigger1=1||fvar(28):=playerid(root,var(39)),vel y*28+fvar(0)*28*28/2
trigger1=1||fvar(29):=playerid(root,var(39)),vel y*29+fvar(0)*29*29/2
trigger1=1||fvar(30):=playerid(root,var(39)),vel y*30+fvar(0)*30*30/2
trigger1=1||fvar(31):=playerid(root,var(39)),vel y*31+fvar(0)*31*31/2
;----------------------------------------------------------------------------------
; t[mi荞݁A\pjv48~v29=stateno v28~v8=time
;----------------------------------------------------------------------------------
;var(40)~var(20)
[state ]
type=varset
triggerall=!var(48)||var(48)=playerid(root,var(39)),anim
trigger1=playerid(root,var(39)),movecontact=1
;trigger1=playerid(root,var(39)),time-1>=5
trigger1=playerid(root,var(39)),time-1<var(28)||!var(28)
trigger1=(playerid(root,var(39)),stateno=[200,899])||(playerid(root,var(39)),anim=[200,899])||playerid(root,var(39)),statetype=a
trigger1=var(28):=playerid(root,var(39)),time-1
var(48)=playerid(root,var(39)),anim
[state ]
type=varset
triggerall=var(48)!=playerid(root,var(39)),anim
triggerall=!var(47)||var(47)=playerid(root,var(39)),anim
trigger1=playerid(root,var(39)),movecontact=1
;trigger1=playerid(root,var(39)),time-1>=5
trigger1=playerid(root,var(39)),time-1<var(27)||!var(27)
trigger1=(playerid(root,var(39)),stateno=[200,899])||(playerid(root,var(39)),anim=[200,899])||playerid(root,var(39)),statetype=a
trigger1=var(27):=playerid(root,var(39)),time-1
var(47)=playerid(root,var(39)),anim
[state ]
type=varset
triggerall=var(47)!=playerid(root,var(39)),anim
triggerall=var(48)!=playerid(root,var(39)),anim
triggerall=!var(46)||var(46)=playerid(root,var(39)),anim
trigger1=playerid(root,var(39)),movecontact=1
;trigger1=playerid(root,var(39)),time-1>=5
trigger1=playerid(root,var(39)),time-1<var(26)||!var(26)
trigger1=(playerid(root,var(39)),stateno=[200,899])||(playerid(root,var(39)),anim=[200,899])||playerid(root,var(39)),statetype=a
trigger1=var(26):=playerid(root,var(39)),time-1
var(46)=playerid(root,var(39)),anim
[state ]
type=varset
triggerall=var(46)!=playerid(root,var(39)),anim
triggerall=var(47)!=playerid(root,var(39)),anim
triggerall=var(48)!=playerid(root,var(39)),anim
triggerall=!var(45)||var(45)=playerid(root,var(39)),anim
trigger1=playerid(root,var(39)),movecontact=1
;trigger1=playerid(root,var(39)),time-1>=5
trigger1=playerid(root,var(39)),time-1<var(25)||!var(25)
trigger1=(playerid(root,var(39)),stateno=[200,899])||(playerid(root,var(39)),anim=[200,899])||playerid(root,var(39)),statetype=a
trigger1=var(25):=playerid(root,var(39)),time-1
var(45)=playerid(root,var(39)),anim
[state ]
type=varset
triggerall=var(45)!=playerid(root,var(39)),anim
triggerall=var(46)!=playerid(root,var(39)),anim
triggerall=var(47)!=playerid(root,var(39)),anim
triggerall=var(48)!=playerid(root,var(39)),anim
triggerall=!var(44)||var(44)=playerid(root,var(39)),anim
trigger1=playerid(root,var(39)),movecontact=1
;trigger1=playerid(root,var(39)),time-1>=5
trigger1=playerid(root,var(39)),time-1<var(24)||!var(24)
trigger1=(playerid(root,var(39)),stateno=[200,899])||(playerid(root,var(39)),anim=[200,899])||playerid(root,var(39)),statetype=a
trigger1=var(24):=playerid(root,var(39)),time-1
var(44)=playerid(root,var(39)),anim
[state ]
type=varset
triggerall=var(44)!=playerid(root,var(39)),anim
triggerall=var(45)!=playerid(root,var(39)),anim
triggerall=var(46)!=playerid(root,var(39)),anim
triggerall=var(47)!=playerid(root,var(39)),anim
triggerall=var(48)!=playerid(root,var(39)),anim
triggerall=!var(43)||var(43)=playerid(root,var(39)),anim
trigger1=playerid(root,var(39)),movecontact=1
;trigger1=playerid(root,var(39)),time-1>=5
trigger1=playerid(root,var(39)),time-1<var(23)||!var(23)
trigger1=(playerid(root,var(39)),stateno=[200,899])||(playerid(root,var(39)),anim=[200,899])||playerid(root,var(39)),statetype=a
trigger1=var(23):=playerid(root,var(39)),time-1
var(43)=playerid(root,var(39)),anim
[state ]
type=varset
triggerall=var(43)!=playerid(root,var(39)),anim
triggerall=var(44)!=playerid(root,var(39)),anim
triggerall=var(45)!=playerid(root,var(39)),anim
triggerall=var(46)!=playerid(root,var(39)),anim
triggerall=var(47)!=playerid(root,var(39)),anim
triggerall=var(48)!=playerid(root,var(39)),anim
triggerall=!var(42)||var(42)=playerid(root,var(39)),anim
trigger1=playerid(root,var(39)),movecontact=1
;trigger1=playerid(root,var(39)),time-1>=5
trigger1=playerid(root,var(39)),time-1<var(22)||!var(22)
trigger1=(playerid(root,var(39)),stateno=[200,899])||(playerid(root,var(39)),anim=[200,899])||playerid(root,var(39)),statetype=a
trigger1=var(22):=playerid(root,var(39)),time-1
var(42)=playerid(root,var(39)),anim
[state ]
type=varset
triggerall=var(42)!=playerid(root,var(39)),anim
triggerall=var(43)!=playerid(root,var(39)),anim
triggerall=var(44)!=playerid(root,var(39)),anim
triggerall=var(45)!=playerid(root,var(39)),anim
triggerall=var(46)!=playerid(root,var(39)),anim
triggerall=var(47)!=playerid(root,var(39)),anim
triggerall=var(48)!=playerid(root,var(39)),anim
triggerall=!var(41)||var(41)=playerid(root,var(39)),anim
trigger1=playerid(root,var(39)),movecontact=1
;trigger1=playerid(root,var(39)),time-1>=5
trigger1=playerid(root,var(39)),time-1<var(21)||!var(21)
trigger1=(playerid(root,var(39)),stateno=[200,899])||(playerid(root,var(39)),anim=[200,899])||playerid(root,var(39)),statetype=a
trigger1=var(21):=playerid(root,var(39)),time-1
var(41)=playerid(root,var(39)),anim
[state ]
type=varset
triggerall=var(41)!=playerid(root,var(39)),anim
triggerall=var(42)!=playerid(root,var(39)),anim
triggerall=var(43)!=playerid(root,var(39)),anim
triggerall=var(44)!=playerid(root,var(39)),anim
triggerall=var(45)!=playerid(root,var(39)),anim
triggerall=var(46)!=playerid(root,var(39)),anim
triggerall=var(47)!=playerid(root,var(39)),anim
triggerall=var(48)!=playerid(root,var(39)),anim
triggerall=!var(40)||var(40)=playerid(root,var(39)),anim
trigger1=playerid(root,var(39)),movecontact=1
;trigger1=playerid(root,var(39)),time-1>=5
trigger1=playerid(root,var(39)),time-1<var(20)||!var(20)
trigger1=(playerid(root,var(39)),stateno=[200,899])||(playerid(root,var(39)),anim=[200,899])||playerid(root,var(39)),statetype=a
trigger1=var(20):=playerid(root,var(39)),time-1
var(40)=playerid(root,var(39)),anim
[state ]
type=varset
triggerall=var(40)!=playerid(root,var(39)),anim
triggerall=var(41)!=playerid(root,var(39)),anim
triggerall=var(42)!=playerid(root,var(39)),anim
triggerall=var(43)!=playerid(root,var(39)),anim
triggerall=var(44)!=playerid(root,var(39)),anim
triggerall=var(45)!=playerid(root,var(39)),anim
triggerall=var(46)!=playerid(root,var(39)),anim
triggerall=var(47)!=playerid(root,var(39)),anim
triggerall=var(48)!=playerid(root,var(39)),anim
triggerall=!root,var(39)||root,var(39)=playerid(root,var(39)),anim
trigger1=playerid(root,var(39)),movecontact=1
;trigger1=playerid(root,var(39)),time-1>=5
trigger1=playerid(root,var(39)),time-1<var(19)||!var(19)
trigger1=(playerid(root,var(39)),stateno=[200,899])||(playerid(root,var(39)),anim=[200,899])||playerid(root,var(39)),statetype=a
trigger1=var(19):=playerid(root,var(39)),time-1
var(39)=playerid(root,var(39)),anim
[state ]
type=varset
triggerall=var(39)!=playerid(root,var(39)),anim
triggerall=var(40)!=playerid(root,var(39)),anim
triggerall=var(41)!=playerid(root,var(39)),anim
triggerall=var(42)!=playerid(root,var(39)),anim
triggerall=var(43)!=playerid(root,var(39)),anim
triggerall=var(44)!=playerid(root,var(39)),anim
triggerall=var(45)!=playerid(root,var(39)),anim
triggerall=var(46)!=playerid(root,var(39)),anim
triggerall=var(47)!=playerid(root,var(39)),anim
triggerall=var(48)!=playerid(root,var(39)),anim
triggerall=!var(38)||var(38)=playerid(root,var(39)),anim
trigger1=playerid(root,var(39)),movecontact=1
;trigger1=playerid(root,var(39)),time-1>=5
trigger1=playerid(root,var(39)),time-1<var(18)||!var(18)
trigger1=(playerid(root,var(39)),stateno=[200,899])||(playerid(root,var(39)),anim=[200,899])||playerid(root,var(39)),statetype=a
trigger1=var(18):=playerid(root,var(39)),time-1
var(38)=playerid(root,var(39)),anim
[state ]
type=varset
triggerall=var(38)!=playerid(root,var(39)),anim
triggerall=var(39)!=playerid(root,var(39)),anim
triggerall=var(40)!=playerid(root,var(39)),anim
triggerall=var(41)!=playerid(root,var(39)),anim
triggerall=var(42)!=playerid(root,var(39)),anim
triggerall=var(43)!=playerid(root,var(39)),anim
triggerall=var(44)!=playerid(root,var(39)),anim
triggerall=var(45)!=playerid(root,var(39)),anim
triggerall=var(46)!=playerid(root,var(39)),anim
triggerall=var(47)!=playerid(root,var(39)),anim
triggerall=var(48)!=playerid(root,var(39)),anim
triggerall=!var(37)||var(37)=playerid(root,var(39)),anim
trigger1=playerid(root,var(39)),movecontact=1
;trigger1=playerid(root,var(39)),time-1>=5
trigger1=playerid(root,var(39)),time-1<var(17)||!var(17)
trigger1=(playerid(root,var(39)),stateno=[200,899])||(playerid(root,var(39)),anim=[200,899])||playerid(root,var(39)),statetype=a
trigger1=var(17):=playerid(root,var(39)),time-1
var(37)=playerid(root,var(39)),anim
[state ]
type=varset
triggerall=var(37)!=playerid(root,var(39)),anim
triggerall=var(38)!=playerid(root,var(39)),anim
triggerall=var(39)!=playerid(root,var(39)),anim
triggerall=var(40)!=playerid(root,var(39)),anim
triggerall=var(41)!=playerid(root,var(39)),anim
triggerall=var(42)!=playerid(root,var(39)),anim
triggerall=var(43)!=playerid(root,var(39)),anim
triggerall=var(44)!=playerid(root,var(39)),anim
triggerall=var(45)!=playerid(root,var(39)),anim
triggerall=var(46)!=playerid(root,var(39)),anim
triggerall=var(47)!=playerid(root,var(39)),anim
triggerall=var(48)!=playerid(root,var(39)),anim
triggerall=!var(36)||var(36)=playerid(root,var(39)),anim
trigger1=playerid(root,var(39)),movecontact=1
;trigger1=playerid(root,var(39)),time-1>=5
trigger1=playerid(root,var(39)),time-1<var(16)||!var(16)
trigger1=(playerid(root,var(39)),stateno=[200,899])||(playerid(root,var(39)),anim=[200,899])||playerid(root,var(39)),statetype=a
trigger1=var(16):=playerid(root,var(39)),time-1
var(36)=playerid(root,var(39)),anim
[state ]
type=varset
triggerall=var(36)!=playerid(root,var(39)),anim
triggerall=var(37)!=playerid(root,var(39)),anim
triggerall=var(38)!=playerid(root,var(39)),anim
triggerall=var(39)!=playerid(root,var(39)),anim
triggerall=var(40)!=playerid(root,var(39)),anim
triggerall=var(41)!=playerid(root,var(39)),anim
triggerall=var(42)!=playerid(root,var(39)),anim
triggerall=var(43)!=playerid(root,var(39)),anim
triggerall=var(44)!=playerid(root,var(39)),anim
triggerall=var(45)!=playerid(root,var(39)),anim
triggerall=var(46)!=playerid(root,var(39)),anim
triggerall=var(47)!=playerid(root,var(39)),anim
triggerall=var(48)!=playerid(root,var(39)),anim
triggerall=!var(35)||var(35)=playerid(root,var(39)),anim
trigger1=playerid(root,var(39)),movecontact=1
;trigger1=playerid(root,var(39)),time-1>=5
trigger1=playerid(root,var(39)),time-1<var(15)||!var(15)
trigger1=(playerid(root,var(39)),stateno=[200,899])||(playerid(root,var(39)),anim=[200,899])||playerid(root,var(39)),statetype=a
trigger1=var(15):=playerid(root,var(39)),time-1
var(35)=playerid(root,var(39)),anim
[state ]
type=varset
triggerall=var(35)!=playerid(root,var(39)),anim
triggerall=var(36)!=playerid(root,var(39)),anim
triggerall=var(37)!=playerid(root,var(39)),anim
triggerall=var(38)!=playerid(root,var(39)),anim
triggerall=var(39)!=playerid(root,var(39)),anim
triggerall=var(40)!=playerid(root,var(39)),anim
triggerall=var(41)!=playerid(root,var(39)),anim
triggerall=var(42)!=playerid(root,var(39)),anim
triggerall=var(43)!=playerid(root,var(39)),anim
triggerall=var(44)!=playerid(root,var(39)),anim
triggerall=var(45)!=playerid(root,var(39)),anim
triggerall=var(46)!=playerid(root,var(39)),anim
triggerall=var(47)!=playerid(root,var(39)),anim
triggerall=var(48)!=playerid(root,var(39)),anim
triggerall=!var(34)||var(34)=playerid(root,var(39)),anim
trigger1=playerid(root,var(39)),movecontact=1
;trigger1=playerid(root,var(39)),time-1>=5
trigger1=playerid(root,var(39)),time-1<var(14)||!var(14)
trigger1=(playerid(root,var(39)),stateno=[200,899])||(playerid(root,var(39)),anim=[200,899])||playerid(root,var(39)),statetype=a
trigger1=var(14):=playerid(root,var(39)),time-1
var(34)=playerid(root,var(39)),anim
[state ]
type=varset
triggerall=var(34)!=playerid(root,var(39)),anim
triggerall=var(35)!=playerid(root,var(39)),anim
triggerall=var(36)!=playerid(root,var(39)),anim
triggerall=var(37)!=playerid(root,var(39)),anim
triggerall=var(38)!=playerid(root,var(39)),anim
triggerall=var(39)!=playerid(root,var(39)),anim
triggerall=var(40)!=playerid(root,var(39)),anim
triggerall=var(41)!=playerid(root,var(39)),anim
triggerall=var(42)!=playerid(root,var(39)),anim
triggerall=var(43)!=playerid(root,var(39)),anim
triggerall=var(44)!=playerid(root,var(39)),anim
triggerall=var(45)!=playerid(root,var(39)),anim
triggerall=var(46)!=playerid(root,var(39)),anim
triggerall=var(47)!=playerid(root,var(39)),anim
triggerall=var(48)!=playerid(root,var(39)),anim
triggerall=!var(33)||var(33)=playerid(root,var(39)),anim
trigger1=playerid(root,var(39)),movecontact=1
;trigger1=playerid(root,var(39)),time-1>=5
trigger1=playerid(root,var(39)),time-1<var(13)||!var(13)
trigger1=(playerid(root,var(39)),stateno=[200,899])||(playerid(root,var(39)),anim=[200,899])||playerid(root,var(39)),statetype=a
trigger1=var(13):=playerid(root,var(39)),time-1
var(33)=playerid(root,var(39)),anim
[state ]
type=varset
triggerall=var(33)!=playerid(root,var(39)),anim
triggerall=var(34)!=playerid(root,var(39)),anim
triggerall=var(35)!=playerid(root,var(39)),anim
triggerall=var(36)!=playerid(root,var(39)),anim
triggerall=var(37)!=playerid(root,var(39)),anim
triggerall=var(38)!=playerid(root,var(39)),anim
triggerall=var(39)!=playerid(root,var(39)),anim
triggerall=var(40)!=playerid(root,var(39)),anim
triggerall=var(41)!=playerid(root,var(39)),anim
triggerall=var(42)!=playerid(root,var(39)),anim
triggerall=var(43)!=playerid(root,var(39)),anim
triggerall=var(44)!=playerid(root,var(39)),anim
triggerall=var(45)!=playerid(root,var(39)),anim
triggerall=var(46)!=playerid(root,var(39)),anim
triggerall=var(47)!=playerid(root,var(39)),anim
triggerall=var(48)!=playerid(root,var(39)),anim
triggerall=!var(32)||var(32)=playerid(root,var(39)),anim
trigger1=playerid(root,var(39)),movecontact=1
;trigger1=playerid(root,var(39)),time-1>=5
trigger1=playerid(root,var(39)),time-1<var(12)||!var(12)
trigger1=(playerid(root,var(39)),stateno=[200,899])||(playerid(root,var(39)),anim=[200,899])||playerid(root,var(39)),statetype=a
trigger1=var(12):=playerid(root,var(39)),time-1
var(32)=playerid(root,var(39)),anim
[state ]
type=varset
triggerall=var(32)!=playerid(root,var(39)),anim
triggerall=var(33)!=playerid(root,var(39)),anim
triggerall=var(34)!=playerid(root,var(39)),anim
triggerall=var(35)!=playerid(root,var(39)),anim
triggerall=var(36)!=playerid(root,var(39)),anim
triggerall=var(37)!=playerid(root,var(39)),anim
triggerall=var(38)!=playerid(root,var(39)),anim
triggerall=var(39)!=playerid(root,var(39)),anim
triggerall=var(40)!=playerid(root,var(39)),anim
triggerall=var(41)!=playerid(root,var(39)),anim
triggerall=var(42)!=playerid(root,var(39)),anim
triggerall=var(43)!=playerid(root,var(39)),anim
triggerall=var(44)!=playerid(root,var(39)),anim
triggerall=var(45)!=playerid(root,var(39)),anim
triggerall=var(46)!=playerid(root,var(39)),anim
triggerall=var(47)!=playerid(root,var(39)),anim
triggerall=var(48)!=playerid(root,var(39)),anim
triggerall=!var(31)||var(31)=playerid(root,var(39)),anim
trigger1=playerid(root,var(39)),movecontact=1
;trigger1=playerid(root,var(39)),time-1>=5
trigger1=playerid(root,var(39)),time-1<var(11)||!var(11)
trigger1=(playerid(root,var(39)),stateno=[200,899])||(playerid(root,var(39)),anim=[200,899])||playerid(root,var(39)),statetype=a
trigger1=var(11):=playerid(root,var(39)),time-1
var(31)=playerid(root,var(39)),anim
[state ]
type=varset
triggerall=var(31)!=playerid(root,var(39)),anim
triggerall=var(32)!=playerid(root,var(39)),anim
triggerall=var(33)!=playerid(root,var(39)),anim
triggerall=var(34)!=playerid(root,var(39)),anim
triggerall=var(35)!=playerid(root,var(39)),anim
triggerall=var(36)!=playerid(root,var(39)),anim
triggerall=var(37)!=playerid(root,var(39)),anim
triggerall=var(38)!=playerid(root,var(39)),anim
triggerall=var(39)!=playerid(root,var(39)),anim
triggerall=var(40)!=playerid(root,var(39)),anim
triggerall=var(41)!=playerid(root,var(39)),anim
triggerall=var(42)!=playerid(root,var(39)),anim
triggerall=var(43)!=playerid(root,var(39)),anim
triggerall=var(44)!=playerid(root,var(39)),anim
triggerall=var(45)!=playerid(root,var(39)),anim
triggerall=var(46)!=playerid(root,var(39)),anim
triggerall=var(47)!=playerid(root,var(39)),anim
triggerall=var(48)!=playerid(root,var(39)),anim
triggerall=!var(30)||var(30)=playerid(root,var(39)),anim
trigger1=playerid(root,var(39)),movecontact=1
;trigger1=playerid(root,var(39)),time-1>=5
trigger1=playerid(root,var(39)),time-1<var(10)||!var(10)
trigger1=(playerid(root,var(39)),stateno=[200,899])||(playerid(root,var(39)),anim=[200,899])||playerid(root,var(39)),statetype=a
trigger1=var(10):=playerid(root,var(39)),time-1
var(30)=playerid(root,var(39)),anim
[state ]
type=varset
triggerall=var(30)!=playerid(root,var(39)),anim
triggerall=var(31)!=playerid(root,var(39)),anim
triggerall=var(32)!=playerid(root,var(39)),anim
triggerall=var(33)!=playerid(root,var(39)),anim
triggerall=var(34)!=playerid(root,var(39)),anim
triggerall=var(35)!=playerid(root,var(39)),anim
triggerall=var(36)!=playerid(root,var(39)),anim
triggerall=var(37)!=playerid(root,var(39)),anim
triggerall=var(38)!=playerid(root,var(39)),anim
triggerall=var(39)!=playerid(root,var(39)),anim
triggerall=var(40)!=playerid(root,var(39)),anim
triggerall=var(41)!=playerid(root,var(39)),anim
triggerall=var(42)!=playerid(root,var(39)),anim
triggerall=var(43)!=playerid(root,var(39)),anim
triggerall=var(44)!=playerid(root,var(39)),anim
triggerall=var(45)!=playerid(root,var(39)),anim
triggerall=var(46)!=playerid(root,var(39)),anim
triggerall=var(47)!=playerid(root,var(39)),anim
triggerall=var(48)!=playerid(root,var(39)),anim
triggerall=!var(29)||var(29)=playerid(root,var(39)),anim
trigger1=playerid(root,var(39)),movecontact=1
;trigger1=playerid(root,var(39)),time-1>=5
trigger1=playerid(root,var(39)),time-1<var(9)||!var(9)
trigger1=(playerid(root,var(39)),stateno=[200,899])||(playerid(root,var(39)),anim=[200,899])||playerid(root,var(39)),statetype=a
trigger1=var(9):=playerid(root,var(39)),time-1
var(29)=playerid(root,var(39)),anim
;----------------------------------------------------------------------------------
; Xe[W[Tm (v53~v49)
;----------------------------------------------------------------------------------
[state ]
type=posset
trigger1=1
x=fvar(39)
y=0
[state ]
type=turn
trigger1=root,facing!=facing
[state ]
type=changestate
trigger1=var(53)
value=31112+!var(53)
[state ]
type=posset
trigger1=1
x=fvar(39)
y=0
;----------------------------------------------------------------------------------
; ł΂
;----------------------------------------------------------------------------------
[state ]
type=attackdist
trigger1=1
value=0
[state ]
type=attackdist
trigger1=1
value=0
[state ]
type=null;displaytoclipboard
trigger1=1
text="%d,%d,%d,%d,%d"
params=var(57),var(50),var(51),var(52),var(53)
[state ]
type=null;appendtoclipboard
trigger1=1
text="\n,%d,%d,%d,%d"
params=var(55),var(54),inguarddist,var(48)
;-----------------------------------ZmF
[state ]
type=displaytoclipboard
trigger1=1
text="s=%d,t=%d,s%d,t%d,s%d"
params=var(48),var(28),var(47),var(27),var(46)
[state ]
type=appendtoclipboard
trigger1=1
text=",t%d,s%d,t%d,s%d,t%d"
params=var(26),var(45),var(25),var(44),var(24)
[state ]
type=appendtoclipboard
trigger1=1
text="\ns%d,t%d,s%d,t%d,s%d"
params=var(43),var(23),var(42),var(22),var(41)
[state ]
type=appendtoclipboard
trigger1=1
text=",t%d,s%d,t%d,s%d,t%d"
params=var(21),var(40),var(20),var(39),var(19)
[statedef 31112]
[state ]
type=null
triggerall=var(49)
triggerall=var(53)>0||var(52):=0||var(53):=var(53)/10
trigger1=root,numprojid(10000)
trigger1=var(50):=var(50)+root,numprojid(10000)*var(53)*10&&0
trigger2=root,numprojid(10001)
trigger2=var(51):=var(51)+root,numprojid(10001)*var(53)*10
[state ]
type=turn
trigger1=facing=-1
[state ]
type=projectile
trigger1=var(52)*var(53)>0
velocity=1
projid=10000
projanim=31111
offset=var(50)+var(52)*var(53),0
projstagebound=-9
guard.dist=0
projedgebound=2000000000
projremovetime=1
supermovetime=99999990
pausemovetime=99999990
[state ]
type=turn
trigger1=facing=1
[state ]
type=projectile
trigger1=var(52)*var(53)>0
velocity=1
projid=10001
projanim=31111
offset=var(51)+var(52)*var(53),0
projstagebound=-9
guard.dist=0
projedgebound=2000000000
projremovetime=1
supermovetime=99999990
pausemovetime=99999990
[state ]
type=changestate
trigger1=var(52)<9
trigger1=var(52):=var(52)+1
trigger1=var(53)>0
trigger1=var(49):=0||1
value=stateno
[state ]
type=turn
trigger1=root,facing!=facing
[state ]
type=posset
trigger1=var(49):=1
x=fvar(39)
y=0
;--------------------eXg
[statedef 999999]
anim=31111
[state ]
type=varset
trigger1=time
var(1)=0
[state ]
type=changestate
trigger1=time
value=stateno
[state ]
type=varadd
trigger1=1
var(1)=1
[state ]
type=posset
trigger1=1
x=enemynear,pos x-root,fvar(29)*var(1)
y=enemynear,pos y-80+helper(31111),fvar(var(1))
[state ]
type=projectile
trigger1=1
velocity=1
projid=999999
projanim=31112
offset=0,0
attr=
projstagebound=-9
guard.dist=0
projedgebound=2000000000
projremovetime=1
supermovetime=99999990
pausemovetime=99999990
[state ]
type=changestate
trigger1=var(1)<31
value=stateno
[StateDef -2]

[state ]
type=selfstate
trigger1=ishelper(31111)
value=31111

[state ]
type=attackmulset
trigger1=1
value=1

[state ]
type=null
trigger1=numenemy=1&&numtarget
trigger1=target,movetype=h&&target,alive
trigger1=var(39):=target,id
trigger2=numenemy&&(!playeridexist(var(39))||numenemy>1||!numtarget)
trigger2=var(39):=enemynear(!enemynear,alive&&numenemy>1),id
trigger3=!playerid(var(39)),alive
trigger3=var(39):=enemynear(!enemynear,alive&&numenemy>1),id
ignorehitpause=1

;------AI;i
[state ]
type=varset
trigger1=var(59)=1&&numenemy
trigger1=enemynear,statetype!=a
trigger1=enemynear,movehit
trigger1=var(56)&32&&!var(47)
trigger1=var(50)!=ifelse(enemynear,time,enemynear,stateno,enemynear,prevstateno)
trigger1=var(49)!=ifelse(enemynear,time,enemynear,stateno,enemynear,prevstateno)
trigger1=var(48)!=ifelse(enemynear,time,enemynear,stateno,enemynear,prevstateno)
trigger1=var(47)!=ifelse(enemynear,time,enemynear,stateno,enemynear,prevstateno)
var(50-(var(50)>0)-(var(49)>0)-(var(48)>0))=ifelse(enemynear,time,enemynear,stateno,enemynear,prevstateno)
ignorehitpause=1

;------------------㉺iK[htO
;-------K[h
[state ]
type=varadd
triggerall=var(56)&1
triggerall=random<=20*var(58)||var(58)>4
triggerall=!enemynear,movecontact||var(58)>4
trigger1=playerid(var(39)),statetype=a
trigger2=playerid(var(39)),stateno=var(50)&&var(50)
trigger3=playerid(var(39)),stateno=var(49)&&var(49)
trigger4=playerid(var(39)),stateno=var(48)&&var(48)
trigger5=playerid(var(39)),stateno=var(47)&&var(47)
var(56)=-1
;-------K[h
[state ]
type=varadd
triggerall=!(var(56)&1)
triggerall=random<=20*var(58)||var(58)>4||var(11)
triggerall=!enemynear,movecontact||var(58)>4
trigger1=playerid(var(39)),statetype!=a
trigger1=playerid(var(39)),stateno!=var(50)||!var(50)
trigger1=playerid(var(39)),stateno!=var(49)||!var(49)
trigger1=playerid(var(39)),stateno!=var(48)||!var(48)
trigger1=playerid(var(39)),stateno!=var(47)||!var(47)
var(56)=1
;------------------뗧K[h
[state ]
type=varadd
triggerall=var(56)&1
trigger1=enemynear,statetype!=a
trigger1=enemynear,movecontact>=5
trigger1=fvar(39)>=60
trigger1=var(58)<=4
trigger1=!var(11)
trigger1=random<=100-20*var(58)+2*(fvar(39)-60)
var(56)=-1
;------------------K[h
[state ]
type=varadd
triggerall=!(var(56)&1)
trigger1=enemynear,statetype=a
trigger1=enemynear,movecontact
trigger1=enemynear,pos y>=-60
trigger1=var(58)<=4
trigger1=random<=100-20*var(58)+2*(60+enemynear,pos y)
var(56)=1

[state ]
type=varadd
trigger1=1;stateno!=[120,155]
;trigger2=statetype!=c
var(56)=-(var(56)&32)
ignorehitpause=1

[State a];gageʒu
Type     = VarSet
Trigger1 = 1
V  = 40
Value=225

[State a]
type = AssertSpecial
Trigger1 = MoveType!=H
;Trigger1 = (StateNo!=2210)*(StateNo!=2400)
flag =nokoslow
IgnoreHitPause=1

[State a]
type = AssertSpecial
trigger1 = Var(11)
flag  = nowalk
;flag2 = nojump

[State a];^
Type     =null;SuperPause
TriggerAll=(StateNo!=2200)*(StateNo!=2400)
TriggerAll=NumHelper(200000)
TriggerAll=MoveType!=H
TriggerAll=GameTime%2=0
Trigger1 = NumTarget
Trigger1 = Random=[1200-Floor(Helper(200000),FVar(1)*IfElse(Target,GetHitVar(HitCount)<40,Target,GetHitVar(HitCount)*.5,20)*.2),1100]
Trigger2 = NumTarget
Trigger2 = StateNo=[1600,1800)
Trigger2 = Random=[1200-Floor(Helper(200000),FVar(1)*IfElse(Target,GetHitVar(HitCount)<40,Target,GetHitVar(HitCount)*.5,20)),1500]
Time     = 1
Anim     = -1
;pos      = 0, 0
;movetime = 0
darken = 0
p2defmul = 1
;poweradd = -1000
;unhittable = 1

[State a]
Type = AssertSpecial
Trigger1 = NumExplod(11000)
Trigger2 = NumExplod(11001)
Trigger3 = NumExplod(11005)
Trigger4 = NumExplod(11010)
Trigger5 = NumExplod(11015)
Trigger6 = NumExplod(12000)
Trigger7 = NumExplod(20000)
flag=noFG
IgnoreHitPause=1
SuperMoveTime = 99999
PauseMoveTime = 99999

;ðگð
[State a]
Type    = VarSet
Trigger1 = StateNo=3000
Trigger1 = MoveHit=1
Trigger1 = roundstate=2
V       = 30
Value   = 1
;ðگð
[State a]
Type    = VarSet
Trigger1 = RoundState=[0,1]
V       = 30
Value   = 0

[State a]
Type = AssertSpecial
Trigger1 = Var(30)
flag=nomusic
IgnoreHitPause=1
SuperMoveTime = 99999
PauseMoveTime = 99999

;==========================================================================================================
;ʉݒ脪
;==========================================================================================================
;n
[State a]
Type    = PlaySnd
Trigger1 = StateNo=52
Trigger1 = AnimElem=1,=1
Value   = 90, 8

;Wv
[State a]
Type    = PlaySnd
Trigger1 = (StateNo=50)
Trigger1 = AnimElem=1,=1
Value   = 100, 1

;Wv
[State a]
Type    = PlaySnd
Trigger1 = (StateNo=710)
Trigger1 = AnimElem=1,=1
Value   = 100, 2
;ߗr
[State a]
Type    = PlaySnd
Trigger1 = (StateNo=181)
Trigger1 = (AnimElem=10,=1)+(AnimElem=13,=1);+(AnimElem=14,=1)
Trigger2 = (StateNo=190)
Trigger2 = (AnimElem=2,=1)+(AnimElem=4,=1)+(AnimElem=6,=1)+(AnimElem=8,=1)+(AnimElem=10,=1)
Value   = 100, 3
volume  = -120 

;_
[State a]
Type    = PlaySnd
Trigger1 = (StateNo=110)+(StateNo=115)
Trigger1 = AnimElem=1,=1
Value   = 100, 29
volume  = 255

;Cg
[State a]
Type    = PlaySnd
Trigger1 = (StateNo=190)
Trigger1 = Time = 1
Value   = 0, 1
volume  = 255
channel = 0

;
[State a]
Type    = PlaySnd
Trigger1 = (StateNo=180)
Trigger1 = Time = 0
Value   = 0, 95+Random%6
volume  = 255
channel = 0

;
[State a]
Type    = PlaySnd
Trigger1 = (StateNo = 5050)+(StateNo = 5070)
Trigger1 = Time = 1
Trigger1 = LoseKO
Value   = 0, 49+Random%6
volume  = 255
channel = 0

;ðگð
[State a]
Type    = PlaySnd
Trigger1 = StateNo=3000
Trigger1 = MoveHit=1
Trigger1 = roundstate=2
Value   = 105,0
volume  = 255
channel = 10
loop = 1
lowpriority = 1

;Zt
[State a]
Type    = PlaySnd
TriggerAll= Random<=600
TriggerAll= Time = 1
Trigger1  = (Anim=5000)
Trigger2  = (Anim=5001)
Trigger3  = (Anim=5002)
Value   = 0, 57+Random%3
volume  = 255
channel = 0

;Zt
[State a]
Type    = PlaySnd
TriggerAll= Random<=300
TriggerAll= Time = 1
Trigger1  = (Anim=5010)
Trigger2  = (Anim=5011)
Trigger3  = (Anim=5012)
Value   = 0, 60+Random%3
volume  = 255
channel = 0

;Zt
[State a]
Type    = PlaySnd
TriggerAll= Random<=200
TriggerAll= Time = 1
Trigger1  = (Anim=5020)
Trigger2  = (Anim=5021)
Trigger3  = (Anim=5022)
Value   = 0, 67+Random%2
volume  = 255
channel = 0

;Zt
[State a]
Type    = PlaySnd
TriggerAll= Time = 1
Trigger1  = Anim=5300
Value   = 0, 69
volume  = 255
channel = 0

;==========================================================================================================
;ʒuݒ脪
;==========================================================================================================
;R[i[obN
;----------------------------------------------------------------------------------------------------------

[State CornerPush]
Type     = Velset
x=0
TriggerAll= !Var(11)&&!var(13)
TriggerAll= MoveContact=1
TriggerAll= NumTarget
Trigger1= (Target,BackEdgeBodyDist<=5)+(Target,FrontEdgeBodyDist<=10)
Trigger1=vel x<0

[State CornerPush]
Type     = VelAdd
TriggerAll= !Var(11)&&!var(13)
TriggerAll= MoveContact=1
TriggerAll= NumTarget
TriggerAll= (Target,BackEdgeBodyDist<=5)+(Target,FrontEdgeBodyDist<=10)
Trigger1  =(StateNo=200)+(StateNo=210)+(StateNo=220)+(StateNo=300)+(StateNo=310);+((StateNo=1200)*(AnimElem=4,>=1))
Trigger2  =(StateNo=330)+(StateNo=320);+((StateNo=1200)*(AnimElem=8,>=1))
Trigger3  =(StateNo=1600)
Trigger4  =(StateNo=240)+(StateNo=270)+(StateNo=290)+(StateNo=1000)
Trigger5  =(StateNo=1100)
X = Ifelse(moveguarded,-5.2,-5.2*IfElse(FVar(7)>1,0.46+FVar(7)*.0742,1)*.8)
IgnoreHitPause=0

[State CornerPush]
Type     = VelAdd
TriggerAll= !Var(11)&&!var(13)
TriggerAll= MoveContact=1
TriggerAll= NumTarget
TriggerAll= Target,GetHitVar(Fall)=0
TriggerAll= (Target,BackEdgeBodyDist<=5)+(Target,FrontEdgeBodyDist<=10)
Trigger1  =(StateNo=230)
X = Ifelse(moveguarded,-8.2,-8.2*IfElse(FVar(7)>1,0.5+FVar(7)*.134,1)*.8)
IgnoreHitPause=0

[State CornerPush]
Type     = null;VelAdd
TriggerAll= !Var(11)&&!var(13)
TriggerAll= MoveContact=1
TriggerAll= NumTarget
TriggerAll= (Target,BackEdgeBodyDist<=5)+(Target,FrontEdgeBodyDist<=10)
Trigger1  = Target,GetHitVar(Fall)=0
Trigger1  =(StateNo=240)+(StateNo=270)+(StateNo=290)+(StateNo=1000)
Trigger2  =(StateNo=1100)
X = -11.6*IfElse(FVar(7)>1,0.5+FVar(7)*.134,1)*.8
IgnoreHitPause=0

[State CornerPush]
Type     = VelAdd
TriggerAll= !Var(11)&&!var(13)
TriggerAll= MoveContact=1
TriggerAll= NumTarget
TriggerAll= Target,GetHitVar(Fall)=0
TriggerAll= (Target,BackEdgeBodyDist<=5)+(Target,FrontEdgeBodyDist<=10)
;Trigger1  =(Target,Anim=5002)+(Target,StateNo=[120,155])
Trigger1  =(StateNo=250)+(StateNo=260)
X = Ifelse(moveguarded,-4.8,-4.8*IfElse(FVar(7)>1,0.72+FVar(7)*.134,1)*.8)
IgnoreHitPause=0

[State CornerPush]
Type     =VelAdd
TriggerAll= !Var(11)&&!var(13)
TriggerAll= MoveContact=1
TriggerAll= NumTarget
TriggerAll= !Var(3)
TriggerAll= Target,GetHitVar(Fall)=1
TriggerAll= (Target,BackEdgeBodyDist<=5)+(Target,FrontEdgeBodyDist<=5)
Trigger1 = (StateNo=200)
Trigger2 = (StateNo=210)
Trigger3  =(StateNo=220)
Trigger4  =(StateNo=230)
Trigger5  =(StateNo=240)
Trigger6  =(StateNo=250)
Trigger7  =(StateNo=260)
Trigger8  =(StateNo=270)
Trigger9  =(StateNo=280)
Trigger10 =(StateNo=290)
Trigger11 =(StateNo=300)
Trigger12 =(StateNo=310)
Trigger13 =(StateNo=400);&&target,stateno!=[90600,90620]
Trigger14 =(StateNo=410);&&target,stateno!=[90600,90620]
Trigger15 =(StateNo=420);&&target,stateno!=[90600,90620]
Trigger16 =(StateNo=430);&&target,stateno!=[90600,90620]
Trigger17 =(StateNo=500)
Trigger18 =(StateNo=600)
Trigger19 =(StateNo=610)
Trigger20 =(StateNo=615)
Trigger21 =(StateNo=650)
Trigger22 =(StateNo=700)
Trigger23 =(StateNo=750)
Trigger24 =(StateNo=800)
Trigger25 =(StateNo=1000)
Trigger26 =(StateNo=1100)
;Trigger27 =(StateNo=1200)
X = Ifelse(moveguarded,-3,-3*IfElse(FVar(7)>1,0.2+FVar(7)*.1,1)*.8)
IgnoreHitPause=0

;==========================================================================================================
;GtFNg
;==========================================================================================================
;n
[State a]
Type    = Explod
TriggerAll= NumHelper(6002)=0
Trigger1  = StateNo=52
Trigger1  = AnimElem = 1,=1

;Aj֘A
ID       = 6002
Anim     = 6002

;ʒuݒ
Pos      = 0, 0
Postype  = p1
Random   = 0, 0

;xݒ
Vel      = 0, 0
Accel    = 0, 0

;
Bindtime   = 1
Removetime = -2

;
SuperMoveTime = 99999
PauseMoveTime = 99999

;XvCgݒ
SprPriority = 2
Scale       = .5, .5

;
Ontop    = 0
Ownpal   = 1

;ߐݒ
;Trans    = addalpha
;Alpha    = 256,256

;----------------------------------------------------------------------------------------------------------
;zAE
;----------------------------------------------------------------------------------------------------------
[State a]
Type     = RemoveExplod
Trigger1 = Var(21)
Trigger1 = Time=0
Trigger1 = StateNo=[5000,5150)
Trigger2 = !Var(21)
Trigger2 = StateNo!=1000
Trigger2 = StateNo!=4000
Trigger2 = (StateNo!=[5000,5150))
ID       = 1010
IgnoreHitPause=1
SuperMoveTime = 99999
PauseMoveTime = 99999

;----------------------------------------------------------------------------------------------------------
;klg
;----------------------------------------------------------------------------------------------------------
[State a]
Type     = ModifyExplod
TriggerAll=NumHelper(200000)
Trigger1 =(StateNo=1300)+(StateNo=1350)
Trigger1 = AnimElem=9,>0
ID       = 1315
Scale    = 1-Helper(200000),Var(2)*.1,1-Helper(200000),Var(2)*.1
[State a]
Type     = ModifyExplod
TriggerAll=NumHelper(200000)
Trigger1 = Helper(200000),Var(2)>=10
ID       = 1315
Anim     = 9999
RemoveTime = 1

;----------------------------------------------------------------------------------------------------------
[State a]
Type     = ModifyExplod
TriggerAll=NumHelper(200000)
Trigger1 =(StateNo=1300)+(StateNo=1350)
Trigger1 = AnimElem=9,<=0
ID       = 1310
Scale    = 0+Helper(200000),Var(3)*.008,.75

[State a]
Type     = ModifyExplod
TriggerAll=NumHelper(200000)
Trigger1 =(StateNo=1300)+(StateNo=1350)
Trigger1 = AnimElem=9,>0
ID       = 1310
Scale    = 5,.75-Helper(200000),Var(2)*.1

[State a]
Type     = ModifyExplod
TriggerAll=NumHelper(200000)
Trigger1 = Helper(200000),Var(2)>=8
ID       = 1310
Anim     = 9999
RemoveTime = 1

;----------------------------------------------------------------------------------------------------------
;RemoveExplod
[State a]
Type     = RemoveExplod
Trigger1 =(StateNo!=1300)
ID       = 1305
[State a]
Type     = RemoveExplod
Trigger1 =(StateNo!=1350)
ID       = 1306

[State a]
Type     = RemoveExplod
Trigger1 =(StateNo!=1300)*(StateNo!=1350)
ID       = 1310

[State a]
Type     = RemoveExplod
Trigger1 =(StateNo!=1300)*(StateNo!=1350)
ID       = 1315

;----------------------------------------------------------------------------------------------------------
;󒆖klg
;----------------------------------------------------------------------------------------------------------
[State a]
Type     = ModifyExplod
Trigger1 = StateNo=1400
Trigger1 = AnimElem=5,>0
ID       = 1410
Scale    = 0+Helper(200000),Var(4)*.05,0+Helper(200000),Var(4)*.02

;----------------------------------------------------------------------------------------------------------
;RemoveExplod
[State a]
Type     = RemoveExplod
Trigger1 = StateNo!=1300
ID       = 1410

;----------------------------------------------------------------------------------------------------------
;klۗĖ@
;----------------------------------------------------------------------------------------------------------
;
;----------------------------------------------------------------------------------------------------------
[state a];
Type     = Explod
Trigger1 = TeamSide=1
Trigger1 = !NumExplod(1510)
Trigger1 = NumHelper(200000)
Trigger1 = Helper(200000),Var(5)>=1
ID       = 1510
Anim     = 1510

Pos      = 15, Var(40)-8
PosType  = Left

Random   = 0, 0
Vel      = 0, 0
Accel    = 0, 0

BindTime   = -1
RemoveTime = -1
SprPriority = 1

Scale    = .5,.5
OnTop    = 1
OwnPal   = 1

IgnoreHitPause=1
SuperMoveTime = 99999
PauseMoveTime = 99999

[state a];
Type     = Explod
Trigger1 = TeamSide=1
Trigger1 = !NumExplod(1511)
Trigger1 = NumHelper(200000)
Trigger1 = Helper(200000),Var(5)>=2
ID       = 1511
Anim     = 1510

Pos      = 30, Var(40)-8
PosType  = Left

Random   = 0, 0
Vel      = 0, 0
Accel    = 0, 0

BindTime   = -1
RemoveTime = -1
SprPriority = 1

Scale    = .5,.5
OnTop    = 1
OwnPal   = 1

IgnoreHitPause=1
SuperMoveTime = 99999
PauseMoveTime = 99999

[state a];
Type     = Explod
Trigger1 = TeamSide=1
Trigger1 = !NumExplod(1512)
Trigger1 = NumHelper(200000)
Trigger1 = Helper(200000),Var(5)>=3
ID       = 1512
Anim     = 1510

Pos      = 45, Var(40)-8
PosType  = Left

Random   = 0, 0
Vel      = 0, 0
Accel    = 0, 0

BindTime   = -1
RemoveTime = -1
SprPriority = 1

Scale    = .5,.5
OnTop    = 1
OwnPal   = 1

IgnoreHitPause=1
SuperMoveTime = 99999
PauseMoveTime = 99999

;----------------------------------------------------------------------------------------------------------
;E
;----------------------------------------------------------------------------------------------------------
[state a];
Type     = Explod
Trigger1 = TeamSide=2
Trigger1 = !NumExplod(1513)
Trigger1 = NumHelper(200000)
Trigger1 = Helper(200000),Var(5)=1
ID       = 1513
Anim     = 1510

Pos      = -15, Var(40)-8
PosType  = Right

Random   = 0, 0
Vel      = 0, 0
Accel    = 0, 0

BindTime   = -1
RemoveTime = -1
SprPriority = 1

Scale    = .5,.5
OnTop    = 1
OwnPal   = 1

IgnoreHitPause=1
SuperMoveTime = 99999
PauseMoveTime = 99999

[state a];
Type     = Explod
Trigger1 = TeamSide=2
Trigger1 = !NumExplod(1514)
Trigger1 = NumHelper(200000)
Trigger1 = Helper(200000),Var(5)=2
ID       = 1514
Anim     = 1510

Pos      = -30, Var(40)-8
PosType  = Right

Random   = 0, 0
Vel      = 0, 0
Accel    = 0, 0

BindTime   = -1
RemoveTime = -1
SprPriority = 1

Scale    = .5,.5
OnTop    = 1
OwnPal   = 1

IgnoreHitPause=1
SuperMoveTime = 99999
PauseMoveTime = 99999

[state a];
Type     = Explod
Trigger1 = TeamSide=2
Trigger1 = !NumExplod(1515)
Trigger1 = NumHelper(200000)
Trigger1 = Helper(200000),Var(5)=3
ID       = 1515
Anim     = 1510

Pos      = -45, Var(40)-8
PosType  = Right

Random   = 0, 0
Vel      = 0, 0
Accel    = 0, 0

BindTime   = -1
RemoveTime = -1
SprPriority = 1

Scale    = .5,.5
OnTop    = 1
OwnPal   = 1

IgnoreHitPause=1
SuperMoveTime = 99999
PauseMoveTime = 99999

;----------------------------------------------------------------------------------------------------------
[State a]
Type     = RemoveExplod
Trigger1 = NumHelper(200000)
Trigger1 = Helper(200000),Var(5)<1
ID       = 1510
[State a]
Type     = RemoveExplod
Trigger1 = NumHelper(200000)
Trigger1 = Helper(200000),Var(5)<2
ID       = 1511
[State a]
Type     = RemoveExplod
Trigger1 = NumHelper(200000)
Trigger1 = Helper(200000),Var(5)<3
ID       = 1512

[State a]
Type     = RemoveExplod
Trigger1 = NumHelper(200000)
Trigger1 = Helper(200000),Var(5)<1
ID       = 1513
[State a]
Type     = RemoveExplod
Trigger1 = NumHelper(200000)
Trigger1 = Helper(200000),Var(5)<2
ID       = 1514
[State a]
Type     = RemoveExplod
Trigger1 = NumHelper(200000)
Trigger1 = Helper(200000),Var(5)<3
ID       = 1515

;----------------------------------------------------------------------------------------------------------
;EVD
;----------------------------------------------------------------------------------------------------------
[State a]
Type     = ModifyExplod
Trigger1 = (StateNo!=2210)*(AnimElem=5)
ID = 11000

[State a]
Type     = RemoveExplod
Trigger1 = MoveHit
ID       = 2220

[State a]
Type     = RemoveExplod
Trigger1 = (StateNo!=2200)
ID       = 11000
[State a]
Type     = RemoveExplod
Trigger1 = (StateNo!=2210)
ID       = 11005

;----------------------------------------------------------------------------------------------------------
;
;----------------------------------------------------------------------------------------------------------
[state a];
Type     = Explod
Trigger1 = TeamSide=1
Trigger1 = !NumExplod(2315)
Trigger1 = Var(12)>0
ID       = 2315
Anim     = 2315

Pos      = 110, Var(40)-8
PosType  = Left

Random   = 0, 0
Vel      = 0, 0
Accel    = 0, 0

BindTime   = -1
RemoveTime = -1
SprPriority = 1

Scale    = .5,.5
OnTop    = 1
OwnPal   = 1

IgnoreHitPause=1
SuperMoveTime = 99999
PauseMoveTime = 99999

[State a]
Type     = RemoveExplod
Trigger1 = Var(12)=0
ID       = 2315

;----------------------------------------------------------------------------------------------------------
;E
;----------------------------------------------------------------------------------------------------------
[state a];
Type     = Explod
Trigger1 = TeamSide=2
Trigger1 = !NumExplod(2316)
Trigger1 = Var(12)>0
ID       = 2316
Anim     = 2315

Pos      = -110, Var(40)-8
PosType  = Right

Random   = 0, 0
Vel      = 0, 0
Accel    = 0, 0

BindTime   = -1
RemoveTime = -1
SprPriority = 1

Scale    = .5,.5
OnTop    = 1
OwnPal   = 1

IgnoreHitPause=1
SuperMoveTime = 99999
PauseMoveTime = 99999

[State a]
Type     = RemoveExplod
Trigger1 = Var(12)=0
ID       = 2316

;----------------------------------------------------------------------------------------------------------
;Vz
;----------------------------------------------------------------------------------------------------------
[State a]
Type     = RemoveExplod
Trigger1 = (StateNo!=2400)
ID       = 11015

[State a]
Type     = RemoveExplod
Trigger1 = (Anim!=2400)
ID       = 2460
[State a]
Type     = RemoveExplod
Trigger1 = (Anim!=2405)
ID       = 2461

[State a]
Type     = RemoveExplod
Trigger1 = (StateNo!=2400)
ID       = 2465
[State a]
Type     = ModifyExplod
Trigger1 = 1
ID       = 2465
Scale    = Const(size.xscale),Const(size.yscale)-Helper(200000),fvar(0)
IgnoreHitPause=1

;----------------------------------------------------------------------------------------------------------
;Q[W
;----------------------------------------------------------------------------------------------------------
;P1
;----------------------------------------------------------------------------------------------------------
[State a]
Type    = Explod
Trigger1 = TeamSide=1
Trigger1 = NumExplod(9050)=0
;Aj֘A
ID       = 9050
Anim     = 9050
;ʒuݒ
Pos      = -88,38
Postype  = Right
;
Bindtime   = -1
Removetime = -2
;
SuperMoveTime = 99999
PauseMoveTime = 99999
;XvCgݒ
SprPriority = 100
Scale       = .5, .5
;
Ontop    = 0
Ownpal   = 1
IgnoreHitPause=1

;----------------------------------------------------------------------------------------------------------
[State a]
Type    = Explod
TriggerAll=Var(8)>=7
Trigger1 = TeamSide=1
Trigger1 = NumExplod(9060)=0
;Aj֘A
ID       = 9060
Anim     = 9060
;ʒuݒ
Pos      = -88,38
Postype  = Right
;
Bindtime   = -1
Removetime = -1
;
SuperMoveTime = 99999
PauseMoveTime = 99999
;XvCgݒ
SprPriority = 101
Scale       = .5, .5
;
Ontop    = 0
Ownpal   = 1
IgnoreHitPause=1

;----------------------------------------------------------------------------------------------------------
[State a]
Type    = Explod
TriggerAll=Var(8)>=6
Trigger1 = TeamSide=1
Trigger1 = NumExplod(9061)=0
;Aj֘A
ID       = 9061
Anim     = 9061
;ʒuݒ
Pos      = -88,38
Postype  = Right
;
Bindtime   = -1
Removetime = -1
;
SuperMoveTime = 99999
PauseMoveTime = 99999
;XvCgݒ
SprPriority = 101
Scale       = .5, .5
;
Ontop    = 0
Ownpal   = 1
IgnoreHitPause=1

;----------------------------------------------------------------------------------------------------------
[State a]
Type    = Explod
TriggerAll=Var(8)>=5
Trigger1 = TeamSide=1
Trigger1 = NumExplod(9062)=0
;Aj֘A
ID       = 9062
Anim     = 9062
;ʒuݒ
Pos      = -88,38
Postype  = Right
;
Bindtime   = -1
Removetime = -1
;
SuperMoveTime = 99999
PauseMoveTime = 99999
;XvCgݒ
SprPriority = 101
Scale       = .5, .5
;
Ontop    = 0
Ownpal   = 1
IgnoreHitPause=1

;==========================================================================================================
[State a]
Type    = Explod
TriggerAll=Var(8)>=4
Trigger1 = TeamSide=1
Trigger1 = NumExplod(9063)=0
;Aj֘A
ID       = 9063
Anim     = 9063
;ʒuݒ
Pos      = -88,38
Postype  = Right
;
Bindtime   = -1
Removetime = -1
;
SuperMoveTime = 99999
PauseMoveTime = 99999
;XvCgݒ
SprPriority = 101
Scale       = .5, .5
;
Ontop    = 0
Ownpal   = 1
IgnoreHitPause=1

;----------------------------------------------------------------------------------------------------------
[State a]
Type    = Explod
TriggerAll=Var(8)>=3
Trigger1 = TeamSide=1
Trigger1 = NumExplod(9064)=0
;Aj֘A
ID       = 9064
Anim     = 9064
;ʒuݒ
Pos      = -88,38
Postype  = Right
;
Bindtime   = -1
Removetime = -1
;
SuperMoveTime = 99999
PauseMoveTime = 99999
;XvCgݒ
SprPriority = 101
Scale       = .5, .5
;
Ontop    = 0
Ownpal   = 1
IgnoreHitPause=1

;----------------------------------------------------------------------------------------------------------
[State a]
Type    = Explod
TriggerAll=Var(8)>=2
Trigger1 = TeamSide=1
Trigger1 = NumExplod(9065)=0
;Aj֘A
ID       = 9065
Anim     = 9065
;ʒuݒ
Pos      = -88,38
Postype  = Right
;
Bindtime   = -1
Removetime = -1
;
SuperMoveTime = 99999
PauseMoveTime = 99999
;XvCgݒ
SprPriority = 101
Scale       = .5, .5
;
Ontop    = 0
Ownpal   = 1
IgnoreHitPause=1

;----------------------------------------------------------------------------------------------------------
[State a]
Type    = Explod
TriggerAll=Var(8)>=1
Trigger1 = TeamSide=1
Trigger1 = NumExplod(9066)=0
;Aj֘A
ID       = 9066
Anim     = 9066
;ʒuݒ
Pos      = -88,38
Postype  = Right
;
Bindtime   = -1
Removetime = -1
;
SuperMoveTime = 99999
PauseMoveTime = 99999
;XvCgݒ
SprPriority = 101
Scale       = .5, .5
;
Ontop    = 0
Ownpal   = 1
IgnoreHitPause=1

;----------------------------------------------------------------------------------------------------------
[State a]
Type    = Explod
TriggerAll=Var(8)<=0
Trigger1 = TeamSide=1
Trigger1 = NumExplod(9067)=0
;Aj֘A
ID       = 9067
Anim     = 9067
;ʒuݒ
Pos      = -88,38
Postype  = Right
;
Bindtime   = -1
Removetime = -1
;
SuperMoveTime = 99999
PauseMoveTime = 99999
;XvCgݒ
SprPriority = 101
Scale       = .5, .5
;
Ontop    = 0
Ownpal   = 1
IgnoreHitPause=1

;----------------------------------------------------------------------------------------------------------
[State a]
Type    = Explod
TriggerAll=Var(8)<=0
Trigger1 = TeamSide=1
Trigger1 = NumExplod(9090)=0
;Aj֘A
ID       = 9090
Anim     = 9090
;ʒuݒ
Pos      = -88,38
Postype  = Right
;
Bindtime   = -1
Removetime = -1
;
SuperMoveTime = 99999
PauseMoveTime = 99999
;XvCgݒ
SprPriority = 102
Scale       = .5, .5
;
Ontop    = 0
Ownpal   = 1
IgnoreHitPause=1

;----------------------------------------------------------------------------------------------------------
[State TheBigDipper7]
Type     = RemoveExplod
Trigger1 = Var(8)<7
ID       = 9060
IgnoreHitPause=1
SuperMoveTime = 99999
PauseMoveTime = 99999
[State TheBigDipper6]
Type     = RemoveExplod
Trigger1 = Var(8)<6
ID       = 9061
IgnoreHitPause=1
SuperMoveTime = 99999
PauseMoveTime = 99999
[State TheBigDipper5]
Type     = RemoveExplod
Trigger1 = Var(8)<5
ID       = 9062
IgnoreHitPause=1
SuperMoveTime = 99999
PauseMoveTime = 99999
[State TheBigDipper4]
Type     = RemoveExplod
Trigger1 = Var(8)<4
ID       = 9063
IgnoreHitPause=1
SuperMoveTime = 99999
PauseMoveTime = 99999
[State TheBigDipper3]
Type     = RemoveExplod
Trigger1 = Var(8)<3
ID       = 9064
IgnoreHitPause=1
SuperMoveTime = 99999
PauseMoveTime = 99999
[State TheBigDipper2]
Type     = RemoveExplod
Trigger1 = Var(8)<2
ID       = 9065
IgnoreHitPause=1
SuperMoveTime = 99999
PauseMoveTime = 99999
[State TheBigDipper1]
Type     = RemoveExplod
Trigger1 = Var(8)<1
ID       = 9066
IgnoreHitPause=1
SuperMoveTime = 99999
PauseMoveTime = 99999
[State TheBigDipper1]
Type     = RemoveExplod
Trigger1 = Var(8)>0
ID       = 9067
IgnoreHitPause=1
SuperMoveTime = 99999
PauseMoveTime = 99999
[State TheBigDipper1]
Type     = RemoveExplod
Trigger1 = Var(8)>0
ID       = 9090
IgnoreHitPause=1
SuperMoveTime = 99999
PauseMoveTime = 99999

;----------------------------------------------------------------------------------------------------------
;P2
;----------------------------------------------------------------------------------------------------------
[State a]
Type    = Explod
Trigger1 = TeamSide=2
Trigger1 = NumExplod(9070)=0
;Aj֘A
ID       = 9070
Anim     = 9070
;ʒuݒ
Pos      = 88,38
Postype  = Left
;
Bindtime   = -1
Removetime = -2
;
SuperMoveTime = 99999
PauseMoveTime = 99999
;XvCgݒ
SprPriority = 100
Scale       = .5, .5
;
Ontop    = 0
Ownpal   = 1
IgnoreHitPause=1

;----------------------------------------------------------------------------------------------------------
[State a]
Type    = Explod
TriggerAll=Var(8)>=7
Trigger1 = TeamSide=2
Trigger1 = NumExplod(9080)=0
;Aj֘A
ID       = 9080
Anim     = 9080
;ʒuݒ
Pos      = 88,38
Postype  = Left
;
Bindtime   = -1
Removetime = -1
;
SuperMoveTime = 99999
PauseMoveTime = 99999
;XvCgݒ
SprPriority = 101
Scale       = .5, .5
;
Ontop    = 0
Ownpal   = 1
IgnoreHitPause=1

;----------------------------------------------------------------------------------------------------------
[State a]
Type    = Explod
TriggerAll=Var(8)>=6
Trigger1 = TeamSide=2
Trigger1 = NumExplod(9081)=0
;Aj֘A
ID       = 9081
Anim     = 9081
;ʒuݒ
Pos      = 88,38
Postype  = Left
;
Bindtime   = -1
Removetime = -1
;
SuperMoveTime = 99999
PauseMoveTime = 99999
;XvCgݒ
SprPriority = 101
Scale       = .5, .5
;
Ontop    = 0
Ownpal   = 1
IgnoreHitPause=1

;----------------------------------------------------------------------------------------------------------
[State a]
Type    = Explod
TriggerAll=Var(8)>=5
Trigger1 = TeamSide=2
Trigger1 = NumExplod(9082)=0
;Aj֘A
ID       = 9082
Anim     = 9082
;ʒuݒ
Pos      = 88,38
Postype  = Left
;
Bindtime   = -1
Removetime = -1
;
SuperMoveTime = 99999
PauseMoveTime = 99999
;XvCgݒ
SprPriority = 101
Scale       = .5, .5
;
Ontop    = 0
Ownpal   = 1
IgnoreHitPause=1

;==========================================================================================================
[State a]
Type    = Explod
TriggerAll=Var(8)>=4
Trigger1 = TeamSide=2
Trigger1 = NumExplod(9083)=0
;Aj֘A
ID       = 9083
Anim     = 9083
;ʒuݒ
Pos      = 88,38
Postype  = Left
;
Bindtime   = -1
Removetime = -1
;
SuperMoveTime = 99999
PauseMoveTime = 99999
;XvCgݒ
SprPriority = 101
Scale       = .5, .5
;
Ontop    = 0
Ownpal   = 1
IgnoreHitPause=1

;----------------------------------------------------------------------------------------------------------
[State a]
Type    = Explod
TriggerAll=Var(8)>=3
Trigger1 = TeamSide=2
Trigger1 = NumExplod(9084)=0
;Aj֘A
ID       = 9084
Anim     = 9084
;ʒuݒ
Pos      = 88,38
Postype  = Left
;
Bindtime   = -1
Removetime = -1
;
SuperMoveTime = 99999
PauseMoveTime = 99999
;XvCgݒ
SprPriority = 101
Scale       = .5, .5
;
Ontop    = 0
Ownpal   = 1
IgnoreHitPause=1

;----------------------------------------------------------------------------------------------------------
[State a]
Type    = Explod
TriggerAll=Var(8)>=2
Trigger1 = TeamSide=2
Trigger1 = NumExplod(9085)=0
;Aj֘A
ID       = 9085
Anim     = 9085
;ʒuݒ
Pos      = 88,38
Postype  = Left
;
Bindtime   = -1
Removetime = -1
;
SuperMoveTime = 99999
PauseMoveTime = 99999
;XvCgݒ
SprPriority = 101
Scale       = .5, .5
;
Ontop    = 0
Ownpal   = 1
IgnoreHitPause=1

;----------------------------------------------------------------------------------------------------------
[State a]
Type    = Explod
TriggerAll=Var(8)>=1
Trigger1 = TeamSide=2
Trigger1 = NumExplod(9086)=0
;Aj֘A
ID       = 9086
Anim     = 9086
;ʒuݒ
Pos      = 88,38
Postype  = Left
;
Bindtime   = -1
Removetime = -1
;
SuperMoveTime = 99999
PauseMoveTime = 99999
;XvCgݒ
SprPriority = 101
Scale       = .5, .5
;
Ontop    = 0
Ownpal   = 1
IgnoreHitPause=1

;----------------------------------------------------------------------------------------------------------
[State a]
Type    = Explod
TriggerAll=Var(8)<=0
Trigger1 = TeamSide=2
Trigger1 = NumExplod(9087)=0
;Aj֘A
ID       = 9087
Anim     = 9087
;ʒuݒ
Pos      = 88,38
Postype  = Left
;
Bindtime   = -1
Removetime = -1
;
SuperMoveTime = 99999
PauseMoveTime = 99999
;XvCgݒ
SprPriority = 101
Scale       = .5, .5
;
Ontop    = 0
Ownpal   = 1
IgnoreHitPause=1

;----------------------------------------------------------------------------------------------------------
[State a]
Type    = Explod
TriggerAll=Var(8)<=0
Trigger1 = TeamSide=2
Trigger1 = NumExplod(9091)=0
;Aj֘A
ID       = 9091
Anim     = 9091
;ʒuݒ
Pos      = 88,38
Postype  = Left
;
Bindtime   = -1
Removetime = -1
;
SuperMoveTime = 99999
PauseMoveTime = 99999
;XvCgݒ
SprPriority = 102
Scale       = .5, .5
;
Ontop    = 0
Ownpal   = 1
IgnoreHitPause=1

;----------------------------------------------------------------------------------------------------------
[State TheBigDipper7]
Type     = RemoveExplod
Trigger1 = Var(8)<7
ID       = 9080
IgnoreHitPause=1
SuperMoveTime = 99999
PauseMoveTime = 99999
[State TheBigDipper6]
Type     = RemoveExplod
Trigger1 = Var(8)<6
ID       = 9081
IgnoreHitPause=1
SuperMoveTime = 99999
PauseMoveTime = 99999
[State TheBigDipper5]
Type     = RemoveExplod
Trigger1 = Var(8)<5
ID       = 9082
IgnoreHitPause=1
SuperMoveTime = 99999
PauseMoveTime = 99999
[State TheBigDipper4]
Type     = RemoveExplod
Trigger1 = Var(8)<4
ID       = 9083
IgnoreHitPause=1
SuperMoveTime = 99999
PauseMoveTime = 99999
[State TheBigDipper3]
Type     = RemoveExplod
Trigger1 = Var(8)<3
ID       = 9084
IgnoreHitPause=1
SuperMoveTime = 99999
PauseMoveTime = 99999
[State TheBigDipper2]
Type     = RemoveExplod
Trigger1 = Var(8)<2
ID       = 9085
IgnoreHitPause=1
SuperMoveTime = 99999
PauseMoveTime = 99999
[State TheBigDipper1]
Type     = RemoveExplod
Trigger1 = Var(8)<1
ID       = 9086
IgnoreHitPause=1
SuperMoveTime = 99999
PauseMoveTime = 99999
[State TheBigDipper1]
Type     = RemoveExplod
Trigger1 = Var(8)>0
ID       = 9087
IgnoreHitPause=1
SuperMoveTime = 99999
PauseMoveTime = 99999
[State TheBigDipper1]
Type     = RemoveExplod
Trigger1 = Var(8)>0
ID       = 9091
IgnoreHitPause=1
SuperMoveTime = 99999
PauseMoveTime = 99999

;----------------------------------------------------------------------------------------------------------
;u[Xg
;----------------------------------------------------------------------------------------------------------
;
;----------------------------------------------------------------------------------------------------------
[State a]
Type    = Explod
Trigger1 = TeamSide=1
Trigger1 = NumExplod(9000)=0

;Aj֘A
ID       = 9000
Anim     = 9000

;ʒuݒ
Pos      = 5, Var(40)
Postype  = left
Random   = 0, 0

;xݒ
Vel      = 0, 0
Accel    = 0, 0

;
Bindtime   = -1
Removetime = -2

;
SuperMoveTime = 99999
PauseMoveTime = 99999

;XvCgݒ
SprPriority = 100
Scale       = .5, .5

;
Ontop    = 0
Ownpal   = 1

;ߐݒ
;Trans    = addalpha
;Alpha    = 256,256

IgnoreHitPause=1

;----------------------------------------------------------------------------------------------------------
;u[Xg
[State a]
Type    = Explod
TriggerAll=Var(8)>=6
Trigger1 = TeamSide=1
Trigger1 = NumExplod(9002)=0

;Aj֘A
ID       = 9002
Anim     = 9002

;ʒuݒ
Pos      = 5, Var(40)
Postype  = left
Random   = 0, 0

;xݒ
Vel      = 0, 0
Accel    = 0, 0

;
Bindtime   = -1
Removetime = -2

;
SuperMoveTime = 99999
PauseMoveTime = 99999

;XvCgݒ
SprPriority = 80
Scale       = .5, .5

;
Ontop    = 0
Ownpal   = 1

;ߐݒ
;Trans    = addalpha
;Alpha    = 256,256

IgnoreHitPause=1

;----------------------------------------------------------------------------------------------------------
;u[Xg
[State a]
Type    = Explod
Trigger1 = TeamSide=1
Trigger1 = NumExplod(9005)=0

;Aj֘A
ID       = 9005
Anim     = 9005

;ʒuݒ
Pos      = 5, Var(40)
Postype  = left
Random   = 0, 0

;xݒ
Vel      = 0, 0
Accel    = 0, 0

;
Bindtime   = -1
Removetime = -2

;
SuperMoveTime = 99999
PauseMoveTime = 99999

;XvCgݒ
SprPriority = 90
Scale       = .5, .5

;
Ontop    = 0
Ownpal   = 1

;ߐݒ
;Trans    = addalpha
;Alpha    = 256,256

IgnoreHitPause=1

[State a]
Type     = ModifyExplod
Trigger1 = 1
ID       = 9005
scale    = IfElse(Var(5)>=100,.5,Var(5)*0.005), .5
IgnoreHitPause=1

;----------------------------------------------------------------------------------------------------------
;u[Xg
[State a]
Type    = Explod
Trigger1 = TeamSide=1
Trigger1 = NumExplod(9006)=0

;Aj֘A
ID       = 9006
Anim     = 9006

;ʒuݒ
Pos      = 47, Var(40)
Postype  = left
Random   = 0, 0

;xݒ
Vel      = 0, 0
Accel    = 0, 0

;
Bindtime   = -1
Removetime = -2

;
SuperMoveTime = 99999
PauseMoveTime = 99999

;XvCgݒ
SprPriority = 90
Scale       = .5, .5

;
Ontop    = 0
Ownpal   = 1

;ߐݒ
;Trans    = addalpha
;Alpha    = 256,256

IgnoreHitPause=1

[State a]
Type     = ModifyExplod
Trigger1 = 1
ID       = 9006
scale    = IfElse(Var(5)>=300,1,IfElse(Var(5)>=100,Var(5)*0.005-.5,0)), .5
IgnoreHitPause=1

;----------------------------------------------------------------------------------------------------------
[State a]
Type    = Explod
TriggerAll=Var(5)>=100
Trigger1 = TeamSide=1
Trigger1 = NumExplod(9007)=0

;Aj֘A
ID       = 9007
Anim     = 9007

;ʒuݒ
Pos      = 5, Var(40)
Postype  = left
Random   = 0, 0

;xݒ
Vel      = 0, 0
Accel    = 0, 0

;
Bindtime   = -1
Removetime = -2

;
SuperMoveTime = 99999
PauseMoveTime = 99999

;XvCgݒ
SprPriority = 95
Scale       = .5, .5

;
Ontop    = 0
Ownpal   = 1

;ߐݒ
;Trans    = addalpha
;Alpha    = 256,256

IgnoreHitPause=1

[State a]
Type    = Explod
TriggerAll=Var(5)>=200
Trigger1 = TeamSide=1
Trigger1 = NumExplod(9008)=0

;Aj֘A
ID       = 9008
Anim     = 9008

;ʒuݒ
Pos      = 5, Var(40)
Postype  = left
Random   = 0, 0

;xݒ
Vel      = 0, 0
Accel    = 0, 0

;
Bindtime   = -1
Removetime = -2

;
SuperMoveTime = 99999
PauseMoveTime = 99999

;XvCgݒ
SprPriority = 95
Scale       = .5, .5

;
Ontop    = 0
Ownpal   = 1

;ߐݒ
;Trans    = addalpha
;Alpha    = 256,256

IgnoreHitPause=1

[State a]
Type    = Explod
TriggerAll=Var(5)>=300
Trigger1 = TeamSide=1
Trigger1 = NumExplod(9009)=0

;Aj֘A
ID       = 9009
Anim     = 9009

;ʒuݒ
Pos      = 5, Var(40)
Postype  = left
Random   = 0, 0

;xݒ
Vel      = 0, 0
Accel    = 0, 0

;
Bindtime   = -1
Removetime = -2

;
SuperMoveTime = 99999
PauseMoveTime = 99999

;XvCgݒ
SprPriority = 95
Scale       = .5, .5

;
Ontop    = 0
Ownpal   = 1

;ߐݒ
;Trans    = addalpha
;Alpha    = 256,256

IgnoreHitPause=1


[State a]
Type     = RemoveExplod
Trigger1 = Var(5)<100
ID       = 9007
IgnoreHitPause=1
SuperMoveTime = 99999
PauseMoveTime = 99999

[State a]
Type     = RemoveExplod
Trigger1 = Var(5)<200
ID       = 9008
IgnoreHitPause=1
SuperMoveTime = 99999
PauseMoveTime = 99999

[State a]
Type     = RemoveExplod
Trigger1 = Var(5)<300
ID       = 9009
IgnoreHitPause=1
SuperMoveTime = 99999
PauseMoveTime = 99999

;----------------------------------------------------------------------------------------------------------
[State a]
Type    = Explod
TriggerAll=Var(5)=[100,200)
Trigger1 = TeamSide=1
Trigger1 = NumExplod(9010)=0
Trigger1 = NumExplod(9011)=0
Trigger1 = NumExplod(9012)=0

;Aj֘A
ID       = 9010
Anim     = 9010

;ʒuݒ
Pos      = 5, Var(40)
Postype  = left
Random   = 0, 0

;xݒ
Vel      = 0, 0
Accel    = 0, 0

;
Bindtime   = -1
Removetime = -2

;
SuperMoveTime = 99999
PauseMoveTime = 99999

;XvCgݒ
SprPriority = 96
Scale       = .5, .5

;
Ontop    = 0
Ownpal   = 1

;ߐݒ
Trans    = addalpha
Alpha    = 256,256

IgnoreHitPause=1

[State a]
Type    = Explod
TriggerAll=Var(5)=[200,300)
Trigger1 = TeamSide=1
Trigger1 = NumExplod(9010)=0
Trigger1 = NumExplod(9011)=0
Trigger1 = NumExplod(9012)=0

;Aj֘A
ID       = 9011
Anim     = 9011

;ʒuݒ
Pos      = 5, Var(40)
Postype  = left
Random   = 0, 0

;xݒ
Vel      = 0, 0
Accel    = 0, 0

;
Bindtime   = -1
Removetime = -2

;
SuperMoveTime = 99999
PauseMoveTime = 99999

;XvCgݒ
SprPriority = 96
Scale       = .5, .5

;
Ontop    = 0
Ownpal   = 1

;ߐݒ
Trans    = addalpha
Alpha    = 256,256

IgnoreHitPause=1

[State a]
Type    = Explod
TriggerAll=Var(5)>=300
Trigger1 = TeamSide=1
Trigger1 = NumExplod(9010)=0
Trigger1 = NumExplod(9011)=0
Trigger1 = NumExplod(9012)=0

;Aj֘A
ID       = 9012
Anim     = 9012

;ʒuݒ
Pos      = 5, Var(40)
Postype  = left
Random   = 0, 0

;xݒ
Vel      = 0, 0
Accel    = 0, 0

;
Bindtime   = -1
Removetime = -2

;
SuperMoveTime = 99999
PauseMoveTime = 99999

;XvCgݒ
SprPriority = 96
Scale       = .5, .5

;
Ontop    = 0
Ownpal   = 1

;ߐݒ
Trans    = addalpha
Alpha    = 256,256

IgnoreHitPause=1

[State a]
Type     = RemoveExplod
Trigger1 = Var(5)<100
ID       = 9010
IgnoreHitPause=1
SuperMoveTime = 99999
PauseMoveTime = 99999

[State a]
Type     = RemoveExplod
Trigger1 = Var(5)<200
ID       = 9011
IgnoreHitPause=1
SuperMoveTime = 99999
PauseMoveTime = 99999

[State a]
Type     = RemoveExplod
Trigger1 = Var(5)<300
ID       = 9012
IgnoreHitPause=1
SuperMoveTime = 99999
PauseMoveTime = 99999

;----------------------------------------------------------------------------------------------------------
;E
;----------------------------------------------------------------------------------------------------------
[State a]
Type    = Explod
Trigger1 = TeamSide=2
Trigger1 = NumExplod(9001)=0

;Aj֘A
ID       = 9001
Anim     = 9001

;ʒuݒ
Pos      = -5, Var(40)
Postype  = Right
Random   = 0, 0

;xݒ
Vel      = 0, 0
Accel    = 0, 0

;
Bindtime   = -1
Removetime = -2

;
SuperMoveTime = 99999
PauseMoveTime = 99999

;XvCgݒ
SprPriority = 100
Scale       = .5, .5

;
Ontop    = 0
Ownpal   = 1

;ߐݒ
;Trans    = addalpha
;Alpha    = 256,256

IgnoreHitPause=1

;----------------------------------------------------------------------------------------------------------
;u[Xg
[State a]
Type    = Explod
Trigger1 = TeamSide=2
Trigger1 = NumExplod(9003)=0

;Aj֘A
ID       = 9003
Anim     = 9003

;ʒuݒ
Pos      = -5, Var(40)
Postype  = Right
Random   = 0, 0

;xݒ
Vel      = 0, 0
Accel    = 0, 0

;
Bindtime   = -1
Removetime = -2

;
SuperMoveTime = 99999
PauseMoveTime = 99999

;XvCgݒ
SprPriority = 80
Scale       = .5, .5

;
Ontop    = 0
Ownpal   = 1

;ߐݒ
;Trans    = addalpha
;Alpha    = 256,256

IgnoreHitPause=1

;----------------------------------------------------------------------------------------------------------
;u[Xg
[State a]
Type    = Explod
Trigger1 = TeamSide=2
Trigger1 = NumExplod(9015)=0

;Aj֘A
ID       = 9015
Anim     = 9015

;ʒuݒ
Pos      = -5, Var(40)
Postype  = Right
Random   = 0, 0

;xݒ
Vel      = 0, 0
Accel    = 0, 0

;
Bindtime   = -1
Removetime = -2

;
SuperMoveTime = 99999
PauseMoveTime = 99999

;XvCgݒ
SprPriority = 90
Scale       = .5, .5

;
Ontop    = 0
Ownpal   = 1

;ߐݒ
;Trans    = addalpha
;Alpha    = 256,256

IgnoreHitPause=1

[State a]
Type     = ModifyExplod
Trigger1 = 1
ID       = 9015
scale    = IfElse(Var(5)>=100,.5,Var(5)*0.005), .5
IgnoreHitPause=1

;----------------------------------------------------------------------------------------------------------
;u[Xg
[State a]
Type    = Explod
Trigger1 = TeamSide=2
Trigger1 = NumExplod(9016)=0

;Aj֘A
ID       = 9016
Anim     = 9016

;ʒuݒ
Pos      = -47, Var(40)
Postype  = Right
Random   = 0, 0

;xݒ
Vel      = 0, 0
Accel    = 0, 0

;
Bindtime   = -1
Removetime = -2

;
SuperMoveTime = 99999
PauseMoveTime = 99999

;XvCgݒ
SprPriority = 90
Scale       = .5, .5

;
Ontop    = 0
Ownpal   = 1

;ߐݒ
;Trans    = addalpha
;Alpha    = 256,256

IgnoreHitPause=1

[State a]
Type     = ModifyExplod
Trigger1 = 1
ID       = 9016
scale    = IfElse(Var(5)>=300,1,IfElse(Var(5)>=100,Var(5)*0.005-.5,0)), .5
IgnoreHitPause=1

;----------------------------------------------------------------------------------------------------------
[State a]
Type    = Explod
TriggerAll=Var(5)>=100
Trigger1 = TeamSide=2
Trigger1 = NumExplod(9017)=0

;Aj֘A
ID       = 9017
Anim     = 9017

;ʒuݒ
Pos      = -5, Var(40)
Postype  = Right
Random   = 0, 0

;xݒ
Vel      = 0, 0
Accel    = 0, 0

;
Bindtime   = -1
Removetime = -2

;
SuperMoveTime = 99999
PauseMoveTime = 99999

;XvCgݒ
SprPriority = 95
Scale       = .5, .5

;
Ontop    = 0
Ownpal   = 1

;ߐݒ
;Trans    = addalpha
;Alpha    = 256,256

IgnoreHitPause=1

[State a]
Type    = Explod
TriggerAll=Var(5)>=200
Trigger1 = TeamSide=2
Trigger1 = NumExplod(9018)=0

;Aj֘A
ID       = 9018
Anim     = 9018

;ʒuݒ
Pos      = -5, Var(40)
Postype  = Right
Random   = 0, 0

;xݒ
Vel      = 0, 0
Accel    = 0, 0

;
Bindtime   = -1
Removetime = -2

;
SuperMoveTime = 99999
PauseMoveTime = 99999

;XvCgݒ
SprPriority = 95
Scale       = .5, .5

;
Ontop    = 0
Ownpal   = 1

;ߐݒ
;Trans    = addalpha
;Alpha    = 256,256

IgnoreHitPause=1

[State a]
Type    = Explod
TriggerAll=Var(5)>=300
Trigger1 = TeamSide=2
Trigger1 = NumExplod(9019)=0

;Aj֘A
ID       = 9019
Anim     = 9019

;ʒuݒ
Pos      = -5, Var(40)
Postype  = Right
Random   = 0, 0

;xݒ
Vel      = 0, 0
Accel    = 0, 0

;
Bindtime   = -1
Removetime = -2

;
SuperMoveTime = 99999
PauseMoveTime = 99999

;XvCgݒ
SprPriority = 95
Scale       = .5, .5

;
Ontop    = 0
Ownpal   = 1

;ߐݒ
;Trans    = addalpha
;Alpha    = 256,256

IgnoreHitPause=1


[State a]
Type     = RemoveExplod
Trigger1 = Var(5)<100
ID       = 9017
IgnoreHitPause=1
SuperMoveTime = 99999
PauseMoveTime = 99999

[State a]
Type     = RemoveExplod
Trigger1 = Var(5)<200
ID       = 9018
IgnoreHitPause=1
SuperMoveTime = 99999
PauseMoveTime = 99999

[State a]
Type     = RemoveExplod
Trigger1 = Var(5)<300
ID       = 9019
IgnoreHitPause=1
SuperMoveTime = 99999
PauseMoveTime = 99999

;----------------------------------------------------------------------------------------------------------
[State a]
Type    = Explod
TriggerAll=Var(5)=[100,200)
Trigger1 = TeamSide=2
Trigger1 = NumExplod(9020)=0
Trigger1 = NumExplod(9021)=0
Trigger1 = NumExplod(9022)=0

;Aj֘A
ID       = 9020
Anim     = 9020

;ʒuݒ
Pos      = -5, Var(40)
Postype  = Right
Random   = 0, 0

;xݒ
Vel      = 0, 0
Accel    = 0, 0

;
Bindtime   = -1
Removetime = -2

;
SuperMoveTime = 99999
PauseMoveTime = 99999

;XvCgݒ
SprPriority = 96
Scale       = .5, .5

;
Ontop    = 0
Ownpal   = 1

;ߐݒ
Trans    = addalpha
Alpha    = 256,256

IgnoreHitPause=1

[State a]
Type    = Explod
TriggerAll=Var(5)=[200,300)
Trigger1 = TeamSide=2
Trigger1 = NumExplod(9020)=0
Trigger1 = NumExplod(9021)=0
Trigger1 = NumExplod(9022)=0

;Aj֘A
ID       = 9021
Anim     = 9021

;ʒuݒ
Pos      = -5, Var(40)
Postype  = Right
Random   = 0, 0

;xݒ
Vel      = 0, 0
Accel    = 0, 0

;
Bindtime   = -1
Removetime = -2

;
SuperMoveTime = 99999
PauseMoveTime = 99999

;XvCgݒ
SprPriority = 96
Scale       = .5, .5

;
Ontop    = 0
Ownpal   = 1

;ߐݒ
Trans    = addalpha
Alpha    = 256,256

IgnoreHitPause=1

[State a]
Type    = Explod
TriggerAll=Var(5)>=300
Trigger1 = TeamSide=2
Trigger1 = NumExplod(9020)=0
Trigger1 = NumExplod(9021)=0
Trigger1 = NumExplod(9022)=0

;Aj֘A
ID       = 9022
Anim     = 9022

;ʒuݒ
Pos      = -5, Var(40)
Postype  = Right
Random   = 0, 0

;xݒ
Vel      = 0, 0
Accel    = 0, 0

;
Bindtime   = -1
Removetime = -2

;
SuperMoveTime = 99999
PauseMoveTime = 99999

;XvCgݒ
SprPriority = 96
Scale       = .5, .5

;
Ontop    = 0
Ownpal   = 1

;ߐݒ
Trans    = addalpha
Alpha    = 256,256

IgnoreHitPause=1

[State a]
Type     = RemoveExplod
Trigger1 = Var(5)<100
ID       = 9020
IgnoreHitPause=1
SuperMoveTime = 99999
PauseMoveTime = 99999

[State a]
Type     = RemoveExplod
Trigger1 = Var(5)<200
ID       = 9021
IgnoreHitPause=1
SuperMoveTime = 99999
PauseMoveTime = 99999

[State a]
Type     = RemoveExplod
Trigger1 = Var(5)<300
ID       = 9022
IgnoreHitPause=1
SuperMoveTime = 99999
PauseMoveTime = 99999

;==========================================================================================================
;removeexplod
[State Remove]
Type     = removeexplod
Trigger1 = var(21)>=1
Trigger1 = StateNo!=3000
Trigger1 = StateNo!=3010
Trigger2 = !Var(21)
Trigger2 = StateNo!=3000
Trigger2 = StateNo!=3010
Trigger2 = StateNo!=4000
Trigger2 = (StateNo!=[5000,5150))
Trigger3 = !Alive
ID = 3105
[State Remove]
Type     = RemoveExplod
Trigger1 = var(21)>=1
Trigger1 = StateNo!=3000
Trigger1 = StateNo!=3010
Trigger2 = !Var(21)
Trigger2 = StateNo!=3000
Trigger2 = StateNo!=3010
Trigger2 = StateNo!=4000
Trigger2 = (StateNo!=[5000,5150))
Trigger3 = !Alive
ID       = 12000
[State Remove]
Type     = RemoveExplod
Trigger1 = var(21)>=1
Trigger1 = StateNo!=3000
Trigger1 = StateNo!=3010
Trigger2 = !Var(21)
Trigger2 = StateNo!=3000
Trigger2 = StateNo!=3010
Trigger2 = StateNo!=4000
Trigger2 = (StateNo!=[5000,5150))
Trigger3 = !Alive
ID       = 12001

[State Remove]
Type     = RemoveExplod
Trigger1 = stateno!=1000;!Alive
ID       = 1010
[State Remove]
Type     = RemoveExplod
Trigger1 = stateno!=1000;!Alive
ID       = 1020
[State Remove]
Type     = RemoveExplod
Trigger1 = stateno!=1100;!Alive
ID       = 1110

;==========================================================================================================
;wp[
;==========================================================================================================
[state a]
Type     = Helper
TriggerAll=NumHelper(200000)=0
Trigger1 = RoundState=[0,2]
HelperType = normal
Name     = "VarHelper"
ID       = 200000
StateNo  = 200000
Pos      = 0, 0
PosType  = Left
Facing   = 1
KeyCtrl  = 0
OwnPal   = 1
size.shadowoffset = 11
IgnoreHitPause=1
SuperMoveTime = 99999
SauseMoveTime = 99999

;----------------------------------------------------------------------------------------------------------
;z]
;----------------------------------------------------------------------------------------------------------
[state a]
Type     = Helper
TriggerAll=Var(16)<=0
TriggerAll=Var(12)>0
TriggerAll=(Ctrl)
TriggerAll=(StateType=S)+(StateType=C)
Trigger1 = Command="F"&&var(59)!=1||var(52)=20&&anim!=20
Trigger1 = !numhelper(2315)
HelperType = normal
Name     = "Musotensei"
ID       = 2315
StateNo  = 2315
Pos      = 0,0
PosType  = P1
Facing   = 1
KeyCtrl  = 0
OwnPal   = 1
IgnoreHitPause=1
SuperMoveTime = 99999
SauseMoveTime = 99999

[state a]
Type     = Helper
TriggerAll=Var(16)<=0
TriggerAll=Var(12)>0
TriggerAll=(Ctrl)
TriggerAll=(StateType=S)+(StateType=C)
Trigger1 = Command="D"&&(var(59)!=1)||var(52)=10&&anim!=10
Trigger1 = !numhelper(2316)
HelperType = normal
Name     = "Musotensei"
ID       = 2316
StateNo  = 2316
Pos      = 0,0
PosType  = P1
Facing   = 1
KeyCtrl  = 0
OwnPal   = 1
IgnoreHitPause=1
SuperMoveTime = 99999
SauseMoveTime = 99999

[state ]
type=varset
trigger1=var(16):=var(16)-1&&0
trigger2=numhelper(2315)||numhelper(2316)
var(16)=15

;----------------------------------------------------------------------------------------------------------
;
;----------------------------------------------------------------------------------------------------------
[state a]
Type     = null;Helper
Trigger1 = NumHelper(150000)=0
HelperType = normal
Name     = "SICHISEI"
ID       = 150000
StateNo  = 150000
Pos      = -33,-178
Postype  = Right
Facing   = 0
KeyCtrl  = 0
OwnPal   = 1
IgnoreHitPause=1
SuperMoveTime = 99999
SauseMoveTime = 99999

;==========================================================================================================
;ϐ
;==========================================================================================================
;----------------------------------------------------------------------------------------------------------
;ojVOXgCN
;----------------------------------------------------------------------------------------------------------
[State a]
Type     = VarSet
Trigger1 = RoundState=[0,1]
V        = 1
Value    = 1
IgnoreHitPause=1
SuperMoveTime = 99999
PauseMoveTime = 99999

[State a]
Type     = VarSet
Trigger1 =0;(NumTarget)
Trigger1 =(Target,Pos Y > 0)
Trigger1 =(Target,StateNo=[90600,90620])
Trigger2 =(NumTarget)
Trigger2 =(Target,StateType!=A)
Trigger3 =(!Var(1))
Trigger3 =(MoveHit=0)
Trigger3 =(StateNo=[610,615])+(StateNo=247)+(StateNo=257)+(StateNo=427)
V        = 1
Value    = 1
IgnoreHitPause=1
SuperMoveTime = 99999
PauseMoveTime = 99999

[State a]
Type     = VarSet
TriggerAll=(Var(1))
TriggerAll=(MoveHit)
TriggerAll=(NumTarget)
Trigger1 =(StateNo=[610,615])+(StateNo=257)+(StateNo=427)
Trigger1 =(Target,StateType!=A)*(Target,statetype!=L)
Trigger2 =(StateNo=[610,615])+(StateNo=257)+(StateNo=427)
Trigger2 =(Target,GetHitVar(HitCount)<=1)*(Target,StateType=A)
Trigger3 =(StateNo=2210)
V        = 1
Value    = 0
IgnoreHitPause=1
SuperMoveTime = 99999
PauseMoveTime = 99999

;----------------------------------------------------------------------------------------------------------
;wB[XgCN
;----------------------------------------------------------------------------------------------------------

[State a]
Type     = VarAdd
TriggerAll=NumTarget
TriggerAll=Target,StateNo=90650
Trigger1 = Target,Command="U"
Trigger2 = Target,Command="D"
Trigger3 = Target,Command="F"
Trigger4 = Target,Command="B"
Trigger5 = Target,Command="a"
Trigger6 = Target,Command="b"
Trigger7 = Target,Command="c"
Trigger8 = Target,Command="x"
Trigger9 = Target,Command="y"
Trigger10= Target,Command="z"
Trigger11= Target,Command="UF"
Trigger12= Target,Command="DF"
Trigger13= Target,Command="UB"
Trigger14= Target,Command="DB"
V        = 2
Value    = 1

[State a]
Type     = VarSet
TriggerAll=NumTarget
Trigger1 = Target,StateNo!=90650
V        = 2
Value    = 0

;----------------------------------------------------------------------------------------------------------
;OCV[g
;----------------------------------------------------------------------------------------------------------

[State a];OCV[g
Type     = VarSet
TriggerAll=(MoveHit)
;trigger1=stateno=41
Trigger1 =(StateNo=700)
Trigger2 =Var(20)
Trigger2 =(StateNo=1100)
Trigger3 =Var(20)
Trigger3 =(StateNo=1150)
V        = 3
Value    = 1
ignorehitpause=1
[State a]
Type     = VarSet
Trigger1 = (NumEnemy)
Trigger1 = EnemyNear,movetype != H
Trigger2 = EnemyNear,stateno = 5100
Trigger3 = StateNo = 52
Trigger4 = MoveType = H
Trigger5 = stateno=1600
Trigger6 = statetype!=a
Trigger6 = movehit
Trigger6 = stateno!=700&&stateno!=1100&&stateno!=1150
V        = 3
Value    = 0
IgnoreHitPause=1
SuperMoveTime = 99999
PauseMoveTime = 99999

;----------------------------------------------------------------------------------------------------------
;
;----------------------------------------------------------------------------------------------------------
[State a]
Type     = VarSet
Trigger1 = Var(8)<0
V        = 8
Value    = 0
IgnoreHitPause=1
SuperMoveTime = 99999
PauseMoveTime = 99999

[State a]
Type     = VarSet
Trigger1 = Var(9)
Trigger1 = RoundState=[0,1]
V        = 8
Value    = 7
IgnoreHitPause=1
SuperMoveTime = 99999
PauseMoveTime = 99999

[State a]
Type     = VarSet
Triggerall=Var(9)
Trigger1 = RoundState=[0,1]
V        = 9
Value    = 0
IgnoreHitPause=1
SuperMoveTime = 99999
PauseMoveTime = 99999

[State a]
Type     = VarSet
Triggerall=!Var(9)
Trigger1 = RoundState=[0,1]
Trigger1 = RoundNo=1
V        = 8
Value    = 7
IgnoreHitPause=1
SuperMoveTime = 99999
PauseMoveTime = 99999

[State a]
Type     = null;VarSet
Triggerall=!Var(9)
Trigger1 = RoundState=[0,1]
Trigger1 = RoundNo>1
Trigger1 = Var(8)<2
V        = 8
Value    = 2
IgnoreHitPause=1
SuperMoveTime = 99999
PauseMoveTime = 99999

[State a]
Type     = VarSet
Trigger1 = Var(21)>=1
Trigger1 = Time=0
Trigger1 = StateNo=[5000,5150]
Trigger1 = PrevStateNo=3000
V        = 8
Value    = 1
IgnoreHitPause=1
SuperMoveTime = 99999
PauseMoveTime = 99999

;----------------------------------------------------------------------------------------------------------
;u[Xg
;----------------------------------------------------------------------------------------------------------
[State a]
Type     = VarAdd
Trigger1 = 1
V        = 4
Value    = -1
IgnoreHitPause=1

[State a]
Type     = VarSet
Trigger1 = Var(5)!=[0,300]
V        = 5
Value    = ifelse(var(5)<0,0,300)
IgnoreHitPause=1

[State a]
Type     = VarAdd
Triggerall= RoundState=2
Trigger1 = Var(6)=1
Trigger1 = GameTime%2=0
V        = 5
Value    = -1
IgnoreHitPause=1

[State a]
Type     = VarSet
Triggerall= RoundState=2
TriggerAll=((Command = "F")+(Command = "holdfwd")+(Command = "z"))*(var(59)!=1)+(var(52)=800)+(var(52)=805)
TriggerAll=(Var(5)<100)
Trigger1 =(StateNo=610)*(MoveHit)
Trigger2 =(StateNo=615)*(MoveHit)
V        = 5
Value    = 100
IgnoreHitPause=1

[State a]
Type     = VarAdd
TriggerAll=(!Var(6))*(NumHelper(200000))*(Helper(200000),var(20)=0)
Trigger1 =GetHitVar(Damage)=(0,10]
V        = 5
Value    = 2
IgnoreHitPause=1

[State a]
Type     = VarAdd
TriggerAll=(!Var(6))*(NumHelper(200000))*(Helper(200000),var(20)=0)
Trigger1 =GetHitVar(Damage)=(10,40]
V        = 5
Value    = 5
IgnoreHitPause=1

[State a]
Type     = VarAdd
TriggerAll=(!Var(6))*(NumHelper(200000))*(Helper(200000),var(20)=0)
Trigger1 =GetHitVar(Damage)=(40,100]
V        = 5
Value    = 8
IgnoreHitPause=1
SuperMoveTime = 99999
PauseMoveTime = 99999

[State a]
Type     = VarAdd
TriggerAll=(!Var(6))*(NumHelper(200000))*(Helper(200000),var(20)=0)
Trigger1 =GetHitVar(Damage)=(100,200]
V        = 5
Value    = 10
IgnoreHitPause=1
SuperMoveTime = 99999
PauseMoveTime = 99999

[State a]
Type     = VarAdd
TriggerAll=(!Var(6))*(NumHelper(200000))*(Helper(200000),var(20)=0)
Trigger1 =GetHitVar(Damage)>200
V        = 5
Value    = 20
IgnoreHitPause=1
SuperMoveTime = 99999
PauseMoveTime = 99999

;----------------------------------------------------------------------------------------------------------
[State a]
Type     = VarSet
Trigger1 = Var(5)=200
Trigger2 = Var(5)=100
Trigger3 = Var(5)=0
Trigger4 = RoundState=[0,1]
V        = 6
Value    = 0
IgnoreHitPause=1
SuperMoveTime = 99999
PauseMoveTime = 99999

;----------------------------------------------------------------------------------------------------------
[State a]
Type     = VarAdd
Trigger1 = var(7)>0
V        = 7
Value    = -1
IgnoreHitPause=1

[State a]
Type     = VarAdd
Trigger1 = var(7)<=0
V        = 7
Value    = -30
IgnoreHitPause=1

;----------------------------------------------------------------------------------------------------------
;
;----------------------------------------------------------------------------------------------------------
[State a]
Type     = VarSet
Trigger1 =(StateNo=280)*(MoveHit)
Trigger2 =(StateNo=320)*(MoveHit)
Trigger3 =(StateNo=330)*(MoveHit)
Trigger4 =(StateNo=510)
Trigger5 =(StateNo=610)*(MoveHit)
Trigger6 =(StateNo=615)*(MoveHit)
Trigger7 =(StateNo=700)*(MoveHit)
Trigger8 =(StateNo=760)
Trigger9 =(StateNo=1100)*(MoveHit)
Trigger10=(StateNo=1150)*(MoveHit)
Trigger11=(StateNo=1200)*(AnimElem=8)*(MoveHit)
Trigger12=(StateNo=1250)*(AnimElem=11)*(MoveHit)
Trigger13=(NumHelper(1605))
Trigger13=Helper(1605),Time>=300-(enemynear,movetype=h||movetype=h)*120
Trigger14=(NumHelper(1605))
Trigger14=(Helper(1605),Time>=105) && (var(14)+var(15)>=10)
Trigger14=(EnemyNear,BackEdgeBodyDist<=10)
Trigger15=(Pos Y<0)
Trigger16=(StateType=A)
Trigger17=(RoundState!=2)
Trigger18=NumHelper(200000)
Trigger18=Helper(200000),Var(7)!=[P2Dist x-10,P2Dist x+10]
V        = 11
Value    = 0
;IgnoreHitPause=1

[State a]
Type      = TargetFacing
Trigger1  = Var(11)

[State a]
Type     = TargetBind
TriggerAll= Var(11)
TriggerAll= NumTarget
Trigger1 = Target,StateType=S
Trigger2 = Target,StateType=C
Time     = 100
Pos      = IfElse(P2Dist X<40,40,Helper(200000),Var(7)),0

;----------------------------------------------------------------------------------------------------------
;JE^[qbg
;----------------------------------------------------------------------------------------------------------
[State a]
Type     = VarSet
Trigger1 = EnemyNear,MoveType=A
V        = 20
Value    = enemynear,stateno
IgnoreHitPause=1

[State a]
Type     = VarSet
Trigger1 = EnemyNear,MoveType!=A
Trigger1 = EnemyNear,MoveType!=H
Trigger1 = Enemynear,StateNo!=var(20)
Trigger2 = Enemynear,MoveType=h
Trigger2 = Enemynear,Time>=3;||movehit
Trigger2 = stateno!=[2200,2210]
V        = 20
Value    = 0
IgnoreHitPause=1

[State a]
Type     = VarSet
TriggerAll= Time=1
TriggerAll= NumTarget
TriggerAll= Target,GetHitVar(HitCount)>0
Trigger1  =(StateNo=200)
Trigger2  =(StateNo=210)
Trigger3  =(StateNo=220)
Trigger4  =(StateNo=230)
Trigger5  =(StateNo=240)
Trigger6  =(StateNo=250)
Trigger7  =(StateNo=260)
Trigger8  =(StateNo=270)
Trigger9  =(StateNo=280)
Trigger10 =(StateNo=290)
Trigger11 =(StateNo=300)
Trigger12 =(StateNo=310)
Trigger13 =(StateNo=320)
Trigger14 =(StateNo=330)
Trigger15 =(StateNo=400)
Trigger16 =(StateNo=410)
Trigger17 =(StateNo=420)
Trigger18 =(StateNo=430)
Trigger19 =(StateNo=500)
Trigger20 =(StateNo=600)
Trigger21 =(StateNo=610)
Trigger22 =(StateNo=615)
Trigger23 =(StateNo=650)
Trigger24 =(StateNo=700)
Trigger25 =(StateNo=750)
Trigger26 =(StateNo=800)
Trigger27 =(StateNo=1000)
Trigger28 =(StateNo=1100)
Trigger29 =(StateNo=1200)
Trigger30 =(StateNo=1300)
Trigger31 =(StateNo=1400)
Trigger32 =(StateNo=1500)
Trigger33 =(StateNo=1600)
Trigger34 =(StateNo=1700)
Trigger35 =(StateNo=245)
Trigger36 =(StateNo=255)
Trigger37 =(StateNo=325)
Trigger38 =(StateNo=335)
Trigger39 =(StateNo=425)
Trigger40 =(StateNo=1250)
Trigger41 =(StateNo=1350)
Trigger42 =(StateNo=1650)
Trigger43 =(StateNo=2200)
Trigger44 =(StateNo=2400)
V        = 20
Value    = 0
IgnoreHitPause=1

;----------------------------------------------------------------------------------------------------------
;AWeB[fBtFX
;----------------------------------------------------------------------------------------------------------
[State a]
Type     = VarAdd
Trigger1 = 1
V        = 23
Value    = -1
IgnoreHitPause=1

[State a]
Type     = VarSet
Trigger1 = StateNo!=[120,155]
Trigger2 = StateNo=130
Trigger3 = StateNo=131
Trigger4 = StateNo=132
V        = 24
Value    = 0
IgnoreHitPause=1

;----------------------------------------------------------------------------------------------------------
;I[K[h
;----------------------------------------------------------------------------------------------------------
[State a]
Type     = PowerSet
TriggerAll=NumHelper(210000)
Trigger1 = Var(26)
Value    = Helper(210000),Var(0)

[State a]
Type     = LifeAdd
TriggerAll=NumHelper(210000)
Trigger1 = Var(26)
Value    = GetHitVar(Damage)

[State a]
Type     = VarAdd
;Trigger1 = Var(AI)
TriggerAll=(Ctrl)
Triggerall= Power>0
Trigger1 = !((StateNo=0)*(!Ctrl))
Trigger1 = RoundState=2
Trigger1 = (Command="holdback")*(Command="Holdz")*(var(59)!=1)
V        = 26
Value    = 1

[State a]
Type     = VarSet
TriggerAll= Var(26)
Trigger1 = StateNo!=[200,3000]
Trigger1 = StateNo!=[120,155]
Trigger1 = MoveType=H
Trigger2 = (Ctrl)
Trigger2 = (Command="holdback")*(Command!="Holdz")*(var(59)=1)||var(59)=1
V        = 26
Value    = 0

[state a];
Type     = Helper
TriggerAll=!NumHelper(210000)
Trigger1 = Var(26)
HelperType = normal
Name     = ""
ID       = 210000
StateNo  = 210000
Pos      = (EnemyNear,Const(size.ground.front))+25,0
PosType  = p2
Facing   = 1
KeyCtrl  = 0
OwnPal   = 1
Persistent=0
IgnoreHitPause=1
SuperMoveTime = 99999
PauseMoveTime = 99999

[state a];
Type     = Helper
TriggerAll=!NumHelper(210001)
Trigger1 = Var(26)
HelperType = normal
Name     = ""
ID       = 210001
StateNo  = 210001
Pos      = 0,0
PosType  = p1
Facing   = 1
KeyCtrl  = 0
OwnPal   = 1
Persistent=0
IgnoreHitPause=1
SuperMoveTime = 99999
PauseMoveTime = 99999

[state a];
Type     = Helper
TriggerAll=!NumHelper(210002)
TriggerAll= BackEdgeBodyDist<10
Triggerall= Var(26)
Trigger1 = StateNo=151
Trigger2 = StateNo=153
Trigger3 = StateNo=155
HelperType = normal
Name     = ""
ID       = 210002
StateNo  = 210002
Pos      = (EnemyNear,Const(size.ground.front))+25,0
PosType  = p2
Facing   = 1
KeyCtrl  = 0
OwnPal   = 1
Persistent=0
IgnoreHitPause=1
SuperMoveTime = 99999
PauseMoveTime = 99999

;----------------------------------------------------------------------------------------------------------
;~
;----------------------------------------------------------------------------------------------------------
[State a]
Type     = VarSet
Trigger1 = (RoundState=[0,1])
Trigger2 = NumEnemy
Trigger2 = (enemynear,Anim=!5)
Trigger2 = (enemynear,stateno=0)
Trigger3 = NumEnemy
Trigger3 = (enemynear,Anim=!6)
Trigger3 = (enemynear,stateno=11)
FV       = 6
Value    = 1
IgnoreHitPause=1
SuperMoveTime = 99999
PauseMoveTime = 99999

[State a]
Type     = VarAdd
Trigger1 = (NumTarget)
Trigger1 = (Target,GetHitVar(HitCount)>0)
Trigger1 = 20*(fvar(6)-1.0)<Target,GetHitVar(HitCount)
FV       = 6
Value    = .07
IgnoreHitPause=1
SuperMoveTime = 99999
PauseMoveTime = 99999

;----------------------------------------------------------------------------------------------------------
;qbgJEg
;----------------------------------------------------------------------------------------------------------
[State a]
Type     = VarSet
Trigger1 = NumTarget
Trigger1 = MoveHit
FV       = 7
Value    = Target,GetHitVar(HitCount)
IgnoreHitPause=1
SuperMoveTime = 99999
PauseMoveTime = 99999

[State a]
Type     = VarSet
Trigger1 = !NumTarget
FV       = 7
Value    = 1
IgnoreHitPause=1
SuperMoveTime = 99999
PauseMoveTime = 99999

;==========================================================================================================
;ʃVXe
;==========================================================================================================
;ojVOXgCN
;----------------------------------------------------------------------------------------------------------

[state ]
type=width
Trigger1=Var(1)
edge=5,0
ignorehitpause=1

[state ]
type=width
TriggerAll=(!Var(1))
TriggerAll=(NumTarget)
Trigger1=statetype!=a
trigger1=target,pos y>=-140-100*(statetype=s)
trigger1=target,frontedgebodydist<=5||target,backedgebodydist<=5||target,stateno=90620||target,stateno=90605
trigger1=facing*(target,pos x-pos x)>0
edge=40,0
ignorehitpause=1

[state ]
type=varset
trigger1=abs(fvar(11))<1
trigger1=!var(1)
trigger2=abs(fvar(11))<=.1
fvar(11)=0
ignorehitpause=1

[state ]
type=posadd
Trigger1=1
x=ifelse(fvar(11)>0,floor(fvar(11)),ceil(fvar(11)))

[state ]
type=varset
trigger1=1
fvar(11)=(fvar(11)*.86)

[state ]
type=varset
TriggerAll=(!Var(1))
TriggerAll=(NumTarget)
Trigger1=(Movehit=1)
Trigger1=!target,hitshakeover&&target,stateno=[5000,5099]
trigger1=target,backedgebodydist<=40||target,frontedgebodydist<=40
trigger1=stateno!=1700&&stateno!=1710&&stateno!=610&&stateno!=615
trigger1=stateno<2000
fvar(11)=(1-2*(facing*(enemynear,pos x-pos x)>=0))*(1+(enemynear,gethitvar(hitcount)-1)*ifelse(enemynear,gethitvar(hitcount)<=10,0.5,1))
ignorehitpause=1

[state ]
type=varset
TriggerAll=(!Var(1))
TriggerAll=(NumTarget)
TriggerAll=(Movehit=2)
TriggerAll=target,stateno=[90600,90620]
TriggerAll=target,backedgebodydist<=40||target,frontedgebodydist<=40
Trigger1=stateno=610||stateno=615
fvar(11)=ifelse(facing*(enemynear,pos x-pos x)>=0,-10,10)
ignorehitpause=1

[State a]
Type     = TargetState
TriggerAll=(MoveHit=1)
TriggerAll=(NumEnemy)
Triggerall=numtarget
triggerall=!target,hitshakeover&&target,stateno=[5000,5099]
TriggerAll=((StateNo=610)*(AnimElem=4,<=0))+((StateNo=615)*(AnimElem=4,<=0))+((StateNo=257)*(AnimElem=3,<=0))+((StateNo=427)*(AnimElem=3,<=0))
Trigger1 = (EnemyNear,StateType=S)+(EnemyNear,StateType=C)
Trigger2 = (EnemyNear,GetHitVar(HitCount)<=1)*(EnemyNear,StateType=A)
Value    = 90601
IgnoreHitPause=1

[State a]
Type     = TargetState
TriggerAll=(!Var(1))
TriggerAll=(MoveHit=1)
TriggerAll=(NumTarget)*(Target,StateType=A)
triggerall=!target,hitshakeover&&target,stateno=[5000,5099]
trigger1=(stateno=400)+(stateno=1200||stateno=1250)
Value    = 90600
IgnoreHitPause=1

[State a]
Type     = TargetState
TriggerAll=(!Var(1))
TriggerAll=(MoveHit=1)
TriggerAll=(NumTarget)*(Target,StateType=A)
triggerall=!target,hitshakeover&&target,stateno=[5000,5099]
triggerall=!(target,backedgebodydist<=5||target,frontedgebodydist<=5)
Trigger1 =(StateNo=240)+(StateNo=250)+(StateNo=260)+(StateNo=270)
Trigger2 =(StateNo=280)+(StateNo=290)
Trigger3 =(StateNo=320)+(StateNo=330)
Trigger4 =(StateNo=420)+(StateNo=430)+(StateNo=410)
Trigger5 =(StateNo=650)+(StateNo=700)
Trigger6 =(StateNo=1000)+(StateNo=1100)+(StateNo=1150)
Trigger7 =(StateNo=1600)+(StateNo=1650)
Value    = 90600
ignorehitpause=1

[State a]
Type     = TargetState
TriggerAll=(!Var(1))
TriggerAll=(MoveHit=1)
TriggerAll=(NumTarget)*(Target,StateType=A)
triggerall=!target,hitshakeover&&target,stateno=[5000,5099]
Trigger1 =(StateNo=200)+(StateNo=210)+(StateNo=220)+(StateNo=230)
Trigger2 =(StateNo=300)+(StateNo=310)+(StateNo=400)
Value    = 90610
ignorehitpause=1

[State a]
Type     = TargetState
TriggerAll=(!Var(1))
TriggerAll=(MoveHit=1)
TriggerAll=(NumTarget)*(Target,StateType=A)
triggerall=!target,hitshakeover&&target,stateno=[5000,5099]
triggerall=target,backedgebodydist<=10||target,frontedgebodydist<=10
Trigger1 =(StateNo=240)+(StateNo=250)+(StateNo=260)+(StateNo=270)
Trigger2 =(StateNo=280)+(StateNo=290)
Trigger3 =(StateNo=320)+(StateNo=330)+(StateNo=310)+(StateNo=410)
Trigger4 =(StateNo=410)+(StateNo=420)+(StateNo=430)
Trigger5 =(StateNo=650)+(StateNo=700)
Trigger6 =(StateNo=1000)+(StateNo=1100)+(StateNo=1150)
Trigger7 =(StateNo=1600)+(StateNo=1650)
Value    = 90605
ignorehitpause=1

;----------------------------------------------------------------------------------------------------------
;wB[XgCN
;----------------------------------------------------------------------------------------------------------
[State a];
Type     = TargetState
TriggerAll=(MoveHit)
TriggerAll=(NumEnemy)
Trigger1 = (StateNo=650)+(StateNo=247)
Trigger1 =  EnemyNear,GetHitVar(HitCount)<=1
Trigger1 = (EnemyNear,StateType=S)+(EnemyNear,StateType=C)
Trigger1 =(NumTarget)
Trigger1 =(Target,StateNo!=90650)
Value    = 90650
ignorehitpause=1

[State a];wB[XgCN
Type     = TargetState
TriggerAll=NumTarget
TriggerAll=Target,StateNo=90650
Trigger1 = Target,Time >= 14
Trigger1 = Var(2)>=8
Trigger2 = Target,Time >= 110
Value    = 90651

;----------------------------------------------------------------------------------------------------------
;OCV[g
;----------------------------------------------------------------------------------------------------------
[state a];
Type     = VelSet
Trigger1 =(Var(3))
Trigger1 =(Movehit=1)
Trigger1 = var(1)
Trigger1 =(StateNo=400)+(StateNo=410)+(StateNo=420)
Y        = -5
IgnoreHitPause=1
[state a];
Type     = VelSet
Trigger1 =(Var(3))
Trigger1 = var(1)
Trigger1 =(Movehit=1)
Trigger1 =(StateNo=430)
Y        = -4
IgnoreHitPause=1
[state a];
Type     = VelSet
Trigger1 =(Var(3))
Trigger1 = var(1)
Trigger1 =(Movehit=1)
Trigger1 =(stateno=1700)
Y        = -6
IgnoreHitPause=1

;----------------------------------------------------------------------------------------------------------
[State a]
Type     = PalFX
;TriggerAll= Var(AI)
TriggerAll= !Var(11)
;TriggerAll= Time!=0
TriggerAll= (Var(5)>=100)+((Var(6)=1)*(Var(5)>=25))
Trigger1 = RoundState>=2
;Trigger1  =(StateNo=200)*(AnimElem=4,<=0)
;Trigger2  =(StateNo=210)*(AnimElem=3,<=0)
;Trigger3  =(StateNo=220)*(AnimElem=3,<=0)
;Trigger4  =(StateNo=230)*(AnimElem=3,<=0)
;Trigger5  =(StateNo=240)*(AnimElem=3,<=0)
;Trigger6  =(StateNo=250)*(AnimElem=5,<=0)
;Trigger7  =(StateNo=260)*(AnimElem=3,<=0)
;Trigger8  =(StateNo=270)*(AnimElem=4,<=0)
;Trigger9  =(StateNo=280)*(AnimElem=5,<=0)
;Trigger10 =(StateNo=290)*(AnimElem=5,<=0)
;Trigger11 =(StateNo=300)*(AnimElem=3,<=0)
;Trigger12 =(StateNo=310)*(AnimElem=3,<=0)
;Trigger13 =(StateNo=320)*(AnimElem=6,<=0)
;Trigger14 =(StateNo=330)*(AnimElem=5,<=0)
;Trigger15 =(StateNo=400)*(AnimElem=2,<=0)
;Trigger16 =(StateNo=410)*(AnimElem=4,<=0)
;Trigger17 =(StateNo=420)*(AnimElem=5,<=0)
;Trigger18 =(StateNo=430)*(AnimElem=3,<=0)
;Trigger19 =(StateNo=500)
;Trigger20 =(StateNo=600)
;Trigger21 =(StateNo=610)*(AnimElem=3,<=0)
;Trigger22 =(StateNo=615)*(AnimElem=3,<=0)
;Trigger23 =(StateNo=650)*(AnimElem=8,<=0)
;Trigger24 =(StateNo=700)*(AnimElem=6,<=0)
;Trigger25 =(StateNo=750)
;Trigger26 =(StateNo=800)
;Trigger27 =(StateNo=1000)*(AnimElem=3,<=0)
;Trigger28 =(StateNo=1100)*(AnimElem=6,<=0)
;Trigger29 =(StateNo=1200)*(AnimElem=8,<=0)
;Trigger30 =(StateNo=1300)*(AnimElem=8,<=0)
;Trigger31 =(StateNo=1400)*(AnimElem=5,<=0)
;Trigger32 =(StateNo=1500)
;Trigger33 =(StateNo=1600)*(AnimElem=10,<=0)
;Trigger34 =(((Anim=1700)+(Anim=1701))*(AnimElem=3,<=0))
;Trigger35 =(StateNo=245)
;Trigger36 =(StateNo=255)
;Trigger37 =(StateNo=325)
;Trigger38 =(StateNo=335)
;Trigger39 =(StateNo=425)
;Trigger40 =(StateNo=1250)*(AnimElem=11,<=0)
;Trigger41 =(StateNo=1350)*(AnimElem=8,<=0)
;Trigger41 =(StateNo=1650)*(AnimElem=10,<=0)
time = 1
add = IfElse(Var(7)+255<=0,0,Var(7)+255),IfElse(Var(7)+255<=0,0,Var(7)+255),IfElse(Var(7)+255<=0,0,Var(7)+255)
invertall = 0
color = 256
IgnoreHitPause=1

;----------------------------------------------------------------------------------------------------------
;
;----------------------------------------------------------------------------------------------------------
;==========================================================================================================
;ŗLVXe
;==========================================================================================================
;
;----------------------------------------------------------------------------------------------------------
[State a];
Type     = TargetState
Trigger1 = NumTarget
Trigger1 = Target,StateNo=91700
;Trigger1 = Target,Pos Y>-20&&pos y>=20
Trigger1=stateno=1600
Value    = 91710

;----------------------------------------------------------------------------------------------------------
;
;----------------------------------------------------------------------------------------------------------
[State a]
Type     = Helper
TriggerAll= !NumHelper(1610)
TriggerAll= Var(11)
Trigger1 =  Helper(200000),Var(7)>P2Dist x;EnemyNear,Vel X > 0
HelperType = normal
Name     = ""
ID       = 1610
StateNo  = 1610
Pos      = (EnemyNear,Const(size.ground.front))+25, 0
PosType  = p2
Facing   = 1
KeyCtrl  = 0
OwnPal   = 1
size.ground.back  = 25
size.ground.front = 25
IgnoreHitPause=1
SuperMoveTime = 99999
PauseMoveTime = 99999

[State a]
Type     = Helper
TriggerAll= !NumHelper(1611)
TriggerAll= Var(11)
Trigger1 = Helper(200000),Var(7)<P2Dist x;EnemyNear,Vel X < 0
HelperType = normal
Name     = ""
ID       = 1611
StateNo  = 1610
Pos      = -(EnemyNear,Const(size.ground.back))-25, 0
PosType  = p2
Facing   = 1
KeyCtrl  = 0
OwnPal   = 1
size.ground.back  = 25
size.ground.front = 25
IgnoreHitPause=1
SuperMoveTime = 99999
PauseMoveTime = 99999

[State a]
Type     = Helper
Trigger1 = !NumHelper(1612)
Trigger1 = Var(11)
HelperType = normal
Name     = ""
ID       = 1612
StateNo  = 1611
Pos      = 0, 0
PosType  = p2
Facing   = 1
KeyCtrl  = 0
OwnPal   = 1
IgnoreHitPause=1
SuperMoveTime = 99999
PauseMoveTime = 99999

[State a]
Type     = PlayerPush
Trigger1 = Var(11)
Value    = 0

[State a]
Type     = PlayerPush
Trigger1 = !Var(11)
Value    = 1

;----------------------------------------------------------------------------------------------------------
;A[}[
;----------------------------------------------------------------------------------------------------------
[State a]
Type     = varSet
TriggerAll=StateNo!=4000
TriggerAll=StateNo!=[5000,5150)
Trigger1 = StateNo!=245
Trigger1 = StateNo!=247
Trigger1 = StateNo!=255
Trigger1 = StateNo!=257
Trigger1 = StateNo!=325
Trigger1 = StateNo!=327
Trigger1 = StateNo!=335
Trigger1 = StateNo!=337
Trigger1 = StateNo!=1000
Trigger1 = StateNo!=1600
Trigger1 = StateNo!=1650
Trigger1 = StateNo!=3000
V        = 21
Value    = 0

[State a]
Type     = StopSnd
Trigger1 = Var(21)
Trigger1 = Time=0
Trigger1 = StateNo=[5000,5150)
channel = 1

;///////////////////////////////////////////////////////////////////////////////////
; IoXP
;///////////////////////////////////////////////////////////////////////////////////
;----------------qbgJEg
[state ]
type=null
trigger1=numtarget&&movehit=1
trigger1=target,gethitvar(hitcount)+var(54)*(var(59)=-1)>var(14)+var(15)
trigger1=var(14):=var(14)+!var(15)*(stateno!=700&&stateno!=320&&stateno!=330&&stateno!=760||!var(1))*(target,statetype!=a||!var(1))||1
trigger1=var(15):=var(15)+(var(15)>0||target,statetype=a&&var(1)||(stateno=700||stateno=320||stateno=330||stateno=760)&&var(1))||1
trigger2=!numtarget
trigger2=var(14):=0&&var(15):=var(54)*(var(59)=-1)
ignorehitpause=1

;----------------_Eǌ
[state ]
type=null
trigger1=!numtarget
trigger1=var(13):=0
trigger2=numtarget
trigger2=target,stateno!=5104
trigger2=target,statetype=l||(target,stateno=[5100,5110])||target,stateno=35110||target,stateno=90630
trigger2=var(13):=1

[state ]
type=varset
triggerall=(numtarget)
triggerall=var(13)
triggerall=var(14)+var(15)>=26||var(18)
triggerall=enemynear,stateno=[5000,5099]
trigger1=(Movehit=1)
trigger1=!var(3)
trigger1=!target,hitshakeover
trigger1=!fvar(11)
trigger1=target,backedgebodydist<=20||target,frontedgebodydist<=20
trigger1=stateno<2000
fvar(11)=-4.5-(stateno=[610,615])*6
ignorehitpause=1

[state ]
type=varset
triggerall=(NumTarget)
triggerall=var(13)
triggerall=var(14)+var(15)<26
triggerall=enemynear,stateno=[5000,5099]
Trigger1=(Movehit=1)
Trigger1=!target,hitshakeover
trigger1=!fvar(11)
trigger1=target,backedgebodydist<=10||target,frontedgebodydist<=10
trigger1=stateno<2000
fvar(11)=-10
ignorehitpause=1

;---------gxO
[state ]
type=null
trigger1=!numtarget||enemynear,stateno=5050
trigger1=var(18):=0
trigger2=numtarget
trigger2=var(13)
trigger2=target,statetype=l||target,stateno=[5100,5110]
trigger2=target,prevstateno=90620
trigger2=var(14)>=55||var(15)>=55
trigger2=var(18):=1
ignorehitpause=1

[state ]
type=targetstate
trigger1=numtarget
trigger1=movehit=1
trigger1=!target,hitshakeover&&(target,stateno=[5000,5099])&&target,stateno!=5051
trigger1=target,statetype=a||target,statetype=l
trigger1=var(13)
trigger1=var(18)
trigger1=var(14)+var(15)<115
value=35050
ignorehitpause=1

;---------SAhu

[state oXPP]
type=targetstate
trigger1=numtarget
trigger1=movehit=1
trigger1=!target,hitshakeover&&(target,stateno=[5000,5099])&&target,stateno!=5051
trigger1=target,statetype=a
trigger1=var(15)>15||var(13)
;trigger1=!var(11)
trigger1=!var(18)
trigger1=stateno!=320||var(13)
value=35100+5*!var(13)
ignorehitpause=1

[state oXPQ]
type=targetstate
trigger1=numtarget
trigger1=movehit=1
trigger1=!target,hitshakeover&&(target,stateno=[5000,5099])&&target,stateno!=5051
trigger1=target,statetype=a
trigger1=var(13)
trigger1=var(18)
trigger1=var(14)+var(15)>=115
value=35051
ignorehitpause=1

;==========================================================================================================
[State a];}bNX
Type     = null;VarSet
Trigger1 = command="c"
V  = 8
Value=0

[State a];u[Xg
Type     =null;VarSet
Trigger1 = command="c"
V  = 5
Value=300
IgnoreHitPause=1

[State a];QW}
Type     = null;PowerAdd
Trigger1 = 1
Value=3001
IgnoreHitPause=1

;===========================================================================================================
;----------------------------------------------------------------------
; Combo Count

[State -2, VarSet]
type = VarSet
triggerall = NumEnemy
trigger1 = EnemyNear,MoveType != H
fvar(1) = 1.0
IgnoreHitPause = 1

[State -2, VarSet]
type = VarSet
triggerall=NumEnemy
triggerall=EnemyNear,MoveType=H
trigger1 = var(14)+var(15) <= 1
trigger2 = EnemyNear,MoveType != H
fvar(1) = 1.0
IgnoreHitPause = 1

[State -2, VarSet]
type = VarSet
triggerall = NumEnemy
triggerall=EnemyNear,MoveType=H
trigger1 = var(14)+var(15) = [2,10]
fvar(1) = 1.1 - (var(14)+var(15))*0.1

[State -2, VarSet]
type = VarSet
triggerall = NumEnemy
triggerall=EnemyNear,MoveType=H
trigger1 = var(14)+var(15) = [11,15]
fvar(1) = 0.2 - (var(14)+var(15))*0.01

[State -2, VarSet]
type = VarSet
triggerall = NumEnemy
triggerall=EnemyNear,MoveType=H
trigger1 = var(14)+var(15) >= 16
fvar(1) = 0.05

;---------------------d͉x

[state ]
type=varset
trigger1=1
fvar(12)=ifelse(enemynear,statetype=a,.9,.6)+!!var(15)*(var(15)-1)*.15
ignorehitpause=1

;----------------------------------------------------------------------
; Enemy's Life

[State -2, VarSet]
type = VarSet
triggerall = NumEnemy > 0
trigger1 = (EnemyNear,Life)*2 > (EnemyNear,LifeMax)
fvar(2) = 1.00

[State -2, VarSet]
type = VarSet
triggerall = NumEnemy > 0
trigger1 = (EnemyNear,Life)*2 <= (EnemyNear,LifeMax)
trigger1 = (EnemyNear,Life)*3 > (EnemyNear,LifeMax)
fvar(2) = 0.85

[State -2, VarSet]
type = VarSet
triggerall = NumEnemy > 0
trigger1 = (EnemyNear,Life)*3 <= (EnemyNear,LifeMax)
trigger1 = (EnemyNear,Life)*4 > (EnemyNear,LifeMax)
fvar(2) = 0.80

[State -2, VarSet]
type = VarSet
triggerall = NumEnemy > 0
trigger1 = (EnemyNear,Life)*4 <= (EnemyNear,LifeMax)
fvar(2) = 0.75

;dh~
[State -2, VarSet]
type = VarSet
triggerall = NumEnemy > 0
trigger1  = EnemyNear,AuthorName = "Sander71113"
trigger2  = EnemyNear,AuthorName = "DALA"
trigger3  = EnemyNear,AuthorName = "y.y"
trigger4  = EnemyNear,AuthorName = "muteki"
trigger5  = EnemyNear,AuthorName = "Akutagawa"
;trigger5  = EnemyNear,Helper(10000),Var(7) = 0
trigger6  = EnemyNear,AuthorName = "EL"
trigger7  = EnemyNear,AuthorName = "Drowin hokuto"
trigger8  = EnemyNear,AuthorName = "Drowin arcana"
trigger9  = EnemyNear,AuthorName = "Ina"
trigger10 = EnemyNear,AuthorName = "Toma"
trigger11 = EnemyNear,AuthorName = "shiroto"
trigger12 = EnemyNear,AuthorName = "wraith"
trigger13 = EnemyNear,AuthorName = "kuro"
trigger14 = EnemyNear,AuthorName = "Nachel"
trigger15 = EnemyNear,AuthorName = "Daiya(Diamond)"
trigger16 = EnemyNear,AuthorName = "586"
trigger16 = EnemyNear,Var(40) % 10 = 1
trigger17 = EnemyNear,AuthorName = "shikkoku"
trigger18 = EnemyNear,AuthorName = "hanma"
trigger19 = EnemyNear,AuthorName = "BF"
trigger20 = EnemyNear,AuthorName = "DABA"
trigger21 = EnemyNear,AuthorName = "kayui uma"
trigger22 = EnemyNear,AuthorName = "bunshi&rouge noir&Slayer"
trigger23 = EnemyNear,AuthorName = "rouge noir(+Rekku)"
trigger24 = EnemyNear,AuthorName = "Rekku"
trigger25 = EnemyNear,AuthorName = "Nachel_Unknown"
trigger26 = EnemyNear,AuthorName = "frule"
trigger27 = EnemyNear,AuthorName = "suigin"
trigger28 = EnemyNear,AuthorName = "woman"
trigger29 = EnemyNear,AuthorName = "baggy"
fvar(2) = 1.00

