;===========================================================================
; 必殺技
;===========================================================================
;=============================================================================
;                         ローリングバックラー
;=============================================================================
[Statedef 800]
type    = S
movetype= A
physics = S
juggle  = 1
;velset = 0,0
ctrl = 0
anim = 800
poweradd = 0
sprpriority = 2
facep2 = 1
hitcountpersist = 1

[State 800, 音声]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1050
channel = -1

[State 800, キャンセル入力]
type = ChangeAnim
trigger1 = var(1) = 1
trigger1 = var(27) = 7
trigger1 = Time = 1
trigger2 = var(1) = 2
trigger2 = var(27) = 8
trigger2 = Time = 2
trigger3 = var(1) = 3
trigger3 = var(27) = 9
trigger3 = Time = 3
trigger4 = var(1) >= 4
trigger4 = var(27) = 10
trigger4 = Time = 3
value = 799+Ifelse(var(1)>=4,3,var(1))
Elem = 2

[State 800]
type = PlayerPush
trigger1 = 1
value = Ifelse(P2BodyDist X>10,0,1)

[State 800]
type = ChangeAnim
trigger1 = Time = 0
value = 799+Ifelse(var(1)=4,3,var(1))

[State 800]
type = StateTypeSet
trigger1 = AnimElem = 2
Physics = N

[State 800]
type = PowerAdd
triggerall = Time = 0
trigger1 = var(1) = 4
value = -1000

[State 800,砂煙]
type = Explod
trigger1 = AnimElem = 3
ID = 10800
anim = 10800
pos = 0, 0
postype = p1
removetime = -1
bindtime = -1
sprpriority = 1
ownpal = 1
removeongethit = 1 
ignorehitpause = 1

[State 800, ヒット定義]
type = HitDef
triggerall = var(1) <= 3
trigger1 = AnimElem = 1
attr = S, SA
damage = Ceil((10*6.67)+((5*6.67)*(Ifelse(var(14)=1,1,fvar(1))))),2*4 ;(10,5) 2
animtype = Hard
ground.type = Low
air.type = Low
guardflag = M
hitflag = MA
priority = 4, Hit
pausetime = 9, 9
sparkno = s15003
guard.sparkno = s15006
sparkxy = -10, -10
hitsound = s5, 1
guardsound = s6, 0
ground.slidetime = 18
guard.slidetime = 17
ground.hittime  = 18
guard.hittime  = 17
air.hittime = 18
ground.velocity = -6.5, 0
air.velocity = -2.5,-4
getpower = 6*7,3*7 
givepower= 8*7,0 
ground.cornerpush.veloff = 0
yaccel = 0.6
ID = Ifelse(var(14)=0,0,Ifelse(NumHelper(1)=0,45000,0))

[State 800, ヴァイタルソース]
type = TargetState
triggerall = NumTarget(45000)
trigger1 = MoveHit = 1
value = 45000
ctrl = 0
ID = 45000
ignorehitpause = 1
persistent = 0

[State 800, ヴァイタルソース回復量]
type = VarAdd
triggerall = var(1) <= 3
trigger1 = MoveHit = 1
var(37) = Ceil((5*6.67)*(const(data.attack)*0.01))

[State 800, 停止]
type = VelSet
trigger1 = AnimElem = 18
x = 0

[State 800, 砂煙消去]
type = RemoveExplod
trigger1 = AnimElem = 18
trigger1 = NumExplod(10800)
ID = 10800

[State 800, ステート変更]
type = ChangeState
triggerall = var(1) <= 3
trigger1 = MoveHit = 1
trigger2 = MoveGuarded = 1
value = 801

[State 800, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-弱------------------------------------------------------------------------

[State 800, 初速度]
type = VelAdd
triggerall = var(1) = 1
trigger1 = AnimElem = 2
x = 0.5

[State 800, 速度]
type = VelSet
triggerall = var(1) = 1
trigger1 = AnimElem = 6
x = 9

;-中-------------------------------------------------------------------------

[State 800, 初速度]
type = VelAdd
triggerall = var(1) = 2
trigger1 = AnimElem = 2
x = 0.5

[State 800, 速度]
type = VelSet
triggerall = var(1) = 2
trigger1 = AnimElem = 6
x = 11

;-強-------------------------------------------------------------------------

[State 800, 初速度]
type = VelAdd
triggerall = var(1) = 3
trigger1 = AnimElem = 2
x = 0.5

[State 800, 速度]
type = VelSet
triggerall = var(1) = 3
trigger1 = AnimElem = 6
x = 12.5

;-ＥＳ------------------------------------------------------------------------

[State 800, 初速度]
type = VelAdd
triggerall = var(1) = 4
trigger1 = AnimElem = 2
x = 0.5

[State 800, 速度]
type = VelSet
triggerall = var(1) = 4
trigger1 = AnimElemTime(5) >= 0
trigger1 = AnimElemTime(18) < 0
x = 16

[State 800, 速度]
type = PosFreeze
trigger1 = MoveHit = 1
value = 1
ignorehitpause = 1

[State 800, ESアニメ戻し]
type = ChangeAnim
triggerall = var(1) >= 4
triggerall = MoveContact = [1, 4]
trigger1 = AnimElemNo(0) >= 17
value = 802
elem = 9

[State 800]
type = VarAdd
triggerall = var(1) >= 4
trigger1 = MoveContact = 1
var(1) = 1

[State 800, ヒット定義]
type = HitDef
trigger1 = var(1) >= 4
attr = S, SA
damage = Ceil((6/2*6.67)+((3*6.67)*(Ifelse(var(14)=1,1,fvar(1))))),2*4 ;(6,3),2 …威力が高いので赤ダメージ半分カット
animtype = Hard
ground.type = Low
air.type = Low
guardflag = M
hitflag = MA
priority = 4, Hit
pausetime = 9, 9
sparkno = s15004
guard.sparkno = s15006
sparkxy = -5, -10
hitsound = s5, 1
guardsound = s6, 0
ground.slidetime = 18
guard.slidetime = 17
ground.hittime  = 18
guard.hittime  = 17
air.hittime = 18
ground.velocity = Ifelse(var(1)>=7,-4,0), 0
air.velocity = Ifelse(var(1)>=7,-2.5,0), Ifelse(var(1)>=7,-4,0)
getpower = 0*7,0*7 
givepower= 8*7,0 
ground.cornerpush.veloff = 0
yaccel = 0.6
ID = Ifelse(var(14)=0,0,Ifelse(NumHelper(1)=0,45000,0))

[State 800, ヴァイタルソース回復量]
type = VarAdd
triggerall = var(1) >= 4
trigger1 = MoveHit = 1
var(37) = Ceil((3*6.67)*(const(data.attack)*0.01))

[State 800, ステート変更]
type = ChangeState
trigger1 = var(1) >= 8
value = 801

;=============================================================================
;ローリングバックラー跳ね
[Statedef 801]
type    = A
movetype= I
physics = N
juggle  = 1
velset = -1,-15-Ifelse(var(1)>=4,1.5,0)
ctrl = 0
anim = 38
poweradd = 0
sprpriority = 2
facep2 = 1

[State 801]
type = RemoveExplod
trigger1 = NumExplod(10800)
ID = 10800

[State 801, 加速]
type = Veladd
trigger1 = 1
y = 1.2

[State 801]
type = PosSet
trigger1 = Pos Y >= 0
y = 0

[State 801, ステート変更]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 802
ctrl = 0

;=============================================================================
;ローリングバックラー着地
[Statedef 802]
type    = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 49
poweradd = 0
sprpriority = 0
facep2 = 1

[State 802]
type = PosSet
trigger1 = 1
y = 0

[State 802, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;=============================================================================
;追加入力-アッパーカット
[Statedef 805]
type    = A
movetype= A
physics = N
juggle  = 1
ctrl = 0
;anim = 804+Ifelse(var(1)>=4,4,var(1))
poweradd = 0
sprpriority = 2
hitcountpersist = 1

[State 805]
type = ChangeAnim
trigger1 = Time = 2
value = 804+Ifelse(var(1)>=4,4,var(1))

[State 805]
type = VelSet
trigger1 = Time = 2
x = 0
y = 0

[State 805]
type = RemoveExplod
triggerall = Time >= 2
trigger1 = NumExplod(10800)
ID = 10800

