Crap, I mistakenly posted my 3rd or 4th edit of the animations.
Sorry, my bad. :ohdear:
Here's the original source code for the animations:
//////////////////////////////////////////
///////Remilia Animations/////////////////
//////////////////////////////////////////
#include_function ".\System\variables.txt"
#include_function ".\System\functions.txt"
function RemiAnimations{
if(int(GetSpeedX()) == 0){
SetGraphicRect(0,0,64,83);
f2=0;
}
if(int(GetSpeedX()) > 0){
if(f2<10){SetGraphicRect(0,0,64,83);}
if(f2>=10 && f2<30){SetGraphicRect(64,0,128,83);}
if(f2>=30 && f2<50){SetGraphicRect(128,0,192,83);}
if(f2>=50 && f2<60){SetGraphicRect(64,0,128,83);}
f2++;
}
if(int(GetSpeedX()) < 0){
SetGraphicAngle(180,0,0);
if(f2<10){SetGraphicRect(0,0,64,83);}
if(f2>=10 && f2<30){SetGraphicRect(64,0,128,83);}
if(f2>=30 && f2<50){SetGraphicRect(128,0,192,83);}
if(f2>=50 && f2<60){SetGraphicRect(64,0,128,83);}
f2++;
}
DrawGraphic(GetX, GetY);}
This code still shows the same animation problems, a friend of mine told me a solution *refer to the one I posted before* and somehow shows the same results.
BUT.... I tried to create a condition for the variable f2. Here's the solution that I committed:
if(f2 == 60){
f2 = 0;
}
When f2 reached the value of 60, it resets back to zero which will also lead to go back to Idle mode (I think? :wat: )
Tested it a few times, and it seems it remedies the problem that I had with the movement animations. Thanks for reminding me about the missing conditions for f2>=40, something was odd when I re-check the code that I posted before.