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 | ||
|- | |- | ||
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|- | |- | ||
|} | |} | ||
===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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*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. | ||
*15 - Unknown. Observed after TypeIndex 30 and 31 which may indicate it relates to cloth simulation. | *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" 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". | ||