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;丂俽倛倝値倠倝丂俠倧値倱倲倎値倲倱丂俥倝倢倕丂俶倧俇
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;亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅

[Statedef -3]

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; 俙俬僼儔僌
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[State -3, 僼儔僌];s+y偱婲摦壜擻
Type = VarSet
TriggerAll = var(59) = 0
Trigger1 = Command = "AI00"||Command = "AI01"||Command = "AI02"||Command = "AI03"||Command = "AI04"
Trigger2 = Command = "AI05"||Command = "AI06"||Command = "AI07"||Command = "AI08"||Command = "AI09"
Trigger3 = Command = "AI10"||Command = "AI11"||Command = "AI12"||Command = "AI13"||Command = "AI14"
Trigger4 = Command = "AI15"||Command = "AI16"||Command = "AI17"||Command = "AI18"||Command = "AI19"
Trigger5 = Command = "AI20"||Command = "AI21"||Command = "AI22"||Command = "AI23"||Command = "AI24"
Trigger6 = Command = "AI25"||Command = "AI26"||Command = "AI27"||Command = "AI28"||Command = "AI29"
Trigger7 = Command = "AI30"
Trigger8 = NumHelper(12345)
Trigger8 = Helper(12345),var(59) > 0
var(59) = 2

[State -3, 僼儔僌]
Type = VarSet
TriggerAll = var(59) = 0
Trigger1  = Command = "AI00"
Trigger2  = (Command = "a") ^^ (Command = "a2")
Trigger3  = (Command = "b") ^^ (Command = "b2")
Trigger4  = (Command = "c") ^^ (Command = "c2")
Trigger5  = (Command = "x") ^^ (Command = "x2")
Trigger6  = (Command = "y") ^^ (Command = "y2")
Trigger7  = (Command = "z") ^^ (Command = "z2")
Trigger8  = (Command = "start") ^^ (Command = "start2")
Trigger9  = (Command = "holda") ^^ (Command = "holda2")
Trigger10 = (Command = "holdb") ^^ (Command = "holdb2")
Trigger11 = (Command = "holdc") ^^ (Command = "holdc2")
Trigger12 = (Command = "holdx") ^^ (Command = "holdx2")
Trigger13 = (Command = "holdy") ^^ (Command = "holdy2")
Trigger14 = (Command = "holdz") ^^ (Command = "holdz2")
Trigger15 = (Command = "holdstart") ^^ (Command = "holdstart2")
Trigger16 = (Command = "fwd") ^^ (Command = "fwd2")
Trigger17 = (Command = "back") ^^ (Command = "back2")
Trigger18 = (Command = "holdfwd") ^^ (Command = "holdfwd2")
Trigger19 = (Command = "holdback") ^^ (Command = "holdback2")
Trigger20 = (Command = "holdup") ^^ (Command = "holdup2")
Trigger21 = (Command = "holddown") ^^ (Command = "holddown2")
Trigger22 = (Command = "recovery") ^^ (Command = "recovery2")
var(59) = 2

[State -3, AI婲摦梡]
Type = Helper
TriggerAll = !NumHelper(12345)
Trigger1 = ((!var(59)) && (Alive) && (RoundState = 2))
Trigger1 = ((PrevStateNo = [190,195]) || (PrevStateNo = 5900))
Trigger1 = Ctrl
Trigger2 = var(59)
StateNo = 12345
ID = 12345
Name = " "
keyCtrl = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

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; 俙俬梡曄悢
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[State -3, 楈椡壏懚]
Type = VarSet
Trigger1 = fvar(36) >= IfElse((fvar(37)=[1000,1999]),1000,IfElse((fvar(37)=[2000,2999]),2000,IfElse((fvar(37)=[3000,3999]),3000,IfElse((fvar(37)=[4000,4999]),4000,5000))))
fvar(15) = 0
IgnoreHitPause = 1

[State -3, 楈椡壏懚]
Type = VarSet
Trigger1 = fvar(36) < 1000
Trigger2 = fvar(27) >= 100
fvar(15) = 1
IgnoreHitPause = 1

[State -3, 憡庤峌寕懏惈]
Type = VarSet
Trigger1 = (P2StateType != A)
fvar(16) = 1
IgnoreHitPause = 1

[State -3, 憡庤峌寕懏惈_TH]
Type = VarSet
TriggerAll = NumEnemy != 0
Trigger1  = (P2StateType = A)
Trigger2  = (EnemyNear,AuthorName = "Kurogane")&&(EnemyNear,Name = "Reimu_Hakurei")
Trigger2  = (EnemyNear,StateNo = [202,207])||(EnemyNear,StateNo = 402)||(EnemyNear,StateNo = 700)
Trigger3  = (EnemyNear,AuthorName = "Kurogane")&&(EnemyNear,Name = "Yukari_Yakumo")
Trigger3  = (EnemyNear,StateNo = 202)||(EnemyNear,StateNo = 403)||(EnemyNear,StateNo = 700)
Trigger4  = (EnemyNear,AuthorName = "Kurogane")&&(EnemyNear,Name = "Yuyuko_Saigyouji")
Trigger4  = (EnemyNear,StateNo = 201)||(EnemyNear,StateNo = 206)||(EnemyNear,StateNo = 401)||(EnemyNear,StateNo = 700)
Trigger5  = (EnemyNear,AuthorName = "Kurogane")&&(EnemyNear,Name = "Youmu_Konpaku")
Trigger5  = (EnemyNear,StateNo = [205,207])||(EnemyNear,StateNo = 252)||(EnemyNear,StateNo = 700)
Trigger6  = (EnemyNear,AuthorName = "Kurogane")&&(EnemyNear,Name = "Patchouli_Knowledge")
Trigger6  = (EnemyNear,StateNo = 200)||(EnemyNear,StateNo = 700)
Trigger7  = (EnemyNear,AuthorName = "Kurogane")&&(EnemyNear,Name = "Iku_Nagae")
Trigger7  = (EnemyNear,StateNo = [200,210])||(EnemyNear,StateNo = 700)
Trigger8  = (EnemyNear,AuthorName = "Kurogane")&&(EnemyNear,Name = "Flandre_Scarlet")
Trigger8  = (EnemyNear,StateNo = 200)||(EnemyNear,StateNo = 206)||(EnemyNear,StateNo = 700)
Trigger9  = (EnemyNear,AuthorName = "Aotsuki")&&(EnemyNear,Name = "Suika_Ibuki")
Trigger9  = (EnemyNear,StateNo = 700)
Trigger10 = (EnemyNear,AuthorName = "Aotsuki")&&(EnemyNear,Name = "Sakuya_Izayoi")
Trigger10 = (EnemyNear,StateNo = 210)||(EnemyNear,StateNo = 700)
Trigger11 = (EnemyNear,AuthorName = "Aotsuki")&&(EnemyNear,Name = "Aya_Syameimaru")
Trigger11 = (EnemyNear,StateNo = 205)||(EnemyNear,StateNo = 700)
Trigger12 = (EnemyNear,AuthorName = "Aotsuki")&&(EnemyNear,Name = "Hong_Meirin")
Trigger12 = (EnemyNear,StateNo = 205)||(EnemyNear,StateNo = 700)
Trigger13 = (EnemyNear,AuthorName = "Nachel")
Trigger13 = (EnemyNear,StateNo = 230)||(EnemyNear,StateNo = 240)
Trigger14 = (EnemyNear,Name = "Sakuya Izayoi")
Trigger14 = (EnemyNear,StateNo = 210)||(EnemyNear,StateNo = 400)||(EnemyNear,StateNo = 410)||(EnemyNear,StateNo = 530)
Trigger15 = (EnemyNear,Name = "Yakumo Yukari")
Trigger15 = (EnemyNear,StateNo = [2000,2020])
Trigger16 = (EnemyNear,Name = "Alice Margatroid")
Trigger16 = (EnemyNear,StateNo = 240)
Trigger17 = (EnemyNear,Name = "Suika Ibuki")
Trigger17 = (EnemyNear,StateNo = [707,708])
Trigger18 = (EnemyNear,Name = "Aya Syameimaru")
Trigger18 = (EnemyNear,StateNo = [707,708])
Trigger19 = (EnemyNear,Name = "Hong Meirin")
Trigger19 = (EnemyNear,StateNo = 820)
Trigger20 = (EnemyNear,AuthorName = "Toma")&&(EnemyNear,Name = "Patchouli")
Trigger20 = (EnemyNear,StateNo = 1000)
Trigger21 = (EnemyNear,AuthorName = "Toma")&&(EnemyNear,Name = "Marisa Kirisame")
Trigger21 = (EnemyNear,StateNo = 1000)
fvar(16) = 0
IgnoreHitPause = 1

[State -3, 憡庤峌寕懏惈_GG]
Type = VarSet
TriggerAll = NumEnemy != 0
Trigger1 = (EnemyNear,AuthorName = "muteki")||(EnemyNear,AuthorName = "Akutagawa")
Trigger1 = (EnemyNear,StateNo = 240)
Trigger2 = (EnemyNear,Name = "testa")||(EnemyNear,Name = "justice")
Trigger2 = (EnemyNear,StateNo = 205)
Trigger3 = (EnemyNear,Name = "millia")||(EnemyNear,Name = "BRIDGET")||(EnemyNear,Name = "eddie")||(EnemyNear,Name = "jam")
Trigger3 = (EnemyNear,StateNo = 215)
Trigger4 = (EnemyNear,Name = "faust")
Trigger4 = (EnemyNear,StateNo = 235)
Trigger5 = (EnemyNear,Name = "johnny")
Trigger5 = (EnemyNear,StateNo = 1500)||(EnemyNear,StateNo = [3500,3501])
Trigger6 = (EnemyNear,Name = "order-Sol=Badguy")
Trigger6 = (EnemyNear,StateNo = 432)
fvar(16) = 0
IgnoreHitPause = 1

[State -3, 憡庤峌寕懏惈嬻拞壓抜]
Type = VarSet
TriggerAll = NumEnemy != 0
Trigger1 = (EnemyNear,Name = "millia")&&(EnemyNear,StateNo = 1500)
Trigger2 = (EnemyNear,Name = "eddie")
Trigger2 = (EnemyNear,StateNo = 1800)||(EnemyNear,StateNo = 1850)
fvar(16) = 1
IgnoreHitPause = 1

[State -3, 憡庤峌寕懏惈_媈帡妛廗]
Type = VarSet
TriggerAll = NumEnemy
Trigger1 = (fvar(18) > 0)*(EnemyNear,StateNo = fvar(18))
Trigger2 = (fvar(19) > 0)*(EnemyNear,StateNo = fvar(19))
Trigger3 = (fvar(20) > 0)*(EnemyNear,StateNo = fvar(20))
Trigger4 = (fvar(21) > 0)*(EnemyNear,StateNo = fvar(21))
Trigger5 = (fvar(22) > 0)*(EnemyNear,StateNo = fvar(22))
fvar(16) = 0
IgnoreHitPause = 1

