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OBD:BINA/OBJC/MELE: Difference between revisions

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{{OBD OBJC Header|align=right|type=MELE|prev=FURN|next=NEUT|name=Melee profile|onistuff=b_me}}
{{OBD OBJC Header | type=MELE | prev=FURN | next=NEUT | name=Melee profile | align=center}}
 
==File Description==
===General part===
[[image:bin_r_m1.gif]]
 
 
{{Table}}
{{OBDth}}
{{OBDtr| 0x00 | char[4]  |FF0000| 43 4A 42 4F | OBJC      | object collection }}
{{OBDtr| 0x04 | int32    |FFFF00| 84 75 02 00 | 161156    | size of the complete combat part from this postion in bytes }}
{{OBDtr| 0x08 | int32    |00FF00| 27 00 00 00 | 39        | unknown; do not change it }}
{{OBDtr| 0x0C | int32    |00FFFF| 28 15 00 00 | 5416      | size of the following element in bytes }}
{{OBDtrBK}}
{{OBDtr| 0x00 | char[4]  |FFC8C8| 45 4C 45 4D | MELE      | melee }}
{{OBDtr| 0x04 | int32    |FFFFC8| 76 02 00 00 | 630        | old file ID }}
{{OBDtr| 0x08 | int32    |C8FFC8| 00 00 00 00 | 0          | unknown }}
{{OBDtr| 0x0C | float    |C8FFFF| B3 F3 2A 43 | 170.951950 | x-position of unknown }}
{{OBDtr| 0x10 | float    |C8FFFF| C7 0D 71 C1 | -15.065864 | y-position (height) of unknown }}
{{OBDtr| 0x14 | float    |C8FFFF| CF 29 38 42 | 46.040829  | z-position of unknown }}
{{OBDtr| 0x18 | float    |FFC8FF| 00 00 00 00 | 0.000000  | rotation on the x-axis in degrees }}
{{OBDtr| 0x1C | float    |FFC8FF| 00 00 00 00 | 0.000000  | rotation on the y-axis in degrees }}
{{OBDtr| 0x20 | float    |FFC8FF| 00 00 00 00 | 0.000000  | rotation on the z-axis in degrees }}
|}
 
 
===Profile part===
{{Table}}
{{OBDth}}
{{OBDtr| 0x24 | int32    |FFC800| 09 00 00 00 | 9          | melee ID }}
{{OBDtr2|0x28 | char[64] |C800C8| NINJA_Easy              | space for notes }}
{{OBDtr2|0x68 | char[64] |C87C64| ninja_easy_1            | character class name (reference to a ninja_easy_1.[[OBD:ONCC|ONCC]] file) }}
{{OBDtr| 0xA8 | int32    |B0C3D4| 64 00 00 00 | 100        | notice in percent; how often AI registeres incoming attack; without noticing it, AI will not block or dodge }}
{{OBDtr| 0xAC | int32    |B0C3D4| 64 00 00 00 | 100        | Dodge base in percent; determines how often AI tries to dodge incoming attacks }}
{{OBDtr| 0xB0 | int32    |B0C3D4| 1E 00 00 00 | 30        | Dodge extra in percent; adds extra chance to dodge incoming attack }}
{{OBDtr| 0xB4 | int32    |B0C3D4| 05 00 00 00 | 5          | Dodge damage amount; amount of damage dealt to character (or incoming in one strong attack) for Dodge extra activation }}
{{OBDtr| 0xB8 | int32    |B0C3D4| 0F 00 00 00 | 15        | 1 vs 1 blocking skill in percent; specifies how often AI blocks incoming attack when blocking one enemy }}
{{OBDtr| 0xBC | int32    |B0C3D4| 14 00 00 00 | 20        | Group blocking skill in percent; looks like amount of possibility that AI will try to block attacks incoming from more enemies }}
{{OBDtr| 0xC0 | float    |E7CEA5| 00 00 00 40 | 2.000000  | unknown; always the same ("not blocked"?) }}
{{OBDtr| 0xC4 | float    |E7CEA5| 33 33 33 3F | 0.700000  | unknown ("must change stance"?) }}
{{OBDtr| 0xC8 | float    |E7CEA5| 00 00 C0 3F | 1.500000  | unknown ("blocked but unblockable"?) }}
{{OBDtr| 0xCC | float    |E7CEA5| 9A 99 99 3F | 1.200000  | unknown; always the same ("blocked but has stagger"?) }}
{{OBDtr| 0xD0 | float    |E7CEA5| 33 33 33 3F | 0.700000  | unknown; always the same ("blocked but has blockstun"?) }}
{{OBDtr| 0xD4 | float    |E7CEA5| 00 00 00 3F | 0.500000  | unknown; always the same ("blocked"?) }}
{{OBDtr| 0xD8 | float    |E7CEA5| 00 00 00 40 | 2.000000  | 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 }}
{{OBDtr| 0xDC | int16    |FFDDDD| 3C 00      | 60        | unknown; always the same }}
{{OBDtr| 0xDE | int16    |FFDDDD| 5A 00      | 90        | unknown }}
{{OBDtr| 0xE0 | int32    |64AAAA| 1A 00 00 00 | 26        | number of attack techniques }}
{{OBDtr| 0xE4 | int32    |64AAAA| 06 00 00 00 | 6          | number of evade/dodge techniques }}
{{OBDtr| 0xE8 | int32    |64AAAA| 07 00 00 00 | 7          | number of maneuver/position techniques }}
{{OBDtr| 0xEC | int32    |64AAAA| 6D 00 00 00 | 109        | number of moves }}
|}
 
 
{{Table}}
{{OBDth}}
{{OBDtr| 0x6C | float    |E7CEA5|  |          |  }}
{{OBDtr| 0x6C | float    |E7CEA5|  |          |  }}
|}
 


;Melee profiles
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