;----------------------
;Piledriver (L) Land
[Statedef 1050]
type = S
movetype= A
physics = N
velset = 0,0
anim = 1050
poweradd = 0
[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim = f63
ID = 61
pos = 50,0
postype = p1 ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
supermovetime = 65535
pausemovetime = 65535
scale = 1,1
sprpriority = 0
ownpal = 0
[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 1
time = 25
freq = 80
ampl = 3
phase = 90
[State 0, Dust]
type = helper
trigger1 = time = 0
helpertype = normal
stateno = 8110
ID = 8100
name = "Impact Dust"
postype = p1
pos = 30, 20
ownpal = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S5,10
channel = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S0,4
channel = 2
[State 0, TargetState]
type = TargetState
trigger1 = time = 0
value = 1060
ID = -1
[State 0, PosSet]
type = PosSet
trigger1 = time = 0
y = 0
[State 1020, SprPriority]
type = SprPriority
trigger1 = AnimElem =1
value = 1
[State 1020, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 49, 0
[State 1020, SprPriority]
type = SprPriority
trigger1 = AnimElem =2
value = 1
[State 1020, Bind 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 49, 0
[State 1020, Bind 2]
type = TargetBind
trigger1 = AnimElem = 3
pos = 49, 0
[State 0, hit count]
type = VarAdd
trigger1 = animelem = 1
var(13) = 1
[State 0, Juggle]
type = VarAdd
trigger1 = animelem = 1
var(15) = 1
[State 1020, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 1
value = floor(ifElse(130 * fvar(11) < 7, -7, -130-(6*var(10)) * fvar(11)))
[State 1020, Throw]
type = TargetState
trigger1 = AnimElem = 3
value = 1061
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 4
statetype = A
[State 0, VelSet]
type = VelSet
trigger1 = animelem = 3
x = -3
y = -7
[State 0, Gravity]
type = Gravity
trigger1 = time > 15
[State 1000, Land]
type= changestate
triggerall = time > 20
trigger1= vel y > 0
trigger1= pos y > -vel y
value= 52
;----------------------
;Piledriver (M) Land
[Statedef 1051]
type = S
movetype= A
physics = N
velset = 0,0
anim = 1050
poweradd = 0
[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim = f63
ID = 61
pos = 50,0
postype = p1 ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
supermovetime = 65535
pausemovetime = 65535
scale = 1,1
sprpriority = 0
ownpal = 0
[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 1
time = 25
freq = 80
ampl = 5
phase = 90
[State 0, Dust]
type = helper
trigger1 = time = 0
helpertype = normal
stateno = 8110
ID = 8100
name = "Impact Dust"
postype = p1
pos = 30, 0
ownpal = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S5,10
channel = 2
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S0,4
channel = 1
[State 0, TargetState]
type = TargetState
trigger1 = time = 0
value = 1060
ID = -1
[State 0, PosSet]
type = PosSet
trigger1 = time = 0
y = 0
[State 1020, SprPriority]
type = SprPriority
trigger1 = AnimElem =1
value = 1
[State 1020, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 49, 0
[State 1020, SprPriority]
type = SprPriority
trigger1 = AnimElem =2
value = 1
[State 1020, Bind 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 49, 0
[State 1020, Bind 2]
type = TargetBind
trigger1 = AnimElem = 3
pos = 49, 0
[State 0, hit count]
type = VarAdd
trigger1 = animelem = 1
var(13) = 1
[State 0, Juggle]
type = VarAdd
trigger1 = animelem = 1
var(15) = 1
[State 1020, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 1
value = floor(ifElse(145 * fvar(11) < 7, -7, -145-(6*var(10)) * fvar(11)))
[State 1020, Throw]
type = TargetState
trigger1 = AnimElem = 3
value = 1061
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 4
statetype = A
[State 0, VelSet]
type = VelSet
trigger1 = animelem = 3
x = -3
y = -7
[State 0, Gravity]
type = Gravity
trigger1 = time > 15
[State 1000, Land]
type= changestate
triggerall = time > 20
trigger1= vel y > 0
trigger1= pos y > -vel y
value= 52
;----------------------
;Piledriver (H Land
[Statedef 1052]
