
[Statedef 3601]
type = S
movetype = A
physics = N
anim = 3601
;velset = 35,-85

[State 2350]
type = VelSet
Trigger1 = Time = 0
x = 7.8
y = -2.7

[State 2350]
type = VelAdd
Trigger1 = Time > 0
y = .3

[State 2350,僒儞僌儔僗晹暘峌寕梡僿儖僷乕]
type = Helper
Trigger1 = time = 0
ID = 3604
pos = 0,0
postype = P1
stateno = 3604
keyctrl = 0
ownpal = 1

[State 2350]
type = HitBy
Trigger1 = 1
value = SCA, AP
time = 2

[State 2350]
type = destroyself
Trigger1 = MoveContact
Trigger2 = time = 120
Trigger3 = NumHelper(3604) = 0

;------------------------------------------------------------------------
[Statedef 3604]
type = S
movetype = A
physics = N
anim = 3601

[State 2351]
type = VelSet
Trigger1 = Time = 0
x = 7.8
y = -2.7

[State 2351]
type = VelAdd
Trigger1 = Time > 0
y = .3

[State 2351]
type = HitDef
Trigger1 = time = 0
hitflag = MAF
guardflag = MA
attr = S, HP
damage = 10,0
animtype = hard
air.animtype = hard
getpower = 0,0
givepower = 0
pausetime = 0,16
guard.pausetime = 0,12
sparkno = s10101
guard.sparkno = S10151
sparkxy = -15,-50
hitsound = s0,3
guardsound = s0,9
ground.type = High
ground.slidetime = 20
ground.hittime = 16*2;20
ground.velocity = -4,0
guard.hittime = 14
guard.slidetime = 12
p2stateno = 2301
;guard.velocity = -3,0
air.velocity = -3.8,-6
air.fall = 1
yaccel = .6
fall.recover = 0
kill = 0

[State 2351]
type = NotHitBy
Trigger1 = time = 0
value = SCA,AA,AT,AP
time = 120

[state 2351]
type = destroyself
Trigger1 = MoveContact
Trigger2 = time = 120
Trigger3 =!NumHelper(3601)

[Statedef 3603]
type = S
movetype = A
physics = N
anim = 3603
sprpriority = 5

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 1|AnimElem = 2
x = 48

[State 1000, ステート変更]
type = DestroySelf
trigger1 = AnimElem = 25
ignorehitpause = 1
persistent = 1

[Statedef 3605]
type = S
movetype = A
physics = N
anim = 3604
sprpriority = 5

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 1|AnimElem = 2
x = 30
[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 3
y = 30

[State 1000, ステート変更]
type = DestroySelf
trigger1 = AnimElem = 25
ignorehitpause = 1
persistent = 1

[Statedef 3606]
type = S
movetype = A
physics = N
anim = 3604
sprpriority = 5

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 1|AnimElem = 2
x = 30

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 3
y = -30

[State 1000, ステート変更]
type = DestroySelf
trigger1 = AnimElem = 25
ignorehitpause = 1
persistent = 1
[Statedef 4910]
type     = A
movetype = I
physics  = N
juggle   = 0
ctrl     = 0
anim     = 9999
sprpriority = 1

[state 4910, ]
type = AssertSpecial
trigger1 = 1
flag = noshadow
flag2 = invisible

[state 4910, ]
type = PlaySnd
trigger1 = time = 0
value = s12,8

[state 4910, ]
type = posset
trigger1 = 1
x = enemy,pos x
y = enemy,pos y

[state 4910, ]
type = Explod
triggerall = p2movetype = H
trigger1 = time >= 2
trigger1 = time % 3 = 0
anim = 10070 + random%5
id = 10070
sprpriority = 5
postype = p1
pos = 20 - (random%40),-20 - (random%90)
bindtime = 1
under = 0

[state 4910, ]
type = destroyself
trigger1 = time >= 40
;-----------------------------------------------------------------------------
;-----------------------------------------------------------------------------
[Statedef 4911]
type     = A
movetype = I
physics  = N
juggle   = 0
ctrl     = 0
anim     = 9999
sprpriority = 1

[state 4910, ]
type = AssertSpecial
trigger1 = 1
flag = noshadow
flag2 = invisible

[state 4910, ]
type = PlaySnd
trigger1 = time = 0
value = s12,13

[state 4910, ]
type = posset
trigger1 = 1
x = enemy,pos x
y = enemy,pos y

[state 4910, ]
type = Explod
triggerall = p2movetype = H
trigger1 = time >= 2
trigger1 = time % 3 = 0
anim = 10070 + random%5
id = 10070
sprpriority = 5
postype = p1
pos = 20 - (random%40),-20 - (random%90)
bindtime = 1
under = 0

[state 4910, ]
type = destroyself
trigger1 = time >= 40
;---------------------------------------------------------------------------

; P2 - Shaking from the hit
[Statedef 5692]
type    = S
movetype= H
physics = N
velset = 0,0

[State 52, 1]
type = Hitfallset
trigger1 = time = 0
value = 0

[State 52, 1]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 5692

[State 261, 2]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 5693

;---------------------------------------------------------------------------
; 曵傟棊偪僟僂儞2

[Statedef 5693]
type    = S
movetype= H
physics = N
velset = 0,0

[State 5690, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 5693

[State 5690, 3] 
type = SelfState
trigger1 = animtime = 0
value = 5110

;---------------------------------------------------------------------------------------
[statedef 999]
ctrl = 0
anim = 9999

[State 999]
type = nothitby
trigger1 = 1
value = sca

[State 999]
type = selfstate
trigger1 = !ishelper
value = 0

[State 999]
type = varset
triggerall = enemynear, HitDefAttr = SCA,NA,SA
triggerall = enemynear, StateNo >= 200 && P2MoveType=A 
trigger1 = var(1) = 0
V = 1
Value  = (enemynear, StateNo)
IgnoreHitPause = 1

[State 999]
type = varset
trigger1 = var(1) != 0
trigger1 = var(2) = 0
V= 2
Value = (enemynear, Time)
IgnoreHitPause = 1

[State 999]
type = varset
triggerall = enemynear, HitDefAttr = SCA,NA,SA
triggerall = enemynear, StateNo >= 200 && P2MoveType=A
triggerall = var(1)
triggerall = enemynear, StateNo != var(1)
trigger1 = var(3) = 0
V = 3
Value  = (enemynear, StateNo)
IgnoreHitPause = 1

[State 999]
type = varset
triggerall = var(2)
trigger1 = var(3) != 0
trigger1 = var(4) = 0
V= 4
Value = (enemynear, Time)
IgnoreHitPause = 1

[State 999]
type = varset
triggerall = enemynear, HitDefAttr = SCA,NA,SA
triggerall = enemynear, StateNo >= 200 && P2MoveType=A
triggerall = var(3)
triggerall = enemynear, StateNo != var(1)
triggerall = enemynear, StateNo != var(3)
trigger1 = var(5) = 0
V = 5
Value  = (enemynear, StateNo)
IgnoreHitPause = 1

[State 999]
type = varset
triggerall = var(4)
trigger1 = var(5) != 0
trigger1 = var(6) = 0
V= 6
Value = (enemynear, Time)
IgnoreHitPause = 1

[State 999]
type = varset
triggerall = enemynear, HitDefAttr = SCA,NA,SA
triggerall = enemynear, StateNo >= 200 && P2MoveType=A
triggerall = var(5)
triggerall = enemynear, StateNo != var(1)
triggerall = enemynear, StateNo != var(3)
triggerall = enemynear, StateNo != var(5)
trigger1 = var(7) = 0
V = 7
Value  = (enemynear, StateNo)
IgnoreHitPause = 1

[State 999]
type = varset
triggerall = var(6)
trigger1 = var(7) != 0
trigger1 = var(8) = 0
V= 8
Value = (enemynear, Time)
IgnoreHitPause = 1

[State 999]
type = varset
triggerall = enemynear, HitDefAttr = SCA,NA,SA
triggerall = enemynear, StateNo >= 200 && P2MoveType=A
triggerall = var(7)
triggerall = enemynear, StateNo != var(1)
triggerall = enemynear, StateNo != var(3)
triggerall = enemynear, StateNo != var(5)
triggerall = enemynear, StateNo != var(7)
trigger1 = var(9) = 0
V = 9
Value  = (enemynear, StateNo)
IgnoreHitPause = 1

[State 999]
type = varset
triggerall = var(8)
trigger1 = var(9) != 0
trigger1 = var(10) = 0
V= 10
Value = (enemynear, Time)
IgnoreHitPause = 1

[State 999]
type = varset
triggerall = enemynear, HitDefAttr = SCA,NA,SA
triggerall = enemynear, StateNo >= 200 && P2MoveType=A
triggerall = var(9)
triggerall = enemynear, StateNo != var(1)
triggerall = enemynear, StateNo != var(3)
triggerall = enemynear, StateNo != var(5)
triggerall = enemynear, StateNo != var(7)
triggerall = enemynear, StateNo != var(9)
trigger1 = var(11) = 0
V = 11
Value  = (enemynear, StateNo)
IgnoreHitPause = 1

[State 999]
type = varset
triggerall = var(10)
trigger1 = var(11) != 0
trigger1 = var(12) = 0
V= 12
Value = (enemynear, Time)
IgnoreHitPause = 1

[State 999]
type = varset
triggerall = enemynear, HitDefAttr = SCA,NA,SA
triggerall = enemynear, StateNo >= 200 && P2MoveType=A
triggerall = var(11)
triggerall = enemynear, StateNo != var(1)
triggerall = enemynear, StateNo != var(3)
triggerall = enemynear, StateNo != var(5)
triggerall = enemynear, StateNo != var(7)
triggerall = enemynear, StateNo != var(9)
triggerall = enemynear, StateNo != var(11)
trigger1 = var(13) = 0
V = 13
Value  = (enemynear, StateNo)
IgnoreHitPause = 1

[State 999]
type = varset
triggerall = var(12)
trigger1 = var(13) != 0
trigger1 = var(14) = 0
V= 14
Value = (enemynear, Time)
IgnoreHitPause = 1

[State 999]
type = varset
triggerall = enemynear, HitDefAttr = SCA,NA,SA
triggerall = enemynear, StateNo >= 200 && P2MoveType=A
triggerall = var(13)
triggerall = enemynear, StateNo != var(1)
triggerall = enemynear, StateNo != var(3)
triggerall = enemynear, StateNo != var(5)
triggerall = enemynear, StateNo != var(7)
triggerall = enemynear, StateNo != var(9)
triggerall = enemynear, StateNo != var(11)
triggerall = enemynear, StateNo != var(13)
trigger1 = var(15) = 0
V = 15
Value  = (enemynear, StateNo)
IgnoreHitPause = 1

[State 999]
type = varset
triggerall = var(14)
trigger1 = var(15) != 0
trigger1 = var(16) = 0
V= 16
Value = (enemynear, Time)
IgnoreHitPause = 1

