OBD:TRAM/raw0x14: Difference between revisions
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{{OBDtrBK}} | {{OBDtrBK}} | ||
{{OBDtr| 0x00 | bitset32 |FFC8C8| 00 60 06 00 | 0, 96, 6, 0 | damage-dealing bones; the following bits are possible: | {{OBDtr| 0x00 | bitset32 |FFC8C8| 00 60 06 00 | 0, 96, 6, 0 | damage-dealing bones; the following bits are possible: | ||
:0x'''01''' 00 00 00 - pelvis | |||
:0x'''02''' 00 00 00 - left thigh | |||
:0x'''01''' | :0x'''04''' 00 00 00 - left calf | ||
:0x'''02''' | :0x'''08''' 00 00 00 - left foot | ||
:0x'''04''' | :0x'''10''' 00 00 00 - right thigh | ||
:0x'''08''' | :0x'''20''' 00 00 00 - right calf | ||
:0x'''10''' | :0x'''40''' 00 00 00 - right foot | ||
:0x'''20''' | :0x'''80''' 00 00 00 - mid | ||
:0x'''40''' | :0x00 '''01''' 00 00 - chest | ||
:0x'''80''' | :0x00 '''02''' 00 00 - neck | ||
:0x00'''01''' | :0x00 '''04''' 00 00 - head | ||
:0x00'''02''' | :0x00 '''08''' 00 00 - left shoulder | ||
:0x00'''04''' | :0x00 '''10''' 00 00 - left arm | ||
:0x00'''08''' | :0x00 '''20''' 00 00 - left wrist | ||
:0x00'''10''' | :0x00 '''40''' 00 00 - left fist | ||
:0x00'''20''' | :0x00 '''80''' 00 00 - right shoulder | ||
:0x00'''40''' | :0x00 00 '''01''' 00 - right arm | ||
:0x00'''80''' | :0x00 00 '''02''' 00 - right wrist | ||
: | :0x00 00 '''04''' 00 - right fist | ||
: | |||
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}} | }} | ||
{{OBDtr| 0x04 | float |FFFFC8| 00 00 00 41 | 8.000000 | knockback }} | {{OBDtr| 0x04 | float |FFFFC8| 00 00 00 41 | 8.000000 | knockback }} | ||
{{OBDtr| 0x08 | bitset32 |C8FFC8| 08 00 00 00 | 8, 0, 0, 0 | attack | {{OBDtr| 0x08 | bitset32 |C8FFC8| 08 00 00 00 | 8, 0, 0, 0 | attack option bits; the following bits are possible: | ||
:0x'''01''' 00 00 00 - attack is unblockable | |||
:0x'''02''' 00 00 00 - attack is high (can be blocked only in normal stance, hits if enemy is crouching) | |||
:0x'''04''' 00 00 00 - attack is low (can be blocked only in crouch stance, hits if enemy is in normal stance) | |||
: | :0x'''08''' 00 00 00 - attack deals 1/2 damage when blocked + while blocking, it does not use blue flash but hit flash (konflash1 for this TRAM) | ||
: | |||
: | |||
: | |||
}} | }} | ||
{{OBDtr| 0x0C | int16 |C8FFFF| 14 00 | 20 | hit points }} | {{OBDtr| 0x0C | int16 |C8FFFF| 14 00 | 20 | hit points }} | ||
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{{OBDtr| 0x14 | int16 |C800C8| 0A 00 | 10 | number of frames for how long should blocking char remain in hit anim when he gots hit }} | {{OBDtr| 0x14 | int16 |C800C8| 0A 00 | 10 | number of frames for how long should blocking char remain in hit anim when he gots hit }} | ||
{{OBDtr| 0x16 | int16 |C800C8| 0A 00 | 10 | number in frames for how long should blocking char remain in blocking animation }} | {{OBDtr| 0x16 | int16 |C800C8| 0A 00 | 10 | number in frames for how long should blocking char remain in blocking animation }} | ||
{{OBDtr| 0x18 | int16 |C800C8| 00 00 | 0 | number of frames for how long should blocking char perform stagger anim after sucessful block | {{OBDtr| 0x18 | int16 |C800C8| 00 00 | 0 | number of frames for how long should blocking char perform stagger anim after sucessful block }} | ||
{{OBDtr| 0x1A | int16 |C800C8| 00 00 | 0 | | {{OBDtr| 0x1A | int16 |C800C8| 00 00 | 0 | ignored }} | ||
{{OBDtr| 0x1C | int32 |C87C64| 00 00 00 00 | 0 | | {{OBDtr| 0x1C | int32 |C87C64| 00 00 00 00 | 0 | ignored }} | ||
|} | |} | ||
<CENTER>[[OBD:TRAM/raw0x10|x-z-position part]] << '''[[OBD:TRAM|TRAM]] - attack part''' >> [[OBD:TRAM/raw0x18|damage part]]</CENTER> | <CENTER>[[OBD:TRAM/raw0x10|x-z-position part]] << '''[[OBD:TRAM|TRAM]] - attack part''' >> [[OBD:TRAM/raw0x18|damage part]]</CENTER> |
Revision as of 13:41, 12 September 2008
This part belongs to the 01865-KONCOMpunch_heavy.TRAM file.
Offset | Type | Raw Hex | Value | Description |
---|---|---|---|---|
First element (black outline) | ||||
0x00 | bitset32 | 00 60 06 00 | 0, 96, 6, 0 | damage-dealing bones; the following bits are possible:
|
0x04 | float | 00 00 00 41 | 8.000000 | knockback |
0x08 | bitset32 | 08 00 00 00 | 8, 0, 0, 0 | attack option bits; the following bits are possible:
|
0x0C | int16 | 14 00 | 20 | hit points |
0x0E | int16 | 05 00 | 5 | start frame |
0x10 | int16 | 0F 00 | 15 | stop frame |
0x12 | int16 | 50 00 | 80 | anim_type ID for opponent's animation when attack isn't blocked (80 = hit_foot) |
0x14 | int16 | 0A 00 | 10 | number of frames for how long should blocking char remain in hit anim when he gots hit |
0x16 | int16 | 0A 00 | 10 | number in frames for how long should blocking char remain in blocking animation |
0x18 | int16 | 00 00 | 0 | number of frames for how long should blocking char perform stagger anim after sucessful block |
0x1A | int16 | 00 00 | 0 | ignored |
0x1C | int32 | 00 00 00 00 | 0 | ignored |