52
edits
(Added a new unknown bit index. 15, has something to do with shields and locking on) |
m (→BitIndex) |
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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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|- | |- | ||
|} | |} | ||
===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" /> | ||
*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. | *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) | *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. (First Child is False, Second Child is True)<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" /> | ||
*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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*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. | *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> | *29 - Seems to determine when a weapon will bind to a bone. <ref>Player_WeaponEquipOn.bas</ref> | ||
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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}} | ||
*14 - Defines when an animation will block attack damage using Link's equipped shield. | |||
*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. | ||
*25 - Unknown. Appears to have something to do with Bone Control, as it is often observed with the !str32 Value "OnlyEye". | |||
*35 - Unknown | |||
*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. |
edits