Hey smarmbot,

you're right on the stilldrunk animation.
However, due to how the animation states operate, the looping animation on characters are provided by a code-side check. It checks on the status name and defaults to the default still for all not provided cases in a way similar to this:

Code
If(character has status <status_name> And animation exists for <loop_name of status_name>)
   return loop_name;
... other cases

return default "still";


Hence a custom status name will eventually get your character dropped in the still animation state while the status is in effect. Our apologies for the inconvenience.

Sincerely,
Kevin

Last edited by Larian_KVN; 16/02/18 11:00 AM.

CTRL+K the elf