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Re: Miscellaneous Applications [message #70117 is a reply to message #15142] Fri, 14 March 2014 09:31 Go to previous message
Keshire is currently offline  Keshire
Messages: 1266
Registered: July 2005

Administrator
Silverback wrote on Tue, 12 December 2006 22:43

0 - No bytes (My personal favorite)
1 - 2 Ints (No Strange Stuff)
2 - INT, Byte, Byte (flag) 
                   Flag = 1: Int, Byte, Float, Int
                   Flag = 0: Short, Int Int
3 - Int, Int, Int, Int (Flag?)
                   Flag = 6: Byte, Byte
                   Flag = 3: Int Int
                   Flag = anything else?: Int
4 - Int, Int, Int, Int, Int, Int, Int (Flag)
                   Flag = 0: Int
                   Flag = 4: Int, Int
                   Flag = 5: Int
                   Flag = anything else?: No further data
5 - Int, Int, Int, Int, Int, Byte, Byte (Flag)
                   Flag = 1: Int, Byte, Float, Float, Int, Int (String Size), ~String
                   Flag = 0: Short, Int, Int, Int (Flag?)
                                       Flag = 4294966519: Int, Int, Byte, Byte
                                       Flag !=4294966519: Int, Int, Int



From what I've seen from Fable Anniversary
    <!-- CAppearanceDef -->
    <!-- I'm not sure this can be done via xml 
    
    ~~Animation.Add("action", AnimID)~~
    
    Animation.SetDefaultDelay(int)
    
    Animation.Add(link, link)
    Animation.AddCombat(link, link)
    
    //With optionals
    Animation.Add(link, link, Flags(bitwise??),TransTime(int), Delay(int))
    Animation.AddCombat(link, link, Combo(int, int), Handedness(link, link), Recoil(link), CombatMisc(bool, bool), TargetOffset(float, float), StrikeResponseAnim(link), NextAnimFilter(link));

    
    Animation.StartGroup(link)
      //any number of the Animation members from above
    Animation.EndGroup()
    -->


//first number in AddComboStage is the combo number (ie 0, to 1, to 2, to 3 etc...)
		//second number is a unique ID for a combo 

		//move 1		
		Animation.AddCombat("STRIKE_SHORT_FRONT_UNARMED", ANIM_HERO_RIGHT_HOOK_1, Combo(0, 21), Handedness(HANDED_NONE, HANDED_NONE));
		Animation.AddCombat("STRIKE_SHORT_FRONT_UNARMED", ANIM_HERO_RIGHT_UPPERCUT_1, Combo(0, 21), Handedness(HANDED_NONE, HANDED_NONE));
		//move 2
		Animation.AddCombat("STRIKE_SHORT_FRONT_UNARMED", ANIM_HERO_LEFT_UPPERCUT_1, Combo(1, 21), Handedness(HANDED_NONE, HANDED_NONE));
		Animation.AddCombat("STRIKE_SHORT_FRONT_UNARMED", ANIM_HERO_LEFT_HOOK_1, Combo(1, 21), Handedness(HANDED_NONE, HANDED_NONE));
		//move 3
		Animation.AddCombat("STRIKE_SHORT_FRONT_UNARMED", ANIM_HERO_RIGHT_UPPERCUT_1, Combo(2, 21), Handedness(HANDED_NONE, HANDED_NONE));
		Animation.AddCombat("STRIKE_SHORT_FRONT_UNARMED", ANIM_HERO_RIGHT_HOOK_1, Combo(2, 21), Handedness(HANDED_NONE, HANDED_NONE));
		//move 4
		Animation.AddCombat("STRIKE_SHORT_FRONT_UNARMED", ANIM_HERO_LEFT_HOOK_1, Combo(3, 21), Handedness(HANDED_NONE, HANDED_NONE));
		Animation.AddCombat("STRIKE_SHORT_FRONT_UNARMED", ANIM_HERO_RIGHT_UPPERCUT_1, Combo(4, 21), Handedness(HANDED_NONE, HANDED_NONE));
		Animation.AddCombat("STRIKE_SHORT_FRONT_UNARMED", ANIM_HERO_KICK_AFTER_RIGHT_PUNCH_1, Combo(5, 21), Handedness(HANDED_NONE, HANDED_NONE));
		Animation.AddCombat("STRIKE_SHORT_FRONT_UNARMED_AC90", ANIM_HERO_RIGHT_HOOK_90_1, Combo(21), Handedness(HANDED_NONE, HANDED_NONE));
		Animation.AddCombat("STRIKE_SHORT_FRONT_UNARMED_C90", ANIM_HERO_LEFT_HOOK_90_1, Combo(21), Handedness(HANDED_NONE, HANDED_NONE));
		Animation.AddCombat("STRIKE_SHORT_FRONT_UNARMED_LOW", ANIM_HERO_KICK_1_1);



Apathy Cannot Inspire.
Ambivalence cannot lead.
Loved me. Feared me.
Changed me. Killed me.
Anything would be something.
But nothing is worst of all.

[Updated on: Fri, 14 March 2014 09:35]

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