[Statedef -3]

[State 0, VarSet];僔儍僀僯儞僌僗僩儔僀僋儘儞僌斉壔僗僀僢僠
type = VarSet
triggerall=!roundstate
trigger1 = !ishelper
var(52) = 2;0偱僆僼丄1偱忢帪丄2埲忋偱偲偳傔帪偺傒
ignorehitpause = 1

[State -3, AI Flag set]
Type = VarSet
var(59) = 1;AI僼儔僌
TriggerAll = !Var(59) ;僼儔僌偑棫偭偰偄側偄帪丅
TriggerAll = RoundState = [1,2]
Trigger1   = Command = "AI1" || Command = "AI2" || Command = "AI3" || Command = "AI4" || Command = "AI5"
Trigger2   = Command = "AI6" || Command = "AI7" || Command = "AI8" || Command = "AI9" || Command = "AI10"
Trigger3   = Command = "AI11" || Command = "AI12" || Command = "AI13" || Command = "AI14" || Command = "AI15"
Trigger4   = Command = "AI16" || Command = "AI17" || Command = "AI18" || Command = "AI19" || Command = "AI20"
Trigger5   = Command = "AI21" || Command = "AI22" || Command = "AI23" || Command = "AI24" || Command = "AI25"
Trigger6   = Command = "AI26" || Command = "AI27" || Command = "AI28" || Command = "AI29" || Command = "AI30"
Trigger7   = Command = "AI31" || Command = "AI32" || Command = "AI33" || Command = "AI34" || Command = "AI35"
Trigger8   = Command = "AI36" || Command = "AI37" || Command = "AI38" || Command = "AI39" || Command = "AI40"
Trigger9   = Command = "AI41" || Command = "AI42" || Command = "AI43" || Command = "AI44" || Command = "AI45"
Trigger10  = Command = "AI46" || Command = "AI47" || Command = "AI48" || Command = "AI49" || Command = "AI50"
;trigger11  = 1 ;忢帪婲摦梡
IgnoreHitPause = 1

;---------------------------------------------------------------------------------------------------------
;偙偙偐傜愭傪壓庤偵楳傞偲杺椡憆幐
;---------------------------------------------------------------------------------------------------------

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = !ishelper
trigger1 = numprojid(246810)
flag = noautoturn
ignorehitpause = 1

[State -3];俬俢庢摼
Type=varset
trigger1=!ishelper
trigger1=numenemy=1
var(55)=enemynear,ID

[state -2];旘傃摴嬶敾抐
type=Helper
triggerall=var(59)
triggerall=!ishelper
trigger1=!numhelper(30020)
helpertype=normal
name="Projectile"
ID=30020
pos=0, 0
postype=p1
facing=1
stateno=30020
ownpal=0
supermovetime=99999
pausemovetime=99999

[State -2]
type = AssertSpecial
trigger1 = !ishelper
trigger1 = numprojid(56789)
flag = nomusic
flag2=nobardisplay
ignorehitpause = 1
supermovetime = 99999999
pausemovetime = 99999999

;僕儍儞僾
[State -3]
type = varset
triggerall = Time = 1
trigger1 = stateno = 52 
var(11) = 0

;---------------------[僕儍儉傗傜傟儃僀僗]

[State -3,]
type = PlaySnd
trigger1= AnimElemTIme(1) = 1
trigger1 = anim = 5555
value = s5555, 0
channel	= 0

[State -3,]
type = PlaySnd
trigger1= AnimElemTIme(2) = 1
trigger1 = anim = 5555
value = s5555, 1
channel	= 0

[State -3,]
type = PlaySnd
trigger1= AnimElemTIme(10) = 40
trigger1 = anim = 5555
value = s5555, 2
channel	= 0

