﻿
;カグツチゲージ
[StateDef 6500]
Type        = A
Physics     = N
Ctrl        = 0
Anim        = 9999
movetype= I
velset=0, 0


;---------------------------------------------コンフィグここから
[State 2];ゲージ表示位置変更
type = varset
trigger1 = time = 0
v = 51
value = 0
; 0 = 画面下方　1 = 画面上方


[State -3];簡易コマンド設定
type = null;parentVarSet
trigger1 = time = 0
v = 57
value = 0
; 0 = off　1 = on









;---------------------------------------------コンフィグここまで

[State 30000];画面にとらわれない
type=ScreenBound
trigger1=1
value=0
movecamera=0,0


[State hit]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AP,AT
ignorehitpause = 1


[State 2002, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1



;---------------------------------------------1p

[State -3];消えるフラグ
type = VarSet
trigger1 = RoundState >= 3
v = 2
value = time
IgnoreHitPause = 1
Persistent = 0

[State -3];消えるフラグ
type = VarSet
trigger1 = RoundState = 2
v = 5
value = time
IgnoreHitPause = 1
Persistent = 0

[State -1,1];ゲージ1(本体)
Type        = Explod
triggerall = numExplod(6500)= 0
triggerall = RoundState >= 2
Trigger1    = TeamSide = 1
trigger1    = 1
Anim        = 6500 
ID          = 6500 
Postype     = left
Pos         = 0,223
OwnPal      = 1
Scale       = 0.3,0.3
BindTime    = -1
SprPriority = 9998
IgnoreHitPause = 1
supermovetime = 999999099999999
pausemovetime = 999999099999999

[State -1,1];ゲージ1(本体)
Type        = Explod
triggerall = numExplod(6500)= 0
triggerall = RoundState >= 2
Trigger1    = TeamSide = 2
trigger1    = 1
Anim        = 6500 
ID          = 6500 
Postype     = right
Pos         = 0,223
OwnPal      = 1
Scale       = 0.3,0.3
BindTime    = -1
SprPriority = 9998
IgnoreHitPause = 1
facing = -1
supermovetime = 999999099999999
pausemovetime = 999999099999999

[State -1,1]
type = ModifyExplod
trigger1 = numExplod(6500)>=1
trigger1 = RoundState = 2
trigger1 = time = [var(5),var(5)+32]
ID = 6500
trans = addalpha
alpha = 0+(time-var(5))*8, 256-(time-var(5))*8
scale = 0.009375*(time-var(5)),0.3

[State -1,1]
type = ModifyExplod
trigger1 = numExplod(6500)>=1
trigger1 = RoundState >= 3
ID = 6500
trans = addalpha
alpha = 256-(time-var(2))*16, 0+(time-var(2))*16


[State -1,1];ゲージ1(本体)
Type        = Explod
triggerall = numExplod(6501)= 0
triggerall = RoundState >= 2
Trigger1    = TeamSide = 1
trigger1    = 1
Anim        = 6501
ID          = 6501 
Postype     = left
Pos         = 27,228
OwnPal      = 1
Scale       = 0.5,0.5
BindTime    = -1
SprPriority = 9999
IgnoreHitPause = 1
supermovetime = 999999099999999
pausemovetime = 999999099999999

[State -1,1];ゲージ1(本体)
Type        = Explod
triggerall = numExplod(6501)= 0
triggerall = RoundState >= 2
Trigger1    = TeamSide = 2
trigger1    = 1
Anim        = 6501
ID          = 6501 
Postype     = right
Pos         = -27,228
OwnPal      = 1
Scale       = 0.5,0.5
BindTime    = -1
SprPriority = 9999
IgnoreHitPause = 1
facing = -1
supermovetime = 999999099999999
pausemovetime = 999999099999999

[State -1,1]
type = ModifyExplod
trigger1 = numExplod(6501)>=1
trigger1 = RoundState = 2
trigger1 = time = [var(5),var(5)+32]
ID = 6501
trans = addalpha
alpha = 0+(time-var(5))*8, 256-(time-var(5))*8

[State -1,1]
type = ModifyExplod
trigger1 = numExplod(6501)>=1
trigger1 = RoundState >= 3
ID = 6501
trans = addalpha
alpha = 256-(time-var(2))*16, 0+(time-var(2))*16

[State -1,1];ゲージ1(本体)
Type        = Explod
triggerall = numExplod(6502)= 0
triggerall = RoundState >= 2
Trigger1    = TeamSide = 1
trigger1    = 1
Anim        = 6502
ID          = 6502 
Postype     = left
Pos         = 10,233
OwnPal      = 1
Scale       = 0.35,0.35
BindTime    = -1
SprPriority = 9999
IgnoreHitPause = 1
supermovetime = 999999099999999
pausemovetime = 999999099999999

[State -1,1];ゲージ1(本体)
Type        = Explod
triggerall = numExplod(6502)= 0
triggerall = RoundState >= 2
Trigger1    = TeamSide = 2
trigger1    = 1
Anim        = 6502
ID          = 6502 
Postype     = right
Pos         = -65,233
OwnPal      = 1
Scale       = 0.35,0.35
BindTime    = -1
SprPriority = 9999
IgnoreHitPause = 1
supermovetime = 999999099999999
pausemovetime = 999999099999999

[State -1,1]
type = ModifyExplod
trigger1 = numExplod(6502)>=1
trigger1 = RoundState = 2
trigger1 = time = [var(5),var(5)+32]
ID = 6502
trans = addalpha
alpha = 0+(time-var(5))*8, 256-(time-var(5))*8

[State -1,1]
type = ModifyExplod
trigger1 = numExplod(6502)>=1
trigger1 = RoundState >= 3
ID = 6502
trans = addalpha
alpha = 256-(time-var(2))*16, 0+(time-var(2))*16

