deadisdeath |
but why dont you want to give people these or help any one |
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
<!-- 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);