;
;AI@by~a
;
; Lvݒł@ɂ
; [State -1, AItOZbg]
; ̐lς
; 
;1`9:Lv1オɂꐸx10%UP@ްސxő60%@ؑ֍ő20%
;10   :xMAX  ްސxMAX@KUP
;11   :xMAX@@ALLP@ALLK
; 
; ƂȂĂ܂
; ؂ւZɊւĂ
; LV11ȊO͂Ă܂
; EU50Fo(lԂ̔˂Č)
; Eްމ2F30Fo߂Ă
; EH炢2F30Fo߂Ă
; EgZ̍UFɑ肪ctrl𓾂Ķްމ\ɂȂȂ甭Ȃ
; Ft[@1F1/60b
;ԂLv9ȉ̂
;ECtrlƂU
;Eő25
;ǂ߂Ɨ]TŶްނł͂
;^C~OƂ̂܂ܑҰ
;
;Lv9ȉͶްސ؂ւ͍ő20%ɂȂĂ܂
;  @@@s
;1F	:20%	80%
;2F	:36%	64%
;3F	:49.8%	50.2%
;4F	:59.8%	40.1%
;5F	:67.8%	32.1%
;6F	:74.2%	25.7%
;7F	:79.4%	20.5%
;8F	:83.5%	16.4%
;9F	:86.8%	13.1%
;ȏł
;
;łLv7ȏɂƏꌂKE܂B
;Ƃ͏̉̋Lq"Type = Null;ChangeState"ɂƗǂłB
;
;ƂAIڲ԰őΐ킷Ƃ1`10D܂łB
;AILVȂĂƓScĂȂƖh䂷̖A
;ԐlԂ炵łA
;LV10ł\C`Lۂ
;Lv11͒AIm݂̂ǂƎv܂
; 
;XVe
;
;E߰`AI׸ޗē
;@ތ`ƕp
;@݂łőAI׸ޗ
;EKꍞ
;EK[hϐɖOwŊmFiiK[h\
;EAILv9ȉ啝̉
;EK[h؂ւȂ蔭ő100%ő20%Lv10ȏ͑Oƈꏏ
;@@蒆iƂƌ\͂
;@@Lv1ƂقںފoSҒx݂ȓ
;@@܂łAILvႭĂѓƂ͌\ްނ悤ɁAS҂ł\ްނ̌̂
;EႪݒǉ(ƓȂCtrl=0)@ƂłEEE
;ER{C@AILVƍUe͂Ȃ
;@Lv߂͑O苭
;@ƂLvݒ͕֗
;
;ڍ
;o[XgLZ͖ځ@܂Ə펞GɂȂ
;EXgĂĂ
;͍ŋEx̂قD
;
;\Lv1`5or1`9
;
;rP		痧S\		Lv5ȉ
;oorEӐ_	灨HS\		Lv5ȉ
;EӐ_		ċz(Ot)\	Lv5ȉ
;FRC		RCɖ\		Lv9ȉ
;
;؂ւ
;
;EӐ_		
;rP		NO
;EP		EX
;o			
;EM		EX
;ċzOt		NO
;			
; 
;R{ݒ
;(SS_bVP~nHSn)~QĎċz
; 
;FRCSSެ߷ݾفS󒆼ެ߁SHS{Oi
;
;ċzEOtĂƂ
;FRCSެ߷ݾف_bVSċzOt
;SSݾكWvS󒆼ެ߁SHS{Oi
; 
;Ȃǂ̃R{̂ł
;Ex
; 
;(SS_bVP~nHSn)~QDS
; 
;FRCSSެ߷ݾفHSSHSS
;JCHSSHSSHS
;
;@Ł@@ἨR{(EӐ_ꔭڂ̓␳150%p)
;EӐ_RCޯxvel x7܂ŁˋS˗HSˁ{KˋSˉS˒ޯˋP~nˋHS˒nSˋD
;̗7`8D@܂Sްޏ
;FRCg܂̂ŖőɏoȂ
;
;ɂȂĂ܂
; 
;_XgR{͈lHSA
; 
;NU߂
;ɰقƁ@Kd˂dr
; 
;ExƁ@KiƗKi2
;
;====================================================================================
;------------------------------------------------------------------------------------
[Statedef -3];AI
;------------------------------------------------------------------------------------
;====================================================================================
;
[State -3,iK[hp]
Type = VarSet
TriggerAll=NumEnemy
;ر ݾް
Trigger1 = EnemyNear(floor(fvar(18))),Name = "millia"
Trigger1 = P2StateNo = 1500
;ݳާَ
Trigger2 = EnemyNear(floor(fvar(18))),Name = "eddie"
Trigger2 = P2StateNo=1000||P2StateNo=1050||EnemyNear(floor(fvar(18))),NumHelper(1002);||EnemyNear(floor(fvar(18))),NumHelper(1001)
;󒆲ݳާَ
Trigger3 = EnemyNear(floor(fvar(18))),Name = "eddie"
Trigger3 = P2StateNo=1800||P2StateNo=1850
;󒆈ȊO
Trigger4 = P2StateType!=A
;ި@ެс@K
Trigger5 = EnemyNear(floor(fvar(18))),Name="eddie"||EnemyNear(floor(fvar(18))),Name="jam"||EnemyNear(floor(fvar(18))),Name="potemkin"
Trigger5 = P2StateNo = 210
;fBI@h
Trigger6 = EnemyNear(floor(fvar(18))),Name = "dio"
Trigger6 = P2StateNo = 1300
;uh[@h
Trigger7 = EnemyNear(floor(fvar(18))),Name = "Sakuya"
Trigger7 = P2StateNo = 10044
fvar(38) = 1

[State -3,iK[hp]
Type = VarSet
TriggerAll=NumEnemy
;GGD
Trigger1 = EnemyNear(floor(fvar(18))),AutHorName = "muteki" || EnemyNear(floor(fvar(18))),AutHorName = "Akutagawa"
Trigger1 = P2StateNo = 240
;
Trigger2 = EnemyNear(floor(fvar(18))),Name!="millia"||P2StateNo!=1500
Trigger2 = EnemyNear(floor(fvar(18))),Name!="eddie"||!(P2StateNo=1000||P2StateNo=1050||P2StateNo=1800||P2StateNo=1850||EnemyNear(floor(fvar(18))),NumHelper(1001)||EnemyNear(floor(fvar(18))),NumHelper(1002))
Trigger2 = P2StateType=A
;ýP
Trigger3 = EnemyNear(floor(fvar(18))),Name = "testa"
Trigger3 = P2StateNo = 205
;ر ؼޯā@ި@@K
Trigger4 = EnemyNear(floor(fvar(18))),Name="millia"||EnemyNear(floor(fvar(18))),Name="BRIDGET"||EnemyNear(floor(fvar(18))),Name="eddie"||EnemyNear(floor(fvar(18))),Name="potemkin"
Trigger4 = P2StateNo = 215
;̧āHS
Trigger5 = EnemyNear(floor(fvar(18))),Name = "faust"
Trigger5 = P2StateNo = 235
;ޮưެʳ
Trigger6 = EnemyNear(floor(fvar(18))),Name = "johnny"
Trigger6 = P2StateNo = 1500||P2StateNo=[3500,3501]
;فHS
Trigger7=EnemyNear(floor(fvar(18))),Name = "order-Sol=Badguy"
Trigger7=P2StateNo = 432
;GfBK T
Trigger8=EnemyNear(floor(fvar(18))),Name = "eddie"
Trigger8=0;(NumHelper(1600)&&(Helper(1600),StateNo=[1650,1659]))
;ެс{K
Trigger9=EnemyNear(floor(fvar(18))),Name = "jam"
Trigger9=P2StateNo = 215
;VI{B
Trigger10=EnemyNear(floor(fvar(18))),Name = "Sion_Eltnam_Atlasia"
Trigger10=P2StateNo=[240,241]
fvar(38) = 2

[State -3,K[hs\p()]
Type = VarSet
TriggerAll=NumEnemy
Trigger1 = P2StateType!=A
Trigger1 = EnemyNear(floor(fvar(18))),HitDefAttr=,AT
;ʏ퓊
Trigger2 = EnemyNear(floor(fvar(18))),AutHorName="muteki"||AutHorName="Akutagawa"||EnemyNear(floor(fvar(18))),AutHorName = "Warusaki3"
Trigger2 = P2StateNo = 800
;ި@
Trigger3 = EnemyNear(floor(fvar(18))),Name = "eddie"
Trigger3 = P2StateNo = 1300
;ڲ԰@zorްĩ
Trigger4 = EnemyNear(floor(fvar(18))),Name = "SLAYER"
Trigger4 = P2StateNo = 1200||P2StateNo = 1300
;#R\Ԃ
Trigger5 = EnemyNear(floor(fvar(18))),Name = "order-Sol=Badguy"
Trigger5 = P2StateNo = 1500
;ެEX@EM
Trigger6 = EnemyNear(floor(fvar(18))),Name = "jam"
Trigger6 = P2StateNo = 2500
;̧ā@ő؂
Trigger7 = EnemyNear(floor(fvar(18))),Name = "faust"
Trigger7 = P2StateNo = 1500
;ޮưн̧Ű
Trigger8 = EnemyNear(floor(fvar(18))),Name = "johnny"
Trigger8 = EnemyNear(floor(fvar(18))),var(49)
Trigger8 = P2StateNo=[1000,1099]
;@޽@
Trigger9 = EnemyNear(floor(fvar(18))),Name="potemkin"
Trigger9 = P2StateNo=1000||P2StateNo=1600
;ޏuE
Trigger10 = P2StateNo=7600||P2StateNo=7601
Trigger10 = EnemyNear(floor(fvar(18))),Name = "wind"
;Potsׂ̏uE
Trigger11 = P2StateNo = 4000
Trigger11 = EnemyNear(floor(fvar(18))),Name="Shin Gouki"||EnemyNear(floor(fvar(18))),Name="Ryu"||EnemyNear(floor(fvar(18))),Name="Morrigan Aensland"||EnemyNear(floor(fvar(18))),Name ="Sakura Kasugano"
;Potsׂ̏uEQ
Trigger12 = P2StateNo = 3300
Trigger12 = EnemyNear(floor(fvar(18))),Name="Yuri Sakazaki"||EnemyNear(floor(fvar(18))),Name="cvsgouki"||EnemyNear(floor(fvar(18))),Name="cvsryu"||EnemyNear(floor(fvar(18))),Name="cvssakura"
;׽ļެ
Trigger13 = P2StateNo=3200
Trigger13 = EnemyNear(floor(fvar(18))),Name="cvsg_rugal"||EnemyNear(floor(fvar(18))),Name="cvsrugal"
;uE
Trigger14 = P2StateNo=3600
Trigger14 = EnemyNear(floor(fvar(18))),Name = "Gouki"
;uE
Trigger15 = P2StateNo = 20080||P2StateNo = 20060
Trigger15 = EnemyNear(floor(fvar(18))),Name = "Kaori Misaka"
;uE
Trigger16 = P2StateNo = 3890
Trigger16 = EnemyNear(floor(fvar(18))),Name = "Evil Ken"
; AAD`Ci
Trigger17 = EnemyNear(floor(fvar(18))),Name = "Kohaku"
Trigger17 = P2StateNo=[2050,2051]
;گK
Trigger18 = EnemyNear(floor(fvar(18))),Name="Bulleta SXP"
Trigger18 = P2StateNo = 4200
fvar(38) = 3

[State -3,x]
Type = Varset
TriggerAll=NumEnemy
TriggerAll=var(59)>5
TriggerAll=EnemyNear(floor(fvar(18))),AutHorName = "muteki"
Trigger1 = EnemyNear(floor(fvar(18))),var(59)>10
Trigger2 = EnemyNear(floor(fvar(18))),Name="faust"
Trigger2 = EnemyNear(floor(fvar(18))),var(59)
fvar(34)=1

[State -3,x]
Type = Varset
TriggerAll=var(59)>5
TriggerAll=NumEnemy
;ټذ
Trigger1 = EnemyNear(floor(fvar(18))),AutHorName="Reu"||EnemyNear(floor(fvar(18))),AutHorName="Reu and Kingtigre"||EnemyNear(floor(fvar(18))),AutHorName="ilcane87"
Trigger1 = EnemyNear(floor(fvar(18))),Name="Evil Ryu"||EnemyNear(floor(fvar(18))),Name="Evil Ken"||EnemyNear(floor(fvar(18))),Name="Evil Dan"
Trigger1 = EnemyNear(floor(fvar(18))),Var(30)=59
;޶߁@گ ݸدā@ް݁@
Trigger2 = EnemyNear(floor(fvar(18))),Name="Bulleta SXP"||EnemyNear(floor(fvar(18))),Name="Ingrid SXP"||EnemyNear(floor(fvar(18))),Name="Tron Bonne SxP"||EnemyNear(floor(fvar(18))),Name="Sakura SxP"
Trigger2 = EnemyNear(floor(fvar(18))),var(59)>3
;_˖ہ^
Trigger3 = EnemyNear(floor(fvar(18))),Name="Aya Syameimaru"
Trigger3 = EnemyNear(floor(fvar(18))),var(55)>4
;Gٶށ@Ҷٶށ@^S
Trigger4 = EnemyNear(floor(fvar(18))),Name="cvsg_rugal"||EnemyNear(floor(fvar(18))),Name="Mech Rugal"||EnemyNear(floor(fvar(18))),Name="Shin Gouki"
Trigger4 = EnemyNear(floor(fvar(18))),var(59)
;L
Trigger5 = EnemyNear(floor(fvar(18))),AutHorName="[Yagami+ihoo1836]"
Trigger5 = EnemyNear(floor(fvar(18))),Name="Iori Yagami"
Trigger5 = EnemyNear(floor(fvar(18))),var(55)
;EBh
Trigger6 = EnemyNear(floor(fvar(18))),Name = "wind"
Trigger6 = EnemyNear(floor(fvar(18))),var(59)
fvar(34)=1

[State -3,nCp[A[}[x]
Type = Varset
TriggerAll=NumEnemy
TriggerAll=0;܂Ȃɂ΍􂵂ĂȂ
Trigger1 = EnemyNear(floor(fvar(18))),Name="Giant_Mech-HISUI"
Trigger2 = EnemyNear(floor(fvar(18))),Name="CheetahMen"
Trigger3 = EnemyNear(floor(fvar(18))),Name="LEOPALDON_GGI"
Trigger4 = EnemyNear(floor(fvar(18))),Name="Mega_weapon"
Trigger5 = EnemyNear(floor(fvar(18))),Name="G-akiha"
Trigger6 = EnemyNear(floor(fvar(18))),Name="Apocalypse"
Trigger7 = EnemyNear(floor(fvar(18))),Name="Mech Rugal"
fvar(34)=2

