XML:ONCC: Difference between revisions

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m (IdleAnimation1Timer and IdleAnimation2Timer, explains Konoko sneeze mechanism)
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| <FightModeTimer>
| <FightModeTimer>
| int32
| int32
| fight mode, active for X frames (see with chr_debug_characters = 1)
| fight mode, active for X frames
COMidle animations will play until X frames passed and beyond that time. The character will return to his non-COM idle animations when an animation plays that has no COM variant, like running, so that the COM idle looped is breaked. This behavior qualifies as a bug.
COMidle animations will play until X frames passed and beyond that time. The character will return to his non-COM idle animations when an animation plays that has no COM variant, like running, so that the COM idle looped is breaked. This behavior qualifies as a bug.
:with chr_debug_characters = 1)
|-
|-
| <IdleAnimation1Timer>
| <IdleAnimation1Timer>
| int32
| int32
| minimum timer in X frames before an Idle type animation can be played
| minimum timer in X frames before an Idle type animation can be played, engine adds a few frames to the counter (always different)
: '''Idle''' type animation are not to be confused with typical idle animations which use Stand as type
 
'''Idle''' type animation are not to be confused with typical idle animations which use Stand as type
 
: chr_debug_characters = 1
|-
|-
| <IdleAnimation2Timer>
| <IdleAnimation2Timer>
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