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OBD talk:TRAM: Difference between revisions

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|-
|-
| <Start>
| <Start>
|
| int16
|
| First frame where damage can be inflicted to an opponent.
|-
|-
| <End>
| <End>
|
| int16
|
| Last frame where damage can be inflicted to an opponent.
|-
|-
| <Bones>
| <Bones>
| flag
| flag
|
| Set here the bones that can inflict damage.
|-
|-
|valign="top"| <Flags>
|valign="top"| <Flags>
Line 859: Line 859:
|-
|-
| <Knockback>
| <Knockback>
|
| float
|
|
|-
|-
| <HitPoints>
| <HitPoints>
|
| int16
|
| damage points
|-
|-
| <HitType>
| <HitType>
|
| flag
|
| Animation type for opponent's animation when attack isn't blocked.
|-
|-
| <HitLength>
| <HitLength>
|
|  
|
| Number of frames for how long should blocking char remain in hit anim when he gots hit.
|-
|-
| <StunLength>
| <StunLength>
|
| int16
|
| Number in frames for how long should blocking char remain in blocking animation.
|-
|-
| <StaggerLength>
| <StaggerLength>
|
| int16
|
| Number of frames for how long should blocking char perform stagger anim after sucessful block.
|-
|-
| <Extents>
| <Extents>
|
|
|
| Nowadays that data becomes calculated from onisplit automatically.
|-
|-
| <Extent>
| <Extent>
|
|
|
| One tag per frame. In numbers: attack end - attack start + 1. (E.g. end=5; start=6; it makes 2 involved frames.)
|-
|-
| <Angle>
| <Angle>
|
| float
|
| In degree.
|-
|-
| <Length>
| <Length>
|
| float
|
|  
|-
|-
| <MinY>
| <MinY>
|
| float
|
|
|-
|-
| <MaxY>
| <MaxY>
|
| float
|
|
|-
|-
| <AttackRing>
| <AttackRing>
|
|
|
| Contains always 36 <Length> tags, no more, no less. Gets calculated by onisplit.
|-
|-
| <Length>
| <Length>
|
| float
| Always 36 tags, no more, no less.
| Horizontal extents in 10° intervals. They make a ''zone of danger'' so the AI knows that the animation is harmful there. (It give them the chance to dogde an attack.)
|}
|}


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