;0=h䂷KvȂ
;1=i(K[h\Ȃ炱)
;2=i
;3=K[hs\()
;4=󒆃K[hs
;+0.1=x
;+0.01=X[p[A[}[x
;ΉL
;󒆈ȊO	K[h
;	K[h
;蓊	xx 2ȉȂoNXe
;@@@@@@@@3ȏȂެ
;
;قƂǃCgAIN@mF100ȏvȂ͂
;
[State -3, AINpwp[]
type=helper
trigger1=!NumHelper(10000)
trigger1=roundstate=2
trigger1=alive
trigger1=var(59)=0
Trigger1=(PrevStateNo=[191,194])||PrevStateNo=5900
Trigger1=ctrl&&stateno=0
helpertype=normal
name="AI"
stateno=10000
ID=10000
pos=9999,9999
keyctrl=1
pausemovetime=2147483647
supermovetime=2147483647
persistent = 0
[State -3, ]vȂƂȂ悤]
type=changestate
trigger1= ishelper(10000)
trigger1= stateno!=10000
value=10000

[State -1, AItOZbg]
Type = VarSet
TriggerAll=!var(59)
TriggerAll=RoundState = 2
Trigger1=Command="CPU1"||Command="CPU2"
Trigger2=Command="CPU3"||Command="CPU4"
Trigger3=Command="CPU5"||Command="CPU6"
Trigger4=Command="CPU7"||Command="CPU8"
Trigger5=Command="CPU9"||Command="CPU10"
Trigger6=Command="CPU11"||Command="CPU12"
Trigger7=Command="CPU13"||Command="CPU14"
Trigger8=Command="CPU15"||Command="CPU16"
Trigger9=Command="CPU17"||Command="CPU18"
Trigger10=Command="CPU19"||Command="CPU20"
Trigger11=Command="CPU21"||Command="CPU22"
Trigger12=Command="CPU23"||Command="CPU24"
Trigger13=Command="CPU25"||Command="CPU26"
Trigger14=Command="CPU27"||Command="CPU28"
Trigger15=Command="CPU29"||Command="CPU30"
Trigger16=Command="CPU31"||Command="CPU32"
Trigger17=Command="CPU33"||Command="CPU34"
Trigger18=Command="CPU35"||Command="CPU36"
Trigger19=Command="CPU37"||Command="CPU38"
Trigger20=Command="CPU39"||Command="CPU40"
Trigger21=Command="CPU41"||Command="CPU42"
Trigger22=Command="CPU43"||Command="CPU44"
Trigger23=Command="CPU45"||Command="CPU46"
Trigger24=Command="CPU47"||Command="CPU48"
Trigger25=Command="CPU49"||Command="CPU50"
Trigger26=numhelper(10000)
Trigger26=helper(10000),var(59)
var(59) = 5;(1`11܂Őݒ\)
IgNoreHitPause = 1

[State -1,fobNtOZbg]
Type = VarSet
Trigger1 = 0;!var(59)
Trigger1 = !fvar(39)
fvar(39) = 1

[State -1,fobNtOZbg]
Type = VarSet
Trigger1 = var(59)
Trigger1 = fvar(39)
fvar(39) = 0

[State -1,ެߐ]
Type = ChangeState
value = 0
Ctrl=1
Trigger1=var(59)
Trigger1=StateNo=40

[State -3]
Type = varset
Trigger1 = numenemy=1
fvar(18) = 0
[State -3]
Type = varset
Trigger1 = numenemy=2
fvar(18) = ifelse(EnemyNear(0),alive,0,1)

;
;\
;
[State -3,rP痧S\]
Type = ChangeState
value = ifelse((P2BodyDist X=[-28,30]),220,225)
TriggerAll=RoundState = 2
TriggerAll=var(59) = [1,5]
TriggerAll=StateType != A
TriggerAll=PrevStateNo != [200,649]
TriggerAll=Time=1
Trigger1 = StateNo = 3100||StateNo = 3500
Trigger1 = Random <= (6-var(59))*100
Trigger2 = StateNo = 1300
Trigger2 = Random <= (6-var(59))*15
IgnoreHitPause = 1

[State -3,oorEӐ_灨HS\]
Type = ChangeState
value = ifelse(var(58)=1,237,235)
TriggerAll=RoundState = 2
TriggerAll=var(59) = [1,5]
TriggerAll=StateType != A
TriggerAll=PrevStateNo != [200,649]
TriggerAll=Time=1
Trigger1 = StateNo = 3000||StateNo = 3400
Trigger1 = Random <= (6-var(59))*100
Trigger2 = StateNo = 3200
Trigger2 = Random <= (6-var(59))*(50+(var(58)=0&&var(58)=2)*50)
IgnoreHitPause = 1

[State -3,EӐ_璩̌ċz(Ot)\]
Type = ChangeState
value = 1520
TriggerAll=RoundState = 2
TriggerAll=var(59) = [1,5]
TriggerAll=var(58) = 0||var(58) = 2
TriggerAll=StateType != A
TriggerAll=Time=1
Trigger1 = StateNo = 3200
Trigger1 = Random <= (6-var(59))*33
IgnoreHitPause = 1

[State -3,FRCRCɖ\]
type = ChangeState
value = 950
TriggerAll=RoundState = 2
TriggerAll=var(59) = [1,9]
TriggerAll=Power >= 1000
TriggerAll=statetype != A
TriggerAll=movecontact=1
TriggerAll=stateno = 810
TriggerAll=time >= 10
Trigger1 = var(59)<6
Trigger1 = Random <= var(59)*100
Trigger2 = var(59)>5
Trigger2 = Random <= (10-var(59))*100
IgnoreHitPause = 1
;
;
;
[State -1,ꌂKE]
Type = ChangeState
value = 4000
TriggerAll=RoundState = 3
TriggerAll=var(59)>0 >= 7
TriggerAll=var(25) = 0
TriggerAll=var(40) = 0
Trigger1 = StateType != A
Trigger1 = ctrl
Trigger2 = StateNo = 40 || StateNo = 52
Trigger3 = StateNo = [195, 197]
Trigger3 = time > ifelse(anim = 197,20,61)
Trigger4 = StateNo = [100,101]
Trigger5 = StateNo = 130&&var(25)=0&&MoveType!=H
;
;؂Ԃ
;
[State -2,TCNo[Xg]
Type = ChangeState
value = 750
TriggerAll=RoundState = 2
TriggerAll=var(59)>0
TriggerAll=fvar(33) >= 1.5
TriggerAll=alive
TriggerAll=P2BodyDist X-EnemyNear(floor(fvar(18))),vel x*4 = [-60,60]
TriggerAll=P2BodyDist Y-EnemyNear(floor(fvar(18))),vel y*4 = [-180,0]
TriggerAll=EnemyNear(floor(fvar(18))),MoveType = A
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<=-14||var(59)<7
TriggerAll=(EnemyNear(floor(fvar(18))),StateNo != [200,699]) || !(EnemyNear(floor(fvar(18))),Movecontact)
TriggerAll=EnemyNear(floor(fvar(18))),Time >= 30||(!Time&&var(59)>9)||var(59)>10
TriggerAll=EnemyNear(floor(fvar(18))),Time >= 50||var(59)>10||(PrevStateNo = [5000,5270])||(PrevStateNo = [120,159])
TriggerAll=Random <= var(59)*40||var(59)>9
Trigger1 = ctrl = 1 || (StateNo = [100,101])
Trigger2 = time<=1&&MoveType = A
Trigger2 = StateNo = [200,640]
Trigger2 = PrevStateNo != [200,640]
Trigger3 = (StateNo=0||StateNo=151)&&anim=300
Trigger3 = var(38)=0&&fvar(21)=0&& animelemtime(2)>=0

[State -3,EӐ_]
Type = ChangeState
Value = 3200
TriggerAll=RoundState = 2
TriggerAll=var(59)>0
TriggerAll=StateType != A
TriggerAll=power >= 1000
TriggerAll=Ctrl||(StateNo=[100,101])||StateNo=52
TriggerAll=EnemyNear(floor(fvar(18))),MoveType = A
TriggerAll=Random <= var(59)*40||var(59)>9
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime >= -19||var(59)<7
TriggerAll=P2BodyDist X = [-5,40]
TriggerAll=P2BodyDist Y >= -80
TriggerAll=EnemyNear(floor(fvar(18))),Time>=30||(!Time&&var(59)>9)||var(59)>10
Trigger1 = EnemyNear(floor(fvar(18))),Time >=50||var(59)>10
Trigger2 = PrevStateNo = [5000,5270]
Trigger3 = PrevStateNo = [120,159]

[State -3,rP]
Type = ChangeState
Value = ifelse(var(58) = 1,3500,3100)
TriggerAll=RoundState = 2
TriggerAll=var(59)>0
TriggerAll=StateType != A
TriggerAll=power >= 1000
TriggerAll=Ctrl||(StateNo=[100,101])||StateNo=52
TriggerAll=EnemyNear(floor(fvar(18))),MoveType = A
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime>=-7-(P2BodyDist X>30)*2-(P2BodyDist X>60)*2-(P2BodyDist X>90)*2-(P2BodyDist X>120)*2||var(59)<9
TriggerAll=Random <= var(59)*40||var(59)>9
TriggerAll=P2BodyDist X = [-5,120]
TriggerAll=P2BodyDist Y >= -50
TriggerAll=EnemyNear(floor(fvar(18))),Time >= 30||(!Time&&var(59)>9)||var(59)>10
Trigger1 = EnemyNear(floor(fvar(18))),Time >=50||var(59)>10
Trigger2 = PrevStateNo = [5000,5270]
Trigger3 = PrevStateNo = [120,159]

[State -3,o]
Type = ChangeState
Value = ifelse(var(58) = 1,3400,3000)
TriggerAll=RoundState = 2
TriggerAll=var(59)>0
TriggerAll=StateType != A
TriggerAll=power >= 1000
TriggerAll=Ctrl||(StateNo=[100,101])||StateNo=52
TriggerAll=EnemyNear(floor(fvar(18))),MoveType = A
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime>=-22||var(59)<7
TriggerAll=Random <= var(59)*40||var(59)>9
TriggerAll=P2BodyDist X = [-5+(P2BodyDist Y<-50)*15,100]
TriggerAll=P2BodyDist Y >= -100
TriggerAll=EnemyNear(floor(fvar(18))),Time >= 30||(!Time&&var(59)>9)||var(59)>10
Trigger1 = EnemyNear(floor(fvar(18))),Time >=50||var(59)>10
Trigger2 = PrevStateNo = [5000,5270]
Trigger3 = PrevStateNo = [120,159]

[State -3,EM]
Type = ChangeState
Value = 2500
TriggerAll=RoundState = 2
TriggerAll=var(59)>0
TriggerAll=var(58) = 1
TriggerAll=StateType != A
TriggerAll=Ctrl||(StateNo=[100,101])||StateNo=52
TriggerAll=EnemyNear(floor(fvar(18))),MoveType = A
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime>=-9||var(59)<7
TriggerAll=Random <= var(59)*40||var(59)>9
TriggerAll=P2BodyDist X = [-5,32]
TriggerAll=P2BodyDist Y >= 0
TriggerAll=EnemyNear(floor(fvar(18))),StateType != A
TriggerAll=EnemyNear(floor(fvar(18))),Time >= 30||(!Time&&var(59)>9)||var(59)>10
Trigger1 = EnemyNear(floor(fvar(18))),Time >=50||var(59)>10
Trigger2 = PrevStateNo = [5000,5270]
Trigger3 = PrevStateNo = [120,159]

[State -3,ċzOt]
Type = ChangeState
Value = 1250
TriggerAll=RoundState = 2
TriggerAll=var(59)>0
TriggerAll=!var(58)
TriggerAll=(var(46)||palno=11)
TriggerAll=StateType != A
TriggerAll=Ctrl||(StateNo=[100,101])||StateNo=52
TriggerAll=EnemyNear(floor(fvar(18))),MoveType = A
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime>=-7||var(59)<7
TriggerAll=Random <= var(59)*40||var(59)>9
TriggerAll=P2BodyDist X+vel x*6-EnemyNear(floor(fvar(18))),vel x*6 = [-15,45+(P2BodyDist Y<=-80)*30]
TriggerAll=P2BodyDist Y >= -140+vel y*3-EnemyNear(floor(fvar(18))),vel y*3
TriggerAll=EnemyNear(floor(fvar(18))),StateType != C
TriggerAll=EnemyNear(floor(fvar(18))),Time >= 30||(!Time&&var(59)>9)||var(59)>10
Trigger1 = EnemyNear(floor(fvar(18))),Time >=50||var(59)>10
Trigger2 = PrevStateNo = [5000,5270]
Trigger3 = PrevStateNo = [120,159]

[State -3,]
Type = ChangeState
Value = 800
TriggerAll=RoundState = 2
TriggerAll=var(59)>0
TriggerAll=StateType != A
TriggerAll=Ctrl||(StateNo=[100,101])||StateNo=52
TriggerAll=EnemyNear(floor(fvar(18))),MoveType = A
TriggerAll=P2BodyDist X = [-5,21]
TriggerAll=P2BodyDist Y >= -10
TriggerAll=EnemyNear(floor(fvar(18))),StateType != A
TriggerAll=Random <= var(59)*40||var(59)>9
TriggerAll=EnemyNear(floor(fvar(18))),Time >=30||(!Time&&var(59)>9)||var(59)>10
Trigger1 = EnemyNear(floor(fvar(18))),Time >=50||var(59)>10
Trigger2 = PrevStateNo = [5000,5270]
Trigger3 = PrevStateNo = [120,159]

[State -3,荞]
Type     = ChangeState
Value    = 1311
TriggerAll=RoundState = 2
TriggerAll=var(59)>0
TriggerAll=StateType != A
TriggerAll=var(58) = 1
TriggerAll=P2BodyDist X>200||EnemyNear(floor(fvar(18))),AnimTime<=-22
TriggerAll=Ctrl||(StateNo=[100,101])||StateNo=52
TriggerAll=InGuardDist
TriggerAll=Random <= var(59)*40||var(59)>9
TriggerAll=EnemyNear(floor(fvar(18))),Time>=30||(!Time&&var(59)>9)||var(59)>10
Trigger1 = EnemyNear(floor(fvar(18))),Time>=50||var(59)>10
Trigger2 = PrevStateNo = [5000,5270]
Trigger3 = PrevStateNo = [120,159]
Trigger4 = EnemyNear(floor(fvar(18))),Ctrl

