;---------------------------------------------------------------------------
; Dizzy
[StateDef 5300]
type = S
movetype= H
physics = N
juggle = 0
velset = 0,0
ctrl = 0
poweradd = 0
sprpriority = 2

[State 5300, ChangeAnim]
type = ChangeAnim
triggerall = SelfAnimExist(5300)
triggerall = !Time
trigger1 = PrevStateNo = 53032
trigger1 = Pos Y = 0 
value = 5300

[State 5300, ChangeAnim]
type = ChangeAnim2
triggerall = !SelfAnimExist(5300)
triggerall = !Time
trigger1 = PrevStateNo = 53032
trigger1 = Pos Y = 0 
value = 53031

[State 5300, ChangeAnim2]
type = ChangeAnim2
triggerall = Pos Y<0 
triggerall = PrevStateNo = 53032
trigger1 = !Time
value = 53031

[State 5300, ChangeAnim2]
type = ChangeAnim2
triggerall = Pos Y<0 
triggerall = PrevStateNo != 53032
trigger1 = !Time
value = 53046

[State 5300, ChangeAnim2]
type = ChangeAnim2
triggerall = Pos Y = 0 
triggerall = PrevStateNo != 53032
trigger1 = !Time
value = 53046

[State 5300, ChangeAnim]
type = ChangeAnim
triggerall = SelfAnimExist(5300)
triggerall = !Time
trigger1 = PrevStateNo != 53032
trigger1 = Pos Y = 0 
value = 5300

[State 5300, ChangeAnim2]
type = ChangeAnim2
triggerall = !SelfAnimExist(5300)
triggerall = !Time
trigger1 = PrevStateNo != 53032
trigger1 = Pos Y = 0 
value = 53031

[State 5300, PosSet]
type = PosSet
trigger1 = Anim = 5300
trigger2 = Anim = 53031
y = 0

[State 5300, SelfState]
type = SelfState
trigger1 = Time >=60
value = IfElse(Pos Y>=0,0,5050)
ctrl = 1


;---------------------------------------------------------------------------
;P2 Heart Attack
[StateDef 51054]
type = S
movetype =H
physics = N
juggle = 0
ctrl = 0
poweradd = 0
velset = 0,0

[State 1054, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 51054

;---------------------------------------------------------------------------
;P2 Lv. 1 V-Slasher 1
[Statedef 53002]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 53002, PosSet]
type = PosSet
trigger1 = Time = 0
trigger1 = Pos Y >=0
y = 0

[State 3002, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 53002

;---------------------------------------------------------------------------
;P2 Lv. 1 V-Slasher 2
[Statedef 53003]
type    = A
movetype= H
physics = N
velset = -1,-10.5
poweradd = 80

[State 53003, PalFX]
type = PalFX
trigger1 = Time = 0
time = 70
add = 240,50,0
mul = 250,224,120
sinadd = 110,55,85,10
invertall = 1
color = 0

[State 53003, VelAdd]
type = VelAdd
trigger1 = 1
y = .5

[State 53003, end]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100
;---------------------------------------------------------------------------
;P2 Lv. 2 V-Slasher 1
[Statedef 53007]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 53007, PosSet]
type = PosSet
trigger1 = Time = 0
trigger1 = Pos Y >=0
y = 0

[State 53007, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 53007
;---------------------------------------------------------------------------
;P2 Lv. 2 V-Slasher 2
[Statedef 53008]
type    = A
movetype= H
physics = N
velset = -1,-10.5
poweradd = 120

[State 53008, PalFX]
type = PalFX
trigger1 = Time = 0
time = 70
add = 240,50,0
mul = 250,224,120
sinadd = 110,55,85,10
invertall = 1
color = 0

[State 53008, VelAdd]
type = VelAdd
trigger1 = 1
y = .4

[State 53008, end]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100
;---------------------------------------------------------------------------
;P2 Lv. 1 Rebel Spark
[Statedef 53012]
type = S
movetype= H
physics = N
velset = 0,0
sprpriority = -1

