[Statedef -3]

[State -3, AI]
Type = VarSet
Triggerall = !var(59)
Triggerall = RoundState = [1,2]
Trigger1  = Command = "AI0"  || Command = "AI1"  || Command = "AI2"
Trigger2  = Command = "AI3"  || Command = "AI4"  || Command = "AI5"
Trigger3  = Command = "AI6"  || Command = "AI7"  || Command = "AI8"
Trigger4  = Command = "AI9"  || Command = "AI10" || Command = "AI11"
Trigger5  = Command = "AI12" || Command = "AI13" || Command = "AI14"
Trigger6  = Command = "AI15" || Command = "AI16" || Command = "AI17"
Trigger7  = Command = "AI18" || Command = "AI19" || Command = "AI20"
Trigger8  = Command = "AI21" || Command = "AI22" || Command = "AI23"
Trigger9  = Command = "AI24" || Command = "AI25" || Command = "AI26"
Trigger10 = Command = "AI27" || Command = "AI28" || Command = "AI29"
Trigger11 = Command = "AI30" || Command = "AI31" || Command = "AI32"
Trigger12 = Command = "AI33" || Command = "AI34" || Command = "AI35"
Trigger13 = Command = "AI36" || Command = "AI37" || Command = "AI38"
Trigger14 = Command = "AI39" || Command = "AI40" || Command = "AI41"
Trigger15 = Command = "AI42" || Command = "AI43" || Command = "AI44"
Trigger16 = Command = "AI45" || Command = "AI46" || Command = "AI47"
Trigger17 = Command = "AI48" || Command = "AI49" || Command = "AI50"
Trigger18 = NumHelper(60000)
Trigger18 = Helper(60000),var(59)
Trigger19 = 0;1ŏ펞N
var(59) = 11
ignorehitpause = 1
;y0cA1-10cLvオقǍspx㏸R{mɁA11cLz
ignorehitpause = 1


[State -3,fobOp]
Type = VarSet
Trigger1 = RoundState = 2
fvar(39) = 0
;y1FAZ 2F 3F΋ 4:K[h 5FNU 6FWvU 7F 8F˂ 10F̑z



;===================================================================================
:===================================================================================
;yGFz
;===================================================================================
;===================================================================================

;G1

[State -2, EnemyNear]
type = VarSet
triggerall = (var(59) || fvar(39))
trigger1 = NumEnemy = 1
trigger2 = NumEnemy > 1
trigger2 = EnemyNear(1),Life = 0
var(2) = 0
ignorehitpause = 1

[State -2, EnemyNear]
type = VarSet
triggerall = (var(59) || fvar(39))
trigger1 = NumEnemy > 1
trigger1 = EnemyNear(0),Life = 0
var(2) = 1
ignorehitpause = 1

;G2́Ap[gi[鎞

[State -2, EnemyNear]
type = VarSet
triggerall = (var(59) || fvar(39))
triggerall = NumPartner > 0
triggerall = Partner,Life > 0
triggerall = NumEnemy > 1
triggerall = EnemyNear(0),Life > 0 && EnemyNear(1),Life > 0
trigger1 = !(Partner,MoveType = A && Partner,NumTarget && EnemyNear(0),MoveType = H && EnemyNear(1),MoveType != H && !((EnemyNear(0),StateNo = [5000,5300]) || (EnemyNear(0),StateNo = [120,160])) && EnemyNear(0),GetHitVar(hitshaketime) = 0)
trigger1 = !(Partner,MoveType = H && EnemyNear(0),NumTarget && EnemyNear(0),MoveType = A && !((Partner,StateNo = [5000,5300]) || (Partner,StateNo = [120,160])) && Partner,GetHitVar(hitshaketime) = 0)
var(2) = 0
ignorehitpause = 1

[State -2, EnemyNear]
type = VarSet
triggerall = (var(59) || fvar(39))
triggerall = NumPartner > 0
triggerall = Partner,Life > 0
triggerall = NumEnemy > 1
triggerall = EnemyNear(0),Life > 0 && EnemyNear(1),Life > 0
trigger1 = (Partner,MoveType = A && Partner,NumTarget && EnemyNear(0),MoveType = H && EnemyNear(1),MoveType != H && !((EnemyNear(0),StateNo = [5000,5300]) || (EnemyNear(0),StateNo = [120,160])) && EnemyNear(0),GetHitVar(hitshaketime) = 0)
trigger2 = (Partner,MoveType = H && EnemyNear(0),NumTarget && EnemyNear(0),MoveType = A && !((Partner,StateNo = [5000,5300]) || (Partner,StateNo = [120,160])) && Partner,GetHitVar(hitshaketime) = 0)
var(2) = 1
ignorehitpause = 1

;===================================================================================
:===================================================================================
;yK[h⏕z
;===================================================================================
;===================================================================================


[State -3, K[h⏕wp[]
type = Helper
triggerall = NumHelper(51000) = 0
trigger1 = var(59) || fvar(39)
helpertype = normal
name = "GuardAssist"
ID = 51000
pos = -60,0
postype = p1
facing = 1
stateno = 51000
keyctrl = 0
ownpal = 1
supermovetime = 999999999
pausemovetime = 999999900
ignorehitpause = 1

;΂߂
[State -3, K[h⏕]
type = VarSet
triggerall = !var(36)
triggerall = NumHelper(51000)
trigger1 = !InGuardDist && Helper(51000),InGuardDist
trigger2 = EnemyNear(var(2)),MoveType = A && EnemyNear(var(2)),StateType = A && var(6) = -1 && (fvar(2) = (0,EnemyNear(var(2)),Const(size.attack.dist)])
var(36) = 1
ignorehitpause = 1

[State -3, K[h⏕]
type = VarAdd
trigger1 = var(36)
var(36) = 1
ignorehitpause = 1

[State -3, K[h⏕]
type = VarSet
triggerall = NumHelper(51000)
triggerall = var(36)
trigger1 = !(InGuardDist || Helper(51000),InGuardDist)
trigger1 = !(EnemyNear(var(2)),MoveType = A && EnemyNear(var(2)),StateType = A && var(6) = -1 && (fvar(2) = (0,EnemyNear(var(2)),Const(size.attack.dist)]))
trigger2 = var(36) > 60
var(36) = 0
ignorehitpause = 1


[State -3, R{pC]
type = VarAdd
triggerall = var(12) < 10
triggerall = !MoveHit
triggerall = EnemyNear(var(2)),StateNo = [5000,5300]
triggerall = EnemyNear(var(2)),MoveType = H
triggerall = !(EnemyNear(var(2)),StateType = A || EnemyNear(var(2)),StateType = L)
triggerall = !var(9)
trigger1 = StateNo = 400 && Time = 4 && (PrevStateNo = 400 || PrevStateNo = 420)
trigger1 = fvar(4) = [-5,40]
fvar(12) = 5
;===================================================================================
:===================================================================================
;yiqbgjz;یpiHitPauseTime>0͖j
;===================================================================================
;===================================================================================

[State -3, NCbN]
type = ChangeState
value = 935
ignorehitpause = 1
Triggerall = fvar(33) = 2 || !(fvar(29) = 1 || fvar(29) = 4) 
Triggerall = var(59) || fvar(39) = 2
Triggerall = RoundState = 2 && Life > 0
Triggerall = !(StateType = A || StateType = L)
Triggerall = Power >= 1000 || var(52)
Triggerall = MoveContact = [1,5]
Triggerall = EnemyNear(var(2)),GetHitVar(hitshaketime) = 0
Triggerall = EnemyNear(var(2)),MoveType = A && InGuardDist
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = (StateNo = [200,430]) && !(StateNo = [245,250])

[State -3, NCbNً}]
type = ChangeState
value = 905
ignorehitpause = 1
Triggerall = fvar(33) = 1
Triggerall = var(59) || fvar(39) = 2
Triggerall = RoundState = 2 && Life > 0
Triggerall = !(StateType = A || StateType = L)
Triggerall = Power >= 1000
Triggerall = MoveContact = [1,5]
Triggerall = EnemyNear(var(2)),GetHitVar(hitshaketime) = 0
Triggerall = EnemyNear(var(2)),MoveType = A && InGuardDist
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = (StateNo = [200,430]) && !(StateNo = [245,250])


;===================================================================================
:===================================================================================
;y˂z
;===================================================================================
;===================================================================================


[State -3, Oi]
type = ChangeState
value = 21
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = var(59) || fvar(39) = 4
Triggerall = RoundState = 2 && Life > 0
Triggerall = !(StateType = A || StateType = L)
Triggerall = !(EnemyNear(var(2)),StateType = A || EnemyNear(var(2)),StateType = L)
Triggerall = !(EnemyNear(var(2)),MoveType = H || (EnemyNear(var(2)),MoveType = I && EnemyNear(var(2)),StateNo < 200))
Triggerall = var(6) = -1
Triggerall = fvar(4) > 40
Triggerall = !(InGuardDist || var(36))
Triggerall = Ctrl || StateNo = 1 || (StateNo = 22 && Time > 10)
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = EnemyNear(var(2)),AnimTime < -Floor(fvar(4)/ (2.4*(1+ (fvar(32)=2||!(fvar(29)=1||fvar(29)=4)) *IfElse((fvar(29)=3||fvar(29)=6),0.5,0.3) )) )


[State -3, _bV]
type = ChangeState
value = 100
ctrl = 0
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = fvar(32) != 2
Triggerall = var(59) || fvar(39) = 4
Triggerall = RoundState = 2 && Life > 0
Triggerall = !(StateType = A || StateType = L)
Triggerall = !(EnemyNear(var(2)),StateType = A || EnemyNear(var(2)),StateType = L)
Triggerall = !(EnemyNear(var(2)),MoveType = H || (EnemyNear(var(2)),MoveType = I && EnemyNear(var(2)),StateNo < 200))
Triggerall = var(6) = -1
Triggerall = fvar(4) > 40
Triggerall = !(InGuardDist || var(36))
Triggerall = Ctrl || StateNo = 1 || (StateNo = [21,22])
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = EnemyNear(var(2)),AnimTime < -Floor(fvar(4)/(5.5*(1+(fvar(29)=3||fvar(29)=6)*0.5)))-3       


[State -3, _bV]
type = ChangeState
value = 100
ctrl = 0
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = fvar(32) != 2
Triggerall = var(59) || fvar(39) = 4
Triggerall = RoundState = 2 && Life > 0
Triggerall = !(StateType = A || StateType = L)
Triggerall = EnemyNear(var(2)),StateType = A
Triggerall = !(EnemyNear(var(2)),MoveType = H || (EnemyNear(var(2)),MoveType = I && EnemyNear(var(2)),StateNo < 200))
Triggerall = fvar(4) > 30
Triggerall = !(InGuardDist || var(36))
Triggerall = Ctrl || StateNo = 1 || (StateNo = [21,22])
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Triggerall = EnemyNear(var(2)),AnimTime > 0
Trigger1 = EnemyNear(var(2)),Vel Y > 0
Trigger1 = EnemyNear(var(2)),Vel X <= 0       


[State -3, ႪݎLbN]
type = ChangeState
value = 420
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = var(59) || fvar(39) = 4
Triggerall = RoundState = 2 && Life > 0
Triggerall = !(StateType = A || StateType = L)
Triggerall = !(EnemyNear(var(2)),StateType = A || EnemyNear(var(2)),StateType = L)
Triggerall = !(EnemyNear(var(2)),MoveType = H || (EnemyNear(var(2)),MoveType = I && EnemyNear(var(2)),StateNo < 200))
Triggerall = !(EnemyNear(var(2)),StateNo = 140 || EnemyNear(var(2)),PrevStateNo = 140)
Triggerall = fvar(4) = [-15,40]
Triggerall = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = !EnemyNear(var(2)),Ctrl
Trigger1 = EnemyNear(var(2)),StateNo < 1000
Trigger1 = (EnemyNear(var(2)),AnimTime = [-6,-5]) || var(6) = -1
trigger2 = EnemyNear(var(2)),StateNo < 2000
Trigger2 = EnemyNear(var(2)),MoveType = A
Trigger2 = !(EnemyNear(var(2)),HitDefAttr = SCA,AA,AP,AT)
Trigger2 = (EnemyNear(var(2)),AnimTime = [-6,-5]) || var(6) = -1 || EnemyNear(var(2)),NumProj = 1
Trigger3 = EnemyNear(var(2)),MoveType = I
Trigger3 = !(InGuardDist || var(36))
Trigger3 = (EnemyNear(var(2)),AnimTime = [-6,-5]) 
Trigger4 = var(6) = -1
Trigger4 = EnemyNear(var(2)),StateNo < 2000
Trigger5 = EnemyNear(var(2)),MoveType = A
Trigger5 = EnemyNear(var(2)),HitDefAttr = SCA,AA,AP,AT
Trigger5 = EnemyNear(var(2)),AnimTime = [-6,-5]


[State -3, Ⴊݎp`]
type = ChangeState
value = 400
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = var(59) || fvar(39) = 4
Triggerall = RoundState = 2 && Life > 0
Triggerall = !(StateType = A || StateType = L)
Triggerall = !(EnemyNear(var(2)),StateType = A || EnemyNear(var(2)),StateType = L)
Triggerall = !(EnemyNear(var(2)),MoveType = H || (EnemyNear(var(2)),MoveType = I && EnemyNear(var(2)),StateNo < 200))
Triggerall = !(EnemyNear(var(2)),StateNo = 140 || EnemyNear(var(2)),PrevStateNo = 140)
Triggerall = fvar(4) = [-15,40-fvar(12)]
Triggerall = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = !EnemyNear(var(2)),Ctrl
Trigger1 = EnemyNear(var(2)),StateNo < 1000
Trigger1 = (EnemyNear(var(2)),AnimTime = [-5,-4]) || var(6) = -1
trigger2 = EnemyNear(var(2)),StateNo < 2000
Trigger2 = EnemyNear(var(2)),MoveType = A
Trigger2 = !(EnemyNear(var(2)),HitDefAttr = SCA,AA,AP,AT)
Trigger2 = (EnemyNear(var(2)),AnimTime = [-5,-4]) || var(6) = -1 || EnemyNear(var(2)),NumProj = 1
Trigger3 = EnemyNear(var(2)),MoveType = I
Trigger3 = !(InGuardDist || var(36))
Trigger3 = (EnemyNear(var(2)),AnimTime = [-5,-4]) 
Trigger4 = var(6) = -1
Trigger4 = EnemyNear(var(2)),StateNo < 2000
Trigger5 = EnemyNear(var(2)),MoveType = A
Trigger5 = EnemyNear(var(2)),HitDefAttr = SCA,AA,AP,AT
Trigger5 = EnemyNear(var(2)),AnimTime = [-5,-4]


;===================================================================================
:===================================================================================
;yiΓːiZjz
;===================================================================================
;===================================================================================

[State -3, OWv]
type = ChangeState
value = 42
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = var(59) || fvar(39) = 4
Triggerall = RoundState = 2 && Life > 0
Triggerall = !(StateType = A || StateType = L)
Triggerall = EnemyNear(var(2)),MoveType = A
Triggerall = !(EnemyNear(var(2)),StateType = A || EnemyNear(var(2)),StateType = L)
Triggerall = EnemyNear(var(2)),HitDefAttr = SC,AT || (!(EnemyNear(var(2)),HitDefAttr = SCA,AA,AP,AT) && EnemyNear(var(2)),StateNo >= 1000)
Triggerall = !(EnemyNear(var(2)),AnimTime = -1)
Triggerall = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Triggerall = EnemyNear(var(2)),Vel X > 0
Trigger1 = EnemyNear(var(2)),Const(size.height) >= 65*(1-(EnemyNear(var(2)),StateType = C)*0.5)
Trigger1 = fvar(4) - (IfElse((fvar(29)=3||fvar(29)=6),5.4,3.6)*15+EnemyNear(var(2)),Vel X*fvar(14)*var(6)*20) <= 20
Trigger2 = EnemyNear(var(2)),Const(size.height) < 65*(1-(EnemyNear(var(2)),StateType = C)*0.5)
Trigger2 = fvar(4) - (IfElse((fvar(29)=3||fvar(29)=6),5.4,3.6)*15+EnemyNear(var(2)),Vel X*fvar(14)*var(6)*20) >= -15


[State -3, Wv]
type = ChangeState
value = 41
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = var(59) || fvar(39) = 4
Triggerall = RoundState = 2 && Life > 0
Triggerall = !(StateType = A || StateType = L)
Triggerall = EnemyNear(var(2)),MoveType = A
Triggerall = !(EnemyNear(var(2)),StateType = A || EnemyNear(var(2)),StateType = L)
Triggerall = EnemyNear(var(2)),HitDefAttr = SC,AT || (!(EnemyNear(var(2)),HitDefAttr = SCA,AA,AP,AT) && EnemyNear(var(2)),StateNo >= 1000)
Triggerall = !(EnemyNear(var(2)),AnimTime = -1)
Triggerall = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Triggerall = EnemyNear(var(2)),Vel X >= 0
Trigger1 = fvar(4) - (EnemyNear(var(2)),Vel X*fvar(14)*var(6)*20) = [-15,40]


[State -3, Wv]
type = ChangeState
value = 43
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = var(59) || fvar(39) = 4
Triggerall = RoundState = 2 && Life > 0
Triggerall = !(StateType = A || StateType = L)
Triggerall = EnemyNear(var(2)),MoveType = A
Triggerall = !(EnemyNear(var(2)),StateType = A || EnemyNear(var(2)),StateType = L)
Triggerall = EnemyNear(var(2)),HitDefAttr = SC,AT || (!(EnemyNear(var(2)),HitDefAttr = SCA,AA,AP,AT) && EnemyNear(var(2)),StateNo >= 1000)
Triggerall = !(EnemyNear(var(2)),AnimTime = -1)
Triggerall = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Triggerall = EnemyNear(var(2)),Vel X > 0
Trigger1 = fvar(4) - (IfElse((fvar(29)=3||fvar(29)=6),-5.4,-3.6)*15+EnemyNear(var(2)),Vel X*fvar(14)*var(6)*20) < 40


;===================================================================================
:===================================================================================
;yiΒnjz
;===================================================================================
;===================================================================================

[State -3, Ő]
type = ChangeState
value = 2400
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = !(fvar(29) = 1 || fvar(29) = 4)
Triggerall = var(59) || fvar(39) = 2
Triggerall = RoundState = 2 && Life > 0
Triggerall = !(StateType = A || StateType = L)
Triggerall = var(58) >= 1
Triggerall = (fvar(4)-EnemyNear(var(2)),Vel X*fvar(14)*32*var(6)) < 120+(InGuardDist)*320
Triggerall = !(EnemyNear(var(2)),StateType = A || EnemyNear(var(2)),StateType = L) && EnemyNear(var(2)),MoveType = A
Triggerall = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Triggerall = EnemyNear(var(2)),StateNo >= 700
Triggerall = (EnemyNear(var(2)),Time >= 50-var(59)*4 || var(59) = 11) || (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159]) || fvar(39) = 2
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger1 = (fvar(4)-EnemyNear(var(2)),Vel X*fvar(14)*32*var(6)) < 40
Trigger2 = StateNo = 205 && AnimElem = 2,>= 0 && AnimElem = 4, < 0 
Trigger3 = StateNo = 210 && AnimElem = 7,>= 0 && AnimElem = 9, < 0 && !((fvar(29) = 1 && !fvar(26)) || fvar(29) = 4)
Trigger4 = StateNo = 215 && AnimElem = 4,>= 0 && AnimElem = 7, < 0
Trigger5 = StateNo = 220 && AnimElem = 4,>= 0 && AnimElem = 5, < 0 && fvar(29) != 1
Trigger6 = StateNo = 225 && AnimElem = 3,>= 0 && AnimElem = 4, < 0
Trigger7 = StateNo = 235 && AnimElem = 4,>= 0 && AnimElem = 5, < 0
Trigger8 = StateNo = 240 && AnimElem = 4,>= 0 && AnimElem = 5, < 0
Trigger9 = StateNo = 400 && AnimElem = 2,>= 0 && AnimElem = 3, < 0
Trigger10 = StateNo = 410 && AnimElem = 5,>= 0 && AnimElem = 7, < 0
Trigger11 = StateNo = 420 && AnimElem = 3, >= 0 && (!(fvar(29) = 1 || fvar(29) = 4) || fvar(26))
Trigger12 = StateNo = 430 && AnimElem = 6,>= 0 && AnimElem = 7, < 0


[State -3, r[XfXgNVA]
Type = ChangeState
Value = 1400
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = fvar(29) = 3 || fvar(29) = 6
Triggerall = var(59) || fvar(39) = 1
Triggerall = RoundState = 2 && Life > 0
Triggerall = !(StateType = A || StateType = L)
Triggerall = InGuardDist || fvar(4) = [-15,174]
Triggerall = !(EnemyNear(var(2)),StateType = A || EnemyNear(var(2)),StateType = L) && EnemyNear(var(2)),MoveType = A
Triggerall = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Triggerall = EnemyNear(var(2)),AnimTime <= -(14+Ceil(IfElse(fvar(4)<=99,0,fvar(4))/15))
Triggerall = EnemyNear(var(2)),Vel X = 0
Triggerall = EnemyNear(var(2)),Const(size.mid.pos.y) < -65 || (EnemyNear(var(2)),Const(size.head.pos.y) < -70 && EnemyNear(var(2)),StateType = S)
Triggerall = EnemyNear(var(2)),StateNo < 2000 || (EnemyNear(var(2)),StateNo >= 2000 && (EnemyNear(var(2)),HitDefAttr = SCA,AA,AP,AT || EnemyNear(var(2)),AnimTime = -14)) || StateNo = [200,700)
Triggerall = (EnemyNear(var(2)),Time >= 50-var(59)*4 || var(59) = 11) || (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159]) || fvar(39) = 2
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && AnimElem = 2,>= 0 && AnimElem = 4, < 0 
Trigger3 = StateNo = 210 && AnimElem = 7,>= 0 && AnimElem = 9, < 0 && !((fvar(29) = 1 && !fvar(26)) || fvar(29) = 4)
Trigger4 = StateNo = 215 && AnimElem = 4,>= 0 && AnimElem = 7, < 0
Trigger5 = StateNo = 220 && AnimElem = 4,>= 0 && AnimElem = 5, < 0 && fvar(29) != 1
Trigger6 = StateNo = 225 && AnimElem = 3,>= 0 && AnimElem = 4, < 0
Trigger7 = StateNo = 235 && AnimElem = 4,>= 0 && AnimElem = 5, < 0
Trigger8 = StateNo = 240 && AnimElem = 4,>= 0 && AnimElem = 5, < 0
Trigger9 = StateNo = 400 && AnimElem = 2,>= 0 && AnimElem = 3, < 0
Trigger10 = StateNo = 410 && AnimElem = 5,>= 0 && AnimElem = 7, < 0
Trigger11 = StateNo = 420 && AnimElem = 3, >= 0 && (!(fvar(29) = 1 || fvar(29) = 4) || fvar(26))
Trigger12 = StateNo = 430 && AnimElem = 6,>= 0 && AnimElem = 7, < 0
Trigger13 = var(46) && !(StateNo = [1400,1500))


[State -3, WFmTChJb^['94]
type = ChangeState
value = 1900
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = !(fvar(29) = 1 || fvar(29) = 4)
Triggerall = var(59) || fvar(39) = 2
Triggerall = RoundState = 2 && Life > 0
Triggerall = !(StateType = A || StateType = L)
Triggerall = InGuardDist || fvar(4) = [-15,120]
Triggerall = !(EnemyNear(var(2)),StateType = A || EnemyNear(var(2)),StateType = L) && EnemyNear(var(2)),MoveType = A
Triggerall = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Triggerall = !(EnemyNear(var(2)),AnimTime = [-7,0]) || EnemyNear(var(2)),HitDefAttr = SCA,AT
Triggerall = fvar(4)-EnemyNear(var(2)),Vel X*fvar(14)*7*var(6) = [-15,40]
Triggerall = EnemyNear(var(2)),StateNo < 2000 || (EnemyNear(var(2)),StateNo >= 2000 && (EnemyNear(var(2)),HitDefAttr = SCA,AA,AT || EnemyNear(var(2)),AnimTime = -7)) || StateNo = [200,700)
Triggerall = (EnemyNear(var(2)),Time >= 50-var(59)*4 || var(59) = 11) || (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159]) || fvar(39) = 2
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && AnimElem = 2,>= 0 && AnimElem = 4, < 0 
Trigger3 = StateNo = 210 && AnimElem = 7,>= 0 && AnimElem = 9, < 0 && !((fvar(29) = 1 && !fvar(26)) || fvar(29) = 4)
Trigger4 = StateNo = 215 && AnimElem = 4,>= 0 && AnimElem = 7, < 0
Trigger5 = StateNo = 220 && AnimElem = 4,>= 0 && AnimElem = 5, < 0 && fvar(29) != 1
Trigger6 = StateNo = 225 && AnimElem = 3,>= 0 && AnimElem = 4, < 0
Trigger7 = StateNo = 235 && AnimElem = 4,>= 0 && AnimElem = 5, < 0
Trigger8 = StateNo = 240 && AnimElem = 4,>= 0 && AnimElem = 5, < 0
Trigger9 = StateNo = 400 && AnimElem = 2,>= 0 && AnimElem = 3, < 0
Trigger10 = StateNo = 410 && AnimElem = 5,>= 0 && AnimElem = 7, < 0
Trigger11 = StateNo = 420 && AnimElem = 3, >= 0 && (!(fvar(29) = 1 || fvar(29) = 4) || fvar(26))
Trigger12 = StateNo = 430 && AnimElem = 6,>= 0 && AnimElem = 7, < 0


[State -3, WFmTChJb^[2002A]
type = ChangeState
value = 1300
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = !((fvar(29) = 1 && !fvar(26)) || fvar(29) = 4)
Triggerall = var(59) || fvar(39) = 2
Triggerall = RoundState = 2 && Life > 0
Triggerall = !(StateType = A || StateType = L)
Triggerall = InGuardDist || fvar(4) = [-15,120]
Triggerall = !(EnemyNear(var(2)),StateType = A || EnemyNear(var(2)),StateType = L) && EnemyNear(var(2)),MoveType = A
Triggerall = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Triggerall = var(58) >= 1
Triggerall = !(EnemyNear(var(2)),AnimTime = [-9,0]) || EnemyNear(var(2)),HitDefAttr = SCA,AT
Triggerall = fvar(4)-EnemyNear(var(2)),Vel X*fvar(14)*9*var(6) = [-15,60+(var(52)>0)*20]
Triggerall = !(var(52) && !(EnemyNear(var(2)),Const(size.mid.pos.y) < -65 || (EnemyNear(var(2)),Const(size.head.pos.y) < -70 && EnemyNear(var(2)),StateType = S)))
Triggerall = EnemyNear(var(2)),NumProj = 0
Triggerall = EnemyNear(var(2)),StateNo < 2000 || (EnemyNear(var(2)),StateNo >= 2000 && (EnemyNear(var(2)),HitDefAttr = SCA,AA,AT || EnemyNear(var(2)),AnimTime = -9)) || StateNo = [200,700)
Triggerall = (EnemyNear(var(2)),Time >= 50-var(59)*4 || var(59) = 11) || (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159]) || fvar(39) = 2
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && AnimElem = 2,>= 0 && AnimElem = 4, < 0 
Trigger3 = StateNo = 210 && AnimElem = 7,>= 0 && AnimElem = 9, < 0 && !((fvar(29) = 1 && !fvar(26)) || fvar(29) = 4)
Trigger4 = StateNo = 215 && AnimElem = 4,>= 0 && AnimElem = 7, < 0
Trigger5 = StateNo = 220 && AnimElem = 4,>= 0 && AnimElem = 5, < 0 && fvar(29) != 1
Trigger6 = StateNo = 225 && AnimElem = 3,>= 0 && AnimElem = 4, < 0
Trigger7 = StateNo = 235 && AnimElem = 4,>= 0 && AnimElem = 5, < 0
Trigger8 = StateNo = 240 && AnimElem = 4,>= 0 && AnimElem = 5, < 0
Trigger9 = StateNo = 400 && AnimElem = 2,>= 0 && AnimElem = 3, < 0
Trigger10 = StateNo = 410 && AnimElem = 5,>= 0 && AnimElem = 7, < 0
Trigger11 = StateNo = 420 && AnimElem = 3, >= 0 && (!(fvar(29) = 1 || fvar(29) = 4) || fvar(26))
Trigger12 = StateNo = 430 && AnimElem = 6,>= 0 && AnimElem = 7, < 0


[State -3, WFmTChJb^[2002B]
type = ChangeState
value = 1350
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = fvar(29) != 4
Triggerall = var(59) || fvar(39) = 2
Triggerall = RoundState = 2 && Life > 0
Triggerall = !(StateType = A || StateType = L)
Triggerall = InGuardDist || fvar(4) = [-15,120]
Triggerall = !(EnemyNear(var(2)),StateType = A || EnemyNear(var(2)),StateType = L) && EnemyNear(var(2)),MoveType = A
Triggerall = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Triggerall = !(EnemyNear(var(2)),AnimTime = [-9,0]) || EnemyNear(var(2)),HitDefAttr = SCA,AT
Triggerall = fvar(4)-EnemyNear(var(2)),Vel X*fvar(14)*9*var(6) = [-15,80]
Triggerall = EnemyNear(var(2)),NumProj = 0
Triggerall = EnemyNear(var(2)),StateNo < 2000 || (EnemyNear(var(2)),StateNo >= 2000 && (EnemyNear(var(2)),HitDefAttr = SCA,AA,AT || EnemyNear(var(2)),AnimTime = -9)) || StateNo = [200,700)
Triggerall = (EnemyNear(var(2)),Time >= 50-var(59)*4 || var(59) = 11) || (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159]) || fvar(39) = 2
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && AnimElem = 2,>= 0 && AnimElem = 4, < 0 
Trigger3 = StateNo = 210 && AnimElem = 7,>= 0 && AnimElem = 9, < 0 && !((fvar(29) = 1 && !fvar(26)) || fvar(29) = 4)
Trigger4 = StateNo = 215 && AnimElem = 4,>= 0 && AnimElem = 7, < 0
Trigger5 = StateNo = 220 && AnimElem = 4,>= 0 && AnimElem = 5, < 0 && fvar(29) != 1
Trigger6 = StateNo = 225 && AnimElem = 3,>= 0 && AnimElem = 4, < 0
Trigger7 = StateNo = 235 && AnimElem = 4,>= 0 && AnimElem = 5, < 0
Trigger8 = StateNo = 240 && AnimElem = 4,>= 0 && AnimElem = 5, < 0
Trigger9 = StateNo = 400 && AnimElem = 2,>= 0 && AnimElem = 3, < 0
Trigger10 = StateNo = 410 && AnimElem = 5,>= 0 && AnimElem = 7, < 0
Trigger11 = StateNo = 420 && AnimElem = 3, >= 0 && (!(fvar(29) = 1 || fvar(29) = 4) || fvar(26))
Trigger12 = StateNo = 430 && AnimElem = 6,>= 0 && AnimElem = 7, < 0


[State -3, WFmTChJb^[98umA]
type = ChangeState
value = 1305
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = fvar(29) != 1
Triggerall = var(59) || fvar(39) = 2
Triggerall = RoundState = 2 && Life > 0
Triggerall = !(StateType = A || StateType = L)
Triggerall = InGuardDist || fvar(4) = [-15,100]
Triggerall = !(EnemyNear(var(2)),StateType = A || EnemyNear(var(2)),StateType = L) && EnemyNear(var(2)),MoveType = A
Triggerall = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Triggerall = !(EnemyNear(var(2)),AnimTime = [-9,0]) || EnemyNear(var(2)),HitDefAttr = SCA,AT
Triggerall = !(!(fvar(29) = 1 || fvar(29) = 4) && var(52))
Triggerall = fvar(4)-EnemyNear(var(2)),Vel X*fvar(14)*9*var(6) = [-15,88]
Triggerall = EnemyNear(var(2)),NumProj = 0
Triggerall = EnemyNear(var(2)),StateNo < 2000 || (EnemyNear(var(2)),StateNo >= 2000 && (EnemyNear(var(2)),HitDefAttr = SCA,AA,AT || EnemyNear(var(2)),AnimTime = -9)) || StateNo = [200,700)
Triggerall = (EnemyNear(var(2)),Time >= 50-var(59)*4 || var(59) = 11) || (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159]) || fvar(39) = 2
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && AnimElem = 2,>= 0 && AnimElem = 4, < 0 
Trigger3 = StateNo = 210 && AnimElem = 7,>= 0 && AnimElem = 9, < 0 && !((fvar(29) = 1 && !fvar(26)) || fvar(29) = 4)
Trigger4 = StateNo = 215 && AnimElem = 4,>= 0 && AnimElem = 7, < 0
Trigger5 = StateNo = 220 && AnimElem = 4,>= 0 && AnimElem = 5, < 0 && fvar(29) != 1
Trigger6 = StateNo = 225 && AnimElem = 3,>= 0 && AnimElem = 4, < 0
Trigger7 = StateNo = 235 && AnimElem = 4,>= 0 && AnimElem = 5, < 0
Trigger8 = StateNo = 240 && AnimElem = 4,>= 0 && AnimElem = 5, < 0
Trigger9 = StateNo = 400 && AnimElem = 2,>= 0 && AnimElem = 3, < 0
Trigger10 = StateNo = 410 && AnimElem = 5,>= 0 && AnimElem = 7, < 0
Trigger11 = StateNo = 420 && AnimElem = 3, >= 0 && (!(fvar(29) = 1 || fvar(29) = 4) || fvar(26))
Trigger12 = StateNo = 430 && AnimElem = 6,>= 0 && AnimElem = 7, < 0


[State -3, XR[sIEfXbN]
type = ChangeState
value = 800
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = var(59) || fvar(39) = 2
Triggerall = RoundState = 2 && Life > 0
Triggerall = !(StateType = A || StateType = L)
Triggerall =  abs(fvar(4)) <= 18
Triggerall = !(EnemyNear(var(2)),StateType = A || EnemyNear(var(2)),StateType = L) && EnemyNear(var(2)),MoveType = A
Triggerall = var(35) = [1,5]
Triggerall = Ctrl || StateNo = 1 || (StateNo = [21,22])
Triggerall = EnemyNear(var(2)),StateNo < 1000 || (EnemyNear(var(2)),StateNo >= 1000 && (EnemyNear(var(2)),HitDefAttr = SCA,AA,AP || EnemyNear(var(2)),AnimTime = -1))
Triggerall = (EnemyNear(var(2)),Time >= 50-var(59)*4 || var(59) = 11) || (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159]) || fvar(39) = 2
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Triggerall = !var(17)
Trigger1 = !(EnemyNear(var(2)),HitDefAttr = SCA,AA,AP,AT)
Trigger2 = EnemyNear(var(2)),AnimTime = -1

[State -3, XR[sIuE]
type = ChangeState
value = 850
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = var(59) || fvar(39) = 2
Triggerall = RoundState = 2 && Life > 0
Triggerall = !(StateType = A || StateType = L)
Triggerall =  abs(fvar(4)) <= 18
Triggerall = !(EnemyNear(var(2)),StateType = A || EnemyNear(var(2)),StateType = L) && EnemyNear(var(2)),MoveType = A
Triggerall = !(EnemyNear(var(2)),HitDefAttr = SCA,AA,AP,AT)
Triggerall = var(35) = [6,10]
Triggerall = Ctrl || StateNo = 1 || (StateNo = [21,22])
Triggerall = EnemyNear(var(2)),StateNo < 1000 || (EnemyNear(var(2)),StateNo >= 1000 && (EnemyNear(var(2)),HitDefAttr = SCA,AA,AP || EnemyNear(var(2)),AnimTime = -1))
Triggerall = (EnemyNear(var(2)),Time >= 50-var(59)*4 || var(59) = 11) || (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159]) || fvar(39) = 2
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Triggerall = !var(17)
Trigger1 = !(EnemyNear(var(2)),HitDefAttr = SCA,AA,AP,AT)
Trigger2 = EnemyNear(var(2)),AnimTime = -1


[State -3, MAXŃK[GNXL[W];50-28 = 22
type = ChangeState
value = 2300
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = fvar(29) != 1
Triggerall = var(52)
Triggerall = var(59) || fvar(39) = 2
Triggerall = RoundState = 2 && Life > 0
Triggerall = !(StateType = A || StateType = L)
Triggerall = !(EnemyNear(var(2)),StateType = A || EnemyNear(var(2)),StateType = L) && EnemyNear(var(2)),MoveType = A
Triggerall = (((fvar(29) = 4 && fvar(34) = 1) || fvar(26) = 1) && Power >= 3000) || (!(fvar(29) = 1 || fvar(29) = 4) && Power >= IfElse(!var(53),2000,1000)) || ((fvar(29) = 1 || var(52)) && var(58) = 2)
Triggerall = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Triggerall = !(EnemyNear(var(2)),AnimTime = [-22,0])
Triggerall = (EnemyNear(var(2)),HitDefAttr = SCA,AA,AP || EnemyNear(var(2)),NumProj > 0) || (fvar(29) = 3 || fvar(29) = 6)
Triggerall = fvar(4) - (11.8*(1+(fvar(29)=3||fvar(29)=6)*0.5)*13 + EnemyNear(var(2)),Vel X*fvar(14)*22*var(6)) = [-15,104]
Triggerall = (EnemyNear(var(2)),Time >= 50-var(59)*4 || var(59) = 11) || (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159]) || fvar(39) = 2
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && AnimElem = 2,>= 0 && AnimElem = 4, < 0 
Trigger3 = StateNo = 210 && AnimElem = 7,>= 0 && AnimElem = 9, < 0 && !((fvar(29) = 1 && !fvar(26)) || fvar(29) = 4)
Trigger4 = StateNo = 215 && AnimElem = 4,>= 0 && AnimElem = 7, < 0
Trigger5 = StateNo = 220 && AnimElem = 4,>= 0 && AnimElem = 5, < 0 && fvar(29) != 1
Trigger6 = StateNo = 225 && AnimElem = 3,>= 0 && AnimElem = 4, < 0
Trigger7 = StateNo = 235 && AnimElem = 4,>= 0 && AnimElem = 5, < 0
Trigger8 = StateNo = 240 && AnimElem = 4,>= 0 && AnimElem = 5, < 0
Trigger9 = StateNo = 400 && AnimElem = 2,>= 0 && AnimElem = 3, < 0
Trigger10 = StateNo = 410 && AnimElem = 5,>= 0 && AnimElem = 7, < 0
Trigger11 = StateNo = 420 && AnimElem = 3, >= 0 && (!(fvar(29) = 1 || fvar(29) = 4) || fvar(26))
Trigger12 = StateNo = 430 && AnimElem = 6,>= 0 && AnimElem = 7, < 0


[State -3, K[GNXL[WY];50-28 = 22
type = ChangeState
value = 2250
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = fvar(29) != 1
Triggerall = var(59) || fvar(39) = 2
Triggerall = RoundState = 2 && Life > 0
Triggerall = !(StateType = A || StateType = L)
Triggerall = !(EnemyNear(var(2)),StateType = A || EnemyNear(var(2)),StateType = L) && EnemyNear(var(2)),MoveType = A
Triggerall = var(58) >= 1
Triggerall = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Triggerall = !(EnemyNear(var(2)),AnimTime = [-22,0])
Triggerall = (EnemyNear(var(2)),HitDefAttr = SCA,AA,AP || EnemyNear(var(2)),NumProj > 0) || (fvar(29) = 3 || fvar(29) = 6)
Triggerall = fvar(4) - (11.8*(1+(fvar(29)=3||fvar(29)=6)*0.5)*13 + EnemyNear(var(2)),Vel X*fvar(14)*22*var(6)) = [-15,104]
Triggerall = (EnemyNear(var(2)),Time >= 50-var(59)*4 || var(59) = 11) || (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159]) || fvar(39) = 2
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && AnimElem = 2,>= 0 && AnimElem = 4, < 0 
Trigger3 = StateNo = 210 && AnimElem = 7,>= 0 && AnimElem = 9, < 0 && !((fvar(29) = 1 && !fvar(26)) || fvar(29) = 4)
Trigger4 = StateNo = 215 && AnimElem = 4,>= 0 && AnimElem = 7, < 0
Trigger5 = StateNo = 220 && AnimElem = 4,>= 0 && AnimElem = 5, < 0 && fvar(29) != 1
Trigger6 = StateNo = 225 && AnimElem = 3,>= 0 && AnimElem = 4, < 0
Trigger7 = StateNo = 235 && AnimElem = 4,>= 0 && AnimElem = 5, < 0
Trigger8 = StateNo = 240 && AnimElem = 4,>= 0 && AnimElem = 5, < 0
Trigger9 = StateNo = 400 && AnimElem = 2,>= 0 && AnimElem = 3, < 0
Trigger10 = StateNo = 410 && AnimElem = 5,>= 0 && AnimElem = 7, < 0
Trigger11 = StateNo = 420 && AnimElem = 3, >= 0 && (!(fvar(29) = 1 || fvar(29) = 4) || fvar(26))
Trigger12 = StateNo = 430 && AnimElem = 6,>= 0 && AnimElem = 7, < 0