;-----------------------------------------------------------------------------
[State -3, guard]
type = ChangeState
value = 700
triggerall = roundstate = 2
triggerall = inguarddist
triggerall = random <= 600
triggerall = var(59) = 1
triggerall = stateno != [120,155]
triggerall = !(enemynear,HitDefAttr = SCA, NT,ST,HT)
trigger1 = (ctrl || stateno = 100 || stateno = 22)

[State -3, guard]
type = ChangeState
value = 120
triggerall = roundstate = 2
triggerall = inguarddist
triggerall = random <= 600
triggerall = var(59) = 1
triggerall = stateno != [120,155]
triggerall = !(enemynear,HitDefAttr = SCA, NT,ST,HT)
trigger1 = (ctrl || stateno = 100 || stateno = 22)

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;				挻昁嶦媄
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;僔儍僀僯儞僌僗僩儔僀僋
[State -3, Super Arts]
type	= ChangeState
value	= 3300
triggerall = roundstate = 2 && EnemyNear,statetype != L
triggerAll = Var(59) = 1
triggerAll = power >= 3000
triggerAll = StateType != A
triggerAll= numhelper(9000) = 0
trigger1 = p2bodydist X < 160 && EnemyNear,movetype != A && EnemyNear,statetype != A && EnemyNear,life <= 500 && random < 150
trigger1 = Ctrl
trigger2 = stateno = 220 && movehit && p2bodydist X < 150
trigger2 = (EnemyNear,statetype != A || (EnemyNear,statetype = A && p2bodydist X < 38)) && EnemyNear,movetype = H && EnemyNear,life <= 230

;僪儔僑儞僽儗僗
[State -3, Super Arts]
type	= ChangeState
value	= 3100
triggerall = roundstate = 2 && EnemyNear,statetype != L && !inguarddist
triggerAll = Var(59) = 1
triggerAll = power >= 1500
triggerAll = StateType != A
triggerAll= numhelper(9000) = 0 || stateno = 1110
trigger1 = stateno = 220 && movehit && p2bodydist X > 10
trigger1 = EnemyNear,statetype != C && EnemyNear,movetype = H && random <= 25
trigger2 = EnemyNear,life <= 150 && EnemyNear,statetype != A && p2bodydist X > 120 && p2bodydist X < 250 && random <= 250
trigger2 = Ctrl

;僉僢僋僗僩儔僀僋
[State -3, Super Arts]
type	= ChangeState
value	= 3000
triggerall = roundstate = 2 && EnemyNear,statetype != L
triggerAll = Var(59) = 1
triggerAll = power >= 1000
triggerAll = StateType != A
triggerAll= numhelper(9000) = 0
trigger1 = EnemyNear,statetype = S && EnemyNear,movetype = A && p2bodydist X > 120 && p2bodydist X < 200 && random <= 20
trigger1 = Ctrl
trigger2 = stateno = 220 && movehit && p2bodydist X > 35 && EnemyNear,life <= 100
trigger2 = EnemyNear,statetype != C && EnemyNear,movetype = H

;僴儕働乕儞僩儖僱乕僪
[State -3, Super Arts]
type	= ChangeState
value	= 3200
triggerall = roundstate = 2 && EnemyNear,statetype != L
triggerAll = Var(59) = 1
triggerAll = power >= 1000
triggerAll = StateType != A && ctrl
triggerAll= numhelper(9000) = 0
trigger1 = frontedgebodydist < 60 && p2bodydist X <= 35 && p2bodydist X > -10 && EnemyNear,statetype = A && random <= 50
trigger1 = stateno = 1200 && movehit && EnemyNear,movetype = H

;儅僔儞僂傿儞僈乕
[State -3, Super Arts]
type	= ChangeState
value	= 1500
triggerAll= numhelper(9000) = 0 || stateno = 1110
triggerall = roundstate = 2 && EnemyNear,statetype != A
triggerAll = Var(59) = 1
triggerall = power >= 1000
triggerall = statetype != A
trigger1 = BackEdgeBodyDist < 50 && stateno = 420 && movehit && (EnemyNear,life > 120 && random <= 1 || EnemyNear,life <= 120 && random <= 300)
trigger2 = BackEdgeBodyDist < 50 && p2bodydist X < 70 && EnemyNear,movetype = A && ctrl
trigger2 = (EnemyNear,life > 180 && random <= 1 || EnemyNear,life <= 170 && random <= 300)

