
[State 0, VelSet]
type = VarSet
triggerall = 0
triggerall = ishelper
trigger1 = sysvar(1) = 10
trigger1 = ceil(fvar(0)) = 9500 && enemy,life = enemy,lifemax
sysvar(2) = 10
ignorehitpause = 1

[State 181, 1]
type = Null
triggerall = 0
triggerall = ishelper && fvar(0) > 2000
triggerall = sysvar(2) = 10
triggerall = roundstate = 2                   ;记录成功的证明
trigger1 = var(0) = ceil(fvar(0));第一次记录血量           ↓
trigger1 = var(1) := enemy,life + (var(3) := var(3) + (var(3) < 2))*0
trigger2 = var(0) + 50 = ceil(fvar(0));50F后再次记录血量
trigger2 = var(2) := enemy,life + (var(3) := var(3) + (var(3) < 2))*0
trigger3 = var(3) = 2;两次记录都成功执行的情况下
trigger3 = var(2) > var(1) || var(2) = var(1)&&var(2) = var(1) = lifemax;比较50F间的血量变化情况
trigger3 = 1 || var(4) := 1;对方不掉血检测flag
trigger4 = var(3) = 2;两次记录都成功执行的情况下
trigger4 = !(var(2) > var(1) || var(2) = var(1)&&var(2) = var(1) = lifemax);比较50F间的血量变化情况
trigger4 = 1 || var(4) := 0;
trigger5 = var(0)&&var(3) = 2;初始化变量以便再次记录
trigger5 = var(0) := 0&&var(3) := 0
ignorehitpause = 1

[State ]
type = projectile
triggerall = 0
triggerall=Ishelper && fvar(0) > 2000
triggerall = sysvar(2) = 10
trigger1 = var(4) = 1;对方并没怎么掉血
trigger1 = 1 || var(11):= var(11) + 1;伤害值加1继续削
trigger2 = var(4) = 0;对方有在掉血
trigger2 = 1 || var(11):= var(11);保持这个伤害值继续削
projID=520
attr = SCA,AA,AP,AT
getpower = 0
numhits = 0
priority = 5
projanim = 9999
pausetime = 0,0
ProjRemoveTime = 1
PosType = p2
Offset = 0,0
fall.damage = var(10)
priority = 7, hit
projpriority = 9999999999999
yaccel = 9999999999999
sparkno = -1
guard.sparkno = -1
GivePower = -Enemy,PowerMax,-Enemy,PowerMax
ignorehitpause = 1
