Bas: Difference between revisions

m edited description for holdevent typeindex 49.
 
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|Time to blend the previous animation into this one. Appears to be measured in frames.
|Time to blend the previous animation into this one. Appears to be measured in frames.
|Animation
|Animation
| -
|-
|SequenceLoop
|bool
|Determines whether a sequence (Used with TypeIndex 61) is set to repeat
|Control
| -
| -
|-
|-
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|7
|7
|BoolSelector
|BoolSelector
|Boolean evaluator - See [[#BitIndex]]{{#tag:ref|Element1 of Player_CutNinja.bas, WiiU 1.5.0|name=e1pcn}}{{#tag:ref|Element0 of Player_FaceDefault.bas, WiiU 1.5.0|name=e0pfd}}{{#tag:ref|Element2 of Player_FaceDefault.bas, WiiU 1.5.0|name=e2pfd}}
|Boolean evaluator - See [[#BitIndex]]{{#tag:ref|Element1 of Player_CutNinja.bas, WiiU 1.5.0|name=e1pcn}}{{#tag:ref|Element0 of Player_FaceDefault.bas, WiiU 1.5.0|name=e0pfd}}{{#tag:ref|Element2 of Player_FaceDefault.bas, WiiU 1.5.0|name=e2pfd}} If false, the element specified by Child0 is evaluated. If true, Child1 is evaluated.
|Control
|Control
|-
|-
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|47
|47
|PreASSelector
|PreASSelector
|Compares last played animation name, takes StrRef of animation name. Known to accept two Children to test against, plus a default case, but might accept more or less.
|Compares last played animation name, takes StrRef of animation name. Accepts up to 5 children.{{#tag:ref|Element11 of Player_CutChargeWait.bas, WiiU 1.5.0|name=e11pccw}}
|Control
|Control
|-
|-
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|-
|-
|}
|}


===Children===
===Children===
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*2 - Unknown (believed to check if Link has any armor equipped)<ref name="e0pfd" />
*2 - Unknown (believed to check if Link has any armor equipped)<ref name="e0pfd" />
*30 - Whether or not Link has a shield equipped.<ref name="e1pcn" />
*5 - Unknown (believed to check if Link is carrying an object)
*15 - Unknown. Appears in Player_WeaponEquipOn after an Attention Selector and a BitIndex 30 check, implying that it has something to do with shields.
*17 - Unknown (believed to check whether Link is airborne)
*30 - Whether or not Link has a shield equipped. (First Child is False, Second Child is True)<ref name="e1pcn" />
*32 - Unknown. Seems associated with playing NPC facial expressions.
*33 - Unknown (believed to check if Link is tired)<ref name="e2pfd" />
*33 - Unknown (believed to check if Link is tired)<ref name="e2pfd" />
*36 - Unknown (believed to check if Link is locked onto a target)
*37 - Whether IsBlunt is set to true in the equipped weapon’s bgparamlist
*37 - Whether IsBlunt is set to true in the equipped weapon’s bgparamlist
*38 - Unknown (believed to check if the current weapon is on fire)
*38 - Unknown (believed to check if the current weapon is on fire). (First Child is False, Second Child is True)
*46 - Unknown (believed to check if Link is crouched)
*46 - Unknown (believed to check if Link is crouched)


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*0 - Used to play sound effects during animations. Known to accept any attack or enemy attack sound effect, but probably works with other sound files.<ref>Compare Event0 of TriggerEvents and Event0 of HoldEvents for most of Link's attack animations</ref>
*0 - Used to play sound effects during animations. Known to accept any attack or enemy attack sound effect, but probably works with other sound files.<ref>Compare Event0 of TriggerEvents and Event0 of HoldEvents for most of Link's attack animations</ref>
*4 - Triggers the animation controller to transition back into the idle stance. The Frame value should be a few before the end of the actual animation, so that the controller can make the blending look natural.<ref>Compare TriggerEvent TypeIndex 4 Frame value for an animation with the number of frames in the actual animation.</ref>
*4 - Triggers the animation controller to transition back into the idle stance. The Frame value should be a few before the end of the actual animation, so that the controller can make the blending look natural.<ref>Compare TriggerEvent TypeIndex 4 Frame value for an animation with the number of frames in the actual animation.</ref>
*5 - Seems to tell when to start the laser targeting animation based on frame. Observed in Water Blight's "Attack_Eye_Start" animation.
*7 - Call AS. Passes the strRef to the ASList to retrieve an AS file and starts evaluating it from Element0.
*7 - Call AS. Passes the strRef to the ASList to retrieve an AS file and starts evaluating it from Element0.
*14 - Seems to indicate an enemy has entered a state of being airborne.
*14 - Seems to indicate an enemy has entered a state of being airborne.
*28 - Play audio. Only observed with PV%03d as the value, which corresponds to bfwav files in PlayerVoice.bars, but is believed to be able to play other audio files as well.
*17 - Seems to check when an enemy's targeting laser should end. Observed in Water Blight's "Attack_Eye_End" animation.
 
*28 - Play audio. Able to play any bfwav file in PlayerVoice.bars.
*29 - Seems to determine when a weapon will bind to a bone. <ref>Player_WeaponEquipOn.bas</ref>


====HoldEvents====
====HoldEvents====
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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  - 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.
*14 - Defines when an animation will block attack damage using Link's equipped shield.
*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
*25 - Unknown
*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".
*26 - Appears related to TypeIndex 25. Observed as an Event1 when Event0 for TypeIndex 25 has the !str32 Value "Disable". May allow for whatever was disabled to be turned on.
*30 - Observed in Dorephan's facial expressions. Associated with HAVOK physics with !str32 Value "Head_FinTail_Havok". May affect all cloth simulation in a chain compared to TypeIndex 31.
*31 - Appears related to Bone Control or Cloth Physics. Observed with the !str32 Value "Arm_Fin_1" which is associated with Zora NPC physics. May only affect one part of a cloth chain compared to TypeIndex30.
*35 - Unknown
*44 - Unknown. May be related to when an attack will deal damage. Observed in several Dark Beast Ganon attacks.
*45 - Defines when to accept input to start the next attack.
*45 - Defines when to accept input to start the next attack.
*48 - Defines when to display the trails in the air during an attack.
*48 - Defines when to display the trails in the air during an attack.
*49 - Believed to define the animation frames during which an actor is resistant to knock back. Notably used during animations where the actor leaves the ground and in most cases, active during frames when actor is airborne.
*49 - Believed to define the animation frames during which an actor is resistant to knock back. Notably used during animations where the actor leaves the ground and in most cases, active during frames when actor is airborne.
*50 - Observed at the end of several Dark Beast Ganon attacks. Appears to be how many frames observed values !str32 Value "Large" and "Middle" will be.


===References===
===References===