
[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 = TeamMode = Simul
Trigger19 = ID > Partner,ID
Trigger20 = Palno =[7,12]     ;忢帪婲摦梡
var(59) = 8       ;俙俬儗儀儖愝掕[侾乣俉]
ignorehitpause = 1

[State -3, 僨僶僢僌梡]
Type = VarSet
Trigger1 = RoundState = 2
fvar(1) = 0
ignorehitpause = 1

[State -3, 僨僶僢僌梡]
Type = NotHitBy
Trigger1 = RoundState < 2
Trigger2 = StateNo = 0 || StateNo = 5900
Trigger2 = Ctrl = 0
value = SCA
ignorehitpause = 1

[State -3, TargetState]
type = TargetState
triggerall = NumTarget
trigger1 = MoveType = I 
trigger1 = Target,Time > 1000
value = 2006
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) = 8 || fvar(1) = 1
TriggerAll = StateType != A
TriggerAll = RoundState = 3 && Life > 0
TriggerAll = PrevStateNo != 195 && StateNo != 195
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])

[State -3, 挧敪]
Type = ChangeState
value = 195
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [1,7]) || fvar(1) = 1
TriggerAll = StateType != A
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = PrevStateNo != 195
TriggerAll = EnemyNear(var(58)),MoveType != A
TriggerAll = !(InGuardDist || var(57))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Life > P2Life
Trigger1 = NumTarget(251)
Trigger1 = StateNo = 250 && AnimTime = 0
Trigger2 = NumTarget(256)
Trigger2 = StateNo = 255 && AnimTime = 0
Trigger3 = Ctrl && fvar(4) > 80
Trigger3 = NumTarget(640)
Trigger3 = Target,StateNo = [645,646]
Trigger4 = Ctrl && fvar(4) > 200
Trigger4 = Random%80 = 0

[State -3, 償僅僀僪丂僕僃僲僒僀僪]
type = ChangeState
value = 1500
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [7,8]) || fvar(1) = 1
TriggerAll = StateType != A
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll = !(EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = A
TriggerAll = !(EnemyNear(var(58)),StateType = A)
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*100 || fvar(1) = 1
TriggerAll = NumHelper(25000)
Trigger1 = EnemyNear(var(58)),StateNo = Helper(25000),var(0)
Trigger1 = Helper(25000),var(1)-EnemyNear(var(58)),Time = [7,20]
Trigger1 = fvar(3)+Facing*EnemyNear(var(58)),Facing*EnemyNear(var(58)),Vel X*3 <= Helper(25000),fvar(0)
Trigger2 = EnemyNear(var(58)),StateNo = Helper(25000),var(2)
Trigger2 = Helper(25000),var(3)-EnemyNear(var(58)),Time = [7,20]
Trigger2 = fvar(3)+Facing*EnemyNear(var(58)),Facing*EnemyNear(var(58)),Vel X*3 <= Helper(25000),fvar(2)
Trigger3 = EnemyNear(var(58)),StateNo = Helper(25000),var(4)
Trigger3 = Helper(25000),var(5)-EnemyNear(var(58)),Time = [7,20]
Trigger3 = fvar(3)+Facing*EnemyNear(var(58)),Facing*EnemyNear(var(58)),Vel X*3 <= Helper(25000),fvar(4)
Trigger4 = EnemyNear(var(58)),StateNo = Helper(25000),var(6)
Trigger4 = Helper(25000),var(7)-EnemyNear(var(58)),Time = [7,20]
Trigger4 = fvar(3)+Facing*EnemyNear(var(58)),Facing*EnemyNear(var(58)),Vel X*3 <= Helper(25000),fvar(6)
Trigger5 = EnemyNear(var(58)),StateNo = Helper(25000),var(8)
Trigger5 = Helper(25000),var(9)-EnemyNear(var(58)),Time = [7,20]
Trigger5 = fvar(3)+Facing*EnemyNear(var(58)),Facing*EnemyNear(var(58)),Vel X*3 <= Helper(25000),fvar(8)
Trigger6 = EnemyNear(var(58)),StateNo = Helper(25000),var(10)
Trigger6 = Helper(25000),var(11)-EnemyNear(var(58)),Time = [7,20]
Trigger6 = fvar(3)+Facing*EnemyNear(var(58)),Facing*EnemyNear(var(58)),Vel X*3 <= Helper(25000),fvar(10)
Trigger7 = EnemyNear(var(58)),StateNo = Helper(25000),var(12)
Trigger7 = Helper(25000),var(13)-EnemyNear(var(58)),Time = [7,20]
Trigger7 = fvar(3)+Facing*EnemyNear(var(58)),Facing*EnemyNear(var(58)),Vel X*3 <= Helper(25000),fvar(12)
Trigger8 = EnemyNear(var(58)),StateNo = Helper(25000),var(14)
Trigger8 = Helper(25000),var(15)-EnemyNear(var(58)),Time = [7,20]
Trigger8 = fvar(3)+Facing*EnemyNear(var(58)),Facing*EnemyNear(var(58)),Vel X*3 <= Helper(25000),fvar(14)
Trigger9 = EnemyNear(var(58)),StateNo = Helper(25000),var(16)
Trigger9 = Helper(25000),var(17)-EnemyNear(var(58)),Time = [7,20]
Trigger9 = fvar(3)+Facing*EnemyNear(var(58)),Facing*EnemyNear(var(58)),Vel X*3 <= Helper(25000),fvar(16)
Trigger10 = EnemyNear(var(58)),StateNo = Helper(25000),var(18)
Trigger10 = Helper(25000),var(19)-EnemyNear(var(58)),Time = [7,20]
Trigger10 = fvar(3)+Facing*EnemyNear(var(58)),Facing*EnemyNear(var(58)),Vel X*3 <= Helper(25000),fvar(18)
Trigger11 = EnemyNear(var(58)),StateNo = Helper(25000),var(20)
Trigger11 = Helper(25000),var(21)-EnemyNear(var(58)),Time = [7,20]
Trigger11 = fvar(3)+Facing*EnemyNear(var(58)),Facing*EnemyNear(var(58)),Vel X*3 <= Helper(25000),fvar(20)
Trigger12 = EnemyNear(var(58)),StateNo = Helper(25000),var(22)
Trigger12 = Helper(25000),var(23)-EnemyNear(var(58)),Time = [7,20]
Trigger12 = fvar(3)+Facing*EnemyNear(var(58)),Facing*EnemyNear(var(58)),Vel X*3 <= Helper(25000),fvar(22)
Trigger13 = EnemyNear(var(58)),StateNo = Helper(25000),var(24)
Trigger13 = Helper(25000),var(25)-EnemyNear(var(58)),Time = [7,20]
Trigger13 = fvar(3)+Facing*EnemyNear(var(58)),Facing*EnemyNear(var(58)),Vel X*3 <= Helper(25000),fvar(24)
Trigger14 = EnemyNear(var(58)),StateNo = Helper(25000),var(26)
Trigger14 = Helper(25000),var(27)-EnemyNear(var(58)),Time = [7,20]
Trigger14 = fvar(3)+Facing*EnemyNear(var(58)),Facing*EnemyNear(var(58)),Vel X*3 <= Helper(25000),fvar(26)
Trigger15 = EnemyNear(var(58)),StateNo = Helper(25000),var(28)
Trigger15 = Helper(25000),var(29)-EnemyNear(var(58)),Time = [7,20]
Trigger15 = fvar(3)+Facing*EnemyNear(var(58)),Facing*EnemyNear(var(58)),Vel X*3 <= Helper(25000),fvar(28)
Trigger16 = EnemyNear(var(58)),StateNo = Helper(25000),var(30)
Trigger16 = Helper(25000),var(31)-EnemyNear(var(58)),Time = [7,20]
Trigger16 = fvar(3)+Facing*EnemyNear(var(58)),Facing*EnemyNear(var(58)),Vel X*3 <= Helper(25000),fvar(30)
Trigger17 = EnemyNear(var(58)),StateNo = Helper(25000),var(32)
Trigger17 = Helper(25000),var(33)-EnemyNear(var(58)),Time = [7,20]
Trigger17 = fvar(3)+Facing*EnemyNear(var(58)),Facing*EnemyNear(var(58)),Vel X*3 <= Helper(25000),fvar(32)
Trigger18 = EnemyNear(var(58)),StateNo = Helper(25000),var(34)
Trigger18 = Helper(25000),var(35)-EnemyNear(var(58)),Time = [7,20]
Trigger18 = fvar(3)+Facing*EnemyNear(var(58)),Facing*EnemyNear(var(58)),Vel X*3 <= Helper(25000),fvar(34)
Trigger19 = EnemyNear(var(58)),StateNo = Helper(25000),var(36)
Trigger19 = Helper(25000),var(37)-EnemyNear(var(58)),Time = [7,20]
Trigger19 = fvar(3)+Facing*EnemyNear(var(58)),Facing*EnemyNear(var(58)),Vel X*3 <= Helper(25000),fvar(36)
Trigger20 = EnemyNear(var(58)),StateNo = Helper(25000),var(38)
Trigger20 = Helper(25000),var(39)-EnemyNear(var(58)),Time = [7,20]
Trigger20 = fvar(3)+Facing*EnemyNear(var(58)),Facing*EnemyNear(var(58)),Vel X*3 <= Helper(25000),fvar(38)
Trigger21 = fvar(4) > -5
Trigger21 = EnemyNear(var(58)),HitDefAttr = SC,NA
Trigger21 = (PrevStateNo = [120,155]) || (PrevStateNo = [5000,5900])
Trigger21 = Random < var(59)*50

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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, 僀乕僨傿傾儞僽儗僀僪]
type = ChangeState
value = 2000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [4,8]) || fvar(1) = 2
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(EnemyNear(var(58)),AnimTime = [-10,0]) || EnemyNear(var(58)),HitDefAttr = SCA,AT
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = A
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = EnemyNear(var(58)),AnimTime <= -10
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8])
TriggerAll = EnemyNear(var(58)),StateNo < 2000 || (EnemyNear(var(58)),StateNo >= 2000 && (EnemyNear(var(58)),HitDefAttr = SCA,AA,AT || EnemyNear(var(58)),AnimTime = -10)) || StateNo = [200,700)
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*10*var(8) = [15,75)
TriggerAll = Random < var(59)*100 || fvar(1) = 2
TriggerAll = Power >= 1000 
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger4 = StateNo = 210 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger5 = StateNo = 215 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger6 = StateNo = 220 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger7 = StateNo = 225 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger8 = StateNo = 230 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger9 = StateNo = 235 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger10 = StateNo = 250 && AnimElem = 13, >= 0 && AnimElem = 21, < 0
Trigger11 = StateNo = 255 && AnimElem = 13, >= 0 && AnimElem = 20, < 0

[State -3, 僠僃乕儞僽儗僀僪丂僒僕僞儖僄僢僕丂僗儔僀僗丂俠]
type = ChangeState
value = 1350
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 2
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(EnemyNear(var(58)),AnimTime = [-10,0]) || EnemyNear(var(58)),HitDefAttr = SCA,AT
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = A
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = EnemyNear(var(58)),AnimTime <= -10
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = EnemyNear(var(58)),StateNo < 2000 || (EnemyNear(var(58)),StateNo >= 2000 && (EnemyNear(var(58)),HitDefAttr = SCA,AA,AT || EnemyNear(var(58)),AnimTime = -10)) || StateNo = [200,700)
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*10*var(8) = [-5,115]
TriggerAll = Random < var(59)*100 || fvar(1) = 2
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger4 = StateNo = 210 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger5 = StateNo = 215 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger6 = StateNo = 220 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger7 = StateNo = 225 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger8 = StateNo = 230 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger9 = StateNo = 235 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger10 = StateNo = 250 && AnimElem = 13, >= 0 && AnimElem = 21, < 0
Trigger11 = StateNo = 255 && AnimElem = 13, >= 0 && AnimElem = 20, < 0

[State -3, 僠僃乕儞僽儗僀僪丂僒僕僞儖僄僢僕丂僗儔僀僗丂俙]
type = ChangeState
value = 1300
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 2
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(EnemyNear(var(58)),AnimTime = [-10,0]) || EnemyNear(var(58)),HitDefAttr = SCA,AT
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = A
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = EnemyNear(var(58)),AnimTime <= -10
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = EnemyNear(var(58)),StateNo < 2000 || (EnemyNear(var(58)),StateNo >= 2000 && (EnemyNear(var(58)),HitDefAttr = SCA,AA,AT || EnemyNear(var(58)),AnimTime = -10)) || StateNo = [200,700)
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*10*var(8) = [-5,115]
TriggerAll = Random < var(59)*100 || fvar(1) = 2
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger4 = StateNo = 210 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger5 = StateNo = 215 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger6 = StateNo = 220 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger7 = StateNo = 225 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger8 = StateNo = 230 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger9 = StateNo = 235 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger10 = StateNo = 250 && AnimElem = 13, >= 0 && AnimElem = 21, < 0
Trigger11 = StateNo = 255 && AnimElem = 13, >= 0 && AnimElem = 20, < 0

[State -3, 僽儖乕丂僲傾]
type = ChangeState
value = 800
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 2
TriggerAll = !var(54)
TriggerAll = !((P2StateNo = [35,52]) || (P2StateNo = [130,155]))
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = (Abs(fvar(4)) <= 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 >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = Random < var(59)*50 || fvar(1) = 2
Trigger1 = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT)
Trigger2 = EnemyNear(var(58)),AnimTime = -1

[State -3, 儗僢僪丂僲傾]
type = ChangeState
value = 850
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 2
TriggerAll = !var(54)
TriggerAll = !((P2StateNo = [35,52]) || (P2StateNo = [130,155]))
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = (Abs(fvar(4)) <= 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 >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = Random < var(59)*50 || fvar(1) = 2
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) = [3,8]) || fvar(1) = 2
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 = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = EnemyNear(var(58)),AnimTime <= -31
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = EnemyNear(var(58)),StateNo < 2000 || (EnemyNear(var(58)),StateNo >= 2000 && (EnemyNear(var(58)),HitDefAttr = SCA,AA || EnemyNear(var(58)),AnimTime = -38)) || StateNo = [200,700)
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*31*var(8) = [-25,70]
Trigger1 = Random < var(59)*50 || fvar(1) = 2

[State -3, 嬞媫夞旔丂屻]
type = ChangeState
value = 750
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 2
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 = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = EnemyNear(var(58)),AnimTime <= -3
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = EnemyNear(var(58)),StateNo < 2000 || (EnemyNear(var(58)),StateNo >= 2000 && (EnemyNear(var(58)),HitDefAttr = SCA,AA || EnemyNear(var(58)),AnimTime = -38)) 
TriggerAll = EnemyNear(var(58)),HitDefAttr = SCA,NA,SA
TriggerAll = Random < var(59)*50 || fvar(1) = 2
Trigger1 = (fvar(4) = [-15,50)) && EnemyNear(var(58)),AnimTime <= -38
Trigger2 = (fvar(4) = [50,75)) && EnemyNear(var(58)),AnimTime <= -34
Trigger3 = (fvar(4) = [75,100)) && EnemyNear(var(58)),AnimTime <= -30
Trigger4 = (fvar(4) = [100,125)) && EnemyNear(var(58)),AnimTime <= -26
Trigger5 = (fvar(4) = [125,150)) && EnemyNear(var(58)),AnimTime <= -22
Trigger6 = (fvar(4) = [150,175)) && EnemyNear(var(58)),AnimTime <= -18
Trigger7 = (fvar(4) = [175,200)) && EnemyNear(var(58)),AnimTime <= -14

[State -3, 慜僕儍儞僾]
type = ChangeState
value = 42
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [6,8]) || fvar(1) = 2
TriggerAll = !((P2StateNo = [35,52]) || (P2StateNo = [130,155]))
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = A
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
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 <= -18))
TriggerAll = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [120,159]) && (var(59) = [4,8]) || fvar(1)
TriggerAll = Random < var(59)*100 || fvar(1) = 2
Trigger1 = EnemyNear(var(58)),HitDefAttr = SC,AT
Trigger1 = fvar(4) = [110,150]

[State -3, 慜僕儍儞僾]
type = ChangeState
value = 42
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) || fvar(1) = 2
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)),NumProj > 0 || var(56))
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 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = Random < var(59)*100 || fvar(1) = 2
TriggerAll = EnemyNear(var(58)),Vel X > 0
Trigger1 = EnemyNear(var(58)),Const(size.height) >= 65*(1-(EnemyNear(var(58)),StateType = C)*0.5)
Trigger1 = fvar(4)-(4.2*15+EnemyNear(var(58)),Vel X*var(50)*var(8)*10) <= 90
Trigger2 = EnemyNear(var(58)),Const(size.height) < 65*(1-(EnemyNear(var(58)),StateType = C)*0.5)
Trigger2 = fvar(4)-(4.2*15+EnemyNear(var(58)),Vel X*var(50)*var(8)*13) >= -15

[State -3, 悅捈僕儍儞僾]
type = ChangeState
value = 41
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) || fvar(1) = 2
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)),NumProj > 0 || var(56))
TriggerAll = EnemyNear(var(58)),HitDefAttr = SCA,AT || (!(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && EnemyNear(var(58)),StateNo >= 1000)
TriggerAll = !(EnemyNear(var(58)),AnimTime = -1)
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = Random < var(59)*100 || fvar(1) = 2
TriggerAll = EnemyNear(var(58)),Vel X > 0
Trigger1 = fvar(4)-(EnemyNear(var(58)),Vel X*var(50)*var(8)*20) = [15,50]

[State -3, 屻僕儍儞僾]
type = ChangeState
value = 43
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) || fvar(1) = 2
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)),NumProj > 0 || var(56))
TriggerAll = EnemyNear(var(58)),HitDefAttr = SCA,AT || (!(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && EnemyNear(var(58)),StateNo >= 1000)
TriggerAll = !(EnemyNear(var(58)),AnimTime = -1)
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = Random < var(59)*100 || fvar(1) = 2
TriggerAll = EnemyNear(var(58)),Vel X > 0
Trigger1 = fvar(4)-(-2.55*15+EnemyNear(var(58)),Vel X*var(50)*var(8)*20) < 50

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

[State -3, 慜恑]
type = ChangeState
value = 21
Ctrl = 0
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) || fvar(1) = 3
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 = fvar(4) > 70
TriggerAll = !(InGuardDist || var(57))
TriggerAll = Ctrl || StateNo = 1 || (StateNo = 22 && Time > 10)
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = EnemyNear(var(58)),AnimTime < -Floor(fvar(4)/2.6)

[State -3, 僟僢僔儏]
type = ChangeState
value = 100
Ctrl = 0
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) || fvar(1) = 3
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 = fvar(4) > 20
TriggerAll = !(InGuardDist || var(57))
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22])
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = EnemyNear(var(58)),AnimTime < -3-Floor(fvar(4)/5.6)

[State -3, 僟僢僔儏]
type = ChangeState
value = 100
Ctrl = 0
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) || fvar(1) = 3
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 = fvar(4) > 80
TriggerAll = !(InGuardDist || var(57))
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22])
TriggerAll = Random < var(59)*100 || fvar(1) = 3
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) || fvar(1) = 3
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)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || !(InGuardDist || var(57))
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = var(8) = 1
TriggerAll = fvar(4) = [110,150]
TriggerAll = !(InGuardDist || var(57))
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = EnemyNear(var(58)),AnimTime < -25
Trigger1 = var(4) := 1  

[State -3, 慜僕儍儞僾]
type = ChangeState
value = 42
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) || fvar(1) = 3
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)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || !(InGuardDist || var(57))
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = var(8) = -1
TriggerAll = fvar(4) = [110,150]
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = EnemyNear(var(58)),AnimTime < -25
Trigger1 = var(4) := 1

[State -3, 僽儖乕僞儖丂僑僢僪丂僾儘僕僃僋僩]
type = ChangeState
value = 3000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 3
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 = [700,800)) || (EnemyNear(var(58)),StateNo = [5000,5270]))
TriggerAll = EnemyNear(var(58)),AnimTime <= -(9+Ceil(IfElse(fvar(4) <= 55,0,Floor(fvar(4)))/8))
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*9*var(8) = [-15,105]
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || !(InGuardDist || var(57))
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*100 || fvar(1) = 3 || (var(59) = 8 && (Power >= PowerMax || Power >= 4000))
TriggerAll = Power >= 2000
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger4 = StateNo = 210 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger5 = StateNo = 215 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger6 = StateNo = 220 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger7 = StateNo = 225 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger8 = StateNo = 230 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger9 = StateNo = 235 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger10 = StateNo = 250 && AnimElem = 13, >= 0 && AnimElem = 21, < 0
Trigger11 = StateNo = 255 && AnimElem = 13, >= 0 && AnimElem = 20, < 0

[State -3, 働僀僆僗丂僞僀僪]
type = ChangeState
value = 2100
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 3
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 = [700,800)) || (EnemyNear(var(58)),StateNo = [5000,5270]))
TriggerAll = EnemyNear(var(58)),AnimTime <= -23
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*23*var(8) = [55,185]
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || !(InGuardDist || var(57))
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
TriggerAll = Power >= 1000
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger4 = StateNo = 210 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger5 = StateNo = 215 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger6 = StateNo = 220 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger7 = StateNo = 225 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger8 = StateNo = 230 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger9 = StateNo = 235 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger10 = StateNo = 250 && AnimElem = 13, >= 0 && AnimElem = 21, < 0
Trigger11 = StateNo = 255 && AnimElem = 13, >= 0 && AnimElem = 20, < 0

[State -3, 僀乕僨傿傾儞僽儗僀僪]
type = ChangeState
value = 2000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 3
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 = [700,800)) || (EnemyNear(var(58)),StateNo = [5000,5270]))
TriggerAll = EnemyNear(var(58)),AnimTime <= -10
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*10*var(8) = [15,75]
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || !(InGuardDist || var(57))
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
TriggerAll = Power >= 1000
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger4 = StateNo = 210 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger5 = StateNo = 215 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger6 = StateNo = 220 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger7 = StateNo = 225 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger8 = StateNo = 230 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger9 = StateNo = 235 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger10 = StateNo = 250 && AnimElem = 13, >= 0 && AnimElem = 21, < 0
Trigger11 = StateNo = 255 && AnimElem = 13, >= 0 && AnimElem = 20, < 0

