;---------------------------------------------------------------------------
; A Venus Tackle
[StateDef 1000]
type = S
movetype = A
physics = N
velset = 0,0
ctrl = 0
poweradd = 50
sprpriority = 2
anim = 1000

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 5
value = S100, 0

[State 1000, VelSet]
type = VelSet
trigger1 = AnimElem = 2
x = 5
y = IfElse(var(2) = 0, 0, -5)
persistent = 0

[State 1000, StateTypeSet]
type = StateTypeSet
trigger1 = Pos Y < 0
statetype = A
physics = N

[State 1000, VelAdd]
type = VelAdd
trigger1 = Pos Y < 0
y = 0.4

[State 1000, ChangeAnim]
type = ChangeAnim
triggerall = Anim = StateNo
triggerall = Time = [8,32]
trigger1 = abs(P2BodyDist X) = [0,20]
value = 1000
elem = 7
persistent = 0

[State 1000, VelMul]
type = VelMul
trigger1 = Anim = 1000 && AnimElemTime(9) > 0
x = 0.9

[State 1000, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 9
movetype = I

[State 1000, 1]
type = HitDef
triggerall = var(1) = 0
triggerall = var(15) < 3
trigger1 = AnimElem = 8
attr = S, ST          
hitflag = M 
guardflag = MA     
sparkxy = -20, -50
guard.pausetime = 5,5
priority = 5, Miss   
sparkno = -1    
p1facing = 1
p2facing = 1                  
p1stateno = 1002
hitsound = S800,1   
guardsound = F6,0 
guard.sparkno = 10130
fall = 1
fall.recover = 0
id = StateNo
persistent = 0

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 7
value = S5, 8

[State 1000, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; B Venus Tackle
[StateDef 1001]
type = S
movetype = A
physics = N
velset = 0,0
ctrl = 0
poweradd = 50
sprpriority = 2
anim = 1001

[State 1001, VelSet]
type = VelSet
trigger1 = AnimElem = 2
x = 5
y = -5
persistent = 0

[State 1001, StateTypeSet]
type = StateTypeSet
trigger1 = Pos Y < 0
statetype = A
physics = N

[State 1001, VelAdd]
type = VelAdd
trigger1 = Pos Y < 0
y = 0.4

[State 1001, 2]
type = HitDef
triggerall = var(1) = 0
triggerall = var(15) < 3
trigger1 = AnimElem = 7
attr = A, ST   
hitflag = MAF 
guardflag = MA 
sparkxy = -20, -50
guard.pausetime = 5,5
priority = 5, Miss   
sparkno = -1    
p1facing = 1
p2facing = 1                  
p1stateno = 1003
hitsound = S800,1   
guardsound = F6,0
guard.sparkno = 10130
fall = 1
fall.recover = 0
id = StateNo
persistent = 0

[State 1001, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 7
value = S5, 8

[State 1001, end]
type = ChangeState
trigger1 = Vel Y > 0 && Vel Y + Pos Y >= 0
value = 1004
ctrl = 0

;---------------------------------------------------
; Venus Tackle Hit
[StateDef 1002]
type = S
movetype = A
physics = N
velset = Vel X,0
ctrl = 0
anim = 1002
poweradd = 0
sprpriority = 2

[State 1001, VelSet]
type = VelSet
trigger1 = FrontEdgeDist < 20
x = 0

[State 1001, TargetVelSet]
type = TargetVelSet
trigger1 = FrontEdgeDist < 20
trigger2 = Vel X = 0
x = 0
persistent = 0

[State 1001, PosSet]
type = PosSet
trigger1 = PrevStateNo != 1000
y = 0

[State 1001, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(10) < 0
time = 1
ID = IfElse(PrevStateNo = 1003, 1001, 1000)
pos = 30,0

[State 1001, TargetState]
type = TargetState
triggerall = NumTarget
trigger1 = !Time
value = 51001
ID = IfElse(PrevStateNo = 1003, 1001, 1000)

[State 1001, EnvShake]
type = EnvShake
trigger1 = AnimElem = 3
trigger2 = AnimElem = 5
trigger3 = AnimElem = 10
time = 5
freq = 90
ampl = -4
phase = 180