[State -3, K[GNXL[WX];46-28 = 18
type = ChangeState
value = 2200
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = fvar(29) != 1
Triggerall = var(59) || fvar(39) = 2
Triggerall = RoundState = 2 && Life > 0
Triggerall = !(StateType = A || StateType = L)
Triggerall = !(EnemyNear(var(2)),StateType = A || EnemyNear(var(2)),StateType = L) && EnemyNear(var(2)),MoveType = A
Triggerall = var(58) >= 1
Triggerall = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Triggerall = !(EnemyNear(var(2)),AnimTime = [-18,0])
Triggerall = (EnemyNear(var(2)),HitDefAttr = SCA,AA,AP || EnemyNear(var(2)),NumProj > 0) || (fvar(29) = 3 || fvar(29) = 6)
Triggerall = fvar(4) - (11.8*(1+(fvar(29)=3||fvar(29)=6)*0.5)*9 + EnemyNear(var(2)),Vel X*fvar(14)*18*var(6)) = [-15,104]
Triggerall = (EnemyNear(var(2)),Time >= 50-var(59)*4 || var(59) = 11) || (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159]) || fvar(39) = 2
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && AnimElem = 2,>= 0 && AnimElem = 4, < 0 
Trigger3 = StateNo = 210 && AnimElem = 7,>= 0 && AnimElem = 9, < 0 && !((fvar(29) = 1 && !fvar(26)) || fvar(29) = 4)
Trigger4 = StateNo = 215 && AnimElem = 4,>= 0 && AnimElem = 7, < 0
Trigger5 = StateNo = 220 && AnimElem = 4,>= 0 && AnimElem = 5, < 0 && fvar(29) != 1
Trigger6 = StateNo = 225 && AnimElem = 3,>= 0 && AnimElem = 4, < 0
Trigger7 = StateNo = 235 && AnimElem = 4,>= 0 && AnimElem = 5, < 0
Trigger8 = StateNo = 240 && AnimElem = 4,>= 0 && AnimElem = 5, < 0
Trigger9 = StateNo = 400 && AnimElem = 2,>= 0 && AnimElem = 3, < 0
Trigger10 = StateNo = 410 && AnimElem = 5,>= 0 && AnimElem = 7, < 0
Trigger11 = StateNo = 420 && AnimElem = 3, >= 0 && (!(fvar(29) = 1 || fvar(29) = 4) || fvar(26))
Trigger12 = StateNo = 430 && AnimElem = 6,>= 0 && AnimElem = 7, < 0


[State -3, WFmTChJb^[EGA]
type = ChangeState
value = 1950
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = !(fvar(29) = 1 || fvar(29) = 4)
Triggerall = var(59) || fvar(39) = 2
Triggerall = RoundState = 2 && Life > 0
Triggerall = StateType = A
Triggerall = EnemyNear(var(2)),MoveType = A
Triggerall = InGuardDist || var(36)
Triggerall = abs(fvar(4) - EnemyNear(var(2)),Vel X*9) < 135
Triggerall = (EnemyNear(var(2)),Time >= 50-var(59)*4 || var(59) = 11) || (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159]) || fvar(39) = 2
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = Ctrl || StateNo = 102 || StateNo = 105 || var(15)


;===================================================================================
:===================================================================================
;y΋ijz
;===================================================================================
;===================================================================================


[State -3, WFmTChJb^['2002A]
type = ChangeState
value = 1300
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = fvar(29) != 4
Triggerall = var(59) || fvar(39) = 3
Triggerall = RoundState = 2 && Life > 0
Triggerall = !(StateType = A || StateType = L)
Triggerall = EnemyNear(var(2)),StateType = A && EnemyNear(var(2)),MoveType = A
Triggerall = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Triggerall = !var(9)
Triggerall = InGuardDist || var(38)
Triggerall = fvar(4)-EnemyNear(var(2)),Vel X*fvar(14)*9*var(6) = [17-(EnemyNear(var(2)),Const(size.air.back)+EnemyNear(var(2)),Const(size.air.front))-var(39)*50,80]
Triggerall = fvar(3) + EnemyNear(var(2)),Vel Y*9 + 0.5*fvar(16)*9*8*(EnemyNear(var(2)),Vel Y != 0) = [-50,10]
Triggerall = (EnemyNear(var(2)),Time >= 50-var(59)*4 || var(59) = 11) || (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159]) || fvar(39) = 2
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && AnimElem = 2,>= 0 && AnimElem = 4, < 0 
Trigger3 = StateNo = 210 && AnimElem = 7,>= 0 && AnimElem = 9, < 0 && !((fvar(29) = 1 && !fvar(26)) || fvar(29) = 4)
Trigger4 = StateNo = 215 && AnimElem = 4,>= 0 && AnimElem = 7, < 0
Trigger5 = StateNo = 220 && AnimElem = 4,>= 0 && AnimElem = 5, < 0 && fvar(29) != 1
Trigger6 = StateNo = 225 && AnimElem = 3,>= 0 && AnimElem = 4, < 0
Trigger7 = StateNo = 235 && AnimElem = 4,>= 0 && AnimElem = 5, < 0
Trigger8 = StateNo = 240 && AnimElem = 4,>= 0 && AnimElem = 5, < 0
Trigger9 = StateNo = 400 && AnimElem = 2,>= 0 && AnimElem = 3, < 0
Trigger10 = StateNo = 410 && AnimElem = 5,>= 0 && AnimElem = 7, < 0
Trigger11 = StateNo = 420 && AnimElem = 3, >= 0 && (!(fvar(29) = 1 || fvar(29) = 4) || fvar(26))
Trigger12 = StateNo = 430 && AnimElem = 6,>= 0 && AnimElem = 7, < 0


[State -3, WFmTChJb^['98UM]
type = ChangeState
value = 1305
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = fvar(29) != 1
Triggerall = var(59) || fvar(39) = 3
Triggerall = RoundState = 2 && Life > 0
Triggerall = !(StateType = A || StateType = L)
Triggerall = EnemyNear(var(2)),StateType = A && EnemyNear(var(2)),MoveType = A
Triggerall = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Triggerall = !var(9)
Triggerall = InGuardDist || var(38)
Triggerall = fvar(4)-EnemyNear(var(2)),Vel X*fvar(14)*9*var(6) = [25-(EnemyNear(var(2)),Const(size.air.back)+EnemyNear(var(2)),Const(size.air.front))-var(39)*50,88]
Triggerall = fvar(3) + EnemyNear(var(2)),Vel Y*9 + 0.5*fvar(16)*9*8*(EnemyNear(var(2)),Vel Y != 0) = [-50,10]
Triggerall = (EnemyNear(var(2)),Time >= 50-var(59)*4 || var(59) = 11) || (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159]) || fvar(39) = 2
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && AnimElem = 2,>= 0 && AnimElem = 4, < 0 
Trigger3 = StateNo = 210 && AnimElem = 7,>= 0 && AnimElem = 9, < 0 && !((fvar(29) = 1 && !fvar(26)) || fvar(29) = 4)
Trigger4 = StateNo = 215 && AnimElem = 4,>= 0 && AnimElem = 7, < 0
Trigger5 = StateNo = 220 && AnimElem = 4,>= 0 && AnimElem = 5, < 0 && fvar(29) != 1
Trigger6 = StateNo = 225 && AnimElem = 3,>= 0 && AnimElem = 4, < 0
Trigger7 = StateNo = 235 && AnimElem = 4,>= 0 && AnimElem = 5, < 0
Trigger8 = StateNo = 240 && AnimElem = 4,>= 0 && AnimElem = 5, < 0
Trigger9 = StateNo = 400 && AnimElem = 2,>= 0 && AnimElem = 3, < 0
Trigger10 = StateNo = 410 && AnimElem = 5,>= 0 && AnimElem = 7, < 0
Trigger11 = StateNo = 420 && AnimElem = 3, >= 0 && (!(fvar(29) = 1 || fvar(29) = 4) || fvar(26))
Trigger12 = StateNo = 430 && AnimElem = 6,>= 0 && AnimElem = 7, < 0


[State -3, WFmTChJb^['94]
type = ChangeState
value = 1900
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = !(fvar(29) = 1 || fvar(29) = 4)
Triggerall = var(59) || fvar(39) = 3
Triggerall = RoundState = 2 && Life > 0
Triggerall = !(StateType = A || StateType = L)
Triggerall = EnemyNear(var(2)),StateType = A && EnemyNear(var(2)),MoveType = A
Triggerall = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Triggerall = !var(9)
Triggerall = InGuardDist || var(38)
Triggerall = fvar(4)-EnemyNear(var(2)),Vel X*fvar(14)*7*var(6) = [1-(EnemyNear(var(2)),Const(size.air.back)+EnemyNear(var(2)),Const(size.air.front))-var(39)*50,70]
Triggerall = fvar(3) + EnemyNear(var(2)),Vel Y*7 + 0.5*fvar(16)*7*6*(EnemyNear(var(2)),Vel Y != 0) = [-100,10]
Triggerall = (EnemyNear(var(2)),Time >= 50-var(59)*4 || var(59) = 11) || (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159]) || fvar(39) = 2
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && AnimElem = 2,>= 0 && AnimElem = 4, < 0 
Trigger3 = StateNo = 210 && AnimElem = 7,>= 0 && AnimElem = 9, < 0 && !((fvar(29) = 1 && !fvar(26)) || fvar(29) = 4)
Trigger4 = StateNo = 215 && AnimElem = 4,>= 0 && AnimElem = 7, < 0
Trigger5 = StateNo = 220 && AnimElem = 4,>= 0 && AnimElem = 5, < 0 && fvar(29) != 1
Trigger6 = StateNo = 225 && AnimElem = 3,>= 0 && AnimElem = 4, < 0
Trigger7 = StateNo = 235 && AnimElem = 4,>= 0 && AnimElem = 5, < 0
Trigger8 = StateNo = 240 && AnimElem = 4,>= 0 && AnimElem = 5, < 0
Trigger9 = StateNo = 400 && AnimElem = 2,>= 0 && AnimElem = 3, < 0
Trigger10 = StateNo = 410 && AnimElem = 5,>= 0 && AnimElem = 7, < 0
Trigger11 = StateNo = 420 && AnimElem = 3, >= 0 && (!(fvar(29) = 1 || fvar(29) = 4) || fvar(26))
Trigger12 = StateNo = 430 && AnimElem = 6,>= 0 && AnimElem = 7, < 0

;===================================================================================
:===================================================================================
;y΋iʏjz
;===================================================================================
;===================================================================================


[State -3, WFmTChJb^['2002A]
type = ChangeState
value = 1300
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = fvar(29) != 4
Triggerall = var(59) || fvar(39) = 3
Triggerall = RoundState = 2 && Life > 0
Triggerall = !(StateType = A || StateType = L)
Triggerall = EnemyNear(var(2)),StateType = A && EnemyNear(var(2)),MoveType = I
Triggerall = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Triggerall = !var(9)
Triggerall = !(InGuardDist || var(38))
Triggerall = fvar(4)-EnemyNear(var(2)),Vel X*fvar(14)*9*var(6) = [17-(EnemyNear(var(2)),Const(size.air.back)+EnemyNear(var(2)),Const(size.air.front))-var(39)*50,80]
Triggerall = fvar(3) + EnemyNear(var(2)),Vel Y*9 + 0.5*fvar(16)*9*8*(EnemyNear(var(2)),Vel Y != 0) = [-50,10]
Triggerall = (var(43) >= 30-var(59)*2 || var(59) = 11) || (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159]) || fvar(39) = 2
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && AnimElem = 2,>= 0 && AnimElem = 4, < 0 
Trigger3 = StateNo = 210 && AnimElem = 7,>= 0 && AnimElem = 9, < 0 && !((fvar(29) = 1 && !fvar(26)) || fvar(29) = 4)
Trigger4 = StateNo = 215 && AnimElem = 4,>= 0 && AnimElem = 7, < 0
Trigger5 = StateNo = 220 && AnimElem = 4,>= 0 && AnimElem = 5, < 0 && fvar(29) != 1
Trigger6 = StateNo = 225 && AnimElem = 3,>= 0 && AnimElem = 4, < 0
Trigger7 = StateNo = 235 && AnimElem = 4,>= 0 && AnimElem = 5, < 0
Trigger8 = StateNo = 240 && AnimElem = 4,>= 0 && AnimElem = 5, < 0
Trigger9 = StateNo = 400 && AnimElem = 2,>= 0 && AnimElem = 3, < 0
Trigger10 = StateNo = 410 && AnimElem = 5,>= 0 && AnimElem = 7, < 0
Trigger11 = StateNo = 420 && AnimElem = 3, >= 0 && (!(fvar(29) = 1 || fvar(29) = 4) || fvar(26))
Trigger12 = StateNo = 430 && AnimElem = 6,>= 0 && AnimElem = 7, < 0


[State -3, WFmTChJb^['98umA]
type = ChangeState
value = 1305
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = fvar(29) != 1
Triggerall = var(59) || fvar(39) = 3
Triggerall = RoundState = 2 && Life > 0
Triggerall = !(StateType = A || StateType = L)
Triggerall = EnemyNear(var(2)),StateType = A && EnemyNear(var(2)),MoveType = I
Triggerall = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Triggerall = !var(9)
Triggerall = !(InGuardDist || var(38))
Triggerall = fvar(4)-EnemyNear(var(2)),Vel X*fvar(14)*9*var(6) = [25-(EnemyNear(var(2)),Const(size.air.back)+EnemyNear(var(2)),Const(size.air.front))-var(39)*50,88]
Triggerall = fvar(3) + EnemyNear(var(2)),Vel Y*9 + 0.5*fvar(16)*9*8*(EnemyNear(var(2)),Vel Y != 0) = [-50,10]
Triggerall = (var(43) >= 30-var(59)*2 || var(59) = 11) || (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159]) || fvar(39) = 2
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && AnimElem = 2,>= 0 && AnimElem = 4, < 0 
Trigger3 = StateNo = 210 && AnimElem = 7,>= 0 && AnimElem = 9, < 0 && !((fvar(29) = 1 && !fvar(26)) || fvar(29) = 4)
Trigger4 = StateNo = 215 && AnimElem = 4,>= 0 && AnimElem = 7, < 0
Trigger5 = StateNo = 220 && AnimElem = 4,>= 0 && AnimElem = 5, < 0 && fvar(29) != 1
Trigger6 = StateNo = 225 && AnimElem = 3,>= 0 && AnimElem = 4, < 0
Trigger7 = StateNo = 235 && AnimElem = 4,>= 0 && AnimElem = 5, < 0
Trigger8 = StateNo = 240 && AnimElem = 4,>= 0 && AnimElem = 5, < 0
Trigger9 = StateNo = 400 && AnimElem = 2,>= 0 && AnimElem = 3, < 0
Trigger10 = StateNo = 410 && AnimElem = 5,>= 0 && AnimElem = 7, < 0
Trigger11 = StateNo = 420 && AnimElem = 3, >= 0 && (!(fvar(29) = 1 || fvar(29) = 4) || fvar(26))
Trigger12 = StateNo = 430 && AnimElem = 6,>= 0 && AnimElem = 7, < 0


[State -3, JCU[EFCu]
type = ChangeState
value = 1000
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = fvar(29) != 4
Triggerall = var(59) || fvar(39) = 3
Triggerall = RoundState = 2 && Life > 0
Triggerall = !(StateType = A || StateType = L)
Triggerall = EnemyNear(var(2)),StateType = A && EnemyNear(var(2)),MoveType != H
Triggerall = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Triggerall = !var(9)
Triggerall = fvar(25) = [-30,10]
Triggerall = fvar(4) - EnemyNear(var(2)),Vel X*fvar(14)*var(25)*var(6) > 100
Triggerall = var(43) > 1
Triggerall = (var(43) >= 30-var(59)*2 || var(59) = 11) || (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159]) || fvar(39) = 2
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && AnimElem = 2,>= 0 && AnimElem = 4, < 0 
Trigger3 = StateNo = 210 && AnimElem = 7,>= 0 && AnimElem = 9, < 0 && !((fvar(29) = 1 && !fvar(26)) || fvar(29) = 4)
Trigger4 = StateNo = 215 && AnimElem = 4,>= 0 && AnimElem = 7, < 0
Trigger5 = StateNo = 220 && AnimElem = 4,>= 0 && AnimElem = 5, < 0 && fvar(29) != 1
Trigger6 = StateNo = 225 && AnimElem = 3,>= 0 && AnimElem = 4, < 0
Trigger7 = StateNo = 235 && AnimElem = 4,>= 0 && AnimElem = 5, < 0
Trigger8 = StateNo = 240 && AnimElem = 4,>= 0 && AnimElem = 5, < 0
Trigger9 = StateNo = 400 && AnimElem = 2,>= 0 && AnimElem = 3, < 0
Trigger10 = StateNo = 410 && AnimElem = 5,>= 0 && AnimElem = 7, < 0
Trigger11 = StateNo = 420 && AnimElem = 3, >= 0 && (!(fvar(29) = 1 || fvar(29) = 4) || fvar(26))
Trigger12 = StateNo = 430 && AnimElem = 6,>= 0 && AnimElem = 7, < 0



[State -3, Ő]
type = ChangeState
value = 2400
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = !(fvar(29) = 1 || fvar(29) = 4)
Triggerall = var(59) || fvar(39) = 3
Triggerall = RoundState = 2 && Life > 0
Triggerall = !(StateType = A || StateType = L)
Triggerall = EnemyNear(var(2)),StateType = A && EnemyNear(var(2)),MoveType != H
Triggerall = !MoveContact || Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Triggerall = var(58) >= 1
Triggerall = EnemyNear(var(2)),Vel X*fvar(14) * var(6) > 0
Triggerall = !var(9) || (fvar(29) = 3 || fvar(29) = 6)
Triggerall = fvar(3) + EnemyNear(var(2)),Vel Y*32 + 0.5*fvar(16)*32*31 = [-200,10]
Triggerall = var(43) > 1
Triggerall = (var(43) >= 30-var(59)*2 || var(59) = 11) || (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159]) || fvar(39) = 2
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && AnimElem = 2,>= 0 && AnimElem = 4, < 0 
Trigger3 = StateNo = 210 && AnimElem = 7,>= 0 && AnimElem = 9, < 0 && !((fvar(29) = 1 && !fvar(26)) || fvar(29) = 4)
Trigger4 = StateNo = 215 && AnimElem = 4,>= 0 && AnimElem = 7, < 0
Trigger5 = StateNo = 220 && AnimElem = 4,>= 0 && AnimElem = 5, < 0 && fvar(29) != 1
Trigger6 = StateNo = 225 && AnimElem = 3,>= 0 && AnimElem = 4, < 0
Trigger7 = StateNo = 235 && AnimElem = 4,>= 0 && AnimElem = 5, < 0
Trigger8 = StateNo = 240 && AnimElem = 4,>= 0 && AnimElem = 5, < 0
Trigger9 = StateNo = 400 && AnimElem = 2,>= 0 && AnimElem = 3, < 0
Trigger10 = StateNo = 410 && AnimElem = 5,>= 0 && AnimElem = 7, < 0
Trigger11 = StateNo = 420 && AnimElem = 3, >= 0 && (!(fvar(29) = 1 || fvar(29) = 4) || fvar(26))
Trigger12 = StateNo = 430 && AnimElem = 6,>= 0 && AnimElem = 7, < 0


;===================================================================================
:===================================================================================
;yEK[hLZz
;===================================================================================
;===================================================================================


[State -3, WFmTChJb^['94]
Type = ChangeState
Value = 1900
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = !(fvar(29) = 1 || fvar(29) = 4)
Triggerall = var(59) || fvar(39) = 4
Triggerall = RoundState = 2 && Life > 0
Triggerall = !(StateType = A || StateType = L)
Triggerall = StateNo = 150 || StateNo = 152
Triggerall = var(15)
Triggerall = fvar(4) = [-5,70]
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = fvar(3) >= -50


[State -3, WFmTChJb^[2002A]
Type = ChangeState
Value = 1300
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = var(59) || fvar(39) = 4
Triggerall = RoundState = 2 && Life > 0
Triggerall = !(StateType = A || StateType = L)
Triggerall = StateNo = 150 || StateNo = 152
Triggerall = var(15)
Triggerall = fvar(4) = [-5,70]
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = fvar(3) >= -90


[State -3, Ő]
Type = ChangeState
Value = 2400
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = var(59) || fvar(39) = 4
Triggerall = RoundState = 2 && Life > 0
Triggerall = !(StateType = A || StateType = L)
Triggerall = var(58) >= 1
Triggerall = StateNo = 150 || StateNo = 152
Triggerall = var(15)
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = fvar(3) >= -200
Trigger1 = EnemyNear(var(2)),MoveType = A
Trigger1 = EnemyNear(var(2)),NumProj > 0 || EnemyNear(var(2)),StateNo >= 2000


[State -3, K[hLZ΂]
type = ChangeState
value = 245
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = var(59) || fvar(39) = 1
Triggerall = RoundState = 2 && Life > 0
Triggerall = !(StateType = A || StateType = L)
Triggerall = Power >= 1000
Triggerall = StateNo = 150 || StateNo = 152
Triggerall = !var(15)
Triggerall = EnemyNear(var(2)),HitDefAttr = SCA,NA
Triggerall = EnemyNear(var(2)),NumProj = 0
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = fvar(29) != 4
Trigger1 = fvar(4) = [-5,40]
Trigger1 = fvar(3) >= -60
Trigger1 = (EnemyNear(var(2)),Const(size.head.pos.y))*(1-(EnemyNear(var(2)),StateType = C)*0.5) <= -60
Trigger2 = fvar(29) = 4
Trigger2 = fvar(4) = [-5,65]
Trigger2 = fvar(3) >= -30


[State -3, K[hLZً}EO]
type = ChangeState
value = 900
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = var(59) || fvar(39) = 1
Triggerall = RoundState = 2 && Life > 0
Triggerall = !(StateType = A || StateType = L)
Triggerall = Power >= 1000
Triggerall = StateNo = 150 || StateNo = 152
Triggerall = var(14) > 6
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = EnemyNear(var(2)),StateNo < 2000
Trigger1 = fvar(2) >= 0


[State -3, K[hLZً}E]
type = ChangeState
value = 910
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = var(59) || fvar(39) = 1
Triggerall = RoundState = 2 && Life > 0
Triggerall = !(StateType = A || StateType = L)
Triggerall = Power >= 1000
Triggerall = StateNo = 150 || StateNo = 152
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = EnemyNear(var(2)),StateNo < 2000
Trigger1 = fvar(2) < 0


;===================================================================================
:===================================================================================
;yK[hEz
;===================================================================================
;===================================================================================



[State -3, NCbNMAX]
Type = VarSet
ignorehitpause = 1
Triggerall = !(fvar(29) = 1 || fvar(29) = 4) || fvar(34) = 2
Triggerall = var(59) || fvar(39) = 4
Triggerall = RoundState = 2 && Life > 0
Triggerall = StateType != A
Triggerall = !var(52) && Power >= 1000
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = (StateNo = 150 || StateNo = 152)
var(52) = IfElse(fvar(34)=2&&var(53),1560,1080)

[State -3, ]
Type = ChangeState
Value = 930
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = fvar(33) = 2; || !(fvar(29) = 1 || fvar(29) = 4)
Triggerall = var(59) || fvar(39) = 4
Triggerall = RoundState = 2 && Life > 0
Triggerall = !(StateType = A || StateType = L)
Triggerall = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Triggerall = !(EnemyNear(var(2)),HitDefAttr = SCA,AT)
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Triggerall = InGuardDist || var(36) || EnemyNear(var(2)),HitDefAttr = SCA,AP
Trigger1 = fvar(4) - EnemyNear(var(2)),Vel X*var(6)*37 >= 30
Trigger1 = EnemyNear(var(2)),NumProj > 0 || var(37)
Trigger2 = !(StateNo = 930 || PrevStateNo = 930)
Trigger2 = EnemyNear(var(2)),MoveType = A
Trigger2 = EnemyNear(var(2)),HitDefAttr = SCA,AP
Trigger2 = EnemyNear(var(2)),Time < 20
Trigger3 = StateNo = 930 || PrevStateNo = 930
Trigger3 = EnemyNear(var(2)),MoveType = A
Trigger3 = EnemyNear(var(2)),HitDefAttr = SCA,AP
Trigger3 = EnemyNear(var(2)),AnimTime <= -20
Trigger4 = !(EnemyNear(var(2)),HitDefAttr = SCA,AP)
Trigger4 = EnemyNear(var(2)),HitDefAttr = SCA,SA,HA
Trigger4 = EnemyNear(var(2)),AnimTime <= -37
Trigger5 = EnemyNear(var(2)),StateNo < 1000
Trigger5 = EnemyNear(var(2)),MoveType = A
Trigger5 = EnemyNear(var(2)),HitDefAttr = SCA,NA
Trigger5 = EnemyNear(var(2)),AnimTime <= -26


[State -1, U]
Type = ChangeState
Value = 250
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = var(59) || fvar(39) = 4
Triggerall = RoundState = 2 && Life > 0
Triggerall = !(StateType = A || StateType = L)
Triggerall = EnemyNear(var(2)),HitDefAttr = SCA,NA
Triggerall = (StateNo = [930,935]) && (AnimElem = 3, > 2 && AnimElem = 4, < 0)
Triggerall = Random < var(59)*20 || Random < (fvar(39)>0)*20*11
Trigger1 = fvar(29) = 4 && Power <= 1000
Trigger1 = var(38) > 5
Trigger1 = fvar(4) - EnemyNear(var(2)),Vel X*fvar(14)*var(6)*14 = [-15,64]
trigger1 = EnemyNear(var(2)),AnimTime = [-16,-14]


[State -3, _[No[B]
Type = ChangeState
Value = 1550
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = GameTime - var(7) > 60
Triggerall = var(59) || fvar(39) = 4
Triggerall = RoundState = 2 && Life > 0
Triggerall = !(StateType = A || StateType = L)
Triggerall = !(EnemyNear(var(2)),StateType = A || EnemyNear(var(2)),StateType = L)
Triggerall = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Triggerall = fvar(4) > 100+(fvar(29)=1||fvar(29)=4)*50
Triggerall = var(6) = 1 && fvar(2) >= 0
Triggerall = !fvar(20)
Trigger1 = EnemyNear(var(2)),NumProj = 1
Trigger1 = !(InGuardDist || var(36))


[State -3, ً}]
Type = ChangeState
Value = 900
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = fvar(33) = 1
Triggerall = (fvar(29) = 1 || fvar(29) = 4)
Triggerall = var(59) || fvar(39) = 4
Triggerall = RoundState = 2 && Life > 0
Triggerall = !(StateType = A || StateType = L)
Triggerall = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Triggerall = !(EnemyNear(var(2)),HitDefAttr = SCA,AT)
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Triggerall = InGuardDist || var(36) || (EnemyNear(var(2)),HitDefAttr = SCA,AP)
Triggerall = var(6) = 1 && fvar(2) >= 0
Triggerall = EnemyNear(var(2)),StateNo < 2000
Trigger1 = EnemyNear(var(2)),MoveType = A
Trigger1 = EnemyNear(var(2)),HitDefAttr = SCA,NP,SP
Trigger1 = EnemyNear(var(2)),Time < 20
Trigger1 = EnemyNear(var(2)),AnimTime <= -33
Trigger2 = InGuardDist || var(36) 
Trigger2 = EnemyNear(var(2)),HitDefAttr = SCA,NA
Trigger2 = EnemyNear(var(2)),AnimTime <= -33
Trigger3 = InGuardDist || var(36) 
Trigger3 = EnemyNear(var(2)),HitDefAttr = SCA,SA,HA;10f to 5*17f
Trigger3 = EnemyNear(var(2)),AnimTime <= -33 || EnemyNear(var(2)),AnimTime > 0
Trigger3 = fvar(4) - (5*15+EnemyNear(var(2)),Vel X*fvar(14)*25) < -20


[State -3, K[h]
Type = ChangeState
Value = 120
ctrl = 0
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = var(59) || fvar(39) = 4
Triggerall = RoundState = 2 && Life > 0
Triggerall = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Triggerall = !(StateNo = [120,160]) || StateNo = 140 
Triggerall = StateType != A || (StateType = A && !(Vel X > 0 || EnemyNear(var(2)),StateType != A) && fvar(29) != 1)
Triggerall = !(EnemyNear(var(2)),HitDefAttr = SCA,AT)
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = EnemyNear(var(2)),NumProj > 0 || var(37)
Trigger1 = InGuardDist || var(36)
Trigger2 = !(EnemyNear(var(2)),NumProj > 0 || var(37))
Trigger2 = InGuardDist || var(36)
Trigger2 = EnemyNear(var(2)),HitDefAttr = SCA,AA
Trigger2 = !(EnemyNear(var(2)),AnimTime > 0 && EnemyNear(var(2)),StateType = A && EnemyNear(var(2)),Vel Y > 0 && EnemyNear(var(2)),Vel X <= 0)



;===================================================================================
:===================================================================================
;yʒui^bOpjz
;===================================================================================
;===================================================================================


[State -3, _bV]
type = ChangeState
value = 100
ctrl = 0
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = NumPartner > 0
Triggerall = Partner,Life > 0
Triggerall = var(59) || fvar(39) = 1 || fvar(39) = 7
Triggerall = RoundState = 2 && Life > 0
Triggerall = !(StateType = A || StateType = L)
Triggerall = Partner,MoveType = A
Triggerall = Ctrl || StateNo = 1 || StateNo = [21,22]
Triggerall = var(40) > 30
Triggerall = !(EnemyNear(var(2)),StateType = L)
Trigger1 = EnemyNear(var(2)),MoveType = H
Trigger1 = (var(6) = 1 && fvar(2) > 0) || (var(6) = -1 && fvar(2) > 150)

[State -3, ~]
type = ChangeState
value = 1
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = NumPartner > 0
Triggerall = Partner,Life > 0
Triggerall = var(59) || fvar(39) = 1 || fvar(39) = 7
Triggerall = RoundState = 2 && Life > 0
Triggerall = !(StateType = A || StateType = L)
Triggerall = Partner,MoveType = A
Triggerall = StateNo = [21,22]
Trigger1 = EnemyNear(var(2)),MoveType = H
Trigger1 = var(6) = -1 && fvar(2) = [130,140]


[State -3, Oi]
type = ChangeState
value = 21
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = NumPartner > 0
Triggerall = Partner,Life > 0
Triggerall = var(59) || fvar(39) = 1 || fvar(39) = 7
Triggerall = RoundState = 2 && Life > 0
Triggerall = !(StateType = A || StateType = L)
Triggerall = Partner,MoveType = A
Triggerall = Ctrl || StateNo = 1 || (StateNo = 22 && Time > 10)
Trigger1 = EnemyNear(var(2)),MoveType = H
Trigger1 = (var(6) = 1 && fvar(2) > 0) || (var(6) = -1 && fvar(2) > 140)


[State -3, ]
type = ChangeState
value = 22
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = NumPartner > 0
Triggerall = Partner,Life > 0
Triggerall = var(59) || fvar(39) = 1 || fvar(39) = 7
Triggerall = RoundState = 2 && Life > 0
Triggerall = !(StateType = A || StateType = L)
Triggerall = Partner,MoveType = A
Triggerall = Ctrl || StateNo = 1 || (StateNo = 21 && Time > 10)
Triggerall = BackEdgeBodyDist > 5
Trigger1 = EnemyNear(var(2)),MoveType = H
Trigger1 = var(6) = -1 && fvar(2) < 130
Trigger2 = var(6) = -1 && fvar(2) < 0 && var(2) = 1
Trigger2 = abs(EnemyNear(0),ScreenPos X - ScreenPos X) <= abs(EnemyNear(1),ScreenPos X - ScreenPos X)


;===================================================================================
:===================================================================================
;yNU߁iړjz
;===================================================================================
;===================================================================================

[State -3, obNXebv]
type = ChangeState
value = 105
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = var(59) || fvar(39) = 5
Triggerall = RoundState = 2 && Life > 0
Triggerall = StateType != A
Triggerall = EnemyNear(var(2)),StateType = L && EnemyNear(var(2)),StateNo = [5000,5300)
Triggerall = Ctrl || StateNo = [21,22]
Triggerall = fvar(4) <= 40
Trigger1 = EnemyNear(var(2)),StateNo = 5120
Trigger1 = EnemyNear(var(2)),AnimTime = [-20,-18]
Trigger1 = Random%2 = 1


[State -3, tgXebv(98UM)]
type = ChangeState
value = 102
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = fvar(32) = 2 || !(fvar(29) = 1 || fvar(29) = 4)
Triggerall = var(59) || fvar(39) = 5
Triggerall = RoundState = 2 && Life > 0
Triggerall = StateType != A
Triggerall = EnemyNear(var(2)),StateType = L && EnemyNear(var(2)),StateNo = [5000,5300)
Triggerall = Ctrl || StateNo = [21,22]
Trigger1 = fvar(4) <= 80
Trigger1 = EnemyNear(var(2)),StateNo = 5110
Trigger1 = Random%10 = 0
Trigger2 = fvar(4) <= 80
Trigger2 = EnemyNear(var(2)),StateNo = 5120
Trigger2 = EnemyNear(var(2)),AnimTime < -18
Trigger3 = fvar(32) = 2
Trigger3 = EnemyNear(var(2)),StateNo = [5100,5110]
Trigger3 = fvar(4) >= 150


[State -3, _bV]
type = ChangeState
value = 100
ctrl = 0
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = fvar(32) != 2
Triggerall = var(59) || fvar(39) = 5
Triggerall = RoundState = 2 && Life > 0
Triggerall = StateType != A
Triggerall = EnemyNear(var(2)),StateType = L && EnemyNear(var(2)),StateNo = [5000,5300)
Triggerall = Ctrl || StateNo = [21,22]
Triggerall = fvar(4) >= 150
Trigger1 = EnemyNear(var(2)),BackEdgeBodyDist < 5
Trigger2 = Random%50 = 0
Trigger3 = NumProjID(1100) || NumHelper(1710) || NumHelper(1711)


[State -3, Oi]
type = ChangeState
value = 21
ctrl = 0
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = var(59) || fvar(39) = 5
Triggerall = RoundState = 2 && Life > 0
Triggerall = StateType != A
Triggerall = EnemyNear(var(2)),StateType = L && EnemyNear(var(2)),StateNo = [5000,5300)
Triggerall = Ctrl || (StateNo = 22 && Time > 10)
Triggerall = fvar(4) >= 40 || (var(6) = -1 && fvar(2) >= 0 && fvar(4) >= 30)
Trigger1 = Random%IfElse((fvar(6)=-1&&fvar(2)>=0),30,80) = 0


[State -3, ]
type = ChangeState
value = 22
ctrl = 0
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = var(59) || fvar(39) = 5
Triggerall = RoundState = 2 && Life > 0
Triggerall = StateType != A
Triggerall = EnemyNear(var(2)),StateType = L && EnemyNear(var(2)),StateNo = [5000,5300)
Triggerall = Ctrl || (StateNo = 21 && Time > 10)
Triggerall = !(BackEdgeBodyDist < 15)
Triggerall = var(6) = 1 && fvar(2) >= 0
Trigger1 = fvar(4) <= 30
Trigger1 = Random%20 = 0
Trigger2 = fvar(4) >= 60
Trigger2 = Random%120 = 0


;===================================================================================
:===================================================================================
;yNU߁z
;===================================================================================
;===================================================================================

[State -3, p[]
type = ChangeState
value = 980
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = fvar(34) = 2 || !(fvar(29) = 1 || fvar(29) = 4)
Triggerall = var(59) || fvar(39) = 5
Triggerall = RoundState = 2 && Life > 0
Triggerall = StateType != A
Triggerall = EnemyNear(var(2)),StateType = A && EnemyNear(var(2)),MoveType = H
Triggerall = !var(52)
Triggerall = !(var(52) || Power >= 1000)
Triggerall = Power < IfElse((fvar(29)=4&&NumPartner=0),1000,PowerMax)
Triggerall = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger1 = var(9)
Trigger1 = fvar(4) - EnemyNear(var(2)),Vel X*fvar(14)*10 >= 50


[State -3, p[]
type = ChangeState
value = 980
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = fvar(34) = 2 || !(fvar(29) = 1 || fvar(29) = 4)
Triggerall = var(59) || fvar(39) = 5
Triggerall = RoundState = 2 && Life > 0
Triggerall = StateType != A
Triggerall = EnemyNear(var(2)),StateType = L
Triggerall = !var(52)
Triggerall = Power < IfElse((fvar(29)=4&&NumPartner=0),1000,PowerMax)
Triggerall = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Triggerall = fvar(34) = 2 || Random%60 >= Floor(100*Power/PowerMax)
Trigger1 = !(EnemyNear(var(2)),StateNo = 5110 || EnemyNear(var(2)),StateNo = 5120)
Trigger1 = fvar(4) >= 150
Trigger2 = Ctrl || (StateNo = [21,22])
Trigger2 = EnemyNear(var(2)),StateNo = 5110 || EnemyNear(var(2)),StateNo = 5120
Trigger2 = fvar(4) >= 220


[State -3, ߂Wv]
type = ChangeState
value = 42
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = var(59) || fvar(39) = 5
Triggerall = RoundState = 2 && Life > 0
Triggerall = StateType != A
Triggerall = EnemyNear(var(2)),StateType = L
Triggerall = Ctrl || (StateNo = [21,22]) || (StateNo= [100,101])
Triggerall = EnemyNear(var(2)),BackEdgeBodyDist = 0
Triggerall = Ceil(FrontEdgeBodyDist/(IfElse((fvar(29)=3||fvar(29)=6),5.4,3.6))) <= 18
Triggerall = EnemyNear(var(2)),Const(size.height) < 80
Trigger1 = EnemyNear(var(2)),StateNo = 5120
Trigger1 = EnemyNear(var(2)),AnimTime = [-32,-30]
Trigger2 = EnemyNear(var(2)),StateNo = 5110
Trigger2 = Random%20 = 1



[State -3, JCU[tFjbNX]
type = ChangeState
value = 3000
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = fvar(29) = 3 || fvar(29) = 6
Triggerall = var(59) || fvar(39) = 5
Triggerall = RoundState = 2 && Life > 0
Triggerall = StateType != A
Triggerall = EnemyNear(var(2)),StateType = L
Triggerall = var(58) = 2 || (fvar(26) && Power >= 3000)
Triggerall = var(53) && !var(51)
Triggerall = fvar(4) > 50
Trigger1 = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo= [100,101])


[State -3, 󕗌X];14F 4
type = ChangeState
value = 1100
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = fvar(29) != 4
Triggerall = var(59) || fvar(39) = 5
Triggerall = RoundState = 2 && Life > 0
Triggerall = StateType != A
Triggerall = EnemyNear(var(2)),StateType = L
Triggerall = !var(47)
Triggerall = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo= [100,101])
Triggerall = fvar(4) >= 50
Trigger1 = EnemyNear(var(2)),StateNo = 5120
Trigger1 = EnemyNear(var(2)),AnimTime = [-(15+(Floor(IfElse(fvar(2)<=64,0,fvar(2)-64)-Vel X)/4)),-(12+(Floor(IfElse(fvar(2)<=64,0,fvar(2)-64)-Vel X)/4))]


[State -3, 󕗌Y];14F 7
type = ChangeState
value = 1150
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = fvar(29) != 4
Triggerall = var(59) || fvar(39) = 5
Triggerall = RoundState = 2 && Life > 0
Triggerall = StateType != A
Triggerall = EnemyNear(var(2)),StateType = L
Triggerall = !var(47)
Triggerall = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo= [100,101])
Triggerall = fvar(4) >= 50
Trigger1 = EnemyNear(var(2)),StateNo = 5120
Trigger1 = EnemyNear(var(2)),AnimTime = [-(15+(Floor(IfElse(fvar(2)<=67,0,fvar(2)-67)-Vel X)/7)),-(12+(Floor(IfElse(fvar(2)<=67,0,fvar(2)-67)-Vel X)/7))]


[State -3, OreBX}bVY]
type = ChangeState
value = 1720
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = fvar(29) != 1
Triggerall = var(59) || fvar(39) = 5
Triggerall = RoundState = 2 && Life > 0
Triggerall = StateType != A
Triggerall = EnemyNear(var(2)),StateType = L
Triggerall = !var(47)
Triggerall = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo= [100,101])
Triggerall = fvar(4) > 160
Trigger1 = EnemyNear(var(2)),StateNo = 5110
Trigger1 = (EnemyNear(var(2)),Time = [1,5]) || Random%10 = 1


[State -3, OreBX}bVX]
type = ChangeState
value = 1700
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = fvar(29) != 1
Triggerall = var(59) || fvar(39) = 5
Triggerall = RoundState = 2 && Life > 0
Triggerall = StateType != A
Triggerall = EnemyNear(var(2)),StateType = L
Triggerall = !var(47)
Triggerall = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo= [100,101])
Triggerall = fvar(4) > 100
Trigger1 = EnemyNear(var(2)),StateNo = 5110
Trigger1 = (EnemyNear(var(2)),Time = [1,5]) || Random%10 = 1


[State -3, OreBX}bVEGAX]
type = ChangeState
value = 1750
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = fvar(29) != 1
Triggerall = var(59) || fvar(39) = 5
Triggerall = RoundState = 2 && Life > 0
Triggerall = StateType = A
Triggerall = EnemyNear(var(2)),StateType = L
Truggerall = !var(47)
Triggerall = Ctrl || StateNo = 102 || StateNo = 105 || var(15)
Triggerall = abs(fvar(2)) <= 51 && Pos Y > -20
Trigger1 = StateNo = 50 && Time > 26
Trigger1 = EnemyNear(var(2)),StateNo = 5120 && EnemyNear(var(2)),AnimTime < -2
Trigger2 = StateNo = 102 || StateNo = 105
Trigger2 = EnemyNear(var(2)),StateNo = 5120 && EnemyNear(var(2)),AnimTime > -18
Trigger2 = Random%5 = 1



[State -3, p`]
type = ChangeState
value = 210
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = !((fvar(29) = 1 && !fvar(26)) || fvar(29) = 4)
Triggerall = var(59) || fvar(39) = 5
Triggerall = RoundState = 2 && Life > 0
Triggerall = StateType != A
Triggerall = EnemyNear(var(2)),StateType = L
Triggerall = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Triggerall = !(abs(fvar(4)) < 29)
Triggerall = EnemyNear(var(2)),StateNo = 5120
Trigger1 = fvar(4) = [-5,36+24]
Trigger1 = EnemyNear(var(2)),AnimTime = -14+4
Trigger2 = fvar(4) = [-5,80+24]
Trigger2 = EnemyNear(var(2)),AnimTime = -16+4


