Penguin Action Toolkit
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    • Step-by-Step Guide
      • Step 1: Install PAT
      • Step 2: Tutorial Scene
      • Step 3: Character - Action States
      • Practice 0: Add an Input Tag
      • Step 4: Character - Tags
      • Practice 1: Combo
      • Step 5: State Modifiers
      • Practice 1.1 & Ex: Grant Tag Mod
      • Step 6: Animation Montage
      • Step 7: Trigger Animation Event
      • Practice 1.2: Back to Grant Tag Mod
      • Step 8: Animator
      • Step 9: Attributes
      • Practice 2: Cost HP
      • Step 10: Effects
        • Step 10.1: Hitbox & Hurtbox
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  1. Guide
  2. Step-by-Step Guide

Practice 1.2: Back to Grant Tag Mod

PreviousStep 7: Trigger Animation EventNextStep 8: Animator

Last updated 6 months ago

Goal

  • Solve the chain 1 Tag problem


Now we have everything we need to solve it. If you look into the animation clip of Attack1, you should find Event[2] is around the time where the slash animation is completed.

If you added your own animation event in the last Step, please check if the index here should still be 2.

When we go back to the move set prefab and select Attack1, we can now set the Grant Tag Mod which grants Chain 1 to begin at animation index 2 and ends at -1.

This means the Chain 1 Tag will not be granted before the Animation Event 2, and it will not be removed until the end of the State.

Now try playing the game, you should find the animation looks better than before.


Recap

From Practice 1, we discussed:

  • Action States

  • Tags

  • State Modifiers

  • Animation Montage

  • Trigger Animation Event

These contents above are the fundamental elements of our Toolkit. If you find anything confusing, please reread those parts and also check on other documentations of these parts.