[State 1001, HitAdd]
type = HitAdd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 5
trigger3 = AnimElem = 10
value = 1

[State 1001, Explod]
type = Explod
trigger1 = AnimElem = 3
trigger2 = AnimElem = 5
trigger3 = AnimElem = 10
anim = F10001
ID = 10001
pos = 0,0
postype = p2 
removetime = -2
ownpal = 1
sprpriority = 5

[State 1001, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 5
trigger3 = AnimElem = 10
value = IfElse(AnimElemTime(10) < 0, floor(-40 *fvar(20)), -40)
ID = IfElse(PrevStateNo = 1003, 1001, 1000)
kill = IfElse(AnimElemTime(10) < 0, 0, 1)
absolute = 0

[State 1001, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 5
trigger3 = AnimElem = 10
value = S5, IfElse((AnimElem = 10), 2, 0)
channel = 1

[State 1001, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 5
trigger3 = AnimElem = 10
value = S5,8
channel = 2

[State 1001, VelMul]
type = VelMul
trigger1 = 1
x = 0.9

[State 1001, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------
; B Venus Tackle Hold
[StateDef 1003]
type = A
movetype = A
physics = N
velset = Vel X, Vel Y
ctrl = 0
anim = 1003
poweradd = 0
sprpriority = 2

[State 1003, TargetBind]
type = TargetBind
trigger1 = 1
time = 1
ID = 1001
pos = 10, -75

[State 1003, TargetState]
type = TargetState
triggerall = NumTarget(1001)
trigger1 = !Time
value = 51003
ID = 1001

[State 1003, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.5

[State 1003, end]
type = ChangeState
triggerall = Vel Y > 0
trigger1 = Vel Y + Pos Y >= 0
value = 1002
ctrl = 0

;---------------------------------------------------
; B Venus Tackle Landing
[StateDef 1004]
type = S
movetype = A
physics = S
velset = 0,0
ctrl = 0
anim = 1004
poweradd = 0
sprpriority = 2

[State 1004, PosSet]
type = PosSet
trigger1 = !Time 
y = 0

[State 1004, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------
; A Saturn Spiral
[StateDef 1005]
type = S
movetype = A
physics = N
velset = 0,0
ctrl = 0
poweradd = 50
sprpriority = 2
anim = 1005

[State 1005, Explod]
type = Explod
trigger1 = AnimElem = 2
anim = 10100
ID = 10100
pos = -20,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
vel = 0,0
scale = 0.7, 0.7
removetime = -2

[State 1005, VelSet]
type = VelSet
trigger1 = AnimElem = 1
x = 4
persistent = 0

[State 1005, NotHitBy]
type = NotHitBy
trigger1 = Anim = 1005 && AnimElemTime(3) < 0
value = SCA
ignorehitpause = 1

[State 1005, 1]
type = HitDef
triggerall = Var(15) < 3
trigger1 = AnimElem = 7
attr = S, SA			
damage = floor(IfElse(var(2) = 0, 40, 25)*fvar(20)), 10
animtype = Light			
guardflag = MA			
hitflag = MAF
priority = 5, Hit			
pausetime = 5,5			
sparkno = 10001
guard.sparkno = 10130				
sparkxy = -20, -75		
hitsound = S5, 2			
guardsound = F6, 0			
ground.type = High		
air.animtype = Back
ground.slidetime = 14		
ground.hittime = 14
guard.hittime = 10		
ground.velocity = -2.5, -8.5				
air.velocity = -2.5, -8.5		
air.hittime = 14
getpower = 50
givepower = 50			
yaccel = 0.45
ground.cornerpush.veloff = 0
fall = 1
fall.recovertime = 0

[State 1005, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 8
statetype = A

[State 1005, 2]
type = HitDef
triggerall = Var(15) < 3
trigger1 = AnimElemTime(8) >= 0
attr = A, SA			
damage = floor(50*fvar(20)), 10
animtype = Heavy			
guardflag = MA			
hitflag = MAF
priority = 5, Hit			
pausetime = 5,5			
sparkno = 10001
guard.sparkno = 10130				
sparkxy = -20, -75		
hitsound = S5, 2			
guardsound = F6, 0			
ground.type = High		
air.animtype = Back
ground.slidetime = 14		
ground.hittime = 14
guard.hittime = 10		
ground.velocity = -2.5, -11				
air.velocity = -2.5, -11
guard.velocity = -8		
air.hittime = 14
getpower = 25
givepower = 25			
yaccel = 0.5
ground.cornerpush.veloff = 0
persistent = 0
fall = 1
fall.recovertime = 0
id = anim

