;TTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTT
;TTTTTTTTTTTTTTTTT MJOLNIR LAUNCH TTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTT
;TTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTT
;TTTTTTTTTTTTTTTT MJOLNIR INIT TTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTT
[Statedef 1009]
type = S
movetype = A
physics = S
velset = 0,0
ctrl = 0
poweradd = 0
sprpriority = 5
[State 777, ch]
type = ChangeAnim
trigger1 = prevstateno != 9000
trigger1 = time = 0
value = 1009
ctrl = 1
[state 7777, bi]
type = varset
trigger1 = time = 0
var(5) = 0
[State 1009, aa]
type = AssertSpecial
trigger1 = 1
flag = NoWalk
[State 1009, a1]
type = Width
trigger1 = 1
edge = 0,50
[State 1009, a2]
type = HitDef
trigger1 = AnimElem = 1 || AnimElem = 6 || AnimElem = 10
attr = S, SA
damage = 50,5
animtype = hard
hitflag = MAF
guardflag = MA
priority = 4
pausetime = 8,8
sparkno = S8500
guard.sparkno = S8550
sparkxy = -19,-80
hitsound = S5,4
air.type = low
guardsound = S7,1
ground.type = high
ground.slidetime = 4
ground.hittime = 8
air.hittime = 8
guard.dist = 10
ground.velocity = 7, -8
air.velocity = 7, -8
airguard.velocity = 7, -8
fall = 1
fall.recover = 1
fall.recovertime = 30
[State 1009, bb]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn
[State 1009, cc]
type = PlaySnd
trigger1 = time = 0
value = 6, 3
channel = 0
loop = 1
ignorehitpause = 1
[State 1009, dd]
type = PlaySnd
triggerall = NumExplod(8650)
trigger1 = time%14 = 0
value = 20, 0
channel = 6
;loop = 1
ignorehitpause = 1
volume = 250
[State 1009, re]
type = removeexplod
trigger1 = command != "mjolnirspin"
id = 8650
[State 1009, ee]
type = PlaySnd
trigger1 = time = 35
value = 20, 2
channel = -1
[State 1009, aa1]
type = Explod
trigger1 = time = 50
sprpriority = 7
id = 8650
anim = 8650
postype = P1
pos = 62, 24
removeongethit = 1
scale = 1.8,1.5
bindtime = -1
ownpal = 1
removetime = -1
[State 1009, aa2]
type = Explod
trigger1 = time = 50
sprpriority = 7
id = 8651
anim = 8651
postype = P1
pos = 0, 0
removeongethit = 1
bindtime = -1
ownpal = 1
removetime = -1
[State 1009, cc1]
type = ChangeAnim
trigger1 = command = "mjolnirspin"
trigger1 = time = 0
value = 1009
[State 1009, dd1]
type = ChangeState
triggerall = !NumExplod(8650)
trigger1 = command != "mjolnirspin" && var(59) = 0
value = 1000
ctrl = 0
[State 1009, dd2]
type = ChangeState
triggerall = NumExplod(8650)
trigger1 = time = 90
value = 1200
ctrl = 0
[State 1009, dd3]
type = ChangeState
trigger1 = (p2bodydist x <= 200 || inguarddist || enemynear, movetype = A) && var(59)
value = 1000
ctrl = 0
[Statedef 10091]
type = S
movetype = A
physics = S
velset = 0,0
ctrl = 0
poweradd = 0
sprpriority = 5
[State 777, ch]
type = ChangeAnim
trigger1 = prevstateno != 9000
trigger1 = time = 0
value = 1009
ctrl = 1
[state 7777, bi]
type = varset
trigger1 = time = 0
var(5) = 0
[State 10091, aa]
type = AssertSpecial
trigger1 = 1
flag = NoWalk
[State 10091, a1]
type = Width
trigger1 = 1
edge = 0,50
[State 10091, a2]
type = HitDef
trigger1 = AnimElem = 1 || AnimElem = 6 || AnimElem = 10
attr = S, SA
damage = 50,5
animtype = hard
hitflag = MAF
guardflag = MA