[State 999]
type = varset
triggerall = enemynear, HitDefAttr = SCA,NA,SA
triggerall = enemynear, StateNo >= 200 && P2MoveType=A
triggerall = var(15)
triggerall = enemynear, StateNo != var(1)
triggerall = enemynear, StateNo != var(3)
triggerall = enemynear, StateNo != var(5)
triggerall = enemynear, StateNo != var(7)
triggerall = enemynear, StateNo != var(9)
triggerall = enemynear, StateNo != var(11)
triggerall = enemynear, StateNo != var(13)
triggerall = enemynear, StateNo != var(15)
trigger1 = var(17) = 0
V = 17
Value  = (enemynear, StateNo)
IgnoreHitPause = 1

[State 999]
type = varset
triggerall = var(16)
trigger1 = var(17) != 0
trigger1 = var(18) = 0
V= 18
Value = (enemynear, Time)
IgnoreHitPause = 1

[State 999]
type = varset
triggerall = enemynear, HitDefAttr = SCA,NA,SA
triggerall = enemynear, StateNo >= 200 && P2MoveType=A
triggerall = var(17)
triggerall = enemynear, StateNo != var(1)
triggerall = enemynear, StateNo != var(3)
triggerall = enemynear, StateNo != var(5)
triggerall = enemynear, StateNo != var(7)
triggerall = enemynear, StateNo != var(9)
triggerall = enemynear, StateNo != var(11)
triggerall = enemynear, StateNo != var(13)
triggerall = enemynear, StateNo != var(15)
triggerall = enemynear, StateNo != var(17)
trigger1 = var(19) = 0
V = 19
Value  = (enemynear, StateNo)
IgnoreHitPause = 1

[State 999]
type = varset
triggerall = var(18)
trigger1 = var(19) != 0
trigger1 = var(20) = 0
V= 20
Value = (enemynear, Time)
IgnoreHitPause = 1

[State 999]
type = varset
triggerall = enemynear, HitDefAttr = SCA,NA,SA
triggerall = enemynear, StateNo >= 200 && P2MoveType=A
triggerall = var(19)
triggerall = enemynear, StateNo != var(1)
triggerall = enemynear, StateNo != var(3)
triggerall = enemynear, StateNo != var(5)
triggerall = enemynear, StateNo != var(7)
triggerall = enemynear, StateNo != var(9)
triggerall = enemynear, StateNo != var(11)
triggerall = enemynear, StateNo != var(13)
triggerall = enemynear, StateNo != var(15)
triggerall = enemynear, StateNo != var(17)
triggerall = enemynear, StateNo != var(19)
trigger1 = var(21) = 0
V = 21
Value  = (enemynear, StateNo)
IgnoreHitPause = 1

[State 999]
type = varset
triggerall = var(20)
trigger1 = var(21) != 0
trigger1 = var(22) = 0
V= 22
Value = (enemynear, Time)
IgnoreHitPause = 1

[State 999]
type = varset
triggerall = enemynear, HitDefAttr = SCA,NA,SA
triggerall = enemynear, StateNo >= 200 && P2MoveType=A
triggerall = var(21)
triggerall = enemynear, StateNo != var(1)
triggerall = enemynear, StateNo != var(3)
triggerall = enemynear, StateNo != var(5)
triggerall = enemynear, StateNo != var(7)
triggerall = enemynear, StateNo != var(9)
triggerall = enemynear, StateNo != var(11)
triggerall = enemynear, StateNo != var(13)
triggerall = enemynear, StateNo != var(15)
triggerall = enemynear, StateNo != var(17)
triggerall = enemynear, StateNo != var(19)
triggerall = enemynear, StateNo != var(21)
trigger1 = var(23) = 0
V = 23
Value  = (enemynear, StateNo)
IgnoreHitPause = 1

[State 999]
type = varset
triggerall = var(22)
trigger1 = var(23) != 0
trigger1 = var(24) = 0
V= 24
Value = (enemynear, Time)
IgnoreHitPause = 1

[State 999]
type = varset
triggerall = enemynear, HitDefAttr = SCA,NA,SA
triggerall = enemynear, StateNo >= 200 && P2MoveType=A
triggerall = var(23)
triggerall = enemynear, StateNo != var(1)
triggerall = enemynear, StateNo != var(3)
triggerall = enemynear, StateNo != var(5)
triggerall = enemynear, StateNo != var(7)
triggerall = enemynear, StateNo != var(9)
triggerall = enemynear, StateNo != var(11)
triggerall = enemynear, StateNo != var(13)
triggerall = enemynear, StateNo != var(15)
triggerall = enemynear, StateNo != var(17)
triggerall = enemynear, StateNo != var(19)
triggerall = enemynear, StateNo != var(21)
triggerall = enemynear, StateNo != var(23)
trigger1 = var(25) = 0
V = 25
Value  = (enemynear, StateNo)
IgnoreHitPause = 1

[State 999]
type = varset
triggerall = var(24)
trigger1 = var(25) != 0
trigger1 = var(26) = 0
V= 26
Value = (enemynear, Time)
IgnoreHitPause = 1

[State 999]
type = varset
triggerall = enemynear, HitDefAttr = SCA,NA,SA
triggerall = enemynear, StateNo >= 200 && P2MoveType=A
triggerall = var(25)
triggerall = enemynear, StateNo != var(1)
triggerall = enemynear, StateNo != var(3)
triggerall = enemynear, StateNo != var(5)
triggerall = enemynear, StateNo != var(7)
triggerall = enemynear, StateNo != var(9)
triggerall = enemynear, StateNo != var(11)
triggerall = enemynear, StateNo != var(13)
triggerall = enemynear, StateNo != var(15)
triggerall = enemynear, StateNo != var(17)
triggerall = enemynear, StateNo != var(19)
triggerall = enemynear, StateNo != var(21)
triggerall = enemynear, StateNo != var(23)
triggerall = enemynear, StateNo != var(25)
trigger1 = var(27) = 0
V = 27
Value  = (enemynear, StateNo)
IgnoreHitPause = 1

[State 999]
type = varset
triggerall = var(26)
trigger1 = var(27) != 0
trigger1 = var(28) = 0
V= 28
Value = (enemynear, Time)
IgnoreHitPause = 1

[State 999]
type = varset
triggerall = enemynear, HitDefAttr = SCA,NA,SA
triggerall = enemynear, StateNo >= 200 && P2MoveType=A
triggerall = var(27)
triggerall = enemynear, StateNo != var(1)
triggerall = enemynear, StateNo != var(3)
triggerall = enemynear, StateNo != var(5)
triggerall = enemynear, StateNo != var(7)
triggerall = enemynear, StateNo != var(9)
triggerall = enemynear, StateNo != var(11)
triggerall = enemynear, StateNo != var(13)
triggerall = enemynear, StateNo != var(15)
triggerall = enemynear, StateNo != var(17)
triggerall = enemynear, StateNo != var(19)
triggerall = enemynear, StateNo != var(21)
triggerall = enemynear, StateNo != var(23)
triggerall = enemynear, StateNo != var(25)
triggerall = enemynear, StateNo != var(27)
trigger1 = var(29) = 0
V = 29
Value  = (enemynear, StateNo)
IgnoreHitPause = 1

[State 999]
type = varset
triggerall = var(28)
trigger1 = var(29) != 0
trigger1 = var(30) = 0
V= 30
Value = (enemynear, Time)
IgnoreHitPause = 1

[State 999]
type = varset
triggerall = enemynear, HitDefAttr = SCA,NA,SA
triggerall = enemynear, StateNo >= 200 && P2MoveType=A
triggerall = var(29)
triggerall = enemynear, StateNo != var(1)
triggerall = enemynear, StateNo != var(3)
triggerall = enemynear, StateNo != var(5)
triggerall = enemynear, StateNo != var(7)
triggerall = enemynear, StateNo != var(9)
triggerall = enemynear, StateNo != var(11)
triggerall = enemynear, StateNo != var(13)
triggerall = enemynear, StateNo != var(15)
triggerall = enemynear, StateNo != var(17)
triggerall = enemynear, StateNo != var(19)
triggerall = enemynear, StateNo != var(21)
triggerall = enemynear, StateNo != var(23)
triggerall = enemynear, StateNo != var(25)
triggerall = enemynear, StateNo != var(27)
triggerall = enemynear, StateNo != var(29)
trigger1 = var(31) = 0
V = 31
Value  = (enemynear, StateNo)
IgnoreHitPause = 1

[State 999]
type = varset
triggerall = var(30)
trigger1 = var(31) != 0
trigger1 = var(32) = 0
V= 32
Value = (enemynear, Time)
IgnoreHitPause = 1

[State 999]
type = varset
triggerall = enemynear, HitDefAttr = SCA,NA,SA
triggerall = enemynear, StateNo >= 200 && P2MoveType=A
triggerall = var(31)
triggerall = enemynear, StateNo != var(1)
triggerall = enemynear, StateNo != var(3)
triggerall = enemynear, StateNo != var(5)
triggerall = enemynear, StateNo != var(7)
triggerall = enemynear, StateNo != var(9)
triggerall = enemynear, StateNo != var(11)
triggerall = enemynear, StateNo != var(13)
triggerall = enemynear, StateNo != var(15)
triggerall = enemynear, StateNo != var(17)
triggerall = enemynear, StateNo != var(19)
triggerall = enemynear, StateNo != var(21)
triggerall = enemynear, StateNo != var(23)
triggerall = enemynear, StateNo != var(25)
triggerall = enemynear, StateNo != var(27)
triggerall = enemynear, StateNo != var(29)
triggerall = enemynear, StateNo != var(31)
trigger1 = var(33) = 0
V = 33
Value  = (enemynear, StateNo)
IgnoreHitPause = 1

[State 999]
type = varset
triggerall = var(32)
trigger1 = var(33) != 0
trigger1 = var(34) = 0
V= 34
Value = (enemynear, Time)
IgnoreHitPause = 1

[State 999]
type = varset
triggerall = enemynear, HitDefAttr = SCA,NA,SA
triggerall = enemynear, StateNo >= 200 && P2MoveType=A
triggerall = var(33)
triggerall = enemynear, StateNo != var(1)
triggerall = enemynear, StateNo != var(3)
triggerall = enemynear, StateNo != var(5)
triggerall = enemynear, StateNo != var(7)
triggerall = enemynear, StateNo != var(9)
triggerall = enemynear, StateNo != var(11)
triggerall = enemynear, StateNo != var(13)
triggerall = enemynear, StateNo != var(15)
triggerall = enemynear, StateNo != var(17)
triggerall = enemynear, StateNo != var(19)
triggerall = enemynear, StateNo != var(21)
triggerall = enemynear, StateNo != var(23)
triggerall = enemynear, StateNo != var(25)
triggerall = enemynear, StateNo != var(27)
triggerall = enemynear, StateNo != var(29)
triggerall = enemynear, StateNo != var(31)
triggerall = enemynear, StateNo != var(33)
trigger1 = var(35) = 0
V = 35
Value  = (enemynear, StateNo)
IgnoreHitPause = 1

