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[[Image:Rear TCTF pistol disarm.gif|right]] | [[Image:Rear TCTF pistol disarm.gif|right]] | ||
This is an overview of the combat moves available in Oni | This is an overview of the combat moves available in Oni. | ||
:For an overview of the damage dealt, see [http://zdlo.oni2.net/Items/Table_of_damage_dealt.htm HERE]. For a few animated GIFs, see [http://zdlo.oni2.net/GIFs/ HERE]. | :For an overview of the damage dealt, see [http://zdlo.oni2.net/Items/Table_of_damage_dealt.htm HERE]. For a few animated GIFs, see [http://zdlo.oni2.net/GIFs/ HERE]. | ||
This page is ''not'' intended for experts only. It allows anyone to look up all the combos available to a character, as well as the control sequences to execute them. Perhaps the most tricky thing to understand is that | This page is ''not'' intended for experts only. It allows anyone to look up all the combos available to a character, as well as the control sequences to execute them. Perhaps the most tricky thing to understand is that a lot of animations are shared between characters (for example, the TCTF SWAT on the right inherits the disarm from Strikers). Please read the following note on how the animation names are constructed, then use the mini-tables to see what "prefix" (column header) corresponds to the character you're looking for. Good luck. | ||
;Animation names | ;Animation names | ||
:Oni's [[animation]]s are stored in [[TRAM]] files, all of which are named | :Oni's [[animation]]s are stored in [[TRAM]] files, all of which are named. Hence we labeled the moves accordingly in the following tables. | ||
:Typically, an animation name consists of a ''lowercase suffix'' ("comb_p", "punch_heavy", ...) and an ''uppercase prefix'' that helps to quickly identify the animation collection ([[TRAC]]) and variant. | :Typically, the body of an animation name consists of a ''lowercase suffix'' ("comb_p", "punch_heavy", ...) and an ''uppercase prefix'' that helps to quickly identify the animation collection ([[TRAC]]) and variant. | ||
:The main prefix | :The main prefix indicates the character, e.g. "KONOKO" or "BOMB". Animation variants are indicated by three letter suffixes which follow the first three letters of the character prefix, e.g. "KONCOM" or "NINRIF". The possible variants are COM{{FontCol|slategray|bat}} (melee), PIS{{FontCol|slategray|tol}}, RIF{{FontCol|slategray|le}}, SPR{{FontCol|slategray|int}}, PAN{{FontCol|slategray|ic}} or SCR{{FontCol|slategray|amble}}. | ||
:In the following tables, just append the suffix you find in a cell to the prefix in the column header, and you'll get the full name of the animation. The | :In the following tables, just append the suffix you find in a cell to the prefix in the column header, and you'll get the full name of the animation. The input sequence needed to trigger the animation is in the row header. | ||
:Internal filenames use an additional TRAM prefix: e.g. | :Internal filenames use an additional "TRAM" prefix: e.g. "TRAMKONCOMpunch_heavy". However, that prefix is left out by [[BSL]] commands, for example: '''[[chr_animate]] 0 KONCOMpunch_heavy''' | ||
{|{{table}} style="white-space:nowrap" | {|{{table}} style="white-space:nowrap" | ||
|width=200px|__TOC__ | |width=200px|__TOC__ |