
[Statedef -3]

[State -3, 俙俬敾掕]
Type = VarSet
TriggerAll = !var(59)
TriggerAll = RoundState = [1,2]
Trigger1  = Command = "AI0"  || Command = "AI1"  || Command = "AI2"
Trigger2  = Command = "AI3"  || Command = "AI4"  || Command = "AI5"
Trigger3  = Command = "AI6"  || Command = "AI7"  || Command = "AI8"
Trigger4  = Command = "AI9"  || Command = "AI10" || Command = "AI11"
Trigger5  = Command = "AI12" || Command = "AI13" || Command = "AI14"
Trigger6  = Command = "AI15" || Command = "AI16" || Command = "AI17"
Trigger7  = Command = "AI18" || Command = "AI19" || Command = "AI20"
Trigger8  = Command = "AI21" || Command = "AI22" || Command = "AI23"
Trigger9  = Command = "AI24" || Command = "AI25" || Command = "AI26"
Trigger10 = Command = "AI27" || Command = "AI28" || Command = "AI29"
Trigger11 = Command = "AI30" || Command = "AI31" || Command = "AI32"
Trigger12 = Command = "AI33" || Command = "AI34" || Command = "AI35"
Trigger13 = Command = "AI36" || Command = "AI37" || Command = "AI38"
Trigger14 = Command = "AI39" || Command = "AI40" || Command = "AI41"
Trigger15 = Command = "AI42" || Command = "AI43" || Command = "AI44"
Trigger16 = Command = "AI45" || Command = "AI46" || Command = "AI47"
Trigger17 = Command = "AI48" || Command = "AI49" || Command = "AI50"
Trigger18 = NumHelper(20000)
Trigger18 = Helper(20000),var(59)
Trigger19 = 1     ;忢帪婲摦梡
var(59) = 1
ignorehitpause = 1

[State -3]
type = NotHitBy
trigger1 = roundstate < 2
trigger2 = stateno = 0 || stateno = 5900
trigger2 = ctrl = 0
value = SCA
ignorehitpause = 1

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;摿庩峴摦
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

[State -3, 挧敪]
Type = ChangeState
value = 195
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = StateType != A
TriggerAll = RoundState = 3 && Life > 0
TriggerAll = StateNo != 195 && PrevStateNo != 195
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;愗傝懼偊偟
;PrevStateNo = [120,159] PrevStateNo = [5000,5270] EnemyNear,HitDefAttr = SCA,AT;搳偘
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;亂愗傝懼偊偟亃------------------------------------------------------------------------------------------

[State -3, 俠搳偘]
type = ChangeState
value = 800
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = !var(54)
TriggerAll = !((P2StateNo = [35,52]) || (P2StateNo = [130,155]))
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = (abs(P2BodyDist X) <= 24)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = A
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22])
TriggerAll = EnemyNear(var(58)),StateNo < 1000 || (EnemyNear(var(58)),StateNo >= 1000 && (EnemyNear(var(58)),HitDefAttr = SCA,AA,AP || EnemyNear(var(58)),AnimTime = -1))
;TriggerAll = EnemyNear(var(58)),Time >= 30+Random%20 || !Time && Life < 777 || Life < 333 || (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159])
TriggerAll = Random < 250
Trigger1 = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT)
Trigger2 = EnemyNear(var(58)),AnimTime = -1

[State -3, 俢搳偘]
type = ChangeState
value = 850
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = !var(54)
TriggerAll = !((P2StateNo = [35,52]) || (P2StateNo = [130,155]))
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = (abs(P2BodyDist X) <= 24)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = A
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22])
TriggerAll = EnemyNear(var(58)),StateNo < 1000 || (EnemyNear(var(58)),StateNo >= 1000 && (EnemyNear(var(58)),HitDefAttr = SCA,AA,AP || EnemyNear(var(58)),AnimTime = -1))
;TriggerAll = EnemyNear(var(58)),Time >= 30+Random%20 || !Time && Life < 777 || Life < 333 || (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159])
TriggerAll = Random < 750
Trigger1 = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT)
Trigger2 = EnemyNear(var(58)),AnimTime = -1

[State -3, 嬞媫夞旔丂慜]
type = ChangeState
value = 700
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AT)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = A
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = EnemyNear(var(58)),AnimTime <= -33
;TriggerAll = EnemyNear(var(58)),Time >= 30+Random%20 || !Time && Life < 777 || Life < 333 || (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159])
TriggerAll = EnemyNear(var(58)),StateNo < 2000 || (EnemyNear(var(58)),StateNo >= 2000 && (EnemyNear(var(58)),HitDefAttr = SCA,AA || EnemyNear(var(58)),AnimTime = -33)) || StateNo = [200,700)
Trigger1 = Random < 800

[State -3, 嬞媫夞旔丂屻]
type = ChangeState
value = 750
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AT)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = A
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = EnemyNear(var(58)),AnimTime <= -3
;TriggerAll = EnemyNear(var(58)),Time >= 30+Random%20 || !Time && Life < 777 || Life < 333 || (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159])
TriggerAll = EnemyNear(var(58)),StateNo < 2000 || (EnemyNear(var(58)),StateNo >= 2000 && (EnemyNear(var(58)),HitDefAttr = SCA,AA || EnemyNear(var(58)),AnimTime = -33)) 
TriggerAll = Random < 800
Trigger1 = (P2BodyDist X = [-15,50)) && EnemyNear(var(58)),AnimTime <= -33
Trigger2 = (P2BodyDist X = [50,75)) && EnemyNear(var(58)),AnimTime <= -30
Trigger3 = (P2BodyDist X = [75,100)) && EnemyNear(var(58)),AnimTime <= -25
Trigger4 = (P2BodyDist X = [100,125)) && EnemyNear(var(58)),AnimTime <= -18
Trigger5 = (P2BodyDist X = [125,150)) && EnemyNear(var(58)),AnimTime <= -12
Trigger6 = (P2BodyDist X = [150,175)) && EnemyNear(var(58)),AnimTime <= -9
Trigger7 = (P2BodyDist X = [175,200)) && EnemyNear(var(58)),AnimTime <= -6

[State -3, 慜僕儍儞僾]
type = ChangeState
value = 42
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = A
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),HitDefAttr = SC,AT || (!(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && EnemyNear(var(58)),StateNo >= 1000)
TriggerAll = !(EnemyNear(var(58)),AnimTime = -1)
TriggerAll = !(InGuardDist || var(57))
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = Random < 800
TriggerAll = EnemyNear(var(58)),Vel X > 0
Trigger1 = EnemyNear(var(58)),Const(size.height) >= 65*(1-(EnemyNear(var(58)),StateType = C)*0.5)
Trigger1 = P2BodyDist X-(4.2*12+EnemyNear(var(58)),Vel X*(EnemyNear(var(58)),BackEdgeBodyDist > 10)*var(8)*20) <= 60
Trigger2 = EnemyNear(var(58)),Const(size.height) < 65*(1-(EnemyNear(var(58)),StateType = C)*0.5)
Trigger2 = P2BodyDist X-(4.2*12+EnemyNear(var(58)),Vel X*(EnemyNear(var(58)),BackEdgeBodyDist > 10)*var(8)*20) >= -25

[State -3, 悅捈僕儍儞僾]
type = ChangeState
value = 41
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = A
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),HitDefAttr = SC,AT || (!(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && EnemyNear(var(58)),StateNo >= 1000)
TriggerAll = !(EnemyNear(var(58)),AnimTime = -1)
TriggerAll = !(InGuardDist || var(57))
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = Random < 800
TriggerAll = EnemyNear(var(58)),Vel X >= 0
Trigger1 = P2BodyDist X-(EnemyNear(var(58)),Vel X*(EnemyNear(var(58)),BackEdgeBodyDist > 10)*var(8)*20) = [-25,60]

[State -3, 屻僕儍儞僾]
type = ChangeState
value = 43
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = A
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),HitDefAttr = SC,AT || (!(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && EnemyNear(var(58)),StateNo >= 1000)
TriggerAll = !(EnemyNear(var(58)),AnimTime = -1)
TriggerAll = !(InGuardDist || var(57))
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = Random < 800
TriggerAll = EnemyNear(var(58)),Vel X > 0
Trigger1 = P2BodyDist X-(-4.2*12+EnemyNear(var(58)),Vel X*(EnemyNear(var(58)),BackEdgeBodyDist > 10)*var(8)*20) < 30

;亂寗晅偒亃----------------------------------------------------------------------------------------------

[State -3, 慜恑]
type = ChangeState
value = 21
Ctrl = 0
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || (EnemyNear(var(58)),MoveType = I && EnemyNear(var(58)),StateNo < 200))
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = var(8) = -1
TriggerAll = P2BodyDist X > 60
TriggerAll = !(InGuardDist || var(57))
TriggerAll = Ctrl || StateNo = 1 || (StateNo = 22 && Time > 10)
TriggerAll = Random < 800
Trigger1 = EnemyNear(var(58)),AnimTime < -Floor(P2BodyDist X/2.6)

[State -3, 僟僢僔儏]
type = ChangeState
value = 100
Ctrl = 0
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || (EnemyNear(var(58)),MoveType = I && EnemyNear(var(58)),StateNo < 200))
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = var(8) = -1
TriggerAll = P2BodyDist X > 80
TriggerAll = !(InGuardDist || var(57))
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22])
TriggerAll = Random < 800
Trigger1 = EnemyNear(var(58)),AnimTime < -2-Floor(P2BodyDist X/9.7)