[State 999]
type = varset
triggerall = var(34)
trigger1 = var(35) != 0
trigger1 = var(36) = 0
V= 36
Value = (enemynear, Time)
IgnoreHitPause = 1

[State 999]
type = varset
triggerall = enemynear, HitDefAttr = SCA,NA,SA
triggerall = enemynear, StateNo >= 200 && P2MoveType=A
triggerall = var(35)
triggerall = enemynear, StateNo != var(1)
triggerall = enemynear, StateNo != var(3)
triggerall = enemynear, StateNo != var(5)
triggerall = enemynear, StateNo != var(7)
triggerall = enemynear, StateNo != var(9)
triggerall = enemynear, StateNo != var(11)
triggerall = enemynear, StateNo != var(13)
triggerall = enemynear, StateNo != var(15)
triggerall = enemynear, StateNo != var(17)
triggerall = enemynear, StateNo != var(19)
triggerall = enemynear, StateNo != var(21)
triggerall = enemynear, StateNo != var(23)
triggerall = enemynear, StateNo != var(25)
triggerall = enemynear, StateNo != var(27)
triggerall = enemynear, StateNo != var(29)
triggerall = enemynear, StateNo != var(31)
triggerall = enemynear, StateNo != var(33)
triggerall = enemynear, StateNo != var(35)
trigger1 = var(37) = 0
V = 37
Value  = (enemynear, StateNo)
IgnoreHitPause = 1

[State 999]
type = varset
triggerall = var(36)
trigger1 = var(37) != 0
trigger1 = var(38) = 0
V= 38
Value = (enemynear, Time)
IgnoreHitPause = 1

[State 999]
type = varset
triggerall = enemynear, HitDefAttr = SCA,NA,SA
triggerall = enemynear, StateNo >= 200 && P2MoveType=A
triggerall = var(37)
triggerall = enemynear, StateNo != var(1)
triggerall = enemynear, StateNo != var(3)
triggerall = enemynear, StateNo != var(5)
triggerall = enemynear, StateNo != var(7)
triggerall = enemynear, StateNo != var(9)
triggerall = enemynear, StateNo != var(11)
triggerall = enemynear, StateNo != var(13)
triggerall = enemynear, StateNo != var(15)
triggerall = enemynear, StateNo != var(17)
triggerall = enemynear, StateNo != var(19)
triggerall = enemynear, StateNo != var(21)
triggerall = enemynear, StateNo != var(23)
triggerall = enemynear, StateNo != var(25)
triggerall = enemynear, StateNo != var(27)
triggerall = enemynear, StateNo != var(29)
triggerall = enemynear, StateNo != var(31)
triggerall = enemynear, StateNo != var(33)
triggerall = enemynear, StateNo != var(35)
triggerall = enemynear, StateNo != var(37)
trigger1 = var(39) = 0
V = 39
Value  = (enemynear, StateNo)
IgnoreHitPause = 1

[State 999]
type = varset
triggerall = var(38)
trigger1 = var(39) != 0
trigger1 = var(40) = 0
V= 40
Value = (enemynear, Time)
IgnoreHitPause = 1

[State 999]
type = varset
triggerall = enemynear, HitDefAttr = SCA,NA,SA
triggerall = enemynear, StateNo >= 200 && P2MoveType=A
triggerall = var(39)
triggerall = enemynear, StateNo != var(1)
triggerall = enemynear, StateNo != var(3)
triggerall = enemynear, StateNo != var(5)
triggerall = enemynear, StateNo != var(7)
triggerall = enemynear, StateNo != var(9)
triggerall = enemynear, StateNo != var(11)
triggerall = enemynear, StateNo != var(13)
triggerall = enemynear, StateNo != var(15)
triggerall = enemynear, StateNo != var(17)
triggerall = enemynear, StateNo != var(19)
triggerall = enemynear, StateNo != var(21)
triggerall = enemynear, StateNo != var(23)
triggerall = enemynear, StateNo != var(25)
triggerall = enemynear, StateNo != var(27)
triggerall = enemynear, StateNo != var(29)
triggerall = enemynear, StateNo != var(31)
triggerall = enemynear, StateNo != var(33)
triggerall = enemynear, StateNo != var(35)
triggerall = enemynear, StateNo != var(37)
triggerall = enemynear, StateNo != var(39)
trigger1 = var(41) = 0
V = 41
Value  = (enemynear, StateNo)
IgnoreHitPause = 1

[State 999]
type = varset
triggerall = var(40)
trigger1 = var(41) != 0
trigger1 = var(42) = 0
V= 42
Value = (enemynear, Time)
IgnoreHitPause = 1

[State 999]
type = varset
triggerall = enemynear, HitDefAttr = SCA,NA,SA
triggerall = enemynear, StateNo >= 200 && P2MoveType=A
triggerall = var(41)
triggerall = enemynear, StateNo != var(1)
triggerall = enemynear, StateNo != var(3)
triggerall = enemynear, StateNo != var(5)
triggerall = enemynear, StateNo != var(7)
triggerall = enemynear, StateNo != var(9)
triggerall = enemynear, StateNo != var(11)
triggerall = enemynear, StateNo != var(13)
triggerall = enemynear, StateNo != var(15)
triggerall = enemynear, StateNo != var(17)
triggerall = enemynear, StateNo != var(19)
triggerall = enemynear, StateNo != var(21)
triggerall = enemynear, StateNo != var(23)
triggerall = enemynear, StateNo != var(25)
triggerall = enemynear, StateNo != var(27)
triggerall = enemynear, StateNo != var(29)
triggerall = enemynear, StateNo != var(31)
triggerall = enemynear, StateNo != var(33)
triggerall = enemynear, StateNo != var(35)
triggerall = enemynear, StateNo != var(37)
triggerall = enemynear, StateNo != var(39)
triggerall = enemynear, StateNo != var(41)
trigger1 = var(43) = 0
V = 43
Value  = (enemynear, StateNo)
IgnoreHitPause = 1

[State 999]
type = varset
triggerall = var(42)
trigger1 = var(43) != 0
trigger1 = var(44) = 0
V= 44
Value = (enemynear, Time)
IgnoreHitPause = 1

[State 999]
type = varset
triggerall = enemynear, HitDefAttr = SCA,NA,SA
triggerall = enemynear, StateNo >= 200 && P2MoveType=A
triggerall = var(43)
triggerall = enemynear, StateNo != var(1)
triggerall = enemynear, StateNo != var(3)
triggerall = enemynear, StateNo != var(5)
triggerall = enemynear, StateNo != var(7)
triggerall = enemynear, StateNo != var(9)
triggerall = enemynear, StateNo != var(11)
triggerall = enemynear, StateNo != var(13)
triggerall = enemynear, StateNo != var(15)
triggerall = enemynear, StateNo != var(17)
triggerall = enemynear, StateNo != var(19)
triggerall = enemynear, StateNo != var(21)
triggerall = enemynear, StateNo != var(23)
triggerall = enemynear, StateNo != var(25)
triggerall = enemynear, StateNo != var(27)
triggerall = enemynear, StateNo != var(29)
triggerall = enemynear, StateNo != var(31)
triggerall = enemynear, StateNo != var(33)
triggerall = enemynear, StateNo != var(35)
triggerall = enemynear, StateNo != var(37)
triggerall = enemynear, StateNo != var(39)
triggerall = enemynear, StateNo != var(41)
triggerall = enemynear, StateNo != var(43)
trigger1 = var(45) = 0
V = 45
Value  = (enemynear, StateNo)
IgnoreHitPause = 1

[State 999]
type = varset
triggerall = var(44)
trigger1 = var(45) != 0
trigger1 = var(46) = 0
V= 46
Value = (enemynear, Time)
IgnoreHitPause = 1

[State 999]
type = varset
triggerall = enemynear, HitDefAttr = SCA,NA,SA
triggerall = enemynear, StateNo >= 200 && P2MoveType=A
triggerall = var(45)
triggerall = enemynear, StateNo != var(1)
triggerall = enemynear, StateNo != var(3)
triggerall = enemynear, StateNo != var(5)
triggerall = enemynear, StateNo != var(7)
triggerall = enemynear, StateNo != var(9)
triggerall = enemynear, StateNo != var(11)
triggerall = enemynear, StateNo != var(13)
triggerall = enemynear, StateNo != var(15)
triggerall = enemynear, StateNo != var(17)
triggerall = enemynear, StateNo != var(19)
triggerall = enemynear, StateNo != var(21)
triggerall = enemynear, StateNo != var(23)
triggerall = enemynear, StateNo != var(25)
triggerall = enemynear, StateNo != var(27)
triggerall = enemynear, StateNo != var(29)
triggerall = enemynear, StateNo != var(31)
triggerall = enemynear, StateNo != var(33)
triggerall = enemynear, StateNo != var(35)
triggerall = enemynear, StateNo != var(37)
triggerall = enemynear, StateNo != var(39)
triggerall = enemynear, StateNo != var(41)
triggerall = enemynear, StateNo != var(43)
triggerall = enemynear, StateNo != var(45)
trigger1 = var(47) = 0
V = 47
Value  = (enemynear, StateNo)
IgnoreHitPause = 1

[State 999]
type = varset
triggerall = var(46)
trigger1 = var(47) != 0
trigger1 = var(48) = 0
V= 48
Value = (enemynear, Time)
IgnoreHitPause = 1

[State 999]
type = varset
triggerall = enemynear, HitDefAttr = SCA,NA,SA
triggerall = enemynear, StateNo >= 200 && P2MoveType=A
triggerall = var(47)
triggerall = enemynear, StateNo != var(1)
triggerall = enemynear, StateNo != var(3)
triggerall = enemynear, StateNo != var(5)
triggerall = enemynear, StateNo != var(7)
triggerall = enemynear, StateNo != var(9)
triggerall = enemynear, StateNo != var(11)
triggerall = enemynear, StateNo != var(13)
triggerall = enemynear, StateNo != var(15)
triggerall = enemynear, StateNo != var(17)
triggerall = enemynear, StateNo != var(19)
triggerall = enemynear, StateNo != var(21)
triggerall = enemynear, StateNo != var(23)
triggerall = enemynear, StateNo != var(25)
triggerall = enemynear, StateNo != var(27)
triggerall = enemynear, StateNo != var(29)
triggerall = enemynear, StateNo != var(31)
triggerall = enemynear, StateNo != var(33)
triggerall = enemynear, StateNo != var(35)
triggerall = enemynear, StateNo != var(37)
triggerall = enemynear, StateNo != var(39)
triggerall = enemynear, StateNo != var(41)
triggerall = enemynear, StateNo != var(43)
triggerall = enemynear, StateNo != var(45)
triggerall = enemynear, StateNo != var(47)
trigger1 = var(49) = 0
V = 49
Value  = (enemynear, StateNo)
IgnoreHitPause = 1

