[Statedef 60000]
type = U
movetype = U
physics = U
hitdefpersist = 1
movehitpersist = 1

[State ];動畫鎖定
type = Changeanim
trigger1 = ishelper(60000)
trigger1 = anim!= 8888
value = 8888;無框動畫
ignorehitpause = 1

[State ];位置綁定本體
type = BindToroot
trigger1 = ishelper(60000)
time = -1
facing = 1
pos = 0, 0
ignorehitpause = 1

[State ];不可控
type = Ctrlset
trigger1 = ishelper(60000)
value = 0
ignorehitpause = 1

[State ];保持在畫面內
type = Screenbound
trigger1 = ishelper(60000)
value = 0
ignorehitpause = 1

[State ];特殊斷言
type = Assertspecial
trigger1 = ishelper(60000)
flag = invisible;不可見
flag2 = noshadow;無影子
ignorehitpause = 1

[State ];不會被推擠
type = Playerpush
trigger1 = ishelper(60000)
value = 0
ignorehitpause = 1

[State ];無敵，防止被干擾
type = NotHitBy
trigger1 = IsHelper(60000)
value = SCA;S站立 C下蹲 A空中
ignorehitpause = 1

[State ]
type = LifeSet
trigger1 = IsHelper(60000)
value = LifeMax
ignorehitpause = 1

[State ]
type = ParentVarSet
trigger1 = IsHelper(60000)
trigger1 = Parent,id = root,id
fvar(6) = id
ignorehitpause = 1

[state ]
type = selfstate
triggerall = ishelper(60000)
trigger1 = (var(38)&1056964608) || var(56) || var(57) || var(58) || var(59);整數計測完了
trigger1 = (var(39)&1056964608) || fvar(36) || fvar(37) || fvar(38) || fvar(39);小數計測完了
trigger2 = !(root,var(4) = [1,16999])
value = 5150
persistent = 256
ignorehitpause = 1

;--------------------------------------------------------------
;gametime貫通計算(使用OPT氏模板)
[state , flag重置(整數)]
type = varset
triggerall = ishelper(60000)
trigger1 = !var(11)					;整數計測結束後
sysvar(3) = (sysvar(3)|3) - 3
ignorehitpause = 1

[state , flag重置(小數)]
type = varset
triggerall = ishelper(60000)
trigger1 = !var(26)					;小數計測結束後
sysvar(3) = (sysvar(3)|28) - 28
ignorehitpause = 1

[state , 不像是gt貫通(整數)]
type = null
triggerall = ishelper(60000)
triggerall = !var(11)
triggerall = enemy,var(var(21)&63) = [0,1]			;現在檢查中的bit不像是gt式
trigger1  = (var(21)&63) < 59						;檢查對手的var(0)~var(58)
trigger1  = enemy,var((var(21)&63) + 1) != [0,1]	;檢查後一個變數
trigger1  = var(21) := (var(21)|63) - 63 + ((var(21)&63) + 1)
trigger2  = (var(21)&63) < 58						;檢查對手的var(0)~var(57)
trigger2  = enemy,var((var(21)&63) + 2) != [0,1]	;檢查後二個變數
trigger2  = var(21) := (var(21)|63) - 63 + ((var(21)&63) + 2)
trigger3  = (var(21)&63) < 57
trigger3  = enemy,var((var(21)&63) + 3) != [0,1]
trigger3  = var(21) := (var(21)|63) - 63 + ((var(21)&63) + 3)
trigger4  = (var(21)&63) < 56
trigger4  = enemy,var((var(21)&63) + 4) != [0,1]
trigger4  = var(21) := (var(21)|63) - 63 + ((var(21)&63) + 4)
trigger5  = (var(21)&63) < 55
trigger5  = enemy,var((var(21)&63) + 5) != [0,1]
trigger5  = var(21) := (var(21)|63) - 63 + ((var(21)&63) + 5)
trigger6  = (var(21)&63) < 54
trigger6  = enemy,var((var(21)&63) + 6) != [0,1]
trigger6  = var(21) := (var(21)|63) - 63 + ((var(21)&63) + 6)
trigger7  = (var(21)&63) < 53
trigger7  = enemy,var((var(21)&63) + 7) != [0,1]
trigger7  = var(21) := (var(21)|63) - 63 + ((var(21)&63) + 7)
trigger8  = (var(21)&63) < 52
trigger8  = enemy,var((var(21)&63) + 8) != [0,1]
trigger8  = var(21) := (var(21)|63) - 63 + ((var(21)&63) + 8)
trigger9  = (var(21)&63) < 51
trigger9  = enemy,var((var(21)&63) + 9) != [0,1]
trigger9  = var(21) := (var(21)|63) - 63 + ((var(21)&63) + 9)
trigger10 = (var(21)&63) < 50
trigger10 = enemy,var((var(21)&63) + 10) != [0,1]
trigger10 = var(21) := (var(21)|63) - 63 + ((var(21)&63) + 10)
trigger11 = (var(21)&63) < 49
trigger11 = enemy,var((var(21)&63) + 11) != [0,1]
trigger11 = var(21) := (var(21)|63) - 63 + ((var(21)&63) + 11)
trigger12 = (var(21)&63) < 48
trigger12 = enemy,var((var(21)&63) + 12) != [0,1]
trigger12 = var(21) := (var(21)|63) - 63 + ((var(21)&63) + 12)
trigger13 = (var(21)&63) < 47
trigger13 = enemy,var((var(21)&63) + 13) != [0,1]
trigger13 = var(21) := (var(21)|63) - 63 + ((var(21)&63) + 13)
trigger14 = (var(21)&63) < 46
trigger14 = enemy,var((var(21)&63) + 14) != [0,1]
trigger14 = var(21) := (var(21)|63) - 63 + ((var(21)&63) + 14)
trigger15 = (var(21)&63) < 45
trigger15 = enemy,var((var(21)&63) + 15) != [0,1]
trigger15 = var(21) := (var(21)|63) - 63 + ((var(21)&63) + 15)
trigger16 = (var(21)&63) < 44
trigger16 = enemy,var((var(21)&63) + 16) != [0,1]
trigger16 = var(21) := (var(21)|63) - 63 + ((var(21)&63) + 16)
trigger17 = (var(21)&63) < 43
trigger17 = enemy,var((var(21)&63) + 17) != [0,1]
trigger17 = var(21) := (var(21)|63) - 63 + ((var(21)&63) + 17)
trigger18 = (var(21)&63) < 42
trigger18 = enemy,var((var(21)&63) + 18) != [0,1]
trigger18 = var(21) := (var(21)|63) - 63 + ((var(21)&63) + 18)
trigger19 = (var(21)&63) < 41
trigger19 = enemy,var((var(21)&63) + 19) != [0,1]
trigger19 = var(21) := (var(21)|63) - 63 + ((var(21)&63) + 19)
trigger20 = (var(21)&63) < 40
trigger20 = enemy,var((var(21)&63) + 20) != [0,1]
trigger20 = var(21) := (var(21)|63) - 63 + ((var(21)&63) + 20)
trigger21 = (var(21)&63) < 39
trigger21 = enemy,var((var(21)&63) + 21) != [0,1]
trigger21 = var(21) := (var(21)|63) - 63 + ((var(21)&63) + 21)
trigger22 = (var(21)&63) < 38
trigger22 = enemy,var((var(21)&63) + 22) != [0,1]
trigger22 = var(21) := (var(21)|63) - 63 + ((var(21)&63) + 22)
trigger23 = (var(21)&63) < 37
trigger23 = enemy,var((var(21)&63) + 23) != [0,1]
trigger23 = var(21) := (var(21)|63) - 63 + ((var(21)&63) + 23)
trigger24 = (var(21)&63) < 36
trigger24 = enemy,var((var(21)&63) + 24) != [0,1]
trigger24 = var(21) := (var(21)|63) - 63 + ((var(21)&63) + 24)
trigger25 = (var(21)&63) < 35
trigger25 = enemy,var((var(21)&63) + 25) != [0,1]
trigger25 = var(21) := (var(21)|63) - 63 + ((var(21)&63) + 25)
trigger26 = (var(21)&63) < 34
trigger26 = enemy,var((var(21)&63) + 26) != [0,1]
trigger26 = var(21) := (var(21)|63) - 63 + ((var(21)&63) + 26)
trigger27 = (var(21)&63) < 33
trigger27 = enemy,var((var(21)&63) + 27) != [0,1]
trigger27 = var(21) := (var(21)|63) - 63 + ((var(21)&63) + 27)
trigger28 = (var(21)&63) < 32
trigger28 = enemy,var((var(21)&63) + 28) != [0,1]
trigger28 = var(21) := (var(21)|63) - 63 + ((var(21)&63) + 28)
trigger29 = (var(21)&63) < 31
trigger29 = enemy,var((var(21)&63) + 29) != [0,1]
trigger29 = var(21) := (var(21)|63) - 63 + ((var(21)&63) + 29)
trigger30 = (var(21)&63) < 30
trigger30 = enemy,var((var(21)&63) + 30) != [0,1]
trigger30 = var(21) := (var(21)|63) - 63 + ((var(21)&63) + 30)
trigger31 = (var(21)&63) < 29
trigger31 = enemy,var((var(21)&63) + 31) != [0,1]
trigger31 = var(21) := (var(21)|63) - 63 + ((var(21)&63) + 31)
trigger32 = (var(21)&63) < 28
trigger32 = enemy,var((var(21)&63) + 32) != [0,1]
trigger32 = var(21) := (var(21)|63) - 63 + ((var(21)&63) + 32)
trigger33 = (var(21)&63) < 27
trigger33 = enemy,var((var(21)&63) + 33) != [0,1]
trigger33 = var(21) := (var(21)|63) - 63 + ((var(21)&63) + 33)
trigger34 = (var(21)&63) < 26
trigger34 = enemy,var((var(21)&63) + 34) != [0,1]
trigger34 = var(21) := (var(21)|63) - 63 + ((var(21)&63) + 34)
trigger35 = (var(21)&63) < 25
trigger35 = enemy,var((var(21)&63) + 35) != [0,1]
trigger35 = var(21) := (var(21)|63) - 63 + ((var(21)&63) + 35)
trigger36 = (var(21)&63) < 24
trigger36 = enemy,var((var(21)&63) + 36) != [0,1]
trigger36 = var(21) := (var(21)|63) - 63 + ((var(21)&63) + 36)
trigger37 = (var(21)&63) < 23
trigger37 = enemy,var((var(21)&63) + 37) != [0,1]
trigger37 = var(21) := (var(21)|63) - 63 + ((var(21)&63) + 37)
trigger38 = (var(21)&63) < 22
trigger38 = enemy,var((var(21)&63) + 38) != [0,1]
trigger38 = var(21) := (var(21)|63) - 63 + ((var(21)&63) + 38)
trigger39 = (var(21)&63) < 21
trigger39 = enemy,var((var(21)&63) + 39) != [0,1]
trigger39 = var(21) := (var(21)|63) - 63 + ((var(21)&63) + 39)
trigger40 = (var(21)&63) < 20
trigger40 = enemy,var((var(21)&63) + 40) != [0,1]
trigger40 = var(21) := (var(21)|63) - 63 + ((var(21)&63) + 40)
trigger41 = (var(21)&63) < 19
trigger41 = enemy,var((var(21)&63) + 41) != [0,1]
trigger41 = var(21) := (var(21)|63) - 63 + ((var(21)&63) + 41)
trigger42 = (var(21)&63) < 18
trigger42 = enemy,var((var(21)&63) + 42) != [0,1]
trigger42 = var(21) := (var(21)|63) - 63 + ((var(21)&63) + 42)
trigger43 = (var(21)&63) < 17
trigger43 = enemy,var((var(21)&63) + 43) != [0,1]
trigger43 = var(21) := (var(21)|63) - 63 + ((var(21)&63) + 43)
trigger44 = (var(21)&63) < 16
trigger44 = enemy,var((var(21)&63) + 44) != [0,1]
trigger44 = var(21) := (var(21)|63) - 63 + ((var(21)&63) + 44)
trigger45 = (var(21)&63) < 15
trigger45 = enemy,var((var(21)&63) + 45) != [0,1]
trigger45 = var(21) := (var(21)|63) - 63 + ((var(21)&63) + 45)
trigger46 = (var(21)&63) < 14
trigger46 = enemy,var((var(21)&63) + 46) != [0,1]
trigger46 = var(21) := (var(21)|63) - 63 + ((var(21)&63) + 46)
trigger47 = (var(21)&63) < 13
trigger47 = enemy,var((var(21)&63) + 47) != [0,1]
trigger47 = var(21) := (var(21)|63) - 63 + ((var(21)&63) + 47)
trigger48 = (var(21)&63) < 12
trigger48 = enemy,var((var(21)&63) + 48) != [0,1]
trigger48 = var(21) := (var(21)|63) - 63 + ((var(21)&63) + 48)
trigger49 = (var(21)&63) < 11
trigger49 = enemy,var((var(21)&63) + 49) != [0,1]
trigger49 = var(21) := (var(21)|63) - 63 + ((var(21)&63) + 49)
trigger50 = (var(21)&63) < 10
trigger50 = enemy,var((var(21)&63) + 50) != [0,1]
trigger50 = var(21) := (var(21)|63) - 63 + ((var(21)&63) + 50)
trigger51 = (var(21)&63) < 9
trigger51 = enemy,var((var(21)&63) + 51) != [0,1]
trigger51 = var(21) := (var(21)|63) - 63 + ((var(21)&63) + 51)
trigger52 = (var(21)&63) < 8
trigger52 = enemy,var((var(21)&63) + 52) != [0,1]
trigger52 = var(21) := (var(21)|63) - 63 + ((var(21)&63) + 52)
trigger53 = (var(21)&63) < 7
trigger53 = enemy,var((var(21)&63) + 53) != [0,1]
trigger53 = var(21) := (var(21)|63) - 63 + ((var(21)&63) + 53)
trigger54 = (var(21)&63) < 6
trigger54 = enemy,var((var(21)&63) + 54) != [0,1]
trigger54 = var(21) := (var(21)|63) - 63 + ((var(21)&63) + 54)
trigger55 = (var(21)&63) < 5
trigger55 = enemy,var((var(21)&63) + 55) != [0,1]
trigger55 = var(21) := (var(21)|63) - 63 + ((var(21)&63) + 55)
trigger56 = (var(21)&63) < 4
trigger56 = enemy,var((var(21)&63) + 56) != [0,1]
trigger56 = var(21) := (var(21)|63) - 63 + ((var(21)&63) + 56)
trigger57 = (var(21)&63) < 3
trigger57 = enemy,var((var(21)&63) + 57) != [0,1]
trigger57 = var(21) := (var(21)|63) - 63 + ((var(21)&63) + 57)
trigger58 = (var(21)&63) < 2
trigger58 = enemy,var((var(21)&63) + 58) != [0,1]
trigger58 = var(21) := (var(21)|63) - 63 + ((var(21)&63) + 58)
trigger59 = (var(21)&63) < 1
trigger59 = enemy,var((var(21)&63) + 59) != [0,1]
trigger59 = var(21) := (var(21)|63) - 63 + ((var(21)&63) + 59)
ignorehitpause = 1