[State -3, 僱僈丒僕僃僱僔僗]
type = ChangeState
value = 1400
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 3
TriggerAll = !((P2StateNo = [700,800)) || (P2StateNo = [900,1000)))
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 <= -14
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*14*var(8) = [-15,50]
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || !(InGuardDist || var(57))
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger4 = StateNo = 210 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger5 = StateNo = 215 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger6 = StateNo = 220 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger7 = StateNo = 225 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger8 = StateNo = 230 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger9 = StateNo = 235 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger10 = StateNo = 250 && AnimElem = 13, >= 0 && AnimElem = 21, < 0
Trigger11 = StateNo = 255 && AnimElem = 13, >= 0 && AnimElem = 20, < 0

[State -3, 僠僃乕儞僽儗僀僪丂僒僕僞儖僄僢僕丂僗儔僀僗丂俠]
type = ChangeState
value = 1350
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 3
TriggerAll = !((P2StateNo = [700,800)) || (P2StateNo = [900,1000)))
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 <= -10
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*10*var(8) = [-5,115]
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || !(InGuardDist || var(57))
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger4 = StateNo = 210 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger5 = StateNo = 215 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger6 = StateNo = 220 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger7 = StateNo = 225 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger8 = StateNo = 230 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger9 = StateNo = 235 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger10 = StateNo = 250 && AnimElem = 13, >= 0 && AnimElem = 21, < 0
Trigger11 = StateNo = 255 && AnimElem = 13, >= 0 && AnimElem = 20, < 0

[State -3, 僠僃乕儞僽儗僀僪丂僒僕僞儖僄僢僕丂僗儔僀僗丂俙]
type = ChangeState
value = 1300
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 3
TriggerAll = !((P2StateNo = [700,800)) || (P2StateNo = [900,1000)))
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 <= -10
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*10*var(8) = [-5,115]
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || !(InGuardDist || var(57))
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger4 = StateNo = 210 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger5 = StateNo = 215 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger6 = StateNo = 220 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger7 = StateNo = 225 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger8 = StateNo = 230 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger9 = StateNo = 235 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger10 = StateNo = 250 && AnimElem = 13, >= 0 && AnimElem = 21, < 0
Trigger11 = StateNo = 255 && AnimElem = 13, >= 0 && AnimElem = 20, < 0

[State -3, 僠僃乕儞僽儗僀僪丂僩儔儞僗傾僉僔儍儖丂僗儔僀僗丂俠]
type = ChangeState
value = 1250
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 3
TriggerAll = !((P2StateNo = [700,800)) || (P2StateNo = [900,1000)))
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 <= -12
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*12*var(8) = [-5,175]
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || !(InGuardDist || var(57))
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger4 = StateNo = 210 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger5 = StateNo = 215 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger6 = StateNo = 220 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger7 = StateNo = 225 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger8 = StateNo = 230 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger9 = StateNo = 235 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger10 = StateNo = 250 && AnimElem = 13, >= 0 && AnimElem = 21, < 0
Trigger11 = StateNo = 255 && AnimElem = 13, >= 0 && AnimElem = 20, < 0

[State -3, 僠僃乕儞僽儗僀僪丂僩儔儞僗傾僉僔儍儖丂僗儔僀僗丂俙]
type = ChangeState
value = 1200
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 3
TriggerAll = !((P2StateNo = [700,800)) || (P2StateNo = [900,1000)))
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 <= -13
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*13*var(8) = [-5,125]
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || !(InGuardDist || var(57))
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*100 || fvar(1) = 3
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger4 = StateNo = 210 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger5 = StateNo = 215 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger6 = StateNo = 220 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger7 = StateNo = 225 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger8 = StateNo = 230 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger9 = StateNo = 235 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger10 = StateNo = 250 && AnimElem = 13, >= 0 && AnimElem = 21, < 0
Trigger11 = StateNo = 255 && AnimElem = 13, >= 0 && AnimElem = 20, < 0

[State -3, 傆偭偲偽偟]
type = ChangeState
value = 250
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [4,8]) || fvar(1) = 3
TriggerAll = !((P2StateNo = [700,800)) || (P2StateNo = [900,1000)))
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 <= -16
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*16*var(8) = [-15,55]
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || !(InGuardDist || var(57))
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = Random < var(59)*100 || fvar(1) = 3
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, 墦棫偪俢]
type = ChangeState
value = 230
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [2,8]) || fvar(1) = 3
TriggerAll = !((P2StateNo = [700,800)) || (P2StateNo = [900,1000)))
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 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*4*var(8) = [25,108]
TriggerAll = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I) || !(InGuardDist || var(57))
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = fvar(4) >= 26
TriggerAll = Random < var(59)*100 || fvar(1) = 3
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, 嬤棫偪俢]
type = ChangeState
value = 235
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [2,8]) || fvar(1) = 3
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 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*4*var(8) = [-15,30] 
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = fvar(4) < 26
TriggerAll = Random < var(59)*100 || fvar(1) = 3
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, 嬤棫偪俠]
type = ChangeState
value = 215
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [2,8]) || fvar(1) = 3
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 <= -6
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*6*var(8) = [-5,30] 
TriggerAll = EnemyNear(var(58)),Const(size.mid.pos.y) < -60 || (EnemyNear(var(58)),Const(size.head.pos.y) < -75 && EnemyNear(var(58)),StateType = S)
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = fvar(4) < 22
TriggerAll = Random < var(59)*100 || fvar(1) = 3
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, 墦棫偪俠]
type = ChangeState
value = 210
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [2,8]) || fvar(1) = 3
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 <= -6
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*6*var(8) = [20,84] 
TriggerAll = EnemyNear(var(58)),Const(size.mid.pos.y) < -60 || (EnemyNear(var(58)),Const(size.head.pos.y) < -75 && EnemyNear(var(58)),StateType = S)
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = fvar(4) >= 22
TriggerAll = Random < var(59)*100 || fvar(1) = 3
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, 僀乕僨傿傾儞僽儗僀僪]
type = ChangeState
value = 2000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 4
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 >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = Power >= 1000
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*15*var(8) = [25-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front))-var(13)*50,105]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*15+0.5*EnemyNear(var(58)),Const(movement.yaccel)*16*15*(EnemyNear(var(58)),Vel Y != 0) = [-200,10]
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger4 = StateNo = 210 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger5 = StateNo = 215 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger6 = StateNo = 220 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger7 = StateNo = 225 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger8 = StateNo = 230 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger9 = StateNo = 235 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger10 = StateNo = 250 && AnimElem = 13, >= 0 && AnimElem = 21, < 0
Trigger11 = StateNo = 255 && AnimElem = 13, >= 0 && AnimElem = 20, < 0

[State -3, 僠僃乕儞僽儗僀僪丂僒僕僞儖僄僢僕丂僗儔僀僗丂俠]
type = ChangeState
value = 1350
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 4
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 >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = EnemyNear(var(58)),Vel Y >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*11*var(8) = [1-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front))-var(13)*50,71]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*11+0.5*EnemyNear(var(58)),Const(movement.yaccel)*12*11*(EnemyNear(var(58)),Vel Y != 0) = [-60,10]
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger4 = StateNo = 210 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger5 = StateNo = 215 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger6 = StateNo = 220 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger7 = StateNo = 225 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger8 = StateNo = 230 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger9 = StateNo = 235 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger10 = StateNo = 250 && AnimElem = 13, >= 0 && AnimElem = 21, < 0
Trigger11 = StateNo = 255 && AnimElem = 13, >= 0 && AnimElem = 20, < 0

[State -3, 僠僃乕儞僽儗僀僪丂僒僕僞儖僄僢僕丂僗儔僀僗丂俙]
type = ChangeState
value = 1300
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [4,8]) || fvar(1) = 4
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 >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = EnemyNear(var(58)),Vel Y >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*11*var(8) = [0-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front))-var(13)*50,75]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*11+0.5*EnemyNear(var(58)),Const(movement.yaccel)*12*11*(EnemyNear(var(58)),Vel Y != 0) = [-60,10]
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger4 = StateNo = 210 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger5 = StateNo = 215 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger6 = StateNo = 220 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger7 = StateNo = 225 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger8 = StateNo = 230 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger9 = StateNo = 235 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger10 = StateNo = 250 && AnimElem = 13, >= 0 && AnimElem = 21, < 0
Trigger11 = StateNo = 255 && AnimElem = 13, >= 0 && AnimElem = 20, < 0

[State -3, 嬞媫夞旔丂慜]
type = ChangeState
value = 700
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [2,8]) || fvar(1) = 4
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 >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = EnemyNear(var(58)),NumProj = 0
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*38+0.5*EnemyNear(var(58)),Const(movement.yaccel)*39*38*(EnemyNear(var(58)),Vel Y != 0) < 0
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger1 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*38*var(8) = [-25-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front))-var(17)*50,75]

[State -3, 僽儖乕僞儖丂僑僢僪丂僾儘僕僃僋僩]
type = ChangeState
value = 3000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [6,8]) || fvar(1) = 4
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)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = EnemyNear(var(58)),Vel Y >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*10*var(8) = [45-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front))-var(13)*50,105]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*10+0.5*EnemyNear(var(58)),Const(movement.yaccel)*11*10*(EnemyNear(var(58)),Vel Y != 0) = [-50,10]
TriggerAll = Random < var(59)*100 || fvar(1) = 4 || (var(59) = 8 && (Power >= PowerMax || Power >= 4000))
TriggerAll = Random%3 = 0 || (var(59) = 8 && (Power >= PowerMax || Power >= 4000))
TriggerAll = Power >= 2000
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger4 = StateNo = 210 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger5 = StateNo = 215 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger6 = StateNo = 220 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger7 = StateNo = 225 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger8 = StateNo = 230 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger9 = StateNo = 235 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger10 = StateNo = 250 && AnimElem = 13, >= 0 && AnimElem = 21, < 0
Trigger11 = StateNo = 255 && AnimElem = 13, >= 0 && AnimElem = 20, < 0

[State -3, 働僀僆僗丂僞僀僪]
type = ChangeState
value = 2100
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 4
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)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*24*var(8) = [95-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front))-var(13)*50,185]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*24+0.5*EnemyNear(var(58)),Const(movement.yaccel)*25*24*(EnemyNear(var(58)),Vel Y != 0) = [-150,10]
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = Power >= 1000
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger4 = StateNo = 210 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger5 = StateNo = 215 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger6 = StateNo = 220 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger7 = StateNo = 225 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger8 = StateNo = 230 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger9 = StateNo = 235 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger10 = StateNo = 250 && AnimElem = 13, >= 0 && AnimElem = 21, < 0
Trigger11 = StateNo = 255 && AnimElem = 13, >= 0 && AnimElem = 20, < 0

[State -3, 僀乕僨傿傾儞僽儗僀僪]
type = ChangeState
value = 2000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [6,8]) || fvar(1) = 4
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)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = EnemyNear(var(58)),Vel Y >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*15*var(8) = [25-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front))-var(13)*50,155]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*15+0.5*EnemyNear(var(58)),Const(movement.yaccel)*16*15*(EnemyNear(var(58)),Vel Y != 0) = [-200,10]
TriggerAll = Random < var(59)*100 || fvar(1) = 4
TriggerAll = Power >= 1000
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger4 = StateNo = 210 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger5 = StateNo = 215 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger6 = StateNo = 220 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger7 = StateNo = 225 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger8 = StateNo = 230 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger9 = StateNo = 235 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger10 = StateNo = 250 && AnimElem = 13, >= 0 && AnimElem = 21, < 0
Trigger11 = StateNo = 255 && AnimElem = 13, >= 0 && AnimElem = 20, < 0

[State -3, 僱僈丒僕僃僱僔僗]
type = ChangeState
value = 1400
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [6,8]) || fvar(1) = 4
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)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*15*var(8) = [-4-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front))-var(13)*50,51]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*15+0.5*EnemyNear(var(58)),Const(movement.yaccel)*16*15*(EnemyNear(var(58)),Vel Y != 0) = [-110,10]
TriggerAll = Random < var(59)*100 || fvar(1) = 4
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger4 = StateNo = 210 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger5 = StateNo = 215 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger6 = StateNo = 220 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger7 = StateNo = 225 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger8 = StateNo = 230 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger9 = StateNo = 235 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger10 = StateNo = 250 && AnimElem = 13, >= 0 && AnimElem = 21, < 0
Trigger11 = StateNo = 255 && AnimElem = 13, >= 0 && AnimElem = 20, < 0

[State -3, 僠僃乕儞僽儗僀僪丂僒僕僞儖僄僢僕丂僗儔僀僗丂俠]
type = ChangeState
value = 1350
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [6,8]) || fvar(1) = 4
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)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*11*var(8) = [1-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front))-var(13)*50,71]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*11+0.5*EnemyNear(var(58)),Const(movement.yaccel)*12*11*(EnemyNear(var(58)),Vel Y != 0) = [-60,10]
TriggerAll = Random < var(59)*100 || fvar(1) = 4
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger4 = StateNo = 210 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger5 = StateNo = 215 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger6 = StateNo = 220 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger7 = StateNo = 225 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger8 = StateNo = 230 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger9 = StateNo = 235 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger10 = StateNo = 250 && AnimElem = 13, >= 0 && AnimElem = 21, < 0
Trigger11 = StateNo = 255 && AnimElem = 13, >= 0 && AnimElem = 20, < 0

[State -3, 僠僃乕儞僽儗僀僪丂僒僕僞儖僄僢僕丂僗儔僀僗丂俙]
type = ChangeState
value = 1300
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,5]) || fvar(1) = 4
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)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*11*var(8) = [0-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front))-var(13)*50,75]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*11+0.5*EnemyNear(var(58)),Const(movement.yaccel)*12*11*(EnemyNear(var(58)),Vel Y != 0) = [-60,10]
TriggerAll = Random < var(59)*100 || fvar(1) = 4
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger4 = StateNo = 210 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger5 = StateNo = 215 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger6 = StateNo = 220 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger7 = StateNo = 225 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger8 = StateNo = 230 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger9 = StateNo = 235 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger10 = StateNo = 250 && AnimElem = 13, >= 0 && AnimElem = 21, < 0
Trigger11 = StateNo = 255 && AnimElem = 13, >= 0 && AnimElem = 20, < 0

[State -3, 僠僃乕儞僽儗僀僪丂僩儔儞僗傾僉僔儍儖丂僗儔僀僗丂俠]
type = ChangeState
value = 1250
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [6,8]) || fvar(1) = 4
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)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*13*var(8) = [-1-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front))-var(13)*50,62]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*13+0.5*EnemyNear(var(58)),Const(movement.yaccel)*14*13*(EnemyNear(var(58)),Vel Y != 0) = [-50,10]
TriggerAll = Random < var(59)*100 || fvar(1) = 4
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger4 = StateNo = 210 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger5 = StateNo = 215 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger6 = StateNo = 220 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger7 = StateNo = 225 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger8 = StateNo = 230 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger9 = StateNo = 235 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger10 = StateNo = 250 && AnimElem = 13, >= 0 && AnimElem = 21, < 0
Trigger11 = StateNo = 255 && AnimElem = 13, >= 0 && AnimElem = 20, < 0

[State -3, 僠僃乕儞僽儗僀僪丂僩儔儞僗傾僉僔儍儖丂僗儔僀僗丂俙]
type = ChangeState
value = 1200
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,5]) || fvar(1) = 4
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)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*13*var(8) = [5-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front))-var(13)*50,63]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*13+0.5*EnemyNear(var(58)),Const(movement.yaccel)*14*13*(EnemyNear(var(58)),Vel Y != 0) = [-50,10]
TriggerAll = Random < var(59)*100 || fvar(1) = 4
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger4 = StateNo = 210 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger5 = StateNo = 215 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger6 = StateNo = 220 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger7 = StateNo = 225 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger8 = StateNo = 230 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger9 = StateNo = 235 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger10 = StateNo = 250 && AnimElem = 13, >= 0 && AnimElem = 21, < 0
Trigger11 = StateNo = 255 && AnimElem = 13, >= 0 && AnimElem = 20, < 0

[State -3, 傆偭偲偽偟]
type = ChangeState
value = 250
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 4
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)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = EnemyNear(var(58)),Vel Y >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*17*var(8) = [-3-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front))-var(17)*50,55]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*17+0.5*EnemyNear(var(58)),Const(movement.yaccel)*18*17*(EnemyNear(var(58)),Vel Y != 0) = [-110,10]
TriggerAll = Random < var(59)*100 || fvar(1) = 4
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])

[State -3, 墦棫偪俠]
type = ChangeState
value = 210
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 4
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)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8]) || fvar(1)
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*7*var(8) = [8-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front))-var(17)*50,80]
TriggerAll = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*7+0.5*EnemyNear(var(58)),Const(movement.yaccel)*8*7*(EnemyNear(var(58)),Vel Y != 0) = [-90,10]
TriggerAll = fvar(4) >= 22
TriggerAll = Random < var(59)*100 || fvar(1) = 4
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])

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

[State -3, 僀乕僨傿傾儞僽儗僀僪]
Type = ChangeState
Value = 2000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) = [6,8]
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(fvar(4))*2
TriggerAll = Power >= 1000
TriggerAll = fvar(4) > 15
TriggerAll = var(8) = 1 && fvar(3) >= 0
Trigger1 = EnemyNear(var(58)),NumProj > 0 || var(56)
Trigger2 = EnemyNear(var(58)),HitDefAttr = SCA,AP

[State -3, 僱僈丒僕僃僱僔僗]
Type = ChangeState
Value = 1400
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) = [2,7]
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(fvar(4))
TriggerAll = fvar(4) > 100
TriggerAll = var(8) = 1 && fvar(3) >= 0
TriggerAll = PrevStateNo != 1400
Trigger1 = EnemyNear(var(58)),NumProj = 1
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) = [2,8]) || fvar(1) = 5
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 < var(59)*100 || (var(59) = 6 && Life < 333) || (var(59) = 7 && Life < 777) || var(59) = 8 || fvar(1) = 5
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)

[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) = [4,8]) || fvar(1) = 5
TriggerAll = var(10)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = Power >= 1000
TriggerAll = StateNo = 150 || StateNo = 152
TriggerAll = (EnemyNear(var(58)),HitDefAttr = SA,NA) || Power >= PowerMax || Power >= 4000
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = (EnemyNear(var(58)),AnimTime <= -5) || (EnemyNear(var(58)),Pos Y-Pos Y = [-80,10])
TriggerAll = Random < var(59)*100 || fvar(1) = 5
Trigger1 = fvar(4) = [0,65]

[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) = [3,8]) || fvar(1) = 5
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = Power >= 1000
TriggerAll = StateNo = 150 || StateNo = 152
TriggerAll = fvar(4) = [-15,125]
TriggerAll = EnemyNear(var(58)),AnimTime <= -39-6
TriggerAll = Random < var(59)*100 || fvar(1) = 5
Trigger1 = EnemyNear(var(58)),StateNo < 2000
Trigger1 = fvar(3) >= 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) = [3,8]) || fvar(1) = 5
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = Power >= 1000
TriggerAll = StateNo = 150 || StateNo = 152
TriggerAll = Random < var(59)*100 || fvar(1) = 5
Trigger1 = EnemyNear(var(58)),StateNo < 2000
Trigger1 = fvar(3) < 0

[State -3, 嬞媫夞旔]
type = ChangeState
value = 700
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 5
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 = EnemyNear(var(58)),Time >= 50-var(55) || var(59) = 8 || (PrevStateNo = [5000,5270]) && (var(59) = [4,8]) || (PrevStateNo = [120,159]) && (var(59) = [5,8])
TriggerAll = Random < var(59)*100 || fvar(1) = 5
TriggerAll = InGuardDist || var(57) || (EnemyNear(var(58)),HitDefAttr = SCA,AP)
TriggerAll = var(8) = 1 && fvar(3) >= 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 <= -38
Trigger2 = InGuardDist || var(57) 
Trigger2 = EnemyNear(var(58)),HitDefAttr = SCA,NA
Trigger2 = EnemyNear(var(58)),AnimTime <= -38
Trigger3 = InGuardDist || var(57) 
Trigger3 = EnemyNear(var(58)),HitDefAttr = SCA,SA,HA
Trigger3 = EnemyNear(var(58)),AnimTime <= -38 || EnemyNear(var(58)),AnimTime > 0
Trigger3 = fvar(4)-(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) = [3,8]) || fvar(1) = 6
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = (EnemyNear(var(58)),StateType = L || EnemyNear(var(58)),MoveType = H)
TriggerAll = Ctrl || (StateNo = [21,22]) 
TriggerAll = var(8) = -1
TriggerAll = fvar(4) > 100
TriggerAll = Random < var(59)*100 || fvar(1) = 6
Trigger1 = ((EnemyNear(var(58)),StateNo = [645,646]) || (EnemyNear(var(58)),StateNo = [820,871]) || (EnemyNear(var(58)),StateNo = [1255,1256]))
Trigger2 = ((EnemyNear(var(58)),StateNo = [1405,1408]) || (EnemyNear(var(58)),StateNo = 1505) || (EnemyNear(var(58)),StateNo = 2005) || (EnemyNear(var(58)),StateNo = [3100,3107]))
Trigger3 = P2StateNo = [5100,5110]
Trigger4 = P2StateNo = 5120
Trigger4 = 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) = [3,8]) || fvar(1) = 6
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = (EnemyNear(var(58)),StateType = L || EnemyNear(var(58)),MoveType = H)
TriggerAll = Ctrl || (StateNo = [21,22]) 
TriggerAll = StateNo != 52
TriggerAll = fvar(4) > 100
TriggerAll = var(8) = 1
TriggerAll = Random%2 = 1 
TriggerAll = Random < var(59)*100 || fvar(1) = 6
Trigger1 = ((EnemyNear(var(58)),StateNo = [645,646]) || (EnemyNear(var(58)),StateNo = [820,871]) || (EnemyNear(var(58)),StateNo = [1255,1256]))
Trigger2 = ((EnemyNear(var(58)),StateNo = [1405,1408]) || (EnemyNear(var(58)),StateNo = 1505) || (EnemyNear(var(58)),StateNo = 2005) || (EnemyNear(var(58)),StateNo = [3100,3107]))
Trigger3 = P2StateNo = [5100,5110]
Trigger4 = P2StateNo = 5120
Trigger4 = EnemyNear(var(58)),AnimTime < -25

