@Dr. Scorpio,
We need a lot more to go on. It sounds like you're triggering animation from script, in which case of course mponly won't work. The whole point of script is you're writing the rules. You'll need to do the MP checks and consumption yourself.
Again though, I can only guess without some context. You need to post your text and script in question.
DC
Ok np!
This is what I have in my keyscript. I made it so that if you press "Attack and Jump" you can activate the ability.
//Bullet tip
if(iAttack){ //Attack pressed?
if(vAniID == openborconstant("ANI_IDLE")){ //Idle?
if(iJump){ //Jump held?
performattack(vSelf, openborconstant("ANI_Follow10"));
}
}
}
This how I consume MP
anim FOLLOW10
@script
if(frame == 1){
void vSelf = getlocalvar("self");
int iMP = getentityproperty(vSelf, "mp");
changeentityproperty(vSelf, "mp", iMP + -68);
}
@end_script
weaponframe 6 1
delay 21
offset 85 134
#bbox 72 106 12 29
# attack 0 0 0 0 0 0 0 0 0
sound data/sounds/RiCAW.wav
frame data/chars/ben/BullTip1.gif
frame data/chars/ben/BullTip2.gif
frame data/chars/ben/BullTip3.gif
frame data/chars/ben/BullTip4.gif
frame data/chars/ben/BullTip5.gif
frame data/chars/ben/BullTip6.gif
frame data/chars/ben/BullTip6.gif
frame data/chars/ben/BullTip6.gif
The problem is that the special move itself, consumes your MP, but you can keep doing the special move even when you don't have any Mp.