;-| Button Remapping |-----------------------------------------------------
[Remap]
x = x
y = y
z = z
a = a
b = b
c = c
s = s

;-| Default Values |-------------------------------------------------------
[Defaults]
Command.Time = 15
Command.Buffer.Time = 1

;-| AI Command |-----------------------------------------------------------
[Command]
Name = "CPU1"
Command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b
Time = 0
[Command]
Name = "CPU2"
Command = b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c
Time = 0
[Command]
Name = "CPU3"
Command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x
Time = 0
[Command]
Name = "CPU4"
Command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y
Time = 0
[Command]
Name = "CPU5"
Command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
Time = 0
[Command]
Name = "CPU6"
Command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a
Time = 0
[Command]
Name = "CPU7"
Command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F
Time = 0
[Command]
Name = "CPU8"
Command = F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D
Time = 0
[Command]
Name = "CPU9"
Command = D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B
Time = 0
[Command]
Name = "CPU10"
Command = B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U
Time = 0
[Command]
Name = "CPU11"
Command = U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s
Time = 0
[Command]
Name = "CPU12"
Command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a
Time = 0
[Command]
Name = "CPU13"
Command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c
Time = 0
[Command]
Name = "CPU14"
Command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x
Time = 0
[Command]
Name = "CPU15"
Command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y
Time = 0
[Command]
Name = "CPU16"
Command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
Time = 0
[Command]
Name = "CPU17"
Command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s
Time = 0
[Command]
Name = "CPU18"
Command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a
Time = 0
[Command]
Name = "CPU19"
Command = a,B,c,x,y,z,s,B,D,F,U,a,b,c,x,y,z,s,s,a,B,c,x,y,z,s,B,D,F,U,a,b,c,x,y,z,s,s
Time = 0
[Command]
Name = "CPU20"
Command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b
Time = 0
[Command]
Name = "CPU21"
Command = b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c
Time = 0
[Command]
Name = "CPU22"
Command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x
Time = 0
[Command]
Name = "CPU23"
Command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y
Time = 0
[Command]
Name = "CPU24"
Command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
Time = 0
[Command]
Name = "CPU25"
Command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s
Time = 0
[Command]
Name = "CPU26"
Command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F
Time = 0
[Command]
Name = "CPU27"
Command = F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D
Time = 0
[Command]
Name = "CPU28"
Command = D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B
Time = 0
[Command]
Name = "CPU29"
Command = B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U
Time = 0
[Command]
Name = "CPU30"
Command = U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a
Time = 0

;-| Super Motions |--------------------------------------------------------
[Command]
Name = "H5"
Command = ~F, D, B, F, D, B, x
Time = 30

[Command]
Name = "H5"
Command = ~F, D, B, F, D, B, y
Time = 30

[Command]
Name = "H5"
Command = ~F, D, B, F, D, B, z
Time = 30

;---------------------[]
[Command]
Name = "H4"
Command = ~D, DB, B, D, DB, B, x
Time = 30

[Command]
Name = "H4"
Command = ~D, DB, B, D, DB, B, y
Time = 30

[Command]
Name = "H4"
Command = ~D, DB, B, D, DB, B, z
Time = 30

;---------------------[]
[Command]
Name = "H3"
Command = ~B, D, F, B, D, F, x
Time = 30

[Command]
Name = "H3"
Command = ~B, D, F, B, D, F, y
Time = 30

[Command]
Name = "H3"
Command = ~B, D, F, B, D, F, z
Time = 30

;---------------------[]
[Command]
Name = "H2"
Command = ~D, DF, F, D, DF, F, x
Time = 30

[Command]
Name = "H2"
Command = ~D, DF, F, D, DF, F, y
Time = 30

[Command]
Name = "H2"
Command = ~D, DF, F, D, DF, F, z
Time = 30

;---------------------[]
[Command]
Name = "H1"
Command = ~D, B, D, F, x
Time = 30

[Command]
Name = "H1"
Command = ~D, B, D, F, y
Time = 30

[Command]
Name = "H1"
Command = ~D, B, D, F, z
Time = 30

;-| Special Motions |------------------------------------------------------
[Command]
Name = "S7-A"
Command = ~F, DF, D, DB, B, x
Time = 15

[Command]
Name = "S7-B"
Command = ~F, DF, D, DB, B, y
Time = 15

[Command]
Name = "S7-C"
Command = ~F, DF, D, DB, B, z
Time = 15

[Command]
Name = "S7-EX"
Command = ~F, DF, D, DB, B, x+y
Time = 15

[Command]
Name = "S7-EX"
Command = ~F, DF, D, DB, B, x+z
Time = 15

[Command]
Name = "S7-EX"
Command = ~F, DF, D, DB, B, y+z
Time = 15

;---------------------[]
[Command]
Name = "S6-A"
Command = ~B, DB, D, DF, F, x
Time = 15

[Command]
Name = "S6-B"
Command = ~B, DB, D, DF, F, y
Time = 15

[Command]
Name = "S6-C"
Command = ~B, DB, D, DF, F, z
Time = 15

[Command]
Name = "S6-EX"
Command = ~B, DB, D, DF, F, x+y
Time = 15

[Command]
Name = "S6-EX"
Command = ~B, DB, D, DF, F, x+z
Time = 15

[Command]
Name = "S6-EX"
Command = ~B, DB, D, DF, F, y+z
Time = 15

;---------------------[]
[Command]
Name = "S5-A"
Command = ~D, D, x
Time = 15

[Command]
Name = "S5-B"
Command = ~D, D, y
Time = 15

[Command]
Name = "S5-C"
Command = ~D, D, z
Time = 15

[Command]
Name = "S5-EX"
Command = ~D, D, x+y
Time = 15

[Command]
Name = "S5-EX"
Command = ~D, D, x+z
Time = 15

[Command]
Name = "S5-EX"
Command = ~D, D, y+z
Time = 15

;---------------------[]
[Command]
Name = "S4-A"
Command = ~B, D, DB, x
Time = 15

[Command]
Name = "S4-B"
Command = ~B, D, DB, y
Time = 15

[Command]
Name = "S4-C"
Command = ~B, D, DB, z
Time = 15

[Command]
Name = "S4-EX"
Command = ~B, D, DB, x+y
Time = 15

[Command]
Name = "S4-EX"
Command = ~B, D, DB, x+z
Time = 15

[Command]
Name = "S4-EX"
Command = ~B, D, DB, y+z
Time = 15

;---------------------[]
[Command]
Name = "S3-A"
Command = ~F, D, DF, x
Time = 15

[Command]
Name = "S3-B"
Command = ~F, D, DF, y
Time = 15

[Command]
Name = "S3-C"
Command = ~F, D, DF, z
Time = 15

[Command]
Name = "S3-EX"
Command = ~F, D, DF, x+y
Time = 15

[Command]
Name = "S3-EX"
Command = ~F, D, DF, x+z
Time = 15

[Command]
Name = "S3-EX"
Command = ~F, D, DF, y+z
Time = 15

;---------------------[]
[Command]
Name = "S2-A"
Command = ~D, DB, B, x
Time = 15

[Command]
Name = "S2-B"
Command = ~D, DB, B, y
Time = 15

[Command]
Name = "S2-C"
Command = ~D, DB, B, z
Time = 15

[Command]
Name = "S2-EX"
Command = ~D, DB, B, x+y
Time = 15

[Command]
Name = "S2-EX"
Command = ~D, DB, B, x+z
Time = 15

[Command]
Name = "S2-EX"
Command = ~D, DB, B, y+z
Time = 15

;---------------------[]
[Command]
Name = "S1-A"
Command = ~D, DF, F, x
Time = 15

[Command]
Name = "S1-B"
Command = ~D, DF, F, y
Time = 15

[Command]
Name = "S1-C"
Command = ~D, DF, F, z
Time = 15

[Command]
Name = "S1-EX"
Command = ~D, DF, F, x+y
Time = 15

[Command]
Name = "S1-EX"
Command = ~D, DF, F, x+z
Time = 15

[Command]
Name = "S1-EX"
Command = ~D, DF, F, y+z
Time = 15

;---------------------[]
[Command]
Name = "GC"
Command = F, x
Time = 15

[Command]
Name = "GC"
Command = F, y
Time = 15

[Command]
Name = "GC"
Command = F, z
Time = 15

;-| Double Tap |-----------------------------------------------------------
[Command]
Name = "FF"       ;必須コマンド名
Command = F, F
Time = 15

[Command]
Name = "BB"       ;必須コマンド名
Command = B, B
Time = 15

;-| Recovery |-------------------------------------------------------------
[Command]
Name = "recovery" ;必須コマンド名
Command = x
Time = 1

[Command]
Name = "recovery" ;必須コマンド名
Command = y
Time = 1

[Command]
Name = "recovery" ;必須コマンド名
Command = z
Time = 1

;-| Single Button |---------------------------------------------------------
[Command]
Name = "a"
Command = a
Time = 1

[Command]
Name = "b"
Command = b
Time = 1

[Command]
Name = "c"
Command = c
Time = 1

[Command]
Name = "x"
Command = x
Time = 1

[Command]
Name = "y"
Command = y
Time = 1

[Command]
Name = "z"
Command = z
Time = 1

[Command]
Name = "start"
Command = s
Time = 1

[Command]
Name = "fwd"
Command = F
Time = 1

[Command]
Name = "back"
Command = B
Time = 1

[Command]
Name = "up"
Command = U
Time = 1

[Command]
Name = "down"
Command = D
Time = 1

[Command]
Name = "a2"
Command = a
Time = 1

[Command]
Name = "b2"
Command = b
Time = 1

[Command]
Name = "c2"
Command = c
Time = 1

[Command]
Name = "x2"
Command = x
Time = 1

[Command]
Name = "y2"
Command = y
Time = 1

[Command]
Name = "z2"
Command = z
Time = 1

[Command]
Name = "start2"
Command = s
Time = 1

[Command]
Name = "fwd2"
Command = F
Time = 1

[Command]
Name = "back2"
Command = B
Time = 1

[Command]
Name = "up2"
Command = U
Time = 1

[Command]
Name = "down2"
Command = D
Time = 1

;-| Hold Dir |--------------------------------------------------------------
[Command]
Name = "holdfwd"
Command = /$F
Time = 1

[Command]
Name = "holdback"
Command = /$B
Time = 1

[Command]
Name = "holdup"
Command = /$U
Time = 1

[Command]
Name = "holddown"
Command = /$D
Time = 1

[Command]
Name = "holdfwd2"
Command = /$F
Time = 1

[Command]
Name = "holdback2"
Command = /$B
Time = 1

[Command]
Name = "holdup2"
Command = /$U
Time = 1

[Command]
Name = "holddown2"
Command = /$D
Time = 1

;-| Hold Button |----------------------------------------------------------
[Command]
Name = "holda"
Command = /a
Time = 1

[Command]
Name = "holdb"
Command = /b
Time = 1

[Command]
Name = "holdc"
Command = /c
Time = 1

[Command]
Name = "holdx"
Command = /x
Time = 1

[Command]
Name = "holdy"
Command = /y
Time = 1

[Command]
Name = "holdz"
Command = /z
Time = 1

[Command]
Name = "holdstart"
Command = /s
Time = 1

[Statedef -1]

[State -1, Safety]
Type = SelfState
TriggerAll = IsHelper
TriggerAll = IsHelper(94444 + Root,ID)
Trigger1 = StateNo != 99999
Value = 99999
Ctrl = 0

;---------------------[]
[State -1, アップル乱舞, Lv2]
Type = ChangeState
Value = 3600
TriggerAll = PalNo = [9,12]
TriggerAll = Var(59) <= 0
TriggerAll = !IsHelper
TriggerAll = Command = "H5"
TriggerAll = Power >= 5000
TriggerAll = StateType != A
Trigger1 = Ctrl
Trigger2 = StateNo = [200,699]
Trigger3 = StateNo = [1000,2999]
Trigger3 = StateNo != 1001 && StateNo != 1011 && StateNo != 1021 && StateNo != 1051

;---------------------[]
[State -1, Summer Rambo, Lv2]
Type = ChangeState
Value = 3500
TriggerAll = Var(59) <= 0
TriggerAll = !IsHelper
TriggerAll = Command = "H3"
TriggerAll = Power >= 3000
TriggerAll = StateType != A
Trigger1 = Ctrl
Trigger2 = StateNo = [200,699]
Trigger3 = StateNo = [1000,2999]
Trigger3 = StateNo != 1001 && StateNo != 1011 && StateNo != 1021 && StateNo != 1051

;---------------------[]
[State -1, アップル乱舞]
Type = ChangeState
Value = 3100
TriggerAll = Var(59) <= 0
TriggerAll = !IsHelper
TriggerAll = Command = "H4"
TriggerAll = Power >= 1000
TriggerAll = StateType != A
Trigger1 = Ctrl
Trigger2 = StateNo = [200,699]
Trigger3 = StateNo = [1000,2999]
Trigger3 = StateNo != 1001 && StateNo != 1011 && StateNo != 1021 && StateNo != 1051

;---------------------[]
[State -1, Summer Rambo]
Type = ChangeState
Value = 3000
TriggerAll = Var(59) <= 0
TriggerAll = !IsHelper
TriggerAll = Command = "H1"
TriggerAll = Power >= 1000
TriggerAll = StateType != A
Trigger1 = Ctrl
Trigger2 = StateNo = [200,699]
Trigger3 = StateNo = [1000,2999]
Trigger3 = StateNo != 1001 && StateNo != 1011 && StateNo != 1021 && StateNo != 1051

;---------------------[]
[State -1, Quick Escape]
Type = ChangeState
Value = 1400
TriggerAll = Var(59) <= 0
TriggerAll = !IsHelper
TriggerAll = Command = "S6-A" || Command = "S6-B" || Command = "S6-C"
TriggerAll = StateType != A
Trigger1 = Ctrl
Trigger2 = StateNo = [200,699]

;---------------------[]
[State -1, アップル体当たり : EX]
Type = ChangeState
Value = 1350
TriggerAll = Var(59) <= 0
TriggerAll = !IsHelper
TriggerAll = Command = "S7-EX"
TriggerAll = Var(20) > 0
Trigger1 = Ctrl
Trigger2 = StateNo = [200,699]
Trigger3 = PalNo = 12
Trigger3 = StateNo = [150,159]

[State -1, アップル体当たり : C]
Type = ChangeState
Value = 1320
TriggerAll = Var(59) <= 0
TriggerAll = !IsHelper
TriggerAll = Command = "S7-C"
Trigger1 = Ctrl
Trigger2 = StateNo = [200,699]

[State -1, アップル体当たり : B]
Type = ChangeState
Value = 1310
TriggerAll = Var(59) <= 0
TriggerAll = !IsHelper
TriggerAll = Command = "S7-B"
Trigger1 = Ctrl
Trigger2 = StateNo = [200,699]

[State -1, アップル体当たり : A]
Type = ChangeState
Value = 1300
TriggerAll = Var(59) <= 0
TriggerAll = !IsHelper
TriggerAll = Command = "S7-A"
Trigger1 = Ctrl
Trigger2 = StateNo = [200,699]

;---------------------[]
[State -1, アップル飛ばし : EX]
Type = ChangeState
Value = 1250
TriggerAll = Var(59) <= 0
TriggerAll = !IsHelper
TriggerAll = Command = "S1-EX"
TriggerAll = Var(20) > 0
TriggerAll = StateType != A
Trigger1 = Ctrl
Trigger2 = StateNo = [200,699]

[State -1, アップル飛ばし : C]
Type = ChangeState
Value = 1220
TriggerAll = Var(59) <= 0
TriggerAll = !IsHelper
TriggerAll = Command = "S1-C"
TriggerAll = StateType != A
Trigger1 = Ctrl
Trigger2 = StateNo = [200,699]

[State -1, アップル飛ばし : B]
Type = ChangeState
Value = 1210
TriggerAll = Var(59) <= 0
TriggerAll = !IsHelper
TriggerAll = Command = "S1-B"
TriggerAll = StateType != A
Trigger1 = Ctrl
Trigger2 = StateNo = [200,699]

[State -1, アップル飛ばし : A]
Type = ChangeState
Value = 1200
TriggerAll = Var(59) <= 0
TriggerAll = !IsHelper
TriggerAll = Command = "S1-A"
TriggerAll = StateType != A
Trigger1 = Ctrl
Trigger2 = StateNo = [200,699]

;---------------------[]
[State -1, Applequake : EX]
Type = ChangeState
Value = 1150
TriggerAll = Var(59) <= 0
TriggerAll = !IsHelper
TriggerAll = Command = "S5-EX"
TriggerAll = Var(20) > 0
TriggerAll = StateType != A
Trigger1 = Ctrl
Trigger2 = StateNo = [200,699]

[State -1, Applequake : C]
Type = ChangeState
Value = 1120
TriggerAll = Var(59) <= 0
TriggerAll = !IsHelper
TriggerAll = Command = "S5-C"
TriggerAll = StateType != A
Trigger1 = Ctrl
Trigger2 = StateNo = [200,699]

[State -1, Applequake : B]
Type = ChangeState
Value = 1110
TriggerAll = Var(59) <= 0
TriggerAll = !IsHelper
TriggerAll = Command = "S5-B"
TriggerAll = StateType != A
Trigger1 = Ctrl
Trigger2 = StateNo = [200,699]

[State -1, Applequake : A]
Type = ChangeState
Value = 1100
TriggerAll = Var(59) <= 0
TriggerAll = !IsHelper
TriggerAll = Command = "S5-A"
TriggerAll = StateType != A
Trigger1 = Ctrl
Trigger2 = StateNo = [200,699]

;---------------------[]
[State -1, Lassorama : EX]
Type = ChangeState
Value = 1050
TriggerAll = Var(59) <= 0
TriggerAll = !IsHelper
TriggerAll = Command = "S2-EX"
TriggerAll = Var(20) > 0
TriggerAll = StateType != A
Trigger1 = Ctrl
Trigger2 = StateNo = [200,699]

[State -1, Lassorama : C]
Type = ChangeState
Value = 1020
TriggerAll = Var(59) <= 0
TriggerAll = !IsHelper
TriggerAll = Command = "S2-C"
TriggerAll = StateType != A
Trigger1 = Ctrl
Trigger2 = StateNo = [200,699]

[State -1, Lassorama : B]
Type = ChangeState
Value = 1010
TriggerAll = Var(59) <= 0
TriggerAll = !IsHelper
TriggerAll = Command = "S2-B"
TriggerAll = StateType != A
Trigger1 = Ctrl
Trigger2 = StateNo = [200,699]

[State -1, Lassorama : A]
Type = ChangeState
Value = 1000
TriggerAll = Var(59) <= 0
TriggerAll = !IsHelper
TriggerAll = Command = "S2-A"
TriggerAll = StateType != A
Trigger1 = Ctrl
Trigger2 = StateNo = [200,699]

;---------------------[]
[State -1, ガードキャンセル]
Type = ChangeState
Value = 750
TriggerAll = Var(59) <= 0
TriggerAll = !IsHelper
TriggerAll = Command = "GC"
TriggerAll = Var(20) > 0
TriggerAll = StateType != A
Trigger1 = StateNo = [150,159]

;---------------------[]
[State -1, ダッシュ]
Type = ChangeState
Value = 100
TriggerAll = Var(59) <= 0
TriggerAll = !IsHelper
TriggerAll = Command = "FF"
TriggerAll = StateType != A
Trigger1 = Ctrl

[State -1, 後退ダッシュ]
Type = ChangeState
Value = 105
TriggerAll = Var(59) <= 0
TriggerAll = !IsHelper
TriggerAll = Command = "BB"
TriggerAll = StateType != A
Trigger1 = Ctrl

[State -1, 挑発]
Type = ChangeState
Value = 195
TriggerAll = Var(59) <= 0
TriggerAll = !IsHelper
TriggerAll = Command = "start"
TriggerAll = StateType != A
Trigger1 = Ctrl

[State -1, 投げ]
Type = ChangeState
Value = 800
TriggerAll = Var(59) <= 0
TriggerAll = !IsHelper
TriggerAll = Command = "z"
TriggerAll = Command = "holdfwd" || Command = "holdback"
TriggerAll = Command != "holddown"
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(57)),StateType != A
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = EnemyNear(Var(57)),StateNo != [120,159]
TriggerAll = EnemyNear(Var(57)),StateNo != [30,49]
TriggerAll = P2BodyDist X <= 10
TriggerAll = P2Dist X > 0
Trigger1 = Ctrl

;---------------------[]
[State -1, 立ち弱攻撃]
Type = ChangeState
Value = 200
TriggerAll = Var(59) <= 0
TriggerAll = !IsHelper
TriggerAll = Command = "x"
TriggerAll = Command != "holddown"
TriggerAll = StateType != A
Trigger1 = Ctrl
Trigger2 = StateNo = 200
Trigger2 = MoveContact || MoveType = I
Trigger3 = StateNo = 400
Trigger3 = MoveContact || MoveType = I

[State -1, → + 中]
Type = ChangeState
Value = 215
TriggerAll = Var(59) <= 0
TriggerAll = !IsHelper
TriggerAll = Command = "y"
TriggerAll = Command = "holdfwd"
TriggerAll = Command != "holddown"
TriggerAll = StateType != A
Trigger1 = Ctrl
Trigger2 = StateNo = 200
Trigger2 = MoveContact
Trigger3 = StateNo = 400
Trigger3 = MoveContact

[State -1, 立ち中攻撃]
Type = ChangeState
Value = 210
TriggerAll = Var(59) <= 0
TriggerAll = !IsHelper
TriggerAll = Command = "y"
TriggerAll = Command != "holddown"
TriggerAll = StateType != A
Trigger1 = Ctrl
Trigger2 = StateNo = 200
Trigger2 = MoveContact
Trigger3 = StateNo = 400
Trigger3 = MoveContact

[State -1, 立ち強攻撃]
Type = ChangeState
Value = 220
TriggerAll = Var(59) <= 0
TriggerAll = !IsHelper
TriggerAll = Command = "z"
TriggerAll = Command != "holddown"
TriggerAll = StateType != A
Trigger1 = Ctrl
Trigger2 = StateNo = 200
Trigger2 = MoveContact
Trigger3 = StateNo = 400
Trigger3 = MoveContact
Trigger4 = StateNo = 210
Trigger4 = MoveContact
Trigger5 = StateNo = 410
Trigger5 = MoveContact

[State -1, しゃがみ弱攻撃]
Type = ChangeState
Value = 400
TriggerAll = Var(59) <= 0
TriggerAll = !IsHelper
TriggerAll = Command = "x"
TriggerAll = Command = "holddown"
TriggerAll = StateType != A
Trigger1 = Ctrl
Trigger2 = StateNo = 200
Trigger2 = MoveContact || MoveType = I
Trigger3 = StateNo = 400
Trigger3 = MoveContact || MoveType = I

[State -1, しゃがみ中攻撃]
Type = ChangeState
Value = 410
TriggerAll = Var(59) <= 0
TriggerAll = !IsHelper
TriggerAll = Command = "y"
TriggerAll = Command = "holddown"
TriggerAll = StateType != A
Trigger1 = Ctrl
Trigger2 = StateNo = 200
Trigger2 = MoveContact
Trigger3 = StateNo = 400
Trigger3 = MoveContact

[State -1, 打ち上げ攻撃]
Type = ChangeState
Value = 430
TriggerAll = Var(59) <= 0
TriggerAll = !IsHelper
TriggerAll = Command = "z"
TriggerAll = Command = "holddown"
TriggerAll = Command = "holdfwd"
TriggerAll = StateType != A
Trigger1 = Ctrl
Trigger2 = StateNo = [200,429]
Trigger2 = MoveContact