[State -3, 慜恑]
Type = ChangeState
Value = 21
Ctrl = 0
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 6
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 < var(59)*100 || fvar(1) = 6
Trigger1 = fvar(4) > 100
Trigger1 = Random%5 = 1

[State -3, 屻戅]
Type = ChangeState
Value = 22
Ctrl = 0
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [2,8]) || fvar(1) = 6
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 < var(59)*100 || fvar(1) = 6
Trigger1 = fvar(4) < 55
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) = [2,8]) || fvar(1) = 6
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 = fvar(4) <= 40
TriggerAll = BackEdgeBodyDist > 60
Trigger1 = EnemyNear(var(58)),StateNo = 5120
Trigger1 = EnemyNear(var(58)),AnimTime = -1
Trigger1 = Random%10 = 1

[State -3, 僱僈丒僕僃僱僔僗]
Type = ChangeState
Value = 1400
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [2,8]) || fvar(1) = 6
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = P2StateType = L
TriggerAll = Ctrl || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = fvar(4) = [-15,50)
TriggerAll = Random < var(59)*100 || fvar(1) = 6
Trigger1 = P2StateNo = 5120
Trigger1 = EnemyNear(var(58)),AnimTime = -25+4

[State -3, 僠僃乕儞僽儗僀僪丂僩儔儞僗傾僉僔儍儖丂僗儔僀僗丂俠]
Type = ChangeState
value = 1250
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [2,8]) || fvar(1) = 6
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = P2StateType = L
TriggerAll = Ctrl || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = fvar(4) = [105,155)
TriggerAll = Random < var(59)*100 || fvar(1) = 6
Trigger1 = P2StateNo = 5120
Trigger1 = EnemyNear(var(58)),AnimTime = -20+4

[State -3, 僨傿僶僀儞傾儘乕丗僌儔儞僪]
Type = ChangeState
Value = 1100
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [4,8]) || fvar(1) = 6
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = P2StateType = L
TriggerAll = Ctrl || (StateNo = [21,22]) || (StateNo= [100,101]) 
TriggerAll = Random < var(59)*100 || fvar(1) = 6
TriggerAll = P2StateNo = 5120
Trigger1 = fvar(4) = [25,125)
Trigger1 = EnemyNear(var(58)),AnimTime = -18+4
Trigger2 = fvar(4) = [20,155)
Trigger2 = EnemyNear(var(58)),AnimTime = -22+4

[State -3, 僨傿僶僀儞傾儘乕丗僄傾]
type = ChangeState
value = 1000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [4,8]) || fvar(1) = 6
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 = fvar(4) > 60
TriggerAll = Random < var(59)*100 || fvar(1) = 6
Trigger1 = EnemyNear(var(58)),StateNo = 5120
Trigger1 = EnemyNear(var(58)),AnimTime = [-(13+(Floor(IfElse(fvar(3) <= 58,0,fvar(3)-58)-Vel X)/7)),-(11+(Floor(IfElse(fvar(3) <= 58,0,fvar(3)-58)-Vel X)/7))]

[State -3, 傆偭偲偽偟]
Type = ChangeState
Value = 250
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [2,8]) || fvar(1) = 6
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = P2StateType = L
TriggerAll = Ctrl || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = fvar(4) = [50,100)
TriggerAll = Random < var(59)*100 || fvar(1) = 6
Trigger1 = P2StateNo = 5120
Trigger1 = EnemyNear(var(58)),AnimTime = -28+4

[State -3, 墦棫偪俢]
Type = ChangeState
Value = 230
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [2,8]) || fvar(1) = 6
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = P2StateType = L
TriggerAll = Ctrl || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = fvar(4) = [78,108)
TriggerAll = Random < var(59)*100 || fvar(1) = 6
Trigger1 = P2StateNo = 5120
Trigger1 = EnemyNear(var(58)),AnimTime = -6+4

[State -3, 嬤棫偪俠]
Type = ChangeState
Value = 215
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [2,8]) || fvar(1) = 6
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = P2StateType = L
TriggerAll = Ctrl || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = fvar(4) = [-15,22]
TriggerAll = Random < var(59)*100 || fvar(1) = 6
Trigger1 = P2StateNo = 5120
Trigger1 = EnemyNear(var(58)),AnimTime = -6+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, 慜恑]
Type = ChangeState
Value = 21
Ctrl = 0
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [2,8]) || fvar(1) = 7
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = fvar(4) < 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 = [645,646]) || (EnemyNear(var(58)),StateNo = [820,871]) || (EnemyNear(var(58)),StateNo = [1255,1256]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1405,1408]) || (EnemyNear(var(58)),StateNo = 1505) || (EnemyNear(var(58)),StateNo = 2005) || (EnemyNear(var(58)),StateNo = [3100,3107]))
TriggerAll = EnemyNear(var(58)),MoveType = H && !(EnemyNear(var(58)),StateNo = [120,160))
TriggerAll = EnemyNear(var(58)),GetHitVar(hittime) + EnemyNear(var(58)),GetHitVar(hitshaketime) >= 1
TriggerAll = EnemyNear(var(58)),GetHitVar(yvel) = 0
Trigger1 = Random < var(59)*100 || fvar(1) = 7

[State -3, 嬤棫偪俠]
Type = ChangeState
Value = 215
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 7
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = fvar(4) < 22
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 = [645,646]) || (EnemyNear(var(58)),StateNo = [820,871]) || (EnemyNear(var(58)),StateNo = [1255,1256]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1405,1408]) || (EnemyNear(var(58)),StateNo = 1505) || (EnemyNear(var(58)),StateNo = 2005) || (EnemyNear(var(58)),StateNo = [3100,3107]))
TriggerAll = EnemyNear(var(58)),MoveType = H && !(EnemyNear(var(58)),StateNo = [120,160))
TriggerAll = EnemyNear(var(58)),GetHitVar(hittime) + EnemyNear(var(58)),GetHitVar(hitshaketime) >= 6-2
TriggerAll = EnemyNear(var(58)),GetHitVar(yvel) = 0
TriggerAll = EnemyNear(var(58)),Const(size.mid.pos.y) < -60 || (EnemyNear(var(58)),Const(size.head.pos.y) < -75 && EnemyNear(var(58)),StateType = S)
TriggerAll = Random < var(59)*150 || fvar(1) = 7
Trigger1 = EnemyNear(var(58)),Vel X && (6-EnemyNear(var(58)),GetHitVar(hitshaketime)>0)
Trigger1 = fvar(4) = [-15,80+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**(6-EnemyNear(var(58)),GetHitVar(hitshaketime)))/(1-fvar(5)))]
Trigger2 = EnemyNear(var(58)),Vel X && (6-EnemyNear(var(58)),GetHitVar(hitshaketime)<=0)
Trigger2 = fvar(4) = [-15,80+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**6)/(1-fvar(5)))]
Trigger3 = !(EnemyNear(var(58)),Vel X)
Trigger3 = fvar(4) = [-15,80+((EnemyNear(var(58)),Vel X*var(50))*(1-fvar(5)**6)/(1-fvar(5)))]

[State -3, 嬤棫偪俠]
Type = ChangeState
Value = 215
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [2,4]) || fvar(1) = 7
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = fvar(4) < 22
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 = [645,646]) || (EnemyNear(var(58)),StateNo = [820,871]) || (EnemyNear(var(58)),StateNo = [1255,1256]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1405,1408]) || (EnemyNear(var(58)),StateNo = 1505) || (EnemyNear(var(58)),StateNo = 2005) || (EnemyNear(var(58)),StateNo = [3100,3107]))
TriggerAll = EnemyNear(var(58)),MoveType = H && !(EnemyNear(var(58)),StateNo = [120,160))
TriggerAll = EnemyNear(var(58)),GetHitVar(yvel) = 0
TriggerAll = EnemyNear(var(58)),Const(size.mid.pos.y) < -60 || (EnemyNear(var(58)),Const(size.head.pos.y) < -75 && EnemyNear(var(58)),StateType = S)
TriggerAll = Random < var(59)*150 || fvar(1) = 7
Trigger1 = EnemyNear(var(58)),Vel X && (6-EnemyNear(var(58)),GetHitVar(hitshaketime)>0)
Trigger1 = fvar(4) = [-15,80+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**(6-EnemyNear(var(58)),GetHitVar(hitshaketime)))/(1-fvar(5)))]
Trigger2 = EnemyNear(var(58)),Vel X && (6-EnemyNear(var(58)),GetHitVar(hitshaketime)<=0)
Trigger2 = fvar(4) = [-15,80+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**6)/(1-fvar(5)))]
Trigger3 = !(EnemyNear(var(58)),Vel X)
Trigger3 = fvar(4) = [-15,80+((EnemyNear(var(58)),Vel X*var(50))*(1-fvar(5)**6)/(1-fvar(5)))]

[State -3, 墦棫偪俠]
Type = ChangeState
Value = 210
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 7
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = fvar(4) >= 22
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 = [645,646]) || (EnemyNear(var(58)),StateNo = [820,871]) || (EnemyNear(var(58)),StateNo = [1255,1256]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1405,1408]) || (EnemyNear(var(58)),StateNo = 1505) || (EnemyNear(var(58)),StateNo = 2005) || (EnemyNear(var(58)),StateNo = [3100,3107]))
TriggerAll = EnemyNear(var(58)),MoveType = H && !(EnemyNear(var(58)),StateNo = [120,160))
TriggerAll = EnemyNear(var(58)),GetHitVar(hittime) + EnemyNear(var(58)),GetHitVar(hitshaketime) >= 6-2
TriggerAll = EnemyNear(var(58)),GetHitVar(yvel) = 0
TriggerAll = EnemyNear(var(58)),Const(size.mid.pos.y) < -60 || (EnemyNear(var(58)),Const(size.head.pos.y) < -75 && EnemyNear(var(58)),StateType = S)
TriggerAll = Random < var(59)*150 || fvar(1) = 7
Trigger1 = EnemyNear(var(58)),Vel X && (6-EnemyNear(var(58)),GetHitVar(hitshaketime)>0)
Trigger1 = fvar(4) = [-15,80+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**(6-EnemyNear(var(58)),GetHitVar(hitshaketime)))/(1-fvar(5)))]
Trigger2 = EnemyNear(var(58)),Vel X && (6-EnemyNear(var(58)),GetHitVar(hitshaketime)<=0)
Trigger2 = fvar(4) = [-15,80+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**6)/(1-fvar(5)))]
Trigger3 = !(EnemyNear(var(58)),Vel X)
Trigger3 = fvar(4) = [-15,80+((EnemyNear(var(58)),Vel X*var(50))*(1-fvar(5)**6)/(1-fvar(5)))]

[State -3, 墦棫偪俠]
Type = ChangeState
Value = 210
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [2,4]) || fvar(1) = 7
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = fvar(4) >= 22
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 = [645,646]) || (EnemyNear(var(58)),StateNo = [820,871]) || (EnemyNear(var(58)),StateNo = [1255,1256]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1405,1408]) || (EnemyNear(var(58)),StateNo = 1505) || (EnemyNear(var(58)),StateNo = 2005) || (EnemyNear(var(58)),StateNo = [3100,3107]))
TriggerAll = EnemyNear(var(58)),MoveType = H && !(EnemyNear(var(58)),StateNo = [120,160))
TriggerAll = EnemyNear(var(58)),GetHitVar(yvel) = 0
TriggerAll = EnemyNear(var(58)),Const(size.mid.pos.y) < -60 || (EnemyNear(var(58)),Const(size.head.pos.y) < -75 && EnemyNear(var(58)),StateType = S)
TriggerAll = Random < var(59)*150 || fvar(1) = 7
Trigger1 = EnemyNear(var(58)),Vel X && (6-EnemyNear(var(58)),GetHitVar(hitshaketime)>0)
Trigger1 = fvar(4) = [-15,80+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**(6-EnemyNear(var(58)),GetHitVar(hitshaketime)))/(1-fvar(5)))]
Trigger2 = EnemyNear(var(58)),Vel X && (6-EnemyNear(var(58)),GetHitVar(hitshaketime)<=0)
Trigger2 = fvar(4) = [-15,80+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**6)/(1-fvar(5)))]
Trigger3 = !(EnemyNear(var(58)),Vel X)
Trigger3 = fvar(4) = [-15,80+((EnemyNear(var(58)),Vel X*var(50))*(1-fvar(5)**6)/(1-fvar(5)))]

[State -3, 墦棫偪俢]
Type = ChangeState
Value = 230
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 7
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = fvar(4) >= 26
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 = [645,646]) || (EnemyNear(var(58)),StateNo = [820,871]) || (EnemyNear(var(58)),StateNo = [1255,1256]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1405,1408]) || (EnemyNear(var(58)),StateNo = 1505) || (EnemyNear(var(58)),StateNo = 2005) || (EnemyNear(var(58)),StateNo = [3100,3107]))
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 = Random < var(59)*150 || fvar(1) = 7
Trigger1 = EnemyNear(var(58)),Vel X && (4-EnemyNear(var(58)),GetHitVar(hitshaketime)>0)
Trigger1 = fvar(4) = [-15,105+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**(4-EnemyNear(var(58)),GetHitVar(hitshaketime)))/(1-fvar(5)))]
Trigger2 = EnemyNear(var(58)),Vel X && (4-EnemyNear(var(58)),GetHitVar(hitshaketime)<=0)
Trigger2 = fvar(4) = [-15,105+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**4)/(1-fvar(5)))]
Trigger3 = !(EnemyNear(var(58)),Vel X)
Trigger3 = fvar(4) = [-15,105+((EnemyNear(var(58)),Vel X*var(50))*(1-fvar(5)**4)/(1-fvar(5)))]

[State -3, 墦棫偪俢]
Type = ChangeState
Value = 230
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [2,4]) || fvar(1) = 7
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = fvar(4) >= 26
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 = [645,646]) || (EnemyNear(var(58)),StateNo = [820,871]) || (EnemyNear(var(58)),StateNo = [1255,1256]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1405,1408]) || (EnemyNear(var(58)),StateNo = 1505) || (EnemyNear(var(58)),StateNo = 2005) || (EnemyNear(var(58)),StateNo = [3100,3107]))
TriggerAll = EnemyNear(var(58)),MoveType = H && !(EnemyNear(var(58)),StateNo = [120,160))
TriggerAll = EnemyNear(var(58)),GetHitVar(yvel) = 0
TriggerAll = Random < var(59)*150 || fvar(1) = 7
Trigger1 = EnemyNear(var(58)),Vel X && (4-EnemyNear(var(58)),GetHitVar(hitshaketime)>0)
Trigger1 = fvar(4) = [-15,105+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**(4-EnemyNear(var(58)),GetHitVar(hitshaketime)))/(1-fvar(5)))]
Trigger2 = EnemyNear(var(58)),Vel X && (4-EnemyNear(var(58)),GetHitVar(hitshaketime)<=0)
Trigger2 = fvar(4) = [-15,105+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**4)/(1-fvar(5)))]
Trigger3 = !(EnemyNear(var(58)),Vel X)
Trigger3 = fvar(4) = [-15,105+((EnemyNear(var(58)),Vel X*var(50))*(1-fvar(5)**4)/(1-fvar(5)))]

[State -3, 慜恑]
type = ChangeState
value = 21
Ctrl = 0
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [2,8]) || fvar(1) = 7
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) >= 12
TriggerAll = Ctrl || (StateNo = 22 && Time > 10)
TriggerAll = Random < var(59)*100 || fvar(1) = 7
Trigger1 = EnemyNear(var(58)),Vel X = 0 && (15-EnemyNear(var(58)),GetHitVar(hitshaketime) > 0)
Trigger1 = fvar(4) = [-5,80)
Trigger2 = EnemyNear(var(58)),Vel X = 0 && (15-EnemyNear(var(58)),GetHitVar(hitshaketime) <= 0)
Trigger2 = fvar(4) = [-5,80)
Trigger3 = !(EnemyNear(var(58)),Vel X = 0)
Trigger3 = fvar(4) = [-5,80)

[State -3, 僱僈丒僕僃僱僔僗]
type = ChangeState
value = 1400
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [6,8]) || fvar(1) = 7
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) >= 14-2
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = Random < var(59)*100 || fvar(1) = 7
Trigger1 = EnemyNear(var(58)),Vel X && (14-EnemyNear(var(58)),GetHitVar(hitshaketime)>0)
Trigger1 = fvar(4) = [-15,51+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**(14-EnemyNear(var(58)),GetHitVar(hitshaketime)))/(1-fvar(5)))]
Trigger2 = EnemyNear(var(58)),Vel X && (14-EnemyNear(var(58)),GetHitVar(hitshaketime)<=0)
Trigger2 = fvar(4) = [-15,51+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**14)/(1-fvar(5)))]
Trigger3 = !(EnemyNear(var(58)),Vel X)
Trigger3 = fvar(4) = [-15,51+((EnemyNear(var(58)),Vel X*var(50))*(1-fvar(5)**14)/(1-fvar(5)))]

[State -3, 僱僈丒僕僃僱僔僗]
type = ChangeState
value = 1400
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [2,5]) || fvar(1) = 7
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 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = Random < var(59)*100 || fvar(1) = 7
Trigger1 = EnemyNear(var(58)),Vel X && (14-EnemyNear(var(58)),GetHitVar(hitshaketime)>0)
Trigger1 = fvar(4) = [-15,51+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**(14-EnemyNear(var(58)),GetHitVar(hitshaketime)))/(1-fvar(5)))]
Trigger2 = EnemyNear(var(58)),Vel X && (14-EnemyNear(var(58)),GetHitVar(hitshaketime)<=0)
Trigger2 = fvar(4) = [-15,51+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**14)/(1-fvar(5)))]
Trigger3 = !(EnemyNear(var(58)),Vel X)
Trigger3 = fvar(4) = [-15,51+((EnemyNear(var(58)),Vel X*var(50))*(1-fvar(5)**14)/(1-fvar(5)))]

[State -3, 嬤棫偪俙]
type = ChangeState
value = 205
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [6,8]) || fvar(1) = 7
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = fvar(4) < 26
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) >= 6-2
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = Random < var(59)*150 || fvar(1) = 7
Trigger1 = EnemyNear(var(58)),Vel X && (6-EnemyNear(var(58)),GetHitVar(hitshaketime)>0)
Trigger1 = fvar(4) = [-15,80+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**(6-EnemyNear(var(58)),GetHitVar(hitshaketime)))/(1-fvar(5)))]
Trigger2 = EnemyNear(var(58)),Vel X && (6-EnemyNear(var(58)),GetHitVar(hitshaketime)<=0)
Trigger2 = fvar(4) = [-15,80+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**6)/(1-fvar(5)))]
Trigger3 = !(EnemyNear(var(58)),Vel X)
Trigger3 = fvar(4) = [-15,80+((EnemyNear(var(58)),Vel X*var(50))*(1-fvar(5)**6)/(1-fvar(5)))]

[State -3, 嬤棫偪俙]
type = ChangeState
value = 205
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [2,5]) || fvar(1) = 7
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = fvar(4) < 26
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo = [150,153]
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = Random < var(59)*150 || fvar(1) = 7
Trigger1 = EnemyNear(var(58)),Vel X && (6-EnemyNear(var(58)),GetHitVar(hitshaketime)>0)
Trigger1 = fvar(4) = [-15,80+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**(6-EnemyNear(var(58)),GetHitVar(hitshaketime)))/(1-fvar(5)))]
Trigger2 = EnemyNear(var(58)),Vel X && (6-EnemyNear(var(58)),GetHitVar(hitshaketime)<=0)
Trigger2 = fvar(4) = [-15,80+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**6)/(1-fvar(5)))]
Trigger3 = !(EnemyNear(var(58)),Vel X)
Trigger3 = fvar(4) = [-15,80+((EnemyNear(var(58)),Vel X*var(50))*(1-fvar(5)**6)/(1-fvar(5)))]

[State -3, 墦棫偪俙]
type = ChangeState
value = 200
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [6,8]) || fvar(1) = 7
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = fvar(4) >= 26
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) >= 6-2
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = Random < var(59)*150 || fvar(1) = 7
Trigger1 = EnemyNear(var(58)),Vel X && (6-EnemyNear(var(58)),GetHitVar(hitshaketime)>0)
Trigger1 = fvar(4) = [-15,80+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**(6-EnemyNear(var(58)),GetHitVar(hitshaketime)))/(1-fvar(5)))]
Trigger2 = EnemyNear(var(58)),Vel X && (6-EnemyNear(var(58)),GetHitVar(hitshaketime)<=0)
Trigger2 = fvar(4) = [-15,80+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**6)/(1-fvar(5)))]
Trigger3 = !(EnemyNear(var(58)),Vel X)
Trigger3 = fvar(4) = [-15,80+((EnemyNear(var(58)),Vel X*var(50))*(1-fvar(5)**6)/(1-fvar(5)))]

[State -3, 墦棫偪俙]
type = ChangeState
value = 200
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [2,5]) || fvar(1) = 7
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = fvar(4) >= 26
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo = [150,153]
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = Random < var(59)*150 || fvar(1) = 7
Trigger1 = EnemyNear(var(58)),Vel X && (6-EnemyNear(var(58)),GetHitVar(hitshaketime)>0)
Trigger1 = fvar(4) = [-15,80+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**(6-EnemyNear(var(58)),GetHitVar(hitshaketime)))/(1-fvar(5)))]
Trigger2 = EnemyNear(var(58)),Vel X && (6-EnemyNear(var(58)),GetHitVar(hitshaketime)<=0)
Trigger2 = fvar(4) = [-15,80+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**6)/(1-fvar(5)))]
Trigger3 = !(EnemyNear(var(58)),Vel X)
Trigger3 = fvar(4) = [-15,80+((EnemyNear(var(58)),Vel X*var(50))*(1-fvar(5)**6)/(1-fvar(5)))]

