; 汉化版功夫人的cmd文件
;
; 两部分:按键定义和state入口（就是按什么键进入什么state。原谅我吧……想不出好名字了）
; (state入口在按键定义之后)
;
; 1. 按键定义
; ---------------------
; 注意: 按键和招式名分大小写。
; 八个方向分别是:
;   B, DB, D, DF, F, UF, U, UB     (全大写)
;   对应后，下后，下，下前，前，前上，上，上后。
; 六个按键是:
;   a, b, c, x, y, z               (全小写)
;   在默认按键的情况下，xyz在上排，abc在下排。
;   推荐使用xyz作为拳，abc作为脚。
;
; 每一个[Command]定义一个操作指令。
; 这些操作指令可以在cmd和cns里被调用。
; 操作指令的语法规范如下:
;
;   [Command]
;   name = "指令名"
;   command = 按键输入
;   time = 接受指令输入的时间 (可选)
;   buffer.time = 输入缓存的时间 (可选)
;
; - 指令名
;   指令的名字，在调用时需要输入同样的名字，比如trigger1=command="指令名"。
;   指令名区分大小写。(QCB_a和Qcb_a或者QCB_A不同)。
;
; - 按键输入
;   输入的按键的列表。每一个键由逗号隔开。一个方向键或者一个攻击键叫为一个符号。
;   方向键和攻击键之前可以用特殊符号来达到一些效果:
;   斜杠 (/) - 表示之后的一个键必须被按住不放
;          举例, command = /D       ;按住不放下方向键
;               command = /DB, a   ;按住不放下后方向键的时候按a
;   波浪号 (~) - 表示按键被松开
;          举例, command = ~a       ;松开a键
;               command = ~D, F, a ;松开下方向键，按前方向键，再按a
;          如果你想让某个键蓄力一段时间再放开，可以再波浪号之后加入你想保持蓄力的时间(以帧为单位)
;          举例, command = ~30a     ;按住a30帧，再松开
;   美金 ($) - 仅限上下左右方向键。表示包括正和斜方向
;          举例, command = $D       ;包括下，下后和下前
;               command = $B       ;包括后，下后和上后
;   加号 (+) - 仅限攻击键。表示同时按多个键。
;          举例, command = a+b      ;同时按a和b
;               command = x+y+z    ;同时按x，y和z
;   大于号 (>) - 表示上一次按键和这一次按键之中不能掺杂其他的按键
;          举例, command = a, >~a   ;按下a再松开a，而其中不按下或者松开其他键
;   这些符号可以组合使用:
;     举例, command = ~30$D, a+b     ;按住下，下后或者下前30帧，松开，然后同时按a和b
;
;   注意: 连续按方向键的指令会被MUGEN引擎自动理解如下:
;         举例，cmd文件中的定义:
;           command = F, F
;         会被引擎理解成:
;           command = F, >~F, >F
;
;   对于有多个方向键的定义，例如四分之一圈下前，为了让招数能更容易的使出，最好在定义由一个"松开方向键"起始。
;
; - 指令输入时间 (可选)
;   接受指令输入的时间，以帧为单位。默认值可以在[Defaults]条目修改，通常为15。
;
; - 指令缓存时间 (可选)
;   输入的指令被缓存的时间。当一个指令被输入时，它在这段时间里都是有效的。
;   最基本的情况是设置成值为1。这种情况下只有在这一帧输入指令才会执行。如果值更高，比如3或4，输入会提前进入缓存，然后当可以执行时就被执行。这样人物的操作会松快一些，因为玩家可以提前输入指令，比如在还没有击中敌人时就开始取消，或者从受击状态还没有获得控制时就切反。
;   但这也有副作用，因为在缓存的期间会认为一直在输入这个指令。举例来说，把这个值设成30，然后发一个很快的招式，比如功夫人的站轻拳，看它的效果。
;   默认值可以在[Defaults]条目修改。
;   这个参数对蓄力指令不起作用，参数的值会自动当作1。
;
; 如果有多种输入有同样的名子，每一种输入都会读出这个指令。你可以用这个技巧来让一个招式接受不同的输入。
;
; 以下是一些常用指令的输入示例:
;
; [Command] ;下前 + x
; name = "下前x"
; command = ~D, DF, F, x
;
; [Command] ;向后半圈 + a
; name = "后半圈a"
; command = ~F, DF, D, DB, B, a
;
; [Command] ;下前下前 + y
; name = "下前下前y"
; command = ~D, DF, F, D, DF, F, y
;
; [Command] ;连打b
; name = "连打b"
; command = b, b, b, b, b
; time = 30
;
; [Command] ;蓄后，前 + z
; name = "蓄后前z"
; command = ~60$B, F, z
; time = 10
;
; [Command] ;蓄下，上 + c
; name = "蓄下上c"
; command = ~60$D, U, c
; time = 10


;-| 重新排列按键 |-----------------------------------------------------
; 这一段可以让玩家简单的重新排列攻击按键。格式是:
;  以前对应的键 = 修改后的键
; 如果不填写修改后的键，则以前对应的键将失效。
[Remap]
x = x
y = y
z = z
a = a
b = b
c = c
s = s

;-| 默认输入时间 |-------------------------------------------------------
[Defaults]
; 默认接受指令的时间，最小为1。
command.time = 15

; 默认指令蓄力的时间，最小为1，最大为30。
command.buffer.time = 1


;-| AI开关 |--------------------------------------------------------
[Command]
name = "AI"
command = z+c
time = 15

;-| 三气超必杀技 |--------------------------------------------------------
[Command]
name = "血鹰"
command = ~D, D, c
time = 15

[Command]
name = "狂骨"
command = ~D, B, D, F, c
time = 25

[Command]
name = "龙旋"
command = ~D, F, D, B, c
time = 25

[Command]
name = "俱利伽罗"
command = ~D, F, D, F, z
time = 25

;-| 二气超必杀技 |--------------------------------------------------------
[Command]
name = "鵺鸣"
command = ~D, F, D, F, b
time = 25

[Command]
name = "夜茄"
command = ~D, B, D, B, b
time = 25

[Command]
name = "分荼梨迦"
command = ~D, F, D, F, y
time = 25

[Command]
name = "黑潮"
command = ~D, B, D, B, y
time = 25

;-| 一气超必杀技 |--------------------------------------------------------
[Command]
name = "天煞"
command = ~D, F, D, F, x
time = 25

[Command]
name = "惑星"
command = ~D, F, D, F, a
time = 25

[Command]
name = "日冕"
command = ~D, F, D, F, a
time = 25

[Command]
name = "苍胧"
command = ~D, B, D, B, x
time = 25

[Command]
name = "幽鵐"
command = ~D, B, D, B, a
time = 25

;-| 必杀技 |------------------------------------------------------
[Command]
name = "枭伏"
command = ~D, DF, F, x
time = 15

[Command]
name = "枭伏"
command = ~D, DF, F, y
time = 15

[Command]
name = "运日"
command = ~D, DF, F, x
time = 15

[Command]
name = "火髻行"
command = $F, $D, $B, x
time = 15

[Command]
name = "火髻行"
command = $F, $D, $B, y
time = 15

[Command]
name = "脉脉断"
command = /F, x
time = 15

[Command]
name = "脉脉断"
command = /F, y
time = 15

[Command]
name = "獍讨"
command = ~D, DF, F, y
time = 15

[Command]
name = "九婴悬"
command = /F, x
time = 15

[Command]
name = "九婴悬"
command = /F, y
time = 15

[Command]
name = "冥风"
command = ~D, DB, B, x
time = 15

[Command]
name = "焚雨"
command = ~D, DB, B, y
time = 15

[Command]
name = "乌擒"
command = ~D, D, a
time = 15

[Command]
name = "黑黧犬"
command = ~D ,D, b
time = 15

[Command]
name = "槌吞"
command = ~D, DB, B, a
time = 15

[Command]
name = "镰鼬"
command = ~D, DB, B, b
time = 15

[Command]
name = "沙豸"
command = ~D, D, x
time = 15

[Command]
name = "黑冢"
command = ~D, D, y
time = 15

[Command]
name = "雷乌"
command = $F, $D, $B, $F, x
time = 25

[Command]
name = "冻星"
command = $F, $D, $B, $F, y
time = 25

[Command]
name = "青行灯"
command = ~D, DF, F, a
time = 15

[Command]
name = "黄蓝花"
command = ~D, DF, F, b
time = 15

[Command]
name = "投壶光"
command = ~F, D, F, x
time = 15

[Command]
name = "投壶光"
command = ~F, D, DF, x
time = 15

[Command]
name = "投壶光"
command = ~F, DF, D, DF, x
time = 15

[Command]
name = "星精落"
command = ~F, D, F, y
time = 15

[Command]
name = "星精落"
command = ~F, D, DF, y
time = 15

[Command]
name = "星精落"
command = ~F, DF, D, DF, y
time = 15

;-| 特殊技 |------------------------------------------------------
[Command]
name = "外式·梦弹"
command = /F, x
time = 10

[Command]
name = "逆轰斧"
command = /F, a
time = 10

;-| 按两次 |-----------------------------------------------------------
[Command]
name = "FF"     ;必须包括 (不要删除)
command = F, F
time = 20

[Command]
name = "BB"     ;必须包括 (不要删除)
command = B, B
time = 15

[Command]
name = "前前"
command = F, F
time = 20

[Command]
name = "后后"
command = B, B
time = 20

;-| 同时按键 |-----------------------------------------------
[Command]
name = "recovery";必须包括 (不要删除)
command = z
time = 1

[Command]
name = "recovery"
command = a+x
time = 1

[Command]
name = "c"
command = b+y
time = 1

;-| 方向＋攻击键 |---------------------------------------------------------
[Command]
name = "下+a"
command = /$D,a
time = 1

[Command]
name = "下+b"
command = /$D,b
time = 1

;-| 单攻击键 |---------------------------------------------------------
[Command]
name = "a"
command = a
time = 1

[Command]
name = "b"
command = b
time = 1

[Command]
name = "c"
command = c
time = 1

[Command]
name = "x"
command = x
time = 1

[Command]
name = "y"
command = y
time = 1

[Command]
name = "z"
command = z
time = 1

[Command]
name = "start"
command = s
time = 1

;-| 蓄方向键 |--------------------------------------------------------------
[Command]
name = "holdfwd";必须包括 (不要删除)
command = /$F
time = 1

[Command]
name = "holdback";必须包括 (不要删除)
command = /$B
time = 1

[Command]
name = "holdup" ;必须包括 (不要删除)
command = /$U
time = 1

[Command]
name = "holddown";必须包括 (不要删除)
command = /$D
time = 1

[Command]
name = "蓄上方向"
command = /$U
time = 1

[Command]
name = "蓄后方向"
command = /$B
time = 1

[Command]
name = "蓄前方向"
command = /$F
time = 1

[Command]
name = "蓄下方向"
command = /$D
time = 1

;---------------------------------------------------------------------------
; 2. state入口
; --------------
; 在这一段里，人物会依据输入来转到相应的state里。
;
; 入口示例如下:
;   [State -1, 标签]           ;标签可以是任意你想要来标注这个入口的名字
;   type = ChangeState          ;不要改
;   value = 要跳转到的state
;   trigger1 = command = "招式名"
;   . . .  (其他trigger)
;
; - 一些常用的trigger:
;   - statetype
;       S, C or A : 现在人物的状态 (站立, 下蹲, 空中)
;   - ctrl
;       0 or 1 : 如果人物可控，则值为1，否则为0。除非取消另一个招数，否则出招是一般要求ctrl=1
;   - stateno
;       现在人物的state号 - 在取消招数时常用。
;   - movecontact
;       0 or 1 : 如果上一个招数接触到了敌人，则值为1，否则为0。在取消招数时常用。
;
; 注意: 入口的顺序很重要。
;   如果指令A是指令B的一部分，则指令B的入口应排在指令A前。
;   比如说，下前下前XY应该排在下前XY之前，下前XY应该排在下前X之前，下前X应该排在X之前。
;
; 关于trigger的详细解释，请参阅MUGEN自带的cns参考说明。
;
; 提示:
; 这部分是cns的延伸。-1这个state是一个特殊state，无论人物实际上在哪个state，-1这个state每一帧都会执行。


; 不要删除下面这行。语法标准要求CMD文件必须包括这行。
[Statedef -1]

;------------------------------------
;这是AI开关
[State -1, AI开关]
type = VarSet
triggerall = !IsHelper
triggerall = Var(59) = 0
triggerall = RoundState = [0,2]
trigger1 = Command = "AI"
trigger2 = 1 ;<-------AI开关，前加“;”关闭
v = 59
value = 1
ignorehitpause = 1

[State -1, VarSet]
type = VarSet
triggerall = !IsHelper
triggerall = Var(59) = 1
triggerall = RoundState = [0,2]
trigger1 = PalNo = [11,12]
var(59) = 2
ignorehitpause = 1

;-| 超必杀技 |------------------------------------------------------
;鵺鸣
[State -1, 鵺鸣]
type = ChangeState
value = 2000
triggerall = Var(59) = 0
triggerall = Command = "鵺鸣"
triggerall = StateType != A
triggerall = Power >= 2000
trigger1 = Ctrl || (StateNo = [200,350])
trigger2 = (StateNo = 652) && (AnimElemTime(4) > 0)
trigger3 = (StateNo = 860) && (AnimElemTime(15) > 5)
trigger4 = (StateNo = 1000 || StateNo = 1010 || StateNo = 1020 || StateNo = 1040 || StateNo = 1050) && MoveContact
trigger5 = (StateNo = 1035) && (AnimElemTime(5) > 4)
trigger6 = (StateNo = 1100 || StateNo = 1150) && (AnimElemTime(4) > 1)
trigger7 = (StateNo = 1155) && (AnimElemTime(6) > 1)
trigger8 = (StateNo = 1210 || StateNo = 1220 || StateNo = 1250) && MoveContact
trigger9 = (StateNo = 1260) && (AnimElemTime(5) > 0)
trigger10 = (StateNo = 1300) && (AnimElemTime(7) > 0)
trigger11 = (StateNo = 1350) && (AnimElemTime(4) > 0)
trigger12 = (StateNo = 1400 || StateNo = 1450) && (AnimElemTime(9) > 0)
trigger13 = (StateNo = 1510) && (AnimElemTime(10) > 0)
trigger14 = (StateNo = 1560) && (AnimElemTime(13) > 0)
trigger15 = (StateNo = 1700 || StateNo = 1750) && MoveContact
trigger16 = (StateNo = 1800) && (AnimElemTime(5) > 0)
trigger17 = (StateNo = 1805) && (AnimElemTime(8) > 0)
trigger18 = (StateNo = 1850) && (AnimElemTime(5) > 0) && (AnimElemTime(10) < 0)
trigger19 = (StateNo = 1850) && (AnimElemTime(14) > 0)
trigger20 = (StateNo = 1855) && (AnimElemTime(8) > 0) && (AnimElemTime(13) < 0)
trigger21 = (StateNo = 1855) && (AnimElemTime(17) > 0)
trigger22 = (StateNo = 1860) && (AnimElemTime(10) > 0)

;天煞
[State -1, 天煞]
type = ChangeState
value = 2100
triggerall = Var(59) = 0
triggerall = Command = "天煞"
triggerall = StateType != A
triggerall = Power >= 1000
trigger1 = Ctrl || (StateNo = [200,350])
trigger2 = (StateNo = 652) && (AnimElemTime(4) > 0)
trigger3 = (StateNo = 860) && (AnimElemTime(15) > 5)
trigger4 = (StateNo = 1000 || StateNo = 1010 || StateNo = 1020 || StateNo = 1040 || StateNo = 1050 || StateNo = 1700) && MoveContact
trigger5 = (StateNo = 1035) && (AnimElemTime(5) > 4)
trigger6 = (StateNo = 1100 || StateNo = 1150) && (AnimElemTime(4) > 1)
trigger7 = (StateNo = 1155) && (AnimElemTime(6) > 1)
trigger8 = (StateNo = 1210 || StateNo = 1220 || StateNo = 1250) && MoveContact
trigger9 = (StateNo = 1260) && (AnimElemTime(5) > 0)
trigger10 = (StateNo = 1300) && (AnimElemTime(7) > 0)
trigger11 = (StateNo = 1350) && (AnimElemTime(4) > 0)
trigger12 = (StateNo = 1400 || StateNo = 1450) && (AnimElemTime(9) > 0)
trigger13 = (StateNo = 1510) && (AnimElemTime(10) > 0)
trigger14 = (StateNo = 1560) && (AnimElemTime(13) > 0)
trigger15 = (StateNo = 1700 || StateNo = 1750) && MoveContact
trigger16 = (StateNo = 1800) && (AnimElemTime(5) > 0)
trigger17 = (StateNo = 1805) && (AnimElemTime(8) > 0)
trigger18 = (StateNo = 1850) && (AnimElemTime(5) > 0) && (AnimElemTime(10) < 0)
trigger19 = (StateNo = 1850) && (AnimElemTime(14) > 0)
trigger20 = (StateNo = 1855) && (AnimElemTime(8) > 0) && (AnimElemTime(13) < 0)
trigger21 = (StateNo = 1855) && (AnimElemTime(17) > 0)
trigger22 = (StateNo = 1860) && (AnimElemTime(10) > 0)

;惑星
[State -1, 惑星]
type = ChangeState
value = 2200
triggerall = Var(59) = 0
triggerall = Command = "惑星"
triggerall = StateType != A
triggerall = Power >= 1000
trigger1 = Ctrl || (StateNo = [200,350])
trigger2 = (StateNo = 652) && (AnimElemTime(4) > 0)
trigger3 = (StateNo = 860) && (AnimElemTime(15) > 5)
trigger4 = (StateNo = 1000 || StateNo = 1010 || StateNo = 1020 || StateNo = 1040 || StateNo = 1050 || StateNo = 1700) && MoveContact
trigger5 = (StateNo = 1035) && (AnimElemTime(5) > 4)
trigger6 = (StateNo = 1100 || StateNo = 1150) && (AnimElemTime(4) > 1)
trigger7 = (StateNo = 1155) && (AnimElemTime(6) > 1)
trigger8 = (StateNo = 1210 || StateNo = 1220 || StateNo = 1250) && MoveContact
trigger9 = (StateNo = 1260) && (AnimElemTime(5) > 0)
trigger10 = (StateNo = 1300) && (AnimElemTime(7) > 0)
trigger11 = (StateNo = 1350) && (AnimElemTime(4) > 0)
trigger12 = (StateNo = 1400 || StateNo = 1450) && (AnimElemTime(9) > 0)
trigger13 = (StateNo = 1510) && (AnimElemTime(10) > 0)
trigger14 = (StateNo = 1560) && (AnimElemTime(13) > 0)
trigger15 = (StateNo = 1700 || StateNo = 1750) && MoveContact
trigger16 = (StateNo = 1800) && (AnimElemTime(5) > 0)
trigger17 = (StateNo = 1805) && (AnimElemTime(8) > 0)
trigger18 = (StateNo = 1850) && (AnimElemTime(5) > 0) && (AnimElemTime(10) < 0)
trigger19 = (StateNo = 1850) && (AnimElemTime(14) > 0)
trigger20 = (StateNo = 1855) && (AnimElemTime(8) > 0) && (AnimElemTime(13) < 0)
trigger21 = (StateNo = 1855) && (AnimElemTime(17) > 0)
trigger22 = (StateNo = 1860) && (AnimElemTime(10) > 0)

;夜茄
[State -1, 夜茄]
type = ChangeState
value = 2300
triggerall = Var(59) = 0
triggerall = Command = "夜茄"
triggerall = StateType != A
triggerall = Power >= 2000
trigger1 = Ctrl || (StateNo = [200,350])
trigger2 = (StateNo = 652) && (AnimElemTime(4) > 0)
trigger3 = (StateNo = 860) && (AnimElemTime(15) > 5)
trigger4 = (StateNo = 1000 || StateNo = 1010 || StateNo = 1020 || StateNo = 1040 || StateNo = 1050 || StateNo = 1700) && MoveContact
trigger5 = (StateNo = 1035) && (AnimElemTime(5) > 4)
trigger6 = (StateNo = 1100 || StateNo = 1150) && (AnimElemTime(4) > 1)
trigger7 = (StateNo = 1155) && (AnimElemTime(6) > 1)
trigger8 = (StateNo = 1210 || StateNo = 1220 || StateNo = 1250) && MoveContact
trigger9 = (StateNo = 1260) && (AnimElemTime(5) > 0)
trigger10 = (StateNo = 1300) && (AnimElemTime(7) > 0)
trigger11 = (StateNo = 1350) && (AnimElemTime(4) > 0)
trigger12 = (StateNo = 1400 || StateNo = 1450) && (AnimElemTime(9) > 0)
trigger13 = (StateNo = 1510) && (AnimElemTime(10) > 0)
trigger14 = (StateNo = 1560) && (AnimElemTime(13) > 0)
trigger15 = (StateNo = 1700 || StateNo = 1750) && MoveContact
trigger16 = (StateNo = 1800) && (AnimElemTime(5) > 0)
trigger17 = (StateNo = 1805) && (AnimElemTime(8) > 0)
trigger18 = (StateNo = 1850) && (AnimElemTime(5) > 0) && (AnimElemTime(10) < 0)
trigger19 = (StateNo = 1850) && (AnimElemTime(14) > 0)
trigger20 = (StateNo = 1855) && (AnimElemTime(8) > 0) && (AnimElemTime(13) < 0)
trigger21 = (StateNo = 1855) && (AnimElemTime(17) > 0)
trigger22 = (StateNo = 1860) && (AnimElemTime(10) > 0)

;分荼梨迦
[State -1, 分荼梨迦]
type = ChangeState
value = 2400
triggerall = Var(59) = 0
triggerall = Command = "分荼梨迦"
triggerall = StateType != A
triggerall = Power >= 2000
trigger1 = Ctrl || (StateNo = [200,350])
trigger2 = (StateNo = 652) && (AnimElemTime(4) > 0)
trigger3 = (StateNo = 860) && (AnimElemTime(15) > 5)
trigger4 = (StateNo = 1000 || StateNo = 1010 || StateNo = 1020 || StateNo = 1040 || StateNo = 1050 || StateNo = 1700) && MoveContact
trigger5 = (StateNo = 1035) && (AnimElemTime(5) > 4)
trigger6 = (StateNo = 1100 || StateNo = 1150) && (AnimElemTime(4) > 1)
trigger7 = (StateNo = 1155) && (AnimElemTime(6) > 1)
trigger8 = (StateNo = 1210 || StateNo = 1220 || StateNo = 1250) && MoveContact
trigger9 = (StateNo = 1260) && (AnimElemTime(5) > 0)
trigger10 = (StateNo = 1300) && (AnimElemTime(7) > 0)
trigger11 = (StateNo = 1350) && (AnimElemTime(4) > 0)
trigger12 = (StateNo = 1400 || StateNo = 1450) && (AnimElemTime(9) > 0)
trigger13 = (StateNo = 1510) && (AnimElemTime(10) > 0)
trigger14 = (StateNo = 1560) && (AnimElemTime(13) > 0)
trigger15 = (StateNo = 1700 || StateNo = 1750) && MoveContact
trigger16 = (StateNo = 1800) && (AnimElemTime(5) > 0)
trigger17 = (StateNo = 1805) && (AnimElemTime(8) > 0)
trigger18 = (StateNo = 1850) && (AnimElemTime(5) > 0) && (AnimElemTime(10) < 0)
trigger19 = (StateNo = 1850) && (AnimElemTime(14) > 0)
trigger20 = (StateNo = 1855) && (AnimElemTime(8) > 0) && (AnimElemTime(13) < 0)
trigger21 = (StateNo = 1855) && (AnimElemTime(17) > 0)
trigger22 = (StateNo = 1860) && (AnimElemTime(10) > 0)

;苍胧
[State -1, 苍胧]
type = ChangeState
value = 2500
triggerall = Var(59) = 0
triggerall = Command = "苍胧"
triggerall = StateType != A
triggerall = Power >= 1000 
triggerall = NumHelper(2520) = 0
triggerall = NumHelper(2720) = 0
trigger1 = Ctrl || (StateNo = [200,350])
trigger2 = (StateNo = 652) && (AnimElemTime(4) > 0)
trigger3 = (StateNo = 860) && (AnimElemTime(15) > 5)
trigger4 = (StateNo = 1000 || StateNo = 1010 || StateNo = 1020 || StateNo = 1040 || StateNo = 1050 || StateNo = 1700) && MoveContact
trigger5 = (StateNo = 1035) && (AnimElemTime(5) > 4)
trigger6 = (StateNo = 1100 || StateNo = 1150) && (AnimElemTime(4) > 1)
trigger7 = (StateNo = 1155) && (AnimElemTime(6) > 1)
trigger8 = (StateNo = 1210 || StateNo = 1220 || StateNo = 1250) && MoveContact
trigger9 = (StateNo = 1260) && (AnimElemTime(5) > 0)
trigger10 = (StateNo = 1300) && (AnimElemTime(7) > 0)
trigger11 = (StateNo = 1350) && (AnimElemTime(4) > 0)
trigger12 = (StateNo = 1400 || StateNo = 1450) && (AnimElemTime(9) > 0)
trigger13 = (StateNo = 1510) && (AnimElemTime(10) > 0)
trigger14 = (StateNo = 1560) && (AnimElemTime(13) > 0)
trigger15 = (StateNo = 1700 || StateNo = 1750) && MoveContact
trigger16 = (StateNo = 1800) && (AnimElemTime(5) > 0)
trigger17 = (StateNo = 1805) && (AnimElemTime(8) > 0)
trigger18 = (StateNo = 1850) && (AnimElemTime(5) > 0) && (AnimElemTime(10) < 0)
trigger19 = (StateNo = 1850) && (AnimElemTime(14) > 0)
trigger20 = (StateNo = 1855) && (AnimElemTime(8) > 0) && (AnimElemTime(13) < 0)
trigger21 = (StateNo = 1855) && (AnimElemTime(17) > 0)
trigger22 = (StateNo = 1860) && (AnimElemTime(10) > 0)

;黑潮
[State -1, 黑潮]
type = ChangeState
value = 2700
triggerall = Var(59) = 0
triggerall = Command = "黑潮"
triggerall = StateType != A
triggerall = Power >= 2000
triggerall = NumHelper(2520) = 0
triggerall = NumHelper(2720) = 0
trigger1 = Ctrl || (StateNo = [200,350])
trigger2 = (StateNo = 652) && (AnimElemTime(4) > 0)
trigger3 = (StateNo = 860) && (AnimElemTime(15) > 5)
trigger4 = (StateNo = 1000 || StateNo = 1010 || StateNo = 1020 || StateNo = 1040 || StateNo = 1050 || StateNo = 1700) && MoveContact
trigger5 = (StateNo = 1035) && (AnimElemTime(5) > 4)
trigger6 = (StateNo = 1100 || StateNo = 1150) && (AnimElemTime(4) > 1)
trigger7 = (StateNo = 1155) && (AnimElemTime(6) > 1)
trigger8 = (StateNo = 1210 || StateNo = 1220 || StateNo = 1250) && MoveContact
trigger9 = (StateNo = 1260) && (AnimElemTime(5) > 0)
trigger10 = (StateNo = 1300) && (AnimElemTime(7) > 0)
trigger11 = (StateNo = 1350) && (AnimElemTime(4) > 0)
trigger12 = (StateNo = 1400 || StateNo = 1450) && (AnimElemTime(9) > 0)
trigger13 = (StateNo = 1510) && (AnimElemTime(10) > 0)
trigger14 = (StateNo = 1560) && (AnimElemTime(13) > 0)
trigger15 = (StateNo = 1700 || StateNo = 1750) && MoveContact
trigger16 = (StateNo = 1800) && (AnimElemTime(5) > 0)
trigger17 = (StateNo = 1805) && (AnimElemTime(8) > 0)
trigger18 = (StateNo = 1850) && (AnimElemTime(5) > 0) && (AnimElemTime(10) < 0)
trigger19 = (StateNo = 1850) && (AnimElemTime(14) > 0)
trigger20 = (StateNo = 1855) && (AnimElemTime(8) > 0) && (AnimElemTime(13) < 0)
trigger21 = (StateNo = 1855) && (AnimElemTime(17) > 0)
trigger22 = (StateNo = 1860) && (AnimElemTime(10) > 0)

;狂骨
[State -1, 狂骨]
type = ChangeState
value = 2800
triggerall = Var(59) = 0
triggerall = Command = "狂骨"
triggerall = StateType != A
triggerall = Power >= 3000
trigger1 = Ctrl || (StateNo = [200,350])
trigger2 = (StateNo = 652) && (AnimElemTime(4) > 0)
trigger3 = (StateNo = 860) && (AnimElemTime(15) > 5)
trigger4 = (StateNo = 1000 || StateNo = 1010 || StateNo = 1020 || StateNo = 1040 || StateNo = 1050 || StateNo = 1700) && MoveContact
trigger5 = (StateNo = 1035) && (AnimElemTime(5) > 4)
trigger6 = (StateNo = 1100 || StateNo = 1150) && (AnimElemTime(4) > 1)
trigger7 = (StateNo = 1155) && (AnimElemTime(6) > 1)
trigger8 = (StateNo = 1210 || StateNo = 1220 || StateNo = 1250) && MoveContact
trigger9 = (StateNo = 1260) && (AnimElemTime(5) > 0)
trigger10 = (StateNo = 1300) && (AnimElemTime(7) > 0)
trigger11 = (StateNo = 1350) && (AnimElemTime(4) > 0)
trigger12 = (StateNo = 1400 || StateNo = 1450) && (AnimElemTime(9) > 0)
trigger13 = (StateNo = 1510) && (AnimElemTime(10) > 0)
trigger14 = (StateNo = 1560) && (AnimElemTime(13) > 0)
trigger15 = (StateNo = 1700 || StateNo = 1750) && MoveContact
trigger16 = (StateNo = 1800) && (AnimElemTime(5) > 0)
trigger17 = (StateNo = 1805) && (AnimElemTime(8) > 0)
trigger18 = (StateNo = 1850) && (AnimElemTime(5) > 0) && (AnimElemTime(10) < 0)
trigger19 = (StateNo = 1850) && (AnimElemTime(14) > 0)
trigger20 = (StateNo = 1855) && (AnimElemTime(8) > 0) && (AnimElemTime(13) < 0)
trigger21 = (StateNo = 1855) && (AnimElemTime(17) > 0)
trigger22 = (StateNo = 1860) && (AnimElemTime(10) > 0)

;龙旋
[State -1, 龙旋]
type = ChangeState
value = 2900
triggerall = Var(59) = 0
triggerall = Command = "龙旋"
triggerall = StateType != A
triggerall = Power >= 3000
trigger1 = Ctrl || (StateNo = [200,350])
trigger2 = (StateNo = 652) && (AnimElemTime(4) > 0)
trigger3 = (StateNo = 860) && (AnimElemTime(15) > 5)
trigger4 = (StateNo = 1000 || StateNo = 1010 || StateNo = 1020 || StateNo = 1040 || StateNo = 1050 || StateNo = 1700) && MoveContact
trigger5 = (StateNo = 1035) && (AnimElemTime(5) > 4)
trigger6 = (StateNo = 1100 || StateNo = 1150) && (AnimElemTime(4) > 1)
trigger7 = (StateNo = 1155) && (AnimElemTime(6) > 1)
trigger8 = (StateNo = 1210 || StateNo = 1220 || StateNo = 1250) && MoveContact
trigger9 = (StateNo = 1260) && (AnimElemTime(5) > 0)
trigger10 = (StateNo = 1300) && (AnimElemTime(7) > 0)
trigger11 = (StateNo = 1350) && (AnimElemTime(4) > 0)
trigger12 = (StateNo = 1400 || StateNo = 1450) && (AnimElemTime(9) > 0)
trigger13 = (StateNo = 1510) && (AnimElemTime(10) > 0)
trigger14 = (StateNo = 1560) && (AnimElemTime(13) > 0)
trigger15 = (StateNo = 1700 || StateNo = 1750) && MoveContact
trigger16 = (StateNo = 1800) && (AnimElemTime(5) > 0)
trigger17 = (StateNo = 1805) && (AnimElemTime(8) > 0)
trigger18 = (StateNo = 1850) && (AnimElemTime(5) > 0) && (AnimElemTime(10) < 0)
trigger19 = (StateNo = 1850) && (AnimElemTime(14) > 0)
trigger20 = (StateNo = 1855) && (AnimElemTime(8) > 0) && (AnimElemTime(13) < 0)
trigger21 = (StateNo = 1855) && (AnimElemTime(17) > 0)
trigger22 = (StateNo = 1860) && (AnimElemTime(10) > 0)

