Do you have an example?
Generally anim has a value afterward to define a different animation than the current state, otherwise it returns the current anim
For example here's a selection from the 212 state of (9)'s Sion:
;---------------------------------------------------------------------------
;E5B
[Statedef 212]
Type = S
MoveType= A
Physics = S
Juggle = 0
Ctrl = 0
Anim = 212
SprPriority = 2
Facep2 = 1
[State -1]
Type = ChangeAnim
TriggerAll = Var(59) <= 0
Trigger1 = Anim = 212
Trigger1 = Var(55) = 1
Trigger1 = Time = [4,14]
Value = 213
[State -1]
Type = ChangeState
TriggerAll = Var(59) <= 0
Trigger1 = Var(55) = 0
Trigger1 = Time = 14
Value = 213
[State -1]
Type = PosAdd
Trigger1 = Anim = 213
Trigger1 = AnimElem = 1
X = 10
If the PosAdd was Anim without definition then it should refer to 212.
So the way I think of it, if a condition of a trigger is true it will return 1 if not it will return 0.
For example
Trigger1 = 0 will not trigger at all, trigger1 = 1 will always trigger.
I say this because all triggers work this way.
Trigger1 = anim ; if anim = 0, this will not trigger
Trigger1 = time ; if time = 0 this will not trigger. But will trigger 1 tick later.
You’ll see ones like this too:
Trigger1 = !time ; which means time does NOT = 1 or is the same as time = 0. I prefer to write my code the long way for clearity.
!Time, Time = 0, Time < 1 are all the pretty much the same.
Value = Anim ; means the value of the current animation(at the time of trigger) will be what’s used for the value. I would say this is not a common one to see.