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;				昁嶦媄
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;僨傿僼僃儞僪
[State -3, Arts]
type = ChangeState
value = 1300
triggerall = var(59) = 1 && !inguarddist
triggerall = statetype != A
trigger1 = random <= 200
trigger1 = numhelper(30020) && p2bodydist X > 200 && ctrl
trigger1 = helper(30020),var(58)
trigger2 = ((stateno = 220 && p2bodydist X <= 40) || stateno = 420) && movehit

;價僢僌
[State -3, Arts]
type	= ChangeState
value	= 1000
triggerall = roundstate = 2 && EnemyNear,statetype != L
triggerAll = Var(59) = 1
triggerAll = StateType != A
trigger1 = !inguarddist && EnemyNear,movetype != A && p2bodydist X <= 200 && p2bodydist X >= 160 && (Ctrl || stateno = 100) && random = [200,300]
trigger2 = EnemyNear,statetype = A && p2bodydist X <= 200 && p2bodydist X >= 150 && (Ctrl || stateno = 100) && random = [100,300]
trigger3 = (StateNo = 220) && p2bodydist X > 40
trigger3 = Movehit
trigger4 = EnemyNear,movetype = A && p2bodydist X <= 230 && p2bodydist X >= 150 && (ctrl || stateno = 100) && random = [400,600]
trigger4 = enemynear,HitDefAttr = SCA, NP,SP && !inguarddist

;僄僉僒僀僩
[State -3, Arts]
type = ChangeState
value = 1200
triggerall = roundstate = 2 && EnemyNear,statetype != L
triggerall = !inguarddist && EnemyNear,movetype != A
triggerall = var(59) = 1
triggerall = statetype != A
trigger1 = EnemyNear,statetype = A && p2bodydist X <= 45 && ctrl && random = [100,300]

;僶僀儞僪
[State -3, Arts]
type = ChangeState
value = 1100
triggerall = roundstate = 2
triggerall = !inguarddist && EnemyNear,movetype != A
triggerall = var(59) = 1
triggerall = statetype != A
trigger1 = p2bodydist X >= 230 && Ctrl && random <= 1
trigger2 = EnemyNear,statetype = A && EnemyNear,movetype = H && p2bodydist Y < -30 && Ctrl && random = [100,200]
trigger3 = prevstateno = 3009 && p2bodydist X > 45 && EnemyNear,movetype = H && ctrl && random = [100,200]

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;				摿庩峴摦
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 偔傜偄敳偗
[State -3]
type	= ChangeState
value	= ifelse(StateType!=A,910,915)
triggerall = roundstate = 2 && EnemyNear,statetype != L
triggerAll = Var(59) = 1
triggerAll = Alive
triggerAll = Power >= 2000
triggerall = (EnemyNear,life < 200 && life < 100 && random = [700,900])
triggerall = p2bodydist X < 70
trigger1 = StateNo = 5000 && time > 0
trigger2 = StateNo = 5010 && time > 0
trigger3 = StateNo = 5020 && time > 0
trigger4 = StateNo = 5070 && time > 0
trigger5 = StateNo = 5030 && time > 0
trigger6 = StateNo = 5035 && time > 0
trigger7 = StateNo = 5040 && time > 0

;曕偒
[State -3, ]
type = ChangeState
triggerall = roundstate = 2
triggerall = !inguarddist
triggerall = var(59) = 1
triggerall = statetype = S && stateno != 100
triggerall = ctrl
trigger1 = BackEdgeBodyDist > 100 && EnemyNear,movetype != H && p2bodydist X <= 80 && random <= 250
value = 22

