bloxar

HLD Frame Data [WIP]

Jul 25th, 2019 (edited)
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  1. 60fps, NG Drifter
  2. -----------------
  3.  
  4. DASH:
  5. | begins on frame # | lasts for # frames
  6. initial speed | 1 | 10
  7. delay | 11 | 7
  8. buffered movement | 18 | 14
  9. action lock end | 32 | 1
  10. off cooldown | 33 | 30
  11. group off cooldown | 64
  12.  
  13. The last row is only relevant for the last (usually 3rd) slowdash of a grouping.
  14. Dash + Down on the first frame the drifter enters a ledge pushback zone will
  15. ledge clip, second frame will give quick drop but lose all horizontal speed.
  16.  
  17. CHAINDASH:
  18. dash # in chain | earliest dash frame | diff
  19. 1 | 1 |
  20. 2 | 17 | 16
  21. 3 | 31 | 14
  22. 4+ | 12n - 5 | 12
  23.  
  24. There is a window of 6 frames to continue a chain, and the drifter is able to start a new chain 28 frames after the last dash of the previous chain.
  25.  
  26. SWORD:
  27. | begins on frame # | lasts for # frames
  28. action lock | 1 | 2
  29. hitbox 1 | 3 | 2
  30. hitbox 2 | 5 | 2
  31. hitbox 3 | 7 | 1
  32. action lock end | 8 | 1
  33. hitbox disappears | 9 | 11
  34. off cooldown | 20
  35.  
  36. Action lock lasts for 13? extra frames if sword hits an object (door, medkit, etc.)
  37. If sword animation starts outside of a ledge pushback zone, those entered during it
  38. are ignored.
  39.  
  40. 60fps, Alt Drifter
  41. ------------------
  42.  
  43. DASH:
  44. | begins on frame # | lasts for # frames
  45. action lock | 1 | 8
  46. delay | 9 | 6
  47. buffered movement | 15 | 11
  48. action lock end | 26 | 1
  49. off cooldown | 27 | 31
  50. group off cooldown | 58
  51.  
  52. CHAINDASH:
  53. dash # in chain | earliest dash frame | diff
  54. 1 | 1 |
  55. 2 | 15 | 14
  56. 3+ | 12n - 9 | 12
  57.  
  58. SWORD:
  59. | begins on frame # | lasts for # frames
  60. action lock | 1 | 7
  61. action lock end | 8 | 3
  62. hitbox disappears | 11 | 11
  63. off cooldown | 20
  64.  
  65.  
  66. 60fps, Both Drifters
  67. --------------------
  68.  
  69. STAMINA
  70.  
  71. Stamina starts regenerating 2 seconds after your last use unless you run out. This delay is based on a timer rather than a frame counter, and advances during loads. Sitting makes stamina start regenerating immediately, unless you are out of stamina. The drifter is considered to be sitting during the sit down and get up animations. Total stamina is 69 (Yes, really). Stamina regen per frame is based on the drifter's state in the previous frame.
  72.  
  73. Modifier | Regen per frame
  74. None | 0.14375 (1/480)
  75. Sitting | 0.215625 (1/320)
  76.  
  77. need to test stamina cloak effect
  78.  
  79. Skill | Stamina cost
  80. Chaindash | 2.875 (1/24)
  81. Phantom Slash | 34.5 (1/2)
  82. Dash Stab | 34.5 (1/2)
  83. Charge Slash | 23 (1/3)
  84. Dash Shield | 11.5 (1/6)
  85. Reflect Slash | 11.5 (1/6)
  86.  
  87. PISTOL:
  88. | begins on frame # | lasts for # frames
  89. shot fired | 1 | 14
  90. off cooldown | 15
  91.  
  92. SHOTGUN: untested
  93.  
  94. DRIFTER DAMAGE (Knockdown):
  95. | begins on frame # | lasts for # frames
  96. damage taken | 1 | 3
  97. lag frames | 4 | 17
  98. lag end | 21
  99.  
  100. DRIFTER DAMAGE (No Knockdown):
  101. | begins on frame # | lasts for # frames
  102. damage taken | 1 | 3
  103. drifter lag start | 4 | 1
  104. enemy lag start | 5 | 7
  105. enemy lag end | 12 | 4
  106. drifter lag end | 16
  107.  
  108. need to test stacked lag
  109.  
  110. ENEMY DAMAGE:
  111.  
  112. conflicting results, mechanics need more analysis
  113.  
  114. INTERACTING:
  115.  
  116. short: (medkits, bits, keys, guns?): 18 frames
  117. medium: (green doors, red doors, npcs, modules): 43 frames
  118. everything else is untested
  119.  
  120. Medkits and bits don't let you dash/attack/shoot for 20 frames after finished collecting
  121.  
  122. Need to test white cloak
  123.  
  124. GAME START:
  125. | begins on frame #
  126. splash screen | 1
  127. autosave screen | 181
  128. skippable | 204
  129. controller screen | 233
  130. skippable | 266
  131. HM screen | 294
  132. skippable | 327
  133. title screen | 355
  134. open menu | 386
  135. new game | 397
  136. difficulty select | 408
  137. file select | 419
  138. enter filename | 423
  139. start game | 430
  140. cutscene skip | 618?
  141. cutscene start | 732
  142.  
  143.  
  144. As long as cutscene skip sequence is completed before frame 732 it will be skipped
  145. immediately.
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