[State -3, LbN]
type = ChangeState
value = 220
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = fvar(29) != 1
Triggerall = var(59) || fvar(39) = 5
Triggerall = RoundState = 2 && Life > 0
Triggerall = StateType != A
Triggerall = EnemyNear(var(2)),StateType = L
Triggerall = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Triggerall = !(abs(fvar(4)) < 21)
Triggerall = EnemyNear(var(2)),StateNo = 5120
Trigger1 = fvar(4) = [-5,72]
Trigger1 = EnemyNear(var(2)),AnimTime = -9+4


[State -3, Ⴊ݋LbN]
type = ChangeState
value = 430
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = var(59) || fvar(39) = 5
Triggerall = RoundState = 2 && Life > 0
Triggerall = StateType != A
Triggerall = EnemyNear(var(2)),StateType = L
Triggerall = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger1 = fvar(4) = [-5,64]
Trigger1 = EnemyNear(var(2)),StateNo = 5120
Trigger1 = EnemyNear(var(2)),AnimTime = -15+4+(fvar(29)!=1)


[State -3, ႪݎLbN]
type = ChangeState
value = 420
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = var(59) || fvar(39) = 5
Triggerall = RoundState = 2 && Life > 0
Triggerall = StateType != A
Triggerall = EnemyNear(var(2)),StateType = L
Triggerall = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger1 = fvar(4) = [-5,92]
Trigger1 = EnemyNear(var(2)),StateNo = 5120
Trigger1 = EnemyNear(var(2)),AnimTime = -7+4



[State -3, JCU[EFCui߁j]
type = ChangeState
value = 1000
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = fvar(29) != 4
Triggerall = var(59) || fvar(39) = 5
Triggerall = RoundState = 2 && Life > 0
Triggerall = StateType != A
Triggerall = !var(47)
Triggerall = EnemyNear(var(2)),StateType = L
Triggerall = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Triggerall = fvar(4) >= 150
Trigger1 = EnemyNear(var(2)),StateNo = [5100,5101]
Trigger1 = Random%60 = 1



;===================================================================================
:===================================================================================
;yAZEH炢()z
;===================================================================================
;===================================================================================

[State -3, _bV]
Type = ChangeState
Value = 100
ctrl = 0
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = fvar(32) != 2
Triggerall = var(59) || fvar(39) = 1
Triggerall = RoundState = 2 && Life > 0
Triggerall = StateType != A
Triggerall = !(EnemyNear(var(2)),StateType = A || EnemyNear(var(2)),StateType = L) && EnemyNear(var(2)),MoveType = H
Trigger1 = PrevStateNo = 951


[State -3, ߋLbN]
Type = ChangeState
Value = 235
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = var(59) || fvar(39) = 1
Triggerall = RoundState = 2 && Life > 0
Triggerall = StateType != A
Triggerall = (abs(fvar(4)) < 24)
Triggerall = Ctrl || (StateNo = [21,22]) || (StateNo= [100,101])
Triggerall = !var(9)
Triggerall = !(EnemyNear(var(2)),StateType = A || EnemyNear(var(2)),StateType = L)    
Triggerall = !((EnemyNear(var(2)),StateNo = [820,823]) || (EnemyNear(var(2)),StateNo = [870,871]) || (EnemyNear(var(2)),StateNo = [1220,1221]) || (EnemyNear(var(2)),StateNo = [2020,2021]))
Triggerall = !((EnemyNear(var(2)),StateNo = [2120,2122]) || (EnemyNear(var(2)),StateNo = [2230,2231]) || EnemyNear(var(2)),StateNo = 2520 || (EnemyNear(var(2)),StateNo = [2620,2622]) || (EnemyNear(var(2)),StateNo = [2720,2723]))
Triggerall = EnemyNear(var(2)),MoveType = H && !(EnemyNear(var(2)),StateNo = [120,160))
Triggerall = EnemyNear(var(2)),GetHitVar(hittime) + EnemyNear(var(2)),GetHitVar(hitshaketime) >= 7-2
Triggerall = EnemyNear(var(2)),GetHitVar(yvel) = 0
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = EnemyNear(var(2)),Vel X && (7-EnemyNear(var(2)),GetHitVar(hitshaketime)>0)
Trigger1 = fvar(4) = [-15,76+((EnemyNear(var(2)),GetHitVar(xvel))*(EnemyNear(var(2)),Facing)*fvar(14)*(1-fvar(15)**(7-EnemyNear(var(2)),GetHitVar(hitshaketime)))/(1-fvar(15)))]
Trigger2 = EnemyNear(var(2)),Vel X && (7-EnemyNear(var(2)),GetHitVar(hitshaketime)<=0)
Trigger2 = fvar(4) = [-15,76+((EnemyNear(var(2)),GetHitVar(xvel))*(EnemyNear(var(2)),Facing)*fvar(14)*(1-fvar(15)**7)/(1-fvar(15)))]
Trigger3 = !(EnemyNear(var(2)),Vel X)
Trigger3 = fvar(4) = [-15,76+((EnemyNear(var(2)),Vel X*fvar(14))*(1-fvar(15)**7)/(1-fvar(15)))]


[State -3, ߋLbN]
Type = ChangeState
Value = 225
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = var(59) || fvar(39) = 1
Triggerall = RoundState = 2 && Life > 0
Triggerall = StateType != A
Triggerall = (abs(fvar(4)) < 21)
Triggerall = Ctrl || (StateNo = [21,22]) || (StateNo= [100,101])
Triggerall = !var(9)
Triggerall = !(EnemyNear(var(2)),StateType = A || EnemyNear(var(2)),StateType = L)    
Triggerall = !((EnemyNear(var(2)),StateNo = [820,823]) || (EnemyNear(var(2)),StateNo = [870,871]) || (EnemyNear(var(2)),StateNo = [1220,1221]) || (EnemyNear(var(2)),StateNo = [2020,2021]))
Triggerall = !((EnemyNear(var(2)),StateNo = [2120,2122]) || (EnemyNear(var(2)),StateNo = [2230,2231]) || EnemyNear(var(2)),StateNo = 2520 || (EnemyNear(var(2)),StateNo = [2620,2622]) || (EnemyNear(var(2)),StateNo = [2720,2723]))
Triggerall = EnemyNear(var(2)),MoveType = H && !(EnemyNear(var(2)),StateNo = [120,160))
Triggerall = EnemyNear(var(2)),GetHitVar(hittime) + EnemyNear(var(2)),GetHitVar(hitshaketime) >= 5-2
Triggerall = EnemyNear(var(2)),GetHitVar(yvel) = 0
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = EnemyNear(var(2)),Vel X && (5-EnemyNear(var(2)),GetHitVar(hitshaketime)>0)
Trigger1 = fvar(4) = [-15,52+((EnemyNear(var(2)),GetHitVar(xvel))*(EnemyNear(var(2)),Facing)*fvar(14)*(1-fvar(15)**(5-EnemyNear(var(2)),GetHitVar(hitshaketime)))/(1-fvar(15)))]
Trigger2 = EnemyNear(var(2)),Vel X && (5-EnemyNear(var(2)),GetHitVar(hitshaketime)<=0)
Trigger2 = fvar(4) = [-15,52+((EnemyNear(var(2)),GetHitVar(xvel))*(EnemyNear(var(2)),Facing)*fvar(14)*(1-fvar(15)**5)/(1-fvar(15)))]
Trigger3 = !(EnemyNear(var(2)),Vel X)
Trigger3 = fvar(4) = [-15,52+((EnemyNear(var(2)),Vel X*fvar(14))*(1-fvar(15)**5)/(1-fvar(15)))]
Trigger4 = var(6) = -1
Trigger4 = fvar(4) = [-50,-15]


[State -3, ߋp`]
Type = ChangeState
Value = 205
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = var(59) || fvar(39) = 1
Triggerall = RoundState = 2 && Life > 0
Triggerall = StateType != A
Triggerall = (abs(fvar(4)) < 21)
Triggerall = Ctrl || (StateNo = [21,22]) || (StateNo= [100,101])
Triggerall = !var(9)
Triggerall = !(EnemyNear(var(2)),StateType = A || EnemyNear(var(2)),StateType = L)    
Triggerall = !((EnemyNear(var(2)),StateNo = [820,823]) || (EnemyNear(var(2)),StateNo = [870,871]) || (EnemyNear(var(2)),StateNo = [1220,1221]) || (EnemyNear(var(2)),StateNo = [2020,2021]))
Triggerall = !((EnemyNear(var(2)),StateNo = [2120,2122]) || (EnemyNear(var(2)),StateNo = [2230,2231]) || EnemyNear(var(2)),StateNo = 2520 || (EnemyNear(var(2)),StateNo = [2620,2622]) || (EnemyNear(var(2)),StateNo = [2720,2723]))
Triggerall = EnemyNear(var(2)),MoveType = H && !(EnemyNear(var(2)),StateNo = [120,160))
Triggerall = EnemyNear(var(2)),GetHitVar(hittime) + EnemyNear(var(2)),GetHitVar(hitshaketime) >= 4-2
Triggerall = EnemyNear(var(2)),GetHitVar(yvel) = 0
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = EnemyNear(var(2)),Vel X && (4-EnemyNear(var(2)),GetHitVar(hitshaketime)>0)
Trigger1 = fvar(4) = [-15,44+((EnemyNear(var(2)),GetHitVar(xvel))*(EnemyNear(var(2)),Facing)*fvar(14)*(1-fvar(15)**(4-EnemyNear(var(2)),GetHitVar(hitshaketime)))/(1-fvar(15)))]
Trigger2 = EnemyNear(var(2)),Vel X && (4-EnemyNear(var(2)),GetHitVar(hitshaketime)<=0)
Trigger2 = fvar(4) = [-15,44+((EnemyNear(var(2)),GetHitVar(xvel))*(EnemyNear(var(2)),Facing)*fvar(14)*(1-fvar(15)**4)/(1-fvar(15)))]
Trigger3 = !(EnemyNear(var(2)),Vel X)
Trigger3 = fvar(4) = [-15,44+((EnemyNear(var(2)),Vel X*fvar(14))*(1-fvar(15)**4)/(1-fvar(15)))]
Trigger4 = var(6) = -1
Trigger4 = fvar(4) = [-50,-15]


[State -3, Ⴊݎp`]
Type = ChangeState
Value = 400
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = var(59) || fvar(39) = 1
Triggerall = RoundState = 2 && Life > 0
Triggerall = StateType != A
Triggerall = Ctrl || (StateNo = [21,22]) || (StateNo= [100,101])
Triggerall = !var(9)
Triggerall = !(EnemyNear(var(2)),StateType = A || EnemyNear(var(2)),StateType = L)    
Triggerall = !((EnemyNear(var(2)),StateNo = [820,823]) || (EnemyNear(var(2)),StateNo = [870,871]) || (EnemyNear(var(2)),StateNo = [1220,1221]) || (EnemyNear(var(2)),StateNo = [2020,2021]))
Triggerall = !((EnemyNear(var(2)),StateNo = [2120,2122]) || (EnemyNear(var(2)),StateNo = [2230,2231]) || EnemyNear(var(2)),StateNo = 2520 || (EnemyNear(var(2)),StateNo = [2620,2622]) || (EnemyNear(var(2)),StateNo = [2720,2723]))
Triggerall = EnemyNear(var(2)),MoveType = H && !(EnemyNear(var(2)),StateNo = [120,160))
Triggerall = EnemyNear(var(2)),GetHitVar(hittime) + EnemyNear(var(2)),GetHitVar(hitshaketime) >= 4-2
Triggerall = EnemyNear(var(2)),GetHitVar(yvel) = 0
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = EnemyNear(var(2)),Vel X && (4-EnemyNear(var(2)),GetHitVar(hitshaketime)>0)
Trigger1 = fvar(4) = [-15,40-fvar(12)+((EnemyNear(var(2)),GetHitVar(xvel))*(EnemyNear(var(2)),Facing)*fvar(14)*(1-fvar(15)**(4-EnemyNear(var(2)),GetHitVar(hitshaketime)))/(1-fvar(15)))]
Trigger2 = EnemyNear(var(2)),Vel X && (4-EnemyNear(var(2)),GetHitVar(hitshaketime)<=0)
Trigger2 = fvar(4) = [-15,40-fvar(12)+((EnemyNear(var(2)),GetHitVar(xvel))*(EnemyNear(var(2)),Facing)*fvar(14)*(1-fvar(15)**4)/(1-fvar(15)))]
Trigger3 = !(EnemyNear(var(2)),Vel X)
Trigger3 = fvar(4) = [-15,40-fvar(12)+((EnemyNear(var(2)),Vel X*fvar(14))*(1-fvar(15)**4)/(1-fvar(15)))]
Trigger4 = var(6) = -1
Trigger4 = fvar(4) = [-50,-15]


[State -3, ႪݎLbN]
Type = ChangeState
Value = 420
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = !(fvar(29) = 1 && !fvar(26))
Triggerall = var(59) || fvar(39) = 1
Triggerall = RoundState = 2 && Life > 0
Triggerall = StateType != A
Triggerall = Ctrl || (StateNo = [21,22]) || (StateNo= [100,101])
Triggerall = !var(9)
Triggerall = !(EnemyNear(var(2)),StateType = A || EnemyNear(var(2)),StateType = L)    
Triggerall = !((EnemyNear(var(2)),StateNo = [820,823]) || (EnemyNear(var(2)),StateNo = [870,871]) || (EnemyNear(var(2)),StateNo = [1220,1221]) || (EnemyNear(var(2)),StateNo = [2020,2021]))
Triggerall = !((EnemyNear(var(2)),StateNo = [2120,2122]) || (EnemyNear(var(2)),StateNo = [2230,2231]) || EnemyNear(var(2)),StateNo = 2520 || (EnemyNear(var(2)),StateNo = [2620,2622]) || (EnemyNear(var(2)),StateNo = [2720,2723]))
Triggerall = EnemyNear(var(2)),MoveType = H && !(EnemyNear(var(2)),StateNo = [120,160))
Triggerall = EnemyNear(var(2)),GetHitVar(hittime) + EnemyNear(var(2)),GetHitVar(hitshaketime) >= 5-2
Triggerall = EnemyNear(var(2)),GetHitVar(yvel) = 0
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = EnemyNear(var(2)),Vel X && (5-EnemyNear(var(2)),GetHitVar(hitshaketime)>0)
Trigger1 = fvar(4) = [-15,64+((EnemyNear(var(2)),GetHitVar(xvel))*(EnemyNear(var(2)),Facing)*fvar(14)*(1-fvar(15)**(5-EnemyNear(var(2)),GetHitVar(hitshaketime)))/(1-fvar(15)))]
Trigger2 = EnemyNear(var(2)),Vel X && (5-EnemyNear(var(2)),GetHitVar(hitshaketime)<=0)
Trigger2 = fvar(4) = [-15,64+((EnemyNear(var(2)),GetHitVar(xvel))*(EnemyNear(var(2)),Facing)*fvar(14)*(1-fvar(15)**5)/(1-fvar(15)))]
Trigger3 = !(EnemyNear(var(2)),Vel X)
Trigger3 = fvar(4) = [-15,64+((EnemyNear(var(2)),Vel X*fvar(14))*(1-fvar(15)**5)/(1-fvar(15)))]
Trigger4 = var(6) = -1
Trigger4 = fvar(4) = [-50,-15]


[State -3, ߋp`]
Type = ChangeState
Value = 215
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = var(59) || fvar(39) = 1
Triggerall = RoundState = 2 && Life > 0
Triggerall = StateType != A
Triggerall = (abs(fvar(4)) < 29)
Triggerall = Ctrl || (StateNo = [21,22]) || (StateNo= [100,101])
Triggerall = !var(9)
Triggerall = !(EnemyNear(var(2)),StateType = A || EnemyNear(var(2)),StateType = L)    
Triggerall = !((EnemyNear(var(2)),StateNo = [820,823]) || (EnemyNear(var(2)),StateNo = [870,871]) || (EnemyNear(var(2)),StateNo = [1220,1221]) || (EnemyNear(var(2)),StateNo = [2020,2021]))
Triggerall = !((EnemyNear(var(2)),StateNo = [2120,2122]) || (EnemyNear(var(2)),StateNo = [2230,2231]) || EnemyNear(var(2)),StateNo = 2520 || (EnemyNear(var(2)),StateNo = [2620,2622]) || (EnemyNear(var(2)),StateNo = [2720,2723]))
Triggerall = EnemyNear(var(2)),MoveType = H && !(EnemyNear(var(2)),StateNo = [120,160))
Triggerall = EnemyNear(var(2)),GetHitVar(hittime) + EnemyNear(var(2)),GetHitVar(hitshaketime) >= 7-2
Triggerall = EnemyNear(var(2)),GetHitVar(yvel) = 0
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = EnemyNear(var(2)),Vel X && (7-EnemyNear(var(2)),GetHitVar(hitshaketime)>0)
Trigger1 = fvar(4) = [-15,56+((EnemyNear(var(2)),GetHitVar(xvel))*(EnemyNear(var(2)),Facing)*fvar(14)*(1-fvar(15)**(7-EnemyNear(var(2)),GetHitVar(hitshaketime)))/(1-fvar(15)))]
Trigger2 = EnemyNear(var(2)),Vel X && (7-EnemyNear(var(2)),GetHitVar(hitshaketime)<=0)
Trigger2 = fvar(4) = [-15,56+((EnemyNear(var(2)),GetHitVar(xvel))*(EnemyNear(var(2)),Facing)*fvar(14)*(1-fvar(15)**7)/(1-fvar(15)))]
Trigger3 = !(EnemyNear(var(2)),Vel X)
Trigger3 = fvar(4) = [-15,56+((EnemyNear(var(2)),Vel X*fvar(14))*(1-fvar(15)**7)/(1-fvar(15)))]


[State -3, p`]
Type = ChangeState
Value = 210
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = !(fvar(29) = 1 && !fvar(26))
Triggerall = var(59) || fvar(39) = 1
Triggerall = RoundState = 2 && Life > 0
Triggerall = StateType != A
Triggerall = !(abs(fvar(4)) < 29)
Triggerall = Ctrl || (StateNo = [21,22]) || (StateNo= [100,101])
Triggerall = !var(9)
Triggerall = !(EnemyNear(var(2)),StateType = A || EnemyNear(var(2)),StateType = L)    
Triggerall = !((EnemyNear(var(2)),StateNo = [820,823]) || (EnemyNear(var(2)),StateNo = [870,871]) || (EnemyNear(var(2)),StateNo = [1220,1221]) || (EnemyNear(var(2)),StateNo = [2020,2021]))
Triggerall = !((EnemyNear(var(2)),StateNo = [2120,2122]) || (EnemyNear(var(2)),StateNo = [2230,2231]) || EnemyNear(var(2)),StateNo = 2520 || (EnemyNear(var(2)),StateNo = [2620,2622]) || (EnemyNear(var(2)),StateNo = [2720,2723]))
Triggerall = EnemyNear(var(2)),MoveType = H && !(EnemyNear(var(2)),StateNo = [120,160))
Triggerall = EnemyNear(var(2)),GetHitVar(hittime) + EnemyNear(var(2)),GetHitVar(hitshaketime) >= 14-2
Triggerall = EnemyNear(var(2)),GetHitVar(yvel) = 0
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = EnemyNear(var(2)),Vel X && (14-EnemyNear(var(2)),GetHitVar(hitshaketime)>0)
Trigger1 = fvar(4) = [-15,60+((EnemyNear(var(2)),GetHitVar(xvel))*(EnemyNear(var(2)),Facing)*fvar(14)*(1-fvar(15)**(14-EnemyNear(var(2)),GetHitVar(hitshaketime)))/(1-fvar(15)))]
Trigger2 = EnemyNear(var(2)),Vel X && (14-EnemyNear(var(2)),GetHitVar(hitshaketime)<=0)
Trigger2 = fvar(4) = [-15,60+((EnemyNear(var(2)),GetHitVar(xvel))*(EnemyNear(var(2)),Facing)*fvar(14)*(1-fvar(15)**14)/(1-fvar(15)))]
Trigger3 = !(EnemyNear(var(2)),Vel X)
Trigger3 = fvar(4) = [-15,60+((EnemyNear(var(2)),Vel X*fvar(14))*(1-fvar(15)**14)/(1-fvar(15)))]
Trigger4 = EnemyNear(var(2)),Vel X && (16-EnemyNear(var(2)),GetHitVar(hitshaketime)>0)
Trigger4 = fvar(4) = [-15,104+((EnemyNear(var(2)),GetHitVar(xvel))*(EnemyNear(var(2)),Facing)*fvar(14)*(1-fvar(15)**(16-EnemyNear(var(2)),GetHitVar(hitshaketime)))/(1-fvar(15)))]
Trigger5 = EnemyNear(var(2)),Vel X && (16-EnemyNear(var(2)),GetHitVar(hitshaketime)<=0)
Trigger5 = fvar(4) = [-15,104+((EnemyNear(var(2)),GetHitVar(xvel))*(EnemyNear(var(2)),Facing)*fvar(14)*(1-fvar(15)**16)/(1-fvar(15)))]
Trigger6 = !(EnemyNear(var(2)),Vel X)
Trigger6 = fvar(4) = [-15,104+((EnemyNear(var(2)),Vel X*fvar(14))*(1-fvar(15)**16)/(1-fvar(15)))]


[State -3, LbN]
Type = ChangeState
Value = 220
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = var(59) || fvar(39) = 1
Triggerall = fvar(29) != 1
Triggerall = RoundState = 2 && Life > 0
Triggerall = StateType != A
Triggerall = !(abs(fvar(4)) < 21)
Triggerall = !var(9)
Triggerall = !(EnemyNear(var(2)),StateType = A || EnemyNear(var(2)),StateType = L)    
Triggerall = !((EnemyNear(var(2)),StateNo = [820,823]) || (EnemyNear(var(2)),StateNo = [870,871]) || (EnemyNear(var(2)),StateNo = [1220,1221]) || (EnemyNear(var(2)),StateNo = [2020,2021]))
Triggerall = !((EnemyNear(var(2)),StateNo = [2120,2122]) || (EnemyNear(var(2)),StateNo = [2230,2231]) || EnemyNear(var(2)),StateNo = 2520 || (EnemyNear(var(2)),StateNo = [2620,2622]) || (EnemyNear(var(2)),StateNo = [2720,2723]))
Triggerall = EnemyNear(var(2)),MoveType = H && !(EnemyNear(var(2)),StateNo = [120,160))
Triggerall = EnemyNear(var(2)),GetHitVar(hittime) + EnemyNear(var(2)),GetHitVar(hitshaketime) >= 8-2
Triggerall = EnemyNear(var(2)),GetHitVar(yvel) = 0
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Triggerall = Ctrl || (StateNo = [21,22]) || (StateNo= [100,101])
Trigger1 = EnemyNear(var(2)),Vel X && (8-EnemyNear(var(2)),GetHitVar(hitshaketime)>0)
Trigger1 = fvar(4) = [-15,72+((EnemyNear(var(2)),GetHitVar(xvel))*(EnemyNear(var(2)),Facing)*fvar(14)*(1-fvar(15)**(8-EnemyNear(var(2)),GetHitVar(hitshaketime)))/(1-fvar(15)))]
Trigger2 = EnemyNear(var(2)),Vel X && (8-EnemyNear(var(2)),GetHitVar(hitshaketime)<=0)
Trigger2 = fvar(4) = [-15,72+((EnemyNear(var(2)),GetHitVar(xvel))*(EnemyNear(var(2)),Facing)*fvar(14)*(1-fvar(15)**8)/(1-fvar(15)))]
Trigger3 = !(EnemyNear(var(2)),Vel X)
Trigger3 = fvar(4) = [-15,72+((EnemyNear(var(2)),Vel X*fvar(14))*(1-fvar(15)**8)/(1-fvar(15)))]


[State -3, _ug}z[N]
Type = ChangeState
Value = 260
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = var(59) || fvar(39) = 1
Triggerall = RoundState = 2 && Life > 0
Triggerall = StateType != A
Triggerall = !(abs(fvar(4)) < 29)
Triggerall = Ctrl || (StateNo = [21,22]) || (StateNo= [100,101])
Triggerall = !var(9)
Triggerall = !(EnemyNear(var(2)),StateType = A || EnemyNear(var(2)),StateType = L)    
Triggerall = !((EnemyNear(var(2)),StateNo = [820,823]) || (EnemyNear(var(2)),StateNo = [870,871]) || (EnemyNear(var(2)),StateNo = [1220,1221]) || (EnemyNear(var(2)),StateNo = [2020,2021]))
Triggerall = !((EnemyNear(var(2)),StateNo = [2120,2122]) || (EnemyNear(var(2)),StateNo = [2230,2231]) || EnemyNear(var(2)),StateNo = 2520 || (EnemyNear(var(2)),StateNo = [2620,2622]) || (EnemyNear(var(2)),StateNo = [2720,2723]))
Triggerall = EnemyNear(var(2)),MoveType = H && !(EnemyNear(var(2)),StateNo = [120,160))
Triggerall = EnemyNear(var(2)),GetHitVar(hittime) + EnemyNear(var(2)),GetHitVar(hitshaketime) >= 8-2
Triggerall = EnemyNear(var(2)),GetHitVar(yvel) = 0
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = EnemyNear(var(2)),Vel X && (8-EnemyNear(var(2)),GetHitVar(hitshaketime)>0)
Trigger1 = fvar(4) = [-15,84+((EnemyNear(var(2)),GetHitVar(xvel))*(EnemyNear(var(2)),Facing)*fvar(14)*(1-fvar(15)**(8-EnemyNear(var(2)),GetHitVar(hitshaketime)))/(1-fvar(15)))]
Trigger2 = EnemyNear(var(2)),Vel X && (8-EnemyNear(var(2)),GetHitVar(hitshaketime)<=0)
Trigger2 = fvar(4) = [-15,84+((EnemyNear(var(2)),GetHitVar(xvel))*(EnemyNear(var(2)),Facing)*fvar(14)*(1-fvar(15)**8)/(1-fvar(15)))]
Trigger3 = !(EnemyNear(var(2)),Vel X)
Trigger3 = fvar(4) = [-15,84+((EnemyNear(var(2)),Vel X*fvar(14))*(1-fvar(15)**8)/(1-fvar(15)))]


[State -3, SbhvXY]
Type = ChangeState
Value = 1250
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = var(59) || fvar(39) = 1
Triggerall = fvar(29) != 4
Triggerall = !fvar(17)
Triggerall = !var(9)
Triggerall = RoundState = 2 && Life > 0
Triggerall = StateType != A
Triggerall = !(EnemyNear(var(2)),StateType = A || EnemyNear(var(2)),StateType = L)    
Triggerall = !((EnemyNear(var(2)),StateNo = [820,823]) || (EnemyNear(var(2)),StateNo = [870,871]) || (EnemyNear(var(2)),StateNo = [1220,1221]) || (EnemyNear(var(2)),StateNo = [2020,2021]))
Triggerall = !((EnemyNear(var(2)),StateNo = [2120,2122]) || (EnemyNear(var(2)),StateNo = [2230,2231]) || EnemyNear(var(2)),StateNo = 2520 || (EnemyNear(var(2)),StateNo = [2620,2622]) || (EnemyNear(var(2)),StateNo = [2720,2723]))
Triggerall = EnemyNear(var(2)),MoveType = H && !(EnemyNear(var(2)),StateNo = [120,160))
Triggerall = Ctrl || (StateNo = [21,22]) || (StateNo= [100,101])
Triggerall = EnemyNear(var(2)),GetHitVar(hittime) + EnemyNear(var(2)),GetHitVar(hitshaketime) >= 11-2
Triggerall = EnemyNear(var(2)),GetHitVar(yvel) = 0
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = fvar(4) > 32
Trigger1 = EnemyNear(var(2)),GetHitVar(hittime) >= 11+Ceil((fvar(4) - 32)/(8+(fvar(29)=3||fvar(29)=6)*4))+1
Trigger2 = fvar(4) = [-15,32]


[State -3, r[XfXgNVA]
Type = ChangeState
Value = 1400
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = var(59) || fvar(39) = 1
Triggerall = fvar(29) != 4
Triggerall = !fvar(17)
Triggerall = !var(9)
Triggerall = RoundState = 2 && Life > 0
Triggerall = StateType != A
Triggerall = !(EnemyNear(var(2)),StateType = A || EnemyNear(var(2)),StateType = L)    
Triggerall = !((EnemyNear(var(2)),StateNo = [820,823]) || (EnemyNear(var(2)),StateNo = [870,871]) || (EnemyNear(var(2)),StateNo = [1220,1221]) || (EnemyNear(var(2)),StateNo = [2020,2021]))
Triggerall = !((EnemyNear(var(2)),StateNo = [2120,2122]) || (EnemyNear(var(2)),StateNo = [2230,2231]) || EnemyNear(var(2)),StateNo = 2520 || (EnemyNear(var(2)),StateNo = [2620,2622]) || (EnemyNear(var(2)),StateNo = [2720,2723]))
Triggerall = EnemyNear(var(2)),MoveType = H && !(EnemyNear(var(2)),StateNo = [120,160))
Triggerall = EnemyNear(var(2)),GetHitVar(hittime) + EnemyNear(var(2)),GetHitVar(hitshaketime) >= 15-2
Triggerall = EnemyNear(var(2)),GetHitVar(yvel) = 0
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Triggerall = Ctrl || (StateNo = [21,22]) || (StateNo= [100,101])
Triggerall = EnemyNear(var(2)),Const(size.mid.pos.y) < -65 || (EnemyNear(var(2)),Const(size.head.pos.y) < -70 && EnemyNear(var(2)),StateType = S)
Trigger1 = EnemyNear(var(2)),Vel X && (15-EnemyNear(var(2)),GetHitVar(hitshaketime)>0)
Trigger1 = fvar(4) = [-15,150+((EnemyNear(var(2)),GetHitVar(xvel))*(EnemyNear(var(2)),Facing)*fvar(14)*(1-fvar(15)**(15-EnemyNear(var(2)),GetHitVar(hitshaketime)))/(1-fvar(15)))]
Trigger2 = EnemyNear(var(2)),Vel X && (15-EnemyNear(var(2)),GetHitVar(hitshaketime)<=0)
Trigger2 = fvar(4) = [-15,150+((EnemyNear(var(2)),GetHitVar(xvel))*(EnemyNear(var(2)),Facing)*fvar(14)*(1-fvar(15)**15)/(1-fvar(15)))]
Trigger3 = !(EnemyNear(var(2)),Vel X)
Trigger3 = fvar(4) = [-15,150+((EnemyNear(var(2)),Vel X*fvar(14))*(1-fvar(15)**15)/(1-fvar(15)))]
Trigger4 = var(6) = 1 && EnemyNear(var(2)),backedgeBodyDist < 10
Trigger4 = fvar(4) = [-15,150]
Trigger5 = var(6) = -1 && EnemyNear(var(2)),FrontedgeBodyDist < 10
Trigger5 = fvar(4) = [-15,150]


[State -3, JCU[EFCu]
Type = ChangeState
Value = 1000
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = var(59) || fvar(39) = 1
Triggerall = fvar(29) != 4
Triggerall = !var(47)
Triggerall = !fvar(17)
Triggerall = !var(9)
Triggerall = RoundState = 2 && Life > 0
Triggerall = StateType != A
Triggerall = fvar(4) > 100
Triggerall = !(EnemyNear(var(2)),StateType = A || EnemyNear(var(2)),StateType = L)   
Triggerall = !((EnemyNear(var(2)),StateNo = [820,823]) || (EnemyNear(var(2)),StateNo = [870,871]) || (EnemyNear(var(2)),StateNo = [1220,1221]) || (EnemyNear(var(2)),StateNo = [2020,2021]))
Triggerall = !((EnemyNear(var(2)),StateNo = [2120,2122]) || (EnemyNear(var(2)),StateNo = [2230,2231]) || EnemyNear(var(2)),StateNo = 2520 || (EnemyNear(var(2)),StateNo = [2620,2622]) || (EnemyNear(var(2)),StateNo = [2720,2723]))
Triggerall = EnemyNear(var(2)),MoveType = H && !(EnemyNear(var(2)),StateNo = [120,160))
Triggerall = Ctrl || (StateNo = [21,22]) || (StateNo= [100,101])
Triggerall = EnemyNear(var(2)),GetHitVar(yvel) = 0
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = EnemyNear(var(2)),GetHitVar(hittime) + EnemyNear(var(2)),GetHitVar(hitshaketime) >= var(25)-2


;===================================================================================
:===================================================================================
;yAZEqbgz
;===================================================================================
;===================================================================================

:qbgmFiLZj


[State -3, 󕗌Xiʒ[ivj]
type = ChangeState
value = 1100
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = var(59) || fvar(39) = 1
Triggerall = RoundState = 2 && Life > 0
Triggerall = fvar(29) != 4
Triggerall = StateType != A
Triggerall = !var(9)
Triggerall = !(EnemyNear(var(2)),StateType = A || EnemyNear(var(2)),StateType = L)    
Triggerall = !((EnemyNear(var(2)),StateNo = [820,823]) || (EnemyNear(var(2)),StateNo = [870,871]) || (EnemyNear(var(2)),StateNo = [1220,1221]) || (EnemyNear(var(2)),StateNo = [2020,2021]))
Triggerall = !((EnemyNear(var(2)),StateNo = [2120,2122]) || (EnemyNear(var(2)),StateNo = [2230,2231]) || EnemyNear(var(2)),StateNo = 2520 || (EnemyNear(var(2)),StateNo = [2620,2622]) || (EnemyNear(var(2)),StateNo = [2720,2723]))
Triggerall = !var(47)
Triggerall = MoveHit = [1,5]
Triggerall = (abs(fvar(4)) < 24)
Triggerall = StateNo = 260 && AnimElem = 11, < 0
Triggerall = (var(40)<EnemyNear(var(2)),Const(size.ground.front)+EnemyNear(var(2)),Const(size.ground.back)+24)||(var(6)=1&& EnemyNear(var(2)),BackEdgeBodyDist<5)||(var(6)=-1&&EnemyNear(var(2)),FrontEdgeBodyDist<5)
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = fvar(26) && !fvar(28)
Trigger1 = Ceil((EnemyNear(var(2)),Life)*100/(EnemyNear(var(2)),LifeMax)) > 15*(fvar(37)*fvar(10)/100)/((EnemyNear(var(2)),Const(data.defence))/Const(data.attack))*(1000/EnemyNear(var(2)),LifeMax)
Trigger2 = !(fvar(26) && !fvar(28))
Trigger2 = Ceil((EnemyNear(var(2)),Life)*100/(EnemyNear(var(2)),LifeMax)) > 60*(fvar(37)*fvar(10)/100)/((EnemyNear(var(2)),Const(data.defence))/Const(data.attack))*(1000/EnemyNear(var(2)),LifeMax)



[State -3, JCU[EFCuiNUߗpj]
type = ChangeState
value = 1000
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = var(59) || fvar(39) = 1
Triggerall = RoundState = 2 && Life > 0
Triggerall = fvar(29) != 4
Triggerall = StateType != A
Triggerall = var(9)
Triggerall = EnemyNear(var(2)),StateType = A && EnemyNear(var(2)),MoveType = H
Triggerall = !var(47)
Triggerall = MoveHit = [1,5]
Triggerall = fvar(4) - EnemyNear(var(2)),GetHitVar(xvel)*(EnemyNear(var(2)),Facing)*20*fvar(14) >= 70
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = StateNo = 430


[State -3, LbN]
Type = ChangeState
Value = 220
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = var(59) || fvar(39) = 1
Triggerall = fvar(29) != 1
Triggerall = RoundState = 2 && Life > 0
Triggerall = StateType != A
Triggerall = !var(9)
Triggerall = !(abs(fvar(4)) < 21)
Triggerall = !(EnemyNear(var(2)),StateType = A || EnemyNear(var(2)),StateType = L)    
Triggerall = !((EnemyNear(var(2)),StateNo = [820,823]) || (EnemyNear(var(2)),StateNo = [870,871]) || (EnemyNear(var(2)),StateNo = [1220,1221]) || (EnemyNear(var(2)),StateNo = [2020,2021]))
Triggerall = !((EnemyNear(var(2)),StateNo = [2120,2122]) || (EnemyNear(var(2)),StateNo = [2230,2231]) || EnemyNear(var(2)),StateNo = 2520 || (EnemyNear(var(2)),StateNo = [2620,2622]) || (EnemyNear(var(2)),StateNo = [2720,2723]))
Triggerall = MoveHit = [1,5]
Triggerall = fvar(4) = [-15,72-fvar(12)+((EnemyNear(var(2)),GetHitVar(xvel))*(EnemyNear(var(2)),Facing)*(1-fvar(15)**((8-EnemyNear(var(2)),GetHitVar(hitshaketime))*(EnemyNear(var(2)),GetHitVar(hitshaketime)<8)))/(1-fvar(15)))]
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = StateNo = 400 && AnimElem = 3, > 0
Trigger2 = StateNo = 420 && AnimElem = 3, > 0


[State -3, Ⴊݎp`]
Type = ChangeState
Value = 400
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = var(59) || fvar(39) = 1
Triggerall = RoundState = 2 && Life > 0
Triggerall = StateType != A
Triggerall = !var(9)
Triggerall = !(EnemyNear(var(2)),StateType = A || EnemyNear(var(2)),StateType = L)    
Triggerall = !((EnemyNear(var(2)),StateNo = [820,823]) || (EnemyNear(var(2)),StateNo = [870,871]) || (EnemyNear(var(2)),StateNo = [1220,1221]) || (EnemyNear(var(2)),StateNo = [2020,2021]))
Triggerall = !((EnemyNear(var(2)),StateNo = [2120,2122]) || (EnemyNear(var(2)),StateNo = [2230,2231]) || EnemyNear(var(2)),StateNo = 2520 || (EnemyNear(var(2)),StateNo = [2620,2622]) || (EnemyNear(var(2)),StateNo = [2720,2723]))
Triggerall = MoveHit = [1,5]
Triggerall = fvar(4) = [-15,40-fvar(12)+((EnemyNear(var(2)),GetHitVar(xvel))*(EnemyNear(var(2)),Facing)*(1-fvar(15)**((4-EnemyNear(var(2)),GetHitVar(hitshaketime))*(EnemyNear(var(2)),GetHitVar(hitshaketime)<4)))/(1-fvar(15)))]
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = StateNo = 400 && AnimElem = 3, > 0
Trigger2 = StateNo = 420 && AnimElem = 3, > 0


[State -3, ႪݎLbN]
Type = ChangeState
Value = 420
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = var(59) || fvar(39) = 1
Triggerall = RoundState = 2 && Life > 0
Triggerall = StateType != A
Triggerall = !var(9)
Triggerall = !(EnemyNear(var(2)),StateType = A || EnemyNear(var(2)),StateType = L)    
Triggerall = !((EnemyNear(var(2)),StateNo = [820,823]) || (EnemyNear(var(2)),StateNo = [870,871]) || (EnemyNear(var(2)),StateNo = [1220,1221]) || (EnemyNear(var(2)),StateNo = [2020,2021]))
Triggerall = !((EnemyNear(var(2)),StateNo = [2120,2122]) || (EnemyNear(var(2)),StateNo = [2230,2231]) || EnemyNear(var(2)),StateNo = 2520 || (EnemyNear(var(2)),StateNo = [2620,2622]) || (EnemyNear(var(2)),StateNo = [2720,2723]))
Triggerall = MoveHit = [1,5]
Triggerall = fvar(4) = [-15,64-fvar(12)+((EnemyNear(var(2)),GetHitVar(xvel))*(EnemyNear(var(2)),Facing)*(1-fvar(15)**((5-EnemyNear(var(2)),GetHitVar(hitshaketime))*(EnemyNear(var(2)),GetHitVar(hitshaketime)<5)))/(1-fvar(15)))]
Triggerall = fvar(26) = 1 || !(fvar(29) = 1 || fvar(29) = 4)
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = StateNo = 400 && AnimElem = 3, > 0
Trigger2 = StateNo = 420 && AnimElem = 3, > 0