[state ,不像是gt貫通(小數)]
type = null
triggerall = ishelper(60000)
triggerall = !var(26)
triggerall = enemy,fvar((var(21)&4032)/64) = [0,1]
trigger1  = ((var(21)&4032)/64) < 39
trigger1  = enemy,fvar(((var(21)&4032)/64) + 1) != [0,1]
trigger1  = var(21) := (var(21)|4032) - 4032 + ((var(21)&4032) + 64*1)
trigger2  = ((var(21)&4032)/64) < 38
trigger2  = enemy,fvar(((var(21)&4032)/64) + 2) != [0,1]
trigger2  = var(21) := (var(21)|4032) - 4032 + ((var(21)&4032) + 64*2)
trigger3  = ((var(21)&4032)/64) < 37
trigger3  = enemy,fvar(((var(21)&4032)/64) + 3) != [0,1]
trigger3  = var(21) := (var(21)|4032) - 4032 + ((var(21)&4032) + 64*3)
trigger4  = ((var(21)&4032)/64) < 36
trigger4  = enemy,fvar(((var(21)&4032)/64) + 4) != [0,1]
trigger4  = var(21) := (var(21)|4032) - 4032 + ((var(21)&4032) + 64*4)
trigger5  = ((var(21)&4032)/64) < 35
trigger5  = enemy,fvar(((var(21)&4032)/64) + 5) != [0,1]
trigger5  = var(21) := (var(21)|4032) - 4032 + ((var(21)&4032) + 64*5)
trigger6  = ((var(21)&4032)/64) < 34
trigger6  = enemy,fvar(((var(21)&4032)/64) + 6) != [0,1]
trigger6  = var(21) := (var(21)|4032) - 4032 + ((var(21)&4032) + 64*6)
trigger7  = ((var(21)&4032)/64) < 33
trigger7  = enemy,fvar(((var(21)&4032)/64) + 7) != [0,1]
trigger7  = var(21) := (var(21)|4032) - 4032 + ((var(21)&4032) + 64*7)
trigger8  = ((var(21)&4032)/64) < 32
trigger8  = enemy,fvar(((var(21)&4032)/64) + 8) != [0,1]
trigger8  = var(21) := (var(21)|4032) - 4032 + ((var(21)&4032) + 64*8)
trigger9  = ((var(21)&4032)/64) < 31
trigger9  = enemy,fvar(((var(21)&4032)/64) + 9) != [0,1]
trigger9  = var(21) := (var(21)|4032) - 4032 + ((var(21)&4032) + 64*9)
trigger10 = ((var(21)&4032)/64) < 30
trigger10 = enemy,fvar(((var(21)&4032)/64) + 10) != [0,1]
trigger10 = var(21) := (var(21)|4032) - 4032 + ((var(21)&4032) + 64*10)
trigger11 = ((var(21)&4032)/64) < 29
trigger11 = enemy,fvar(((var(21)&4032)/64) + 11) != [0,1]
trigger11 = var(21) := (var(21)|4032) - 4032 + ((var(21)&4032) + 64*11)
trigger12 = ((var(21)&4032)/64) < 28
trigger12 = enemy,fvar(((var(21)&4032)/64) + 12) != [0,1]
trigger12 = var(21) := (var(21)|4032) - 4032 + ((var(21)&4032) + 64*12)
trigger13 = ((var(21)&4032)/64) < 27
trigger13 = enemy,fvar(((var(21)&4032)/64) + 13) != [0,1]
trigger13 = var(21) := (var(21)|4032) - 4032 + ((var(21)&4032) + 64*13)
trigger14 = ((var(21)&4032)/64) < 26
trigger14 = enemy,fvar(((var(21)&4032)/64) + 14) != [0,1]
trigger14 = var(21) := (var(21)|4032) - 4032 + ((var(21)&4032) + 64*14)
trigger15 = ((var(21)&4032)/64) < 25
trigger15 = enemy,fvar(((var(21)&4032)/64) + 15) != [0,1]
trigger15 = var(21) := (var(21)|4032) - 4032 + ((var(21)&4032) + 64*15)
trigger16 = ((var(21)&4032)/64) < 24
trigger16 = enemy,fvar(((var(21)&4032)/64) + 16) != [0,1]
trigger16 = var(21) := (var(21)|4032) - 4032 + ((var(21)&4032) + 64*16)
trigger17 = ((var(21)&4032)/64) < 23
trigger17 = enemy,fvar(((var(21)&4032)/64) + 17) != [0,1]
trigger17 = var(21) := (var(21)|4032) - 4032 + ((var(21)&4032) + 64*17)
trigger18 = ((var(21)&4032)/64) < 22
trigger18 = enemy,fvar(((var(21)&4032)/64) + 18) != [0,1]
trigger18 = var(21) := (var(21)|4032) - 4032 + ((var(21)&4032) + 64*18)
trigger19 = ((var(21)&4032)/64) < 21
trigger19 = enemy,fvar(((var(21)&4032)/64) + 19) != [0,1]
trigger19 = var(21) := (var(21)|4032) - 4032 + ((var(21)&4032) + 64*19)
trigger20 = ((var(21)&4032)/64) < 20
trigger20 = enemy,fvar(((var(21)&4032)/64) + 20) != [0,1]
trigger20 = var(21) := (var(21)|4032) - 4032 + ((var(21)&4032) + 64*20)
trigger21 = ((var(21)&4032)/64) < 19
trigger21 = enemy,fvar(((var(21)&4032)/64) + 21) != [0,1]
trigger21 = var(21) := (var(21)|4032) - 4032 + ((var(21)&4032) + 64*21)
trigger22 = ((var(21)&4032)/64) < 18
trigger22 = enemy,fvar(((var(21)&4032)/64) + 22) != [0,1]
trigger22 = var(21) := (var(21)|4032) - 4032 + ((var(21)&4032) + 64*22)
trigger23 = ((var(21)&4032)/64) < 17
trigger23 = enemy,fvar(((var(21)&4032)/64) + 23) != [0,1]
trigger23 = var(21) := (var(21)|4032) - 4032 + ((var(21)&4032) + 64*23)
trigger24 = ((var(21)&4032)/64) < 16
trigger24 = enemy,fvar(((var(21)&4032)/64) + 24) != [0,1]
trigger24 = var(21) := (var(21)|4032) - 4032 + ((var(21)&4032) + 64*24)
trigger25 = ((var(21)&4032)/64) < 15
trigger25 = enemy,fvar(((var(21)&4032)/64) + 25) != [0,1]
trigger25 = var(21) := (var(21)|4032) - 4032 + ((var(21)&4032) + 64*25)
trigger26 = ((var(21)&4032)/64) < 14
trigger26 = enemy,fvar(((var(21)&4032)/64) + 26) != [0,1]
trigger26 = var(21) := (var(21)|4032) - 4032 + ((var(21)&4032) + 64*26)
trigger27 = ((var(21)&4032)/64) < 13
trigger27 = enemy,fvar(((var(21)&4032)/64) + 27) != [0,1]
trigger27 = var(21) := (var(21)|4032) - 4032 + ((var(21)&4032) + 64*27)
trigger28 = ((var(21)&4032)/64) < 12
trigger28 = enemy,fvar(((var(21)&4032)/64) + 28) != [0,1]
trigger28 = var(21) := (var(21)|4032) - 4032 + ((var(21)&4032) + 64*28)
trigger29 = ((var(21)&4032)/64) < 11
trigger29 = enemy,fvar(((var(21)&4032)/64) + 29) != [0,1]
trigger29 = var(21) := (var(21)|4032) - 4032 + ((var(21)&4032) + 64*29)
trigger30 = ((var(21)&4032)/64) < 10
trigger30 = enemy,fvar(((var(21)&4032)/64) + 30) != [0,1]
trigger30 = var(21) := (var(21)|4032) - 4032 + ((var(21)&4032) + 64*30)
trigger31 = ((var(21)&4032)/64) < 9
trigger31 = enemy,fvar(((var(21)&4032)/64) + 31) != [0,1]
trigger31 = var(21) := (var(21)|4032) - 4032 + ((var(21)&4032) + 64*31)
trigger32 = ((var(21)&4032)/64) < 8
trigger32 = enemy,fvar(((var(21)&4032)/64) + 32) != [0,1]
trigger32 = var(21) := (var(21)|4032) - 4032 + ((var(21)&4032) + 64*32)
trigger33 = ((var(21)&4032)/64) < 7
trigger33 = enemy,fvar(((var(21)&4032)/64) + 33) != [0,1]
trigger33 = var(21) := (var(21)|4032) - 4032 + ((var(21)&4032) + 64*33)
trigger34 = ((var(21)&4032)/64) < 6
trigger34 = enemy,fvar(((var(21)&4032)/64) + 34) != [0,1]
trigger34 = var(21) := (var(21)|4032) - 4032 + ((var(21)&4032) + 64*34)
trigger35 = ((var(21)&4032)/64) < 5
trigger35 = enemy,fvar(((var(21)&4032)/64) + 35) != [0,1]
trigger35 = var(21) := (var(21)|4032) - 4032 + ((var(21)&4032) + 64*35)
trigger36 = ((var(21)&4032)/64) < 4
trigger36 = enemy,fvar(((var(21)&4032)/64) + 36) != [0,1]
trigger36 = var(21) := (var(21)|4032) - 4032 + ((var(21)&4032) + 64*36)
trigger37 = ((var(21)&4032)/64) < 3
trigger37 = enemy,fvar(((var(21)&4032)/64) + 37) != [0,1]
trigger37 = var(21) := (var(21)|4032) - 4032 + ((var(21)&4032) + 64*37)
trigger38 = ((var(21)&4032)/64) < 2
trigger38 = enemy,fvar(((var(21)&4032)/64) + 38) != [0,1]
trigger38 = var(21) := (var(21)|4032) - 4032 + ((var(21)&4032) + 64*38)
trigger39 = ((var(21)&4032)/64) < 1
trigger39 = enemy,fvar(((var(21)&4032)/64) + 39) != [0,1]
trigger39 = var(21) := (var(21)|4032) - 4032 + ((var(21)&4032) + 64*39)
ignorehitpause = 1


