Update State.md authored by Ticxo's avatar Ticxo
......@@ -17,7 +17,7 @@ Attributes
| state | s | The state | |
| remove | r | Is this mechanic used for removing state | false |
#### When remove is false
#### When remove = false
| Attribute | Aliases | Description | Default |
|-----------|---------|--------------------------------------------------------------------------------------------|---------|
......@@ -27,7 +27,7 @@ Attributes
| force | f | Should the animation be played again even if it is already playing | false |
| priority | p, pr | Set the priority of the animation<br/>Only parsed when model is using new animation system | 1 |
#### When remove is true
#### When remove = true
| Attribute | Aliases | Description | Default |
|------------|---------|--------------------------------------------------------------------------------------------------------|---------|
......@@ -36,17 +36,22 @@ Attributes
Examples
--------
**Playing an animation:**
#### Playing an animation:
This will play an animation when the mob attacks.
The animation would take 3 ticks to transition in, and another 3 ticks to transition out.
> 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.
```yaml
Skills:
# Play an attack animation that will only play once
- state{mid=kindletronjr;s=attack;li=3;lo=3} @self ~onAttack
```
> 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]().
#### Stopping an animation:
**Stopping an animation:**
This stops an animation after a certain delay.
```yaml
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