
[Statedef -3]

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

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

[State -3, 挧敪]
Type = ChangeState
value = 195
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = StateType != A
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = PrevStateNo != 195
TriggerAll = EnemyNear(var(58)),MoveType != A
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),NumProj = 0
TriggerAll = Life > P2Life
Trigger1 = NumTarget(251)
Trigger1 = StateNo = 250 && AnimTime = 0
Trigger2 = NumTarget(256)
Trigger2 = StateNo = 255 && AnimTime = 0
Trigger3 = Ctrl && P2BodyDist X > 180
Trigger3 = NumTarget(640)
Trigger3 = Target,StateNo = [645,646]
Trigger4 = Ctrl && P2BodyDist X > 180
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) 
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 = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = A
TriggerAll = EnemyNear(var(58)),NumProj = 0
TriggerAll = NumHelper(25000)
Trigger1 = EnemyNear(var(58)),StateNo = Helper(25000),var(0)
Trigger1 = Helper(25000),var(1)-EnemyNear(var(58)),Time = [7,20]
Trigger1 = P2Dist X+Facing*EnemyNear(var(58)),Facing*EnemyNear(var(58)),Vel X*7 <= 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 = P2Dist X+Facing*EnemyNear(var(58)),Facing*EnemyNear(var(58)),Vel X*7 <= 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 = P2Dist X+Facing*EnemyNear(var(58)),Facing*EnemyNear(var(58)),Vel X*7 <= 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 = P2Dist X+Facing*EnemyNear(var(58)),Facing*EnemyNear(var(58)),Vel X*7 <= 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 = P2Dist X+Facing*EnemyNear(var(58)),Facing*EnemyNear(var(58)),Vel X*7 <= 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 = P2Dist X+Facing*EnemyNear(var(58)),Facing*EnemyNear(var(58)),Vel X*7 <= 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 = P2Dist X+Facing*EnemyNear(var(58)),Facing*EnemyNear(var(58)),Vel X*7 <= 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 = P2Dist X+Facing*EnemyNear(var(58)),Facing*EnemyNear(var(58)),Vel X*7 <= 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 = P2Dist X+Facing*EnemyNear(var(58)),Facing*EnemyNear(var(58)),Vel X*7 <= 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 = P2Dist X+Facing*EnemyNear(var(58)),Facing*EnemyNear(var(58)),Vel X*7 <= 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 = P2Dist X+Facing*EnemyNear(var(58)),Facing*EnemyNear(var(58)),Vel X*7 <= 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 = P2Dist X+Facing*EnemyNear(var(58)),Facing*EnemyNear(var(58)),Vel X*7 <= 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 = P2Dist X+Facing*EnemyNear(var(58)),Facing*EnemyNear(var(58)),Vel X*7 <= 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 = P2Dist X+Facing*EnemyNear(var(58)),Facing*EnemyNear(var(58)),Vel X*7 <= 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 = P2Dist X+Facing*EnemyNear(var(58)),Facing*EnemyNear(var(58)),Vel X*7 <= 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 = P2Dist X+Facing*EnemyNear(var(58)),Facing*EnemyNear(var(58)),Vel X*7 <= 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 = P2Dist X+Facing*EnemyNear(var(58)),Facing*EnemyNear(var(58)),Vel X*7 <= 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 = P2Dist X+Facing*EnemyNear(var(58)),Facing*EnemyNear(var(58)),Vel X*7 <= 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 = P2Dist X+Facing*EnemyNear(var(58)),Facing*EnemyNear(var(58)),Vel X*7 <= 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 = P2Dist X+Facing*EnemyNear(var(58)),Facing*EnemyNear(var(58)),Vel X*7 <= Helper(25000),fvar(38)

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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)
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)),AnimTime <= -10
TriggerAll = EnemyNear(var(58)),Time >= 30 || !Time && Life < 777 || Life < 333 || (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159])
TriggerAll = EnemyNear(var(58)),StateNo < 2000 || (EnemyNear(var(58)),StateNo >= 2000 && (EnemyNear(var(58)),HitDefAttr = SCA,AA,AT || EnemyNear(var(58)),AnimTime = -10)) || StateNo = [200,700)
TriggerAll = P2BodyDist X-EnemyNear(var(58)),Vel X*(EnemyNear(var(58)),BackEdgeBodyDist > 10)*10*var(8) = [15,75]
TriggerAll = Random < 500 || Life < 333
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)
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)),AnimTime <= -10
TriggerAll = EnemyNear(var(58)),Time >= 30 || !Time && Life < 777 || Life < 333 || (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159])
TriggerAll = EnemyNear(var(58)),StateNo < 2000 || (EnemyNear(var(58)),StateNo >= 2000 && (EnemyNear(var(58)),HitDefAttr = SCA,AA,AT || EnemyNear(var(58)),AnimTime = -10)) || StateNo = [200,700)
TriggerAll = P2BodyDist X-EnemyNear(var(58)),Vel X*(EnemyNear(var(58)),BackEdgeBodyDist > 10)*10*var(8) = [-5,115]
TriggerAll = EnemyNear(var(58)),NumProj = 0
TriggerAll = Random < 800 
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)
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)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = A
TriggerAll = EnemyNear(var(58)),AnimTime <= -10
TriggerAll = EnemyNear(var(58)),Time >= 30 || !Time && Life < 777 || Life < 333 || (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159])
TriggerAll = EnemyNear(var(58)),StateNo < 2000 || (EnemyNear(var(58)),StateNo >= 2000 && (EnemyNear(var(58)),HitDefAttr = SCA,AA,AT || EnemyNear(var(58)),AnimTime = -10)) || StateNo = [200,700)
TriggerAll = P2BodyDist X-EnemyNear(var(58)),Vel X*(EnemyNear(var(58)),BackEdgeBodyDist > 10)*10*var(8) = [-5,115]
TriggerAll = EnemyNear(var(58)),NumProj = 0
TriggerAll = Random < 400 
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) 
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = P2BodyDist X <= 24
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = A
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22])
TriggerAll = EnemyNear(var(58)),StateNo < 1000 || (EnemyNear(var(58)),StateNo >= 1000 && (EnemyNear(var(58)),HitDefAttr = SCA,AA,AP || EnemyNear(var(58)),AnimTime = -1))
TriggerAll = EnemyNear(var(58)),Time >= 30 || !Time && Life < 777 || Life < 333 || (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159])
TriggerAll = Random < 400
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) 
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = P2BodyDist X <= 24
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = A
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22])
TriggerAll = EnemyNear(var(58)),StateNo < 1000 || (EnemyNear(var(58)),StateNo >= 1000 && (EnemyNear(var(58)),HitDefAttr = SCA,AA,AP || EnemyNear(var(58)),AnimTime = -1))
TriggerAll = EnemyNear(var(58)),Time >= 30 || !Time && Life < 777 || Life < 333 || (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159])
TriggerAll = Random < 400
Trigger1 = !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT)
Trigger2 = EnemyNear(var(58)),AnimTime = -1

[State -3, 慜僕儍儞僾]
type = ChangeState
value = 42
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = A
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),HitDefAttr = SC,AT || (!(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && EnemyNear(var(58)),StateNo >= 1000)
TriggerAll = !(EnemyNear(var(58)),AnimTime = -1)
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = Random < 800
TriggerAll = EnemyNear(var(58)),Vel X > 0
Trigger1 = EnemyNear(var(58)),Const(size.height) >= 65*(1-(EnemyNear(var(58)),StateType = C)*0.5)
Trigger1 = P2BodyDist X-(4.2*15+EnemyNear(var(58)),Vel X*(EnemyNear(var(58)),BackEdgeBodyDist > 10)*var(8)*20) <= 20
Trigger2 = EnemyNear(var(58)),Const(size.height) < 65*(1-(EnemyNear(var(58)),StateType = C)*0.5)
Trigger2 = P2BodyDist X-(4.2*15+EnemyNear(var(58)),Vel X*(EnemyNear(var(58)),BackEdgeBodyDist > 10)*var(8)*20) >= -5

[State -3, 悅捈僕儍儞僾]
type = ChangeState
value = 41
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = A
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),HitDefAttr = SC,AT || (!(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && EnemyNear(var(58)),StateNo >= 1000)
TriggerAll = !(EnemyNear(var(58)),AnimTime = -1)
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = Random < 800
TriggerAll = EnemyNear(var(58)),Vel X >= 0
Trigger1 = P2BodyDist X-(EnemyNear(var(58)),Vel X*(EnemyNear(var(58)),BackEdgeBodyDist > 10)*var(8)*20) = [-5,40]

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

[State -3, 慜恑]
type = ChangeState
value = 21
Ctrl = 0
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || (EnemyNear(var(58)),MoveType = I && EnemyNear(var(58)),StateNo < 200))
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = var(8) = -1
TriggerAll = P2BodyDist X > 70
TriggerAll = !(InGuardDist || var(57))
TriggerAll = Ctrl || StateNo = 1 || (StateNo = 22 && Time > 10)
TriggerAll = Random < 800
Trigger1 = EnemyNear(var(58)),AnimTime < -Floor(P2BodyDist X/2.6)