[State 805, 音声]
type = PlaySnd
triggerall = Anim = [805, 808]
trigger1 = AnimElem = 1
value = 1070+Ifelse(var(1)>=4,1,0)
channel = -1

[State 805, ヒット定義]
type = HitDef
triggerall = Anim = [805, 808]
trigger1 = AnimElem = 2
attr = A, SA
damage = Ceil((4*6.67)+((2*6.67)*(Ifelse(var(14)=1,1,fvar(1))))),4 ;(4,2),1
animtype = Hard
ground.type = Low
air.type = Low
guardflag = M
hitflag = MA
priority = 4, Hit
pausetime = 9, 9
sparkno = s15003 + Ifelse(var(1)=1,0,1)
guard.sparkno = s15006
sparkxy = -15, 0
hitsound = s5, 0
guardsound = s6, 0
ground.slidetime = 10
guard.slidetime = 9
ground.hittime  = 10
guard.hittime  = 9
air.hittime = 10
ground.velocity = -3, -9.5 -(1*Ifelse(var(1)>=4,4,var(1)))
air.velocity = -3,-10
getpower = 4*7,2*7 
givepower= 8*7,0 
fall = 1
air.fall = 1
fall.recover = 0
down.bounce = 1
fall.xvelocity = -1
fall.yvelocity = -2
yaccel = 0.6
ID = Ifelse(var(14)=0,0,Ifelse(NumHelper(1)=0,45000,0))

[State 805, ヒット定義]
type = HitDef
triggerall = Anim = [805, 808]
triggerall = AnimElem = 3
trigger1 =  !MoveContact
trigger2 = var(1) >= 4
attr = A, SA
damage = Ceil((4*6.67)+((2*6.67)*(Ifelse(var(14)=1,1,fvar(1))))),4 ;(4,2) 1
animtype = Hard
ground.type = High
air.type = High
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 9, 9
sparkno = s15003 + Ifelse(var(1)=1,0,1)
guard.sparkno = s15006
sparkxy = -30, -60
hitsound = s5, 0
guardsound = s6, 0
ground.slidetime = 10
guard.slidetime = 9
ground.hittime  = 10
guard.hittime  = 9
air.hittime = 10
ground.velocity = -3, -9.5 -(1*Ifelse(var(1)>=4,4,var(1)))
air.velocity = -3, -9.5 -(1*Ifelse(var(1)>=4,4,var(1)))
getpower = 4*7,2*7 
givepower= 8*7,0 
fall = 1
air.fall = 1
fall.recover = 0
down.bounce = 1
fall.xvelocity = -1
fall.yvelocity = -2
yaccel = 0.6
ID = Ifelse(var(14)=0,0,Ifelse(NumHelper(1)=0,45000,0))
maxdist = 9999999, Ifelse(var(1)>=4,0,999999)

[State 805, ヒット定義]
type = HitDef
triggerall = Anim = [805, 808]
trigger1 = AnimElem = 4
attr = A, SA
damage = Ceil((5*6.67)+((3*6.67)*(Ifelse(var(14)=1,1,fvar(1))))),2 ;(5,3) 1
animtype = Hard
ground.type = High
air.type = High
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 9, 9
sparkno = s15003 + Ifelse(var(1)=1,0,1)
guard.sparkno = s15006
sparkxy = -30, -60
hitsound = s5, 0
guardsound = s6, 0
ground.slidetime = 10
guard.slidetime = 9
ground.hittime  = 10
guard.hittime  = 9
air.hittime = 10
ground.velocity = -3, -8
air.velocity = -3, -8
getpower = 4*7,2*7 
givepower= 8*7,0 
fall = 1
air.fall = 1
fall.recover = 0
down.bounce = 1
fall.xvelocity = -1
fall.yvelocity = -2
yaccel = 0.6
ID = Ifelse(var(14)=0,0,Ifelse(NumHelper(1)=0,45000,0))

[State 805, ヴァイタルソース]
type = TargetState
triggerall = NumTarget(45000)
trigger1 = MoveHit = 1
value = 45000
ctrl = 0
ID = 45000
ignorehitpause = 1
persistent = 0

[State 805, ヴァイタルソース回復量]
type = VarAdd
triggerall = MoveHit = 1
trigger1 = AnimElemNo(0) = 2
trigger2 = AnimElemNo(0) = 3
var(37) = Ceil((2*6.67)*(const(data.attack)*0.01))

[State 805, ヴァイタルソース回復量]
type = VarAdd
trigger1 = MoveHit = 1
trigger1 = AnimElemNo(0) = 4
var(37) = Ceil((3*6.67)*(const(data.attack)*0.01))

[State 805]
type = VelAdd
trigger1 = Time >= 5
x = -0.25
y = Const(movement.yaccel)

[State 805]
type = VelSet
triggerall = Anim = [805, 808]
trigger1 = AnimElem = 2
x = 4 + (1*Ifelse(var(1)>=4,4,var(1)))
y = -6 - (2*Ifelse(var(1)>=4,4,var(1)))

[State 805, ステート変更]
type = ChangeState
triggerall = Anim = [805, 808]
trigger1 = AnimTime = 0
value = 806
ctrl = 0

;=============================================================================
;追加入力-アッパーカット着地
[Statedef 806]
type    = A
movetype= I
physics = N
juggle  = 1
velset = 0, 0
ctrl = 0
anim = 809
poweradd = 0
sprpriority = 0

[State 806]
type = VelSet
trigger1 = time = 0
x = 0

[State 806]
type = Gravity
trigger1 = 1

[State 806, ステート変更]
type = ChangeState
trigger1 = Pos Y >= 0
value = 802
ctrl = 0

;============================================================================
;デルタキック
[Statedef 810]
type    = S
movetype= A
physics = S
velset = 0, 0
anim    = 810
ctrl = 0
poweradd = 18*7
sprpriority = 2 
hitcountpersist = 1

[State 810,var]
type = VarSet
trigger1 = prevStateNo = [150,153]
var(4) = 1

[State 810,GC]
type = Explod
triggerall = PrevStateNo = [150,153]
trigger1 = time = 0
anim = 15007
pos = 30, -50
postype = p1
ontop = 1
ownpal = 1

[State 810, GC無敵]
type = NotHitBy
triggerall = var(4) = 1
trigger1 = time <= 13
value = SCA

[State 810, ESGCガー不]
type = AssertSpecial
triggerall = var(4) >= 1
triggerall = var(1) = 4
trigger1 = Time <= 7
flag = unguardable

[State 810, GC色]
type = PalFX
triggerall = var(4) = 1
trigger1 = Time <= 7
time = 1
add = 256,256,256

[State 810]
type = StateTypeSet
trigger1 = AnimElem = 3
StateType = A
Physics = N

[State 810]
type = Gravity
trigger1 = StateType = A

[State 810, ESGC記述]
type = HitDef
triggerall = var(1) >= 4
triggerall = var(4) >= 1
trigger1 = AnimElem >= 3
attr = A, SA
damage = Ceil((11*6.67)+((5*6.67)*(Ifelse(var(14)=1,1,fvar(1))))), 2 ;(11,5)
animtype = Hard
ground.type = Low
air.type = Low
guardflag =
hitflag = MA
priority = 4, Hit
pausetime = 9, 9
sparkno = s15003
guard.sparkno = s15006
sparkxy = -15, 0
hitsound = s4, 1
guardsound = s6, 0
ground.slidetime = 20
guard.slidetime = 19
ground.hittime  = 20
guard.hittime  = 19
air.hittime = 20
ground.velocity = -12, 0
air.velocity = -7,0
getpower = 0*7,0*7 
givepower= 8*7,0 
ID = Ifelse(var(14)=0,0,Ifelse(NumHelper(1)=0,45000,0))