[State -3, 憡庤峌寕懏惈_媈帡妛廗嬻拞壓抜]
Type = VarSet
TriggerAll = NumEnemy
Trigger1 = (fvar(18) < 0)*((EnemyNear,StateNo)*-1 = fvar(18))
Trigger2 = (fvar(19) < 0)*((EnemyNear,StateNo)*-1 = fvar(19))
Trigger3 = (fvar(20) < 0)*((EnemyNear,StateNo)*-1 = fvar(20))
Trigger4 = (fvar(21) < 0)*((EnemyNear,StateNo)*-1 = fvar(21))
Trigger5 = (fvar(22) < 0)*((EnemyNear,StateNo)*-1 = fvar(22))
fvar(16) = 1
IgnoreHitPause = 1

[State -3, 曄悢]
Type = VarRangeSet
Trigger1 = (var(59) = 2) && (fvar(28))
Value = 4
First = 10
Last = 11
IgnoreHitPause = 1

[State -3, 曄悢]
Type = VarRangeSet
Trigger1 = (var(59)) && (fvar(28))
Value = 0
First = 12
Last = 14
IgnoreHitPause = 1

[State -3, 曄悢]
Type = VarRangeSet
Trigger1 = (var(59) = 2) && (fvar(28))
Value = 2
First = 15
Last = 17
IgnoreHitPause = 1

[State -3, 曄悢]
Type = VarRangeSet
Trigger1 = (var(59) = 2) && (fvar(28))
Value = 2
First = 18
Last = 23
IgnoreHitPause = 1

[State -3, 曄悢]
Type = VarRangeSet
Trigger1 = (var(59) = 2) && (fvar(28))
Value = 4
First = 24
Last = 31

[State -3, 曄悢憹尭]
Type = VarAdd
Trigger1 = var(53) > 0
Trigger1 = (StateNo != [3500,3690])
var(53) = -1
IgnoreHitPause = 1

[State -3, 曄悢]
Type = VarSet
Trigger1 = var(59) = 2
var(59) = 1
IgnoreHitPause = 1

[State -3, 曄悢憹尭]
Type = VarAdd
Trigger1 = fvar(17) > 0
fvar(17) = -1
IgnoreHitPause = 1

[State -3, 曄悢]
Type = VarSet
TriggerAll = var(59)
Trigger1 = (fvar(23) = 1)*((StateNo = 660)+(StateNo = [100,155]))
Trigger2 = (fvar(23) = 3)*((StateNo = 250)+(StateNo = 450))+((StateNo = 1010)*(Time = 1))
fvar(23) = 0
IgnoreHitPause = 1

[State -3, 曄悢]
Type = VarSet
Trigger1 = var(59)
Trigger1 = (StateNo = 260)*(P2MoveType = H)*(P2StateNo != [120,155])
fvar(23) = 1
IgnoreHitPause = 1

[State -3, 曄悢]
Type = VarSet
Trigger1 = var(59)
Trigger1 = (StateNo = 250)*(P2MoveType = H)*(P2StateNo != [120,155])
fvar(23) = 2
IgnoreHitPause = 1

[State -3, 曄悢]
Type = VarSet
Trigger1 = var(59)
Trigger1 = (StateNo = 202)*(MoveHit = 1)*(P2MoveType = H)*(P2StateNo != [120,155])
fvar(23) = 3
IgnoreHitPause = 1

[State -3, 僇乕僪僜乕僩]
Type = VarSet
TriggerAll = (var(59))*(Alive)*(Ctrl)
TriggerAll = ((fvar(38) = [2000,5000])*(var(41) = 0)*(var(35) != 0)*(fvar(17) = 0))

Trigger1 = (var(35)=[12,14])*((var(36)!=[12,14])+(var(37)!=[12,14])+(var(38)!=[12,14])+(var(39)!=[12,14]))

Trigger2 = (StateNo=[120,155])*(var(35)!= 24)*(var(35)!= 25)*(var(35)!= 31)
Trigger2 = (var(35)!=[10,11])*(((var(36)=[10,11])*(fvar(38)=[2000,5000]))+((var(36)=[10,11])*(fvar(38)=[3000,5000]))+((var(36)=[10,11])*(fvar(38)=[4000,5000]))+((var(36)=[10,11])*(fvar(38)>=5000)))

Trigger3 = (P2StateNo=[5100,5110])
Trigger3 = (var(35)!=[15,23])*(((var(36)=[15,23])*(fvar(38)=[2000,5000]))+((var(36)=[15,23])*(fvar(38)=[3000,5000]))+((var(36)=[15,23])*(fvar(38)=[4000,5000]))+((var(36)=[15,23])*(fvar(38)>=5000)))

Trigger4 = (P2StateNo!=[5100,5110])
Trigger4 = (var(35)!=[24,31])*(((var(36)=[24,31])*(fvar(38)=[2000,5000]))+((var(36)=[24,31])*(fvar(38)=[3000,5000]))+((var(36)=[24,31])*(fvar(38)=[4000,5000]))+((var(36)=[24,31])*(fvar(38)>=5000)))

Trigger5 = (P2StateNo=[200,3999])
Trigger5 = (var(35)!=[24,25])*(((var(36)=[24,25])*(fvar(38)=[2000,5000]))+((var(36)=[24,25])*(fvar(38)=[3000,5000]))+((var(36)=[24,25])*(fvar(38)=[4000,5000]))+((var(36)=[24,25])*(fvar(38)>=5000)))

Trigger6 = (StateType = A)*((var(35)=30)*(fvar(38)=[1000,4999]))
Trigger6 = (var(35)!=26)*((var(36)=26)+(var(37)=26)+(var(38)=26)+(var(39)=26))

Trigger7 = (StateType = A)*(P2BodyDist X>200)*((var(35)!=30)*(fvar(38)>=5000))
Trigger7 = (var(35)!=30)*(((var(36)=30)*(fvar(38)=[2000,5000]))+((var(36)=30)*(fvar(38)=[2000,5000]))+((var(36)=30)*(fvar(38)=[2000,5000]))+((var(36)=30)*(fvar(38)>=5000)))

Trigger8 = (StateType != A)*(P2StateNo!=[200,3999])
Trigger8 = (var(35)!=31)**(((var(36)=31)*(fvar(38)=[2000,5000]))+((var(36)=31)*(fvar(38)=[2000,5000]))+((var(36)=31)*(fvar(38)=[2000,5000]))+((var(36)=31)*(fvar(38)>=5000)))

fvar(17) = 5

[State -3, 僗僉儖僇乕僪巊梡]
Type = ChangeState
Value = 730
TriggerAll = ((var(59)) && (Alive) && (RoundState = 2))
TriggerAll = fvar(38) >= 1000
TriggerAll = StateType != A
TriggerAll = (Ctrl)
TriggerAll = (P2StateNo = [5100,5110])+((P2BodyDist X > 200)*(P2StateNo = [5030,5110]))+((P2MoveType = H)*(P2StateNo = [10100,10130]))
Trigger1 = ((var(35)=15)*(fvar(10)=[0,4]))+((var(35)=19)*(fvar(10)=0))+((var(35)=19)*(fvar(10)=[11,14]))
Trigger2 = ((var(35)=16)*(fvar(11)=[0,4]))+((var(35)=20)*(fvar(11)=0))+((var(35)=20)*(fvar(11)=[11,14]))
Trigger3 = ((var(35)=17)*(fvar(12)=[0,4]))+((var(35)=21)*(fvar(12)=0))+((var(35)=21)*(fvar(12)=[11,14]))+((var(35)=23)*(fvar(12)=0))+((var(35)=23)*(fvar(12)=[21,24]))
Trigger4 = ((var(35)=18)*(fvar(13)=[0,4]))+((var(35)=22)*(fvar(13)=0))+((var(35)=22)*(fvar(13)=[11,14]))

[State -3, 僔僗僥儉僇乕僪巊梡]
Type = ChangeState
Value = 720
TriggerAll = ((var(59)) && (Alive) && (RoundState = 2))
TriggerAll = fvar(38) >= 1000
TriggerAll = StateType != A
TriggerAll = (Ctrl)
TriggerAll = ((var(35) = [12,14])*(var(36) = [12,14])*(var(37) = [12,14])*(var(38) = [12,14])*(var(39) = [12,14]))
Trigger1 = (P2StateNo = [5100,5110])+((P2BodyDist X > 200)*(P2StateNo = [5030,5110]))+((P2MoveType = H)*(P2StateNo = [10100,10130]))

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; 僗僩乕儕乕僗儁儖
;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
[State -3, 僗僥乕僩曄峏]
Type = ChangeState
TriggerAll = ((var(59)) && (Alive) && (RoundState = 2))
TriggerAll = var(58) < 5
Trigger1 = var(54)
Trigger1 = fvar(14)
Trigger1 = (100*Life/LifeMax) <= 1
Trigger1 = ((StateNo != 710) && (StateNo != [790,793]))
Value = IfElse(StateType=L,792,790)

[State -3, 俙俬梡丂堏摦]
Type = ChangeState
Value = 795
TriggerAll = ((var(59)) && (Alive) && (RoundState = 2))
TriggerAll = var(58) = [1,3]
TriggerAll = StateType != A
TriggerAll = Ctrl
Trigger1 = var(53)

[State -3, 僇乕僪愰尵-揋愱梡]
Type = ChangeState
Value = 710
TriggerAll = ((var(59)) && (Alive) && (RoundState = 2))
TriggerAll = (StateType != A)
Trigger1 = (Ctrl)  || (StateNo = 100)
Trigger1 = var(58) = [1,3]
Trigger1 = NumHelper(6205) = 0

[State -3, ssc1]
Type = ChangeState
Value = 3500
TriggerAll = ((var(59)) && (Alive) && (RoundState = 2))
TriggerAll = var(58) = 1
TriggerAll = StateType != A
Trigger1 = (Ctrl)
Trigger1 = !var(53)
Trigger1 = !NumHelper(2700)

;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
; 峌寕愝掕丂杊屼傛傝桪愭
;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
[State -1, 楈寕]
Type = ChangeState
Value = 702
TriggerAll = ((var(59)) && (Alive) && (RoundState = 2))
TriggerAll = !var(58)
TriggerAll = var(35) = 10
TriggerAll = fvar(38) >= 1000
TriggerAll = StateType != A
TriggerAll = (P2BodyDist X = [20+(EnemyNear,Vel X)*5,50+(EnemyNear,Vel X)*5])
TriggerAll = (P2Dist Y = [-100-(EnemyNear,Vel Y)*5,15-(EnemyNear,Vel Y)*5])
Trigger1 = ((var(56)=[1,3])*(Random<10*var(56)))+((var(56)=[4,6])*(Random<40*var(56)))+((var(56)=[7,9])*(Random<60*var(56)))+(var(56)>9)
Trigger1 = (P2StateNo = [200,699]) && (EnemyNear,Time = [0,2])
Trigger1 = ((Ctrl) && ((StateNo = [0,20]) || (StateNo = [120,140])))

