So for reasons I won't go into I had to create a new version of the status SLEEPING for a mod of mine. I created a custom status called OVR_SLEEPING in the stats editor with all the same information as the original. Works just fine when it's slotted into the chloroform skill, except for the sleeping animation is no longer tied to it.

Now, I know this looping animation is called "stilldrunk". I can't seem to find out how SLEEPING triggers it, but I have been able to script my own trigger, with mixed results.

I've gotten the animation to play using both of these methods, added to Base.charScript:

Quote
REACTION SleepAnimation, 1000
USAGE ALL
CHECK "c1"
CharacterHasStatus(__Me,OVR_SLEEPING)
ACTIONS
CharacterSetAnimationOverride(__Me,"stilldrunk")

Quote
EVENT SleepAnimation
ON
OnCharacterStatusApplied(__Me,OVR_SLEEPING)
ACTIONS
CharacterSetAnimationOverride(__Me,"stilldrunk")

In each case, oddly enough, the animation loop triggers only after the status has passed. It's as if the status has its own 'empty' animation override that takes precedent.

Can anyone lay some knowledge on me? Either about how I could find my way around this scripting problem or connect my custom status to whatever operation connects SLEEPING to "stilldrunk" in the first place?