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Combat moves: Difference between revisions

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=Introduction to this database=
{|align=right
This is the comprehensive list of all moves available to all characters. For specific pages by character written in layman's terms, see the following subpages:
|http://geyser.oni2.net/pics/GIF/D-B.gif
|}
This is an overview of the combat moves available in Oni, listed in parallel to account for variety or lack thereof.
: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].


==Character subpages==
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 in Oni a lot of animations are shared between characters, and so there are only 11 distinct sets of combat anims. Please read the following note on how the animation names are constructed, then use the mini-tables to look up the animations for a certain character.
[[Gameplay/Combat moves/KONOKO|'''Konoko''']]


[[Gameplay/Combat moves/COMGUY|'''Communications Trooper''']]
;Animation names
 
:Oni's [[animation]]s are stored in [[TRAM]] files, all of which are named. Those names are systematic and version-independent. Hence we labeled the moves accordingly in the following tables.
[[Gameplay/Combat moves/STRIKE|'''Striker''']]
: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 [[Animation#Variant|variant]].
 
:The main prefix typically has 6 characters, but can have less (RED, NINJA, THUG, BARAB). As for the variant, it overrides the 4th, 5th and 6th character with COM, PIS, RIF, SPR, PAN or SCR.
[[Gameplay/Combat moves/NINJA|'''Ninja''']]
: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 control sequence is in the row header.
 
: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 KONCOMcomb_p'''
[[Gameplay/Combat moves/TANKER|'''Tanker''']]
{|{{table}} style="white-space:nowrap"
 
|width=200px|__TOC__
[[Gameplay/Combat moves/ELITE|'''Elite Striker''']]
|width=250px|
 
{|border=1 cellspacing=0
[[Gameplay/Combat moves/RED|'''Fury''']]
|+'''Collection and variant prefixes'''
 
|[[Gameplay/Combat moves/KONOKO|KONOKO]]||Konoko, female cops, female civilians
[[Gameplay/Combat moves/THUG|'''Thug''']]
|-
 
|[[Gameplay/Combat moves/RED|RED]]||Female Strikers a.k.a. Furies
[[Gameplay/Combat moves/MURO|'''Muro''']]
|-
 
|[[Gameplay/Combat moves/STRIKE|STRIKER]]||Strikers
[[Gameplay/Combat moves/MUTANT|'''Mutant Muro''']]
|-
 
|[[Gameplay/Combat moves/TCTF|TCTF]]||TCTF SWAT
[[Gameplay/Combat moves/TCTF|'''TCTF Trooper''']]
|-
 
|[[Gameplay/Combat moves/NINJA|NINJA]]||Ninja
<!--'''KONCOM''', '''COMCOM''', '''STRCOM''', '''NINCOM''', '''TANCOM''', '''ELICOM''', '''REDCOM''', '''THUCOM''', '''MURCOM''', '''MUTCOM''', '''TCTCOM'''; Not sure what these are listed here for-->
|-
 
|[[Gameplay/Combat moves/ELITE|ELITE]]||Elite Strikers
==Animated GIFs==
|-
Here are a few GIFs made earlier. Not organized... yet. ZDLO has done [http://zdlo.oni2.net/GIFs/ a few STRCOM, TCTCOM and ELICOM GIFs] already. Perhaps at some point we can augment the subpages listed above with animated GIFs illustrating each move.
|[[Gameplay/Combat moves/COMGUY|COMGUY]]||Comguys, cops, male civilians
 
|-
http://geyser.oni2.net/pics/GIF/Tanker_TH_weapon_specialmove.gif
|[[Gameplay/Combat moves/THUG|THUG]]||So-called thugs (workers)
http://geyser.oni2.net/pics/GIF/CrescentKickSmall.gif
|-
http://geyser.oni2.net/pics/GIF/D-B.gif
|[[Gameplay/Combat moves/TANKER|TANKER]]||Tankers
 
|-
==Attack damage database==
|[[Gameplay/Combat moves/MURO|MURO]]||Muro
ZDLO has made a [http://zdlo.oni2.net/Items/Table_of_damage_dealt.htm nice table] listing all the combat moves available in Oni (if you think something's missing, please say so).
|-
 
|[[Gameplay/Combat moves/MUTANT|MUTANT]]||Mutant Muro
==Reading the move database==
|-
'''Abbreviated terminology'''
|***COM||Combat variant
 
|-
The [[TRAM]] that is used for each key press/combo listed in the move database can be pieced together by looking for a character's name in the column header, and then finding the cell under that column that is in the row of the key press.
|***PIS||Pistol variant
 
|-
'''TRAM naming system'''
|***RIF||Rifle variant
 
|}
This is how the TRAM naming system works:
|width=200px|
 
{|border=1 cellspacing=0
--Part 1--
|+'''[[TRAC]] inheritance and stats'''
 
|konokocore_animations: 536 anims
An ID number, such as 01865, followed by a dash.
*'''red_animations''': 100 anims
 
