DS1 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 |
---|---|
000 | Quick attack combo A |
001 | Quick attack combo B |
002 | Quick attack combo A (repeated) |
030 | Stats not met |
040 | Quick attack combo A whiff |
041 | Quick attack combo B whiff |
042 | Quick attack combo A (repeated) whiff |
100 | Kick |
150 | Deflected A |
200 | Deflected B |
201 | Riposte A |
202 | Riposte B |
203 | Riposte C |
300 | Strong attack combo A |
301 | Strong attack after quick attack |
310 | Strong attack combo B |
400 | Backstab A |
401 | Backstab B |
402 | Backstab C |
403 | Backstab D |
500 | Running attack |
600 | Jumping attack |
640 | Jumping attack |
800 | Plunging attack start |
801 | Plunging attack continue |
810 | Plunging attack end |
900 | Quick attack after evade |
940 | Quick attack after evade whiff |
980 | Hornet Ring riposte |
+5 | Weapon at zero durability (added to other offsets) |