Bas: Difference between revisions
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*2 - Seems to determine when some attacks (entries in Player_CutJumpSt and others) will connect with targets. Removing TypeIndex 2 causes animations to play halfway through. TypeIndex 2 also tends to have a StartFrame somewhere near the middle of the animation, and an end frame of -1.0, indicating that it may be responsible for blending certain attack animations into one another, particularly those that loop or combine. | *2 - Seems to determine when some attacks (entries in Player_CutJumpSt and others) will connect with targets. Removing TypeIndex 2 causes animations to play halfway through. TypeIndex 2 also tends to have a StartFrame somewhere near the middle of the animation, and an end frame of -1.0, indicating that it may be responsible for blending certain attack animations into one another, particularly those that loop or combine. | ||
*3 - Defines when an attack will deal damage. Value is the damage type. Left: slashing. Stab: piercing. Lower: blunt. {{Check}} | *3 - Defines when an attack will deal damage. Value is the damage type. Left: slashing. Stab: piercing. Lower: blunt. {{Check}} | ||
*6 - | *6 - Can be multiple events in a row (event1, event2, event3) with observed !str32 values 0-3. Found after TypeIndex 3 and TypeIndex 44. Observed in several Dark Beast Ganon attacks and appears related to what frames interacting with Dark Beast Ganon's legs will deal damage to Link. | ||
*13 - Associated with many of Sidon's swimming animations during the Vah Ruta fight such as "Act_Sink_St", "Act_Sink_Ed" and "Act_Swim_Ejection", etc. May be associated with splash effects. | *13 - Associated with many of Sidon's swimming animations during the Vah Ruta fight such as "Act_Sink_St", "Act_Sink_Ed" and "Act_Swim_Ejection", etc. May be associated with splash effects. | ||
*14 - Defines when an animation will block attack damage using Link's equipped shield. | *14 - Defines when an animation will block attack damage using Link's equipped shield. | ||