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combo cycling

1 replies · 1,089 views · Started 02 February 2003

It works as thus:

Whenever a combo finishes 1 cycle of animation (set up the old fashioned way using sequential tiles), it switches to the 'next' tile specified on the combo properties page. All the combo's properties become like the new combo.

That's really all there is to it. Just note though that each combo must have at least 2 frames of animation or it won't advance past that combo. Also, unlike animated combos, it resets each time you go to a new screen. This actually makes it a lot more useful though (for instance, I've taken advantage of this property to use combo cycling to make a counter for timed areas).