[State -1, 僈乕僪斀寕]
Type = ChangeState
Value = 715
TriggerAll = ((var(59)) && (Alive) && (RoundState = 2))
TriggerAll = var(35) = 11
TriggerAll = fvar(38) >= 1000
TriggerAll = StateType != A
TriggerAll = (P2BodyDist X = [0,80])
TriggerAll = (P2Dist Y = [-35-(EnemyNear,Vel Y)*8,1-(EnemyNear,Vel Y)*8])*(EnemyNear,Vel Y>-1)
Trigger1 = ((var(56)=[1,3])*(Random<7*var(56)))+((var(56)=[4,6])*(Random<10*var(56)))+((var(56)=[7,9])*(Random<50*var(56)))+(var(56)>9)
Trigger1 = (P2StateNo = [200,699]) && (Time = [0,4])
Trigger1 = (StateNo = 151) || (StateNo = 153)

[State -3, 杺濇乽僄乕儗儞償僃儖僋乿]
Type = ChangeState
Value = 3000
TriggerAll = ((var(59)) && (Alive) && (RoundState = 2))
TriggerAll = !var(58)
TriggerAll = var(35) = 24
TriggerAll = fvar(38) >= 3000
TriggerAll = StateType != A
TriggerAll = P2BodyDist X = [-70+(EnemyNear,Vel X)*9,70+(EnemyNear,Vel X)*9]
Trigger1 = ((var(56)=[1,3])*(Random<10*var(56)))+((var(56)=[4,6])*(Random<20*var(56)))+((var(56)=[7,9])*(Random<40*var(56)))+(var(56)>9)
Trigger1 = ((Ctrl)+(StateNo = [100,101])) && (P2MoveType = A) && ((EnemyNear,AnimTime < -19)+((P2StateNo = [1000,3999])*(EnemyNear,Time = [0,2])))

[State -3, 敱晞乽僐儞償傿僋僩乿]
Type = ChangeState
Value = 3010
TriggerAll = ((var(59)) && (Alive) && (RoundState = 2))
TriggerAll = !var(58)
TriggerAll = var(35) = 25
TriggerAll = fvar(38) >= 3000
TriggerAll = StateType != A
TriggerAll = (P2BodyDist X = [-5+(EnemyNear,Vel X)*8,70+(EnemyNear,Vel X)*8])
TriggerAll = (P2Dist Y = [-20-(EnemyNear,Vel Y)*8,-(EnemyNear,Vel Y)*4])*(EnemyNear,Vel Y>-1)
Trigger1 = ((var(56)=[1,3])*(Random<10*var(56)))+((var(56)=[4,6])*(Random<20*var(56)))+((var(56)=[7,9])*(Random<40*var(56)))+(var(56)>9)
Trigger1 = ((Ctrl)+(StateNo = [100,101])) && (P2MoveType = A) && ((EnemyNear,AnimTime < -11)+(EnemyNear,Time = [0,2]))

[State -3, sp2]
Type = ChangeState
Value = 1010
TriggerAll = ((var(59)) && (Alive) && (RoundState = 2))
TriggerAll = !var(58)
TriggerAll = fvar(36) >= 1000
TriggerAll = (fvar(11) = [0,4])
TriggerAll = (P2BodyDist X = [-5+(EnemyNear,Vel X)*9,90+(EnemyNear,Vel X)*9])
TriggerAll = (P2Dist Y = [-35-(EnemyNear,Vel Y)*11,-(EnemyNear,Vel Y)*5])
Trigger1 = ((var(56)=[1,3])*(Random<10*var(56)))+((var(56)=[4,6])*(Random<20*var(56)))+((var(56)=[7,9])*(Random<40*var(56)))+(var(56)>9)
Trigger1 = (P2StateNo = [200,1999])*(((EnemyNear,Time=[0,2])*(fvar(11)=[3,4]))+((EnemyNear,Time>=20)*(EnemyNear,AnimTime < -12)))
Trigger1 = (((Ctrl)+(StateNo = [100,101]))*((StateNo = [0,20])+(StateNo = [120,140])))

[State -3, sp6]
Type = ChangeState
Value = 1110
TriggerAll = ((var(59)) && (Alive) && (RoundState = 2))
TriggerAll = !var(58)
TriggerAll = fvar(15) = 0
TriggerAll = StateType != A
TriggerAll = fvar(11) = [11,14]
TriggerAll = P2BodyDist X = [-40+(EnemyNear,Vel X)*8,40+(EnemyNear,Vel X)*8]
Trigger1 = ((var(56)=[1,3])*(Random<10*var(56)))+((var(56)=[4,6])*(Random<20*var(56)))+((var(56)=[7,9])*(Random<40*var(56)))+((var(56)>9)*(Random<50*var(56)))
Trigger1 = (((Ctrl)+(StateNo = [100,101]))*((StateNo = [0,20])+(StateNo = [120,140])))*(P2StateNo = [200,1999])*(EnemyNear,Time = [0,2])

[State -3, 嬤棫偪懪寕]
Type = ChangeState
Value = 200
TriggerAll = ((var(59)) && (Alive) && (RoundState = 2))
TriggerAll = !var(58)
TriggerAll = StateType != A
TriggerAll = (P2BodyDist X = [0,19]) && (P2Dist Y = [-40,0])
TriggerAll = P2StateType != A
TriggerAll = (P2StateType != L) && (P2StateNo != 5120)
TriggerAll = ((P2StateNo = [200,1999])*(EnemyNear,AnimTime < -6)*(EnemyNear,Time > 30))
Trigger1 = ((var(56)=[1,3])*(Random<10*var(56)))+((var(56)=[4,6])*(Random<20*var(56)))+((var(56)=[7,9])*(Random<40*var(56)))+(var(56)>9)
Trigger1 = (Ctrl)

[State -3, 墦棫偪懪寕]
Type = ChangeState
Value = 205
TriggerAll = ((var(59)) && (Alive) && (RoundState = 2))
TriggerAll = !var(58)
TriggerAll = StateType != A
TriggerAll = (P2BodyDist X = [20,70]) && (P2Dist Y = [-20,0])
TriggerAll = (P2StateType != L) && (P2StateNo != 5120)
TriggerAll = ((P2StateNo = [200,1999])*(EnemyNear,AnimTime = [-14,-13])*(EnemyNear,Time > 30))
Trigger1 = ((var(56)=[1,3])*(Random<10*var(56)))+((var(56)=[4,6])*(Random<20*var(56)))+((var(56)=[7,9])*(Random<40*var(56)))+(var(56)>9)
Trigger1 = (Ctrl)

;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
; 婎杮摦嶌愝掕
;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
[State -3, 杊屼]
Type = ChangeState
Value = IfElse(StateType=A,132,130+Ceil(fvar(16)))
TriggerAll = ((var(59)) && (Alive) && (RoundState = 2))
TriggerAll = !var(58)
TriggerAll = Random < 100*var(57)
TriggerAll = Ctrl
Trigger1 = InGuardDist
Trigger1 = !(EnemyNear,HitDefAttr = ,AT)+(P2BodyDist X > 79)
Trigger2 = (P2StateType = A)*(Abs(P2Dist X)<70)*(P2MoveType = A)

[State -3, 掆巭]
Type = ChangeState
Value = 0
TriggerAll = ((var(59)) && (Alive) && (RoundState = 2))
TriggerAll = !var(58)
Trigger1 = StateNo = 21
Trigger1 = ((P2StateNo != [0,20])*(P2StateNo != [5100,5120])*(P2MoveType != H))+(P2BodyDist X < 20)
Trigger1 = ((P2MoveType != A) && (!InGuardDist))

[State -3, 慜恑]
Type = ChangeState
Value = 21
TriggerAll = ((var(59)) && (Alive) && (RoundState = 2))
TriggerAll = !var(58)
TriggerAll = StateType != A
TriggerAll = Ctrl
Trigger1 = P2BodyDist X = [20,70]
Trigger1 = Random < IfElse(10*var(56)>100,100,IfElse(10*var(56)<10,10,10*var(56)))
Trigger1 = ((P2MoveType != A) && (!InGuardDist))

[State -3, 慜曽僟僢僔儏]
Type = ChangeState
Value = 100
TriggerAll = ((var(59)) && (Alive) && (RoundState = 2))
TriggerAll = !var(58)
TriggerAll = fvar(23) != 3
TriggerAll = StateType != A
TriggerAll = Ctrl
Trigger1 = P2BodyDist X = [70,140]
Trigger1 = Random < IfElse(10*var(56)>100,100,IfElse(10*var(56)<10,10,10*var(56)))
Trigger1 = ((P2MoveType != A) && (!InGuardDist))
Trigger2 = Random < IfElse(80*var(56)>400,400,IfElse(80*var(56)<80,80,80*var(56)))
Trigger2 = (P2MoveType = H) && (P2StateNo = [10000,10005])

[State -3, 屻曽僟僢僔儏]
Type = ChangeState
Value = 105
TriggerAll = ((var(59)) && (Alive) && (RoundState = 2))
TriggerAll = !var(58)
TriggerAll = fvar(23) != 3
TriggerAll = StateType != A
TriggerAll = Ctrl
TriggerAll = BackEdgeBodyDist > 80
Trigger1 = ((var(56)=[1,3])*(Random<10*var(56)))+((var(56)=[4,6])*(Random<20*var(56)))+((var(56)=[7,9])*(Random<40*var(56)))+(var(56)>9)
Trigger1 = ((PrevStateNo = 200) || (PrevStateNo = 205)) && (P2Dist X = [0,100])
Trigger2 = ((var(56)=[1,3])*(Random<10*var(56)))+((var(56)=[4,6])*(Random<20*var(56)))+((var(56)=[7,9])*(Random<40*var(56)))+(var(56)>9)
Trigger2 = (Time = [0,1])*(P2StateNo = [5100,5129])
Trigger2 = (PrevStateNo = [250,260])+(PrevStateNo = 450)
Trigger3 = ((var(56)=[1,3])*(Random<10*var(56)))+((var(56)=[4,6])*(Random<20*var(56)))+((var(56)=[7,9])*(Random<40*var(56)))+(var(56)>9)
Trigger3 = (EnemyNear,Time = [0,1])*(P2StateNo = [5120,5129])
Trigger4 = ((var(56)=[1,3])*(Random<10*var(56)))+((var(56)=[4,6])*(Random<20*var(56)))+((var(56)=[7,9])*(Random<40*var(56)))+(var(56)>9)
Trigger4 = P2MoveType = A
Trigger4 = !(EnemyNear,HitDefAttr = ,AA,AP)