[State -3, 僟僢僔儏]
type = ChangeState
value = 100
Ctrl = 0
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || (EnemyNear(var(58)),MoveType = I && EnemyNear(var(58)),StateNo < 200))
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = var(8) = -1
TriggerAll = P2BodyDist X > 90
TriggerAll = !(InGuardDist || var(57))
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22])
TriggerAll = Random < 800
Trigger1 = EnemyNear(var(58)),AnimTime < -3-Floor(P2BodyDist X/5.6)

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

[State -3, 慜僕儍儞僾]
type = ChangeState
value = 42
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H) || (EnemyNear(var(58)),MoveType = I && EnemyNear(var(58)),StateNo < 200)
TriggerAll = var(8) = -1
TriggerAll = P2BodyDist X = [70,120]
TriggerAll = !(InGuardDist || var(57))
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22])
TriggerAll = Random < 200
Trigger1 = EnemyNear(var(58)),AnimTime < - 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) 
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 <= -(9+Ceil(IfElse(P2BodyDist X <= 55,0,Floor(P2BodyDist X))/8))
TriggerAll = P2BodyDist X-EnemyNear(var(58)),Vel X*(EnemyNear(var(58)),BackEdgeBodyDist > 10)*9*var(8) = [-5,105]
TriggerAll = (EnemyNear(var(58)),StateNo = [700,3000]) || !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I)
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = EnemyNear(var(58)),NumProj = 0
TriggerAll = Random < 800 || Life < 333
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) 
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 <= -23
TriggerAll = P2BodyDist X-EnemyNear(var(58)),Vel X*(EnemyNear(var(58)),BackEdgeBodyDist > 10)*23*var(8) = [55,185]
TriggerAll = (EnemyNear(var(58)),StateNo = [700,3000]) || !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I)
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = EnemyNear(var(58)),NumProj = 0
TriggerAll = Random < 800 || Life < 333
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) 
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 = P2BodyDist X-EnemyNear(var(58)),Vel X*(EnemyNear(var(58)),BackEdgeBodyDist > 10)*10*var(8) = [15,75]
TriggerAll = (EnemyNear(var(58)),StateNo = [700,3000]) || !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I)
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = EnemyNear(var(58)),NumProj = 0
TriggerAll = Random < 500 
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) 
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 = P2BodyDist X-EnemyNear(var(58)),Vel X*(EnemyNear(var(58)),BackEdgeBodyDist > 10)*14*var(8) = [-15,50]
TriggerAll = (EnemyNear(var(58)),StateNo = [700,3000]) || !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I)
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = EnemyNear(var(58)),NumProj = 0
TriggerAll = Random < 800
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 200 && 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) 
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 = P2BodyDist X-EnemyNear(var(58)),Vel X*(EnemyNear(var(58)),BackEdgeBodyDist > 10)*10*var(8) = [-5,115]
TriggerAll = (EnemyNear(var(58)),StateNo = [700,3000]) || !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I)
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = EnemyNear(var(58)),NumProj = 0
TriggerAll = Random < 800
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 200 && 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) 
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 = P2BodyDist X-EnemyNear(var(58)),Vel X*(EnemyNear(var(58)),BackEdgeBodyDist > 10)*10*var(8) = [-5,115]
TriggerAll = (EnemyNear(var(58)),StateNo = [700,3000]) || !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I)
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = EnemyNear(var(58)),NumProj = 0
TriggerAll = Random < 400
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) 
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 = P2BodyDist X-EnemyNear(var(58)),Vel X*(EnemyNear(var(58)),BackEdgeBodyDist > 10)*16*var(8) = [-5,55] 
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = EnemyNear(var(58)),NumProj = 0
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = Random < 600
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) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -4
TriggerAll = P2BodyDist X-EnemyNear(var(58)),Vel X*(EnemyNear(var(58)),BackEdgeBodyDist > 10)*4*var(8) = [26,108] 
TriggerAll = (PrevStateNo = [130,159]) || (PrevStateNo = [5000,5029]) || !(InGuardDist || var(57)) || var(8) = -1
TriggerAll = EnemyNear(var(58)),NumProj = 0
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = P2BodyDist X >= 26
TriggerAll = Random < 800
Trigger1 = (EnemyNear(var(58)),StateNo = [200,649]) || !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I)

[State -3, 嬤棫偪俠]
type = ChangeState
value = 215
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -6
TriggerAll = P2BodyDist X-EnemyNear(var(58)),Vel X*(EnemyNear(var(58)),BackEdgeBodyDist > 10)*6*var(8) = [-5,21] 
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
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = P2BodyDist X < 22
TriggerAll = Random < 800
Trigger1 = (EnemyNear(var(58)),StateNo = [200,649]) || !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I)

[State -3, 墦棫偪俠]
type = ChangeState
value = 210
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !(EnemyNear(var(58)),MoveType = H || EnemyNear(var(58)),Ctrl)
TriggerAll = !(EnemyNear(var(58)),StateNo = 140 || EnemyNear(var(58)),PrevStateNo = 140)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),PrevStateNo != 5120
TriggerAll = EnemyNear(var(58)),StateNo != [5000,5270]
TriggerAll = EnemyNear(var(58)),AnimTime <= -6
TriggerAll = P2BodyDist X-EnemyNear(var(58)),Vel X*(EnemyNear(var(58)),BackEdgeBodyDist > 10)*6*var(8) = [22,84] 
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
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = P2BodyDist X >= 22
TriggerAll = Random < 800
Trigger1 = (EnemyNear(var(58)),StateNo = [200,649]) || !(EnemyNear(var(58)),HitDefAttr = SCA,AA,AP,AT) && (EnemyNear(var(58)),MoveType = A) || (EnemyNear(var(58)),MoveType = I)