[State 1005, VelSet]
type = VelSet
trigger1 = AnimElem = 8
y = IfElse(var(2) = 0, -7, -9)
persistent = 0

[State 1005, VelAdd]
type = VelAdd
trigger1 = Pos Y < 0
y = 0.45

[State 1005, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(11) = 1
movetype = I
persistent = 1

[State 1005, VelMul]
type = VelMul
trigger1 = AnimElemTime(9) >= 0
x = 0.9

[State 1005, VarSet]
type = VarSet
triggerall = NumTarget(Anim)
triggerall = MoveHit
trigger1 = MoveType = I
var(15) = IfElse(var(15) < 2, 2, 3)
ignorehitpause = 1
persistent = 0

[State 1005, end]
type = ChangeState
triggerall = Vel Y > 0
trigger1 = Vel Y + Pos Y >= 0
value = 1004
ctrl = 0

;----------------------------------------------------
; B Saturn Spiral
[StateDef 1006]
type = S
movetype = A
physics = N
velset = 0,0
ctrl = 0
poweradd = 50
sprpriority = 2
anim = 1006

[State 1006, Explod]
type = Explod
trigger1 = AnimElem = 2
anim = 10100
ID = 10100
pos = -20,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
vel = 0,0
scale = 0.7, 0.7
removetime = -2

[State 1006, VelSet]
type = VelSet
trigger1 = AnimElem = 1
x = 5
persistent = 0

[State 1006, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(8) < 0
value = SCA
ignorehitpause = 1

[State 1006, 1]
type = HitDef
triggerall = Var(15) < 3
trigger1 = AnimElem = 7
attr = S, SA			
damage = floor(IfElse(var(2) = 0, 40, 25)*fvar(20)), 10
animtype = Light			
guardflag = MA			
hitflag = MAF
priority = 5, Hit			
pausetime = 5,5			
sparkno = 10001
guard.sparkno = 10130				
sparkxy = -20, -75		
hitsound = S5, 2			
guardsound = F6, 0			
ground.type = High		
air.animtype = Back
ground.slidetime = 14		
ground.hittime = 14
guard.hittime = 10		
ground.velocity = -2.5, -8.5				
air.velocity = -2.5, -8.5		
air.hittime = 14
getpower = 50
givepower = 50			
yaccel = 0.45
ground.cornerpush.veloff = 0
fall = 1
fall.recovertime = 0

[State 1006, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 8
statetype = A

[State 1006, 2]
type = HitDef
triggerall = Var(15) < 3
trigger1 = Anim = 1006 && AnimElem = 8
attr = A, SA			
damage = floor(IfElse(var(2) = 0, 50, 25)*fvar(20)), 10
animtype = Heavy			
guardflag = MA			
hitflag = MAF
priority = 5, Hit			
pausetime = 5,5			
sparkno = 10001
guard.sparkno = 10130				
sparkxy = -20, -75		
hitsound = S5, 2			
guardsound = F6, 0			
ground.type = High		
air.animtype = Back
ground.slidetime = 14		
ground.hittime = 14
guard.hittime = 10		
ground.velocity = -4.5, -6.5				
air.velocity = -4.5, -6.5		
air.hittime = 14
getpower = 25
givepower = 25			
yaccel = 0.5
ground.cornerpush.veloff = 0
persistent = 0
air.fall = 1
fall.recover = 0

[State 1006, 3]
type = HitDef
triggerall = Var(15) < 3
trigger1 = AnimElemTime(9) >= 0
attr = A, SA			
damage = floor(60*fvar(20)), 10
animtype = Heavy			
guardflag = MA			
hitflag = MAF
priority = 5, Hit			
pausetime = 5,5			
sparkno = 10001
guard.sparkno = 10130				
sparkxy = -20, -75		
hitsound = S5, 2			
guardsound = F6, 0			
ground.type = High		
air.animtype = Back
ground.slidetime = 14		
ground.hittime = 14
guard.hittime = 10		
ground.velocity = -2.5, -11				
air.velocity = -2.5, -11
guard.velocity = -8	
air.hittime = 14
getpower = 25
givepower = 25			
yaccel = 0.5
ground.cornerpush.veloff = 0
persistent = 0
fall = 1
fall.recover = 0
id = anim

[State 1006, VelSet]
type = VelSet
trigger1 = AnimElem = 8
y = -9
persistent = 0

[State 1006, VelAdd]
type = VelAdd
trigger1 = Pos Y < 0
y = 0.45

[State 1006, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(17) = 1
movetype = I
persistent = 1

[State 1006, VelMul]
type = VelMul
trigger1 = AnimElemTime(9) >= 0
x = 0.9

[State 1006, VarSet]
type = VarSet
triggerall = NumTarget(Anim)
triggerall = MoveHit
trigger1 = MoveType = I
var(15) = IfElse(var(15) < 2, 2, 3)
ignorehitpause = 1
persistent = 0

[State 1006, end]
type = ChangeState
triggerall = Vel Y > 0
trigger1 = Vel Y + Pos Y >= 0
value = 1004
ctrl = 0

;--------------------------------------------------------------
; A Jupiter Hold
[StateDef 1010]
type = S
movetype = A
physics = N
velset = 0,0
ctrl = 0
poweradd = 50
sprpriority = 2
anim = 1010

[State 1010, VarSet]
type = VarSet
trigger1 = !Time 
var(3) = 0
persistent = 0

[State 1010, ReversalDef]
type = ReversalDef
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(3) < 0
reversal.attr = SA,AA           ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
pausetime = 10,15
sparkno = 10130
hitsound = F6, 0
persistent = 0
numhits = 0

[State 1010, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 3
movetype = I

[State 1010, VarSet]
type = VarSet
triggerall = AILevel = 0
trigger1 = command = "x"
trigger2 = command = "y"
trigger3 = command = "a"
trigger4 = command = "b"
triggerall = MoveHit
var(3) = IfElse(command = "x", 1012, IfElse(command = "y", 1013, IfElse(command = "a", 1015, 1016)))
persistent = 0

[State 1010, VarSet]
type = VarSet
triggerall = AILevel != 0
triggerall = MoveHit
triggerall = var(3) = 0
trigger1 = P2BodyDist X = [0,50]
trigger1 = IfElse(P2StateType != A, abs(P2BodyDist Y <= 50), abs(P2BodyDist Y = [10,60]))
trigger1 = var(15) < 3 
var(3) = 1012

[State 1010, VarSet]
type = VarSet
triggerall = AILevel != 0
triggerall = MoveHit
triggerall = var(3) = 0
trigger1 = P2BodyDist X = [0,30]
trigger1 = P2StateType != A
trigger1 = var(15) < 3 
var(3) = 1013

[State 1010, VarSet]
type = VarSet
triggerall = AILevel != 0
triggerall = MoveHit
triggerall = var(3) = 0
trigger1 = P2BodyDist X = [0,60]
trigger1 = P2StateType != A
trigger1 = var(15) < 3 
var(3) = 1015

[State 1010, VarSet]
type = VarSet
triggerall = AILevel != 0
triggerall = MoveHit
triggerall = var(3) = 0
trigger1 = P2BodyDist X = [0,40]
trigger1 = IfElse(P2StateType != A, abs(P2BodyDist Y <= 80), abs(P2BodyDist Y = [10,90]))
trigger1 = var(15) < 3 
var(3) = 1016

[State 1010, ChangeState]
type = ChangeState
triggerall = var(3) != 0
trigger1 = MoveType = I
value = var(3)
ctrl = 0
persistent = 0

[State 1010, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------------------------------------------
; B Jupiter Hold
[StateDef 1011]
type = S
movetype = A
physics = N
velset = 0,0
ctrl = 0
poweradd = 50
sprpriority = 2
anim = 1011

[State 1011, VarSet]
type = VarSet
trigger1 = !Time 
var(3) = 0
persistent = 0

[State 1011, ReversalDef]
type = ReversalDef
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(3) < 0
reversal.attr = SC,AA           ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
pausetime = 10,15
sparkno = 10130
hitsound = F6, 0
persistent = 0
numhits = 0

