Character Expression Tweaker: Difference between revisions

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(Added icons for the different animations)
(Dark mode support)
Line 28: Line 28:
|-
|-
| Stationary
| Stationary
| style="background:#8f8" |[[File:Tweak_GenericSetting_Yes.png|32px|link=|center|Yes]]
| class="table-row-green" |[[File:Tweak_GenericSetting_Yes.png|class=invert|32px|link=|center|Yes]]
| style="background:#8f8" |[[File:Tweak_GenericSetting_Yes.png|32px|link=|center|Yes]]
| class="table-row-green" |[[File:Tweak_GenericSetting_Yes.png|class=invert|32px|link=|center|Yes]]
|-
|-
| Driving Forward
| Driving Forward
| style="background:#8f8" |[[File:Tweak_GenericSetting_Yes.png|32px|link=|center|Yes]]
| class="table-row-green" |[[File:Tweak_GenericSetting_Yes.png|class=invert|32px|link=|center|Yes]]
| style="background:#8f8" |[[File:Tweak_GenericSetting_Yes.png|32px|link=|center|Yes]]
| class="table-row-green" |[[File:Tweak_GenericSetting_Yes.png|class=invert|32px|link=|center|Yes]]
|-
|-
| Braking
| Braking
| style="background:#8f8" |[[File:Tweak_GenericSetting_Yes.png|32px|link=|center|Yes]]
| class="table-row-green" |[[File:Tweak_GenericSetting_Yes.png|class=invert|32px|link=|center|Yes]]
| style="background:#ff8" |[[File:Tweak_GenericSetting_No.png|32px|link=|center|Does Not Loop]]
| class="table-row-yellow" |[[File:Tweak_GenericSetting_No.png|class=invert|32px|link=|center|Does Not Loop]]
| An animation that started prior to entering this state will continue until it has finished, at which point the driver will assume the Braking animation. The chosen expression will be retained.
| An animation that started prior to entering this state will continue until it has finished, at which point the driver will assume the Braking animation. The chosen expression will be retained.
|-
|-
| Reversing
| Reversing
| style="background:#8f8" |[[File:Tweak_GenericSetting_Yes.png|32px|link=|center|Yes]]
| class="table-row-green" |[[File:Tweak_GenericSetting_Yes.png|class=invert|32px|link=|center|Yes]]
| style="background:#ff8" |[[File:Tweak_GenericSetting_No.png|32px|link=|center|Does Not Loop]]
| class="table-row-yellow" |[[File:Tweak_GenericSetting_No.png|class=invert|32px|link=|center|Does Not Loop]]
| An animation that started prior to entering this state will continue until it has finished, at which point the driver will assume the reversing animation. The chosen expression will be retained.
| An animation that started prior to entering this state will continue until it has finished, at which point the driver will assume the reversing animation. The chosen expression will be retained.
|-
|-
| Steering
| Steering
| style="background:#8f8" |[[File:Tweak_GenericSetting_Yes.png|32px|link=|center|Yes]]
| class="table-row-green" |[[File:Tweak_GenericSetting_Yes.png|class=invert|32px|link=|center|Yes]]
| style="background:#8f8" |[[File:Tweak_GenericSetting_Yes.png|32px|link=|center|Yes]]
| class="table-row-green" |[[File:Tweak_GenericSetting_Yes.png|class=invert|32px|link=|center|Yes]]
|-
|-
| Drifting
| Drifting
| style="background:#8f8" |[[File:Tweak_GenericSetting_Yes.png|32px|link=|center|Yes]]
| class="table-row-green" |[[File:Tweak_GenericSetting_Yes.png|class=invert|32px|link=|center|Yes]]
| style="background:#8f8" |[[File:Tweak_GenericSetting_Yes.png|32px|link=|center|Yes]]
| class="table-row-green" |[[File:Tweak_GenericSetting_Yes.png|class=invert|32px|link=|center|Yes]]
|-
|-
| Airborne
| Airborne
| style="background:#8f8" |[[File:Tweak_GenericSetting_Yes.png|32px|link=|center|Yes]]
| class="table-row-green" |[[File:Tweak_GenericSetting_Yes.png|class=invert|32px|link=|center|Yes]]
| style="background:#8f8" |[[File:Tweak_GenericSetting_Yes.png|32px|link=|center|Yes]]
| class="table-row-green" |[[File:Tweak_GenericSetting_Yes.png|class=invert|32px|link=|center|Yes]]
|-
|-
| Airborne (Spinning)
| Airborne (Spinning)
| style="background:#f88" |[[File:Tweak_GenericSetting_No.png|32px|link=|center|No]]
| class="table-row-red" |[[File:Tweak_GenericSetting_No.png|class=invert|32px|link=|center|No]]
| style="background:#ff8" |[[File:Tweak_GenericSetting_No.png|32px|link=|center|Does Not Loop]]
| class="table-row-yellow" |[[File:Tweak_GenericSetting_No.png|class=invert|32px|link=|center|Does Not Loop]]
| An animation that started prior to entering this state will continue until it has finished, at which point the driver will assume one of the standard trick animations that play when spinning in mid-air.
| An animation that started prior to entering this state will continue until it has finished, at which point the driver will assume one of the standard trick animations that play when spinning in mid-air.
|-
|-
| Reversing
| Reversing
| style="background:#8f8" |[[File:Tweak_GenericSetting_Yes.png|32px|link=|center|Yes]]
| class="table-row-green" |[[File:Tweak_GenericSetting_Yes.png|class=invert|32px|link=|center|Yes]]
| style="background:#ff8" |[[File:Tweak_GenericSetting_No.png|32px|link=|center|Does Not Loop]]