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

[State -3, 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) 
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = A
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = InGuardDist
TriggerAll = EnemyNear(var(58)),Time >= 30 || !Time && Life < 777 || Life < 333 || (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159])
TriggerAll = Random < 200
TriggerAll = Power >= 2000
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = EnemyNear(var(58)),Vel Y >= 0
TriggerAll = P2BodyDist X-EnemyNear(var(58)),Vel X*(EnemyNear(var(58)),BackEdgeBodyDist > 10)*9*var(8) = [45-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front))-var(13)*50,85]
TriggerAll = P2Dist Y+EnemyNear(var(58)),Vel Y*9+0.5*EnemyNear(var(58)),Const(movement.yaccel)*10*9*(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, 働僀僆僗丂僞僀僪]
type = ChangeState
value = 2100
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = A
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = InGuardDist
TriggerAll = EnemyNear(var(58)),Time >= 30 || !Time && Life < 777 || Life < 333 || (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159])
TriggerAll = Random < 300
TriggerAll = Power >= 1000
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = EnemyNear(var(58)),Vel Y > 0
TriggerAll = P2BodyDist X-EnemyNear(var(58)),Vel X*(EnemyNear(var(58)),BackEdgeBodyDist > 10)*23*var(8) = [75-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front))-var(13)*50,185]
TriggerAll = P2Dist Y+EnemyNear(var(58)),Vel Y*23+0.5*EnemyNear(var(58)),Const(movement.yaccel)*24*23*(EnemyNear(var(58)),Vel Y != 0) = [-120,10]
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, 僀乕僨傿傾儞僽儗僀僪]
type = ChangeState
value = 2000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = A
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = InGuardDist
TriggerAll = EnemyNear(var(58)),Time >= 30 || !Time && Life < 777 || Life < 333 || (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159])
TriggerAll = Random < 200 || Life < 333
TriggerAll = Power >= 1000
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = P2BodyDist X-EnemyNear(var(58)),Vel X*(EnemyNear(var(58)),BackEdgeBodyDist > 10)*15*var(8) = [25-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front))-var(13)*50,105]
TriggerAll = P2Dist Y+EnemyNear(var(58)),Vel Y*15+0.5*EnemyNear(var(58)),Const(movement.yaccel)*16*15*(EnemyNear(var(58)),Vel Y != 0) = [-150,10]
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) 
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = A
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = InGuardDist
TriggerAll = EnemyNear(var(58)),Time >= 30 || !Time && Life < 777 || Life < 333 || (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159])
TriggerAll = Random < 800
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = P2BodyDist X-EnemyNear(var(58)),Vel X*(EnemyNear(var(58)),BackEdgeBodyDist > 10)*10*var(8) = [5-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front))-var(13)*50,115]
TriggerAll = P2Dist Y+EnemyNear(var(58)),Vel Y*10+0.5*EnemyNear(var(58)),Const(movement.yaccel)*11*10*(EnemyNear(var(58)),Vel Y != 0) = [-80,10]
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) 
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = A
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = InGuardDist
TriggerAll = EnemyNear(var(58)),Time >= 30 || !Time && Life < 777 || Life < 333 || (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159])
TriggerAll = Random < 400
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = P2BodyDist X-EnemyNear(var(58)),Vel X*(EnemyNear(var(58)),BackEdgeBodyDist > 10)*10*var(8) = [5-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front))-var(13)*50,115]
TriggerAll = P2Dist Y+EnemyNear(var(58)),Vel Y*10+0.5*EnemyNear(var(58)),Const(movement.yaccel)*11*10*(EnemyNear(var(58)),Vel Y != 0) = [-80,10]
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, 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) 
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = I
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = EnemyNear(var(58)),Vel Y >= 0
TriggerAll = P2BodyDist X-EnemyNear(var(58)),Vel X*(EnemyNear(var(58)),BackEdgeBodyDist > 10)*9*var(8) = [45-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front))-var(13)*50,85]
TriggerAll = P2Dist Y+EnemyNear(var(58)),Vel Y*9+0.5*EnemyNear(var(58)),Const(movement.yaccel)*10*9*(EnemyNear(var(58)),Vel Y != 0) = [-60,10]
TriggerAll = Random < 200
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) 
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = I
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = EnemyNear(var(58)),Vel Y > 0
TriggerAll = P2BodyDist X-EnemyNear(var(58)),Vel X*(EnemyNear(var(58)),BackEdgeBodyDist > 10)*23*var(8) = [75-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front))-var(13)*50,185]
TriggerAll = P2Dist Y+EnemyNear(var(58)),Vel Y*23+0.5*EnemyNear(var(58)),Const(movement.yaccel)*24*23*(EnemyNear(var(58)),Vel Y != 0) = [-115,10]
TriggerAll = Random < 500
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) 
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = I
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = P2BodyDist X-EnemyNear(var(58)),Vel X*(EnemyNear(var(58)),BackEdgeBodyDist > 10)*15*var(8) = [25-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front))-var(13)*50,105+Random%30]
TriggerAll = P2Dist Y+EnemyNear(var(58)),Vel Y*15+0.5*EnemyNear(var(58)),Const(movement.yaccel)*16*15*(EnemyNear(var(58)),Vel Y != 0) = [-150,10]
TriggerAll = Random < 100 || Life < 333
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) 
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = I
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = P2BodyDist X-EnemyNear(var(58)),Vel X*(EnemyNear(var(58)),BackEdgeBodyDist > 10)*14*var(8) = [25-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front))-var(13)*50,50]
TriggerAll = P2Dist Y+EnemyNear(var(58)),Vel Y*14+0.5*EnemyNear(var(58)),Const(movement.yaccel)*15*14*(EnemyNear(var(58)),Vel Y != 0) = [-130,10]
TriggerAll = Random < 800
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) 
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = I
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = P2BodyDist X-EnemyNear(var(58)),Vel X*(EnemyNear(var(58)),BackEdgeBodyDist > 10)*10*var(8) = [5-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front))-var(13)*50,115]
TriggerAll = P2Dist Y+EnemyNear(var(58)),Vel Y*10+0.5*EnemyNear(var(58)),Const(movement.yaccel)*11*10*(EnemyNear(var(58)),Vel Y != 0) = [-80,10]
TriggerAll = Random < 600
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 = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = I
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = P2BodyDist X-EnemyNear(var(58)),Vel X*(EnemyNear(var(58)),BackEdgeBodyDist > 10)*19*var(8) = [70-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front))-var(13)*50,125]
TriggerAll = P2Dist Y+EnemyNear(var(58)),Vel Y*19+0.5*EnemyNear(var(58)),Const(movement.yaccel)*20*19*(EnemyNear(var(58)),Vel Y != 0) = [-100,10]
TriggerAll = Random < 400
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) 
TriggerAll = !var(9)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = I
TriggerAll = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = P2BodyDist X-EnemyNear(var(58)),Vel X*(EnemyNear(var(58)),BackEdgeBodyDist > 10)*16*var(8) = [25-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front))-var(17)*50,55]
TriggerAll = P2Dist Y+EnemyNear(var(58)),Vel Y*16+0.5*EnemyNear(var(58)),Const(movement.yaccel)*17*16*(EnemyNear(var(58)),Vel Y != 0) = [-130,10]
TriggerAll = Random < 500
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) 
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 = P2BodyDist X-EnemyNear(var(58)),Vel X*(EnemyNear(var(58)),BackEdgeBodyDist > 10)*6*var(8) = [15-(EnemyNear(var(58)),Const(size.air.back)+EnemyNear(var(58)),Const(size.air.front))-var(17)*50,84]
TriggerAll = P2Dist Y+EnemyNear(var(58)),Vel Y*6+0.5*EnemyNear(var(58)),Const(movement.yaccel)*7*6*(EnemyNear(var(58)),Vel Y != 0) = [-105,10]
TriggerAll = P2BodyDist X >= 22
TriggerAll = Random < 300
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) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = Random < Floor(P2BodyDist X)*2
TriggerAll = Power >= 1000
TriggerAll = P2BodyDist X > 15
TriggerAll = var(8) = 1 && P2Dist X >= 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) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = Random < Floor(P2BodyDist X)
TriggerAll = P2BodyDist X > 100
TriggerAll = var(8) = 1 && P2Dist X >= 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)
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 < 800 || Life < 333
Trigger1 = EnemyNear(var(58)),NumProj > 0 || var(56)
Trigger1 = InGuardDist || var(57)
Trigger2 = !(EnemyNear(var(58)),NumProj = 0 || var(56))
Trigger2 = InGuardDist || var(57)
Trigger2 = EnemyNear(var(58)),HitDefAttr = SCA,AA
Trigger2 = !(EnemyNear(var(58)),AnimTime > 0 && EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),Vel Y > 0 && EnemyNear(var(58)),Vel X <= 0)
Trigger3 = InGuardDist || var(57)
Trigger3 = Random%30 = 0

[State -3, 僈乕僪僉儍儞僙儖傆偭偲偽偟]
type = ChangeState
value = 255
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = Power >= 1000
TriggerAll = StateNo = 150 || StateNo = 152
TriggerAll = EnemyNear(var(58)),HitDefAttr = SCA,NA
TriggerAll = EnemyNear(var(58)),NumProj = 0
TriggerAll = EnemyNear(var(58)),AnimTime <= -5
TriggerAll = Random < 800
Trigger1 = P2BodyDist X = [-20,65]
Trigger1 = P2Dist Y >= -80

[State -3, 僈乕僪僉儍儞僙儖嬞媫夞旔丒慜]
type = ChangeState
value = 700
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = Power >= 1000
TriggerAll = StateNo = 150 || StateNo = 152
TriggerAll = P2BodyDist X = [-15,85]
TriggerAll = EnemyNear(var(58)),AnimTime <= -39-6
TriggerAll = Random < 800
Trigger1 = EnemyNear(var(58)),StateNo < 2000
Trigger1 = P2Dist X >= 0

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

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

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

[State -3, 僟僢僔儏]
type = ChangeState
value = 100
ctrl = 0
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = P2StateType = L
TriggerAll = Ctrl || (StateNo = [21,22]) 
TriggerAll = var(8) = -1
TriggerAll = P2BodyDist X > 120
TriggerAll = Random < 500 
Trigger1 = P2StateNo = [5100,5110]
Trigger2 = P2StateNo = 5120
Trigger2 = EnemyNear(var(58)),AnimTime < -25

[State -3, 僟僢僔儏]
type = ChangeState
value = 100
ctrl = 0
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = P2StateType = L
TriggerAll = Ctrl || (StateNo = [21,22]) 
TriggerAll = StateNo != 52
TriggerAll = P2BodyDist X > 120
TriggerAll = var(8) = 1
TriggerAll = Random%2 = 1 
TriggerAll = Random < 600 
Trigger1 = P2StateNo = [5100,5110]

[State -3, 慜恑]
Type = ChangeState
Value = 21
Ctrl = 0
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = P2StateType = L
TriggerAll = Ctrl || (StateNo = 22 && Time > 10)
TriggerAll = P2StateNo = [5050,5110]
TriggerAll = Random < 800 
Trigger1 = P2BodyDist X > 120
Trigger1 = Random%5 = 1

[State -3, 屻戅]
Type = ChangeState
Value = 22
Ctrl = 0
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = P2StateType = L
TriggerAll = Ctrl || (StateNo = 21 && Time > 10)
TriggerAll = P2StateNo = [5050,5110]
TriggerAll = !(BackEdgeBodyDist < 15)
TriggerAll = Random < 800
Trigger1 = P2BodyDist X < 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)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = L && EnemyNear(var(58)),StateNo = [5000,5300)
TriggerAll = Ctrl || StateNo = [21,22]
TriggerAll = P2BodyDist X <= 40
TriggerAll = BackEdgeBodyDist > 60
Trigger1 = EnemyNear(var(58)),StateNo = 5120
Trigger1 = EnemyNear(var(58)),AnimTime = [-20,-18]
Trigger1 = Random%2 = 1

