;---------------------------------------------------------------------------
;=| Basic Information |=======================================================
;---------------------------------------------------------------------------
;OverRide of Statedef 100
; RUN_FWD
[Statedef 100]
type = S
physics = S
anim = 100
sprpriority = 1
[State 100, 1]
type = VelSet
trigger1 = 1
x = const(velocity.run.fwd.x)
[State 100, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk
[State 100, 3] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn
;[State 100, 1]
;type = ChangeAnim
;trigger1 = Time = 0
;value = 100
[State 100, 2]
type = AfterImage
trigger1 = Time = 1
time = 2
PalContrast = 220, 220, 120
PalAdd = 100, 100, -64
PalMul = .75, .75, .45
[State 100, 2]
type = AfterImageTime
trigger1 = Time = [2,10000]
time = 2
[State 100, 3]
type = ChangeState
trigger1 = command != "holdfwd"
value = 0
;---------------------------------------------------------------------------
;Override of Statedef 105
; RUN_BACK
[Statedef 105]
type = A
physics = A
ctrl = 0
anim = 105
sprpriority = 1
[State 105, 1]
type = VelSet
trigger1 = Time = 0
x = const(velocity.run.back.x)
y = const(velocity.run.back.y)
;[State 105, 1]
;type = CtrlSet
;trigger1 = Time = 0
;value = 0
[State 105, 2]
type = AfterImage
trigger1 = Time = 1
time = 2
PalContrast = 220, 220, 120
PalAdd = 100, 100, -64
PalMul = .75, .75, .45
[State 105, 2]
type = AfterImageTime
trigger1 = Time = [2,10000]
time = 2
[State 105, 3]
type = CtrlSet
trigger1 = Time = 2
value = 1
[State 105, 4]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 0
This is what is in New Pikachu's main .cns file
;---------------------------------------------------------------------------
; Walk
[Statedef 20]
type = S
physics = S
sprpriority = 0
[State 20, 1]
type = VelSet
trigger1 = command = "holdfwd"
x = const(velocity.walk.fwd.x)
[State 20, 2]
type = VelSet
trigger1 = command = "holdback"
x = const(velocity.walk.back.x)
[State 20, 3]
type = ChangeAnim
triggerall = vel x > 0
trigger1 = Anim != 20 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 20
[State 20, 4]
type = ChangeAnim
triggerall = vel x < 0
trigger1 = Anim != 21 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 21
;---------------------------------------------------------------------------
; RUN_FWD
[Statedef 100]
type = S
physics = S
anim = 100
sprpriority = 1
[State 100, 1]
type = VelSet
trigger1 = 1
x = const(velocity.run.fwd.x)
[State 100, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk
[State 100, 3] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn
[State 100, 4]
type = ChangeState
trigger1 = command != "holdfwd"
value = 0
;---------------------------------------------------------------------------
; RUN_BACK
[Statedef 105]
type = A
physics = A
ctrl = 0
anim = 105
sprpriority = 1
[State 105, 1]
type = VelSet
trigger1 = Time = 0
x = const(velocity.run.back.x)
y = const(velocity.run.back.y)
[State 105, 2]
type = CtrlSet
trigger1 = Time = 2
value = 1
[State 105, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 106
;---------------------------------------------------------------------------
; RUN_BACK2 (land)
[Statedef 106]
type = S
physics = S
ctrl = 0
anim = 47
[State 106, 1]
type = VelSet
trigger1 = Time = 0
y = 0
[State 106, 2]
type = PosSet
trigger1 = Time = 0
y = 0
[State 106, 3]
type = MakeDust
trigger1 = Time = 2
pos = -5,-2
spacing = 1
[State 106, 4]
type = ChangeState
trigger1 = Time = 7
value = 0
ctrl = 1
This is what is in the common1.cns
Not exactly sure what you are looking for.