;---------------------- Integer variable list ----------------------

; var(1):= 8502, 9500, 9501
; var(2):= 810, 9500
; var(5):= 1300
; var(7):= 510, 515, 520, -2
; var(9):= 2000, 2001, 2002, 2003, 2004, 2005, 2006, 2007, 1010, 1050, 1070, 1141, 1142, -2, -3
;var(10):= -3
;var(11):= 3000, 3016, 3018, 3100
;var(12):= 2030, 2031, 2032, 2033, 2034, 2035, 2036, 2037, 6015, 8800
;var(20):= -3
;var(21):= 200, 210, 215, 220, 225, 230, 235, 400, 410, 420, 430, 600, 610, 620, 630, 1060, 1100, 1101, 1130, -2, -3
;var(22):= 200, 210, 215, 220, 225, 230, 235, 400, 410, 420, 430, 600, 610, 620, 630, 1060, 1100, 1101, 1121, 1130, 3201, -2
;var(25):= 6015, 8800
;var(26):= 6015, 8800
;var(34):= 100000
;var(43):= 90000, 90001
;var(44):= 9500
;var(45):= -2, 1400
;var(46):= -2, 1400
;var(57):= 5900, -2
;var(59):= 10000, -3

;---------------------- Float variable list ----------------------

;fvar(10):= -3







[Statedef -3]

[State gametime变量]
type = Varset
trigger1 = !ishelper
sysfvar(1) = gametime + 23333
ignorehitpause = 1

[State 固定hit数脱离]
type = Varset
trigger1 = enemy,name!="Qiankun"
trigger1 = !ishelper
fvar(10) = 1       ;← 0：Off，其他数字：受击时且hit数达到该数值时脱离
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
[State -3, AI僼儔僌僙僢僩]
type = VarSet
triggerall = !var(59)
triggerall = RoundState = [1,2]
trigger1 = Command = "AI0"
trigger2 = Command = "AI1"
trigger3 = Command = "AI2"
trigger4 = Command = "AI3"
trigger5 = Command = "AI4"
trigger6 = Command = "AI5"
trigger7 = Command = "AI6"
trigger8 = Command = "AI7"
trigger9 = Command = "AI8"
trigger10 = Command = "AI9"
trigger11 = Command = "AI10"
trigger12 = Command = "AI11"
trigger13 = Command = "AI12"
trigger14 = Command = "AI13"
trigger15 = Command = "AI14"
trigger16 = Command = "AI15"
trigger17 = Command = "AI16"
trigger18 = Command = "AI17"
trigger19 = Command = "AI18"
trigger20 = Command = "AI19"
trigger21 = Command = "AI20"
trigger22 = Command = "AI21"
trigger23 = Command = "AI22"
trigger24 = Command = "AI23"
trigger25 = Command = "AI24"
trigger26 = Command = "AI25"
trigger27 = Command = "AI26"
trigger28 = Command = "AI27"
trigger29 = Command = "AI28"
trigger30 = Command = "AI29"
trigger31 = Command = "AI30"
trigger32 = Command = "AI31"
trigger33 = Command = "AI32"
trigger34 = Command = "AI33"
trigger35 = Command = "AI34"
trigger36 = Command = "AI35"
trigger37 = Command = "AI36"
trigger38 = Command = "AI37"
trigger39 = Command = "AI38"
trigger40 = Command = "AI39"
trigger41 = Command = "AI40"
trigger42 = Command = "AI41"
trigger43 = Command = "AI42"
trigger44 = Command = "AI43"
trigger45 = Command = "AI44"
trigger46 = Command = "AI45"
trigger47 = Command = "AI46"
trigger48 = Command = "AI47"
trigger49 = Command = "AI48"
trigger50 = Command = "AI49"
trigger51 = Command = "AI50"
Trigger52 = Helper(10000),var(59)
;Trigger53= 1;忢帪AI婲摦梡
var(59) = 8;侾乣侾侾
IgNoreHitPause = 1

[State -3, AI婲摦梡僿儖僷乕]
type=helper
triggerall=!NumHelper(10000)
triggerall=roundstate=2
triggerall=alive
triggerall=var(59)=0
Triggerall=ctrl&&stateno=0
Trigger1=PrevStateNo= 190 ||PrevStateNo=5900
helpertype=normal
name="AI"
stateno=10000
ID=10000
pos=9999,9999
keyctrl=1
pausemovetime=2147483647
supermovetime=2147483647
persistent = 0

;擮偺偨傔伀傕晅偗偰偍偔
[State -3, 娭學柍偄僗僥乕僩偵峴偐側偄傛偆偵]
type=changestate
trigger1= ishelper(10000)
trigger1= stateno!=10000
value=10000

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;朶敪
;Time=1 Random StateNo
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;斀墳
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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]
Type = ChangeState
Value = 1060
TriggerAll=var(59)>0
triggerall=alive
TriggerAll=StateType!=A
TriggerAll=RoundState=2
TriggerAll=p2bodydist X=[0,30]
TriggerAll=(enemyNear(var(57)),AnimTime<=-3&&!enemyNear(var(57)),Ctrl)
TriggerAll=enemyNear(var(57)),statetype!=A
TriggerAll=Random<=var(59)*10||var(59)>9
Triggerall = enemyNear(var(57)),Time>=30||(!Time&&var(59)>9)||var(59)>90
TriggerAll = var(39) = 0
TriggerAll=enemyNear(var(57)),movetype=A
Trigger1=ctrl||stateno=21||stateno=22||((stateno=[200,235])&&movecontact)||((stateno=[400,430])&&movecontact)
Trigger1 = StateType != A

[State -3]
Type = ChangeState
Value = 1060
TriggerAll=var(59)>0
triggerall=alive
TriggerAll=StateType!=A
TriggerAll=RoundState=2
TriggerAll=p2bodydist X=[30,70]
TriggerAll=(enemyNear(var(57)),AnimTime<=-3&&!enemyNear(var(57)),Ctrl)
TriggerAll=enemyNear(var(57)),statetype!=A
TriggerAll=Random<=var(59)*80||var(59)>9
Triggerall = enemyNear(var(57)),Time>=30||(!Time&&var(59)>9)||var(59)>90
TriggerAll = var(39) = 0
TriggerAll=enemyNear(var(57)),movetype=A
Trigger1=ctrl||stateno=21||stateno=22||((stateno=[200,235])&&movecontact)||((stateno=[400,430])&&movecontact)
Trigger1 = StateType != A

[State -3, 28]
Type = ChangeState
Value = 1010
TriggerAll=var(59)>0
TriggerAll=p2dist x >= 0
TriggerAll = Alive = 1
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll=ctrl||stateno=21||stateno=22||((stateno=[200,235])&&movecontact)||((stateno=[400,430])&&movecontact)
TriggerAll=enemyNear(var(57)),movetype=A
Trigger1=enemyNear(var(57)),HitDefAttr!=SCA,AT
trigger1 = p2bodydist x = [0,50]
trigger1 = random<=var(59)*(80+(p2bodydist X<=30)*30)
Trigger1=(enemyNear(var(57)),AnimTime<=-10&&!enemyNear(var(57)),Ctrl)


[State -3,兽矫遌]
Type     = null;ChangeState
Value    = 105
TriggerAll=var(59)>0
triggerall=alive
TriggerAll=StateType != A
Triggerall=ctrl||stateno=21||stateno=22
TriggerAll=(enemyNear(var(57)),stateno=[200,899])||enemyNear(var(57)),HitDefAttr=SCA,AT
TriggerAll=p2bodydist X=[-5,90]
TriggerAll=enemyNear(var(57)),vel x<3
TriggerAll=enemyNear(var(57)),movetype=A
TriggerAll=Random<=var(59)*60||var(59)>9
TriggerAll=enemyNear(var(57)),time>=30||(!Time&&var(59)>9)||var(59)>10
Trigger1 = enemyNear(var(57)),time>=50||var(59)>10
Trigger2 = (PrevStateNo=[5000,5270])
Trigger3 = (PrevStateNo=[120,159])

[State -3,僕儍儞僾]
Type     = ChangeState
Value    = 41
TriggerAll=var(59)>0
triggerall=alive
TriggerAll=StateType!=A
Triggerall=ctrl||stateno=21||stateno=22
TriggerAll=enemyNear(var(57)),HitDefAttr=SCA,AT
TriggerAll=Random<=var(59)*60||var(59)>9
TriggerAll=enemyNear(var(57)),time>=30||(!Time&&var(59)>9)||var(59)>10
Trigger1 = enemyNear(var(57)),time>=50||var(59)>10
Trigger2 = (PrevStateNo=[5000,5270])
Trigger3 = (PrevStateNo=[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
;愗傝懼偊偟
;PrevStateNo = [120,159] PrevStateNo = [5000,5270] enemyNear(var(57)),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

[State -3]
Type = ChangeState
Value = 1060
TriggerAll=var(59)>0
triggerall=alive
TriggerAll=RoundState=2
TriggerAll=p2bodydist X=[20,70]
TriggerAll=enemyNear(var(57)),statetype!=A
TriggerAll=enemyNear(var(57)),movetype=A
TriggerAll=(enemyNear(var(57)),AnimTime<=-3&&!enemyNear(var(57)),Ctrl)
TriggerAll=Random<=var(59)*50||var(59)>9
Triggerall = enemyNear(var(57)),time>=50||(!Time&&var(59)>9)||var(59)>9
Trigger1=ctrl||stateno=21||stateno=22
TriggerAll=StateType!=A

[State -3,]
Type = ChangeState
Value = 1060
TriggerAll=var(59)>0
triggerall=alive
TriggerAll=RoundState=2
TriggerAll=p2bodydist X=[20,70]
TriggerAll=enemyNear(var(57)),statetype!=A
Triggerall=ctrl||stateno=21||stateno=22
TriggerAll=enemyNear(var(57)),movetype=A
TriggerAll=Random<=var(59)*10||var(59)>9
TriggerAll=enemyNear(var(57)),AnimTime<=-3||var(59)<7
TriggerAll=enemyNear(var(57)),time>=30||(!Time&&var(59)>9)||var(59)>9
Trigger1 = enemyNear(var(57)),time>=50||(!Time&&var(59)>9)||var(59)>9
Trigger2 = (PrevStateNo=[5000,5270])
Trigger3 = (PrevStateNo=[120,159])
TriggerAll=StateType!=A

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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(var(57)),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,棫偪僈乕僪]
Type = ChangeState
Value = 120
TriggerAll=var(59)>0
triggerall=alive
TriggerAll=StateNo!=[120,155]
Triggerall=ctrl||stateno=21||stateno=22;||stateno=100||stateno=101
TriggerAll=inguarddist
Trigger1 = Random<=var(59)*150||var(59)>9
Trigger2 = p2bodydist X>90||enemyNear(var(57)),time>50
Trigger2 = Random<=var(59)*150

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;抧忋婲偒峌傔 
;enemyNear(var(57)),statetype = L enemyNear(var(57)),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,]
Type = ChangeState
value = 1070
triggerall=alive
TriggerAll=RoundState=2
TriggerAll = var(59)>0
TriggerAll = StateType != A
TriggerAll = Random <= var(59)*50
TriggerAll = enemyNear(var(57)),Alive = 1
Triggerall=ctrl||stateno=21||stateno=22
Triggerall = p2bodydist X >= 0
Trigger1 = enemyNear(var(57)),stateno != 5120
Trigger1 = enemyNear(var(57)),statetype = L

[State -3,]
Type = ChangeState
value = 2001
TriggerAll=RoundState=2
TriggerAll = var(59)>0
TriggerAll = StateType != A
Trigger1 = enemyNear(var(57)),StateType = L
TriggerAll = enemyNear(var(57)),alive = 1
TriggerAll = Random <= var(59)*80
TriggerAll = Ctrl
Triggerall = backedgebodydist < 102
Triggerall = P2BodyDist X = [0,60]
Trigger2=enemyNear(var(57)),stateno!=[700,705]
Trigger2=enemyNear(var(57)),movetype = H