[State -1, しゃがみ強攻撃]
Type = ChangeState
Value = 420
TriggerAll = Var(59) <= 0
TriggerAll = !IsHelper
TriggerAll = Command = "z"
TriggerAll = Command = "holddown"
TriggerAll = StateType != A
Trigger1 = Ctrl
Trigger2 = StateNo = 200
Trigger2 = MoveContact
Trigger3 = StateNo = 400
Trigger3 = MoveContact
Trigger4 = StateNo = 210
Trigger4 = MoveContact
Trigger5 = StateNo = 410
Trigger5 = MoveContact

[State -1, ジャンプ弱攻撃]
Type = ChangeState
Value = 600
TriggerAll = Var(59) <= 0
TriggerAll = !IsHelper
TriggerAll = Command = "x"
TriggerAll = StateType = A
Trigger1 = Ctrl

[State -1, ジャンプ中攻撃]
Type = ChangeState
Value = 610
TriggerAll = Var(59) <= 0
TriggerAll = !IsHelper
TriggerAll = Command = "y"
TriggerAll = StateType = A
Trigger1 = Ctrl
Trigger2 = StateNo = 600
Trigger2 = MoveContact

[State -1, ジャンプ強攻撃]
Type = ChangeState
Value = 620
TriggerAll = Var(59) <= 0
TriggerAll = !IsHelper
TriggerAll = Command = "z"
TriggerAll = StateType = A
Trigger1 = Ctrl
Trigger2 = StateNo = 600
Trigger2 = MoveContact
Trigger3 = StateNo = 610
Trigger3 = MoveContact

;---------------------[]
[State -1, ジャンプ]
Type = ChangeState
Value = 40
TriggerAll = Var(59) <= 0
TriggerAll = !IsHelper
TriggerAll = !(Var(10) & 65536);ジャギ(良くできた弟〜!!)フラグOFFの場合
TriggerAll = Command = "holdup"
TriggerAll = StateType != A
Trigger1 = Ctrl
Trigger2 = StateNo = 430
Trigger2 = MoveContact









































































































































































































































































































































































;__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/
;
;EnemyNear,MoveType = A
;EnemyNear,HitDefAttr = SCA,AA,AP,AT
;
;__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/

[State -1, アップル乱舞, Lv2];当身
Type = ChangeState
Value = 3600
TriggerAll = PalNo = [9,12]
TriggerAll = Var(59) > 0
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = (Var(53) - Var(53) / 100000 * 100000 != 3600) || (Var(53) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(54) - Var(54) / 100000 * 100000 != 3600) || (Var(54) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(55) - Var(55) / 100000 * 100000 != 3600) || (Var(55) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(56) - Var(56) / 100000 * 100000 != 3600) || (Var(56) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(13) - Helper(60000),Var(13) / 100000 * 100000 != 3600) || (Helper(60000),Var(13) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(14) - Helper(60000),Var(14) / 100000 * 100000 != 3600) || (Helper(60000),Var(14) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(15) - Helper(60000),Var(15) / 100000 * 100000 != 3600) || (Helper(60000),Var(15) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(16) - Helper(60000),Var(16) / 100000 * 100000 != 3600) || (Helper(60000),Var(16) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(17) - Helper(60000),Var(17) / 100000 * 100000 != 3600) || (Helper(60000),Var(17) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(18) - Helper(60000),Var(18) / 100000 * 100000 != 3600) || (Helper(60000),Var(18) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = Power >= 5000
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = A
TriggerAll = Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149])
TriggerAll = EnemyNear(Var(57)),Ctrl = 0
TriggerAll = EnemyNear(Var(57)),HitDefAttr = SCA,AA,AP,AT
TriggerAll = EnemyNear(Var(57)),Time <= 10
TriggerAll = P2BodyDist X = [-90,90]
TriggerAll = (EnemyNear(Var(57)),AnimTime <= -1) || (Var(59) <= 5)
TriggerAll = (Var(59) >= 8) || (EnemyNear(Var(57)),Time >= 50)
TriggerAll = Ceil(100 * EnemyNear(Var(57)),Life / EnemyNear(Var(57)),Const(Data.Defence)) <= 708 || PalNo = [11,12]
TriggerAll = 1 || Var(44) := 1
TriggerAll = 1 || Var(46) := Var(44) - Var(45) - (Var(45) = 0) * IfElse((Var(40) & 2),1,0)
Trigger1 = EnemyNear(Var(57)),StateType != A
Trigger2 = EnemyNear(Var(57)),Pos Y + (EnemyNear(Var(57)),Vel Y * Var(46)) + (FVar(20) * Var(46) * (Var(46) - 1) / 2) - Pos Y >= -60

[State -1, アップル乱舞, Lv2];生当て
Type = ChangeState
Value = 3600
TriggerAll = PalNo = [9,12]
TriggerAll = Var(59) > 0
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = (Var(53) - Var(53) / 100000 * 100000 != 3600) || (Var(53) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(54) - Var(54) / 100000 * 100000 != 3600) || (Var(54) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(55) - Var(55) / 100000 * 100000 != 3600) || (Var(55) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(56) - Var(56) / 100000 * 100000 != 3600) || (Var(56) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(13) - Helper(60000),Var(13) / 100000 * 100000 != 3600) || (Helper(60000),Var(13) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(14) - Helper(60000),Var(14) / 100000 * 100000 != 3600) || (Helper(60000),Var(14) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(15) - Helper(60000),Var(15) / 100000 * 100000 != 3600) || (Helper(60000),Var(15) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(16) - Helper(60000),Var(16) / 100000 * 100000 != 3600) || (Helper(60000),Var(16) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(17) - Helper(60000),Var(17) / 100000 * 100000 != 3600) || (Helper(60000),Var(17) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(18) - Helper(60000),Var(18) / 100000 * 100000 != 3600) || (Helper(60000),Var(18) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = Power >= 5000
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = A
TriggerAll = Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149])
TriggerAll = EnemyNear(Var(57)),Ctrl = 0
TriggerAll = (P2BodyDist X = [-30,10]) || ((P2BodyDist X = [-50,50]) && (PalNo = [11,12]))
TriggerAll = (EnemyNear(Var(57)),AnimTime <= -1) || (Var(59) <= 5)
TriggerAll = (Var(59) >= 8) || (EnemyNear(Var(57)),Time >= 50)
TriggerAll = Ceil(100 * EnemyNear(Var(57)),Life / EnemyNear(Var(57)),Const(Data.Defence)) <= 708 || PalNo = [11,12]
TriggerAll = 1 || Var(44) := 1
TriggerAll = 1 || Var(46) := Var(44) - Var(45) - (Var(45) = 0) * IfElse((Var(40) & 2),1,0)
Trigger1 = EnemyNear(Var(57)),StateType != A
Trigger2 = EnemyNear(Var(57)),Pos Y + (EnemyNear(Var(57)),Vel Y * Var(46)) + (FVar(20) * Var(46) * (Var(46) - 1) / 2) - Pos Y >= -60

[State -1, Summer Rambo, Lv2]
Type = ChangeState
Value = 3500
TriggerAll = Var(59) > 0
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = (Var(53) - Var(53) / 100000 * 100000 != 3500) || (Var(53) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(54) - Var(54) / 100000 * 100000 != 3500) || (Var(54) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(55) - Var(55) / 100000 * 100000 != 3500) || (Var(55) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(56) - Var(56) / 100000 * 100000 != 3500) || (Var(56) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(13) - Helper(60000),Var(13) / 100000 * 100000 != 3500) || (Helper(60000),Var(13) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(14) - Helper(60000),Var(14) / 100000 * 100000 != 3500) || (Helper(60000),Var(14) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(15) - Helper(60000),Var(15) / 100000 * 100000 != 3500) || (Helper(60000),Var(15) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(16) - Helper(60000),Var(16) / 100000 * 100000 != 3500) || (Helper(60000),Var(16) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(17) - Helper(60000),Var(17) / 100000 * 100000 != 3500) || (Helper(60000),Var(17) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(18) - Helper(60000),Var(18) / 100000 * 100000 != 3500) || (Helper(60000),Var(18) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = Power >= 3000
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType != A
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = A
TriggerAll = Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149])
TriggerAll = EnemyNear(Var(57)),Ctrl = 0
TriggerAll = P2Dist X > 0
TriggerAll = (EnemyNear(Var(57)),AnimTime <= -5) || (Var(59) <= 5)
TriggerAll = (Var(59) >= 8) || (EnemyNear(Var(57)),Time >= 50)
Trigger1 = P2BodyDist X <= 120
Trigger2 = P2BodyDist X <= 260
Trigger2 = Ceil(100 * EnemyNear(Var(57)),Life / EnemyNear(Var(57)),Const(Data.Defence)) <= 450
Trigger2 = Floor(1000 * Life / LifeMax) < 100

[State -1, Summer Rambo]
Type = ChangeState
Value = 3000
TriggerAll = PalNo = [7,12]
TriggerAll = Var(59) > 0
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = (Var(53) - Var(53) / 100000 * 100000 != 3000) || (Var(53) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(54) - Var(54) / 100000 * 100000 != 3000) || (Var(54) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(55) - Var(55) / 100000 * 100000 != 3000) || (Var(55) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(56) - Var(56) / 100000 * 100000 != 3000) || (Var(56) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(13) - Helper(60000),Var(13) / 100000 * 100000 != 3000) || (Helper(60000),Var(13) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(14) - Helper(60000),Var(14) / 100000 * 100000 != 3000) || (Helper(60000),Var(14) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(15) - Helper(60000),Var(15) / 100000 * 100000 != 3000) || (Helper(60000),Var(15) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(16) - Helper(60000),Var(16) / 100000 * 100000 != 3000) || (Helper(60000),Var(16) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(17) - Helper(60000),Var(17) / 100000 * 100000 != 3000) || (Helper(60000),Var(17) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(18) - Helper(60000),Var(18) / 100000 * 100000 != 3000) || (Helper(60000),Var(18) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = Power >= 1000
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType != A
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = A
TriggerAll = Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149])
TriggerAll = EnemyNear(Var(57)),Ctrl = 0
TriggerAll = (Random + GameTime) % 2 = 0
TriggerAll = P2Dist X > 0
TriggerAll = (EnemyNear(Var(57)),AnimTime <= -5) || (Var(59) <= 5)
TriggerAll = (Var(59) >= 8) || (EnemyNear(Var(57)),Time >= 50)
Trigger1 = P2BodyDist X <= 120
Trigger2 = P2BodyDist X <= 260
Trigger2 = Ceil(100 * EnemyNear(Var(57)),Life / EnemyNear(Var(57)),Const(Data.Defence)) <= 300
Trigger2 = Floor(1000 * Life / LifeMax) < 100

[State -1, アップル乱舞]
Type = ChangeState
Value = 3100
TriggerAll = Var(59) > 0
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = (Var(53) - Var(53) / 100000 * 100000 != 3100) || (Var(53) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(54) - Var(54) / 100000 * 100000 != 3100) || (Var(54) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(55) - Var(55) / 100000 * 100000 != 3100) || (Var(55) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(56) - Var(56) / 100000 * 100000 != 3100) || (Var(56) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(13) - Helper(60000),Var(13) / 100000 * 100000 != 3100) || (Helper(60000),Var(13) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(14) - Helper(60000),Var(14) / 100000 * 100000 != 3100) || (Helper(60000),Var(14) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(15) - Helper(60000),Var(15) / 100000 * 100000 != 3100) || (Helper(60000),Var(15) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(16) - Helper(60000),Var(16) / 100000 * 100000 != 3100) || (Helper(60000),Var(16) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(17) - Helper(60000),Var(17) / 100000 * 100000 != 3100) || (Helper(60000),Var(17) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(18) - Helper(60000),Var(18) / 100000 * 100000 != 3100) || (Helper(60000),Var(18) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = Power >= 1000
TriggerAll = StateType != A
TriggerAll = InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = A
TriggerAll = Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149])
TriggerAll = EnemyNear(Var(57)),Ctrl = 0
TriggerAll = EnemyNear(Var(57)),NumProj = 0
TriggerAll = PlayerIDExist(Var(48)) = 0
TriggerAll = EnemyNear(Var(57)),HitDefAttr = SCA,AA
TriggerAll = Facing != EnemyNear(Var(57)),Facing
TriggerAll = EnemyNear(Var(57)),Time <= 10
TriggerAll = (Random + GameTime) % 6 = 0
TriggerAll = P2BodyDist X <= 60
TriggerAll = P2Dist X > 0
TriggerAll = (EnemyNear(Var(57)),AnimTime <= -4) || (Var(59) <= 5)
TriggerAll = (Var(59) >= 8) || (EnemyNear(Var(57)),Time >= 50)
TriggerAll = Ceil(100 * EnemyNear(Var(57)),Life / EnemyNear(Var(57)),Const(Data.Defence)) <= 304
TriggerAll = 1 || Var(44) := 4
TriggerAll = 1 || Var(46) := Var(44) - Var(45) - (Var(45) = 0) * IfElse((Var(40) & 2),1,0)
Trigger1 = EnemyNear(Var(57)),StateType != A
Trigger2 = P2Dist X - Vel X * Var(44) * FVar(21) - EnemyNear(Var(57)),Vel X * Var(44) * FVar(21) > 0
Trigger2 = EnemyNear(Var(57)),Pos Y + (EnemyNear(Var(57)),Vel Y * Var(46)) + (FVar(20) * Var(46) * (Var(46) - 1) / 2) - Pos Y = [-60,-1]
Trigger2 = EnemyNear(Var(57)),Vel Y = [-1,4]

[State -1, アップル体当たり : EX]
Type = ChangeState
Value = 1350
TriggerAll = PalNo = [7,12]
TriggerAll = Var(59) > 0
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = (Var(53) - Var(53) / 100000 * 100000 != 1350) || (Var(53) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(54) - Var(54) / 100000 * 100000 != 1350) || (Var(54) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(55) - Var(55) / 100000 * 100000 != 1350) || (Var(55) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(56) - Var(56) / 100000 * 100000 != 1350) || (Var(56) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(13) - Helper(60000),Var(13) / 100000 * 100000 != 1350) || (Helper(60000),Var(13) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(14) - Helper(60000),Var(14) / 100000 * 100000 != 1350) || (Helper(60000),Var(14) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(15) - Helper(60000),Var(15) / 100000 * 100000 != 1350) || (Helper(60000),Var(15) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(16) - Helper(60000),Var(16) / 100000 * 100000 != 1350) || (Helper(60000),Var(16) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(17) - Helper(60000),Var(17) / 100000 * 100000 != 1350) || (Helper(60000),Var(17) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(18) - Helper(60000),Var(18) / 100000 * 100000 != 1350) || (Helper(60000),Var(18) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = Var(20) > 0
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = EnemyNear(Var(57)),MoveType = A
TriggerAll = Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149])
TriggerAll = EnemyNear(Var(57)),Ctrl = 0
TriggerAll = (Random + GameTime) % 2 = 0
TriggerAll = (EnemyNear(Var(57)),AnimTime <= -6) || (Var(59) <= 5)
TriggerAll = (Var(59) >= 8) || (EnemyNear(Var(57)),Time >= 50)
TriggerAll = EnemyNear(Var(57)),Time <= 10
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist Y = [-30,50]
Trigger1 = P2BodyDist X <= 120
Trigger2 = P2BodyDist X <= 180
Trigger2 = EnemyNear(Var(57)),AnimTime <= -12

[State -1, Quick Escape]
Type = ChangeState
Value = 1400
TriggerAll = Var(59) > 0
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = (Var(53) - Var(53) / 100000 * 100000 != 1400) || (Var(53) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(54) - Var(54) / 100000 * 100000 != 1400) || (Var(54) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(55) - Var(55) / 100000 * 100000 != 1400) || (Var(55) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(56) - Var(56) / 100000 * 100000 != 1400) || (Var(56) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(13) - Helper(60000),Var(13) / 100000 * 100000 != 1400) || (Helper(60000),Var(13) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(14) - Helper(60000),Var(14) / 100000 * 100000 != 1400) || (Helper(60000),Var(14) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(15) - Helper(60000),Var(15) / 100000 * 100000 != 1400) || (Helper(60000),Var(15) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(16) - Helper(60000),Var(16) / 100000 * 100000 != 1400) || (Helper(60000),Var(16) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(17) - Helper(60000),Var(17) / 100000 * 100000 != 1400) || (Helper(60000),Var(17) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(18) - Helper(60000),Var(18) / 100000 * 100000 != 1400) || (Helper(60000),Var(18) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType != A
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = A
TriggerAll = Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149])
TriggerAll = !(EnemyNear(Var(57)),HitDefAttr = SCA,NT,ST,HT) || PalNo = [7,12]
TriggerAll = EnemyNear(Var(57)),Ctrl = 0
TriggerAll = EnemyNear(Var(57)),AnimTime < -36
TriggerAll = (Random + GameTime) % 2 = 0
TriggerAll = P2Dist X > 0
TriggerAll = Facing != EnemyNear(Var(57)),Facing
TriggerAll = (Var(59) >= 8) || (EnemyNear(Var(57)),Time >= 50)
Trigger1 = P2BodyDist X <= 180
Trigger1 = EnemyNear(Var(57)),HitDefAttr = SCA,NA,SA,HA
Trigger1 = EnemyNear(Var(57)),NumProj = 0
Trigger1 = PlayerIDExist(Var(48)) = 0
Trigger2 = P2BodyDist X <= 180
Trigger2 = EnemyNear(Var(57)),HitDefAttr = SCA,NP,SP,HP
Trigger3 = P2BodyDist X <= 180
Trigger3 = EnemyNear(Var(57)),NumProj
Trigger4 = P2BodyDist X <= 180
Trigger4 = PlayerIDExist(Var(48))
Trigger4 = PlayerID(Var(48)),Pos Y >= -80
Trigger4 = PlayerID(Var(48)),Time <= 10

[State -1, Applequake : EX]
Type = ChangeState
Value = 1150
TriggerAll = Var(59) > 0
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = (Var(53) - Var(53) / 100000 * 100000 != 1150) || (Var(53) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(54) - Var(54) / 100000 * 100000 != 1150) || (Var(54) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(55) - Var(55) / 100000 * 100000 != 1150) || (Var(55) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(56) - Var(56) / 100000 * 100000 != 1150) || (Var(56) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(13) - Helper(60000),Var(13) / 100000 * 100000 != 1150) || (Helper(60000),Var(13) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(14) - Helper(60000),Var(14) / 100000 * 100000 != 1150) || (Helper(60000),Var(14) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(15) - Helper(60000),Var(15) / 100000 * 100000 != 1150) || (Helper(60000),Var(15) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(16) - Helper(60000),Var(16) / 100000 * 100000 != 1150) || (Helper(60000),Var(16) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(17) - Helper(60000),Var(17) / 100000 * 100000 != 1150) || (Helper(60000),Var(17) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(18) - Helper(60000),Var(18) / 100000 * 100000 != 1150) || (Helper(60000),Var(18) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = Var(20) > 0
TriggerAll = Var(20) > 1
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType != A
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = A
TriggerAll = Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149])
TriggerAll = EnemyNear(Var(57)),Ctrl = 0
TriggerAll = EnemyNear(Var(57)),NumProj = 0
TriggerAll = PlayerIDExist(Var(48)) = 0
TriggerAll = P2BodyDist X >= 120
TriggerAll = P2Dist X > 0
TriggerAll = (EnemyNear(Var(57)),AnimTime <= -12) || (Var(59) <= 5)
TriggerAll = (Var(59) >= 8) || (EnemyNear(Var(57)),Time >= 50)
TriggerAll = EnemyNear(Var(57)),Time <= 10
Trigger1 = (Random + GameTime) % 6 = 0
Trigger2 = PalNo = [9,12]
Trigger2 = (Random + GameTime) % 2 = 0

[State -1, ジャンプ];投げ回避
Type = ChangeState
Value = 39
TriggerAll = Var(59) > 0
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = !IsHelper
TriggerAll = !(Var(10) & 65536);ジャギ(良くできた弟〜!!)フラグOFFの場合
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType != A
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType != H
;TriggerAll = EnemyNear(Var(57)),MoveType = A || EnemyNear(Var(57)),StateNo >= 200
TriggerAll = Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149])
TriggerAll = EnemyNear(Var(57)),Ctrl = 0
TriggerAll = EnemyNear(Var(57)),NumProj = 0
TriggerAll = PlayerIDExist(Var(48)) = 0
TriggerAll = FrontEdgeBodyDist > 10
TriggerAll = P2Dist X > 0
TriggerAll = (Random + GameTime) % 3 = 0
Trigger1 = Facing != EnemyNear(Var(57)),Facing
Trigger1 = EnemyNear(Var(57)),HitDefAttr = SCA,NT,ST,HT

[State -1, ジャンプ];飛び道具回避
Type = ChangeState
Value = 39
TriggerAll = Var(59) > 0
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = !IsHelper
TriggerAll = !(Var(10) & 65536);ジャギ(良くできた弟〜!!)フラグOFFの場合
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType != H
;TriggerAll = EnemyNear(Var(57)),MoveType = A || EnemyNear(Var(57)),StateNo >= 200
TriggerAll = Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149])
TriggerAll = FrontEdgeBodyDist > 10
TriggerAll = P2BodyDist X >= 100
TriggerAll = P2Dist X > 0
TriggerAll = (Random + GameTime) % 3 = 0
TriggerAll = PrevStateNo != [5000,5299]
TriggerAll = PrevStateNo != [150,159]
TriggerAll = PlayerIDExist(Var(48))
TriggerAll = PlayerID(Var(48)),Pos Y >= -50
Trigger1 = ((Facing * (PlayerID(Var(48)),Pos X - Pos X)) + (PlayerID(Var(48)),Facing * PlayerID(Var(48)),Vel X)) = [60,80]
Trigger1 = Facing * PlayerID(Var(48)),Facing * PlayerID(Var(48)),Vel X * -1 > 0
Trigger1 = PlayerID(Var(48)),Vel Y >= 0
Trigger2 = Var(50) % 10 < 2 || PlayerID(Var(48)),Time >= 80
Trigger2 = ((Facing * (PlayerID(Var(48)),Pos X - Pos X)) + (PlayerID(Var(48)),Facing * PlayerID(Var(48)),Vel X)) >= 80
Trigger2 = PlayerID(Var(48)),Vel Y >= 0

[State -1, Quick Escape];飛び道具回避
Type = ChangeState
Value = 1400
TriggerAll = Var(59) > 0
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = (Var(53) - Var(53) / 100000 * 100000 != 1400) || (Var(53) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(54) - Var(54) / 100000 * 100000 != 1400) || (Var(54) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(55) - Var(55) / 100000 * 100000 != 1400) || (Var(55) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(56) - Var(56) / 100000 * 100000 != 1400) || (Var(56) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(13) - Helper(60000),Var(13) / 100000 * 100000 != 1400) || (Helper(60000),Var(13) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(14) - Helper(60000),Var(14) / 100000 * 100000 != 1400) || (Helper(60000),Var(14) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(15) - Helper(60000),Var(15) / 100000 * 100000 != 1400) || (Helper(60000),Var(15) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(16) - Helper(60000),Var(16) / 100000 * 100000 != 1400) || (Helper(60000),Var(16) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(17) - Helper(60000),Var(17) / 100000 * 100000 != 1400) || (Helper(60000),Var(17) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(18) - Helper(60000),Var(18) / 100000 * 100000 != 1400) || (Helper(60000),Var(18) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149])
TriggerAll = !(EnemyNear(Var(57)),HitDefAttr = SCA,NT,ST,HT) || PalNo = [7,12]
TriggerAll = (Random + GameTime) % 3 = 0
TriggerAll = P2BodyDist X >= 160
TriggerAll = P2BodyDist Y >= -200
TriggerAll = P2Dist X > 0
TriggerAll = Facing != EnemyNear(Var(57)),Facing
TriggerAll = PlayerIDExist(Var(48))
TriggerAll = PlayerID(Var(48)),Pos Y >= -80
Trigger1 = ((Facing * (PlayerID(Var(48)),Pos X - Pos X)) + (PlayerID(Var(48)),Facing * PlayerID(Var(48)),Vel X)) = [20,80]
Trigger1 = PlayerID(Var(48)),Vel X > 2
Trigger1 = PlayerID(Var(48)),Vel Y >= 0