[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
TriggerAll = P2StateType = L
TriggerAll = Ctrl || (StateNo = [21,22]) 
TriggerAll = Random < 800 
TriggerAll = P2StateNo = 5120
Trigger1 = P2BodyDist X = [25,125)
Trigger1 = EnemyNear(var(58)),AnimTime = -18+4
Trigger2 = P2BodyDist X = [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) || fvar(39) = 5
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 = P2BodyDist X > 60
TriggerAll = Random < 800 
Trigger1 = EnemyNear(var(58)),StateNo = 5120
Trigger1 = EnemyNear(var(58)),AnimTime = [-(13+(Floor(IfElse(P2Dist X <= 58,0,P2Dist X-58)-Vel X)/7)),-(11+(Floor(IfElse(P2Dist X <= 58,0,P2Dist X-58)-Vel X)/7))]

[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
TriggerAll = P2StateType = L
TriggerAll = Ctrl || (StateNo = [21,22]) 
TriggerAll = P2BodyDist X = [50,100]
TriggerAll = Random < 800 
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) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = P2StateType = L
TriggerAll = Ctrl || (StateNo = [21,22]) 
TriggerAll = P2BodyDist X = [78,108]
TriggerAll = Random < 800 
Trigger1 = P2StateNo = 5120
Trigger1 = EnemyNear(var(58)),AnimTime = -6+4

[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
TriggerAll = P2StateType = L
TriggerAll = Ctrl || (StateNo = [21,22]) 
TriggerAll = var(8) = -1 || EnemyNear(var(58)),Power < 1000
TriggerAll = P2BodyDist X = [-5,50]
TriggerAll = Random < 800 
Trigger1 = P2StateNo = 5120
Trigger1 = EnemyNear(var(58)),AnimTime = -14+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) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = P2StateType = L
TriggerAll = Ctrl || (StateNo = [21,22]) 
TriggerAll = var(8) = -1 || EnemyNear(var(58)),Power < 1000
TriggerAll = P2BodyDist X = [85,155]
TriggerAll = Random < 600 
Trigger1 = P2StateNo = 5120
Trigger1 = EnemyNear(var(58)),AnimTime = -20+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) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = P2BodyDist X < 50
TriggerAll = Ctrl || (StateNo = 22 && Time > 10)
TriggerAll = !var(9)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)    
TriggerAll = !((EnemyNear(var(58)),StateNo = [645,646]) || (EnemyNear(var(58)),StateNo = [820,822]) || (EnemyNear(var(58)),StateNo = [870,871]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1255,1256]) || (EnemyNear(var(58)),StateNo = [1405,1406]) || EnemyNear(var(58)),StateNo = 1505)
TriggerAll = EnemyNear(var(58)),MoveType = H && !(EnemyNear(var(58)),StateNo = [120,160))
TriggerAll = EnemyNear(var(58)),GetHitVar(hittime) + EnemyNear(var(58)),GetHitVar(hitshaketime) >= 7
TriggerAll = EnemyNear(var(58)),GetHitVar(yvel) = 0
Trigger1 = Random < 800 || Life < 333

[State -3, 嬤棫偪俠]
Type = ChangeState
Value = 215
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = P2BodyDist X < 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 = [820,822]) || (EnemyNear(var(58)),StateNo = [870,871]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1255,1256]) || (EnemyNear(var(58)),StateNo = [1405,1406]) || EnemyNear(var(58)),StateNo = 1505)
TriggerAll = EnemyNear(var(58)),MoveType = H && !(EnemyNear(var(58)),StateNo = [120,160))
TriggerAll = EnemyNear(var(58)),GetHitVar(hittime) + EnemyNear(var(58)),GetHitVar(hitshaketime) >= 7-2
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 = P2BodyDist X = [-5,22)
Trigger1 = Random < 800 || Life < 333

[State -3, 墦棫偪俠]
Type = ChangeState
Value = 210
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = P2BodyDist X >= 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 = [820,822]) || (EnemyNear(var(58)),StateNo = [870,871]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1255,1256]) || (EnemyNear(var(58)),StateNo = [1405,1406]) || EnemyNear(var(58)),StateNo = 1505)
TriggerAll = EnemyNear(var(58)),MoveType = H && !(EnemyNear(var(58)),StateNo = [120,160))
TriggerAll = EnemyNear(var(58)),GetHitVar(hittime) + EnemyNear(var(58)),GetHitVar(hitshaketime) >= 7-2
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 = P2BodyDist X = [22,65)
Trigger1 = Random < 800 || Life < 333

[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
TriggerAll = P2BodyDist X >= 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 = [820,822]) || (EnemyNear(var(58)),StateNo = [870,871]))
TriggerAll = !((EnemyNear(var(58)),StateNo = [1255,1256]) || (EnemyNear(var(58)),StateNo = [1405,1406]) || EnemyNear(var(58)),StateNo = 1505)
TriggerAll = EnemyNear(var(58)),MoveType = H && !(EnemyNear(var(58)),StateNo = [120,160))
TriggerAll = EnemyNear(var(58)),GetHitVar(hittime) + EnemyNear(var(58)),GetHitVar(hitshaketime) >= 5-2
TriggerAll = EnemyNear(var(58)),GetHitVar(yvel) = 0
TriggerAll = P2BodyDist X = [26,95)
Trigger1 = Random < 800 || Life < 333

[State -3, 慜恑]
type = ChangeState
value = 21
Ctrl = 0
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo = [150,153]
TriggerAll = EnemyNear(var(58)),GetHitVar(hittime) + EnemyNear(var(58)),GetHitVar(hitshaketime) >= 14
TriggerAll = Ctrl || (StateNo = 22 && Time > 10)
TriggerAll = Random < 800 || Life < 333
Trigger1 = EnemyNear(var(58)),Vel X = 0 && (15-EnemyNear(var(58)),GetHitVar(hitshaketime) > 0)
Trigger1 = P2BodyDist X = [45,95)
Trigger2 = EnemyNear(var(58)),Vel X = 0 && (15-EnemyNear(var(58)),GetHitVar(hitshaketime) <= 0)
Trigger2 = P2BodyDist X = [45,95)
Trigger3 = !(EnemyNear(var(58)),Vel X = 0)
Trigger3 = P2BodyDist X = [45,90)

[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
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo = [120,153]
TriggerAll = EnemyNear(var(58)),GetHitVar(hittime) + EnemyNear(var(58)),GetHitVar(hitshaketime) >= 15-2
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = Random < 800
Trigger1 = EnemyNear(var(58)),Vel X = 0 && (15-EnemyNear(var(58)),GetHitVar(hitshaketime) > 0)
Trigger1 = P2BodyDist X = [-5,45)
Trigger2 = EnemyNear(var(58)),Vel X = 0 && (15-EnemyNear(var(58)),GetHitVar(hitshaketime) <= 0)
Trigger2 = P2BodyDist X = [-5,45)
Trigger3 = !(EnemyNear(var(58)),Vel X = 0)
Trigger3 = P2BodyDist X = [-5,40)

[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
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) >= 7-2
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = Random < 800
Trigger1 = EnemyNear(var(58)),Vel X = 0 && (7-EnemyNear(var(58)),GetHitVar(hitshaketime) > 0)
Trigger1 = P2BodyDist X = [-5,26)
Trigger2 = EnemyNear(var(58)),Vel X = 0 && (7-EnemyNear(var(58)),GetHitVar(hitshaketime) <= 0)
Trigger2 = P2BodyDist X = [-5,26)
Trigger3 = !(EnemyNear(var(58)),Vel X = 0)
Trigger3 = P2BodyDist X = [-5,26)

[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
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) >= 7-2
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = Random < 500
Trigger1 = EnemyNear(var(58)),Vel X = 0 && (7-EnemyNear(var(58)),GetHitVar(hitshaketime) > 0)
Trigger1 = P2BodyDist X = [26,66)
Trigger2 = EnemyNear(var(58)),Vel X = 0 && (7-EnemyNear(var(58)),GetHitVar(hitshaketime) <= 0)
Trigger2 = P2BodyDist X = [26,66)
Trigger3 = !(EnemyNear(var(58)),Vel X = 0)
Trigger3 = P2BodyDist X = [26,66-(EnemyNear(var(58)),Vel X*(EnemyNear(var(58)),BackEdgeBodyDist > 10)))

