Bas: Difference between revisions
PeregrineHBG (talk | contribs) |
→FrameCtrl: Whoops, these are actually floats in the files. Why are they floats? Who knows. Thanks Nintendo. |
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|5 | |5 | ||
|BoneBlender | |BoneBlender | ||
| | |Accepts bone chains as values. May accept multiple values. Some examples of known bone chains are "ArmR" and "ArmL". | ||
|Control | |Control | ||
|- | |- | ||
| Line 604: | Line 604: | ||
|- | |- | ||
|} | |} | ||
===Children=== | ===Children=== | ||
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|- | |- | ||
|StartFrame | |StartFrame | ||
| | |float | ||
| - | | - | ||
| - | | - | ||
|- | |- | ||
|EndFrame | |EndFrame | ||
| | |float | ||
| - | | - | ||
| - | | - | ||
|- | |- | ||
|LoopStopCount | |LoopStopCount | ||
| | |float | ||
| - | | - | ||
| - | | - | ||
|- | |- | ||
|LoopStopCountRandom | |LoopStopCountRandom | ||
| | |float | ||
| - | | - | ||
| - | | - | ||
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|- | |- | ||
|Frame | |Frame | ||
| | |float | ||
|Which frame to fire the event on, relative to the frame numbers of the animation. Can be negative. | |Which frame to fire the event on, relative to the frame numbers of the animation. Can be negative. | ||
| - | | - | ||
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|- | |- | ||
|StartFrame | |StartFrame | ||
| | |float | ||
|Which frame to start the event on, relative to the frame numbers of the animation. Unknown if it can be negative. | |Which frame to start the event on, relative to the frame numbers of the animation. Unknown if it can be negative. | ||
| - | | - | ||
|- | |- | ||
|EndFrame | |EndFrame | ||
| | |float | ||
|Which frame to end the event on, relative to the frame numbers of the animation. A value of -1 is treated as the ending frame of the animation. | |Which frame to end the event on, relative to the frame numbers of the animation. A value of -1 is treated as the ending frame of the animation. | ||
| - | | - | ||
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*15 - Unknown. Observed after TypeIndex 30 and 31 which may indicate it relates to cloth simulation. Accepts a !str32 with one observed value being "0". | *15 - Unknown. Observed after TypeIndex 30 and 31 which may indicate it relates to cloth simulation. Accepts a !str32 with one observed value being "0". | ||
*17 - Unknown | *17 - Unknown | ||
*20 - Observed with value of !str32 "Equipment". Accepts Start and end frames. Likely associated with spawining actors as observed in Demo_Appearance_Para which is used in the Vagrant's parasailing scenes. | *20 - Observed with value of !str32 "Equipment" and "Weapon". Accepts Start and end frames. Likely associated with spawining actors as observed in Demo_Appearance_Para which is used in the Vagrant's parasailing scenes. | ||
*22 - Unknown. Found in Link's Player_CutShieldRide.bas animation, and seems to correspond to the air effects under the board, but can't be applied to other attack animations. Also found in elder NPCs for walking and sitting. May be checking the IKFoot position (i.e FloorContact_Ankle_L) based on frame count. | *22 - Unknown. Found in Link's Player_CutShieldRide.bas animation, and seems to correspond to the air effects under the board, but can't be applied to other attack animations. Also found in elder NPCs for walking and sitting. May be checking the IKFoot position (i.e FloorContact_Ankle_L) based on frame count. | ||
*25 - Unknown. Appears to have something to do with Bone Control, as it is often observed with the !str32 Value "OnlyEye". Also observed in elder Zora NPCs with the !str32 Value "OnlyNeck". | *25 - Unknown. Appears to have something to do with Bone Control, as it is often observed with the !str32 Value "OnlyEye". Also observed in elder Zora NPCs with the !str32 Value "OnlyNeck". | ||