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OBD:BINA/OBJC/MELE: Difference between revisions

m (added everything I know)
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| ALIGN=LEFT | Notice (%); how often AI registeres incoming attack; without registration, AI will not block or dodge
| ALIGN=LEFT | Notice (%); how often AI registeres incoming attack; without noticing it, AI will not block or dodge
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| BGCOLOR="#B0C3D4" | 1E 00 00 00
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| ALIGN=LEFT | Dodge extra (%); it is weird => see below
| ALIGN=LEFT | Dodge extra (%); adds extra chance to dodge incoming attack
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| BGCOLOR="#B0C3D4" | 05 00 00 00
| BGCOLOR="#B0C3D4" | 05 00 00 00
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| ALIGN=LEFT | Dodge damage amount; see below
| ALIGN=LEFT | Dodge damage amount; amount of damage dealt to character (or incoming in one strong attack) for Dodge extra activation
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| BGCOLOR="#E7CEA5" | 00 00 00 40
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| 2.000000
| ALIGN=LEFT | unknown; always the same ("throw danger"?)
| ALIGN=LEFT | Throw danger; still unknown but it has something to do with probability of being thrown; when set very high, AI2 with this MELE is almost unthrowable
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| BGCOLOR="#FFDDDD" | 3C 00
| BGCOLOR="#FFDDDD" | 3C 00
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;Overall (only my theory): I think that every attack creates some invisible field around attacking limb (so here is possibility of some bond with unknown values in the attack part of TRAM) where is said *Here is field of some attack*. When AI collides with it, it decides thanks to Notice value if attack is accepted or not. If not, attack is ignored and AI is damaged. If yes, AI knows there is attack and decides what to do: Either nothing, dodge or block. All that is based on percentages of those possibilities. If there is same possibility of blocking and dodging, engine randomly choses one. Point is that even if AI recognized there is attack, it can do nothing and obtain damage as well as blocking it or trying to dodge it. So here we have random element.
;About ONCC lookup: it seems that typing different ONCC model names here allows the melee profile to use some "trademark" moves:
;Dodge extra
*all ninjas (easy, med, hard) and super_ninja_1 ONCCs allow p_p_k_k_k_k combo
:This seems to be some added chance to dodge incoming attack if attack, which is aimed at AI, causes equal or greater damage then specified in *Dodge damage amount*. But this is very questionable as it shows really some weird stuff.
*konoko_generic and all red (fury) classes allow p_p_k combo, kick/kick back/run kick behind/run kick throws, k_k_kfw combo
;About ONCC models: It seems that by selecting certain model engine allows this melee profile to execute certain moves, used by ONCC class. Example: You edit comguy melee profile (ID 04), by adding ''back kick throw'' move into it. In game, any AI who uses it will never try to perform ''back kick throw'' move.If you turn on melee checking in dev console, it says NOATTACKNOTHROW with this move. Then you edit melee profile once again, this time you change ONCC class from ''comguy_1'' to ''konoko''. And voila: AI will try to perform it even if it causes crash of ONI ^_^.
*all tanker classes allow kick/kick back/run kick behind/run kick throws
*muro and mutant_muro classes allow p_p_p_p combo.
:I am very sorry Geyser, but rest is unchecked. I tried, but I have no clue at the moment.--[[User:Loser|Loser]] 18:00, 31 December 2006 (CET)
If you know something else, feel free to complete it. The question about this "trademark" moves is: is it specified in the ONCC or somewhere else ???
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;Techniques
;Techniques
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