[State 810, GC記述]
type = HitDef
triggerall = var(1) < 3
triggerall = var(4) >= 1
trigger1 = AnimElem >= 3
attr = A, SA
damage = Ceil((5*6.67)+((3*6.67)*(Ifelse(var(14)=1,1,fvar(1))))), 2 ;(5,3)
animtype = Hard
ground.type = Low
air.type = Low
guardflag = MA
hitflag = MA
priority = 4, Hit
pausetime = 9, 9
sparkno = s15003
guard.sparkno = s15006
sparkxy = -15, 0
hitsound = s4, 1
guardsound = s6, 0
ground.slidetime = 20
guard.slidetime = 19
ground.hittime  = 20
guard.hittime  = 19
air.hittime = 20
ground.velocity = -12, 0
air.velocity = -7,0
getpower = 0*7,0*7 
givepower= 8*7,0 
ID = Ifelse(var(14)=0,0,Ifelse(NumHelper(1)=0,45000,0))

[State 810, ヒット定義(ES)]
type = HitDef
triggerall = var(1) >= 4
triggerall = var(4) = 0
trigger1 = AnimElem >= 3
attr = A, SA
damage = Ceil((13*6.67)+((8*6.67)*(Ifelse(var(14)=1,1,fvar(1))))), 2 ;(13,8)
animtype = Hard
ground.type = Low
air.type = Low
guardflag = MA
hitflag = MA
priority = 4, Hit
pausetime = 9, 9
sparkno = s15003
guard.sparkno = s15006
sparkxy = -15, 0
hitsound = s4, 1
guardsound = s6, 0
ground.slidetime = 20
guard.slidetime = 19
ground.hittime  = 20
guard.hittime  = 19
air.hittime = 20
ground.velocity = -12, 0
air.velocity = -7,0
getpower = 4*7,2*7 
givepower= 8*7,0 
ID = Ifelse(var(14)=0,0,Ifelse(NumHelper(1)=0,45000,0))

[State 810, ヒット定義(通常)]
type = HitDef
triggerall = var(1) <= 3
triggerall = var(4) = 0
trigger1 = AnimElem >= 3
attr = A, SA
damage = ifelse(var(1)=1,Ceil((9*6.67)+((5*6.67)*(Ifelse(var(14)=1,1,fvar(1))))),ifelse(var(1)=2,Ceil((10*6.67)+((6*6.67)*(Ifelse(var(14)=1,1,fvar(1))))),Ceil((11*6.67)+((7*6.67)*(Ifelse(var(14)=1,1,fvar(1))))))),2     ;(9,5) (10,6) (11,7)
animtype = Hard
ground.type = Low
air.type = Low
guardflag = MA
hitflag = MA
priority = 4, Hit
pausetime = 9, 9
sparkno = s15003
guard.sparkno = s15006
sparkxy = -15, 0
hitsound = s4, 1
guardsound = s6, 0
ground.slidetime = 20
guard.slidetime = 19
ground.hittime  = 20
guard.hittime  = 19
air.hittime = 20
ground.velocity = -12, 0
air.velocity = -7,0
getpower = 4*7,2*7 
givepower= 8*7,0 
ID = Ifelse(var(14)=0,0,Ifelse(NumHelper(1)=0,45000,0))

[State 810, ヴァイタルソース]
type = TargetState
triggerall = NumTarget(45000)
trigger1 = MoveHit = 1
value = 45000
ctrl = 0
ID = 45000
ignorehitpause = 1
persistent = 0

[State 810, ヴァイタルソース回復量]
type = VarAdd
triggerall = var(1) >= 4
triggerall = var(4) = 1
trigger1 = MoveHit = 1
var(37) = Ceil((5*6.67)*(const(data.attack)*0.01))

[State 810, ヴァイタルソース回復量]
type = VarAdd
triggerall = var(1) <= 3
triggerall = var(4) = 1
trigger1 = MoveHit = 1
var(37) = Ceil((3*6.67)*(const(data.attack)*0.01))

[State 810, ヴァイタルソース回復量]
type = VarAdd
triggerall = var(1) >= 4
triggerall = var(4) = 0
trigger1 = MoveHit = 1
var(37) = Ceil((8*6.67)*(const(data.attack)*0.01))

[State 810, ヴァイタルソース回復量]
type = VarAdd
triggerall = var(1) <= 3
triggerall = var(4) = 0
trigger1 = MoveHit = 1
var(37) = Ceil((ifelse(var(1)=1,Ceil(5*6.67),ifelse(var(1)=2,Ceil(6*6.67),Ceil(7*6.67))))*(const(data.attack)*0.01))

;-弱-------------------------------------------------------------------------

[State 810]
type = VelSet
triggerall = var(1) = 1
trigger1 = AnimElem = 3
y = -9

;-中-------------------------------------------------------------------------

[State 810]
type = VelSet
triggerall = var(1) = 2
trigger1 = AnimElem = 3
y = -9.5

;-強-------------------------------------------------------------------------

[State 810]
type = VelSet
triggerall = var(1) = 3
trigger1 = AnimElem = 3
y = -11

;-ＥＳ-----------------------------------------------------------------------

[State 810]
type = VelSet
triggerall = var(1) >= 4
trigger1 = AnimElem = 3
y = -12

[State 810, ムテキング]
type = NotHitBy 
triggerall = var(1) = 4
trigger1 = 1 
value = SCA 

[State 810]
type = PowerAdd
triggerall = var(1) = 4
trigger1 = AnimElem = 1
value = -1000

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

[State 810, GUARDCANCEL表示]
type = Helper
triggerall = var(15) = 1
triggerall = !NumHelper(19000)
triggerall = var(4) >= 1
triggerall = var(15) = 1
trigger1 = Time = 0
name = "Annouce"
ID = 19000
pos = 0, 0
postype = p1
stateno = 19002
ownpal = 1

[State 810, ステート変更]
type = ChangeState
trigger1 = var(1) = 1
trigger1 = Time >= 18
trigger2 = var(1) = 2
trigger2 = Time >= 19
trigger3 = var(1) = 3
trigger3 = Time >= 20
trigger4 = var(1) = 4
trigger4 = Time >= 18
value = 811
ctrl = 0

;=============================================================================
;デルタキック下降
[Statedef 811]
type    = A
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 811
poweradd = 0
sprpriority = 2
hitcountpersist = 1

[State 811, 音声]
type = PlaySnd
triggerall = var(1) <= 3
trigger1 = AnimElem = 1
value = 1080
channel = -1

[State 811, 音声]
type = PlaySnd
triggerall = var(1) >= 4
trigger1 = AnimElem = 1
value = 1080,1
channel = -1

[State 811, GC]
type = HitDef
triggerall = var(4) = 1
trigger1 = AnimElem >= 3
attr = A, SA
damage = ifelse(var(1)<=3,Ceil((2*6.67)+((1*6.67)*(Ifelse(var(14)=1,1,fvar(1))))),Ceil((1*6.67)+((1*6.67)*(Ifelse(var(14)=1,1,fvar(1)))))),2  ;(2,1) (1,1)  1
animtype = Hard
ground.type = Low
air.type = Low
guardflag = MA
hitflag = MA
priority = 4, Hit
pausetime = 9, 9
sparkno = s15003
guard.sparkno = s15006
sparkxy = -15, 0
hitsound = s4, 1
guardsound = s6, 0
ground.slidetime = 15
guard.slidetime = 14
ground.hittime  = 15
guard.hittime  = 14
air.hittime = 15
ground.velocity = -8.5, 0
air.velocity = -3,0
getpower = 4*7,2*7 
givepower= 8*7,0 
p1stateno = 812
ID = Ifelse(var(14)=0,0,Ifelse(NumHelper(1)=0,45000,0))

[State 811, ES]
type = HitDef
triggerall = var(1) >= 4
triggerall = var(4) = 0
trigger1 = AnimElem >= 3
attr = A, SA
damage = Ceil((3*6.67)+((1*6.67)*(Ifelse(var(14)=1,1,fvar(1))))), 0 ;(3,1)
animtype = Hard
ground.type = Low
air.type = Low
guardflag = MA
hitflag = MA
priority = 4, Hit
pausetime = 9, 9
sparkno = s15003
guard.sparkno = s15006
sparkxy = -15, 0
hitsound = s4, 1
guardsound = s6, 0
ground.slidetime = 15
guard.slidetime = 14
ground.hittime  = 15
guard.hittime  = 14
air.hittime = 15
ground.velocity = -8.5, 0
air.velocity = -3,0
getpower = 4*7,2*7 
givepower= 8*7,0 
p1stateno = 812
ID = Ifelse(var(14)=0,0,Ifelse(NumHelper(1)=0,45000,0))