;俱利伽罗
[State -1, 俱利伽罗]
type = ChangeState
value = 3000
triggerall = Var(59) = 0
triggerall = Command = "俱利伽罗"
triggerall = StateType != A
triggerall = Power >= 3000
trigger1 = Ctrl || (StateNo = [200,350])
trigger2 = (StateNo = 652) && (AnimElemTime(4) > 0)
trigger3 = (StateNo = 860) && (AnimElemTime(15) > 5)
trigger4 = (StateNo = 1000 || StateNo = 1010 || StateNo = 1020 || StateNo = 1040 || StateNo = 1050 || StateNo = 1700) && MoveContact
trigger5 = (StateNo = 1035) && (AnimElemTime(5) > 4)
trigger6 = (StateNo = 1100 || StateNo = 1150) && (AnimElemTime(4) > 1)
trigger7 = (StateNo = 1155) && (AnimElemTime(6) > 1)
trigger8 = (StateNo = 1210 || StateNo = 1220 || StateNo = 1250) && MoveContact
trigger9 = (StateNo = 1260) && (AnimElemTime(5) > 0)
trigger10 = (StateNo = 1300) && (AnimElemTime(7) > 0)
trigger11 = (StateNo = 1350) && (AnimElemTime(4) > 0)
trigger12 = (StateNo = 1400 || StateNo = 1450) && (AnimElemTime(9) > 0)
trigger13 = (StateNo = 1510) && (AnimElemTime(10) > 0)
trigger14 = (StateNo = 1560) && (AnimElemTime(13) > 0)
trigger15 = (StateNo = 1700 || StateNo = 1750) && MoveContact
trigger16 = (StateNo = 1800) && (AnimElemTime(5) > 0)
trigger17 = (StateNo = 1805) && (AnimElemTime(8) > 0)
trigger18 = (StateNo = 1850) && (AnimElemTime(5) > 0) && (AnimElemTime(10) < 0)
trigger19 = (StateNo = 1850) && (AnimElemTime(14) > 0)
trigger20 = (StateNo = 1855) && (AnimElemTime(8) > 0) && (AnimElemTime(13) < 0)
trigger21 = (StateNo = 1855) && (AnimElemTime(17) > 0)
trigger22 = (StateNo = 1860) && (AnimElemTime(10) > 0)

;幽鵐
[State -1, 幽鵐]
type = ChangeState
value = 3100
triggerall = Var(59) = 0
triggerall = Command = "幽鵐"
triggerall = StateType != A
triggerall = Power >= 1000
trigger1 = Ctrl || (StateNo = [200,350])
trigger2 = (StateNo = 652) && (AnimElemTime(4) > 0)
trigger3 = (StateNo = 860) && (AnimElemTime(15) > 5)
trigger4 = (StateNo = 1000 || StateNo = 1010 || StateNo = 1020 || StateNo = 1040 || StateNo = 1050 || StateNo = 1700) && MoveContact
trigger5 = (StateNo = 1035) && (AnimElemTime(5) > 4)
trigger6 = (StateNo = 1100 || StateNo = 1150) && (AnimElemTime(4) > 1)
trigger7 = (StateNo = 1155) && (AnimElemTime(6) > 1)
trigger8 = (StateNo = 1210 || StateNo = 1220 || StateNo = 1250) && MoveContact
trigger9 = (StateNo = 1260) && (AnimElemTime(5) > 0)
trigger10 = (StateNo = 1300) && (AnimElemTime(7) > 0)
trigger11 = (StateNo = 1350) && (AnimElemTime(4) > 0)
trigger12 = (StateNo = 1400 || StateNo = 1450) && (AnimElemTime(9) > 0)
trigger13 = (StateNo = 1510) && (AnimElemTime(10) > 0)
trigger14 = (StateNo = 1560) && (AnimElemTime(13) > 0)
trigger15 = (StateNo = 1700 || StateNo = 1750) && MoveContact
trigger16 = (StateNo = 1800) && (AnimElemTime(5) > 0)
trigger17 = (StateNo = 1805) && (AnimElemTime(8) > 0)
trigger18 = (StateNo = 1850) && (AnimElemTime(5) > 0) && (AnimElemTime(10) < 0)
trigger19 = (StateNo = 1850) && (AnimElemTime(14) > 0)
trigger20 = (StateNo = 1855) && (AnimElemTime(8) > 0) && (AnimElemTime(13) < 0)
trigger21 = (StateNo = 1855) && (AnimElemTime(17) > 0)
trigger22 = (StateNo = 1860) && (AnimElemTime(10) > 0)

;血鹰
[State -1, 血鹰]
type = ChangeState
value = 2600
triggerall = Var(59) = 0
triggerall = Command = "血鹰"
triggerall = StateType != A
triggerall = Power >= 3000
trigger1 = Ctrl || (StateNo = [200,350])
trigger2 = (StateNo = 652) && (AnimElemTime(4) > 0)
trigger3 = (StateNo = 860) && (AnimElemTime(15) > 5)
trigger4 = (StateNo = 1000 || StateNo = 1010 || StateNo = 1020 || StateNo = 1040 || StateNo = 1050 || StateNo = 1700) && MoveContact
trigger5 = (StateNo = 1035) && (AnimElemTime(5) > 4)
trigger6 = (StateNo = 1100 || StateNo = 1150) && (AnimElemTime(4) > 1)
trigger7 = (StateNo = 1155) && (AnimElemTime(6) > 1)
trigger8 = (StateNo = 1210 || StateNo = 1220 || StateNo = 1250) && MoveContact
trigger9 = (StateNo = 1260) && (AnimElemTime(5) > 0)
trigger10 = (StateNo = 1300) && (AnimElemTime(7) > 0)
trigger11 = (StateNo = 1350) && (AnimElemTime(4) > 0)
trigger12 = (StateNo = 1400 || StateNo = 1450) && (AnimElemTime(9) > 0)
trigger13 = (StateNo = 1510) && (AnimElemTime(10) > 0)
trigger14 = (StateNo = 1560) && (AnimElemTime(13) > 0)
trigger15 = (StateNo = 1700 || StateNo = 1750) && MoveContact
trigger16 = (StateNo = 1800) && (AnimElemTime(5) > 0)
trigger17 = (StateNo = 1805) && (AnimElemTime(8) > 0)
trigger18 = (StateNo = 1850) && (AnimElemTime(5) > 0) && (AnimElemTime(10) < 0)
trigger19 = (StateNo = 1850) && (AnimElemTime(14) > 0)
trigger20 = (StateNo = 1855) && (AnimElemTime(8) > 0) && (AnimElemTime(13) < 0)
trigger21 = (StateNo = 1855) && (AnimElemTime(17) > 0)
trigger22 = (StateNo = 1860) && (AnimElemTime(10) > 0)

;-| 必杀技 |------------------------------------------------------
;雷乌
[State -1, 雷乌]
type = ChangeState
value = 1500
triggerall = Var(59) = 0
triggerall = Command = "雷乌"
triggerall = StateType != A
trigger1 = Ctrl || (StateNo = [200,240])
trigger2 = (StateNo = [250,350]) && MoveContact
trigger3 = (StateNo = 350) && (Anim = 350) && (AnimElemTime(6) < 0)

;冻星
[State -1, 冻星]
type = ChangeState
value = 1550
triggerall = Var(59) = 0
triggerall = Command = "冻星"
triggerall = StateType != A
trigger1 = Ctrl || (StateNo = [200,240])
trigger2 = (StateNo = [250,350]) && MoveContact
trigger3 = (StateNo = 350) && (Anim = 350) && (AnimElemTime(6) < 0)

;投壶光
[State -1, 投壶光]
type = ChangeState
value = 1800
triggerall = Var(59) = 0
triggerall = Command = "投壶光"
triggerall = StateType != A
trigger1 = Ctrl || (StateNo = [200,240])
trigger2 = (StateNo = [250,350]) && MoveContact
trigger3 = (StateNo = 350) && (Anim = 350) && (AnimElemTime(6) < 0)

;星精落
[State -1, 星精落]
type = ChangeState
value = 1850
triggerall = Var(59) = 0
triggerall = Command = "星精落"
triggerall = StateType != A
trigger1 = Ctrl || (StateNo = [200,240])
trigger2 = (StateNo = [250,350]) && MoveContact
trigger3 = (StateNo = 350) && (Anim = 350) && (AnimElemTime(6) < 0)

;枭伏
[State -1, 枭伏]
type = ChangeState
value = 1000
triggerall = Var(59) = 0
triggerall = Command = "枭伏"
triggerall = StateType != A
trigger1 = Ctrl || (StateNo = [200,240])
trigger2 = (StateNo = [250,350]) && MoveContact
trigger3 = (StateNo = 350) && (Anim = 350) && (AnimElemTime(6) < 0)

;冥风
[State -1, 冥风]
type = ChangeState
value = 1100
triggerall = Var(59) = 0
triggerall = Command = "冥风"
triggerall = StateType != A
trigger1 = Ctrl || (StateNo = [200,240])
trigger2 = (StateNo = [250,350]) && MoveContact
trigger3 = (StateNo = 350) && (Anim = 350) && (AnimElemTime(6) < 0)

;焚雨
[State -1, 焚雨]
type = ChangeState
value = 1150
triggerall = Var(59) = 0
triggerall = Command = "焚雨"
triggerall = StateType != A
trigger1 = Ctrl || (StateNo = [200,240])
trigger2 = (StateNo = [250,350]) && MoveContact
trigger3 = (StateNo = 350) && (Anim = 350) && (AnimElemTime(6) < 0)

;乌擒
[State -1, 乌擒]
type = ChangeState
value = 1200
triggerall = Var(59) = 0
triggerall = Command = "乌擒"
triggerall = StateType != A
trigger1 = Ctrl || (StateNo = [200,240])
trigger2 = (StateNo = [250,350]) && MoveContact
trigger3 = (StateNo = 350) && (Anim = 350) && (AnimElemTime(6) < 0)

;黑黧犬
[State -1, 黑黧犬]
type = ChangeState
value = 1250
triggerall = Var(59) = 0
triggerall = Command = "黑黧犬"
triggerall = StateType != A
trigger1 = Ctrl || (StateNo = [200,240])
trigger2 = (StateNo = [250,350]) && MoveContact
trigger3 = (StateNo = 350) && (Anim = 350) && (AnimElemTime(6) < 0)

;槌吞
[State -1, 槌吞]
type = ChangeState
value = 1300
triggerall = Var(59) = 0
triggerall = Command = "槌吞"
triggerall = StateType != A
triggerall = (NumHelper(1310) = 0) || (Helper(1310),Anim = 9999)
triggerall = (NumHelper(1360) = 0) || (Helper(1360),Anim = 9999) || (PalNo >= 7)
trigger1 = Ctrl || (StateNo = [200,240])
trigger2 = (StateNo = [250,350]) && MoveContact
trigger3 = (StateNo = 350) && (Anim = 350) && (AnimElemTime(6) < 0)

;镰鼬
[State -1, 镰鼬]
type = ChangeState
value = 1350
triggerall = Var(59) = 0
triggerall = Command = "镰鼬"
triggerall = StateType != A
triggerall = (NumHelper(1310) = 0) || (Helper(1310),Anim = 9999) || (PalNo >= 7)
triggerall = (NumHelper(1360) = 0) || (Helper(1360),Anim = 9999)
trigger1 = Ctrl || (StateNo = [200,240])
trigger2 = (StateNo = [250,350]) && MoveContact
trigger3 = (StateNo = 350) && (Anim = 350) && (AnimElemTime(6) < 0)

;沙豸
[State -1, 沙豸]
type = ChangeState
value = 1400
triggerall = Var(59) = 0
triggerall = Command = "沙豸"
triggerall = StateType != A
trigger1 = Ctrl || (StateNo = [200,240])
trigger2 = (StateNo = [250,350]) && MoveContact
trigger3 = (StateNo = 350) && (Anim = 350) && (AnimElemTime(6) < 0)

;黑冢
[State -1, 黑冢]
type = ChangeState
value = 1450
triggerall = Var(59) = 0
triggerall = Command = "黑冢"
triggerall = StateType != A
trigger1 = Ctrl || (StateNo = [200,240])
trigger2 = (StateNo = [250,350]) && MoveContact
trigger3 = (StateNo = 350) && (Anim = 350) && (AnimElemTime(6) < 0)

;青行灯
[State -1, 青行灯]
type = ChangeState
value = 1700
triggerall = Var(59) = 0
triggerall = Command = "青行灯"
triggerall = StateType != A
trigger1 = Ctrl || (StateNo = [200,240])
trigger2 = (StateNo = [250,350]) && MoveContact
trigger3 = (StateNo = 350) && (Anim = 350) && (AnimElemTime(6) < 0)

;黄蓝花
[State -1, 黄蓝花]
type = ChangeState
value = 1750
triggerall = Var(59) = 0
triggerall = Command = "黄蓝花"
triggerall = StateType != A
trigger1 = Ctrl || (StateNo = [200,240])
trigger2 = (StateNo = [250,350]) && MoveContact
trigger3 = (StateNo = 350) && (Anim = 350) && (AnimElemTime(6) < 0)

;-| 特殊技 |------------------------------------------------------
;外式·梦弹
[State -1, 外式·梦弹]
type = ChangeState
value = ifelse((StateNo = [200,240]),251,250)
triggerall = Var(59) = 0
triggerall = Command = "外式·梦弹"
trigger1 = (StateType != A) && Ctrl
trigger2 = (StateNo = 200) && ((AnimElemTime(4) > 0) || (MoveContact > 0))
trigger3 = (StateNo = 205) && ((AnimElemTime(3) > 0) || (MoveContact > 0))
trigger4 = (StateNo = 210) && ((AnimElemTime(7) > 0) || (MoveContact > 0))
trigger5 = (StateNo = 215) && ((AnimElemTime(4) > 0) || (MoveContact > 0))
trigger6 = (StateNo = 230) && ((AnimElemTime(3) > 0) || (MoveContact > 0))
trigger7 = (StateNo = 240) && ((AnimElemTime(5) > 0) || (MoveContact > 0))

;逆轰斧
[State -1, 逆轰斧]
type = ChangeState
value = ifelse((StateNo = [200,240]),261,260)
triggerall = Var(59) = 0
triggerall = Command = "逆轰斧"
triggerall = StateType != A
trigger1 = (StateType != A) && Ctrl
trigger2 = (StateNo = 200) && ((AnimElemTime(4) > 0) || (MoveContact > 0))
trigger3 = (StateNo = 205) && ((AnimElemTime(3) > 0) || (MoveContact > 0))
trigger4 = (StateNo = 210) && ((AnimElemTime(7) > 0) || (MoveContact > 0))
trigger5 = (StateNo = 215) && ((AnimElemTime(4) > 0) || (MoveContact > 0))
trigger6 = (StateNo = 230) && ((AnimElemTime(3) > 0) || (MoveContact > 0))
trigger7 = (StateNo = 240) && ((AnimElemTime(5) > 0) || (MoveContact > 0))

;站CD
[State -1, 站CD]
type = ChangeState
value = 350
triggerall = Var(59) = 0
triggerall = Command = "c"
trigger1 = StateType = S || StateType = C
trigger1 = Ctrl
trigger2 = Power >= 1000
trigger2 = StateNo = [150,153]

;跳CD
[State -1, 跳CD]
type = ChangeState
value = 650
triggerall = Var(59) = 0
triggerall = Command = "c"
triggerall = StateType = A
trigger1 = Ctrl

;-| 移动 |------------------------------------------------------
;向前跑
[State -1, 向前跑]
type = ChangeState
value = 100
triggerall = Var(59) = 0
triggerall = Command = "前前"
triggerall = StateType != A
trigger1 = Ctrl

;后跃
[State -1, 后跃]
type = ChangeState
value = 105
triggerall = Var(59) = 0
triggerall = Command = "后后"
triggerall = StateType != A
trigger1 = Ctrl
trigger2 = StateNo = 106

;后闪
[State -1, 后闪]
type = ChangeState
value = 720
triggerall = Var(59) = 0
triggerall = Command = "recovery" && Command = "holdback"
triggerall = StateType != A
trigger1 = Ctrl
trigger2 = Power >= 1000
trigger2 = StateNo = [150,153]
trigger3 = StateNo = 100 || StateNo = 195

;前闪
[State -1, 前闪]
type = ChangeState
value = 710
triggerall = Var(59) = 0
triggerall = Command = "recovery"
triggerall = StateType != A
trigger1 = Ctrl
trigger2 = Power >= 1000
trigger2 = StateNo = [150,153]
trigger3 = StateNo = 100 || StateNo = 195

;-| 普通投 |------------------------------------------------------
;死反玉
[State -1, 死反玉]
type = ChangeState
value = 800
triggerall = Var(59) = 0
triggerall = Command = "y"
triggerall = StateType != A
triggerall = EnemyNear,MoveType != H
triggerall = (StateNo != 100) || (Anim = 101)
triggerall = Ctrl
trigger1 = Command = "蓄前方向" || Command = "蓄后方向"
trigger1 = (P2BodyDist X < 30) && (P2StateType != A)
trigger1 = P2StateNo != [120,160)

;蛇比礼
[State -1, 蛇比礼]
type = ChangeState
value = 850
triggerall = Var(59) = 0
triggerall = Command = "b"
triggerall = StateType != A
triggerall = EnemyNear,MoveType != H
triggerall = (StateNo != 100) || (Anim = 101)
triggerall = Ctrl
trigger1 = Command = "蓄前方向" || Command = "蓄后方向"
trigger1 = (P2BodyDist X < 30) && (P2StateType != A)
trigger1 = P2StateNo != [120,160)

;-| 常规攻击 |------------------------------------------------------
;站轻拳·远
[State -1, 站轻拳·远]
type = ChangeState
value = 200
triggerall = Var(59) = 0
triggerall = Command = "x"
trigger1 = (StateType != A) && (P2BodyDist X > 25) && Ctrl
trigger2 = (P2BodyDist X > 25) && (StateNo = 200) && (AnimElemTime(5) >= 0)
trigger3 = (P2BodyDist X > 25) && (StateNo = 205) && (AnimElemTime(4) >= 0)
trigger4 = (P2BodyDist X > 25) && (StateNo = 230) && (AnimElemTime(4) >= 0)

;站轻拳·近
[State -1, 站轻拳·近]
type = ChangeState
value = 205
triggerall = Var(59) = 0
triggerall = Command = "x"
trigger1 = (StateType != A) && (P2BodyDist X <= 25) && Ctrl
trigger2 = (P2BodyDist X <= 25) && (StateNo = 200) && (AnimElemTime(5) >= 0)
trigger3 = (P2BodyDist X <= 25) && (StateNo = 205) && (AnimElemTime(4) >= 0)
trigger4 = (P2BodyDist X <= 25) && (StateNo = 230) && (AnimElemTime(4) >= 0)

;站重拳·远
[State -1, 站重拳·远]
type = ChangeState
value = 210
triggerall = Var(59) = 0
triggerall = Command = "y"
trigger1 = (StateType != A) && (P2BodyDist X > 40) && Ctrl
trigger2 = (P2BodyDist X > 40) && (StateNo = 200) && (AnimElemTime(5) >= 0)
trigger3 = (P2BodyDist X > 40) && (StateNo = 205) && (AnimElemTime(4) >= 0)
trigger4 = (P2BodyDist X > 40) && (StateNo = 230) && (AnimElemTime(4) >= 0)

;站重拳·近
[State -1, 站重拳·近]
type = ChangeState
value = 215
triggerall = Var(59) = 0
triggerall = Command = "y"
trigger1 = (StateType != A) && (P2BodyDist X <= 40) && Ctrl
trigger2 = (P2BodyDist X <= 40) && (StateNo = 200) && (AnimElemTime(5) >= 0)
trigger3 = (P2BodyDist X <= 40) && (StateNo = 205) && (AnimElemTime(4) >= 0)
trigger4 = (P2BodyDist X <= 40) && (StateNo = 230) && (AnimElemTime(4) >= 0)

;站轻脚
[State -1, 站轻脚]
type = ChangeState
value = 230
triggerall = Var(59) = 0
triggerall = Command = "a"
trigger1 = (StateType != A) && Ctrl
trigger2 = (StateNo = 200) && (AnimElemTime(5) >= 0)
trigger3 = (StateNo = 205) && (AnimElemTime(4) >= 0)
trigger4 = (StateNo = 230) && (AnimElemTime(4) >= 0)

;站重脚
[State -1, 站重脚]
type = ChangeState
value = 240
triggerall = Var(59) = 0
triggerall = Command = "b"
trigger1 = (StateType != A) && Ctrl
trigger2 = (StateNo = 200) && (AnimElemTime(5) >= 0)
trigger3 = (StateNo = 205) && (AnimElemTime(4) >= 0)
trigger4 = (StateNo = 230) && (AnimElemTime(4) >= 0)

;跳轻拳
[State -1, 跳轻拳]
type = ChangeState
value = 600
triggerall = Var(59) = 0
triggerall = Command = "x"
triggerall = StateType = A
trigger1 = Ctrl

;跳轻拳
[State -1, 跳轻拳]
type = ChangeState
value = 600
triggerall = Var(59) = 0
triggerall = Command = "z"
triggerall = StateType = A
trigger1 = Ctrl

;跳重拳
[State -1, 跳重拳]
type = ChangeState
value = 610
triggerall = Var(59) = 0
triggerall = Command = "y"
triggerall = StateType = A
trigger1 = Ctrl

;跳轻脚
[State -1, 跳轻脚]
type = ChangeState
value = 630
triggerall = Var(59) = 0
triggerall = Command = "a"
triggerall = StateType = A
trigger1 = Ctrl

;跳重脚
[State -1, 跳重脚]
type = ChangeState
value = 640
triggerall = Var(59) = 0
triggerall = Command = "b"
triggerall = StateType = A
trigger1 = Ctrl

;-| 嘲讽 |------------------------------------------------------
;嘲讽
[State -1, 嘲讽]
type = ChangeState
value = 195
triggerall = Var(59) = 0
triggerall = Command = "start"
triggerall = StateType != A
trigger1 = Ctrl

;------------------------------------
[State -1, VarSet]
type = VarSet
triggerall = !IsHelper
triggerall = Var(59) > 0
trigger1 = EnemyNear,MoveType != H
trigger1 = EnemyNear,StateNo != [150,153]
trigger2 = EnemyNear,StateNo = [150,153]
trigger2 = EnemyNear,GetHitVar(hitshaketime) + EnemyNear,GetHitVar(hittime) = 0
var(20) = 0

[State -1, VarSet]
type = VarSet
triggerall = !IsHelper
triggerall = Var(59) > 0
triggerall = EnemyNear,StateType = L
trigger1 = (Var(20) = [200,261]) || Var(20) = 640
trigger2 = (Var(20) = [1010,1060]) || (Var(20) = [1200,1550])
trigger3 = (Var(20) = [2000,2400]) || Var(20) = 2800 || (Var(20) = [3000,3100])
var(20) = 0

;------------------------------------
;对手后摇判定
[State -1, VarSet]
type = VarSet
triggerall = !IsHelper
triggerall = Var(59) > 0
trigger1 = EnemyNear,MoveType = A
var(30) = EnemyNear,StateNo
ignorehitpause = 1

;------------------------------------
;对手当身判定
[State -1, VarSet]
type = VarSet
triggerall = !IsHelper
trigger1 = 1
var(31) = 0
ignorehitpause = 1

[State -1, VarSet]
type = VarSet
triggerall = !IsHelper
triggerall = Var(59) > 0
triggerall = (NumTarget = 0) && (Helper,NumTarget = 0)
trigger1 = (Var(49) = [1000,10000)) && (EnemyNear,StateNo = Var(49))
trigger2 = (Var(49) >= 10000) && (EnemyNear,StateNo = Floor(Var(49)/10000))
trigger3 = (Var(49) >= 10000) && (EnemyNear,StateNo = Var(49) - Floor(Var(49)/10000)*10000)
trigger4 = (Var(50) = [1000,10000)) && (EnemyNear,StateNo = Var(50))
trigger5 = (Var(50) >= 10000) && (EnemyNear,StateNo = Floor(Var(50)/10000))
trigger6 = (Var(50) >= 10000) && (EnemyNear,StateNo = Var(50) - Floor(Var(50)/10000)*10000)
trigger7 = (EnemyNear,MoveType = I) && (EnemyNear,Vel X = 0)
trigger7 = (EnemyNear,StateNo != Var(30)) && (EnemyNear,StateNo - EnemyNear,PrevStateNo > 10)
trigger7 = (EnemyNear,StateNo = [1000,5000)) || (EnemyNear,StateNo = [6000,10000))
trigger7 = (EnemyNear,PrevStateNo != Var(30)) || (EnemyNear,PrevStateNo < 200)
trigger8 = (EnemyNear,MoveType = H) && (EnemyNear,Vel X = 0)
trigger8 = (EnemyNear,StateType = S) || (EnemyNear,StateType = C)
trigger8 = (EnemyNear,StateNo >= 6000) || (EnemyNear,GetHitVar(hittime) = 0)
var(31) = 1
ignorehitpause = 1

;------------------------------------
[State -1, 后跃]
type = ChangeState
value = 105
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (Roundstate = [2,3])
triggerall = (BackEdgeDist >= 30) && (StateType != A)
triggerall = Ctrl || (StateNo = [19,21]) || StateNo = 101 || StateNo = 120
trigger1 = (Var(20) = [0,1]) && (EnemyNear,MoveType = H) && ((EnemyNear,Pos X - Pos X)*Facing = [0,60])
trigger1 = (EnemyNear,StateType = L) || ((EnemyNear,StateType = A) && (EnemyNear,Pos Y > -10))

;------------------------------------
[State -1, 鵺鸣]
type = ChangeState
value = 2000
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (RoundState = 2)
triggerall = (StateType != A) && (Power >= 2000)
trigger1 = (Var(20) = 2000) && (EnemyNear,StateType != A) && (EnemyNear,MoveType = H)
trigger1 = (StateNo = 1400 || StateNo = 1450) && (AnimElemTime(6) > 0) && (EnemyNear,StateNo = 5255)

[State -1, 鵺鸣]
type = ChangeState
value = 2000
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (RoundState = 2)
triggerall = (StateType != A) && (Power >= 2000)
triggerall = P2BodyDist Y >= -100 - 25*(EnemyNear,Vel Y) - 313*EnemyNear,GetHitVar(yaccel)
trigger1 = (Var(20) = 2000) && (StateNo = 350) && MoveHit
trigger1 = (EnemyNear,StateType = A) && (EnemyNear,MoveType = H)

[State -1, 鵺鸣]
type = ChangeState
value = 2000
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (RoundState = [2,3])
triggerall = (StateType != A) && (Power >= 2000) && (EnemyNear,HitShakeOver = 1)
triggerall = (Var(20) = 2000) && (EnemyNear,StateType = A) && (EnemyNear,MoveType = H)
triggerall = P2BodyDist Y = [-80 - 25*(EnemyNear,Vel Y) - 313*EnemyNear,GetHitVar(yaccel),20 - 25*(EnemyNear,Vel Y) - 313*EnemyNear,GetHitVar(yaccel))
trigger1 = Ctrl || (StateNo = [19,21]) || StateNo = 101 || StateNo = 120 || (StateNo = [200,240])
trigger2 = (StateNo = 1050) && MoveHit
trigger3 = (StateNo = 1260) && (AnimElemTime(5) > 0)

[State -1, 鵺鸣]
type = ChangeState
value = 2000
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (RoundState = [2,3])
triggerall = (StateType != A) && (Power >= 2000)
triggerall = (Var(20) = 2000) && (NumHelper(2310) = 0)
triggerall = (EnemyNear,StateType = A) && (EnemyNear,MoveType = H)
triggerall = (EnemyNear,Vel Y <= 0) && (EnemyNear,Pos Y = [-80,20])
triggerall = (EnemyNear,FrontEdgeDist = 0) || (EnemyNear,BackEdgeDist = 0)
trigger1 = (StateNo = 1100 || StateNo = 1150) && (AnimElemTime(4) > 1)
trigger2 = (StateNo = 1155) && (AnimElemTime(6) > 1)

[State -1, 鵺鸣]
type = ChangeState
value = 2000
triggerall = !IsHelper
triggerall = (Var(59) = 2) && (RoundState = 2)
triggerall = (StateType != A) && (Random < 30)
trigger1 = Ctrl || (StateNo = [19,21]) || StateNo = 101 || StateNo = 120 || (StateNo = [200,240])

[State -1, VarSet]
type = Null
triggerall = !IsHelper
triggerall = Var(59) = 1
triggerall = StateNo = 2000
triggerall = AnimElemTime(1) = 1
trigger1 = Var(20) := 1

;------------------------------------
[State -1, 天煞]
type = ChangeState
value = 2100
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (RoundState = 2)
triggerall = (StateType != A) && (Power >= 1000)
triggerall = (Var(20) = 2100) && (EnemyNear,StateType != A) && (EnemyNear,MoveType = H)
trigger1 = (StateNo = [200,261]) && MoveHit
trigger1 = EnemyNear,GetHitVar(hitshaketime) + EnemyNear,GetHitVar(hittime) > 4
trigger2 = (StateNo = 1100 || StateNo = 1150) && (AnimElemTime(4) > 1)
trigger3 = (StateNo = 1220) && (EnemyNear,StateNo = 5255) && MoveContact
trigger4 = (StateNo = 1300) && (AnimElemTime(7) > 0)
trigger5 = (StateNo = 1510) && (AnimElemTime(10) > 0)
trigger6 = (StateNo = 1800) && (AnimElemTime(5) > 0)
trigger7 = (StateNo = 1805) && (AnimElemTime(8) > 0)

[State -1, 天煞]
type = ChangeState
value = 2100
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (RoundState = 2)
triggerall = (StateType != A) && (Power >= 1000)
triggerall = (Var(20) = 2100) && (EnemyNear,StateType = A) && (EnemyNear,MoveType = H)
triggerall = Abs(P2BodyDist X) = [-4*(EnemyNear,Vel X)*(EnemyNear,Facing)*Facing,200 - 4*(EnemyNear,Vel X)*(EnemyNear,Facing)*Facing)
triggerall = P2BodyDist Y = [-50 - 4*(EnemyNear,Vel Y) - 8*EnemyNear,GetHitVar(yaccel),20 - 4*(EnemyNear,Vel Y) - 8*EnemyNear,GetHitVar(yaccel))
trigger1 = Ctrl || (StateNo = [19,21]) || StateNo = 101 || StateNo = 120 || (StateNo = [200,240])
trigger2 = (StateNo = 1000) && (EnemyNear,StateNo = 1071) && MoveHit
trigger3 = (StateNo = 1100 || StateNo = 1150) && (AnimElemTime(4) > 1)
trigger4 = (StateNo = 1800) && (AnimElemTime(5) > 0)
trigger5 = (StateNo = 1805) && (AnimElemTime(8) > 0)
trigger6 = (StateNo = 1850) && (AnimElemTime(5) > 0) && (AnimElemTime(10) < 0)
trigger7 = (StateNo = 1850) && (AnimElemTime(14) > 0)
trigger8 = (StateNo = 1855) && (AnimElemTime(8) > 0) && (AnimElemTime(13) < 0)
trigger9 = (StateNo = 1855) && (AnimElemTime(17) > 0)
trigger10 = (StateNo = 1860) && (AnimElemTime(10) > 0)

[State -1, 天煞]
type = ChangeState
value = 2100
triggerall = !IsHelper
triggerall = (Var(59) > 0) && (RoundState = 2)
triggerall = (Power >= 1000) || (PalNo = [11,12])
triggerall = (StateType != A) && (EnemyNear,StateType != A)
trigger1 = (StateNo = 1100 || StateNo = 1150) && (AnimElemTime(4) = [2,10))
trigger1 = (P2BodyDist X = [0,100)) && (EnemyNear,MoveType = A)
trigger1 = (EnemyNear,Vel X > 0) && (EnemyNear,Facing != Facing)
trigger2 = (StateNo = 1100 || StateNo = 1150) && (AnimElemTime(4) = [10,18))
trigger2 = (P2BodyDist X = [0,150)) && (EnemyNear,MoveType = A)
trigger2 = (EnemyNear,Vel X > 0) && (EnemyNear,Facing != Facing)
trigger3 = (StateNo = 1100 || StateNo = 1150) && (AnimElemTime(4) = [18,26))
trigger3 = (P2BodyDist X = [0,200)) && (EnemyNear,MoveType = A)
trigger3 = (EnemyNear,Vel X > 0) && (EnemyNear,Facing != Facing)

[State -1, 天煞]
type = ChangeState
value = 2100
triggerall = !IsHelper
triggerall = (Var(59) = 2) && (RoundState = 2)
triggerall = (StateType != A) && (Var(20) = 2100)
trigger1 = (StateNo = 1000) && MoveHit

[State -1, VarSet]
type = Null
triggerall = !IsHelper
triggerall = Var(59) = 1
triggerall = StateNo = 2110
triggerall = AnimElemTime(1) = 1
trigger1 = Var(20) := 1

;------------------------------------
[State -1, 惑星]
type = ChangeState
value = 2200
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (RoundState = 2)
triggerall = (StateType != A) && (Power >= 2000)
triggerall = (Var(20) = 2200) && (EnemyNear,StateType != A) && (EnemyNear,MoveType = H)
trigger1 = (StateNo = [200,261]) && (EnemyNear,MoveType = H) && MoveHit
trigger1 = EnemyNear,GetHitVar(hitshaketime) + EnemyNear,GetHitVar(hittime) > 4
trigger2 = (StateNo = 1220) && (EnemyNear,StateNo = 5255) && MoveContact
trigger3 = (StateNo = 1510) && (AnimElemTime(10) > 0)

[State -1, 惑星]
type = ChangeState
value = 2200
triggerall = !IsHelper
triggerall = (Var(59) = 2) && (RoundState = 2)
triggerall = (StateType != A) && (Random < 15)
trigger1 = Ctrl || (StateNo = [19,21]) || StateNo = 101 || StateNo = 120 || (StateNo = [200,261])

[State -1, VarSet]
type = Null
triggerall = !IsHelper
triggerall = Var(59) = 1
triggerall = StateNo = 2200
triggerall = AnimElemTime(56) = 0
trigger1 = Power < 1000
trigger1 = Var(20) := 1200

;------------------------------------
[State -1, 夜茄]
type = ChangeState
value = 2300
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (RoundState = 2)
triggerall = (StateType != A) && (Power >= 2000)
triggerall = (EnemyNear,StateType != A) && (EnemyNear,MoveType = A)
triggerall = (Var(12) > 0) || (Var(8) <= GameTime - 20) || ((InGuardDist = 1) && (NumExplod(464748) = 1))
triggerall = (EnemyNear,Vel X > 0) || (Abs(EnemyNear,Pos X - Pos X) <= 75)
triggerall = (NumHelper(2310) = 0) || (Abs(Helper(2310),Pos X - Pos X) > 100)
trigger1 = (StateNo = 1100) && (AnimElemTime(4) > 1)
trigger2 = (StateNo = 1150) && (AnimElemTime(4) > 1)
trigger3 = (StateNo = 1300) && (AnimElemTime(7) > 0)
trigger4 = (StateNo = 1350) && (AnimElemTime(4) > 0)
trigger5 = (StateNo = 1800) && (AnimElemTime(5) > 0)

[State -1, 夜茄]
type = ChangeState
value = 2300
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (RoundState = 2)
triggerall = (StateType != A) && (Power >= 2000)
triggerall = (NumHelper(2310) = 0) || (Abs(Helper(2310),Pos X - Pos X) > 100)
triggerall = Ctrl || (StateNo = [19,21]) || StateNo = 101 || StateNo = 120 || (StateNo = [200,240])
trigger1 = (Var(12) > 0) && (Abs(EnemyNear,Pos X - Pos X) <= 75)
trigger2 = (Var(32) = 4) && (StateNo = [200,240]) && (InGuardDist = 1)
trigger2 = (EnemyNear,MoveType = A) && (EnemyNear,Facing = Facing)
trigger2 = (Pos X - EnemyNear,Pos X)*(EnemyNear,Facing) > 0
trigger3 = (Var(32) = 4) && (StateNo = [200,240]) && (InGuardDist = 1)
trigger3 = (EnemyNear,MoveType = A) && (EnemyNear,StateNo >= 200)
trigger3 = (Pos X - EnemyNear,Pos X)*(EnemyNear,Facing) > 0

[State -1, 夜茄]
type = ChangeState
value = 2300
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (RoundState = 2)
triggerall = (StateType != A) && (Power >= 2000)
triggerall = (EnemyNear,MoveType = A) && (EnemyNear,PrevStateNo = [120,160))
triggerall = (NumHelper(2310) = 0) || (Abs(Helper(2310),Pos X - Pos X) > 100)
trigger1 = Ctrl || (StateNo = [19,21]) || StateNo = 101 || StateNo = 120 || (StateNo = [200,240])
trigger2 = ((StateNo = [250,261]) || StateNo = 350) && MoveGuarded
trigger3 = (StateNo = 1000 || StateNo = 1010 || StateNo = 1020 || StateNo = 1050) && MoveGuarded

[State -1, 夜茄]
type = ChangeState
value = 2300
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (RoundState = 2)
triggerall = (StateType != A) && (Power >= 2000)
triggerall = (Var(20) = 2300) && (EnemyNear,StateType != A)
trigger1 = (StateNo = [200,261]) && (EnemyNear,MoveType = H) && MoveHit
trigger1 = EnemyNear,GetHitVar(hitshaketime) + EnemyNear,GetHitVar(hittime) > 10
trigger2 = (StateNo = [200,261]) && (EnemyNear,Ctrl = 0) && (EnemyNear,StateNo = [150,153]) && MoveGuarded
trigger2 = EnemyNear,GetHitVar(hitshaketime) + EnemyNear,GetHitVar(hittime) > 10
trigger3 = (StateNo = 1220) && (EnemyNear,MoveType = H) && (EnemyNear,StateNo = 5255) && MoveContact
trigger4 = (StateNo = 1300) && (EnemyNear,MoveType = H) && (AnimElemTime(7) > 0)
trigger5 = (StateNo = 1510) && (EnemyNear,MoveType = H) && (AnimElemTime(10) > 0)
trigger6 = (StateNo = 1700) && (EnemyNear,MoveType = H) && MoveHit

[State -1, 夜茄]
type = ChangeState
value = 2300
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (RoundState = 2)
triggerall = (StateType != A) && (Power >= 2000)
triggerall = (Var(20) = 2300) && (EnemyNear,StateType = A) && (EnemyNear,MoveType = H)
trigger1 = (StateNo = 1260) && (AnimElemTime(5) > 0)

[State -1, 夜茄]
type = ChangeState
value = 2300
triggerall = !IsHelper
triggerall = (Var(59) = 2) && (RoundState = 2)
triggerall = (StateType != A) && (NumHelper(2310) = 0)
triggerall = Ctrl || (StateNo = [19,21]) || StateNo = 101 || StateNo = 120 || (StateNo = [200,240])
trigger1 = Abs(EnemyNear,Pos X - Pos X) <= 75

;------------------------------------
[State -1, 分荼梨迦]
type = ChangeState
value = 2400
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (RoundState = 2)
triggerall = (StateType != A) && (Power >= 2000)
triggerall = (Var(20) = 2400) && (EnemyNear,StateType != A) && (EnemyNear,MoveType = H)
trigger1 = (StateNo = [200,261]) && MoveHit
trigger1 = EnemyNear,GetHitVar(hitshaketime) + EnemyNear,GetHitVar(hittime) > 4
trigger2 = (StateNo = 1100 || StateNo = 1150) && (AnimElemTime(4) > 1)
trigger3 = (StateNo = 1300) && (AnimElemTime(7) > 0)
trigger4 = (StateNo = 1510) && (AnimElemTime(10) > 0)
trigger5 = (StateNo = 1800) && (AnimElemTime(5) > 0)
trigger6 = (StateNo = 1805) && (AnimElemTime(8) > 0)

[State -1, 分荼梨迦]
type = ChangeState
value = 2400
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (RoundState = 2)
triggerall = (StateType != A) && (Power >= 2000)
triggerall = (Var(20) = 2400) && (EnemyNear,StateType = A) && (EnemyNear,MoveType = H)
triggerall = Abs(P2BodyDist X) = [-4*(EnemyNear,Vel X)*(EnemyNear,Facing)*Facing,200 - 4*(EnemyNear,Vel X)*(EnemyNear,Facing)*Facing)
triggerall = P2BodyDist Y = [-50 - 4*(EnemyNear,Vel Y) - 8*EnemyNear,GetHitVar(yaccel),20 - 4*(EnemyNear,Vel Y) - 8*EnemyNear,GetHitVar(yaccel))
trigger1 = Ctrl || (StateNo = [19,21]) || StateNo = 101 || StateNo = 120 || (StateNo = [200,240])
trigger2 = (StateNo = 1000) && (EnemyNear,StateNo = 1071) && MoveHit
trigger3 = (StateNo = 1100 || StateNo = 1150) && (AnimElemTime(4) > 1)
trigger4 = (StateNo = 1800) && (AnimElemTime(5) > 0)
trigger5 = (StateNo = 1805) && (AnimElemTime(8) > 0)
trigger6 = (StateNo = 1850) && (AnimElemTime(5) > 0) && (AnimElemTime(10) < 0)
trigger7 = (StateNo = 1850) && (AnimElemTime(14) > 0)
trigger8 = (StateNo = 1855) && (AnimElemTime(8) > 0) && (AnimElemTime(13) < 0)
trigger9 = (StateNo = 1855) && (AnimElemTime(17) > 0)
trigger10 = (StateNo = 1860) && (AnimElemTime(10) > 0)

[State -1, 分荼梨迦]
type = ChangeState
value = 2400
triggerall = !IsHelper
triggerall = (Var(59) = 2) && (RoundState = 2)
triggerall = (StateType != A) && (Random < 15)
trigger1 = Ctrl || (StateNo = [19,21]) || StateNo = 101 || StateNo = 120 || (StateNo = [200,240])

[State -1, VarSet]
type = Null
triggerall = !IsHelper
triggerall = Var(59) = 1
triggerall = StateNo = 2410
triggerall = AnimElemTime(1) = 1
trigger1 = Var(20) := 1

;------------------------------------
[State -1, 苍胧]
type = ChangeState
value = 2500
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (RoundState = 2)
triggerall = (StateType != A) && (Power >= 1000)
triggerall = NumHelper(2520) + NumHelper(2720) = 0
triggerall = ((Var(17) != -1) && (Var(39) != 2)) || (Power < 2000)
triggerall = Ctrl || (StateNo = [19,21]) || StateNo = 101 || StateNo = 120 || (StateNo = [200,240])
trigger1 = (Var(20) = 0) && (Var(39) = 1) && (EnemyNear,MoveType != H)
trigger1 = ((P2BodyDist X > 100) || (EnemyNear,StateType = A))
trigger2 = (Var(20) = 0) && (Var(39) = 1) && (EnemyNear,MoveType = H)
trigger2 = (EnemyNear,StateType != A) && (EnemyNear,StateType != L)
trigger3 = (Var(20) = 0) && (Var(39) = 1) && (P2BodyDist X >= 110) && (InGuardDist = 0)
trigger3 = (Life > 750) && (Power >= 5000) && (EnemyNear,MoveType != A)
trigger4 = (Var(20) = [0,1]) && (Var(39) = 1) && (EnemyNear,MoveType = H)
trigger4 = (EnemyNear,StateType = A) || (EnemyNear,StateType = L)
trigger5 = (Var(20) = [0,1]) && (Var(39) = 2) && (P2BodyDist X >= 110)

[State -1, VarSet]
type = Null
triggerall = !IsHelper
triggerall = Var(59) = 1
triggerall = StateNo = 2500
triggerall = AnimElemTime(1) = 1
trigger1 = Var(20) := 0

;------------------------------------
[State -1, 血鹰]
type = ChangeState
value = 2600
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (RoundState = 2)
triggerall = (StateType != A) && (Power >= 3000)
triggerall = Ctrl || (StateNo = [19,21]) || StateNo = 101 || StateNo = 120 || (StateNo = [200,240])
trigger1 = (Var(20) = 0) && (NumExplod(2600) = 0) && (P2BodyDist X > 200)
trigger1 = (EnemyNear,MoveType != H) && (EnemyNear,Vel X = 0)
trigger1 = (EnemyNear,NumProj > 0) || (EnemyNear,StateNo < 200)
trigger2 = (Var(20) = 2600) && (EnemyNear,StateType = L) && (EnemyNear,MoveType = H)
trigger2 = (EnemyNear,StateNo != [5020,5120]) && (EnemyNear,Pos Y >= -10)
trigger2 = (EnemyNear,Anim = 242) || (EnemyNear,Anim = [5090,5111]) || (EnemyNear,Anim = 5272)

[State -1, 血鹰]
type = ChangeState
value = 2600
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (RoundState = 2)
triggerall = (StateType != A) && (Power >= 3000)
triggerall = (Var(20) = 2600) && (EnemyNear,StateNo = [150,153])
trigger1 = Ctrl || (StateNo = [19,21]) || StateNo = 101 || StateNo = 120 || (StateNo = [200,240])
trigger2 = (StateNo = 1100 || StateNo = 1150) && (AnimElemTime(4) > 1)
trigger3 = (StateNo = 1300) && (AnimElemTime(7) > 0)
trigger4 = (StateNo = 1350) && (AnimElemTime(4) > 0)
trigger5 = (StateNo = 1850) && (AnimElemTime(5) > 0) && (AnimElemTime(10) < 0)
trigger6 = (StateNo = 1850) && (AnimElemTime(14) > 0)
trigger7 = (StateNo = 1855) && (AnimElemTime(8) > 0) && (AnimElemTime(13) < 0)
trigger8 = (StateNo = 1855) && (AnimElemTime(17) > 0)
trigger9 = (StateNo = 1860) && (AnimElemTime(10) > 0)

[State -1, 血鹰]
type = ChangeState
value = 2600
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (RoundState = 2)
triggerall = (StateType != A) && (Power >= 3000)
triggerall = (Var(20) = 2600) && (EnemyNear,StateType = L) && (EnemyNear,MoveType = H)
trigger1 = (StateNo = 1560) && (AnimElemTime(13) > 0)

[State -1, VarSet]
type = Null
triggerall = !IsHelper
triggerall = Var(59) = 1
triggerall = StateNo = 2610
triggerall = AnimElemTime(1) = 1
trigger1 = Var(20) := 1

[State -1, VarSet]
type = Null
triggerall = !IsHelper
triggerall = Var(59) = 1
triggerall = StateNo = 2620
triggerall = AnimTime = 0
trigger1 = Power >= 6000
trigger1 = Var(20) := 2100
trigger2 = Power = [5000,6000)
trigger2 = Var(20) := 2400
trigger3 = Power = [3000,5000)
trigger3 = Var(20) := 3000
trigger4 = Power = [2000,3000)
trigger4 = Var(20) := 2400
trigger5 = Power = [1000,2000)
trigger5 = Var(20) := 2100
trigger6 = Var(20) := 1800

;------------------------------------
[State -1, 黑潮]
type = ChangeState
value = 2700
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (RoundState = 2)
triggerall = (StateType != A) && (Power >= 2000)
triggerall = NumHelper(2520) + NumHelper(2720) = 0
triggerall = Ctrl || (StateNo = [19,21]) || StateNo = 101 || StateNo = 120 || (StateNo = [200,240])
trigger1 = (Var(20) = [0,1]) && ((Var(12) > 0) || (Var(17) = -1) || (Var(39) = 2))
trigger2 = (EnemyNear,StateType = S) && (EnemyNear,MoveType != H)
trigger2 = (EnemyNear,StateNo >= 3000) && (EnemyNear,Vel X = 0) && (EnemyNear,Vel Y = 0)
trigger2 = (EnemyNear,Life > Var(5)) || (Var(7) <= -1500) || (Var(8) <= GameTime - 30)
trigger2 = (EnemyNear,Time >= 100) || (EnemyNear,AnimTime <= -100)

[State -1, 黑潮]
type = ChangeState
value = 2700
triggerall = !IsHelper
triggerall = (Var(59) = 2) && (RoundState = 2)
triggerall = (StateType != A) && (NumHelper(2520) + NumHelper(2720) = 0)
trigger1 = Ctrl || (StateNo = [19,21]) || StateNo = 101 || StateNo = 120 || (StateNo = [200,240])

[State -1, VarSet]
type = Null
triggerall = !IsHelper
triggerall = Var(59) = 1
triggerall = StateNo = 2700
triggerall = AnimElemTime(1) = 1
trigger1 = Var(20) := 0

[State -1, VarSet]
type = Null
triggerall = !IsHelper
triggerall = Var(59) = 1
triggerall = EnemyNear,StateType = A
triggerall = EnemyNear,MoveType = H
triggerall = EnemyNear,StateNo = 2750
triggerall = EnemyNear,HitShakeOver = 0
trigger1 = Var(20) := 0

;------------------------------------
[State -1, 狂骨]
type = ChangeState
value = 2800
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (RoundState = 2)
triggerall = (StateType != A) && (EnemyNear,StateType != A)
triggerall = (Power >= 3000) && (NumExplod(2800) = 0)
triggerall = Ctrl || (StateNo = [19,21]) || StateNo = 101 || StateNo = 120 || (StateNo = [200,240])
triggerall = (Abs(P2BodyDist X) = [0,90]) && (EnemyNear,Pos Y = 0)
trigger1 = (Var(12) = 0) && (EnemyNear,HitDefAttr = SCA,AA,AT,AP)
trigger1 = (EnemyNear,Facing != Facing) && (Abs(EnemyNear,Vel X) < 15)
trigger2 = (Var(20) = 0) && (Var(12) = 0)
trigger2 = (EnemyNear,StateNo < 1000) && (StateNo != [120,153])
trigger2 = (EnemyNear,StateNo < 200) || (EnemyNear,MoveType = A)

[State -1, 狂骨]
type = ChangeState
value = 2800
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (RoundState = 2)
triggerall = (StateType != A) && (Power >= 3000)
triggerall = (Var(20) = 2800) && (EnemyNear,StateType != A) && (EnemyNear,MoveType = H)
triggerall = (Abs(P2BodyDist X) = [0,90]) && (EnemyNear,Pos Y = 0)
trigger1 = (StateNo = [200,261]) && MoveHit
trigger2 = (StateNo = 1510) && (AnimElemTime(10) > 0)

[State -1, 狂骨]
type = ChangeState
value = 2800
triggerall = !IsHelper
triggerall = (Var(59) = 2) && (RoundState = 2)
triggerall = (StateType != A) && (Random < 30 + 120*(EnemyNear,HitDefAttr = SCA,AA,AT,AP))
trigger1 = Ctrl || (StateNo = [19,21]) || StateNo = 101 || StateNo = 120 || (StateNo = [200,240])

[State -1, VarSet]
type = Null
triggerall = !IsHelper
triggerall = Var(59) = 1
triggerall = StateNo = 2800
triggerall = AnimElemTime(1) = 1
trigger1 = Var(20) := 1

;------------------------------------
[State -1, 龙旋]
type = ChangeState
value = 2900
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (RoundState = 2)
triggerall = (StateType != A) && (Power >= 3000)
triggerall = (Var(20) = 2900) && (EnemyNear,MoveType = H)
trigger1 = (StateNo = 860) && (AnimElemTime(15) > 5) && (EnemyNear,StateNo = 871)
trigger2 = (StateNo = 1040) && (EnemyNear,StateNo = 1090) && MoveHit
trigger3 = (StateNo = 1220) && (EnemyNear,StateNo = 5255) && MoveContact
trigger4 = (StateNo = 1510) && (AnimElemTime(10) > 0)
trigger5 = (StateNo = 1560) && (AnimElemTime(13) > 0)
trigger6 = (StateNo = 1750) && (EnemyNear,StateNo = 1774) && MoveHit

[State -1, 龙旋]
type = ChangeState
value = 2900
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (RoundState = 2)
triggerall = (StateType != A) && (Power >= 3000)
triggerall = Ctrl || (StateNo = [19,21]) || StateNo = 101 || StateNo = 120 || (StateNo = [200,240])
triggerall = (Abs(P2BodyDist X) <= 60) && (P2BodyDist Y = [-30,0])
trigger1 = (Var(12) > 0) && (EnemyNear,MoveType = A)
trigger2 = (Var(32) = 4) && (StateNo = [200,240]) && (InGuardDist = 1)
trigger2 = (EnemyNear,MoveType = A) && (EnemyNear,Facing = Facing)
trigger2 = (Pos X - EnemyNear,Pos X)*(EnemyNear,Facing) > 0
trigger3 = (Var(32) = 4) && (StateNo = [200,240]) && (InGuardDist = 1)
trigger3 = (EnemyNear,MoveType = A) && (EnemyNear,StateNo >= 200)
trigger3 = (Pos X - EnemyNear,Pos X)*(EnemyNear,Facing) > 0

[State -1, 龙旋]
type = ChangeState
value = 2900
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (RoundState = 2)
triggerall = (StateType != A) && (Power >= 3000)
triggerall = (EnemyNear,StateType != A) && (EnemyNear,MoveType != H)
triggerall = (P2BodyDist X = [-60,0)) && (EnemyNear,Pos Y = 0)
trigger1 = (StateNo = 1100) && (AnimElemTime(4) > 1)
trigger2 = (StateNo = 1150) && (AnimElemTime(4) > 1)
trigger3 = (StateNo = 1350) && (AnimElemTime(4) > 0)
trigger4 = (StateNo = 1800) && (AnimElemTime(5) > 0)

[State -1, 龙旋]
type = ChangeState
value = 2900
triggerall = !IsHelper
triggerall = (Var(59) = 2) && (RoundState = 2)
triggerall = (StateType != A) && (Random < 30)
trigger1 = Ctrl || (StateNo = [19,21]) || StateNo = 101 || StateNo = 120 || (StateNo = [200,240])

[State -1, VarSet]
type = Null
triggerall = !IsHelper
triggerall = Var(59) = 1
triggerall = StateNo = 2900
triggerall = AnimElemTime(1) = 1
trigger1 = Var(20) := 1

;------------------------------------
[State -1, 俱利伽罗]
type = ChangeState
value = 3000
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (RoundState = 2)
triggerall = (StateType != A) && (Power >= 3000)
triggerall = (Var(20) = 3000) && (EnemyNear,StateType != A) && (EnemyNear,MoveType = H)
trigger1 = (StateNo = [200,261]) && MoveHit
trigger1 = EnemyNear,GetHitVar(hitshaketime) + EnemyNear,GetHitVar(hittime) > 4
trigger2 = (StateNo = 1100 || StateNo = 1150) && (AnimElemTime(4) > 1)
trigger3 = (StateNo = 1300) && (AnimElemTime(7) > 0)
trigger4 = (StateNo = 1510) && (AnimElemTime(10) > 0)
trigger5 = (StateNo = 1800) && (AnimElemTime(5) > 0)
trigger6 = (StateNo = 1805) && (AnimElemTime(8) > 0)

[State -1, 俱利伽罗]
type = ChangeState
value = 3000
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (RoundState = 2)
triggerall = (StateType != A) && (Power >= 3000)
triggerall = (Var(20) = 3000) && (EnemyNear,StateType = A) && (EnemyNear,MoveType = H)
triggerall = Abs(P2BodyDist X) = [-4*(EnemyNear,Vel X)*(EnemyNear,Facing)*Facing,200 - 4*(EnemyNear,Vel X)*(EnemyNear,Facing)*Facing)
triggerall = P2BodyDist Y = [-50 - 4*(EnemyNear,Vel Y) - 8*EnemyNear,GetHitVar(yaccel),20 - 4*(EnemyNear,Vel Y) - 8*EnemyNear,GetHitVar(yaccel))
trigger1 = Ctrl || (StateNo = [19,21]) || StateNo = 101 || StateNo = 120 || (StateNo = [200,240])
trigger2 = (StateNo = 1000) && (EnemyNear,StateNo = 1071) && MoveHit
trigger3 = (StateNo = 1100 || StateNo = 1150) && (AnimElemTime(4) > 1)
trigger4 = (StateNo = 1800) && (AnimElemTime(5) > 0)
trigger5 = (StateNo = 1805) && (AnimElemTime(8) > 0)
trigger6 = (StateNo = 1850) && (AnimElemTime(5) > 0) && (AnimElemTime(10) < 0)
trigger7 = (StateNo = 1850) && (AnimElemTime(14) > 0)
trigger8 = (StateNo = 1855) && (AnimElemTime(8) > 0) && (AnimElemTime(13) < 0)
trigger9 = (StateNo = 1855) && (AnimElemTime(17) > 0)
trigger10 = (StateNo = 1860) && (AnimElemTime(10) > 0)

[State -1, 俱利伽罗]
type = ChangeState
value = 3000
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (RoundState = 2)
triggerall = (StateType != A) && (Power >= 3000)
triggerall = (Var(20) = 3000) && (EnemyNear,StateNo = [150,153])
trigger1 = (StateNo = [1010,1050]) && MoveGuarded

[State -1, 俱利伽罗]
type = ChangeState
value = 3000
triggerall = !IsHelper
triggerall = (Var(59) = 2) && (RoundState = 2)
triggerall = (StateType != A) && (Random < 30)
trigger1 = Ctrl || (StateNo = [19,21]) || StateNo = 101 || StateNo = 120 || (StateNo = [200,240])

[State -1, VarSet]
type = Null
triggerall = !IsHelper
triggerall = Var(59) = 1
triggerall = StateNo = 3010
triggerall = AnimElemTime(1) = 1
trigger1 = Var(20) := 1

;------------------------------------
[State -1, 幽鵐]
type = ChangeState
value = 3100
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (RoundState = 2)
triggerall = (StateType != A) && (Power >= 1000)
triggerall = (Var(20) = 3100) && (EnemyNear,StateType != A) && (EnemyNear,MoveType = H)
trigger1 = (StateNo = [200,261]) && MoveHit
trigger1 = EnemyNear,GetHitVar(hitshaketime) + EnemyNear,GetHitVar(hittime) > 13
trigger2 = (StateNo = 1510) && (AnimElemTime(10) > 0)
trigger3 = (StateNo = 1700) && MoveHit

[State -1, 幽鵐]
type = ChangeState
value = 3100
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (RoundState = 2)
triggerall = (StateType != A) && (Power >= 1000)
triggerall = (Var(20) = 3100) && (EnemyNear,StateType = A) && (EnemyNear,MoveType = H)
trigger1 = (StateNo = 1350) && (AnimElemTime(4) > 0)

[State -1, 幽鵐]
type = ChangeState
value = 3100
triggerall = !IsHelper
triggerall = (Var(59) = 2) && (RoundState = 2)
triggerall = (StateType != A) && (Random < 15)
trigger1 = Ctrl || (StateNo = [19,21]) || StateNo = 101 || StateNo = 120 || (StateNo = [200,240])

[State -1, VarSet]
type = Null
triggerall = !IsHelper
triggerall = Var(59) = 1
triggerall = StateNo = 3100
triggerall = AnimElemTime(1) = 1
trigger1 = Var(20) := 1

;------------------------------------
[State -1, 死反玉]
type = ChangeState
value = 800
triggerall = !IsHelper
triggerall = (Var(59) > 0) && (RoundState = 2)
triggerall = (Var(20) = 0) && (StateType != A)
triggerall = (EnemyNear,StateType != A) && (EnemyNear,MoveType != H)
triggerall = Ctrl || (StateNo = [19,21]) || StateNo = 101 || StateNo = 120
triggerall = (Abs(P2BodyDist X) = [0,30]) && (EnemyNear,Pos Y = 0) && (EnemyNear,StateNo != [120,160)) && (Random < 500)
trigger1 = (NumExplod(800) < 20) && (EnemyNear,StateNo = [0,1000))
trigger2 = (NumExplod(800) < 2) && (EnemyNear,MoveType = I) && (EnemyNear,StateNo = [1000,2000))
trigger3 = (EnemyNear,MoveType = I) && (EnemyNear,StateNo = Var(30)) && (EnemyNear,AnimTime = [-3,0])
trigger4 = (NumExplod(800) < 2) && (EnemyNear,MoveType = A)
trigger4 = (EnemyNear,StateNo >= 200) && (EnemyNear,Facing = Facing)
trigger5 = (EnemyNear,StateType = S) && (EnemyNear,MoveType = I)
trigger5 = (Var(7) <= -10) && (EnemyNear,StateNo >= 200) && (EnemyNear,Vel X = 0)

[State -1, 死反玉]
type = ChangeState
value = 800
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (RoundState = 2)
triggerall = (Var(20) = 0) && (StateType != A)
triggerall = (EnemyNear,StateType = C) && (EnemyNear,MoveType != H)
triggerall = Ctrl || (StateNo = [19,21]) || StateNo = 101 || StateNo = 120
triggerall = (Abs(P2BodyDist X) = [0,60]) && (EnemyNear,Pos Y = 0) && (Random < 300)
trigger1 = (Var(55) = [100,1000)) && (EnemyNear,StateNo = Var(55))
trigger2 = (Var(55) = [1000,1000000)) && (EnemyNear,StateNo = Floor(Var(55)/1000))
trigger3 = (Var(55) = [1000,1000000)) && (EnemyNear,StateNo = Var(55) - Floor(Var(55)/1000)*1000)
trigger4 = (Var(55) >= 1000000) && (EnemyNear,StateNo = Floor(Var(55)/1000000))
trigger5 = (Var(55) >= 1000000) && (EnemyNear,StateNo = Floor((Var(55) - Floor(Var(56)/1000000)*1000000)/1000))
trigger6 = (Var(55) >= 1000000) && (EnemyNear,StateNo = Var(55) - (Floor(Var(55)/1000000)*1000000) - (Floor((Var(55) - Floor(Var(55)/1000000)*1000000)/1000))*1000)

[State -1, VarSet]
type = Null
triggerall = !IsHelper
triggerall = Var(59) = 1
triggerall = StateNo = [810,815]
triggerall = AnimTime = 0
triggerall = EnemyNear,MoveType = H
trigger1 = P2BodyDist X < 100
trigger1 = Var(20) := 1000
trigger2 = P2BodyDist X < 150
trigger2 = Var(20) := 1250
trigger3 = P2BodyDist X < 200
trigger3 = Var(20) := 1200
trigger4 = Var(20) := 1450

;------------------------------------
[State -1, 蛇比礼]
type = ChangeState
value = 850
triggerall = !IsHelper
triggerall = (Var(59) > 0) && (RoundState = 2)
triggerall = (Var(20) = 0) && (StateType != A)
triggerall = (EnemyNear,StateType != A) && (EnemyNear,MoveType != H)
triggerall = Ctrl || (StateNo = [19,21]) || StateNo = 101 || StateNo = 120
triggerall = (Abs(P2BodyDist X) = [0,30]) && (EnemyNear,Pos Y = 0) && (EnemyNear,StateNo != [120,160))
trigger1 = (NumExplod(800) < 20) && (EnemyNear,StateNo = [0,1000))
trigger2 = (NumExplod(800) < 2) && (EnemyNear,MoveType = I) && (EnemyNear,StateNo = [1000,2000))
trigger3 = (EnemyNear,MoveType = I) && (EnemyNear,StateNo = Var(30)) && (EnemyNear,AnimTime = [-3,0])
trigger4 = (NumExplod(800) < 2) && (EnemyNear,MoveType = A)
trigger4 = (EnemyNear,StateNo >= 200) && (EnemyNear,Facing = Facing)
trigger5 = (EnemyNear,StateType = S) && (EnemyNear,MoveType = I)
trigger5 = (Var(7) <= -10) && (EnemyNear,StateNo >= 200) && (EnemyNear,Vel X = 0)

