[State 10191]

type = Explod

TriggerAll = numenemy

TriggerAll = Teamside = 2

TriggerAll = roundstate >= 2 || (Roundstate <= 1 && (root,stateno != 5900 || (root,stateno = 5900 && time >= 1)))

TriggerAll = NumExplod(6255) = 0

Trigger1 = root,var(39) = 50

anim = 6265

ID = 6255

pos = -var(1)+1,var(2)-4

postype = right

sprpriority = -2

bindtime = -1

removetime = 999999

ownpal = 1

scale = 0.5,0.5

ignorehitpause = 1

persistent = 1

supermovetime = 999

The three that I have narrowed down

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[Statedef 11000]

type = A

movetype = I

physics = N

ctrl = 0

anim = 9999

sprpriority = 0

velset = 10, 0

[State 11000]

type = selfstate

Trigger1 = !ishelper

value=0

[State 11000]

type = assertspecial

Trigger1 = 1

flag = noshadow

flag2 = invisible

ignorehitpause = 1

[State 11000]

type = Nothitby

Trigger1 = 1

value = SCA

[State 11000]

type = ScreenBound

Trigger1 = 1

value = 0

movecamera = 0,0

[State 11000]

type = Projectile

Trigger1 = time = 0

projID = 11001

projanim = 9999

velocity = 10, 0

projpriority = 4

projsprpriority = 2

projstagebound = 0

projedgebound = 99999

offset = 0, 0

postype = right

supermovetime = 9**8

pausemovetime = 9**8

projremovetime = -1

[State 11000]

type = velset

Trigger1 = !(root,numprojID(11001))

x=0

y=0

;–½’†Šm”FŠwK—p

[State 11000]

Type = Null

TriggerAll=(root,var(59)&&Random<=root,var(59)*100)

Trigger1 = root,stateno = 210||root,stateno = 410

Trigger1 = Var(20):=200

Trigger2 = root,stateno = 300

Trigger2 = Var(21):=200

Trigger3 = root,stateno = 220||root,stateno = 420

Trigger3 = Var(22):=200

Trigger4 = (root,stateno != [210,420])&&root,MoveType != H

Trigger4 = Var(20):=0

Trigger5 = (root,stateno != [210,420])&&root,MoveType != H

Trigger5 = Var(21):=0

Trigger6 = (root,stateno != [210,420])&&root,MoveType != H

Trigger6 = Var(22):=0

Trigger7 = Var(25):=Var(20)+Var(21)

Trigger8 = Var(26):=Var(21)+Var(22)

ignorehitpause = 1

[State 11000]

type = VarAdd

TriggerAll=(root,var(59)&&Random<=root,var(59)*100)

Trigger1 = root,StateNo = 5000||root,StateNo = 5030||root,StateNo = 5070||(root,stateno != [5000,5299])&&root,MoveType = H

Trigger1 = root,Time = 1

Trigger1 = var(25) = 400

var(15) = 2

ignorehitpause = 1

[State 11000]

type = VarAdd

TriggerAll=(root,var(59)&&Random<=root,var(59)*100)

Trigger1 = root,StateNo = 5000||root,StateNo = 5030||root,StateNo = 5070||(root,stateno != [5000,5299])&&root,MoveType = H

Trigger1 = root,Time = 1

Trigger1 = var(26) = 400

var(16) = 2

ignorehitpause = 1

[State 11000]

Type = Null

TriggerAll=(root,var(59)&&Random<=root,var(59)*100)

Trigger1 = root,stateno = [300,302]

Trigger1 = Var(30):=300

Trigger2 = (root,stateno != [300,302])&&root,MoveType != H

Trigger2 = Var(30):=0

ignorehitpause = 1

[State 11000]

type = VarAdd

TriggerAll=(root,var(59)&&Random<=root,var(59)*100)

Trigger1 = root,StateNo = 5000||root,StateNo = 5030||root,StateNo = 5070||(root,stateno != [5000,5299])&&root,MoveType = H

Trigger1 = root,Time = 1

Trigger1 = var(30) = 300

var(35) = 1

ignorehitpause = 1

[State 11000]

Type = VarAdd

TriggerAll=(root,var(59)&&Random<=root,var(59)*100)

Trigger1 = root,StateNo = 302

Trigger1 = root,AnimTime = -1

Trigger1 = root,P2BodyDist X=[0,ceil(77*0.88*root,const(size.xscale))]

Trigger1 = enemynear,Statetype != A

Trigger1 = enemynear,MoveType != H

var(35) = 2

ignorehitpause = 1

[State 11000]

Type = Null

TriggerAll=(root,var(59)&&Random<=root,var(59)*100)