[State -1, アップル体当たり : EX]
Type = ChangeState
Value = 1350
TriggerAll = PalNo = 12
TriggerAll = StateNo = [150,159]
TriggerAll = Var(59) > 0
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = Var(20) > 0
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = A
TriggerAll = EnemyNear(Var(57)),Ctrl = 0
TriggerAll = P2BodyDist Y = [-30,50]
TriggerAll = P2Dist X > 0
TriggerAll = (Random + GameTime) % 3 = Var(38)
Trigger1 = P2BodyDist X <= 120
Trigger1 = EnemyNear(Var(57)),AnimTime <= -6
Trigger2 = P2BodyDist X <= 180
Trigger2 = EnemyNear(Var(57)),AnimTime <= -12
Trigger2 = EnemyNear(Var(57)),NumProj = 0
Trigger2 = PlayerIDExist(Var(48)) = 0
Trigger3 = P2BodyDist X <= 120
Trigger3 = StateType != A
Trigger3 = EnemyNear(Var(57)),StateType = A
Trigger3 = EnemyNear(Var(57)),Vel Y >= 0
Trigger4 = P2BodyDist X <= 120
Trigger4 = StateType = A
Trigger4 = EnemyNear(Var(57)),StateType = A

[State -1, ガードキャンセル]
Type = ChangeState
Value = 750
TriggerAll = Var(59) > 0
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = Var(20) > 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = A
TriggerAll = P2BodyDist X <= 80
TriggerAll = P2BodyDist Y >= -50
TriggerAll = P2Dist X > 0
TriggerAll = EnemyNear(Var(57)),Ctrl = 0
TriggerAll = EnemyNear(Var(57)),NumProj = 0
TriggerAll = PlayerIDExist(Var(48)) = 0
TriggerAll = (((Random + GameTime) % 12 = Var(38)) && (Var(38) >= 3)) || ((PalNo = [9,12]) && ((Random + GameTime) % 3 = Var(38))) || (Var(38) >= 30)
TriggerAll = StateNo = [150,159]
Trigger1 = EnemyNear(Var(57)),AnimTime <= -5
Trigger2 = EnemyNear(Var(57)),StateType = A
Trigger2 = EnemyNear(Var(57)),Vel Y >= 0
Trigger3 = Var(38) >= 30

;__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/
;
;EnemyNear,MoveType != H
;EnemyNear,MoveType = A || EnemyNear,StateNo >= 200
;
;__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/

[State -1, 投げ]
Type = ChangeState
Value = 800
TriggerAll = Var(59) > 0
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = (Var(53) - Var(53) / 100000 * 100000 != 800) || (Var(53) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(54) - Var(54) / 100000 * 100000 != 800) || (Var(54) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(55) - Var(55) / 100000 * 100000 != 800) || (Var(55) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(56) - Var(56) / 100000 * 100000 != 800) || (Var(56) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(13) - Helper(60000),Var(13) / 100000 * 100000 != 800) || (Helper(60000),Var(13) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(14) - Helper(60000),Var(14) / 100000 * 100000 != 800) || (Helper(60000),Var(14) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(15) - Helper(60000),Var(15) / 100000 * 100000 != 800) || (Helper(60000),Var(15) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(16) - Helper(60000),Var(16) / 100000 * 100000 != 800) || (Helper(60000),Var(16) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(17) - Helper(60000),Var(17) / 100000 * 100000 != 800) || (Helper(60000),Var(17) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(18) - Helper(60000),Var(18) / 100000 * 100000 != 800) || (Helper(60000),Var(18) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = !InGuardDist
TriggerAll = EnemyNear(Var(57)),StateType != A
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = EnemyNear(Var(57)),StateNo != [120,159]
TriggerAll = EnemyNear(Var(57)),StateNo != [30,49]
TriggerAll = Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149])
TriggerAll = EnemyNear(Var(57)),StateNo != [5200,5210]
TriggerAll = EnemyNear(Var(57)),Ctrl = 0
TriggerAll = EnemyNear(Var(57)),NumProj = 0
TriggerAll = PlayerIDExist(Var(48)) = 0
TriggerAll = EnemyNear(Var(57)),AnimTime <= 0
TriggerAll = P2BodyDist X <= 10
TriggerAll = P2Dist X > 0
TriggerAll = PrevStateNo != [5000,5299]
Trigger1 = EnemyNear(Var(57)),AnimTime > -3

[State -1, 立ち弱攻撃]
Type = ChangeState
Value = 200
TriggerAll = Var(59) > 0
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = (Var(53) - Var(53) / 100000 * 100000 != 200) || (Var(53) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(54) - Var(54) / 100000 * 100000 != 200) || (Var(54) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(55) - Var(55) / 100000 * 100000 != 200) || (Var(55) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(56) - Var(56) / 100000 * 100000 != 200) || (Var(56) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(13) - Helper(60000),Var(13) / 100000 * 100000 != 200) || (Helper(60000),Var(13) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(14) - Helper(60000),Var(14) / 100000 * 100000 != 200) || (Helper(60000),Var(14) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(15) - Helper(60000),Var(15) / 100000 * 100000 != 200) || (Helper(60000),Var(15) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(16) - Helper(60000),Var(16) / 100000 * 100000 != 200) || (Helper(60000),Var(16) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(17) - Helper(60000),Var(17) / 100000 * 100000 != 200) || (Helper(60000),Var(17) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(18) - Helper(60000),Var(18) / 100000 * 100000 != 200) || (Helper(60000),Var(18) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = EnemyNear(Var(57)),MoveType = A || EnemyNear(Var(57)),StateNo >= 200
TriggerAll = Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149])
TriggerAll = EnemyNear(Var(57)),StateNo != [5200,5210]
TriggerAll = EnemyNear(Var(57)),Ctrl = 0
TriggerAll = EnemyNear(Var(57)),AnimTime <= -3
TriggerAll = P2BodyDist X <= 30
TriggerAll = P2BodyDist Y >= -30
TriggerAll = P2Dist X > 0
TriggerAll = PrevStateNo != [5000,5299]
Trigger1 = Facing = EnemyNear(Var(57)),Facing
Trigger2 = Helper(60000),Var(7) - Var(49) >= 80
Trigger2 = !(EnemyNear(Var(57)),HitDefAttr = SCA,AA,AP,AT)
Trigger3 = PlayerIDExist(Var(48)) = 0
Trigger3 = EnemyNear(Var(57)),NumProj = 0
Trigger4 = EnemyNear(Var(57)),HitDefAttr = SCA,NT,ST,HT

[State -1, 立ち弱攻撃];後隙差し込み
Type = ChangeState
Value = 200
TriggerAll = Var(59) > 0
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = (Var(53) - Var(53) / 100000 * 100000 != 200) || (Var(53) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(54) - Var(54) / 100000 * 100000 != 200) || (Var(54) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(55) - Var(55) / 100000 * 100000 != 200) || (Var(55) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(56) - Var(56) / 100000 * 100000 != 200) || (Var(56) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(13) - Helper(60000),Var(13) / 100000 * 100000 != 200) || (Helper(60000),Var(13) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(14) - Helper(60000),Var(14) / 100000 * 100000 != 200) || (Helper(60000),Var(14) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(15) - Helper(60000),Var(15) / 100000 * 100000 != 200) || (Helper(60000),Var(15) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(16) - Helper(60000),Var(16) / 100000 * 100000 != 200) || (Helper(60000),Var(16) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(17) - Helper(60000),Var(17) / 100000 * 100000 != 200) || (Helper(60000),Var(17) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(18) - Helper(60000),Var(18) / 100000 * 100000 != 200) || (Helper(60000),Var(18) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = EnemyNear(Var(57)),MoveType = A || EnemyNear(Var(57)),StateNo >= 200
TriggerAll = Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149])
TriggerAll = EnemyNear(Var(57)),StateNo != [5200,5210]
TriggerAll = EnemyNear(Var(57)),Ctrl = 0
TriggerAll = P2BodyDist X <= 30
TriggerAll = P2BodyDist Y >= -30
TriggerAll = P2Dist X > 0
Trigger1 = EnemyNear(Var(57)),AnimTime = [-3,-1]
Trigger2 = EnemyNear(Var(57)),StateType = A
Trigger2 = PrevStateNo != [5000,5299]
Trigger2 = PrevStateNo != [150,159]

[State -1, ジャンプ弱攻撃]
Type = ChangeState
Value = 600
TriggerAll = Var(59) > 0
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = (Var(53) - Var(53) / 100000 * 100000 != 600) || (Var(53) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(54) - Var(54) / 100000 * 100000 != 600) || (Var(54) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(55) - Var(55) / 100000 * 100000 != 600) || (Var(55) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(56) - Var(56) / 100000 * 100000 != 600) || (Var(56) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(13) - Helper(60000),Var(13) / 100000 * 100000 != 600) || (Helper(60000),Var(13) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(14) - Helper(60000),Var(14) / 100000 * 100000 != 600) || (Helper(60000),Var(14) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(15) - Helper(60000),Var(15) / 100000 * 100000 != 600) || (Helper(60000),Var(15) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(16) - Helper(60000),Var(16) / 100000 * 100000 != 600) || (Helper(60000),Var(16) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(17) - Helper(60000),Var(17) / 100000 * 100000 != 600) || (Helper(60000),Var(17) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(18) - Helper(60000),Var(18) / 100000 * 100000 != 600) || (Helper(60000),Var(18) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType = A
TriggerAll = !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType != A
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = EnemyNear(Var(57)),MoveType = A || EnemyNear(Var(57)),StateNo >= 200
TriggerAll = Ctrl || (StateNo = [120,149])
TriggerAll = P2Dist X > 0
TriggerAll = (Random + GameTime) % 3 < 2
TriggerAll = 1 || Var(44) := 4
TriggerAll = P2BodyDist X - Vel X * Var(44) * FVar(21) - EnemyNear(Var(57)),Vel X * Var(44) * FVar(21) = [-40,20]
TriggerAll = Pos Y + Vel Y * Var(44) + Const(MoveMent.YAccel) * Var(44) * Var(44) / 2 = [-30,-1]
TriggerAll = Vel Y > 0
Trigger1 = 1

[State -1, ジャンプ弱攻撃];空中相手
Type = ChangeState
Value = 600
TriggerAll = Var(59) > 0
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = (Var(53) - Var(53) / 100000 * 100000 != 600) || (Var(53) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(54) - Var(54) / 100000 * 100000 != 600) || (Var(54) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(55) - Var(55) / 100000 * 100000 != 600) || (Var(55) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(56) - Var(56) / 100000 * 100000 != 600) || (Var(56) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(13) - Helper(60000),Var(13) / 100000 * 100000 != 600) || (Helper(60000),Var(13) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(14) - Helper(60000),Var(14) / 100000 * 100000 != 600) || (Helper(60000),Var(14) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(15) - Helper(60000),Var(15) / 100000 * 100000 != 600) || (Helper(60000),Var(15) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(16) - Helper(60000),Var(16) / 100000 * 100000 != 600) || (Helper(60000),Var(16) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(17) - Helper(60000),Var(17) / 100000 * 100000 != 600) || (Helper(60000),Var(17) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(18) - Helper(60000),Var(18) / 100000 * 100000 != 600) || (Helper(60000),Var(18) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType = A
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType = A
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = EnemyNear(Var(57)),MoveType = A || EnemyNear(Var(57)),StateNo >= 200
TriggerAll = Ctrl || (StateNo = [120,149])
TriggerAll = P2Dist X > 0
TriggerAll = (Random + GameTime) % 3 < 2
TriggerAll = 1 || Var(44) := 4
TriggerAll = Pos Y + Vel Y * Var(44) + Const(MoveMent.YAccel) * Var(44) * Var(44) / 2 < 0
Trigger1 = P2BodyDist X - Vel X * Var(44) * FVar(21) - EnemyNear(Var(57)),Vel X * Var(44) * FVar(21) = [-40,20]
Trigger1 = 1 || Var(46) := Var(44) - Var(45) - (Var(45) = 0) * IfElse((Var(40) & 2),1,0)
Trigger1 = EnemyNear(Var(57)),Pos Y + (EnemyNear(Var(57)),Vel Y * Var(46)) + (FVar(20) * Var(46) * (Var(46) - 1) / 2) - Pos Y - (Vel Y * Var(44) + Const(MoveMent.YAccel) * Var(44) * (Var(44) - 1)) = [-30,50]
Trigger2 = P2BodyDist X = [-40,20]
Trigger2 = P2BodyDist Y = [-30,50]

[State -1, ジャンプ中攻撃]
Type = ChangeState
Value = 610
TriggerAll = Var(59) > 0
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = (Var(53) - Var(53) / 100000 * 100000 != 610) || (Var(53) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(54) - Var(54) / 100000 * 100000 != 610) || (Var(54) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(55) - Var(55) / 100000 * 100000 != 610) || (Var(55) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(56) - Var(56) / 100000 * 100000 != 610) || (Var(56) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(13) - Helper(60000),Var(13) / 100000 * 100000 != 610) || (Helper(60000),Var(13) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(14) - Helper(60000),Var(14) / 100000 * 100000 != 610) || (Helper(60000),Var(14) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(15) - Helper(60000),Var(15) / 100000 * 100000 != 610) || (Helper(60000),Var(15) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(16) - Helper(60000),Var(16) / 100000 * 100000 != 610) || (Helper(60000),Var(16) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(17) - Helper(60000),Var(17) / 100000 * 100000 != 610) || (Helper(60000),Var(17) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(18) - Helper(60000),Var(18) / 100000 * 100000 != 610) || (Helper(60000),Var(18) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType = A
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType != A
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = EnemyNear(Var(57)),MoveType = A || EnemyNear(Var(57)),StateNo >= 200
TriggerAll = Ctrl || (StateNo = [120,149])
TriggerAll = P2Dist X > 0
TriggerAll = (Random + GameTime) % 3 < 2
TriggerAll = 1 || Var(44) := 6
TriggerAll = P2BodyDist X - Vel X * Var(44) * FVar(21) - EnemyNear(Var(57)),Vel X * Var(44) * FVar(21) = [-40,50]
TriggerAll = Pos Y + Vel Y * Var(44) + Const(MoveMent.YAccel) * Var(44) * Var(44) / 2 = [-40,-1]
TriggerAll = Vel Y > 0
Trigger1 = 1

[State -1, ジャンプ中攻撃];空中相手
Type = ChangeState
Value = 610
TriggerAll = Var(59) > 0
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = (Var(53) - Var(53) / 100000 * 100000 != 610) || (Var(53) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(54) - Var(54) / 100000 * 100000 != 610) || (Var(54) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(55) - Var(55) / 100000 * 100000 != 610) || (Var(55) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(56) - Var(56) / 100000 * 100000 != 610) || (Var(56) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(13) - Helper(60000),Var(13) / 100000 * 100000 != 610) || (Helper(60000),Var(13) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(14) - Helper(60000),Var(14) / 100000 * 100000 != 610) || (Helper(60000),Var(14) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(15) - Helper(60000),Var(15) / 100000 * 100000 != 610) || (Helper(60000),Var(15) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(16) - Helper(60000),Var(16) / 100000 * 100000 != 610) || (Helper(60000),Var(16) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(17) - Helper(60000),Var(17) / 100000 * 100000 != 610) || (Helper(60000),Var(17) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(18) - Helper(60000),Var(18) / 100000 * 100000 != 610) || (Helper(60000),Var(18) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType = A
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType = A
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = EnemyNear(Var(57)),MoveType = A || EnemyNear(Var(57)),StateNo >= 200
TriggerAll = Ctrl || (StateNo = [120,149])
TriggerAll = P2Dist X > 0
TriggerAll = (Random + GameTime) % 3 < 2
TriggerAll = 1 || Var(44) := 6
TriggerAll = Pos Y + Vel Y * Var(44) + Const(MoveMent.YAccel) * Var(44) * Var(44) / 2 < 0
Trigger1 = P2BodyDist X - Vel X * Var(44) * FVar(21) - EnemyNear(Var(57)),Vel X * Var(44) * FVar(21) = [-40,40]
Trigger1 = 1 || Var(46) := Var(44) - Var(45) - (Var(45) = 0) * IfElse((Var(40) & 2),1,0)
Trigger1 = EnemyNear(Var(57)),Pos Y + (EnemyNear(Var(57)),Vel Y * Var(46)) + (FVar(20) * Var(46) * (Var(46) - 1) / 2) - Pos Y - (Vel Y * Var(44) + Const(MoveMent.YAccel) * Var(44) * (Var(44) - 1)) = [-30,60]
Trigger2 = P2BodyDist X = [-40,40]
Trigger2 = P2BodyDist Y = [-30,60]

[State -1, ジャンプ強攻撃]
Type = ChangeState
Value = 620
TriggerAll = Var(59) > 0
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = (Var(53) - Var(53) / 100000 * 100000 != 620) || (Var(53) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(54) - Var(54) / 100000 * 100000 != 620) || (Var(54) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(55) - Var(55) / 100000 * 100000 != 620) || (Var(55) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(56) - Var(56) / 100000 * 100000 != 620) || (Var(56) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(13) - Helper(60000),Var(13) / 100000 * 100000 != 620) || (Helper(60000),Var(13) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(14) - Helper(60000),Var(14) / 100000 * 100000 != 620) || (Helper(60000),Var(14) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(15) - Helper(60000),Var(15) / 100000 * 100000 != 620) || (Helper(60000),Var(15) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(16) - Helper(60000),Var(16) / 100000 * 100000 != 620) || (Helper(60000),Var(16) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(17) - Helper(60000),Var(17) / 100000 * 100000 != 620) || (Helper(60000),Var(17) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(18) - Helper(60000),Var(18) / 100000 * 100000 != 620) || (Helper(60000),Var(18) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType = A
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType != A
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = EnemyNear(Var(57)),MoveType = A || EnemyNear(Var(57)),StateNo >= 200
TriggerAll = Ctrl || (StateNo = [120,149])
TriggerAll = (Random + GameTime) % 3 < 2
TriggerAll = 1 || Var(44) := 8
TriggerAll = Pos Y + Vel Y * Var(44) + Const(MoveMent.YAccel) * Var(44) * Var(44) / 2 < 0
Trigger1 = P2BodyDist X - Vel X * Var(44) * FVar(21) - EnemyNear(Var(57)),Vel X * Var(44) * FVar(21) = [-50,20]
Trigger1 = Pos Y + Vel Y * Var(44) + Const(MoveMent.YAccel) * Var(44) * Var(44) / 2 = [-60,-1]
Trigger2 = (Var(40) & 1024)
Trigger2 = P2BodyDist X <= 45
Trigger2 = Time >= 28
Trigger2 = PrevStateNo = 39

[State -1, ジャンプ強攻撃];空中相手
Type = ChangeState
Value = 620
TriggerAll = Var(59) > 0
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = (Var(53) - Var(53) / 100000 * 100000 != 620) || (Var(53) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(54) - Var(54) / 100000 * 100000 != 620) || (Var(54) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(55) - Var(55) / 100000 * 100000 != 620) || (Var(55) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(56) - Var(56) / 100000 * 100000 != 620) || (Var(56) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(13) - Helper(60000),Var(13) / 100000 * 100000 != 620) || (Helper(60000),Var(13) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(14) - Helper(60000),Var(14) / 100000 * 100000 != 620) || (Helper(60000),Var(14) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(15) - Helper(60000),Var(15) / 100000 * 100000 != 620) || (Helper(60000),Var(15) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(16) - Helper(60000),Var(16) / 100000 * 100000 != 620) || (Helper(60000),Var(16) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(17) - Helper(60000),Var(17) / 100000 * 100000 != 620) || (Helper(60000),Var(17) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(18) - Helper(60000),Var(18) / 100000 * 100000 != 620) || (Helper(60000),Var(18) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType = A
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType = A
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = EnemyNear(Var(57)),MoveType = A || EnemyNear(Var(57)),StateNo >= 200
TriggerAll = Ctrl || (StateNo = [120,149])
TriggerAll = Vel Y >= 0
TriggerAll = (Random + GameTime) % 3 < 2
TriggerAll = 1 || Var(44) := 11
TriggerAll = Pos Y + Vel Y * Var(44) + Const(MoveMent.YAccel) * Var(44) * Var(44) / 2 < 0
Trigger1 = P2BodyDist X - Vel X * Var(44) * FVar(21) - EnemyNear(Var(57)),Vel X * Var(44) * FVar(21) = [-50,20]
Trigger1 = 1 || Var(46) := Var(44) - Var(45) - (Var(45) = 0) * IfElse((Var(40) & 2),1,0)
Trigger1 = EnemyNear(Var(57)),Pos Y + (EnemyNear(Var(57)),Vel Y * Var(46)) + (FVar(20) * Var(46) * (Var(46) - 1) / 2) - Pos Y - (Vel Y * Var(44) + Const(MoveMent.YAccel) * Var(44) * (Var(44) - 1)) = [-50,70]
Trigger2 = P2BodyDist X = [-50,20]
Trigger2 = P2BodyDist Y = [-50,70]

[State -1, アップル体当たり : EX]
Type = ChangeState
Value = 1350
TriggerAll = Var(59) > 0
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = (Var(53) - Var(53) / 100000 * 100000 != 1350) || (Var(53) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(54) - Var(54) / 100000 * 100000 != 1350) || (Var(54) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(55) - Var(55) / 100000 * 100000 != 1350) || (Var(55) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(56) - Var(56) / 100000 * 100000 != 1350) || (Var(56) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(13) - Helper(60000),Var(13) / 100000 * 100000 != 1350) || (Helper(60000),Var(13) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(14) - Helper(60000),Var(14) / 100000 * 100000 != 1350) || (Helper(60000),Var(14) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(15) - Helper(60000),Var(15) / 100000 * 100000 != 1350) || (Helper(60000),Var(15) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(16) - Helper(60000),Var(16) / 100000 * 100000 != 1350) || (Helper(60000),Var(16) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(17) - Helper(60000),Var(17) / 100000 * 100000 != 1350) || (Helper(60000),Var(17) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(18) - Helper(60000),Var(18) / 100000 * 100000 != 1350) || (Helper(60000),Var(18) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = Var(20) > 0
TriggerAll = !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = EnemyNear(Var(57)),MoveType = A || EnemyNear(Var(57)),StateNo >= 200
TriggerAll = Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149])
TriggerAll = EnemyNear(Var(57)),StateNo != [5200,5210]
TriggerAll = EnemyNear(Var(57)),Ctrl = 0
TriggerAll = EnemyNear(Var(57)),NumProj = 0
TriggerAll = PlayerIDExist(Var(48)) = 0
TriggerAll = EnemyNear(Var(57)),AnimTime <= -12
TriggerAll = P2BodyDist X = [140,200]
TriggerAll = P2BodyDist Y = [-30,50]
TriggerAll = P2Dist X > 0
TriggerAll = (Random + GameTime) % 3 = 0 || Facing = EnemyNear(Var(57)),Facing
TriggerAll = PrevStateNo != [5000,5299]
Trigger1 = Facing = EnemyNear(Var(57)),Facing
Trigger2 = EnemyNear(Var(57)),Time >= 80
Trigger2 = EnemyNear(Var(57)),Time - (Helper(60000),Var(7) - Var(49)) >= 80
Trigger2 = !(EnemyNear(Var(57)),HitDefAttr = SCA,AA,AP,AT)
Trigger3 = EnemyNear(Var(57)),AnimTime = -12
Trigger4 = EnemyNear(Var(57)),HitDefAttr = SCA,NT,ST,HT
Trigger5 = EnemyNear(Var(57)),StateType = A
Trigger5 = EnemyNear(Var(57)),Vel Y > 0