[State -1,1];ゲージ1(緑パワー)
Type        = Explod
triggerall = numExplod(6503)= 0
triggerall = RoundState >= 2
Trigger1    = TeamSide = 1
trigger1    = 1
Anim        = 6503
ID          = 6503 
Postype     = left
Pos         = 27,228
Scale       = 0.5,0.5
OwnPal      = 1
BindTime    = -1
SprPriority = 9999
IgnoreHitPause = 1
supermovetime = 999999099999999
pausemovetime = 999999099999999


[State -1,1];ゲージ1(緑パワー)
Type        = Explod
triggerall = numExplod(6503)= 0
triggerall = RoundState >= 2
Trigger1    = TeamSide = 2
trigger1    = 1
Anim        = 6503
ID          = 6503 
Postype     = right
Pos         = -27,228
Scale       = 0.5,0.5
OwnPal      = 1
BindTime    = -1
SprPriority = 9999
IgnoreHitPause = 1
facing = -1
supermovetime = 999999099999999
pausemovetime = 999999099999999

[State -1,1]
type = null;ModifyExplod
trigger1 = numExplod(6503)>=1
trigger1 = RoundState = 2
trigger1 = time = [var(5),var(5)+32]
ID = 6503
trans = addalpha
alpha = 0+(time-var(5))*8, 256-(time-var(5))*8


[State -1,1]
type = ModifyExplod
trigger1 = numExplod(6503)>=1
trigger1 = root,var(50) > 0
ID = 6503
scale = 0.5*0.0033*ifelse(root,var(50)>300,300,root,var(50)),0.5

[State -1,1]
type = ModifyExplod
trigger1 = numExplod(6503)>=1
trigger1 = RoundState >= 3
ID = 6503
trans = addalpha
alpha = 256-(time-var(2))*16, 0+(time-var(2))*16


[State -1,1]
type = ModifyExplod
trigger1 = numExplod(6503)>=1
trigger1 = root,var(50) <= 0
ID = 6503
scale = 0,0.5

[State -1,1];ゲージ1(緑パワー)
Type        = Explod
triggerall = numExplod(6508)= 0
triggerall = RoundState >= 2
Trigger1    = TeamSide = 1
trigger1    = 1
Anim        = 6508
ID          = 6508
Postype     = left
Pos         = 27,228
Scale       = 0.5,0.5
OwnPal      = 1
BindTime    = -1
SprPriority = 9998
IgnoreHitPause = 1
supermovetime = 999999099999999
pausemovetime = 999999099999999

[State -1,1];ゲージ1(緑パワー)
Type        = Explod
triggerall = numExplod(6508)= 0
triggerall = RoundState >= 2
Trigger1    = TeamSide = 2
trigger1    = 1
Anim        = 6508
ID          = 6508
Postype     = right
Pos         = -27,228
Scale       = 0.5,0.5
OwnPal      = 1
BindTime    = -1
SprPriority = 9998
IgnoreHitPause = 1
facing = -1
supermovetime = 999999099999999
pausemovetime = 999999099999999

[State -1,1]
type = null;ModifyExplod
trigger1 = numExplod(6508)>=1
trigger1 = RoundState = 2
trigger1 = time = [var(5),var(5)+32]
ID = 6508
trans = addalpha
alpha = 0+(time-var(5))*8, 256-(time-var(5))*8

[State -1,1]
type = ModifyExplod
trigger1 = numExplod(6508)>=1
trigger1 = RoundState >= 3
ID = 6508
trans = addalpha
alpha = 256-(time-var(2))*16, 0+(time-var(2))*16

[State -1,1]
type = ModifyExplod
trigger1 = numExplod(6508)>=1
trigger1 = root,var(48) > 0
ID = 6508
scale = 0.5*0.0033*ifelse(root,var(48)>300,300,root,var(48)),0.5

[State -1,1]
type = ModifyExplod
trigger1 = numExplod(6508)>=1
trigger1 = root,var(48) <= 0
ID = 6508
scale = 0,0.5

[State -1,1];ゲージ1(数字)
Type        = Explod
triggerall = numExplod(6570)= 0
triggerall = RoundState >= 2
Trigger1    = TeamSide = 1
trigger1    = var(8) = 0
trigger1    = 1
Anim        = 6560+floor(root,var(50)*0.01)
ID          = 6560 
Postype     = left
Pos         = 9,218
Scale       = 0.3,0.3
OwnPal      = 1
BindTime    = -1
SprPriority = 9999
IgnoreHitPause = 1
removetime = -2
supermovetime = 999999099999999
pausemovetime = 999999099999999

[State -1,1];ゲージ1(数字)
Type        = Explod
triggerall = numExplod(6570)= 0
triggerall = RoundState >= 2
Trigger1    = TeamSide = 2
trigger1    = var(8) = 0
trigger1    = 1
Anim        = 6560+floor(root,var(50)*0.01)
ID          = 6560 
Postype     = right
Pos         = -26,218
Scale       = 0.3,0.3
OwnPal      = 1
BindTime    = -1
SprPriority = 9999
IgnoreHitPause = 1
removetime = -2
supermovetime = 999999099999999
pausemovetime = 999999099999999

[State -1,1]
type = ModifyExplod
trigger1 = numExplod(6560)>=1
trigger1 = RoundState = 2
trigger1 = time = [var(5),var(5)+32]
ID = 6560
trans = addalpha
alpha = 0+(time-var(5))*8, 256-(time-var(5))*8

[State -1,1]
type = ModifyExplod
trigger1 = numExplod(6560)>=1
trigger1 = RoundState >= 3
ID = 6560
trans = addalpha
alpha = 256-(time-var(2))*16, 0+(time-var(2))*16
;---------------------------------------------1p
[State -3]
type = null
triggerall = RoundState = 2
triggerall = (var(8)=0)
triggerall = root,stateno != [3000,3999]
triggerall = root,var(50) <= root,var(48)
trigger1 = var(9) = 0
trigger1 = (root,var(50)=100)
trigger1 = var(8) := 1
trigger1 = 0
trigger2 = var(9) = 0
trigger2 = (root,var(50)=200)
trigger2 = var(8) := 2
trigger2 = 0
trigger3 = var(9) = 0
trigger3 = (root,var(50)=300)
trigger3 = var(8) := 3
trigger3 = 0
trigger4 = var(9) = 1
trigger4 = (root,var(50)<= 300)
trigger4 = (root,var(50)!=300)*(root,var(50)!=200)*(root,var(50)!=100)
trigger4 = var(9) := 0
trigger4 = 0


