;Sublimation Wave
[statedef 1155]
type = A
movetype= A
physics = N
anim = 1155
velset = 0,0
sprpriority = 3
[State 1100, PosSet]
type = PosSet
trigger1 = !time
y = 0
[state 1003]
type = playsnd
trigger1 = time = 5
value = 1150,0
[State 1105, HitOverride]
type=hitoverride
trigger1= 1
attr=SCA,AA,AP,AT
stateno=1156
ignorehitpause=1
[State 1100, Explod]
type = Explod
trigger1 = !time
anim = 1150
ID = 1150
facing = 1
vfacing = 1
pos = 0,0
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
sprpriority = 3
scale = 1,1
ontop = 1
shadow = 0,0,0
bindtime = 1
trans=add
ignorehitpause = 0
[State 1100, Anim]
type = explod
triggerall = time>5 && time < 53
trigger1 = !(time % 6)
anim = 1151
sprpriority = 2
scale = 1, 1.5
ownpal = 1
ignorehitpause = 1
[State 1100, assert]
type=trans
trigger1= 1
trans=addalpha
ignorehitpause=1
[State 1100, HitDef]
type = HitDef
trigger1 = !movecontact
attr = A, SP
damage = ceil(22*root,fvar(10)),4
hitflag = MAFD
guardflag = MA
pausetime = 0,4;0,11
getpower = 12
hitsound = S2,6
guardsound = S130,1
sparkno = S-1 + 0 * (var(33) := 8013)
guard.sparkno = S-1 + 0 * (var(34) := 8001)
sparkxy = -10 + 0*(var(35):=60), var(36):=floor(p2bodydist y)+(enemy,Const(size.mid.pos.y))
animtype = hard;Up
ground.type = High
ground.hittime = 20
ground.velocity = -2,-10
guard.velocity = -1;,-1
air.hittime = 20
air.type = low
air.velocity = -2,-10
p2facing=1
envshake.time=8
envshake.freq=60
envshake.ampl=6
yaccel = .5
[State 1500, Hit #2]
type = HitDef
trigger1 = Movehit && (Time % 6 = 0) && hitcount < 4;&& var(4)<5
attr = A, SP
damage = ceil(22*root,fvar(10)),4
hitflag = MAFD
guardflag = MA
pausetime = 0,4;0,11
getpower = 12,0
hitsound = S2,6
guardsound = S130,1
sparkno = S-1 + 0 * (var(33) := 8013)
guard.sparkno = S-1 + 0 * (var(34) := 8001)
sparkxy = -10 + 0*(var(35):=60), var(36):=-58
animtype = Up
ground.type = High
ground.hittime = 20
ground.velocity = -2,-10
guard.velocity = -1
air.velocity = -2,-10
air.hittime = 20
air.type = low
p2facing=1
envshake.time=8
envshake.freq=60
envshake.ampl=4
yaccel = .5
[State 1006, HitSpark]
type = Helper
trigger1 = MoveContact = 1 && NumTarget
trigger1 = !(Target, HitShakeOver)
helperType = Normal
stateNo = ifElse(MoveGuarded, 8001, 8005)
ID = 8000
name = "Spark"
posType = P1
pos = floor(p2bodydist x)+(enemy,Const(size.mid.pos.x)),floor(p2bodydist y)+(enemy,Const(size.mid.pos.y))
facing = -1
ownPal = 1
size.xScale = 1
size.yScale = 1
pauseMoveTime = 65535
superMoveTime = 65535
ignoreHitPause = 1
[state 1003]
type = playerpush
trigger1 = 1
value = 0
[State 1005, Assert]
type = trans
trigger1 = 1
trans = add1
ignorehitpause = 1
[State 8001, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
[state 1003]
type = playerpush
trigger1 = 1
value = 0
[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
[State 3005,hitby]
type=hitby
trigger1= 1
value=SCA,NP,SP,HP
ignorehitpause=1
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = time>=54
movetype = I
[state 1003]
type = Destroyself
trigger1 = time = 82
;-----------------------------------
;Sublimation Cont'd
[statedef 1156]
type = a
movetype= a
physics = n
velset = 0,0
sprpriority = -3
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = !time
id = 1150
ignorehitpause = 1
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = !time
id = 1151
ignorehitpause = 1
[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1
[state 183, 3]
type = explod
trigger1 = time = 0
anim = 1156
id = 1156
pos = 0,0
bindtime = 1
sprpriority = -1
removetime = 9
ownpal = 1
[state 183, 3]
type = explod
trigger1 = time = 0
anim = 1157
id = 1157
pos = 0,0
bindtime = 1
sprpriority = -1
removetime = 10
ownpal = 1
[state 1003]
type = playerpush
trigger1 = 1
value = 0
[state 1003]
type = Destroyself
trigger1 = time > 20
;==================================================================
;Sublimation
[Statedef 1100]
type = S
movetype= A
physics = S
juggle = 4
poweradd= 72 * !var(20)
velset = 0,0
anim = 1100
ctrl = 0
sprpriority = 1
[State 1100, VarSet]
type=VarSet
trigger1 =!AILevel&& !time
var(10)=ifelse(command="Sublimation1",0,ifelse(command="Sublimation2",1,2))
ignorehitpause=1
[State 1100, VarSet]
type=VarSet
trigger1 =AILevel&& !time
var(10)=ifelse(random<700,1,2)
ignorehitpause=1
[state 1100]
type = playsnd
trigger1 = animelem = 6
value = s1100,0
channel = 0
[State 3000, Helper]
type = Helper
trigger1 = var(10) = 0
trigger1 = animelemtime(7)=0
helpertype = normal
name = "Wave"
ID = 1155
stateno = 1155
pos = 90, ceil(0*const(size.yscale))
postype = p1
size.xscale = ceil(1*const(size.xscale))
size.yscale = ceil(1*const(size.yscale))
sprpriority = 3
facing = 1
ownpal = 1
[State 3000, Helper]
type = Helper
trigger1 = var(10) = 1
trigger1 = animelemtime(7)=0
helpertype = normal
name = "Wave"
ID = 1155
stateno = 1155
pos = 160, ceil(0*const(size.yscale))
postype = p1
size.xscale = ceil(1*const(size.xscale))
size.yscale = ceil(1*const(size.yscale))
sprpriority = 3
facing = 1
ownpal = 1
[State 3000, Helper]
type = Helper
trigger1 = var(10) = 2
trigger1 = animelemtime(7)=0
helpertype = normal
name = "Wave"
ID = 1155
stateno = 1155
pos = 235, ceil(0*const(size.yscale))
postype = p1
size.xscale = ceil(1*const(size.xscale))
size.yscale = ceil(1*const(size.yscale))
sprpriority = 3
facing = 1
ownpal = 1
[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1