22
edits
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 - | *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}} |
edits