[State 811, 通常]
type = HitDef
triggerall = var(1) <= 3
triggerall = var(4) = 0
trigger1 = AnimElem >= 3
attr = A, SA
damage = Ceil((5*6.67)+((3*6.67)*(Ifelse(var(14)=1,1,fvar(1))))), 0 ;(5,3)
animtype = Hard
ground.type = Low
air.type = Low
guardflag = MA
hitflag = MA
priority = 4, Hit
pausetime = 9, 9
sparkno = s15003
guard.sparkno = s15006
sparkxy = -15, 0
hitsound = s4, 1
guardsound = s6, 0
ground.slidetime = 15
guard.slidetime = 14
ground.hittime  = 15
guard.hittime  = 14
air.hittime = 15
ground.velocity = -8.5, 0
air.velocity = -3,0
getpower = 4*7,2*7 
givepower= 8*7,0 
p1stateno = 812
ID = Ifelse(var(14)=0,0,Ifelse(NumHelper(1)=0,45000,0))

[State 811, ヴァイタルソース]
type = TargetState
triggerall = NumTarget(45000)
trigger1 = MoveHit = 1
value = 45000
ctrl = 0
ID = 45000
ignorehitpause = 1
persistent = 0

[State 811, ヴァイタルソース回復量]
type = VarAdd
triggerall = MoveHit = 1
trigger1 = var(1) >= 4
trigger2 = var(4) = 1
var(37) = Ceil((1*6.67)*(const(data.attack)*0.01))

[State 811, ヴァイタルソース回復量]
type = VarAdd
triggerall = MoveHit = 1
trigger1 = var(1) <= 3
trigger1 = var(4) = 0
var(37) = Ceil((3*6.67)*(const(data.attack)*0.01))

[State 811, ステート変更]
type = ChangeState
trigger1 = MoveHit = 1
trigger2 = MoveGuarded = 1
value = 812

[State 811, 滑り止め]
type = VelSet 
trigger1 = Pos Y >= 1
x = 0

[State 811]
type = VelSet
trigger1 = Time >= 3
y = 6

[State 811, ステート変更]
type = ChangeState
trigger1 = Pos Y >= 0 
value = 814
ctrl = 0

;-弱-------------------------------------------------------------------------

[State 811]
type = VelSet
triggerall = var(1) = 1
trigger1 = AnimElem = 2
x = 8.5

;-中-------------------------------------------------------------------------

[State 811]
type = VelSet
triggerall = var(1) = 2
trigger1 = AnimElem = 2
x = 10.5

;-強-------------------------------------------------------------------------

[State 811, ES含む]
type = VelSet
triggerall = var(1) >= 3
trigger1 = AnimElem = 2
x = 12.5

;============================================================================
;デルタキック追加ヒット
[Statedef 812]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 812
poweradd = 0
sprpriority = 2
hitcountpersist = 1

[State 812]
type = VelSet
trigger1 = 1
x = Ifelse((P2BodyDist X=[0,5]),3,Ifelse(var(1)<=3,(6.5+(var(1)*2)),12.5))
y = Ifelse(var(1)<=3,6,4)

[State 812, GCES]
type = HitDef
triggerall = var(1) >= 4
triggerall = var(4) = 1
trigger1 = AnimElem = 2
attr = A, SA
damage = Ceil((1*6.67)+((1*6.67)*(Ifelse(var(14)=1,1,fvar(1))))),1 ;(1,1) 1
animtype = Hard 
ground.type = Low
air.type = Low
guardflag = MA
hitflag = MA
priority = 4, Hit
pausetime = 8, 8
sparkno = s15004
guard.sparkno = s15006
sparkxy = -15, 0
hitsound = s4, 1
guardsound = s6, 0
ground.slidetime = 15
guard.slidetime = 14
ground.hittime  = 15
guard.hittime  = 14
air.hittime = 15
ground.velocity = -8.5, 0
air.velocity = -3,0
getpower = 0*7,0*7 
givepower= 8*7,0 
ID = Ifelse(var(14)=0,0,Ifelse(NumHelper(1)=0,45000,0))

[State 812, GC]
type = HitDef
triggerall = var(1) <= 3
triggerall = var(4) = 1
trigger1 = AnimElem = 2
attr = A, SA
damage = Ceil((2*6.67)+((1*6.67)*(Ifelse(var(14)=1,1,fvar(1))))), 1 ;(2,1) 1
animtype = Hard
ground.type = Low
air.type = Low
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 9, 9
sparkno = s15003
guard.sparkno = s15006
sparkxy = -15, 0
hitsound = s4, 1
guardsound = s6, 0
ground.slidetime = 15
guard.slidetime = 14
ground.hittime  = 15
guard.hittime  = 14
air.hittime = 15
ground.velocity = -3, -2
air.velocity = -3,0
getpower = 4*7,2*7 
givepower= 8*7,0 
fall = 1
air.fall = 1
fall.recover = 0
ID = Ifelse(var(14)=0,0,Ifelse(NumHelper(1)=0,45000,0))

[State 812, ES]
type = HitDef
triggerall = var(1) >= 4
triggerall = var(4) = 0
trigger1 = AnimElem = 2
attr = A, SA
damage = Ceil((3*6.67)+((1*6.67)*(Ifelse(var(14)=1,1,fvar(1))))),1 ;(3,1) 1
animtype = Hard 
ground.type = Low
air.type = Low
guardflag = MA
hitflag = MA
priority = 4, Hit
pausetime = 8, 8
sparkno = s15004
guard.sparkno = s15006
sparkxy = -15, 0
hitsound = s4, 1
guardsound = s6, 0
ground.slidetime = 15
guard.slidetime = 14
ground.hittime  = 15
guard.hittime  = 14
air.hittime = 15
ground.velocity = -8.5, 0
air.velocity = -3,0
getpower = 0*7,0*7 
givepower= 8*7,0 
ID = Ifelse(var(14)=0,0,Ifelse(NumHelper(1)=0,45000,0))

[State 812, 通常]
type = HitDef
triggerall = var(1) <= 3
triggerall = var(4) = 0
trigger1 = AnimElem = 2
attr = A, SA
damage = Ceil((4*6.67)+((2*6.67)*(Ifelse(var(14)=1,1,fvar(1))))), 2 ;(4,2) 1
animtype = Hard
ground.type = Low
air.type = Low
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 9, 9
sparkno = s15003
guard.sparkno = s15006
sparkxy = -15, 0
hitsound = s4, 1
guardsound = s6, 0
ground.slidetime = 15
guard.slidetime = 14
ground.hittime  = 15
guard.hittime  = 14
air.hittime = 15
ground.velocity = -3, -2
air.velocity = -3,0
getpower = 4*7,2*7 
givepower= 8*7,0 
fall = 1
air.fall = 1
fall.recover = 0
ID = Ifelse(var(14)=0,0,Ifelse(NumHelper(1)=0,45000,0))

[State 812, ヴァイタルソース]
type = TargetState
triggerall = NumTarget(45000)
trigger1 = MoveHit = 1
value = 45000
ctrl = 0
ID = 45000
ignorehitpause = 1
persistent = 0

[State 812, ヴァイタルソース回復量]
type = VarAdd
triggerall = MoveHit = 1
trigger1 = var(1) >= 4
trigger2 = var(4) = 1
var(37) = Ceil((1*6.67)*(const(data.attack)*0.01))

[State 812, ヴァイタルソース回復量]
type = VarAdd
triggerall = MoveHit = 1
trigger1 = var(1) <= 3
trigger1 = var(4) = 0
var(37) = Ceil((3*6.67)*(const(data.attack)*0.01))

[State 812, ステート変更]
type = ChangeState
triggerall = var(1) >= 4
trigger1 = MoveHit = 1
trigger2 = MoveGuarded = 1
value = 813

[State 812, 滑り止め]
type = VelSet 
trigger1 = Pos Y >= 1
x = 0

[State 812]
type = PosSet
trigger1 = Pos Y >= -10
y = 0

[State 812, ステート変更]
type = ChangeState
trigger1 = Pos Y >= 0 
value = 814
ctrl = 0