[State 999]
type = varset
triggerall = var(48)
trigger1 = var(49) != 0
trigger1 = var(50) = 0
V= 50
Value = (enemynear, Time)
IgnoreHitPause = 1

[State 999]
type = varset
triggerall = enemynear, HitDefAttr = SCA,NA,SA
triggerall = enemynear, StateNo >= 200 && P2MoveType=A
triggerall = var(49)
triggerall = enemynear, StateNo != var(1)
triggerall = enemynear, StateNo != var(3)
triggerall = enemynear, StateNo != var(5)
triggerall = enemynear, StateNo != var(7)
triggerall = enemynear, StateNo != var(9)
triggerall = enemynear, StateNo != var(11)
triggerall = enemynear, StateNo != var(13)
triggerall = enemynear, StateNo != var(15)
triggerall = enemynear, StateNo != var(17)
triggerall = enemynear, StateNo != var(19)
triggerall = enemynear, StateNo != var(21)
triggerall = enemynear, StateNo != var(23)
triggerall = enemynear, StateNo != var(25)
triggerall = enemynear, StateNo != var(27)
triggerall = enemynear, StateNo != var(29)
triggerall = enemynear, StateNo != var(31)
triggerall = enemynear, StateNo != var(33)
triggerall = enemynear, StateNo != var(35)
triggerall = enemynear, StateNo != var(37)
triggerall = enemynear, StateNo != var(39)
triggerall = enemynear, StateNo != var(41)
triggerall = enemynear, StateNo != var(43)
triggerall = enemynear, StateNo != var(45)
triggerall = enemynear, StateNo != var(47)
triggerall = enemynear, StateNo != var(49)
trigger1 = var(51) = 0
V = 51
Value  = (enemynear, StateNo)
IgnoreHitPause = 1

[State 999]
type = varset
triggerall = var(50)
trigger1 = var(51) != 0
trigger1 = var(52) = 0
V= 52
Value = (enemynear, Time)
IgnoreHitPause = 1

[State 999]
type = varset
triggerall = enemynear, HitDefAttr = SCA,NA,SA
triggerall = enemynear, StateNo >= 200 && P2MoveType=A
triggerall = var(51)
triggerall = enemynear, StateNo != var(1)
triggerall = enemynear, StateNo != var(3)
triggerall = enemynear, StateNo != var(5)
triggerall = enemynear, StateNo != var(7)
triggerall = enemynear, StateNo != var(9)
triggerall = enemynear, StateNo != var(11)
triggerall = enemynear, StateNo != var(13)
triggerall = enemynear, StateNo != var(15)
triggerall = enemynear, StateNo != var(17)
triggerall = enemynear, StateNo != var(19)
triggerall = enemynear, StateNo != var(21)
triggerall = enemynear, StateNo != var(23)
triggerall = enemynear, StateNo != var(25)
triggerall = enemynear, StateNo != var(27)
triggerall = enemynear, StateNo != var(29)
triggerall = enemynear, StateNo != var(31)
triggerall = enemynear, StateNo != var(33)
triggerall = enemynear, StateNo != var(35)
triggerall = enemynear, StateNo != var(37)
triggerall = enemynear, StateNo != var(39)
triggerall = enemynear, StateNo != var(41)
triggerall = enemynear, StateNo != var(43)
triggerall = enemynear, StateNo != var(45)
triggerall = enemynear, StateNo != var(47)
triggerall = enemynear, StateNo != var(49)
triggerall = enemynear, StateNo != var(51)
trigger1 = var(53) = 0
V = 53
Value  = (enemynear, StateNo)
IgnoreHitPause = 1

[State 999]
type = varset
triggerall = var(52)
trigger1 = var(53) != 0
trigger1 = var(54) = 0
V= 54
Value = (enemynear, Time)
IgnoreHitPause = 1

[State 999]
type = varset
triggerall = enemynear, HitDefAttr = SCA,NA,SA
triggerall = enemynear, StateNo >= 200 && P2MoveType=A
triggerall = var(53)
triggerall = enemynear, StateNo != var(1)
triggerall = enemynear, StateNo != var(3)
triggerall = enemynear, StateNo != var(5)
triggerall = enemynear, StateNo != var(7)
triggerall = enemynear, StateNo != var(9)
triggerall = enemynear, StateNo != var(11)
triggerall = enemynear, StateNo != var(13)
triggerall = enemynear, StateNo != var(15)
triggerall = enemynear, StateNo != var(17)
triggerall = enemynear, StateNo != var(19)
triggerall = enemynear, StateNo != var(21)
triggerall = enemynear, StateNo != var(23)
triggerall = enemynear, StateNo != var(25)
triggerall = enemynear, StateNo != var(27)
triggerall = enemynear, StateNo != var(29)
triggerall = enemynear, StateNo != var(31)
triggerall = enemynear, StateNo != var(33)
triggerall = enemynear, StateNo != var(35)
triggerall = enemynear, StateNo != var(37)
triggerall = enemynear, StateNo != var(39)
triggerall = enemynear, StateNo != var(41)
triggerall = enemynear, StateNo != var(43)
triggerall = enemynear, StateNo != var(45)
triggerall = enemynear, StateNo != var(47)
triggerall = enemynear, StateNo != var(49)
triggerall = enemynear, StateNo != var(51)
triggerall = enemynear, StateNo != var(53)
trigger1 = var(55) = 0
V = 55
Value  = (enemynear, StateNo)
IgnoreHitPause = 1

[State 999]
type = varset
triggerall = var(54)
trigger1 = var(55) != 0
trigger1 = var(56) = 0
V= 56
Value = (enemynear, Time)
IgnoreHitPause = 1

;----------------------------------------------------------------------------
;-----------------------------------------------------------------------------
; guard crash
;-----------------------------------------------------------------------------
[Statedef 10210]
type = A
movetype = I
physics = N
anim = 9999
velset = 0,0
ctrl = 0

[State 6510, 僈乕僪僋儔僢僔儏丒僼儔僢僔儏]
type = EnvColor
trigger1 = time = 0
value = 255,255,255
time = 1
under = 1
ignorehitpause = 1
persistent = 0

[State 6510, VarSet]
type = VarSet
trigger1 = time = 0
var(1) = -52

[State 6510, VarAdd]
type = VarAdd
trigger1 = time < 10
var(1) = 10

[State 6510, VarAdd]
type = VarAdd
trigger1 = time > 59
var(1) = -10

[State 6510, Explod]
type = Explod
triggerall = TeamSide = 1
trigger1 = time < 10
trigger2 = time > 59
anim = 10210
id = 10210
ontop = 1
postype = left
pos = var(1),88
bindtime = -1
supermove = 1
pausemovetime = 99999999999999
ownpal = 1
scale = .5,.5

[State 6510, Explod]
type = Explod
triggerall = TeamSide = 1
trigger1 = time = 10
anim = 10211
id = 10211
ontop = 1
postype = left
pos = var(1),88
bindtime = -1
supermove = 1
pausemovetime = 99999999999999
ownpal = 1
scale = .5,.5

[State 6510, Explod]
type = Explod
triggerall = TeamSide = 2
trigger1 = time < 10
trigger2 = time > 59
anim = 10210
id = 10210
ontop = 1
postype = right
pos = -var(1),88
bindtime = -1
supermove = 1
pausemovetime = 99999999999999
ownpal = 1
scale = .5,.5

[State 6510, Explod]
type = Explod
triggerall = TeamSide = 2
trigger1 = time = 10
anim = 10211
id = 10211
ontop = 1
postype = right
pos = -var(1),88
bindtime = -1
supermove = 1
pausemovetime = 99999999999999
ownpal = 1
scale = .5,.5

[State 6510, DestroySelf]
type = DestroySelf
trigger1 = time = 70
;---------------------------------------------------------------------------

[Statedef 20000]
type = A
ctrl = 0
anim = 20000
velset = 10,0
movetype = I
physics = N
sprpriority = 1

[State 20000]
type = AssertSpecial
Trigger1 = 1
flag = noshadow
flag2 = invisible

[State 20000]
type = nothitby
Trigger1 = 1
value = SCA,AA,AT,AP

[State 20000]
type = PlayerPush
Trigger1 = 1
value = 0

[state 20000]
type = Projectile
Trigger1 = time = 0
velocity = 10,0
projID = 20000
projanim = 20000
offset = 0,0
projstagebound = 0
Projedgebound = 100000
Projremovetime = -1

[state 20000]
type = velset
Trigger1 = Root,NumProjID(20000) = 0
Trigger1 = time > 0
x = 0
y = 0

; 屻曽僗僥乕僕抂専弌僿儖僷乕
[Statedef 20001]
type = A
ctrl = 0
anim = 20000
velset = -10,0
movetype = I
physics = N
sprpriority = 1

[State 20000]
type = AssertSpecial
Trigger1 = 1
flag = noshadow
flag2 = invisible

[State 20000]
type = nothitby
Trigger1 = 1
value = SCA,AA,AT,AP

[State 20000]
type = PlayerPush
Trigger1 = 1
value = 0

[state 20001]
type = Projectile
Trigger1 = time = 0
velocity = -10,0
projID = 20001
projanim = 20000
offset = 0,0
projstagebound = 0
Projedgebound = 100000
Projremovetime = -1

[state 20001]
type = velset
Trigger1 = Root,NumProjID(20001) = 0
Trigger1 = time > 0
x = 0
y = 0

;------------------------------------------------------------------------------
[Statedef 30000]
anim = 0
ctrl = 0

[State 30000, AssertSpecial]
type = AssertSpecial
Trigger1 = 1
flag = NoShadow
flag2 = invisible

[State 30000, NotHitBy]
type = NotHitBy
Trigger1 = 1
value = SCA

[State 30000, 娫堘偄偱杮懱偑棃偨傜棫偪傊堏峴]
type=selfstate
trigger1=!ishelper
value=0

[State 30000, Turn]
type = Turn
Trigger1 = Facing*ifelse((EnemyNear,Pos X-Pos X)>=0,1,-1) < 0
IgnoreHitPause = 1

[State 30000, 僾儗僀儎乕敾掕]
type = VarSet
trigger1 = command = "up" && root,command = "up"
trigger2 = command = "down" && root,command = "down"
trigger3 = command = "back" && root,command = "back"
trigger4 = command = "fwd" && root,command = "fwd"
trigger5 = command = "a" && root,command = "a"
trigger6 = command = "b" && root,command = "b"
trigger7 = command = "c" && root,command = "c"
trigger8 = command = "x" && root,command = "x"
trigger9 = command = "y" && root,command = "y"
trigger10 = command = "z" && root,command = "z"
trigger11 = command = "start" && root,command = "start"
var(59) = -1

