XML:TRSC: Difference between revisions
(Created page with "{{XML_File_Header | type=TRSC | prev=TRMA | next=TURR | name=Screen (aiming) Collection}} ==General information== *TRSCs can be global (level0_Final.dat) or local (level''X''...") |
m (correcting prev/next types in nav header) |
||
| Line 1: | Line 1: | ||
{{XML_File_Header | type=TRSC | {{XML_File_Header | prev=TRMA | type=TRSC | next=TSFF | name=Screen (aiming) Collection}} | ||
==General information== | ==General information== | ||
Latest revision as of 19:30, 27 March 2021
| TRSC : Screen (aiming) Collection |
| |
|---|---|---|
| XML
TRMA << Other file types >> TSFF |
General information
- 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.
Example
TRSCkonoko_screens:
<?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?