[State -3, 僟僢僔儏]
type = ChangeState
value = 100
Ctrl = 0
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = !(EnemyNear(var(58)),MoveType = H || (EnemyNear(var(58)),MoveType = I && EnemyNear(var(58)),StateNo < 200))
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = P2BodyDist X > 60
TriggerAll = !(InGuardDist || var(57))
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22])
TriggerAll = Random < 800
TriggerAll = EnemyNear(var(58)),AnimTime > 0
Trigger1 = EnemyNear(var(58)),Vel Y > 0
Trigger1 = EnemyNear(var(58)),Vel X <= 0    

[State -3, 慜僕儍儞僾]
type = ChangeState
value = 42
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H) || (EnemyNear(var(58)),MoveType = I && EnemyNear(var(58)),StateNo < 200)
TriggerAll = var(8) = -1
TriggerAll = P2BodyDist X = [60,160]
TriggerAll = !(InGuardDist || var(57))
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = Random < 800
Trigger1 = EnemyNear(var(58)),AnimTime < -12

[State -3, 憡庤傪堷偒崬傫偱嵃傪敳偔]
type = ChangeState
value = 2100
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = !var(54)
TriggerAll = !((P2StateNo = [35,52]) || (P2StateNo = [130,155]))
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -21
TriggerAll = P2BodyDist X-EnemyNear(var(58)),Vel X*(EnemyNear(var(58)),BackEdgeBodyDist > 10)*21*var(8) = [-70,70]
TriggerAll = (EnemyNear(var(58)),StateNo = [700,3000]) || !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I)
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = EnemyNear(var(58)),NumProj = 0
TriggerAll = Random < 800
TriggerAll = Power >= 1000
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 200 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 8, < 0)) 
Trigger3 = StateNo = 210 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 11, >= 0 && AnimElem = 13, < 0)) 
Trigger4 = StateNo = 220 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 9, < 0)) 
Trigger5 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 9, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 8, < 0)) 
Trigger7 = StateNo = 410 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 11, >= 0 && AnimElem = 13, < 0)) 
Trigger8 = StateNo = 420 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 9, < 0)) 
Trigger9 = StateNo = 430 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 9, < 0)) 

[State -3, 夋柺慡懱偵岝傪梺傃偣傞]
type = ChangeState
value = 2000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -15
TriggerAll = P2BodyDist X-EnemyNear(var(58)),Vel X*(EnemyNear(var(58)),BackEdgeBodyDist > 10)*15*var(8) > 150
TriggerAll = (EnemyNear(var(58)),StateNo = [700,3000]) || !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I)
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = EnemyNear(var(58)),NumProj = 0
TriggerAll = Random < 800
TriggerAll = Power >= 1000
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 200 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 8, < 0)) 
Trigger3 = StateNo = 210 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 11, >= 0 && AnimElem = 13, < 0)) 
Trigger4 = StateNo = 220 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 9, < 0)) 
Trigger5 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 9, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 8, < 0)) 
Trigger7 = StateNo = 410 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 11, >= 0 && AnimElem = 13, < 0)) 
Trigger8 = StateNo = 420 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 9, < 0)) 
Trigger9 = StateNo = 430 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 9, < 0)) 

[State -3, 慜曽偵僶儕傾傪挘傞]
type = ChangeState
value = 1100
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -11
TriggerAll = P2BodyDist X-EnemyNear(var(58)),Vel X*(EnemyNear(var(58)),BackEdgeBodyDist > 10)*11*var(8) = [-15,50]
TriggerAll = (EnemyNear(var(58)),StateNo = [700,3000]) || !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) ||(EnemyNear(var(58)),HitDefAttr=SC,AA)&&(EnemyNear(var(58)),MoveType=A)
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = EnemyNear(var(58)),NumProj = 0
TriggerAll = Random < 800
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 200 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 8, < 0)) 
Trigger3 = StateNo = 210 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 11, >= 0 && AnimElem = 13, < 0)) 
Trigger4 = StateNo = 220 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 9, < 0)) 
Trigger5 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 9, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 8, < 0)) 
Trigger7 = StateNo = 410 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 11, >= 0 && AnimElem = 13, < 0)) 
Trigger8 = StateNo = 420 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 9, < 0)) 
Trigger9 = StateNo = 430 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 9, < 0)) 

[State -3, 俁俫俬俿宆偺旘傃摴嬶]
type = ChangeState
value = 1000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -18
TriggerAll = P2BodyDist X-EnemyNear(var(58)),Vel X*(EnemyNear(var(58)),BackEdgeBodyDist > 10)*18*var(8) > 50
TriggerAll = (EnemyNear(var(58)),StateNo = [700,3000]) || !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I)
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = EnemyNear(var(58)),NumProj = 0
TriggerAll = Random < 800
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 200 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 8, < 0)) 
Trigger3 = StateNo = 210 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 11, >= 0 && AnimElem = 13, < 0)) 
Trigger4 = StateNo = 220 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 9, < 0)) 
Trigger5 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 9, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 8, < 0)) 
Trigger7 = StateNo = 410 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 11, >= 0 && AnimElem = 13, < 0)) 
Trigger8 = StateNo = 420 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 9, < 0)) 
Trigger9 = StateNo = 430 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 9, < 0)) 

[State -3, 棫偪俛]
type = ChangeState
value = 220
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -4
TriggerAll = P2BodyDist X-EnemyNear(var(58)),Vel X*(EnemyNear(var(58)),BackEdgeBodyDist > 10)*7*var(8) = [15,65] 
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = EnemyNear(var(58)),NumProj = 0
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = Random < 800
Trigger1 = (EnemyNear(var(58)),StateNo = [200,649]) || !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I)

[State -3, 棫偪俢]
type = ChangeState
value = 230
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -4
TriggerAll = P2BodyDist X-EnemyNear(var(58)),Vel X*(EnemyNear(var(58)),BackEdgeBodyDist > 10)*7*var(8) = [15,65] 
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = EnemyNear(var(58)),NumProj = 0
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = Random < 800
Trigger1 = (EnemyNear(var(58)),StateNo = [200,649]) || !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I)

;亂懳嬻亃------------------------------------------------------------------------------------------------

[State -3, 夋柺慡懱偵岝傪梺傃偣傞]
type = ChangeState
value = 2000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = A
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = InGuardDist
;TriggerAll = EnemyNear(var(58)),Time >= 30+Random%20 || !Time && Life < 777 || Life < 333 || (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159])
TriggerAll = Random%30 = 0
TriggerAll = Power >= 1000
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = EnemyNear(var(58)),Vel Y < 0
TriggerAll = P2BodyDist X > 100
TriggerAll = P2Dist Y+EnemyNear(var(58)),Vel Y*15+0.5*EnemyNear(var(58)),Const(movement.yaccel)*16*15*(EnemyNear(var(58)),Vel Y != 0) = [-224,10]
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 200 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 8, < 0)) 
Trigger3 = StateNo = 210 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 11, >= 0 && AnimElem = 13, < 0)) 
Trigger4 = StateNo = 220 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 9, < 0)) 
Trigger5 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 9, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 8, < 0)) 
Trigger7 = StateNo = 410 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 11, >= 0 && AnimElem = 13, < 0)) 
Trigger8 = StateNo = 420 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 9, < 0)) 
Trigger9 = StateNo = 430 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 9, < 0)) 

[State -3, 幬傔忋偵僶儕傾傪挘傞]
type = ChangeState
value = 1200
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = A
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = InGuardDist
;TriggerAll = EnemyNear(var(58)),Time >= 30+Random%20 || !Time && Life < 777 || Life < 333 || (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159])
TriggerAll = Random%20 = 0
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X-EnemyNear(var(58)),Vel X*(EnemyNear(var(58)),BackEdgeBodyDist > 10)*13*var(8) = [-15-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front))-var(13)*50,40]
TriggerAll = P2Dist Y+EnemyNear(var(58)),Vel Y*13+0.5*EnemyNear(var(58)),Const(movement.yaccel)*14*13*(EnemyNear(var(58)),Vel Y != 0) = [-150,-100]
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 200 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 8, < 0)) 
Trigger3 = StateNo = 210 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 11, >= 0 && AnimElem = 13, < 0)) 
Trigger4 = StateNo = 220 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 9, < 0)) 
Trigger5 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 9, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 8, < 0)) 
Trigger7 = StateNo = 410 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 11, >= 0 && AnimElem = 13, < 0)) 
Trigger8 = StateNo = 420 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 9, < 0)) 
Trigger9 = StateNo = 430 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 9, < 0)) 

[State -3, 慜曽偵僶儕傾傪挘傞]
type = ChangeState
value = 1100
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = A
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = InGuardDist
;TriggerAll = EnemyNear(var(58)),Time >= 30+Random%20 || !Time && Life < 777 || Life < 333 || (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159])
TriggerAll = Random%20 = 0
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X-EnemyNear(var(58)),Vel X*(EnemyNear(var(58)),BackEdgeBodyDist > 10)*11*var(8) = [-5-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front))-var(13)*50,50]
TriggerAll = P2Dist Y+EnemyNear(var(58)),Vel Y*11+0.5*EnemyNear(var(58)),Const(movement.yaccel)*12*11*(EnemyNear(var(58)),Vel Y != 0) = [-135,-35]
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 200 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 8, < 0)) 
Trigger3 = StateNo = 210 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 11, >= 0 && AnimElem = 13, < 0)) 
Trigger4 = StateNo = 220 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 9, < 0)) 
Trigger5 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 9, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 8, < 0)) 
Trigger7 = StateNo = 410 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 11, >= 0 && AnimElem = 13, < 0)) 
Trigger8 = StateNo = 420 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 9, < 0)) 
Trigger9 = StateNo = 430 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 9, < 0)) 