[State -3,ޯï]
Type     = ChangeState
Value    = 105
TriggerAll=RoundState = 2
TriggerAll=var(59)>0
TriggerAll=StateType != A
TriggerAll=P2BodyDist X = [-5,90]
TriggerAll=P2BodyDist Y >= -150
TriggerAll=Ctrl||(StateNo=[100,101])
TriggerAll=EnemyNear(floor(fvar(18))),vel x <= 2
TriggerAll=EnemyNear(floor(fvar(18))),MoveType=A
TriggerAll=var(38)=3||(EnemyNear(floor(fvar(18))),StateNo=[200,649])
TriggerAll=Random <= var(59)*40||var(59)>9
TriggerAll=EnemyNear(floor(fvar(18))),Time >= 30||(!Time&&var(59)>9)||var(59)>10
Trigger1 = EnemyNear(floor(fvar(18))),Time >=50||var(59)>10
Trigger2 = PrevStateNo = [5000,5270]
Trigger3 = PrevStateNo = [120,159]

[State -3,Wv]
Type     = ChangeState
Value    = 39
TriggerAll=RoundState = 2
TriggerAll=var(59)>0
TriggerAll=StateType != A
TriggerAll=Ctrl||(StateNo=[100,101])
TriggerAll=var(38)=3
TriggerAll=Random <= var(59)*100||var(59)>9
TriggerAll=P2BodyDist X = [-5,60]
TriggerAll=EnemyNear(floor(fvar(18))),Time>=30||(!Time&&var(59)>9)||var(59)>10
Trigger1 = EnemyNear(floor(fvar(18))),Time>=50||var(59)>10
Trigger2 = PrevStateNo=[5000,5270]
Trigger3 = PrevStateNo=[120,159]
;
;K[h
;
[State -1,ޯıݸ]
type = ChangeState
value = 700
TriggerAll=var(59)>0
TriggerAll=Power >= 1000
TriggerAll=Stateno = [150,153]
TriggerAll=Anim = [150,151]
Trigger1 = P2BodyDist X = [-5,47]
Trigger1 = P2BodyDist Y >= -60
Trigger1 = EnemyNear(floor(fvar(18))),AnimTime <= -8||var(59)<7
Trigger1 = Random<=var(59)*70||var(59)>9

[State -2,P]
Type = varset
var(39) = 1
triggerall = (palno != 11||var(58)!=1)
TriggerAll=RoundState = 2
TriggerAll=var(59)>0
TriggerAll=alive
TriggerAll=StateType != A
TriggerAll=MoveType != H
TriggerAll=var(36) = 0
TriggerAll=var(35) = 0
TriggerAll=Random<=var(59)*60||var(59)>10
TriggerAll=Random<=var(59)*30||EnemyNear(floor(fvar(18))),StateType=A||var(59)>10
TriggerAll=InGuardDist
TriggerAll=EnemyNear(floor(fvar(18))),Time>=30||(!Time&&var(59)>9)||var(59)>10
TriggerAll=EnemyNear(floor(fvar(18))),Time>=50||var(59)>10||(PrevStateNo=[5000,5270])||(PrevStateNo=[120,159])
Trigger1 = Ctrl||(StateNo=[100,101])||StateNo=52
Trigger2 = StateNo=90&&var(38)=0
Trigger3 = (StateNo=130&&var(25)=0&&PrevStateNo=90&&MoveType!=H)
Trigger4 = (StateNo=0||StateNo=151)&&anim=300

[State -3,K[h]
Type = ChangeState
Value = 120
TriggerAll=RoundState = 2
TriggerAll=var(59)>0
TriggerAll=InGuardDist
TriggerAll=(stateno != [120,155])
TriggerAll=Ctrl||StateNo=11||stateno=11||((StateNo=[100,101])||StateNo=52)&&var(25)
Trigger1 = Random<=var(59)*60||var(59)>9
Trigger2 = P2BodyDist X > 90||EnemyNear(floor(fvar(18))),Time >= 60
Trigger2 = Random<=var(59)*120
;
;NU
;
[State -3,_bVړ150]
Type = ChangeState
value = 100
TriggerAll=RoundState = 2
TriggerAll=(var(59)&&Random<=var(59)*100)||fvar(39)
TriggerAll=StateType != A
TriggerAll=!InGuardDist
TriggerAll=PrevStateNo != [800,899]
TriggerAll=P2BodyDist X > 80
TriggerAll=P2BodyDist Y >= -80
TriggerAll=Ctrl
Trigger1 = EnemyNear(floor(fvar(18))),StateType = L

[State -3,oNXeړ70]
Type = ChangeState
value = 105
TriggerAll=RoundState = 2
TriggerAll=(var(59)&&Random<=var(59)*100)||fvar(39)
TriggerAll=StateType != A
TriggerAll=!InGuardDist
TriggerAll=PrevStateNo != [800,899]
TriggerAll=P2BodyDist X = [-3,25]
TriggerAll=Ctrl
Trigger1 = EnemyNear(floor(fvar(18))),StateType = L
Trigger1 = EnemyNear(floor(fvar(18))),StateNo!=5120||EnemyNear(floor(fvar(18))),AnimTime<-15

[State -3,NdˋK]
Type = ChangeState
value = 410
TriggerAll=RoundState = 2
TriggerAll=(var(59)&&Random<=var(59)*100)||fvar(39)
TriggerAll=StateType != A
TriggerAll=Ctrl||(StateNo=[100,101])||StateNo=52
TriggerAll=EnemyNear(floor(fvar(18))),StateType = L
TriggerAll=EnemyNear(floor(fvar(18))),StateNo = 5120
TriggerAll=P2BodyDist X = [-5,66]
Trigger1 = EnemyNear(floor(fvar(18))),AnimTime = -2

[State -3,NdEx{K]
Type = ChangeState
value = 217
TriggerAll=RoundState = 2
TriggerAll=var(59)>0||fvar(39)
TriggerAll=Random <= ifelse(var(59)*50>500||fvar(39),500,var(59)*50)
TriggerAll=StateType != A
TriggerAll=Ctrl||(StateNo=[100,101])||StateNo=52
TriggerAll=EnemyNear(floor(fvar(18))),StateType = L
TriggerAll=EnemyNear(floor(fvar(18))),StateNo = 5120
TriggerAll=var(58) = 1
TriggerAll=P2BodyDist X <= 40
Trigger1 = EnemyNear(floor(fvar(18))),AnimTime = -21

[State -3,Wv]
Type = ChangeState
value = 39
TriggerAll=RoundState = 2
TriggerAll=(var(59)&&Random<=var(59)*100)||fvar(39)
TriggerAll=StateType != A
TriggerAll=Ctrl||(StateNo=[100,101])
TriggerAll=EnemyNear(floor(fvar(18))),StateType = L
TriggerAll=!var(58)
TriggerAll=P2BodyDist X = [-15,30]
TriggerAll=EnemyNear(floor(fvar(18))),StateNo = 5120
Trigger1 = EnemyNear(floor(fvar(18))),AnimTime = -20
Trigger1 = Random <= var(59)*50 || fvar(39)
Trigger2 = P2BodyDist X = [-3,25]
;
;NU
;
[State -1,dr]
Type = ChangeState
value = ifelse(var(58) = 0,1615,115)
TriggerAll=RoundState = 2
TriggerAll=(var(59)&&Random<=var(59)*100)||fvar(39)
TriggerAll=StateType = A
TriggerAll=P2BodyDist X <= 40
TriggerAll=(P2BodyDist Y = [-10,200]) || var(58) = 1
TriggerAll=Ctrl ||((StateNo=110||StateNo=115)&&time>=5)
Trigger1 = EnemyNear(floor(fvar(18))),StateType = L

[State -1,torc]
Type = ChangeState
value = ifelse(var(58) = 1,642,ifelse((var(44)||palno=11),1160,1110))
TriggerAll=RoundState = 2
TriggerAll=(var(59)&&Random<=var(59)*100)||fvar(39)
TriggerAll=StateType = A
TriggerAll=P2BodyDist X <= 110
TriggerAll=P2BodyDist Y = [-40,200]
TriggerAll=((StateNo=110||StateNo=115)&&time>=5)
Trigger1 = EnemyNear(floor(fvar(18))),StateType = L

[State 󒆃_bV]
Type = ChangeState
value = 115
TriggerAll=RoundState = 2
TriggerAll=(var(59)&&Random<=var(59)*100)||fvar(39)
TriggerAll=StateType = A
TriggerAll=Ctrl
TriggerAll=(StateNo = [50,59])||(StateNo = [5200,5210])||StateNo = 5040
TriggerAll=var(11) = 0
TriggerAll=P2BodyDist X =[-100,40]
TriggerAll=pos y <= -10
Trigger1 = EnemyNear(floor(fvar(18))),StateType = L
;
;ډ
;
[State -3,ƂĂp]
Type = ChangeState
TriggerAll=RoundState = 2
TriggerAll=var(59)>0||fvar(39)
TriggerAll=StateType != A
TriggerAll=EnemyNear(floor(fvar(18))),MoveType = H
TriggerAll=EnemyNear(floor(fvar(18))),StateNo != [120,159]
Trigger1 = EnemyNear(floor(fvar(18))),StateNo = 821
Trigger1 = StateNo=960||StateNo=40
value = 0
Ctrl = 0

[State -3,_bV]
Type = ChangeState
TriggerAll=RoundState = 2
TriggerAll=var(59)>0 || fvar(39)
TriggerAll=StateType != A
TriggerAll=EnemyNear(floor(fvar(18))),MoveType = H
Trigger1 = StateNo = 1258
Trigger1 = AnimTime = 0
Trigger1 = Time > 0
Trigger2 = PrevStateNo=950
value = 100

[State -3,̌ċznorOt]
Type = ChangeState
value = ifelse(var(46)=0 && ((var(46)<var(42))||Random <= 500),1520,1500)
triggerall = palno != 11
TriggerAll=RoundState = 2
TriggerAll=(var(59)&&Random<=var(59)*100)||fvar(39)
TriggerAll=StateType != A
TriggerAll=Ctrl||(StateNo=[100,101])||StateNo=52||StateNo=11
TriggerAll=var(58) = 0
Trigger1 = P2BodyDist X > 58
Trigger1 = var(46) = 0 || var(42) = 0
Trigger1 = EnemyNear(floor(fvar(18))),MoveType = H || EnemyNear(floor(fvar(18))),StateType = L
Trigger1 = PrevStateNo = 860

[State -3,_bV]
Type = ChangeState
value = 100
TriggerAll=RoundState = 2
TriggerAll=(var(59)&&Random<=var(59)*100)||fvar(39)
TriggerAll=StateType != A
TriggerAll=!InGuardDist
TriggerAll=PrevStateNo != [800,899]
TriggerAll=P2BodyDist X >= 70||PrevStateNo=950
TriggerAll=P2BodyDist Y >= -80
TriggerAll=Ctrl||StateNo=11
Trigger1 = EnemyNear(floor(fvar(18))),MoveType = H
Trigger2 = EnemyNear(floor(fvar(18))),StateNo = [120,159]

[State -3,K]
Type = ChangeState
value = 210
TriggerAll=0;RoundState = 2
TriggerAll=(var(59)&&Random<=var(59)*100)||fvar(39)
TriggerAll=StateType != A
TriggerAll=Ctrl||(StateNo=[100,101])||StateNo=52||StateNo=11
Trigger1 = P2BodyDist X <= 14
Trigger1 = P2BodyDist Y >= -10
Trigger1 = (PrevStateNo != [1330,1340])
Trigger1 = EnemyNear(floor(fvar(18))),StateType != A
Trigger1 = EnemyNear(floor(fvar(18))),MoveType = H
Trigger1 = (EnemyNear(floor(fvar(18))),StateNo != [120,159])
Trigger1 = (EnemyNear(floor(fvar(18))),StateNo!=[1325,1326])||vel x>7

[State -3,S]
Type = ChangeState
value = 220
TriggerAll=RoundState = 2
TriggerAll=(var(59)&&Random<=var(59)*100)||fvar(39)
TriggerAll=StateType != A
TriggerAll=EnemyNear(floor(fvar(18))),StateType != L
TriggerAll=StateNo=0|| Ctrl||(StateNo=[100,101])||StateNo=52||StateNo=11
Trigger1 = P2BodyDist X = [-25,25]
Trigger1 = P2BodyDist Y >= -50-EnemyNear(floor(fvar(18))),vel y*4
Trigger1 = (PrevStateNo != [1330,1340])
Trigger1 = EnemyNear(floor(fvar(18))),MoveType = H
Trigger1 = EnemyNear(floor(fvar(18))),StateNo != [120,159]
Trigger1 = (EnemyNear(floor(fvar(18))),StateNo!=[1325,1326])||vel x>7

[State -3,S]
Type = ChangeState
value = 225
TriggerAll=RoundState = 2
TriggerAll=(var(59)&&Random<=var(59)*100)||fvar(39)
TriggerAll=StateType != A
TriggerAll=EnemyNear(floor(fvar(18))),MoveType = H
TriggerAll=EnemyNear(floor(fvar(18))),StateType != L
TriggerAll=Ctrl||(StateNo=[100,101])||StateNo=52||StateNo=11
Trigger1 = P2BodyDist X <= 77-20
Trigger1 = P2BodyDist Y >= -60
Trigger1 = (PrevStateNo != [1330,1340])
Trigger1 = EnemyNear(floor(fvar(18))),MoveType = H
Trigger1 = EnemyNear(floor(fvar(18))),StateNo != [120,159]
Trigger1 = (EnemyNear(floor(fvar(18))),StateNo!=[1325,1326])||vel x>7

