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XML:TRAM: Difference between revisions

471 bytes added ,  28 October 2023
brought over corrections/additions from recent work on subpages of OBD:TRAM
(chr_super has nothing to do with the supershield; mentioned the anims that use the DisableShield flag)
(brought over corrections/additions from recent work on subpages of OBD:TRAM)
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::Unknown.
::Unknown.
:DisableShield
:DisableShield
::If the player has an active supershield, this disables it (the flag is placed on four Mutant Muro attacks: his two supers, the claw-stuck-into-ground move and the sliding-kancho maneuver; it is also hardcoded to be removed when the Zeus thunderbolt attack is used).
::If the player has an active [[supershield]], this disables it (the flag is placed on four Mutant Muro attacks: his two supers, the claw-stuck-into-ground move and the sliding-kancho maneuver; it is also hardcoded to be removed when the Zeus thunderbolt attack is used).
:NoAIPickup
:NoAIPickup
::AIs are not permitted to pick up items with this animation.
::AIs are not permitted to pick up items with this animation.
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| <Atomic>
| <Atomic>
| parent tag
| parent tag
| Makes animation particle atomic?
| Animation cannot be interrupted by player between the Start and End frames.
|-
|-
| <Start>
| <Start>
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|valign="top"| <FinalRotation>
|valign="top"| <FinalRotation>
|valign="top"| float
|valign="top"| float
|valign="top"| Ending rotation in degrees. (During an animation, the camera is detached rotation-wise. If this value matches the body's final rotation, it will prevent a "glitchy" re-attaching.)
|valign="top"| Ending rotation in degrees. (During an animation on the player character, the camera is detached rotation-wise. If this value matches the body's final rotation, it will prevent a "glitchy" re-attaching.)
|-
|-
|valign="top"| <Direction>
|valign="top"| <Direction>
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| Contains XYZ values, which position the target character:
| Contains XYZ values, which position the target character:
*X - Side axis. Negative values move the target to the right and positive values move the target to the left.
*X - Side axis. Negative values move the target to the right and positive values move the target to the left.
*Y - Height axis. Negative values move the target downwards, but cannot make the target go below the floor. Positive values make the target go upwards if the value is too big, the target will teleport upward and then immediately start falling, interrupting the target animation.
*Y - Height axis. Negative values move the target downwards, but cannot make the target go below the floor. Positive values make the target go upwards; this will lift the target's collision sphere off the ground, allowing them to go over railings. However if the value is too big, the target will teleport upward and then immediately start falling, interrupting the target animation.
*Z - Forward axis. Negative values move the target backwards and positive values move the target forward.
*Z - Forward axis. Negative values move the target backwards and positive values move the target forward.
|-
|-
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| <Distance>
| <Distance>
| float
| float
| Activation distance. The throw can be triggered if it is within this range. However the value must be greater than the equivalent TRAM in the parent TRAC.
| Activation distance. The throw can be triggered if it is within this range. However the value must be greater than the equivalent TRAM in the parent TRAC or else the equivalent TRAM will play when the throw takes place outside of this TRAM's range and within that TRAM's range.
|-
|-
|valign="top"| <TargetType>
|valign="top"| <TargetType>
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: Low - Target of attack needs to crouch in order to block this attack.
: Low - Target of attack needs to crouch in order to block this attack.
: High - Blocker needs to stand; if both Low and High are set, blocker can block from both standing and crouching positions.
: High - Blocker needs to stand; if both Low and High are set, blocker can block from both standing and crouching positions.
: HalfDamage - Blocker receives half of the normal damage.