[State -3, 嬞媫夞旔丂慜]
type = ChangeState
value = 700
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = A
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = InGuardDist || var(57)
;TriggerAll = EnemyNear(var(58)),Time >= 30+Random%20 || !Time && Life < 777 || Life < 333 || (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159])
TriggerAll = Random < 800
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = P2Dist Y+EnemyNear(var(58)),Vel Y*33+0.5*EnemyNear(var(58)),Const(movement.yaccel)*34*33*(EnemyNear(var(58)),Vel Y != 0) < 0
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger1 = P2BodyDist X-EnemyNear(var(58)),Vel X*(EnemyNear(var(58)),BackEdgeBodyDist > 10)*33*var(8) = [-55-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front))-var(17)*50,155]
Trigger2 = BackEdgeBodyDist < 10

[State -3, 嬞媫夞旔丂屻]
type = ChangeState
value = 750
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = A
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = InGuardDist || var(57)
;TriggerAll = EnemyNear(var(58)),Time >= 30+Random%20 || !Time && Life < 777 || Life < 333 || (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159])
TriggerAll = Random < 800
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = P2Dist Y+EnemyNear(var(58)),Vel Y*33+0.5*EnemyNear(var(58)),Const(movement.yaccel)*34*33*(EnemyNear(var(58)),Vel Y != 0) < 0
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger1 = P2BodyDist X-EnemyNear(var(58)),Vel X*(EnemyNear(var(58)),BackEdgeBodyDist > 10)*33*var(8) = [-155-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front))-var(17)*50,25]
Trigger2 = BackEdgeBodyDist > 60

[State -3, 棫偪俢]
type = ChangeState
value = 230
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = A
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = InGuardDist
;TriggerAll = EnemyNear(var(58)),Time >= 30+Random%20 || !Time && Life < 777 || Life < 333 || (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159])
TriggerAll = Random%50 = 0
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = EnemyNear(var(58)),Vel Y >= 0
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X-EnemyNear(var(58)),Vel X*(EnemyNear(var(58)),BackEdgeBodyDist > 10)*4*var(8) = [30-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front))-var(17)*50,65]
TriggerAll = P2Dist Y+EnemyNear(var(58)),Vel Y*4+0.5*EnemyNear(var(58)),Const(movement.yaccel)*5*4*(EnemyNear(var(58)),Vel Y != 0) = [-120,-50]
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 200 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 8, < 0)) 
Trigger3 = StateNo = 210 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 11, >= 0 && AnimElem = 13, < 0)) 
Trigger4 = StateNo = 220 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 9, < 0)) 
Trigger5 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 9, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 8, < 0)) 
Trigger7 = StateNo = 410 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 11, >= 0 && AnimElem = 13, < 0)) 
Trigger8 = StateNo = 420 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 9, < 0)) 
Trigger9 = StateNo = 430 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 9, < 0)) 

[State -3, 棫偪俢]
type = ChangeState
value = 230
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = A
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = InGuardDist
;TriggerAll = EnemyNear(var(58)),Time >= 30+Random%20 || !Time && Life < 777 || Life < 333 || (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159])
TriggerAll = Random%50 = 0
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = EnemyNear(var(58)),Vel Y >= 0
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X-EnemyNear(var(58)),Vel X*(EnemyNear(var(58)),BackEdgeBodyDist > 10)*8*var(8) = [-15-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front))-var(17)*50,30]
TriggerAll = P2Dist Y+EnemyNear(var(58)),Vel Y*8+0.5*EnemyNear(var(58)),Const(movement.yaccel)*9*8*(EnemyNear(var(58)),Vel Y != 0) = [-165,-85]
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 200 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 8, < 0)) 
Trigger3 = StateNo = 210 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 11, >= 0 && AnimElem = 13, < 0)) 
Trigger4 = StateNo = 220 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 9, < 0)) 
Trigger5 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 9, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 8, < 0)) 
Trigger7 = StateNo = 410 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 11, >= 0 && AnimElem = 13, < 0)) 
Trigger8 = StateNo = 420 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 9, < 0)) 
Trigger9 = StateNo = 430 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 9, < 0)) 

[State -3, 夋柺慡懱偵岝傪梺傃偣傞]
type = ChangeState
value = 2000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = I
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = P2Dist Y+EnemyNear(var(58)),Vel Y*15+0.5*EnemyNear(var(58)),Const(movement.yaccel)*16*15*(EnemyNear(var(58)),Vel Y != 0) = [-224,10]
;TriggerAll = Random < 999-Life
TriggerAll = Power >= 1000
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 200 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 8, < 0)) 
Trigger3 = StateNo = 210 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 11, >= 0 && AnimElem = 13, < 0)) 
Trigger4 = StateNo = 220 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 9, < 0)) 
Trigger5 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 9, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 8, < 0)) 
Trigger7 = StateNo = 410 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 11, >= 0 && AnimElem = 13, < 0)) 
Trigger8 = StateNo = 420 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 9, < 0)) 
Trigger9 = StateNo = 430 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 9, < 0)) 

[State -3, 壩拰傪婲偙偡丂俢]
type = ChangeState
value = 1700
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = I
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = EnemyNear(var(58)),Vel Y < 0
TriggerAll = P2Dist X > 0
TriggerAll = P2Dist X-EnemyNear(var(58)),Vel X*(EnemyNear(var(58)),BackEdgeBodyDist > 10)*44*var(8) = [175,205]
TriggerAll = P2Dist Y+EnemyNear(var(58)),Vel Y*44+0.5*EnemyNear(var(58)),Const(movement.yaccel)*45*44*(EnemyNear(var(58)),Vel Y != 0) = [-170,10]
TriggerAll = Random < 800
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 200 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 8, < 0)) 
Trigger3 = StateNo = 210 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 11, >= 0 && AnimElem = 13, < 0)) 
Trigger4 = StateNo = 220 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 9, < 0)) 
Trigger5 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 9, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 8, < 0)) 
Trigger7 = StateNo = 410 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 11, >= 0 && AnimElem = 13, < 0)) 
Trigger8 = StateNo = 420 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 9, < 0)) 
Trigger9 = StateNo = 430 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 9, < 0)) 

[State -3, 壩拰傪婲偙偡丂俠]
type = ChangeState
value = 1600
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = I
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = EnemyNear(var(58)),Vel Y < 0
TriggerAll = P2Dist X > 0
TriggerAll = P2Dist X-EnemyNear(var(58)),Vel X*(EnemyNear(var(58)),BackEdgeBodyDist > 10)*40*var(8) = [125,155]
TriggerAll = P2Dist Y+EnemyNear(var(58)),Vel Y*40+0.5*EnemyNear(var(58)),Const(movement.yaccel)*41*40*(EnemyNear(var(58)),Vel Y != 0) = [-170,10]
TriggerAll = Random < 800
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 200 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 8, < 0)) 
Trigger3 = StateNo = 210 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 11, >= 0 && AnimElem = 13, < 0)) 
Trigger4 = StateNo = 220 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 9, < 0)) 
Trigger5 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 9, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 8, < 0)) 
Trigger7 = StateNo = 410 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 11, >= 0 && AnimElem = 13, < 0)) 
Trigger8 = StateNo = 420 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 9, < 0)) 
Trigger9 = StateNo = 430 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 9, < 0)) 

[State -3, 壩拰傪婲偙偡丂俛]
type = ChangeState
value = 1500
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = I
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = EnemyNear(var(58)),Vel Y < 0
TriggerAll = P2Dist X > 0
TriggerAll = P2Dist X-EnemyNear(var(58)),Vel X*(EnemyNear(var(58)),BackEdgeBodyDist > 10)*36*var(8) = [75,105]
TriggerAll = P2Dist Y+EnemyNear(var(58)),Vel Y*36+0.5*EnemyNear(var(58)),Const(movement.yaccel)*37*36*(EnemyNear(var(58)),Vel Y != 0) = [-170,10]
TriggerAll = Random < 800
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 200 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 8, < 0)) 
Trigger3 = StateNo = 210 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 11, >= 0 && AnimElem = 13, < 0)) 
Trigger4 = StateNo = 220 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 9, < 0)) 
Trigger5 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 9, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 8, < 0)) 
Trigger7 = StateNo = 410 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 11, >= 0 && AnimElem = 13, < 0)) 
Trigger8 = StateNo = 420 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 9, < 0)) 
Trigger9 = StateNo = 430 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 9, < 0)) 

[State -3, 壩拰傪婲偙偡丂俙]
type = ChangeState
value = 1400
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = I
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = EnemyNear(var(58)),Vel Y < 0
TriggerAll = P2Dist X > 0
TriggerAll = P2Dist X-EnemyNear(var(58)),Vel X*(EnemyNear(var(58)),BackEdgeBodyDist > 10)*32*var(8) = [25,55]
TriggerAll = P2Dist Y+EnemyNear(var(58)),Vel Y*32+0.5*EnemyNear(var(58)),Const(movement.yaccel)*33*32*(EnemyNear(var(58)),Vel Y != 0) = [-170,10]
TriggerAll = Random < 800
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 200 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 8, < 0)) 
Trigger3 = StateNo = 210 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 11, >= 0 && AnimElem = 13, < 0)) 
Trigger4 = StateNo = 220 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 9, < 0)) 
Trigger5 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 9, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 8, < 0)) 
Trigger7 = StateNo = 410 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 11, >= 0 && AnimElem = 13, < 0)) 
Trigger8 = StateNo = 420 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 9, < 0)) 
Trigger9 = StateNo = 430 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 9, < 0)) 

[State -3, 幬傔忋偵僶儕傾傪挘傞]
type = ChangeState
value = 1200
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = I
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = EnemyNear(var(58)),Vel Y >= 0
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X-EnemyNear(var(58)),Vel X*(EnemyNear(var(58)),BackEdgeBodyDist > 10)*13*var(8) = [0-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front))-var(13)*50,50]
TriggerAll = P2Dist Y+EnemyNear(var(58)),Vel Y*13+0.5*EnemyNear(var(58)),Const(movement.yaccel)*14*13*(EnemyNear(var(58)),Vel Y != 0) = [-150,-105]
TriggerAll = Random < 800
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 200 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 8, < 0)) 
Trigger3 = StateNo = 210 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 11, >= 0 && AnimElem = 13, < 0)) 
Trigger4 = StateNo = 220 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 9, < 0)) 
Trigger5 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 9, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 8, < 0)) 
Trigger7 = StateNo = 410 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 11, >= 0 && AnimElem = 13, < 0)) 
Trigger8 = StateNo = 420 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 9, < 0)) 
Trigger9 = StateNo = 430 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 9, < 0)) 