[State -3, 墦棫偪俢]
type = ChangeState
value = 230
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [6,8]) || fvar(1) = 7
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = fvar(4) >= 26
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 < var(59)*150 || fvar(1) = 7
Trigger1 = EnemyNear(var(58)),Vel X && (4-EnemyNear(var(58)),GetHitVar(hitshaketime)>0)
Trigger1 = fvar(4) = [-15,105+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**(4-EnemyNear(var(58)),GetHitVar(hitshaketime)))/(1-fvar(5)))]
Trigger2 = EnemyNear(var(58)),Vel X && (4-EnemyNear(var(58)),GetHitVar(hitshaketime)<=0)
Trigger2 = fvar(4) = [-15,105+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**4)/(1-fvar(5)))]
Trigger3 = !(EnemyNear(var(58)),Vel X)
Trigger3 = fvar(4) = [-15,105+((EnemyNear(var(58)),Vel X*var(50))*(1-fvar(5)**4)/(1-fvar(5)))]

[State -3, 墦棫偪俢]
type = ChangeState
value = 230
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [2,5]) || fvar(1) = 7
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = fvar(4) >= 26
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo = [150,153]
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = Random < var(59)*150 || fvar(1) = 7
Trigger1 = EnemyNear(var(58)),Vel X && (4-EnemyNear(var(58)),GetHitVar(hitshaketime)>0)
Trigger1 = fvar(4) = [-15,105+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**(4-EnemyNear(var(58)),GetHitVar(hitshaketime)))/(1-fvar(5)))]
Trigger2 = EnemyNear(var(58)),Vel X && (4-EnemyNear(var(58)),GetHitVar(hitshaketime)<=0)
Trigger2 = fvar(4) = [-15,105+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*var(50)*(1-fvar(5)**4)/(1-fvar(5)))]
Trigger3 = !(EnemyNear(var(58)),Vel X)
Trigger3 = fvar(4) = [-15,105+((EnemyNear(var(58)),Vel X*var(50))*(1-fvar(5)**4)/(1-fvar(5)))]

;亂嬻拞丂栚墴偟亃---------------------------------------------------------------------------------------

[State -3, 僟僢僔儏]
type = ChangeState
value = 100
Ctrl = 0
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [4,8]) || fvar(1) = 7
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = fvar(4) > 50
TriggerAll = Ctrl || (StateNo = [21,22])
TriggerAll = !var(9)
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = H 
TriggerAll = !(EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [645,646]) || (EnemyNear(var(58)),StateNo = [820,871]) || (EnemyNear(var(58)),StateNo = [1255,1256]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1405,1408]) || (EnemyNear(var(58)),StateNo = 1505) || (EnemyNear(var(58)),StateNo = 2005) || (EnemyNear(var(58)),StateNo = [3100,3107]))
TriggerAll = EnemyNear(var(58)),MoveType = H && !(EnemyNear(var(58)),StateNo = [120,160))
TriggerAll = EnemyNear(var(58)),GetHitVar(hitshaketime) = 0
Trigger1 = Random < var(59)*100 || fvar(1) = 7

[State -3, 慜恑]
type = ChangeState
value = 21
Ctrl = 0
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [4,8]) || fvar(1) = 7
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = fvar(4) > 50
TriggerAll = Ctrl || (StateNo = 22 && Time > 10)
TriggerAll = !var(9)
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = H 
TriggerAll = !(EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [645,646]) || (EnemyNear(var(58)),StateNo = [820,871]) || (EnemyNear(var(58)),StateNo = [1255,1256]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1405,1408]) || (EnemyNear(var(58)),StateNo = 1505) || (EnemyNear(var(58)),StateNo = 2005) || (EnemyNear(var(58)),StateNo = [3100,3107]))
TriggerAll = EnemyNear(var(58)),MoveType = H && !(EnemyNear(var(58)),StateNo = [120,160))
TriggerAll = EnemyNear(var(58)),GetHitVar(hitshaketime) = 0
Trigger1 = Random < var(59)*100 || fvar(1) = 7

[State -3, 僽儖乕僞儖丂僑僢僪丂僾儘僕僃僋僩]
type = ChangeState
value = 3000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [4,8]) || fvar(1) = 7
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !var(9)
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = H 
TriggerAll = !(EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [645,646]) || (EnemyNear(var(58)),StateNo = [820,871]) || (EnemyNear(var(58)),StateNo = [1255,1256]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1405,1408]) || (EnemyNear(var(58)),StateNo = 1505) || (EnemyNear(var(58)),StateNo = 2005) || (EnemyNear(var(58)),StateNo = [3100,3107]))
TriggerAll = EnemyNear(var(58)),MoveType = H && !(EnemyNear(var(58)),StateNo = [120,160))
TriggerAll = EnemyNear(var(58)),GetHitVar(hitshaketime) = 0
TriggerAll = Power >= PowerMax || Power >= 4000
TriggerAll = Random < var(59)*100 || fvar(1) = 7 || (var(59) = 8 && (Power >= PowerMax || Power >= 4000))
TriggerAll = Power >= 2000
Trigger1 = var(53)-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*9*var(8) > 0
Trigger1 = fvar(3)-(8*(9-8)+EnemyNear(var(58)),Vel X*var(50)*9*var(8)) = [1,75]
Trigger1 = EnemyNear(var(58)),Pos Y-Pos Y+(EnemyNear(var(58)),Vel Y+var(50))*9+0.5*var(50)*9*8 = [-40,10]
Trigger2 = var(53)-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*9*var(8) <= 0
Trigger2 = var(53)-8*(9-8) = [1,75]
Trigger2 = EnemyNear(var(58)),Pos Y-Pos Y+(EnemyNear(var(58)),Vel Y+var(50))*9+0.5*var(50)*9*8 = [-40,10]
Trigger3 = var(53)-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*10*var(8) > 0
Trigger3 = fvar(3)-(8*(10-8)+EnemyNear(var(58)),Vel X*var(50)*10*var(8)) = [1,75]
Trigger3 = EnemyNear(var(58)),Pos Y-Pos Y+(EnemyNear(var(58)),Vel Y+var(50))*10+0.5*var(50)*10*9 = [-40,10]
Trigger4 = var(53)-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*10*var(8) <= 0
Trigger4 = var(53)-8*(10-8) = [1,75]
Trigger4 = EnemyNear(var(58)),Pos Y-Pos Y+(EnemyNear(var(58)),Vel Y+var(50))*10+0.5*var(50)*10*9 = [-40,10]
Trigger5 = var(53)-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*11*var(8) > 0
Trigger5 = fvar(3)-(8*(11-8)+EnemyNear(var(58)),Vel X*var(50)*11*var(8)) = [1,75]
Trigger5 = EnemyNear(var(58)),Pos Y-Pos Y+(EnemyNear(var(58)),Vel Y+var(50))*11+0.5*var(50)*11*10 = [-40,10]
Trigger6 = var(53)-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*11*var(8) <= 0
Trigger6 = var(53)-8*(11-8) = [1,75]
Trigger6 = EnemyNear(var(58)),Pos Y-Pos Y+(EnemyNear(var(58)),Vel Y+var(50))*11+0.5*var(50)*11*10 = [-40,10]
Trigger7 = var(53)-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*12*var(8) > 0
Trigger7 = fvar(3)-(8*(12-8)+EnemyNear(var(58)),Vel X*var(50)*12*var(8)) = [1,75]
Trigger7 = EnemyNear(var(58)),Pos Y-Pos Y+(EnemyNear(var(58)),Vel Y+var(50))*12+0.5*var(50)*12*11 = [-40,10]
Trigger8 = var(53)-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*12*var(8) <= 0
Trigger8 = var(53)-8*(12-8) = [1,75]
Trigger8 = EnemyNear(var(58)),Pos Y-Pos Y+(EnemyNear(var(58)),Vel Y+var(50))*12+0.5*var(50)*12*11 = [-40,10]
Trigger9 = var(53)-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*13*var(8) > 0
Trigger9 = fvar(3)-(8*(13-8)+EnemyNear(var(58)),Vel X*var(50)*13*var(8)) = [1,75]
Trigger9 = EnemyNear(var(58)),Pos Y-Pos Y+(EnemyNear(var(58)),Vel Y+var(50))*13+0.5*var(50)*13*12 = [-40,10]
Trigger10 = var(53)-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*13*var(8) <= 0
Trigger10 = var(53)-8*(13-8) = [1,75]
Trigger10 = EnemyNear(var(58)),Pos Y-Pos Y+(EnemyNear(var(58)),Vel Y+var(50))*13+0.5*var(50)*13*12 = [-40,10]
Trigger11 = var(53)-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*14*var(8) > 0
Trigger11 = fvar(3)-(8*(14-8)+EnemyNear(var(58)),Vel X*var(50)*14*var(8)) = [1,75]
Trigger11 = EnemyNear(var(58)),Pos Y-Pos Y+(EnemyNear(var(58)),Vel Y+var(50))*14+0.5*var(50)*14*13 = [-40,10]
Trigger12 = var(53)-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*14*var(8) <= 0
Trigger12 = var(53)-8*(14-8) = [1,75]
Trigger12 = EnemyNear(var(58)),Pos Y-Pos Y+(EnemyNear(var(58)),Vel Y+var(50))*14+0.5*var(50)*14*13 = [-40,10]
Trigger13 = var(53)-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*15*var(8) > 0
Trigger13 = fvar(3)-(8*(15-8)+EnemyNear(var(58)),Vel X*var(50)*15*var(8)) = [1,75]
Trigger13 = EnemyNear(var(58)),Pos Y-Pos Y+(EnemyNear(var(58)),Vel Y+var(50))*15+0.5*var(50)*15*14 = [-40,10]
Trigger14 = var(53)-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*15*var(8) <= 0
Trigger14 = var(53)-8*(15-8) = [1,75]
Trigger14 = EnemyNear(var(58)),Pos Y-Pos Y+(EnemyNear(var(58)),Vel Y+var(50))*15+0.5*var(50)*15*14 = [-40,10]
Trigger15 = var(53)-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*16*var(8) > 0
Trigger15 = fvar(3)-(8*(16-8)+EnemyNear(var(58)),Vel X*var(50)*16*var(8)) = [1,75]
Trigger15 = EnemyNear(var(58)),Pos Y-Pos Y+(EnemyNear(var(58)),Vel Y+var(50))*16+0.5*var(50)*16*15 = [-40,10]
Trigger16 = var(53)-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*16*var(8) <= 0
Trigger16 = var(53)-8*(16-8) = [1,75]
Trigger16 = EnemyNear(var(58)),Pos Y-Pos Y+(EnemyNear(var(58)),Vel Y+var(50))*16+0.5*var(50)*16*15 = [-40,10]
Trigger17 = var(53)-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*17*var(8) > 0
Trigger17 = fvar(3)-(8*(17-8)+EnemyNear(var(58)),Vel X*var(50)*17*var(8)) = [1,75]
Trigger17 = EnemyNear(var(58)),Pos Y-Pos Y+(EnemyNear(var(58)),Vel Y+var(50))*17+0.5*var(50)*17*16 = [-40,10]
Trigger18 = var(53)-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*17*var(8) <= 0
Trigger18 = var(53)-8*(17-8) = [1,75]
Trigger18 = EnemyNear(var(58)),Pos Y-Pos Y+(EnemyNear(var(58)),Vel Y+var(50))*17+0.5*var(50)*17*16 = [-40,10]
Trigger19 = var(53)-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*18*var(8) > 0
Trigger19 = fvar(3)-(8*(18-8)+EnemyNear(var(58)),Vel X*var(50)*18*var(8)) = [1,75]
Trigger19 = EnemyNear(var(58)),Pos Y-Pos Y+(EnemyNear(var(58)),Vel Y+var(50))*18+0.5*var(50)*18*17 = [-40,10]
Trigger20 = var(53)-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*18*var(8) <= 0
Trigger20 = var(53)-8*(18-8) = [1,75]
Trigger20 = EnemyNear(var(58)),Pos Y-Pos Y+(EnemyNear(var(58)),Vel Y+var(50))*18+0.5*var(50)*18*17 = [-40,10]

[State -3, 働僀僆僗丂僞僀僪]
type = ChangeState
value = 2100
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [4,8]) || fvar(1) = 7
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !var(9)
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = H 
TriggerAll = !(EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [645,646]) || (EnemyNear(var(58)),StateNo = [820,871]) || (EnemyNear(var(58)),StateNo = [1255,1256]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1405,1408]) || (EnemyNear(var(58)),StateNo = 1505) || (EnemyNear(var(58)),StateNo = 2005) || (EnemyNear(var(58)),StateNo = [3100,3107]))
TriggerAll = EnemyNear(var(58)),MoveType = H && !(EnemyNear(var(58)),StateNo = [120,160))
TriggerAll = EnemyNear(var(58)),GetHitVar(hitshaketime) = 0
TriggerAll = Power >= PowerMax || Power >= 4000
TriggerAll = Random < var(59)*100 || fvar(1) = 7
TriggerAll = Power >= 1000
Trigger1 = var(53)-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*15*var(8) > 0
Trigger1 = fvar(3)-((EnemyNear(var(58)),Vel X*var(50))*16*var(8)) = [155-(EnemyNear(var(58)),Const(size.air.front)+EnemyNear(var(58)),Const(size.air.back)/2),185+EnemyNear(var(58)),Const(size.air.front)]
Trigger1 = EnemyNear(var(58)),Pos Y-Pos Y+(EnemyNear(var(58)),Vel Y+EnemyNear(var(58)),GetHitVar(yaccel))*16+0.5*EnemyNear(var(58)),GetHitVar(yaccel)*16*15 = [-80,10]
Trigger2 = var(53)-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*15*var(8) <= 0
Trigger2 = fvar(3) = [155-(EnemyNear(var(58)),Const(size.air.front)+EnemyNear(var(58)),Const(size.air.back)/2),185+EnemyNear(var(58)),Const(size.air.front)]
Trigger2 = EnemyNear(var(58)),Pos Y-Pos Y+(EnemyNear(var(58)),Vel Y+EnemyNear(var(58)),GetHitVar(yaccel))*16+0.5*EnemyNear(var(58)),GetHitVar(yaccel)*16*15 = [-80,10]

[State -3, 僠僃乕儞僽儗僀僪丂僒僕僞儖僄僢僕丂僗儔僀僗丂俠]
type = ChangeState
value = 1350
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [4,8]) || fvar(1) = 7
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !var(9)
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = H 
TriggerAll = !(EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [645,646]) || (EnemyNear(var(58)),StateNo = [820,871]) || (EnemyNear(var(58)),StateNo = [1255,1256]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1405,1408]) || (EnemyNear(var(58)),StateNo = 1505) || (EnemyNear(var(58)),StateNo = 2005) || (EnemyNear(var(58)),StateNo = [3100,3107]))
TriggerAll = EnemyNear(var(58)),MoveType = H && !(EnemyNear(var(58)),StateNo = [120,160))
TriggerAll = EnemyNear(var(58)),GetHitVar(hitshaketime) = 0
TriggerAll = Random < var(59)*100 || fvar(1) = 7
TriggerAll = Power < PowerMax && Power < 4000
Trigger1 = var(53)-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*10*var(8) > 0
Trigger1 = fvar(3)-((EnemyNear(var(58)),Vel X*var(50))*11*var(8)) = [16-(EnemyNear(var(58)),Const(size.air.front)+EnemyNear(var(58)),Const(size.air.back)/2),86+EnemyNear(var(58)),Const(size.air.front)]
Trigger1 = EnemyNear(var(58)),Pos Y-Pos Y+(EnemyNear(var(58)),Vel Y+EnemyNear(var(58)),GetHitVar(yaccel))*11+0.5*EnemyNear(var(58)),GetHitVar(yaccel)*11*10 = [-70,10]
Trigger2 = var(53)-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*10*var(8) <= 0
Trigger2 = fvar(3) = [16-(EnemyNear(var(58)),Const(size.air.front)+EnemyNear(var(58)),Const(size.air.back)/2),86+EnemyNear(var(58)),Const(size.air.front)]
Trigger2 = EnemyNear(var(58)),Pos Y-Pos Y+(EnemyNear(var(58)),Vel Y+EnemyNear(var(58)),GetHitVar(yaccel))*11+0.5*EnemyNear(var(58)),GetHitVar(yaccel)*11*10 = [-70,10]
Trigger3 = var(53)-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*11*var(8) > 0
Trigger3 = fvar(3)-((EnemyNear(var(58)),Vel X*var(50))*12*var(8)) = [20-(EnemyNear(var(58)),Const(size.air.front)+EnemyNear(var(58)),Const(size.air.back)/2),123+EnemyNear(var(58)),Const(size.air.front)]
Trigger3 = EnemyNear(var(58)),Pos Y-Pos Y+(EnemyNear(var(58)),Vel Y+EnemyNear(var(58)),GetHitVar(yaccel))*12+0.5*EnemyNear(var(58)),GetHitVar(yaccel)*12*11 = [-80,10]
Trigger4 = var(53)-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*11*var(8) <= 0
Trigger4 = fvar(3) = [20-(EnemyNear(var(58)),Const(size.air.front)+EnemyNear(var(58)),Const(size.air.back)/2),123+EnemyNear(var(58)),Const(size.air.front)]
Trigger4 = EnemyNear(var(58)),Pos Y-Pos Y+(EnemyNear(var(58)),Vel Y+EnemyNear(var(58)),GetHitVar(yaccel))*12+0.5*EnemyNear(var(58)),GetHitVar(yaccel)*12*11 = [-80,10]
Trigger5 = var(53)-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*12*var(8) > 0
Trigger5 = fvar(3)-((EnemyNear(var(58)),Vel X*var(50))*13*var(8)) = [32-(EnemyNear(var(58)),Const(size.air.front)+EnemyNear(var(58)),Const(size.air.back)/2),131+EnemyNear(var(58)),Const(size.air.front)]
Trigger5 = EnemyNear(var(58)),Pos Y-Pos Y+(EnemyNear(var(58)),Vel Y+EnemyNear(var(58)),GetHitVar(yaccel))*13+0.5*EnemyNear(var(58)),GetHitVar(yaccel)*13*12 = [-90,10]
Trigger6 = var(53)-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*12*var(8) <= 0
Trigger6 = fvar(3) = [32-(EnemyNear(var(58)),Const(size.air.front)+EnemyNear(var(58)),Const(size.air.back)/2),131+EnemyNear(var(58)),Const(size.air.front)]
Trigger6 = EnemyNear(var(58)),Pos Y-Pos Y+(EnemyNear(var(58)),Vel Y+EnemyNear(var(58)),GetHitVar(yaccel))*13+0.5*EnemyNear(var(58)),GetHitVar(yaccel)*13*12 = [-90,10]
Trigger7 = var(53)-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*13*var(8) > 0
Trigger7 = fvar(3)-((EnemyNear(var(58)),Vel X*var(50))*14*var(8)) = [35-(EnemyNear(var(58)),Const(size.air.front)+EnemyNear(var(58)),Const(size.air.back)/2),134+EnemyNear(var(58)),Const(size.air.front)]
Trigger7 = EnemyNear(var(58)),Pos Y-Pos Y+(EnemyNear(var(58)),Vel Y+EnemyNear(var(58)),GetHitVar(yaccel))*14+0.5*EnemyNear(var(58)),GetHitVar(yaccel)*14*13 = [-100,10]
Trigger8 = var(53)-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*13*var(8) <= 0
Trigger8 = fvar(3) = [35-(EnemyNear(var(58)),Const(size.air.front)+EnemyNear(var(58)),Const(size.air.back)/2),134+EnemyNear(var(58)),Const(size.air.front)]
Trigger8 = EnemyNear(var(58)),Pos Y-Pos Y+(EnemyNear(var(58)),Vel Y+EnemyNear(var(58)),GetHitVar(yaccel))*14+0.5*EnemyNear(var(58)),GetHitVar(yaccel)*14*13 = [-100,10]

[State -3, 僠僃乕儞僽儗僀僪丂僩儔儞僗傾僉僔儍儖丂僗儔僀僗丂俠]
type = ChangeState
value = 1250
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [4,8]) || fvar(1) = 7
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !var(9)
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = H 
TriggerAll = !(EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [645,646]) || (EnemyNear(var(58)),StateNo = [820,871]) || (EnemyNear(var(58)),StateNo = [1255,1256]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1405,1408]) || (EnemyNear(var(58)),StateNo = 1505) || (EnemyNear(var(58)),StateNo = 2005) || (EnemyNear(var(58)),StateNo = [3100,3107]))
TriggerAll = EnemyNear(var(58)),MoveType = H && !(EnemyNear(var(58)),StateNo = [120,160))
TriggerAll = EnemyNear(var(58)),GetHitVar(hitshaketime) = 0
TriggerAll = EnemyNear(var(58)),Vel X != 0 || EnemyNear(var(58)),Vel Y != 0
TriggerAll = Random < var(59)*100 || fvar(1) = 7
TriggerAll = Power < PowerMax && Power < 4000
Trigger1 = var(53)-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*12*var(8) > 0
Trigger1 = fvar(3)-((EnemyNear(var(58)),Vel X*var(50))*13*var(8)) = [3+11-(EnemyNear(var(58)),Const(size.air.front)+EnemyNear(var(58)),Const(size.air.back)/2),77+11+EnemyNear(var(58)),Const(size.air.front)]
Trigger1 = EnemyNear(var(58)),Pos Y-Pos Y+(EnemyNear(var(58)),Vel Y+EnemyNear(var(58)),GetHitVar(yaccel))*13+0.5*EnemyNear(var(58)),GetHitVar(yaccel)*13*12 = [-50,10]
Trigger2 = var(53)-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*12*var(8) <= 0
Trigger2 = fvar(3) = [3+11-(EnemyNear(var(58)),Const(size.air.front)+EnemyNear(var(58)),Const(size.air.back)/2),78+11+EnemyNear(var(58)),Const(size.air.front)]
Trigger2 = EnemyNear(var(58)),Pos Y-Pos Y+(EnemyNear(var(58)),Vel Y+EnemyNear(var(58)),GetHitVar(yaccel))*13+0.5*EnemyNear(var(58)),GetHitVar(yaccel)*13*12 = [-50,10]
Trigger3 = var(53)-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*15*var(8) > 0
Trigger3 = fvar(3)-((EnemyNear(var(58)),Vel X*var(50))*16*var(8)) = [24+19-(EnemyNear(var(58)),Const(size.air.front)+EnemyNear(var(58)),Const(size.air.back)/2),77+19+EnemyNear(var(58)),Const(size.air.front)]
Trigger3 = EnemyNear(var(58)),Pos Y-Pos Y+(EnemyNear(var(58)),Vel Y+EnemyNear(var(58)),GetHitVar(yaccel))*16+0.5*EnemyNear(var(58)),GetHitVar(yaccel)*16*15 = [-50,10]
Trigger4 = var(53)-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*15*var(8) <= 0
Trigger4 = fvar(3) = [24+19-(EnemyNear(var(58)),Const(size.air.front)+EnemyNear(var(58)),Const(size.air.back)/2),86+19+EnemyNear(var(58)),Const(size.air.front)]
Trigger4 = EnemyNear(var(58)),Pos Y-Pos Y+(EnemyNear(var(58)),Vel Y+EnemyNear(var(58)),GetHitVar(yaccel))*16+0.5*EnemyNear(var(58)),GetHitVar(yaccel)*16*15 = [-50,10]
Trigger5 = var(53)-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*17*var(8) > 0
Trigger5 = fvar(3)-((EnemyNear(var(58)),Vel X*var(50))*18*var(8)) = [24+28-(EnemyNear(var(58)),Const(size.air.front)+EnemyNear(var(58)),Const(size.air.back)/2),128+28+EnemyNear(var(58)),Const(size.air.front)]
Trigger5 = EnemyNear(var(58)),Pos Y-Pos Y+(EnemyNear(var(58)),Vel Y+EnemyNear(var(58)),GetHitVar(yaccel))*18+0.5*EnemyNear(var(58)),GetHitVar(yaccel)*18*17 = [-60,10]
Trigger6 = var(53)-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*17*var(8) <= 0
Trigger6 = fvar(3) = [24+28-(EnemyNear(var(58)),Const(size.air.front)+EnemyNear(var(58)),Const(size.air.back)/2),128+28+EnemyNear(var(58)),Const(size.air.front)]
Trigger6 = EnemyNear(var(58)),Pos Y-Pos Y+(EnemyNear(var(58)),Vel Y+EnemyNear(var(58)),GetHitVar(yaccel))*18+0.5*EnemyNear(var(58)),GetHitVar(yaccel)*18*17 = [-60,10]
Trigger7 = var(53)-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*19*var(8) > 0
Trigger7 = fvar(3)-((EnemyNear(var(58)),Vel X*var(50))*20*var(8)) = [26+38-(EnemyNear(var(58)),Const(size.air.front)+EnemyNear(var(58)),Const(size.air.back)/2),136+38+EnemyNear(var(58)),Const(size.air.front)]
Trigger7 = EnemyNear(var(58)),Pos Y-Pos Y+(EnemyNear(var(58)),Vel Y+EnemyNear(var(58)),GetHitVar(yaccel))*20+0.5*EnemyNear(var(58)),GetHitVar(yaccel)*20*19 = [-70,10]
Trigger8 = var(53)-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*19*var(8) <= 0
Trigger8 = fvar(3) = [26+38-(EnemyNear(var(58)),Const(size.air.front)+EnemyNear(var(58)),Const(size.air.back)/2),136+38+EnemyNear(var(58)),Const(size.air.front)]
Trigger8 = EnemyNear(var(58)),Pos Y-Pos Y+(EnemyNear(var(58)),Vel Y+EnemyNear(var(58)),GetHitVar(yaccel))*20+0.5*EnemyNear(var(58)),GetHitVar(yaccel)*20*19 = [-70,10]
Trigger9 = var(53)-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*21*var(8) > 0
Trigger9 = fvar(3)-((EnemyNear(var(58)),Vel X*var(50))*22*var(8)) = [42+38-(EnemyNear(var(58)),Const(size.air.front)+EnemyNear(var(58)),Const(size.air.back)/2),152+38+EnemyNear(var(58)),Const(size.air.front)]
Trigger9 = EnemyNear(var(58)),Pos Y-Pos Y+(EnemyNear(var(58)),Vel Y+EnemyNear(var(58)),GetHitVar(yaccel))*22+0.5*EnemyNear(var(58)),GetHitVar(yaccel)*22*21 = [-70,10]
Trigger10 = var(53)-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*21*var(8) <= 0
Trigger10 = fvar(3) = [42+38-(EnemyNear(var(58)),Const(size.air.front)+EnemyNear(var(58)),Const(size.air.back)/2),152+38+EnemyNear(var(58)),Const(size.air.front)]
Trigger10 = EnemyNear(var(58)),Pos Y-Pos Y+(EnemyNear(var(58)),Vel Y+EnemyNear(var(58)),GetHitVar(yaccel))*22+0.5*EnemyNear(var(58)),GetHitVar(yaccel)*22*21 = [-70,10]

[State -3, 墦棫偪俢]
type = ChangeState
value = 230
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [4,8]) || fvar(1) = 7
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !var(9)
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = H 
TriggerAll = !(EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [645,646]) || (EnemyNear(var(58)),StateNo = [820,871]) || (EnemyNear(var(58)),StateNo = [1255,1256]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1405,1408]) || (EnemyNear(var(58)),StateNo = 1505) || (EnemyNear(var(58)),StateNo = 2005) || (EnemyNear(var(58)),StateNo = [3100,3107]))
TriggerAll = EnemyNear(var(58)),MoveType = H && !(EnemyNear(var(58)),StateNo = [120,160))
TriggerAll = EnemyNear(var(58)),GetHitVar(hitshaketime) = 0
TriggerAll = Random < var(59)*100 || fvar(1) = 7
TriggerAll = fvar(4) >= 26
Trigger1 = var(53)-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*4*var(8) > 0
Trigger1 = fvar(3)-((EnemyNear(var(58)),Vel X*var(50))*5*var(8)) = [17-(EnemyNear(var(58)),Const(size.air.front)+EnemyNear(var(58)),Const(size.air.back)/2),120+EnemyNear(var(58)),Const(size.air.front)]
Trigger1 = EnemyNear(var(58)),Pos Y-Pos Y+(EnemyNear(var(58)),Vel Y+EnemyNear(var(58)),GetHitVar(yaccel))*5+0.5*EnemyNear(var(58)),GetHitVar(yaccel)*5*4 = [-70,10]
Trigger2 = var(53)-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*4*var(8) <= 0
Trigger2 = fvar(3) = [17-(EnemyNear(var(58)),Const(size.air.front)+EnemyNear(var(58)),Const(size.air.back)/2),120+EnemyNear(var(58)),Const(size.air.front)]
Trigger2 = EnemyNear(var(58)),Pos Y-Pos Y+(EnemyNear(var(58)),Vel Y+EnemyNear(var(58)),GetHitVar(yaccel))*5+0.5*EnemyNear(var(58)),GetHitVar(yaccel)*5*4 = [-70,10]
Trigger3 = var(53)-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*6*var(8) > 0
Trigger3 = fvar(3)-((EnemyNear(var(58)),Vel X*var(50))*7*var(8)) = [17-(EnemyNear(var(58)),Const(size.air.front)+EnemyNear(var(58)),Const(size.air.back)/2),120+EnemyNear(var(58)),Const(size.air.front)]
Trigger3 = EnemyNear(var(58)),Pos Y-Pos Y+(EnemyNear(var(58)),Vel Y+EnemyNear(var(58)),GetHitVar(yaccel))*7+0.5*EnemyNear(var(58)),GetHitVar(yaccel)*7*6 = [-70,10]
Trigger4 = var(53)-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*6*var(8) <= 0
Trigger4 = fvar(3) = [17-(EnemyNear(var(58)),Const(size.air.front)+EnemyNear(var(58)),Const(size.air.back)/2),120+EnemyNear(var(58)),Const(size.air.front)]
Trigger4 = EnemyNear(var(58)),Pos Y-Pos Y+(EnemyNear(var(58)),Vel Y+EnemyNear(var(58)),GetHitVar(yaccel))*7+0.5*EnemyNear(var(58)),GetHitVar(yaccel)*7*6 = [-70,10]

;亂晜偐偣丂捛寕亃---------------------------------------------------------------------------------------

[State -3, 僟僢僔儏]
type = ChangeState
value = 100
Ctrl = 0
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [4,8]) || fvar(1) = 8
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = H 
TriggerAll = Ctrl || (StateNo = [21,22])
TriggerAll = !var(9)
TriggerAll = (P2StateNo = [1255,1256]) || var(59) = 8
Trigger1 = fvar(4) > 60

[State -3, 慜恑]
type = ChangeState
value = 21
Ctrl = 0
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [4,8]) || fvar(1) = 8
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = H 
TriggerAll = Ctrl || (StateNo = 22 && Time > 10)
TriggerAll = !var(9)
TriggerAll = (P2StateNo = [1255,1256]) || var(59) = 8
TriggerAll = fvar(4) > 45
;TriggerAll = EnemyNear(var(58)),GetHitVar(hitshaketime) = 0
TriggerAll = EnemyNear(var(58)),GetHitVar(xvel) = 0 || EnemyNear(var(58)),BackEdgeBodyDist < 20
Trigger1 = Random < var(59)*100 || fvar(1) = 8 || var(59) = 8

[State -3, 屻戅]
type = ChangeState
value = 22
Ctrl = 0
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [4,8]) || fvar(1) = 8
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = H 
TriggerAll = Ctrl || (StateNo = 21 && Time > 10)
TriggerAll = !var(9)
TriggerAll = (P2StateNo = [1255,1256]) || var(59) = 8
TriggerAll = fvar(4) < 5
;TriggerAll = EnemyNear(var(58)),GetHitVar(hitshaketime) = 0
TriggerAll = EnemyNear(var(58)),GetHitVar(xvel) = 0 || EnemyNear(var(58)),BackEdgeBodyDist < 20
Trigger1 = Random < var(59)*100 || fvar(1) = 8 || var(59) = 8

[State -3, 掆巭]
type = ChangeState
value = 1
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [1,8]) || fvar(1) = 8
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = H 
TriggerAll = Ctrl || StateNo = [21,22]
TriggerAll = !((var(8) = 1 && EnemyNear(var(58)),BackedgeBodyDist < 10) || (var(8) = -1 && EnemyNear(var(58)),FrontedgeBodyDist < 10) && FrontEdgeBodyDist < 30)
TriggerAll = !var(9)
TriggerAll = (P2StateNo = [1255,1256]) || var(59) = 8
TriggerAll = NumPartner = 0
TriggerAll = Random < var(59)*100 || fvar(1) = 8 || var(59) = 8
Trigger1 = var(59) = [1,7]
Trigger1 = Life = LifeMax
Trigger1 = fvar(4) = [5,50)
Trigger2 = var(59) = [5,8]
Trigger2 = Power >= 2000
Trigger2 = Power >= PowerMax || Power >= 4000
Trigger3 = Power < 2000
Trigger3 = fvar(4) = [25,55]

[State -3, 僽儖乕僞儖丂僑僢僪丂僾儘僕僃僋僩]
type = ChangeState
value = 3000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 8
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = H 
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = !var(9)
TriggerAll = P2StateNo = [1255,1256]
TriggerAll = EnemyNear(var(58)),GetHitVar(hitshaketime) = 0
TriggerAll = EnemyNear(var(58)),GetHitVar(xvel) = 0
TriggerAll = Random < var(59)*100 || fvar(1) = 8 || (var(59) = 8 && (Power >= PowerMax || Power >= 4000))
TriggerAll = Power >= 2000
TriggerAll = Power >= PowerMax || Power >= 4000 || var(59) = 8
Trigger1 = fvar(3) = [1,155]
Trigger1 = EnemyNear(var(58)),Pos Y-Pos Y+(EnemyNear(var(58)),Vel Y+EnemyNear(var(58)),GetHitVar(yaccel))*9+0.5*EnemyNear(var(58)),GetHitVar(yaccel)*9*8 = [-40,10]

[State -3, 僠僃乕儞僽儗僀僪丂僩儔儞僗傾僉僔儍儖丂僗儔僀僗丂俠]
type = ChangeState
value = 1250
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) = 8 || fvar(1) = 8
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = H 
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = !var(9)
TriggerAll = P2StateNo = [1255,1256]
TriggerAll = EnemyNear(var(58)),GetHitVar(hitshaketime) = 0
TriggerAll = EnemyNear(var(58)),GetHitVar(xvel) = 0
TriggerAll = Power < PowerMax && Power < 4000
Trigger1 = var(53)-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*12*var(8) > 0
Trigger1 = fvar(3)-((EnemyNear(var(58)),Vel X*var(50))*13*var(8)) = [3+11-(EnemyNear(var(58)),Const(size.air.front)+EnemyNear(var(58)),Const(size.air.back)/2),77+11+EnemyNear(var(58)),Const(size.air.front)]
Trigger1 = EnemyNear(var(58)),Pos Y-Pos Y+(EnemyNear(var(58)),Vel Y+EnemyNear(var(58)),GetHitVar(yaccel))*13+0.5*EnemyNear(var(58)),GetHitVar(yaccel)*13*12 = [-50,10]
Trigger2 = var(53)-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*12*var(8) <= 0
Trigger2 = fvar(3) = [3+11-(EnemyNear(var(58)),Const(size.air.front)+EnemyNear(var(58)),Const(size.air.back)/2),78+11+EnemyNear(var(58)),Const(size.air.front)]
Trigger2 = EnemyNear(var(58)),Pos Y-Pos Y+(EnemyNear(var(58)),Vel Y+EnemyNear(var(58)),GetHitVar(yaccel))*13+0.5*EnemyNear(var(58)),GetHitVar(yaccel)*13*12 = [-50,10]
Trigger3 = var(53)-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*15*var(8) > 0
Trigger3 = fvar(3)-((EnemyNear(var(58)),Vel X*var(50))*16*var(8)) = [24+19-(EnemyNear(var(58)),Const(size.air.front)+EnemyNear(var(58)),Const(size.air.back)/2),77+19+EnemyNear(var(58)),Const(size.air.front)]
Trigger3 = EnemyNear(var(58)),Pos Y-Pos Y+(EnemyNear(var(58)),Vel Y+EnemyNear(var(58)),GetHitVar(yaccel))*16+0.5*EnemyNear(var(58)),GetHitVar(yaccel)*16*15 = [-50,10]
Trigger4 = var(53)-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*15*var(8) <= 0
Trigger4 = fvar(3) = [24+19-(EnemyNear(var(58)),Const(size.air.front)+EnemyNear(var(58)),Const(size.air.back)/2),86+19+EnemyNear(var(58)),Const(size.air.front)]
Trigger4 = EnemyNear(var(58)),Pos Y-Pos Y+(EnemyNear(var(58)),Vel Y+EnemyNear(var(58)),GetHitVar(yaccel))*16+0.5*EnemyNear(var(58)),GetHitVar(yaccel)*16*15 = [-50,10]
Trigger5 = var(53)-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*17*var(8) > 0
Trigger5 = fvar(3)-((EnemyNear(var(58)),Vel X*var(50))*18*var(8)) = [24+28-(EnemyNear(var(58)),Const(size.air.front)+EnemyNear(var(58)),Const(size.air.back)/2),128+28+EnemyNear(var(58)),Const(size.air.front)]
Trigger5 = EnemyNear(var(58)),Pos Y-Pos Y+(EnemyNear(var(58)),Vel Y+EnemyNear(var(58)),GetHitVar(yaccel))*18+0.5*EnemyNear(var(58)),GetHitVar(yaccel)*18*17 = [-60,10]
Trigger6 = var(53)-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*17*var(8) <= 0
Trigger6 = fvar(3) = [24+28-(EnemyNear(var(58)),Const(size.air.front)+EnemyNear(var(58)),Const(size.air.back)/2),128+28+EnemyNear(var(58)),Const(size.air.front)]
Trigger6 = EnemyNear(var(58)),Pos Y-Pos Y+(EnemyNear(var(58)),Vel Y+EnemyNear(var(58)),GetHitVar(yaccel))*18+0.5*EnemyNear(var(58)),GetHitVar(yaccel)*18*17 = [-60,10]
Trigger7 = var(53)-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*19*var(8) > 0
Trigger7 = fvar(3)-((EnemyNear(var(58)),Vel X*var(50))*20*var(8)) = [26+38-(EnemyNear(var(58)),Const(size.air.front)+EnemyNear(var(58)),Const(size.air.back)/2),136+38+EnemyNear(var(58)),Const(size.air.front)]
Trigger7 = EnemyNear(var(58)),Pos Y-Pos Y+(EnemyNear(var(58)),Vel Y+EnemyNear(var(58)),GetHitVar(yaccel))*20+0.5*EnemyNear(var(58)),GetHitVar(yaccel)*20*19 = [-70,10]
Trigger8 = var(53)-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*19*var(8) <= 0
Trigger8 = fvar(3) = [26+38-(EnemyNear(var(58)),Const(size.air.front)+EnemyNear(var(58)),Const(size.air.back)/2),136+38+EnemyNear(var(58)),Const(size.air.front)]
Trigger8 = EnemyNear(var(58)),Pos Y-Pos Y+(EnemyNear(var(58)),Vel Y+EnemyNear(var(58)),GetHitVar(yaccel))*20+0.5*EnemyNear(var(58)),GetHitVar(yaccel)*20*19 = [-70,10]
Trigger9 = var(53)-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*21*var(8) > 0
Trigger9 = fvar(3)-((EnemyNear(var(58)),Vel X*var(50))*22*var(8)) = [42+38-(EnemyNear(var(58)),Const(size.air.front)+EnemyNear(var(58)),Const(size.air.back)/2),152+38+EnemyNear(var(58)),Const(size.air.front)]
Trigger9 = EnemyNear(var(58)),Pos Y-Pos Y+(EnemyNear(var(58)),Vel Y+EnemyNear(var(58)),GetHitVar(yaccel))*22+0.5*EnemyNear(var(58)),GetHitVar(yaccel)*22*21 = [-70,10]
Trigger10 = var(53)-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*21*var(8) <= 0
Trigger10 = fvar(3) = [42+38-(EnemyNear(var(58)),Const(size.air.front)+EnemyNear(var(58)),Const(size.air.back)/2),152+38+EnemyNear(var(58)),Const(size.air.front)]
Trigger10 = EnemyNear(var(58)),Pos Y-Pos Y+(EnemyNear(var(58)),Vel Y+EnemyNear(var(58)),GetHitVar(yaccel))*22+0.5*EnemyNear(var(58)),GetHitVar(yaccel)*22*21 = [-70,10]

