cns file, Mugen will read it instead of the common1. If you want to then change from anim 250 to 251, in the same state, you would have another ChangeAnim controller with trigger "trigger1 = anim = 250 && !animtime" !Animtime is exactly the same as "animtime = 0" Animtime represents as a negative value how much time remains before the animation ends. Iori should be 10225 - 6 instead of 10225 - 1 in the same spot. MUGEN Class →; ChangeAnim and ChangeAnim2 (SCTRL) ChangeAnim and ChangeAnim2 (SCTRL) (Read 10584 times) Started by Ricepigeon, October 20, 2015. y=-4; Changes the character vertical movement to -4 pixels per frame. buffer. G. The code worked pretty good, but when i wanted to make the character changeanim when goes offscreen so i added another trigger: [State 26000, ChangeAnim] type = ChangeAnim trigger1 = helper(941),Movehit = 1 trigger1 = helper(941),FrontEdgeBodyDist <= 0. So basically i need help creating a custom pause menu for my characters. Correct times and frmes as needed. Estoy siempre listo para un desafío. Set a var I would use 10000 and 20000 as the values. Also, Captain Sword is fixed in some hitdef. Welldone. Cyberdyne. value = 4000. I would put everything in that's it's own little chunk. Considering that the "normal" value is 1 and correspond to the x,y strings or "width,height". It should be something like this: 3. type = changeanim. type = ChangeAnim trigger1 = command != "holdup" trigger1 = command != "holddown" trigger1 = Anim != 1900 value = 1900 You have this. As of Update 10. Many years before I made DCvM screenpack, today I bring you an updated version with mugenhook and reshade, basecode (Only works with mugen 1. Ie each quarter is a 320x240 block. For MUGEN 1. type = ChangeAnim triggerall = vel x > 0 trigger1 = Anim != 20 && Anim != 5 trigger2 = Anim = 5 && AnimTime = 0 value = 20. Typically, anims like the one you are describing are triggered to change by the trigger "animtime = 0" or "!animtime" (same thing. Find games tagged Anime and mugen like The Jump Ultimate Stars Of The Battle VER. Flowering Crocosmia plants sprout from her head, giving her what looks like. Also learn how to code plzkthx. ChangeAnim changes the action number of the player's animation to the animation number in the player's AIR file. Replace your two chunks of similar code with this one. animelem = 2, = 35 is the same as saying animelemtime (2) = 35 And animelem = 2 is the same as animelemtime (2) = 0. [State 26000, ChangeAnim] type = ChangeAnim trigger1 = helper(941),Movehit = 1 trigger2 = numhelper = 0 && time > 53 value = 1524 elem = 2 persistent = 0 The code worked pretty good, but when i wanted to make the character changeanim when goes offscreen so i added another trigger: [State 26000, ChangeAnim] type = ChangeAnim trigger1 = helper. trigger1 = helper (941),Movehit = 1. お勧めソフト. cns. For example, elem = 1 will change its current animation to whatever you specify, and will change it to the first frame of the animation. MUGEN Class →; ChangeAnim and ChangeAnim2 (SCTRL) ChangeAnim and ChangeAnim2 (SCTRL) (Read 11635 times) Started by Ricepigeon, October 20, 2015. That way the person at the other end can do changeanim if anim = blah, without it buggering up. 1) ChangeAnim - M. And even then every state with super armour also requires this. trigger1=!ishelper. G. To send it back to the start. type = ChangeAnim trigger1 = Anim != Var(57) && Anim != 5 trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over value = Var(57) See if that works for you. The Mugen Fighters Guild. But now my character is stuck and looping in the standing turning animation after P2 jumps over him. Also learn how to code plzkthx. air file. You can leave this group unchanged for now. U. trigger1 = var(0) = 1. 0 Test it in other versions at your own risk. What's new View recent activity; Home; Help; Members . It won't work that way. see alexei helped me and he forgot to mention that -2/-3 part to me to. or something similar. ChangeAnim changes the action number of the player's animation to the animation number in the player's AIR file. here's what. ChangeAnim2 is like ChangeAnim, except this controller should. I'm going to quote some users from the thread that inspired this board. For example: ;Got Hit [statedef 4000] type = A movetype= H physics = N anim = 5150 velset = 0,0 [state 2200] type = changeanim2 trigger1 = !time ;anim = 5150 value = 4000 or [state 2200] type = changeanim2 trigger1 = time = 0 value = 4000 That may be the only problem; you might just have to use a more specific trigger. 