[State 30000, 棫偭偨傜徚幐]
Type = DestroySelf
triggerAll = isHelper
Trigger1 = root,var(59) || var(59) = -1
trigger2 = command = "up" && root,command = "up"
trigger3 = command = "down" && root,command = "down"
trigger4 = command = "back" && root,command = "back"
trigger5 = command = "fwd" && root,command = "fwd"
trigger6 = command = "a" && root,command ="a"
trigger7 = command = "b" && root,command ="b"
trigger8 = command = "c" && root,command ="c"
trigger9 = command = "x" && root,command = "x"
trigger10 = command = "y" && root,command = "y"
trigger11 = command = "z" && root,command = "z"
trigger12 = command = "start" && root,command = "start"

[State 30000, 僼儔僌ON]
type = VarSet
triggerall = var(59) != -1
trigger1 = root,command = "up"
trigger2 = root,command = "down"
trigger3 = root,command = "back"
trigger4 = root,command = "fwd"
trigger5 = root,command = "a"
trigger6 = root,command = "b"
trigger7 = root,command = "c"
trigger8 = root,command = "x"
trigger9 = root,command = "y"
trigger10 = root,command = "z"
trigger11 = root,command = "start"
var(59) = 1


;AI HELPER-GUARD S
[StateDef 35000]
Anim = 99998
Ctrl = 0

[State 0]
type = ChangeAnim
trigger1 = inguarddist || !Root,alive
value = 99996

[State 0]
type = ChangeAnim
trigger1 = !inguarddist && Root,alive
value = 99998

[State 0]
type = HitBy
trigger1 = 1
value =
value2 =
time = 1
ignorehitpause = 1

[State 0]
type = BindToRoot
Trigger1 = numenemy = 1
pos = 33,0
facing = ifelse(helper(35002),pos x > Root,pos x,1,-1)
ignorehitpause = 1

[State 0]
type = BindToRoot
Trigger1 = numenemy = 2
pos = 0,15
facing = ifelse(helper(35002),pos x > Root,pos x,1,-1)
ignorehitpause = 1

[State 0]
type = null
trigger1 = RoundState != 2
trigger1 = var(50) := 0
trigger2 = Root,Ctrl && !var(50)
trigger2 = var(50) = GameTime

[State 0]
Type = VarSet
Trigger1 = Time > 5
V = 59
Value = 18430
IgnoreHitPause = 1

[State 0]
Type = ParentVarSet
Trigger1 = Root,var(59) <= 0 && var(59) = 18430 && Root,MoveType = H
V = 59
Value = 18430
IgnoreHitPause = 1

[State 0]
Type = ParentVarSet
Trigger1 = Root,var(59) = 18430
fV = 0
Value = 2


[State 0]
type = varset
triggerall = RoundState = 2
trigger1 = GameTime = var(50)
trigger2 = P2MoveType != A
trigger2 = Enemy(0),NumHelper - var(51) <= 0
var(51) = Enemy(0),NumHelper
ignorehitpause = 1

[State 0]
type = varset
triggerall = NumEnemy = 2
triggerall = RoundState = 2
trigger1 = GameTime = var(50)
trigger2 = P2MoveType != A
trigger2 = Enemy(1),NumHelper - var(52) <= 0
var(52) = Enemy(1),NumHelper
ignorehitpause = 1

[State 0]
type = varset
trigger1 = NumEnemy = 1
trigger1 = Enemy(0),NumHelper - var(51) > 0
trigger2 = NumEnemy = 2
trigger2 = Enemy(1),NumHelper - var(52) > 0
var(53) = 1
ignorehitpause = 1

[State 0]
type = varset
trigger1 = NumEnemy = 1
trigger1 = Enemy(0),NumHelper - var(51) <= 0
trigger2 = NumEnemy = 2
trigger2 = Enemy(0),NumHelper - var(51) <= 0
trigger2 = Enemy(1),NumHelper - var(52) <= 0
var(53) = 0
ignorehitpause = 1

[State -2, 1]
Type = VarSet
Trigger1 = GameTime%2 = 0
V = 0
Value = IfElse(Root,StateType=S,1,IfElse(Root,StateType=C,2,IfElse(Root,StateType=A,3,4)))
IgnoreHitPause = 1

[State -2, 2]
Type = VarSet
TriggerAll = GameTime%2 = 0
Trigger1 = Root,StateNo = 120
Trigger2 = Root,StateNo = 140
Trigger3 = Root,StateNo = 130
Trigger4 = Root,StateNo = 131
Trigger5 = Root,StateNo = [150,151]
Trigger6 = Root,StateNo = [152,153]
V = 1
Value = 1
IgnoreHitPause = 1

[State -2, 3]
Type = VarSet
TriggerAll = Var(1) > 0
Trigger1 = Root,StateNo != 120
Trigger1 = Root,StateNo != 130
Trigger1 = Root,StateNo != 131
Trigger1 = Root,StateNo != 140
Trigger1 = Root,StateNo != [150,151]
Trigger1 = Root,StateNo != [152,153]
V = 1
Value = 0
IgnoreHitPause = 1

[State -2, 4]
Type = VarSet
TriggerAll = HelPer(35000),Var(2) = 0
Trigger1 = HelPer(35000),Var(4) = HelPer(35000),Var(5)
Trigger1 = HelPer(35000),Var(4) != 0
Trigger1 = EnemyNear((Root,fvar(36))),StateNo = HelPer(35000),Var(4)
V = 2
Value = 1
IgnoreHitPause = 1

[State -2, 5]
Type = VarSet
TriggerAll = HelPer(35000),Var(2) = 0
Trigger1 = HelPer(35000),Var(4) = HelPer(35001),Var(5)
Trigger1 = HelPer(35000),Var(4) != 0
Trigger1 = EnemyNear((Root,fvar(36))),StateNo = HelPer(35000),Var(4)
V = 2
Value = 2
IgnoreHitPause = 1

[State -2, 6]
Type = VarSet
TriggerAll = HelPer(35000),Var(2) = 0
Trigger1 = HelPer(35001),Var(4) = HelPer(35000),Var(5)
Trigger1 = HelPer(35001),Var(4) != 0
Trigger1 = EnemyNear((Root,fvar(36))),StateNo = HelPer(35001),Var(4)
V = 2
Value = 3
IgnoreHitPause = 1

[State -2, 7]
Type = VarSet
TriggerAll = HelPer(35000),Var(2) = 0
Trigger1 = HelPer(35001),Var(4) = HelPer(35001),Var(5)
Trigger1 = HelPer(35001),Var(4) != 0
Trigger1 = EnemyNear((Root,fvar(36))),StateNo = HelPer(35001),Var(4)
V = 2
Value = 4
IgnoreHitPause = 1

[State -2, 8]
Type = VarSet
Trigger1 = HelPer(35000),Var(2) = 1
Trigger1 = EnemyNear((Root,fvar(36))),StateNo != HelPer(35000),Var(4)
Trigger2 = HelPer(35000),Var(2) = 2
Trigger2 = EnemyNear((Root,fvar(36))),StateNo != HelPer(35000),Var(4)
Trigger3 = HelPer(35000),Var(2) = 3
Trigger3 = EnemyNear((Root,fvar(36))),StateNo != HelPer(35001),Var(4)
Trigger4 = HelPer(35000),Var(2) = 4
Trigger4 = EnemyNear((Root,fvar(36))),StateNo != HelPer(35001),Var(4)
V = 2
Value = 0
IgnoreHitPause = 1

[State -2, 9]
Type = VarSet
TriggerAll = HelPer(35000),Var(3) = 0
TriggerAll = Root,StateType = A
Trigger1 = Root,StateNo = [5200,5299]
V = 3
Value = 1
IgnoreHitPause = 1

[State -2,10]
Type = VarSet
Trigger1 = HelPer(35000),Var(3) = 1
Trigger1 = Root,StateType != A
V = 3
Value = 0
IgnoreHitPause = 1
;=====================================================
[State -2]
Type = VarSet
TriggerAll = Root,Var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = Root,MoveType = H
TriggerAll = HelPer(35000),Var(4) = 0
Trigger1 = Root,Var(56) < 0
Trigger1 = Root,Var(56) > -100000
V = 4
Value = -Root,Var(56)
IgnoreHitPause = 1

[State -2]
Type = VarSet
TriggerAll = Root,Var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = Root,MoveType = H
TriggerAll = HelPer(35000),Var(5) = 0
Trigger1 = Root,Var(56) > 0
Trigger1 = Root,Var(56) < 100000
V = 5
Value = Root,Var(56)
IgnoreHitPause = 1

[State -2]
Type = VarSet
TriggerAll = Root,Var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = Root,MoveType = H
TriggerAll = HelPer(35000),Var(6) = 0
Trigger1 = Root,Var(56) > 99999
V = 6
Value = Root,Var(56)/10000
IgnoreHitPause = 1

[State -2]
Type = VarSet
TriggerAll = Root,Var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = Root,MoveType = H
TriggerAll = HelPer(35000),Var(7) = 0
Trigger1 = Root,Var(56) < -99999
V = 7
Value = -Root,Var(56)/10000
IgnoreHitPause = 1
;=====================================================
[State -2]
Type = VarSet
TriggerAll = Root,Var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = Root,MoveType = H
TriggerAll = HelPer(35000),Var(8) = 0
Trigger1 = Root,Var(56) < 0
Trigger1 = Root,Var(56) > -100000
V = 8
Value = EnemyNear((Root,fvar(36))),Time
IgnoreHitPause = 1

[State -2]
Type = VarSet
TriggerAll = Root,Var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = Root,MoveType = H
TriggerAll = HelPer(35000),Var(9) = 0
Trigger1 = Root,Var(56) > 0
Trigger1 = Root,Var(56) < 100000
V = 9
Value = EnemyNear((Root,fvar(36))),Time
IgnoreHitPause = 1

[State -2]
Type = VarSet
TriggerAll = Root,Var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = Root,MoveType = H
TriggerAll = HelPer(35000),Var(10) = 0
Trigger1 = Root,Var(56) > 99999
V = 10
Value = EnemyNear((Root,fvar(36))),Time
IgnoreHitPause = 1

[State -2]
Type = VarSet
TriggerAll = Root,Var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = Root,MoveType = H
TriggerAll = HelPer(35000),Var(11) = 0
Trigger1 = Root,Var(56) < -99999
V = 11
Value = EnemyNear((Root,fvar(36))),Time
IgnoreHitPause = 1
;=====================================================
[State -2]
Type = VarAdd
TriggerAll = Root,Var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = Root,Var(56) < 0
TriggerAll = Root,Var(56) > -100000
Trigger1 = HelPer(35000),Var(12) = 0
Trigger2 = HelPer(35000),Var(12) > 0
Trigger2 = Root,Var(56) = HelPer(35000),Var(4)
V = 12
Value = 1
IgnoreHitPause = 1

[State -2]
Type = VarAdd
TriggerAll = Root,Var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = Root,Var(56) > 0
TriggerAll = Root,Var(56) < 100000
Trigger1 = HelPer(35000),Var(13) = 0
Trigger2 = HelPer(35000),Var(13) > 0
Trigger2 = Root,Var(56) = HelPer(35000),Var(5)
V = 13
Value = 1
IgnoreHitPause = 1

