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...ates, Zerkers/[Berserker-Hawkeye] [M] No Ponytail +Bow/3. Axe (Armads)/Axe Frame Data.dmp
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... Brigs, Pirates, Zerkers/[Berserker-Hawkeye] [M] No Ponytail +Bow/3. Axe (Armads)/Axe.bin
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... Brigs, Pirates, Zerkers/[Berserker-Hawkeye] [M] No Ponytail +Bow/3. Axe (Armads)/Axe.txt
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####################################################### | ||
#03 Axe | ||
# | ||
#When importing to FEditorAdv delete # and after each line. | ||
####################################################### | ||
/// - Mode 1 #Melee Animation | ||
C03 #Start attack animation; need 07 right after this. | ||
C07 #Start attack animation; need 03 right before this. | ||
1 p- Axe_000.png | ||
2 p- Axe_001.png | ||
3 p- Axe_002.png | ||
3 p- Axe_003.png | ||
4 p- Axe_004.png | ||
C42 #Play Axe falling SFE; long axe swinging SFE | ||
3 p- Axe_005.png | ||
C46 #Play dropped axe crashing onto ground SFE | ||
C14 #Heavy vibration of screen | ||
1 p- Axe_006.png | ||
2 p- Axe_007.png | ||
5 p- Axe_008.png | ||
3 p- Axe_008.png | ||
3 p- Axe_008.png | ||
2 p- Axe_008.png | ||
13 p- Axe_008.png | ||
3 p- Axe_009.png | ||
5 p- Axe_010.png | ||
C41 #Play Axe rising SFE | ||
2 p- Axe_011.png | ||
C1A #Normal hit | ||
C04 #Prepare HP depletion routine; needed to animate return to standing frame after hit | ||
C20 #Play hit SFE (sounds like Knight Lord with Durandal's hit) | ||
2 p- Axe_012.png | ||
2 p- Axe_013.png | ||
4 p- Axe_014.png | ||
4 p- Axe_014.png | ||
1 p- Axe_014.png | ||
C01 #NOP | ||
C1B #Play quick "heavy step" SFE | ||
3 p- Axe_015.png | ||
C06 #Begin opponent's turn after hit.next code 0D. | ||
3 p- Axe_016.png | ||
3 p- Axe_017.png | ||
C0D #End of dodge animation. preceeded by 0x06 | ||
~~~ | ||
/// - Mode 3 #Melee Critical Animation | ||
C03 #Start attack animation; need 07 right after this. | ||
C07 #Start attack animation; need 03 right before this. | ||
1 p- Axe_000.png | ||
4 p- Axe_018.png | ||
C41 #Play Axe rising SFE | ||
3 p- Axe_019.png | ||
3 p- Axe_020.png | ||
4 p- Axe_021.png | ||
6 p- Axe_019.png | ||
8 p- Axe_020.png | ||
C41 #Play Axe rising SFE | ||
3 p- Axe_021.png | ||
3 p- Axe_019.png | ||
6 p- Axe_020.png | ||
8 p- Axe_021.png | ||
4 p- Axe_022.png | ||
3 p- Axe_005.png | ||
C46 #Play dropped axe crashing onto ground SFE | ||
C14 #Heavy vibration of screen | ||
1 p- Axe_006.png | ||
2 p- Axe_007.png | ||
5 p- Axe_008.png | ||
3 p- Axe_008.png | ||
3 p- Axe_008.png | ||
2 p- Axe_008.png | ||
13 p- Axe_008.png | ||
3 p- Axe_009.png | ||
5 p- Axe_010.png | ||
C41 #Play Axe rising SFE | ||
2 p- Axe_011.png | ||
C1A #Normal hit | ||
C04 #Prepare HP depletion routine; needed to animate return to standing frame after hit | ||
C20 #Play hit SFE (sounds like Knight Lord with Durandal's hit) | ||