[State -1, 蛇比礼]
type = ChangeState
value = 850
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (RoundState = 2)
triggerall = (Var(20) = 0) && (StateType != A)
triggerall = (EnemyNear,StateType = C) && (EnemyNear,MoveType != H)
triggerall = Ctrl || (StateNo = [19,21]) || StateNo = 101 || StateNo = 120
triggerall = (Abs(P2BodyDist X) = [0,60]) && (EnemyNear,Pos Y = 0) && (Random < 300)
trigger1 = (Var(55) = [100,1000)) && (EnemyNear,StateNo = Var(55))
trigger2 = (Var(55) = [1000,1000000)) && (EnemyNear,StateNo = Floor(Var(55)/1000))
trigger3 = (Var(55) = [1000,1000000)) && (EnemyNear,StateNo = Var(55) - Floor(Var(55)/1000)*1000)
trigger4 = (Var(55) >= 1000000) && (EnemyNear,StateNo = Floor(Var(55)/1000000))
trigger5 = (Var(55) >= 1000000) && (EnemyNear,StateNo = Floor((Var(55) - Floor(Var(56)/1000000)*1000000)/1000))
trigger6 = (Var(55) >= 1000000) && (EnemyNear,StateNo = Var(55) - (Floor(Var(55)/1000000)*1000000) - (Floor((Var(55) - Floor(Var(55)/1000000)*1000000)/1000))*1000)

[State -1, VarSet]
type = Null
triggerall = !IsHelper
triggerall = Var(59) = 1
triggerall = StateNo = 860
triggerall = AnimElemTime(15) = 0
triggerall = EnemyNear,MoveType = H
trigger1 = Power >= 3000
trigger1 = Var(20) := 2900
trigger2 = Random < 500
trigger2 = Var(20) := 1805
trigger3 = Var(20) := 1855

;------------------------------------
[State -1, 雷乌]
type = ChangeState
value = 1500
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (RoundState = 2)
triggerall = (StateType != A) && (EnemyNear,StateType != A)
triggerall = Ctrl || (StateNo = [19,21]) || StateNo = 101 || StateNo = 120
triggerall = (Abs(P2BodyDist X) = [0,60]) && (EnemyNear,Pos Y = 0) && (EnemyNear,StateNo != [120,160))
trigger1 = (Var(20) = 0) && (EnemyNear,MoveType = H) && (EnemyNear,StateNo = [5000,5020))
trigger1 = EnemyNear,GetHitVar(hitshaketime) + EnemyNear,GetHitVar(hittime) = [1,3]
trigger2 = (Var(12) = 0) && (EnemyNear,MoveType = A) && (EnemyNear,Facing = Facing)
trigger2 = (EnemyNear,StateNo = [200,10000)) && (EnemyNear,AnimTime = [-3,-1])
trigger3 = (Var(12) = 0) && (EnemyNear,MoveType = I)
trigger3 = (EnemyNear,StateNo = [Var(30),Var(30) + 10]) && (EnemyNear,AnimTime = [-3,-1])
trigger4 = (Var(20) = 0) && (EnemyNear,MoveType = H)
trigger4 = (EnemyNear,StateNo = 5255) && (EnemyNear,Time >= 26)
trigger5 = (Var(20) = 205) && (EnemyNear,MoveType = H)
trigger5 = EnemyNear,GetHitVar(hitshaketime) + EnemyNear,GetHitVar(hittime) = [1,3]
trigger6 = (Var(20) = 200 || Var(20) = 230 || Var(20) = 240) && (EnemyNear,MoveType = H)
trigger6 = EnemyNear,GetHitVar(hitshaketime) + EnemyNear,GetHitVar(hittime) = [1,4]
trigger7 = (Var(20) = 215) && (EnemyNear,MoveType = H)
trigger7 = EnemyNear,GetHitVar(hitshaketime) + EnemyNear,GetHitVar(hittime) = [1,5]

[State -1, 雷乌]
type = ChangeState
value = 1500
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (RoundState = 2)
triggerall = (StateType != A) && (EnemyNear,StateType != A)
triggerall = (Abs(P2BodyDist X) = [0,60]) && (EnemyNear,Pos Y = 0)
trigger1 = (StateNo = [200,261]) && MoveReversed
trigger2 = (Var(20) = 215) && ((StateNo = [200,205]) || StateNo = 230)
trigger2 = (Abs(P2BodyDist X) > 40) && (EnemyNear,MoveType = H)
trigger2 = (Var(20) = 240) && ((StateNo = [200,205]) || StateNo = 230)
trigger2 = (Abs(P2BodyDist X) > 45) && (EnemyNear,MoveType = H)
trigger3 = (Var(20) = 255) && (StateNo = 251) && (EnemyNear,MoveType = H) && MoveHit
trigger3 = (NumHelper(2520) + NumHelper(2720) = 0) && (InGuardDist = 1)
trigger4 = (Var(20) = 1250 || Var(20) = 1350) && (StateNo = 255) && (EnemyNear,MoveType = H) && MoveHit
trigger4 = (NumHelper(2520) + NumHelper(2720) = 0) && (InGuardDist = 1)
trigger5 = (Var(20) = 1700 || Var(20) = 1750) && (StateNo = 261) && (EnemyNear,MoveType = H) && MoveHit
trigger5 = (NumHelper(2520) + NumHelper(2720) = 0) && (InGuardDist = 1)
trigger6 = (Var(20) = 1700) && (StateNo = 261) && (EnemyNear,MoveType = H) && MoveHit
trigger6 = EnemyNear,GetHitVar(hitshaketime) + EnemyNear,GetHitVar(hittime) = [1,16]
trigger7 = (Var(20) = 1750) && (StateNo = 261) && (EnemyNear,MoveType = H) && MoveHit
trigger7 = EnemyNear,GetHitVar(hitshaketime) + EnemyNear,GetHitVar(hittime) = [1,20]

[State -1, 雷乌]
type = ChangeState
value = 1500
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (RoundState = 2)
triggerall = (StateType != A) && (EnemyNear,StateType != A)
triggerall = (Var(12) = 0) && (EnemyNear,StateNo = [200,1000)) && (EnemyNear,MoveType = A)
triggerall = Ctrl || (StateNo = [19,21]) || StateNo = 101 || StateNo = 120 || (StateNo = [200,240])
triggerall = (Abs(P2BodyDist X) = [0,60]) && (EnemyNear,Pos Y = 0)
trigger1 = (Var(55) >= 1000000) || (Random < 150)
trigger2 = (Var(55) = [100,1000)) && (EnemyNear,StateNo = Var(55))
trigger3 = (Var(55) = [1000,1000000)) && (EnemyNear,StateNo = Floor(Var(55)/1000))
trigger4 = (Var(55) = [1000,1000000)) && (EnemyNear,StateNo = Var(55) - Floor(Var(55)/1000)*1000)
trigger5 = (Var(55) >= 1000000) && (EnemyNear,StateNo = Floor(Var(55)/1000000))
trigger6 = (Var(55) >= 1000000) && (EnemyNear,StateNo = Floor((Var(55) - Floor(Var(56)/1000000)*1000000)/1000))
trigger7 = (Var(55) >= 1000000) && (EnemyNear,StateNo = Var(55) - (Floor(Var(55)/1000000)*1000000) - (Floor((Var(55) - Floor(Var(55)/1000000)*1000000)/1000))*1000)
trigger8 = (Var(55) = [100,1000)) && (Var(55) = [200,240])
trigger9 = (Var(55) = [1000,1000000)) && (Floor(Var(55)/1000) = [200,240])
trigger10 = (Var(55) = [1000,1000000)) && (Var(55) - Floor(Var(55)/1000)*1000 = [200,240])
trigger11 = (Var(55) >= 1000000) && (Floor(Var(55)/1000000) = [200,240])
trigger12 = (Var(55) >= 1000000) && (Floor((Var(55) - Floor(Var(56)/1000000)*1000000)/1000) = [200,240])
trigger13 = (Var(55) >= 1000000) && (Var(55) - (Floor(Var(55)/1000000)*1000000) - (Floor((Var(55) - Floor(Var(55)/1000000)*1000000)/1000))*1000 = [200,240])

[State -1, VarSet]
type = Null
triggerall = !IsHelper
triggerall = Var(59) = 1
triggerall = StateNo = 1510
triggerall = AnimElemTime(10) = 0
triggerall = EnemyNear,MoveType = H
trigger1 = (Power >= 3000) && (Random < Ceil(.1*EnemyNear,Power))
trigger1 = Var(20) := 2800
trigger2 = (Power >= 6000) && (Random < 300)
trigger2 = Var(20) := 2100
trigger3 = (Power = [5000,6000)) && (Random < 300)
trigger3 = Var(20) := 2400
trigger4 = (Power = [4000,5000)) && (Random < 500)
trigger4 = Var(20) := 2200
trigger5 = (Power >= 3000) && (Random < 150)
trigger5 = Var(20) := 2900
trigger6 = (Power = [3000,4000)) && (Random < 300)
trigger6 = Var(20) := 2100
trigger7 = (Power = [3000,4000)) && (Random < 300)
trigger7 = Var(20) := 3000
trigger8 = (Power >= 2000) && (Random < 150)
trigger8 = Var(20) := 2300
trigger9 = (Power >= 2000) && (Random < 150)
trigger9 = Var(20) := 2200
trigger10 = (Power = [2000,3000)) && (Random < 300)
trigger10 = Var(20) := 2400
trigger11 = (Power >= 1000) && (Random < 300)
trigger11 = Var(20) := 3100
trigger12 = Power >= 1000
trigger12 = Var(20) := 2100
trigger13 = Var(20) := 0

;------------------------------------
[State -1, 冻星]
type = ChangeState
value = 1550
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (RoundState = 2)
triggerall = (StateType != A) && (EnemyNear,StateType = A)
triggerall = Ctrl || (StateNo = [19,21]) || StateNo = 101 || StateNo = 120
triggerall = (Abs(P2BodyDist X) = [0,50]) && (P2BodyDist Y = [-50,0)) && (EnemyNear,StateNo != [120,160))
trigger1 = (Var(20) = 0 || (Var(20) = [200,261]) || Var(20) = 640 || Var(20) = 1700) && (EnemyNear,MoveType = H)
trigger2 = (Var(20) = 1000) && (EnemyNear,MoveType = H)
trigger2 = P2BodyDist Y >= 20 - 11*(EnemyNear,Vel Y) - 61*EnemyNear,Const(movement.yaccel)
trigger3 = (Var(20) = 1250) && (EnemyNear,MoveType = H)
trigger3 = P2BodyDist Y >= -17*(EnemyNear,Vel Y) - 145*EnemyNear,GetHitVar(yaccel)

[State -1, VarSet]
type = Null
triggerall = !IsHelper
triggerall = Var(59) = 1
triggerall = StateNo = 1560
triggerall = AnimElemTime(13) = 0
triggerall = EnemyNear,MoveType = H
trigger1 = (Power >= 3000) && (Random < 750)
trigger1 = Var(20) := 2900
trigger2 = Power >= 3000
trigger2 = Var(20) := 2600
trigger3 = Var(20) := 1

;------------------------------------
[State -1, 前闪]
type = ChangeState
value = 710
triggerall = !IsHelper
triggerall = (Var(59) > 0) && (RoundState = 2)
triggerall = (StateType != A) && (NumExplod(700) = 0)
triggerall = Ctrl || (StateNo = [19,21]) || StateNo = 101 || StateNo = 120
trigger1 = (EnemyNear,MoveType = A) && (EnemyNear,Vel X < 0) && (FrontEdgeDist > 30)
trigger1 = (Var(7) >= 800) || (Var(8) <= GameTime - 20) || (EnemyNear,StateNo >= 10000)
trigger2 = (EnemyNear,MoveType = A) && (EnemyNear,Vel X >= 0) && (BackEdgeDist <= 30)
trigger2 = (Var(7) >= 800) || (Var(8) <= GameTime - 20) || (EnemyNear,StateNo >= 10000)
trigger3 = (P2BodyDist X < 120) && (BackEdgeDist <= 30)
trigger3 = (EnemyNear,HitDefAttr = SCA,AT) && (EnemyNear,Facing != Facing)
trigger4 = (P2BodyDist X < 70) && (EnemyNear,MoveType = A) && (BackEdgeDist <= 30)
trigger4 = (EnemyNear,StateNo = [800,900)) && (EnemyNear,Facing != Facing) && (EnemyNear,Vel X = 0)
trigger5 = (Var(33) = 4) && (EnemyNear,MoveType = A) && (InGuardDist = 1)
trigger5 = (EnemyNear,NumProj > 0) && (EnemyNear,StateNo >= 200) && (EnemyNear,Vel X = 0)
trigger6 = (EnemyNear,MoveType = H) && (InGuardDist = 1) && (NumHelper(2520) + NumHelper(2720) = 0)
trigger7 = (EnemyNear,StateType = A) && (EnemyNear,MoveType != H)
trigger7 = (InGuardDist = 1) && (BackEdgeDist < 10)
trigger8 = (Var(20) = 1200 || Var(20) = 1250) && (BackEdgeDist < 5)
trigger8 = P2BodyDist X < 10 - 14*(EnemyNear,Vel X)*(EnemyNear,Facing)*Facing
trigger8 = P2BodyDist Y < -75 - 14*(EnemyNear,Vel Y) - 98*EnemyNear,GetHitVar(yaccel)
trigger9 = (Var(20) = 1800) && (BackEdgeDist < 5)
trigger9 = P2BodyDist X < -18*(EnemyNear,Vel X)*(EnemyNear,Facing)*Facing
trigger9 = P2BodyDist Y < -100 - 18*(EnemyNear,Vel Y) - 162*EnemyNear,GetHitVar(yaccel)
trigger10 = (Var(20) = 1) && (EnemyNear,MoveType = H)
trigger10 = ((EnemyNear,Pos X - Pos X)*Facing = [0,60]) && (BackEdgeDist <= 30)
trigger10 = (EnemyNear,StateType = L) || ((EnemyNear,StateType = A) && (EnemyNear,Pos Y > -10))
trigger11 = (P2Dist X < 0) && ((EnemyNear,Pos X - Pos X)*Facing > 0)
trigger12 = (Var(20) = 1000) && (BackEdgeDist < 5)
trigger12 = P2BodyDist X < 10 - 13*(EnemyNear,Vel X)*(EnemyNear,Facing)*Facing
trigger12 = P2BodyDist Y < -100 - 13*(EnemyNear,Vel Y) - 85*EnemyNear,Const(movement.yaccel)
trigger13 = (Var(12) > 0) && (P2BodyDist X < 120) && (EnemyNear,MoveType = A) && (BackEdgeDist <= 30)

[State -1, 前闪]
type = ChangeState
value = 710
triggerall = !IsHelper
triggerall = (Var(59) > 0) && (RoundState = 2)
triggerall = (StateType != A) && (NumExplod(700) = 0)
triggerall = Ctrl || (StateNo = [19,21]) || StateNo = 101 || StateNo = 120
triggerall = (BackEdgeDist <= 30) || ((EnemyNear,Vel X < 0) && (FrontEdgeDist > 30))
trigger1 = (Var(46) = [1000,10000)) && (EnemyNear,StateNo = Var(46))
trigger2 = (Var(46) >= 10000) && (EnemyNear,StateNo = Floor(Var(46)/10000))
trigger3 = (Var(46) >= 10000) && (EnemyNear,StateNo = Var(46) - Floor(Var(46)/10000)*10000)
trigger4 = (Var(47) = [1000,10000)) && (EnemyNear,StateNo = Var(47))
trigger5 = (Var(47) >= 10000) && (EnemyNear,StateNo = Floor(Var(47)/10000))
trigger6 = (Var(47) >= 10000) && (EnemyNear,StateNo = Var(47) - Floor(Var(47)/10000)*10000)
trigger7 = (Var(48) = [1000,10000)) && (EnemyNear,StateNo = Var(48))
trigger8 = (Var(48) >= 10000) && (EnemyNear,StateNo = Floor(Var(48)/10000))
trigger9 = (Var(48) >= 10000) && (EnemyNear,StateNo = Var(48) - Floor(Var(48)/10000)*10000)

[State -1, 前闪]
type = ChangeState
value = 710
triggerall = !IsHelper
triggerall = (Var(59) > 0) && (Roundstate = 2)
triggerall = (StateType != A) && (NumTarget = 0) && (Helper,NumTarget = 0)
triggerall = Ctrl || (StateNo = [19,21]) || StateNo = 101 || StateNo = 120
triggerall = (BackEdgeDist <= 30) || (EnemyNear,Vel X < 0)
trigger1 = (Var(51) = [1000,10000)) && (EnemyNear,StateNo = Var(51))
trigger2 = (Var(51) >= 10000) && (EnemyNear,StateNo = Floor(Var(51)/10000))
trigger3 = (Var(51) >= 10000) && (EnemyNear,StateNo = Var(51) - Floor(Var(51)/10000)*10000)
trigger4 = (Var(52) = [1000,10000)) && (EnemyNear,StateNo = Var(52))
trigger5 = (Var(52) >= 10000) && (EnemyNear,StateNo = Floor(Var(52)/10000))
trigger6 = (Var(52) >= 10000) && (EnemyNear,StateNo = Var(52) - Floor(Var(52)/10000)*10000)

;------------------------------------
[State -1, 后闪]
type = ChangeState
value = 720
triggerall = !IsHelper
triggerall = (Var(59) > 0) && (RoundState = 2)
triggerall = (StateType != A) && (NumExplod(700) = 0)
triggerall = Ctrl || (StateNo = [19,21]) || StateNo = 101 || StateNo = 120
trigger1 = (EnemyNear,MoveType = A) && (EnemyNear,Vel X >= 0) && (BackEdgeDist > 30)
trigger1 = (Var(7) >= 800) || (Var(8) <= GameTime - 20) || (EnemyNear,StateNo >= 10000)
trigger2 = (EnemyNear,MoveType = A) && (EnemyNear,Vel X < 0) && (FrontEdgeDist <= 30)
trigger2 = (Var(7) >= 800) || (Var(8) <= GameTime - 20) || (EnemyNear,StateNo >= 10000)
trigger3 = (P2BodyDist X < 120) && (BackEdgeDist > 30)
trigger3 = (EnemyNear,HitDefAttr = SCA,AT) && (EnemyNear,Facing != Facing)
trigger4 = (P2BodyDist X < 70) && (EnemyNear,MoveType = A) && (BackEdgeDist > 30)
trigger4 = (EnemyNear,StateNo = [800,900)) && (EnemyNear,Facing != Facing) && (EnemyNear,Vel X = 0)
trigger5 = (EnemyNear,MoveType != H) && (InGuardDist = 1) && (FrontEdgeDist < 10)
trigger6 = (P2Dist X > 0) && ((EnemyNear,Pos X - Pos X)*Facing < 0)
trigger7 = (P2BodyDist X < 160) && (BackEdgeDist > 30)
trigger7 = (EnemyNear,StateType = S) && (EnemyNear,MoveType != H)
trigger7 = (EnemyNear,StateNo >= 3000) && (EnemyNear,Vel X = 0) && (EnemyNear,Vel Y = 0)
trigger7 = (EnemyNear,Life > Var(5)) || (Var(7) <= -1500) || (Var(8) <= GameTime - 30)
trigger7 = (EnemyNear,Time >= 100) || (EnemyNear,AnimTime <= -100)
trigger8 = (Var(12) > 0) && (P2BodyDist X < 120) && (EnemyNear,MoveType = A) && (BackEdgeDist > 30)

[State -1, 后闪]
type = ChangeState
value = 720
triggerall = !IsHelper
triggerall = (Var(59) > 0) && (RoundState = 2)
triggerall = (StateType != A) && (NumExplod(700) = 0)
triggerall = Ctrl || (StateNo = [19,21]) || StateNo = 101 || StateNo = 120
triggerall = (FrontEdgeDist <= 30) || ((EnemyNear,Vel X >= 0) && (BackEdgeDist > 30))
trigger1 = (Var(46) = [1000,10000)) && (EnemyNear,StateNo = Var(46))
trigger2 = (Var(46) >= 10000) && (EnemyNear,StateNo = Floor(Var(46)/10000))
trigger3 = (Var(46) >= 10000) && (EnemyNear,StateNo = Var(46) - Floor(Var(46)/10000)*10000)
trigger4 = (Var(47) = [1000,10000)) && (EnemyNear,StateNo = Var(47))
trigger5 = (Var(47) >= 10000) && (EnemyNear,StateNo = Floor(Var(47)/10000))
trigger6 = (Var(47) >= 10000) && (EnemyNear,StateNo = Var(47) - Floor(Var(47)/10000)*10000)
trigger7 = (Var(48) = [1000,10000)) && (EnemyNear,StateNo = Var(48))
trigger8 = (Var(48) >= 10000) && (EnemyNear,StateNo = Floor(Var(48)/10000))
trigger9 = (Var(48) >= 10000) && (EnemyNear,StateNo = Var(48) - Floor(Var(48)/10000)*10000)

[State -1, 后闪]
type = ChangeState
value = 720
triggerall = !IsHelper
triggerall = (Var(59) > 0) && (Roundstate = 2)
triggerall = (StateType != A) && (NumTarget = 0) && (Helper,NumTarget = 0)
triggerall = Ctrl || (StateNo = [19,21]) || StateNo = 101 || StateNo = 120
triggerall = (FrontEdgeDist <= 30) || (EnemyNear,Vel X >= 0)
trigger1 = (Var(51) = [1000,10000)) && (EnemyNear,StateNo = Var(51))
trigger2 = (Var(51) >= 10000) && (EnemyNear,StateNo = Floor(Var(51)/10000))
trigger3 = (Var(51) >= 10000) && (EnemyNear,StateNo = Var(51) - Floor(Var(51)/10000)*10000)
trigger4 = (Var(52) = [1000,10000)) && (EnemyNear,StateNo = Var(52))
trigger5 = (Var(52) >= 10000) && (EnemyNear,StateNo = Floor(Var(52)/10000))
trigger6 = (Var(52) >= 10000) && (EnemyNear,StateNo = Var(52) - Floor(Var(52)/10000)*10000)

;------------------------------------
[State -1, 枭伏]
type = ChangeState
value = 1000
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (RoundState = 2)
triggerall = (StateType != A) && (EnemyNear,StateType != A)
triggerall = Ctrl || (StateNo = [19,21]) || StateNo = 101 || StateNo = 120 || (StateNo = [200,240])
triggerall = Abs(P2BodyDist X = [0,160]) && (EnemyNear,Pos Y = 0)
trigger1 = (EnemyNear,MoveType = A) && (EnemyNear,StateNo >= 200) && (Var(32) < 5)
trigger1 = (EnemyNear,AnimElemTime(3) >= 0) && (EnemyNear,AnimTime < -11)
trigger1 = (EnemyNear,HitDefAttr = SCA,AA,AT,AP) && (EnemyNear,Facing != Facing)
trigger2 = (Var(31) = 0) && (StateNo = [200,240]) && (InGuardDist = 1)
trigger2 = (EnemyNear,MoveType = A) && (EnemyNear,Facing = Facing)
trigger2 = (Pos X - EnemyNear,Pos X)*(EnemyNear,Facing) > 0
trigger2 = (Var(32) = 0) || ((Var(32) = [1,3]) && (EnemyNear,Power < 1000*Var(32)))
trigger3 = (Var(31) = 0) && (StateNo = [200,240]) && (InGuardDist = 1)
trigger3 = (EnemyNear,MoveType = A) && (EnemyNear,StateNo >= 200)
trigger3 = (Pos X - EnemyNear,Pos X)*(EnemyNear,Facing) > 0
trigger3 = (Var(32) = 0) || ((Var(32) = [1,3]) && (EnemyNear,Power < 1000*Var(32)))

[State -1, 枭伏]
type = ChangeState
value = 1000
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (RoundState = 2)
triggerall = (StateType != A) && (EnemyNear,StateType != A)
triggerall = Abs(P2BodyDist X = [0,160]) && (EnemyNear,Pos Y = 0)
trigger1 = (Var(20) = 1000) && (StateNo = [200,261]) && (EnemyNear,MoveType = H) && MoveHit
trigger1 = EnemyNear,GetHitVar(hitshaketime) + EnemyNear,GetHitVar(hittime) > 11
trigger2 = (Var(20) = 1000) && (StateNo = [200,261]) && MoveGuarded
trigger2 = (EnemyNear,Ctrl = 0) && (EnemyNear,StateNo = [150,153])
trigger2 = EnemyNear,GetHitVar(hitshaketime) + EnemyNear,GetHitVar(hittime) > 11
trigger3 = (Var(20) = 1000) && (StateNo = 1700) && (AnimElemTime(8) > 0) && (EnemyNear,MoveType = H) && MoveHit
trigger3 = EnemyNear,GetHitVar(hitshaketime) + EnemyNear,GetHitVar(hittime) > 11
trigger4 = (Var(20) = 1000) && (StateNo = 1700) && (AnimElemTime(8) > 0) && MoveGuarded
trigger4 = (EnemyNear,Ctrl = 0) && (EnemyNear,StateNo = [150,153])
trigger4 = EnemyNear,GetHitVar(hitshaketime) + EnemyNear,GetHitVar(hittime) > 11

[State -1, 枭伏]
type = ChangeState
value = 1000
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (RoundState = 2)
triggerall = (StateType != A) && (EnemyNear,StateType = A)
triggerall = Ctrl || (StateNo = [19,21]) || StateNo = 101 || StateNo = 120 || (StateNo = [200,240])
triggerall = P2BodyDist X = [30 - 11*(EnemyNear,Vel X)*(EnemyNear,Facing)*Facing,160 - 11*(EnemyNear,Vel X)*(EnemyNear,Facing)*Facing)
triggerall = P2BodyDist Y = [-80 - 11*(EnemyNear,Vel Y) - 61*EnemyNear,Const(movement.yaccel),-11*(EnemyNear,Vel Y) - 61*EnemyNear,Const(movement.yaccel))
trigger1 = (Var(20) = 0) && (Var(31) = 0) && (EnemyNear,StateNo < 2000) && (EnemyNear,MoveType != H)
trigger2 = (StateNo = [200,240]) && (EnemyNear,MoveType = A)
trigger2 = (EnemyNear,Facing = Facing) && ((Pos X - EnemyNear,Pos X)*(EnemyNear,Facing) > 0)
trigger3 = (StateNo = [200,240]) && (EnemyNear,MoveType = A)
trigger3 = (EnemyNear,StateNo >= 200) && ((Pos X - EnemyNear,Pos X)*(EnemyNear,Facing) > 0)

[State -1, 枭伏]
type = ChangeState
value = 1000
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (RoundState = 2)
triggerall = (StateType != A) && ((EnemyNear,StateType = A) || (EnemyNear,StateType = L))
triggerall = Ctrl || (StateNo = [19,21]) || StateNo = 101 || StateNo = 120 || (StateNo = [200,240])
triggerall = P2BodyDist X = [30 - 11*(EnemyNear,Vel X)*(EnemyNear,Facing)*Facing,100 - 11*(EnemyNear,Vel X)*(EnemyNear,Facing)*Facing)
triggerall = P2BodyDist Y = [-80 - 11*(EnemyNear,Vel Y) - 61*EnemyNear,GetHitVar(yaccel),20 - 11*(EnemyNear,Vel Y) - 61*EnemyNear,Const(movement.yaccel))
triggerall = (EnemyNear,HitShakeOver = 1) && (EnemyNear,Pos Y != 0) && (EnemyNear,Vel Y != 0)
trigger1 = (Var(20) = 0 || Var(20) = 1000) && (EnemyNear,MoveType = H)

[State -1, 枭伏]
type = ChangeState
value = 1000
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (RoundState = 2)
triggerall = (StateType != A) && ((EnemyNear,StateType = A) || (EnemyNear,StateType = L))
triggerall = Ctrl || (StateNo = [19,21]) || StateNo = 101 || StateNo = 120 || (StateNo = [200,240])
triggerall = P2BodyDist X < 100 - 11*(EnemyNear,Vel X)*(EnemyNear,Facing)*Facing
triggerall = P2BodyDist Y > -60
triggerall = (EnemyNear,HitShakeOver = 1) && (EnemyNear,Pos Y != 0) && (EnemyNear,Vel Y != 0)
trigger1 = (Var(20) = 0 || Var(20) = 1000) && (EnemyNear,MoveType = H)

[State -1, 枭伏]
type = ChangeState
value = 1000
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (RoundState = 2)
triggerall = (StateType != A) && (Var(20) = 1000) && (StateNo = 350)
trigger1 = (AnimElemTime(2) > 0) && MoveHit
trigger1 = (EnemyNear,StateType = A) && (EnemyNear,MoveType = H) && (EnemyNear,StateNo = 241)
trigger2 = (EnemyNear,StateType != A) && MoveGuarded
trigger2 = (EnemyNear,Ctrl = 0) && (EnemyNear,StateNo = [150,153])
trigger2 = EnemyNear,GetHitVar(hitshaketime) + EnemyNear,GetHitVar(hittime) > 11

[State -1, 枭伏]
type = ChangeState
value = 1000
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (RoundState = 2)
triggerall = (StateType != A) && (EnemyNear,StateType != L)
triggerall = Ctrl || (StateNo = [19,21]) || StateNo = 101 || StateNo = 120 || (StateNo = [200,240])
triggerall = Abs(P2BodyDist X = [0,120]) && (EnemyNear,Pos Y >= -80)
trigger1 = (NumHelper(2310) > 0) && (Helper(2310),MoveHit > 0)
trigger1 = (Var(20) = 1000) && (EnemyNear,MoveType = H)

[State -1, VarSet]
type = Null
triggerall = !IsHelper
triggerall = Var(59) = 1
triggerall = StateNo = [1000,1005]
triggerall = MoveHit = 1
triggerall = HitPauseTime = 1
triggerall = EnemyNear,MoveType = H
trigger1 = (Power >= 6000) && (Random < 300)
trigger1 = Var(20) := 2100
trigger2 = (Power = [5000,6000)) && (Random < 150)
trigger2 = Var(20) := 2400
trigger3 = (Abs(P2BodyDist X) < 80) && (Random < 333)
trigger3 = Var(20) := 1010
trigger4 = (Abs(P2BodyDist X) < 90) && (Random < 500)
trigger4 = Var(20) := 1050
trigger5 = Abs(P2BodyDist X) < 100
trigger5 = Var(20) := 1030
trigger6 = Power >= 1000
trigger6 = Var(20) := 2100
trigger7 = Var(20) := 1155
ignorehitpause = 1

[State -1, VarSet]
type = Null
triggerall = !IsHelper
triggerall = Var(59) = 1
triggerall = StateNo = [1000,1005]
triggerall = MoveHit = 1
triggerall = HitPauseTime = 1
triggerall = EnemyNear,MoveType = H
trigger1 = (NumHelper(2310) > 0) && (Helper(2310),MoveHit > 0)
trigger1 = Var(20) := 1050
ignorehitpause = 1

[State -1, VarSet]
type = Null
triggerall = !IsHelper
triggerall = Var(59) = 1
triggerall = StateNo = 1000
triggerall = AnimElemTime(8) > 0
triggerall = MoveGuarded = 1
triggerall = HitPauseTime = 1
triggerall = EnemyNear,StateNo = [150,153]
trigger1 = (EnemyNear,MoveType != H) && (Power >= 3000)
trigger1 = Var(20) := 3000
trigger2 = ((Helper(11110),Pos X - Pos X)*(Helper(11110),Facing)*Facing >= 250) || ((Helper(11111),Pos X - Pos X)*(Helper(11111),Facing)*Facing >= 250)
trigger2 = Var(20) := 1155
trigger3 = (Abs(P2BodyDist X) < 80) && (Random < 500)
trigger3 = Var(20) := 1010
trigger4 = (Abs(P2BodyDist X) < 90) && (Random < 500)
trigger4 = Var(20) := 1050
trigger5 = Var(20) := 1155
ignorehitpause = 1

[State -1, VarSet]
type = Null
triggerall = !IsHelper
triggerall = Var(59) = 1
triggerall = StateNo = 1005
triggerall = AnimElemTime(7) > 0
triggerall = MoveGuarded = 1
triggerall = HitPauseTime = 1
triggerall = EnemyNear,StateNo = [150,153]
trigger1 = (EnemyNear,MoveType != H) && (Power >= 3000)
trigger1 = Var(20) := 3000
trigger2 = ((Helper(11110),Pos X - Pos X)*(Helper(11110),Facing)*Facing >= 250) || ((Helper(11111),Pos X - Pos X)*(Helper(11111),Facing)*Facing >= 250)
trigger2 = Var(20) := 1155
trigger3 = (Abs(P2BodyDist X) < 80) && (Random < 500)
trigger3 = Var(20) := 1010
trigger4 = (Abs(P2BodyDist X) < 90) && (Random < 500)
trigger4 = Var(20) := 1050
trigger5 = Var(20) := 1155
ignorehitpause = 1

