Difference between revisions of "ANIM combat.xls"

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ANIM_combat and ANIM_placeables have the same set of data columns:
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The [[ANIM_combat.xls]] file contains the [[2da]] file that defines all combat animations.
  
*ID - These rows are directly referenced from code, 2das and scripts. Try not to change their order, but if you need to, remember to update the corresponding files.
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The workbook contains the following worksheets:
*Label - The label, name of the animation
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*Strref - String Reference for the name of the animation. Used primarily for the toolset and animation states on placeables.
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* [[ANIM_ 2da|ANIM_combat]]
*Type - 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.
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**Looping 0x01
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[[Category:Animations]]
**Overlay 0x02
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**Ambient 0x04
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[[Category:XLS files]]
**Moving 0x08
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**Equip 0x10
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**Unequip 0x20
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**PartyAttack 0x40
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**SimpleAttack 0x80
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**Parry 0x100
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**Dodge 0x200
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**Damage 0x400
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**Deathblow 0x800
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**Spellcast 0x1000
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*AnimName - This is the actual name of the animation specified in the model file.
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*WieldType - Specifies the type of weapon wields the specified animation is supposed to work with.
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*SynchAnim - If it's a synchronized animation the index of the synchronized animation will be specified here.
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*TransitionTo - The Id of the looping animation that will be played after this one.
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*Priority - 0: Invalid, 1: Low, 2: Medium, 3: High, 4: Max
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*DisableLookat - Specifies if the lookat behavior should be disabled while playing this animation.
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*State - (Transition animations have their end state)
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**0 Pause/Ready (standing up)
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**1 Lying down (dead, knocked down, sleeping, etc..)
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*Replacement - This animation replaces the original animation if it is missing from the blend tree
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Latest revision as of 13:04, 20 October 2011

The ANIM_combat.xls file contains the 2da file that defines all combat animations.

The workbook contains the following worksheets: