Enhanced Delay (abbreviated to edelay) is a series of model properties that adds a delay adjustment to all animations. EDelay is useful for creating temporary speed boosts or debuffs without needing to make entire model sheets of longer/shorter delayed animations.
Contents
Model Header
Mutiplier
enhanced_delay_multiplier <float>
# Default
enhanced_delay_multiplier 1.0
Percentage adjustment to each frame’s delay. For example, if enhanced_delay_ratio is 0.5 and a frame has a delay of 10, the calculated delay is 5.
Modifier
enhanced_delay_modifier <int>
# Default
enhanced_delay_modifier 0
Direct adjustment to each animation’s frame delay.
Cap Minimum
enhanced_delay_cap_min <int>
# Default
enhanced_delay_cap_min 0
The minimum allowed delay after calculations.
Cap Maximum
enhanced_delay_cap_max <int>
# Default
enhanced_delay_cap_max MAX_INT
The maximum allowed delay after calculations.
Range Minimum
enhanced_delay_range_min <int>
# Default
enhanced_delay_range_min 0
Minimum existing delay for edelay to affect. For example, if enhanced_delay_range_min is 10, only frames with a delay of 10 or less are modified by edelay.
Range Maximum
enhanced_delay_range_max <int>
# Default
enhanced_delay_range_max MAX_INT
Maximum existing delay for edelay to affect. For example, if enhanced_delay_range_max is 5, only frames with a delay of 5 or greater are modified by edelay.
Order of Operations
Delay calculation works in following order.
- If delay < range min, quit.
- If delay > range max, quit.
- delay = delay * multiplier.
- delay = delay + modifier.
- delay = delay ≥ cap_min.
- delay = delay ≤ cap_max.
Tip: Any negative delay is effectively infinite. Be careful you don’t let a calculated delay fall below 0 unless you want the animation to stop.