[state , 已經計測結束所以省略]
type = null
triggerall = ishelper(60000)
trigger1 = (var(38)&63) || var(40) || var(41) || var(42) || var(43)									;第1計測結束
trigger1 = (var(38)&63) = (var(21)&63)																;整數
trigger1 = 0 && var(21) := (var(21)|63) - 63 + ifelse(((var(21)&63) + 1) > 59,0,((var(21)&63) + 1))	;略過
trigger2 = (var(38)&4032) || var(44) || var(45) || var(46) || var(47)								;第2計測結束
trigger2 = (var(38)&4032)/64 = (var(21)&63)															;整數
trigger2 = 0 && var(21) := (var(21)|63) - 63 + ifelse(((var(21)&63) + 1) > 59,0,((var(21)&63) + 1))	;略過
trigger3 = (var(38)&258048) || var(48) || var(49) || var(50) || var(51)
trigger3 = (var(38)&258048)/4096 = (var(21)&63)
trigger3 = 0 && var(21) := (var(21)|63) - 63 + ifelse(((var(21)&63) + 1) > 59,0,((var(21)&63) + 1))	;略過
trigger4 = (var(38)&16515072) || var(52) || var(53) || var(54) || var(55)
trigger4 = (var(38)&16515072)/262144 = (var(21)&63)
trigger4 = 0 && var(21) := (var(21)|63) - 63 + ifelse(((var(21)&63) + 1) > 59,0,((var(21)&63) + 1))	;略過
trigger5 = (var(38)&1056964608) || var(56) || var(57) || var(58) || var(59)
trigger5 = (var(38)&1056964608)/16777216 = (var(21)&63)
trigger5 = 0 && var(21) := (var(21)|63) - 63 + ((var(21)&63) + 59)									;自動進至var(59)
trigger6 = (var(39)&63) || fvar(20) || fvar(21) || fvar(22) || fvar(23)								;之後是小數
trigger6 = (var(39)&63) = ((var(21)&4032)/64)
trigger6 = 0 && var(21) := (var(21)|4032) - 4032 + ifelse(((var(21)&4032) + 64)/64 > 39,0,((var(21)&4032) + 64))
trigger7 = (var(39)&4032) || fvar(24) || fvar(25) || fvar(26) || fvar(27)
trigger7 = (var(39)&4032)/64 = ((var(21)&4032)/64)
trigger7 = 0 && var(21) := (var(21)|4032) - 4032 + ifelse(((var(21)&4032) + 64)/64 > 39,0,((var(21)&4032) + 64))
trigger8 = (var(39)&258048) || fvar(28) || fvar(29) || fvar(30) || fvar(31)
trigger8 = (var(39)&258048)/4096 = ((var(21)&4032)/64)
trigger8 = 0 && var(21) := (var(21)|4032) - 4032 + ifelse(((var(21)&4032) + 64)/64 > 39,0,((var(21)&4032) + 64))
trigger9 = (var(39)&16515072) || fvar(32) || fvar(33) || fvar(34) || fvar(35)
trigger9 = (var(39)&16515072)/262144 = ((var(21)&4032)/64)
trigger9 = 0 && var(21) := (var(21)|4032) - 4032 + ifelse(((var(21)&4032) + 64)/64 > 39,0,((var(21)&4032) + 64))
trigger10= (var(39)&1056964608) || fvar(36) || fvar(37) || fvar(38) || fvar(39)
trigger10= (var(39)&1056964608)/16777216 = ((var(21)&4032)/64)
trigger10= 0 && var(21) := (var(21)|4032) - 4032 + ((var(21)&4032) + 64*39)
ignorehitpause = 1

[state , 第1gametime及其變量紀錄]
type = null
triggerall = ishelper(60000)
trigger1 = !var(11)									;整數的計測
trigger1 = 1 || var(11) := gametime					;紀錄第一個gt
trigger1 = 0 && var(16) := enemy,var(var(21)&63)	;紀錄第一個變量
trigger2 = !var(26)									;小數的計測
trigger2 = 1 || var(26) := gametime
trigger2 = 0 && fvar(11):= enemy,fvar((var(21)&4032)/64)
ignorehitpause = 1

[state , 第2gametime及其變量紀錄]
type = null
triggerall = ishelper(60000)
trigger1 = var(11) && !var(12)						;第一個紀錄完成但還沒紀錄第二個
trigger1 = gametime >= var(11) + 1					;紀錄第一個後1幀的gt
trigger1 = 1 || var(12) := gametime
trigger1 = 0 && var(17) := enemy,var(var(21)&63)
trigger2 = var(26) && !var(27)
trigger2 = gametime >= var(26) + 1
trigger2 = 1 || var(27) := gametime
trigger2 = 0 && fvar(12):= enemy,fvar((var(21)&4032)/64)
ignorehitpause = 1

[state , 不是gt式所以重新開始]
type = changestate
triggerall = ishelper(60000)
trigger1 = var(11) && var(12)																		;第二個紀錄完成
trigger1 = var(16) = var(17)																		;現在檢查的變量數值沒有變化
trigger1 = 1 || var(11) := var(12) := var(16) := var(17) := 0										;重置
trigger1 = 1 || var(21) := (var(21)|63) - 63 + ifelse(((var(21)&63) + 1) > 59,0,((var(21)&63) + 1))	;轉至下一個變量
trigger2 = var(26) && var(27)
trigger2 = fvar(11) = fvar(12)
trigger2 = 1 || var(26) := var(27) := 0 || fvar(11) := (fvar(12) := 0)
trigger2 = 1 || var(21) := (var(21)|4032) - 4032 + ifelse(((var(21)&4032) + 64)/64 > 39,0,((var(21)&4032) + 64))
value = stateno
ignorehitpause = 1

[state , 第3gametime及其變量紀錄]
type = null
triggerall = ishelper(60000)
trigger1 = var(11) && var(12) && !var(13)
trigger1 = gametime >= var(11) + 2 && gametime%2 = var(11)%2
trigger1 = 1 || var(13) := gametime
trigger1 = 0 && var(18) := enemy,var(var(21)&63)
trigger2 = var(26) && var(27) && !var(28)
trigger2 = gametime >= var(26) + 2 && gametime%2 = var(26)%2
trigger2 = 1 || var(28) := gametime
trigger2 = 0 && fvar(13):= enemy,fvar((var(21)&4032)/64)
ignorehitpause = 1

[state , 不是gt式所以重新開始]
type = changestate
triggerall = ishelper(60000)
trigger1 = var(11) && var(12) && var(13)
trigger1 = var(16) = var(17) || var(16) = var(18) || var(17) = var(18)
trigger1 = 1 || var(11) := var(12) := var(13) := var(16) := var(17) := var(18) := 0
trigger1 = 1 || var(21) := (var(21)|63) - 63 + ifelse(((var(21)&63) + 1) > 59,0,((var(21)&63) + 1))
trigger2 = var(26) && var(27) && var(28)
trigger2 = fvar(11) = fvar(12) || fvar(11) = fvar(13) || fvar(12) = fvar(13)
trigger2 = 1 || var(26) := var(27) := var(28) := 0 || fvar(11) := (fvar(12) := (fvar(13) := 0))
trigger2 = 1 || var(21) := (var(21)|4032) - 4032 + ifelse(((var(21)&4032) + 64)/64 > 39,0,((var(21)&4032) + 64))
value = stateno
ignorehitpause = 1

[state , 第4gametime及其變量紀錄]
type = null
triggerall = ishelper(60000)
trigger1 = var(11) && var(12) && var(13) && !var(14)
trigger1 = gametime >= var(11) + 3
trigger1 = 1 || var(14) := gametime
trigger1 = 0 && var(19) := enemy,var(var(21)&63)
trigger2 = var(26) && var(27) && var(28) && !var(29)
trigger2 = gametime >= var(26) + 3
trigger2 = 1 || var(29) := gametime
trigger2 = 0 && fvar(14):= enemy,fvar((var(21)&4032)/64)
ignorehitpause = 1

[state , 不是gt式所以重新開始]
type = changestate
triggerall = ishelper(60000)
trigger1 = var(11) && var(12) && var(13) && var(14)
trigger1 = var(16) = var(17) || var(16) = var(18) || var(16) = var(19) || var(17) = var(18) || var(17) = var(19) || var(18) = var(19)
trigger1 = 1 || var(11) := var(12) := var(13) := var(14) := var(16) := var(17) := var(18) := var(19) := 0
trigger1 = 1 || var(21) := (var(21)|63) - 63 + ifelse(((var(21)&63) + 1) > 59,0,((var(21)&63) + 1))
trigger2 = var(26) && var(27) && var(28) && var(29)
trigger2 = fvar(11) = fvar(12) || fvar(11) = fvar(13) || fvar(11) = fvar(14) || fvar(12) = fvar(13) || fvar(12) = fvar(14) || fvar(13) = fvar(14)
trigger2 = 1 || var(26) := var(27) := var(28) := var(29) := 0 || fvar(11) := (fvar(12) := (fvar(13) := (fvar(14) := 0)))
trigger2 = 1 || var(21) := (var(21)|4032) - 4032 + ifelse(((var(21)&4032) + 64)/64 > 39,0,((var(21)&4032) + 64))
value = stateno
ignorehitpause = 1

[state , 可以檢測連續二次方程式gt貫通嗎?(整數)]
type = changestate
triggerall = ishelper(60000)
trigger1 = var(11) && var(12) && var(13) && var(14)
trigger1 = var(11) + 2 = var(13)			;檢查連續的數值
trigger1 = !(sysvar(3)&1)					;還沒檢查連續二次方程
value = 60001								;連續二次方程
ignorehitpause = 1


[state , 可以檢測連續三次方程式gt貫通嗎?(整數)]
type = changestate
triggerall = ishelper(60000)
trigger1 = var(11) && var(12) && var(13) && var(14)
trigger1 = var(11) + 3 = var(14)			;檢查連續的數值
trigger1 = (sysvar(3)&1) && !(sysvar(3)&2)	;不是連續二次方程、還不確定是不是連續三次方程
value = 60002								;連續三次方程
ignorehitpause = 1

[state , 可以檢測連續二次方程式gt貫通嗎?(小數)]
type = changestate
triggerall = ishelper(60000)
trigger1 = var(26) && var(27) && var(28) && var(29)
trigger1 = var(26) + 2 = var(28)			;檢查連續的數值
trigger1 = (sysvar(3)&12) != 12
value = 60004								;連續二次方程
ignorehitpause = 1

[state , 可以檢測連續三次方程式gt貫通嗎?(小數)]
type = changestate
triggerall = ishelper(60000)
trigger1 = var(26) && var(27) && var(28) && var(29)
trigger1 = var(26) + 3 = var(29)						;檢查連續的數值
trigger1 = (sysvar(3)&12) = 12 && !(sysvar(3)&16)		;不是連續二次方程、還不確定是不是連續三次方程
value = 60005											;連續三次方程
ignorehitpause = 1