;僟僢僔儏
[State -3, run]
type = ChangeState
triggerall = roundstate = 2
triggerall = !inguarddist && EnemyNear,movetype = A
triggerall = var(59) = 1
triggerall = pos Y= 0
triggerall = statetype = S && stateno != 100
triggerall = ctrl
trigger1 = P2bodydist X > 140 && random <= 250
trigger2 = prevstateno = 1100
trigger2 = EnemyNear,movetype = H && ctrl
value = 700

;僟僢僔儏
[State -3, run]
type = ChangeState
triggerall = roundstate = 2
triggerall = !inguarddist && EnemyNear,movetype != A
triggerall = var(59) = 1
triggerall = pos Y= 0
triggerall = statetype = S && stateno != 100
triggerall = ctrl
trigger1 = P2bodydist X > 140 && random <= 250
trigger2 = prevstateno = 1100
trigger2 = EnemyNear,movetype = H && ctrl
value = 100

;---------------------------------------------------------------------------
;屻戅僟僢僔儏
[State -3, step]
type = ChangeState
triggerall = roundstate = 2
triggerall = var(59) = 1
triggerall = pos Y= 0
triggerall = statetype != A && ctrl
triggerall = (ctrl || stateno = 22 || stateno = [120,149])
trigger1 = EnemyNear,movetype != H && P2bodydist X < 50 && random = [0,50]
trigger1 = BackEdgeBodyDist > 60 && !inguarddist
trigger2 = EnemyNear,movetype = A && EnemyNear,HitDefAttr = SCA,NT,ST,HT
trigger2 = BackEdgeBodyDist > 60 && P2bodydist X < 50
trigger3 = BackEdgeBodyDist > 60 && EnemyNear,Facing != Facing && EnemyNear,stateno = 5120 && p2bodydist X < 30 && !inguarddist
value = 105

;---------------------------------------------------------------------------
[State -3, 嬻拞暅婣]
Type = ChangeState
Value = 5210
triggerall = RoundState = 2
TriggerAll = Var(59) = 1
TriggerAll = Vel Y > -1
TriggerAll = Alive
TriggerAll = StateNo = 5050
TriggerAll = life != 0
Trigger1 = CanRecover
Trigger1 = Random = [0,650]

;---------------------------------------------------------------------------
;搳偘
[State -3, Kung Fu Throw]
type = ChangeState
value = 800
triggerall = var(59) = 1
triggerall = roundstate = 2 ;&& !inguarddist
triggerall = p2statetype != L
triggerall = statetype = S
triggerall = ctrl || stateno = 22
triggerall = random = [600,800]
triggerall = stateno != 100
trigger1 = p2bodydist X < 5
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != H

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;				捠忢峌寕
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;	棫偪峌寕
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[State -3, Stand Light Punch]
type	= ChangeState
value	= 200
triggerall = roundstate = 2 && EnemyNear,statetype != L && EnemyNear,statetype != C && !inguarddist
triggerAll = Var(59) = 1
triggerAll = StateType != A
trigger1 = p2bodydist Y > -30 && p2bodydist X < 25 && random = [600,800]
trigger1 = Ctrl || stateno = 100

[State -3, Stand Light Punch]
type	= ChangeState
value	= 210
triggerall = roundstate = 2 && EnemyNear,statetype != L && !inguarddist
triggerAll = Var(59) = 1
triggerAll = StateType != A
trigger1 = p2bodydist Y > -30 && p2bodydist X < 50 && p2bodydist X > 24 && random = [600,800]
trigger1 = Ctrl || stateno = 100
trigger2 = stateno = 200 && movecontact
trigger3 = (stateno = [400,410]) && movehit && p2bodydist X < 50 && random <= 250