[State -3,Wv]
Type = ChangeState
value = 39
TriggerAll=RoundState = 2
TriggerAll=(var(59)&&Random<=var(59)*100)||fvar(39)
TriggerAll=StateType != A
TriggerAll=EnemyNear(floor(fvar(18))),MoveType = H
TriggerAll=EnemyNear(floor(fvar(18))),StateType != L
TriggerAll=EnemyNear(floor(fvar(18))),StateNo != 821
TriggerAll=P2BodyDist Y <= -160-EnemyNear(floor(fvar(18))),vel y*4
TriggerAll=Ctrl||(StateNo=[100,101])||StateNo=11
Trigger1 = (PrevStateNo != [950,961])
Trigger1 = (PrevStateNo != [1250,1259])
Trigger1 = (PrevStateNo != [1260,1269])

[State -3,R 痢 58`200]
Type = ChangeState
value = ifelse(var(58) = 0,1300,1800)
TriggerAll=0;RoundState = 2
TriggerAll=(var(59)&&Random<=var(59)*100)||fvar(39)
TriggerAll=StateType != A
TriggerAll= Ctrl||(StateNo = [100,101])||StateNo=52||StateNo=11
Trigger1 = (PrevStateNo != [1330,1340])
Trigger1 = EnemyNear(floor(fvar(18))),StateNo!=1325
Trigger1 = P2BodyDist X > 57
Trigger1 = (P2BodyDist Y = [-160,-60])
Trigger1 = (EnemyNear(floor(fvar(18))),StateNo != [120,159])
Trigger1 = EnemyNear(floor(fvar(18))),MoveType = H
;
;}LZ
;
[State -3,FϷ]
Type = ChangeState
TriggerAll=var(59)>0 || fvar(39)
TriggerAll=Power >= 500
TriggerAll=NumHelper(1299) >= 1
TriggerAll=EnemyNear(floor(fvar(18))),StateType != L
TriggerAll=StateNo >= 200
Trigger1 = EnemyNear(floor(fvar(18))),MoveType = H
Trigger2 = InGuardDist
value = 960
ignorehitpause = 1
;
;R
;
[State -3,荞]
Type = ChangeState
TriggerAll=RoundState = 2
TriggerAll=(var(59)&&Random<=var(59)*100)||fvar(39)
TriggerAll=StateNo = 1300
TriggerAll=Time = [8,26]
Trigger1 = InGuardDist
value = 1310
ctrl = 0

[State -3,痢]
Type = ChangeState
TriggerAll=RoundState = 2
TriggerAll=(var(59)&&Random<=var(59)*100)||fvar(39)
TriggerAll=StateNo = 1300
TriggerAll=Time = [8,26]
TriggerAll=EnemyNear(floor(fvar(18))),MoveType != A
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X > 90+EnemyNear(floor(fvar(18))),vel x*3
Trigger1 = EnemyNear(floor(fvar(18))),StateType = A
Trigger1 = EnemyNear(floor(fvar(18))),MoveType = H
value = 1340
ctrl = 0

[State -3,S]
Type = ChangeState
TriggerAll=RoundState = 2
TriggerAll=(var(59)&&Random<=var(59)*100)||fvar(39)
TriggerAll=StateNo = 1300
TriggerAll=Time = [8,26]
TriggerAll=EnemyNear(floor(fvar(18))),MoveType != A
TriggerAll=!InGuardDist
TriggerAll=var(42) = 0
TriggerAll=P2BodyDist X <= 123+vel x*6-EnemyNear(floor(fvar(18))),vel x*6
TriggerAll=P2BodyDist Y >= -123
Trigger1 = Random <= var(59)*30
Trigger2 = EnemyNear(floor(fvar(18))),MoveType = H
value = 1330
ctrl = 0

[State -3,]
Type = ChangeState
TriggerAll=RoundState = 2
TriggerAll=(var(59)&&Random<=var(59)*100)||fvar(39)
TriggerAll=StateNo = 1300
TriggerAll=Time = [8,26]
TriggerAll=EnemyNear(floor(fvar(18))),MoveType != A
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X = [-5,70]
TriggerAll=P2BodyDist Y >= -23
Trigger1 = Random <= var(59)*50
Trigger2 = EnemyNear(floor(fvar(18))),MoveType = H
Trigger3 = EnemyNear(floor(fvar(18))),StateType = S
value = 1320
ctrl = 0
;
;q
;
;ł
;
[State -3,D@0`55]
Type = ChangeState
value = 240
TriggerAll=RoundState = 2
TriggerAll=var(59)>0||fvar(39)
TriggerAll=StateType != A
TriggerAll=P2BodyDist X <= 10
TriggerAll=EnemyNear(floor(fvar(18))),StateType != A
TriggerAll=Moveguarded && EnemyNear(floor(fvar(18))),StateType=C
Trigger1 = Random<=ifelse(var(59)*7>70||fvar(39),70,var(59)*7)
Trigger1 = (StateNo = [200,451])
Trigger1 = StateNo != 240
Trigger1 = StateNo != [235,236]

[State -1,P]
type = ChangeState
value = 200
TriggerAll=RoundState = 2
TriggerAll=(var(59)&&Random<=var(59)*100)||fvar(39)
TriggerAll=P2BodyDist X = [-5,8]
TriggerAll=P2BodyDist Y >= -80
TriggerAll=EnemyNear(floor(fvar(18))),StateType != C||(EnemyNear(floor(fvar(18))),Const(size.head.pos.y))<-70
TriggerAll=Moveguarded
trigger1 = stateno = 200||stateno = 400

[State -1,P]
type = ChangeState
value = 400
TriggerAll=RoundState = 2
TriggerAll=(var(59)&&Random<=var(59)*100)||fvar(39)
TriggerAll=P2BodyDist X = [-5,48-23]
TriggerAll=P2BodyDist Y >= -40
TriggerAll=Moveguarded
trigger1 = stateno = 200
trigger2 = stateno = 400
trigger3 = (stateno = [210,216])

[State -3,hԂpJC]
type = ChangeState
value = 39
TriggerAll=RoundState = 2
TriggerAll=var(59)>0||fvar(39)
TriggerAll=Random<=ifelse(var(59)*50>500||fvar(39),500,var(59)*50)
TriggerAll=statetype != A
TriggerAll=fvar(8) < 1.5
trigger1 = stateno = 200 && movecontact
trigger2 = stateno = 450 && movecontact
trigger2 = !var(58)
trigger3 = (stateno = [215,225]) && movecontact
trigger3 = stateno != 217
trigger4 = stateno = 216
trigger4 = var(29)
trigger4 = !movecontact
trigger5 = stateno = 238 && movecontact
;łߏI
;
;qR{
[State -1,ݷݾ]
Type = ChangeState
value = 950
TriggerAll=RoundState = 2
TriggerAll=(var(59)&&Random<=var(59)*100)||fvar(39)
TriggerAll=Power >= 1000
TriggerAll=StateType != A
TriggerAll=Movehit
Trigger1 = StateNo = 3200

[State -3,D@0`55]
Type = ChangeState
value = 240
TriggerAll=RoundState = 2
TriggerAll=(var(59)&&Random<=var(59)*100)||fvar(39)
TriggerAll=StateType != A
TriggerAll=P2BodyDist X <= 24
TriggerAll=EnemyNear(floor(fvar(18))),StateType != A
TriggerAll=MoveHit
Trigger1 = EnemyNear(floor(fvar(18))),MoveType = H
Trigger1 = EnemyNear(floor(fvar(18))),StateNo = 201
Trigger1 = StateNo = 205

[State -3,(PKPS)ˋK]
Type = ChangeState
value = 410
TriggerAll=RoundState = 2
TriggerAll=(var(59)&&Random<=var(59)*100)||fvar(39)
TriggerAll=StateType != A
TriggerAll=P2BodyDist X <= 8
TriggerAll=P2BodyDist Y >= -20
TriggerAll=var(50) >= -30
TriggerAll=Movecontact
Trigger1 = StateNo = 200
Trigger2 = (StateNo = [210,216])
Trigger3 = (StateNo = [400,420])
Trigger3 = StateNo != 410

[State -3,P K SK]
Type = ChangeState
value = 210
TriggerAll=0;RoundState = 2
TriggerAll=(var(59)&&Random<=var(59)*100)||fvar(39)
TriggerAll=StateType != A
TriggerAll=P2BodyDist X <= 8
TriggerAll=P2BodyDist Y >= -20
TriggerAll=var(50) >= -30
TriggerAll=Movecontact
Trigger1 = StateNo = 200
Trigger2 = (StateNo = [400,420])

[State -3,P P K S]
Type = ChangeState
value = 420
TriggerAll=RoundState = 2
TriggerAll=(var(59)&&Random<=var(59)*100)||fvar(39)
TriggerAll=StateType != A
TriggerAll=P2BodyDist X <= 9
TriggerAll=P2BodyDist Y >= -20
TriggerAll=var(50) >= -30
TriggerAll=Movecontact
Trigger1 = StateNo = [200,217]
Trigger1 = StateNo != 215 ||!MoveHit
Trigger2 = StateNo = 400||StateNo = 410

[State -3,KS@0`66]
Type = ChangeState
value = 220
TriggerAll=RoundState = 2
TriggerAll=(var(59)&&Random<=var(59)*100)||fvar(39)
TriggerAll=StateType != A
TriggerAll=P2BodyDist X <= 30-(var(50)<-30||EnemyNear(floor(fvar(18))),StateType=C)*8
TriggerAll=P2BodyDist Y >= -70
TriggerAll=var(50) >= -30
TriggerAll=Movecontact
Trigger1 = StateNo = 400
Trigger2 = StateNo = 410
Trigger3 = StateNo = [200,217]

[State -3,HS]
Type = ChangeState
value = 230
TriggerAll=RoundState = 2
TriggerAll=(var(59)&&Random<=var(59)*100)||fvar(39)
TriggerAll=StateType != A
TriggerAll=!var(58)
TriggerAll=Movehit
Trigger1 = EnemyNear(floor(fvar(18))),StateType != A
Trigger1 = P2BodyDist X <= 10
Trigger1 = vel x>3
Trigger1 = StateNo = 220

[State -3,SWv Lv8ȏェ]
Type = ChangeState
value = 39
TriggerAll=RoundState = 2
TriggerAll=(var(59)&&Random<=var(59)*100)||fvar(39)
TriggerAll=StateType != A
TriggerAll=Movehit
TriggerAll=StateNo = 220
Trigger1 = EnemyNear(floor(fvar(18))),StateType = A
Trigger1 = var(46)>0
;Trigger2 = !vel x||P2BodyDist X>19

[State -3,HS]
Type = ChangeState
value = 230
TriggerAll=RoundState = 2
TriggerAll=(var(59)&&Random<=var(59)*100)||fvar(39)
TriggerAll=StateType != A
TriggerAll=var(58) = 1
TriggerAll=P2BodyDist X <= 40;-(EnemyNear(floor(fvar(18))),backedgebodydist<=30)*4
TriggerAll=EnemyNear(floor(fvar(18))),StateType != A
TriggerAll=Movehit
Trigger1 = (StateNo = [200,225])
Trigger2 = StateNo = 400||StateNo = 420

[State -1,{K]
type = ChangeState
value = 215
TriggerAll=RoundState = 2
TriggerAll=(var(59)&&Random<=var(59)*100)||fvar(39)
TriggerAll=!var(58)
TriggerAll=P2BodyDist X <= 56
TriggerAll=movecontact
trigger1 = (stateno = [200,206])
trigger2 = stateno = 210
trigger3 = (stateno = [230,232])

[State -3,KorSS@0`77]
Type = ChangeState
value = 225
TriggerAll=RoundState = 2
TriggerAll=(var(59)&&Random<=var(59)*100)||fvar(39)
TriggerAll=StateType != A
TriggerAll=P2BodyDist X = [-10,43-(var(50)<-(10+var(59)*6+fvar(39)*60)||EnemyNear(floor(fvar(18))),StateType=C)*21]
TriggerAll=P2BodyDist Y >= -180
TriggerAll=Movehit
Trigger1 = StateNo = 220
Trigger2 = (StateNo  = [200,217])
Trigger2 = (StateNo != [205,206])
Trigger3 = StateNo = 400||StateNo = 410
Trigger3 = P2BodyDist X <= 53
Trigger4 = StateNo = 206 || (P2BodyDist X > 20 && AnimElem <= 8)
Trigger4 = StateNo = [205,206]
Trigger5 = (StateNo = [230,232])
Trigger5 = 0

[State -3,LZWv]
Type = ChangeState
value = 39
TriggerAll=RoundState = 2
TriggerAll=(var(59)&&Random<=var(59)*100)||fvar(39)
TriggerAll=StateType != A
TriggerAll=var(50) >= -(10+var(59)*6+fvar(39)*60) || EnemyNear(floor(fvar(18))),StateType = A
TriggerAll=EnemyNear(floor(fvar(18))),StateType = S || P2BodyDist Y <= -20
TriggerAll=Movehit
TriggerAll=fvar(8) < 1.5
Trigger1 = StateNo = 225
Trigger2 = (StateNo = [215,225])
Trigger2 = StateNo != 217
Trigger3 = StateNo = 238

[State -3,LZWv]
Type = ChangeState
value = 39
TriggerAll=RoundState = 2
TriggerAll=(var(59)&&Random<=var(59)*100)||fvar(39)
TriggerAll=StateType != A
TriggerAll=Movehit
Trigger1 = var(42)||palno = 11
Trigger1 = var(46)||palno = 11
Trigger1 = StateNo = 450

[State -3,({HS)]
Type = ChangeState
value = 237
TriggerAll=RoundState = 2
TriggerAll=(var(59)&&Random<=var(59)*100)||fvar(39)
TriggerAll=StateType != A
TriggerAll=var(58) = 1
TriggerAll=P2BodyDist X <= 35;-(EnemyNear(floor(fvar(18))),backedgebodydist<=30)*4
TriggerAll=EnemyNear(floor(fvar(18))),StateType = S
TriggerAll=Movehit
Trigger1 = (StateNo = [200,232])
Trigger2 = (StateNo = [400, 431])

[State -3,PKSorSD@0`70]
Type = ChangeState
value = 450
TriggerAll=RoundState = 2
TriggerAll=(var(59)&&Random<=var(59)*100)||fvar(39)
TriggerAll=StateType != A
TriggerAll=(P2BodyDist X <= 43-(EnemyNear(floor(fvar(18))),backedgebodydist<=30)*4)||fvar(8) >= 1.5
TriggerAll=EnemyNear(floor(fvar(18))),StateType != A
TriggerAll=Movehit
Trigger1 = var(58) = 0
Trigger1 = (StateNo = [400, 420])
Trigger2 = var(58) = 0
Trigger2 = (StateNo = [200, 225])
Trigger2 = StateNo != 217
Trigger3 = var(58) = 1
Trigger3 = (StateNo = [200, 232])
Trigger3 = StateNo != 217
Trigger4 = var(58) = 1
Trigger4 = (StateNo = [400, 432])

