22
edits
(touching up my definition for holdevent 2) |
(HoldEvent TypeIndex2 updated.) |
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Line 706: | Line 706: | ||
*0 - Unknown | *0 - Unknown | ||
*2 - Seems to determine when some attacks (entries in Player_CutJumpSt and others) will connect with targets. | *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}} | ||
*17 - Unknown | *17 - Unknown |
edits