[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
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L) && EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo = [150,153]
TriggerAll = EnemyNear(var(58)),GetHitVar(hittime) + EnemyNear(var(58)),GetHitVar(hitshaketime) >= 5-2
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = Random < 800
Trigger1 = EnemyNear(var(58)),Vel X = 0 && (5-EnemyNear(var(58)),GetHitVar(hitshaketime) > 0)
Trigger1 = P2BodyDist X = [26,96)
Trigger2 = EnemyNear(var(58)),Vel X = 0 && (5-EnemyNear(var(58)),GetHitVar(hitshaketime) <= 0)
Trigger2 = P2BodyDist X = [26,96)
Trigger3 = !(EnemyNear(var(58)),Vel X = 0)
Trigger3 = P2BodyDist X = [26,96-(EnemyNear(var(58)),Vel X*(EnemyNear(var(58)),BackEdgeBodyDist > 10)))

;亂晜偐偣丂捛寕亃-----------------------------------------------------------------------------------var(54)

[State -3, 僟僢僔儏]
type = ChangeState
value = 100
Ctrl = 0
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = H 
TriggerAll = Ctrl || (StateNo = [21,22])
TriggerAll = !var(9)
TriggerAll = !var(55)
TriggerAll = var(54)
Trigger1 = P2BodyDist X > 120

[State -3, 慜恑]
type = ChangeState
value = 21
Ctrl = 0
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = H 
TriggerAll = Ctrl || (StateNo = 22 && Time > 10)
TriggerAll = !var(9)
TriggerAll = !var(55)
TriggerAll = var(54) = 1
TriggerAll = P2BodyDist X > 45
TriggerAll = EnemyNear(var(58)),GetHitVar(hitshaketime) = 0
TriggerAll = EnemyNear(var(58)),GetHitVar(xvel) = 0 || EnemyNear(var(58)),BackEdgeBodyDist < 20
Trigger1 = Random < 800

[State -3, 屻戅]
type = ChangeState
value = 22
Ctrl = 0
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = H 
TriggerAll = Ctrl || (StateNo = 21 && Time > 10)
TriggerAll = !var(9)
TriggerAll = !var(55)
TriggerAll = var(54) = 1
TriggerAll = P2BodyDist X < 5
TriggerAll = EnemyNear(var(58)),GetHitVar(hitshaketime) = 0
TriggerAll = EnemyNear(var(58)),GetHitVar(xvel) = 0 || EnemyNear(var(58)),BackEdgeBodyDist < 20
Trigger1 = Random < 800

[State -3, 慜恑]
type = ChangeState
value = 21
Ctrl = 0
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = H 
TriggerAll = Ctrl || (StateNo = 22 && Time > 10)
TriggerAll = !var(9)
TriggerAll = !var(55)
TriggerAll = var(54) = 1
TriggerAll = P2BodyDist X > 50
TriggerAll = P2Dist Y > -90
TriggerAll = EnemyNear(var(58)),GetHitVar(hitshaketime) = 0
TriggerAll = EnemyNear(var(58)),GetHitVar(xvel) = 0 || EnemyNear(var(58)),BackEdgeBodyDist < 20
Trigger1 = P2Life < 333

[State -3, 屻戅]
type = ChangeState
value = 22
Ctrl = 0
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = H 
TriggerAll = Ctrl || (StateNo = 21 && Time > 10)
TriggerAll = !var(9)
TriggerAll = !var(55)
TriggerAll = var(54) = 1
TriggerAll = P2BodyDist X < 15
TriggerAll = P2Dist Y > -70
TriggerAll = EnemyNear(var(58)),GetHitVar(hitshaketime) = 0
TriggerAll = EnemyNear(var(58)),GetHitVar(xvel) = 0 || EnemyNear(var(58)),BackEdgeBodyDist < 20
TriggerAll = Power >= 2000
Trigger1 = P2Life < 333

[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)
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 = !var(55)
TriggerAll = var(54) = 1
TriggerAll = P2BodyDist X = [15,(125+EnemyNear(var(58)),Const(size.air.front))]
TriggerAll = P2Dist Y+EnemyNear(var(58)),Vel Y*9+0.5*EnemyNear(var(58)),GetHitVar(yaccel)*10*9*(abs(EnemyNear(var(58)),Vel Y) > 0.5) = [-80,-20]
TriggerAll = EnemyNear(var(58)),GetHitVar(hitshaketime) = 0
TriggerAll = EnemyNear(var(58)),GetHitVar(xvel) = 0 || EnemyNear(var(58)),BackEdgeBodyDist < 20
TriggerAll = Power >= 2000
Trigger1 = Random < 800

[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
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 = !var(55)
TriggerAll = var(54) = 1
TriggerAll = P2BodyDist X = [-5,(50+EnemyNear(var(58)),Const(size.air.front))]
TriggerAll = P2Dist Y+EnemyNear(var(58)),Vel Y*16+0.5*EnemyNear(var(58)),GetHitVar(yaccel)*17*16*(abs(EnemyNear(var(58)),Vel Y) > 0.5) = [-70,-30]
TriggerAll = EnemyNear(var(58)),GetHitVar(hitshaketime) = 0
TriggerAll = EnemyNear(var(58)),GetHitVar(xvel) = 0 || EnemyNear(var(58)),BackEdgeBodyDist < 20
TriggerAll = Life > P2Life
Trigger1 = Random < 800

[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)
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 = !var(55)
TriggerAll = var(54) = 1
TriggerAll = P2BodyDist X = [-15,(115+EnemyNear(var(58)),Const(size.air.front))]
TriggerAll = P2Dist Y+EnemyNear(var(58)),Vel Y*10+0.5*EnemyNear(var(58)),GetHitVar(yaccel)*11*10*(abs(EnemyNear(var(58)),Vel Y) > 0.5) = [-80,-40]
TriggerAll = EnemyNear(var(58)),GetHitVar(hitshaketime) = 0
TriggerAll = EnemyNear(var(58)),GetHitVar(xvel) = 0 || EnemyNear(var(58)),BackEdgeBodyDist < 20
TriggerAll = EnemyNear(var(58)),BackEdgeBodyDist < 70
Trigger1 = Life < 333
Trigger2 = Life < P2Life
Trigger3 = EnemyNear(var(58)),BackEdgeBodyDist != 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
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 = !var(55)
TriggerAll = var(54) = 1
TriggerAll = P2BodyDist X = [-15,(115+EnemyNear(var(58)),Const(size.air.front))]
TriggerAll = P2Dist Y+EnemyNear(var(58)),Vel Y*12+0.5*EnemyNear(var(58)),GetHitVar(yaccel)*13*12*(abs(EnemyNear(var(58)),Vel Y) > 0.5) = [-75,-45]
TriggerAll = EnemyNear(var(58)),GetHitVar(hitshaketime) = 0
TriggerAll = EnemyNear(var(58)),GetHitVar(xvel) = 0 || EnemyNear(var(58)),BackEdgeBodyDist < 20
TriggerAll = EnemyNear(var(58)),BackEdgeBodyDist = [70,150]
Trigger1 = Life < 333
Trigger2 = Life < P2Life

[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
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 = !var(55)
TriggerAll = var(54) = 1
TriggerAll = P2BodyDist X = [55,(155+EnemyNear(var(58)),Const(size.air.front))]
TriggerAll = P2Dist Y+EnemyNear(var(58)),Vel Y*17+0.5*EnemyNear(var(58)),GetHitVar(yaccel)*17*16*(abs(EnemyNear(var(58)),Vel Y) > 0.5) = [-80,-40]
TriggerAll = EnemyNear(var(58)),GetHitVar(hitshaketime) = 0
TriggerAll = EnemyNear(var(58)),GetHitVar(xvel) = 0 || EnemyNear(var(58)),BackEdgeBodyDist < 20
Trigger1 = Random < 800

[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
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 = !var(55)
TriggerAll = var(54) = 1
TriggerAll = P2BodyDist X = [-5,(55+EnemyNear(var(58)),Const(size.air.front))]
TriggerAll = P2Dist Y+EnemyNear(var(58)),Vel Y*16+0.5*EnemyNear(var(58)),GetHitVar(yaccel)*17*16*(abs(EnemyNear(var(58)),Vel Y) > 0.5) = [-70,-30]
TriggerAll = EnemyNear(var(58)),GetHitVar(hitshaketime) = 0
TriggerAll = EnemyNear(var(58)),GetHitVar(xvel) = 0 || EnemyNear(var(58)),BackEdgeBodyDist < 20
Trigger1 = Random < 800

[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)
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 = !var(55)
TriggerAll = var(54) = 1
TriggerAll = P2BodyDist X = [-5,(105+EnemyNear(var(58)),Const(size.air.front))]
TriggerAll = P2Dist Y+EnemyNear(var(58)),Vel Y*10+0.5*EnemyNear(var(58)),GetHitVar(yaccel)*11*10*(abs(EnemyNear(var(58)),Vel Y) > 0.5) = [-70,-10]
TriggerAll = EnemyNear(var(58)),GetHitVar(hitshaketime) = 0
TriggerAll = EnemyNear(var(58)),GetHitVar(xvel) = 0 || EnemyNear(var(58)),BackEdgeBodyDist < 20
Trigger1 = Random < 800