Trigger1 = root,stateno = 800

Trigger1 = Var(31):=800

Trigger2 = root,stateno != 800&&root,MoveType != H

Trigger2 = Var(31):=0

ignorehitpause = 1

[State 11000]

type = VarAdd

TriggerAll=(root,var(59)&&Random<=root,var(59)*100)

Trigger1 = root,StateNo = 5000||root,StateNo = 5030||root,StateNo = 5070||(root,stateno != [5000,5299])&&root,MoveType = H

Trigger1 = root,Time = 1

Trigger1 = var(31) = 800

var(36) = 1

ignorehitpause = 1

[State 11000]

Type = VarAdd

TriggerAll=(root,var(59)&&Random<=root,var(59)*100)

Trigger1 = root,StateNo = 800

Trigger1 = root,AnimTime = -1

Trigger1 = root,P2BodyDist X=[0,ceil(100*0.82*const(size.xscale))]

Trigger1 = enemynear,Statetype != A

Trigger1 = enemynear,MoveType != H

var(36) = 2

ignorehitpause = 1

;’nã’†’i•‹ó’†‰º’iŠwK—p

[State 11000]

type = varset

Trigger1 = root,stateno=131||(root,stateno=[152,153])

var(50) = 1

ignorehitpause = 1

[State 11000]

type = varset

Trigger1=root,stateno=130||(root,stateno=[150,151])

var(50) = -1

ignorehitpause = 1

[State 11000]

type = VarSet

Trigger1=!((root,stateno=[130,131])||(root,stateno=[150,153]))

Trigger1=root,time >=2

var(50) = 0

ignorehitpause = 1

;’nã’†’iŠwK—p1

[State 11000]

type = VarSet

Trigger1 = var(50) = 1

Trigger1 = var(41) = 0

Trigger1 = root,movetype = H

Trigger1 = root,stateno > 200

Trigger1 = enemynear,Statetype != A

Trigger1 = enemynear,Movetype = A

var(41) = enemynear,Stateno

ignorehitpause = 1

[State 11000]

type = VarSet

Trigger1 = var(50) = -1

Trigger1 = var(41) = enemynear,Stateno

Trigger1 = root,movetype = H

Trigger1 = root,stateno > 200

Trigger1 = enemynear,Statetype != A

Trigger1 = enemynear,Movetype = A

var(41) = 0

ignorehitpause = 1

;’nã’†’iŠwK—p2

[State 11000]

type = VarSet

Trigger1 = var(50) = 1

Trigger1 = var(41) != enemynear,Stateno

Trigger1 = root,movetype = H

Trigger1 = root,stateno > 200

Trigger1 = enemynear,Statetype != A

Trigger1 = enemynear,Movetype = A

var(42) = enemynear,Stateno

ignorehitpause = 1

[State 11000]

type = VarSet

Trigger1 = var(50) = -1

Trigger1 = var(42) = enemynear,Stateno

Trigger1 = root,movetype = H

Trigger1 = root,stateno > 200

Trigger1 = enemynear,Statetype != A

Trigger1 = enemynear,Movetype = A

var(42) = 0

ignorehitpause = 1

;’nã’†’iŠwK—p3

[State 11000]

type = VarSet

Trigger1 = var(50) = 1

Trigger1 = var(41) != enemynear,Stateno

Trigger1 = var(42) != root,P2Stateno

Trigger1 = root,movetype = H

Trigger1 = root,stateno > 200

Trigger1 = enemynear,Statetype != A

Trigger1 = enemynear,Movetype = A

var(43) = enemynear,Stateno

ignorehitpause = 1

[State 11000]

type = VarSet

Trigger1 = var(50) = -1

Trigger1 = var(43) = enemynear,Stateno

Trigger1 = root,movetype = H

Trigger1 = root,stateno > 200

Trigger1 = enemynear,Statetype != A

Trigger1 = enemynear,Movetype = A

var(43) = 0

ignorehitpause = 1

;‹ó’†‰º’iŠwK—p1

[State 11000]

type = VarSet

Trigger1 = var(50) = -1

Trigger1 = var(44) = 0

Trigger1 = root,movetype = H

Trigger1 = root,stateno > 200

Trigger1 = enemynear,Statetype = A

Trigger1 = enemynear,Movetype = A

var(44) = enemynear,Stateno

ignorehitpause = 1

[State 11000]

type = VarSet

Trigger1 = var(50) = 1

Trigger1 = var(44) = enemynear,Stateno

Trigger1 = root,movetype = H

Trigger1 = root,stateno > 200

Trigger1 = enemynear,Statetype = A

Trigger1 = enemynear,Movetype = A

var(44) = 0

ignorehitpause = 1

;‹ó’†‰º’iŠwK—p2

[State 11000]