[state , 第5gametime及其變量紀錄]
type = null
triggerall = ishelper(60000)
trigger1 = var(11) && var(12) && var(13) && var(14) && !var(15)
trigger1 = gametime >= var(11) + 4 && gametime%2 = var(11)%2
trigger1 = 1 || var(15) := gametime
trigger1 = 0 && var(20) := enemy,var(var(21)&63)
trigger2 = var(26) && var(27) && var(28) && var(29) && !var(30)
trigger2 = gametime >= var(26) + 4 && gametime%2 = var(26)%2
trigger2 = 1 || var(30) := gametime
trigger2 = 0 && fvar(15):= enemy,fvar((var(21)&4032)/64)
ignorehitpause = 1


[state , 可以檢測不連續二次方程式gt貫通嗎?(整數)]
type = changestate
triggerall = ishelper(60000)
trigger1 = var(11) && var(12) && var(13) && var(14) && var(15)
trigger1 = var(11)%2 = var(13)%2 && var(13)%2 = var(15)%2	;ifelse(gametime%2,1,-1)對策
value = 60003								;二次方程克拉瑪
ignorehitpause = 1

[state , 可以檢測不連續二次方程式gt貫通嗎?(整數)]
type = changestate
triggerall = ishelper(60000)
trigger1 = var(26) && var(27) && var(28) && var(29) && var(30)
trigger1 = var(26)%2 = var(28)%2 && var(28)%2 = var(30)%2	;ifelse(gametime%2,1,-1)對策
value = 60006								;二次方程克拉瑪
ignorehitpause = 1

[statedef 60001]
type = U
movetype = U
physics = U
hitdefpersist = 1
movehitpersist = 1

[state ,計算並找出常數a b c]
type = Null
triggerall = ishelper(60000)
trigger1 = var(11)
trigger1 = gametime = var(11) + 3
trigger1 = 1 || var(35) := floor((var(16) - 2*var(17) + var(18))/2)				;b
trigger1 = 1 || var(36) := var(17) - var(16) - var(35)*(2*var(11) + 1)			;c
trigger1 = 1 || var(37) := var(16) - var(35)*var(11)*var(11) - var(36)*var(11)	;d
ignorehitpause = 1

[state , 不是連續二次方程]
type = varset
triggerall = ishelper(60000)
trigger1 = var(11)
trigger1 = var(35) || var(36) || var(37)
trigger1 = gametime <= var(11) + 10
trigger1 = enemy,var((var(21)&63)) != var(35)*gametime*gametime + var(36)*gametime + var(37)	;和預想不一致
trigger1 = 1 || var(35) := var(36) := var(37) := 0												;係數重置
sysvar(3) = (sysvar(3)|1)																		;這種方法似乎不太合適
ignorehitpause = 1

[state , 不是的話就返回]
type = changestate
triggerall = ishelper(60000)
trigger1 = (sysvar(3)&1)
value = 60000
ignorehitpause = 1

[state , 一致時保存計算公式和變量數並調查下一個變量1]
type = changestate
triggerall = ishelper(60000)
triggerall = var(11)
triggerall = var(35) || var(36) || var(37)
trigger1 = gametime >= var(11) + 10
trigger1 = !((var(38)&63) || var(40) || var(41) || var(42) || var(43))		;還沒記錄第一個
trigger1 = 1 || var(38) := (var(38)|(var(21)&63))							;記錄變量
trigger1 = 1 || var(41) := var(35)											;b記錄
trigger1 = 1 || var(42) := var(36)											;c記錄
trigger1 = 1 || var(43) := var(37)											;d記錄
trigger1 = 1 || var(11) := var(12) := var(13) := var(14) := var(16) := var(17) := var(18) := var(19) := 0
trigger1 = 1 || var(35) := var(36) := var(37) := 0
trigger1 = 1 || var(21) := (var(21)|63) - 63 + ifelse(((var(21)&63) + 1) > 59,0,((var(21)&63) + 1))
value = 60000
ignorehitpause = 1

[state , 一致時保存計算公式和變量數並調查下一個變量2]
type = changestate
triggerall = ishelper(60000)
triggerall = var(11)
triggerall = var(35) || var(36) || var(37)
trigger1 = gametime >= var(11) + 10
trigger1 = (var(38)&63) || var(40) || var(41) || var(42) || var(43)				;第一個已記錄
trigger1 = !((var(38)&4032) || var(44) || var(45) || var(46) || var(47))		;第二個還沒記錄
trigger1 = 1 || var(38) := (var(38)|(64*(var(21)&63)))							;以7~12bit記錄
trigger1 = 1 || var(45) := var(35)
trigger1 = 1 || var(46) := var(36)
trigger1 = 1 || var(47) := var(37)
trigger1 = 1 || var(11) := var(12) := var(13) := var(14) := var(16) := var(17) := var(18) := var(19) := 0
trigger1 = 1 || var(35) := var(36) := var(37) := 0
trigger1 = 1 || var(21) := (var(21)|63) - 63 + ifelse(((var(21)&63) + 1) > 59,0,((var(21)&63) + 1))
value = 60000
ignorehitpause = 1

[state , 一致時保存計算公式和變量數並調查下一個變量3]
type = changestate
triggerall = ishelper(60000)
triggerall = var(11)
triggerall = var(35) || var(36) || var(37)
trigger1 = gametime >= var(11) + 10
trigger1 = (var(38)&63) || var(40) || var(41) || var(42) || var(43)
trigger1 = (var(38)&4032) || var(44) || var(45) || var(46) || var(47)
trigger1 = !((var(38)&258048) || var(48) || var(49) || var(50) || var(51))
trigger1 = 1 || var(38) := (var(38)|(4096*(var(21)&63)))						;13~18bit
trigger1 = 1 || var(49) := var(35)
trigger1 = 1 || var(50) := var(36)
trigger1 = 1 || var(51) := var(37)
trigger1 = 1 || var(11) := var(12) := var(13) := var(14) := var(16) := var(17) := var(18) := var(19) := 0
trigger1 = 1 || var(35) := var(36) := var(37) := 0
trigger1 = 1 || var(21) := (var(21)|63) - 63 + ifelse(((var(21)&63) + 1) > 59,0,((var(21)&63) + 1))
value = 60000
ignorehitpause = 1

[state , 一致時保存計算公式和變量數並調查下一個變量4]
type = changestate
triggerall = ishelper(60000)
triggerall = var(11)
triggerall = var(35) || var(36) || var(37)
trigger1 = gametime >= var(11) + 10
trigger1 = (var(38)&63) || var(40) || var(41) || var(42) || var(43)
trigger1 = (var(38)&4032) || var(44) || var(45) || var(46) || var(47)
trigger1 = (var(38)&258048) || var(48) || var(49) || var(50) || var(51)
trigger1 = !((var(38)&16515072) || var(52) || var(53) || var(54) || var(55))
trigger1 = 1 || var(38) := (var(38)|(262144*(var(21)&63)))						;19~24bit
trigger1 = 1 || var(53) := var(35)
trigger1 = 1 || var(54) := var(36)
trigger1 = 1 || var(55) := var(37)
trigger1 = 1 || var(11) := var(12) := var(13) := var(14) := var(16) := var(17) := var(18) := var(19) := 0
trigger1 = 1 || var(35) := var(36) := var(37) := 0
trigger1 = 1 || var(21) := (var(21)|63) - 63 + ifelse(((var(21)&63) + 1) > 59,0,((var(21)&63) + 1))
value = 60000
ignorehitpause = 1

[state , 一致時保存計算公式和變量數並調查下一個變量5]
type = changestate
triggerall = ishelper(60000)
triggerall = var(11)
triggerall = var(35) || var(36) || var(37)
trigger1 = gametime >= var(11) + 10
trigger1 = (var(38)&63) || var(40) || var(41) || var(42) || var(43)
trigger1 = (var(38)&4032) || var(44) || var(45) || var(46) || var(47)
trigger1 = (var(38)&258048) || var(48) || var(49) || var(50) || var(51)
trigger1 = (var(38)&16515072) || var(52) || var(53) || var(54) || var(55)
trigger1 = !((var(38)&1056964608) || var(56) || var(57) || var(58) || var(59))
trigger1 = 1 || var(38) := (var(38)|(16777216*(var(21)&63)))					;25~30bit
trigger1 = 1 || var(57) := var(35)
trigger1 = 1 || var(58) := var(36)
trigger1 = 1 || var(59) := var(37)
trigger1 = 1 || var(11) := var(12) := var(13) := var(14) := var(16) := var(17) := var(18) := var(19) := 0
trigger1 = 1 || var(35) := var(36) := var(37) := 0
trigger1 = 1 || var(21) := (var(21)|63) - 63 + ifelse(((var(21)&63) + 1) > 59,0,((var(21)&63) + 1))
value = 60000
ignorehitpause = 1

[state , 可以檢測連續二次方程式gt貫通嗎?(小數)]
type = changestate
triggerall = ishelper(60000)
trigger1 = var(26) && var(27) && var(28) && var(29)
trigger1 = var(26) + 2 = var(28)			;若是連續的數值就檢查
trigger1 = (sysvar(3)&12) != 12
value = 60004								;連續二次方程
ignorehitpause = 1

[state , 可以檢測連續三次方程式gt貫通嗎?(小數)]
type = changestate
triggerall = ishelper(60000)
trigger1 = var(26) && var(27) && var(28) && var(29)
trigger1 = var(26) + 3 = var(29)						;若是連續的數值就檢查
trigger1 = (sysvar(3)&12) = 12 && !(sysvar(3)&16)		;不檢查連續二次方程
value = 60005											;連續三次方程
ignorehitpause = 1

[state , 可以檢測不連續二次方程式gt貫通嗎?(小數)]
type = changestate
triggerall = ishelper(60000)
trigger1 = var(26) && var(27) && var(28) && var(29) && var(30)
trigger1 = var(26)%2 = var(28)%2 && var(28)%2 = var(30)%2	;ifelse(gametime%2,1,-1)對策
value = 60006								;二次方程克拉瑪
ignorehitpause = 1

[statedef 60002]
type = U
movetype = U
physics = U
hitdefpersist = 1
movehitpersist = 1

[state , 計算並找出常數a b c]
type = Null
triggerall = ishelper(60000)
trigger1 = var(11)
trigger1 = gametime = var(11) + 4
trigger1 = 1 || var(34) := floor((-var(16) + 3*var(17) - 3*var(18) + var(19))/6)									;a
trigger1 = 1 || var(35) := floor((var(18) - 2*var(17) + var(16) - var(34)*(6*var(11) + 6))/2)						;b
trigger1 = 1 || var(36) := var(17) - var(16) - var(34)*(3*(var(11)**2) + 3*var(11) + 1) - var(35)*(2*var(11) + 1)	;c
trigger1 = 1 || var(37) := var(16) - var(34)*(var(11)**3) - var(35)*(var(11)**2) - var(36)*var(11)					;d
ignorehitpause = 1

[state , 不是連續三次方程]
type = varset
triggerall = ishelper(60000)
trigger1 = var(11)
trigger1 = var(34) || var(35) || var(36) || var(37)
trigger1 = gametime <= var(11) + 10
trigger1 = enemy,var((var(21)&63)) != var(34)*(gametime**3) + var(35)*(gametime**2) + var(36)*gametime + var(37)
trigger1 = 1 || var(34) := var(35) := var(36) := var(37) := 0
sysvar(3) = (sysvar(3)|2)
ignorehitpause = 1

[state , 不是的話就返回]
type = changestate
triggerall = ishelper(60000)
trigger1 = (sysvar(3)&2)
value = 60000
ignorehitpause = 1

