STOP STOP!! Don't confuse the boy, just make the multiple taunts in the CNS only!!
Tiger-Boy, leave the CMD commands just like the default state. These are the commands:
Only focus on the CNS, if you want different taunts with the same button, make the state 195 as an empty one and put this:
Basically the 195 is where you put the random vars so the 3 others (rename them as 196, 197 and 198) can vary randomly. I use these codes for intros and wins, but also can work into taunts (in fact it's from one of my chars where I changed intros for taunts for this explanation). The var(x) can be any number (I use numbers like 10 or 11 for intros and wins) while don't clash with other vars you got in your character
Thank you for your advice!
I tried this and it worked! Now the 'start' button will use 1 of 3 random animation.
The Command codes have been left as they were. Here is the updated code for the taunts on the CNS file:
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;====================<TAUNTS>====================
[Statedef 195]
type = S
ctrl = 0
velset = 0,0
[State 180, VarRandom]
type = VarRandom
trigger1 = Time = 0
v = 11
range = 0,30
[State 180, Taunt 1]
type = ChangeState
trigger1 = Time = 1
trigger1 = var(11) = [0,10]
value = 196
[State 180, Taunt 2]
type = ChangeState
trigger1 = Time = 1
trigger1 = var(11) = [11,20]
value = 197
[State 180, Taunt 3]
type = ChangeState
trigger1 = Time = 1
trigger1 = var(11) = [21,30]
value = 198
;***********************
;Taunt "Cut-throat" [196]
;***********************
[Statedef 196]
type=S
physics=S
movetype=I
anim=196;'Cut-Throat'
velset=0,0
ctrl=0
sprpriority=1
[State 196, Snd]
type=playsnd
trigger1= animelem=6;5
value=6,0;"Come on!"
channel=0
[State 196, Snd]
type=playsnd
trigger1= animelem=3;2
value=1,0;Fast Movement
channel=1
[State 196, End]
type=changestate
trigger1= !animtime
value=0
ctrl=1
;***********************
;Taunt "Smile" [197]
;***********************
[Statedef 197]
type=S
physics=S
movetype=I
anim=195;'Smile'
velset=0,0
ctrl=0
sprpriority=1
[State 197, Snd]
type=playsnd
trigger1= animelem=3
value=6,0;"Come on!"
channel=0
[State 197, End]
type=changestate
trigger1= !animtime
value=0
ctrl=1
;***********************
;Taunt "Stretch" [198]
;***********************
[Statedef 198]
type=S
physics=S
movetype=I
anim=197;'Stretch'
scale=0.75,0.75;0.95,0.95
velset=0,0
ctrl=0
sprpriority=1
[State 198, Snd]
type=playsnd
trigger1= animelem=12;7
value=6,0;"Come on!"
channel=0
[State 198, End]
type=changestate
trigger1= !animtime
value=0
ctrl=1
Also, I had to use a "[State ###, End]: command after each animation command, or the animation will loop.
I thank you both Odb718 and Bad Mr. Basara for your time.