priority = 4
pausetime = 8,8
sparkno = S8500
guard.sparkno = S8550
sparkxy = -19,-80
hitsound = S5,4
air.type = low
guardsound = S7,1
guard.dist = 5
ground.type = high
ground.slidetime = 4
ground.hittime = 8
air.hittime = 8
ground.velocity = 7, -8
air.velocity = 7, -8
airguard.velocity = 7, -8
fall = 1
fall.recover = 1
fall.recovertime = 30
[State 10091, bb]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn
[State 10091, cc]
type = PlaySnd
trigger1 = time = 0
value = 6, 3
channel = 0
loop = 1
ignorehitpause = 1
[State 10091, dd]
type = PlaySnd
triggerall = NumExplod(8650)
trigger1 = time%14 = 0
value = 20, 0
channel = 6
;loop = 1
ignorehitpause = 1
volume = 250
[State 10091, ee]
type = PlaySnd
trigger1 = time = 25
value = 20, 2
channel = -1
[State 10091, aa1]
type = Explod
trigger1 = time = 20
sprpriority = 7
id = 8650
anim = 8650
postype = P1
pos = 62, 24
removeongethit = 1
scale = 1.8,1.5
bindtime = -1
ownpal = 1
removetime = -1
[State 10091, aa2]
type = Explod
trigger1 = time = 20
sprpriority = 7
id = 8651
anim = 8651
postype = P1
pos = 0, 0
removeongethit = 1
bindtime = -1
ownpal = 1
removetime = -1
[State 10091, dd2]
type = ChangeState
trigger1 = p2bodydist X <= 35
value = 1000
ctrl = 0
[State 10091, dd2]
type = ChangeState
triggerall = NumExplod(8650)
trigger1 = time = 60
value = 1200
ctrl = 0
;TTTTTTTTTTTTTTTTT MJOLNIR NORMAL TTTTTTTTTTTTTTTTTTTTTTTTTTTT
[Statedef 1000]
type = S
movetype = A
physics = S
ctrl = 0
poweradd = 110
sprpriority = 1
juggle = 6
velset = 0,0
[State 777, ch]
type = ChangeAnim
trigger1 = prevstateno != 9000
trigger1 = time = 0
value = 1000
ctrl = 1
[state 7777, bi]
type = varset
trigger1 = time = 0
var(5) = 0
[State 1000, aa]
type = removeexplod
trigger1 = time = 0
id = 8651
[State 1000, aa]
type = removeexplod
trigger1 = time = 0
id = 8650
[State 1000, aa]
type = Stopsnd
trigger1 = time = 0
channel = 0
[State 1000,ab]
type = Stopsnd
trigger1 = time = 0
channel = 6
[State 1000, voz]
type = PlaySnd
trigger1 = AnimElem = 1
;trigger1 = random <= 300
value = 50,4
channel = 8
[State 1000, a1]
type = Explod
trigger1 = time = 0
sprpriority = 7
anim = 8580
pos = 0, -10
removeongethit = 1
scale = .846,.846
bindtime = 1
[State 1000, aa]
type = Helper
trigger1 = animelem = 8
name = "Mjolnirgo"
ID = 1002
pos = 90,-65
postype = p1
stateno = 1002
ownpal = 1
[State 1000, Mjolnir]
type = PlaySnd
trigger1 = animelem = 5
value = 300, 2
channel = -1
[State 1000, close]
type = HitDef
trigger1 = Time = 0
attr = S, SP
hitflag = MAF
guardflag = MA
animtype = hard
priority = 7,hit
damage = 15,5
pausetime = 0,3
sparkno = -1
guard.sparkno = -1
sparkxy = 0,-70
hitsound = S300,0
guardsound = S7,1
ground.type = High
ground.slidetime = 21
ground.hittime = 30
ground.velocity = -12, -6
air.velocity = -8, -4
air.hittime = 30
fall = 1
air.fall = 1
fall.envshake.time = 7
fall.envshake.ampl = -4
envshake.time = 6
envshake.freq = 127
envshake.ampl = -5
[State 1000, cc]
type = Changeanim
triggerall = numhelper(1002)
trigger1 = prevstateno != 9000
trigger1 = helper(1002),parentdist x > -85
value = 1001
persistent = 0
[State 1000, dd]
type = playsnd
