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*[[OBD:TRAM/raw0x1C|Motion blur]], "Lifetime" and "Interval", meaning that "ghosts" can be spawned no more than 4.25 seconds apart and can last no more than 4.25 seconds before disappearing (LIMITATION SEVERITY: MINOR) | *[[OBD:TRAM/raw0x1C|Motion blur]], "Lifetime" and "Interval", meaning that "ghosts" can be spawned no more than 4.25 seconds apart and can last no more than 4.25 seconds before disappearing (LIMITATION SEVERITY: MINOR) | ||
*[[OBD:TRAM/raw0x34|Rotation data]], intervals between a bone's keyframes, meaning that rotation keyframes for a bone cannot be more than 4.25 seconds apart. (LIMITATION SEVERITY: MINOR) | *[[OBD:TRAM/raw0x34|Rotation data]], intervals between a bone's keyframes, meaning that rotation keyframes for a bone cannot be more than 4.25 seconds apart. (LIMITATION SEVERITY: MINOR) | ||
*" | *"Max/farthest extent info" (main TRAM file, see above): the "attack frame offset from the attack with index 0" is an 8-bit frame interval, meaning that attacks belonging to a same TRAM cannot be more than 4.25 seconds apart, or the extent of the later attacks may not be taken into account properly by the AI. (LIMITATION SEVERITY: Can be an issue for very long special moves or throws, where damage is dealt both at the beginning and at the end of the animation.) | ||
*"Invulnerable" range (main TRAM file, see above): The invulnerability range is a pair of 8-bit frame indices, meaning that the invulnerability range cannot extend past 4.25 seconds. (LIMITATION SEVERITY: Can be an issue for very long crowd-clearing moves, like a much longer "Whirling Dervish" (ELICOMpunch_heavy) or long versions of Muro's "Breakdancer" or "Helicopter" moves; a possible workaround is to set invulnerability for the whole animation rather than for an 8-bit frame range) | *"Invulnerable" range (main TRAM file, see above): The invulnerability range is a pair of 8-bit frame indices, meaning that the invulnerability range cannot extend past 4.25 seconds. (LIMITATION SEVERITY: Can be an issue for very long crowd-clearing moves, like a much longer "Whirling Dervish" (ELICOMpunch_heavy) or long versions of Muro's "Breakdancer" or "Helicopter" moves; a possible workaround is to set invulnerability for the whole animation rather than for an 8-bit frame range) | ||