[State -2]
Type = VarAdd
TriggerAll = Root,Var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = Root,Var(56) > 99999
Trigger1 = HelPer(35000),Var(14) = 0
Trigger2 = HelPer(35000),Var(14) > 0
Trigger2 = Root,Var(56) = HelPer(35000),Var(6)
V = 14
Value = 1
IgnoreHitPause = 1

[State -2]
Type = VarAdd
TriggerAll = Root,Var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = Root,Var(56) < -99999
Trigger1 = HelPer(35000),Var(15) = 0
Trigger2 = HelPer(35000),Var(15) > 0
Trigger2 = Root,Var(56) = HelPer(35000),Var(7)
V = 15
Value = 1
IgnoreHitPause = 1
;=====================================================
[State -2,11]
Type = VarSet
TriggerAll = Root,Var(59) > 0
TriggerAll = RoundState = 2
Trigger1 = Root,Var(57) = 0
V = 16
Value = EnemyNear((Root,fvar(36))),Time
IgnoreHitPause = 1

[State -2, 12]
Type = VarSet
TriggerAll = Root,Var(59) > 0
TriggerAll = RoundState = 2
Trigger1 = Root,Var(57) = 0
V = 17
Value = IfElse(EnemyNear((Root,fvar(36))),StateType=S,1,IfElse(EnemyNear((Root,fvar(36))),StateType=C,2,IfElse(EnemyNear((Root,fvar(36))),StateType=A,3,4)))
IgnoreHitPause = 1
;=====================================================
[State -2, 13]
Type = VarSet
TriggerAll = Root,Var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = Root,MoveType = H
TriggerAll = HelPer(35000),Var(18) = 0
Trigger1 = Root,Var(57) > 0
Trigger1 = Root,Var(57) < 100000
V = 18
Value = Root,Var(57)
IgnoreHitPause = 1

[State -2, 14]
Type = VarSet
TriggerAll = Root,Var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = Root,MoveType = H
TriggerAll = Root,StateNo != [120,155]
TriggerAll = HelPer(35000),Var(19) = 0
Trigger1 = Root,Var(57) > 0
Trigger1 = Root,Var(57) < 100000
V = 19
Value = Var(16)
IgnoreHitPause = 1

[State -2, 15]
Type = VarSet
TriggerAll = Root,Var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = Root,Var(57) > 0
TriggerAll = Root,Var(57) < 100000
Trigger1 = HelPer(35000),Var(20) = 0
V = 20
Value = 1
IgnoreHitPause = 1

[State -2, 16]
Type = VarAdd
TriggerAll = Root,Var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = Root,MoveType != H
Trigger1 = HelPer(35000),Var(21) = 1
Trigger1 = HelPer(35000),Var(18) = Root,Var(57)
V = 20
Value = 1
IgnoreHitPause = 1

[State -2, 17]
Type = VarSet
Trigger1 = HelPer(35000),Var(18) != 0
Trigger1 = Root,MoveType != H
V = 21
Value = 1
IgnoreHitPause = 1

[State -2, 18]
Type = VarRangeSet
TriggerAll = Root,Var(59) > 0
TriggerAll = RoundState = 2
Trigger1 = HelPer(35000),Var(18) = 0
Value = 0
First = 19
Last = 20
IgnoreHitPause = 1

[State -2, 19]
Type = VarSet
TriggerAll = Root,Var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = Root,MoveType = H
TriggerAll = HelPer(35000),Var(22) = 0
Trigger1 = Root,Var(57) < 0
Trigger1 = Root,Var(57) > -100000
V = 22
Value = -Root,Var(57)
IgnoreHitPause = 1

[State -2, 20]
Type = VarSet
TriggerAll = Root,Var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = Root,MoveType = H
TriggerAll = Root,StateNo != [120,155]
TriggerAll = HelPer(35000),Var(23) = 0
Trigger1 = Root,Var(57) < 0
Trigger1 = Root,Var(57) > -100000
V = 23
Value = Var(16)
IgnoreHitPause = 1

[State -2, 21]
Type = VarSet
TriggerAll = Root,Var(59) > 0
TriggerAll = RoundState = 2
Trigger1 = Root,Var(57) < 0
Trigger1 = Root,Var(57) > -100000
Trigger1 = HelPer(35000),Var(24) = 0
V = 24
Value = 1
IgnoreHitPause = 1

[State -2, 22]
Type = VarAdd
TriggerAll = Root,Var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = Root,MoveType != H
Trigger1 = HelPer(35000),Var(25) = 1
Trigger1 = HelPer(35000),Var(22) = -Root,Var(57)
V = 24
Value = 1
IgnoreHitPause = 1

[State -2, 23]
Type = VarSet
Trigger1 = HelPer(35000),Var(22) != 0
Trigger1 = Root,MoveType != H
V = 25
Value = 1
IgnoreHitPause = 1

[State -2, 24]
Type = VarRangeSet
TriggerAll = Root,Var(59) > 0
TriggerAll = RoundState = 2
Trigger1 = HelPer(35000),Var(22) = 0
Value = 0
First = 23
Last = 24
IgnoreHitPause = 1

[State -2, 25]
Type = VarSet
TriggerAll = Root,Var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = Root,MoveType = H
TriggerAll = HelPer(35000),Var(26) = 0
Trigger1 = Root,Var(57) > 99999
V = 26
Value = Root,Var(57)/10000
IgnoreHitPause = 1

[State -2, 26]
Type = VarSet
TriggerAll = Root,Var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = Root,MoveType = H
TriggerAll = Root,StateNo != [120,155]
TriggerAll = HelPer(35000),Var(27) = 0
Trigger1 = Root,Var(57) > 99999
V = 27
Value = Var(16)
IgnoreHitPause = 1

[State -2, 27]
Type = VarSet
TriggerAll = Root,Var(59) > 0
TriggerAll = RoundState = 2
Trigger1 = Root,Var(57) > 99999
Trigger1 = HelPer(35000),Var(28) = 0
V = 28
Value = 1
IgnoreHitPause = 1

[State -2, 28]
Type = VarAdd
TriggerAll = Root,Var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = Root,MoveType != H
Trigger1 = HelPer(35000),Var(29) = 1
Trigger1 = HelPer(35000),Var(26) = Root,Var(57)/10000
V = 28
Value = 1
IgnoreHitPause = 1

[State -2, 29]
Type = VarSet
Trigger1 = HelPer(35000),Var(26) != 0
Trigger1 = Root,MoveType != H
V = 29
Value = 1
IgnoreHitPause = 1

[State -2, 30]
Type = VarRangeSet
TriggerAll = Root,Var(59) > 0
TriggerAll = RoundState = 2
Trigger1 = HelPer(35000),Var(26) = 0
Value = 0
First = 27
Last = 28
IgnoreHitPause = 1

[State -2, 31]
Type = VarSet
TriggerAll = Root,Var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = Root,MoveType = H
TriggerAll = HelPer(35000),Var(30) = 0
Trigger1 = Root,Var(57) < -99999
V = 30
Value = -Root,Var(57)/10000
IgnoreHitPause = 1

[State -2, 32]
Type = VarSet
TriggerAll = Root,Var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = Root,MoveType = H
TriggerAll = Root,StateNo != [120,155]
TriggerAll = HelPer(35000),Var(31) = 0
Trigger1 = Root,Var(57) < -99999
V = 31
Value = Var(16)
IgnoreHitPause = 1

[State -2, 33]
Type = VarSet
TriggerAll = Root,Var(59) > 0
TriggerAll = RoundState = 2
Trigger1 = Root,Var(57) < -99999
Trigger1 = HelPer(35000),Var(32) = 0
V = 32
Value = 1
IgnoreHitPause = 1

[State -2, 34]
Type = VarAdd
TriggerAll = Root,Var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = Root,MoveType != H
Trigger1 = HelPer(35000),Var(33) = 1
Trigger1 = HelPer(35000),Var(30) = -Root,Var(57)/10000
V = 32
Value = 1
IgnoreHitPause = 1

[State -2, 35]
Type = VarSet
Trigger1 = HelPer(35000),Var(30) != 0
Trigger1 = Root,MoveType != H
V = 33
Value = 1
IgnoreHitPause = 1

[State -2, 36]
Type = VarRangeSet
TriggerAll = Root,Var(59) > 0
TriggerAll = RoundState = 2
Trigger1 = HelPer(35000),Var(30) = 0
Value = 0
First = 31
Last = 32
IgnoreHitPause = 1
;=====================================================
[State -2, 37]
Type = VarSet
TriggerAll = Root,Var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = Root,MoveType = H
TriggerAll = HelPer(35000),Var(21) = 1
TriggerAll = HelPer(35000),Var(34) = 0
TriggerAll = HelPer(35000),Var(18) != Root,Var(57)
Trigger1 = Root,Var(57) > 0
Trigger1 = Root,Var(57) < 100000
V = 34
Value = Root,Var(57)
IgnoreHitPause = 1

[State -2, 38]
Type = VarSet
TriggerAll = Root,Var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = HelPer(35000),Var(21) = 1
TriggerAll = Root,MoveType = H
TriggerAll = Root,StateNo != [120,155]
TriggerAll = HelPer(35000),Var(35) = 0
Trigger1 = Root,Var(57) > 0
Trigger1 = Root,Var(57) < 100000
V = 35
Value = Var(16)
IgnoreHitPause = 1

[State -2, 39]
Type = VarSet
TriggerAll = Root,Var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = HelPer(35000),Var(34) != 0
TriggerAll = Root,Var(57) > 0
TriggerAll = Root,Var(57) < 100000
Trigger1 = HelPer(35000),Var(36) = 0
V = 36
Value = 1
IgnoreHitPause = 1

[State -2, 40]
Type = VarAdd
TriggerAll = Root,Var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = Root,MoveType != H
TriggerAll = HelPer(35000),Var(37) = 1
Trigger1 = HelPer(35000),Var(34) = Root,Var(57)
V = 36
Value = 1
IgnoreHitPause = 1

[State -2, 41]
Type = VarSet
Trigger1 = HelPer(35000),Var(34) != 0
Trigger1 = Root,MoveType != H
V = 37
Value = 1
IgnoreHitPause = 1

[State -2, 42]
Type = VarRangeSet
TriggerAll = Root,Var(59) > 0
TriggerAll = RoundState = 2
Trigger1 = HelPer(35000),Var(34) = 0
Value = 0
First = 35
Last = 36
IgnoreHitPause = 1

[State -2, 43]
Type = VarSet
TriggerAll = Root,Var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = Root,MoveType = H
TriggerAll = HelPer(35000),Var(25) = 1
TriggerAll = HelPer(35000),Var(38) = 0
TriggerAll = HelPer(35000),Var(22) != -Root,Var(57)
Trigger1 = Root,Var(57) < 0
Trigger1 = Root,Var(57) > -100000
V = 38
Value = -Root,Var(57)
IgnoreHitPause = 1

