bas

Revision as of 18:39, 26 January 2020 by imported>Ginger (Clarified wording for some Parameter TypeIndex descriptions)

bas files each represent an animation that can be called by an actor or cutscene. They contain a reference to an animation name, but not the animation file itself. They can be found at Actor/AS/{EventName}/{AnimationSequenceName}.bas in beventpacks and TitleBG.pack/Actor/AS, and Actor/AS/{AnimationSequenceName}.bas in bactorpacks.


Layout

Each bas file is made up of one list of elements, named Elements. Each element (Element0, Element1, etc) can be either a test to figure out what animation to play, or a call to play the animation.

Parameters

All nodes have Parameters, which determine what kind of node they are. They can be a control node, which helps decide which animation to play, or an animation node, which actually plays the animation.

Key Type Description TypeIndex Default value
TypeIndex int Type of node the Element is. Known types are listed below the table. - -
NoSync bool - 16 -
JudgeOnce bool Tells the game to skip this node (and use the previous result) if the input value has not changed since the last time the node was run. 7, 16, 47, 97, 98 False
FileName str64 Name of the animation to play 67 -
Morph int - 67 -

Known TypeIndex values:

  • 7 - unknown
  • 16 - unknown (believed to be range value comparison of Link's current movement speed or movement analog stick input, might be limited to two children)[1]
  • 47 - string value switch statement comparison - uses the last played animation name to compare. Known to accept two Children to test against, plus a default case, but might accept more or less.
  • 67 - play animation
  • 97 - string value switch statement comparison - uses Link's equipped weapon subtype (from its bgparamlist [ProfileUser] WeaponSubtype value) to compare. Known to accept two Children to test against, plus a default case, but might accept more or less.
  • 98 - string value switch statement comparison - uses Link's equipped weapon profile (from its bxml ProfileUser value) to compare. Known to accept two Children to test against, plus a default case, but might accept more or less.

Children

Control nodes will have Children, in addition to Parameters, which determine which Element to go to after the control node is evaluated. The properties of Children will be named Child0, Child1, etc, and each will have a single integer value, which will correspond to the Element number. e.g. Child0: 7 points to Element7.

Extend

All nodes have an Extend, which contains specific details about the node. Control node Extends will contain details about the comparison being performed, while animation nodes will contain information about the animation being played, such as: during which frames of the animation a weapon will deal damage if it hits something, when user input is ignored, when to draw weapon trails through the air for attack animations, etc.

StringArray

A list of strings to use for a Parameter TypeIndex 98 comparison. Corresponds directly the Children of the node. i.e. if Value0 matches the value being compared against, the code will jump to the Element listed under Child0. If no comparison of a lower Child number has evaluated as true, automatically evaluates a Child whose value is "default" as true.[2]

BitIndex

Used with Parameter TypeIndex 7. Not much is known. BitIndex0: {TypeIndex: 30} evaluates whether or not Link has a shield equipped.[3]

Ranges

Used with Parameter TypeIndex 16. If the value being compared is above the Start value and below the End value, evaluates as true. Otherwise, moves on to the next value. (Unknown what happens if none of the Ranges evaluate to true, presumably game crash)

FrameCtrl

Used with Parameter TypeIndex 67. Required, even if it is empty.

Key Type Description Default value
Rate float Speed at which to play the animation. Higher numbers are faster. 1.0
EndFrame int - -

TriggerEvents

Used with Parameter TypeIndex 67. Events which are triggered during this animation.

Key Type Description Default value
TypeIndex int Which type of event to fire. Known events are detailed below -
Frame int Which frame to fire the event on, relative to the frame numbers of the animation. Can be negative. -
Value strRef - -

Known TypeIndex values:

  • 0 - unknown (believed to define when an attack begins to deal damage)[4]
  • 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.[5]
  • 7 - unknown

HoldEvents

Used with Parameter TypeIndex 67. States that are entered into while the animation is playing.

Key Type Description Default value
TypeIndex int Which type of event to fire. Known events are detailed below -
StartFrame int Which frame to start the event on, relative to the frame numbers of the animation. Unknown if it can be negative. -
EndFrame int 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. -
Value strRef - -

Known TypeIndex values:

  • 0 - unknown
  • 2 - unknown
  • 3 - Defines when an attack will deal damage. Value is the damage type. Left: slashing. Stab: piercing. Lower: blunt.
  • 17 - unknown
  • 45 - Defines when to accept input to start the next attack.
  • 48 - Defines when to display the trails in the air during an attack.

References

  1. Element2 of Player_CutNinja.bas, WiiU 1.5.0
  2. Element0 of Player_CutNinja.bas, WiiU 1.5.0
  3. Element1 of Player_CutNinja.bas, WiiU 1.5.0
  4. Compare Event0 of TriggerEvents and Event0 of HoldEvents for any of Link's attack animations
  5. Compare TriggerEvent TypeIndex 4 Frame value for an animation with the number of frames in the actual animation.