;---------------------------------------------------------------------------
[Statedef 10000]
type = A
movetype = I
physics = N
sprpriority = 10
ctrl = 0
[State 10000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
[State 10000, BindToRoot]
type = BindToRoot
trigger1 = 1
pos = 0, 0
facing = 1
;----- Set Animation -----
[State 10000, VarSet] ; Binded Animation Fix
type = VarSet
trigger1 = Root, HitPauseTime = 0
var(0) = Root, AnimElemNo(0)
[State 10000, Anim]
type = ChangeAnim
triggerall = SelfAnimExist(Root, Anim + 10000)
trigger1 = AnimExist(Root, Anim + 10000)
value = Root, Anim + 10000
elem = Var(0)
;-------------------------
;---------------------------------------------------------------------------