[State -3, 嬻拞慜曽僟僢僔儏]
Type = ChangeState
Value = 110
TriggerAll = ((var(59)) && (Alive) && (RoundState = 2))
TriggerAll = !var(58)
TriggerAll = var(0) < 2
TriggerAll = StateType = A
Trigger1 = (Ctrl) && (P2BodyDist X = [60,100])
Trigger1 = Random < IfElse(10*var(56)>100,100,IfElse(10*var(56)<10,10,10*var(56)))
Trigger1 = ((P2MoveType != A) && (!InGuardDist))
Trigger2 = (Ctrl) && (P2BodyDist X = [140,320])
Trigger2 = Random < IfElse(10*var(56)>100,100,IfElse(10*var(56)<10,10,10*var(56)))
Trigger2 = (!InGuardDist) && (P2StateNo = [120,155])
Trigger4 = (Ctrl)*(StateNo != 110)
Trigger4 = ((var(56)=[1,3])*(Random<10*var(56)))+((var(56)=[4,6])*(Random<20*var(56)))+((var(56)=[7,9])*(Random<40*var(56)))+(var(56)>9)
Trigger4 = (P2BodyDist X < 0)*(P2Dist Y = [80,300])*(P2MoveType = A)

[State -3, 嬻拞屻曽僟僢僔儏]
Type = ChangeState
Value = 115
TriggerAll = ((var(59)) && (Alive) && (RoundState = 2))
TriggerAll = !var(58)
TriggerAll = var(0) < 2
TriggerAll = StateType = A
TriggerAll = Ctrl
TriggerAll = (P2BodyDist X > 0)
Trigger1 = Random < IfElse(10*var(56)>100,100,IfElse(10*var(56)<10,10,10*var(56)))
Trigger1 = BackEdgeBodyDist > 60
Trigger1 = (P2StateNo != [120,155]) && (P2StateNo != [5000,5100])

[State -3, 抧忋慜曽僕儍儞僾]
Type = ChangeState
Value = 41
TriggerAll = ((var(59)) && (Alive) && (RoundState = 2))
TriggerAll = !var(58)
TriggerAll = StateType != A
TriggerAll = Ctrl
Trigger1 = ((var(56)=[1,3])*(Random<10*var(56)))+((var(56)=[4,6])*(Random<20*var(56)))+((var(56)=[7,9])*(Random<40*var(56)))+(var(56)>9)
Trigger1 = !(EnemyNear,HitDefAttr = ,AA,AP)
Trigger1 = (BackEdgeBodyDist < 81)*(P2StateNo = [200,3999])

[State -3, 抧忋慜曽僕儍儞僾僉儍儞僙儖]
Type = ChangeState
Value = 41
TriggerAll = ((var(59)) && (Alive) && (RoundState = 2))
TriggerAll = !var(58)
TriggerAll = StateType != A
TriggerAll = ((P2BodyDist X = [0,80+(EnemyNear,Vel X)*5]) || (InGuardDist)) && ((P2StateNo = [200,699]) || (P2StateNo = [1000,3999]))
Trigger1 = ((var(56)=[1,3])*(Random<8*var(56)))+((var(56)=[4,6])*(Random<10*var(56)))+((var(56)=[7,9])*(Random<30*var(56)))+(var(56)>9)
Trigger1 = ((StateNo = 250) && (Time > 18+var(4)*15))
Trigger2 = ((var(56)=[1,3])*(Random<8*var(56)))+((var(56)=[4,6])*(Random<10*var(56)))+((var(56)=[7,9])*(Random<30*var(56)))+(var(56)>9)
Trigger2 = ((StateNo = 251) && (Time > 26))
Trigger3 = ((var(56)=[1,3])*(Random<8*var(56)))+((var(56)=[4,6])*(Random<10*var(56)))+((var(56)=[7,9])*(Random<30*var(56)))+(var(56)>9)
Trigger3 = ((StateNo = 255) && (Time > 24+var(4)*29))
Trigger4 = ((var(56)=[1,3])*(Random<8*var(56)))+((var(56)=[4,6])*(Random<10*var(56)))+((var(56)=[7,9])*(Random<30*var(56)))+(var(56)>9)
Trigger4 = ((StateNo = 260) && (Time > 29+var(4)*20))
Trigger5 = ((var(56)=[1,3])*(Random<8*var(56)))+((var(56)=[4,6])*(Random<10*var(56)))+((var(56)=[7,9])*(Random<30*var(56)))+(var(56)>9)
Trigger5 = ((StateNo = 450) && (Time > 18+var(4)*15))
Trigger2 = ((var(56)=[1,3])*(Random<8*var(56)))+((var(56)=[4,6])*(Random<10*var(56)))+((var(56)=[7,9])*(Random<30*var(56)))+(var(56)>9)
Trigger6 = ((StateNo = 451) && (Time > 26))
Trigger7 = ((var(56)=[1,3])*(Random<8*var(56)))+((var(56)=[4,6])*(Random<10*var(56)))+((var(56)=[7,9])*(Random<30*var(56)))+(var(56)>9)
Trigger7 = ((StateNo = 455) && (Time > 24))                
Trigger8 = ((var(56)=[1,3])*(Random<8*var(56)))+((var(56)=[4,6])*(Random<10*var(56)))+((var(56)=[7,9])*(Random<30*var(56)))+(var(56)>9)
Trigger8 = ((StateNo = 1000) && (Time > 34))
Trigger9 = ((var(56)=[1,3])*(Random<8*var(56)))+((var(56)=[4,6])*(Random<10*var(56)))+((var(56)=[7,9])*(Random<30*var(56)))+(var(56)>9)
Trigger9 = ((StateNo = 1020) && (Time > 34+var(4)*45))
Trigger10 = ((var(56)=[1,3])*(Random<8*var(56)))+((var(56)=[4,6])*(Random<10*var(56)))+((var(56)=[7,9])*(Random<30*var(56)))+(var(56)>9)
Trigger10 = ((StateNo = 1100) && (Time > 39))
Trigger11 = ((var(56)=[1,3])*(Random<8*var(56)))+((var(56)=[4,6])*(Random<10*var(56)))+((var(56)=[7,9])*(Random<30*var(56)))+(var(56)>9)
Trigger11 = ((StateNo = 1120) && (Time > 26+var(4)*15))
Trigger12 = ((var(56)=[1,3])*(Random<8*var(56)))+((var(56)=[4,6])*(Random<10*var(56)))+((var(56)=[7,9])*(Random<30*var(56)))+(var(56)>9)
Trigger12 = ((StateNo = 1230) && (Time > 40))

[State -3, 嬻拞慜曽僟僢僔儏僉儍儞僙儖]
Type = ChangeState
Value = 110
TriggerAll = ((var(59)) && (Alive) && (RoundState = 2))
TriggerAll = !var(58)
TriggerAll = StateType = A
TriggerAll = var(0) < 2
TriggerAll = (StateNo != 110)*(P2BodyDist X = [120,320])*((P2StateNo = [120,155])+(P2StateNo = [5000,5050]))+(StateNo = 110)*(P2BodyDist X = [240,320])*((P2StateNo = [120,155])+(P2StateNo = [5000,5050]))
Trigger1 = ((var(56)=[1,3])*(Random<8*var(56)))+((var(56)=[4,6])*(Random<10*var(56)))+((var(56)=[7,9])*(Random<30*var(56)))+(var(56)>9)
Trigger1 = ((StateNo = 650) && (Time > 18+var(4)*15))
Trigger2 = ((var(56)=[1,3])*(Random<8*var(56)))+((var(56)=[4,6])*(Random<10*var(56)))+((var(56)=[7,9])*(Random<30*var(56)))+(var(56)>9)
Trigger2 = ((StateNo = 651) && (Time > 26))
Trigger3 = ((var(56)=[1,3])*(Random<8*var(56)))+((var(56)=[4,6])*(Random<10*var(56)))+((var(56)=[7,9])*(Random<30*var(56)))+(var(56)>9)
Trigger3 = ((StateNo = 655) && (Time > 24+var(4)*29))
Trigger4 = ((var(56)=[1,3])*(Random<8*var(56)))+((var(56)=[4,6])*(Random<10*var(56)))+((var(56)=[7,9])*(Random<30*var(56)))+(var(56)>9)
Trigger4 = ((StateNo = 660) && (Time > 29+var(4)*20))
Trigger5 = ((var(56)=[1,3])*(Random<8*var(56)))+((var(56)=[4,6])*(Random<10*var(56)))+((var(56)=[7,9])*(Random<30*var(56)))+(var(56)>9)
Trigger5 = ((StateNo = 1000) && (Time > 34))
Trigger6 = ((var(56)=[1,3])*(Random<8*var(56)))+((var(56)=[4,6])*(Random<10*var(56)))+((var(56)=[7,9])*(Random<30*var(56)))+(var(56)>9)
Trigger6 = ((StateNo = 1120) && (Time > 26+var(4)*15))

[State -3, 嬻拞屻曽僟僢僔儏僉儍儞僙儖]
Type = ChangeState
Value = 115
TriggerAll = ((var(59)) && (Alive) && (RoundState = 2))
TriggerAll = !var(58)
TriggerAll = StateType = A
TriggerAll = var(0) < 2
TriggerAll = ((P2BodyDist X = [0,80+(EnemyNear,Vel X)*5]) || (InGuardDist)) && ((P2StateNo = [200,699]) || (P2StateNo = [1000,3999]))
Trigger1 = ((var(56)=[1,3])*(Random<8*var(56)))+((var(56)=[4,6])*(Random<10*var(56)))+((var(56)=[7,9])*(Random<30*var(56)))+(var(56)>9)
Trigger1 = ((StateNo = 650) && (Time > 18+var(4)*15))
Trigger2 = ((var(56)=[1,3])*(Random<8*var(56)))+((var(56)=[4,6])*(Random<10*var(56)))+((var(56)=[7,9])*(Random<30*var(56)))+(var(56)>9)
Trigger2 = ((StateNo = 651) && (Time > 26))
Trigger3 = ((var(56)=[1,3])*(Random<8*var(56)))+((var(56)=[4,6])*(Random<10*var(56)))+((var(56)=[7,9])*(Random<30*var(56)))+(var(56)>9)
Trigger3 = ((StateNo = 655) && (Time > 24+var(4)*29))
Trigger4 = ((var(56)=[1,3])*(Random<8*var(56)))+((var(56)=[4,6])*(Random<10*var(56)))+((var(56)=[7,9])*(Random<30*var(56)))+(var(56)>9)
Trigger4 = ((StateNo = 660) && (Time > 29+var(4)*20))
Trigger5 = ((var(56)=[1,3])*(Random<8*var(56)))+((var(56)=[4,6])*(Random<10*var(56)))+((var(56)=[7,9])*(Random<30*var(56)))+(var(56)>9)
Trigger5 = ((StateNo = 1000) && (Time > 34))
Trigger6 = ((var(56)=[1,3])*(Random<8*var(56)))+((var(56)=[4,6])*(Random<10*var(56)))+((var(56)=[7,9])*(Random<30*var(56)))+(var(56)>9)
Trigger6 = ((StateNo = 1120) && (Time > 26+var(4)*15))