triggerall = anim = 1001
trigger1 = animelem = 1
value = 1,1
persistent = 0
;[State 1000, AA1]
;type = Explod
;triggerall = anim = 1001
;trigger1 = animelem = 1
;sprpriority = 7
;anim = 1055
;facing = -1
;postype = P1
;pos = 50, 10
;wnpal = 1
;veladd = 1
[State 1000, ee]
type = Changestate
triggerall = anim = 1001
trigger1 = animtime = 0
value = 0
ctrl = 1
;[State 1000, ee]
;type = Changestate
;triggerall = time >= 21
;trigger1 = MoveType = H
;value = 1005
;ctrl = 0
;[State 1000, f1]
;type = HitOverride
;triggerall = time >= 21
;trigger1 = MoveType != H
;attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AA,AT,AP
;slot = 0
;stateno = 1005
;[State 1000, f1x]
;type = ReversalDef
;triggerall = time >= 21
;trigger1 = MoveType != H
;reversal.attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AA,AT,AP
;p1stateno = 1005
;ignorehitpause = 0
;persistent = 1
;[State 1000, f2]
;type = HitOverride
;triggerall = time >= 21
;trigger1 = MoveType != H
;attr = SCA,NP,SP,HP
;slot = 1
;stateno = 1005
;[State 1000, f3]
;type = HitOverride
;triggerall = time >= 21
;trigger1 = MoveType != H
;attr = SCA,NT,ST,HT
;slot = 2
;stateno = 1005
[Statedef 1002]
type = A
movetype = A
velset = 12
sprpriority = 7
physics = N
anim = 1002
[state 7777, bi]
type = parentvarset
trigger1 = time = 0
var(5) = 1
[State 1002, b1]
type = Destroyself
trigger1 = parent, anim = 1001
trigger2 = parent, stateno != 1000
trigger2 = parent, stateno != 5000
trigger2 = parent, stateno != 5070
trigger2 = parent, stateno != 1005
[State 1002, md]
type = Helper
triggerall = parent, Pos Y = 0
trigger1 = Time = 0
helpertype = normal
name = "MjolnirDust"
ID = 1010
postype = p1
pos = 20, 76
stateno = 1010
sprpriority = 4
ownpal = 1
persistent = 0
[State 777, Wd]
type = Width
trigger1 = 1
value = -20,-15
[State 1002, aa]
type = AfterImage
trigger1 = Time = 0
length = 25
PalBright = 30,30,0
PalContrast = 70,70,20
PalAdd = -10,-10,-10
PalMul = .85,.85,.50
TimeGap = 1
FrameGap = 3
Trans = Add
time = 200
[State 1002, bb]
type = PalFX
trigger1 = Time = 0
time = 20
add = 32,16,0
sinadd = 64,32,5,3
[State 1002, cc]
type = Changeanim
trigger1 = time = 30
value = 1006
persistent = 0
[State 1002, dd]
type = PlaySnd
trigger1 = time = 0
value = 300, 1
channel = -1
[State 1002, ee]
type = Veladd
trigger1 = time < 47
x = -0.3
[State 1002, ff]
type = HitDef
trigger1 = time = 0
attr = S, SP
hitflag = MAFP
guardflag = MA
animtype = hard
priority = 7, hit
damage = 100,8
pausetime = 0,3
sparkno = S8510
guard.sparkno = S8550
sparkxy = 15,-10
hitsound = S5,4;S300,0
guardsound = S7,1
ground.type = High
ground.slidetime = 18
ground.hittime = 30
ground.velocity = -8
airguard.velocity = -9
guard.velocity = -9
air.velocity = -2.5,-4
air.hittime = 30
fall.envshake.time = 7
fall.envshake.ampl = -4
envshake.time = 6
envshake.freq = 127
envshake.ampl = -5
[State 1002, gg]
type = Veladd
trigger1 = time > 47
x = -1
[State 1002, hh]
type = HitDef
trigger1 = Time = 0 && P2BodyDist X <= 60
attr = S, SP
hitflag = MAFP
guardflag = MA
animtype = hard
priority = 7,hit
damage = 100,8
pausetime = 5,5
sparkno = S8510
guard.sparkno = S8550
sparkxy = 15,-10