0 and it's been driving me crazy for hours on end. [State 5150, ChangeAnim2] ; state custom dead animation (I can't find Kyo Hit_liedead state [5150] so I instead try to search for state that has 11,1 snd (death sound) and place this. I haven't tested the rest of those Fatal Fury 1 characters but at a guess I'd say I'd have the same problems. so far it is 100% effective. So it won't work, unless inside a full game. which are groups number of animation to put on any mugen char to be compatible with the holds and special animation of these chars: gai tendo kofxi (arm fracture) goodness athena (p2 animal transformation in second winner). 2. trigger2 = command = "holdback". That's odd. Intuitively, it can be thought of as encompassing the graphical area of the game. The fox who doesn't know where he's going. " Some Variable Tips 1. Example: Walk is anim 20, your 2nd transformation walk should be numbered 10020, 3rd form should be 20020. If it doesn't work properly, try the 3. For example, when making throws, use this to. But for some reason, instead of the animation, it instead retrieves the sprite info: ie. trigger1 = Time = 50. Also learn how to code plzkthx. Begin Action Number 0 is the stance, Begin Action Number 200 is Light Punch. The Mugen Fighters Guild. otherwise is useful outside of closed mugen games/standars. I have 3 characters that cause Mugen 1. Copy last 3 values (60,0, 3 in this case, wth 60 being X pos, 0 being Y pos and 3 being time value) along with commas between them. [State 1601, destroyself]. Enter the game folder, go into the folder called “ data ” and then inside the folder “ mugen1 “. By default mugen uses standards for items up to 5 digits so let's take the simplest 6 digit number, which will be 10,000. say Balrog claws at me with light punch and its 2 frames long, it seems to use my sound on each frame. " [State 132, 1] type = ChangeAnim. E. Now the second set of sprites will use group numbers and sprite numbers as such:. E. [State 26000, ChangeAnim] type = ChangeAnim. The concept for the game had diavolo kind of start, recording what happens over 10 seconds or something, like, what the. Format: GameHeight. 5,. E. I'd like to apply ChangeAnim on P2 after hitting P1. In M. MUGEN Class →; ChangeAnim and ChangeAnim2 (SCTRL) ChangeAnim and ChangeAnim2 (SCTRL) (Read 9210 times) Started by Ricepigeon, October 20, 2015. MUGEN Class →; ChangeAnim and ChangeAnim2 (SCTRL) ChangeAnim and ChangeAnim2 (SCTRL) (Read 11592 times) Started by Ricepigeon, October 20, 2015. Then for trasnformation 2, just add animations that are all the same numebrs but plus 10000, and then for 2000 etc. ChangeAnim2 is like ChangeAnim, except this controller should be used if you have placed P2 in a custom state via a hit and wish to change P2's animation to one specified in P1's air file. Seriously, you're asking really basic questions here. Also learn how to code plzkthx. Megaman X Synthesis by ApselHaven. MUGEN Class →; ChangeAnim and ChangeAnim2 (SCTRL) ChangeAnim and ChangeAnim2 (SCTRL) (Read 12680 times) Started by Ricepigeon, October 20, 2015. Inspired by (or directly containing elements of) storytelling and visual design that are otherwise most commonly. air for some extra; comments. E. Re: Jerky movement. Hey all, I have intended to have any opponent that -- when in a get-hit, custom state -- changes its animation triggered by a series of animation element numbers instructed from the causative player's program. If called by a helper-type character, DestroySelf causes that character to be removed from the field of play. If it doesn't work properly, try the 3. IS there anyway to match up the afterimage/changeanim to a Targetstate instead of my own anim, or IS there anyway detect or stop the afterimage/changeanim when my Ryu is in a targetstate? *sorry if all that sounds a bit confusing. The Mugen Fighters Guild. If you want to add sounds to a character, you'll need to insert them yourself via Fighter Factory. after P2 getting hit by P1, P2 is supposed to transition to animation 10000 that uses sprites 5000, but instead goes to. I tried using Kung fu man as a reference and I haven't learned anything thus far and every tutorial video I watch just shows colors changing and now how to actually /set/ or /add/ palettes. after P2 getting hit by P1, P2 is supposed to transition to animation 10000 that uses sprites 5000, but instead goes to. , the keyboard or joystick). MUGEN Class →; ChangeAnim and ChangeAnim2 (SCTRL) ChangeAnim and ChangeAnim2 (SCTRL) (Read 11640 times) Started by Ricepigeon, October 20, 2015. The Mugen Fighters Guild. In M. This controller allows you to assert up to three special flags simultaneously. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX TeslaMUGENで良いキャラを作るポイントは… 「良いキャラのソースコードを読む」 -> 「コピペ」 -> 「記述を理解」 -> 「自分でアレンジ」 Type = ChangeAnim > | 実装されたバージョン: 2002. 0 + 1. Divide it into 4. 9. So here's my first real MUGEN project, Bishamon/Oboro Bishamon! My edit from 3ha's Bishamon and E-FRY's Oboro Bishamon. Type = changeanim. 2. The Mugen Fighters Guild. The solution lies on making your CLSNs horizontally large enough so that they fully cover your width (your ground. 5 pixels per frame. You have your first transformation as the main mugen animation numbers. 123 followers [Dragonball] DbzArena by SellimD. Within each block include both the cursor and the frame of your character. air),; whereas ChangeAnim always changes the player to an action in his; own AIR file. Replace your two chunks of similar code with this one. Type = changeanim. ChangeAnim2 is like ChangeAnim, except this controller should. Mugen's pause function is activated by pressing the. So here's my first real MUGEN project, Bishamon/Oboro Bishamon! My edit from 3ha's Bishamon and E-FRY's Oboro Bishamon. For your cursor, create a 640x480 image. Returns the current width of the game space in the player's local coordinate space. g. MUGEN Class →; ChangeAnim and ChangeAnim2 (SCTRL) ChangeAnim and ChangeAnim2 (SCTRL) (Read 11633 times) Started by Ricepigeon, October 20, 2015. MYTHOS CHARACTERS CAN NOW BE USED WITH ANY OTHER MUGEN CHARACTER!! R7. . action's looptime, ie. Iori should be 10225 - 6 instead of 10225 - 1 in the same spot. The Mugen Fighters Guild. I'd like to apply ChangeAnim on P2 after hitting P1. However, the Hit-sparks of this particular animation appear under the floor, not where the actual hit should be. ChangeAnim changes the action number of the player's animation to the animation number in the player's AIR file. trigger1 = anim = 200 && animtime = 0. MARVEL VS CAPCOM INFINITE 2020 screenpack by Mazemerald. Copy last 3 values (60,0, 3 in this case, wth 60 being X pos, 0 being Y pos and 3 being time value) along with commas between them. Here all the code. Iori, frame 7/8 should be 225 - 6 instead of 225 - 1, and O. ChangeAnim] type = ChangeAnim trigger1 = var(0) = 1 value = 8002 var(0) = 1 means the char will "transform" by changing colors (remappal in state -2) but for a certain state, i want to use another anim when the char has changed palettes. To send it back to the start. But for some reason, instead of the animation, it instead retrieves the sprite info: ie. ChangeAnim changes the action number of the player's animation to the animation number in the player's AIR file. Game Introduction. [State -3, Change Turn Anim] type = ChangeAnim trigger1 = var (10)=1 && Anim=5 value = 7 [State -3, Change Crouch Turn Anim] type = ChangeAnim trigger1 = var (10)=1 && Anim=6 value = 8 made it work. ChangeAnim changes the action number of the player's animation to the animation number in the player's AIR file. [State 1200, Vel] type=velset. Type = ChangeAnim Trigger1 = Time = 0 Trigger1 = Var(0) := 1000 Value = 1000 Note, that if you use it as a trigger, if the variable is being set to 0, the whole set of triggers won't activate because a trigger of 0 means "don't activate" to Mugen, and I already explained the "boolean thing. trigger1 = Anim != 132". Elem = 1. [SOLVED] Add 2 Animations "type = ChangeAnim2" at the same time on same statedef (Read 2227 times) Started by delweynes, January 03, 2011, 05:15:53 PMvalue =anim. type = changeanim. Copying in some simple stuff isn't enough. Don't use a variable if you don. trigger1= anim=1200 && animelem=1. ChangeAnim2 is like ChangeAnim, except this controller should. ChangeAnim2 is like ChangeAnim, except this controller should. [State 10000, ChangeAnim] type = ChangeAnim trigger1 = 1 value = 5002 [State 10000, End] type = changestate And repeat that for EVERYTHING. Thunderbert said, 8 years ago. MCM これが無いとほぼ不可能です。. Customize: Each section (' [SelectBG 0]', ' [SelectBG 1]') is an image and you can change their properties: tile, velocity, window and so. The Mugen Fighters Guild - Explod Help [Solved]. reached. All raid ticket in player's inventory were refunded automatically. Which was made by the fan