[State -3, 慜曽偵僶儕傾傪挘傞]
type = ChangeState
value = 1100
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = I
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = EnemyNear(var(58)),Vel Y >= 0
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X-EnemyNear(var(58)),Vel X*(EnemyNear(var(58)),BackEdgeBodyDist > 10)*11*var(8) = [-5-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front))-var(13)*50,50]
TriggerAll = P2Dist Y+EnemyNear(var(58)),Vel Y*11+0.5*EnemyNear(var(58)),Const(movement.yaccel)*12*11*(EnemyNear(var(58)),Vel Y != 0) = [-135,-35]
TriggerAll = Random < 800
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 200 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 8, < 0)) 
Trigger3 = StateNo = 210 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 11, >= 0 && AnimElem = 13, < 0)) 
Trigger4 = StateNo = 220 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 9, < 0)) 
Trigger5 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 9, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 8, < 0)) 
Trigger7 = StateNo = 410 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 11, >= 0 && AnimElem = 13, < 0)) 
Trigger8 = StateNo = 420 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 9, < 0)) 
Trigger9 = StateNo = 430 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 9, < 0)) 

[State -3, 俁俫俬俿宆偺旘傃摴嬶]
type = ChangeState
value = 1000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = I
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = EnemyNear(var(58)),Vel Y >= 0
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X-EnemyNear(var(58)),Vel X*(EnemyNear(var(58)),BackEdgeBodyDist > 10)*18*var(8) = [0-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front))-var(13)*50,40]
TriggerAll = P2Dist Y+EnemyNear(var(58)),Vel Y*18+0.5*EnemyNear(var(58)),Const(movement.yaccel)*19*18*(EnemyNear(var(58)),Vel Y != 0) = [-190,-25]
TriggerAll = Random < 800
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 200 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 8, < 0)) 
Trigger3 = StateNo = 210 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 11, >= 0 && AnimElem = 13, < 0)) 
Trigger4 = StateNo = 220 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 9, < 0)) 
Trigger5 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 9, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 8, < 0)) 
Trigger7 = StateNo = 410 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 11, >= 0 && AnimElem = 13, < 0)) 
Trigger8 = StateNo = 420 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 9, < 0)) 
Trigger9 = StateNo = 430 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 9, < 0)) 

[State -3, 棫偪俢]
type = ChangeState
value = 230
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = I
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = EnemyNear(var(58)),Vel Y >= 0
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X-EnemyNear(var(58)),Vel X*(EnemyNear(var(58)),BackEdgeBodyDist > 10)*4*var(8) = [30-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front))-var(17)*50,65]
TriggerAll = P2Dist Y+EnemyNear(var(58)),Vel Y*4+0.5*EnemyNear(var(58)),Const(movement.yaccel)*5*4*(EnemyNear(var(58)),Vel Y != 0) = [-120,-50]
TriggerAll = Random < 800
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])

[State -3, 棫偪俢]
type = ChangeState
value = 230
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = I
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = EnemyNear(var(58)),Vel Y >= 0
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X-EnemyNear(var(58)),Vel X*(EnemyNear(var(58)),BackEdgeBodyDist > 10)*8*var(8) = [-15-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front))-var(17)*50,30]
TriggerAll = P2Dist Y+EnemyNear(var(58)),Vel Y*8+0.5*EnemyNear(var(58)),Const(movement.yaccel)*9*8*(EnemyNear(var(58)),Vel Y != 0) = [-165,-85]
TriggerAll = Random < 800
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])

[State -3, 嬞媫夞旔丂慜]
type = ChangeState
value = 700
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = I
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = Random < 800
TriggerAll = EnemyNear(var(58)),Vel X > 0
TriggerAll = P2Dist Y+EnemyNear(var(58)),Vel Y*33+0.5*EnemyNear(var(58)),Const(movement.yaccel)*34*33*(EnemyNear(var(58)),Vel Y != 0) < 0
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger1 = BackEdgeBodyDist < 10

[State -3, 嬞媫夞旔丂屻]
type = ChangeState
value = 750
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = I
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = Random < 800
TriggerAll = EnemyNear(var(58)),Vel X > 0
TriggerAll = P2Dist Y+EnemyNear(var(58)),Vel Y*33+0.5*EnemyNear(var(58)),Const(movement.yaccel)*34*33*(EnemyNear(var(58)),Vel Y != 0) < 0
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger1 = BackEdgeBodyDist > 60

[State -3, 慜僕儍儞僾]
type = ChangeState
value = 42
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = I
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Vel Y < 0
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X-EnemyNear(var(58)),Vel X*(EnemyNear(var(58)),BackEdgeBodyDist > 10)*11*var(8) = [55-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front))-var(17)*50,95]
TriggerAll = P2Dist Y+EnemyNear(var(58)),Vel Y*11+0.5*EnemyNear(var(58)),Const(movement.yaccel)*12*11*(EnemyNear(var(58)),Vel Y != 0) = [-200,-100]
TriggerAll = Random < 800
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])

[State -3, 悅捈僕儍儞僾]
type = ChangeState
value = 41
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = I
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Vel Y < 0
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X-EnemyNear(var(58)),Vel X*(EnemyNear(var(58)),BackEdgeBodyDist > 10)*12*var(8) = [10-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front))-var(17)*50,70]
TriggerAll = P2Dist Y+EnemyNear(var(58)),Vel Y*12+0.5*EnemyNear(var(58)),Const(movement.yaccel)*13*12*(EnemyNear(var(58)),Vel Y != 0) = [-160,-100]
TriggerAll = Random < 800
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])

[State -3, 屻僕儍儞僾]
type = ChangeState
value = 43
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = I
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Vel Y < 0
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X-EnemyNear(var(58)),Vel X*(EnemyNear(var(58)),BackEdgeBodyDist > 10)*12*var(8) = [-155+(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front))-var(17)*50,-115]
TriggerAll = P2Dist Y+EnemyNear(var(58)),Vel Y*12+0.5*EnemyNear(var(58)),Const(movement.yaccel)*13*12*(EnemyNear(var(58)),Vel Y != 0) = [-140,-80]
TriggerAll = BackEdgeBodyDist > 150
TriggerAll = Random < 800
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])

;亂懳旘傃摴嬶亃------------------------------------------------------------------------------------------

[State -3, 夋柺慡懱偵岝傪梺傃偣傞]
Type = ChangeState
Value = 2000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = Random < Floor(P2BodyDist X)
TriggerAll = !(InGuardDist || var(57))
TriggerAll = var(8) = 1 && P2Dist X >= 0
TriggerAll = PrevStateNo != 2000
TriggerAll = Power >= 1000
Trigger1 = EnemyNear(var(58)),NumProj > 0
Trigger2 = EnemyNear(var(58)),HitDefAttr = SC,NP,SP

[State -3, 抏傪挼偹曉偡]
Type = ChangeState
Value = 1300
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = Random < Floor(P2BodyDist X)
TriggerAll = var(8) = 1 && P2Dist X >= 0
Trigger1 = EnemyNear(var(58)),NumProj = 1
Trigger2 = EnemyNear(var(58)),HitDefAttr = SC,NP,SP

[State -3, 俁俫俬俿宆偺旘傃摴嬶]
Type = ChangeState
Value = 1000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = Random < Floor(P2BodyDist X)
TriggerAll = !(InGuardDist || var(57))
TriggerAll = var(8) = 1 && P2Dist X >= 0
TriggerAll = PrevStateNo != 1000
Trigger1 = EnemyNear(var(58)),NumProj > 0
Trigger2 = EnemyNear(var(58)),HitDefAttr = SC,NP,SP

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;僈乕僪 
;inguarddist EnemyNear,HitDefAttr = SCA,AA;懪寕
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

[State -3, 僈乕僪]
type = ChangeState
value = 120
ctrl = 0
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(StateNo = [120,160]) || StateNo = 140 
TriggerAll = StateType != A 
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AT)
;TriggerAll = Random < 700 || Life < 333
Trigger1 = EnemyNear(var(58)),NumProj > 0 || var(56)
Trigger1 = InGuardDist || var(57)
Trigger2 = !(EnemyNear(var(58)),NumProj = 0 || var(56))
Trigger2 = InGuardDist || var(57)
Trigger2 = EnemyNear(var(58)),HitDefAttr = SCA,AA
Trigger2 = !(EnemyNear(var(58)),AnimTime > 0 && EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),Vel Y > 0 && EnemyNear(var(58)),Vel X <= 0)
Trigger3 = InGuardDist || var(57)
Trigger3 = Random%30 = 0

[State -3, 僈乕僪僉儍儞僙儖傆偭偲偽偟]
type = ChangeState
value = 255
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = Power >= 1000
TriggerAll = StateNo = 150 || StateNo = 152
TriggerAll = EnemyNear(var(58)),HitDefAttr = SCA,NA
TriggerAll = EnemyNear(var(58)),NumProj = 0
TriggerAll = EnemyNear(var(58)),AnimTime <= -6
TriggerAll = P2Dist Y = [-120,10]
TriggerAll = Random < 800
Trigger1 = P2BodyDist X = [5,40]

