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Combat moves: Difference between revisions

m
there's no section by that name on Animation *shrug*
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m (there's no section by that name on Animation *shrug*)
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;Animation names
;Animation names
:Oni's [[animation]]s are stored in [[TRAM]] files, all of which are named. Those names are systematic and version-independent. Hence we labeled the moves accordingly in the following tables.
:Oni's [[animation]]s are stored in [[TRAM]] files, all of which are named. Those names are systematic and version-independent. Hence we labeled the moves accordingly in the following tables.
:Typically, an animation name consists of a ''lowercase suffix'' ("comb_p", "punch_heavy", ...) and an ''uppercase prefix'' that helps to quickly identify the animation collection ([[TRAC]]) and [[Animation#Variant|variant]].
:Typically, an animation name consists of a ''lowercase suffix'' ("comb_p", "punch_heavy", ...) and an ''uppercase prefix'' that helps to quickly identify the animation collection ([[TRAC]]) and variant.
:The main prefix typically has 6 characters, but can have less (RED, NINJA, THUG, BARAB). As for the variant, it overrides the 4th, 5th and 6th character with COM, PIS, RIF, SPR, PAN or SCR.
:The main prefix typically has 6 characters, but can have less (RED, NINJA, THUG, BARAB). As for the variant, it overrides the 4th, 5th and 6th character with COM, PIS, RIF, SPR, PAN or SCR.
:In the following tables, just append the suffix you find in a cell to the prefix in the column header, and you'll get the full name of the animation. The control sequence is in the row header.
:In the following tables, just append the suffix you find in a cell to the prefix in the column header, and you'll get the full name of the animation. The control sequence is in the row header.