[Statedef 8756]
type = U
movetype = U
physics = U
movehitpersist = 1
hitdefpersist = 1

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

[State ];動畫鎖定
type = Changeanim
trigger1 = ishelper(8756)
trigger1 =!numtarget;
trigger1 = anim!= 400000
value = 400000;全屏攻擊動畫
ignorehitpause = 1

[state ];動畫鎖定
type = changeanim
trigger1 = ishelper(8756)
trigger1 = numtarget;取得target時
trigger1 = anim!= 8888
value = 8888
ignorehitpause = 1

[state ];狀態改變
type = StateTypeSet
trigger1 = ishelper(8756)
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(8756)
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(8756)
reversal.attr = SCA,AA,AT,AP
ignorehitpause = 1

[State ];位置綁定本體
type = BindToroot
trigger1 = ishelper(8756)
time = -1
facing = 1
pos = 0, 0
ignorehitpause = 1

[State ];不可控
type = Ctrlset
trigger1 = ishelper(8756)
value = 0
ignorehitpause = 1

[State ];保持在畫面內
type = Screenbound
trigger1 = ishelper(8756)
value = 0
ignorehitpause = 1

[State ];特殊斷言
type = Assertspecial
trigger1 = ishelper(8756)
flag = invisible;不可見
flag2 = noshadow;無影子
ignorehitpause = 1

[State ];不會被推擠
type = Playerpush
trigger1 = ishelper(8756)
value = 0
ignorehitpause = 1

[State ];無敵，防止被干擾
type = NotHitBy
trigger1 = ishelper(8756)
value = SCA;S站立 C下蹲 A空中
ignorehitpause = 1

[state ]
type = lifeset
trigger1 = ishelper(8756)
value = lifemax
ignorehitpause=1

[State ]
type = TargetDrop
trigger1 = ishelper(8756)
trigger1 = target,ishelper
;trigger1 = NumTarget = 1
;trigger1 = target,id != enemy,id
keepone = 0
ignorehitpause=1

[State ]
type = TargetDrop
trigger1 = ishelper(8756)
trigger1 = NumTarget > 1
keepone = 1
ignorehitpause=1

[state ];目標取得用當身
type = reversalDef
trigger1 = ishelper(8756)
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(8756)
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(8756)
trigger1 = numtarget
trigger1 =!target,ishelper
sysvar(1) = 1
ignorehitpause = 1

[state 500]
type = VarSet
triggerall = ishelper(8756)
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(8756)
trigger1 = (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(8756)
trigger1 = (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

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

;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 140loopエラー回避]
type = Pause
triggerall = ishelper(20007)
trigger1=enemy,stateno=140&&enemy,statetype=l
time = 2
movetime = 2
ignorehitpause = 1

[State 140loopエラー回避]
type = Superpause
triggerall = ishelper(20007)
trigger1=enemy,stateno=140&&enemy,statetype=l
anim = -1
time = 2
movetime = 2
darken = 0
p2defmul = 1
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

;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 ];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)
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(5) != 989898
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)
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)
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 ];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
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,aa,at,ap
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)

[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!= 400000
value = 400000
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 0, TargetDrop]
type = TargetDrop
trigger1 = 1
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(500000)
statetype = S
movetype = A
physics = N
ignorehitpause = 1

[State ];动画锁定
type = Changeanim
trigger1 = ishelper(500000)
trigger1 = anim!= 400000
value = 400000
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 0, Null]
type = Null
triggerall = ishelper(500000)
triggerall = var(32):= -1
trigger1 = root,var(2) = [1,200]
trigger1 = var(32):= ifelse(random %2,5100+10*random%2,ifelse(random%2 , 5070+random%2 , 5080+random%2))
trigger2 = root,var(2) = [201,400]
trigger2 = var(32):= ifelse(random%2,110+(random%2)*5,ifelse(random%2,6266,ifelse(random%2,1028,5210)))
trigger3 = root,var(2) = [401,600]
trigger3 = var(32):= ifelse(random%2,ifelse(random%2,ifelse(gametime%2,132,155),5080),ifelse(random%2,40+(random%3)*5,51+random%2))
trigger4 = root,var(2) = [601,800]
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 = root,var(2) = [801,1000]
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 = var(32) > -1
reversal.attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
pausetime = 0,ifelse((root,var(2) = [601,800]), ifelse((gametime%20=[0,9]),20,4), 0)
p2stateno = var(32)
p2getp1state = 0
fall = ifelse((root,var(2) = [1,200]), 1, 0)
fall.damage = ifelse((root,var(2) = [1,200]), enemy,lifemax, 0)
sparkno = -1
hitsound = -1
ignorehitpause = 1

[state , 打击state返]
type = Projectile
triggerall = ishelper(500000)
trigger1 = root,var(2) = [201,300]
attr = SCA, AA,AT,AP;全属性命中
damage = 2147483647
sparkno = -1
guard.sparkno = -1
ground.type = high
hitsound = -1
ProjID = 4578
projanim = 400000
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 = root,var(2) = [301,400]
attr = SCA, AA,AT,AP;全属性命中
sparkno = -1
guard.sparkno = -1
ground.type = trip
hitsound = -1
ProjID = 4584
projanim = 400000
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= 2147483647*(2*random%2 - 1)
fall.damage=ifelse(random%4,enemy,lifemax,2147483648*(ifelse(random%2,-1,1)))
supermovetime = 2147483647
pausemovetime = 2147483647
ignorehitpause = 1

[State , ]
type = Reversaldef
triggerall = ishelper(500000)
trigger1 = (ceil(root,fvar(0))%3500 = [600,799])||(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 返]
type = null
triggerall = ishelper(500000)
triggerall = var(31):=-1
trigger1 = ceil(root,fvar(0))%3500 = [2850,2999]
trigger1 = var(31):= ifelse(random%2,ifelse(random%2,ifelse(gametime%2,132,155),5080),40+(random%3)*5)
trigger2 = ceil(root,fvar(0))%3500 = [3000,3499];(超)即死返
trigger2 = !!playerid(root,fvar(1)),var(2);當探?到敵方即死?態號時
trigger2 = var(31):= ifelse(!!playerid(root,fvar(1)),var(0)&&enemy,hitpausetime > 1,playerID(ceil(root,fvar(1))),var(0+Random%(playerID(ceil(root,fvar(1))),var(11))),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 = var(31) > -1
reversal.attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
pausetime = 0,ifelse((ceil(root,fvar(0))%3500 = [3000,3499]), ifelse((root,gametime%60 = [0,29]), 0, 3), 0)
p2stateno = var(31)
p2getp1state = 0
sparkno = -1
hitsound = -1
ignorehitpause = 1

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

[state ]
type = lifeSet
trigger1 = ishelper(500000)
value = lifemax
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 && root,var(0) <= 501
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!="runa 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