;FORWARD DASH PART 1
[Statedef 100]
type = A
physics = N
;ctrl = 0
anim = 100
velset = 0,0
[State 52, Effect]
type = PlaySnd
trigger1 = ANIMELEM = 2
value = 90,87
[State 0, Dust]
type = Explod
trigger1 = animelem = 2
anim = 4131
pos = 0,0
postype = p1 ;p2,front,back,left,right
ownpal = 1
sprpriority = 5
ignorehitpause = 1
removetime = 20
scale = .75,.75
[State 105, 1]
type = VelSet
trigger1 = AnimElem = 2
x = 6;-const(velocity.run.back.x)
[State 105, 1]
type = VelMul
trigger1 = AnimElemTime(2) > 0
x = .98
[color=red][State 240, 4]
type = ChangeState
trigger1 = COMMAND = "x"
value = 200
ctrl = 1
[State 240, 4]
type = ChangeState
trigger1 = COMMAND = "y"
value = 210
ctrl = 1
[State 240, 4]
type = ChangeState
trigger1 = COMMAND = "b"
value = 240
ctrl = 1
[State 240, 4]
type = ChangeState
trigger1 = COMMAND = "a"
value = 230
ctrl = 1[/color]
[State 105, 3]
type = ChangeState
trigger1 = animtime = 0
value = 101