==========================================================================================
Notes
==========================================================================================

==========================================================================================

=========================================================================================
R_KFM.cns
;---------------------------------------------------------------------------
[Statedef 810]
type    = S
movetype= A
physics = N
anim = 810
poweradd = 35
sprpriority = 3
velset = 0,0

[State 810, Bind 1]
type = Targetstate
trigger1 = !time
value = 811

[State 810,]
type = targetbind
trigger1 = !time
pos = -65,0

[State 810,]
type = width
trigger1 = !time
edge = 45,11

[State 810, Grab Sound]
type = PlaySnd
triggerall = prevstateno != [801,805]
trigger1 = time = 0
value = 1, 1

[State 810]
type = null;PlaySnd
trigger1 = animelem = 3
value = 800, 0
channel = 0

[State 230, 1]
type = PlaySnd
trigger1 = animelem = 9
value = 0, 5

[State 810, Bind 2-4]
type = TargetBind
trigger1 = AnimElemTime(4) < 0
pos = -65, 0

[State 810, Bind 5]
type = TargetBind
trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(5) < 0
pos = -40, -60

[State 810, Bind 6]
type = TargetBind
trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(6) < 0
pos = -35, -60

[State 810, Bind 7]
type = TargetBind
trigger1 = AnimElemTime(6) >= 0 && AnimElemTime(7) < 0
pos = -10, -76

[State 810, Bind 8]
type = TargetBind
trigger1 = AnimElemTime(7) >= 0 && AnimElemTime(8) < 0
pos = -10, -85

[State 810, Bind 9]
type = TargetBind
trigger1 = AnimElemTime(8) >= 0 && AnimElemTime(9) < 0
pos = 20, -75

[State 810, Bind 10]
type = TargetBind
trigger1 = AnimElemTime(9) >= 0 && AnimElemTime(10) < 0
pos = 36, -75

[State 810, Bind 11]
type = TargetBind
trigger1 = AnimElem = 10
pos = 50, -30

[State 810, Pos 15]
type = PosAdd
trigger1 = AnimElem = 14
x = 40

[State 620, 3]
type = HitDef
trigger1 = !movecontact && !movereversed
attr = A, NT
damage = ceil(80)
hitflag = MAFD
guardflag = 
priority = 4
pausetime = 0,0
sparkno = -1
hitsound   = -1
guardsound = -1
ground.type = High
ground.slidetime = 6
ground.hittime  = 30
ground.velocity = -1,-5
air.velocity = -1,-5
forcenofall = 1
fall = 1
fall.recover = 0
snap = 50,-30
p2facing = 1

[State 0, TargetState]
type = TargetState
trigger1 = movehit
value = 852
ignorehitpause = 1
persistent = 0

[State 200, Damage Scaling]
type = varset
trigger1 = movehit
trigger1 = !moveguarded
fvar(4) = fvar(4)*0.9
ignorehitpause = 1
persistent = 0

[State 810, State End]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 811]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 2

[State 3000,]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0,0

[state 810]
type = null;turn
trigger1 = enemynear,stateno = 819
trigger1 = !time

[State 811, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = 5005

[state 810]
type = turn
trigger1 = enemynear,stateno = 810
trigger1 = enemynear,animelem = 1

[State 811, 1]
type = ChangeAnim2
trigger1 = enemynear,animelem = 4
value = 811

;R_KFM.anim
;---------------------------------------------------------------------------
; Grab Success
[Begin Action 810]
800,2, 0,0, 10, H
800,3, 0,0, 5, H
800,4, 0,0, 3, H
800,5, 0,0, 4, H
800,6, 0,0, 4, H
800,7, 0,0, 3, H
800,8, 0,0, 3, H
800,9, 0,0, 3, H
800,10, 0,0, 5, H
Clsn1: 1
  Clsn1[0] = 32, -382, 347, 1
800,11, 0,0, 4, H
800,11, 0,0, 4, H
800,12, 0,0, 22, H
300,0, 0,0, 5
; Grabbed
[Begin Action 811]
5061, 0,0,0, 4
5071, 0,0,0, 4
5071,10,0,0, 3
5071,20,0,0, 3
5031, 0,0,0, 3, HV
5011, 0,0,-160, 5, HV
Clsn2Default: 1
  Clsn2[0] = -122, -365, 121, -96
5030,40,0,0, 5
5030,30,0,0,-1