Site Tools


ds1-refmat:attack-animation-schema

Attack Animation Schema

The ID of an attack animation can be determined by adding these three values together:

Offset Description
Category The ID of the TAE file in which the animation resides (corresponding to the general class of the weapon) multiplied by 10000. Check the value in the weapon's wepmotionCategory or refer to DS1 WepmotionCategory List.
Hand The hand in which the player is wielding the weapon. 3000 = right hand, 4000 = both hands, 5000 = left hand
Action The specific action being performed. Refer to the table below.

Action Offsets

Value Description
000Quick attack combo A
001Quick attack combo B
002Quick attack combo A (repeated)
030Stats not met
040Quick attack combo A whiff
041Quick attack combo B whiff
042Quick attack combo A (repeated) whiff
100Kick
150Deflected A
200Deflected B
201Riposte A
202Riposte B
203Riposte C
300Strong attack combo A
301Strong attack after quick attack
310Strong attack combo B
400Backstab A
401Backstab B
402Backstab C
403Backstab D
500Running attack
600Jumping attack
640Jumping attack
800Plunging attack start
801Plunging attack continue
810Plunging attack end
900Quick attack after evade
940Quick attack after evade whiff
980Hornet Ring riposte
+5Weapon at zero durability (added to other offsets)
ds1-refmat/attack-animation-schema.txt · Last modified: by admin