[State -3,]
Type = ChangeState
value = 105
TriggerAll=RoundState=2
TriggerAll = var(59)>0
TriggerAll = StateType != A
Trigger1 = enemyNear(var(57)),StateType = L
TriggerAll = enemyNear(var(57)),alive = 1
TriggerAll = Random <= var(59)*80
TriggerAll = Ctrl
Triggerall = backedgebodydist > 102
Triggerall = P2BodyDist X = [0,100]
Trigger2=enemyNear(var(57)),stateno!=[700,705]
Trigger2=enemyNear(var(57)),movetype = H

[State -3,]
Type = ChangeState
value = 2003
TriggerAll=RoundState=2
TriggerAll = var(59)>0
TriggerAll = StateType = A
TriggerAll=Facing!=enemyNear(var(57)),facing
Trigger1 = enemyNear(var(57)),StateType = L
TriggerAll = enemyNear(var(57)),alive = 1
TriggerAll = Random <= var(59)*80
TriggerAll = Ctrl
Triggerall = backedgebodydist > 102
triggerall = var(9) >= 25
Triggerall = P2BodyDist X = [0,50]
Trigger2=enemyNear(var(57)),stateno!=[700,705]
Trigger2=enemyNear(var(57)),movetype = H

[State -3,]
Type = ChangeState
value = 2000
TriggerAll=RoundState=2
TriggerAll = var(59)>0
TriggerAll = StateType = A
TriggerAll=Facing=enemyNear(var(57)),facing
Trigger1 = enemyNear(var(57)),StateType = L
TriggerAll = enemyNear(var(57)),alive = 1
TriggerAll = Random <= var(59)*80
TriggerAll = Ctrl
Triggerall = backedgebodydist > 102
triggerall = var(9) >= 25
Triggerall = P2BodyDist X = [0,50]
Trigger2=enemyNear(var(57)),stateno!=[700,705]
Trigger2=enemyNear(var(57)),movetype = H

[State -3,]
Type = ChangeState
value = 1000
triggerall=alive
TriggerAll=RoundState=2
TriggerAll = var(59)>0
TriggerAll = StateType = A
TriggerAll = Random <= var(59)*50
TriggerAll = enemyNear(var(57)),Alive = 1
Triggerall=ctrl ||stateno=21||stateno=22
Triggerall = p2bodydist X >= 100
triggerall = var(6) >= 6
Trigger1 = enemyNear(var(57)),stateno != 5120
Trigger1 = enemyNear(var(57)),statetype = L

[State -3,]
Type = null;ChangeState
value = 1060
triggerall=alive
TriggerAll=RoundState=2
TriggerAll = var(59)>0
TriggerAll = StateType != A
TriggerAll = Random <= var(59)*60
TriggerAll = enemyNear(var(57)),Alive = 1
Triggerall=ctrl||stateno=21||stateno=22||stateno=100||stateno=101
triggerall = numhelper(1081) != 0
Triggerall = p2bodydist X >= 100
Trigger1 = enemyNear(var(57)),statetype = L
Trigger2 = enemyNear(var(57)),stateno = 6068
Trigger2 = enemyNear(var(57)),statetype = A
Trigger2 = enemyNear(var(57)),movetype = H

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;嬻拞婲偒峌傔(嵓媆旘傃) 
;enemyNear(var(57)),statetype = L enemyNear(var(57)),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

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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(var(57)),movetype = H enemyNear(var(57)),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, 200to200]
Type = null;ChangeState
Value = 3500
Trigger1 = prevStateNo = 1003
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*80)
TriggerAll=StateType != A
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=enemyNear(var(57)),movetype=H
TriggerAll=!InGuardDist
TriggerAll = Power >= 2000
;Triggerall=ctrl||stateno=21||stateno=22||stateno=100||stateno=101

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

;------------------------------丂棫偪対偐傜
[State -3, 200to200]
Type = ChangeState
Value = 200
Trigger1 = StateNo = 200
Trigger2 = StateNo = 400
Triggerall = MoveGuarded
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*60)
TriggerAll=StateType != A
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=enemyNear(var(57)),movetype=H
TriggerAll=!InGuardDist
Triggerall = p2dist X <= 35

[State -3, 200to200]
Type = ChangeState
Value = 410
Trigger1 = StateNo = 200
Triggerall = MoveGuarded
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*50)
TriggerAll=StateType = S
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=enemyNear(var(57)),MoveType=H
TriggerAll=!InGuardDist
Triggerall = P2Dist X <= 30

[State -3, 200to200]
Type = ChangeState
Value = 410
Trigger1 = StateNo = 200
Trigger2 = StateNo = 400
Triggerall = MoveGuarded
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*50)
TriggerAll=StateType != A
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=enemyNear(var(57)),movetype=H
TriggerAll=!InGuardDist
Triggerall = p2dist X <= 30

[State -3, 200to210]
Type = ChangeState
Value = 220
Trigger1 = StateNo = 200
Trigger2 = StateNo = 400
Triggerall = Movecontact
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*70)
TriggerAll=StateType != A
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=enemyNear(var(57)),movetype=H
TriggerAll=!InGuardDist

[State -3, 200to210]
Type = ChangeState
Value = 230
Trigger1 = StateNo = 200
Trigger2 = StateNo = 400
Triggerall = Movecontact
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*70)
TriggerAll=StateType != A
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=enemyNear(var(57)),movetype=H
TriggerAll=!InGuardDist

[State -3, 200to210]
Type = ChangeState
Value = 235
Trigger1 = StateNo = 200
Trigger2 = StateNo = 400
Triggerall = Movecontact
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*70)
TriggerAll=StateType != A
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=enemyNear(var(57)),movetype=H
TriggerAll=!InGuardDist

[State -3, 200to210]
Type = ChangeState
Value = 420
Trigger1 = StateNo = 200
Trigger2 = StateNo = 400
Triggerall = Movecontact
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*70)
TriggerAll=StateType != A
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=enemyNear(var(57)),movetype=H
TriggerAll=!InGuardDist


[State -3, 200to200]
Type = ChangeState
Value = 410
Trigger1 = StateNo = 400
Triggerall = MoveGuarded
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*50)
TriggerAll=StateType = S
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=enemyNear(var(57)),MoveType=H
TriggerAll=!InGuardDist
Triggerall = P2Dist X <= 30

[State -3, 200to200]
Type = ChangeState
Value = 410
Trigger1 = StateNo = 210
Trigger2 = StateNo = 410
Triggerall = MoveGuarded
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*50)
TriggerAll=StateType != A
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=enemyNear(var(57)),movetype=H
TriggerAll=!InGuardDist
Triggerall = p2dist X <= 30

[State -3, 200to210]
Type = ChangeState
Value = 220
Trigger1 = StateNo = 210
Trigger2 = StateNo = 410
Triggerall = Movecontact
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*70)
TriggerAll=StateType != A
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=enemyNear(var(57)),movetype=H
TriggerAll=!InGuardDist

[State -3, 200to210]
Type = ChangeState
Value = 230
Trigger1 = StateNo = 210
Trigger2 = StateNo = 410
Triggerall = Movecontact
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*70)
TriggerAll=StateType != A
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=enemyNear(var(57)),movetype=H
TriggerAll=!InGuardDist

[State -3, 200to210]
Type = ChangeState
Value = 235
Trigger1 = StateNo = 210
Trigger2 = StateNo = 410
Triggerall = Movecontact
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*70)
TriggerAll=StateType != A
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=enemyNear(var(57)),movetype=H
TriggerAll=!InGuardDist

[State -3, 200to210]
Type = ChangeState
Value = 420
Trigger1 = StateNo = 210
Trigger2 = StateNo = 410
Triggerall = Movecontact
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*70)
TriggerAll=StateType != A
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=enemyNear(var(57)),movetype=H
TriggerAll=!InGuardDist


[State -3, 200to200]
Type = ChangeState
Value = 430
Trigger1 = StateNo = 215
Triggerall = MoveGuarded
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*50)
TriggerAll=enemyNear(var(57)),StateType = S
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=enemyNear(var(57)),MoveType=H
TriggerAll=!InGuardDist
Triggerall = P2Dist X <= 110
Triggerall = var(22) >= 1
Trigger1 = p2dist Y >= -30


[State -3, 200to200]
Type = ChangeState
Value = 2001
Trigger1 = StateNo = 215
Triggerall = MoveGuarded
Triggerall = Alive;		惗懚
triggerall = var(9) >= 25
TriggerAll=(var(59)>0&&Random<=var(59)*50)
TriggerAll=enemyNear(var(57)),StateType = C
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=enemyNear(var(57)),MoveType=H
TriggerAll=!InGuardDist
Triggerall = P2Dist X >= 70
Triggerall = var(22) >= 1

[State -3, 200to200]
Type = ChangeState
Value = 225
Trigger1 = StateNo = 215
Triggerall = Movecontact
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*50)
TriggerAll=StateType != A
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=enemyNear(var(57)),statetype != A
TriggerAll=enemyNear(var(57)),movetype=H
TriggerAll=!InGuardDist
Triggerall = p2dist X = [50,115]
Triggerall = p2dist Y >= -10

[State -3, 200to200]
Type = ChangeState
Value = 230
Trigger1 = StateNo = 215
Triggerall = Movecontact
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*50)
TriggerAll=StateType != A
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=enemyNear(var(57)),movetype=H
TriggerAll=!InGuardDist
Triggerall = p2dist X = [5,40]
Triggerall = p2dist Y >= -95

[State -3, 200to200]
Type = ChangeState
Value = 235
Trigger1 = StateNo = 215
Triggerall = Movecontact
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*30)
TriggerAll=StateType != A
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=enemyNear(var(57)),movetype=H
TriggerAll=!InGuardDist
Triggerall = p2dist X = [5,60]
Triggerall = p2dist Y >= -40

[State -3, 200to200]
Type = ChangeState
Value = 420
Trigger1 = StateNo = 215
Triggerall = Movecontact
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*50)
TriggerAll=StateType != A
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=enemyNear(var(57)),movetype=H
TriggerAll=!InGuardDist
Triggerall = p2dist X = [5,50]
Triggerall = p2dist Y >= -40

[State -3, 200to200]
Type = ChangeState
Value = 430
Trigger1 = StateNo = 215
Triggerall = Movecontact
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*50)
TriggerAll=StateType != A
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=enemyNear(var(57)),movetype=H
TriggerAll=enemyNear(var(57)),statetype!=A
TriggerAll=!InGuardDist
Triggerall = p2dist X = [75,110]
Triggerall = p2dist Y >= -40


[State -3, 200to200]
Type = ChangeState
Value = 430
Trigger1 = StateNo = 220
Triggerall = MoveGuarded
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*50)
TriggerAll=enemyNear(var(57)),StateType = S
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=enemyNear(var(57)),MoveType=H
TriggerAll=!InGuardDist
Triggerall = P2Dist X <= 110
Triggerall = var(22) >= 1
Trigger1 = p2dist Y >= -30

[State -3, 200to200]
Type = ChangeState
Value = 215
Trigger1 = StateNo = 220
Triggerall = MoveGuarded
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*50)
TriggerAll=enemyNear(var(57)),StateType = C
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=enemyNear(var(57)),MoveType=H
TriggerAll=!InGuardDist
Triggerall = P2Dist X <= 50
Triggerall = var(22) >= 1
Trigger1 = p2dist Y >= -50

[State -3, 200to200]
Type = ChangeState
Value = 2001
Trigger1 = StateNo = 220
Triggerall = MoveGuarded
Triggerall = Alive;		惗懚
triggerall = var(9) >= 25
TriggerAll=(var(59)>0&&Random<=var(59)*50)
TriggerAll=enemyNear(var(57)),StateType = C
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=enemyNear(var(57)),MoveType=H
TriggerAll=!InGuardDist
Triggerall = P2Dist X >= 70
Triggerall = var(22) >= 1


[State -3, 200to200]
Type = ChangeState
Value = 1140
Trigger1 = StateNo = 220
Triggerall = MoveGuarded
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*50)
TriggerAll=enemyNear(var(57)),StateType != A
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=enemyNear(var(57)),MoveType=H
TriggerAll=!InGuardDist
Triggerall = P2Dist X <= 60

