The Block ability will play a blocking animation when another object comes into contact with the Shield Item Action. When the ability starts it will play a block or a parry animation based on the type of item that was hit. If the hit item has the Melee Weapon added to it then a parry animation will play, otherwise a blocking animation will play.

A unique block/parry animation can play based on the animation that the opponent character is playing. The blocking animation may be different if the opponent is slashing down with a sword versus slashing to the side with a katana. When the Block ability starts the animator’s Item Substate Index will contain a unique ID which indicates which block animation should be played. This ID is up to a nine digit number that has the following format:

AAABBBCCC

AAA: First three digits indicate the Item ID of the melee weapon that the opponent is attacking with. The ID is an integer so any leading zeros will be truncated.
BBB: Middle three digits indicate the substate index of the use state that the opponent is running.
CCC: Last three digits indicate the substate index for the current ability. This is retrieved from the Impact Animator Audio State Set on the Shield.

For an example lets say that the opponent has a sword which has an Item ID of 22. The opponent’s Use ability is playing an animation with an Item Substate Index of 3. Finally, the Impact Animator Audio State Set on the shield returns a value of 1. The resulting ID of this sequence of values will be 22003001.

Inspected Fields

Slot ID

The slot that should be used. -1 will block all of the slots.

Block Item State Index

The Animator’s Item State Index when the character blocks.

Parry Item State Index

The Animator’s Item State Index when the character parries.