Dark Night on the Mugen platform with many characters, moves and amazing powers. Copy animation's data and paste it into the notepad. In the first state you write the ChangeState normally (you go to the new state, like usual), then in the new state you can use a ChangeAnim with the TriggerAll = PrevStateNo = 'put the number of the previous StateDef' Trigger1 = 'put your condition here' Value = 'put the number of the anim here' Elem = 'put the number of the frame here'Add a ChangeAnim that triggers when your HP is less than 40%. If it doesn't work properly, try the 3. So basically i need help creating a custom pause menu for my characters. Depending on the details of what you want to do and on the animations you use, you may not need. [State 0, ChangeAnim] type = ChangeAnim ;This is so the helpers animation is the exact same as your characters animation. In the game there are 490 characters with full skills like the PC game, this is the version you can have fun with your favorite characters. Typically, anims like the one you are describing are triggered to change by the trigger "animtime = 0" or "!animtime" (same thing. Open notepad. Super armour needs to be built into the character. ;Using blank anim with CLSN2 box ignorehitpause = 1 [State H. ChangeAnim2 is like ChangeAnim, except this controller should. G. ITCH. Hm. You have a massive problem if. ChangeAnim when projectile goes off screen [Solved] New #1 12 years ago. trigger1 = anim < 10000. Don't use a variable if you don. OPT on Twitter: "@KyuttoshiteAraa selfanimexistでは問題ないですがchangeanimなどで表示. - back dash needs a landing sound. In this video I'll show you how to put sprites into the an. or. Just add after the last changeanim, another changeanim that checks the prevstateno, and if it's 5950, change to anim 5951. Code: [State Transformed] ;Change animation to transformed animation. ff1_geese by Rin and Bat. G. 7. Don't use a variable if you don. The commands involve facing. Set the ChangeAnim value to your desired animation. By iterating over each anim in your own AIR file in sequence and then moving the anim owner back to P2 via an invalid ChangeAnim, you can review each animation that exists in the opponent's AIR file without ever having to deal. If omitted, removes all explods owned by the player. 14) ChangeAnim - State Controller Reference(version 1. ChangeAnim2 is like ChangeAnim, except this controller should be used if you have placed P2 in a custom state via a hit and wish to change P2's animation to one specified in P1's air file. 0+, go to the common1. trigger1 = target (11121),ishelper! Trigger1 = target (11121),alive! [State 0, TargetState] ; state that change p2 animation If they are dead. Probably the least intrusive which doesn't need a variable was one E came up with some time ago. ChangeAnim2 is like ChangeAnim, except this controller should. Set the ChangeAnim value to your desired animation. ChangeAnim2 is like ChangeAnim, except this controller should be used if you have placed P2 in a custom state via a hit and wish to change P2's animation to one specified in P1's air file. 死ぬほど使いやすい。. For example, when making throws. Make click & Download something nice for your Mugen!!! _____ Last Edit: January 03, 2011, 09:58:20 PM by leandro1412 delweynes. 1b. このように9005番をバスターやられと認識している技の場合、9005のanimが存在するだけで対応します。. U. But for some reason, instead of the animation, it instead retrieves the sprite info: ie. In RMM Pharaoh Man, for example, I use an animation between the rounds, so its a simple changeanim:; There isn't anything in the Data group you need to change at this point ; in the tutorial. hence the +1 elem = var(1) ignorehitpause = 1 [State 7360, anim]; same here but if u want to add it to a different attack repeat the procedure type = changeanim trigger1 = root, stateno = 220Type = ChangeAnim Trigger1 = Time = 0 Trigger1 = Var(0) := 1000 Value = 1000 Note, that if you use it as a trigger, if the variable is being set to 0, the whole set of triggers won't activate because a trigger of 0 means "don't activate" to Mugen, and I already explained the "boolean thing. Business, Economics, and Finance. You may need an ignore hit pause at the bottom of each one. U. 0 Test it in other versions at your own risk. 1. In the game menu you. 1). In the heart of battle. The purpose of an RC release is to allow users to test the software and provide feedback. trigger1 = root. value = 4000. Seriously, you're asking really basic questions here. I'm going to quote some users from the thread that inspired this board. MvC Adict!! Upload Captain Commando in the web page with Hyper Captain Storm fixed. G. 1. For each changeanim or changeanim2 in a custom state, use this value = "wtf" + helper(8874),var(40) * 10000. In your throw state, the animation will loop until either a ChangeState or ChangeAnim is triggered. For MUGEN 1. 