*konokolev1_animations : 70 anims
--Part 2--
**'''konoko_animations''': 105 anims
 
strikercore_animations: 400 anims
There are four basic types of TRAM, indicated by part 2 of the TRAM name:
*'''striker_animations''': 96 anims
 
**'''TCTFswat_animations''': 23 anims
'''KONOKO''' (or any other character name in all-caps). Basic movement animations.
*'''elite_animations''': 102 anims
 
**'''barabus_animations''': 8 anims
'''***COM'''. Melee animations.
*'''ninja_animations''': 385 anims
 
*'''comguy_animations''': 312 anims
'''***PIS'''. Animations while holding a pistol.
**'''thug_animations''': 22 anims
 
**'''Tanker_animations''': 237 anims
'''***RIF'''. Animations while holding a rifle.
**'''muro_animations''': 55 anims
 
***'''mutantmuro_animations''': 38 anims
--Part 3--
|}
 
|
Then there are the specific attack names. For example:
{|border=1 cellspacing=0
 
|+'''Symbols used in the tables below'''
'''punch_heavy'''. Tack this text onto the column header text (part 1) to get the full name of the exact animation that plays for an attack. For instance, [[TRAM|01865-KONCOMpunch_heavy.TRAM]].
|
 
{|align=center border="1" cellspacing="0"
{| border="1" cellspacing="0"
|+'''Control sequences'''
|+'''Color code'''
!&#8593;/&#8592;/&#8595;/&#8594;
|forwards / left / backwards / right
|-
!P/K/J/C
|punch / kick / jump / crouch
|-
!A, B
|press A, wait, press B
|-
!A+B
|press and hold A, press B
|-
!-A+B
|release A and press B
|-
!A... B
|press B while holding A
|}
|-
|
{|align=center border="1" cellspacing="0"
|+'''Cell background color'''
!Color
!Color
!Meaning
!Meaning
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|This move is unavailable for this character
|This move is unavailable for this character
|}
|}
 
|}
 
|}
'''Key symbols'''
 
&#8592;/&#8594;/&#8593;/&#8595; = the movement keys (defaults a/d/w/s)
 
'''P''' = the punch key (default f, left mouse button)
 
'''K''' = the kick key (default c, right mouse button)
 
'''J''' = the jump key (default [space] key)
 
'''C''' = the crouch key (default [shift], middle mouse button for PC)
 
''',''' = let up on previous key before pressing next key
 
'''+''' = hold down previous key while pressing next key
 
'''-''' = let off the following key and immediately press the next key
 
'''...''' = hold down previous key for a little while before pressing next key, while still holding down previous key
 
=Move database=
 
==PUNCH and KICK combos==
==PUNCH and KICK combos==
{| border="1" cellpadding="5" cellspacing="0"
{| border="1" cellpadding="5" cellspacing="0"
Line 1,141: Line 1,142:
|throw_bk<br>(throw_bk_tgt)
|throw_bk<br>(throw_bk_tgt)
|style="background:black"|
|style="background:black"|
|style="background:black"|
|style=";background:black"|
|style="background:black"|
|style="background:black"|
|style="background:black"|
|style="background:black"|
|-
|-
!K+&#8593;<br>(from FRONT)
!K+&#8593;<br>(from FRONT)
|throw_fw_k<br>(throw_fw_k_tgt)
|throw_fw_k<;br>;(throw_fw_k_tgt)
|style="background:lime"|= KONPIS
|style=";background:lime"|= KONPIS
|style="background:black"|
|style="background:black";;;|
|style="background:black"|
|style="background:black"|
|style="background:black"|
|style="background:black"|
|style="background:black"|
|style="background:black"|
|style="background:black"|
|style=";background:black"|
|style="background:black";|
|style=";background:black";|
|style="background:black"|
|style="background:black"|
|style="background:black"|
|style="background:black"|
Line 1,159: Line 1,160:
|}
|}
===Rifle disarms===
===Rifle disarms===
{| border="1" cellpadding="5" cellspacing="0"
{| border="1" cellpadding="5" cellspacing=";0"
!Keys\TRAM
!Keys\TRAM
!KONRIF
!KONRIF
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----
----
==More combat moves==
==More combat moves==
===Variants available when carrying a rifle===
===Rifle-modified combat moves===
{|align=right
|http://geyser.oni2.net/pics/GIF/Tanker_TH_weapon_specialmove.gif
|}
{| border="1" cellpadding="5" cellspacing="0"
{| border="1" cellpadding="5" cellspacing="0"
!Keys\TRAM
!Keys\TRAM
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|-
|-
!Konoko
!Konoko
! -
!&nbsp;
!KONOKOendpowerup
!KONOKOendpowerup
|}
|}
Line 1,253: Line 1,257:
|style="background:black"|
|style="background:black"|
|}
|}
Another unbound move is '''ELITEjump_fw_kick'''.