[State -3, 200to200]
Type = ChangeState
Value = 225
Trigger1 = StateNo = 220
Triggerall = Movecontact
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*50)
TriggerAll=StateType != A
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=enemyNear(var(57)),statetype != A
TriggerAll=enemyNear(var(57)),movetype=H
TriggerAll=!InGuardDist
Triggerall = p2dist X = [50,115]
Triggerall = p2dist Y >= -10

[State -3, 200to200]
Type = ChangeState
Value = 230
Trigger1 = StateNo = 220
Triggerall = Movecontact
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*50)
TriggerAll=StateType != A
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=enemyNear(var(57)),movetype=H
TriggerAll=!InGuardDist
Triggerall = p2dist X = [5,40]
Triggerall = p2dist Y >= -95

[State -3, 200to200]
Type = ChangeState
Value = 235
Trigger1 = StateNo = 220
Triggerall = Movecontact
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*30)
TriggerAll=StateType != A
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=enemyNear(var(57)),movetype=H
TriggerAll=!InGuardDist
Triggerall = p2dist X = [5,60]
Triggerall = p2dist Y >= -40

[State -3, 200to200]
Type = ChangeState
Value = 420
Trigger1 = StateNo = 220
Triggerall = Movecontact
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*50)
TriggerAll=StateType != A
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=enemyNear(var(57)),movetype=H
TriggerAll=!InGuardDist
Triggerall = p2dist X = [5,50]
Triggerall = p2dist Y >= -40

[State -3, 200to200]
Type = ChangeState
Value = 430
Trigger1 = StateNo = 220
Triggerall = Movecontact
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*50)
TriggerAll=StateType != A
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=enemyNear(var(57)),movetype=H
TriggerAll=enemyNear(var(57)),statetype!=A
TriggerAll=!InGuardDist
Triggerall = p2dist X = [75,110]
Triggerall = p2dist Y >= -40

[State -3, 200to200]
Type = ChangeState
Value = 1100
Triggerall = StateNo = 220
Trigger1=(var(59)>0&&Random<=var(59)*50)
trigger1 = var(21) >= 6
Trigger2=(var(59)>0&&Random<=var(59)*90)
trigger2 = var(21) <= 6
Triggerall = Movecontact
Triggerall = Alive;		惗懚
TriggerAll=StateType != A
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=enemyNear(var(57)),movetype=H
TriggerAll=enemyNear(var(57)),statetype=A
TriggerAll=!InGuardDist
Triggerall = p2dist X = [60,87]
Triggerall = p2dist Y >= -95

[State -3, 200to200]
Type = ChangeState
Value = 1150
Trigger1 = StateNo = 220
Triggerall = Movecontact
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*50)
TriggerAll=StateType != A
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=enemyNear(var(57)),movetype=H
TriggerAll=!InGuardDist
Triggerall = p2dist X = [0,85]
Triggerall = p2dist Y >= -75
triggerall = var(21) >= 10

[State -3, 200to200]
Type = ChangeState
Value = 3000
Trigger1 = StateNo = 220
Triggerall = Movehit
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*50)
TriggerAll=StateType != A
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=enemyNear(var(57)),movetype=H
TriggerAll=!InGuardDist
Triggerall = p2dist X = [0,85]
Triggerall = p2dist Y >= -75
Triggerall = var(21) <= 8
TriggerAll = Power >= 1000



[State -3, 200to200]
Type = ChangeState
Value = 2001
Trigger1 = StateNo = 225
Triggerall = Movecontact
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*30)
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=enemyNear(var(57)),MoveType=H
TriggerAll=!InGuardDist
Triggerall = P2Dist X >= 140
triggerall = var(9) >= 25

[State -3, 200to200]
Type = ChangeState
Value = 430
Trigger1 = StateNo = 225
Triggerall = MoveGuarded
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*50)
TriggerAll=enemyNear(var(57)),StateType = S
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=enemyNear(var(57)),MoveType=H
TriggerAll=!InGuardDist
Triggerall = P2Dist X <= 110
Triggerall = var(22) >= 1
Trigger1 = p2dist Y >= -30

[State -3, 200to200]
Type = ChangeState
Value = 215
Trigger1 = StateNo = 225
Triggerall = MoveGuarded
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*50)
TriggerAll=enemyNear(var(57)),StateType = C
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=enemyNear(var(57)),MoveType=H
TriggerAll=!InGuardDist
Triggerall = P2Dist X <= 50
Triggerall = var(22) >= 1
Trigger1 = p2dist Y >= -50

[State -3, 200to200]
Type = ChangeState
Value = 2004
Trigger1 = StateNo = 225
Triggerall = MoveGuarded
Triggerall = Alive;		惗懚
triggerall = var(9) >= 25
TriggerAll=(var(59)>0&&Random<=var(59)*50)
TriggerAll=enemyNear(var(57)),StateType = C
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=enemyNear(var(57)),MoveType=H
TriggerAll=!InGuardDist
Triggerall = P2Dist X >= 70
Triggerall = var(22) >= 1

[State -3, 200to200]
Type = ChangeState
Value = 430
Trigger1 = StateNo = 225
Triggerall = Movecontact
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*50)
TriggerAll=StateType != A
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=enemyNear(var(57)),movetype=H
TriggerAll=enemyNear(var(57)),statetype!=A
TriggerAll=!InGuardDist
Triggerall = p2dist X = [75,120]
Triggerall = p2dist Y >= -40

[State -3, 200to200]
Type = ChangeState
Value = 1140
Trigger1 = StateNo = 225
Triggerall = MoveGuarded
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*50)
TriggerAll=enemyNear(var(57)),StateType != A
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=enemyNear(var(57)),MoveType=H
TriggerAll=!InGuardDist
Triggerall = P2Dist X <= 60

[State -3, 200to200]
Type = ChangeState
Value = 220
Trigger1 = StateNo = 225
Triggerall = Movecontact
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*50)
TriggerAll=StateType != A
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=enemyNear(var(57)),movetype=H
TriggerAll=!InGuardDist
Triggerall = p2dist X = [5,70]
Triggerall = p2dist Y >= -55

[State -3, 200to200]
Type = ChangeState
Value = 230
Trigger1 = StateNo = 225
Triggerall = Movecontact
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*50)
TriggerAll=StateType != A
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=enemyNear(var(57)),movetype=H
TriggerAll=!InGuardDist
Triggerall = p2dist X = [5,40]
Triggerall = p2dist Y >= -95

[State -3, 200to200]
Type = ChangeState
Value = 235
Trigger1 = StateNo = 225
Triggerall = Movecontact
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*30)
TriggerAll=StateType != A
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=enemyNear(var(57)),movetype=H
TriggerAll=!InGuardDist
Triggerall = p2dist X = [5,60]
Triggerall = p2dist Y >= -40

[State -3, 200to200]
Type = ChangeState
Value = 420
Trigger1 = StateNo = 225
Triggerall = Movecontact
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*50)
TriggerAll=StateType != A
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=enemyNear(var(57)),movetype=H
TriggerAll=!InGuardDist
Triggerall = p2dist X = [5,50]
Triggerall = p2dist Y >= -40

[State -3, 200to200]
Type = ChangeState
Value = 1100
Trigger1 = StateNo = 225
Triggerall = Movecontact
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*50)
TriggerAll=StateType != A
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=enemyNear(var(57)),movetype=H
TriggerAll=enemyNear(var(57)),statetype=A
TriggerAll=!InGuardDist
Triggerall = p2dist X = [60,87]
Triggerall = p2dist Y >= -95

[State -3, 200to200]
Type = ChangeState
Value = 1150
Trigger1 = StateNo = 225
Triggerall = Movecontact
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*50)
TriggerAll=StateType != A
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=enemyNear(var(57)),movetype=H
;TriggerAll=enemyNear(var(57)),statetype=A
TriggerAll=!InGuardDist
Triggerall = p2dist X = [0,85]
Triggerall = p2dist Y >= -75
triggerall = var(21) >= 10

[State -3, 200to200]
Type = ChangeState
Value = 3000
Trigger1 = StateNo = 225
Triggerall = Movehit
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*50)
TriggerAll=StateType != A
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=enemyNear(var(57)),movetype=H
TriggerAll=!InGuardDist
Triggerall = p2dist X = [0,85]
Triggerall = p2dist Y >= -75
Triggerall = var(21) <= 8
TriggerAll = Power >= 1000


[State -3, 200to200]
Type = ChangeState
Value = 430
Trigger1 = StateNo = 230
Triggerall = MoveGuarded
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*50)
TriggerAll=enemyNear(var(57)),StateType = S
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=enemyNear(var(57)),MoveType=H
TriggerAll=!InGuardDist
Triggerall = P2Dist X <= 110
Triggerall = var(22) >= 1
Trigger1 = p2dist Y >= -30

[State -3, 200to200]
Type = ChangeState
Value = 215
Trigger1 = StateNo = 230
Triggerall = MoveGuarded
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*50)
TriggerAll=enemyNear(var(57)),StateType = C
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=enemyNear(var(57)),MoveType=H
TriggerAll=!InGuardDist
Triggerall = P2Dist X <= 50
Triggerall = var(22) >= 1
Trigger1 = p2dist Y >= -50

[State -3, 200to200]
Type = ChangeState
Value = 2001
Trigger1 = StateNo = 230
Triggerall = MoveGuarded
Triggerall = Alive;		惗懚
triggerall = var(9) >= 25
TriggerAll=(var(59)>0&&Random<=var(59)*50)
TriggerAll=enemyNear(var(57)),StateType = C
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=enemyNear(var(57)),MoveType=H
TriggerAll=!InGuardDist
Triggerall = P2Dist X >= 70
Triggerall = var(22) >= 1

[State -3, 200to200]
Type = ChangeState
Value = 1140
Trigger1 = StateNo = 230
Triggerall = MoveGuarded
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*50)
TriggerAll=enemyNear(var(57)),StateType != A
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=enemyNear(var(57)),MoveType=H
TriggerAll=!InGuardDist
Triggerall = P2Dist X <= 60

[State -3, 200to200]
Type = ChangeState
Value = 220
Trigger1 = StateNo = 230
Triggerall = Movecontact
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*50)
TriggerAll=StateType != A
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=enemyNear(var(57)),movetype=H
TriggerAll=!InGuardDist
Triggerall = p2dist X = [5,70]
Triggerall = p2dist Y >= -55

[State -3, 200to200]
Type = ChangeState
Value = 225
Trigger1 = StateNo = 230
Triggerall = Movecontact
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*50)
TriggerAll=StateType != A
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=enemyNear(var(57)),statetype != A
TriggerAll=enemyNear(var(57)),movetype=H
TriggerAll=!InGuardDist
Triggerall = p2dist X = [50,120]
Triggerall = p2dist Y >= -10

[State -3, 200to200]
Type = ChangeState
Value = 235
Trigger1 = StateNo = 230
Triggerall = Movecontact
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*30)
TriggerAll=StateType != A
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=enemyNear(var(57)),movetype=H
TriggerAll=!InGuardDist
Triggerall = p2dist X = [5,60]
Triggerall = p2dist Y >= -40

[State -3, 200to200]
Type = ChangeState
Value = 420
Trigger1 = StateNo = 230
Triggerall = Movecontact
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*50)
TriggerAll=StateType != A
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=enemyNear(var(57)),movetype=H
TriggerAll=!InGuardDist
Triggerall = p2dist X = [5,50]
Triggerall = p2dist Y >= -40

[State -3, 200to200]
Type = ChangeState
Value = 430
Trigger1 = StateNo = 230
Triggerall = Movecontact
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*50)
TriggerAll=StateType != A
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=enemyNear(var(57)),movetype=H
TriggerAll=enemyNear(var(57)),statetype!=A
TriggerAll=!InGuardDist
Triggerall = p2dist X = [75,110]
Triggerall = p2dist Y >= -40

[State -3, 200to200]
Type = ChangeState
Value = 1100
Trigger1 = StateNo = 230
Triggerall = Movecontact
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*50)
TriggerAll=StateType != A
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=enemyNear(var(57)),movetype=H
TriggerAll=enemyNear(var(57)),statetype=A
TriggerAll=!InGuardDist
Triggerall = p2dist X = [60,87]
Triggerall = p2dist Y >= -95