存在しないアニメ. the main intention of this pack is to. The first step to "install" this system is to open up your . Locate the PlaySnd that occurs when your desired phenomena occurs. type = Changeanim trigger1= vel x =0 trigger1= vel y. Optional parameters: flag2 = flag2_name ChangeAnim changes the action number of the player's animation to the animation number in the player's AIR file. That may be the only problem; you might just have to use a more specific trigger. ChangeAnim changes the action number of the player's animation to the animation number in the player's AIR file. Confirm current anim is complete before changing to another one. To view the MUGEN 1. the bonus char is still missing an ex special and a couple more supers, i will change the voice fx's to something else too. Throwing in MUGEN. E. !time means if the time of the state does NOT equal a number other than 0. Episode 1 AI启动器,触发AI的必要元素之一,首先大家如果看过AI的话,肯定见过这么长的一串文字;-----; AI switch -> ONI'd like to apply ChangeAnim on P2 after hitting P1. Delete the changeanim and add your explods. def file to have it as a backup in case something goes wrong. Also, Captain Sword is fixed in some hitdef. For N. Orochi Herman: MUGEN Creator, Producer Video Editor and Web Programmer And possibly more other shady things lolThe char I am working on has two stand animations, of which can be chosen in the config text document. ChangeAnim changes the action number of the player's animation to the animation number in the player's AIR file. [State 0, ChangeAnim] type = ChangeAnim ;This is so the helpers animation is the exact same as your characters animation. You can use this, to read how to have FF3 tell you some errors. So Gas will envelope a huge area and opponent AI will not have any chance to counter or block attack. trigger1 = stateno = 5150 && prevstateno = yadda && anim = 5140. U. Add a ChangeAnim that triggers when your HP is less than 40%. Thanks and God bless. View the memberlist. ChangeAnim2 is like ChangeAnim, except this controller should. Sanic speeds into Mugen! A character that I am surprised nobody has made yet, so I took up the task of making the first Sanic in mugen. To send it back to the start. back to 25 and ground. type = changeanim triggerall = anim != 4500 <-----This is animation of the character obviously trigger1 = root,anim = 5000 trigger2 = root,anim = 5001 trigger3 = root,anim = 5002 value = 4500 But do understand below the 4500 state def number is the same as its anim number in this situationMUGEN will automatically "deassert" each flag at every game tick, so you must assert a flag for each tick that you want it to be active. Is it possible to force the opponent's AI to not perform any action until special ends. The Mugen Fighters Guild. Custom Character Pause Menu. command != holdback is also != holdup and holddown. I'd like to apply ChangeAnim on P2 after hitting P1. Each MUGEN character additionally has three special states, numbered -1, -2, and -3. type = ChangeAnim trigger1 = Anim != Var(57) && Anim != 5 trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over value = Var(57) See if that works for you. (59)<=0; This is a trigger. distance = speed * (time / X) , this alters the distance, so to nullify the X we can simply multiply. Example: you can use "trigger1 = Time = 100" to trigger when 100 ticks have elapsed. Sounds, helpers, explods, even changeanims. ChangeAnim2 is like ChangeAnim, except this controller should. Correct times and frmes as needed. sm666 Refuses to work on mugen 1. cns should NOT be empty. Open notepad. The three will activate all at the. MUGEN common1 fixes for all VelAdds and VelMuls for time > 0 instead of trigger1 = 1, guard behavior updates - common1. This includes Terriermon as a limited striker and Guilmon for a Cross-Over Special and MAX Bar Duo Tag Special with Timed Unlimited. Once you have that you can sff it (within the limitations of sff files so 256 colours only) You then use a cursor spacing the same size as the screen. E. AnimElemTime knows what frame is displayed and is waiting for the actual tic, or split second, to activate something. so. U. time" to 1. ChangeAnim changes the action number of the player's animation to the animation number in the player's AIR file. cns under data folder - and see if there is any animation change. changestate, then trigger with life >= lifemax / 2 as one or required condition, the other trigger might be command != a (or whatever) to make it fill faster, either add bigger number in lifeadd value or add persistent =1. 