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− | ANIM_combat and ANIM_placeables have the same set of data columns: | + | The [[ANIM_combat.xls]] file contains the [[2da]] file that defines all combat animations. |
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− | *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.
| + | 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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− | *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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− | **Overlay 0x02
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− | **Ambient 0x04
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− | **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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− | [[Category:2DAs]] | + | * [[ANIM_ 2da|ANIM_combat]] |
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| + | [[Category:Animations]] |
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| + | [[Category:XLS files]] |