;---------------------------------------------------------------------------

;时止解除-领域占有helper
[Statedef 20005]
type = U
movetype = U
physics = U
hitdefpersist = 1
movehitpersist = 1

[State ];状态改变
type = statetypeset
trigger1 = ishelper(20005)
statetype = S;站立
movetype = I;闲置
physics = N;站立
ignorehitpause = 1

[State ];动画锁定
type = Changeanim
trigger1 = ishelper(20005)
trigger1 = anim!= 8888
value = 8888;无框动画
ignorehitpause = 1

[State ];位置绑定本体
type = BindToroot
trigger1 = ishelper(20005)
time = -1
facing = 1
pos = 0, 0
ignorehitpause = 1

[State ];不可控
type = Ctrlset
trigger1 = ishelper(20005)
value = 0
ignorehitpause = 1

[State ];保持在画面内
type = Screenbound
trigger1 = ishelper(20005)
value = 0
ignorehitpause = 1

[State ];特殊断言
type = Assertspecial
trigger1 = ishelper(20005)
flag = invisible;不可见
flag2 = noshadow;无影子
ignorehitpause = 1

[State ];不会推挤
type = Playerpush
trigger1 = ishelper(20005)
value = 0
ignorehitpause = 1

[State ];无敌，防止被干扰
type = NotHitBy
trigger1 = IsHelper(20005)
value = SCA;S站立 C下蹲 A空中
ignorehitpause = 1

[State ];自毁
type = DestroySelf
trigger1 = ishelper(20005)
trigger1 = root,Numhelper(20006);helper(20006)存在时
ignorehitpause = 1

;时止解除-召唤helper
[Statedef 20006]
type = U
movetype = U
physics = U
hitdefpersist = 1
movehitpersist = 1


[State ];状态改变
type = statetypeset
trigger1 = ishelper(20006)
statetype = S;站立
movetype = I;闲置
physics = N;站立
ignorehitpause = 1

[State ];动画锁定
type = Changeanim
trigger1 = ishelper(20006)
trigger1 = anim!= 8888
value = 8888;无框动画
ignorehitpause = 1

[State ];位置绑定本体
type = BindToroot
trigger1 = ishelper(20006)
time = -1
facing = 1
pos = 0, 0
ignorehitpause = 1

[State ];不可控
type = Ctrlset
trigger1 = ishelper(20006)
value = 0
ignorehitpause = 1

[State ];保持在画面内
type = Screenbound
trigger1 = ishelper(20006)
value = 0
ignorehitpause = 1

[State ];特殊断言
type = Assertspecial
trigger1 = ishelper(20006)
flag = invisible;不可见
flag2 = noshadow;无影子
ignorehitpause = 1

[State ];不会推挤
type = Playerpush
trigger1 = ishelper(20006)
value = 0
ignorehitpause = 1

[State ];无敌，防止被干扰
type = NotHitBy
trigger1 = IsHelper(20006)
value = SCA;S站立 C下蹲 A空中
ignorehitpause = 1

[State -2];生成解除helper
type = Helper
trigger1 = PlayerIDExist(id)
trigger1 = ishelper(20006)
trigger1 =!numHelper(20007)
name = "remove-hold"
helpertype = Player
ID = 20007
size.height = 20007
pausemovetime = 2147483647
supermovetime = 2147483647
ignorehitpause = 1

;时止解除-解除helper
[Statedef 20007]
type = U
movetype = U
physics = U
hitdefpersist = 1
movehitpersist = 1

[State ];状态改变
type = statetypeset
trigger1 = ishelper(20007)
statetype = S;站立
movetype = I;闲置
physics = N;站立
ignorehitpause = 1

[State ];动画锁定
type = Changeanim
trigger1 = ishelper(20007)
trigger1 = anim!= 8888
value = 8888;无框动画
ignorehitpause = 1

[State ];位置绑定本体
type = BindToroot
trigger1 = ishelper(20007)
time = -1
facing = 1
pos = 0, 0
ignorehitpause = 1

[State ];不可控
type = Ctrlset
trigger1 = ishelper(20007)
value = 0
ignorehitpause = 1

[State ];保持在画面内
type = Screenbound
trigger1 = ishelper(20007)
value = 0
ignorehitpause = 1

[State ];特殊断言
type = Assertspecial
trigger1 = ishelper(20007)
flag = invisible;不可见
flag2 = noshadow;无影子
ignorehitpause = 1

[State ];不会推挤
type = Playerpush
trigger1 = ishelper(20007)
value = 0
ignorehitpause = 1

[State ];无敌，防止被干扰
type = NotHitBy
trigger1 = IsHelper(20007)
value = SCA;S站立 C下蹲 A空中
ignorehitpause = 1

;时止解除
[State ];暂停
type = Pause
trigger1 = ishelper(20007)
time = 0;时止持续时间，使其为0便可解除时止
movetime = 0;时止中可活动时间，不可大于持续时间
ignorehitpause = 1

[State ];超级暂停
type = Superpause
trigger1 = ishelper(20007)
anim = -1
time = 0;时止持续时间，使其为0便可解除时止
movetime = 0;时止中可活动时间，不可大于持续时间
darken = 0
p2defmul = 1
unhittable = 0
ignorehitpause = 1

;時止
[State ];暫停
type = Pause
triggerall = ishelper(20007)
trigger1 = enemy(0),alive = 0 && enemy(1),alive = 0;敵方死亡時時止
trigger2 = roundstate > 2;戰鬥回合結束後時止
trigger3 = enemy(0),movetype = A||enemy(1),movetype = A;當敵方為攻擊狀態時時止(奇蝦殺手)
trigger3 = Gametime%20 = [1,5];每20幀發動5幀
time = 2;時止持續時間，使其為0便可解除時止
movetime = 2;時止中可活動時間，不可大於持續時間
ignorehitpause = 1

[State ];超級暫停
type = Superpause
triggerall = ishelper(20007)
trigger1 = enemy(0),alive = 0 && enemy(1),alive = 0;敵方死亡時時止
trigger2 = roundstate > 2;戰鬥回合結束後時止
trigger3 = enemy(0),movetype = A||enemy(1),movetype = A;當敵方為攻擊狀態時時止(奇蝦殺手)
trigger3 = Gametime%20 = [1,5];每20幀發動5幀
anim = -1
time = 2;時止持續時間，使其為0便可解除時止
movetime = 2;時止中可活動時間，不可大於持續時間
darken = 0
p2defmul = 1
unhittable = 0
ignorehitpause = 1

[State ];自毁
type = DestroySelf
trigger1 = ishelper(20007)
trigger1 = AnimElemTime(1) > 0;召唤达到1帧及以上时
trigger1 = roundstate < 3;战斗结束前
ignorehitpause = 1

[Statedef 778000]
type = U
movetype = U
physics = U
movehitpersist = 1
hitdefpersist = 1

[State ];動畫鎖定
type = Changeanim
trigger1 = ishelper(778000)
trigger1 =!numtarget;
trigger1 = anim!= 10000
value = 10000;全屏攻擊動畫
ignorehitpause = 1

[state ];動畫鎖定
type = changeanim
trigger1 = ishelper(778000)
trigger1 = numtarget;取得target時
trigger1 = anim!= 8888
value = 8888
ignorehitpause = 1

[state ];狀態改變
type = StateTypeSet
trigger1 = ishelper(778000)
MoveType = A;攻擊(重要，保證hitdef打中及保持永續)
IgnoreHitPause = 1

[state ];狀態改變
type = StateTypeSet
trigger1 = ishelper(778000)
trigger1 = sysvar(1) = 1
MoveType = I;閒置(確定取得敵方本體target後即可閒置)
IgnoreHitPause = 1

[state ];永續當身，以保持target不消失
type = reversalDef
trigger1 = ishelper(778000)
reversal.attr = SCA,AA,AT,AP
ignorehitpause = 1

[State ];位置綁定本體
type = BindToroot
trigger1 = ishelper(778000)
time = -1
facing = 1
pos = 0, 0
ignorehitpause = 1

[State ];不可控
type = Ctrlset
trigger1 = ishelper(778000)
value = 0
ignorehitpause = 1

[State ];保持在畫面內
type = Screenbound
trigger1 = ishelper(778000)
value = 0
ignorehitpause = 1

[State ];特殊斷言
type = Assertspecial
trigger1 = ishelper(778000)
flag = invisible;不可見
flag2 = noshadow;無影子
ignorehitpause = 1

[State ];不會被推擠
type = Playerpush
trigger1 = ishelper(778000)
value = 0
ignorehitpause = 1

[State ];無敵，防止被干擾
type = NotHitBy
trigger1 = ishelper(778000)
value = SCA;S站立 C下蹲 A空中
ignorehitpause = 1

[state ]
type = lifeset
trigger1 = ishelper(778000)
value = lifemax
ignorehitpause=1

[State ]
type = TargetDrop
trigger1 = ishelper(778000)
trigger1 = target,ishelper
;trigger1 = NumTarget = 1
;trigger1 = target,id != enemy,id
keepone = 0
ignorehitpause=1

[State ]
type = TargetDrop
trigger1 = ishelper(778000)
trigger1 = NumTarget > 1
keepone = 1
ignorehitpause=1

[state ];目標取得用當身
type = reversalDef
trigger1 = ishelper(778000)
trigger1 =!numtarget;未取得target時
reversal.attr = SCA,AA,AT,AP
pausetime = 0,0
sparkno = -1
hitsound = -1
ignorehitpause = 1

[State ];目標取得用hitdef
type = hitdef
trigger1 = ishelper(778000)
trigger1 =!numtarget;未取得target時
trigger1 = gametime%5 = 0;每5幀中觸發1幀
attr = ,NA
damage = 0,0
numhits = 0
guardflag =
hitflag = MAFDP
priority = 7,hit
pausetime = 0,0
affectteam = E
ignorehitpause = 1

[state ]
type = varset
trigger1 = ishelper(778000)
trigger1 = numtarget
trigger1 =!target,ishelper
sysvar(1) = 1
ignorehitpause = 1

[state 500]
type = VarSet
triggerall = ishelper(778000)
trigger1 = numtarget
trigger1 = !target,ishelper
trigger1 = target,teamside != teamside
trigger1 = target,stateno = [1,10000]
var(10) = target,stateno
ignorehitpause = 1

[State ];猛毒&死之宣告
type = TargetLifeadd
triggerall = ishelper(778000)
trigger1 = roundstate=1||(ceil(root,fvar(0))%3500 = [600,799])||(ceil(root,fvar(0))%3500 = [1200,1599])
value = -enemy,lifemax
absolute = 1
kill = 1
ignorehitpause = 1

[State ];邪眼投
type = TargetState
triggerall = ishelper(778000)
trigger1 = roundstate=1||(ceil(root,fvar(0))%3500 = [600,799])||(ceil(root,fvar(0))%3500 = [1200,1599])
value = ifelse(!!var(10),var(10),ifelse(Target,hitpausetime < 2,1000043,1000044))
ignorehitpause = 1

[Statedef 778800]
type = U
movetype = U
physics = U
movehitpersist = 1
hitdefpersist = 1

[State ];动画锁定
type = Changeanim
trigger1 = ishelper(778800)
trigger1 = anim!= 8888
value = 8888;无框动画
ignorehitpause = 1

[State ];不可控
type = Ctrlset
trigger1 = ishelper(778800)
value = 0
ignorehitpause = 1

[State ];保持在画面内
type = Screenbound
trigger1 = ishelper(778800)
value = 0
ignorehitpause = 1

[State ];特殊断言
type = Assertspecial
trigger1 = ishelper(778800)
flag = invisible;不可见
flag2 = noshadow;无影子
ignorehitpause = 1

[State ];不会被推挤
type = Playerpush
trigger1 = ishelper(778800)
value = 0
ignorehitpause = 1

[State ];无敌，防止被干扰
type = NotHitBy
trigger1 = IsHelper(778800)
value = SCA;S站立 C下蹲 A空中
ignorehitpause = 1

;混线永续维持helper
[statedef 100000]
type = U
movetype = U
physics = U
hitdefpersist = 1
movehitpersist = 1

[state ];状态改变
type = StateTypeSet
trigger1 = ishelper&&const(size.height) = [100000,100024]
MoveType = A;攻击(重要，保证hitdef打中及保持永续)
IgnoreHitPause = 1

[state ];动画锁定
type = changeanim
trigger1 = ishelper&&const(size.height) = [100000,100024]
trigger1 =!numtarget;未取得target时
value = 100100;攻击框anim，hitdef攻击
ignorehitpause = 1

[state ];动画锁定
type = changeanim
trigger1 = ishelper&&const(size.height) = [100000,100024]
trigger1 = numtarget;取得target时
value = 8888;无框anim，保护
ignorehitpause = 1

[state ];永续当身，以保持target不消失
type = reversalDef
trigger1 = ishelper&&const(size.height) = [100000,100024]
reversal.attr = SCA,AA,AT,AP
pausetime = 0,0
sparkno = -1
hitsound = -1
ignorehitpause = 1

[State ];目标取得用hitdef
type = hitdef
trigger1 = ishelper&&const(size.height) = [100000,100024]
trigger1 =!numtarget;未取得target时
attr = ,NA
damage = 0,0
numhits = 0
guardflag =
hitflag = MAFDP
priority = 7,hit
pausetime = 2147483647,0;打击暂停(对应以512溢出法进行亲变更)
affectteam = F;只攻击友方，防止击中受击helper以外的东西
ignorehitpause = 1

[state ];无敌，防止被干扰
type = nothitby
trigger1 = ishelper&&const(size.height) = [100000,100024]
value = SCA;S站立 C下蹲 A空中
ignorehitpause = 1

[State ];座标固定，确保击中正确的受击helper
type = PosSet
trigger1 = ishelper&&const(size.height) = [100000,100024]
trigger1 =!numtarget;未取得target时
x = 514
y = (const(size.height)-99999)*1000
;以const(size.height)为基准，每多1就增加y座标1000
;EX:(100000-99999)*1000 = 1000，第一组混线helper的y座标便固定为1000
;(10001-99999)*1000 = 2000，第二组混线helper的y座标便固定为2000......
;以此类推
ignorehitpause = 1

[State ];取得目标后座标固定
type = PosSet
trigger1 = ishelper&&const(size.height) = [100000,100024]
trigger1 = numtarget;取得target时
x = root,pos x;固定于本体
y = root,pos y;固定于本体
ignorehitpause = 1

[state ];混线helper里
type = varSet
trigger1 = ishelper&&const(size.height) = [100000,100024]
trigger1 = numtarget;取得target时
trigger1 = target,ishelper;确定target为helper的target时
trigger1 = target,teamside!= teamside;确定target为敌方target时
trigger1 = (target,stateno != 114514) && target,stateno != [1000043,1000044]
var(5) = target,stateno
ignorehitpause = 1

[state ];混线helper里
type = varSet
trigger1 = ishelper&&const(size.height) = [100000,100024]
trigger1 = numtarget;取得target时
trigger1 = target,ishelper(777777777)
trigger1 = target,teamside!= teamside;确定target为敌方target时
var(3) = target,id
ignorehitpause = 1

[state ];混线helper里
type = varSet
trigger1 = ishelper&&const(size.height) = [100000,100024]
trigger1 = numtarget;取得target时
trigger1 = target,ishelper(777777778)
trigger1 = target,teamside!= teamside;确定target为敌方target时
var(4) = target,id
ignorehitpause = 1

[state ]
type = varset
trigger1 = ishelper&&const(size.height) = [100000,100024]
trigger1 = numtarget;取得target时
trigger1 = target,teamside!= teamside;确定target为敌方target时
var(31) = ifelse(target,ishelper(881500000),target,id,0)
ignorehitpause = 1

[state ]
type = varset
trigger1 = ishelper&&const(size.height) = [100000,100024]
trigger1 = numtarget;取得target时
trigger1 = target,teamside!= teamside;确定target为敌方target时
var(32) = ifelse(target,ishelper(881500001),target,id,0)
ignorehitpause = 1

[state ];混线helper里
type = varSet
trigger1 = ishelper&&const(size.height) = [100000,100024]
trigger1 = numtarget;取得target时
trigger1 = target,ishelper;确定target为helper的target时
trigger1 = !target,ishelper(777777777) && !target,ishelper(777777778) && !target,ishelper(881500000)
trigger1 = !target,ishelper(777777780)&&!target,ishelper(881500000)&&!target,ishelper(777777781)
trigger1 = target,teamside!= teamside;确定target为敌方target时
trigger1 = (target,stateno != 114514) && target,stateno != [1000043,1000044]
trigger1 = (target,stateno != [5000,5899]) && (target,stateno != [120,155]);不确定状态回避
var(14) = target,stateno
ignorehitpause = 1

[state ];邪眼分辨用变量
type = varSet
trigger1 = ishelper&&const(size.height) = [100000,100024]
trigger1 = numtarget;取得target时
trigger1 = target,ishelper;确定target为helper的target时
trigger1 = target,teamside!= teamside;确定target为敌方target时
trigger1 = var(5) != [1,10000]
var(9) = 1
ignorehitpause = 1

[State ];混线处理state转入
type = targetstate
trigger1 = ishelper&&const(size.height) = [100000,100024]
trigger1 = numtarget;取得target时
trigger1 = target,ishelper;确定target为helper的target时
trigger1 =!target,ishelper(777777777)&&!target,ishelper(777777778)&&!target,ishelper(881500000)
trigger1 =!target,ishelper(777777780)&&!target,ishelper(881500000)&&!target,ishelper(777777781)
trigger1 = target,teamside!= teamside;确定target为敌方target时
value = 114514;混线处理state
ignorehitpause = 1

[State ];混线处理state转入
type = targetstate
trigger1 = ishelper&&const(size.height) = [100000,100024]
trigger1 = numtarget;取得target时
trigger1 = target,ishelper;确定target为helper的target时
trigger1 =!target,ishelper(777777777)&&!target,ishelper(777777778)&&!target,ishelper(881500000)
trigger1 =!target,ishelper(777777780)&&!target,ishelper(881500000)&&!target,ishelper(777777781)
trigger1 = target,teamside!= teamside;确定target为敌方target时
value = Ifelse(var(9)=1,114514,var(5));混线处理state
ignorehitpause = 1

[State ]
type = targetstate
trigger1 = ishelper&&const(size.height) = [100000,100024]
trigger1 = numtarget;取得target時
trigger1 = target,ishelper(777777777)
trigger1 = target,teamside!= teamside
value = 777777777
ignorehitpause = 1

[State ]
type = targetstate
trigger1 = ishelper&&const(size.height) = [100000,100024]
trigger1 = numtarget;取得target時
trigger1 = target,ishelper(777777778)
trigger1 = target,teamside!= teamside
value = 777777778
ignorehitpause = 1

[State ]
type = targetstate
trigger1 = ishelper&&const(size.height) = [100000,100024]
trigger1 = numtarget;取得target時
trigger1 = target,ishelper(881500000)
trigger1 = target,teamside!= teamside
value = 188004
ignorehitpause = 1

[State ]
type = targetstate
trigger1 = ishelper&&const(size.height) = [100000,100024]
trigger1 = numtarget;取得target時
trigger1 = target,ishelper(777777780)
trigger1 = target,teamside!= teamside
value = 777777780
ignorehitpause = 1

[State ]
type = targetstate
trigger1 = ishelper&&const(size.height) = [100000,100024]
trigger1 = numtarget;取得target時
trigger1 = target,ishelper(881500001)
trigger1 = target,teamside!= teamside
value = 188005
ignorehitpause = 1

[State ]
type = targetstate
trigger1 = ishelper&&const(size.height) = [100000,100024]
trigger1 = numtarget;取得target時
trigger1 = target,ishelper(777777781)
trigger1 = target,teamside!= teamside
value = 777777781
ignorehitpause = 1

[state ];败北消除
type = destroyself
trigger1 = ishelper&&const(size.height) = [100000,100024]
trigger1 = root,Alive = 0;本体死亡
trigger1 = roundstate > 2;战斗结束后
ignorehitpause = 1

;混线受击helper
[statedef 200000]
type = U
movetype = U
physics = U
hitdefpersist = 1
movehitpersist = 1

[state ];受击判定anim切换
type = changeanim
trigger1 = ishelper&&const(size.height) = [200000,200024]
trigger1 =!numtarget
value = 200200
ignorehitpause = 1

[state ];召唤永续维持helper
type = helper
trigger1 = ishelper&&const(size.height) = [200000,200024]
trigger1 = ishelper(const(size.height))
trigger1 =!numhelper(const(size.height)-100000);对应永续维持helper不存在时
name = "Koishi-Attack"
helpertype = Player
ID = const(size.height)-100000
;以对应受击helper的const(size.height)为基准，减去100000后便是对应永续维持helper的helperid
size.height = const(size.height)-100000;同上
pausemovetime = 2147483647
supermovetime = 2147483647
ignorehitpause = 1

[state ]
type = hitby
trigger1 = ishelper&&const(size.height) = [200000,200024]
value = SCA,NA;对应混线hitdef的attr
ignorehitpause = 1

[State ];座标固定，确保正确的永续维持helper击中
type = PosSet
trigger1 = ishelper&&const(size.height) = [200000,200024]
x = 514
y = (const(size.height)-199999)*1000
;以const(size.height)为基准，每多1就增加y座标1000
;EX:(200000-199999)*1000 = 1000，第一组混线helper的y座标便固定为1000
;(20001-199999)*1000 = 2000，第二组混线helper的y座标便固定为2000......
;以此类推
ignorehitpause = 1

[State ];永续维持helper取得target后消除，以及永续维持helper不存在时消除
type = destroyself
triggerall = ishelper&&const(size.height) = [200000,200024]
trigger1 = ishelper(const(size.height))
trigger1 = numhelper((const(size.height))-100000)
trigger1 = helper((const(size.height))-100000),numtarget
trigger2 =!numhelper((const(size.height))-100000)
ignorehitpause = 1

;混线最终helper1
[Statedef 300000]
type = U
movetype = U
physics = U
hitdefpersist = 1
movehitpersist = 1

[State ];动画锁定
type = Changeanim
trigger1 = ishelper(300000)
trigger1 = anim!= 300000
value = 300000;无框动画
ignorehitpause = 1

[State ];不可控
type = Ctrlset
trigger1 = ishelper(300000)
value = 0
ignorehitpause = 1

[State ];保持在画面内
type = Screenbound
trigger1 = ishelper(300000)
value = 0
ignorehitpause = 1

[State ];不会被推挤
type = Playerpush
trigger1 = ishelper(300000)
value = 0
ignorehitpause = 1

[State ]
type = HitBy
trigger1 = IsHelper(300000)
value = SCA,HP
ignorehitpause = 1

[state ]
type = lifeSet
trigger1 = ishelper(300000)
value = lifemax
ignorehitpause = 1

[state ]
type = null
triggerall = ishelper(300000)
triggerall = ceil(root,fvar(0))%3500 != [2000,2849]
trigger1 = 1 || var(0) := enemy,var(0)
trigger1 = 1 || var(1) := enemy,var(1)
trigger1 = 1 || var(2) := enemy,var(2)
trigger1 = 1 || var(3) := enemy,var(3)
trigger1 = 1 || var(4) := enemy,var(4)
trigger1 = 1 || var(5) := enemy,var(5)
trigger1 = 1 || var(6) := enemy,var(6)
trigger1 = 1 || var(7) := enemy,var(7)
trigger1 = 1 || var(8) := enemy,var(8)
trigger1 = 1 || var(9) := enemy,var(9)
trigger1 = 1 || var(10) := enemy,var(10)
trigger1 = 1 || var(11) := enemy,var(11)
trigger1 = 1 || var(12) := enemy,var(12)
trigger1 = 1 || var(13) := enemy,var(13)
trigger1 = 1 || var(14) := enemy,var(14)
trigger1 = 1 || var(15) := enemy,var(15)
trigger1 = 1 || var(16) := enemy,var(16)
trigger1 = 1 || var(17) := enemy,var(17)
trigger1 = 1 || var(18) := enemy,var(18)
trigger1 = 1 || var(19) := enemy,var(19)
trigger1 = 1 || var(20) := enemy,var(20)
trigger1 = 1 || var(21) := enemy,var(21)
trigger1 = 1 || var(22) := enemy,var(22)
trigger1 = 1 || var(23) := enemy,var(23)
trigger1 = 1 || var(24) := enemy,var(24)
trigger1 = 1 || var(25) := enemy,var(25)
trigger1 = 1 || var(26) := enemy,var(26)
trigger1 = 1 || var(27) := enemy,var(27)
trigger1 = 1 || var(28) := enemy,var(28)
trigger1 = 1 || var(29) := enemy,var(29)
trigger1 = 1 || var(30) := enemy,var(30)
trigger1 = 1 || var(31) := enemy,var(31)
trigger1 = 1 || var(32) := enemy,var(32)
trigger1 = 1 || var(33) := enemy,var(33)
trigger1 = 1 || var(34) := enemy,var(34)
trigger1 = 1 || var(35) := enemy,var(35)
trigger1 = 1 || var(36) := enemy,var(36)
trigger1 = 1 || var(37) := enemy,var(37)
trigger1 = 1 || var(38) := enemy,var(38)
trigger1 = 1 || var(39) := enemy,var(39)
trigger1 = 1 || var(40) := enemy,var(40)
trigger1 = 1 || var(41) := enemy,var(41)
trigger1 = 1 || var(42) := enemy,var(42)
trigger1 = 1 || var(43) := enemy,var(43)
trigger1 = 1 || var(44) := enemy,var(44)
trigger1 = 1 || var(45) := enemy,var(45)
trigger1 = 1 || var(46) := enemy,var(46)
trigger1 = 1 || var(47) := enemy,var(47)
trigger1 = 1 || var(48) := enemy,var(48)
trigger1 = 1 || var(49) := enemy,var(49)
trigger1 = 1 || var(50) := enemy,var(50)
trigger1 = 1 || var(51) := enemy,var(51)
trigger1 = 1 || var(52) := enemy,var(52)
trigger1 = 1 || var(53) := enemy,var(53)
trigger1 = 1 || var(54) := enemy,var(54)
trigger1 = 1 || var(55) := enemy,var(55)
trigger1 = 1 || var(56) := enemy,var(56)
trigger1 = 1 || var(57) := enemy,var(57)
trigger1 = 1 || var(58) := enemy,var(58)
trigger1 = 1 || var(59) := enemy,var(59)
trigger1 = 1 || fvar(0) := enemy,fvar(0)
trigger1 = 1 || fvar(1) := enemy,fvar(1)
trigger1 = 1 || fvar(2) := enemy,fvar(2)
trigger1 = 1 || fvar(3) := enemy,fvar(3)
trigger1 = 1 || fvar(4) := enemy,fvar(4)
trigger1 = 1 || fvar(5) := enemy,fvar(5)
trigger1 = 1 || fvar(6) := enemy,fvar(6)
trigger1 = 1 || fvar(7) := enemy,fvar(7)
trigger1 = 1 || fvar(8) := enemy,fvar(8)
trigger1 = 1 || fvar(9) := enemy,fvar(9)
trigger1 = 1 || fvar(10) := enemy,fvar(10)
trigger1 = 1 || fvar(11) := enemy,fvar(11)
trigger1 = 1 || fvar(12) := enemy,fvar(12)
trigger1 = 1 || fvar(13) := enemy,fvar(13)
trigger1 = 1 || fvar(14) := enemy,fvar(14)
trigger1 = 1 || fvar(15) := enemy,fvar(15)
trigger1 = 1 || fvar(16) := enemy,fvar(16)
trigger1 = 1 || fvar(17) := enemy,fvar(17)
trigger1 = 1 || fvar(18) := enemy,fvar(18)
trigger1 = 1 || fvar(19) := enemy,fvar(19)
trigger1 = 1 || fvar(20) := enemy,fvar(20)
trigger1 = 1 || fvar(21) := enemy,fvar(21)
trigger1 = 1 || fvar(22) := enemy,fvar(22)
trigger1 = 1 || fvar(23) := enemy,fvar(23)
trigger1 = 1 || fvar(24) := enemy,fvar(24)
trigger1 = 1 || fvar(25) := enemy,fvar(25)
trigger1 = 1 || fvar(26) := enemy,fvar(26)
trigger1 = 1 || fvar(27) := enemy,fvar(27)
trigger1 = 1 || fvar(28) := enemy,fvar(28)
trigger1 = 1 || fvar(29) := enemy,fvar(29)
trigger1 = 1 || fvar(30) := enemy,fvar(30)
trigger1 = 1 || fvar(31) := enemy,fvar(31)
trigger1 = 1 || fvar(32) := enemy,fvar(32)
trigger1 = 1 || fvar(33) := enemy,fvar(33)
trigger1 = 1 || fvar(34) := enemy,fvar(34)
trigger1 = 1 || fvar(35) := enemy,fvar(35)
trigger1 = 1 || fvar(36) := enemy,fvar(36)
trigger1 = 1 || fvar(37) := enemy,fvar(37)
trigger1 = 1 || fvar(38) := enemy,fvar(38)
trigger1 = 1 || fvar(39) := enemy,fvar(39)
ignorehitpause = 1
[State ]
type = ParentVarSet
trigger1 = IsHelper(300000)
trigger1 = Parent,id = root,id
fv = 3
value = id
ignorehitpause = 1

;混线最终helper2
[Statedef 400000]
type = U
movetype = U
physics = U
hitdefpersist = 1
movehitpersist = 1

[State ];动画锁定
type = Changeanim
trigger1 = ishelper(400000)
trigger1 = anim!= 10000
value = 10000
ignorehitpause = 1

[state ];狀態改變
type = StateTypeSet
trigger1 = ishelper(400000)
MoveType = A;攻擊
IgnoreHitPause = 1

[State ]
type = Hitdef
trigger1 = ishelper(400000)
trigger1 = gametime%15 = 0
attr = SCA, AA, AT, AP
damage = random%30,random%30
hitflag = 
guardflag = 
pausetime = 0,0
numhits = 0
priority = 7, hit
sparkno = -1
guard.sparkno = -1
ignorehitpause = 1

[State ];位置綁定本體
type = BindToroot
trigger1 = ishelper(400000)
time = -1
facing = 1
pos = 0, 0
ignorehitpause = 1

[State ];不可控
type = Ctrlset
trigger1 = ishelper(400000)
value = 0
ignorehitpause = 1

[State ];保持在画面内
type = Screenbound
trigger1 = ishelper(400000)
value = 0
ignorehitpause = 1

[State ];特殊断言
type = Assertspecial
trigger1 = ishelper(400000)
flag = invisible;不可见
flag2 = noshadow;无影子
ignorehitpause = 1

[State ];不会被推挤
type = Playerpush
trigger1 = ishelper(400000)
value = 0
ignorehitpause = 1

[State ];无敌，防止被干扰
type = NotHitBy
trigger1 = IsHelper(400000)
value = SCA;S站立 C下蹲 A空中
ignorehitpause = 1

[state ]
type = lifeSet
trigger1 = ishelper(400000)
value = lifemax
ignorehitpause = 1

[State ]
type = VarSet
triggerall = ishelper(400000)&&NumHelper(100000)
trigger1 = Var(20)!= Helper(100000),var(14)&&Var(21)!= Helper(100000),var(14)&&Var(22)!= Helper(100000),var(14)&&Var(23)!= Helper(100000),var(14)
trigger1 = Var(24)!= Helper(100000),var(14)&&Var(25)!= Helper(100000),var(14)&&Var(26)!= Helper(100000),var(14)&&Var(27)!= Helper(100000),var(14)
Trigger1 = Var(28)!= Helper(100000),var(14)&&Var(29)!= Helper(100000),var(14)&&Var(30)!= Helper(100000),var(14)&&Var(31)!= Helper(100000),var(14)
Trigger1 = Var(32)!= Helper(100000),var(14)&&Var(33)!= Helper(100000),var(14)&&Var(34)!= Helper(100000),var(14)&&Var(35)!= Helper(100000),var(14)
Trigger1 = Var(36)!= Helper(100000),var(14)&&Var(37)!= Helper(100000),var(14)&&Var(38)!= Helper(100000),var(14)
var(21+!!Var(21)+!!Var(22)+!!Var(23)+!!Var(24)+!!Var(25)+!!Var(26)+!!Var(27)+!!Var(28)+!!Var(29)+!!Var(30)+!!Var(31)+!!Var(32)+!!Var(33)+!!Var(34)+!!Var(35)+!!Var(36)+!!Var(37)+!!Var(38)) = Helper(100000),var(14)
ignorehitpause = 1

[State ]
type = VarSet
triggerall = ishelper(400000)&&NumHelper(100001)
trigger1 = Var(20)!= Helper(100001),var(14)&&Var(21)!= Helper(100001),var(14)&&Var(22)!= Helper(100001),var(14)&&Var(23)!= Helper(100001),var(14)
trigger1 = Var(24)!= Helper(100001),var(14)&&Var(25)!= Helper(100001),var(14)&&Var(26)!= Helper(100001),var(14)&&Var(27)!= Helper(100001),var(14)
Trigger1 = Var(28)!= Helper(100001),var(14)&&Var(29)!= Helper(100001),var(14)&&Var(30)!= Helper(100001),var(14)&&Var(31)!= Helper(100001),var(14)
Trigger1 = Var(32)!= Helper(100001),var(14)&&Var(33)!= Helper(100001),var(14)&&Var(34)!= Helper(100001),var(14)&&Var(35)!= Helper(100001),var(14)
Trigger1 = Var(36)!= Helper(100001),var(14)&&Var(37)!= Helper(100001),var(14)&&Var(38)!= Helper(100001),var(14)
var(21+!!Var(21)+!!Var(22)+!!Var(23)+!!Var(24)+!!Var(25)+!!Var(26)+!!Var(27)+!!Var(28)+!!Var(29)+!!Var(30)+!!Var(31)+!!Var(32)+!!Var(33)+!!Var(34)+!!Var(35)+!!Var(36)+!!Var(37)+!!Var(38)) = Helper(100001),var(14)
ignorehitpause = 1

[State ]
type = VarSet
triggerall = ishelper(400000)&&NumHelper(100002)
trigger1 = Var(20)!= Helper(100002),var(14)&&Var(21)!= Helper(100002),var(14)&&Var(22)!= Helper(100002),var(14)&&Var(23)!= Helper(100002),var(14)
trigger1 = Var(24)!= Helper(100002),var(14)&&Var(25)!= Helper(100002),var(14)&&Var(26)!= Helper(100002),var(14)&&Var(27)!= Helper(100002),var(14)
Trigger1 = Var(28)!= Helper(100002),var(14)&&Var(29)!= Helper(100002),var(14)&&Var(30)!= Helper(100002),var(14)&&Var(31)!= Helper(100002),var(14)
Trigger1 = Var(32)!= Helper(100002),var(14)&&Var(33)!= Helper(100002),var(14)&&Var(34)!= Helper(100002),var(14)&&Var(35)!= Helper(100002),var(14)
Trigger1 = Var(36)!= Helper(100002),var(14)&&Var(37)!= Helper(100002),var(14)&&Var(38)!= Helper(100002),var(14)
var(21+!!Var(21)+!!Var(22)+!!Var(23)+!!Var(24)+!!Var(25)+!!Var(26)+!!Var(27)+!!Var(28)+!!Var(29)+!!Var(30)+!!Var(31)+!!Var(32)+!!Var(33)+!!Var(34)+!!Var(35)+!!Var(36)+!!Var(37)+!!Var(38)) = Helper(100002),var(14)
ignorehitpause = 1

[State ]
type = VarSet
triggerall = ishelper(400000)&&NumHelper(100003)
trigger1 = Var(20)!= Helper(100003),var(14)&&Var(21)!= Helper(100003),var(14)&&Var(22)!= Helper(100003),var(14)&&Var(23)!= Helper(100003),var(14)
trigger1 = Var(24)!= Helper(100003),var(14)&&Var(25)!= Helper(100003),var(14)&&Var(26)!= Helper(100003),var(14)&&Var(27)!= Helper(100003),var(14)
Trigger1 = Var(28)!= Helper(100003),var(14)&&Var(29)!= Helper(100003),var(14)&&Var(30)!= Helper(100003),var(14)&&Var(31)!= Helper(100003),var(14)
Trigger1 = Var(32)!= Helper(100003),var(14)&&Var(33)!= Helper(100003),var(14)&&Var(34)!= Helper(100003),var(14)&&Var(35)!= Helper(100003),var(14)
Trigger1 = Var(36)!= Helper(100003),var(14)&&Var(37)!= Helper(100003),var(14)&&Var(38)!= Helper(100003),var(14)
var(21+!!Var(21)+!!Var(22)+!!Var(23)+!!Var(24)+!!Var(25)+!!Var(26)+!!Var(27)+!!Var(28)+!!Var(29)+!!Var(30)+!!Var(31)+!!Var(32)+!!Var(33)+!!Var(34)+!!Var(35)+!!Var(36)+!!Var(37)+!!Var(38)) = Helper(100003),var(14)
ignorehitpause = 1

[State ]
type = VarSet
triggerall = ishelper(400000)&&NumHelper(100004)
trigger1 = Var(20)!= Helper(100004),var(14)&&Var(21)!= Helper(100004),var(14)&&Var(22)!= Helper(100004),var(14)&&Var(23)!= Helper(100004),var(14)
trigger1 = Var(24)!= Helper(100004),var(14)&&Var(25)!= Helper(100004),var(14)&&Var(26)!= Helper(100004),var(14)&&Var(27)!= Helper(100004),var(14)
Trigger1 = Var(28)!= Helper(100004),var(14)&&Var(29)!= Helper(100004),var(14)&&Var(30)!= Helper(100004),var(14)&&Var(31)!= Helper(100004),var(14)
Trigger1 = Var(32)!= Helper(100004),var(14)&&Var(33)!= Helper(100004),var(14)&&Var(34)!= Helper(100004),var(14)&&Var(35)!= Helper(100004),var(14)
Trigger1 = Var(36)!= Helper(100004),var(14)&&Var(37)!= Helper(100004),var(14)&&Var(38)!= Helper(100004),var(14)
var(21+!!Var(21)+!!Var(22)+!!Var(23)+!!Var(24)+!!Var(25)+!!Var(26)+!!Var(27)+!!Var(28)+!!Var(29)+!!Var(30)+!!Var(31)+!!Var(32)+!!Var(33)+!!Var(34)+!!Var(35)+!!Var(36)+!!Var(37)+!!Var(38)) = Helper(100004),var(14)
ignorehitpause = 1

[State ]
type = VarSet
triggerall = ishelper(400000)&&NumHelper(100005)
trigger1 = Var(20)!= Helper(100005),var(14)&&Var(21)!= Helper(100005),var(14)&&Var(22)!= Helper(100005),var(14)&&Var(23)!= Helper(100005),var(14)
trigger1 = Var(24)!= Helper(100005),var(14)&&Var(25)!= Helper(100005),var(14)&&Var(26)!= Helper(100005),var(14)&&Var(27)!= Helper(100005),var(14)
Trigger1 = Var(28)!= Helper(100005),var(14)&&Var(29)!= Helper(100005),var(14)&&Var(30)!= Helper(100005),var(14)&&Var(31)!= Helper(100005),var(14)
Trigger1 = Var(32)!= Helper(100005),var(14)&&Var(33)!= Helper(100005),var(14)&&Var(34)!= Helper(100005),var(14)&&Var(35)!= Helper(100005),var(14)
Trigger1 = Var(36)!= Helper(100005),var(14)&&Var(37)!= Helper(100005),var(14)&&Var(38)!= Helper(100005),var(14)
var(21+!!Var(21)+!!Var(22)+!!Var(23)+!!Var(24)+!!Var(25)+!!Var(26)+!!Var(27)+!!Var(28)+!!Var(29)+!!Var(30)+!!Var(31)+!!Var(32)+!!Var(33)+!!Var(34)+!!Var(35)+!!Var(36)+!!Var(37)+!!Var(38)) = Helper(100005),var(14)
ignorehitpause = 1

[State ]
type = VarSet
triggerall = ishelper(400000)&&NumHelper(100006)
trigger1 = Var(20)!= Helper(100006),var(14)&&Var(21)!= Helper(100006),var(14)&&Var(22)!= Helper(100006),var(14)&&Var(23)!= Helper(100006),var(14)
trigger1 = Var(24)!= Helper(100006),var(14)&&Var(25)!= Helper(100006),var(14)&&Var(26)!= Helper(100006),var(14)&&Var(27)!= Helper(100006),var(14)
Trigger1 = Var(28)!= Helper(100006),var(14)&&Var(29)!= Helper(100006),var(14)&&Var(30)!= Helper(100006),var(14)&&Var(31)!= Helper(100006),var(14)
Trigger1 = Var(32)!= Helper(100006),var(14)&&Var(33)!= Helper(100006),var(14)&&Var(34)!= Helper(100006),var(14)&&Var(35)!= Helper(100006),var(14)
Trigger1 = Var(36)!= Helper(100006),var(14)&&Var(37)!= Helper(100006),var(14)&&Var(38)!= Helper(100006),var(14)
var(21+!!Var(21)+!!Var(22)+!!Var(23)+!!Var(24)+!!Var(25)+!!Var(26)+!!Var(27)+!!Var(28)+!!Var(29)+!!Var(30)+!!Var(31)+!!Var(32)+!!Var(33)+!!Var(34)+!!Var(35)+!!Var(36)+!!Var(37)+!!Var(38)) = Helper(100006),var(14)
ignorehitpause = 1

