Guide with examples how to setup and use the system you can find at my website
- Ensure all assets related to this plugin are placed in the following directory:
img\charactersAA\
In the Plugin Parameters, add animations for your characters:
- Add the following Note to the Actor:
Replace<xAnima:NAME>
NAME
with the animation set's name.
- Add the following Note to the Equipment:
Replace<xAnimaSet:NAME>
NAME
with the animation set's name.
- Add the following Comment to the Event:
ReplaceXA:NAME
NAME
with the animation set's name.
Add extra animation layers for equipment (weapons):
- To add a normal extra layer:
<xAnimaLayer:NAME>
- To add a relative extra layer:
<xAnimaLayerRelative:NAME>
- Ensure that Alpha ABS Z is placed below this plugin in the Plugin Manager.
- All plugin commands are automatically synchronized via the network.
- To execute a plugin command in local mode (no network sync), use this script call before the plugin command:
PKD_ANIMAX.SetLocalMode();
- Change the player's animation set to a different profile:
PKD_ANIMAX.ChangePlayerAnimationSet("profileName");
- Reset the player’s animation set to the default (from Actor's Note):
PKD_ANIMAX.ResetPlayerAnimationSet();
- Change an event's animation set to a different profile:
PKD_ANIMAX.ChangeEventAnimationSet(eventId, "profileName");
- Reset the event's animation set:
PKD_ANIMAX.ResetEventAnimationSet(eventId);
- Example:
PKD_ANIMAX.ChangeEventAnimationSet(3, "Wolf");
-
Play an animation action for a character:
PKD_ANIMAX.PlayAnimationAction("actionName", charId, isLoop, isWaitEnd);
- actionName: Name of the action from the Actions List (leave empty to clear actions).
- charId: Character ID (0 for Player, -1 for current Event, or Event ID).
- isLoop: Set to
true
for looping animation. - isWaitEnd: Set to
true
to wait for the animation to complete before executing the next event commands.
Example:
PKD_ANIMAX.PlayAnimationAction("Attack", 0, false, true);
-
Play an independent animation action from another profile:
PKD_ANIMAX.PlayIndependentAction("profileName", "actionName", charId, isLoop, isWaitEnd);
Example:
PKD_ANIMAX.PlayIndependentAction("Wolf", "Defense", 54, true, true);
- Stop any looping animation action for a character:
PKD_ANIMAX.StopAnimationAction(charId);
-
Add an extra animation layer to a character:
PKD_ANIMAX.AddLayer(charId, "layerName", isRelative);
- layerName: Name of the layer (from Animation Layers List).
- isRelative: If
false
, the layer will be loaded from the CommonLayers folder. Iftrue
, it will be loaded from the character’s AnimaX folder.
Example:
PKD_ANIMAX.AddLayer(33, "Wings", false);
- Remove a specific extra layer from a character:
PKD_ANIMAX.RemoveLayer(charId, "layerName");
- Remove all layers from a character:
PKD_ANIMAX.RemoveAllLayers(charId);
- Disable the AnimaX system:
PKD_ANIMAX.DisableAnimaX();
- Enable the AnimaX system:
PKD_ANIMAX.EnableAnimaX();
- Disable the AnimaX system:
PKD_ANIMAX.SetAnimaXStateForPlayer(false);
PKD_ANIMAX.SetAnimaXStateForPartyMember(MEMBER_INDEX, false);
-
MEMBER_INDEX
is the index of the party member (0 for the player, 1 for the first follower, 2 for second, etc.). -
Enable the AnimaX system:
PKD_ANIMAX.SetAnimaXStateForPlayer(true);
PKD_ANIMAX.SetAnimaXStateForPartyMember(MEMBER_INDEX, true);
ChangePlayerAnimationSet ANIMATION_SET_NAME
- Replace
ANIMATION_SET_NAME
with the desired animation set from the Animations List.
ResetPlayerAnimationSet
ChangeEventAnimationSet EVENT_ID ANIMATION_SET_NAME
-
Replace
EVENT_ID
with the event's ID andANIMATION_SET_NAME
with the desired animation set. -
EVENT_ID
can be-1
for the current event.0
- for player. Any number - for event ID. -
For reference player followers use
-2
,-3
,-4
-
This valid for all commands below where you specify
CHAR_ID
orEVENT_ID
PlayAnimationAction ACTION_NAME CHAR_ID IS_LOOP IS_WAIT
- Replace
ACTION_NAME
with the action name,CHAR_ID
with the character's ID,IS_LOOP
withtrue
orfalse
, andIS_WAIT
withtrue
orfalse
.
PlayIndependentAction ANIMATION_SET_NAME ACTION_NAME CHAR_ID IS_LOOP IS_WAIT
- Play an independent animation action for a character with a different or no AnimaX profile.
StopAnimationAction CHAR_ID
AddAnimaLayer CHAR_ID LAYER_NAME IS_RELATIVE
RemoveAnimaLayer CHAR_ID LAYER_NAME
ClearAnimaLayers CHAR_ID
EnableAnimaX
DisableAnimaX
SetAnimaXStateForParty INDEX STATE
- INDEX = 0 - for player, 1 - for first follower, 2 - for second, etc.
- Example:
SetAnimaXStateForParty 0 false