[State -3, Stand Light Punch]
type	= ChangeState
value	= 220
triggerall = roundstate = 2 && EnemyNear,statetype != L && !inguarddist && EnemyNear,movetype != A
triggerAll = Var(59) = 1
triggerAll = StateType != A
trigger1 = p2bodydist Y > -30 && p2bodydist X <= 130 && p2bodydist X > 80 && random <= 333
trigger1 = !(enemynear,HitDefAttr = SCA, HA,HP,HT)
trigger1 = Ctrl || stateno = 100
trigger2 = stateno = 210 && movehit

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;	偟傖偑傒峌寕
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[State -3, Crouching Light Punch]
type	= ChangeState
value	= 400
triggerall = roundstate = 2
triggerAll = Var(59) = 1
;triggerall = !inguarddist
triggerAll = StateType != A && EnemyNear,statetype != A
trigger1 = p2bodydist X <= 25 && p2bodydist X >= 11 && random = [600,800]
trigger1 = Ctrl
trigger2 = stateno = 200 && moveguarded && p2bodydist X <= 30 && EnemyNear,statetype != C && random <= 100

[State -3, Crouching Light Punch]
type	= ChangeState
value	= 410
triggerall = roundstate = 2
triggerAll = Var(59) = 1
triggerall = !inguarddist
triggerAll = StateType != A && EnemyNear,statetype != A
trigger1 = p2bodydist X <= 60 && p2bodydist X > 25 && random = [600,800]
trigger1 = Ctrl
trigger2 = stateno = 400 && movecontact
trigger3 = stateno = 210 && moveguarded && EnemyNear,statetype != C && random <= 200
trigger4 = EnemyNear,statetype = L && EnemyNear,stateno != 5120 && p2bodydist X <= 45 && p2bodydist X > 0 && random <= 333
trigger4 = Ctrl

[State -3, Crouching Light Punch]
type	= ChangeState
value	= 420
triggerall = roundstate = 2
triggerAll = Var(59) = 1
triggerall = !inguarddist
triggerAll = StateType != A && EnemyNear,statetype != A
trigger1 = p2bodydist X <= 68 && p2bodydist X > 60 && random <= 100
trigger1 = Ctrl
trigger2 = stateno = 410 && movehit
trigger3 = stateno = 220 && moveguarded && p2bodydist X <= 65 && EnemyNear,statetype != C && random <= 250
trigger4 = EnemyNear,statetype = L && EnemyNear,stateno != 5120 && p2bodydist X <= 68 && p2bodydist X > 0 && random <= 200
trigger4 = Ctrl

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;	嬻拞峌寕
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[State -3, Jump Light Punch]
type	= ChangeState
value	= 600
triggerall = roundstate = 2 && EnemyNear,statetype = A
triggerAll = Var(59) = 1
triggerall = !inguarddist
triggerAll = StateType = A && stateno != 105
trigger1 = p2bodydist Y < 10 && p2bodydist Y > -10 && p2bodydist X < 25 && random <= 10
trigger1 = Ctrl || (stateno = 105 && ctrl)

[State -3, Jump Light Punch]
type	= ChangeState
value	= 610
triggerall = roundstate = 2 && EnemyNear,statetype != L
triggerAll = Var(59) = 1
triggerall = !inguarddist
triggerAll = StateType = A
trigger1 = p2bodydist Y < 10 && p2bodydist Y > -10 && p2bodydist X < 50
trigger1 = stateno = 105 && ctrl

[State -3, Jump Light Punch]
type	= ChangeState
value	= 620
triggerall = roundstate = 2 && EnemyNear,statetype != L
triggerAll = Var(59) = 1
triggerall = !inguarddist
triggerAll = StateType = A && stateno != 105
trigger1 = p2bodydist Y < 12 && p2bodydist Y > -12 && p2bodydist X < 70
trigger1 = Ctrl

;------------------------------------------
;旘傃摴嬶敾抐
;慡堳嫟捠偺儖乕僾僗僥乕僩侾
[Statedef 30020]
type=A
movetype=I
physics=N
ctrl=0
anim=20000
sprpriority=0
velset=0,0

