A
Akari
Guest
I desided to create topic where I will post what I found in sequence of action opcodes.
Action opcodes determitate how unit and surroundings will behave itself during action. For example when MP wants to hit you with tonfa his action script do folowinf actions:
- set start direction for units. Because we want attacker and target look at each other.
- set effect of dust to it's foot
- play animation with id 6
- perform move to target. note that sometimes there are animation that moves unit forwars (for example during shoting from machinegun), but when we want to hit enemy with short range weapon we want that we hit enemy itself and not air or something behind target. This movement use target collision radius and attack radius.
- next we set dust effect again
- play animation with id 7
- next we set timer for hurt target action. When this timer is over we hear sound of attack, see number of hitpoints we damage it
- play animation with id 8
- next we instantly return our position to initial position
- and play dust effect again
- play animation with id 9
- next we return to initial direction.
- and finally return to idle action script.
So as you can see this is one of main part that determinate how attack will look like. We can display attack name here, play different effects, perform various movement and the main thing - we play animations here.
This opcodes is simple. If it's from 0x00 to 0x8d - then this is animation to play. When animation is played opcodes sequence execution is paused.
Here some of already known opcodes:
0xad - AD[joint XX][distance XXXX][start XX][end XX] Attach effect (machinegun) to joint 07 with given distance from joint which starts at frame 01 and ends at frame 0x0a. Always machingun fire. If end 0x80 byte is set then we do not add shell effect.
0xd1 - D1[distance XXXX][XXXX][steps XX] move to enemy using linear movement function by number of steps. Stop distance is distance to target collision radius.
0xe5 - E5 set initial (idle) direction for current unit acording to situation.
0xea - EA show attack name.
0xee - EE reset to idle. Script pointer to 0.
0xf0 - F0 set effect (foot_dust).
0xfa - FA instantly set default position for units.
0xfc - FC set direction for targets (delayed) and attacker acording to situation.
Action opcodes determitate how unit and surroundings will behave itself during action. For example when MP wants to hit you with tonfa his action script do folowinf actions:
- set start direction for units. Because we want attacker and target look at each other.
- set effect of dust to it's foot
- play animation with id 6
- perform move to target. note that sometimes there are animation that moves unit forwars (for example during shoting from machinegun), but when we want to hit enemy with short range weapon we want that we hit enemy itself and not air or something behind target. This movement use target collision radius and attack radius.
- next we set dust effect again
- play animation with id 7
- next we set timer for hurt target action. When this timer is over we hear sound of attack, see number of hitpoints we damage it
- play animation with id 8
- next we instantly return our position to initial position
- and play dust effect again
- play animation with id 9
- next we return to initial direction.
- and finally return to idle action script.
So as you can see this is one of main part that determinate how attack will look like. We can display attack name here, play different effects, perform various movement and the main thing - we play animations here.
This opcodes is simple. If it's from 0x00 to 0x8d - then this is animation to play. When animation is played opcodes sequence execution is paused.
Here some of already known opcodes:
0xad - AD[joint XX][distance XXXX][start XX][end XX] Attach effect (machinegun) to joint 07 with given distance from joint which starts at frame 01 and ends at frame 0x0a. Always machingun fire. If end 0x80 byte is set then we do not add shell effect.
0xd1 - D1[distance XXXX][XXXX][steps XX] move to enemy using linear movement function by number of steps. Stop distance is distance to target collision radius.
0xe5 - E5 set initial (idle) direction for current unit acording to situation.
0xea - EA show attack name.
0xee - EE reset to idle. Script pointer to 0.
0xf0 - F0 set effect (foot_dust).
0xfa - FA instantly set default position for units.
0xfc - FC set direction for targets (delayed) and attacker acording to situation.