[State -1,1];ゲージ1(数字)
Type        = Explod
triggerall = RoundState >= 2
Triggerall    = TeamSide = 1
trigger1    = var(8)>=1
Anim        = 6570+var(8)
ID          = 6570 
Postype     = left
Pos         = 9,218
Scale       = 0.3,0.3
OwnPal      = 1
BindTime    = -1
SprPriority = 9999
IgnoreHitPause = 1
removetime = -2
supermovetime = 999999099999999
pausemovetime = 999999099999999

[State -1,1];ゲージ1(数字)
Type        = Explod
triggerall = RoundState >= 2
Triggerall    = TeamSide = 2
trigger1    = var(8)>=1
Anim        = 6570+var(8)
ID          = 6570 
Postype     = right
Pos         = -26,218
Scale       = 0.3,0.3
OwnPal      = 1
BindTime    = -1
SprPriority = 9999
IgnoreHitPause = 1
removetime = -2
supermovetime = 999999099999999
pausemovetime = 999999099999999

[State -1,1]
type = PlaySnd
trigger1 = var(8) >= 1
value = 2, 72+(var(9):=1)*0+(var(8):=0)*0
IgnoreHitPause = 1
;---------------------------------------------1p

[State -1,1]
type = ModifyExplod
trigger1 = numExplod(6560)>=1
trigger1 = RoundState = 2
trigger1 = time = [var(5),var(5)+32]
ID = 6570
trans = addalpha
alpha = 0+(time-var(5))*8, 256-(time-var(5))*8

[State -1,1]
type = ModifyExplod
trigger1 = numExplod(6560)>=1
trigger1 = RoundState >= 3
ID = 6570
trans = addalpha
alpha = 256-(time-var(2))*16, 0+(time-var(2))*16

[State -1,1];ゲージ1(光)
Type        = Explod
triggerall = RoundState >= 2
Trigger1    = TeamSide = 1
trigger1 = (time%120) = 0
trigger1 = root,var(50) >= 100
Anim        = 6504+floor(root,var(50)*0.01)
ID          = 6504 
Postype     = left
Pos         = 27,228
Scale       = 0.5,0.5
OwnPal      = 1
BindTime    = -1
SprPriority = 99999
IgnoreHitPause = 1
supermovetime = 999999099999999
pausemovetime = 999999099999999

[State -1,1];ゲージ1(光)
Type        = Explod
triggerall = RoundState >= 2
Trigger1    = TeamSide = 2
trigger1 = (time%120) = 0
trigger1 = root,var(50) >= 100
Anim        = 6504+floor(root,var(50)*0.01)
ID          = 6504 
Postype     = right
Pos         = -27,228
Scale       = 0.5,0.5
OwnPal      = 1
BindTime    = -1
SprPriority = 99999
IgnoreHitPause = 1
facing = -1
supermovetime = 999999099999999
pausemovetime = 999999099999999

[State -1,1]
type = ModifyExplod
trigger1 = numExplod(6504)>=1
trigger1 = RoundState = 2
trigger1 = time = [var(5),var(5)+32]
ID = 6504
trans = addalpha
alpha = 0+(time-var(5))*8, 256-(time-var(5))*8

[State -1,1]
type = ModifyExplod
trigger1 = numExplod(6504)>=1
trigger1 = RoundState >= 3
ID = 6504
trans = addalpha
alpha = 256-(time-var(2))*16, 0+(time-var(2))*16



[State -1,1];ゲージ1(光2)
Type        = Explod
triggerall = RoundState >= 2
Triggerall = root,var(49) >= 1
Trigger1    = TeamSide = 1
Anim        = 6509
ID          = 6509 
Postype     = left
Pos         = 27,228
Scale       = 0.35,0.35
OwnPal      = 1
BindTime    = -1
SprPriority = 999999
IgnoreHitPause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999


[State -1,1];ゲージ1(光2)
Type        = Explod
triggerall = RoundState >= 2
Triggerall = root,var(49) >= 1
Trigger1    = TeamSide = 2
Anim        = 6509
ID          = 6509 
Postype     = right
Pos         = -27,228
Scale       = 0.35,0.35
OwnPal      = 1
BindTime    = -1
SprPriority = 999999
IgnoreHitPause = 1
facing = -1
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[State -1,1]
type = ModifyExplod
trigger1 = numExplod(6509)>=1
trigger1 = RoundState = 2
trigger1 = time = [var(5),var(5)+32]
ID = 6509
trans = addalpha
alpha = 0+(time-var(5))*8, 256-(time-var(5))*8

[State -1,1]
type = ModifyExplod
trigger1 = numExplod(6509)>=1
trigger1 = RoundState >= 3
ID = 6509
trans = addalpha
alpha = 256-(time-var(2))*16, 0+(time-var(2))*16


[State -1,1]
type = ModifyExplod
trigger1 = numExplod(6509)>=1
Trigger1 = root,var(49) >= 1
ID = 6509
Postype     = left
pos = 27+floor(0.295*root,var(50)),228
;---------------------------------------------1p
[State -1,1];ゲージ2(本体)
Type        = Explod
triggerall = RoundState >= 2
Trigger1    = TeamSide = 1
Anim        = 6510
ID          = 6510 
Postype     = left
Pos         = 7,29
OwnPal      = 1
Scale       = 0.35,0.35
BindTime    = -1
SprPriority = 9990
IgnoreHitPause = 1
supermovetime = 999999099999999
pausemovetime = 999999099999999