;============================================================================
;ESデルタキック追加ヒット
[Statedef 813]
type    = A
movetype= A
physics = N
juggle  = 1
ctrl = 0
anim = 813
poweradd = 0
sprpriority = 2
hitcountpersist = 1

[State 813]
type = VelSet
trigger1 = 1
x = Ifelse((P2BodyDist X=[0,5]),3,Ifelse(var(1)<=3,(6.5+(var(1)*2)),12.5))
y = Ifelse(var(1)<=3,6,4)

[State 813, ヒット定義]
type = HitDef
triggerall = var(1) <= 5
trigger1 = AnimElem = 2
attr = A, SA
damage = Ceil((1*6.67)+((1*6.67)*(Ifelse(var(14)=1,1,fvar(1))))),1 ;(1,1) 1
animtype = Hard
ground.type = Low
air.type = Low
guardflag = MA
hitflag = MA
priority = 4, Hit
pausetime = 8, 8
sparkno = s15004
guard.sparkno = s15006
sparkxy = -15, 0
hitsound = s4, 1
guardsound = s6, 0
ground.slidetime = 15
guard.slidetime = 14
ground.hittime  = 15
guard.hittime  = 14
air.hittime = 15
ground.velocity = -8.5, 0
air.velocity = -3,0
getpower = 0*7,0*7 
givepower= 8*7,0 
ID = Ifelse(var(14)=0,0,Ifelse(NumHelper(1)=0,45000,0))

[State 813, ヴァイタルソース]
type = TargetState
triggerall = NumTarget(45000)
trigger1 = MoveHit = 1
value = 45000
ctrl = 0
ID = 45000
ignorehitpause = 1
persistent = 0

[State 813, ヴァイタルソース回復量]
type = VarAdd
trigger1 = MoveHit = 1
var(37) = Ceil((1*6.67)*(const(data.attack)*0.01))

[State 813, ステート変更]
type = VarAdd
trigger1 = MoveHit = 1
trigger2 = MoveGuarded = 1
var(1) = 1

[State 813, ステート変更]
type = ChangeState
trigger1 = MoveHit = 1
trigger2 = MoveGuarded = 1
value = 812

[State 813, 滑り止め]
type = VelSet 
trigger1 = Pos Y >= 1
x = 0

[State 813, ステート変更]
type = ChangeState
trigger1 = Pos Y >= 0
value = 814
ctrl = 0

;---------------------------------------------------------------------------
;着地
[Statedef 814]
type     = U
movetype = I
physics  = U
velset   = 0,0
anim     = 814
ctrl = 0

[State 814]
type = PosSet
trigger1 = Pos Y >= 0
y = 0

[State 814]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;===========================================================================
;キャットスパイク弱
[Statedef 815]
type    = A
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 815
poweradd = 18*7
sprpriority = 2
hitdefpersist = 0
hitcountpersist = 1

[State 815, ボール]
trigger1 = AnimElem = 1
type = Helper
name = "ball"
ID = 815
pos = 0, -35
postype = p1
stateno = 10816

[State 815]
type = PosAdd
trigger1 = AnimElem = 5
x = 30

[State 815]
type = VelSet
trigger1 = AnimElem = 13
x = 0

[State 815, ヒット定義]
type = HitDef
trigger1 = AnimElem = 5
attr = A, SA
damage = Ceil((17*6.67)+((6*6.67)*(Ifelse(var(14)=1,1,fvar(1))))),0 ;(17,6)
animtype = Hard
ground.type = Low
air.type = Low
guardflag = M
hitflag = MA
priority = 4, Hit
pausetime = 0, 9
sparkno = s15003
guard.sparkno = s15006
sparkxy = -10, -50
hitsound = s5, 1
guardsound = s6, 0
ground.slidetime = 16
guard.slidetime = 15
ground.hittime  = 16
guard.hittime  = 15
air.hittime = 16
ground.velocity = -6, 0
air.velocity = -3,-3
getpower = 8*7,4*7 
givepower= 8*7,0 
ID = Ifelse(var(14)=0,0,Ifelse(NumHelper(1)=0,45000,0))

[State 815, ヴァイタルソース]
type = TargetState
triggerall = NumTarget(45000)
trigger1 = MoveHit = 1
value = 45000
ctrl = 0
ID = 45000
ignorehitpause = 1
persistent = 0

[State 815, ヴァイタルソース回復量]
type = VarAdd
trigger1 = MoveHit = 1
var(37) = Ceil((6*6.67)*(const(data.attack)*0.01))

[State 815, pausetime]
type = varset
trigger1 = movecontact = 1
var(26) = 9
ignorehitpause = 1

[State 815, pausetime]
type = varadd
trigger1 = var(26)
var(26) = -1

[State 815, pausetime]
type = ChangeAnim
triggerall = var(26) > 0
trigger1 = movecontact
trigger1 = AnimElemNo(0) = 6
value = Anim
elem = 6
ignorehitpause = 1

[State 815, pausetime]
type = ChangeAnim
triggerall = var(26) = 0
trigger1 = movecontact
trigger1 = AnimElemNo(0) = 6
value = Anim
elem = 7
ignorehitpause = 1
persistent = 0

[State 815]
type = VelSet
trigger1 = AnimElem = 7
x = 5.25

[State 815, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;===========================================================================
;ボール消滅
[Statedef 10815]
type = A
movetype = A
physics = N
velset = 0,0
anim = 10815
sprpriority = 1

[State 10815, 音声]
type = PlaySnd
trigger1 = AnimElem = 3
value = 10815
channel = -1

[State 10815, 消滅]
type = DestroySelf
trigger1 = AnimTime = 0

;===========================================================================
;弱ボール
[Statedef 10816]
type = A
movetype = A
physics = N
velset = 9.5,-1.5
anim = 10816
sprpriority = 1

[State 10816, ステート変更]
type = ChangeState
trigger1 = Root,AnimElem = 6
trigger2 = Root,MoveContact = 1
value = 10815

[State 10816, 消滅]
type = DestroySelf
trigger1 = ScreenPos X != [-40, 360]

;===========================================================================
;キャットスパイク中
[Statedef 816]
type    = C
movetype= A
physics = C
juggle  = 1
velset = 0,0
ctrl = 0
anim = 816
poweradd = 18*7
sprpriority = 2
hitdefpersist = 0
hitcountpersist = 1

[State 816]
type = StateTypeSet
trigger1 = AnimElem = 4
StateType = A
physics = N

[State 816]
type = VelSet
trigger1 = AnimElem = 4
x = 4.25
y = -4

[State 816]
type = VelAdd
triggerall = StateType = A
trigger1 = Time <= 20
y = 0.3

[State 816]
type = VelAdd
triggerall = StateType = A
trigger1 = Time >= 21
y = 0.6

[State 816]
type = StateTypeSet
trigger1 = AnimElem = 14
StateType = S
physics = S

[State 816]
type = VelSet
trigger1 = AnimElem = 14
x = 0
y = 0

[State 816]
type = PosSet
trigger1 = AnimElem = 14
y = 0

[State 816, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 816, ボール]
type = Helper
trigger1 = time = 2
name = "ball"
ID = 816
pos = 10, -35
postype = p1
stateno = 10817

[State 816, エフェクト]
type = RemoveExplod
trigger1 = AnimElem = 10
trigger2 = AnimElem = 11
ID = 816

[State 816, エフェクト]
type = Explod
trigger1 = AnimElem = 9
anim = 20815
ID = 816
pos = 0, 0
postype = p1
ownpal = 1
removetime = -1
bindtime = -1
sprpriority = 1
ownpal = 1
removeongethit = 1 
ignorehitpause = 1

[State 816, エフェクト2]
type = Explod
trigger1 = AnimElem = 10
anim = 20816
ID = 816
pos = 0, 0
postype = p1
ownpal = 1
removetime = -1
bindtime = -1
sprpriority = 1
ownpal = 1
removeongethit = 1 
ignorehitpause = 1

[State 816, エフェクト3]
type = Explod
trigger1 = AnimElem = 11
anim = 20817
ID = 816
pos = 0, 0
postype = p1
ownpal = 1
removetime = -2
bindtime = -1
sprpriority = 1
ownpal = 1
removeongethit = 1 
ignorehitpause = 1