| class="table-row-yellow" |[[File:Tweak_GenericSetting_No.png|class=invert|32px|link=|center|Does Not Loop]]
| An animation that started prior to entering this state will continue until it has finished, at which point the driver will assume the normal reversing animation.
| An animation that started prior to entering this state will continue until it has finished, at which point the driver will assume the normal reversing animation.
|-
|-
| Slapping
| Slapping
| style="background:#8f8" |[[File:Tweak_GenericSetting_Yes.png|32px|link=|center|Yes]]
| class="table-row-green" |[[File:Tweak_GenericSetting_Yes.png|class=invert|32px|link=|center|Yes]]
| style="background:#8f8" |[[File:Tweak_GenericSetting_Yes.png|32px|link=|center|Yes]]
| class="table-row-green" |[[File:Tweak_GenericSetting_Yes.png|class=invert|32px|link=|center|Yes]]
|-
|-
| Slapped
| Slapped
| style="background:#f88" |[[File:Tweak_GenericSetting_No.png|32px|link=|center|No]]
| class="table-row-red" |[[File:Tweak_GenericSetting_No.png|class=invert|32px|link=|center|No]]
| style="background:#f88" |[[File:Tweak_GenericSetting_No.png|32px|link=|center|No]]
| class="table-row-red" |[[File:Tweak_GenericSetting_No.png|class=invert|32px|link=|center|No]]
| An animation that started prior to entering this state will be interrupted when the owner is slapped by another driver.
| An animation that started prior to entering this state will be interrupted when the owner is slapped by another driver.
|-
|-
| 321 Boost Spinout
| 321 Boost Spinout
| style="background:#f88" |[[File:Tweak_GenericSetting_No.png|32px|link=|center|No]]
| class="table-row-red" |[[File:Tweak_GenericSetting_No.png|class=invert|32px|link=|center|No]]
| style="background:#f88" |[[File:Tweak_GenericSetting_No.png|32px|link=|center|No]]
| class="table-row-red" |[[File:Tweak_GenericSetting_No.png|class=invert|32px|link=|center|No]]
| An animation that started prior to entering this state will be interrupted if the owner tries and fails to execute the 321 Boost.
| An animation that started prior to entering this state will be interrupted if the owner tries and fails to execute the 321 Boost.
|-
|-
| Boost (321 Boost)
| Boost (321 Boost)
| style="background:#8f8" |[[File:Tweak_GenericSetting_Yes.png|32px|link=|center|Yes]]
| class="table-row-green" |[[File:Tweak_GenericSetting_Yes.png|class=invert|32px|link=|center|Yes]]
| style="background:#8f8" |[[File:Tweak_GenericSetting_Yes.png|32px|link=|center|Yes]]
| class="table-row-green" |[[File:Tweak_GenericSetting_Yes.png|class=invert|32px|link=|center|Yes]]
|-
|-
| Boost (Drift)
| Boost (Drift)
| style="background:#f88" |[[File:Tweak_GenericSetting_No.png|32px|link=|center|No]]
| class="table-row-red" |[[File:Tweak_GenericSetting_No.png|class=invert|32px|link=|center|No]]
| style="background:#ff8" |[[File:Tweak_GenericSetting_No.png|32px|link=|center|Does Not Loop]]
| class="table-row-yellow" |[[File:Tweak_GenericSetting_No.png|class=invert|32px|link=|center|Does Not Loop]]
| An animation that started prior to entering this state will continue until it has finished, at which point the driver will assume the boost animation (provided the window for it has not ended itself).  
| An animation that started prior to entering this state will continue until it has finished, at which point the driver will assume the boost animation (provided the window for it has not ended itself).  
|-
|-
| Boost (Jetpack)
| Boost (Jetpack)
| style="background:#f88" |[[File:Tweak_GenericSetting_No.png|32px|link=|center|No]]
| class="table-row-red" |[[File:Tweak_GenericSetting_No.png|class=invert|32px|link=|center|No]]
| style="background:#f88" |[[File:Tweak_GenericSetting_No.png|32px|link=|center|No]]
| class="table-row-red" |[[File:Tweak_GenericSetting_No.png|class=invert|32px|link=|center|No]]
| An animation that started prior to entering this state will be interrupted to play the Jetpack Boost animation.
| An animation that started prior to entering this state will be interrupted to play the Jetpack Boost animation.
|-
|-
| Boost (Self Weaponizer)
| Boost (Self Weaponizer)
| style="background:#f88" |[[File:Tweak_GenericSetting_No.png|32px|link=|center|No]]
| class="table-row-red" |[[File:Tweak_GenericSetting_No.png|class=invert|32px|link=|center|No]]
| style="background:#f88" |[[File:Tweak_GenericSetting_No.png|32px|link=|center|No]]
| class="table-row-red" |[[File:Tweak_GenericSetting_No.png|class=invert|32px|link=|center|No]]
| An animation that started prior to entering this state will be interrupted to play the Weapon Boost animation.
| An animation that started prior to entering this state will be interrupted to play the Weapon Boost animation.
|-
|-
| Underwater
| Underwater
| style="background:#f88" |[[File:Tweak_GenericSetting_No.png|32px|link=|center|No]]
| class="table-row-red" |[[File:Tweak_GenericSetting_No.png|class=invert|32px|link=|center|No]]
| style="background:#f88" |[[File:Tweak_GenericSetting_No.png|32px|link=|center|No]]