[State ]
type = VarSet
triggerall = ishelper(400000)&&NumHelper(100007)
trigger1 = Var(20)!= Helper(100007),var(14)&&Var(21)!= Helper(100007),var(14)&&Var(22)!= Helper(100007),var(14)&&Var(23)!= Helper(100007),var(14)
trigger1 = Var(24)!= Helper(100007),var(14)&&Var(25)!= Helper(100007),var(14)&&Var(26)!= Helper(100007),var(14)&&Var(27)!= Helper(100007),var(14)
Trigger1 = Var(28)!= Helper(100007),var(14)&&Var(29)!= Helper(100007),var(14)&&Var(30)!= Helper(100007),var(14)&&Var(31)!= Helper(100007),var(14)
Trigger1 = Var(32)!= Helper(100007),var(14)&&Var(33)!= Helper(100007),var(14)&&Var(34)!= Helper(100007),var(14)&&Var(35)!= Helper(100007),var(14)
Trigger1 = Var(36)!= Helper(100007),var(14)&&Var(37)!= Helper(100007),var(14)&&Var(38)!= Helper(100007),var(14)
var(21+!!Var(21)+!!Var(22)+!!Var(23)+!!Var(24)+!!Var(25)+!!Var(26)+!!Var(27)+!!Var(28)+!!Var(29)+!!Var(30)+!!Var(31)+!!Var(32)+!!Var(33)+!!Var(34)+!!Var(35)+!!Var(36)+!!Var(37)+!!Var(38)) = Helper(100007),var(14)
ignorehitpause = 1

[State ]
type = VarSet
triggerall = ishelper(400000)&&NumHelper(100008)
trigger1 = Var(20)!= Helper(100008),var(14)&&Var(21)!= Helper(100008),var(14)&&Var(22)!= Helper(100008),var(14)&&Var(23)!= Helper(100008),var(14)
trigger1 = Var(24)!= Helper(100008),var(14)&&Var(25)!= Helper(100008),var(14)&&Var(26)!= Helper(100008),var(14)&&Var(27)!= Helper(100008),var(14)
Trigger1 = Var(28)!= Helper(100008),var(14)&&Var(29)!= Helper(100008),var(14)&&Var(30)!= Helper(100008),var(14)&&Var(31)!= Helper(100008),var(14)
Trigger1 = Var(32)!= Helper(100008),var(14)&&Var(33)!= Helper(100008),var(14)&&Var(34)!= Helper(100008),var(14)&&Var(35)!= Helper(100008),var(14)
Trigger1 = Var(36)!= Helper(100008),var(14)&&Var(37)!= Helper(100008),var(14)&&Var(38)!= Helper(100008),var(14)
var(21+!!Var(21)+!!Var(22)+!!Var(23)+!!Var(24)+!!Var(25)+!!Var(26)+!!Var(27)+!!Var(28)+!!Var(29)+!!Var(30)+!!Var(31)+!!Var(32)+!!Var(33)+!!Var(34)+!!Var(35)+!!Var(36)+!!Var(37)+!!Var(38)) = Helper(100008),var(14)
ignorehitpause = 1

[State ]
type = VarSet
triggerall = ishelper(400000)&&NumHelper(100009)
trigger1 = Var(20)!= Helper(100009),var(14)&&Var(21)!= Helper(100009),var(14)&&Var(22)!= Helper(100009),var(14)&&Var(23)!= Helper(100009),var(14)
trigger1 = Var(24)!= Helper(100009),var(14)&&Var(25)!= Helper(100009),var(14)&&Var(26)!= Helper(100009),var(14)&&Var(27)!= Helper(100009),var(14)
Trigger1 = Var(28)!= Helper(100009),var(14)&&Var(29)!= Helper(100009),var(14)&&Var(30)!= Helper(100009),var(14)&&Var(31)!= Helper(100009),var(14)
Trigger1 = Var(32)!= Helper(100009),var(14)&&Var(33)!= Helper(100009),var(14)&&Var(34)!= Helper(100009),var(14)&&Var(35)!= Helper(100009),var(14)
Trigger1 = Var(36)!= Helper(100009),var(14)&&Var(37)!= Helper(100009),var(14)&&Var(38)!= Helper(100009),var(14)
var(21+!!Var(21)+!!Var(22)+!!Var(23)+!!Var(24)+!!Var(25)+!!Var(26)+!!Var(27)+!!Var(28)+!!Var(29)+!!Var(30)+!!Var(31)+!!Var(32)+!!Var(33)+!!Var(34)+!!Var(35)+!!Var(36)+!!Var(37)+!!Var(38)) = Helper(100009),var(14)
ignorehitpause = 1

[State ]
type = VarSet
triggerall = ishelper(400000)&&NumHelper(100010)
trigger1 = Var(20)!= Helper(100010),var(14)&&Var(21)!= Helper(100010),var(14)&&Var(22)!= Helper(100010),var(14)&&Var(23)!= Helper(100010),var(14)
trigger1 = Var(24)!= Helper(100010),var(14)&&Var(25)!= Helper(100010),var(14)&&Var(26)!= Helper(100010),var(14)&&Var(27)!= Helper(100010),var(14)
Trigger1 = Var(28)!= Helper(100010),var(14)&&Var(29)!= Helper(100010),var(14)&&Var(30)!= Helper(100010),var(14)&&Var(31)!= Helper(100010),var(14)
Trigger1 = Var(32)!= Helper(100010),var(14)&&Var(33)!= Helper(100010),var(14)&&Var(34)!= Helper(100010),var(14)&&Var(35)!= Helper(100010),var(14)
Trigger1 = Var(36)!= Helper(100010),var(14)&&Var(37)!= Helper(100010),var(14)&&Var(38)!= Helper(100010),var(14)
var(21+!!Var(21)+!!Var(22)+!!Var(23)+!!Var(24)+!!Var(25)+!!Var(26)+!!Var(27)+!!Var(28)+!!Var(29)+!!Var(30)+!!Var(31)+!!Var(32)+!!Var(33)+!!Var(34)+!!Var(35)+!!Var(36)+!!Var(37)+!!Var(38)) = Helper(100010),var(14)
ignorehitpause = 1

[State ]
type = VarSet
triggerall = ishelper(400000)&&NumHelper(100011)
trigger1 = Var(20)!= Helper(100011),var(14)&&Var(21)!= Helper(100011),var(14)&&Var(22)!= Helper(100011),var(14)&&Var(23)!= Helper(100011),var(14)
trigger1 = Var(24)!= Helper(100011),var(14)&&Var(25)!= Helper(100011),var(14)&&Var(26)!= Helper(100011),var(14)&&Var(27)!= Helper(100011),var(14)
Trigger1 = Var(28)!= Helper(100011),var(14)&&Var(29)!= Helper(100011),var(14)&&Var(30)!= Helper(100011),var(14)&&Var(31)!= Helper(100011),var(14)
Trigger1 = Var(32)!= Helper(100011),var(14)&&Var(33)!= Helper(100011),var(14)&&Var(34)!= Helper(100011),var(14)&&Var(35)!= Helper(100011),var(14)
Trigger1 = Var(36)!= Helper(100011),var(14)&&Var(37)!= Helper(100011),var(14)&&Var(38)!= Helper(100011),var(14)
var(21+!!Var(21)+!!Var(22)+!!Var(23)+!!Var(24)+!!Var(25)+!!Var(26)+!!Var(27)+!!Var(28)+!!Var(29)+!!Var(30)+!!Var(31)+!!Var(32)+!!Var(33)+!!Var(34)+!!Var(35)+!!Var(36)+!!Var(37)+!!Var(38)) = Helper(100011),var(14)
ignorehitpause = 1

[State ]
type = VarSet
triggerall = ishelper(400000)&&NumHelper(100012)
trigger1 = Var(20)!= Helper(100012),var(14)&&Var(21)!= Helper(100012),var(14)&&Var(22)!= Helper(100012),var(14)&&Var(23)!= Helper(100012),var(14)
trigger1 = Var(24)!= Helper(100012),var(14)&&Var(25)!= Helper(100012),var(14)&&Var(26)!= Helper(100012),var(14)&&Var(27)!= Helper(100012),var(14)
Trigger1 = Var(28)!= Helper(100012),var(14)&&Var(29)!= Helper(100012),var(14)&&Var(30)!= Helper(100012),var(14)&&Var(31)!= Helper(100012),var(14)
Trigger1 = Var(32)!= Helper(100012),var(14)&&Var(33)!= Helper(100012),var(14)&&Var(34)!= Helper(100012),var(14)&&Var(35)!= Helper(100012),var(14)
Trigger1 = Var(36)!= Helper(100012),var(14)&&Var(37)!= Helper(100012),var(14)&&Var(38)!= Helper(100012),var(14)
var(21+!!Var(21)+!!Var(22)+!!Var(23)+!!Var(24)+!!Var(25)+!!Var(26)+!!Var(27)+!!Var(28)+!!Var(29)+!!Var(30)+!!Var(31)+!!Var(32)+!!Var(33)+!!Var(34)+!!Var(35)+!!Var(36)+!!Var(37)+!!Var(38)) = Helper(100012),var(14)
ignorehitpause = 1

[State ]
type = VarSet
triggerall = ishelper(400000)&&NumHelper(100013)
trigger1 = Var(20)!= Helper(100013),var(14)&&Var(21)!= Helper(100013),var(14)&&Var(22)!= Helper(100013),var(14)&&Var(23)!= Helper(100013),var(14)
trigger1 = Var(24)!= Helper(100013),var(14)&&Var(25)!= Helper(100013),var(14)&&Var(26)!= Helper(100013),var(14)&&Var(27)!= Helper(100013),var(14)
Trigger1 = Var(28)!= Helper(100013),var(14)&&Var(29)!= Helper(100013),var(14)&&Var(30)!= Helper(100013),var(14)&&Var(31)!= Helper(100013),var(14)
Trigger1 = Var(32)!= Helper(100013),var(14)&&Var(33)!= Helper(100013),var(14)&&Var(34)!= Helper(100013),var(14)&&Var(35)!= Helper(100013),var(14)
Trigger1 = Var(36)!= Helper(100013),var(14)&&Var(37)!= Helper(100013),var(14)&&Var(38)!= Helper(100013),var(14)
var(21+!!Var(21)+!!Var(22)+!!Var(23)+!!Var(24)+!!Var(25)+!!Var(26)+!!Var(27)+!!Var(28)+!!Var(29)+!!Var(30)+!!Var(31)+!!Var(32)+!!Var(33)+!!Var(34)+!!Var(35)+!!Var(36)+!!Var(37)+!!Var(38)) = Helper(100013),var(14)
ignorehitpause = 1

[State ]
type = VarSet
triggerall = ishelper(400000)&&NumHelper(100014)
trigger1 = Var(20)!= Helper(100014),var(14)&&Var(21)!= Helper(100014),var(14)&&Var(22)!= Helper(100014),var(14)&&Var(23)!= Helper(100014),var(14)
trigger1 = Var(24)!= Helper(100014),var(14)&&Var(25)!= Helper(100014),var(14)&&Var(26)!= Helper(100014),var(14)&&Var(27)!= Helper(100014),var(14)
Trigger1 = Var(28)!= Helper(100014),var(14)&&Var(29)!= Helper(100014),var(14)&&Var(30)!= Helper(100014),var(14)&&Var(31)!= Helper(100014),var(14)
Trigger1 = Var(32)!= Helper(100014),var(14)&&Var(33)!= Helper(100014),var(14)&&Var(34)!= Helper(100014),var(14)&&Var(35)!= Helper(100014),var(14)
Trigger1 = Var(36)!= Helper(100014),var(14)&&Var(37)!= Helper(100014),var(14)&&Var(38)!= Helper(100014),var(14)
var(21+!!Var(21)+!!Var(22)+!!Var(23)+!!Var(24)+!!Var(25)+!!Var(26)+!!Var(27)+!!Var(28)+!!Var(29)+!!Var(30)+!!Var(31)+!!Var(32)+!!Var(33)+!!Var(34)+!!Var(35)+!!Var(36)+!!Var(37)+!!Var(38)) = Helper(100014),var(14)
ignorehitpause = 1

[State ]
type = VarSet
triggerall = ishelper(400000)&&NumHelper(100015)
trigger1 = Var(20)!= Helper(100015),var(14)&&Var(21)!= Helper(100015),var(14)&&Var(22)!= Helper(100015),var(14)&&Var(23)!= Helper(100015),var(14)
trigger1 = Var(24)!= Helper(100015),var(14)&&Var(25)!= Helper(100015),var(14)&&Var(26)!= Helper(100015),var(14)&&Var(27)!= Helper(100015),var(14)
Trigger1 = Var(28)!= Helper(100015),var(14)&&Var(29)!= Helper(100015),var(14)&&Var(30)!= Helper(100015),var(14)&&Var(31)!= Helper(100015),var(14)
Trigger1 = Var(32)!= Helper(100015),var(14)&&Var(33)!= Helper(100015),var(14)&&Var(34)!= Helper(100015),var(14)&&Var(35)!= Helper(100015),var(14)
Trigger1 = Var(36)!= Helper(100015),var(14)&&Var(37)!= Helper(100015),var(14)&&Var(38)!= Helper(100015),var(14)
var(21+!!Var(21)+!!Var(22)+!!Var(23)+!!Var(24)+!!Var(25)+!!Var(26)+!!Var(27)+!!Var(28)+!!Var(29)+!!Var(30)+!!Var(31)+!!Var(32)+!!Var(33)+!!Var(34)+!!Var(35)+!!Var(36)+!!Var(37)+!!Var(38)) = Helper(100015),var(14)
ignorehitpause = 1

[State ]
type = VarSet
triggerall = ishelper(400000)&&NumHelper(100016)
trigger1 = Var(20)!= Helper(100016),var(14)&&Var(21)!= Helper(100016),var(14)&&Var(22)!= Helper(100016),var(14)&&Var(23)!= Helper(100016),var(14)
trigger1 = Var(24)!= Helper(100016),var(14)&&Var(25)!= Helper(100016),var(14)&&Var(26)!= Helper(100016),var(14)&&Var(27)!= Helper(100016),var(14)
Trigger1 = Var(28)!= Helper(100016),var(14)&&Var(29)!= Helper(100016),var(14)&&Var(30)!= Helper(100016),var(14)&&Var(31)!= Helper(100016),var(14)
Trigger1 = Var(32)!= Helper(100016),var(14)&&Var(33)!= Helper(100016),var(14)&&Var(34)!= Helper(100016),var(14)&&Var(35)!= Helper(100016),var(14)
Trigger1 = Var(36)!= Helper(100016),var(14)&&Var(37)!= Helper(100016),var(14)&&Var(38)!= Helper(100016),var(14)
var(21+!!Var(21)+!!Var(22)+!!Var(23)+!!Var(24)+!!Var(25)+!!Var(26)+!!Var(27)+!!Var(28)+!!Var(29)+!!Var(30)+!!Var(31)+!!Var(32)+!!Var(33)+!!Var(34)+!!Var(35)+!!Var(36)+!!Var(37)+!!Var(38)) = Helper(100016),var(14)
ignorehitpause = 1

[State ]
type = VarSet
triggerall = ishelper(400000)&&NumHelper(100017)
trigger1 = Var(20)!= Helper(100017),var(14)&&Var(21)!= Helper(100017),var(14)&&Var(22)!= Helper(100017),var(14)&&Var(23)!= Helper(100017),var(14)
trigger1 = Var(24)!= Helper(100017),var(14)&&Var(25)!= Helper(100017),var(14)&&Var(26)!= Helper(100017),var(14)&&Var(27)!= Helper(100017),var(14)
Trigger1 = Var(28)!= Helper(100017),var(14)&&Var(29)!= Helper(100017),var(14)&&Var(30)!= Helper(100017),var(14)&&Var(31)!= Helper(100017),var(14)
Trigger1 = Var(32)!= Helper(100017),var(14)&&Var(33)!= Helper(100017),var(14)&&Var(34)!= Helper(100017),var(14)&&Var(35)!= Helper(100017),var(14)
Trigger1 = Var(36)!= Helper(100017),var(14)&&Var(37)!= Helper(100017),var(14)&&Var(38)!= Helper(100017),var(14)
var(21+!!Var(21)+!!Var(22)+!!Var(23)+!!Var(24)+!!Var(25)+!!Var(26)+!!Var(27)+!!Var(28)+!!Var(29)+!!Var(30)+!!Var(31)+!!Var(32)+!!Var(33)+!!Var(34)+!!Var(35)+!!Var(36)+!!Var(37)+!!Var(38)) = Helper(100017),var(14)
ignorehitpause = 1

[State ]
type = VarSet
triggerall = ishelper(400000)&&NumHelper(100018)
trigger1 = Var(20)!= Helper(100018),var(14)&&Var(21)!= Helper(100018),var(14)&&Var(22)!= Helper(100018),var(14)&&Var(23)!= Helper(100018),var(14)
trigger1 = Var(24)!= Helper(100018),var(14)&&Var(25)!= Helper(100018),var(14)&&Var(26)!= Helper(100018),var(14)&&Var(27)!= Helper(100018),var(14)
Trigger1 = Var(28)!= Helper(100018),var(14)&&Var(29)!= Helper(100018),var(14)&&Var(30)!= Helper(100018),var(14)&&Var(31)!= Helper(100018),var(14)
Trigger1 = Var(32)!= Helper(100018),var(14)&&Var(33)!= Helper(100018),var(14)&&Var(34)!= Helper(100018),var(14)&&Var(35)!= Helper(100018),var(14)
Trigger1 = Var(36)!= Helper(100018),var(14)&&Var(37)!= Helper(100018),var(14)&&Var(38)!= Helper(100018),var(14)
var(21+!!Var(21)+!!Var(22)+!!Var(23)+!!Var(24)+!!Var(25)+!!Var(26)+!!Var(27)+!!Var(28)+!!Var(29)+!!Var(30)+!!Var(31)+!!Var(32)+!!Var(33)+!!Var(34)+!!Var(35)+!!Var(36)+!!Var(37)+!!Var(38)) = Helper(100018),var(14)
ignorehitpause = 1

[State ]
type = VarSet
triggerall = ishelper(400000)&&NumHelper(100019)
trigger1 = Var(20)!= Helper(100019),var(14)&&Var(21)!= Helper(100019),var(14)&&Var(22)!= Helper(100019),var(14)&&Var(23)!= Helper(100019),var(14)
trigger1 = Var(24)!= Helper(100019),var(14)&&Var(25)!= Helper(100019),var(14)&&Var(26)!= Helper(100019),var(14)&&Var(27)!= Helper(100019),var(14)
Trigger1 = Var(28)!= Helper(100019),var(14)&&Var(29)!= Helper(100019),var(14)&&Var(30)!= Helper(100019),var(14)&&Var(31)!= Helper(100019),var(14)
Trigger1 = Var(32)!= Helper(100019),var(14)&&Var(33)!= Helper(100019),var(14)&&Var(34)!= Helper(100019),var(14)&&Var(35)!= Helper(100019),var(14)
Trigger1 = Var(36)!= Helper(100019),var(14)&&Var(37)!= Helper(100019),var(14)&&Var(38)!= Helper(100019),var(14)
var(21+!!Var(21)+!!Var(22)+!!Var(23)+!!Var(24)+!!Var(25)+!!Var(26)+!!Var(27)+!!Var(28)+!!Var(29)+!!Var(30)+!!Var(31)+!!Var(32)+!!Var(33)+!!Var(34)+!!Var(35)+!!Var(36)+!!Var(37)+!!Var(38)) = Helper(100019),var(14)
ignorehitpause = 1

[State ]
type = VarSet
triggerall = ishelper(400000)&&NumHelper(100020)
trigger1 = Var(20)!= Helper(100020),var(14)&&Var(21)!= Helper(100020),var(14)&&Var(22)!= Helper(100020),var(14)&&Var(23)!= Helper(100020),var(14)
trigger1 = Var(24)!= Helper(100020),var(14)&&Var(25)!= Helper(100020),var(14)&&Var(26)!= Helper(100020),var(14)&&Var(27)!= Helper(100020),var(14)
Trigger1 = Var(28)!= Helper(100020),var(14)&&Var(29)!= Helper(100020),var(14)&&Var(30)!= Helper(100020),var(14)&&Var(31)!= Helper(100020),var(14)
Trigger1 = Var(32)!= Helper(100020),var(14)&&Var(33)!= Helper(100020),var(14)&&Var(34)!= Helper(100020),var(14)&&Var(35)!= Helper(100020),var(14)
Trigger1 = Var(36)!= Helper(100020),var(14)&&Var(37)!= Helper(100020),var(14)&&Var(38)!= Helper(100020),var(14)
var(21+!!Var(21)+!!Var(22)+!!Var(23)+!!Var(24)+!!Var(25)+!!Var(26)+!!Var(27)+!!Var(28)+!!Var(29)+!!Var(30)+!!Var(31)+!!Var(32)+!!Var(33)+!!Var(34)+!!Var(35)+!!Var(36)+!!Var(37)+!!Var(38)) = Helper(100020),var(14)
ignorehitpause = 1

