//EmperorFight_A state Base { Conditions { if ObstacleChainPhase "lift_move" == 4 goto Phase1_Lights } Actions { } } state Phase1_Lights { Conditions { if RigidAnimFrame "lift_main1" > 11 goto Phase2_Lights } Actions { //PlayObstacle "name=lift_set1_arrs" PlayObstacle "name=lift_set1_circs" PlayObstacle "name=lift_set1_arrs" "backwards" PlayObstacle "name=lift_set2_arrs" "backwards" PlayObstacle "name=lift_set2_circs" "backwards" PlayObstacle "name=lift_set3_arrs" "backwards" PlayObstacle "name=lift_set3_circs" "backwards" PlayObstacle "name=lift_set4_arrs" "backwards" PlayObstacle "name=lift_set4_circs" "backwards" } } state Phase2_Lights { Conditions { if RigidAnimFrame "lift_main1" < 11 goto Phase1_Lights if RigidAnimFrame "lift_main1" > 22 goto Phase3_Lights } Actions { PlayObstacle "name=lift_set2_circs" PlayObstacle "name=lift_set1_arrs" PlayObstacle "name=lift_set2_arrs" "backwards" PlayObstacle "name=lift_set3_circs" "backwards" PlayObstacle "name=lift_set3_arrs" "backwards" PlayObstacle "name=lift_set4_circs" "backwards" } } state Phase3_Lights { Conditions { if RigidAnimFrame "lift_main1" < 22 goto Phase2_Lights if RigidAnimFrame "lift_main1" > 33 goto Phase4_Lights } Actions { PlayObstacle "name=lift_set3_circs" PlayObstacle "name=lift_set2_arrs" PlayObstacle "name=lift_set3_arrs" "backwards" PlayObstacle "name=lift_set4_circs" "backwards" } } state Phase4_Lights { Conditions { if RigidAnimFrame "lift_main1" < 33 goto Phase3_Lights if RigidAnimFrame "lift_main1" > 44 goto Phase5_Lights } Actions { PlayObstacle "name=lift_set4_circs" PlayObstacle "name=lift_set3_arrs" PlayObstacle "name=lift_set4_arrs" "backwards" //PlayObstacle "name=lift_set4_circs" "backwards" } } state Phase5_Lights { Conditions { if RigidAnimFrame "lift_main1" < 44 goto Phase4_Lights } Actions { PlayObstacle "name=lift_set4_arrs" PlayObstacle "name=lift_set4_circs" } }