[State -1,1];ゲージ2(本体)
Type        = Explod
triggerall = RoundState >= 2
Trigger1    = TeamSide = 2
Anim        = 6510
ID          = 6510 
Postype     = right
Pos         = -7,29
OwnPal      = 1
Scale       = 0.35,0.35
BindTime    = -1
SprPriority = 9990
IgnoreHitPause = 1
facing = -1
supermovetime = 999999099999999
pausemovetime = 999999099999999

[State -1,1]
type = ModifyExplod
trigger1 = numExplod(6510)>=1
trigger1 = RoundState = 2
trigger1 = time = [var(5),var(5)+32]
ID = 6510
trans = addalpha
alpha = 0+(time-var(5))*8, 256-(time-var(5))*8

[State -1,1]
type = ModifyExplod
trigger1 = numExplod(6510)>=1
trigger1 = RoundState >= 3
ID = 6510
trans = addalpha
alpha = 256-(time-var(2))*16, 0+(time-var(2))*16

[State -1,1];ゲージ2(本体)
Type        = Explod
triggerall = RoundState >= 2
Trigger1    = TeamSide = 1
Anim        = 6600+root,var(43)+ifelse(root,var(42)>=1,200,0)
ID          = 6700 
Postype     = left
Pos         = -10,4
OwnPal      = 1
Scale       = 0.35,0.35
BindTime    = -1
SprPriority = 9996
IgnoreHitPause = 1
supermovetime = 999999099999999
pausemovetime = 999999099999999

[State -1,1];ゲージ2(本体)
Type        = Explod
triggerall = RoundState >= 2
Trigger1    = TeamSide = 2
Anim        = 6600+root,var(43)+ifelse(root,var(42)>=1,200,0)
ID          = 6700 
Postype     = right
Pos         = 10,4
OwnPal      = 1
Scale       = 0.35,0.35
BindTime    = -1
SprPriority = 9996
IgnoreHitPause = 1
facing = -1
supermovetime = 999999099999999
pausemovetime = 999999099999999

[State -1,1]
type = ModifyExplod
trigger1 = numExplod(6700)>=1
trigger1 = RoundState = 2
trigger1 = time = [var(5),var(5)+32]
ID = 6700
trans = addalpha
alpha = 0+(time-var(5))*8, 256-(time-var(5))*8

[State -1,1]
type = ModifyExplod
trigger1 = numExplod(6700)>=1
trigger1 = RoundState >= 3
ID = 6700
trans = addalpha
alpha = 256-(time-var(2))*16, 0+(time-var(2))*16

[State -1,1];ゲージ2(本体)
Type        = Explod
triggerall = RoundState >= 2
Trigger1    = TeamSide = 1
Anim        = 6511+ifelse(root,var(42)>=1,1,0)
ID          = 6511 
Postype     = left
Pos         = 4,30
OwnPal      = 1
Scale       = 0.35,0.35
BindTime    = -1
SprPriority = 9998
IgnoreHitPause = 1
supermovetime = 999999099999999
pausemovetime = 999999099999999


[State -1,1];ゲージ2(本体)
Type        = Explod
triggerall = RoundState >= 2
Trigger1    = TeamSide = 2
Anim        = 6511+ifelse(root,var(42)>=1,1,0)
ID          = 6511 
Postype     = right
Pos         = -4,30
OwnPal      = 1
Scale       = 0.35,0.35
BindTime    = -1
SprPriority = 9998
IgnoreHitPause = 1
facing = -1
supermovetime = 999999099999999
pausemovetime = 999999099999999

[State -1,1]
type = ModifyExplod
trigger1 = numExplod(6511)>=1
trigger1 = RoundState = 2
trigger1 = time = [var(5),var(5)+32]
ID = 6511
trans = addalpha
alpha = 0+(time-var(5))*8, 256-(time-var(5))*8


[State -1,1]
type = ModifyExplod
trigger1 = numExplod(6511)>=1
trigger1 = RoundState >= 3
ID = 6511
trans = addalpha
alpha = 256-(time-var(2))*16, 0+(time-var(2))*16

[State -1,1];ゲージ2(本体)
Type        = Explod
triggerall = RoundState >= 2
Trigger1    = TeamSide = 1
trigger1    = root,var(43) >= 100
trigger1 = (time%60)=0
Anim        = 6513
ID          = 6513
Postype     = left
Pos         = 28,40
OwnPal      = 1
Scale       = 0.35,0.35
BindTime    = -1
SprPriority = 99999
IgnoreHitPause = 1
supermovetime = 999999099999999
pausemovetime = 999999099999999


[State -1,1];ゲージ2(本体)
Type        = Explod
triggerall = RoundState >= 2
Trigger1    = TeamSide = 2
trigger1    = root,var(43) >= 100
trigger1 = (time%60)=0
Anim        = 6513
ID          = 6513
Postype     = right
Pos         = -28,40
OwnPal      = 1
Scale       = 0.35,0.35
BindTime    = -1
SprPriority = 99999
IgnoreHitPause = 1
facing = -1
supermovetime = 999999099999999
pausemovetime = 999999099999999

[State -1,1]
type = ModifyExplod
trigger1 = numExplod(6513)>=1
trigger1 = RoundState = 2
trigger1 = time = [var(5),var(5)+32]
ID = 6513
trans = addalpha
alpha = 0+(time-var(5))*8, 256-(time-var(5))*8


[State -1,1]
type = ModifyExplod
trigger1 = numExplod(6513)>=1
trigger1 = RoundState >= 3
ID = 6513
trans = addalpha
alpha = 256-(time-var(2))*16, 0+(time-var(2))*16

[State 6925, VarSet]
Type = Varset
trigger1 = numExplod(6513)=0
V = 2
Value = 0

[State 6925, VarSet]
Type = Varadd
trigger1 = numExplod(6513)>=1
trigger1 = (time%1)=0
V = 2
Value = 1