[State ]
type = VarSet
triggerall = ishelper(400000)&&NumHelper(100021)
trigger1 = Var(20)!= Helper(100021),var(14)&&Var(21)!= Helper(100021),var(14)&&Var(22)!= Helper(100021),var(14)&&Var(23)!= Helper(100021),var(14)
trigger1 = Var(24)!= Helper(100021),var(14)&&Var(25)!= Helper(100021),var(14)&&Var(26)!= Helper(100021),var(14)&&Var(27)!= Helper(100021),var(14)
Trigger1 = Var(28)!= Helper(100021),var(14)&&Var(29)!= Helper(100021),var(14)&&Var(30)!= Helper(100021),var(14)&&Var(31)!= Helper(100021),var(14)
Trigger1 = Var(32)!= Helper(100021),var(14)&&Var(33)!= Helper(100021),var(14)&&Var(34)!= Helper(100021),var(14)&&Var(35)!= Helper(100021),var(14)
Trigger1 = Var(36)!= Helper(100021),var(14)&&Var(37)!= Helper(100021),var(14)&&Var(38)!= Helper(100021),var(14)
var(21+!!Var(21)+!!Var(22)+!!Var(23)+!!Var(24)+!!Var(25)+!!Var(26)+!!Var(27)+!!Var(28)+!!Var(29)+!!Var(30)+!!Var(31)+!!Var(32)+!!Var(33)+!!Var(34)+!!Var(35)+!!Var(36)+!!Var(37)+!!Var(38)) = Helper(100021),var(14)
ignorehitpause = 1

[State ]
type = VarSet
triggerall = ishelper(400000)&&NumHelper(100022)
trigger1 = Var(20)!= Helper(100022),var(14)&&Var(21)!= Helper(100022),var(14)&&Var(22)!= Helper(100022),var(14)&&Var(23)!= Helper(100022),var(14)
trigger1 = Var(24)!= Helper(100022),var(14)&&Var(25)!= Helper(100022),var(14)&&Var(26)!= Helper(100022),var(14)&&Var(27)!= Helper(100022),var(14)
Trigger1 = Var(28)!= Helper(100022),var(14)&&Var(29)!= Helper(100022),var(14)&&Var(30)!= Helper(100022),var(14)&&Var(31)!= Helper(100022),var(14)
Trigger1 = Var(32)!= Helper(100022),var(14)&&Var(33)!= Helper(100022),var(14)&&Var(34)!= Helper(100022),var(14)&&Var(35)!= Helper(100022),var(14)
Trigger1 = Var(36)!= Helper(100022),var(14)&&Var(37)!= Helper(100022),var(14)&&Var(38)!= Helper(100022),var(14)
var(21+!!Var(21)+!!Var(22)+!!Var(23)+!!Var(24)+!!Var(25)+!!Var(26)+!!Var(27)+!!Var(28)+!!Var(29)+!!Var(30)+!!Var(31)+!!Var(32)+!!Var(33)+!!Var(34)+!!Var(35)+!!Var(36)+!!Var(37)+!!Var(38)) = Helper(100022),var(14)
ignorehitpause = 1

[State ]
type = VarSet
triggerall = ishelper(400000)&&NumHelper(100023)
trigger1 = Var(20)!= Helper(100023),var(14)&&Var(21)!= Helper(100023),var(14)&&Var(22)!= Helper(100023),var(14)&&Var(23)!= Helper(100023),var(14)
trigger1 = Var(24)!= Helper(100023),var(14)&&Var(25)!= Helper(100023),var(14)&&Var(26)!= Helper(100023),var(14)&&Var(27)!= Helper(100023),var(14)
Trigger1 = Var(28)!= Helper(100023),var(14)&&Var(29)!= Helper(100023),var(14)&&Var(30)!= Helper(100023),var(14)&&Var(31)!= Helper(100023),var(14)
Trigger1 = Var(32)!= Helper(100023),var(14)&&Var(33)!= Helper(100023),var(14)&&Var(34)!= Helper(100023),var(14)&&Var(35)!= Helper(100023),var(14)
Trigger1 = Var(36)!= Helper(100023),var(14)&&Var(37)!= Helper(100023),var(14)&&Var(38)!= Helper(100023),var(14)
var(21+!!Var(21)+!!Var(22)+!!Var(23)+!!Var(24)+!!Var(25)+!!Var(26)+!!Var(27)+!!Var(28)+!!Var(29)+!!Var(30)+!!Var(31)+!!Var(32)+!!Var(33)+!!Var(34)+!!Var(35)+!!Var(36)+!!Var(37)+!!Var(38)) = Helper(100023),var(14)
ignorehitpause = 1

[State ]
type = VarSet
triggerall = ishelper(400000)&&NumHelper(100024)
trigger1 = Var(20)!= Helper(100024),var(14)&&Var(21)!= Helper(100024),var(14)&&Var(22)!= Helper(100024),var(14)&&Var(23)!= Helper(100024),var(14)
trigger1 = Var(24)!= Helper(100024),var(14)&&Var(25)!= Helper(100024),var(14)&&Var(26)!= Helper(100024),var(14)&&Var(27)!= Helper(100024),var(14)
Trigger1 = Var(28)!= Helper(100024),var(14)&&Var(29)!= Helper(100024),var(14)&&Var(30)!= Helper(100024),var(14)&&Var(31)!= Helper(100024),var(14)
Trigger1 = Var(32)!= Helper(100024),var(14)&&Var(33)!= Helper(100024),var(14)&&Var(34)!= Helper(100024),var(14)&&Var(35)!= Helper(100024),var(14)
Trigger1 = Var(36)!= Helper(100024),var(14)&&Var(37)!= Helper(100024),var(14)&&Var(38)!= Helper(100024),var(14)
var(21+!!Var(21)+!!Var(22)+!!Var(23)+!!Var(24)+!!Var(25)+!!Var(26)+!!Var(27)+!!Var(28)+!!Var(29)+!!Var(30)+!!Var(31)+!!Var(32)+!!Var(33)+!!Var(34)+!!Var(35)+!!Var(36)+!!Var(37)+!!Var(38)) = Helper(100024),var(14)
ignorehitpause = 1

[State ]
type = ParentVarSet
trigger1 = IsHelper(400000)
trigger1 = Parent,id = root,id
fvar(1) = id
ignorehitpause = 1

;混线最终helper3
[Statedef 500000]
type = U
movetype = U
physics = U
hitdefpersist = 1
movehitpersist = 1

[State ]
type = statetypeset
trigger1 = ishelper
statetype = S
movetype = A
physics = N
ignorehitpause = 1

[State ];动画锁定
type = Changeanim
trigger1 = ishelper(500000)
trigger1 = anim!= 10000
value = 10000
ignorehitpause = 1

[State ];不可控
type = Ctrlset
trigger1 = ishelper(500000)
value = 0
ignorehitpause = 1

[State ];保持在画面内
type = Screenbound
trigger1 = ishelper(500000)
value = 0
ignorehitpause = 1

[State ];特殊断言
type = Assertspecial
trigger1 = ishelper(500000)
flag = invisible;不可见
flag2 = noshadow;无影子
ignorehitpause = 1

[State ];不会被推挤
type = Playerpush
trigger1 = ishelper(500000)
value = 0
ignorehitpause = 1

[state ]
type = lifeSet
trigger1 = ishelper(500000)
value = lifemax
ignorehitpause = 1

[State 0, Null]
type = Null
triggerall = ishelper(500000)
triggerall = var(32):= -1
trigger1 = ceil(root,sysfvar(0)) = [1,999]
trigger1 = var(32):= ifelse(random %2,5100+10*random%2,ifelse(random%2 , 5070+random%2 , 5080+random%2))
trigger2 = ceil(root,sysfvar(0)) = [1000,1999]
trigger2 = var(32):= ifelse(random%2,110+(random%2)*5,5210)
trigger3 = ceil(root,sysfvar(0)) = [2000,2999]
trigger3 = var(32):= ifelse(ceil(root,sysfvar(0)) <= 2300, 5900, ifelse(random%2,ifelse(random%2,ifelse(gametime%2,132,155),5080),ifelse(random%2,40+(random%3)*5,51+random%2)))
trigger4 = ceil(root,sysfvar(0)) = [3000,3999]
trigger4 = !!playerid(ceil(root,fvar(1))),var(0)
trigger4 = var(32):= ifelse((enemy,sysvar(3)=enemy,gametime&&enemy,sysvar(4)=1&&gametime%5=0), 7777777, playerID(ceil(root,fvar(1))),var(0+Random%(playerID(ceil(root,fvar(1))),var(11))))
trigger5 = ceil(root,sysfvar(0)) = [4000,4999]
trigger5 = !!playerid(ceil(root,fvar(1))),var(2)
trigger5 = var(32):= playerID(ceil(root,fvar(1))),var(2+Random%(playerID(ceil(root,fvar(1))),var(12)))
ignorehitpause = 1

[State 0, ReversalDef]
type = ReversalDef
triggerall = ishelper(500000)
trigger1 = ceil(root,sysfvar(0)) > 0 && ceil(root,sysfvar(0)) <= 4999
reversal.attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
pausetime = 0,ifelse((ceil(root,sysfvar(0)) = [3000,3999]), ifelse((gametime%20=[0,9]),20,4), 0)
p2stateno = var(32)
p2getp1state = 0
fall = ifelse((ceil(root,sysfvar(0)) = [1,999]), 1, 0)
fall.damage = ifelse((ceil(root,sysfvar(0)) = [1,999]), enemy,lifemax, 0)
sparkno = -1
hitsound = -1
ignorehitpause = 1

[state , 打击state返]
type = Projectile
triggerall = ishelper(500000)
trigger1 = ceil(root,sysfvar(0)) = [1000,1499]
attr = SCA, AA,AT,AP;全属性命中
damage = ceil(((enemy,const(data.defence)*0.01)*enemy,lifemax))
sparkno = -1
guard.sparkno = -1
ground.type = high
hitsound = -1
ProjID = 4578
projanim = 10000
projremove = 1
projremovetime = 1
offset = enemynear,pos x ,enemynear,pos y
p2stateno = ifelse((!!playerid(root,fvar(1)),var(2))*(random%3 = 0),playerID(ceil(root,fvar(1))),var(2+Random%(playerID(ceil(root,fvar(1))),var(12))),ifelse(random%2,random*99999,ifelse(random%2,150,139)))
p2getp1state = 0;重要，返回敌方自己的state
supermovetime = 2147483647
pausemovetime = 2147483647
ignorehitpause = 1

[state , 打击state返]
type = Projectile
triggerall = ishelper(500000)
trigger1 = ceil(root,sysfvar(0)) = [1500,1999]
attr = SCA, AA,AT,AP;全属性命中
sparkno = -1
guard.sparkno = -1
ground.type = trip
hitsound = -1
ProjID = 4584
projanim = 10000
projremove = 1
projremovetime = 1
offset = enemynear,pos x ,enemynear,pos y
p2stateno = ifelse(random%2, ifelse(enemy,const(data.liedown.time)>=11,5100*(random%2)*10,5110), 5071+30*(random%2))
p2getp1state = 0;重要，返回敌方自己的state
damage= ifelse(random%2,ceil(((enemy,const(data.defence)*0.01)*enemy,lifemax)),2147483647*(2*random%2 - 1))
fall.damage=ifelse(random%2,ceil(((enemy,const(data.defence)*0.01)*enemy,lifemax)),2147483648*(ifelse(random%2,-1,1)))
supermovetime = 2147483647
pausemovetime = 2147483647
ignorehitpause = 1

[state , 打击state返]
type = Projectile
triggerall = ishelper(500000)
trigger1 = ceil(root,sysfvar(0)) = [5000,5999]
attr = SCA, AA,AT,AP;全属性命中
damage = 2147483647
sparkno = -1
guard.sparkno = -1
ground.type = none
hitsound = -1
ProjID = 4578
projanim = 10000
projremove = 1
projremovetime = 1
fall = 1
fall.damage = ifelse(ceil(root,sysfvar(0)) < 25499, enemy,lifemax, -2147483647)
fall.recover = 0
offset = enemynear,pos x ,enemynear,pos y
p2stateno = ifelse(random %2,5100+10*(random %2),5071+30*(random %2))
p2getp1state = 0;重要，返回敌方自己的state
supermovetime = 2147483647
pausemovetime = 2147483647
ignorehitpause = 1

[state , 打击state返]
type = Projectile
triggerall = ishelper(500000)
trigger1 = ceil(root,sysfvar(0)) = [6000,6999]
attr = SCA, AA,AT,AP;全属性命中
damage = 2147483647
sparkno = -1
guard.sparkno = -1
ground.type = none
hitsound = -1
ProjID = 4578
projanim = 10000
projremove = 1
projremovetime = 1
offset = enemynear,pos x ,enemynear,pos y
p2stateno = ifelse(random%2,ifelse(random%2,ifelse(gametime%2,132,155),5080),ifelse(random%2,40+(random%3)*5,51+random%2))
p2getp1state = 0;重要，返回敌方自己的state
supermovetime = 2147483647
pausemovetime = 2147483647
ignorehitpause = 1

[state , 打击state返]
type = Projectile
triggerall = ishelper(500000)
trigger1 = ceil(root,sysfvar(0)) = [7000,7499]
attr = SCA, AA,AT,AP;全属性命中
sparkno = -1
guard.sparkno = -1
ground.type = high
hitsound = -1
ProjID = 4584
projanim = 10000
projremove = 1
projremovetime = 1
offset = enemynear,pos x ,enemynear,pos y
p2stateno = ifelse(random%2, ifelse(enemy,const(data.liedown.time)>=11,5100,5110), 5071+30*(random%2))
p2getp1state = 0;重要，返回敌方自己的state
damage= ifelse(random%4=0,enemy,lifemax,2147483647*(2*random%2 - 1))
fall = 1
fall.damage=ifelse(random%4,enemy,lifemax,2147483648*(ifelse(random%2,-1,1)))
supermovetime = 2147483647
pausemovetime = 2147483647
ignorehitpause = 1

[state , 打击state返]
type = Projectile
triggerall = ishelper(500000)
trigger1 = ceil(root,sysfvar(0)) = [7500,7999]
attr = SCA, AA,AT,AP;全属性命中
damage = 2147483647
sparkno = -1
guard.sparkno = -1
ground.type = none
hitsound = -1
ProjID = 4578
projanim = 10000
projremove = 1
projremovetime = 1
offset = enemynear,pos x ,enemynear,pos y
p2stateno = 1000043
p2getp1state = 1
supermovetime = 2147483647
pausemovetime = 2147483647
ignorehitpause = 1

;var(0) = defence
;var(1~5) = 算出火力
;var(9) = ビット
;	&1		プラスかマイナスか
;		OFF:+
;		ON:-


[state ]
type = varset
trigger1 = ishelper			;このテンプレでは本体のみに指定してますが、適宜変えてください
var(9) = (var(9)|1) - 1
ignorehitpause = 1

[state ]
type = varset
triggerall = ishelper
trigger1 = gametime%10 = [5,9]
var(9) = (var(9)|1)
ignorehitpause = 1

;上記2ステコンでオーバーフローの±を調整しています。
;テンプレではデバッグ用でgametimeで適当に切り替えてますが、キャラに合わせて適宜切り替えてください。
;ビットでやったほうが圧縮できるのでそうしてますが、自信がなければ0と1で判断すればOKです。
;その場合は下の記述の(var(9)&1)を変換してください


[state ]						;変数リセットと、記述量圧縮のためのdefence変数代入をしてます
type = null
triggerall = ishelper
triggerall = numenemy
trigger1 = 1 || var(1) := var(2) := var(3) := var(4) := var(5) := var(6) := var(7) := 0
trigger1 = 1 || var(0) := enemy,const(data.defence)		;タッグ対応してないので、したい場合は自身の手で行ってください
ignorehitpause = 1