[State -3, _ug}z[NiLZj]
Type = ChangeState
Value = 261
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = var(59) || fvar(39) = 1
Triggerall = RoundState = 2 && Life > 0
Triggerall = StateType != A
Triggerall = !var(9)
Triggerall = !(EnemyNear(var(2)),StateType = A || EnemyNear(var(2)),StateType = L)    
Triggerall = !((EnemyNear(var(2)),StateNo = [820,823]) || (EnemyNear(var(2)),StateNo = [870,871]) || (EnemyNear(var(2)),StateNo = [1220,1221]) || (EnemyNear(var(2)),StateNo = [2020,2021]))
Triggerall = !((EnemyNear(var(2)),StateNo = [2120,2122]) || (EnemyNear(var(2)),StateNo = [2230,2231]) || EnemyNear(var(2)),StateNo = 2520 || (EnemyNear(var(2)),StateNo = [2620,2622]) || (EnemyNear(var(2)),StateNo = [2720,2723]))
Triggerall = fvar(2) >= 0
Triggerall = MoveHit = [1,5]
Triggerall = fvar(4) = [-15,84-fvar(12)+((EnemyNear(var(2)),GetHitVar(xvel))*(EnemyNear(var(2)),Facing)*(1-fvar(15)**((8-EnemyNear(var(2)),GetHitVar(hitshaketime))*(EnemyNear(var(2)),GetHitVar(hitshaketime)<8)))/(1-fvar(15)))]
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = StateNo = 205 
Trigger2 = StateNo = 210 && !(fvar(29) = 1 && !fvar(26))
Trigger3 = StateNo = 215 && AnimElem = 6, < 0 && (!(fvar(29) != 4 && var(52)) || (fvar(29) = 1 && !fvar(26))) 
Trigger4 = StateNo = 215 && AnimElem = 6, > 0
Trigger5 = StateNo = 220 && fvar(29) != 1
Trigger6 = StateNo = 225
Trigger7 = StateNo = 235 && AnimElem = 10, < 0
Trigger8 = StateNo = 245 && fvar(29) != 4 && !(EnemyNear(var(2)),StateNo = [5000,5300])
Trigger9 = StateNo = 400
Trigger9 = !(fvar(26) = 1 || !(fvar(29) = 1 || fvar(29) = 4))
Trigger9 = fvar(4) != [-15,40+((EnemyNear(var(2)),GetHitVar(xvel))*(EnemyNear(var(2)),Facing)*(1-fvar(15)**((5-EnemyNear(var(2)),GetHitVar(hitshaketime))*(EnemyNear(var(2)),GetHitVar(hitshaketime)<5)))/(1-fvar(15)))]
Trigger10 = StateNo = 400
Trigger10 = (fvar(26) = 1 || !(fvar(29) = 1 || fvar(29) = 4))
Trigger10 = fvar(4) != [-15,64+((EnemyNear(var(2)),GetHitVar(xvel))*(EnemyNear(var(2)),Facing)*(1-fvar(15)**((5-EnemyNear(var(2)),GetHitVar(hitshaketime))*(EnemyNear(var(2)),GetHitVar(hitshaketime)<5)))/(1-fvar(15)))]
Trigger11 = StateNo = 410
Trigger12 = StateNo = 420 && (!(fvar(29) = 1 || fvar(29) = 4) || fvar(26))
Trigger12 = fvar(4) != [-15,64+((EnemyNear(var(2)),GetHitVar(xvel))*(EnemyNear(var(2)),Facing)*(1-fvar(15)**((5-EnemyNear(var(2)),GetHitVar(hitshaketime))*(EnemyNear(var(2)),GetHitVar(hitshaketime)<5)))/(1-fvar(15)))]
Trigger13 = StateNo = 430 && !(EnemyNear(var(2)),StateNo = [5000,5300])


[State -3, NCbNMAX]
type = ChangeState
value = 951
IgnoreHitPause = 1
Triggerall = var(59) || fvar(39) = 1
Triggerall = fvar(29) != 4
Triggerall = RoundState = 2 && Life > 0
Triggerall = !var(52) && Power >= 2000
Triggerall = StateType != A
Triggerall = !var(9)
Triggerall = !(EnemyNear(var(2)),StateType = A || EnemyNear(var(2)),StateType = L) && EnemyNear(var(2)),MoveType = H
Triggerall = !((EnemyNear(var(2)),StateNo = [820,823]) || (EnemyNear(var(2)),StateNo = [870,871]) || (EnemyNear(var(2)),StateNo = [1220,1221]) || (EnemyNear(var(2)),StateNo = [2020,2021]))
Triggerall = !((EnemyNear(var(2)),StateNo = [2120,2122]) || (EnemyNear(var(2)),StateNo = [2230,2231]) || EnemyNear(var(2)),StateNo = 2520 || (EnemyNear(var(2)),StateNo = [2620,2622]) || (EnemyNear(var(2)),StateNo = [2720,2723]))
Triggerall = !(MoveContact > 5)
Triggerall = StateNo = 260 && AnimElem = 11,< 0 && (NumTarget(260) || MoveHit)
Triggerall = MoveHit
Triggerall = !((ProjHitTime(1100) >= 0) && (EnemyNear(var(2)),BackEdgeBodyDist < -5 || var(40) < EnemyNear(var(2)),Const(size.ground.front)+EnemyNear(var(2)),Const(size.ground.back)+24))
Triggerall = !(fvar(17) && fvar(18))
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = !(fvar(29) = 1 && !fvar(26))
Trigger1 = fvar(4) = [-15,64+((EnemyNear(var(2)),GetHitVar(xvel))*(EnemyNear(var(2)),Facing)*(1-fvar(15)**((16-EnemyNear(var(2)),GetHitVar(hitshaketime))*(EnemyNear(var(2)),GetHitVar(hitshaketime)<16)))/(1-fvar(15)))]
Trigger2 = fvar(4) = [-15,40+((EnemyNear(var(2)),GetHitVar(xvel))*(EnemyNear(var(2)),Facing)*(1-fvar(15)**((4-EnemyNear(var(2)),GetHitVar(hitshaketime))*(EnemyNear(var(2)),GetHitVar(hitshaketime)<4)))/(1-fvar(15)))]
Trigger3 = fvar(4) = [-15,64+((EnemyNear(var(2)),GetHitVar(xvel))*(EnemyNear(var(2)),Facing)*(1-fvar(15)**((5-EnemyNear(var(2)),GetHitVar(hitshaketime))*(EnemyNear(var(2)),GetHitVar(hitshaketime)<5)))/(1-fvar(15)))]


[State -3, NCbNMAX]
Type = VarSet
ignorehitpause = 1
Triggerall = var(59) || fvar(39) = 1
Triggerall = fvar(34) = 2
Triggerall = RoundState = 2 && Life > 0
Triggerall = !var(52) && Power >= 1000
Triggerall = StateType != A
Triggerall = !(EnemyNear(var(2)),StateType = A || EnemyNear(var(2)),StateType = L)    
Triggerall = !((EnemyNear(var(2)),StateNo = [820,823]) || (EnemyNear(var(2)),StateNo = [870,871]) || (EnemyNear(var(2)),StateNo = [1220,1221]) || (EnemyNear(var(2)),StateNo = [2020,2021]))
Triggerall = !((EnemyNear(var(2)),StateNo = [2120,2122]) || (EnemyNear(var(2)),StateNo = [2230,2231]) || EnemyNear(var(2)),StateNo = 2520 || (EnemyNear(var(2)),StateNo = [2620,2622]) || (EnemyNear(var(2)),StateNo = [2720,2723]))
Triggerall = !(fvar(17) && fvar(18))
Triggerall = MoveHit = [1,5]
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = StateNo = 210 || StateNo = 215 || StateNo = 235 || StateNo = 250 || StateNo = 260
var(52) = IfElse(fvar(34)=2&&var(53),1560,1080)


[State -3, NCbNMAX]
Type = VarSet
ignorehitpause = 1
Triggerall = var(59) || fvar(39) = 1
Triggerall = fvar(34) = 2 || !(fvar(29) = 1 || fvar(29) = 4)
Triggerall = RoundState = 2 && Life > 0
Triggerall = !var(52) && Power >= 1000
Triggerall = StateType = A
Triggerall = !(EnemyNear(var(2)),StateType = A || EnemyNear(var(2)),StateType = L)    
Triggerall = !((EnemyNear(var(2)),StateNo = [820,823]) || (EnemyNear(var(2)),StateNo = [870,871]) || (EnemyNear(var(2)),StateNo = [1220,1221]) || (EnemyNear(var(2)),StateNo = [2020,2021]))
Triggerall = !((EnemyNear(var(2)),StateNo = [2120,2122]) || (EnemyNear(var(2)),StateNo = [2230,2231]) || EnemyNear(var(2)),StateNo = 2520 || (EnemyNear(var(2)),StateNo = [2620,2622]) || (EnemyNear(var(2)),StateNo = [2720,2723]))
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = (StateNo < 1000 && (MoveHit = [1,5]))
var(52) = IfElse(fvar(34)=2&&var(53),1560,1080)


[State -3, U]
Type = ChangeState
Value = 250
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = var(59) || fvar(39) = 1
Triggerall = fvar(33) = 2 || !(fvar(29) = 1 || fvar(29) = 4)
Triggerall = RoundState = 2 && Life > 0
Triggerall = StateType != A
Triggerall = !var(9)
Triggerall = !(EnemyNear(var(2)),StateType = A || EnemyNear(var(2)),StateType = L)    
Triggerall = !((EnemyNear(var(2)),StateNo = [820,823]) || (EnemyNear(var(2)),StateNo = [870,871]) || (EnemyNear(var(2)),StateNo = [1220,1221]) || (EnemyNear(var(2)),StateNo = [2020,2021]))
Triggerall = !((EnemyNear(var(2)),StateNo = [2120,2122]) || (EnemyNear(var(2)),StateNo = [2230,2231]) || EnemyNear(var(2)),StateNo = 2520 || (EnemyNear(var(2)),StateNo = [2620,2622]) || (EnemyNear(var(2)),StateNo = [2720,2723]))
Triggerall = StateNo = 935 && (AnimElem = 3, > 2 && AnimElem = 4, < 0)
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = fvar(4) = [-15,60]


[State -3, NCbNU]
Type = ChangeState
Value = 935
ignorehitpause = 1
Triggerall = var(59) || fvar(39) = 1
Triggerall = (fvar(34) = 2 && fvar(33) = 2) || !(fvar(29) = 1 || fvar(29) = 4)
Triggerall = RoundState = 2 && Life > 0
Triggerall = StateType != A
Triggerall = !var(9)
Triggerall = !(EnemyNear(var(2)),StateType = A || EnemyNear(var(2)),StateType = L)    
Triggerall = !((EnemyNear(var(2)),StateNo = [820,823]) || (EnemyNear(var(2)),StateNo = [870,871]) || (EnemyNear(var(2)),StateNo = [1220,1221]) || (EnemyNear(var(2)),StateNo = [2020,2021]))
Triggerall = !((EnemyNear(var(2)),StateNo = [2120,2122]) || (EnemyNear(var(2)),StateNo = [2230,2231]) || EnemyNear(var(2)),StateNo = 2520 || (EnemyNear(var(2)),StateNo = [2620,2622]) || (EnemyNear(var(2)),StateNo = [2720,2723]))
Triggerall = var(52) > 150+(fvar(34)=2)*450
Triggerall = MoveHit = [1,5]
Triggerall = fvar(4) = [-15,60]
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = StateNo = 210 || StateNo = 215 || StateNo = 235 || StateNo = 240 || StateNo = 260


[State -3, LbN]
Type = ChangeState
Value = 220
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = var(59) || fvar(39) = 1
Triggerall = fvar(29) = 1
Triggerall = RoundState = 2 && Life > 0
Triggerall = StateType != A
Triggerall = !var(9)
Triggerall = !(abs(fvar(4)) < 21)
Triggerall = !(EnemyNear(var(2)),StateType = A || EnemyNear(var(2)),StateType = L)    
Triggerall = !((EnemyNear(var(2)),StateNo = [820,823]) || (EnemyNear(var(2)),StateNo = [870,871]) || (EnemyNear(var(2)),StateNo = [1220,1221]) || (EnemyNear(var(2)),StateNo = [2020,2021]))
Triggerall = !((EnemyNear(var(2)),StateNo = [2120,2122]) || (EnemyNear(var(2)),StateNo = [2230,2231]) || EnemyNear(var(2)),StateNo = 2520 || (EnemyNear(var(2)),StateNo = [2620,2622]) || (EnemyNear(var(2)),StateNo = [2720,2723]))
Triggerall = MoveHit = [1,5]
Triggerall = fvar(4) = [-15,72-fvar(12)+((EnemyNear(var(2)),GetHitVar(xvel))*(EnemyNear(var(2)),Facing)*(1-fvar(15)**((8-EnemyNear(var(2)),GetHitVar(hitshaketime))*(EnemyNear(var(2)),GetHitVar(hitshaketime)<8)))/(1-fvar(15)))]
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = StateNo = 400 && AnimElem = 3, > 0
Trigger2 = StateNo = 420 && AnimElem = 3, > 0


;===================================================================================
:===================================================================================
;yAZEqbghi΋jz
;===================================================================================
;===================================================================================


[State -3,WFmTChJb^[2002A]
type = ChangeState
value = 1300
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = fvar(29) != 4
Triggerall = var(59) || fvar(39) = 1
Triggerall = RoundState = 2 && Life > 0
Triggerall = !var(9)
Triggerall = StateType != A
Triggerall = EnemyNear(var(2)),StateType = A && EnemyNear(var(2)),MoveType = H    
Triggerall = MoveHit = [1,5]
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = StateNo = 245



[State -3, NCbNMAX(S,SP)]
Type = VarSet
ignorehitpause = 1
Triggerall = var(59) || fvar(39) = 1
Triggerall = !(fvar(29) = 1 || (fvar(29) = 4 && fvar(34) = 1))
Triggerall = RoundState = 2 && Life > 0
Triggerall = !var(52) && Power >= 1000
Triggerall = EnemyNear(var(2)),MoveType = H
Triggerall = MoveHit = [1,5]
Triggerall = !(fvar(29) = 1 || fvar(29) = 4)
Triggerall = !(fvar(17) && fvar(18))
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = NumTarget(1302) || StateNo = 1305 || StateNo = 1355
var(52) = IfElse(fvar(34)=2&&var(53),1560,1080)


[State -3, MAX]
Type = ChangeState
value = 950
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = var(59) || fvar(39) = 1
Triggerall = RoundState = 2 && Life > 0
Triggerall = !var(52) && Power >= 1000
Triggerall = EnemyNear(var(2)),StateType = A && EnemyNear(var(2)),MoveType = H 
Triggerall = PrevStateNo = 1450
Triggerall = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo= [100,101])
Triggerall = Power >= 2000
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = EnemyNear(var(2)),StateNo = 1470
Trigger2 = EnemyNear(var(2)),StateNo = 1471 && EnemyNear(var(2)),Time < 5


[State -3, SbhvXYighj]
type = ChangeState
value = 1250
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = fvar(29) != 4
Triggerall = var(59) || fvar(39) = 1
Triggerall = RoundState = 2 && Life > 0
Triggerall = StateType != A
Triggerall = EnemyNear(var(2)),StateType = A && EnemyNear(var(2)),MoveType = H 
Triggerall = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo= [100,101])
Triggerall = !var(9)
Triggerall = EnemyNear(var(2)),StateNo = [1320,1321]
Triggerall = fvar(4) = [-15,32]
Triggerall = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*10 + 0.5*fvar(16)*10*9 = [-30,10-var(44)*20)
Triggerall = EnemyNear(var(2)),GetHitVar(hitshaketime) = 0
Triggerall = EnemyNear(var(2)),GetHitVar(xvel) = 0
Triggerall = var(43) > 1
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = !fvar(26) && (EnemyNear(var(2)),Life < Ceil((19*9*fvar(10)*fvar(37)/103)/((EnemyNear(var(2)),Const(data.defence))/Const(data.attack))))
Trigger2 = fvar(26) && (EnemyNear(var(2)),Life < Ceil((IfElse(fvar(28)=0,8,16)*fvar(10)*fvar(37)/12)/((EnemyNear(var(2)),Const(data.defence))/Const(data.attack))))


[State -3, WFmTChJb^['94ighj]
type = ChangeState
value = 1900
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = !(fvar(29) = 1 || fvar(29) = 4)
Triggerall = var(59) || fvar(39) = 1
Triggerall = RoundState = 2 && Life > 0
Triggerall = StateType != A
Triggerall = EnemyNear(var(2)),StateType = A && EnemyNear(var(2)),MoveType = H 
Triggerall = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo= [100,101])
Triggerall = !var(9)
Triggerall = EnemyNear(var(2)),StateNo = [1320,1321]
Triggerall = fvar(4) = [-15,70+EnemyNear(var(2)),Const(size.air.front)]
Triggerall = EnemyNear(var(2)),Life < Ceil((54*100*fvar(10)*fvar(37)/IfElse(fvar(27)=0,2,1)/10/207)/((EnemyNear(var(2)),Const(data.defence))/Const(data.attack)))
Triggerall = EnemyNear(var(2)),GetHitVar(hitshaketime) = 0
Triggerall = EnemyNear(var(2)),GetHitVar(xvel) = 0
Triggerall = var(43) > 1
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*7 + 0.5*fvar(16)*7*6 = [-40,10-var(44)*20)
Trigger2 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*11 + 0.5*fvar(16)*11*10 = [-40,10-var(44)*20)


[State -3, WFmTChJb^[2002Bighj]
type = ChangeState
value = 1350
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = fvar(29) != 4
Triggerall = var(59) || fvar(39) = 1
Triggerall = RoundState = 2 && Life > 0
Triggerall = StateType != A
Triggerall = EnemyNear(var(2)),StateType = A && EnemyNear(var(2)),MoveType = H 
Triggerall = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo= [100,101])
Triggerall = !var(9)
Triggerall = EnemyNear(var(2)),StateNo = [1320,1321]
Triggerall = fvar(4) = [-15,83+EnemyNear(var(2)),Const(size.air.front)]
Triggerall = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*8 + 0.5*fvar(16)*8*7 = [-40,10-var(44)*20)
Triggerall = EnemyNear(var(2)),GetHitVar(hitshaketime) = 0
Triggerall = EnemyNear(var(2)),GetHitVar(xvel) = 0
Triggerall = var(43) > 1
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = !fvar(26) && (EnemyNear(var(2)),Life < Ceil((34*9*fvar(10)*fvar(37)/103)/((EnemyNear(var(2)),Const(data.defence))/Const(data.attack))))
Trigger2 = fvar(26) && (EnemyNear(var(2)),Life < Ceil((IfElse(fvar(28)=0,12,31)*fvar(10)*fvar(37)/12)/((EnemyNear(var(2)),Const(data.defence))/Const(data.attack))))


[State -3, ojVObVY]
type = ChangeState
value = 1850
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = fvar(29) != 1
Triggerall = var(59) || fvar(39) = 1
Triggerall = RoundState = 2 && Life > 0
Triggerall = StateType != A
Triggerall = EnemyNear(var(2)),StateType = A && EnemyNear(var(2)),MoveType = H 
Triggerall = !((EnemyNear(var(2)),StateNo = [820,823]) || (EnemyNear(var(2)),StateNo = [870,871]) || (EnemyNear(var(2)),StateNo = [1220,1221]) || (EnemyNear(var(2)),StateNo = [2020,2021]))
Triggerall = !((EnemyNear(var(2)),StateNo = [2120,2122]) || (EnemyNear(var(2)),StateNo = [2230,2231]) || EnemyNear(var(2)),StateNo = 2520 || (EnemyNear(var(2)),StateNo = [2620,2622]) || (EnemyNear(var(2)),StateNo = [2720,2723]))
Triggerall = !(var(9) || var(28))
Triggerall = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo= [100,101])
Triggerall = (EnemyNear(var(2)),StateNo = [1320,1321]) || EnemyNear(var(2)),StateNo = 1471
Triggerall = var(43) > 1
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = var(40)-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*16*var(6) > 0
Trigger1 = fvar(2)-(EnemyNear(var(2)),Vel X*fvar(14)*var(6)*16+15*(16-16))=[-40-(EnemyNear(var(2)),Const(size.air.front)+EnemyNear(var(2)),Const(size.air.back)/2),9+EnemyNear(var(2)),Const(size.air.front)]
Trigger1 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*16 + 0.5*fvar(16)*16*15 = [-60,10-var(44)*20)
Trigger2 = var(40)-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*16*var(6) <= 0
Trigger2 = var(40)-(15*(16-16))=[-55,24]
Trigger2 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*16 + 0.5*fvar(16)*16*15 = [-60,10-var(44)*20)
Trigger3 = var(40)-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*17*var(6) > 0
Trigger3 = fvar(2)-(EnemyNear(var(2)),Vel X*fvar(14)*var(6)*17+15*(17-16))=[-40-(EnemyNear(var(2)),Const(size.air.front)+EnemyNear(var(2)),Const(size.air.back)/2),9+EnemyNear(var(2)),Const(size.air.front)]
Trigger3 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*17 + 0.5*fvar(16)*17*16 = [-60,10-var(44)*20)
Trigger4 = var(40)-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*17*var(6) <= 0
Trigger4 = var(40)-(15*(17-16))=[-55,24]
Trigger4 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*17 + 0.5*fvar(16)*17*16 = [-60,10-var(44)*20)
Trigger5 = var(40)-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*18*var(6) > 0
Trigger5 = fvar(2)-(EnemyNear(var(2)),Vel X*fvar(14)*var(6)*18+15*(18-16))=[-40-(EnemyNear(var(2)),Const(size.air.front)+EnemyNear(var(2)),Const(size.air.back)/2),9+EnemyNear(var(2)),Const(size.air.front)]
Trigger5 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*18 + 0.5*fvar(16)*18*17 = [-60,10-var(44)*20)
Trigger6 = var(40)-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*18*var(6) <= 0
Trigger6 = var(40)-(15*(18-16))=[-55,24]
Trigger6 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*18 + 0.5*fvar(16)*18*17 = [-60,10-var(44)*20)
Trigger7 = var(40)-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*19*var(6) > 0
Trigger7 = fvar(2)-(EnemyNear(var(2)),Vel X*fvar(14)*var(6)*19+15*(19-16))=[-40-(EnemyNear(var(2)),Const(size.air.front)+EnemyNear(var(2)),Const(size.air.back)/2),9+EnemyNear(var(2)),Const(size.air.front)]
Trigger7 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*19 + 0.5*fvar(16)*19*18 = [-60,10-var(44)*20)
Trigger8 = var(40)-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*19*var(6) <= 0
Trigger8 = var(40)-(15*(19-16))=[-55,24]
Trigger8 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*19 + 0.5*fvar(16)*19*18 = [-60,10-var(44)*20)
Trigger9 = var(40)-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*20*var(6) > 0
Trigger9 = fvar(2)-(EnemyNear(var(2)),Vel X*fvar(14)*var(6)*20+15*(20-16))=[-40-(EnemyNear(var(2)),Const(size.air.front)+EnemyNear(var(2)),Const(size.air.back)/2),9+EnemyNear(var(2)),Const(size.air.front)]
Trigger9 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*20 + 0.5*fvar(16)*20*19 = [-60,10-var(44)*20)
Trigger10 = var(40)-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*20*var(6) <= 0
Trigger10 = var(40)-(15*(20-16))=[-55,24]
Trigger10 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*20 + 0.5*fvar(16)*20*19 = [-60,10-var(44)*20)
Trigger11 = var(40)-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*21*var(6) > 0
Trigger11 = fvar(2)-(EnemyNear(var(2)),Vel X*fvar(14)*var(6)*21+15*(21-16))=[-40-(EnemyNear(var(2)),Const(size.air.front)+EnemyNear(var(2)),Const(size.air.back)/2),9+EnemyNear(var(2)),Const(size.air.front)]
Trigger11 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*21 + 0.5*fvar(16)*21*20 = [-60,10-var(44)*20)
Trigger12 = var(40)-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*21*var(6) <= 0
Trigger12 = var(40)-(15*(21-16))=[-55,24]
Trigger12 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*21 + 0.5*fvar(16)*21*20 = [-60,10-var(44)*20)
Trigger13 = var(40)-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*22*var(6) > 0
Trigger13 = fvar(2)-(EnemyNear(var(2)),Vel X*fvar(14)*var(6)*22+15*(22-16))=[-40-(EnemyNear(var(2)),Const(size.air.front)+EnemyNear(var(2)),Const(size.air.back)/2),9+EnemyNear(var(2)),Const(size.air.front)]
Trigger13 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*22 + 0.5*fvar(16)*22*21 = [-60,10-var(44)*20)
Trigger14 = var(40)-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*22*var(6) <= 0
Trigger14 = var(40)-(15*(22-16))=[-55,24]
Trigger14 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*22 + 0.5*fvar(16)*22*21 = [-60,10-var(44)*20)


[State -3, JCU[tFjbNX]
type = ChangeState
value = 3000
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = !(fvar(29) = 1 && fvar(26) != 1)
Triggerall = var(59) || fvar(39) = 1
Triggerall = RoundState = 2 && Life > 0
Triggerall = StateType != A
Triggerall = EnemyNear(var(2)),StateType = A && EnemyNear(var(2)),MoveType = H
Triggerall = var(58) = 2 || (fvar(26) && Power >= 3000)
Triggerall = var(53) && !var(51)
Triggerall = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo= [100,101])
Triggerall = !(EnemyNear(var(2)),StateNo = 1470 || (EnemyNear(var(2)),StateNo = 1471 && EnemyNear(var(2)),Time < 3))
Triggerall = var(43) > 1
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = (FrontEdgeBodyDist > 200 || var(40) > 200) || ((fvar(29) = 3 || fvar(29) = 6) && (FrontEdgeBodyDist > 70 || var(40) > 70))
Trigger1 = fvar(4)-EnemyNear(var(2)),Vel X*fvar(14)*var(6)*19 > IfElse((fvar(29)=3||fvar(29)=6),70,175)
Trigger1 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*19 + 0.5*fvar(16)*19*18 = [-40,100)


[State -3, Ő];60-28
type = ChangeState
value = 2400
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = !(fvar(29) = 1 || fvar(29) = 4)
Triggerall = var(59) || fvar(39) = 1
Triggerall = RoundState = 2 && Life > 0
Triggerall = StateType != A
Triggerall = var(58) >= 1
Triggerall = EnemyNear(var(2)),StateType = A && EnemyNear(var(2)),MoveType = H 
Triggerall = !((EnemyNear(var(2)),StateNo = [820,823]) || (EnemyNear(var(2)),StateNo = [870,871]) || (EnemyNear(var(2)),StateNo = [1220,1221]) || (EnemyNear(var(2)),StateNo = [2020,2021]))
Triggerall = !((EnemyNear(var(2)),StateNo = [2120,2122]) || (EnemyNear(var(2)),StateNo = [2230,2231]) || EnemyNear(var(2)),StateNo = 2520 || (EnemyNear(var(2)),StateNo = [2620,2622]) || (EnemyNear(var(2)),StateNo = [2720,2723]))
Triggerall = !var(9) || (fvar(29) = 3 || fvar(29) = 6)
Triggerall = var(43) > 1
Triggerall = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo= [100,101])
Triggerall = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*32 + 0.5*fvar(16)*32*31 = [-200,10-var(44)*20)
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = var(40)-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*32*var(6) > 0
Trigger1 = abs(fvar(2) - EnemyNear(var(2)),Vel X*fvar(14)*32*var(6)) < 50
Trigger2 = var(40)-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*32*var(6) <= 0
Trigger2 = abs(fvar(2)) < 50


[State -3, _[No[A]
type = ChangeState
value = 1500
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = !(fvar(29) = 1 || fvar(29) = 4) || fvar(26)
Triggerall = var(59) || fvar(39) = 1
Triggerall = RoundState = 2 && Life > 0
Triggerall = StateType != A
Triggerall = EnemyNear(var(2)),StateType = A && EnemyNear(var(2)),MoveType = H 
Triggerall = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo= [100,101])
Triggerall = !var(9)
Triggerall = !((EnemyNear(var(2)),StateNo = [820,823]) || (EnemyNear(var(2)),StateNo = [870,871]) || (EnemyNear(var(2)),StateNo = [1220,1221]) || (EnemyNear(var(2)),StateNo = [2020,2021]))
Triggerall = !((EnemyNear(var(2)),StateNo = [2120,2122]) || (EnemyNear(var(2)),StateNo = [2230,2231]) || EnemyNear(var(2)),StateNo = 2520 || (EnemyNear(var(2)),StateNo = [2620,2622]) || (EnemyNear(var(2)),StateNo = [2720,2723]))
Triggerall = EnemyNear(var(2)),GetHitVar(hitshaketime) = 0
Triggerall = var(43) > 1
Triggerall = !(EnemyNear(var(2)),StateNo = 1470 || (EnemyNear(var(2)),StateNo = 1471 && EnemyNear(var(2)),Time < 3))
Triggerall = Power >= IfElse(fvar(26)=1,850,820) || var(52) >= 30
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = (fvar(29) = 1 || fvar(29) = 4)
Trigger1 = fvar(4) - EnemyNear(var(2)),Vel X*fvar(14)*12*var(6) = [0,76]
Trigger1 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*12 + 0.5*fvar(16)*12*11 = [-80,10-var(44)*20)
Trigger2 = (fvar(29) = 1 || fvar(29) = 4)
Trigger2 = EnemyNear(var(2)),GetHitVar(xvel) = 0 || EnemyNear(var(2)),backedgeBodyDist < 10 || var(41) < 10 || EnemyNear(var(2)),FrontedgeBodyDist < 10
Trigger2 = fvar(4) = [-15,76]
Trigger2 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*12 + 0.5*fvar(16)*12*11 = [-80,10-var(44)*20)
Trigger3 = !(fvar(29) = 1 || fvar(29) = 4)
Trigger3 = fvar(4) - EnemyNear(var(2)),Vel X*fvar(14)*6*var(6) = [0,76]
Trigger3 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*6 + 0.5*fvar(16)*6*5 = [-70,10-var(44)*20)
Trigger4 = !(fvar(29) = 1 || fvar(29) = 4)
Trigger4 = EnemyNear(var(2)),GetHitVar(xvel) = 0 || EnemyNear(var(2)),backedgeBodyDist < 10 || var(41) < 10 || EnemyNear(var(2)),FrontedgeBodyDist < 10
Trigger4 = fvar(4) = [-15,76]
Trigger4 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*6 + 0.5*fvar(16)*6*5 = [-70,10-var(44)*20)


[State -3, WFmTChJb^[2002Aiʁj]
type = ChangeState
value = 1300
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = !(fvar(29) = 1 || fvar(29) = 4) || fvar(26)
Triggerall = var(59) || fvar(39) = 1
Triggerall = RoundState = 2 && Life > 0
Triggerall = StateType != A
Triggerall = EnemyNear(var(2)),StateType = A && EnemyNear(var(2)),MoveType = H 
Triggerall = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo= [100,101]) || (StateNo = 1301 && Ctrl)
Triggerall = !var(9)
Triggerall = !((EnemyNear(var(2)),StateNo = [820,823]) || (EnemyNear(var(2)),StateNo = [870,871]) || (EnemyNear(var(2)),StateNo = [1220,1221]) || (EnemyNear(var(2)),StateNo = [2020,2021]))
Triggerall = !((EnemyNear(var(2)),StateNo = [2120,2122]) || (EnemyNear(var(2)),StateNo = [2230,2231]) || EnemyNear(var(2)),StateNo = 2520 || (EnemyNear(var(2)),StateNo = [2620,2622]) || (EnemyNear(var(2)),StateNo = [2720,2723]))
Triggerall = EnemyNear(var(2)),GetHitVar(hitshaketime) = 0
Triggerall = var(43) > 1
Triggerall = !(EnemyNear(var(2)),StateNo = 1470 || (EnemyNear(var(2)),StateNo = 1471 && EnemyNear(var(2)),Time < 3))
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = var(40)-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*9*var(6) > 0
Trigger1 = fvar(4) - EnemyNear(var(2)),Vel X*fvar(14)*9*var(6) = [-5,83]
Trigger1 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*9 + 0.5*fvar(16)*9*8 = [-60,10-var(44)*20-var(8)*40)
Trigger2 = var(40)-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*9*var(6) <= 0
Trigger2 = fvar(4) = [-5,83]
Trigger2 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*9 + 0.5*fvar(16)*9*8 = [-60,10-var(44)*20-var(8)*40)
Trigger3 = EnemyNear(var(2)),GetHitVar(xvel) = 0 || EnemyNear(var(2)),backedgeBodyDist < 10 || var(41) < 10 || EnemyNear(var(2)),FrontedgeBodyDist < 10
Trigger3 = fvar(4) = [-15,83+EnemyNear(var(2)),Const(size.air.front)]
Trigger3 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*11 + 0.5*fvar(16)*11*10 = [-130,10-var(44)*20-var(8)*40)


[State -3, WFmTChJb^[2002Aiʁj]
type = ChangeState
value = 1300
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = fvar(29) = 1 && !fvar(26)
Triggerall = var(59) || fvar(39) = 1
Triggerall = RoundState = 2 && Life > 0
Triggerall = StateType != A
Triggerall = EnemyNear(var(2)),StateType = A && EnemyNear(var(2)),MoveType = H 
Triggerall = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo= [100,101])
Triggerall = !var(9)
Triggerall = !((EnemyNear(var(2)),StateNo = [820,823]) || (EnemyNear(var(2)),StateNo = [870,871]) || (EnemyNear(var(2)),StateNo = [1220,1221]) || (EnemyNear(var(2)),StateNo = [2020,2021]))
Triggerall = !((EnemyNear(var(2)),StateNo = [2120,2122]) || (EnemyNear(var(2)),StateNo = [2230,2231]) || EnemyNear(var(2)),StateNo = 2520 || (EnemyNear(var(2)),StateNo = [2620,2622]) || (EnemyNear(var(2)),StateNo = [2720,2723]))
Triggerall = EnemyNear(var(2)),GetHitVar(hitshaketime) = 0
Triggerall = var(43) > 1
Triggerall = !(EnemyNear(var(2)),StateNo = 1470 || (EnemyNear(var(2)),StateNo = 1471 && EnemyNear(var(2)),Time < 3))
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = fvar(4) - EnemyNear(var(2)),Vel X*fvar(14)*9*var(6) = [-5,83]
Trigger1 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*11 + 0.5*fvar(16)*11*10 = [-130,-80)



[State -3, WFmTChJb^[98UMA]
type = ChangeState
value = 1305
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = fvar(29) = 4
Triggerall = var(59) || fvar(39) = 1
Triggerall = RoundState = 2 && Life > 0
Triggerall = StateType != A
Triggerall = EnemyNear(var(2)),StateType = A && EnemyNear(var(2)),MoveType = H 
Triggerall = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo= [100,101])
Triggerall = !var(9)
Triggerall = !((EnemyNear(var(2)),StateNo = [820,823]) || (EnemyNear(var(2)),StateNo = [870,871]) || (EnemyNear(var(2)),StateNo = [1220,1221]) || (EnemyNear(var(2)),StateNo = [2020,2021]))
Triggerall = !((EnemyNear(var(2)),StateNo = [2120,2122]) || (EnemyNear(var(2)),StateNo = [2230,2231]) || EnemyNear(var(2)),StateNo = 2520 || (EnemyNear(var(2)),StateNo = [2620,2622]) || (EnemyNear(var(2)),StateNo = [2720,2723]))
Triggerall = EnemyNear(var(2)),GetHitVar(hitshaketime) = 0
Triggerall = var(43) > 1
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = fvar(4) - EnemyNear(var(2)),Vel X*fvar(14)*9*var(6) = [-5,91]
Trigger1 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*11 + 0.5*fvar(16)*11*10 = [-80,-60)
Trigger2 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*9 + 0.5*fvar(16)*9*8 = [-30,10-var(44)*20)


[State -3, MAXŃMKebNvbV[]
type = ChangeState
value = 2100
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = (((fvar(29) = 1 && !fvar(26)) || fvar(29) = 4) && !var(9)) || (fvar(29) = 1 && fvar(26) && !var(8)) || !(fvar(29) = 1 || fvar(29) = 4)
Triggerall = var(59) || fvar(39) = 1
Triggerall = RoundState = 2 && Life > 0
Triggerall = StateType != A
Triggerall = (((fvar(29) = 4 && fvar(34) = 1) || fvar(26) = 1) && Power >= 3000) || (!(fvar(29) = 1 || fvar(29) = 4) && Power >= IfElse(!var(53),2000,1000)) || ((fvar(29) = 1 || var(52)) && var(58) = 2)
Triggerall = EnemyNear(var(2)),StateType = L && EnemyNear(var(2)),MoveType = H
Triggerall = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo= [100,101])
Triggerall = !((EnemyNear(var(2)),StateNo = [820,823]) || (EnemyNear(var(2)),StateNo = [870,871]) || (EnemyNear(var(2)),StateNo = [1220,1221]) || (EnemyNear(var(2)),StateNo = [2020,2021]))
Triggerall = !((EnemyNear(var(2)),StateNo = [2120,2122]) || (EnemyNear(var(2)),StateNo = [2230,2231]) || EnemyNear(var(2)),StateNo = 2520 || (EnemyNear(var(2)),StateNo = [2620,2622]) || (EnemyNear(var(2)),StateNo = [2720,2723]))
Triggerall = !(fvar(29) = 1 || fvar(29) = 4) || fvar(26)
Triggerall = EnemyNear(var(2)),GetHitVar(hitshaketime) = 0
Triggerall = !(EnemyNear(var(2)),StateNo = 1470 || (EnemyNear(var(2)),StateNo = 1471 && EnemyNear(var(2)),Time < 3))
Triggerall = var(43) > 1
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = fvar(4) - EnemyNear(var(2)),Vel X*fvar(14)*6*var(6) = [-5,150]
Trigger1 = EnemyNear(var(2)),StateNo = [3050,3070)


[State -3, MKebNvbV[]
type = ChangeState
value = 2000
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = (((fvar(29) = 1 && !fvar(26)) || fvar(29) = 4) && !var(9)) || (fvar(29) = 1 && fvar(26) && !var(8)) || !(fvar(29) = 1 || fvar(29) = 4)
Triggerall = var(59) || fvar(39) = 1
Triggerall = RoundState = 2 && Life > 0
Triggerall = StateType != A
Triggerall = var(58) >= 1
Triggerall = EnemyNear(var(2)),StateType = L && EnemyNear(var(2)),MoveType = H
Triggerall = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo= [100,101])
Triggerall = !((EnemyNear(var(2)),StateNo = [820,823]) || (EnemyNear(var(2)),StateNo = [870,871]) || (EnemyNear(var(2)),StateNo = [1220,1221]) || (EnemyNear(var(2)),StateNo = [2020,2021]))
Triggerall = !((EnemyNear(var(2)),StateNo = [2120,2122]) || (EnemyNear(var(2)),StateNo = [2230,2231]) || EnemyNear(var(2)),StateNo = 2520 || (EnemyNear(var(2)),StateNo = [2620,2622]) || (EnemyNear(var(2)),StateNo = [2720,2723]))
Triggerall = !(fvar(29) = 1 || fvar(29) = 4) || fvar(26)
Triggerall = EnemyNear(var(2)),GetHitVar(hitshaketime) = 0
Triggerall = !(EnemyNear(var(2)),StateNo = 1470 || (EnemyNear(var(2)),StateNo = 1471 && EnemyNear(var(2)),Time < 3))
Triggerall = var(43) > 1
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = fvar(4) - EnemyNear(var(2)),Vel X*fvar(14)*6*var(6) = [-5,150]
Trigger1 = EnemyNear(var(2)),StateNo = [3050,3070)


[State -3, MAXŃfBXgNVIK]
type = ChangeState
value = 2600
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = (((fvar(29) = 1 && !fvar(26)) || fvar(29) = 4) && !var(9)) || (fvar(29) = 1 && fvar(26) && !var(8)) || !(fvar(29) = 1 || fvar(29) = 4)
Triggerall = var(59) || fvar(39) = 1
Triggerall = RoundState = 2 && Life > 0
Triggerall = StateType != A
Triggerall = (((fvar(29) = 4 && fvar(34) = 1) || fvar(26) = 1) && Power >= 3000) || (!(fvar(29) = 1 || fvar(29) = 4) && Power >= IfElse(!var(53),2000,1000)) || ((fvar(29) = 1 || var(52)) && var(58) = 2)
Triggerall = EnemyNear(var(2)),StateType = A && EnemyNear(var(2)),MoveType = H 
Triggerall = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo= [100,101])
Triggerall = !((EnemyNear(var(2)),StateNo = [820,823]) || (EnemyNear(var(2)),StateNo = [870,871]) || (EnemyNear(var(2)),StateNo = [1220,1221]) || (EnemyNear(var(2)),StateNo = [2020,2021]))
Triggerall = !((EnemyNear(var(2)),StateNo = [2120,2122]) || (EnemyNear(var(2)),StateNo = [2230,2231]) || EnemyNear(var(2)),StateNo = 2520 || (EnemyNear(var(2)),StateNo = [2620,2622]) || (EnemyNear(var(2)),StateNo = [2720,2723]))
Triggerall = EnemyNear(var(2)),GetHitVar(hitshaketime) = 0
Triggerall = !(EnemyNear(var(2)),StateNo = 1470 || (EnemyNear(var(2)),StateNo = 1471 && EnemyNear(var(2)),Time < 3))
Triggerall = var(43) > 1
Triggerall = !(EnemyNear(var(2)),StateNo = [5000,5300])
Triggerall = (fvar(29) = 1 && !fvar(26)) || fvar(29) = 4 || Power >= 4000 || (var(52) && Power >= 2000) || (!(fvar(29) = 1 || fvar(29) = 4) && var(53))
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = var(40)-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*6*var(6) > 0
Trigger1 = fvar(2) - ((EnemyNear(var(2)),Vel X*fvar(14))*7*var(6)) = [28-(EnemyNear(var(2)),Const(size.air.front)+EnemyNear(var(2)),Const(size.air.back)/2),131+EnemyNear(var(2)),Const(size.air.front)]
Trigger1 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*7 + 0.5*fvar(16)*7*6 = [-40,10-var(44)*20)
Trigger2 = var(40)-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*6*var(6) <= 0
Trigger2 = fvar(2) = [28-(EnemyNear(var(2)),Const(size.air.front)+EnemyNear(var(2)),Const(size.air.back)/2),131+EnemyNear(var(2)),Const(size.air.front)]
Trigger2 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*7 + 0.5*fvar(16)*7*6 = [-40,10-var(44)*20)


