OBD:BINA/OBJC/MELE/THUG

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There are five (5) melee profiles intended for use with "thugs" (character classes using the thug_animations.TRAC animation collection). They are :

  • THUG_Air
  • THUG_Mfg
  • THUG_Neuro
  • THUG_Pow
  • THUG_Wh

THUG_Air is stored towards the front of the Melee Profile object list, and the other 4 are packed next to each other, later on. All 5 profiles are absolutely equivalent.

Profile header

Backgound color
Silver : same for all melee profiles
Offset _Air _Mfg _Neuro _Pow _Wh Meaning
0x00 MELE melee
0x04 1556 8460 8641 8642 8643 "old file ID"
0x08 0 unknown
0x0C (-493, 12, 2552) profile label position
0x18 (0, 0, 0) profile label orientation
0x24 3 36 37 38 39 melee ID
0x28 THUG_ profile name
Air Mfg Neuro Pow Wh
0x68 thug_ ONCC lookup
air_1 mfg_1 neuro_1 pow_1 wh_1
0xA8 100 "notice %"?
0xAC 10 "dodge base %"?
0xB0 25 "dodge damage amount"?
0xB4 30 "dodge extra %"?
0xB8 25 "one-on-one blocking skill %"?
0xBC 10 "group blocking skill %"?
0xC0 2.0 "not blocked"?
0xC4 0.5 "must change stance"?
0xC8 1.5 "blocked but unblockable"?
0xCC 1.2 "blocked but has stagger"?
0xD0 0.7 "blocked but has blockstun"?
0xD4 0.5 "blocked"?
0xD8 2.0 "throw danger"?
0xDC 60 unknown
0xDE 100 unknown
0xE0 10 attack techniques
0xE4 1 evade techniques
0xE8 5 maneuver techniques
0xEC 38 moves

Attack techniques

Punch_Cmbo

Technique parameters
  • 1
  • 80
  • 10
  • 0
Moves
  1. Position:Close Forward (16:12)
    • 0.0
    • 15.0
    • 5.0
  2. Attack:P (0:0)
  3. Attack:P P (0:1)
  4. Attack:P P P (0:2)
  5. Maneuver:Pause (32:4)
    • 0.7

Kick_Cmbo

Technique parameters
  • 0
  • 60
  • 10
  • 0
Moves
  1. Position:Close Forward (16:12)
    • 0.0
    • 15.0
    • 5.0
  2. Attack:K (0:19)
  3. Attack:K K (0:20)
  4. Maneuver:Pause (32:4)
    • 0.7

Running Punch

Technique parameters
  • 0
  • 60
  • 10
  • 0
Moves
  1. Position:Run Forward (16:0)
    • 10.0
    • 25.0
    • 5.0
  2. Attack:R-P (0:63)
  3. Maneuver:Pause (32:4)
    • 0.7

Kick_Stagger

Technique parameters
  • 0
  • 30
  • 10
  • 240
Moves
  1. Position:Close Forward (16:12)
    • 6.0
    • 15.0
    • 5.0
  2. Attack:KF (0:23)
  3. Attack:K (0:19)
  4. Attack:K K (0:20)
  5. Maneuver:Pause (32:4)
    • 0.7

Two Fisted Smash

Technique parameters
  • 0
  • 30
  • 10
  • 240
Moves
  1. Position:Close Forward (16:12)
    • 0.0
    • 10.0
    • 4.0
  2. Attack:PF (0:4)
  3. Attack:P (0:0)
  4. Attack:P P (0:1)
  5. Maneuver:Pause (32:4)
    • 0.7

Uppercut Punch

Technique parameters
  • 0
  • 10
  • 10
  • 360
Moves
  1. Position:Close Forward (16:12)
    • 0.0
    • 6.0
    • 2.0
  2. Attack:PD (0:8)
  3. Maneuver:Pause (32:4)
    • 0.7

Low Kick

Technique parameters
  • 0
  • 1
  • 10
  • 180
Moves
  1. Position:Close Forward (16:12)
    • 0.0
    • 5.0
    • 2.0
  2. Attack:KD (0:27)
  3. Maneuver:Pause (32:4)
    • 0.7

Circle Left

Technique parameters
  • 0
  • 1
  • 10
  • 180
Moves
  1. Maneuver:Circle Left (32:2)
    • 0.5
    • 0.0
    • 270.0

Circle Right

Technique parameters
  • 0
  • 1
  • 10
  • 180
Moves
  1. Maneuver:Circle Right (32:3)
    • 0.5
    • 0.0
    • 90.0

Taunt

Technique parameters
  • 1
  • 1
  • 10
  • 900
Moves
  1. Maneuver:Random Stop (32:8)
    • 85.0
  2. Maneuver:Taunt (32:7)
    • 1.1




Evade techniques

Roll Forward

Technique parameters
  • 0
  • 80
  • 10
  • 0
Moves
  1. Evade:Roll Forwards (48:16)




Maneuver techniques

Pause

Technique parameters
  • 0
  • 80
  • 10
  • 0
Moves
  1. Maneuver:Pause (32:4)
    • 0.8

Circle Left

Technique parameters
  • 0
  • 40
  • 10
  • 300
Moves
  1. Maneuver:Circle Left (32:2)
    • 0.8
    • 120.0
    • 0.0

Circle Right

Technique parameters
  • 0
  • 40
  • 10
  • 300
Moves
  1. Maneuver:Circle Right (32:3)
    • 0.8
    • 120.0
    • 0.0

Retreat

Technique parameters
  • 0
  • 20
  • 10
  • 0
Moves
  1. Maneuver:Retreat (32:1)
    • 1.0
    • 30.0
    • 14.5

Advance

Technique parameters
  • 0
  • 10
  • 10
  • 300
Moves
  1. Maneuver:Advance (32:0)
    • 0.8
    • 25.0
    • 12.5




Notes

Unused moves

No unused moves for thugs.

Misc

The ONCC lookup doesn't seem critical to the functioning of a melee profile any more. Thus, the 5 melee profiles are completely redundant.

It is possible to keep only one or two original thug profiles, and to overwrite the remaining ones with new melee profile data. THUG_Air is set apart from the other 4, so it's best left as is.

The other four are right next to one another, which allows for creating 4 thug-like profiles, or 3 comguy-like profiles, or 2 big profiles, or 1 super-giant melee profile...