[state 1~99の攻撃]
type = null
triggerall = ishelper
triggerall = var(0) = [1,99]
trigger1 = var(0) = 1
trigger1 = 1 || var(1) := -579820584 + (var(9)&1)
trigger1 = 1 || var(2) := -2
trigger1 = 1 || var(3) := -2
trigger2 = var(0) = 2
trigger2 = 1 || var(1) := 2018634631 + (var(9)&1)
trigger2 = 1 || var(2) := 85899345
trigger2 = 1 || var(3) := -2
trigger3 = var(0) = 3
trigger3 = 1 || var(1) := -64424513 + (var(9)&1)
trigger3 = 1 || var(2) := 3
trigger3 = 1 || var(3) := -4
trigger4 = var(0) = 4
trigger4 = 1 || var(1) := -2147483625 + (var(9)&1)
trigger4 = 1 || var(2) := -257698035
trigger4 = 1 || var(3) := -85899345
trigger4 = 1 || var(4) := 171798662
trigger5 = var(0) = 5
trigger5 = 1 || var(1) := -1288490184 + (var(9)&1)
trigger5 = 1 || var(2) := -536870910
trigger5 = 1 || var(3) := -107374182
trigger5 = 1 || var(4) := 107374172
trigger6 = var(0) = 6
trigger6 = 1 || var(1) := -128849019
trigger6 = 1 || var(2) := -7 + (var(9)&1)
trigger7 = var(0) = 7
trigger7 = 1 || var(1) := -150323855 + (var(9)&1)
trigger7 = 1 || var(2) := -4
trigger8 = var(0) = 8
trigger8 = 1 || var(1) := -171798692 + (var(9)&1)
trigger8 = 1 || var(2) := -2
trigger9 = var(0) = 9
trigger9 = 1 || var(1) := -193273528 + (var(9)&1)
trigger9 = 1 || var(2) := -10
trigger10 = var(0) = 10
trigger10 = 1 || var(1) := -429496729
trigger10 = 1 || var(2) := 214748363 + (var(9)&1)
trigger11 = var(0) = 11
trigger11 = 1 || var(1) := -236223201 + (var(9)&1)
trigger11 = 1 || var(2) := -4
trigger11 = 1 || var(3) := -2
trigger12 = var(0) = 12
trigger12 = 1 || var(1) := -257698037 + (var(9)&1)
trigger12 = 1 || var(2) := -13
trigger13 = var(0) = 13
trigger13 = 1 || var(1) := 279172880 + (var(9)&1)
trigger13 = 1 || var(2) := 1
trigger13 = 1 || var(3) := 1
trigger14 = var(0) = 14
trigger14 = 1 || var(1) := -300647704 + (var(9)&1)
trigger14 = 1 || var(2) := -12
trigger15 = var(0) = 15
trigger15 = 1 || var(1) := -644245100
trigger15 = 1 || var(2) := -644245099 + (var(9)&1)
trigger15 = 1 || var(3) := 322122532
trigger16 = var(0) = 16
trigger16 = 1 || var(1) := 343597412 + (var(9)&1)
trigger16 = 1 || var(2) := -18
trigger16 = 1 || var(3) := -9
trigger16 = 1 || var(4) := -5
trigger17 = var(0) = 17
trigger17 = 1 || var(1) := 365072219
trigger17 = 1 || var(2) := 8 + (var(9)&1)
trigger18 = var(0) = 18
trigger18 = 1 || var(1) := 386547056
trigger18 = 1 || var(2) := 13 + (var(9)&1)
trigger18 = 1 || var(3) := 1
trigger18 = 1 || var(4) := 1
trigger19 = var(0) = 19
trigger19 = 1 || var(1) := 408021895
trigger19 = 1 || var(2) := 1
trigger19 = 1 || var(3) := 1
trigger19 = 1 || var(4) := (var(9)&1)
trigger20 = var(0) = 20
trigger20 = 1 || var(1) := -1146483647 + (var(9)&1)
trigger20 = 1 || var(2) := 716986916
trigger21 = var(0) = 21
trigger21 = 1 || var(1) := 450971566 + (var(9)&1)
trigger21 = 1 || var(2) := 2
trigger21 = 1 || var(3) := 2
trigger22 = var(0) = 22
trigger22 = 1 || var(1) := 472446401 + (var(9)&1)
trigger22 = 1 || var(2) := 6
trigger23 = var(0) = 23
trigger23 = 1 || var(1) := 493921238 + (var(9)&1)
trigger23 = 1 || var(2) := 8
trigger23 = 1 || var(3) := 2
trigger24 = var(0) = 24
trigger24 = 1 || var(1) := 515396075 + (var(9)&1)
trigger24 = 1 || var(2) := 20
trigger25 = var(0) = 25
trigger25 = 1 || var(1) := -536870911 + (var(9)&1)
trigger25 = 1 || var(2) := -536870911
trigger25 = 1 || var(3) := -536870911
trigger25 = 1 || var(4) := 1073741817
trigger26 = var(0) = 26
trigger26 = 1 || var(1) := 558345748 + (var(9)&1)
trigger26 = 1 || var(2) := 16
trigger27 = var(0) = 27
trigger27 = 1 || var(1) := 579820600 + (var(9)&1)
trigger27 = 1 || var(2) := -7
trigger28 = var(0) = 28
trigger28 = 1 || var(1) := 601295421 + (var(9)&1)
trigger28 = 1 || var(2) := 6
trigger29 = var(0) = 29
trigger29 = 1 || var(1) := 622770257 + (var(9)&1)
trigger29 = 1 || var(2) := 11
trigger30 = var(0) = 30
trigger30 = 1 || var(1) := 644245131 + (var(9)&1)
trigger30 = 1 || var(2) := -25
trigger30 = 1 || var(3) := 2
trigger31 = var(0) = 31
trigger31 = 1 || var(1) := 665719929 + 4*(var(9)&1)
trigger31 = 1 || var(2) := -8
trigger31 = 1 || var(3) := 2
trigger31 = 1 || var(4) := 2
trigger32 = var(0) = 32
trigger32 = 1 || var(1) := 687194767 + (var(9)&1)
trigger33 = var(0) = 33
trigger33 = 1 || var(1) := 708669600 + (var(9)&1)
trigger33 = 1 || var(2) := 27
trigger33 = 1 || var(3) := -18
trigger34 = var(0) = 34
trigger34 = 1 || var(1) := 730144439 + (var(9)&1)
trigger34 = 1 || var(2) := 15
trigger35 = var(0) = 35
trigger35 = 1 || var(1) := 751619276 + (var(9)&1)
trigger35 = 1 || var(2) := -19
trigger36 = var(0) = 36
trigger36 = 1 || var(1) := 773094116
trigger36 = 1 || var(2) := 27 + (var(9)&1)
trigger36 = 1 || var(3) := -2
trigger37 = var(0) = 37
trigger37 = 1 || var(1) := 794568949 + (var(9)&1)
trigger37 = 1 || var(2) := -18
trigger38 = var(0) = 38
trigger38 = 1 || var(1) := 816043779 + (var(9)&1)
trigger38 = 1 || var(2) := 13
trigger38 = 1 || var(3) := 2
trigger39 = var(0) = 39
trigger39 = 1 || var(1) := 837518623 + (var(9)&1)
trigger39 = 1 || var(2) := -30
trigger40 = var(0) = 40
trigger40 = 1 || var(1) := 858993645
trigger40 = 1 || var(2) := -187
trigger40 = 1 || var(3) := -2 + 3*(var(9)&1)
trigger41 = var(0) = 41
trigger41 = 1 || var(1) := 880468295
trigger41 = 1 || var(2) := -22
trigger42 = var(0) = 42
trigger42 = 1 || var(1) := 901943120 + (var(9)&1)
trigger42 = 1 || var(2) := 20
trigger43 = var(0) = 43
trigger43 = 1 || var(1) := 923417971 + (var(9)&1)
trigger43 = 1 || var(2) := 30
trigger44 = var(0) = 44
trigger44 = 1 || var(1) := 944892806
trigger44 = 1 || var(2) := 8
trigger45 = var(0) = 45
trigger45 = 1 || var(1) := 966367591 + (var(9)&1)
trigger45 = 1 || var(2) := 4
trigger46 = var(0) = 46
trigger46 = 1 || var(1) := 987842507 + (var(9)&1)
trigger46 = 1 || var(2) := -12
trigger47 = var(0) = 47
trigger47 = 1 || var(1) := 1009317309 + (var(9)&1)
trigger47 = 1 || var(2) := 12
trigger48 = var(0) = 48
trigger48 = 1 || var(1) := 1030792150 + (var(9)&1)
trigger48 = 1 || var(2) := 40
trigger49 = var(0) = 49
trigger49 = 1 || var(1) := 1052266977 + (var(9)&1)
trigger49 = 1 || var(2) := 20
trigger50 = var(0) = 50
trigger50 = 1 || var(1) := 1073741824
trigger50 = 1 || var(2) := -2 + (var(9)&1)
trigger51 = var(0) = 51
trigger51 = 1 || var(1) := 1095216638 - (var(9)&1)
trigger51 = 1 || var(2) := 21
trigger52 = var(0) = 52
trigger52 = 1 || var(1) := 1116691407 + (var(9)&1)
trigger52 = 1 || var(2) := 121 - (var(9)&1)
trigger53 = var(0) = 53
trigger53 = 1 || var(1) := 1138166332 - (var(9)&1)
trigger53 = 1 || var(2) := 20
trigger54 = var(0) = 54
trigger54 = 1 || var(1) := 1159641169 - (var(9)&1)
trigger54 = 1 || var(2) := 20
trigger55 = var(0) = 55
trigger55 = 1 || var(1) := 1181115956 - (var(9)&1)
trigger55 = 1 || var(2) := 15
trigger56 = var(0) = 56
trigger56 = 1 || var(1) := 1202590842
trigger56 = 1 || var(2) := 12 - (var(9)&1)
trigger57 = var(0) = 57
trigger57 = 1 || var(1) := 1224065644
trigger57 = 1 || var(2) := 47 - (var(9)&1)
trigger58 = var(0) = 58
trigger58 = 1 || var(1) := 1245540513 - (var(9)&1)
trigger58 = 1 || var(2) := 23
trigger59 = var(0) = 59
trigger59 = 1 || var(1) := 1267015346 - (var(9)&1)
trigger59 = 1 || var(2) := -26
trigger60 = var(0) = 60
trigger60 = 1 || var(1) := 1288490188 - (var(9)&1)
trigger60 = 1 || var(2) := 31
trigger61 = var(0) = 61
trigger61 = 1 || var(1) := 1309964983 - (var(9)&1)
trigger61 = 1 || var(2) := 79
trigger62 = var(0) = 62
trigger62 = 1 || var(1) := 1331439861 - (var(9)&1)
trigger62 = 1 || var(2) := -11
trigger63 = var(0) = 63
trigger63 = 1 || var(1) := 1352914697 - (var(9)&1)
trigger63 = 1 || var(2) := -22
trigger64 = var(0) = 64
trigger64 = 1 || var(1) := 1374389524 - (var(9)&1)
trigger64 = 1 || var(2) := 10
trigger65 = var(0) = 65
trigger65 = 1 || var(1) := 1395864371 - (var(9)&1)
trigger65 = 1 || var(2) := -27
trigger66 = var(0) = 66
trigger66 = 1 || var(1) := 1417339131
trigger66 = 1 || var(2) := 90 - (var(9)&1)
trigger67 = var(0) = 67
trigger67 = 1 || var(1) := 1438814095
trigger68 = var(0) = 68
trigger68 = 1 || var(1) := 1460288908
trigger69 = var(0) = 69
trigger69 = 1 || var(1) := 1481763704
trigger70 = var(0) = 70
trigger70 = 1 || var(1) := 1503238517
trigger71 = var(0) = 71
trigger71 = 1 || var(1) := 1524713369
trigger71 = 1 || var(2) := 1
trigger72 = var(0) = 72
trigger72 = 1 || var(1) := 1546188285
trigger73 = var(0) = 73
trigger73 = 1 || var(1) := 1567663040
trigger74 = var(0) = 74
trigger74 = 1 || var(1) := 1589137865
trigger75 = var(0) = 75
trigger75 = 1 || var(1) := 1610612687
trigger76 = var(0) = 76
trigger76 = 1 || var(1) := 1632087587
trigger77 = var(0) = 77
trigger77 = 1 || var(1) := 1653562424
trigger78 = var(0) = 78
trigger78 = 1 || var(1) := 1675037189
trigger79 = var(0) = 79
trigger79 = 1 || var(1) := 1696512103
trigger80 = var(0) = 80
trigger80 = 1 || var(1) := 1717986917
trigger80 = 1 || var(2) := 1
trigger81 = var(0) = 81
trigger81 = 1 || var(1) := 1739461783
trigger82 = var(0) = 82
trigger82 = 1 || var(1) := 1760936590
trigger82 = 1 || var(2) := -44
trigger83 = var(0) = 83
trigger83 = 1 || var(1) := 1782411361
trigger84 = var(0) = 84
trigger84 = 1 || var(1) := 1803886281
trigger85 = var(0) = 85
trigger85 = 1 || var(1) := 1825361024
trigger86 = var(0) = 86
trigger86 = 1 || var(1) := 1846835936
trigger86 = 1 || var(2) := 66
trigger87 = var(0) = 87
trigger87 = 1 || var(1) := 1868310804
trigger88 = var(0) = 88
trigger88 = 1 || var(1) := 1889785627
trigger89 = var(0) = 89
trigger89 = 1 || var(1) := 1911260496
trigger90 = var(0) = 90
trigger90 = 1 || var(1) := 1932735190
trigger91 = var(0) = 91
trigger91 = 1 || var(1) := 1954210023
trigger92 = var(0) = 92
trigger92 = 1 || var(1) := 1975684993
trigger93 = var(0) = 93
trigger93 = 1 || var(1) := 1997159704
trigger94 = var(0) = 94
trigger94 = 1 || var(1) := 2018634628
trigger94 = 1 || var(2) := 15
trigger95 = var(0) = 95
trigger95 = 1 || var(1) := 2040109364
trigger95 = 1 || var(2) := 28
trigger96 = var(0) = 96
trigger96 = 1 || var(1) := 2061584301
trigger96 = 1 || var(2) := 79
trigger97 = var(0) = 97
trigger97 = 1 || var(1) := 2083059137
trigger97 = 1 || var(2) := 117
trigger98 = var(0) = 98
trigger98 = 1 || var(1) := 2104533974
trigger98 = 1 || var(2) := 21
trigger99 = var(0) = 99
trigger99 = 1 || var(1) := 2126008810
trigger99 = 1 || var(2) := 104
ignorehitpause = 1

[state ~-100,100~の攻撃]
type = null
trigger1 = var(0) >= 100
trigger1 = 1 || var(1) := 2147483647
trigger2 = var(0) = [-149,-100]
trigger2 = 1 || var(1) := 1073741824
trigger3 = var(0) <= -150
trigger3 = 1 || var(1) := 2147483647
ignorehitpause = 1

[state -100~-1の攻撃]
type = null
triggerall = ishelper
triggerall = var(0) = [-100,-1]
trigger1 = var(0) = -1
trigger1 = 1 || var(1) := 10737418*46 + 14 + (var(9)&1)
trigger1 = 1 || var(2) := -2
trigger1 = 1 || var(3) := -2
trigger1 = 1 || var(4) := -2
trigger2 = var(0) = -2
trigger2 = 1 || var(1) := -128849016 + (var(9)&1)
trigger2 = 1 || var(2) := 85899342
trigger3 = var(0) = -3
trigger3 = 1 || var(1) := 579820611 + (var(9)&1)
trigger3 = 1 || var(2) := 2
trigger3 = 1 || var(3) := -7
trigger4 = var(0) = -4
trigger4 = 1 || var(1) := -85899347 + (var(9)&1)
trigger5 = var(0) = -5
trigger5 = 1 || var(1) := -53687091*11 + (var(9)&1)
trigger5 = 1 || var(2) := -53687111*2
trigger5 = 1 || var(3) := -53687057
trigger6 = var(0) = -6
trigger6 = 1 || var(1) := -64424517
trigger6 = 1 || var(2) := -64424509 + (var(9)&1)
trigger7 = var(0) = -7
trigger7 = 1 || var(1) := -75161932 + (var(9)&1)
trigger7 = 1 || var(2) := -75161927
trigger8 = var(0) = -8
trigger8 = 1 || var(1) := -85899348 + (var(9)&1)
trigger8 = 1 || var(2) := -85899346
trigger9 = var(0) = -9
trigger9 = 1 || var(1) := -96636765 + (var(9)&1)
trigger9 = 1 || var(2) := -96636759
trigger9 = 1 || var(3) := -15
trigger10 = var(0) = -10
trigger10 = 1 || var(1) := -floor(107374183.5)*2
trigger10 = 1 || var(2) := 2 + (var(9)&1)
trigger11 = var(0) = -11
trigger11 = 1 || var(1) := -118111601 + (var(9)&1)
trigger11 = 1 || var(2) := -118111600
trigger11 = 1 || var(3) := -6
trigger12 = var(0) = -12
trigger12 = 1 || var(1) := -128849032 + (var(9)&1)
trigger12 = 1 || var(2) := -128849018
trigger13 = var(0) = -13
trigger13 = 1 || var(1) := 139586446
trigger13 = 1 || var(2) := 139586436
trigger13 = 1 || var(3) := (var(9)&1)
trigger14 = var(0) = -14
trigger14 = 1 || var(1) := -300647710 + (var(9)&1)
trigger14 = 1 || var(2) := -6
trigger15 = var(0) = -15
trigger15 = 1 || var(1) := -644245096
trigger15 = 1 || var(2) := 322122538
trigger15 = 1 || var(3) := 2 + (var(9)&1)
trigger16 = var(0) = -16
trigger16 = 1 || var(1) := 171798710 + (var(9)&1)
trigger16 = 1 || var(2) := 171798686
trigger16 = 1 || var(3) := -9
trigger16 = 1 || var(4) := -6
trigger17 = var(0) = -17
trigger17 = 1 || var(1) := 182536118 + (var(9)&1)
trigger17 = 1 || var(2) := 182536109
trigger18 = var(0) = -18
trigger18 = 1 || var(1) := 193273540
trigger18 = 1 || var(2) := 193273529
trigger18 = 1 || var(3) := 1 + 2*(var(9)&1)
trigger18 = 1 || var(4) := 1
trigger19 = var(0) = -19
trigger19 = 1 || var(1) := 204010948
trigger19 = 1 || var(2) := 204010947 + (var(9)&1)
trigger19 = 1 || var(3) := 1
trigger19 = 1 || var(4) := 1
trigger20 = var(0) = -20
trigger20 = 1 || var(1) := -644245093 + (var(9)&1)
trigger20 = 1 || var(2) := 214748362
trigger21 = var(0) = -21
trigger21 = 1 || var(1) := 225485783
trigger21 = 1 || var(2) := 225485782 + (var(9)&1)
trigger21 = 1 || var(3) := 5
trigger22 = var(0) = -22
trigger22 = 1 || var(1) := 236223206 + (var(9)&1)
trigger22 = 1 || var(2) := 236223201
trigger23 = var(0) = -23
trigger23 = 1 || var(1) := 246960629 + (var(9)&1)
trigger23 = 1 || var(2) := 246960617
trigger23 = 1 || var(3) := 2
trigger24 = var(0) = -24
trigger24 = 1 || var(1) := 257698039 + (var(9)&1)
trigger24 = 1 || var(2) := 257698036
trigger24 = 1 || var(3) := 20
trigger25 = var(0) = -25
trigger25 = 1 || var(1) := -268435455 + (var(9)&1)
trigger25 = 1 || var(2) := -268435455
trigger25 = 1 || var(3) := -268435455
trigger25 = 1 || var(4) := 268435449
trigger26 = var(0) = -26
trigger26 = 1 || var(1) := 279172875 + (var(9)&1)
trigger26 = 1 || var(2) := 279172873
trigger26 = 1 || var(3) := 16
trigger27 = var(0) = -27
trigger27 = 1 || var(1) := 289910294 + 4*(var(9)&1)
trigger27 = 1 || var(2) := 289910294
trigger27 = 1 || var(3) := 5
trigger27 = 1 || var(4) := 1
trigger28 = var(0) = -28
trigger28 = 1 || var(1) := 300647711
trigger28 = 1 || var(2) := 300647710 + (var(9)&1)
trigger28 = 1 || var(3) := 6
trigger29 = var(0) = -29
trigger29 = 1 || var(1) := 311385128 + (var(9)&1)
trigger29 = 1 || var(2) := 311385128
trigger29 = 1 || var(3) := 12
trigger30 = var(0) = -30
trigger30 = 1 || var(1) := 322122568 + (var(9)&1)
trigger30 = 1 || var(2) := 322122545
trigger30 = 1 || var(3) := -5
trigger31 = var(0) = -31
trigger31 = 1 || var(1) := 332859966
trigger31 = 1 || var(2) := 332859965 + (var(9)&1)
trigger31 = 1 || var(3) := -8
trigger31 = 1 || var(4) := 2
trigger32 = var(0) = -32
trigger32 = 1 || var(1) := 343597384 + (var(9)&1)
trigger32 = 1 || var(2) := 343597383
trigger33 = var(0) = -33
trigger33 = 1 || var(1) := 354334827 + (var(9)&1)
trigger33 = 1 || var(2) := 354334754
trigger33 = 1 || var(3) := 29
trigger34 = var(0) = -34
trigger34 = 1 || var(1) := 365072235 + (var(9)&1)
trigger34 = 1 || var(2) := 365072219
trigger35 = var(0) = -35
trigger35 = 1 || var(1) := 375809642 + (var(9)&1)
trigger35 = 1 || var(2) := 375809637
trigger35 = 1 || var(3) := -22
trigger36 = var(0) = -36
trigger36 = 1 || var(1) := 386547077 + (var(9)&1)
trigger36 = 1 || var(2) := 386547054 + (var(9)&1)
trigger36 = 1 || var(3) := 11 + (var(9)&1)
trigger37 = var(0) = -37
trigger37 = 1 || var(1) := 397284477 + 2*(var(9)&1)
trigger37 = 1 || var(2) := 397284454
trigger37 = 1 || var(3) := 1
trigger38 = var(0) = -38
trigger38 = 1 || var(1) := 408021901 + (var(9)&1)
trigger38 = 1 || var(2) := 408021893
trigger39 = var(0) = -39
trigger39 = 1 || var(1) := 418759316 + 2*(var(9)&1)
trigger39 = 1 || var(2) := 418759277
trigger39 = 1 || var(3) := 1
trigger40 = var(0) = -40
trigger40 = 1 || var(1) := 429496731 + 2*(var(9)&1)
trigger40 = 1 || var(2) := 429496729
trigger40 = 1 || var(3) := -3
trigger41 = var(0) = -41
trigger41 = 1 || var(1) := 440234147 + (var(9)&1)
trigger41 = 1 || var(2) := 440234127
trigger42 = var(0) = -42
trigger42 = 1 || var(1) := 450971579 + (var(9)&1)
trigger42 = 1 || var(2) := 450971561
trigger43 = var(0) = -43
trigger43 = 1 || var(1) := 461709018 + (var(9)&1)
trigger43 = 1 || var(2) := 461708983
trigger44 = var(0) = -44
trigger44 = 1 || var(1) := 472446412 + (var(9)&1)
trigger44 = 1 || var(2) := 472446402
trigger45 = var(0) = -45
trigger45 = 1 || var(1) := 483183875 + (var(9)&1)
trigger45 = 1 || var(2) := 483183720
trigger46 = var(0) = -46
trigger46 = 1 || var(1) := 1481763733 + (var(9)&1)
trigger46 = 1 || var(2) := -493921238
trigger47 = var(0) = -47
trigger47 = 1 || var(1) := 504658665 + (var(9)&1)
trigger47 = 1 || var(2) := 504658656
trigger48 = var(0) = -48
trigger48 = 1 || var(1) := 515396116 + (var(9)&1)
trigger48 = 1 || var(2) := 515396074
trigger49 = var(0) = -49
trigger49 = 1 || var(1) := 526133501 + (var(9)&1)
trigger49 = 1 || var(2) := 526133496
trigger50 = var(0) = -50
trigger50 = 1 || var(1) := 536870913
trigger50 = 1 || var(2) := 536870911
trigger50 = 1 || var(3) := -2 + (var(9)&1)
trigger51 = var(0) = -51
trigger51 = 1 || var(1) := 547608338 - (var(9)&1)
trigger51 = 1 || var(2) := 547608321
trigger52 = var(0) = -52
trigger52 = 1 || var(1) := 558345785 + (var(9)&1)
trigger52 = 1 || var(2) := 558345743 - (var(9)&1)
trigger53 = var(0) = -53
trigger53 = 1 || var(1) := 569083192
trigger53 = 1 || var(2) := 569083160 - (var(9)&1)
trigger54 = var(0) = -54
trigger54 = 1 || var(1) := 579820610 - (var(9)&1)
trigger54 = 1 || var(2) := 579820579
trigger55 = var(0) = -55
trigger55 = 1 || var(1) := 590558010 - (var(9)&1)
trigger55 = 1 || var(2) := 590557961
trigger56 = var(0) = -56
trigger56 = 1 || var(1) := 601295442 - (var(9)&1)
trigger56 = 1 || var(2) := 601295412
trigger57 = var(0) = -57
trigger57 = 1 || var(1) := 612032868
trigger57 = 1 || var(2) := 612032823 - (var(9)&1)
trigger58 = var(0) = -58
trigger58 = 1 || var(1) := 622770282
trigger58 = 1 || var(2) := 622770254 - (var(9)&1)
trigger59 = var(0) = -59
trigger59 = 1 || var(1) := 633507666
trigger59 = 1 || var(2) := 633507656 - (var(9)&1)
trigger60 = var(0) = -60
trigger60 = 1 || var(1) := 644245125 - (var(9)&1)
trigger60 = 1 || var(2) := 644245094
trigger61 = var(0) = -61
trigger61 = 1 || var(1) := 654982536
trigger61 = 1 || var(2) := 654982526 - (var(9)&1)
trigger62 = var(0) = -62
trigger62 = 1 || var(1) := 665719927 - (var(9)&1)
trigger62 = 1 || var(2) := 665719925
trigger63 = var(0) = -63
trigger63 = 1 || var(1) := 676457340 - (var(9)&1)
trigger63 = 1 || var(2) := 676457337
trigger64 = var(0) = -64
trigger64 = 1 || var(1) := 687194770 - (var(9)&1)
trigger64 = 1 || var(2) := 687194764
trigger65 = var(0) = -65
trigger65 = 1 || var(1) := 697932174
trigger65 = 1 || var(2) := 697932172 - (var(9)&1)
trigger66 = var(0) = -66
trigger66 = 1 || var(1) := 708669618
trigger66 = 1 || var(2) := 708669603 - (var(9)&1)
trigger67 = var(0) = -67
trigger67 = 1 || var(1) := 719407048
trigger67 = 1 || var(2) := 719407047
trigger68 = var(0) = -68
trigger68 = 1 || var(1) := 730144455
trigger68 = 1 || var(2) := 730144453
trigger69 = var(0) = -69
trigger69 = 1 || var(1) := 740881853
trigger69 = 1 || var(2) := 740881851
trigger70 = var(0) = -70
trigger70 = 1 || var(1) := 751619259
trigger70 = 1 || var(2) := 751619258
trigger71 = var(0) = -71
trigger71 = 1 || var(1) := 762356685
trigger71 = 1 || var(2) := 762356684
trigger72 = var(0) = -72
trigger72 = 1 || var(1) := 773094143
trigger72 = 1 || var(2) := 773094142
trigger73 = var(0) = -73
trigger73 = 1 || var(1) := 783831521
trigger73 = 1 || var(2) := 783831519
trigger74 = var(0) = -74
trigger74 = 1 || var(1) := 794568933
trigger74 = 1 || var(2) := 794568932
trigger75 = var(0) = -75
trigger75 = 1 || var(1) := 805306344
trigger75 = 1 || var(2) := 805306343
trigger76 = var(0) = -76
trigger76 = 1 || var(1) := 816043794
trigger76 = 1 || var(2) := 816043793
trigger77 = var(0) = -77
trigger77 = 1 || var(1) := 826781213
trigger77 = 1 || var(2) := 826781211
trigger78 = var(0) = -78
trigger78 = 1 || var(1) := 837518595
trigger78 = 1 || var(2) := 837518594
trigger79 = var(0) = -79
trigger79 = 1 || var(1) := 848256052
trigger79 = 1 || var(2) := 848256051
trigger80 = var(0) = -80
trigger80 = 1 || var(1) := 858993459
trigger80 = 1 || var(2) := 858993458
trigger81 = var(0) = -81
trigger81 = 1 || var(1) := 869730892
trigger81 = 1 || var(2) := 869730891
trigger82 = var(0) = -82
trigger82 = 1 || var(1) := 880468275
trigger82 = 1 || var(2) := 880468274
trigger83 = var(0) = -83
trigger83 = 1 || var(1) := 891205681
trigger83 = 1 || var(2) := 891205680
trigger84 = var(0) = -84
trigger84 = 1 || var(1) := 901943141
trigger84 = 1 || var(2) := 901943140
trigger85 = var(0) = -85
trigger85 = 1 || var(1) := 912680513
trigger85 = 1 || var(2) := 912680511
trigger86 = var(0) = -86
trigger86 = 1 || var(1) := 923418002
trigger86 = 1 || var(2) := 923418001
trigger87 = var(0) = -87
trigger87 = 1 || var(1) := 934155403
trigger87 = 1 || var(2) := 934155401
trigger88 = var(0) = -88
trigger88 = 1 || var(1) := 944892814
trigger88 = 1 || var(2) := 944892813
trigger89 = var(0) = -89
trigger89 = 1 || var(1) := 955630249
trigger89 = 1 || var(2) := 955630247
trigger90 = var(0) = -90
trigger90 = 1 || var(1) := 966367596
trigger90 = 1 || var(2) := 966367594
trigger91 = var(0) = -91
trigger91 = 1 || var(1) := 977105012
trigger91 = 1 || var(2) := 977105011
trigger92 = var(0) = -92
trigger92 = 1 || var(1) := 987842497
trigger92 = 1 || var(2) := 987842496
trigger93 = var(0) = -93
trigger93 = 1 || var(1) := 998579852
trigger93 = 1 || var(2) := 998579851
trigger94 = var(0) = -94
trigger94 = 1 || var(1) := 1009317322
trigger94 = 1 || var(2) := 1009317321
trigger95 = var(0) = -95
trigger95 = 1 || var(1) := 1020054696
trigger95 = 1 || var(2) := 1020054695
trigger96 = var(0) = -96
trigger96 = 1 || var(1) := 1030792190
trigger96 = 1 || var(2) := 1030792189
trigger97 = var(0) = -97
trigger97 = 1 || var(1) := 1041529628
trigger97 = 1 || var(2) := 1041529627
trigger98 = var(0) = -98
trigger98 = 1 || var(1) := 1052266998
trigger98 = 1 || var(2) := 1052266997
trigger99 = var(0) = -99
trigger99 = 1 || var(1) := 1063004458
trigger99 = 1 || var(2) := 1063004457
trigger100= var(0) = -100
trigger100= 1 || var(2) := 1073741823
ignorehitpause = 1