[State 1011, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 3
movetype = I

[State 1011, VarSet]
type = VarSet
triggerall = AILevel = 0
trigger1 = command = "x"
trigger2 = command = "y"
trigger3 = command = "a"
trigger4 = command = "b"
triggerall = MoveHit
var(3) = IfElse(command = "x", 1012, IfElse(command = "y", 1013, IfElse(command = "a", 1015, 1016)))
persistent = 0

[State 1011, VarSet]
type = VarSet
triggerall = AILevel != 0
triggerall = MoveHit
triggerall = var(3) = 0
trigger1 = P2BodyDist X = [0,50]
trigger1 = IfElse(P2StateType != A, abs(P2BodyDist Y <= 50), abs(P2BodyDist Y = [10,60]))
trigger1 = var(15) < 3 
var(3) = 1012

[State 1011, VarSet]
type = VarSet
triggerall = AILevel != 0
triggerall = MoveHit
triggerall = var(3) = 0
trigger1 = P2BodyDist X = [0,30]
trigger1 = P2StateType != A
trigger1 = var(15) < 3 
var(3) = 1013

[State 1011, VarSet]
type = VarSet
triggerall = AILevel != 0
triggerall = MoveHit
triggerall = var(3) = 0
trigger1 = P2BodyDist X = [0,60]
trigger1 = P2StateType != A
trigger1 = var(15) < 3 
var(3) = 1015

[State 1011, VarSet]
type = VarSet
triggerall = AILevel != 0
triggerall = MoveHit
triggerall = var(3) = 0
trigger1 = P2BodyDist X = [0,40]
trigger1 = IfElse(P2StateType != A, abs(P2BodyDist Y <= 80), abs(P2BodyDist Y = [10,90]))
trigger1 = var(15) < 3 
var(3) = 1016

[State 1011, ChangeState]
type = ChangeState
triggerall = var(3) != 0
trigger1 = MoveType = I
value = var(3)
ctrl = 0
persistent = 0

[State 1011, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Mars Palm
[Statedef 1012]
type = S
movetype = A
physics = S				
velset = 0,0			
ctrl = 0				
anim = 1012				
poweradd = 0			
sprpriority = 2			
facep2 = 1

[State 1012, VarSet]
type = VarSet
trigger1 = 1
var(20) = 10
ignorehitpause = 1

[State 1012, 1]
type = HitDef
triggerall = Var(15) < 3
trigger1 = AnimElem = 4
attr = S, SA			
damage = floor(25*fvar(20)), 0
animtype = Heavy			
guardflag = MA			
hitflag = MAF
priority = 4, Hit			
pausetime = 10,10			
sparkno = 10001
guard.sparkno = 10130				
sparkxy = -20, -75		
hitsound = S5, 2			
guardsound = F6, 0			
ground.type = Low	
air.animtype = Back
ground.slidetime = 24		
ground.hittime = 24
guard.hittime = 24	
ground.velocity = -2				
air.velocity = -4.5, -6.5		
air.hittime = 24
getpower = 50
givepower = 50			
yaccel = 0.5
ground.cornerpush.veloff = 0
air.fall = 1
fall.recovertime = 0
id = 1012

[State 1012, TargetState]
type = TargetState
triggerall = NumTarget(1012)
trigger1 = MoveHit && Target, StateType != A
value = 51012
ID = 1012
ignorehitpause = 1
persistent = 0

[State 1012, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 7
movetype = I

[State 1012, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------
; Neptune Lift
[StateDef 1013]
type = S
movetype = A
physics = N
velset = 0,0
ctrl = 0
anim = 1013
poweradd = 0
sprpriority = 2

[State 1013, 1]
type = HitDef
triggerall = var(15) < 3
trigger1 = AnimElem = 1
attr = S, ST          
hitflag = M     
priority = 5, Miss   
sparkno = -1    
p1facing = 1
p2facing = 1                  
p1stateno = 1014
hitsound = S800,1   
fall = 1
fall.recover = 0
id = 1013

[State 1013, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------
; Neptune Lift (Throw)
[StateDef 1014]
type = S
movetype = A
physics = N
velset = 0,0
ctrl = 0
anim = 1014
poweradd = 0
sprpriority = 2

