Talk:GetAttackState

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Revision as of 03:38, 26 April 2013 by imported>Bot Owned (Further testing results)
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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: Nothing (This also includes Magic casting which seems to not be counted as an attack state also blocking in included here unless you are shield bashing in which case it falls under state 6)

1: Holding a Swing

2: Swing Released

3: Contact

4: Recovery

5: Seems to be the instant you can attack again or finished Recovery I am not sure.(My Perk entry point only showed this sometimes but was always after 4 and before 0 so I am assuming this anyone able to confirm?)

6: Bashing (This is any bash, Shield, Bow, Crossbow, 1Handers, 2 Hander, Torches etc.)

7: Unknown

8: Appears to be part of Reload/Draw for Bow but I can't tell (Maybe the instant the reload is finished? it's only appeared sometimes but it was always after the 9th state and not before.)

9: Drawing of a bow / Reload of a Crossbow

10: Seems to be holding a Shot (Crossbow/Bow)

11: Seems to be Release of a shot (Crossbow/Bow)


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)