Resource that is used to dictate which animations to apply on the opponent when an attack move connects, this deals with both the hit & block scenarios, while also navigating standing as well as airborne opponents.
Note: When we say "standing" in context of reactions and hit conditions, please know that it means opponent that have their feet on the ground, which includes both standing and crouching states.
Each move has a list of hit conditions attached to them. End of the list is dictated by encountering row that has a requirement value 1100 (which is the End-of-List value)
Below is an example Hit Condition List attached to a move
Damage, Reaction List, (Requirements)
20, 12, (724: Tornado Available), (1100: End of list)
20, 6, (723: Opponent is Airborne), (1100: End of list)
20, 181, (1100: End of list)
Tornado Available requirement.Tornado Available is met first, the reaction-list which have the Tornado effect will be played on the opponent instead of other reactions that might also apply.Opponent is Airborne condition were placed before the Tornado Available condition, the Tornado effect would never trigger, as the airborne condition would always be met first, preventing the Tornado reaction from playing out.End of List value.struct tk_hit_condition
{
tk_requirement *requirements;
uint32_t damage;
uint32_t _0xC; // unused
tk_reaction *reaction;
};