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158 bytes added ,  2 years ago
Added a definition for HoldEvent TypeIndex 0.
m (fixed a typo in description of holdevent typeindex 49)
(Added a definition for HoldEvent TypeIndex 0.)
Line 740: Line 740:
Known TypeIndex values:
Known TypeIndex values:


*0 - Unknown
*0 - Seems to allow Link's attack animations to combo into one another. New attack elements will not combo together if there is no TypeIndex 0 present in the Hold Events.
*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}}

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