[state , 一致時保存計算公式和變量數並調查下一個變量1]
type = changestate
triggerall = ishelper(60000)
triggerall = var(11)
triggerall = var(34) || var(35) || var(36) || var(37)
trigger1 = gametime >= var(11) + 10
trigger1 = !((var(38)&63) || var(40) || var(41) || var(42) || var(43))
trigger1 = 1 || var(38) := (var(38)|(var(21)&63))
trigger1 = 1 || var(40) := var(34)
trigger1 = 1 || var(41) := var(35)
trigger1 = 1 || var(42) := var(36)
trigger1 = 1 || var(43) := var(37)
trigger1 = 1 || var(11) := var(12) := var(13) := var(14) := var(16) := var(17) := var(18) := var(19) := 0
trigger1 = 1 || var(34) := var(35) := var(36) := var(37) := 0
trigger1 = 1 || var(21) := (var(21)|63) - 63 + ifelse(((var(21)&63) + 1) > 59,0,((var(21)&63) + 1))
value = 60000
ignorehitpause = 1

[state , 一致時保存計算公式和變量數並調查下一個變量2]
type = changestate
triggerall = ishelper(60000)
triggerall = var(11)
triggerall = var(34) || var(35) || var(36) || var(37)
trigger1 = gametime >= var(11) + 10
trigger1 = (var(38)&63) || var(40) || var(41) || var(42) || var(43)
trigger1 = !((var(38)&4032) || var(44) || var(45) || var(46) || var(47))
trigger1 = 1 || var(38) := (var(38)|(64*(var(21)&63)))
trigger1 = 1 || var(44) := var(34)
trigger1 = 1 || var(45) := var(35)
trigger1 = 1 || var(46) := var(36)
trigger1 = 1 || var(47) := var(37)
trigger1 = 1 || var(11) := var(12) := var(13) := var(14) := var(16) := var(17) := var(18) := var(19) := 0
trigger1 = 1 || var(34) := var(35) := var(36) := var(37) := 0
trigger1 = 1 || var(21) := (var(21)|63) - 63 + ifelse(((var(21)&63) + 1) > 59,0,((var(21)&63) + 1))
value = 60000
ignorehitpause = 1

[state , 一致時保存計算公式和變量數並調查下一個變量3]
type = changestate
triggerall = ishelper(60000)
triggerall = var(11)
triggerall = var(34) || var(35) || var(36) || var(37)
trigger1 = gametime >= var(11) + 10
trigger1 = (var(38)&63) || var(40) || var(41) || var(42) || var(43)
trigger1 = (var(38)&4032) || var(44) || var(45) || var(46) || var(47)
trigger1 = !((var(38)&258048) || var(48) || var(49) || var(50) || var(51))
trigger1 = 1 || var(38) := (var(38)|(4096*(var(21)&63)))
trigger1 = 1 || var(48) := var(34)
trigger1 = 1 || var(49) := var(35)
trigger1 = 1 || var(50) := var(36)
trigger1 = 1 || var(51) := var(37)
trigger1 = 1 || var(11) := var(12) := var(13) := var(14) := var(16) := var(17) := var(18) := var(19) := 0
trigger1 = 1 || var(34) := var(35) := var(36) := var(37) := 0
trigger1 = 1 || var(21) := (var(21)|63) - 63 + ifelse(((var(21)&63) + 1) > 59,0,((var(21)&63) + 1))
value = 60000
ignorehitpause = 1

[state , 一致時保存計算公式和變量數並調查下一個變量4]
type = changestate
triggerall = ishelper(60000)
triggerall = var(11)
triggerall = var(34) || var(35) || var(36) || var(37)
trigger1 = gametime >= var(11) + 10
trigger1 = (var(38)&63) || var(40) || var(41) || var(42) || var(43)
trigger1 = (var(38)&4032) || var(44) || var(45) || var(46) || var(47)
trigger1 = (var(38)&258048) || var(48) || var(49) || var(50) || var(51)
trigger1 = !((var(38)&16515072) || var(52) || var(53) || var(54) || var(55))
trigger1 = 1 || var(38) := (var(38)|(262144*(var(21)&63)))
trigger1 = 1 || var(52) := var(34)
trigger1 = 1 || var(53) := var(35)
trigger1 = 1 || var(54) := var(36)
trigger1 = 1 || var(55) := var(37)
trigger1 = 1 || var(11) := var(12) := var(13) := var(14) := var(16) := var(17) := var(18) := var(19) := 0
trigger1 = 1 || var(34) := var(35) := var(36) := var(37) := 0
trigger1 = 1 || var(21) := (var(21)|63) - 63 + ifelse(((var(21)&63) + 1) > 59,0,((var(21)&63) + 1))
value = 60000
ignorehitpause = 1

[state , 一致時保存計算公式和變量數並調查下一個變量5]
type = changestate
triggerall = ishelper(60000)
triggerall = var(11)
triggerall = var(34) || var(35) || var(36) || var(37)
trigger1 = gametime >= var(11) + 10
trigger1 = (var(38)&63) || var(40) || var(41) || var(42) || var(43)
trigger1 = (var(38)&4032) || var(44) || var(45) || var(46) || var(47)
trigger1 = (var(38)&258048) || var(48) || var(49) || var(50) || var(51)
trigger1 = (var(38)&16515072) || var(52) || var(53) || var(54) || var(55)
trigger1 = !((var(38)&1056964608) || var(56) || var(57) || var(58) || var(59))
trigger1 = 1 || var(38) := (var(38)|(16777216*(var(21)&63)))
trigger1 = 1 || var(56) := var(34)
trigger1 = 1 || var(57) := var(35)
trigger1 = 1 || var(58) := var(36)
trigger1 = 1 || var(59) := var(37)
trigger1 = 1 || var(11) := var(12) := var(13) := var(14) := var(16) := var(17) := var(18) := var(19) := 0
trigger1 = 1 || var(34) := var(35) := var(36) := var(37) := 0
trigger1 = 1 || var(21) := (var(21)|63) - 63 + ifelse(((var(21)&63) + 1) > 59,0,((var(21)&63) + 1))
value = 60000
ignorehitpause = 1

[state , 可以檢測連續二次方程式gt貫通嗎?(小數)]
type = changestate
triggerall = ishelper(60000)
trigger1 = var(26) && var(27) && var(28) && var(29)
trigger1 = var(26) + 2 = var(28)			;若是連續的數值就檢查
trigger1 = (sysvar(3)&12) != 12
value = 60004								;連續二次方程
ignorehitpause = 1

[state , 可以檢測連續三次方程式gt貫通嗎?(小數)]
type = changestate
triggerall = ishelper(60000)
trigger1 = var(26) && var(27) && var(28) && var(29)
trigger1 = var(26) + 3 = var(29)						;若是連續的數值就檢查
trigger1 = (sysvar(3)&12) = 12 && !(sysvar(3)&16)		;是連續二次方程的話則不檢查
value = 60005											;連續二次方程
ignorehitpause = 1

[state , 可以檢測不連續二次方程式gt貫通嗎?(小數)]
type = changestate
triggerall = ishelper(60000)
trigger1 = var(26) && var(27) && var(28) && var(29) && var(30)
trigger1 = var(26)%2 = var(28)%2 && var(28)%2 = var(30)%2	;ifelse(gametime%2,1,-1)對策
value = 60006								;二次方程克拉瑪
ignorehitpause = 1

[statedef 60003]
type = U
movetype = U
physics = U
hitdefpersist = 1
movehitpersist = 1

[state , |A|,|A1|,|A2|計測]
type = null
triggerall = ishelper(60000)
trigger1 = 1 || var(22) := (var(11)**2)*var(13) + var(11)*(var(15)**2) + (var(13)**2)*var(15) - (var(11)**2)*var(15) - var(11)*(var(13)**2) - var(13)*(var(15)**2)	;|A|
trigger1 = 1 || var(23) := var(16)*var(13) + var(18)*var(15) + var(20)*var(11) - var(16)*var(15) - var(18)*var(11) - var(20)*var(13)								;|A1|
trigger1 = 1 || var(24) := var(18)*(var(11)**2) + var(16)*(var(15)**2) + var(20)*(var(13)**2) - var(20)*(var(11)**2) - var(16)*(var(13)**2) - var(18)*(var(15)**2)	;|A2|
ignorehitpause = 1

[state , 係數計算]
type = null
triggerall = ishelper(60000)
trigger1 = 1 || var(35) := floor(var(23)/var(22))							;b
trigger1 = 1 || var(36) := floor(var(24)/var(22))							;c
trigger1 = 1 || var(37) := var(16) - var(35)*(var(11)**2) - var(36)*var(11)	;d
ignorehitpause = 1

[state , 好像不能貫通就換下一個]
type = changestate
triggerall = ishelper(60000)
trigger1 = var(11) && var(13) && var(15)
trigger1 = gametime <= var(15) + 10 && gametime%2 = var(15)%2		;觀察一定時間 每1F±反轉對策
trigger1 = enemy,var(var(21)&63) != var(35)*gametime*gametime + var(36)*gametime + var(37)
trigger1 = 1 || var(11) := var(12) := var(13) := var(14) := var(15) := var(16) := var(17) := var(18) := var(19) := var(20) := 0
trigger1 = 1 || var(22) := var(23) := var(24) := var(35) := var(36) := var(37) := 0
trigger1 = 1 || var(21) := (var(21)|63) - 63 + ifelse(((var(21)&63) + 1) > 59,0,((var(21)&63) + 1))
value = 60000
ignorehitpause = 1

[state , 變量保存1]
type = changestate
triggerall = ishelper(60000)
triggerall = var(11) && var(12) && var(13) && var(14) && var(15)
triggerall = var(35) || var(36) || var(37)
trigger1 = gametime >= var(15) + 10
trigger1 = !((var(38)&63) || var(40) || var(41) || var(42) || var(43))
trigger1 = 1 || var(38) := (var(38)|(var(21)&63))
trigger1 = 1 || var(41) := var(35)
trigger1 = 1 || var(42) := var(36)
trigger1 = 1 || var(43) := var(37)
trigger1 = 1 || var(11) := var(12) := var(13) := var(14) := var(15) := var(16) := var(17) := var(18) := var(19) := var(20) := 0
trigger1 = 1 || var(22) := var(23) := var(24) := var(35) := var(36) := var(37) := 0
trigger1 = 1 || var(21) := (var(21)|63) - 63 + ifelse(((var(21)&63) + 1) > 59,0,((var(21)&63) + 1))
value = 60000
ignorehitpause = 1

[state , 變量保存2]
type = changestate
triggerall = ishelper(60000)
triggerall = var(11) && var(12) && var(13) && var(14) && var(15)
triggerall = var(35) || var(36) || var(37)
trigger1 = gametime >= var(15) + 10
trigger1 = (var(38)&63) || var(40) || var(41) || var(42) || var(43)
trigger1 = !((var(38)&4032) || var(44) || var(45) || var(46) || var(47))
trigger1 = 1 || var(38) := (var(38)|(64*(var(21)&63)))
trigger1 = 1 || var(45) := var(35)
trigger1 = 1 || var(46) := var(36)
trigger1 = 1 || var(47) := var(37)
trigger1 = 1 || var(11) := var(12) := var(13) := var(14) := var(15) := var(16) := var(17) := var(18) := var(19) := var(20) := 0
trigger1 = 1 || var(22) := var(23) := var(24) := var(35) := var(36) := var(37) := 0
trigger1 = 1 || var(21) := (var(21)|63) - 63 + ifelse(((var(21)&63) + 1) > 59,0,((var(21)&63) + 1))
value = 60000
ignorehitpause = 1

[state , 變量保存3]
type = changestate
triggerall = ishelper(60000)
triggerall = var(11) && var(12) && var(13) && var(14) && var(15)
triggerall = var(35) || var(36) || var(37)
trigger1 = gametime >= var(15) + 10
trigger1 = (var(38)&63) || var(40) || var(41) || var(42) || var(43)
trigger1 = (var(38)&4032) || var(44) || var(45) || var(46) || var(47)
trigger1 = !((var(38)&258048) || var(48) || var(49) || var(50) || var(51))
trigger1 = 1 || var(38) := (var(38)|(4096*(var(21)&63)))
trigger1 = 1 || var(49) := var(35)
trigger1 = 1 || var(50) := var(36)
trigger1 = 1 || var(51) := var(37)
trigger1 = 1 || var(11) := var(12) := var(13) := var(14) := var(15) := var(16) := var(17) := var(18) := var(19) := var(20) := 0
trigger1 = 1 || var(22) := var(23) := var(24) := var(35) := var(36) := var(37) := 0
trigger1 = 1 || var(21) := (var(21)|63) - 63 + ifelse(((var(21)&63) + 1) > 59,0,((var(21)&63) + 1))
value = 60000
ignorehitpause = 1