[State 53012, HitBy]
type = HitBy
trigger1 = 1 
value = C,HA

[State 53012, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 53012, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 53012
;---------------------------------------------------------------------------
;P2 Lv. 2 Rebel Spark
[Statedef 53017]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = -1

[State 53018, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 53018, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 53017
;---------------------------------------------------------------------------
;P2 Lv. 1 Gravity Storm Kickup
[StateDef 53021]
type = A
movetype= H
physics = N
juggle = 0
ctrl = 0
velset = 0,-10.8
poweradd = 0
sprpriority = 2

[State 53021, ChangeAnim]
type = ChangeAnim
trigger1 = !Time
value = 5050
elem = 1

[State 53021, ChangeAnim2]
type = ChangeAnim2
trigger1 = Anim = 5050 && AnimTime = 0
value = 5060
elem = 1

[State 53021, VelAdd]
type = VelAdd
trigger1 = Time > 4
y = 0.45

[State 53021, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0
ignorehitpause = 1 

[State 53021, end] ;Hit ground
type = SelfState
trigger1 = Vel Y>0
trigger1 = Pos Y >=-Vel Y
value = 5100 ;Hit ground
;---------------------------------------------------------------------------
;P2 Lv. 1 Gravity Storm Stabbed
[StateDef 53022]
type = A
movetype= H
physics = N
juggle = 0
velset = 0,0
ctrl = 0
poweradd = 0
sprpriority = 2

[State 53022, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0
ignorehitpause = 1 

[State 53022, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 53022
;---------------------------------------------------------------------------
;P2 Lv. 2 Gravity Storm Kickup
[StateDef 53026]
type = A
movetype= H
physics = N
juggle = 0
ctrl = 0
velset = 0,-10.8
poweradd = 0
sprpriority = 2

[State 53026, ChangeAnim]
type = ChangeAnim
trigger1 = HitShakeOver = 1 
value = 5050
elem = 1
persistent = 0

[State 53026, ChangeAnim2]
type = ChangeAnim2
trigger1 = AnimTime = 0
value = 5060
elem = 1
persistent = 0

[State 53026, VelAdd]
type = VelAdd
trigger1 = Time > 4
y = 0.45

[State 53026, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0
ignorehitpause = 1 

[State 53026, end] ;Hit ground
type = SelfState
trigger1 = Vel Y>0
trigger1 = Pos Y >=-Vel Y
value = 5100 ;Hit ground
;---------------------------------------------------------------------------
;P2 Lv. 2 Gravity Storm
[StateDef 53027]
type = A
movetype= H
physics = N
juggle = 0
velset = 0,0
ctrl = 0
poweradd = 0
sprpriority = 2

[State 53027, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0
ignorehitpause = 1 

[State 53027, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 53027
;---------------------------------------------------------------------------
; P2 Rider Burst 1
[StateDef 53030]
type = S
movetype= H
physics = N
juggle = 0
velset = 0,0
ctrl = 0
poweradd = 0
sprpriority = 2

[State 53030, ChangeAnim2]
type = ChangeAnim2
trigger1 = !Time
value = 53031

[State 53030, PosSet]
type = PosSet
trigger1 = 1
y = 0

[State 53030, SelfState]
type = SelfState
trigger1 = Time >=60
value = 0 
ctrl = 1
;---------------------------------------------------------------------------
;P2 Rider Burst 2
[StateDef 53032] 
type = S
movetype= H
physics = N
juggle = 0
velset = 0,0
ctrl = 0
poweradd = 0
sprpriority = 2

[State 53032, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 53032
;---------------------------------------------------------------------------
;P2 V-Slasher LDM
[Statedef 53042]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 53042, PosSet]
type = PosSet
trigger1 = Time = 0
trigger1 = Pos Y >=0
y = 0

[State 53042, HitBy]
type = HitBy
trigger1 = 1
value = A, HA

[State 53043, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 53042