[State -1, VarSet]
type = Null
triggerall = !IsHelper
triggerall = Var(59) = 2
triggerall = StateNo = [1000,1005]
triggerall = MoveHit = 1
triggerall = HitPauseTime = 1
trigger1 = Var(20) := 2100
ignorehitpause = 1

;------------------------------------
[State -1, 运日]
type = ChangeState
value = 1010
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (RoundState = 2)
trigger1 = (StateType != A) && (EnemyNear,StateType = A)
trigger1 = (Var(20) = 1010) && (StateNo = 1000) && MoveHit
trigger1 = (AnimElemTime(9) >= 5) && (AnimElemTime(10) < 0) && (EnemyNear,MoveType = H)
trigger2 = (StateType != A) && (EnemyNear,StateType != A)
trigger2 = (Var(20) = 1010) && (StateNo = 1000) && MoveGuarded
trigger2 = (AnimElemTime(9) >= 5) && (AnimElemTime(10) < 0)
trigger2 = (EnemyNear,Ctrl = 0) && (EnemyNear,StateNo = [150,153])
trigger2 = EnemyNear,GetHitVar(hitshaketime) + EnemyNear,GetHitVar(hittime) > 8

[State -1, 运日]
type = ChangeState
value = 1010
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (RoundState = 2)
trigger1 = (StateType != A) && (EnemyNear,StateType = A)
trigger1 = (Var(20) = 1010) && (StateNo = 1005) && MoveHit
trigger1 = (AnimElemTime(8) >= 5) && (AnimElemTime(9) < 0) && (EnemyNear,MoveType = H)
trigger2 = (StateType != A) && (EnemyNear,StateType != A)
trigger2 = (Var(20) = 1010) && (StateNo = 1005) && MoveGuarded
trigger2 = (AnimElemTime(8) >= 5) && (AnimElemTime(9) < 0)
trigger2 = (EnemyNear,Ctrl = 0) && (EnemyNear,StateNo = [150,153])
trigger2 = EnemyNear,GetHitVar(hitshaketime) + EnemyNear,GetHitVar(hittime) > 8

[State -1, VarSet]
type = Null
triggerall = !IsHelper
triggerall = Var(59) = 1
triggerall = StateNo = 1010
triggerall = MoveHit = 1
triggerall = HitPauseTime = 1
triggerall = EnemyNear,MoveType = H
trigger1 = Var(20) := 1020
ignorehitpause = 1

[State -1, VarSet]
type = Null
triggerall = !IsHelper
triggerall = Var(59) = 1
triggerall = StateNo = 1010
triggerall = MoveGuarded = 1
triggerall = HitPauseTime = 1
triggerall = EnemyNear,StateNo = [150,153]
trigger1 = (EnemyNear,MoveType != H) && (Power >= 3000)
trigger1 = Var(20) := 3000
trigger2 = Var(20) := 1020
ignorehitpause = 1

;------------------------------------
[State -1, 阴谐]
type = ChangeState
value = 1020
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (RoundState = 2)
trigger1 = (StateType != A) && (EnemyNear,StateType = A)
trigger1 = (Var(20) = 1020) && (StateNo = 1010) && MoveHit
trigger1 = (AnimElemTime(8) > 0) && (AnimElemTime(9) < 0) && (EnemyNear,MoveType = H)
trigger2 = (StateType != A) && (EnemyNear,StateType != A)
trigger2 = (Var(20) = 1020) && (StateNo = 1010) && MoveGuarded
trigger2 = (AnimElemTime(8) > 0) && (AnimElemTime(9) < 0)
trigger2 = (EnemyNear,Ctrl = 0) && (EnemyNear,StateNo = [150,153])
trigger2 = EnemyNear,GetHitVar(hitshaketime) + EnemyNear,GetHitVar(hittime) > 9

[State -1, VarSet]
type = Null
triggerall = !IsHelper
triggerall = Var(59) = 1
triggerall = StateNo = 1020
triggerall = MoveHit = 1
triggerall = HitPauseTime = 1
triggerall = EnemyNear,MoveType = H
trigger1 = (Power >= 6000) && (Random < 500)
trigger1 = Var(20) := 2100
trigger2 = (Power = [5000,6000)) && (Random < 300)
trigger2 = Var(20) := 2400
trigger3 = (Power = [3000,4000)) && (Random < 150)
trigger3 = Var(20) := 2100
trigger4 = (Power = [2000,3000)) && (Random < 300)
trigger4 = Var(20) := 2400
trigger5 = (Power >= 2000) && (Random < 150)
trigger5 = Var(20) := 2000
trigger6 = (Power = [1000,2000)) && (Random < 100)
trigger6 = Var(20) := 2100
trigger7 = Random < 333
trigger7 = Var(20) := 1100
trigger8 = Random < 500
trigger8 = Var(20) := 1200
trigger9 = Var(20) := 1250
ignorehitpause = 1

[State -1, VarSet]
type = Null
triggerall = !IsHelper
triggerall = Var(59) = 1
triggerall = StateNo = 1020
triggerall = MoveGuarded = 1
triggerall = HitPauseTime = 1
triggerall = EnemyNear,StateNo = [150,153]
trigger1 = (EnemyNear,MoveType != H) && (Power >= 3000)
trigger1 = Var(20) := 3000
trigger2 = Var(20) := 0
ignorehitpause = 1

;------------------------------------
[State -1, 火髻行]
type = ChangeState
value = 1030
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (RoundState = 2)
triggerall = (StateType != A) && (EnemyNear,StateType = A)
trigger1 = (Var(20) = 1030) && (StateNo = 1000) && MoveHit
trigger1 = (AnimElemTime(9) >= 5) && (AnimElemTime(10) < 0) && (EnemyNear,MoveType = H)

[State -1, 火髻行]
type = ChangeState
value = 1030
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (RoundState = 2)
triggerall = (StateType != A) && (EnemyNear,StateType = A)
trigger1 = (Var(20) = 1030) && (StateNo = 1005) && MoveHit
trigger1 = (AnimElemTime(8) >= 5) && (AnimElemTime(9) < 0) && (EnemyNear,MoveType = H)

[State -1, VarSet]
type = Null
triggerall = !IsHelper
triggerall = Var(59) = 1
triggerall = StateNo = 1035
triggerall = AnimElemTime(5) = 0
triggerall = EnemyNear,MoveType = H
trigger1 = Var(20) := 1040

[State -1, VarSet]
type = Null
triggerall = !IsHelper
triggerall = Var(59) = 1
triggerall = StateNo = 1030
triggerall = MoveGuarded = 1
triggerall = EnemyNear,StateNo = [150,153]
trigger1 = Var(20) := 0

;------------------------------------
[State -1, 脉脉断]
type = ChangeState
value = 1040
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (RoundState = 2)
triggerall = (StateType != A) && (EnemyNear,StateType = A)
trigger1 = (Var(20) = 1040) && (StateNo = 1035)
trigger1 = (AnimElemTime(5) >= 5) && (AnimElemTime(6) < 0) && (EnemyNear,MoveType = H)

[State -1, VarSet]
type = Null
triggerall = !IsHelper
triggerall = Var(59) = 1
triggerall = StateNo = 1040
triggerall = AnimElemTime(8) > 0
triggerall = MoveHit = 1
triggerall = HitPauseTime = 1
triggerall = EnemyNear,MoveType = H
trigger1 = ((Helper(11110),Pos X - Pos X)*(Helper(11110),Facing)*Facing >= 250) || ((Helper(11111),Pos X - Pos X)*(Helper(11111),Facing)*Facing >= 250)
trigger1 = (Power >= 4000) && (Random < 500)
trigger1 = Var(20) := 2000
trigger2 = (Power >= 3000) && (Random < 500)
trigger2 = Var(20) := 2900
trigger3 = ((Helper(11110),Pos X - Pos X)*(Helper(11110),Facing)*Facing >= 250) || ((Helper(11111),Pos X - Pos X)*(Helper(11111),Facing)*Facing >= 250)
trigger3 = Power >= 2000
trigger3 = Var(20) := 2000
trigger4 = ((Helper(11110),Pos X - Pos X)*(Helper(11110),Facing)*Facing >= 150) || ((Helper(11111),Pos X - Pos X)*(Helper(11111),Facing)*Facing >= 150)
trigger4 = Var(20) := 1850
trigger5 = Random < 666
trigger5 = Var(20) := 1350
trigger6 = Var(20) := 1200
ignorehitpause = 1

[State -1, VarSet]
type = Null
triggerall = !IsHelper
triggerall = Var(59) = 1
triggerall = StateNo = 1040
triggerall = MoveGuarded = 1
triggerall = HitPauseTime = 1
triggerall = EnemyNear,StateNo = [150,153]
trigger1 = (EnemyNear,MoveType != H) && (Power >= 3000)
trigger1 = Var(20) := 3000
trigger2 = Var(20) := 0
ignorehitpause = 1

;------------------------------------
[State -1, 獍讨]
type = ChangeState
value = 1050
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (RoundState = 2)
triggerall = (StateType != A) && (EnemyNear,StateType = A)
triggerall = (StateNo = 1000) && (AnimElemTime(9) >= 5) && (AnimElemTime(10) < 0)
trigger1 = (Var(20) != [1010,1155]) && (Var(31) = 0)
trigger1 = (EnemyNear,StateNo < 2000) || (EnemyNear,MoveType = H)
trigger1 = P2BodyDist X = [-7*(EnemyNear,Vel X)*(EnemyNear,Facing)*Facing,100 - 7*(EnemyNear,Vel X)*(EnemyNear,Facing)*Facing)
trigger1 = P2BodyDist Y = [-100 - 7*(EnemyNear,Vel Y) - 25*EnemyNear,Const(movement.yaccel),-7*(EnemyNear,Vel Y) - 25*EnemyNear,Const(movement.yaccel))
trigger2 = (Var(20) = 1050) && (EnemyNear,MoveType = H) && MoveHit

[State -1, 獍讨]
type = ChangeState
value = 1050
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (RoundState = 2)
triggerall = (StateType != A) && (EnemyNear,StateType != A)
triggerall = (StateNo = 1000) && (AnimElemTime(9) >= 5) && (AnimElemTime(10) < 0)
trigger1 = (Var(31) = 0) && (EnemyNear,MoveType = A) && (InGuardDist = 1)
trigger1 = (P2BodyDist X = [0,120]) && (EnemyNear,Pos Y = 0)
trigger2 = (Var(20) = 1050) && (EnemyNear,Ctrl = 0) && (EnemyNear,StateNo = [150,153]) && MoveGuarded
trigger2 = EnemyNear,GetHitVar(hitshaketime) + EnemyNear,GetHitVar(hittime) > 7

[State -1, 獍讨]
type = ChangeState
value = 1050
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (RoundState = 2)
triggerall = (StateType != A) && (EnemyNear,StateType != A)
triggerall = (StateNo = 1005) && (AnimElemTime(8) >= 5) && (AnimElemTime(9) < 0)
trigger1 = (Var(31) = 0) && (EnemyNear,MoveType = A) && (InGuardDist = 1)
trigger1 = (P2BodyDist X = [0,120]) && (EnemyNear,Pos Y = 0)
trigger2 = (Var(20) = 1050) && (EnemyNear,Ctrl = 0) && (EnemyNear,StateNo = [150,153]) && MoveGuarded
trigger2 = EnemyNear,GetHitVar(hitshaketime) + EnemyNear,GetHitVar(hittime) > 7

[State -1, VarSet]
type = Null
triggerall = !IsHelper
triggerall = Var(59) = 1
triggerall = StateNo = 1050
triggerall = MoveHit = 1
triggerall = HitPauseTime = 1
triggerall = EnemyNear,MoveType = H
trigger1 = (Power >= 2000) && (Random < 150)
trigger1 = Var(20) := 2000
trigger2 = (P2BodyDist Y < -70) && (Random < 500)
trigger2 = Var(20) := 1200
trigger3 = P2BodyDist Y < -70
trigger3 = Var(20) := 1250
trigger4 = Var(20) := 1060
ignorehitpause = 1

[State -1, VarSet]
type = Null
triggerall = !IsHelper
triggerall = Var(59) = 1
triggerall = StateNo = 1050
triggerall = MoveGuarded = 1
triggerall = HitPauseTime = 1
triggerall = EnemyNear,StateNo = [150,153]
trigger1 = Var(20) := 1060
ignorehitpause = 1

;------------------------------------
[State -1, 九婴悬]
type = ChangeState
value = 1060
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (RoundState = 2)
triggerall = (StateType != A) && (StateNo = 1050)
triggerall = (AnimElemTime(7) > 8) && (AnimElemTime(8) < 0)
trigger1 = (Var(20) = 1060) && (EnemyNear,StateType = A) && (EnemyNear,MoveType = H) && MoveHit
trigger2 = (Var(20) = 1060) && (EnemyNear,StateType != A) && (EnemyNear,Ctrl = 0) && (EnemyNear,StateNo = [150,153]) && MoveGuarded
trigger3 = (EnemyNear,MoveType = A) && (EnemyNear,Facing = Facing) && ((Pos X - EnemyNear,Pos X)*(EnemyNear,Facing) > 0)
trigger4 = (EnemyNear,MoveType = A) && (EnemyNear,Facing != Facing) && (Abs(P2BodyDist X) = [0,200])

[State -1, VarSet]
type = Null
triggerall = !IsHelper
triggerall = Var(59) = 1
triggerall = StateNo = 1060
triggerall = AnimElemTime(1) = 1
trigger1 = Var(20) := 1
ignorehitpause = 1

[State -1, VarSet]
type = Null
triggerall = !IsHelper
triggerall = Var(59) = 1
triggerall = StateNo = 1060
triggerall = AnimTime = 0
triggerall = EnemyNear,MoveType = H
triggerall = EnemyNear,StateNo = 1090
trigger1 = Abs(P2BodyDist X) < 160
trigger1 = Power >= 6000
trigger1 = Var(20) := 2100
trigger2 = Abs(P2BodyDist X) < 160
trigger2 = Power = [5000,6000)
trigger2 = Var(20) := 2400
trigger3 = Abs(P2BodyDist X) < 160
trigger3 = (Power = [2000,3000)) && (Random < 500)
trigger3 = Var(20) := 2400
trigger4 = Abs(P2BodyDist X) < 160
trigger4 = (Power = [1000,2000)) && (Random < 500)
trigger4 = Var(20) := 2100
trigger5 = Abs(P2BodyDist X) < 200
trigger5 = (Power >= 3000) && (Random < 500)
trigger5 = Var(20) := 3000
trigger6 = Abs(P2BodyDist X) >= 200
trigger6 = Power >= 3000
trigger6 = Var(20) := 2600
ignorehitpause = 1

;------------------------------------
[State -1, 冥风]
type = ChangeState
value = 1100
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (RoundState = 2) && (StateType != A)
triggerall = Ctrl || (StateNo = [19,21]) || StateNo = 101 || StateNo = 120 || (StateNo = [200,240])
trigger1 = (Var(20) = 0) && (P2Dist X > 160) && (NumHelper(1360) = 0)
trigger1 = (EnemyNear,MoveType = I) && (EnemyNear,StateNo != 5120)
trigger1 = ((EnemyNear,Facing != Facing) && (EnemyNear,Vel X <= 0)) || (EnemyNear,StateNo < 200)
trigger1 = (Var(12) > 0) || (Var(33) = 0) || ((Var(33) = [1,3]) && (EnemyNear,Power < 1000*Var(33))) || (Random < 5)
trigger2 = (Var(20) = 0) && (P2Dist X > 160) && (NumHelper(1360) = 0)
trigger2 = (EnemyNear,MoveType = A) && (EnemyNear,Vel X = 0)
trigger2 = (EnemyNear,StateNo >= (200 + 800*(EnemyNear,StateType != A))) && (EnemyNear,AnimTime < -13)
trigger2 = (EnemyNear,NumProj > 0) || (InGuardDist = 1)
trigger2 = (Var(12) > 0) || (Var(33) = 0) || ((Var(33) = [1,3]) && (EnemyNear,Power < 1000*Var(33))) || (Random < 5)
trigger3 = (Var(20) = 1100) && (Var(17) = -1) && (EnemyNear,StateNo = [150,153])
trigger4 = (Var(20) = 1100) && (EnemyNear,MoveType = H)

[State -1, 冥风]
type = ChangeState
value = 1100
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (RoundState = 2)
triggerall = (StateType != A) && (EnemyNear,StateType != A)
trigger1 = (Var(20) = 1100) && (StateNo = [200,261]) && (EnemyNear,MoveType = H) && MoveHit
trigger1 = EnemyNear,GetHitVar(hitshaketime) + EnemyNear,GetHitVar(hittime) > 10
trigger2 = (Var(20) = 1100) && (StateNo = [200,261]) && MoveGuarded
trigger2 = (EnemyNear,Ctrl = 0) && (EnemyNear,StateNo = [150,153])
trigger2 = EnemyNear,GetHitVar(hitshaketime) + EnemyNear,GetHitVar(hittime) > 10

[State -1, 冥风]
type = ChangeState
value = 1100
triggerall = !IsHelper
triggerall = (Var(59) = 2) && (RoundState = 2)
triggerall = (StateType != A) && (Random < 100)
triggerall = Ctrl || (StateNo = [19,21]) || StateNo = 101 || StateNo = 120 || (StateNo = [200,240])
trigger1 = (P2BodyDist X > 180) && (EnemyNear,MoveType = I) && (EnemyNear,StateNo != 5120)
trigger1 = (EnemyNear,Vel X = 0) || (EnemyNear,StateNo < 200) || (EnemyNear,AnimTime < -13)

;------------------------------------
[State -1, 焚雨]
type = ChangeState
value = 1150
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (RoundState = 2) && (StateType != A)
triggerall = Ctrl || (StateNo = [19,21]) || StateNo = 101 || StateNo = 120 || (StateNo = [200,240])
trigger1 = (Var(20) = 1150) && (EnemyNear,MoveType = H)

[State -1, 焚雨]
type = ChangeState
value = 1155
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (RoundState = 2) && (StateType != A)
trigger1 = (Var(20) = 1155) && (StateNo = 1000) && (AnimElemTime(9) >= 5) && MoveHit
trigger1 = (EnemyNear,StateType = A) && (EnemyNear,MoveType = H)
trigger2 = (Var(20) = 1155) && (StateNo = 1000) && (AnimElemTime(9) >= 5) && MoveGuarded
trigger2 = (EnemyNear,Ctrl = 0) && (EnemyNear,StateNo = [150,153])
trigger2 = EnemyNear,GetHitVar(hitshaketime) + EnemyNear,GetHitVar(hittime) > 10

[State -1, 焚雨]
type = ChangeState
value = 1150
triggerall = !IsHelper
triggerall = (Var(59) = 2) && (RoundState = 2)
triggerall = (StateType != A) && (Random < 100)
triggerall = Ctrl || (StateNo = [19,21]) || StateNo = 101 || StateNo = 120 || (StateNo = [200,240])
trigger1 = (P2BodyDist X > 180) && (EnemyNear,MoveType = I) && (EnemyNear,StateNo != 5120)
trigger1 = (EnemyNear,Vel X = 0) || (EnemyNear,StateNo < 200) || (EnemyNear,AnimTime < -13)

;------------------------------------
[State -1, 乌擒]
type = ChangeState
value = 1200
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (RoundState = 2)
triggerall = (StateType != A) && (EnemyNear,StateType != A)
triggerall = Ctrl || (StateNo = [19,21]) || StateNo = 101 || StateNo = 120 || (StateNo = [200,240])
triggerall = Abs(P2BodyDist X = [0,200]) && (EnemyNear,Pos Y = 0)
trigger1 = (Var(20) = 0) && (NumExplod(1200) = 0) && (Random < 300)
trigger1 = (P2BodyDist X = (60,110]) && (InGuardDist = 0)
trigger1 = (EnemyNear,StateNo < 200) && (EnemyNear,Power < 1000)
trigger2 = (Var(20) = 1200) && (EnemyNear,MoveType = H)

[State -1, 乌擒]
type = ChangeState
value = 1200
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (RoundState = 2)
triggerall = (StateType != A) && (EnemyNear,StateType != A)
triggerall = Abs(P2BodyDist X = [0,200]) && (EnemyNear,Pos Y = 0)
trigger1 = (Var(20) = 1200) && (StateNo = [200,261]) && (EnemyNear,MoveType = H) && MoveHit
trigger1 = EnemyNear,GetHitVar(hitshaketime) + EnemyNear,GetHitVar(hittime) > 14
trigger2 = (Var(20) = 1200) && (StateNo = [200,261]) && MoveGuarded
trigger2 = (EnemyNear,Ctrl = 0) && (EnemyNear,StateNo = [150,153])
trigger2 = EnemyNear,GetHitVar(hitshaketime) + EnemyNear,GetHitVar(hittime) > 14
trigger3 = (Var(20) = 1200) && (StateNo = 1700) && (AnimElemTime(8) > 0) && (EnemyNear,MoveType = H) && MoveHit
trigger3 = EnemyNear,GetHitVar(hitshaketime) + EnemyNear,GetHitVar(hittime) > 14
trigger4 = (Var(20) = 1200) && (StateNo = 1700) && (AnimElemTime(8) > 0) && MoveGuarded
trigger4 = (EnemyNear,Ctrl = 0) && (EnemyNear,StateNo = [150,153])
trigger4 = EnemyNear,GetHitVar(hitshaketime) + EnemyNear,GetHitVar(hittime) > 14
trigger5 = (Var(20) = 1200) && (StateNo = 1750) && (AnimElemTime(11) = 0) && (EnemyNear,MoveType = H)
trigger5 = EnemyNear,GetHitVar(hitshaketime) + EnemyNear,GetHitVar(hittime) > 14
trigger6 = (Var(20) = 1200) && (StateNo = 1750) && (AnimElemTime(11) = 0)
trigger6 = (EnemyNear,Ctrl = 0) && (EnemyNear,StateNo = [150,153])
trigger6 = EnemyNear,GetHitVar(hitshaketime) + EnemyNear,GetHitVar(hittime) > 14

[State -1, 乌擒]
type = ChangeState
value = 1200
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (RoundState = 2)
triggerall = (StateType != A) && (EnemyNear,StateType != A) && (EnemyNear,MoveType = H)
triggerall = Abs(P2BodyDist X = [0,200]) && (EnemyNear,Pos Y = 0)
triggerall = EnemyNear,GetHitVar(hitshaketime) + EnemyNear,GetHitVar(hittime) > 14
trigger1 = (Var(20) = 251) && (StateNo = [200,240]) && (Abs(P2BodyDist X > 90))
trigger2 = (Var(20) = 261) && (StateNo = [200,240]) && (Abs(P2BodyDist X > 80))
trigger3 = (Var(20) = 255) && (StateNo = 251) && (Abs(P2BodyDist X > 120)) && MoveContact
trigger4 = (Var(20) = 1700) && (StateNo = 261) && (Abs(P2BodyDist X > 95)) && MoveContact
trigger5 = (Var(20) = 1750) && (StateNo = 261) && (Abs(P2BodyDist X > 120)) && MoveContact

[State -1, 乌擒]
type = ChangeState
value = 1200
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (RoundState = 2)
triggerall = (StateType != A) && (EnemyNear,StateType = A)
triggerall = Ctrl || (StateNo = [19,21]) || StateNo = 101 || StateNo = 120 || (StateNo = [200,240])
triggerall = (Var(20) = 0 || Var(20) = 640 || Var(20) = 1200) && (EnemyNear,MoveType = H) && (EnemyNear,Vel Y != 0)
trigger1 = P2BodyDist X = [30 - 60*(EnemyNear,Pos Y > -60) - 14*(EnemyNear,Vel X)*(EnemyNear,Facing)*Facing,100 - 14*(EnemyNear,Vel X)*(EnemyNear,Facing)*Facing)
trigger1 = P2BodyDist Y >= -10 - 14*(EnemyNear,Vel Y) - 98*EnemyNear,GetHitVar(yaccel)
trigger2 = P2BodyDist X = [100 - 14*(EnemyNear,Vel X)*(EnemyNear,Facing)*Facing,200 - 14*(EnemyNear,Vel X)*(EnemyNear,Facing)*Facing]
trigger2 = P2BodyDist Y >= -25 - 14*(EnemyNear,Vel Y) - 98*EnemyNear,GetHitVar(yaccel)

[State -1, 乌擒]
type = ChangeState
value = 1200
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (RoundState = 2)
triggerall = (StateType != A) && (EnemyNear,StateType = A)
trigger1 = (Var(20) = 1200) && (StateNo = 1750) && (AnimElemTime(11) = 0)

[State -1, VarSet]
type = Null
triggerall = !IsHelper
triggerall = Var(59) = 1
triggerall = Var(20) = 1200
triggerall = StateNo = 1200
triggerall = AnimElemTime(1) = 1
trigger1 = Var(20) := 0

[State -1, VarSet]
type = Null
triggerall = !IsHelper
triggerall = Var(59) = 1
triggerall = StateNo = 1220
triggerall = MoveContact = 1
triggerall = HitPauseTime = 1
triggerall = EnemyNear,MoveType = H
triggerall = EnemyNear,StateNo = 5255
trigger1 = Power >= 3000
trigger1 = Var(20) := 2900
trigger2 = Power >= 2000
trigger2 = ((Helper(11110),Pos X - Pos X)*(Helper(11110),Facing)*Facing >= 250) || ((Helper(11111),Pos X - Pos X)*(Helper(11111),Facing)*Facing >= 250)
trigger2 = Var(20) := 2200
trigger3 = Power >= 2000
trigger3 = Var(20) := 2300
trigger4 = (Power >= 1000) && (EnemyNear,Life < 200)
trigger4 = Var(20) := 2100
trigger5 = Var(20) := 0

[State -1, VarSet]
type = Null
triggerall = !IsHelper
triggerall = Var(59) = 1
triggerall = StateNo = 1230
triggerall = AnimTime = 0
triggerall = EnemyNear,MoveType = H
trigger1 = Power >= 3000
trigger1 = Var(20) := 2600
trigger2 = Var(20) := 1

;------------------------------------
[State -1, 黑黧犬]
type = ChangeState
value = 1250
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (RoundState = 2)
triggerall = (StateType != A) && (EnemyNear,StateType != A)
triggerall = Abs(P2BodyDist X = [0,120]) && (EnemyNear,Pos Y = 0)
triggerall = Ctrl || (StateNo = [19,21]) || StateNo = 101 || StateNo = 120 || (StateNo = [200,240])
trigger1 = (Var(20) = 1250) && (EnemyNear,MoveType = H)

[State -1, 黑黧犬]
type = ChangeState
value = 1250
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (RoundState = 2)
triggerall = (StateType != A) && (EnemyNear,StateType != A)
triggerall = Abs(P2BodyDist X = [0,150]) && (EnemyNear,Pos Y = 0)
trigger1 = (Var(20) = 1250) && (StateNo = [200,261]) && (EnemyNear,MoveType = H) && MoveHit
trigger1 = EnemyNear,GetHitVar(hitshaketime) + EnemyNear,GetHitVar(hittime) > 17
trigger2 = (Var(20) = 1250) && (StateNo = [200,261]) && MoveGuarded
trigger2 = (EnemyNear,Ctrl = 0) && (EnemyNear,StateNo = [150,153])
trigger2 = EnemyNear,GetHitVar(hitshaketime) + EnemyNear,GetHitVar(hittime) > 17
trigger3 = (Var(20) = 1250) && (StateNo = 1700) && (AnimElemTime(8) > 0) && (EnemyNear,MoveType = H) && MoveHit
trigger3 = EnemyNear,GetHitVar(hitshaketime) + EnemyNear,GetHitVar(hittime) > 17
trigger4 = (Var(20) = 1250) && (StateNo = 1700) && (AnimElemTime(8) > 0) && MoveGuarded
trigger4 = (EnemyNear,Ctrl = 0) && (EnemyNear,StateNo = [150,153])
trigger4 = EnemyNear,GetHitVar(hitshaketime) + EnemyNear,GetHitVar(hittime) > 17
trigger5 = (Var(20) = 1250) && (StateNo = 1750) && (AnimElemTime(11) = 0) && (EnemyNear,MoveType = H)
trigger5 = EnemyNear,GetHitVar(hitshaketime) + EnemyNear,GetHitVar(hittime) > 17
trigger6 = (Var(20) = 1250) && (StateNo = 1750) && (AnimElemTime(11) = 0)
trigger6 = (EnemyNear,Ctrl = 0) && (EnemyNear,StateNo = [150,153])
trigger6 = EnemyNear,GetHitVar(hitshaketime) + EnemyNear,GetHitVar(hittime) > 17

[State -1, 黑黧犬]
type = ChangeState
value = 1250
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (RoundState = 2)
triggerall = (StateType != A) && (EnemyNear,StateType = A)
triggerall = Ctrl || (StateNo = [19,21]) || StateNo = 101 || StateNo = 120 || (StateNo = [200,240])
triggerall = P2BodyDist X = [-17*(EnemyNear,Vel X)*(EnemyNear,Facing)*Facing,120 - 17*(EnemyNear,Vel X)*(EnemyNear,Facing)*Facing]
triggerall = P2BodyDist Y = [-60 - 17*(EnemyNear,Vel Y) - 145*EnemyNear,GetHitVar(yaccel),-17*(EnemyNear,Vel Y) - 145*EnemyNear,GetHitVar(yaccel))
trigger1 = (Var(20) = 1250) && (EnemyNear,MoveType = H)

[State -1, 黑黧犬]
type = ChangeState
value = 1250
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (RoundState = 2)
triggerall = (StateType != A) && (EnemyNear,StateType = A)
trigger1 = (Var(20) = 1250) && (StateNo = 1750) && (AnimElemTime(11) = 0)

[State -1, 黑黧犬]
type = ChangeState
value = 1250
triggerall = !IsHelper
triggerall = (Var(59) = 2) && (RoundState = 2)
triggerall = (StateType != A) && (EnemyNear,StateType != A)
triggerall = Ctrl || (StateNo = [19,21]) || StateNo = 101 || StateNo = 120 || (StateNo = [200,240])
trigger1 = Abs(P2BodyDist X = [0,150]) && (EnemyNear,Vel X > 0) && (Random < 30)

[State -1, VarSet]
type = Null
triggerall = !IsHelper
triggerall = Var(59) = 1
triggerall = Var(20) = 1250
triggerall = StateNo = 1250
triggerall = AnimElemTime(1) = 1
trigger1 = Var(20) := 0

;------------------------------------
[State -1, 槌吞]
type = ChangeState
value = 1300
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (RoundState = 2)
triggerall = (StateType != A) && (EnemyNear,StateType != A)
triggerall = Ctrl || (StateNo = [19,21]) || StateNo = 101 || StateNo = 120 || (StateNo = [200,240])
triggerall = (NumHelper(2520) + NumHelper(2720) > 0) || ((InGuardDist = 0) && (NumExplod(464748) = 0)) || (PalNo >= 7)
triggerall = (NumHelper(1310) = 0) || (Helper(1310),Anim = 9999)
triggerall = (NumHelper(1360) = 0) || (Helper(1360),Anim = 9999) || (PalNo >= 7)
trigger1 = (Var(20) = 0) && (Abs(P2BodyDist X) = (60,160]) && (EnemyNear,MoveType = I)
trigger1 = (EnemyNear,StateNo < 200) && (EnemyNear,StateNo != [120,153])
trigger1 = (Var(12) > 0) || (Var(34) = 0) || ((Var(34) = [1,3]) && (EnemyNear,Power < 1000*Var(34))) || (Random < 5)
trigger2 = (StateNo = [200,240]) && (P2Dist X < 0) && (EnemyNear,MoveType = I)
trigger2 = (Var(12) > 0) || (Var(34) = 0) || ((Var(34) = [1,3]) && (EnemyNear,Power < 1000*Var(34))) || (Random < 5)
trigger3 = (Var(20) = 0) && (Abs(P2BodyDist X) = (60,160]) && (EnemyNear,MoveType = I)
trigger3 = (EnemyNear,StateNo >= 700) && (EnemyNear,Vel X > 0)
trigger3 = (Var(12) > 0) || (Var(34) = 0) || ((Var(34) = [1,3]) && (EnemyNear,Power < 1000*Var(34))) || (Random < 5)
trigger4 = (Var(20) = 0) && (Abs(P2BodyDist X) = [0,100]) && (EnemyNear,MoveType = I)
trigger4 = (EnemyNear,AnimTime < -19) && ((EnemyNear,Vel X)*(EnemyNear,Facing)*Facing < 0)
trigger4 = (EnemyNear,StateNo = 5040) || (EnemyNear,StateNo = 5210) || (EnemyNear,StateNo = 5201)
trigger5 = (Var(20) <= 640) && (Var(31) = 1) && (Abs(P2BodyDist X) = [0,40]) && (InGuardDist = 0)