: HalfDamage - Blocker still receives half of the normal damage.
|-
|-
| <Knockback>
| <Knockback>
| float
| float
| Target gets knocked back by this amount.
| Target gets knocked back by this amount if attack is successful.
|-
|-
| <HitPoints>
| <HitPoints>
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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>
| int16
| int16
| Number of frames that the target should remain in his hit animation state when he gets hit.
| Number of frames that the target should remain in his hit animation state when he gets hit. If ≥ 20, Oni automatically upgrades the character to a stagger animation.
|-
|-
| <StunLength>
| <StunLength>
| int16
| int16
| Number of frames that the target should remain in his blocking animation state when he blocks the attack.
| Number of frames that the target should remain in his blocking animation state when he blocks the attack. If ≥ 15, Oni automatically upgrades the character to a block stun.
|-
|-
| <StaggerLength>
| <StaggerLength>
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| <Extent>
| <Extent>
| parent tag
| parent tag
| One tag per attack frame. Number of <Extent> tags = <Attack><End> - <Attack><Start> + 1
| One tag per attack frame. Number of <Extent> tags = <Attack><End> - <Attack><Start> + 1.
|-
|-
| <Angle>
| <Angle>
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|<!--anim type src--> '''ThrowForwardPunch'''
|<!--anim type src--> '''ThrowForwardPunch'''
|<!--anim type tgt--> '''Thrown1'''
|<!--anim type tgt--> '''Thrown1'''
|<!--image--> [[image:KONCOMthrow_fw_p.jpg|200px]]
|<!--image--> [[Image:KONCOMthrow_fw_p.jpg|200px]]
|-style="vertical-align:top;"
|-style="vertical-align:top;"
|<!--names--> static throw forward kick
|<!--names--> static throw forward kick
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|<!--anim type src--> '''ThrowForwardKick'''
|<!--anim type src--> '''ThrowForwardKick'''
|<!--anim type tgt--> '''Thrown2'''
|<!--anim type tgt--> '''Thrown2'''
|<!--image--> [[image:KONCOMthrow_fw_k.jpg|200px]]
|<!--image--> [[Image:KONCOMthrow_fw_k.jpg|200px]]
|-style="vertical-align:top;"
|-style="vertical-align:top;"
|<!--names--> static throw backward punch
|<!--names--> static throw backward punch
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|<!--anim type src--> '''ThrowBackwardPunch'''
|<!--anim type src--> '''ThrowBackwardPunch'''
|<!--anim type tgt--> '''Thrown3'''
|<!--anim type tgt--> '''Thrown3'''
|<!--image--> [[image:KONCOMthrow_bk.jpg|200px]]
|<!--image--> [[Image:KONCOMthrow_bk.jpg|200px]]
|-style="vertical-align:top;"
|-style="vertical-align:top;"
|<!--names--> static throw backward punch
|<!--names--> static throw backward punch
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|<!--anim type src--> '''ThrowBackwardKick'''
|<!--anim type src--> '''ThrowBackwardKick'''
|<!--anim type tgt--> '''Thrown4'''
|<!--anim type tgt--> '''Thrown4'''
|<!--image--> [[image:KONCOMthrow_bk_k.jpg|200px]]
|<!--image--> [[Image:KONCOMthrow_bk_k.jpg|200px]]
|-style="vertical-align:top;"
|-style="vertical-align:top;"
! colspan=9 | run throws
! colspan=9 | run throws
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|<!--anim type src--> '''RunThrowForwardPunch'''
|<!--anim type src--> '''RunThrowForwardPunch'''
|<!--anim type tgt--> '''Thrown5'''
|<!--anim type tgt--> '''Thrown5'''
|<!--image--> [[image:KONCOMrun_throw_fw.jpg|200px]]
|<!--image--> [[Image:KONCOMrun_throw_fw.jpg|200px]]
|-style="vertical-align:top;"
|-style="vertical-align:top;"
|<!--names--> run throw forward kick
|<!--names--> run throw forward kick
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|<!--anim type src--> '''RunThrowForwardKick'''
|<!--anim type src--> '''RunThrowForwardKick'''
|<!--anim type tgt--> '''Thrown6'''
|<!--anim type tgt--> '''Thrown6'''
|<!--image--> [[image:KONCOMrun_thw_fw_k.jpg|200px]]
|<!--image--> [[Image:KONCOMrun_thw_fw_k.jpg|200px]]
<!--
<!--
identical headers but
identical headers but
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|<!--anim type src--> '''RunThrowBackwardKick'''
|<!--anim type src--> '''RunThrowBackwardKick'''
|<!--anim type tgt--> '''Thrown8'''
|<!--anim type tgt--> '''Thrown8'''
|<!--image--> [[image:REDCOMrun_thw_bk_k.jpg|200px]]
|<!--image--> [[Image:REDCOMrun_thw_bk_k.jpg|200px]]
|-style="vertical-align:top;"
|-style="vertical-align:top;"
! colspan=9 | catching throws a.k.a. tackle throws
! colspan=9 | catching throws a.k.a. tackle throws
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|<!--anim type src--> '''RunThrowBackwardPunch'''
|<!--anim type src--> '''RunThrowBackwardPunch'''
|<!--anim type tgt--> '''Thrown10'''
|<!--anim type tgt--> '''Thrown10'''
|<!--image--> [[image:KONCOMrun_tkl_bk_p.jpg|200px]]
|<!--image--> [[Image:KONCOMrun_tkl_bk_p.jpg|200px]]
|-style="vertical-align:top;"
|-style="vertical-align:top;"
! colspan=9 | disarm throws
! colspan=9 | disarm throws
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|<!--anim type src--> '''ThrowForwardPunch'''
|<!--anim type src--> '''ThrowForwardPunch'''
|<!--anim type tgt--> '''Thrown11'''
|<!--anim type tgt--> '''Thrown11'''
|<!--image--> [[image:KONPISthrow_fw_p.jpg|200px]]
|<!--image--> [[Image:KONPISthrow_fw_p.jpg|200px]]
|-style="vertical-align:top;"
|-style="vertical-align:top;"
|<!--names--> pistol disarm throw forward kick
|<!--names--> pistol disarm throw forward kick
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|<!--anim type src--> '''ThrowForwardKick'''
|<!--anim type src--> '''ThrowForwardKick'''
|<!--anim type tgt--> '''Thrown12'''
|<!--anim type tgt--> '''Thrown12'''
|<!--image--> [[image:KONPISthrow_fw_k.jpg|200px]]
|<!--image--> [[Image:KONPISthrow_fw_k.jpg|200px]]
|-style="vertical-align:top;"
|-style="vertical-align:top;"
|<!--names--> pistol disarm throw backward punch
|<!--names--> pistol disarm throw backward punch
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|<!--anim type src--> '''ThrowBackwardPunch'''
|<!--anim type src--> '''ThrowBackwardPunch'''
|<!--anim type tgt--> '''Thrown13'''
|<!--anim type tgt--> '''Thrown13'''
|<!--image--> [[image:KONPISthrow_bk.jpg|200px]]
|<!--image--> [[Image:KONPISthrow_bk.jpg|200px]]
|-style="vertical-align:top;"
|-style="vertical-align:top;"
|<!--names--> (never used)
|<!--names--> (never used)
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|<!--anim type src--> '''ThrowForwardPunch'''
|<!--anim type src--> '''ThrowForwardPunch'''
|<!--anim type tgt--> '''Thrown15'''
|<!--anim type tgt--> '''Thrown15'''
|<!--image--> [[image:KONRIFthrow_fw_p.jpg|200px]]
|<!--image--> [[Image:KONRIFthrow_fw_p.jpg|200px]]
|-style="vertical-align:top;"
|-style="vertical-align:top;"
|<!--names--> rifle disarm throw backward punch
|<!--names--> rifle disarm throw backward punch
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|<!--anim type src--> '''ThrowBackwardPunch'''
|<!--anim type src--> '''ThrowBackwardPunch'''
|<!--anim type tgt--> '''Thrown16'''
|<!--anim type tgt--> '''Thrown16'''
|<!--image--> [[image:KONRIFthrow_bk_p.jpg|200px]]
|<!--image--> [[Image:KONRIFthrow_bk_p.jpg|200px]]
|-style="vertical-align:top;"
|-style="vertical-align:top;"
|<!--names--> (never used)
|<!--names--> (never used)
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'''From modders'''
'''From modders'''


[[Image:female_stun.jpg|right|thumb|Char A and Char B performing stun animations.]]
[[Image:Female stun.jpg|right|thumb|Char A and Char B performing stun animations.]]


* http://mods.oni2.net/node/376
* http://mods.oni2.net/node/376