Difference between revisions of "Talk:GetAttackState"

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imported>Bot Owned
(Changed Content after testing)
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I have conducted some testing on this as well and I actually believe it's based off EquippedItemTypes:
I have conducted some testing on this as well and I actually believe it's based off a current attack state(Swing or otherwise)


Meaning I believe the list is as follows
Meaning I believe the list is as follows


0: Nothing
0: meaning nothing


1: One-handed sword
1: Start of a swing
2: Contact


2: One-handed dagger
3: recoil/Post contact


3: One-handed axe
4/5/6/7/8/9/10/11: Unknown


4: One-handed mace


5: Two-handed sword
Still require testing to figure out exact states but this is how I believe this condition works.
 
6: Two-handed axe/mace
 
7: Bow
 
8: Staff
 
9: Magic spell (I am unsure on this one I cannot find any evidence that it actually returns a 9 perhaps the above talk post is correct and it only returns a 0.)
 
10: Shield
 
11: Torch
 
12: Crossbow
 
While studying idle animations which use this condition a fair amount it would seem to be mostly correct but I still need to do more testing to confirm.


[[User:Bot Owned|Bot Owned]] ([[User talk:Bot Owned|talk]]) 2013-04-26T02:12:16 (EDT)
[[User:Bot Owned|Bot Owned]] ([[User talk:Bot Owned|talk]]) 2013-04-26T02:12:16 (EDT)

Revision as of 01:43, 26 April 2013

Values tested for the condition function GetAttackState ;

Note: It seems very inaccurate ( Maybe values aren't remaining the same a long time enough to be caught by my ability-spell script refresh ? )

Indices do not fit with other lists such as for : GetEquippedItemType


0 => NO WEAPON ATTACK. (Spell-casting won't change this value) - It looks like the only value to be really accurate (?)

1 => 1-Hand DAGGERS

2 => 1-Hand AXES

3 => 1-Hand SWORDS

4 => 1-Hand SWORDS

5 => 2-Hands AXES

6 => ...

7 => ...

8 => ...

9 => ...

10 /11 => BOW



I have conducted some testing on this as well and I actually believe it's based off a current attack state(Swing or otherwise)

Meaning I believe the list is as follows

0: meaning nothing

1: Start of a swing

2: Contact

3: recoil/Post contact

4/5/6/7/8/9/10/11: Unknown


Still require testing to figure out exact states but this is how I believe this condition works.

Bot Owned (talk) 2013-04-26T02:12:16 (EDT)