Post by popiroshka on Apr 20, 2024 2:09:24 GMT
Other information:
12/83/55/48/33/12 - when player inter the combat area
111/29 - part after hit
40/17 - start of the D loop
87 - has a 4 code that make this segment different at the end of the transition
77/79/68/88/39/92/27/93/95 - some of them for S transition and S loop rank
89/19/84 - when combat end
96 - plays with A and before S transition (when player up S rank from any rank before A)
47 - plays with A and before S transition (when player up S rank from any rank before A)
37 - plays as the style meter raises before A and silence when A
35 - plays as the style meter raises before A and silence when A
TRANSITION - that might be any S transition or some of them but both
Know this:
S transition have two code that change duration for S transition and before S loop. Some of them is also combining together for S loop. It's like one S transition segment for starting and another segment for ending of the transition.
S lost rank transition doesn't have MusicMarker code as others dynamic. In that case, work with BeginTrimOffset plus EndTrimOffset and SourseDuration for changing to your custom duration.
If you want only one of the S transition playing always for the start of the S loop, then play with code calling like MusicTrack and TrackSource just by changing or removing ID. For example, remove ID that belongs to one of the S transition segment from the TrackSource. ID of the MusicTrack can say you where you will remove it.
How hard dynamic is:
BTL has a hard part coding with transition for S and lost rank. Many segments do not have a MusicMarker, and because of it, coding with transition may take more time. This dynamic is also asking more time to spend with S part then others.
when I will unpack game or someone will give files to me, then I will start coding this dynamic deeper and will add more information or correct something.
according by dynamic music list
Download dynamic as OGG