[State -3, 僈乕僪僉儍儞僙儖嬞媫夞旔丒慜]
type = ChangeState
value = 700
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = Power >= 1000
TriggerAll = StateNo = 150 || StateNo = 152
TriggerAll = P2BodyDist X = [15,95]
TriggerAll = EnemyNear(var(58)),AnimTime <= -33-4
TriggerAll = Random < 800
Trigger1 = EnemyNear(var(58)),StateNo < 2000
Trigger1 = P2Dist X >= 0

[State -3, 僈乕僪僉儍儞僙儖嬞媫夞旔丒屻]
type = ChangeState
value = 750
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = Power >= 1000
TriggerAll = StateNo = 150 || StateNo = 152
TriggerAll = Random < 800
Trigger1 = EnemyNear(var(58)),StateNo < 2000
Trigger1 = P2Dist X < 0

[State -3, 嬞媫夞旔]
type = ChangeState
value = 700
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AT)
TriggerAll = Random < 800
TriggerAll = InGuardDist || var(57) || (EnemyNear(var(58)),HitDefAttr = SCA,AP)
TriggerAll = var(8) = 1 && P2Dist X >= 0
TriggerAll = EnemyNear(var(58)),StateNo < 2000
Trigger1 = EnemyNear(var(58)),MoveType = A
Trigger1 = EnemyNear(var(58)),HitDefAttr = SCA,NP,SP
Trigger1 = EnemyNear(var(58)),Time < 20
Trigger1 = EnemyNear(var(58)),AnimTime <= -33
Trigger2 = InGuardDist || var(57) 
Trigger2 = EnemyNear(var(58)),HitDefAttr = SCA,NA
Trigger2 = EnemyNear(var(58)),AnimTime <= -33
Trigger3 = InGuardDist || var(57) 
Trigger3 = EnemyNear(var(58)),HitDefAttr = SCA,SA,HA
Trigger3 = EnemyNear(var(58)),AnimTime <= -33 || EnemyNear(var(58)),AnimTime > 0
Trigger3 = P2BodyDist X-(5*15+EnemyNear(var(58)),Vel X*EnemyNear(var(58)),Const(movement.yaccel)*25) < -20

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;抧忋婲偒峌傔 
;EnemyNear,StateType = L EnemyNear,AnimTime P2bodyDist Y P2bodyDist X
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

[State -3, 僟僢僔儏]
type = ChangeState
value = 100
ctrl = 0
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = P2StateType = L
TriggerAll = Ctrl || (StateNo = [21,22]) 
TriggerAll = var(8) = -1
TriggerAll = P2BodyDist X > 40
TriggerAll = Random < 800
TriggerAll = Random%30 = 0
Trigger1 = P2StateNo = [5100,5110]
Trigger2 = P2StateNo = 5120
Trigger2 = EnemyNear(var(58)),AnimTime < -25

[State -3, 僟僢僔儏]
type = ChangeState
value = 100
ctrl = 0
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = P2StateType = L
TriggerAll = Ctrl || (StateNo = [21,22]) 
TriggerAll = StateNo != 52
TriggerAll = P2BodyDist X > 40
TriggerAll = var(8) = 1
TriggerAll = Random%2 = 1 
TriggerAll = Random < 800
Trigger1 = P2StateNo = [5100,5110]

[State -3, 慜恑]
Type = ChangeState
Value = 21
Ctrl = 0
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = P2StateType = L
TriggerAll = Ctrl || (StateNo = 22 && Time > 10)
TriggerAll = P2StateNo = [5050,5110]
TriggerAll = Random < 800
Trigger1 = P2BodyDist X > 45
Trigger1 = Random%20 = 1

[State -3, 屻戅]
Type = ChangeState
Value = 22
Ctrl = 0
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = P2StateType = L
TriggerAll = Ctrl || (StateNo = 21 && Time > 10)
TriggerAll = P2StateNo = [5050,5110]
TriggerAll = !(BackEdgeBodyDist < 15)
TriggerAll = Random < 800
Trigger1 = P2BodyDist X < 25
Trigger1 = Random%5 = 1

[State -3, 僶僢僋僗僥僢僾]
type = ChangeState
value = 105
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = L && EnemyNear(var(58)),StateNo = [5000,5300)
TriggerAll = Ctrl || StateNo = [21,22]
TriggerAll = P2BodyDist X <= 40
TriggerAll = BackEdgeBodyDist > 60
Trigger1 = EnemyNear(var(58)),StateNo = 5120
Trigger1 = EnemyNear(var(58)),AnimTime = [-3,-1]
Trigger1 = Random%2 = 1

[State -3, 慜僕儍儞僾]
type = ChangeState
value = 42
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = L
TriggerAll = Ctrl || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = P2BodyDist X = [60,120]
TriggerAll = Random < 800
TriggerAll = Random%20 = 0
Trigger1 = EnemyNear(var(58)),StateNo = 5120
Trigger1 = EnemyNear(var(58)),AnimTime = -20+4

[State -3, 憡庤傪堷偒崬傫偱嵃傪敳偔]
Type = ChangeState
Value = 2100
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = P2StateType = L
TriggerAll = Ctrl || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = P2BodyDist X = [50,70)
TriggerAll = Random < 800
TriggerAll = Power >= 1000
Trigger1 = P2StateNo = 5120
Trigger1 = EnemyNear(var(58)),AnimTime = -17+13

[State -3, 俁俫俬俿宆偺旘傃摴嬶]
type = ChangeState
value = 1000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = L
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = Random < 800
TriggerAll = EnemyNear(var(58)),StateNo = 5120
Trigger1 = EnemyNear(var(58)),AnimTime = -18+4
Trigger1 = P2Dist X = [16,47]
Trigger2 = EnemyNear(var(58)),AnimTime = -34+4
Trigger2 = P2Dist X = [76,99]

[State -3, 壩拰傪婲偙偡丂俙]
type = ChangeState
value = 1400
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = L
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = Random < 800
TriggerAll = Random%10 = 0
TriggerAll = EnemyNear(var(58)),StateNo = 5120
Trigger1 = EnemyNear(var(58)),AnimTime = -28+4
Trigger1 = P2Dist X = [25,55]

[State -3, 壩拰傪婲偙偡丂俛]
type = ChangeState
value = 1500
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = L
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = Random < 800
TriggerAll = Random%10 = 0
TriggerAll = EnemyNear(var(58)),StateNo = 5120
Trigger1 = EnemyNear(var(58)),AnimTime = -32+4
Trigger1 = P2Dist X = [75,105]

[State -3, 壩拰傪婲偙偡丂俠]
type = ChangeState
value = 1600
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = L
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = Random < 800
TriggerAll = Random%10 = 0
TriggerAll = EnemyNear(var(58)),StateNo = 5120
Trigger1 = EnemyNear(var(58)),AnimTime = -36+4
Trigger1 = P2Dist X = [125,155]

[State -3, 壩拰傪婲偙偡丂俢]
type = ChangeState
value = 1700
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = L
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = Random < 800
TriggerAll = Random%10 = 0
TriggerAll = EnemyNear(var(58)),StateNo = 5120
Trigger1 = EnemyNear(var(58)),AnimTime = -40+4
Trigger1 = P2Dist X = [175,205]

[State -3, 偟傖偑傒俠]
Type = ChangeState
Value = 410
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = P2StateType = L
TriggerAll = Ctrl || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = P2BodyDist X = [-5,60)
TriggerAll = Random < 800
Trigger1 = P2StateNo = 5120
Trigger1 = EnemyNear(var(58)),AnimTime = -19+4

[State -3, 棫偪俢]
Type = ChangeState
Value = 230
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = P2StateType = L
TriggerAll = Ctrl || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = P2BodyDist X = [-5,60)
TriggerAll = Random < 800
Trigger1 = P2StateNo = 5120
Trigger1 = EnemyNear(var(58)),AnimTime = -7+4

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;抧忋栚墴偟 
;Prevstateno EnemyNear,Movetype = H EnemyNear,stateno = [120,159]
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

[State -3, 僟僢僔儏]
Type = ChangeState
Value = 100
Ctrl = 0
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = P2BodyDist X > 50
TriggerAll = Ctrl || StateNo = 21
TriggerAll = !var(9)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [820,821]) || (EnemyNear(var(58)),StateNo = [1150,1250]) || EnemyNear(var(58)),StateNo = 2050)
TriggerAll = EnemyNear(var(58)),MoveType = H && !(EnemyNear(var(58)),StateNo = [120,160))
TriggerAll = EnemyNear(var(58)),GetHitVar(hittime) + EnemyNear(var(58)),GetHitVar(hitshaketime) >= 12
TriggerAll = EnemyNear(var(58)),GetHitVar(yvel) = 0
Trigger1 = Random < 800

[State -3, 慜恑]
Type = ChangeState
Value = 21
Ctrl = 0
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = P2BodyDist X < 50
TriggerAll = Ctrl || (StateNo = 22 && Time > 10)
TriggerAll = !var(9)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [820,821]) || (EnemyNear(var(58)),StateNo = [1150,1250]) || EnemyNear(var(58)),StateNo = 2050)
TriggerAll = EnemyNear(var(58)),MoveType = H && !(EnemyNear(var(58)),StateNo = [120,160))
TriggerAll = EnemyNear(var(58)),GetHitVar(hittime) + EnemyNear(var(58)),GetHitVar(hitshaketime) >= 6
TriggerAll = EnemyNear(var(58)),GetHitVar(yvel) = 0
Trigger1 = Random < 800

[State -3, 棫偪俛]
Type = ChangeState
Value = 220
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = Ctrl || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = !var(9)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [820,821]) || (EnemyNear(var(58)),StateNo = [1150,1250]) || EnemyNear(var(58)),StateNo = 2050)
TriggerAll = EnemyNear(var(58)),MoveType = H && !(EnemyNear(var(58)),StateNo = [120,160))
TriggerAll = EnemyNear(var(58)),GetHitVar(hittime) + EnemyNear(var(58)),GetHitVar(hitshaketime) >= 4-2
TriggerAll = EnemyNear(var(58)),GetHitVar(yvel) = 0
TriggerAll = P2BodyDist X = [-5,55)
Trigger1 = 1;Random < 800 || Life < 333