[State -1, 槌吞]
type = ChangeState
value = 1300
triggerall = !IsHelper
triggerall = (Var(59) = 2) && (RoundState = 2)
triggerall = (StateType != A) && (NumHelper(1310) = 0)
triggerall = Ctrl || (StateNo = [19,21]) || StateNo = 101 || StateNo = 120 || (StateNo = [200,240])
trigger1 = (Abs(P2BodyDist X) = (60,160]) && (Random < 150)

;------------------------------------
[State -1, 镰鼬]
type = ChangeState
value = 1350
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (RoundState = 2)
triggerall = (StateType != A) && (EnemyNear,StateType != A)
triggerall = Ctrl || (StateNo = [19,21]) || StateNo = 101 || StateNo = 120 || (StateNo = [200,240])
triggerall = (NumHelper(2520) + NumHelper(2720) > 0) || ((InGuardDist = 0) && (NumExplod(464748) = 0)) || (PalNo >= 7)
triggerall = (NumHelper(1310) = 0) || (Helper(1310),Anim = 9999) || (PalNo >= 7)
triggerall = (NumHelper(1360) = 0) || (Helper(1360),Anim = 9999)
trigger1 = (Var(20) = [0,1]) && (Abs(P2BodyDist X) > 60) && (Random < 3*Abs(P2BodyDist X))
trigger1 = (EnemyNear,StateNo = 5120) && (EnemyNear,AnimTime < -9)
trigger1 = (P2BodyDist X > 100) || (EnemyNear,FrontEdgeDist < 30) || (EnemyNear,BackEdgeDist < 30)
trigger1 = (Var(35) = 0) || ((Var(35) = [1,3]) && (EnemyNear,Power < 1000*Var(35))) || (Random < Abs(P2BodyDist X))
trigger2 = (Var(20) = [0,1]) && (Abs(P2BodyDist X) > 120) && (Random < 2*Abs(P2BodyDist X))
trigger2 = (EnemyNear,StateType = L) && (EnemyNear,StateNo != [5080,5120]) && (EnemyNear,Time > 10)
trigger2 = (Var(35) = 0) || ((Var(35) = [1,3]) && (EnemyNear,Power < 1000*Var(35))) || (Random < Abs(P2BodyDist X))
trigger3 = (Var(20) = 0) && (P2Dist X > 160) && (EnemyNear,MoveType = I)
trigger3 = (Var(12) > 0) || ((EnemyNear,Facing != Facing) && (EnemyNear,Vel X <= 0)) || (EnemyNear,StateNo < 200)
trigger3 = (Var(12) > 0) || (Var(35) = 0) || ((Var(35) = [1,3]) && (EnemyNear,Power < 1000*Var(35))) || (Random < 5)
trigger4 = (Var(20) = 0) && (P2Dist X > 160) && (EnemyNear,MoveType = A) && (EnemyNear,Vel X = 0)
trigger4 = (EnemyNear,StateNo >= (200 + 800*(EnemyNear,StateType != A))) && (EnemyNear,AnimTime < -9)
trigger4 = (EnemyNear,NumProj > 0) || (InGuardDist = 1)
trigger4 = (Var(12) > 0) || (Var(35) = 0) || ((Var(35) = [1,3]) && (EnemyNear,Power < 1000*Var(35))) || (Random < 5)
trigger5 = (Var(20) = 0) && (Abs(P2BodyDist X) > 60) && (EnemyNear,MoveType = I)
trigger5 = (EnemyNear,AnimTime < -9) && ((EnemyNear,Vel X)*(EnemyNear,Facing)*Facing >= 0)
trigger5 = (EnemyNear,StateNo = 5040) || (EnemyNear,StateNo = 5210) || (EnemyNear,StateNo = 5201)
trigger6 = (Var(20) = 1350) && (Var(17) = -1) && (EnemyNear,StateNo = [150,153])

[State -1, 镰鼬]
type = ChangeState
value = 1350
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (RoundState = 2)
triggerall = (StateType != A) && (EnemyNear,StateType != A)
triggerall = (NumHelper(1310) = 0) || (Helper(1310),Anim = 9999) || (PalNo >= 7)
triggerall = (NumHelper(1360) = 0) || (Helper(1360),Anim = 9999)
trigger1 = Ctrl || (StateNo = [19,21]) || StateNo = 101 || StateNo = 120 || (StateNo = [200,240])
trigger1 = (Var(20) = 1350) && (EnemyNear,MoveType = H) && (EnemyNear,StateNo = 2330)
trigger2 = (Var(20) = 1350) && (StateNo = [200,261]) && (EnemyNear,MoveType = H) && MoveHit
trigger2 = EnemyNear,GetHitVar(hitshaketime) + EnemyNear,GetHitVar(hittime) > 9
trigger3 = (Var(20) = 1350) && (StateNo = [200,261]) && MoveGuarded
trigger3 = (EnemyNear,Ctrl = 0) && (EnemyNear,StateNo = [150,153])
trigger3 = EnemyNear,GetHitVar(hitshaketime) + EnemyNear,GetHitVar(hittime) > 9

[State -1, 镰鼬]
type = ChangeState
value = 1350
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (RoundState = 2)
triggerall = (StateType != A) && (EnemyNear,StateType = A)
triggerall = Ctrl || (StateNo = [19,21]) || StateNo = 101 || StateNo = 120 || (StateNo = [200,240])
triggerall = (NumHelper(1310) = 0) || (Helper(1310),Anim = 9999) || (PalNo >= 7)
triggerall = (NumHelper(1360) = 0) || (Helper(1360),Anim = 9999)
triggerall = P2BodyDist Y = [-100 - 9*(EnemyNear,Vel Y) - 41*EnemyNear,GetHitVar(yaccel),-9*(EnemyNear,Vel Y) - 41*EnemyNear,GetHitVar(yaccel))
trigger1 = (Var(20) = 1350) && (EnemyNear,MoveType = H)

[State -1, 镰鼬]
type = ChangeState
value = 1350
triggerall = !IsHelper
triggerall = (Var(59) = 2) && (RoundState = 2)
triggerall = (StateType != A) && (NumHelper(1360) = 0)
triggerall = Ctrl || (StateNo = [19,21]) || StateNo = 101 || StateNo = 120 || (StateNo = [200,240])
trigger1 = (Abs(P2BodyDist X) > 60) && (Random < 150)

;------------------------------------
[State -1, 沙豸]
type = ChangeState
value = 1400
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (RoundState = 2)
triggerall = (StateType != A) && (EnemyNear,StateType != A) && (Random < 500)
triggerall = Ctrl || (StateNo = [19,21]) || StateNo = 101 || StateNo = 120 || (StateNo = [200,240])
trigger1 = (Var(20) = 0) && (P2BodyDist X > 160) && (EnemyNear,MoveType = I)
trigger1 = (EnemyNear,StateNo != 5120) && (EnemyNear,StateNo != 5201)
trigger1 = (Var(12) > 0) || (EnemyNear,Vel X = 0) || (EnemyNear,StateNo < 200)
trigger1 = (Var(12) > 0) || (Var(36) = 0) || ((Var(36) = [1,3]) && (EnemyNear,Power < 1000*Var(36))) || (Random < 5)
trigger2 = (Var(20) = 0) && (P2BodyDist X > 160) && (EnemyNear,MoveType = A)
trigger2 = (EnemyNear,StateNo >= 200) && (EnemyNear,AnimTime < -20) && (EnemyNear,Vel X = 0)
trigger2 = (Var(12) > 0) || (Var(36) = 0) || ((Var(36) = [1,3]) && (EnemyNear,Power < 1000*Var(36))) || (Random < 5)
trigger3 = (Var(20) = [0,1]) && ((Var(52) >= 10000) || (Var(55) >= 1000000))
trigger3 = (EnemyNear,StateType = L) && (EnemyNear,StateNo != [5080,5150]) && (Random < 500)
trigger4 = (Var(20) = 0) && (P2BodyDist X > 100) && (EnemyNear,MoveType = A)
trigger4 = (EnemyNear,StateNo = [1000,5000)) && (EnemyNear,Time > EnemyNear,AnimElemTime(1) + 5)
trigger4 = (Var(12) > 0) || (Var(36) = 0) || ((Var(36) = [1,3]) && (EnemyNear,Power < 1000*Var(36))) || (Random < 5)
trigger5 = (Var(20) = 0) && (P2BodyDist X > 100) && (EnemyNear,MoveType = A)
trigger5 = (EnemyNear,StateNo = [1000,5000)) && (EnemyNear,Time > 40) && (EnemyNear,AnimTime < -40)
trigger5 = (Var(12) > 0) || (Var(36) = 0) || ((Var(36) = [1,3]) && (EnemyNear,Power < 1000*Var(36))) || (Random < 5)
trigger6 = (StateNo = [200,240]) && (P2Dist X < 0) && (EnemyNear,MoveType = I) && (EnemyNear,Facing = Facing)
trigger6 = (Var(12) > 0) || (Var(36) = 0) || ((Var(36) = [1,3]) && (EnemyNear,Power < 1000*Var(36))) || (Random < 5)

[State -1, 沙豸]
type = ChangeState
value = 1400
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (RoundState = 2)
triggerall = (StateType != A) && (EnemyNear,StateType != A)
triggerall = Ctrl || (StateNo = [19,21]) || StateNo = 101 || StateNo = 120 || (StateNo = [200,240])
trigger1 = (Var(20) = 1400) && (EnemyNear,Ctrl = 0) && (EnemyNear,StateNo = [150,153])

[State -1, 沙豸]
type = ChangeState
value = 1400
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (RoundState = 2)
triggerall = (StateType != A) && (EnemyNear,StateType = A)
triggerall = Ctrl || (StateNo = [19,21]) || StateNo = 101 || StateNo = 120 || (StateNo = [200,240])
triggerall = P2BodyDist Y > -30 - 22*(EnemyNear,Vel Y) - 242*EnemyNear,GetHitVar(yaccel)
trigger1 = (Var(20) = 1400) && (EnemyNear,MoveType = H) && (EnemyNear,Vel Y > 0)

[State -1, 沙豸]
type = ChangeState
value = 1400
triggerall = !IsHelper
triggerall = (Var(59) = 2) && (RoundState = 2)
triggerall = (StateType != A) && (Random < 30)
trigger1 = Ctrl || (StateNo = [19,21]) || StateNo = 101 || StateNo = 120 || (StateNo = [200,240])

;------------------------------------
[State -1, 黑冢]
type = ChangeState
value = 1450
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (RoundState = 2)
triggerall = (StateType != A) && (EnemyNear,StateType != A)
triggerall = Ctrl || (StateNo = [19,21]) || StateNo = 101 || StateNo = 120 || (StateNo = [200,240])
trigger1 = (Var(20) = 0) && (P2BodyDist X > 160) && (EnemyNear,MoveType = I) && (EnemyNear,StateNo != 5120)
trigger1 = (Var(12) > 0) || ((EnemyNear,Facing != Facing) && (EnemyNear,Vel X <= 0)) || (EnemyNear,StateNo < 200)
trigger1 = (Var(12) > 0) || (Var(37) = 0) || ((Var(37) = [1,3]) && (EnemyNear,Power < 1000*Var(37))) || (Random < 5)
trigger2 = (Var(20) = 0) && (P2BodyDist X > 160) && (EnemyNear,MoveType = A)
trigger2 = (EnemyNear,StateNo >= 200) && (EnemyNear,AnimTime < -20) && (EnemyNear,Vel X = 0)
trigger2 = (Var(12) > 0) || (Var(37) = 0) || ((Var(37) = [1,3]) && (EnemyNear,Power < 1000*Var(37))) || (Random < 5)
trigger3 = (Var(20) = [0,1]) && ((Var(52) >= 10000) || (Var(55) >= 1000000))
trigger3 = (EnemyNear,StateType = L) && (EnemyNear,StateNo != [5080,5150])
trigger4 = (Var(20) = 0) && (P2BodyDist X > 100) && (EnemyNear,MoveType = A)
trigger4 = (EnemyNear,StateNo = [1000,5000)) && (EnemyNear,Time > EnemyNear,AnimElemTime(1) + 5)
trigger4 = (Var(12) > 0) || (Var(37) = 0) || ((Var(37) = [1,3]) && (EnemyNear,Power < 1000*Var(37))) || (Random < 5)
trigger5 = (Var(20) = 0) && (P2BodyDist X > 100) && (EnemyNear,MoveType = A)
trigger5 = (EnemyNear,StateNo = [1000,5000)) && (EnemyNear,Time > 40) && (EnemyNear,AnimTime < -40)
trigger5 = (Var(12) > 0) || (Var(37) = 0) || ((Var(37) = [1,3]) && (EnemyNear,Power < 1000*Var(37))) || (Random < 5)
trigger6 = (StateNo = [200,240]) && (P2Dist X < 0) && (EnemyNear,MoveType = I) && (EnemyNear,Facing != Facing)
trigger6 = (Var(12) > 0) || (Var(37) = 0) || ((Var(37) = [1,3]) && (EnemyNear,Power < 1000*Var(37))) || (Random < 5)
trigger7 = (Var(20) = [0,1]) && (P2BodyDist X > 60) && (Random < 5*Abs(P2BodyDist X))
trigger7 = (EnemyNear,StateNo = 5120) && (EnemyNear,AnimTime < -24)
trigger7 = (Var(12) > 0) || (Var(37) = 0) || ((Var(37) = [1,3]) && (EnemyNear,Power < 1000*Var(37))) || (Random < Abs(P2BodyDist X))
trigger8 = (Var(20) = [0,1]) && (Abs(P2BodyDist X) > 120) && (Random < 4*Abs(P2BodyDist X))
trigger8 = (EnemyNear,StateType = L) && (EnemyNear,StateNo != [5080,5120]) && (EnemyNear,Anim = [5110,5111]) && (EnemyNear,Time > 0)
trigger8 = (Var(35) = 4) || ((Var(35) = [1,3]) && (EnemyNear,Power >= 1000*Var(35))) || (Random < 5)
trigger8 = (Var(12) > 0) || (Var(37) = 0) || ((Var(37) = [1,3]) && (EnemyNear,Power < 1000*Var(37))) || (Random < Abs(P2BodyDist X))
trigger9 = (Var(20) <= 640) && (Var(31) = 1) && (Abs(P2BodyDist X) > 120) && (InGuardDist = 0)

[State -1, 黑冢]
type = ChangeState
value = 1450
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (RoundState = 2)
triggerall = (StateType != A) && (EnemyNear,StateType = A)
triggerall = Ctrl || (StateNo = [19,21]) || StateNo = 101 || StateNo = 120 || (StateNo = [200,240])
triggerall = P2BodyDist Y > -30 - 24*(EnemyNear,Vel Y) - 288*EnemyNear,GetHitVar(yaccel)
trigger1 = (Var(20) = 1450) && (EnemyNear,MoveType = H) && (EnemyNear,Vel Y > 0)

[State -1, 黑冢]
type = ChangeState
value = 1450
triggerall = !IsHelper
triggerall = (Var(59) = 2) && (RoundState = 2)
triggerall = (StateType != A) && (Random < 30)
trigger1 = Ctrl || (StateNo = [19,21]) || StateNo = 101 || StateNo = 120 || (StateNo = [200,240])

;------------------------------------
[State -1, 青行灯]
type = ChangeState
value = 1700
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (RoundState = 2)
triggerall = (StateType != A) && (EnemyNear,StateType != A)
triggerall = Abs(P2BodyDist X = [0,95]) && (EnemyNear,Pos Y = 0)
trigger1 = (Var(20) = 1700) && (StateNo = [200,261]) && (EnemyNear,MoveType = H) && MoveHit
trigger1 = EnemyNear,GetHitVar(hitshaketime) + EnemyNear,GetHitVar(hittime) > 16
trigger2 = (Var(20) = 1700) && (StateNo = [200,261]) && MoveGuarded
trigger2 = (EnemyNear,Ctrl = 0) && (EnemyNear,StateNo = [150,153])
trigger2 = EnemyNear,GetHitVar(hitshaketime) + EnemyNear,GetHitVar(hittime) > 16

[State -1, VarSet]
type = Null
triggerall = !IsHelper
triggerall = Var(59) = 1
triggerall = StateNo = 1700
triggerall = MoveHit = 1
triggerall = HitPauseTime = 1
triggerall = EnemyNear,MoveType = H
trigger1 = (Power >= 2000) && (Abs(P2BodyDist X) < 95) && (Random < 300)
trigger1 = Var(20) := 2300
trigger2 = Abs(P2BodyDist X) < 50
trigger2 = Var(20) := 210
trigger3 = (Power >= 1000) && (Random < 150)
trigger3 = Var(20) := 3100
trigger4 = Random < 300
trigger4 = Var(20) := 1000
trigger5 = Random < 500
trigger5 = Var(20) := 1200
trigger6 = ((Helper(11110),Pos X - Pos X)*(Helper(11110),Facing)*Facing >= 250) || ((Helper(11111),Pos X - Pos X)*(Helper(11111),Facing)*Facing >= 250)
trigger6 = Var(20) := 1250
trigger7 = Var(20) := 1800
ignorehitpause = 1

[State -1, VarSet]
type = Null
triggerall = !IsHelper
triggerall = Var(59) = 1
triggerall = StateNo = 1700
triggerall = MoveGuarded = 1
triggerall = HitPauseTime = 1
triggerall = EnemyNear,StateNo = [150,153]
trigger1 = ((Helper(11110),Pos X - Pos X)*(Helper(11110),Facing)*Facing >= 250) || ((Helper(11111),Pos X - Pos X)*(Helper(11111),Facing)*Facing >= 250)
trigger1 = ((Power < 1000) && (Random < 150)) || ((EnemyNear,MoveType != H) && (Random < 500))
trigger1 = Var(20) := 1100
trigger2 = EnemyNear,MoveType != H
trigger2 = Var(20) := 1250
trigger3 = Abs(P2BodyDist X) < 50
trigger3 = Var(20) := 210
trigger4 = Random < 666
trigger4 = Var(20) := 1800
trigger5 = Var(20) := 1200
ignorehitpause = 1

;------------------------------------
[State -1, 黄蓝花]
type = ChangeState
value = 1750
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (RoundState = 2)
triggerall = (StateType != A) && (EnemyNear,StateType != A)
triggerall = (Abs(P2BodyDist X) = [0,110]) && (EnemyNear,Pos Y = 0)
trigger1 = (Var(20) = 1750) && (StateNo = [200,261]) && (EnemyNear,MoveType = H) && MoveHit
trigger1 = EnemyNear,GetHitVar(hitshaketime) + EnemyNear,GetHitVar(hittime) > 20
trigger2 = (Var(20) = 1750) && (StateNo = [200,261]) && MoveGuarded
trigger2 = (EnemyNear,Ctrl = 0) && (EnemyNear,StateNo = [150,153])
trigger2 = EnemyNear,GetHitVar(hitshaketime) + EnemyNear,GetHitVar(hittime) > 20

[State -1, 黄蓝花]
type = ChangeState
value = 1750
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (RoundState = 2)
triggerall = (StateType != A) && ((EnemyNear,StateType = A) || (EnemyNear,StateType = L))
triggerall = Ctrl || (StateNo = [19,21]) || StateNo = 101 || StateNo = 120 || (StateNo = [200,240])
triggerall = (Abs(P2BodyDist X) = (60,120]) && (EnemyNear,Pos Y >= -30)
trigger1 = (Var(20) = [0,1]) && (NumExplod(1750) = 0)
trigger1 = (EnemyNear,MoveType = H) && (Random < 3*Abs(P2BodyDist X))
trigger1 = (EnemyNear,StateNo != [5080,5120]) && (EnemyNear,Time <= 10)

[State -1, 黄蓝花]
type = ChangeState
value = 1750
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (RoundState = 2)
triggerall = (StateType != A) && ((EnemyNear,StateType = A) || (EnemyNear,StateType = L))
triggerall = Ctrl || (StateNo = [19,21]) || StateNo = 101 || StateNo = 120 || (StateNo = [200,240])
triggerall = P2BodyDist X = [15 - 20*(EnemyNear,Vel X)*(EnemyNear,Facing)*Facing,80 - 20*(EnemyNear,Vel X)*(EnemyNear,Facing)*Facing)
triggerall = P2BodyDist Y >= -60 - 20*(EnemyNear,Vel Y) - 200*EnemyNear,GetHitVar(yaccel)
trigger1 = (Var(20) = 1750) && (EnemyNear,MoveType = H)

[State -1, 黄蓝花]
type = ChangeState
value = 1750
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (RoundState = 2)
triggerall = (StateType != A) && ((EnemyNear,StateType = A) || (EnemyNear,StateType = L))
triggerall = Ctrl || (StateNo = [19,21]) || StateNo = 101 || StateNo = 120 || (StateNo = [200,240])
triggerall = P2BodyDist X < 80 - 20*(EnemyNear,Vel X)*(EnemyNear,Facing)*Facing
triggerall = P2BodyDist Y > -60
trigger1 = (Var(20) = 1750) && (EnemyNear,MoveType = H)

[State -1, VarSet]
type = Null
triggerall = !IsHelper
triggerall = Var(59) = 1
triggerall = Var(20) = 1750
triggerall = StateNo = 1750
triggerall = AnimElemTime(1) = 1
trigger1 = Var(20) := 0

[State -1, VarSet]
type = Null
triggerall = !IsHelper
triggerall = Var(59) = 1
triggerall = StateNo = 1750
triggerall = MoveHit = 1
triggerall = HitPauseTime = 1
triggerall = EnemyNear,MoveType = H
triggerall = EnemyNear,StateNo = 1770
trigger1 = (P2BodyDist X > 45) && (Random < 250)
trigger1 = Var(20) := 1200
trigger2 = ((Helper(11110),Pos X - Pos X)*(Helper(11110),Facing)*Facing >= 250) || ((Helper(11111),Pos X - Pos X)*(Helper(11111),Facing)*Facing >= 250)
trigger2 = Random < 333
trigger2 = Var(20) := 1250
trigger3 = Random < 500
trigger3 = Var(20) := 1805
trigger4 = Var(20) := 1855
ignorehitpause = 1

[State -1, VarSet]
type = Null
triggerall = !IsHelper
triggerall = Var(59) = 1
triggerall = StateNo = 1750
triggerall = MoveHit = 1
triggerall = HitPauseTime = 1
triggerall = EnemyNear,MoveType = H
triggerall = EnemyNear,StateNo = 1771 || EnemyNear,StateNo = 1774
trigger1 = Random < 500
trigger1 = Var(20) := 1805
trigger2 = Var(20) := 1855
ignorehitpause = 1

[State -1, VarSet]
type = Null
triggerall = !IsHelper
triggerall = Var(59) = 1
triggerall = StateNo = 1750
triggerall = MoveGuarded = 1
triggerall = HitPauseTime = 1
triggerall = EnemyNear,StateNo = [150,153]
trigger1 = Var(20) := 0
ignorehitpause = 1

;------------------------------------
[State -1, 投壶光]
type = ChangeState
value = 1800
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (RoundState = 2)
triggerall = (StateType != A) && (EnemyNear,StateType != A)
triggerall = Ctrl || (StateNo = [19,21]) || StateNo = 101 || StateNo = 120 || (StateNo = [200,240])
trigger1 = (Var(20) = 0) && (NumExplod(1800) = 0) && (NumHelper(1360) = 0)
trigger1 = (Abs(P2BodyDist X) > 60) && (InGuardDist = 0)
trigger1 = (EnemyNear,MoveType = I) && (EnemyNear,StateNo != 5120)
trigger1 = (EnemyNear,Vel X = 0) || (EnemyNear,StateNo < 200) || (P2Dist X < 0)
trigger1 = (EnemyNear,Facing != Facing) || (P2Dist X < 0)
trigger1 = (Var(12) > 0) || (Var(38) = 0) || ((Var(38) = [1,3]) && (EnemyNear,Power < 1000*Var(38))) || (Random < 5)
trigger2 = (Var(20) = 0) && (NumExplod(1800) = 0) && (NumHelper(1360) = 0)
trigger2 = (Abs(P2BodyDist X) = [60,120]) && (EnemyNear,StateType = S) && (EnemyNear,MoveType = A)
trigger2 = (EnemyNear,StateNo = [1000,2000)) && (EnemyNear,Time > 40) && (EnemyNear,Vel X = 0)
trigger2 = (EnemyNear,AnimElemTime(1) < -40) || (EnemyNear,Time > EnemyNear,AnimElemTime(1) + 5)
trigger2 = (Var(12) > 0) || (Var(38) = 0) || ((Var(38) = [1,3]) && (EnemyNear,Power < 1000*Var(38))) || (Random < 5)
trigger3 = (Var(20) = 1800) && (EnemyNear,Ctrl = 0) && (EnemyNear,StateNo = [150,153])

[State -1, 投壶光]
type = ChangeState
value = 1800
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (RoundState = 2)
triggerall = (StateType != A) && (EnemyNear,StateType != A)
triggerall = (Abs(P2BodyDist X) = [0,100]) && (EnemyNear,Pos Y = 0)
trigger1 = (Var(20) = 1800) && (StateNo = [200,261]) && (EnemyNear,MoveType = H) && MoveHit
trigger1 = EnemyNear,GetHitVar(hitshaketime) + EnemyNear,GetHitVar(hittime) > 19
trigger2 = (Var(20) = 1800) && (StateNo = [200,261]) && MoveGuarded
trigger2 = (EnemyNear,Ctrl = 0) && (EnemyNear,StateNo = [150,153])
trigger2 = EnemyNear,GetHitVar(hitshaketime) + EnemyNear,GetHitVar(hittime) > 19
trigger3 = (Var(20) = 1800) && (StateNo = 1700) && (AnimElemTime(8) > 0) && (EnemyNear,MoveType = H) && MoveHit
trigger3 = EnemyNear,GetHitVar(hitshaketime) + EnemyNear,GetHitVar(hittime) > 19
trigger4 = (Var(20) = 1800) && (StateNo = 1700) && (AnimElemTime(8) > 0) && MoveGuarded
trigger4 = (EnemyNear,Ctrl = 0) && (EnemyNear,StateNo = [150,153])
trigger4 = EnemyNear,GetHitVar(hitshaketime) + EnemyNear,GetHitVar(hittime) > 19

[State -1, 投壶光]
type = ChangeState
value = 1800
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (RoundState = [2,3])
triggerall = (StateType != A) && ((EnemyNear,StateType = A) || (EnemyNear,StateType = L))
triggerall = Ctrl || (StateNo = [19,21]) || StateNo = 101 || StateNo = 120 || (StateNo = [200,240])
triggerall = P2BodyDist X = [-19*(EnemyNear,Vel X)*(EnemyNear,Facing)*Facing,80 - 19*(EnemyNear,Vel X)*(EnemyNear,Facing)*Facing]
triggerall = P2BodyDist Y >= -100 - 19*(EnemyNear,Vel Y) - 181*EnemyNear,GetHitVar(yaccel)
trigger1 = (Var(20) = 1800) && (EnemyNear,MoveType = H)

[State -1, 投壶光]
type = ChangeState
value = 1805
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (RoundState = 2)
triggerall = (StateType != A) && (EnemyNear,StateType != A)
trigger1 = (StateNo = 1750) && (MoveContact = 0)
trigger1 = (AnimElemTime(8) >= 0) && (AnimElemTime(9) <= 0)
trigger1 = (P2Dist X < 0) && (EnemyNear,MoveType = I)
trigger1 = (Var(12) > 0) || (Var(38) = 0) || ((Var(38) = [1,3]) && (EnemyNear,Power < 1000*Var(38))) || (Random < 5)

[State -1, 投壶光]
type = ChangeState
value = 1805
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (RoundState = 2)
triggerall = (StateType != A) && (Var(20) = 1805) && (EnemyNear,MoveType = H) 
trigger1 = (StateNo = 860) && (AnimElemTime(16) > 0)
trigger2 = (StateNo = 1750) && (AnimElemTime(8) >= 0) && (AnimElemTime(9) <= 0)

[State -1, 投壶光]
type = ChangeState
value = 1800
triggerall = !IsHelper
triggerall = (Var(59) = 2) && (RoundState = 2)
triggerall = (StateType != A) && (Random < 30)
trigger1 = Ctrl || (StateNo = [19,21]) || StateNo = 101 || StateNo = 120 || (StateNo = [200,240])

;------------------------------------
[State -1, 星精落]
type = ChangeState
value = 1850
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (RoundState = 2)
triggerall = (StateType != A) && (EnemyNear,StateType != A)
triggerall = Ctrl || (StateNo = [19,21]) || StateNo = 101 || StateNo = 120 || (StateNo = [200,240])
trigger1 = (Var(20) <= 640) && (Var(31) = 1) && (Abs(P2BodyDist X) = (40,120]) && (InGuardDist = 0)

[State -1, 星精落]
type = ChangeState
value = 1850
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (RoundState = 2)
triggerall = (StateType != A) && (EnemyNear,StateType != A)
triggerall = (Abs(P2BodyDist X) = [0,100]) && (EnemyNear,Pos Y = 0)
trigger1 = (Var(20) = 1850) && (StateNo = [200,261]) && (EnemyNear,MoveType = H) && MoveHit
trigger1 = EnemyNear,GetHitVar(hitshaketime) + EnemyNear,GetHitVar(hittime) > 19
trigger2 = (Var(20) = 1850) && (StateNo = [200,261]) && MoveGuarded
trigger2 = (EnemyNear,Ctrl = 0) && (EnemyNear,StateNo = [150,153])
trigger2 = EnemyNear,GetHitVar(hitshaketime) + EnemyNear,GetHitVar(hittime) > 19
trigger3 = (Var(20) = 1850) && (StateNo = 1700) && (AnimElemTime(8) > 0) && (EnemyNear,MoveType = H) && MoveHit
trigger3 = EnemyNear,GetHitVar(hitshaketime) + EnemyNear,GetHitVar(hittime) > 19
trigger4 = (Var(20) = 1850) && (StateNo = 1700) && (AnimElemTime(8) > 0) && MoveGuarded
trigger4 = (EnemyNear,Ctrl = 0) && (EnemyNear,StateNo = [150,153])
trigger4 = EnemyNear,GetHitVar(hitshaketime) + EnemyNear,GetHitVar(hittime) > 19

[State -1, 星精落]
type = ChangeState
value = 1850
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (RoundState = 2)
triggerall = (StateType != A) && (Var(20) = 1850) && (EnemyNear,MoveType = H)
trigger1 = Ctrl || (StateNo = [19,21]) || StateNo = 101 || StateNo = 120 || (StateNo = [200,240])

[State -1, 星精落]
type = ChangeState
value = 1855
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (RoundState = 2)
triggerall = (StateType != A) && (Var(20) = 1855) && (EnemyNear,MoveType = H)
trigger1 = (StateNo = 860) && (AnimElemTime(16) > 0)
trigger2 = (StateNo = 1750) && (AnimElemTime(8) >= 0) && (AnimElemTime(9) <= 0)

;------------------------------------
[State -1, 站CD]
type = Helper
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (RoundState = 2)
triggerall = (StateType != A) && (Power >= 1000)
triggerall = (StateNo = [150,153)) && (NumHelper(355) = 0)
triggerall = (EnemyNear,StateType != L) && (GetHitVar(Guarded) = 1)
trigger1 = (Abs(P2BodyDist X) = [0,100]) && (P2BodyDist Y = [-10,0])
helpertype = normal
ID = 355
stateno = 355
pos = 0,0
postype = p1
keyctrl = 0
pausemovetime = 99999999