[State 1014, TargetState]
type = TargetState
triggerall = NumTarget(1013)
trigger1 = !Time
value = 51014
ID = 1013

[State 1014, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(1) >= 0 && AnimElemTime(2) < 0
time = 1
id = 1013
pos = 40,0

[State 1014, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(3) < 0
time = 1
id = 1013
pos = 30,-60

[State 1014, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(4) < 0
time = 1
id = 1013
pos = -10,-50

[State 1014, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(5) < 0
time = 1
id = 1013
pos = -5,-15

[State 1014, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(5) = 0
time = 1
id = 1013
pos = -10, -30

[State 1014, TargetVelSet]
type = TargetVelSet
trigger1 = AnimElemTime(5) = 0
x = -5
y = 7
ID = 1013

[State 1014, TargetState]
type = TargetState
trigger1 = AnimElemTime(5) = 0
value = 51015
ID = 1013

[State 1014, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElemTime(5) = 0
value = -120
ID = 1013

[State 1014, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
value = F5,10
volumescale = 100
channel = 1

[State 1014, Turn]
type = Turn
trigger1 = AnimTime = 0
persistent = 0

[State 1014, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------------------------------------------
; C Uranus Swing ~Binary Cluster~
[StateDef 1015]
type = S
movetype = A
physics = S
velset = 8,0
ctrl = 0
poweradd = 50
sprpriority = 2
anim = 1015

[State 1015, 1]
type = HitDef
triggerall = Var(15) < 3
trigger1 = AnimElemTime(3) >= 0
attr = C, SA			
damage = floor(80*fvar(20)), 10
animtype = Heavy			
guardflag = LA			
hitflag = MAF
priority = 4, Hit			
pausetime = 0,14		
sparkno = 10001
guard.sparkno = 10130				
sparkxy = -30, -25		
hitsound = S5, 4			
guardsound = F6, 0			
ground.type = Low	
air.animtype = Back
ground.slidetime = 18		
ground.hittime = 18
guard.hittime = 18		
ground.velocity = -4.5, -7.5				
air.velocity = -4.5, -7.5		
air.hittime = 18
getpower = 50
givepower = 50			
yaccel = 0.5
ground.cornerpush.veloff = 0
fall = 1
fall.recover = 0
persistent = 0
id = anim

[State 1015, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 9
movetype = I

[State 1015, VarSet]
type = VarSet
triggerall = NumTarget(Anim)
triggerall = MoveHit
trigger1 = Target, HitFall = 1 
var(15) = IfElse(var(15) < 2, 2, 3)
persistent = 0

[State 1015, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------------------------------------------
; D Uranus Swing ~Binary Cluster~
[StateDef 1016]
type = S
movetype = A
physics = S
velset = 10,0
ctrl = 0
poweradd = 50
sprpriority = 2
anim = 1016

[State 1016, 2]
type = HitDef
triggerall = Var(15) < 3
trigger1 = AnimElemTime(3) >= 0
attr = S, SA			
damage = floor(80*fvar(20)), 10
animtype = Heavy			
guardflag = HA			
hitflag = MAF
priority = 4, Hit			
pausetime = 0,14		
sparkno = 10001
guard.sparkno = 10130				
sparkxy = -30, -55		
hitsound = S5, 4			
guardsound = F6, 0			
ground.type = High		
air.animtype = Back
ground.slidetime = 18		
ground.hittime = 18
guard.hittime = 18		
ground.velocity = -2.5, -10.8				
air.velocity = -2.5, -10.8	
air.hittime = 18
getpower = 50
givepower = 50			
yaccel = 0.5
ground.cornerpush.veloff = 0
fall = 1
fall.recover = 0
persistent = 0
id = anim

[State 1016, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 9
movetype = I

[State 1016, VarSet]
type = VarSet
triggerall = NumTarget(Anim)
triggerall = MoveHit
trigger1 = Target, HitFall = 1 
var(15) = IfElse(var(15) < 2, 2, 3)
persistent = 0

[State 1016, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------------------------------------------
; C Pluto Spear
[StateDef 1020]
type = S
movetype = A
physics = S
velset = 0,0
ctrl = 0
poweradd = 50
sprpriority = 2
anim = 1020