[State -3, 棫偪俢]
Type = ChangeState
Value = 230
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = Ctrl || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = !var(9)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [820,821]) || (EnemyNear(var(58)),StateNo = [1150,1250]) || EnemyNear(var(58)),StateNo = 2050)
TriggerAll = EnemyNear(var(58)),MoveType = H && !(EnemyNear(var(58)),StateNo = [120,160))
TriggerAll = EnemyNear(var(58)),GetHitVar(hittime) + EnemyNear(var(58)),GetHitVar(hitshaketime) >= 4-2
TriggerAll = EnemyNear(var(58)),GetHitVar(yvel) = 0
TriggerAll = P2BodyDist X = [-5,55)
Trigger1 = Random < 800

[State -3, 慜恑]
type = ChangeState
value = 21
Ctrl = 0
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo = [150,153]
TriggerAll = EnemyNear(var(58)),GetHitVar(hittime) + EnemyNear(var(58)),GetHitVar(hitshaketime) >= 5
TriggerAll = Ctrl || (StateNo = 22 && Time > 10)
TriggerAll = Random < 800
Trigger1 = EnemyNear(var(58)),Vel X = 0 && (15-EnemyNear(var(58)),GetHitVar(hitshaketime) > 0)
Trigger1 = P2BodyDist X = [-5,55)
Trigger2 = EnemyNear(var(58)),Vel X = 0 && (15-EnemyNear(var(58)),GetHitVar(hitshaketime) <= 0)
Trigger2 = P2BodyDist X = [-5,55)
Trigger3 = !(EnemyNear(var(58)),Vel X = 0)
Trigger3 = P2BodyDist X = [-5,50)

[State -3, 慜僕儍儞僾]
type = ChangeState
value = 42
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo = [150,153]
TriggerAll = EnemyNear(var(58)),GetHitVar(hittime) + EnemyNear(var(58)),GetHitVar(hitshaketime) >= 13
TriggerAll = Ctrl || (StateNo = 22 && Time > 10)
TriggerAll = Random < 800
Trigger1 = EnemyNear(var(58)),Vel X = 0 && (15-EnemyNear(var(58)),GetHitVar(hitshaketime) > 0)
Trigger1 = P2BodyDist X = [40,100)
Trigger2 = EnemyNear(var(58)),Vel X = 0 && (15-EnemyNear(var(58)),GetHitVar(hitshaketime) <= 0)
Trigger2 = P2BodyDist X = [40,100)
Trigger3 = !(EnemyNear(var(58)),Vel X = 0)
Trigger3 = P2BodyDist X = [40,100)

[State -3, 悅捈僕儍儞僾]
type = ChangeState
value = 41
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo = [150,153]
TriggerAll = EnemyNear(var(58)),GetHitVar(hittime) + EnemyNear(var(58)),GetHitVar(hitshaketime) >= 13
TriggerAll = Ctrl || (StateNo = 22 && Time > 10)
TriggerAll = Random < 800
Trigger1 = EnemyNear(var(58)),Vel X = 0 && (15-EnemyNear(var(58)),GetHitVar(hitshaketime) > 0)
Trigger1 = P2BodyDist X = [5,40)
Trigger2 = EnemyNear(var(58)),Vel X = 0 && (15-EnemyNear(var(58)),GetHitVar(hitshaketime) <= 0)
Trigger2 = P2BodyDist X = [5,40)
Trigger3 = !(EnemyNear(var(58)),Vel X = 0)
Trigger3 = P2BodyDist X = [5,40)

[State -3, 棫偪俢]
type = ChangeState
value = 230
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo = [150,153]
TriggerAll = EnemyNear(var(58)),GetHitVar(hittime) + EnemyNear(var(58)),GetHitVar(hitshaketime) >= 4-2
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = Random < 800
Trigger1 = EnemyNear(var(58)),Vel X = 0 && (7-EnemyNear(var(58)),GetHitVar(hitshaketime) > 0)
Trigger1 = P2BodyDist X = [-5,55)
Trigger2 = EnemyNear(var(58)),Vel X = 0 && (7-EnemyNear(var(58)),GetHitVar(hitshaketime) <= 0)
Trigger2 = P2BodyDist X = [-5,55)
Trigger3 = !(EnemyNear(var(58)),Vel X = 0)
Trigger3 = P2BodyDist X = [-5,55)

[State -3, 偟傖偑傒俠]
type = ChangeState
value = 410
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo = [150,153]
TriggerAll = EnemyNear(var(58)),GetHitVar(hittime) + EnemyNear(var(58)),GetHitVar(hitshaketime) >= 18-2
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = Random < 800
Trigger1 = EnemyNear(var(58)),Vel X = 0 && (7-EnemyNear(var(58)),GetHitVar(hitshaketime) > 0)
Trigger1 = P2BodyDist X = [-5,55)
Trigger2 = EnemyNear(var(58)),Vel X = 0 && (7-EnemyNear(var(58)),GetHitVar(hitshaketime) <= 0)
Trigger2 = P2BodyDist X = [-5,55)
Trigger3 = !(EnemyNear(var(58)),Vel X = 0)
Trigger3 = P2BodyDist X = [-5,55-(EnemyNear(var(58)),Vel X*(EnemyNear(var(58)),BackEdgeBodyDist > 10)))

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;抧忋宷偓 
;Movecontact MoveHit MoveGuarded AnimElem = ,>0
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

[State -3, 抏傪挼偹曉偡]
Type = ChangeState
Value = 1300
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !var(9)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [820,821]) || (EnemyNear(var(58)),StateNo = [1150,1250]) || EnemyNear(var(58)),StateNo = 2050)
TriggerAll = MoveHit = [1,5]
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = P2Dist X >= 0
;TriggerAll = Life < 333
Trigger1 = StateNo = 210
Trigger2 = StateNo = 220 
Trigger3 = StateNo = 410
Trigger4 = StateNo = 420

[State -3, 抏傪挼偹曉偡]
Type = ChangeState
Value = 1300
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = var(9)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [820,821]) || (EnemyNear(var(58)),StateNo = [1150,1250]) || EnemyNear(var(58)),StateNo = 2050)
TriggerAll = MoveHit = [1,5]
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = P2Dist X >= 0
TriggerAll = Random < 800
Trigger1 = StateNo = 200
Trigger2 = StateNo = 210
Trigger3 = StateNo = 220 
Trigger4 = StateNo = 400 
Trigger5 = StateNo = 410
Trigger6 = StateNo = 420

[State -3, 憡庤傪堷偒崬傫偱嵃傪敳偔]
Type = ChangeState
Value = 2100
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = !var(54)
TriggerAll = !((P2StateNo = [35,52]) || (P2StateNo = [130,155]))
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !var(9)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [820,821]) || (EnemyNear(var(58)),StateNo = [1150,1250]) || EnemyNear(var(58)),StateNo = 2050)
TriggerAll = MoveHit = [1,5]
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = P2Dist X >= 0
TriggerAll = P2BodyDist X-(EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),BackEdgeBodyDist > 10)*var(8)*21 = [-60,60]
TriggerAll = Random < 800
TriggerAll = Power >= 1000
Trigger1 = StateNo = 200
Trigger2 = StateNo = 210
Trigger3 = StateNo = 220 
Trigger4 = StateNo = 400 
Trigger5 = StateNo = 410
Trigger6 = StateNo = 420

[State -3, 夋柺慡懱偵岝傪梺傃偣傞]
Type = ChangeState
Value = 2000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !var(9)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [820,821]) || (EnemyNear(var(58)),StateNo = [1150,1250]) || EnemyNear(var(58)),StateNo = 2050)
TriggerAll = MoveHit = [1,5]
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = P2Dist X >= 0
TriggerAll = Random < 800
TriggerAll = Power >= 1000
Trigger1 = StateNo = 200
Trigger2 = StateNo = 210
Trigger3 = StateNo = 220 
Trigger4 = StateNo = 400 
Trigger5 = StateNo = 410
Trigger6 = StateNo = 420

[State -3, 壩拰傪婲偙偡丂俛]
Type = ChangeState
Value = 1500
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !var(9)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [820,821]) || (EnemyNear(var(58)),StateNo = [1150,1250]) || EnemyNear(var(58)),StateNo = 2050)
TriggerAll = MoveHit = [1,5]
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = P2Dist X >= 0
TriggerAll = P2Dist X = [55,125-(EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)]
TriggerAll = Random < 800
Trigger1 = StateNo = 210
Trigger2 = StateNo = 220 
Trigger3 = StateNo = 410
Trigger4 = StateNo = 420

[State -3, 壩拰傪婲偙偡丂俙]
Type = ChangeState
Value = 1400
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !var(9)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [820,821]) || (EnemyNear(var(58)),StateNo = [1150,1250]) || EnemyNear(var(58)),StateNo = 2050)
TriggerAll = MoveHit = [1,5]
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = P2Dist X >= 0
TriggerAll = P2Dist X = [25,55-(EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)]
TriggerAll = Random < 800
TriggerAll = Random%5 = 0
Trigger1 = StateNo = 210
Trigger2 = StateNo = 220 
Trigger3 = StateNo = 410
Trigger4 = StateNo = 420