[State -1, Applequake : EX]
Type = ChangeState
Value = 1150
TriggerAll = Var(59) > 0
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = (Var(53) - Var(53) / 100000 * 100000 != 1150) || (Var(53) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(54) - Var(54) / 100000 * 100000 != 1150) || (Var(54) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(55) - Var(55) / 100000 * 100000 != 1150) || (Var(55) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(56) - Var(56) / 100000 * 100000 != 1150) || (Var(56) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(13) - Helper(60000),Var(13) / 100000 * 100000 != 1150) || (Helper(60000),Var(13) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(14) - Helper(60000),Var(14) / 100000 * 100000 != 1150) || (Helper(60000),Var(14) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(15) - Helper(60000),Var(15) / 100000 * 100000 != 1150) || (Helper(60000),Var(15) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(16) - Helper(60000),Var(16) / 100000 * 100000 != 1150) || (Helper(60000),Var(16) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(17) - Helper(60000),Var(17) / 100000 * 100000 != 1150) || (Helper(60000),Var(17) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(18) - Helper(60000),Var(18) / 100000 * 100000 != 1150) || (Helper(60000),Var(18) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = Var(20) > 0
TriggerAll = StateType != A
TriggerAll = !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType != A || PalNo = [7,12]
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = EnemyNear(Var(57)),MoveType = A || EnemyNear(Var(57)),StateNo >= 200
TriggerAll = Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149])
TriggerAll = EnemyNear(Var(57)),StateNo != [5200,5210]
TriggerAll = EnemyNear(Var(57)),Ctrl = 0
TriggerAll = EnemyNear(Var(57)),NumProj = 0
TriggerAll = PlayerIDExist(Var(48)) = 0
TriggerAll = EnemyNear(Var(57)),AnimTime <= -12
TriggerAll = (Random + GameTime) % 3 = 0 || Facing = EnemyNear(Var(57)),Facing
TriggerAll = PrevStateNo != [5000,5299]
Trigger1 = Facing = EnemyNear(Var(57)),Facing
Trigger2 = EnemyNear(Var(57)),Time >= 80
Trigger2 = EnemyNear(Var(57)),Time - (Helper(60000),Var(7) - Var(49)) >= 80
Trigger2 = !(EnemyNear(Var(57)),HitDefAttr = SCA,AA,AP,AT)
Trigger3 = EnemyNear(Var(57)),AnimTime = -12
Trigger4 = EnemyNear(Var(57)),HitDefAttr = SCA,NT,ST,HT

[State -1, ジャンプ]
Type = ChangeState
Value = 39
TriggerAll = Var(59) > 0
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = !IsHelper
TriggerAll = !(Var(10) & 65536);ジャギ(良くできた弟〜!!)フラグOFFの場合
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = EnemyNear(Var(57)),StateNo != [5200,5210]
TriggerAll = Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149])
TriggerAll = FrontEdgeBodyDist > 10
TriggerAll = P2BodyDist X > 100 || Facing != EnemyNear(Var(57)),Facing
TriggerAll = P2Dist X > 0
TriggerAll = (Random + GameTime) % 3 < 2
TriggerAll = Time >= 30 || EnemyNear(Var(57)),Time >= 30 || PrevStateNo != [5000,5299]
TriggerAll = Time >= 30 || EnemyNear(Var(57)),Time >= 30 || PrevStateNo != [150,159]
Trigger1 = EnemyNear(Var(57)),Time >= 50
Trigger1 = EnemyNear(Var(57)),Time - (Helper(60000),Var(7) - Var(49)) >= 50
Trigger2 = Time >= 80
Trigger2 = EnemyNear(Var(57)),Time >= 30
Trigger2 = EnemyNear(Var(57)),Time - (Helper(60000),Var(7) - Var(49)) >= 30

[State -1, アップル飛ばし : EX]
Type = ChangeState
Value = 1250
TriggerAll = Var(59) > 0
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = (Var(53) - Var(53) / 100000 * 100000 != 1250) || (Var(53) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(54) - Var(54) / 100000 * 100000 != 1250) || (Var(54) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(55) - Var(55) / 100000 * 100000 != 1250) || (Var(55) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(56) - Var(56) / 100000 * 100000 != 1250) || (Var(56) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(13) - Helper(60000),Var(13) / 100000 * 100000 != 1250) || (Helper(60000),Var(13) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(14) - Helper(60000),Var(14) / 100000 * 100000 != 1250) || (Helper(60000),Var(14) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(15) - Helper(60000),Var(15) / 100000 * 100000 != 1250) || (Helper(60000),Var(15) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(16) - Helper(60000),Var(16) / 100000 * 100000 != 1250) || (Helper(60000),Var(16) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(17) - Helper(60000),Var(17) / 100000 * 100000 != 1250) || (Helper(60000),Var(17) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(18) - Helper(60000),Var(18) / 100000 * 100000 != 1250) || (Helper(60000),Var(18) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = Var(20) > 0
TriggerAll = Var(20) > 2
TriggerAll = StateType != A
TriggerAll = !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType != A
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = EnemyNear(Var(57)),StateNo != [5200,5210]
TriggerAll = Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149])
TriggerAll = Time >= 30 || EnemyNear(Var(57)),Time >= 30 || PrevStateNo != [5000,5299]
TriggerAll = Time >= 30 || EnemyNear(Var(57)),Time >= 30 || PrevStateNo != [150,159]
TriggerAll = P2BodyDist X >= 160
TriggerAll = P2Dist X > 0
TriggerAll = (Random + GameTime) % 3 < 2
Trigger1 = EnemyNear(Var(57)),Time >= 50
Trigger1 = EnemyNear(Var(57)),Time - (Helper(60000),Var(7) - Var(49)) >= 50
Trigger2 = Time >= 80
Trigger2 = EnemyNear(Var(57)),Time >= 30
Trigger2 = EnemyNear(Var(57)),Time - (Helper(60000),Var(7) - Var(49)) >= 30

[State -1, アップル飛ばし : B]
Type = ChangeState
Value = 1210
TriggerAll = PalNo != [9,12]
TriggerAll = Var(59) > 0
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = (Var(53) - Var(53) / 100000 * 100000 != 1210) || (Var(53) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(54) - Var(54) / 100000 * 100000 != 1210) || (Var(54) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(55) - Var(55) / 100000 * 100000 != 1210) || (Var(55) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(56) - Var(56) / 100000 * 100000 != 1210) || (Var(56) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(13) - Helper(60000),Var(13) / 100000 * 100000 != 1210) || (Helper(60000),Var(13) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(14) - Helper(60000),Var(14) / 100000 * 100000 != 1210) || (Helper(60000),Var(14) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(15) - Helper(60000),Var(15) / 100000 * 100000 != 1210) || (Helper(60000),Var(15) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(16) - Helper(60000),Var(16) / 100000 * 100000 != 1210) || (Helper(60000),Var(16) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(17) - Helper(60000),Var(17) / 100000 * 100000 != 1210) || (Helper(60000),Var(17) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(18) - Helper(60000),Var(18) / 100000 * 100000 != 1210) || (Helper(60000),Var(18) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType != A
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = EnemyNear(Var(57)),StateNo != [5200,5210]
TriggerAll = Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149])
TriggerAll = P2BodyDist X >= 160
TriggerAll = P2Dist X > 0
TriggerAll = (Random + GameTime) % 3 < 2
TriggerAll = Time >= 30 || EnemyNear(Var(57)),Time >= 30 || PrevStateNo != [5000,5299]
TriggerAll = Time >= 30 || EnemyNear(Var(57)),Time >= 30 || PrevStateNo != [150,159]
Trigger1 = EnemyNear(Var(57)),Time >= 50
Trigger1 = EnemyNear(Var(57)),Time - (Helper(60000),Var(7) - Var(49)) >= 50
Trigger2 = Time >= 80
Trigger2 = EnemyNear(Var(57)),Time >= 30
Trigger2 = EnemyNear(Var(57)),Time - (Helper(60000),Var(7) - Var(49)) >= 30

[State -1, ダッシュ]
Type = ChangeState
Value = 100
TriggerAll = Var(59) > 0
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = !InGuardDist
TriggerAll = StateNo != 100
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = EnemyNear(Var(57)),MoveType = A || EnemyNear(Var(57)),StateNo >= 200
TriggerAll = EnemyNear(Var(57)),StateNo != [5200,5210]
TriggerAll = Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149])
TriggerAll = EnemyNear(Var(57)),Ctrl = 0
TriggerAll = EnemyNear(Var(57)),NumProj = 0
TriggerAll = PlayerIDExist(Var(48)) = 0
TriggerAll = P2BodyDist X > 100
TriggerAll = P2Dist X > 0
TriggerAll = PrevStateNo != [5000,5299]
Trigger1 = Facing = EnemyNear(Var(57)),Facing
Trigger1 = PalNo = [7,12]
Trigger2 = EnemyNear(Var(57)),Time >= 50
Trigger2 = EnemyNear(Var(57)),Time - (Helper(60000),Var(7) - Var(49)) >= 50
Trigger2 = EnemyNear(Var(57)),MoveType = I
Trigger3 = EnemyNear(Var(57)),MoveType = I
Trigger3 = EnemyNear(Var(57)),Anim = 5300

[State -1, 前進]
Type = ChangeState
Value = 18
Ctrl = 0
TriggerAll = Var(59) > 0
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = !InGuardDist
TriggerAll = StateType != A
TriggerAll = StateNo != 18
TriggerAll = StateNo != 19
TriggerAll = StateNo != [120,149]
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = EnemyNear(Var(57)),MoveType = A || EnemyNear(Var(57)),StateNo >= 200
TriggerAll = EnemyNear(Var(57)),StateNo != [5200,5210]
TriggerAll = Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149])
TriggerAll = EnemyNear(Var(57)),Ctrl = 0
TriggerAll = EnemyNear(Var(57)),NumProj = 0
TriggerAll = PlayerIDExist(Var(48)) = 0
TriggerAll = P2BodyDist X > 20
TriggerAll = P2Dist X > 0
TriggerAll = PrevStateNo != [5000,5299]
Trigger1 = Facing = EnemyNear(Var(57)),Facing
Trigger2 = EnemyNear(Var(57)),Time >= 50
Trigger2 = EnemyNear(Var(57)),Time - (Helper(60000),Var(7) - Var(49)) >= 50
Trigger2 = EnemyNear(Var(57)),MoveType = I
Trigger3 = EnemyNear(Var(57)),MoveType = I
Trigger3 = EnemyNear(Var(57)),Anim = 5300

[State -1, 後退]
Type = ChangeState
Value = 19
Ctrl = 0
TriggerAll = Var(59) > 0
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = !InGuardDist
TriggerAll = StateType != A
TriggerAll = StateNo != 19
TriggerAll = StateNo != [120,149]
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = EnemyNear(Var(57)),MoveType = A || EnemyNear(Var(57)),StateNo >= 200
TriggerAll = Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149])
TriggerAll = Var(42) >= 120
TriggerAll = BackEdgeBodyDist > 10
TriggerAll = P2BodyDist X <= 120
TriggerAll = P2Dist X > 0
Trigger1 = EnemyNear(Var(57)),StateNo = 5040
Trigger2 = EnemyNear(Var(57)),StateNo = 5210



;__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/
;
;EnemyNear,StateType = L
;
;__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/

[State -1, アップル乱舞, Lv2]
Type = ChangeState
Value = 3600
TriggerAll = PalNo = [9,12]
TriggerAll = Var(59) > 0
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = Power >= 5000
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType = L
TriggerAll = EnemyNear(Var(57)),MoveType = H
TriggerAll = Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149])
TriggerAll = EnemyNear(Var(57)),Ctrl = 0
TriggerAll = P2BodyDist X <= 10
TriggerAll = P2BodyDist Y >= -60
TriggerAll = P2Dist X > 0
TriggerAll = Ceil(100 * EnemyNear(Var(57)),Life / EnemyNear(Var(57)),Const(Data.Defence)) <= 708 || PalNo = [11,12]
Trigger1 = EnemyNear(Var(57)),StateNo = 50303
Trigger2 = EnemyNear(Var(57)),StateNo = [5080,5101]

[State -1, 打ち上げ攻撃]
Type = ChangeState
Value = 430
TriggerAll = Var(59) > 0 || FVar(39) = 1
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133) || (FVar(39) = 1)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType = L
TriggerAll = EnemyNear(Var(57)),MoveType = H
TriggerAll = Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149])
TriggerAll = P2BodyDist X <= 35
TriggerAll = P2BodyDist Y >= -60
TriggerAll = P2Dist X > 0
TriggerAll = Var(8) < 2
Trigger1 = EnemyNear(Var(57)),StateNo = 50303
Trigger1 = EnemyNear(Var(57)),Time >= 10

[State -1, 立ち弱攻撃]
Type = Null;ChangeState
Value = 200
TriggerAll = Var(59) > 0 || FVar(39) = 1
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133) || (FVar(39) = 1)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType = L
TriggerAll = EnemyNear(Var(57)),MoveType = H
TriggerAll = Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149])
TriggerAll = P2BodyDist X <= 30
TriggerAll = P2BodyDist Y >= -30
TriggerAll = P2Dist X > 0
Trigger1 = Var(8) >= 2
Trigger1 = EnemyNear(Var(57)),StateNo = 50303
Trigger1 = EnemyNear(Var(57)),Time >= 15
Trigger2 = EnemyNear(Var(57)),StateNo = [5080,5101]

[State -1, Lassorama : EX]
Type = ChangeState
Value = 1050
TriggerAll = Var(59) > 0 || FVar(39) = 1
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133) || (FVar(39) = 1)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = Var(20) > 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType = L
TriggerAll = EnemyNear(Var(57)),MoveType = H
TriggerAll = Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149])
TriggerAll = P2BodyDist X <= 120
TriggerAll = P2BodyDist Y >= -60
TriggerAll = P2Dist X > 0
Trigger1 = EnemyNear(Var(57)),StateNo = 50303
Trigger1 = EnemyNear(Var(57)),Time >= 5
Trigger1 = P2BodyDist X > 30 || Var(8) >= 2
Trigger2 = EnemyNear(Var(57)),StateNo = 5100
Trigger2 = PalNo = [9,12]

[State -1, Lassorama : B]
Type = ChangeState
Value = 1010
TriggerAll = Var(59) > 0 || FVar(39) = 1
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133) || (FVar(39) = 1)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType = L
TriggerAll = EnemyNear(Var(57)),MoveType = H
TriggerAll = Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149])
TriggerAll = P2BodyDist X <= 120
TriggerAll = P2BodyDist Y >= -60
TriggerAll = P2Dist X > 0
Trigger1 = EnemyNear(Var(57)),StateNo = 50303
Trigger1 = EnemyNear(Var(57)),Time >= 5
Trigger1 = P2BodyDist X > 30
Trigger2 = EnemyNear(Var(57)),StateNo = 5100

[State -1, ジャンプ];壁際
Type = ChangeState
Value = 39
TriggerAll = Var(59) > 0
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = !IsHelper
TriggerAll = !(Var(10) & 65536);ジャギ(良くできた弟〜!!)フラグOFFの場合
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType = L
TriggerAll = Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149])
TriggerAll = FrontEdgeBodyDist > 10
TriggerAll = Var(42) <= 80
TriggerAll = P2Dist X > 0
Trigger1 = P2BodyDist X <= 60
Trigger1 = EnemyNear(Var(57)),StateNo != [50300,50303]

[State -1, ジャンプ]
Type = ChangeState
Value = 39
TriggerAll = Var(59) > 0
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = !IsHelper
TriggerAll = !(Var(10) & 65536);ジャギ(良くできた弟〜!!)フラグOFFの場合
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType = L
TriggerAll = EnemyNear(Var(57)),MoveType = I
TriggerAll = Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149])
TriggerAll = FrontEdgeBodyDist > 10
TriggerAll = Var(41) > 100
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X <= 60
Trigger1 = EnemyNear(Var(57)),AnimTime = [-39,-37]
Trigger2 = EnemyNear(Var(57)),AnimTime = [-2,-1]

[State -1, Applequake : EX]
Type = ChangeState
Value = 1150
TriggerAll = PalNo = [9,12]
TriggerAll = Var(59) > 0
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = Var(20) > 0
TriggerAll = StateType != A
TriggerAll = !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType = L
TriggerAll = EnemyNear(Var(57)),MoveType = I
TriggerAll = Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149])
Trigger1 = EnemyNear(Var(57)),AnimTime < -42
Trigger2 = -(Facing * EnemyNear(Var(57)),Facing * EnemyNear(Var(57)),Vel X) <= 0
Trigger2 = P2BodyDist X >= 100
Trigger3 = (Random + GameTime) % 3 < 1
Trigger3 = P2BodyDist X >= 180

[State -1, アップル飛ばし : EX]
Type = ChangeState
Value = 1250
TriggerAll = PalNo = [9,12]
TriggerAll = Var(59) > 0
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = Var(20) > 0
TriggerAll = StateType != A
TriggerAll = !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType = L
TriggerAll = EnemyNear(Var(57)),MoveType = I
TriggerAll = Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149])
TriggerAll = P2Dist X > 0
TriggerAll = -(Facing * EnemyNear(Var(57)),Facing * EnemyNear(Var(57)),Vel X) <= 0
Trigger1 = P2BodyDist X >= 160
Trigger1 = EnemyNear(Var(57)),AnimTime < -39
Trigger2 = P2BodyDist X >= 80
Trigger2 = EnemyNear(Var(57)),AnimTime < -62

[State -1, Applequake : C]
Type = ChangeState
Value = 1120
TriggerAll = PalNo = [7,8]
TriggerAll = Var(59) > 0
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType = L
TriggerAll = EnemyNear(Var(57)),MoveType = I
TriggerAll = Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149])
Trigger1 = EnemyNear(Var(57)),AnimTime < -55
Trigger2 = -(Facing * EnemyNear(Var(57)),Facing * EnemyNear(Var(57)),Vel X) <= 0
Trigger2 = P2BodyDist X >= 100
Trigger3 = (Random + GameTime) % 3 < 1
Trigger3 = P2BodyDist X >= 180

[State -1, アップル飛ばし : B]
Type = ChangeState
Value = 1210
TriggerAll = PalNo != [9,12]
TriggerAll = Var(59) > 0 || FVar(39) = 1
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133) || (FVar(39) = 1)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !InGuardDist
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType = L
TriggerAll = EnemyNear(Var(57)),MoveType = I
TriggerAll = Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149])
TriggerAll = P2Dist X > 0
TriggerAll = -(Facing * EnemyNear(Var(57)),Facing * EnemyNear(Var(57)),Vel X) <= 0
Trigger1 = P2BodyDist X >= 160
Trigger1 = EnemyNear(Var(57)),AnimTime < -37
Trigger2 = P2BodyDist X >= 80
Trigger2 = EnemyNear(Var(57)),AnimTime < -50

[State -1, 後退]
Type = ChangeState
Value = 19
Ctrl = 0
TriggerAll = Var(59) > 0
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !InGuardDist
TriggerAll = StateType != A
TriggerAll = StateNo != 19
TriggerAll = StateNo != [120,149]
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType = L
TriggerAll = EnemyNear(Var(57)),MoveType = I
TriggerAll = Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149])
TriggerAll = Var(42) >= 120
TriggerAll = BackEdgeBodyDist > 10
TriggerAll = P2Dist X > 0
Trigger1 = P2BodyDist X <= 80
Trigger2 = Var(41) <= 100

[State -1, ジャンプ強攻撃]
Type = ChangeState
Value = 620
TriggerAll = Var(59) > 0
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType = A
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType = L
TriggerAll = EnemyNear(Var(57)),MoveType = I
TriggerAll = Ctrl || (StateNo = [120,149])
TriggerAll = 1 || Var(44) := 11
Trigger1 = P2BodyDist X - Vel X * Var(44) * FVar(21) - EnemyNear(Var(57)),Vel X * Var(44) * FVar(21) = [-50,20]
Trigger1 = Pos Y + Vel Y * Var(44) + Const(MoveMent.YAccel) * Var(44) * Var(44) / 2 = [-60,-1]
Trigger2 = P2BodyDist X <= 45
Trigger2 = Time >= 28
Trigger2 = PrevStateNo = 39


;__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/
;
;EnemyNear,MoveType = H
;
;__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/

[State -1, アップル乱舞, Lv2];生当て
Type = ChangeState
Value = 3600
TriggerAll = PalNo = [9,12]
TriggerAll = Var(59) > 0
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = Power >= 5000
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = H
TriggerAll = Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149])
TriggerAll = P2BodyDist X <= 10
TriggerAll = P2Dist X > 0
TriggerAll = Ceil(100 * EnemyNear(Var(57)),Life / EnemyNear(Var(57)),Const(Data.Defence)) <= 708 || PalNo = [11,12]
TriggerAll = 1 || Var(44) := 1
TriggerAll = 1 || Var(46) := Var(44) - Var(45) - (Var(45) = 0) * IfElse((Var(40) & 2),1,0)
Trigger1 = EnemyNear(Var(57)),StateType != A
Trigger2 = EnemyNear(Var(57)),Pos Y + (EnemyNear(Var(57)),Vel Y * Var(46)) + (FVar(20) * Var(46) * (Var(46) - 1) / 2) - Pos Y >= -60
Trigger3 = EnemyNear(Var(57)),StateNo = 50303

[State -1, しゃがみ弱攻撃]
Type = ChangeState
Value = 400
TriggerAll = Var(59) > 0 || FVar(39) = 1
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133) || (FVar(39) = 1)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType != A
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = H
TriggerAll = Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149])
TriggerAll = P2BodyDist X <= 25
TriggerAll = P2Dist X > 0
Trigger1 = 1;Helper(60000),Var(5) >= 4
Trigger1 = EnemyNear(Var(57)),StateNo = [120,159]

[State -1, 立ち弱攻撃]
Type = ChangeState
Value = 200
TriggerAll = Var(59) > 0 || FVar(39) = 1
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133) || (FVar(39) = 1)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType != A
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = H
TriggerAll = Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149])
TriggerAll = P2BodyDist X <= 25
TriggerAll = P2Dist X > 0
Trigger1 = 1;Helper(60000),Var(5) >= 3

[State -1, Summer Rambo, Lv2]
Type = ChangeState
Value = 3500
TriggerAll = Var(59) > 0 || FVar(39) = 1
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133) || (FVar(39) = 1)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = Power >= 3000
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = H
TriggerAll = Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149])
TriggerAll = EnemyNear(Var(57)),StateNo != [1015,1017]
TriggerAll = P2BodyDist X <= 180
TriggerAll = P2BodyDist Y >= -60
TriggerAll = P2Dist X > 0
TriggerAll = Var(8) >= 2
TriggerAll = Var(20) <= 0
Trigger1 = EnemyNear(Var(57)),StateNo = 50303
Trigger1 = EnemyNear(Var(57)),Time >= 5
Trigger1 = P2BodyDist X > 30

[State -1, Summer Rambo]
Type = ChangeState
Value = 3000
TriggerAll = Var(59) > 0 || FVar(39) = 1
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133) || (FVar(39) = 1)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = Power >= 1000
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = H
TriggerAll = Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149])
TriggerAll = EnemyNear(Var(57)),StateNo != [1015,1017]
TriggerAll = P2BodyDist X <= 180
TriggerAll = P2BodyDist Y >= -60
TriggerAll = P2Dist X > 0
TriggerAll = Var(8) >= 2
TriggerAll = Var(20) <= 0
Trigger1 = EnemyNear(Var(57)),StateNo = 50303
Trigger1 = EnemyNear(Var(57)),Time >= 5
Trigger1 = P2BodyDist X > 30