type = VarSet

Trigger1 = var(50) = -1

Trigger1 = var(44) != enemynear,Stateno

Trigger1 = root,movetype = H

Trigger1 = root,stateno > 200

Trigger1 = enemynear,Statetype = A

Trigger1 = enemynear,Movetype = A

var(45) = enemynear,Stateno

ignorehitpause = 1

[State 11000]

type = VarSet

Trigger1 = var(50) = 1

Trigger1 = var(45) = enemynear,Stateno

Trigger1 = root,movetype = H

Trigger1 = root,stateno > 200

Trigger1 = enemynear,Statetype = A

Trigger1 = enemynear,Movetype = A

var(45) = 0

ignorehitpause = 1

;‹ó’†‰º’iŠwK—p3

[State 11000]

type = VarSet

Trigger1 = var(50) = -1

Trigger1 = var(44) != enemynear,Stateno

Trigger1 = var(45) != root,P2Stateno

Trigger1 = root,movetype = H

Trigger1 = root,stateno > 200

Trigger1 = enemynear,Statetype = A

Trigger1 = enemynear,Movetype = A

var(46) = enemynear,Stateno

ignorehitpause = 1

[State 11000]

type = VarSet

Trigger1 = var(50) = 1

Trigger1 = var(46) = enemynear,Stateno

Trigger1 = root,movetype = H

Trigger1 = root,stateno > 200

Trigger1 = enemynear,Statetype = A

Trigger1 = enemynear,Movetype = A

var(46) = 0

ignorehitpause = 1

[State 11000]

type = VarSet

Trigger1 = 1

var(40) = 0

ignorehitpause = 1

;‰º’iƒK[ƒh

[State 11000]

type = VarSet

TriggerAll = numenemy

Trigger1 = enemynear,stateno=var(44)

Trigger2 = enemynear,stateno=var(45)

Trigger3 = enemynear,stateno=var(46)

Trigger4 = EnemyNear,StateType != A

var(40) = 1

ignorehitpause = 1

;’†’iƒK[ƒh

[State 11000]

type = VarSet

TriggerAll = numenemy

Trigger1 = enemynear,stateno=var(41)

Trigger2 = enemynear,stateno=var(42)

Trigger3 = enemynear,stateno=var(43)

Trigger4 = EnemyNear,StateType = A

var(40) = 2

ignorehitpause = 1

[Statedef 11010]

type = A

movetype = I

physics = N

ctrl = 0

anim = 9999

sprpriority = 0

velset = 10, 0

[State 11010]

type = selfstate

Trigger1 = !ishelper

value=0

[State 11010]

type = assertspecial

Trigger1 = 1

flag = noshadow

flag2 = invisible

ignorehitpause = 1

[State 11010]

type = Nothitby

Trigger1 = 1

value = SCA

[State 11010]

type = ScreenBound

Trigger1 = 1

value = 0

movecamera = 0,0

[State 11010]

type = Projectile

Trigger1 = time = 0

projID = 11011

projanim = 9999

velocity = 10, 0

projpriority = 4

projsprpriority = 2

projstagebound = 0

projedgebound = 99999

offset = 0, 0

postype = left

supermovetime = 9**8

pausemovetime = 9**8

projremovetime = -1

[State 11010]

type = velset

Trigger1 = !(root,numprojID(11011))

x=0

y=0

[Statedef 11001]

type = A

movetype = I

physics = N

ctrl = 0

anim = 9999

sprpriority = 0

velset = 0, 0

[State 11001]

type = selfstate

Trigger1 = !ishelper

value=0

[State 11001]

type = assertspecial

Trigger1 = 1

flag = noshadow

flag2 = invisible

ignorehitpause = 1

[State 11001]

type = Nothitby

Trigger1 = 1

value = SCA

[State 11001]

Type = turn

Trigger1 = Facing != root,Facing

[State 11001]

Type = Posset

Trigger1 = 1

X = Root,Pos X

[State 11001]

Type = Posadd

Trigger1 = 1

X = 100

[State 11001]

Type = Varset

Trigger1 = 1

var(30) = InGuardDist

[State 11001]

Type = Posadd

Trigger1 = 1

X = -200

[State 11001]

Type = Varset

Trigger1 = 1

var(31) = InGuardDist

[State 11001]

Type = Posadd

Trigger1 = 1

X = 100

[State 11001]

Type = null;DestroySelf

TriggerAll = Time >= 0

Trigger1 = Facing = root,Facing

Trigger1 = RootDist X = 0