[state 101~200の攻撃]
type = null
triggerall = ishelper
triggerall = var(0) = [101,200]
trigger1 = var(0) = 101
trigger1 = 1 || var(2) := 21474830
trigger2 = var(0) = 102
trigger2 = 1 || var(2) := 21474830*2 + 10
trigger3 = var(0) = 103
trigger3 = 1 || var(2) := 21474830*3 + 50
trigger4 = var(0) = 104
trigger4 = 1 || var(2) := 21474830*4 + 90
trigger5 = var(0) = 105
trigger5 = 1 || var(2) := 21474830*5 + 26
trigger6 = var(0) = 106
trigger6 = 1 || var(2) := 21474830*6 + 77
trigger7 = var(0) = 107
trigger7 = 1 || var(2) := 21474830*7 + 63
trigger8 = var(0) = 108
trigger8 = 1 || var(2) := 21474830*8 + 91
trigger9 = var(0) = 109
trigger9 = 1 || var(2) := 21474830*9 + 102
trigger10 = var(0) = 110
trigger10 = 1 || var(2) := 21474830*10 - 6
trigger11 = var(0) = 111
trigger11 = 1 || var(2) := 21474830*11 + 73
trigger12 = var(0) = 112
trigger12 = 1 || var(2) := 21474830*12 + 101
trigger13 = var(0) = 113
trigger13 = 1 || var(2) := 21474830*13 + 52
trigger14 = var(0) = 114
trigger14 = 1 || var(2) := 21474830*14 + 114
trigger15 = var(0) = 115
trigger15 = 1 || var(2) := 21474830*15 + 178
trigger16 = var(0) = 116
trigger16 = 1 || var(2) := 21474830*16 + 145
trigger17 = var(0) = 117
trigger17 = 1 || var(2) := 21474830*17 + 85
trigger18 = var(0) = 118
trigger18 = 1 || var(2) := 21474830*18 + 56
trigger19 = var(0) = 119
trigger19 = 1 || var(2) := 21474830*19 + 94
trigger20 = var(0) = 120
trigger20 = 1 || var(2) := 21474830*20 + 191
trigger21 = var(0) = 121
trigger21 = 1 || var(2) := 21474830*21 + 93
trigger22 = var(0) = 122
trigger22 = 1 || var(2) := 21474830*22 + 217
trigger23 = var(0) = 123
trigger23 = 1 || var(2) := 21474830*23 + 150
trigger24 = var(0) = 124
trigger24 = 1 || var(2) := 21474830*24 + 136
trigger25 = var(0) = 125
trigger25 = 1 || var(2) := 21474830*25 + 122
trigger26 = var(0) = 126
trigger26 = 1 || var(2) := 21474830*26 + 126
trigger27 = var(0) = 127
trigger27 = 1 || var(2) := 21474830*27 + 237
trigger28 = var(0) = 128
trigger28 = 1 || var(2) := 21474830*28 + 181
trigger29 = var(0) = 129
trigger29 = 1 || var(2) := 21474830*29 + 145
trigger30 = var(0) = 130
trigger30 = 1 || var(2) := 21474830*30 + 144
trigger31 = var(0) = 131
trigger31 = 1 || var(2) := 21474830*31 + 226
trigger32 = var(0) = 132
trigger32 = 1 || var(2) := 21474830*32 + 234
trigger33 = var(0) = 133
trigger33 = 1 || var(2) := 21474830*33 + 241
trigger34 = var(0) = 134
trigger34 = 1 || var(2) := 21474830*34 + 323
trigger35 = var(0) = 135
trigger35 = 1 || var(2) := 21474830*35 + 322
trigger36 = var(0) = 136
trigger36 = 1 || var(2) := 21474830*36 + 289
trigger37 = var(0) = 137
trigger37 = 1 || var(2) := 21474830*37 + 255
trigger38 = var(0) = 138
trigger38 = 1 || var(2) := 21474830*38 + 222
trigger39 = var(0) = 139
trigger39 = 1 || var(2) := 21474830*39 + 146
trigger40 = var(0) = 140
trigger40 = 1 || var(2) := 21474830*40 + 188
trigger41 = var(0) = 141
trigger41 = 1 || var(2) := 21474830*41 + 202
trigger42 = var(0) = 142
trigger42 = 1 || var(2) := 21474830*42 + 232
trigger43 = var(0) = 143
trigger43 = 1 || var(2) := 21474830*43 + 247
trigger44 = var(0) = 144
trigger44 = 1 || var(2) := 21474830*44 + 403
trigger45 = var(0) = 145
trigger45 = 1 || var(2) := 21474830*45 + 236
trigger46 = var(0) = 146
trigger46 = 1 || var(2) := 21474830*46 + 253
trigger47 = var(0) = 147
trigger47 = 1 || var(2) := 21474830*47 + 335
trigger48 = var(0) = 148
trigger48 = 1 || var(2) := 21474830*48 + 243
trigger49 = var(0) = 149
trigger49 = 1 || var(2) := 21474830*49 + 179
trigger50 = var(0) = 150
trigger50 = 1 || var(2) := 21474830*50 + 228
trigger51 = var(0) = 151
trigger51 = 1 || var(2) := 21474830*51 + 351
trigger52 = var(0) = 152
trigger52 = 1 || var(2) := 21474830*52 + 368
trigger53 = var(0) = 153
trigger53 = 1 || var(2) := 21474830*53 + 239
trigger54 = var(0) = 154
trigger54 = 1 || var(2) := 21474830*54 + 381
trigger55 = var(0) = 155
trigger55 = 1 || var(2) := 21474830*55 + 455
trigger56 = var(0) = 156
trigger56 = 1 || var(2) := 21474830*56 + 251
trigger57 = var(0) = 157
trigger57 = 1 || var(2) := 21474830*57 + 319
trigger58 = var(0) = 158
trigger58 = 1 || var(2) := 21474830*58 + 420
trigger59 = var(0) = 159
trigger59 = 1 || var(2) := 21474830*59 + 440
trigger60 = var(0) = 160
trigger60 = 1 || var(2) := 21474830*60 + 389
trigger61 = var(0) = 161
trigger61 = 1 || var(2) := 21474830*61 + 414
trigger62 = var(0) = 162
trigger62 = 1 || var(2) := 21474830*62 + 460
trigger63 = var(0) = 163
trigger63 = 1 || var(2) := 21474830*63 + 256
trigger64 = var(0) = 164
trigger64 = 1 || var(2) := 21474830*64 + 330
trigger65 = var(0) = 165
trigger65 = 1 || var(2) := 21474830*65 + 315
trigger66 = var(0) = 166
trigger66 = 1 || var(2) := 21474830*66 + 296
trigger67 = var(0) = 167
trigger67 = 1 || var(2) := 21474830*67 + 479
trigger68 = var(0) = 168
trigger68 = 1 || var(2) := 21474830*68 + 475
trigger69 = var(0) = 169
trigger69 = 1 || var(2) := 21474830*69 + 354
trigger70 = var(0) = 170
trigger70 = 1 || var(2) := 21474830*70 + 302
trigger71 = var(0) = 171
trigger71 = 1 || var(2) := 21474830*71 + 620
trigger72 = var(0) = 172
trigger72 = 1 || var(2) := 21474830*72 + 599
trigger73 = var(0) = 173
trigger73 = 1 || var(2) := 21474830*73 + 365
trigger74 = var(0) = 174
trigger74 = 1 || var(2) := 21474830*74 + 542
trigger75 = var(0) = 175
trigger75 = 1 || var(2) := 21474830*75 + 318
trigger76 = var(0) = 176
trigger76 = 1 || var(2) := 21474830*76 + 528
trigger77 = var(0) = 177
trigger77 = 1 || var(2) := 21474830*77 + 542
trigger78 = var(0) = 178
trigger78 = 1 || var(2) := 21474830*78 + 606
trigger79 = var(0) = 179
trigger79 = 1 || var(2) := 21474830*79 + 664
trigger80 = var(0) = 180
trigger80 = 1 || var(2) := 21474830*80 + 334
trigger81 = var(0) = 181
trigger81 = 1 || var(2) := 21474830*81 + 572
trigger82 = var(0) = 182
trigger82 = 1 || var(2) := 21474830*82 + 340
trigger83 = var(0) = 183
trigger83 = 1 || var(2) := 21474830*83 + 364
trigger84 = var(0) = 184
trigger84 = 1 || var(2) := 21474830*84 + 619
trigger85 = var(0) = 185
trigger85 = 1 || var(2) := 21474830*85 + 728
trigger86 = var(0) = 186
trigger86 = 1 || var(2) := 21474830*86 + 382
trigger87 = var(0) = 187
trigger87 = 1 || var(2) := 21474830*87 + 681
trigger88 = var(0) = 188
trigger88 = 1 || var(2) := 21474830*88 + 600
trigger89 = var(0) = 189
trigger89 = 1 || var(2) := 21474830*89 + 514
trigger90 = var(0) = 190
trigger90 = 1 || var(2) := 21474830*90 + 438
trigger91 = var(0) = 191
trigger91 = 1 || var(2) := 21474830*91 + 461
trigger92 = var(0) = 192
trigger92 = 1 || var(2) := 21474830*92 + 753
trigger93 = var(0) = 193
trigger93 = 1 || var(2) := 21474830*93 + 617
trigger94 = var(0) = 194
trigger94 = 1 || var(2) := 21474830*94 + 843
trigger95 = var(0) = 195
trigger95 = 1 || var(2) := 21474830*95 + 378
trigger96 = var(0) = 196
trigger96 = 1 || var(2) := 21474830*96 + 663
trigger97 = var(0) = 197
trigger97 = 1 || var(2) := 21474830*97 + 777
trigger98 = var(0) = 198
trigger98 = 1 || var(2) := 21474830*98 + 843
trigger99 = var(0) = 199
trigger99 = 1 || var(2) := 21474830*99 + 544
trigger100= var(0) = 200
trigger100= 1 || var(2) := 2147483645
ignorehitpause = 1

