Appendix A (animation IDs)
From Wiki
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(Newfound enemy #2 & #22) |
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+ | Note: Enemy #2 and #22 aren't used by any original models but are found in the game code. #2 depends on a PRM setting that's not "exposed" by SOM_PRM that sets a distance to stop using the #2 animation to approach the PC. | ||
{| class="wikitable" style="text-align:center;" | {| class="wikitable" style="text-align:center;" | ||
! scope="col"|ID | ! scope="col"|ID | ||
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|- | |- | ||
! scope="row"|2 | ! scope="row"|2 | ||
− | |Horizontal||-|| || ||Hit||? | + | |Horizontal||-|| ||Dash?||Hit||? |
|- | |- | ||
! scope="row"|3 | ! scope="row"|3 | ||
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|- | |- | ||
! scope="row"|22 | ! scope="row"|22 | ||
− | | ||-|| || ||Seated<br/>+<br/>Acknowledge||? | + | | ||-|| ||Critical<br/>Hit?||Seated<br/>+<br/>Acknowledge||? |
|} | |} |
Latest revision as of 12:08, 23 November 2020
Note: Enemy #2 and #22 aren't used by any original models but are found in the game code. #2 depends on a PRM setting that's not "exposed" by SOM_PRM that sets a distance to stop using the #2 animation to approach the PC.
ID | swing | item | object | enemy | NPC | SFX |
---|---|---|---|---|---|---|
0 | Vertical | - | Trap | Idle | Idle | ? |
1 | Thrust | - | Walk | Walk | ? | |
2 | Horizontal | - | Dash? | Hit | ? | |
3 | - | Death | ? | |||
4 | - | Open | Death | Acknowledge Left |
? | |
5 | - | Close | Acknowledge Right |
? | ||
6 | - | Defend | Acknowledge | ? | ||
7 | - | Evade | ? | |||
8 | - | ? | ||||
9 | - | Trigger | ? | |||
10 | - | Direct Attack |
? | |||
11 | - | Direct Attack |
? | |||
12 | - | Direct Attack |
? | |||
13 | - | ? | ||||
14 | - | ? | ||||
15 | - | Indirect Attack |
? | |||
16 | - | Indirect Attack |
Seated | ? | ||
17 | - | Indirect Attack |
Stand/Sit | ? | ||
18 | - | Seated+Hit | ? | |||
19 | - | Seated+Death | ? | |||
20 | - | Hit | Seated + Acknowledge Left |
? | ||
21 | - | Seated + Acknowledge Right |
? | |||
22 | - | Critical Hit? |
Seated + Acknowledge |
? |