[state , 變量保存4]
type = changestate
triggerall = ishelper(60000)
triggerall = var(11) && var(12) && var(13) && var(14) && var(15)
triggerall = var(35) || var(36) || var(37)
trigger1 = gametime >= var(15) + 10
trigger1 = (var(38)&63) || var(40) || var(41) || var(42) || var(43)
trigger1 = (var(38)&4032) || var(44) || var(45) || var(46) || var(47)
trigger1 = (var(38)&258048) || var(48) || var(49) || var(50) || var(51)
trigger1 = !((var(38)&16515072) || var(52) || var(53) || var(54) || var(55))
trigger1 = 1 || var(38) := (var(38)|(262144*(var(21)&63)))
trigger1 = 1 || var(53) := var(35)
trigger1 = 1 || var(54) := var(36)
trigger1 = 1 || var(55) := var(37)
trigger1 = 1 || var(11) := var(12) := var(13) := var(14) := var(15) := var(16) := var(17) := var(18) := var(19) := var(20) := 0
trigger1 = 1 || var(22) := var(23) := var(24) := var(35) := var(36) := var(37) := 0
trigger1 = 1 || var(21) := (var(21)|63) - 63 + ifelse(((var(21)&63) + 1) > 59,0,((var(21)&63) + 1))
value = 60000
ignorehitpause = 1

[state , 變量保存5]
type = changestate
triggerall = ishelper(60000)
triggerall = var(11) && var(12) && var(13) && var(14) && var(15)
triggerall = var(35) || var(36) || var(37)
trigger1 = gametime >= var(15) + 10
trigger1 = (var(38)&63) || var(40) || var(41) || var(42) || var(43)
trigger1 = (var(38)&4032) || var(44) || var(45) || var(46) || var(47)
trigger1 = (var(38)&258048) || var(48) || var(49) || var(50) || var(51)
trigger1 = (var(38)&16515072) || var(52) || var(53) || var(54) || var(55)
trigger1 = !((var(38)&1056964608) || var(56) || var(57) || var(58) || var(59))
trigger1 = 1 || var(38) := (var(38)|(16777216*(var(21)&63)))
trigger1 = 1 || var(57) := var(35)
trigger1 = 1 || var(58) := var(36)
trigger1 = 1 || var(59) := var(37)
trigger1 = 1 || var(11) := var(12) := var(13) := var(14) := var(15) := var(16) := var(17) := var(18) := var(19) := var(20) := 0
trigger1 = 1 || var(22) := var(23) := var(24) := var(35) := var(36) := var(37) := 0
trigger1 = 1 || var(21) := (var(21)|63) - 63 + ifelse(((var(21)&63) + 1) > 59,0,((var(21)&63) + 1))
value = 60000
ignorehitpause = 1

[state , 可以檢測連續二次方程式gt貫通嗎?(小數)]
type = changestate
triggerall = ishelper(60000)
trigger1 = var(26) && var(27) && var(28) && var(29)
trigger1 = var(26) + 2 = var(28)			;若是連續的數值就檢查
trigger1 = (sysvar(3)&12) != 12
value = 60004								;連續二次方程
ignorehitpause = 1

[state , 可以檢測連續三次方程式gt貫通嗎?(小數)]
type = changestate
triggerall = ishelper(60000)
trigger1 = var(26) && var(27) && var(28) && var(29)
trigger1 = var(26) + 3 = var(29)						;若是連續的數值就檢查
trigger1 = (sysvar(3)&12) = 12 && !(sysvar(3)&16)		;是連續二次方程的話則不檢查
value = 60005											;連續二次方程
ignorehitpause = 1

[state , 可以檢測不連續二次方程式gt貫通嗎?(小數)]
type = changestate
triggerall = ishelper(60000)
trigger1 = var(26) && var(27) && var(28) && var(29) && var(30)
trigger1 = var(26)%2 = var(28)%2 && var(28)%2 = var(30)%2	;ifelse(gametime%2,1,-1)對策
value = 60006								;二次方程克拉瑪
ignorehitpause = 1

[statedef 60004]
type = U
movetype = U
physics = U
hitdefpersist = 1
movehitpersist = 1

[state , 計算並找出常數b c d]
type = Null
triggerall = ishelper(60000)
trigger1 = var(26)
trigger1 = gametime = var(26) + 3
trigger1 = 1 || fvar(2)  := (fvar(11) - 2*fvar(12) + fvar(13))/2.0
trigger1 = 1 || fvar(17) := ifelse(floor(fvar(2)*100) + 0.5 <= fvar(2)*100 && !(floor(fvar(2)*100) + 0.5 = fvar(2)*100 && fvar(2) < 0),ceil(fvar(2)*100),floor(fvar(2)*100))/100.0	;b
trigger1 = 1 || fvar(3)  := fvar(12) - fvar(11) - fvar(17)*(2*var(26) + 1)
trigger1 = 1 || fvar(18) := ifelse(floor(fvar(3)*100) + 0.5 <= fvar(3)*100 && !(floor(fvar(3)*100) + 0.5 = fvar(3)*100 && fvar(3) < 0),ceil(fvar(3)*100),floor(fvar(3)*100))/100.0	;c
trigger1 = 1 || fvar(4)  := fvar(11) - fvar(17)*var(26)*var(26) - fvar(18)*var(26)
trigger1 = 1 || fvar(19) := ifelse(floor(fvar(4)*100) + 0.5 <= fvar(4)*100 && !(floor(fvar(4)*100) + 0.5 = fvar(4)*100 && fvar(4) < 0),ceil(fvar(4)*100),floor(fvar(4)*100))/100.0	;d
ignorehitpause = 1

[state , 不是連續一次方程]
type = varset
triggerall = ishelper(60000)
trigger1 = var(26)
trigger1 = fvar(17) || fvar(18) || fvar(19)
trigger1 = gametime <= var(26) + 10
trigger1 = enemy,fvar((var(21)&4032)/64) != fvar(17)*gametime*gametime + fvar(18)*gametime + fvar(19)
sysvar(3) = (sysvar(3)|4)
ignorehitpause = 1

[state , 不是連續二次方程]
type = varset
triggerall = ishelper(60000)
trigger1 = (sysvar(3)&4)
trigger1 = var(26)
trigger1 = fvar(17) || fvar(18) || fvar(19)
trigger1 = gametime <= var(26) + 10
trigger1 = 1 || fvar(10) := fvar(17)*gametime*gametime + fvar(18)*gametime + fvar(19)
trigger1 = enemy,fvar((var(21)&4032)/64) != [fvar(17)*gametime*gametime + fvar(18)*gametime + fvar(19) - fvar(10),fvar(17)*gametime*gametime + fvar(18)*gametime + fvar(19) + fvar(10)]
sysvar(3) = (sysvar(3)|8)
ignorehitpause = 1

[state , 不是的話就返回]
type = changestate
triggerall = ishelper(60000)
trigger1 = (sysvar(3)&12) = 12		;兩邊都立了flag
value = 60000
ignorehitpause = 1

[state , 一致時保存計算公式和變量數並調查下一個變量1]
type = changestate
triggerall = ishelper(60000)
triggerall = var(26)
triggerall = fvar(17) || fvar(18) || fvar(19)
trigger1 = gametime >= var(26) + 10
trigger1 = !((var(39)&63) || fvar(20) || fvar(21) || fvar(22) || fvar(23))
trigger1 = 1 || var(39) := (var(39)|((var(21)&4032)/64))
trigger1 = 1 || fvar(21) := fvar(17)
trigger1 = 1 || fvar(22) := fvar(18)
trigger1 = 1 || fvar(23) := fvar(19)
trigger1 = 1 || var(26) := var(27) := var(28) := var(29) := 0 || fvar(11) := (fvar(12) := (fvar(13) := (fvar(14) := 0)))
trigger1 = 1 || fvar(2) := (fvar(3) := (fvar(4) := (fvar(17) := (fvar(18) := (fvar(19) := 0)))))
trigger1 = 1 || var(21) := (var(21)|4032) - 4032 + ifelse(((var(21)&4032) + 64)/64 > 39,0,((var(21)&4032) + 64))
value = 60000
ignorehitpause = 1

[state , 一致時保存計算公式和變量數並調查下一個變量2]
type = changestate
triggerall = ishelper(60000)
triggerall = var(26)
triggerall = fvar(17) || fvar(18) || fvar(19)
trigger1 = gametime >= var(26) + 10
trigger1 = (var(39)&63) || fvar(20) || fvar(21) || fvar(22) || fvar(23)
trigger1 = !((var(39)&4032) || fvar(24) || fvar(25) || fvar(26) || fvar(27))
trigger1 = 1 || var(39) := (var(39)|(64*((var(21)&4032)/64)))
trigger1 = 1 || fvar(25) := fvar(17)
trigger1 = 1 || fvar(26) := fvar(18)
trigger1 = 1 || fvar(27) := fvar(19)
trigger1 = 1 || var(26) := var(27) := var(28) := var(29) := 0 || fvar(11) := (fvar(12) := (fvar(13) := (fvar(14) := 0)))
trigger1 = 1 || fvar(2) := (fvar(3) := (fvar(4) := (fvar(17) := (fvar(18) := (fvar(19) := 0)))))
trigger1 = 1 || var(21) := (var(21)|4032) - 4032 + ifelse(((var(21)&4032) + 64)/64 > 39,0,((var(21)&4032) + 64))
value = 60000
ignorehitpause = 1

[state , 一致時保存計算公式和變量數並調查下一個變量3]
type = changestate
triggerall = ishelper(60000)
triggerall = var(26)
triggerall = fvar(17) || fvar(18) || fvar(19)
trigger1 = gametime >= var(26) + 10
trigger1 = (var(39)&63) || fvar(20) || fvar(21) || fvar(22) || fvar(23)
trigger1 = (var(39)&4032) || fvar(24) || fvar(25) || fvar(26) || fvar(27)
trigger1 = !((var(39)&258048) || fvar(28) || fvar(29) || fvar(30) || fvar(31))
trigger1 = 1 || var(39) := (var(39)|(4096*((var(21)&4032)/64)))
trigger1 = 1 || fvar(29) := fvar(17)
trigger1 = 1 || fvar(30) := fvar(18)
trigger1 = 1 || fvar(31) := fvar(19)
trigger1 = 1 || var(26) := var(27) := var(28) := var(29) := 0 || fvar(11) := (fvar(12) := (fvar(13) := (fvar(14) := 0)))
trigger1 = 1 || fvar(2) := (fvar(3) := (fvar(4) := (fvar(17) := (fvar(18) := (fvar(19) := 0)))))
trigger1 = 1 || var(21) := (var(21)|4032) - 4032 + ifelse(((var(21)&4032) + 64)/64 > 39,0,((var(21)&4032) + 64))
value = 60000
ignorehitpause = 1

[state , 一致時保存計算公式和變量數並調查下一個變量4]
type = changestate
triggerall = ishelper(60000)
triggerall = var(26)
triggerall = fvar(17) || fvar(18) || fvar(19)
trigger1 = gametime >= var(26) + 10
trigger1 = (var(39)&63) || fvar(20) || fvar(21) || fvar(22) || fvar(23)
trigger1 = (var(39)&4032) || fvar(24) || fvar(25) || fvar(26) || fvar(27)
trigger1 = (var(39)&258048) || fvar(28) || fvar(29) || fvar(30) || fvar(31)
trigger1 = !((var(39)&16515072) || fvar(32) || fvar(33) || fvar(34) || fvar(35))
trigger1 = 1 || var(39) := (var(39)|(262144*((var(21)&4032)/64)))
trigger1 = 1 || fvar(33) := fvar(17)
trigger1 = 1 || fvar(34) := fvar(18)
trigger1 = 1 || fvar(35) := fvar(19)
trigger1 = 1 || var(26) := var(27) := var(28) := var(29) := 0 || fvar(11) := (fvar(12) := (fvar(13) := (fvar(14) := 0)))
trigger1 = 1 || fvar(2) := (fvar(3) := (fvar(4) := (fvar(17) := (fvar(18) := (fvar(19) := 0)))))
trigger1 = 1 || var(21) := (var(21)|4032) - 4032 + ifelse(((var(21)&4032) + 64)/64 > 39,0,((var(21)&4032) + 64))
value = 60000
ignorehitpause = 1