[State -3, 200to200]
Type = ChangeState
Value = 1150
Trigger1 = StateNo = 230
Triggerall = Movecontact
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*50)
TriggerAll=StateType != A
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=enemyNear(var(57)),movetype=H
;TriggerAll=enemyNear(var(57)),statetype=A
TriggerAll=!InGuardDist
Triggerall = p2dist X = [0,85]
Triggerall = p2dist Y >= -75
triggerall = var(21) >= 10

[State -3, 200to200]
Type = ChangeState
Value = 3000
Trigger1 = StateNo = 230
Triggerall = Movehit
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*50)
TriggerAll=StateType != A
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=enemyNear(var(57)),movetype=H
TriggerAll=!InGuardDist
Triggerall = p2dist X = [0,85]
Triggerall = p2dist Y >= -75
Triggerall = var(21) <= 8
TriggerAll = Power >= 1000



[State -3, 200to200]
Type = ChangeState
Value = 430
Trigger1 = StateNo = 235
Trigger1 = animelemtime(5) >= 1
Triggerall = MoveGuarded
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*50)
TriggerAll=enemyNear(var(57)),StateType = S
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=enemyNear(var(57)),MoveType=H
TriggerAll=!InGuardDist
Triggerall = P2Dist X <= 110
Triggerall = var(22) >= 1
Triggerall = p2dist Y >= -30

[State -3, 200to200]
Type = ChangeState
Value = 215
Trigger1 = StateNo = 235
Trigger1 = animelemtime(5) >= 1
Triggerall = MoveGuarded
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*50)
TriggerAll=enemyNear(var(57)),StateType = C
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=enemyNear(var(57)),MoveType=H
TriggerAll=!InGuardDist
Triggerall = P2Dist X <= 50
Triggerall = var(22) >= 1
Trigger1 = p2dist Y >= -50

[State -3, 200to200]
Type = ChangeState
Value = 2001
Trigger1 = StateNo = 235
Triggerall = MoveGuarded
Triggerall = Alive;		惗懚
triggerall = var(9) >= 25
TriggerAll=(var(59)>0&&Random<=var(59)*50)
TriggerAll=enemyNear(var(57)),StateType = C
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=enemyNear(var(57)),MoveType=H
TriggerAll=!InGuardDist
Triggerall = P2Dist X >= 70
Triggerall = var(22) >= 1

[State -3, 200to200]
Type = ChangeState
Value = 1140
Trigger1 = StateNo = 235
Trigger1 = animelemtime(5) >= 1
Triggerall = MoveGuarded
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*50)
TriggerAll=enemyNear(var(57)),StateType != A
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=enemyNear(var(57)),MoveType=H
TriggerAll=!InGuardDist
Triggerall = P2Dist X <= 60

[State -3, 200to200]
Type = ChangeState
Value = 220
Trigger1 = StateNo = 235
Trigger1 = animelemtime(5) >= 1
Triggerall = Movecontact
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*50)
TriggerAll=StateType != A
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=enemyNear(var(57)),movetype=H
TriggerAll=!InGuardDist
Triggerall = p2dist X = [5,70]
Triggerall = p2dist Y >= -55

[State -3, 200to200]
Type = ChangeState
Value = 225
Trigger1 = StateNo = 235
Trigger1 = animelemtime(5) >= 1
Triggerall = Movecontact
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*50)
TriggerAll=StateType != A
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=enemyNear(var(57)),statetype != A
TriggerAll=enemyNear(var(57)),movetype=H
TriggerAll=!InGuardDist
Triggerall = p2dist X = [50,120]
Triggerall = p2dist Y >= -10

[State -3, 200to200]
Type = ChangeState
Value = 230
Trigger1 = StateNo = 235
Trigger1 = animelemtime(5) >= 1
Triggerall = Movecontact
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*50)
TriggerAll=StateType != A
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=enemyNear(var(57)),movetype=H
TriggerAll=!InGuardDist
Triggerall = p2dist X = [5,40]
Triggerall = p2dist Y >= -55

[State -3, 200to200]
Type = ChangeState
Value = 420
Trigger1 = StateNo = 235
Trigger1 = animelemtime(5) >= 1
Triggerall = Movecontact
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*50)
TriggerAll=StateType != A
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=enemyNear(var(57)),movetype=H
TriggerAll=!InGuardDist
Triggerall = p2dist X = [5,50]
Triggerall = p2dist Y >= -40

[State -3, 200to200]
Type = ChangeState
Value = 430
Trigger1 = StateNo = 235
Trigger1 = animelemtime(5) >= 1
Triggerall = Movecontact
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*50)
TriggerAll=StateType != A
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=enemyNear(var(57)),movetype=H
TriggerAll=enemyNear(var(57)),statetype!=A
TriggerAll=!InGuardDist
Triggerall = p2dist X = [75,110]
Triggerall = p2dist Y >= -40

[State -3, 200to200]
Type = ChangeState
Value = 1100
Trigger1 = StateNo = 235
Trigger1 = animelemtime(5) >= 1
Triggerall = Movecontact
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*50)
TriggerAll=StateType != A
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=enemyNear(var(57)),movetype=H
TriggerAll=enemyNear(var(57)),statetype=A
TriggerAll=!InGuardDist
Triggerall = p2dist X = [50,92]
Triggerall = p2dist Y >= -105

[State -3, 200to200]
Type = ChangeState
Value = 1150
Trigger1 = StateNo = 235
Trigger1 = animelemtime(5) >= 1
Triggerall = Movecontact
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*50)
TriggerAll=StateType != A
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=enemyNear(var(57)),movetype=H
;TriggerAll=enemyNear(var(57)),statetype=A
TriggerAll=!InGuardDist
Triggerall = p2dist X = [0,85]
Triggerall = p2dist Y >= -75
triggerall = var(21) >= 10

[State -3, 200to200]
Type = ChangeState
Value = 3000
Trigger1 = StateNo = 235
Trigger1 = animelemtime(5) >= 1
Triggerall = Movehit
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*50)
TriggerAll=StateType != A
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=enemyNear(var(57)),movetype=H
TriggerAll=!InGuardDist
Triggerall = p2dist X = [0,85]
Triggerall = p2dist Y >= -75
Triggerall = var(21) <= 8
TriggerAll = Power >= 1000


[State -3, 200to200]
Type = ChangeState
Value = 430
Trigger1 = StateNo = 420
Triggerall = MoveGuarded
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*50)
TriggerAll=enemyNear(var(57)),StateType = S
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=enemyNear(var(57)),MoveType=H
TriggerAll=!InGuardDist
Triggerall = P2Dist X <= 110
Triggerall = var(22) >= 1
Trigger1 = p2dist Y >= -30

[State -3, 200to200]
Type = ChangeState
Value = 215
Trigger1 = StateNo = 420
Triggerall = MoveGuarded
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*50)
TriggerAll=enemyNear(var(57)),StateType = C
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=enemyNear(var(57)),MoveType=H
TriggerAll=!InGuardDist
Triggerall = P2Dist X <= 50
Triggerall = var(22) >= 1
Trigger1 = p2dist Y >= -50

[State -3, 200to200]
Type = ChangeState
Value = 2001
Trigger1 = StateNo = 420
Triggerall = MoveGuarded
Triggerall = Alive;		惗懚
triggerall = var(9) >= 25
TriggerAll=(var(59)>0&&Random<=var(59)*50)
TriggerAll=enemyNear(var(57)),StateType = C
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=enemyNear(var(57)),MoveType=H
TriggerAll=!InGuardDist
Triggerall = P2Dist X >= 70
Triggerall = var(22) >= 1

[State -3, 200to200]
Type = ChangeState
Value = 1140
Trigger1 = StateNo = 420
Triggerall = MoveGuarded
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*50)
TriggerAll=enemyNear(var(57)),StateType != A
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=enemyNear(var(57)),MoveType=H
TriggerAll=!InGuardDist
Triggerall = P2Dist X <= 60

[State -3, 200to200]
Type = ChangeState
Value = 220
Trigger1 = StateNo = 420
Triggerall = Movecontact
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*50)
TriggerAll=StateType != A
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=enemyNear(var(57)),movetype=H
TriggerAll=!InGuardDist
Triggerall = p2dist X = [5,70]
Triggerall = p2dist Y >= -55

[State -3, 200to200]
Type = ChangeState
Value = 225
Trigger1 = StateNo = 420
Triggerall = Movecontact
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*50)
TriggerAll=StateType != A
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=enemyNear(var(57)),movetype=H
TriggerAll=enemyNear(var(57)),statetype != A
TriggerAll=!InGuardDist
Triggerall = p2dist X = [50,120]
Triggerall = p2dist Y >= -10

[State -3, 200to200]
Type = ChangeState
Value = 235
Trigger1 = StateNo = 420
Triggerall = Movecontact
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*50)
TriggerAll=StateType != A
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=enemyNear(var(57)),movetype=H
TriggerAll=!InGuardDist
Triggerall = p2dist X = [5,60]
Triggerall = p2dist Y >= -40

[State -3, 200to200]
Type = ChangeState
Value = 230
Trigger1 = StateNo = 420
Triggerall = Movecontact
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*50)
TriggerAll=StateType != A
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=enemyNear(var(57)),movetype=H
TriggerAll=!InGuardDist
Triggerall = p2dist X = [5,40]
Triggerall = p2dist Y >= -55

[State -3, 200to200]
Type = ChangeState
Value = 430
Trigger1 = StateNo = 420
Triggerall = Movecontact
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*50)
TriggerAll=StateType != A
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=enemyNear(var(57)),movetype=H
TriggerAll=enemyNear(var(57)),statetype!=A
TriggerAll=!InGuardDist
Triggerall = p2dist X = [75,110]
Triggerall = p2dist Y >= -40

[State -3, 200to200]
Type = ChangeState
Value = 1100
Trigger1 = StateNo = 420
Triggerall = Movecontact
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*50)
TriggerAll=StateType != A
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=enemyNear(var(57)),movetype=H
TriggerAll=enemyNear(var(57)),statetype=A
TriggerAll=!InGuardDist
Triggerall = p2dist X = [60,87]
Triggerall = p2dist Y >= -95

[State -3, 200to200]
Type = ChangeState
Value = 1150
Trigger1 = StateNo = 420
Triggerall = Movecontact
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*50)
TriggerAll=StateType != A
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=enemyNear(var(57)),movetype=H
;TriggerAll=enemyNear(var(57)),statetype=A
TriggerAll=!InGuardDist
Triggerall = p2dist X = [0,85]
Triggerall = p2dist Y >= -75
triggerall = var(21) >= 10

[State -3, 200to200]
Type = ChangeState
Value = 3100
Trigger1 = StateNo = 420
Triggerall = Movehit
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*50)
TriggerAll=StateType != A
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=enemyNear(var(57)),movetype=H
TriggerAll=!InGuardDist
Triggerall = p2dist X = [0,85]
Triggerall = p2dist Y >= -75
triggerall = var(21) >= 23
TriggerAll = Power >= 1000


[State -3, 200to200]
Type = ChangeState
Value = 215
Trigger1 = StateNo = 430
Triggerall = MoveGuarded
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*50)
TriggerAll=enemyNear(var(57)),StateType = C
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=enemyNear(var(57)),MoveType=H
TriggerAll=!InGuardDist
Triggerall = P2Dist X <= 50
Triggerall = var(22) >= 1
Trigger1 = p2dist Y >= -50

[State -3, 200to200]
Type = ChangeState
Value = 2001
Trigger1 = StateNo = 430
Triggerall = MoveGuarded
Triggerall = Alive;		惗懚
triggerall = var(9) >= 25
TriggerAll=(var(59)>0&&Random<=var(59)*50)
TriggerAll=enemyNear(var(57)),StateType = C
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=enemyNear(var(57)),MoveType=H
TriggerAll=!InGuardDist
Triggerall = P2Dist X >= 70
Triggerall = var(22) >= 1



[State -3, 200to200]
Type = ChangeState
Value = 1140
Trigger1 = StateNo = 430
Triggerall = MoveGuarded
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*50)
TriggerAll=enemyNear(var(57)),StateType != A
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=enemyNear(var(57)),MoveType=H
TriggerAll=!InGuardDist
Triggerall = P2Dist X <= 60

