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;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;超必殺技
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;(HELPER)七星ゲージ;ヘルパーで表示できたら楽なんだけどなぁ･･･
[Statedef 4000]
type = A
ctrl = 0
anim = 4000
velset = 0,0
movetype = I
physics = N
sprpriority = 10

[state a]
type = AssertSpecial
trigger1 = 1
flag = noshadow
flag2 = invisible

[state a]
type = null;posset
trigger1 = 1
y = pos y - screenpos y +50

;---------------------[透過]
[state a]
type = null;Trans
trigger1 = 1
trans = addalpha
alpha = 256, 256
;---------------------[]
[state -2,a];ゲージ枠
type = Explod
trigger1 = Facing = 1
trigger1 = numexplod(4000) = 0
anim = 4000
id = 4000
postype = right
bindtime = -1
pos = -50,50
sprpriority = 98
ownpal = 1
scale = 0.5,0.5

[state -2,a];ゲージ枠
type = Explod
trigger1 = Facing = -1
trigger1 = numexplod(4000) = 0
anim = 4000
id = 4000
postype = left
bindtime = -1
pos = 50,50
sprpriority = 98
ownpal = 1
scale = 0.5,0.5
facing = -1


[state -2,a];星１
type = Explod
trigger1 = root,var(4) = 0
trigger1 = Facing = 1
trigger1 = numexplod(4001) = 0
anim = 4001
id = 4001
postype = right
bindtime = -1
pos = -50,50
sprpriority = 99
ownpal = 1
scale = 0.5,0.5

[state -2,a];星１
type = Explod
trigger1 = root,var(4) = 0
trigger1 = Facing = -1
trigger1 = numexplod(4001) = 0
anim = 4001
id = 4001
postype = left
bindtime = -1
pos = 50,50
sprpriority = 99
ownpal = 1
scale = 0.5,0.5
facing = -1

[state a];星１消滅
type = removeexplod
trigger1 = root,var(4) >= 1
id = 4001



[state -2,a];星２
type = Explod
trigger1 = root,var(4) <= 1
trigger1 = Facing = 1
trigger1 = numexplod(4002) = 0
anim = 4002
id = 4002
postype = right
bindtime = -1
pos = -50,50
sprpriority = 99
ownpal = 1
scale = 0.5,0.5

[state -2,a];星２
type = Explod
trigger1 = root,var(4) <= 1
trigger1 = Facing = -1
trigger1 = numexplod(4002) = 0
anim = 4002
id = 4002
postype = left
bindtime = -1
pos = 50,50
sprpriority = 99
ownpal = 1
scale = 0.5,0.5
facing = -1

[state a];星２消滅
type = removeexplod
trigger1 = root,var(4) >= 2
id = 4002


[state -2,a];星３
type = Explod
trigger1 = root,var(4) <= 2
trigger1 = Facing = 1
trigger1 = numexplod(4003) = 0
anim = 4003
id = 4003
postype = right
bindtime = -1
pos = -50,50
sprpriority = 99
ownpal = 1
scale = 0.5,0.5

[state -2,a];星３
type = Explod
trigger1 = root,var(4) <= 2
trigger1 = Facing = -1
trigger1 = numexplod(4003) = 0
anim = 4003
id = 4003
postype = left
bindtime = -1
pos = 50,50
sprpriority = 99
ownpal = 1
scale = 0.5,0.5
facing = -1

[state a];星３消滅
type = removeexplod
trigger1 = root,var(4) >= 3
id = 4003


[state -2,a];星４
type = Explod
trigger1 = root,var(4) <= 3
trigger1 = Facing = 1
trigger1 = numexplod(4004) = 0
anim = 4004
id = 4004
postype = right
bindtime = -1
pos = -50,50
sprpriority = 99
ownpal = 1
scale = 0.5,0.5

[state -2,a];星４
type = Explod
trigger1 = root,var(4) <= 3
trigger1 = Facing = -1
trigger1 = numexplod(4004) = 0
anim = 4004
id = 4004
postype = left
bindtime = -1
pos = 50,50
sprpriority = 99
ownpal = 1
scale = 0.5,0.5
facing = -1

[state a];星４消滅
type = removeexplod
trigger1 = root,var(4) >= 4
id = 4004


[state -2,a];星５
type = Explod
trigger1 = root,var(4) <= 4
trigger1 = Facing = 1
trigger1 = numexplod(4005) = 0
anim = 4005
id = 4005
postype = right
bindtime = -1
pos = -50,50
sprpriority = 99
ownpal = 1
scale = 0.5,0.5

[state -2,a];星５
type = Explod
trigger1 = root,var(4) <= 4
trigger1 = Facing = -1
trigger1 = numexplod(4005) = 0
anim = 4005
id = 4005
postype = left
bindtime = -1
pos = 50,50
sprpriority = 99
ownpal = 1
scale = 0.5,0.5
facing = -1