[State -1, Lassorama : EX]
Type = ChangeState
Value = 1050
TriggerAll = Var(59) > 0 || FVar(39) = 1
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133) || (FVar(39) = 1)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = Var(20) > 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = H
TriggerAll = Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149])
TriggerAll = EnemyNear(Var(57)),StateNo != [1015,1017]
TriggerAll = P2BodyDist X <= 120
TriggerAll = P2BodyDist Y >= -60
TriggerAll = P2Dist X > 0
Trigger1 = EnemyNear(Var(57)),StateNo = 50303
Trigger1 = EnemyNear(Var(57)),Time >= 5
Trigger1 = P2BodyDist X > 30 || Var(8) >= 2

[State -1, Lassorama : C]
Type = ChangeState
Value = 1020
TriggerAll = Var(59) > 0 || FVar(39) = 1
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133) || (FVar(39) = 1)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = H
TriggerAll = Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149])
TriggerAll = EnemyNear(Var(57)),StateNo != [1015,1017]
TriggerAll = P2BodyDist X <= 120
TriggerAll = P2BodyDist Y >= -160
TriggerAll = P2Dist X > 0
Trigger1 = EnemyNear(Var(57)),StateNo = [3021,3022]

[State -1, Lassorama : B]
Type = ChangeState
Value = 1010
TriggerAll = Var(59) > 0 || FVar(39) = 1
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133) || (FVar(39) = 1)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = H
TriggerAll = Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149])
TriggerAll = EnemyNear(Var(57)),StateNo != [1015,1017]
TriggerAll = P2BodyDist X <= 120
TriggerAll = P2BodyDist Y >= -60
TriggerAll = P2Dist X > 0
Trigger1 = EnemyNear(Var(57)),StateNo = 50303
Trigger1 = EnemyNear(Var(57)),Time >= 5
Trigger1 = P2BodyDist X > 30

[State -1, 打ち上げ攻撃];空中相手
Type = ChangeState
Value = 430
TriggerAll = Var(59) > 0 || FVar(39) = 1
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133) || (FVar(39) = 1)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = (Var(40) & 8)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType = A
TriggerAll = EnemyNear(Var(57)),MoveType = H
TriggerAll = Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149])
TriggerAll = EnemyNear(Var(57)),StateNo != [1015,1017]
TriggerAll = 1 || Var(44) := 9
TriggerAll = 1 || Var(46) := Var(44) - Var(45) - (Var(45) = 0) * IfElse((Var(40) & 2),1,0)
TriggerAll = EnemyNear(Var(57)),Pos Y + (EnemyNear(Var(57)),Vel Y * Var(46)) + (FVar(20) * Var(46) * (Var(46) - 1) / 2) - Pos Y >= -15
TriggerAll = P2BodyDist X <= 40
TriggerAll = P2Dist X > 0
TriggerAll = Var(8) < 2
TriggerAll = EnemyNear(Var(57)),Vel Y >= 0
Trigger1 = EnemyNear(Var(57)),StateNo = [50050,50053]
Trigger2 = EnemyNear(Var(57)),StateNo = 50303
Trigger2 = EnemyNear(Var(57)),Time >= 10

[State -1, 立ち強攻撃];空中相手
Type = ChangeState
Value = 220
TriggerAll = Var(59) > 0 || FVar(39) = 1
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133) || (FVar(39) = 1)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = (Var(40) & 8)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType = A
TriggerAll = EnemyNear(Var(57)),MoveType = H
TriggerAll = Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149])
TriggerAll = EnemyNear(Var(57)),StateNo != [1015,1017]
TriggerAll = 1 || Var(44) := 7
TriggerAll = 1 || Var(46) := Var(44) - Var(45) - (Var(45) = 0) * IfElse((Var(40) & 2),1,0)
TriggerAll = EnemyNear(Var(57)),Pos Y + (EnemyNear(Var(57)),Vel Y * Var(46)) + (FVar(20) * Var(46) * (Var(46) - 1) / 2) - Pos Y >= -30
TriggerAll = P2BodyDist X <= 40
TriggerAll = P2Dist X > 0
TriggerAll = Var(8) >= 2
TriggerAll = EnemyNear(Var(57)),Vel Y >= 0
Trigger1 = EnemyNear(Var(57)),StateNo = [50050,50053]

[State -1, 立ち弱攻撃];空中相手
Type = ChangeState
Value = 200
TriggerAll = Var(59) > 0 || FVar(39) = 1
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133) || (FVar(39) = 1)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType = A
TriggerAll = EnemyNear(Var(57)),MoveType = H
TriggerAll = Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149])
TriggerAll = EnemyNear(Var(57)),StateNo != [1015,1017]
TriggerAll = 1 || Var(44) := 3
TriggerAll = 1 || Var(46) := Var(44) - Var(45) - (Var(45) = 0) * IfElse((Var(40) & 2),1,0)
TriggerAll = EnemyNear(Var(57)),Pos Y + (EnemyNear(Var(57)),Vel Y * Var(46)) + (FVar(20) * Var(46) * (Var(46) - 1) / 2) - Pos Y >= -20
TriggerAll = P2BodyDist X <= 40
TriggerAll = P2Dist X > 0
TriggerAll = EnemyNear(Var(57)),Vel Y >= 0
Trigger1 = EnemyNear(Var(57)),StateNo != [50050,50053]
Trigger1 = EnemyNear(Var(57)),StateNo != [50300,50303]
Trigger1 = EnemyNear(Var(57)),StateNo != 821
Trigger1 = EnemyNear(Var(57)),StateNo != [3020,3022]
Trigger1 = Helper(60000),Var(5) >= 3
Trigger2 = EnemyNear(Var(57)),StateNo = [50050,50053]
Trigger2 = !(Var(40) & 8)
Trigger3 = EnemyNear(Var(57)),StateNo = 50303
Trigger3 = EnemyNear(Var(57)),Time >= 15

[State -1, ジャンプ弱攻撃]
Type = ChangeState
Value = 600
TriggerAll = Var(59) > 0 || FVar(39) = 1
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133) || (FVar(39) = 1)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = !(Var(40) & 2048)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType = A
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType != A
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = H
TriggerAll = Ctrl || (StateNo = [120,149])
TriggerAll = P2Dist X > 0
TriggerAll = EnemyNear(Var(57)),StateNo != [50050,50053]
TriggerAll = EnemyNear(Var(57)),StateNo != [50300,50303]
TriggerAll = EnemyNear(Var(57)),StateNo != [1015,1017]
TriggerAll = EnemyNear(Var(57)),StateNo != [3020,3022]
TriggerAll = EnemyNear(Var(57)),StateNo != [821,822]
TriggerAll = 1 || Var(44) := 4
TriggerAll = Pos Y + Vel Y * Var(44) + Const(MoveMent.YAccel) * Var(44) * Var(44) / 2 < 0
TriggerAll = StateNo = 100 || PrevStateNo = 100
Trigger1 = P2BodyDist X - Vel X * Var(44) * FVar(21) - EnemyNear(Var(57)),Vel X * Var(44) * FVar(21) = [-50,20]
Trigger2 = P2BodyDist X = [-50,20]

[State -1, ジャンプ強攻撃]
Type = ChangeState
Value = 620
TriggerAll = Var(59) > 0 || FVar(39) = 1
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133) || (FVar(39) = 1)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = !(Var(40) & 2048)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType = A
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType != A
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = H
TriggerAll = Ctrl || (StateNo = [120,149])
TriggerAll = EnemyNear(Var(57)),StateNo != [50300,50303]
TriggerAll = EnemyNear(Var(57)),StateNo != [1015,1017]
TriggerAll = 1 || Var(44) := 11
TriggerAll = Pos Y + Vel Y * Var(44) + Const(MoveMent.YAccel) * Var(44) * Var(44) / 2 < 0
Trigger1 = P2BodyDist X - Vel X * Var(44) * FVar(21) - EnemyNear(Var(57)),Vel X * Var(44) * FVar(21) = [-50,20]
Trigger1 = 1 || Var(46) := Var(44) - Var(45) - (Var(45) = 0) * IfElse((Var(40) & 2),1,0)
Trigger1 = EnemyNear(Var(57)),Pos Y + (EnemyNear(Var(57)),Vel Y * Var(46)) + (FVar(20) * Var(46) * (Var(46) - 1) / 2) - Pos Y - (Vel Y * Var(44) + Const(MoveMent.YAccel) * Var(44) * (Var(44) - 1)) = [-80,80]
Trigger1 = Pos Y + Vel Y * Var(44) + Const(MoveMent.YAccel) * Var(44) * Var(44) / 2 < 0
Trigger2 = P2BodyDist X = [-50,20]
Trigger2 = P2BodyDist Y = [-20,80]
;Trigger3 = Vel Y >= 0
Trigger3 = EnemyNear(Var(57)),StateNo = [120,159]
Trigger3 = PrevStateNo = 620
Trigger3 = P2BodyDist X = [-50,20]
Trigger3 = P2BodyDist Y = [-20,100]

[State -1, ジャンプ中攻撃];空中相手
Type = Null;ChangeState
Value = 610
TriggerAll = Var(59) > 0 || FVar(39) = 1
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133) || (FVar(39) = 1)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = !(Var(40) & 2048)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType = A
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType = A
TriggerAll = EnemyNear(Var(57)),MoveType = H
TriggerAll = Ctrl || (StateNo = [120,149])
TriggerAll = EnemyNear(Var(57)),StateNo != [50050,50053]
TriggerAll = EnemyNear(Var(57)),StateNo != [50300,50303]
TriggerAll = EnemyNear(Var(57)),StateNo != [1015,1017]
TriggerAll = EnemyNear(Var(57)),StateNo != [3020,3022]
TriggerAll = EnemyNear(Var(57)),StateNo != [821,822]
TriggerAll = P2Dist X > 0
TriggerAll = Vel Y >= -1
TriggerAll = 1 || Var(44) := 6
TriggerAll = Pos Y + Vel Y * Var(44) + Const(MoveMent.YAccel) * Var(44) * Var(44) / 2 < 0
Trigger1 = P2BodyDist X - Vel X * Var(44) * FVar(21) - EnemyNear(Var(57)),Vel X * Var(44) * FVar(21) = [-50,40]
Trigger1 = 1 || Var(46) := Var(44) - Var(45) - (Var(45) = 0) * IfElse((Var(40) & 2),1,0)
Trigger1 = EnemyNear(Var(57)),Pos Y + (EnemyNear(Var(57)),Vel Y * Var(46)) + (FVar(20) * Var(46) * (Var(46) - 1) / 2) - Pos Y - (Vel Y * Var(44) + Const(MoveMent.YAccel) * Var(44) * (Var(44) - 1)) = [-20,40]
Trigger2 = P2BodyDist X = [-50,40]
Trigger2 = P2BodyDist Y = [-30,40]

[State -1, ジャンプ弱攻撃];空中相手
Type = ChangeState
Value = 600
TriggerAll = Var(59) > 0 || FVar(39) = 1
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133) || (FVar(39) = 1)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = !(Var(40) & 2048)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType = A
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType = A
TriggerAll = EnemyNear(Var(57)),MoveType = H
TriggerAll = Ctrl || (StateNo = [120,149])
TriggerAll = P2Dist X > 0
TriggerAll = EnemyNear(Var(57)),StateNo != [50050,50053]
TriggerAll = EnemyNear(Var(57)),StateNo != [50300,50303]
TriggerAll = EnemyNear(Var(57)),StateNo != [1015,1017]
TriggerAll = EnemyNear(Var(57)),StateNo != [3020,3022]
TriggerAll = EnemyNear(Var(57)),StateNo != [821,822]
TriggerAll = 1 || Var(44) := 4
TriggerAll = Pos Y + Vel Y * Var(44) + Const(MoveMent.YAccel) * Var(44) * Var(44) / 2 < 0
Trigger1 = P2BodyDist X - Vel X * Var(44) * FVar(21) - EnemyNear(Var(57)),Vel X * Var(44) * FVar(21) = [-50,20]
Trigger1 = 1 || Var(46) := Var(44) - Var(45) - (Var(45) = 0) * IfElse((Var(40) & 2),1,0)
Trigger1 = EnemyNear(Var(57)),Pos Y + (EnemyNear(Var(57)),Vel Y * Var(46)) + (FVar(20) * Var(46) * (Var(46) - 1) / 2) - Pos Y - (Vel Y * Var(44) + Const(MoveMent.YAccel) * Var(44) * (Var(44) - 1)) = [-20,40]
Trigger2 = P2BodyDist X = [-50,20]
Trigger2 = P2BodyDist Y = [-20,40]

[State -1, ジャンプ強攻撃];空中相手
Type = ChangeState
Value = 620
TriggerAll = Var(59) > 0 || FVar(39) = 1
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133) || (FVar(39) = 1)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = !(Var(40) & 2048)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType = A
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType = A
TriggerAll = EnemyNear(Var(57)),MoveType = H
TriggerAll = Ctrl || (StateNo = [120,149])
TriggerAll = EnemyNear(Var(57)),StateNo != [50050,50053]
TriggerAll = EnemyNear(Var(57)),StateNo != [50300,50303]
TriggerAll = EnemyNear(Var(57)),StateNo != [1015,1017]
TriggerAll = EnemyNear(Var(57)),StateNo != [3020,3022]
TriggerAll = 1 || Var(44) := 11
TriggerAll = Pos Y + Vel Y * Var(44) + Const(MoveMent.YAccel) * Var(44) * Var(44) / 2 < 0
Trigger1 = Vel Y >= 0
Trigger1 = P2BodyDist X - Vel X * Var(44) * FVar(21) - EnemyNear(Var(57)),Vel X * Var(44) * FVar(21) = [-50,20]
Trigger1 = 1 || Var(46) := Var(44) - Var(45) - (Var(45) = 0) * IfElse((Var(40) & 2),1,0)
Trigger1 = EnemyNear(Var(57)),Pos Y + (EnemyNear(Var(57)),Vel Y * Var(46)) + (FVar(20) * Var(46) * (Var(46) - 1) / 2) - Pos Y - (Vel Y * Var(44) + Const(MoveMent.YAccel) * Var(44) * (Var(44) - 1)) = [-50,80]
Trigger2 = Vel Y >= 0
Trigger2 = P2BodyDist X = [-50,20]
Trigger2 = P2BodyDist Y = [-50,50]
Trigger3 = EnemyNear(Var(57)),StateNo = 822
Trigger3 = P2BodyDist X = [-50,50]
Trigger3 = P2BodyDist Y = [-50,50]

[State -1, ジャンプ弱攻撃];打ち上げコンボ
Type = ChangeState
Value = 600
TriggerAll = Var(59) > 0 || FVar(39) = 1
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133) || (FVar(39) = 1)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = (Var(40) & 2048)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType = A
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType = A
TriggerAll = EnemyNear(Var(57)),MoveType = H
TriggerAll = Ctrl || (StateNo = [120,149])
TriggerAll = EnemyNear(Var(57)),StateNo != [50050,50053]
TriggerAll = EnemyNear(Var(57)),StateNo != [50300,50303]
TriggerAll = EnemyNear(Var(57)),StateNo != [1015,1017]
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X <= 20
TriggerAll = P2BodyDist Y = [-40,80]
Trigger1 = Time >= 5
Trigger2 = PrevStateNo = 610

[State -1, ジャンプ中攻撃];打ち上げコンボ
Type = ChangeState
Value = 610
TriggerAll = Var(59) > 0 || FVar(39) = 1
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133) || (FVar(39) = 1)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = (Var(40) & 2048)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType = A
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType = A
TriggerAll = EnemyNear(Var(57)),MoveType = H
TriggerAll = Ctrl || (StateNo = [120,149])
TriggerAll = EnemyNear(Var(57)),StateNo != [50050,50053]
TriggerAll = EnemyNear(Var(57)),StateNo != [50300,50303]
TriggerAll = EnemyNear(Var(57)),StateNo != [1015,1017]
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X <= 40
TriggerAll = P2BodyDist Y = [-80,80]
Trigger1 = PrevStateNo = 610

[State -1, ジャンプ強攻撃];打ち上げコンボ
Type = Null;ChangeState
Value = 620
TriggerAll = Var(59) > 0 || FVar(39) = 1
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133) || (FVar(39) = 1)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = (Var(40) & 2048)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType = A
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType = A
TriggerAll = EnemyNear(Var(57)),MoveType = H
TriggerAll = Ctrl || (StateNo = [120,149])
TriggerAll = EnemyNear(Var(57)),StateNo != [50050,50053]
TriggerAll = EnemyNear(Var(57)),StateNo != [50300,50303]
TriggerAll = EnemyNear(Var(57)),StateNo != [1015,1017]
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X <= 20
TriggerAll = P2BodyDist Y = [-40,80]
Trigger1 = 1

[State -1, ジャンプ];空中相手
Type = ChangeState
Value = 39
TriggerAll = Var(59) > 0 || FVar(39) = 1
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133) || (FVar(39) = 1)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = !IsHelper
TriggerAll = !(Var(10) & 65536);ジャギ(良くできた弟〜!!)フラグOFFの場合
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType = A
TriggerAll = EnemyNear(Var(57)),MoveType = H
TriggerAll = Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149])
TriggerAll = EnemyNear(Var(57)),StateNo != [1015,1017]
TriggerAll = EnemyNear(Var(57)),StateNo != [3020,3022]
TriggerAll = EnemyNear(Var(57)),StateNo != [50300,50303]
TriggerAll = P2Dist X > 0
TriggerAll = EnemyNear(Var(57)),Vel Y >= 0
TriggerAll = 1 || Var(44) := 6
Trigger1 = P2BodyDist X - Vel X * Var(44) * FVar(21) - EnemyNear(Var(57)),Vel X * Var(44) * FVar(21) = [-40,80]
Trigger1 = 1 || Var(46) := Var(44) - Var(45) - (Var(45) = 0) * IfElse((Var(40) & 2),1,0)
Trigger1 = EnemyNear(Var(57)),Pos Y + (EnemyNear(Var(57)),Vel Y * Var(46)) + (FVar(20) * Var(46) * (Var(46) - 1) / 2) - Pos Y = [-100,-30]
Trigger1 = EnemyNear(Var(57)),StateNo != [50050,50053]
Trigger1 = EnemyNear(Var(57)),Pos Y = [-120,-50]

[State -1, ダッシュ]
Type = ChangeState
Value = 100
TriggerAll = Var(59) > 0 || FVar(39) = 1
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133) || (FVar(39) = 1)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = StateNo != 100
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = H
TriggerAll = Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149])
TriggerAll = FrontEdgeBodyDist > 10
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X >= 20
Trigger1 = EnemyNear(Var(57)),StateType != A
Trigger1 = PalNo = [7,12]
Trigger2 = EnemyNear(Var(57)),StateType = A
Trigger2 = EnemyNear(Var(57)),StateNo = [5020,5079]
Trigger2 = EnemyNear(Var(57)),HitFall
Trigger2 = P2BodyDist X >= 120
Trigger3 = P2BodyDist X >= 100
Trigger3 = EnemyNear(Var(57)),StateNo = [50050,50053]

[State -1, 前進]
Type = ChangeState
Value = 18
Ctrl = 0
TriggerAll = Var(59) > 0 || FVar(39) = 1
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133) || (FVar(39) = 1)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = !InGuardDist
TriggerAll = StateType != A
TriggerAll = StateNo != 18
TriggerAll = StateNo != [120,149]
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = H
TriggerAll = Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 19
TriggerAll = EnemyNear(Var(57)),StateNo != [3020,3022]
TriggerAll = FrontEdgeBodyDist > 10
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X > 20
Trigger1 = 1



;__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/
;
;MoveContact
;
;__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/

[State -1, アップル乱舞, Lv2];生当て
Type = ChangeState
Value = 3600
TriggerAll = PalNo = [9,12]
TriggerAll = Var(59) > 0
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = Power >= 5000
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = H
TriggerAll = (StateNo = [200,699]) || ((StateNo = [1000,2999]) && (StateNo != 1001 && StateNo != 1011 && StateNo != 1021 && StateNo != 1051))
TriggerAll = P2BodyDist X = [-30,10]
TriggerAll = Ceil(100 * EnemyNear(Var(57)),Life / EnemyNear(Var(57)),Const(Data.Defence)) <= 708 || PalNo = [11,12]
TriggerAll = 1 || Var(44) := 1
TriggerAll = 1 || Var(46) := Var(44) - Var(45) - (Var(45) = 0) * IfElse((Var(40) & 2),1,0)
Trigger1 = EnemyNear(Var(57)),StateType != A
Trigger2 = EnemyNear(Var(57)),Pos Y + (EnemyNear(Var(57)),Vel Y * Var(46)) + (FVar(20) * Var(46) * (Var(46) - 1) / 2) - Pos Y >= -60

[State -1, Applequake : EX]
Type = ChangeState
Value = 1150
TriggerAll = PalNo = [9,12]
TriggerAll = Var(59) > 0 || FVar(39) = 1
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133) || (FVar(39) = 1)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = Var(20) > 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType != A
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = H
TriggerAll = MoveContact
TriggerAll = MoveGuarded
Trigger1 = StateNo = 220
Trigger2 = StateNo = 430
Trigger3 = StateNo = 215

[State -1, Applequake : A]
Type = ChangeState
Value = 1100
TriggerAll = PalNo = [7,12]
TriggerAll = Var(59) > 0 || FVar(39) = 1
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133) || (FVar(39) = 1)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType != A
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = H
TriggerAll = MoveContact
TriggerAll = MoveGuarded
TriggerAll = Var(50) % 10 < 9
Trigger1 = StateNo = 220
Trigger2 = StateNo = 430
Trigger3 = StateNo = 215

[State -1, ジャンプ]
Type = ChangeState
Value = 39
TriggerAll = Var(59) > 0 || FVar(39) = 1
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133) || (FVar(39) = 1)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = !IsHelper
TriggerAll = !(Var(10) & 65536);ジャギ(良くできた弟〜!!)フラグOFFの場合
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = H
TriggerAll = P2Dist X > 0
TriggerAll = MoveContact
Trigger1 = MoveHit
Trigger1 = StateNo = 430
Trigger1 = 1 || Var(40) := (Var(40) | 2048)
Trigger2 = MoveGuarded
Trigger2 = StateNo = 430
Trigger2 = Var(50) % 10 < 8 || EnemyNear(Var(57)),StateType = A

[State -1, しゃがみ弱攻撃]
Type = ChangeState
Value = 400
TriggerAll = Var(59) > 0 || FVar(39) = 1
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133) || (FVar(39) = 1)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType != A
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = H
TriggerAll = P2Dist X > 0
TriggerAll = MoveContact
Trigger1 = StateNo = 400
Trigger1 = P2BodyDist X <= 5

[State -1, 立ち弱攻撃]
Type = ChangeState
Value = 200
TriggerAll = Var(59) > 0 || FVar(39) = 1
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133) || (FVar(39) = 1)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType != A
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = H
TriggerAll = P2Dist X > 0
TriggerAll = MoveContact
Trigger1 = StateNo = 200
Trigger1 = P2BodyDist X <= 5

[State -1, → + 中]
Type = ChangeState
Value = 215
TriggerAll = Var(59) > 0 || FVar(39) = 1
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133) || (FVar(39) = 1)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType != A
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = H
TriggerAll = P2Dist X > 0
TriggerAll = MoveContact
TriggerAll = MoveGuarded
TriggerAll = (Random + GameTime) % 10 = 0
Trigger1 = StateNo = 200
Trigger2 = StateNo = 400