[State -2, 44]
Type = VarSet
TriggerAll = Root,Var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = HelPer(35000),Var(25) = 1
TriggerAll = Root,MoveType = H
TriggerAll = Root,StateNo != [120,155]
TriggerAll = HelPer(35000),Var(39) = 0
Trigger1 = Root,Var(57) < 0
Trigger1 = Root,Var(57) > -100000
V = 39
Value = Var(16)
IgnoreHitPause = 1

[State -2, 45]
Type = VarSet
TriggerAll = Root,Var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = HelPer(35000),Var(38) != 0
TriggerAll = Root,Var(57) < 0
TriggerAll = Root,Var(57) > -100000
Trigger1 = HelPer(35000),Var(40) = 0
V = 40
Value = 1
IgnoreHitPause = 1

[State -2, 46]
Type = VarAdd
TriggerAll = Root,Var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = Root,MoveType != H
TriggerAll = HelPer(35000),Var(41) = 1
Trigger1 = HelPer(35000),Var(38) = -Root,Var(57)
V = 40
Value = 1
IgnoreHitPause = 1

[State -2, 47]
Type = VarSet
Trigger1 = HelPer(35000),Var(38) != 0
Trigger1 = Root,MoveType != H
V = 41
Value = 1
IgnoreHitPause = 1

[State -2, 48]
Type = VarRangeSet
TriggerAll = Root,Var(59) > 0
TriggerAll = RoundState = 2
Trigger1 = HelPer(35000),Var(38) = 0
Value = 0
First = 39
Last = 40
IgnoreHitPause = 1

[State -2, 49]
Type = VarSet
TriggerAll = Root,Var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = Root,MoveType = H
TriggerAll = HelPer(35000),Var(29) = 1
TriggerAll = HelPer(35000),Var(42) = 0
TriggerAll = HelPer(35000),Var(26) != Root,Var(57)/10000
Trigger1 = Root,Var(57) > 99999
V = 42
Value = Root,Var(57)/10000
IgnoreHitPause = 1

[State -2, 50]
Type = VarSet
TriggerAll = Root,Var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = HelPer(35000),Var(29) = 1
TriggerAll = Root,MoveType = H
TriggerAll = Root,StateNo != [120,155]
TriggerAll = HelPer(35000),Var(43) = 0
Trigger1 = Root,Var(57) > 99999
V = 43
Value = Var(16)
IgnoreHitPause = 1

[State -2, 51]
Type = VarSet
TriggerAll = Root,Var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = HelPer(35000),Var(42) != 0
TriggerAll = Root,Var(57) > 99999
Trigger1 = HelPer(35000),Var(45) = 0
V = 44
Value = 1
IgnoreHitPause = 1

[State -2, 52]
Type = VarAdd
TriggerAll = Root,Var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = Root,MoveType != H
TriggerAll = HelPer(35000),Var(45) = 1
Trigger1 = HelPer(35000),Var(42) = Root,Var(57)/10000
V = 44
Value = 1
IgnoreHitPause = 1

[State -2, 53]
Type = VarSet
Trigger1 = HelPer(35000),Var(42) != 0
Trigger1 = Root,MoveType != H
V = 45
Value = 1
IgnoreHitPause = 1

[State -2, 54]
Type = VarRangeSet
TriggerAll = Root,Var(59) > 0
TriggerAll = RoundState = 2
Trigger1 = HelPer(35000),Var(42) = 0
Value = 0
First = 43
Last = 44
IgnoreHitPause = 1

[State -2, 55]
Type = VarSet
TriggerAll = Root,Var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = Root,MoveType = H
TriggerAll = HelPer(35000),Var(33) = 1
TriggerAll = HelPer(35000),Var(46) = 0
TriggerAll = HelPer(35000),Var(30) != -Root,Var(57)/10000
Trigger1 = Root,Var(57) < -99999
V = 46
Value = -Root,Var(57)/10000
IgnoreHitPause = 1

[State -2, 56]
Type = VarSet
TriggerAll = Root,Var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = HelPer(35000),Var(33) = 1
TriggerAll = Root,MoveType = H
TriggerAll = Root,StateNo != [120,155]
TriggerAll = HelPer(35000),Var(47) = 0
Trigger1 = Root,Var(57) < -99999
V = 47
Value = Var(16)
IgnoreHitPause = 1

[State -2, 57]
Type = VarSet
TriggerAll = Root,Var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = HelPer(35000),Var(46) != 0
TriggerAll = Root,Var(57) < -99999
Trigger1 = HelPer(35000),Var(49) = 0
V = 48
Value = 1
IgnoreHitPause = 1

[State -2, 58]
Type = VarAdd
TriggerAll = Root,Var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = Root,MoveType != H
TriggerAll = HelPer(35000),Var(49) = 1
Trigger1 = HelPer(35000),Var(46) = -Root,Var(57)/10000
V = 48
Value = 1
IgnoreHitPause = 1

[State -2, 59]
Type = VarSet
Trigger1 = HelPer(35000),Var(46) != 0
Trigger1 = Root,MoveType != H
V = 49
Value = 1
IgnoreHitPause = 1

[State -2, 60]
Type = VarRangeSet
TriggerAll = Root,Var(59) > 0
TriggerAll = RoundState = 2
Trigger1 = HelPer(35000),Var(46) = 0
Value = 0
First = 47
Last = 48
IgnoreHitPause = 1
;=====================================================
[StateDef 35001]
Anim = 99998
Ctrl = 0

[State 0]
type = ChangeAnim
trigger1 = inguarddist || !Root,alive
value = 99996

[State 0]
type = ChangeAnim
trigger1 = !inguarddist && Root,alive
value = 99998

[State 0]
type = HitBy
trigger1 = 1
value =
value2 =
time = 1
ignorehitpause = 1

[State 0]
type = BindToRoot
Trigger1 = numenemy = 1
pos = -33,0
facing = ifelse(helper(35002),pos x > Root,pos x,1,-1)
ignorehitpause = 1

[State 0]
type = BindToRoot
Trigger1 = numenemy = 2
pos = 0,-5
facing = ifelse(helper(35002),pos x > Root,pos x,1,-1)
ignorehitpause = 1

[State -2]
Type = VarSet
TriggerAll = Root,Var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = Root,MoveType = H
TriggerAll = HelPer(35001),Var(4) = 0
TriggerAll = HelPer(35000),Var(4) != 0
TriggerAll = Root,Var(56) < 0
TriggerAll = Root,Var(56) > -100000
Trigger1 = Root,Var(56) != -HelPer(35000),Var(4)
V = 4
Value = -Root,Var(56)
IgnoreHitPause = 1

[State -2]
Type = VarSet
TriggerAll = Root,Var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = Root,MoveType = H
TriggerAll = HelPer(35001),Var(5) = 0
TriggerAll = HelPer(35000),Var(5) != 0
TriggerAll = Root,Var(56) > 0
TriggerAll = Root,Var(56) < 100000
Trigger1 = Root,Var(56) != HelPer(35000),Var(5)
V = 5
Value = Root,Var(56)
IgnoreHitPause = 1

[State -2]
Type = VarSet
TriggerAll = Root,Var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = Root,MoveType = H
TriggerAll = HelPer(35001),Var(6) = 0
TriggerAll = HelPer(35000),Var(6) != 0
TriggerAll = Root,Var(56) > 99999
Trigger1 = Root,Var(56) != HelPer(35000),Var(6)
V = 6
Value = Root,Var(56)/10000
IgnoreHitPause = 1

[State -2]
Type = VarSet
TriggerAll = Root,Var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = Root,MoveType = H
TriggerAll = HelPer(35001),Var(7) = 0
TriggerAll = HelPer(35000),Var(7) != 0
TriggerAll = Root,Var(56) < -99999
Trigger1 = Root,Var(56) != HelPer(35000),Var(7)
V = 7
Value = -Root,Var(56)/10000
IgnoreHitPause = 1

[State -2]
Type = VarSet
TriggerAll = Root,Var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = Root,MoveType = H
TriggerAll = HelPer(35001),Var(8) = 0
TriggerAll = HelPer(35000),Var(4) != 0
Trigger1 = Root,Var(56) < 0
Trigger1 = Root,Var(56) > -100000
V = 8
Value = EnemyNear((Root,fvar(36))),Time
IgnoreHitPause = 1

[State -2]
Type = VarSet
TriggerAll = Root,Var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = Root,MoveType = H
TriggerAll = HelPer(35001),Var(9) = 0
TriggerAll = HelPer(35000),Var(5) != 0
Trigger1 = Root,Var(56) > 0
Trigger1 = Root,Var(56) < 100000
V = 9
Value = EnemyNear((Root,fvar(36))),Time
IgnoreHitPause = 1

[State -2]
Type = VarSet
TriggerAll = Root,Var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = Root,MoveType = H
TriggerAll = HelPer(35001),Var(10) = 0
TriggerAll = HelPer(35000),Var(6) != 0
Trigger1 = Root,Var(56) > 99999
V = 10
Value = EnemyNear((Root,fvar(36))),Time
IgnoreHitPause = 1

[State -2]
Type = VarSet
TriggerAll = Root,Var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = Root,MoveType = H
TriggerAll = HelPer(35001),Var(11) = 0
TriggerAll = HelPer(35000),Var(7) != 0
Trigger1 = Root,Var(56) < -99999
V = 11
Value = EnemyNear((Root,fvar(36))),Time
IgnoreHitPause = 1

[State -2]
Type = VarAdd
TriggerAll = Root,Var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = Root,Var(56) < 0
TriggerAll = Root,Var(56) > -100000
TriggerAll = HelPer(35001),Var(4) != 0
Trigger1 = HelPer(35001),Var(12) = 0
Trigger2 = HelPer(35001),Var(12) > 0
Trigger2 = Root,Var(56) = HelPer(35001),Var(4)
V = 12
Value = 1
IgnoreHitPause = 1

[State -2]
Type = VarAdd
TriggerAll = Root,Var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = Root,Var(56) > 0
TriggerAll = Root,Var(56) < 100000
TriggerAll = HelPer(35001),Var(5) != 0
Trigger1 = HelPer(35001),Var(13) = 0
Trigger2 = HelPer(35001),Var(13) > 0
Trigger2 = Root,Var(56) = HelPer(35001),Var(5)
V = 13
Value = 1
IgnoreHitPause = 1

[State -2]
Type = VarAdd
TriggerAll = Root,Var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = Root,Var(56) > 99999
TriggerAll = HelPer(35001),Var(6) != 0
Trigger1 = HelPer(35001),Var(14) = 0
Trigger2 = HelPer(35001),Var(14) > 0
Trigger2 = Root,Var(56) = HelPer(35001),Var(6)
V = 14
Value = 1
IgnoreHitPause = 1