[State -3, 200to200]
Type = ChangeState
Value = 220
Trigger1 = StateNo = 430
Triggerall = Movecontact
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*50)
TriggerAll=StateType != A
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=enemyNear(var(57)),movetype=H
TriggerAll=!InGuardDist
Triggerall = p2dist X = [5,70]
Triggerall = p2dist Y >= -55

[State -3, 200to200]
Type = ChangeState
Value = 235
Trigger1 = StateNo = 430
Triggerall = Movecontact
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*50)
TriggerAll=StateType != A
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=enemyNear(var(57)),movetype=H
TriggerAll=!InGuardDist
Triggerall = p2dist X = [5,60]
Triggerall = p2dist Y >= -40

[State -3, 200to200]
Type = ChangeState
Value = 230
Trigger1 = StateNo = 430
Triggerall = Movecontact
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*50)
TriggerAll=StateType != A
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=enemyNear(var(57)),movetype=H
TriggerAll=!InGuardDist
Triggerall = p2dist X = [5,40]
Triggerall = p2dist Y >= -55

[State -3, 200to200]
Type = ChangeState
Value = 420
Trigger1 = StateNo = 430
Triggerall = Movecontact
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*50)
TriggerAll=StateType != A
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=enemyNear(var(57)),movetype=H
TriggerAll=!InGuardDist
Triggerall = p2dist X = [0,55]
Triggerall = p2dist Y >= -40

[State -3, 200to200]
Type = ChangeState
Value = 1100
Trigger1 = StateNo = 430
Triggerall = Movecontact
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*50)
TriggerAll=StateType != A
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=enemyNear(var(57)),movetype=H
TriggerAll=enemyNear(var(57)),statetype=A
TriggerAll=!InGuardDist
Triggerall = p2dist X = [60,87]
Triggerall = p2dist Y >= -95

[State -3, 200to200]
Type = ChangeState
Value = 1150
Trigger1 = StateNo = 430
Triggerall = Movecontact
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*50)
TriggerAll=StateType != A
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=enemyNear(var(57)),movetype=H
;TriggerAll=enemyNear(var(57)),statetype=A
TriggerAll=!InGuardDist
Triggerall = p2dist X = [0,85]
Triggerall = p2dist Y >= -75
triggerall = var(21) >= 10

[State -3, 200to200]
Type = ChangeState
Value = 3100
Trigger1 = StateNo = 430
Triggerall = Movehit
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*50)
TriggerAll=StateType != A
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=enemyNear(var(57)),movetype=H
TriggerAll=!InGuardDist
Triggerall = p2dist X = [0,85]
Triggerall = p2dist Y >= -75
triggerall = var(21) >= 23
TriggerAll = Power >= 1000


[State -3, 200to200]
Type = ChangeState
Value = 2001
Trigger1 = StateNo = 1060
Triggerall = Movehit
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*50)
TriggerAll=StateType != A
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=!InGuardDist
triggerall = var(9) >= 25
Triggerall = p2dist X >= 45

[State -3, 200to200]
Type = ChangeState
Value = 2004
Triggerall = StateNo = 1060
Trigger1 = Moveguarded
;Trigger2 = p2dist X <= 45
;Trigger2 = Movehit
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*50)
TriggerAll=StateType != A
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=!InGuardDist
triggerall = var(9) >= 25

[State -3, 200to200]
Type = ChangeState
Value = 2001
Trigger1 = StateNo = 1150
Trigger1 = animelemtime(14) >= 1
Triggerall = Movehit
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*50)
TriggerAll=StateType != A
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=!InGuardDist
triggerall = var(9) >= 25

[State -3, 200to200]
Type = ChangeState
Value = 2004
Trigger1 = StateNo = 1150
Trigger1 = animelemtime(14) >= 1
Triggerall = Moveguarded
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*50)
TriggerAll=StateType != A
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=!InGuardDist
triggerall = var(9) >= 25


[State -3, 200to200]
Type = ChangeState
Value = 2004
Trigger1 = StateNo = 1143
Trigger1 = animelemtime(10) >= 0
Triggerall = Movehit
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*50)
TriggerAll=StateType != A
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=!InGuardDist
triggerall = var(9) >= 25


[State -3, 200to200]
Type = ChangeState
Value = 2001
Trigger1 = StateNo = 1000
Trigger1 = animelemtime(6) >= 1
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*50)
TriggerAll=StateType != A
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=!InGuardDist
triggerall = var(9) >= 25

[State -3, 200to200]
Type = ChangeState
Value = 2004
Trigger1 = StateNo = 1000
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*50)
TriggerAll=StateType != A
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=!InGuardDist
triggerall = var(9) >= 25
Trigger1 = p2bodydist X <= 60

[State -3, 200to200]
Type = ChangeState
Value = 2001
Trigger1 = StateNo = 1070
Trigger1 = animelemtime(6) >= 5
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*50)
TriggerAll=StateType != A
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=!InGuardDist
triggerall = var(9) >= 25

[State -3, 200to200]
Type = ChangeState
Value = 2004
Trigger1 = StateNo = 1070
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*50)
TriggerAll=StateType != A
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=!InGuardDist
triggerall = var(9) >= 25
Trigger1 = p2bodydist X <= 60
TriggerAll=enemyNear(var(57)),statetype != L

[State -3, 200to200]
Type = ChangeState
Value = 2001
Trigger1 = StateNo = 1130
Triggerall = Movehit
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*50)
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=!InGuardDist
triggerall = var(9) >= 25

[State -3, 200to200]
Type = ChangeState
Value = 2004
Trigger1 = StateNo = 1130
Triggerall = Moveguarded
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*50)
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=!InGuardDist
triggerall = var(9) >= 25

[State -3, 200to200]
Type = null;ChangeState
Value = 2004
Trigger1 = StateNo = 1130
Triggerall = Alive;		惗懚
riggerAll=(var(59)>0&&Random<=var(59)*50)
TriggerAll=StateType != A
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=!InGuardDist
triggerall = var(9) >= 25
Trigger1 = p2bodydist X <= 60

[State -3, 200to200]
Type = ChangeState
Value = 2007
Trigger1 = StateNo = 1005
Trigger1 = animelemtime(5) >= 1
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*50)
TriggerAll=StateType = A
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=enemyNear(var(57)),stateno=[120,159]
TriggerAll=!InGuardDist
triggerall = var(9) >= 25
Triggerall = pos Y >=-50
Trigger1 = p2bodydist X >= 30

[State -3, 200to200]
Type = ChangeState
Value = 2006
Trigger1 = StateNo = 1005
Trigger1 = animelemtime(5) >= 1
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*50)
TriggerAll=StateType = A
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=!InGuardDist
triggerall = var(9) >= 25
Triggerall = pos Y >=-50
Trigger1 = p2bodydist X >= 30

[State -3, 200to200]
Type = ChangeState
Value = 2000
Trigger1 = StateNo = 1005
Trigger1 = animelemtime(5) >= 1
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*50)
TriggerAll=StateType = A
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=!InGuardDist
triggerall = var(9) >= 25
Triggerall = pos Y >=-50
;Trigger1 = p2bodydist X >= 30

[State -3, 200to200]
Type = ChangeState
Value = 2002
Trigger1 = StateNo = 1005
Trigger1 = animelemtime(5) >= 1
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*50)
TriggerAll=StateType = A
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=!InGuardDist
triggerall = var(9) >= 25
Triggerall = pos Y <=-50
;Trigger1 = p2bodydist X >= 30

[State -3, 200to200]
Type = null;ChangeState
Value = 2003
Trigger1 = StateNo = 1005
Trigger1 = animelemtime(5) >= 1
Triggerall = Alive;		惗懚
TriggerAll=(var(59)>0&&Random<=var(59)*50)
TriggerAll=StateType = A
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=!InGuardDist
triggerall = var(9) >= 25
Trigger1 = p2bodydist X <= 30



;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;嬻拞栚墴偟 
;AnimTime=0 Prevstateno enemyNear(var(57)),movetype = H enemyNear(var(57)),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

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;寗晅偒
;enemyNear(var(57)),movetype=I !EnemyNearCtrl enemyNear(var(57)),statetype=A
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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 -1,]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*80)
TriggerAll=StateType = A
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=enemyNear(var(57)),MoveType=H
Triggerall=enemyNear(var(57)),statetype=A
TriggerAll=!InGuardDist
triggerall = var(9) >= 25
TriggerAll=Moveguarded
TriggerAll=enemyNear(var(57)),stateno=[120,159]
Trigger1 = StateNo=620
Value    = 2003

[State -1,]
Type     = ChangeState
Value    = 3200
TriggerAll=(var(59)>0&&Random<=var(59)*90)
TriggerAll=StateType = A
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=enemyNear(var(57)),movetype=H
Triggerall=enemyNear(var(57)),statetype=A
Triggerall = Movehit
;Triggerall = pos Y <=-25
triggerall = stateno = [620,630]
TriggerAll=enemyNear(var(57)),stateno!=[700,705]
triggerall = power >= 1000
triggerall = p2BodyDist Y = [-180,250]
triggerall = p2BodyDist X >= -280
trigger1 = var(7) = 1
trigger2 = var(21) = [2,4]

[State -1,]
Type     = ChangeState
Value    = 1120
TriggerAll=(var(59)>0&&Random<=var(59)*70)
TriggerAll=StateType = A
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=enemyNear(var(57)),movetype=H
Triggerall=enemyNear(var(57)),statetype=A
TriggerAll = Power <= 1000
Triggerall = Movecontact
;Triggerall = pos Y <=-25
triggerall = stateno = [620,630]
triggerall = movecontact
TriggerAll=enemyNear(var(57)),stateno!=[700,705]
triggerall = p2BodyDist Y = [-180,250]
triggerall = p2BodyDist X >= -280
trigger1 = var(7) = 1
trigger2 = var(21) <= 2
Trigger3=p2bodydist X>=50
Trigger4=p2bodydist Y<=-80

[State -1,]
Type     = ChangeState
Value    = 1120
TriggerAll=(var(59)>0&&Random<=var(59)*70)
TriggerAll=StateType = A
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=enemyNear(var(57)),movetype=H
Triggerall=enemyNear(var(57)),statetype!=A
TriggerAll=p2dist Y>=30
Triggerall = Movecontact
triggerall = p2BodyDist Y = [-180,250]
triggerall = p2BodyDist X >= -280
trigger1 = stateno = 630
trigger1 = movecontact

[State -1,]
Type     = ChangeState
Value    = 1120
TriggerAll=(var(59)>0&&Random<=var(59)*70)
TriggerAll=StateType = A
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=enemyNear(var(57)),movetype=H
Triggerall=enemyNear(var(57)),statetype!=A
Triggerall = Movehit
TriggerAll=enemyNear(var(57)),stateno!=[700,705]
triggerall = p2BodyDist Y = [-180,250]
triggerall = p2BodyDist X >= -280
trigger1 = stateno = 620
trigger1 = movecontact

[State -1,]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType = A
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=enemyNear(var(57)),MoveType=H
TriggerAll=!InGuardDist
triggerall = var(9) <= 25
TriggerAll=Moveguarded
TriggerAll=enemyNear(var(57)),stateno=[120,159]
Trigger1 = StateNo=620
Value    = 520

[State -1,]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType = A
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=enemyNear(var(57)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=(P2BodyDist X=[-10,100])
TriggerAll=(P2BodyDist Y=[-150,20])
triggerall = var(7) <= 0
TriggerAll=Movehit
triggerall = var(20) <= 10
Trigger1 = StateNo=620
Value    = 510

[State -3,嬻拞2]
Type = ChangeState
value = 630
TriggerAll=var(59)>0
triggerall=alive
TriggerAll=RoundState = 2
TriggerAll=StateType=A
TriggerAll=enemyNear(var(57)),statetype != L
TriggerAll=enemyNear(var(57)),movetype = H
TriggerAll=!InGuardDist
TriggerAll=p2bodydist X=[0,50]
TriggerAll=p2bodydist Y=[-70,70]
Triggerall=stateno = 510
Trigger1 = Random <= var(59)*40
triggerall = var(21) >= 2


