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Enhancement: No Animation Note Type #3966
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Been trying to make a mod that adds this since 3 days ago lol |
Current progress by the way (it does nothing) import funkin.modding.module.Module;
import funkin.play.PlayState;
import funkin.play.character.CharacterType;
class NoAnimNote extends Module
{
function new(){
super("No Anim");
}
function onNoteHit(e){
if (e.note.noteData.kind == "No Anim" && e.note.noteData.getMustHitNote()) {
if (CharacterType.characterType == CharacterType.BF) PlayState.instance.currentStage.getBoyfriend().playAnimation("");
}
if (e.note.noteData.kind == "No Anim" && !e.note.noteData.getMustHitNote()) {
if (CharacterType.characterType == CharacterType.DAD) PlayState.instance.currentStage.getDad().playAnimation("");
}
}
} |
I have this that adds a custom NoteKind (may be buggy tho, I haven't tested it much, but it works I guess for most uses): class NoAnimationNote extends ScriptedNoteKind {
function new() {
super("no-anim", "No Animation");
}
override function onNoteHit(event:HitNoteScriptEvent):Void {
if (PlayState.instance == null || PlayState.instance.currentStage == null) return;
var hitter:BaseCharacter;
if (event.note.noteData.getMustHitNote()) hitter = PlayState.instance.currentStage.getBoyfriend();
else hitter = PlayState.instance.currentStage.getDad();
if (hitter != null) {
var oldIgnoreList = hitter.ignoreExclusionPref;
hitter.ignoreExclusionPref = [];
hitter.canPlayOtherAnims = false;
new FlxTimer().start(0.1, (timer) -> {
hitter.ignoreExclusionPref = oldIgnoreList;
hitter.canPlayOtherAnims = true;
});
}
}
} |
Oh thank you |
Issue Checklist
What is your suggestion, and why should it be implemented?
I suggest a note which just, doesn't play an animation when you hit it. Useful especially if you want a double to play a certain animation over another but Funkin's natural way of handling animations on a double isn't giving you what you want, or to stop a note from cancelling an animation. I'm sure it has other uses as well.
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