[State -3, 僠僃乕儞僽儗僀僪丂僩儔儞僗傾僉僔儍儖丂僗儔僀僗丂俠]
type = ChangeState
value = 1250
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) = 8 || fvar(1) = 8
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = H 
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = !var(9)
TriggerAll = P2StateNo != 2005 && P2StateNo != [870,871]
TriggerAll = EnemyNear(var(58)),GetHitVar(hitshaketime) = 0
TriggerAll = EnemyNear(var(58)),Vel X != 0 || EnemyNear(var(58)),Vel Y != 0
TriggerAll = Power < PowerMax && Power < 4000
Trigger1 = var(53)-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*12*var(8) > 0
Trigger1 = fvar(3)-((EnemyNear(var(58)),Vel X*var(50))*13*var(8)) = [3+11-(EnemyNear(var(58)),Const(size.air.front)+EnemyNear(var(58)),Const(size.air.back)/2),77+11+EnemyNear(var(58)),Const(size.air.front)]
Trigger1 = EnemyNear(var(58)),Pos Y-Pos Y+(EnemyNear(var(58)),Vel Y+EnemyNear(var(58)),GetHitVar(yaccel))*13+0.5*EnemyNear(var(58)),GetHitVar(yaccel)*13*12 = [-50,10]
Trigger2 = var(53)-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*12*var(8) <= 0
Trigger2 = fvar(3) = [3+11-(EnemyNear(var(58)),Const(size.air.front)+EnemyNear(var(58)),Const(size.air.back)/2),78+11+EnemyNear(var(58)),Const(size.air.front)]
Trigger2 = EnemyNear(var(58)),Pos Y-Pos Y+(EnemyNear(var(58)),Vel Y+EnemyNear(var(58)),GetHitVar(yaccel))*13+0.5*EnemyNear(var(58)),GetHitVar(yaccel)*13*12 = [-50,10]
Trigger3 = var(53)-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*15*var(8) > 0
Trigger3 = fvar(3)-((EnemyNear(var(58)),Vel X*var(50))*16*var(8)) = [24+19-(EnemyNear(var(58)),Const(size.air.front)+EnemyNear(var(58)),Const(size.air.back)/2),77+19+EnemyNear(var(58)),Const(size.air.front)]
Trigger3 = EnemyNear(var(58)),Pos Y-Pos Y+(EnemyNear(var(58)),Vel Y+EnemyNear(var(58)),GetHitVar(yaccel))*16+0.5*EnemyNear(var(58)),GetHitVar(yaccel)*16*15 = [-50,10]
Trigger4 = var(53)-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*15*var(8) <= 0
Trigger4 = fvar(3) = [24+19-(EnemyNear(var(58)),Const(size.air.front)+EnemyNear(var(58)),Const(size.air.back)/2),86+19+EnemyNear(var(58)),Const(size.air.front)]
Trigger4 = EnemyNear(var(58)),Pos Y-Pos Y+(EnemyNear(var(58)),Vel Y+EnemyNear(var(58)),GetHitVar(yaccel))*16+0.5*EnemyNear(var(58)),GetHitVar(yaccel)*16*15 = [-50,10]
Trigger5 = var(53)-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*17*var(8) > 0
Trigger5 = fvar(3)-((EnemyNear(var(58)),Vel X*var(50))*18*var(8)) = [24+28-(EnemyNear(var(58)),Const(size.air.front)+EnemyNear(var(58)),Const(size.air.back)/2),128+28+EnemyNear(var(58)),Const(size.air.front)]
Trigger5 = EnemyNear(var(58)),Pos Y-Pos Y+(EnemyNear(var(58)),Vel Y+EnemyNear(var(58)),GetHitVar(yaccel))*18+0.5*EnemyNear(var(58)),GetHitVar(yaccel)*18*17 = [-60,10]
Trigger6 = var(53)-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*17*var(8) <= 0
Trigger6 = fvar(3) = [24+28-(EnemyNear(var(58)),Const(size.air.front)+EnemyNear(var(58)),Const(size.air.back)/2),128+28+EnemyNear(var(58)),Const(size.air.front)]
Trigger6 = EnemyNear(var(58)),Pos Y-Pos Y+(EnemyNear(var(58)),Vel Y+EnemyNear(var(58)),GetHitVar(yaccel))*18+0.5*EnemyNear(var(58)),GetHitVar(yaccel)*18*17 = [-60,10]
Trigger7 = var(53)-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*19*var(8) > 0
Trigger7 = fvar(3)-((EnemyNear(var(58)),Vel X*var(50))*20*var(8)) = [26+38-(EnemyNear(var(58)),Const(size.air.front)+EnemyNear(var(58)),Const(size.air.back)/2),136+38+EnemyNear(var(58)),Const(size.air.front)]
Trigger7 = EnemyNear(var(58)),Pos Y-Pos Y+(EnemyNear(var(58)),Vel Y+EnemyNear(var(58)),GetHitVar(yaccel))*20+0.5*EnemyNear(var(58)),GetHitVar(yaccel)*20*19 = [-70,10]
Trigger8 = var(53)-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*19*var(8) <= 0
Trigger8 = fvar(3) = [26+38-(EnemyNear(var(58)),Const(size.air.front)+EnemyNear(var(58)),Const(size.air.back)/2),136+38+EnemyNear(var(58)),Const(size.air.front)]
Trigger8 = EnemyNear(var(58)),Pos Y-Pos Y+(EnemyNear(var(58)),Vel Y+EnemyNear(var(58)),GetHitVar(yaccel))*20+0.5*EnemyNear(var(58)),GetHitVar(yaccel)*20*19 = [-70,10]
Trigger9 = var(53)-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*21*var(8) > 0
Trigger9 = fvar(3)-((EnemyNear(var(58)),Vel X*var(50))*22*var(8)) = [42+38-(EnemyNear(var(58)),Const(size.air.front)+EnemyNear(var(58)),Const(size.air.back)/2),152+38+EnemyNear(var(58)),Const(size.air.front)]
Trigger9 = EnemyNear(var(58)),Pos Y-Pos Y+(EnemyNear(var(58)),Vel Y+EnemyNear(var(58)),GetHitVar(yaccel))*22+0.5*EnemyNear(var(58)),GetHitVar(yaccel)*22*21 = [-70,10]
Trigger10 = var(53)-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*21*var(8) <= 0
Trigger10 = fvar(3) = [42+38-(EnemyNear(var(58)),Const(size.air.front)+EnemyNear(var(58)),Const(size.air.back)/2),152+38+EnemyNear(var(58)),Const(size.air.front)]
Trigger10 = EnemyNear(var(58)),Pos Y-Pos Y+(EnemyNear(var(58)),Vel Y+EnemyNear(var(58)),GetHitVar(yaccel))*22+0.5*EnemyNear(var(58)),GetHitVar(yaccel)*22*21 = [-70,10]

[State -3, 僠僃乕儞僽儗僀僪丂僒僕僞儖僄僢僕丂僗儔僀僗丂俠]
type = ChangeState
value = 1350
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [6,7]) || fvar(1) = 8
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = H 
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = !var(9)
TriggerAll = P2StateNo = [1255,1256]
TriggerAll = EnemyNear(var(58)),GetHitVar(hitshaketime) = 0
TriggerAll = EnemyNear(var(58)),GetHitVar(xvel) = 0
TriggerAll = Random < var(59)*100 || fvar(1) = 8
TriggerAll = (Life < LifeMax || var(59) = 8)
TriggerAll = Power < PowerMax && Power < 4000
Trigger1 = var(53)-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*10*var(8) > 0
Trigger1 = fvar(3)-((EnemyNear(var(58)),Vel X*var(50))*11*var(8)) = [16-(EnemyNear(var(58)),Const(size.air.front)+EnemyNear(var(58)),Const(size.air.back)/2),86+EnemyNear(var(58)),Const(size.air.front)]
Trigger1 = EnemyNear(var(58)),Pos Y-Pos Y+(EnemyNear(var(58)),Vel Y+EnemyNear(var(58)),GetHitVar(yaccel))*11+0.5*EnemyNear(var(58)),GetHitVar(yaccel)*11*10 = [-70,10]
Trigger2 = var(53)-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*10*var(8) <= 0
Trigger2 = fvar(3) = [16-(EnemyNear(var(58)),Const(size.air.front)+EnemyNear(var(58)),Const(size.air.back)/2),86+EnemyNear(var(58)),Const(size.air.front)]
Trigger2 = EnemyNear(var(58)),Pos Y-Pos Y+(EnemyNear(var(58)),Vel Y+EnemyNear(var(58)),GetHitVar(yaccel))*11+0.5*EnemyNear(var(58)),GetHitVar(yaccel)*11*10 = [-70,10]
Trigger3 = var(53)-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*11*var(8) > 0
Trigger3 = fvar(3)-((EnemyNear(var(58)),Vel X*var(50))*12*var(8)) = [20-(EnemyNear(var(58)),Const(size.air.front)+EnemyNear(var(58)),Const(size.air.back)/2),123+EnemyNear(var(58)),Const(size.air.front)]
Trigger3 = EnemyNear(var(58)),Pos Y-Pos Y+(EnemyNear(var(58)),Vel Y+EnemyNear(var(58)),GetHitVar(yaccel))*12+0.5*EnemyNear(var(58)),GetHitVar(yaccel)*12*11 = [-80,10]
Trigger4 = var(53)-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*11*var(8) <= 0
Trigger4 = fvar(3) = [20-(EnemyNear(var(58)),Const(size.air.front)+EnemyNear(var(58)),Const(size.air.back)/2),123+EnemyNear(var(58)),Const(size.air.front)]
Trigger4 = EnemyNear(var(58)),Pos Y-Pos Y+(EnemyNear(var(58)),Vel Y+EnemyNear(var(58)),GetHitVar(yaccel))*12+0.5*EnemyNear(var(58)),GetHitVar(yaccel)*12*11 = [-80,10]
Trigger5 = var(53)-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*12*var(8) > 0
Trigger5 = fvar(3)-((EnemyNear(var(58)),Vel X*var(50))*13*var(8)) = [32-(EnemyNear(var(58)),Const(size.air.front)+EnemyNear(var(58)),Const(size.air.back)/2),131+EnemyNear(var(58)),Const(size.air.front)]
Trigger5 = EnemyNear(var(58)),Pos Y-Pos Y+(EnemyNear(var(58)),Vel Y+EnemyNear(var(58)),GetHitVar(yaccel))*13+0.5*EnemyNear(var(58)),GetHitVar(yaccel)*13*12 = [-90,10]
Trigger6 = var(53)-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*12*var(8) <= 0
Trigger6 = fvar(3) = [32-(EnemyNear(var(58)),Const(size.air.front)+EnemyNear(var(58)),Const(size.air.back)/2),131+EnemyNear(var(58)),Const(size.air.front)]
Trigger6 = EnemyNear(var(58)),Pos Y-Pos Y+(EnemyNear(var(58)),Vel Y+EnemyNear(var(58)),GetHitVar(yaccel))*13+0.5*EnemyNear(var(58)),GetHitVar(yaccel)*13*12 = [-90,10]
Trigger7 = var(53)-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*13*var(8) > 0
Trigger7 = fvar(3)-((EnemyNear(var(58)),Vel X*var(50))*14*var(8)) = [35-(EnemyNear(var(58)),Const(size.air.front)+EnemyNear(var(58)),Const(size.air.back)/2),134+EnemyNear(var(58)),Const(size.air.front)]
Trigger7 = EnemyNear(var(58)),Pos Y-Pos Y+(EnemyNear(var(58)),Vel Y+EnemyNear(var(58)),GetHitVar(yaccel))*14+0.5*EnemyNear(var(58)),GetHitVar(yaccel)*14*13 = [-100,10]
Trigger8 = var(53)-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*13*var(8) <= 0
Trigger8 = fvar(3) = [35-(EnemyNear(var(58)),Const(size.air.front)+EnemyNear(var(58)),Const(size.air.back)/2),134+EnemyNear(var(58)),Const(size.air.front)]
Trigger8 = EnemyNear(var(58)),Pos Y-Pos Y+(EnemyNear(var(58)),Vel Y+EnemyNear(var(58)),GetHitVar(yaccel))*14+0.5*EnemyNear(var(58)),GetHitVar(yaccel)*14*13 = [-100,10]

[State -3, 僱僈丒僕僃僱僔僗]
type = ChangeState
value = 1400
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [6,7]) || fvar(1) = 8
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = H 
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = !var(9)
TriggerAll = P2StateNo = [1255,1256]
TriggerAll = EnemyNear(var(58)),GetHitVar(hitshaketime) = 0
TriggerAll = EnemyNear(var(58)),GetHitVar(xvel) = 0
TriggerAll = Random < var(59)*100 || fvar(1) = 8
TriggerAll = (Life < LifeMax || var(59) = 8)
TriggerAll = Power < PowerMax && Power < 4000
Trigger1 = fvar(3)-EnemyNear(var(58)),Vel X*15*var(8) = [0,(50+EnemyNear(var(58)),Const(size.air.front))]
Trigger1 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*15+0.5*EnemyNear(var(58)),GetHitVar(yaccel)*16*15*(Abs(EnemyNear(var(58)),Vel Y) > 0.5) = [-60,10]

[State -3, 僠僃乕儞僽儗僀僪丂僩儔儞僗傾僉僔儍儖丂僗儔僀僗丂俙]
type = ChangeState
value = 1200
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) = 5 || fvar(1) = 8
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = H 
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = !var(9)
TriggerAll = P2StateNo = [1255,1256]
TriggerAll = EnemyNear(var(58)),GetHitVar(hitshaketime) = 0
TriggerAll = EnemyNear(var(58)),GetHitVar(xvel) = 0
TriggerAll = Random < var(59)*100 || fvar(1) = 8
TriggerAll = (Life < LifeMax || var(59) = 8)
Trigger1 = fvar(3)-EnemyNear(var(58)),Vel X*14*var(8) = [0,(115+EnemyNear(var(58)),Const(size.air.front))]
Trigger1 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*14+0.5*EnemyNear(var(58)),GetHitVar(yaccel)*15*14*(Abs(EnemyNear(var(58)),Vel Y) > 0.5) = [-60,10]

[State -3, 僨傿僶僀儞傾儘乕丗僄傾]
type = ChangeState
value = 1000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) = 4 || fvar(1) = 8
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = H 
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = !var(9)
TriggerAll = P2StateNo = [1255,1256]
TriggerAll = EnemyNear(var(58)),GetHitVar(hitshaketime) = 0
TriggerAll = EnemyNear(var(58)),GetHitVar(xvel) = 0
TriggerAll = Random < var(59)*100 || fvar(1) = 8
TriggerAll = (Life < LifeMax || var(59) = 8)
TriggerAll = NumProj = 0
Trigger1 = fvar(3)-EnemyNear(var(58)),Vel X*14*var(8) = [40,(115+EnemyNear(var(58)),Const(size.air.front))]
Trigger1 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*14+0.5*EnemyNear(var(58)),GetHitVar(yaccel)*15*14*(Abs(EnemyNear(var(58)),Vel Y) > 0.5) = [-60,10]

[State -3, 僠僃乕儞僽儗僀僪丂僒僕僞儖僄僢僕丂僗儔僀僗丂俙]
type = ChangeState
value = 1300
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) = 3 || fvar(1) = 8
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = H 
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = !var(9)
TriggerAll = P2StateNo = [1255,1256]
TriggerAll = EnemyNear(var(58)),GetHitVar(hitshaketime) = 0
TriggerAll = EnemyNear(var(58)),GetHitVar(xvel) = 0
TriggerAll = Random < var(59)*100 || fvar(1) = 8
TriggerAll = (Life < LifeMax || var(59) = 8)
Trigger1 = fvar(3)-EnemyNear(var(58)),Vel X*11*var(8) = [0,(115+EnemyNear(var(58)),Const(size.air.front))]
Trigger1 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*11+0.5*EnemyNear(var(58)),GetHitVar(yaccel)*12*11*(Abs(EnemyNear(var(58)),Vel Y) > 0.5) = [-60,10]

[State -3, 傆偭偲偽偟]
type = ChangeState
value = 250
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [1,7]) || fvar(1) = 8
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = H 
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = !var(9)
TriggerAll = P2StateNo = [1255,1256]
TriggerAll = EnemyNear(var(58)),GetHitVar(hitshaketime) = 0
TriggerAll = EnemyNear(var(58)),GetHitVar(xvel) = 0
TriggerAll = Random < var(59)*100 || fvar(1) = 8
TriggerAll = Life = LifeMax
TriggerAll = Power < PowerMax && Power < 4000
Trigger1 = fvar(3)-EnemyNear(var(58)),Vel X*17*var(8) = [0,(55+EnemyNear(var(58)),Const(size.air.front))]
Trigger1 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*17+0.5*EnemyNear(var(58)),GetHitVar(yaccel)*18*17*(Abs(EnemyNear(var(58)),Vel Y) > 0.5) = [-30,10]

;亂儚僀儎乕丂捛寕亃---------------------------------------------------------------------------------var(55)

[State -3, 僟僢僔儏]
type = ChangeState
value = 100
ctrl = 0
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) || fvar(1) = 8
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = H 
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22])
TriggerAll = !(((var(8) = 1 && EnemyNear(var(58)),backedgeBodyDist < 10) || (var(8) = -1 && EnemyNear(var(58)),FrontedgeBodyDist < 10)) && FrontEdgeBodyDist < 30)
TriggerAll = !var(9)
TriggerAll = P2StateNo = 1405
TriggerAll = Random < var(59)*100 || fvar(1) = 8 || var(59) = 8
Trigger1 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*var(8)*6 > 50

[State -3, 慜恑]
type = ChangeState
value = 21
Ctrl = 0
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) || fvar(1) = 8
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = H 
TriggerAll = Ctrl || (StateNo = 22 && Time > 10)
TriggerAll = !var(9)
TriggerAll = P2StateNo = [1405,1406]
TriggerAll = Random < var(59)*100 || fvar(1) = 8 || var(59) = 8
Trigger1 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*var(8)*11 > 50

[State -3, 屻戅]
type = ChangeState
value = 22
Ctrl = 0
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) || fvar(1) = 8
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = H 
TriggerAll = Ctrl || (StateNo = 21 && Time > 10)
TriggerAll = !var(9)
TriggerAll = P2StateNo = [1405,1406]
TriggerAll = Random < var(59)*100 || fvar(1) = 8 || var(59) = 8
Trigger1 = Abs(EnemyNear(var(58)),Vel X*(EnemyNear(var(58)),BackEdgeBodyDist > 10)) > 0 || fvar(3) < 0 
Trigger1 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*var(8)*11 < 20
Trigger2 = ((var(8) = 1 && var(50)) || (var(8) = -1 && EnemyNear(var(58)),FrontEdgeBodyDist < 10)) && FrontEdgeBodyDist < 30
Trigger3 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*var(8)*11 < 40

[State -3, 掆巭]
type = ChangeState
value = 1
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) || fvar(1) = 8
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = H 
TriggerAll = Ctrl || StateNo = [21,22]
TriggerAll = !((var(8) = 1 && EnemyNear(var(58)),BackedgeBodyDist < 10) || (var(8) = -1 && EnemyNear(var(58)),FrontedgeBodyDist < 10) && FrontEdgeBodyDist < 30)
TriggerAll = !var(9)
TriggerAll = P2StateNo = [1405,1406]
TriggerAll = NumPartner = 0
TriggerAll = Random < var(59)*100 || fvar(1) = 8 || var(59) = 8
Trigger1 = !(var(59) = 6)
Trigger1 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*var(8)*11 = [40,80)
Trigger2 = (var(59) = 6)
Trigger2 = fvar(4)-EnemyNear(var(58)),Vel X*var(50)*var(8)*11 = [30,50)
Trigger3 = StateNo = 22
Trigger3 = ((var(8) = 1 && var(50)) || (var(8) = -1 && EnemyNear(var(58)),FrontedgeBodyDist < 10)) && FrontEdgeBodyDist >= 30

[State -3, 僱僈丒僕僃僱僔僗]
type = ChangeState
value = 1400
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) = 8 || fvar(1) = 8
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = H 
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = !var(9)
TriggerAll = P2StateNo = 1406
TriggerAll = EnemyNear(var(58)),GetHitVar(hitshaketime) = 0
TriggerAll = Random < var(59)*100 || fvar(1) = 8 || var(59) = 8
TriggerAll = (Power < PowerMax && Power < 4000) || Random < var(59)*10
Trigger1 = fvar(3)-EnemyNear(var(58)),Vel X*15*var(8) = [0,(50+EnemyNear(var(58)),Const(size.air.front))]
Trigger1 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*15+0.5*EnemyNear(var(58)),GetHitVar(yaccel)*16*15*(Abs(EnemyNear(var(58)),Vel Y) > 0.5) = [-120,10]

[State -3, 僠僃乕儞僽儗僀僪丂僩儔儞僗傾僉僔儍儖丂僗儔僀僗丂俠]
type = ChangeState
value = 1250
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) = 8 || fvar(1) = 8
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = H 
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = !var(9)
TriggerAll = P2StateNo = 1406
TriggerAll = EnemyNear(var(58)),GetHitVar(hitshaketime) = 0
TriggerAll = Random < var(59)*100 || fvar(1) = 8 || var(58) = 8
TriggerAll = (Power < PowerMax && Power < 4000) || Random < var(59)*10
Trigger1 = fvar(3)-EnemyNear(var(58)),Vel X*13*var(8) = [40,(120+EnemyNear(var(58)),Const(size.air.front))]
Trigger1 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*13+0.5*EnemyNear(var(58)),GetHitVar(yaccel)*14*13*(Abs(EnemyNear(var(58)),Vel Y) > 0.5) = [-60,10]

[State -3, 僽儖乕僞儖丂僑僢僪丂僾儘僕僃僋僩]
type = ChangeState
value = 3000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 8
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = H 
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = !var(9)
TriggerAll = P2StateNo = 1406
TriggerAll = EnemyNear(var(58)),GetHitVar(hitshaketime) = 0
TriggerAll = Random < var(59)*100 || fvar(1) = 8 || (var(59) = 8 && (Power >= PowerMax || Power >= 4000))
TriggerAll = Power >= 2000
TriggerAll = Power >= PowerMax || Power >= 4000
Trigger1 = fvar(3)-EnemyNear(var(58)),Vel X*13*var(8) = [25,(165+EnemyNear(var(58)),Const(size.air.front))]
Trigger1 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*13+0.5*EnemyNear(var(58)),GetHitVar(yaccel)*14*13*(Abs(EnemyNear(var(58)),Vel Y) > 0.5) = [-70,10]

[State -3, 僱僈丒僕僃僱僔僗]
type = ChangeState
value = 1400
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [7,8]) || fvar(1) = 8
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = H 
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = !var(9)
TriggerAll = P2StateNo = 1406
TriggerAll = EnemyNear(var(58)),GetHitVar(hitshaketime) = 0
TriggerAll = Random < var(59)*100 || fvar(1) = 8
Trigger1 = fvar(3)-EnemyNear(var(58)),Vel X*15*var(8) = [0,(50+EnemyNear(var(58)),Const(size.air.front))]
Trigger1 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*15+0.5*EnemyNear(var(58)),GetHitVar(yaccel)*16*15*(Abs(EnemyNear(var(58)),Vel Y) > 0.5) = [-120,10]

[State -3, 僠僃乕儞僽儗僀僪丂僒僕僞儖僄僢僕丂僗儔僀僗丂俠]
type = ChangeState
value = 1350
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [4,8]) || fvar(1) = 8
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = H 
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = !var(9)
TriggerAll = P2StateNo = 1406
TriggerAll = EnemyNear(var(58)),GetHitVar(hitshaketime) = 0
TriggerAll = Random < var(59)*100 || fvar(1) = 8
Trigger1 = fvar(3)-EnemyNear(var(58)),Vel X*11*var(8) = [15,(100+EnemyNear(var(58)),Const(size.air.front))]
Trigger1 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*11+0.5*EnemyNear(var(58)),GetHitVar(yaccel)*12*11*(Abs(EnemyNear(var(58)),Vel Y) > 0.5) = [-60,10]

[State -3, 僠僃乕儞僽儗僀僪丂僩儔儞僗傾僉僔儍儖丂僗儔僀僗丂俠]
type = ChangeState
value = 1250
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [4,8]) || fvar(1) = 8
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = H 
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = !var(9)
TriggerAll = P2StateNo = 1406
TriggerAll = EnemyNear(var(58)),GetHitVar(hitshaketime) = 0
TriggerAll = Random < var(59)*100 || fvar(1) = 8
Trigger1 = fvar(3)-EnemyNear(var(58)),Vel X*13*var(8) = [40,(120+EnemyNear(var(58)),Const(size.air.front))]
Trigger1 = EnemyNear(var(58)),Pos Y-Pos Y+EnemyNear(var(58)),Vel Y*13+0.5*EnemyNear(var(58)),GetHitVar(yaccel)*14*13*(Abs(EnemyNear(var(58)),Vel Y) > 0.5) = [-60,10]

;亂抧忋庴恎庪傝亃----------------------------------------------------------------------------------------