[State -2];儖乕僾夞悢愝掕
type=varset
trigger1=!var(54)
var(54)=40

;俬俢扵嶕僗僥乕僩傊
[State -2]
type=ChangeState
triggerall=!numhelper(30021);偙偺俥偺拞偱傑偩俬俢梊應傪偟偰偄側偄乮幐攕偟偰偄側偄乯
trigger1=var(56)!=-1||prevstateno=30029;偙偺俥偺拞偱傑偩俬俢扵嶕偵幐攕偟偰偄側偄
trigger1=!playerIDexist(var(3+var(55)));曄悢偑尰嵼巊梡拞偱偼側偄
value=30022

;摟柧壔
[State -2]
type=assertspecial
trigger1=1
flag=noshadow
flag2=invisible
ignorehitpause=1

;柍揋壔
[State -2]
type=Nothitby
trigger1=1
value=SCA

;杮懱偲揋偲偺拞娫偵攝抲
[State -2]
type=posset
trigger1=playerIDExist(root,var(55))
x=(root,pos x+playerID(root,var(55)),pos x)/2.0

;杮懱偲摨偠岦偒
[State -2]
type=turn
trigger1=facing!=root,facing

;杮懱偺嬤偔偵旘傃摴嬶偑偁傞側傜寈夲
[State 30020]
type=varset
trigger1=playerIDExist(var(3+var(55)))
trigger1=playerID(var(3+var(55))),movetype=A
trigger1=abs(root,pos y-playerID(var(3+var(55))),pos y)<200
trigger1=abs(playerID(var(3+var(55))),pos x-root,pos x)<=200
var(2)=5

;俬俢梡曄悢偺嵟崅抣婰榐
[State 30020]
type=varset
trigger1=var(57)<var(3+var(55))
var(57)=var(3+var(55))

;儖乕僾僶僢僋
[State 30020]
type=Changestate
trigger1=!numhelper(30021)	;壗偐尒偮偐偭偨侾
trigger1=var(56)!=-1	;壗偐尒偮偐偭偨俀
trigger1=var(55)<var(54)	;儖乕僾偑巜掕夞悢枹枮
trigger1=var(55):=var(55)+1||1	;僀儞僋儕儊儞僩乮儖乕僾僇僂儞僞憹壛張棟乯
value=30020

[State -2];僇僂儞僞弶婜壔
type=VarSet
trigger1=1
var(55)=0

;inguarddist宯斀墳敾抐梡
[State -2]
type=VarAdd
trigger1=var(0)>0
var(0)=-1

;inguarddist宯斀墳敾抐梡
[State -2]
type=VarSet
trigger1=playerIDExist(root,var(55))
trigger1=!playerID(root,var(55)),ctrl&&playerID(root,var(55)),stateno>=200
trigger2=inguarddist
trigger3=root,inguarddist
var(0)=15

;inguarddist宯斀墳敾抐梡
[State -2]
type=VarAdd
trigger1=var(0)
var(1)=1

;inguarddist宯斀墳敾抐梡
[State -2]
type=Varset
trigger1=!var(0)
var(1)=0

;旘傃摴嬶偺棤懁懳嶔
[State -2]
type=Varadd
trigger1=var(2)>0
var(2)=-1

;旘傃摴嬶偺棤懁懳嶔
[State -2]
type=varset
triggerall=root,inguarddist
triggerall=playerIDExist(root,var(55))
trigger1=playerID(root,var(55)),movetype!=A
trigger2=P2Dist x>playerID(root,var(55)),Const(size.attack.dist)
var(2)=20