[State -3,PKS P K(ʏ) HS 0`75]
Type = ChangeState
value = 430
TriggerAll=RoundState = 2
TriggerAll=(var(59)&&Random<=var(59)*100)||fvar(39)
TriggerAll=StateType != A
TriggerAll=P2BodyDist X <= 40+(EnemyNear(floor(fvar(18))),backedgebodydist<=30)*3
TriggerAll=P2BodyDist Y >= -80
TriggerAll=Movehit
Trigger1 = (StateNo = [200,225])
Trigger1 = StateNo != 217
Trigger2 = (StateNo = [400,420])
;
;ʏL
;
[State -3,ĎċznEOt]
Type = ChangeState
value = ifelse(var(46)=0 && ((var(46)<var(42))||Random <= 500),1520,1500)
triggerall = palno != 11
TriggerAll=RoundState = 2
TriggerAll=(var(59)>4&&Random<=var(59)*100)||fvar(39)
TriggerAll=var(58) = 0
TriggerAll=var(42) = 0 || var(46) = 0
TriggerAll=StateType != A
TriggerAll=MoveHit && (NumTarget||EnemyNear(floor(fvar(18))),MoveType=H)
Trigger1 = StateNo = 450

[State -3,DR]
Type = ChangeState
value = 1300
TriggerAll=RoundState = 2
TriggerAll=(var(59)&&Random<=var(59)*100)||fvar(39)
TriggerAll=var(58) = 0
TriggerAll=StateType != A
TriggerAll=MoveHit
Trigger1 = StateNo = 450

[State -3,DorHSorSorR◴n]
Type = ChangeState
value = 1050
TriggerAll=RoundState = 2
TriggerAll=(var(59)&&Random<=var(59)*100)||fvar(39)
TriggerAll=var(58) = 0
TriggerAll=var(56) = 0
TriggerAll=var(42) >= 1||palno = 11
TriggerAll=StateType != A
TriggerAll=P2BodyDist Y >= -120
TriggerAll=MoveHit
Trigger1 = StateNo = 420
Trigger2 = StateNo = [430,431]
Trigger3 = StateNo = 450
Trigger4 = StateNo = 225
Trigger4 = EnemyNear(floor(fvar(18))),StateType != A
Trigger5 = StateNo = 1320

[State -3,SHSʏ헴n]
Type = ChangeState
value = 1000
TriggerAll=RoundState = 2
TriggerAll=(var(59)&&Random<=var(59)*100)||fvar(39)
TriggerAll=var(58) = 0
TriggerAll=var(56) = 0
TriggerAll=var(42) = 0
TriggerAll=StateType != A
TriggerAll=P2BodyDist Y >= -120
TriggerAll=MoveHit
Trigger1 = StateNo = 420
Trigger2 = StateNo = 430
Trigger3 = StateNo = 225
Trigger3 = EnemyNear(floor(fvar(18))),StateType = A

[State -3,HSR]
Type = ChangeState
value = 1300
TriggerAll=RoundState = 2
TriggerAll=(var(59)&&Random<=var(59)*100)||fvar(39)
TriggerAll=var(58) = 0
TriggerAll=StateType != A
TriggerAll=P2BodyDist Y >= -40
TriggerAll=MoveHit
Trigger1 = (StateNo = [230,232])
Trigger2 = StateNo = 430
Trigger2 = P2BodyDist X > 55
Trigger3 = (StateNo = [431,432])
Trigger3 = AnimElem = 5,>0

[State -3,HSt]
Type = ChangeState
value = ifelse((var(44)||palno=11),1150,1100)
TriggerAll=RoundState = 2
TriggerAll=(var(59)&&Random<=var(59)*100)||fvar(39)
TriggerAll=var(58) = 0
TriggerAll=var(42) = 0
TriggerAll=StateType != A
TriggerAll=P2BodyDist Y >= -120
Trigger1 = MoveHit && (StateNo = [230,232])
Trigger1 = (StateNo = [230,232]) || (P2BodyDist X > 33&&AnimElem <= 8)

[State -3,nhOt]
Type = ChangeState
value = ifelse((var(46)||palno=11),1270,1220)
TriggerAll=RoundState = 2
TriggerAll=(var(59)&&Random<=var(59)*100)||fvar(39)
TriggerAll=var(58) = 0
TriggerAll=StateType = A
TriggerAll=P2BodyDist X <= 10
TriggerAll=P2BodyDist Y >= -120
Trigger1 = (StateNo = [1000,1079]) && (StateNo != [1020,1029]) && MoveHit

[State -3,Otht]
Type = ChangeState
value = ifelse((var(44)||palno=11),1170,1120)
TriggerAll=RoundState = 2
TriggerAll=(var(59)&&Random<=var(59)*100)||fvar(39)
TriggerAll=var(58) = 0
TriggerAll=StateType = A
TriggerAll=P2BodyDist Y >= -180
Trigger1 = (StateNo = [1200,1249]) && AnimElem >= 8,>0
Trigger1 = MoveHit
;
;EXL
;
[State -1,E]
Type = ChangeState
value = 3500
TriggerAll=RoundState = 2
TriggerAll=var(59)>0 || fvar(39)
TriggerAll=Random <= var(59)*100 || fvar(39)
TriggerAll=StateType != A
TriggerAll=var(58) = 1
TriggerAll=power >= 1000
TriggerAll=P2BodyDist X <= 180
TriggerAll=P2BodyDist Y >= -10
TriggerAll=EnemyNear(floor(fvar(18))),StateType != A
TriggerAll=Movehit
Trigger1 = (StateNo = [200,451])
Trigger1 = StateNo != 240
Trigger1 = (StateNo != [235,236])
Trigger1 = (StateNo != [237,238])

[State -1,S]
Type = ChangeState
value = 1700
TriggerAll=RoundState = 2
TriggerAll=var(59)>0 || fvar(39)
TriggerAll=Random <= var(59)*100 || fvar(39)
TriggerAll=StateType != A
TriggerAll=var(58) = 1
TriggerAll=P2BodyDist X <= 180
TriggerAll=P2BodyDist Y >= -80
TriggerAll=Movehit
Trigger1 = (StateNo = [200,451])
Trigger1 = StateNo != 240
Trigger1 = (StateNo != [235,236])
Trigger1 = (StateNo != [237,238])

[State -1,M]
Type = ChangeState
value = 1600
TriggerAll=RoundState = 2
TriggerAll=var(59)>0 || fvar(39)
TriggerAll=Random <= var(59)*100 || fvar(39)
TriggerAll=StateType != A
TriggerAll=var(58) = 1
TriggerAll=P2BodyDist Y >= -80
TriggerAll=!NumHelper(1610)
TriggerAll=MoveContAct || var(29)
Trigger1 = (StateNo = [200,451])
Trigger1 = StateNo != 240
Trigger1 = StateNo != [235,236]
Trigger1 = (StateNo != [237,238])
;
;
;
;ډ
;
[State 󒆃_bV]
Type = ChangeState
value = 110
TriggerAll=RoundState = 2
TriggerAll=(var(59)&&Random<=var(59)*100)||fvar(39)
TriggerAll=var(11) = 0
TriggerAll=StateType = A
TriggerAll=Ctrl
TriggerAll=Pos y <= -10
TriggerAll=(StateNo=[50,59])||(StateNo=[5200,5210])||StateNo=5040
TriggerAll=EnemyNear(floor(fvar(18))),MoveType = H
TriggerAll=EnemyNear(floor(fvar(18))),StateType != L
Trigger1 = EnemyNear(floor(fvar(18))),StateType!=A||(var(46)||palno=11)

[State -3,S]
Type = ChangeState
value = 620
TriggerAll=!var(58)
TriggerAll=RoundState = 2
TriggerAll=(var(59)&&Random<=var(59)*100)||fvar(39)
TriggerAll=StateType = A
TriggerAll=P2BodyDist X = [-30,22+15]
TriggerAll=P2BodyDist Y = [-170,10+(var(58)=1)*90]
TriggerAll=EnemyNear(floor(fvar(18))),MoveType = H
TriggerAll=EnemyNear(floor(fvar(18))),StateType = A
TriggerAll=EnemyNear(floor(fvar(18))),StateType != L
Trigger1 = (Ctrl&&var(46) = 0) ||((StateNo=110||StateNo=115)&&time>=5)
Trigger1 = StateNo != 241
Trigger1 = (PrevStateNo != [950,951])

[State -3,HS]
Type = ChangeState
value = 630
TriggerAll=var(58)
TriggerAll=RoundState = 2
TriggerAll=(var(59)&&Random<=var(59)*100)||fvar(39)
TriggerAll=StateType = A
TriggerAll=P2BodyDist X = [-30,22+15]
TriggerAll=P2BodyDist Y = [-170,10+(var(58)=1)*90]
TriggerAll=EnemyNear(floor(fvar(18))),MoveType = H
TriggerAll=EnemyNear(floor(fvar(18))),StateType = A
TriggerAll=EnemyNear(floor(fvar(18))),StateType != L
Trigger1 = (Ctrl&&var(46) = 0) ||((StateNo=110||StateNo=115)&&time>=5) || StateNo = 99 && prevstateno = 620
Trigger1 = StateNo != 241
Trigger1 = (PrevStateNo != [950,951])

[State -3,P]
Type = ChangeState
value = 600
TriggerAll=RoundState = 2
TriggerAll=(var(59)&&Random<=var(59)*100)||fvar(39)
TriggerAll=StateType = A
TriggerAll=P2BodyDist X = [-5,22+30]
TriggerAll=P2BodyDist Y = [-10,70]
TriggerAll=EnemyNear(floor(fvar(18))),MoveType = H
TriggerAll=EnemyNear(floor(fvar(18))),StateType != A || EnemyNear(floor(fvar(18))),Pos y >= -80
TriggerAll=EnemyNear(floor(fvar(18))),StateType != L
Trigger1 = ((StateNo=110||StateNo=115)&&time>=5)
Trigger1 = StateNo != 241
Trigger1 = (PrevStateNo != [950,961])

[State -3,S]
Type = ChangeState
value = 620
TriggerAll=RoundState = 2
TriggerAll=(var(59)&&Random<=var(59)*100)||fvar(39)
TriggerAll=StateType = A
TriggerAll=P2BodyDist X = [-5,22+80]
TriggerAll=P2BodyDist Y = [-140,10]
TriggerAll=EnemyNear(floor(fvar(18))),MoveType = H
TriggerAll=EnemyNear(floor(fvar(18))),StateType = A
TriggerAll=EnemyNear(floor(fvar(18))),StateType != L
Trigger1 = ((StateNo=110||StateNo=115)&&time>=5)
Trigger1 = var(46) = 0
Trigger1 = StateNo != 241
Trigger1 = (PrevStateNo != [950,961])

[State -3,K]
Type = ChangeState
value = 610
TriggerAll=RoundState = 2
TriggerAll=(var(59)&&Random<=var(59)*100)||fvar(39)
TriggerAll=StateType = A
TriggerAll=P2BodyDist X <= 74+8
TriggerAll=P2BodyDist Y = [-120,10]
TriggerAll=EnemyNear(floor(fvar(18))),MoveType = H
TriggerAll=EnemyNear(floor(fvar(18))),StateType = A
Trigger1 = Ctrl ||((StateNo=110||StateNo=115)&&time>=5)
Trigger1 = var(46) = 0
Trigger1 = StateNo != 241
Trigger1 = (PrevStateNo != [950,951])

[State -3,HS]
Type = ChangeState
value = 630
TriggerAll=RoundState = 2
TriggerAll=(var(59)&&Random<=var(59)*100)||fvar(39)
TriggerAll=StateType = A
TriggerAll=P2BodyDist X <= 74+8
TriggerAll=P2BodyDist Y = [-140,10]
TriggerAll=EnemyNear(floor(fvar(18))),StateType = A
Trigger1 = StateNo = 241
Trigger1 = var(46) = 0
Trigger1 = EnemyNear(floor(fvar(18))),MoveType = H 
Trigger1 = Ctrl ||((StateNo=110||StateNo=115)&&time>=5)

[State 󒆃_bV]
Type = ChangeState
value = 110
TriggerAll=RoundState = 2
TriggerAll=(var(59)&&Random<=var(59)*100)||fvar(39)
TriggerAll=var(11) = 0
TriggerAll=StateType = A
TriggerAll=Ctrl
TriggerAll=(EnemyNear(floor(fvar(18))),StateType != A)||(EnemyNear(floor(fvar(18))),StateType = A && EnemyNear(floor(fvar(18))),MoveType != H)
TriggerAll=(StateNo = [50,59])||(StateNo = [5200,5210])||StateNo = 5040
TriggerAll=!InGuardDist || P2BodyDist Y >= 30
TriggerAll=pos y <= -10
Trigger1 = EnemyNear(floor(fvar(18))),StateType=C
Trigger2 = (EnemyNear(floor(fvar(18))),StateType != A&&EnemyNear(floor(fvar(18))),StateType != L) || P2BodyDist X > 80
Trigger2 = EnemyNear(floor(fvar(18))),MoveType = H

;
;󒆌q
;
[State -1,dr]
Type = ChangeState
value = 1615
TriggerAll=RoundState = 2
TriggerAll=0;(var(59)&&Random<=var(59)*100)||fvar(39)
TriggerAll=StateType = A
TriggerAll=var(58) = 0
TriggerAll=P2BodyDist X <= 50
TriggerAll=P2BodyDist Y = [40,200]
Trigger1 = (StateNo=[600,650])
Trigger1 = Moveguarded

[State -3,⌕Ot]
Type = ChangeState
value = 1260
TriggerAll=RoundState = 2
TriggerAll=(var(59)&&Random<=var(59)*100)|| fvar(39)
TriggerAll=StateType = A
TriggerAll=var(58) = 0
TriggerAll=(var(46)||palno=11)
TriggerAll=EnemyNear(floor(fvar(18))),StateType = A
TriggerAll=P2BodyDist X = [-40,80]
TriggerAll=P2BodyDist Y = [-80,10]
Trigger1 = StateNo = 620
Trigger1 = Movehit