| class="table-row-red" |[[File:Tweak_GenericSetting_No.png|class=invert|32px|link=|center|No]]
| An animation that started prior to entering this state will be interrupted to play the drowning animation.
| An animation that started prior to entering this state will be interrupted to play the drowning animation.
|-
|-
| Death (any hazard)
| Death (any hazard)
| style="background:#f88" |[[File:Tweak_GenericSetting_No.png|32px|link=|center|No]]
| class="table-row-red" |[[File:Tweak_GenericSetting_No.png|class=invert|32px|link=|center|No]]
| style="background:#f88" |[[File:Tweak_GenericSetting_No.png|32px|link=|center|No]]
| class="table-row-red" |[[File:Tweak_GenericSetting_No.png|class=invert|32px|link=|center|No]]
| An animation that started prior to entering this state will be interrupted to play an appropriate death animation, depending on which hazard the player touched.
| An animation that started prior to entering this state will be interrupted to play an appropriate death animation, depending on which hazard the player touched.
|-
|-
| Manual Reset
| Manual Reset
| style="background:#f88" |[[File:Tweak_GenericSetting_No.png|32px|link=|center|No]]
| class="table-row-red" |[[File:Tweak_GenericSetting_No.png|class=invert|32px|link=|center|No]]
| style="background:#f88" |[[File:Tweak_GenericSetting_No.png|32px|link=|center|No]]
| class="table-row-red" |[[File:Tweak_GenericSetting_No.png|class=invert|32px|link=|center|No]]
| An animation that started prior to entering this state will be interrupted to play the Manual Reset animation.
| An animation that started prior to entering this state will be interrupted to play the Manual Reset animation.
|-
|-
| Kart Transform
| Kart Transform
| style="background:#f88" |[[File:Tweak_GenericSetting_No.png|32px|link=|center|No]]
| class="table-row-red" |[[File:Tweak_GenericSetting_No.png|class=invert|32px|link=|center|No]]
| style="background:#f88" |[[File:Tweak_GenericSetting_No.png|32px|link=|center|No]]
| class="table-row-red" |[[File:Tweak_GenericSetting_No.png|class=invert|32px|link=|center|No]]
| An animation that started prior to entering this state will be interrupted to play the Kart Transform animation.
| An animation that started prior to entering this state will be interrupted to play the Kart Transform animation.
|-
|-
| Collect Weaponator
| Collect Weaponator
| style="background:#8f8" |[[File:Tweak_GenericSetting_Yes.png|32px|link=|center|Yes]]
| class="table-row-green" |[[File:Tweak_GenericSetting_Yes.png|class=invert|32px|link=|center|Yes]]
| style="background:#ff8" |[[File:Tweak_GenericSetting_No.png|32px|link=|center|Does Not Loop]]
| class="table-row-yellow" |[[File:Tweak_GenericSetting_No.png|class=invert|32px|link=|center|Does Not Loop]]
| An animation that started prior to entering this state will continue until it has finished, at which point the driver will assume the boost animation (provided the window for it has not ended itself). The chosen expression will be retained.
| An animation that started prior to entering this state will continue until it has finished, at which point the driver will assume the boost animation (provided the window for it has not ended itself). The chosen expression will be retained.
|-
|-
| Fire Weapon
| Fire Weapon
| style="background:#8f8" |[[File:Tweak_GenericSetting_Yes.png|32px|link=|center|Yes]]
| class="table-row-green" |[[File:Tweak_GenericSetting_Yes.png|class=invert|32px|link=|center|Yes]]
| style="background:#8f8" |[[File:Tweak_GenericSetting_Yes.png|32px|link=|center|Yes]]
| class="table-row-green" |[[File:Tweak_GenericSetting_Yes.png|class=invert|32px|link=|center|Yes]]
| An animation that started prior to entering this state will continue until it has finished, at which point the driver will assume the boost animation (provided the window for it has not ended itself).  
| An animation that started prior to entering this state will continue until it has finished, at which point the driver will assume the boost animation (provided the window for it has not ended itself).  
|-
|-
| Targeted by Seeking Weapon
| Targeted by Seeking Weapon
| style="background:#8f8" |[[File:Tweak_GenericSetting_Yes.png|32px|link=|center|Yes]]
| class="table-row-green" |[[File:Tweak_GenericSetting_Yes.png|class=invert|32px|link=|center|Yes]]
| style="background:#ff8" |[[File:Tweak_GenericSetting_No.png|32px|link=|center|Does Not Loop]]
| class="table-row-yellow" |[[File:Tweak_GenericSetting_No.png|class=invert|32px|link=|center|Does Not Loop]]
| An animation that started prior to entering this state will continue until it has finished, at which point the driver will assume one of the Targeted animations. The chosen expression will be retained.
| An animation that started prior to entering this state will continue until it has finished, at which point the driver will assume one of the Targeted animations. The chosen expression will be retained.
|-
|-
| Defense Relief
| Defense Relief
| style="background:#8f8" |[[File:Tweak_GenericSetting_Yes.png|32px|link=|center|Yes]]
| class="table-row-green" |[[File:Tweak_GenericSetting_Yes.png|class=invert|32px|link=|center|Yes]]
| style="background:#f88" |[[File:Tweak_GenericSetting_No.png|32px|link=|center|No]]
| class="table-row-red" |[[File:Tweak_GenericSetting_No.png|class=invert|32px|link=|center|No]]
| An animation that started prior to entering this state will be interrupted when defending against a weapon from another driver. The chosen expression will be retained.
| An animation that started prior to entering this state will be interrupted when defending against a weapon from another driver. The chosen expression will be retained.
|-
|-
| Stunned (No Traction)
| Stunned (No Traction)
| style="background:#f88" |[[File:Tweak_GenericSetting_No.png|32px|link=|center|No]]
| class="table-row-red" |[[File:Tweak_GenericSetting_No.png|class=invert|32px|link=|center|No]]
| style="background:#f88" |[[File:Tweak_GenericSetting_No.png|32px|link=|center|No]]
| class="table-row-red" |[[File:Tweak_GenericSetting_No.png|class=invert|32px|link=|center|No]]
| An animation that started prior to entering this state will be interrupted when the driver is hit by a weapon that inflicts the No Traction effect.
| An animation that started prior to entering this state will be interrupted when the driver is hit by a weapon that inflicts the No Traction effect.
|-
|-
| Stunned (Reduced Handling)
| Stunned (Reduced Handling)
| style="background:#8f8" |[[File:Tweak_GenericSetting_Yes.png|32px|link=|center|Yes]]
| class="table-row-green" |[[File:Tweak_GenericSetting_Yes.png|class=invert|32px|link=|center|Yes]]
| style="background:#8f8" |[[File:Tweak_GenericSetting_Yes.png|32px|link=|center|Yes]]
| class="table-row-green" |[[File:Tweak_GenericSetting_Yes.png|class=invert|32px|link=|center|Yes]]
|-
|-
| Stunned (Slow)
| Stunned (Slow)
| style="background:#f88" |[[File:Tweak_GenericSetting_No.png|32px|link=|center|No]]
| class="table-row-red" |[[File:Tweak_GenericSetting_No.png|class=invert|32px|link=|center|No]]
| style="background:#f88" |[[File:Tweak_GenericSetting_No.png|32px|link=|center|No]]
| class="table-row-red" |[[File:Tweak_GenericSetting_No.png|class=invert|32px|link=|center|No]]
| An animation that started prior to entering this state will be interrupted when the driver is hit by a weapon that inflicts the Slow effect.
| An animation that started prior to entering this state will be interrupted when the driver is hit by a weapon that inflicts the Slow effect.
|-
|-
| Stunned (Up Impulse)
| Stunned (Up Impulse)
| style="background:#f88" |[[File:Tweak_GenericSetting_No.png|32px|link=|center|No]]
| class="table-row-red" |[[File:Tweak_GenericSetting_No.png|class=invert|32px|link=|center|No]]
| style="background:#f88" |[[File:Tweak_GenericSetting_No.png|32px|link=|center|No]]
| class="table-row-red" |[[File:Tweak_GenericSetting_No.png|class=invert|32px|link=|center|No]]
| An animation that started prior to entering this state will be interrupted when the driver is hit by a weapon that inflicts the Up Impulse effect.
| An animation that started prior to entering this state will be interrupted when the driver is hit by a weapon that inflicts the Up Impulse effect.
|-
|-
| Stunned (Side Impulse)
| Stunned (Side Impulse)
| style="background:#f88" |[[File:Tweak_GenericSetting_No.png|32px|link=|center|No]]
| class="table-row-red" |[[File:Tweak_GenericSetting_No.png|class=invert|32px|link=|center|No]]
| style="background:#f88" |[[File:Tweak_GenericSetting_No.png|32px|link=|center|No]]
| class="table-row-red" |[[File:Tweak_GenericSetting_No.png|class=invert|32px|link=|center|No]]
| An animation that started prior to entering this state will be interrupted when the driver is hit by a weapon that inflicts the Side Imuplse effect.
| An animation that started prior to entering this state will be interrupted when the driver is hit by a weapon that inflicts the Side Imuplse effect.
|-
|-
| Stunned (Disable Controls)
| Stunned (Disable Controls)
| style="background:#f88" |[[File:Tweak_GenericSetting_No.png|32px|link=|center|No]]
| class="table-row-red" |[[File:Tweak_GenericSetting_No.png|class=invert|32px|link=|center|No]]
| style="background:#f88" |[[File:Tweak_GenericSetting_No.png|32px|link=|center|No]]
| class="table-row-red" |[[File:Tweak_GenericSetting_No.png|class=invert|32px|link=|center|No]]
| An animation that started prior to entering this state will be interrupted when the driver is hit by a weapon that inflicts the Disable Controls effect.
| An animation that started prior to entering this state will be interrupted when the driver is hit by a weapon that inflicts the Disable Controls effect.
|-
|-
| Stunned (Block Vision)
| Stunned (Block Vision)
| style="background:#f88" |[[File:Tweak_GenericSetting_No.png|32px|link=|center|No]]
| class="table-row-red" |[[File:Tweak_GenericSetting_No.png|class=invert|32px|link=|center|No]]
| style="background:#f88" |[[File:Tweak_GenericSetting_No.png|32px|link=|center|No]]
| class="table-row-red" |[[File:Tweak_GenericSetting_No.png|class=invert|32px|link=|center|No]]
| An animation that started prior to entering this state will be interrupted when the driver is hit by a weapon that inflicts the Block Vision effect.
| An animation that started prior to entering this state will be interrupted when the driver is hit by a weapon that inflicts the Block Vision effect.
|-
|-
| [[Grapple Hook]] (object in range)
| [[Grapple Hook]] (object in range)
| style="background:#f88" |[[File:Tweak_GenericSetting_No.png|32px|link=|center|No]]
| class="table-row-red" |[[File:Tweak_GenericSetting_No.png|class=invert|32px|link=|center|No]]
| style="background:#f88" |[[File:Tweak_GenericSetting_No.png|32px|link=|center|No]]
| class="table-row-red" |[[File:Tweak_GenericSetting_No.png|class=invert|32px|link=|center|No]]
| An animation that started prior to entering this state will be interrupted while the player is in range of an object that can be grappled, such as the [[Grapple Sponge]].
| An animation that started prior to entering this state will be interrupted while the player is in range of an object that can be grappled, such as the [[Grapple Sponge]].
|-
|-
| [[Grapple Hook]] (hook attached to object)
| [[Grapple Hook]] (hook attached to object)
| style="background:#f88" |[[File:Tweak_GenericSetting_No.png|32px|link=|center|No]]
| class="table-row-red" |[[File:Tweak_GenericSetting_No.png|class=invert|32px|link=|center|No]]
| style="background:#f88" |[[File:Tweak_GenericSetting_No.png|32px|link=|center|No]]
| class="table-row-red" |[[File:Tweak_GenericSetting_No.png|class=invert|32px|link=|center|No]]
| An animation that started prior to entering this state will be interrupted while the player's Grapple Hook is attached to an object.
| An animation that started prior to entering this state will be interrupted while the player's Grapple Hook is attached to an object.
|-
|-
| [[Grabinator]] (holding object)
| [[Grabinator]] (holding object)
| style="background:#8f8" |[[File:Tweak_GenericSetting_Yes.png|32px|link=|center|Yes]]
| class="table-row-green" |[[File:Tweak_GenericSetting_Yes.png|class=invert|32px|link=|center|Yes]]
| style="background:#ff8" |[[File:Tweak_GenericSetting_No.png|32px|link=|center|Does Not Loop]]
| class="table-row-yellow" |[[File:Tweak_GenericSetting_No.png|class=invert|32px|link=|center|Does Not Loop]]
| An animation that started prior to entering this state will continue until it has finished, at which point the driver will assume the Holding Object animation. The chosen expression will be retained.
| An animation that started prior to entering this state will continue until it has finished, at which point the driver will assume the Holding Object animation. The chosen expression will be retained.
|-
|-
| Post-Level Celebration
| Post-Level Celebration
| style="background:#8f8" |[[File:Tweak_GenericSetting_Yes.png|32px|link=|center|Yes]]
| class="table-row-green" |[[File:Tweak_GenericSetting_Yes.png|class=invert|32px|link=|center|Yes]]
| style="background:#f88" |[[File:Tweak_GenericSetting_No.png|32px|link=|center|No]]
| class="table-row-red" |[[File:Tweak_GenericSetting_No.png|class=invert|32px|link=|center|No]]
| An animation that started prior to entering this state will be interrupted to play the Post-Level Celebration. The chosen expression will be retained until the game advances to the Scoreboard sequence, assuming that the game ends in success.
| An animation that started prior to entering this state will be interrupted to play the Post-Level Celebration. The chosen expression will be retained until the game advances to the Scoreboard sequence, assuming that the game ends in success.
|-
|-
| [[Scoreboard]]
| [[Scoreboard]]
| style="background:#f88" |[[File:Tweak_GenericSetting_No.png|32px|link=|center|No]]
| class="table-row-red" |[[File:Tweak_GenericSetting_No.png|class=invert|32px|link=|center|No]]
| style="background:#f88" |[[File:Tweak_GenericSetting_No.png|32px|link=|center|No]]
| class="table-row-red" |[[File:Tweak_GenericSetting_No.png|class=invert|32px|link=|center|No]]
| The Character Expression Tweaker has no effect during the Scoreboard sequence.
| The Character Expression Tweaker has no effect during the Scoreboard sequence.
|-
|-
Line 205: Line 205:
|icon=Tweak_Sackbot_Appearance_Animation_Expression_Type.png
|icon=Tweak_Sackbot_Appearance_Animation_Expression_Type.png
|name=Expression Type
|name=Expression Type
|params= [[File:Tweak_Sackbot_Appearance_Animation_Expression_Neutral.png|22px]] Neutral; [[File:Tweak_Sackbot_Appearance_Animation_Expression_Happy1.png|22px]] Cheerful; [[File:Tweak_Sackbot_Appearance_Animation_Expression_Happy2.png|22px]] Happy; [[File:Tweak_Sackbot_Appearance_Animation_Expression_Happy3.png|22px]] Ecstatic; [[File:Tweak_Sackbot_Appearance_Animation_Expression_Sad1.png|22px]] Gloomy; [[File:Tweak_Sackbot_Appearance_Animation_Expression_Sad2.png|22px]] Sad; [[File:Tweak_Sackbot_Appearance_Animation_Expression_Sad3.png|22px]] Inconsolable; [[File:Tweak_Sackbot_Appearance_Animation_Expression_Scared1.png|22px]] Nervous; [[File:Tweak_Sackbot_Appearance_Animation_Expression_Scared2.png|22px]] Scared; [[File:Tweak_Sackbot_Appearance_Animation_Expression_Scared3.png|22px]] Terrified; [[File:Tweak_Sackbot_Appearance_Animation_Expression_Angry1.png|22px]] Irritable; [[File:Tweak_Sackbot_Appearance_Animation_Expression_Angry2.png|22px]] Angry; [[File:Tweak_Sackbot_Appearance_Animation_Expression_Angry3.png|22px]] Absolutely Livid
|params=
{{tweakparam|imgclass=n|icon=Tweak_Sackbot_Appearance_Animation_Expression_Neutral.png|Neutral}}
{{tweakparam|imgclass=n|icon=Tweak_Sackbot_Appearance_Animation_Expression_Happy1.png|Cheerful}}
{{tweakparam|imgclass=n|icon=Tweak_Sackbot_Appearance_Animation_Expression_Happy2.png|Happy}}
{{tweakparam|imgclass=n|icon=Tweak_Sackbot_Appearance_Animation_Expression_Happy3.png|Ecstatic}}
{{tweakparam|imgclass=n|icon=Tweak_Sackbot_Appearance_Animation_Expression_Sad1.png|Gloomy}}
{{tweakparam|imgclass=n|icon=Tweak_Sackbot_Appearance_Animation_Expression_Sad2.png|Sad}}
{{tweakparam|imgclass=n|icon=Tweak_Sackbot_Appearance_Animation_Expression_Sad3.png|Inconsolable}}
{{tweakparam|imgclass=n|icon=Tweak_Sackbot_Appearance_Animation_Expression_Scared1.png|Nervous}}
{{tweakparam|imgclass=n|icon=Tweak_Sackbot_Appearance_Animation_Expression_Scared2.png|Scared}}
{{tweakparam|imgclass=n|icon=Tweak_Sackbot_Appearance_Animation_Expression_Scared3.png|Terrified}}
{{tweakparam|imgclass=n|icon=Tweak_Sackbot_Appearance_Animation_Expression_Angry1.png|Irritable}}
{{tweakparam|imgclass=n|icon=Tweak_Sackbot_Appearance_Animation_Expression_Angry2.png|Angry}}
{{tweakparam|imgclass=n|icon=Tweak_Sackbot_Appearance_Animation_Expression_Angry3.png|Absolutely Livid|last=y}}
|desc= Sets the facial expression for the driver to use.
|desc= Sets the facial expression for the driver to use.
}}
}}
Line 211: Line 224:
|icon=Tweak_Sackbot_Appearance_Animation_Style.png
|icon=Tweak_Sackbot_Appearance_Animation_Style.png
|name=Animation
|name=Animation
|params=[[File:Tweak_GenericSetting_Yes.png|22px]] Default; [[File:Tweak_Character_Expression_Animation_Look_Upward.png|22px]] Look Upward; [[File:Tweak_Character_Expression_Animation_Look_Left.png|22px]] Look Left; [[File:Tweak_Character_Expression_Animation_Look_Right.png|22px]] Look Right; [[File:Tweak_Character_Expression_Animation_Look_Back_Left.png|22px]] Look Back Left; [[File:Tweak_Character_Expression_Animation_Look_Right.png|22px]] Look Back Right; [[File:Tweak_Character_Expression_Animation_Look_Around.png|22px]] Look Around; [[File:Tweak_Character_Expression_Animation_Lean_In.png|22px]] Lean In; [[File:Tweak_Character_Expression_Animation_Cheering.png|22px]] Cheering; [[File:Tweak_Character_Expression_Animation_Reach_Out.png|22px]] Reach Out; [[File:Tweak_Character_Expression_Animation_Shake_Fist.png|22px]] Shake Fist; [[File:Tweak_Character_Expression_Animation_Yawn.png|22px]] Yawn; [[File:Tweak_Character_Expression_Animation_Asleep.png|22px]] Asleep; [[File:Tweak_Character_Expression_Animation_Look_Around_Up.png|22px]] Look Around Up; [[File:Tweak_Character_Expression_Animation_Nod_Yes.png|22px]] Nod Yes; [[File:Tweak_Character_Expression_Animation_Shake_Head_No.png|22px]] Shake Head No
|params=
{{tweakparam|icon=Tweak_GenericSetting_Yes.png|Default}}
{{tweakparam|imgclass=n|icon=Tweak_Character_Expression_Animation_Look_Upward.png|Look Upward}}
{{tweakparam|imgclass=n|icon=Tweak_Character_Expression_Animation_Look_Left.png|Look Left}}
{{tweakparam|imgclass=n|icon=Tweak_Character_Expression_Animation_Look_Right.png|Look Right}}
{{tweakparam|imgclass=n|icon=Tweak_Character_Expression_Animation_Look_Back_Left.png|Look Back Left}}
{{tweakparam|imgclass=n|icon=Tweak_Character_Expression_Animation_Look_Right.png|Look Back Right}}
{{tweakparam|imgclass=n|icon=Tweak_Character_Expression_Animation_Look_Around.png|Look Around}}
{{tweakparam|imgclass=n|icon=Tweak_Character_Expression_Animation_Lean_In.png|Lean In}}
{{tweakparam|imgclass=n|icon=Tweak_Character_Expression_Animation_Cheering.png|Cheering}}
{{tweakparam|imgclass=n|icon=Tweak_Character_Expression_Animation_Reach_Out.png|Reach Out}}
{{tweakparam|imgclass=n|icon=Tweak_Character_Expression_Animation_Shake_Fist.png|Shake Fist}}
{{tweakparam|imgclass=n|icon=Tweak_Character_Expression_Animation_Yawn.png|Yawn}}
{{tweakparam|imgclass=n|icon=Tweak_Character_Expression_Animation_Asleep.png|Asleep}}
{{tweakparam|imgclass=n|icon=Tweak_Character_Expression_Animation_Look_Around_Up.png|Look Around Up}}
{{tweakparam|imgclass=n|icon=Tweak_Character_Expression_Animation_Nod_Yes.png|Nod Yes}}
{{tweakparam|imgclass=n|icon=Tweak_Character_Expression_Animation_Shake_Head_No.png|Shake Head No|last=y}}
|desc=Choose an animation loop for the driver to perform whilst the tweaker is active. Default means no animation will play.
|desc=Choose an animation loop for the driver to perform whilst the tweaker is active. Default means no animation will play.
}}
}}

Revision as of 04:11, 19 June 2024

Character Expression
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Games: LittleBigPlanet Karting
Type: Gadgets
Category: Kart Tweaker
Inputs: 1
Outputs: 1
Not to be confused with the Character Animation Tweaker.

The Character Expression Tweaker, simply called Character Expression in-game, is a Kart Tweaker gadget in LittleBigPlanet Karting that changes Sackboy's expression and/or animation when activated.

Usage and Behaviour

The Character Expression Tweaker can only be placed on Spawn Points, and affects whichever kart spawns there. It is intended to be used in conjunction with Movie Spawn Points for cutscenes, but can be attached to Basic Spawn Points as well to affect them during normal gameplay. While active, it changes the driver's expression, and optionally makes them perform one of a few animation loops.

If placed directly onto a Spawn Point, or inside a Microchip, it will only be active for as long as it receives a digital ON signal through its input. However, if it is placed inside a Kart Controlinator or Kartinator, then it will be active without needing a wire connected. If set to play an animation loop, the animation will always play from the beginning when activated.

Drivers can only be affected by one Character Expression Tweaker at a time, with the most recently activated one taking priority. If multiple unwired tweakers are active at the same time, then the last one to be placed on the Spawn Point wins out. Separately, if one or more unwired Character Expression Tweakers are active, but a wired tweaker turns on, then the wired tweaker will take priority.

The tweaker also has an output, which sends a digital ON signal while it is active. Note that this signal is always sent, regardless of whether the given expression or animation is currently being applied.

Limitations

While a Character Expression Tweaker is able to override the owner's animation in most cases, there are certain states where it cannot, which are detailed below.

Kart State Can Change Expression Can Change Animation Notes
Stationary
Yes
Yes
Driving Forward
Yes
Yes
Braking
Yes
Does Not Loop
An animation that started prior to entering this state will continue until it has finished, at which point the driver will assume the Braking animation. The chosen expression will be retained.
Reversing
Yes
Does Not Loop
An animation that started prior to entering this state will continue until it has finished, at which point the driver will assume the reversing animation. The chosen expression will be retained.
Steering
Yes
Yes
Drifting
Yes
Yes
Airborne
Yes
Yes
Airborne (Spinning)
No
Does Not Loop
An animation that started prior to entering this state will continue until it has finished, at which point the driver will assume one of the standard trick animations that play when spinning in mid-air.
Reversing
Yes
Does Not Loop
An animation that started prior to entering this state will continue until it has finished, at which point the driver will assume the normal reversing animation.
Slapping
Yes
Yes
Slapped
No
No
An animation that started prior to entering this state will be interrupted when the owner is slapped by another driver.
321 Boost Spinout
No
No
An animation that started prior to entering this state will be interrupted if the owner tries and fails to execute the 321 Boost.
Boost (321 Boost)
Yes
Yes
Boost (Drift)
No
Does Not Loop
An animation that started prior to entering this state will continue until it has finished, at which point the driver will assume the boost animation (provided the window for it has not ended itself).
Boost (Jetpack)
No
No
An animation that started prior to entering this state will be interrupted to play the Jetpack Boost animation.
Boost (Self Weaponizer)
No
No
An animation that started prior to entering this state will be interrupted to play the Weapon Boost animation.
Underwater
No
No
An animation that started prior to entering this state will be interrupted to play the drowning animation.
Death (any hazard)
No
No
An animation that started prior to entering this state will be interrupted to play an appropriate death animation, depending on which hazard the player touched.
Manual Reset
No
No
An animation that started prior to entering this state will be interrupted to play the Manual Reset animation.
Kart Transform
No
No
An animation that started prior to entering this state will be interrupted to play the Kart Transform animation.
Collect Weaponator
Yes
Does Not Loop
An animation that started prior to entering this state will continue until it has finished, at which point the driver will assume the boost animation (provided the window for it has not ended itself). The chosen expression will be retained.
Fire Weapon
Yes
Yes
An animation that started prior to entering this state will continue until it has finished, at which point the driver will assume the boost animation (provided the window for it has not ended itself).
Targeted by Seeking Weapon
Yes
Does Not Loop
An animation that started prior to entering this state will continue until it has finished, at which point the driver will assume one of the Targeted animations. The chosen expression will be retained.
Defense Relief
Yes
No
An animation that started prior to entering this state will be interrupted when defending against a weapon from another driver. The chosen expression will be retained.
Stunned (No Traction)
No
No
An animation that started prior to entering this state will be interrupted when the driver is hit by a weapon that inflicts the No Traction effect.
Stunned (Reduced Handling)
Yes
Yes
Stunned (Slow)
No
No
An animation that started prior to entering this state will be interrupted when the driver is hit by a weapon that inflicts the Slow effect.
Stunned (Up Impulse)
No
No
An animation that started prior to entering this state will be interrupted when the driver is hit by a weapon that inflicts the Up Impulse effect.
Stunned (Side Impulse)
No
No
An animation that started prior to entering this state will be interrupted when the driver is hit by a weapon that inflicts the Side Imuplse effect.
Stunned (Disable Controls)
No
No
An animation that started prior to entering this state will be interrupted when the driver is hit by a weapon that inflicts the Disable Controls effect.
Stunned (Block Vision)
No
No
An animation that started prior to entering this state will be interrupted when the driver is hit by a weapon that inflicts the Block Vision effect.
Grapple Hook (object in range)
No
No
An animation that started prior to entering this state will be interrupted while the player is in range of an object that can be grappled, such as the Grapple Sponge.
Grapple Hook (hook attached to object)
No
No
An animation that started prior to entering this state will be interrupted while the player's Grapple Hook is attached to an object.
Grabinator (holding object)
Yes
Does Not Loop
An animation that started prior to entering this state will continue until it has finished, at which point the driver will assume the Holding Object animation. The chosen expression will be retained.
Post-Level Celebration
Yes
No
An animation that started prior to entering this state will be interrupted to play the Post-Level Celebration. The chosen expression will be retained until the game advances to the Scoreboard sequence, assuming that the game ends in success.
Scoreboard
No
No
The Character Expression Tweaker has no effect during the Scoreboard sequence.

Tweaks

Tweak Sackbot Appearance Animation Expression Type.png
Expression Type: (
NeutralNeutral •‎
CheerfulCheerful •‎
HappyHappy •‎
EcstaticEcstatic •‎
GloomyGloomy •‎
SadSad •‎
InconsolableInconsolable •‎
NervousNervous •‎
ScaredScared •‎
TerrifiedTerrified •‎
IrritableIrritable •‎
AngryAngry •‎
Absolutely LividAbsolutely Livid
)

Sets the facial expression for the driver to use.
Tweak Sackbot Appearance Animation Style.png
Animation: (
DefaultDefault •‎
Look UpwardLook Upward •‎
Look LeftLook Left •‎
Look RightLook Right •‎
Look Back LeftLook Back Left •‎
Look Back RightLook Back Right •‎
Look AroundLook Around •‎
Lean InLean In •‎
CheeringCheering •‎
Reach OutReach Out •‎
Shake FistShake Fist •‎
YawnYawn •‎
AsleepAsleep •‎
Look Around UpLook Around Up •‎
Nod YesNod Yes •‎
Shake Head NoShake Head No
)

Choose an animation loop for the driver to perform whilst the tweaker is active. Default means no animation will play.