;旘傃摴嬶偺棤懁懳嶔丅堦帪揑偵棤懁偵攝抲
[State -2]
type=posset
trigger1=1
x=root,pos x-facing*80

;旘傃摴嬶偺棤懁懳嶔
[State -2]
type=varset
trigger1=inguarddist
var(2)=5

;僐儞儃梡曄悢傒偨偄側傕偺
[State 30020 懳嶔僥僗僩]
type=varset
trigger1=1
var(59)=0

;廔椆偟偨傜僉儍儔暿懳嶔敾抐梡偺僗僥乕僩傊
[State -2]
type=ChangeState
trigger1=1
value=30029

;---------------------------------------------------------------
;俬俢梊應僿儖僷乕梡僗僥乕僩
[Statedef 30021]
anim=20000
ctrl=0

;懄徚偊傞
[State 30021]
type=destroyself
trigger1=1

;---------------------------------------------------------------
;儖乕僾僗僥乕僩
[Statedef 30022]
anim=20000
ctrl=0

;奐巒抣傪嵟崅抣偵崌傢偣傞
[State -2]
type=varset
trigger1=prevstateno!=30022;
var(3+var(55))=var(57)+1

;儖乕僾僇僂儞僞憹壛
[State -2]
type=varadd
var(56)=1
trigger1=var(56)!=-1

;儖乕僾僇僂儞僞弶婜壔
[State -2]
type=Varset
trigger1=prevstateno!=30022
var(56)=0

;傆傞偄偵偐偗傞丅侾偮偱傕奩摉偡傞側傜師傊
[State -2]
type=varadd
trigger1=!playerIDExist(var(3+var(55)))
trigger2=playerIDExist(var(3+var(55)))
trigger2=playerID(var(3+var(55))),movetype!=A||!(playerID(var(3+var(55))),hitdefattr=SCA,AA,AP,AT)
trigger2=playerID(var(3+var(55))),time>200-var(55)*10
trigger3=playerIDExist(var(3+var(55)))
trigger3=abs(playerID(var(3+var(55))),Screenpos x)>500
trigger4=playerIDExist(var(3+var(55)))
trigger4=abs(playerID(var(3+var(55))),pos y)>500
trigger5=playerIDExist(var(3+var(55)))
trigger5=teamside=playerID(var(3+var(55))),teamside
var(3+var(55))=1

[state -2];id妋擣梡丅侾侽夞孞傝曉偟偰摉偨傝偑偙側偐偭偨傜丄拞巭偟偰師偵旛偊傞
type=Helper
trigger1=var(56)>10
trigger1=var(56):=-1
trigger1=!numhelper(30021)
helpertype=normal
name="id_check"
ID=30021
pos=0, 0
postype=right
facing=1
stateno=30021
ownpal=0
supermovetime=99999
pausemovetime=99999

;曄悢偺抣傪崱弌偟偨偽偐傝偺僿儖僷乕偺傕偺偵
[State -2]
type=varset
trigger1=var(56)=-1
trigger1=numhelper(30021)
var(3+var(55))=helper(30021),id

;儖乕僾僶僢僋
[State -2]
type=ChangeState
value=30022
triggerall=var(56)!=-1
trigger1=!playerIDExist(var(3+var(55)))
trigger2=playerIDExist(var(3+var(55)))
trigger2=playerID(var(3+var(55))),movetype!=A||!(playerID(var(3+var(55))),hitdefattr=SCA,AA,AP,AT)
trigger2=playerID(var(3+var(55))),time>200-var(55)*10
trigger3=playerIDExist(var(3+var(55)))
trigger3=abs(playerID(var(3+var(55))),Screenpos x)>500
trigger4=playerIDExist(var(3+var(55)))
trigger4=abs(playerID(var(3+var(55))),pos y)>500
trigger5=playerIDExist(var(3+var(55)))
trigger5=teamside=playerID(var(3+var(55))),teamside

;廔傢偭偨傜栠傞
[State -2]
type=ChangeState
value=30020
trigger1=1

;--------------------------------------------------------------
;旘傃摴嬶懳嶔
[Statedef 30029]
anim=20000
ctrl=0