hitsound = S5,4 ;S300,0
guardsound = S7,1
ground.type = High
ground.slidetime = 21
ground.hittime = 30
ground.velocity = -12, -6
airguard.velocity = -9
guard.velocity = -9
air.velocity = -8, -4
air.hittime = 30
fall = 1
air.fall = 1
fall.envshake.time = 7
fall.envshake.ampl = -4
envshake.time = 6
envshake.freq = 127
envshake.ampl = -5
[State 1002, i0]
type = HitBy
trigger1 = 1
value = SCA, NP,SP,HP
[State 1002, i1]
type = HitOverride
trigger1 = 1
attr = SCA,SA,HA
stateno = 1003
slot = 0
time = -1
[State 1002, i2]
type = HitOverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 1003
slot = 1
time = -1
[State 1002, ii]
type = Changestate
triggerall = parent, anim != 1001
trigger1 = movecontact ;movehit
value = 1003
persistent = 0
[State 1002, jj]
type = Changestate
trigger1 = parent, anim = 1005
value = 1004
[Statedef 1003]
type = A
movetype = A
velset = -4
sprpriority = -1
physics = N
anim = 1003
[State 1003, a0] ;thanks DG && SMI
type = TargetState
triggerall = !var(50)
triggerall = NumTarget > 0
triggerall = target(0), StateNo != 9020
triggerall = target(0), vel X < -7
trigger1 = target(0), BackEdgeBodyDist <= 20
trigger1 = var(50) :=1
trigger2 = target(0), FrontEdgeBodyDist <= 20
trigger2 = var(50) :=1
trigger3 = roundstate > 2
trigger3 = enemy(0), StateNo != 9020
trigger3 = enemy(0), vel X < -7
trigger3 = enemy(0), BackEdgeBodyDist <= 20 || enemy( 0), FrontEdgeBodyDist <= 20
trigger3 = var(50) := 1
value = 9020
ID = 0
persistent = 0
ignorehitpause = 1
[State 1003, a01] ;thanks DG && SMI
type = Explod
trigger1 = NumTarget > 0
trigger1 = target(0), StateNo = 9020
trigger1 = target(0), Time = 0
anim = 8720
pos = floor(ifelse(Target(0), pos X <= 0, 135, 185) + target(0), pos x), floor(target(0), screenpos y - 50)
postype = left
sprpriority = 3
ownpal = 1
facing = ifelse(Target, Pos X >= 0,1,-1)
ignorehitpause = 1
bindtime = -1
[State 1003, a02];thanks DG && SMI
type = PlaySnd
trigger1 = NumTarget > 0
trigger1 = target(0), StateNo = 9020
trigger1 = target(0), Time = 1
value = 40, 2
volume = -100
ignorehitpause = 1
supermovetime = -1
[State 1003, aa]
type = Changestate
trigger1 = parent, anim = 1005
value = 1004
[State 1003, bb]
type = Veladd
trigger1 = time = 0
x = -0.2
[State 1003, cc]
type = Destroyself
trigger1 = parent, anim = 1001
trigger2 = parent, stateno != 1000
trigger2 = parent, stateno != 5000
trigger2 = parent, stateno != 5070
trigger2 = parent, stateno != 1005
[Statedef 1004]
type = A
movetype = I
physics = N
anim = 1010
sprpriority = 5
[State 1004, aa]
type = Velset
trigger1 = time = 0
x = -5
y = 2.7
[state 1004, a1]
type = VelAdd
trigger1 = Time = 0
y = -0.8
x = 0.4
[State 1004, bb]
type = Posset
trigger1 = pos y > 30
y = 10
[State 1004, cc]
type = Velset
trigger1 = time = 30;24
y = 0
[State 1004, c1]
type = MakeDust
trigger1 = time >= 30
pos = 0,15
spacing = 4
[State 1004, dd]
type = velset
triggerall = numhelper(1002)
trigger1 = helper(1002), parentdist x > -28
x = 0
[State 1004, ee]
type = Destroyself
triggerall = numhelper(1002)
trigger1 = parent, stateno != 1000
trigger1 = parent, stateno != 5000
trigger1 = parent, stateno != 5070
