[QUOTE=shinkan] If you are on free edition, you probably would like to keep your events count as low as possible.
I took @theubie image and remade it a little to use function object and sprite animations.
There is only one Mob sprite with four different animations "Mob1", "Mob2", "Mob3" and "Mob4".
As in @theubie image i've used Local text "SpawnType" to choose("Mob1","Mob2","Mob3","Mob4"), but then instead of spawning Mob sprite equal to SpawnType variable I've called Function "spawn" with "SpawnTpe" variable as a parameter.
Function: On "spawn" spawns Mob sprite and then set proper animation by name selected from function parameter.
It basically do the same thing like in @theubie example but using less events[/QUOTE]
@shinkan I already offered that type of solution (1 sprite, 4 animations) in my first post. He wanted more info on how to do it this way. I'd go with the 1 sprite method myself.
If you're going that route, you wouldn't even need the variable or function. Just set animation to choose("mob1",etc) when you create the mob. Even less to code that way.
So how would I have 4 different mobs setup using this method? I mean yes, I can see how using this would give me a frame of the animation as the Sprite, but how would I give that frame the individual stats (HP and whatnot) as needed?
I can see in @theubie's first example how it would work, by setting the instance variable in the code...but not sure how that would work in the function example.
I think I am being stupid here >.>