[state , 一致時保存計算公式和變量數並調查下一個變量5]
type = changestate
triggerall = ishelper(60000)
triggerall = var(26)
triggerall = fvar(17) || fvar(18) || fvar(19)
trigger1 = gametime >= var(26) + 10
trigger1 = (var(39)&63) || fvar(20) || fvar(21) || fvar(22) || fvar(23)
trigger1 = (var(39)&4032) || fvar(24) || fvar(25) || fvar(26) || fvar(27)
trigger1 = (var(39)&258048) || fvar(28) || fvar(29) || fvar(30) || fvar(31)
trigger1 = (var(39)&16515072) || fvar(32) || fvar(33) || fvar(34) || fvar(35)
trigger1 = !((var(39)&1056964608) || fvar(36) || fvar(37) || fvar(38) || fvar(39))
trigger1 = 1 || var(39) := (var(39)|(16777216*((var(21)&4032)/64)))
trigger1 = 1 || fvar(37) := fvar(17)
trigger1 = 1 || fvar(38) := fvar(18)
trigger1 = 1 || fvar(39) := fvar(19)
trigger1 = 1 || var(26) := var(27) := var(28) := var(29) := 0 || fvar(11) := (fvar(12) := (fvar(13) := (fvar(14) := 0)))
trigger1 = 1 || fvar(2) := (fvar(3) := (fvar(4) := (fvar(17) := (fvar(18) := (fvar(19) := 0)))))
trigger1 = 1 || var(21) := (var(21)|4032) - 4032 + ifelse(((var(21)&4032) + 64)/64 > 39,0,((var(21)&4032) + 64))
value = 60000
ignorehitpause = 1

[statedef 60005]
type = U
movetype = U
physics = U
hitdefpersist = 1
movehitpersist = 1

[state , 計算並找出常數a b c]
type = Null
triggerall = ishelper(60000)
trigger1 = var(26)
trigger1 = gametime = var(26) + 3
trigger1 = 1 || fvar(2) := (-fvar(11) + 3*fvar(12) - 3*fvar(13) + fvar(14))/6.0
trigger1 = 1 || fvar(16) := ifelse(floor(fvar(2)*100) + 0.5 <= fvar(2)*100 && !(floor(fvar(2)*100) + 0.5 = fvar(2)*100 && fvar(2) < 0),ceil(fvar(2)*100),floor(fvar(2)*100))/100.0	;a
trigger1 = 1 || fvar(3) := (fvar(13) - 2*fvar(12) + fvar(11) - fvar(2)*(6*var(26) + 6))/2.0
trigger1 = 1 || fvar(17) := ifelse(floor(fvar(3)*100) + 0.5 <= fvar(3)*100 && !(floor(fvar(3)*100) + 0.5 = fvar(3)*100 && fvar(3) < 0),ceil(fvar(3)*100),floor(fvar(3)*100))/100.0	;b
trigger1 = 1 || fvar(4) := fvar(12) - fvar(11) - fvar(2)*(3*(var(26)**2) + 3*var(26) + 1) - fvar(17)*(2*var(26) + 1)
trigger1 = 1 || fvar(18) := ifelse(floor(fvar(4)*100) + 0.5 <= fvar(4)*100 && !(floor(fvar(4)*100) + 0.5 = fvar(4)*100 && fvar(4) < 0),ceil(fvar(4)*100),floor(fvar(4)*100))/100.0	;c
trigger1 = 1 || fvar(5) := fvar(11) - fvar(2)*(var(26)**3) - fvar(3)*(var(26)**2) - fvar(4)*var(26)
trigger1 = 1 || fvar(19) := ifelse(floor(fvar(5)*100) + 0.5 <= fvar(5)*100 && !(floor(fvar(5)*100) + 0.5 = fvar(5)*100 && fvar(5) < 0),ceil(fvar(5)*100),floor(fvar(5)*100))/100.0	;d
ignorehitpause = 1

[state , 不是連續三次方程]
type = varset
triggerall = ishelper(60000)
trigger1 = (sysvar(3)&4)
trigger1 = var(26)
trigger1 = fvar(16) || fvar(17) || fvar(18) || fvar(19)
trigger1 = gametime <= var(26) + 10
trigger1 = 1 || fvar(10) := fvar(16)*(gametime**3) + fvar(17)*(gametime**2) + fvar(18)*gametime + fvar(19)
trigger1 = enemy,fvar((var(21)&4032)/64) != [fvar(16)*(gametime**3) + fvar(17)*(gametime**2) + fvar(18)*gametime + fvar(19) - fvar(10),fvar(16)*(gametime**3) + fvar(17)*(gametime**2) + fvar(18)*gametime + fvar(19) + fvar(10)]
sysvar(3) = (sysvar(3)|16)
ignorehitpause = 1

[state , 不是的話就返回]
type = changestate
triggerall = ishelper(60000)
trigger1 = (sysvar(3)&16)
value = 60000
ignorehitpause = 1


[state , 一致時保存計算公式和變量數並調查下一個變量1]
type = changestate
triggerall = ishelper(60000)
triggerall = var(26)
triggerall = fvar(16) || fvar(17) || fvar(18) || fvar(19)
trigger1 = gametime >= var(26) + 10
trigger1 = !((var(39)&63) || fvar(20) || fvar(21) || fvar(22) || fvar(23))
trigger1 = 1 || var(39) := (var(39)|((var(21)&4032)/64))
trigger1 = 1 || fvar(20) := fvar(16)
trigger1 = 1 || fvar(21) := fvar(17)
trigger1 = 1 || fvar(22) := fvar(18)
trigger1 = 1 || fvar(23) := fvar(19)
trigger1 = 1 || var(26) := var(27) := var(28) := var(29) := 0 || fvar(11) := (fvar(12) := (fvar(13) := (fvar(14) := 0)))
trigger1 = 1 || fvar(2) := (fvar(3) := (fvar(4) := (fvar(5) := (fvar(16) := (fvar(17) := (fvar(18) := (fvar(19) := 0)))))))
trigger1 = 1 || var(21) := (var(21)|4032) - 4032 + ifelse(((var(21)&4032) + 64)/64 > 39,0,((var(21)&4032) + 64))
value = 60000
ignorehitpause = 1

[state , 一致時保存計算公式和變量數並調查下一個變量2]
type = changestate
triggerall = ishelper(60000)
triggerall = var(26)
triggerall = fvar(16) || fvar(17) || fvar(18) || fvar(19)
trigger1 = gametime >= var(26) + 10
trigger1 = (var(39)&63) || fvar(20) || fvar(21) || fvar(22) || fvar(23)
trigger1 = !((var(39)&4032) || fvar(24) || fvar(25) || fvar(26) || fvar(27))
trigger1 = 1 || var(39) := (var(39)|(64*((var(21)&4032)/64)))
trigger1 = 1 || fvar(24) := fvar(16)
trigger1 = 1 || fvar(25) := fvar(17)
trigger1 = 1 || fvar(26) := fvar(18)
trigger1 = 1 || fvar(27) := fvar(19)
trigger1 = 1 || var(26) := var(27) := var(28) := var(29) := 0 || fvar(11) := (fvar(12) := (fvar(13) := (fvar(14) := 0)))
trigger1 = 1 || fvar(2) := (fvar(3) := (fvar(4) := (fvar(5) := (fvar(16) := (fvar(17) := (fvar(18) := (fvar(19) := 0)))))))
trigger1 = 1 || var(21) := (var(21)|4032) - 4032 + ifelse(((var(21)&4032) + 64)/64 > 39,0,((var(21)&4032) + 64))
value = 60000
ignorehitpause = 1

[state , 一致時保存計算公式和變量數並調查下一個變量3]
type = changestate
triggerall = ishelper(60000)
triggerall = var(26)
triggerall = fvar(16) || fvar(17) || fvar(18) || fvar(19)
trigger1 = gametime >= var(26) + 10
trigger1 = (var(39)&63) || fvar(20) || fvar(21) || fvar(22) || fvar(23)
trigger1 = (var(39)&4032) || fvar(24) || fvar(25) || fvar(26) || fvar(27)
trigger1 = !((var(39)&258048) || fvar(28) || fvar(29) || fvar(30) || fvar(31))
trigger1 = 1 || var(39) := (var(39)|(4096*((var(21)&4032)/64)))
trigger1 = 1 || fvar(28) := fvar(16)
trigger1 = 1 || fvar(29) := fvar(17)
trigger1 = 1 || fvar(30) := fvar(18)
trigger1 = 1 || fvar(31) := fvar(19)
trigger1 = 1 || var(26) := var(27) := var(28) := var(29) := 0 || fvar(11) := (fvar(12) := (fvar(13) := (fvar(14) := 0)))
trigger1 = 1 || fvar(2) := (fvar(3) := (fvar(4) := (fvar(5) := (fvar(16) := (fvar(17) := (fvar(18) := (fvar(19) := 0)))))))
trigger1 = 1 || var(21) := (var(21)|4032) - 4032 + ifelse(((var(21)&4032) + 64)/64 > 39,0,((var(21)&4032) + 64))
value = 60000
ignorehitpause = 1

[state , 一致時保存計算公式和變量數並調查下一個變量4]
type = changestate
triggerall = ishelper(60000)
triggerall = var(26)
triggerall = fvar(16) || fvar(17) || fvar(18) || fvar(19)
trigger1 = gametime >= var(26) + 10
trigger1 = (var(39)&63) || fvar(20) || fvar(21) || fvar(22) || fvar(23)
trigger1 = (var(39)&4032) || fvar(24) || fvar(25) || fvar(26) || fvar(27)
trigger1 = (var(39)&258048) || fvar(28) || fvar(29) || fvar(30) || fvar(31)
trigger1 = !((var(39)&16515072) || fvar(32) || fvar(33) || fvar(34) || fvar(35))
trigger1 = 1 || var(39) := (var(39)|(262144*((var(21)&4032)/64)))
trigger1 = 1 || fvar(32) := fvar(16)
trigger1 = 1 || fvar(33) := fvar(17)
trigger1 = 1 || fvar(34) := fvar(18)
trigger1 = 1 || fvar(35) := fvar(19)
trigger1 = 1 || var(26) := var(27) := var(28) := var(29) := 0 || fvar(11) := (fvar(12) := (fvar(13) := (fvar(14) := 0)))
trigger1 = 1 || fvar(2) := (fvar(3) := (fvar(4) := (fvar(5) := (fvar(16) := (fvar(17) := (fvar(18) := (fvar(19) := 0)))))))
trigger1 = 1 || var(21) := (var(21)|4032) - 4032 + ifelse(((var(21)&4032) + 64)/64 > 39,0,((var(21)&4032) + 64))
value = 60000
ignorehitpause = 1