[State -3, 慜曽偵僶儕傾傪挘傞]
Type = ChangeState
Value = 1100
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !var(9)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [820,821]) || (EnemyNear(var(58)),StateNo = [1150,1250]) || EnemyNear(var(58)),StateNo = 2050)
TriggerAll = MoveHit = [1,5]
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = P2Dist X >= 0
TriggerAll = P2BodyDist X = [-5,45-(EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing))
TriggerAll = EnemyNear(var(58)),Const(size.ground.front) >= 25
TriggerAll = Random < 800
Trigger1 = StateNo = 210
Trigger2 = StateNo = 220 
Trigger3 = StateNo = 410
Trigger4 = StateNo = 420

[State -3, 俁俫俬俿宆偺旘傃摴嬶]
Type = ChangeState
Value = 1000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !var(9)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [820,821]) || (EnemyNear(var(58)),StateNo = [1150,1250]) || EnemyNear(var(58)),StateNo = 2050)
TriggerAll = MoveHit = [1,5]
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = P2Dist X >= 0
TriggerAll = Random < 800
Trigger1 = StateNo = 210
Trigger2 = StateNo = 220 
Trigger3 = StateNo = 410
Trigger4 = StateNo = 420

[State -3, 抏傪挼偹曉偡]
Type = ChangeState
Value = 1300
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !var(9)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)    
TriggerAll = MoveGuarded = [1,5]
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = Random < 800
TriggerAll = Random%2 = 0
Trigger1 = StateNo = 200
Trigger2 = StateNo = 210
Trigger3 = StateNo = 220 
Trigger4 = StateNo = 400 
Trigger5 = StateNo = 410
Trigger6 = StateNo = 420

[State -3, 俁俫俬俿宆偺旘傃摴嬶]
Type = ChangeState
Value = 1000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !var(9)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)    
TriggerAll = MoveGuarded = [1,5]
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = Random < 800
TriggerAll = Random%2 = 1
Trigger1 = StateNo = 200
Trigger2 = StateNo = 210
Trigger3 = StateNo = 220 
Trigger4 = StateNo = 400 
Trigger5 = StateNo = 410
Trigger6 = StateNo = 420

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 嬻僉儍儞丂傇偭傁丂 朶傟
;EnemyNear,Ctrl EnemyNear,MoveType=A P2BodyDist X
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

[State -3, 夋柺慡懱偵岝傪梺傃偣傞]
type = ChangeState
value = 2000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = P2Dist Y+EnemyNear(var(58)),Vel Y*15+0.5*EnemyNear(var(58)),Const(movement.yaccel)*16*15*(EnemyNear(var(58)),Vel Y != 0) = [-224,10]
TriggerAll = Random < 800
TriggerAll = Power >= 1000
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger1 = EnemyNear(var(58)),StateNo = 5210
Trigger1 = Time < 5
Trigger2 = EnemyNear(var(58)),StateType = A
Trigger2 = Time > 120

[State -3, 抏傪挼偹曉偡]
Type = ChangeState
value = 1300
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(InGuardDist || var(57))
TriggerAll = Random < 800
Trigger1 = StateNo = 200 && AnimElem = 7, = 1
Trigger2 = StateNo = 210 && AnimElem = 12, = 1
Trigger3 = StateNo = 220 && AnimElem = 8, = 1
Trigger4 = StateNo = 230 && AnimElem = 8, = 1
Trigger5 = StateNo = 400 && AnimElem = 7, = 1
Trigger6 = StateNo = 410 && AnimElem = 12, = 1
Trigger7 = StateNo = 420 && AnimElem = 8, = 1 
Trigger8 = StateNo = 430 && AnimElem = 8, = 1

[State -3, 憡庤傪堷偒崬傫偱嵃傪敳偔]
Type = ChangeState
value = 2100 
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = EnemyNear(var(58)),StateNo >= 200 && !(EnemyNear(var(58)),Ctrl)
TriggerAll = EnemyNear(var(58)),Vel X > 0
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),NumProj = 0
TriggerAll = P2BodyDist X-EnemyNear(var(58)),Vel X*(EnemyNear(var(58)),BackEdgeBodyDist > 10)*21*var(8) = [-70,70] 
TriggerAll = Random < 800
TriggerAll = Power >= 1000
TriggerAll = !MoveContact || Ctrl || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 200 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 8, < 0)) 
Trigger3 = StateNo = 210 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 11, >= 0 && AnimElem = 13, < 0)) 
Trigger4 = StateNo = 220 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 9, < 0)) 
Trigger5 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 9, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 8, < 0)) 
Trigger7 = StateNo = 410 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 11, >= 0 && AnimElem = 13, < 0)) 
Trigger8 = StateNo = 420 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 9, < 0)) 
Trigger9 = StateNo = 430 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 9, < 0)) 

[State -3, 慜曽偵僶儕傾傪挘傞]
Type = ChangeState
value = 1100 
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = EnemyNear(var(58)),StateNo >= 200 && !(EnemyNear(var(58)),Ctrl)
TriggerAll = EnemyNear(var(58)),Vel X > 0
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),NumProj = 0
TriggerAll = P2BodyDist X-EnemyNear(var(58)),Vel X*(EnemyNear(var(58)),BackEdgeBodyDist > 10)*11*var(8) = [-5,50] 
TriggerAll = Random < 800
TriggerAll = !MoveContact || Ctrl || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 200 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 8, < 0)) 
Trigger3 = StateNo = 210 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 11, >= 0 && AnimElem = 13, < 0)) 
Trigger4 = StateNo = 220 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 9, < 0)) 
Trigger5 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 9, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 8, < 0)) 
Trigger7 = StateNo = 410 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 11, >= 0 && AnimElem = 13, < 0)) 
Trigger8 = StateNo = 420 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 9, < 0)) 
Trigger9 = StateNo = 430 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 9, < 0)) 

[State -3, 憡庤傪堷偒崬傫偱嵃傪敳偔]
type = ChangeState
value = 2100
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll = Power >= 1000
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = P2BodyDist X-EnemyNear(var(58)),Vel X*(EnemyNear(var(58)),BackEdgeBodyDist > 10)*21*var(8) = [-70,70+Random%20] 
Trigger1 = Random < 5

[State -3, 夋柺慡懱偵岝傪梺傃偣傞]
type = ChangeState
value = 2000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll = Power >= 1000
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = P2BodyDist X-EnemyNear(var(58)),Vel X*(EnemyNear(var(58)),BackEdgeBodyDist > 10)*15*var(8) > 200
Trigger1 = Random < 5

[State -3, 俁俫俬俿宆偺旘傃摴嬶]
type = ChangeState
value = 1000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = P2BodyDist X-EnemyNear(var(58)),Vel X*(EnemyNear(var(58)),BackEdgeBodyDist > 10)*18*var(8) > 200
Trigger1 = Random < 10

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;抧忋堏摦 
;Ctrl Random P2bodyDist X
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

[State -3, 嬞媫夞旔丂慜]
type = ChangeState
value = 700
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = P2Dist X >= 0
TriggerAll = P2BodyDist X > 90
Trigger1 = Random%60 = 0

[State -3, 嬞媫夞旔丂屻]
type = ChangeState
value = 750
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = P2Dist X >= 0
TriggerAll = P2BodyDist X > 60
TriggerAll = BackEdgeBodyDist > 60
Trigger1 = Random%40 = 0

[State -3, 僟僢僔儏]
type = ChangeState
value = 100
ctrl = 0
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && EnemyNear(var(58)),StateNo < 1000 && !(InGuardDist || var(57)))
TriggerAll = Ctrl || StateNo = 21
TriggerAll = P2Dist X >= 0
TriggerAll = Random%120 = 0
Trigger1 = P2BodyDist X > 180

[State -3, 慜恑]
type = ChangeState
value = 21
ctrl = 0
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = Ctrl || (StateNo = 22 && Time > 10)
TriggerAll = P2Dist X >= 0
Trigger1 = Random%80 = 0

[State -3, 屻戅]
type = ChangeState
value = 22
ctrl = 0
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = Ctrl || (StateNo = 21 && Time > 10)
TriggerAll = P2Dist X >= 0
Trigger1 = Random%200 = 0

[State -3, 僶僢僋僗僥僢僾]
type = ChangeState
value = 105
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = Ctrl || (StateNo = 22 && Time > 10)
TriggerAll = P2Dist X >= 0
TriggerAll = BackEdgeBodyDist > 60
Trigger1 = Random%500 = 0

[State -3, 悅捈僕儍儞僾]
type = ChangeState
value = 41
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && EnemyNear(var(58)),StateNo < 1000 && !(InGuardDist || var(57)))
TriggerAll = EnemyNear(var(58)),NumProj = 0
TriggerAll = !(InGuardDist || var(57))
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22])
TriggerAll = P2BodyDist X = [15,65+Random%20]
Trigger1 = Random%200 = 0

[State -3, 慜僕儍儞僾]
type = ChangeState
value = 42
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && EnemyNear(var(58)),StateNo < 1000 && !(InGuardDist || var(57)))
TriggerAll = EnemyNear(var(58)),NumProj = 0
TriggerAll = !(InGuardDist || var(57))
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = P2BodyDist X = [60,160]
Trigger1 = Random%500 = 0

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;抧忋棫偪夞傝媄怳傝 
;Ctrl Random EnemyNear,Movetype = I丂inguarddist  P2bodyDist Y P2bodyDist X
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

[State -3, 俁俫俬俿宆偺旘傃摴嬶]
Type = ChangeState
value = 1000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),NumProj = 0
TriggerAll = P2BodyDist X-(Vel X+EnemyNear(var(58)),Vel X*18) > 25
TriggerAll = Random < 25
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 200 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 8, < 0)) 
Trigger3 = StateNo = 210 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 11, >= 0 && AnimElem = 13, < 0)) 
Trigger4 = StateNo = 220 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 9, < 0)) 
Trigger5 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 9, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 8, < 0)) 
Trigger7 = StateNo = 410 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 11, >= 0 && AnimElem = 13, < 0)) 
Trigger8 = StateNo = 420 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 9, < 0)) 
Trigger9 = StateNo = 430 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 9, < 0)) 

