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Author Topic:   More on attacks in AnimData.d2
FoxBat
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Posts: 1618
From: PA, USA
Registered: Feb 2001

posted 23 May 2002 11:33     Click Here to See the Profile for FoxBat   Click Here to Email FoxBat        Reply w/Quote   
I have just found these facts out for the minion (enslaved, slayer, etc) type monster graphics attack 1 animation, don't know how they generalise yet.

Starting from the end of the name, we know the 2nd byte is animation length. The 6th byte I found controls animation speed: larger numbers make the animation go faster, smaller make it slower. Using this I slowed down the attack animation such that I could count each individual frame. I found that at byte 15 there was a 1, and I noticed that I was getting hit on the 6th frame of this 9-frame animation. Well I moved the 1 there to byte 12, and I started instead getting hit on the 3rd frame of the animation. The 10th byte may very well start a field then of bytes for each frame. A 1 seems to indicate the frame when you should be hurt by an attack animation.

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Incandescent One
Honorary Warlord

Posts: 272
From: Great Britain
Registered: Nov 2001

posted 23 May 2002 13:09     Click Here to See the Profile for Incandescent One   Click Here to Email Incandescent One        Reply w/Quote   Visit Incandescent One's Homepage!
This could be quite useful if it does generalise... to replace an 80 frame attack anim with a 160 frame attack anim for instance. The hit point would probably be after the 6th frame on the 80 frame attack (10 per direction), which would be way too soon on a 160 frame attack (20 per direction)
which would look pretty silly
Nice work, have you looked for any reference to when a monster casts a missile?

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Incandescence

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FoxBat
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Posts: 1618
From: PA, USA
Registered: Feb 2001

posted 23 May 2002 14:39     Click Here to See the Profile for FoxBat   Click Here to Email FoxBat        Reply w/Quote   
I have found this to generalise fairly well to expansion monsters. However, some monsters instead of having a speed setting, have a 01 in the 7th byte. Makes me think that 7th byte with a 1 = 1 frame per second, and anything in the 6th byte from FF on down moves towards many frames per second. Almost all monsters use the additional 01 as part of their attack field, but there are a few exceptions, even for melee attacks such as the undead mage. Perhaps if it is empty, the default is to hit on the last frame.

I've also found that in general, you can put multiple 1s in the "field" but only the first one will be used for dealing damage. The one possible exception is the dual-attack monsters like minotaurs, which I found two 1s for, but maybe it takes their skill to use that properly.

Stuff that relies on skillseqs may use its own means for when it hits, not sure on that.

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