[State 1020, PosAdd]
type = PosAdd
trigger1 = AnimElemTime(6) < 0
x = 5

[State 1020, 1]
type = HitDef
triggerall = Var(15) < 3
trigger1 = AnimElemTime(8) >= 0 && AnimElemTime(9) < 5
attr = S, SA			
damage = floor(IfElse(Anim = 1020, 80, 60)*fvar(20)), 10
animtype = Heavy			
guardflag = MA			
hitflag = MAF
priority = 4, Hit			
pausetime = 0,14	
guard.pausetime = 10,10	
sparkno = 10001
guard.sparkno = 10130				
sparkxy = -30, -55		
hitsound = S5, 5		
guardsound = F6, 0			
ground.type = High		
air.animtype = Back
ground.slidetime = 18		
ground.hittime = 18
guard.hittime = 18		
ground.velocity = -2.5, -11
guard.velocity = -6			
air.velocity = -2.5, -11
air.hittime = 18
getpower = 50
givepower = 50			
yaccel = IfElse(Anim = 1020, 0.5, 0.45)
ground.cornerpush.veloff = 0
fall = 1
fall.recover = 0
persistent = 0
id = Anim

[State 1020, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(9) = 5
movetype = I

[State 1020, VelSet]
type = VelSet
trigger1 = AnimElem = 13
x = -3
y = -5

[State 1020, StateTypeSet]
type = StateTypeSet
trigger1 = Pos Y != 0
statetype = A
physics = N

[State 1020, VelAdd]
type = VelAdd
trigger1 = Pos Y != 0
y = 0.5

[State 1020, VarSet]
type = VarSet
triggerall = NumTarget(Anim)
triggerall = MoveHit
trigger1 = Target, HitFall = 1 
var(15) = IfElse(var(15) < 1, 1, 3)
persistent = 0

[State 1020, end]
type = ChangeState
trigger1 = Vel Y > 0 && Vel Y + Pos Y >= 0
value = 1004
ctrl = 0

;--------------------------------------------------------------
; D Pluto Spear
[StateDef 1021]
type = S
movetype = A
physics = S
velset = 0,0
ctrl = 0
poweradd = 50
sprpriority = 2
anim = 1021

[State 1021, PosAdd]
type = PosAdd
trigger1 = AnimElemTime(6) < 0
x = 8

[State 1021, 1]
type = HitDef
triggerall = Var(15) < 3
trigger1 = AnimElemTime(8) >= 0 && AnimElemTime(9) < 5
attr = S, SA			
damage = floor(IfElse(Anim = 1020, 80, 60)*fvar(20)), 10
animtype = Heavy			
guardflag = MA			
hitflag = MAF
priority = 4, Hit			
pausetime = 0,14	
guard.pausetime = 10,10	
sparkno = 10001
guard.sparkno = 10130				
sparkxy = -30, -55		
hitsound = S5, 5		
guardsound = F6, 0			
ground.type = High		
air.animtype = Back
ground.slidetime = 18		
ground.hittime = 18
guard.hittime = 18		
ground.velocity = -2.5, -11
guard.velocity = -6			
air.velocity = -2.5, -11
air.hittime = 18
getpower = 50
givepower = 50			
yaccel = IfElse(Anim = 1020, 0.5, 0.45)
ground.cornerpush.veloff = 0
fall = 1
fall.recover = 0
persistent = 0
id = Anim

[State 1020, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(9) = 5
movetype = I

[State 1021, VelSet]
type = VelSet
trigger1 = AnimElem = 13
x = -2
y = -5

[State 1021, StateTypeSet]
type = StateTypeSet
trigger1 = Pos Y != 0
statetype = A
physics = N

[State 1021, VelAdd]
type = VelAdd
trigger1 = Pos Y != 0
y = 0.5

[State 1021, VarSet]
type = VarSet
triggerall = NumTarget(Anim)
triggerall = MoveHit
trigger1 = Target, HitFall = 1 
var(15) = IfElse(var(15) < 1, 1, 3)
persistent = 0

[State 1021, end]
type = ChangeState
trigger1 = Vel Y > 0 && Vel Y + Pos Y >= 0
value = 1004
ctrl = 0