[State 6925, VarSet]
Type = Varadd
trigger1 = numExplod(6513)>=1
trigger1 = (time%1)=0
FV = 1
Value = 0.005

[State 6925, VarSet]
Type = Varset
trigger1 = numExplod(6513)>=1
trigger1 = var(2) >= 30
FV = 1
Value = 0

[State -1,1]
type = ModifyExplod
trigger1 = numExplod(6513)>=1
trigger1 = 1
ID = 6513
scale = 0.35+fvar(1),0.35+fvar(1)

[State -1,1]
type = PlaySnd
trigger1 = (root,var(42)>=1)*(root,var(43)>=100)
value = 2, 74
IgnoreHitPause = 1


[State -1,1];ゲージ2(数字百の位)
Type        = Explod
triggerall = RoundState >= 2
Trigger1    = TeamSide = 1
Trigger1    = root,var(43)>=100
trigger1    = 1
Anim        = 6521+ifelse(root,var(42)>=1,20,0)
ID          = 6521 
Postype     = left
Pos         = 14,35
OwnPal      = 1
Scale       = 0.4,0.4
BindTime    = -1
SprPriority = 999999
IgnoreHitPause = 1
supermovetime = 999999099999999
pausemovetime = 999999099999999

[State -1,1];ゲージ2(数字百の位)
Type        = Explod
triggerall = RoundState >= 2
Trigger1    = TeamSide = 2
Trigger1    = root,var(43)>=100
trigger1    = 1
Anim        = 6521+ifelse(root,var(42)>=1,20,0)
ID          = 6521 
Postype     = right
Pos         = -34,35
OwnPal      = 1
Scale       = 0.4,0.4
BindTime    = -1
SprPriority = 999999
IgnoreHitPause = 1
supermovetime = 999999099999999
pausemovetime = 999999099999999

[State -1,1]
type = ModifyExplod
trigger1 = numExplod(6521)>=1
trigger1 = RoundState = 2
trigger1 = time = [var(5),var(5)+32]
ID = 6521
trans = addalpha
alpha = 0+(time-var(5))*8, 256-(time-var(5))*8


[State -1,1]
type = ModifyExplod
trigger1 = numExplod(6521)>=1
trigger1 = RoundState >= 3
ID = 6521
trans = addalpha
alpha = 256-(time-var(2))*16, 0+(time-var(2))*16



[State -1,1];ゲージ2(数字十の位)
Type        = Explod
triggerall = RoundState >= 2
Trigger1    = TeamSide = 1
Trigger1    = root,var(43) >= 10
trigger1    = 1
Anim        = 6520+ifelse(root,var(42)>=1,20,0)+ifelse(root,var(43) >= 100,0,floor(root,var(43)*0.1))
ID          = 6522 
Postype     = left
Pos         = 19,35
OwnPal      = 1
Scale       = 0.4,0.4
BindTime    = -1
SprPriority = 999999
IgnoreHitPause = 1
supermovetime = 999999099999999
pausemovetime = 999999099999999

[State -1,1];ゲージ2(数字十の位)
Type        = Explod
triggerall = RoundState >= 2
Trigger1    = TeamSide = 2
Trigger1    = root,var(43) >= 10
trigger1    = 1
Anim        = 6520+ifelse(root,var(42)>=1,20,0)+ifelse(root,var(43) >= 100,0,floor(root,var(43)*0.1))
ID          = 6522 
Postype     = right
Pos         = -29,35
OwnPal      = 1
Scale       = 0.4,0.4
BindTime    = -1
SprPriority = 999999
IgnoreHitPause = 1
supermovetime = 999999099999999
pausemovetime = 999999099999999

[State -1,1]
type = ModifyExplod
trigger1 = numExplod(6522)>=1
trigger1 = RoundState = 2
trigger1 = time = [var(5),var(5)+32]
ID = 6522
trans = addalpha
alpha = 0+(time-var(5))*8, 256-(time-var(5))*8


[State -1,1]
type = ModifyExplod
trigger1 = numExplod(6522)>=1
trigger1 = RoundState >= 3
ID = 6522
trans = addalpha
alpha = 256-(time-var(2))*16, 0+(time-var(2))*16


[State -1,1];ゲージ2(数字一の位)
Type        = Explod
triggerall = RoundState >= 2
Trigger1    = TeamSide = 1
trigger1    = 1
Anim        = 6520+ifelse(root,var(42)>=1,20,0)+(root,var(43)%10)
ID          = 6523 
Postype     = left
Pos         = 24,35
OwnPal      = 1
Scale       = 0.4,0.4
BindTime    = -1
SprPriority = 999999
IgnoreHitPause = 1
supermovetime = 999999099999999
pausemovetime = 999999099999999

[State -1,1];ゲージ2(数字一の位)
Type        = Explod
triggerall = RoundState >= 2
Trigger1    = TeamSide = 2
trigger1    = 1
Anim        = 6520+ifelse(root,var(42)>=1,20,0)+(root,var(43)%10)
ID          = 6523 
Postype     = right
Pos         = -24,35
OwnPal      = 1
Scale       = 0.4,0.4
BindTime    = -1
SprPriority = 999999
IgnoreHitPause = 1
supermovetime = 999999099999999
pausemovetime = 999999099999999

[State -1,1]
type = ModifyExplod
trigger1 = numExplod(6523)>=1
trigger1 = RoundState = 2
trigger1 = time = [var(5),var(5)+32]
ID = 6523
trans = addalpha
alpha = 0+(time-var(5))*8, 256-(time-var(5))*8

[State -1,1]
type = ModifyExplod
trigger1 = numExplod(6523)>=1
trigger1 = RoundState >= 3
ID = 6523
trans = addalpha
alpha = 256-(time-var(2))*16, 0+(time-var(2))*16