[State -3, 僱僈丒僕僃僱僔僗]
type = ChangeState
value = 1400
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) = [7,8]
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),StateNo = 5201
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = Random < var(59)*100
Trigger1 = EnemyNear(var(58)),AnimTime = -14+2
Trigger1 = fvar(4) = [-15,40)

[State -3, 僨傿僶僀儞傾儘乕丗僌儔儞僪]
type = ChangeState
value = 1100
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) = [7,8]
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),StateNo = 5201
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = Random < var(59)*100
Trigger1 = EnemyNear(var(58)),AnimTime = -18+2
Trigger1 = fvar(4) = [15,125)

[State -3, 墦棫偪俢]
type = ChangeState
value = 230
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) = [7,8]
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),StateNo = 5201
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = Random < var(59)*100
TriggerAll = fvar(4) >= 26
Trigger1 = EnemyNear(var(58)),AnimTime = -6+2
Trigger1 = fvar(4) = [-15,95)

[State -3, 僽儖乕丂僲傾]
type = ChangeState
value = 800
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) = [7,8]
TriggerAll = !var(54)
TriggerAll = !((P2StateNo = [35,52]) || (P2StateNo = [130,155]))
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = (Abs(fvar(4)) <= 24)
TriggerAll = Random < var(59)*50
Trigger1 = EnemyNear(var(58)),PrevStateNo = 5201 && EnemyNear(var(58)),Time = 1

[State -3, 儗僢僪丂僲傾]
type = ChangeState
value = 850
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) = [7,8]
TriggerAll = !var(54)
TriggerAll = !((P2StateNo = [35,52]) || (P2StateNo = [130,155]))
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = (Abs(fvar(4)) <= 24)
TriggerAll = Random < var(59)*50
Trigger1 = EnemyNear(var(58)),PrevStateNo = 5201 && EnemyNear(var(58)),Time = 1

;亂抧忋拝抧庪傝亃----------------------------------------------------------------------------------------

[State -3, 僟僢僔儏]
type = ChangeState
value = 100
Ctrl = 0
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) = [7,8]
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = !(EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),Ctrl)
TriggerAll = EnemyNear(var(58)),StateNo = 5040
TriggerAll = !(InGuardDist || var(57))
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22])
TriggerAll = Random < var(59)*100
Trigger1 = fvar(4) > 20

[State -3, 僽儖乕丂僲傾]
type = ChangeState
value = 800
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) = [7,8]
TriggerAll = !var(54)
TriggerAll = !((P2StateNo = [35,52)) || (P2StateNo = [130,155]))
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = (Abs(fvar(4)) <= 24)
TriggerAll = Random < var(59)*50
Trigger1 = EnemyNear(var(58)),PrevStateNo = 5040 && EnemyNear(var(58)),Time = 1

[State -3, 儗僢僪丂僲傾]
type = ChangeState
value = 850
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) = [7,8]
TriggerAll = !var(54)
TriggerAll = !((P2StateNo = [35,52)) || (P2StateNo = [130,155]))
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = (Abs(fvar(4)) <= 24)
TriggerAll = Random < var(59)*50
Trigger1 = EnemyNear(var(58)),PrevStateNo = 5040 && EnemyNear(var(58)),Time = 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
;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, 僽儖乕僞儖丂僑僢僪丂僾儘僕僃僋僩]
type = ChangeState
value = 3000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 9
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 = [645,646]) || (EnemyNear(var(58)),StateNo = [820,871]) || (EnemyNear(var(58)),StateNo = [1255,1256]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1405,1408]) || (EnemyNear(var(58)),StateNo = 1505) || (EnemyNear(var(58)),StateNo = 2005) || (EnemyNear(var(58)),StateNo = [3100,3107]))
TriggerAll = (MoveHit = [1,5]) || EnemyNear(var(58)),GetHitVar(hitshaketime) > 15
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = fvar(3) >= 0
TriggerAll = fvar(4) = [-15,83+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*(1-fvar(5)**((10-EnemyNear(var(58)),GetHitVar(hitshaketime))*(EnemyNear(var(58)),GetHitVar(hitshaketime)<10)))/(1-fvar(5)))]
TriggerAll = Random < var(59)*100 || fvar(1) = 9 || var(59) = 8
TriggerAll = Power >= 4000
TriggerAll = Power >= PowerMax || Power >= 4000
Trigger1 = StateNo = 200 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 4, < 0)) 
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 4, < 0)) 
Trigger3 = StateNo = 210 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 4, < 0)) 
Trigger4 = StateNo = 215 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 4, < 0)) 
Trigger5 = StateNo = 220 && ((MoveContact = [1,3]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 4, < 0)) 
Trigger6 = StateNo = 225 && ((MoveContact = [1,3]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 4, < 0)) 
Trigger7 = StateNo = 230 && ((MoveContact = [1,3]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 4, < 0)) 
Trigger8 = StateNo = 235 && ((MoveContact = [1,3]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 4, < 0)) 
Trigger9 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 13, >= 0 && AnimElem = 21, < 0)) 
Trigger10 = StateNo = 255 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 12, >= 0 && AnimElem = 20, < 0)) 
Trigger11 = StateNo = 1200 && (MoveContact = [1,5]) && Power >= 3000
Trigger12 = StateNo = 1250 && (MoveContact = [1,5]) && Power >= 3000
Trigger13 = StateNo = 1300 && (MoveContact = [1,5]) && Power >= 3000
Trigger14 = StateNo = 1350 && (MoveContact = [1,5]) && Power >= 3000
Trigger15 = StateNo = 1351 && (MoveContact = [1,5]) && Power >= 3000
Trigger16 = StateNo = 1400 && (MoveContact = [1,5]) && Power >= 3000
Trigger16 = P2StateNo = [1407,1408]
Trigger17 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger17 = EnemyNear(var(58)),StateNo != [120,155]

[State -3, 僠僃乕儞僽儗僀僪丂僩儔儞僗傾僉僔儍儖丂僗儔僀僗丂俠]
Type = ChangeState
value = 1250
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) = 8 || fvar(1) = 9
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !var(9)
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = !(EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [645,646]) || (EnemyNear(var(58)),StateNo = [820,871]) || (EnemyNear(var(58)),StateNo = [1255,1256]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1405,1408]) || (EnemyNear(var(58)),StateNo = 1505) || (EnemyNear(var(58)),StateNo = 2005) || (EnemyNear(var(58)),StateNo = [3100,3107]))
TriggerAll = MoveHit = [1,5]
TriggerAll = fvar(3) >= 0
TriggerAll = fvar(4) = [-15,145-(EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)+var(50)*10]
TriggerAll = Random < var(59)*100 || fvar(1) = 9 || var(59) = 8
Trigger1 = (StateNo = 250 || StateNo = 255) && ((MoveContact = [1,5]) || (AnimElem = 13, >= 0 && AnimElem = 14, < 0))

[State -3, 僱僈丒僕僃僱僔僗]
Type = ChangeState
Value = 1400
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 9
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !var(9)
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = !(EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [645,646]) || (EnemyNear(var(58)),StateNo = [820,871]) || (EnemyNear(var(58)),StateNo = [1255,1256]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1405,1408]) || (EnemyNear(var(58)),StateNo = 1505) || (EnemyNear(var(58)),StateNo = 2005) || (EnemyNear(var(58)),StateNo = [3100,3107]))
TriggerAll = MoveHit = [1,5]
TriggerAll = fvar(3) >= 0
TriggerAll = fvar(4) = [-15,45-(EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)+var(50)*10]
TriggerAll = Random < var(59)*100 || fvar(1) = 9 || var(59) = 8
Trigger1 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger2 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger3 = StateNo = 210 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger4 = StateNo = 215 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger5 = StateNo = 220 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger6 = StateNo = 225 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger7 = StateNo = 230 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger8 = StateNo = 235 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger9 = StateNo = 250 && AnimElem = 13, >= 0 && AnimElem = 14, < 0 && (Life < LifeMax || var(59) = 8)
Trigger10 = StateNo = 255 && AnimElem = 13, >= 0 && AnimElem = 14, < 0 && (var(59) = [7,8])

[State -3, 僠僃乕儞僽儗僀僪丂僩儔儞僗傾僉僔儍儖丂僗儔僀僗丂俠]
Type = ChangeState
value = 1250
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 9
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !var(9)
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = !(EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [645,646]) || (EnemyNear(var(58)),StateNo = [820,871]) || (EnemyNear(var(58)),StateNo = [1255,1256]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1405,1408]) || (EnemyNear(var(58)),StateNo = 1505) || (EnemyNear(var(58)),StateNo = 2005) || (EnemyNear(var(58)),StateNo = [3100,3107]))
TriggerAll = MoveHit = [1,5]
TriggerAll = fvar(3) >= 0
TriggerAll = fvar(4) = [45,145-(EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)+var(50)*10]
TriggerAll = Random < var(59)*100 || fvar(1) = 9 || var(59) = 8
Trigger1 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger2 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger3 = StateNo = 210 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger4 = StateNo = 215 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger5 = StateNo = 220 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger6 = StateNo = 225 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger7 = StateNo = 230 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger8 = StateNo = 235 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger9 = StateNo = 250 && AnimElem = 13, >= 0 && AnimElem = 14, < 0 && (Life < LifeMax || var(59) = 8)
Trigger10 = StateNo = 255 && AnimElem = 13, >= 0 && AnimElem = 14, < 0 && (var(59) = [7,8])

[State -3, 僠僃乕儞僽儗僀僪丂僩儔儞僗傾僉僔儍儖丂僗儔僀僗丂俠]
type = ChangeState
value = 1250
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) = 8 || fvar(1) = 9
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 = [645,646]) || (EnemyNear(var(58)),StateNo = [820,871]) || (EnemyNear(var(58)),StateNo = [1255,1256]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1405,1408]) || (EnemyNear(var(58)),StateNo = 1505) || (EnemyNear(var(58)),StateNo = 2005) || (EnemyNear(var(58)),StateNo = [3100,3107]))
TriggerAll = MoveHit = [1,5]
TriggerAll = fvar(3) >= 0
TriggerAll = fvar(4) = [-5,155-(EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)+var(50)*10]
TriggerAll = Random < var(59)*100 || fvar(1) = 9 || var(59) = 8
Trigger1 = StateNo = 200 && ((MoveContact = [1,5]) || (AnimElem = 3, >= 0 && AnimElem = 4, < 0))
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (AnimElem = 3, >= 0 && AnimElem = 4, < 0))
Trigger3 = StateNo = 210 && ((MoveContact = [1,5]) || (AnimElem = 3, >= 0 && AnimElem = 4, < 0))
Trigger4 = StateNo = 215 && ((MoveContact = [1,5]) || (AnimElem = 3, >= 0 && AnimElem = 4, < 0))
Trigger5 = StateNo = 220 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger6 = StateNo = 225 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger7 = StateNo = 230 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger8 = StateNo = 235 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger9 = StateNo = 250 && ((MoveContact = [1,5]) || (AnimElem = 13, >= 0 && AnimElem = 14, < 0))
Trigger10 = StateNo = 255 && ((MoveContact = [1,5]) || (AnimElem = 13, >= 0 && AnimElem = 14, < 0))
Trigger11 = StateNo = 1200 && (MoveContact = [1,5]) && P2BodyDist X =[-5,95]
Trigger12 = StateNo = 1300 && (MoveContact = [1,5])
Trigger13 = StateNo = 1350 && (MoveContact = [1,5])

[State -3, 僽儖乕僞儖丂僑僢僪丂僾儘僕僃僋僩]
type = ChangeState
value = 3000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 9
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 = [645,646]) || (EnemyNear(var(58)),StateNo = [820,871]) || (EnemyNear(var(58)),StateNo = [1255,1256]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1405,1408]) || (EnemyNear(var(58)),StateNo = 1505) || (EnemyNear(var(58)),StateNo = 2005) || (EnemyNear(var(58)),StateNo = [3100,3107]))
TriggerAll = (MoveHit = [1,5]) || EnemyNear(var(58)),GetHitVar(hitshaketime) > 15
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = fvar(3) >= 0
TriggerAll = fvar(4) = [-15,83+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*(1-fvar(5)**((10-EnemyNear(var(58)),GetHitVar(hitshaketime))*(EnemyNear(var(58)),GetHitVar(hitshaketime)<10)))/(1-fvar(5)))]
TriggerAll = Random < var(59)*100 || fvar(1) = 9 || (var(59) = 8 && (Power >= PowerMax || Power >= 4000))
TriggerAll = Power >= 2000
Trigger1 = StateNo = 200 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 4, < 0)) 
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 4, < 0)) 
Trigger3 = StateNo = 210 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 4, < 0)) 
Trigger4 = StateNo = 215 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 4, < 0)) 
Trigger5 = StateNo = 220 && ((MoveContact = [1,3]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 4, < 0)) 
Trigger6 = StateNo = 225 && ((MoveContact = [1,3]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 4, < 0)) 
Trigger7 = StateNo = 230 && ((MoveContact = [1,3]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 4, < 0)) 
Trigger8 = StateNo = 235 && ((MoveContact = [1,3]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 4, < 0)) 
Trigger9 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 13, >= 0 && AnimElem = 21, < 0)) 
Trigger10 = StateNo = 255 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 12, >= 0 && AnimElem = 20, < 0)) 
Trigger11 = StateNo = 1200 && (MoveContact = [1,5]) && ((PowerMax >= 3000 && Power >= PowerMax) || Power >= 4000) 
Trigger12 = StateNo = 1250 && (MoveContact = [1,5]) && ((PowerMax >= 3000 && Power >= PowerMax) || Power >= 4000) 
Trigger13 = StateNo = 1300 && (MoveContact = [1,5]) && ((PowerMax >= 3000 && Power >= PowerMax) || Power >= 4000) 
Trigger14 = StateNo = 1350 && (MoveContact = [1,5]) && ((PowerMax >= 3000 && Power >= PowerMax) || Power >= 4000) 
Trigger15 = StateNo = 1351 && (MoveContact = [1,5]) && ((PowerMax >= 3000 && Power >= PowerMax) || Power >= 4000) 
Trigger16 = StateNo = 1400 && (MoveContact = [1,5]) && Power >= 3000
Trigger17 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger17 = EnemyNear(var(58)),StateNo != [120,155]

[State -3, 僠僃乕儞僽儗僀僪丂僩儔儞僗傾僉僔儍儖丂僗儔僀僗丂俠]
type = ChangeState
value = 1250
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 9
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 = [645,646]) || (EnemyNear(var(58)),StateNo = [820,871]) || (EnemyNear(var(58)),StateNo = [1255,1256]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1405,1408]) || (EnemyNear(var(58)),StateNo = 1505) || (EnemyNear(var(58)),StateNo = 2005) || (EnemyNear(var(58)),StateNo = [3100,3107]))
TriggerAll = MoveHit = [1,5]
TriggerAll = fvar(3) >= 0
TriggerAll = fvar(4) = [-5,155-(EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)+var(50)*10]
TriggerAll = Random < var(59)*100 || fvar(1) = 9 || var(59) = 8
Trigger1 = StateNo = 200 && ((MoveContact = [1,5]) || (AnimElem = 3, >= 0 && AnimElem = 4, < 0))
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (AnimElem = 3, >= 0 && AnimElem = 4, < 0))
Trigger3 = StateNo = 210 && ((MoveContact = [1,5]) || (AnimElem = 3, >= 0 && AnimElem = 4, < 0))
Trigger4 = StateNo = 215 && ((MoveContact = [1,5]) || (AnimElem = 3, >= 0 && AnimElem = 4, < 0))
Trigger5 = StateNo = 220 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger6 = StateNo = 225 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger7 = StateNo = 230 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger8 = StateNo = 235 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger9 = StateNo = 250 && ((MoveContact = [1,5]) || (AnimElem = 13, >= 0 && AnimElem = 14, < 0))
Trigger10 = StateNo = 255 && ((MoveContact = [1,5]) || (AnimElem = 13, >= 0 && AnimElem = 14, < 0))
Trigger11 = StateNo = 1200 && (MoveContact = [1,5]) && P2BodyDist X =[-5,95]
Trigger12 = StateNo = 1300 && (MoveContact = [1,5])
Trigger13 = StateNo = 1350 && (MoveContact = [1,5])

[State -3, 僠僃乕儞僽儗僀僪丂僒僕僞儖僄僢僕丂僗儔僀僗丂俠]
type = ChangeState
value = 1350
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [3,8]) || fvar(1) = 9
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 = [645,646]) || (EnemyNear(var(58)),StateNo = [820,871]) || (EnemyNear(var(58)),StateNo = [1255,1256]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1405,1408]) || (EnemyNear(var(58)),StateNo = 1505) || (EnemyNear(var(58)),StateNo = 2005) || (EnemyNear(var(58)),StateNo = [3100,3107]))
TriggerAll = MoveHit = [1,5]
TriggerAll = fvar(3) >= 0
TriggerAll = fvar(4) = [-5,95-(EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)+var(50)*10]
TriggerAll = Random < var(59)*100 || fvar(1) = 9
Trigger1 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger2 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger3 = StateNo = 210 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger4 = StateNo = 215 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger5 = StateNo = 220 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger6 = StateNo = 225 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger7 = StateNo = 230 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger8 = StateNo = 235 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger9 = StateNo = 250 && AnimElem = 13, >= 0 && AnimElem = 14, < 0
Trigger10 = StateNo = 255 && AnimElem = 13, >= 0 && AnimElem = 14, < 0

[State -3, 僽儖乕僞儖丂僑僢僪丂僾儘僕僃僋僩]
type = ChangeState
value = 3000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 9
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 = [1407,1408]
TriggerAll = MoveGuarded = [1,5]
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = fvar(3) >= 0
TriggerAll = fvar(4) = [-15,83+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*(1-fvar(5)**((10-EnemyNear(var(58)),GetHitVar(hitshaketime))*(EnemyNear(var(58)),GetHitVar(hitshaketime)<10)))/(1-fvar(5)))]
TriggerAll = Random < var(59)*100 || fvar(1) = 9 || var(59) = 8
TriggerAll = Power >= 4000
TriggerAll = Power >= PowerMax || Power >= 4000
Trigger1 = StateNo = 1400 && (MoveContact = [1,5]) && Power >= 3000

[State -3, 僱僈丒僕僃僱僔僗]
type = ChangeState
value = 1400
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 9
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 = [645,646]) || (EnemyNear(var(58)),StateNo = [820,871]) || (EnemyNear(var(58)),StateNo = [1255,1256]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1405,1408]) || (EnemyNear(var(58)),StateNo = 1505) || (EnemyNear(var(58)),StateNo = 2005) || (EnemyNear(var(58)),StateNo = [3100,3107]))
TriggerAll = MoveGuarded = [1,5]
TriggerAll = fvar(3) >= 0
TriggerAll = fvar(4) = [-15,51+((EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)*(1-fvar(5)**((15-EnemyNear(var(58)),GetHitVar(hitshaketime))*(EnemyNear(var(58)),GetHitVar(hitshaketime)<15)))/(1-fvar(5)))]
TriggerAll = Random < var(59)*100 || fvar(1) = 9 || var(59) = 8
Trigger1 = StateNo = 200 && ((MoveContact = [1,5]) || (AnimElem = 3, >= 0 && AnimElem = 4, < 0))
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (AnimElem = 3, >= 0 && AnimElem = 4, < 0))
Trigger3 = StateNo = 210 && ((MoveContact = [1,5]) || (AnimElem = 3, >= 0 && AnimElem = 4, < 0))
Trigger4 = StateNo = 215 && ((MoveContact = [1,5]) || (AnimElem = 3, >= 0 && AnimElem = 4, < 0))
Trigger5 = StateNo = 220 && ((MoveContact = [1,3]) || (AnimElem = 3, >= 0 && AnimElem = 4, < 0))
Trigger6 = StateNo = 225 && ((MoveContact = [1,3]) || (AnimElem = 3, >= 0 && AnimElem = 4, < 0))
Trigger7 = StateNo = 230 && ((MoveContact = [1,3]) || (AnimElem = 3, >= 0 && AnimElem = 4, < 0))
Trigger8 = StateNo = 235 && ((MoveContact = [1,3]) || (AnimElem = 3, >= 0 && AnimElem = 4, < 0))
Trigger9 = StateNo = 250 && ((MoveContact = [1,5]) || (AnimElem = 13, >= 0 && AnimElem = 14, < 0))
Trigger10 = StateNo = 255 && ((MoveContact = [1,5]) || (AnimElem = 13, >= 0 && AnimElem = 14, < 0))
Trigger11 = StateNo = 1200 && (MoveContact = [1,5]) && EnemyNear(var(58)),BackEdgeBodyDist = 0
Trigger12 = StateNo = 1250 && (MoveContact = [1,5]) && EnemyNear(var(58)),BackEdgeBodyDist = 0
Trigger13 = StateNo = 1300 && (MoveContact = [1,5]) && EnemyNear(var(58)),BackEdgeBodyDist = 0
Trigger14 = StateNo = 1350 && (MoveContact = [1,5]) && EnemyNear(var(58)),BackEdgeBodyDist = 0
Trigger15 = StateNo = 1351 && (MoveContact = [1,5]) && EnemyNear(var(58)),BackEdgeBodyDist = 0

[State -3, 僨傿僶僀儞傾儘乕丗僌儔儞僪]
type = ChangeState
value = 1100
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 9
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 = [645,646]) || (EnemyNear(var(58)),StateNo = [820,871]) || (EnemyNear(var(58)),StateNo = [1255,1256]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1405,1408]) || (EnemyNear(var(58)),StateNo = 1505) || (EnemyNear(var(58)),StateNo = 2005) || (EnemyNear(var(58)),StateNo = [3100,3107]))
TriggerAll = MoveGuarded = [1,5]
TriggerAll = fvar(3) >= 0
TriggerAll = fvar(4) = [15,75-(EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)+var(50)*10]
TriggerAll = Random < var(59)*100 || fvar(1) = 9 || var(59) = 8
Trigger1 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger2 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger3 = StateNo = 210 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger4 = StateNo = 215 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger5 = StateNo = 220 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger6 = StateNo = 225 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger7 = StateNo = 230 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger8 = StateNo = 235 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger9 = StateNo = 250 && AnimElem = 13, >= 0 && AnimElem = 14, < 0
Trigger10 = StateNo = 255 && AnimElem = 13, >= 0 && AnimElem = 14, < 0
Trigger11 = StateNo = 1200 
Trigger12 = StateNo = 1250 
Trigger13 = StateNo = 1300 
Trigger14 = StateNo = 1350 
Trigger15 = StateNo = 1351 

[State -3, 僠僃乕儞僽儗僀僪丂僩儔儞僗傾僉僔儍儖丂僗儔僀僗丂俠]
type = ChangeState
value = 1250
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 9
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 = [645,646]) || (EnemyNear(var(58)),StateNo = [820,871]) || (EnemyNear(var(58)),StateNo = [1255,1256]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1405,1408]) || (EnemyNear(var(58)),StateNo = 1505) || (EnemyNear(var(58)),StateNo = 2005) || (EnemyNear(var(58)),StateNo = [3100,3107]))
TriggerAll = MoveGuarded = [1,5]
TriggerAll = fvar(3) >= 0
TriggerAll = fvar(4) = [45,95-(EnemyNear(var(58)),GetHitVar(xvel))*(EnemyNear(var(58)),Facing)+var(50)*10]
TriggerAll = Random < var(59)*100 || fvar(1) = 9 || var(59) = 8
Trigger1 = StateNo = 210 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger2 = StateNo = 215 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger3 = StateNo = 230 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger4 = StateNo = 235 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger5 = StateNo = 250 && AnimElem = 13, >= 0 && AnimElem = 14, < 0
Trigger6 = StateNo = 255 && AnimElem = 13, >= 0 && AnimElem = 14, < 0

[State -3, 僨傿僶僀儞傾儘乕丗僄傾]
type = ChangeState
value = 1000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = (var(59) = [5,8]) || fvar(1) = 9
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 = [645,646]) || (EnemyNear(var(58)),StateNo = [820,871]) || (EnemyNear(var(58)),StateNo = [1255,1256]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1405,1408]) || (EnemyNear(var(58)),StateNo = 1505) || (EnemyNear(var(58)),StateNo = 2005) || (EnemyNear(var(58)),StateNo = [3100,3107]))
TriggerAll = MoveGuarded = [1,5]
TriggerAll = fvar(3) >= 0
TriggerAll = fvar(4) > 90
TriggerAll = Random < var(59)*100 || fvar(1) = 9 || var(59) = 8
TriggerAll = NumProj = 0
Trigger1 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger2 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger3 = StateNo = 210 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger4 = StateNo = 215 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger5 = StateNo = 220 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger6 = StateNo = 225 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger7 = StateNo = 230 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger8 = StateNo = 235 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger9 = StateNo = 250 && AnimElem = 13, >= 0 && AnimElem = 14, < 0
Trigger10 = StateNo = 255 && AnimElem = 13, >= 0 && AnimElem = 14, < 0
Trigger11 = StateNo = 1200 
Trigger12 = StateNo = 1250 
Trigger13 = StateNo = 1300 
Trigger14 = StateNo = 1350 
Trigger15 = StateNo = 1351 

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;傇偭傁 嬻僉儍儞
;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 -1, 僀乕僨傿傾儞僽儗僀僪]
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 = L)   
TriggerAll = !(EnemyNear(var(58)),MoveType = H) 
TriggerAll = !((EnemyNear(var(58)),StateNo = [645,646]) || (EnemyNear(var(58)),StateNo = [820,871]) || (EnemyNear(var(58)),StateNo = [1255,1256]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1405,1408]) || (EnemyNear(var(58)),StateNo = 1505) || (EnemyNear(var(58)),StateNo = 2005) || (EnemyNear(var(58)),StateNo = [3100,3107]))
TriggerAll = fvar(3) >= 0
TriggerAll = fvar(4) = [-5,245]
TriggerAll = P2BodyDist Y =[-245,5]
TriggerAll = Random < 80/var(59)
TriggerAll = Power >= 1000
TriggerAll = Power >= PowerMax || Power >= 4000
TriggerAll = EnemyNear(var(58)),GetHitVar(hitshaketime) = 0
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 200 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 4, < 0)) 
Trigger3 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 4, < 0)) 
Trigger4 = StateNo = 210 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 4, < 0)) 
Trigger5 = StateNo = 215 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 4, < 0)) 
Trigger6 = StateNo = 220 && ((MoveContact = [1,3]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 4, < 0)) 
Trigger7 = StateNo = 225 && ((MoveContact = [1,3]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 4, < 0)) 
Trigger8 = StateNo = 230 && ((MoveContact = [1,3]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 4, < 0)) 
Trigger9 = StateNo = 235 && ((MoveContact = [1,3]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 4, < 0)) 
Trigger10 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 13, >= 0 && AnimElem = 21, < 0)) 
Trigger11 = StateNo = 255 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 12, >= 0 && AnimElem = 20, < 0)) 
Trigger12 = StateNo = 1200 && (MoveContact = [1,5]) && Power >= 3000
Trigger13 = StateNo = 1250 && (MoveContact = [1,5]) && Power >= 3000
Trigger14 = StateNo = 1300 && (MoveContact = [1,5]) && Power >= 3000
Trigger15 = StateNo = 1350 && (MoveContact = [1,5]) && Power >= 3000
Trigger16 = StateNo = 1351 && (MoveContact = [1,5]) && Power >= 3000
Trigger17 = StateNo = 1400 && (MoveContact = [1,5]) && Power >= 3000

[State -1, 働僀僆僗丂僞僀僪]
type = ChangeState
value = 2100
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !var(9)
TriggerAll = !(EnemyNear(var(58)),StateType = L) 
TriggerAll = !(EnemyNear(var(58)),MoveType = H)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [645,646]) || (EnemyNear(var(58)),StateNo = [820,871]) || (EnemyNear(var(58)),StateNo = [1255,1256]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1405,1408]) || (EnemyNear(var(58)),StateNo = 1505) || (EnemyNear(var(58)),StateNo = 2005) || (EnemyNear(var(58)),StateNo = [3100,3107]))
TriggerAll = fvar(3) >= 0
TriggerAll = fvar(4) = [65,165]
TriggerAll = P2BodyDist Y =[-95,5]
TriggerAll = Random < 80/var(59)
TriggerAll = Power >= 1000
TriggerAll = Power >= PowerMax || Power >= 4000
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 200 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 4, < 0)) 
Trigger3 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 4, < 0)) 
Trigger4 = StateNo = 210 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 4, < 0)) 
Trigger5 = StateNo = 215 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 4, < 0)) 
Trigger6 = StateNo = 220 && ((MoveContact = [1,3]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 4, < 0)) 
Trigger7 = StateNo = 225 && ((MoveContact = [1,3]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 4, < 0)) 
Trigger8 = StateNo = 230 && ((MoveContact = [1,3]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 4, < 0)) 
Trigger9 = StateNo = 235 && ((MoveContact = [1,3]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 4, < 0)) 
Trigger10 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 13, >= 0 && AnimElem = 21, < 0)) 
Trigger11 = StateNo = 255 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 12, >= 0 && AnimElem = 20, < 0)) 
Trigger12 = StateNo = 1200 && (MoveContact = [1,5]) && Power >= 3000
Trigger13 = StateNo = 1250 && (MoveContact = [1,5]) && Power >= 3000
Trigger14 = StateNo = 1300 && (MoveContact = [1,5]) && Power >= 3000
Trigger15 = StateNo = 1350 && (MoveContact = [1,5]) && Power >= 3000
Trigger16 = StateNo = 1351 && (MoveContact = [1,5]) && Power >= 3000
Trigger17 = StateNo = 1400 && (MoveContact = [1,5]) && Power >= 3000

[State -3, 僠僃乕儞僽儗僀僪丂僒僕僞儖僄僢僕丂僗儔僀僗丂俠]
Type = ChangeState
value = 1350
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) = [7,8]
TriggerAll = RoundState = 2 && Life > 0
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 = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = EnemyNear(var(58)),Vel X > 0
TriggerAll = EnemyNear(var(58)),StateNo = [700,1000)
TriggerAll = !(InGuardDist || var(57))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X*10) = [0,115]
TriggerAll = Random < var(59)*100
TriggerAll = !MoveContact || Ctrl || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger4 = StateNo = 210 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger5 = StateNo = 215 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger6 = StateNo = 220 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger7 = StateNo = 225 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger8 = StateNo = 230 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger9 = StateNo = 235 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger10 = StateNo = 250 && AnimElem = 13, >= 0 && AnimElem = 21, < 0
Trigger11 = StateNo = 255 && AnimElem = 13, >= 0 && AnimElem = 20, < 0

[State -3, 僠僃乕儞僽儗僀僪丂僩儔儞僗傾僉僔儍儖丂僗儔僀僗丂俠]
Type = ChangeState
value = 1250
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) = [7,8]
TriggerAll = RoundState = 2 && Life > 0
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 = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = EnemyNear(var(58)),Vel X > 0
TriggerAll = EnemyNear(var(58)),StateNo = [700,1000)
TriggerAll = !(InGuardDist || var(57))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X*12) = [0,155]
TriggerAll = Random < var(59)*100
TriggerAll = !MoveContact || Ctrl || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger4 = StateNo = 210 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger5 = StateNo = 215 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger6 = StateNo = 220 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger7 = StateNo = 225 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger8 = StateNo = 230 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger9 = StateNo = 235 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger10 = StateNo = 250 && AnimElem = 13, >= 0 && AnimElem = 21, < 0
Trigger11 = StateNo = 255 && AnimElem = 13, >= 0 && AnimElem = 20, < 0

[State -3, 僨傿僶僀儞傾儘乕丗僌儔儞僪]
Type = ChangeState
value = 1100
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) = [7,8]
TriggerAll = RoundState = 2 && Life > 0
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 = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = EnemyNear(var(58)),Vel X > 0
TriggerAll = EnemyNear(var(58)),StateNo = [700,1000)
TriggerAll = !(InGuardDist || var(57))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X*18) = [15,155]
TriggerAll = Random < var(59)*100
TriggerAll = !MoveContact || Ctrl || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger4 = StateNo = 210 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger5 = StateNo = 215 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger6 = StateNo = 220 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger7 = StateNo = 225 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger8 = StateNo = 230 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger9 = StateNo = 235 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger10 = StateNo = 250 && AnimElem = 13, >= 0 && AnimElem = 21, < 0
Trigger11 = StateNo = 255 && AnimElem = 13, >= 0 && AnimElem = 20, < 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, 僟僢僔儏]
type = ChangeState
value = 100
ctrl = 0
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) || fvar(1) = 10
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(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 = fvar(3) >= 0
TriggerAll = Random%40 = 0
TriggerAll = fvar(4) > 140
Trigger1 = !((EnemyNear(var(58)),StateNo = [645,646]) || (EnemyNear(var(58)),StateNo = [820,871]) || (EnemyNear(var(58)),StateNo = [1255,1256]))
Trigger2 = !((EnemyNear(var(58)),StateNo = [1405,1408]) || (EnemyNear(var(58)),StateNo = 1505) || (EnemyNear(var(58)),StateNo = 2005) || (EnemyNear(var(58)),StateNo = [3100,3107]))
Trigger3 = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = H

[State -3, 慜恑]
type = ChangeState
value = 21
ctrl = 0
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) || fvar(1) = 10 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(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 = fvar(3) >= 0
Trigger1 = Random%20 = 0

[State -3, 屻戅]
type = ChangeState
value = 22
ctrl = 0
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) || fvar(1) = 10 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(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 = fvar(3) >= 0
Trigger1 = Random%100 = 0

[State -3, 僶僢僋僗僥僢僾]
type = ChangeState
value = 105
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) || fvar(1) = 10 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(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 = fvar(3) >= 0
TriggerAll = BackEdgeBodyDist > 50
Trigger1 = Random%200 = 0

[State -3, 悅捈僕儍儞僾]
type = ChangeState
value = 41
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) || fvar(1) = 10 
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 || var(56))
TriggerAll = !(InGuardDist || var(57))
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22])
Trigger1 = fvar(4) = [40,70]
Trigger1 = Random%300 = 0

[State -3, 慜僕儍儞僾]
type = ChangeState
value = 42
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) || fvar(1) = 10
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 || var(56))
TriggerAll = !(InGuardDist || var(57))
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = fvar(4) = [110,140)
Trigger1 = Random%200 = 0
Trigger1 = var(4) := 1
Trigger2 = P2StateNo = [35,52)
Trigger2 = Random%150 = 0
Trigger2 = var(4) := 1
Trigger3 = !(EnemyNear(var(58)),Ctrl)
Trigger3 = Random%100 = 0
Trigger3 = var(4) := 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
;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, 僨傿僶僀儞傾儘乕丗僄傾]
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 || var(56))
TriggerAll = NumProj = 0
TriggerAll = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X*13) > 80+Random%50
TriggerAll = Random < var(59)*5
TriggerAll = !MoveContact || Ctrl || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger4 = StateNo = 210 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger5 = StateNo = 215 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger6 = StateNo = 220 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger7 = StateNo = 225 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger8 = StateNo = 230 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger9 = StateNo = 235 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger10 = StateNo = 250 && AnimElem = 13, >= 0 && AnimElem = 21, < 0
Trigger11 = StateNo = 255 && AnimElem = 13, >= 0 && AnimElem = 20, < 0

[State -3, 僨傿僶僀儞傾儘乕丗僌儔儞僪]
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 = !(InGuardDist || var(57))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X*18) = [75,155]
TriggerAll = Random < var(59)*5
TriggerAll = !MoveContact || Ctrl || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger4 = StateNo = 210 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger5 = StateNo = 215 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger6 = StateNo = 220 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger7 = StateNo = 225 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger8 = StateNo = 230 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger9 = StateNo = 235 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger10 = StateNo = 250 && AnimElem = 13, >= 0 && AnimElem = 21, < 0
Trigger11 = StateNo = 255 && AnimElem = 13, >= 0 && AnimElem = 20, < 0

[State -3, 僠僃乕儞僽儗僀僪丂僩儔儞僗傾僉僔儍儖丂僗儔僀僗丂俙]
Type = ChangeState
value = 1200
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 || var(56))
TriggerAll = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X*13) = [95,125]
TriggerAll = Random < var(59)*5
TriggerAll = !MoveContact || Ctrl || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger4 = StateNo = 210 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger5 = StateNo = 215 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger6 = StateNo = 220 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger7 = StateNo = 225 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger8 = StateNo = 230 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger9 = StateNo = 235 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger10 = StateNo = 250 && AnimElem = 13, >= 0 && AnimElem = 21, < 0
Trigger11 = StateNo = 255 && AnimElem = 13, >= 0 && AnimElem = 20, < 0

[State -3, 僠僃乕儞僽儗僀僪丂僩儔儞僗傾僉僔儍儖丂僗儔僀僗丂俠]
Type = ChangeState
value = 1250
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 || var(56))
TriggerAll = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X*12) = [105,175]
TriggerAll = Random < var(59)*5
TriggerAll = !MoveContact || Ctrl || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger4 = StateNo = 210 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger5 = StateNo = 215 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger6 = StateNo = 220 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger7 = StateNo = 225 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger8 = StateNo = 230 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger9 = StateNo = 235 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger10 = StateNo = 250 && AnimElem = 13, >= 0 && AnimElem = 21, < 0
Trigger11 = StateNo = 255 && AnimElem = 13, >= 0 && AnimElem = 20, < 0

[State -3, 僱僈丒僕僃僱僔僗]
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 || var(56))
TriggerAll = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X*14) = [-5,50]
TriggerAll = Random < var(59)*5
TriggerAll = !MoveContact || Ctrl || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 200 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger3 = StateNo = 205 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger4 = StateNo = 210 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger5 = StateNo = 215 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger6 = StateNo = 220 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger7 = StateNo = 225 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger8 = StateNo = 230 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger9 = StateNo = 235 && AnimElem = 3, >= 0 && AnimElem = 4, < 0
Trigger10 = StateNo = 250 && AnimElem = 13, >= 0 && AnimElem = 21, < 0
Trigger11 = StateNo = 255 && AnimElem = 13, >= 0 && AnimElem = 20, < 0

[State -3, 儗僢僪丂僲傾]
type = ChangeState
value = 850
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = !var(54)
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 || var(56))
TriggerAll = (Abs(fvar(4)) <= 24)
TriggerAll = Random < var(59)*50
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, 僽儖乕丂僲傾]
type = ChangeState
value = 800
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = !var(54)
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 || var(56))
TriggerAll = (Abs(fvar(4)) <= 24)
TriggerAll = Random < var(59)*50
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, 墦棫偪俙]
type = ChangeState
value = 200
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 || var(56))
TriggerAll = Random < var(59)*30
TriggerAll = fvar(4) >= 26
TriggerAll = EnemyNear(var(58)),Const(size.mid.pos.y) < -60 || (EnemyNear(var(58)),Const(size.head.pos.y) < -75 && EnemyNear(var(58)),StateType = S)
Trigger1 = Ctrl || (StateNo = [21,22])
Trigger1 = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X*6) = [26,84+Random%10]

[State -3, 嬤棫偪俙]
type = ChangeState
value = 205
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 || var(56))
TriggerAll = Random < var(59)*20
TriggerAll = fvar(4) < 26
TriggerAll = EnemyNear(var(58)),Const(size.mid.pos.y) < -60 || (EnemyNear(var(58)),Const(size.head.pos.y) < -75 && EnemyNear(var(58)),StateType = S)
Trigger1 = Ctrl || (StateNo = [21,22])
Trigger1 = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X*6) = [-5,26]

[State -3, 墦棫偪俢]
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(57))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*40
TriggerAll = fvar(4) >= 26
Trigger1 = Ctrl || (StateNo = [21,22])
Trigger1 = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X*4) = [26,108]

[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(57))
TriggerAll = !(EnemyNear(var(58)),NumProj > 0 || var(56))
TriggerAll = Random < var(59)*15
TriggerAll = Ctrl || (StateNo = [21,22])
Trigger1 = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X*16) = [0,55]
Trigger2 = fvar(4)-(Vel X+EnemyNear(var(58)),Vel X*28) = [50,100]

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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, 僕儍儞僾傆偭偲偽偟]
type = ChangeState
value = 640
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) || fvar(1) = 11
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = (Abs(Vel X) > 0 || var(4))
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType != A || (EnemyNear(var(58)),StateNo = 5120 && EnemyNear(var(58)),AnimTime >= -12)
TriggerAll = Ctrl
TriggerAll = Pos Y+Vel Y*(6+4)+0.5*Const(movement.yaccel)*(6+4)*(6+4) > 0
TriggerAll = Pos Y+Vel Y*4+0.5*Const(movement.yaccel)*5*14 >= -((EnemyNear(var(58)),Const(size.height)-20)*(1-(EnemyNear(var(58)),StateType = C)*0.5))
TriggerAll = Random < var(59)*100 || fvar(1) = 11
Trigger1 = var(53)+11-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*4*var(8) > 0
Trigger1 = fvar(4)-(EnemyNear(var(58)),Vel X*var(50)+Vel X*var(51))*4 = [11-(FrontEdgeBodyDist = 0)*30,46]
Trigger2 = var(53)+11-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*4*var(8) <= 0
Trigger2 = var(53) = [11-(FrontEdgeBodyDist = 0)*30,46]

[State -3, 僕儍儞僾傆偭偲偽偟]
type = ChangeState
value = 640
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) || fvar(1) = 11
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(Abs(Vel X) > 0 || var(4))
TriggerAll = StateType = A
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = Ctrl
TriggerAll = Pos Y+Vel Y*(6+4)+0.5*Const(movement.yaccel)*(6+4)*(6+4) > 0
TriggerAll = Pos Y+Vel Y*4+0.5*Const(movement.yaccel)*5*4 >= -((EnemyNear(var(58)),Const(size.height)-20)*(1-(EnemyNear(var(58)),StateType = C)*0.5))
TriggerAll = Random < var(59)*100 || fvar(1) = 11
Trigger1 = var(53)+11-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*4*var(8) > 0
Trigger1 = fvar(4)-(EnemyNear(var(58)),Vel X*var(50)+Vel X*var(51))*4 = [11-(FrontEdgeBodyDist = 0)*10,46]
Trigger2 = var(53)+11-fvar(3)+EnemyNear(var(58)),Vel X*var(50)*4*var(8) <= 0
Trigger2 = var(53) = [11-(FrontEdgeBodyDist = 0)*10,46]

[State -3, 僕儍儞僾傆偭偲偽偟]
type = ChangeState
value = 640
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) || fvar(1) = 11
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = (Abs(Vel X) > 0 || var(4))
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*4+0.5*Const(movement.yaccel)*5*4 < 0
TriggerAll = Ctrl 
TriggerAll = fvar(3) >= 0
TriggerAll = Random < var(59)*100 || fvar(1) = 11
Trigger1 = fvar(4)-(Vel X + EnemyNear(var(58)),Vel X)*4 <= 46
Trigger1 = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*4+0.5*EnemyNear(var(58)),Const(movement.yaccel)*5*4)-(Vel Y*4+0.5*Const(movement.yaccel)*5*4)) = [-30,60]

[State -3, 僕儍儞僾傆偭偲偽偟]
type = ChangeState
value = 640
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) || fvar(1) = 11
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(Abs(Vel X) > 0 || var(4))
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*4+0.5*Const(movement.yaccel)*5*4  < 0
TriggerAll = Ctrl 
TriggerAll = fvar(3) >= 0
TriggerAll = Random < var(59)*100 || fvar(1) = 11
Trigger1 = fvar(4)-(Vel X + EnemyNear(var(58)),Vel X)*4 <= 46
Trigger1 = EnemyNear(var(58)),Pos Y-Pos Y+((EnemyNear(var(58)),Vel Y*4+0.5*EnemyNear(var(58)),Const(movement.yaccel)*5*4)-(Vel Y*4+0.5*Const(movement.yaccel)*5*4)) = [-30,60]

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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