[State -3, 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 = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = H 
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = !var(9)
TriggerAll = !var(55)
TriggerAll = var(54)
TriggerAll = P2BodyDist X < 100
TriggerAll = P2Dist Y+EnemyNear(var(58)),Vel Y*23+0.5*EnemyNear(var(58)),GetHitVar(yaccel)*24*23*(abs(EnemyNear(var(58)),Vel Y) > 0.5) = [-95,-5]
TriggerAll = EnemyNear(var(58)),GetHitVar(hitshaketime) = 0
TriggerAll = EnemyNear(var(58)),GetHitVar(xvel) != 0 || EnemyNear(var(58)),BackEdgeBodyDist < 20
TriggerAll = Power >= 1000
Trigger1 = P2Dist X-EnemyNear(var(58)),Vel X*23*var(8) = [35,(125+EnemyNear(var(58)),Const(size.air.front))]

[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
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 = !var(55)
TriggerAll = var(54)
TriggerAll = P2Dist Y+EnemyNear(var(58)),Vel Y*10+0.5*EnemyNear(var(58)),GetHitVar(yaccel)*11*10*(abs(EnemyNear(var(58)),Vel Y) > 0.5) = [-70,10]
TriggerAll = EnemyNear(var(58)),GetHitVar(hitshaketime) = 0
TriggerAll = EnemyNear(var(58)),BackEdgeBodyDist = 0
Trigger1 = P2Dist X-EnemyNear(var(58)),Vel X*10*var(8) = [-55,(115+EnemyNear(var(58)),Const(size.air.front))]

[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)
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 = !var(55)
TriggerAll = var(54)
TriggerAll = P2Dist Y+EnemyNear(var(58)),Vel Y*9+0.5*EnemyNear(var(58)),GetHitVar(yaccel)*10*9*(abs(EnemyNear(var(58)),Vel Y) > 0.5) = [-80,10]
TriggerAll = EnemyNear(var(58)),GetHitVar(hitshaketime) = 0
TriggerAll = EnemyNear(var(58)),BackEdgeBodyDist = 0
TriggerAll = Power >= 2000
Trigger1 = P2Dist X-EnemyNear(var(58)),Vel X*9*var(8) = [5,(155+EnemyNear(var(58)),Const(size.air.front))]

[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)
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 = !var(55)
TriggerAll = var(54)
TriggerAll = P2Dist Y+EnemyNear(var(58)),Vel Y*10+0.5*EnemyNear(var(58)),GetHitVar(yaccel)*11*10*(abs(EnemyNear(var(58)),Vel Y) > 0.5) = [-75,10]
TriggerAll = EnemyNear(var(58)),GetHitVar(hitshaketime) = 0
TriggerAll = EnemyNear(var(58)),BackEdgeBodyDist = 0
Trigger1 = P2Dist X-EnemyNear(var(58)),Vel X*10*var(8) = [-5,(155+EnemyNear(var(58)),Const(size.air.front))]

[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
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 = !var(55)
TriggerAll = var(54)
TriggerAll = P2Dist Y+EnemyNear(var(58)),Vel Y*4+0.5*EnemyNear(var(58)),GetHitVar(yaccel)*5*4*(abs(EnemyNear(var(58)),Vel Y) > 0.5) = [-55,10]
TriggerAll = EnemyNear(var(58)),GetHitVar(hitshaketime) = 0
TriggerAll = EnemyNear(var(58)),BackEdgeBodyDist = 0
TriggerAll = P2BodyDist X >= 26
Trigger1 = P2Dist X-EnemyNear(var(58)),Vel X*4*var(8) = [-5,(125+EnemyNear(var(58)),Const(size.air.front))]

[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)
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 = !var(55)
TriggerAll = var(54)
TriggerAll = P2Dist Y+EnemyNear(var(58)),Vel Y*10+0.5*EnemyNear(var(58)),GetHitVar(yaccel)*11*10*(abs(EnemyNear(var(58)),Vel Y) > 0.5) = [-75,10]
TriggerAll = EnemyNear(var(58)),GetHitVar(hitshaketime) = 0
TriggerAll = EnemyNear(var(58)),BackEdgeBodyDist < 100
TriggerAll = EnemyNear(var(58)),BackEdgeBodyDist != 0
Trigger1 = P2Dist X-EnemyNear(var(58)),Vel X*10*var(8) = [-5,(95+EnemyNear(var(58)),Const(size.air.front))]

[State -3, 墦棫偪俠]
type = ChangeState
value = 210
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = H 
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = !var(9)
TriggerAll = !var(55)
TriggerAll = var(54)
TriggerAll = P2Dist Y+EnemyNear(var(58)),Vel Y*6+0.5*EnemyNear(var(58)),GetHitVar(yaccel)*7*6*(abs(EnemyNear(var(58)),Vel Y) > 0.5) = [-85,-50]
TriggerAll = EnemyNear(var(58)),GetHitVar(hitshaketime) = 0
TriggerAll = EnemyNear(var(58)),BackEdgeBodyDist < 80
TriggerAll = P2BodyDist X >= 22
Trigger1 = P2Dist X-EnemyNear(var(58)),Vel X*6*var(8) = [-5,(75+EnemyNear(var(58)),Const(size.air.front))]

[State -3, 嬤棫偪俠]
type = ChangeState
value = 215
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = H 
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = !var(9)
TriggerAll = !var(55)
TriggerAll = var(54)
TriggerAll = P2Dist Y+EnemyNear(var(58)),Vel Y*6+0.5*EnemyNear(var(58)),GetHitVar(yaccel)*7*6*(abs(EnemyNear(var(58)),Vel Y) > 0.5) = [-85,-50]
TriggerAll = EnemyNear(var(58)),GetHitVar(hitshaketime) = 0
TriggerAll = EnemyNear(var(58)),BackEdgeBodyDist < 80
TriggerAll = P2BodyDist X < 22
Trigger1 = P2Dist X-EnemyNear(var(58)),Vel X*6*var(8) = [-5,(75+EnemyNear(var(58)),Const(size.air.front))]

[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
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 = !var(55)
TriggerAll = var(54)
TriggerAll = P2Dist Y+EnemyNear(var(58)),Vel Y*4+0.5*EnemyNear(var(58)),GetHitVar(yaccel)*5*4*(abs(EnemyNear(var(58)),Vel Y) > 0.5) = [-55,10]
TriggerAll = EnemyNear(var(58)),GetHitVar(hitshaketime) = 0
TriggerAll = EnemyNear(var(58)),BackEdgeBodyDist < 100
TriggerAll = EnemyNear(var(58)),BackEdgeBodyDist != 0
TriggerAll = P2BodyDist X >= 26
Trigger1 = P2Dist X-EnemyNear(var(58)),Vel X*4*var(8) = [-5,(95+EnemyNear(var(58)),Const(size.air.front))]

[State -3, 嬤棫偪俢]
type = ChangeState
value = 235
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = H 
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo= [100,101])
TriggerAll = !var(9)
TriggerAll = !var(55)
TriggerAll = var(54)
TriggerAll = P2Dist Y+EnemyNear(var(58)),Vel Y*4+0.5*EnemyNear(var(58)),GetHitVar(yaccel)*5*4*(abs(EnemyNear(var(58)),Vel Y) > 0.5) = [-55,10]
TriggerAll = EnemyNear(var(58)),GetHitVar(hitshaketime) = 0
TriggerAll = EnemyNear(var(58)),BackEdgeBodyDist < 100
TriggerAll = EnemyNear(var(58)),BackEdgeBodyDist != 0
TriggerAll = P2BodyDist X < 26
Trigger1 = P2Dist X-EnemyNear(var(58)),Vel X*4*var(8) = [-5,(95+EnemyNear(var(58)),Const(size.air.front))]

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

[State -3, 慜恑]
type = ChangeState
value = 21
Ctrl = 0
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = H 
TriggerAll = Ctrl || (StateNo = 22 && Time > 10)
TriggerAll = !var(9)
TriggerAll = !var(54)
TriggerAll = var(55)
TriggerAll = BackEdgeBodyDist < 60
Trigger1 = Random < 800

[State -3, 屻戅]
type = ChangeState
value = 22
Ctrl = 0
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A && EnemyNear(var(58)),MoveType = H 
TriggerAll = Ctrl || (StateNo = 21 && Time > 10)
TriggerAll = !var(9)
TriggerAll = !var(54)
TriggerAll = var(55)
TriggerAll = FrontEdgeBodyDist > 60
Trigger1 = Random < 800

[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)
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 = !var(54)
TriggerAll = var(55) = 2
TriggerAll = EnemyNear(var(58)),GetHitVar(hitshaketime) = 0
TriggerAll = Power >= 2000
Trigger1 = P2Dist X-EnemyNear(var(58)),Vel X*9*var(8) = [25,(155+EnemyNear(var(58)),Const(size.air.front))]
Trigger1 = P2Dist Y+EnemyNear(var(58)),Vel Y*9+0.5*EnemyNear(var(58)),GetHitVar(yaccel)*10*9*(abs(EnemyNear(var(58)),Vel Y) > 0.5) = [-80,-30]

