function init(self) msg.post(".", "acquire_input_focus") model.play_anim("#model", "T-Pose", go.PLAYBACK_LOOP_FORWARD) -- enabled and disable meshes to get the correct look -- weapons model.set_mesh_enabled("#model", "1H_Sword", true) model.set_mesh_enabled("#model", "1H_Sword_Offhand", false) model.set_mesh_enabled("#model", "2H_Sword", false) -- equipment model.set_mesh_enabled("#model", "Knight_Helmet", true) model.set_mesh_enabled("#model", "Knight_Cape", true) -- different shields model.set_mesh_enabled("#model", "Spike_Shield", true) model.set_mesh_enabled("#model", "Round_Shield", false) model.set_mesh_enabled("#model", "Rectangle_Shield", false) model.set_mesh_enabled("#model", "Badge_Shield", false) end function on_input(self, action_id, action) if action_id == hash("key_1") then model.play_anim("#model", "Idle", go.PLAYBACK_LOOP_FORWARD) elseif action_id == hash("key_2") then model.play_anim("#model", "Walking_A", go.PLAYBACK_LOOP_FORWARD) elseif action_id == hash("key_3") then model.play_anim("#model", "1H_Melee_Attack_Chop", go.PLAYBACK_LOOP_FORWARD) elseif action_id == hash("key_4") then model.play_anim("#model", "Block", go.PLAYBACK_LOOP_FORWARD) elseif action_id == hash("key_5") then model.play_anim("#model", "Cheer", go.PLAYBACK_LOOP_FORWARD) end end