XML talk:TRAM: Difference between revisions

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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, TRAMKONOKOblownup1 is played, meaning she falls to her back.
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.


She is now in state FallenBack and the engine picks up next animation with <FromState>FallenBack.
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.
 
KONCOMfallen_back puts the character into combat mode by using <Varient>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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