[State -1, 站CD]
type = ChangeState
value = 350
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (RoundState = 2)
triggerall = (StateType != A) && (Power >= 1000)
triggerall = (StateNo = [150,153)) && (NumHelper(355) = 1)
triggerall = (Abs(P2BodyDist X) = [0,100]) && (P2BodyDist Y = [-10,0])
trigger1 = Helper(355),Var(1) = 1

[State -1, VarSet]
type = Null
triggerall = !IsHelper
triggerall = Var(59) = 1
triggerall = StateNo = 350
triggerall = MoveHit = 1
triggerall = EnemyNear,MoveType = H
trigger1 = (Power >= 2000) && (InGuardDist = 1)
trigger1 = Var(20) := 2000
trigger2 = Var(20) := 1000

[State -1, VarSet]
type = Null
triggerall = !IsHelper
triggerall = Var(59) = 1
triggerall = StateNo = 350
triggerall = MoveGuarded = 1
triggerall = EnemyNear,StateNo = [150,153]
trigger1 = (NumHelper(1310) = 0) || (Helper(1310),Anim = 9999) || (PalNo >= 7)
trigger1 = (NumHelper(1360) = 0) || (Helper(1360),Anim = 9999)
trigger1 = Var(20) := 1350
trigger2 = Var(20) := 1000

;------------------------------------
[State -1, 前闪]
type = ChangeState
value = 710
triggerall = !IsHelper
triggerall = (Var(59) > 0) && (Roundstate = 2)
triggerall = (StateType != A) && (NumTarget = 0) && (Helper,NumTarget = 0)
triggerall = Ctrl || (StateNo = [19,21]) || StateNo = 101 || StateNo = 120
triggerall = (EnemyNear,MoveType = A) && (BackEdgeDist <= 30)
trigger1 = (Var(55) = [100,1000)) && (EnemyNear,StateNo = Var(55))
trigger2 = (Var(55) = [1000,1000000)) && (EnemyNear,StateNo = Floor(Var(55)/1000))
trigger3 = (Var(55) = [1000,1000000)) && (EnemyNear,StateNo = Var(55) - Floor(Var(55)/1000)*1000)
trigger4 = (Var(55) >= 1000000) && (EnemyNear,StateNo = Floor(Var(55)/1000000))
trigger5 = (Var(55) >= 1000000) && (EnemyNear,StateNo = Floor((Var(55) - Floor(Var(56)/1000000)*1000000)/1000))
trigger6 = (Var(55) >= 1000000) && (EnemyNear,StateNo = Var(55) - (Floor(Var(55)/1000000)*1000000) - (Floor((Var(55) - Floor(Var(55)/1000000)*1000000)/1000))*1000)

[State -1, 前闪]
type = ChangeState
value = 710
triggerall = !IsHelper
triggerall = (Var(59) > 0) && (Roundstate = 2)
triggerall = (StateType != A) && (NumTarget = 0) && (Helper,NumTarget = 0)
triggerall = Ctrl || (StateNo = [19,21]) || StateNo = 101 || StateNo = 120
triggerall = (NumExplod(700) = 0) && (Facing != EnemyNear,Facing)
triggerall = (BackEdgeDist <= 30) || (EnemyNear,Vel X < 0)
trigger1 = (Var(53) = [1000,10000)) && (EnemyNear,StateNo = Var(53))
trigger2 = (Var(53) >= 10000) && (EnemyNear,StateNo = Floor(Var(53)/10000))
trigger3 = (Var(53) >= 10000) && (EnemyNear,StateNo = Var(53) - Floor(Var(53)/10000)*10000)
trigger4 = (Var(54) = [1000,10000)) && (EnemyNear,StateNo = Var(54))
trigger5 = (Var(54) >= 10000) && (EnemyNear,StateNo = Floor(Var(54)/10000))
trigger6 = (Var(54) >= 10000) && (EnemyNear,StateNo = Var(54) - Floor(Var(54)/10000)*10000)

;------------------------------------
[State -1, 后闪]
type = ChangeState
value = 720
triggerall = !IsHelper
triggerall = (Var(59) > 0) && (Roundstate = 2)
triggerall = (StateType != A) && (NumTarget = 0) && (Helper,NumTarget = 0)
triggerall = Ctrl || (StateNo = [19,21]) || StateNo = 101 || StateNo = 120
triggerall = (EnemyNear,MoveType = A) && (FrontEdgeDist <= 30)
trigger1 = (Var(55) = [100,1000)) && (EnemyNear,StateNo = Var(55))
trigger2 = (Var(55) = [1000,1000000)) && (EnemyNear,StateNo = Floor(Var(55)/1000))
trigger3 = (Var(55) = [1000,1000000)) && (EnemyNear,StateNo = Var(55) - Floor(Var(55)/1000)*1000)
trigger4 = (Var(55) >= 1000000) && (EnemyNear,StateNo = Floor(Var(55)/1000000))
trigger5 = (Var(55) >= 1000000) && (EnemyNear,StateNo = Floor((Var(55) - Floor(Var(56)/1000000)*1000000)/1000))
trigger6 = (Var(55) >= 1000000) && (EnemyNear,StateNo = Var(55) - (Floor(Var(55)/1000000)*1000000) - (Floor((Var(55) - Floor(Var(55)/1000000)*1000000)/1000))*1000)

[State -1, 后闪]
type = ChangeState
value = 720
triggerall = !IsHelper
triggerall = (Var(59) > 0) && (Roundstate = 2)
triggerall = (StateType != A) && (NumTarget = 0) && (Helper,NumTarget = 0)
triggerall = Ctrl || (StateNo = [19,21]) || StateNo = 101 || StateNo = 120
triggerall = (NumExplod(700) = 0) && (Facing != EnemyNear,Facing)
triggerall = (FrontEdgeDist <= 30) || (EnemyNear,Vel X >= 0)
trigger1 = (Var(53) = [1000,10000)) && (EnemyNear,StateNo = Var(53))
trigger2 = (Var(53) >= 10000) && (EnemyNear,StateNo = Floor(Var(53)/10000))
trigger3 = (Var(53) >= 10000) && (EnemyNear,StateNo = Var(53) - Floor(Var(53)/10000)*10000)
trigger4 = (Var(54) = [1000,10000)) && (EnemyNear,StateNo = Var(54))
trigger5 = (Var(54) >= 10000) && (EnemyNear,StateNo = Floor(Var(54)/10000))
trigger6 = (Var(54) >= 10000) && (EnemyNear,StateNo = Var(54) - Floor(Var(54)/10000)*10000)

;------------------------------------
[State -1, 站轻脚]
type = ChangeState
value = 230
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (Var(31) = 0)
triggerall = (RoundState = 2) && (StateType != A)
triggerall = Ctrl || (StateNo = [19,21]) || StateNo = 101 || StateNo = 120
triggerall = (EnemyNear,StateType != A) && (EnemyNear,Pos Y = 0)
triggerall = (NumHelper(2520) + NumHelper(2720) > 0) || (InGuardDist = 0)
triggerall = (Abs(P2BodyDist X) = [0,60]) && (Random < 500)
trigger1 = (Var(20) = 0) && (EnemyNear,MoveType = I) && (EnemyNear,StateNo = [0,800))
trigger1 = (Var(32) = 0) || ((Var(32) = [1,3]) && (EnemyNear,Power < 1000*Var(32))) || ((Var(32) = 4) && (Power >= 5000)) || (Random < 5)
trigger2 = (Var(20) = 0) && (EnemyNear,MoveType = H) && (EnemyNear,StateNo = [5000,5020))
trigger2 = EnemyNear,GetHitVar(hitshaketime) + EnemyNear,GetHitVar(hittime) > 5
trigger3 = (Var(20) = 0) && (EnemyNear,Ctrl = 0) && (EnemyNear,StateNo = [150,153])
trigger3 = EnemyNear,GetHitVar(hitshaketime) + EnemyNear,GetHitVar(hittime) > 5
trigger4 = (EnemyNear,MoveType = A) && (EnemyNear,Facing = Facing)
trigger4 = (EnemyNear,StateNo = [200,10000)) && (EnemyNear,AnimTime < -5)
trigger4 = (Var(32) = 0) || ((Var(32) = [1,3]) && (EnemyNear,Power < 1000*Var(32))) || ((Var(32) = 4) && (Power >= 5000)) || (Random < 5)
trigger5 = (EnemyNear,MoveType = I) && (EnemyNear,StateNo = [Var(30),Var(30) + 10]) && (EnemyNear,AnimTime < -5)
trigger6 = (Var(20) = 0) && (EnemyNear,MoveType = A)
trigger6 = (EnemyNear,StateNo < 10000) && (InGuardDist = 0)
trigger6 = (Var(32) = 0) || ((Var(32) = [1,3]) && (EnemyNear,Power < 1000*Var(32))) || ((Var(32) = 4) && (Power >= 5000)) || (Random < 5)

[State -1, 站轻脚]
type = ChangeState
value = 230
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (Var(31) = 0)
triggerall = (RoundState = 2) && (StateType != A)
triggerall = Ctrl || (StateNo = [19,21]) || StateNo = 101 || StateNo = 120
triggerall = (EnemyNear,StateType != A) && (EnemyNear,Pos Y = 0)
triggerall = (NumHelper(2520) + NumHelper(2720) > 0) || (InGuardDist = 0)
triggerall = Abs(P2BodyDist X) = [0,60]
trigger1 = (Var(20) = 0) && (EnemyNear,MoveType = H)
trigger1 = (EnemyNear,StateNo = 5255) && (EnemyNear,Time < 25) && (Random < 500)
trigger2 = (Var(20) = 230 || Var(20) = 640) && (EnemyNear,Ctrl = 0) && (EnemyNear,StateNo = [150,153])
trigger2 = EnemyNear,GetHitVar(hitshaketime) + EnemyNear,GetHitVar(hittime) > 5

[State -1, 站轻脚]
type = ChangeState
value = 230
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (Var(31) = 0)
triggerall = (RoundState = 2) && (StateType != A)
triggerall = (EnemyNear,StateType != A) && (EnemyNear,Pos Y = 0)
triggerall = (NumHelper(2520) + NumHelper(2720) > 0) || (InGuardDist = 0)
triggerall = Abs(P2BodyDist X) = [0,60]
trigger1 = (Var(20) = 230) && (StateNo = 205) && (EnemyNear,MoveType = H) && MoveHit
trigger1 = EnemyNear,GetHitVar(hitshaketime) + EnemyNear,GetHitVar(hittime) > 5
trigger2 = (Var(20) = 230) && (StateNo = 205) && MoveGuarded
trigger2 = (EnemyNear,Ctrl = 0) && (EnemyNear,StateNo = [150,153])
trigger2 = EnemyNear,GetHitVar(hitshaketime) + EnemyNear,GetHitVar(hittime) > 5

[State -1, VarSet]
type = Null
triggerall = !IsHelper
triggerall = Var(59) = 1
triggerall = StateNo = 230
triggerall = MoveHit = 1
triggerall = HitPauseTime = 1
triggerall = EnemyNear,MoveType = H
trigger1 = (Abs(P2BodyDist X) < 20) && (Random < 666)
trigger1 = Var(20) := 205
trigger2 = (Abs(P2BodyDist X) = [20,35)) && (Random < 500)
trigger2 = Var(20) := 215
trigger3 = (Abs(P2BodyDist X) = [20,35)) && (Random < 500)
trigger3 = Var(20) := 200
trigger4 = Abs(P2BodyDist X) < 30
trigger4 = Var(20) := 240
trigger5 = Var(20) := 251
ignorehitpause = 1

[State -1, VarSet]
type = Null
triggerall = !IsHelper
triggerall = Var(59) = 1
triggerall = StateNo = 230
triggerall = MoveGuarded = 1
triggerall = HitPauseTime = 1
triggerall = EnemyNear,StateNo = [150,153]
trigger1 = Abs(P2BodyDist X) < 20
trigger1 = Var(20) := 205
trigger2 = (Abs(P2BodyDist X) = [20,35)) && (Random < 333)
trigger2 = Var(20) := 215
trigger3 = (Abs(P2BodyDist X) = [20,35)) && (Random < 333)
trigger3 = Var(20) := 200
trigger4 = Abs(P2BodyDist X) < 30
trigger4 = Var(20) := 240
trigger5 = Var(20) := 251
ignorehitpause = 1

;------------------------------------
[State -1, 站轻拳·近]
type = ChangeState
value = 205
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (Var(31) = 0)
triggerall = (RoundState = 2) && (StateType != A)
triggerall = Ctrl || (StateNo = [19,21]) || StateNo = 101 || StateNo = 120
triggerall = (EnemyNear,StateType != A) && (EnemyNear,Pos Y = 0)
triggerall = (NumHelper(2520) + NumHelper(2720) > 0) || (InGuardDist = 0)
triggerall = (Abs(P2BodyDist X) = [0,20]) && (Random < 500)
trigger1 = (Var(20) = 0) && (EnemyNear,MoveType = I) && (EnemyNear,StateNo = [0,800))
trigger1 = (Var(32) = 0) || ((Var(32) = [1,3]) && (EnemyNear,Power < 1000*Var(32))) || ((Var(32) = 4) && (Power >= 5000)) || (Random < 5)
trigger2 = (Var(20) = 0) && (EnemyNear,MoveType = H) && (EnemyNear,StateNo = [5000,5020))
trigger2 = EnemyNear,GetHitVar(hitshaketime) + EnemyNear,GetHitVar(hittime) > 4
trigger3 = (Var(20) = 0) && (EnemyNear,Ctrl = 0) && (EnemyNear,StateNo = [150,153])
trigger3 = EnemyNear,GetHitVar(hitshaketime) + EnemyNear,GetHitVar(hittime) > 4
trigger4 = (EnemyNear,MoveType = A) && (EnemyNear,Facing = Facing)
trigger4 = (EnemyNear,StateNo = [200,10000)) && (EnemyNear,AnimTime < -4)
trigger4 = (Var(32) = 0) || ((Var(32) = [1,3]) && (EnemyNear,Power < 1000*Var(32))) || ((Var(32) = 4) && (Power >= 5000)) || (Random < 5)
trigger5 = (EnemyNear,MoveType = I) && (EnemyNear,StateNo = [Var(30),Var(30) + 10]) && (EnemyNear,AnimTime < -4)
trigger6 = (Var(20) = 0) && (EnemyNear,MoveType = A)
trigger6 = (EnemyNear,StateNo < 10000) && (InGuardDist = 0)
trigger6 = (Var(32) = 0) || ((Var(32) = [1,3]) && (EnemyNear,Power < 1000*Var(32))) || ((Var(32) = 4) && (Power >= 5000)) || (Random < 5)

[State -1, 站轻拳·近]
type = ChangeState
value = 205
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (Var(31) = 0)
triggerall = (RoundState = 2) && (StateType != A)
triggerall = Ctrl || (StateNo = [19,21]) || StateNo = 101 || StateNo = 120
triggerall = (EnemyNear,StateType != A) && (EnemyNear,Pos Y = 0)
triggerall = (NumHelper(2520) + NumHelper(2720) > 0) || (InGuardDist = 0)
triggerall = Abs(P2BodyDist X) = [0,20]
trigger1 = (Var(20) = 0) && (EnemyNear,MoveType = H)
trigger1 = (EnemyNear,StateNo = 5255) && (EnemyNear,Time < 26)
trigger2 = (Var(20) = 200 || Var(20) = 205) && (EnemyNear,MoveType = H)
trigger2 = EnemyNear,GetHitVar(hitshaketime) + EnemyNear,GetHitVar(hittime) > 4
trigger3 = (Var(20) = 200 || Var(20) = 205) && (EnemyNear,Ctrl = 0) && (EnemyNear,StateNo = [150,153])
trigger3 = EnemyNear,GetHitVar(hitshaketime) + EnemyNear,GetHitVar(hittime) > 4

[State -1, 站轻拳·近]
type = ChangeState
value = 205
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (Var(31) = 0)
triggerall = (RoundState = 2) && (StateType != A)
triggerall = (EnemyNear,StateType != A) && (EnemyNear,Pos Y = 0)
triggerall = (NumHelper(2520) + NumHelper(2720) > 0) || (InGuardDist = 0)
triggerall = Abs(P2BodyDist X) = [0,20]
trigger1 = (Var(20) = 200 || Var(20) = 205) && (StateNo = 230) && (EnemyNear,MoveType = H) && MoveHit
trigger1 = EnemyNear,GetHitVar(hitshaketime) + EnemyNear,GetHitVar(hittime) > 4
trigger2 = (Var(20) = 200 || Var(20) = 205) && (StateNo = 230) && MoveGuarded
trigger2 = (EnemyNear,Ctrl = 0) && (EnemyNear,StateNo = [150,153])
trigger2 = EnemyNear,GetHitVar(hitshaketime) + EnemyNear,GetHitVar(hittime) > 4

[State -1, VarSet]
type = Null
triggerall = !IsHelper
triggerall = Var(59) = 1
triggerall = StateNo = 205
triggerall = MoveHit = 1
triggerall = HitPauseTime = 1
triggerall = EnemyNear,MoveType = H
trigger1 = Abs(P2BodyDist X) < 40
trigger1 = Var(20) := 230
trigger2 = Var(20) := 251
ignorehitpause = 1

[State -1, VarSet]
type = Null
triggerall = !IsHelper
triggerall = Var(59) = 1
triggerall = StateNo = 205
triggerall = MoveGuarded = 1
triggerall = HitPauseTime = 1
triggerall = EnemyNear,StateNo = [150,153]
trigger1 = Abs(P2BodyDist X) < 40
trigger1 = Var(20) := 230
trigger2 = Var(20) := 251
ignorehitpause = 1

;------------------------------------
[State -1, 站轻拳·远]
type = ChangeState
value = 200
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (Var(31) = 0)
triggerall = (RoundState = 2) && (StateType != A)
triggerall = Ctrl || (StateNo = [19,21]) || StateNo = 101 || StateNo = 120
triggerall = (EnemyNear,StateType != A) && (EnemyNear,Pos Y = 0)
triggerall = (NumHelper(2520) + NumHelper(2720) > 0) || (InGuardDist = 0)
triggerall = (Abs(P2BodyDist X) = (20,60]) && (Random < 300)
trigger1 = (Var(20) = 0) && (EnemyNear,MoveType = I) && (EnemyNear,StateNo = [0,800))
trigger1 = (Var(32) = 0) || ((Var(32) = [1,3]) && (EnemyNear,Power < 1000*Var(32))) || ((Var(32) = 4) && (Power >= 5000)) || (Random < 5)
trigger2 = (Var(20) = 0) && (EnemyNear,MoveType = H) && (EnemyNear,StateNo = [5000,5020))
trigger2 = EnemyNear,GetHitVar(hitshaketime) + EnemyNear,GetHitVar(hittime) > 5
trigger3 = (Var(20) = 0) && (EnemyNear,Ctrl = 0) && (EnemyNear,StateNo = [150,153])
trigger3 = EnemyNear,GetHitVar(hitshaketime) + EnemyNear,GetHitVar(hittime) > 5
trigger4 = (EnemyNear,MoveType = A) && (EnemyNear,Facing = Facing)
trigger4 = (EnemyNear,StateNo = [200,10000)) && (EnemyNear,AnimTime < -5)
trigger4 = (Var(32) = 0) || ((Var(32) = [1,3]) && (EnemyNear,Power < 1000*Var(32))) || ((Var(32) = 4) && (Power >= 5000)) || (Random < 5)
trigger5 = (EnemyNear,MoveType = I) && (EnemyNear,StateNo = [Var(30),Var(30) + 10]) && (EnemyNear,AnimTime < -5)
trigger6 = (Var(20) = 0) && (EnemyNear,MoveType = A)
trigger6 = (EnemyNear,StateNo < 10000) && (InGuardDist = 0)
trigger6 = (Var(32) = 0) || ((Var(32) = [1,3]) && (EnemyNear,Power < 1000*Var(32))) || ((Var(32) = 4) && (Power >= 5000)) || (Random < 5)

[State -1, 站轻拳·远]
type = ChangeState
value = 200
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (Var(31) = 0)
triggerall = (RoundState = 2) && (StateType != A)
triggerall = Ctrl || (StateNo = [19,21]) || StateNo = 101 || StateNo = 120
triggerall = (EnemyNear,StateType != A) && (EnemyNear,Pos Y = 0)
triggerall = (NumHelper(2520) + NumHelper(2720) > 0) || (InGuardDist = 0)
triggerall = Abs(P2BodyDist X) = (20,60]
trigger1 = (Var(20) = 0) && (EnemyNear,MoveType = H)
trigger1 = (EnemyNear,StateNo = 5255) && (EnemyNear,Time < 25)
trigger2 = (Var(20) = 200 || Var(20) = 205) && (EnemyNear,MoveType = H)
trigger2 = EnemyNear,GetHitVar(hitshaketime) + EnemyNear,GetHitVar(hittime) > 5
trigger3 = (Var(20) = 200 || Var(20) = 205) && (EnemyNear,Ctrl = 0) && (EnemyNear,StateNo = [150,153])
trigger3 = EnemyNear,GetHitVar(hitshaketime) + EnemyNear,GetHitVar(hittime) > 5

[State -1, 站轻拳·远]
type = ChangeState
value = 200
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (Var(31) = 0)
triggerall = (RoundState = 2) && (StateType != A)
triggerall = (EnemyNear,StateType != A) && (EnemyNear,Pos Y = 0)
triggerall = (NumHelper(2520) + NumHelper(2720) > 0) || (InGuardDist = 0)
triggerall = Abs(P2BodyDist X) = (20,60]
trigger1 = (Var(20) = 200 || Var(20) = 205) && (StateNo = 230) && (EnemyNear,MoveType = H) && MoveHit
trigger1 = EnemyNear,GetHitVar(hitshaketime) + EnemyNear,GetHitVar(hittime) > 5
trigger2 = (Var(20) = 200 || Var(20) = 205) && (StateNo = 230) && MoveGuarded
trigger2 = (EnemyNear,Ctrl = 0) && (EnemyNear,StateNo = [150,153])
trigger2 = EnemyNear,GetHitVar(hitshaketime) + EnemyNear,GetHitVar(hittime) > 5

[State -1, VarSet]
type = Null
triggerall = !IsHelper
triggerall = Var(59) = 1
triggerall = StateNo = 200
triggerall = MoveHit = 1
triggerall = HitPauseTime = 1
triggerall = EnemyNear,MoveType = H
trigger1 = Var(20) := 251
ignorehitpause = 1

[State -1, VarSet]
type = Null
triggerall = !IsHelper
triggerall = Var(59) = 1
triggerall = StateNo = 200
triggerall = MoveGuarded = 1
triggerall = HitPauseTime = 1
triggerall = EnemyNear,StateNo = [150,153]
trigger1 = Var(20) := 251
ignorehitpause = 1

;------------------------------------
[State -1, 站重拳·近]
type = ChangeState
value = 215
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (Var(31) = 0)
triggerall = (RoundState = 2) && (StateType != A)
triggerall = Ctrl || (StateNo = [19,21]) || StateNo = 101 || StateNo = 120
triggerall = (EnemyNear,StateType != A) && (EnemyNear,Pos Y = 0)
triggerall = (NumHelper(2520) + NumHelper(2720) > 0) || (InGuardDist = 0)
triggerall = (Abs(P2BodyDist X) = [0,40]) && (Random < 500)
trigger1 = (Var(20) = 0) && (EnemyNear,MoveType = I) && (EnemyNear,StateNo = [0,800))
trigger1 = (Var(32) = 0) || ((Var(32) = [1,3]) && (EnemyNear,Power < 1000*Var(32))) || ((Var(32) = 4) && (Power >= 5000)) || (Random < 5)
trigger2 = (Var(20) = 0) && (EnemyNear,MoveType = H) && (EnemyNear,StateNo = [5000,5020))
trigger2 = EnemyNear,GetHitVar(hitshaketime) + EnemyNear,GetHitVar(hittime) > 6
trigger3 = (Var(20) = 0) && (EnemyNear,Ctrl = 0) && (EnemyNear,StateNo = [150,153])
trigger3 = EnemyNear,GetHitVar(hitshaketime) + EnemyNear,GetHitVar(hittime) > 6
trigger4 = (EnemyNear,MoveType = A) && (EnemyNear,Facing = Facing)
trigger4 = (EnemyNear,StateNo = [200,10000)) && (EnemyNear,AnimTime < -6)
trigger4 = (Var(32) = 0) || ((Var(32) = [1,3]) && (EnemyNear,Power < 1000*Var(32))) || ((Var(32) = 4) && (Power >= 5000)) || (Random < 5)
trigger5 = (EnemyNear,MoveType = I) && (EnemyNear,StateNo = [Var(30),Var(30) + 10]) && (EnemyNear,AnimTime < -6)
trigger6 = (Var(20) = 0) && (EnemyNear,MoveType = A)
trigger6 = (EnemyNear,StateNo < 10000) && (InGuardDist = 0)
trigger6 = (Var(32) = 0) || ((Var(32) = [1,3]) && (EnemyNear,Power < 1000*Var(32))) || ((Var(32) = 4) && (Power >= 5000)) || (Random < 5)

[State -1, 站重拳·近]
type = ChangeState
value = 215
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (Var(31) = 0)
triggerall = (RoundState = 2) && (StateType != A)
triggerall = Ctrl || (StateNo = [19,21]) || StateNo = 101 || StateNo = 120
triggerall = (EnemyNear,StateType != A) && (EnemyNear,Pos Y = 0)
triggerall = (NumHelper(2520) + NumHelper(2720) > 0) || (InGuardDist = 0)
triggerall = Abs(P2BodyDist X) = [0,40]
trigger1 = (Var(20) = 210 || Var(20) = 215 || Var(20) = 640) && (EnemyNear,MoveType = H)
trigger1 = EnemyNear,GetHitVar(hitshaketime) + EnemyNear,GetHitVar(hittime) > 6
trigger2 = (Var(20) = 210 || Var(20) = 215 || Var(20) = 640) && (EnemyNear,Ctrl = 0) && (EnemyNear,StateNo = [150,153])
trigger2 = EnemyNear,GetHitVar(hitshaketime) + EnemyNear,GetHitVar(hittime) > 6

[State -1, 站重拳·近]
type = ChangeState
value = 215
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (Var(31) = 0)
triggerall = (RoundState = 2) && (StateType != A)
triggerall = (EnemyNear,StateType != A) && (EnemyNear,Pos Y = 0)
triggerall = (NumHelper(2520) + NumHelper(2720) > 0) || (InGuardDist = 0)
triggerall = Abs(P2BodyDist X) = [0,40]
trigger1 = (Var(20) = 215) && (StateNo = 230) && (EnemyNear,MoveType = H) && MoveHit
trigger1 = EnemyNear,GetHitVar(hitshaketime) + EnemyNear,GetHitVar(hittime) > 6
trigger2 = (Var(20) = 215) && (StateNo = 230) && MoveGuarded
trigger2 = (EnemyNear,Ctrl = 0) && (EnemyNear,StateNo = [150,153])
trigger2 = EnemyNear,GetHitVar(hitshaketime) + EnemyNear,GetHitVar(hittime) > 6

[State -1, VarSet]
type = Null
triggerall = !IsHelper
triggerall = Var(59) = 1
triggerall = StateNo = 215
triggerall = MoveHit = 1
triggerall = HitPauseTime = 1
triggerall = EnemyNear,MoveType = H
trigger1 = ((Helper(11110),Pos X - Pos X)*(Helper(11110),Facing)*Facing >= 250) || ((Helper(11111),Pos X - Pos X)*(Helper(11111),Facing)*Facing >= 250)
trigger1 = (Abs(P2BodyDist X) < 25) && (((Power < 1000) && (Random < 150)) || ((Power >= 3000) && (Random < 150)))
trigger1 = Var(20) := 1100
trigger2 = (Abs(P2BodyDist X) >= 35) || (Random < 500)
trigger2 = Var(20) := 251
trigger3 = Var(20) := 261
ignorehitpause = 1

[State -1, VarSet]
type = Null
triggerall = !IsHelper
triggerall = Var(59) = 1
triggerall = StateNo = 215
triggerall = MoveGuarded = 1
triggerall = HitPauseTime = 1
triggerall = EnemyNear,StateNo = [150,153]
trigger1 = ((Helper(11110),Pos X - Pos X)*(Helper(11110),Facing)*Facing >= 250) || ((Helper(11111),Pos X - Pos X)*(Helper(11111),Facing)*Facing >= 250)
trigger1 = (Abs(P2BodyDist X) < 25) && (((Power < 1000) && (Random < 150)) || ((EnemyNear,MoveType != H) && (Random < 500)))
trigger1 = Var(20) := 1100
trigger2 = (Abs(P2BodyDist X) >= 35) || (Random < (333 + 333*(EnemyNear,StateType = C)))
trigger2 = Var(20) := 251
trigger3 = Var(20) := 261
ignorehitpause = 1

;------------------------------------
[State -1, 站重拳·远]
type = ChangeState
value = 210
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (Var(31) = 0)
triggerall = (RoundState = 2) && (StateType != A)
triggerall = Ctrl || (StateNo = [19,21]) || StateNo = 101 || StateNo = 120
triggerall = (EnemyNear,StateType != A) && (EnemyNear,Pos Y = 0)
triggerall = (NumHelper(2520) + NumHelper(2720) > 0) || (InGuardDist = 0)
triggerall = Abs(P2BodyDist X) = (40,90]
trigger1 = (Var(20) = 0) && (EnemyNear,MoveType = I) && (EnemyNear,StateNo = [0,800))
trigger1 = (Var(32) = 0) || ((Var(32) = [1,3]) && (EnemyNear,Power < 1000*Var(32))) || ((Var(32) = 4) && (Power >= 5000)) || (Random < 5)
trigger2 = (Var(20) = 0) && (EnemyNear,MoveType = H) && (EnemyNear,StateNo = [5000,5020))
trigger2 = EnemyNear,GetHitVar(hitshaketime) + EnemyNear,GetHitVar(hittime) > 11
trigger3 = (Var(20) = 0) && (EnemyNear,Ctrl = 0) && (EnemyNear,StateNo = [150,153])
trigger3 = EnemyNear,GetHitVar(hitshaketime) + EnemyNear,GetHitVar(hittime) > 11
trigger4 = (EnemyNear,MoveType = A) && (EnemyNear,Facing = Facing)
trigger4 = (EnemyNear,StateNo = [200,10000)) && (EnemyNear,AnimTime < -11)
trigger4 = (Var(32) = 0) || ((Var(32) = [1,3]) && (EnemyNear,Power < 1000*Var(32))) || ((Var(32) = 4) && (Power >= 5000)) || (Random < 5)
trigger5 = (EnemyNear,MoveType = I) && (EnemyNear,StateNo = [Var(30),Var(30) + 10]) && (EnemyNear,AnimTime < -11)
trigger6 = (Var(20) = 0) && (EnemyNear,MoveType = A)
trigger6 = (EnemyNear,StateNo < 10000) && (InGuardDist = 0)
trigger6 = (Var(32) = 0) || ((Var(32) = [1,3]) && (EnemyNear,Power < 1000*Var(32))) || ((Var(32) = 4) && (Power >= 5000)) || (Random < 5)

[State -1, 站重拳·远]
type = ChangeState
value = 210
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (Var(31) = 0)
triggerall = (RoundState = 2) && (StateType != A)
triggerall = Ctrl || (StateNo = [19,21]) || StateNo = 101 || StateNo = 120
triggerall = (EnemyNear,StateType != A) && (EnemyNear,Pos Y = 0)
triggerall = (NumHelper(2520) + NumHelper(2720) > 0) || (InGuardDist = 0)
triggerall = Abs(P2BodyDist X) = (40,90]
trigger1 = (Var(20) = 0) && (EnemyNear,MoveType = H)
trigger1 = (EnemyNear,StateNo = 5255) && (EnemyNear,Time < 19)
trigger2 = (Var(20) = 210) && (EnemyNear,MoveType = H)
trigger2 = EnemyNear,GetHitVar(hitshaketime) + EnemyNear,GetHitVar(hittime) > 11
trigger3 = (Var(20) = 210) && (EnemyNear,Ctrl = 0) && (EnemyNear,StateNo = [150,153])
trigger3 = EnemyNear,GetHitVar(hitshaketime) + EnemyNear,GetHitVar(hittime) > 11