[State -3, fBXgNVIK]
type = ChangeState
value = 2500
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = (((fvar(29) = 1 && !fvar(26)) || fvar(29) = 4) && !var(9)) || (fvar(29) = 1 && fvar(26) && !var(8)) || !(fvar(29) = 1 || fvar(29) = 4)
Triggerall = var(59) || fvar(39) = 1
Triggerall = RoundState = 2 && Life > 0
Triggerall = StateType != A
Triggerall = var(58) >= 1
Triggerall = EnemyNear(var(2)),StateType = A && EnemyNear(var(2)),MoveType = H 
Triggerall = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo= [100,101])
Triggerall = !((EnemyNear(var(2)),StateNo = [820,823]) || (EnemyNear(var(2)),StateNo = [870,871]) || (EnemyNear(var(2)),StateNo = [1220,1221]) || (EnemyNear(var(2)),StateNo = [2020,2021]))
Triggerall = !((EnemyNear(var(2)),StateNo = [2120,2122]) || (EnemyNear(var(2)),StateNo = [2230,2231]) || EnemyNear(var(2)),StateNo = 2520 || (EnemyNear(var(2)),StateNo = [2620,2622]) || (EnemyNear(var(2)),StateNo = [2720,2723]))
Triggerall = EnemyNear(var(2)),GetHitVar(hitshaketime) = 0
Triggerall = !(EnemyNear(var(2)),StateNo = 1470 || (EnemyNear(var(2)),StateNo = 1471 && EnemyNear(var(2)),Time < 3))
Triggerall = var(43) > 1
Triggerall = !(EnemyNear(var(2)),StateNo = [5000,5300])
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = var(40)-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*6*var(6) > 0
Trigger1 = fvar(2) - ((EnemyNear(var(2)),Vel X*fvar(14))*7*var(6)) = [28-(EnemyNear(var(2)),Const(size.air.front)+EnemyNear(var(2)),Const(size.air.back)/2),131+EnemyNear(var(2)),Const(size.air.front)]
Trigger1 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*7 + 0.5*fvar(16)*7*6 = [-40,10-var(44)*20)
Trigger2 = var(40)-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*6*var(6) <= 0
Trigger2 = fvar(2) = [28-(EnemyNear(var(2)),Const(size.air.front)+EnemyNear(var(2)),Const(size.air.back)/2),131+EnemyNear(var(2)),Const(size.air.front)]
Trigger2 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*7 + 0.5*fvar(16)*7*6 = [-40,10-var(44)*20)


[State -3, MAXŃMKebNvbV[]
type = ChangeState
value = 2100
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = (((fvar(29) = 1 && !fvar(26)) || fvar(29) = 4) && !var(9)) || (fvar(29) = 1 && fvar(26) && !var(8)) || !(fvar(29) = 1 || fvar(29) = 4)
Triggerall = var(59) || fvar(39) = 1
Triggerall = RoundState = 2 && Life > 0
Triggerall = StateType != A
Triggerall = (((fvar(29) = 4 && fvar(34) = 1) || fvar(26) = 1) && Power >= 3000) || (!(fvar(29) = 1 || fvar(29) = 4) && Power >= IfElse(!var(53),2000,1000)) || ((fvar(29) = 1 || var(52)) && var(58) = 2)
Triggerall = EnemyNear(var(2)),StateType = A && EnemyNear(var(2)),MoveType = H 
Triggerall = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo= [100,101])
Triggerall = !((EnemyNear(var(2)),StateNo = [820,823]) || (EnemyNear(var(2)),StateNo = [870,871]) || (EnemyNear(var(2)),StateNo = [1220,1221]) || (EnemyNear(var(2)),StateNo = [2020,2021]))
Triggerall = !((EnemyNear(var(2)),StateNo = [2120,2122]) || (EnemyNear(var(2)),StateNo = [2230,2231]) || EnemyNear(var(2)),StateNo = 2520 || (EnemyNear(var(2)),StateNo = [2620,2622]) || (EnemyNear(var(2)),StateNo = [2720,2723]))
Triggerall = EnemyNear(var(2)),GetHitVar(hitshaketime) = 0
Triggerall = !(EnemyNear(var(2)),StateNo = 1470 || (EnemyNear(var(2)),StateNo = 1471 && EnemyNear(var(2)),Time < 3))
Triggerall = var(43) > 1
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = var(40)-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*6*var(6) > 0
Trigger1 = fvar(4) - ((8+(fvar(29)=3||fvar(29)=6)*4)*(6-5) + EnemyNear(var(2)),Vel X*fvar(14)*6*var(6)) = [-15,32]
Trigger1 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*6 + 0.5*fvar(16)*6*5 = [-40,10-var(44)*20)
Trigger2 = var(40)-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*6*var(6) <= 0
Trigger2 = var(40) - (8+(fvar(29)=3||fvar(29)=6)*4)*(6-5) = [-15,32]
Trigger2 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*6 + 0.5*fvar(16)*6*5 = [-40,10-var(44)*20)
Trigger3 = var(40)-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*7*var(6) > 0
Trigger3 = fvar(4) - ((8+(fvar(29)=3||fvar(29)=6)*4)*(7-5) + EnemyNear(var(2)),Vel X*fvar(14)*7*var(6)) = [-15,32]
Trigger3 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*7 + 0.5*fvar(16)*7*6 = [-40,10-var(44)*20)
Trigger4 = var(40)-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*7*var(6) <= 0
Trigger4 = var(40) - (8+(fvar(29)=3||fvar(29)=6)*4)*(7-5) = [-15,32]
Trigger4 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*7 + 0.5*fvar(16)*7*6 = [-40,10-var(44)*20)
Trigger5 = ((fvar(29) = 1 && !fvar(26)) || fvar(29) = 4) || (EnemyNear(var(2)),StateNo = [5000,5300])
Trigger5 = var(40)-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*8*var(6) > 0
Trigger5 = fvar(4) - ((8+(fvar(29)=3||fvar(29)=6)*4)*(8-5) + EnemyNear(var(2)),Vel X*fvar(14)*8*var(6)) = [-15,32]
Trigger5 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*8 + 0.5*fvar(16)*8*7 = [-40,10-var(44)*20)
Trigger6 = ((fvar(29) = 1 && !fvar(26)) || fvar(29) = 4) || (EnemyNear(var(2)),StateNo = [5000,5300])
Trigger6 = var(40)-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*8*var(6) <= 0
Trigger6 = var(40) - (8+(fvar(29)=3||fvar(29)=6)*4)*(8-5) = [-15,32]
Trigger6 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*8 + 0.5*fvar(16)*8*7 = [-40,10-var(44)*20)
Trigger7 = ((fvar(29) = 1 && !fvar(26)) || fvar(29) = 4) || (EnemyNear(var(2)),StateNo = [5000,5300])
Trigger7 = var(40)-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*9*var(6) > 0
Trigger7 = fvar(4) - ((8+(fvar(29)=3||fvar(29)=6)*4)*(9-5) + EnemyNear(var(2)),Vel X*fvar(14)*9*var(6)) = [-15,32]
Trigger7 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*9 + 0.5*fvar(16)*9*8 = [-40,10-var(44)*20)
Trigger8 = ((fvar(29) = 1 && !fvar(26)) || fvar(29) = 4) || (EnemyNear(var(2)),StateNo = [5000,5300])
Trigger8 = var(40)-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*9*var(6) <= 0
Trigger8 = var(40) - (8+(fvar(29)=3||fvar(29)=6)*4)*(9-5) = [-15,32]
Trigger8 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*9 + 0.5*fvar(16)*9*8 = [-40,10-var(44)*20)
Trigger9 = ((fvar(29) = 1 && !fvar(26)) || fvar(29) = 4) || (EnemyNear(var(2)),StateNo = [5000,5300])
Trigger9 = var(40)-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*10*var(6) > 0
Trigger9 = fvar(4) - ((8+(fvar(29)=3||fvar(29)=6)*4)*(10-5) + EnemyNear(var(2)),Vel X*fvar(14)*10*var(6)) = [-15,32]
Trigger9 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*10 + 0.5*fvar(16)*10*9 = [-40,10-var(44)*20)
Trigger10 = ((fvar(29) = 1 && !fvar(26)) || fvar(29) = 4) || (EnemyNear(var(2)),StateNo = [5000,5300])
Trigger10 = var(40)-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*10*var(6) <= 0
Trigger10 = var(40) - (8+(fvar(29)=3||fvar(29)=6)*4)*(10-5) = [-15,32]
Trigger10 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*10 + 0.5*fvar(16)*10*9 = [-40,10-var(44)*20)
Trigger11 = ((fvar(29) = 1 && !fvar(26)) || fvar(29) = 4) || (EnemyNear(var(2)),StateNo = [5000,5300])
Trigger11 = var(40)-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*11*var(6) > 0
Trigger11 = fvar(4) - ((8+(fvar(29)=3||fvar(29)=6)*4)*(11-5) + EnemyNear(var(2)),Vel X*fvar(14)*11*var(6)) = [-15,32]
Trigger11 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*11 + 0.5*fvar(16)*11*10 = [-40,10-var(44)*20)
Trigger12 = ((fvar(29) = 1 && !fvar(26)) || fvar(29) = 4) || (EnemyNear(var(2)),StateNo = [5000,5300])
Trigger12 = var(40)-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*11*var(6) <= 0
Trigger12 = var(40) - (8+(fvar(29)=3||fvar(29)=6)*4)*(11-5) = [-15,32]
Trigger12 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*11 + 0.5*fvar(16)*11*10 = [-40,10-var(44)*20)
Trigger13 = ((fvar(29) = 1 && !fvar(26)) || fvar(29) = 4) || (EnemyNear(var(2)),StateNo = [5000,5300])
Trigger13 = var(40)-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*12*var(6) > 0
Trigger13 = fvar(4) - ((8+(fvar(29)=3||fvar(29)=6)*4)*(12-5) + EnemyNear(var(2)),Vel X*fvar(14)*12*var(6)) = [-15,32]
Trigger13 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*12 + 0.5*fvar(16)*12*11 = [-40,10-var(44)*20)
Trigger14 = ((fvar(29) = 1 && !fvar(26)) || fvar(29) = 4) || (EnemyNear(var(2)),StateNo = [5000,5300])
Trigger14 = var(40)-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*12*var(6) <= 0
Trigger14 = var(40) - (8+(fvar(29)=3||fvar(29)=6)*4)*(12-5) = [-15,32]
Trigger14 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*12 + 0.5*fvar(16)*12*11 = [-40,10-var(44)*20)
Trigger15 = ((fvar(29) = 1 && !fvar(26)) || fvar(29) = 4) || (EnemyNear(var(2)),StateNo = [5000,5300])
Trigger15 = var(40)-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*13*var(6) > 0
Trigger15 = fvar(4) - ((8+(fvar(29)=3||fvar(29)=6)*4)*(13-5) + EnemyNear(var(2)),Vel X*fvar(14)*13*var(6)) = [-15,32]
Trigger15 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*13 + 0.5*fvar(16)*13*12 = [-40,10-var(44)*20)
Trigger16 = ((fvar(29) = 1 && !fvar(26)) || fvar(29) = 4) || (EnemyNear(var(2)),StateNo = [5000,5300])
Trigger16 = var(40)-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*13*var(6) <= 0
Trigger16 = var(40) - (8+(fvar(29)=3||fvar(29)=6)*4)*(13-5) = [-15,32]
Trigger16 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*13 + 0.5*fvar(16)*13*12 = [-40,10-var(44)*20)
Trigger17 = ((fvar(29) = 1 && !fvar(26)) || fvar(29) = 4) || (EnemyNear(var(2)),StateNo = [5000,5300])
Trigger17 = var(40)-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*14*var(6) > 0
Trigger17 = fvar(4) - ((8+(fvar(29)=3||fvar(29)=6)*4)*(14-5) + EnemyNear(var(2)),Vel X*fvar(14)*14*var(6)) = [-15,32]
Trigger17 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*14 + 0.5*fvar(16)*14*13 = [-40,10-var(44)*20)
Trigger18 = ((fvar(29) = 1 && !fvar(26)) || fvar(29) = 4) || (EnemyNear(var(2)),StateNo = [5000,5300])
Trigger18 = var(40)-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*14*var(6) <= 0
Trigger18 = var(40) - (8+(fvar(29)=3||fvar(29)=6)*4)*(14-5) = [-15,32]
Trigger18 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*14 + 0.5*fvar(16)*14*13 = [-40,10-var(44)*20)
Trigger19 = ((fvar(29) = 1 && !fvar(26)) || fvar(29) = 4) || (EnemyNear(var(2)),StateNo = [5000,5300])
Trigger19 = var(40)-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*15*var(6) > 0
Trigger19 = fvar(4) - ((8+(fvar(29)=3||fvar(29)=6)*4)*(15-5) + EnemyNear(var(2)),Vel X*fvar(14)*15*var(6)) = [-15,32]
Trigger19 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*15 + 0.5*fvar(16)*15*14 = [-40,10-var(44)*20)
Trigger20 = ((fvar(29) = 1 && !fvar(26)) || fvar(29) = 4) || (EnemyNear(var(2)),StateNo = [5000,5300])
Trigger20 = var(40)-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*15*var(6) <= 0
Trigger20 = var(40) - (8+(fvar(29)=3||fvar(29)=6)*4)*(15-5) = [-15,32]
Trigger20 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*15 + 0.5*fvar(16)*15*14 = [-40,10-var(44)*20)
Trigger21 = ((fvar(29) = 1 && !fvar(26)) || fvar(29) = 4) || (EnemyNear(var(2)),StateNo = [5000,5300])
Trigger21 = var(40)-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*16*var(6) > 0
Trigger21 = fvar(4) - ((8+(fvar(29)=3||fvar(29)=6)*4)*(16-5) + EnemyNear(var(2)),Vel X*fvar(14)*16*var(6)) = [-15,32]
Trigger21 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*16 + 0.5*fvar(16)*16*15 = [-40,10-var(44)*20)
Trigger22 = ((fvar(29) = 1 && !fvar(26)) || fvar(29) = 4) || (EnemyNear(var(2)),StateNo = [5000,5300])
Trigger22 = var(40)-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*16*var(6) <= 0
Trigger22 = var(40) - (8+(fvar(29)=3||fvar(29)=6)*4)*(16-5) = [-15,32]
Trigger22 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*16 + 0.5*fvar(16)*16*15 = [-40,10-var(44)*20)
Trigger23 = ((fvar(29) = 1 && !fvar(26)) || fvar(29) = 4) || (EnemyNear(var(2)),StateNo = [5000,5300])
Trigger23 = var(40)-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*17*var(6) > 0
Trigger23 = fvar(4) - ((8+(fvar(29)=3||fvar(29)=6)*4)*(17-5) + EnemyNear(var(2)),Vel X*fvar(14)*17*var(6)) = [-15,32]
Trigger23 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*17 + 0.5*fvar(16)*17*16 = [-40,10-var(44)*20)
Trigger24 = ((fvar(29) = 1 && !fvar(26)) || fvar(29) = 4) || (EnemyNear(var(2)),StateNo = [5000,5300])
Trigger24 = var(40)-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*17*var(6) <= 0
Trigger24 = var(40) - (8+(fvar(29)=3||fvar(29)=6)*4)*(17-5) = [-15,32]
Trigger24 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*17 + 0.5*fvar(16)*17*16 = [-40,10-var(44)*20)
Trigger25 = ((fvar(29) = 1 && !fvar(26)) || fvar(29) = 4) || (EnemyNear(var(2)),StateNo = [5000,5300])
Trigger25 = var(40)-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*18*var(6) > 0
Trigger25 = fvar(4) - ((8+(fvar(29)=3||fvar(29)=6)*4)*(18-5) + EnemyNear(var(2)),Vel X*fvar(14)*18*var(6)) = [-15,32]
Trigger25 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*18 + 0.5*fvar(16)*18*17 = [-40,10-var(44)*20)
Trigger26 = ((fvar(29) = 1 && !fvar(26)) || fvar(29) = 4) || (EnemyNear(var(2)),StateNo = [5000,5300])
Trigger26 = var(40)-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*18*var(6) <= 0
Trigger26 = var(40) - (8+(fvar(29)=3||fvar(29)=6)*4)*(18-5) = [-15,32]
Trigger26 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*18 + 0.5*fvar(16)*18*17 = [-40,10-var(44)*20)
Trigger27 = ((fvar(29) = 1 && !fvar(26)) || fvar(29) = 4) || (EnemyNear(var(2)),StateNo = [5000,5300])
Trigger27 = var(40)-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*19*var(6) > 0
Trigger27 = fvar(4) - ((8+(fvar(29)=3||fvar(29)=6)*4)*(19-5) + EnemyNear(var(2)),Vel X*fvar(14)*19*var(6)) = [-15,32]
Trigger27 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*19 + 0.5*fvar(16)*19*18 = [-40,10-var(44)*20)
Trigger28 = ((fvar(29) = 1 && !fvar(26)) || fvar(29) = 4) || (EnemyNear(var(2)),StateNo = [5000,5300])
Trigger28 = var(40)-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*19*var(6) <= 0
Trigger28 = var(40) - (8+(fvar(29)=3||fvar(29)=6)*4)*(19-5) = [-15,32]
Trigger28 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*19 + 0.5*fvar(16)*19*18 = [-40,10-var(44)*20)
Trigger29 = ((fvar(29) = 1 && !fvar(26)) || fvar(29) = 4) || (EnemyNear(var(2)),StateNo = [5000,5300])
Trigger29 = var(40)-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*20*var(6) > 0
Trigger29 = fvar(4) - ((8+(fvar(29)=3||fvar(29)=6)*4)*(20-5) + EnemyNear(var(2)),Vel X*fvar(14)*20*var(6)) = [-15,32]
Trigger29 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*20 + 0.5*fvar(16)*20*19 = [-40,10-var(44)*20)
Trigger30 = ((fvar(29) = 1 && !fvar(26)) || fvar(29) = 4) || (EnemyNear(var(2)),StateNo = [5000,5300])
Trigger30 = var(40)-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*20*var(6) <= 0
Trigger30 = var(40) - (8+(fvar(29)=3||fvar(29)=6)*4)*(20-5) = [-15,32]
Trigger30 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*20 + 0.5*fvar(16)*20*19 = [-40,10-var(44)*20)


[State -3, MKebNvbV[]
type = ChangeState
value = 2050
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = (((fvar(29) = 1 && !fvar(26)) || fvar(29) = 4) && !var(9)) || (fvar(29) = 1 && fvar(26) && !var(8)) || !(fvar(29) = 1 || fvar(29) = 4)
Triggerall = var(59) || fvar(39) = 1
Triggerall = RoundState = 2 && Life > 0
Triggerall = StateType != A
Triggerall = var(58) >= 1
Triggerall = EnemyNear(var(2)),StateType = A && EnemyNear(var(2)),MoveType = H 
Triggerall = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo= [100,101])
Triggerall = !((EnemyNear(var(2)),StateNo = [820,823]) || (EnemyNear(var(2)),StateNo = [870,871]) || (EnemyNear(var(2)),StateNo = [1220,1221]) || (EnemyNear(var(2)),StateNo = [2020,2021]))
Triggerall = !((EnemyNear(var(2)),StateNo = [2120,2122]) || (EnemyNear(var(2)),StateNo = [2230,2231]) || EnemyNear(var(2)),StateNo = 2520 || (EnemyNear(var(2)),StateNo = [2620,2622]) || (EnemyNear(var(2)),StateNo = [2720,2723]))
Triggerall = EnemyNear(var(2)),GetHitVar(hitshaketime) = 0
Triggerall = !(EnemyNear(var(2)),StateNo = 1470 || (EnemyNear(var(2)),StateNo = 1471 && EnemyNear(var(2)),Time < 3))
Triggerall = var(43) > 1
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = var(40)-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*6*var(6) > 0
Trigger1 = fvar(4) - ((8+(fvar(29)=3||fvar(29)=6)*4)*(6-5) + EnemyNear(var(2)),Vel X*fvar(14)*6*var(6)) = [-15,32]
Trigger1 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*6 + 0.5*fvar(16)*6*5 = [-40,10-var(44)*20)
Trigger2 = var(40)-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*6*var(6) <= 0
Trigger2 = var(40) - (8+(fvar(29)=3||fvar(29)=6)*4)*(6-5) = [-15,32]
Trigger2 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*6 + 0.5*fvar(16)*6*5 = [-40,10-var(44)*20)
Trigger3 = var(40)-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*7*var(6) > 0
Trigger3 = fvar(4) - ((8+(fvar(29)=3||fvar(29)=6)*4)*(7-5) + EnemyNear(var(2)),Vel X*fvar(14)*7*var(6)) = [-15,32]
Trigger3 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*7 + 0.5*fvar(16)*7*6 = [-40,10-var(44)*20)
Trigger4 = var(40)-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*7*var(6) <= 0
Trigger4 = var(40) - (8+(fvar(29)=3||fvar(29)=6)*4)*(7-5) = [-15,32]
Trigger4 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*7 + 0.5*fvar(16)*7*6 = [-40,10-var(44)*20)
Trigger5 = ((fvar(29) = 1 && !fvar(26)) || fvar(29) = 4) || (EnemyNear(var(2)),StateNo = [5000,5300])
Trigger5 = var(40)-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*8*var(6) > 0
Trigger5 = fvar(4) - ((8+(fvar(29)=3||fvar(29)=6)*4)*(8-5) + EnemyNear(var(2)),Vel X*fvar(14)*8*var(6)) = [-15,32]
Trigger5 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*8 + 0.5*fvar(16)*8*7 = [-40,10-var(44)*20)
Trigger6 = ((fvar(29) = 1 && !fvar(26)) || fvar(29) = 4) || (EnemyNear(var(2)),StateNo = [5000,5300])
Trigger6 = var(40)-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*8*var(6) <= 0
Trigger6 = var(40) - (8+(fvar(29)=3||fvar(29)=6)*4)*(8-5) = [-15,32]
Trigger6 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*8 + 0.5*fvar(16)*8*7 = [-40,10-var(44)*20)
Trigger7 = ((fvar(29) = 1 && !fvar(26)) || fvar(29) = 4) || (EnemyNear(var(2)),StateNo = [5000,5300])
Trigger7 = var(40)-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*9*var(6) > 0
Trigger7 = fvar(4) - ((8+(fvar(29)=3||fvar(29)=6)*4)*(9-5) + EnemyNear(var(2)),Vel X*fvar(14)*9*var(6)) = [-15,32]
Trigger7 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*9 + 0.5*fvar(16)*9*8 = [-40,10-var(44)*20)
Trigger8 = ((fvar(29) = 1 && !fvar(26)) || fvar(29) = 4) || (EnemyNear(var(2)),StateNo = [5000,5300])
Trigger8 = var(40)-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*9*var(6) <= 0
Trigger8 = var(40) - (8+(fvar(29)=3||fvar(29)=6)*4)*(9-5) = [-15,32]
Trigger8 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*9 + 0.5*fvar(16)*9*8 = [-40,10-var(44)*20)
Trigger9 = ((fvar(29) = 1 && !fvar(26)) || fvar(29) = 4) || (EnemyNear(var(2)),StateNo = [5000,5300])
Trigger9 = var(40)-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*10*var(6) > 0
Trigger9 = fvar(4) - ((8+(fvar(29)=3||fvar(29)=6)*4)*(10-5) + EnemyNear(var(2)),Vel X*fvar(14)*10*var(6)) = [-15,32]
Trigger9 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*10 + 0.5*fvar(16)*10*9 = [-40,10-var(44)*20)
Trigger10 = ((fvar(29) = 1 && !fvar(26)) || fvar(29) = 4) || (EnemyNear(var(2)),StateNo = [5000,5300])
Trigger10 = var(40)-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*10*var(6) <= 0
Trigger10 = var(40) - (8+(fvar(29)=3||fvar(29)=6)*4)*(10-5) = [-15,32]
Trigger10 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*10 + 0.5*fvar(16)*10*9 = [-40,10-var(44)*20)
Trigger11 = ((fvar(29) = 1 && !fvar(26)) || fvar(29) = 4) || (EnemyNear(var(2)),StateNo = [5000,5300])
Trigger11 = var(40)-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*11*var(6) > 0
Trigger11 = fvar(4) - ((8+(fvar(29)=3||fvar(29)=6)*4)*(11-5) + EnemyNear(var(2)),Vel X*fvar(14)*11*var(6)) = [-15,32]
Trigger11 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*11 + 0.5*fvar(16)*11*10 = [-40,10-var(44)*20)
Trigger12 = ((fvar(29) = 1 && !fvar(26)) || fvar(29) = 4) || (EnemyNear(var(2)),StateNo = [5000,5300])
Trigger12 = var(40)-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*11*var(6) <= 0
Trigger12 = var(40) - (8+(fvar(29)=3||fvar(29)=6)*4)*(11-5) = [-15,32]
Trigger12 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*11 + 0.5*fvar(16)*11*10 = [-40,10-var(44)*20)
Trigger13 = ((fvar(29) = 1 && !fvar(26)) || fvar(29) = 4) || (EnemyNear(var(2)),StateNo = [5000,5300])
Trigger13 = var(40)-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*12*var(6) > 0
Trigger13 = fvar(4) - ((8+(fvar(29)=3||fvar(29)=6)*4)*(12-5) + EnemyNear(var(2)),Vel X*fvar(14)*12*var(6)) = [-15,32]
Trigger13 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*12 + 0.5*fvar(16)*12*11 = [-40,10-var(44)*20)
Trigger14 = ((fvar(29) = 1 && !fvar(26)) || fvar(29) = 4) || (EnemyNear(var(2)),StateNo = [5000,5300])
Trigger14 = var(40)-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*12*var(6) <= 0
Trigger14 = var(40) - (8+(fvar(29)=3||fvar(29)=6)*4)*(12-5) = [-15,32]
Trigger14 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*12 + 0.5*fvar(16)*12*11 = [-40,10-var(44)*20)
Trigger15 = ((fvar(29) = 1 && !fvar(26)) || fvar(29) = 4) || (EnemyNear(var(2)),StateNo = [5000,5300])
Trigger15 = var(40)-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*13*var(6) > 0
Trigger15 = fvar(4) - ((8+(fvar(29)=3||fvar(29)=6)*4)*(13-5) + EnemyNear(var(2)),Vel X*fvar(14)*13*var(6)) = [-15,32]
Trigger15 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*13 + 0.5*fvar(16)*13*12 = [-40,10-var(44)*20)
Trigger16 = ((fvar(29) = 1 && !fvar(26)) || fvar(29) = 4) || (EnemyNear(var(2)),StateNo = [5000,5300])
Trigger16 = var(40)-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*13*var(6) <= 0
Trigger16 = var(40) - (8+(fvar(29)=3||fvar(29)=6)*4)*(13-5) = [-15,32]
Trigger16 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*13 + 0.5*fvar(16)*13*12 = [-40,10-var(44)*20)
Trigger17 = ((fvar(29) = 1 && !fvar(26)) || fvar(29) = 4) || (EnemyNear(var(2)),StateNo = [5000,5300])
Trigger17 = var(40)-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*14*var(6) > 0
Trigger17 = fvar(4) - ((8+(fvar(29)=3||fvar(29)=6)*4)*(14-5) + EnemyNear(var(2)),Vel X*fvar(14)*14*var(6)) = [-15,32]
Trigger17 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*14 + 0.5*fvar(16)*14*13 = [-40,10-var(44)*20)
Trigger18 = ((fvar(29) = 1 && !fvar(26)) || fvar(29) = 4) || (EnemyNear(var(2)),StateNo = [5000,5300])
Trigger18 = var(40)-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*14*var(6) <= 0
Trigger18 = var(40) - (8+(fvar(29)=3||fvar(29)=6)*4)*(14-5) = [-15,32]
Trigger18 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*14 + 0.5*fvar(16)*14*13 = [-40,10-var(44)*20)
Trigger19 = ((fvar(29) = 1 && !fvar(26)) || fvar(29) = 4) || (EnemyNear(var(2)),StateNo = [5000,5300])
Trigger19 = var(40)-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*15*var(6) > 0
Trigger19 = fvar(4) - ((8+(fvar(29)=3||fvar(29)=6)*4)*(15-5) + EnemyNear(var(2)),Vel X*fvar(14)*15*var(6)) = [-15,32]
Trigger19 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*15 + 0.5*fvar(16)*15*14 = [-40,10-var(44)*20)
Trigger20 = ((fvar(29) = 1 && !fvar(26)) || fvar(29) = 4) || (EnemyNear(var(2)),StateNo = [5000,5300])
Trigger20 = var(40)-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*15*var(6) <= 0
Trigger20 = var(40) - (8+(fvar(29)=3||fvar(29)=6)*4)*(15-5) = [-15,32]
Trigger20 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*15 + 0.5*fvar(16)*15*14 = [-40,10-var(44)*20)
Trigger21 = ((fvar(29) = 1 && !fvar(26)) || fvar(29) = 4) || (EnemyNear(var(2)),StateNo = [5000,5300])
Trigger21 = var(40)-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*16*var(6) > 0
Trigger21 = fvar(4) - ((8+(fvar(29)=3||fvar(29)=6)*4)*(16-5) + EnemyNear(var(2)),Vel X*fvar(14)*16*var(6)) = [-15,32]
Trigger21 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*16 + 0.5*fvar(16)*16*15 = [-40,10-var(44)*20)
Trigger22 = ((fvar(29) = 1 && !fvar(26)) || fvar(29) = 4) || (EnemyNear(var(2)),StateNo = [5000,5300])
Trigger22 = var(40)-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*16*var(6) <= 0
Trigger22 = var(40) - (8+(fvar(29)=3||fvar(29)=6)*4)*(16-5) = [-15,32]
Trigger22 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*16 + 0.5*fvar(16)*16*15 = [-40,10-var(44)*20)
Trigger23 = ((fvar(29) = 1 && !fvar(26)) || fvar(29) = 4) || (EnemyNear(var(2)),StateNo = [5000,5300])
Trigger23 = var(40)-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*17*var(6) > 0
Trigger23 = fvar(4) - ((8+(fvar(29)=3||fvar(29)=6)*4)*(17-5) + EnemyNear(var(2)),Vel X*fvar(14)*17*var(6)) = [-15,32]
Trigger23 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*17 + 0.5*fvar(16)*17*16 = [-40,10-var(44)*20)
Trigger24 = ((fvar(29) = 1 && !fvar(26)) || fvar(29) = 4) || (EnemyNear(var(2)),StateNo = [5000,5300])
Trigger24 = var(40)-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*17*var(6) <= 0
Trigger24 = var(40) - (8+(fvar(29)=3||fvar(29)=6)*4)*(17-5) = [-15,32]
Trigger24 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*17 + 0.5*fvar(16)*17*16 = [-40,10-var(44)*20)
Trigger25 = ((fvar(29) = 1 && !fvar(26)) || fvar(29) = 4) || (EnemyNear(var(2)),StateNo = [5000,5300])
Trigger25 = var(40)-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*18*var(6) > 0
Trigger25 = fvar(4) - ((8+(fvar(29)=3||fvar(29)=6)*4)*(18-5) + EnemyNear(var(2)),Vel X*fvar(14)*18*var(6)) = [-15,32]
Trigger25 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*18 + 0.5*fvar(16)*18*17 = [-40,10-var(44)*20)
Trigger26 = ((fvar(29) = 1 && !fvar(26)) || fvar(29) = 4) || (EnemyNear(var(2)),StateNo = [5000,5300])
Trigger26 = var(40)-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*18*var(6) <= 0
Trigger26 = var(40) - (8+(fvar(29)=3||fvar(29)=6)*4)*(18-5) = [-15,32]
Trigger26 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*18 + 0.5*fvar(16)*18*17 = [-40,10-var(44)*20)
Trigger27 = ((fvar(29) = 1 && !fvar(26)) || fvar(29) = 4) || (EnemyNear(var(2)),StateNo = [5000,5300])
Trigger27 = var(40)-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*19*var(6) > 0
Trigger27 = fvar(4) - ((8+(fvar(29)=3||fvar(29)=6)*4)*(19-5) + EnemyNear(var(2)),Vel X*fvar(14)*19*var(6)) = [-15,32]
Trigger27 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*19 + 0.5*fvar(16)*19*18 = [-40,10-var(44)*20)
Trigger28 = ((fvar(29) = 1 && !fvar(26)) || fvar(29) = 4) || (EnemyNear(var(2)),StateNo = [5000,5300])
Trigger28 = var(40)-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*19*var(6) <= 0
Trigger28 = var(40) - (8+(fvar(29)=3||fvar(29)=6)*4)*(19-5) = [-15,32]
Trigger28 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*19 + 0.5*fvar(16)*19*18 = [-40,10-var(44)*20)
Trigger29 = ((fvar(29) = 1 && !fvar(26)) || fvar(29) = 4) || (EnemyNear(var(2)),StateNo = [5000,5300])
Trigger29 = var(40)-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*20*var(6) > 0
Trigger29 = fvar(4) - ((8+(fvar(29)=3||fvar(29)=6)*4)*(20-5) + EnemyNear(var(2)),Vel X*fvar(14)*20*var(6)) = [-15,32]
Trigger29 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*20 + 0.5*fvar(16)*20*19 = [-40,10-var(44)*20)
Trigger30 = ((fvar(29) = 1 && !fvar(26)) || fvar(29) = 4) || (EnemyNear(var(2)),StateNo = [5000,5300])
Trigger30 = var(40)-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*20*var(6) <= 0
Trigger30 = var(40) - (8+(fvar(29)=3||fvar(29)=6)*4)*(20-5) = [-15,32]
Trigger30 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*20 + 0.5*fvar(16)*20*19 = [-40,10-var(44)*20)


[State -3, SbhvXY]
type = ChangeState
value = 1250
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = fvar(29) != 4
Triggerall = var(59) || fvar(39) = 1
Triggerall = RoundState = 2 && Life > 0
Triggerall = StateType != A
Triggerall = EnemyNear(var(2)),StateType = A && EnemyNear(var(2)),MoveType = H 
Triggerall = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo= [100,101])
Triggerall = !var(9)
Triggerall = !var(52)
Triggerall = !((EnemyNear(var(2)),StateNo = [820,823]) || (EnemyNear(var(2)),StateNo = [870,871]) || (EnemyNear(var(2)),StateNo = [1220,1221]) || (EnemyNear(var(2)),StateNo = [2020,2021]))
Triggerall = !((EnemyNear(var(2)),StateNo = [2120,2122]) || (EnemyNear(var(2)),StateNo = [2230,2231]) || EnemyNear(var(2)),StateNo = 2520 || (EnemyNear(var(2)),StateNo = [2620,2622]) || (EnemyNear(var(2)),StateNo = [2720,2723]))
Triggerall = EnemyNear(var(2)),GetHitVar(hitshaketime) = 0
Triggerall = !(EnemyNear(var(2)),StateNo = 1470 || (EnemyNear(var(2)),StateNo = 1471 && EnemyNear(var(2)),Time < 3))
Triggerall = var(43) > 1
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = var(40)-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*11*var(6) > 0
Trigger1 = fvar(4) - ((8+(fvar(29)=3||fvar(29)=6)*4)*(11-10) + EnemyNear(var(2)),Vel X*fvar(14)*11*var(6)) = [-15,32]
Trigger1 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*11 + 0.5*fvar(16)*11*10 = [-40,10-var(44)*20)
Trigger2 = var(40)-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*11*var(6) <= 0
Trigger2 = var(40) - (8+(fvar(29)=3||fvar(29)=6)*4)*(11-10) = [-15,32]
Trigger2 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*11 + 0.5*fvar(16)*11*10 = [-40,10-var(44)*20)
Trigger3 = var(40)-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*12*var(6) > 0
Trigger3 = fvar(4) - ((8+(fvar(29)=3||fvar(29)=6)*4)*(12-10) + EnemyNear(var(2)),Vel X*fvar(14)*12*var(6)) = [-15,32]
Trigger3 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*12 + 0.5*fvar(16)*12*11 = [-40,10-var(44)*20)
Trigger4 = var(40)-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*12*var(6) <= 0
Trigger4 = var(40) - (8+(fvar(29)=3||fvar(29)=6)*4)*(12-10) = [-15,32]
Trigger4 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*12 + 0.5*fvar(16)*12*11 = [-40,10-var(44)*20)
Trigger5 = var(40)-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*13*var(6) > 0
Trigger5 = fvar(4) - ((8+(fvar(29)=3||fvar(29)=6)*4)*(13-10) + EnemyNear(var(2)),Vel X*fvar(14)*13*var(6)) = [-15,32]
Trigger5 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*13 + 0.5*fvar(16)*13*12 = [-40,10-var(44)*20)
Trigger6 = var(40)-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*13*var(6) <= 0
Trigger6 = var(40) - (8+(fvar(29)=3||fvar(29)=6)*4)*(13-10) = [-15,32]
Trigger6 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*13 + 0.5*fvar(16)*13*12 = [-40,10-var(44)*20)
Trigger7 = !var(58)
Trigger7 = var(40)-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*14*var(6) > 0
Trigger7 = fvar(4) - ((8+(fvar(29)=3||fvar(29)=6)*4)*(14-10) + EnemyNear(var(2)),Vel X*fvar(14)*14*var(6)) = [-15,32]
Trigger7 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*14 + 0.5*fvar(16)*14*13 = [-40,10-var(44)*20)
Trigger8 = !var(58)
Trigger8 = var(40)-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*14*var(6) <= 0
Trigger8 = var(40) - (8+(fvar(29)=3||fvar(29)=6)*4)*(14-10) = [-15,32]
Trigger8 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*14 + 0.5*fvar(16)*14*13 = [-40,10-var(44)*20)
Trigger9 = !var(58)
Trigger9 = var(40)-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*15*var(6) > 0
Trigger9 = fvar(4) - ((8+(fvar(29)=3||fvar(29)=6)*4)*(15-10) + EnemyNear(var(2)),Vel X*fvar(14)*15*var(6)) = [-15,32]
Trigger9 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*15 + 0.5*fvar(16)*15*14 = [-40,10-var(44)*20)
Trigger10 = !var(58)
Trigger10 = var(40)-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*15*var(6) <= 0
Trigger10 = var(40) - (8+(fvar(29)=3||fvar(29)=6)*4)*(15-10) = [-15,32]
Trigger10 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*15 + 0.5*fvar(16)*15*14 = [-40,10-var(44)*20)
Trigger11 = !var(58)
Trigger11 = var(40)-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*16*var(6) > 0
Trigger11 = fvar(4) - ((8+(fvar(29)=3||fvar(29)=6)*4)*(16-10) + EnemyNear(var(2)),Vel X*fvar(14)*16*var(6)) = [-15,32]
Trigger11 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*16 + 0.5*fvar(16)*16*15 = [-40,10-var(44)*20)
Trigger12 = !var(58)
Trigger12 = var(40)-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*16*var(6) <= 0
Trigger12 = var(40) - (8+(fvar(29)=3||fvar(29)=6)*4)*(16-10) = [-15,32]
Trigger12 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*16 + 0.5*fvar(16)*16*15 = [-40,10-var(44)*20)
Trigger13 = !var(58)
Trigger13 = var(40)-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*17*var(6) > 0
Trigger13 = fvar(4) - ((8+(fvar(29)=3||fvar(29)=6)*4)*(17-10) + EnemyNear(var(2)),Vel X*fvar(14)*17*var(6)) = [-15,32]
Trigger13 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*17 + 0.5*fvar(16)*17*16 = [-40,10-var(44)*20)
Trigger14 = !var(58)
Trigger14 = var(40)-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*17*var(6) <= 0
Trigger14 = var(40) - (8+(fvar(29)=3||fvar(29)=6)*4)*(17-10) = [-15,32]
Trigger14 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*17 + 0.5*fvar(16)*17*16 = [-40,10-var(44)*20)
Trigger15 = !var(58)
Trigger15 = var(40)-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*18*var(6) > 0
Trigger15 = fvar(4) - ((8+(fvar(29)=3||fvar(29)=6)*4)*(18-10) + EnemyNear(var(2)),Vel X*fvar(14)*18*var(6)) = [-15,32]
Trigger15 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*18 + 0.5*fvar(16)*18*17 = [-40,10-var(44)*20)
Trigger16 = !var(58)
Trigger16 = var(40)-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*18*var(6) <= 0
Trigger16 = var(40) - (8+(fvar(29)=3||fvar(29)=6)*4)*(18-10) = [-15,32]
Trigger16 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*18 + 0.5*fvar(16)*18*17 = [-40,10-var(44)*20)
Trigger17 = !var(58)
Trigger17 = var(40)-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*19*var(6) > 0
Trigger17 = fvar(4) - ((8+(fvar(29)=3||fvar(29)=6)*4)*(19-10) + EnemyNear(var(2)),Vel X*fvar(14)*19*var(6)) = [-15,32]
Trigger17 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*19 + 0.5*fvar(16)*19*18 = [-40,10-var(44)*20)
Trigger18 = !var(58)
Trigger18 = var(40)-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*19*var(6) <= 0
Trigger18 = var(40) - (8+(fvar(29)=3||fvar(29)=6)*4)*(19-10) = [-15,32]
Trigger18 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*19 + 0.5*fvar(16)*19*18 = [-40,10-var(44)*20)
Trigger19 = !var(58)
Trigger19 = var(40)-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*20*var(6) > 0
Trigger19 = fvar(4) - ((8+(fvar(29)=3||fvar(29)=6)*4)*(20-10) + EnemyNear(var(2)),Vel X*fvar(14)*20*var(6)) = [-15,32]
Trigger19 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*20 + 0.5*fvar(16)*20*19 = [-40,10-var(44)*20)
Trigger20 = !var(58)
Trigger20 = var(40)-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*20*var(6) <= 0
Trigger20 = var(40) - (8+(fvar(29)=3||fvar(29)=6)*4)*(20-10) = [-15,32]
Trigger20 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*20 + 0.5*fvar(16)*20*19 = [-40,10-var(44)*20)