[State -3, 壩拰傪婲偙偡丂俙]
Type = ChangeState
value = 1400
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),NumProj = 0
TriggerAll = P2Dist X-(Vel X+EnemyNear(var(58)),Vel X*28) = [25+Random%25,75+Random%25]
TriggerAll = Random < 5
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 200 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 8, < 0)) 
Trigger3 = StateNo = 210 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 11, >= 0 && AnimElem = 13, < 0)) 
Trigger4 = StateNo = 220 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 9, < 0)) 
Trigger5 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 9, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 8, < 0)) 
Trigger7 = StateNo = 410 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 11, >= 0 && AnimElem = 13, < 0)) 
Trigger8 = StateNo = 420 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 9, < 0)) 
Trigger9 = StateNo = 430 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 9, < 0)) 

[State -3, 壩拰傪婲偙偡丂俛]
Type = ChangeState
value = 1500
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),NumProj = 0
TriggerAll = P2Dist X-(Vel X+EnemyNear(var(58)),Vel X*32) = [75+Random%25,125+Random%25]
TriggerAll = Random < 5
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 200 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 8, < 0)) 
Trigger3 = StateNo = 210 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 11, >= 0 && AnimElem = 13, < 0)) 
Trigger4 = StateNo = 220 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 9, < 0)) 
Trigger5 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 9, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 8, < 0)) 
Trigger7 = StateNo = 410 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 11, >= 0 && AnimElem = 13, < 0)) 
Trigger8 = StateNo = 420 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 9, < 0)) 
Trigger9 = StateNo = 430 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 9, < 0)) 

[State -3, 壩拰傪婲偙偡丂俠]
Type = ChangeState
value = 1600
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),NumProj = 0
TriggerAll = P2Dist X-(Vel X+EnemyNear(var(58)),Vel X*32) = [125+Random%25,175+Random%25]
TriggerAll = Random < 5
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 200 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 8, < 0)) 
Trigger3 = StateNo = 210 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 11, >= 0 && AnimElem = 13, < 0)) 
Trigger4 = StateNo = 220 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 9, < 0)) 
Trigger5 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 9, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 8, < 0)) 
Trigger7 = StateNo = 410 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 11, >= 0 && AnimElem = 13, < 0)) 
Trigger8 = StateNo = 420 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 9, < 0)) 
Trigger9 = StateNo = 430 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 9, < 0)) 

[State -3, 壩拰傪婲偙偡丂俢]
Type = ChangeState
value = 1700
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),NumProj = 0
TriggerAll = P2Dist X-(Vel X+EnemyNear(var(58)),Vel X*32) = [175+Random%25,225+Random%25]
TriggerAll = Random < 5
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 200 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 8, < 0)) 
Trigger3 = StateNo = 210 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 11, >= 0 && AnimElem = 13, < 0)) 
Trigger4 = StateNo = 220 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 9, < 0)) 
Trigger5 = StateNo = 230 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 9, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 8, < 0)) 
Trigger7 = StateNo = 410 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 11, >= 0 && AnimElem = 13, < 0)) 
Trigger8 = StateNo = 420 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 9, < 0)) 
Trigger9 = StateNo = 430 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 9, < 0)) 

[State -3, 俢搳偘]
type = ChangeState
value = 850
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),NumProj = 0
TriggerAll = (abs(P2BodyDist X) <= 24)
TriggerAll = Random < 750
TriggerAll = Ctrl || (StateNo = [21,22])
TriggerAll = EnemyNear(var(58)),MoveType = I
Trigger1 = EnemyNear(var(58)),StateNo = [700,1000)
Trigger2 = EnemyNear(var(58)),StateNo < 40
Trigger3 = EnemyNear(var(58)),StateNo = [100,110]

[State -3, 俠搳偘]
type = ChangeState
value = 800
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),NumProj = 0
TriggerAll = (abs(P2BodyDist X) <= 24)
TriggerAll = Random < 250
TriggerAll = Ctrl || (StateNo = [21,22])
TriggerAll = EnemyNear(var(58)),MoveType = I
Trigger1 = EnemyNear(var(58)),StateNo = [700,1000)
Trigger2 = EnemyNear(var(58)),StateNo < 40
Trigger3 = EnemyNear(var(58)),StateNo = [100,110]

[State -3, 棫偪俛]
type = ChangeState
value = 220
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(InGuardDist || var(58))
TriggerAll = EnemyNear(var(58)),NumProj = 0
TriggerAll = Random < 150
Trigger1 = Ctrl || (StateNo = [21,22])
Trigger1 = P2BodyDist X-(Vel X+EnemyNear(var(58)),Vel X*4) = [5,65]

[State -3, 棫偪俢]
type = ChangeState
value = 230
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(InGuardDist || var(58))
TriggerAll = EnemyNear(var(58)),NumProj = 0
TriggerAll = Random < 100
Trigger1 = Ctrl || (StateNo = [21,22])
Trigger1 = P2BodyDist X-(Vel X+EnemyNear(var(58)),Vel X*4) = [5,65]

[State -3, 偟傖偑傒俠]
type = ChangeState
value = 410
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(InGuardDist || var(58))
TriggerAll = EnemyNear(var(58)),NumProj = 0
TriggerAll = Random < 50
Trigger1 = Ctrl || (StateNo = [21,22])
Trigger1 = P2BodyDist X-(Vel X+EnemyNear(var(58)),Vel X*18) = [5,60]

[State -3, 傆偭偲偽偟]
type = ChangeState
value = 250
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(InGuardDist || var(58))
TriggerAll = EnemyNear(var(58)),NumProj = 0
TriggerAll = Random < 5
TriggerAll = Ctrl || (StateNo = [21,22])
Trigger1 = P2BodyDist X-(Vel X+EnemyNear(var(58)),Vel X*14) = [20,40+Random%5]

[State -3, 俵俙倃敪摦]
type = ChangeState
value = 900
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = !var(7)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(InGuardDist || var(58))
TriggerAll = EnemyNear(var(58)),NumProj = 0
TriggerAll = Random < 800
TriggerAll = Power >= 3000
Trigger1 = Ctrl || (StateNo = [21,22])
Trigger1 = P2BodyDist X-(Vel X+EnemyNear(var(58)),Vel X*28) > 150

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;嬻拞棫偪夞傝媄怳傝 
;Ctrl Random EnemyNear,Movetype = I丂inguarddist  P2bodyDist Y P2bodyDist X
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

[State -3, 僕儍儞僾俢]
type = ChangeState
value = 630
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType != A || (EnemyNear(var(58)),StateNo = 5120 && EnemyNear(var(58)),AnimTime >= -16)
TriggerAll = Ctrl
TriggerAll = Pos Y+Vel Y*(8+6)+0.5*Const(movement.yaccel)*(6+8)*(6+7) > 0
TriggerAll = Pos Y+Vel Y*8+0.5*Const(movement.yaccel)*9*8 >= -((EnemyNear(var(58)),Const(size.height)-20)*(1-(EnemyNear(var(58)),StateType = C)*0.5))
TriggerAll = Random < 800
Trigger1 = P2BodyDist X-EnemyNear(var(58)),Vel X*(EnemyNear(var(58)),BackEdgeBodyDist > 10)*8*var(8) = [-50-(FrontEdgeBodyDist = 0)*10,60]

[State -3, 僕儍儞僾傆偭偲偽偟]
type = ChangeState
value = 640
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),StateNo != 5120
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = Ctrl
TriggerAll = Pos Y+Vel Y*(7+6)+0.5*Const(movement.yaccel)*(6+7)*(6+6)  > 0
TriggerAll = Pos Y+Vel Y*7+0.5*Const(movement.yaccel)*8*7 >= -((EnemyNear(var(58)),Const(size.height)-20)*(1-(EnemyNear(var(58)),StateType = C)*0.5))
TriggerAll = Random < 800
Trigger1 = P2BodyDist X-EnemyNear(var(58)),Vel X*(EnemyNear(var(58)),BackEdgeBodyDist > 10)*7*var(8) = [0-(FrontEdgeBodyDist = 0)*10,50]

[State -3, 僕儍儞僾傆偭偲偽偟]
type = ChangeState
value = 640
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = !var(9)
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = Pos Y+Vel Y*7+0.5*Const(movement.yaccel)*8*7  < 0
TriggerAll = Ctrl 
TriggerAll = P2Dist X >= 0
TriggerAll = Random < 800
Trigger1 = P2BodyDist X-(Vel X + EnemyNear(var(58)),Vel X)*7 <= 50
Trigger1 = P2Dist Y+((EnemyNear(var(58)),Vel Y*7+0.5*EnemyNear(var(58)),Const(movement.yaccel)*8*7)-(Vel Y*6+0.5*Const(movement.yaccel)*8*7)) = [-60,60]

[State -3, 僕儍儞僾俢]
type = ChangeState
value = 630
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = !var(9)
TriggerAll = (EnemyNear(var(58)),StateNo = [50,60)) || EnemyNear(var(58)),Pos Y < -20
TriggerAll = Pos Y+Vel Y*8+0.5*Const(movement.yaccel)*9*8  < 0
TriggerAll = Ctrl 
TriggerAll = P2Dist X >= 0
TriggerAll = Random < 800
Trigger1 = P2BodyDist X-(Vel X + EnemyNear(var(58)),Vel X)*8 <= 70
Trigger1 = P2Dist Y+((EnemyNear(var(58)),Vel Y*8+0.5*EnemyNear(var(58)),Const(movement.yaccel)*9*8)-(Vel Y*6+0.5*Const(movement.yaccel)*9*8)) = [-20,40]

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;僞僢僌愱梡峴摦
;var(?) 1=2;2 2=1;2 3=2;1
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒



