; = = = = = = = = = = = = = = = = = = =< BUTTON REMAPPING > = = = = = = = = = = = = = = = = = = =

[Remap]
x  = x
y  = y
z  = z
a  = a
b  = b
c  = c
s  = s

; = = = = = = = = = = = = = = = = = = =< DEFAULT VALUES > = = = = = = = = = = = = = = = = = = =

[Defaults]
command.time  = 15
command.buffer.time  = 1

;===================< 必杀技 >===================

[Command]
name = "SUPER_CANNON"
command = ~D, DF, F, D, DF, F, x
time = 30
[Command]
name = "SUPER_CANNON"
command = ~D, DF, F, D, DF, F, y
time = 30
[Command]
name = "SUPER_CANNON"
command = ~D, DF, F, D, DF, F, z
time = 30
[Command]
name = "SUPER_CANNON"
command = ~D, DF, F, D, DF, F, ~x
time = 30
[Command]
name = "SUPER_CANNON"
command = ~D, DF, F, D, DF, F, ~y
time = 30
[Command]
name = "SUPER_CANNON"
command = ~D, DF, F, D, DF, F, ~z
time = 30

;===================< 清风舞撩 >===================
;清风舞撩
[Command]
name = "清风舞撩_轻"
command = ~F, D, DF, x
time = 20
[Command]
name = "清风舞撩_中"
command = ~F, D, DF, y
time = 20
[Command]
name = "清风舞撩_重"
command = ~F, D, DF, z
time = 20
[Command]
name = "清风舞撩_轻"
command = ~F, D, DF, ~x
time = 20
[Command]
name = "清风舞撩_中"
command = ~F, D, DF, ~y
time = 20
[Command]
name = "清风舞撩_重"
command = ~F, D, DF, ~z
time = 20
;EX 清风舞撩
[Command]
name = "清风舞撩_EX"
command = ~F, D, DF, x+y
time = 20
[Command]
name = "清风舞撩_EX"
command = ~F, D, DF, y+z
time = 20
[Command]
name = "清风舞撩_EX"
command = ~F, D, DF, x+z
time = 20

;-------------------------------------------------------------
;多段突刺
[Command]
name = "多段突刺_轻"
command = ~D, DF, F, x
time = 15
[Command]
name = "多段突刺_中"
command = ~D, DF, F, y
time = 15
[Command]
name = "多段突刺_重"
command = ~D, DF, F, z
time = 15
[Command]
name = "多段突刺_轻"
command = ~D, DF, F, ~x
time = 15
[Command]
name = "多段突刺_中"
command = ~D, DF, F, ~y
time = 15
[Command]
name = "多段突刺_重"
command = ~D, DF, F, ~z
time = 15
;EX 多段突刺
[Command]
name = "多段突刺_EX"
command = ~D, DF, F, x+y
time = 15
[Command]
name = "多段突刺_EX"
command = ~D, DF, F, y+z
time = 15
[Command]
name = "多段突刺_EX"
command = ~D, DF, F, x+z
time = 15

;-----------------------------------------------------------------------------
;焰爆狙击
[Command]
name = "焰爆狙击_X"
command = ~D, DB, B, x
time = 15
[Command]
name = "焰爆狙击_Y"
command = ~D, DB, B, y
time = 15
[Command]
name = "焰爆狙击_Z"
command = ~D, DB, B, z
time = 15
[Command]
name = "焰爆狙击_X"
command = ~D, DB, B, ~x
time = 15
[Command]
name = "焰爆狙击_Y"
command = ~D, DB, B, ~y
time = 15
[Command]
name = "焰爆狙击_Z"
command = ~D, DB, B, ~z
time = 15
;EX 焰爆狙击
[Command]
name = "焰爆狙击_EX"
command = ~D, DB, B, x+y
time = 15
[Command]
name = "焰爆狙击_EX"
command = ~D, DB, B, y+z
time = 15
[Command]
name = "焰爆狙击_EX"
command = ~D, DB, B, z+x
time = 15

;-------------------------------------------------------------
;疾驰横扫
[Command]
name = "疾驰横扫_轻"
command = ~D, DB, B, a
time = 15
[Command]
name = "疾驰横扫_中"
command = ~D, DB, B, b
time = 15
[Command]
name = "疾驰横扫_重"
command = ~D, DB, B, c
time = 15
[Command]
name = "疾驰横扫_轻"
command = ~D, DB, B, ~a
time = 15
[Command]
name = "疾驰横扫_中"
command = ~D, DB, B, ~b
time = 15
[Command]
name = "疾驰横扫_重"
command = ~D, DB, B, ~c
time = 15
;EX 疾驰横扫
[Command]
name = "疾驰横扫_EX"
command = ~D, DB, B, a+b
time = 15
[Command]
name = "疾驰横扫_EX"
command = ~D, DB, B, b+c
time = 15
[Command]
name = "疾驰横扫_EX"
command = ~D, DB, B, c+a
time = 15

;-------------------------------------------------------------
;投技
[Command]
name = "刺钉蹴"
command = a+x
time = 1
[Command]
name = "刺钉蹴"
command = x+a
time = 1

;-------------------------------------------------------------
;Vtrigger
[Command]
name = "Vtrigger"
command = a+b
time = 1
[Command]
name = "Vtrigger"
command = b+c
time = 1
[Command]
name = "Vtrigger"
command = c+a
time = 1

;-------------------------------------------------------------
;焰爆弹射
[Command]
name = "焰爆弹射"
command = x+y
time = 1
[Command]
name = "焰爆弹射"
command = y+z
time = 1
[Command]
name = "焰爆弹射"
command = z+x
time = 1

;-------------------------------------------------------------
;跳中段（leap）
[Command]
name = "跳中段"
command = b+y
time = 1
[Command]
name = "跳中段"
command = y+b
time = 1

;===================< OTHER >=======================
[Command]
name  = "highjump"
command  = $D, $U
time  = 15

;===================< DOUBLE TAP >===================
[Command]
name = "FF"
command = F,F
time = 10
[Command]
name = "FF"
command = ~F,F
time = 10

[Command]
name = "BB"
command = B,B
time = 10
[Command]
name = "BB"
command = ~B,B
time = 10

;===================< HOLD DIR >===================
[Command]
name = "holdfwd"
command = /$F
time = 5

[Command]
name = "holdback"
command = /$B
time = 5

[Command]
name = "holdup"
command = /$U
time = 5

[Command]
name = "holddown"
command = /$D
time = 5

;===================< DIR >=========================
[Command]
name = "up"
command = U
time = 1

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

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

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

;===================< SINGLE BUTTON >===================
[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 = "z"
command = z
time = 1

[Command]
name = "start"
command = s
time = 1
[Command]
name = "挑衅"
command = c+z
time = 1
[Command]
name = "挑衅"
command = z+c
time = 1

;===================< 2/3 BUTTON COMBINATION >===================
[Command]
name = "recovery"
command = a+x
time = 5

[Command]
name = "recovery"
command = x+a
time = 5

;===========================================================================
;===============================< -1 STATES >===================================
;===========================================================================

[Statedef -1]
;===========================================================================
;===============================< A.I >=======================================
;===========================================================================
;没有写
;===========================================================================
;===============================< -1 指令定义 >==================================
;===========================================================================

[State -1, SUPER_CANNON]
type = changestate
value = 2000
triggerall = !AIlevel && var(10)<1000
triggerall = command = "SUPER_CANNON"
triggerall = power >= 1500 && roundstate = 2 && statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200, 255]) && stateno != 207 && stateno != 222 && stateno != 255 && movecontact
trigger3 = (stateno = 200 || stateno = 205 || stateno = 230 || stateno = 245) && time >= 8
trigger4 = (stateno = [1100, 1999]) && movecontact
trigger5 = (stateno = [1000, 1025]) && time >= 8

;清风舞撩 EX
[State -1, 1140]
type = changestate
value = 1140
triggerall = !AIlevel
triggerall = command = "清风舞撩_EX"
triggerall = power >= 500 && roundstate = 2 && statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200, 255]) && stateno != 207 && stateno != 222 && stateno != 255 && stateno != 227 && movecontact
trigger3 = (stateno = 200 || stateno = 205 || stateno = 230 || stateno = 245) && time >= 8

;清风舞撩
[State -1, 1100]
type = changestate
value = 1100
triggerall = !AIlevel
triggerall = command = "清风舞撩_轻" || command = "清风舞撩_中" || command = "清风舞撩_重"
triggerall = roundstate = 2 && statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200, 255]) && stateno != 207 && stateno != 222 && stateno != 255 && stateno != 227 && movecontact
trigger3 = (stateno = 200 || stateno = 205 || stateno = 230 || stateno = 245) && time >= 8


;突进横斩 EX
[State -1, 1230]
type = changestate
value = 1230
triggerall = !AIlevel
triggerall = command = "疾驰横扫_EX"
triggerall = power >= 500 && roundstate = 2 && statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200, 255]) && stateno != 207 && stateno != 222 && stateno != 255 && stateno != 227 && movecontact
trigger3 = (stateno = 200 || stateno = 205 || stateno = 230 || stateno = 245) && time >= 8

;----------------------------------------------------------------------------------------------------
;突进横斩
[State -1, 1200]
type = changestate
value = 1200
triggerall = !AIlevel
triggerall = command = "疾驰横扫_轻" || command = "疾驰横扫_中" || command = "疾驰横扫_重"
triggerall = roundstate = 2 && statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200, 255]) && stateno != 207 && stateno != 222 && stateno != 255 && stateno != 227 && movecontact
trigger3 = (stateno = 200 || stateno = 205 || stateno = 230 || stateno = 245) && time >= 8

;----------------------------------------------------------------------------------------------------
;焰爆狙击 EX
[State -1, 1015]
type = changestate
value = ifelse(statetype = A,1025,1015)
triggerall = !AIlevel && var(10)<1000
triggerall = command = "焰爆狙击_EX"
triggerall = power >= 500 && roundstate = 2 && statetype != C
trigger1 = ctrl
trigger2 = (stateno = [200, 255]) && stateno != 207 && stateno != 222 && stateno != 255 && movecontact
trigger3 = (stateno = [260, 600]) && movecontact
trigger4 = (stateno = 200 || stateno = 205 || stateno = 230 || stateno = 245) && time >= 8

;----------------------------------------------------------------------------------------------------
;焰爆狙击
[State -1, 1000]
type = changestate
value = ifelse(statetype = A,1020,1000)
triggerall = !AIlevel && var(10)<1000
triggerall = command = "焰爆狙击_X" || command = "焰爆狙击_Y" || command = "焰爆狙击_Z"
triggerall = roundstate = 2
trigger1 = ctrl
trigger2 = (stateno = [200, 255]) && stateno != 207 && stateno != 222 && stateno != 255 && movecontact
trigger3 = (stateno = [260, 600]) && movecontact
trigger4 = (stateno = 200 || stateno = 205 || stateno = 230 || stateno = 245) && time >= 8

;----------------------------------------------------------------------------------------------------
;多段突刺 EX
[State -1, 1310]
type = changestate
value = 1310
triggerall = !AIlevel
triggerall = command="多段突刺_EX"
triggerall = power >= 500 && roundstate = 2 && statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200, 255]) && stateno != 207 && stateno != 222 && stateno != 255 && stateno != 227 && movecontact
trigger3 = (stateno = [260, 600]) && movecontact
trigger4 = (stateno = 200 || stateno = 205 || stateno = 230 || stateno = 245) && time >= 8

;----------------------------------------------------------------------------------------------------
;多段突刺
[State -1, 1300]
type = changestate
value = 1300
triggerall = !AIlevel
triggerall = command="多段突刺_轻" || command="多段突刺_中" || command="多段突刺_重"
triggerall = roundstate = 2 && statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200, 255]) && stateno != 207 && stateno != 222 && stateno != 255 && stateno != 227 && movecontact
trigger3 = (stateno = [260, 600]) && movecontact
trigger4 = (stateno = 200 || stateno = 205 || stateno = 230 || stateno = 245) && time >= 8

;----------------------------------------------------------------------------------------------------
;前冲
[State -1, 100]
type = ChangeState
value = 100
triggerall = statetype != A && !AIlevel
trigger1 = command  = "FF" && statetype  = S && ctrl

;----------------------------------------------------------------------------------------------------
;急退
[State -1, 105]
type = ChangeState
value = 105
triggerall = statetype != A && !AIlevel
trigger1 = command  = "BB" && statetype  = S && ctrl

;----------------------------------------------------------------------------------------------------
;刺钉蹴
[State -1, 800]
type = ChangeState
value = 800
triggerall = !AIlevel
triggerall = command = "刺钉蹴"
triggerall = statetype = S
trigger1 = ctrl
trigger2 = stateno = 222 && time <= 16

;----------------------------------------------------------------------------------------------------
;Vtrigger
[State -1, 750]
type = changestate
value = 750
triggerall = !AIlevel
triggerall = command = "Vtrigger"
triggerall = roundstate = 2 && var(12) >= 1000
trigger1 = ctrl
trigger2 = (stateno = [200, 1999]) && stateno != 800 && stateno != 810 && movecontact
trigger3 = (stateno = [1000, 1025]) && time >=20

;----------------------------------------------------------------------------------------------------
;焰爆弹射
[State -1, 650]
type = changestate
value = 650
triggerall = !AIlevel
triggerall = command = "焰爆弹射"
triggerall = statetype != A && var(10) < 1000
trigger1 = ctrl
trigger2 = (stateno = [200, 255]) && stateno != 207 && stateno != 222 && stateno != 255 && stateno != 227 && movecontact
trigger3 = (stateno = 200 || stateno = 205 || stateno = 230 || stateno = 245) && time >= 8

;----------------------------------------------------------------------------------------------------
;跳中段
[State -1, 600]
type = ChangeState
value = 600
triggerall = !AIlevel
triggerall = command = "跳中段"
triggerall = statetype = S
trigger1 = ctrl

;----------------------------------------------------------------------------------------------------
;挑衅
[State -1, 195]
type = changestate
value = 195
triggerall = !AIlevel && command != "holddown" && statetype != A
triggerall = command = "start" || command = "挑衅"
trigger1 = ctrl

;----------------------------------------------------------------------------------------------------
;S_LP
[State -1, 200]
type = changestate
value = 200
triggerall = !AIlevel
triggerall = command = "x" && command != "holddown" && statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200 || stateno = 230 || stateno = 245) && time >= 8

;----------------------------------------------------------------------------------------------------
;胸锁绞
[State -1, 207]
type = changestate
value = 207
triggerall = !AIlevel
triggerall = command = "y" && command = "holdfwd" && command != "holddown" && statetype != A
trigger1 = ctrl

;----------------------------------------------------------------------------------------------------
;S_MP
[State -1, 205]
type = changestate
value = 205
triggerall = !AIlevel
triggerall = command = "y" && command != "holddown" && statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200 && anim = 200) && time>=5

;----------------------------------------------------------------------------------------------------
;S_HP
[State -1, 210]
type = changestate
value = 210
triggerall = !AIlevel
triggerall = command = "z" && command != "holddown" && statetype != A
trigger1 = ctrl

;----------------------------------------------------------------------------------------------------
;S_LK
[State -1, 215]
type = changestate
value = 215
triggerall = !AIlevel
triggerall = command = "a" && command != "holddown" && statetype != A
trigger1 = ctrl

;----------------------------------------------------------------------------------------------------
;侧步蹴
[State -1, 222]
type = changestate
value = 222
triggerall = !AIlevel
triggerall = command = "b" && command = "holdfwd" && command != "holddown" && statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200, 255]) && stateno != 207 && stateno != 222 && stateno != 255 && stateno != 227 && movecontact
trigger3 = (stateno = 200 || stateno = 205 || stateno = 230 || stateno = 245) && time >= 8

;----------------------------------------------------------------------------------------------------
;S_MK
[State -1, 220]
type = changestate
value = 220
triggerall = !AIlevel
triggerall = command = "b" && command != "holdfwd" && command != "holddown" && statetype != A
trigger1 = ctrl
trigger2 = (stateno = 215 && anim = 215) && time >= 10

;----------------------------------------------------------------------------------------------------
;弓步挑
[State -1, 227]
type = changestate
value = 227
triggerall = !AIlevel
triggerall = command = "c" && command = "holdfwd" && command != "holddown" && statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200, 255]) && stateno != 207 && stateno != 222 && stateno != 255 && stateno != 227 && movecontact
trigger3 = (stateno = 200 || stateno = 205 || stateno = 230 || stateno = 245) && time >= 8

;----------------------------------------------------------------------------------------------------
;S_HK
[State -1, 225]
type = changestate
value = 225
triggerall = !AIlevel
triggerall = command = "c" && command != "holddown" && statetype != A
trigger1 = ctrl
trigger2 = (stateno = 210 && anim = 210) && time >= 15

;----------------------------------------------------------------------------------------------------
;C_LP
[State -1, 230]
type = changestate
value = 230
triggerall = !AIlevel
triggerall = command = "x" && command = "holddown" && statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200 || stateno = 230 || stateno = 245)&& time>=8

;----------------------------------------------------------------------------------------------------
;C_MP
[State -1, 235]
type = changestate
value = 235
triggerall = !AIlevel
triggerall = command = "y" && command = "holddown" && statetype != A
trigger1 = ctrl

;----------------------------------------------------------------------------------------------------
;C_HP
[State -1, 240]
type = changestate
value = 240
triggerall = !AIlevel
triggerall = command = "z" && command = "holddown" && statetype != A
trigger1 = ctrl

;----------------------------------------------------------------------------------------------------
;C_LK
[State -1, 245]
type = changestate
value = 245
triggerall = !AIlevel
triggerall = command = "a" && command = "holddown" && statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200 || stateno = 230 || stateno = 245) && time >= 8

;----------------------------------------------------------------------------------------------------
;C_MK
[State -1, 250]
type = changestate
value = 250
triggerall = !AIlevel
triggerall = command = "b" && command = "holddown" && statetype != A
trigger1 = ctrl

;----------------------------------------------------------------------------------------------------
;C_HK
[State -1, 235]
type = changestate
value = 255
triggerall = !AIlevel
triggerall = command = "c" && command = "holddown" && statetype != A
trigger1 = ctrl

;----------------------------------------------------------------------------------------------------
;A_LP
[State -1, 260]
type = changestate
value = 260
triggerall = !AIlevel
triggerall = command = "x" && statetype = A
trigger1 = ctrl

;----------------------------------------------------------------------------------------------------
;A_MP
[State -1, 265]
type = changestate
value = 265
triggerall = !AIlevel
triggerall = command = "y" && statetype = A
trigger1 = ctrl

;----------------------------------------------------------------------------------------------------
;A_HP
[State -1, 270]
type = changestate
value = 270
triggerall = !AIlevel
triggerall = command = "z" && statetype = A
trigger1 = ctrl

;----------------------------------------------------------------------------------------------------
;A_LK
[State -1, 275]
type = changestate
value = 275
triggerall = !AIlevel
triggerall = command = "a" && statetype = A
trigger1 = ctrl

;----------------------------------------------------------------------------------------------------
;A_MK
[State -1, 280]
type = changestate
value = 280
triggerall = !AIlevel
triggerall = command = "b" && statetype = A
trigger1 = ctrl

;----------------------------------------------------------------------------------------------------
;A_HK
[State -1, 285]
type = changestate
value = 285
triggerall = !AIlevel
triggerall = command = "c" && statetype = A
trigger1 = ctrl

;----------------------------------------------------------------------------------------------------
;S_Blocking
[State -1, 700]
type = hitoverride
triggerall = !AIlevel
triggerall = roundstate = 2 && statetype = S || statetype = C && statetype != A
triggerall = command = "fwd" && command != "back" && command != "up" && command != "down"
trigger1 = ctrl || (stateno = [700, 702]) || stateno = 5120 || stateno = 52  || stateno = 650
trigger2 = (stateno = [6150,6153])
trigger3 = (stateno = [150,153]) || stateno = 105
attr = SA, AA, AP
stateno = 700
slot = 0
time = 8

;----------------------------------------------------------------------------------------------------
;C_Blocking
[State -1, 701]
type = hitoverride
triggerall = !AIlevel
triggerall = roundstate = 2 && statetype = C || statetype = S && statetype != A
triggerall = command = "down" && command != "fwd" && command != "back" && command != "up"
trigger1 = ctrl || (stateno = [700, 702]) || stateno = 5120 || stateno = 52  || stateno = 650
trigger4 = (stateno = [6150,6153])
trigger5 = (stateno = [150,153]) || stateno = 105
attr = C, AA, AP
stateno = 701
slot = 0
time = 8

;----------------------------------------------------------------------------------------------------
;A_Blocking
[State -1, 702]
type = hitoverride
triggerall = !AIlevel
triggerall = roundstate = 2 && statetype = A && statetype != C && statetype != S
triggerall = command = "fwd" && command != "back" && command != "up" && command != "down"
trigger1 = ctrl || stateno = 702  || stateno = 650 || stateno = 1020 && animelemtime(9) >= 0  || stateno = 1025 && animelemtime(9) >= 0
trigger6 = (stateno = [6150,6153])
trigger7 = (stateno = [150,153])
attr = SA, AA, AP
stateno = 702
forceair = 1
slot = 0
time = 8












;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;以下AI用


;---------------------------------------------------------------------------

;計時器

[State -2, Helper]
type = Helper
;trigger1 = AILeveL > 0
trigger1 = NumHelper(9190) = 0
helpertype = normal
name = "AIHelper"
ID = 9190
stateno = 9190
pos = 0,0
postype = back
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1
persistent = 0

;招式紀錄器

[State -2, Helper]
type = Helper
;trigger1 = AILeveL > 0
trigger1 = RoundState = 2
trigger1 = NumHelper(9180) = 0
helpertype = normal
name = "AIHelper"
ID = 9180
stateno = 9180
pos = 0,0
postype = back
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 99999999
pausemovetime = 99999999
ignorehitpause = 1
persistent = 0

[State -2, Helper]
type = Helper
;trigger1 = AILeveL > 0
trigger1 = RoundState = 2
trigger1 = NumHelper(9185) = 0
helpertype = normal
name = "AIHelper"
ID = 9185
stateno = 9185
pos = 0,0
postype = back
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 99999999
pausemovetime = 99999999
ignorehitpause = 1
persistent = 0


;---------------------------------------------------------------------------
[State -1, AI ON]
Type = VarSet
triggerall = AILevel > 0
triggerall = Var(59) < 1
triggerall = RoundState=2 & Ctrl
trigger1 = 1
v = 59
value= Helper(9190),Var(59)
Ignorehitpause=1

[State -1, AI ON]
Type = VarSet
triggerall = AILevel > 0
triggerall = Var(59) = 2
triggerall = RoundState=2
trigger1 = Life <= 200
v = 59
value= 3
Ignorehitpause=1

;;;;;;;敵人
[State -2]
type = VarSet
trigger1 = NumEnemy = 1
trigger2 = NumEnemy > 1
trigger2 = EnemyNear(0),Life>0
var(55) = 0
ignorehitpause = 1

[State -2]
type = VarSet
trigger1 = NumEnemy > 1
trigger1 = EnemyNear(0),Life <= 0
var(55) = 1
ignorehitpause = 1

;;;;;;;生命
[State -2]
type = VarSet
trigger1 = MoveType != H
var(57) = Life
ignorehitpause = 1

;===========================================================================


[State -1, VarSet]
type = VarSet
triggerall = NumHelper(9190) > 0 & NumHelper(9180) > 0 & NumHelper(9185) > 0
triggerall = StateType != A & Facing != EnemyNear(Var(55)),Facing & EnemyNear(Var(55)),StateNo > 199
triggerall = EnemyNear(Var(55)),StateNo >= 200
trigger1 = Helper(9190),FVar(11) = 0
v = 54 
value = 0
ignorehitpause = 1

;反擊距離
;通用
[State -1, VarSet]
type = VarSet
triggerall = NumHelper(9190) > 0 & NumHelper(9180) > 0 & NumHelper(9185) > 0
triggerall = StateType != A & Facing != EnemyNear(Var(55)),Facing & EnemyNear(Var(55)),StateNo > 199
triggerall = Helper(9190),FVar(14) = 0
triggerall = Helper(9190),FVar(15) = 0
triggerall = Helper(9190),FVar(16) = 0
triggerall = Helper(9190),FVar(18) = 0
triggerall = Helper(9190),FVar(19) = 0
triggerall = EnemyNear(Var(55)),Time <= Helper(9190),FVar(11)
trigger1 = EnemyNear(Var(55)),ID = Helper(9180),Var(59)
trigger1 = EnemyNear(Var(55)),StateNo = Helper(9180),Var(6)
trigger2 = EnemyNear(Var(55)),ID = Helper(9180),Var(59)
trigger2 = EnemyNear(Var(55)),StateNo = Helper(9180),Var(7)
trigger3 = EnemyNear(Var(55)),ID = Helper(9180),Var(59)
trigger3 = EnemyNear(Var(55)),StateNo = Helper(9180),Var(8)
trigger4 = EnemyNear(Var(55)),ID = Helper(9180),Var(59)
trigger4 = EnemyNear(Var(55)),StateNo = Helper(9180),Var(9)
trigger5 = EnemyNear(Var(55)),ID = Helper(9180),Var(59)
trigger5 = EnemyNear(Var(55)),StateNo = Helper(9180),Var(10)
trigger6 = EnemyNear(Var(55)),ID = Helper(9185),Var(59)
trigger6 = EnemyNear(Var(55)),StateNo = Helper(9185),Var(6)
trigger7 = EnemyNear(Var(55)),ID = Helper(9185),Var(59)
trigger7 = EnemyNear(Var(55)),StateNo = Helper(9185),Var(7)
trigger8 = EnemyNear(Var(55)),ID = Helper(9185),Var(59)
trigger8 = EnemyNear(Var(55)),StateNo = Helper(9185),Var(8)
trigger9 = EnemyNear(Var(55)),ID = Helper(9185),Var(59)
trigger9 = EnemyNear(Var(55)),StateNo = Helper(9185),Var(9)
trigger10 = EnemyNear(Var(55)),ID = Helper(9185),Var(59)
trigger10 = EnemyNear(Var(55)),StateNo = Helper(9185),Var(10)
v = 54 
value = 1000
ignorehitpause = 1

[State -1, VarSet]
type = VarSet
triggerall = NumHelper(9190) > 0 & NumHelper(9180) > 0 & NumHelper(9185) > 0
triggerall = Helper(9190),FVar(10) > 0 & Helper(9190),FVar(11) > 0 & Helper(9190),FVar(13) != 0
triggerall = StateType != A & Facing != EnemyNear(Var(55)),Facing & EnemyNear(Var(55)),StateNo > 199
triggerall = EnemyNear(Var(55)),Time > Helper(9190),FVar(11)
trigger1 = EnemyNear(Var(55)),ID = Helper(9180),Var(59)
trigger1 = EnemyNear(Var(55)),StateNo = Helper(9180),Var(6)
trigger2 = EnemyNear(Var(55)),ID = Helper(9180),Var(59)
trigger2 = EnemyNear(Var(55)),StateNo = Helper(9180),Var(7)
trigger3 = EnemyNear(Var(55)),ID = Helper(9180),Var(59)
trigger3 = EnemyNear(Var(55)),StateNo = Helper(9180),Var(8)
trigger4 = EnemyNear(Var(55)),ID = Helper(9180),Var(59)
trigger4 = EnemyNear(Var(55)),StateNo = Helper(9180),Var(9)
trigger5 = EnemyNear(Var(55)),ID = Helper(9180),Var(59)
trigger5 = EnemyNear(Var(55)),StateNo = Helper(9180),Var(10)
trigger6 = EnemyNear(Var(55)),ID = Helper(9185),Var(59)
trigger6 = EnemyNear(Var(55)),StateNo = Helper(9185),Var(6)
trigger7 = EnemyNear(Var(55)),ID = Helper(9185),Var(59)
trigger7 = EnemyNear(Var(55)),StateNo = Helper(9185),Var(7)
trigger8 = EnemyNear(Var(55)),ID = Helper(9185),Var(59)
trigger8 = EnemyNear(Var(55)),StateNo = Helper(9185),Var(8)
trigger9 = EnemyNear(Var(55)),ID = Helper(9185),Var(59)
trigger9 = EnemyNear(Var(55)),StateNo = Helper(9185),Var(9)
trigger10 = EnemyNear(Var(55)),ID = Helper(9185),Var(59)
trigger10 = EnemyNear(Var(55)),StateNo = Helper(9185),Var(10)
v = 54 
value = 1010
ignorehitpause = 1

[State -1, VarSet]
type = VarSet
triggerall = NumHelper(9190) > 0 & NumHelper(9180) > 0 & NumHelper(9185) > 0
triggerall = EnemyNear(Var(55)),ID = Helper(9180),Var(59)
triggerall = Facing != EnemyNear(Var(55)),Facing & EnemyNear(Var(55)),StateType != C & EnemyNear(Var(55)),StateNo > 199
triggerall = Helper(9190),FVar(14) = 0
triggerall = Helper(9190),FVar(15) = 0
triggerall = Helper(9190),FVar(16) = 0
triggerall = Helper(9190),FVar(18) = 0
triggerall = Helper(9190),FVar(19) = 0
triggerall = EnemyNear(Var(55)),Time <= Helper(9190),FVar(11)
trigger1 = EnemyNear(Var(55)),ID = Helper(9180),Var(59)
trigger1 = EnemyNear(Var(55)),StateNo = Helper(9180),Var(11)
trigger2 = EnemyNear(Var(55)),ID = Helper(9180),Var(59)
trigger2 = EnemyNear(Var(55)),StateNo = Helper(9180),Var(12)
trigger3 = EnemyNear(Var(55)),ID = Helper(9180),Var(59)
trigger3 = EnemyNear(Var(55)),StateNo = Helper(9180),Var(13)
trigger4 = EnemyNear(Var(55)),ID = Helper(9180),Var(59)
trigger4 = EnemyNear(Var(55)),StateNo = Helper(9180),Var(14)
trigger5 = EnemyNear(Var(55)),ID = Helper(9180),Var(59)
trigger5 = EnemyNear(Var(55)),StateNo = Helper(9180),Var(15)
trigger6 = EnemyNear(Var(55)),ID = Helper(9180),Var(59)
trigger6 = EnemyNear(Var(55)),StateNo = Helper(9180),Var(16)
trigger7 = EnemyNear(Var(55)),ID = Helper(9180),Var(59)
trigger7 = EnemyNear(Var(55)),StateNo = Helper(9180),Var(17)
trigger8 = EnemyNear(Var(55)),ID = Helper(9180),Var(59)
trigger8 = EnemyNear(Var(55)),StateNo = Helper(9180),Var(18)
trigger9 = EnemyNear(Var(55)),ID = Helper(9180),Var(59)
trigger9 = EnemyNear(Var(55)),StateNo = Helper(9180),Var(19)
trigger10 = EnemyNear(Var(55)),ID = Helper(9180),Var(59)
trigger10 = EnemyNear(Var(55)),StateNo = Helper(9180),Var(20)
trigger11 = EnemyNear(Var(55)),ID = Helper(9180),Var(59)
trigger11 = EnemyNear(Var(55)),StateNo = Helper(9180),Var(21)
trigger12 = EnemyNear(Var(55)),ID = Helper(9180),Var(59)
trigger12 = EnemyNear(Var(55)),StateNo = Helper(9180),Var(22)
trigger13 = EnemyNear(Var(55)),ID = Helper(9180),Var(59)
trigger13 = EnemyNear(Var(55)),StateNo = Helper(9180),Var(23)
v = 54 
value = 1025
ignorehitpause = 1

[State -1, VarSet]
type = VarSet
triggerall = NumHelper(9190) > 0 & NumHelper(9180) > 0 & NumHelper(9185) > 0
triggerall = EnemyNear(Var(55)),ID = Helper(9180),Var(59)
triggerall = Facing != EnemyNear(Var(55)),Facing & EnemyNear(Var(55)),StateType != C & EnemyNear(Var(55)),StateNo > 199
triggerall = Helper(9190),FVar(14) = 0
triggerall = Helper(9190),FVar(15) = 0
triggerall = Helper(9190),FVar(16) = 0
triggerall = Helper(9190),FVar(18) = 0
triggerall = Helper(9190),FVar(19) = 0
triggerall = EnemyNear(Var(55)),Time <= Helper(9190),FVar(11)
trigger1 = EnemyNear(Var(55)),ID = Helper(9185),Var(59)
trigger1 = EnemyNear(Var(55)),StateNo = Helper(9185),Var(11)
trigger2 = EnemyNear(Var(55)),ID = Helper(9185),Var(59)
trigger2 = EnemyNear(Var(55)),StateNo = Helper(9185),Var(12)
trigger3 = EnemyNear(Var(55)),ID = Helper(9185),Var(59)
trigger3 = EnemyNear(Var(55)),StateNo = Helper(9185),Var(13)
trigger4 = EnemyNear(Var(55)),ID = Helper(9185),Var(59)
trigger4 = EnemyNear(Var(55)),StateNo = Helper(9185),Var(14)
trigger5 = EnemyNear(Var(55)),ID = Helper(9185),Var(59)
trigger5 = EnemyNear(Var(55)),StateNo = Helper(9185),Var(15)
trigger6 = EnemyNear(Var(55)),ID = Helper(9185),Var(59)
trigger6 = EnemyNear(Var(55)),StateNo = Helper(9185),Var(16)
trigger7 = EnemyNear(Var(55)),ID = Helper(9185),Var(59)
trigger7 = EnemyNear(Var(55)),StateNo = Helper(9185),Var(17)
trigger8 = EnemyNear(Var(55)),ID = Helper(9185),Var(59)
trigger8 = EnemyNear(Var(55)),StateNo = Helper(9185),Var(18)
trigger9 = EnemyNear(Var(55)),ID = Helper(9185),Var(59)
trigger9 = EnemyNear(Var(55)),StateNo = Helper(9185),Var(19)
trigger10 = EnemyNear(Var(55)),ID = Helper(9185),Var(59)
trigger10 = EnemyNear(Var(55)),StateNo = Helper(9185),Var(20)
trigger11 = EnemyNear(Var(55)),ID = Helper(9185),Var(59)
trigger11 = EnemyNear(Var(55)),StateNo = Helper(9185),Var(21)
trigger12 = EnemyNear(Var(55)),ID = Helper(9185),Var(59)
trigger12 = EnemyNear(Var(55)),StateNo = Helper(9185),Var(22)
trigger13 = EnemyNear(Var(55)),ID = Helper(9185),Var(59)
trigger13 = EnemyNear(Var(55)),StateNo = Helper(9185),Var(23)
v = 54 
value = 1025
ignorehitpause = 1

[State -1, VarSet]
type = VarSet
triggerall = NumHelper(9190) > 0 & NumHelper(9180) > 0 & NumHelper(9185) > 0
triggerall = Helper(9190),FVar(10) > 0 & Helper(9190),FVar(11) > 0
triggerall = Facing != EnemyNear(Var(55)),Facing & EnemyNear(Var(55)),StateType != C & EnemyNear(Var(55)),StateNo > 199
triggerall = EnemyNear(Var(55)),Time > Helper(9190),FVar(11)
trigger1 = EnemyNear(Var(55)),ID = Helper(9180),Var(59)
trigger1 = EnemyNear(Var(55)),StateNo = Helper(9180),Var(11)
trigger2 = EnemyNear(Var(55)),ID = Helper(9180),Var(59)
trigger2 = EnemyNear(Var(55)),StateNo = Helper(9180),Var(12)
trigger3 = EnemyNear(Var(55)),ID = Helper(9180),Var(59)
trigger3 = EnemyNear(Var(55)),StateNo = Helper(9180),Var(13)
trigger4 = EnemyNear(Var(55)),ID = Helper(9180),Var(59)
trigger4 = EnemyNear(Var(55)),StateNo = Helper(9180),Var(14)
trigger5 = EnemyNear(Var(55)),ID = Helper(9180),Var(59)
trigger5 = EnemyNear(Var(55)),StateNo = Helper(9180),Var(15)
trigger6 = EnemyNear(Var(55)),ID = Helper(9180),Var(59)
trigger6 = EnemyNear(Var(55)),StateNo = Helper(9180),Var(16)
trigger7 = EnemyNear(Var(55)),ID = Helper(9180),Var(59)
trigger7 = EnemyNear(Var(55)),StateNo = Helper(9180),Var(17)
trigger8 = EnemyNear(Var(55)),ID = Helper(9180),Var(59)
trigger8 = EnemyNear(Var(55)),StateNo = Helper(9180),Var(18)
trigger9 = EnemyNear(Var(55)),ID = Helper(9180),Var(59)
trigger9 = EnemyNear(Var(55)),StateNo = Helper(9180),Var(19)
trigger10 = EnemyNear(Var(55)),ID = Helper(9180),Var(59)
trigger10 = EnemyNear(Var(55)),StateNo = Helper(9180),Var(20)
trigger11 = EnemyNear(Var(55)),ID = Helper(9180),Var(59)
trigger11 = EnemyNear(Var(55)),StateNo = Helper(9180),Var(21)
trigger12 = EnemyNear(Var(55)),ID = Helper(9180),Var(59)
trigger12 = EnemyNear(Var(55)),StateNo = Helper(9180),Var(22)
trigger13 = EnemyNear(Var(55)),ID = Helper(9180),Var(59)
trigger13 = EnemyNear(Var(55)),StateNo = Helper(9180),Var(23)
v = 54 
value = 1030
ignorehitpause = 1

[State -1, VarSet]
type = VarSet
triggerall = NumHelper(9190) > 0 & NumHelper(9180) > 0 & NumHelper(9185) > 0
triggerall = Helper(9190),FVar(10) > 0 & Helper(9190),FVar(11) > 0
triggerall = Facing != EnemyNear(Var(55)),Facing & EnemyNear(Var(55)),StateType != C & EnemyNear(Var(55)),StateNo > 199
triggerall = EnemyNear(Var(55)),Time > Helper(9190),FVar(11)
trigger1 = EnemyNear(Var(55)),ID = Helper(9185),Var(59)
trigger1 = EnemyNear(Var(55)),StateNo = Helper(9185),Var(11)
trigger2 = EnemyNear(Var(55)),ID = Helper(9185),Var(59)
trigger2 = EnemyNear(Var(55)),StateNo = Helper(9185),Var(12)
trigger3 = EnemyNear(Var(55)),ID = Helper(9185),Var(59)
trigger3 = EnemyNear(Var(55)),StateNo = Helper(9185),Var(13)
trigger4 = EnemyNear(Var(55)),ID = Helper(9185),Var(59)
trigger4 = EnemyNear(Var(55)),StateNo = Helper(9185),Var(14)
trigger5 = EnemyNear(Var(55)),ID = Helper(9185),Var(59)
trigger5 = EnemyNear(Var(55)),StateNo = Helper(9185),Var(15)
trigger6 = EnemyNear(Var(55)),ID = Helper(9185),Var(59)
trigger6 = EnemyNear(Var(55)),StateNo = Helper(9185),Var(16)
trigger7 = EnemyNear(Var(55)),ID = Helper(9185),Var(59)
trigger7 = EnemyNear(Var(55)),StateNo = Helper(9185),Var(17)
trigger8 = EnemyNear(Var(55)),ID = Helper(9185),Var(59)
trigger8 = EnemyNear(Var(55)),StateNo = Helper(9185),Var(18)
trigger9 = EnemyNear(Var(55)),ID = Helper(9185),Var(59)
trigger9 = EnemyNear(Var(55)),StateNo = Helper(9185),Var(19)
trigger10 = EnemyNear(Var(55)),ID = Helper(9185),Var(59)
trigger10 = EnemyNear(Var(55)),StateNo = Helper(9185),Var(20)
trigger11 = EnemyNear(Var(55)),ID = Helper(9185),Var(59)
trigger11 = EnemyNear(Var(55)),StateNo = Helper(9185),Var(21)
trigger12 = EnemyNear(Var(55)),ID = Helper(9185),Var(59)
trigger12 = EnemyNear(Var(55)),StateNo = Helper(9185),Var(22)
trigger13 = EnemyNear(Var(55)),ID = Helper(9185),Var(59)
trigger13 = EnemyNear(Var(55)),StateNo = Helper(9185),Var(23)
v = 54 
value = 1030
ignorehitpause = 1

[State -1, VarSet]
type = VarSet
triggerall = NumHelper(9190) > 0 & NumHelper(9180) > 0 & NumHelper(9185) > 0
triggerall = Facing != EnemyNear(Var(55)),Facing & EnemyNear(Var(55)),StateType = C & EnemyNear(Var(55)),StateNo > 199
triggerall = Helper(9190),FVar(14) = 0
triggerall = Helper(9190),FVar(15) = 0
triggerall = Helper(9190),FVar(16) = 0
triggerall = Helper(9190),FVar(18) = 0
triggerall = Helper(9190),FVar(19) = 0
triggerall = Helper(9190),FVar(10) > 0 & Helper(9190),FVar(11) > 0
triggerall = EnemyNear(Var(55)),Time <= Helper(9190),FVar(11)
trigger1 = EnemyNear(Var(55)),ID = Helper(9180),Var(59)
trigger1 = EnemyNear(Var(55)),StateNo = Helper(9180),Var(11)
trigger2 = EnemyNear(Var(55)),ID = Helper(9180),Var(59)
trigger2 = EnemyNear(Var(55)),StateNo = Helper(9180),Var(12)
trigger3 = EnemyNear(Var(55)),ID = Helper(9180),Var(59)
trigger3 = EnemyNear(Var(55)),StateNo = Helper(9180),Var(13)
trigger4 = EnemyNear(Var(55)),ID = Helper(9180),Var(59)
trigger4 = EnemyNear(Var(55)),StateNo = Helper(9180),Var(14)
trigger5 = EnemyNear(Var(55)),ID = Helper(9180),Var(59)
trigger5 = EnemyNear(Var(55)),StateNo = Helper(9180),Var(15)
trigger6 = EnemyNear(Var(55)),ID = Helper(9180),Var(59)
trigger6 = EnemyNear(Var(55)),StateNo = Helper(9180),Var(16)
trigger7 = EnemyNear(Var(55)),ID = Helper(9180),Var(59)
trigger7 = EnemyNear(Var(55)),StateNo = Helper(9180),Var(17)
trigger8 = EnemyNear(Var(55)),ID = Helper(9180),Var(59)
trigger8 = EnemyNear(Var(55)),StateNo = Helper(9180),Var(18)
trigger9 = EnemyNear(Var(55)),ID = Helper(9180),Var(59)
trigger9 = EnemyNear(Var(55)),StateNo = Helper(9180),Var(19)
trigger10 = EnemyNear(Var(55)),ID = Helper(9180),Var(59)
trigger10 = EnemyNear(Var(55)),StateNo = Helper(9180),Var(20)
trigger11 = EnemyNear(Var(55)),ID = Helper(9180),Var(59)
trigger11 = EnemyNear(Var(55)),StateNo = Helper(9180),Var(21)
trigger12 = EnemyNear(Var(55)),ID = Helper(9180),Var(59)
trigger12 = EnemyNear(Var(55)),StateNo = Helper(9180),Var(22)
trigger13 = EnemyNear(Var(55)),ID = Helper(9180),Var(59)
trigger13 = EnemyNear(Var(55)),StateNo = Helper(9180),Var(23)
v = 54 
value = 1050
ignorehitpause = 1

[State -1, VarSet]
type = VarSet
triggerall = NumHelper(9190) > 0 & NumHelper(9180) > 0 & NumHelper(9185) > 0
triggerall = Facing != EnemyNear(Var(55)),Facing & EnemyNear(Var(55)),StateType = C & EnemyNear(Var(55)),StateNo > 199
triggerall = Helper(9190),FVar(14) = 0
triggerall = Helper(9190),FVar(15) = 0
triggerall = Helper(9190),FVar(16) = 0
triggerall = Helper(9190),FVar(18) = 0
triggerall = Helper(9190),FVar(19) = 0
triggerall = Helper(9190),FVar(10) > 0 & Helper(9190),FVar(11) > 0
triggerall = EnemyNear(Var(55)),Time <= Helper(9190),FVar(11)
trigger1 = EnemyNear(Var(55)),ID = Helper(9185),Var(59)
trigger1 = EnemyNear(Var(55)),StateNo = Helper(9185),Var(11)
trigger2 = EnemyNear(Var(55)),ID = Helper(9185),Var(59)
trigger2 = EnemyNear(Var(55)),StateNo = Helper(9185),Var(12)
trigger3 = EnemyNear(Var(55)),ID = Helper(9185),Var(59)
trigger3 = EnemyNear(Var(55)),StateNo = Helper(9185),Var(13)
trigger4 = EnemyNear(Var(55)),ID = Helper(9185),Var(59)
trigger4 = EnemyNear(Var(55)),StateNo = Helper(9185),Var(14)
trigger5 = EnemyNear(Var(55)),ID = Helper(9185),Var(59)
trigger5 = EnemyNear(Var(55)),StateNo = Helper(9185),Var(15)
trigger6 = EnemyNear(Var(55)),ID = Helper(9185),Var(59)
trigger6 = EnemyNear(Var(55)),StateNo = Helper(9185),Var(16)
trigger7 = EnemyNear(Var(55)),ID = Helper(9185),Var(59)
trigger7 = EnemyNear(Var(55)),StateNo = Helper(9185),Var(17)
trigger8 = EnemyNear(Var(55)),ID = Helper(9185),Var(59)
trigger8 = EnemyNear(Var(55)),StateNo = Helper(9185),Var(18)
trigger9 = EnemyNear(Var(55)),ID = Helper(9185),Var(59)
trigger9 = EnemyNear(Var(55)),StateNo = Helper(9185),Var(19)
trigger10 = EnemyNear(Var(55)),ID = Helper(9185),Var(59)
trigger10 = EnemyNear(Var(55)),StateNo = Helper(9185),Var(20)
trigger11 = EnemyNear(Var(55)),ID = Helper(9185),Var(59)
trigger11 = EnemyNear(Var(55)),StateNo = Helper(9185),Var(21)
trigger12 = EnemyNear(Var(55)),ID = Helper(9185),Var(59)
trigger12 = EnemyNear(Var(55)),StateNo = Helper(9185),Var(22)
trigger13 = EnemyNear(Var(55)),ID = Helper(9185),Var(59)
trigger13 = EnemyNear(Var(55)),StateNo = Helper(9185),Var(23)
v = 54 
value = 1050
ignorehitpause = 1

[State -1, VarSet]
type = VarSet
triggerall = NumHelper(9190) > 0 & NumHelper(9180) > 0 & NumHelper(9185) > 0
triggerall = Helper(9190),FVar(10) > 0 & Helper(9190),FVar(11) > 0
triggerall = Facing != EnemyNear(Var(55)),Facing & EnemyNear(Var(55)),StateType = C & EnemyNear(Var(55)),StateNo > 199
triggerall = EnemyNear(Var(55)),Time > Helper(9190),FVar(11)
trigger1 = EnemyNear(Var(55)),ID = Helper(9180),Var(59)
trigger1 = EnemyNear(Var(55)),StateNo = Helper(9180),Var(11)
trigger2 = EnemyNear(Var(55)),ID = Helper(9180),Var(59)
trigger2 = EnemyNear(Var(55)),StateNo = Helper(9180),Var(12)
trigger3 = EnemyNear(Var(55)),ID = Helper(9180),Var(59)
trigger3 = EnemyNear(Var(55)),StateNo = Helper(9180),Var(13)
trigger4 = EnemyNear(Var(55)),ID = Helper(9180),Var(59)
trigger4 = EnemyNear(Var(55)),StateNo = Helper(9180),Var(14)
trigger5 = EnemyNear(Var(55)),ID = Helper(9180),Var(59)
trigger5 = EnemyNear(Var(55)),StateNo = Helper(9180),Var(15)
trigger6 = EnemyNear(Var(55)),ID = Helper(9180),Var(59)
trigger6 = EnemyNear(Var(55)),StateNo = Helper(9180),Var(16)
trigger7 = EnemyNear(Var(55)),ID = Helper(9180),Var(59)
trigger7 = EnemyNear(Var(55)),StateNo = Helper(9180),Var(17)
trigger8 = EnemyNear(Var(55)),ID = Helper(9180),Var(59)
trigger8 = EnemyNear(Var(55)),StateNo = Helper(9180),Var(18)
trigger9 = EnemyNear(Var(55)),ID = Helper(9180),Var(59)
trigger9 = EnemyNear(Var(55)),StateNo = Helper(9180),Var(19)
trigger10 = EnemyNear(Var(55)),ID = Helper(9180),Var(59)
trigger10 = EnemyNear(Var(55)),StateNo = Helper(9180),Var(20)
trigger11 = EnemyNear(Var(55)),ID = Helper(9180),Var(59)
trigger11 = EnemyNear(Var(55)),StateNo = Helper(9180),Var(21)
trigger12 = EnemyNear(Var(55)),ID = Helper(9180),Var(59)
trigger12 = EnemyNear(Var(55)),StateNo = Helper(9180),Var(22)
trigger13 = EnemyNear(Var(55)),ID = Helper(9180),Var(59)
trigger13 = EnemyNear(Var(55)),StateNo = Helper(9180),Var(23)
v = 54 
value = 1060
ignorehitpause = 1

[State -1, VarSet]
type = VarSet
triggerall = NumHelper(9190) > 0 & NumHelper(9180) > 0 & NumHelper(9185) > 0
triggerall = Helper(9190),FVar(10) > 0 & Helper(9190),FVar(11) > 0
triggerall = Facing != EnemyNear(Var(55)),Facing & EnemyNear(Var(55)),StateType = C & EnemyNear(Var(55)),StateNo > 199
triggerall = EnemyNear(Var(55)),Time > Helper(9190),FVar(11)
trigger1 = EnemyNear(Var(55)),ID = Helper(9185),Var(59)
trigger1 = EnemyNear(Var(55)),StateNo = Helper(9185),Var(11)
trigger2 = EnemyNear(Var(55)),ID = Helper(9185),Var(59)
trigger2 = EnemyNear(Var(55)),StateNo = Helper(9185),Var(12)
trigger3 = EnemyNear(Var(55)),ID = Helper(9185),Var(59)
trigger3 = EnemyNear(Var(55)),StateNo = Helper(9185),Var(13)
trigger4 = EnemyNear(Var(55)),ID = Helper(9185),Var(59)
trigger4 = EnemyNear(Var(55)),StateNo = Helper(9185),Var(14)
trigger5 = EnemyNear(Var(55)),ID = Helper(9185),Var(59)
trigger5 = EnemyNear(Var(55)),StateNo = Helper(9185),Var(15)
trigger6 = EnemyNear(Var(55)),ID = Helper(9185),Var(59)
trigger6 = EnemyNear(Var(55)),StateNo = Helper(9185),Var(16)
trigger7 = EnemyNear(Var(55)),ID = Helper(9185),Var(59)
trigger7 = EnemyNear(Var(55)),StateNo = Helper(9185),Var(17)
trigger8 = EnemyNear(Var(55)),ID = Helper(9185),Var(59)
trigger8 = EnemyNear(Var(55)),StateNo = Helper(9185),Var(18)
trigger9 = EnemyNear(Var(55)),ID = Helper(9185),Var(59)
trigger9 = EnemyNear(Var(55)),StateNo = Helper(9185),Var(19)
trigger10 = EnemyNear(Var(55)),ID = Helper(9185),Var(59)
trigger10 = EnemyNear(Var(55)),StateNo = Helper(9185),Var(20)
trigger11 = EnemyNear(Var(55)),ID = Helper(9185),Var(59)
trigger11 = EnemyNear(Var(55)),StateNo = Helper(9185),Var(21)
trigger12 = EnemyNear(Var(55)),ID = Helper(9185),Var(59)
trigger12 = EnemyNear(Var(55)),StateNo = Helper(9185),Var(22)
trigger13 = EnemyNear(Var(55)),ID = Helper(9185),Var(59)
trigger13 = EnemyNear(Var(55)),StateNo = Helper(9185),Var(23)
v = 54 
value = 1060
ignorehitpause = 1

;要被抓了
[State -1, VarSet]
type = VarSet
triggerall = Var(54) = 0 || Var(54) = 801
triggerall = NumHelper(9190) > 0 & NumHelper(9180) > 0 & NumHelper(9185) > 0
triggerall = EnemyNear(Var(55)),ID = Helper(9180),Var(59)
triggerall = Helper(9190),FVar(17) = 1 || EnemyNear(Var(55)),StateNo = [0, 100]
trigger1 = (P2Dist X = [-30, 5+Floor(Helper(9180),Fvar(24))]) & Helper(9180),Fvar(24) > 0
trigger1 = 1000*(Helper(9180),Fvar(24)-Floor(Helper(9180),Fvar(24))) > 2
trigger2 = (P2Dist X = [-30, 5+Floor(Helper(9180),Fvar(25))]) & Helper(9180),Fvar(25) > 0
trigger2 = 1000*(Helper(9180),Fvar(25)-Floor(Helper(9180),Fvar(25))) > 2
trigger3 = (P2Dist X = [-30, 5+Floor(Helper(9180),Fvar(26))]) & Helper(9180),Fvar(26) > 0
trigger3 = 1000*(Helper(9180),Fvar(26)-Floor(Helper(9180),Fvar(26))) > 2
trigger4 = (P2Dist X = [-30, 5+Floor(Helper(9180),Fvar(27))]) & Helper(9180),Fvar(27) > 0
trigger4 = 1000*(Helper(9180),Fvar(27)-Floor(Helper(9180),Fvar(27))) > 2
trigger5 = (P2Dist X = [-30, 5+Floor(Helper(9180),Fvar(28))]) & Helper(9180),Fvar(28) > 0
trigger5 = 1000*(Helper(9180),Fvar(28)-Floor(Helper(9180),Fvar(28))) > 2
trigger6 = (P2Dist X = [-30, 5+Floor(Helper(9180),Fvar(29))]) & Helper(9180),Fvar(29) > 0
trigger6 = 1000*(Helper(9180),Fvar(29)-Floor(Helper(9180),Fvar(29))) > 2
v = 54
value = 800

[State -1, VarSet]
type = VarSet
triggerall = Var(54) = 0 || Var(54) = 801
triggerall = NumHelper(9190) > 0 & NumHelper(9180) > 0 & NumHelper(9185) > 0
triggerall = EnemyNear(Var(55)),ID = Helper(9185),Var(59)
triggerall = Helper(9190),FVar(17) = 1 || EnemyNear(Var(55)),StateNo = [0, 100]
trigger1 = (P2Dist X = [-30, 5+Floor(Helper(9185),Fvar(24))]) & Helper(9185),Fvar(24) > 0
trigger1 = 1000*(Helper(9185),Fvar(24)-Floor(Helper(9185),Fvar(24))) > 2
trigger2 = (P2Dist X = [-30, 5+Floor(Helper(9185),Fvar(25))]) & Helper(9185),Fvar(25) > 0
trigger2 = 1000*(Helper(9185),Fvar(25)-Floor(Helper(9185),Fvar(25))) > 2
trigger3 = (P2Dist X = [-30, 5+Floor(Helper(9185),Fvar(26))]) & Helper(9185),Fvar(26) > 0
trigger3 = 1000*(Helper(9185),Fvar(26)-Floor(Helper(9185),Fvar(26))) > 2
trigger4 = (P2Dist X = [-30, 5+Floor(Helper(9185),Fvar(27))]) & Helper(9185),Fvar(27) > 0
trigger4 = 1000*(Helper(9185),Fvar(27)-Floor(Helper(9185),Fvar(27))) > 2
trigger5 = (P2Dist X = [-30, 5+Floor(Helper(9185),Fvar(28))]) & Helper(9185),Fvar(28) > 0
trigger5 = 1000*(Helper(9185),Fvar(28)-Floor(Helper(9185),Fvar(28))) > 2
trigger6 = (P2Dist X = [-30, 5+Floor(Helper(9185),Fvar(29))]) & Helper(9185),Fvar(29) > 0
trigger6 = 1000*(Helper(9185),Fvar(29)-Floor(Helper(9185),Fvar(29))) > 2
v = 54
value = 800

;1F
[State -1, VarSet]
type = VarSet
triggerall = Var(54) = 0 || Var(54) = 800
triggerall = NumHelper(9190) > 0 & NumHelper(9180) > 0 & NumHelper(9185) > 0
triggerall = EnemyNear(Var(55)),ID = Helper(9180),Var(59)
triggerall = Helper(9190),FVar(17) = 1 || EnemyNear(Var(55)),StateNo = [0, 100]
trigger1 = (P2Dist X = [-30, 5+Floor(Helper(9180),Fvar(24))]) & Helper(9180),Fvar(24) > 0
trigger1 = 1000*(Helper(9180),Fvar(24)-Floor(Helper(9180),Fvar(24))) = [1,2]
trigger2 = (P2Dist X = [-30, 5+Floor(Helper(9180),Fvar(25))]) & Helper(9180),Fvar(25) > 0
trigger2 = 1000*(Helper(9180),Fvar(25)-Floor(Helper(9180),Fvar(25))) = [1,2]
trigger3 = (P2Dist X = [-30, 5+Floor(Helper(9180),Fvar(26))]) & Helper(9180),Fvar(26) > 0
trigger3 = 1000*(Helper(9180),Fvar(26)-Floor(Helper(9180),Fvar(26))) = [1,2]
trigger4 = (P2Dist X = [-30, 5+Floor(Helper(9180),Fvar(27))]) & Helper(9180),Fvar(27) > 0
trigger4 = 1000*(Helper(9180),Fvar(27)-Floor(Helper(9180),Fvar(27))) = [1,2]
trigger5 = (P2Dist X = [-30, 5+Floor(Helper(9180),Fvar(28))]) & Helper(9180),Fvar(28) > 0
trigger5 = 1000*(Helper(9180),Fvar(28)-Floor(Helper(9180),Fvar(28))) = [1,2]
trigger6 = (P2Dist X = [-30, 5+Floor(Helper(9180),Fvar(29))]) & Helper(9180),Fvar(29) > 0
trigger6 = 1000*(Helper(9180),Fvar(29)-Floor(Helper(9180),Fvar(29))) = [1,2]
v = 54
value = 801

[State -1, VarSet]
type = VarSet
triggerall = Var(54) = 0 || Var(54) = 800
triggerall = NumHelper(9190) > 0 & NumHelper(9180) > 0 & NumHelper(9185) > 0
triggerall = EnemyNear(Var(55)),ID = Helper(9185),Var(59)
triggerall = Helper(9190),FVar(17) = 1 || EnemyNear(Var(55)),StateNo = [0, 100]
trigger1 = (P2Dist X = [-30, 5+Floor(Helper(9185),Fvar(24))]) & Helper(9185),Fvar(24) > 0
trigger1 = 1000*(Helper(9185),Fvar(24)-Floor(Helper(9185),Fvar(24))) = [1,2]
trigger2 = (P2Dist X = [-30, 5+Floor(Helper(9185),Fvar(25))]) & Helper(9185),Fvar(25) > 0
trigger2 = 1000*(Helper(9185),Fvar(25)-Floor(Helper(9185),Fvar(25))) = [1,2]
trigger3 = (P2Dist X = [-30, 5+Floor(Helper(9185),Fvar(26))]) & Helper(9185),Fvar(26) > 0
trigger3 = 1000*(Helper(9185),Fvar(26)-Floor(Helper(9185),Fvar(26))) = [1,2]
trigger4 = (P2Dist X = [-30, 5+Floor(Helper(9185),Fvar(27))]) & Helper(9185),Fvar(27) > 0
trigger4 = 1000*(Helper(9185),Fvar(27)-Floor(Helper(9185),Fvar(27))) = [1,2]
trigger5 = (P2Dist X = [-30, 5+Floor(Helper(9185),Fvar(28))]) & Helper(9185),Fvar(28) > 0
trigger5 = 1000*(Helper(9185),Fvar(28)-Floor(Helper(9185),Fvar(28))) = [1,2]
trigger6 = (P2Dist X = [-30, 5+Floor(Helper(9185),Fvar(29))]) & Helper(9185),Fvar(29) > 0
trigger6 = 1000*(Helper(9185),Fvar(29)-Floor(Helper(9185),Fvar(29))) = [1,2]
v = 54
value = 801

[State -1, VarSet]
type = VarSet
triggerall = NumHelper(9180) > 0 & NumHelper(9185) > 0
triggerall = Var(54) = 800 || Var(54) = 801
triggerall = EnemyNear(Var(55)),ID = Helper(9180),Var(59) & EnemyNear(Var(55)),ID != Helper(9185),Var(59)
trigger1 = (P2Dist X != [-30, 5+Floor(Helper(9180),Fvar(24))]) & Helper(9180),Fvar(24) > 0
trigger1 = (P2Dist X != [-30, 5+Floor(Helper(9180),Fvar(25))])
trigger1 = (P2Dist X != [-30, 5+Floor(Helper(9180),Fvar(26))])
trigger1 = (P2Dist X != [-30, 5+Floor(Helper(9180),Fvar(27))])
trigger1 = (P2Dist X != [-30, 5+Floor(Helper(9180),Fvar(28))])
trigger1 = (P2Dist X != [-30, 5+Floor(Helper(9180),Fvar(29))])
trigger2 = EnemyNear(Var(55)),StateNo != [0, 100]
trigger2 = Helper(9190),FVar(17) = 0
v = 54
value = 0

[State -1, VarSet]
type = VarSet
triggerall = NumHelper(9180) > 0 & NumHelper(9185) > 0
triggerall = Var(54) = 800 || Var(54) = 801
triggerall = EnemyNear(Var(55)),ID = Helper(9185),Var(59) & EnemyNear(Var(55)),ID != Helper(9180),Var(59)
trigger1 = (P2Dist X != [-30, 5+Floor(Helper(9185),Fvar(24))]) & Helper(9185),Fvar(24) > 0
trigger1 = (P2Dist X != [-30, 5+Floor(Helper(9185),Fvar(25))])
trigger1 = (P2Dist X != [-30, 5+Floor(Helper(9185),Fvar(26))])
trigger1 = (P2Dist X != [-30, 5+Floor(Helper(9185),Fvar(27))])
trigger1 = (P2Dist X != [-30, 5+Floor(Helper(9185),Fvar(28))])
trigger1 = (P2Dist X != [-30, 5+Floor(Helper(9185),Fvar(29))])
trigger2 = EnemyNear(Var(55)),StateNo != [0, 100]
trigger2 = Helper(9190),FVar(17) = 0
v = 54
value = 0

[State -1, VarSet]
type = VarSet
triggerall = NumHelper(9180) > 0 & NumHelper(9185) > 0
triggerall = Var(54) = 800 || Var(54) = 801 
triggerall = EnemyNear(Var(55)),ID = Helper(9180),Var(59) & EnemyNear(Var(55)),ID = Helper(9185),Var(59)
triggerall = P2MoveType != A
trigger1 = (P2Dist X != [-30, 5+Floor(Helper(9180),Fvar(24))]) & Helper(9180),Fvar(24) > 0
trigger1 = (P2Dist X != [-30, 5+Floor(Helper(9180),Fvar(25))])
trigger1 = (P2Dist X != [-30, 5+Floor(Helper(9180),Fvar(26))])
trigger1 = (P2Dist X != [-30, 5+Floor(Helper(9180),Fvar(27))])
trigger1 = (P2Dist X != [-30, 5+Floor(Helper(9180),Fvar(28))])
trigger1 = (P2Dist X != [-30, 5+Floor(Helper(9180),Fvar(29))])
trigger1 = (P2Dist X != [-30, 5+Floor(Helper(9185),Fvar(24))])
trigger1 = (P2Dist X != [-30, 5+Floor(Helper(9185),Fvar(25))])
trigger1 = (P2Dist X != [-30, 5+Floor(Helper(9185),Fvar(26))])
trigger1 = (P2Dist X != [-30, 5+Floor(Helper(9185),Fvar(27))])
trigger1 = (P2Dist X != [-30, 5+Floor(Helper(9185),Fvar(28))])
trigger1 = (P2Dist X != [-30, 5+Floor(Helper(9185),Fvar(29))])
trigger2 = EnemyNear(Var(55)),StateNo != [0, 100]
trigger2 = Helper(9190),FVar(17) = 0
v = 54
value = 0

[State -1, VarSet]
type = VarSet
trigger1 = P2MoveType = H
v = 54 
value = 0
ignorehitpause = 1

[State -1, VarSet]
type = VarSet
triggerall = Var(54) != 0 & Var(54) != 800 & Var(54) != 801
trigger1 = P2MoveType != A 
v = 54 
value = 0
ignorehitpause = 1


;最後嘲諷
[State -1, 195]
type = changestate
value = 195
triggerall = AILeveL > 0 && statetype != A & MoveType != H & PrevStateNo = [200,2000]
triggerall = Ctrl
trigger1 = NumEnemy = 1
trigger1 = EnemyNear(Var(55)),Alive = 0
trigger2 = NumEnemy = 2
trigger2 = Enemy(0),Alive = 0 & Enemy(1),Alive = 0
trigger3 = RoundState = 3
;;;;;;;;;;;;AI Combo
;---------------------------------------------------------------------------
;                               情境模擬
;---------------------------------------------------------------------------
;帶入用一覽表
;1:=黑岩一式(戳)
;2:=黑岩二式(EX炮後續)
;3:=黑岩三式(地接空砲)
;4:=黑岩四式(認真平推)
;5:=黑岩五式(砲雷擊戰)
;6:=黑岩六式(掃地)
;7:=黑岩七式(黑岩友情換位連 AI3認真排球連)
;8:=黑岩八式(昇龍接24)
;9:=黑岩九式(EX炮後續不嘲諷版)
;10:=黑岩十式(昇龍取消曝氣)
;11:=普通平推
;12:=接空壓
;13:=普通落地連
;14:=還脫離?
;15:=地板動作
;16:=暈眩連
;17:=對手升龍
;21:=黑岩十一式(曝氣防禦平推)
;22:=黑岩十二式(285空中起手)

;防脫離
[State -1, VarSet]
type = VarSet
triggerall = AILeveL > 0 
triggerall = EnemyNear(Var(50)),MoveType = A & (EnemyNear(Var(55)),PrevStateNo = [5000,5999]) & (EnemyNear(Var(55)),PrevStateNo != [5120,5121]) & EnemyNear(Var(55)),StateType != L
trigger1 = StateNo = 750 & ((PrevStateNo = [200,299]) || (PrevStateNo = [1000,1999]))
trigger2 = StateNo = [120, 153]
trigger3 = StateNo = [700,702]
v = 53
value = 14

[State -1, VarSet]
type = VarSet
triggerall = AILeveL > 0 
triggerall = EnemyNear(Var(55)),MoveType = A & (EnemyNear(Var(55)),PrevStateNo = [150,153]) & EnemyNear(Var(55)),StateType != L
trigger1 = StateNo = 750 & ((PrevStateNo = [200,299]) || (PrevStateNo = [1000,1999]))
trigger2 = StateNo = [120, 153]
trigger3 = StateNo = [700,702]
v = 53
value = 14

[State -1, VarSet]
type = VarSet
triggerall = AILeveL > 0
triggerall = Var(53) = 14
trigger1 = MoveType = H & (StateNo != [120, 153]) & (StateNo = [700,702])
trigger2 = P2MoveType = H
trigger3 = P2StateNo < 200
v = 53
value = 0

;黑岩一式
[State -1, VarSet]
type = VarSet
triggerall = AILeveL > 0 & Var(53) = 0
trigger1 = (StateNo = [200,205]) & MoveHit & P2MoveType = H & (P2StateType = S || P2StateType = C)
trigger2 = (StateNo = [1300,1310]) & MoveHit & P2MoveType = H & (P2StateType = S || P2StateType = C)
v = 53
value = 1

[State -1, VarSet]
type = VarSet
triggerall = Var(53) = 1
trigger1 = P2BodyDist X >= 330 & Var(56) != 20 
trigger2 = P2MoveType != H || (P2StateType != S & P2StateType != C)
trigger3 = MoveType = H
trigger4 = StateNo = 1015
v = 53
value = 0

;黑岩二式
[State -1, VarSet]
type = VarSet
triggerall = AILeveL > 0
trigger1 = P2MoveType = H & P2StateNo = [1111300,1111303] 
v = 53
value = 2

[State -1, VarSet]
type = VarSet
triggerall = Var(53) = 2
trigger1 = P2MoveType != H
trigger2 = P2StateType != A
trigger3 = MoveType = H
trigger4 = StateNo = 195
trigger5 = StateNo = 1000
v = 53
value = 0

;黑岩三式
[State -1, VarSet]
type = VarSet
triggerall = AILeveL > 0 & Var(53) = 0
trigger1 = StateNo = 220 & Anim = 220 & MoveHit & P2MoveType = H & Random <= 250
trigger1 = (P2StateType = S || P2StateType = C)
trigger2 = StateNo = 220 & Anim = 250 & MoveHit & P2MoveType = H & Random <= 250
trigger2 = (P2StateType = S || P2StateType = C)
v = 53
value = 3+1*Var(59) >=3

[State -1, VarSet]
type = VarSet
triggerall = Var(53) = 3
trigger1 = P2MoveType != H
trigger2 = P2StateType = A
trigger3 = MoveType = H
trigger4 = StateNo = [1000,1025]
trigger5 = StateNo = 227 & var(10) >= 1000
v = 53
value = 0

;黑岩四式
[State -1, VarSet]
type = VarSet
triggerall = AILeveL > 0 & (Var(53) = 0 || Var(53) = 12)
trigger1 = StateNo = 225 & Anim = 226 & MoveHit & P2MoveType = H
trigger1 = (P2StateType = S || P2StateType = C)
trigger2 = StateNo = 220 & Anim = 220 & MoveHit & P2MoveType = H
trigger2 = (P2StateType = S || P2StateType = C)
trigger3 = StateNo = 210 & MoveHit & P2MoveType = H & Random <= 250+250*Var(59) = 2+750*Var(59) >= 3
trigger3 = (P2StateType = S || P2StateType = C)
trigger4 = StateNo = 240 & MoveHit & P2MoveType = H
trigger4 = (P2StateType = S || P2StateType = C)
trigger5 = StateNo = 250 & MoveHit & P2MoveType = H
trigger5 = (P2StateType = S || P2StateType = C)
v = 53
value = 4

[State -1, VarSet]
type = VarSet
triggerall = AILeveL > 0
trigger1 = StateNo = 750 & P2MoveType = H & P2StateNo != [120,153]
trigger1 = (P2StateType = S || P2StateType = C)
v = 53
value = 4

[State -1, VarSet]
type = VarSet
triggerall = Var(53) = 4
trigger1 = StateNo = 1230
trigger2 = P2MoveType != H
trigger3 = P2StateType != S & P2StateType != C
v = 53
value = 0

;黑岩五式
[State -1, VarSet]
type = VarSet
triggerall = AILeveL > 0 & Var(53) = 0
trigger1 = StateNo = 1000 & Anim = 1002
trigger2 = StateNo = 1000 & Anim = 1001 & PrevStateNo = 225 & P2MoveType = H
trigger3 = StateNo = 1000 & Anim = 1001 & (P2StateNo != [120,153]) & P2StateType = A & P2MoveType = H
v = 53
value = 5

[State -1, VarSet]
type = VarSet
triggerall = Var(53) = 5
trigger1 = P2MoveType != H
trigger2 = P2StateType != A
trigger3 = var(10) >= 1000
trigger4 = StateNo = 1015
trigger5 = StateNo = 1000 & Anim = 1000 & Power < 500
v = 53
value = 0

;黑岩六式
[State -1, VarSet]
type = VarSet
triggerall = AILeveL > 0 & Var(53) = 0 & EnemyNear(Var(55)),IsHelper = 0 & (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131)
triggerall = Helper(9190),Var(32) != 2
trigger1 = (P2StateNo = [5100,5101]) & P2BodyDist X <= 700
trigger1 = p2bodydist x >= (const(size.xscale) * 100)
trigger2 = P2StateNo = 5050 & (EnemyNear(Var(55)),Pos Y = [-90,-50]) & P2BodyDist X <= 700
trigger2 = p2bodydist x < (const(size.xscale) * 100)
v = 53
value = 6

[State -1, VarSet]
type = VarSet
triggerall = Var(53) = 6
trigger1 = MoveHit & P2StateType = L
trigger2 = P2MoveType != H & P2StateType != L
trigger3 = P2MoveType = A & P2StateType = L
trigger4 = P2StateNo = 5110
trigger5 = (P2StateType = S || P2StateType = C)
trigger6 = MoveType = H
trigger7 = MoveType = A & StateNo != 225
trigger8 = RoundState != 2
v = 53
value = 0

;2接7
[State -1, VarSet]
type = VarSet
triggerall = AILeveL > 0 
trigger1 = StateNo = 1230 & Var(53) = 2
v = 53
value = 7

;黑岩七式
[State -1, VarSet]
type = VarSet
triggerall = AILeveL > 0 
trigger1 = StateNo = 1230 & MoveHit & AnimTime <= -1 & P2StateType = A & P2MoveType = H
trigger1 = EnemyNear(Var(55)),BackEdgeBodyDist < 80 & P2BodyDist X <= 300
trigger2 = StateNo = 1230 & MoveHit & AnimTime <= -1 & P2StateType = A
trigger2 = FrontEdgeBodyDist < 40 & P2BodyDist X <= 0
trigger3 = StateNo = 1100 & MoveHit & P2BodyDist X <= 400 & P2StateType = A & P2MoveType = H
trigger3 =(((Facing = 1 & TeamSide = 1) || (Facing = -1 & TeamSide = 2)) & Helper(9180),Var(0) >= -685) || (((Facing = -1 & TeamSide = 1) || (Facing = 1 & TeamSide = 2)) & Helper(9185),Var(0) <= 685) ;版邊
v = 53
value = 7

[State -1, VarSet]
type = VarSet
triggerall = Var(53) = 7
triggerall = StateNo != 1230 || Var(56) = 100
trigger1 = P2StateType != A
trigger2 = P2StateNo = 5100
trigger3 = P2MoveType != H
trigger4 = MoveType = H
trigger5 = StateNo = 205
trigger6 = Var(56) = 100
trigger7 = StateNo = 1000 & PrevStateNo != 240
v = 53
value = 0

;黑岩八式
[State -1, VarSet]
type = VarSet
triggerall = AILeveL > 0  & Var(53) = 0
trigger1 = StateNo = 225 & MoveHit & AnimTime <= -1 & P2MoveType = H
trigger1 = EnemyNear(Var(55)),BackEdgeBodyDist < 80 & P2BodyDist X <= 300
trigger2 = StateNo = 210 & MoveHit & AnimTime <= -1 & P2MoveType = H
trigger2 = EnemyNear(Var(55)),BackEdgeBodyDist < 80 & P2BodyDist X <= 300 & Random <= 250
trigger3 = StateNo = 240 & MoveHit & AnimTime <= -1 & P2StateType != A & P2MoveType = H
trigger3 = EnemyNear(Var(55)),BackEdgeBodyDist < 80 & P2BodyDist X <= 300 & Random <= 250
v = 53
value = 8

[State -1, VarSet]
type = VarSet
triggerall = Var(53) = 8
trigger1 = P2MoveType != H & P2StateNo != [5000,5050]
trigger2 = MoveType = H
trigger2 = StateNo = 1230
trigger3 = PrevStateNo = 1100 & Power < 500
trigger4 = StateNo = [200,209]
trigger5 = StateNo = 1300
v = 53
value = 0

;黑岩九式
[State -1, VarSet]
type = VarSet
triggerall = Var(53) = 2
triggerall = (Var(59) = 1 & Life < 200) || (Var(59) = 2 & Life < 333) || (Var(59) = 2 & Random <= 150) || Var(59) >= 3
trigger1 = StateNo = 265 & MoveContact
v = 53
value = 9

[State -1, VarSet]
type = VarSet
triggerall = Var(53) = 9
trigger1 = P2MoveType != H
trigger2 = P2StateType != A
trigger3 = MoveType = H
trigger4 = StateNo = 210 & Anim = 210 & Time > 30 & MoveContact = 0
trigger5 = StateNo = 210 & Anim = 211 & Time > 20 & MoveContact = 0
v = 53
value = 0

;九轉七
[State -1, VarSet]
type = VarSet
triggerall = Var(53) = 9
triggerall = StateNo = 1100 & MoveContact
trigger1 = Var(56) = 70
v = 53
value = 7

;黑岩十式
[State -1, VarSet]
type = VarSet
triggerall = AILeveL > 0
trigger1 = StateNo = 750 & PrevStateNo = [1100,1199]
trigger1 = P2MoveType = H & P2StateNo != [120,153] 
trigger2 = StateNo = 750 & PrevStateNo = 255 & P2MoveType = H & P2StateNo != [120,153]
trigger2 = (((Facing = 1 & TeamSide = 1) || (Facing = -1 & TeamSide = 2)) & Helper(9180),Var(0) >= -685) || (((Facing = -1 & TeamSide = 1) || (Facing = 1 & TeamSide = 2)) & Helper(9185),Var(0) <= 685) ;版邊
v = 53
value = 10

[State -1, VarSet]
type = VarSet
triggerall = Var(53) = 10
trigger1 = P2MoveType != H
trigger2 = P2StateType != A
trigger3 = MoveType = H
trigger4 = StateNo = 1020
v = 53
value = 0

;十轉七
[State -1, VarSet]
type = VarSet
triggerall = Var(53) = 10
trigger1 = Var(56) = 40
v = 53
value = 7

;黑岩十一式
[State -1, VarSet]
type = VarSet
triggerall = AILeveL > 0 & roundstate = 2 
trigger1 = var(12) >= 1000 & Var(13) = 0
trigger1 = (stateno = [200, 1999]) && stateno != 800 && stateno != 810 && MoveGuarded & P2StateType != A & P2StateType != L & P2StateNo = [120,153] 
trigger2 = Var(13) = 1 & Var(53) = 0
trigger2 = (stateno = [200, 299]) && stateno != 800 && stateno != 810 && MoveGuarded & P2StateType != A & P2StateType != L & P2StateNo = [120,153] 
v = 53
value = 21

[State -1, VarSet]
type = VarSet
triggerall = Var(53) = 21
trigger1 = P2MoveType = A
trigger2 = P2StateType != S & P2StateType != C
trigger3 = MoveType = H
trigger4 = StateNo = 2000
trigger5 = StateNo = 800
trigger6 = P2BodyDist X >= 1000
trigger7 = P2StateNo < 120
trigger8 = StateNo != 285 & MoveHit
v = 53
value = 0

;十一轉四
[State -1, VarSet]
type = VarSet
triggerall = Var(53) = 21
trigger1 = StateNo = 285 & MoveHit
v = 53
value = 4

;黑岩十二式
[State -1, VarSet]
type = VarSet
triggerall = Var(53) = 0
trigger1 = P2StateType = A & P2MoveType = H & StateNo = 285 & MoveHit
v = 53
value = 22

[State -1, VarSet]
type = VarSet
triggerall = Var(53) = 22
trigger1 = P2StateType != A
trigger2 = P2MoveType != H
trigger3 = StateNo >= 1000
v = 53
value = 0

;十二轉二
[State -1, VarSet]
type = VarSet
triggerall = Var(53) = 22
trigger1 = StateNo = 265 & MoveHit
v = 53
value = 2
;十二轉七
[State -1, VarSet]
type = VarSet
triggerall = Var(53) = 22
trigger1 = StateNo = 210 & Anim = 211 & MoveHit
trigger1 = (((Facing = 1 & TeamSide = 1) || (Facing = -1 & TeamSide = 2)) & Helper(9180),Var(0) >= -685) || (((Facing = -1 & TeamSide = 1) || (Facing = 1 & TeamSide = 2)) & Helper(9185),Var(0) <= 685) ;版邊
v = 53
value = 7

;普通平推
[State -1, VarSet]
type = VarSet
triggerall = AILeveL > 0 & Var(53) = 0
trigger1 = StateNo = 215 & Anim = 216 & MoveContact
trigger1 = (P2StateType = S || P2StateType = C)
v = 53
value = 11

[State -1, VarSet]
type = VarSet
triggerall = Var(53) = 11
trigger1 = P2MoveType != H
trigger2 = P2StateType != S & P2StateType != C
trigger3 = MoveType = H
trigger4 = StateNo = 215 & Anim = 215
v = 53
value = 0

;接空壓
[State -1, VarSet]
type = VarSet
triggerall = AILeveL > 0 & Var(53) = 0
trigger1 = StateNo = 650 & P2StateNo < 200
trigger1 = (P2StateType = S || P2StateType = C)
v = 53
value = 12

[State -1, VarSet]
type = VarSet
triggerall = Var(53) = 12
trigger1 = P2MoveType = H & StateNo != [120,154]
trigger2 = MoveType = H
trigger3 = StateNo != 650 & StateType != A
v = 53
value = 0

;普通落地連
[State -1, VarSet]
type = VarSet
triggerall = AILeveL > 0 & (Var(53) = 0 || PrevStateNo = 702)
trigger1 = StateNo = 285 & MoveHit
trigger1 = (P2StateType = S || P2StateType = C)
v = 53
value = 13

[State -1, VarSet]
type = VarSet
triggerall = Var(53) = 13
trigger1 = MoveType = A & StateType != A
trigger2 = MoveType = H
trigger3 = P2StateType = A
v = 53
value = 0

;地板動作
[State -1, VarSet]
type = VarSet
triggerall = AILeveL > 0 & Var(53) = 0 & (Var(59) >= 2 || (Var(59) = 1 & Life < 200))
triggerall = EnemyNear(Var(55)),Alive & EnemyNear(Var(55)),IsHelper = 0
triggerall = P2BodyDist X <= 600
triggerall = !(Helper(9190),Var(29) > 0 & Helper(9190),Var(29)%17 = 0)
trigger1 = P2StateNo =  [5101,5119]
trigger2 = P2StateNo =  [5200,5219]
trigger3 = EnemyNear(Var(55)),PrevStateNo =  [5101,5119]
trigger3 = P2StateNo !=  [5101,5219]
v = 53
value = 15

[State -1, VarSet]
type = VarSet
triggerall = Var(53) = 15
trigger1 = StateNo != 50 & StateNo != 650 & StateNo != 285 & StateNo != 800
trigger1 = P2StateNo != 5120 & P2StateNo !=  [5200,5219]
trigger1 = P2StateType != L & EnemyNear(Var(55)),PrevStateNo !=  [5101,5119]
trigger2 = MoveType = H
trigger3 = P2MoveType = A
v = 53
value = 0

;轉13
[State -1, VarSet]
type = VarSet
triggerall = Var(53) = 15
trigger1 = StateNo = 285 & MoveHit
v = 53
value = 13

;暈眩連
[State -1, VarSet]
type = VarSet
triggerall = AILeveL > 0 & (Var(53) = 0 || Var(59) = 15)
trigger1 = P2StateNo = 5300
trigger1 = (P2StateType = S || P2StateType = C)
trigger2 = Helper(9190),FVar(16) = 0
trigger2 = P2MoveType != A & EnemyNear(Var(55)),Anim = 5300
trigger2 = (P2StateType = S || P2StateType = C)
v = 53
value = 16

[State -1, VarSet]
type = VarSet
triggerall = Var(53) = 16
trigger1 = MoveContact
trigger2 = P2StateNo != 5300 & EnemyNear(Var(55)),Anim != 5300
v = 53
value = 0

;升龍
[State -1, VarSet]
type = VarSet
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & Var(53) = 0
triggerall = P2StateNo > 200 & P2MoveType = A
triggerall = P2StateType = A & EnemyNear(Var(55)),Vel Y < 0 & EnemyNear(Var(55)),Vel X > 0  & EnemyNear(Var(55)),Ctrl = 0
trigger1 = StateNo = [150,153]
trigger2 = StateNo = [700,702]
trigger3 = StateNo = 1100 & MoveContact = 0 & Time > 19
v = 53
value = 17

[State -1, VarSet]
type = VarSet
triggerall = Var(53) = 17
trigger1 = MoveContact
trigger2 = EnemyNear(Var(55)),Time < 2 & EnemyNear(Var(55)),Vel Y = 0
trigger3 = P2StateNo < 200
trigger4 = EnemyNear(Var(55)),Ctrl = 1
trigger5 = EnemyNear(Var(55)),Vel Y > 0 & EnemyNear(Var(55)),Time < Time
v = 53
value = 0

;轉接四式
[State -1, VarSet]
type = VarSet
triggerall = Var(53) = 15
trigger1 = StateNo = 285 & MoveHit & P2MoveType = H
v = 53
value = 15

;;;;;;;;;;;;記分板
;歸零
[State -2, VarSet]
type = VarSet
triggerall = Var(59) >= 1 & StateNo != 195 & (StateNo != [120, 155])
triggerall = Var(56) != 120 & Var(56) != 130 & Var(56) != 131
trigger1 = Var(56) > 0 & EnemyNear(Var(55)),MoveType != H & EnemyNear(Var(55)),StateNo != 5120 & EnemyNear(Var(55)),StateNo != 5300
trigger2 = Var(56) >= 100
trigger3 = Var(53) = 0 & Var(56) != [1,12]
v = 56
value = 0

;起身
[State 9185]
type = VarSet
trigger1 = Var(53) = 0
trigger1 = StateNo = 5120
v = 56
value = 12
ignorehitpause = 1

[State 9185]
type = VarAdd
trigger1 = Var(53) = 0
trigger1 = StateType != L & Var(56) = [1,12]
v = 56
value = -1
ignorehitpause = 1

;防禦檢測

[State -2, VarSet]
type = VarSet
triggerall = Var(56) = 120 || Var(56) = 130 || Var(56) = 131
trigger1 = MoveType = A
trigger2 = StateNo != [120, 155]
trigger2 = PrevStateNo != [120, 155]
trigger3 = StateNo = [0,105]
v = 56
value = 0

[State -2, VarSet]
type = VarSet
trigger1 = StateType = A & StateNo = [120, 155]
v = 56
value = 120

[State -2, VarSet]
type = VarSet
triggerall = MoveType = H 
triggerall = (StateType = S & StateNo = [120,153]) || (PrevStateNo = [120,153]) 
trigger1 = Anim = 130
trigger2 = Anim = 140
trigger3 = Anim = 150
v = 56
value = 130

[State -2, VarSet]
type = VarSet
triggerall = MoveType = H
triggerall = (StateType = C & StateNo = [120,153]) || (PrevStateNo = [120,153])  
trigger1 = Anim = 131
trigger2 = Anim = 141
trigger3 = Anim = 151
v = 56
value = 131

;黑岩一式

[State -2, VarSet]
type = VarSet
triggerall = Var(53) = 1 & Power >= 500 & var(10) < 1000
trigger1 = P2BodyDist X >= 280 & ((StateNo = 1300 & Var(56) != 10) || StateNo = 1310)
v = 56
value = 20

[State -2, VarSet]
type = VarSet
triggerall = Var(53) = 1 & Var(56) != 10 & Var(56) != 20 & Power >= 500
trigger1 = P2BodyDist X >= 230
v = 56
value = 13

[State -2, VarSet]
type = VarSet
triggerall = Var(53) = 1 
trigger1 = P2BodyDist X < 280 & StateNo != 200 & StateNo != 205 & Var(56) != 10 
trigger2 = StateNo = 1310 & Var(56) = 10 
v = 56
value = 0

;黑岩五式

[State -2, VarSet]
type = VarSet
triggerall = Var(53) = 5 & Var(56) != 10 & Var(56) != 20 & var(10) < 1000
trigger1 = StateNo = 1000 & Anim = 1001 & Time = 2
v = 56
value = 10

[State -2, VarSet]
type = VarSet
triggerall = Var(53) = 5 & Var(56) = 10  & var(10) < 1000
trigger1 = StateNo = 1000 & Anim = 1001 & Time = 2
v = 56
value = 20

[State -2, VarSet]
type = VarSet
triggerall = Var(53) = 5 & Power >= 500 & var(10) < 1000
trigger1 = StateNo = 1000 & Anim = 1000 & Time = 2
v = 56
value = 30

;黑岩七式

[State -2, VarSet]
type = VarSet
triggerall = Var(53) = 7 & (Var(56) = [70,90])
trigger1 = StateNo = 1230 & MoveHit & AnimTime <= -1 & P2StateType = A & P2MoveType = H
trigger1 = EnemyNear(Var(55)),BackEdgeBodyDist < 80 & P2BodyDist X <= 300
trigger2 = StateNo = 1230 & MoveHit & AnimTime <= -1 & P2StateType = A & P2MoveType = H
trigger2 = FrontEdgeBodyDist < 40 & P2BodyDist X <= 0
v = 56
value = 0

[State -2, VarSet]
type = VarSet
triggerall = Var(53) = 7
trigger1 = StateNo = 1100 & Var(56) = 1
v = 56
value = 41

[State -2, VarSet]
type = VarSet
triggerall = Var(53) = 7
trigger1 = StateNo = 1100 & Var(56) != 1 & Var(56) != 41 & Var(56) != 50 & Var(56) != 60 & Var(56) != 70
v = 56
value = 40

[State -2, VarSet]
type = VarSet
triggerall = Var(53) = 7 & Var(56) = 40
triggerall = (Var(59) = 1 & Life < 200) || (Var(59) = 2 & Life < 333) || (Var(59) = 2 & Random <= 150) || Var(59) >= 3
triggerall = EnemyNear(Var(55)),BackEdgeBodyDist < 80
trigger1 = StateNo = 210 & Anim = 210
trigger2 = StateNo = 205
v = 56
value = 1 ;開課囉

[State -2, VarSet]
type = VarSet
triggerall = Var(53) = 7 & Var(56) = 40
triggerall = (Var(59) = 1 & Life < 200) || (Var(59) = 2 & Life < 333) || (Var(59) = 2 & Random <= 150) || Var(59) >= 3
triggerall = EnemyNear(Var(55)),BackEdgeBodyDist < 80
trigger1 = StateNo = 210 & Anim = 211
trigger2 = StateNo = 240
v = 56
value = 0 ;開課囉

[State -2, VarSet]
type = VarSet
triggerall = Var(53) = 7 & Var(56) = 40
triggerall = !(EnemyNear(Var(55)),BackEdgeBodyDist < 80 & ((Var(59) = 1 & Life < 200) || (Var(59) = 2 & Life < 333) || (Var(59) = 2 & Random <= 150) || Var(59) >= 3))
triggerall = PrevStateNo != 1000
trigger1 = StateNo = 210
trigger2 = StateNo = 240
trigger3 = StateNo = 205
v = 56
value = 50

[State -2, VarSet]
type = VarSet
triggerall = Var(53) = 7 & Var(56) = 50
triggerall = EnemyNear(Var(55)),BackEdgeBodyDist < 80
trigger1 = StateNo = 1000
v = 56
value = 40

[State -2, VarSet]
type = VarSet
triggerall = Var(53) = 7 & Var(56) = 50
trigger1 = StateNo = 285
trigger2 = StateNo = 270
v = 56
value = 60

[State -2, VarSet]
type = VarSet
triggerall = Var(53) = 7
trigger1 = StateNo = 1100 & Var(56) = 60
v = 56
value = 70

[State -2, VarSet]
type = VarSet
triggerall = Var(53) = 7 & Var(56) = 60
trigger1 = StateNo = 205
v = 56
value = 100

[State -2, VarSet]
type = VarSet
triggerall = Var(53) = 7 & Var(56) = 70 & Power >= 500
trigger1 = StateNo = 1230 & Time = 3
v = 56
value = 80

[State -2, VarSet]
type = VarSet
triggerall = Var(53) = 7 & Var(56) = 80 & Power >= 500
trigger1 = StateNo = 1230 & Time = 2
v = 56
value = 90

[State -2, VarSet]
type = VarSet
triggerall = Var(53) = 7
triggerall = !(EnemyNear(Var(55)),BackEdgeBodyDist < 80 & P2BodyDist X <= 500)
trigger1 = StateNo = 1230 & Var(56) = 90 
trigger2 = StateNo = 1230 & Power < 500 & Var(56) = [70,90]
trigger3 = StateNo = 1000 & Var(56) = 70
v = 56
value = 100

[State -2, VarSet]
type = VarSet
triggerall = Var(53) = 7
trigger1 = StateNo = 1025
v = 56
value = 100

;黑岩八式
[State -2, VarSet]
type = VarSet
triggerall = Var(53) = 8
trigger1 = StateNo = 1100
v = 56
value = 50

;黑岩九式
[State -2, VarSet]
type = VarSet
triggerall = Var(53) = 9
trigger1 = StateNo = 1100 & BackEdgeBodyDist <= 80
v = 56
value = 70

[State -2, VarSet]
type = VarSet
triggerall = Var(53) = 9
trigger1 = StateNo = 1100 & EnemyNear(Var(55)),BackEdgeBodyDist <= 80
v = 56
value = 50

[State -2, VarSet]
type = VarSet
triggerall = Var(53) = 9 & Var(56) = 50
trigger1 = StateNo = 210 & Anim = 210 & MoveContact
trigger1 = FrontEdgeBodyDist <= 120
trigger2 = StateNo = 240 & MoveContact
trigger3 = StateNo = 205 & MoveContact
trigger3 = FrontEdgeBodyDist <= 120
v = 56
value = 0

[State -2, VarSet]
type = VarSet
triggerall = Var(53) = 9 & Var(56) = 50
trigger1 = StateNo = 210 & Anim = 211 & MoveContact
v = 56
value = 1

[State -2, VarSet]
type = VarSet
triggerall = Var(53) = 9
trigger1 = StateNo = 1000
v = 56
value = 2

[State -2, VarSet]
type = VarSet
triggerall = Var(53) = 9
trigger1 = StateNo = 205 & MoveContact
trigger2 = StateNo = 230 & MoveContact
v = 56
value = 60

[State -2, VarSet]
type = VarSet
triggerall = Var(53) = 9 & Var(56) = 50
trigger1 = StateNo = 210 & Anim = 210 & MoveContact
trigger2 = StateNo = 210 & Anim = 211 & MoveContact
trigger2 = FrontEdgeBodyDist > 120
trigger3 = StateNo = 240 & MoveContact
trigger4 = StateNo = 205 & MoveContact
trigger4 = FrontEdgeBodyDist <= 120
v = 56
value = 60

[State -2, VarSet]
type = VarSet
triggerall = Var(53) = 9 & Var(56) = 60
trigger1 = StateNo = 265 & MoveContact
v = 56
value = 0

;黑岩十式
[State -2, VarSet]
type = VarSet
triggerall = Var(53) = 10 & Var(56) = 0
trigger1 = StateNo = 650
v = 56
value = 10

[State -2, VarSet]
type = VarSet
triggerall = Var(53) = 10
trigger1 = StateNo = 750 & PrevStateNo = 255
v = 56
value = 5

[State -2, VarSet]
type = VarSet
triggerall = Var(53) = 10 & Var(56) = 10
trigger1 = StateNo = 210 & Anim = 211
trigger2 = StateNo = 240
v = 56
value = 20

[State -2, VarSet]
type = VarSet
triggerall = Var(53) = 10
trigger1 = StateNo = 210 & Anim = 210
trigger2 = StateNo = 205 & Anim = 205
v = 56
value = 1

[State -2, VarSet]
type = VarSet
triggerall = Var(53) = 10 & Var(56) = 1
trigger1 = StateNo = 650
v = 56
value = 11

[State -2, VarSet]
type = VarSet
triggerall = Var(53) = 10 & Var(56) = 11
trigger1 = StateNo = 270
v = 56
value = 10

[State -2, VarSet]
type = VarSet
triggerall = Var(53) = 10 & Var(56) != 1
trigger1 = StateNo = 1100
v = 56
value = 40

;黑岩十一式
[State -2, VarSet]
type = VarSet
triggerall = Var(53) = 21
trigger1 = Var(12) < 100 & Var(13) = 1
v = 56
value = 40

;脫離
[State -2, VarSet]
type = VarSet
triggerall = Var(53) = 14 
trigger1 = (StateNo = [140, 153]) || (StateNo = [700,702])
trigger2 = EnemyNear(Var(55)),MoveGuarded
trigger3 = EnemyNear(Var(55)),Vel Y > 0 & P2StateType = A
v = 56
value = 20

[State -2, VarSet]
type = VarSet
triggerall = Var(53) = 14
trigger1 = MoveContact
trigger2 = P2StateNo < 200
trigger3 = MoveType = H 
trigger3 = (StateNo != [120,154]) || (StateNo = [700,702])
v = 56
value = 100

;地板動作
[State -2, VarSet]
type = VarSet
triggerall = Var(53) = 15 & Random <= 1000-750*(AILevel = 0)
trigger1 = (Helper(9190),Var(29) > 0 & Helper(9190),Var(29)%13 = 0)
v = 56
value = 20

;升龍
[State -2, VarSet]
type = VarSet
triggerall = Var(53) = 17
triggerall = (StateNo != [120,153]) & (StateNo != [700,702])
trigger1 = PrevStateNo = [700,702]
trigger2 = PrevStateNo = [120,153]
v = 56
value = 20


;Combo

;----------------------------------------------------------------------------------------------------
;避免var(15)跑掉

[State 1200, Strength]
type = varset
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & StateNo != 1000
triggerall = roundstate = 2 & var(10)<1000
trigger1 = stateno = 227 & MoveHit & P2StateType = A
trigger2 = stateno = 240 & MoveHit & P2StateType = A & EnemyNear(Var(55)),HitFall = 1
var(15) = 2

[State -1, 1000]
type = changestate
value = ifelse(statetype = A,1020,1000)
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A
triggerall = roundstate = 2 & var(10)<1000 & Var(15) = 2
trigger1 = stateno = 227 & MoveHit & P2StateType = A & P2BodyDist X >= 800
trigger2 = stateno = 227 & MoveHit & P2StateType = A & P2BodyDist X <= 620 & Time >= 37+4*IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*(EnemyNear(Var(55)),BackEdgeBodyDist < 40)
trigger3 = stateno = 227 & MoveHit & P2StateType = A &(P2BodyDist X = [620,730]) & Time >= 33+4*IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*(EnemyNear(Var(55)),BackEdgeBodyDist < 40)
trigger4 = stateno = 227 & MoveHit & P2StateType = A & (P2BodyDist X = [731,799]) & Time >= 28+4*IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*(EnemyNear(Var(55)),BackEdgeBodyDist < 40)
trigger5 = stateno = 240 & MoveHit & P2StateType = A & EnemyNear(Var(55)),HitFall = 1 & Var(53) != 9 & Var(53) != 7 & BackEdgeBodyDist > 40
trigger6 = stateno = 240 & MoveHit & P2StateType = A & EnemyNear(Var(55)),HitFall = 1 & P2BodyDist X <= 0 & BackEdgeBodyDist > 40

;----------------------------------------------------------------------------------------------------
;Vtrigger代入
[State -1, 750]
type = changestate
value = 750
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & MoveType != H
triggerall = roundstate = 2 && var(12) >= 1000
triggerall = P2MoveType = H & P2StateType != A & P2StateType != L & P2BodyDist X <= 400
trigger1 = (StateNo = [200, 299]) & MoveHit = 1 & StateNo != 200 & StateNo != 201 & StateNo != 230 & StateNo != 215 & StateNo != 216 & StateNo != 245
trigger2 = (stateno = [1300,1310]) & MoveHit = 1

[State -1, 750]
type = changestate
value = 750
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & MoveType != H & Var(59) >= 2
triggerall = roundstate = 2 && var(12) >= 1000
triggerall = P2MoveType = H & P2StateType = A & P2BodyDist X <= 500
trigger1 = StateNo = 255 & MoveHit
trigger1 = (((Facing = 1 & TeamSide = 1) || (Facing = -1 & TeamSide = 2)) & Helper(9180),Var(0) >= -685) || (((Facing = -1 & TeamSide = 1) || (Facing = 1 & TeamSide = 2)) & Helper(9185),Var(0) <= 685) ;版邊

[State -1, 750]
type = changestate
value = 750
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & MoveType != H
triggerall = roundstate = 2 && var(12) >= 1000
triggerall = P2MoveType = A & Power >= 1500 & Helper(9190),Var(30) > 0
triggerall = !(P2StateType = A & P2BodyDist X <= 333) & !(P2BodyDist X < 280 & P2StateType != C)
trigger1 = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131)

[State -1, 750]
type = changestate
value = 750
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & MoveType != H
triggerall = roundstate = 2 && var(12) >= 1000
trigger1 = Helper(9190),Var(30) != 0
trigger1 = (stateno = [1100,1199]) & MoveHit
trigger2 = Helper(9190),Var(30) != 0
trigger2 = (stateno = [1100,1199]) & MoveGuarded

[State -1, SUPER_CANNON]
type = changestate
value = 750
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 && var(12)>=1000
triggerall = (Var(59) = 1 & EnemyNear(Var(55)),Alive & EnemyNear(Var(55)),Life < 450) || (Var(59) = 1 & Life < 200) || Var(59) >= 2 || Helper(9190),Var(37) = -1
triggerall = power >= 1500 && roundstate = 2 && statetype != A & P2BodyDist Y >= -300 & EnemyNear(Var(55)),IsHelper = 0
triggerall = EnemyNear(Var(55)),ctrl = 0 & P2StateType != L 
triggerall = (PrevStateNo != [700,702]) || ((PrevStateNo = [700,702]) & EnemyNear(Var(55)),AnimTime = [-6,-2])
triggerall = P2MoveType = A || Helper(9190),Fvar(19) = 1 || (P2MoveType != H & P2StateNo != 5120 & EnemyNear(Var(55)),PrevStateNo = [5000,5199])
triggerall = !(P2StateType = A & P2BodyDist X <= 333) & !(P2BodyDist X < 280 & P2StateType != C)
trigger1 = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) & StateNo <= 199

;----------------------------------------------------------------------------------------------------
;霸體
[State -1, 650]
type = changestate
value = 650
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0
triggerall = statetype != A
trigger1 = (stateno = [200, 255]) && stateno != 207 && stateno != 222 && stateno != 255 && stateno != 227 & MoveHit & P2MoveType = A

[State -1, 650]
type = changestate
value = 750
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0
triggerall = statetype != A & var(12) >= 1000
trigger1 = stateno = 207 & MoveHit & P2MoveType = A
trigger2 = stateno = 222 & MoveHit & P2MoveType = A
trigger3 = stateno = 255 & MoveHit & P2MoveType = A
trigger4 = stateno = 227 & MoveHit & P2MoveType = A

;脫離

[State -1]
type = ChangeState
value = 750
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & Var(12) >= 1000
triggerall = NumHelper(9190) > 0 
triggerall = EnemyNear(Var(55)),MoveType = A & ((EnemyNear(Var(55)),PrevStateNo = [5000,5999]) & (EnemyNear(Var(55)),PrevStateNo != [5120,5121]) || EnemyNear(Var(55)),PrevStateNo = P2StateNo) & EnemyNear(Var(55)),StateType != L
triggerall = (Helper(9180),Var(31) = 0 || Helper(9180),Var(31) = 5)
triggerall = Helper(9190),FVar(16) = 0
trigger1 = 0
trigger2 = (stateno = [200,1999]) && stateno != 800 && stateno != 810 && MoveHit
trigger3 = (stateno = [1000,1025]) && time >=20 & P2BodyDist X <= Helper(9190),Fvar(12)

[State -1]
type = ChangeState
value = 750
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & Var(12) >= 1000
triggerall = EnemyNear(Var(55)),MoveType = A & (EnemyNear(Var(55)),PrevStateNo = [150,153]) & EnemyNear(Var(55)),StateType != L
triggerall = (Helper(9180),Var(31) = 0 || Helper(9180),Var(31) = 5)
triggerall = Helper(9190),FVar(16) = 0
trigger1 = 0
trigger2 = (stateno = [200, 1999]) && stateno != 800 && stateno != 810 && MoveGuarded
trigger3 = (stateno = [1000, 1025]) && time >=20 & P2BodyDist X <= Helper(9190),Fvar(12)

[State -1]
type = ChangeState
value = IfElse(Power>=500,1140,1100)
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & StateType != A & IsHelper = 0 & Var(12) < 1000
triggerall = NumHelper(9190) > 0 & P2StateType != A
triggerall = EnemyNear(Var(55)),MoveType = A & ((EnemyNear(Var(55)),PrevStateNo = [5000,5999]) & (EnemyNear(Var(55)),PrevStateNo != [5120,5121]) || EnemyNear(Var(55)),PrevStateNo = P2StateNo) & EnemyNear(Var(55)),StateType != L
triggerall = (Helper(9180),Var(31) = 0 || Helper(9180),Var(31) = 5)
triggerall = Helper(9190),FVar(16) = 0
trigger1 = 0
trigger2 = (stateno = [200, 255]) && stateno != 207 && stateno != 222 && stateno != 255 && stateno != 227 && MoveHit
trigger3 = (stateno = 200 || stateno = 205 || stateno = 230 || stateno = 245) && time >= 8

[State -1]
type = ChangeState
value = 650
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & StateType != A & IsHelper = 0 & Var(12) < 1000
triggerall = NumHelper(9190) > 0 & P2StateType = A
triggerall = EnemyNear(Var(55)),MoveType = A & ((EnemyNear(Var(55)),PrevStateNo = [5000,5999]) & (EnemyNear(Var(55)),PrevStateNo != [5120,5121]) || EnemyNear(Var(55)),PrevStateNo = P2StateNo) & EnemyNear(Var(55)),StateType != L
triggerall = (Helper(9180),Var(31) = 0 || Helper(9180),Var(31) = 5)
triggerall = Helper(9190),FVar(16) = 0
trigger1 = 0
trigger2 = (stateno = [200, 255]) && stateno != 207 && stateno != 222 && stateno != 255 && stateno != 227 && MoveHit
trigger3 = (stateno = 200 || stateno = 205 || stateno = 230 || stateno = 245) && time >= 8

[State -1, 650]
type = changestate
value = 650
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & StateType != A & IsHelper = 0 & Var(12) >= 1000
triggerall = EnemyNear(Var(55)),MoveType = A & (EnemyNear(Var(55)),PrevStateNo = [150,153]) & EnemyNear(Var(55)),StateType != L
triggerall = (Helper(9180),Var(31) = 0 || Helper(9180),Var(31) = 5)
triggerall = Helper(9190),FVar(16) = 0
trigger1 = 0
trigger2 = (stateno = [200, 255]) && stateno != 207 && stateno != 222 && stateno != 255 && stateno != 227 && MoveGuarded
trigger3 = (stateno = 200 || stateno = 205 || stateno = 230 || stateno = 245) && time >= 8

;----------------------------------------------------------------------------------------------------
;設置壓起身
[State -1, 700]
type = hitoverride
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & StateType != A & (Var(59) = 1 & Life >= 200)
triggerall = Helper(9190),FVar(16) = 0 & P2StateType != C
triggerall = InGuardDist || (P2BodyDist X < 0 && P2MoveType = A) || (P2MoveType = A & Var(54) != [800,1060]) || Helper(9190),FVar(19) = 1
triggerall = Helper(9190),FVar(18) = 2 || (Helper(9190),FVar(18) = 1 & P2MoveType = A) || Helper(9190),FVar(20) = 1 || Helper(9190),FVar(20) = -1
triggerall = PlayerIDExist(Var(45)) || PlayerIDExist(Var(44)) || PlayerIDExist(Var(43)) || (Helper(9190),FVar(18) = 1 & P2MoveType = A)
trigger1 = (StateNo != [200,649]) & (StateNo != [1000,2000])
trigger1 = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) || ((stateno = [700, 702]) & !(StateNo = [130,131])) || stateno = 5120 || stateno = 52  || stateno = 650
trigger2 = (stateno = [6150,6153])
trigger3 = (stateno = [150,153])
attr = SA, AA, AP
stateno = 700
slot = 0
time = 8

[State -1, 701]
type = hitoverride
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & StateType != A & (Var(59) = 1 & Life >= 200)
triggerall = Helper(9190),FVar(16) = 0 & P2StateType = C
triggerall = InGuardDist || (P2BodyDist X < 0 && P2MoveType = A) || (P2MoveType = A & Var(54) != [800,1060]) || Helper(9190),FVar(19) = 1
triggerall = Helper(9190),FVar(18) = 2 || (Helper(9190),FVar(18) = 1 & P2MoveType = A) || Helper(9190),FVar(20) = 1 || Helper(9190),FVar(20) = -1
triggerall = PlayerIDExist(Var(45)) || PlayerIDExist(Var(44)) || PlayerIDExist(Var(43)) || (Helper(9190),FVar(18) = 1 & P2MoveType = A)
trigger1 = (StateNo != [200,649]) & (StateNo != [1000,2000])
trigger1 = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) || ((stateno = [700, 702]) & !(StateNo = [130,131])) || stateno = 5120 || stateno = 52  || stateno = 650
trigger2 = (stateno = [6150,6153])
trigger3 = (stateno = [150,153])
attr = C, AA, AP
stateno = 701
slot = 0
time = 8

[State -1, 702]
type = hitoverride
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & StateType = A
triggerall = Helper(9190),FVar(16) = 0 & P2StateType != C
triggerall = InGuardDist || (P2BodyDist X < 0 && P2MoveType = A) || (P2MoveType = A & Var(54) != [800,1060]) || Helper(9190),FVar(19) = 1
triggerall = Helper(9190),FVar(18) = 2 || (Helper(9190),FVar(18) = 1 & P2MoveType = A) || Helper(9190),FVar(20) = 1 || Helper(9190),FVar(20) = -1
triggerall = PlayerIDExist(Var(45)) || PlayerIDExist(Var(44)) || PlayerIDExist(Var(43)) || (Helper(9190),FVar(18) = 1 & P2MoveType = A)
trigger1 = (StateNo != [200,649]) & (StateNo != [1000,2000])
trigger1 = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) || ((stateno = [700, 702]) & !(StateNo = [130,131])) || stateno = 5120 || stateno = 52  || stateno = 650
trigger2 = (stateno = [6150,6153])
trigger3 = (stateno = [150,153])
attr = SA, AA, AP
stateno = 702
forceair = 1
slot = 0
time = 8

;San_Blocking
[State -1, 700]
type = hitoverride
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & (Var(59) >= 2 || (Var(59) = 1 & Life < 200))
triggerall = Helper(9190),FVar(16) = 0
triggerall = InGuardDist || (P2BodyDist X < 0 && P2MoveType = A) || (P2MoveType = A & Var(54) != [800,1060]) || Helper(9190),FVar(19) = 1
triggerall = Helper(9190),FVar(18) = 2 || (Helper(9190),FVar(18) = 1 & P2MoveType = A) || Helper(9190),FVar(20) = 1 || Helper(9190),FVar(20) = -1
triggerall = PlayerIDExist(Var(45)) || PlayerIDExist(Var(44)) || PlayerIDExist(Var(43)) || (Helper(9190),FVar(18) = 1 & P2MoveType = A)
trigger1 = (StateNo != [200,649]) & (StateNo != [1000,2000])
trigger1 = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) || ((stateno = [700, 702]) & !(StateNo = [130,131])) || stateno = 5120 || stateno = 52  || stateno = 650
trigger2 = (stateno = [6150,6153])
trigger3 = (stateno = [150,153])
attr = SCA, AA, AP
stateno = 700
slot = 0
time = 8

;大草原不可避
[State -1, SUPER_CANNON]
type = changestate
value = 2000
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 && var(10)<1000 & RoundState = 2 & Var(59) > 0
triggerall = Power >= 1500 && roundstate = 2 && statetype != A & EnemyNear(Var(55)),IsHelper = 0
triggerall = PrevStateNo = 5900 || PrevStateNo = [190,199] 
trigger1 = Ctrl

;外道砲
[State -1, SUPER_CANNON]
type = changestate
value = 2000
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 && var(10)<1000
triggerall = power >= 1500 && roundstate = 2 && statetype != A & P2BodyDist Y >= -300 & EnemyNear(Var(55)),IsHelper = 0
triggerall = P2StateType = A & P2MoveType = H 
trigger1 = NumHelper(2005) > 0
trigger2 = NumHelper(2006) > 0

[State -1, SUPER_CANNON]
type = changestate
value = 2000
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 && var(10)<1000
triggerall = EnemyNear(Var(55)),Alive & EnemyNear(Var(55)),Life < 300+100*Var(13)=1
triggerall = power >= 1500 && roundstate = 2 && statetype != A & P2BodyDist Y >= -300 & EnemyNear(Var(55)),IsHelper = 0
triggerall = P2StateType != L 
trigger1 = (stateno = [1300, 1399]) && MoveHit

[State -1, SUPER_CANNON]
type = changestate
value = 2000
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 && var(10)<1000
triggerall = (Var(59) = 1 & EnemyNear(Var(55)),Alive & EnemyNear(Var(55)),Life < 300) || (Var(59) = 1 & Life < 150) || Var(13) = 1 || Var(59) >= 2 || Helper(9190),Var(37) = -1
triggerall = power >= 1500 && roundstate = 2 && statetype != A & P2BodyDist Y >= -300 & EnemyNear(Var(55)),IsHelper = 0
triggerall = EnemyNear(Var(55)),ctrl = 0 & P2StateType != L 
triggerall = (PrevStateNo != [700,702]) || ((PrevStateNo = [700,702]) & EnemyNear(Var(55)),AnimTime = [-5,-1])
triggerall = P2MoveType = A || Helper(9190),Fvar(19) = 1 || (P2MoveType != H & P2StateNo != 5120 & EnemyNear(Var(55)),PrevStateNo = [5000,5199])
triggerall = !(P2StateType = A & P2BodyDist X <= 333 & StateNo != 225) & !(P2BodyDist X < 280 & P2StateType != C)
trigger1 = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) & StateNo <= 199
trigger2 = (stateno = [200, 255]) && stateno != 207 && stateno != 222 && stateno != 255 && movecontact
trigger3 = (stateno = 200 || stateno = 205 || stateno = 230 || stateno = 245) && time >= 8
trigger4 = (stateno = [1100, 1999]) && movecontact & (P2BodyDist X >= 380 || P2MoveType = A)
trigger5 = (stateno = [1000, 1025]) && time >= 8

[State -1, SUPER_CANNON]
type = changestate
value = 2000
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 && var(10)<1000 
triggerall = (Var(59) = 1 & EnemyNear(Var(55)),Alive & EnemyNear(Var(55)),Life < 300) || (Var(59) = 1 & Life < 150) || Var(13) = 1 || Var(59) >= 2 || Helper(9190),Var(37) = -1
triggerall = power >= 1500 && roundstate = 2 && statetype != A & P2BodyDist Y >= -300 & EnemyNear(Var(55)),IsHelper = 0
triggerall = Helper(9180),Var(31) = [1,4]
triggerall = Helper(9190),Fvar(15) = 0
triggerall = Helper(9190),Fvar(16) = 0
triggerall = (PrevStateNo = [700,702]) & P2StateNo >= 200 & EnemyNear(Var(55)),ctrl = 0 & P2StateType != L  & ((EnemyNear(Var(55)),AnimTime = [-5,-1]) || (Life < 300 & Var(59) >= 2))
triggerall = !(P2StateType = A & P2BodyDist X <= 333 & StateNo != 225) & !(P2BodyDist X < 280 & P2StateType != C)
trigger1 = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) & StateNo <= 199
trigger2 = (stateno = [200, 255]) && stateno != 207 && stateno != 222 && stateno != 255 && movecontact
trigger3 = (stateno = 200 || stateno = 205 || stateno = 230 || stateno = 245) && time >= 8
trigger4 = (stateno = [1100, 1999]) && movecontact & (P2BodyDist X >= 380 || P2MoveType = A)
trigger5 = (stateno = [1000, 1025]) && time >= 8
trigger6 = Helper(9190),Var(30) > 0 & EnemyNear(Var(55)),AnimTime = [-4,-1]

[State -1, SUPER_CANNON]
type = changestate
value = 2000
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 && var(10)<1000
triggerall = (Var(59) = 1 & EnemyNear(Var(55)),Alive & EnemyNear(Var(55)),Life < 300) || (Var(59) = 1 & Life < 150) || Var(13) = 1 || Var(59) >= 2 || Helper(9190),Var(37) = -1
triggerall = power >= 1500 && roundstate = 2 && statetype != A & P2BodyDist Y >= -300 & EnemyNear(Var(55)),IsHelper = 0
triggerall = Helper(9180),Var(31) = [1,4]
triggerall = Helper(9190),Fvar(15) = 0
triggerall = Helper(9190),Fvar(16) = 0
triggerall = P2StateType != L & EnemyNear(Var(55)),Life <= 100 & EnemyNear(Var(55)),Alive
triggerall = !(P2StateType = A & P2BodyDist X <= 333 & StateNo != 225) & !(P2BodyDist X < 280 & P2StateType != C)
trigger1 = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) & StateNo <= 199
trigger2 = (stateno = [200, 255]) && stateno != 207 && stateno != 222 && stateno != 255 && movecontact
trigger3 = (stateno = 200 || stateno = 205 || stateno = 230 || stateno = 245) && time >= 8
trigger4 = (stateno = [1100, 1999]) && movecontact & (P2BodyDist X >= 380 || P2MoveType = A)
trigger5 = (stateno = [1000, 1025]) && time >= 8

;防反

[State -1, 1100]
type = changestate
value = 1100
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A
triggerall = Helper(9190),Fvar(16) = 0 & P2StateType = A
triggerall = Random <= 1000-500*Helper(9190),FVar(15) = 1
triggerall = ((P2BodyDist X-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*15) = [50,450]) || (P2BodyDist X <= 450 & EnemyNear(Var(55)),BackEdgeBodyDist < 50)
trigger1 = (stateno = [200, 255]) && stateno != 207 && stateno != 222 && stateno != 255 && stateno != 227 && MoveGuarded & P2MoveType = A
trigger1 = EnemyNear(Var(55)),AnimTime <= -13

[State -1, 650]
type = changestate
value = 650
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0
triggerall = statetype != A
trigger1 = (stateno = [200, 255]) && stateno != 207 && stateno != 222 && stateno != 255 && stateno != 227 & MoveGuarded 
trigger1 = P2MoveType = A & EnemyNear(Var(55)),PrevStateNo = [150,153]

;釣反擊

[State -1, 1015]
type = changestate
value = ifelse(statetype = A,1025,1015)
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & StateType != A & P2StateType != A & P2StateType != L & Var(53) = 0
triggerall = (Helper(9190),FVar(16) = 1 || (Random <= 70 & Helper(9190),FVar(16) = 0 & P2StateNo > 200 & P2MoveType = I & EnemyNear(Var(55)),Time >= Time)) & Var(10) < 1000 & Power >= 500
trigger1 = (stateno = 200 || stateno = 230 || stateno = 245) && time >= 8 & MoveContact = 0 & P2BodyDist X = [250,700]
trigger2 = Ctrl || (StateNo = [1,39])
trigger2 = P2StateType != A & P2MoveType = I & P2StateNo != 40 & P2BodyDist X = [250,700]

[State -1, 1015]
type = changestate
value = ifelse(statetype = A,1010,1000)
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & StateType != A & P2StateType != A & P2StateType != L & Var(53) = 0
triggerall = (Helper(9190),FVar(16) = 1 || (Random <= 70 & Helper(9190),FVar(16) = 0 & P2StateNo > 200 & P2MoveType = I & EnemyNear(Var(55)),Time >= Time)) & Var(10) < 1000 & Power < 500
trigger1 = (stateno = 200 || stateno = 230 || stateno = 245) && time >= 8 & MoveContact = 0 & P2BodyDist X = [250,700]
trigger2 = Ctrl || (StateNo = [1,39])
trigger2 = P2StateType != A & P2MoveType = I & P2StateNo != 40 & P2BodyDist X = [250,700]

[State -1, 1015]
type = changestate
value = 800
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & StateType != A & P2StateType != A & P2StateType != L & Var(53) = 0
triggerall = (Helper(9190),FVar(16) = 1 || (Random <= 100 & Helper(9190),FVar(16) = 0 & P2StateNo > 200 & P2MoveType = I & EnemyNear(Var(55)),Time >= Time)) & Var(10) < 1000 & Power < 500 & EnemyNear(Var(55)),AnimTime <= -4
trigger1 = (stateno = 200 || stateno = 230 || stateno = 245) && time >= 8 & MoveContact = 0 & P2BodyDist X <= 250
trigger2 = Ctrl || (StateNo = [1,39])
trigger2 = P2StateType != A & P2MoveType = I & P2StateNo != 40 & P2BodyDist X <= 250

[State -1]
type = ChangeState
value = 200
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & StateType != A & P2StateType != L & Var(53) = 0
triggerall = Helper(9180),Var(31) = 0
triggerall = Helper(9190),FVar(14) = 0
triggerall = Helper(9190),FVar(15) = 0
triggerall = Helper(9190),FVar(16) = 0
triggerall = Helper(9190),FVar(18) = 0
triggerall = Helper(9190),FVar(19) = 0
triggerall = (Helper(9180),Var(40) > 0 & (Helper(9180),Var(40) != [5000,5999]) & (Helper(9180),Var(40) != [0,199])) || (Helper(9185),Var(40) > 0 & (Helper(9185),Var(40) != [5000,5999]) & (Helper(9185),Var(40) != [0,199]))
trigger1 = Ctrl || (StateNo = [1,39])
trigger1 = P2StateType != A & P2MoveType = I & P2StateNo != 40 & P2BodyDist X = [300,370]
trigger1 = Random = [200,300+100*(P2StateNo = [0,39])]

[State -1]
type = ChangeState
value = 200
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & StateType != A & P2StateType != L & Var(53) = 0
triggerall = Helper(9180),Var(31) = 0
triggerall = Helper(9190),FVar(14) = 0
triggerall = Helper(9190),FVar(15) = 0
triggerall = Helper(9190),FVar(16) = 0
triggerall = Helper(9190),FVar(18) = 0
triggerall = Helper(9190),FVar(19) = 0
trigger1 = (stateno = 200 || stateno = 230 || stateno = 245) && (time = [8,9]) & P2BodyDist X = [300,370]
trigger1 = P2StateType != A & P2MoveType = I & P2StateNo != 40
trigger1 = Random = [401,450+50*(P2StateNo = [0,39])]

[State -1]
type = ChangeState
value = 230
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & StateType != A & P2StateType != L & Var(53) = 0
triggerall = Helper(9180),Var(31) = 0
triggerall = Helper(9190),FVar(14) = 0
triggerall = Helper(9190),FVar(15) = 0
triggerall = Helper(9190),FVar(16) = 0
triggerall = Helper(9190),FVar(18) = 0
triggerall = Helper(9190),FVar(19) = 0
triggerall = (Helper(9180),Var(40) > 0 & (Helper(9180),Var(40) != [5000,5999]) & (Helper(9180),Var(40) != [0,199])) || (Helper(9185),Var(40) > 0 & (Helper(9185),Var(40) != [5000,5999]) & (Helper(9185),Var(40) != [0,199]))
trigger1 = Ctrl || (StateNo = [1,39])
trigger1 = P2StateType != A & P2MoveType = I & P2StateNo != 40 & P2BodyDist X = [290,370]
trigger1 = Random = [700,800+100*(P2StateNo = [0,39])]

[State -1]
type = ChangeState
value = 230
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & StateType != A & P2StateType != L & Var(53) = 0
triggerall = Helper(9180),Var(31) = 0
triggerall = Helper(9190),FVar(14) = 0
triggerall = Helper(9190),FVar(15) = 0
triggerall = Helper(9190),FVar(16) = 0
triggerall = Helper(9190),FVar(18) = 0
triggerall = Helper(9190),FVar(19) = 0
trigger1 = (stateno = 200 || stateno = 230 || stateno = 245) && (time = [8,9]) & P2BodyDist X = [290,370]
trigger1 = P2StateType != A & P2MoveType = I & P2StateNo != 40
trigger1 = Random = [801,850+50*(P2StateNo = [0,39])]

;----------------------------------------------------------------------------------------------------
;黑岩一式

[State -1, 1015]
type = changestate
value = ifelse(statetype = A,1025,1015)
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 && var(10)<1000 & (Var(53) = 1 || Var(53) = 0) 
triggerall = power >= 500 && roundstate = 2 && StateType != A
triggerall = P2StateNo != [120,153]
trigger1 = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) & (PrevStateNo = 1300 || PrevStateNo = 1310 || Helper(9190),Var(31) = 1300 || Helper(9190),Var(31) = 1310) & Var(56) = 20
trigger2 = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) & (PrevStateNo = 1300 || PrevStateNo = 1310 || Helper(9190),Var(31) = 1300 || Helper(9190),Var(31) = 1310) & P2BodyDist X >= 260

[State -1, 200]
type = changestate
value = 200
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0
triggerall = statetype != A & Var(53) = 1 & Var(56) != 20 & (Helper(9190),Var(31) = 1300 || Helper(9190),Var(31) = 1310)
trigger1 = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) & P2BodyDist X < 260

[State -1, 205]
type = changestate
value = 205
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0
triggerall = statetype != A & Var(53) = 1 & Var(56) = 13
trigger1 = (stateno = 200 && anim = 200) && time>=5 & P2BodyDist X < 285

;多段突刺 EX
[State -1, 1310]
type = changestate
value = 1310
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0
triggerall = statetype != A & Var(53) = 1 & power >= 500
trigger1 = (stateno = 205 & (Var(56) = 20)) && stateno != 207 && stateno != 222 && stateno != 255 && stateno != 227 && movecontact
trigger2 = stateno = 205 & (Var(56) = 20) && time >= 8

[State -1, 1300]
type = changestate
value = IfElse(power >= 1000 & P2BodyDist X >= 300,1310,1300)
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0
triggerall = roundstate = 2 && statetype != A & Var(53) = 1 & Var(56) != 13
trigger1 = (stateno = [200, 206]) && stateno != 207 && stateno != 222 && stateno != 255 && stateno != 227 && movecontact
trigger2 = (stateno = [200, 255]) && stateno != 207 && stateno != 222 && stateno != 255 && stateno != 227 && movecontact
trigger2 = P2MoveType != H & P2StateNo != [120,159]

trigger3 = (stateno = 200 || stateno = 205 || stateno = 230 || stateno = 245) && time >= 8
trigger3 = P2MoveType != H & P2StateNo != [120,159]

;----------------------------------------------------------------------------------------------------
;黑岩二式

;追擊不到
[State -1, 215]
type = changestate
value = 650
triggerall = AILeveL > 0 && statetype != A & Var(53) = 2
triggerall = P2StateNo = 1111303 & P2MoveType = H
triggerall = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131)
trigger1 = (P2BodyDist X-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*7) > 260
trigger1 = (P2BodyDist Y+EnemyNear(Var(55)),Vel Y*7+1.5*28) > -30
trigger2 = (P2BodyDist X-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*8) > 260
trigger2 = (P2BodyDist Y+EnemyNear(Var(55)),Vel Y*8+1.5*36) > -30
trigger3 = (P2BodyDist X-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*9) > 260
trigger3 = (P2BodyDist Y+EnemyNear(Var(55)),Vel Y*9+1.5*45) > -30
trigger4 = (P2BodyDist X-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*10) > 260
trigger4 = (P2BodyDist Y+EnemyNear(Var(55)),Vel Y*10+1.5*55) > -30
trigger5 = (P2BodyDist X-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*11) > 260
trigger5 = (P2BodyDist Y+EnemyNear(Var(55)),Vel Y*11+1.5*66) > -30
trigger6 = (P2BodyDist X-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*12) > 260
trigger6 = (P2BodyDist Y+EnemyNear(Var(55)),Vel Y*12+1.5*78) > -30
trigger7 = (P2BodyDist X-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*13) > 260
trigger7 = (P2BodyDist Y+EnemyNear(Var(55)),Vel Y*13+1.5*91) > -30
trigger8 = (P2BodyDist X-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*14) > 260
trigger8 = (P2BodyDist Y+EnemyNear(Var(55)),Vel Y*14+1.5*105) > -30
trigger9 = (P2BodyDist X-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*15) > 260
trigger9 = (P2BodyDist Y+EnemyNear(Var(55)),Vel Y*15+1.5*120) > -30
trigger10 = (P2BodyDist X-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*16) > 260
trigger10 = (P2BodyDist Y+EnemyNear(Var(55)),Vel Y*16+1.5*136) > -30

[State -1, 215]
type = changestate
value = 220
triggerall = AILeveL > 0 && statetype != A & Var(53) = 2
triggerall = (P2BodyDist X-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*7) = [0,260]
triggerall = (P2BodyDist Y+EnemyNear(Var(55)),Vel Y*7+1.5*28) = [-145,-5]
trigger1 = P2StateNo = 1111303 
trigger1 = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131)

[State -1, 215]
type = changestate
value = 650
triggerall = AILeveL > 0 && statetype != A & Var(53) = 2
triggerall = P2StateNo = 1111303 
triggerall = !(FrontEdgeBodyDist < 400 & P2BodyDist X < 350)
trigger1 = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) & (Var(59) = [1,2]) & Var(10) >= 800
trigger2 = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) & Var(59) > 2

[State -1, 215]
type = changestate
value = 227
triggerall = AILeveL > 0 && statetype != A & Var(53) = 2
triggerall = (P2BodyDist X-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*13) = [260,600]
triggerall = (P2BodyDist Y+EnemyNear(Var(55)),Vel Y*13+1.5*91) = [-200,-5]
trigger1 = P2StateNo = 1111303  & Var(59) = 1
trigger1 = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131)
trigger2 = P2StateNo = 1111303  & Var(59) >= 1 & FrontEdgeBodyDist < 400 & P2BodyDist X < 350
trigger2 = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131)

[State -1, 1200]
type = changestate
value = 1230
triggerall = AILeveL > 0 && statetype != A & Var(53) = 2 & Power >= 500
triggerall = (P2BodyDist X-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*15) >= 600
triggerall = (P2BodyDist Y+EnemyNear(Var(55)),Vel Y*15+1.5*120) = [-180,-50]
trigger1 = P2StateNo = 1111303 
trigger1 = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131)

[State -1, 650]
type = changestate
value = 650
triggerall = AILeveL > 0 & statetype != A & Var(53) = 2
triggerall = statetype != A
trigger1 = StateNo = 220 & MoveHit & P2StateType = A

[State -1, 265]
type = changestate
value = 265
triggerall = AILeveL > 0 && statetype = A & Var(53) = 2
trigger1 = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) & StateNo = 650

[State -1, 195]
type = changestate
value = 195
triggerall = AILeveL > 0 && statetype != A & Var(59) = 1 & Var(53) = 2 
trigger1 = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) & Helper(9190),Var(31) = 52

;放炮
[State 1200, Strength]
type = varset
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A & StateNo != 1000
triggerall = roundstate = 2 & var(10)<1000 & Var(53) = 2 
trigger1 = stateno = 227 & MoveHit & P2StateType = A 
var(15) = 2

[State -1, 1000]
type = changestate
value = ifelse(statetype = A,1020,1000)
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A & IsHelper = 0
triggerall = roundstate = 2 & var(10)<1000 & Var(53) = 2 
trigger1 = stateno = 227 & MoveHit & P2StateType = A 

;前斬
[State 1200, Strength]
type = varset
triggerall = AILeveL > 0 & statetype != A & Var(59) > 1 & Var(53) = 2
triggerall = statetype != A
trigger1 = StateNo = 220 & MoveHit & P2StateType = A
var(15) = 2

[State -1, 1200]
type = changestate
value = 1200
triggerall = AILeveL > 0 & statetype != A & Var(59) > 1 & Var(53) = 2
triggerall = statetype != A
trigger1 = StateNo = 220 & MoveHit & P2StateType = A


[State -1, 1200]
type = changestate
value = 21
triggerall = AILeveL > 0 & statetype != A & Var(53) = 2
triggerall = statetype != A
trigger1 = StateNo = 0 & Time >1

;----------------------------------------------------------------------------------------------------
;黑岩三式

[State -1, 650]
type = changestate
value = 650
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A & Var(53) = 3
triggerall = statetype != A
trigger1 = StateNo = 220 & MoveHit

[State -1, 270]
type = changestate
value = 270
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype = A & Var(53) = 3
trigger1 = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131)

[State -1, 1015]
type = changestate
value = ifelse(statetype = A,1025,1015)
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype = A & Var(53) = 3 & var(10)<1000 & Power >= 500
trigger1 = StateNo = 270 & MoveContact

[State -1, 1000]
type = changestate
value = ifelse(statetype = A,1020,1000)
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype = A & Var(53) = 3 & var(10)<1000
trigger1 = StateNo = 270 & MoveContact

;----------------------------------------------------------------------------------------------------
;黑岩四式

;100下不滲水

[State -1, 1015]
type = changestate
value = ifelse(statetype = A,1025,1015)
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A & Var(53) = 4 & EnemyNear(Var(55)),GetHitVar(hitcount) = 99-1*Var(13)=1
triggerall = EnemyNear(Var(55)),Life < 40 & EnemyNear(Var(55)),Alive & P2StateType != A & P2StateType != L & Power >= 500 & Var(10) <= 1000
triggerall = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) & P2BodyDist X <= 1000
trigger1 = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) & Helper(9190),Var(31) = 52 & P2BodyDist X <= 550
trigger2 = StateNo = 210 & MoveHit
trigger3 = StateNo = 225 & MoveHit
trigger4 = StateNo = 250 & MoveHit

[State -1, 225]
type = changestate
value = 1140
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A & Var(53) = 4 & EnemyNear(Var(55)),GetHitVar(hitcount) = 96-4*Var(13)=1
triggerall = EnemyNear(Var(55)),Life < 90 & EnemyNear(Var(55)),Alive & P2StateType != A & P2StateType != L & Power >= 500
trigger1 = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) & Helper(9190),Var(31) = 52 & P2BodyDist X <= 550
trigger2 = StateNo = 210 & MoveHit
trigger3 = StateNo = 225 & MoveHit
trigger4 = StateNo = 250 & MoveHit

[State -1, 225]
type = changestate
value = 210
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A & Var(53) = 4
trigger1 = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) & Helper(9190),Var(31) = 750

;友情斷連
[State -1, 1200]
type = changestate
value = 1230
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A
triggerall = ((Var(59) = [1,2]) & Var(13) = 0) || (Var(13) = 1 & Var(12) <= 50)
trigger1 = stateno = 225 & Anim = 226 && MoveHit & P2MoveType = H & Power >= 500 & EnemyNear(Var(55)),BackEdgeBodyDist < 80

[State -1, 227]
type = changestate
value = 227
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A
triggerall = ((Var(59) = [1,2]) & Var(13) = 0) || (Var(13) = 1 & Var(12) <= 50)
trigger1 = stateno = 225 & Anim = 226 && MoveHit & P2MoveType = H

[State -1, 650]
type = changestate
value = 650
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A & Var(53) = 4
triggerall = statetype != A
trigger1 = StateNo = 225 & Anim = 226 & MoveHit
trigger2 = StateNo = 220 & MoveHit
trigger3 = StateNo = 210 & MoveHit & P2MoveType = H
trigger4 = StateNo = 240 & MoveHit & P2MoveType = H
trigger5 = StateNo = 250 & MoveHit & P2MoveType = H

[State -1, 270]
type = changestate
value = 285
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype = A & Var(53) = 4
trigger1 = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131)

[State -1, 225]
type = changestate
value = 210
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A & Var(53) = 4
trigger1 = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) & Helper(9190),Var(31) = 52 & P2BodyDist X >= 250

[State -1, 225]
type = changestate
value = IfElse(P2BodyDist X <= 180,225,210)
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A & Var(53) = 4 & Var(59) = [1,2]
trigger1 = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) & Helper(9190),Var(31) = 52

[State -1, 225]
type = changestate
value = IfElse(p2bodydist x <= (const(size.xscale) * 100), 210 ,250)
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A & Var(53) = 4 & Var(59) >= 3
trigger1 = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) & Helper(9190),Var(31) = 52

;----------------------------------------------------------------------------------------------------
;黑岩五式

;收尾
[State -1, 1015]
type = changestate
value = ifelse(statetype = A,1025,1015)
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 && var(10)<1000 & Var(53) = 5 & Var(56) = 30
triggerall = power >= 500 && roundstate = 2 && StateType != A
trigger1 = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) & Helper(9190),Var(31) = 1000

;版邊
;公式說明: X:-300=架炮長 ,判定長為2V Y:-225=打背誤差 -22=炮Y方向V
[State 1200, Strength]
type = varset
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A & Var(53) = 5 & Var(56) != 20 & StateNo != 1000
triggerall = roundstate = 2 & var(10)<1000
triggerall = EnemyNear(Var(55)),BackEdgeBodyDist < 40
triggerall = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131)
trigger1 = (P2BodyDist X-300 = [0,152]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*14+Helper(9180),Fvar(0)*105) = [-450,-300]
trigger2 = (P2BodyDist X-300 = [76,228]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*15+Helper(9180),Fvar(0)*120) = [-450,-300]
trigger3 = (P2BodyDist X-300 = [152,304]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*16+Helper(9180),Fvar(0)*136) = [-450,-300]
trigger4 = (P2BodyDist X-300 = [228,380]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*17+Helper(9180),Fvar(0)*153) = [-450,-300]
trigger5 = (P2BodyDist X-300 = [304,456]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*18+Helper(9180),Fvar(0)*171) = [-450,-300]
trigger6 = (P2BodyDist X-300 = [380,532]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*19+Helper(9180),Fvar(0)*190) = [-450,-300]
trigger7 = (P2BodyDist X-300 = [456,608]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*20+Helper(9180),Fvar(0)*210) = [-450,-300]
trigger8 = (P2BodyDist X-300 = [532,684]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*21+Helper(9180),Fvar(0)*231) = [-450,-300]
trigger9 = (P2BodyDist X-300 = [608,760]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*22+Helper(9180),Fvar(0)*253) = [-450,-300]
trigger10 = (P2BodyDist X-300 = [684,836]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*23+Helper(9180),Fvar(0)*276) = [-450,-300]
trigger11 = (P2BodyDist X-300 = [760,912]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*24+Helper(9180),Fvar(0)*300) = [-450,-300]
trigger12 = (P2BodyDist X-300 = [836,988]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*25+Helper(9180),Fvar(0)*325) = [-450,-300]
trigger13 = (P2BodyDist X-300 = [912,1064]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*26+Helper(9180),Fvar(0)*351) = [-450,-300]
trigger14 = (P2BodyDist X-300 = [988,1140]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*27+Helper(9180),Fvar(0)*378) = [-450,-300]
trigger15 = (P2BodyDist X-300 = [1064,1216]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*28+Helper(9180),Fvar(0)*406) = [-450,-300]
trigger16 = (P2BodyDist X-300 = [1140,1292]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*29+Helper(9180),Fvar(0)*435) = [-450,-300]
trigger17 =(P2BodyDist X-300 = [1216,1368])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*30+Helper(9180),Fvar(0)*465) = [-450,-300]
trigger18 =(P2BodyDist X-300 = [1292,1444])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*31+Helper(9180),Fvar(0)*496) = [-450,-300]
trigger19 =(P2BodyDist X-300 = [1368,1520])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*32+Helper(9180),Fvar(0)*528) = [-450,-300]
trigger20 =(P2BodyDist X-300 = [1444,1596])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*33+Helper(9180),Fvar(0)*561) = [-450,-300]
trigger21 =(P2BodyDist X-300 = [1520,1672])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*34+Helper(9180),Fvar(0)*595) = [-450,-300]
trigger22 =(P2BodyDist X-300 = [1596,1748])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*35+Helper(9180),Fvar(0)*630) = [-450,-300]
trigger23 =(P2BodyDist X-300 = [1672,1824])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*36+Helper(9180),Fvar(0)*666) = [-450,-300]
trigger24 =(P2BodyDist X-300 = [1748,1900])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*37+Helper(9180),Fvar(0)*703) = [-450,-300]
trigger25 =(P2BodyDist X-300 = [1824,1976])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*38+Helper(9180),Fvar(0)*741) = [-450,-300]
trigger26 =(P2BodyDist X-300 = [1900,2052])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*39+Helper(9180),Fvar(0)*780) = [-450,-300]
trigger27 =(P2BodyDist X-300 = [1976,2128])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*40+Helper(9180),Fvar(0)*820) = [-450,-300]
trigger28 =(P2BodyDist X-300 = [2052,2204])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*41+Helper(9180),Fvar(0)*861) = [-450,-300]
trigger29 =(P2BodyDist X-300 = [2128,2280])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*42+Helper(9180),Fvar(0)*903) = [-450,-300]
trigger30 =(P2BodyDist X-300 = [2204,2356])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*43+Helper(9180),Fvar(0)*946) = [-450,-300]
trigger31 =(P2BodyDist X-300 = [2280,2432])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*44+Helper(9180),Fvar(0)*990) = [-450,-300]
trigger32 =(P2BodyDist X-300 = [2356,2508])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*45+Helper(9180),Fvar(0)*1035) = [-450,-300]
trigger33 =(P2BodyDist X-300 = [2432,2584])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*46+Helper(9180),Fvar(0)*1081) = [-450,-300]
trigger34 =(P2BodyDist X-300 = [2508,2660])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*47+Helper(9180),Fvar(0)*1128) = [-450,-300]
trigger35 =(P2BodyDist X-300 = [2584,2736])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*48+Helper(9180),Fvar(0)*1176) = [-450,-300]
trigger36 =(P2BodyDist X-300 = [2660,2812])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*49+Helper(9180),Fvar(0)*1225) = [-450,-300]
trigger37 =(P2BodyDist X-300 = [2736,2888])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*50+Helper(9180),Fvar(0)*1275) = [-450,-300]
trigger38 =(P2BodyDist X-300 = [2812,2964])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*51+Helper(9180),Fvar(0)*1326) = [-450,-300]
trigger39 =(P2BodyDist X-300 = [2888,3040])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*52+Helper(9180),Fvar(0)*1378) = [-450,-300]
trigger40 =(P2BodyDist X-300 = [2964,3116])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*53+Helper(9180),Fvar(0)*1431) = [-450,-300]
trigger41 =(P2BodyDist X-300 = [3040,3192])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*54+Helper(9180),Fvar(0)*1485) = [-450,-300]
trigger42 =(P2BodyDist X-300 = [3116,3268])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*55+Helper(9180),Fvar(0)*1540) = [-450,-300]
trigger43 =(P2BodyDist X-300 = [3192,3344])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*56+Helper(9180),Fvar(0)*1596) = [-450,-300]
trigger44 =(P2BodyDist X-300 = [3268,3420])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*57+Helper(9180),Fvar(0)*1653) = [-450,-300]
trigger45 =(P2BodyDist X-300 = [3344,3496])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*58+Helper(9180),Fvar(0)*1711) = [-450,-300]
trigger46 =(P2BodyDist X-300 = [3420,3572])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*59+Helper(9180),Fvar(0)*1770) = [-450,-300]
trigger47 =(P2BodyDist X-300 = [3496,3648])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*60+Helper(9180),Fvar(0)*1830) = [-450,-300]

trigger48 = (P2BodyDist X-300 = [-760,76]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*13+Helper(9180),Fvar(0)*91) = [-450,-300]
var(15) = 1

[State -1, 1000]
type = changestate
value = ifelse(statetype = A,1020,1000)
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A & Var(53) = 5 & Var(56) != 20
triggerall = roundstate = 2 & var(10)<1000
triggerall = EnemyNear(Var(55)),BackEdgeBodyDist < 40
triggerall = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131)
trigger1 = (P2BodyDist X-300 = [0,152]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*14+Helper(9180),Fvar(0)*105) = [-450,-300]
trigger2 = (P2BodyDist X-300 = [76,228]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*15+Helper(9180),Fvar(0)*120) = [-450,-300]
trigger3 = (P2BodyDist X-300 = [152,304]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*16+Helper(9180),Fvar(0)*136) = [-450,-300]
trigger4 = (P2BodyDist X-300 = [228,380]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*17+Helper(9180),Fvar(0)*153) = [-450,-300]
trigger5 = (P2BodyDist X-300 = [304,456]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*18+Helper(9180),Fvar(0)*171) = [-450,-300]
trigger6 = (P2BodyDist X-300 = [380,532]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*19+Helper(9180),Fvar(0)*190) = [-450,-300]
trigger7 = (P2BodyDist X-300 = [456,608]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*20+Helper(9180),Fvar(0)*210) = [-450,-300]
trigger8 = (P2BodyDist X-300 = [532,684]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*21+Helper(9180),Fvar(0)*231) = [-450,-300]
trigger9 = (P2BodyDist X-300 = [608,760]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*22+Helper(9180),Fvar(0)*253) = [-450,-300]
trigger10 = (P2BodyDist X-300 = [684,836]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*23+Helper(9180),Fvar(0)*276) = [-450,-300]
trigger11 = (P2BodyDist X-300 = [760,912]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*24+Helper(9180),Fvar(0)*300) = [-450,-300]
trigger12 = (P2BodyDist X-300 = [836,988]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*25+Helper(9180),Fvar(0)*325) = [-450,-300]
trigger13 = (P2BodyDist X-300 = [912,1064]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*26+Helper(9180),Fvar(0)*351) = [-450,-300]
trigger14 = (P2BodyDist X-300 = [988,1140]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*27+Helper(9180),Fvar(0)*378) = [-450,-300]
trigger15 = (P2BodyDist X-300 = [1064,1216]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*28+Helper(9180),Fvar(0)*406) = [-450,-300]
trigger16 = (P2BodyDist X-300 = [1140,1292]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*29+Helper(9180),Fvar(0)*435) = [-450,-300]
trigger17 =(P2BodyDist X-300 = [1216,1368])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*30+Helper(9180),Fvar(0)*465) = [-450,-300]
trigger18 =(P2BodyDist X-300 = [1292,1444])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*31+Helper(9180),Fvar(0)*496) = [-450,-300]
trigger19 =(P2BodyDist X-300 = [1368,1520])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*32+Helper(9180),Fvar(0)*528) = [-450,-300]
trigger20 =(P2BodyDist X-300 = [1444,1596])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*33+Helper(9180),Fvar(0)*561) = [-450,-300]
trigger21 =(P2BodyDist X-300 = [1520,1672])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*34+Helper(9180),Fvar(0)*595) = [-450,-300]
trigger22 =(P2BodyDist X-300 = [1596,1748])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*35+Helper(9180),Fvar(0)*630) = [-450,-300]
trigger23 =(P2BodyDist X-300 = [1672,1824])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*36+Helper(9180),Fvar(0)*666) = [-450,-300]
trigger24 =(P2BodyDist X-300 = [1748,1900])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*37+Helper(9180),Fvar(0)*703) = [-450,-300]
trigger25 =(P2BodyDist X-300 = [1824,1976])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*38+Helper(9180),Fvar(0)*741) = [-450,-300]
trigger26 =(P2BodyDist X-300 = [1900,2052])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*39+Helper(9180),Fvar(0)*780) = [-450,-300]
trigger27 =(P2BodyDist X-300 = [1976,2128])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*40+Helper(9180),Fvar(0)*820) = [-450,-300]
trigger28 =(P2BodyDist X-300 = [2052,2204])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*41+Helper(9180),Fvar(0)*861) = [-450,-300]
trigger29 =(P2BodyDist X-300 = [2128,2280])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*42+Helper(9180),Fvar(0)*903) = [-450,-300]
trigger30 =(P2BodyDist X-300 = [2204,2356])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*43+Helper(9180),Fvar(0)*946) = [-450,-300]
trigger31 =(P2BodyDist X-300 = [2280,2432])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*44+Helper(9180),Fvar(0)*990) = [-450,-300]
trigger32 =(P2BodyDist X-300 = [2356,2508])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*45+Helper(9180),Fvar(0)*1035) = [-450,-300]
trigger33 =(P2BodyDist X-300 = [2432,2584])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*46+Helper(9180),Fvar(0)*1081) = [-450,-300]
trigger34 =(P2BodyDist X-300 = [2508,2660])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*47+Helper(9180),Fvar(0)*1128) = [-450,-300]
trigger35 =(P2BodyDist X-300 = [2584,2736])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*48+Helper(9180),Fvar(0)*1176) = [-450,-300]
trigger36 =(P2BodyDist X-300 = [2660,2812])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*49+Helper(9180),Fvar(0)*1225) = [-450,-300]
trigger37 =(P2BodyDist X-300 = [2736,2888])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*50+Helper(9180),Fvar(0)*1275) = [-450,-300]
trigger38 =(P2BodyDist X-300 = [2812,2964])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*51+Helper(9180),Fvar(0)*1326) = [-450,-300]
trigger39 =(P2BodyDist X-300 = [2888,3040])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*52+Helper(9180),Fvar(0)*1378) = [-450,-300]
trigger40 =(P2BodyDist X-300 = [2964,3116])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*53+Helper(9180),Fvar(0)*1431) = [-450,-300]
trigger41 =(P2BodyDist X-300 = [3040,3192])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*54+Helper(9180),Fvar(0)*1485) = [-450,-300]
trigger42 =(P2BodyDist X-300 = [3116,3268])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*55+Helper(9180),Fvar(0)*1540) = [-450,-300]
trigger43 =(P2BodyDist X-300 = [3192,3344])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*56+Helper(9180),Fvar(0)*1596) = [-450,-300]
trigger44 =(P2BodyDist X-300 = [3268,3420])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*57+Helper(9180),Fvar(0)*1653) = [-450,-300]
trigger45 =(P2BodyDist X-300 = [3344,3496])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*58+Helper(9180),Fvar(0)*1711) = [-450,-300]
trigger46 =(P2BodyDist X-300 = [3420,3572])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*59+Helper(9180),Fvar(0)*1770) = [-450,-300]
trigger47 =(P2BodyDist X-300 = [3496,3648])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*60+Helper(9180),Fvar(0)*1830) = [-450,-300]

trigger48 = (P2BodyDist X-300 = [-760,76]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*13+Helper(9180),Fvar(0)*91) = [-450,-300]

[State 1200, Strength]
type = varset
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A & Var(53) = 5
triggerall = roundstate = 2 & var(10)<1000 & StateNo != 1000
triggerall = EnemyNear(Var(55)),BackEdgeBodyDist < 40
triggerall = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131)
trigger1 = (P2BodyDist X-300 = [0,180]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*14+Helper(9180),Fvar(0)*105) = [-100,-1]
trigger2 = (P2BodyDist X-300 = [90,270]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*15+Helper(9180),Fvar(0)*120) = [-100,-1]
trigger3 = (P2BodyDist X-300 = [180,360]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*16+Helper(9180),Fvar(0)*136) = [-100,-1]
trigger4 = (P2BodyDist X-300 = [270,450]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*17+Helper(9180),Fvar(0)*153) = [-100,-1]
trigger5 = (P2BodyDist X-300 = [360,540]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*18+Helper(9180),Fvar(0)*171) = [-100,-1]
trigger6 = (P2BodyDist X-300 = [450,630]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*19+Helper(9180),Fvar(0)*190) = [-100,-1]
trigger7 = (P2BodyDist X-300 = [540,720]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*20+Helper(9180),Fvar(0)*210) = [-100,-1]
trigger8 = (P2BodyDist X-300 = [630,810]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*21+Helper(9180),Fvar(0)*231) = [-100,-1]
trigger9 = (P2BodyDist X-300 = [720,900]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*22+Helper(9180),Fvar(0)*253) = [-100,-1]
trigger10 = (P2BodyDist X-300 = [810,990]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*23+Helper(9180),Fvar(0)*276) = [-100,-1]
trigger11 = (P2BodyDist X-300 = [900,1080]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*24+Helper(9180),Fvar(0)*300) = [-100,-1]
trigger12 = (P2BodyDist X-300 = [990,1170]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*25+Helper(9180),Fvar(0)*325) = [-100,-1]
trigger13 = (P2BodyDist X-300 = [1080,1260]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*26+Helper(9180),Fvar(0)*351) = [-100,-1]
trigger14 = (P2BodyDist X-300 = [1170,1350]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y)*27+Helper(9180),Fvar(0)*378) = [-100,-1]
trigger15 = (P2BodyDist X-300 = [1260,1440]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y)*28+Helper(9180),Fvar(0)*406) = [-100,-1]
trigger16 = (P2BodyDist X-300 = [1350,1530]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y)*29+Helper(9180),Fvar(0)*435) = [-100,-1]
trigger17 =(P2BodyDist X-300 = [1440,1620])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*30+Helper(9180),Fvar(0)*465) = [-100,-1]
trigger18 =(P2BodyDist X-300 = [1530,1710])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*31+Helper(9180),Fvar(0)*496) = [-100,-1]
trigger19 =(P2BodyDist X-300 = [1620,1800])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*32+Helper(9180),Fvar(0)*528) = [-100,-1]
trigger20 =(P2BodyDist X-300 = [1710,1890])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*33+Helper(9180),Fvar(0)*561) = [-100,-1]
trigger21 =(P2BodyDist X-300 = [1800,1980])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*34+Helper(9180),Fvar(0)*595) = [-100,-1]
trigger22 =(P2BodyDist X-300 = [1890,2070])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*35+Helper(9180),Fvar(0)*630) = [-100,-1]
trigger23 =(P2BodyDist X-300 = [1980,2160])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*36+Helper(9180),Fvar(0)*666) = [-100,-1]
trigger24 =(P2BodyDist X-300 = [2070,2250])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*37+Helper(9180),Fvar(0)*703) = [-100,-1]
trigger25 =(P2BodyDist X-300 = [2160,2340])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*38+Helper(9180),Fvar(0)*741) = [-100,-1]
trigger26 =(P2BodyDist X-300 = [2250,2430])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*39+Helper(9180),Fvar(0)*780) = [-100,-1]
trigger27 =(P2BodyDist X-300 = [2340,2520])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*40+Helper(9180),Fvar(0)*820) = [-100,-1]
trigger28 =(P2BodyDist X-300 = [2430,2610])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*41+Helper(9180),Fvar(0)*861) = [-100,-1]
trigger29 =(P2BodyDist X-300 = [2520,2700])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*42+Helper(9180),Fvar(0)*903) = [-100,-1]
trigger30 =(P2BodyDist X-300 = [2610,2790])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*43+Helper(9180),Fvar(0)*946) = [-100,-1]
trigger31 =(P2BodyDist X-300 = [2700,2880])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*44+Helper(9180),Fvar(0)*990) = [-100,-1]
trigger32 =(P2BodyDist X-300 = [2790,2970])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*45+Helper(9180),Fvar(0)*1035) = [-100,-1]
trigger33 =(P2BodyDist X-300 = [2880,3060])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*46+Helper(9180),Fvar(0)*1081) = [-100,-1]
trigger34 =(P2BodyDist X-300 = [2970,3150])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*47+Helper(9180),Fvar(0)*1128) = [-100,-1]
trigger35 =(P2BodyDist X-300 = [3060,3240])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*48+Helper(9180),Fvar(0)*1176) = [-100,-1]
trigger36 =(P2BodyDist X-300 = [3150,3330])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*49+Helper(9180),Fvar(0)*1225) = [-100,-1]
trigger37 =(P2BodyDist X-300 = [3240,3420])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*50+Helper(9180),Fvar(0)*1275) = [-100,-1]
trigger38 =(P2BodyDist X-300 = [3330,3510])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*51+Helper(9180),Fvar(0)*1326) = [-100,-1]
trigger39 =(P2BodyDist X-300 = [3420,3600])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*52+Helper(9180),Fvar(0)*1378) = [-100,-1]
trigger40 =(P2BodyDist X-300 = [3510,3690])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*53+Helper(9180),Fvar(0)*1431) = [-100,-1]
trigger41 =(P2BodyDist X-300 = [3600,3780])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*54+Helper(9180),Fvar(0)*1485) = [-100,-1]
trigger42 =(P2BodyDist X-300 = [3690,3870])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*55+Helper(9180),Fvar(0)*1540) = [-100,-1]
trigger43 =(P2BodyDist X-300 = [3780,3960])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*56+Helper(9180),Fvar(0)*1596) = [-100,-1]
trigger44 =(P2BodyDist X-300 = [3870,4050])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*57+Helper(9180),Fvar(0)*1653) = [-100,-1]
trigger45 =(P2BodyDist X-300 = [3960,4140])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*58+Helper(9180),Fvar(0)*1711) = [-100,-1]
trigger46 =(P2BodyDist X-300 = [4050,4230])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*59+Helper(9180),Fvar(0)*1770) = [-100,-1]
trigger47 =(P2BodyDist X-300 = [4140,4320])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*60+Helper(9180),Fvar(0)*1830) = [-100,-1]

trigger48 = (P2BodyDist X-300 = [-900,90]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*13+Helper(9180),Fvar(0)*91) = [-100,-1]
var(15) = 0

[State -1, 1000]
type = changestate
value = ifelse(statetype = A,1020,1000)
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A & Var(53) = 5
triggerall = roundstate = 2 & var(10)<1000
triggerall = EnemyNear(Var(55)),BackEdgeBodyDist < 40
triggerall = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131)
trigger1 = (P2BodyDist X-300 = [0,180]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*14+Helper(9180),Fvar(0)*105) = [-100,-1]
trigger2 = (P2BodyDist X-300 = [90,270]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*15+Helper(9180),Fvar(0)*120) = [-100,-1]
trigger3 = (P2BodyDist X-300 = [180,360]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*16+Helper(9180),Fvar(0)*136) = [-100,-1]
trigger4 = (P2BodyDist X-300 = [270,450]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*17+Helper(9180),Fvar(0)*153) = [-100,-1]
trigger5 = (P2BodyDist X-300 = [360,540]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*18+Helper(9180),Fvar(0)*171) = [-100,-1]
trigger6 = (P2BodyDist X-300 = [450,630]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*19+Helper(9180),Fvar(0)*190) = [-100,-1]
trigger7 = (P2BodyDist X-300 = [540,720]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*20+Helper(9180),Fvar(0)*210) = [-100,-1]
trigger8 = (P2BodyDist X-300 = [630,810]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*21+Helper(9180),Fvar(0)*231) = [-100,-1]
trigger9 = (P2BodyDist X-300 = [720,900]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*22+Helper(9180),Fvar(0)*253) = [-100,-1]
trigger10 = (P2BodyDist X-300 = [810,990]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*23+Helper(9180),Fvar(0)*276) = [-100,-1]
trigger11 = (P2BodyDist X-300 = [900,1080]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*24+Helper(9180),Fvar(0)*300) = [-100,-1]
trigger12 = (P2BodyDist X-300 = [990,1170]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*25+Helper(9180),Fvar(0)*325) = [-100,-1]
trigger13 = (P2BodyDist X-300 = [1080,1260]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*26+Helper(9180),Fvar(0)*351) = [-100,-1]
trigger14 = (P2BodyDist X-300 = [1170,1350]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y)*27+Helper(9180),Fvar(0)*378) = [-100,-1]
trigger15 = (P2BodyDist X-300 = [1260,1440]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y)*28+Helper(9180),Fvar(0)*406) = [-100,-1]
trigger16 = (P2BodyDist X-300 = [1350,1530]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y)*29+Helper(9180),Fvar(0)*435) = [-100,-1]
trigger17 =(P2BodyDist X-300 = [1440,1620])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*30+Helper(9180),Fvar(0)*465) = [-100,-1]
trigger18 =(P2BodyDist X-300 = [1530,1710])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*31+Helper(9180),Fvar(0)*496) = [-100,-1]
trigger19 =(P2BodyDist X-300 = [1620,1800])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*32+Helper(9180),Fvar(0)*528) = [-100,-1]
trigger20 =(P2BodyDist X-300 = [1710,1890])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*33+Helper(9180),Fvar(0)*561) = [-100,-1]
trigger21 =(P2BodyDist X-300 = [1800,1980])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*34+Helper(9180),Fvar(0)*595) = [-100,-1]
trigger22 =(P2BodyDist X-300 = [1890,2070])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*35+Helper(9180),Fvar(0)*630) = [-100,-1]
trigger23 =(P2BodyDist X-300 = [1980,2160])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*36+Helper(9180),Fvar(0)*666) = [-100,-1]
trigger24 =(P2BodyDist X-300 = [2070,2250])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*37+Helper(9180),Fvar(0)*703) = [-100,-1]
trigger25 =(P2BodyDist X-300 = [2160,2340])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*38+Helper(9180),Fvar(0)*741) = [-100,-1]
trigger26 =(P2BodyDist X-300 = [2250,2430])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*39+Helper(9180),Fvar(0)*780) = [-100,-1]
trigger27 =(P2BodyDist X-300 = [2340,2520])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*40+Helper(9180),Fvar(0)*820) = [-100,-1]
trigger28 =(P2BodyDist X-300 = [2430,2610])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*41+Helper(9180),Fvar(0)*861) = [-100,-1]
trigger29 =(P2BodyDist X-300 = [2520,2700])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*42+Helper(9180),Fvar(0)*903) = [-100,-1]
trigger30 =(P2BodyDist X-300 = [2610,2790])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*43+Helper(9180),Fvar(0)*946) = [-100,-1]
trigger31 =(P2BodyDist X-300 = [2700,2880])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*44+Helper(9180),Fvar(0)*990) = [-100,-1]
trigger32 =(P2BodyDist X-300 = [2790,2970])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*45+Helper(9180),Fvar(0)*1035) = [-100,-1]
trigger33 =(P2BodyDist X-300 = [2880,3060])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*46+Helper(9180),Fvar(0)*1081) = [-100,-1]
trigger34 =(P2BodyDist X-300 = [2970,3150])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*47+Helper(9180),Fvar(0)*1128) = [-100,-1]
trigger35 =(P2BodyDist X-300 = [3060,3240])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*48+Helper(9180),Fvar(0)*1176) = [-100,-1]
trigger36 =(P2BodyDist X-300 = [3150,3330])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*49+Helper(9180),Fvar(0)*1225) = [-100,-1]
trigger37 =(P2BodyDist X-300 = [3240,3420])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*50+Helper(9180),Fvar(0)*1275) = [-100,-1]
trigger38 =(P2BodyDist X-300 = [3330,3510])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*51+Helper(9180),Fvar(0)*1326) = [-100,-1]
trigger39 =(P2BodyDist X-300 = [3420,3600])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*52+Helper(9180),Fvar(0)*1378) = [-100,-1]
trigger40 =(P2BodyDist X-300 = [3510,3690])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*53+Helper(9180),Fvar(0)*1431) = [-100,-1]
trigger41 =(P2BodyDist X-300 = [3600,3780])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*54+Helper(9180),Fvar(0)*1485) = [-100,-1]
trigger42 =(P2BodyDist X-300 = [3690,3870])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*55+Helper(9180),Fvar(0)*1540) = [-100,-1]
trigger43 =(P2BodyDist X-300 = [3780,3960])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*56+Helper(9180),Fvar(0)*1596) = [-100,-1]
trigger44 =(P2BodyDist X-300 = [3870,4050])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*57+Helper(9180),Fvar(0)*1653) = [-100,-1]
trigger45 =(P2BodyDist X-300 = [3960,4140])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*58+Helper(9180),Fvar(0)*1711) = [-100,-1]
trigger46 =(P2BodyDist X-300 = [4050,4230])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*59+Helper(9180),Fvar(0)*1770) = [-100,-1]
trigger47 =(P2BodyDist X-300 = [4140,4320])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*60+Helper(9180),Fvar(0)*1830) = [-100,-1]

trigger48 = (P2BodyDist X-300 = [-900,90]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*13+Helper(9180),Fvar(0)*91) = [-100,-1]

;非版邊
[State 1200, Strength]
type = varset
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A & Var(53) = 5 & Var(56) != 20
triggerall = roundstate = 2 & var(10)<1000 & StateNo != 1000
triggerall = EnemyNear(Var(55)),BackEdgeBodyDist >= 40
triggerall = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131)
trigger1 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*14 = [0,152]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*14+Helper(9180),Fvar(0)*105) = [-450,-300]
trigger2 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*15 = [76,228]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*15+Helper(9180),Fvar(0)*120) = [-450,-300]
trigger3 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*16 = [152,304]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*16+Helper(9180),Fvar(0)*136) = [-450,-300]
trigger4 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*17 = [228,380]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*17+Helper(9180),Fvar(0)*153) = [-450,-300]
trigger5 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*18 = [304,456]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*18+Helper(9180),Fvar(0)*171) = [-450,-300]
trigger6 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*19 = [380,532]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*19+Helper(9180),Fvar(0)*190) = [-450,-300]
trigger7 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*20 = [456,608]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*20+Helper(9180),Fvar(0)*210) = [-450,-300]
trigger8 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*21 = [532,684]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*21+Helper(9180),Fvar(0)*231) = [-450,-300]
trigger9 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*22 = [608,760]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*22+Helper(9180),Fvar(0)*253) = [-450,-300]
trigger10 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*23 = [684,836]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*23+Helper(9180),Fvar(0)*276) = [-450,-300]
trigger11 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*24 = [760,912]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*24+Helper(9180),Fvar(0)*300) = [-450,-300]
trigger12 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*25 = [836,988]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*25+Helper(9180),Fvar(0)*325) = [-450,-300]
trigger13 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*26 = [912,1064]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*26+Helper(9180),Fvar(0)*351) = [-450,-300]
trigger14 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*27 = [988,1140]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*27+Helper(9180),Fvar(0)*378) = [-450,-300]
trigger15 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*28 = [1064,1216]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*28+Helper(9180),Fvar(0)*406) = [-450,-300]
trigger16 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*29 = [1140,1292]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*29+Helper(9180),Fvar(0)*435) = [-450,-300]
trigger17 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*30 = [1216,1368])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*30+Helper(9180),Fvar(0)*465) = [-450,-300]
trigger18 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*31 = [1292,1444])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*31+Helper(9180),Fvar(0)*496) = [-450,-300]
trigger19 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*32 = [1368,1520])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*32+Helper(9180),Fvar(0)*528) = [-450,-300]
trigger20 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*33 = [1444,1596])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*33+Helper(9180),Fvar(0)*561) = [-450,-300]
trigger21 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*34 = [1520,1672])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*34+Helper(9180),Fvar(0)*595) = [-450,-300]
trigger22 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*35 = [1596,1748])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*35+Helper(9180),Fvar(0)*630) = [-450,-300]
trigger23 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*36 = [1672,1824])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*36+Helper(9180),Fvar(0)*666) = [-450,-300]
trigger24 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*37 = [1748,1900])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*37+Helper(9180),Fvar(0)*703) = [-450,-300]
trigger25 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*38 = [1824,1976])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*38+Helper(9180),Fvar(0)*741) = [-450,-300]
trigger26 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*39 = [1900,2052])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*39+Helper(9180),Fvar(0)*780) = [-450,-300]
trigger27 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*40 = [1976,2128])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*40+Helper(9180),Fvar(0)*820) = [-450,-300]
trigger28 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*41 = [2052,2204])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*41+Helper(9180),Fvar(0)*861) = [-450,-300]
trigger29 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*42 = [2128,2280])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*42+Helper(9180),Fvar(0)*903) = [-450,-300]
trigger30 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*43 = [2204,2356])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*43+Helper(9180),Fvar(0)*946) = [-450,-300]
trigger31 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*44 = [2280,2432])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*44+Helper(9180),Fvar(0)*990) = [-450,-300]
trigger32 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*45 = [2356,2508])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*45+Helper(9180),Fvar(0)*1035) = [-450,-300]
trigger33 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*46 = [2432,2584])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*46+Helper(9180),Fvar(0)*1081) = [-450,-300]
trigger34 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*47 = [2508,2660])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*47+Helper(9180),Fvar(0)*1128) = [-450,-300]
trigger35 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*48 = [2584,2736])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*48+Helper(9180),Fvar(0)*1176) = [-450,-300]
trigger36 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*49 = [2660,2812])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*49+Helper(9180),Fvar(0)*1225) = [-450,-300]
trigger37 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*50 = [2736,2888])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*50+Helper(9180),Fvar(0)*1275) = [-450,-300]
trigger38 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*51 = [2812,2964])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*51+Helper(9180),Fvar(0)*1326) = [-450,-300]
trigger39 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*52 = [2888,3040])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*52+Helper(9180),Fvar(0)*1378) = [-450,-300]
trigger40 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*53 = [2964,3116])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*53+Helper(9180),Fvar(0)*1431) = [-450,-300]
trigger41 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*54 = [3040,3192])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*54+Helper(9180),Fvar(0)*1485) = [-450,-300]
trigger42 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*55 = [3116,3268])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*55+Helper(9180),Fvar(0)*1540) = [-450,-300]
trigger43 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*56 = [3192,3344])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*56+Helper(9180),Fvar(0)*1596) = [-450,-300]
trigger44 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*57 = [3268,3420])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*57+Helper(9180),Fvar(0)*1653) = [-450,-300]
trigger45 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*58 = [3344,3496])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*58+Helper(9180),Fvar(0)*1711) = [-450,-300]
trigger46 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*59 = [3420,3572])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*59+Helper(9180),Fvar(0)*1770) = [-450,-300]
trigger47 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*60 = [3496,3648])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*60+Helper(9180),Fvar(0)*1830) = [-450,-300]

trigger48 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*13 = [-760,76]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*13+Helper(9180),Fvar(0)*91) = [-450,-300]
var(15) = 1

[State -1, 1000]
type = changestate
value = ifelse(statetype = A,1020,1000)
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A & Var(53) = 5 & Var(56) != 20
triggerall = roundstate = 2 & var(10)<1000
triggerall = EnemyNear(Var(55)),BackEdgeBodyDist >= 40
triggerall = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131)
trigger1 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*14 = [0,152]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*14+Helper(9180),Fvar(0)*105) = [-450,-300]
trigger2 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*15 = [76,228]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*15+Helper(9180),Fvar(0)*120) = [-450,-300]
trigger3 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*16 = [152,304]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*16+Helper(9180),Fvar(0)*136) = [-450,-300]
trigger4 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*17 = [228,380]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*17+Helper(9180),Fvar(0)*153) = [-450,-300]
trigger5 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*18 = [304,456]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*18+Helper(9180),Fvar(0)*171) = [-450,-300]
trigger6 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*19 = [380,532]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*19+Helper(9180),Fvar(0)*190) = [-450,-300]
trigger7 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*20 = [456,608]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*20+Helper(9180),Fvar(0)*210) = [-450,-300]
trigger8 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*21 = [532,684]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*21+Helper(9180),Fvar(0)*231) = [-450,-300]
trigger9 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*22 = [608,760]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*22+Helper(9180),Fvar(0)*253) = [-450,-300]
trigger10 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*23 = [684,836]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*23+Helper(9180),Fvar(0)*276) = [-450,-300]
trigger11 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*24 = [760,912]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*24+Helper(9180),Fvar(0)*300) = [-450,-300]
trigger12 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*25 = [836,988]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*25+Helper(9180),Fvar(0)*325) = [-450,-300]
trigger13 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*26 = [912,1064]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*26+Helper(9180),Fvar(0)*351) = [-450,-300]
trigger14 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*27 = [988,1140]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*27+Helper(9180),Fvar(0)*378) = [-450,-300]
trigger15 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*28 = [1064,1216]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*28+Helper(9180),Fvar(0)*406) = [-450,-300]
trigger16 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*29 = [1140,1292]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*29+Helper(9180),Fvar(0)*435) = [-450,-300]
trigger17 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*30 = [1216,1368])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*30+Helper(9180),Fvar(0)*465) = [-450,-300]
trigger18 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*31 = [1292,1444])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*31+Helper(9180),Fvar(0)*496) = [-450,-300]
trigger19 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*32 = [1368,1520])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*32+Helper(9180),Fvar(0)*528) = [-450,-300]
trigger20 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*33 = [1444,1596])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*33+Helper(9180),Fvar(0)*561) = [-450,-300]
trigger21 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*34 = [1520,1672])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*34+Helper(9180),Fvar(0)*595) = [-450,-300]
trigger22 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*35 = [1596,1748])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*35+Helper(9180),Fvar(0)*630) = [-450,-300]
trigger23 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*36 = [1672,1824])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*36+Helper(9180),Fvar(0)*666) = [-450,-300]
trigger24 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*37 = [1748,1900])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*37+Helper(9180),Fvar(0)*703) = [-450,-300]
trigger25 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*38 = [1824,1976])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*38+Helper(9180),Fvar(0)*741) = [-450,-300]
trigger26 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*39 = [1900,2052])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*39+Helper(9180),Fvar(0)*780) = [-450,-300]
trigger27 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*40 = [1976,2128])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*40+Helper(9180),Fvar(0)*820) = [-450,-300]
trigger28 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*41 = [2052,2204])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*41+Helper(9180),Fvar(0)*861) = [-450,-300]
trigger29 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*42 = [2128,2280])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*42+Helper(9180),Fvar(0)*903) = [-450,-300]
trigger30 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*43 = [2204,2356])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*43+Helper(9180),Fvar(0)*946) = [-450,-300]
trigger31 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*44 = [2280,2432])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*44+Helper(9180),Fvar(0)*990) = [-450,-300]
trigger32 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*45 = [2356,2508])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*45+Helper(9180),Fvar(0)*1035) = [-450,-300]
trigger33 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*46 = [2432,2584])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*46+Helper(9180),Fvar(0)*1081) = [-450,-300]
trigger34 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*47 = [2508,2660])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*47+Helper(9180),Fvar(0)*1128) = [-450,-300]
trigger35 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*48 = [2584,2736])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*48+Helper(9180),Fvar(0)*1176) = [-450,-300]
trigger36 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*49 = [2660,2812])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*49+Helper(9180),Fvar(0)*1225) = [-450,-300]
trigger37 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*50 = [2736,2888])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*50+Helper(9180),Fvar(0)*1275) = [-450,-300]
trigger38 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*51 = [2812,2964])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*51+Helper(9180),Fvar(0)*1326) = [-450,-300]
trigger39 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*52 = [2888,3040])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*52+Helper(9180),Fvar(0)*1378) = [-450,-300]
trigger40 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*53 = [2964,3116])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*53+Helper(9180),Fvar(0)*1431) = [-450,-300]
trigger41 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*54 = [3040,3192])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*54+Helper(9180),Fvar(0)*1485) = [-450,-300]
trigger42 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*55 = [3116,3268])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*55+Helper(9180),Fvar(0)*1540) = [-450,-300]
trigger43 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*56 = [3192,3344])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*56+Helper(9180),Fvar(0)*1596) = [-450,-300]
trigger44 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*57 = [3268,3420])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*57+Helper(9180),Fvar(0)*1653) = [-450,-300]
trigger45 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*58 = [3344,3496])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*58+Helper(9180),Fvar(0)*1711) = [-450,-300]
trigger46 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*59 = [3420,3572])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*59+Helper(9180),Fvar(0)*1770) = [-450,-300]
trigger47 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*60 = [3496,3648])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*60+Helper(9180),Fvar(0)*1830) = [-450,-300]

trigger48 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*13 = [-760,76]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*13+Helper(9180),Fvar(0)*91) = [-450,-300]

[State 1200, Strength]
type = varset
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A & Var(53) = 5
triggerall = roundstate = 2 & var(10)<1000 & StateNo != 1000
triggerall = EnemyNear(Var(55)),BackEdgeBodyDist >= 40
triggerall = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131)
trigger1 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*14 = [0,180]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*14+Helper(9180),Fvar(0)*105) = [-100,-1]
trigger2 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*15 = [90,270]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*15+Helper(9180),Fvar(0)*120) = [-100,-1]
trigger3 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*16 = [180,360]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*16+Helper(9180),Fvar(0)*136) = [-100,-1]
trigger4 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*17 = [270,450]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*17+Helper(9180),Fvar(0)*153) = [-100,-1]
trigger5 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*18 = [360,540]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*18+Helper(9180),Fvar(0)*171) = [-100,-1]
trigger6 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*19 = [450,630]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*19+Helper(9180),Fvar(0)*190) = [-100,-1]
trigger7 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*20 = [540,720]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*20+Helper(9180),Fvar(0)*210) = [-100,-1]
trigger8 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*21 = [630,810]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*21+Helper(9180),Fvar(0)*231) = [-100,-1]
trigger9 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*22 = [720,900]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*22+Helper(9180),Fvar(0)*253) = [-100,-1]
trigger10 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*23 = [810,990]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*23+Helper(9180),Fvar(0)*276) = [-100,-1]
trigger11 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*24 = [900,1080]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*24+Helper(9180),Fvar(0)*300) = [-100,-1]
trigger12 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*25 = [990,1170]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*25+Helper(9180),Fvar(0)*325) = [-100,-1]
trigger13 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*26 = [1080,1260]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*26+Helper(9180),Fvar(0)*351) = [-100,-1]
trigger14 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*27 = [1170,1350]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y)*27+Helper(9180),Fvar(0)*378) = [-100,-1]
trigger15 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*28 = [1260,1440]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y)*28+Helper(9180),Fvar(0)*406) = [-100,-1]
trigger16 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*29 = [1350,1530]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y)*29+Helper(9180),Fvar(0)*435) = [-100,-1]
trigger17 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*30 = [1440,1620])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*30+Helper(9180),Fvar(0)*465) = [-100,-1]
trigger18 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*31 = [1530,1710])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*31+Helper(9180),Fvar(0)*496) = [-100,-1]
trigger19 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*32 = [1620,1800])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*32+Helper(9180),Fvar(0)*528) = [-100,-1]
trigger20 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*33 = [1710,1890])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*33+Helper(9180),Fvar(0)*561) = [-100,-1]
trigger21 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*34 = [1800,1980])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*34+Helper(9180),Fvar(0)*595) = [-100,-1]
trigger22 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*35 = [1890,2070])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*35+Helper(9180),Fvar(0)*630) = [-100,-1]
trigger23 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*36 = [1980,2160])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*36+Helper(9180),Fvar(0)*666) = [-100,-1]
trigger24 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*37 = [2070,2250])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*37+Helper(9180),Fvar(0)*703) = [-100,-1]
trigger25 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*38 = [2160,2340])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*38+Helper(9180),Fvar(0)*741) = [-100,-1]
trigger26 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*39 = [2250,2430])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*39+Helper(9180),Fvar(0)*780) = [-100,-1]
trigger27 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*40 = [2340,2520])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*40+Helper(9180),Fvar(0)*820) = [-100,-1]
trigger28 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*41 = [2430,2610])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*41+Helper(9180),Fvar(0)*861) = [-100,-1]
trigger29 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*42 = [2520,2700])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*42+Helper(9180),Fvar(0)*903) = [-100,-1]
trigger30 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*43 = [2610,2790])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*43+Helper(9180),Fvar(0)*946) = [-100,-1]
trigger31 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*44 = [2700,2880])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*44+Helper(9180),Fvar(0)*990) = [-100,-1]
trigger32 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*45 = [2790,2970])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*45+Helper(9180),Fvar(0)*1035) = [-100,-1]
trigger33 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*46 = [2880,3060])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*46+Helper(9180),Fvar(0)*1081) = [-100,-1]
trigger34 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*47 = [2970,3150])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*47+Helper(9180),Fvar(0)*1128) = [-100,-1]
trigger35 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*48 = [3060,3240])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*48+Helper(9180),Fvar(0)*1176) = [-100,-1]
trigger36 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*49 = [3150,3330])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*49+Helper(9180),Fvar(0)*1225) = [-100,-1]
trigger37 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*50 = [3240,3420])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*50+Helper(9180),Fvar(0)*1275) = [-100,-1]
trigger38 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*51 = [3330,3510])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*51+Helper(9180),Fvar(0)*1326) = [-100,-1]
trigger39 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*52 = [3420,3600])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*52+Helper(9180),Fvar(0)*1378) = [-100,-1]
trigger40 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*53 = [3510,3690])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*53+Helper(9180),Fvar(0)*1431) = [-100,-1]
trigger41 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*54 = [3600,3780])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*54+Helper(9180),Fvar(0)*1485) = [-100,-1]
trigger42 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*55 = [3690,3870])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*55+Helper(9180),Fvar(0)*1540) = [-100,-1]
trigger43 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*56 = [3780,3960])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*56+Helper(9180),Fvar(0)*1596) = [-100,-1]
trigger44 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*57 = [3870,4050])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*57+Helper(9180),Fvar(0)*1653) = [-100,-1]
trigger45 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*58 = [3960,4140])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*58+Helper(9180),Fvar(0)*1711) = [-100,-1]
trigger46 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*59 = [4050,4230])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*59+Helper(9180),Fvar(0)*1770) = [-100,-1]
trigger47 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*60 = [4140,4320])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*60+Helper(9180),Fvar(0)*1830) = [-100,-1]

trigger48 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*13 = [-900,90]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*13+Helper(9180),Fvar(0)*91) = [-100,-1]
var(15) = 0

[State -1, 1000]
type = changestate
value = ifelse(statetype = A,1020,1000)
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A & Var(53) = 5
triggerall = roundstate = 2 & var(10)<1000
triggerall = EnemyNear(Var(55)),BackEdgeBodyDist >= 40
triggerall = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131)
trigger1 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*14 = [0,180]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*14+Helper(9180),Fvar(0)*105) = [-100,-1]
trigger2 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*15 = [90,270]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*15+Helper(9180),Fvar(0)*120) = [-100,-1]
trigger3 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*16 = [180,360]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*16+Helper(9180),Fvar(0)*136) = [-100,-1]
trigger4 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*17 = [270,450]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*17+Helper(9180),Fvar(0)*153) = [-100,-1]
trigger5 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*18 = [360,540]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*18+Helper(9180),Fvar(0)*171) = [-100,-1]
trigger6 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*19 = [450,630]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*19+Helper(9180),Fvar(0)*190) = [-100,-1]
trigger7 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*20 = [540,720]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*20+Helper(9180),Fvar(0)*210) = [-100,-1]
trigger8 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*21 = [630,810]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*21+Helper(9180),Fvar(0)*231) = [-100,-1]
trigger9 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*22 = [720,900]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*22+Helper(9180),Fvar(0)*253) = [-100,-1]
trigger10 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*23 = [810,990]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*23+Helper(9180),Fvar(0)*276) = [-100,-1]
trigger11 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*24 = [900,1080]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*24+Helper(9180),Fvar(0)*300) = [-100,-1]
trigger12 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*25 = [990,1170]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*25+Helper(9180),Fvar(0)*325) = [-100,-1]
trigger13 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*26 = [1080,1260]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*26+Helper(9180),Fvar(0)*351) = [-100,-1]
trigger14 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*27 = [1170,1350]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y)*27+Helper(9180),Fvar(0)*378) = [-100,-1]
trigger15 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*28 = [1260,1440]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y)*28+Helper(9180),Fvar(0)*406) = [-100,-1]
trigger16 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*29 = [1350,1530]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y)*29+Helper(9180),Fvar(0)*435) = [-100,-1]
trigger17 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*30 = [1440,1620])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*30+Helper(9180),Fvar(0)*465) = [-100,-1]
trigger18 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*31 = [1530,1710])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*31+Helper(9180),Fvar(0)*496) = [-100,-1]
trigger19 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*32 = [1620,1800])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*32+Helper(9180),Fvar(0)*528) = [-100,-1]
trigger20 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*33 = [1710,1890])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*33+Helper(9180),Fvar(0)*561) = [-100,-1]
trigger21 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*34 = [1800,1980])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*34+Helper(9180),Fvar(0)*595) = [-100,-1]
trigger22 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*35 = [1890,2070])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*35+Helper(9180),Fvar(0)*630) = [-100,-1]
trigger23 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*36 = [1980,2160])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*36+Helper(9180),Fvar(0)*666) = [-100,-1]
trigger24 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*37 = [2070,2250])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*37+Helper(9180),Fvar(0)*703) = [-100,-1]
trigger25 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*38 = [2160,2340])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*38+Helper(9180),Fvar(0)*741) = [-100,-1]
trigger26 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*39 = [2250,2430])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*39+Helper(9180),Fvar(0)*780) = [-100,-1]
trigger27 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*40 = [2340,2520])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*40+Helper(9180),Fvar(0)*820) = [-100,-1]
trigger28 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*41 = [2430,2610])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*41+Helper(9180),Fvar(0)*861) = [-100,-1]
trigger29 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*42 = [2520,2700])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*42+Helper(9180),Fvar(0)*903) = [-100,-1]
trigger30 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*43 = [2610,2790])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*43+Helper(9180),Fvar(0)*946) = [-100,-1]
trigger31 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*44 = [2700,2880])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*44+Helper(9180),Fvar(0)*990) = [-100,-1]
trigger32 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*45 = [2790,2970])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*45+Helper(9180),Fvar(0)*1035) = [-100,-1]
trigger33 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*46 = [2880,3060])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*46+Helper(9180),Fvar(0)*1081) = [-100,-1]
trigger34 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*47 = [2970,3150])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*47+Helper(9180),Fvar(0)*1128) = [-100,-1]
trigger35 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*48 = [3060,3240])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*48+Helper(9180),Fvar(0)*1176) = [-100,-1]
trigger36 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*49 = [3150,3330])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*49+Helper(9180),Fvar(0)*1225) = [-100,-1]
trigger37 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*50 = [3240,3420])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*50+Helper(9180),Fvar(0)*1275) = [-100,-1]
trigger38 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*51 = [3330,3510])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*51+Helper(9180),Fvar(0)*1326) = [-100,-1]
trigger39 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*52 = [3420,3600])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*52+Helper(9180),Fvar(0)*1378) = [-100,-1]
trigger40 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*53 = [3510,3690])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*53+Helper(9180),Fvar(0)*1431) = [-100,-1]
trigger41 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*54 = [3600,3780])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*54+Helper(9180),Fvar(0)*1485) = [-100,-1]
trigger42 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*55 = [3690,3870])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*55+Helper(9180),Fvar(0)*1540) = [-100,-1]
trigger43 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*56 = [3780,3960])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*56+Helper(9180),Fvar(0)*1596) = [-100,-1]
trigger44 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*57 = [3870,4050])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*57+Helper(9180),Fvar(0)*1653) = [-100,-1]
trigger45 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*58 = [3960,4140])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*58+Helper(9180),Fvar(0)*1711) = [-100,-1]
trigger46 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*59 = [4050,4230])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*59+Helper(9180),Fvar(0)*1770) = [-100,-1]
trigger47 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*60 = [4140,4320])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*60+Helper(9180),Fvar(0)*1830) = [-100,-1]

trigger48 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*13 = [-900,90]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*13+Helper(9180),Fvar(0)*91) = [-100,-1]

;----------------------------------------------------------------------------------------------------
;黑岩六式


[State -1, 225]
type = changestate
value = 225
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A & Var(53) = 6
triggerall =  p2bodydist x > (const(size.xscale) * 100)
trigger1 = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) & (P2StateNo != [5110,5120]) & P2BodyDist X <= 700

[State -1, 225]
type = changestate
value = 22
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A & Var(53) = 6
triggerall = StateNo != 22 & P2BodyDist X <= 225
triggerall = (ctrl || StateNo = 21) & StateNo != 22
trigger1 = P2StateType != L & PrevStateNo != 1230

[State -1, 225]
type = changestate
value = 0
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A & Var(53) = 6
triggerall = StateNo != 22 & P2BodyDist X <= 225
triggerall = StateNo = 22
trigger1 = P2StateType = L
ctrl = 1

;----------------------------------------------------------------------------------------------------
;黑岩七式
;SP不夠
[State 1200, Strength]
type = varset
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A & Var(53) = 7 & Var(56) != 40 & Var(56) != 41 & Var(56) != 50
trigger1 = BackEdgeBodyDist < 40 & Power < 1000 & StateNo != 1000
trigger1 = stateno = 210 && MoveHit & P2MoveType = H
var(15) = 2

[State -1, 1015]
type = changestate
value = 1000
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A & Var(53) = 7 & Var(56) != 40 & Var(56) != 41 & Var(56) != 50
trigger1 = BackEdgeBodyDist < 40 & Power < 1000
trigger1 = stateno = 210 && MoveHit & P2MoveType = H

[State -1, 1015]
type = changestate
value = ifelse(statetype = A,1025,1015)
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 && var(10)<1000 & Var(53) = 1 & Var(56) = [70,90]
triggerall = power >= 500 && roundstate = 2 && statetype != A
trigger1 = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) & Helper(9190),Var(31) = 1230 & P2BodyDist X >= 800

[State -1, 1015]
type = changestate
value = 1000
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 && var(10)<1000 & Var(53) = 1 & Var(56) = [70,90]
triggerall = power < 500 && roundstate = 2 && statetype != A
trigger1 = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) & Helper(9190),Var(31) = 1230 & P2BodyDist X >= 800

[State -1, 1200]
type = changestate
value = 1230
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A & Var(53) = 7 & Var(56) != 41 & Var(56) != [70,90]
triggerall = statetype  = S && (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131)
triggerall = p2bodydist x >= (const(size.xscale) * 100) & Power >= 500
trigger1 = (P2BodyDist Y+EnemyNear(Var(55)),Vel Y*13+Helper(9180),Fvar(0)*91) = [-200+170*(PrevStateNo = 1000),0]
trigger2 = (P2BodyDist Y+EnemyNear(Var(55)),Vel Y*14+Helper(9180),Fvar(0)*105) = [-200+170*(PrevStateNo = 1000),0]
trigger3 = (P2BodyDist Y+EnemyNear(Var(55)),Vel Y*15+Helper(9180),Fvar(0)*120) = [-200+170*(PrevStateNo = 1000),0]
trigger4 = (P2BodyDist Y+EnemyNear(Var(55)),Vel Y*16+Helper(9180),Fvar(0)*136) = [-200+170*(PrevStateNo = 1000),0]
trigger5 = (P2BodyDist Y+EnemyNear(Var(55)),Vel Y*17+Helper(9180),Fvar(0)*153) = [-200+170*(PrevStateNo = 1000),0]

[State -1, 210]
type = changestate
value = IfElse(Var(56) = 0,210,240)
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A & Var(53) = 7 & Var(56) != [70,90]
triggerall = (P2BodyDist Y+EnemyNear(Var(55)),Vel Y*7+Helper(9180),Fvar(0)*28) = [-150,-5]
trigger1 = statetype  = S && (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) 
trigger1 = p2bodydist x < (const(size.xscale) * 100)

[State -1, 210]
type = changestate
value = 210
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A & Var(53) = 7 & Var(56) != [70,90]
triggerall = statetype  = S && (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131)
triggerall = p2bodydist x >= (const(size.xscale) * 100)
trigger1 =  (P2BodyDist Y+EnemyNear(Var(55)),Vel Y*15+Helper(9180),Fvar(0)*120) = [-395+70*(Facing=EnemyNear(Var(55)),Facing),-225+70*(Facing=EnemyNear(Var(55)),Facing)]
trigger2 =  (P2BodyDist Y+EnemyNear(Var(55)),Vel Y*16+Helper(9180),Fvar(0)*136) = [-395+70*(Facing=EnemyNear(Var(55)),Facing),-225+70*(Facing=EnemyNear(Var(55)),Facing)]
trigger3 = P2BodyDist X >= 330

[State -1, 210]
type = changestate
value = 210
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A & Var(53) = 7 & Var(56) != [70,90]
triggerall = statetype  = S && (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131)
triggerall = p2bodydist x >= (const(size.xscale) * 100)
trigger1 = (P2BodyDist Y+EnemyNear(Var(55)),Vel Y*15+Helper(9180),Fvar(0)*120) = [-395+70*(Facing=EnemyNear(Var(55)),Facing),-225+70*(Facing=EnemyNear(Var(55)),Facing)]
trigger2 = (P2BodyDist Y+EnemyNear(Var(55)),Vel Y*16+Helper(9180),Fvar(0)*136) = [-395+70*(Facing=EnemyNear(Var(55)),Facing),-225+70*(Facing=EnemyNear(Var(55)),Facing)]
trigger3 = P2BodyDist X >= 330
trigger4 = PrevStateNo = 1000

[State -1, 210]
type = changestate
value = 205
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A & Var(53) = 7 & Var(56) != [70,90]
triggerall = statetype  = S && (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131)
triggerall = p2bodydist x >= (const(size.xscale) * 100) & P2BodyDist X < 330
triggerall =  (P2BodyDist Y+EnemyNear(Var(55)),Vel Y*15+Helper(9180),Fvar(0)*120) != [-395+70*(Facing=EnemyNear(Var(55)),Facing),-225+70*(Facing=EnemyNear(Var(55)),Facing)]
triggerall =  (P2BodyDist Y+EnemyNear(Var(55)),Vel Y*16+Helper(9180),Fvar(0)*136) != [-395+70*(Facing=EnemyNear(Var(55)),Facing),-225+70*(Facing=EnemyNear(Var(55)),Facing)]
trigger1 =  (P2BodyDist Y+EnemyNear(Var(55)),Vel Y*7+Helper(9180),Fvar(0)*28) = [-200+70*(Facing=EnemyNear(Var(55)),Facing),-130+70*(Facing=EnemyNear(Var(55)),Facing)]

[State 1200, Strength]
type = varset
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A & Var(53) = 7
trigger1 = stateno = 210 && MoveHit & P2MoveType = H
trigger2 = stateno = 240 && MoveHit & P2MoveType = H
var(15) = 2

[State -1, 1100]
type = changestate
value = 1100
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A & Var(53) = 7 & Var(56) != 40 & Var(56) != 41 & Var(56) != 50
triggerall = (P2BodyDist Y+EnemyNear(Var(55)),Vel Y*18+Helper(9180),Fvar(0)*171) = [-600,-10]
trigger1 = stateno = 210 && MoveHit & P2MoveType = H
trigger2 = stateno = 240 && MoveHit & P2MoveType = H & EnemyNear(Var(55)),HitFall

[State -1, 210]
type = changestate
value = IfElse(Var(56) = 40,210,240)
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A & Var(53) = 7 & (Var(56) = 40 || Var(56) = 41)
triggerall = (P2BodyDist Y+EnemyNear(Var(55)),Vel Y*7+Helper(9180),Fvar(0)*28) = [-150,-5]
trigger1 = statetype  = S && (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131)
trigger1 = p2bodydist x < (const(size.xscale) * 100)

[State -1, 650]
type = changestate
value = 650
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A & Var(53) = 7 & Var(56) = 50
triggerall = statetype != A & PrevStateNo != 1000 & Helper(9180),var(31) != 1000
trigger1 = StateNo = 210 & MoveHit

[State -1, 270]
type = changestate
value = IfElse(P2BodyDist Y <= -25,270,285)
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype = A & Var(53) = 7
trigger1 = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131)

[State -1, 205]
type = changestate
value = 205
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A & Var(53) = 7 & Var(56) = 60
triggerALL =  (P2BodyDist Y+EnemyNear(Var(55)),Vel Y*7+Helper(9180),Fvar(0)*28) = [-200+70*(Facing=EnemyNear(Var(55)),Facing),-130+70*(Facing=EnemyNear(Var(55)),Facing)]
trigger1 = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131)
trigger2 = (stateno = 200 && anim = 200) && time>=5

[State -1, 1200]
type = changestate
value = 1230
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A & Var(53) = 7 & (Var(56) = [70,90])
triggerall = statetype != A & Power > 500 & Random <= 500+Power*0.2
triggerall = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131)
trigger1 = (P2BodyDist Y+EnemyNear(Var(55)),Vel Y*13+Helper(9180),Fvar(0)*91) = [-200+100*(PrevStateNo = 1000),0]
trigger2 = (P2BodyDist Y+EnemyNear(Var(55)),Vel Y*14+Helper(9180),Fvar(0)*105) = [-200+100*(PrevStateNo = 1000),0]
trigger3 = (P2BodyDist Y+EnemyNear(Var(55)),Vel Y*15+Helper(9180),Fvar(0)*120) = [-200+100*(PrevStateNo = 1000),0]
trigger4 = (P2BodyDist Y+EnemyNear(Var(55)),Vel Y*16+Helper(9180),Fvar(0)*136) = [-200+100*(PrevStateNo = 1000),0]
trigger5 = (P2BodyDist Y+EnemyNear(Var(55)),Vel Y*17+Helper(9180),Fvar(0)*153) = [-200+100*(PrevStateNo = 1000),0]

[State 1200, Strength]
type = varset
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A & Var(53) = 7 & Var(56) = 70
triggerall = roundstate = 2 & var(10)<1000 & StateNo != 1000
triggerall = EnemyNear(Var(55)),BackEdgeBodyDist >= 40
triggerall = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131)
trigger1 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*14 = [0,180]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*14+Helper(9180),Fvar(0)*105) = [-100,-1]
trigger2 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*15 = [90,270]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*15+Helper(9180),Fvar(0)*120) = [-100,-1]
trigger3 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*16 = [180,360]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*16+Helper(9180),Fvar(0)*136) = [-100,-1]
trigger4 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*17 = [270,450]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*17+Helper(9180),Fvar(0)*153) = [-100,-1]
trigger5 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*18 = [360,540]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*18+Helper(9180),Fvar(0)*171) = [-100,-1]
trigger6 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*19 = [450,630]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*19+Helper(9180),Fvar(0)*190) = [-100,-1]
trigger7 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*20 = [540,720]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*20+Helper(9180),Fvar(0)*210) = [-100,-1]
trigger8 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*21 = [630,810]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*21+Helper(9180),Fvar(0)*231) = [-100,-1]
trigger9 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*22 = [720,900]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*22+Helper(9180),Fvar(0)*253) = [-100,-1]
trigger10 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*23 = [810,990]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*23+Helper(9180),Fvar(0)*276) = [-100,-1]
trigger11 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*24 = [900,1080]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*24+Helper(9180),Fvar(0)*300) = [-100,-1]
trigger12 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*25 = [990,1170]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*25+Helper(9180),Fvar(0)*325) = [-100,-1]
trigger13 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*26 = [1080,1260]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*26+Helper(9180),Fvar(0)*351) = [-100,-1]
trigger14 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*27 = [1170,1350]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y)*27+Helper(9180),Fvar(0)*378) = [-100,-1]
trigger15 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*28 = [1260,1440]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y)*28+Helper(9180),Fvar(0)*406) = [-100,-1]
trigger16 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*29 = [1350,1530]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y)*29+Helper(9180),Fvar(0)*435) = [-100,-1]
trigger17 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*30 = [1440,1620])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*30+Helper(9180),Fvar(0)*465) = [-100,-1]
trigger18 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*31 = [1530,1710])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*31+Helper(9180),Fvar(0)*496) = [-100,-1]
trigger19 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*32 = [1620,1800])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*32+Helper(9180),Fvar(0)*528) = [-100,-1]
trigger20 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*33 = [1710,1890])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*33+Helper(9180),Fvar(0)*561) = [-100,-1]
trigger21 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*34 = [1800,1980])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*34+Helper(9180),Fvar(0)*595) = [-100,-1]
trigger22 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*35 = [1890,2070])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*35+Helper(9180),Fvar(0)*630) = [-100,-1]
trigger23 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*36 = [1980,2160])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*36+Helper(9180),Fvar(0)*666) = [-100,-1]
trigger24 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*37 = [2070,2250])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*37+Helper(9180),Fvar(0)*703) = [-100,-1]
trigger25 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*38 = [2160,2340])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*38+Helper(9180),Fvar(0)*741) = [-100,-1]
trigger26 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*39 = [2250,2430])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*39+Helper(9180),Fvar(0)*780) = [-100,-1]
trigger27 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*40 = [2340,2520])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*40+Helper(9180),Fvar(0)*820) = [-100,-1]
trigger28 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*41 = [2430,2610])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*41+Helper(9180),Fvar(0)*861) = [-100,-1]
trigger29 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*42 = [2520,2700])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*42+Helper(9180),Fvar(0)*903) = [-100,-1]
trigger30 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*43 = [2610,2790])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*43+Helper(9180),Fvar(0)*946) = [-100,-1]
trigger31 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*44 = [2700,2880])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*44+Helper(9180),Fvar(0)*990) = [-100,-1]
trigger32 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*45 = [2790,2970])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*45+Helper(9180),Fvar(0)*1035) = [-100,-1]
trigger33 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*46 = [2880,3060])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*46+Helper(9180),Fvar(0)*1081) = [-100,-1]
trigger34 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*47 = [2970,3150])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*47+Helper(9180),Fvar(0)*1128) = [-100,-1]
trigger35 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*48 = [3060,3240])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*48+Helper(9180),Fvar(0)*1176) = [-100,-1]
trigger36 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*49 = [3150,3330])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*49+Helper(9180),Fvar(0)*1225) = [-100,-1]
trigger37 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*50 = [3240,3420])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*50+Helper(9180),Fvar(0)*1275) = [-100,-1]
trigger38 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*51 = [3330,3510])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*51+Helper(9180),Fvar(0)*1326) = [-100,-1]
trigger39 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*52 = [3420,3600])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*52+Helper(9180),Fvar(0)*1378) = [-100,-1]
trigger40 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*53 = [3510,3690])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*53+Helper(9180),Fvar(0)*1431) = [-100,-1]
trigger41 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*54 = [3600,3780])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*54+Helper(9180),Fvar(0)*1485) = [-100,-1]
trigger42 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*55 = [3690,3870])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*55+Helper(9180),Fvar(0)*1540) = [-100,-1]
trigger43 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*56 = [3780,3960])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*56+Helper(9180),Fvar(0)*1596) = [-100,-1]
trigger44 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*57 = [3870,4050])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*57+Helper(9180),Fvar(0)*1653) = [-100,-1]
trigger45 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*58 = [3960,4140])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*58+Helper(9180),Fvar(0)*1711) = [-100,-1]
trigger46 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*59 = [4050,4230])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*59+Helper(9180),Fvar(0)*1770) = [-100,-1]
trigger47 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*60 = [4140,4320])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*60+Helper(9180),Fvar(0)*1830) = [-100,-1]

trigger48 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*13 = [-900,90]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*13+Helper(9180),Fvar(0)*91) = [-100,-1]
var(15) = 0

[State -1, 1000]
type = changestate
value = ifelse(statetype = A,1020,1000)
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A & Var(53) = 7 & Var(56) = 70
triggerall = roundstate = 2 & var(10)<1000
triggerall = EnemyNear(Var(55)),BackEdgeBodyDist >= 40
triggerall = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131)
trigger1 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*14 = [0,180]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*14+Helper(9180),Fvar(0)*105) = [-100,-1]
trigger2 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*15 = [90,270]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*15+Helper(9180),Fvar(0)*120) = [-100,-1]
trigger3 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*16 = [180,360]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*16+Helper(9180),Fvar(0)*136) = [-100,-1]
trigger4 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*17 = [270,450]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*17+Helper(9180),Fvar(0)*153) = [-100,-1]
trigger5 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*18 = [360,540]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*18+Helper(9180),Fvar(0)*171) = [-100,-1]
trigger6 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*19 = [450,630]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*19+Helper(9180),Fvar(0)*190) = [-100,-1]
trigger7 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*20 = [540,720]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*20+Helper(9180),Fvar(0)*210) = [-100,-1]
trigger8 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*21 = [630,810]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*21+Helper(9180),Fvar(0)*231) = [-100,-1]
trigger9 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*22 = [720,900]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*22+Helper(9180),Fvar(0)*253) = [-100,-1]
trigger10 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*23 = [810,990]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*23+Helper(9180),Fvar(0)*276) = [-100,-1]
trigger11 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*24 = [900,1080]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*24+Helper(9180),Fvar(0)*300) = [-100,-1]
trigger12 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*25 = [990,1170]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*25+Helper(9180),Fvar(0)*325) = [-100,-1]
trigger13 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*26 = [1080,1260]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*26+Helper(9180),Fvar(0)*351) = [-100,-1]
trigger14 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*27 = [1170,1350]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y)*27+Helper(9180),Fvar(0)*378) = [-100,-1]
trigger15 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*28 = [1260,1440]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y)*28+Helper(9180),Fvar(0)*406) = [-100,-1]
trigger16 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*29 = [1350,1530]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y)*29+Helper(9180),Fvar(0)*435) = [-100,-1]
trigger17 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*30 = [1440,1620])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*30+Helper(9180),Fvar(0)*465) = [-100,-1]
trigger18 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*31 = [1530,1710])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*31+Helper(9180),Fvar(0)*496) = [-100,-1]
trigger19 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*32 = [1620,1800])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*32+Helper(9180),Fvar(0)*528) = [-100,-1]
trigger20 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*33 = [1710,1890])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*33+Helper(9180),Fvar(0)*561) = [-100,-1]
trigger21 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*34 = [1800,1980])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*34+Helper(9180),Fvar(0)*595) = [-100,-1]
trigger22 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*35 = [1890,2070])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*35+Helper(9180),Fvar(0)*630) = [-100,-1]
trigger23 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*36 = [1980,2160])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*36+Helper(9180),Fvar(0)*666) = [-100,-1]
trigger24 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*37 = [2070,2250])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*37+Helper(9180),Fvar(0)*703) = [-100,-1]
trigger25 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*38 = [2160,2340])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*38+Helper(9180),Fvar(0)*741) = [-100,-1]
trigger26 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*39 = [2250,2430])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*39+Helper(9180),Fvar(0)*780) = [-100,-1]
trigger27 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*40 = [2340,2520])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*40+Helper(9180),Fvar(0)*820) = [-100,-1]
trigger28 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*41 = [2430,2610])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*41+Helper(9180),Fvar(0)*861) = [-100,-1]
trigger29 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*42 = [2520,2700])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*42+Helper(9180),Fvar(0)*903) = [-100,-1]
trigger30 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*43 = [2610,2790])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*43+Helper(9180),Fvar(0)*946) = [-100,-1]
trigger31 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*44 = [2700,2880])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*44+Helper(9180),Fvar(0)*990) = [-100,-1]
trigger32 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*45 = [2790,2970])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*45+Helper(9180),Fvar(0)*1035) = [-100,-1]
trigger33 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*46 = [2880,3060])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*46+Helper(9180),Fvar(0)*1081) = [-100,-1]
trigger34 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*47 = [2970,3150])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*47+Helper(9180),Fvar(0)*1128) = [-100,-1]
trigger35 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*48 = [3060,3240])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*48+Helper(9180),Fvar(0)*1176) = [-100,-1]
trigger36 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*49 = [3150,3330])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*49+Helper(9180),Fvar(0)*1225) = [-100,-1]
trigger37 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*50 = [3240,3420])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*50+Helper(9180),Fvar(0)*1275) = [-100,-1]
trigger38 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*51 = [3330,3510])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*51+Helper(9180),Fvar(0)*1326) = [-100,-1]
trigger39 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*52 = [3420,3600])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*52+Helper(9180),Fvar(0)*1378) = [-100,-1]
trigger40 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*53 = [3510,3690])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*53+Helper(9180),Fvar(0)*1431) = [-100,-1]
trigger41 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*54 = [3600,3780])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*54+Helper(9180),Fvar(0)*1485) = [-100,-1]
trigger42 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*55 = [3690,3870])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*55+Helper(9180),Fvar(0)*1540) = [-100,-1]
trigger43 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*56 = [3780,3960])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*56+Helper(9180),Fvar(0)*1596) = [-100,-1]
trigger44 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*57 = [3870,4050])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*57+Helper(9180),Fvar(0)*1653) = [-100,-1]
trigger45 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*58 = [3960,4140])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*58+Helper(9180),Fvar(0)*1711) = [-100,-1]
trigger46 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*59 = [4050,4230])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*59+Helper(9180),Fvar(0)*1770) = [-100,-1]
trigger47 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*60 = [4140,4320])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*60+Helper(9180),Fvar(0)*1830) = [-100,-1]

trigger48 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*13 = [-900,90]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+EnemyNear(Var(55)),Vel Y*13+Helper(9180),Fvar(0)*91) = [-100,-1]

[State -1, 650]
type = changestate
value = 21
triggerall = AILeveL > 0 & statetype != A & Var(53) = 7
triggerall = statetype != A & StateNo != 21
trigger1 = p2bodydist x > (const(size.xscale) * 100)-20
trigger1 = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) 

;----------------------------------------------------------------------------------------------------
;黑岩八式

[State 1100, Strength]
type = varset
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A & Var(53) = 8
triggerall = roundstate = 2
trigger1 = StateNo = 225 & MoveHit
trigger2 = StateNo = 210 & MoveHit
trigger3 = StateNo = 240 & MoveHit
var(15) = 2

[State -1, 1100]
type = changestate
value = 1100
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A & Var(53) = 8
triggerall = roundstate = 2
trigger1 = StateNo = 225 & MoveHit
trigger2 = StateNo = 210 & MoveHit
trigger3 = StateNo = 240 & MoveHit

[State -1, 1200]
type = changestate
value = 1230
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A & Var(53) = 8 & Var(56) = 50 & Power >= 500
triggerall = roundstate = 2
triggerall = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131)
trigger1 = (P2BodyDist Y+EnemyNear(Var(55)),Vel Y*13+Helper(9180),Fvar(0)*91) = [-200,0]
trigger2 = (P2BodyDist Y+EnemyNear(Var(55)),Vel Y*14+Helper(9180),Fvar(0)*105) = [-200,0]
trigger3 = (P2BodyDist Y+EnemyNear(Var(55)),Vel Y*15+Helper(9180),Fvar(0)*120) = [-200,0]
trigger4 = (P2BodyDist Y+EnemyNear(Var(55)),Vel Y*16+Helper(9180),Fvar(0)*136) = [-200,0]
trigger5 = (P2BodyDist Y+EnemyNear(Var(55)),Vel Y*17+Helper(9180),Fvar(0)*153) = [-200,0]

;----------------------------------------------------------------------------------------------------
;黑岩九式

[State -1, 650]
type = changestate
value = 650
triggerall = AILeveL > 0 & statetype != A & Var(53) = 9 & (Var(56) = 60 || P2BodyDist X >= 350) & Var(56) != 2
triggerall = statetype != A & PrevStateNo != 1000 & Helper(9180),var(31) != 1000
trigger1 = StateNo = 210 & Anim = 210 & MoveHit & P2StateType = A
trigger2 = StateNo = 210 & Anim = 211 & MoveHit & P2StateType = A & FrontEdgeBodyDist > 120
trigger3 = StateNo = 205 & MoveHit & P2StateType = A
trigger4 = StateNo = 230 & MoveHit & P2StateType = A
trigger5 = StateNo = 240 & MoveHit & P2StateType = A

[State -1, 210]
type = changestate
value = IfElse(Var(56) != 1,210,240)
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A & Var(53) = 9
triggerall = (P2BodyDist Y+EnemyNear(Var(55)),Vel Y*7+Helper(9180),Fvar(0)*28) = [-150,-5]
triggerall = (((Facing = 1 & TeamSide = 1) || (Facing = -1 & TeamSide = 2)) & Helper(9180),Var(0) >= -685) || (((Facing = -1 & TeamSide = 1) || (Facing = 1 & TeamSide = 2)) & Helper(9185),Var(0) <= 685) ;版邊
trigger1 = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) 
trigger1 = p2bodydist x < (const(size.xscale) * 100)

[State -1, 210]
type = changestate
value = IfElse(Var(56) != 1,210,240)
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A & Var(53) = 9
triggerall = (P2BodyDist Y+EnemyNear(Var(55)),Vel Y*7+Helper(9180),Fvar(0)*28) = [-150,-5]
triggerall = FrontEdgeBodyDist < 120 & EnemyNear(Var(55)),BackEdgeBodyDist < 45  ;版邊
trigger1 = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) 
trigger1 = p2bodydist x < (const(size.xscale) * 100)

[State -1, 210]
type = changestate
value = 210
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A & Var(53) = 9
triggerall = (((Facing = 1 & TeamSide = 1) || (Facing = -1 & TeamSide = 2)) & Helper(9180),Var(0) >= -685) || (((Facing = -1 & TeamSide = 1) || (Facing = 1 & TeamSide = 2)) & Helper(9185),Var(0) <= 685) ;版邊
triggerall = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) 
triggerall = p2bodydist x >= (const(size.xscale) * 100)
trigger1 = (P2BodyDist Y+EnemyNear(Var(55)),Vel Y*15+Helper(9180),Fvar(0)*120) = [-395+70*(Facing=EnemyNear(Var(55)),Facing),-225+70*(Facing=EnemyNear(Var(55)),Facing)]
trigger2 = (P2BodyDist Y+EnemyNear(Var(55)),Vel Y*16+Helper(9180),Fvar(0)*136) = [-395+70*(Facing=EnemyNear(Var(55)),Facing),-225+70*(Facing=EnemyNear(Var(55)),Facing)]
trigger3 = P2BodyDist X >= 330

[State -1, 210]
type = changestate
value = IfElse(FrontEdgeBodyDist < 50 & P2BodyDist X <= 75,240,205)
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A & Var(53) = 9
triggerall = (((Facing = 1 & TeamSide = 1) || (Facing = -1 & TeamSide = 2)) & Helper(9180),Var(0) >= -685) || (((Facing = -1 & TeamSide = 1) || (Facing = 1 & TeamSide = 2)) & Helper(9185),Var(0) <= 685) ;版邊
triggerall = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) 
triggerall = p2bodydist x >= (const(size.xscale) * 100) & P2BodyDist x < 330
triggerall =  (P2BodyDist Y+EnemyNear(Var(55)),Vel Y*15+Helper(9180),Fvar(0)*120) != [-395+70*(Facing=EnemyNear(Var(55)),Facing),-225+70*(Facing=EnemyNear(Var(55)),Facing)]
triggerall =  (P2BodyDist Y+EnemyNear(Var(55)),Vel Y*16+Helper(9180),Fvar(0)*136) != [-395+70*(Facing=EnemyNear(Var(55)),Facing),-225+70*(Facing=EnemyNear(Var(55)),Facing)]
trigger1 =  (P2BodyDist Y+EnemyNear(Var(55)),Vel Y*7+Helper(9180),Fvar(0)*28) = [-260+70*(Facing=EnemyNear(Var(55)),Facing),-100+70*(Facing=EnemyNear(Var(55)),Facing)]

[State -1, 1100]
type = changestate
value = 1100
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A & Var(53) = 9
triggerall = (P2BodyDist Y+EnemyNear(Var(55)),Vel Y*18+Helper(9180),Fvar(0)*171) = [-600,-10]
trigger1 = stateno = 210 && MoveHit & P2MoveType = H
trigger2 = stateno = 240 && MoveHit & P2MoveType = H & EnemyNear(Var(55)),HitFall

[State -1, 225]
type = changestate
value = 205
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A & Var(53) = 9
triggerall = (((Facing = 1 & TeamSide = 1) || (Facing = -1 & TeamSide = 2)) & Helper(9180),Var(0) <= -505) || (((Facing = -1 & TeamSide = 1) || (Facing = 1 & TeamSide = 2)) & Helper(9185),Var(0) >= 505) ;版邊
triggerall = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) 
triggerall = P2BodyDist X <= 320 & Helper(9190),Var(31) = 52
trigger1 = (P2BodyDist Y+EnemyNear(Var(55)),Vel Y*6+Helper(9180),Fvar(0)*21) = [-150,-5]
trigger2 = (P2BodyDist Y+EnemyNear(Var(55)),Vel Y*7+Helper(9180),Fvar(0)*28) = [-150,-5]
trigger3 = (P2BodyDist Y+EnemyNear(Var(55)),Vel Y*8+Helper(9180),Fvar(0)*36) = [-150,-5]

[State -1, 210]
type = changestate
value = 210
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A & Var(53) = 9 & Var(56) = 20
trigger1 = statetype  = S && (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131)
trigger1 = p2bodydist x >= (const(size.xscale) * 100)
trigger1 = (P2BodyDist Y+EnemyNear(Var(55)),Vel Y*16+Helper(9180),Fvar(0)*136) = [-350,-20]

[State -1, 210]
type = changestate
value = IfElse(Var(56) = 0,210,240)
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A & Var(53) = 9 & Var(56) = 20
triggerall = (P2BodyDist Y+EnemyNear(Var(55)),Vel Y*7+Helper(9180),Fvar(0)*28) = [-150,-5]
trigger1 = statetype  = S && (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) 
trigger1 = p2bodydist x < (const(size.xscale) * 100)

[State -1, 265]
type = changestate
value = 265
triggerall = AILeveL > 0 && statetype = A & Var(53) = 9 & Var(56) = 60
trigger1 = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) & StateNo = 650

[State -1, 265]
type = changestate
value = 280
triggerall = AILeveL > 0 && statetype = A & Var(53) = 9 & Var(56) != 60
trigger1 = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) & StateNo = 650

[State -1, 650]
type = changestate
value = 21
triggerall = AILeveL > 0 & statetype != A & Var(53) = 9
triggerall = statetype != A & StateNo != 21
trigger1 = p2bodydist x > (const(size.xscale) * 100)-20
trigger1 = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) 

;----------------------------------------------------------------------------------------------------
;黑岩十式
[State -1, 650]
type = changestate
value = 650
triggerall = AILeveL > 0 & statetype != A & Var(53) = 10
triggerall = statetype != A
trigger1 = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) & Var(56) = 0
trigger2 = stateno = 210 && MoveHit & P2MoveType = H & Var(56) = 1

[State -1, 265]
type = changestate
value = 270
triggerall = AILeveL > 0 && statetype = A & Var(53) = 10 & Var(56) = 11
trigger1 = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) & StateNo = 650 & Time >= 2

[State -1, 210]
type = changestate
value = IfElse(Var(56) = 0,210,240)
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A & Var(53) = 10 & Var(56) = 10
triggerall = (P2BodyDist Y+EnemyNear(Var(55)),Vel Y*7+Helper(9180),Fvar(0)*28) = [-150,-5]
trigger1 = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) 
trigger1 = p2bodydist x < (const(size.xscale) * 100)

[State -1, 1100]
type = changestate
value = 1100
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A & Var(53) = 10 & (Var(56) = 20 || Var(56) = 1)
triggerall = (P2BodyDist Y+EnemyNear(Var(55)),Vel Y*18+Helper(9180),Fvar(0)*171) = [-600,-10]
trigger1 = stateno = 210 && MoveHit & P2MoveType = H
trigger2 = stateno = 240 && MoveHit & P2MoveType = H & EnemyNear(Var(55)),HitFall

[State -1, 650]
type = changestate
value = 21
triggerall = AILeveL > 0 & statetype != A & Var(53) = 10 & Var(56) = 5
triggerall = statetype != A & StateNo != 21
trigger1 = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131)  

[State -1, 210]
type = changestate
value = IfElse(Var(56) = 0,210,240)
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A & Var(53) = 10 & Var(56) = 5
triggerall = (P2BodyDist Y+EnemyNear(Var(55)),Vel Y*7+Helper(9180),Fvar(0)*28) = [-150,-5]
triggerall = (((Facing = 1 & TeamSide = 1) || (Facing = -1 & TeamSide = 2)) & Helper(9180),Var(0) >= -685) || (((Facing = -1 & TeamSide = 1) || (Facing = 1 & TeamSide = 2)) & Helper(9185),Var(0) <= 685) ;版邊
trigger1 = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) 
trigger1 = p2bodydist x < (const(size.xscale) * 100)

[State -1, 210]
type = changestate
value = IfElse(Var(56) = 0,210,240)
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A & Var(53) = 10 & Var(56) = 5
triggerall = (P2BodyDist Y+EnemyNear(Var(55)),Vel Y*7+Helper(9180),Fvar(0)*28) = [-150,-5]
triggerall = FrontEdgeBodyDist < 120 & EnemyNear(Var(55)),BackEdgeBodyDist < 45  ;版邊
trigger1 = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) 
trigger1 = p2bodydist x < (const(size.xscale) * 100)

[State -1, 210]
type = changestate
value = 210
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A & Var(53) = 10 & Var(56) = 5
triggerall = (((Facing = 1 & TeamSide = 1) || (Facing = -1 & TeamSide = 2)) & Helper(9180),Var(0) >= -685) || (((Facing = -1 & TeamSide = 1) || (Facing = 1 & TeamSide = 2)) & Helper(9185),Var(0) <= 685) ;版邊
trigger1 = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) 
trigger1 = p2bodydist x >= (const(size.xscale) * 100)

;----------------------------------------------------------------------------------------------------
;黑岩十一式

;代入750
[State -1, 1300]
type = changestate
value = 1300
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & Var(53) = 21 & Var(13) = 0 & P2BodyDist X <= 300
triggerall = roundstate = 2 && statetype != A & P2MoveType != A
triggerall = !((P2StateNo = [120,153]) & EnemyNear(Var(55)),Ctrl = 1) ;不科學防禦
triggerall = !((P2StateNo = [150,153]) & (EnemyNear(Var(55)),PrevStateNo != [120,153])) ;不科學防禦
trigger1 = StateNo = 200 & MoveGuarded
trigger2 = StateNo = 201 & MoveGuarded
trigger3 = StateNo = 230 & MoveGuarded
trigger4 = StateNo = 205 & MoveGuarded
trigger5 = StateNo = 206 & MoveGuarded
trigger6 = StateNo = 235 & MoveGuarded
trigger7 = StateNo = 215 & MoveGuarded
trigger8 = StateNo = 216 & MoveGuarded
trigger9 = StateNo = 245 & MoveGuarded
trigger10 = StateNo = 220 & MoveGuarded
trigger11 = StateNo = 221 & MoveGuarded
trigger12 = StateNo = 250 & MoveGuarded

[State -1, 1300]
type = changestate
value = 1100
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & Var(53) = 21 & Var(13) = 0 & P2BodyDist X <= 300
triggerall = roundstate = 2 && statetype != A & P2MoveType != A
triggerall = ((P2StateNo = [120,153]) & EnemyNear(Var(55)),Ctrl = 1) ;不科學防禦
trigger1 = StateNo = 200 & MoveGuarded
trigger2 = StateNo = 201 & MoveGuarded
trigger3 = StateNo = 230 & MoveGuarded
trigger4 = StateNo = 205 & MoveGuarded
trigger5 = StateNo = 206 & MoveGuarded
trigger6 = StateNo = 235 & MoveGuarded
trigger7 = StateNo = 215 & MoveGuarded
trigger8 = StateNo = 216 & MoveGuarded
trigger9 = StateNo = 245 & MoveGuarded
trigger10 = StateNo = 220 & MoveGuarded
trigger11 = StateNo = 221 & MoveGuarded
trigger12 = StateNo = 250 & MoveGuarded

[State -1, 1300]
type = changestate
value = 1100
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & Var(53) = 21 & Var(13) = 0 & P2BodyDist X <= 300
triggerall = roundstate = 2 && statetype != A & P2MoveType != A
triggerall = !((P2StateNo = [150,153]) & (EnemyNear(Var(55)),PrevStateNo != [120,153])) ;不科學防禦
trigger1 = StateNo = 200 & MoveGuarded
trigger2 = StateNo = 201 & MoveGuarded
trigger3 = StateNo = 230 & MoveGuarded
trigger4 = StateNo = 205 & MoveGuarded
trigger5 = StateNo = 206 & MoveGuarded
trigger6 = StateNo = 235 & MoveGuarded
trigger7 = StateNo = 215 & MoveGuarded
trigger8 = StateNo = 216 & MoveGuarded
trigger9 = StateNo = 245 & MoveGuarded
trigger10 = StateNo = 220 & MoveGuarded
trigger11 = StateNo = 221 & MoveGuarded
trigger12 = StateNo = 250 & MoveGuarded

[State -1, 1300]
type = changestate
value = 1230
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & Var(53) = 21 & Var(13) = 0 & P2BodyDist X <= 1000
triggerall = roundstate = 2 && statetype != A & P2MoveType != A & Power >= 500
trigger1 = StateNo = 210 & MoveGuarded
trigger2 = StateNo = 211 & MoveGuarded
trigger3 = StateNo = 240 & MoveGuarded
trigger4 = StateNo = 225 & MoveGuarded
trigger5 = StateNo = 226 & MoveGuarded
trigger6 = StateNo = 227 & MoveGuarded

[State 1200, Strength]
type = varset
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & Var(53) = 21 & Var(13) = 0 & P2BodyDist X <= 700
triggerall = roundstate = 2 && statetype != A & P2MoveType != A
trigger1 = StateNo = 210 & MoveGuarded
trigger2 = StateNo = 240 & MoveGuarded
trigger3 = StateNo = 225 & MoveGuarded
trigger4 = StateNo = 227 & MoveGuarded
var(15) = 2

[State -1, 1300]
type = changestate
value = 1200
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & Var(53) = 21 & Var(13) = 0 & P2BodyDist X <= 700
triggerall = roundstate = 2 && statetype != A & P2MoveType != A
trigger1 = StateNo = 210 & MoveGuarded
trigger2 = StateNo = 240 & MoveGuarded
trigger3 = StateNo = 225 & MoveGuarded
trigger4 = StateNo = 227 & MoveGuarded

[State -1, 750]
type = changestate
value = 750
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & Var(53) = 21 
triggerall = roundstate = 2 && var(12) >= 1000 & Var(13) = 0
trigger1 = (StateNo = [200, 299]) & MoveHit = 1 & StateNo != 200 & StateNo != 201 & StateNo != 230 & StateNo != 215 & StateNo != 216 & StateNo != 245
trigger2 = (stateno = [1200,1230]) & MoveGuarded = 1
trigger3 = (stateno = [1300,1310]) & MoveGuarded = 1 & Vel X = 0

[State -1, 650]
type = changestate
value = 650
triggerall = AILeveL > 0 & statetype != A & Var(53) = 21 & Var(13) = 1
trigger1 = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) & P2BodyDist X >= 280 & (PrevStateNo = 750 || Helper(9190),Var(31) = 750)
trigger2 = StateNo = 210 & MoveGuarded & P2BodyDist X >= 240
trigger3 = StateNo = 240 & MoveGuarded & P2BodyDist X >= 240
trigger4 = StateNo = 225 & MoveGuarded & P2BodyDist X >= 240
trigger5 = StateNo = 200 & MoveGuarded & P2BodyDist X >= 240
trigger6 = StateNo = 205 & MoveGuarded & P2BodyDist X >= 240
trigger7 = StateNo = 206 & MoveGuarded & P2BodyDist X >= 240
trigger8 = StateNo = 230 & MoveGuarded & P2BodyDist X >= 240

[State -1, 270]
type = changestate
value = 800
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype = A & Var(53) = 21 & Var(56) = 40 & Power < 1500
trigger1 = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131)  & (PrevStateNo = 52 || Helper(9190),Var(31) = 52) 

[State -1, 270]
type = changestate
value = IfElse(P2StateType = C,230,200)
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A & Var(53) = 21
trigger1 = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131)  & (PrevStateNo = 52 || Helper(9190),Var(31) = 52) & P2BodyDist X <= 250 & !(Var(56) = 40 & Var(12) < 50 & Power < 1500)
trigger2 = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131)  & (PrevStateNo = 1300 || Helper(9190),Var(31) = 1300) & P2BodyDist X <= 250
trigger3 = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131)  & (PrevStateNo = 1310 || Helper(9190),Var(31) = 1310) & P2BodyDist X <= 250
[State -1, 270]
type = changestate
value = IfElse(P2StateType = C,250,205)
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A & Var(53) = 21 
trigger1 = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131)  & (PrevStateNo = 52 || Helper(9190),Var(31) = 52) & P2BodyDist X <= 360 & !(Var(56) = 40 & Var(12) < 50 & Power < 1500)
trigger2 = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131)  & (PrevStateNo = 1300 || Helper(9190),Var(31) = 1300) & P2BodyDist X <= 360
trigger3 = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131)  & (PrevStateNo = 1310 || Helper(9190),Var(31) = 1310) & P2BodyDist X <= 360

[State -1, SUPER_CANNON]
type = changestate
value = 2000
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 && var(10)<1000 & Var(53) = 21 & Var(13) = 1 
triggerall = power >= 1500 && roundstate = 2 && statetype != A & P2BodyDist Y >= -300 & EnemyNear(Var(55)),IsHelper = 0
triggerall = P2StateType != L 
trigger1 = (stateno = [1300, 1399]) && MoveContact

[State -1, 1300]
type = changestate
value = 1310
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & Var(53) = 21 & Var(13) = 1 & Power >= 500 & ((Var(56) != 40) || P2BodyDist X >= 280) & Power < 1500
triggerall = roundstate = 2 && statetype != A & P2MoveType != A
triggerall = EnemyNear(Var(55)),Life < 100 & EnemyNear(Var(55)),Alive
trigger1 = StateNo = 200 & MoveGuarded
trigger2 = StateNo = 201 & MoveGuarded
trigger3 = StateNo = 230 & MoveGuarded
trigger4 = StateNo = 205 & MoveGuarded
trigger5 = StateNo = 206 & MoveGuarded
trigger6 = StateNo = 235 & MoveGuarded
trigger7 = StateNo = 215 & MoveGuarded
trigger8 = StateNo = 216 & MoveGuarded
trigger9 = StateNo = 245 & MoveGuarded
trigger10 = StateNo = 220 & MoveGuarded
trigger11 = StateNo = 221 & MoveGuarded
trigger12 = StateNo = 250 & MoveGuarded
trigger13 = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131)  & (PrevStateNo = 1310 || Helper(9190),Var(31) = 1310) & P2BodyDist X > 360

[State -1, 1300]
type = changestate
value = 1300
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & Var(53) = 21 & Var(13) = 1 & (P2BodyDist X <= 280 & Power < 1500 || (Var(56) = 40 & Power >= 1100) || Power >= 1500)
triggerall = roundstate = 2 && statetype != A & P2MoveType != A
trigger1 = StateNo = 200 & MoveGuarded
trigger2 = StateNo = 201 & MoveGuarded
trigger3 = StateNo = 230 & MoveGuarded
trigger4 = StateNo = 205 & MoveGuarded
trigger5 = StateNo = 206 & MoveGuarded
trigger6 = StateNo = 235 & MoveGuarded
trigger7 = StateNo = 215 & MoveGuarded
trigger8 = StateNo = 216 & MoveGuarded
trigger9 = StateNo = 245 & MoveGuarded
trigger10 = StateNo = 220 & MoveGuarded
trigger11 = StateNo = 221 & MoveGuarded
trigger12 = StateNo = 250 & MoveGuarded

[State -1, 270]
type = changestate
value = 285
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype = A & Var(53) = 21
trigger1 = ctrl & StateNo = 650

;----------------------------------------------------------------------------------------------------
;黑岩十二式
[State -1, 210]
type = changestate
value = 210
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A & Var(53) = 22
trigger1 = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) 
trigger1 = p2bodydist x < (const(size.xscale) * 100)

[State -1, 210]
type = changestate
value = 235
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A & Var(53) = 22
trigger1 = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) 
trigger1 = p2bodydist x >= (const(size.xscale) * 100)

[State 1200, Strength]
type = varset
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A & StateNo != 1000
triggerall = roundstate = 2 & var(10)<1000 & Var(53) = 22 & Var(59) = 1
trigger1 = stateno = 210 & MoveHit & P2StateType = A 
trigger1 = stateno = 235 & MoveHit & P2StateType = A 
var(15) = 1

[State -1, 1000]
type = changestate
value = ifelse(statetype = A,1020,1000)
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A & StateNo != 1000
triggerall = roundstate = 2 & var(10)<1000 & Var(53) = 22 & Var(59) = 1
triggerall = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) 
trigger1 = stateno = 210 & MoveHit & P2StateType = A
trigger1 = stateno = 235 & MoveHit & P2StateType = A

[State -1, 1000]
type = changestate
value = 650
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A
triggerall = roundstate = 2 & ((var(10)<1000 & Var(53) = 22 & Var(59) > 1) || (var(10)>=1000 & Var(53) = 22 & Var(59) = 1))
triggerall = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) 
trigger1 = stateno = 210 & MoveHit & P2StateType = A 
trigger1 = stateno = 235 & MoveHit & P2StateType = A

[State -1, 265]
type = changestate
value = 265
triggerall = AILeveL > 0 && statetype = A & Var(53) = 22
trigger1 = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) & StateNo = 650 

;----------------------------------------------------------------------------------------------------
;格擋反

;已取消

[State -1, 270]
type = changestate
value = 285
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype = A
triggerall = Helper(9190),Fvar(15) = 0
triggerall = Helper(9190),Fvar(16) = 0 & P2StateType != A & P2StateType != L
triggerall = Helper(9190),Var(34) != 2
triggerall = Helper(9190),Fvar(11) > 0
triggerall = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) & Helper(9190),Var(30) < 0
trigger1 = (P2BodyDist X <= 350) & P2StateType != A & P2StateType != L & P2MoveType != H  & Helper(9190),Fvar(11)-EnemyNear(Var(55)),Time >= 11

[State -1, 225]
type = changestate
value = 210
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A
triggerall = (Helper(9180),Var(31) = 0 || Helper(9180),Var(31) = 5)
triggerall = Helper(9190),Fvar(15) = 0
triggerall = Helper(9190),Fvar(16) = 0 & P2StateType != A & P2StateType != L
triggerall = Helper(9190),Var(34) != 2
triggerall = Helper(9190),Fvar(11) > 0
triggerall = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) & Helper(9190),Var(30) < 0
trigger1 = P2BodyDist X <= 500 & Random <= 300+400*Var(59)>=2 & Helper(9190),Fvar(11)-EnemyNear(Var(55)),Time >= 18
trigger1 = p2bodydist x >= (const(size.xscale) * 100)
trigger2 = (P2BodyDist X <= 280) & Random <= 300+400*Var(59)>=2 & Helper(9190),Fvar(11)-EnemyNear(Var(55)),Time >= 5
trigger2 = p2bodydist x < (const(size.xscale) * 100)

[State -1, 1100]
type = changestate
value = 1100
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A
triggerall = (Helper(9180),Var(31) = 0 || Helper(9180),Var(31) = 5)
triggerall = Helper(9190),Fvar(15) = 0
triggerall = Helper(9190),Fvar(16) = 0 & P2StateType != A & P2StateType != L
triggerall = Helper(9190),Var(34) != 2
triggerall = Helper(9190),Fvar(11) > 0
triggerall = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) & Helper(9190),Var(30) < 0
trigger1 = P2BodyDist X <= 450 & Random <= 300+500*Var(59)>=2 & Helper(9190),Fvar(11)-EnemyNear(Var(55)),Time >= 9

[State -1, 200]
type = changestate
value = 225
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A & Power >= 500
triggerall = (Helper(9180),Var(31) = 0 || Helper(9180),Var(31) = 5)
triggerall = Helper(9190),Fvar(15) = 0
triggerall = Helper(9190),Fvar(16) = 0 & P2StateType != A
triggerall = Helper(9190),Var(34) != 2
triggerall = Helper(9190),Fvar(11) > 0
triggerall = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) & Helper(9190),Var(30) < 0
trigger1 = (P2BodyDist X <= 700) & Random <= 300+400*Var(59)>=2 & Helper(9190),Fvar(11)-EnemyNear(Var(55)),Time >= 16
trigger1 = p2bodydist x >= (const(size.xscale) * 100)
trigger2 = (P2BodyDist X <= 280) & Random <= 300+400*Var(59)>=2 & Helper(9190),Fvar(11)-EnemyNear(Var(55)),Time >= 5
trigger2 = p2bodydist x < (const(size.xscale) * 100)

[State -1, 200]
type = changestate
value = 1220
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A & Power >= 500
triggerall = (Helper(9180),Var(31) = 0 || Helper(9180),Var(31) = 5)
triggerall = Helper(9190),Fvar(15) = 0
triggerall = Helper(9190),Fvar(16) = 0 & P2StateType != A
triggerall = Helper(9190),Var(34) != 2
triggerall = Helper(9190),Fvar(11) > 0
triggerall = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) & Helper(9190),Var(30) < 0
trigger1 = (P2BodyDist X <= 1200) & Random <= 400+300*Var(59)>=2 & Helper(9190),Fvar(11)-EnemyNear(Var(55)),Time >= 22

[State -1, 200]
type = changestate
value = 1200
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A
triggerall = (Helper(9180),Var(31) = 0 || Helper(9180),Var(31) = 5)
triggerall = Helper(9190),Fvar(15) = 0
triggerall = Helper(9190),Fvar(16) = 0 & P2StateType != A
triggerall = Helper(9190),Var(34) != 2
triggerall = Helper(9190),Fvar(11) > 0
triggerall = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) & Helper(9190),Var(30) < 0 
trigger1 = p2bodydist x >= (const(size.xscale) * 100)
trigger1 = (P2BodyDist X <= 700) & Random <= 350+350*Var(59)>=2 & P2StateType != A & Helper(9190),Fvar(11)-EnemyNear(Var(55)),Time <= 15
trigger2 = p2bodydist x < (const(size.xscale) * 100)
trigger2 = P2BodyDist X <= 280 & Random <= 400+450*Var(59)>=2 & Helper(9190),Fvar(11)-EnemyNear(Var(55)),Time >= 5

[State -1, 200]
type = changestate
value = IfElse(P2StateType = C,235,205)
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A
triggerall = (Helper(9180),Var(31) = 0 || Helper(9180),Var(31) = 5)
triggerall = Helper(9190),Fvar(15) = 0
triggerall = Helper(9190),Fvar(16) = 0 & P2StateType != A & P2StateType != L
triggerall = Helper(9190),Var(34) != 2
triggerall = Helper(9190),Fvar(11) > 0
triggerall = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) & Helper(9190),Var(30) < 0 
trigger1 = (P2BodyDist X = [240,320]) & Random <= 400+400*Var(59)>=2 & Helper(9190),Fvar(11)-EnemyNear(Var(55)),Time >= 6 & P2StateType != C
trigger2 = (P2BodyDist X = [240,320]) & Random <= 400+400*Var(59)>=2 & Helper(9190),Fvar(11)-EnemyNear(Var(55)),Time >= 7 & P2StateType = C

[State -1, 200]
type = changestate
value = IfElse(P2StateType = C,230,200)
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A
triggerall = (Helper(9180),Var(31) = 0 || Helper(9180),Var(31) = 5)
triggerall = Helper(9190),Fvar(15) = 0
triggerall = Helper(9190),Fvar(16) = 0 & P2StateType != A & P2StateType != L
triggerall = Helper(9190),Var(34) != 2
triggerall = Helper(9190),Fvar(11) > 0
triggerall = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) & Helper(9190),Var(30) < 0 
trigger1 = P2BodyDist X <= 280 & Random <= 200+400*Var(59)>=2 & Helper(9190),Fvar(11)-EnemyNear(Var(55)),Time >= 5

[State -1, 225]
type = changestate
value = 255
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A
triggerall = (Helper(9180),Var(31) = 0 || Helper(9180),Var(31) = 5)
triggerall = Helper(9190),Fvar(15) = 0
triggerall = Helper(9190),Fvar(16) = 0 & P2StateType != A & P2StateType != L
triggerall = Helper(9190),Var(34) != 2
triggerall = Helper(9190),Fvar(11) > 0
triggerall = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) & Helper(9190),Var(30) < 0
trigger1 = (P2BodyDist X = [300,500]) & Random <= 200+600*Var(59)>=2 & Helper(9190),Fvar(11)-EnemyNear(Var(55)),Time >= 9

[State -1, 800]
type = ChangeState
value = 800
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A & P2StateType != A
triggerall = P2StateNo != [5000,5020]
triggerall = P2StateNo != [5200,5211]
triggerall = P2StateNo != 40 & P2StateNo != 105 & P2StateNo != 5120 & P2StateNo != 5200 & P2StateNo != 5201 & P2StateNo != 5300 & P2StateNo != 5400 & P2StateNo != 5401
triggerall = Helper(9185),FVar(0) <= 0 & Helper(9190),Fvar(15) = 0
triggerall = (P2StateNo != [105,106]) & !(P2MoveType = A & PrevStateNo = [5000,5199]) & !(P2MoveType = I & P2StateType != A & P2StateNo >= 200 & IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X > 8) ;會抓空的
triggerall = !(P2MoveType = I & P2StateType != A & P2StateNo >= 200 & IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X > 8) ;翻滾OR無敵位移
triggerall = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) & Helper(9190),Var(30) < 0
triggerall = !((Helper(9180),Var(33) > 0 & EnemyNear(Var(55)),Ctrl) || P2StateNo <= 120 || P2StateNo = 130 || P2StateNo = 131 || P2StateNo = 140) ;有無敵
triggerall = Helper(9190),Fvar(15) = 0
triggerall = Helper(9190),Var(34) != 2
trigger1 =  P2BodyDist X <= 300 & Random <= 200+800*Var(59)>=2 &  Helper(9190),Fvar(11)-EnemyNear(Var(55)),Time >= 4

;不可取消

[State -1, 270]
type = changestate
value = 285
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype = A
triggerall = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) & Helper(9190),Var(30) > 0
trigger1 = (P2BodyDist X <= 350) & P2StateType != A & P2StateType != L & P2MoveType != H 

[State -1, 1100]
type = changestate
value = 650
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A
triggerall = Random <= 500  
triggerall = Helper(9190),FVar(15) = 0
triggerall = Helper(9190),FVar(16) = 0
triggerall = (EnemyNear(Var(55)),HitDefAttr = SCA,NT,ST,HT,AT & Var(54) = 0) || (Var(54) = 801 & P2StateNo < 200) || (Var(54) = 800 & EnemyNear(Var(55)),MoveContact = 0 & EnemyNear(Var(55)),AnimTime >= -12)
triggerall = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) & Helper(9190),Var(30) > 0
trigger1 = P2StateType != A & P2StateType != L & P2MoveType != H 

[State -1, 1100]
type = changestate
value = 1100
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A
triggerall = Random <= 200+200*Life<900+200*Life<700+200*Life<500  
triggerall = Helper(9190),FVar(15) = 0
triggerall = Helper(9190),FVar(16) = 0
triggerall = (EnemyNear(Var(55)),HitDefAttr = SCA,NT,ST,HT,AT & Var(54) = 0) || (Var(54) = 801 & P2StateNo < 200) || (Var(54) = 800 & EnemyNear(Var(55)),MoveContact = 0 & EnemyNear(Var(55)),AnimTime < -12+6)
triggerall = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) & Helper(9190),Var(30) > 0
trigger1 = P2StateType != A & P2StateType != L & P2MoveType != H
trigger2 = P2StateType = A & (P2BodyDist Y+EnemyNear(Var(55)),Vel Y*15+Helper(9180),Fvar(0)*120) = [-400,-30]

[State -1, 200]
type = changestate
value = 1100
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A
triggerall = (Helper(9180),Var(31) = 0 || Helper(9180),Var(31) = 5)
triggerall = Helper(9190),Fvar(15) = 0
triggerall = Helper(9190),Fvar(16) = 0 & P2StateType = A
triggerall = (P2BodyDist Y+EnemyNear(Var(55)),Vel Y*15+Helper(9180),Fvar(0)*120) = [-400,-30]
triggerall = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) & Helper(9190),Var(30) > 0
trigger1 = (P2BodyDist X <= 400) & EnemyNear(Var(55)),MoveContact & Random <= 250+250*Var(59)>=2

[State -1, 225]
type = changestate
value = 210
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A
triggerall = (Helper(9180),Var(31) = 0 || Helper(9180),Var(31) = 5)
triggerall = Helper(9190),Fvar(15) = 0
triggerall = Helper(9190),Fvar(16) = 0 & P2StateType = A & P2StateType != L
triggerall = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) & Helper(9190),Var(30) > 0
triggerall = p2bodydist x >= (const(size.xscale) * 100)
triggerall = (P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*5+Helper(9180),Fvar(0)*15) = [-300,-15]
trigger1 = EnemyNear(Var(55)),MoveContact & Random <= 500+500*Var(59)>=2

[State -1, 225]
type = changestate
value = 210
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A
triggerall = (Helper(9180),Var(31) = 0 || Helper(9180),Var(31) = 5)
triggerall = Helper(9190),Fvar(15) = 0
triggerall = Helper(9190),Fvar(16) = 0 & P2StateType != A & P2StateType != L
triggerall = Helper(9190),Var(34) = 0
triggerall = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) & Helper(9190),Var(30) > 0
trigger1 = P2BodyDist X <= 500 & Random <= 300+400*Var(59)>=2 & EnemyNear(Var(55)),AnimTime = [-25,-15+6]

[State -1, 200]
type = changestate
value = 225
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A & Power >= 500
triggerall = (Helper(9180),Var(31) = 0 || Helper(9180),Var(31) = 5)
triggerall = Helper(9190),Fvar(15) = 0
triggerall = Helper(9190),Fvar(16) = 0 & P2StateType != A
triggerall = Helper(9190),Var(34) = 0
triggerall = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) & Helper(9190),Var(30) > 0 
trigger1 = (P2BodyDist X <= 700) & Random <= 300+400*Var(59)>=2 & EnemyNear(Var(55)),AnimTime = [-30,-16+6]

[State -1, 200]
type = changestate
value = 1220
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A & Power >= 500
triggerall = (Helper(9180),Var(31) = 0 || Helper(9180),Var(31) = 5)
triggerall = Helper(9190),Fvar(15) = 0
triggerall = Helper(9190),Fvar(16) = 0 & P2StateType != A
triggerall = Helper(9190),Var(34) = 0
triggerall = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) & Helper(9190),Var(30) > 0 
trigger1 = (P2BodyDist X <= 1200) & Random <= 400+300*Var(59)>=2 & EnemyNear(Var(55)),AnimTime = [-35,-19+6]

[State -1, 200]
type = changestate
value = 1200
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A
triggerall = (Helper(9180),Var(31) = 0 || Helper(9180),Var(31) = 5)
triggerall = Helper(9190),Fvar(15) = 0
triggerall = Helper(9190),Fvar(16) = 0 & P2StateType != A
triggerall = Helper(9190),Var(34) = 0
triggerall = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) & Helper(9190),Var(30) > 0 
trigger1 = (P2BodyDist X <= 700) & Random <= 350+350*Var(59)>=2 & P2StateType != A & EnemyNear(Var(55)),AnimTime = [-22,-15+6]

[State -1, 225]
type = changestate
value = 225
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A
triggerall = (Helper(9180),Var(31) = 0 || Helper(9180),Var(31) = 5)
triggerall = Helper(9190),Fvar(15) = 0
triggerall = Helper(9190),Fvar(16) = 0 & P2StateType != A & P2StateType != L
triggerall = Helper(9190),Var(34) = 0
triggerall = p2bodydist x < (const(size.xscale) * 100)
triggerall = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) & Helper(9190),Var(30) > 0 
trigger1 = P2BodyDist X <= 280 & Random <= 400+450*Var(59)>=2 & EnemyNear(Var(55)),AnimTime = [-11,-6+6]

[State -1, 200]
type = changestate
value = IfElse(P2StateType = C,235,205)
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A
triggerall = (Helper(9180),Var(31) = 0 || Helper(9180),Var(31) = 5)
triggerall = Helper(9190),Fvar(15) = 0
triggerall = Helper(9190),Fvar(16) = 0 & P2StateType != A & P2StateType != L
triggerall = Helper(9190),var(34) = 0
triggerall = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) & Helper(9190),Var(30) > 0
trigger1 = (P2BodyDist X = [240,320]) & Random <= 400+400*Var(59)>=2 & EnemyNear(Var(55)),AnimTime = [-12,-4+6]


[State -1, 200]
type = changestate
value = IfElse(P2StateType = C,230,200)
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A
triggerall = (Helper(9180),Var(31) = 0 || Helper(9180),Var(31) = 5)
triggerall = Helper(9190),Fvar(15) = 0
triggerall = Helper(9190),Fvar(16) = 0 & P2StateType != A & P2StateType != L
triggerall = Helper(9190),Var(34) = 0
triggerall = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) & Helper(9190),Var(30) > 0
trigger1 = P2BodyDist X <= 280 & Random <= 400+400*Var(59)>=2 & EnemyNear(Var(55)),AnimTime = [-12,-4+6]

[State -1, 225]
type = changestate
value = 255
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A
triggerall = (Helper(9180),Var(31) = 0 || Helper(9180),Var(31) = 5)
triggerall = Helper(9190),Fvar(15) = 0
triggerall = Helper(9190),Fvar(16) = 0 & P2StateType != A & P2StateType != L
triggerall = Helper(9190),Var(34) = 0
triggerall = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) & Helper(9190),Var(30) > 0
trigger1 = (P2BodyDist X = [300,500]) & Random <= 300+600*Var(59)>=2 & EnemyNear(Var(55)),AnimTime = [-20,-10+6]

[State -1, 800]
type = ChangeState
value = 800
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A & P2StateType != A
triggerall = P2StateNo != [5000,5020]
triggerall = P2StateNo != [5200,5211]
triggerall = P2StateNo != 40 & P2StateNo != 105 & P2StateNo != 5120 & P2StateNo != 5200 & P2StateNo != 5201 & P2StateNo != 5300 & P2StateNo != 5400 & P2StateNo != 5401
triggerall = Helper(9185),FVar(0) <= 0 & Helper(9190),Fvar(15) = 0
triggerall = (P2StateNo != [105,106]) & !(P2MoveType = A & PrevStateNo = [5000,5199]) & !(P2MoveType = I & P2StateType != A & P2StateNo >= 200 & IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X > 8) ;會抓空的
triggerall = !(P2MoveType = I & P2StateType != A & P2StateNo >= 200 & IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X > 8) ;翻滾OR無敵位移
triggerall = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) & Helper(9190),Var(30) > 0
triggerall = !((Helper(9180),Var(33) > 0 & EnemyNear(Var(55)),Ctrl) || P2StateNo <= 120 || P2StateNo = 130 || P2StateNo = 131 || P2StateNo = 140) ;有無敵
triggerall = Helper(9190),Fvar(15) = 0
triggerall = Helper(9190),Var(34) = 0 & Random <= 1000-800*(Helper(9190),Var(38) = 1)
trigger1 =  P2BodyDist X <= 300 & Random <= 200+800*Var(59)>=2 & EnemyNear(Var(55)),AnimTime = [-8,-4]
trigger2 = EnemyNear,Time >= Helper(9190),Fvar(11) & P2BodyDist X <= 300 & EnemyNear(Var(55)),AnimTime = [-8,-5]


;----------------------------------------------------------------------------------------------------
;普通落地連
[State -1, 225]
type = changestate
value = 210
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A & (Var(53) = 13)  & P2MoveType = H
triggerall = p2bodydist x <= (const(size.xscale) * 100)
trigger1 = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) & P2BodyDist X <= 230
trigger2 = Ctrl & StateNo = 52 & P2BodyDist X <= 230

[State -1, 225]
type = changestate
value = IfElse(P2StateType = C,250,220)
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A & (Var(53) = 13) & P2MoveType = H
trigger1 = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) & (P2BodyDist X = [230,300])
trigger2 = Ctrl & StateNo = 52 & (P2BodyDist X = [230,300])

[State -1, 225]
type = changestate
value = 210
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A & (Var(53) = 0 || Var(53) = 12)
triggerall = p2bodydist x <= (const(size.xscale) * 100)
triggerall = P2MoveType = A & EnemyNear(Var(55)),Time > 19 & EnemyNear(Var(55)),AnimTime <= -5
trigger1 = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) & Helper(9190),Var(31) = 52 & P2BodyDist X <= 230
trigger2 = Ctrl & StateNo = 52 & P2BodyDist X <= 230

[State -1, 225]
type = changestate
value = IfElse(P2StateType = C,250,220)
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A & (Var(53) = 0 || Var(53) = 12)
triggerall = P2MoveType = A & EnemyNear(Var(55)),Time > 19 & EnemyNear(Var(55)),AnimTime <= -7
trigger1 = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) & Helper(9190),Var(31) = 52 & (P2BodyDist X = [230,300])
trigger2 = Ctrl & StateNo = 52 & (P2BodyDist X = [230,280])

[State -1, 1015]
type = changestate
value = ifelse(statetype = A,1025,1015)
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A & Var(53) = 13 & P2MoveType = H
triggerall = Var(10) < 1000 & Power >= 500
trigger1 = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) & P2BodyDist X > 280
trigger2 = Ctrl & StateNo = 52 & P2BodyDist X > 300 & EnemyNear(Var(55)),BackEdgeBodyDist > 100

[State -1, 1015]
type = changestate
value = ifelse(statetype = A,1025,1015)
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A & (Var(53) = 0 || Var(53) = 12)
triggerall = Var(10) < 1000 & Power >= 500
triggerall = P2MoveType = A & EnemyNear(Var(55)),Time > 19 & EnemyNear(Var(55)),AnimTime <= -7
trigger1 = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) & Helper(9190),Var(31) = 52 & P2BodyDist X > 280
trigger2 = Ctrl & StateNo = 52 & P2BodyDist X > 300 & EnemyNear(Var(55)),BackEdgeBodyDist > 100

[State -1, 1015]
type = changestate
value = 1230
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A & Var(53) = 13 & P2MoveType = H
triggerall = Var(10) < 1000 & Power >= 500
trigger1 = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) & P2BodyDist X > 300
trigger2 = Ctrl & StateNo = 52 & P2BodyDist X > 300 & EnemyNear(Var(55)),BackEdgeBodyDist > 100

[State -1, 1015]
type = changestate
value = 1230
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A & (Var(53) = 0 || Var(53) = 12)
triggerall = Var(10) < 1000 & Power >= 500
triggerall = P2MoveType = A & EnemyNear(Var(55)),Time > 19 & EnemyNear(Var(55)),AnimTime <= -7
trigger1 = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) & Helper(9190),Var(31) = 52 & P2BodyDist X > 300
trigger2 = Ctrl & StateNo = 52 & P2BodyDist X > 300 & EnemyNear(Var(55)),BackEdgeBodyDist > 100

;----------------------------------------------------------------------------------------------------
;脫離反
[State -1]
type = ChangeState
value = 650
triggerall = AILeveL > 0 && statetype != A & IsHelper = 0 & ((Var(53) = 14 & Var(56) = 20) || (Var(53) = 14 & EnemyNear(Var(55)),Time > 30))
triggerall = EnemyNear(Var(55)),AnimTime <= -14
triggerall = P2BodyDist X >= 450
trigger1 = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131)

[State -1, 285]
type = changestate
value = 285
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype = A & Var(53) = 14
trigger1 = Ctrl & StateNo = 650

[State -1, 210]
type = changestate
value = IfElse((P2StateType != A || P2MoveType != H),210,240)
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A & Var(53) = 14
triggerall = (P2BodyDist Y+EnemyNear(Var(55)),Vel Y*7+Helper(9180),Fvar(0)*28) = [-150,-5]
trigger1 = statetype  = S && (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) & P2BodyDist X <= 300
trigger1 = p2bodydist x < (const(size.xscale) * 100) & P2StateType = A & EnemyNear(Var(55)),Vel Y > 0

[State -1, 210]
type = changestate
value = 210
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A & Var(53) = 14
trigger1 = statetype  = S && (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131)
trigger1 = p2bodydist x >= (const(size.xscale) * 100)  & P2StateType = A & EnemyNear(Var(55)),Vel Y > 0
trigger1 = (P2BodyDist Y+EnemyNear(Var(55)),Vel Y*16+Helper(9180),Fvar(0)*136) = [-350,-20]

[State -1, 225]
type = changestate
value = 225
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A & Var(53) = 14
triggerall =  p2bodydist x > (const(size.xscale) * 100)
triggerall = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) & P2BodyDist X = [300,700]
triggerall = P2StateType != A & P2StateType != L
trigger1 = EnemyNear(Var(55)),AnimTime = [-20,-15]

[State -1, 210]
type = changestate
value = IfElse(power >= 500,1310,1300)
triggerall = AILeveL > 0 && statetype != A & IsHelper = 0 & ((Var(53) = 14 & Var(56) = 20) || (Var(53) = 14 & EnemyNear(Var(55)),Time > 30))
triggerall = EnemyNear(Var(55)),AnimTime <= -14
triggerall = P2BodyDist X = [300,450]
trigger1 = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131)

[State -1, Run Back]
type = ChangeState
value = 21
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & StateType != A & Var(53) = 14 & StateNo != 21
triggerall = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131)
trigger1 = P2BodyDist X >= 285

;----------------------------------------------------------------------------------------------------
;出角落 起身飛 逃繞背 攻擊無效
[State -1]
type = ChangeState
value = 650
triggerall = AILeveL > 0 && statetype != A & IsHelper = 0
triggerall = (Helper(9180),Var(31) = 0 || Helper(9180),Var(31) = 5)
triggerall = P2StateType = L || (EnemyNear(Var(55)),AnimTime <= -4 & (P2StateNo = [5200,5210]))
trigger1 = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131)
trigger1 = P2BodyDist X <= 200 & BackEdgeBodyDist < 30
trigger2 = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131)
trigger2 = P2BodyDist X <= 200 & FrontEdgeBodyDist > 150 & Random <= 35
trigger3 = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131)
trigger3 = P2BodyDist X < 0 & P2MoveType = I & StateNo > 200
trigger4 = (stateno = 200 || stateno = 230 || stateno = 245) && time >= 8 & MoveContact = 0 & P2BodyDist X < 0
trigger4 = P2MoveType = I & StateNo > 200
trigger5 = (stateno = [200, 255]) && stateno != 207 && stateno != 222 && stateno != 255 && stateno != 227 && MoveHit
trigger5 = P2MoveType = A || (P2MoveType = I & EnemyNear(Var(55)),Ctrl = 0)
trigger5 = EnemyNear(Var(55)),PrevStateNo != [5000,5999]


;----------------------------------------------------------------------------------------------------
;抓技專用

;空抓迴避

[State -1, 1015]
type = changestate
value = ifelse(statetype = A,1025,1015)
triggerall = AILeveL > 0 && statetype = A & IsHelper = 0 & Var(12) < 1000 & Power = [500,1000]
triggerall = EnemyNear(Var(55)),HitDefAttr = SCA,AT || Helper(9190),Fvar(14) = 1 || (Var(54) = 800 & EnemyNear(Var(55)),MoveContact = 0 & Helper(9190),Fvar(11)-EnemyNear(Var(55)),Time <= 10) || (Var(54) = 801 & P2StateNo < 200) || (Var(54) = 802 & Var(53) != 4) || (Helper(9190),FVar(14) = 1 & P2BodyDist X <= 100)
triggerall = EnemyNear(Var(55)),Time <= Time & !(EnemyNear(Var(55)),Time = 1 & EnemyNear(Var(55)),AnimTime = -1)
triggerall = Ctrl || (StateNo = [1,39]) || (stateno = [120,140]) || (StateNo = 650 & Ctrl)
trigger1 = P2MoveType = A & P2BodyDist X = [250,555]

[State -1, 1000]
type = changestate
value = ifelse(statetype = A,1020,1000)
triggerall = AILeveL > 0 && statetype = A & IsHelper = 0 & Var(12) < 1000 
triggerall = EnemyNear(Var(55)),HitDefAttr = SCA,AT || Helper(9190),Fvar(14) = 1 || (Var(54) = 800 & EnemyNear(Var(55)),MoveContact = 0 & Helper(9190),Fvar(11)-EnemyNear(Var(55)),Time <= 10) || (Var(54) = 801 & P2StateNo < 200) || (Var(54) = 802 & Var(53) != 4) || (Helper(9190),FVar(14) = 1 & P2BodyDist X <= 100)
triggerall = EnemyNear(Var(55)),Time <= Time & !(EnemyNear(Var(55)),Time = 1 & EnemyNear(Var(55)),AnimTime = -1)
triggerall = Ctrl || (StateNo = [1,39]) || (stateno = [120,140]) || (StateNo = 650 & Ctrl)
trigger1 = P2MoveType = A & P2BodyDist X = [250,555]

;抓空了(應該)
[State -1, 200]
type = changestate
value = IfElse(P2StateType = C,210,225)
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0
triggerall = statetype != A & Var(53) = 0
triggerall = EnemyNear(Var(55)),HitDefAttr = SCA,AT || (Var(54) = 800 & EnemyNear(Var(55)),MoveContact = 0 & Helper(9190),Fvar(11)-EnemyNear(Var(55)),Time <= 10) || (Var(54) = 801 & P2StateNo < 200) || (Var(54) = 802 & Var(53) != 4) || (Helper(9190),FVar(14) = 1 & P2BodyDist X <= 100)
triggerall = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) & (PrevStateNo = 52 || Helper(9190),Var(31) = 52 || StateNo = 52)
triggerall =  p2bodydist x < (const(size.xscale) * 100)
trigger1 = EnemyNear(Var(55)),AnimTime = [-15,-6]
trigger1 = P2StateNo >= 200 & (P2StateType = C) & P2MoveType = A

[State -1, 200]
type = changestate
value = IfElse(P2StateType = C,230,200)
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0
triggerall = statetype != A & Var(53) = 0
triggerall = EnemyNear(Var(55)),HitDefAttr = SCA,AT || (Var(54) = 800 & EnemyNear(Var(55)),MoveContact = 0 & Helper(9190),Fvar(11)-EnemyNear(Var(55)),Time <= 10) || (Var(54) = 801 & P2StateNo < 200) || (Var(54) = 802 & Var(53) != 4) || (Helper(9190),FVar(14) = 1 & P2BodyDist X <= 100)
triggerall = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) & (PrevStateNo = 52 || Helper(9190),Var(31) = 52 || StateNo = 52)
triggerall = EnemyNear(Var(55)),Time > Time
triggerall =  p2bodydist x >= (const(size.xscale) * 100) & P2BodyDist X <= 250
trigger1 = EnemyNear(Var(55)),AnimTime = [-15,-5]
trigger1 = P2StateNo >= 200 & (P2StateType = C) & P2MoveType = A

[State -1]
type = ChangeState
value = IfElse(BackEdgeBodyDist < 150,650,105)
triggerall = AILeveL > 0 && statetype != A & IsHelper = 0
triggerall = !(PrevStateNo = 5120 & Time < 11) ;起身對投無敵
triggerall = EnemyNear(Var(55)),HitDefAttr = SCA,AT || (Var(54) = 800 & EnemyNear(Var(55)),MoveContact = 0 & Helper(9190),Fvar(11)-EnemyNear(Var(55)),Time <= 10) || (Var(54) = 801 & P2StateNo < 200) || (Var(54) = 802 & Var(53) != 4) || (Helper(9190),FVar(14) = 1 & P2BodyDist X <= 100)
triggerall = Helper(9190),Fvar(11)-EnemyNear(Var(55)),Time <= 8 || (Helper(9190),Fvar(11) = 0 & EnemyNear(Var(55)),Time <= 4)
triggerall = (BackEdgeBodyDist >= 120 & EnemyNear(Var(55)),AnimTime <= -5) || EnemyNear(Var(55)),AnimTime <= -10
triggerall = Ctrl || (StateNo = [1,39]) || stateno = [120,140]
trigger1 = P2MoveType = A & P2BodyDist X <= 300
trigger1 = !(PrevStateNo = 105 & EnemyNear(Var(55)),Time >= 9)

[State -1]
type = ChangeState
value = 800
triggerall = AILeveL > 0 && statetype != A & IsHelper = 0
triggerall = Helper(9190),FVar(15) = 0
triggerall = EnemyNear(Var(55)),HitDefAttr = SCA,AT || (Var(54) = 800 & EnemyNear(Var(55)),MoveContact = 0 & Helper(9190),Fvar(11)-EnemyNear(Var(55)),Time <= 10) || (Var(54) = 801 & P2StateNo < 200) || (Var(54) = 802 & Var(53) != 4) || (Helper(9190),FVar(14) = 1 & P2BodyDist X <= 100)
triggerall = Helper(9190),Fvar(11)-EnemyNear(Var(55)),Time <= 8 || (Helper(9190),Fvar(11) = 0 & EnemyNear(Var(55)),Time <= 4)
triggerall = EnemyNear(Var(55)),AnimTime <= -4 & EnemyNear(Var(55)),Time >= 2
triggerall = Ctrl || (StateNo = [1,39]) || stateno = [120,140]
trigger1 = P2MoveType = A & P2BodyDist X <= 300
trigger1 = (PrevStateNo = 105 & EnemyNear(Var(55)),Time >= 9)
trigger2 = P2MoveType = A & P2BodyDist X <= 300 & (PrevStateNo = 5120 & Time < 7)

[State -1]
type = ChangeState
value = 1100
triggerall = AILeveL > 0 && statetype != A & IsHelper = 0
triggerall = Helper(9190),FVar(15) = 0
triggerall = Helper(9190),FVar(16) = 0
triggerall = (EnemyNear(Var(55)),HitDefAttr = SCA,NT,ST,HT,AT & Var(54) = 0) || (Var(54) = 801 & P2StateType = A) || (Var(54) = 800 & EnemyNear(Var(55)),MoveContact = 0 & EnemyNear(Var(55)),AnimTime <= -13)
triggerall = Ctrl || (StateNo = [1,39]) || stateno = [120,140]
trigger1 = P2BodyDist X <= 380 & P2StateNo >= 200
trigger1 = P2StateType != A & P2StateType != L & P2MoveType != H & PrevStateNo != 105
trigger2 = P2BodyDist X <= 380 & P2StateNo >= 200
trigger2 = P2StateType != A & P2StateType != L & P2MoveType != H
trigger2 = (P2BodyDist Y+EnemyNear(Var(55)),Vel Y*12+Helper(9180),Fvar(0)*78) = [-400,-30]

[State -1, 285]
type = changestate
value = 285
triggerall = AILeveL > 0 && statetype = A & IsHelper = 0
triggerall = roundstate = 2
triggerall = (EnemyNear(Var(55)),HitDefAttr = SCA,NT,ST,HT,AT & Var(54) = 0) || (Var(54) = 801 & P2StateNo < 200) || (Var(54) = 800 & EnemyNear(Var(55)),MoveContact = 0 & EnemyNear(Var(55)),AnimTime <= -11) || (Var(54) = 800 & EnemyNear(Var(55)),MoveContact = 0 & EnemyNear(Var(55)),AnimTime >= -11 & Random < 250)
trigger1 = StateNo = 650 & P2StateType != A & P2StateType != L

[State -1, 1015]
type = changestate
value = ifelse(statetype = A,1025,1015)
triggerall = AILeveL > 0 && statetype = A & IsHelper = 0 & var(10)<1000
triggerall = power >= 500 && roundstate = 2
triggerall = (EnemyNear(Var(55)),HitDefAttr = SCA,NT,ST,HT,AT & Var(54) = 0) || (Var(54) = 801 & P2StateNo < 200) || (Var(54) = 800 & EnemyNear(Var(55)),MoveContact = 0 & EnemyNear(Var(55)),AnimTime <= -17) || (Var(54) = 800 & EnemyNear(Var(55)),MoveContact = 0 & EnemyNear(Var(55)),AnimTime >= -17 & Random < 250)
triggerall = Ctrl || (StateNo = [1,39]) || stateno = [120,140]
trigger1 = P2BodyDist X <= 500 & !(EnemyNear(Var(55)),AILevel = 0 & P2StateNo < 200)
trigger1 = P2StateType = A & P2MoveType = A
trigger2 = P2BodyDist X <= 500 & !(EnemyNear(Var(55)),AILevel = 0 & P2StateNo < 200)
trigger2 = P2StateType = A & P2MoveType = I & Random <= 60

;----------------------------------------------------------------------------------------------------
;冷戰(惡意揮空)
[State -1, 1]
type = VarSet
triggerall = AILeveL > 0 && statetype != A & IsHelper = 0 & statetype != A
triggerall = (Helper(9180),Var(31) = 0 || Helper(9180),Var(31) = 5)
triggerall = Helper(9190),FVar(14) = 0
triggerall = Helper(9190),FVar(15) = 0
triggerall = Helper(9190),FVar(16) = 0
triggerall = Helper(9190),FVar(17) = 0
triggerall = Helper(9190),FVar(19) = 0
trigger1 = (stateno = 130 || stateno = 131)
trigger1 = Time > 10 & (P2BodyDist X = [100,320])
trigger1 = EnemyNear(Var(55)),Vel X = 0 & EnemyNear(Var(55)),StateType != A & EnemyNear(Var(55)),MoveType = A
trigger1 = EnemyNear(Var(55)),PrevStateNo >= 200
sysvar(1) = -1

[State -1]
type = ChangeState
value = 41
triggerall = AILeveL > 0 && statetype != A & IsHelper = 0 & statetype != A & sysvar(1) = -1
triggerall = (Helper(9180),Var(31) = 0 || Helper(9180),Var(31) = 5)
triggerall = Helper(9190),FVar(14) = 0
triggerall = Helper(9190),FVar(15) = 0
triggerall = Helper(9190),FVar(16) = 0
triggerall = Helper(9190),FVar(17) = 0
triggerall = Helper(9190),FVar(19) = 0
trigger1 = (stateno = 130 || stateno = 131)
trigger1 = Time > 10 & (P2BodyDist X = [100,320]) & P2StateType = C
trigger1 = EnemyNear(Var(55)),Vel X = 0 & EnemyNear(Var(55)),StateType != A & EnemyNear(Var(55)),MoveType = A
trigger1 = EnemyNear(Var(55)),PrevStateNo >= 200

[State -1, 800]
type = ChangeState
value = 800
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A & P2StateType != A
triggerall = Helper(9185),FVar(0) <= 0 & Helper(9190),Fvar(15) = 0
triggerall = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) & P2BodyDist X <= 300
trigger1 = (stateno = 130 || stateno = 131)
trigger1 = Time > 10 & (P2BodyDist X = [100,320])
trigger1 = EnemyNear(Var(55)),Vel X = 0 & EnemyNear(Var(55)),StateType != A & EnemyNear(Var(55)),MoveType = A
trigger1 = EnemyNear(Var(55)),PrevStateNo >= 200
;卡防禦
trigger2 = (EnemyNear(Var(55)),AnimTime = [-4,-7]) & P2MoveType = A & EnemyNear(Var(55)),MoveContact = 0 & EnemyNear(Var(55)),Vel X = 0
trigger2 = (StateNo = 130  || StateNo = 131) & (Time > 6 || PrevStateNo = 131 || PrevStateNo = 130)

[State -1]
type = ChangeState
value = 655
triggerall = AILeveL > 0 && statetype != A & IsHelper = 0 & statetype != A
triggerall = (Helper(9180),Var(31) = 0 || Helper(9180),Var(31) = 5)
triggerall = Helper(9190),FVar(14) = 0
triggerall = Helper(9190),FVar(15) = 0
triggerall = Helper(9190),FVar(16) = 0
triggerall = Helper(9190),FVar(17) = 0
triggerall = Helper(9190),FVar(19) = 0
trigger1 = (stateno = 130 || stateno = 131)
trigger1 = Time > 10 & (P2BodyDist X = [100,320]) & P2StateType != C
trigger1 = EnemyNear(Var(55)),Vel X = 0 & EnemyNear(Var(55)),StateType != A & EnemyNear(Var(55)),MoveType = A
trigger1 = EnemyNear(Var(55)),PrevStateNo >= 200

[State -1, 1000]
type = changestate
value = ifelse(statetype = A,1025,1015)
triggerall = AILeveL > 0 & IsHelper = 0
triggerall = (Helper(9180),Var(31) = 0 || Helper(9180),Var(31) = 5)
triggerall = Helper(9190),FVar(14) = 0
triggerall = Helper(9190),FVar(15) = 0
triggerall = Helper(9190),FVar(16) = 0
triggerall = Helper(9190),FVar(17) = 0
triggerall = Helper(9190),FVar(19) = 0 & Power >= 500 & Var(10) < 1000
triggerall = (PrevStateNo = 700 & Random <= 50) || (PrevStateNo = 701 & Random <= 100) || (PrevStateNo = 702 & Random <= 70) || (PrevStateNo != [700,702])
trigger1 = (stateno = 130 || stateno = 131)
trigger1 = Time > 13 & P2BodyDist X >= 320 & statetype != A
trigger1 = EnemyNear(Var(55)),Vel X = 0 & EnemyNear(Var(55)),StateType != A & EnemyNear(Var(55)),MoveType = A
trigger1 = EnemyNear(Var(55)),PrevStateNo >= 200
trigger2 = Ctrl & Vel X < 0 & PrevStateNo = 40
trigger2 = EnemyNear(Var(55)),Vel X = 0 & EnemyNear(Var(55)),StateType != A & EnemyNear(Var(55)),MoveType = A
trigger2 = EnemyNear(Var(55)),PrevStateNo >= 200

[State -1, 1015]
type = changestate
value = ifelse(statetype = A,1025,1015)
triggerall = AILeveL > 0 && statetype != A & IsHelper = 0
triggerall = (Helper(9180),Var(31) = 0 || Helper(9180),Var(31) = 5)
triggerall = Helper(9190),FVar(14) = 0
triggerall = Helper(9190),FVar(15) = 0
triggerall = Helper(9190),FVar(16) = 0
triggerall = Helper(9190),FVar(17) = 0
triggerall = Helper(9190),FVar(19) = 0 & Var(10) < 1000
trigger1 = (stateno = 130 || stateno = 131)
trigger1 = Time > 13 & P2BodyDist X >= 320
trigger1 = EnemyNear(Var(55)),Vel X = 0 & EnemyNear(Var(55)),StateType != A & EnemyNear(Var(55)),MoveType = A
trigger1 = EnemyNear(Var(55)),PrevStateNo >= 200

;----------------------------------------------------------------------------------------------------
;地板動作


[State -1, 222]
type = changestate
value = 650
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A & Var(53) = 15 & Var(56) != 20
triggerall = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131)
trigger1 = (P2StateNo = [5200,5201]) & (P2BodyDist X-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*20 = [-100,900])
trigger1 = EnemyNear(Var(55)),AnimTime = [-20,-7]
trigger2 = P2StateNo = 5120 & EnemyNear(Var(55)),AnimTime = [-20,-10]
trigger3 = P2StateNo != 5120 & (P2StateNo = [5200,5201]) & P2StateType != A
trigger3 = (EnemyNear(Var(55)),PrevStateNo = [5110,5119]) & EnemyNear(Var(55)),AnimTime = [-20,-10]
trigger4 = P2StateNo != 5120 & (P2StateNo = [5200,5201]) & P2StateType = A
trigger4 = (EnemyNear(Var(55)),PrevStateNo = [5110,5119])
trigger5 = (EnemyNear(Var(55)),Pos Y+EnemyNear(Var(55)),Vel Y*20+Helper(9180),Fvar(0)*210) <= 0
trigger5 = (EnemyNear(Var(55)),Pos Y+EnemyNear(Var(55)),Vel Y*24+Helper(9180),Fvar(0)*300) > 0

[State -1, 1]
type = VarSet
triggerall = AILeveL > 0 && statetype != A & IsHelper = 0 & statetype != A & Var(53) = 15
trigger1 = (P2BodyDist X = [230,450])
sysvar(1) = 1

[State -1, 1]
type = VarSet
triggerall = AILeveL > 0 && statetype != A & IsHelper = 0 & statetype != A & Var(53) = 15
trigger1 = P2BodyDist X <= 230
sysvar(1) = 0

[State -1]
type = ChangeState
value = 41
triggerall = AILeveL > 0 && statetype != A & IsHelper = 0 & statetype != A & Var(53) = 15
triggerall = (Helper(9180),Var(31) = 0 || Helper(9180),Var(31) = 5)
triggerall = Helper(9190),FVar(14) = 0
triggerall = Helper(9190),FVar(15) = 0
triggerall = Helper(9190),FVar(16) = 0
triggerall = Helper(9190),FVar(17) = 0
triggerall = Helper(9190),FVar(19) = 0
triggerall = P2BodyDist X <= 450
triggerall = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131)
trigger1 = (P2StateNo = [5200,5201]) & EnemyNear(Var(55)),AnimTime = [-35,-25]
trigger2 = P2StateNo = 5120 & EnemyNear(Var(55)),AnimTime = [-35,-25]
trigger3 = P2StateNo != 5120 & (P2StateNo = [5200,5201]) & P2StateType != A
trigger3 = (EnemyNear(Var(55)),PrevStateNo = [5110,5119]) & EnemyNear(Var(55)),AnimTime = [-35,-25]
trigger4 = P2StateNo != 5120 & (P2StateNo = [5200,5201]) & P2StateType = A
trigger4 = (EnemyNear(Var(55)),PrevStateNo = [5110,5119])

[State -1, 285]
type = changestate
value = 285
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype = A & Var(53) = 15
triggerall = (Pos Y+Vel Y*11+Const(movement.yaccel)*66) = [-240,30]
triggerall = ((P2BodyDist X+Vel X*11-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*11) = [-150,485]) || (P2BodyDist X+Vel X*11 <= 485 & EnemyNear(Var(55)),BackEdgeBodyDist < 50)
triggerall = Ctrl & (StateNo = 650 || (StateNo = 50 & Time >= 26))
trigger1 = (P2StateNo = [5200,5201]) & EnemyNear(Var(55)),AnimTime = [-9,-1]
trigger2 = P2StateNo = 5120 & EnemyNear(Var(55)),AnimTime = [-9,-1]
trigger3 = P2StateType != L & P2StateNo < 200
trigger4 = P2StateNo != 5120 & (P2StateNo = [5200,5201]) & P2StateType != A
trigger4 = (EnemyNear(Var(55)),PrevStateNo = [5110,5119]) & EnemyNear(Var(55)),AnimTime = [-9,-1]
trigger5 = P2StateNo != 5120 & (P2StateNo = [5200,5201]) & P2StateType = A
trigger5 = (EnemyNear(Var(55)),PrevStateNo = [5110,5119])
trigger5 = (EnemyNear(Var(55)),Pos Y+EnemyNear(Var(55)),Vel Y*10+Helper(9180),Fvar(0)*55) <= 0
trigger5 = (EnemyNear(Var(55)),Pos Y+EnemyNear(Var(55)),Vel Y*11+Helper(9180),Fvar(0)*66) > 0

;揮空騙招
[State -1, 222]
type = changestate
value = 650
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A & Var(53) = 15 & Var(56) = 20
triggerall = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131)
trigger1 = (P2BodyDist Y-Vel Y*10-Const(movement.yaccel)*55) < 0
trigger2 = (P2BodyDist Y-Vel Y*15-Const(movement.yaccel)*120) >= 0

[State -1, 285]
type = changestate
value = 285
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype = A & Var(53) = 15 & Var(56) = 20
triggerall = (Pos Y+Vel Y*10+Const(movement.yaccel)*55) = [-10,999]
triggerall = ((P2BodyDist X+Vel X*10-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*10) = [-150,485]) || (P2BodyDist X+Vel X*11 <= 485 & EnemyNear(Var(55)),BackEdgeBodyDist < 50)
triggerall = Ctrl & (StateNo = 650 || (StateNo = 50 & Time >= 26))
trigger1 = (P2StateNo = [5200,5201]) & EnemyNear(Var(55)),AnimTime = [-9,-1]
trigger2 = P2StateNo = 5120 & EnemyNear(Var(55)),AnimTime = [-9,-1]
trigger3 = P2StateType != L & P2StateNo < 200
trigger4 = P2StateNo != 5120 & (P2StateNo = [5200,5201]) & P2StateType != A
trigger4 = (EnemyNear(Var(55)),PrevStateNo = [5110,5119]) & EnemyNear(Var(55)),AnimTime = [-9,-1]
trigger5 = P2StateNo != 5120 & (P2StateNo = [5200,5201]) & P2StateType = A
trigger5 = (EnemyNear(Var(55)),PrevStateNo = [5110,5119])
trigger5 = (EnemyNear(Var(55)),Pos Y+EnemyNear(Var(55)),Vel Y*7+Helper(9180),Fvar(0)*28) <= 0
trigger5 = (EnemyNear(Var(55)),Pos Y+EnemyNear(Var(55)),Vel Y*11+Helper(9180),Fvar(0)*66) > 0


;----------------------------------------------------------------------------------------------------
;暈眩連+升龍反

[State -1, 222]
type = changestate
value = 650
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A 
triggerall = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131)
trigger1 = (P2BodyDist X-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*20 = [-100,900]) & Var(53) = 16
trigger2 = (P2BodyDist X-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*20 = [-100,900]) & Var(53) = 17
trigger2 = (EnemyNear(Var(55)),Pos Y+EnemyNear(Var(55)),Vel Y*22+Helper(9180),Fvar(0)*253) <= 0
trigger2 = (EnemyNear(Var(55)),Pos Y+EnemyNear(Var(55)),Vel Y*24+Helper(9180),Fvar(0)*300) > 0

[State -1, 1]
type = VarSet
triggerall = AILeveL > 0 && statetype != A & IsHelper = 0 & statetype != A & (Var(53) = 16 || Var(53) = 167)
trigger1 = (P2BodyDist X = [230,450])
sysvar(1) = 1

[State -1, 1]
type = VarSet
triggerall = AILeveL > 0 && statetype != A & IsHelper = 0 & statetype != A & (Var(53) = 16 || Var(53) = 167)
trigger1 = P2BodyDist X <= 230
sysvar(1) = 0

[State -1]
type = ChangeState
value = 41
triggerall = AILeveL > 0 && statetype != A & IsHelper = 0 & statetype != A 
triggerall = P2BodyDist X <= 450
trigger1 = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) & Var(53) = 16
trigger2 = (P2BodyDist X-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*20 = [-100,900]) & Var(53) = 17
trigger2 = (EnemyNear(Var(55)),Pos Y+EnemyNear(Var(55)),Vel Y*33+Helper(9180),Fvar(0)*561) <= 0
trigger2 = (EnemyNear(Var(55)),Pos Y+EnemyNear(Var(55)),Vel Y*36+Helper(9180),Fvar(0)*666) > 0

[State -1, 285]
type = changestate
value = 285
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype = A
triggerall = (Pos Y+Vel Y*11+Const(movement.yaccel)*66) = [-240,30]
triggerall = ((P2BodyDist X+Vel X*11-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*11) = [-150,485]) || (P2BodyDist X+Vel X*11 <= 485 & EnemyNear(Var(55)),BackEdgeBodyDist < 50)
triggerall = Ctrl & (StateNo = 650 || (StateNo = 50 & Time >= 26))
trigger1 = Var(53) = 16
trigger2 = Var(53) = 17 & P2StateType = A
trigger2 = (EnemyNear(Var(55)),Pos Y+EnemyNear(Var(55)),Vel Y*11+Helper(9180),Fvar(0)*66) <= 0
trigger2 = (EnemyNear(Var(55)),Pos Y+EnemyNear(Var(55)),Vel Y*14+Helper(9180),Fvar(0)*105) > 0
trigger3 = Var(53) = 17 & (P2StateType = S || P2StateType = C)
trigger3 = P2StateNo >= 200 & P2MoveType = I & EnemyNear(Var(55)),AnimTime <= -12

;----------------------------------------------------------------------------------------------------

;防禦線
[State -1, 222]
type = changestate
value = 207
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A & Var(12) >= 1000 & Random <= 200
triggerall = !((P2StateNo = [120,153]) & EnemyNear(Var(55)),Ctrl = 1) ;不科學防禦
triggerall = !((P2StateNo = [150,153]) & (EnemyNear(Var(55)),PrevStateNo != [120,153])) ;不科學防禦
triggerall = !(Helper(9190),Var(29) > 0 & Helper(9190),Var(29)%17 = 0);被後手
triggerall = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) & (PrevStateNo = 52 || Helper(9190),Var(31) = 52)
trigger1 = StateNo = 205 & (MoveGuarded = [1,2]) & (P2BodyDist X-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*14) <= 220
trigger2 = StateNo = 210 & (MoveGuarded = [1,2]) & (P2BodyDist X-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*14) <= 220
trigger3 = StateNo = 220 & (MoveGuarded = [1,2]) & (P2BodyDist X-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*14) <= 220
trigger4 = StateNo = 225 & (MoveGuarded = [1,2]) & (P2BodyDist X-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*14) <= 220
trigger5 = StateNo = 235 & (MoveGuarded = [1,2]) & (P2BodyDist X-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*14) <= 220
trigger6 = StateNo = 240 & (MoveGuarded = [1,2]) & (P2BodyDist X-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*14) <= 220
trigger7 = StateNo = 250 & (MoveGuarded = [1,2]) & (P2BodyDist X-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*14) <= 220

[State -1, 222]
type = changestate
value = 222
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A & Var(12) >= 1000 & Random <= 150
triggerall = !((P2StateNo = [120,153]) & EnemyNear(Var(55)),Ctrl = 1) ;不科學防禦
triggerall = !((P2StateNo = [150,153]) & (EnemyNear(Var(55)),PrevStateNo != [120,153])) ;不科學防禦
trigger1 = StateNo = 205 & (MoveGuarded = [1,2]) & (P2BodyDist X-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*17) <= 340
trigger2 = StateNo = 210 & (MoveGuarded = [1,2]) & (P2BodyDist X-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*17) <= 340
trigger3 = StateNo = 220 & (MoveGuarded = [1,2]) & (P2BodyDist X-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*17) <= 340
trigger4 = StateNo = 225 & (MoveGuarded = [1,2]) & (P2BodyDist X-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*17) <= 340
trigger5 = StateNo = 235 & (MoveGuarded = [1,2]) & (P2BodyDist X-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*17) <= 340
trigger6 = StateNo = 240 & (MoveGuarded = [1,2]) & (P2BodyDist X-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*17) <= 340
trigger7 = StateNo = 250 & (MoveGuarded = [1,2]) & (P2BodyDist X-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*17) <= 340

[State -1, 285]
type = changestate
value = 285
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype = A & Var(53) = 0
trigger1 = ctrl & StateNo = 650 & P2MoveType = H & P2StateNo = [120,153]

[State 1200, Strength]
type = varset
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A
trigger1 = StateNo = 227 & (MoveGuarded = [1,2])
var(15) = 0

[State -1, 1025]
type = changestate
value = ifelse(statetype = A,1025,1015)
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0  & var(10)<1000 & Power >= 500
trigger1 = StateType != A & StateNo = 227 & MoveGuarded & P2MoveType = A & P2BodyDist X >= 350
trigger2 = StateType = A & StateNo = 650 & P2MoveType = A & P2BodyDist X <= 500 & EnemyNear(Var(55)),PrevStateNo = [120,153]

[State -1, 1015]
type = changestate
value = ifelse(statetype = A,1020,1000)
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A & var(10)<1000
trigger1 = StateNo = 227 & MoveGuarded & (P2StateNo != [120,153]) & EnemyNear(Var(55)),PrevStateNo = [120,153]

;空壓

[State -1, 650]
type = changestate
value = 650
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype = A & Var(53) = 0
triggerall = statetype != A
triggerall = !(Helper(9190),Var(27)%4 = 0 & Var(27) > 0 & P2StateNo < 131 & P2StateType != A & Var(59) > 1) ;對手一直升
trigger1 = (stateno = [200, 255]) && stateno != 207 && stateno != 222 && stateno != 255 && stateno != 227 & MoveGuarded & Random <= 50+250*Var(59) >=2
trigger1 = P2StateType != A
trigger2 = (stateno = [200, 255]) && stateno != 207 && stateno != 222 && stateno != 255 && stateno != 227 & MoveGuarded & Random <= 350+250*Var(59) >=2
trigger2 = P2MoveType = A || (P2MoveType = I & EnemyNear(Var(55)),Ctrl = 1)
[State -1, 222]
type = changestate
value = 650
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A & Random <= 50+250*Var(59) >=2
trigger1 = StateNo = 230 & (MoveGuarded = [1,2]) & P2BodyDist X = [250,900]
trigger2 = StateNo = 235 & (MoveGuarded = [1,2]) & P2BodyDist X = [250,900]
trigger3 = StateNo = 250 & (MoveGuarded = [1,2]) & P2BodyDist X = [250,900]
trigger4 = StateNo = 200 & (MoveGuarded = [1,2]) & P2BodyDist X = [250,900]
trigger5 = StateNo = 205 & (MoveGuarded = [1,2]) & P2BodyDist X = [250,900]
trigger6 = StateNo = 210 & (MoveGuarded = [1,2]) & P2BodyDist X = [250,900]
trigger7 = StateNo = 220 & (MoveGuarded = [1,2]) & P2BodyDist X = [250,900]
trigger8 = StateNo = 225 & (MoveGuarded = [1,2]) & P2BodyDist X = [250,900]

;----------------------------------------------------------------------------------------------------
起手砲

;版邊
[State 1200, Strength]
type = varset
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A & Var(53) = 0
triggerall = roundstate = 2 & var(10)<1000 & StateNo != 1000
triggerall = EnemyNear(Var(55)),BackEdgeBodyDist < 40
triggerall = P2StateType = A & P2BodyDist X >= 450 & P2MoveType != H
triggerall = Helper(9190),Fvar(15) = 0
triggerall = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131)
trigger1=(P2BodyDist X-300= [0,110]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*14+Helper(9180),Fvar(0)*105) = [-900,-650]
trigger2=(P2BodyDist X-300= [55,165]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*15+Helper(9180),Fvar(0)*120) = [-900,-650]
trigger3=(P2BodyDist X-300= [110,220]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*16+Helper(9180),Fvar(0)*136) = [-900,-650]
trigger4=(P2BodyDist X-300= [165,275]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*17+Helper(9180),Fvar(0)*153) = [-900,-650]
trigger5=(P2BodyDist X-300= [220,330]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*18+Helper(9180),Fvar(0)*171) = [-900,-650]
trigger6=(P2BodyDist X-300= [275,385]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*19+Helper(9180),Fvar(0)*190) = [-900,-650]
trigger7=(P2BodyDist X-300= [330,440]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*20+Helper(9180),Fvar(0)*210) = [-900,-650]
trigger8=(P2BodyDist X-300= [385,495]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*21+Helper(9180),Fvar(0)*231) = [-900,-650]
trigger9=(P2BodyDist X-300= [440,550]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*22+Helper(9180),Fvar(0)*253) = [-900,-650]
trigger10=(P2BodyDist X-300= [495,605]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*23+Helper(9180),Fvar(0)*276) = [-900,-650]
trigger11=(P2BodyDist X-300= [550,660]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*24+Helper(9180),Fvar(0)*300) = [-900,-650]
trigger12=(P2BodyDist X-300= [605,715]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*25+Helper(9180),Fvar(0)*325) = [-900,-650]
trigger13=(P2BodyDist X-300= [660,770]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*26+Helper(9180),Fvar(0)*351) = [-900,-650]
trigger14=(P2BodyDist X-300= [715,825]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*27+Helper(9180),Fvar(0)*378) = [-900,-650]
trigger15=(P2BodyDist X-300= [770,880]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*28+Helper(9180),Fvar(0)*406) = [-900,-650]
trigger16=(P2BodyDist X-300= [825,935]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*29+Helper(9180),Fvar(0)*435) = [-900,-650]
trigger17=(P2BodyDist X-300= [880,990]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*30+Helper(9180),Fvar(0)*465) = [-900,-650]
trigger18=(P2BodyDist X-300= [935,1045]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*31+Helper(9180),Fvar(0)*496) = [-900,-650]
trigger19=(P2BodyDist X-300= [990,1100]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*32+Helper(9180),Fvar(0)*528) = [-900,-650]
trigger20=(P2BodyDist X-300= [1045,1155]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*33+Helper(9180),Fvar(0)*561) = [-900,-650]
trigger21=(P2BodyDist X-300= [1100,1210]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*34+Helper(9180),Fvar(0)*595) = [-900,-650]
trigger22=(P2BodyDist X-300= [1155,1265]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*35+Helper(9180),Fvar(0)*630) = [-900,-650]
trigger23=(P2BodyDist X-300= [1210,1320]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*36+Helper(9180),Fvar(0)*666) = [-900,-650]
trigger24=(P2BodyDist X-300= [1265,1375]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*37+Helper(9180),Fvar(0)*703) = [-900,-650]
trigger25=(P2BodyDist X-300= [1320,1430]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*38+Helper(9180),Fvar(0)*741) = [-900,-650]
trigger26=(P2BodyDist X-300= [1375,1485]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*39+Helper(9180),Fvar(0)*780) = [-900,-650]
trigger27=(P2BodyDist X-300= [1430,1540]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*40+Helper(9180),Fvar(0)*820) = [-900,-650]
trigger28=(P2BodyDist X-300= [1485,1595]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*41+Helper(9180),Fvar(0)*861) = [-900,-650]
trigger29=(P2BodyDist X-300= [1540,1650]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*42+Helper(9180),Fvar(0)*903) = [-900,-650]
trigger30=(P2BodyDist X-300= [1595,1705]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*43+Helper(9180),Fvar(0)*946) = [-900,-650]
trigger31=(P2BodyDist X-300= [1650,1760]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*44+Helper(9180),Fvar(0)*990) = [-900,-650]
trigger32=(P2BodyDist X-300= [1705,1815]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*45+Helper(9180),Fvar(0)*1035) = [-900,-650]
trigger33=(P2BodyDist X-300= [1760,1870]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*46+Helper(9180),Fvar(0)*1081) = [-900,-650]
trigger34=(P2BodyDist X-300= [1815,1925]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*47+Helper(9180),Fvar(0)*1128) = [-900,-650]
trigger35=(P2BodyDist X-300= [1870,1980]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*48+Helper(9180),Fvar(0)*1176) = [-900,-650]
trigger36=(P2BodyDist X-300= [1925,2035]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*49+Helper(9180),Fvar(0)*1225) = [-900,-650]
trigger37=(P2BodyDist X-300= [1980,2090]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*50+Helper(9180),Fvar(0)*1275) = [-900,-650]
trigger38=(P2BodyDist X-300= [2035,2145]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*51+Helper(9180),Fvar(0)*1326) = [-900,-650]
trigger39=(P2BodyDist X-300= [2090,2200]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*52+Helper(9180),Fvar(0)*1378) = [-900,-650]
trigger40=(P2BodyDist X-300= [2145,2255]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*53+Helper(9180),Fvar(0)*1431) = [-900,-650]
trigger41=(P2BodyDist X-300= [2200,2310]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*54+Helper(9180),Fvar(0)*1485) = [-900,-650]
trigger42=(P2BodyDist X-300= [2255,2365]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*55+Helper(9180),Fvar(0)*1540) = [-900,-650]
trigger43=(P2BodyDist X-300= [2310,2420]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*56+Helper(9180),Fvar(0)*1596) = [-900,-650]
trigger44=(P2BodyDist X-300= [2365,2475]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*57+Helper(9180),Fvar(0)*1653) = [-900,-650]
trigger45=(P2BodyDist X-300= [2420,2530]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*58+Helper(9180),Fvar(0)*1711) = [-900,-650]
trigger46=(P2BodyDist X-300= [2475,2585]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*59+Helper(9180),Fvar(0)*1770) = [-900,-650]
trigger47=(P2BodyDist X-300= [2530,2640]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*60+Helper(9180),Fvar(0)*1830) = [-900,-650]

trigger48 = (P2BodyDist X-300 = [-550,55]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*13+Helper(9180),Fvar(0)*91) = [-900,-650]
var(15) = 2

[State -1, 1000]
type = changestate
value = ifelse(statetype = A,1020,1000)
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A & Var(53) = 0
triggerall = roundstate = 2 & var(10)<1000 & Var(15) = 2
triggerall = P2StateType = A & P2BodyDist X >= 450 & P2MoveType != H & Random <= 75
triggerall = Helper(9190),Fvar(15) = 0
triggerall = EnemyNear(Var(55)),BackEdgeBodyDist < 40
triggerall = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131)
triggerall = !(P2BodyDist X-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*13 <= 100)
trigger1=(P2BodyDist X-300= [0,110]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*14+Helper(9180),Fvar(0)*105) = [-900,-650]
trigger2=(P2BodyDist X-300= [55,165]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*15+Helper(9180),Fvar(0)*120) = [-900,-650]
trigger3=(P2BodyDist X-300= [110,220]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*16+Helper(9180),Fvar(0)*136) = [-900,-650]
trigger4=(P2BodyDist X-300= [165,275]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*17+Helper(9180),Fvar(0)*153) = [-900,-650]
trigger5=(P2BodyDist X-300= [220,330]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*18+Helper(9180),Fvar(0)*171) = [-900,-650]
trigger6=(P2BodyDist X-300= [275,385]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*19+Helper(9180),Fvar(0)*190) = [-900,-650]
trigger7=(P2BodyDist X-300= [330,440]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*20+Helper(9180),Fvar(0)*210) = [-900,-650]
trigger8=(P2BodyDist X-300= [385,495]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*21+Helper(9180),Fvar(0)*231) = [-900,-650]
trigger9=(P2BodyDist X-300= [440,550]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*22+Helper(9180),Fvar(0)*253) = [-900,-650]
trigger10=(P2BodyDist X-300= [495,605]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*23+Helper(9180),Fvar(0)*276) = [-900,-650]
trigger11=(P2BodyDist X-300= [550,660]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*24+Helper(9180),Fvar(0)*300) = [-900,-650]
trigger12=(P2BodyDist X-300= [605,715]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*25+Helper(9180),Fvar(0)*325) = [-900,-650]
trigger13=(P2BodyDist X-300= [660,770]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*26+Helper(9180),Fvar(0)*351) = [-900,-650]
trigger14=(P2BodyDist X-300= [715,825]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*27+Helper(9180),Fvar(0)*378) = [-900,-650]
trigger15=(P2BodyDist X-300= [770,880]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*28+Helper(9180),Fvar(0)*406) = [-900,-650]
trigger16=(P2BodyDist X-300= [825,935]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*29+Helper(9180),Fvar(0)*435) = [-900,-650]
trigger17=(P2BodyDist X-300= [880,990]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*30+Helper(9180),Fvar(0)*465) = [-900,-650]
trigger18=(P2BodyDist X-300= [935,1045]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*31+Helper(9180),Fvar(0)*496) = [-900,-650]
trigger19=(P2BodyDist X-300= [990,1100]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*32+Helper(9180),Fvar(0)*528) = [-900,-650]
trigger20=(P2BodyDist X-300= [1045,1155]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*33+Helper(9180),Fvar(0)*561) = [-900,-650]
trigger21=(P2BodyDist X-300= [1100,1210]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*34+Helper(9180),Fvar(0)*595) = [-900,-650]
trigger22=(P2BodyDist X-300= [1155,1265]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*35+Helper(9180),Fvar(0)*630) = [-900,-650]
trigger23=(P2BodyDist X-300= [1210,1320]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*36+Helper(9180),Fvar(0)*666) = [-900,-650]
trigger24=(P2BodyDist X-300= [1265,1375]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*37+Helper(9180),Fvar(0)*703) = [-900,-650]
trigger25=(P2BodyDist X-300= [1320,1430]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*38+Helper(9180),Fvar(0)*741) = [-900,-650]
trigger26=(P2BodyDist X-300= [1375,1485]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*39+Helper(9180),Fvar(0)*780) = [-900,-650]
trigger27=(P2BodyDist X-300= [1430,1540]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*40+Helper(9180),Fvar(0)*820) = [-900,-650]
trigger28=(P2BodyDist X-300= [1485,1595]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*41+Helper(9180),Fvar(0)*861) = [-900,-650]
trigger29=(P2BodyDist X-300= [1540,1650]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*42+Helper(9180),Fvar(0)*903) = [-900,-650]
trigger30=(P2BodyDist X-300= [1595,1705]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*43+Helper(9180),Fvar(0)*946) = [-900,-650]
trigger31=(P2BodyDist X-300= [1650,1760]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*44+Helper(9180),Fvar(0)*990) = [-900,-650]
trigger32=(P2BodyDist X-300= [1705,1815]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*45+Helper(9180),Fvar(0)*1035) = [-900,-650]
trigger33=(P2BodyDist X-300= [1760,1870]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*46+Helper(9180),Fvar(0)*1081) = [-900,-650]
trigger34=(P2BodyDist X-300= [1815,1925]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*47+Helper(9180),Fvar(0)*1128) = [-900,-650]
trigger35=(P2BodyDist X-300= [1870,1980]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*48+Helper(9180),Fvar(0)*1176) = [-900,-650]
trigger36=(P2BodyDist X-300= [1925,2035]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*49+Helper(9180),Fvar(0)*1225) = [-900,-650]
trigger37=(P2BodyDist X-300= [1980,2090]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*50+Helper(9180),Fvar(0)*1275) = [-900,-650]
trigger38=(P2BodyDist X-300= [2035,2145]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*51+Helper(9180),Fvar(0)*1326) = [-900,-650]
trigger39=(P2BodyDist X-300= [2090,2200]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*52+Helper(9180),Fvar(0)*1378) = [-900,-650]
trigger40=(P2BodyDist X-300= [2145,2255]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*53+Helper(9180),Fvar(0)*1431) = [-900,-650]
trigger41=(P2BodyDist X-300= [2200,2310]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*54+Helper(9180),Fvar(0)*1485) = [-900,-650]
trigger42=(P2BodyDist X-300= [2255,2365]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*55+Helper(9180),Fvar(0)*1540) = [-900,-650]
trigger43=(P2BodyDist X-300= [2310,2420]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*56+Helper(9180),Fvar(0)*1596) = [-900,-650]
trigger44=(P2BodyDist X-300= [2365,2475]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*57+Helper(9180),Fvar(0)*1653) = [-900,-650]
trigger45=(P2BodyDist X-300= [2420,2530]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*58+Helper(9180),Fvar(0)*1711) = [-900,-650]
trigger46=(P2BodyDist X-300= [2475,2585]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*59+Helper(9180),Fvar(0)*1770) = [-900,-650]
trigger47=(P2BodyDist X-300= [2530,2640]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*60+Helper(9180),Fvar(0)*1830) = [-900,-650]

trigger48 = (P2BodyDist X-300 = [-550,55]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*13+Helper(9180),Fvar(0)*91) = [-900,-650]


[State 1200, Strength]
type = varset
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A & Var(53) = 0
triggerall = roundstate = 2 & var(10)<1000 & StateNo != 1000
triggerall = EnemyNear(Var(55)),BackEdgeBodyDist < 40
triggerall = P2StateType = A & P2BodyDist X >= 450 & P2MoveType != H
triggerall = Helper(9190),Fvar(15) = 0
triggerall = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131)
trigger1 = (P2BodyDist X-300 = [0,152]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*14+Helper(9180),Fvar(0)*105) = [-450,-300]
trigger2 = (P2BodyDist X-300 = [76,228]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*15+Helper(9180),Fvar(0)*120) = [-450,-300]
trigger3 = (P2BodyDist X-300 = [152,304]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*16+Helper(9180),Fvar(0)*136) = [-450,-300]
trigger4 = (P2BodyDist X-300 = [228,380]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*17+Helper(9180),Fvar(0)*153) = [-450,-300]
trigger5 = (P2BodyDist X-300 = [304,456]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*18+Helper(9180),Fvar(0)*171) = [-450,-300]
trigger6 = (P2BodyDist X-300 = [380,532]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*19+Helper(9180),Fvar(0)*190) = [-450,-300]
trigger7 = (P2BodyDist X-300 = [456,608]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*20+Helper(9180),Fvar(0)*210) = [-450,-300]
trigger8 = (P2BodyDist X-300 = [532,684]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*21+Helper(9180),Fvar(0)*231) = [-450,-300]
trigger9 = (P2BodyDist X-300 = [608,760]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*22+Helper(9180),Fvar(0)*253) = [-450,-300]
trigger10 = (P2BodyDist X-300 = [684,836]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*23+Helper(9180),Fvar(0)*276) = [-450,-300]
trigger11 = (P2BodyDist X-300 = [760,912]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*24+Helper(9180),Fvar(0)*300) = [-450,-300]
trigger12 = (P2BodyDist X-300 = [836,988]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*25+Helper(9180),Fvar(0)*325) = [-450,-300]
trigger13 = (P2BodyDist X-300 = [912,1064]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*26+Helper(9180),Fvar(0)*351) = [-450,-300]
trigger14 = (P2BodyDist X-300 = [988,1140]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*27+Helper(9180),Fvar(0)*378) = [-450,-300]
trigger15 = (P2BodyDist X-300 = [1064,1216]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*28+Helper(9180),Fvar(0)*406) = [-450,-300]
trigger16 = (P2BodyDist X-300 = [1140,1292]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*29+Helper(9180),Fvar(0)*435) = [-450,-300]
trigger17 =(P2BodyDist X-300 = [1216,1368])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*30+Helper(9180),Fvar(0)*465) = [-450,-300]
trigger18 =(P2BodyDist X-300 = [1292,1444])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*31+Helper(9180),Fvar(0)*496) = [-450,-300]
trigger19 =(P2BodyDist X-300 = [1368,1520])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*32+Helper(9180),Fvar(0)*528) = [-450,-300]
trigger20 =(P2BodyDist X-300 = [1444,1596])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*33+Helper(9180),Fvar(0)*561) = [-450,-300]
trigger21 =(P2BodyDist X-300 = [1520,1672])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*34+Helper(9180),Fvar(0)*595) = [-450,-300]
trigger22 =(P2BodyDist X-300 = [1596,1748])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*35+Helper(9180),Fvar(0)*630) = [-450,-300]
trigger23 =(P2BodyDist X-300 = [1672,1824])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*36+Helper(9180),Fvar(0)*666) = [-450,-300]
trigger24 =(P2BodyDist X-300 = [1748,1900])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*37+Helper(9180),Fvar(0)*703) = [-450,-300]
trigger25 =(P2BodyDist X-300 = [1824,1976])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*38+Helper(9180),Fvar(0)*741) = [-450,-300]
trigger26 =(P2BodyDist X-300 = [1900,2052])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*39+Helper(9180),Fvar(0)*780) = [-450,-300]
trigger27 =(P2BodyDist X-300 = [1976,2128])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*40+Helper(9180),Fvar(0)*820) = [-450,-300]
trigger28 =(P2BodyDist X-300 = [2052,2204])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*41+Helper(9180),Fvar(0)*861) = [-450,-300]
trigger29 =(P2BodyDist X-300 = [2128,2280])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*42+Helper(9180),Fvar(0)*903) = [-450,-300]
trigger30 =(P2BodyDist X-300 = [2204,2356])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*43+Helper(9180),Fvar(0)*946) = [-450,-300]
trigger31 =(P2BodyDist X-300 = [2280,2432])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*44+Helper(9180),Fvar(0)*990) = [-450,-300]
trigger32 =(P2BodyDist X-300 = [2356,2508])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*45+Helper(9180),Fvar(0)*1035) = [-450,-300]
trigger33 =(P2BodyDist X-300 = [2432,2584])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*46+Helper(9180),Fvar(0)*1081) = [-450,-300]
trigger34 =(P2BodyDist X-300 = [2508,2660])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*47+Helper(9180),Fvar(0)*1128) = [-450,-300]
trigger35 =(P2BodyDist X-300 = [2584,2736])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*48+Helper(9180),Fvar(0)*1176) = [-450,-300]
trigger36 =(P2BodyDist X-300 = [2660,2812])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*49+Helper(9180),Fvar(0)*1225) = [-450,-300]
trigger37 =(P2BodyDist X-300 = [2736,2888])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*50+Helper(9180),Fvar(0)*1275) = [-450,-300]
trigger38 =(P2BodyDist X-300 = [2812,2964])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*51+Helper(9180),Fvar(0)*1326) = [-450,-300]
trigger39 =(P2BodyDist X-300 = [2888,3040])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*52+Helper(9180),Fvar(0)*1378) = [-450,-300]
trigger40 =(P2BodyDist X-300 = [2964,3116])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*53+Helper(9180),Fvar(0)*1431) = [-450,-300]
trigger41 =(P2BodyDist X-300 = [3040,3192])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*54+Helper(9180),Fvar(0)*1485) = [-450,-300]
trigger42 =(P2BodyDist X-300 = [3116,3268])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*55+Helper(9180),Fvar(0)*1540) = [-450,-300]
trigger43 =(P2BodyDist X-300 = [3192,3344])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*56+Helper(9180),Fvar(0)*1596) = [-450,-300]
trigger44 =(P2BodyDist X-300 = [3268,3420])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*57+Helper(9180),Fvar(0)*1653) = [-450,-300]
trigger45 =(P2BodyDist X-300 = [3344,3496])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*58+Helper(9180),Fvar(0)*1711) = [-450,-300]
trigger46 =(P2BodyDist X-300 = [3420,3572])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*59+Helper(9180),Fvar(0)*1770) = [-450,-300]
trigger47 =(P2BodyDist X-300 = [3496,3648])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*60+Helper(9180),Fvar(0)*1830) = [-450,-300]

trigger48 = (P2BodyDist X-300 = [-760,76]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*13+Helper(9180),Fvar(0)*91) = [-450,-300]
var(15) = 1

[State -1, 1000]
type = changestate
value = ifelse(statetype = A,1020,1000)
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A & Var(53) = 0
triggerall = roundstate = 2 & var(10)<1000 & Var(15) = 1
triggerall = P2StateType = A & P2BodyDist X >= 450 & P2MoveType != H & Random <= 75
triggerall = Helper(9190),Fvar(15) = 0
triggerall = EnemyNear(Var(55)),BackEdgeBodyDist < 40
triggerall = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131)
triggerall = !(P2BodyDist X-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*13 <= 100)
trigger1 = (P2BodyDist X-300 = [0,152]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*14+Helper(9180),Fvar(0)*105) = [-450,-300]
trigger2 = (P2BodyDist X-300 = [76,228]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*15+Helper(9180),Fvar(0)*120) = [-450,-300]
trigger3 = (P2BodyDist X-300 = [152,304]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*16+Helper(9180),Fvar(0)*136) = [-450,-300]
trigger4 = (P2BodyDist X-300 = [228,380]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*17+Helper(9180),Fvar(0)*153) = [-450,-300]
trigger5 = (P2BodyDist X-300 = [304,456]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*18+Helper(9180),Fvar(0)*171) = [-450,-300]
trigger6 = (P2BodyDist X-300 = [380,532]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*19+Helper(9180),Fvar(0)*190) = [-450,-300]
trigger7 = (P2BodyDist X-300 = [456,608]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*20+Helper(9180),Fvar(0)*210) = [-450,-300]
trigger8 = (P2BodyDist X-300 = [532,684]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*21+Helper(9180),Fvar(0)*231) = [-450,-300]
trigger9 = (P2BodyDist X-300 = [608,760]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*22+Helper(9180),Fvar(0)*253) = [-450,-300]
trigger10 = (P2BodyDist X-300 = [684,836]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*23+Helper(9180),Fvar(0)*276) = [-450,-300]
trigger11 = (P2BodyDist X-300 = [760,912]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*24+Helper(9180),Fvar(0)*300) = [-450,-300]
trigger12 = (P2BodyDist X-300 = [836,988]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*25+Helper(9180),Fvar(0)*325) = [-450,-300]
trigger13 = (P2BodyDist X-300 = [912,1064]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*26+Helper(9180),Fvar(0)*351) = [-450,-300]
trigger14 = (P2BodyDist X-300 = [988,1140]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*27+Helper(9180),Fvar(0)*378) = [-450,-300]
trigger15 = (P2BodyDist X-300 = [1064,1216]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*28+Helper(9180),Fvar(0)*406) = [-450,-300]
trigger16 = (P2BodyDist X-300 = [1140,1292]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*29+Helper(9180),Fvar(0)*435) = [-450,-300]
trigger17 =(P2BodyDist X-300 = [1216,1368])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*30+Helper(9180),Fvar(0)*465) = [-450,-300]
trigger18 =(P2BodyDist X-300 = [1292,1444])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*31+Helper(9180),Fvar(0)*496) = [-450,-300]
trigger19 =(P2BodyDist X-300 = [1368,1520])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*32+Helper(9180),Fvar(0)*528) = [-450,-300]
trigger20 =(P2BodyDist X-300 = [1444,1596])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*33+Helper(9180),Fvar(0)*561) = [-450,-300]
trigger21 =(P2BodyDist X-300 = [1520,1672])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*34+Helper(9180),Fvar(0)*595) = [-450,-300]
trigger22 =(P2BodyDist X-300 = [1596,1748])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*35+Helper(9180),Fvar(0)*630) = [-450,-300]
trigger23 =(P2BodyDist X-300 = [1672,1824])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*36+Helper(9180),Fvar(0)*666) = [-450,-300]
trigger24 =(P2BodyDist X-300 = [1748,1900])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*37+Helper(9180),Fvar(0)*703) = [-450,-300]
trigger25 =(P2BodyDist X-300 = [1824,1976])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*38+Helper(9180),Fvar(0)*741) = [-450,-300]
trigger26 =(P2BodyDist X-300 = [1900,2052])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*39+Helper(9180),Fvar(0)*780) = [-450,-300]
trigger27 =(P2BodyDist X-300 = [1976,2128])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*40+Helper(9180),Fvar(0)*820) = [-450,-300]
trigger28 =(P2BodyDist X-300 = [2052,2204])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*41+Helper(9180),Fvar(0)*861) = [-450,-300]
trigger29 =(P2BodyDist X-300 = [2128,2280])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*42+Helper(9180),Fvar(0)*903) = [-450,-300]
trigger30 =(P2BodyDist X-300 = [2204,2356])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*43+Helper(9180),Fvar(0)*946) = [-450,-300]
trigger31 =(P2BodyDist X-300 = [2280,2432])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*44+Helper(9180),Fvar(0)*990) = [-450,-300]
trigger32 =(P2BodyDist X-300 = [2356,2508])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*45+Helper(9180),Fvar(0)*1035) = [-450,-300]
trigger33 =(P2BodyDist X-300 = [2432,2584])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*46+Helper(9180),Fvar(0)*1081) = [-450,-300]
trigger34 =(P2BodyDist X-300 = [2508,2660])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*47+Helper(9180),Fvar(0)*1128) = [-450,-300]
trigger35 =(P2BodyDist X-300 = [2584,2736])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*48+Helper(9180),Fvar(0)*1176) = [-450,-300]
trigger36 =(P2BodyDist X-300 = [2660,2812])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*49+Helper(9180),Fvar(0)*1225) = [-450,-300]
trigger37 =(P2BodyDist X-300 = [2736,2888])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*50+Helper(9180),Fvar(0)*1275) = [-450,-300]
trigger38 =(P2BodyDist X-300 = [2812,2964])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*51+Helper(9180),Fvar(0)*1326) = [-450,-300]
trigger39 =(P2BodyDist X-300 = [2888,3040])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*52+Helper(9180),Fvar(0)*1378) = [-450,-300]
trigger40 =(P2BodyDist X-300 = [2964,3116])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*53+Helper(9180),Fvar(0)*1431) = [-450,-300]
trigger41 =(P2BodyDist X-300 = [3040,3192])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*54+Helper(9180),Fvar(0)*1485) = [-450,-300]
trigger42 =(P2BodyDist X-300 = [3116,3268])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*55+Helper(9180),Fvar(0)*1540) = [-450,-300]
trigger43 =(P2BodyDist X-300 = [3192,3344])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*56+Helper(9180),Fvar(0)*1596) = [-450,-300]
trigger44 =(P2BodyDist X-300 = [3268,3420])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*57+Helper(9180),Fvar(0)*1653) = [-450,-300]
trigger45 =(P2BodyDist X-300 = [3344,3496])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*58+Helper(9180),Fvar(0)*1711) = [-450,-300]
trigger46 =(P2BodyDist X-300 = [3420,3572])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*59+Helper(9180),Fvar(0)*1770) = [-450,-300]
trigger47 =(P2BodyDist X-300 = [3496,3648])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*60+Helper(9180),Fvar(0)*1830) = [-450,-300]

trigger48 = (P2BodyDist X-300 = [-760,76]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*13+Helper(9180),Fvar(0)*91) = [-450,-300]


;非版邊
[State 1200, Strength]
type = varset
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A & Var(53) = 0
triggerall = roundstate = 2 & var(10)<1000 & StateNo != 1000
triggerall = EnemyNear(Var(55)),BackEdgeBodyDist >= 40
triggerall = P2StateType = A & P2BodyDist X >= 450 & P2MoveType != H
triggerall = Helper(9190),Fvar(15) = 0
triggerall = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131)
trigger1=(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*14= [0,110]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*14+Helper(9180),Fvar(0)*105) = [-900,-650]
trigger2=(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*15= [55,165]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*15+Helper(9180),Fvar(0)*120) = [-900,-650]
trigger3=(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*16= [110,220]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*16+Helper(9180),Fvar(0)*136) = [-900,-650]
trigger4=(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*17= [165,275]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*17+Helper(9180),Fvar(0)*153) = [-900,-650]
trigger5=(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*18= [220,330]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*18+Helper(9180),Fvar(0)*171) = [-900,-650]
trigger6=(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*19= [275,385]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*19+Helper(9180),Fvar(0)*190) = [-900,-650]
trigger7=(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*20= [330,440]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*20+Helper(9180),Fvar(0)*210) = [-900,-650]
trigger8=(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*21= [385,495]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*21+Helper(9180),Fvar(0)*231) = [-900,-650]
trigger9=(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*22= [440,550]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*22+Helper(9180),Fvar(0)*253) = [-900,-650]
trigger10=(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*23= [495,605]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*23+Helper(9180),Fvar(0)*276) = [-900,-650]
trigger11=(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*24= [550,660]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*24+Helper(9180),Fvar(0)*300) = [-900,-650]
trigger12=(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*25= [605,715]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*25+Helper(9180),Fvar(0)*325) = [-900,-650]
trigger13=(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*26= [660,770]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*26+Helper(9180),Fvar(0)*351) = [-900,-650]
trigger14=(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*27= [715,825]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*27+Helper(9180),Fvar(0)*378) = [-900,-650]
trigger15=(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*28= [770,880]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*28+Helper(9180),Fvar(0)*406) = [-900,-650]
trigger16=(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*29= [825,935]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*29+Helper(9180),Fvar(0)*435) = [-900,-650]
trigger17=(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*30= [880,990]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*30+Helper(9180),Fvar(0)*465) = [-900,-650]
trigger18=(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*31= [935,1045]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*31+Helper(9180),Fvar(0)*496) = [-900,-650]
trigger19=(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*32= [990,1100]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*32+Helper(9180),Fvar(0)*528) = [-900,-650]
trigger20=(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*33= [1045,1155]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*33+Helper(9180),Fvar(0)*561) = [-900,-650]
trigger21=(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*34= [1100,1210]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*34+Helper(9180),Fvar(0)*595) = [-900,-650]
trigger22=(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*35= [1155,1265]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*35+Helper(9180),Fvar(0)*630) = [-900,-650]
trigger23=(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*36= [1210,1320]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*36+Helper(9180),Fvar(0)*666) = [-900,-650]
trigger24=(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*37= [1265,1375]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*37+Helper(9180),Fvar(0)*703) = [-900,-650]
trigger25=(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*38= [1320,1430]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*38+Helper(9180),Fvar(0)*741) = [-900,-650]
trigger26=(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*39= [1375,1485]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*39+Helper(9180),Fvar(0)*780) = [-900,-650]
trigger27=(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*40= [1430,1540]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*40+Helper(9180),Fvar(0)*820) = [-900,-650]
trigger28=(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*41= [1485,1595]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*41+Helper(9180),Fvar(0)*861) = [-900,-650]
trigger29=(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*42= [1540,1650]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*42+Helper(9180),Fvar(0)*903) = [-900,-650]
trigger30=(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*43= [1595,1705]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*43+Helper(9180),Fvar(0)*946) = [-900,-650]
trigger31=(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*44= [1650,1760]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*44+Helper(9180),Fvar(0)*990) = [-900,-650]
trigger32=(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*45= [1705,1815]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*45+Helper(9180),Fvar(0)*1035) = [-900,-650]
trigger33=(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*46= [1760,1870]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*46+Helper(9180),Fvar(0)*1081) = [-900,-650]
trigger34=(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*47= [1815,1925]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*47+Helper(9180),Fvar(0)*1128) = [-900,-650]
trigger35=(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*48= [1870,1980]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*48+Helper(9180),Fvar(0)*1176) = [-900,-650]
trigger36=(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*49= [1925,2035]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*49+Helper(9180),Fvar(0)*1225) = [-900,-650]
trigger37=(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*50= [1980,2090]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*50+Helper(9180),Fvar(0)*1275) = [-900,-650]
trigger38=(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*51= [2035,2145]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*51+Helper(9180),Fvar(0)*1326) = [-900,-650]
trigger39=(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*52= [2090,2200]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*52+Helper(9180),Fvar(0)*1378) = [-900,-650]
trigger40=(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*53= [2145,2255]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*53+Helper(9180),Fvar(0)*1431) = [-900,-650]
trigger41=(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*54= [2200,2310]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*54+Helper(9180),Fvar(0)*1485) = [-900,-650]
trigger42=(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*55= [2255,2365]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*55+Helper(9180),Fvar(0)*1540) = [-900,-650]
trigger43=(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*56= [2310,2420]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*56+Helper(9180),Fvar(0)*1596) = [-900,-650]
trigger44=(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*57= [2365,2475]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*57+Helper(9180),Fvar(0)*1653) = [-900,-650]
trigger45=(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*58= [2420,2530]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*58+Helper(9180),Fvar(0)*1711) = [-900,-650]
trigger46=(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*59= [2475,2585]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*59+Helper(9180),Fvar(0)*1770) = [-900,-650]
trigger47=(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*60= [2530,2640]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*60+Helper(9180),Fvar(0)*1830) = [-900,-650]

trigger48 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*13 = [-55,55]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*13+Helper(9180),Fvar(0)*91) = [-900,-650]
var(15) = 2

[State -1, 1000]
type = changestate
value = ifelse(statetype = A,1020,1000)
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A & Var(53) = 0
triggerall = roundstate = 2 & var(10)<1000 & Var(15) = 2
triggerall = EnemyNear(Var(55)),BackEdgeBodyDist >= 40
triggerall = P2StateType = A & P2BodyDist X >= 450 & P2MoveType != H & Random <= 75
triggerall = Helper(9190),Fvar(15) = 0
triggerall = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131)
triggerall = !(P2BodyDist X-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*13 <= 100)
trigger1=(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*14= [0,110]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*14+Helper(9180),Fvar(0)*105) = [-900,-650]
trigger2=(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*15= [55,165]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*15+Helper(9180),Fvar(0)*120) = [-900,-650]
trigger3=(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*16= [110,220]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*16+Helper(9180),Fvar(0)*136) = [-900,-650]
trigger4=(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*17= [165,275]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*17+Helper(9180),Fvar(0)*153) = [-900,-650]
trigger5=(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*18= [220,330]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*18+Helper(9180),Fvar(0)*171) = [-900,-650]
trigger6=(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*19= [275,385]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*19+Helper(9180),Fvar(0)*190) = [-900,-650]
trigger7=(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*20= [330,440]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*20+Helper(9180),Fvar(0)*210) = [-900,-650]
trigger8=(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*21= [385,495]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*21+Helper(9180),Fvar(0)*231) = [-900,-650]
trigger9=(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*22= [440,550]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*22+Helper(9180),Fvar(0)*253) = [-900,-650]
trigger10=(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*23= [495,605]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*23+Helper(9180),Fvar(0)*276) = [-900,-650]
trigger11=(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*24= [550,660]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*24+Helper(9180),Fvar(0)*300) = [-900,-650]
trigger12=(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*25= [605,715]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*25+Helper(9180),Fvar(0)*325) = [-900,-650]
trigger13=(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*26= [660,770]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*26+Helper(9180),Fvar(0)*351) = [-900,-650]
trigger14=(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*27= [715,825]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*27+Helper(9180),Fvar(0)*378) = [-900,-650]
trigger15=(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*28= [770,880]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*28+Helper(9180),Fvar(0)*406) = [-900,-650]
trigger16=(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*29= [825,935]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*29+Helper(9180),Fvar(0)*435) = [-900,-650]
trigger17=(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*30= [880,990]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*30+Helper(9180),Fvar(0)*465) = [-900,-650]
trigger18=(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*31= [935,1045]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*31+Helper(9180),Fvar(0)*496) = [-900,-650]
trigger19=(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*32= [990,1100]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*32+Helper(9180),Fvar(0)*528) = [-900,-650]
trigger20=(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*33= [1045,1155]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*33+Helper(9180),Fvar(0)*561) = [-900,-650]
trigger21=(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*34= [1100,1210]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*34+Helper(9180),Fvar(0)*595) = [-900,-650]
trigger22=(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*35= [1155,1265]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*35+Helper(9180),Fvar(0)*630) = [-900,-650]
trigger23=(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*36= [1210,1320]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*36+Helper(9180),Fvar(0)*666) = [-900,-650]
trigger24=(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*37= [1265,1375]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*37+Helper(9180),Fvar(0)*703) = [-900,-650]
trigger25=(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*38= [1320,1430]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*38+Helper(9180),Fvar(0)*741) = [-900,-650]
trigger26=(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*39= [1375,1485]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*39+Helper(9180),Fvar(0)*780) = [-900,-650]
trigger27=(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*40= [1430,1540]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*40+Helper(9180),Fvar(0)*820) = [-900,-650]
trigger28=(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*41= [1485,1595]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*41+Helper(9180),Fvar(0)*861) = [-900,-650]
trigger29=(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*42= [1540,1650]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*42+Helper(9180),Fvar(0)*903) = [-900,-650]
trigger30=(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*43= [1595,1705]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*43+Helper(9180),Fvar(0)*946) = [-900,-650]
trigger31=(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*44= [1650,1760]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*44+Helper(9180),Fvar(0)*990) = [-900,-650]
trigger32=(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*45= [1705,1815]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*45+Helper(9180),Fvar(0)*1035) = [-900,-650]
trigger33=(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*46= [1760,1870]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*46+Helper(9180),Fvar(0)*1081) = [-900,-650]
trigger34=(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*47= [1815,1925]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*47+Helper(9180),Fvar(0)*1128) = [-900,-650]
trigger35=(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*48= [1870,1980]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*48+Helper(9180),Fvar(0)*1176) = [-900,-650]
trigger36=(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*49= [1925,2035]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*49+Helper(9180),Fvar(0)*1225) = [-900,-650]
trigger37=(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*50= [1980,2090]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*50+Helper(9180),Fvar(0)*1275) = [-900,-650]
trigger38=(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*51= [2035,2145]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*51+Helper(9180),Fvar(0)*1326) = [-900,-650]
trigger39=(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*52= [2090,2200]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*52+Helper(9180),Fvar(0)*1378) = [-900,-650]
trigger40=(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*53= [2145,2255]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*53+Helper(9180),Fvar(0)*1431) = [-900,-650]
trigger41=(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*54= [2200,2310]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*54+Helper(9180),Fvar(0)*1485) = [-900,-650]
trigger42=(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*55= [2255,2365]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*55+Helper(9180),Fvar(0)*1540) = [-900,-650]
trigger43=(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*56= [2310,2420]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*56+Helper(9180),Fvar(0)*1596) = [-900,-650]
trigger44=(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*57= [2365,2475]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*57+Helper(9180),Fvar(0)*1653) = [-900,-650]
trigger45=(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*58= [2420,2530]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*58+Helper(9180),Fvar(0)*1711) = [-900,-650]
trigger46=(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*59= [2475,2585]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*59+Helper(9180),Fvar(0)*1770) = [-900,-650]
trigger47=(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*60= [2530,2640]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*60+Helper(9180),Fvar(0)*1830) = [-900,-650]

trigger48 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*13 = [-55,55]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-32)*13+Helper(9180),Fvar(0)*91) = [-900,-650]


[State 1200, Strength]
type = varset
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A & Var(53) = 0
triggerall = roundstate = 2 & var(10)<1000 & StateNo != 1000
triggerall = EnemyNear(Var(55)),BackEdgeBodyDist >= 40
triggerall = P2StateType = A & P2BodyDist X >= 450 & P2MoveType != H
triggerall = Helper(9190),Fvar(15) = 0
triggerall = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131)
trigger1 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*14 = [0,152]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*14+Helper(9180),Fvar(0)*105) = [-450,-300]
trigger2 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*15 = [76,228]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*15+Helper(9180),Fvar(0)*120) = [-450,-300]
trigger3 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*16 = [152,304]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*16+Helper(9180),Fvar(0)*136) = [-450,-300]
trigger4 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*17 = [228,380]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*17+Helper(9180),Fvar(0)*153) = [-450,-300]
trigger5 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*18 = [304,456]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*18+Helper(9180),Fvar(0)*171) = [-450,-300]
trigger6 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*19 = [380,532]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*19+Helper(9180),Fvar(0)*190) = [-450,-300]
trigger7 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*20 = [456,608]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*20+Helper(9180),Fvar(0)*210) = [-450,-300]
trigger8 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*21 = [532,684]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*21+Helper(9180),Fvar(0)*231) = [-450,-300]
trigger9 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*22 = [608,760]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*22+Helper(9180),Fvar(0)*253) = [-450,-300]
trigger10 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*23 = [684,836]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*23+Helper(9180),Fvar(0)*276) = [-450,-300]
trigger11 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*24 = [760,912]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*24+Helper(9180),Fvar(0)*300) = [-450,-300]
trigger12 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*25 = [836,988]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*25+Helper(9180),Fvar(0)*325) = [-450,-300]
trigger13 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*26 = [912,1064]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*26+Helper(9180),Fvar(0)*351) = [-450,-300]
trigger14 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*27 = [988,1140]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*27+Helper(9180),Fvar(0)*378) = [-450,-300]
trigger15 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*28 = [1064,1216]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*28+Helper(9180),Fvar(0)*406) = [-450,-300]
trigger16 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*29 = [1140,1292]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*29+Helper(9180),Fvar(0)*435) = [-450,-300]
trigger17 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*30 = [1216,1368])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*30+Helper(9180),Fvar(0)*465) = [-450,-300]
trigger18 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*31 = [1292,1444])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*31+Helper(9180),Fvar(0)*496) = [-450,-300]
trigger19 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*32 = [1368,1520])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*32+Helper(9180),Fvar(0)*528) = [-450,-300]
trigger20 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*33 = [1444,1596])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*33+Helper(9180),Fvar(0)*561) = [-450,-300]
trigger21 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*34 = [1520,1672])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*34+Helper(9180),Fvar(0)*595) = [-450,-300]
trigger22 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*35 = [1596,1748])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*35+Helper(9180),Fvar(0)*630) = [-450,-300]
trigger23 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*36 = [1672,1824])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*36+Helper(9180),Fvar(0)*666) = [-450,-300]
trigger24 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*37 = [1748,1900])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*37+Helper(9180),Fvar(0)*703) = [-450,-300]
trigger25 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*38 = [1824,1976])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*38+Helper(9180),Fvar(0)*741) = [-450,-300]
trigger26 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*39 = [1900,2052])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*39+Helper(9180),Fvar(0)*780) = [-450,-300]
trigger27 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*40 = [1976,2128])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*40+Helper(9180),Fvar(0)*820) = [-450,-300]
trigger28 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*41 = [2052,2204])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*41+Helper(9180),Fvar(0)*861) = [-450,-300]
trigger29 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*42 = [2128,2280])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*42+Helper(9180),Fvar(0)*903) = [-450,-300]
trigger30 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*43 = [2204,2356])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*43+Helper(9180),Fvar(0)*946) = [-450,-300]
trigger31 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*44 = [2280,2432])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*44+Helper(9180),Fvar(0)*990) = [-450,-300]
trigger32 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*45 = [2356,2508])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*45+Helper(9180),Fvar(0)*1035) = [-450,-300]
trigger33 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*46 = [2432,2584])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*46+Helper(9180),Fvar(0)*1081) = [-450,-300]
trigger34 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*47 = [2508,2660])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*47+Helper(9180),Fvar(0)*1128) = [-450,-300]
trigger35 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*48 = [2584,2736])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*48+Helper(9180),Fvar(0)*1176) = [-450,-300]
trigger36 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*49 = [2660,2812])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*49+Helper(9180),Fvar(0)*1225) = [-450,-300]
trigger37 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*50 = [2736,2888])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*50+Helper(9180),Fvar(0)*1275) = [-450,-300]
trigger38 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*51 = [2812,2964])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*51+Helper(9180),Fvar(0)*1326) = [-450,-300]
trigger39 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*52 = [2888,3040])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*52+Helper(9180),Fvar(0)*1378) = [-450,-300]
trigger40 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*53 = [2964,3116])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*53+Helper(9180),Fvar(0)*1431) = [-450,-300]
trigger41 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*54 = [3040,3192])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*54+Helper(9180),Fvar(0)*1485) = [-450,-300]
trigger42 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*55 = [3116,3268])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*55+Helper(9180),Fvar(0)*1540) = [-450,-300]
trigger43 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*56 = [3192,3344])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*56+Helper(9180),Fvar(0)*1596) = [-450,-300]
trigger44 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*57 = [3268,3420])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*57+Helper(9180),Fvar(0)*1653) = [-450,-300]
trigger45 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*58 = [3344,3496])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*58+Helper(9180),Fvar(0)*1711) = [-450,-300]
trigger46 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*59 = [3420,3572])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*59+Helper(9180),Fvar(0)*1770) = [-450,-300]
trigger47 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*60 = [3496,3648])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*60+Helper(9180),Fvar(0)*1830) = [-450,-300]

trigger48 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*13 = [-760,76]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*13+Helper(9180),Fvar(0)*91) = [-450,-300]
var(15) = 1

[State -1, 1000]
type = changestate
value = ifelse(statetype = A,1020,1000)
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A & Var(53) = 0
triggerall = roundstate = 2 & var(10)<1000 & Var(15) = 1
triggerall = EnemyNear(Var(55)),BackEdgeBodyDist >= 40
triggerall = P2StateType = A & P2BodyDist X >= 450 & P2MoveType != H & Random <= 75
triggerall = Helper(9190),Fvar(15) = 0
triggerall = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131)
triggerall = !(P2BodyDist X-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*13 <= 100)
trigger1 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*14 = [0,152]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*14+Helper(9180),Fvar(0)*105) = [-450,-300]
trigger2 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*15 = [76,228]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*15+Helper(9180),Fvar(0)*120) = [-450,-300]
trigger3 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*16 = [152,304]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*16+Helper(9180),Fvar(0)*136) = [-450,-300]
trigger4 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*17 = [228,380]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*17+Helper(9180),Fvar(0)*153) = [-450,-300]
trigger5 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*18 = [304,456]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*18+Helper(9180),Fvar(0)*171) = [-450,-300]
trigger6 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*19 = [380,532]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*19+Helper(9180),Fvar(0)*190) = [-450,-300]
trigger7 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*20 = [456,608]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*20+Helper(9180),Fvar(0)*210) = [-450,-300]
trigger8 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*21 = [532,684]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*21+Helper(9180),Fvar(0)*231) = [-450,-300]
trigger9 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*22 = [608,760]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*22+Helper(9180),Fvar(0)*253) = [-450,-300]
trigger10 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*23 = [684,836]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*23+Helper(9180),Fvar(0)*276) = [-450,-300]
trigger11 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*24 = [760,912]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*24+Helper(9180),Fvar(0)*300) = [-450,-300]
trigger12 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*25 = [836,988]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*25+Helper(9180),Fvar(0)*325) = [-450,-300]
trigger13 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*26 = [912,1064]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*26+Helper(9180),Fvar(0)*351) = [-450,-300]
trigger14 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*27 = [988,1140]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*27+Helper(9180),Fvar(0)*378) = [-450,-300]
trigger15 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*28 = [1064,1216]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*28+Helper(9180),Fvar(0)*406) = [-450,-300]
trigger16 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*29 = [1140,1292]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*29+Helper(9180),Fvar(0)*435) = [-450,-300]
trigger17 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*30 = [1216,1368])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*30+Helper(9180),Fvar(0)*465) = [-450,-300]
trigger18 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*31 = [1292,1444])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*31+Helper(9180),Fvar(0)*496) = [-450,-300]
trigger19 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*32 = [1368,1520])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*32+Helper(9180),Fvar(0)*528) = [-450,-300]
trigger20 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*33 = [1444,1596])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*33+Helper(9180),Fvar(0)*561) = [-450,-300]
trigger21 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*34 = [1520,1672])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*34+Helper(9180),Fvar(0)*595) = [-450,-300]
trigger22 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*35 = [1596,1748])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*35+Helper(9180),Fvar(0)*630) = [-450,-300]
trigger23 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*36 = [1672,1824])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*36+Helper(9180),Fvar(0)*666) = [-450,-300]
trigger24 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*37 = [1748,1900])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*37+Helper(9180),Fvar(0)*703) = [-450,-300]
trigger25 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*38 = [1824,1976])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*38+Helper(9180),Fvar(0)*741) = [-450,-300]
trigger26 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*39 = [1900,2052])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*39+Helper(9180),Fvar(0)*780) = [-450,-300]
trigger27 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*40 = [1976,2128])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*40+Helper(9180),Fvar(0)*820) = [-450,-300]
trigger28 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*41 = [2052,2204])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*41+Helper(9180),Fvar(0)*861) = [-450,-300]
trigger29 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*42 = [2128,2280])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*42+Helper(9180),Fvar(0)*903) = [-450,-300]
trigger30 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*43 = [2204,2356])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*43+Helper(9180),Fvar(0)*946) = [-450,-300]
trigger31 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*44 = [2280,2432])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*44+Helper(9180),Fvar(0)*990) = [-450,-300]
trigger32 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*45 = [2356,2508])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*45+Helper(9180),Fvar(0)*1035) = [-450,-300]
trigger33 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*46 = [2432,2584])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*46+Helper(9180),Fvar(0)*1081) = [-450,-300]
trigger34 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*47 = [2508,2660])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*47+Helper(9180),Fvar(0)*1128) = [-450,-300]
trigger35 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*48 = [2584,2736])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*48+Helper(9180),Fvar(0)*1176) = [-450,-300]
trigger36 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*49 = [2660,2812])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*49+Helper(9180),Fvar(0)*1225) = [-450,-300]
trigger37 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*50 = [2736,2888])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*50+Helper(9180),Fvar(0)*1275) = [-450,-300]
trigger38 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*51 = [2812,2964])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*51+Helper(9180),Fvar(0)*1326) = [-450,-300]
trigger39 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*52 = [2888,3040])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*52+Helper(9180),Fvar(0)*1378) = [-450,-300]
trigger40 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*53 = [2964,3116])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*53+Helper(9180),Fvar(0)*1431) = [-450,-300]
trigger41 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*54 = [3040,3192])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*54+Helper(9180),Fvar(0)*1485) = [-450,-300]
trigger42 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*55 = [3116,3268])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*55+Helper(9180),Fvar(0)*1540) = [-450,-300]
trigger43 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*56 = [3192,3344])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*56+Helper(9180),Fvar(0)*1596) = [-450,-300]
trigger44 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*57 = [3268,3420])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*57+Helper(9180),Fvar(0)*1653) = [-450,-300]
trigger45 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*58 = [3344,3496])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*58+Helper(9180),Fvar(0)*1711) = [-450,-300]
trigger46 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*59 = [3420,3572])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*59+Helper(9180),Fvar(0)*1770) = [-450,-300]
trigger47 =(P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*60 = [3496,3648])& (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*60+Helper(9180),Fvar(0)*1830) = [-450,-300]

trigger48 = (P2BodyDist X-300-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*13 = [-760,76]) & (-380*(Facing = EnemyNear(Var(55)),Facing)+P2BodyDist Y+(EnemyNear(Var(55)),Vel Y-22)*13+Helper(9180),Fvar(0)*91) = [-450,-300]

;----------------------------------------------------------------------------------------------------
;法師
[State -1, 650]
type = changestate
value = 650
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & Var(53) = 0
triggerall = statetype != A
triggerall = Helper(9190),Var(37) = -1
triggerall = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131)
trigger1 = (P2BodyDist X = [400,700]) & P2MoveType != A & P2StateType != A & P2StateType != L
trigger2 = P2BodyDist X >= 500 & P2StateType = L & Random <= 350+P2BodyDist X *0.15 & !(P2StateNo = 5120 & EnemyNear(Var(55)),AnimTime >= -9)
trigger3 = P2BodyDist X >= 500 & P2StateNo < 200 & Random <= 350+P2BodyDist X *0.15
trigger4 = P2BodyDist X >= 400 & P2StateNo < 200  & (PrevStateNo = [120,153]) & Random <= 333

;----------------------------------------------------------------------------------------------------
;起飛
[State -1, 650]
type = changestate
value = 650
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & Var(53) = 0 & Var(59) > 1
triggerall = statetype != A 
triggerall = (Helper(9180),Var(31) = 0 || Helper(9180),Var(31) = 5) & Helper(9180),Var(31) != 3
triggerall = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131)
trigger1 = (P2BodyDist X = [400,700]) & P2MoveType != A & P2StateType != A & P2StateType != L
trigger2 = (P2BodyDist X = [-120,120]) & (P2StateNo >= 200 & Time > 10 || ((StateNo = [130,131]) & (PrevStateNo = [130,131]) & EnemyNear(Var(55)),Time <= 2))
trigger2 = PrevStateNo != [700,702]

[State -1, 650]
type = changestate
value = 650
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & Var(53) = 0 & Var(59) > 1
triggerall = statetype != A 
triggerall = (Helper(9180),Var(31) = 0 || Helper(9180),Var(31) = 5) & Helper(9180),Var(31) != 3
triggerall = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131)
triggerall = P2BodyDist X >= 600 || (EnemyNear(Var(55)),BackEdgeBodyDist < 30 & P2BodyDist X >= 300)
trigger1 = P2StateNo < 200 & Random <= 20+P2BodyDist X *0.05
trigger2 = (P2StateNo < 200 || EnemyNear(Var(55)),MoveContact) & (PrevStateNo = [120,153]) & Random <= 100

trigger3 = P2StateNo >= 200 & P2MoveType != H & EnemyNear(Var(55)),Time >= 24 & EnemyNear(Var(55)),AnimTime <= -16 & !InGuardDist
trigger4 = Helper(9190),Var(36) = -1 & (P2StateType != A || EnemyNear(Var(55)),Pos Y >= -150)
trigger4 = P2StateNo >= 200 & P2MoveType != H & EnemyNear(Var(55)),Time >= 24 & EnemyNear(Var(55)),AnimTime <= -16 & !InGuardDist

;----------------------------------------------------------------------------------------------------
;起攻(起手)

;無硬直防禦
[State -1, 195]
type = changestate
value = 1100
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A & Var(53) != 11 & P2BodyDist X <= 300
trigger1 = ctrl & (((P2StateNo = [150,153]) & EnemyNear(Var(55)),Ctrl = 1) || ((MoveGuarded = [1,3]) & EnemyNear(Var(55)),Ctrl = 1))
trigger1 = Random <= 50

[State -1, 195]
type = changestate
value = 650
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A & Var(53) != 11 & P2BodyDist X <= 300
trigger1 = ctrl & (((P2StateNo = [150,153]) & EnemyNear(Var(55)),Ctrl = 1) || ((MoveGuarded = [1,3]) & EnemyNear(Var(55)),Ctrl = 1))
trigger1 = Random <= 50

;不可避
[State -1, 195]
type = changestate
value = 800
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A & Var(53) != 11 & P2BodyDist X <= 300
triggerall = !((P2StateNo = [150,153]) & EnemyNear(Var(55)),Ctrl = 1)
triggerall = !((P2StateNo = [150,153]) & (EnemyNear(Var(55)),PrevStateNo != [120,153]))
trigger1 = ctrl & StateNo = 52 & ((PrevStateNo = [200,299]) || (Helper(9190),Var(31) = [200,299]))
trigger1 = P2StateNo = [120,153]
trigger2 = ctrl
trigger2 = P2StateNo = [150,153]

;大後跳放炮
[State -1, 1]
type = VarSet
triggerall = AILeveL > 0 && statetype != A & IsHelper = 0 & statetype != A & !(PrevStateNo = 5120 & Time <= 1)
triggerall = (PrevStateNo = [120,152]) || PrevStateNo = 52 || (StateNo = 131 & (PrevStateNo = [20,22])) || StateNo = 140
triggerall = Ctrl || (StateNo = [1,39]) || StateNo = [120,140]
triggerall = Helper(9190),FVar(19) = 1 || (P2BodyDist X >= 450 & Helper(9180),Var(31) = [2,4]) || P2StateNo < 200
triggerall = Helper(9180),Var(31) != 1
triggerall = Helper(9190),Var(37) != -1 ;非遠程法師
triggerall = P2StateType != A || (P2StateType = A & IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X <= 0)

trigger1 = P2MoveType != H & P2BodyDist X = [400,800]
trigger1 = IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X <= 0 
trigger2 = P2MoveType != H & P2BodyDist X = [400,800]
trigger2 = (Helper(9180),Var(31) = 0 || Helper(9180),Var(31) = 5 || P2StateNo < 100 || (EnemyNear(Var(55)),Time = 1 & IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X <= 0 & EnemyNear(Var(55)),AnimTime >= -24))
trigger2 = IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X <= 0
trigger3 = P2MoveType != H & P2BodyDist X = [400,800]
trigger3 = Helper(9180),Var(31) = [0,5]
trigger3 = IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X <= 0 & PrevStateNo = [150,154]

trigger4 = P2MoveType != H & (P2BodyDist X = [600,1000]) &  Helper(9180),Var(31) = [0,5]
trigger4 = IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X <= 0 & PrevStateNo = [140,154]

trigger5 = P2MoveType = I & (P2BodyDist X = [600,1000]) & EnemyNear(Var(55)),Vel X <= 0
trigger6 = P2MoveType = I & (P2BodyDist X = [400,800]) & EnemyNear(Var(55)),Vel X > 0
sysvar(1) = -1

[State 40, 3]
type = VarSet
triggerall = AILeveL > 0 && statetype != A & IsHelper = 0 & Var(53) = 0 & !(PrevStateNo = 5120 & Time <= 1)
triggerall = Ctrl || (StateNo = [1,40]) || StateNo = 52 || StateNo = 100 || StateNo = [120,140]
triggerall = Helper(9190),FVar(19) = 1 || P2StateNo < 200 || ((P2BodyDist X = [600,1000]) & P2StateNo >= 200)
triggerall = Helper(9190),Var(37) = -1 ;法師
trigger1 = P2MoveType != H & P2BodyDist X = [400,800]
trigger1 = IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X <= 0 & ((P2MoveType != A) || (Helper(9180),Var(31) = 4) || Life < 150)
trigger2 = P2MoveType != H & P2BodyDist X = [400,800]
trigger2 = (Helper(9180),Var(31) = 0 || Helper(9180),Var(31) = 5 || P2StateNo < 200 || (EnemyNear(Var(55)),Time = 1 & IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X <= 0 & EnemyNear(Var(55)),AnimTime >= -25))
trigger2 = IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X <= 0
trigger3 = P2MoveType != H & P2BodyDist X = [400,800]
trigger3 = Helper(9180),Var(31) = [0,5]
trigger3 = IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X <= 0 & PrevStateNo = [150,154]

trigger4 = P2MoveType != H & (P2BodyDist X = [600,1000])
trigger4 = IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X <= 0
trigger5 = P2MoveType != H & (P2BodyDist X = [600,1000])
trigger5 = (Helper(9180),Var(31) = 0 || Helper(9180),Var(31) = 5 || P2StateNo < 100 || (EnemyNear(Var(55)),Time = 1 & IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X <= 0 & EnemyNear(Var(55)),AnimTime >= -25))
trigger5 = IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X <= 0
trigger6 = P2MoveType != H & (P2BodyDist X = [600,1000])
trigger6 = Helper(9180),Var(31) = [0,5]
trigger6 = IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X <= 0 & PrevStateNo = [150,154]
trigger7 = P2MoveType = I & (P2BodyDist X = [600,1000]) & EnemyNear(Var(55)),Vel X <= 0
trigger8 = P2MoveType = I & (P2BodyDist X = [400,800]) & EnemyNear(Var(55)),Vel X > 0
sysvar(1) = -1

[State -1, 1]
type = VarSet
triggerall = AILeveL > 0 && statetype != A & IsHelper = 0 & statetype != A & !(PrevStateNo = 5120 & Time <= 1)
triggerall = (PrevStateNo = [120,152]) || PrevStateNo = 52 || (StateNo = 131 & (PrevStateNo = [20,22])) || StateNo = 140
triggerall = Ctrl || (StateNo = [1,39]) || StateNo = [120,140]
triggerall = Helper(9190),FVar(19) = 1 || (P2BodyDist X >= 450 & Helper(9180),Var(31) = [2,4]) || P2StateNo < 200
triggerall = Helper(9180),var(31) != 1
triggerall = Helper(9190),Var(37) != -1 ;非遠程法師
triggerall = P2StateType != A || (P2StateType = A & IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X <= 0)

trigger1 = P2MoveType != H & P2BodyDist X > 1000
trigger1 = IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X <= 0 
trigger2 = P2MoveType != H & P2BodyDist X > 1000
trigger2 = (Helper(9180),Var(31) = 0 || Helper(9180),Var(31) = 5 || P2StateNo < 100 || (EnemyNear(Var(55)),Time = 1 & IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X <= 0 & EnemyNear(Var(55)),AnimTime >= -24))
trigger2 = IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X <= 0
trigger3 = P2MoveType != H & P2BodyDist X > 1000
trigger3 = Helper(9180),Var(31) = [0,5]
trigger3 = IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X <= 0 & PrevStateNo = [150,154]

trigger4 = P2MoveType != H & P2BodyDist X >= 1250 &  Helper(9180),Var(31) = [0,5]
trigger4 = IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X <= 0 & PrevStateNo = [140,154]
trigger5 = P2MoveType = I & EnemyNear(Var(55)),Vel X <= 15 & ((P2BodyDist X >= 600 & EnemyNear(Var(55)),Vel X <= 0) || P2BodyDist X >= 1300)
sysvar(1) = 1

[State 40, 3]
type = VarSet
triggerall = AILeveL > 0 && statetype != A & IsHelper = 0 & Var(53) = 0 & !(PrevStateNo = 5120 & Time <= 1)
triggerall = Ctrl || (StateNo = [1,40]) || StateNo = 52 || StateNo = 100 || StateNo = [120,140]
triggerall = Helper(9190),FVar(19) = 1 || P2StateNo < 200 || (P2BodyDist X >= 1250 & P2StateNo >= 200)
triggerall = Helper(9190),Var(37) = -1 ;法師
trigger1 = P2MoveType != H & P2BodyDist X > 1000
trigger1 = IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X <= 0 & ((P2MoveType != A) || (Helper(9180),Var(31) = 4) || Life < 150)
trigger2 = P2MoveType != H & P2BodyDist X > 1000
trigger2 = (Helper(9180),Var(31) = 0 || Helper(9180),Var(31) = 5 || P2StateNo < 200 || (EnemyNear(Var(55)),Time = 1 & IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X <= 0 & EnemyNear(Var(55)),AnimTime >= -25))
trigger2 = IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X <= 0
trigger3 = P2MoveType != H & P2BodyDist X > 1000
trigger3 = Helper(9180),Var(31) = [0,5]
trigger3 = IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X <= 0 & PrevStateNo = [150,154]

trigger4 = P2MoveType != H & P2BodyDist X >= 1250
trigger4 = IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X <= 0
trigger5 = P2MoveType != H & P2BodyDist X >= 1250
trigger5 = (Helper(9180),Var(31) = 0 || Helper(9180),Var(31) = 5 || P2StateNo < 100 || (EnemyNear(Var(55)),Time = 1 & IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X <= 0 & EnemyNear(Var(55)),AnimTime >= -25))
trigger5 = IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X <= 0
trigger6 = P2MoveType != H & P2BodyDist X >= 1250
trigger6 = Helper(9180),Var(31) = [0,5]
trigger6 = IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X <= 0 & PrevStateNo = [150,154]
trigger7 = P2MoveType = I & EnemyNear(Var(55)),Vel X <= 15 & ((P2BodyDist X >= 600 & EnemyNear(Var(55)),Vel X <= 0) || P2BodyDist X >= 1300)
sysvar(1) = 1

[State 40, 3]
type = VarSet
triggerall = AILeveL > 0 && statetype != A & IsHelper = 0 & statetype != A & !(PrevStateNo = 5120 & Time <= 1)
triggerall = (PrevStateNo = [120,152]) || PrevStateNo = 52 || (StateNo = 131 & (PrevStateNo = [20,22])) || StateNo = 140
triggerall = Ctrl || (StateNo = [1,39]) || StateNo = [120,140]
triggerall = Helper(9190),FVar(19) = 1 || (P2BodyDist X >= 450 & Helper(9180),var(31) = [2,4]) || P2StateNo < 200
triggerall = Helper(9180),var(31) != 1
triggerall = Helper(9190),Var(37) != -1 ;非遠程法師
triggerall = P2StateType != A || (P2StateType = A & IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X <= 0)

trigger1 = P2MoveType != H & P2BodyDist X >= 400
trigger1 = IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X <= 0 
trigger2 = P2MoveType != H & P2BodyDist X >= 400
trigger2 = (Helper(9180),Var(31) = 0 || Helper(9180),Var(31) = 5 || P2StateNo < 100 || (EnemyNear(Var(55)),Time = 1 & IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X <= 0 & EnemyNear(Var(55)),AnimTime >= -24))
trigger2 = IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X <= 0
trigger3 = P2MoveType != H & P2BodyDist X >= 400
trigger3 = Helper(9180),Var(31) = [0,5]
trigger3 = IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X <= 0 & PrevStateNo = [150,154]

trigger4 = P2MoveType != H & (P2BodyDist X >= 600) &  Helper(9180),Var(31) = [0,5]
trigger4 = IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X <= 0 & PrevStateNo = [140,154]
trigger5 = P2MoveType = I & P2BodyDist X >= 400 & EnemyNear(Var(55)),Vel X <= 15
fvar(10) = 1.15

[State 40, 3]
type = VarSet
triggerall = AILeveL > 0 && statetype != A & IsHelper = 0 & Var(53) = 0 & !(PrevStateNo = 5120 & Time <= 1)
triggerall = Ctrl || (StateNo = [1,40]) || StateNo = 52 || StateNo = 100 || StateNo = [120,140]
triggerall = Helper(9190),FVar(19) = 1 || P2StateNo < 200 || (P2BodyDist X >= 600 & P2StateNo >= 200)
triggerall = Helper(9190),Var(37) = -1 ;法師
trigger1 = P2MoveType != H & P2BodyDist X >= 400
trigger1 = IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X <= 0 & ((P2MoveType != A) || (Helper(9180),Var(31) = 4) || Life < 150)
trigger2 = P2MoveType != H & P2BodyDist X >= 400
trigger2 = (Helper(9180),Var(31) = 0 || Helper(9180),Var(31) = 5 || P2StateNo < 200 || (EnemyNear(Var(55)),Time = 1 & IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X <= 0 & EnemyNear(Var(55)),AnimTime >= -25))
trigger2 = IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X <= 0
trigger3 = P2MoveType != H & P2BodyDist X >= 400
trigger3 = Helper(9180),Var(31) = [0,5]
trigger3 = IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X <= 0 & PrevStateNo = [150,154]

trigger4 = P2MoveType != H & (P2BodyDist X >= 600 || (EnemyNear(Var(55)),BackEdgeBodyDist < 20 & P2BodyDist X >= 250))
trigger4 = IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X <= 0
trigger5 = P2MoveType != H & (P2BodyDist X >= 600 || (EnemyNear(Var(55)),BackEdgeBodyDist < 20 & P2BodyDist X >= 250))
trigger5 = (Helper(9180),Var(31) = 0 || Helper(9180),Var(31) = 5 || P2StateNo < 100 || (EnemyNear(Var(55)),Time = 1 & IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X <= 0 & EnemyNear(Var(55)),AnimTime >= -25))
trigger5 = IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X <= 0
trigger6 = P2MoveType != H & (P2BodyDist X >= 600 || (EnemyNear(Var(55)),BackEdgeBodyDist < 20 & P2BodyDist X >= 500))
trigger6 = Helper(9180),Var(31) = [0,5]
trigger6 = IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X <= 0 & PrevStateNo = [150,154]
trigger7 = P2MoveType = I & P2BodyDist X >= 400 & EnemyNear(Var(55)),Vel X <= 15
fvar(10) = 1.15

[State -1]
type = ChangeState
value = 41
triggerall = AILeveL > 0 && statetype != A & IsHelper = 0 & statetype != A & !(PrevStateNo = 5120 & Time <= 1) & fvar(10) = 1.15 & Var(10) < 1000
triggerall = (PrevStateNo = [120,152]) || PrevStateNo = 52 || (StateNo = 131 & (PrevStateNo = [20,22])) || StateNo = 140 || Random <= 100+900*P2MoveType = I
triggerall = Ctrl || (StateNo = [1,39]) || StateNo = [120,140]
triggerall = Helper(9190),FVar(19) = 1 || (P2BodyDist X >= 450 & Helper(9180),var(31) = [2,4]) || P2StateNo < 200
triggerall = Helper(9180),var(31) != 1
triggerall = Helper(9190),Var(37) != -1 ;非遠程法師
triggerall = P2StateType != A || (P2StateType = A & IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X <= 0)

trigger1 = P2MoveType != H & P2BodyDist X = [400,800]
trigger1 = IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X <= 0 & (Random <= 145 || Life < 99 || (Helper(9180),Var(31) = 4 & Random <= 75))
trigger2 = P2MoveType != H & P2BodyDist X = [400,800]
trigger2 = (Helper(9180),Var(31) = 0 || Helper(9180),Var(31) = 5 || P2StateNo < 100 || (EnemyNear(Var(55)),Time = 1 & IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X <= 0 & EnemyNear(Var(55)),AnimTime >= -24))
trigger2 = IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X <= 0
trigger3 = P2MoveType != H & P2BodyDist X = [400,800]
trigger3 = Helper(9180),Var(31) = [0,5]
trigger3 = IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X <= 0 & PrevStateNo = [150,154]

trigger4 = P2MoveType != H & (P2BodyDist X = [600,1000]) &  Helper(9180),Var(31) = [0,5]
trigger4 = IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X <= 0 & PrevStateNo = [140,154]
trigger5 = P2MoveType = I & (P2BodyDist X = [800,1500]) & EnemyNear(Var(55)),Vel X <= 15 & Random <= 0.05*P2BodyDist X  & sysvar(1) = 1
trigger6 = P2MoveType = I & (P2BodyDist X = [400,1000]) & EnemyNear(Var(55)),Vel X <= 15 & Random <= 0.07*P2BodyDist X  & sysvar(1) = -1

[State -1]
type = ChangeState
value = 41
triggerall = AILeveL > 0 && statetype != A & IsHelper = 0 & Var(53) = 0 & !(PrevStateNo = 5120 & Time <= 1) & fvar(10) = 1.15 & Var(10) < 1000
triggerall = Ctrl || (StateNo = [1,39]) || StateNo = [120,140]
triggerall = Helper(9190),FVar(19) = 1 || P2StateNo < 200 || (P2BodyDist X >= 600 & P2StateNo >= 200) || Random <= 20+980*P2MoveType = I
triggerall = Helper(9190),Var(37) = -1 ;法師
trigger1 = P2MoveType != H & P2BodyDist X >= 400
trigger1 = IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X <= 0 & ((P2MoveType != A & Random <= 150) || (Helper(9180),Var(31) = 4 & Random <= 333) || Life < 150)
trigger2 = P2MoveType != H & P2BodyDist X >= 400
trigger2 = (Helper(9180),Var(31) = 0 || Helper(9180),Var(31) = 5 || P2StateNo < 200 || (EnemyNear(Var(55)),Time = 1 & IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X <= 0 & EnemyNear(Var(55)),AnimTime >= -25))
trigger2 = IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X <= 0
trigger3 = P2MoveType != H & P2BodyDist X >= 400
trigger3 = Helper(9180),Var(31) = [0,5]
trigger3 = IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X <= 0 & PrevStateNo = [150,154]

trigger4 = P2MoveType != H & (P2BodyDist X >= 600 || (EnemyNear(Var(55)),BackEdgeBodyDist < 20 & P2BodyDist X >= 250))
trigger4 = IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X <= 0 & (Random <= 50 || (Helper(9180),Var(31) = 4 & Random <= 33))
trigger5 = P2MoveType != H & (P2BodyDist X >= 600 || (EnemyNear(Var(55)),BackEdgeBodyDist < 20 & P2BodyDist X >= 250))
trigger5 = (Helper(9180),Var(31) = 0 || Helper(9180),Var(31) = 5 || P2StateNo < 100 || (EnemyNear(Var(55)),Time = 1 & IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X <= 0 & EnemyNear(Var(55)),AnimTime >= -25))
trigger5 = IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X <= 0 & Random <= 35
trigger6 = P2MoveType != H & (P2BodyDist X >= 600 || (EnemyNear(Var(55)),BackEdgeBodyDist < 20 & P2BodyDist X >= 500))
trigger6 = Helper(9180),Var(31) = [0,5]
trigger6 = IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X <= 0 & PrevStateNo = [150,154]
trigger7 = P2MoveType = I & (P2BodyDist X = [800,1500]) & EnemyNear(Var(55)),Vel X <= 15 & Random <= 0.08*P2BodyDist X  & sysvar(1) = 1
trigger8 = P2MoveType = I & (P2BodyDist X = [400,1000]) & EnemyNear(Var(55)),Vel X <= 15 & Random <= 0.1*P2BodyDist X  & sysvar(1) = -1
;空中

[State -1, 285]
type = changestate
value = 285
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype = A & (Var(53) = 0 || Var(53) = 12)
triggerall = Helper(9190),Fvar(15) = 0
triggerall = Helper(9190),Fvar(16) = 0
triggerall = (Pos Y+Vel Y*11+Const(movement.yaccel)*66) = [-240,30]
triggerall = ((P2BodyDist X+Vel X*11-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*11) = [-150,485]) || (P2BodyDist X+Vel X*11 <= 485 & EnemyNear(Var(55)),BackEdgeBodyDist < 50)
triggerall = !(P2BodyDist X <= 200 & Vel Y <= 0)
triggerall = !(Helper(9190),Var(27)%4 = 0 & Var(27) > 0 & P2StateNo < 200 & P2StateType != A & Var(59) > 1) ;對手一直升
triggerall = !((PrevStateNo = [200, 255]) & P2MoveType = A & EnemyNear(Var(55)),MoveContact = 0 & EnemyNear(Var(55)),Time < Helper(9190),Fvar(11)) ;疑似霸體
triggerall = Ctrl
trigger1 = P2StateType != A & EnemyNear(Var(55)),AnimTime <= -12 & EnemyNear(Var(55)),MoveContact & P2MoveType = A
trigger2 = P2StateType != A & (P2StateNo < 200 || P2MoveType = I) & P2MoveType != H & Random <= 250+150*(StateNo=650)
trigger2 = !(P2MoveType = A & EnemyNear(Var(55)),Vel Y < 0)
trigger3 = P2MoveType = A & P2StateType != A & Vel Y > 0 & (Pos Y+Vel Y*11+Const(movement.yaccel)*66) < 0 & EnemyNear(Var(55)),MoveContact = 0 & Random <= 200+100*(StateNo=650)

[State -1, 285]
type = changestate
value = 285
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype = A & (Var(53) = 0 || Var(53) = 12)
triggerall = Helper(9190),Fvar(15) = 0
triggerall = Helper(9190),Fvar(16) = 0
triggerall = (Pos Y+Vel Y*11+Const(movement.yaccel)*66) = [-240,30]
triggerall = (Time <= 20 & P2BodyDist X-32*Time >= 0) || (P2BodyDist X >= 0 & Time > 20) ;無法穿越
triggerall = ((P2BodyDist X+Vel X*11-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*11) = [-999,485]) || (P2BodyDist X <= 485 & EnemyNear(Var(55)),BackEdgeBodyDist < 50)
triggerall = !(P2BodyDist X <= 200 & Vel Y <= 0)
triggerall = !(Helper(9190),Var(27)%4 = 0 & Var(27) > 0 & P2StateNo < 200 & P2StateType != A & Var(59) > 1) ;對手一直升
triggerall = !((PrevStateNo = [200, 255]) & P2MoveType = A & EnemyNear(Var(55)),MoveContact = 0 & EnemyNear(Var(55)),Time < Helper(9190),Fvar(11)) ;疑似霸體
triggerall = Ctrl & StateNo = 650
trigger1 = P2StateType != A & EnemyNear(Var(55)),AnimTime <= -12 & EnemyNear(Var(55)),MoveContact & P2MoveType = A
trigger2 = P2StateType != A & (P2StateNo < 200 || P2MoveType = I) & P2MoveType != H & Random <= 1000+150*(StateNo=650)
trigger2 = !(P2MoveType = A & EnemyNear(Var(55)),Vel Y < 0)
trigger3 = P2MoveType = A & P2StateType != A & Vel Y > 0 & (Pos Y+Vel Y*11+Const(movement.yaccel)*66) < 0 & EnemyNear(Var(55)),MoveContact = 0 & Random <= 200+100*(StateNo=650)

[State -1, 285]
type = changestate
value = 285
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype = A & ctrl & (Var(53) = 0 || Var(53) = 12)
triggerall = Helper(9190),Fvar(15) = 0
triggerall = Helper(9190),Fvar(16) = 0
triggerall = (Pos Y+Vel Y*11+Const(movement.yaccel)*66) < 0 || (StateNo = 650 & Time <= 20)
triggerall = ((P2BodyDist X+Vel X*11-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*11) = [-150,485]) || (P2BodyDist X <= 485 & EnemyNear(Var(55)),BackEdgeBodyDist < 50)
triggerall = !(P2BodyDist X <= 200 & Vel Y <= 0)
triggerall = !(Helper(9190),Var(27)%4 = 0 & Var(27) > 0 & P2StateNo < 200 & P2StateType != A & Var(59) > 1) ;對手一直升
triggerall = !((PrevStateNo = [200, 255]) & P2MoveType = A & EnemyNear(Var(55)),MoveContact = 0 & EnemyNear(Var(55)),Time < Helper(9190),Fvar(11)) ;疑似霸體
trigger1 = P2StateType != A & EnemyNear(Var(55)),AnimTime <= -12 & EnemyNear(Var(55)),MoveContact & P2MoveType = A
trigger2 = P2StateType != A & (P2StateNo < 200 || P2MoveType = I) & P2MoveType != H & Random <= 1000+150*(StateNo=650)
trigger2 = !(P2MoveType = A & EnemyNear(Var(55)),Vel Y < 0)
trigger3 = P2MoveType = A & P2StateType != A & Vel Y > 0 & (Pos Y+Vel Y*11+Const(movement.yaccel)*66) < 0 & EnemyNear(Var(55)),MoveContact = 0 & Random <= 200+100*(StateNo=650)

