HitEffect = { --All HitEffects have the last byte 0x8 HitEffectType = 8 << 24, --Status effects use 32 << 24 StatusEffectType = 32 << 24, --Heal effects use 48 << 24 MagicEffectType = 48 << 24, --Not setting RecoilLv2 or RecoilLv3 results in the weaker RecoilLv1. --These are the recoil animations that play on the target, ranging from weak to strong. --The recoil that gets set was likely based on the percentage of HP lost from the attack. --These are used for resists for spells. RecoilLV1 is a resist, RecoilLv2 is a partial resist. --Don't know what CriticalHit is for but it has a larger effect than Lv1 RecoilLv1 = 0, RecoilLv2 = 1 << 0, RecoilLv3 = 1 << 1, --Setting both recoil flags triggers the "Critical!" pop-up text and hit visual effect. CriticalHit = RecoilLv2 | RecoilLv3, --Hit visual and sound effects when connecting with the target. --Mixing these flags together will yield different results. --Each visual likely relates to a specific weapon. --Ex: HitVisual4 flag alone appears to be the visual and sound effect for hand-to-hand attacks. --HitVisual is probably based on attack property. --HitVisual1 is for slashing attacks --HitVisual2 is for piercing attacks --HitVisual1 | Hitvisual2 is for blunt attacks --HitVisual3 is for projectile attacks --Basically, takes the attack property as defined by the weapon and shifts it left 2 --For auto attacks attack property is weapon's damageAttributeType1 --Still not totally sure how this works with weaponskills or what hitvisual4 or the other combinations are for HitVisual1 = 1 << 2, HitVisual2 = 1 << 3, HitVisual3 = 1 << 4, HitVisual4 = 1 << 5, --An additional visual effect that plays on the target when attacked if: --The attack is physical and they have the protect buff on. --The attack is magical and they have the shell buff on. --Special Note: Shell was removed in later versions of the game. --Another effect plays when both Protect and Shell flags are activated. --Not sure what this effect is. --Random guess: if the attack was a hybrid of both physical and magical and the target had both Protect and Shell buffs applied. Protect = 1 << 6 | HitEffectType, Shell = 1 << 7 | HitEffectType, ProtectShellSpecial = Protect | Shell, Heal = 1 << 8,-- Required for heal text to be blue along with HealEffectType, not sure if that's all it's used for --If only HitEffect1 is set out of the hit effects, the "Evade!" pop-up text triggers along with the evade visual. --If no hit effects are set, the "Miss!" pop-up is triggered and no hit visual is played. HitEffect1 = 1 << 9, HitEffect2 = 1 << 10, --Plays the standard hit visual effect, but with no sound if used alone. HitEffect3 = 1 << 11, --Yellow effect, crit? HitEffect4 = 1 << 12, --Plays the blocking animation HitEffect5 = 1 << 13, GustyHitEffect = HitEffect3 | HitEffect2, GreenTintedHitEffect = HitEffect4 | HitEffect1, --For specific animations Miss = 0, Evade = HitEffect1, Hit = HitEffect1 | HitEffect2, Parry = Hit | HitEffect3, Block = HitEffect4, Crit = HitEffect3, --Knocks you back away from the attacker. KnockbackLv1 = HitEffect4 | HitEffect2 | HitEffect1, KnockbackLv2 = HitEffect4 | HitEffect3, KnockbackLv3 = HitEffect4 | HitEffect3 | HitEffect1, KnockbackLv4 = HitEffect4 | HitEffect3 | HitEffect2, KnockbackLv5 = HitEffect4 | HitEffect3 | HitEffect2 | HitEffect1, --Knocks you away from the attacker in a counter-clockwise direction. KnockbackCounterClockwiseLv1 = HitEffect5, KnockbackCounterClockwiseLv2 = HitEffect5 | HitEffect1, --Knocks you away from the attacker in a clockwise direction. KnockbackClockwiseLv1 = HitEffect5 | HitEffect2, KnockbackClockwiseLv2 = HitEffect5 | HitEffect2 | HitEffect1, --Completely drags target to the attacker, even across large distances. DrawIn = HitEffect5 | HitEffect3, --An additional visual effect that plays on the target based on according buff. UnknownShieldEffect = HitEffect5 | HitEffect4, Stoneskin = HitEffect5 | HitEffect4 | HitEffect1, --Unknown = 1 << 14, -- Not sure what this flag does; might be another HitEffect. --A special effect when performing appropriate skill combos in succession. --Ex: Thunder (SkillCombo1 Effect) -> Thundara (SkillCombo2 Effect) -> Thundaga (SkillCombo3 Effect) --Special Note: SkillCombo4 was never actually used in 1.0 since combos only chained up to 3 times maximum. SkillCombo1 = 1 << 15, SkillCombo2 = 1 << 16, SkillCombo3 = SkillCombo1 | SkillCombo2, SkillCombo4 = 1 << 17 --Flags beyond here are unknown/untested. }