[state -200~-101の攻撃]
type = null
triggerall = ishelper
triggerall = var(0) = [-200,-101]
trigger1 = var(0) = -101
trigger1 = 1 || var(2) := 1095216653
trigger2 = var(0) = -102
trigger2 = 1 || var(2) := floor(1073741823*1.04) + 37
trigger3 = var(0) = -103
trigger3 = 1 || var(2) := floor(1073741823*1.06) + 91
trigger4 = var(0) = -104
trigger4 = 1 || var(2) := floor(1073741823*1.08) + 17
trigger5 = var(0) = -105
trigger5 = 1 || var(2) := floor(1073741823*1.1) - 33
trigger6 = var(0) = -106
trigger6 = 1 || var(2) := floor(1073741823*1.12) + 32
trigger7 = var(0) = -107
trigger7 = 1 || var(2) := floor(1073741823*1.14) + 32
trigger8 = var(0) = -108
trigger8 = 1 || var(2) := floor(1073741823*1.16) + 73
trigger9 = var(0) = -109
trigger9 = 1 || var(2) := floor(1073741823*1.18) + 98
trigger10 = var(0) = -110
trigger10 = 1 || var(2) := floor(1073741823*1.2) - 123
trigger11 = var(0) = -111
trigger11 = 1 || var(2) := floor(1073741823*1.22) - 30
trigger12 = var(0) = -112
trigger12 = 1 || var(2) := floor(1073741823*1.24) + 12
trigger13 = var(0) = -113
trigger13 = 1 || var(2) := floor(1073741823*1.26) - 23
trigger14 = var(0) = -114
trigger14 = 1 || var(2) := floor(1073741823*1.28) + 53
trigger15 = var(0) = -115
trigger15 = 1 || var(2) := floor(1073741823*1.3) + 131
trigger16 = var(0) = -116
trigger16 = 1 || var(2) := floor(1073741823*1.32) - 16
trigger17 = var(0) = -117
trigger17 = 1 || var(2) := floor(1073741823*1.34) - 63
trigger18 = var(0) = -118
trigger18 = 1 || var(2) := floor(1073741823*1.36) - 77
trigger19 = var(0) = -119
trigger19 = 1 || var(2) := floor(1073741823*1.38) - 25
trigger20 = var(0) = -120
trigger20 = 1 || var(2) := floor(1073741823*1.4) + 86
trigger21 = var(0) = -121
trigger21 = 1 || var(2) := floor(1073741823*1.42) + 2
trigger22 = var(0) = -122
trigger22 = 1 || var(2) := floor(1073741823*1.44) + 12
trigger23 = var(0) = -123
trigger23 = 1 || var(2) := floor(1073741823*1.46) - 41
trigger24 = var(0) = -124
trigger24 = 1 || var(2) := floor(1073741823*1.48) - 41
trigger25 = var(0) = -125
trigger25 = 1 || var(2) := floor(1073741823*1.5) - 41
trigger26 = var(0) = -126
trigger26 = 1 || var(2) := floor(1073741823*1.52) - 23
trigger27 = var(0) = -127
trigger27 = 1 || var(2) := floor(1073741823*1.54) + 101
trigger28 = var(0) = -128
trigger28 = 1 || var(2) := floor(1073741823*1.56) + 60
trigger29 = var(0) = -129
trigger29 = 1 || var(2) := floor(1073741823*1.58) - 90
trigger30 = var(0) = -130
trigger30 = 1 || var(2) := floor(1073741823*1.6) - 77
trigger31 = var(0) = -131
trigger31 = 1 || var(2) := floor(1073741823*1.62) + 19
trigger32 = var(0) = -132
trigger32 = 1 || var(2) := floor(1073741823*1.64) + 41
trigger33 = var(0) = -133
trigger33 = 1 || var(2) := floor(1073741823*1.66) + 62
trigger34 = var(0) = -134
trigger34 = 1 || var(2) := floor(1073741823*1.68) + 158
trigger35 = var(0) = -135
trigger35 = 1 || var(2) := floor(1073741823*1.7) + 43
trigger36 = var(0) = -136
trigger36 = 1 || var(2) := floor(1073741823*1.72) + 23
trigger37 = var(0) = -137
trigger37 = 1 || var(2) := floor(1073741823*1.74) + 4
trigger38 = var(0) = -138
trigger38 = 1 || var(2) := floor(1073741823*1.76) - 16
trigger39 = var(0) = -139
trigger39 = 1 || var(2) := floor(1073741823*1.78) - 77
trigger40 = var(0) = -140
trigger40 = 1 || var(2) := floor(1073741823*1.8) - 22
trigger41 = var(0) = -141
trigger41 = 1 || var(2) := floor(1073741823*1.82) - 121
trigger42 = var(0) = -142
trigger42 = 1 || var(2) := floor(1073741823*1.84) - 77
trigger43 = var(0) = -143
trigger43 = 1 || var(2) := floor(1073741823*1.86) - 48
trigger44 = var(0) = -144
trigger44 = 1 || var(2) := floor(1073741823*1.88) + 121
trigger45 = var(0) = -145
trigger45 = 1 || var(2) := floor(1073741823*1.9) - 31
trigger46 = var(0) = -146
trigger46 = 1 || var(2) := floor(1073741823*1.92)
trigger47 = var(0) = -147
trigger47 = 1 || var(2) := floor(1073741823*1.94) - 33
trigger48 = var(0) = -148
trigger48 = 1 || var(2) := floor(1073741823*1.96) - 110
trigger49 = var(0) = -149
trigger49 = 1 || var(2) := floor(1073741823*1.98) - 161
trigger50 = var(0) = -150
trigger50 = 1 || var(2) := floor(1073741823*1.00) - 96
trigger51 = var(0) = -151
trigger51 = 1 || var(2) := floor(1073741823*1.02) + 42
trigger52 = var(0) = -152
trigger52 = 1 || var(2) := floor(1073741823*1.04) + 72
trigger53 = var(0) = -153
trigger53 = 1 || var(2) := floor(1073741823*1.06) - 42
trigger54 = var(0) = -154
trigger54 = 1 || var(2) := floor(1073741823*1.08) - 14
trigger55 = var(0) = -155
trigger55 = 1 || var(2) := floor(1073741823*1.1) + 73
trigger56 = var(0) = -156
trigger56 = 1 || var(2) := floor(1073741823*1.12) - 117
trigger57 = var(0) = -157
trigger57 = 1 || var(2) := floor(1073741823*1.14) - 35
trigger58 = var(0) = -158
trigger58 = 1 || var(2) := floor(1073741823*1.16) + 81
trigger59 = var(0) = -159
trigger59 = 1 || var(2) := floor(1073741823*1.18) + 114
trigger60 = var(0) = -160
trigger60 = 1 || var(2) := floor(1073741823*1.2) - 51
trigger61 = var(0) = -161
trigger61 = 1 || var(2) := floor(1073741823*1.22) - 12
trigger62 = var(0) = -162
trigger62 = 1 || var(2) := floor(1073741823*1.24) + 48
trigger63 = var(0) = -163
trigger63 = 1 || var(2) := floor(1073741823*1.26) - 142
trigger64 = var(0) = -164
trigger64 = 1 || var(2) := floor(1073741823*1.28) - 53
trigger65 = var(0) = -165
trigger65 = 1 || var(2) := floor(1073741823*1.3) - 55
trigger66 = var(0) = -166
trigger66 = 1 || var(2) := floor(1073741823*1.32) - 188
trigger67 = var(0) = -167
trigger67 = 1 || var(2) := floor(1073741823*1.34) + 9
trigger68 = var(0) = -168
trigger68 = 1 || var(2) := floor(1073741823*1.36) + 19
trigger69 = var(0) = -169
trigger69 = 1 || var(2) := floor(1073741823*1.38) - 88
trigger70 = var(0) = -170
trigger70 = 1 || var(2) := floor(1073741823*1.4) - 127
trigger71 = var(0) = -171
trigger71 = 1 || var(2) := floor(1073741823*1.42) + 206
trigger72 = var(0) = -172
trigger72 = 1 || var(2) := floor(1073741823*1.44) + 70
trigger73 = var(0) = -173
trigger73 = 1 || var(2) := floor(1073741823*1.46) - 149
trigger74 = var(0) = -174
trigger74 = 1 || var(2) := floor(1073741823*1.48) + 42
trigger75 = var(0) = -175
trigger75 = 1 || var(2) := floor(1073741823*1.5) - 168
trigger76 = var(0) = -176
trigger76 = 1 || var(2) := floor(1073741823*1.52) + 57
trigger77 = var(0) = -177
trigger77 = 1 || var(2) := floor(1073741823*1.54) + 84
trigger78 = var(0) = -178
trigger78 = 1 || var(2) := floor(1073741823*1.56) + 162
trigger79 = var(0) = -179
trigger79 = 1 || var(2) := floor(1073741823*1.58) + 105
trigger80 = var(0) = -180
trigger80 = 1 || var(2) := floor(1073741823*1.6) - 210
trigger81 = var(0) = -181
trigger81 = 1 || var(2) := floor(1073741823*1.62) + 42
trigger82 = var(0) = -182
trigger82 = 1 || var(2) := floor(1073741823*1.64) - 176
trigger83 = var(0) = -183
trigger83 = 1 || var(2) := floor(1073741823*1.66) - 138
trigger84 = var(0) = -184
trigger84 = 1 || var(2) := floor(1073741823*1.68) + 131
trigger85 = var(0) = -185
trigger85 = 1 || var(2) := floor(1073741823*1.7) + 126
trigger86 = var(0) = -186
trigger86 = 1 || var(2) := floor(1073741823*1.72) - 206
trigger87 = var(0) = -187
trigger87 = 1 || var(2) := floor(1073741823*1.74) + 107
trigger88 = var(0) = -188
trigger88 = 1 || var(2) := floor(1073741823*1.76) + 40
trigger89 = var(0) = -189
trigger89 = 1 || var(2) := floor(1073741823*1.78) - 32
trigger90 = var(0) = -190
trigger90 = 1 || var(2) := floor(1073741823*1.8) - 95
trigger91 = var(0) = -191
trigger91 = 1 || var(2) := floor(1073741823*1.82) - 185
trigger92 = var(0) = -192
trigger92 = 1 || var(2) := floor(1073741823*1.84) + 122
trigger93 = var(0) = -193
trigger93 = 1 || var(2) := floor(1073741823*1.86)
trigger94 = var(0) = -194
trigger94 = 1 || var(2) := floor(1073741823*1.88) + 238
trigger95 = var(0) = -195
trigger95 = 1 || var(2) := floor(1073741823*1.9) - 212
trigger96 = var(0) = -196
trigger96 = 1 || var(2) := floor(1073741823*1.92) + 86
trigger97 = var(0) = -197
trigger97 = 1 || var(2) := floor(1073741823*1.94) + 88
trigger98 = var(0) = -198
trigger98 = 1 || var(2) := floor(1073741823*1.96) + 166
trigger99 = var(0) = -199
trigger99 = 1 || var(2) := floor(1073741823*1.98) - 118
trigger100= var(0) = -200
trigger100= 1 || var(2) := 2147483646
ignorehitpause = 1

[state ~-100,100~の攻撃]
type = null
trigger1 = var(0) >= 201
trigger1 = 1 || var(2) := 2147483647
trigger2 = var(0) = [-249,-201]
trigger2 = 1 || var(2) := 1073741824
trigger3 = var(0) <= -250
trigger3 = 1 || var(2) := 2147483647
ignorehitpause = 1

[state 201~300の攻撃]
type = null
triggerall = ishelper
triggerall = var(0) = [201,300]
trigger1 = var(0) = 201
trigger1 = 1 || var(3) := 21474902
trigger2 = var(0) = 202
trigger2 = 1 || var(3) := 21474902*2 - 145
trigger3 = var(0) = 203
trigger3 = 1 || var(3) := 21474902*3 - 238
trigger4 = var(0) = 204
trigger4 = 1 || var(3) := 21474902*4 - 269
trigger5 = var(0) = 205
trigger5 = 1 || var(3) := 21474902*5 - 435
trigger6 = var(0) = 206
trigger6 = 1 || var(3) := 21474902*6 - 335
trigger7 = var(0) = 207
trigger7 = 1 || var(3) := 21474902*7 - 590
trigger8 = var(0) = 208
trigger8 = 1 || var(3) := 21474902*8 - 398
trigger9 = var(0) = 209
trigger9 = 1 || var(3) := 21474902*9 - 548
trigger10 = var(0) = 210
trigger10 = 1 || var(3) := 21474902*10 - 670
trigger11 = var(0) = 211
trigger11 = 1 || var(3) := 21474902*11 - 606
trigger12 = var(0) = 212
trigger12 = 1 || var(3) := 21474902*12 - 712
trigger13 = var(0) = 213
trigger13 = 1 || var(3) := 21474902*13 - 720
trigger14 = var(0) = 214
trigger14 = 1 || var(3) := 21474902*14 - 883
trigger15 = var(0) = 215
trigger15 = 1 || var(3) := 21474902*15 - 1116
trigger16 = var(0) = 216
trigger16 = 1 || var(3) := 21474902*16 - 973
trigger17 = var(0) = 217
trigger17 = 1 || var(3) := 21474902*17 - 1150
trigger18 = var(0) = 218
trigger18 = 1 || var(3) := 21474902*18 - 1095
trigger19 = var(0) = 219
trigger19 = 1 || var(3) := 21474902*19 - 1109
trigger20 = var(0) = 220
trigger20 = 1 || var(3) := 21474902*20 - 1454
trigger21 = var(0) = 221
trigger21 = 1 || var(3) := 21474902*21 - 1407
trigger22 = var(0) = 222
trigger22 = 1 || var(3) := 21474902*22 - 1440
trigger23 = var(0) = 223
trigger23 = 1 || var(3) := 21474902*23 - 1352
trigger24 = var(0) = 224
trigger24 = 1 || var(3) := 21474902*24 - 1529
trigger25 = var(0) = 225
trigger25 = 1 || var(3) := 21474902*25 - 1676
trigger26 = var(0) = 226
trigger26 = 1 || var(3) := 21474902*26 - 1770
trigger27 = var(0) = 227
trigger27 = 1 || var(3) := 21474902*27 - 1736
trigger28 = var(0) = 228
trigger28 = 1 || var(3) := 21474902*28 - 1790
trigger29 = var(0) = 229
trigger29 = 1 || var(3) := 21474902*29 - 1770
trigger30 = var(0) = 230
trigger30 = 1 || var(3) := 21474902*30 - 1806
trigger31 = var(0) = 231
trigger31 = 1 || var(3) := 21474902*31 - 1987
trigger32 = var(0) = 232
trigger32 = 1 || var(3) := 21474902*32 - 2015
trigger33 = var(0) = 233
trigger33 = 1 || var(3) := 21474902*33 - 2242
trigger34 = var(0) = 234
trigger34 = 1 || var(3) := 21474902*34 - 2280
trigger35 = var(0) = 235
trigger35 = 1 || var(3) := 21474902*35 - 2400
trigger36 = var(0) = 236
trigger36 = 1 || var(3) := 21474902*36 - 2482
trigger37 = var(0) = 237
trigger37 = 1 || var(3) := 21474902*37 - 2360
trigger38 = var(0) = 238
trigger38 = 1 || var(3) := 21474902*38 - 2550
trigger39 = var(0) = 239
trigger39 = 1 || var(3) := 21474902*39 - 2450
trigger40 = var(0) = 240
trigger40 = 1 || var(3) := 21474902*40 - 2500
trigger41 = var(0) = 241
trigger41 = 1 || var(3) := 21474902*41 - 2752
trigger42 = var(0) = 242
trigger42 = 1 || var(3) := 21474902*42 - 2840
trigger43 = var(0) = 243
trigger43 = 1 || var(3) := 21474902*43 - 2732
trigger44 = var(0) = 244
trigger44 = 1 || var(3) := 21474902*44 - 2736
trigger45 = var(0) = 245
trigger45 = 1 || var(3) := 21474902*45 - 3130
trigger46 = var(0) = 246
trigger46 = 1 || var(3) := 21474902*46 - 3013
trigger47 = var(0) = 247
trigger47 = 1 || var(3) := 21474902*47 - 2972
trigger48 = var(0) = 248
trigger48 = 1 || var(3) := 21474902*48 - 3186
trigger49 = var(0) = 249
trigger49 = 1 || var(3) := 21474902*49 - 3410
trigger50 = var(0) = 250
trigger50 = 1 || var(3) := 21474902*50 - 3358
trigger51 = var(0) = 251
trigger51 = 1 || var(3) := 21474902*51 - 3505
trigger52 = var(0) = 252
trigger52 = 1 || var(3) := 21474902*52 - 3493
trigger53 = var(0) = 253
trigger53 = 1 || var(3) := 21474902*53 - 3335
trigger54 = var(0) = 254
trigger54 = 1 || var(3) := 21474902*54 - 3418
trigger55 = var(0) = 255
trigger55 = 1 || var(3) := 21474902*55 - 3695
trigger56 = var(0) = 256
trigger56 = 1 || var(3) := 21474902*56 - 3672
trigger57 = var(0) = 257
trigger57 = 1 || var(3) := 21474902*57 - 3644
trigger58 = var(0) = 258
trigger58 = 1 || var(3) := 21474902*58 - 3889
trigger59 = var(0) = 259
trigger59 = 1 || var(3) := 21474902*59 - 3803
trigger60 = var(0) = 260
trigger60 = 1 || var(3) := 21474902*60 - 4034
trigger61 = var(0) = 261
trigger61 = 1 || var(3) := 21474902*61 - 3906
trigger62 = var(0) = 262
trigger62 = 1 || var(3) := 21474902*62 - 4014
trigger63 = var(0) = 263
trigger63 = 1 || var(3) := 21474902*63 - 4058
trigger64 = var(0) = 264
trigger64 = 1 || var(3) := 21474902*64 - 4142
trigger65 = var(0) = 265
trigger65 = 1 || var(3) := 21474902*65 - 4345
trigger66 = var(0) = 266
trigger66 = 1 || var(3) := 21474902*66 - 4272
trigger67 = var(0) = 267
trigger67 = 1 || var(3) := 21474902*67 - 4395
trigger68 = var(0) = 268
trigger68 = 1 || var(3) := 21474902*68 - 4252
trigger69 = var(0) = 269
trigger69 = 1 || var(3) := 21474902*69 - 4736
trigger70 = var(0) = 270
trigger70 = 1 || var(3) := 21474902*70 - 4399
trigger71 = var(0) = 271
trigger71 = 1 || var(3) := 21474902*71 - 4550
trigger72 = var(0) = 272
trigger72 = 1 || var(3) := 21474902*72 - 4608
trigger73 = var(0) = 273
trigger73 = 1 || var(3) := 21474902*73 - 4913
trigger74 = var(0) = 274
trigger74 = 1 || var(3) := 21474902*74 - 4820
trigger75 = var(0) = 275
trigger75 = 1 || var(3) := 21474902*75 - 5093
trigger76 = var(0) = 276
trigger76 = 1 || var(3) := 21474902*76 - 5032
trigger77 = var(0) = 277
trigger77 = 1 || var(3) := 21474902*77 - 4872
trigger78 = var(0) = 278
trigger78 = 1 || var(3) := 21474902*78 - 5327
trigger79 = var(0) = 279
trigger79 = 1 || var(3) := 21474902*79 - 5110
trigger80 = var(0) = 280
trigger80 = 1 || var(3) := 21474902*80 - 5387
trigger81 = var(0) = 281
trigger81 = 1 || var(3) := 21474902*81 - 5307
trigger82 = var(0) = 282
trigger82 = 1 || var(3) := 21474902*82 - 5502
trigger83 = var(0) = 283
trigger83 = 1 || var(3) := 21474902*83 - 5568
trigger84 = var(0) = 284
trigger84 = 1 || var(3) := 21474902*84 - 5586
trigger85 = var(0) = 285
trigger85 = 1 || var(3) := 21474902*85 - 5618
trigger86 = var(0) = 286
trigger86 = 1 || var(3) := 21474902*86 - 5700
trigger87 = var(0) = 287
trigger87 = 1 || var(3) := 21474902*87 - 5850
trigger88 = var(0) = 288
trigger88 = 1 || var(3) := 21474902*88 - 5533
trigger89 = var(0) = 289
trigger89 = 1 || var(3) := 21474902*89 - 5779
trigger90 = var(0) = 290
trigger90 = 1 || var(3) := 21474902*90 - 6010
trigger91 = var(0) = 291
trigger91 = 1 || var(3) := 21474902*91 - 6156
trigger92 = var(0) = 292
trigger92 = 1 || var(3) := 21474902*92 - 6120
trigger93 = var(0) = 293
trigger93 = 1 || var(3) := 21474902*93 - 6330
trigger94 = var(0) = 294
trigger94 = 1 || var(3) := 21474902*94 - 6102
trigger95 = var(0) = 295
trigger95 = 1 || var(3) := 21474902*95 - 6378
trigger96 = var(0) = 296
trigger96 = 1 || var(3) := 21474902*96 - 6428
trigger97 = var(0) = 297
trigger97 = 1 || var(3) := 21474902*97 - 6610
trigger98 = var(0) = 298
trigger98 = 1 || var(3) := 21474902*98 - 6702
trigger99 = var(0) = 299
trigger99 = 1 || var(3) := 21474902*99 - 6454
trigger100= var(0) = 300
trigger100= 1 || var(3) := 21474902*100 - 6748
ignorehitpause = 1