[State -1,1];ゲージ2(%)
Type        = Explod
triggerall = RoundState >= 2
Trigger1    = TeamSide = 1
trigger1    = 1
Anim        = 6530+ifelse(root,var(42)>=1,20,0)
ID          = 6530 
Postype     = left
Pos         = 29,35
OwnPal      = 1
Scale       = 0.4,0.4
BindTime    = -1
SprPriority = 999999
IgnoreHitPause = 1
supermovetime = 999999099999999
pausemovetime = 999999099999999


[State -1,1];ゲージ2(%)
Type        = Explod
triggerall = RoundState >= 2
Trigger1    = TeamSide = 2
trigger1    = 1
Anim        = 6530+ifelse(root,var(42)>=1,20,0)
ID          = 6530 
Postype     = right
Pos         = -19,35
OwnPal      = 1
Scale       = 0.4,0.4
BindTime    = -1
SprPriority = 999999
IgnoreHitPause = 1
supermovetime = 999999099999999
pausemovetime = 999999099999999

[State -1,1]
type = ModifyExplod
trigger1 = numExplod(6530)>=1
trigger1 = RoundState = 2
trigger1 = time = [var(5),var(5)+32]
ID = 6530
trans = addalpha
alpha = 0+(time-var(5))*8, 256-(time-var(5))*8

[State -1,1]
type = ModifyExplod
trigger1 = numExplod(6530)>=1
trigger1 = RoundState >= 3
ID = 6530
trans = addalpha
alpha = 256-(time-var(2))*16, 0+(time-var(2))*16

;---------------------------------------------1p


[State -1,1];ゲージ2表示1
Type        = Explod
;triggerall = numExplod(7100)= 0
triggerall = RoundState = 2
Trigger1    = TeamSide = 1
trigger1    = root,var(34)= [1,18]
Anim        = 7100+root,var(34)
ID          = 7100
Postype     = left
Pos         = 10,115
OwnPal      = 1
Scale       = 0.35,0.35
BindTime    = -1
SprPriority = 9999999
IgnoreHitPause = 1
supermovetime = 999999099999999
pausemovetime = 999999099999999

[State -1,1];ゲージ2表示1
Type        = Explod
;triggerall = numExplod(7100)= 0
triggerall = RoundState = 2
Trigger1    = TeamSide = 2
trigger1    = root,var(34)= [1,18]
Anim        = 7200+root,var(34)
ID          = 7100
Postype     = right
Pos         = -10,115
OwnPal      = 1
Scale       = 0.35,0.35
BindTime    = -1
SprPriority = 9999999
IgnoreHitPause = 1
supermovetime = 999999099999999
pausemovetime = 999999099999999


[State -1,1];ゲージ2表示2
Type        = Explod
;triggerall = numExplod(7120)= 0
triggerall = RoundState = 2
Trigger1    = TeamSide = 1
trigger1    = root,var(34)= [20,37]
Anim        = 7100+root,var(34)
ID          = 7120
Postype     = left
Pos         = 10,ifelse(numExplod(7100)!= 0,122,115)
OwnPal      = 1
Scale       = 0.35,0.35
BindTime    = -1
SprPriority = 9999999
IgnoreHitPause = 1
supermovetime = 999999099999999
pausemovetime = 999999099999999

[State -1,1];ゲージ2表示2
Type        = Explod
;triggerall = numExplod(7120)= 0
triggerall = RoundState = 2
Trigger1    = TeamSide = 2
trigger1    = root,var(34)= [20,37]
Anim        = 7200+root,var(34)
ID          = 7120
Postype     = right
Pos         = 10,ifelse(numExplod(7100)!= 0,122,115)
OwnPal      = 1
Scale       = 0.35,0.35
BindTime    = -1
SprPriority = 9999999
IgnoreHitPause = 1
supermovetime = 999999099999999
pausemovetime = 999999099999999


[State -1,1];ゲージ2表示3
Type        = Explod
;triggerall = numExplod(7140)= 0
triggerall = RoundState = 2
Trigger1    = TeamSide = 1
trigger1    = root,var(34)= [40,71]
Anim        = 7100+root,var(34)
ID          = 7140
Postype     = left
Pos         = 10,ifelse((numExplod(7100)!= 0)*(numExplod(7120)!= 0),129,ifelse((numExplod(7100)!= 0)^^(numExplod(7120)!= 0),122,115))
OwnPal      = 1
Scale       = 0.35,0.35
BindTime    = -1
SprPriority = 9999999
IgnoreHitPause = 1
supermovetime = 999999099999999
pausemovetime = 999999099999999

[State -1,1];ゲージ2表示3
Type        = Explod
;triggerall = numExplod(7140)= 0
triggerall = RoundState = 2
Trigger1    = TeamSide = 2
trigger1    = root,var(34)= [40,71]
Anim        = 7200+root,var(34)
ID          = 7140
Postype     = right
Pos         = 10,ifelse((numExplod(7100)!= 0)*(numExplod(7120)!= 0),129,ifelse((numExplod(7100)!= 0)^^(numExplod(7120)!= 0),122,115))
OwnPal      = 1
Scale       = 0.35,0.35
BindTime    = -1
SprPriority = 9999999
IgnoreHitPause = 1
supermovetime = 999999099999999
pausemovetime = 999999099999999


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



;最後の声
[state -2]
type = PlaySnd
trigger1 = RoundsExisted = 0
trigger1 = RoundState = 3
trigger1 = loseko
trigger1 = !matchover
value = 0, 55
channel = 1
IgnoreHitPause = 1
persistent = 0

[state -2]
type = PlaySnd
trigger1 = RoundsExisted = 0
trigger1 = RoundState = 3
trigger1 = loseko
trigger1 = !matchover
value = 0, 64
channel = 0
IgnoreHitPause = 1
persistent = 0

;最後の声
[state -2]
type = PlaySnd
trigger1 = RoundsExisted >= 1
trigger1 = RoundState >= 3
trigger1 = matchover
trigger1 = loseko
value = 0, 65
channel = 1
IgnoreHitPause = 1
persistent = 0