trigger1 = parent, stateno != 1005
trigger2 = helper(1002), parentdist x > -28
trigger3 = gametime = 63
trigger4 = parent, alive = 0
trigger5 = lose
[Statedef 1005]
type = L
movetype= H
physics = N
anim = 1005
[State 1005, aa]
type = FallEnvShake
trigger1 = Time = 0
[state 7777, bi]
type = varset
trigger1 = time = 0
var(5) = 0
[State 1202, re]
type = removeexplod
trigger1 = 1
id = 8655
[State 1005, Mjolnirout]
type = Stopsnd
trigger1 = animelem = 2
value = 300, 2
channel = 7
[State 1005, snd]
type = PlaySnd
trigger1 = Time = 5
value = 40,1
volume = 200
[State 1005, cc]
type = PosSet
trigger1 = Time = 0
y = 0
[State 1005, dd]
type = VelSet
trigger1 = Time = 0
y = 0
[State 1005, ee] ;Reduce speed
type = VelMul
trigger1 = Time = 0
x = 0.65
[State 1005, ff]
type = HitFallDamage
trigger1 = Time = 3
[State 1005, gg]
type = PosFreeze
trigger1 = 1
[State 1005, hh]
type = ChangeState
trigger1 = alive = 0
value = 5070;5150
[State 1005, hh]
type = ChangeState
trigger1 = AnimTime = 0
value = 5120
;TTTTTTTTTTTTTT MJOLNIR Dust TTTTTTTTTTTTTTTTTTTTTT
[Statedef 1010]
type = S
movetype = I
ctrl = 0
anim = 1050
velset = 12
sprpriority = 7
[State 1010, a1]
type = Veladd
trigger1 = time < 47
x = -0.3
[state 1010, a3]
type = assertspecial
trigger1 = 1
flag = noshadow
[State 1010, a2]
type = ChangeState
trigger1 = parent, MoveContact
trigger2 = parent, StateNo = 1004 || parent, StateNo = 1003
trigger3 = parent, StateNo = 1204 || parent, StateNo = 1203
trigger4 = root, Movetype = H
trigger5 = parent,time > 40
value = 1011
[Statedef 1011]
type = S
movetype = I
ctrl = 0
anim = 1055
velset = 0, 0
sprpriority = 7
[state 1011, a3]
type = assertspecial
trigger1 = 1
flag = noshadow
[State 1011, a0]
type = DestroySelf
trigger1 = AnimTime = 0
;TTTTTTTTTTTTTT MJOLNIR STRONG TTTTTTTTTTTTTTTTTTTTTT
[Statedef 1200]
type = S
movetype = A
physics = S
ctrl = 0
poweradd = 130
sprpriority = 2
juggle = 6
velset = 0,0
[State 777, ch]
type = ChangeAnim
trigger1 = prevstateno != 9000
trigger1 = time = 0
value = 1000
ctrl = 1
[state 7777, bi]
type = varset
trigger1 = time = 0
var(5) = 0
[State 1200, aa]
type = Stopsnd
trigger1 = time = 0
channel = 0
[State 1200,ab]
type = Stopsnd
trigger1 = time = 20
channel = 6
[State 1200, ac]
type = removeexplod
trigger1 = time = 0
id = 8650
[State 1200, ad]
type = removeexplod
trigger1 = time = 0
id = 8651
[State 1200, a0]
type = PlaySnd
trigger1 = AnimElem = 1
value = 50,4
channel = -1
[State 1200, a1]
type = Explod
trigger1 = time = 0
sprpriority = 7
anim = 8580
pos = 0, -10
removeongethit = 1
scale = .846,.846
bindtime = 1
[State 1200, aa]
type = Helper
trigger1 = animelem = 8
name = "Mjolnirgo2"
ID = 1202
pos = 90,-65
postype = p1
stateno = 1202
;ownpal = 1
[State 1200, close]
type = HitDef
trigger1 = Time = 0
attr = S, SP
hitflag = MAF
guardflag = MA
animtype = hard
priority = 7,hit
damage = 15,2
pausetime = 0,3
sparkno = -1
guard.sparkno = -1
sparkxy = 0,-70
hitsound = S300,0
guardsound = S7,1
ground.type = High
ground.slidetime = 21
ground.hittime = 30
ground.velocity = -12, -6
air.velocity = -8, -4
air.hittime = 30
fall = 1
air.fall = 1