type = S
movetype= A
physics = N
velset = 0,0
anim = 1050
poweradd = 0
[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim = f63
ID = 61
pos = 50,0
postype = p1 ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
supermovetime = 65535
pausemovetime = 65535
scale = 1,1
sprpriority = 0
ownpal = 0
[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 1
time = 25
freq = 80
ampl = 7
phase = 90
[State 0, Dust]
type = helper
trigger1 = time = 0
helpertype = normal
stateno = 8110
ID = 8100
name = "Impact Dust"
postype = p1
pos = 30, 15
ownpal = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S5,10
channel = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S0,4
channel = 2
[State 0, TargetState]
type = TargetState
trigger1 = time = 0
value = 1060
ID = -1
[State 0, PosSet]
type = PosSet
trigger1 = time = 0
y = 0
[State 1020, SprPriority]
type = SprPriority
trigger1 = AnimElem =1
value = 1
[State 1020, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 49, 0
[State 1020, SprPriority]
type = SprPriority
trigger1 = AnimElem =2
value = 1
[State 1020, Bind 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 49, 0
[State 1020, Bind 2]
type = TargetBind
trigger1 = AnimElem = 3
pos = 49, 0
[State 0, hit count]
type = VarAdd
trigger1 = animelem = 1
var(13) = 1
[State 0, Juggle]
type = VarAdd
trigger1 = animelem = 1
var(15) = 1
[State 1020, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 1
value = floor(ifElse(160 * fvar(11) < 7, -7, -160-(6*var(10)) * fvar(11)))
[State 1020, Throw]
type = TargetState
trigger1 = AnimElem = 3
value = 1061
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 4
statetype = A
[State 0, VelSet]
type = VelSet
trigger1 = animelem = 3
x = -3
y = -7
[State 0, Gravity]
type = Gravity
trigger1 = time > 15
[State 1000, Land]
type= changestate
triggerall = time > 20
trigger1= vel y > 0
trigger1= pos y > -vel y
value= 52
;----------------------
;Spinning Piledriver Land
[Statedef 1053]
type = S
movetype= A
physics = N
velset = 0,0
anim = 1050
poweradd = 0
[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim = f63
ID = 61
pos = 50,0
postype = p1 ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
supermovetime = 65535
pausemovetime = 65535
scale = 1,1
sprpriority = 0
ownpal = 0
[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 1
time = 25
freq = 80
ampl = 9
phase = 90
[State 0, Dust]
type = helper
trigger1 = time = 0
helpertype = normal
stateno = 8110
ID = 8100
name = "Impact Dust"
postype = p1
pos = 30, 25
ownpal = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S5,10
channel = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S0,4
channel = 2
[State 0, TargetState]
type = TargetState
trigger1 = time = 0
value = 1060
ID = -1
[State 0, PosSet]
type = PosSet
trigger1 = time = 0
y = 0
[State 1020, SprPriority]
type = SprPriority
trigger1 = AnimElem =1
value = 1
[State 1020, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 49, 0
[State 1020, SprPriority]
type = SprPriority
trigger1 = AnimElem =2
value = 1
[State 1020, Bind 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 49, 0
[State 1020, Bind 2]
type = TargetBind
trigger1 = AnimElem = 3
pos = 49, 0
[State 0, hit count]
type = VarAdd
trigger1 = animelem = 1
var(13) = 1
[State 0, Juggle]
type = VarAdd
trigger1 = animelem = 1
var(15) = 1
[State 1020, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 1
value = floor(ifElse(175 * fvar(11) < 7, -7, -175-(6*var(10)) * fvar(11)))
[State 1020, Throw]
type = TargetState
trigger1 = AnimElem = 3
value = 1061
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 4
statetype = A
[State 0, VelSet]
type = VelSet
trigger1 = animelem = 3
x = -3
y = -7
[State 0, Gravity]
type = Gravity
trigger1 = time > 15
[State 1000, Land]
type= changestate
triggerall = time > 20
trigger1= vel y > 0
trigger1= pos y > -vel y
value= 52
How would i prevent these from being super cancelable? I have tried a couple different ways and none of them worked.