[State -3,K]
Type = ChangeState
value = 610
TriggerAll=RoundState = 2
TriggerAll=(var(59)&&Random<=var(59)*100)|| fvar(39)
TriggerAll=StateType = A
TriggerAll=P2BodyDist X <= 74+5
TriggerAll=P2BodyDist Y = [-100,80]
TriggerAll=EnemyNear(floor(fvar(18))),StateType = A
TriggerAll=Movehit
Trigger1 = StateNo = 600
Trigger1 = EnemyNear(floor(fvar(18))),StateType = A

[State -3,S]
Type = ChangeState
value = 620
TriggerAll=RoundState = 2
TriggerAll=(var(59)&&Random<=var(59)*100)|| fvar(39)
TriggerAll=StateType = A
TriggerAll=P2BodyDist X <= 22+5
TriggerAll=P2BodyDist Y = [-200,60]
TriggerAll=EnemyNear(floor(fvar(18))),StateType = A
TriggerAll=Movehit
Trigger1 = StateNo = 600
Trigger2 = StateNo = 610
Trigger3 = StateNo = 630
Trigger3 = var(58) = 1

[State  -3,QiWv]
Type = ChangeState
value = 99
TriggerAll=RoundState = 2
TriggerAll=(var(59)&&Random<=var(59)*100)|| fvar(39)
TriggerAll=StateType = A
TriggerAll=var(11) = 0
TriggerAll=EnemyNear(floor(fvar(18))),StateType = A
Trigger1 = P2BodyDist Y < -14
Trigger1 = StateNo = 620
Trigger1 = Movehit = 1
Trigger1 = var(58) = 0 || P2BodyDist Y <= -19

[State -3,HS]
Type = ChangeState
value = 630
TriggerAll=RoundState = 2
TriggerAll=(var(59)&&Random<=var(59)*100)|| fvar(39)
TriggerAll=StateType = A
TriggerAll=P2BodyDist X <= 74+8
TriggerAll=P2BodyDist Y = [-140,60]
TriggerAll=EnemyNear(floor(fvar(18))),StateType = A
TriggerAll=Movehit
Trigger1 = var(11) = 1 || var(58) = 1
Trigger1 = StateNo = 620
Trigger2 = StateNo = 630
Trigger2 = P2BodyDist Y >= -60
Trigger2 = pos y >= -200
Trigger2 = var(23) = 10
Trigger2 = var(22) >= 1

[State -3,󒆗n]
Type = ChangeState
value = ifelse((var(42)>=1||palno=11),1060,1010)
TriggerAll=RoundState = 2
TriggerAll=(var(59)&&Random<=var(59)*100)|| fvar(39)
TriggerAll=var(58) = 0
TriggerAll=StateType = A
TriggerAll=P2BodyDist X <= 200
TriggerAll=P2BodyDist Y = [-110,20]
TriggerAll=EnemyNear(floor(fvar(18))),StateType = A
TriggerAll=Movehit
Trigger1 = var(11) = 1
Trigger1 = pos y < -40
Trigger1 = StateNo = 630
Trigger2 = StateNo = 630
Trigger2 = AnimElem = 8,>0
Trigger3 = StateNo = 610
Trigger4 = StateNo = 640
Trigger4 = AnimElem = 8

[State -3,󒆙Ot]
Type = ChangeState
value = ifelse((var(46)||palno=11),1260,1210)
TriggerAll=RoundState = 2
TriggerAll=(var(59)&&Random<=var(59)*100)|| fvar(39)
TriggerAll=var(58) = 0
TriggerAll=StateType = A
TriggerAll=P2BodyDist X <= 110
TriggerAll=P2BodyDist Y = [-230,0]
TriggerAll=EnemyNear(floor(fvar(18))),StateType = A
TriggerAll=Pos Y >= -70
TriggerAll=Movehit
Trigger1 = var(11) = 1
Trigger1 = StateNo = 630
Trigger2 = StateNo = 630
Trigger2 = AnimElem = 8,>0
Trigger3 = StateNo = 610
Trigger4 = StateNo = 640
Trigger4 = AnimElem = 8

[State -3,󒆋t]
Type = ChangeState
value = ifelse((var(44)||palno=11),1160,1110)
TriggerAll=RoundState = 2
TriggerAll=(var(59)&&Random<=var(59)*100)|| fvar(39)
TriggerAll=var(58) = 0
TriggerAll=StateType = A
TriggerAll=P2BodyDist X <= 110
TriggerAll=P2BodyDist Y = [-60,200]
TriggerAll=EnemyNear(floor(fvar(18))),StateType = A
TriggerAll=Movehit
Trigger1 = var(11) = 1
Trigger1 = pos y < -40
Trigger1 = StateNo = 630
Trigger2 = StateNo = 630
Trigger2 = AnimElem = 8,>0
Trigger3 = StateNo = 610
Trigger4 = StateNo = 640
Trigger4 = AnimElem = 8

[State -3,EX-D]
Type = ChangeState
value = 642
TriggerAll=RoundState = 2
TriggerAll=(var(59)&&Random<=var(59)*100)|| fvar(39)
TriggerAll=var(58) = 1
TriggerAll=StateType = A
TriggerAll=P2BodyDist X <= 120
TriggerAll=P2BodyDist Y = [-100,120]
TriggerAll=EnemyNear(floor(fvar(18))),StateType = A
TriggerAll=Movehit
Trigger1 = var(11) = 1
Trigger1 = pos y < -40
Trigger1 = StateNo = 630
Trigger2 = StateNo = 631
Trigger3 = StateNo = 610
Trigger4 = StateNo = 640
Trigger4 = AnimElem = 8,>0

;--------------------------------------------------------------------
;_bVR{
[State -3,HS@0`53]
Type = ChangeState
value = 630
TriggerAll=RoundState = 2
TriggerAll=(var(59)&&Random<=var(59)*100)|| fvar(39)
TriggerAll=StateType = A
TriggerAll=P2BodyDist X <= 36+(StateNo = 110)*40
TriggerAll=P2BodyDist Y = [-100,60]
TriggerAll=Movehit
Trigger1 = StateNo = 600
Trigger1 = EnemyNear(floor(fvar(18))),StateType != A
Trigger1 = vel Y != [-1,1]

[State -3,P@0`24]
Type = ChangeState
value = 600
TriggerAll=RoundState = 2
TriggerAll=(var(59)&&Random<=var(59)*100)|| fvar(39)
TriggerAll=StateType = A
TriggerAll=P2BodyDist X <= 24+(StateNo = 110)*40
TriggerAll=P2BodyDist Y = [-100,60]
TriggerAll=Movehit
Trigger1 = StateNo = 600
Trigger1 = EnemyNear(floor(fvar(18))),StateType != A
Trigger1 = vel Y = [-1,1]
;
;Ԃ
;
[State -2,TCNo[Xg]
Type = ChangeState
value = 750
TriggerAll=RoundState = 2
TriggerAll=var(59)>0=[1,9]
TriggerAll=fvar(33) >= 1.5
TriggerAll=alive
TriggerAll=P2BodyDist X-EnemyNear(floor(fvar(18))),vel x*4 = [-55,55]
TriggerAll=P2BodyDist Y-EnemyNear(floor(fvar(18))),vel y*4 = [-150,-10]
TriggerAll=EnemyNear(floor(fvar(18))),MoveType != H
TriggerAll=EnemyNear(floor(fvar(18))),MoveType = A||EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=Random <= var(59)*25
Trigger1 = ctrl = 1 || (StateNo = [100,101])
Trigger2 = time<=1&&MoveType = A
Trigger2 = StateNo = [200,640]
Trigger2 = PrevStateNo != [200,640]
Trigger3 = (StateNo=0||StateNo=151)&&anim=300
Trigger3 = var(38)=0&&fvar(21)=0&& animelemtime(2)>=0

[State -3,EӐ_]
Type = ChangeState
Value = 3200
TriggerAll=RoundState = 2
TriggerAll=var(59)>0=[1,9]
TriggerAll=StateType != A
TriggerAll=power >= 1000
TriggerAll=Ctrl||(StateNo=[100,101])||StateNo=52
TriggerAll=P2BodyDist X = [-5,40]
TriggerAll=P2BodyDist Y >= -80
TriggerAll=EnemyNear(floor(fvar(18))),MoveType != H
TriggerAll=EnemyNear(floor(fvar(18))),MoveType = A||EnemyNear(floor(fvar(18))),Ctrl
Trigger1 = Random <= var(59)*25

[State -3,rP]
Type = ChangeState
Value = ifelse(var(58) = 1,3500,3100)
TriggerAll=RoundState = 2
TriggerAll=var(59)>0=[1,9]
TriggerAll=StateType != A
TriggerAll=power >= 1000
TriggerAll=Ctrl||(StateNo=[100,101])||StateNo=52
TriggerAll=P2BodyDist X = [-5,120]
TriggerAll=P2BodyDist Y >= -50
TriggerAll=EnemyNear(floor(fvar(18))),MoveType != H
TriggerAll=EnemyNear(floor(fvar(18))),MoveType = A||EnemyNear(floor(fvar(18))),Ctrl
Trigger1 = Random <= var(59)*25

[State -3,o]
Type = ChangeState
Value = ifelse(var(58) = 1,3400,3000)
TriggerAll=RoundState = 2
TriggerAll=var(59)>0=[1,9]
TriggerAll=StateType != A
TriggerAll=power >= 1000
TriggerAll=Ctrl||(StateNo=[100,101])||StateNo=52
TriggerAll=P2BodyDist X = [-5+(P2BodyDist Y<-50)*15,100]
TriggerAll=P2BodyDist Y >= -100
TriggerAll=EnemyNear(floor(fvar(18))),MoveType != H
TriggerAll=EnemyNear(floor(fvar(18))),MoveType = A||EnemyNear(floor(fvar(18))),Ctrl
Trigger1 = Random <= var(59)*25

[State -3,ċzOt]
Type = ChangeState
Value = 1250
TriggerAll=RoundState = 2
TriggerAll=var(59)>0=[1,9]
TriggerAll=!var(58)
TriggerAll=(var(46)||palno=11)
TriggerAll=StateType != A
TriggerAll=Ctrl||(StateNo=[100,101])||StateNo=52
TriggerAll=P2BodyDist X+vel x*6-EnemyNear(floor(fvar(18))),vel x*6 = [-15,45+(P2BodyDist Y<=-80)*30]
TriggerAll=P2BodyDist Y >= -140+vel y*3-EnemyNear(floor(fvar(18))),vel y*3
TriggerAll=EnemyNear(floor(fvar(18))),MoveType != H
TriggerAll=EnemyNear(floor(fvar(18))),MoveType = A||EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),StateType != C
Trigger1 = Random <= var(59)*25
;
;ړ
;
[State -3,Ⴊ(ްސؑւ˂Ă)]
Type = ChangeState
value = 11
Ctrl = 0
TriggerAll=RoundState = 2
TriggerAll=var(59)>0
TriggerAll=StateType != A
TriggerAll=fvar(38)=1
TriggerAll=Ctrl
Trigger1 = Random <= var(59)*20||var(59)>9

[State -3,Ⴊ݉(ްސؑւ˂Ă)]
Type = ChangeState
value = 11
Ctrl = 0
TriggerAll=RoundState = 2
TriggerAll=var(59)>0
TriggerAll=StateType != A
TriggerAll=fvar(38)=2
TriggerAll=StateNo = 11
Trigger1 = Random <= var(59)*20||var(59)>9

[State -3,]
Type = ChangeState
value = 20
TriggerAll=RoundState = 2
TriggerAll=var(59)>0
TriggerAll=StateType != A
TriggerAll=EnemyNear(floor(fvar(18))),StateType != L
TriggerAll=EnemyNear(floor(fvar(18))),MoveType != H
TriggerAll=!InGuardDist
TriggerAll=Ctrl
TriggerAll=StateNo = 0
Trigger1 = 1

[State -3,]
Type = ChangeState
value = 0
TriggerAll=RoundState = 2
TriggerAll=var(59)>0
TriggerAll=StateType != A
TriggerAll=Ctrl
TriggerAll=StateNo = 20
Trigger1 = vel x=0||InGuardDist

[State -3,Wv]
Type = ChangeState
value = 39
TriggerAll=RoundState = 2
TriggerAll=var(59)>0
TriggerAll=StateType != A
TriggerAll=EnemyNear(floor(fvar(18))),StateType != L
TriggerAll=EnemyNear(floor(fvar(18))),MoveType != H
TriggerAll=!InGuardDist
TriggerAll=PrevStateNo != [800,899]
TriggerAll=P2BodyDist X >= 70
TriggerAll=Ctrl || (StateNo = [100,101])||StateNo = 11
Trigger1 = Random <= var(59)*13

[State -3,_bV]
Type = ChangeState
value = 100
TriggerAll=RoundState = 2
TriggerAll=var(59)>0
TriggerAll=StateType != A
TriggerAll=EnemyNear(floor(fvar(18))),StateType != L
TriggerAll=EnemyNear(floor(fvar(18))),MoveType != H
TriggerAll=!InGuardDist
TriggerAll=PrevStateNo != [800,899]
TriggerAll=P2BodyDist X >= 70
TriggerAll=Ctrl||StateNo = 11
Trigger1 = Random <= var(59)*15

[State -3,obN_bV]
Type = ChangeState
value = 105
TriggerAll=RoundState = 2
TriggerAll=var(59)>0
TriggerAll=StateType != A
TriggerAll=EnemyNear(floor(fvar(18))),MoveType != H
TriggerAll=EnemyNear(floor(fvar(18))),StateType != L
TriggerAll=PrevStateNo != [800,899]
TriggerAll=P2BodyDist X <= 140
TriggerAll=backedgebodydist > 60
TriggerAll=Ctrl||StateNo = 11
Trigger1 = Random <= var(59)*10
;
;
;
[State -3,EM]
Type = ChangeState
value = 2500
TriggerAll=RoundState = 2
TriggerAll=var(59)>0
TriggerAll=StateType != A
TriggerAll=var(58) = 1
TriggerAll=power < 500
TriggerAll=P2BodyDist X = [-5,32]
TriggerAll=EnemyNear(floor(fvar(18))),StateType != A
TriggerAll=EnemyNear(floor(fvar(18))),StateType != L
TriggerAll=Random <= 450 || P2BodyDist X > 25
TriggerAll=Ctrl||(StateNo=[100,101])||StateNo=52||StateNo = 11
Trigger1 = Random <= var(59)*20
Trigger2 = Random <= var(59)*50||var(59)>9
Trigger2 = (EnemyNear(floor(fvar(18))),StateNo = [120,159])
Trigger3 = var(59)>10