[State -1,]
Type     = ChangeState
Value    = 630
TriggerAll=(var(59)>0&&Random<=var(59)*70)
TriggerAll=StateType = A
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=enemyNear(var(57)),movetype=H
TriggerAll=!InGuardDist
TriggerAll=p2dist X=[0,50]
TriggerAll=p2dist Y=[-70,70]
Triggerall = Movecontact
;Triggerall = pos Y <=-25
trigger1 = stateno = 1101
trigger1 = movecontact
triggerall = var(21) >= 2

[State -1,]
Type     = null;ChangeState
Value    = 610
TriggerAll=(var(59)>0&&Random<=var(59)*70)
TriggerAll=StateType = A
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=enemyNear(var(57)),movetype=H
TriggerAll=!InGuardDist
TriggerAll=p2dist X=[0,40]
TriggerAll=p2dist Y=[-15,25]
Triggerall = Movecontact
;Triggerall = pos Y <=-25
trigger1 = stateno = [610,630]
trigger1 = movecontact
triggerall = var(21) >= 2

[State -1,]
Type     = ChangeState
Value    = 620
TriggerAll=(var(59)>0&&Random<=var(59)*70)
TriggerAll=StateType = A
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=enemyNear(var(57)),movetype=H
TriggerAll=!InGuardDist
TriggerAll=p2dist X=[-5,75]
TriggerAll=p2dist Y=[-80,60]
Triggerall = Movecontact
;Triggerall = pos Y <=-25
trigger1 = stateno = 610
trigger1 = movecontact
triggerall = var(21) >= 2

[State -1,]
Type     = ChangeState
Value    = 620
TriggerAll=(var(59)>0&&Random<=var(59)*70)
TriggerAll=StateType = A
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=enemyNear(var(57)),movetype=H
TriggerAll=!InGuardDist
TriggerAll=p2dist X=[-5,70]
TriggerAll=p2dist Y=[-80,60]
Triggerall = Movecontact
;Triggerall = pos Y <=-25
trigger1 = stateno = 630
trigger1 = movecontact
triggerall = var(21) >= 2

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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
;enemyNear(var(57)),Ctrl enemyNear(var(57)),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,傇偭傁]
Type = ChangeState
value = 1000
triggerall=alive
TriggerAll=var(59)>0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=enemyNear(var(57)),statetype != L
TriggerAll=enemyNear(var(57)),movetype = I
TriggerAll=enemyNear(var(57)),Ctrl
Triggerall=ctrl||stateno=21||stateno=22
TriggerAll=p2bodydist X >= 180
TriggerAll=enemyNear(var(57)),Alive
Trigger1 = Random<=var(59)*60

[State -3,傇偭傁]
Type = ChangeState
value = 1050
triggerall=alive
TriggerAll=var(59)>0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=enemyNear(var(57)),statetype != L
TriggerAll=enemyNear(var(57)),movetype!=A
Triggerall=ctrl||stateno=21||stateno=22
TriggerAll=p2bodydist X = [120,190]
TriggerAll=enemyNear(var(57)),Alive
triggerall=NumHelper(1065)
TriggerAll=enemyNear(var(57)),stateno=[120,159]
Trigger1 = Random<=var(59)*15

[State -3,傇偭傁]
Type = ChangeState
value = 1020
triggerall=alive
TriggerAll=var(59)>0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=enemyNear(var(57)),statetype != L
TriggerAll=enemyNear(var(57)),statetype != S
TriggerAll=enemyNear(var(57)),movetype!=A
Triggerall=ctrl||stateno=21||stateno=22
TriggerAll=p2bodydist X >=140
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=enemyNear(var(57)),stateno=[120,159]
Trigger1 = Random<=var(59)*5

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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,偟傖偑傒(掇澳迱貞謧鄬搨藗膫]
Type = null;ChangeState
value = 11
Ctrl = 0
triggerall=alive
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType != A
TriggerAll=StateNo=0
Triggerall=ctrl||stateno=21||stateno=22||stateno=100||stateno=101
Trigger1 = Random <= var(59)*20||var(59)>9

[State -3,偟傖偑傒夝彍(掇澳迱貞謧鄬搨藗膫]
Type = null;ChangeState
value = 0
Ctrl = 1
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType != A
TriggerAll=StateNo = 11
Trigger1 = Random <= var(59)*20||var(59)>9

[State -3,嫁踢]
Type     = ChangeState
Value    = 41
triggerall=alive
TriggerAll=var(59)>0
Triggerall = StateType != A
Triggerall = enemyNear(var(57)),statetype != L
Triggerall = enemyNear(var(57)),movetype = I
Triggerall = enemyNear(var(57)),movetype != H
Triggerall = !inguarddist
Triggerall=ctrl||stateno=21||stateno=22
trigger1 = Random <= var(59)*1

[State -3,僟僢僔儏]
Type     = ChangeState
Value    = 2001
triggerall=alive
TriggerAll=var(59)>0
Triggerall = StateType != A
Triggerall = enemyNear(var(57)),statetype != L
Triggerall = enemyNear(var(57)),movetype = I
Triggerall = !inguarddist
Triggerall = movetype != A
triggerall = Random <= 2
triggerall = stateno != 0
triggerall = roundstate = 2
Triggerall = p2bodydist X >= 150
triggerall = var(9) >= 25
trigger1 = stateno != [2000,2007]
triggerall = movetype != H
triggerall = stateno != [5000,5900]

[State -3,僟僢僔儏]
Type     = ChangeState
Value    = 100
triggerall=alive
TriggerAll=var(59)>0
Triggerall = StateType != A
Triggerall = enemyNear(var(57)),statetype != L
Triggerall = enemyNear(var(57)),movetype = I
Triggerall = !inguarddist
Triggerall=ctrl||stateno=21||stateno=22
Triggerall=stateno!=[100,101]
trigger1 = Random <= 30
Trigger1 = p2bodydist X = [60,150]

[State -3,兽矫遌
Type     = ChangeState
Value    = 105
triggerall=alive
TriggerAll=var(59)>0
Triggerall = StateType != A
Triggerall = facing*(enemynear(numenemy>=2),pos x-pos x)>0
Triggerall = enemyNear(var(57)),statetype != L
Triggerall = enemyNear(var(57)),movetype != H
Triggerall = enemyNear(var(57)),stateno != [120,159]
Triggerall = !inguarddist
Triggerall=ctrl||stateno=21||stateno=22
Triggerall = backedgebodydist > 62
Trigger1 = p2bodydist X <= 40
trigger1 = Random <= var(59)*1

[State -3,兽矫遌
Type     = ChangeState
Value    = 2004
triggerall=alive
TriggerAll=var(59)>0
Triggerall = facing*(enemynear(numenemy>=2),pos x-pos x)>0
Triggerall = movetype != A
Triggerall = enemyNear(var(57)),statetype != L
Triggerall = enemyNear(var(57)),movetype = I
Triggerall = enemyNear(var(57)),stateno != [120,159]
Triggerall = !inguarddist
Triggerall = backedgebodydist > 82
Triggerall = p2bodydist X >= 150
triggerall = Random <= var(59)*5
triggerall = var(9) >= 25
trigger1 = stateno != [2000,2007]
triggerall = movetype != H
triggerall = stateno != 0
triggerall = stateno != [5000,5900]
triggerall = stateno != 0

[State -3, 200to210]
Type = ChangeState
Value = 22
triggerall=alive
TriggerAll=(var(59)>0&&Random<=var(59)*15)
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=enemyNear(var(57)),movetype!=A
Triggerall=enemyNear(var(57)),statetype!=L
Triggerall = enemyNear(var(57)),numproj = 0
TriggerAll=stateno!=22
Trigger1=ctrl||stateno=21||stateno=22


[State -3, 200to210]
Type = ChangeState
Value = 100
triggerall=alive
TriggerAll=(var(59)>0&&Random<=var(59)*25)
TriggerAll=RoundState = 2
TriggerAll=StateType != A
Triggerall=enemyNear(var(57)),statetype!=L
Triggerall=stateno!=[100,101]
Trigger1=enemyNear(var(57)),movetype=H
Trigger2=enemyNear(var(57)),stateno=[120,159]
Triggerall=ctrl||stateno=21||stateno=22
;Triggerall=enemyNear(var(57)),stateno!= 6068
Triggerall = p2bodydist X >= 40
;Triggerall = p2bodydist Y >= -70
TriggerAll=enemyNear(var(57)),stateno!=[700,705]

[State -3, 200to210]
Type = ChangeState
Value = 41
triggerall=alive
TriggerAll=(var(59)>0&&Random<=var(59)*40)
TriggerAll=RoundState = 2
TriggerAll=StateType != A
Triggerall=enemyNear(var(57)),statetype!=L
Trigger1=enemyNear(var(57)),movetype=H
;Trigger2=enemyNear(var(57)),stateno=[120,159]
Triggerall = enemyNear(var(57)),numproj = 0
Triggerall=ctrl||stateno=21||stateno=22
Triggerall = p2bodydist X >= -10
Triggerall = p2bodydist Y <= -70
TriggerAll=enemyNear(var(57)),stateno!=[700,705]

[State -3, 200to210]
Type = ChangeState
Value = 21
triggerall=alive
TriggerAll=(var(59)>0&&Random<=var(59)*90)
TriggerAll=RoundState = 2
TriggerAll=StateType != A
Triggerall=enemyNear(var(57)),statetype!=L
TriggerAll=enemyNear(var(57)),movetype!=A
TriggerAll=stateno!=21
TriggerAll=stateno!=[100,101]
Triggerall=ctrl||stateno=22
Trigger1 = p2bodydist X >= 35

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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(var(57)),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, 0to200]
Type = ChangeState
Value = 200
triggerall=alive
TriggerAll=var(59)>0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=enemyNear(var(57)),statetype != L
TriggerAll=!InGuardDist
Trigger1=ctrl||stateno=21||stateno=22||stateno=100||(stateno=200)&&(animelemtime(3)>2)||(stateno=400)&&(animelemtime(3)>2)
Triggerall = p2bodydist X = [0,15]
Triggerall = p2bodydist Y > -50
Triggerall = !InGuardDist
TriggerAll=Random<=var(59)*50
TriggerAll=enemyNear(var(57)),stateno!=[700,705]
TriggerAll=Random<=var(59)*50

[State -3, 0to200]
Type = ChangeState
Value = 400
triggerall=alive
TriggerAll=var(59)>0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=enemyNear(var(57)),statetype != L
TriggerAll=!InGuardDist
Trigger1=ctrl||stateno=21||stateno=22||stateno=100||(stateno=200)&&(animelemtime(3)>2)||(stateno=400)&&(animelemtime(3)>2)
Triggerall = p2bodydist X = [0,15]
Triggerall = p2bodydist Y > -50
Triggerall = !InGuardDist
TriggerAll=Random<=var(59)*50
TriggerAll=enemyNear(var(57)),stateno!=[700,705]
TriggerAll=Random<=var(59)*50

[State -3, 0to200]
Type = ChangeState
Value = 230
triggerall=alive
TriggerAll=var(59)>0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=enemyNear(var(57)),statetype != L
TriggerAll=!InGuardDist
Triggerall=ctrl||stateno=21||stateno=22||(stateno=200)&&(animelemtime(3)>2);||stateno=100||stateno=101
TriggerAll=enemyNear(var(57)),movetype !=A
Trigger1 = p2bodydist X = [0,30]
Trigger1 = p2bodydist Y > -80
Trigger1 = !InGuardDist
TriggerAll=Random<=var(59)*50
TriggerAll=enemyNear(var(57)),stateno!=[700,705]

[State -3, 0to200]
Type = ChangeState
Value = 220
triggerall=alive
TriggerAll=var(59)>0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=enemyNear(var(57)),statetype != L
TriggerAll=!InGuardDist
Triggerall=ctrl||stateno=21||stateno=22||(stateno=200)&&(animelemtime(3)>2);||stateno=100||stateno=101
TriggerAll=enemyNear(var(57)),movetype !=A
Trigger1 = p2bodydist X = [0,65]
Trigger1 = p2bodydist Y > -60
Trigger1 = !InGuardDist
TriggerAll=Random<=var(59)*50
TriggerAll=enemyNear(var(57)),stateno!=[700,705]

