Difference between revisions of "T1 Dragoon Jump 3"
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(Created page with " LoadFrameWait(02,04) LoadFrameWait(13,04) LoadFrameWait(15,08) LoadFrameWait(13,02) LoadFrameWait(1B,04) ffc1(0F,08) LoadFrameWait(1F,02) #up to here seems fine for...") |
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Line 4: | Line 4: | ||
LoadFrameWait(13,02) | LoadFrameWait(13,02) | ||
LoadFrameWait(1B,04) | LoadFrameWait(1B,04) | ||
− | + | QueueDistortAnim(0F,08) | |
LoadFrameWait(1F,02) #up to here seems fine for a jump animation | LoadFrameWait(1F,02) #up to here seems fine for a jump animation | ||
− | + | WaitForDistort(FE) | |
− | + | QueueDistortAnim(06,01) #just because I know what the instruction does now... does not mean I know what every distortion ID does. | |
LoadFrameWait(5C,02) #suddenly attacking a target? | LoadFrameWait(5C,02) #suddenly attacking a target? | ||
− | + | WaitForDistort(FE) | |
PlaySound(1C) #plays 1C? | PlaySound(1C) #plays 1C? | ||
− | + | QueueDistortAnim(0B,08) | |
LoadFrameWait(66,02) | LoadFrameWait(66,02) | ||
− | + | WaitForDistort(FE) | |
LoadFrameWait(15,04) #critical stance? | LoadFrameWait(15,04) #critical stance? | ||
PostGenericAttack() | PostGenericAttack() | ||
PlayAttackSound(01) #plays fist hit sound? (no weapon referenced here) | PlayAttackSound(01) #plays fist hit sound? (no weapon referenced here) | ||
− | + | QueueDistortAnim(0E,0A) | |
LoadFrameWait(59,02) | LoadFrameWait(59,02) | ||
LoadFrameWait(56,02) #pulling back a punch? | LoadFrameWait(56,02) #pulling back a punch? | ||
− | + | WaitForDistort(FE) | |
LoadFrameWait(13,02) #crouching? | LoadFrameWait(13,02) #crouching? | ||
PauseAnimation() | PauseAnimation() | ||
Line 29: | Line 29: | ||
LoadFrameWait(14,02) | LoadFrameWait(14,02) | ||
LoadFrameWait(1D,04) | LoadFrameWait(1D,04) | ||
− | + | QueueDistortAnim(0F,08) | |
LoadFrameWait(21,02) | LoadFrameWait(21,02) | ||
− | + | WaitForDistort(FE) | |
− | + | QueueDistortAnim(06,01) | |
LoadFrameWait(8D,02) | LoadFrameWait(8D,02) | ||
− | + | WaitForDistort(FE) | |
PlaySound(1C) | PlaySound(1C) | ||
− | + | QueueDistortAnim(0B,08) | |
LoadFrameWait(97,02) | LoadFrameWait(97,02) | ||
− | + | WaitForDistort(FE) | |
LoadFrameWait(16,04) | LoadFrameWait(16,04) | ||
PostGenericAttack() | PostGenericAttack() | ||
PlayAttackSound(01) | PlayAttackSound(01) | ||
− | + | QueueDistortAnim(0E,0A) | |
LoadFrameWait(8A,02) | LoadFrameWait(8A,02) | ||
LoadFrameWait(87,02) | LoadFrameWait(87,02) | ||
− | + | WaitForDistort(FE) | |
LoadFrameWait(14,06) | LoadFrameWait(14,06) | ||
PauseAnimation() | PauseAnimation() |
Revision as of 10:26, 10 October 2022
LoadFrameWait(02,04) LoadFrameWait(13,04) LoadFrameWait(15,08) LoadFrameWait(13,02) LoadFrameWait(1B,04) QueueDistortAnim(0F,08) LoadFrameWait(1F,02) #up to here seems fine for a jump animation WaitForDistort(FE) QueueDistortAnim(06,01) #just because I know what the instruction does now... does not mean I know what every distortion ID does. LoadFrameWait(5C,02) #suddenly attacking a target? WaitForDistort(FE) PlaySound(1C) #plays 1C? QueueDistortAnim(0B,08) LoadFrameWait(66,02) WaitForDistort(FE) LoadFrameWait(15,04) #critical stance? PostGenericAttack() PlayAttackSound(01) #plays fist hit sound? (no weapon referenced here) QueueDistortAnim(0E,0A) LoadFrameWait(59,02) LoadFrameWait(56,02) #pulling back a punch? WaitForDistort(FE) LoadFrameWait(13,02) #crouching? PauseAnimation()
LoadFrameWait(08,04) LoadFrameWait(14,04) LoadFrameWait(16,08) LoadFrameWait(14,02) LoadFrameWait(1D,04) QueueDistortAnim(0F,08) LoadFrameWait(21,02) WaitForDistort(FE) QueueDistortAnim(06,01) LoadFrameWait(8D,02) WaitForDistort(FE) PlaySound(1C) QueueDistortAnim(0B,08) LoadFrameWait(97,02) WaitForDistort(FE) LoadFrameWait(16,04) PostGenericAttack() PlayAttackSound(01) QueueDistortAnim(0E,0A) LoadFrameWait(8A,02) LoadFrameWait(87,02) WaitForDistort(FE) LoadFrameWait(14,06) PauseAnimation()