[state -2]
type = PlaySnd
trigger1 = RoundsExisted >= 1
trigger1 = RoundState >= 3
trigger1 = matchover
trigger1 = loseko
value = 0, 66
channel = 0
IgnoreHitPause = 1
persistent = 0

[State -2];飛び道具が消えたら停止。
type=null;posset
trigger1 = RoundState = 2
x=0
y=0
IgnoreHitPause = 1
persistent = 0



[State -2];飛び道具が消えたら停止。
type=velset
trigger1 = RoundState = 2
trigger1=(root,numprojID(6500))>=1
x=10
y=0
IgnoreHitPause = 1

;---------------------------------------------コンフィグここまで
[State 30000];判定用飛び道具射出
type=Projectile
trigger1 = RoundState = 2
;trigger1 = helper(6500),pos X = 0
HitFlag = N
GuardFlag = N
projID=6500
projanim=9999
velocity=10, 0;へルパーの初期速度と同じに
projpriority=4
projsprpriority=2
projstagebound=0;0がオススメ
projedgebound=99999
offset=0, 0
postype=right
supermovetime=99999
pausemovetime=99999
projremovetime=-1
persistent = 0
Guard.Dist = 0

[State -2];飛び道具が消えたら停止。
type=velset
trigger1 = RoundState = 2
trigger1=root,numprojID(6500)=0
x=0
y=0
IgnoreHitPause = 1
;------------------------------------------------------------------------------------------もう一個
[StateDef 6501]
Type        = A
Physics     = N
Ctrl        = 0
Anim        = 9999
movetype= I
velset=0, 0

[State 30000];画面にとらわれない
type=ScreenBound
trigger1=1
value=0
movecamera=0,0



[State hit]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AP,AT
ignorehitpause = 1


[State 2002, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1

[State -2];飛び道具が消えたら停止。
type=null;posset
trigger1 = RoundState = 2
x=0
y=0
IgnoreHitPause = 1
persistent = 0

[State -2];飛び道具が消えたら停止。
type=velset
trigger1 = RoundState = 2
trigger1=(root,numprojID(6501))>=1
x=10
y=0
IgnoreHitPause = 1

[State 30000];判定用飛び道具射出
type=Projectile
;trigger1 = helper(6501),pos X = 0
trigger1 = RoundState = 2
HitFlag = N
GuardFlag = N
projID=6501
projanim=9999
velocity=10, 0;へルパーの初期速度と同じに
projpriority=4
projsprpriority=2
projstagebound=0;0がオススメ
projedgebound=99999
offset=0, 0
postype=right
supermovetime=99999
pausemovetime=99999
projremovetime=-1
IgnoreHitPause = 1
persistent = 0
Guard.Dist = 0


[State -2];飛び道具が消えたら停止。
type=velset
trigger1 = RoundState = 2
trigger1=!(root,numprojID(6501))
x=0
y=0
IgnoreHitPause = 1
;---------------------------------------------
;暗転
[State -2]
type=varset
trigger1= root,var(39) = 0
var(39) = 0

[State -2]
type=varadd
trigger1= root,var(39) = 1
trigger1= (time%1) = 0
trigger1= var(39) < 16
var(39) = 1

[State -2]
type=varadd
trigger1= root,var(39) = -1
trigger1= (time%1) = 0
trigger1= var(39) > 0
var(39) = -1

[State -1]
type = BGPalFX
trigger1 = var(39) = [1,16]
time = 1
add = 0,0,0
mul = 256-var(39)*16,256-var(39)*16,256-var(39)*16
invertall = 0
color = 256-var(39)*16
;---------------------------------------------
[State -1]
type = VarRandom
trigger1 = 1
v = 10
range = 0,1
IgnoreHitPause = 1

[State -1]
type = VarRandom
trigger1 = 1
v = 11
range = 0,1
IgnoreHitPause = 1
;---------------------------------------------

[State -1,1];レバー
Type        = Explod
triggerall = RoundState = 2
Trigger1    = TeamSide = 1
trigger1    = numExplod(6514)= 0
trigger1    = root,var(46) = 1
Anim        = 6514
ID          = 6514
Postype     = right
Pos         = -30,200
OwnPal      = 1
Scale       = 0.35,0.35
BindTime    = -1
SprPriority = 9999999
IgnoreHitPause = 1
RemoveTime = -1
supermovetime = 999999099999999
pausemovetime = 999999099999999

[State -1,1];レバー
Type        = Explod
triggerall = RoundState = 2
Trigger1    = TeamSide = 2
trigger1    = numExplod(6514)= 0
trigger1    = root,var(46) = 1
Anim        = 6514
ID          = 6514
Postype     = left
Pos         = 30,200
OwnPal      = 1
Scale       = 0.35,0.35
BindTime    = -1
SprPriority = 9999999
IgnoreHitPause = 1
RemoveTime = -1
supermovetime = 999999099999999
pausemovetime = 999999099999999

[State -1,1]
type = RemoveExplod
trigger1    = numExplod(6514) > 0
trigger1    = root,var(46) != 1
ID = 6514
;------------------------------------------------------------------------------------------
;p2name

;ハート
[state -2]
type = varset
triggerall = RoundState != 2
trigger1 = p2name = "Heart Aino" || p2name = "Heart_Aino" || p2name = "Heart-Aino"
trigger2 = p2name = "Heart=Aino" || p2name = "Heart"
var(1) = 1

;さき
[state -2]
type = varset
triggerall = RoundState != 2
trigger1 = p2name = "Saki Tsuzura" || p2name = "Saki_Tsuzura" || p2name = "Saki Tsuzura"
trigger2 = p2name = "Saki Tsuzura" || p2name = "Saki"
var(1) = 2

;かすみ
[state -2]
type = varset
triggerall = RoundState != 2
trigger1 = p2name = "Kamui Tokinomiya" || p2name = "Kamui_Tokinomiya" || p2name = "Kamui Tokinomiya"
trigger2 = p2name = "Kamui Tokinomiya" || p2name = "Kamui"
var(1) = 3