[State -3,]
Type = ChangeState
value = 420
triggerall=alive
TriggerAll=var(59)>0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=enemyNear(var(57)),statetype != L
TriggerAll=!InGuardDist
TriggerAll=p2dist X=[0,62]
TriggerAll=p2dist Y=[-70,-20]
TriggerAll=enemyNear(var(57)),statetype=A
TriggerAll=enemyNear(var(57)),movetype != H
Triggerall=ctrl||stateno=21||stateno=22||(stateno=200)&&(animelemtime(3)>2)
Trigger1 = Random <= var(59)*30
TriggerAll=enemyNear(var(57)),stateno!=[700,705]

[State -3, 0to200]
Type = ChangeState
Value = 430
triggerall=alive
TriggerAll=var(59)>0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=enemyNear(var(57)),statetype != L
TriggerAll=!InGuardDist
TriggerAll=enemyNear(var(57)),statetype=S
Trigger1=ctrl||stateno=21||stateno=22
trigger1 = Random <= var(59)*65
Triggerall = p2bodydist X = [30,70]
Triggerall = !InGuardDist
TriggerAll=enemyNear(var(57)),stateno!=[700,705]

[State -3, 0to200]
Type = ChangeState
Value = 225
triggerall=alive
TriggerAll=var(59)>0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=enemyNear(var(57)),statetype != L
TriggerAll=!InGuardDist
Triggerall=ctrl||stateno=21||stateno=22||(stateno=200)&&(animelemtime(3)>2);||stateno=100||stateno=101
TriggerAll=enemyNear(var(57)),movetype !=A
TriggerAll = enemyNear(var(57)),StateType != L
TriggerAll=enemyNear(var(57)),statetype!=A
Trigger1 = p2bodydist X = [75,90]
Trigger1 = !InGuardDist
trigger1 = Random <= var(59)*35
TriggerAll=enemyNear(var(57)),stateno!=[700,705]

[State -3, 0to200]
Type = ChangeState
Value = 1130
triggerall=alive
TriggerAll=var(59)>0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=enemyNear(var(57)),statetype != L
TriggerAll=!InGuardDist
TriggerAll=enemyNear(var(57)),statetype!=A
Trigger1=stateno=100
Triggerall = p2bodydist X = [0,80]
Triggerall = !InGuardDist
Triggerall=enemyNear(var(57)),stateno!=[120,159]
TriggerAll=enemyNear(var(57)),stateno!=[700,705]

[State -3, 0to200]
Type = ChangeState
Value = 410
triggerall=alive
TriggerAll=var(59)>0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=enemyNear(var(57)),statetype != L
TriggerAll=!InGuardDist
TriggerAll=enemyNear(var(57)),statetype=S
Trigger1=ctrl||stateno=21||stateno=22||stateno=100
Triggerall = p2bodydist X = [0,30]
Triggerall = !InGuardDist
TriggerAll=enemyNear(var(57)),stateno!=[700,705]



;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒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,棫偪夞傝梡丂嬻拞僟僢僔儏]
Type     = ChangeState
Triggerall = var(59)>0
triggerall=alive
Triggerall = StateType = A
Triggerall = enemyNear(var(57)),statetype != L
Triggerall = enemyNear(var(57)),movetype = I
Triggerall = !inguarddist
TriggerAll=p2bodydist X>150
triggerall = var(9) >= 25
triggerall = movetype != H
triggerall = stateno != 0
triggerall = stateno != [5000,5900]
triggerall = roundstate = 2
triggerall = stateno != [2000,2007]
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=MoveType=A
trigger1 = Random <= var(59)*6
trigger1 = pos Y <= -40
Value    = 2000

[State -3,棫偪夞傝梡丂嬻拞僶僢僋僟僢僔儏]
Type     = ChangeState
Triggerall = var(59)>0
triggerall=alive
Triggerall = StateType = A
Triggerall = enemyNear(var(57)),statetype != L
Triggerall = enemyNear(var(57)),movetype = I
Triggerall = !inguarddist
triggerall = backedgebodydist >= 62
triggerall = var(9) >= 25
triggerall = movetype != H
triggerall = stateno != 0
triggerall = stateno != [5000,5900]
triggerall = roundstate = 2
triggerall = stateno != [2000,2007]
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=MoveType=A
Trigger1 = p2bodydist X = [30,80]
trigger1 = Random <= var(59)*5
trigger1 = pos Y <= -40
Value    = 2003

[State -3,棫偪夞傝梡丂嬻拞僶僢僋僟僢僔儏]
Type     = null;ChangeState
Triggerall = var(59)>0
triggerall=alive
Triggerall = StateType = A
Triggerall = enemyNear(var(57)),statetype != L
Triggerall = !inguarddist
triggerall = var(2) >= 0
triggerall = backedgebodydist >= 62
Triggerall=ctrl || (stateno = [225,226])&&(animelemtime(10) >= 0 ) || (stateno = 1050)&&(animelemtime(10) >= 0 )
TriggerAll=enemyNear(var(57)),Alive
TriggerAll=enemyNear(var(57)),stateno=[120,155]
Trigger1 = p2bodydist X = [-10,30]
trigger1 = Random <= var(59)*65
Value    = 108

[State -3, 200to210]
Type = null;ChangeState
Value = 108
TriggerAll=(var(59)>0&&Random<=var(59)*40)
triggerall=alive
TriggerAll=RoundState = 2
TriggerAll=StateType = A
TriggerAll=enemyNear(var(57)),Alive
Triggerall=enemyNear(var(57)),statetype!=L
Trigger1=enemyNear(var(57)),movetype=H
Triggerall=enemyNear(var(57)),stateno=[120,159]
Triggerall=enemyNear(var(57)),stateno!= 6068
triggerall = var(2) >= 0
;Triggerall = enemyNear(var(57)),numproj = 0
Triggerall=ctrl || (stateno = [225,226])&&(animelemtime(10) >= 0 ) || (stateno = 1050)&&(animelemtime(10) >= 0 )
Triggerall = p2bodydist X = [30,150]
Triggerall = p2bodydist Y >= -60

[State -3, 200to210]
Type = ChangeState
Value = 2000
TriggerAll=(var(59)>0&&Random<=var(59)*60)
triggerall=alive
TriggerAll=RoundState = 2
TriggerAll=StateType = A
TriggerAll=enemyNear(var(57)),Alive
Triggerall=enemyNear(var(57)),statetype!=L
Trigger1=enemyNear(var(57)),movetype=H
Triggerall=enemyNear(var(57)),stateno!=[120,159]
Triggerall=enemyNear(var(57)),stateno!= 6068
triggerall = var(9) >= 25
triggerall = movetype != H
triggerall = stateno != 0
triggerall = stateno != [5000,5900]
triggerall = roundstate = 2
triggerall = stateno != [2000,2007]
Triggerall = p2bodydist X >= 50
Triggerall = p2bodydist Y = [-50,30]
TriggerAll=enemyNear(var(57)),stateno!=[700,705]

[State -3, 200to210]
Type = ChangeState
Value = 2000
TriggerAll=(var(59)>0&&Random<=var(59)*80)
triggerall=alive
TriggerAll=RoundState = 2
TriggerAll=StateType = A
TriggerAll=enemyNear(var(57)),Alive
Triggerall=enemyNear(var(57)),statetype!=L
Trigger1=enemyNear(var(57)),movetype=H
TriggerAll=enemyNear(var(57)),stateno!=[120,159]
triggerall = var(9) >= 25
triggerall = movetype != H
triggerall = stateno != 0
triggerall = stateno != [5000,5900]
triggerall = roundstate = 2
triggerall = stateno != [2000,2007]
Triggerall = p2bodydist X >= 50

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;嬻拞棫偪夞傝媄怳傝 
;Ctrl Random enemyNear(var(57)),movetype = I 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,嬻拞1]
Type = ChangeState
value = 620
TriggerAll=var(59)>0
triggerall=alive
TriggerAll=RoundState = 2
TriggerAll=StateType=A
TriggerAll=enemyNear(var(57)),statetype != L
TriggerAll=enemyNear(var(57)),movetype != A
TriggerAll=!InGuardDist
TriggerAll=p2bodydist X=[0,65]
TriggerAll=p2bodydist Y=[-100,40]
TriggerAll=vel x >= 0
Triggerall=ctrl||stateno=[2010,2011];||StateNo=[510,520]
Trigger1 = Random <= var(59)*70
triggerall = stateno != 620

[State -3,嬻拞1]
Type = ChangeState
value = 620
TriggerAll=var(59)>0
triggerall=alive
TriggerAll=RoundState = 2
TriggerAll=StateType=A
TriggerAll=enemyNear(var(57)),statetype != L
TriggerAll=enemyNear(var(57)),movetype != A
TriggerAll=!InGuardDist
TriggerAll=p2bodydist X=[-5,65]
TriggerAll=p2bodydist Y=[-100,40]
TriggerAll=vel x >= 0
Triggerall=ctrl||stateno=[510,520]
Trigger1 = Random <= var(59)*70
triggerall = stateno != 620

[State -3,嬻拞2]
Type = ChangeState
value = 630
TriggerAll=var(59)>0
triggerall=alive
TriggerAll=RoundState = 2
TriggerAll=StateType=A
TriggerAll=enemyNear(var(57)),statetype != L
;TriggerAll=enemyNear(var(57)),statetype != A
TriggerAll=enemyNear(var(57)),movetype != A
TriggerAll=!InGuardDist
TriggerAll=p2bodydist X=[0,75]
TriggerAll=p2bodydist Y=[-80,56]
TriggerAll=vel x >= 0
Triggerall=ctrl||stateno = [2010,2012]
Trigger1 = Random <= var(59)*70
triggerall = stateno != 630

[State -3,嬻拞2]
Type = ChangeState
value = 630
TriggerAll=var(59)>0
triggerall=alive
TriggerAll=RoundState = 2
TriggerAll=StateType=A
TriggerAll=enemyNear(var(57)),statetype != L
;TriggerAll=enemyNear(var(57)),statetype != A
TriggerAll=enemyNear(var(57)),movetype != A
TriggerAll=!InGuardDist
TriggerAll=p2bodydist X=[0,75]
TriggerAll=p2bodydist Y=[-80,50]
TriggerAll=vel x >= 0
Triggerall=ctrl||stateno = [510,520]
Trigger1 = Random <= var(59)*70
triggerall = stateno != 630

[State -3,嬻拞3]
Type = ChangeState
value = 610
TriggerAll=var(59)>0
triggerall=alive
TriggerAll=RoundState = 2
TriggerAll=StateType=A
TriggerAll=enemyNear(var(57)),statetype != L
TriggerAll=enemyNear(var(57)),movetype != A
TriggerAll=!InGuardDist
TriggerAll=p2bodydist X=[-5,50]
TriggerAll=p2bodydist Y=[-10,25]
Triggerall=ctrl||stateno = [2010,2011]
TriggerAll=vel x >= 0
Trigger1 = p2bodydist X <= 90
Trigger1 = Random <= var(59)*80

[State -3,嬻拞3]
Type = ChangeState
value = 610
TriggerAll=var(59)>0
triggerall=alive
TriggerAll=RoundState = 2
TriggerAll=StateType=A
TriggerAll=enemyNear(var(57)),statetype != L
TriggerAll=enemyNear(var(57)),movetype != A
TriggerAll=!InGuardDist
TriggerAll=p2bodydist X=[-5,40]
TriggerAll=p2bodydist Y=[-10,25]
Triggerall=ctrl||stateno = [510,520]
Triggerall = pos Y <=-20
TriggerAll=vel x >= 0
Trigger1 = Random <= var(59)*80

[State -3,嬻拞]
Type = ChangeState
value = 1005
TriggerAll=var(59)>0
triggerall=alive
TriggerAll=RoundState = 2
TriggerAll=StateType=A
TriggerAll=enemyNear(var(57)),statetype != L
TriggerAll=enemyNear(var(57)),movetype != A
TriggerAll=!InGuardDist
Trigger1=p2bodydist X=[30,150]
Trigger2=p2bodydist Y<=-130
TriggerAll=p2bodydist Y>=-30
Triggerall=ctrl||stateno = [2010,2011]
Triggerall = pos Y <=-85
Triggerall = Random <= var(59)*15
Triggerall=enemyNear(var(57)),stateno!=[1131,1132]
TriggerAll=enemyNear(var(57)),stateno!=[700,705]