[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
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 = !var(54)
TriggerAll = var(55) = 2
TriggerAll = EnemyNear(var(58)),GetHitVar(hitshaketime) = 0
TriggerAll = Random < 800
Trigger1 = P2Dist X-EnemyNear(var(58)),Vel X*14*var(8) = [-15,(50+EnemyNear(var(58)),Const(size.air.front))]
Trigger1 = P2Dist Y+EnemyNear(var(58)),Vel Y*14+0.5*EnemyNear(var(58)),GetHitVar(yaccel)*15*14*(abs(EnemyNear(var(58)),Vel Y) > 0.5) = [-135,-40]

[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)
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 = !var(54)
TriggerAll = var(55) = 2
TriggerAll = EnemyNear(var(58)),GetHitVar(hitshaketime) = 0
TriggerAll = Random < 800
TriggerAll = Power < 2000 || (P2BodyDist Y = [-30,10])
Trigger1 = P2Dist X-EnemyNear(var(58)),Vel X*10*var(8) = [15,(155+EnemyNear(var(58)),Const(size.air.front))]
Trigger1 = P2Dist Y+EnemyNear(var(58)),Vel Y*10+0.5*EnemyNear(var(58)),GetHitVar(yaccel)*11*10*(abs(EnemyNear(var(58)),Vel Y) > 0.5) = [-80,-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)
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 = !var(54)
TriggerAll = var(55) = 2
TriggerAll = EnemyNear(var(58)),GetHitVar(hitshaketime) = 0
TriggerAll = Random < 800
TriggerAll = Power < 2000 || (P2BodyDist Y = [-30,10])
Trigger1 = P2Dist X-EnemyNear(var(58)),Vel X*10*var(8) = [35,(135+EnemyNear(var(58)),Const(size.air.front))]
Trigger1 = P2Dist Y+EnemyNear(var(58)),Vel Y*10+0.5*EnemyNear(var(58)),GetHitVar(yaccel)*11*10*(abs(EnemyNear(var(58)),Vel Y) > 0.5) = [-80,-10]

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

[State -3, 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) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)    
TriggerAll = MoveHit = [1,5]
TriggerAll = P2BodyDist X = [-5,95]
TriggerAll = Random < 800
TriggerAll = Power >= 2000
TriggerAll = P2Life < 333
Trigger1 = StateNo = 200 && AnimElem = 2, > 0
Trigger2 = StateNo = 205 && AnimElem = 2, > 0
Trigger3 = StateNo = 210 && AnimElem = 2, > 0
Trigger4 = StateNo = 215 && AnimElem = 2, > 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
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)    
TriggerAll = MoveHit = [1,5]
TriggerAll = Random < 500
Trigger1 = StateNo = 200 && AnimElem = 2, > 0
Trigger2 = StateNo = 205 && AnimElem = 2, > 0
Trigger3 = StateNo = 210 && AnimElem = 2, > 0
Trigger4 = StateNo = 215 && AnimElem = 2, > 0
Trigger5 = StateNo = 250 && AnimElem = 13, >= 0 && AnimElem = 14, < 0
Trigger5 = Life < 333 || Life < P2Life
Trigger6 = StateNo = 255 && AnimElem = 12, >= 0 && AnimElem = 13, < 0
Trigger6 = Life < 333 || Life < P2Life

[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) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)    
TriggerAll = MoveHit = [1,5]
TriggerAll = Random < 500
Trigger1 = StateNo = 200 && AnimElem = 2, > 0
Trigger2 = StateNo = 205 && AnimElem = 2, > 0
Trigger3 = StateNo = 210 && AnimElem = 2, > 0
Trigger4 = StateNo = 215 && AnimElem = 2, > 0
Trigger5 = StateNo = 250 && AnimElem = 13, >= 0 && AnimElem = 14, < 0
Trigger6 = StateNo = 255 && AnimElem = 12, >= 0 && AnimElem = 13, < 0
Trigger6 = Life < 333 || Life < P2Life

[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
TriggerAll = EnemyNear(var(58)),StateType != L     
TriggerAll = MoveHit = [1,5]
TriggerAll = P2BodyDist X < 55
TriggerAll = Random < 500
Trigger1 = StateNo = 1200

[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) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L     
TriggerAll = MoveHit = [1,5]
TriggerAll = P2BodyDist X < 55
TriggerAll = Random < 500
Trigger1 = StateNo = 1200

[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
TriggerAll = EnemyNear(var(58)),StateType != L    
TriggerAll = MoveHit = [1,5]
TriggerAll = Random < 800
Trigger1 = StateNo = 255 && AnimElem = 12, >= 0 && AnimElem = 13, < 0
Trigger1 = Life < 333 || Life < P2Life

[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) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L    
TriggerAll = MoveHit = [1,5]
TriggerAll = Random < 800
Trigger1 = StateNo = 255 && AnimElem = 12, >= 0 && AnimElem = 13, < 0
Trigger1 = Life < 333 || Life < P2Life

[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
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)    
TriggerAll = P2BodyDist X = [-5,45)
TriggerAll = MoveGuarded = [1,5]
TriggerAll = Random < 800
Trigger1 = StateNo = 200 && AnimElem = 2, > 0
Trigger2 = StateNo = 205 && AnimElem = 2, > 0
Trigger3 = StateNo = 210 && AnimElem = 2, > 0
Trigger4 = StateNo = 215 && AnimElem = 2, > 0
Trigger5 = StateNo = 250 && AnimElem = 13, >= 0 && AnimElem = 14, < 0
Trigger6 = StateNo = 255 && AnimElem = 12, >= 0 && AnimElem = 13, < 0
Trigger6 = Life < 333 || Life < P2Life

[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
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)    
TriggerAll = P2BodyDist X = [45,95)
TriggerAll = MoveGuarded = [1,5]
TriggerAll = Random < 800
Trigger1 = StateNo = 200 && AnimElem = 2, > 0
Trigger2 = StateNo = 205 && AnimElem = 2, > 0
Trigger3 = StateNo = 210 && AnimElem = 2, > 0
Trigger4 = StateNo = 215 && AnimElem = 2, > 0
Trigger5 = StateNo = 250 && AnimElem = 13, >= 0 && AnimElem = 14, < 0
Trigger6 = StateNo = 255 && AnimElem = 12, >= 0 && AnimElem = 13, < 0
Trigger6 = Life < 333 || Life < P2Life
Trigger7 = StateNo = 1200 || StateNo = 1250 || StateNo = 1300 || StateNo = 1350 || StateNo = 1351
Trigger7 = Random%10 = 1

[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
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)    
TriggerAll = P2BodyDist X > 95
TriggerAll = MoveGuarded = [1,5]
TriggerAll = Random < 400
Trigger1 = StateNo = 200 && AnimElem = 2, > 0
Trigger2 = StateNo = 205 && AnimElem = 2, > 0
Trigger3 = StateNo = 210 && AnimElem = 2, > 0
Trigger4 = StateNo = 215 && AnimElem = 2, > 0
Trigger5 = StateNo = 250 && AnimElem = 13, >= 0 && AnimElem = 14, < 0
Trigger6 = StateNo = 255 && AnimElem = 12, >= 0 && AnimElem = 13, < 0
Trigger6 = Life < 333 || Life < P2Life
Trigger7 = StateNo = 1200 || StateNo = 1250 || StateNo = 1300 || StateNo = 1350 || StateNo = 1351
Trigger7 = Random%10 = 1

[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
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)    
TriggerAll = P2BodyDist X > 95
TriggerAll = MoveGuarded = [1,5]
TriggerAll = Random < 400
TriggerAll = NumProj = 0
Trigger1 = StateNo = 200 && AnimElem = 2, > 0
Trigger2 = StateNo = 205 && AnimElem = 2, > 0
Trigger3 = StateNo = 210 && AnimElem = 2, > 0
Trigger4 = StateNo = 215 && AnimElem = 2, > 0
Trigger5 = StateNo = 250 && AnimElem = 13, >= 0 && AnimElem = 14, < 0
Trigger6 = StateNo = 255 && AnimElem = 12, >= 0 && AnimElem = 13, < 0
Trigger6 = Life < 333 || Life < P2Life
Trigger7 = StateNo = 1200 || StateNo = 1250 || StateNo = 1300 || StateNo = 1350 || StateNo = 1351
Trigger7 = Random%10 = 1

;亂俽俠亃------------------------------------------------------------------------------------------------

[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) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L    
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = P2BodyDist X = [-15,85)
TriggerAll = MoveHit = [1,5]
TriggerAll = Random%30 = 1
TriggerAll = Power >= 3000
Trigger1 = StateNo = 1300 && AnimElem = 7, < 0
Trigger2 = StateNo = 1350 && AnimElem = 8, < 0

