#[solved] "behaviorVariationId" determined by what?
9 messages · Page 1 of 1 (latest)
the last 2 digits can be whatever you want them to be, basically. the default is 00. iirc it's what everything will fall back on if no variation exists for it
the regular dagger for example has a variation ID of 2000, the default for daggers. Priscilla's dagger's variation ID is 2002 though. that means that it can have unique behaviors. if you look in BehaviorParam_PC, 102000000 is the 1h dagger r1, and 102002000 is the 1h priscilla's dagger r1. those two behaviors are actually identical, but you could change the stamina cost of priscilla's if you wanted, and it wouldn't affect the other daggers. you could also change the refId to a new line in AtkParam_Pc that gives it different attack properties
thank you so much! I was looking into special movesets, animation and how the invoked attacks work "behaviorVariationId" + number in the event = AtkParam_Pc entry ID.
If we are at it: how do the invoked bullets events work? They have a BehvaiourJudgeID as well but I don't see the number relating to any bullet entry. What's the logic behind it?
the bullet is just the behavior param's refId, so same deal
sorry, I can't follow. The "IvokeBulletBehvaiour" event creates the bullet, right? e.g. for the moonlight sword the BehvaiourJudgeID is 801.
So how does this refer to the bullet entry 1051? or it doesn't and looks up the attack directly? so how does it know which bullet to use?
yeah so look at the BehaviorJudgeID in DSAS like you did
and then in Map Studio you can just search it in BehaviorParam_PC
and you can see the refId for the bullet is 1050
in the 1050 bullet param there's a HitBulletID that makes the bullet turn into 1051 on hit
omg now it is obvious, thanks!
np