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|TRSC : Screen (aiming) Collection|
- TRSCs can be global (level0_Final.dat) or local (levelX_Final.dat). The commonly used ones, TRSCcomguy_screens, TRSCkonoko_screens and TRSCstriker_screens, are global, whereas the rest are found in the levels where the characters appear who use them: TRSCmuro_screens, TRSCninja_screens, TRSCred_screens and TRSCtanker_screens.
- TRSCs are lists of all the aiming screens (TRAS) that can be applied to a character, based on their current animation state.
- Each ONCC links to one TRSC.
<?xml version="1.0" encoding="utf-8"?> <Oni> <TRSC id="0"> <AimingScreens> <Link>TRASKONPISaim_screen_run</Link> <Link>TRASKONPISaim_screen_ss_lt</Link> <Link>TRASKONPISaim_screen_ss_rt</Link> <Link>TRASKONPISaim_screen_crouch</Link> <Link>TRASKONPISaim_screen_stand</Link> <Link>TRASKONOKOaim_screen_stand</Link> <Link>TRASKONOKOaim_screen_crouch</Link> <Link>TRASKONRIFaim_screen_stand</Link> <Link>TRASKONRIFaim_screen_crouch</Link> <Link>TRASSTRRIFaim_screen_crouch_r</Link> <Link>TRASKONRIFaim_screen_run</Link> <Link>TRASSTRPISaim_screen_crouch_r</Link> <Link>TRASKONCOMaim_screen_stand</Link> </AimingScreens> </TRSC> </Oni>
TRSCs have a variable number of aiming screens in them; as few as 11 (TRSCninja_screens) and as many as 14 (TRSCstriker_screens). What happens if a character's animation state is not covered by any TRAS?