This is what I came up with after a bit of research.
[quote]IF
CharacterStatusApplied(_Char,"RESTING",_)
THEN
CharacterSetAnimationOverride(_Char,"knockdown_loop");
IF
CharacterReceivedDamage(_Char)
AND
HasActiveStatus(_Char,"RESTING",1)
THEN
RemoveStatus(_Char,"RESTING");[/quote]
There are three problems with this.
1.Animation won't play until the status is over.
2.Misses break the status.
3.What is the name for Lie_Still_01 animation? I can't find it anywhere in _Global_CharacterAnimations.
Can anyone help me with these?