[state a];星５消滅
type = removeexplod
trigger1 = root,var(4) >= 5
id = 4005


[state -2,a];星６
type = Explod
trigger1 = root,var(4) <= 5
trigger1 = Facing = 1
trigger1 = numexplod(4006) = 0
anim = 4006
id = 4006
postype = right
bindtime = -1
pos = -50,50
sprpriority = 99
ownpal = 1
scale = 0.5,0.5

[state -2,a];星６
type = Explod
trigger1 = root,var(4) <= 5
trigger1 = Facing = -1
trigger1 = numexplod(4006) = 0
anim = 4006
id = 4006
postype = left
bindtime = -1
pos = 50,50
sprpriority = 99
ownpal = 1
scale = 0.5,0.5
facing = -1

[state a];星６消滅
type = removeexplod
trigger1 = root,var(4) >= 6
id = 4006



[state -2,a];星７
type = Explod
trigger1 = root,var(4) <= 6
trigger1 = Facing = 1
trigger1 = numexplod(4007) = 0
anim = 4007
id = 4007
postype = right
bindtime = -1
pos = -50,50
sprpriority = 99
ownpal = 1
scale = 0.5,0.5

[state -2,a];星７
type = Explod
trigger1 = root,var(4) <= 6
trigger1 = Facing = -1
trigger1 = numexplod(4007) = 0
anim = 4007
id = 4007
postype = left
bindtime = -1
pos = 50,50
sprpriority = 99
ownpal = 1
scale = 0.5,0.5
facing = -1

[state a];星７消滅
type = removeexplod
trigger1 = root,var(4) >= 7
id = 4007


[state -2,a];死兆星
type = Explod
trigger1 = root,var(4) = 7
trigger1 = Facing = 1
trigger1 = numexplod(4010) = 0
anim = 4010
id = 4010
postype = right
bindtime = -1
pos = -50,50
sprpriority = 99
ownpal = 1
scale = 0.4,0.4

[state -2,a];死兆星
type = Explod
trigger1 = root,var(4) = 7
trigger1 = Facing = -1
trigger1 = numexplod(4010) = 0
anim = 4010
id = 4010
postype = left
bindtime = -1
pos = 50,50
sprpriority = 99
ownpal = 1
scale = 0.4,0.4
facing = -1

[state a];死兆星消滅
type = removeexplod
trigger1 = root,var(4) <= 6
id = 4010


[state -2,a];死兆星
type = Explod
trigger1 = root,var(4) = 7
trigger1 = Facing = 1
trigger1 = numexplod(4020) = 0
anim = 4020
id = 4020
postype = right
bindtime = -1
pos = -50,50
sprpriority = 100
ownpal = 1
scale = 0.4,0.4

[state -2,a];死兆星
type = Explod
trigger1 = root,var(4) = 7
trigger1 = Facing = -1
trigger1 = numexplod(4020) = 0
anim = 4020
id = 4020
postype = left
bindtime = -1
pos = 50,50
sprpriority = 100
ownpal = 1
scale = 0.4,0.4
facing = -1

[state a];死兆星消滅
type = removeexplod
trigger1 = root,var(4) <= 6
id = 4020


;---------------------------------------------------------------------------
;(HELPER)ブーストゲージ
[Statedef 4100]
type = A
ctrl = 0
anim = 4100
velset = 0,0
movetype = I
physics = N
sprpriority = 10

[state a]
type = AssertSpecial
trigger1 = 1
flag = noshadow
flag2 = invisible

[state a]
type = null;posset
trigger1 = 1
y = pos y - screenpos y +50

;---------------------[透過]
[state a]
type = null;Trans
trigger1 = 1
trans = addalpha
alpha = 256, 256
;---------------------[]
[state -2,a];ゲージ枠
type = Explod
trigger1 = Facing = 1
trigger1 = numexplod(4100) = 0
anim = 4100
id = 4100
postype = left
bindtime = -1
pos = 65,225
sprpriority = 98
ownpal = 1
scale = 0.5,0.5

[state -2,a];ゲージ枠
type = Explod
trigger1 = Facing = -1
trigger1 = numexplod(4100) = 0
anim = 4101
id = 4100
postype = right
bindtime = -1
pos = -65,225
sprpriority = 98
ownpal = 1
scale = 0.5,0.5
facing = -1


[state -2,a];ゲージ枠2(半透明)
type = Explod
trigger1 = Facing = 1
trigger1 = numexplod(4105) = 0
anim = 4105
id = 4105
postype = left
bindtime = -1
pos = 65,225
sprpriority = 95
ownpal = 1
scale = 0.5,0.5

[state -2,a];ゲージ枠2
type = Explod
trigger1 = Facing = -1
trigger1 = numexplod(4105) = 0
anim = 4105
id = 4105
postype = right
bindtime = -1
pos = -65,225
sprpriority = 95
ownpal = 1
scale = 0.5,0.5
facing = -1


[state -2,a];ゲージ１
type = Explod
trigger1 = Facing = 1
trigger1 = numexplod(4110) = 0
trigger1 = root,var(16) >= 100
anim = 4110
id = 4110
postype = left
bindtime = -1
pos = 65,225
sprpriority = 97
ownpal = 1
scale = 0.5,0.5