;侾俥宱偭偨傜傑偨俬俢庢摼偐傜
[State 30029]
type=CHangeState
trigger1=time>0
value=30020

;曄悢偺抣偵奩摉偡傞僿儖僷乕偑懚嵼偟側偄側傜偙偙偱儖乕僾僇僂儞僞憹壛偝偣偰傑偨弶傔偐傜
[State 30029]
type=CHangeState
trigger1=!playerIDExist(var(3+var(55)))
trigger1=var(55)<var(54)-1
trigger1=var(55):=var(55)+1
value=30029

;敾抐梡曄悢弶婜壔
[State 30020]
type=varset
trigger1=prevstateno!=30029
var(58)=0

[State 30020 抧忋攇摦]
type=varadd
trigger1=playerIDExist(var(3+var(55)))
trigger1=!((var(58))%10)
trigger1=playerID(var(3+var(55))),movetype=A
trigger1=playerID(var(3+var(55))),pos y+playerID(var(3+var(55))),vel y*10=[-100,60]
trigger1=abs(playerID(var(3+var(55))),vel x)>1
trigger1=playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x)>0
trigger1=playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x)-playerID(var(3+var(55))),vel x*32>70
trigger1=fvar(0):=playerID(var(3+var(55))),vel x
var(58)=1

[State 30020 抧忋攇摦嬤偡偓]
type=varadd
trigger1=!((var(58)/1000)%10)
trigger1=playerIDExist(var(3+var(55)))
trigger1=playerID(var(3+var(55))),movetype=A
trigger1=playerID(var(3+var(55))),pos y+playerID(var(3+var(55))),vel y*10=[-100,60]
trigger1=abs(playerID(var(3+var(55))),vel x)>1
trigger1=playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x)-playerID(var(3+var(55))),vel x*6<=70
var(58)=1000

[State 30020 嬻拞攇摦]
type=varadd
trigger1=playerIDExist(var(3+var(55)))
trigger1=!((var(58)/10)%10)
trigger1=playerID(var(3+var(55))),movetype=A
trigger1=playerID(var(3+var(55))),pos y+playerID(var(3+var(55))),vel y*20<-80
trigger1=abs(playerID(var(3+var(55))),vel x)>1
trigger1=playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x)>-50
trigger1=fvar(1):=playerID(var(3+var(55))),vel y
var(58)=10

[State 30020 嬻拞攇摦嬤偡偓]
type=varadd
trigger1=playerIDExist(var(3+var(55)))
trigger1=!((var(58)/10000)%10)
trigger1=playerID(var(3+var(55))),movetype=A
trigger1=playerID(var(3+var(55))),pos y+playerID(var(3+var(55))),vel y*10>=-80
trigger1=abs(playerID(var(3+var(55))),vel x)>1
trigger1=playerID(var(3+var(55))),facing*(root,pos x-playerID(var(3+var(55))),pos x)>-50
trigger1=fvar(1):=playerID(var(3+var(55))),vel y
var(58)=10000

[State 30020];愝抲
type=varadd
trigger1=!((var(58)/100)%10)
trigger1=playerIDExist(var(3+var(55)))
trigger1=playerID(var(3+var(55))),movetype=A
trigger1=playerID(var(3+var(55))),pos y>-140
trigger1=playerID(var(3+var(55))),vel x<3
trigger1=playerID(var(3+var(55))),time>=40
trigger1=(root,pos x-playerID(var(3+var(55))),pos x)>120
var(58)=100

;儖乕僾僇僂儞僞憹壛丄弶傔偵栠傞
[State 30029]
type=CHangeState
trigger1=var(55)<var(54)
trigger1=var(55):=var(55)+1||1
value=30029

[State 30020];僇僂儞僞弶婜壔
type=varset
trigger1=1
var(55)=0

[State 30020];僇僂儞僞弶婜壔
type=varset
trigger1=1
var(56)=0