[State -3, MAXŃK[GNXL[W];22
type = ChangeState
value = 2300
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = (fvar(29) = 4 && !var(9)) || !(fvar(29) = 1 || fvar(29) = 4)
Triggerall = var(59) || fvar(39) = 1
Triggerall = var(52)
Triggerall = RoundState = 2 && Life > 0
Triggerall = StateType != A
Triggerall = (((fvar(29) = 4 && fvar(34) = 1) || fvar(26) = 1) && Power >= 3000) || (!(fvar(29) = 1 || fvar(29) = 4) && Power >= IfElse(!var(53),2000,1000)) || ((fvar(29) = 1 || var(52)) && var(58) = 2)
Triggerall = EnemyNear(var(2)),StateType = A && EnemyNear(var(2)),MoveType = H 
Triggerall = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo= [100,101])
Triggerall = !((EnemyNear(var(2)),StateNo = [820,823]) || (EnemyNear(var(2)),StateNo = [870,871]) || (EnemyNear(var(2)),StateNo = [1220,1221]) || (EnemyNear(var(2)),StateNo = [2020,2021]))
Triggerall = !((EnemyNear(var(2)),StateNo = [2120,2122]) || (EnemyNear(var(2)),StateNo = [2230,2231]) || EnemyNear(var(2)),StateNo = 2520 || (EnemyNear(var(2)),StateNo = [2620,2622]) || (EnemyNear(var(2)),StateNo = [2720,2723]))
Triggerall = EnemyNear(var(2)),GetHitVar(hitshaketime) = 0
Triggerall = !(EnemyNear(var(2)),StateNo = 1470 || (EnemyNear(var(2)),StateNo = 1471 && EnemyNear(var(2)),Time < 3))
Triggerall = var(43) > 1
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = var(40)-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*22*var(6) > 0
Trigger1 = fvar(2) - (11.8*(1+(fvar(29)=3||fvar(29)=6)*0.5)*13+(EnemyNear(var(2)),Vel X*fvar(14))*22*var(6)) = [32-(EnemyNear(var(2)),Const(size.air.front)+EnemyNear(var(2)),Const(size.air.back)/2),119]
Trigger1 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*22 + 0.5*fvar(16)*22*21 = [-30,10-var(44)*20)


[State -3, K[GNXL[WX];18
type = ChangeState
value = 2200
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = (fvar(29) = 4 && !var(9)) || !(fvar(29) = 1 || fvar(29) = 4)
Triggerall = var(59) || fvar(39) = 1
Triggerall = RoundState = 2 && Life > 0
Triggerall = StateType != A
Triggerall = var(58) >= 1
Triggerall = EnemyNear(var(2)),StateType = A && EnemyNear(var(2)),MoveType = H 
Triggerall = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo= [100,101])
Triggerall = !((EnemyNear(var(2)),StateNo = [820,823]) || (EnemyNear(var(2)),StateNo = [870,871]) || (EnemyNear(var(2)),StateNo = [1220,1221]) || (EnemyNear(var(2)),StateNo = [2020,2021]))
Triggerall = !((EnemyNear(var(2)),StateNo = [2120,2122]) || (EnemyNear(var(2)),StateNo = [2230,2231]) || EnemyNear(var(2)),StateNo = 2520 || (EnemyNear(var(2)),StateNo = [2620,2622]) || (EnemyNear(var(2)),StateNo = [2720,2723]))
Triggerall = EnemyNear(var(2)),GetHitVar(hitshaketime) = 0
Triggerall = !(EnemyNear(var(2)),StateNo = 1470 || (EnemyNear(var(2)),StateNo = 1471 && EnemyNear(var(2)),Time < 3))
Triggerall = var(43) > 1
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = var(40)-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*18*var(6) > 0
Trigger1 = fvar(2) - (11.8*(1+(fvar(29)=3||fvar(29)=6)*0.5)*9+(EnemyNear(var(2)),Vel X*fvar(14))*18*var(6)) = [32-(EnemyNear(var(2)),Const(size.air.front)+EnemyNear(var(2)),Const(size.air.back)/2),119]
Trigger1 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*18 + 0.5*fvar(16)*18*17 = [-30,0)


[State -3, K[GNXL[WY];22
type = ChangeState
value = 2250
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = (fvar(29) = 4 && !var(9)) || !(fvar(29) = 1 || fvar(29) = 4)
Triggerall = var(59) || fvar(39) = 1
Triggerall = RoundState = 2 && Life > 0
Triggerall = StateType != A
Triggerall = var(58) >= 1
Triggerall = EnemyNear(var(2)),StateType = A && EnemyNear(var(2)),MoveType = H 
Triggerall = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo= [100,101])
Triggerall = !((EnemyNear(var(2)),StateNo = [820,823]) || (EnemyNear(var(2)),StateNo = [870,871]) || (EnemyNear(var(2)),StateNo = [1220,1221]) || (EnemyNear(var(2)),StateNo = [2020,2021]))
Triggerall = !((EnemyNear(var(2)),StateNo = [2120,2122]) || (EnemyNear(var(2)),StateNo = [2230,2231]) || EnemyNear(var(2)),StateNo = 2520 || (EnemyNear(var(2)),StateNo = [2620,2622]) || (EnemyNear(var(2)),StateNo = [2720,2723]))
Triggerall = EnemyNear(var(2)),GetHitVar(hitshaketime) = 0
Triggerall = !(EnemyNear(var(2)),StateNo = 1470 || (EnemyNear(var(2)),StateNo = 1471 && EnemyNear(var(2)),Time < 3))
Triggerall = var(43) > 1
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = var(40)-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*22*var(6) > 0
Trigger1 = fvar(2) - (11.8*(1+(fvar(29)=3||fvar(29)=6)*0.5)*13+(EnemyNear(var(2)),Vel X*fvar(14))*22*var(6)) = [32-(EnemyNear(var(2)),Const(size.air.front)+EnemyNear(var(2)),Const(size.air.back)/2),119]
Trigger1 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*22 + 0.5*fvar(16)*22*21 = [-30,10-var(44)*20)


[State -3, JCU[EFCu]
type = ChangeState
value = 1000
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = fvar(29) != 4
Triggerall = var(59) || fvar(39) = 1
Triggerall = RoundState = 2 && Life > 0
Triggerall = StateType != A
Triggerall = EnemyNear(var(2)),StateType = A && EnemyNear(var(2)),MoveType = H 
Triggerall = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo= [100,101])
Triggerall = !var(9)
Triggerall = fvar(4) > 70
Triggerall = !((EnemyNear(var(2)),StateNo = [820,823]) || (EnemyNear(var(2)),StateNo = [870,871]) || (EnemyNear(var(2)),StateNo = [1220,1221]) || (EnemyNear(var(2)),StateNo = [2020,2021]))
Triggerall = !((EnemyNear(var(2)),StateNo = [2120,2122]) || (EnemyNear(var(2)),StateNo = [2230,2231]) || EnemyNear(var(2)),StateNo = 2520 || (EnemyNear(var(2)),StateNo = [2620,2622]) || (EnemyNear(var(2)),StateNo = [2720,2723]))
Triggerall = EnemyNear(var(2)),GetHitVar(hitshaketime) = 0
Triggerall = !(EnemyNear(var(2)),StateNo = 1470 || (EnemyNear(var(2)),StateNo = 1471 && EnemyNear(var(2)),Time < 3))
Triggerall = var(43) > 1
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = !(EnemyNear(var(2)),StateNo = 1470 || (EnemyNear(var(2)),StateNo = 1471 && (EnemyNear(var(2)),Vel Y + fvar(16)) = 0))
Trigger1 = fvar(25) = [-35,10]


;===================================================================================
:===================================================================================
;yAZEqbghi΋ʒujz
;===================================================================================
;===================================================================================

[State -3, ʒui_bVj]
type = ChangeState
value = 100
ctrl = 0
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = fvar(32) != 2
Triggerall = var(59) || fvar(39) = 1
Triggerall = RoundState = 2 && Life > 0
Triggerall = StateType != A
Triggerall = EnemyNear(var(2)),StateType = A && EnemyNear(var(2)),MoveType = H 
Triggerall = !(EnemyNear(var(2)),StateNo = [5070,5100))
Triggerall = Ctrl || StateNo = 1 || (StateNo = [21,22])
Triggerall = (!((fvar(29) = 1 && !fvar(26)) || fvar(29) = 4) && var(58)) || !var(9)
Triggerall = !(((var(6) = 1 && EnemyNear(var(2)),backedgeBodyDist < 10) || (var(6) = -1 && EnemyNear(var(2)),FrontedgeBodyDist < 10)) && FrontEdgeBodyDist < 30)
Triggerall = EnemyNear(var(2)),StateNo != 1470
Trigger1 = NumPartner
Trigger1 = Partner,MoveType = A
Trigger1 = var(6) = 1 && fvar(4) > 150
Trigger2 = var(6) = 1
Trigger2 = fvar(4) - EnemyNear(var(2)),Vel X*fvar(14)*var(6)*15 > 100
Trigger3 = PrevStateNo = 950
Trigger3 = fvar(4) - EnemyNear(var(2)),Vel X*fvar(14)*var(6)*15 > 60


[State -3, ʒuiOi)]
type = ChangeState
value = 21
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = var(59) || fvar(39) = 1
Triggerall = RoundState = 2 && Life > 0
Triggerall = StateType != A
Triggerall = EnemyNear(var(2)),StateType = A && EnemyNear(var(2)),MoveType = H 
Triggerall = !(EnemyNear(var(2)),StateNo = [5070,5100))
Triggerall = StateNo = 1
Triggerall = (!((fvar(29) = 1 && !fvar(26)) || fvar(29) = 4) && var(58)) || !var(9)
Triggerall = !(((var(6) = 1 && EnemyNear(var(2)),backedgeBodyDist < 10) || (var(6) = -1 && EnemyNear(var(2)),FrontedgeBodyDist < 10)) && FrontEdgeBodyDist < 30)
Triggerall = EnemyNear(var(2)),StateNo != 1470
Triggerall = var(6) = -1
Triggerall = EnemyNear(var(2)),GetHitVar(HitShakeTime) = 0
Triggerall = EnemyNear(var(2)),Vel Y < 0
Trigger1 = fvar(4) - EnemyNear(var(2)),Vel X*fvar(14)*var(6)*15 > 100


[State -3, ʒuiOij]
type = ChangeState
value = 21
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = var(59) || fvar(39) = 1
Triggerall = RoundState = 2 && Life > 0
Triggerall = StateType != A
Triggerall = EnemyNear(var(2)),StateType = A && EnemyNear(var(2)),MoveType = H 
Triggerall = EnemyNear(var(2)),StateNo = [1000,4000)
Triggerall = Ctrl || (StateNo = 22 && Time > 10)
Triggerall = !(((var(6) = 1 && EnemyNear(var(2)),backedgeBodyDist < 10) || (var(6) = -1 && EnemyNear(var(2)),FrontedgeBodyDist < 10)) && FrontEdgeBodyDist < 30)
Trigger1 = fvar(4) - EnemyNear(var(2)),Vel X*fvar(14)*var(6)*10 > 80
Trigger2 = var(6) = -1 && EnemyNear(var(2)),BackEdgeBodyDist < 30
Trigger2 = fvar(2) > 0

[State -3, ʒuiށj]
type = ChangeState
value = 22
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = var(59) || fvar(39) = 1
Triggerall = RoundState = 2 && Life > 0
Triggerall = StateType != A
Triggerall = EnemyNear(var(2)),StateType = A && EnemyNear(var(2)),MoveType = H 
Triggerall = EnemyNear(var(2)),StateNo = [1000,4000)
Triggerall = Ctrl || (StateNo = 21 && Time > 10)
Trigger1 = abs(EnemyNear(var(2)),Vel X*fvar(14)) > 0 || fvar(2) < 0 
Trigger1 = fvar(4) - EnemyNear(var(2)),Vel X*fvar(14)*var(6)*10 < 40
Trigger2 = ((var(6) = 1 && EnemyNear(var(2)),backedgeBodyDist < 10) || (var(6) = -1 && EnemyNear(var(2)),FrontedgeBodyDist < 10)) && FrontEdgeBodyDist < 30


[State -3, ʒuiobNXebvj]
type = ChangeState
value = 105
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = var(59) || fvar(39) = 1
Triggerall = RoundState = 2 && Life > 0
Triggerall = StateType != A
Triggerall = EnemyNear(var(2)),StateType = A && EnemyNear(var(2)),MoveType = H 
Triggerall = EnemyNear(var(2)),StateNo = [1000,4000)
Triggerall = Ctrl || StateNo = [21,22]
Triggerall = BackEdgeBodyDist > 20
Trigger1 = abs(fvar(4) - EnemyNear(var(2)),Vel X*fvar(14)*var(6)*10) < 40
Trigger1 = fvar(3) + (EnemyNear(var(2)),Vel Y + fvar(16))*30 + 0.5*fvar(16)*30*30 < -20  


[State -3, ʒui~j]
type = ChangeState
value = 1
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = var(59) || fvar(39) = 1
Triggerall = RoundState = 2 && Life > 0
Triggerall = StateType != A
Triggerall = EnemyNear(var(2)),StateType = A && EnemyNear(var(2)),MoveType = H 
Triggerall = EnemyNear(var(2)),StateNo = [1000,4000)
Triggerall = Ctrl || StateNo = [21,22]
Triggerall = (!((fvar(29) = 1 && !fvar(26)) || fvar(29) = 4) && var(58)) || !var(9)
Triggerall = !((var(6) = 1 && EnemyNear(var(2)),backedgeBodyDist < 10) || (var(6) = -1 && EnemyNear(var(2)),FrontedgeBodyDist < 10) && FrontEdgeBodyDist < 30)
trigger1 = NumPartner = 0
Trigger1 = fvar(4) - EnemyNear(var(2)),Vel X*fvar(14)*var(6)*10 = [40,80]
trigger2 = NumPartner = 0
Trigger2 = StateNo = 22
Trigger2 = ((var(6) = 1 && EnemyNear(var(2)),backedgeBodyDist < 10) || (var(6) = -1 && EnemyNear(var(2)),FrontedgeBodyDist < 10)) && FrontEdgeBodyDist >= 30



;===================================================================================
:===================================================================================
;yAZEqbghiΒnjz
;===================================================================================
;===================================================================================


[State -3, ojVObVY]
type = ChangeState
value = 1850
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = fvar(29) != 1
Triggerall = var(59) || fvar(39) = 1
Triggerall = RoundState = 2 && Life > 0
Triggerall = !fvar(17)
Triggerall = StateType != A
Triggerall = !(EnemyNear(var(2)),StateType = A || EnemyNear(var(2)),StateType = L)    
Triggerall = MoveHit = [1,5]
Triggerall = StateNo = 210 || StateNo = 215 || StateNo = 235 || StateNo = 250 || (StateNo = 260 && AnimElem = 11, < 0)
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = EnemyNear(var(2)),GetHitVar(hittime) + EnemyNear(var(2)),GetHitVar(hitshaketime) >= 16-2
Trigger1 = EnemyNear(var(2)),Vel X = 0 && (16-EnemyNear(var(2)),GetHitVar(hitshaketime)>0)
Trigger1 = fvar(2)-(15*(16-15)+(EnemyNear(var(2)),GetHitVar(xvel))*(EnemyNear(var(2)),Facing)*(1-fvar(15)**(16-EnemyNear(var(2)),GetHitVar(hitshaketime)))/(1-fvar(15))) <= -9
Trigger2 = EnemyNear(var(2)),GetHitVar(hittime) + EnemyNear(var(2)),GetHitVar(hitshaketime) >= 16-2
Trigger2 = EnemyNear(var(2)),Vel X = 0 && (16-EnemyNear(var(2)),GetHitVar(hitshaketime)<=0)
Trigger2 = fvar(2)-(15*(16-15)+(EnemyNear(var(2)),GetHitVar(xvel))*(EnemyNear(var(2)),Facing)*(1-fvar(15)**16)/(1-fvar(15))) <= -9
Trigger3 = EnemyNear(var(2)),GetHitVar(hittime) + EnemyNear(var(2)),GetHitVar(hitshaketime) >= 17-2
Trigger3 = EnemyNear(var(2)),Vel X = 0 && (17-EnemyNear(var(2)),GetHitVar(hitshaketime)>0)
Trigger3 = fvar(2)-(15*(17-15)+(EnemyNear(var(2)),GetHitVar(xvel))*(EnemyNear(var(2)),Facing)*(1-fvar(15)**(17-EnemyNear(var(2)),GetHitVar(hitshaketime)))/(1-fvar(15))) <= -9
Trigger4 = EnemyNear(var(2)),GetHitVar(hittime) + EnemyNear(var(2)),GetHitVar(hitshaketime) >= 17-2
Trigger4 = EnemyNear(var(2)),Vel X = 0 && (17-EnemyNear(var(2)),GetHitVar(hitshaketime)<=0)
Trigger4 = fvar(2)-(15*(17-15)+(EnemyNear(var(2)),GetHitVar(xvel))*(EnemyNear(var(2)),Facing)*(1-fvar(15)**17)/(1-fvar(15))) <= -9
Trigger5 = EnemyNear(var(2)),GetHitVar(hittime) + EnemyNear(var(2)),GetHitVar(hitshaketime) >= 18-2
Trigger5 = EnemyNear(var(2)),Vel X = 0 && (18-EnemyNear(var(2)),GetHitVar(hitshaketime)>0)
Trigger5 = fvar(2)-(15*(18-15)+(EnemyNear(var(2)),GetHitVar(xvel))*(EnemyNear(var(2)),Facing)*(1-fvar(15)**(18-EnemyNear(var(2)),GetHitVar(hitshaketime)))/(1-fvar(15))) <= -9
Trigger6 = EnemyNear(var(2)),GetHitVar(hittime) + EnemyNear(var(2)),GetHitVar(hitshaketime) >= 18-2
Trigger6 = EnemyNear(var(2)),Vel X = 0 && (18-EnemyNear(var(2)),GetHitVar(hitshaketime)<=0)
Trigger6 = fvar(2)-(15*(18-15)+(EnemyNear(var(2)),GetHitVar(xvel))*(EnemyNear(var(2)),Facing)*(1-fvar(15)**18)/(1-fvar(15))) <= -9
Trigger7 = EnemyNear(var(2)),GetHitVar(hittime) + EnemyNear(var(2)),GetHitVar(hitshaketime) >= 19-2
Trigger7 = EnemyNear(var(2)),Vel X = 0 && (19-EnemyNear(var(2)),GetHitVar(hitshaketime)>0)
Trigger7 = fvar(2)-(15*(19-15)+(EnemyNear(var(2)),GetHitVar(xvel))*(EnemyNear(var(2)),Facing)*(1-fvar(15)**(19-EnemyNear(var(2)),GetHitVar(hitshaketime)))/(1-fvar(15))) <= -9
Trigger8 = EnemyNear(var(2)),GetHitVar(hittime) + EnemyNear(var(2)),GetHitVar(hitshaketime) >= 19-2
Trigger8 = EnemyNear(var(2)),Vel X = 0 && (19-EnemyNear(var(2)),GetHitVar(hitshaketime)<=0)
Trigger8 = fvar(2)-(15*(19-15)+(EnemyNear(var(2)),GetHitVar(xvel))*(EnemyNear(var(2)),Facing)*(1-fvar(15)**19)/(1-fvar(15))) <= -9
Trigger9 = EnemyNear(var(2)),GetHitVar(hittime) + EnemyNear(var(2)),GetHitVar(hitshaketime) >= 20-2
Trigger9 = EnemyNear(var(2)),Vel X = 0 && (20-EnemyNear(var(2)),GetHitVar(hitshaketime)>0)
Trigger9 = fvar(2)-(15*(20-15)+(EnemyNear(var(2)),GetHitVar(xvel))*(EnemyNear(var(2)),Facing)*(1-fvar(15)**(20-EnemyNear(var(2)),GetHitVar(hitshaketime)))/(1-fvar(15))) <= -9
Trigger10 = EnemyNear(var(2)),GetHitVar(hittime) + EnemyNear(var(2)),GetHitVar(hitshaketime) >= 20-2
Trigger10 = EnemyNear(var(2)),Vel X = 0 && (20-EnemyNear(var(2)),GetHitVar(hitshaketime)<=0)
Trigger10 = fvar(2)-(15*(20-15)+(EnemyNear(var(2)),GetHitVar(xvel))*(EnemyNear(var(2)),Facing)*(1-fvar(15)**20)/(1-fvar(15))) <= -9
Trigger11 = EnemyNear(var(2)),GetHitVar(hittime) + EnemyNear(var(2)),GetHitVar(hitshaketime) >= 21-2
Trigger11 = EnemyNear(var(2)),Vel X = 0 && (21-EnemyNear(var(2)),GetHitVar(hitshaketime)>0)
Trigger11 = fvar(2)-(15*(21-15)+(EnemyNear(var(2)),GetHitVar(xvel))*(EnemyNear(var(2)),Facing)*(1-fvar(15)**(21-EnemyNear(var(2)),GetHitVar(hitshaketime)))/(1-fvar(15))) <= -9
Trigger12 = EnemyNear(var(2)),GetHitVar(hittime) + EnemyNear(var(2)),GetHitVar(hitshaketime) >= 21-2
Trigger12 = EnemyNear(var(2)),Vel X = 0 && (21-EnemyNear(var(2)),GetHitVar(hitshaketime)<=0)
Trigger12 = fvar(2)-(15*(21-15)+(EnemyNear(var(2)),GetHitVar(xvel))*(EnemyNear(var(2)),Facing)*(1-fvar(15)**21)/(1-fvar(15))) <= -9
Trigger13 = EnemyNear(var(2)),GetHitVar(hittime) + EnemyNear(var(2)),GetHitVar(hitshaketime) >= 22-2
Trigger13 = EnemyNear(var(2)),Vel X = 0 && (22-EnemyNear(var(2)),GetHitVar(hitshaketime)>0)
Trigger13 = fvar(2)-(15*(22-15)+(EnemyNear(var(2)),GetHitVar(xvel))*(EnemyNear(var(2)),Facing)*(1-fvar(15)**(22-EnemyNear(var(2)),GetHitVar(hitshaketime)))/(1-fvar(15))) <= -9
Trigger14 = EnemyNear(var(2)),GetHitVar(hittime) + EnemyNear(var(2)),GetHitVar(hitshaketime) >= 22-2
Trigger14 = EnemyNear(var(2)),Vel X = 0 && (22-EnemyNear(var(2)),GetHitVar(hitshaketime)<=0)
Trigger14 = fvar(2)-(15*(22-15)+(EnemyNear(var(2)),GetHitVar(xvel))*(EnemyNear(var(2)),Facing)*(1-fvar(15)**22)/(1-fvar(15))) <= -9
Trigger15 = EnemyNear(var(2)),GetHitVar(hittime) + EnemyNear(var(2)),GetHitVar(hitshaketime) >= 23-2
Trigger15 = EnemyNear(var(2)),Vel X = 0 && (23-EnemyNear(var(2)),GetHitVar(hitshaketime)>0)
Trigger15 = fvar(2)-(15*(23-15)+(EnemyNear(var(2)),GetHitVar(xvel))*(EnemyNear(var(2)),Facing)*(1-fvar(15)**(23-EnemyNear(var(2)),GetHitVar(hitshaketime)))/(1-fvar(15))) <= -9
Trigger16 = EnemyNear(var(2)),GetHitVar(hittime) + EnemyNear(var(2)),GetHitVar(hitshaketime) >= 23-2
Trigger16 = EnemyNear(var(2)),Vel X = 0 && (23-EnemyNear(var(2)),GetHitVar(hitshaketime)<=0)
Trigger16 = fvar(2)-(15*(23-15)+(EnemyNear(var(2)),GetHitVar(xvel))*(EnemyNear(var(2)),Facing)*(1-fvar(15)**23)/(1-fvar(15))) <= -9
Trigger17 = EnemyNear(var(2)),GetHitVar(hittime) + EnemyNear(var(2)),GetHitVar(hitshaketime) >= 24-2
Trigger17 = EnemyNear(var(2)),Vel X = 0 && (24-EnemyNear(var(2)),GetHitVar(hitshaketime)>0)
Trigger17 = fvar(2)-(15*(24-15)+(EnemyNear(var(2)),GetHitVar(xvel))*(EnemyNear(var(2)),Facing)*(1-fvar(15)**(24-EnemyNear(var(2)),GetHitVar(hitshaketime)))/(1-fvar(15))) <= -9
Trigger18 = EnemyNear(var(2)),GetHitVar(hittime) + EnemyNear(var(2)),GetHitVar(hitshaketime) >= 24-2
Trigger18 = EnemyNear(var(2)),Vel X = 0 && (24-EnemyNear(var(2)),GetHitVar(hitshaketime)<=0)
Trigger18 = fvar(2)-(15*(24-15)+(EnemyNear(var(2)),GetHitVar(xvel))*(EnemyNear(var(2)),Facing)*(1-fvar(15)**24)/(1-fvar(15))) <= -9
Trigger19 = EnemyNear(var(2)),GetHitVar(hittime) + EnemyNear(var(2)),GetHitVar(hitshaketime) >= 25-2
Trigger19 = EnemyNear(var(2)),Vel X = 0 && (25-EnemyNear(var(2)),GetHitVar(hitshaketime)>0)
Trigger19 = fvar(2)-(15*(25-15)+(EnemyNear(var(2)),GetHitVar(xvel))*(EnemyNear(var(2)),Facing)*(1-fvar(15)**(25-EnemyNear(var(2)),GetHitVar(hitshaketime)))/(1-fvar(15))) <= -9
Trigger20 = EnemyNear(var(2)),GetHitVar(hittime) + EnemyNear(var(2)),GetHitVar(hitshaketime) >= 25-2
Trigger20 = EnemyNear(var(2)),Vel X = 0 && (25-EnemyNear(var(2)),GetHitVar(hitshaketime)<=0)
Trigger20 = fvar(2)-(15*(25-15)+(EnemyNear(var(2)),GetHitVar(xvel))*(EnemyNear(var(2)),Facing)*(1-fvar(15)**25)/(1-fvar(15))) <= -9
Trigger21 = EnemyNear(var(2)),GetHitVar(hittime) + EnemyNear(var(2)),GetHitVar(hitshaketime) >= 26-2
Trigger21 = EnemyNear(var(2)),Vel X = 0 && (26-EnemyNear(var(2)),GetHitVar(hitshaketime)>0)
Trigger21 = fvar(2)-(15*(26-15)+(EnemyNear(var(2)),GetHitVar(xvel))*(EnemyNear(var(2)),Facing)*(1-fvar(15)**(26-EnemyNear(var(2)),GetHitVar(hitshaketime)))/(1-fvar(15))) <= -9
Trigger22 = EnemyNear(var(2)),GetHitVar(hittime) + EnemyNear(var(2)),GetHitVar(hitshaketime) >= 26-2
Trigger22 = EnemyNear(var(2)),Vel X = 0 && (26-EnemyNear(var(2)),GetHitVar(hitshaketime)<=0)
Trigger22 = fvar(2)-(15*(26-15)+(EnemyNear(var(2)),GetHitVar(xvel))*(EnemyNear(var(2)),Facing)*(1-fvar(15)**26)/(1-fvar(15))) <= -9
Trigger23 = EnemyNear(var(2)),GetHitVar(hittime) + EnemyNear(var(2)),GetHitVar(hitshaketime) >= 27-2
Trigger23 = EnemyNear(var(2)),Vel X = 0 && (27-EnemyNear(var(2)),GetHitVar(hitshaketime)>0)
Trigger23 = fvar(2)-(15*(27-15)+(EnemyNear(var(2)),GetHitVar(xvel))*(EnemyNear(var(2)),Facing)*(1-fvar(15)**(27-EnemyNear(var(2)),GetHitVar(hitshaketime)))/(1-fvar(15))) <= -9
Trigger24 = EnemyNear(var(2)),GetHitVar(hittime) + EnemyNear(var(2)),GetHitVar(hitshaketime) >= 27-2
Trigger24 = EnemyNear(var(2)),Vel X = 0 && (27-EnemyNear(var(2)),GetHitVar(hitshaketime)<=0)
Trigger24 = fvar(2)-(15*(27-15)+(EnemyNear(var(2)),GetHitVar(xvel))*(EnemyNear(var(2)),Facing)*(1-fvar(15)**27)/(1-fvar(15))) <= -9
Trigger25 = EnemyNear(var(2)),GetHitVar(hittime) + EnemyNear(var(2)),GetHitVar(hitshaketime) >= 28-2
Trigger25 = EnemyNear(var(2)),Vel X = 0 && (28-EnemyNear(var(2)),GetHitVar(hitshaketime)>0)
Trigger25 = fvar(2)-(15*(28-15)+(EnemyNear(var(2)),GetHitVar(xvel))*(EnemyNear(var(2)),Facing)*(1-fvar(15)**(28-EnemyNear(var(2)),GetHitVar(hitshaketime)))/(1-fvar(15))) <= -9
Trigger26 = EnemyNear(var(2)),GetHitVar(hittime) + EnemyNear(var(2)),GetHitVar(hitshaketime) >= 28-2
Trigger26 = EnemyNear(var(2)),Vel X = 0 && (28-EnemyNear(var(2)),GetHitVar(hitshaketime)<=0)
Trigger26 = fvar(2)-(15*(28-15)+(EnemyNear(var(2)),GetHitVar(xvel))*(EnemyNear(var(2)),Facing)*(1-fvar(15)**28)/(1-fvar(15))) <= -9


[State -3,WFmTChJb^[A]
type = ChangeState
value = 1300
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = fvar(29) != 4
Triggerall = !(fvar(29) = 1 && !fvar(26))
Triggerall = var(59) || fvar(39) = 1
Triggerall = RoundState = 2 && Life > 0
Triggerall = !fvar(17)
Triggerall = StateType != A
Triggerall = !(EnemyNear(var(2)),StateType = A || EnemyNear(var(2)),StateType = L)    
Triggerall = EnemyNear(var(2)),Const(size.mid.pos.y) < -65 || (EnemyNear(var(2)),Const(size.head.pos.y) < -70 && EnemyNear(var(2)),StateType = S)
Triggerall = MoveHit = [1,5]
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = var(52) > 200
Trigger1 = StateNo = 260 && AnimElem = 11, < 0


[State -3, r[XfXgNVB]
type = ChangeState
value = 1450
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = fvar(29) != 4
Triggerall = !(fvar(29) = 1 && !fvar(26))
Triggerall = var(59) || fvar(39) = 1
Triggerall = RoundState = 2 && Life > 0
Triggerall = !fvar(17)
Triggerall = StateType != A
Triggerall = !(EnemyNear(var(2)),StateType = A || EnemyNear(var(2)),StateType = L)    
Triggerall = EnemyNear(var(2)),Const(size.mid.pos.y) < -65 || (EnemyNear(var(2)),Const(size.head.pos.y) < -70 && EnemyNear(var(2)),StateType = S)
Triggerall = var(40) > 210
Triggerall = MoveHit = [1,5]
Triggerall = EnemyNear(var(2)),MoveType = H
Triggerall = !NumPartner
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = StateNo = 210 && !(fvar(29) = 1 && !fvar(26))
Trigger2 = StateNo = 215 && AnimElem = 6, > 0
Trigger3 = StateNo = 240 
Trigger4 = StateNo = 245 && fvar(29) != 4
Trigger5 = StateNo = 250
Trigger6 = StateNo = 260 && AnimElem = 11, < 0
Trigger6 = !(var(52) && fvar(29) != 4)
Trigger7 = StateNo = 400
Trigger7 = fvar(4) != [-15,64+((EnemyNear(var(2)),GetHitVar(xvel))*(EnemyNear(var(2)),Facing)*(1-fvar(15)**((5-EnemyNear(var(2)),GetHitVar(hitshaketime))*(EnemyNear(var(2)),GetHitVar(hitshaketime)<5)))/(1-fvar(15)))]
Trigger8 = StateNo = 410
Trigger9 = StateNo = 430 && !(EnemyNear(var(2)),StateNo = [5000,5300])
Trigger10 = var(46) && StateNo = 260 && AnimElem = 12, > 0
Trigger11 = var(46) && StateNo = 1300 && NumTarget(1300)


[State -3, r[XfXgNVB]
type = ChangeState
value = 1450
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = fvar(29) != 4
Triggerall = !(fvar(29) = 1 && !fvar(26))
Triggerall = var(59) || fvar(39) = 1
Triggerall = RoundState = 2 && Life > 0
Triggerall = !fvar(17)
Triggerall = StateType != A
Triggerall = !(EnemyNear(var(2)),StateType = A || EnemyNear(var(2)),StateType = L)    
Triggerall = EnemyNear(var(2)),Const(size.mid.pos.y) < -65 || (EnemyNear(var(2)),Const(size.head.pos.y) < -70 && EnemyNear(var(2)),StateType = S)
Triggerall = var(40) > 210
Triggerall = MoveHit = [1,5]
Triggerall = EnemyNear(var(2)),MoveType = H
Triggerall = NumPartner
Triggerall = Partner,Life = 0 || abs(Partner,Pos X - Pos X) > 200
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = StateNo = 210 && !(fvar(29) = 1 && !fvar(26))
Trigger2 = StateNo = 215 && AnimElem = 6, > 0
Trigger3 = StateNo = 240 
Trigger4 = StateNo = 245 && fvar(29) != 4
Trigger5 = StateNo = 250
Trigger6 = StateNo = 260 && AnimElem = 11, < 0
Trigger6 = !(var(52) && fvar(29) != 4)
Trigger7 = StateNo = 400
Trigger7 = fvar(4) != [-15,64+((EnemyNear(var(2)),GetHitVar(xvel))*(EnemyNear(var(2)),Facing)*(1-fvar(15)**((5-EnemyNear(var(2)),GetHitVar(hitshaketime))*(EnemyNear(var(2)),GetHitVar(hitshaketime)<5)))/(1-fvar(15)))]
Trigger8 = StateNo = 410
Trigger9 = StateNo = 430 && !(EnemyNear(var(2)),StateNo = [5000,5300])
Trigger10 = var(46) && StateNo = 260 && AnimElem = 12, > 0
Trigger11 = var(46) && StateNo = 1300 && NumTarget(1300)


[State -3, r[XfXgNVA]
type = ChangeState
value = 1400
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = fvar(29) != 4
Triggerall = var(59) || fvar(39) = 1
Triggerall = RoundState = 2 && Life > 0
Triggerall = !fvar(17)
Triggerall = StateType != A
Triggerall = !(EnemyNear(var(2)),StateType = A || EnemyNear(var(2)),StateType = L)    
Triggerall = EnemyNear(var(2)),Const(size.mid.pos.y) < -65 || (EnemyNear(var(2)),Const(size.head.pos.y) < -70 && EnemyNear(var(2)),StateType = S)
Triggerall = MoveHit = [1,5]
Triggerall = EnemyNear(var(2)),MoveType = H
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = StateNo = 210 && !(fvar(29) = 1 && !fvar(26))
Trigger2 = StateNo = 215 && AnimElem = 6, > 0
Trigger3 = StateNo = 240 
Trigger4 = StateNo = 245 && fvar(29) != 4
Trigger5 = StateNo = 250
Trigger6 = StateNo = 260 && AnimElem = 11, < 0
Trigger6 = !(var(52) && fvar(29) != 4)
Trigger7 = StateNo = 400
Trigger7 = fvar(4) != [-15,64+((EnemyNear(var(2)),GetHitVar(xvel))*(EnemyNear(var(2)),Facing)*(1-fvar(15)**((5-EnemyNear(var(2)),GetHitVar(hitshaketime))*(EnemyNear(var(2)),GetHitVar(hitshaketime)<5)))/(1-fvar(15)))]
Trigger8 = StateNo = 410
Trigger9 = StateNo = 430 && !(EnemyNear(var(2)),StateNo = [5000,5300])
Trigger10 = var(46) && StateNo = 260 && AnimElem = 12, > 0
Trigger11 = var(46) && StateNo = 1300 && NumTarget(1300)



[State -3, MAXŃfBXgNVIK]
type = ChangeState
value = 2600
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = var(59) || fvar(39) = 1
Triggerall = RoundState = 2 && Life > 0
Triggerall = !fvar(17)
Triggerall = StateType != A
Triggerall = !(EnemyNear(var(2)),StateType = A || EnemyNear(var(2)),StateType = L)    
Triggerall = (((fvar(29) = 4 && fvar(34) = 1) || fvar(26) = 1) && Power >= 3000) || (!(fvar(29) = 1 || fvar(29) = 4) && Power >= IfElse(!var(53),2000,1000)) || ((fvar(29) = 1 || var(52)) && var(58) = 2)
Triggerall = MoveHit = [1,5]
Triggerall = EnemyNear(var(2)),MoveType = H
Triggerall = fvar(4) = [-15,116]
Triggerall = var(35) > 10
Triggerall = EnemyNear(var(2)),Const(size.mid.pos.y) < -65 || (EnemyNear(var(2)),Const(size.head.pos.y) < -70 && EnemyNear(var(2)),StateType = S)
Triggerall = (fvar(29) = 1 && !fvar(26)) || fvar(29) = 4 || Power >= 4000 || (var(52) && Power >= 2000) || (!(fvar(29) = 1 || fvar(29) = 4) && var(53))
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = StateNo = 210 && !(fvar(29) = 1 && !fvar(26))
Trigger2 = StateNo = 215 && AnimElem = 6, > 0
Trigger3 = StateNo = 250
Trigger4 = StateNo = 260 && AnimElem = 11, < 0
Trigger4 = !((EnemyNear(var(2)),Const(size.mid.pos.y) < -65 || (EnemyNear(var(2)),Const(size.head.pos.y) < -70 && EnemyNear(var(2)),StateType = S)) && var(52))
Trigger5 = StateNo = 400
Trigger5 = fvar(4) != [-15,64+((EnemyNear(var(2)),GetHitVar(xvel))*(EnemyNear(var(2)),Facing)*(1-fvar(15)**((5-EnemyNear(var(2)),GetHitVar(hitshaketime))*(EnemyNear(var(2)),GetHitVar(hitshaketime)<5)))/(1-fvar(15)))]
Trigger6 = StateNo = 410
Trigger7 = StateNo = 420 && (!(fvar(29) = 1 || fvar(29) = 4) || fvar(26))
Trigger7 = fvar(4) != [-15,64+((EnemyNear(var(2)),GetHitVar(xvel))*(EnemyNear(var(2)),Facing)*(1-fvar(15)**((5-EnemyNear(var(2)),GetHitVar(hitshaketime))*(EnemyNear(var(2)),GetHitVar(hitshaketime)<5)))/(1-fvar(15)))]


[State -3, fBXgNVIK]
type = ChangeState
value = 2500
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = var(59) || fvar(39) = 1
Triggerall = RoundState = 2 && Life > 0
Triggerall = !fvar(17)
Triggerall = StateType != A
Triggerall = !(EnemyNear(var(2)),StateType = A || EnemyNear(var(2)),StateType = L)    
Triggerall = var(58) >= 1
Triggerall = MoveHit = [1,5]
Triggerall = EnemyNear(var(2)),MoveType = H
Triggerall = fvar(4) = [-15,116]
Triggerall = var(35) > 10
Triggerall = EnemyNear(var(2)),Const(size.mid.pos.y) < -65 || (EnemyNear(var(2)),Const(size.head.pos.y) < -70 && EnemyNear(var(2)),StateType = S)
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = StateNo = 210 && !(fvar(29) = 1 && !fvar(26))
Trigger2 = StateNo = 215 && AnimElem = 6, > 0
Trigger3 = StateNo = 250
Trigger4 = StateNo = 260 && AnimElem = 11, < 0
Trigger4 = !((EnemyNear(var(2)),Const(size.mid.pos.y) < -65 || (EnemyNear(var(2)),Const(size.head.pos.y) < -70 && EnemyNear(var(2)),StateType = S)) && var(52))
Trigger5 = StateNo = 400
Trigger5 = fvar(4) != [-15,64+((EnemyNear(var(2)),GetHitVar(xvel))*(EnemyNear(var(2)),Facing)*(1-fvar(15)**((5-EnemyNear(var(2)),GetHitVar(hitshaketime))*(EnemyNear(var(2)),GetHitVar(hitshaketime)<5)))/(1-fvar(15)))]
Trigger6 = StateNo = 410
Trigger7 = StateNo = 420 && (!(fvar(29) = 1 || fvar(29) = 4) || fvar(26))
Trigger7 = fvar(4) != [-15,64+((EnemyNear(var(2)),GetHitVar(xvel))*(EnemyNear(var(2)),Facing)*(1-fvar(15)**((5-EnemyNear(var(2)),GetHitVar(hitshaketime))*(EnemyNear(var(2)),GetHitVar(hitshaketime)<5)))/(1-fvar(15)))]


[State -3, MAXŃMKebNvbV[]
type = ChangeState
value = 2100
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = var(59) || fvar(39) = 1
Triggerall = RoundState = 2 && Life > 0
Triggerall = !fvar(17)
Triggerall = StateType != A
Triggerall = !(EnemyNear(var(2)),StateType = A || EnemyNear(var(2)),StateType = L)    
Triggerall = (((fvar(29) = 4 && fvar(34) = 1) || fvar(26) = 1) && Power >= 3000) || (!(fvar(29) = 1 || fvar(29) = 4) && Power >= IfElse(!var(53),2000,1000)) || ((fvar(29) = 1 || var(52)) && var(58) = 2)
Triggerall = MoveHit = [1,5]
Triggerall = fvar(4) = [-15,70]
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = StateNo = 210 && !(fvar(29) = 1 && !fvar(26))
Trigger2 = StateNo = 215 && AnimElem = 6, > 0
Trigger3 = StateNo = 240 
Trigger4 = StateNo = 245 && fvar(29) != 4
Trigger5 = StateNo = 250
Trigger6 = StateNo = 260 && AnimElem = 11, < 0
Trigger6 = !((EnemyNear(var(2)),Const(size.mid.pos.y) < -65 || (EnemyNear(var(2)),Const(size.head.pos.y) < -70 && EnemyNear(var(2)),StateType = S)) && var(52))
Trigger7 = StateNo = 400
Trigger7 = fvar(4) != [-15,64+((EnemyNear(var(2)),GetHitVar(xvel))*(EnemyNear(var(2)),Facing)*(1-fvar(15)**((5-EnemyNear(var(2)),GetHitVar(hitshaketime))*(EnemyNear(var(2)),GetHitVar(hitshaketime)<5)))/(1-fvar(15)))]
Trigger8 = StateNo = 410
Trigger9 = StateNo = 420 && (!(fvar(29) = 1 || fvar(29) = 4) || fvar(26))
Trigger9 = fvar(4) != [-15,64+((EnemyNear(var(2)),GetHitVar(xvel))*(EnemyNear(var(2)),Facing)*(1-fvar(15)**((5-EnemyNear(var(2)),GetHitVar(hitshaketime))*(EnemyNear(var(2)),GetHitVar(hitshaketime)<5)))/(1-fvar(15)))]
Trigger10 = StateNo = 430 && !(EnemyNear(var(2)),StateNo = [5000,5300])


