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XML:TRAM: Difference between revisions

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::: Probably a developer relic. Throws work in animation pairs: whenever a throw source is played, the other character must perform the throw target animation. See throw(n) types:
::: Probably a developer relic. Throws work in animation pairs: whenever a throw source is played, the other character must perform the throw target animation. See throw(n) types:
:::: TRAM <TargetType>
:::: TRAM <TargetType>
:::: [[XML:StNA#Animation_types|StNA]] (starting from #95)
:::: [[XML:StNA#Animation_types|StNA]] (First <u>used</u> throw starts at #96.)
::: Characters have only their own pool of animations available. And since enemy's TRAC might not contain the necessary animation the information must be provided by the throw source TRAC.  
::: Characters have only their own pool of animations available. And since enemy's TRAC might not contain the necessary animation the information must be provided by the throw source TRAC.  
::: Since every throw animation must have a throw animation type the ThrowSource flag is actually redundant.
::: Since every throw animation must have a throw animation type the ThrowSource flag is actually redundant.
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