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moonwell-client-core/docs
Sam Sung a64b6b8a44 A kit's Stand animation plays as in 1.12, with its two driver rules (#1739)
A spell visual kit naming animation 0 (Stand) was read as no animation, so 41 kits lost their play. In 1.12.1 the field is skipped only when negative (`0x60f366 jl`): a state kit naming 0 recomputes the base (`0x60f383`-`0x60f399`) and never pins (`0x5fdeb5 jle`); a cast or impact kit plays it through `0x5fe2f0` (`0x60f3c5`); the holds and the missile release need above 0 (`0x612a0a`, `0x6e8295`).

Playing it needed two driver rules benilla lacked: PlayTrack drops a request for the id a track already asks for (`0x5fdcab`), so a recompute no longer restarts an unchanged gait; and a Stand request over a swing, ready stance or cast is dropped (`0x5feb00`-`0x5feb56`).

Tests: the parse, the recompute without a pin, the holds and release, the dedup, each demotion arm, and Stand ending at its window. Each fails without its part.

Fixes #1719

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Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-17 09:20:08 +07:00
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