[State 816, ヒット定義 ]
type = HitDef
trigger1 = AnimElem = 9
attr = A, SA
damage = Ceil((18*6.67)+((6*6.67)*(Ifelse(var(14)=1,1,fvar(1))))),0 ;(18,6)
animtype = Hard
ground.type = Low
air.type = Low
guardflag = MA
hitflag = MA
priority = 4, Hit
pausetime = 9, 9
sparkno = s15003
guard.sparkno = s15006
sparkxy = -15, 0
hitsound = s5, 1
guardsound = s6, 0
ground.slidetime = 18
guard.slidetime = 17
ground.hittime  = 18
guard.hittime  = 17
air.hittime = 18
ground.velocity = -6, 0
air.velocity = -3,-3
getpower = 8*7,4*7 
givepower= 8*7,0 
ID = Ifelse(var(14)=0,0,Ifelse(NumHelper(1)=0,45000,0))

[State 816, ヴァイタルソース]
type = TargetState
triggerall = NumTarget(45000)
trigger1 = MoveHit = 1
value = 45000
ctrl = 0
ID = 45000
ignorehitpause = 1
persistent = 0

[State 816, ヴァイタルソース回復量]
type = VarAdd
trigger1 = MoveHit = 1
var(37) = Ceil((6*6.67)*(const(data.attack)*0.01))

;===========================================================================
;中ボール
[Statedef 10817]
type = A
movetype = A
physics = N
velset = 6.5,-2.5
anim = 10816

[State 10817, ステート変更]
type = VelAdd
trigger1 = 1
y = 0.1

[State 10817, ステート変更]
type = ChangeState
trigger1 = Root,AnimElem = 9
trigger2 = Root,MoveContact = 1
value = 10815

[State 10817, 消滅]
type = DestroySelf
trigger1 = ScreenPos X != [-40, 360]

;===========================================================================
;キャットスパイク強
[Statedef 817]
type    = C
movetype= A
physics = C
juggle  = 1
velset = 0,0
ctrl = 0
anim = 817
poweradd = 18*7
sprpriority = 2
hitdefpersist = 0
hitcountpersist = 1

[State 817]
type = StateTypeSet
trigger1 = AnimElem = 4
StateType = A
physics = N

[State 817]
type = VelSet
trigger1 = AnimElem = 4
x = 7.5
y = -5

[State 817]
type = VelAdd
triggerall = StateType = A
trigger1 = Time <= 26
y = 0.3

[State 817]
type = VelAdd
triggerall = StateType = A
trigger1 = Time >= 27
y = 0.6

[State 817]
type = StateTypeSet
trigger1 = AnimElem = 14
StateType = S
physics = S

[State 817]
type = VelSet
trigger1 = AnimElem = 14
x = 0
y = 0

[State 817]
type = PosSet
trigger1 = AnimElem = 14
y = 0

[State 817, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 817, ボール]
type = Helper
trigger1 = time = 2
name = "ball"
ID = 816
pos = 10, -35
postype = p1
stateno = 10818

[State 817, エフェクト]
type = RemoveExplod
trigger1 = AnimElem = 10
trigger2 = AnimElem = 11
ID = 816

[State 817, エフェクト]
type = Explod
trigger1 = AnimElem = 9
anim = 20815
ID = 816
pos = 0, 0
postype = p1
ownpal = 1
removetime = -1
bindtime = -1
sprpriority = 1
ownpal = 1
removeongethit = 1 
ignorehitpause = 1

[State 817, エフェクト2]
type = Explod
trigger1 = AnimElem = 10
anim = 20816
ID = 816
pos = 0, 0
postype = p1
ownpal = 1
removetime = -1
bindtime = -1
sprpriority = 1
ownpal = 1
removeongethit = 1 
ignorehitpause = 1

[State 817, エフェクト3]
type = Explod
trigger1 = AnimElem = 11
anim = 20817
ID = 816
pos = 0, 0
postype = p1
ownpal = 1
removetime = -2
bindtime = -1
sprpriority = 1
ownpal = 1
removeongethit = 1 
ignorehitpause = 1

[State 817, ヒット定義 ]
type = HitDef
trigger1 = AnimElem = 9
attr = A, SA
damage = Ceil((19*6.67)+((7*6.67)*(Ifelse(var(14)=1,1,fvar(1))))),0 ;(19,7)
animtype = Hard
ground.type = Low
air.type = Low
guardflag = MA
hitflag = MA
priority = 4, Hit
pausetime = 9, 9
sparkno = s15003
guard.sparkno = s15006
sparkxy = -15, 0
hitsound = s5, 1
guardsound = s6, 0
ground.slidetime = 18
guard.slidetime = 17
ground.hittime  = 18
guard.hittime  = 17
air.hittime = 18
ground.velocity = -6, 0
air.velocity = -3,-3
getpower = 8*7,4*7 
givepower= 8*7,0 
ID = Ifelse(var(14)=0,0,Ifelse(NumHelper(1)=0,45000,0))

[State 817, ヴァイタルソース]
type = TargetState
triggerall = NumTarget(45000)
trigger1 = MoveHit = 1
value = 45000
ctrl = 0
ID = 45000
ignorehitpause = 1
persistent = 0

[State 817, ヴァイタルソース回復量]
type = VarAdd
trigger1 = MoveHit = 1
var(37) = Ceil((7*6.67)*(const(data.attack)*0.01))

;===========================================================================
;強ボール
[Statedef 10818]
type = A
movetype = A
physics = N
velset = 7.5,-3
anim = 10816

[State 10818]
type = VelAdd
triggerall = time >= 8
trigger1 = time%2 =0
y = 0.4

[State 10818, ステート変更]
type = ChangeState
trigger1 = Root,AnimElem = 9
trigger2 = Root,MoveContact = 1
value = 10815

[State 10818, 消滅]
type = DestroySelf
trigger1 = ScreenPos X != [-40, 360]

;===========================================================================
;ESキャットスパイク
[Statedef 818]
type    = C
movetype= A
physics = C
juggle  = 1
velset = 0,0
ctrl = 0
anim = 818
poweradd = 0
sprpriority = 2
hitdefpersist = 0
hitcountpersist = 1

[State 818, ゲージ消費]
type = PowerAdd
trigger1 = AnimElem = 1
value = -1000

[State 818, ヘルパー]
trigger1 = time = 2
type = Helper
name = "ball"
ID = 818
pos = 10, -35
postype = p1
stateno = 10819
ownpal = 1

[State 818, 音声]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1060
channel = -1

[State 818]
type = VelAdd
trigger1 = StateType = A
y = 0.5

[State 818]
type = StateTypeSet
trigger1 = AnimElem = 4
StateType = A
physics = N

[State 818]
type = VelSet
trigger1 = AnimElem = 4
x = 1
y = -10.5

[State 818]
type = StateTypeSet
trigger1 = AnimElem = 24
StateType = S
physics = S

[State 818]
type = VelSet
trigger1 = StateType != A
x = 0
y = 0

[State 818]
type = PosSet
trigger1 = StateType != A
y = 0

[State 818, ヒット定義]
type = HitDef
trigger1 = AnimElem = 11
attr = A, SA
damage = Ceil((14*6.67)+((7*6.67)*(Ifelse(var(14)=1,1,fvar(1))))),0 ;(14,7)
animtype = Hard
ground.type = Low
air.type = Low
guardflag = MA
hitflag = MA
priority = 4, Hit
pausetime = 9, 9
sparkno = s15004
guard.sparkno = s15006
sparkxy = -15, 0
hitsound = s5, 0
guardsound = s6, 0
ground.slidetime = 13
guard.slidetime = 12
ground.hittime  = 13
guard.hittime  = 12
air.hittime = 13
ground.velocity = -3, 0
air.velocity = -3,-3
fall = 1
air.fall = 1
fall.recover = 0
yaccel = 0.6
ID = Ifelse(var(14)=0,0,Ifelse(NumHelper(1)=0,45000,0))

[State 818, ヴァイタルソース]
type = TargetState
triggerall = NumTarget(45000)
trigger1 = MoveHit = 1
value = 45000
ctrl = 0
ID = 45000
ignorehitpause = 1
persistent = 0

[State 818, ヴァイタルソース回復量]
type = VarAdd
trigger1 = MoveHit = 1
var(37) = Ceil((7*6.67)*(const(data.attack)*0.01))

