8,452
edits
Paradox-01 (talk | contribs) mNo edit summary |
Paradox-01 (talk | contribs) mNo edit summary |
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|- | |- | ||
| <Start> | | <Start> | ||
| | | int16 | ||
| | | First frame where damage can be inflicted to an opponent. | ||
|- | |- | ||
| <End> | | <End> | ||
| | | int16 | ||
| | | Last frame where damage can be inflicted to an opponent. | ||
|- | |- | ||
| <Bones> | | <Bones> | ||
| flag | | flag | ||
| | | Set here the bones that can inflict damage. | ||
|- | |- | ||
|valign="top"| <Flags> | |valign="top"| <Flags> | ||
Line 859: | Line 859: | ||
|- | |- | ||
| <Knockback> | | <Knockback> | ||
| | | float | ||
| | | | ||
|- | |- | ||
| <HitPoints> | | <HitPoints> | ||
| | | int16 | ||
| | | damage points | ||
|- | |- | ||
| <HitType> | | <HitType> | ||
| | | flag | ||
| | | Animation type for opponent's animation when attack isn't blocked. | ||
|- | |- | ||
| <HitLength> | | <HitLength> | ||
| | | | ||
| | | Number of frames for how long should blocking char remain in hit anim when he gots hit. | ||
|- | |- | ||
| <StunLength> | | <StunLength> | ||
| | | int16 | ||
| | | Number in frames for how long should blocking char remain in blocking animation. | ||
|- | |- | ||
| <StaggerLength> | | <StaggerLength> | ||
| | | int16 | ||
| | | Number of frames for how long should blocking char perform stagger anim after sucessful block. | ||
|- | |- | ||
| <Extents> | | <Extents> | ||
| | | | ||
| | | Nowadays that data becomes calculated from onisplit automatically. | ||
|- | |- | ||
| <Extent> | | <Extent> | ||
| | | | ||
| | | One tag per frame. In numbers: attack end - attack start + 1. (E.g. end=5; start=6; it makes 2 involved frames.) | ||
|- | |- | ||
| <Angle> | | <Angle> | ||
| | | float | ||
| | | In degree. | ||
|- | |- | ||
| <Length> | | <Length> | ||
| | | float | ||
| | | | ||
|- | |- | ||
| <MinY> | | <MinY> | ||
| | | float | ||
| | | | ||
|- | |- | ||
| <MaxY> | | <MaxY> | ||
| | | float | ||
| | | | ||
|- | |- | ||
| <AttackRing> | | <AttackRing> | ||
| | | | ||
| | | Contains always 36 <Length> tags, no more, no less. Gets calculated by onisplit. | ||
|- | |- | ||
| <Length> | | <Length> | ||
| | | float | ||
| | | Horizontal extents in 10° intervals. They make a ''zone of danger'' so the AI knows that the animation is harmful there. (It give them the chance to dogde an attack.) | ||
|} | |} | ||
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