As an example:
Hayato's Sanrenzan, first slash has
Code:
skill/41001000/addAttack/skill 41001004
skill/41001000/addAttack/type 0
skill/41001000/addAttack/reqCount 1
skill/41001000/addAttack/pattern 154
skill/41001000/addAttack/skipActionFrame 4
skill/41001000/addAttack/patternType 1
skill/41001000/addAttack/skillPlus/0 41001002
skill/41001000/addAttack/patternPlus/0/pattern 155
skill/41001000/addAttack/patternPlus/0/skill 41001002
Here, you can see the first line designates the specific skill you are chaining to, Sanrenzan's second attack. There is also a designation for skipActionFrame = 4, as well as a skillPlus, which designates another skill that can be chained, in this case Renjinzan's first attack.
If we look at the delay data, we see this:
Code:
kenjiSwing1/0/action swingO1
kenjiSwing1/0/frame 0
kenjiSwing1/0/delay -30
kenjiSwing1/1/action swingO3
kenjiSwing1/1/frame 1
kenjiSwing1/1/delay -90
kenjiSwing1/1/move/x 4
kenjiSwing1/1/move/y 0
kenjiSwing1/2/action swingO1
kenjiSwing1/2/frame 2
kenjiSwing1/2/delay 120
kenjiSwing1/3/action swingO3
kenjiSwing1/3/frame 0
kenjiSwing1/3/delay 60
kenjiSwing1/3/move/x -21
kenjiSwing1/3/move/y 0
kenjiSwing1/4/action swingO3
kenjiSwing1/4/frame 0
kenjiSwing1/4/delay 60
kenjiSwing1/4/move/x -21
kenjiSwing1/4/move/y 0
The delay data designates the character position, movement, and delay involved with a specific skill. More than just some number of milliseconds of attacking, it includes each individual "frame" involved, that is a specific time spent doing some part of the attack. The "delay" information may appear as a negative, and we have not discovered the significance in this, but it should be treated as a positive when adding. In this example, the skipActionFrame = 4, so when chaining to the second slash of Sanrenzan, Frame number 4 is skipped (and should there be any other frames afterwards, they are skipped too), reducing the delay by 60ms, cutting out the last portion of the skill.
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