;------------------------------------------------------------------
[Statedef 33333]
type = A
movetype = I
physics = N
anim = 10000
ctrl = 0
sprpriority = -5

[State 1028, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 5

[State 4500]
type = playsnd
trigger1 = time = 110
value = f500,0

[State 1000]
type = AssertSpecial
trigger1 = 1
flag = nomusic
flag2 = invisible
flag3 = nobardisplay

[State 4500]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 4500]
type = AssertSpecial
trigger1 = time < 800
flag = roundnotover

[State 1000, 0]
type = Explod
trigger1 = time = 110
anim = f500
ID = 33332
pos = 160,270
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
supermovetime = 0
pausemovetime = 0
scale = 1,1
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 1000, 0]
type = Explod
trigger1 = time = 150
anim = 33333
ID = 33333
pos = 160,170
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
supermovetime = 0
pausemovetime = 0
sprpriority = 7
scale = 0.8,0.8
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 4500]
type = varset
trigger1 = time = 0
var(5) = 0+random%2


[State 1000, 0]
type = Explod
triggerall = time = 145
trigger1 = numexplod(33335) <= 0
anim = 33334+random%3
ID = 33335
pos = 72,179
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
supermovetime = 0
pausemovetime = 0
sprpriority = 7
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0


[State pal];背景をちょっとだけ暗くする
type = bgPalFX
trigger1 = time >= 110
time = 3
add = 0,0,0
mul = 256-var(3),256-var(3),256-var(3)
ignorehitpause = 1
pausemovetime = 10000

[State var];背景をちょっとだけ暗くするためのフェードアウト用処理
type = varadd
trigger1 = time >= 111
trigger1 = time <= 135
var(3) = 6
ignorehitpause = 1

[State end];ヘルパーを消す
type = DestroySelf
trigger1 = time = 1000

;---------------------------------------------------------------------------
;出現させるヘルパーの記述（これを適当な場所に入れる）
;汎用スパコン背景演出
[Statedef 130000]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 0
sprpriority = 0

;無敵に設定しておく
[State muteki]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1

;姿を消しておく
[State assert]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow

;var(1)（フェード用の変数）を設定する
[State var]
type = varset
trigger1 = time = 0
var(1) = 0

;5フレーム目までフェードインさせる
[State var]
type = varadd
trigger1 = time < 5
var(1) = 20

;5フレーム目でフェード終了
[State var]
type = varset
trigger1 = time = 5
var(1) = 150

;フェード効果の為のpalfx処理
[State pal]
type = palfx
trigger1 = 1
add = -250+var(1),-250+var(1),-250+var(1)
time = 2

[State line]
type = Explod
trigger1 = Time = 0
sprpriority  = -999
anim = f13010
ID = 13000
pos = 0, 0
postype = back
scale = 1,1
bindtime = -1
supermovetime = 999999
pausemovetime = 999999
ownpal = 0
removetime = -1

;汎用フェードアウトエフェクト表示(air,13020番)
[State line]
type = Explod
trigger1 = var(2) = 1
trigger1 = numexplod(13020) = 0
sprpriority  = -999
anim = f13020
ID = 13020
pos = 0, 0
postype = back
scale = 1,1
bindtime = -1
supermovetime = 999999
pausemovetime = 999999
ownpal = 0

;フェード効果の為汎用エフェクトを半透明に
[State modify1]
type = ModifyExplod
trigger1 = var(1) != 150
trans = add1
id = 13000
ownpal = 0

;透過の解除
[State modify2]
type = ModifyExplod
trigger1 = var(1) = 150
trans = none
id = 13000
ownpal = 0

;エフェクトの削除
[State remove]
type = removeexplod
trigger1 = root,var(6)
id = 13000

;ヘルパーの削除
[State destroy]
type = DestroySelf
trigger1 = root,var(6)
trigger1 = numexplod(13020) = 0

[State 20]
type = playsnd
triggerall = anim = 20 || anim = 21
trigger1 = animelemtime(1) = 1
trigger2 = animelemtime(1) = 3
value = 1001,1