[State -3,嬻拞]
Type = ChangeState
value = 1005
TriggerAll=var(59)>0
triggerall=alive
TriggerAll=RoundState = 2
TriggerAll=StateType=A
TriggerAll=enemyNear(var(57)),statetype != L
TriggerAll=enemyNear(var(57)),movetype != A
TriggerAll=!InGuardDist
Trigger1=p2bodydist X=[30,150]
Trigger2=p2bodydist Y<=-130
TriggerAll=p2bodydist Y>=-30
Triggerall=ctrl||stateno = [510,520]
Triggerall = pos Y <=-85
Triggerall = Random <= var(59)*15
Triggerall=enemyNear(var(57)),stateno!=[1131,1132]
TriggerAll=enemyNear(var(57)),stateno!=[700,705]

[State -3,]
type = Varset
trigger1 = stateno = [3000,3999]
v = 9
value = 0
IgnoreHitPause = 1

[State -3, 壒傪柭傜偡]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52  ;拝抧僗僥乕僩
trigger2 = stateno = 106 ;僶僢僋僗僥僢僾屻偺拝抧僗僥乕僩
value = 40, 0

[State -3,]
type = Varset
trigger1 = EnemyNear,GethitVar(hitcount) >=0 
trigger1 = PalNo != 12
v = 10
value = 0 + (EnemyNear,GethitVar(hitcount))
IgnoreHitPause = 1

[State -3,]
type = Varset
trigger1 = enemyNear(var(57)),MoveType != H
trigger1 = PalNo != 12
v = 10
value = 0
IgnoreHitPause = 1

[State -3,]
type = AttackMulSet
trigger1 = Var(10) > 0
trigger1 = Var(10) < 10
trigger1 = PalNo != 12
value = 1.0 - (var(10) * 0.068)
IgnoreHitPause = 1

[State -3,]
type = AttackMulSet
trigger1 = enemyNear(var(57)),MoveType != H
trigger1 = PalNo != 12
value = 1
IgnoreHitPause = 1

[State -3,]
type = Varset
trigger1 = var(21) = [2,15]
trigger2 = PalNo = 12
v = 20
value = 1
IgnoreHitPause = 1

[State -3,]
type = Varset
triggerall = PalNo != 12
trigger1 = var(21) <= 1
v = 20
value = 10
IgnoreHitPause = 1

[State -3,]
type = Varset
trigger1 = var(21) <= 0
v = 21
value = 0
IgnoreHitPause = 1

[State ]
type = Changestate
triggerall = var(59) > 0
TriggerAll = palno < 10
triggerall = statetype != A
triggerall = !inguarddist
triggerall = enemynear,statetype != L || enemy,statetype != L || p2stateno = 5120
trigger1 = ctrl
trigger1 = prevstateno = 400
trigger1 = p2movetype = H
value = 720


[Statedef 100000]
type=U
movetype=U
physics=U
movehitpersist=1
hitdefpersist=1
hitcountpersist=1


[State ,杮懱偑棃偨応崌]
type=SelfState
trigger1=!ishelper
value=52
persistent=256
ignorehitpause=1


[State ,傾僯儊]
type=ChangeAnim
triggerall=ishelper
Trigger1=Anim!=112211
Trigger1=Anim!=99999||!NumTarget
value=112211
ignorehitpause=1

[State ,傾僯儊]
type=ChangeAnim
triggerall=ishelper
Triggerall=NumEnemy
Triggerall=Anim!=99999
Trigger1=NumTarget
Trigger1=!Target,ishelper
value=99999
ignorehitpause=1

[State ,僗僥乕僩僞僀僾]
type=Statetypeset
trigger1=1
statetype=C
movetype=I
physics=N
ignorehitpause=1

[State 100002,僇儊儔捛傢側偄]
type=Screenbound
trigger1=1
value=0
ignorehitpause=1

[State ,僐儞僩儘乕儖]
type=Ctrlset
trigger1=1
value=0
ignorehitpause=1

[State ,懍搙]
type=Velset
trigger1=1
x=0
y=0
ignorehitpause=1

[State ,埵抲]
type=BindToRoot
trigger1=ishelper
pos=0,-50-(ishelper(100000))*10
ignorehitpause=1

[State ,埵抲]
type=BindToRoot
triggerall=ishelper
triggerall=NumEnemy
trigger1=!NumTarget
time=1
pos=((Enemy(ishelper(100000)&&NumEnemy>1),Pos x)-root,pos x)*root,facing,(Enemy(ishelper(100000)&&NumEnemy>1),Pos y-20)-root,pos y
facing=facing*root,facing
ignorehitpause=1

[State ,僗僾儔僀僩昞帵]
type=Sprpriority
trigger1=1
value=1
ignorehitpause=1

[State ,摟柧壔]
type=AssertSpecial
trigger1=1
flag=invisible
flag2=noshadow
ignorehitpause=1

[State ,僸僢僩悢儕僙僢僩]
type=HitAdd
triggerall=UniqHitCount
trigger1=1
value=-UniqHitCount
ignorehitpause=1

[State ,塱懕僞乕僎僢僩]
type=HitDef
triggerall=ishelper(100000)
triggerall=NumEnemy
triggerall=!NumTarget
Triggerall=root,ctrl
trigger1=gametime%33=0
attr=,AA,AT,AP
hitflag=MAFD
guardflag=
animtype=Hard
;ground.type = Non
sparkno=-1
hitsound=-1
numhits=0
ground.slidetime=0
guard.slidetime=0
ground.hittime=0
air.hittime=0
pausetime=0,0
guard.dist=0
fall.damage=0
ignorehitpause=1

[State ,塱懕僞乕僎僢僩]
type=ReversalDef
triggerall=ishelper
triggerall=NumEnemy
triggerall=!NumTarget
trigger1=gametime%33=0
reversal.attr=SCA,AA,AP,AT
numhits=0
pausetime=0,0
sparkno=-1
hitsound=-1
ignorehitpause=1

[State ,僗僥乕僩僞僀僾]
type=Statetypeset
triggerall=ishelper
triggerall=NumEnemy
triggerall=!NumTarget
triggerall=roundstate=2
Triggerall=ctrl
trigger1=gametime%33=0
trigger2=Enemy(ishelper(100000)&&NumEnemy>1),MoveType=H
movetype=A
ignorehitpause=1

[State ,塱懕僞乕僎僢僩]
type=HitDef
triggerall=ishelper
triggerall=NumEnemy
triggerall=!NumTarget
Trigger1=ctrl
trigger1=Enemy(ishelper(100000)&&NumEnemy>1),MoveType=H
attr=,AA,AT,AP
hitflag=MAFD
guardflag=
animtype=Hard
ground.type=None
sparkno=-1
hitsound=-1
numhits=0
ground.hittime=0
ground.slidetime=0
air.hittime=0
guard.slidetime=0
pausetime=0,0
guard.dist=0
fall.damage=0
ignorehitpause=1

[State ,塱懕僞乕僎僢僩]
type=ReversalDef
triggerall=ishelper
triggerall=NumEnemy
triggerall=NumTarget
trigger1=!Target,ishelper
reversal.attr=SCA,AA,AP,AT
pausetime=0,0
sparkno=-1
hitsound=-1
numhits=0
ignorehitpause=1

[State ,僞乕僎僢僩嶍彍]
type=Targetdrop
triggerall=ishelper
triggerall=NumTarget
trigger1=Target,ishelper
trigger2=!Target,ishelper
trigger2=Target,ID!=Enemy(ishelper(100000)&&NumEnemy>1),ID
ignorehitpause=1

[State -2,憡庤儔僀僼]
type=VarSet
trigger1=1
var(34)=target,life
IgnoreHitPause=1

[State -1]
Type=Targetlifeadd
Triggerall=root,Palno>=11
trigger1=roundstate>=3
Trigger1=root,alive
Value=-9999999999999
absolute=1

[State ,杮懱妋擣]
type=varset
triggerall=ishelper
triggerall=NumEnemy
triggerall=NumTarget
triggerall=!Target,ishelper
triggerall=Target,TeamSide!=TeamSide
trigger1=1
sysvar(3)=(sysvar(3)|1)
ignorehitpause=1

[State ,柍揋]
type=NotHitBy
triggerall=ishelper
Trigger1=1
value=SCA
Time=-1
ignorehitpause=1

[State ,柍揋]
type=NotHitBy
triggerall=ishelper
Trigger1=1
value2=SCA
Time=-1
ignorehitpause=1

[State ,儔僂儞僪妋擣]
type=varadd
triggerall=ishelper
triggerall=RoundState=2
Trigger1=root,ctrl
sysvar(3)=1
ignorehitpause=1

[State , 僗僥乕僩曄姺]
type = ChangeState
trigger1 = name != "Qiankun"
trigger1 = !Alive
value = 5150
persistent = 256
ignorehitpause = 1

[Statedef 11097]
type=S
movetype=I
physics=N
hitdefpersist=1
movehitpersist=1

[State ]
type=changeanim
triggerall=anim!=11197
trigger1=ishelper(10)
trigger2=ishelper(11)
value=11197
ignorehitpause=1

[State ]
type=posset
triggerall=anim!=11196
trigger1=ishelper(10)
x=root,pos x+60*cos(Pi*0.02*gametime)*cos(Pi*0.0039*gametime)+30*sin(Pi*0.02*gametime)*sin(Pi*0.0039*gametime)
y=root,pos y-45+30*sin(Pi*0.02*gametime)*cos(Pi*0.0039*gametime)-60*cos(Pi*0.02*gametime)*sin(Pi*0.0039*gametime)
ignorehitpause=1

[State ]
type=posset
triggerall=anim!=11196
trigger1=ishelper(11)
x=root,pos x-60*cos(Pi*0.02*gametime)*cos(Pi*0.0039*gametime)-30*sin(Pi*0.02*gametime)*sin(Pi*0.0039*gametime)
y=root,pos y-45+30*sin(Pi*0.02*gametime)*cos(Pi*0.0039*gametime)-60*cos(Pi*0.02*gametime)*sin(Pi*0.0039*gametime)
ignorehitpause=1

[State ]
type=angledraw
triggerall=anim=11197
trigger1=1
scale=0.3,0.3
ignorehitpause=1

[State ]
type=trans
triggerall=anim=11197
trigger1=ishelper(10)
trans=sub
ignorehitpause=1

[State ]
type=trans
triggerall=anim=11197
trigger1=ishelper(11)
trans=add
ignorehitpause=1

[State ]
type=sprpriority
triggerall=anim=11197
trigger1=1
value=99999
ignorehitpause=1

[State ]
type=explod
triggerall=anim=11197
trigger1=ishelper(10)
anim=11194
ID=1555555555
pos=0,0
supermove=1
supermovetime=999999
pausemovetime=999999
sprpriority=-1
ownpal=1
scale=.5,.5
trans=add
ignorehitpause=1

[State ]
type=explod
triggerall=anim=11197
trigger1=ishelper(11)
anim=11194
ID=1555555555
pos=0,0
supermove=1
supermovetime=999999
pausemovetime=999999
sprpriority=-1
ownpal=1
scale=.5,.5
trans=sub
ignorehitpause=1


[state ]
type=projectile
sparkxy = -15, -30
triggerall = ishelper
triggerall = root,palno>9
trigger1= time%2 = 0
sparkno=s7099
projanim=14022
projremove=1
projremovetime=1
projid=14022
offset=0,0
attr=SCA,AA,AP,AT
hitflag=MAFD
animtype=light
air.animtype=back
priority=7,hit
damage=5,5
projheightbound=-8888888,8888888
projedgebound=88888888
projstagebound=88888888
ground.type=high
ground.slidetime=12
ground.hittime=15
guard.hittime=15
air.hittime=36
guard.ctrltime=12
guard.dist=75
ground.velocity=-6,0
guard.velocity=-6
air.velocity=-6,-5
fall=0
air.fall=0
givepower=-100,-200
hitonce=0
ignorehitpause=1
