when changing the animations of get hit states or walks or any of that stuff do i have to do one by one with this code Code: [State 11, 1] ;Change from turning animationtype = ChangeAnimtrigger1 = var(0) = 1triggerall = anim != 100112value = 100112 or is there a faster more efficient way of doing so?
Yes & No.Inside the StateDef you can set Anim = to what ever value you need. This is how MOST states switch animations. Some animations, very few, need to have a changeanim(2) outside of the statedef for what ever reason.Some states will have both an anim set in the statedef and a changeanim in the state. As for your example I dont know what var(0) is.... I'm not even sure var(0) works? Not sure if I've seen it used. But I'd set it up like [State 11, 1] ;Change from turning animation type = ChangeAnim triggerall = anim != 100112 trigger1 = var(0) = 1 value = 100112 You usually want triggerAll above the numbered triggers. You do want the check to make sure you only set the animation 1 time. To answer your question; This ChangeAnim is pretty much the smallest changeanim you can go. So, No, there really isn't a more efficient way of changing anims.Setting the Anim inside the StateDef is by far the fastest and easiest way. So, Yes, the easiest way is in the statedef.
If the character has its transformed animation setup to be what ever the original animation is numbered + 10000, I believe you could use a code like this in -2. So your stand animation would = 0 and the transformer stand animation would be 10000; turn = 5 , transformed turn =10005 etc.Code: [State Transformed] ;Change animation to transformed animation.type = ChangeAnimtrigger1 = var(0) = 1trigger1 = anim < 10000value = anim + 10000This of course wouldn’t work when the character is in a custom state.If you are making this for 1.1b you might be interested in this thread, especial for custom states. http://mugenguild.com/forum/topics/asymmetry-transformations-and-custome-changes-are-possible-mugen--182052.0.html