ANIM combat.xls

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ANIM_combat and ANIM_placeables have the same set of data columns:

  • 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.
  • Label - The label, name of the animation
  • Strref - String Reference for the name of the animation. Used primarily for the toolset and animation states on placeables.
  • 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.
    • Looping 0x01
    • Overlay 0x02
    • Ambient 0x04
    • Moving 0x08
    • Equip 0x10
    • Unequip 0x20
    • PartyAttack 0x40
    • SimpleAttack 0x80
    • Parry 0x100
    • Dodge 0x200
    • Damage 0x400
    • Deathblow 0x800
    • Spellcast 0x1000
  • AnimName - This is the actual name of the animation specified in the model file.
  • WieldType - Specifies the type of weapon wields the specified animation is supposed to work with.
  • SynchAnim - If it's a synchronized animation the index of the synchronized animation will be specified here.
  • TransitionTo - The Id of the looping animation that will be played after this one.
  • Priority - 0: Invalid, 1: Low, 2: Medium, 3: High, 4: Max
  • DisableLookat - Specifies if the lookat behavior should be disabled while playing this animation.
  • State - (Transition animations have their end state)
    • 0 Pause/Ready (standing up)
    • 1 Lying down (dead, knocked down, sleeping, etc..)
  • Replacement - This animation replaces the original animation if it is missing from the blend tree