[State -1, しゃがみ中攻撃]
Type = ChangeState
Value = 410
TriggerAll = Var(59) > 0 || FVar(39) = 1
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133) || (FVar(39) = 1)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType != A
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = H
TriggerAll = MoveContact
TriggerAll = MoveGuarded
Trigger1 = StateNo = 400

[State -1, 立ち中攻撃]
Type = ChangeState
Value = 210
TriggerAll = Var(59) > 0 || FVar(39) = 1
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133) || (FVar(39) = 1)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = H
TriggerAll = P2BodyDist Y >= -60
TriggerAll = MoveContact
Trigger1 = StateNo = 200
Trigger2 = StateNo = 400

[State -1, しゃがみ強攻撃]
Type = ChangeState
Value = 420
TriggerAll = Var(59) > 0 || FVar(39) = 1
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133) || (FVar(39) = 1)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType != A
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = H
TriggerAll = MoveContact
TriggerAll = MoveGuarded
Trigger1 = StateNo = 210
Trigger2 = StateNo = 410

[State -1, 立ち強攻撃]
Type = ChangeState
Value = 220
TriggerAll = Var(59) > 0 || FVar(39) = 1
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133) || (FVar(39) = 1)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = H
TriggerAll = P2BodyDist Y >= -60
TriggerAll = MoveContact
Trigger1 = StateNo = 210
Trigger2 = StateNo = 410

[State -1, Applequake : A]
Type = ChangeState
Value = 1100
TriggerAll = Var(59) > 0 || FVar(39) = 1
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133) || (FVar(39) = 1)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType != A
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = H
TriggerAll = MoveContact
TriggerAll = MoveGuarded
Trigger1 = StateNo = 220
Trigger2 = StateNo = 430
Trigger3 = StateNo = 215

[State -1, 打ち上げ攻撃]
Type = ChangeState
Value = 430
TriggerAll = Var(59) > 0 || FVar(39) = 1
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133) || (FVar(39) = 1)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = H
TriggerAll = MoveContact
TriggerAll = Var(8) < 2
Trigger1 = StateNo = 220
Trigger1 = EnemyNear(Var(57)),StateType != A || P2BodyDist Y <= -20
Trigger2 = StateNo = 420
Trigger3 = StateNo = 215

[State -1, Summer Rambo, Lv2]
Type = ChangeState
Value = 3500
TriggerAll = Var(59) > 0 || FVar(39) = 1
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133) || (FVar(39) = 1)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = Power >= 3000
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = H
TriggerAll = MoveContact
TriggerAll = MoveHit
Trigger1 = StateNo = 220
Trigger2 = StateNo = 420
Trigger3 = StateNo = 215

[State -1, アップル体当たり : EX]
Type = ChangeState
Value = 1350
TriggerAll = Var(59) > 0 || FVar(39) = 1
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133) || (FVar(39) = 1)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = Var(20) > 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType = A
TriggerAll = EnemyNear(Var(57)),MoveType = H
TriggerAll = MoveContact
TriggerAll = MoveHit
TriggerAll = (Var(40) & 16)
Trigger1 = StateNo = 220
Trigger2 = StateNo = 420
Trigger3 = StateNo = 215

[State -1, Lassorama : EX]
Type = ChangeState
Value = 1050
TriggerAll = Var(59) > 0 || FVar(39) = 1
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133) || (FVar(39) = 1)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = Var(20) > 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = H
TriggerAll = MoveContact
TriggerAll = MoveHit
Trigger1 = StateNo = 220
Trigger2 = StateNo = 420
Trigger3 = StateNo = 215

[State -1, Summer Rambo]
Type = ChangeState
Value = 3000
TriggerAll = Var(59) > 0 || FVar(39) = 1
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133) || (FVar(39) = 1)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = Power >= 1000
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = H
TriggerAll = MoveContact
TriggerAll = MoveHit
TriggerAll = Var(37) < 3 || EnemyNear(Var(57)),Life <= 100
Trigger1 = StateNo = 220
Trigger1 = 1 || Var(37) := Var(37) + 1
Trigger2 = StateNo = 420
Trigger3 = StateNo = 215

[State -1, Lassorama : B]
Type = ChangeState
Value = 1010
TriggerAll = Var(59) > 0 || FVar(39) = 1
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133) || (FVar(39) = 1)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = H
TriggerAll = MoveContact
Trigger1 = MoveHit
Trigger1 = StateNo = 220
Trigger2 = MoveHit
Trigger2 = StateNo = 420

[State -1, アップル体当たり : EX]
Type = ChangeState
Value = 1350
TriggerAll = Var(59) > 0 || FVar(39) = 1
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133) || (FVar(39) = 1)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = !(Var(40) & 2048)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = Var(20) > 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = H
TriggerAll = MoveContact
TriggerAll = MoveHit
Trigger1 = StateNo = 610
Trigger1 = EnemyNear(Var(57)),Pos Y >= -55

[State -1, ジャンプ強攻撃];ステップ中
Type = ChangeState
Value = 620
TriggerAll = Var(59) > 0 || FVar(39) = 1
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133) || (FVar(39) = 1)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = !(Var(40) & 2048)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType = A
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType != A
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = H
TriggerAll = MoveContact
Trigger1 = StateNo = 600
Trigger1 = PrevStateNo = 100

[State -1, ジャンプ中攻撃]
Type = ChangeState
Value = 610
TriggerAll = Var(59) > 0 || FVar(39) = 1
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133) || (FVar(39) = 1)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType = A
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = H
TriggerAll = MoveContact
Trigger1 = StateNo = 600

[State -1, ジャンプ強攻撃]
Type = ChangeState
Value = 620
TriggerAll = Var(59) > 0 || FVar(39) = 1
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133) || (FVar(39) = 1)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = !(Var(40) & 2048)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType = A
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = H
TriggerAll = MoveContact
Trigger1 = StateNo = 600
Trigger1 = EnemyNear(Var(57)),StateType != A
Trigger2 = StateNo = 600
Trigger2 = EnemyNear(Var(57)),Pos Y >= -55
;Trigger2 = Vel Y <= 0
Trigger3 = StateNo = 610
Trigger3 = EnemyNear(Var(57)),StateType != A || MoveGuarded
Trigger4 = StateNo = 610
Trigger4 = EnemyNear(Var(57)),Pos Y >= -55
;Trigger4 = Vel Y <= 0

[State -1, ジャンプ中攻撃]
Type = ChangeState
Value = 610
TriggerAll = Var(59) > 0
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType = A
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = MoveContact
Trigger1 = StateNo = 600

[State -1, ジャンプ強攻撃]
Type = ChangeState
Value = 620
TriggerAll = Var(59) > 0
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = !(Var(40) & 2048)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType = A
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = MoveContact
Trigger1 = StateNo = 610

[State -1, アップル乱舞, Lv2];当身
Type = ChangeState
Value = 3600
TriggerAll = PalNo = [9,12]
TriggerAll = Var(59) > 0
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = Power >= 5000
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = A
TriggerAll = (StateNo = [200,699]) || ((StateNo = [1000,2999]) && (StateNo != 1001 && StateNo != 1011 && StateNo != 1021 && StateNo != 1051))
TriggerAll = EnemyNear(Var(57)),Ctrl = 0
TriggerAll = (EnemyNear(Var(57)),HitDefAttr = SCA,AA,AP,AT) || (PalNo = [11,12])
TriggerAll = EnemyNear(Var(57)),Time <= 10
TriggerAll = (P2BodyDist X = [-30,10]) || ((P2BodyDist X = [-50,50]) && (PalNo = [11,12]))
TriggerAll = (EnemyNear(Var(57)),AnimTime <= -1) || (Var(59) <= 5)
TriggerAll = (Var(59) >= 8) || (EnemyNear(Var(57)),Time >= 50)
TriggerAll = Ceil(100 * EnemyNear(Var(57)),Life / EnemyNear(Var(57)),Const(Data.Defence)) <= 708 || PalNo = [11,12]
TriggerAll = 1 || Var(44) := 1
TriggerAll = 1 || Var(46) := Var(44) - Var(45) - (Var(45) = 0) * IfElse((Var(40) & 2),1,0)
Trigger1 = EnemyNear(Var(57)),StateType != A
Trigger2 = EnemyNear(Var(57)),Pos Y + (EnemyNear(Var(57)),Vel Y * Var(46)) + (FVar(20) * Var(46) * (Var(46) - 1) / 2) - Pos Y >= -60

[State -1, Summer Rambo, Lv2]
Type = ChangeState
Value = 3500
TriggerAll = Var(59) > 0
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = Power >= 3000
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = A
TriggerAll = EnemyNear(Var(57)),Ctrl = 0
TriggerAll = P2BodyDist X = [-180,180]
TriggerAll = P2BodyDist Y >= -30
TriggerAll = (EnemyNear(Var(57)),AnimTime <= -5) || (Var(59) <= 5)
TriggerAll = (Var(59) >= 8) || (EnemyNear(Var(57)),Time >= 50)
TriggerAll = (StateNo = [200,699]) || ((StateNo = [1000,2999]) && (StateNo != 1001 && StateNo != 1011 && StateNo != 1021 && StateNo != 1051))
TriggerAll = (StateNo != 1150 && StateNo != 1350) || (StateNo = 1150 && Time >= 20) || (StateNo = 1350 && Time >= 20)
Trigger1 = P2BodyDist X <= 120
Trigger2 = P2BodyDist X <= 180
Trigger2 = EnemyNear(Var(57)),AnimTime <= -12

[State -1, Summer Rambo]
Type = ChangeState
Value = 3000
TriggerAll = PalNo = [7,12]
TriggerAll = Var(59) > 0
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = Power >= 1000
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = A
TriggerAll = EnemyNear(Var(57)),Ctrl = 0
TriggerAll = P2BodyDist X = [-180,180]
TriggerAll = P2BodyDist Y >= -30
TriggerAll = (EnemyNear(Var(57)),AnimTime <= -5) || (Var(59) <= 5)
TriggerAll = (Var(59) >= 8) || (EnemyNear(Var(57)),Time >= 50)
TriggerAll = (StateNo = [200,699]) || ((StateNo = [1000,2999]) && (StateNo != 1001 && StateNo != 1011 && StateNo != 1021 && StateNo != 1051))
TriggerAll = (StateNo != 1150 && StateNo != 1350) || (StateNo = 1150 && Time >= 20) || (StateNo = 1350 && Time >= 20)
Trigger1 = P2BodyDist X <= 120
Trigger2 = P2BodyDist X <= 180
Trigger2 = EnemyNear(Var(57)),AnimTime <= -12

[State -1, アップル体当たり : EX]
Type = ChangeState
Value = 1350
TriggerAll = PalNo = [7,12]
TriggerAll = Var(59) > 0 || FVar(39) = 1
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133) || (FVar(39) = 1)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = Var(20) > 0
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = A
TriggerAll = EnemyNear(Var(57)),Ctrl = 0
TriggerAll = (Random + GameTime) % 2 = 0
TriggerAll = P2BodyDist X = [-180,180]
TriggerAll = P2BodyDist Y = [-30,50]
TriggerAll = (EnemyNear(Var(57)),AnimTime <= -6) || (Var(59) <= 5)
TriggerAll = (Var(59) >= 8) || (EnemyNear(Var(57)),Time >= 50)
TriggerAll = StateNo = [200,699]
Trigger1 = P2BodyDist X <= 120
Trigger2 = P2BodyDist X <= 180
Trigger2 = EnemyNear(Var(57)),AnimTime <= -12

[State -1, Quick Escape]
Type = ChangeState
Value = 1400
TriggerAll = Var(59) > 0 || FVar(39) = 1
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133) || (FVar(39) = 1)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = A
TriggerAll = EnemyNear(Var(57)),Ctrl = 0
TriggerAll = (Random + GameTime) % 2 = 0
TriggerAll = (Var(59) >= 8) || (EnemyNear(Var(57)),Time >= 50)
TriggerAll = StateNo = [200,699]
TriggerAll = MoveContact || MoveType = I
Trigger1 = P2Dist X > 0
Trigger1 = Facing != EnemyNear(Var(57)),Facing
Trigger2 = P2Dist X <= 0
Trigger2 = Facing = EnemyNear(Var(57)),Facing

[State -1, 立ち弱攻撃]
Type = ChangeState
Value = 200
TriggerAll = Var(59) > 0 || FVar(39) = 1
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133) || (FVar(39) = 1)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = P2BodyDist X = [-50,30]
TriggerAll = P2BodyDist Y >= -40
TriggerAll = MoveContact || MoveType = I
Trigger1 = StateNo = 200

[State -1, しゃがみ弱攻撃]
Type = ChangeState
Value = 400
TriggerAll = Var(59) > 0 || FVar(39) = 1
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133) || (FVar(39) = 1)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = P2BodyDist X = [-50,30]
TriggerAll = P2BodyDist Y >= -20
TriggerAll = MoveContact || MoveType = I
Trigger1 = StateNo = 400

[State -1, 立ち強攻撃]
Type = ChangeState
Value = 220
TriggerAll = Var(59) > 0 || FVar(39) = 1
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133) || (FVar(39) = 1)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = P2BodyDist Y >= -60
TriggerAll = MoveContact
Trigger1 = StateNo = 210
Trigger2 = StateNo = 410

[State -1, 打ち上げ攻撃]
Type = ChangeState
Value = 430
TriggerAll = Var(59) > 0 || FVar(39) = 1
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133) || (FVar(39) = 1)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = MoveContact
TriggerAll = Var(8) < 2
Trigger1 = StateNo = 220
Trigger2 = StateNo = 420
Trigger3 = StateNo = 215

[State -1, ジャンプ]
Type = ChangeState
Value = 39
TriggerAll = Var(59) > 0 || FVar(39) = 1
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133) || (FVar(39) = 1)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = !IsHelper
TriggerAll = !(Var(10) & 65536);ジャギ(良くできた弟〜!!)フラグOFFの場合
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = MoveContact
Trigger1 = StateNo = 430


;__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/
;
;EnemyNear,MoveType != H
;EnemyNear,MoveType = A || EnemyNear,StateNo < 200
;
;__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/


[State -1, アップル乱舞, Lv2];生当て
Type = ChangeState
Value = 3600
TriggerAll = PalNo = [9,12]
TriggerAll = Var(59) > 0
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = (Var(53) - Var(53) / 100000 * 100000 != 3600) || (Var(53) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(54) - Var(54) / 100000 * 100000 != 3600) || (Var(54) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(55) - Var(55) / 100000 * 100000 != 3600) || (Var(55) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(56) - Var(56) / 100000 * 100000 != 3600) || (Var(56) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(13) - Helper(60000),Var(13) / 100000 * 100000 != 3600) || (Helper(60000),Var(13) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(14) - Helper(60000),Var(14) / 100000 * 100000 != 3600) || (Helper(60000),Var(14) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(15) - Helper(60000),Var(15) / 100000 * 100000 != 3600) || (Helper(60000),Var(15) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(16) - Helper(60000),Var(16) / 100000 * 100000 != 3600) || (Helper(60000),Var(16) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(17) - Helper(60000),Var(17) / 100000 * 100000 != 3600) || (Helper(60000),Var(17) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(18) - Helper(60000),Var(18) / 100000 * 100000 != 3600) || (Helper(60000),Var(18) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = Power >= 5000
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = EnemyNear(Var(57)),StateNo < 200
TriggerAll = Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149])
TriggerAll = Time >= 30 || EnemyNear(Var(57)),Time >= 30 || PrevStateNo = 100 || EnemyNear(Var(57)),PrevStateNo != [120,159]
TriggerAll = Time >= 30 || EnemyNear(Var(57)),Time >= 30 || PrevStateNo = 100 || EnemyNear(Var(57)),PrevStateNo != [5000,5299]
TriggerAll = (P2BodyDist X = [-30,10]) || ((P2BodyDist X = [-50,50]) && (PalNo = [11,12]))
TriggerAll = Ceil(100 * EnemyNear(Var(57)),Life / EnemyNear(Var(57)),Const(Data.Defence)) <= 708 || PalNo = [11,12]
TriggerAll = 1 || Var(44) := 1
TriggerAll = 1 || Var(46) := Var(44) - Var(45) - (Var(45) = 0) * IfElse((Var(40) & 2),1,0)
Trigger1 = EnemyNear(Var(57)),StateType != A
Trigger2 = EnemyNear(Var(57)),Pos Y + (EnemyNear(Var(57)),Vel Y * Var(46)) + (FVar(20) * Var(46) * (Var(46) - 1) / 2) - Pos Y >= -60

[State -1, 投げ]
Type = ChangeState
Value = 800
TriggerAll = Var(59) > 0
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = (Var(53) - Var(53) / 100000 * 100000 != 800) || (Var(53) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(54) - Var(54) / 100000 * 100000 != 800) || (Var(54) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(55) - Var(55) / 100000 * 100000 != 800) || (Var(55) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(56) - Var(56) / 100000 * 100000 != 800) || (Var(56) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(13) - Helper(60000),Var(13) / 100000 * 100000 != 800) || (Helper(60000),Var(13) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(14) - Helper(60000),Var(14) / 100000 * 100000 != 800) || (Helper(60000),Var(14) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(15) - Helper(60000),Var(15) / 100000 * 100000 != 800) || (Helper(60000),Var(15) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(16) - Helper(60000),Var(16) / 100000 * 100000 != 800) || (Helper(60000),Var(16) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(17) - Helper(60000),Var(17) / 100000 * 100000 != 800) || (Helper(60000),Var(17) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(18) - Helper(60000),Var(18) / 100000 * 100000 != 800) || (Helper(60000),Var(18) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(57)),StateType != A
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = EnemyNear(Var(57)),StateNo < 200
TriggerAll = EnemyNear(Var(57)),StateNo != [120,159]
TriggerAll = EnemyNear(Var(57)),StateNo != [30,49]
TriggerAll = Time >= 30 || EnemyNear(Var(57)),Time >= 30 || PrevStateNo = 100 || EnemyNear(Var(57)),PrevStateNo != [120,159]
TriggerAll = Time >= 30 || EnemyNear(Var(57)),Time >= 30 || PrevStateNo = 100 || EnemyNear(Var(57)),PrevStateNo != [5000,5299]
TriggerAll = Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149])
TriggerAll = P2BodyDist X <= 10
TriggerAll = P2Dist X > 0
Trigger1 = (Random + GameTime) % 3 < 2

[State -1, しゃがみ弱攻撃]
Type = ChangeState
Value = 400
TriggerAll = Var(59) > 0
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = (Var(53) - Var(53) / 100000 * 100000 != 400) || (Var(53) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(54) - Var(54) / 100000 * 100000 != 400) || (Var(54) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(55) - Var(55) / 100000 * 100000 != 400) || (Var(55) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(56) - Var(56) / 100000 * 100000 != 400) || (Var(56) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(13) - Helper(60000),Var(13) / 100000 * 100000 != 400) || (Helper(60000),Var(13) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(14) - Helper(60000),Var(14) / 100000 * 100000 != 400) || (Helper(60000),Var(14) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(15) - Helper(60000),Var(15) / 100000 * 100000 != 400) || (Helper(60000),Var(15) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(16) - Helper(60000),Var(16) / 100000 * 100000 != 400) || (Helper(60000),Var(16) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(17) - Helper(60000),Var(17) / 100000 * 100000 != 400) || (Helper(60000),Var(17) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(18) - Helper(60000),Var(18) / 100000 * 100000 != 400) || (Helper(60000),Var(18) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType != A
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = EnemyNear(Var(57)),StateNo < 200
TriggerAll = Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149])
TriggerAll = Time >= 30 || EnemyNear(Var(57)),Time >= 30 || PrevStateNo = 100 || EnemyNear(Var(57)),PrevStateNo != [120,159]
TriggerAll = Time >= 30 || EnemyNear(Var(57)),Time >= 30 || PrevStateNo = 100 || EnemyNear(Var(57)),PrevStateNo != [5000,5299]
TriggerAll = P2BodyDist X <= 25
TriggerAll = P2Dist X > 0
Trigger1 = (Random + GameTime) % 2 = 0

[State -1, 立ち弱攻撃]
Type = ChangeState
Value = 200
TriggerAll = Var(59) > 0
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = (Var(53) - Var(53) / 100000 * 100000 != 200) || (Var(53) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(54) - Var(54) / 100000 * 100000 != 200) || (Var(54) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(55) - Var(55) / 100000 * 100000 != 200) || (Var(55) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(56) - Var(56) / 100000 * 100000 != 200) || (Var(56) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(13) - Helper(60000),Var(13) / 100000 * 100000 != 200) || (Helper(60000),Var(13) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(14) - Helper(60000),Var(14) / 100000 * 100000 != 200) || (Helper(60000),Var(14) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(15) - Helper(60000),Var(15) / 100000 * 100000 != 200) || (Helper(60000),Var(15) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(16) - Helper(60000),Var(16) / 100000 * 100000 != 200) || (Helper(60000),Var(16) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(17) - Helper(60000),Var(17) / 100000 * 100000 != 200) || (Helper(60000),Var(17) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(18) - Helper(60000),Var(18) / 100000 * 100000 != 200) || (Helper(60000),Var(18) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = EnemyNear(Var(57)),StateNo < 200
TriggerAll = Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149])
TriggerAll = Time >= 30 || EnemyNear(Var(57)),Time >= 30 || PrevStateNo = 100 || EnemyNear(Var(57)),PrevStateNo != [120,159]
TriggerAll = Time >= 30 || EnemyNear(Var(57)),Time >= 30 || PrevStateNo = 100 || EnemyNear(Var(57)),PrevStateNo != [5000,5299]
TriggerAll = P2BodyDist X <= 30
TriggerAll = P2BodyDist Y >= -30
TriggerAll = P2Dist X > 0
Trigger1 = (Random + GameTime) % 10 < 9

[State -1, → + 中]
Type = ChangeState
Value = 215
TriggerAll = Var(59) > 0
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = (Var(53) - Var(53) / 100000 * 100000 != 215) || (Var(53) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(54) - Var(54) / 100000 * 100000 != 215) || (Var(54) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(55) - Var(55) / 100000 * 100000 != 215) || (Var(55) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(56) - Var(56) / 100000 * 100000 != 215) || (Var(56) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(13) - Helper(60000),Var(13) / 100000 * 100000 != 215) || (Helper(60000),Var(13) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(14) - Helper(60000),Var(14) / 100000 * 100000 != 215) || (Helper(60000),Var(14) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(15) - Helper(60000),Var(15) / 100000 * 100000 != 215) || (Helper(60000),Var(15) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(16) - Helper(60000),Var(16) / 100000 * 100000 != 215) || (Helper(60000),Var(16) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(17) - Helper(60000),Var(17) / 100000 * 100000 != 215) || (Helper(60000),Var(17) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(18) - Helper(60000),Var(18) / 100000 * 100000 != 215) || (Helper(60000),Var(18) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType != A
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = EnemyNear(Var(57)),StateNo < 200
TriggerAll = Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149])
TriggerAll = Time >= 30 || EnemyNear(Var(57)),Time >= 30 || PrevStateNo = 100 || EnemyNear(Var(57)),PrevStateNo != [120,159]
TriggerAll = Time >= 30 || EnemyNear(Var(57)),Time >= 30 || PrevStateNo = 100 || EnemyNear(Var(57)),PrevStateNo != [5000,5299]
TriggerAll = P2BodyDist X <= 60
TriggerAll = P2Dist X > 0
Trigger1 = (Random + GameTime) % 10 < 1

[State -1, 立ち中攻撃]
Type = ChangeState
Value = 210
TriggerAll = Var(59) > 0
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = (Var(53) - Var(53) / 100000 * 100000 != 210) || (Var(53) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(54) - Var(54) / 100000 * 100000 != 210) || (Var(54) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(55) - Var(55) / 100000 * 100000 != 210) || (Var(55) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(56) - Var(56) / 100000 * 100000 != 210) || (Var(56) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(13) - Helper(60000),Var(13) / 100000 * 100000 != 210) || (Helper(60000),Var(13) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(14) - Helper(60000),Var(14) / 100000 * 100000 != 210) || (Helper(60000),Var(14) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(15) - Helper(60000),Var(15) / 100000 * 100000 != 210) || (Helper(60000),Var(15) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(16) - Helper(60000),Var(16) / 100000 * 100000 != 210) || (Helper(60000),Var(16) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(17) - Helper(60000),Var(17) / 100000 * 100000 != 210) || (Helper(60000),Var(17) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(18) - Helper(60000),Var(18) / 100000 * 100000 != 210) || (Helper(60000),Var(18) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType != A
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = EnemyNear(Var(57)),StateNo < 200
TriggerAll = Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149])
TriggerAll = Time >= 30 || EnemyNear(Var(57)),Time >= 30 || PrevStateNo = 100 || EnemyNear(Var(57)),PrevStateNo != [120,159]
TriggerAll = Time >= 30 || EnemyNear(Var(57)),Time >= 30 || PrevStateNo = 100 || EnemyNear(Var(57)),PrevStateNo != [5000,5299]
TriggerAll = P2BodyDist X <= 40
TriggerAll = P2Dist X > 0
TriggerAll = (Random + GameTime) % 2 = 0
Trigger1 = 1

[State -1, 立ち強攻撃]
Type = ChangeState
Value = 220
TriggerAll = Var(59) > 0
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = (Var(53) - Var(53) / 100000 * 100000 != 220) || (Var(53) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(54) - Var(54) / 100000 * 100000 != 220) || (Var(54) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(55) - Var(55) / 100000 * 100000 != 220) || (Var(55) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(56) - Var(56) / 100000 * 100000 != 220) || (Var(56) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(13) - Helper(60000),Var(13) / 100000 * 100000 != 220) || (Helper(60000),Var(13) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(14) - Helper(60000),Var(14) / 100000 * 100000 != 220) || (Helper(60000),Var(14) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(15) - Helper(60000),Var(15) / 100000 * 100000 != 220) || (Helper(60000),Var(15) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(16) - Helper(60000),Var(16) / 100000 * 100000 != 220) || (Helper(60000),Var(16) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(17) - Helper(60000),Var(17) / 100000 * 100000 != 220) || (Helper(60000),Var(17) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(18) - Helper(60000),Var(18) / 100000 * 100000 != 220) || (Helper(60000),Var(18) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType != A
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = EnemyNear(Var(57)),StateNo < 200
TriggerAll = Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149])
TriggerAll = Time >= 30 || EnemyNear(Var(57)),Time >= 30 || PrevStateNo = 100 || EnemyNear(Var(57)),PrevStateNo != [120,159]
TriggerAll = Time >= 30 || EnemyNear(Var(57)),Time >= 30 || PrevStateNo = 100 || EnemyNear(Var(57)),PrevStateNo != [5000,5299]
TriggerAll = P2BodyDist X <= 40
TriggerAll = P2Dist X > 0
TriggerAll = (Random + GameTime) % 2 = 0
Trigger1 = 1

[State -1, しゃがみ中攻撃]
Type = ChangeState
Value = 410
TriggerAll = Var(59) > 0
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = (Var(53) - Var(53) / 100000 * 100000 != 410) || (Var(53) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(54) - Var(54) / 100000 * 100000 != 410) || (Var(54) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(55) - Var(55) / 100000 * 100000 != 410) || (Var(55) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(56) - Var(56) / 100000 * 100000 != 410) || (Var(56) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(13) - Helper(60000),Var(13) / 100000 * 100000 != 410) || (Helper(60000),Var(13) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(14) - Helper(60000),Var(14) / 100000 * 100000 != 410) || (Helper(60000),Var(14) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(15) - Helper(60000),Var(15) / 100000 * 100000 != 410) || (Helper(60000),Var(15) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(16) - Helper(60000),Var(16) / 100000 * 100000 != 410) || (Helper(60000),Var(16) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(17) - Helper(60000),Var(17) / 100000 * 100000 != 410) || (Helper(60000),Var(17) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(18) - Helper(60000),Var(18) / 100000 * 100000 != 410) || (Helper(60000),Var(18) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType != A
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = EnemyNear(Var(57)),StateNo < 200
TriggerAll = Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149])
TriggerAll = Time >= 30 || EnemyNear(Var(57)),Time >= 30 || PrevStateNo = 100 || EnemyNear(Var(57)),PrevStateNo != [120,159]
TriggerAll = Time >= 30 || EnemyNear(Var(57)),Time >= 30 || PrevStateNo = 100 || EnemyNear(Var(57)),PrevStateNo != [5000,5299]
TriggerAll = P2BodyDist X <= 35
TriggerAll = P2Dist X > 0
TriggerAll = (Random + GameTime) % 2 = 0
Trigger1 = 1

[State -1, しゃがみ強攻撃]
Type = ChangeState
Value = 420
TriggerAll = Var(59) > 0
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = (Var(53) - Var(53) / 100000 * 100000 != 420) || (Var(53) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(54) - Var(54) / 100000 * 100000 != 420) || (Var(54) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(55) - Var(55) / 100000 * 100000 != 420) || (Var(55) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(56) - Var(56) / 100000 * 100000 != 420) || (Var(56) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(13) - Helper(60000),Var(13) / 100000 * 100000 != 420) || (Helper(60000),Var(13) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(14) - Helper(60000),Var(14) / 100000 * 100000 != 420) || (Helper(60000),Var(14) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(15) - Helper(60000),Var(15) / 100000 * 100000 != 420) || (Helper(60000),Var(15) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(16) - Helper(60000),Var(16) / 100000 * 100000 != 420) || (Helper(60000),Var(16) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(17) - Helper(60000),Var(17) / 100000 * 100000 != 420) || (Helper(60000),Var(17) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(18) - Helper(60000),Var(18) / 100000 * 100000 != 420) || (Helper(60000),Var(18) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType != A
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = EnemyNear(Var(57)),StateNo < 200
TriggerAll = Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149])
TriggerAll = Time >= 30 || EnemyNear(Var(57)),Time >= 30 || PrevStateNo = 100 || EnemyNear(Var(57)),PrevStateNo != [120,159]
TriggerAll = Time >= 30 || EnemyNear(Var(57)),Time >= 30 || PrevStateNo = 100 || EnemyNear(Var(57)),PrevStateNo != [5000,5299]
TriggerAll = P2BodyDist X <= 45
TriggerAll = P2Dist X > 0
TriggerAll = (Random + GameTime) % 2 = 0
Trigger1 = 1

[State -1, Applequake : EX]
Type = ChangeState
Value = 1150
TriggerAll = PalNo = [9,12]
TriggerAll = Var(59) > 0
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = (Var(53) - Var(53) / 100000 * 100000 != 1150) || (Var(53) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(54) - Var(54) / 100000 * 100000 != 1150) || (Var(54) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(55) - Var(55) / 100000 * 100000 != 1150) || (Var(55) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(56) - Var(56) / 100000 * 100000 != 1150) || (Var(56) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(13) - Helper(60000),Var(13) / 100000 * 100000 != 1150) || (Helper(60000),Var(13) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(14) - Helper(60000),Var(14) / 100000 * 100000 != 1150) || (Helper(60000),Var(14) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(15) - Helper(60000),Var(15) / 100000 * 100000 != 1150) || (Helper(60000),Var(15) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(16) - Helper(60000),Var(16) / 100000 * 100000 != 1150) || (Helper(60000),Var(16) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(17) - Helper(60000),Var(17) / 100000 * 100000 != 1150) || (Helper(60000),Var(17) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(18) - Helper(60000),Var(18) / 100000 * 100000 != 1150) || (Helper(60000),Var(18) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = Var(20) > 0
TriggerAll = StateType != A
TriggerAll = !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = EnemyNear(Var(57)),StateNo < 200
TriggerAll = Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149])
TriggerAll = Time >= 30 || EnemyNear(Var(57)),Time >= 30 || PrevStateNo = 100 || EnemyNear(Var(57)),PrevStateNo != [120,159]
TriggerAll = Time >= 30 || EnemyNear(Var(57)),Time >= 30 || PrevStateNo = 100 || EnemyNear(Var(57)),PrevStateNo != [5000,5299]
Trigger1 = EnemyNear(Var(57)),StateType != A
Trigger1 = (Random + GameTime) % 3 < 1
Trigger2 = P2BodyDist X >= 180
Trigger2 = (Random + GameTime) % 3 < 1

[State -1, アップル体当たり : EX]
Type = ChangeState
Value = 1350
TriggerAll = PalNo = [9,12]
TriggerAll = Var(59) > 0
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = (Var(53) - Var(53) / 100000 * 100000 != 1350) || (Var(53) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(54) - Var(54) / 100000 * 100000 != 1350) || (Var(54) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(55) - Var(55) / 100000 * 100000 != 1350) || (Var(55) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(56) - Var(56) / 100000 * 100000 != 1350) || (Var(56) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(13) - Helper(60000),Var(13) / 100000 * 100000 != 1350) || (Helper(60000),Var(13) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(14) - Helper(60000),Var(14) / 100000 * 100000 != 1350) || (Helper(60000),Var(14) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(15) - Helper(60000),Var(15) / 100000 * 100000 != 1350) || (Helper(60000),Var(15) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(16) - Helper(60000),Var(16) / 100000 * 100000 != 1350) || (Helper(60000),Var(16) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(17) - Helper(60000),Var(17) / 100000 * 100000 != 1350) || (Helper(60000),Var(17) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(18) - Helper(60000),Var(18) / 100000 * 100000 != 1350) || (Helper(60000),Var(18) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = Var(20) > 0
TriggerAll = StateType != A
TriggerAll = !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType != A
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = EnemyNear(Var(57)),StateNo < 200
TriggerAll = Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149])
TriggerAll = Time >= 30 || EnemyNear(Var(57)),Time >= 30 || PrevStateNo = 100 || EnemyNear(Var(57)),PrevStateNo != [120,159]
TriggerAll = Time >= 30 || EnemyNear(Var(57)),Time >= 30 || PrevStateNo = 100 || EnemyNear(Var(57)),PrevStateNo != [5000,5299]
TriggerAll = P2BodyDist X <= 220
TriggerAll = P2Dist X > 0
Trigger1 = (Random + GameTime) % 3 < 1

[State -1, アップル飛ばし : EX]
Type = ChangeState
Value = 1250
TriggerAll = Var(59) > 0
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = (Var(53) - Var(53) / 100000 * 100000 != 1250) || (Var(53) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(54) - Var(54) / 100000 * 100000 != 1250) || (Var(54) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(55) - Var(55) / 100000 * 100000 != 1250) || (Var(55) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(56) - Var(56) / 100000 * 100000 != 1250) || (Var(56) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(13) - Helper(60000),Var(13) / 100000 * 100000 != 1250) || (Helper(60000),Var(13) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(14) - Helper(60000),Var(14) / 100000 * 100000 != 1250) || (Helper(60000),Var(14) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(15) - Helper(60000),Var(15) / 100000 * 100000 != 1250) || (Helper(60000),Var(15) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(16) - Helper(60000),Var(16) / 100000 * 100000 != 1250) || (Helper(60000),Var(16) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(17) - Helper(60000),Var(17) / 100000 * 100000 != 1250) || (Helper(60000),Var(17) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(18) - Helper(60000),Var(18) / 100000 * 100000 != 1250) || (Helper(60000),Var(18) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = Var(20) > 0
TriggerAll = Var(20) > 2
TriggerAll = StateType != A
TriggerAll = !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType != A
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = EnemyNear(Var(57)),StateNo < 200
TriggerAll = Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149])
TriggerAll = Time >= 30 || EnemyNear(Var(57)),Time >= 30 || PrevStateNo = 100 || EnemyNear(Var(57)),PrevStateNo != [120,159]
TriggerAll = Time >= 30 || EnemyNear(Var(57)),Time >= 30 || PrevStateNo = 100 || EnemyNear(Var(57)),PrevStateNo != [5000,5299]
TriggerAll = P2BodyDist X >= 120
TriggerAll = P2Dist X > 0
Trigger1 = (Random + GameTime) % 10 < 1
Trigger2 = PalNo = [9,12]
Trigger2 = (Random + GameTime) % 3 < 1

[State -1, Applequake : C]
Type = ChangeState
Value = 1120
TriggerAll = PalNo != [9,12]
TriggerAll = Var(59) > 0
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = (Var(53) - Var(53) / 100000 * 100000 != 1120) || (Var(53) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(54) - Var(54) / 100000 * 100000 != 1120) || (Var(54) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(55) - Var(55) / 100000 * 100000 != 1120) || (Var(55) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(56) - Var(56) / 100000 * 100000 != 1120) || (Var(56) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(13) - Helper(60000),Var(13) / 100000 * 100000 != 1120) || (Helper(60000),Var(13) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(14) - Helper(60000),Var(14) / 100000 * 100000 != 1120) || (Helper(60000),Var(14) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(15) - Helper(60000),Var(15) / 100000 * 100000 != 1120) || (Helper(60000),Var(15) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(16) - Helper(60000),Var(16) / 100000 * 100000 != 1120) || (Helper(60000),Var(16) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(17) - Helper(60000),Var(17) / 100000 * 100000 != 1120) || (Helper(60000),Var(17) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(18) - Helper(60000),Var(18) / 100000 * 100000 != 1120) || (Helper(60000),Var(18) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType != A
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = EnemyNear(Var(57)),StateNo < 200
TriggerAll = EnemyNear(Var(57)),StateNo != [30,49]
TriggerAll = Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149])
TriggerAll = Time >= 30 || EnemyNear(Var(57)),Time >= 30 || PrevStateNo = 100 || EnemyNear(Var(57)),PrevStateNo != [120,159]
TriggerAll = Time >= 30 || EnemyNear(Var(57)),Time >= 30 || PrevStateNo = 100 || EnemyNear(Var(57)),PrevStateNo != [5000,5299]
TriggerAll = EnemyNear(Var(57)),NumProj = 0
TriggerAll = PlayerIDExist(Var(48)) = 0
TriggerAll = P2BodyDist X >= 120
TriggerAll = P2Dist X > 0
Trigger1 = (Random + GameTime) % 20 < 1
Trigger2 = P2BodyDist X >= 180
Trigger2 = (Random + GameTime) % 10 < 1
Trigger3 = PalNo = [7,8]
Trigger3 = P2BodyDist X >= 180
Trigger3 = (Random + GameTime) % 3 < 1

[State -1, アップル飛ばし : B]
Type = ChangeState
Value = 1210
TriggerAll = PalNo != [9,12]
TriggerAll = Var(59) > 0
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = (Var(53) - Var(53) / 100000 * 100000 != 1210) || (Var(53) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(54) - Var(54) / 100000 * 100000 != 1210) || (Var(54) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(55) - Var(55) / 100000 * 100000 != 1210) || (Var(55) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(56) - Var(56) / 100000 * 100000 != 1210) || (Var(56) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(13) - Helper(60000),Var(13) / 100000 * 100000 != 1210) || (Helper(60000),Var(13) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(14) - Helper(60000),Var(14) / 100000 * 100000 != 1210) || (Helper(60000),Var(14) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(15) - Helper(60000),Var(15) / 100000 * 100000 != 1210) || (Helper(60000),Var(15) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(16) - Helper(60000),Var(16) / 100000 * 100000 != 1210) || (Helper(60000),Var(16) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(17) - Helper(60000),Var(17) / 100000 * 100000 != 1210) || (Helper(60000),Var(17) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(18) - Helper(60000),Var(18) / 100000 * 100000 != 1210) || (Helper(60000),Var(18) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType != A
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = EnemyNear(Var(57)),StateNo < 200
TriggerAll = Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149])
TriggerAll = Time >= 30 || EnemyNear(Var(57)),Time >= 30 || PrevStateNo = 100 || EnemyNear(Var(57)),PrevStateNo != [120,159]
TriggerAll = Time >= 30 || EnemyNear(Var(57)),Time >= 30 || PrevStateNo = 100 || EnemyNear(Var(57)),PrevStateNo != [5000,5299]
TriggerAll = P2BodyDist X >= 120
TriggerAll = P2Dist X > 0
Trigger1 = (Random + GameTime) % 10 < 1

[State -1, アップル飛ばし : A]
Type = ChangeState
Value = 1200
TriggerAll = PalNo != [9,12]
TriggerAll = Var(59) > 0
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = (Var(53) - Var(53) / 100000 * 100000 != 1200) || (Var(53) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(54) - Var(54) / 100000 * 100000 != 1200) || (Var(54) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(55) - Var(55) / 100000 * 100000 != 1200) || (Var(55) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(56) - Var(56) / 100000 * 100000 != 1200) || (Var(56) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(13) - Helper(60000),Var(13) / 100000 * 100000 != 1200) || (Helper(60000),Var(13) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(14) - Helper(60000),Var(14) / 100000 * 100000 != 1200) || (Helper(60000),Var(14) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(15) - Helper(60000),Var(15) / 100000 * 100000 != 1200) || (Helper(60000),Var(15) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(16) - Helper(60000),Var(16) / 100000 * 100000 != 1200) || (Helper(60000),Var(16) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(17) - Helper(60000),Var(17) / 100000 * 100000 != 1200) || (Helper(60000),Var(17) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(18) - Helper(60000),Var(18) / 100000 * 100000 != 1200) || (Helper(60000),Var(18) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType != A
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = EnemyNear(Var(57)),StateNo < 200
TriggerAll = Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149])
TriggerAll = Time >= 30 || EnemyNear(Var(57)),Time >= 30 || PrevStateNo = 100 || EnemyNear(Var(57)),PrevStateNo != [120,159]
TriggerAll = Time >= 30 || EnemyNear(Var(57)),Time >= 30 || PrevStateNo = 100 || EnemyNear(Var(57)),PrevStateNo != [5000,5299]
TriggerAll = P2BodyDist X >= 120
TriggerAll = P2Dist X > 0
Trigger1 = (Random + GameTime) % 10 < 1

[State -1, アップル体当たり : C]
Type = ChangeState
Value = 1320
TriggerAll = PalNo != [9,12]
TriggerAll = Var(59) > 0
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = (Var(53) - Var(53) / 100000 * 100000 != 1320) || (Var(53) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(54) - Var(54) / 100000 * 100000 != 1320) || (Var(54) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(55) - Var(55) / 100000 * 100000 != 1320) || (Var(55) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(56) - Var(56) / 100000 * 100000 != 1320) || (Var(56) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(13) - Helper(60000),Var(13) / 100000 * 100000 != 1320) || (Helper(60000),Var(13) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(14) - Helper(60000),Var(14) / 100000 * 100000 != 1320) || (Helper(60000),Var(14) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(15) - Helper(60000),Var(15) / 100000 * 100000 != 1320) || (Helper(60000),Var(15) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(16) - Helper(60000),Var(16) / 100000 * 100000 != 1320) || (Helper(60000),Var(16) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(17) - Helper(60000),Var(17) / 100000 * 100000 != 1320) || (Helper(60000),Var(17) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(18) - Helper(60000),Var(18) / 100000 * 100000 != 1320) || (Helper(60000),Var(18) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType != A
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = EnemyNear(Var(57)),StateNo < 200
TriggerAll = Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149])
TriggerAll = Time >= 30 || EnemyNear(Var(57)),Time >= 30 || PrevStateNo = 100 || EnemyNear(Var(57)),PrevStateNo != [120,159]
TriggerAll = Time >= 30 || EnemyNear(Var(57)),Time >= 30 || PrevStateNo = 100 || EnemyNear(Var(57)),PrevStateNo != [5000,5299]
TriggerAll = P2BodyDist X = [80,220]
TriggerAll = P2Dist X > 0
TriggerAll = Var(41) > 120
Trigger1 = (Random + GameTime) % 10 < 1

[State -1, アップル体当たり : B]
Type = Null;ChangeState
Value = 1310
TriggerAll = PalNo != [9,12]
TriggerAll = Var(59) > 0
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = (Var(53) - Var(53) / 100000 * 100000 != 1310) || (Var(53) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(54) - Var(54) / 100000 * 100000 != 1310) || (Var(54) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(55) - Var(55) / 100000 * 100000 != 1310) || (Var(55) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(56) - Var(56) / 100000 * 100000 != 1310) || (Var(56) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(13) - Helper(60000),Var(13) / 100000 * 100000 != 1310) || (Helper(60000),Var(13) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(14) - Helper(60000),Var(14) / 100000 * 100000 != 1310) || (Helper(60000),Var(14) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(15) - Helper(60000),Var(15) / 100000 * 100000 != 1310) || (Helper(60000),Var(15) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(16) - Helper(60000),Var(16) / 100000 * 100000 != 1310) || (Helper(60000),Var(16) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(17) - Helper(60000),Var(17) / 100000 * 100000 != 1310) || (Helper(60000),Var(17) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(18) - Helper(60000),Var(18) / 100000 * 100000 != 1310) || (Helper(60000),Var(18) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType != A
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = EnemyNear(Var(57)),StateNo < 200
TriggerAll = Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149])
TriggerAll = Time >= 30 || EnemyNear(Var(57)),Time >= 30 || PrevStateNo = 100 || EnemyNear(Var(57)),PrevStateNo != [120,159]
TriggerAll = Time >= 30 || EnemyNear(Var(57)),Time >= 30 || PrevStateNo = 100 || EnemyNear(Var(57)),PrevStateNo != [5000,5299]
TriggerAll = P2BodyDist X = [160,200]
TriggerAll = P2Dist X > 0
Trigger1 = (Random + GameTime) % 10 < 1

[State -1, アップル体当たり : A]
Type = Null;ChangeState
Value = 1300
TriggerAll = PalNo != [9,12]
TriggerAll = Var(59) > 0
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = (Var(53) - Var(53) / 100000 * 100000 != 1300) || (Var(53) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(54) - Var(54) / 100000 * 100000 != 1300) || (Var(54) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(55) - Var(55) / 100000 * 100000 != 1300) || (Var(55) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(56) - Var(56) / 100000 * 100000 != 1300) || (Var(56) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(13) - Helper(60000),Var(13) / 100000 * 100000 != 1300) || (Helper(60000),Var(13) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(14) - Helper(60000),Var(14) / 100000 * 100000 != 1300) || (Helper(60000),Var(14) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(15) - Helper(60000),Var(15) / 100000 * 100000 != 1300) || (Helper(60000),Var(15) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(16) - Helper(60000),Var(16) / 100000 * 100000 != 1300) || (Helper(60000),Var(16) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(17) - Helper(60000),Var(17) / 100000 * 100000 != 1300) || (Helper(60000),Var(17) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(18) - Helper(60000),Var(18) / 100000 * 100000 != 1300) || (Helper(60000),Var(18) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType != A
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = EnemyNear(Var(57)),StateNo < 200
TriggerAll = Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149])
TriggerAll = Time >= 30 || EnemyNear(Var(57)),Time >= 30 || PrevStateNo = 100 || EnemyNear(Var(57)),PrevStateNo != [120,159]
TriggerAll = Time >= 30 || EnemyNear(Var(57)),Time >= 30 || PrevStateNo = 100 || EnemyNear(Var(57)),PrevStateNo != [5000,5299]
TriggerAll = P2BodyDist X = [80,160]
TriggerAll = P2Dist X > 0
Trigger1 = (Random + GameTime) % 10 < 1