3. Cyberdyne. But for some reason, instead of the animation, it instead retrieves the sprite info: ie. Normal Bishamon. And here is the code. Everything that I caught has been said, but I'd also like to add that the animation for both forms's close heavy punch is wrong. front). time" larger than 1 to make commands more lenient, have no fear![SOLVED] Characters special intro (Read 4017 times) Started by Lord Mike, March 29, 2010, 06:35:13 PM; ChangeAnim is that ChangeAnim2 changes the player's animation to; an action in the AIR file of the attacker (in this case, kfm. Sorry about this but, i'm not really good in explaining stuff, since !ishelper and gametime is most common. Then you must be triggering ChangeAnim repeatedly instead of once. If you want to add sounds to a character, you'll need to insert them yourself via Fighter Factory. You would not then use an animation, but assemble it with changeanim2's. trigger1 = AnimTime = 0. cns under data folder - and see if there is any animation change. time" larger than 1 to make commands more lenient, have no fear! Set a var I would use 10000 and 20000 as the values. ChangeAnim changes the action number of the player's animation to the animation number in the player's AIR file. Going to respond to both. [Statedef 820] type = A movetype= H physics = NTo count the time until the current animation ends. 1] MUGEN Techniques 11 - Animation Acquisition Technique: Anim Acquisition Purpose: Discover. ChangeAnim changes the action number of the player's animation to the animation number in the player's AIR file. Go to edit>replace and paste it into "find what" box. threshold)The char I am working on has two stand animations, of which can be chosen in the config text document. type = ChangeAnim. Also learn how to code plzkthx. G. If you don't even know the very basics of AI, you might want to study that first before even. These are the only allowable states with negative numbers. Char will throw a Gas Granade. Sorry if I sound like a complete idiot but what is that? I use mugen jus and get mugen jus chars obviously so what exactly are "ready and standalone" chars, and how do I find jus version. cns found in the data folder of your mugen, or you're overriding it in your character's cns (what you've done by adding in your own state 20). They were called cheap sometimes . g. [State value = *** 3. To count the time until the current animation ends. " Mugen serves as a foil to Jin in terms of personality and disposition. 0 - ' State machine stuck in loop' (Read 2825 times) Started by Modo_Ekitz, July 28, 2020, 06:59:55 AM. Returns bottom if you try to check a. Id just make a new anim though. . value = 4000. type = changeanim trigger1 = stateno = 5150 && prevstateno = yadda && anim = 5140 value = yaddi elemno = var(yaddo) where yaddi is the number of the yadda animation and yaddo is a variable where you put the element number. For example: [StateDef 190] ;=====; ¬ ¬ ¬ ¬ ¬ ¬ ¬ ¬ ¬ ¬ ¬ ¬ ¬ ¬. Value = anim. Let me know if any of this is too confusing, or if anyone can explain this in a simpler way than have I. Download JUMP FORCE MUGEN V3 for PC we bring you this game. N wiki; 不具合・対策まとめ - MUGENの便覧; ChangeAnim - State Controller; ChangeAnim - 東方夢幻館; ChangeAnim - 地球の応接間The Mugen Fighters Guild. Here are the optional KOF anim standards: 5900 - Counter Wire. The CMD controls the controls. Then for trasnformation 2, just add animations that are all the same numebrs but plus 10000, and then for 2000 etc. ChangeAnim] type = ChangeAnim trigger1 = var(0) = 1 value = 8002 var(0) = 1 means the char will "transform" by changing colors (remappal in state -2) but for a certain state, i want to use another anim when the char has changed palettes. . air file. elem= time*varX. I think I know of a good way to fix this. To send it back to the start. 4. ChangeAnim changes the action number of the player's animation to the animation number in the player's AIR file. how to have two animation in changeanim (Read 2449 times) Started by demongorne, May 21, 2015, 07:36:05 PM.