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The first anim state of source (src) and target (tgt) is the "primary" <FromState>. The others <FromState> entries are located in <Shortcut>. | The first anim state of source (src) and target (tgt) is the "primary" <FromState>. The others <FromState> entries are located in <Shortcut>. | ||
Source and target anim types (pairs) aren't named in an intuitive pattern: Using "forward" and "backward" in throw names can be ambiguous for newbies. For example Konoko can throw a foe seemingly '''backwards''' by her '''throw forward kick''' (TRAMKONCOMthrow_fw_k). Therefore we should also describe throws how "source" and "target" are facing each other. | |||
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Looks like there was/is support for [[OBD:BINA/OBJC/MELE/MoveList/Throw|running disarms]]. Though unused types for new Thrown''N'' would be needed. | |||
Open questions: | |||
If the never used Thrown type can be applied as type 18 the table looks much more complete. "Restoring" forward tackles (face-to-face, src run + tgt run) can be omitted as the AI would most often stop movement for actual combat? | |||
All important header data of STRCOMrun_thw_fw_p and STRCOMrun_thw_fw_pl is identical. That means the engine picks the correct TRAM by using an unknown context, possibly this is similar or part of the distinction of "forward" (face-to-face) and "backward" (face-to-back). | |||
: '''Maybe the algorithm checks always tgt's rotation and relative position to src at the same time but for most cases only tgt's rotation (facing) is relevant.''' | |||
Also, STRCOMrun_thw_fw_p(l) routing to Thrown5 and Thrown6 shows that Thrown anim types might be used however we like. A src-tgt-anim-type-pairing might be simply a ''convention''. Well, someone could check the source code... | |||
====Forward throws==== | ====Forward throws==== |