[State -1, ジャンプ弱攻撃]
Type = ChangeState
Value = 600
TriggerAll = Var(59) > 0
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = (Var(53) - Var(53) / 100000 * 100000 != 600) || (Var(53) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(54) - Var(54) / 100000 * 100000 != 600) || (Var(54) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(55) - Var(55) / 100000 * 100000 != 600) || (Var(55) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(56) - Var(56) / 100000 * 100000 != 600) || (Var(56) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(13) - Helper(60000),Var(13) / 100000 * 100000 != 600) || (Helper(60000),Var(13) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(14) - Helper(60000),Var(14) / 100000 * 100000 != 600) || (Helper(60000),Var(14) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(15) - Helper(60000),Var(15) / 100000 * 100000 != 600) || (Helper(60000),Var(15) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(16) - Helper(60000),Var(16) / 100000 * 100000 != 600) || (Helper(60000),Var(16) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(17) - Helper(60000),Var(17) / 100000 * 100000 != 600) || (Helper(60000),Var(17) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(18) - Helper(60000),Var(18) / 100000 * 100000 != 600) || (Helper(60000),Var(18) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType = A
TriggerAll = !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType != A
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = EnemyNear(Var(57)),StateNo < 200
TriggerAll = Ctrl || (StateNo = [120,149])
TriggerAll = P2Dist X > 0
TriggerAll = 1 || Var(44) := 4
Trigger1 = P2BodyDist X - Vel X * Var(44) * FVar(21) - EnemyNear(Var(57)),Vel X * Var(44) * FVar(21) = [-40,20]
Trigger1 = Pos Y + Vel Y * Var(44) + Const(MoveMent.YAccel) * Var(44) * Var(44) / 2 = [-30,-1]
Trigger1 = Vel Y > 0
Trigger1 = (Random + GameTime) % 2 = 0
Trigger2 = P2BodyDist X - Vel X * Var(44) * FVar(21) - EnemyNear(Var(57)),Vel X * Var(44) * FVar(21) = [-40,20]
Trigger2 = StateNo = 100 || PrevStateNo = 100

[State -1, ジャンプ弱攻撃];空中相手
Type = ChangeState
Value = 600
TriggerAll = Var(59) > 0
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = (Var(53) - Var(53) / 100000 * 100000 != 600) || (Var(53) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(54) - Var(54) / 100000 * 100000 != 600) || (Var(54) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(55) - Var(55) / 100000 * 100000 != 600) || (Var(55) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(56) - Var(56) / 100000 * 100000 != 600) || (Var(56) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(13) - Helper(60000),Var(13) / 100000 * 100000 != 600) || (Helper(60000),Var(13) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(14) - Helper(60000),Var(14) / 100000 * 100000 != 600) || (Helper(60000),Var(14) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(15) - Helper(60000),Var(15) / 100000 * 100000 != 600) || (Helper(60000),Var(15) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(16) - Helper(60000),Var(16) / 100000 * 100000 != 600) || (Helper(60000),Var(16) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(17) - Helper(60000),Var(17) / 100000 * 100000 != 600) || (Helper(60000),Var(17) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(18) - Helper(60000),Var(18) / 100000 * 100000 != 600) || (Helper(60000),Var(18) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType = A
TriggerAll = !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType = A
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = EnemyNear(Var(57)),StateNo < 200
TriggerAll = Ctrl || (StateNo = [120,149])
TriggerAll = P2Dist X > 0
TriggerAll = 1 || Var(44) := 4
TriggerAll = Pos Y + Vel Y * Var(44) + Const(MoveMent.YAccel) * Var(44) * Var(44) / 2 < 0
TriggerAll = (Random + GameTime) % 2 = 0
Trigger1 = P2BodyDist X - Vel X * Var(44) * FVar(21) - EnemyNear(Var(57)),Vel X * Var(44) * FVar(21) = [-40,20]
Trigger1 = 1 || Var(46) := Var(44) - Var(45) - (Var(45) = 0) * IfElse((Var(40) & 2),1,0)
Trigger1 = EnemyNear(Var(57)),Pos Y + (EnemyNear(Var(57)),Vel Y * Var(46)) + (FVar(20) * Var(46) * (Var(46) - 1) / 2) - Pos Y - (Vel Y * Var(44) + Const(MoveMent.YAccel) * Var(44) * (Var(44) - 1)) = [-20,50]
Trigger2 = P2BodyDist X = [-40,20]
Trigger2 = P2BodyDist Y = [-20,50]

[State -1, ジャンプ中攻撃]
Type = ChangeState
Value = 610
TriggerAll = Var(59) > 0
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = (Var(53) - Var(53) / 100000 * 100000 != 610) || (Var(53) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(54) - Var(54) / 100000 * 100000 != 610) || (Var(54) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(55) - Var(55) / 100000 * 100000 != 610) || (Var(55) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(56) - Var(56) / 100000 * 100000 != 610) || (Var(56) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(13) - Helper(60000),Var(13) / 100000 * 100000 != 610) || (Helper(60000),Var(13) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(14) - Helper(60000),Var(14) / 100000 * 100000 != 610) || (Helper(60000),Var(14) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(15) - Helper(60000),Var(15) / 100000 * 100000 != 610) || (Helper(60000),Var(15) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(16) - Helper(60000),Var(16) / 100000 * 100000 != 610) || (Helper(60000),Var(16) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(17) - Helper(60000),Var(17) / 100000 * 100000 != 610) || (Helper(60000),Var(17) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(18) - Helper(60000),Var(18) / 100000 * 100000 != 610) || (Helper(60000),Var(18) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType = A
TriggerAll = !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType != A
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = EnemyNear(Var(57)),StateNo < 200
TriggerAll = Ctrl || (StateNo = [120,149])
TriggerAll = P2Dist X > 0
TriggerAll = 1 || Var(44) := 6
TriggerAll = P2BodyDist X - Vel X * Var(44) * FVar(21) - EnemyNear(Var(57)),Vel X * Var(44) * FVar(21) = [-40,50]
TriggerAll = Pos Y + Vel Y * Var(44) + Const(MoveMent.YAccel) * Var(44) * Var(44) / 2 = [-40,-1]
TriggerAll = Vel Y > 0
TriggerAll = (Random + GameTime) % 2 = 0
Trigger1 = 1

[State -1, ジャンプ中攻撃];空中相手
Type = ChangeState
Value = 610
TriggerAll = Var(59) > 0
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = (Var(53) - Var(53) / 100000 * 100000 != 610) || (Var(53) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(54) - Var(54) / 100000 * 100000 != 610) || (Var(54) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(55) - Var(55) / 100000 * 100000 != 610) || (Var(55) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(56) - Var(56) / 100000 * 100000 != 610) || (Var(56) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(13) - Helper(60000),Var(13) / 100000 * 100000 != 610) || (Helper(60000),Var(13) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(14) - Helper(60000),Var(14) / 100000 * 100000 != 610) || (Helper(60000),Var(14) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(15) - Helper(60000),Var(15) / 100000 * 100000 != 610) || (Helper(60000),Var(15) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(16) - Helper(60000),Var(16) / 100000 * 100000 != 610) || (Helper(60000),Var(16) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(17) - Helper(60000),Var(17) / 100000 * 100000 != 610) || (Helper(60000),Var(17) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(18) - Helper(60000),Var(18) / 100000 * 100000 != 610) || (Helper(60000),Var(18) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType = A
TriggerAll = !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType = A
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = EnemyNear(Var(57)),StateNo < 200
TriggerAll = Ctrl || (StateNo = [120,149])
TriggerAll = P2Dist X > 0
TriggerAll = 1 || Var(44) := 6
TriggerAll = Pos Y + Vel Y * Var(44) + Const(MoveMent.YAccel) * Var(44) * Var(44) / 2 < 0
TriggerAll = (Random + GameTime) % 2 = 0
Trigger1 = P2BodyDist X - Vel X * Var(44) * FVar(21) - EnemyNear(Var(57)),Vel X * Var(44) * FVar(21) = [-40,40]
Trigger1 = 1 || Var(46) := Var(44) - Var(45) - (Var(45) = 0) * IfElse((Var(40) & 2),1,0)
Trigger1 = EnemyNear(Var(57)),Pos Y + (EnemyNear(Var(57)),Vel Y * Var(46)) + (FVar(20) * Var(46) * (Var(46) - 1) / 2) - Pos Y - (Vel Y * Var(44) + Const(MoveMent.YAccel) * Var(44) * (Var(44) - 1)) = [-30,60]
Trigger2 = P2BodyDist X = [-40,40]
Trigger2 = P2BodyDist Y = [-30,60]

[State -1, ジャンプ強攻撃]
Type = ChangeState
Value = 620
TriggerAll = Var(59) > 0
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = (Var(53) - Var(53) / 100000 * 100000 != 620) || (Var(53) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(54) - Var(54) / 100000 * 100000 != 620) || (Var(54) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(55) - Var(55) / 100000 * 100000 != 620) || (Var(55) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(56) - Var(56) / 100000 * 100000 != 620) || (Var(56) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(13) - Helper(60000),Var(13) / 100000 * 100000 != 620) || (Helper(60000),Var(13) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(14) - Helper(60000),Var(14) / 100000 * 100000 != 620) || (Helper(60000),Var(14) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(15) - Helper(60000),Var(15) / 100000 * 100000 != 620) || (Helper(60000),Var(15) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(16) - Helper(60000),Var(16) / 100000 * 100000 != 620) || (Helper(60000),Var(16) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(17) - Helper(60000),Var(17) / 100000 * 100000 != 620) || (Helper(60000),Var(17) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(18) - Helper(60000),Var(18) / 100000 * 100000 != 620) || (Helper(60000),Var(18) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType = A
TriggerAll = !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType != A
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = EnemyNear(Var(57)),StateNo < 200
TriggerAll = Ctrl || (StateNo = [120,149])
TriggerAll = (Random + GameTime) % 3 < 2
TriggerAll = 1 || Var(44) := 8
TriggerAll = Pos Y + Vel Y * Var(44) + Const(MoveMent.YAccel) * Var(44) * Var(44) / 2 < 0
Trigger1 = P2BodyDist X - Vel X * Var(44) * FVar(21) - EnemyNear(Var(57)),Vel X * Var(44) * FVar(21) = [-50,20]
Trigger1 = Pos Y + Vel Y * Var(44) + Const(MoveMent.YAccel) * Var(44) * Var(44) / 2 = [-60,-1]
Trigger2 = (Var(40) & 1024)
Trigger2 = P2BodyDist X <= 45
Trigger2 = Time >= 28
Trigger2 = PrevStateNo = 39
Trigger3 = P2Dist X - Vel X * Var(44) * FVar(21) - EnemyNear(Var(57)),Vel X * Var(44) * FVar(21) = [-50,0]
Trigger3 = PrevStateNo = 39

[State -1, ジャンプ強攻撃];空中相手
Type = ChangeState
Value = 620
TriggerAll = Var(59) > 0
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = (Var(53) - Var(53) / 100000 * 100000 != 620) || (Var(53) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(54) - Var(54) / 100000 * 100000 != 620) || (Var(54) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(55) - Var(55) / 100000 * 100000 != 620) || (Var(55) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(56) - Var(56) / 100000 * 100000 != 620) || (Var(56) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(13) - Helper(60000),Var(13) / 100000 * 100000 != 620) || (Helper(60000),Var(13) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(14) - Helper(60000),Var(14) / 100000 * 100000 != 620) || (Helper(60000),Var(14) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(15) - Helper(60000),Var(15) / 100000 * 100000 != 620) || (Helper(60000),Var(15) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(16) - Helper(60000),Var(16) / 100000 * 100000 != 620) || (Helper(60000),Var(16) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(17) - Helper(60000),Var(17) / 100000 * 100000 != 620) || (Helper(60000),Var(17) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(18) - Helper(60000),Var(18) / 100000 * 100000 != 620) || (Helper(60000),Var(18) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType = A
TriggerAll = !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType = A
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = EnemyNear(Var(57)),StateNo < 200
TriggerAll = Ctrl || (StateNo = [120,149])
TriggerAll = Vel Y >= 0
TriggerAll = (Random + GameTime) % 3 < 2
TriggerAll = 1 || Var(44) := 11
TriggerAll = Pos Y + Vel Y * Var(44) + Const(MoveMent.YAccel) * Var(44) * Var(44) / 2 < 0
Trigger1 = P2BodyDist X - Vel X * Var(44) * FVar(21) - EnemyNear(Var(57)),Vel X * Var(44) * FVar(21) = [-50,30]
Trigger1 = 1 || Var(46) := Var(44) - Var(45) - (Var(45) = 0) * IfElse((Var(40) & 2),1,0)
Trigger1 = EnemyNear(Var(57)),Pos Y + (EnemyNear(Var(57)),Vel Y * Var(46)) + (FVar(20) * Var(46) * (Var(46) - 1) / 2) - Pos Y - (Vel Y * Var(44) + Const(MoveMent.YAccel) * Var(44) * (Var(44) - 1)) = [-50,70]
Trigger2 = P2BodyDist X = [-50,20]
Trigger2 = P2BodyDist Y = [-50,70]

[State -1, ジャンプ]
Type = ChangeState
Value = 39
TriggerAll = PalNo != [7,12]
TriggerAll = Var(59) > 0
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = !IsHelper
TriggerAll = !(Var(10) & 65536);ジャギ(良くできた弟〜!!)フラグOFFの場合
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = I
TriggerAll = EnemyNear(Var(57)),StateNo < 200
TriggerAll = Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19
TriggerAll = Time >= 30 || EnemyNear(Var(57)),Time >= 30 || EnemyNear(Var(57)),PrevStateNo != [120,159]
TriggerAll = Time >= 30 || EnemyNear(Var(57)),Time >= 30 || EnemyNear(Var(57)),PrevStateNo != [5000,5299]
TriggerAll = P2Dist X > 0
Trigger1 = P2Dist X = [120,140]
Trigger1 = EnemyNear(Var(57)),Vel X = [-1,1]
Trigger1 = (Random + GameTime) % 3 = 0
Trigger1 = 1 || Var(40) := (Var(40) | 1024)
Trigger2 = P2Dist X = [180,200]
Trigger2 = EnemyNear(Var(57)),Vel X = [-1,1]
Trigger2 = (Random + GameTime) % 3 = 0
Trigger2 = 1 || Var(12) := 15
Trigger2 = 1 || Var(40) := (Var(40) | 1024)
Trigger3 = Time >= 50 || EnemyNear(Var(57)),Time >= 50 || Var(50) % 10 < 5
Trigger3 = (Random + GameTime) % 8 < 1

[State -1, アップル体当たり : EX];逃げ
Type = ChangeState
Value = 1350
TriggerAll = PalNo = [9,12]
TriggerAll = Var(59) > 0
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = (Var(53) - Var(53) / 100000 * 100000 != 1350) || (Var(53) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(54) - Var(54) / 100000 * 100000 != 1350) || (Var(54) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(55) - Var(55) / 100000 * 100000 != 1350) || (Var(55) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(56) - Var(56) / 100000 * 100000 != 1350) || (Var(56) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(13) - Helper(60000),Var(13) / 100000 * 100000 != 1350) || (Helper(60000),Var(13) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(14) - Helper(60000),Var(14) / 100000 * 100000 != 1350) || (Helper(60000),Var(14) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(15) - Helper(60000),Var(15) / 100000 * 100000 != 1350) || (Helper(60000),Var(15) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(16) - Helper(60000),Var(16) / 100000 * 100000 != 1350) || (Helper(60000),Var(16) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(17) - Helper(60000),Var(17) / 100000 * 100000 != 1350) || (Helper(60000),Var(17) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(18) - Helper(60000),Var(18) / 100000 * 100000 != 1350) || (Helper(60000),Var(18) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = Var(20) > 0
TriggerAll = StateType = A
TriggerAll = !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = EnemyNear(Var(57)),StateNo < 200
TriggerAll = Ctrl || (StateNo = [120,149])
TriggerAll = P2BodyDist X <= 80
TriggerAll = P2BodyDist Y = [80,200]
TriggerAll = P2Dist X > 0
Trigger1 = Pos Y = [-200,-160]
Trigger1 = (Random + GameTime) % 5 < 1
Trigger1 = StateNo = 5210
Trigger1 = Var(42) <= 120

[State -1, アップル体当たり : C];逃げ
Type = ChangeState
Value = 1320
TriggerAll = PalNo != [9,12]
TriggerAll = Var(59) > 0
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = (Var(53) - Var(53) / 100000 * 100000 != 1320) || (Var(53) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(54) - Var(54) / 100000 * 100000 != 1320) || (Var(54) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(55) - Var(55) / 100000 * 100000 != 1320) || (Var(55) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Var(56) - Var(56) / 100000 * 100000 != 1320) || (Var(56) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(13) - Helper(60000),Var(13) / 100000 * 100000 != 1320) || (Helper(60000),Var(13) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(14) - Helper(60000),Var(14) / 100000 * 100000 != 1320) || (Helper(60000),Var(14) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(15) - Helper(60000),Var(15) / 100000 * 100000 != 1320) || (Helper(60000),Var(15) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(16) - Helper(60000),Var(16) / 100000 * 100000 != 1320) || (Helper(60000),Var(16) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(17) - Helper(60000),Var(17) / 100000 * 100000 != 1320) || (Helper(60000),Var(17) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = (Helper(60000),Var(18) - Helper(60000),Var(18) / 100000 * 100000 != 1320) || (Helper(60000),Var(18) / 100000 != EnemyNear(Var(57)),StateNo)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType = A
TriggerAll = !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType != A
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = EnemyNear(Var(57)),StateNo < 200
TriggerAll = Ctrl || (StateNo = [120,149])
TriggerAll = P2BodyDist X <= 80
TriggerAll = P2Dist X > 0
Trigger1 = Pos Y = [-200,-160]
Trigger1 = (Random + GameTime) % 5 < 1
Trigger1 = StateNo = 5210
Trigger1 = Var(42) <= 120

;__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/
;
;ガード
;地上移動
;
;__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/__/

[State -1, ガード]
Type = ChangeState
Value = 120
Ctrl = 0
TriggerAll = Var(59) > 0
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19
TriggerAll = StateNo != [120,149]
;TriggerAll = !(EnemyNear(Var(57)),HitDefAttr = SCA,NT,ST,HT)
TriggerAll = NumHelper(66666)
Trigger1 = EnemyNear(Var(57)),StateType != A
Trigger1 = InGuardDist || Helper(66666),Var(54)
Trigger1 = (Var(59) > 5) || (Var(50) <= Var(59) * 133)
Trigger1 = Var(59) > 1
Trigger2 = EnemyNear(Var(57)),StateType = A
Trigger2 = InGuardDist || Helper(66666),Var(54)
Trigger2 = (Var(59) > 6) || (Var(50) <= (Var(59) - 1) * 133)
Trigger2 = Var(59) > 2
Trigger3 = EnemyNear(Var(57)),StateType != A
Trigger3 = !InGuardDist
Trigger3 = EnemyNear(Var(57)),MoveType = A
Trigger3 = Facing * EnemyNear(Var(57)),Facing * ((EnemyNear(Var(57)),Pos X - Pos X) * Facing) = [0,30]
Trigger3 = (Var(59) > 5) || (Var(50) <= Var(59) * 133)
Trigger3 = Var(59) > 1
Trigger4 = EnemyNear(Var(57)),StateType = A
Trigger4 = !InGuardDist
Trigger4 = EnemyNear(Var(57)),MoveType = A
Trigger4 = Facing * EnemyNear(Var(57)),Facing * ((EnemyNear(Var(57)),Pos X - Pos X) * Facing) = [0,30]
Trigger4 = (Var(59) > 6) || (Var(50) <= (Var(59) - 1) * 133)
Trigger4 = Var(59) > 2

[State -1, ガード(予備)]
Type = ChangeState
Value = 120
Ctrl = 0
TriggerAll = Var(59) > 0
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 3
TriggerAll = Ctrl || StateNo = 0 || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19
TriggerAll = StateNo != [120,149]
TriggerAll = PrevStateNo != [120,149]
;TriggerAll = !(EnemyNear(Var(57)),HitDefAttr = SCA,NT,ST,HT)
TriggerAll = NumHelper(66666)
TriggerAll = Time < 80
Trigger1 = InGuardDist || Helper(66666),Var(54)

[State -1, ダッシュ]
Type = ChangeState
Value = 100
TriggerAll = PalNo = [7,12]
TriggerAll = Var(59) > 0
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = !InGuardDist
TriggerAll = StateNo != [120,149]
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = EnemyNear(Var(57)),MoveType = A || EnemyNear(Var(57)),StateNo < 200
TriggerAll = Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19
TriggerAll = P2Dist X > 0
TriggerAll = (Random + GameTime) % 3 = 0
Trigger1 = Time % 10 = Time > 0
Trigger1 = P2BodyDist X >= 40

[State -1, ジャンプ]
Type = ChangeState
Value = 39
TriggerAll = PalNo = [7,12]
TriggerAll = Var(59) > 0
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = !IsHelper
TriggerAll = !(Var(10) & 65536);ジャギ(良くできた弟〜!!)フラグOFFの場合
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = !InGuardDist
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType = I
TriggerAll = EnemyNear(Var(57)),StateNo < 200
TriggerAll = Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19
TriggerAll = Time >= 30 || EnemyNear(Var(57)),Time >= 30 || EnemyNear(Var(57)),PrevStateNo != [120,159]
TriggerAll = Time >= 30 || EnemyNear(Var(57)),Time >= 30 || EnemyNear(Var(57)),PrevStateNo != [5000,5299]
TriggerAll = P2Dist X > 0
Trigger1 = P2Dist X = [120,140]
Trigger1 = EnemyNear(Var(57)),Vel X = [-1,1]
Trigger1 = (Random + GameTime) % 3 = 0
Trigger1 = 1 || Var(40) := (Var(40) | 1024)
Trigger2 = P2Dist X = [180,200]
Trigger2 = EnemyNear(Var(57)),Vel X = [-1,1]
Trigger2 = (Random + GameTime) % 3 = 0
Trigger2 = 1 || Var(12) := 15
Trigger2 = 1 || Var(40) := (Var(40) | 1024)
Trigger3 = Time >= 50 || EnemyNear(Var(57)),Time >= 50 || Var(50) % 10 < 5
Trigger3 = (Random + GameTime) % 8 < 1

[State -1, 前進]
Type = ChangeState
Value = 18
Ctrl = 0
TriggerAll = Var(59) > 0
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = !InGuardDist
TriggerAll = !Helper(66666),Var(54)
TriggerAll = StateType != A
TriggerAll = StateNo != 18
TriggerAll = StateNo != 19
TriggerAll = StateNo != [120,149]
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = EnemyNear(Var(57)),MoveType = A || EnemyNear(Var(57)),StateNo < 200
TriggerAll = Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12
TriggerAll = FrontEdgeBodyDist > 10
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X > 20
TriggerAll = (Random + GameTime) % 3 = 0
Trigger1 = Time % 10 = Time > 0

[State -1, 後退]
Type = ChangeState
Value = 19
Ctrl = 0
TriggerAll = Var(59) > 0
TriggerAll = (Var(59) > 5) || (Var(50) <= Var(59) * 133 && (Random + GameTime) % 1000 <= 133)
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = !InGuardDist
TriggerAll = !Helper(66666),Var(54)
TriggerAll = StateType != A
TriggerAll = StateNo != 18
TriggerAll = StateNo != 19
TriggerAll = StateNo != [120,149]
TriggerAll = EnemyNear(Var(57)),Alive
TriggerAll = EnemyNear(Var(57)),Life
TriggerAll = EnemyNear(Var(57)),StateType != L
TriggerAll = EnemyNear(Var(57)),MoveType != H
TriggerAll = EnemyNear(Var(57)),MoveType = A || EnemyNear(Var(57)),StateNo < 200
TriggerAll = Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12
TriggerAll = Var(42) >= 120
TriggerAll = BackEdgeBodyDist > 10
TriggerAll = EnemyNear(Var(57)),PrevStateNo != [120,159]
Trigger1 = P2BodyDist X <= 40