[State -3, MKebNvbV[Y]
type = ChangeState
value = 2050
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = var(59) || fvar(39) = 1
Triggerall = RoundState = 2 && Life > 0
Triggerall = !fvar(17)
Triggerall = StateType != A
Triggerall = !(EnemyNear(var(2)),StateType = A || EnemyNear(var(2)),StateType = L)    
Triggerall = var(58) >= 1
Triggerall = MoveHit = [1,5]
Triggerall = fvar(4) = [-15,70]
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = StateNo = 210 && !(fvar(29) = 1 && !fvar(26))
Trigger2 = StateNo = 215 && AnimElem = 6, > 0
Trigger3 = StateNo = 240 
Trigger4 = StateNo = 245 && fvar(29) != 4
Trigger5 = StateNo = 250
Trigger6 = StateNo = 260 && AnimElem = 11, < 0
Trigger6 = !((EnemyNear(var(2)),Const(size.mid.pos.y) < -65 || (EnemyNear(var(2)),Const(size.head.pos.y) < -70 && EnemyNear(var(2)),StateType = S)) && var(52))
Trigger7 = StateNo = 400
Trigger7 = fvar(4) != [-15,64+((EnemyNear(var(2)),GetHitVar(xvel))*(EnemyNear(var(2)),Facing)*(1-fvar(15)**((5-EnemyNear(var(2)),GetHitVar(hitshaketime))*(EnemyNear(var(2)),GetHitVar(hitshaketime)<5)))/(1-fvar(15)))]
Trigger8 = StateNo = 410
Trigger9 = StateNo = 420 && (!(fvar(29) = 1 || fvar(29) = 4) || fvar(26))
Trigger9 = fvar(4) != [-15,64+((EnemyNear(var(2)),GetHitVar(xvel))*(EnemyNear(var(2)),Facing)*(1-fvar(15)**((5-EnemyNear(var(2)),GetHitVar(hitshaketime))*(EnemyNear(var(2)),GetHitVar(hitshaketime)<5)))/(1-fvar(15)))]
Trigger10 = StateNo = 430 && !(EnemyNear(var(2)),StateNo = [5000,5300])


[State -3, SbhvXY]
type = ChangeState
value = 1250
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = fvar(29) != 4
Triggerall = var(59) || fvar(39) = 1
Triggerall = RoundState = 2 && Life > 0
Triggerall = !fvar(17)
Triggerall = StateType != A
Triggerall = !(EnemyNear(var(2)),StateType = A || EnemyNear(var(2)),StateType = L)    
Triggerall = MoveHit = [1,5]
Triggerall = fvar(4) = [-15,70]
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = StateNo = 210 && !(fvar(29) = 1 && !fvar(26))
Trigger2 = StateNo = 215 && AnimElem = 6, > 0
Trigger3 = StateNo = 240 
Trigger4 = StateNo = 245 && fvar(29) != 4
Trigger5 = StateNo = 250
Trigger6 = StateNo = 260 && AnimElem = 11, < 0
Trigger6 = !((EnemyNear(var(2)),Const(size.mid.pos.y) < -65 || (EnemyNear(var(2)),Const(size.head.pos.y) < -70 && EnemyNear(var(2)),StateType = S)) && var(52))
Trigger7 = StateNo = 400
Trigger7 = fvar(4) != [-15,64+((EnemyNear(var(2)),GetHitVar(xvel))*(EnemyNear(var(2)),Facing)*(1-fvar(15)**((5-EnemyNear(var(2)),GetHitVar(hitshaketime))*(EnemyNear(var(2)),GetHitVar(hitshaketime)<5)))/(1-fvar(15)))]
Trigger8 = StateNo = 410
Trigger9 = StateNo = 420 && (!(fvar(29) = 1 || fvar(29) = 4) || fvar(26))
Trigger9 = fvar(4) != [-15,64+((EnemyNear(var(2)),GetHitVar(xvel))*(EnemyNear(var(2)),Facing)*(1-fvar(15)**((5-EnemyNear(var(2)),GetHitVar(hitshaketime))*(EnemyNear(var(2)),GetHitVar(hitshaketime)<5)))/(1-fvar(15)))]
Trigger10 = StateNo = 430 && !(EnemyNear(var(2)),StateNo = [5000,5300])


[State -3, ojVObVX]
type = ChangeState
value = 1800
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = fvar(29) != 1
Triggerall = var(59) || fvar(39) = 1
Triggerall = RoundState = 2 && Life > 0
Triggerall = !fvar(17)
Triggerall = StateType != A
Triggerall = !(EnemyNear(var(2)),StateType = A || EnemyNear(var(2)),StateType = L)    
Triggerall = MoveHit = [1,5]
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = StateNo = 210
Trigger2 = StateNo = 220
Trigger3 = StateNo = 240
Trigger4 = StateNo = 250
Trigger5 = StateNo = 260 && AnimElem = 11, < 0
Trigger6 = StateNo = 430 && !(EnemyNear(var(2)),StateNo = [5000,5300])


[State -3, JCU[EFCu]
type = ChangeState
value = 1000
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = fvar(29) != 4
Triggerall = var(59) || fvar(39) = 1
Triggerall = RoundState = 2 && Life > 0
Triggerall = !fvar(17)
Triggerall = StateType != A
Triggerall = !(EnemyNear(var(2)),StateType = A || EnemyNear(var(2)),StateType = L)    
Triggerall = MoveHit = [1,5]
Triggerall = fvar(4) > 70
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = StateNo = 205 
Trigger2 = StateNo = 210 && !(fvar(29) = 1 && !fvar(26))
Trigger3 = StateNo = 215 && AnimElem = 6, > 0
Trigger4 = StateNo = 220 && fvar(29) != 1
Trigger5 = StateNo = 240 
Trigger6 = StateNo = 245 && fvar(29) != 4
Trigger7 = StateNo = 250
Trigger8 = StateNo = 260 && AnimElem = 11, < 0
Trigger8 = !((EnemyNear(var(2)),Const(size.mid.pos.y) < -65 || (EnemyNear(var(2)),Const(size.head.pos.y) < -70 && EnemyNear(var(2)),StateType = S)) && var(52))
Trigger9 = StateNo = 400
Trigger9 = fvar(4) != [-15,64+((EnemyNear(var(2)),GetHitVar(xvel))*(EnemyNear(var(2)),Facing)*(1-fvar(15)**((5-EnemyNear(var(2)),GetHitVar(hitshaketime))*(EnemyNear(var(2)),GetHitVar(hitshaketime)<5)))/(1-fvar(15)))]
Trigger10 = StateNo = 410
Trigger11 = StateNo = 420 && (!(fvar(29) = 1 || fvar(29) = 4) || fvar(26))
Trigger11 = fvar(4) != [-15,64+((EnemyNear(var(2)),GetHitVar(xvel))*(EnemyNear(var(2)),Facing)*(1-fvar(15)**((5-EnemyNear(var(2)),GetHitVar(hitshaketime))*(EnemyNear(var(2)),GetHitVar(hitshaketime)<5)))/(1-fvar(15)))]
Trigger12 = StateNo = 430 && !(EnemyNear(var(2)),StateNo = [5000,5300])


[State -3, _[No[AiǂLj]
type = ChangeState
value = 1500
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = fvar(29) != 4
Triggerall = var(59) || fvar(39) = 1
Triggerall = RoundState = 2 && Life > 0
Triggerall = StateType != A
Triggerall = !(EnemyNear(var(2)),StateType = A || EnemyNear(var(2)),StateType = L)    
Triggerall = MoveHit = [1,5]
Triggerall = var(52)
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = !fvar(17)
Trigger1 = var(46) && StateNo = 260 && AnimElem = 12, > 0
Trigger2 = fvar(17)
Trigger2 = var(46) && StateNo = [1400,1450]


[State -3, MAXŃMKebNvbV[]
type = ChangeState
value = 2100
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = !((fvar(29) = 1 && !fvar(26)) || fvar(29) = 4)
Triggerall = var(59) || fvar(39) = 1
Triggerall = RoundState = 2 && Life > 0
Triggerall = StateType != A
Triggerall = EnemyNear(var(2)),StateType = A
Triggerall = var(9)
Triggerall = (((fvar(29) = 4 && fvar(34) = 1) || fvar(26) = 1) && Power >= 3000) || (!(fvar(29) = 1 || fvar(29) = 4) && Power >= IfElse(!var(53),2000,1000)) || ((fvar(29) = 1 || var(52)) && var(58) = 2)
Triggerall = MoveHit = [1,5]
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = StateNo = 430 && !(EnemyNear(var(2)),StateNo = [5000,5300])


;===================================================================================
:===================================================================================
;yAZE󒆃qbgK[hz
;===================================================================================
;===================================================================================

[State -3, 󒆃OreBX}bVY]
type = ChangeState
value = 1770
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = fvar(29) != 1
Triggerall = var(59) || fvar(39) = 1
Triggerall = RoundState = 2 && Life > 0
Triggerall = StateType = A
Triggerall = !var(47)
Triggerall = !var(9)
Triggerall = !fvar(17)
Triggerall = !(var(52) >= IfElse(fvar(34)=2&&var(53),1545,1065))
Triggerall = !(EnemyNear(var(2)),StateType = A || EnemyNear(var(2)),StateType = L) && EnemyNear(var(2)),MoveType = H
Triggerall = MoveContact = [1,5]
Triggerall = (EnemyNear(var(2)),GetHitVar(hitshaketime) + EnemyNear(var(2)),GetHitVar(hittime)) - ((33-var(27))) < 4
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = StateNo = 610 || StateNo = 615 || StateNo = 630 || StateNo = 635 || StateNo = 640


;===================================================================================
:===================================================================================
;yAZE󒆂̑z
;===================================================================================
;===================================================================================


[State -3, WFmTChJb^[EGA]
type = ChangeState
value = 1950
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = !(fvar(29) = 1 || fvar(29) = 4)
Triggerall = var(59) || fvar(39) = 1
Triggerall = RoundState = 2 && Life > 0
Triggerall = StateType = A
Triggerall = !var(9)
Triggerall = !fvar(17)
Triggerall = !(EnemyNear(var(2)),MoveType = H) 
Triggerall = MoveContact = [1,5]
Triggerall = 33- var(27) > 5 || EnemyNear(var(2)),MoveType = A
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = StateNo = 610 || StateNo = 615 || StateNo = 630 || StateNo = 635 || StateNo = 640



;===================================================================================
:===================================================================================
;yAZEK[hiΒnjz
;===================================================================================
;===================================================================================


[State -3, ႪݎLbN]
type = ChangeState
value = 420
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = var(59) || fvar(39) = 1
Triggerall = RoundState = 2 && Life > 0
Triggerall = StateType != A
Triggerall = !(EnemyNear(var(2)),StateType = A || EnemyNear(var(2)),StateType = L) && EnemyNear(var(2)),MoveType = H
Triggerall = EnemyNear(var(2)),StateNo = [150,153]
Triggerall = EnemyNear(var(2)),GetHitVar(hittime) + EnemyNear(var(2)),GetHitVar(hitshaketime) >= 5-2
Triggerall = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Triggerall = var(6) = -1 && EnemyNear(var(2)),StateType = S
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = EnemyNear(var(2)),Vel X = 0 && (5-EnemyNear(var(2)),GetHitVar(hitshaketime)>0)
Trigger1 = fvar(4) = [-5,40-(fvar(29)=1&&!fvar(26))*15+((EnemyNear(var(2)),GetHitVar(xvel))*(EnemyNear(var(2)),Facing)*fvar(14)*(1-fvar(15)**(5-EnemyNear(var(2)),GetHitVar(hitshaketime)))/(1-fvar(15)))]
Trigger2 = EnemyNear(var(2)),Vel X = 0 && (5-EnemyNear(var(2)),GetHitVar(hitshaketime)<=0)
Trigger2 = fvar(4) = [-5,40-(fvar(29)=1&&!fvar(26))*15+((EnemyNear(var(2)),GetHitVar(xvel))*(EnemyNear(var(2)),Facing)*fvar(14)*(1-fvar(15)**5)/(1-fvar(15)))]
Trigger3 = !(EnemyNear(var(2)),Vel X = 0)
Trigger3 = fvar(4) = [-5,40-(fvar(29)=1&&!fvar(26))*15+((EnemyNear(var(2)),Vel X*fvar(14))*(1-fvar(15)**5)/(1-fvar(15)))]


[State -3, _[No[A];91
type = ChangeState
value = 1500
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = fvar(29) != 4
Triggerall = var(59) || fvar(39) = 1
Triggerall = RoundState = 2 && Life > 0
Triggerall = StateType != A
Triggerall = !var(47)
Triggerall = !(EnemyNear(var(2)),StateType = A || EnemyNear(var(2)),StateType = L) && EnemyNear(var(2)),MoveType = H
Triggerall = EnemyNear(var(2)),StateNo = [150,153]
Triggerall = EnemyNear(var(2)),GetHitVar(hittime) + EnemyNear(var(2)),GetHitVar(hitshaketime) >= IfElse(!(fvar(29)=1||fvar(29)=4),6,12)-2
Triggerall = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = EnemyNear(var(2)),Vel X = 0 && (IfElse((fvar(29)=1||fvar(29)=4),12,6)-EnemyNear(var(2)),GetHitVar(hitshaketime)>0)
Trigger1 = fvar(4) = [-15,70+((EnemyNear(var(2)),GetHitVar(xvel))*(EnemyNear(var(2)),Facing)*fvar(14)*(1-fvar(15)**(IfElse((fvar(29)=1||fvar(29)=4),12,6)-EnemyNear(var(2)),GetHitVar(hitshaketime)))/(1-fvar(15)))]
Trigger2 = EnemyNear(var(2)),Vel X = 0 && (IfElse((fvar(29)=1||fvar(29)=4),12,6)-EnemyNear(var(2)),GetHitVar(hitshaketime)<=0)
Trigger2 = fvar(4) = [-15,70+((EnemyNear(var(2)),GetHitVar(xvel))*(EnemyNear(var(2)),Facing)*fvar(14)*(1-fvar(15)**(IfElse((fvar(29)=1||fvar(29)=4),12,6)))/(1-fvar(15)))]
Trigger3 = !(EnemyNear(var(2)),Vel X = 0)
Trigger3 = fvar(4) = [-15,70+((EnemyNear(var(2)),Vel X*fvar(14))*(1-fvar(15)**IfElse((fvar(29)=1||fvar(29)=4),12,6))/(1-fvar(15)))]


[State -3, ߋLbNiʒ[j]
type = ChangeState
value = 235
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = var(59) || fvar(39) = 1
Triggerall = RoundState = 2 && Life > 0
Triggerall = StateType != A
Triggerall = !(EnemyNear(var(2)),StateType = A || EnemyNear(var(2)),StateType = L) && EnemyNear(var(2)),MoveType = H
Triggerall = EnemyNear(var(2)),StateNo = [150,153]
Triggerall = EnemyNear(var(2)),GetHitVar(hittime) + EnemyNear(var(2)),GetHitVar(hitshaketime) >= 7-2
Triggerall = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Triggerall = (abs(fvar(4)) < 24)
Triggerall = ((var(6) = 1 && EnemyNear(var(2)),backedgeBodyDist < 10) || (var(6) = -1 && EnemyNear(var(2)),FrontedgeBodyDist < 10))
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = EnemyNear(var(2)),Vel X = 0 && (7-EnemyNear(var(2)),GetHitVar(hitshaketime)>0)
Trigger1 = fvar(4) = [-15,76+((EnemyNear(var(2)),GetHitVar(xvel))*(EnemyNear(var(2)),Facing)*fvar(14)*(1-fvar(15)**(7-EnemyNear(var(2)),GetHitVar(hitshaketime)))/(1-fvar(15)))]
Trigger2 = EnemyNear(var(2)),Vel X = 0 && (7-EnemyNear(var(2)),GetHitVar(hitshaketime)<=0)
Trigger2 = fvar(4) = [-15,76+((EnemyNear(var(2)),GetHitVar(xvel))*(EnemyNear(var(2)),Facing)*fvar(14)*(1-fvar(15)**7)/(1-fvar(15)))]
Trigger3 = !(EnemyNear(var(2)),Vel X = 0)
Trigger3 = fvar(4) = [-15,76+((EnemyNear(var(2)),Vel X*fvar(14))*(1-fvar(15)**7)/(1-fvar(15)))]


[State -3, ႪݎLbN]
type = ChangeState
value = 420
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = var(59) || fvar(39) = 1
Triggerall = RoundState = 2 && Life > 0
Triggerall = StateType != A
Triggerall = !(EnemyNear(var(2)),StateType = A || EnemyNear(var(2)),StateType = L) && EnemyNear(var(2)),MoveType = H
Triggerall = EnemyNear(var(2)),StateNo = [150,153]
Triggerall = EnemyNear(var(2)),GetHitVar(hittime) + EnemyNear(var(2)),GetHitVar(hitshaketime) >= 5-2
Triggerall = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = EnemyNear(var(2)),Vel X = 0 && (5-EnemyNear(var(2)),GetHitVar(hitshaketime)>0)
Trigger1 = fvar(4) = [-5,40-(fvar(29)=1&&!fvar(26))*15+((EnemyNear(var(2)),GetHitVar(xvel))*(EnemyNear(var(2)),Facing)*fvar(14)*(1-fvar(15)**(5-EnemyNear(var(2)),GetHitVar(hitshaketime)))/(1-fvar(15)))]
Trigger2 = EnemyNear(var(2)),Vel X = 0 && (5-EnemyNear(var(2)),GetHitVar(hitshaketime)<=0)
Trigger2 = fvar(4) = [-5,40-(fvar(29)=1&&!fvar(26))*15+((EnemyNear(var(2)),GetHitVar(xvel))*(EnemyNear(var(2)),Facing)*fvar(14)*(1-fvar(15)**5)/(1-fvar(15)))]
Trigger3 = !(EnemyNear(var(2)),Vel X = 0)
Trigger3 = fvar(4) = [-5,40-(fvar(29)=1&&!fvar(26))*15+((EnemyNear(var(2)),Vel X*fvar(14))*(1-fvar(15)**5)/(1-fvar(15)))]



[State -3, MAXŃfbhGhXN[}[]
type = ChangeState
value = 2800
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = !(fvar(29) = 1 || fvar(29) = 4)
Triggerall = var(59) || fvar(39) = 1
Triggerall = RoundState = 2 && Life > 0
Triggerall = StateType != A
Triggerall = (((fvar(29) = 4 && fvar(34) = 1) || fvar(26) = 1) && Power >= 3000) || (!(fvar(29) = 1 || fvar(29) = 4) && Power >= IfElse(!var(53),2000,1000)) || ((fvar(29) = 1 || var(52)) && var(58) = 2)
Triggerall = !(EnemyNear(var(2)),StateType = A || EnemyNear(var(2)),StateType = L) && EnemyNear(var(2)),MoveType = H
Triggerall = EnemyNear(var(2)),StateNo = [150,153]
Triggerall = EnemyNear(var(2)),GetHitVar(hittime) + EnemyNear(var(2)),GetHitVar(hitshaketime) = 23+!(fvar(29)=3||fvar(29)=6)*4-2
Triggerall = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = EnemyNear(var(2)),Vel X = 0 && (23-EnemyNear(var(2)),GetHitVar(hitshaketime)>0)
Trigger1 = fvar(4) = [130,215+((EnemyNear(var(2)),GetHitVar(xvel))*(EnemyNear(var(2)),Facing)*fvar(14)*(1-fvar(15)**(23-EnemyNear(var(2)),GetHitVar(hitshaketime)))/(1-fvar(15)))]
Trigger2 = EnemyNear(var(2)),Vel X = 0 && (23-EnemyNear(var(2)),GetHitVar(hitshaketime)<=0)
Trigger2 = fvar(4) = [130,215+((EnemyNear(var(2)),GetHitVar(xvel))*(EnemyNear(var(2)),Facing)*fvar(14)*(1-fvar(15)**23)/(1-fvar(15)))]
Trigger3 = !(EnemyNear(var(2)),Vel X = 0)
Trigger3 = fvar(4) = [130,215+((EnemyNear(var(2)),Vel X*fvar(14))*(1-fvar(15)**23)/(1-fvar(15)))]


[State -3, fbhGhXN[}[A]
type = ChangeState
value = 2700
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = !(fvar(29) = 1 || fvar(29) = 4)
Triggerall = var(59) || fvar(39) = 1
Triggerall = RoundState = 2 && Life > 0
Triggerall = StateType != A
Triggerall = var(58) >= 1
Triggerall = !(EnemyNear(var(2)),StateType = A || EnemyNear(var(2)),StateType = L) && EnemyNear(var(2)),MoveType = H
Triggerall = EnemyNear(var(2)),StateNo = [150,153]
Triggerall = EnemyNear(var(2)),GetHitVar(hittime) + EnemyNear(var(2)),GetHitVar(hitshaketime) = 22+!(fvar(29)=3||fvar(29)=6)*4-2
Triggerall = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = EnemyNear(var(2)),Vel X = 0 && (22-EnemyNear(var(2)),GetHitVar(hitshaketime)>0)
Trigger1 = fvar(4) = [50,100+((EnemyNear(var(2)),GetHitVar(xvel))*(EnemyNear(var(2)),Facing)*fvar(14)*(1-fvar(15)**(22-EnemyNear(var(2)),GetHitVar(hitshaketime)))/(1-fvar(15)))]
Trigger2 = EnemyNear(var(2)),Vel X = 0 && (22-EnemyNear(var(2)),GetHitVar(hitshaketime)<=0)
Trigger2 = fvar(4) = [50,100+((EnemyNear(var(2)),GetHitVar(xvel))*(EnemyNear(var(2)),Facing)*fvar(14)*(1-fvar(15)**22)/(1-fvar(15)))]
Trigger3 = !(EnemyNear(var(2)),Vel X = 0)
Trigger3 = fvar(4) = [50,100+((EnemyNear(var(2)),Vel X*fvar(14))*(1-fvar(15)**22)/(1-fvar(15)))]


[State -3, fbhGhXN[}[B]
type = ChangeState
value = 2750
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = !(fvar(29) = 1 || fvar(29) = 4)
Triggerall = var(59) || fvar(39) = 1
Triggerall = RoundState = 2 && Life > 0
Triggerall = StateType != A
Triggerall = var(58) >= 1
Triggerall = !(EnemyNear(var(2)),StateType = A || EnemyNear(var(2)),StateType = L) && EnemyNear(var(2)),MoveType = H
Triggerall = EnemyNear(var(2)),StateNo = [150,153]
Triggerall = EnemyNear(var(2)),GetHitVar(hittime) + EnemyNear(var(2)),GetHitVar(hitshaketime) = 23+!(fvar(29)=3||fvar(29)=6)*4-2
Triggerall = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = EnemyNear(var(2)),Vel X = 0 && (23-EnemyNear(var(2)),GetHitVar(hitshaketime)>0)
Trigger1 = fvar(4) = [130,215+((EnemyNear(var(2)),GetHitVar(xvel))*(EnemyNear(var(2)),Facing)*fvar(14)*(1-fvar(15)**(23-EnemyNear(var(2)),GetHitVar(hitshaketime)))/(1-fvar(15)))]
Trigger2 = EnemyNear(var(2)),Vel X = 0 && (23-EnemyNear(var(2)),GetHitVar(hitshaketime)<=0)
Trigger2 = fvar(4) = [130,215+((EnemyNear(var(2)),GetHitVar(xvel))*(EnemyNear(var(2)),Facing)*fvar(14)*(1-fvar(15)**23)/(1-fvar(15)))]
Trigger3 = !(EnemyNear(var(2)),Vel X = 0)
Trigger3 = fvar(4) = [130,215+((EnemyNear(var(2)),Vel X*fvar(14))*(1-fvar(15)**23)/(1-fvar(15)))]


[State -3, ojVObVX]
type = ChangeState
value = 1800
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = fvar(29) != 1
Triggerall = var(59) || fvar(39) = 1
Triggerall = RoundState = 2 && Life > 0
Triggerall = StateType != A
Triggerall = !(EnemyNear(var(2)),StateType = A || EnemyNear(var(2)),StateType = L) && EnemyNear(var(2)),MoveType = H
Triggerall = EnemyNear(var(2)),StateNo = [150,153]
Triggerall = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Triggerall = !(var(58) >= 1 && EnemyNear(var(2)),GetHitVar(hittime) + EnemyNear(var(2)),GetHitVar(hitshaketime) > 23) || fvar(29) = 4
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = fvar(4) = [-15,75]
Trigger1 = EnemyNear(var(2)),GetHitVar(hittime) + EnemyNear(var(2)),GetHitVar(hitshaketime) >= 11+Ceil(IfElse(fvar(2)<=40,0,fvar(2))/15)-2
Trigger2 = fvar(4) = (75,150]
Trigger2 = EnemyNear(var(2)),GetHitVar(hittime) + EnemyNear(var(2)),GetHitVar(hitshaketime) >= 11+Ceil(IfElse(fvar(2)<=40,0,fvar(2))/15)-2+1
Trigger3 = fvar(4) = (150,225]
Trigger3 = EnemyNear(var(2)),GetHitVar(hittime) + EnemyNear(var(2)),GetHitVar(hitshaketime) >= 11+Ceil(IfElse(fvar(2)<=40,0,fvar(2))/15)-2+2
Trigger4 = fvar(4) > 225
Trigger4 = EnemyNear(var(2)),GetHitVar(hittime) + EnemyNear(var(2)),GetHitVar(hitshaketime) >= 11+Ceil(IfElse(fvar(2)<=40,0,fvar(2))/15)-2+3


;===================================================================================
:===================================================================================
;yAZEK[hiΒnjz
;===================================================================================
;===================================================================================


[State -3, Ⴊݎp`]
Type = ChangeState
Value = 400
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = var(59) || fvar(39) = 1
Triggerall = RoundState = 2 && Life > 0
Triggerall = StateType != A
Triggerall = !var(9)
Triggerall = !(EnemyNear(var(2)),StateType = A || EnemyNear(var(2)),StateType = L)    
Triggerall = !((EnemyNear(var(2)),StateNo = [820,823]) || (EnemyNear(var(2)),StateNo = [870,871]) || (EnemyNear(var(2)),StateNo = [1220,1221]) || (EnemyNear(var(2)),StateNo = [2020,2021]))
Triggerall = !((EnemyNear(var(2)),StateNo = [2120,2122]) || (EnemyNear(var(2)),StateNo = [2230,2231]) || EnemyNear(var(2)),StateNo = 2520 || (EnemyNear(var(2)),StateNo = [2620,2622]) || (EnemyNear(var(2)),StateNo = [2720,2723]))
Triggerall = MoveGuarded = [1,5]
Triggerall = fvar(4) = [-15,40-fvar(12)+((EnemyNear(var(2)),GetHitVar(xvel))*(EnemyNear(var(2)),Facing)*(1-fvar(15)**((4-EnemyNear(var(2)),GetHitVar(hitshaketime))*(EnemyNear(var(2)),GetHitVar(hitshaketime)<4)))/(1-fvar(15)))]
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = StateNo = 400 && AnimElem = 3, > 0
Trigger2 = StateNo = 420 && AnimElem = 3, > 0


[State -3, _ug}z[NiLZj]
Type = ChangeState
Value = 261
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = var(59) || fvar(39) = 1
Triggerall = RoundState = 2 && Life > 0
Triggerall = StateType != A
Triggerall = !var(9)
Triggerall = !(EnemyNear(var(2)),StateType = A || EnemyNear(var(2)),StateType = L)    
Triggerall = !((EnemyNear(var(2)),StateNo = [820,823]) || (EnemyNear(var(2)),StateNo = [870,871]) || (EnemyNear(var(2)),StateNo = [1220,1221]) || (EnemyNear(var(2)),StateNo = [2020,2021]))
Triggerall = !((EnemyNear(var(2)),StateNo = [2120,2122]) || (EnemyNear(var(2)),StateNo = [2230,2231]) || EnemyNear(var(2)),StateNo = 2520 || (EnemyNear(var(2)),StateNo = [2620,2622]) || (EnemyNear(var(2)),StateNo = [2720,2723]))
Triggerall = fvar(2) >= 0
Triggerall = MoveGuarded = [1,5]
Triggerall = fvar(4) = [-15,84-fvar(12)+((EnemyNear(var(2)),GetHitVar(xvel))*(EnemyNear(var(2)),Facing)*(1-fvar(15)**((8-EnemyNear(var(2)),GetHitVar(hitshaketime))*(EnemyNear(var(2)),GetHitVar(hitshaketime)<8)))/(1-fvar(15)))]
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = StateNo = 205 
Trigger2 = StateNo = 210 && !(fvar(29) = 1 && !fvar(26))
Trigger3 = StateNo = 215 && AnimElem = 6, < 0 && (!(fvar(29) != 4 && var(52)) || (fvar(29) = 1 && !fvar(26))) 
Trigger4 = StateNo = 215 && AnimElem = 6, > 0
Trigger5 = StateNo = 220 && fvar(29) != 1
Trigger6 = StateNo = 225
Trigger7 = StateNo = 235 && AnimElem = 10, < 0
Trigger8 = StateNo = 245 && fvar(29) != 4 && !(EnemyNear(var(2)),StateNo = [5000,5300])
Trigger9 = StateNo = 400
Trigger10 = StateNo = 410
Trigger11 = StateNo = 420 && (!(fvar(29) = 1 || fvar(29) = 4) || fvar(26))
Trigger12 = StateNo = 430 && !(EnemyNear(var(2)),StateNo = [5000,5300])


[State -3, ojVObVX]
type = ChangeState
value = 1800
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = fvar(29) != 1
Triggerall = var(59) || fvar(39) = 1
Triggerall = RoundState = 2 && Life > 0
Triggerall = StateType != A
Triggerall = !(EnemyNear(var(2)),StateType = A || EnemyNear(var(2)),StateType = L) && EnemyNear(var(2)),MoveType = H
Triggerall = MoveGuarded = [1,5]
Triggerall = EnemyNear(var(2)),GetHitVar(hittime) + EnemyNear(var(2)),GetHitVar(hitshaketime) >= 11-2
Triggerall = fvar(29) = 4 || (IfElse(var(40)-250>0,250,var(40)) - fvar(2) > 120)
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = StateNo = 205
Trigger2 = StateNo = 210 && !(fvar(29) = 1 && !fvar(26))
Trigger3 = StateNo = 215
Trigger4 = StateNo = 220 && fvar(29) != 1
Trigger5 = StateNo = 225
Trigger6 = StateNo = 235
Trigger7 = StateNo = 240
Trigger8 = StateNo = 245 && fvar(29) != 4
Trigger9 = StateNo = 250
Trigger10 = StateNo = 260 && AnimElem = 11, < 0 
Trigger11 = StateNo = 400
Trigger12 = StateNo = 410
Trigger13 = StateNo = 420 && (!(fvar(29) = 1 || fvar(29) = 4) || fvar(26))
Trigger14 = StateNo = 430


[State -3, _[No[A]
type = ChangeState
value = 1500
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = fvar(29) != 4
Triggerall = var(59) || fvar(39) = 1
Triggerall = RoundState = 2 && Life > 0
Triggerall = StateType != A
Triggerall = !var(47)
Triggerall = !(EnemyNear(var(2)),StateType = A || EnemyNear(var(2)),StateType = L) && EnemyNear(var(2)),MoveType = H
Triggerall = MoveGuarded = [1,5]
Triggerall = EnemyNear(var(2)),GetHitVar(hittime) + EnemyNear(var(2)),GetHitVar(hitshaketime) >= IfElse(!(fvar(29)=1||fvar(29)=4),6,12)-2
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = StateNo = 205
Trigger2 = StateNo = 210 && !(fvar(29) = 1 && !fvar(26))
Trigger3 = StateNo = 215
Trigger4 = StateNo = 220 && fvar(29) != 1
Trigger5 = StateNo = 225
Trigger6 = StateNo = 235
Trigger7 = StateNo = 240
Trigger8 = StateNo = 245 && fvar(29) != 4
Trigger9 = StateNo = 250
Trigger10 = StateNo = 260 && AnimElem = 11, < 0 
Trigger11 = StateNo = 400
Trigger12 = StateNo = 410
Trigger13 = StateNo = 420 && (!(fvar(29) = 1 || fvar(29) = 4) || fvar(26))
Trigger14 = StateNo = 430
Trigger15 = var(46) && !(StateNo = [1500,1600))


[State -3, r[XfXgNVA]
type = ChangeState
value = 1400
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = fvar(29) != 4
Triggerall = var(59) || fvar(39) = 1
Triggerall = RoundState = 2 && Life > 0
Triggerall = StateType != A
Triggerall = !var(47)
Triggerall = Random%2 = 1
Triggerall = EnemyNear(var(2)),Const(size.mid.pos.y) < -65 || (EnemyNear(var(2)),Const(size.head.pos.y) < -70 && EnemyNear(var(2)),StateType = S)
Triggerall = !(EnemyNear(var(2)),StateType = A || EnemyNear(var(2)),StateType = L) && EnemyNear(var(2)),MoveType = H
Triggerall = MoveGuarded = [1,5]
Triggerall = EnemyNear(var(2)),GetHitVar(hittime) + EnemyNear(var(2)),GetHitVar(hitshaketime) >= 14-2
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = StateNo = 205
Trigger2 = StateNo = 210 && !(fvar(29) = 1 && !fvar(26))
Trigger3 = StateNo = 215
Trigger4 = StateNo = 220 && fvar(29) != 1
Trigger5 = StateNo = 225
Trigger6 = StateNo = 235
Trigger7 = StateNo = 240
Trigger8 = StateNo = 245 && fvar(29) != 4
Trigger9 = StateNo = 250
Trigger10 = StateNo = 260 && AnimElem = 11, < 0 
Trigger11 = StateNo = 400
Trigger12 = StateNo = 410
Trigger13 = StateNo = 420 && (!(fvar(29) = 1 || fvar(29) = 4) || fvar(26))
Trigger14 = StateNo = 430
Trigger15 = var(46) && !(StateNo = [1400,1500))


;===================================================================================
:===================================================================================
;yWvUiэ݁jz
;===================================================================================
;===================================================================================

[State -3, WvLbN]
type = ChangeState
value = 635
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = var(59) || fvar(39) = 1 || fvar(39) = 2 || fvar(39) = 5 || fvar(39) = 6 || fvar(39) = 7
Triggerall = RoundState = 2 && Life > 0
Triggerall = (abs(Vel X) > 0 || var(4))
Triggerall = StateType = A
Triggerall = EnemyNear(var(2)),StateType != A || (EnemyNear(var(2)),StateNo = 5120 && EnemyNear(var(2)),AnimTime >= -2)
Triggerall = Ctrl
Triggerall = Pos Y + Vel Y*(6+7) + 0.5*Const(movement.yaccel)*(6+7)*(6+6)  > 0
Triggerall = Pos Y + Vel Y*7 + 0.5*Const(movement.yaccel)*7*6 >= -((EnemyNear(var(2)),Const(size.height)-20)*(1-(EnemyNear(var(2)),StateType = C)*0.5))
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = var(40)+11-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*7*var(6) > 0
Trigger1 = fvar(4) - (EnemyNear(var(2)),Vel X*fvar(14) + Vel X*fvar(13))*7 = [-23-(FrontEdgeBodyDist = 0)*10,72]
Trigger2 = var(40)+11-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*7*var(6) <= 0
Trigger2 = var(40) = [-23-(FrontEdgeBodyDist = 0)*10,72]


[State -3, WvLbN]
type = ChangeState
value = 625
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = var(59) || fvar(39) = 1 || fvar(39) = 2 || fvar(39) = 5 || fvar(39) = 6 || fvar(39) = 7
Triggerall = RoundState = 2 && Life > 0
Triggerall = (abs(Vel X) > 0 || var(4))
Triggerall = StateType = A
Triggerall = EnemyNear(var(2)),StateType != A || (EnemyNear(var(2)),StateNo = 5120 && EnemyNear(var(2)),AnimTime >= -2)
Triggerall = Ctrl
Triggerall = Pos Y + Vel Y*(6+6) + 0.5*Const(movement.yaccel)*(6+6)*(6+5)  > 0
Triggerall = Pos Y + Vel Y*6 + 0.5*Const(movement.yaccel)*6*5 >= -((EnemyNear(var(2)),Const(size.height)-20)*(1-(EnemyNear(var(2)),StateType = C)*0.5))
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = var(40)+11-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*6*var(6) > 0
Trigger1 = fvar(4) - (EnemyNear(var(2)),Vel X*fvar(14) + Vel X*fvar(13))*6 = [-27-(FrontEdgeBodyDist = 0)*10,36]
Trigger2 = var(40)+11-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*6*var(6) <= 0
Trigger2 = var(40) = [-27-(FrontEdgeBodyDist = 0)*10,36]


[State -3, Wvp`]
type = ChangeState
value = 610
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = var(59) || fvar(39) = 1 || fvar(39) = 2 || fvar(39) = 5 || fvar(39) = 6 || fvar(39) = 7
Triggerall = RoundState = 2 && Life > 0
Triggerall = !(abs(Vel X) > 0 || var(4))
Triggerall = StateType = A
Triggerall = !(EnemyNear(var(2)),StateType = A || EnemyNear(var(2)),StateType = L)
Triggerall = Ctrl
Triggerall = Pos Y + Vel Y*(6+9) + 0.5*Const(movement.yaccel)*(6+9)*(6+9)  > 0
Triggerall = Pos Y + Vel Y*9 + 0.5*Const(movement.yaccel)*9*8 >= -((EnemyNear(var(2)),Const(size.height)-20)*(1-(EnemyNear(var(2)),StateType = C)*0.5))
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = var(40)+11-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*9*var(6) > 0
Trigger1 = fvar(4) - (EnemyNear(var(2)),Vel X*fvar(14) + Vel X*fvar(13))*9 = [10,72]
Trigger2 = var(40)+11-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*9*var(6) <= 0
Trigger2 = var(40) = [10,72]


[State -3, WvLbN]
type = ChangeState
value = 620
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = var(59) || fvar(39) = 1 || fvar(39) = 2 || fvar(39) = 5 || fvar(39) = 6 || fvar(39) = 7
Triggerall = RoundState = 2 && Life > 0
Triggerall = !(abs(Vel X) > 0 || var(4))
Triggerall = StateType = A
Triggerall = !(EnemyNear(var(2)),StateType = A || EnemyNear(var(2)),StateType = L)
Triggerall = Ctrl
Triggerall = Pos Y + Vel Y*(6+6) + 0.5*Const(movement.yaccel)*(6+6)*(6+5)  > 0
Triggerall = Pos Y + Vel Y*6 + 0.5*Const(movement.yaccel)*6*5 >= -((EnemyNear(var(2)),Const(size.height)-20)*(1-(EnemyNear(var(2)),StateType = C)*0.5))
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = var(40)+11-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*6*var(6) > 0
Trigger1 = fvar(4) - (EnemyNear(var(2)),Vel X*fvar(14) + Vel X*fvar(13))*6 = [-5,71]
Trigger2 = var(40)+11-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*6*var(6) <= 0
Trigger2 = var(40) = [-5,71]


[State -3, Wv΂]
type = ChangeState
value = 640
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = var(59) || fvar(39) = 1 || fvar(39) = 2 || fvar(39) = 5 || fvar(39) = 6 || fvar(39) = 7
Triggerall = RoundState = 2 && Life > 0
Triggerall = !(abs(Vel X) > 0 || var(4))
Triggerall = StateType = A
Triggerall = !(EnemyNear(var(2)),StateType = A || EnemyNear(var(2)),StateType = L)
Triggerall = Ctrl
Triggerall = Pos Y + Vel Y*(6+13) + 0.5*Const(movement.yaccel)*(6+13)*(6+12)  > 0
Triggerall = Pos Y + Vel Y*13 + 0.5*Const(movement.yaccel)*13*12 >= -((EnemyNear(var(2)),Const(size.height)-20)*(1-(EnemyNear(var(2)),StateType = C)*0.5))
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = var(40)+11-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*13*var(6) > 0
Trigger1 = fvar(4) - (EnemyNear(var(2)),Vel X*fvar(14) + Vel X*fvar(13))*13 = [-5,52]
Trigger2 = var(40)+11-fvar(2) + EnemyNear(var(2)),Vel X*fvar(14)*13*var(6) <= 0
Trigger2 = var(40) = [-5,52]


[State -3. Wvp`]
type = ChangeState
value = 610
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = var(59) || fvar(39) = 1 || fvar(39) = 2 || fvar(39) = 5 || fvar(39) = 6 || fvar(39) = 7
Triggerall = RoundState = 2 && Life > 0
Triggerall = !(abs(Vel X) > 0 || var(4))
Triggerall = StateType = A
Triggerall = EnemyNear(var(2)),StateType = A
Triggerall = !var(9)
Triggerall = (EnemyNear(var(2)),StateNo = [50,60)) || EnemyNear(var(2)),Pos Y < -20
Triggerall = Pos Y + Vel Y*9 + 0.5*Const(movement.yaccel)*9*8  < 0
Triggerall = Ctrl 
Triggerall = fvar(2) >= 0
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = fvar(4) - (Vel X + EnemyNear(var(2)),Vel X)*9 <= 72
Trigger1 = fvar(3)+ ((EnemyNear(var(2)),Vel Y*9+0.5*fvar(16)*9*8)-(Vel Y*9+0.5*Const(movement.yaccel)*9*8)) = [-30,30]