[state -300~-201の攻撃]
type = null
triggerall = ishelper
triggerall = var(0) = [-300,-201]
trigger1 = var(0) = -201
trigger1 = 1 || var(3) := 1095216727
trigger2 = var(0) = -202
trigger2 = 1 || var(3) := floor(1073741823*1.04) + 27
trigger3 = var(0) = -203
trigger3 = 1 || var(3) := floor(1073741823*1.06) + 20
trigger4 = var(0) = -204
trigger4 = 1 || var(3) := floor(1073741823*1.08) - 54
trigger5 = var(0) = -205
trigger5 = 1 || var(3) := floor(1073741823*1.1) - 132
trigger6 = var(0) = -206
trigger6 = 1 || var(3) := floor(1073741823*1.12) + 54
trigger7 = var(0) = -207
trigger7 = 1 || var(3) := floor(1073741823*1.14) - 115
trigger8 = var(0) = -208
trigger8 = 1 || var(3) := floor(1073741823*1.16) + 162
trigger9 = var(0) = -209
trigger9 = 1 || var(3) := floor(1073741823*1.18) + 97
trigger10 = var(0) = -210
trigger10 = 1 || var(3) := floor(1073741823*1.2) - 66
trigger11 = var(0) = -211
trigger11 = 1 || var(3) := floor(1073741823*1.22) + 83
trigger12 = var(0) = -212
trigger12 = 1 || var(3) := floor(1073741823*1.24) + 63
trigger13 = var(0) = -213
trigger13 = 1 || var(3) := floor(1073741823*1.26) + 142
trigger14 = var(0) = -214
trigger14 = 1 || var(3) := floor(1073741823*1.28) + 65
trigger15 = var(0) = -215
trigger15 = 1 || var(3) := floor(1073741823*1.3) - 82
trigger16 = var(0) = -216
trigger16 = 1 || var(3) := floor(1073741823*1.32) + 20
trigger17 = var(0) = -217
trigger17 = 1 || var(3) := floor(1073741823*1.34) - 72
trigger18 = var(0) = -218
trigger18 = 1 || var(3) := floor(1073741823*1.36) + 70
trigger19 = var(0) = -219
trigger19 = 1 || var(3) := floor(1073741823*1.38) + 140
trigger20 = var(0) = -220
trigger20 = 1 || var(3) := floor(1073741823*1.4) - 118
trigger21 = var(0) = -221
trigger21 = 1 || var(3) := floor(1073741823*1.42) + 15
trigger22 = var(0) = -222
trigger22 = 1 || var(3) := floor(1073741823*1.44) - 60
trigger23 = var(0) = -223
trigger23 = 1 || var(3) := floor(1073741823*1.46) + 113
trigger24 = var(0) = -224
trigger24 = 1 || var(3) := floor(1073741823*1.48) + 23
trigger25 = var(0) = -225
trigger25 = 1 || var(3) := floor(1073741823*1.5) - 38
trigger26 = var(0) = -226
trigger26 = 1 || var(3) := floor(1073741823*1.52) - 46
trigger27 = var(0) = -227
trigger27 = 1 || var(3) := floor(1073741823*1.54) + 74
trigger28 = var(0) = -228
trigger28 = 1 || var(3) := floor(1073741823*1.56) + 105
trigger29 = var(0) = -229
trigger29 = 1 || var(3) := floor(1073741823*1.58) + 83
trigger30 = var(0) = -230
trigger30 = 1 || var(3) := floor(1073741823*1.6) + 133
trigger31 = var(0) = -231
trigger31 = 1 || var(3) := floor(1073741823*1.62) + 39
trigger32 = var(0) = -232
trigger32 = 1 || var(3) := floor(1073741823*1.64) + 97
trigger33 = var(0) = -233
trigger33 = 1 || var(3) := floor(1073741823*1.66) - 45
trigger34 = var(0) = -234
trigger34 = 1 || var(3) := floor(1073741823*1.68) + 2
trigger35 = var(0) = -235
trigger35 = 1 || var(3) := floor(1073741823*1.7) - 159
trigger36 = var(0) = -236
trigger36 = 1 || var(3) := floor(1073741823*1.72) - 154
trigger37 = var(0) = -237
trigger37 = 1 || var(3) := floor(1073741823*1.74) + 55
trigger38 = var(0) = -238
trigger38 = 1 || var(3) := floor(1073741823*1.76) - 50
trigger39 = var(0) = -239
trigger39 = 1 || var(3) := floor(1073741823*1.78) + 136
trigger40 = var(0) = -240
trigger40 = 1 || var(3) := floor(1073741823*1.8) + 171
trigger41 = var(0) = -241
trigger41 = 1 || var(3) := floor(1073741823*1.82) - 122
trigger42 = var(0) = -242
trigger42 = 1 || var(3) := floor(1073741823*1.84) - 124
trigger43 = var(0) = -243
trigger43 = 1 || var(3) := floor(1073741823*1.86) + 70
trigger44 = var(0) = -244
trigger44 = 1 || var(3) := floor(1073741823*1.88) + 152
trigger45 = var(0) = -245
trigger45 = 1 || var(3) := floor(1073741823*1.9) - 158
trigger46 = var(0) = -246
trigger46 = 1 || var(3) := floor(1073741823*1.92) + 46
trigger47 = var(0) = -247
trigger47 = 1 || var(3) := floor(1073741823*1.94) + 46
trigger48 = var(0) = -248
trigger48 = 1 || var(3) := floor(1073741823*1.96) - 82
trigger49 = var(0) = -249
trigger49 = 1 || var(3) := floor(1073741823*1.98) - 220
trigger50 = var(0) = -250
trigger50 = 1 || var(3) := floor(1073741823*1) - 82
trigger51 = var(0) = -251
trigger51 = 1 || var(3) := floor(1073741823*1.02) - 142
trigger52 = var(0) = -252
trigger52 = 1 || var(3) := floor(1073741823*1.04) - 46
trigger53 = var(0) = -253
trigger53 = 1 || var(3) := floor(1073741823*1.06) + 200
trigger54 = var(0) = -254
trigger54 = 1 || var(3) := floor(1073741823*1.08) + 75
trigger55 = var(0) = -255
trigger55 = 1 || var(3) := floor(1073741823*1.1) - 118
trigger56 = var(0) = -256
trigger56 = 1 || var(3) := floor(1073741823*1.12) - 8
trigger57 = var(0) = -257
trigger57 = 1 || var(3) := floor(1073741823*1.14) + 106
trigger58 = var(0) = -258
trigger58 = 1 || var(3) := floor(1073741823*1.16) - 52
trigger59 = var(0) = -259
trigger59 = 1 || var(3) := floor(1073741823*1.18) + 118
trigger60 = var(0) = -260
trigger60 = 1 || var(3) := floor(1073741823*1.2) - 153
trigger61 = var(0) = -261
trigger61 = 1 || var(3) := floor(1073741823*1.22) + 60
trigger62 = var(0) = -262
trigger62 = 1 || var(3) := floor(1073741823*1.24) + 38
trigger63 = var(0) = -263
trigger63 = 1 || var(3) := floor(1073741823*1.26) + 80
trigger64 = var(0) = -264
trigger64 = 1 || var(3) := floor(1073741823*1.28) + 82
trigger65 = var(0) = -265
trigger65 = 1 || var(3) := floor(1073741823*1.3) - 36
trigger66 = var(0) = -266
trigger66 = 1 || var(3) := floor(1073741823*1.32) - 4
trigger67 = var(0) = -267
trigger67 = 1 || var(3) := floor(1073741823*1.34) - 39
trigger68 = var(0) = -268
trigger68 = 1 || var(3) := floor(1073741823*1.36) + 188
trigger69 = var(0) = -269
trigger69 = 1 || var(3) := floor(1073741823*1.38) - 208
trigger70 = var(0) = -270
trigger70 = 1 || var(3) := floor(1073741823*1.4) + 213
trigger71 = var(0) = -271
trigger71 = 1 || var(3) := floor(1073741823*1.42) + 150
trigger72 = var(0) = -272
trigger72 = 1 || var(3) := floor(1073741823*1.44) + 48
trigger73 = var(0) = -273
trigger73 = 1 || var(3) := floor(1073741823*1.46) - 171
trigger74 = var(0) = -274
trigger74 = 1 || var(3) := floor(1073741823*1.48) + 7
trigger75 = var(0) = -275
trigger75 = 1 || var(3) := floor(1073741823*1.5) - 178
trigger76 = var(0) = -276
trigger76 = 1 || var(3) := floor(1073741823*1.52) - 32
trigger77 = var(0) = -277
trigger77 = 1 || var(3) := floor(1073741823*1.54) + 214
trigger78 = var(0) = -278
trigger78 = 1 || var(3) := floor(1073741823*1.56) - 156
trigger79 = var(0) = -279
trigger79 = 1 || var(3) := floor(1073741823*1.58) + 20
trigger80 = var(0) = -280
trigger80 = 1 || var(3) := floor(1073741823*1.6) - 173
trigger81 = var(0) = -281
trigger81 = 1 || var(3) := floor(1073741823*1.62) - 6
trigger82 = var(0) = -282
trigger82 = 1 || var(3) := floor(1073741823*1.64) - 115
trigger83 = var(0) = -283
trigger83 = 1 || var(3) := floor(1073741823*1.66) - 95
trigger84 = var(0) = -284
trigger84 = 1 || var(3) := floor(1073741823*1.68) - 27
trigger85 = var(0) = -285
trigger85 = 1 || var(3) := floor(1073741823*1.7) - 100
trigger86 = var(0) = -286
trigger86 = 1 || var(3) := floor(1073741823*1.72) - 97
trigger87 = var(0) = -287
trigger87 = 1 || var(3) := floor(1073741823*1.74) - 159
trigger88 = var(0) = -288
trigger88 = 1 || var(3) := floor(1073741823*1.76) + 243
trigger89 = var(0) = -289
trigger89 = 1 || var(3) := floor(1073741823*1.78) + 83
trigger90 = var(0) = -290
trigger90 = 1 || var(3) := floor(1073741823*1.8) - 62
trigger91 = var(0) = -291
trigger91 = 1 || var(3) := floor(1073741823*1.82) - 250
trigger92 = var(0) = -292
trigger92 = 1 || var(3) := floor(1073741823*1.84) - 128
trigger93 = var(0) = -293
trigger93 = 1 || var(3) := floor(1073741823*1.86) - 253
trigger94 = var(0) = -294
trigger94 = 1 || var(3) := floor(1073741823*1.88) + 62
trigger95 = var(0) = -295
trigger95 = 1 || var(3) := floor(1073741823*1.9) - 128
trigger96 = var(0) = -296
trigger96 = 1 || var(3) := floor(1073741823*1.92) - 93
trigger97 = var(0) = -297
trigger97 = 1 || var(3) := floor(1073741823*1.94) - 318
trigger98 = var(0) = -298
trigger98 = 1 || var(3) := floor(1073741823*1.96) - 323
trigger99 = var(0) = -299
trigger99 = 1 || var(3) := floor(1073741823*1.98) + 10
trigger100= var(0) = -300
trigger100= 1 || var(3) := floor(1073741823*2) - 192
ignorehitpause = 1

[state -フロー用の独自proj]
type = null
triggerall = ishelper
triggerall = (var(9)&1)
trigger1 = abs(var(0)) = [201,300]
trigger1 = 1 || var(5) := 2
trigger2 = (var(0) = [-200,-101]) || (var(0) = [101,200]) || var(0) = -101 || (abs(var(0)) = [51,100])
trigger2 = 1 || var(5) := 1
trigger3 = abs(var(0)) = 50
trigger3 = 1 || var(5) := -1
trigger4 = var(0) = -1 || var(0) = 1 || (var(0) = [-11,-2]) || (abs(var(0)) = [2,13]) || (var(0) = [-15,-14]) || (abs(var(0)) = [14,17]) || (var(0) = [-26,-19]) || (var(0) = [-29,-28])
trigger4 = 1 || var(5) := -2
trigger5 = (var(0) = [18,30]) || (var(0) = [32,33]) || (var(0) = [-33,-30]) || (var(0) = [36,37]) || (abs(var(0)) = [34,35]) || abs(var(0)) = 38 || var(0) = 39 || (abs(var(0)) = [41,49])
trigger5 = 1 || var(5) := -2
trigger6 = var(0) = -18 || var(0) = -36 || var(0) = -37 || var(0) = -39 || abs(var(0)) = 40
trigger6 = 1 || var(5) := -3
trigger7 = var(0) = -27 || var(0) = 31
trigger7 = 1 || var(5) := -5
ignorehitpause = 1

[state -defenceの逆転]
type = null
triggerall = ishelper
triggerall = var(0) < 0
trigger1 = var(1)
trigger1 = 0 && var(1) := (var(1)^-1)				;全ビット反転
trigger2 = var(2)
trigger2 = 0 && var(2) := (var(2)^-1)
trigger3 = var(3)
trigger3 = 0 && var(3) := (var(3)^-1)
trigger4 = var(4)
trigger4 = 0 && var(4) := (var(4)^-1)
trigger5 = var(5)
trigger5 = 0 && var(5) := (var(5)^-1)
trigger6 = var(6)
trigger6 = 0 && var(6) := (var(6)^-1)
ignorehitpause = 1

[state ,精密フロー1]
type = Projectile
triggerall = ishelper
trigger1 = ceil(root,sysfvar(0)) = [8000,9999]
trigger1 = var(1)
projID = 1
projanim = 10000
attr = SCA, AA, AP, AT
damage = var(1)
getpower = 0, 0
givepower = 0, 0
projremove = 1
projhits = 10
hitflag = MADF
numhits = 0
sparkno = -1
projremove = 1
projremovetime = 1
projedgebound = 100000000
projstagebound = 100000000
projheightbound = -100000000, 100000000
pausemovetime = 100000000
supermovetime = 100000000
guard.dist = 0
ignorehitpause = 1

[state ,精密フロー2]
type = Projectile
triggerall = ishelper
trigger1 = ceil(root,sysfvar(0)) = [8000,9999]
trigger1 = var(2)
projID = 2
projanim = 10000
attr = SCA, AA, AP, AT
damage = var(2)
getpower = 0, 0
givepower = 0, 0
projremove = 1
projhits = 10
hitflag = MADF
numhits = 0
sparkno = -1
projremove = 1
projremovetime = 1
projedgebound = 100000000
projstagebound = 100000000
projheightbound = -100000000, 100000000
pausemovetime = 100000000
supermovetime = 100000000
guard.dist = 0
ignorehitpause = 1

[state ,精密フロー3]
type = Projectile
triggerall = ishelper
trigger1 = ceil(root,sysfvar(0)) = [8000,9999]
trigger1 = var(3)
projID = 3
projanim = 10000
attr = SCA, AA, AP, AT
damage = var(3)
getpower = 0, 0
givepower = 0, 0
projremove = 1
projhits = 10
hitflag = MADF
numhits = 0
sparkno = -1
projremove = 1
projremovetime = 1
projedgebound = 100000000
projstagebound = 100000000
projheightbound = -100000000, 100000000
pausemovetime = 100000000
supermovetime = 100000000
guard.dist = 0
ignorehitpause = 1

[state ,精密フロー4]
type = Projectile
triggerall = ishelper
trigger1 = ceil(root,sysfvar(0)) = [8000,9999]
trigger1 = var(4)
projID = 4
projanim = 10000
attr = SCA, AA, AP, AT
damage = var(4)
getpower = 0, 0
givepower = 0, 0
projremove = 1
projhits = 10
hitflag = MADF
numhits = 0
sparkno = -1
projremove = 1
projremovetime = 1
projedgebound = 100000000
projstagebound = 100000000
projheightbound = -100000000, 100000000
pausemovetime = 100000000
supermovetime = 100000000
guard.dist = 0
ignorehitpause = 1

[state ,精密フロー5]
type = Projectile
triggerall = ishelper
trigger1 = ceil(root,sysfvar(0)) = [8000,9999]
trigger1 = var(5)
projID = 5
projanim = 10000
attr = SCA, AA, AP, AT
damage = var(5)
getpower = 0, 0
givepower = 0, 0
projremove = 1
projhits = 10
hitflag = MADF
numhits = 0
sparkno = -1
projremove = 1
projremovetime = 1
projedgebound = 100000000
projstagebound = 100000000
projheightbound = -100000000, 100000000
pausemovetime = 100000000
supermovetime = 100000000
guard.dist = 0
ignorehitpause = 1

[state ,精密フロー6]
type = Projectile
triggerall = ishelper
trigger1 = ceil(root,sysfvar(0)) = [8000,9999]
trigger1 = var(6)
projID = 6
projanim = 10000
attr = SCA, AA, AP, AT
damage = var(6)
getpower = 0, 0
givepower = 0, 0
projremove = 1
projhits = 10
hitflag = MADF
numhits = 0
sparkno = -1
projremove = 1
projremovetime = 1
projedgebound = 100000000
projstagebound = 100000000
projheightbound = -100000000, 100000000
pausemovetime = 100000000
supermovetime = 100000000
guard.dist = 0
ignorehitpause = 1

[State , ]
type = Reversaldef
triggerall = ishelper(500000)
trigger1 = ceil(root,sysfvar(0)) > 10000
trigger1 = (ceil(root,fvar(0))%3500 = [1200,1599])
reversal.attr = SCA, AA, AT, AP
pausetime = 0,ifelse(enemy,hitpausetime < 2,3,0)
sparkno = -1
hitsound = -1
ignorehitpause = 1

[State 0, TargetDrop]
type = TargetDrop
trigger1 = 1
ignorehitpause = 1

;混线最终helper4
[Statedef 600000]
type = U
movetype = U
physics = U
hitdefpersist = 1
movehitpersist = 1

[State ];动画锁定
type = Changeanim
trigger1 = ishelper(600000)
trigger1 = anim!= 8888
value = 8888;无框动画
ignorehitpause = 1

[State ];不可控
type = Ctrlset
trigger1 = ishelper(600000)
value = 0
ignorehitpause = 1

[State ];保持在画面内
type = Screenbound
trigger1 = ishelper(600000)
value = 0
ignorehitpause = 1

[State ];特殊断言
type = Assertspecial
trigger1 = ishelper(600000)
flag = invisible;不可见
flag2 = noshadow;无影子
ignorehitpause = 1

[State ];不会被推挤
type = Playerpush
trigger1 = ishelper(600000)
value = 0
ignorehitpause = 1

[State ];无敌，防止被干扰
type = NotHitBy
trigger1 = IsHelper(600000)
value = SCA;S站立 C下蹲 A空中
ignorehitpause = 1

[State ]
type = LifeSet
trigger1 = ishelper(600000)
value = LifeMax
ignorehitpause = 1

[State ]
type = ParentVarSet
trigger1 = ishelper(600000)
trigger1 = Parent,id = root,id
fv = 6
value = id
ignorehitpause = 1

[state ]
type = selfstate
triggerall = ishelper(600000)
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 = (ceil(root,fvar(0)))%3500 = [1200,1599]  ;targetstate施行中
trigger3 = (ceil(root,fvar(0)))%3500 = [2000,2849] ;變數弄施行中
trigger4 = (ceil(root,fvar(0)))%3500 = [600,799]  ;targetstate施行中
trigger5 = roundstate = 1
trigger6 = ceil(root,sysfvar(0)) = [7500,7999]
value = 5150;固定到5150，不讀取以下的控制器了
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(600000)
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(600000)
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(600000)
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(600000)
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(600000)
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(600000)
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(600000)
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(600000)
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(600000)
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(600000)
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(600000)
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(600000)
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(600000)
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 = 600001								;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(600000)
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 = 600002								;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(600000)
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 = 600004								;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(600000)
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 = 600005											;連續三次方程
ignorehitpause = 1

[state , 第5gametime及其變量紀錄]
type = null
triggerall = ishelper(600000)
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(600000)
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 = 600003								;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(600000)
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 = 600006								;二次方程克拉瑪
ignorehitpause = 1


[state , 準state固定]
type = changestate
trigger1 = ishelper(600000)
value = 5150
ignorehitpause = 1

;---------------------------------------------------------------------------
;連續二次方程(整數)
[statedef 600001]
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(600000)
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(600000)
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(600000)
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(600000)
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(600000)
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(600000)
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(600000)
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(600000)
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(600000)
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 = 600004								;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(600000)
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 = 600005											;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(600000)
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 = 600006								;二次方程克拉瑪
ignorehitpause = 1

[state , 準state固定]
type = changestate
trigger1 = ishelper(600000)
value = 5150
ignorehitpause = 1

;---------------------------------------------------------------------------
;連續三次方程(整數)
[statedef 600002]
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(600000)
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(600000)
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(600000)
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(600000)
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(600000)
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(600000)
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(600000)
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(600000)
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(600000)
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 = 600004								;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(600000)
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 = 600005											;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(600000)
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 = 600006								;二次方程克拉瑪
ignorehitpause = 1

[state , 準state固定]
type = changestate
trigger1 = ishelper(600000)
value = 5150
ignorehitpause = 1

;---------------------------------------------------------------------------
;二次方程克拉瑪地帯(整數)
[statedef 600003]
type = U
movetype = U
physics = U
hitdefpersist = 1
movehitpersist = 1

[state , |A|,|A1|,|A2|計測]
type = null
triggerall = ishelper(600000)
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(600000)
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(600000)
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(600000)
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(600000)
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(600000)
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(600000)
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(600000)
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(600000)
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 = 600004								;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(600000)
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 = 600005											;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(600000)
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 = 600006								;二次方程克拉瑪
ignorehitpause = 1

[state , 準state固定]
type = changestate
trigger1 = ishelper(600000)
value = 5150
ignorehitpause = 1

;---------------------------------------------------------------------------
;連續二次方程(小數)
[statedef 600004]
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(600000)
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(600000)
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(600000)
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(600000)
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(600000)
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(600000)
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(600000)
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(600000)
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(600000)
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

[state , 準state固定]
type = changestate
trigger1 = ishelper(600000)
value = 5150
ignorehitpause = 1

;---------------------------------------------------------------------------
;連續三次方程(小數)
[statedef 600005]
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(600000)
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(600000)
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(600000)
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(600000)
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(600000)
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(600000)
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(600000)
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(600000)
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


[state , 準state固定]
type = changestate
trigger1 = ishelper(600000)
value = 5150
ignorehitpause = 1

;---------------------------------------------------------------------------
;二次方程克拉瑪地帯(小數)
[statedef 600006]
type = U
movetype = U
physics = U
hitdefpersist = 1
movehitpersist = 1

[state , |α|,|α1|,|α2|計測]
type = null
triggerall = ishelper(600000)
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(600000)
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(600000)
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(600000)
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(600000)
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(600000)
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(600000)
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(600000)
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

[state , 準state固定]
type = changestate
trigger1 = ishelper(600000)
value = 5150
ignorehitpause = 1

;领域占有helper-保证混线攻击helper召唤
[Statedef 8888]
type = U
movetype = U
physics = U
movehitpersist = 1
hitdefpersist = 1

[State ]
type = Changestate
trigger1 = name!="kyoka no attama"
value = ifelse(ishelper,114514,ifelse(hitpausetime < 2,1000043,1000044))
ignorehitpause = 1

[State ];动画锁定
type = Changeanim
trigger1 = ishelper(8888)
trigger1 = anim!= 8888
value = 8888;无框动画
ignorehitpause = 1

[State ];不可控
type = Ctrlset
trigger1 = ishelper(8888)
value = 0
ignorehitpause = 1

[State ];保持在画面内
type = Screenbound
trigger1 = ishelper(8888)
value = 0
ignorehitpause = 1

[State ];特殊断言
type = Assertspecial
trigger1 = ishelper(8888)
flag = invisible;不可见
flag2 = noshadow;无影子
ignorehitpause = 1

[State ];不会被推挤
type = Playerpush
trigger1 = ishelper(8888)
value = 0
ignorehitpause = 1

[State ];无敌，防止被干扰
type = NotHitBy
trigger1 = IsHelper(8888)
value = SCA;S站立 C下蹲 A空中
ignorehitpause = 1

[State ];自毁
type = DestroySelf
trigger1 = IsHelper(8888)
ignorehitpause = 1