[State 818, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;===========================================================================
;ESボール
[Statedef 10819]
type = A
movetype = A
physics = N
velset = 2,-7.5
anim = 10816
ownpal = 1
sprpriority = 3

[State 10819, 速度低下]
type = VelAdd
trigger1 = Root,AnimElemTime(1) >= 0
trigger1 = Root,AnimElemTime(14) < 0
y = 0.15

[State 10819, 落下]
type = VelSet
trigger1 = Root,AnimElemTime(14) = 1
x = 7.35
y = 15

[State 10819, ヒット定義]
type = HitDef
trigger1 = Root,AnimElem = 14
attr = A, SP
damage = Ceil((19*6.67)+((8*6.67)*(Ifelse(Root,var(14)=1,1,Root,fvar(1))))),0 ;(19,8)
animtype = Hard
ground.type = Low
air.type = Low
guardflag = MA
hitflag = MA
priority = 4, Hit
pausetime = 9, 9
sparkno = s15004
guard.sparkno = s15006
sparkxy = -5, 0
hitsound = s4, 0
guardsound = s6, 0
ground.slidetime = 18
guard.slidetime = 17
ground.hittime  = 18
guard.hittime  = 17
air.hittime = 18
ground.velocity = -6, 0
air.velocity = -3,-3
ID = Ifelse(Root,var(14)=0,0,Ifelse(Root,var(20)=0,45000,0))

[State 10819]
type = TargetDrop
trigger1 = NumTarget(45000) >= 2
excludeID = 45000
keepone = 1

[State 10819, ヴァイタルソース]
type = TargetState
triggerall = NumTarget(45000)
trigger1 = MoveHit = 1
value = 45000
ctrl = 0
ID = 45000
ignorehitpause = 1
persistent = 0

[State 10819, ヴァイタルソース回復量]
type = ParentVarAdd
trigger1 = MoveHit = 1
var(37) = Ceil((8*6.67)*(Root,const(data.attack)*0.01))

[State 10819, ステート変更]
type = ChangeState
trigger1 = MoveContact
trigger2 = Root,movetype = H
value = 10815

[State 10819, ステート変更]
type = ChangeState
trigger1 = Pos Y >= 0 
value = 10820
ctrl = 0

;===========================================================================
;ESボール
[Statedef 10820]
type = S
movetype = A
physics = N
velset = 0,0
anim = 10817
ownpal = 1

[State 10820, 音声]
type = PlaySnd
trigger1 = AnimElem = 1
value = 11001
channel = -1

[State 10820, ヒット定義]
type = HitDef
trigger1 = time = 1
attr = A, SP
damage = Ceil((19*6.67)+((8*6.67)*(Ifelse(Root,var(14)=1,1,Root,fvar(1))))),0 ;(19,8)
animtype = Hard
ground.type = Low
air.type = Low
guardflag = MA
hitflag = MA
priority = 4, Hit
pausetime = 9, 9
sparkno = s15004
guard.sparkno = s15006
sparkxy = -5, 0
hitsound = s4, 0
guardsound = s6, 0
ground.slidetime = 18
guard.slidetime = 17
ground.hittime  = 18
guard.hittime  = 17
air.hittime = 18
ground.velocity = -6, 0
air.velocity = -3,-3
p1stateno = 10815
ID = Ifelse(Root,var(14)=0,0,Ifelse(Root,var(20)=0,45000,0))

[State 10820]
type = TargetDrop
trigger1 = NumTarget(45000) >= 2
excludeID = 45000
keepone = 1

[State 10820, ヴァイタルソース]
type = TargetState
triggerall = NumTarget(45000)
trigger1 = MoveHit = 1
value = 45000
ctrl = 0
ID = 45000
ignorehitpause = 1
persistent = 0

[State 10820, ヴァイタルソース回復量]
type = ParentVarAdd
trigger1 = MoveHit = 1
var(37) = Ceil((8*6.67)*(Root,const(data.attack)*0.01))

[State 10820, ステート変更]
type = ChangeState
trigger1 = MoveContact
trigger2 = Root,movetype = H
value = 10815

[State 10820, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 10821
ctrl = 0

;===========================================================================
;ESボール
[Statedef 10821]
type = A
movetype = A
physics = N
velset = 6.25,-6
anim = 10818
ownpal = 1

[State 10821, ヒット定義]
type = HitDef
trigger1 = time = 1
attr = A, SP
damage = Ceil((19*6.67)+((8*6.67)*(Ifelse(Root,var(14)=1,1,Root,fvar(1))))),0 ;(19,8)
animtype = Hard
ground.type = Low
air.type = Low
guardflag = MA
hitflag = MA
priority = 4, Hit
pausetime = 9, 9
sparkno = s15004
guard.sparkno = s15006
sparkxy = -5, 0
hitsound = s4, 0
guardsound = s6, 0
ground.slidetime = 18
guard.slidetime = 17
ground.hittime  = 18
guard.hittime  = 17
air.hittime = 18
ground.velocity = -6, 0
air.velocity = -3,-3
p1stateno = 10815
ID = Ifelse(Root,var(14)=0,0,Ifelse(Root,var(20)=0,45000,0))

[State 10821]
type = TargetDrop
trigger1 = NumTarget(45000) >= 2
excludeID = 45000
keepone = 1

[State 10821, ヴァイタルソース]
type = TargetState
triggerall = NumTarget(45000)
trigger1 = MoveHit = 1
value = 45000
ctrl = 0
ID = 45000
ignorehitpause = 1
persistent = 0

[State 10821, ヴァイタルソース回復量]
type = ParentVarAdd
trigger1 = MoveHit = 1
var(37) = Ceil((8*6.67)*(Root,const(data.attack)*0.01))

[State 10821, 速度低下]
type = VelAdd
trigger1 = time >= 10
y = 0.5

[State 10821, ステート変更]
type = ChangeState
trigger1 = MoveContact
trigger2 = Root,movetype = H
value = 10815

[State 10821, ステート変更]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0 
value = 10820
ctrl = 0

[State 10821, 消滅]
type = DestroySelf
trigger1 = ScreenPos X != [-40, 360]

;===========================================================================
;ヘルキャット
[Statedef 825]
type     = U
movetype = A
physics  = N
juggle   = 0
anim     = 825
ctrl     = 0
poweradd = 12*7
velset   = 0,0
sprpriority = 2
facep2 = 1

[State 825, ゲージ消費]
type = PowerAdd
triggerall = var(1) = 4
trigger1 = AnimElem = 1
value = -1000

[State 825]
type = PosAdd
trigger1 = AnimElem = 4
x = 40

[State 825, ヒット定義（投げ用）];地上
type = HitDef
triggerall = (StateType != A)
trigger1 = Time = 0
attr = S, ST
hitflag = M-
priority = 1, Miss
sparkno = -1
sprpriority = 1
getpower = 9*7,4*7 
givepower= 8*7,0 
;p1stateno = Ifelse(var(1)=4,829,826)
;p2stateno = 827
guard.dist = 0
fall = 1
down.bounce = 1
fall.xvelocity = 2
fall.yvelocity = -2
ID = Ifelse(var(14)=0,700,Ifelse(var(20)=0,45000,700))

[State 825]
type = TargetDrop
trigger1 = NumTarget(700) >= 2
excludeID = 700
keepone = 1

[State 825]
type = TargetDrop
trigger1 = NumTarget(45000) >= 2
excludeID = 45000
keepone = 1

[State 825, ヴァイタルソース]
type = TargetState
triggerall = NumTarget(45000)
trigger1 = MoveHit = 1
value = 45000
ctrl = 0
ID = 45000
ignorehitpause = 1
persistent = 0

[State 825, ヴァイタルソース回復量]
type = VarAdd
trigger1 = var(1) >= 4
trigger1 = MoveHit = 1
var(37) = Ceil((12*6.67)*(const(data.attack)*0.01))

[State 825, ヴァイタルソース回復量]
type = VarAdd
trigger1 = var(1) <= 3
trigger1 = MoveHit = 1
var(37) = Ceil((9*6.67)*(const(data.attack)*0.01))

[State 825, 通常]
type = TargetState
triggerall = NumTarget(700)
trigger1 = MoveHit = 1
value = 827
ctrl = 0
ID = 700
ignorehitpause = 1
persistent = 0