;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
; 峌寕愝掕丂捠忢峌寕
;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
[State -3, 嬤棫偪懪寕]
Type = ChangeState
Value = 200
TriggerAll = ((var(59)) && (Alive) && (RoundState = 2))
TriggerAll = !var(58)
TriggerAll = StateType != A
TriggerAll = (P2BodyDist X = [-5+(EnemyNear,Vel X)*5,19+(EnemyNear,Vel X)*5])
TriggerAll = (P2Dist Y = [-20+(EnemyNear,Vel Y)*5,(EnemyNear,Vel Y)*5])
TriggerAll = (P2StateType != L) && (P2StateNo != 5120)
TriggerAll = !InGuardDist
TriggerAll = (Ctrl)
Trigger1 = ((var(56)=[1,3])*(Random<10*var(56)))+((var(56)=[4,6])*(Random<20*var(56)))+((var(56)=[7,9])*(Random<40*var(56)))+((var(56)>9)*(Random<50*var(56)))
Trigger2 = ((var(56)=[1,3])*(Random<10*var(56)))+((var(56)=[4,6])*(Random<20*var(56)))+((var(56)=[7,9])*(Random<40*var(56)))+((var(56)>9)*(Random<50*var(56)))
Trigger2 = (P2StateNo = [10005,10006]) && (P2MoveType = H)

[State -3, 偟傖偑傒懪寕]
Type = ChangeState
Value = 400
TriggerAll = ((var(59)) && (Alive) && (RoundState = 2))
TriggerAll = !var(58)
TriggerAll = StateType != A
TriggerAll = (P2BodyDist X = [-20+(EnemyNear,Vel X)*10,30+(EnemyNear,Vel X)*10])
TriggerAll = (P2Dist Y = [-30+(EnemyNear,Vel Y)*10,(EnemyNear,Vel Y)*10])
TriggerAll = P2StateType = S
TriggerAll = (P2StateType != L) && (P2StateNo != 5120)
TriggerAll = !InGuardDist
Trigger1 = ((var(56)=[1,3])*(Random<10*var(56)))+((var(56)=[4,6])*(Random<20*var(56)))+((var(56)=[7,9])*(Random<40*var(56)))+((var(56)>9)*(Random<50*var(56)))
Trigger1 = (Ctrl)

[State -3, 墦棫偪懪寕]
Type = ChangeState
Value = 205
TriggerAll = ((var(59)) && (Alive) && (RoundState = 2))
TriggerAll = !var(58)
TriggerAll = StateType != A
TriggerAll = (P2BodyDist X = [20+(EnemyNear,Vel X)*12,50+(EnemyNear,Vel X)*12])
TriggerAll = (P2Dist Y = [-30+(EnemyNear,Vel Y)*12,(EnemyNear,Vel Y)*12])
TriggerAll = (P2StateType != L) && (P2StateNo != 5120)
TriggerAll = !InGuardDist
Trigger1 = ((var(56)=[1,3])*(Random<10*var(56)))+((var(56)=[4,6])*(Random<20*var(56)))+((var(56)=[7,9])*(Random<40*var(56)))+((var(56)>9)*(Random<50*var(56)))
Trigger1 = (Ctrl) && (EnemyNear,Time > 12)

[State -3, 嬻丂懪寕]
Type = ChangeState
Value = 600
TriggerAll = ((var(59)) && (Alive) && (RoundState = 2))
TriggerAll = !var(58)
TriggerAll = StateType = A
TriggerAll = (P2BodyDist X = [-10,35]) && (P2Dist Y = [-40+(Vel Y*10),10+(Vel Y*10)])
TriggerAll = (Vel Y > -6)
TriggerAll = (P2StateType != L) && (P2StateNo != 5120)
TriggerAll = !InGuardDist
Trigger1 = ((var(56)=[1,3])*(Random<10*var(56)))+((var(56)=[4,6])*(Random<20*var(56)))+((var(56)=[7,9])*(Random<40*var(56)))+((var(56)>9)*(Random<50*var(56)))
Trigger1 = Ctrl

[State -3, 嬻丂仺懪寕]
Type = ChangeState
Value = 610
TriggerAll = ((var(59)) && (Alive) && (RoundState = 2))
TriggerAll = !var(58)
TriggerAll = StateType = A
TriggerAll = P2BodyDist X = [-1+(Vel X)*5+(EnemyNear,Vel X)*12,80+(Vel X)*5+(EnemyNear,Vel X)*12]
TriggerAll = (P2Dist Y = [-90+(Vel Y)*5+(EnemyNear,Vel Y)*12,-50+(Vel Y)*5+(EnemyNear,Vel Y)*12])
TriggerAll = (P2StateType != L) && (P2StateNo != 5120)
TriggerAll = !InGuardDist
Trigger1 = ((var(56)=[1,3])*(Random<10*var(56)))+((var(56)=[4,6])*(Random<20*var(56)))+((var(56)=[7,9])*(Random<40*var(56)))+((var(56)>9)*(Random<50*var(56)))
Trigger1 = Ctrl

[State -3, 嬻丂伀懪寕]
Type = ChangeState
Value = 620
TriggerAll = ((var(59)) && (Alive) && (RoundState = 2))
TriggerAll = !var(58)
TriggerAll = StateType = A
TriggerAll = P2BodyDist X = [-1+(Vel X)*5+(EnemyNear,Vel X)*12,80+(Vel X)*5+(EnemyNear,Vel X)*12]
TriggerAll = (P2Dist Y = [-1+(Vel Y)*5+(EnemyNear,Vel Y)*12,60+(Vel Y)*5+(EnemyNear,Vel Y)*12])
TriggerAll = (P2StateType != L) && (P2StateNo != 5120)
TriggerAll = !InGuardDist
Trigger1 = ((var(56)=[1,3])*(Random<10*var(56)))+((var(56)=[4,6])*(Random<20*var(56)))+((var(56)=[7,9])*(Random<40*var(56)))+((var(56)>9)*(Random<50*var(56)))
Trigger1 = Ctrl

[State -3, 嬻丂忋懪寕]
Type = ChangeState
Value = 630
TriggerAll = ((var(59)) && (Alive) && (RoundState = 2))
TriggerAll = !var(58)
TriggerAll = StateType = A
TriggerAll = P2BodyDist X = [-10+(Vel X)*5+(EnemyNear,Vel X)*12,40+(Vel X)*5+(EnemyNear,Vel X)*12]
TriggerAll = (P2Dist Y = [-90+(Vel Y)*5+(EnemyNear,Vel Y)*12,-50+(Vel Y)*5+(EnemyNear,Vel Y)*12])
TriggerAll = (P2StateType != L) && (P2StateNo != 5120)
TriggerAll = !InGuardDist
Trigger1 = ((var(56)=[1,3])*(Random<10*var(56)))+((var(56)=[4,6])*(Random<20*var(56)))+((var(56)=[7,9])*(Random<40*var(56)))+((var(56)>9)*(Random<50*var(56)))
Trigger1 = Ctrl

[State -3, 棫偪庛幩寕]
Type = ChangeState
Value = 250
TriggerAll = ((var(59)) && (Alive) && (RoundState = 2))
TriggerAll = !var(58)
TriggerAll = fvar(15) = 0
TriggerAll = StateType != A
TriggerAll = (P2StateNo != 100) && (P2StateNo != 110)
TriggerAll = (P2StateType != L) && (P2StateNo != 5120)
TriggerAll = !InGuardDist
TriggerAll = (Ctrl)
Trigger1 = ((var(56)=[1,3])*(Random<5*var(56)))+((var(56)=[4,6])*(Random<10*var(56)))+((var(56)=[7,9])*(Random<20*var(56)))+((var(56)>9)*(Random<30*var(56)))
Trigger1 = (P2BodyDist X > 140)
Trigger1 = (P2Dist Y = [-160,0])

[State -3, 棫偪嫮幩寕]
Type = ChangeState
Value = 255
TriggerAll = ((var(59)) && (Alive) && (RoundState = 2))
TriggerAll = fvar(15) = 0
TriggerAll = !var(58)
TriggerAll = StateType != A
TriggerAll = (P2StateNo != 100) && (P2StateNo != 110)
TriggerAll = (P2BodyDist X = [120,200])
TriggerAll = P2Dist Y = [-120,0]
TriggerAll = (P2StateType != L) && (P2StateNo != 5120)
TriggerAll = !InGuardDist
TriggerAll = (Ctrl)
Trigger1 = ((var(56)=[1,3])*(Random<5*var(56)))+((var(56)=[4,6])*(Random<10*var(56)))+((var(56)=[7,9])*(Random<20*var(56)))+((var(56)>9)*(Random<30*var(56)))
Trigger1 = P2StateNo = [0,21]

[State -3, 棫偪仺嫮幩寕]
Type = ChangeState
Value = 260
TriggerAll = ((var(59)) && (Alive) && (RoundState = 2))
TriggerAll = fvar(15) = 0
TriggerAll = !var(58)
TriggerAll = StateType != A
TriggerAll = (P2StateNo != 100) && (P2StateNo != 110)
TriggerAll = (P2BodyDist X = [0,320])
TriggerAll = P2Dist Y = [-120,0]
TriggerAll = !InGuardDist
TriggerAll = (Ctrl)
Trigger1 = ((var(56)=[1,3])*(Random<5*var(56)))+((var(56)=[4,6])*(Random<10*var(56)))+((var(56)=[7,9])*(Random<20*var(56)))+((var(56)>9)*(Random<30*var(56)))
Trigger1 = P2StateNo = [5100,5120]

[State -3, 偟傖偑傒庛幩寕]
Type = ChangeState
Value = 450
TriggerAll = ((var(59)) && (Alive) && (RoundState = 2))
TriggerAll = fvar(15) = 0
TriggerAll = !var(58)
TriggerAll = StateType != A
TriggerAll = P2StateType = A
TriggerAll = !InGuardDist
TriggerAll = P2BodyDist X = [10+(P2Dist Y*-1),50+(P2Dist Y*-1)]
TriggerAll = (Ctrl)
Trigger1 = ((var(56)=[1,3])*(Random<5*var(56)))+((var(56)=[4,6])*(Random<10*var(56)))+((var(56)=[7,9])*(Random<20*var(56)))+((var(56)>9)*(Random<30*var(56)))
Trigger2 = fvar(23) = 3

[State -3, 偟傖偑傒嫮幩寕]
Type = ChangeState
Value = 455
TriggerAll = ((var(59)) && (Alive) && (RoundState = 2))
TriggerAll = fvar(15) = 0
TriggerAll = !var(58)
TriggerAll = StateType != A
TriggerAll = (P2StateNo != 100) && (P2StateNo != 110)
TriggerAll = (P2StateType != L) && (P2StateNo != 5120)
TriggerAll = !InGuardDist
TriggerAll = (Ctrl)
Trigger1 = ((var(56)=[1,3])*(Random<5*var(56)))+((var(56)=[4,6])*(Random<10*var(56)))+((var(56)=[7,9])*(Random<20*var(56)))+((var(56)>9)*(Random<30*var(56)))
Trigger1 = (P2BodyDist X = [130,220]) && (P2Dist Y = [-100,-80])

