22
edits
m (Remove stub status) |
m (Added a new typeindex to hold events and correct the function of typeindex 0 for trigger events.) |
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Line 702: | Line 702: | ||
Known TypeIndex values: | Known TypeIndex values: | ||
*0 - | *0 - Formerly thought to determine the Impact of attack animations, this TypeIndex is actually used to play sound effects during animations. Known to accept any attack or enemy attack sound effect, but probably works with other sound files.<ref>Compare Event0 of TriggerEvents and Event0 of HoldEvents for most of Link's attack animations</ref> | ||
*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.<ref>Compare TriggerEvent TypeIndex 4 Frame value for an animation with the number of frames in the actual animation.</ref> | *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.<ref>Compare TriggerEvent TypeIndex 4 Frame value for an animation with the number of frames in the actual animation.</ref> | ||
*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. | ||
Line 747: | Line 747: | ||
*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. | ||
*49 - Believed to define the animation frames during which an actor is airborne. Notably used during animations where the actor leaves the ground and is then only active during frames when actor remains airborne. | |||
===References=== | ===References=== |
edits