[State -1, VarSet]
type = Null
triggerall = !IsHelper
triggerall = Var(59) = 1
triggerall = StateNo = 210
triggerall = MoveHit = 1
triggerall = HitPauseTime = 1
triggerall = EnemyNear,MoveType = H
trigger1 = Abs(P2BodyDist X) < 90
trigger1 = Var(20) := 251
trigger2 = Random < 300
trigger2 = Var(20) := 1000
trigger3 = ((Helper(11110),Pos X - Pos X)*(Helper(11110),Facing)*Facing >= 250) || ((Helper(11111),Pos X - Pos X)*(Helper(11111),Facing)*Facing >= 250)
trigger3 = Random < 300
trigger3 = Var(20) := 1250
trigger4 = Random < 500
trigger4 = Var(20) := 1200
trigger5 = EnemyNear,BackEdgeDist > 0
trigger5 = (NumHelper(1310) = 0) || (Helper(1310),Anim = 9999) || (PalNo >= 7)
trigger5 = (NumHelper(1360) = 0) || (Helper(1360),Anim = 9999)
trigger5 = Var(20) := 1350
trigger6 = Var(20) := 1000
ignorehitpause = 1

[State -1, VarSet]
type = Null
triggerall = !IsHelper
triggerall = Var(59) = 1
triggerall = StateNo = 210
triggerall = MoveGuarded = 1
triggerall = HitPauseTime = 1
triggerall = EnemyNear,StateNo = [150,153]
trigger1 = (NumHelper(1310) = 0) || (Helper(1310),Anim = 9999) || (PalNo >= 7)
trigger1 = (NumHelper(1360) = 0) || (Helper(1360),Anim = 9999)
trigger1 = (EnemyNear,MoveType != H) && (Random < 500)
trigger1 = Var(20) := 1350
trigger2 = Abs(P2BodyDist X) < 90
trigger2 = Var(20) := 251
trigger3 = Random < 333
trigger3 = Var(20) := 1200
trigger4 = Random < 500
trigger4 = Var(20) := 1250
trigger5 = EnemyNear,BackEdgeDist > 0
trigger5 = (NumHelper(1310) = 0) || (Helper(1310),Anim = 9999) || (PalNo >= 7)
trigger5 = (NumHelper(1360) = 0) || (Helper(1360),Anim = 9999)
trigger5 = Var(20) := 1350
trigger6 = Var(20) := 1250
ignorehitpause = 1

;------------------------------------
[State -1, 站重脚]
type = ChangeState
value = 240
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (Var(31) = 0)
triggerall = (RoundState = 2) && (StateType != A)
triggerall = Ctrl || (StateNo = [19,21]) || StateNo = 101 || StateNo = 120
triggerall = (EnemyNear,StateType != A) && (EnemyNear,Pos Y = 0)
triggerall = (NumHelper(2520) + NumHelper(2720) > 0) || (InGuardDist = 0)
triggerall = Abs(P2BodyDist X) = [0,45]
trigger1 = (Var(20) = 0) && (EnemyNear,MoveType = I) && (EnemyNear,StateNo = [0,800))
trigger1 = (Var(32) = 0) || ((Var(32) = [1,3]) && (EnemyNear,Power < 1000*Var(32))) || ((Var(32) = 4) && (Power >= 5000)) || (Random < 5)
trigger2 = (Var(20) = 0) && (EnemyNear,MoveType = H) && (EnemyNear,StateNo = [5000,5020))
trigger2 = EnemyNear,GetHitVar(hitshaketime) + EnemyNear,GetHitVar(hittime) > 5
trigger3 = (Var(20) = 0) && (EnemyNear,Ctrl = 0) && (EnemyNear,StateNo = [150,153])
trigger3 = EnemyNear,GetHitVar(hitshaketime) + EnemyNear,GetHitVar(hittime) > 5
trigger4 = (EnemyNear,MoveType = A) && (EnemyNear,Facing = Facing)
trigger4 = (EnemyNear,StateNo = [200,10000)) && (EnemyNear,AnimTime < -5)
trigger4 = (Var(32) = 0) || ((Var(32) = [1,3]) && (EnemyNear,Power < 1000*Var(32))) || ((Var(32) = 4) && (Power >= 5000)) || (Random < 5)
trigger5 = (EnemyNear,MoveType = I) && (EnemyNear,StateNo = [Var(30),Var(30) + 10]) && (EnemyNear,AnimTime < -5)
trigger6 = (Var(20) = 0) && (EnemyNear,MoveType = A)
trigger6 = (EnemyNear,StateNo < 10000) && (InGuardDist = 0)
trigger6 = (Var(32) = 0) || ((Var(32) = [1,3]) && (EnemyNear,Power < 1000*Var(32))) || ((Var(32) = 4) && (Power >= 5000)) || (Random < 5)

[State -1, 站重脚]
type = ChangeState
value = 240
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (Var(31) = 0)
triggerall = (RoundState = 2) && (StateType != A)
triggerall = (EnemyNear,StateType != A) && (EnemyNear,Pos Y = 0)
triggerall = (NumHelper(2520) + NumHelper(2720) > 0) || (InGuardDist = 0)
triggerall = Abs(P2BodyDist X) = [0,45]
trigger1 = (Var(20) = 240) && (StateNo = 230) && (EnemyNear,MoveType = H) && MoveHit
trigger1 = EnemyNear,GetHitVar(hitshaketime) + EnemyNear,GetHitVar(hittime) > 5
trigger2 = (Var(20) = 240) && (StateNo = 230) && MoveGuarded
trigger2 = (EnemyNear,Ctrl = 0) && (EnemyNear,StateNo = [150,153])
trigger2 = EnemyNear,GetHitVar(hitshaketime) + EnemyNear,GetHitVar(hittime) > 5

[State -1, VarSet]
type = Null
triggerall = !IsHelper
triggerall = Var(59) = 1
triggerall = StateNo = 240
triggerall = MoveHit = 1
triggerall = HitPauseTime = 1
triggerall = EnemyNear,MoveType = H
trigger1 = ((Helper(11110),Pos X - Pos X)*(Helper(11110),Facing)*Facing >= 250) || ((Helper(11111),Pos X - Pos X)*(Helper(11111),Facing)*Facing >= 250)
trigger1 = (Abs(P2BodyDist X) < 25) && (((Power < 1000) && (Random < 150)) || ((Power >= 3000) && (Random < 150)))
trigger1 = Var(20) := 1100
trigger2 = (Abs(P2BodyDist X) >= 35) || (Random < 500)
trigger2 = Var(20) := 251
trigger3 = Var(20) := 261
ignorehitpause = 1

[State -1, VarSet]
type = Null
triggerall = !IsHelper
triggerall = Var(59) = 1
triggerall = StateNo = 240
triggerall = MoveGuarded = 1
triggerall = HitPauseTime = 1
triggerall = EnemyNear,StateNo = [150,153]
trigger1 = ((Helper(11110),Pos X - Pos X)*(Helper(11110),Facing)*Facing >= 250) || ((Helper(11111),Pos X - Pos X)*(Helper(11111),Facing)*Facing >= 250)
trigger1 = (Abs(P2BodyDist X) < 25) && (((Power < 1000) && (Random < 150)) || ((EnemyNear,MoveType != H) && (Random < 500)))
trigger1 = Var(20) := 1100
trigger2 = (Abs(P2BodyDist X) >= 35) || (Random < (333 + 333*(EnemyNear,StateType = C)))
trigger2 = Var(20) := 251
trigger3 = Var(20) := 261
ignorehitpause = 1

;------------------------------------
[State -1, 外式·梦弹一段]
type = ChangeState
value = 251
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (Var(31) = 0)
triggerall = (RoundState = 2) && (StateType != A)
triggerall = (EnemyNear,StateType != A) && (EnemyNear,Pos Y = 0)
triggerall = (NumHelper(2520) + NumHelper(2720) > 0) || (InGuardDist = 0)
triggerall = Abs(P2BodyDist X) = [0,90]
trigger1 = (Var(20) = 251) && (StateNo = [200,240]) && (EnemyNear,MoveType = H) && MoveHit
trigger1 = EnemyNear,GetHitVar(hitshaketime) + EnemyNear,GetHitVar(hittime) > 9
trigger2 = (Var(20) = 251) && (StateNo = [200,240]) && MoveGuarded
trigger2 = (EnemyNear,Ctrl = 0) && (EnemyNear,StateNo = [150,153])
trigger2 = EnemyNear,GetHitVar(hitshaketime) + EnemyNear,GetHitVar(hittime) > 9

[State -1, 外式·梦弹一段]
type = ChangeState
value = 251
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (Var(31) = 0)
triggerall = (RoundState = 2) && (StateType != A)
triggerall = (EnemyNear,StateType != A) && (EnemyNear,Pos Y = 0)
triggerall = (NumHelper(2520) + NumHelper(2720) > 0) || (InGuardDist = 0)
triggerall = Abs(P2BodyDist X) = (40,90]
trigger1 = (Var(20) = 215) && (StateNo = 230) && (EnemyNear,MoveType = H) && MoveHit
trigger1 = EnemyNear,GetHitVar(hitshaketime) + EnemyNear,GetHitVar(hittime) > 9
trigger2 = (Var(20) = 215) && (StateNo = 230) && MoveGuarded
trigger2 = (EnemyNear,Ctrl = 0) && (EnemyNear,StateNo = [150,153])
trigger2 = EnemyNear,GetHitVar(hitshaketime) + EnemyNear,GetHitVar(hittime) > 9

[State -1, VarSet]
type = Null
triggerall = !IsHelper
triggerall = Var(59) = 1
triggerall = StateNo = 251
triggerall = MoveHit = 1
triggerall = HitPauseTime = 1
triggerall = EnemyNear,MoveType = H
trigger1 = Var(20) := 255
ignorehitpause = 1

[State -1, VarSet]
type = Null
triggerall = !IsHelper
triggerall = Var(59) = 1
triggerall = StateNo = 251
triggerall = MoveGuarded = 1
triggerall = HitPauseTime = 1
triggerall = EnemyNear,StateNo = [150,153]
trigger1 = (EnemyNear,MoveType != H) && (Random < 500)
trigger1 = Var(20) := 1250
trigger2 = Var(20) := 255
ignorehitpause = 1

;------------------------------------
[State -1, 外式·梦弹二段]
type = ChangeState
value = 255
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (Var(31) = 0)
triggerall = (RoundState = 2) && (StateType != A)
triggerall = (EnemyNear,StateType != A) && (EnemyNear,Pos Y = 0)
triggerall = (NumHelper(2520) + NumHelper(2720) > 0) || (InGuardDist = 0)
triggerall = Abs(P2BodyDist X) = [0,120]
trigger1 = (Var(20) = 255) && (StateNo = 251) && (EnemyNear,MoveType = H) && MoveHit
trigger1 = EnemyNear,GetHitVar(hitshaketime) + EnemyNear,GetHitVar(hittime) > 10
trigger2 = (Var(20) = 255) && (StateNo = 251) && MoveGuarded
trigger2 = (EnemyNear,Ctrl = 0) && (EnemyNear,StateNo = [150,153])
trigger2 = EnemyNear,GetHitVar(hitshaketime) + EnemyNear,GetHitVar(hittime) > 10
trigger3 = (Var(20) = 251) && (StateNo = 251) && (AnimElemTime(6) = 1) && (EnemyNear,MoveType = H) && (MoveHit = 0)
trigger3 = EnemyNear,GetHitVar(hitshaketime) + EnemyNear,GetHitVar(hittime) > 10

[State -1, VarSet]
type = Null
triggerall = !IsHelper
triggerall = Var(59) = 1
triggerall = StateNo = 255
triggerall = MoveHit = 1
triggerall = HitPauseTime = 1
triggerall = EnemyNear,MoveType = H
trigger1 = (Power >= 3000) && (Abs(P2BodyDist X) < 125) && (Random < Ceil(.1*EnemyNear,Power))
trigger1 = Var(20) := 2800
trigger2 = (Power >= 6000) && (Random < 300)
trigger2 = Var(20) := 2100
trigger3 = ((Helper(11110),Pos X - Pos X)*(Helper(11110),Facing)*Facing >= 250) || ((Helper(11111),Pos X - Pos X)*(Helper(11111),Facing)*Facing >= 250)
trigger3 = (Power >= 2000) && (Random < (300 + 200*(Power >= 4000)))
trigger3 = Var(20) := 2200
trigger4 = (Power >= 2000) && (Abs(P2BodyDist X) < 65) && (Random < 300)
trigger4 = Var(20) := 2300
trigger5 = (Power >= 1000) && (Random < 150)
trigger5 = Var(20) := 3100
trigger6 = Random < 500
trigger6 = Var(20) := 1000
trigger7 = Random < (250 + 250*(Power >= 3000))
trigger7 = Var(20) := 1200
trigger8 = ((Helper(11110),Pos X - Pos X)*(Helper(11110),Facing)*Facing >= 250) || ((Helper(11111),Pos X - Pos X)*(Helper(11111),Facing)*Facing >= 250)
trigger8 = Random < 500
trigger8 = Var(20) := 1250
trigger9 = EnemyNear,BackEdgeDist > 0
trigger9 = (NumHelper(1310) = 0) || (Helper(1310),Anim = 9999) || (PalNo >= 7)
trigger9 = (NumHelper(1360) = 0) || (Helper(1360),Anim = 9999)
trigger9 = Var(20) := 1350
trigger10 = Var(20) := 1000
ignorehitpause = 1

[State -1, VarSet]
type = Null
triggerall = !IsHelper
triggerall = Var(59) = 1
triggerall = StateNo = 255
triggerall = MoveGuarded = 1
triggerall = HitPauseTime = 1
triggerall = EnemyNear,StateNo = [150,153]
trigger1 = (NumHelper(1310) = 0) || (Helper(1310),Anim = 9999) || (PalNo >= 7)
trigger1 = (NumHelper(1360) = 0) || (Helper(1360),Anim = 9999)
trigger1 = (EnemyNear,MoveType != H) && (Random < 500)
trigger1 = Var(20) := 1350
trigger2 = Random < 333
trigger2 = Var(20) := 1200
trigger3 = Random < 500
trigger3 = Var(20) := 1250
trigger4 = EnemyNear,BackEdgeDist > 0
trigger4 = (NumHelper(1310) = 0) || (Helper(1310),Anim = 9999) || (PalNo >= 7)
trigger4 = (NumHelper(1360) = 0) || (Helper(1360),Anim = 9999)
trigger4 = Var(20) := 1350
trigger5 = Var(20) := 1250
ignorehitpause = 1

;------------------------------------
[State -1, 逆轰斧]
type = ChangeState
value = 261
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (Var(31) = 0)
triggerall = (RoundState = 2) && (StateType != A)
triggerall = (EnemyNear,StateType != A) && (EnemyNear,Pos Y = 0)
triggerall = (NumHelper(2520) + NumHelper(2720) > 0) || (InGuardDist = 0)
triggerall = Abs(P2BodyDist X) = [0,80]
trigger1 = (Var(20) = 261) && (StateNo = [200,240]) && (EnemyNear,MoveType = H) && MoveHit
trigger1 = EnemyNear,GetHitVar(hitshaketime) + EnemyNear,GetHitVar(hittime) > 10
trigger2 = (Var(20) = 261) && (StateNo = [200,240]) && MoveGuarded
trigger2 = (EnemyNear,Ctrl = 0) && (EnemyNear,StateNo = [150,153])
trigger2 = EnemyNear,GetHitVar(hitshaketime) + EnemyNear,GetHitVar(hittime) > 10

[State -1, VarSet]
type = Null
triggerall = !IsHelper
triggerall = Var(59) = 1
triggerall = StateNo = 261
triggerall = MoveHit = 1
triggerall = HitPauseTime = 1
triggerall = EnemyNear,MoveType = H
trigger1 = Random < 500
trigger1 = Var(20) := 1700
trigger2 = Random < 500
trigger2 = Var(20) := 1750
trigger3 = EnemyNear,BackEdgeDist > 0
trigger3 = (NumHelper(1310) = 0) || (Helper(1310),Anim = 9999) || (PalNo >= 7)
trigger3 = (NumHelper(1360) = 0) || (Helper(1360),Anim = 9999)
trigger3 = Var(20) := 1350
trigger4 = Var(20) := 1700
ignorehitpause = 1

[State -1, VarSet]
type = Null
triggerall = !IsHelper
triggerall = Var(59) = 1
triggerall = StateNo = 261
triggerall = MoveGuarded = 1
triggerall = HitPauseTime = 1
triggerall = EnemyNear,StateNo = [150,153]
trigger1 = Power >= 2000
trigger1 = (EnemyNear,MoveType != H) && (Random < 500)
trigger1 = Var(20) := 2300
trigger2 = Random < 500
trigger2 = Var(20) := 1700
trigger3 = Random < 500
trigger3 = Var(20) := 1750
trigger4 = EnemyNear,BackEdgeDist > 0
trigger4 = (NumHelper(1310) = 0) || (Helper(1310),Anim = 9999) || (PalNo >= 7)
trigger4 = (NumHelper(1360) = 0) || (Helper(1360),Anim = 9999)
trigger4 = Var(20) := 1350
trigger5 = Var(20) := 1700
ignorehitpause = 1

;------------------------------------
[State -1, 跳重脚]
type = ChangeState
value = 640
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (Var(31) = 0)
triggerall = (RoundState = 2) && (StateType = A)
triggerall = (NumHelper(2520) + NumHelper(2720) > 0) || (InGuardDist = 0)
triggerall = Ctrl || (StateNo = [42,44]) || StateNo = 50
triggerall = P2BodyDist Y = [10 + 5*(Vel Y),70 + 5*(Vel Y)]
trigger1 = P2BodyDist X = [-30 + 5*Facing*((Vel X)*Facing - (EnemyNear,Vel X)*(EnemyNear,Facing)),70 + 5*Facing*((Vel X)*Facing - (EnemyNear,Vel X)*(EnemyNear,Facing))]
trigger2 = ((Helper(11110),Pos X - Pos X)*(Helper(11110),Facing)*Facing = (0,120)) || ((Helper(11111),Pos X - Pos X)*(Helper(11111),Facing)*Facing = (0,120))
trigger2 = P2BodyDist X = [-30,70]

[State -1, VarSet]
type = Null
triggerall = !IsHelper
triggerall = Var(59) = 1
triggerall = StateNo = 640
triggerall = MoveHit = 1
triggerall = HitPauseTime = 1
triggerall = EnemyNear,MoveType = H
trigger1 = EnemyNear,StateType != A
trigger1 = Var(20) := 215
trigger2 = EnemyNear,StateType = A
trigger2 = Var(20) := 1750
ignorehitpause = 1

[State -1, VarSet]
type = Null
triggerall = !IsHelper
triggerall = Var(59) = 1
triggerall = StateNo = 640
triggerall = MoveGuarded = 1
triggerall = HitPauseTime = 1
triggerall = EnemyNear,StateNo = [150,153]
trigger1 = Var(20) := 230
ignorehitpause = 1

;------------------------------------
[State -1, 前跑跳]
type = ChangeState
value = 43
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (Roundstate = 2)
triggerall = (FrontEdgeDist > 0) && (StateType != A)
triggerall = Ctrl || StateNo = 19 || StateNo = 21 || StateNo = 101 || StateNo = 120
triggerall = (P2BodyDist X = (160,200]) && (EnemyNear,Pos Y = 0)
trigger1 = (Var(20) = 640) && (EnemyNear,StateNo = [150,153])
trigger2 = (Var(20) = 640) && (EnemyNear,StateType != A) && (EnemyNear,MoveType = H)

;------------------------------------
[State -1, 前跑小跳]
type = ChangeState
value = 44
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (Roundstate = 2)
triggerall = (FrontEdgeDist > 0) && (StateType != A)
triggerall = Ctrl || StateNo = 19 || StateNo = 21 || StateNo = 101 || StateNo = 120
triggerall = (P2BodyDist X = (20,160]) && (EnemyNear,Pos Y = 0)
trigger1 = (Var(20) = 640) && (EnemyNear,StateNo = [150,153])
trigger2 = (Var(20) = 640) && (EnemyNear,StateType != A) && (EnemyNear,MoveType = H)

;------------------------------------
[State -1, 前跑]
type = ChangeState
value = 101
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (Roundstate = 2)
triggerall = (FrontEdgeDist > 0) && (StateType != A)
triggerall = Ctrl || StateNo = 19 || StateNo = 21 || StateNo = 120
trigger1 = (EnemyNear,StateType != A) && (EnemyNear,MoveType = H)
trigger1 = (EnemyNear,StateNo = [5000,5011]) && (EnemyNear,GetHitVar(hittime) > 3)
trigger2 = (EnemyNear,StateType != A) && (EnemyNear,MoveType = H)
trigger2 = (EnemyNear,StateNo = 5255) && (EnemyNear,AnimTime < -3)
trigger3 = (Var(20) = 0) && (NumExplod(800) < 2) && (P2BodyDist X > 30)
trigger3 = (EnemyNear,MoveType != H) && (EnemyNear,Facing = Facing)
trigger4 = (Var(20) = 0) && (P2BodyDist X > 30)
trigger4 = (EnemyNear,MoveType = I) && (EnemyNear,StateNo = [Var(30),Var(30) + 10])
trigger5 = (Var(20) = 0) && (NumExplod(800) < 2) && (P2BodyDist X > 30)
trigger5 = (EnemyNear,StateType != A) && (EnemyNear,MoveType = I)
trigger5 = (EnemyNear,StateNo < 1000) || ((Var(7) <= -10) && (EnemyNear,Vel X = 0))
trigger5 = (EnemyNear,StateNo != [120,140]) || ((Var(32) = [1,3]) && (EnemyNear,Power < 1000*Var(32))) || ((Var(32) = 4) && (Power >= 5000))
trigger6 = (Var(20) = 0) && (Helper(1360),Anim = 1360) && (Helper(1360),AnimElemTime(39) < 0) 
trigger6 = (P2BodyDist X > 60) && (NumHelper(1360) = 1) && ((Pos X - Helper(1360),Pos X)*Facing < 0)
trigger7 = (Var(20) = 0) && (Var(31) = 0) && (P2BodyDist X > 30)
trigger7 = (EnemyNear,MoveType = A) && (EnemyNear,StateNo < 5000)
trigger7 = (InGuardDist = 0) && (Abs(EnemyNear,Pos X - Pos X) <= EnemyNear,Const(size.attack.dist))
trigger8 = (Var(20) = 215 || Var(20) = 230 || Var(20) = 640) && (P2BodyDist X > 15)
trigger9 = (Var(20) <= 640) && (Var(31) = 1) && (P2BodyDist X = [10,100)) && (InGuardDist = 0)
trigger10 = (Var(20) = 1000) && (P2BodyDist X > 80 - 11*(EnemyNear,Vel X)*(EnemyNear,Facing)*Facing)
trigger11 = (Var(20) = 1200) && (P2BodyDist X > 120 - 14*(EnemyNear,Vel X)*(EnemyNear,Facing)*Facing)
trigger12 = (Var(20) = 1250) && (P2BodyDist X > 80 - 17*(EnemyNear,Vel X)*(EnemyNear,Facing)*Facing)
trigger13 = (Var(20) = 1800) && (P2BodyDist X > 80 - 18*(EnemyNear,Vel X)*(EnemyNear,Facing)*Facing)
trigger14 = (Var(20) = 1000 || Var(20) = 1800) && ((Helper(11110),Pos X - Pos X)*(Helper(11110),Facing)*Facing = (0,75])
trigger14 = ((EnemyNear,Pos X - Pos X)*Facing > 0) && ((EnemyNear,Vel X)*(EnemyNear,Facing)*Facing < 0)
trigger15 = (Var(20) = 1000 || Var(20) = 1800) && ((Helper(11111),Pos X - Pos X)*(Helper(11111),Facing)*Facing = (0,75])
trigger15 = ((EnemyNear,Pos X - Pos X)*Facing > 0) && ((EnemyNear,Vel X)*(EnemyNear,Facing)*Facing < 0)
trigger16 = (Var(20) = 2100 || Var(20) = 2400 || Var(20) = 3000) && (P2BodyDist X > 120 - 4*(EnemyNear,Vel X)*(EnemyNear,Facing)*Facing)

;------------------------------------
[State -1, 前闪]
type = ChangeState
value = 710
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (Roundstate = 3)
triggerall = (BackEdgeDist < 30) && (StateType != A)
triggerall = Ctrl || StateNo = 19 || StateNo = 21 || StateNo = 101 || StateNo = 120
trigger1 = (Var(20) = [0,1]) && (EnemyNear,MoveType = H) && ((EnemyNear,Pos X - Pos X)*Facing < 60)
trigger1 = (EnemyNear,StateType = L) || ((EnemyNear,StateType = A) && (EnemyNear,Pos Y > -10))

;------------------------------------
[State -1, 后跃]
type = ChangeState
value = 105
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (Roundstate = 2)
triggerall = (BackEdgeDist >= 30) && (StateType != A) && (P2Dist X > 0)
triggerall = Ctrl || StateNo = 19 || StateNo = 21 || StateNo = 101 || StateNo = 120
trigger1 = (Var(20) = 1000) && (P2BodyDist X < 15 - 11*(EnemyNear,Vel X)*(EnemyNear,Facing)*Facing)
trigger1 = P2BodyDist Y < -100 - 11*(EnemyNear,Vel Y) - 61*EnemyNear,Const(movement.yaccel)
trigger2 = (Var(20) = 1100) && (Var(17) = -1) && (P2BodyDist X < 120)
trigger3 = (Var(20) = 1750) && (P2BodyDist X < 15 - 20*(EnemyNear,Vel X)*(EnemyNear,Facing)*Facing)
trigger3 = P2BodyDist Y < -100 - 20*(EnemyNear,Vel Y) - 200*EnemyNear,Const(movement.yaccel)

;------------------------------------
[State -1, 向后退]
type = ChangeState
value = 19
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (Roundstate = 2)
triggerall = (BackEdgeDist > 0) && (StateType != A)
triggerall = Ctrl || StateNo = 21 || StateNo = 120
trigger1 = (Var(20) = 0) && (P2BodyDist X < 160)
trigger1 = (EnemyNear,StateType = A) && (EnemyNear,MoveType != H)
trigger1 = (EnemyNear,Vel X > 0) && ((Pos X - EnemyNear,Pos X)*EnemyNear,Facing > 0)
trigger2 = (Var(20) = [0,1]) && (P2BodyDist X < 160) && (EnemyNear,StateNo < 10000)
trigger2 = (Var(20) = 1) || (EnemyNear,StateType != A) || (EnemyNear,MoveType != H)
trigger3 = (Var(20) = 1000) && (P2BodyDist X < 20 - 11*(EnemyNear,Vel X)*(EnemyNear,Facing)*Facing)
trigger4 = (Var(20) = 1200) && (P2BodyDist X < 40 - 14*(EnemyNear,Vel X)*(EnemyNear,Facing)*Facing)
trigger5 = (Var(20) = 1250) && (P2BodyDist X < 20 - 17*(EnemyNear,Vel X)*(EnemyNear,Facing)*Facing)
trigger6 = (Var(20) = 1800) && (P2BodyDist X < 20 - 19*(EnemyNear,Vel X)*(EnemyNear,Facing)*Facing)
trigger7 = (Var(20) = 2000) && (P2BodyDist X < 95 - 25*(EnemyNear,Vel X)*(EnemyNear,Facing)*Facing)
trigger7 = ((Helper(11110),Pos X - Pos X)*(Helper(11110),Facing)*Facing > 250) || ((EnemyNear,Vel X)*(EnemyNear,Facing)*Facing < 0)
trigger8 = (Var(20) = 2000) && (P2BodyDist X < 95 - 25*(EnemyNear,Vel X)*(EnemyNear,Facing)*Facing)
trigger8 = ((Helper(11111),Pos X - Pos X)*(Helper(11111),Facing)*Facing > 250) || ((EnemyNear,Vel X)*(EnemyNear,Facing)*Facing < 0)
trigger9 = (Var(20) = 2100 || Var(20) = 2400 || Var(20) = 3100) && (P2BodyDist X < 40 - 4*(EnemyNear,Vel X)*(EnemyNear,Facing)*Facing)

[State -1, 向后退]
type = ChangeState
value = 19
triggerall = !IsHelper
triggerall = (Var(59) = 2) && (Roundstate = 2)
triggerall = (BackEdgeDist > 0) && (StateType != A)
triggerall = Ctrl || StateNo = 21 || StateNo = 120
trigger1 = (Var(20) = [0,1]) && (P2BodyDist X < 160) && (EnemyNear,StateNo < 10000)

;------------------------------------
[State -1, 向前走]
type = ChangeState
value = 21
triggerall = !IsHelper
triggerall = (Var(59) = 1) && (Roundstate = 2)
triggerall = (FrontEdgeDist > 0) && (StateType != A)
triggerall = Ctrl || StateNo = 19 || StateNo = 120
trigger1 = (Var(31) = 1) && (P2BodyDist X > 30)
trigger1 = (EnemyNear,StateType != A) && (EnemyNear,MoveType != A)
trigger2 = (Var(20) = [0,1]) && (P2BodyDist X > 200) && (EnemyNear,StateNo < 10000)
trigger3 = (Var(20) = 0) && (P2BodyDist X > 30) && (EnemyNear,StateType = A) && (EnemyNear,MoveType = H)
trigger4 = (Var(20) = 640) && (P2BodyDist X > 160 - 40*((EnemyNear,Vel X)*(EnemyNear,Facing)*Facing > 0))
trigger5 = (Var(20) = 1000) && (P2BodyDist X > 60 - 11*(EnemyNear,Vel X)*(EnemyNear,Facing)*Facing)
trigger6 = (Var(20) = 1200) && (P2BodyDist X > 90 - 14*(EnemyNear,Vel X)*(EnemyNear,Facing)*Facing)
trigger7 = (Var(20) = 1250) && (P2BodyDist X > 60 - 17*(EnemyNear,Vel X)*(EnemyNear,Facing)*Facing)
trigger8 = (Var(20) = 1800) && (P2BodyDist X > 60 - 19*(EnemyNear,Vel X)*(EnemyNear,Facing)*Facing)
trigger9 = (Var(20) = 2000) && (P2BodyDist X > 140 - 25*(EnemyNear,Vel X)*(EnemyNear,Facing)*Facing)
trigger9 = (Helper(11110),Pos X - Pos X)*(Helper(11110),Facing)*Facing > 250
trigger10 = (Var(20) = 2000) && (P2BodyDist X > 140 - 25*(EnemyNear,Vel X)*(EnemyNear,Facing)*Facing)
trigger10 = (Helper(11111),Pos X - Pos X)*(Helper(11111),Facing)*Facing > 250
trigger11 = (Var(20) = 2100 || Var(20) = 2400 || Var(20) = 3100) && (P2BodyDist X > 90 - 4*(EnemyNear,Vel X)*(EnemyNear,Facing)*Facing)

[State -1, 向前走]
type = ChangeState
value = 21
triggerall = !IsHelper
triggerall = (Var(59) = 2) && (Roundstate = 2)
triggerall = (FrontEdgeDist > 0) && (StateType != A)
triggerall = Ctrl || StateNo = 19 || StateNo = 120
trigger1 = (Var(20) = [0,1]) && (P2BodyDist X > 200) && (EnemyNear,StateNo < 10000)

;------------------------------------
;返回常规状态号
[State -1]
type = ChangeState
triggerall = !IsHelper
triggerall = Var(59) > 0
triggerall = StateNo = 120
trigger1 = Anim = [0,1]
trigger2 = Anim = [4,6]
trigger3 = Anim = [10,12]
value = 0
ctrl = 1

[State -1]
type = ChangeState
triggerall = !IsHelper
triggerall = Var(59) > 0
triggerall = StateNo = 120
trigger1 = Anim = 21
value = 19

[State -1]
type = ChangeState
triggerall = !IsHelper
triggerall = Var(59) > 0
triggerall = StateNo = 120
trigger1 = Anim = 20
value = 21

[State -1]
type = ChangeState
triggerall = !IsHelper
triggerall = Var(59) > 0
triggerall = StateNo = 120
trigger1 = Anim = [100,101]
value = 101