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Author Topic: How To Make Alternate Stances/Animations Code Wise  (Read 483 times)

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Offline JackDodger

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How To Make Alternate Stances/Animations Code Wise
« on: August 29, 2007, 11:52:11 PM »
Hey folks...

REALLY quick coding related question, since I'm not sure where I'm going wrong with this...(me and my newbish coding ways...)

Right into the question... I'm attempting to code together an alternate set of animations (stance, movements, etc.) depending on pal selected. To clarify, if pals 1-6 are selected animation 0 will be used, if pal 7 is selected animation 10000 will be used, etc. etc.

From the .air perspective, I've added in an animation/action no 10000. I've got a sprites in group 10000 that are a variance on the normal stance.

I wasn't sure where to put my VarSet, so I listed it under -2 states...but also had it listed under my state 0 (which I have as an override within my character's .cns).

My VarSet was looking as follows:

[State xxx, VarSet]
type = VarSet
trigger1 = palno = 7
v = 50
value = 2

And then within my state 0 override, the only changes I made to what's normally there were the following:

[State 0, 1]
type = ChangeAnim
triggerall = Var(50) !=2
trigger1 = Anim != 0 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 0

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = var(50) = 2
trigger1 = Anim != 10000 && Anim != 10005
trigger2 = Anim = 10005 && AnimTime = 0
value = 10000

Unfortunately...I'm not experienced enough to figure out what I'm doing incorrectly, though I'm thinking it has to do with the VarSet. Either way, it doesn't appear to be working, as regardless of what pal I set the variable to trigger on, and regardless of what pals I actually select for the character, I end up with the same 'action 0' animation.

Either way, any assistance or light anyone could shed on what I'm doing wrong would be muchly appreciated.

If anyone needs any more details to assist, or whatever, let me know, since this is really starting to gnaw at me.

Thanks in advance,
-JD



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