[State -3, 嬻丂仺庛幩寕]
Type = ChangeState
Value = 651
TriggerAll = ((var(59)) && (Alive) && (RoundState = 2))
TriggerAll = fvar(15) = 0
TriggerAll = !var(58)
TriggerAll = StateType = A
TriggerAll = (P2StateNo != 100) && (P2StateNo != 110)
TriggerAll = (P2StateType != L) && (P2StateNo != 5120)
TriggerAll = !InGuardDist
TriggerAll = (P2BodyDist X > 200)
TriggerAll = P2Dist Y = [-30+(Vel Y)*2-(EnemyNear,Vel Y)*8,1+(Vel Y)*2-(EnemyNear,Vel Y)*8]
TriggerAll = ((Ctrl) && (StateNo != 110)) || ((StateNo = 110) && (Time >17))
Trigger1 = ((var(56)=[1,3])*(Random<5*var(56)))+((var(56)=[4,6])*(Random<10*var(56)))+((var(56)=[7,9])*(Random<20*var(56)))+((var(56)>9)*(Random<30*var(56)))

[State -3, 嬻丂嫮幩寕]
Type = ChangeState
Value = 655
TriggerAll = ((var(59)) && (Alive) && (RoundState = 2))
TriggerAll = fvar(15) = 0
TriggerAll = !var(58)
TriggerAll = StateType = A
TriggerAll = (P2StateNo != 100) && (P2StateNo != 110)
TriggerAll = P2Dist Y = [-100,100]
TriggerAll = (P2StateType != L) && (P2StateNo != 5120)
TriggerAll = !InGuardDist
TriggerAll = ((Ctrl) && (StateNo != 110)) || ((StateNo = 110) && (Time >17))
Trigger1 = ((var(56)=[1,3])*(Random<5*var(56)))+((var(56)=[4,6])*(Random<10*var(56)))+((var(56)=[7,9])*(Random<20*var(56)))+((var(56)>9)*(Random<30*var(56)))
Trigger1 = (P2BodyDist X = [80,200])
Trigger1 = P2StateNo = [0,21]

[State -3, 嬻丂庛幩寕]
Type = ChangeState
Value = 650
TriggerAll = ((var(59)) && (Alive) && (RoundState = 2))
TriggerAll = fvar(15) = 0
TriggerAll = !var(58)
TriggerAll = StateType = A
TriggerAll = (P2StateNo != 100) && (P2StateNo != 110)
TriggerAll = (P2StateType != L) && (P2StateNo != 5120)
TriggerAll = !InGuardDist
TriggerAll = (P2BodyDist X > 100)
TriggerAll = P2Dist Y = [-10-(P2BodyDist X*.3),10+(P2BodyDist X*.3)]
TriggerAll = ((Ctrl) && (StateNo != 110)) || ((StateNo = 110) && (Time >17))
Trigger1 = ((var(56)=[1,3])*(Random<5*var(56)))+((var(56)=[4,6])*(Random<10*var(56)))+((var(56)=[7,9])*(Random<20*var(56)))+((var(56)>9)*(Random<30*var(56)))

;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
; 峌寕愝掕丂昁嶦媄
;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
[State -3, sp1]
Type = ChangeState
Value = 1000
TriggerAll = ((var(59)) && (Alive) && (RoundState = 2))
TriggerAll = !var(58)
TriggerAll = fvar(15) = 0
TriggerAll = fvar(10) = [0,4]
TriggerAll = fvar(23) != 2
TriggerAll = (P2BodyDist X = [70+(EnemyNear,Vel X)*8,100+(EnemyNear,Vel X)*8])+(P2BodyDist X = [170+(EnemyNear,Vel X)*8,220+(EnemyNear,Vel X)*8])
TriggerAll = (P2StateType != L) && (P2StateNo != 5120)
TriggerAll = !InGuardDist
Trigger1 = ((var(56)=[1,3])*(Random<10*var(56)))+((var(56)=[4,6])*(Random<20*var(56)))+((var(56)=[7,9])*(Random<40*var(56)))+((var(56)>9)*(Random<50*var(56)))
Trigger1 = (P2StateNo != 100) && (P2StateNo != 110)
Trigger1 = ((Ctrl) && (StateNo != 110)) || ((StateNo = 110) && (Time > 11))

[State -3, sp5]
Type = ChangeState
Value = 1100
TriggerAll = ((var(59)) && (Alive) && (RoundState = 2))
TriggerAll = !var(58)
TriggerAll = fvar(15) = 0
TriggerAll = fvar(10) = [11,14]
TriggerAll = fvar(23) != 2
TriggerAll = StateType != A
TriggerAll = !InGuardDist
TriggerAll = ((Ctrl) && (StateNo != 110)) || ((StateNo = 110) && (Time >8))
TriggerAll = !NumHelper(2113)
Trigger1 = ((var(56)=[1,3])*(Random<10*var(56)))+((var(56)=[4,6])*(Random<20*var(56)))+((var(56)=[7,9])*(Random<40*var(56)))+((var(56)>9)*(Random<50*var(56)))
Trigger1 = (P2StateNo != 100)*(P2StateNo != 110)*(P2BodyDist X > 200)
Trigger2 = ((var(56)=[1,3])*(Random<10*var(56)))+((var(56)=[4,6])*(Random<20*var(56)))+((var(56)=[7,9])*(Random<40*var(56)))+((var(56)>9)*(Random<50*var(56)))
Trigger2 = (P2StateNo = [5030,5110])+((P2MoveType = H)*(P2StateNo = [10100,10130]))

[State -3, sp3]
Type = ChangeState
Value = 1020
TriggerAll = ((var(59)) && (Alive) && (RoundState = 2))
TriggerAll = !var(58)
TriggerAll = fvar(15) = 0
TriggerAll = StateType != A
TriggerAll = fvar(13) = [0,4]
TriggerAll = !InGuardDist
TriggerAll = P2BodyDist X = [120+(EnemyNear,Vel X)*12,340+(EnemyNear,Vel X)*12]
TriggerAll = (P2Dist Y = [-70+(EnemyNear,Vel Y)*12,1+(EnemyNear,Vel Y)*12])
Trigger1 = ((var(56)=[1,3])*(Random<10*var(56)))+((var(56)=[4,6])*(Random<20*var(56)))+((var(56)=[7,9])*(Random<40*var(56)))+((var(56)>9)*(Random<50*var(56)))
Trigger1 = (Ctrl) && (P2StateNo != [5100,5120])

[State -3, sp7]
Type = ChangeState
Value = 1120
TriggerAll = ((var(59)) && (Alive) && (RoundState = 2))
TriggerAll = !var(58)
TriggerAll = fvar(15) = 0
TriggerAll = fvar(13) = [11,14]
TriggerAll = P2BodyDist X = [60+(EnemyNear,Vel X)*12,200+(EnemyNear,Vel X)*12]
TriggerAll = (StateType != A)*(P2Dist Y = [-50+(EnemyNear,Vel Y)*12,1+(EnemyNear,Vel Y)*12])+(StateType = A)*(P2Dist Y = [-1+(EnemyNear,Vel Y)*12,70+(EnemyNear,Vel Y)*12])
TriggerAll = !InGuardDist
TriggerAll = ((Ctrl) && (StateNo != 110)) || ((StateNo = 110) && (Time >8))
TriggerAll = !NumHelper(2105)
Trigger1 = ((var(56)=[1,3])*(Random<10*var(56)))+((var(56)=[4,6])*(Random<20*var(56)))+((var(56)=[7,9])*(Random<40*var(56)))+((var(56)>9)*(Random<50*var(56)))
Trigger1 = (P2StateNo != 100)*(P2StateNo != 110)
Trigger2 = ((var(56)=[1,3])*(Random<10*var(56)))+((var(56)=[4,6])*(Random<20*var(56)))+((var(56)=[7,9])*(Random<40*var(56)))+((var(56)>9)*(Random<50*var(56)))
Trigger2 = (P2StateNo = [5030,5110])

[State -3, sp8]
Type = ChangeState
Value = 1130
TriggerAll = ((var(59)) && (Alive) && (RoundState = 2))
TriggerAll = !var(58)
TriggerAll = fvar(15) = 0
TriggerAll = (fvar(12) = [11,14])
TriggerAll = StateType != A
TriggerAll = (P2StateType != L) && (P2StateNo != 5120)
TriggerAll = !InGuardDist
Trigger1 = ((var(56)=[1,3])*(Random<10*var(56)))+((var(56)=[4,6])*(Random<20*var(56)))+((var(56)=[7,9])*(Random<40*var(56)))+((var(56)>9)*(Random<50*var(56)))
Trigger1 = (Ctrl)*(P2BodyDist X = [120,320])

[State -3, sp9]
Type = ChangeState
Value = 1230
TriggerAll = ((var(59)) && (Alive) && (RoundState = 2))
TriggerAll = !var(58)
TriggerAll = fvar(15) = 0
TriggerAll = (fvar(12) = [21,24])
TriggerAll = StateType != A
TriggerAll = (P2StateType != L) && (P2StateNo != 5120)
TriggerAll = !InGuardDist
Trigger1 = ((var(56)=[1,3])*(Random<10*var(56)))+((var(56)=[4,6])*(Random<20*var(56)))+((var(56)=[7,9])*(Random<40*var(56)))+((var(56)>9)*(Random<50*var(56)))
Trigger1 = (Ctrl)*(P2BodyDist X = [120,320])*(EnemyNear,Vel X = [-1,1])

;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
; 峌寕愝掕丂僗儁儖僇乕僪
;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
[State -3, 濇庫乽償僃儕僞僥傿僗乿]
Type = ChangeState
Value = 3020
TriggerAll = ((var(59)) && (Alive) && (RoundState = 2))
TriggerAll = !var(58)
TriggerAll = var(35) = 26
TriggerAll = fvar(38) >= 2000
TriggerAll = P2BodyDist X = [-1+(EnemyNear,Vel X)*12,340+(EnemyNear,Vel X)*12]
TriggerAll = (P2Dist Y = [-1+(EnemyNear,Vel Y)*12,300+(EnemyNear,Vel Y)*12])
Trigger1 = ((var(56)=[1,3])*(Random<10*var(56)))+((var(56)=[4,6])*(Random<20*var(56)))+((var(56)=[7,9])*(Random<40*var(56)))+((var(56)>9)*(Random<50*var(56)))
Trigger1 = (P2StateNo = [5030,5050])*(EnemyNear,Pos Y = [-100,-30])*(EnemyNear,Time = [0,1])
Trigger1 = Ctrl