fall.envshake.time = 7
fall.envshake.ampl = -4
envshake.time = 6
envshake.freq = 127
envshake.ampl = -5
[State 1200, Mjolnir]
type = PlaySnd
trigger1 = animelem = 5
value = 300, 2
channel = -1
[State 1200, cc]
type = Changeanim
triggerall = numhelper(1202)
trigger1 = prevstateno != 9000
trigger1 = helper(1202),parentdist x > -85
value = 1001
persistent = 0
[State 1200, dd]
type = playsnd
triggerall = anim = 1001
trigger1 = animelem = 1
value = 1,1
persistent = 0
[State 1200, re]
type = removeexplod
trigger1 = movecontact
id = 8655
[State 1200, ee]
type = Changestate
triggerall = anim = 1001
trigger1 = animtime = 0
value = 0
ctrl = 1
;[State 1200, f1]
;type = HitOverride
;triggerall = time >= 21
;trigger1 = MoveType != H
;attr = SCA,NA,SA,HA
;slot = 0
;stateno = 1005
;[State 1200, f2]
;type = HitOverride
;triggerall = time >= 21
;trigger1 = MoveType != H
;attr = SCA,NP,SP,HP
;slot = 1
;stateno = 1005
;[State 1200, f3]
;type = HitOverride
;triggerall = time >= 21
;trigger1 = MoveType != H
;attr = SCA,NT,ST,HT
;slot = 2
;stateno = 1005
[Statedef 1202]
type = A
movetype = A
velset = 12
sprpriority = 7
physics = N
anim = 1002
[state 7777, bi]
type = parentvarset
trigger1 = time = 0
var(5) = 1
[State 1202, aa]
type = AfterImage
trigger1 = Time = 0
length = 25
palcolor = 0
palinvertall = 1
PalBright = 0, 30,30
PalAdd = -10,-10,-10
PalMul = .20,.20,.50
TimeGap = 1
FrameGap = 3
Trans = Add
time = 200
[State 777, Wd]
type = Width
trigger1 = 1
value = -25,-25
[State 1202, md]
type = Helper
triggerall = parent, Pos Y = 0
trigger1 = Time = 0
helpertype = normal
name = "MjolnirDust"
ID = 1010
postype = p1
pos = 20, 76
stateno = 1010
sprpriority = 4
ownpal = 1
persistent = 0
[State 1202, bb]
type = PalFX
trigger1 = Time = 0
time = 80
add = 32,16,75
sinadd = 64,32,15,3
[State 1202, cc]
type = Changeanim
trigger1 = time = 40
value = 1006
persistent = 0
[State 1202, bb]
type = PlaySnd
trigger1 = time = 0
value = 300, 1
channel = -1
[State 1202, efeito]
type = Explod
trigger1 = time = 0
sprpriority = -3
id = 8655
anim = 8655
postype = P1
pos = 0,0
removeongethit = 1
bindtime = -1
ownpal = 1
removetime = 100
[State 1202, re]
type = removeexplod
trigger1 = movecontact || time = 35
id = 8655
[State 1202, g1]
type = Veladd
trigger1 = time > 47
x = -1
[State 1202, ff]
type = HitDef
trigger1 = time = 0
attr = S, SP
hitflag = MAFP
guardflag = MA
animtype = hard
priority = 7, hit
damage = 140,15
pausetime = 0,3
sparkno = S8510
guard.sparkno = S8550
sparkxy = 15,-10
hitsound = S300,0
guardsound = S7,1
ground.type = High
ground.slidetime = 18
ground.hittime = 30
ground.velocity = -8
airguard.velocity = -9
guard.velocity = -9
air.velocity = -2.5,-4
air.hittime = 30
palfx.time = 40
palfx.add = -90,0,140
palfx.sinadd = 100,100,100,10
Palfx.color = 0
fall.envshake.time = 7
fall.envshake.ampl = -4
envshake.time = 6
envshake.freq = 127
envshake.ampl = -5
fall = 1
air.fall = 1
p2stateno = 12023
[State 1202, g2]
type = Veladd
trigger1 = time < 47
x = -0.3
[State 1202, hh]
type = HitDef
trigger1 = Time = 0 && P2BodyDist X <= 60
attr = S, SP
hitflag = MAFP
guardflag = MA
animtype = hard