[State -3. Wvp`]
type = ChangeState
value = 615
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = var(59) || fvar(39) = 1 || fvar(39) = 2 || fvar(39) = 5 || fvar(39) = 6 || fvar(39) = 7
Triggerall = RoundState = 2 && Life > 0
Triggerall = (abs(Vel X) > 0 || var(4))
Triggerall = StateType = A
Triggerall = EnemyNear(var(2)),StateType = A
Triggerall = !var(9)
Triggerall = (EnemyNear(var(2)),StateNo = [50,60)) || EnemyNear(var(2)),Pos Y < -20
Triggerall = Pos Y + Vel Y*9 + 0.5*Const(movement.yaccel)*9*8  < 0
Triggerall = Ctrl 
Triggerall = fvar(2) >= 0
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = fvar(4) - (Vel X + EnemyNear(var(2)),Vel X)*9 <= 56
Trigger1 = fvar(3)+ ((EnemyNear(var(2)),Vel Y*9+0.5*fvar(16)*9*8)-(Vel Y*9+0.5*Const(movement.yaccel)*9*8)) = [-30,30]


[State -3. WvLbN]
type = ChangeState
value = 635
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = var(59) || fvar(39) = 1 || fvar(39) = 2 || fvar(39) = 5 || fvar(39) = 6 || fvar(39) = 7
Triggerall = RoundState = 2 && Life > 0
Triggerall = (abs(Vel X) > 0 || var(4))
Triggerall = StateType = A
Triggerall = EnemyNear(var(2)),StateType = A
Triggerall = !var(9)
Triggerall = (EnemyNear(var(2)),StateNo = [50,60)) || EnemyNear(var(2)),Pos Y < -20
Triggerall = Pos Y + Vel Y*7 + 0.5*Const(movement.yaccel)*7*6  < 0
Triggerall = Ctrl 
Triggerall = fvar(2) >= 0
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = fvar(4) - (Vel X + EnemyNear(var(2)),Vel X)*7 <= 72
Trigger1 = fvar(3)+ ((EnemyNear(var(2)),Vel Y*7+0.5*fvar(16)*7*6)-(Vel Y*9+0.5*Const(movement.yaccel)*7*6)) = [-40,10]



;===================================================================================
:===================================================================================
;yngz
;===================================================================================
;===================================================================================


[State -3, JCU[EFCu]
type = ChangeState
value = 1000
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = fvar(29) != 4
Triggerall = var(59) || fvar(39) = 1
Triggerall = RoundState = 2 && Life > 0
Triggerall = StateType != A
Triggerall = !var(47)
Triggerall = !(EnemyNear(var(2)),StateType = A || EnemyNear(var(2)),StateType = L)
Triggerall = EnemyNear(var(2)),StateNo = [5200,5201]
Triggerall = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = fvar(4) > 150


[State -3, Ⴊ݋LbN]
type = ChangeState
value = 430
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = var(59) || fvar(39) = 1
Triggerall = RoundState = 2 && Life > 0
Triggerall = StateType != A
Triggerall = !(EnemyNear(var(2)),StateType = A || EnemyNear(var(2)),StateType = L)
Triggerall = EnemyNear(var(2)),StateNo = 5201
Triggerall = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = EnemyNear(var(2)),AnimTime = -13+1
Trigger1 = fvar(4) = [30,92]


[State -3, ႪݎLbN]
type = ChangeState
value = 420
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = var(59) || fvar(39) = 1
Triggerall = RoundState = 2 && Life > 0
Triggerall = StateType != A
Triggerall = !(EnemyNear(var(2)),StateType = A || EnemyNear(var(2)),StateType = L)
Triggerall = EnemyNear(var(2)),StateNo = 5201
Triggerall = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = EnemyNear(var(2)),AnimTime = -5+1
Trigger1 = fvar(4) = [-5,64]



[State -3, ]
type = ChangeState
value = 800+(Random%2=1)*50
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = var(59) || fvar(39) = 1
Triggerall = RoundState = 2 && Life > 0
Triggerall = StateType != A
Triggerall = !var(47)
Triggerall = !(EnemyNear(var(2)),StateType = A || EnemyNear(var(2)),StateType = L)
Triggerall = Ctrl || StateNo = 1 || (StateNo = [21,22]) || (StateNo = [100,101])
Triggerall = (abs(fvar(4)) <= 18)
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = EnemyNear(var(2)),PrevStateNo = 5201 && EnemyNear(var(2)),Time = 1



;===================================================================================
:===================================================================================
;yLiΉjz
;===================================================================================
;===================================================================================


[State -3, ojVObVY]
type = ChangeState
value = 1850
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = fvar(29) != 1
Triggerall = var(59) || fvar(39) = 2
Triggerall = RoundState = 2 && Life > 0
Triggerall = !(StateType = A || StateType = L)
Triggerall = !(EnemyNear(var(2)),StateType = A || EnemyNear(var(2)),StateType = L)
Triggerall = !MoveContact
Triggerall = EnemyNear(var(2)),MoveType = I && EnemyNear(var(2)),StateNo >= 200
Triggerall = EnemyNear(var(2)),Vel X > 0
Triggerall = fvar(4) <= 100
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = StateNo = 205 && AnimElem = 2,>= 0 && AnimElem = 4, < 0 
Trigger2 = StateNo = 210 && AnimElem = 7,>= 0 && AnimElem = 9, < 0 && !((fvar(29) = 1 && !fvar(26)) || fvar(29) = 4)
Trigger3 = StateNo = 215 && AnimElem = 4,>= 0 && AnimElem = 7, < 0
Trigger4 = StateNo = 220 && AnimElem = 4,>= 0 && AnimElem = 5, < 0 && fvar(29) != 1
Trigger5 = StateNo = 225 && AnimElem = 3,>= 0 && AnimElem = 4, < 0
Trigger6 = StateNo = 235 && AnimElem = 4,>= 0 && AnimElem = 5, < 0
Trigger7 = StateNo = 240 && AnimElem = 4,>= 0 && AnimElem = 5, < 0
Trigger8 = StateNo = 400 && AnimElem = 2,>= 0 && AnimElem = 3, < 0
Trigger9 = StateNo = 410 && AnimElem = 5,>= 0 && AnimElem = 7, < 0
Trigger10 = StateNo = 420 && AnimElem = 3, >= 0 && (!(fvar(29) = 1 || fvar(29) = 4) || fvar(26))
Trigger11 = StateNo = 430 && AnimElem = 6,>= 0 && AnimElem = 7, < 0


[State -3, SbhvXY]
type = ChangeState
value = 1250
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = fvar(29) != 1
Triggerall = var(59) || fvar(39) = 2
Triggerall = RoundState = 2 && Life > 0
Triggerall = !(StateType = A || StateType = L)
Triggerall = !(EnemyNear(var(2)),StateType = A || EnemyNear(var(2)),StateType = L)
Triggerall = !MoveContact
Triggerall = EnemyNear(var(2)),MoveType = I && EnemyNear(var(2)),StateNo >= 200
Triggerall = EnemyNear(var(2)),Vel X > 0
Triggerall = fvar(4) <= 100
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = StateNo = 205 && AnimElem = 2,>= 0 && AnimElem = 4, < 0 
Trigger2 = StateNo = 210 && AnimElem = 7,>= 0 && AnimElem = 9, < 0 && !((fvar(29) = 1 && !fvar(26)) || fvar(29) = 4)
Trigger3 = StateNo = 215 && AnimElem = 4,>= 0 && AnimElem = 7, < 0
Trigger4 = StateNo = 220 && AnimElem = 4,>= 0 && AnimElem = 5, < 0 && fvar(29) != 1
Trigger5 = StateNo = 225 && AnimElem = 3,>= 0 && AnimElem = 4, < 0
Trigger6 = StateNo = 235 && AnimElem = 4,>= 0 && AnimElem = 5, < 0
Trigger7 = StateNo = 240 && AnimElem = 4,>= 0 && AnimElem = 5, < 0
Trigger8 = StateNo = 400 && AnimElem = 2,>= 0 && AnimElem = 3, < 0
Trigger9 = StateNo = 410 && AnimElem = 5,>= 0 && AnimElem = 7, < 0
Trigger10 = StateNo = 420 && AnimElem = 3, >= 0 && (!(fvar(29) = 1 || fvar(29) = 4) || fvar(26))
Trigger11 = StateNo = 430 && AnimElem = 6,>= 0 && AnimElem = 7, < 0


[State -3, _[No[B]
type = ChangeState
value = 1550
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = fvar(29) != 4
Triggerall = var(59) || fvar(39) = 2
Triggerall = RoundState = 2 && Life > 0
Triggerall = !(StateType = A || StateType = L)
Triggerall = !(EnemyNear(var(2)),StateType = A || EnemyNear(var(2)),StateType = L)
Triggerall = !MoveContact
Triggerall = EnemyNear(var(2)),MoveType = I && EnemyNear(var(2)),StateNo >= 200
Triggerall = EnemyNear(var(2)),Vel X <= 0
Triggerall = fvar(4) = [-15,70)
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = StateNo = 205 && AnimElem = 2,>= 0 && AnimElem = 4, < 0 
Trigger2 = StateNo = 210 && AnimElem = 7,>= 0 && AnimElem = 9, < 0 && !((fvar(29) = 1 && !fvar(26)) || fvar(29) = 4)
Trigger3 = StateNo = 215 && AnimElem = 4,>= 0 && AnimElem = 7, < 0
Trigger4 = StateNo = 220 && AnimElem = 4,>= 0 && AnimElem = 5, < 0 && fvar(29) != 1
Trigger5 = StateNo = 225 && AnimElem = 3,>= 0 && AnimElem = 4, < 0
Trigger6 = StateNo = 235 && AnimElem = 4,>= 0 && AnimElem = 5, < 0
Trigger7 = StateNo = 240 && AnimElem = 4,>= 0 && AnimElem = 5, < 0
Trigger8 = StateNo = 400 && AnimElem = 2,>= 0 && AnimElem = 3, < 0
Trigger9 = StateNo = 410 && AnimElem = 5,>= 0 && AnimElem = 7, < 0
Trigger10 = StateNo = 420 && AnimElem = 3, >= 0 && (!(fvar(29) = 1 || fvar(29) = 4) || fvar(26))
Trigger11 = StateNo = 430 && AnimElem = 6,>= 0 && AnimElem = 7, < 0


[State -3, 󕗌iLj]
type = ChangeState
value = 1100 + (fvar(4) >= 80)*50
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = fvar(29) != 4
Triggerall = var(59) || fvar(39) = 2
Triggerall = RoundState = 2 && Life > 0
Triggerall = !(StateType = A || StateType = L)
Triggerall = !(EnemyNear(var(2)),StateType = A || EnemyNear(var(2)),StateType = L)
Triggerall = !MoveContact
Triggerall = EnemyNear(var(2)),MoveType = I && EnemyNear(var(2)),StateNo >= 200
Triggerall = EnemyNear(var(2)),Vel X <= 0
Triggerall = fvar(4) >= 70
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = StateNo = 205 && AnimElem = 2,>= 0 && AnimElem = 4, < 0 
Trigger2 = StateNo = 210 && AnimElem = 7,>= 0 && AnimElem = 9, < 0 && !((fvar(29) = 1 && !fvar(26)) || fvar(29) = 4)
Trigger3 = StateNo = 215 && AnimElem = 4,>= 0 && AnimElem = 7, < 0
Trigger4 = StateNo = 220 && AnimElem = 4,>= 0 && AnimElem = 5, < 0 && fvar(29) != 1
Trigger5 = StateNo = 225 && AnimElem = 3,>= 0 && AnimElem = 4, < 0
Trigger6 = StateNo = 235 && AnimElem = 4,>= 0 && AnimElem = 5, < 0
Trigger7 = StateNo = 240 && AnimElem = 4,>= 0 && AnimElem = 5, < 0
Trigger8 = StateNo = 400 && AnimElem = 2,>= 0 && AnimElem = 3, < 0
Trigger9 = StateNo = 410 && AnimElem = 5,>= 0 && AnimElem = 7, < 0
Trigger10 = StateNo = 420 && AnimElem = 3, >= 0 && (!(fvar(29) = 1 || fvar(29) = 4) || fvar(26))
Trigger11 = StateNo = 430 && AnimElem = 6,>= 0 && AnimElem = 7, < 0


[State -3, OreBX}bV]
type = ChangeState
value = 1700 + (fvar(4) >= 80)*20
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = fvar(29) != 1
Triggerall = var(59) || fvar(39) = 2
Triggerall = RoundState = 2 && Life > 0
Triggerall = !(StateType = A || StateType = L)
Triggerall = !(EnemyNear(var(2)),StateType = A || EnemyNear(var(2)),StateType = L)
Triggerall = !MoveContact
Triggerall = EnemyNear(var(2)),MoveType = I && EnemyNear(var(2)),StateNo >= 200
Triggerall = EnemyNear(var(2)),Vel X <= 0
Triggerall = fvar(4) >= 50
Triggerall = Random < var(59)*100 || Random < (fvar(39)>0)*100*11
Trigger1 = StateNo = 205 && AnimElem = 2,>= 0 && AnimElem = 4, < 0 
Trigger2 = StateNo = 210 && AnimElem = 7,>= 0 && AnimElem = 9, < 0 && !((fvar(29) = 1 && !fvar(26)) || fvar(29) = 4)
Trigger3 = StateNo = 215 && AnimElem = 4,>= 0 && AnimElem = 7, < 0
Trigger4 = StateNo = 220 && AnimElem = 4,>= 0 && AnimElem = 5, < 0 && fvar(29) != 1
Trigger5 = StateNo = 225 && AnimElem = 3,>= 0 && AnimElem = 4, < 0
Trigger6 = StateNo = 235 && AnimElem = 4,>= 0 && AnimElem = 5, < 0
Trigger7 = StateNo = 240 && AnimElem = 4,>= 0 && AnimElem = 5, < 0
Trigger8 = StateNo = 400 && AnimElem = 2,>= 0 && AnimElem = 3, < 0
Trigger9 = StateNo = 410 && AnimElem = 5,>= 0 && AnimElem = 7, < 0
Trigger10 = StateNo = 420 && AnimElem = 3, >= 0 && (!(fvar(29) = 1 || fvar(29) = 4) || fvar(26))
Trigger11 = StateNo = 430 && AnimElem = 6,>= 0 && AnimElem = 7, < 0


;===================================================================================
:===================================================================================
;yEniZUjz
;===================================================================================
;===================================================================================


[State -3, JCU[tFjbNXi^bOpj]
type = ChangeState
value = 3000
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = fvar(29) != 4
Triggerall = var(59) || fvar(39) = 4
Triggerall = RoundState = 2 && Life > 0
Triggerall = StateType != A
Triggerall = !(InGuardDist || var(36))
Triggerall = var(58) = 2 || (fvar(26) && Power >= 3000)
Triggerall = var(53) && !var(51)
Triggerall = fvar(4) > 200
Triggerall = Random < var(59)*IfElse((fvar(29)=3||fvar(29)=6),100,IfElse(fvar(29)=1&&!fvar(26),5,20)) || Random < (fvar(39)>0)*100*11
Trigger1 = Ctrl || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && AnimElem = 2,>= 0 && AnimElem = 4, < 0 
Trigger3 = StateNo = 210 && AnimElem = 7,>= 0 && AnimElem = 9, < 0 && !((fvar(29) = 1 && !fvar(26)) || fvar(29) = 4)
Trigger4 = StateNo = 215 && AnimElem = 4,>= 0 && AnimElem = 7, < 0
Trigger5 = StateNo = 220 && AnimElem = 4,>= 0 && AnimElem = 5, < 0 && fvar(29) != 1
Trigger6 = StateNo = 225 && AnimElem = 3,>= 0 && AnimElem = 4, < 0
Trigger7 = StateNo = 235 && AnimElem = 4,>= 0 && AnimElem = 5, < 0
Trigger8 = StateNo = 240 && AnimElem = 4,>= 0 && AnimElem = 5, < 0
Trigger9 = StateNo = 400 && AnimElem = 2,>= 0 && AnimElem = 3, < 0
Trigger10 = StateNo = 410 && AnimElem = 5,>= 0 && AnimElem = 7, < 0
Trigger11 = StateNo = 420 && AnimElem = 3, >= 0 && (!(fvar(29) = 1 || fvar(29) = 4) || fvar(26))
Trigger12 = StateNo = 430 && AnimElem = 6,>= 0 && AnimElem = 7, < 0
Trigger13 = var(46) && !((fvar(29) = 1 && !fvar(26)) || fvar(29) = 4) && PrevStateNo != [2000,4000)


[State -3, Ő]
type = ChangeState
value = 2400
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = !(fvar(29) = 1 || fvar(29) = 4)
Triggerall = var(59) || fvar(39) = 7
Triggerall = RoundState = 2 && Life > 0
Triggerall = !(StateType = A || StateType = L)
Triggerall = !(EnemyNear(var(2)),StateType = A || EnemyNear(var(2)),StateType = L)
Triggerall = var(58) >= 1
Triggerall = EnemyNear(var(2)),MoveType = I || (EnemyNear(var(2)),MoveType = A && !(InGuardDist || var(36)))
Triggerall = !(InGuardDist || var(36))
Triggerall = EnemyNear(var(2)),NumProj = 0
Triggerall = (var(6) = 1 && fvar(4) >= 60) || (var(6) = -1 && fvar(2) < 0)
Triggerall = Random%50 = 0 || (var(59) >= 10 && Power = PowerMax)
Triggerall = Random < var(59)*(20+(Power=PowerMax)*80) || Random < (fvar(39)>0)*(20+(Power=PowerMax)*80)*11
Triggerall = !MoveContact || Ctrl || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger1 = Ctrl || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && AnimElem = 2,>= 0 && AnimElem = 4, < 0 
Trigger3 = StateNo = 210 && AnimElem = 7,>= 0 && AnimElem = 9, < 0 && !((fvar(29) = 1 && !fvar(26)) || fvar(29) = 4)
Trigger4 = StateNo = 215 && AnimElem = 4,>= 0 && AnimElem = 7, < 0
Trigger5 = StateNo = 220 && AnimElem = 4,>= 0 && AnimElem = 5, < 0 && fvar(29) != 1
Trigger6 = StateNo = 225 && AnimElem = 3,>= 0 && AnimElem = 4, < 0
Trigger7 = StateNo = 235 && AnimElem = 4,>= 0 && AnimElem = 5, < 0
Trigger8 = StateNo = 240 && AnimElem = 4,>= 0 && AnimElem = 5, < 0
Trigger9 = StateNo = 400 && AnimElem = 2,>= 0 && AnimElem = 3, < 0
Trigger10 = StateNo = 410 && AnimElem = 5,>= 0 && AnimElem = 7, < 0
Trigger11 = StateNo = 420 && AnimElem = 3, >= 0 && (!(fvar(29) = 1 || fvar(29) = 4) || fvar(26))
Trigger12 = StateNo = 430 && AnimElem = 6,>= 0 && AnimElem = 7, < 0
Trigger13 = var(46) && !((fvar(29) = 1 && !fvar(26)) || fvar(29) = 4) && PrevStateNo != [2000,4000)


[State -3, MAX]
type = ChangeState
value = 950
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = fvar(29) != 1
Triggerall = var(59) || fvar(39) = 7
Triggerall = RoundState = 2 && Life > 0
Triggerall = !(StateType = A || StateType = L)
Triggerall = !(EnemyNear(var(2)),StateType = A || EnemyNear(var(2)),StateType = L)
Triggerall = EnemyNear(var(2)),MoveType = I || (EnemyNear(var(2)),MoveType = A && EnemyNear(var(2)),StateNo < 1000 && !(InGuardDist || var(36)))
Triggerall = !(InGuardDist || var(36))
Triggerall = EnemyNear(var(2)),NumProj = 0
Triggerall = fvar(4) >= 150
Triggerall = !var(52) && Power >= 1000
Triggerall = Random < var(59)*Floor(Power/1000)*10 || Random < (fvar(39)>0)*Floor(Power/1000)*10*11
Triggerall = !MoveContact || Ctrl || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger1 = Ctrl || (StateNo = [21,22]) || (StateNo = [100,101])



[State -3, SbhvXY];(S,SPj
Type = ChangeState
value = 1250
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = !(fvar(29) = 1 || fvar(29) = 4)
Triggerall = var(59) || fvar(39) = 7
Triggerall = RoundState = 2 && Life > 0
Triggerall = !(StateType = A || StateType = L)
Triggerall = !(EnemyNear(var(2)),StateType = A || EnemyNear(var(2)),Statetype = L)
Triggerall = EnemyNear(var(2)),MoveType = I
Triggerall = NumProjID(1100) || NumHelper(1710) || NumHelper(1711)
Triggerall = !(InGuardDist || var(36))
Triggerall = EnemyNear(var(2)),NumProj = 0
Triggerall = fvar(4) = [20,150+(fvar(29)=3||fvar(29)=6)*50]
Triggerall = Random < var(59)*20 || Random < (fvar(29)=7)*20*11
Trigger1 = Ctrl || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger2 = StateNo = 205 && AnimElem = 2,>= 0 && AnimElem = 4, < 0 
Trigger3 = StateNo = 210 && AnimElem = 7,>= 0 && AnimElem = 9, < 0 && !((fvar(29) = 1 && !fvar(26)) || fvar(29) = 4)
Trigger4 = StateNo = 215 && AnimElem = 4,>= 0 && AnimElem = 7, < 0
Trigger5 = StateNo = 220 && AnimElem = 4,>= 0 && AnimElem = 5, < 0 && fvar(29) != 1
Trigger6 = StateNo = 225 && AnimElem = 3,>= 0 && AnimElem = 4, < 0
Trigger7 = StateNo = 235 && AnimElem = 4,>= 0 && AnimElem = 5, < 0
Trigger8 = StateNo = 240 && AnimElem = 4,>= 0 && AnimElem = 5, < 0
Trigger9 = StateNo = 400 && AnimElem = 2,>= 0 && AnimElem = 3, < 0
Trigger10 = StateNo = 410 && AnimElem = 5,>= 0 && AnimElem = 7, < 0
Trigger11 = StateNo = 420 && AnimElem = 3, >= 0 && (!(fvar(29) = 1 || fvar(29) = 4) || fvar(26))
Trigger12 = StateNo = 430 && AnimElem = 6,>= 0 && AnimElem = 7, < 0


[State -3, ojVObV]
Type = ChangeState
value = 1800+(Random%3=0)*50
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = fvar(29) != 1
Triggerall = var(59) || fvar(39) = 7
Triggerall = RoundState = 2 && Life > 0
Triggerall = !(StateType = A || StateType = L)
Triggerall = !(EnemyNear(var(2)),StateType = A || EnemyNear(var(2)),StateType = L)
Triggerall = EnemyNear(var(2)),MoveType = I || (EnemyNear(var(2)),MoveType = A && !(InGuardDist || var(36)))
Triggerall = !(InGuardDist || var(36))
Triggerall = EnemyNear(var(2)),NumProj = 0
Triggerall = fvar(4) = [50,200]
Triggerall = Random < var(59)*5 || Random < (fvar(39)>0)*5*11
Triggerall = !MoveContact || Ctrl || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger1 = Ctrl || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger1 = EnemyNear(var(2)),Power < 1000
Trigger2 = StateNo = 205 && AnimElem = 2,>= 0 && AnimElem = 4, < 0 
Trigger3 = StateNo = 210 && AnimElem = 7,>= 0 && AnimElem = 9, < 0 && !((fvar(29) = 1 && !fvar(26)) || fvar(29) = 4)
Trigger4 = StateNo = 215 && AnimElem = 4,>= 0 && AnimElem = 7, < 0
Trigger5 = StateNo = 220 && AnimElem = 4,>= 0 && AnimElem = 5, < 0 && fvar(29) != 1
Trigger6 = StateNo = 225 && AnimElem = 3,>= 0 && AnimElem = 4, < 0
Trigger7 = StateNo = 235 && AnimElem = 4,>= 0 && AnimElem = 5, < 0
Trigger8 = StateNo = 240 && AnimElem = 4,>= 0 && AnimElem = 5, < 0
Trigger9 = StateNo = 400 && AnimElem = 2,>= 0 && AnimElem = 3, < 0
Trigger10 = StateNo = 410 && AnimElem = 5,>= 0 && AnimElem = 7, < 0
Trigger11 = StateNo = 420 && AnimElem = 3, >= 0 && (!(fvar(29) = 1 || fvar(29) = 4) || fvar(26))
Trigger12 = StateNo = 430 && AnimElem = 6,>= 0 && AnimElem = 7, < 0


[State -3, OreBEX}bV]
type = ChangeState
value = 1700 + (Random%4=1)*20
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = fvar(29) != 1
Triggerall = var(59) || fvar(39) = 7
Triggerall = RoundState = 2 && Life > 0
Triggerall = !(StateType = A || StateType = L)
Triggerall = !(EnemyNear(var(2)),StateType = A || EnemyNear(var(2)),StateType = L)
Triggerall = !var(47)
Triggerall = EnemyNear(var(2)),MoveType = I || (EnemyNear(var(2)),MoveType = A && !(InGuardDist || var(36)))
Triggerall = !(InGuardDist || var(36))
Triggerall = EnemyNear(var(2)),NumProj = 0
Triggerall = fvar(4) >= 100
Triggerall = Random < var(59)*10 || Random < (fvar(39)>0)*10*11
Triggerall = !MoveContact || Ctrl || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger1 = Ctrl || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger1 = EnemyNear(var(2)),Power < 1000
Trigger2 = StateNo = 205 && AnimElem = 2,>= 0 && AnimElem = 4, < 0 
Trigger3 = StateNo = 210 && AnimElem = 7,>= 0 && AnimElem = 9, < 0 && !((fvar(29) = 1 && !fvar(26)) || fvar(29) = 4)
Trigger4 = StateNo = 215 && AnimElem = 4,>= 0 && AnimElem = 7, < 0
Trigger5 = StateNo = 220 && AnimElem = 4,>= 0 && AnimElem = 5, < 0 && fvar(29) != 1
Trigger6 = StateNo = 225 && AnimElem = 3,>= 0 && AnimElem = 4, < 0
Trigger7 = StateNo = 235 && AnimElem = 4,>= 0 && AnimElem = 5, < 0
Trigger8 = StateNo = 240 && AnimElem = 4,>= 0 && AnimElem = 5, < 0
Trigger9 = StateNo = 400 && AnimElem = 2,>= 0 && AnimElem = 3, < 0
Trigger10 = StateNo = 410 && AnimElem = 5,>= 0 && AnimElem = 7, < 0
Trigger11 = StateNo = 420 && AnimElem = 3, >= 0 && (!(fvar(29) = 1 || fvar(29) = 4) || fvar(26))
Trigger12 = StateNo = 430 && AnimElem = 6,>= 0 && AnimElem = 7, < 0



[State -3, OreBEX}bVEGA]
type = ChangeState
value = 1750
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = fvar(29) != 1
Triggerall = var(59) || fvar(39) = 7
Triggerall = RoundState = 2 && Life > 0
Triggerall = StateType = A
Triggerall = !(EnemyNear(var(2)),StateType = L)
Triggerall = !var(47)
Triggerall = EnemyNear(var(2)),MoveType = I || (EnemyNear(var(2)),MoveType = A && !(InGuardDist || var(36)))
Triggerall = !(InGuardDist || var(36))
Triggerall = Ctrl || StateNo = 102 || StateNo = 105
Trigger1 = Ctrl && Vel X = 0
Trigger1 = Pos Y <= -20
Trigger1 = Random < var(59)*100 || Random < (fvar(39)>0)*100*11 


[State -3, OreBEX}bVEGA]
type = ChangeState
value = 1750
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = fvar(29) != 1
Triggerall = var(59) || fvar(39) = 7
Triggerall = RoundState = 2 && Life > 0
Triggerall = StateType = A
Triggerall = !(EnemyNear(var(2)),StateType = A || EnemyNear(var(2)),StateType = L)
Triggerall = !var(47)
Triggerall = EnemyNear(var(2)),MoveType = I || (EnemyNear(var(2)),MoveType = A && !(InGuardDist || var(36)))
Triggerall = !(InGuardDist || var(36))
Triggerall = fvar(4) >= 100
Triggerall = Ctrl || StateNo = 102 || StateNo = 105
Trigger1 = Ctrl
Trigger1 = Random < var(59)*10 || Random < (fvar(39)>0)*10*11
Trigger2 = (StateNo = 102 || StateNo = 105) && fvar(29) = 4
Trigger2 = Random < var(59)*30 || Random < (fvar(39)>0)*30*11


[State -3, 󕗌]
type = ChangeState
value = 1100 + (Random%3=1)*50
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = fvar(29) != 4
Triggerall = var(59) || fvar(39) = 7
Triggerall = RoundState = 2 && Life > 0
Triggerall = !(StateType = A || StateType = L)
Triggerall = !(EnemyNear(var(2)),StateType = A || EnemyNear(var(2)),StateType = L)
Triggerall = !var(47)
Triggerall = EnemyNear(var(2)),MoveType = I || (EnemyNear(var(2)),MoveType = A && !(InGuardDist || var(36)))
Triggerall = !(InGuardDist || var(36))
Triggerall = EnemyNear(var(2)),NumProj = 0
Triggerall = fvar(4) >= 80
Triggerall = Random < var(59)*10 || Random < (fvar(39)>0)*10*11
Triggerall = !MoveContact || Ctrl || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger1 = Ctrl || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger1 = EnemyNear(var(2)),Power < 1000
Trigger2 = StateNo = 205 && AnimElem = 2,>= 0 && AnimElem = 4, < 0 
Trigger3 = StateNo = 210 && AnimElem = 7,>= 0 && AnimElem = 9, < 0 && !((fvar(29) = 1 && !fvar(26)) || fvar(29) = 4)
Trigger4 = StateNo = 215 && AnimElem = 4,>= 0 && AnimElem = 7, < 0
Trigger5 = StateNo = 220 && AnimElem = 4,>= 0 && AnimElem = 5, < 0 && fvar(29) != 1
Trigger6 = StateNo = 225 && AnimElem = 3,>= 0 && AnimElem = 4, < 0
Trigger7 = StateNo = 235 && AnimElem = 4,>= 0 && AnimElem = 5, < 0
Trigger8 = StateNo = 240 && AnimElem = 4,>= 0 && AnimElem = 5, < 0
Trigger9 = StateNo = 400 && AnimElem = 2,>= 0 && AnimElem = 3, < 0
Trigger10 = StateNo = 410 && AnimElem = 5,>= 0 && AnimElem = 7, < 0
Trigger11 = StateNo = 420 && AnimElem = 3, >= 0 && (!(fvar(29) = 1 || fvar(29) = 4) || fvar(26))
Trigger12 = StateNo = 430 && AnimElem = 6,>= 0 && AnimElem = 7, < 0



[State -3, JCU[EFCu]
type = ChangeState
value = 1000
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = fvar(29) != 4
Triggerall = var(59) || fvar(39) = 7
Triggerall = RoundState = 2 && Life > 0
Triggerall = !(StateType = A || StateType = L)
Triggerall = !(EnemyNear(var(2)),StateType = A || EnemyNear(var(2)),StateType = L)
Triggerall = !var(47)
Triggerall = EnemyNear(var(2)),MoveType = I || (EnemyNear(var(2)),MoveType = A && !(InGuardDist || var(36)))
Triggerall = !(InGuardDist || var(36))
Triggerall = EnemyNear(var(2)),NumProj = 0
Triggerall = fvar(4) >= 100
Triggerall = Random < var(59)*2 || Random < (fvar(39)>0)*2*11
Triggerall = !MoveContact || Ctrl || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger1 = Ctrl || (StateNo = [21,22]) || (StateNo = [100,101])
Trigger1 = EnemyNear(var(2)),Power < 1000
Trigger2 = StateNo = 205 && AnimElem = 2,>= 0 && AnimElem = 4, < 0 
Trigger3 = StateNo = 210 && AnimElem = 7,>= 0 && AnimElem = 9, < 0 && !((fvar(29) = 1 && !fvar(26)) || fvar(29) = 4)
Trigger4 = StateNo = 215 && AnimElem = 4,>= 0 && AnimElem = 7, < 0
Trigger5 = StateNo = 220 && AnimElem = 4,>= 0 && AnimElem = 5, < 0 && fvar(29) != 1
Trigger6 = StateNo = 225 && AnimElem = 3,>= 0 && AnimElem = 4, < 0
Trigger7 = StateNo = 235 && AnimElem = 4,>= 0 && AnimElem = 5, < 0
Trigger8 = StateNo = 240 && AnimElem = 4,>= 0 && AnimElem = 5, < 0
Trigger9 = StateNo = 400 && AnimElem = 2,>= 0 && AnimElem = 3, < 0
Trigger10 = StateNo = 410 && AnimElem = 5,>= 0 && AnimElem = 7, < 0
Trigger11 = StateNo = 420 && AnimElem = 3, >= 0 && (!(fvar(29) = 1 || fvar(29) = 4) || fvar(26))
Trigger12 = StateNo = 430 && AnimElem = 6,>= 0 && AnimElem = 7, < 0


[State -3, XR[sIEfXbN/uE]
type = ChangeState
value = 800+(Random%2=1)*50
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = var(59) || fvar(39) = 7
Triggerall = RoundState = 2 && Life > 0
Triggerall = !(StateType = A || StateType = L)
Triggerall = !(EnemyNear(var(2)),StateType = A || EnemyNear(var(2)),StateType = L)
Triggerall = EnemyNear(var(2)),MoveType = I || (EnemyNear(var(2)),MoveType = A && !(InGuardDist || var(36)))
Triggerall = !(InGuardDist || var(36))
Triggerall = EnemyNear(var(2)),NumProj = 0
Triggerall = (abs(fvar(4)) <= 18)
Triggerall = Random < var(59)*50 || Random < (fvar(39)>0)*50*11
Triggerall = Ctrl || (StateNo = [21,22])
Triggerall = !var(17)
Triggerall = EnemyNear(var(2)),MoveType = I
Trigger1 = EnemyNear(var(2)),StateNo = [700,1000)
Trigger2 = EnemyNear(var(2)),StateNo < 40
Trigger3 = EnemyNear(var(2)),StateNo = [100,110]


[State -3, LbN]
type = ChangeState
value = 220
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = fvar(29) != 1
Triggerall = var(59) || fvar(39) = 7
Triggerall = RoundState = 2 && Life > 0
Triggerall = !(StateType = A || StateType = L)
Triggerall = !(EnemyNear(var(2)),StateType = A || EnemyNear(var(2)),StateType = L)
Triggerall = EnemyNear(var(2)),MoveType = I || (EnemyNear(var(2)),MoveType = A && !(InGuardDist || var(36)))
Triggerall = !(InGuardDist || var(36))
Triggerall = EnemyNear(var(2)),NumProj = 0
Triggerall = !(abs(fvar(4)) < 21)
Triggerall = Random < var(59)*5 || Random < (fvar(39)>0)*5*11
Trigger1 = Ctrl || (StateNo = [21,22])
Trigger1 = fvar(4) - (Vel X + EnemyNear(var(2)),Vel X*8) = [-5,72]


[State -3, p`]
type = ChangeState
value = 210
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = !((fvar(29) = 1 && !fvar(26)) || fvar(29) = 4)
Triggerall = var(59) || fvar(39) = 7
Triggerall = RoundState = 2 && Life > 0
Triggerall = !(StateType = A || StateType = L)
Triggerall = !(EnemyNear(var(2)),StateType = A || EnemyNear(var(2)),StateType = L)
Triggerall = EnemyNear(var(2)),MoveType = I || (EnemyNear(var(2)),MoveType = A && !(InGuardDist || var(36)))
Triggerall = !(InGuardDist || var(36))
Triggerall = EnemyNear(var(2)),NumProj = 0
Triggerall = !(abs(fvar(4)) < 29)
Triggerall = Random < var(59)*5 || Random < (fvar(39)>0)*5*11
Trigger1 = Ctrl || (StateNo = [21,22])
Trigger1 = fvar(4) - (Vel X + EnemyNear(var(2)),Vel X*14) = [-5,104]


[State -3, Ⴊ݋LbN]
type = ChangeState
value = 430
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = var(59) || fvar(39) = 7
Triggerall = RoundState = 2 && Life > 0
Triggerall = !(StateType = A || StateType = L)
Triggerall = !(EnemyNear(var(2)),StateType = A || EnemyNear(var(2)),StateType = L)
Triggerall = EnemyNear(var(2)),MoveType = I || (EnemyNear(var(2)),MoveType = A && !(InGuardDist || var(36)))
Triggerall = !(InGuardDist || var(36))
Triggerall = EnemyNear(var(2)),NumProj = 0
Triggerall = Random < var(59)*5 || Random < (fvar(39)>0)*5*11
Trigger1 = Ctrl || (StateNo = [21,22])
Trigger1 = fvar(4) - (Vel X + EnemyNear(var(2)),Vel X*13) = [40,92]


[State -3, ႪݎLbN]
type = ChangeState
value = 420
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = var(59) || fvar(39) = 7
Triggerall = RoundState = 2 && Life > 0
Triggerall = !(StateType = A || StateType = L)
Triggerall = !(EnemyNear(var(2)),StateType = A || EnemyNear(var(2)),StateType = L)
Triggerall = EnemyNear(var(2)),MoveType = I || (EnemyNear(var(2)),MoveType = A && !(InGuardDist || var(36)))
Triggerall = !(InGuardDist || var(36))
Triggerall = EnemyNear(var(2)),NumProj = 0
Triggerall = Random < var(59)*10 || Random < (fvar(39)>0)*10*11
Trigger1 = Ctrl || (StateNo = [21,22])
Trigger1 = fvar(4) - (Vel X + EnemyNear(var(2)),Vel X*5) = [-15,64]


;===================================================================================
:===================================================================================
;yiړjz
;===================================================================================
;===================================================================================


[State -3, _bV]
type = ChangeState
value = 100
ctrl = 0
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = fvar(32) != 2
Triggerall = var(59) || fvar(39) = 7
Triggerall = RoundState = 2 && Life > 0
Triggerall = !(StateType = A || StateType = L)
Triggerall = EnemyNear(var(2)),MoveType = I || (EnemyNear(var(2)),MoveType = A && EnemyNear(var(2)),StateNo < 1000 && !(InGuardDist || var(36)))
Triggerall = Ctrl || StateNo = 21
Triggerall = fvar(2) >= 0
Trigger1 = fvar(4) >= 180
Trigger1 = Random%50 = 0
Trigger2 = Power >= 1000
Trigger2 = NumProjID(1100)
Trigger2 = StateNo = 1100 || PrevStateNo = 1100
Trigger3 = Power >= 1000
Trigger3 = NumHelper(1710) || NumHelper(1711)
Trigger3 = StateNo = 1701 || PrevStateNo = 1701


[State -3, Oi]
type = ChangeState
value = 21
ctrl = 0
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = var(59) || fvar(39) = 7
Triggerall = RoundState = 2 && Life > 0
Triggerall = !(StateType = A || StateType = L)
Triggerall = EnemyNear(var(2)),MoveType = I || (EnemyNear(var(2)),MoveType = A && !(InGuardDist || var(36)))
Triggerall = Ctrl || (StateNo = 22 && Time > 10)
Triggerall = fvar(2) >= 0
Trigger1 = Random%10 = 0


[State -3, ]
type = ChangeState
value = 22
ctrl = 0
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = var(59) || fvar(39) = 7
Triggerall = RoundState = 2 && Life > 0
Triggerall = !(StateType = A || StateType = L)
Triggerall = EnemyNear(var(2)),MoveType = I || (EnemyNear(var(2)),MoveType = A && !(InGuardDist || var(36)))
Triggerall = Ctrl || (StateNo = 22 && Time > 10)
Triggerall = fvar(2) >= 0
Trigger1 = Random%250 = 0


[State -3, Wv]
type = ChangeState
value = 41
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = fvar(29) != 1
Triggerall = var(59) || fvar(39) = 7
Triggerall = RoundState = 2 && Life > 0
Triggerall = !(StateType = A || StateType = L)
Triggerall = !(EnemyNear(var(2)),StateType = A)
Triggerall = EnemyNear(var(2)),MoveType = I || (EnemyNear(var(2)),MoveType = A && EnemyNear(var(2)),StateNo < 1000 && !(InGuardDist || var(36)))
Triggerall = EnemyNear(var(2)),NumProj = 0
Triggerall = !(InGuardDist || var(36))
Triggerall = Ctrl || ((StateNo = [21,22]) && Time > 10)
Triggerall = fvar(4) = [80,120]
Triggerall = BackEdgeBodyDist > 20
Trigger1 = Random%80 = 0


[State -3, OWv]
type = ChangeState
value = 42
IgnoreHitPause = 1
Triggerall = HitPauseTime = 0
Triggerall = var(59) || fvar(39) = 7
Triggerall = RoundState = 2 && Life > 0
Triggerall = !(StateType = A || StateType = L)
Triggerall = !(EnemyNear(var(2)),StateType = A)
Triggerall = EnemyNear(var(2)),MoveType = I || (EnemyNear(var(2)),MoveType = A && EnemyNear(var(2)),StateNo < 1000 && !(InGuardDist || var(36)))
Triggerall = EnemyNear(var(2)),NumProj = 0
Triggerall = !(InGuardDist || var(36))
Triggerall = Ctrl || (StateNo = 21 && Time > 10) || StateNo = [100,101]
Triggerall = fvar(4) = [50,180]
Trigger1 = Random%160 = 0


