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| BGCOLOR="#C8FFC8" | 00 00 00 41 | | BGCOLOR="#C8FFC8" | 00 00 00 41 | ||
| 8.000000 | | 8.000000 | ||
| ALIGN=LEFT | | | ALIGN=LEFT | knockback | ||
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD" | |- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD" | ||
| BGCOLOR="#C8FFFF" | 08 00 00 00 | | BGCOLOR="#C8FFFF" | 08 00 00 00 | ||
| 8 | | 8 | ||
| ALIGN=LEFT | bitset, | | ALIGN=LEFT | attack part bitset, see below | ||
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD" | |- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD" | ||
| BGCOLOR="#FFC8FF" | 14 00 | | BGCOLOR="#FFC8FF" | 14 00 | ||
Line 75: | Line 75: | ||
| BGCOLOR="#B0C3D4" | 0A 00 | | BGCOLOR="#B0C3D4" | 0A 00 | ||
| 10 | | 10 | ||
| ALIGN=LEFT | | | ALIGN=LEFT | number of frames for how long should blocking char remain in hit anim when he gots hit | ||
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD" | |- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD" | ||
| BGCOLOR="#E7CEA5" | 0A 00 | | BGCOLOR="#E7CEA5" | 0A 00 | ||
| 10 | | 10 | ||
| ALIGN=LEFT | | | ALIGN=LEFT | number in frames for how long should blocking char remain in blocking animation | ||
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD" | |- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD" | ||
| BGCOLOR="#FFDDDD" | 00 00 | | BGCOLOR="#FFDDDD" | 00 00 | ||
| 0 | | 0 | ||
| ALIGN=LEFT | | | ALIGN=LEFT | number of frames for how long should blocking char perform stagger anim after sucessful block (???has stagger???) | ||
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD" | |- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD" | ||
| BGCOLOR="#FFDDDD" | 00 00 | | BGCOLOR="#FFDDDD" | 00 00 | ||
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| ALIGN=LEFT | unknown | | ALIGN=LEFT | unknown | ||
|} | |} | ||
;Possible options are: | |||
: 0- nothing special, attack can be blocked by any stance of defender (crouch, stand) and deals no damage when blocked | |||
: 1- attack is unblockable | |||
: 2- attack is high (can be blocked only in normal stance, hits if enemy is crouching) | |||
: 4- attack is low (can be blocked only in crouch stance, hits if enemy is in normal stance) | |||
: 8- attack deals 1/2 damage when blocked + while blocking, it does not use blue flash but hit flash (konflash1 for this TRAM) | |||
;Damage-dealing bones | ;Damage-dealing bones | ||
:It's a 19-bit bitset starting at the beginning of the attack chunk | :It's a 19-bit bitset starting at the beginning of the attack chunk |
edits