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
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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] Report message to a moderator
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