[state , 一致時保存計算公式和變量數並調查下一個變量5]
type = changestate
triggerall = ishelper(60000)
triggerall = var(26)
triggerall = fvar(16) || fvar(17) || fvar(18) || fvar(19)
trigger1 = gametime >= var(26) + 10
trigger1 = (var(39)&63) || fvar(20) || fvar(21) || fvar(22) || fvar(23)
trigger1 = (var(39)&4032) || fvar(24) || fvar(25) || fvar(26) || fvar(27)
trigger1 = (var(39)&258048) || fvar(28) || fvar(29) || fvar(30) || fvar(31)
trigger1 = (var(39)&16515072) || fvar(32) || fvar(33) || fvar(34) || fvar(35)
trigger1 = !((var(39)&1056964608) || fvar(36) || fvar(37) || fvar(38) || fvar(39))
trigger1 = 1 || var(39) := (var(39)|(16777216*((var(21)&4032)/64)))
trigger1 = 1 || fvar(36) := fvar(16)
trigger1 = 1 || fvar(37) := fvar(17)
trigger1 = 1 || fvar(38) := fvar(18)
trigger1 = 1 || fvar(39) := fvar(19)
trigger1 = 1 || var(26) := var(27) := var(28) := var(29) := 0 || fvar(11) := (fvar(12) := (fvar(13) := (fvar(14) := 0)))
trigger1 = 1 || fvar(2) := (fvar(3) := (fvar(4) := (fvar(5) := (fvar(16) := (fvar(17) := (fvar(18) := (fvar(19) := 0)))))))
trigger1 = 1 || var(21) := (var(21)|4032) - 4032 + ifelse(((var(21)&4032) + 64)/64 > 39,0,((var(21)&4032) + 64))
value = 60000
ignorehitpause = 1

[statedef 60006]
type = U
movetype = U
physics = U
hitdefpersist = 1
movehitpersist = 1

[state , |α|,|α1|,|α2|計測]
type = null
triggerall = ishelper(60000)
trigger1 = 1 || fvar(2) := (var(26)**2)*var(28) + var(26)*(var(30)**2) + (var(28)**2)*var(30) - (var(26)**2)*var(30) - var(26)*(var(28)**2) - var(28)*(var(30)**2)
trigger1 = 1 || fvar(3) := fvar(11)*var(28) + fvar(13)*var(30) + fvar(15)*var(26) - fvar(11)*var(30) - fvar(13)*var(26) - fvar(15)*var(28)
trigger1 = 1 || fvar(4) := fvar(13)*(var(26)**2) + fvar(11)*(var(30)**2) + fvar(15)*(var(28)**2) - fvar(15)*(var(26)**2) - fvar(11)*(var(28)**2) - fvar(13)*(var(30)**2)
trigger1 = 1 || fvar(5) := ifelse(floor(fvar(2)*100) + 0.5 <= fvar(2)*100 && !(floor(fvar(2)*100) + 0.5 = fvar(2)*100 && fvar(2) < 0),ceil(fvar(2)*100),floor(fvar(2)*100))/100.0	;|α|
trigger1 = 1 || fvar(6) := ifelse(floor(fvar(3)*100) + 0.5 <= fvar(3)*100 && !(floor(fvar(3)*100) + 0.5 = fvar(3)*100 && fvar(3) < 0),ceil(fvar(3)*100),floor(fvar(3)*100))/100.0	;|α1|
trigger1 = 1 || fvar(7) := ifelse(floor(fvar(4)*100) + 0.5 <= fvar(4)*100 && !(floor(fvar(4)*100) + 0.5 = fvar(4)*100 && fvar(4) < 0),ceil(fvar(4)*100),floor(fvar(4)*100))/100.0	;|α2|
ignorehitpause = 1

[state , 係數計算]
type = null
triggerall = ishelper(60000)
trigger1 = 1 || fvar(17) := fvar(6)/fvar(5)										;b
trigger1 = 1 || fvar(18) := fvar(7)/fvar(5)										;c
trigger1 = 1 || fvar(19) := fvar(11) - fvar(17)*(var(26)**2) - fvar(18)*var(26)	;d
ignorehitpause = 1

[state , 好像不能貫通就換下一個]
type = changestate
triggerall = ishelper(60000)
trigger1 = var(26)
trigger1 = fvar(16) && fvar(18) && fvar(20)
trigger1 = gametime <= var(26) + 10 && gametime%2 = var(26)%2		;觀察一定時間 每1F±反轉對策
trigger1 = 1 || fvar(10) := fvar(17)*(gametime**2) + fvar(18)*gametime + fvar(19)
trigger1 = enemy,fvar((var(21)&4032)/64) != [fvar(17)*(gametime**2) + fvar(18)*gametime + fvar(19) - fvar(10),fvar(17)*(gametime**2) + fvar(18)*gametime + fvar(19) + fvar(10)]
trigger1 = 1 || var(26) := var(27) := var(28) := var(29) := var(30) := 0 || fvar(11) := (fvar(12) := (fvar(13) := (fvar(14) := (fvar(15) := 0))))
trigger1 = 1 || fvar(2) := (fvar(3) := (fvar(4) := (fvar(5) := (fvar(6) := (fvar(7) := (fvar(17) := (fvar(18) := (fvar(19) := 0))))))))
trigger1 = 1 || var(21) := (var(21)|4032) - 4032 + ifelse(((var(21)&4032) + 64)/64 > 39,0,((var(21)&4032) + 64))
value = 60000
ignorehitpause = 1


[state , 一致時保存計算公式和變量數並調查下一個變量1]
type = changestate
triggerall = ishelper(60000)
triggerall = var(26)
triggerall = fvar(17) || fvar(18) || fvar(19)
trigger1 = gametime >= var(26) + 10
trigger1 = !((var(39)&63) || fvar(20) || fvar(21) || fvar(22) || fvar(23))
trigger1 = 1 || var(39) := (var(39)|((var(21)&4032)/64))
trigger1 = 1 || fvar(21) := fvar(17)
trigger1 = 1 || fvar(22) := fvar(18)
trigger1 = 1 || fvar(23) := fvar(19)
trigger1 = 1 || var(26) := var(27) := var(28) := var(29) := var(30) := 0 || fvar(11) := (fvar(12) := (fvar(13) := (fvar(14) := (fvar(15) := 0))))
trigger1 = 1 || fvar(2) := (fvar(3) := (fvar(4) := (fvar(5) := (fvar(6) := (fvar(7) := (fvar(17) := (fvar(18) := (fvar(19) := 0))))))))
trigger1 = 1 || var(21) := (var(21)|4032) - 4032 + ifelse(((var(21)&4032) + 64)/64 > 39,0,((var(21)&4032) + 64))
value = 60000
ignorehitpause = 1

[state , 一致時保存計算公式和變量數並調查下一個變量2]
type = changestate
triggerall = ishelper(60000)
triggerall = var(26)
triggerall = fvar(17) || fvar(18) || fvar(19)
trigger1 = gametime >= var(26) + 10
trigger1 = (var(39)&63) || fvar(20) || fvar(21) || fvar(22) || fvar(23)
trigger1 = !((var(39)&4032) || fvar(24) || fvar(25) || fvar(26) || fvar(27))
trigger1 = 1 || var(39) := (var(39)|(64*((var(21)&4032)/64)))
trigger1 = 1 || fvar(25) := fvar(17)
trigger1 = 1 || fvar(26) := fvar(18)
trigger1 = 1 || fvar(27) := fvar(19)
trigger1 = 1 || var(26) := var(27) := var(28) := var(29) := var(30) := 0 || fvar(11) := (fvar(12) := (fvar(13) := (fvar(14) := (fvar(15) := 0))))
trigger1 = 1 || fvar(2) := (fvar(3) := (fvar(4) := (fvar(5) := (fvar(6) := (fvar(7) := (fvar(17) := (fvar(18) := (fvar(19) := 0))))))))
trigger1 = 1 || var(21) := (var(21)|4032) - 4032 + ifelse(((var(21)&4032) + 64)/64 > 39,0,((var(21)&4032) + 64))
value = 60000
ignorehitpause = 1

[state , 一致時保存計算公式和變量數並調查下一個變量3]
type = changestate
triggerall = ishelper(60000)
triggerall = var(26)
triggerall = fvar(17) || fvar(18) || fvar(19)
trigger1 = gametime >= var(26) + 10
trigger1 = (var(39)&63) || fvar(20) || fvar(21) || fvar(22) || fvar(23)
trigger1 = (var(39)&4032) || fvar(24) || fvar(25) || fvar(26) || fvar(27)
trigger1 = !((var(39)&258048) || fvar(28) || fvar(29) || fvar(30) || fvar(31))
trigger1 = 1 || var(39) := (var(39)|(4096*((var(21)&4032)/64)))
trigger1 = 1 || fvar(29) := fvar(17)
trigger1 = 1 || fvar(30) := fvar(18)
trigger1 = 1 || fvar(31) := fvar(19)
trigger1 = 1 || var(26) := var(27) := var(28) := var(29) := var(30) := 0 || fvar(11) := (fvar(12) := (fvar(13) := (fvar(14) := (fvar(15) := 0))))
trigger1 = 1 || fvar(2) := (fvar(3) := (fvar(4) := (fvar(5) := (fvar(6) := (fvar(7) := (fvar(17) := (fvar(18) := (fvar(19) := 0))))))))
trigger1 = 1 || var(21) := (var(21)|4032) - 4032 + ifelse(((var(21)&4032) + 64)/64 > 39,0,((var(21)&4032) + 64))
value = 60000
ignorehitpause = 1

[state , 一致時保存計算公式和變量數並調查下一個變量4]
type = changestate
triggerall = ishelper(60000)
triggerall = var(26)
triggerall = fvar(17) || fvar(18) || fvar(19)
trigger1 = gametime >= var(26) + 10
trigger1 = (var(39)&63) || fvar(20) || fvar(21) || fvar(22) || fvar(23)
trigger1 = (var(39)&4032) || fvar(24) || fvar(25) || fvar(26) || fvar(27)
trigger1 = (var(39)&258048) || fvar(28) || fvar(29) || fvar(30) || fvar(31)
trigger1 = !((var(39)&16515072) || fvar(32) || fvar(33) || fvar(34) || fvar(35))
trigger1 = 1 || var(39) := (var(39)|(262144*((var(21)&4032)/64)))
trigger1 = 1 || fvar(33) := fvar(17)
trigger1 = 1 || fvar(34) := fvar(18)
trigger1 = 1 || fvar(35) := fvar(19)
trigger1 = 1 || var(26) := var(27) := var(28) := var(29) := var(30) := 0 || fvar(11) := (fvar(12) := (fvar(13) := (fvar(14) := (fvar(15) := 0))))
trigger1 = 1 || fvar(2) := (fvar(3) := (fvar(4) := (fvar(5) := (fvar(6) := (fvar(7) := (fvar(17) := (fvar(18) := (fvar(19) := 0))))))))
trigger1 = 1 || var(21) := (var(21)|4032) - 4032 + ifelse(((var(21)&4032) + 64)/64 > 39,0,((var(21)&4032) + 64))
value = 60000
ignorehitpause = 1

[state , 一致時保存計算公式和變量數並調查下一個變量5]
type = changestate
triggerall = ishelper(60000)
triggerall = var(26)
triggerall = fvar(17) || fvar(18) || fvar(19)
trigger1 = gametime >= var(26) + 10
trigger1 = (var(39)&63) || fvar(20) || fvar(21) || fvar(22) || fvar(23)
trigger1 = (var(39)&4032) || fvar(24) || fvar(25) || fvar(26) || fvar(27)
trigger1 = (var(39)&258048) || fvar(28) || fvar(29) || fvar(30) || fvar(31)
trigger1 = (var(39)&16515072) || fvar(32) || fvar(33) || fvar(34) || fvar(35)
trigger1 = !((var(39)&1056964608) || fvar(36) || fvar(37) || fvar(38) || fvar(39))
trigger1 = 1 || var(39) := (var(39)|(16777216*((var(21)&4032)/64)))
trigger1 = 1 || fvar(37) := fvar(17)
trigger1 = 1 || fvar(38) := fvar(18)
trigger1 = 1 || fvar(39) := fvar(19)
trigger1 = 1 || var(26) := var(27) := var(28) := var(29) := var(30) := 0 || fvar(11) := (fvar(12) := (fvar(13) := (fvar(14) := (fvar(15) := 0))))
trigger1 = 1 || fvar(2) := (fvar(3) := (fvar(4) := (fvar(5) := (fvar(6) := (fvar(7) := (fvar(17) := (fvar(18) := (fvar(19) := 0))))))))
trigger1 = 1 || var(21) := (var(21)|4032) - 4032 + ifelse(((var(21)&4032) + 64)/64 > 39,0,((var(21)&4032) + 64))
value = 60000
ignorehitpause = 1