Bas: Difference between revisions

47 bytes added ,  2 years ago
m
References and uniformity of presented info
(Added BitIndex 17.)
m (References and uniformity of presented info)
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|PreASSelector
|PreASSelector
|Compares last played animation name, takes StrRef of animation name. Accepts up to 5 children, as seen in Player_CutChargeWait.bas
|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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*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" />
*17 - Believed to check whether Link is airborne.
*17 - Unknown (believed to check whether Link is airborne)
*30 - Whether or not Link has a shield equipped.<ref name="e1pcn" />
*30 - Whether or not Link has a shield equipped.<ref name="e1pcn" />
*33 - Unknown (believed to check if Link is tired)<ref name="e2pfd" />
*33 - Unknown (believed to check if Link is tired)<ref name="e2pfd" />
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*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.
*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.
*29 - Seems to determine when a weapon will bind to a bone, as seen in Player_WeaponEquipOn.bas.
*29 - Seems to determine when a weapon will bind to a bone. <ref>Player_WeaponEquipOn.bas</ref>




autopatrol, editnews
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