;----------------------------------------------------------------------
; Enemy's Action

[State -2, VarSet]
type = VarSet
triggerall = NumEnemy > 0
trigger1 = EnemyNear,MoveType != A
fvar(3) = 1.0

[State -2, VarSet]
type = VarSet
triggerall = NumEnemy > 0
trigger1 = EnemyNear,MoveType = A
fvar(3) = 1.2

[State -2, VarSet]
type = VarSet
triggerall = NumEnemy > 0
trigger1 = EnemyNear,MoveType = H
fvar(4) = 1.0

[State -2, VarSet]
type = VarSet
triggerall = NumEnemy > 0
triggerall = EnemyNear,MoveType != H
trigger1 = EnemyNear,StateType = S
fvar(4) = 1.0

[State -2, VarSet]
type = VarSet
triggerall = NumEnemy > 0
triggerall = EnemyNear,MoveType != H
trigger1 = EnemyNear,StateType = C
trigger1 = EnemyNear,StateType = A
fvar(4) = 1.1

;----------------------------------------------------------------------
; Normal Combo

[State -2, VarSet]
type = VarSet
triggerall = NumEnemy > 0
trigger1 = var(14)+var(15) <= 1
trigger2 = EnemyNear,StateType != A
trigger2 = EnemyNear,StateType != L
trigger3 = EnemyNear,MoveType != H
trigger4 = StateNo != [200,999]
fvar(5) = 1.0

[State -2, VarSet]
type = VarSet
triggerall = NumEnemy > 0
trigger1 = var(14)+var(15) >= 2
trigger1 = EnemyNear,StateType = A || EnemyNear,StateType = L
trigger1 = EnemyNear,MoveType = H
trigger1 = StateNo = [200,999]
fvar(5) = 0.5

;----------------------------------------------------------------------
; Grave Shoot Combo

;----------------------------------------------------------------------
; Vanishing Strike Combo

;----------------------------------------------------------------------
; Result

[State -2, VarSet]
type = VarSet
trigger1 = 1
fvar(0) = fvar(1) * fvar(2) * fvar(3) * fvar(4) * fvar(5)

;----------------------------------------------------------------------
; Special Features
;----------------------------------------------------------------------

;----------------------------------------------------------------------
; Enemy Detector

; PVE
[State -2, VarSet]
type = VarSet
triggerall = NumEnemy > 0
trigger1 = EnemyNear,Name = "KENSHIRO"
var(10) = 1

; IE
[State -2, VarSet]
type = VarSet
triggerall = NumEnemy > 0
trigger1 = EnemyNear,Name = "RAOH"
var(10) = 2

; gL
[State -2, VarSet]
type = VarSet
triggerall = NumEnemy > 0
trigger1 = EnemyNear,Name = "TOKI"
trigger2 = EnemyNear,Name = "TOKI-(NERICYA)"
var(10) = 3

; WM
[State -2, VarSet]
type = VarSet
triggerall = NumEnemy > 0
trigger1 = EnemyNear,Name = "JAGI"
var(10) = 4

; V
[State -2, VarSet]
type = VarSet
triggerall = NumEnemy > 0
trigger1 = EnemyNear,Name = "SHIN"
var(10) = 5

; C
[State -2, VarSet]
type = VarSet
triggerall = NumEnemy > 0
trigger1 = EnemyNear,Name = "REI"
var(10) = 6

; _
[State -2, VarSet]
type = VarSet
triggerall = NumEnemy > 0
trigger1 = EnemyNear,Name = "JUDA"
trigger2 = EnemyNear,Name = "JUDA-(NERICYA)"
var(10) = 7

; TEU[
[State -2, VarSet]
type = VarSet
triggerall = NumEnemy > 0
trigger1 = EnemyNear,Name = "THOUTHER"
var(10) = 8

; n[gl
[State -2, VarSet]
type = VarSet
triggerall = NumEnemy > 0
trigger1 = EnemyNear,Name = "Mr.HEART"
var(10) = 9

; }~
[State -2, VarSet]
type = VarSet
triggerall = NumEnemy > 0
trigger1 = EnemyNear,Name = "MAMIYA"
trigger2 = EnemyNear,Name = "MAMIYA-(NERICYA)"
var(10) = 10

; c]炩ɕ炵Ăقl
[State -2, VarSet]
type = VarSet
triggerall = NumEnemy > 0
trigger1 = EnemyNear,Name = "Grant"
trigger2 = EnemyNear,Name = "Ukyo Tachibana"
trigger3 = EnemyNear,Name = "Eddie"
trigger4 = EnemyNear,Name = "Cable"
trigger5 = EnemyNear,Name = "Shiori"
trigger6 = EnemyNear,Name = "Shiori Misaka"
trigger7 = EnemyNear,Name = "Misuzu"
trigger8 = EnemyNear,Name = "Misuzu Kamio"
var(10) = 11

; ܂C
[State -2, VarSet]
type = VarSet
triggerall = NumEnemy > 0
trigger1 = EnemyNear,Name = "Ray"
var(10) = 12

;----------------------------------------------------------------------
; Voice Admin.

;----------------------------------------------------------------------
; Poison Damage for Dieu Mort by Drowin

[State -2, PowerAdd]
type = PowerAdd
TriggerAll = NumEnemy > 0
TriggerAll = (Enemy,TeamMode = Simul) = 0
TriggerAll = (TeamMode = Simul) = 0
TriggerAll = Enemy,AuthorName = "Drowin arcana"
TriggerAll = Enemy,Fvar(20) > 0
Trigger1 = Power > 0
Value = -1

[State -2, LifeAdd]
type = LifeAdd
TriggerAll = NumEnemy > 0
TriggerAll = (Enemy,TeamMode = Simul) = 0
TriggerAll = (TeamMode = Simul) = 0
TriggerAll = Enemy,AuthorName = "Drowin arcana"
TriggerAll = Enemy,Fvar(20) > 0
Trigger1 = GameTime % 7 = 0
Value = -1
Kill = 0

[State -2, PalFX]
type = PalFX
TriggerAll = NumEnemy > 0
TriggerAll = (Enemy,TeamMode = Simul) = 0
TriggerAll = (TeamMode = Simul) = 0
TriggerAll = Enemy,AuthorName = "Drowin arcana"
Trigger1 = Enemy,Fvar(20) > 0
Add = 100,0,110
Mul = 220,220,220
Time = 5

;----------------------------------------------------------------------
; Curse Damage for Misuzu Kamio by 586

[State -2, LifeAdd]
Type = LifeAdd
TriggerAll = NumEnemy > 0
TriggerAll = (Enemy,TeamMode = Simul) = 0
TriggerAll = (TeamMode = Simul) = 0
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 = NumEnemy > 0
TriggerAll = (Enemy,TeamMode = Simul) = 0
TriggerAll = (TeamMode = Simul) = 0
TriggerAll = Enemy,AuthorName = "586"
TriggerAll = Enemy,Name = "Misuzu Kamio"
Trigger1 = Enemy,Fvar(11) > 0
Add = -50,150,150
Time = 1
IgnoreHitPause = 1

;----------------------------------------------------------------------
; Fire Damage for Akiha Vermilion by 9

[State -2, LifeAdd]
Type = LifeAdd
TriggerAll = NumEnemy > 0
TriggerAll = (Enemy,TeamMode = Simul) = 0
TriggerAll = (TeamMode = Simul) = 0
TriggerAll = Enemy,AuthorName = "H"
TriggerAll = Enemy,Name = "Akiha_Vermilion"
Trigger1 = Enemy,Var(47) = 1
Value = -5
Kill = 0

[State -2, PowerAdd]
Type = PowerAdd
TriggerAll = NumEnemy > 0
TriggerAll = (Enemy,TeamMode = Simul) = 0
TriggerAll = (TeamMode = Simul) = 0
TriggerAll = Enemy,AuthorName = "H"
TriggerAll = Enemy,Name = "Akiha_Vermilion"
Trigger1 = Enemy,Var(47) = 1
Value = -26

;----------------------------------------------------------------------
; Curse Damage for Yuyuko Saigyouji by Souki

[State -2, LifeAdd]
Type = LifeAdd
TriggerAll = NumEnemy > 0
TriggerAll = (Enemy,TeamMode = Simul) = 0
TriggerAll = (TeamMode = Simul) = 0
TriggerAll = Enemy,AuthorName = "Souki"
TriggerAll = 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

;----------------------------------------------------------------------
; Poison Damage for Reisen Udongein Inaba by Shiroto

[State -2, LifeAdd]
Type = LifeAdd
TriggerAll = NumEnemy > 0
TriggerAll = (Enemy,TeamMode = Simul) = 0
TriggerAll = (TeamMode = Simul) = 0
TriggerAll = Enemy,AuthorName = "Shiroto"
TriggerAll = Enemy,Name = "Reisen Udongein Inaba"
Trigger1 = Enemy,Var(40) != 0
Trigger1 = Pos Y = [-30,10]
Trigger1 = GameTime % 3 = 0
Value = -Enemy,Var(40)
Kill = 0

;----------------------------------------------------------------------
; Special Transposition for Komachi Onoduka by Mikage

[State -2, AssertSpecial]
type = AssertSpecial
TriggerAll = NumEnemy > 0
TriggerAll = (Enemy,TeamMode = Simul) = 0
TriggerAll = (TeamMode = Simul) = 0
TriggerAll = Enemy,AuthorName = "Mikage"
TriggerAll = Enemy,Name = "Komachi Onoduka"
Trigger1 = Enemy,StateNo = 820
Trigger1 = Enemy,Anim = 823
Trigger1 = Enemy,AnimElem = 6,13
Trigger2 = Enemy,StateNo = 821
Trigger2 = Enemy,Anim = 823
Trigger2 = Enemy,AnimElem = 6,43
Flag = NoAutoTurn

[State -2, PosAdd]
type = Posadd
TriggerAll = NumEnemy > 0
TriggerAll = (Enemy,TeamMode = Simul) = 0
TriggerAll = (TeamMode = Simul) = 0
TriggerAll = Enemy,AuthorName = "Mikage"
TriggerAll = Enemy,Name = "Komachi Onoduka"
Trigger1 = Enemy,StateNo = 820
Trigger1 = Enemy,Anim = 823
Trigger1 = Enemy,AnimElem = 6,13
Trigger2 = Enemy,StateNo = 821
Trigger2 = Enemy,Anim = 823
Trigger2 = Enemy,AnimElem = 6,43
x = -ceil(Enemy,Fvar(24))*(Facing)*(Enemy,Facing)
y = -ceil(Enemy,Fvar(25))*(StateType != L)

[State -2, ChangeState]
type = Changestate
TriggerAll = NumEnemy > 0
TriggerAll = (Enemy,TeamMode = Simul) = 0
TriggerAll = (TeamMode = Simul) = 0
TriggerAll = Enemy,AuthorName = "Mikage"
TriggerAll = Enemy,Name = "Komachi Onoduka"
TriggerAll = StateType != A
TriggerAll = Pos Y != 0
TriggerAll = StateType != L
Trigger1 = Enemy,StateNo = 820
Trigger1 = Enemy,Anim = 823
Trigger1 = Enemy,AnimElem = 6,13
Trigger2 = Enemy,StateNo = 821
Trigger2 = Enemy,Anim = 823
Trigger2 = Enemy,AnimElem = 6,43
Value = 50
;==========================================================================================================
;L[ݒ脪

[Command]
name = "236C+D"
command = D,DF,F,y+b
time = 30

[Command]
name = "214214C"
command = D,DB,B,D,DB,B,y
time = 30

[Command]
name = "214214B"
command = D,DB,B,D,DB,B,a
time = 30

[Command]
name = "214214A"
command = D,DB,B,D,DB,B,x
time = 30

[Command]
name = "41236D"
command = B,DB,D,DF,F,b
time = 25

[Command]
name = "623C"
command = F,D,DF,y
time = 25

[Command]
name = "214D"
command = D,DB,B,b
time = 25

[Command]
name = "214A"
command = D,DB,B,x
time = 25

[Command]
name = "236C"
command = D,DF,F,y
time = 25

[Command]
name = "623A"
command = F,D,DF,x
time = 25

[Command]
name = "HC+HD"
command = /$b+y

[Command]
name = "6C+D"
command = F,b+y

[Command]
name = "C+D"
command = b+y

[Command]
name = "B+D"
command = a+b

[Command]
name = "A+C"
command = x+y

[Command]
name = "A+B"
command = a+x

[Command]
name = "2HP"
command = /$D,y

[Command]
name = "2HK"
command = /$D,b

[Command]
name = "2P"
command = /$D,x

[Command]
name = "2K"
command = /$D,a

[Command]
name = "6P"
command = /$F,x

[Command]
name = "6K"
command = /$F,a

[Command]
name = "xx"
command = x,x
Time = 25

[Command]
name = "29"
command = D,UF
time = 8
[Command]
name = "28"
command = D,U
time = 8
[Command]
name = "27"
command = D,UB
time = 8

[Command]
name = "66"
command = F,F
time = 10

[Command]
name = "44"
command = B,B
time = 10

[Command]
name = "22"
command = D,D
time = 10

[Command]
name = "recovery"
command = a
time = 1

;==========================================================================================================
;L[ݒ脪

[Command]
name = "DF"
command = DF
time = 1

[Command]
name = "UF"
command = UF
time = 1

[Command]
name = "DB"
command = DB
time = 1

[Command]
name = "UB"
command = UB
time = 1

[Command]
name = "U"
command = U
time = 1

[Command]
name = "D"
command = D
time = 1

[Command]
name = "B"
command = B
time = 1

[Command]
name = "F"
command = F
time = 1

[Command]
name = "a"
command = a
time = 1

[Command]
name = "b"
command = b
time = 1

[Command]
name = "c"
command = c
time = 1

[Command]
name = "x"
command = x
time = 1

[Command]
name = "y"
command = y
time = 1

[Command]
name = "start"
command = s
time = 1

[Command]
name = "z"
command = z
time = 1

;==========================================================================================================
;z[hR}h
[Command]
name = "Holdx"
command = /x
time = 1

[Command]
name = "Holdy"
command = /y
time = 1

[Command]
name = "Holdz"
command = /z
time = 1

[Command]
name = "Holda"
command = /a
time = 1

[Command]
name = "Holdb"
command = /b
time = 1

[Command]
name = "Holdc"
command = /c
time = 1

[Command]
name = "holdfwd"
command = /$F
time = 1

[Command]
name = "holdback"
command = /$B
time = 1

[Command]
name = "holdup" 
command = /$U
time = 1

[Command]
name = "holddown"
command = /$D
time = 1


[command]
name="fwd"
command=F
time=1
[command]
name="back"
command=B
time=1
[command]
name="up"
command=U
time=1
[command]
name="down"
command=D
time=1

[Command]
name = "AI0"
command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a
time = 0
[Command]
name = "AI1"
command = b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b
time = 0
[Command]
name = "AI2"
command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c
time = 0
[Command]
name = "AI3"
command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x
time = 0
[Command]
name = "AI4"
command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y
time = 0
[Command]
name = "AI5"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI6"
command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s
time = 0
[Command]
name = "AI7"
command = F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F
time = 0
[Command]
name = "AI8"
command = D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D
time = 0
[Command]
name = "AI9"
command = B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B
time = 0
[Command]
name = "AI10"
command = U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U
time = 0
[Command]
name = "AI11"
command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a
time = 0
[Command]
name = "AI12"
command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c
time = 0
[Command]
name = "AI13"
command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x
time = 0
[Command]
name = "AI14"
command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y
time = 0
[Command]
name = "AI15"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI16"
command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s
time = 0
[Command]
name = "AI17"
command = a,B,c,x,y,z,s,B,D,F,U,a,b,c,x,y,z,s,s
time = 0
[Command]
name = "AI18"
command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a
time = 0
[Command]
name = "AI19"
command = b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b
time = 0
[Command]
name = "AI20"
command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c
time = 0
[Command]
name = "AI21"
command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x
time = 0
[Command]
name = "AI22"
command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y
time = 0
[Command]
name = "AI23"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI24"
command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s
time = 0
[Command]
name = "AI25"
command = F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F
time = 0
[Command]
name = "AI26"
command = D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D
time = 0
[Command]
name = "AI27"
command = B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B
time = 0
[Command]
name = "AI28"
command = U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U
time = 0
[Command]
name = "AI29"
command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a
time = 0
[Command]
name = "AI30"
command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c
time = 0
[Command]
name = "AI31"
command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x
time = 0
[Command]
name = "AI32"
command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y
time = 0
[Command]
name = "AI33"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI34"
command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s
time = 0
[Command]
name = "AI35"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI36"
command = z,z,z,z,z,z,a,a,a,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI37"
command = z,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,z,z,z
time = 0
[Command]
name = "AI38"
command = z,z,z,z,z,a,a,a,z,z,z,z,z,a,a,a,z,z,z
time = 0
[Command]
name = "AI39"
command = z,z,z,z,z,a,a,a,z,z,z,z,z,z,a,a,z,z,z
time = 0
[Command]
name = "AI40"
command = z,z,z,z,a,a,a,z,z,z,z,a,z,z,a,a,z,z,z
time = 0
[Command]
name = "AI41"
command = z,z,z,a,z,z,z,z,z,z,z,z,z,a,a,z,z,z,z
time = 0
[Command]
name = "AI42"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI43"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,a,a,z
time = 0
[Command]
name = "AI44"
command = z,z,a,a,a,a,z,z,z,z,z,z,z,z,z,a,a,a,z
time = 0
[Command]
name = "AI45"
command = z,z,z,z,z,z,a,a,z,z,z,z,z,a,a,a,a,z,z
time = 0
[Command]
name = "AI46"
command = z,z,z,z,z,z,z,z,a,a,a,a,a,a,z,z,z,z,z
time = 0
[Command]
name = "AI47"
command = z,z,z,a,a,a,a,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI48"
command = z,z,z,z,z,a,a,a,z,z,z,a,a,a,z,z,a,z,a
time = 0
[Command]
name = "AI49"
command = z,z,z,z,a,a,a,z,z,z,z,z,a,a,a,z,z,z,z
time = 0
[Command]
name = "AI50"
command = z,z,z,a,a,z,z,z,z,z,z,z,z,z,a,a,z,z,z
time = 0
