... | ... | @@ -17,7 +17,7 @@ Attributes |
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| state | s | The state | |
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| remove | r | Is this mechanic used for removing state | false |
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#### When remove is false
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#### When remove = false
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| Attribute | Aliases | Description | Default |
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|-----------|---------|--------------------------------------------------------------------------------------------|---------|
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... | ... | @@ -27,7 +27,7 @@ Attributes |
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| force | f | Should the animation be played again even if it is already playing | false |
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| priority | p, pr | Set the priority of the animation<br/>Only parsed when model is using new animation system | 1 |
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#### When remove is true
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#### When remove = true
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| Attribute | Aliases | Description | Default |
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|------------|---------|--------------------------------------------------------------------------------------------------------|---------|
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... | ... | @@ -36,17 +36,22 @@ Attributes |
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Examples
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--------
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**Playing an animation:**
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#### Playing an animation:
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This will play an animation when the mob attacks.
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The animation would take 3 ticks to transition in, and another 3 ticks to transition out.
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> Note: In practice, this will only work if your animation has no wind up animation. If you want your animation to line up with your attack, you will have to delay the attack.
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```yaml
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Skills:
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# Play an attack animation that will only play once
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- state{mid=kindletronjr;s=attack;li=3;lo=3} @self ~onAttack
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```
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> Note: In practice, this will only work if your animation has no wind up animation.
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> If you want your animation to line up with your attack, you will have to [delay the attack]().
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#### Stopping an animation:
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**Stopping an animation:**
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This stops an animation after a certain delay.
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```yaml
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