[State -3, 揤濇乽僀儞儔乕僕儊儞僩丒儊僋僗乿]
Type = ChangeState
Value = 3030
TriggerAll = ((var(59)) && (Alive) && (RoundState = 2))
TriggerAll = !var(58)
TriggerAll = StateType != A
TriggerAll = var(35) = 27
TriggerAll = fvar(38) >= 4000
TriggerAll = (P2StateType != L) && (P2StateNo != 5120)
TriggerAll = Ctrl
Trigger1 = ((var(56)=[1,3])*(Random<10*var(56)))+((var(56)=[4,6])*(Random<20*var(56)))+((var(56)=[7,9])*(Random<40*var(56)))+((var(56)>9)*(Random<50*var(56)))

[State -3, 杺奅乽僀儞僒僯傾丒傾僎儖乿]
Type = ChangeState
Value = 3040
TriggerAll = ((var(59)) && (Alive) && (RoundState = 2))
TriggerAll = !var(58)
TriggerAll = StateType != A
TriggerAll = var(35) = 28
TriggerAll = fvar(38) >= 5000
TriggerAll = (P2BodyDist X = [100,320])
TriggerAll = Ctrl
Trigger1 = ((var(56)=[1,3])*(Random<10*var(56)))+((var(56)=[4,6])*(Random<20*var(56)))+((var(56)=[7,9])*(Random<40*var(56)))+((var(56)>9)*(Random<50*var(56)))
Trigger1 = (Ctrl)*(P2StateNo = [5030,5110])+((P2MoveType = H)*(P2StateNo = [10100,10130]))

[State -3, 恄椡乽傾儞僼傿儔僔僆儞乿]
Type = ChangeState
Value = 3050
TriggerAll = ((var(59)) && (Alive) && (RoundState = 2))
TriggerAll = !var(58)
TriggerAll = StateType != A
TriggerAll = var(35) = 29
TriggerAll = fvar(38) >= 4000
TriggerAll = Ctrl
Trigger1 = ((var(56)=[1,3])*(Random<10*var(56)))+((var(56)=[4,6])*(Random<20*var(56)))+((var(56)=[7,9])*(Random<40*var(56)))+((var(56)>9)*(Random<50*var(56)))
Trigger1 = (Ctrl) && (P2StateNo = [5030,5110])

[State -3, 恄埿乽儊僈丒僌儔償傿僩儞僂僃僀償乿]
Type = ChangeState
Value = 3060
TriggerAll = ((var(59)) && (Alive) && (RoundState = 2))
TriggerAll = !var(58)
TriggerAll = var(35) = 30
TriggerAll = fvar(38) >= 5000
TriggerAll = Ctrl
Trigger1 = ((var(56)=[1,3])*(Random<10*var(56)))+((var(56)=[4,6])*(Random<20*var(56)))+((var(56)=[7,9])*(Random<40*var(56)))+((var(56)>9)*(Random<70*var(56)))
Trigger1 = (P2BodyDist X = [100,320])+(P2Dist Y > 120)
Trigger1 = ((P2MoveType = A) && (EnemyNear,Time = [0,2]))
Trigger2 = ((var(56)=[1,3])*(Random<10*var(56)))+((var(56)=[4,6])*(Random<20*var(56)))+((var(56)=[7,9])*(Random<40*var(56)))+((var(56)>9)*(Random<70*var(56)))
Trigger2 = (P2StateNo = [5000,5011]) && (EnemyNear,GetHitVar(HitTime) > 24)

[State -3, 乽僄儞僪丒僽儗僀僇乕乿]
Type = ChangeState
Value = 3070
TriggerAll = ((var(59)) && (Alive) && (RoundState = 2))
TriggerAll = !var(58)
TriggerAll = StateType != A
TriggerAll = var(35) = 31
TriggerAll = fvar(38) >= 5000
TriggerAll = P2BodyDist X = [10,320]
TriggerAll = (P2Dist Y = [-10+(EnemyNear,Vel Y)*6,1+(EnemyNear,Vel Y)*6])*(EnemyNear,Vel Y > -1)
TriggerAll = Ctrl
Trigger1 = ((var(56)=[1,3])*(Random<10*var(56)))+((var(56)=[4,6])*(Random<20*var(56)))+((var(56)=[7,9])*(Random<40*var(56)))+((var(56)>9)*(Random<80*var(56)))
Trigger1 = ((P2MoveType = A) && (EnemyNear,Time = [0,2]))
Trigger2 = ((var(56)=[1,3])*(Random<10*var(56)))+((var(56)=[4,6])*(Random<20*var(56)))+((var(56)=[7,9])*(Random<40*var(56)))+((var(56)>9)*(Random<80*var(56)))
Trigger2 = (P2StateNo = [5000,5021]) && (EnemyNear,GetHitVar(HitTime) > 12)
Trigger3 = ((var(56)=[1,3])*(Random<10*var(56)))+((var(56)=[4,6])*(Random<20*var(56)))+((var(56)=[7,9])*(Random<40*var(56)))+((var(56)>9)*(Random<80*var(56)))
Trigger3 = (P2StateNo = [5030,5050]) && (EnemyNear,GetHitVar(HitTime) > 12)
Trigger4 = ((var(56)=[1,3])*(Random<10*var(56)))+((var(56)=[4,6])*(Random<20*var(56)))+((var(56)=[7,9])*(Random<40*var(56)))+((var(56)>9)*(Random<80*var(56)))
Trigger4 = (EnemyNear,AnimTime < -18)*(P2StateNo = [1000,3999])*(EnemyNear,Time > 30)

;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
; 楢実峌寕愝掕
;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
[State -3, 抧忋慜曽僕儍儞僾僉儍儞僙儖]
Type = ChangeState
Value = 41
TriggerAll = ((var(59)) && (Alive) && (RoundState = 2))
TriggerAll = !var(58)
TriggerAll = StateType != A
Trigger1 = ((var(56)=[1,3])*(Random<50*var(56)))+(var(56)>3)
Trigger1 = ((StateNo = 250) && (Time = 19+var(4)*15))
Trigger2 = ((var(56)=[1,3])*(Random<50*var(56)))+(var(56)>3)
Trigger2 = ((StateNo = 251) && (Time = 36))
Trigger3 = ((var(56)=[1,3])*(Random<50*var(56)))+(var(56)>3)
Trigger3 = ((StateNo = 255) && (Time = 25+var(4)*29))
Trigger4 = ((var(56)=[1,3])*(Random<50*var(56)))+(var(56)>3)
Trigger4 = ((StateNo = 260) && (Time = 30+var(4)*20))
Trigger5 = ((var(56)=[1,3])*(Random<50*var(56)))+(var(56)>3)
Trigger5 = ((StateNo = 450) && (Time = 19+var(4)*15))
Trigger2 = ((var(56)=[1,3])*(Random<50*var(56)))+(var(56)>3)
Trigger6 = ((StateNo = 451) && (Time = 36))
Trigger7 = ((var(56)=[1,3])*(Random<50*var(56)))+(var(56)>3)
Trigger7 = ((StateNo = 455) && (Time = 25))                
Trigger8 = ((var(56)=[1,3])*(Random<50*var(56)))+(var(56)>3)
Trigger8 = ((StateNo = 1000) && (Time = 35))
Trigger9 = ((var(56)=[1,3])*(Random<50*var(56)))+(var(56)>3)
Trigger9 = ((StateNo = 1020) && (Time = 35+var(4)*45))
Trigger10 = ((var(56)=[1,3])*(Random<50*var(56)))+(var(56)>3)
Trigger10 = ((StateNo = 1100) && (Time = 40))
Trigger11 = ((var(56)=[1,3])*(Random<50*var(56)))+(var(56)>3)
Trigger11 = ((StateNo = 1120) && (Time = 27+var(4)*15))
Trigger12 = ((var(56)=[1,3])*(Random<50*var(56)))+(var(56)>3)
Trigger12 = ((StateNo = 1230) && (Time = 41))

[State -3, 嬻拞慜曽僟僢僔儏僉儍儞僙儖]
Type = ChangeState
Value = 110
TriggerAll = ((var(59)) && (Alive) && (RoundState = 2))
TriggerAll = !var(58)
TriggerAll = StateType = A
TriggerAll = var(0) < 2
Trigger1 = ((var(56)=[1,3])*(Random<50*var(56)))+(var(56)>3)
Trigger1 = ((StateNo = 650) && (Time = 19+var(4)*15))
Trigger2 = ((var(56)=[1,3])*(Random<50*var(56)))+(var(56)>3)
Trigger2 = ((StateNo = 651) && (Time = 36))
Trigger3 = ((var(56)=[1,3])*(Random<50*var(56)))+(var(56)>3)
Trigger3 = ((StateNo = 655) && (Time = 25+var(4)*29))
Trigger4 = ((var(56)=[1,3])*(Random<50*var(56)))+(var(56)>3)
Trigger4 = ((StateNo = 660) && (Time = 30+var(4)*20))
Trigger5 = ((var(56)=[1,3])*(Random<50*var(56)))+(var(56)>3)
Trigger5 = ((StateNo = 1000) && (Time = 35))
Trigger6 = ((var(56)=[1,3])*(Random<50*var(56)))+(var(56)>3)
Trigger6 = ((StateNo = 1120) && (Time = 27+var(4)*15))

[State -3, 杺濇乽僄乕儗儞償僃儖僋乿]
Type = ChangeState
Value = 3000
TriggerAll = ((var(59)) && (Alive) && (RoundState = 2))
TriggerAll = !var(58)
TriggerAll = var(35) = 24
TriggerAll = fvar(38) >= 3000
TriggerAll = StateType != A
TriggerAll = P2BodyDist X = [-70+(EnemyNear,Vel X)*9,70+(EnemyNear,Vel X)*9]
Trigger1 = ((var(56)=[1,3])*(Random<100*var(56)))+(var(56)>3)
Trigger1 = (StateNo = 1010)*(Time > 39)*(MoveHit = 1)*(P2StateNo = [5000,5050])

[State -3, 敱晞乽僐儞償傿僋僩乿]
Type = ChangeState
Value = 3010
TriggerAll = ((var(59)) && (Alive) && (RoundState = 2))
TriggerAll = !var(58)
TriggerAll = var(35) = 25
TriggerAll = fvar(38) >= 3000
TriggerAll = StateType != A
TriggerAll = (P2BodyDist X = [-5+(EnemyNear,Vel X)*8,110+(EnemyNear,Vel X)*8])
TriggerAll = (P2Dist Y = [-20-(EnemyNear,Vel Y)*8,-(EnemyNear,Vel Y)*4])*(EnemyNear,Vel Y>-1)
Trigger1 = ((var(56)=[1,3])*(Random<100*var(56)))+(var(56)>3)
Trigger1 = (StateNo = 1010)*(Time > 39)*(MoveHit = 1)*(P2StateNo = [5000,5050])

