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XML:TRAM: Difference between revisions

26 bytes added ,  10 October 2023
m
added headers to throw table and the questions below it
(brought over notes from talk page that surrounded the throw table there)
m (added headers to throw table and the questions below it)
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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>.


====Throw table====
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.
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.
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:
====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?
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?