2 p- Axe_012.png | ||
2 p- Axe_013.png | ||
4 p- Axe_014.png | ||
4 p- Axe_014.png | ||
1 p- Axe_014.png | ||
C01 #NOP | ||
C1B #Play quick "heavy step" SFE | ||
3 p- Axe_015.png | ||
C06 #Begin opponent's turn after hit.next code 0D. | ||
3 p- Axe_016.png | ||
3 p- Axe_017.png | ||
C0D #End of dodge animation. preceeded by 0x06 | ||
~~~ | ||
/// - Mode 5 #Ranged Animation | ||
4 p- Axe_000.png | ||
~~~ | ||
/// - Mode 6 #Ranged Critical Animation | ||
4 p- Axe_000.png | ||
~~~ | ||
/// - Mode 7 #Dodge Melee Attack | ||
C02 #Start of dodge | ||
1 p- Axe_000.png | ||
C0E #Start of dodging frames (should go after standing frame and before dodging animation) | ||
3 p- Axe_001.png | ||
1 p- Axe_002.png | ||
C01 #NOP | ||
3 p- Axe_001.png | ||
C0D #End of dodge animation. preceeded by 0x06 | ||
~~~ | ||
/// - Mode 8 #Dodge Ranged Attack | ||
C02 #Start of dodge | ||
1 p- Axe_000.png | ||
C0E #Start of dodging frames (should go after standing frame and before dodging animation) | ||
3 p- Axe_001.png | ||
1 p- Axe_002.png | ||
C01 #NOP | ||
3 p- Axe_001.png | ||
C0D #End of dodge animation. preceeded by 0x06 | ||
~~~ | ||
/// - Mode 9 #Equiped with Melee Weapon | ||
1 p- Axe_000.png | ||
C01 #NOP | ||
~~~ | ||
/// - Mode 10 #Standing motions | ||
1 p- Axe_000.png | ||
C01 #NOP | ||
~~~ | ||
/// - Mode 11 #Equiped with Ranged weapon | ||
1 p- Axe_000.png | ||
C01 #NOP | ||
~~~ | ||
/// - Mode 12 #Attack Missed Animation | ||
C03 #Start attack animation; need 07 right after this. | ||
C07 #Start attack animation; need 03 right before this. | ||
1 p- Axe_000.png | ||
2 p- Axe_001.png | ||
3 p- Axe_002.png | ||
3 p- Axe_003.png | ||
4 p- Axe_004.png | ||
C42 #Play Axe falling SFE; long axe swinging SFE | ||
3 p- Axe_005.png | ||
C46 #Play dropped axe crashing onto ground SFE | ||
C14 #Heavy vibration of screen | ||
1 p- Axe_006.png | ||
2 p- Axe_007.png | ||
5 p- Axe_008.png | ||
3 p- Axe_008.png | ||
3 p- Axe_008.png | ||
2 p- Axe_008.png | ||
13 p- Axe_008.png | ||
3 p- Axe_009.png | ||
5 p- Axe_010.png | ||
C41 #Play Axe rising SFE | ||
2 p- Axe_011.png | ||
C1A #Normal hit | ||
C04 #Prepare HP depletion routine; needed to animate return to standing frame after hit | ||
C20 #Play hit SFE (sounds like Knight Lord with Durandal's hit) | ||
2 p- Axe_012.png | ||
2 p- Axe_013.png | ||
4 p- Axe_014.png | ||
4 p- Axe_014.png | ||
1 p- Axe_014.png | ||
C01 #NOP | ||
C1B #Play quick "heavy step" SFE | ||
3 p- Axe_015.png | ||
C06 #Begin opponent's turn after hit.next code 0D. | ||
3 p- Axe_016.png | ||
3 p- Axe_017.png | ||
C0D #End of dodge animation. preceeded by 0x06 | ||
~~~ | ||
/// - End of animation |
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...s, Zerkers/[Berserker-Hawkeye] [M] No Ponytail +Bow/3. Axe (Armads)/Axe_000.png
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... Zerkers/[Berserker-Hawkeye] [M] No Ponytail +Bow/3. Axe (Armads)/Axe_without_comment.txt
