ANIM base.xls

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Revision as of 21:46, 19 July 2009 by BryanDerksen (Talk | contribs) (mention other related 2DAs)

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The ANIM_ M2DA family establishes animations that can be triggered within the game by scripts.

ANIM_ 2DAs included with the core resources and original campaign include ANIM_base, ANIM_combat, and ANIM_placeables.

Column Type Description
ID int A number that uniquely identifies the entry (unless creating an M2DA override). ID numbers are listed from smallest to highest within a given file but do not need to be consecutive.
Label string This should be generic animation name regardless of creature model. The exact animation based on creature is references inside the animation blend trees

{{2da column| Strref | int| String Reference for the name of the animation. Used primarily for the toolset and animation states on placeables.

Type int The type of the animation. This is a bitfield indicating if the animation is a looping animation, fire and forget, overlay, movement animation, stationary… etc.
  • Looping 0x01
  • Overlay 0x02
  • Ambient 0x04
  • Moving 0x08
  • Equip 0x10
  • Unequip 0x20
  • PartyAttack 0x40
  • SimpleAttack 0x80
  • Parry 0x100
  • Dodge 0x200
  • Damage 0x400
  • Deathblow 0x800
  • Spellcasting 0x1000
  • Visual Effect 0x2000
  • Twitchs 0x4000
AnimName string This is the actual name of the animation specified in the model file.
WieldType int Specifies the type of weapon wields the specified animation is supposed to work with.
SynchAnim int If it's a synchronized animation the index of the synchronized animation will be specified here.
TransitionTo int The Id of the looping animation that will be played after this one.
Priority int
  • 0: Invalid
  • 1: Low
  • 2: Medium
  • 3: High
  • 4: Max
DisableLookat bool Specifies if the lookat behavior should be disabled while playing this animation.
State int (Transition animations have their end state) 0 Pause/Ready (standing up) 1 Lying down (dead, knocked down, sleeping, etc..)
Replacement int This animation replaces the original animation if it is missing from the blend tree