[State -3, 恄埿乽儊僈丒僌儔償傿僩儞僂僃僀償乿]
Type = ChangeState
Value = 3060
TriggerAll = ((var(59)) && (Alive) && (RoundState = 2))
TriggerAll = !var(58)
TriggerAll = var(35) = 30
TriggerAll = fvar(38) >= 5000
TriggerAll = ((var(56)=[1,3])*(Random<10*var(56)))+((var(56)=[4,6])*(Random<20*var(56)))+((var(56)=[7,9])*(Random<40*var(56)))+((var(56)>9)*(Random<50*var(56)))
TriggerAll = (P2BodyDist X = [100,320])+(P2Dist Y > 120)
TriggerAll = ((P2MoveType = A) && (EnemyNear,Time = [0,2]))
Trigger1 = ((StateNo = 250) && (Time > 18+var(4)*15))
Trigger2 = ((StateNo = 251) && (Time > 26))
Trigger3 = ((StateNo = 255) && (Time > 20+var(4)*28))
Trigger4 = ((StateNo = 260) && (Time > 29+var(4)*20))
Trigger5 = ((StateNo = 450) && (Time > 18+var(4)*15))
Trigger6 = ((StateNo = 451) && (Time > 26))
Trigger7 = ((StateNo = 455) && (Time > 20))
Trigger8 = ((StateNo = 650) && (Time > 18+var(4)*15))
Trigger9 = ((StateNo = 651) && (Time > 26))
Trigger10 = ((StateNo = 655) && (Time > 20+var(4)*28))
Trigger11 = ((StateNo = 660) && (Time > 29+var(4)*20))
Trigger12 = ((StateNo = 1000) && (Time > 17))
Trigger13 = ((StateNo = 1020) && (Time > 15+var(4)*20))
Trigger14 = ((StateNo = 1100) && (Time > 27))
Trigger15 = ((StateNo = 1110) && (Time > 18))
Trigger16 = ((StateNo = 1120) && (Time > 17+var(4)*15))
Trigger17 = ((StateNo = 1130) && (Time > 20))
Trigger18 = ((StateNo = 1230) && (Time > 31))

[State -3, sp2]
Type = ChangeState
Value = 1010
TriggerAll = ((var(59)) && (Alive) && (RoundState = 2))
TriggerAll = !var(58)
TriggerAll = fvar(36) >= 1000
TriggerAll = (fvar(11) = [0,4])
TriggerAll = (P2BodyDist X = [-20+(EnemyNear,Vel X)*9,50+(EnemyNear,Vel X)*9])
TriggerAll = (P2Dist Y = [-100-(EnemyNear,Vel Y)*11,-40+(EnemyNear,Vel Y)*5])
TriggerAll = Ctrl
Trigger1 = ((var(56)=[1,3])*(Random<100*var(56)))+(var(56)>3)
Trigger1 = (P2StateNo = [10000,10003])*(P2MoveType = H)
Trigger1 = fvar(23) = 3

[State -3, 棫偪仺懪寕]
Type = ChangeState
Value = 206
TriggerAll = ((var(59)) && (Alive) && (RoundState = 2))
TriggerAll = StateType != A
Trigger1 = Random < IfElse(50*var(56)>500,500,IfElse(50*var(56)<50,50,50*var(56)))||((var(56)>3)&&(MoveHit = 1))
Trigger1 = (StateNo = 205) && (MoveContact = 1)
Trigger2 = Random < IfElse(100*var(56)>500,500,IfElse(100*var(56)<100,100,100*var(56)))
Trigger2 = (StateNo = 200) && (MoveGuarded = 1) && (P2StateType = C)
Trigger3 = Random < IfElse(50*var(56)>250,250,IfElse(50*var(56)<50,50,50*var(56)))
Trigger3 = ((StateNo = 400) && (MoveGuarded = 1) && (P2StateType = S))
Trigger4 = Random < IfElse(100*var(56)>500,500,IfElse(100*var(56)<100,100,100*var(56)))
Trigger4 = (StateNo = 400) && (MoveGuarded = 1) && (P2StateType = C)
Trigger5 = Random < IfElse(50*var(56)>250,250,IfElse(50*var(56)<50,50,50*var(56)))
Trigger5 = ((StateNo = 400) && (MoveGuarded = 1) && (P2StateType = S))

[State -3, 偟傖偑傒仺懪寕]
Type = ChangeState
Value = 410
TriggerAll = ((var(59)) && (Alive) && (RoundState = 2))
TriggerAll = StateType != A
Trigger1 = Random < IfElse(50*var(56)>200,200,IfElse(50*var(56)<50,50,50*var(56)))
Trigger1 = (StateNo = 205) && (MoveContact = 1)
Trigger2 = Random < IfElse(100*var(56)>500,500,IfElse(100*var(56)<100,100,100*var(56)))
Trigger2 = ((StateNo = 200) && (MoveGuarded = 1) && (P2StateType = S))
Trigger3 = Random < IfElse(50*var(56)>250,250,IfElse(50*var(56)<50,50,50*var(56)))
Trigger3 = (StateNo = 200) && (MoveGuarded = 1) && (P2StateType = C)
Trigger4 = Random < IfElse(200*var(56)>999,999,IfElse(200*var(56)<50,50,50*var(56)))
Trigger4 = (StateNo = 400) && (MoveContact = 1) && (P2StateType != A)
Trigger5 = Random < IfElse(100*var(56)>500,500,IfElse(100*var(56)<100,100,100*var(56)))
Trigger5 = ((StateNo = 400) && (MoveGuarded = 1) && (P2StateType = S))
Trigger6 = Random < IfElse(50*var(56)>250,250,IfElse(50*var(56)<50,50,50*var(56)))
Trigger6 = (StateNo = 400) && (MoveGuarded = 1) && (P2StateType = C)

[State -3, 棫偪懪寕嬤-1]
Type = ChangeState
Value = 200
TriggerAll = ((var(59)) && (Alive) && (RoundState = 2))
TriggerAll = StateType != A
Trigger1 = ((var(56)=[1,3])*(Random<100*var(56)))+(var(56)>3)
Trigger1 = (!var(4)) && (StateNo = 200) && (MoveContact = 1)

[State -3, 棫偪懪寕嬤-2]
Type = ChangeState
Value = 201
TriggerAll = ((var(59)) && (Alive) && (RoundState = 2))
TriggerAll = StateType != A
Trigger1 = ((var(56)=[1,3])*(Random<100*var(56)))+(var(56)>3)
Trigger1 = (var(4)) && (StateNo = 200) && (MoveContact = 1)

[State -3, 嬻丂仺懪寕]
Type = ChangeState
Value = 610
TriggerAll = ((var(59)) && (Alive) && (RoundState = 2))
TriggerAll = StateType = A
TriggerAll = P2BodyDist X = [-1+(Vel X)*5+(EnemyNear,Vel X)*12,80+(Vel X)*5+(EnemyNear,Vel X)*12]
TriggerAll = (P2Dist Y = [-90+(Vel Y)*5+(EnemyNear,Vel Y)*12,-50+(Vel Y)*5+(EnemyNear,Vel Y)*12])
Trigger1 = ((var(56)=[1,3])*(Random<100*var(56)))+(var(56)>3)
Trigger1 = (StateNo = 600) && (MoveContact = 1)

[State -3, 嬻丂伀懪寕]
Type = ChangeState
Value = 620
TriggerAll = ((var(59)) && (Alive) && (RoundState = 2))
TriggerAll = StateType = A
TriggerAll = fvar(15) = 0
TriggerAll = P2BodyDist X = [-1+(Vel X)*5+(EnemyNear,Vel X)*12,80+(Vel X)*5+(EnemyNear,Vel X)*12]
TriggerAll = (P2Dist Y = [-1+(Vel Y)*5+(EnemyNear,Vel Y)*12,60+(Vel Y)*5+(EnemyNear,Vel Y)*12])
Trigger1 = ((var(56)=[1,3])*(Random<100*var(56)))+(var(56)>3)
Trigger1 = (StateNo = 600) && (MoveContact = 1)

[State -3, 棫偪懪寕嬤-3]
Type = ChangeState
Value = 202
TriggerAll = ((var(59)) && (Alive) && (RoundState = 2))
TriggerAll = StateType != A
TriggerAll = (P2Dist Y = [-20+(EnemyNear,Vel Y)*3,1+(EnemyNear,Vel Y)*3])
Trigger1 = ((var(56)=[1,3])*(Random<100*var(56)))+(var(56)>3)
Trigger1 = (StateNo = 201)*((MoveHit = 1)+((fvar(36) < 1000)*(MoveContact = 1)))

[State -3, 棫偪庛幩寕]
Type = ChangeState
Value = 250
TriggerAll = ((var(59)) && (Alive) && (RoundState = 2))
TriggerAll = StateType != A
TriggerAll = fvar(36) >= 1000
TriggerAll = P2BodyDist X = [0,100]
Trigger1 = ((var(56)=[1,3])*(Random<100*var(56)))+(var(56)>3)
Trigger1 = (StateNo = 206)*(!var(4))*(MoveContact = 1)
Trigger2 = ((var(56)=[1,3])*(Random<100*var(56)))+(var(56)>3)
Trigger2 = (StateNo = 201)*(MoveContact = 1)
Trigger3 = ((var(56)=[1,3])*(Random<100*var(56)))+(var(56)>3)
Trigger3 = (StateNo = 400) && (MoveContact = 1)
Trigger4 = ((var(56)=[1,3])*(Random<100*var(56)))+(var(56)>3)
Trigger4 = (StateNo = 410)*(!var(4))*(MoveContact = 1)

[State -3, 嬻丂庛幩寕]
Type = ChangeState
Value = 650
TriggerAll = ((var(59)) && (Alive) && (RoundState = 2))
TriggerAll = StateType != A
TriggerAll = fvar(36) >= 1000
TriggerAll = P2BodyDist X = [0,320]
TriggerAll = P2Dist Y = [-60-(P2BodyDist X*.7),10+(P2BodyDist X*.7)]
Trigger1 = ((var(56)=[1,3])*(Random<100*var(56)))+(var(56)>3)
Trigger1 = ((StateNo = [610,620]) && (MoveContact = 1))

[State -3, 嬻丂仺嫮幩寕]
Type = ChangeState
Value = 660
TriggerAll = ((var(59)) && (Alive) && (RoundState = 2))
TriggerAll = fvar(15) = 0
TriggerAll = !var(58)
TriggerAll = fvar(23) = 1
TriggerAll = StateType = A
TriggerAll = (P2StateNo != 100)*(P2StateNo != 110)
TriggerAll = (P2BodyDist X = [0,320])
TriggerAll = P2Dist Y = [-100,100]
TriggerAll = !InGuardDist
TriggerAll = ((Ctrl) && (StateNo != 110)) || ((StateNo = 110) && (Time >17))
Trigger1 = ((var(56)=[1,3])*(Random<100*var(56)))+(var(56)>3)

;亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅
;亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅
;亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅
;亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅
;亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅亅