OBD:TRAM/raw0x14: Difference between revisions
< OBD:TRAM
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(corrections, amplifications and added info from Loser's notes on OBD talk:TRAM) |
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<CENTER>[[OBD:TRAM/raw0x10|x-z-position part]] << '''[[OBD:TRAM|TRAM]] - attack part''' >> [[OBD:TRAM/raw0x18|damage part]]</CENTER> | |||
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[[Image:Tram_r03.gif]] | |||
{ | {{Table}} | ||
{{OBDth}} | |||
| | {{OBDtrBK}} | ||
| | {{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'''04''' 00 00 00 - left calf | |||
:0x'''08''' 00 00 00 - left foot | |||
:0x'''10''' 00 00 00 - right thigh | |||
:0x'''20''' 00 00 00 - right calf | |||
:0x'''40''' 00 00 00 - right foot | |||
:0x'''80''' 00 00 00 - mid | |||
:0x00 '''01''' 00 00 - chest | |||
:0x00 '''02''' 00 00 - neck | |||
:0x00 '''04''' 00 00 - head | |||
:0x00 '''08''' 00 00 - left shoulder | |||
| | :0x00 '''10''' 00 00 - left arm | ||
| 8.000000 | :0x00 '''20''' 00 00 - left wrist | ||
| | :0x00 '''40''' 00 00 - left fist | ||
| | :0x00 '''80''' 00 00 - right shoulder | ||
:0x00 00 '''01''' 00 - right arm | |||
| 8 | :0x00 00 '''02''' 00 - right wrist | ||
:0x00 00 '''04''' 00 - right fist | |||
}} | |||
| | {{OBDtr| 0x04 | float |FFFFC8| 00 00 00 41 | 8.000000 | knockback if attack lands }} | ||
| 20 | {{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) | ||
| 5 | :0x'''08''' 00 00 00 - attack still deals 1/2 damage when blocked; the attack will use its designated hit flash (konflash1 for this TRAM) instead of the blue hit flash | ||
| | }} | ||
| | {{OBDtr| 0x0C | int16 |C8FFFF| 14 00 | 20 | damage in hit points }} | ||
{{OBDtr| 0x0E | int16 |FFC8FF| 05 00 | 5 | start frame of attack part in TRAM }} | |||
| 15 | {{OBDtr| 0x10 | int16 |FFC8FF| 0F 00 | 15 | ending frame of attack part in TRAM }} | ||
| | {{OBDtr| 0x12 | int16 |FFC800| 50 00 | 80 | anim type for opponent's animation when attack lands (80 <nowiki>=</nowiki> Knockdown_Body); list [[XML:StNA#Animation types|HERE]] }} | ||
| | {{OBDtr| 0x14 | int16 |C800C8| 0A 00 | 10 | duration (in frames) of stunned state if hit; automatically upgraded to stagger if >20 }} | ||
| | {{OBDtr| 0x16 | int16 |C800C8| 0A 00 | 10 | duration (in frames) of stunned state if blocked; automatically upgraded to block stun if ≥ 15 }} | ||
| 80 | {{OBDtr| 0x18 | int16 |C800C8| 00 00 | 0 | duration (in frames) of staggering state if blocked }} | ||
| | {{OBDtr| 0x1A | int16 |C800C8| 00 00 | 0 | precedence; used when competing attacks land at the same time to determine which one takes priority; is this field used in any TRAMs? }} | ||
| | {{OBDtr| 0x1C | int16 |C87C64| 00 00 | 0 | attack extent index; always zero? used for visual debugging of attack extents }} | ||
| | {{OBDtr| 0x1E | int16 |C87C64| 00 00 | 0 | padding; unused }} | ||
| 10 | |||
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| 10 | |||
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| 0 | |||
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| 0 | |||
| | |||
|} | |} | ||
;High vs. low attacks | |||
Having neither the high or low flag on means that the attack can be blocked by a defender in either high or low stance. How is their stance determined? See the blockHigh and blockLow bits in the flags at TRAM 0x3C. | |||
<CENTER>[[OBD:TRAM/raw0x10|x-z-position part]] << '''[[OBD:TRAM|TRAM]] - attack part''' >> [[OBD:TRAM/raw0x18|damage part]]</CENTER> | |||
{{OBD}} |
Latest revision as of 21:09, 26 October 2023
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 if attack lands |
0x08 | bitset32 | 08 00 00 00 | 8, 0, 0, 0 | attack option bits; the following bits are possible:
|
0x0C | int16 | 14 00 | 20 | damage in hit points |
0x0E | int16 | 05 00 | 5 | start frame of attack part in TRAM |
0x10 | int16 | 0F 00 | 15 | ending frame of attack part in TRAM |
0x12 | int16 | 50 00 | 80 | anim type for opponent's animation when attack lands (80 = Knockdown_Body); list HERE |
0x14 | int16 | 0A 00 | 10 | duration (in frames) of stunned state if hit; automatically upgraded to stagger if >20 |
0x16 | int16 | 0A 00 | 10 | duration (in frames) of stunned state if blocked; automatically upgraded to block stun if ≥ 15 |
0x18 | int16 | 00 00 | 0 | duration (in frames) of staggering state if blocked |
0x1A | int16 | 00 00 | 0 | precedence; used when competing attacks land at the same time to determine which one takes priority; is this field used in any TRAMs? |
0x1C | int16 | 00 00 | 0 | attack extent index; always zero? used for visual debugging of attack extents |
0x1E | int16 | 00 00 | 0 | padding; unused |
- High vs. low attacks
Having neither the high or low flag on means that the attack can be blocked by a defender in either high or low stance. How is their stance determined? See the blockHigh and blockLow bits in the flags at TRAM 0x3C.