[State -2]
Type = VarAdd
TriggerAll = Root,Var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = Root,Var(56) < -99999
TriggerAll = HelPer(35001),Var(7) != 0
Trigger1 = HelPer(35001),Var(15) = 0
Trigger2 = HelPer(35001),Var(15) > 0
Trigger2 = Root,Var(56) = HelPer(35001),Var(7)
V = 15
Value = 1
IgnoreHitPause = 1


[State -2]
Type = VarSet
Trigger1 = HelPer(35001),Var(4) = HelPer(35000),Var(4)
V = 4
Value = 0
IgnoreHitPause = 1
[State -2]
Type = VarSet
Trigger1 = HelPer(35001),Var(5) = HelPer(35000),Var(5)
V = 5
Value = 0
IgnoreHitPause = 1
[State -2]
Type = VarSet
Trigger1 = HelPer(35001),Var(6) = HelPer(35000),Var(6)
V = 6
Value = 0
IgnoreHitPause = 1
[State -2]
Type = VarSet
Trigger1 = HelPer(35001),Var(7) = HelPer(35000),Var(7)
V = 7
Value = 0
IgnoreHitPause = 1


[State -2]
Type = VarSet
Trigger1 = HelPer(35001),Var(4) = 0
V = 8
Value = 0
IgnoreHitPause = 1
[State -2]
Type = VarSet
Trigger1 = HelPer(35001),Var(5) = 0
V = 9
Value = 0
IgnoreHitPause = 1
[State -2]
Type = VarSet
Trigger1 = HelPer(35001),Var(6) = 0
V = 10
Value = 0
IgnoreHitPause = 1
[State -2]
Type = VarSet
Trigger1 = HelPer(35001),Var(7) = 0
V = 11
Value = 0
IgnoreHitPause = 1


[State -2]
Type = VarSet
Trigger1 = HelPer(35001),Var(4) = 0
V = 12
Value = 0
IgnoreHitPause = 1

[State -2]
Type = VarSet
Trigger1 = HelPer(35001),Var(5) = 0
V = 13
Value = 0
IgnoreHitPause = 1

[State -2]
Type = VarSet
Trigger1 = HelPer(35001),Var(6) = 0
V = 14
Value = 0
IgnoreHitPause = 1

[State -2]
Type = VarSet
Trigger1 = HelPer(35001),Var(7) = 0
V = 15
Value = 0
IgnoreHitPause = 1

[State -2]
Type = DestroySelf
trigger1 = !numhelper(35000)
;-------------------------------------------------------------------------------
;AI HELPER-GUARD E
[StateDef 35002]
anim = 99999
ctrl = 0

[State 0]
type = ChangeAnim
trigger1 = inguarddist || !Root,alive
value = 99997

[State 0]
type = ChangeAnim
trigger1 = !inguarddist && Root,alive
value = 99999

[State 0]
type = BindToRoot
trigger1 = 1
facing = 1
pos = 75,-65

[State 0, 0]
Type = VarSet
Trigger1 = numenemy = 1
var(0) = 0

[State 0, 0]
Type = VarSet
Trigger1 = numenemy = 2
var(0) = root,fvar(36)

[State 0, 1]
Type = VarSet
Trigger1 = Root,time = 1
var(1) = Root,Const(data.attack)

[State 0, 2]
Type = VarSet
Trigger1 = Root,time = 1
var(2) = Root,Const(data.defence)

[State 0, 3]
Type = VarSet
Trigger1 = Root,time = 1
var(3) = EnemyNear(var(0)),Const(data.attack)

[State 0, 4]
Type = VarSet
Trigger1 = Root,time = 1
var(4) = EnemyNear(var(0)),Const(data.defence)

[State 0, 5]
Type = Null
Trigger1 = Root,life >  400 || !time || !var(5)
Trigger1 = var(5) := 99999
Trigger2 = Root,life <= 400
Trigger2 = animelem = 1, > 5
Trigger2 = var(5)  = 99999
Trigger2 = var(5) := 99997
Trigger3 = Root,life <= 400
Trigger3 = animelem = 1, > 5
Trigger3 = var(5)  = 99997
Trigger3 = var(5) := 99999
IgnoreHitPause = 1

[State 0, 6]
Type = VarSet
Trigger1 = 1
var(6) = EnemyNear(var(0)),stateno
IgnoreHitPause = 1

[State 0, 7]
Type = VarSet
Trigger1 = 1
var(7) = Root,life
IgnoreHitPause = 1

[State 0, 8]
Type = VarSet
Trigger1 = 1
var(8) = EnemyNear(var(0)),life
IgnoreHitPause = 1

[State 0, 9]
type = Null
trigger1 = !InGuardDist || (EnemyNear(0),numproj = 0 && EnemyNear(1),numproj = 0)
trigger1 = var(9) := 0
trigger2 = InGuardDist
trigger2 = EnemyNear(0),numproj = 1 || EnemyNear(1),numproj = 1
trigger2 = var(9) := 1
trigger3 = (EnemyNear(0),numproj = [2,4]) || (EnemyNear(1),numproj = [2,4])
trigger3 = var(9) := 2
trigger4 = EnemyNear(0),numproj > 4 || EnemyNear(1),numproj > 4
trigger4 = var(9) := 3
IgnoreHitPause = 1

[State 0, 10]
type = HitBy
trigger1 = ishelper
value =

[State 0, 11]
type = PlayerPush
trigger1 = 1
value = 0

[State 0, 12]
type = SelfState
trigger1 = !ishelper
value = 5200

[State 0, 13]
type = StateTypeSet
triggerall = RoundState = 2
trigger1 = Root,Statetype = A
trigger1 = Root,Movetype != H
movetype = A

[State 0, 14]
type = StateTypeSet
trigger1 = Root,Statetype != A
movetype = I

[State 0, 14]
type = Projectile
projID = 35002
triggerall = RoundState = 2
trigger1 = Root,Statetype = A
trigger1 = Root,Movetype != H
projremove = 0
Projremovetime = 1
projhits = 0
projremanim = -1
projpriority = 21474836
projanim = 9999
offset = 0,0
velocity = 0,0
attr = S, SP

[State 0, 15]
type = VarAdd
triggerall = Root,FrontEdgeBodyDist < 40 || Root,BackEdgeBodyDist < 40
triggerall = EnemyNear(var(0)),facing = Root,facing
triggerall = EnemyNear(var(0)),MoveType = A
triggerall = Root,Movetype = H && Root,time = 0
triggerall = Root,Prevstateno = 50 || Root,Prevstateno = [600,650]
trigger1 = EnemyNear(var(0)),BackEdgeBodyDist < 40
trigger2 = EnemyNear(var(0)),FrontEdgeBodyDist < 40
v = 10
value = 1
ignorehitpause = 1

[State 0]
Type = Null
Triggerall = !Time
Trigger1 = var(11) := -8
Trigger1 = var(12) := -8
Trigger1 = var(13) := -8
Trigger1 = var(14) := -8
Trigger1 = var(15) := -8
IgnoreHitPause = 1

[State 0]
Type = Null
Triggerall = Numenemy = 2
Triggerall = EnemyNear(var(0)),Alive = 0
Trigger1 = var(11) := -8
Trigger1 = var(12) := -8
Trigger1 = var(13) := -8
Trigger1 = var(14) := -8
Trigger1 = var(15) := -8
IgnoreHitPause = 1

[State 0, 1]
Type = VarSet
Trigger1 = EnemyNear(var(0)),NumProj = 1
Trigger1 = EnemyNear(var(0)),Ctrl = 0
Trigger1 = EnemyNear(var(0)),MoveType = A
Trigger1 = EnemyNear(var(0)),Animtime < -33
Trigger1 = Helper(35002),var(11) = -8
var(11) = EnemyNear(var(0)),StateNo
IgnoreHitPause = 1

[State 0, 2]
Type = VarSet
Trigger1 = EnemyNear(var(0)),NumProj = 1
Trigger1 = EnemyNear(var(0)),Ctrl = 0
Trigger1 = EnemyNear(var(0)),MoveType = A
Trigger1 = EnemyNear(var(0)),Animtime < -33
Trigger1 = EnemyNear(var(0)),StateNo != Helper(35002),var(11)
Trigger1 = Helper(35002),var(11) != -8
Trigger1 = Helper(35002),var(12)  = -8
var(12) = EnemyNear(var(0)),StateNo
IgnoreHitPause = 1

[State 0, 3]
Type = VarSet
Trigger1 = EnemyNear(var(0)),NumProj = 1
Trigger1 = EnemyNear(var(0)),Ctrl = 0
Trigger1 = EnemyNear(var(0)),MoveType = A
Trigger1 = EnemyNear(var(0)),Animtime < -33
Trigger1 = EnemyNear(var(0)),StateNo != Helper(35002),var(11)
Trigger1 = EnemyNear(var(0)),StateNo != Helper(35002),var(12)
Trigger1 = Helper(35002),var(11) != -8
Trigger1 = Helper(35002),var(12) != -8
Trigger1 = Helper(35002),var(13)  = -8
var(13) = EnemyNear(var(0)),StateNo
IgnoreHitPause = 1

[State 0, 4]
Type = VarSet
Trigger1 = EnemyNear(var(0)),NumProj = 1
Trigger1 = EnemyNear(var(0)),Ctrl = 0
Trigger1 = EnemyNear(var(0)),MoveType = A
Trigger1 = EnemyNear(var(0)),Animtime < -33
Trigger1 = EnemyNear(var(0)),StateNo != Helper(35002),var(11)
Trigger1 = EnemyNear(var(0)),StateNo != Helper(35002),var(12)
Trigger1 = EnemyNear(var(0)),StateNo != Helper(35002),var(13)
Trigger1 = Helper(35002),var(11) != -8
Trigger1 = Helper(35002),var(12) != -8
Trigger1 = Helper(35002),var(13) != -8
Trigger1 = Helper(35002),var(14)  = -8
var(14) = EnemyNear(var(0)),StateNo
IgnoreHitPause = 1

[State 0, 4]
Type = VarSet
Trigger1 = EnemyNear(var(0)),NumProj = 1
Trigger1 = EnemyNear(var(0)),Ctrl = 0
Trigger1 = EnemyNear(var(0)),MoveType = A
Trigger1 = EnemyNear(var(0)),Animtime < -33
Trigger1 = EnemyNear(var(0)),StateNo != Helper(35002),var(11)
Trigger1 = EnemyNear(var(0)),StateNo != Helper(35002),var(12)
Trigger1 = EnemyNear(var(0)),StateNo != Helper(35002),var(13)
Trigger1 = EnemyNear(var(0)),StateNo != Helper(35002),var(14)
Trigger1 = Helper(35002),var(11) != -8
Trigger1 = Helper(35002),var(12) != -8
Trigger1 = Helper(35002),var(13) != -8
Trigger1 = Helper(35002),var(14) != -8
Trigger1 = Helper(35002),var(15)  = -8
var(15) = EnemyNear(var(0)),StateNo
IgnoreHitPause = 1

[State 0, 17]
Type = null;DestroySelf
trigger1 = !numhelper(35000)