[State 825]
type = ChangeState
triggerall = MoveHit = 1
trigger1 = NumTarget(700)
trigger2 = NumTarget(45000)
value = Ifelse(var(1)=4,829,826)

[State 825, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;===========================================================================
;成功
[Statedef 826]
type     = U
movetype = A
physics  = N
anim     = 826
ctrl     = 0
poweradd = 60
velset   = 0,0

[State 826, 掴んだ相手の向き]
type = TargetFacing
trigger1 = AnimElem = 1
value = -1

[State 826, 物理的なキャラの幅]
type = Width
trigger1 = AnimElem = 1
edge = 65,0

[State 826, 掴んだ相手の位置2]
type = TargetBind
trigger1 = AnimElem >= 4
trigger1 = AnimElem <= 23
pos = -10, 0

[State 826, 掴んだ相手のステート変更]
type = TargetState
trigger1 = AnimElem = 24
value = 828

[State 826, 掴んだ相手の位置4]
type = TargetBind
trigger1 = AnimElem = 25
pos = -40, -10

[State 826, 掴んだ相手の位置5]
type = TargetBind
trigger1 = AnimElem = 26
pos = -10, -20

[State 826, 掴んだ相手の位置5]
type = TargetBind
trigger1 = AnimElem = 27
pos = 0, -30

[State 826, 軸位置移動]
type = BindToTarget
trigger1 = AnimElem = 1
pos = 45, 0, Foot

[State 826, 軸位置移動]
type = BindToTarget
trigger1 = AnimElem = 4
pos = -10, 0, Foot

[State 826, 軸位置移動]
type = BindToTarget
trigger1 = AnimElem = 24
pos = -65, 0, Foot

[State 826, 画像表示優先度]
type = SprPriority
trigger1 = AnimElem = 7
trigger2 = AnimElem = 13
trigger3 = AnimElem = 19
value = -1

[State 826, 画像表示優先度]
type = SprPriority
trigger1 = AnimElem = 10
trigger2 = AnimElem = 16
trigger3 = AnimElem = 22
value = 2

[State 826, 音声]
type = PlaySnd
trigger1 = time = 1
value = 800
channel = -1

[State 826, 音声]
type = PlaySnd
triggerall = var(1) = 4
trigger1 = AnimElem = 24
value = 810
channel = -1

[State 826, 音声]
type = PlaySnd
trigger1 = AnimElem = 6
trigger2 = AnimElem = 12
trigger3 = AnimElem = 18
value = 5, 1
channel = -1

[State 826,エフェクト]
type = Explod
trigger1 = AnimElem = 6
trigger2 = AnimElem = 12
trigger3 = AnimElem = 18
anim = 15002
pos = -Ceil(-20+(time*0.75)), Ceil(-35-(Time*0.5))
postype = p1
ontop = 1
ownpal = 1

[State 826, 掴んだ相手のライフ増減]
type = TargetLifeAdd
trigger1 = AnimElem = 6
trigger2 = AnimElem = 12
trigger3 = AnimElem = 18
value =-ceil(((2*6.67)*const(data.attack)*0.01)+((1*6.67*(Ifelse(var(14)=1,1,fvar(1)))*const(data.attack)*0.01))) ;(2,1)
kill = 0

[State 826, 掴んだ相手のライフ増減]
type = TargetLifeAdd
trigger1 = AnimElem = 27
value =-ceil(((12*6.67)*const(data.attack)*0.01)+((6*6.67*(Ifelse(var(14)=1,1,fvar(1)))*const(data.attack)*0.01))) ;(12,6)

[State 826, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;===========================================================================
;相手喰らい
[Statedef 827]
type     = U
movetype = H
physics  = N
ctrl     = 0
velset   = 0,0
facep2   = 1

[State 827, 軸位置移動]
type = PosSet
trigger1 = 1 
y = 0

[State 827, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA

[State 827]
type = ChangeAnim2
trigger1 = time = 1
value = 5010

[State 827]
type = SelfState
trigger1 = Time >= 300
value = 5100

;===========================================================================
;相手喰らい（投げられ）
[Statedef 828]
type     = A
movetype = H
physics  = N
ctrl     = 0
velset   = 0,0

[State 828]
type = ChangeAnim2
trigger1 = time = 1
value = 828

[State 828]
type = VelSet
trigger1 = time = 13
x = -4.5
y = -8

[State 828]
type = VelAdd
trigger1 = time >= 13
y = 0.6

[State 828]
type = Turn
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0

[State 828]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;===========================================================================
;ES成功
[Statedef 829]
type     = U
movetype = A
physics  = N
anim     = 829
ctrl     = 0
poweradd = 0
velset   = 0,0

[State 829, 物理的なキャラの幅]
type = Width
trigger1 = AnimElem = 1
edge = 65,0

[State 829, 掴んだ相手の位置2]
type = TargetBind
trigger1 = AnimElem >= 4
trigger1 = AnimElem <= 41
pos = -10, 0

[State 829, 掴んだ相手のステート変更]
type = TargetState
trigger1 = AnimElem = 42
value = 828

[State 829, 掴んだ相手の位置4]
type = TargetBind
trigger1 = AnimElem = 43
pos = -40, -10

[State 829, 掴んだ相手の位置5]
type = TargetBind
trigger1 = AnimElem = 44
pos = -10, -20

[State 829, 掴んだ相手の位置5]
type = TargetBind
trigger1 = AnimElem = 45
pos = 0, -30

[State 829, 軸位置移動]
type = BindToTarget
trigger1 = AnimElem = 1
pos = 45, 0, Foot

[State 829, 軸位置移動]
type = BindToTarget
trigger1 = AnimElem = 4
pos = -10, 0, Foot

[State 829, 軸位置移動]
type = BindToTarget
trigger1 = AnimElem = 42
pos = -65, 0, Foot

[State 829, 画像表示優先度]
type = SprPriority
trigger1 = AnimElem = 7
trigger2 = AnimElem = 13
trigger3 = AnimElem = 19
trigger4 = AnimElem = 25
trigger5 = AnimElem = 31
trigger6 = AnimElem = 37
value = -1

[State 829, 画像表示優先度]
type = SprPriority
trigger1 = AnimElem = 10
trigger2 = AnimElem = 16
trigger3 = AnimElem = 22
trigger4 = AnimElem = 28
trigger5 = AnimElem = 34
value = 2

[State 829, 音声]
type = PlaySnd
trigger1 = time = 1
value = 800
channel = -1

[State 829, 音声]
type = PlaySnd
trigger1 = AnimElem = 43
value = 1080
channel = -1

[State 829, 音声]
type = PlaySnd
trigger1 = AnimElem = 7
trigger2 = AnimElem = 13
trigger3 = AnimElem = 19
trigger4 = AnimElem = 25
trigger5 = AnimElem = 31
trigger6 = AnimElem = 37
value = 5, 1
channel = -1

[State 829,エフェクト]
type = Explod
trigger1 = AnimElem = 7
trigger2 = AnimElem = 13
trigger3 = AnimElem = 19
trigger4 = AnimElem = 25
trigger5 = AnimElem = 31
trigger6 = AnimElem = 37
anim = 15004
pos = -Ceil(-20+(time*0.5)), Ceil(-35-(Time*0.33))
postype = p1
ontop = 1
ownpal = 1

[State 829, 掴んだ相手のライフ増減]
type = TargetLifeAdd
trigger1 = AnimElem = 7
trigger2 = AnimElem = 13
trigger3 = AnimElem = 19
trigger4 = AnimElem = 25
trigger5 = AnimElem = 31
trigger6 = AnimElem = 37
value =-ceil(((2*6.67)*const(data.attack)*0.01)+((1*6.67*(Ifelse(var(14)=1,1,fvar(1)))*const(data.attack)*0.01))) ;(2,1)
kill = 0

[State 829, 掴んだ相手のライフ増減]
type = TargetLifeAdd
trigger1 = AnimElem = 45
value =-ceil(((12*6.67)*const(data.attack)*0.01)+((6*6.67*(Ifelse(var(14)=1,1,fvar(1)))*const(data.attack)*0.01))) ;(12,6)

[State 829, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