priority = 7,hit
damage = 140,15
pausetime = 5,5
sparkno = S8510
guard.sparkno = S8550
sparkxy = 15,-10
hitsound = S300,0
guardsound = S7,1
ground.type = High
ground.slidetime = 21
ground.hittime = 30
ground.velocity = -12, -6
airguard.velocity = -9
guard.velocity = -9
air.velocity = -8, -4
air.hittime = 30
fall = 1
air.fall = 1
palfx.time = 40
palfx.add = -90,0,140
palfx.sinadd = 100,100,100,10
Palfx.color = 0
fall.envshake.time = 7
fall.envshake.ampl = -4
envshake.time = 6
envshake.freq = 127
envshake.ampl = -5
p2stateno = 12023
[State 1202, i1]
type = Explod
trigger1 = movehit % 2
persistent = 1
sprpriority = 7
anim = 8570
postype = P2
pos = 0, -70
random = 40,40
removetime = 30
ownpal = 1
[State 1202, ii]
type = Destroyself
trigger1 = parent, stateno != 1200
trigger1 = parent, stateno != 5000
trigger1 = parent, stateno != 5070
trigger1 = parent, stateno != 1005
trigger2 = parent, anim = 1001
[State 1202, Mjolnir]
type = PlaySnd
trigger1 = movehit
value = 20, 4
channel = -1
[State 1202, i0]
type = HitBy
trigger1 = 1
value = SCA,SP,HP
[State 1202, i1]
type = HitOverride
trigger1 = 1
attr = SCA,SA,HA
stateno = 1203
slot = 0
[State 1202, i2]
type = HitOverride
trigger1 = 1
attr = SCA,SP,HP
stateno = 1203
slot = 1
[State 1202, jj]
type = Changestate
triggerall = parent, anim != 1001
trigger1 = movecontact; movehit
value = 1203
persistent = 0
[State 1202, ll]
type = Changestate
trigger1 = parent, anim = 1005
value = 1204
;----------- mjolnir shocked
[Statedef 12023]
type = A
physics = N
movetype = H
velset = -8,-4
anim = 5002
[State 12023, a2]
type = ChangeAnim
trigger1 = AnimExist(7696)
value = 7696
[State 12023, a3]
type = SelfState
trigger1 = time = 10
value = 5070
[Statedef 1203];--------------
type = A
movetype = A
velset = -4
sprpriority = -1
physics = N
anim = 1003
[State 1200, re]
type = removeexplod
trigger1 = 1
id = 8655
[State 1203, aa]
type = Veladd
trigger1 = time = 0
x = -0.2
[State 1203, bb]
type = Changestate
trigger1 = parent, anim = 1005
value = 1204
[State 1203, cc]
type = Destroyself
trigger1 = parent, stateno != 1200
trigger1 = parent, stateno != 5000
trigger1 = parent, stateno != 5070
trigger1 = parent, stateno != 1005
trigger2 = parent, anim = 1001
[Statedef 1204]
type = A
movetype = I
physics = N
anim = 1010
sprpriority = 5
[State 1204, aa]
type = Velset
trigger1 = time = 0
x = -5
y = 2.7
[State 1204, re]
type = removeexplod
trigger1 = 1
id = 8655
[State 1204,Mjolnirst2]
type = Stopsnd
trigger1 = time = 0
channel = 6
[State 1204, bb]
type = Posset
trigger1 = pos y > 30
y = 13
[State 1204, c1]
type = MakeDust
trigger1 = time >= 30
pos = 0,15
spacing = 4
[State 1204, cc]
type = Velset
trigger1 = time = 24
y = 0
[State 1204, dd]
type = velset
triggerall = numhelper(1202)
trigger1 = helper(1202), parentdist x > -28
x = 0
[State 1204, ee]
type = Destroyself
triggerall = numhelper(1202)
trigger1 = parent, stateno != 1200
trigger1 = parent, stateno != 5000
trigger1 = parent, stateno != 5070
trigger1 = parent, stateno != 1005
trigger2 = helper(1202), parentdist x > -28
trigger3 = gametime = 63
trigger4 = parent, alive = 0
trigger5 = lose