[State -3,]
Type = ChangeState
value = 800
TriggerAll=RoundState = 2
TriggerAll=var(59)>0
TriggerAll=StateType != A
TriggerAll=P2BodyDist X <= 21
TriggerAll=EnemyNear(floor(fvar(18))),MoveType != H
TriggerAll=EnemyNear(floor(fvar(18))),StateType != A
TriggerAll=EnemyNear(floor(fvar(18))),StateType != L
TriggerAll=Ctrl||(StateNo=[100,101])||StateNo=52||StateNo=11||(StateNo=90&&var(38)=0)||(StateNo=130&&var(25)=0&&MoveType!=H)
Trigger1 = Random <= var(59)*30
Trigger2 = Random <= var(59)*60||var(59)>9
Trigger2 = (EnemyNear(floor(fvar(18))),StateNo = [120,159])
Trigger3 = var(59)>10

;
;΋
[State -3,P@0`28]
Type = ChangeState
value = 200
TriggerAll=RoundState = 2
TriggerAll=var(59)>0 > 7
TriggerAll=StateType != A
TriggerAll=EnemyNear(floor(fvar(18))),StateType != L
TriggerAll=EnemyNear(floor(fvar(18))),MoveType = I
TriggerAll=!InGuardDist
TriggerAll=EnemyNear(floor(fvar(18))),StateType != C
TriggerAll=P2BodyDist X = [-5+(P2BodyDist Y>=-50)*15,28+100+vel x*3-EnemyNear(floor(fvar(18))),vel x*3]
TriggerAll=P2BodyDist Y >= -180
TriggerAll=EnemyNear(floor(fvar(18))),StateType = A
TriggerAll=Ctrl||(StateNo=[100,101])||StateNo=52||StateNo = 11
Trigger1 = Random <= var(59)*38

[State -3,{P]
Type = ChangeState
value = 205
TriggerAll=RoundState = 2
TriggerAll=var(59)>0 > 7
TriggerAll=StateType != A
TriggerAll=EnemyNear(floor(fvar(18))),StateType != L
TriggerAll=EnemyNear(floor(fvar(18))),MoveType != H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X = [-5+(P2BodyDist Y>=-50)*15,47+60+vel x*5-EnemyNear(floor(fvar(18))),vel x*5]
TriggerAll=P2BodyDist Y >= -80
TriggerAll=EnemyNear(floor(fvar(18))),StateType = A
TriggerAll=Ctrl||(StateNo=[100,101])||StateNo=52||StateNo = 11
Trigger1 = Random <= var(59)*40

[State -3,HS@0`104]
Type = ChangeState
value = 237
TriggerAll=RoundState = 2
TriggerAll=var(59)>0 > 7
TriggerAll=StateType != A
TriggerAll=var(58) = 1
TriggerAll=EnemyNear(floor(fvar(18))),StateType != L
TriggerAll=EnemyNear(floor(fvar(18))),MoveType = I
TriggerAll=!InGuardDist
TriggerAll=PrevStateNo != [800,899]
TriggerAll=P2BodyDist X = [-5+(P2BodyDist Y>=-50)*15,67+vel x*6-EnemyNear(floor(fvar(18))),vel x*6]
TriggerAll=P2BodyDist Y >= -120+vel Y*6-EnemyNear(floor(fvar(18))),vel Y*6
TriggerAll=EnemyNear(floor(fvar(18))),StateType = A
TriggerAll=Ctrl||(StateNo=[100,101])||StateNo=52||StateNo = 11
Trigger1 = Random <= var(59)*38
;I
;
;i
[State -3,HS(EX)]
Type = ChangeState
value = 217
TriggerAll=RoundState = 2
TriggerAll=var(59)>0
TriggerAll=StateType != A
TriggerAll=var(58) = 1
TriggerAll=EnemyNear(floor(fvar(18))),StateType != L
TriggerAll=EnemyNear(floor(fvar(18))),MoveType = I
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X = [-5,67-EnemyNear(floor(fvar(18))),vel x*8]
TriggerAll=EnemyNear(floor(fvar(18))),StateType = C
TriggerAll=Ctrl||(StateNo=[100,101])||StateNo=52||StateNo = 11
Trigger1 = Random <= var(59)*9

[State -3,D]
Type = ChangeState
value = 240
TriggerAll=RoundState = 2
TriggerAll=var(59)>0
TriggerAll=StateType != A
TriggerAll=var(58) = 1
TriggerAll=EnemyNear(floor(fvar(18))),StateType != L
TriggerAll=EnemyNear(floor(fvar(18))),MoveType = I
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X = [-5,55-EnemyNear(floor(fvar(18))),vel x*8]
TriggerAll=EnemyNear(floor(fvar(18))),StateType = C
TriggerAll=Ctrl||(StateNo=[100,101])||StateNo=52||StateNo = 11
Trigger1 = Random <= var(59)*12
;iI
;
;i
[State -3,K]
Type = ChangeState
value = 210
TriggerAll=RoundState = 2
TriggerAll=var(59)>0
TriggerAll=StateType != A
TriggerAll=EnemyNear(floor(fvar(18))),StateType != L
TriggerAll=EnemyNear(floor(fvar(18))),MoveType = I
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X >= -5
TriggerAll=P2BodyDist X <= 52+20+vel x*2-EnemyNear(floor(fvar(18))),vel x*2
TriggerAll=EnemyNear(floor(fvar(18))),StateType = S
TriggerAll=Ctrl||(StateNo=[100,101])||StateNo=52||StateNo = 11
Trigger1 = Random <= var(59)*30

[State -3,K]
Type = ChangeState
value = 410
TriggerAll=RoundState = 2
TriggerAll=var(59)>0
TriggerAll=StateType != A
TriggerAll=EnemyNear(floor(fvar(18))),StateType != L
TriggerAll=EnemyNear(floor(fvar(18))),MoveType = I
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X >= -5
TriggerAll=P2BodyDist X <= 46+vel x*2-EnemyNear(floor(fvar(18))),vel x*2
TriggerAll=EnemyNear(floor(fvar(18))),StateType = S
TriggerAll=Ctrl||(StateNo=[100,101])||StateNo=52||StateNo = 11
Trigger1 = Random <= var(59)*26

[State -3,D]
Type = ChangeState
value = 450
TriggerAll=RoundState = 2
TriggerAll=var(59)>0
TriggerAll=StateType != A
TriggerAll=EnemyNear(floor(fvar(18))),StateType != L
TriggerAll=EnemyNear(floor(fvar(18))),MoveType = I
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X+vel x*4-EnemyNear(floor(fvar(18))),vel x*4 = [-5,70]
TriggerAll=EnemyNear(floor(fvar(18))),StateType = S
TriggerAll=Ctrl||(StateNo=[100,101])||StateNo=52||StateNo = 11
Trigger1 = Random <= var(59)*21
;iI
;
;
[State -3,S]
Type = ChangeState
value = 220
TriggerAll=RoundState = 2
TriggerAll=var(59)>0
TriggerAll=StateType != A
TriggerAll=EnemyNear(floor(fvar(18))),StateType != L
TriggerAll=EnemyNear(floor(fvar(18))),MoveType = I
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X >= -5
TriggerAll=P2BodyDist X <= 30+vel x*3-EnemyNear(floor(fvar(18))),vel x*3
TriggerAll=P2BodyDist Y >= -100-EnemyNear(floor(fvar(18))),vel y*3
TriggerAll=(EnemyNear(floor(fvar(18))),StateNo != [120,159])
TriggerAll=Ctrl||(StateNo=[100,101])||StateNo=52||StateNo = 11
Trigger1 = Random <= var(59)*35

[State -3,P]
Type = ChangeState
value = 400
TriggerAll=RoundState = 2
TriggerAll=var(59)>0
TriggerAll=var(58) = 0
TriggerAll=StateType != A
TriggerAll=EnemyNear(floor(fvar(18))),StateType != L
TriggerAll=EnemyNear(floor(fvar(18))),MoveType = I
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X >= -5
TriggerAll=P2BodyDist X <= 48+vel x*2-EnemyNear(floor(fvar(18))),vel x*2
TriggerAll=P2BodyDist Y >= -40-EnemyNear(floor(fvar(18))),vel y*2
TriggerAll=(EnemyNear(floor(fvar(18))),StateNo != [120,159])
TriggerAll=Ctrl||(StateNo=[100,101])||StateNo=52||StateNo = 11
Trigger1 = Random <= var(59)*33

[State -3,K]
Type = ChangeState
value = 210
TriggerAll=RoundState = 2
TriggerAll=var(59)>0
TriggerAll=StateType != A
TriggerAll=EnemyNear(floor(fvar(18))),StateType != L
TriggerAll=EnemyNear(floor(fvar(18))),MoveType = I
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X >= -5
TriggerAll=P2BodyDist X <= 52+20+vel x*2-EnemyNear(floor(fvar(18))),vel x*2
TriggerAll=P2BodyDist Y >= -30-EnemyNear(floor(fvar(18))),vel y*2
TriggerAll=(EnemyNear(floor(fvar(18))),StateNo != [120,159])
TriggerAll=Ctrl||(StateNo=[100,101])||StateNo=52||StateNo = 11
Trigger1 = Random <= var(59)*20

[State -3,K]
Type = ChangeState
value = 410
TriggerAll=RoundState = 2
TriggerAll=var(59)>0
TriggerAll=StateType != A
TriggerAll=EnemyNear(floor(fvar(18))),StateType != L
TriggerAll=EnemyNear(floor(fvar(18))),MoveType = I
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X >= -5
TriggerAll=P2BodyDist X <= 46+20+vel x*2-EnemyNear(floor(fvar(18))),vel x*2
TriggerAll=P2BodyDist Y >= -10-EnemyNear(floor(fvar(18))),vel y*2
TriggerAll=EnemyNear(floor(fvar(18))),StateType != A
TriggerAll=(EnemyNear(floor(fvar(18))),StateNo != [120,159])
TriggerAll=Ctrl||(StateNo=[100,101])||StateNo=52||StateNo = 11
Trigger1 = Random <= var(59)*14

[State -3,S]
Type = ChangeState
value = 225
TriggerAll=RoundState = 2
TriggerAll=var(59)>0
TriggerAll=StateType != A
TriggerAll=EnemyNear(floor(fvar(18))),StateType != L
TriggerAll=EnemyNear(floor(fvar(18))),MoveType = I
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X >= -5
TriggerAll=P2BodyDist X <= 77+vel x*5-EnemyNear(floor(fvar(18))),vel x*5
TriggerAll=P2BodyDist Y >= -120-EnemyNear(floor(fvar(18))),vel y*5
TriggerAll=(EnemyNear(floor(fvar(18))),StateNo != [120,159])
TriggerAll=Ctrl||(StateNo=[100,101])||StateNo=52||StateNo = 11
Trigger1 = Random <= var(59)*17

[State -3,S]
Type = ChangeState
value = 420
TriggerAll=RoundState = 2
TriggerAll=var(59)>0
TriggerAll=StateType != A
TriggerAll=EnemyNear(floor(fvar(18))),StateType != L
TriggerAll=EnemyNear(floor(fvar(18))),MoveType = I
TriggerAll=!InGuardDist
TriggerAll=EnemyNear(floor(fvar(18))),StateType != C
TriggerAll=P2BodyDist X >= -5
TriggerAll=P2BodyDist X <= 46+20+vel x*5-EnemyNear(floor(fvar(18))),vel x*5
TriggerAll=P2BodyDist Y >= -30-EnemyNear(floor(fvar(18))),vel y*5
TriggerAll=(EnemyNear(floor(fvar(18))),StateNo != [120,159])
TriggerAll=Ctrl||(StateNo=[100,101])||StateNo=52||StateNo = 11
Trigger1 = Random <= var(59)*30

[State -3,D]
Type = ChangeState
value = 240
TriggerAll=RoundState = 2
TriggerAll=var(59)>0
TriggerAll=StateType != A
TriggerAll=EnemyNear(floor(fvar(18))),StateType != L
TriggerAll=EnemyNear(floor(fvar(18))),MoveType = I
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X >= -5
TriggerAll=P2BodyDist X <= 55-20+vel x*7-EnemyNear(floor(fvar(18))),vel x*7
TriggerAll=P2BodyDist Y >= 0
TriggerAll=EnemyNear(floor(fvar(18))),StateType != A
TriggerAll=(EnemyNear(floor(fvar(18))),StateNo != [120,159])
TriggerAll=Ctrl||(StateNo=[100,101])||StateNo=52||StateNo = 11
Trigger1 = Random <= var(59)*3

[State -3,HS(EX)]
Type = ChangeState
value = 432
TriggerAll=RoundState = 2
TriggerAll=var(59)>0
TriggerAll=var(58) = 1
TriggerAll=StateType != A
TriggerAll=EnemyNear(floor(fvar(18))),StateType != L
TriggerAll=EnemyNear(floor(fvar(18))),MoveType = I
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X >= -5
TriggerAll=P2BodyDist X <= 102+vel x*6-EnemyNear(floor(fvar(18))),vel x*6
TriggerAll=P2BodyDist Y >= 0
TriggerAll=EnemyNear(floor(fvar(18))),StateType != A
TriggerAll=EnemyNear(floor(fvar(18))),StateNo != [120,159]
TriggerAll=Ctrl||(StateNo=[100,101])||StateNo=52||StateNo = 11
Trigger1 = Random <= var(59)*10

[State -3,D]
Type = ChangeState
value = 450
TriggerAll=RoundState = 2
TriggerAll=var(59)>0
TriggerAll=StateType != A
TriggerAll=EnemyNear(floor(fvar(18))),StateType != L
TriggerAll=EnemyNear(floor(fvar(18))),MoveType = I
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X+vel x*4-EnemyNear(floor(fvar(18))),vel x*4 = [47,70+20]
TriggerAll=P2BodyDist Y >= 0
TriggerAll=EnemyNear(floor(fvar(18))),StateType != A
TriggerAll=(EnemyNear(floor(fvar(18))),StateNo != [120,159])
TriggerAll=Ctrl||(StateNo=[100,101])||StateNo=52||StateNo = 11
Trigger1 = Random <= var(59)*15