;このは
[state -2]
type = varset
triggerall = RoundState != 2
trigger1 = p2name = "Konoha"
var(1) = 4

;まおり
[state -2]
type = varset
triggerall = RoundState != 2
trigger1 = p2name = "Maori Kasuga" || p2name = "Maori_Kasuga" || p2name = "Maori Kasuga"
trigger2 = p2name = "Maori Kasuga" || p2name = "Maori"
var(1) = 5

;メイファン
[state -2]
type = varset
triggerall = RoundState != 2
trigger1 = p2name = "Mei-Fang" || p2name = "Mei-Fang" || p2name = "Mei-Fang"
trigger2 = p2name = "Mei-Fang" || p2name = "Mei-Fang"
var(1) = 6

;リリカ
[state -2]
type = varset
triggerall = RoundState != 2
trigger1 = p2name = "Lilica Felchenerow" || p2name = "Lilica_Felchenerow" || p2name = "Lilica Felchenerow"
trigger2 = p2name = "Lilica Felchenerow" || p2name = "Lilica"
var(1) = 7

;リーゼロッテ
[state -2]
type = varset
triggerall = RoundState != 2
trigger1 = p2name = "Lieselotte Achenbach" || p2name = "Lieselotte_Achenbach" || p2name = "Lieselotte Achenbach"
trigger2 = p2name = "Lieselotte Achenbach" || p2name = "Lieselotte"
var(1) = 8

;ヨリコ
[state -2]
type = varset
triggerall = RoundState != 2
trigger1 = p2name = "Yoriko Yasuzumi" || p2name = "Yoriko_Yasuzumi" || p2name = "Yoriko Yasuzumi"
trigger2 = p2name = "Yoriko Yasuzumi" || p2name = "Yoriko"
var(1) = 9

;きら
[state -2]
type = varset
triggerall = RoundState != 2
trigger1 = p2name = "Kira Daidohji" || p2name = "Kira_Daidohji" || p2name = "Kira Daidohji"
trigger2 = p2name = "Kira Daidohji" || p2name = "Kira"
var(1) = 10

;フィオナ
[state -2]
type = varset
triggerall = RoundState != 2
trigger1 = p2name = "Fiona Mayfield" || p2name = "Fiona_Mayfield" || p2name = "Fiona Mayfield"
trigger2 = p2name = "Fiona Mayfield" || p2name = "Fiona"
var(1) = 11

;ペトラ
[state -2]
type = varset
triggerall = RoundState != 2
trigger1 = p2name = "Petra Johanna Lagerkvist" || p2name = "Petra_Johanna_Lagerkvist" || p2name = "Petra Johanna Lagerkvist"
trigger2 = p2name = "Petra Johanna Lagerkvist" || p2name = "Petra"
var(1) = 12

;ゼニア
[state -2]
type = varset
triggerall = RoundState != 2
trigger1 = p2name = "Zenia Valov" || p2name = "Zenia_Valov" || p2name = "Zenia Valov"
trigger2 = p2name = "Zenia Valov" || p2name = "Zenia"
var(1) = 13

;アンジェ
[state -2]
type = varset
triggerall = RoundState != 2
trigger1 = p2name = "Angelia Avallone" || p2name = "Angelia_Avallone" || p2name = "Angelia-Avallone"
trigger2 = p2name = "Angelia=Avallone" || p2name = "Angelia"
var(1) = 14

;エルザ
[state -2]
type = varset
triggerall = RoundState != 2
trigger1 = p2name = "Elsa La Conti" || p2name = "Elsa_La_Conti" || p2name = "Elsa La Conti"
trigger2 = p2name = "Elsa La Conti" || p2name = "Elsa"
var(1) = 15

;クラリス
[state -2]
type = varset
triggerall = RoundState != 2
trigger1 = p2name = "Clarice Di Lanza" || p2name = "Clarice_Di_Lanza" || p2name = "Catherine-Kyohbashi"
trigger2 = p2name = "Clarice Di Lanza" || p2name = "Clarice"|| (enemy,Authorname = "barai")*(p2name = "obachan")
var(1) = 16

;キャサリン京橋
[state -2]
type = varset
triggerall = RoundState != 2
trigger1 = p2name = "Catherine Kyohbashi" || p2name = "Catherine_Kyohbashi" || p2name = "Catherine-Kyohbashi"
trigger2 = p2name = "Catherine=Kyohbashi" || p2name = "Catherine"
var(1) = 17

;ドロシー
[state -2]
type = varset
triggerall = RoundState != 2
trigger1 = p2name = "Dorothy Albright" || p2name = "Dorothy_Albright" || p2name = "Dorothy Albright"
trigger2 = p2name = "Dorothy Albright" || p2name = "Dorothy"
var(1) = 18

;あかね
[state -2]
type = varset
triggerall = RoundState != 2
trigger1 = p2name = "Akane Inuwaka" || p2name = "Akane_Inuwaka" || p2name = "Akane-Inuwaka"
trigger2 = p2name = "Akane=Inuwaka" || p2name = "Akane"
var(1) = 19

;なずな
[state -2]
type = varset
triggerall = RoundState != 2
trigger1 = p2name = "Nazuna Inuwaka" || p2name = "Nazuna_Inuwaka" || p2name = "Nazuna Inuwaka"
trigger2 = p2name = "Nazuna Inuwaka" || p2name = "Nazuna"
var(1) = 20

;シャルラッハロート
[state -2]
type = varset
triggerall = RoundState != 2
trigger1 = p2name = "Scharlachrot"
var(1) = 21

;ウェイビー
[state -2]
type = varset
triggerall = RoundState != 2
trigger1 = p2name = "Wei B"
var(1) = 22

;えこ
[state -2]
type = varset
triggerall = RoundState != 2
trigger1 = p2name = "Eko " || p2name = "eko"
var(1) = 23

