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Weapon Moveset

Quote
  • Author: Managarm
  • Status: confirmed

Creates ClipGenerators that are typically used in weapon movesets, e.g. for right-handed attacks it will register 030000, 030010, etc. Entries that already exist will be skipped.

Unless otherwise noted, the events for the attack slots listed below are the name of the slot prefixed with a W_ (e.g. W_AttackRightLight1).

Note

Special and warrior attacks will only be registered if right and/or both are checked. Jump attacks will only be registered if right, both, and/or dual are checked.


Right Hand

Slot ID
AttackRightLight1 30000
AttackRightLight2 30010
AttackRightLight3 30020
AttackRightLight4 30030
AttackRightLight5 30040
AttackRightLight6 30050
AttackRightLightDash 30200
AttackRightHeavyDash 30210
AttackRightLightStep 30300
AttackRightBackstep 30400
AttackRightHeavy1Start 30500
AttackRightHeavy1SubStart 30501
AttackRightHeavy1End 30505
AttackRightHeavy2Start 30510
AttackRightHeavy2End 30515
AttackRightLightCounter* 30700
Note

*) AttackRightLightCounter and AttackRightHeavyCounter use the same animation ID.


Two-Handed (both)

Slot ID
AttackBothLight1 32000
AttackBothLight2 32010
AttackBothLight3 32020
AttackBothLight4 32030
AttackBothLight5 32040
AttackBothLight6 32050
AttackBothLightDash 32200
AttackBothHeavyDash 32210
AttackBothLightStep 32300
AttackBothBackstep 32400
AttackBothHeavy1Start 32500
AttackBothHeavy1SubStart 32501
AttackBothHeavy1End 32505
AttackBothHeavy2Start 32510
AttackBothHeavy2End 32515
AttackBothLightCounter* 32700
Note

*) AttackBothLightCounter and AttackBothHeavyCounter use the same animation ID.


Dual

Slot ID
AttackDualRight1 34000
AttackDualRight2 34010
AttackDualRight3 34020
AttackDualRight4 34030
AttackDualDash 34200
AttackDualRolling 34300
AttackDualBackStep 34400

Left

Slot ID
AttackLeftHeavy1* 35000
AttackLeftHeavy2 35010
AttackLeftHeavy3 35020
AttackLeftHeavy4 35030
AttackLeftHeavy5 35040
AttackLeftHeavy6 35050
Note

) AttackLeftHeavy1 is equal to AttackLeftLight1, probably a remnant from early development. The other attacks have no *light event associated.


Backstab

Slot ID
ThrowBackStap 31719
Note

Weapons can override any throw defined in the Throw_SM -> ThrowAtk. To generate new throws, see [Throw Attack (Attacker)]. 31700 is the throw fallback, e.g. when the grab failed.


Special

Special Right

Slot ID
AttackRightHeavySpecial1Start 30600
AttackRightHeavySpecial1SubStart 30601
AttackRightHeavySpecial1End 30605
AttackRightHeavySpecial2Start 30610
AttackRightHeavySpecial2End 30615

Special Both

Slot ID
AttackBothHeavySpecial1Start 32600
AttackBothHeavySpecial1SubStart 32601
AttackBothHeavySpecial1End 32605
AttackBothHeavySpecial2Start 32610
AttackBothHeavySpecial2End 32615

Warrior

Warrior Right

Slot ID
AttackRightHeavyWarrior1Start 30620
AttackRightHeavyWarrior1SubStart 30621
AttackRightHeavyWarrior1End 30625
AttackRightHeavyWarrior2Start 30630
AttackRightHeavyWarrior2End 30635

Warrior Both

Slot ID
AttackBothHeavyWarrior1Start 32620
AttackBothHeavyWarrior1SubStart 32621
AttackBothHeavyWarrior1End 32625
AttackBothHeavyWarrior2Start 32630
AttackBothHeavyWarrior2End 32635

Jump

Jump Right

Warning

Jump attacks are layered animations and are not activated the usual way. The "slots" given here are often not unique and only serve to illustrate what they are used for. See the Jump Attack template for further details.

Slot ID
JumpAttack_N_Normal_Right 31030
JumpAttack_F_Normal_Right 31040
JumpAttack_D_Normal_Right 31050
Jump_Loop_Attack_Normal_Right 31060
Jump_LandAttack_Normal_Right 31070
JumpAttack_N_Hard_Right 31230
JumpAttack_F_Hard_Right 31240
JumpAttack_D_Hard_Right 31250
Jump_Loop_Attack_Hard_Right 31260
Jump_LandAttack_Hard_Right 31270

Jump Both

Slot ID
JumpAttack_N_Normal_Both 33030
JumpAttack_F_Normal_Both 33040
JumpAttack_D_Normal_Both 33050
Jump_Loop_Attack_Normal_Both 33060
Jump_LandAttack_Normal_Both 33070
JumpAttack_N_Hard_Both 33230
JumpAttack_F_Hard_Both 33240
JumpAttack_D_Hard_Both 33250
Jump_Loop_Attack_Hard_Both 33260
Jump_LandAttack_Hard_Both 33270

Jump Dual

Slot ID
JumpAttack_N_Normal_Dual 34530
JumpAttack_F_Normal_Dual 34540
JumpAttack_D_Normal_Dual 34550
Jump_Loop_Attack_Normal_Dual 34560
Jump_LandAttack_Normal_Dual 34570

Ride

Slot ID
RideAttack_R_Top 38000
RideAttack_R_Top02 38010
RideAttack_R_Top03 38020
RideAttack_R_Hard1_Start 38100
RideAttack_R_Hard1_End 38110
RideAttack_R_Hard2_Start 38200
RideAttack_R_Hard1_End_Jump 38300
RideAttack_L_Top 39000
RideAttack_L_Top02 39010
RideAttack_L_Top03 39020
RideAttack_L_Hard1_Start 39100
RideAttack_L_Hard1_End 39110
RideAttack_L_Hard2_Start 39200
RideAttack_L_Hard1_End_Jump 39300
Note

I have no clue how ride attacks are handled :) Additional research is required if you want to use these.