[State -3, 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 = EnemyNear(var(58)),StateType != L    
TriggerAll = P2BodyDist X = [95,155)
TriggerAll = MoveHit = [1,5]
TriggerAll = Power >= 2000
Trigger1 = StateNo = 1200 && AnimElem = 6, > 0
Trigger1 = Random%20 = 1

[State -3, 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 = EnemyNear(var(58)),StateType != L    
TriggerAll = FrontEdgeBodyDist = [100,150]
TriggerAll = MoveHit = [1,5]
TriggerAll = Power >= 2000
Trigger1 = StateNo = 1351 && AnimElem = 1, > 0
Trigger1 = Random%10 = 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
;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 -3, 働僀僆僗丂僞僀僪]
type = ChangeState
value = 2100
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll = Power >= 1000
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = P2BodyDist X = [125,185]
Trigger1 = Random < 2

[State -3, 僀乕僨傿傾儞僽儗僀僪]
type = ChangeState
value = 2000
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59)
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll = Power >= 1000
TriggerAll = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
TriggerAll = P2BodyDist X > 100
Trigger1 = Random < 3

[State -3, 償僅僀僪丂僕僃僲僒僀僪]
Type = ChangeState
value = 1400
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),NumProj = 0
TriggerAll = P2BodyDist X = [-5,155]
TriggerAll = Random < 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) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),NumProj = 0
TriggerAll = P2BodyDist X = [-5,105]
TriggerAll = Random < 2
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) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !((P2StateNo = [700,800)) && P2MoveType = I)
TriggerAll = !(P2StateNo = 52000 && P2MoveType = I && EnemyNear(var(58)),AuthorName = "jin")
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),NumProj = 0
TriggerAll = P2BodyDist X = [-5,105]
TriggerAll = Random < 1
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, 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 || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !MoveContact
TriggerAll = EnemyNear(var(58)),MoveType = I && EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),Vel X > 0
TriggerAll = P2BodyDist X = [15,75]
TriggerAll = Random < 20
TriggerAll = Power >= 1000
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 = 21, < 0
Trigger10 = 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) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = !MoveContact
TriggerAll = EnemyNear(var(58)),MoveType = I && EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),Vel X > 0
TriggerAll = P2BodyDist X = [-5,95]
TriggerAll = Random < 10
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 = 21, < 0
Trigger10 = 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) 
TriggerAll = !var(54) && !var(55)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && EnemyNear(var(58)),StateNo < 1000 && !(InGuardDist || var(57)))
TriggerAll = Ctrl || StateNo = 21
TriggerAll = P2Dist X >= 0
Trigger1 = P2BodyDist X > 180
Trigger1 = Random%60 = 0

[State -3, 僟僢僔儏]
type = ChangeState
value = 100
ctrl = 0
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = !var(54) && !var(55)
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)),StateNo = [120,160)
TriggerAll = Ctrl || StateNo = 21
TriggerAll = P2Dist X >= 0
TriggerAll = Random < 800
Trigger1 = P2BodyDist X > 140
Trigger2 = FrontEdgeBodyDist > 140

[State -3, 慜恑]
type = ChangeState
value = 21
ctrl = 0
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = !var(54) && !var(55)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = Ctrl || (StateNo = 22 && Time > 10)
TriggerAll = P2Dist X >= 0
Trigger1 = Random%10 = 0

[State -3, 屻戅]
type = ChangeState
value = 22
ctrl = 0
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = !var(54) && !var(55)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = Ctrl || (StateNo = 21 && Time > 10)
TriggerAll = P2Dist X >= 0
Trigger1 = Random%150 = 0

[State -3, 僶僢僋僗僥僢僾]
type = ChangeState
value = 105
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = !var(54) && !var(55)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = Ctrl || (StateNo = 22 && Time > 10)
TriggerAll = P2Dist X >= 0
TriggerAll = BackEdgeBodyDist > 60
Trigger1 = Random%600 = 0

[State -3, 悅捈僕儍儞僾]
type = ChangeState
value = 41
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = !var(54) && !var(55)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && EnemyNear(var(58)),StateNo < 1000 && !(InGuardDist || var(57)))
TriggerAll = EnemyNear(var(58)),NumProj = 0
TriggerAll = !(InGuardDist || var(57))
TriggerAll = Ctrl || ((StateNo = [21,22]) && Time > 10)
TriggerAll = P2BodyDist X = [40,70]
TriggerAll = BackEdgeBodyDist > 20
Trigger1 = Random%600 = 0

[State -3, 慜僕儍儞僾]
type = ChangeState
value = 42
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = !var(54) && !var(55)
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && EnemyNear(var(58)),StateNo < 1000 && !(InGuardDist || var(57)))
TriggerAll = EnemyNear(var(58)),NumProj = 0
TriggerAll = !(InGuardDist || var(57))
TriggerAll = Ctrl || (StateNo = 21 && Time > 10) || StateNo = [100,101]
TriggerAll = P2BodyDist X = [80,130]
Trigger1 = EnemyNear(var(58)),BackEdgeBodyDist < 20
Trigger1 = Random%200 = 0
Trigger2 = Random%600 = 0

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

[State -3, 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
TriggerAll = NumProj = 0
TriggerAll = P2BodyDist X > 80
TriggerAll = Random < Floor(P2BodyDist X)/3
TriggerAll = !MoveContact || Ctrl || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger1 = EnemyNear(var(58)),Power < 1000
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
TriggerAll = P2BodyDist X = [75,155]
TriggerAll = Random < 20
TriggerAll = !MoveContact || Ctrl || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger1 = EnemyNear(var(58)),Power < 1000
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
TriggerAll = P2BodyDist X = [75,125]
TriggerAll = Random < 10
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
TriggerAll = P2BodyDist X = [95,175]
TriggerAll = Random < 15
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
TriggerAll = P2BodyDist X = [5,105]
TriggerAll = Random < 15
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 = RoundState = 2 && Life > 0
TriggerAll = !(StateType = A || StateType = L)
TriggerAll = !(EnemyNear(var(58)),StateType = A || EnemyNear(var(58)),StateType = L)
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && !(InGuardDist || var(57)))
TriggerAll = !(InGuardDist || var(57))
TriggerAll = EnemyNear(var(58)),NumProj = 0
TriggerAll = P2BodyDist X <= 24
TriggerAll = Random < 250
TriggerAll = Ctrl || (StateNo = [21,22])
TriggerAll = EnemyNear(var(58)),MoveType = I
Trigger1 = EnemyNear(var(58)),StateNo = [700,1000)
Trigger2 = EnemyNear(var(58)),StateNo < 40
Trigger3 = EnemyNear(var(58)),StateNo = [100,110]

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

[State -3, 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(58))
TriggerAll = EnemyNear(var(58)),NumProj = 0
TriggerAll = Random < 50
TriggerAll = P2BodyDist X >= 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 = P2BodyDist X-(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(58))
TriggerAll = EnemyNear(var(58)),NumProj = 0
TriggerAll = Random < 15
TriggerAll = P2BodyDist X < 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 = P2BodyDist X-(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(58))
TriggerAll = EnemyNear(var(58)),NumProj = 0
TriggerAll = Random < 60
TriggerAll = P2BodyDist X >= 26
Trigger1 = Ctrl || (StateNo = [21,22])
Trigger1 = P2BodyDist X-(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(58))
TriggerAll = EnemyNear(var(58)),NumProj = 0
TriggerAll = Random < 25
TriggerAll = Ctrl || (StateNo = [21,22])
Trigger1 = P2BodyDist X-(Vel X+EnemyNear(var(58)),Vel X*16) = [0,55]
Trigger2 = P2BodyDist X-(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) 
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 >= -2)
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)*4*3 >= -((EnemyNear(var(58)),Const(size.height)-20)*(1-(EnemyNear(var(58)),StateType = C)*0.5))
TriggerAll = Random < 800
Trigger1 = (P2BodyDist X-(Vel X+EnemyNear(var(58)),Vel X)*4 = [-5,45]) || (P2BodyDist X = [0,45])

[State -3, 僕儍儞僾傆偭偲偽偟]
type = ChangeState
value = 640
IgnoreHitPause = 1
TriggerAll = HitPauseTime = 0
TriggerAll = var(59) 
TriggerAll = RoundState = 2 && Life > 0
TriggerAll = !(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)*4*3 >= -((EnemyNear(var(58)),Const(size.height)-20)*(1-(EnemyNear(var(58)),StateType = C)*0.5))
TriggerAll = Random < 800
Trigger1 = (P2BodyDist X-(Vel X+EnemyNear(var(58)),Vel X)*4 = [-5,45+Random%10]) || (P2BodyDist X = [0,45+Random%10])

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;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









