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char
The <char> tag is 100% one of the more difficult tags to master, due to it's use of many child elements, however, if you give it time you will likely find it rather intuitive!
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idThe id for your asset. This is what will be used to find your files, however, like multistate props, this references a folder: no file extension should be included. -
nameYour character's name. Type whatever you like, so long as it abides by XML standards, it is an allowed value. -
enableIf the character will show up in menus. If you remove characters, it's likely better to set this to 'N' (false) instead of commenting out the assets for backwards compatibility. (Available options are 'Y' (true) or 'N' (false)) -
thumbYour character's thumbnail. It expects a filename and it will be found with the actions. -
defaultYour character's default action. It expects a filename and it will be found with the actions. (Most characters have their default state as"standing.swf") -
motionYour character's default walking action. It expects a filename and it will be found with the actions.
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facingDetermines which direction the prop spawns. Available options are 'left' and 'right'. Default is left. -
aidIntended to be a unique integer to represent the asset/action... however GoAnimate tended to get lazy with these, and they are useless for most cases. Was for GoAnimate4Schools censorship and not much else.
<!-- A character definition, ready to fill with actions! -->
<char id="my_new_char" name="My New Char" thumb="standing.swf" facing="left" default="standing.swf" motion="walk.swf" enable="Y" aid="57239">
</char>Adding actions isn't very tricky! In between the char tags, you will add you actions like so...
<!-- Truncated for brevity -->
<char...>
<action.../>
</char>Essentially, you will literally put actions inside the character tag. There are two tags for adding actions <action> and <motion>. Both function identically, aside from motion automatically making the character move when activated. Actions and motions have the following attributes:
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idUnlike the character id, this does expect a file. The pathfinding is done automatically, simply type in the filename. -
nameThe action's name. Accepts any valid string. -
enableIf the action will show up in menus. If you remove actions, it's likely better to set this to 'N' (false) instead of commenting out the assets for backwards compatibility. (Available options are 'Y' (true) or 'N' (false)) -
totalframeThis is a value is used for dynamically determining scene length. It expects an integer indicative to how long the animation is, but really you shouldn't ever make it particularly high, it's just a hassle.
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aidIntended to be a unique integer to represent the asset/action... however GoAnimate tended to get lazy with these, and they are useless for most cases. Was for GoAnimate4Schools censorship and not much else.
Now that we've done that, lets look at a potential character correctly implementing these ideas.
<char id="my_new_char" name="My New Char" thumb="standing.swf" facing="left" default="standing.swf" motion="walk.swf" enable="Y" aid="57239">
<action id="standing.swf" name="Stand" enable="Y" totalframe="32" aid="123456"/>
<motion id="walk.swf" name="Walk" enable="Y" totalframe="32" aid="123457"/>
</char>So, you created a lot of actions. Now they all look like a mess! How can we sort them? Thankfully GoAnimate thought of this and made it incredibly easy! The <category> tag has only one attribute ('name'), and wraps around actions, like so.
<char id="my_new_char" name="My New Char" thumb="standing.swf" facing="left" default="standing.swf" motion="walk.swf" enable="Y" aid="57239">
<action id="standing.swf" name="Stand" enable="Y" totalframe="32" aid="123456"/>
<motion id="walk.swf" name="Walk" enable="Y" totalframe="32" aid="123457"/>
<category name="Fear">
<action id="scared.swf" name="Scared" enable="Y" totalframe="32" aid="123458"/>
<action id="really_scared.swf" name="Really Scared" enable="Y" totalframe="32" aid="123459"/>
<action id="teriffied.swf" name="Terrified" enable="Y" totalframe="32" aid="123460"/>
</category>
</char>It's very simple! Should be no problem. If you do not put an action in a category it will automatically be added to the "Basic" category.
Facial expressions are not necessary for a character, however adding them to the theme is relatively the same process as actions with less attributes. They cannot be categorized. They are added with the unfortunately named <facial> tag.
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idUnlike the character id, this does expect a file. The file will be in a folder called 'head' inside your character folder, and the filename in GoAnimate's formatting always hashead_as a prefix. -
nameThe facial expressions's name. Accepts any valid string. -
enableIf the facial expression will show up in menus. If you remove expressions, it's likely better to set this to 'N' (false) instead of commenting out the assets.
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aidIntended to be a unique integer to represent the asset/action... however GoAnimate tended to get lazy with these, and they are useless for most cases. Was for GoAnimate4Schools censorship and not much else.
So.. Let's see our final character XML, using all features.
<char id="my_new_char" name="My New Char" thumb="standing.swf" facing="left" default="standing.swf" motion="walk.swf" enable="Y" aid="57239">
<action id="standing.swf" name="Stand" enable="Y" totalframe="32" aid="123456"/>
<motion id="walk.swf" name="Walk" enable="Y" totalframe="32" aid="123457"/>
<category name="Fear">
<action id="scared.swf" name="Scared" enable="Y" totalframe="32" aid="123458"/>
<action id="really_scared.swf" name="Really Scared" enable="Y" totalframe="32" aid="123459"/>
<action id="teriffied.swf" name="Terrified" enable="Y" totalframe="32" aid="123460"/>
</category>
<facial id="head_happy.swf" name="Happy" enable="Y" aid="123461"/>
<facial id="head_talk.swf" name="Talk" enable="Y" aid="123462"/>
<facial id="head_sad.swf" name="Sad" enable="Y" aid="123463"/>
</char>This info was compiled by It'sJay with love <3