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- action.data.attack.unk_0 --attacked unit id
- action.data.attack.unk_4 --some structure which represents something
- action.data.attack.unk_4.unk_8 --0 when item attacking
- action.data.attack.unk_4.unk_14 --0 when item attacking, -1 otherwise
- action.data.attack.unk_1c --attacking item ID, if applicable
- action.data.attack.unk_20 --attacked BP ID
- action.data.attack.unk_22 --attacking bp id, if applicable
- action.data.attack.unk_24 --attack ID; separate for items and units, so 0 could either be sword slash or left punch, by appearances
- action.data.attack.unk_28 --usually 3, not sure what it is
- action.data.attack.unk_2c --usually 3, not sure what it is
- action.data.attack.unk_30 --hell if I know, changes a lot, way smaller with quick attack
- action.data.attack.unk_34 --mode
- -- 1: ?
- -- 2: haven't seen it unactivated
- -- 3: BP attacks usually have this, item attacks don't
- -- 4: ?
- -- 5: ?
- -- 6: quick attack
- -- 7: heavy attack
- -- 8: wild attack
- -- 9: precise attack
- -- 10: charge attack
- -- 11: multi-attack? (kicks have this always, so might be attack_flag_bad_multiattack)
- action.data.attack.unk_38 --almost always 103 exactly, except when biting, where it's 102, at least when latching; perhaps related to latching? probably another flags, though that would be a lot of activated flags
- action.data.attack.unk_3c -- different most of the time, not sure exactly what is
- action.data.attack.timer1 --probably prepare
- action.data.attack.timer2 --probably recover
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