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m (Clarification - original wording implied a value of 0 was coerced to true) |
(Added Hold Event 14, my favoritest hold event I ever found. Basically gives link invincibility frames. Very exciting.) |
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Line 746: | Line 746: | ||
*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 | *25 - Unknown |
edits