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/// - Mode 1 | ||
C03 | ||
C07 | ||
1 p- Axe_000.png | ||
2 p- Axe_001.png | ||
3 p- Axe_002.png | ||
3 p- Axe_003.png | ||
4 p- Axe_004.png | ||
C42 | ||
3 p- Axe_005.png | ||
C46 | ||
C14 | ||
1 p- Axe_006.png | ||
2 p- Axe_007.png | ||
5 p- Axe_008.png | ||
3 p- Axe_008.png | ||
3 p- Axe_008.png | ||
2 p- Axe_008.png | ||
13 p- Axe_008.png | ||
3 p- Axe_009.png | ||
5 p- Axe_010.png | ||
C41 | ||
2 p- Axe_011.png | ||
C1A | ||
C04 | ||
C20 | ||
2 p- Axe_012.png | ||
2 p- Axe_013.png | ||
4 p- Axe_014.png | ||
4 p- Axe_014.png | ||
1 p- Axe_014.png | ||
C01 | ||
C1B | ||
3 p- Axe_015.png | ||
C06 | ||
3 p- Axe_016.png | ||
3 p- Axe_017.png | ||
C0D | ||
~~~ | ||
/// - Mode 3 | ||
C03 | ||
C07 | ||
1 p- Axe_000.png | ||
4 p- Axe_018.png | ||
C41 | ||
3 p- Axe_019.png | ||
3 p- Axe_020.png | ||
4 p- Axe_021.png | ||
6 p- Axe_019.png | ||
8 p- Axe_020.png | ||
C41 | ||
3 p- Axe_021.png | ||
3 p- Axe_019.png | ||
6 p- Axe_020.png | ||
8 p- Axe_021.png | ||
4 p- Axe_022.png | ||
3 p- Axe_005.png | ||
C46 | ||
C14 | ||
1 p- Axe_006.png | ||
2 p- Axe_007.png | ||
5 p- Axe_008.png | ||
3 p- Axe_008.png | ||
3 p- Axe_008.png | ||
2 p- Axe_008.png | ||
13 p- Axe_008.png | ||
3 p- Axe_009.png | ||
5 p- Axe_010.png | ||
C41 | ||
2 p- Axe_011.png | ||
C1A | ||
C04 | ||
C20 | ||
2 p- Axe_012.png | ||
2 p- Axe_013.png | ||
4 p- Axe_014.png | ||
4 p- Axe_014.png | ||
1 p- Axe_014.png | ||
C01 | ||
C1B | ||
3 p- Axe_015.png | ||
C06 | ||
3 p- Axe_016.png | ||
3 p- Axe_017.png | ||
C0D | ||
~~~ | ||
/// - Mode 5 | ||
4 p- Axe_000.png | ||
~~~ | ||
/// - Mode 6 | ||
4 p- Axe_000.png | ||
~~~ | ||
/// - Mode 7 | ||
C02 | ||
1 p- Axe_000.png | ||
C0E | ||
3 p- Axe_001.png | ||
1 p- Axe_002.png | ||
C01 | ||
3 p- Axe_001.png | ||
C0D | ||
~~~ | ||
/// - Mode 8 | ||
C02 | ||
1 p- Axe_000.png | ||
C0E | ||
3 p- Axe_001.png | ||
1 p- Axe_002.png | ||
C01 | ||
3 p- Axe_001.png | ||
C0D | ||
~~~ | ||
/// - Mode 9 | ||
1 p- Axe_000.png | ||
C01 | ||
~~~ | ||
/// - Mode 10 | ||
1 p- Axe_000.png | ||
C01 | ||
~~~ | ||
/// - Mode 11 | ||
1 p- Axe_000.png | ||
C01 | ||
~~~ | ||
/// - Mode 12 | ||
C03 | ||
C07 | ||
1 p- Axe_000.png | ||
2 p- Axe_001.png | ||
3 p- Axe_002.png | ||
3 p- Axe_003.png | ||
4 p- Axe_004.png | ||
C42 | ||
3 p- Axe_005.png | ||
C46 | ||
C14 | ||
1 p- Axe_006.png | ||
2 p- Axe_007.png | ||
5 p- Axe_008.png | ||
3 p- Axe_008.png | ||
3 p- Axe_008.png | ||
2 p- Axe_008.png | ||
13 p- Axe_008.png | ||
3 p- Axe_009.png | ||
5 p- Axe_010.png | ||
C41 | ||
2 p- Axe_011.png | ||
C1A | ||
C04 | ||
C20 | ||
2 p- Axe_012.png | ||
2 p- Axe_013.png | ||
4 p- Axe_014.png | ||
4 p- Axe_014.png | ||
1 p- Axe_014.png | ||
C01 | ||
C1B | ||
3 p- Axe_015.png | ||
C06 | ||
3 p- Axe_016.png | ||
3 p- Axe_017.png | ||
C0D | ||
~~~ | ||
/// - End of animation |
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