[State -3,HS(ʏ)]
Type = ChangeState
value = 235
TriggerAll=RoundState = 2
TriggerAll=var(59)>0
TriggerAll=StateType != A
TriggerAll=var(58) = 0
TriggerAll=EnemyNear(floor(fvar(18))),StateType != L
TriggerAll=EnemyNear(floor(fvar(18))),MoveType = I
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X+vel x*6-EnemyNear(floor(fvar(18))),vel x*6 = [47,104+20]
TriggerAll=P2BodyDist Y >= -60-EnemyNear(floor(fvar(18))),vel y*6
TriggerAll=(EnemyNear(floor(fvar(18))),StateNo != [120,159])
TriggerAll=Ctrl||(StateNo=[100,101])||StateNo=52||StateNo = 11
Trigger1 = Random <= var(59)*5

[State -3,HS]
Type = ChangeState
value = 230
TriggerAll=RoundState = 2
TriggerAll=var(59)>0
TriggerAll=StateType != A
TriggerAll=EnemyNear(floor(fvar(18))),StateType != L
TriggerAll=EnemyNear(floor(fvar(18))),MoveType = I
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X >= -5
TriggerAll=P2BodyDist X <= 96+vel x*5-EnemyNear(floor(fvar(18))),vel x*5
TriggerAll=P2BodyDist Y >= -90-EnemyNear(floor(fvar(18))),vel y*5
TriggerAll=(EnemyNear(floor(fvar(18))),StateNo != [120,159])
TriggerAll=Ctrl||(StateNo=[100,101])||StateNo=52||StateNo = 11
Trigger1 = Random <= var(59)*5

[State -3,HS(ɰ)]
Type = ChangeState
value = 430
TriggerAll=RoundState = 2
TriggerAll=var(59)>0
TriggerAll=var(58) = 0
TriggerAll=StateType != A
TriggerAll=EnemyNear(floor(fvar(18))),StateType != L
TriggerAll=EnemyNear(floor(fvar(18))),MoveType = I
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X >= -5
TriggerAll=P2BodyDist X <= 75+vel x*5-EnemyNear(floor(fvar(18))),vel x*5
TriggerAll=P2BodyDist Y >= -150-EnemyNear(floor(fvar(18))),vel y*5
TriggerAll=(EnemyNear(floor(fvar(18))),StateNo != [120,159])
TriggerAll=Ctrl||(StateNo=[100,101])||StateNo=52||StateNo = 11
Trigger1 = Random <= var(59)*5
;
;ʏL
[State -3,n]
Type = ChangeState
value = ifelse((var(42)>=1||palno=11),1050,1000)
TriggerAll=RoundState = 2
TriggerAll=var(59)>0
TriggerAll=var(58) = 0
TriggerAll=var(56) = 0
TriggerAll=StateType != A
TriggerAll=EnemyNear(floor(fvar(18))),StateType != L
TriggerAll=EnemyNear(floor(fvar(18))),MoveType = I
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X >= 80+vel x*5-EnemyNear(floor(fvar(18))),vel x*5
TriggerAll=P2BodyDist Y >= -120-EnemyNear(floor(fvar(18))),vel y*5
TriggerAll=EnemyNear(floor(fvar(18))),StateNo != [120,159]
TriggerAll=Ctrl||(StateNo=[100,101])||StateNo=52||StateNo = 11
Trigger1 = Random <= var(59)*3

[State -3,R]
Type = ChangeState
value = 1300
TriggerAll=RoundState = 2
TriggerAll=var(59)>0
TriggerAll=var(58) = 0
TriggerAll=StateType != A
TriggerAll=EnemyNear(floor(fvar(18))),StateType != L
TriggerAll=EnemyNear(floor(fvar(18))),MoveType = I
TriggerAll=!InGuardDist
TriggerAll=PrevStateNo != [800,899]
TriggerAll=P2BodyDist X >= 80+vel x*5-EnemyNear(floor(fvar(18))),vel x*5
TriggerAll=P2BodyDist Y >= -120-EnemyNear(floor(fvar(18))),vel y*5
TriggerAll=EnemyNear(floor(fvar(18))),StateNo != [120,159]
TriggerAll=Ctrl||(StateNo=[100,101])||StateNo=52||StateNo = 11
Trigger1 = Random <= var(59)*4

[State -3,̌ċznorOt]
Type = ChangeState
value = ifelse(!var(46)&&((var(46)<var(42))||Random<=500),1520,1500)
TriggerAll=palno!=11
TriggerAll=RoundState = 2
TriggerAll=var(59)>0
TriggerAll=StateType != A
TriggerAll=var(58) = 0
TriggerAll=var(46) >= 2
TriggerAll=EnemyNear(floor(fvar(18))),StateType != L
TriggerAll=EnemyNear(floor(fvar(18))),MoveType = I
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X >= 140+vel x*6-EnemyNear(floor(fvar(18))),vel x*6
TriggerAll=Ctrl||(StateNo=[100,101])||StateNo=52||StateNo = 11
Trigger1 = EnemyNear(floor(fvar(18))),vel x < 2
Trigger1 = Random <= var(59)*(8+(EnemyNear(floor(fvar(18))),StateNo=105)*5+(EnemyNear(floor(fvar(18))),StateNo=115)*5)
;
;EXL
[State -3,M_EX]
Type = ChangeState
value = 1600
TriggerAll=RoundState = 2
TriggerAll=var(59)>0
TriggerAll=var(58) = 1
TriggerAll=power >=500
TriggerAll=StateType != A
TriggerAll=EnemyNear(floor(fvar(18))),StateType != L
TriggerAll=EnemyNear(floor(fvar(18))),MoveType != H
TriggerAll=!InGuardDist
TriggerAll=EnemyNear(floor(fvar(18))),StateType != C
TriggerAll=P2BodyDist X >= 50+vel x*4-EnemyNear(floor(fvar(18))),vel x*4
TriggerAll=P2BodyDist Y >= -90-EnemyNear(floor(fvar(18))),vel y*4
TriggerAll=Ctrl||(StateNo=[100,101])||StateNo=52||StateNo = 11
Trigger1 = !NumHelper(1610)
Trigger1 = Random <= var(59)*26

[State -3,S_EX]
Type = ChangeState
value = 1700
TriggerAll=RoundState = 2
TriggerAll=var(59)>0
TriggerAll=StateType != A
TriggerAll=var(58) = 1
TriggerAll=EnemyNear(floor(fvar(18))),StateType != L
TriggerAll=EnemyNear(floor(fvar(18))),MoveType != H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X+vel x*4-EnemyNear(floor(fvar(18))),vel x*4 > 100
TriggerAll=P2BodyDist Y >= -150-EnemyNear(floor(fvar(18))),vel y*4
TriggerAll=EnemyNear(floor(fvar(18))),StateNo != [120,159]
TriggerAll=Ctrl||(StateNo=[100,101])||StateNo=52||StateNo = 11
Trigger1 = Random <= var(59)*10

[State -3,痢_EX]
Type = ChangeState
value = 1800
TriggerAll=RoundState = 2
TriggerAll=var(59)>0
TriggerAll=StateType != A
TriggerAll=var(58) = 1
TriggerAll=EnemyNear(floor(fvar(18))),StateType != L
TriggerAll=EnemyNear(floor(fvar(18))),MoveType != H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X+vel x*4-EnemyNear(floor(fvar(18))),vel x*4 != [0,100]
TriggerAll=P2BodyDist Y >= -150-EnemyNear(floor(fvar(18))),vel y*5
TriggerAll=EnemyNear(floor(fvar(18))),StateNo != [120,159]
TriggerAll=Ctrl||(StateNo=[100,101])||StateNo=52||StateNo = 11
Trigger1 = Random <= var(59)*10
;
;󒆈ړ
;
[State 󒆃Wv]
Type = ChangeState
value = 99
TriggerAll=RoundState = 2
TriggerAll=var(59)>0
TriggerAll=var(11) = 0
TriggerAll=StateType = A
TriggerAll=Ctrl
TriggerAll=Pos Y >= 0.00000000
TriggerAll=EnemyNear(floor(fvar(18))),StateType != L
TriggerAll=EnemyNear(floor(fvar(18))),MoveType != H
TriggerAll=!InGuardDist
Trigger1 = Random <= var(59)*20

[State 󒆃_bV]
Type = ChangeState
value = 110
TriggerAll=RoundState = 2
TriggerAll=var(59)>0
TriggerAll=var(11) = 0
TriggerAll=StateType = A
TriggerAll=Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),StateType != L
TriggerAll=EnemyNear(floor(fvar(18))),MoveType = I
TriggerAll=!InGuardDist
TriggerAll=(StateNo = [50,59])||(StateNo = [5200,5210])||StateNo = 5040
TriggerAll=pos y <= -10
Trigger1 = P2BodyDist X > 90 || BackEdgeBodyDist <= 40
Trigger1 = Random <= var(59)*13

[State 󒆃obN_bV]
Type = ChangeState
value = 115
TriggerAll=RoundState = 2
TriggerAll=var(59)>0
TriggerAll=var(11) = 0
TriggerAll=StateType = A
TriggerAll=Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),StateType != L
TriggerAll=EnemyNear(floor(fvar(18))),MoveType = I
TriggerAll=!InGuardDist
TriggerAll=(StateNo = [50,59])||(StateNo = [5200,5210])||StateNo = 5040
TriggerAll=pos y <= -10
TriggerAll=BackEdgeBodyDist > 50
TriggerAll=P2BodyDist X = [0,120]
Trigger1 = Random <= var(59)*8

;
;󒆗ZU
;
[State -3,󓊂]
Type     = ChangeState
TriggerAll=RoundState = 2
TriggerAll=var(59)>0
TriggerAll=StateType = A
TriggerAll=P2BodyDist X = [-5,59]
TriggerAll=P2BodyDist Y = [-51,19]
TriggerAll=P2StateType = A
TriggerAll=P2MoveType != H
TriggerAll=EnemyNear(floor(fvar(18))),StateType = A
TriggerAll=EnemyNear(floor(fvar(18))),MoveType != H
TriggerAll=Ctrl
Trigger1 = Random <= var(59)*30
Trigger2 = (EnemyNear(floor(fvar(18))),StateNo=[120,159])||(EnemyNear(floor(fvar(18))),StateNo=[5200,5210])
Trigger2 = Random <= var(59)*60||var(59)>9
Trigger3 = var(59)>10
Value    = 850

[State -1,dr]
Type = ChangeState
value = 1615
TriggerAll=RoundState = 2
TriggerAll=var(59)>0
TriggerAll=StateType = A
TriggerAll=var(58) = 0
TriggerAll=EnemyNear(floor(fvar(18))),StateType != L
TriggerAll=EnemyNear(floor(fvar(18))),MoveType = I
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X+vel x*6-EnemyNear(floor(fvar(18))),vel x*6 = [-50,50]
TriggerAll=P2BodyDist Y-EnemyNear(floor(fvar(18))),vel y*6 = [10,200]
TriggerAll=Ctrl ||((StateNo=110||StateNo=115)&&time>=5)
Trigger1 = Random <= var(59)*12

[State -3,S@0`22]
Type = ChangeState
value = 620
TriggerAll=RoundState = 2
TriggerAll=var(59)>0
TriggerAll=StateType = A
TriggerAll=EnemyNear(floor(fvar(18))),StateType != L
TriggerAll=EnemyNear(floor(fvar(18))),MoveType = I
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X+vel x*4-EnemyNear(floor(fvar(18))),vel x*4 = [-55,22+30]
TriggerAll=P2BodyDist Y-EnemyNear(floor(fvar(18))),vel y*4 = [-230,-70]
Trigger1 = Ctrl ||((StateNo=110||StateNo=115)&&time>=5)
Trigger1 = Random <= var(59)*20

[State -3,HS@0`22]
Type = ChangeState
value = 630
TriggerAll=RoundState = 2
TriggerAll=var(59)>0
TriggerAll=StateType = A
TriggerAll=EnemyNear(floor(fvar(18))),StateType != L
TriggerAll=EnemyNear(floor(fvar(18))),MoveType = I
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X+vel x*4-EnemyNear(floor(fvar(18))),vel x*4 = [-52,22+30]
TriggerAll=P2BodyDist Y-EnemyNear(floor(fvar(18))),vel y*4 = [-90,180]
Trigger1 = Ctrl ||((StateNo=110||StateNo=115)&&time>=5)
Trigger1 = Random <= var(59)*20

[State -3,K@0`22]
Type = ChangeState
value = 610
TriggerAll=RoundState = 2
TriggerAll=var(59)>0
TriggerAll=StateType = A
TriggerAll=EnemyNear(floor(fvar(18))),StateType != L
TriggerAll=EnemyNear(floor(fvar(18))),MoveType = I
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X+vel x*7-EnemyNear(floor(fvar(18))),vel x*7 = [-90,74+20]
TriggerAll=P2BodyDist Y-EnemyNear(floor(fvar(18))),vel y*7 = [-100,50]
TriggerAll=Ctrl ||((StateNo=110||StateNo=115)&&time>=5)
Trigger1 = Random <= var(59)*20
Trigger2 = P2BodyDist X > 36
Trigger2 = var(23) = 10
Trigger2 = var(22) >= 1

[State -3,P@0`24]
Type = ChangeState
value = 600
TriggerAll=RoundState = 2
TriggerAll=var(59)>0
TriggerAll=StateType = A
TriggerAll=EnemyNear(floor(fvar(18))),StateType != L
TriggerAll=EnemyNear(floor(fvar(18))),MoveType = I
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X+vel x*2-EnemyNear(floor(fvar(18))),vel x*2 = [-25,25]
TriggerAll=P2BodyDist Y-EnemyNear(floor(fvar(18))),vel y*2 = [-100,60]
TriggerAll=Ctrl ||((StateNo=110||StateNo=115)&&time>=5)
Trigger1 = Random <= var(59)*30

[State -3,D]
Type = ChangeState
value = ifelse(var(58)=1,642,640)
TriggerAll=RoundState = 2
TriggerAll=var(59)>0
TriggerAll=StateType = A
TriggerAll=EnemyNear(floor(fvar(18))),StateType != L
TriggerAll=EnemyNear(floor(fvar(18))),MoveType = I
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X+vel x*8-EnemyNear(floor(fvar(18))),vel x*8 = [-66,36+20]
TriggerAll=P2BodyDist Y-EnemyNear(floor(fvar(18))),vel y*8 = [-160,60]
Trigger1 = Ctrl ||((StateNo=110||StateNo=115)&&time>=5)
Trigger1 = Random <= var(59)*20