[State -1, 285]
type = changestate
value = 285
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype = A & ctrl & (Var(53) = 0 || Var(53) = 12)
triggerall = Helper(9190),Fvar(15) = 0
triggerall = Helper(9190),Fvar(16) = 0
triggerall = (Pos Y+Vel Y*11+Const(movement.yaccel)*66) < 0 || (StateNo = 650 & Time <= 20)
triggerall = (Time <= 20 & P2BodyDist X-32*Time >= 0) || (P2BodyDist X >= 0 & Time > 20) ;無法穿越
triggerall = ((P2BodyDist X+Vel X*11-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*11) = [-999,485]) 
triggerall = !(P2BodyDist X <= 200 & Vel Y <= 0)
triggerall = !(Helper(9190),Var(27)%4 = 0 & Var(27) > 0 & P2StateNo < 200 & P2StateType != A & Var(59) > 1) ;對手一直升
triggerall = !((PrevStateNo = [200, 255]) & P2MoveType = A & EnemyNear(Var(55)),MoveContact = 0 & EnemyNear(Var(55)),Time < Helper(9190),Fvar(11)) ;疑似霸體
trigger1 = P2StateType != A & EnemyNear(Var(55)),AnimTime <= -12 & EnemyNear(Var(55)),MoveContact & P2MoveType = A
trigger2 = P2StateType != A & (P2StateNo < 200 || P2MoveType = I) & P2MoveType != H & Random <= 1000+150*(StateNo=650)
trigger2 = !(P2MoveType = A & EnemyNear(Var(55)),Vel Y < 0)
trigger3 = P2MoveType = A & P2StateType != A & Vel Y > 0 & (Pos Y+Vel Y*11+Const(movement.yaccel)*66) < 0 & EnemyNear(Var(55)),MoveContact = 0 & Random <= 200+100*(StateNo=650)

;公式系數 +240砲位置 -50大氣折光差 +250大氣折光差+砲直徑+容許誤差 (55/34) XY飛行比例
[State -1, 1015]
type = changestate
value = ifelse(statetype = A,1025,1015)
triggerall = AILeveL > 0 & NumHelper(9190) & statetype = A & IsHelper = 0 & Var(53) = 0
triggerall = power >= 1000 & Var(10) < 500 & roundstate = 2 & Var(15) = 0
triggerall = P2StateType != L
triggerall = Helper(9190),Fvar(15) = 0 || (Helper(9190),Fvar(15) = 1 & P2MoveType = A & Helper(9190),Fvar(11)-EnemyNear(Var(55)),Time >= 11)
triggerall = Helper(9190),Var(30) = 0
triggerall = (StateNo != [700,702]) || ((PrevStateNo = [700,702]) & Helper(9180),var(31) != [1,4])
triggerall = ((ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130 || StateNo = 131) & StateNo != 650) || (StateNo = 650 & P2MoveType = A & EnemyNear(Var(55)),Time <= Time)
triggerall = (P2BodyDist X = [(P2BodyDist Y+240-50)*(55/34),(P2BodyDist Y+240+250)*(55/34)]) ;一次曲線運動
triggerall = !(P2BodyDist X-Vel X*13+EnemyNear(Var(55)),Vel X*13 <= 100)
trigger1 = P2MoveType = A  
trigger1 = Helper(9190),Fvar(11)-EnemyNear(Var(55)),Time <= 15 & Random <= 30+970*(Vel X <= 0)+970*(Vel X > 0 & P2BodyDist X > 600)
trigger2 = Helper(9190),Fvar(19) = 1
trigger2 = Helper(9190),Fvar(11)-EnemyNear(Var(55)),Time <= 15 & Random <= 30+970*(Vel X <= 0)+970*(Vel X > 0 & P2BodyDist X > 600)
trigger3 = Helper(9190),Fvar(16) = 1 & EnemyNear(Var(55)),AnimTime <= -15 & EnemyNear(Var(55)),Power > 0 & P2BodyDist X <= 600
trigger4 = Helper(9180),var(31) != [1,4]
trigger4 = P2MoveType = I & P2StateNo < 200 & P2StateType != A & P2StateType != L & Random <= 30+970*(Vel X <= 0)+970*(Vel X > 0 & P2BodyDist X > 600)
trigger5 = P2MoveType = H & P2StateNo = [1111300,1111303]

[State -1, 1015]
type = changestate
value = ifelse(statetype = A,1020,1000)
triggerall = AILeveL > 0 & NumHelper(9190) & statetype = A & IsHelper = 0 & Var(53) = 0
triggerall = Var(10) < 1000 & roundstate = 2 & Var(15) = 0
triggerall = Helper(9190),Fvar(15) = 0 || (Helper(9190),Fvar(15) = 1 & P2MoveType = A & Helper(9190),Fvar(11)-EnemyNear(Var(55)),Time >= 11)
triggerall = Helper(9190),Var(30) = 0
triggerall = (StateNo != [700,702]) || ((PrevStateNo = [700,702]) & Helper(9180),var(31) != [1,4])
triggerall = ((ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130 || StateNo = 131) & StateNo != 650) || (StateNo = 650 & P2MoveType = A & EnemyNear(Var(55)),Time <= Time)
triggerall = (P2BodyDist X = [(P2BodyDist Y+240-50)*(55/34),(P2BodyDist Y+240+250)*(55/34)]) ;一次曲線運動
triggerall = !(P2BodyDist X-Vel X*13+EnemyNear(Var(55)),Vel X*13 <= 100)
trigger1 = P2MoveType = A  
trigger1 = Helper(9190),Fvar(11)-EnemyNear(Var(55)),Time <= 15 & Random <= 3030+970*(Vel X <= 0)+970*(Vel X > 0 & P2BodyDist X > 600)
trigger2 = Helper(9190),Fvar(19) = 1
trigger2 = Helper(9190),Fvar(11)-EnemyNear(Var(55)),Time <= 15 & Random <= 3030+970*(Vel X <= 0)+970*(Vel X > 0 & P2BodyDist X > 600)
trigger3 = Helper(9190),Fvar(16) = 1 & EnemyNear(Var(55)),AnimTime <= -15 & EnemyNear(Var(55)),Power > 0 & P2BodyDist X <= 600
trigger4 = Helper(9180),var(31) != [1,4]
trigger4 = P2MoveType = I & P2StateNo < 200 & P2StateType != A & P2StateType != L & Random <= 30+970*(Vel X <= 0)+970*(Vel X > 0 & P2BodyDist X > 600)
trigger5 = P2MoveType = H & P2StateNo = [1111300,1111303]


[State -1, 1100]
type = changestate
value = ifelse(statetype = A,1025,1015)
triggerall = AILeveL > 0 & NumHelper(9190) & statetype = A & IsHelper = 0 & Var(53) = 0
triggerall = power >= 500 & Var(10) < 1000 & roundstate = 2
triggerall = Helper(9190),Fvar(15) = 0 || (Helper(9190),Fvar(15) = 1 & P2MoveType = A & Helper(9190),Fvar(11)-EnemyNear(Var(55)),Time >= 11)
triggerall = Helper(9190),Var(30) = 0
triggerall = (StateNo != [700,702]) || ((PrevStateNo = [700,702]) & Helper(9180),var(31) != [1,4])
triggerall = ((ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130 || StateNo = 131) & StateNo != 650) || (StateNo = 650 & P2MoveType = A & EnemyNear(Var(55)),Time <= Time)
triggerall = (P2BodyDist X = [(P2BodyDist Y+240-50)*(55/34),(P2BodyDist Y+240+250)*(55/34)]) ;一次曲線運動
triggerall = P2StateNo > 200
trigger1 = P2BodyDist X <= 200 & P2MoveType = I & Ctrl & (StateNo = [0,39]) ;蓄力技
trigger2 = P2BodyDist X <= 450 & !InGuardDist & P2MoveType != H & EnemyNear(Var(55)),AnimTime <= -60 & EnemyNear(Var(55)),Time > 30 ;蓄力技

[State -1, 1100]
type = changestate
value = ifelse(statetype = A,1025,1015)
triggerall = AILeveL > 0 & NumHelper(9190) & statetype = A & IsHelper = 0 & Var(53) = 0
triggerall = Var(10) < 1000 & roundstate = 2
triggerall = Helper(9190),Fvar(15) = 0 || (Helper(9190),Fvar(15) = 1 & P2MoveType = A & Helper(9190),Fvar(11)-EnemyNear(Var(55)),Time >= 11)
triggerall = Helper(9190),Var(30) = 0
triggerall = (StateNo != [700,702]) || ((PrevStateNo = [700,702]) & Helper(9180),var(31) != [1,4])
triggerall = ((ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130 || StateNo = 131) & StateNo != 650) || (StateNo = 650 & P2MoveType = A & EnemyNear(Var(55)),Time <= Time)
triggerall = (P2BodyDist X = [(P2BodyDist Y+240-50)*(55/34),(P2BodyDist Y+240+250)*(55/34)]) ;一次曲線運動
triggerall = P2StateNo > 200
trigger1 = P2BodyDist X <= 200 & P2MoveType = I & Ctrl & (StateNo = [0,39]) ;蓄力技
trigger2 = P2BodyDist X <= 450 & !InGuardDist & P2MoveType != H & EnemyNear(Var(55)),AnimTime <= -60 & EnemyNear(Var(55)),Time > 30 ;蓄力技

;錯位

[State -1, 1025]
type = changestate
value = ifelse(statetype = A,1025,1015)
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0  & var(10)<1000 & power >= 500 & Random <= 100
trigger1 = Ctrl & StateType = A & P2MoveType = A & (P2BodyDist X = [-200,-70]) & EnemyNear(Var(55)),AnimTime <= -16
trigger1 = P2StateType != A || ((P2BodyDist Y+EnemyNear(Var(55)),Vel Y*16+Helper(9180),Fvar(0)*136) = [-100,-1])
[State -1, 1015]
type = changestate
value = ifelse(statetype = A,1020,1000)
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & var(10)<1000 & Random <= 100
trigger1 = Ctrl & StateType = A & P2MoveType = A & (P2BodyDist X = [-200,-70]) & EnemyNear(Var(55)),AnimTime <= -16
trigger1 = P2StateType != A || ((P2BodyDist Y+EnemyNear(Var(55)),Vel Y*16+Helper(9180),Fvar(0)*136) = [-100,-1])

;神走位(逃跑)
[State -1, 1200]
type = changestate
value = 1230
triggerall = AILeveL > 0 && statetype != A & IsHelper = 0 & Power >= 500
triggerall = P2StateType = A
triggerall = Helper(9190),Fvar(16) = 0
triggerall = Helper(9180),var(31) = 0
triggerall = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131)
trigger1 = P2MoveType != H & Helper(9190),Fvar(15) = 1 & P2BodyDist X < 0 & EnemyNear(Var(55)),P2BodyDist X > 0
trigger1 = FrontEdgeBodyDist >= 120 & EnemyNear(Var(55)),AnimTime <= -10 & Random <= 333+333*(Helper(9190),Fvar(15) = 1)

[State -1, 1200]
type = changestate
value = 650
triggerall = AILeveL > 0 && statetype != A & IsHelper = 0
triggerall = (P2BodyDist X-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*15) = [400,1100]
triggerall = P2StateType != A & P2StateType != L
triggerall = Helper(9190),Fvar(16) = 0
triggerall = Helper(9180),var(31) = 0
triggerall = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131)
trigger1 = P2MoveType != H & Helper(9190),Fvar(15) = 1 & P2BodyDist X < 0 & EnemyNear(Var(55)),P2BodyDist X > 0
trigger1 = FrontEdgeBodyDist >= 120 & EnemyNear(Var(55)),AnimTime <= -5 & Random <= 333+333*(Helper(9190),Fvar(15) = 1)

;對空
[State -1, 1100]
type = changestate
value = 1100
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A & Var(53) != 14 & Var(53) != 17 
triggerall = (Helper(9180),Var(31) = 0 || Helper(9180),Var(31) = 5)
triggerall = Helper(9190),Fvar(16) = 0 & P2StateType = A
triggerall = (P2BodyDist Y+EnemyNear(Var(55)),Vel Y*15+Helper(9180),Fvar(0)*120) = [-600,-30]
triggerall = ((P2BodyDist X-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*15) = [0,450]) || (P2BodyDist X <= 450 & EnemyNear(Var(55)),BackEdgeBodyDist < 50)
triggerall = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131)
trigger1 = Helper(9190),Fvar(15) = 0
trigger1 = EnemyNear(Var(55)),MoveType = A & P2StateNo > 200
trigger1 = EnemyNear(Var(55)),MoveContact = 0 & (Random <= 100 || (Life < 333 & Random <= 800))
trigger2 = Helper(9190),Fvar(15) = 1 & (Random <= 150 || (Life < 250 & Random <= 800)) & Var(59) >= 2
trigger2 = P2BodyDist X <= 450 & Helper(9190),Fvar(11)-EnemyNear(Var(55)),Time <= 2 & P2MoveType = A
trigger3 = (stateno = [200, 255]) && stateno != 207 && stateno != 222 && stateno != 255 && stateno != 227 && MoveHit & P2MoveType = A
trigger4 = P2BodyDist X <= 450 & Helper(9190),Fvar(11)-EnemyNear(Var(55)),Time <= 2 & P2MoveType = A

[State -1, 1100]
type = changestate
value = 1100
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A & Var(53) != 14
triggerall = Helper(9190),Fvar(16) = 0 & P2StateType = A
triggerall = (P2BodyDist Y+EnemyNear(Var(55)),Vel Y*15+Helper(9180),Fvar(0)*120) = [-600,-30]
triggerall = ((P2BodyDist X-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*15) = [0,450]) || (P2BodyDist X <= 450 & EnemyNear(Var(55)),BackEdgeBodyDist < 50)
triggerall = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131)
triggerall = P2StateNo > 200
trigger1 = P2BodyDist X <= 200 & P2MoveType = I & Ctrl & (StateNo = [0,39]) ;蓄力技
trigger2 = P2BodyDist X <= 450 & !InGuardDist & P2MoveType != H & EnemyNear(Var(55)),AnimTime <= -60 & EnemyNear(Var(55)),Time > 30 ;蓄力技

[State -1, 1100]
type = changestate
value = 210
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A & Var(53) != 14 & Var(53) != 17
triggerall = (Helper(9180),Var(31) = 0 || Helper(9180),Var(31) = 5)
triggerall = Helper(9190),Fvar(16) = 0 & P2StateType = A
triggerall = (P2BodyDist Y+EnemyNear(Var(55)),Vel Y*15+Helper(9180),Fvar(0)*120) = [-300,-80]
triggerall = ((P2BodyDist X-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*15) = [75,390]) || (P2BodyDist X <= 390 & EnemyNear(Var(55)),BackEdgeBodyDist < 50)
triggerall = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) & Helper(9190),Var(30) > 0
trigger1 = p2bodydist x >= (const(size.xscale) * 100)
trigger1 = Helper(9190),Fvar(15) = 0 & Random <= 250

[State -1, 1100]
type = changestate
value = 240
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A & Var(53) != 14 & Var(53) != 17
triggerall = (Helper(9180),Var(31) = 0 || Helper(9180),Var(31) = 5)
triggerall = Helper(9190),Fvar(16) = 0 & P2StateType = A
triggerall = (P2BodyDist Y+EnemyNear(Var(55)),Vel Y*8+Helper(9180),Fvar(0)*36) = [-350,-30]
triggerall = ((P2BodyDist X-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*8) = [-120,100]) || (P2BodyDist X <= 100 & EnemyNear(Var(55)),BackEdgeBodyDist < 50)
triggerall = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) & Helper(9190),Var(30) > 0
trigger1 = Helper(9190),Fvar(15) = 0 & Random <= 250

;對地

[State -1, 1015]
type = changestate
value = ifelse(statetype = A,1025,1015)
triggerall = AILeveL > 0 & NumHelper(9190) & statetype != A & IsHelper = 0 & Var(53) = 0
triggerall = power >= 500 & Var(10) < 500 & roundstate = 2
triggerall = P2StateType != A & P2StateType != L 
triggerall = Helper(9190),Fvar(15) = 0
triggerall = Helper(9190),var(30) = 0
triggerall = !(Helper(9190),Var(37) < 0 & Helper(9180),var(31) = [1,4]) & !((PrevStateNo = [700,702]) & Helper(9180),var(31) != [1,4]) || NumPartner > 0
triggerall = (StateNo != [700,702]) & (PrevStateNo != [700,702]) || (Random <= 50 & PrevStateNo = [700,702])
triggerall = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131)
triggerall = !(P2MoveType = I & P2StateType != A & P2StateNo >= 200 & IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X > 8) ;翻滾OR無敵位移
trigger1 = P2MoveType = A  
trigger1 = (Helper(9190),Fvar(11)-EnemyNear(Var(55)),Time <= 15 & Random <= 30+30*Var(59) >= 2)+333*(EnemyNear(Var(55)),Life<60&EnemyNear(Var(55)),Alive) || (Helper(9190),Fvar(11) = 0 & Random <= 25+25*Var(59) >= 2+333*(EnemyNear(Var(55)),Life<60&EnemyNear(Var(55)),Alive)) || (P2BodyDist X >= 600 & Random <= 40+333*(EnemyNear(Var(55)),Life<60&EnemyNear(Var(55)),Alive))
trigger1 = P2BodyDist X >= EnemyNear(Var(55)),Vel X*(10-EnemyNear,AnimTime)
trigger2 = Helper(9190),Fvar(19) = 1 & ((Helper(9180),var(31) != [1,4]) || !InGuardDist)
trigger2 = (Helper(9190),Fvar(11)-EnemyNear(Var(55)),Time <= 15 & Random <= 40+40*Var(59) >= 2) || (Helper(9190),Fvar(11) = 0 & Random <= 40+40*Var(59) >= 2+333*(EnemyNear(Var(55)),Life<60&EnemyNear(Var(55)),Alive)) || (P2BodyDist X >= 600 & Random <= 40+333*(EnemyNear(Var(55)),Life<60&EnemyNear(Var(55)),Alive))
trigger2 = P2BodyDist X >= EnemyNear(Var(55)),Vel X*(10-EnemyNear,AnimTime)
trigger3 = Helper(9190),Fvar(16) = 1 & EnemyNear(Var(55)),AnimTime <= -15 & EnemyNear(Var(55)),Power > 0 & P2BodyDist X <= 600
trigger4 = Helper(9180),var(31) != [1,4]
trigger4 = P2MoveType = I & P2StateNo < 200 & P2StateType != A & P2StateType != L & P2BodyDist X >= 500 & Random <= 10+P2BodyDist X*0.03+333*(EnemyNear(Var(55)),Life<60&EnemyNear(Var(55)),Alive)
trigger4 = !(Helper(9190),Var(29) > 0 & Helper(9190),Var(29)%5 = 0 & Helper(9190),Var(29)%7 = 0);被後手
trigger5 = Helper(9180),var(31) != [1,4]
trigger5 = P2MoveType = I & P2StateNo < 200 & P2StateType != A & P2StateType != L & P2BodyDist X >= 500 & Random <= 10+333*(EnemyNear(Var(55)),Life<60&EnemyNear(Var(55)),Alive)
trigger5 = !(Helper(9190),Var(29) > 0 & Helper(9190),Var(29)%5 = 0 & Helper(9190),Var(29)%7 = 0);被後手

[State -1, 1015]
type = varset
triggerall = AILeveL > 0 & NumHelper(9190) & statetype != A & IsHelper = 0 & Var(53) = 0
triggerall = Var(10) < 500 && roundstate = 2 & StateNo != 1000
triggerall = P2StateType != A & P2StateType != L 
triggerall = Helper(9190),Fvar(15) = 0
triggerall = Helper(9190),var(30) = 0
triggerall = (StateNo != [700,702]) & !((PrevStateNo = [700,702]) & Helper(9180),var(31) != [1,4]) || NumPartner > 0
triggerall = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131)
trigger1 = P2MoveType = A  
trigger1 = (Helper(9190),Fvar(11)-EnemyNear(Var(55)),Time <= 15 & Random <= 15+20*Var(59) >= 2) || (Helper(9190),Fvar(11) = 0 & Random <= 10+15*Var(59) >= 2) || (P2BodyDist X >= 700 & Random <= 40)
trigger2 = Helper(9190),Fvar(19) = 1 & ((Helper(9180),var(31) != [1,4]) || !InGuardDist)
trigger2 = (Helper(9190),Fvar(11)-EnemyNear(Var(55)),Time <= 15 & Random <= 30+40*Var(59) >= 2) || (Helper(9190),Fvar(11) = 0 & Random <= 20+30*Var(59) >= 2) || (P2BodyDist X >= 700 & Random <= 40)
trigger3 = Helper(9190),Fvar(16) = 1 & EnemyNear(Var(55)),AnimTime <= -15 & EnemyNear(Var(55)),Power > 0 & P2BodyDist X <= 750
trigger4 = P2StateNo = 5120 & EnemyNear(Var(55)),AnimTime = -8-P2BodyDist X/90 & P2BodyDist X >= 500
trigger5 = P2StateNo = 5120 & EnemyNear(Var(55)),AnimTime = -9-P2BodyDist X/90 & P2BodyDist X >= 500
trigger6 = P2StateNo = 5120 & EnemyNear(Var(55)),AnimTime = -10-P2BodyDist X/90 & P2BodyDist X >= 500 
trigger7 = Helper(9180),var(31) != [1,4]
trigger7 = P2MoveType = I & P2StateNo < 200 & P2StateType != A & P2StateType != L & P2BodyDist X >= 500
var(15) = 0

[State -1, 1015]
type = changestate
value = ifelse(statetype = A,1020,1000)
triggerall = AILeveL > 0 & NumHelper(9190) & statetype != A & IsHelper = 0 & Var(53) = 0 & Var(15) = 0
triggerall = Var(10) < 500 && roundstate = 2
triggerall = P2StateType != A & P2StateType != L 
triggerall = Helper(9190),Fvar(15) = 0
triggerall = Helper(9190),var(30) = 0
triggerall = !(Helper(9190),Var(37) < 0 & Helper(9180),var(31) = [1,4])
triggerall = (StateNo != [700,702]) & !((PrevStateNo = [700,702]) & Helper(9180),var(31) != [1,4]) || NumPartner > 0
triggerall = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131)
triggerall = !(P2MoveType = I & P2StateType != A & P2StateNo >= 200 & IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X > 8) ;翻滾OR無敵位移
trigger1 = P2MoveType = A  
trigger1 = (Helper(9190),Fvar(11)-EnemyNear(Var(55)),Time <= 15 & Random <= 20+20*Var(59) >= 2) || (Helper(9190),Fvar(11) = 0 & Random <= 10+30*Var(59) >= 2) || (P2BodyDist X >= 700 & Random <= 40)
trigger1 = P2BodyDist X >= EnemyNear(Var(55)),Vel X*(10-EnemyNear,AnimTime)
trigger2 = Helper(9190),Fvar(19) = 1 & Helper(9190),Var(29)%5 = 0 & Helper(9190),Var(29)%7 = 0
trigger2 = (Helper(9190),Fvar(11)-EnemyNear(Var(55)),Time <= 15 & Random <= 30+40*Var(59) >= 2) || (Helper(9190),Fvar(11) = 0 & Random <= 20+30*Var(59) >= 2) || (P2BodyDist X >= 700 & Random <= 40)
trigger2 = P2BodyDist X >= EnemyNear(Var(55)),Vel X*(10-EnemyNear,AnimTime)
trigger3 = Helper(9190),Fvar(16) = 1 & EnemyNear(Var(55)),AnimTime <= -15 & EnemyNear(Var(55)),Power > 0 & P2BodyDist X <= 750
trigger4 = P2StateNo = 5120 & EnemyNear(Var(55)),AnimTime = -8-P2BodyDist X/90 & P2BodyDist X >= 500 & Random <= 200
trigger5 = P2StateNo = 5120 & EnemyNear(Var(55)),AnimTime = -9-P2BodyDist X/90 & P2BodyDist X >= 500 & Random <= 200
trigger6 = P2StateNo = 5120 & EnemyNear(Var(55)),AnimTime = -10-P2BodyDist X/90 & P2BodyDist X >= 500 & Random <= 200
trigger7 = Helper(9180),var(31) != [1,4]
trigger7 = P2MoveType = I & P2StateNo < 200 & P2StateType != A & P2StateType != L & P2BodyDist X >= 500 & Random <= 10+P2BodyDist X*0.07
trigger7 = !(Helper(9190),Var(29) > 0 & Helper(9190),Var(29)%5 = 0 & Helper(9190),Var(29)%7 = 0);被後手
trigger8 = Helper(9180),var(31) != [1,4]
trigger8 = P2MoveType = I & P2StateNo < 200 & P2StateType != A & P2StateType != L & P2BodyDist X >= 500 & Random <= 10
trigger8 = !(Helper(9190),Var(29) > 0 & Helper(9190),Var(29)%5 = 0 & Helper(9190),Var(29)%7 = 0);被後手

[State -1, 1015]
type = varset
triggerall = AILeveL > 0 & NumHelper(9190) & statetype != A & IsHelper = 0
triggerall = Var(10) < 1000 && roundstate = 2 & StateNo != 1000
triggerall = P2StateType = A & P2MoveType = H
triggerall = Helper(9190),Fvar(15) = 0
triggerall = Helper(9190),var(30) = 0 & P2BodyDist X >= 350
triggerall = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131)
trigger1 = NumHelper(2005) > 0
trigger2 = NumHelper(2006) > 0
var(15) = 0

[State -1, 1015]
type = changestate
value = ifelse(statetype = A,1020,1000)
triggerall = AILeveL > 0 & NumHelper(9190) & statetype != A & IsHelper = 0
triggerall = Var(10) < 1000 && roundstate = 2
triggerall = P2StateType = A & P2MoveType = H
triggerall = Helper(9190),Fvar(15) = 0
triggerall = Helper(9190),var(30) = 0 & P2BodyDist X >= 350
triggerall = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131)
trigger1 = NumHelper(2005) > 0
trigger2 = NumHelper(2006) > 0

[State -1, 1200]
type = changestate
value = 1230
triggerall = AILeveL > 0 && statetype != A & IsHelper = 0 & Power >= 500
triggerall = (P2BodyDist X-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*15) = [400,1100]
triggerall = P2StateType != A & P2StateType != L
triggerall = Helper(9190),Fvar(15) = 0
triggerall = Helper(9190),Fvar(16) = 0
triggerall = Helper(9180),var(31) = 0
triggerall = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131)
trigger1 = P2MoveType = A & Helper(9190),Fvar(11)-EnemyNear(Var(55)),Time >= 15 & Random <= 10+0.1*(P2BodyDist X)+200*(EnemyNear(Var(55)),BackEdgeBodyDist < 80)
trigger2 = Helper(9190),Fvar(19) = 1 & Helper(9190),Fvar(11)-EnemyNear(Var(55)),Time >= 15 & Random <= 100+0.1*(P2BodyDist X)+200*(EnemyNear(Var(55)),BackEdgeBodyDist < 80)

[State -1, 1015]
type = changestate
value = 1200
triggerall = AILeveL > 0 & NumHelper(9190) & statetype != A & IsHelper = 0
triggerall = Var(10) < 1000 && roundstate = 2
triggerall = P2StateType = A & P2MoveType = H
triggerall = Helper(9190),Fvar(15) = 0
triggerall = Helper(9190),var(30) = 0 & P2BodyDist X < 350
triggerall = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131)
trigger1 = NumHelper(2005) > 0
trigger2 = NumHelper(2006) > 0

[State -1, 1300]
type = changestate
value = 1300
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & Var(53) = 0
triggerall = roundstate = 2 && statetype != A & P2StateType != L & P2MoveType != H
triggerall = Helper(9190),Fvar(16) = 0 || P2StateNo < 200
triggerall = Helper(9190),var(30) = 0
triggerall =  (P2BodyDist X-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*13) = [100,340+12+Var(15)*4]
triggerall = ((P2BodyDist Y+EnemyNear(Var(55)),Vel Y*13+Helper(9180),Fvar(0)*91) = [-250,-50]) || P2StateType != A
triggerall = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131)
triggerall = Helper(9190),Var(34) = 0
trigger1 = EnemyNear(Var(55)),MoveContact & EnemyNear(Var(55)),AnimTime = [-18,-13]
trigger1 = EnemyNear(Var(55)),Ctrl = 0 & P2StateNo >= 200 & P2StateType = S & P2MoveType = A
trigger2 = EnemyNear(Var(55)),MoveType = I & Random <= 40
trigger2 = EnemyNear(Var(55)),Time >= 7 & (EnemyNear(Var(55)),AnimTime = [-18,-13]) & P2StateNo >= 200 & EnemyNear(Var(55)),Ctrl = 0
trigger3 = P2MoveType = I & Random <= 10-10*Var(59) >=2 & P2BodyDist X = [275,300+12+Var(15)*4]
trigger4 = Helper(9190),Fvar(11) = 0 & EnemyNear(Var(55)),MoveContact & Random <= 50 & P2BodyDist X >= 250
trigger4 = (EnemyNear(Var(55)),AnimTime = [-18,-13]) & P2MoveType = A
trigger5 = Helper(9190),Fvar(11)- EnemyNear(Var(55)),Time >= 13   & EnemyNear(Var(55)),MoveContact = 0 & Random <= 150 & P2BodyDist X >= 170
trigger5 = P2MoveType = A & StateType != C

[State -1, 200]
type = changestate
value = 210
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0
triggerall = statetype != A & Var(53) = 0
triggerall = Helper(9185),Fvar(0) <= 12
triggerall = Helper(9190),Fvar(15) = 0
triggerall = Helper(9190),Fvar(16) = 0
triggerall = Helper(9190),var(30) = 0
triggerall = (Helper(9190),Var(34) = 0 & EnemyNear(Var(55)),MoveContact) || EnemyNear(Var(55)),MoveContact = 0
triggerall = !(Helper(9190),Var(27)%4 = 0 & Var(27) > 0 & P2StateNo < 200 & Var(59) > 1) ;對手一直凹
triggerall = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) & P2BodyDist X <= 250 & P2StateType != A & P2StateType != L
triggerall =  p2bodydist x < (const(size.xscale) * 100)
trigger1 = EnemyNear(Var(55)),MoveContact & EnemyNear(Var(55)),AnimTime = [-15,-6]
trigger1 = EnemyNear(Var(55)),Ctrl = 0 & P2StateNo >= 200 & (P2StateType = C) & P2MoveType = A
trigger2 = EnemyNear(Var(55)),MoveType = I & Random <= 45 & P2StateType = C
trigger2 = EnemyNear(Var(55)),Time >= 7 & (EnemyNear(Var(55)),AnimTime = [-15,-6]) & P2StateNo >= 200

trigger3 = Helper(9190),Fvar(11) = 0 & EnemyNear(Var(55)),MoveContact
trigger3 = (EnemyNear(Var(55)),AnimTime = [-15,-6]) & P2MoveType = A
trigger4 = EnemyNear(Var(55)),Time >= Helper(9190),Fvar(11)  & EnemyNear(Var(55)),MoveContact = 0 & Random <= 300
trigger4 = (EnemyNear(Var(55)),AnimTime = [-13,-6]) & P2MoveType = A & StateType = C
trigger5 = Helper(9190),Fvar(11)- EnemyNear(Var(55)),Time >= 6   & EnemyNear(Var(55)),MoveContact = 0 & Random <= 300
trigger5 = P2MoveType = A & StateType = C

[State -1, 200]
type = changestate
value = 225
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0
triggerall = statetype != A & Var(53) = 0
triggerall = Helper(9185),Fvar(0) <= 12
triggerall = Helper(9190),Fvar(15) = 0
triggerall = Helper(9190),Fvar(16) = 0
triggerall = Helper(9190),var(30) = 0
triggerall = (Helper(9190),Var(34) = 0 & EnemyNear(Var(55)),MoveContact) || EnemyNear(Var(55)),MoveContact = 0
triggerall = !(Helper(9190),Var(27)%4 = 0 & Var(27) > 0 & P2StateNo < 200 & Var(59) > 1) ;對手一直凹
triggerall = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) & P2BodyDist X <= 250 & P2StateType != A & P2StateType != L
triggerall =  p2bodydist x < (const(size.xscale) * 100)
trigger1 = EnemyNear(Var(55)),MoveContact & EnemyNear(Var(55)),AnimTime = [-15,-6]
trigger1 = EnemyNear(Var(55)),Ctrl = 0 & P2StateNo >= 200 & (P2StateType = S) & P2MoveType = A
trigger2 = EnemyNear(Var(55)),MoveType = I & Random <= 66
trigger2 = EnemyNear(Var(55)),Time >= 7 & (EnemyNear(Var(55)),AnimTime = [-15,-6]) & P2StateNo >= 200

trigger3 = Helper(9190),Fvar(11) = 0 & EnemyNear(Var(55)),MoveContact
trigger3 = (EnemyNear(Var(55)),AnimTime = [-15,-6]) & P2MoveType = A
trigger4 = EnemyNear(Var(55)),Time >= Helper(9190),Fvar(11)  & EnemyNear(Var(55)),MoveContact = 0 & Random <= 300
trigger4 = (EnemyNear(Var(55)),AnimTime = [-13,-6]) & P2MoveType = A & StateType != C
trigger5 = Helper(9190),Fvar(11)- EnemyNear(Var(55)),Time >= 6   & EnemyNear(Var(55)),MoveContact = 0 & Random <= 300
trigger5 = P2MoveType = A & StateType != C

[State -1, 200]
type = changestate
value = 230
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0
triggerall = statetype != A & Var(53) = 0
triggerall = Helper(9185),Fvar(0) <= 12
;triggerall = (Helper(9180),Var(31) = 0 || Helper(9180),Var(31) = 5)
triggerall = Helper(9190),Fvar(15) = 0
triggerall = Helper(9190),Fvar(16) = 0
triggerall = Helper(9190),var(30) = 0
triggerall = (Helper(9190),Var(34) = 0 & EnemyNear(Var(55)),MoveContact) || EnemyNear(Var(55)),MoveContact = 0
triggerall = !(Helper(9190),Var(27)%4 = 0 & Var(27) > 0 & P2StateNo < 200 & Var(59) > 1) ;對手一直凹
triggerall = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) & P2BodyDist X <= 250 & P2StateType != A & P2StateType != L
trigger1 = EnemyNear(Var(55)),MoveContact & EnemyNear(Var(55)),AnimTime = [-10,-5]
trigger1 = EnemyNear(Var(55)),Ctrl = 0 & P2StateNo >= 200 & (P2StateType = C || (P2StateType = S & Random <= 75)) & P2MoveType = A
trigger2 = EnemyNear(Var(55)),MoveType = I & Random <= 40
trigger2 = EnemyNear(Var(55)),Time >= 7 & (EnemyNear(Var(55)),AnimTime = [-10,-5]) & P2StateNo >= 200
trigger3 = P2MoveType = I & Random <= 35+100*P2BodyDist X <= 200+100*P2BodyDist X <= 150 & P2StateNo != [10,12]
trigger3 = !((Helper(9180),Var(40) > 0 & (Helper(9180),Var(40) != [5000,5999]) & (Helper(9180),Var(40) != [0,199])) || (Helper(9185),Var(40) > 0 & (Helper(9185),Var(40) != [5000,5999]) & (Helper(9185),Var(40) != [0,199])))
trigger3 = !(Helper(9190),Var(29) > 0 & Helper(9190),Var(29)%19 = 0) ;被後手

trigger4 = Helper(9190),Fvar(11) = 0 & EnemyNear(Var(55)),MoveContact
trigger4 = (EnemyNear(Var(55)),AnimTime = [-10,-5]) & P2MoveType = A
trigger5 = EnemyNear(Var(55)),Time >= Helper(9190),Fvar(11)  & EnemyNear(Var(55)),MoveContact = 0 & Random <= 200 & P2BodyDist X >= 200
trigger5 = (EnemyNear(Var(55)),AnimTime = [-8,-5]) & P2MoveType = A & StateType = C
trigger6 = Helper(9190),Fvar(11)- EnemyNear(Var(55)),Time >= 5   & EnemyNear(Var(55)),MoveContact = 0 & Random <= 200 & P2BodyDist X <= 280
trigger6 = P2MoveType = A & StateType != C

[State -1, 200]
type = changestate
value = 255
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0
triggerall = statetype != A & Var(53) = 0
triggerall = Helper(9185),Fvar(0) <= 12
;triggerall = (Helper(9180),Var(31) = 0 || Helper(9180),Var(31) = 5)
triggerall = Helper(9190),Fvar(15) = 0
triggerall = Helper(9190),Fvar(16) = 0
triggerall = Helper(9190),var(30) = 0
triggerall = (Helper(9190),Var(34) = 0 & EnemyNear(Var(55)),MoveContact) || EnemyNear(Var(55)),MoveContact = 0
triggerall = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) & (P2BodyDist X = [250,500]) & P2StateType != A & P2StateType != L
;有反擊與無敵
triggerall = !((Helper(9180),Var(40) > 0 & (Helper(9180),Var(40) != [5000,5999]) & (Helper(9180),Var(40) != [0,199])) || (Helper(9185),Var(40) > 0 & (Helper(9185),Var(40) != [5000,5999]) & (Helper(9185),Var(40) != [0,199])))
triggerall = !((Helper(9180),Var(33) > 0 & (Helper(9180),Var(33) != [5000,5999]) & (Helper(9180),Var(33) != [0,199])) || (Helper(9185),Var(33) > 0 & (Helper(9185),Var(33) != [5000,5999]) & (Helper(9185),Var(33) != [0,199])))
trigger1 = EnemyNear(Var(55)),MoveContact & EnemyNear(Var(55)),AnimTime = [-15,-9]
trigger1 = EnemyNear(Var(55)),Ctrl = 0 & P2StateNo >= 200 & (P2StateType = C || (P2StateType = S & Random <= 75)) & P2MoveType = A
trigger2 = !(Helper(9190),Var(29) > 0 & Helper(9190),Var(29)%2 = 0);被後手
trigger2 = EnemyNear(Var(55)),MoveType = I & Random <= 30
trigger2 = EnemyNear(Var(55)),Time >= 7 & (EnemyNear(Var(55)),AnimTime = [-15,-9]) & P2StateNo >= 200
trigger3 = !(Helper(9190),Var(29) > 0 & Helper(9190),Var(29)%2 = 0);被後手
trigger3 = P2MoveType = I & Random <= 5 & P2StateNo != [10,12]
trigger4 = Helper(9190),Fvar(11) = 0 & EnemyNear(Var(55)),MoveContact
trigger4 = (EnemyNear(Var(55)),AnimTime = [-15,-9]) & P2MoveType = A
trigger5 = EnemyNear(Var(55)),Time >= Helper(9190),Fvar(11)  & EnemyNear(Var(55)),MoveContact = 0 & Random <= 400 & P2BodyDist X >= 200
trigger5 = (EnemyNear(Var(55)),AnimTime = [-15,-9]) & P2MoveType = A & StateType = C

[State -1, 200]
type = changestate
value = 205
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0
triggerall = statetype != A & Var(53) = 0
triggerall = Helper(9185),Fvar(0) <= 12
;triggerall = (Helper(9180),Var(31) = 0 || Helper(9180),Var(31) = 5)
triggerall = Helper(9190),Fvar(15) = 0
triggerall = Helper(9190),Fvar(16) = 0
triggerall = Helper(9190),var(30) = 0
triggerall = (Helper(9190),Var(34) = 0 & EnemyNear(Var(55)),MoveContact) || EnemyNear(Var(55)),MoveContact = 0
triggerall = !(Helper(9190),Var(27)%4 = 0 & Var(27) > 0 & P2StateNo < 200 & Var(59) > 1) ;對手一直凹
triggerall = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) & P2BodyDist X <= 300 & P2StateType = S
trigger1 = EnemyNear(Var(55)),MoveContact & EnemyNear(Var(55)),AnimTime = [-12,-7]
trigger1 = EnemyNear(Var(55)),Ctrl = 0 & P2StateNo >= 200 & P2StateType = S & P2MoveType = A
trigger2 = EnemyNear(Var(55)),MoveType = I & Random <= 40+50*P2BodyDist X <= 200+50*P2BodyDist X <= 150
trigger2 = EnemyNear(Var(55)),Time >= 7 & (EnemyNear(Var(55)),AnimTime = [-12,-7]) & P2StateNo >= 200
trigger3 = P2MoveType = I & Random <= 20
trigger3 = !((Helper(9180),Var(40) > 0 & (Helper(9180),Var(40) != [5000,5999]) & (Helper(9180),Var(40) != [0,199])) || (Helper(9185),Var(40) > 0 & (Helper(9185),Var(40) != [5000,5999]) & (Helper(9185),Var(40) != [0,199])))

trigger4 = Helper(9190),Fvar(11) = 0 & EnemyNear(Var(55)),MoveContact
trigger4 = (EnemyNear(Var(55)),AnimTime = [-14,-7]) & P2MoveType = A
trigger5 = Helper(9190),Fvar(11)- EnemyNear(Var(55)),Time >= 7   & EnemyNear(Var(55)),MoveContact = 0 & Random <= 200 & P2BodyDist X <= 300
trigger5 = P2MoveType = A & StateType != C
trigger6 = (stateno = 200 && anim = 200) && time>=5 & MoveContact

[State -1, 200]
type = changestate
value = 200
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0
triggerall = statetype != A & Var(53) = 0
triggerall = Helper(9185),Fvar(0) <= 12
;triggerall = (Helper(9180),Var(31) = 0 || Helper(9180),Var(31) = 5)
triggerall = Helper(9190),Fvar(15) = 0
triggerall = Helper(9190),Fvar(16) = 0
triggerall = Helper(9190),var(30) = 0
triggerall = (Helper(9190),Var(34) = 0 & EnemyNear(Var(55)),MoveContact) || EnemyNear(Var(55)),MoveContact = 0
triggerall = !(Helper(9190),Var(27)%4 = 0 & Var(27) > 0 & P2StateNo < 200 & Var(59) > 1) ;對手一直凹
triggerall = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) & P2BodyDist X <= 260 & P2StateType = S
trigger1 = EnemyNear(Var(55)),MoveContact & EnemyNear(Var(55)),AnimTime = [-10,-5]
trigger1 = EnemyNear(Var(55)),Ctrl = 0 & P2StateNo >= 200 & P2StateType = S & P2MoveType = A
trigger2 = EnemyNear(Var(55)),MoveType = I & Random <= 40+50*P2BodyDist X <= 200+50*P2BodyDist X <= 150
trigger2 = EnemyNear(Var(55)),Time >= 7 & (EnemyNear(Var(55)),AnimTime = [-10,-5]) & P2StateNo >= 200
trigger3 = P2MoveType = I & Random <= 20
trigger3 = !((Helper(9180),Var(40) > 0 & (Helper(9180),Var(40) != [5000,5999]) & (Helper(9180),Var(40) != [0,199])) || (Helper(9185),Var(40) > 0 & (Helper(9185),Var(40) != [5000,5999]) & (Helper(9185),Var(40) != [0,199])))
trigger3 = !(Helper(9190),Var(29) > 0 & Helper(9190),Var(29)%19 = 0) ;被後手

trigger4 = Helper(9190),Fvar(11) = 0 & EnemyNear(Var(55)),MoveContact
trigger4 = (EnemyNear(Var(55)),AnimTime = [-10,-5]) & P2MoveType = A
trigger5 = Helper(9190),Fvar(11)- EnemyNear(Var(55)),Time >= 5   & EnemyNear(Var(55)),MoveContact = 0 & Random <= 200 & P2BodyDist X <= 280
trigger5 = P2MoveType = A & StateType != C

;揮空了
[State -1, 200]
type = changestate
value = 200
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0
triggerall = statetype != A & Var(53) = 0
triggerall = Helper(9185),Fvar(0) <= 12
;triggerall = (Helper(9180),Var(31) = 0 || Helper(9180),Var(31) = 5)
triggerall = Helper(9190),Fvar(15) = 0
triggerall = Helper(9190),Fvar(16) = 0
triggerall = Helper(9190),var(30) = 0
triggerall = (Helper(9190),Var(34) = 0 & EnemyNear(Var(55)),MoveContact) || EnemyNear(Var(55)),MoveContact = 0
triggerall = !(Helper(9190),Var(27)%4 = 0 & Var(27) > 0 & P2StateNo < 200 & Var(59) > 1) ;對手一直凹
triggerall = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) & (P2BodyDist X = [300,410]) & P2StateType != A
triggerall = EnemyNear(Var(55)),PrevStateNo != [120,140]
trigger1 = EnemyNear(Var(55)),MoveType = I & Random <= 40+60*(P2StateNo = 0*EnemyNear(Var(55)),Time >= 5) +60*(P2StateNo = 20*EnemyNear(Var(55)),Vel X < 0)
trigger1 = EnemyNear(Var(55)),Vel X = 0
trigger2 = ((Helper(9180),Var(40) > 0 & (Helper(9180),Var(40) != [5000,5999]) & (Helper(9180),Var(40) != [0,199])) || (Helper(9185),Var(40) > 0 & (Helper(9185),Var(40) != [5000,5999]) & (Helper(9185),Var(40) != [0,199])))

[State -1, 225]
type = changestate
value = 225
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A & Var(53) = 0
triggerall =  p2bodydist x > (const(size.xscale) * 100)
triggerall = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) & (P2StateNo != [5110,5120]) & P2BodyDist X = [300,700]
triggerall = P2StateType != A & P2StateType != L
triggerall = Helper(9185),Fvar(0) <= 12
triggerall = Helper(9190),Fvar(15) = 0
triggerall = Helper(9190),Fvar(16) = 0
triggerall = Helper(9190),var(30) = 0
triggerall = Helper(9190),Var(34) = 0 || (EnemyNear(Var(55)),MoveContact = 0 & Helper(9190),Var(34) != 2)
triggerall = !(P2MoveType = I & P2StateType != A & P2StateNo >= 200 & IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X > 8) ;翻滾OR無敵位移
;有反擊與無敵
triggerall = !((Helper(9180),Var(40) > 0 & (Helper(9180),Var(40) != [5000,5999]) & (Helper(9180),Var(40) != [0,199])) || (Helper(9185),Var(40) > 0 & (Helper(9185),Var(40) != [5000,5999]) & (Helper(9185),Var(40) != [0,199])))
triggerall = !((Helper(9180),Var(33) > 0 & (Helper(9180),Var(33) != [5000,5999]) & (Helper(9180),Var(33) != [0,199])) || (Helper(9185),Var(33) > 0 & (Helper(9185),Var(33) != [5000,5999]) & (Helper(9185),Var(33) != [0,199])))
trigger1 = EnemyNear(Var(55)),MoveContact & EnemyNear(Var(55)),AnimTime = [-22,-15]
trigger1 = EnemyNear(Var(55)),Ctrl = 0 & P2StateNo >= 200 & P2MoveType = A
trigger2 = !(Helper(9190),Var(29) > 0 & Helper(9190),Var(29)%3 = 0);被後手
trigger2 = EnemyNear(Var(55)),MoveType = I & Random <= 70
trigger2 = EnemyNear(Var(55)),Time >= 7 & (EnemyNear(Var(55)),AnimTime = [-22,-15]) & P2StateNo >= 200
trigger3 = !(Helper(9190),Var(29) > 0 & Helper(9190),Var(29)%3 = 0);被後手
trigger3 = P2MoveType = I & Random <= 15 & Helper(9190),Fvar(19) = 0
trigger4 = Helper(9190),Fvar(11) = 0 & EnemyNear(Var(55)),MoveContact
trigger4 = (EnemyNear(Var(55)),AnimTime = [-22,-15]) & P2MoveType = A
trigger5 = Helper(9190),Fvar(11)-EnemyNear(Var(55)),Time >= 15 & EnemyNear(Var(55)),Time >= 2
trigger5 = (EnemyNear(Var(55)),AnimTime = [-22,-15]) & Helper(9190),Fvar(19) = 1

[State -1, 1140]
type = changestate
value = 1140
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A & Power >= 500 & Var(59) >= 2 
triggerall = (Helper(9180),Var(31) = 0 || Helper(9180),Var(31) = 5)
triggerall = Helper(9190),Fvar(16) = 0 & P2StateType != A & P2StateType != L
triggerall = Helper(9190),Var(34) = 0 || (EnemyNear(Var(55)),MoveContact = 0 & Helper(9190),Var(34) != 2)
triggerall = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) & Helper(9190),Var(30) < 0
trigger1 = Helper(9190),Fvar(15) = 1 & Random <= 200 & P2MoveType = A
trigger1 = P2BodyDist X <= 450 & Random <= 300+500*Var(59)>=2 & Helper(9190),Fvar(11)-EnemyNear(Var(55)),Time <= 4
trigger1 = EnemyNear(Var(55)),AnimTime <= -16
trigger2 = (stateno = [200, 255]) && stateno != 207 && stateno != 222 && stateno != 255 && stateno != 227 && MoveHit & P2MoveType = A
trigger2 = P2BodyDist X <= 450 & EnemyNear(Var(55)),AnimTime <= -16

[State -1, 1100]
type = changestate
value = 1100
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A 
triggerall = (Helper(9180),Var(31) = 0 || Helper(9180),Var(31) = 5)
triggerall = Helper(9190),Fvar(16) = 0 & P2StateType != A & P2StateType != L
triggerall = Helper(9190),Var(34) = 0 || (EnemyNear(Var(55)),MoveContact = 0 & Helper(9190),Var(34) != 2)
triggerall = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) || ((stateno = 200 || stateno = 230 || stateno = 245) & time >= 8 & MoveContact = 0 & P2BodyDist X = [260,370])
trigger1 = P2StateType != A & P2MoveType = I & P2StateNo != 40
trigger1 = Helper(9190),Fvar(15) = 0 & Random <= 60
trigger1 = EnemyNear(Var(55)),MoveType = A & P2BodyDist X <= 450 & P2StateNo > 200
trigger1 = EnemyNear(Var(55)),MoveContact = 0 & EnemyNear(Var(55)),AnimTime <= -13 & (Random <= 45 || (Life < 250 & Random <= 600))
trigger2 = Helper(9190),Fvar(15) = 1 & Random <= 150 & Var(59) >= 2
trigger2 = P2BodyDist X <= 450 & Helper(9190),Fvar(11)-EnemyNear(Var(55)),Time <= 2
trigger2 = EnemyNear(Var(55)),AnimTime <= -12 & P2MoveType = A
trigger3 = (stateno = [200, 255]) && stateno != 207 && stateno != 222 && stateno != 255 && stateno != 227 && MoveHit & P2MoveType = A
trigger3 = P2BodyDist X <= 450 & EnemyNear(Var(55)),AnimTime = [-15,-12]

[State -1, 200]
type = changestate
value = 800
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0
triggerall = statetype != A & Var(53) = 0
triggerall = Helper(9185),Fvar(0) <= 12
;triggerall = (Helper(9180),Var(31) = 0 || Helper(9180),Var(31) = 5)
triggerall = Helper(9190),Fvar(15) = 0
triggerall = Helper(9190),Fvar(16) = 0
triggerall = Helper(9190),var(30) = 0 & Random <= 1000-800*(Helper(9190),Var(38) = 1)
triggerall = !(Helper(9190),Var(27)%4 = 0 & Var(27) > 0 & P2StateNo < 200 & Var(59) > 1 ) || P2StateNo >= 150;對手一直凹
triggerall = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) & P2StateType != A & P2StateType != L
triggerall = (P2StateType = S & P2BodyDist X-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*4 = [-15,300]) || (P2StateType = C & P2BodyDist X = [-15,300]) || (P2BodyDist X < 300 & BackEdgeBodyDist < 30) 
triggerall = (P2StateNo != [40,51]) & (P2StateNo != [5200,5299]) & EnemyNear(Var(55)),Vel Y = 0 &  P2MoveType != H
triggerall = (P2StateNo != [105,106]) & !(P2MoveType = A & PrevStateNo = [5000,5199]) & !(P2MoveType = I & P2StateType != A & P2StateNo >= 200 & IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X > 8) ;會抓空的
triggerall = !(P2MoveType = I & P2StateType != A & P2StateNo >= 200 & IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X > 8) ;翻滾OR無敵位移
triggerall = !(EnemyNear(Var(55)),PrevStateNo = 5120 & EnemyNear(Var(55)),Time < 12)
triggerall = !((Helper(9180),Var(33) > 0 & EnemyNear(Var(55)),Ctrl) || P2StateNo <= 120 || P2StateNo = 130 || P2StateNo = 131 || P2StateNo = 140) ;有無敵
trigger1 = (EnemyNear(Var(55)),AnimTime = [-8,-5]) & P2MoveType = A & (EnemyNear(Var(55)),MoveContact || (EnemyNear(Var(55)),Time > Helper(9190),Fvar(11) & Helper(9190),Fvar(11) > 0))
trigger1 = EnemyNear(Var(55)),StateNo >= 200
trigger2 = P2MoveType = I & (EnemyNear(Var(55)),Ctrl = 0 || EnemyNear(Var(55)),StateNo < 199 || Helper(9190),Fvar(19) = 1 || Helper(9180),Fvar(31) = [1,4]) 
trigger2 = !(Helper(9190),Var(29) > 0 & Helper(9190),Var(29)%23 = 0);被後手
trigger3 = (P2StateNo <= 100 & Random <= 20) || ((P2StateNo = [120,153]) & Random <= 150+350*(EnemyNear(Var(55)),Ctrl = 0)) 
trigger3 = !(Helper(9190),Var(29) > 0 & Helper(9190),Var(29)%23 = 0);被後手
trigger4 = EnemyNear(Var(55)),P2BodyDist X < -15 & P2BodyDist X > 15
trigger4 = (P2MoveType = A & EnemyNear(Var(55)),AnimTime <= -5) || Helper(9190),Fvar(19) = 1 || Helper(9180),Fvar(31) = [1,4]
trigger5 = PrevStateNo = 100 & EnemyNear(Var(55)),AnimTime <= -4 & Helper(9180),var(31) = [1,4]
trigger5 = P2BodyDist X < 200 & P2MoveType = A
trigger6 = PrevStateNo = 52 & P2StateNo = [120,153]
trigger6 = !((P2StateNo = [130,140]) & Helper(9190),Var(29) > 0 & Helper(9190),Var(29)%23 = 0);被後手
;確認
[State -1, 800]
type = ChangeState
value = 800
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A & P2StateType != A
triggerall = P2StateNo != [5000,5020]
triggerall = P2StateNo != [5200,5211]
triggerall = P2StateNo != 40 & P2StateNo != 105 & P2StateNo != 5120 & P2StateNo != 5200 & P2StateNo != 5201 & P2StateNo != 5300 & P2StateNo != 5400 & P2StateNo != 5401
triggerall = Helper(9185),FVar(0) <= 0 & Helper(9190),Fvar(15) = 0
triggerall = (P2StateNo != [105,106]) & !(P2MoveType = A & PrevStateNo = [5000,5199]) & !(P2MoveType = I & P2StateType != A & P2StateNo >= 200 & IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X > 8) ;會抓空的
triggerall = !(P2MoveType = I & P2StateType != A & P2StateNo >= 200 & IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X > 8) ;翻滾OR無敵位移
triggerall = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131)
triggerall = !((Helper(9180),Var(33) > 0 & EnemyNear(Var(55)),Ctrl) || P2StateNo <= 120 || P2StateNo = 130 || P2StateNo = 131 || P2StateNo = 140) ;有無敵
triggerall = Helper(9190),Fvar(15) = 0
triggerall = Helper(9190),Var(34) != 2
trigger1 =  P2BodyDist X <= 300 & Random <= 200+800*Var(59)>=2 &  Helper(9190),Fvar(11)-EnemyNear(Var(55)),Time <= 4 & P2StateType = S & P2MoveType = A

;----------------------------------------------------------------------------------------------------
;戳戳替代
[State -1, 1200]
type = changestate
value = 1230
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & roundstate = 2 & statetype != A & Var(53) != 9 & Power = [500,1200]
triggerall = (StateNo = 230 & MoveHit & P2MoveType != A & P2StateType = A) || (StateNo = 205 & MoveHit & P2MoveType != A & P2StateType = A)
trigger1 = (((Facing = 1 & TeamSide = 1) || (Facing = -1 & TeamSide = 2)) & Helper(9180),Var(0) >= -685) || (((Facing = -1 & TeamSide = 1) || (Facing = 1 & TeamSide = 2)) & Helper(9185),Var(0) <= 685) ;版邊
trigger2 = P2BodyDist X <= 300

;戳戳
[State -1, 1300]
type = changestate
value = 1300
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & Var(53) != 9
triggerall = roundstate = 2 && statetype != A
triggerall = Helper(9190),Fvar(16) = 0 || P2StateNo < 200
triggerall = P2BodyDist X <= 300 || (MoveContact & P2MoveType != A)
triggerall = !((P2StateNo = [120,153]) & EnemyNear(Var(55)),Ctrl = 1) ;不科學防禦
triggerall = !((P2StateNo = [150,153]) & (EnemyNear(Var(55)),PrevStateNo != [120,153])) ;不科學防禦
triggerall = !((MoveHit & P2MoveType != H)) ;精防
trigger1 = (stateno = [200, 206]) && stateno != 207 && stateno != 222 && stateno != 255 && stateno != 227 && MoveContact
trigger2 = (stateno = [200, 255]) && stateno != 207 && stateno != 222 && stateno != 255 && stateno != 227 && MoveContact
trigger2 = P2MoveType != H & P2StateNo != [120,159]

trigger3 = (stateno = 200 || stateno = 205 || stateno = 230 || stateno = 245) && time >= 8
trigger3 = P2MoveType = A & EnemyNear(Var(55)),MoveContact = 0 & Helper(9190),Fvar(11)-EnemyNear(Var(55)),Time >= 12
trigger4 = (stateno = 200 || stateno = 205 || stateno = 230 || stateno = 245) && time >= 8
trigger4 = P2MoveType = I & EnemyNear(Var(55)),Vel X >= 0 & Random <= 50+P2BodyDist X & P2StateType != A
trigger5 = StateNo = 230 & MoveHit & P2MoveType != A
trigger6 = StateNo = 235 & MoveContact & P2MoveType != A
trigger7 = StateNo = 245 & MoveContact & P2MoveType != A

;升龍追加
[State -1, 1015]
type = changestate
value = ifelse(statetype = A,1025,1015)
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A & P2MoveType = H
triggerall = Var(10) < 1000 & Power >= 500 & Var(53) = 0 & PrevStateNo = 1100
triggerall = (P2BodyDist Y+EnemyNear(Var(55)),Vel Y*10+Helper(9180),Fvar(0)*55) = [-150,-1]
trigger1 = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) 

;;普通平推

[State -1, 215]
type = changestate
value = 215
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A
triggerall = Var(53) = 11
trigger1 = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131)

[State -1, 220]
type = changestate
value = 220
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A
trigger1 = (stateno = 215 && anim = 215) && time >= 10 & MoveContact
trigger2 = (stateno = 215 && anim = 215) && time >= 15 & P2BodyDist X <= 320 & Random <= 45

[State -1, 225]
type = changestate
value = 225
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A & Var(53) != 9
trigger1 = (stateno = 210 && anim = 210) && time >= 15 & MoveContact & P2StateType != A
trigger2 = (stateno = 210 && anim = 210) && time >= 15 & P2BodyDist X <= 500 & Random <= 70

;上挑
[State 1200, Strength]
type = varset
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A & Var(53) = 0
trigger1 = stateno = 220 && MoveHit & P2MoveType = H
trigger2 = stateno = 250 && MoveHit & P2MoveType = H
var(15) = 1

[State -1, 1100]
type = changestate
value = 1100
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A & Var(53) = 0
triggerall = P2StateType != L
trigger1 = stateno = 220 && MoveHit & P2MoveType = H
trigger2 = stateno = 250 && MoveHit & P2MoveType = H
trigger3 = stateno = 225 & Anim = 226 & P2StateType = A && MoveHit & P2MoveType = H

[State 1200, Strength]
type = varset
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A
trigger1 = stateno = 210 && MoveHit & P2MoveType = H
var(15) = 2

[State -1, 1100]
type = changestate
value = 1100
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A & P2StateType != L
trigger1 = stateno = 210 && MoveHit & P2MoveType = H & Var(53) != 9 & Var(53) != 4
trigger2 = stateno = 225 & Anim = 226 && MoveHit & P2MoveType = H & Var(53) = 0
trigger2 = !(P2StateType != A & P2StateType != L & EnemyNear(Var(55)),BackEdgeBodyDist > 60 & Power >= 1000)
trigger3 = stateno = 240 && MoveHit & P2MoveType = H & Var(53) != 9 & Var(53) != 4

;24斬
[State -1, 1200]
type = changestate
value = 1230
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A
triggerall = roundstate = 2 && statetype != A & EnemyNear(Var(55)),BackEdgeBodyDist > 60 & P2BodyDist X >= 400
triggerall = stateno = 225 & MoveHit >= 2 & P2StateType = A & Helper(9190),Var(31) = 210
triggerall = (EnemyNear(Var(55)),Vel Y*13+Helper(9180),Fvar(0)*91) > 0
trigger1 = (P2BodyDist Y+EnemyNear(Var(55)),Vel Y*13+Helper(9180),Fvar(0)*91) = [-200,0]
trigger2 = (P2BodyDist Y+EnemyNear(Var(55)),Vel Y*14+Helper(9180),Fvar(0)*105) = [-200,0]
trigger3 = (P2BodyDist Y+EnemyNear(Var(55)),Vel Y*15+Helper(9180),Fvar(0)*120) = [-200,0]
trigger4 = (P2BodyDist Y+EnemyNear(Var(55)),Vel Y*16+Helper(9180),Fvar(0)*136) = [-200,0]
trigger5 = (P2BodyDist Y+EnemyNear(Var(55)),Vel Y*17+Helper(9180),Fvar(0)*153) = [-200,0]

[State -1, 1200]
type = changestate
value = 1230
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A
triggerall = roundstate = 2 && statetype != A & EnemyNear(Var(55)),BackEdgeBodyDist > 60 & P2BodyDist X >= 400
triggerall = stateno = 225 && MoveHit >= 2 & P2MoveType = H & P2StateType = A
triggerall = (P2BodyDist X-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*16) > 420
triggerall = (EnemyNear(Var(55)),Vel Y*13+Helper(9180),Fvar(0)*91) > 0
trigger1 = (P2BodyDist Y+EnemyNear(Var(55)),Vel Y*13+Helper(9180),Fvar(0)*91) = [-200,0]
trigger2 = (P2BodyDist Y+EnemyNear(Var(55)),Vel Y*14+Helper(9180),Fvar(0)*105) = [-200,0]
trigger3 = (P2BodyDist Y+EnemyNear(Var(55)),Vel Y*15+Helper(9180),Fvar(0)*120) = [-200,0]
trigger4 = (P2BodyDist Y+EnemyNear(Var(55)),Vel Y*16+Helper(9180),Fvar(0)*136) = [-200,0]
trigger5 = (P2BodyDist Y+EnemyNear(Var(55)),Vel Y*17+Helper(9180),Fvar(0)*153) = [-200,0]

[State 1200, Strength]
type = varset
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A
triggerall = roundstate = 2 && statetype != A
trigger1 = stateno = 225 & MoveHit & P2StateType = A & Helper(9190),Var(31) = 210
trigger2 = stateno = 225 && MoveHit & P2MoveType = H & P2StateType = A
trigger2 = (P2BodyDist X-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*16) > 420
trigger3 = stateno = 225 && MoveHit & P2MoveType = H & P2StateType = A
trigger3 = (P2BodyDist X-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*14) = [0,380] 
trigger3 = EnemyNear(Var(55)),P2BodyDist X < 0
var(15) = 2

[State -1, 1200]
type = changestate
value = 1200
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A
triggerall = roundstate = 2 && statetype != A
triggerall = (P2BodyDist Y+EnemyNear(Var(55)),Vel Y*19+Helper(9180),Fvar(0)*190) = [-245,0]
trigger1 = stateno = 225 & MoveHit & P2StateType = A & Helper(9190),Var(31) = 210
trigger2 = stateno = 225 && MoveHit & P2MoveType = H & P2StateType = A
trigger2 = (P2BodyDist X-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*16) > 420
trigger3 = stateno = 225 && MoveHit & P2MoveType = H & P2StateType = A
trigger3 = (P2BodyDist X-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*14) = [0,380] 
trigger3 = EnemyNear(Var(55)),P2BodyDist X < 0

;尻起來放炮
[State -1, 1015]
type = changestate
value = ifelse(statetype = A,1025,1015)
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A & Power > 500 & Var(10) < 1000
trigger1 = stateno = 225 && MoveHit & P2MoveType = H & P2StateType = A & Var(53) = 0
trigger1 = (P2BodyDist X-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*14) > 350

[State -1, 227]
type = changestate
value = 227
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A
trigger1 = stateno = 225 && MoveHit & P2MoveType = H & P2StateType = A
trigger1 = (P2BodyDist X-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*14) = [0,380] 
trigger1 = EnemyNear(Var(55)),P2BodyDist X > 0
;無法機率24斬
[State 1200, Strength]
type = varset
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A & StateNo != 1000
triggerall = stateno = 225 && MoveHit & P2MoveType = H & P2StateType = A
trigger1 = (P2BodyDist X-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*19) = [0,420] 
trigger1 = P2BodyDist X > 600
trigger2 = (((Facing = 1 & TeamSide = 1) || (Facing = -1 & TeamSide = 2)) & Helper(9185),Var(0) >= 1700) || (((Facing = -1 & TeamSide = 1) || (Facing = 1 & TeamSide = 2)) & Helper(9180),Var(0) <= -1700)
var(15) = 1

[State -1, 1000]
type = changestate
value = ifelse(statetype = A,1020,1000)
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A
triggerall = stateno = 225 && MoveHit & P2MoveType = H & P2StateType = A
trigger1 = (P2BodyDist X-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*19) = [0,420] 
trigger1 = P2BodyDist X > 600

[State -1, 1200]
type = changestate
value = 1015
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A & (Var(53) = 0 || Var(53) = 6)
trigger1 = stateno = 225 && MoveHit & P2MoveType = H & P2StateType = A & EnemyNear(Var(55)),BackEdgeBodyDist < 40
trigger1 = (P2BodyDist Y+EnemyNear(Var(55)),Vel Y*19+Helper(9180),Fvar(0)*190) = [-245,-5]
trigger1 = (P2BodyDist X-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*19) = [0,420] 
trigger1 = P2BodyDist X >= 450 & Power >= 500
trigger1 = Var(10) < 1000

;機率24斬
[State 1200, Strength]
type = varset
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A
trigger1 = stateno = 225 && MoveHit & P2MoveType = H & P2StateType = A & EnemyNear(Var(55)),BackEdgeBodyDist < 40
trigger1 = (P2BodyDist Y+EnemyNear(Var(55)),Vel Y*19+Helper(9180),Fvar(0)*190) = [-245,-5]
trigger1 = (P2BodyDist X-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*19) = [0,420] 
trigger1 = P2BodyDist X <= 500
var(15) = 2

[State -1, 1200]
type = changestate
value = 1200
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A
trigger1 = stateno = 225 && MoveHit & P2MoveType = H & P2StateType = A & EnemyNear(Var(55)),BackEdgeBodyDist < 40
trigger1 = (P2BodyDist Y+EnemyNear(Var(55)),Vel Y*19+Helper(9180),Fvar(0)*190) = [-245,-5]
trigger1 = (P2BodyDist X-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*19) = [0,420] 
trigger1 = P2BodyDist X <= 500
trigger1 = Random <= 200 || Var(10) >= 800

;魔太多
[State -1, 227]
type = changestate
value = 1230
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A
triggerall = (((Facing = 1 & TeamSide = 1) || (Facing = -1 & TeamSide = 2)) & Helper(9185),Var(0) >= 2000) || (((Facing = -1 & TeamSide = 1) || (Facing = 1 & TeamSide = 2)) & Helper(9180),Var(0) <= -2000) 
triggerall = stateno = 225 & Anim != 226 && MoveHit & P2MoveType = H & P2StateType = A & Power >= 1500
triggerall = (P2BodyDist X-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*16) = [0,800] 
triggerall = (EnemyNear(Var(55)),Vel Y*13+Helper(9180),Fvar(0)*91) > 0
trigger1 = (P2BodyDist Y+EnemyNear(Var(55)),Vel Y*13+Helper(9180),Fvar(0)*91) = [-200,0]
trigger2 = (P2BodyDist Y+EnemyNear(Var(55)),Vel Y*14+Helper(9180),Fvar(0)*105) = [-200,0]
trigger3 = (P2BodyDist Y+EnemyNear(Var(55)),Vel Y*15+Helper(9180),Fvar(0)*120) = [-200,0]
trigger4 = (P2BodyDist Y+EnemyNear(Var(55)),Vel Y*16+Helper(9180),Fvar(0)*136) = [-200,0]
trigger5 = (P2BodyDist Y+EnemyNear(Var(55)),Vel Y*17+Helper(9180),Fvar(0)*153) = [-200,0]

[State -1, 227]
type = changestate
value = 1230
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A
triggerall = (((Facing = 1 & TeamSide = 1) || (Facing = -1 & TeamSide = 2)) & Helper(9185),Var(0) >= 2000) || (((Facing = -1 & TeamSide = 1) || (Facing = 1 & TeamSide = 2)) & Helper(9180),Var(0) <= -2000)
trigger1 = stateno = 225 & Anim = 225 && MoveHit & P2MoveType = H & P2StateType != L & P2StateType != A & Power >= 1000 & Var(53) = 0
trigger1 = (P2BodyDist X-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*16) = [0,800] 

[State -1, 227]
type = changestate
value = 1230
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A
triggerall = (((Facing = 1 & TeamSide = 1) || (Facing = -1 & TeamSide = 2)) & Helper(9185),Var(0) >= 1700) || (((Facing = -1 & TeamSide = 1) || (Facing = 1 & TeamSide = 2)) & Helper(9180),Var(0) <= -1700)
trigger1 = stateno = 225 && MoveHit & P2MoveType = H & P2StateType = A & Power >= 500
trigger1 = (P2BodyDist X-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*16) = [0,800] 

[State -1, 227]
type = changestate
value = 1230
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A
triggerall = (((Facing = 1 & TeamSide = 1) || (Facing = -1 & TeamSide = 2)) & Helper(9185),Var(0) >= 1200) || (((Facing = -1 & TeamSide = 1) || (Facing = 1 & TeamSide = 2)) & Helper(9180),Var(0) <= -1200) || Helper(9190),Var(31) = 1230
triggerall = stateno = 225 && MoveHit & P2MoveType = H & P2StateType = A & Power >= 1000
triggerall = (P2BodyDist X-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*16) = [0,800] 
triggerall = (EnemyNear(Var(55)),Vel Y*13+Helper(9180),Fvar(0)*91) > 0
trigger1 = (P2BodyDist Y+EnemyNear(Var(55)),Vel Y*13+Helper(9180),Fvar(0)*91) = [-200,0]
trigger2 = (P2BodyDist Y+EnemyNear(Var(55)),Vel Y*14+Helper(9180),Fvar(0)*105) = [-200,0]
trigger3 = (P2BodyDist Y+EnemyNear(Var(55)),Vel Y*15+Helper(9180),Fvar(0)*120) = [-200,0]
trigger4 = (P2BodyDist Y+EnemyNear(Var(55)),Vel Y*16+Helper(9180),Fvar(0)*136) = [-200,0]
trigger5 = (P2BodyDist Y+EnemyNear(Var(55)),Vel Y*17+Helper(9180),Fvar(0)*153) = [-200,0]


;斷連補救
[State -1, 205]
type = changestate
value = 205
triggerall = AILeveL > 0  & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A & Var(53) != 7 
triggerall = (P2BodyDist Y+EnemyNear(Var(55)),Vel Y*7+Helper(9180),Fvar(0)*28) = [-145,-5]
trigger1 = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131)
trigger1 = Helper(9190),Var(31) = 1100 & P2StateType = A & P2MoveType = H
trigger1 = EnemyNear(Var(55)),BackEdgeBodyDist < 40 & P2BodyDist X <= 310

[State -1, 230]
type = changestate
value = 230
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A & RoundState = 2
trigger1 = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) & P2StateNo = [5000,5071]
trigger1 = (P2BodyDist Y+EnemyNear(Var(55)),Vel Y*5+Helper(9180),Fvar(0)*15) = [32,60]
trigger1 = (P2BodyDist X-IfElse(Facing != EnemyNear(Var(55)),Facing,1,-1)*EnemyNear(Var(55)),Vel X*5) < 280
trigger2 = (stateno = 200 || stateno = 230 || stateno = 245)&& time>=8 & P2StateNo = 5050 & EnemyNear(Var(55)),Vel Y > 0
trigger2 = P2BodyDist X < 280 & Helper(9190),Var(31) != 255

[State -1, 100]
type = ChangeState
value = 100
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & statetype != A & Var(53) = 0 
triggerall = statetype  = S && (ctrl || StateNo = 21 || StateNo = 22) & P2BodyDist X > 700 
trigger1 = PrevStateNo != 100
trigger1 = P2StateNo = 5050 & EnemyNear(Var(55)),Vel Y >= 2 & Random <= 50

;各種嘲諷
[State -1, 195]
type = changestate
value = 195
triggerall = AILeveL > 0 && statetype != A & var(10) >= 333-333*(Var(59) = 1)
trigger1 = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) & Helper(9190),Var(31) = 1015 & P2StateNo = [5030,5050]
trigger2 = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) & Helper(9190),Var(31) = 1000 & (P2StateNo = [5030,5050]) & EnemyNear(Var(55)),Pos Y >= -75 & P2BodyDist X >= 700
trigger3 = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) & Helper(9190),Var(31) = 52 & (P2StateNo = [5100,5110]) & P2BodyDist X >= 700
trigger4 = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) & Helper(9190),Var(31) = 227 & P2MoveType = H & P2StateType = A & Var(10) >= 1000 & P2BodyDist X >= 500
trigger5 = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) & Helper(9190),Var(31) = 1000 & P2MoveType = H & P2StateType = A & Var(10) >= 1000 & P2BodyDist X >= 500
trigger6 = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) & Helper(9190),Var(31) = 1000 & (P2StateNo = [5100,5110]) & P2BodyDist X >= 500
trigger7 = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) & Helper(9190),Var(31) = 810 & P2MoveType = H & P2BodyDist X >= 1100-600*(Var(59) = 1) 


;----------------------------------------------------------------------------------------------------
;----------------------------------------------------------------------------------------------------
;閃光防
[State 150, 2]
type = ChangeState
trigger1 = Var(59) > 0 & Random <= Helper(9190),Var(1) & StateNo = 150
value = 6150

[State 152, 2]
type = ChangeState
triggerall = var(59) > 0
trigger1 = var(50) != 1 & Random <= Helper(9190),Var(1) & StateNo = 152
value = 6152

[State 153, 2]
type = ChangeState
triggerall = var(59) > 0
trigger1 = var(50) != 1 & Random <= Helper(9190),Var(1) & StateNo = 153
value = 6153

;----------------------------------------------------------------------------------------------------
;C_Blocking
[State -1, 701]
type = hitoverride
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & (Var(59) = 1 & Life >= 200)
triggerall = !(Var(53) = 14 & (StateNo = [130,131]) & Time > 15)
triggerall = roundstate = 2 & statetype != A & MoveType != H
triggerall = P2StateType = C || EnemyNear(Var(55)),HitDefAttr = C, AA, AP || Helper(9180),var(31) = 3
triggerall = !((EnemyNear(Var(55)),HitDefAttr = SCA,NT,ST,HT,AT & Var(54) = 0 & Random <= 1000-P2BodyDist X) || (Var(54) = 801 & P2StateNo < 200) || Var(54) = 800 & EnemyNear(Var(55)),MoveContact = 0)
triggerall = (Var(59) = 1 & Random <= Helper(9190),Var(0)*10 & Helper(9190),Var(0) < 33) || (Var(59) = 1 & Random <= 333 & Helper(9190),Var(0) > 33) || (Var(59) = 1 & Random <= 600 & Life < 100) || (stateno = [700, 702]) || (PrevStateNo = [700, 702])
trigger1 = (StateNo != [200,649]) & (StateNo != [1000,2000])
trigger1 = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) || ((stateno = [700, 702]) & !(Random <= 300 & StateNo = [130,131])) || stateno = 5120 || stateno = 52  || stateno = 650
trigger2 = (stateno = [6150,6153])
trigger3 = (stateno = [150,153])
attr = C, AA, AP
stateno = 701
slot = 0
time = 8

;C_Blocking
[State -1, 701]
type = hitoverride
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & (Var(59) = 1 & Life >= 200)
triggerall = !(Var(53) = 14 & (StateNo = [130,131]) & Time > 15)
triggerall = roundstate = 2 & statetype != A & MoveType != H
triggerall = P2StateType = C || EnemyNear(Var(55)),HitDefAttr = C, AA, AP || Helper(9180),var(31) = 3
triggerall = !((EnemyNear(Var(55)),HitDefAttr = SCA,NT,ST,HT,AT & Var(54) = 0 & Random <= 1000-P2BodyDist X) || (Var(54) = 801 & P2StateNo < 200) || Var(54) = 800 & EnemyNear(Var(55)),MoveContact = 0)
triggerall = (Var(59) = 2 & Random <= Helper(9190),Var(0)*10 & Helper(9190),Var(0) < 50) || (Var(59) = 2 & Random <= 500 & Helper(9190),Var(0) > 50) || (Var(59) = 2 & Random <= 800 & Life < 250) || (stateno = [700, 702]) || (PrevStateNo = [700, 702])
triggerall = !((PrevStateNo != [700, 702]) & P2StateType != A & P2StateType != L & Helper(9190),Fvar(15) != 1 & Helper(9190),Fvar(19) != 1 & P2BodyDist X <= 300 & EnemyNear(Var(55)),AnimTime < -6)
trigger1 = (StateNo != [200,649]) & (StateNo != [1000,2000])
trigger1 = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) || ((stateno = [700, 702]) & !(Random <= 300 & StateNo = [130,131])) || stateno = 5120 || stateno = 52  || stateno = 650
trigger2 = (stateno = [6150,6153])
trigger3 = (stateno = [150,153])
attr = C, AA, AP
stateno = 701
slot = 0
time = 8

;C_Blocking
[State -1, 701]
type = hitoverride
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & (Var(59) = 1 & Life >= 200)
triggerall = !(Var(53) = 14 & (StateNo = [130,131]) & Time > 15)
triggerall = roundstate = 2 & statetype != A & MoveType != H
triggerall = P2StateType = C || EnemyNear(Var(55)),HitDefAttr = C, AA, AP || Helper(9180),var(31) = 3
triggerall = !((EnemyNear(Var(55)),HitDefAttr = SCA,NT,ST,HT,AT & Var(54) = 0 & Random <= 1000-P2BodyDist X) || (Var(54) = 801 & P2StateNo < 200) || Var(54) = 800 & EnemyNear(Var(55)),MoveContact = 0)
triggerall = (Var(59) >= 3 & Random <= 500 & Helper(9190),Var(0) < 50) || (Var(59) >= 3 & Random <= Helper(9190),Var(0)*10 & Helper(9190),Var(0) >= 50) || (Var(59) >= 3 & Random <= 1000 & Life < 600) || (stateno = [700, 702]) || (PrevStateNo = [700, 702])
triggerall = !((PrevStateNo != [700, 702]) & P2StateType != A & P2StateType != L & Helper(9190),Fvar(15) != 1 & Helper(9190),Fvar(19) != 1 & P2BodyDist X <= 300 & EnemyNear(Var(55)),AnimTime < -6)
trigger1 = (StateNo != [200,649]) & (StateNo != [1000,2000])
trigger1 = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) || ((stateno = [700, 702]) & !(Random <= 300 & StateNo = [130,131])) || stateno = 5120 || stateno = 52  || stateno = 650
trigger2 = (stateno = [6150,6153])
trigger3 = (stateno = [150,153])
attr = C, AA, AP
stateno = 701
slot = 0
time = 8

;C_Blocking
[State -1, 700]
type = hitoverride
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & (Var(59) = 1 & Life >= 200)
triggerall = !(Var(53) = 14 & (StateNo = [130,131]) & Time > 15)
triggerall = roundstate = 2 & statetype != A & MoveType != H
triggerall = P2StateType = C || EnemyNear(Var(55)),HitDefAttr = C, AA, AP || Helper(9180),var(31) = 3
triggerall = (Var(59) = 1 & Life < 200 & Random <= 500) || (Var(59) = 2 & Life < 250 & Random <= 750) || (Var(59) >= 3 & Life < 400 & Random <= 1000)
trigger1 = (StateNo != [200,699]) & (StateNo != [1000,2000])
trigger1 = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) || ((stateno = [700, 702]) & !(Random <= 300 & StateNo = [130,131])) || stateno = 5120 || stateno = 52  || stateno = 650
trigger2 = (stateno = [6150,6153])
trigger3 = (stateno = [150,153])
attr = C, AA, AP
stateno = 701
slot = 0
time = 8

;必檔

;C_Blocking
[State -1, 701]
type = hitoverride
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & (Var(59) = 1 & Life >= 200)
triggerall = !(Var(53) = 14 & (StateNo = [130,131]) & Time > 15)
triggerall = roundstate = 2 & statetype != A & MoveType != H
triggerall = P2StateType = C || EnemyNear(Var(55)),HitDefAttr = C, AA, AP || Helper(9180),var(31) = 3
triggerall = !((EnemyNear(Var(55)),HitDefAttr = SCA,NT,ST,HT,AT & Var(54) = 0 & Random <= 1000-P2BodyDist X) || (Var(54) = 801 & P2StateNo < 200) || Var(54) = 800 & EnemyNear(Var(55)),MoveContact = 0)
triggerall = PrevStateNo = 5120 || (Time > 9 & (StateNo = 130  || StateNo = 131)) || (EnemyNear(Var(55)),Time-EnemyNear(Var(55)),AnimTime-Helper(9190),Fvar(11) >= 18) || Helper(9190),Fvar(18) = 1
trigger1 = (StateNo != [200,649]) & (StateNo != [1000,2000])
trigger1 = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) || ((stateno = [700, 702]) & !(StateNo = [130,131])) || stateno = 5120 || stateno = 52  || stateno = 650
trigger2 = (stateno = [6150,6153])
trigger3 = (stateno = [150,153])
trigger4 = stateno = 0 & Time <= 1
attr = C, AA, AP
stateno = 701
slot = 0
time = 8

;----------------------------------------------------------------------------------------------------
;S_Blocking
[State -1, 700]
type = hitoverride
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & (Var(59) = 1 & Life >= 200)
triggerall = !(Var(53) = 14 & (StateNo = [130,131]) & Time > 15)
triggerall = roundstate = 2 & statetype != A & MoveType != H
triggerall = P2StateType = A || StateType = S || EnemyNear(Var(55)),HitDefAttr = SA, AA, AP
triggerall = !((EnemyNear(Var(55)),HitDefAttr = SCA,NT,ST,HT,AT & Var(54) = 0 & Random <= 1000-P2BodyDist X) || (Var(54) = 801 & P2StateNo < 200) || Var(54) = 800 & EnemyNear(Var(55)),MoveContact = 0)
triggerall = (Var(59) = 1 & Random <= Helper(9190),Var(0)*10 & Helper(9190),Var(0) < 33) || (Var(59) = 1 & Random <= 333 & Helper(9190),Var(0) > 33) || (Var(59) = 1 & Random <= 600 & Life < 100) || (stateno = [700, 702]) || (PrevStateNo = [700, 702])
triggerall = !(P2StateType = A & P2MoveType = A & EnemyNear(Var(55)),MoveContact = 0 & EnemyNear(Var(55)),Vel Y > 0 & Helper(9180),Var(31) = 0);不擋
trigger1 = (StateNo != [200,649]) & (StateNo != [1000,2000])
trigger1 = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) || ((stateno = [700, 702]) & !(Random <= 300 & StateNo = [130,131])) || stateno = 5120 || stateno = 52  || stateno = 650
trigger2 = (stateno = [6150,6153])
trigger3 = (stateno = [150,153])
attr = SA, AA, AP
stateno = 700
slot = 0
time = 8

;S_Blocking
[State -1, 700]
type = hitoverride
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & (Var(59) = 1 & Life >= 200)
triggerall = !(Var(53) = 14 & (StateNo = [130,131]) & Time > 15)
triggerall = roundstate = 2 & statetype != A & MoveType != H & !(P2StateType = C & (StateNo = 131 || StateNo = 152))
triggerall = P2StateType = A || EnemyNear(Var(55)),HitDefAttr = SA, AA, AP
triggerall = !((EnemyNear(Var(55)),HitDefAttr = SCA,NT,ST,HT,AT & Var(54) = 0 & Random <= 1000-P2BodyDist X) || (Var(54) = 801 & P2StateNo < 200) || Var(54) = 800 & EnemyNear(Var(55)),MoveContact = 0)
triggerall = (Var(59) = 2 & Random <= Helper(9190),Var(0)*10 & Helper(9190),Var(0) < 50) || (Var(59) = 2 & Random <= 500 & Helper(9190),Var(0) > 50) || (Var(59) = 2 & Random <= 800 & Life < 250) || (stateno = [700, 702]) || (PrevStateNo = [700, 702])
triggerall = !((PrevStateNo != [700, 702]) & P2StateType != A & P2StateType != L & Helper(9190),Fvar(15) != 1 & Helper(9190),Fvar(19) != 1 & P2BodyDist X <= 300 & EnemyNear(Var(55)),AnimTime < -6)
triggerall = !(P2StateType = A & EnemyNear(Var(55)),Vel Y > 0 & EnemyNear(Var(55)),MoveContact = 0 & P2MoveType = A & Helper(9180),Var(31) = 0);不擋
trigger1 = (StateNo != [200,649]) & (StateNo != [1000,2000])
trigger1 = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) || ((stateno = [700, 702]) & !(Random <= 300 & StateNo = [130,131])) || stateno = 5120 || stateno = 52  || stateno = 650
trigger2 = (stateno = [6150,6153])
trigger3 = (stateno = [150,153])
attr = SA, AA, AP
stateno = 700
slot = 0
time = 8

;S_Blocking
[State -1, 700]
type = hitoverride
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & (Var(59) = 1 & Life >= 200)
triggerall = !(Var(53) = 14 & (StateNo = [130,131]) & Time > 15)
triggerall = roundstate = 2 & statetype != A & MoveType != H & !(P2StateType = C & (StateNo = 131 || StateNo = 152))
triggerall = P2StateType = A || EnemyNear(Var(55)),HitDefAttr = SA, AA, AP
triggerall = !((EnemyNear(Var(55)),HitDefAttr = SCA,NT,ST,HT,AT & Var(54) = 0 & Random <= 1000-P2BodyDist X) || (Var(54) = 801 & P2StateNo < 200) || Var(54) = 800 & EnemyNear(Var(55)),MoveContact = 0)
triggerall = (Var(59) >= 3 & Random <= 500 & Helper(9190),Var(0) < 50) || (Var(59) >= 3 & Random <= Helper(9190),Var(0)*10 & Helper(9190),Var(0) >= 50) || (Var(59) >= 3 & Random <= 1000 & Life < 600) || (stateno = [700, 702]) || (PrevStateNo = [700, 702])
triggerall = !((PrevStateNo != [700, 702]) & P2StateType != A & P2StateType != L & Helper(9190),Fvar(15) != 1 & Helper(9190),Fvar(19) != 1 & P2BodyDist X <= 300 & EnemyNear(Var(55)),AnimTime < -6)
triggerall = !(P2StateType = A & EnemyNear(Var(55)),Vel Y > 0 & EnemyNear(Var(55)),MoveContact = 0 & P2MoveType = A & Helper(9180),Var(31) = 0);不擋
trigger1 = (StateNo != [200,649]) & (StateNo != [1000,2000])
trigger1 = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) || ((stateno = [700, 702]) & !(Random <= 300 & StateNo = [130,131])) || stateno = 5120 || stateno = 52  || stateno = 650
trigger2 = (stateno = [6150,6153])
trigger3 = (stateno = [150,153])
attr = SA, AA, AP
stateno = 700
slot = 0
time = 8

;S_Blocking
[State -1, 700]
type = hitoverride
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & (Var(59) = 1 & Life >= 200)
triggerall = !(Var(53) = 14 & (StateNo = [130,131]) & Time > 15)
triggerall = roundstate = 2 & statetype != A & MoveType != H & !(P2StateType = C & (StateNo = 131 || StateNo = 152))
triggerall = P2StateType = A || EnemyNear(Var(55)),HitDefAttr = SA, AA, AP
triggerall = (Var(59) = 1 & Life < 200 & Random <= 500) || (Var(59) = 2 & Life < 250 & Random <= 750) || (Var(59) >= 3 & Life < 400 & Random <= 1000)
triggerall = !(P2StateType = A & EnemyNear(Var(55)),Vel Y > 0 & EnemyNear(Var(55)),MoveContact = 0 & P2MoveType = A & Helper(9180),Var(31) = 0);不擋
trigger1 = (StateNo != [200,649]) & (StateNo != [1000,2000])
trigger1 = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) || ((stateno = [700, 702]) & !(Random <= 300 & StateNo = [130,131])) || stateno = 5120 || stateno = 52  || stateno = 650
trigger2 = (stateno = [6150,6153])
trigger3 = (stateno = [150,153])
attr = SA, AA, AP
stateno = 700
slot = 0
time = 8

;必擋
[State -1, 700]
type = hitoverride
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & (Var(59) = 1 & Life >= 200)
triggerall = !(Var(53) = 14 & (StateNo = [130,131]) & Time > 15)
triggerall = roundstate = 2 & statetype != A & MoveType != H & !(P2StateType = C & (StateNo = 131 || StateNo = 152))
triggerall = P2StateType = A || EnemyNear(Var(55)),HitDefAttr = SA, AA, AP
triggerall = !((EnemyNear(Var(55)),HitDefAttr = SCA,NT,ST,HT,AT & Var(54) = 0 & Random <= 1000-P2BodyDist X) || (Var(54) = 801 & P2StateNo < 200) || Var(54) = 800 & EnemyNear(Var(55)),MoveContact = 0)
triggerall = PrevStateNo = 5120 || (Time > 9 & (StateNo = 130  || StateNo = 131)) || (EnemyNear(Var(55)),Time-EnemyNear(Var(55)),AnimTime-Helper(9190),Fvar(11) >= 18) || Helper(9190),Fvar(18) = 1
triggerall = !(P2StateType = A & EnemyNear(Var(55)),Vel Y > 0 & EnemyNear(Var(55)),MoveContact = 0 & P2MoveType = A & Helper(9180),Var(31) = 0);不擋
trigger1 = (StateNo != [200,649]) & (StateNo != [1000,2000])
trigger1 = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) || ((stateno = [700, 702]) & !(StateNo = [130,131])) || stateno = 5120 || stateno = 52  || stateno = 650
trigger2 = (stateno = [6150,6153])
trigger3 = (stateno = [150,153])
trigger4 = stateno = 0 & Time <= 1
attr = SA, AA, AP
stateno = 700
slot = 0
time = 8

;----------------------------------------------------------------------------------------------------
;於是黑岩拋棄了節操
;San_Blocking
[State -1, 700]
type = hitoverride
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & (Var(59) >= 2 || (Var(59) = 1 & Life < 200))
triggerall = !(Var(53) = 14 & (StateNo = [130,131]) & Time > 15)
triggerall = roundstate = 2 & statetype != A & MoveType != H
triggerall = P2StateType = A || StateType = S || EnemyNear(Var(55)),HitDefAttr = SCA, AA, AP
triggerall = !((EnemyNear(Var(55)),HitDefAttr = SCA,NT,ST,HT,AT & Var(54) = 0 & Random <= 1000-P2BodyDist X) || (Var(54) = 801 & P2StateNo < 200) || Var(54) = 800 & EnemyNear(Var(55)),MoveContact = 0)
triggerall = (Var(59) = 1 & Random <= Helper(9190),Var(0)*10 & Helper(9190),Var(0) < 33) || (Var(59) = 1 & Random <= 333 & Helper(9190),Var(0) > 33) || (Var(59) = 1 & Random <= 600 & Life < 100) || (stateno = [700, 702]) || (PrevStateNo = [700, 702])
triggerall = !(P2StateType = A & P2MoveType = A & EnemyNear(Var(55)),MoveContact = 0 & EnemyNear(Var(55)),Vel Y > 0 & Helper(9180),Var(31) = 0);不擋
trigger1 = (StateNo != [200,649]) & (StateNo != [1000,2000])
trigger1 = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) || ((stateno = [700, 702]) & !(Random <= 300 & StateNo = [130,131])) || stateno = 5120 || stateno = 52  || stateno = 650
trigger2 = (stateno = [6150,6153])
trigger3 = (stateno = [150,153])
attr = SCA, AA, AP
stateno = 700
slot = 0
time = 8

;San_Blocking
[State -1, 700]
type = hitoverride
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & (Var(59) >= 2 || (Var(59) = 1 & Life < 200))
triggerall = !(Var(53) = 14 & (StateNo = [130,131]) & Time > 15)
triggerall = roundstate = 2 & statetype != A & MoveType != H
triggerall = P2StateType = A || EnemyNear(Var(55)),HitDefAttr = SCA, AA, AP
triggerall = !((EnemyNear(Var(55)),HitDefAttr = SCA,NT,ST,HT,AT & Var(54) = 0 & Random <= 1000-P2BodyDist X) || (Var(54) = 801 & P2StateNo < 200) || Var(54) = 800 & EnemyNear(Var(55)),MoveContact = 0)
triggerall = (Var(59) = 2 & Random <= Helper(9190),Var(0)*10 & Helper(9190),Var(0) < 50) || (Var(59) = 2 & Random <= 500 & Helper(9190),Var(0) > 50) || (Var(59) = 2 & Random <= 800 & Life < 250) || (stateno = [700, 702]) || (PrevStateNo = [700, 702])
triggerall = !((PrevStateNo != [700, 702]) & P2StateType != A & P2StateType != L & Helper(9190),Fvar(15) != 1 & Helper(9190),Fvar(19) != 1 & P2BodyDist X <= 300 & EnemyNear(Var(55)),AnimTime < -6)
triggerall = !(P2StateType = A & EnemyNear(Var(55)),Vel Y > 0 & EnemyNear(Var(55)),MoveContact = 0 & P2MoveType = A & Helper(9180),Var(31) = 0);不擋
trigger1 = (StateNo != [200,649]) & (StateNo != [1000,2000])
trigger1 = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) || ((stateno = [700, 702]) & !(Random <= 300 & StateNo = [130,131])) || stateno = 5120 || stateno = 52  || stateno = 650
trigger2 = (stateno = [6150,6153])
trigger3 = (stateno = [150,153])
attr = SCA, AA, AP
stateno = 700
slot = 0
time = 8

;San_Blocking
[State -1, 700]
type = hitoverride
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & (Var(59) >= 2 || (Var(59) = 1 & Life < 200))
triggerall = !(Var(53) = 14 & (StateNo = [130,131]) & Time > 15)
triggerall = roundstate = 2 & statetype != A & MoveType != H
triggerall = P2StateType = A || EnemyNear(Var(55)),HitDefAttr = SCA, AA, AP
triggerall = !((EnemyNear(Var(55)),HitDefAttr = SCA,NT,ST,HT,AT & Var(54) = 0 & Random <= 1000-P2BodyDist X) || (Var(54) = 801 & P2StateNo < 200) || Var(54) = 800 & EnemyNear(Var(55)),MoveContact = 0)
triggerall = (Var(59) >= 3 & Random <= 500 & Helper(9190),Var(0) < 50) || (Var(59) >= 3 & Random <= Helper(9190),Var(0)*10 & Helper(9190),Var(0) >= 50) || (Var(59) >= 3 & Random <= 1000 & Life < 600) || (stateno = [700, 702]) || (PrevStateNo = [700, 702])
triggerall = !((PrevStateNo != [700, 702]) & P2StateType != A & P2StateType != L & Helper(9190),Fvar(15) != 1 & Helper(9190),Fvar(19) != 1 & P2BodyDist X <= 300 & EnemyNear(Var(55)),AnimTime < -6)
triggerall = !(P2StateType = A & EnemyNear(Var(55)),Vel Y > 0 & EnemyNear(Var(55)),MoveContact = 0 & P2MoveType = A & Helper(9180),Var(31) = 0);不擋
trigger1 = (StateNo != [200,649]) & (StateNo != [1000,2000])
trigger1 = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) || ((stateno = [700, 702]) & !(Random <= 300 & StateNo = [130,131])) || stateno = 5120 || stateno = 52  || stateno = 650
trigger2 = (stateno = [6150,6153])
trigger3 = (stateno = [150,153])
attr = SCA, AA, AP
stateno = 700
slot = 0
time = 8

;San_Blocking
[State -1, 700]
type = hitoverride
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & (Var(59) >= 2 || (Var(59) = 1 & Life < 200))
triggerall = !(Var(53) = 14 & (StateNo = [130,131]) & Time > 15)
triggerall = roundstate = 2 & statetype != A & MoveType != H
triggerall = P2StateType = A || EnemyNear(Var(55)),HitDefAttr = SCA, AA, AP
triggerall = (Var(59) = 1 & Life < 200 & Random <= 500) || (Var(59) = 2 & Life < 250 & Random <= 750) || (Var(59) >= 3 & Life < 400 & Random <= 1000)
triggerall = !(P2StateType = A & EnemyNear(Var(55)),Vel Y > 0 & EnemyNear(Var(55)),MoveContact = 0 & P2MoveType = A & Helper(9180),Var(31) = 0);不擋
trigger1 = (StateNo != [200,649]) & (StateNo != [1000,2000])
trigger1 = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) || ((stateno = [700, 702]) & !(Random <= 300 & StateNo = [130,131])) || stateno = 5120 || stateno = 52  || stateno = 650
trigger2 = (stateno = [6150,6153])
trigger3 = (stateno = [150,153])
attr = SCA, AA, AP
stateno = 700
slot = 0
time = 8

;必擋
[State -1, 700]
type = hitoverride
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0  & (Var(59) >= 2 || (Var(59) = 1 & Life < 200))
triggerall = !(Var(53) = 14 & (StateNo = [130,131]) & Time > 15)
triggerall = roundstate = 2 & statetype != A & MoveType != H
triggerall = P2StateType = A || EnemyNear(Var(55)),HitDefAttr = SCA, AA, AP
triggerall = !((EnemyNear(Var(55)),HitDefAttr = SCA,NT,ST,HT,AT & Var(54) = 0 & Random <= 1000-P2BodyDist X) || (Var(54) = 801 & P2StateNo < 200) || Var(54) = 800 & EnemyNear(Var(55)),MoveContact = 0)
triggerall = PrevStateNo = 5120 || (Time > 9 & (StateNo = 130  || StateNo = 131)) || (EnemyNear(Var(55)),Time-EnemyNear(Var(55)),AnimTime-Helper(9190),Fvar(11) >= 18) || Helper(9190),Fvar(18) = 1
triggerall = !(P2StateType = A & EnemyNear(Var(55)),Vel Y > 0 & EnemyNear(Var(55)),MoveContact = 0 & P2MoveType = A & Helper(9180),Var(31) = 0);不擋
trigger1 = (StateNo != [200,649]) & (StateNo != [1000,2000])
trigger1 = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) || ((stateno = [700, 702]) & !(StateNo = [130,131])) || stateno = 5120 || stateno = 52  || stateno = 650
trigger2 = (stateno = [6150,6153])
trigger3 = (stateno = [150,153])
trigger4 = stateno = 0 & Time <= 1
attr = SCA, AA, AP
stateno = 700
slot = 0
time = 8
;----------------------------------------------------------------------------------------------------
;A_Blocking
[State -1, 702]
type = hitoverride
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & MoveType != H
triggerall = roundstate = 2 && statetype = A && statetype != C && statetype != S
triggerall = (Var(59) = 1 & Random <= Helper(9190),Var(0)*10 & Helper(9190),Var(0) < 33) || (Var(59) = 1 & Random <= 333 & Helper(9190),Var(0) > 33) || (Var(59) = 1 & Random <= 600 & Life < 100) || (stateno = [700, 702]) || (PrevStateNo = [700, 702]) || Helper(9190),Var(37) = -1
trigger1 = (StateNo != [200,649]) & (StateNo != [1000,2000])
trigger1 = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) || stateno = 702  || stateno = 650 || stateno = 1020 && animelemtime(9) >= 0  || stateno = 1025 && animelemtime(9) >= 0
trigger2 = (stateno = [6150,6153])
trigger3 = (stateno = [150,153])
attr = SA, AA, AP
stateno = 702
forceair = 1
slot = 0
time = 8

;A_Blocking
[State -1, 702]
type = hitoverride
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & MoveType != H
triggerall = roundstate = 2 && statetype = A && statetype != C && statetype != S
triggerall = (Var(59) = 2 & Random <= Helper(9190),Var(0)*10 & Helper(9190),Var(0) < 50) || (Var(59) = 2 & Random <= 500 & Helper(9190),Var(0) > 50) || (Var(59) = 2 & Random <= 800 & Life < 250) || (stateno = [700, 702]) || (PrevStateNo = [700, 702]) || Helper(9190),Var(37) = -1
trigger1 = (StateNo != [200,649]) & (StateNo != [1000,2000])
trigger1 = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) || stateno = 702  || stateno = 650 || stateno = 1020 && animelemtime(9) >= 0  || stateno = 1025 && animelemtime(9) >= 0
trigger2 = (stateno = [6150,6153])
trigger3 = (stateno = [150,153])
attr = SA, AA, AP
stateno = 702
forceair = 1
slot = 0
time = 8

;A_Blocking
[State -1, 702]
type = hitoverride
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & MoveType != H
triggerall = roundstate = 2 && statetype = A && statetype != C && statetype != S
triggerall = (Var(59) >= 3 & Random <= 500 & Helper(9190),Var(0) < 50) || (Var(59) >= 3 & Random <= Helper(9190),Var(0)*10 & Helper(9190),Var(0) >= 50) || (Var(59) >= 3 & Random <= 1000 & Life < 600) || (stateno = [700, 702]) || (PrevStateNo = [700, 702]) || Helper(9190),Var(37) = -1
trigger1 = (StateNo != [200,649]) & (StateNo != [1000,2000])
trigger1 = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) || stateno = 702  || stateno = 650 || stateno = 1020 && animelemtime(9) >= 0  || stateno = 1025 && animelemtime(9) >= 0
trigger2 = (stateno = [6150,6153])
trigger3 = (stateno = [150,153])
attr = SA, AA, AP
stateno = 702
forceair = 1
slot = 0
time = 8

;A_Blocking
[State -1, 700]
type = hitoverride
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & MoveType != H
triggerall = roundstate = 2 && statetype = A && statetype != C && statetype != S
triggerall = (Var(59) = 1 & Life < 200 & Random <= 500) || (Var(59) = 2 & Life < 250 & Random <= 750) || (Var(59) >= 3 & Life < 400 & Random <= 1000) || Helper(9190),Var(37) = -1
trigger1 = (StateNo != [200,649]) & (StateNo != [1000,2000])
trigger1 = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) || stateno = 702  || stateno = 650 || stateno = 1020 && animelemtime(9) >= 0  || stateno = 1025 && animelemtime(9) >= 0
trigger2 = (stateno = [6150,6153])
trigger3 = (stateno = [150,153])
attr = SA, AA, AP
stateno = 702
forceair = 1
slot = 0
time = 8

;必檔
[State -1, 702]
type = hitoverride
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & IsHelper = 0 & MoveType != H & Var(59) >= 1
triggerall = roundstate = 2 && statetype = A && statetype != C && statetype != S
triggerall = (Life < 150 & Var(59) >= 1) || Helper(9190),Fvar(18) = 1 || (StateNo = 650) || (Time > 9 & StateNo = 120)
trigger1 = (StateNo != [200,649]) & (StateNo != [1000,2000])
trigger1 = (ctrl || StateNo = 21 || StateNo = 22  || StateNo = 130  || StateNo = 131) || stateno = 702  || stateno = 650 || stateno = 1020 && animelemtime(9) >= 0  || stateno = 1025 && animelemtime(9) >= 0
trigger2 = (stateno = [6150,6153])
trigger3 = (stateno = [150,153])
attr = SA, AA, AP
stateno = 702
forceair = 1
slot = 0
time = 8


;-|防禦|--------------------------------------------------------

[State -1]
type = ChangeState
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & NumHelper(9180) > 0 & NumHelper(9185) > 0
triggerall = (StateNo != [130,131])
triggerall = (Ctrl || (StateNo = [10,39]) || (StateNo = [6151,6153]) || (StateNo = 700 & Anim = 130 & P2StateType = C) || (StateNo = 701 & Anim = 131 & P2StateType = A)) & Statetype != A
triggerall = InGuardDist || (P2BodyDist X <= 0 && P2MoveType = A) || Helper(9190),InGuardDist || Helper(9190),Var(46) = 1 || (Helper(9180),Var(31) = 4 & P2StateNo >= 200 & (P2StateNo != [5000,5999])  & P2MoveType != H) || (Helper(9180),Var(31) = 5  & P2MoveType = A)
triggerall = Helper(9190),Fvar(20) != 1
triggerall = Helper(9190),FVar(14) = 0
triggerall = Helper(9190),FVar(18) = 0
trigger1 =  ((P2StateType != A & Helper(9180),Var(31) != 1 & StateNo != 130) || (P2StateType = C & P2MoveType = A & Var(54) != 1060))
trigger2 = Helper(9190),FVar(15) = 1
trigger3 = Helper(9190),FVar(16) = 1
trigger4 = Helper(9190),FVar(18) >= 1
trigger5 = Helper(9190),FVar(19) = 1
trigger6 = Helper(9190),FVar(20) = -1
trigger7 = Helper(9180),Var(31) = 2 & P2StateType != A
trigger8 = Helper(9180),Var(31) = 3 & !(P2StateType = A & P2MoveType = A & Var(54) != 1010)
trigger9 = Helper(9180),Var(31) = 4 & P2StateType != A
value = IfElse((Helper(9190),FVar(18) >= 1),130,131)

[State -1]
type = ChangeState
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & NumHelper(9180) > 0 & NumHelper(9185) > 0 & StateNo != 100 & StateNo != 101 & Anim != 100 & Anim != 101
triggerall = (StateNo != [130,131])
triggerall = (Ctrl || (StateNo = [10,39]) || (StateNo = [6151,6153]) || (StateNo = 700 & Anim = 130 & P2StateType = C) || (StateNo = 701 & Anim = 131 & P2StateType = A)) & Statetype != A
triggerall = InGuardDist || (P2BodyDist X <= 0 && P2MoveType = A) || Helper(9190),InGuardDist || Helper(9190),Var(46) = 1 || (Helper(9180),Var(31) = 4 & P2StateNo >= 200 & (P2StateNo != [5000,5999])  & P2MoveType != H) || (Helper(9180),Var(31) = 5  & P2MoveType = A)
triggerall = Helper(9190),FVar(14) = 0
triggerall = Helper(9190),FVar(18) = 0
triggerall = Helper(9190),Fvar(20) != 1
trigger1 = Helper(9190),Fvar(20) = -1
trigger2 = P2StateType = C
trigger3 = Helper(9180),Var(31) = 2 & P2StateType != A
trigger4 = Helper(9180),Var(31) = 3 & !(P2StateType = A & P2MoveType = A & Var(54) != 1010)
trigger5 = Helper(9180),Var(31) = 4 & P2StateType != A
value = 131

[State -1]
type = ChangeState
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & NumHelper(9180) > 0 & NumHelper(9185) > 0 & StateNo != 100
triggerall = (StateNo != [130,131])
triggerall = (Ctrl || (StateNo = [10,39]) || (StateNo = [6151,6153]) || (StateNo = 700 & Anim = 130 & P2StateType = C) || (StateNo = 701 & Anim = 131 & P2StateType = A)) & Statetype != A
triggerall = InGuardDist || (P2BodyDist X <= 0 && P2MoveType = A) || Helper(9190),InGuardDist || Helper(9190),Var(46) = 1 || (Helper(9180),Var(31) = 4 & P2StateNo >= 200 & (P2StateNo != [5000,5999])  & P2MoveType != H) || (Helper(9180),Var(31) = 5  & P2MoveType = A)
triggerall = Helper(9190),FVar(14) = 0
triggerall = Helper(9190),FVar(18) = 0
triggerall = Helper(9190),FVar(20) != -1
trigger1 = Helper(9190),Fvar(20) = 1
trigger2 = ((P2StateType = A & Helper(9180),Var(31) != 3) || (P2StateType = A & P2MoveType = A & Var(54) != 1010))
trigger3 = Var(54) = 1000
trigger4 = Helper(9180),Var(31) = 1 & !(P2StateType = C & P2MoveType = A & Var(54) != 1060)
trigger5 = Helper(9180),Var(31) = 2 & P2StateType = A
trigger6 = Helper(9180),Var(31) = 4 & P2StateType = A
value = 130

[State -1]
type = ChangeState
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & NumHelper(9180) > 0 & NumHelper(9185) > 0 & StateNo != 650
triggerall = Statetype = A & StateNo != 100 & StateNo != 101 & Anim != 100 & Anim != 101
triggerall = (Ctrl || (StateNo = [10,39]) || (StateNo = [6151,6153]) || (StateNo = 700 & Anim = 130 & P2StateType = C) || (StateNo = 701 & Anim = 131 & P2StateType = A))
triggerall = InGuardDist || (P2BodyDist X <= 0 && P2MoveType = A) || Helper(9190),InGuardDist || Helper(9190),Var(46) = 1 || (Helper(9180),Var(31) = 4 & P2StateNo >= 200 & (P2StateNo != [5000,5999])  & P2MoveType != H) || (Helper(9180),Var(31) = 5  & P2MoveType = A)
trigger1 = 1
value = 120

[State -1]
type = ChangeState
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & NumHelper(9180) > 0 & NumHelper(9185) > 0 & (StateNo = [150,151]) & Statetype != A
triggerall = InGuardDist || (P2BodyDist X <= 0 && P2MoveType = A) || Helper(9190),InGuardDist || Helper(9190),Var(46) = 1 || (Helper(9180),Var(31) = 4 & P2StateNo >= 200 & (P2StateNo != [5000,5999])  & P2MoveType != H) || (Helper(9180),Var(31) = 5  & P2MoveType = A)
triggerall = (StateNo != [130,131])
triggerall = Helper(9190),FVar(14) = 0
triggerall = Helper(9190),FVar(18) = 0
triggerall = Helper(9190),FVar(20) != -1
triggerall = HitOver
trigger1 = ((P2StateType != A & Helper(9180),Var(31) != 1) || (P2StateType = C & P2MoveType = A & Var(54) != 1060))
trigger1 = Helper(9190),Fvar(20) = 0
trigger2 = Helper(9190),Fvar(20) = -1
trigger3 = Helper(9180),Var(31) = 2 & P2StateType != A
trigger4 = Helper(9180),Var(31) = 3 & !(P2StateType = A & P2MoveType = A & Var(54) != 1010)
trigger5 = Helper(9180),Var(31) = 4 & P2StateType != A
value = 131

[State -1]
type = ChangeState
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & NumHelper(9180) > 0 & NumHelper(9185) > 0 & (StateNo = [152,153]) & Statetype != A
triggerall = InGuardDist || (P2BodyDist X <= 0 && P2MoveType = A) || Helper(9190),InGuardDist || Helper(9190),Var(46) = 1 || (Helper(9180),Var(31) = 4 & P2StateNo >= 200 & (P2StateNo != [5000,5999])  & P2MoveType != H) || (Helper(9180),Var(31) = 5  & P2MoveType = A)
triggerall = (StateNo != [130,131])
triggerall = Helper(9190),FVar(14) = 0
triggerall = Helper(9190),FVar(18) = 0
triggerall = Helper(9190),FVar(20) != -1
triggerall = HitOver
trigger1 = ((P2StateType = A & Helper(9180),Var(31) != 3) || (P2StateType = A & P2MoveType = A & Var(54) != 1010))
trigger1 = Helper(9190),Fvar(20) != -1
trigger2 = Helper(9190),Fvar(20) = 1
trigger3 = Helper(9180),Var(31) = 1 & !(P2StateType = C & P2MoveType = A & Var(54) != 1060)
trigger4 = Helper(9180),Var(31) = 2 & P2StateType = A
trigger5 = Helper(9180),Var(31) = 4 & P2StateType = A
value = 130

[State -1]
type = ChangeState
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & NumHelper(9180) > 0 & NumHelper(9185) > 0 & (StateNo = [150,151]) & Statetype != A
triggerall = InGuardDist || (P2BodyDist X <= 0 && P2MoveType = A) || Helper(9190),InGuardDist || Helper(9190),Var(46) = 1 || (Helper(9180),Var(31) = 4 & P2StateNo >= 200 & (P2StateNo != [5000,5999])  & P2MoveType != H) || (Helper(9180),Var(31) = 5  & P2MoveType = A)
triggerall = Helper(9190),FVar(14) = 0
triggerall = Helper(9190),FVar(18) = 0
triggerall = Helper(9190),FVar(20) != -1
triggerall = HitOver = 0 & HitShakeOver
trigger1 = ((P2StateType != A & Helper(9180),Var(31) != 1) || (P2StateType = C & P2MoveType = A & Var(54) != 1060))
trigger1 = Helper(9190),Fvar(20) = 0
trigger2 = Helper(9190),Fvar(20) = -1
trigger3 = Helper(9180),Var(31) = 2 & P2StateType != A & Helper(9190),Fvar(20) != 1 & P2StateType != A
trigger4 = Helper(9180),Var(31) = 3 & !(P2StateType = A & P2MoveType = A & Var(54) != 1010)
trigger5 = Helper(9180),Var(31) = 4 & P2StateType != A & Helper(9190),Fvar(20) != 1 & P2StateType != A
value = 153

[State -1]
type = ChangeState
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & NumHelper(9180) > 0 & NumHelper(9185) > 0 & (StateNo = [152,153]) & Statetype != A
triggerall = InGuardDist || (P2BodyDist X <= 0 && P2MoveType = A) || Helper(9190),InGuardDist || Helper(9190),Var(46) = 1 || (Helper(9180),Var(31) = 4 & P2StateNo >= 200 & (P2StateNo != [5000,5999])  & P2MoveType != H) || (Helper(9180),Var(31) = 5  & P2MoveType = A)
triggerall = Helper(9190),FVar(14) = 0
triggerall = Helper(9190),FVar(18) = 0
triggerall = Helper(9190),FVar(20) != -1
triggerall = HitOver = 0 & HitShakeOver
trigger1 = ((P2StateType = A & Helper(9180),Var(31) != 3) || (P2StateType = A & P2MoveType = A & Var(54) != 1010))
trigger1 = Helper(9190),Fvar(20) != -1
trigger2 = Helper(9190),Fvar(20) = 1
trigger3 = Helper(9180),Var(31) = 1 & !(P2StateType = C & P2MoveType = A & Var(54) != 1060) 
trigger4 = Helper(9180),Var(31) = 2 & P2StateType = A & Helper(9190),Fvar(20) != -1 & P2StateType != C
trigger5 = Helper(9180),Var(31) = 4 & P2StateType = A & Helper(9190),Fvar(20) != -1 & P2StateType != C
value = 151

[State 100]
type = CtrlSet
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & NumHelper(9180) > 0 & NumHelper(9185) > 0
triggerall = (StateNo= 120 || StateNo= 130 || StateNo= 131) & Time > 10
triggerall = Helper(9190),FVar(15) = 0
triggerall = Helper(9190),FVar(19) = 0
triggerall = (Helper(9180),Var(31) = 0 || (Helper(9180),Var(31) = 5 & Time > 6 & !InGuardDist & Helper(9190),InGuardDist = 0))
triggerall = EnemyNear(Var(55)),AnimTime >= -8 & EnemyNear(Var(55)),PrevStateNo = P2StateNo
trigger1 = Helper(9190),FVar(11) >= 10
trigger2 = Helper(9190),FVar(12) < P2Dist X
trigger3 = Helper(9190),FVar(11) = 0
value = 1

[State 100]
type = CtrlSet
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & NumHelper(9180) > 0 & NumHelper(9185) > 0
triggerall = (StateNo= 120 || StateNo= 130 || StateNo= 131)
trigger1 = Helper(9190),FVar(14) = 1
trigger2 = Helper(9190),FVar(18) = 1
value = 1

[State 100]
type = CtrlSet
triggerall = Var(59) > 1
triggerall = (StateNo= 120 || StateNo= 130 || StateNo= 131) & Time > 12
triggerall = Helper(9190),FVar(15) = 0
triggerall = Helper(9190),FVar(19) = 0
triggerall = (Helper(9180),Var(31) = 0 || (Helper(9180),Var(31) = 5 & Time > 6 & !InGuardDist & Helper(9190),InGuardDist = 0))
triggerall = EnemyNear(Var(55)),AnimTime >= -8 & EnemyNear(Var(55)),PrevStateNo = P2StateNo
trigger1 = Helper(9190),FVar(11) >= 10
trigger2 = Helper(9190),FVar(12) < P2Dist X
trigger3 = Helper(9190),FVar(11) = 0
value = 1

[State 100]
type = CtrlSet
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & NumHelper(9180) > 0 & NumHelper(9185) > 0
triggerall = (StateNo= 120 || StateNo= 130 || StateNo= 131) & (Time > 4 || Anim = [0,101])
triggerall = Helper(9190),FVar(15) = 0
triggerall = Var(53) != 3
triggerall = (Helper(9180),Var(31) = 0 || (Helper(9180),Var(31) = 5 & Time > 6 & !InGuardDist & Helper(9190),InGuardDist = 0))
trigger1 = 1
value = 1

;-| Walk |--------------------------------------------------------

[State -1, Run Fwd]
type = ChangeState
value = 22
triggerall = AILeveL > 0 & Var(53) = 0
triggerall = StateNo = 0 & Time <= 1
triggerall = PrevStateNo = 0
trigger1 = statetype != A

[State -1, Run Fwd]
type = ChangeState
value = 21
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & StateType != A & Var(53) = 0
triggerall = StateNo != [120, 153]
triggerall = FrontEdgeBodyDist >= 105 & P2BodyDist X >= 300
triggerall = StateNo != 100 & StateNo != 101 & P2StateType != L & P2StateNo != 5120 
triggerall = P2StateType != A || (P2StateType = A & MoveType != A)
triggerall = !(P2StateType = L & P2BodyDist X < 500) & !(P2MoveType = A & P2BodyDist X < 500)
triggerall = Helper(9190),Var(46) = 0 ;強制防禦檢測
triggerall = (P2StateNo != [5200,5210]) ;避免貼對手
trigger1 = (Ctrl || (StateNo = [1,11]))
trigger1 = StateNo != 22 & P2StateNo != 100 & P2BodyDist X >= 600 & P2MoveType != H
trigger2 = Var(53) = 0 & StateNo = 22 & (BackEdgeBodyDist <= 20 || Time > 12)
trigger2 = P2StateNo != 100 & P2BodyDist X >= 400 & P2MoveType != H
trigger3 = StateNo = 22 & P2BodyDist X >= 800 & P2MoveType != H
trigger4 = (Ctrl || (StateNo = [10,11])) || StateNo = 130 || StateNo = 131
trigger4 = Helper(9180),Var(31) = 5  & P2MoveType = A
trigger4 = !(InGuardDist || (P2BodyDist X < 0 && P2MoveType = A) || Helper(9190),InGuardDist || Helper(9190),Var(46) = 1)

[State -1, Run Back]
type = ChangeState
value = 22
triggerall = AILeveL > 0 & NumHelper(9190) > 0 & StateType != A & Var(53) = 0
triggerall = StateNo != [120, 153]
triggerall = BackEdgeBodyDist >= 105
triggerall = P2StateType != A|| (P2StateType = A & MoveType != A)
triggerall = (Ctrl || (StateNo = [1,11]))
triggerall = P2MoveType != H 
triggerall = Helper(9190),Var(46) = 0 ;強制防禦檢測
trigger1 = P2StateNo = 100
trigger2 = statetype != A
trigger2 = StateNo = 21
trigger2 = (P2BodyDist X <= 200 & P2StateType = L)
trigger3 = StateNo = 40 & PrevStateNo = 0
trigger4 = P2StateNo = [5200,5210]
trigger4 = P2BodyDist X <= 540
trigger5 = (P2StateNo = [5200,5210]) & P2BodyDist X < 360 & Var(53) = 0
trigger6 = P2MoveType = H & P2StateType = A & Var(53) = 0 & P2BodyDist X < 240

;-| 受身 |--------------------------------------------------------

[State -1, 5050]; Recover in mid air
type = ChangeState
triggerall = AILeveL > 0 & PrevStateNo != [5200,5210]
triggerall = Vel Y > Const(movement.air.gethit.airrecover.threshold)
triggerall = alive
triggerall = CanRecover
trigger1 = StateNo = 5050 & Random <= Helper(9190),Var(35)*0.6
trigger2 = StateNo = 5050 & P2BodyDist Y >= 0 & P2StateType = A & Random <= Helper(9190),Var(35)
value = IfElse(pos y >=10,5201,5210) ;Air get-hit (fall recovery in air)
