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Anyway, to let an character flow from one anim state to another the <ToState> is used.
Anyway, to let an character flow from one anim state to another the <ToState> is used.


Let's say a SBG grenade hit Konoko, the particle damage type is blownup which forces TRAMKONOKOblownup1 to play, meaning she falls to her back.
Let's say a SBG grenade hits Konoko. The particle's '''damage type''' is '''blownup''', this and the direction of damage force an anim of type '''Blownup''' or '''BlownupBehind''' to play like TRAMKONOKOblownup1.


She is now in state FallenBack and the engine picks up next animation with <FromState>FallenBack. Also, receiving damage puts the character into combat mode so further anims will be of variant Combat.
This all simply means she falls to her back, going into the FallenBack state. The engine picks up next anim with <FromState>FallenBack.
 
Also, '''receiving damage''' puts the character into '''Combat mode''' so further anims will be of variant Combat.


But if the player gives no input Mai will remain on the ground as <ToState>FallenBack creates a loop.
But if the player gives no input Mai will remain on the ground as <ToState>FallenBack creates a loop.
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Knowing this behavior we can deduce that anims types registered to user input will make the engine ignore all the automatic anims inside the pool, therefor breaking the loop of KONCOMfallen_back.
Knowing this behavior we can deduce that anims types registered to user input will make the engine ignore all the automatic anims inside the pool, therefor breaking the loop of KONCOMfallen_back.


Since KONCOMgetup_lt has <ToState>Standing and <Varient>Combat the following idle animation must also have <Varient>Combat.
Since KONCOMgetup_lt has <ToState>Standing and Konoko is still in Combat mode the following idle anim must also have <Varient>Combat.


So, next anim played will be KON'''COM'''idle1 or KON'''COM'''idle2.
So, next anim played will be KON'''COM'''idle1 or KON'''COM'''idle2.
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