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XML:TRAM: Difference between revisions

No change in size ,  5 April 2021
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link fixes
m (putting nav header parameters in more logical order)
m (link fixes)
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| <Type>
| <Type>
| flag
| flag
| Look them up over [[XML:StNA#animation_types|HERE]]. The pool of valid TRAMs (animations a character can choose from) is built from the TRAC files registered in the ONCC. Most of the anim types are connected to player inputs.
| Look them up over [[XML:StNA#Animation_types|HERE]]. The pool of valid TRAMs (animations a character can choose from) is built from the TRAC files registered in the ONCC. Most of the anim types are connected to player inputs.
|-
|-
| <AimingType>
| <AimingType>
| flag
| flag
| Look them up over [[XML:StNA#animation_types|HERE]]. The pool of valid TRAMs, and therefore TRASs (aiming screens a character can choose from) is built from the TRSC files registered in the ONCC.
| Look them up over [[XML:StNA#Animation_types|HERE]]. The pool of valid TRAMs, and therefore TRASs (aiming screens a character can choose from) is built from the TRSC files registered in the ONCC.
:
:
|-
|-
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| [[Image:chr_debug_characters_shows_interpolated_animations.jpg|thumb|400px|right|Primary <FromState> in <Lookup> uses about 8 interpolating frames by default. Use Shortcut's <FromState> to override this frame number.]]
| [[Image:chr_debug_characters_shows_interpolated_animations.jpg|thumb|400px|right|Primary <FromState> in <Lookup> uses about 8 interpolating frames by default. Use Shortcut's <FromState> to override this frame number.]]


Look them up over [[XML:StNA#animation_states|HERE]].
Look them up over [[XML:StNA#Animation_states|HERE]].
: When FromState is set to None, some default behaviors are ignored and are replaced by Shortcuts.
: When FromState is set to None, some default behaviors are ignored and are replaced by Shortcuts.
: Shortcuts extend the number of states from which an animation can be played and under what conditions (replacing this atomic yes/no).
: Shortcuts extend the number of states from which an animation can be played and under what conditions (replacing this atomic yes/no).
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| <ToState>
| <ToState>
| flag
| flag
| Look them up over [[XML:StNA#animation_states|HERE]].
| Look them up over [[XML:StNA#Animation_states|HERE]].
|-
|-
|valign="top"| <Varient>
|valign="top"| <Varient>
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| <FromState>
| <FromState>
| flag
| flag
| Look them up over [[XML:StNA#animation_types|HERE]].
| Look them up over [[XML:StNA#Animation_types|HERE]].
|-
|-
|valign="top"| <Length>
|valign="top"| <Length>
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| <Vocalization>
| <Vocalization>
| int
| int
| ID of one of the [[XML:SNDD#step_1:_preparing_the_TRAM|SoundConstants in ONCC]]
| ID of one of the [[XML:SNDD#Step_1:_preparing_the_TRAM|SoundConstants in ONCC]]
|-
|-
| <ActionFrame>
| <ActionFrame>
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|valign="top"| <TargetType>
|valign="top"| <TargetType>
|valign="top"| flag
|valign="top"| flag
| The flags are part of the [[XML:StNA#animation_types|animation type list]].
| The flags are part of the [[XML:StNA#Animation_types|animation type list]].


(static throws)
(static throws)
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| <HitType>
| <HitType>
| flag
| flag
| Animation type for opponent's animation when the attack isn't blocked. The flags are part of the [[XML:StNA#animation_types|animation type list]].
| Animation type for opponent's animation when the attack isn't blocked. The flags are part of the [[XML:StNA#Animation_types|animation type list]].
|-
|-
| <HitLength>
| <HitLength>