[state -2,a];ゲージ１
type = Explod
trigger1 = Facing = -1
trigger1 = numexplod(4110) = 0
trigger1 = root,var(16) >= 100
anim = 4110
id = 4110
postype = right
bindtime = -1
pos = -65,225
sprpriority = 97
ownpal = 1
scale = 0.5,0.5
facing = -1

[state a];消滅
type = removeexplod
trigger1 = root,var(16) < 100
id = 4110


[state -2,a];ゲージ２
type = Explod
trigger1 = Facing = 1
trigger1 = numexplod(4111) = 0
trigger1 = root,var(16) >= 200
anim = 4111
id = 4111
postype = left
bindtime = -1
pos = 65,225
sprpriority = 97
ownpal = 1
scale = 0.5,0.5

[state -2,a];ゲージ２
type = Explod
trigger1 = Facing = -1
trigger1 = numexplod(4111) = 0
trigger1 = root,var(16) >= 200
anim = 4111
id = 4111
postype = right
bindtime = -1
pos = -65,225
sprpriority = 97
ownpal = 1
scale = 0.5,0.5
facing = -1

[state a];消滅
type = removeexplod
trigger1 = root,var(16) < 200
id = 4111


[state -2,a];ゲージ３
type = Explod
trigger1 = Facing = 1
trigger1 = numexplod(4112) = 0
trigger1 = root,var(16) = 300
anim = 4112
id = 4112
postype = left
bindtime = -1
pos = 65,225
sprpriority = 97
ownpal = 1
scale = 0.5,0.5

[state -2,a];ゲージ３
type = Explod
trigger1 = Facing = -1
trigger1 = numexplod(4112) = 0
trigger1 = root,var(16) = 300
anim = 4112
id = 4112
postype = right
bindtime = -1
pos = -65,225
sprpriority = 97
ownpal = 1
scale = 0.5,0.5
facing = -1

[state a];消滅
type = removeexplod
trigger1 = root,var(16) < 300
id = 4112



[state -2,a];ゲージ減少1
type = Explod
trigger1 = Facing = 1
trigger1 = numexplod(4115) = 0
trigger1 = root,var(16) < 300
trigger1 = root,var(16) >= 201
anim = 4115
id = 4115
postype = left
bindtime = -1
pos = 85,225
sprpriority = 97
ownpal = 1
scale = 0.5,0.5

[state -2,a];ゲージ減少1
type = Explod
trigger1 = Facing = -1
trigger1 = numexplod(4115) = 0
trigger1 = root,var(16) < 300
trigger1 = root,var(16) >= 201
anim = 4115
id = 4115
postype = right
bindtime = -1
pos = -84,225
sprpriority = 97
ownpal = 1
scale = 0.5,0.5
facing = -1

[state a];消滅
type = removeexplod
trigger1 = root,var(16) <= 200
trigger2 = root,var(16) = 300
id = 4115

[state a]
type = ModifyExplod
trigger1 = 1
ID = 4115
scale = (root,var(16)-200)*0.005,0.5




[state -2,a];ゲージ減少2
type = Explod
trigger1 = Facing = 1
trigger1 = numexplod(4116) = 0
trigger1 = root,var(16) < 200
trigger1 = root,var(16) >= 101
anim = 4115
id = 4116
postype = left
bindtime = -1
pos = 48,225
sprpriority = 97
ownpal = 1
scale = 0.5,0.5

[state -2,a];ゲージ減少2
type = Explod
trigger1 = Facing = -1
trigger1 = numexplod(4116) = 0
trigger1 = root,var(16) < 200
trigger1 = root,var(16) >= 101
anim = 4115
id = 4116
postype = right
bindtime = -1
pos = -47,225
sprpriority = 97
ownpal = 1
scale = 0.5,0.5
facing = -1

[state a];消滅
type = removeexplod
trigger1 = root,var(16) <= 100
trigger2 = root,var(16) >= 200
id = 4116

[state a]
type = ModifyExplod
trigger1 = 1
ID = 4116
scale = (root,var(16)-100)*0.005,0.5


[state -2,a];ゲージ減少3
type = Explod
trigger1 = Facing = 1
trigger1 = numexplod(4117) = 0
trigger1 = root,var(16) < 100
trigger1 = root,var(16) >= 1
anim = 4115
id = 4117
postype = left
bindtime = -1
pos = 8,225
sprpriority = 97
ownpal = 1
scale = 0.5,0.5

[state -2,a];ゲージ減少3
type = Explod
trigger1 = Facing = -1
trigger1 = numexplod(4117) = 0
trigger1 = root,var(16) < 100
trigger1 = root,var(16) >= 1
anim = 4115
id = 4117
postype = right
bindtime = -1
pos = -7,225
sprpriority = 97
ownpal = 1
scale = 0.5,0.5
facing = -1

[state a];消滅
type = removeexplod
trigger1 = root,var(16) = 0
trigger2 = root,var(16) >= 100
id = 4117

[state a]
type = ModifyExplod
trigger1 = 1
ID = 4117
scale = root,var(16)*0.005,0.5