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| [[Main Page]] >> [[OBD:Oni Binary Data|Oni Binary Data]] >> [[OBD:File types|File Types]] >> [[OBD:TRAM|TRAM File]] >> attack part
| | <CENTER>[[OBD:TRAM/raw0x10|x-z-position part]] << '''[[OBD:TRAM|TRAM]] - attack part''' >> [[OBD:TRAM/raw0x18|damage part]]</CENTER> |
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| <CENTER>[[OBD:TRAM/raw0x10|<==]] <FONT SIZE=5>TRAM - attack part</FONT> [[OBD:TRAM/raw0x18|==>]]</CENTER>
| | This part belongs to the 01865-KONCOMpunch_heavy.TRAM file. |
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| This part belongs to the 01865-KONCOMpunch_heavy.TRAM file.
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| | [[Image:Tram_r03.gif]] |
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| http://www6.fh-eberswalde.de/user/dkriesch/onistuff/images/tram_r03.gif
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| {|cellspacing=0 | | {{Table}} |
| {{HexRow|0x080B860| | | {{OBDth}} |
| |00|60|06|00|00|00|00|41|08|00|00|00|14|00|05|00| | | {{OBDtrBK}} |
| |FF|00|FF|FF|C8|C8|C8|C8|C8|C8|C8|C8|FF|FF|FF|FF|
| | {{OBDtr| 0x00 | bitset32 |FFC8C8| 00 60 06 00 | 0, 96, 6, 0 | damage-dealing bones; the following bits are possible: |
| |FF|FF|00|FF|FF|FF|FF|FF|FF|FF|FF|FF|C8|C8|C8|C8|
| | :0x'''01''' 00 00 00 - pelvis |
| |00|FF|FF|FF|C8|C8|C8|C8|FF|FF|FF|FF|FF|FF|FF|FF|
| | :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 |
| | :0x00 '''20''' 00 00 - left wrist |
| | :0x00 '''40''' 00 00 - left fist |
| | :0x00 '''80''' 00 00 - right shoulder |
| | :0x00 00 '''01''' 00 - right arm |
| | :0x00 00 '''02''' 00 - right wrist |
| | :0x00 00 '''04''' 00 - right fist |
| }} | | }} |
| {{HexRow|0x080B870| | | {{OBDtr| 0x04 | float |FFFFC8| 00 00 00 41 | 8.000000 | knockback if attack lands }} |
| |0F|00|50|00|0A|00|0A|00|00|00|00|00|00|00|00|00| | | {{OBDtr| 0x08 | bitset32 |C8FFC8| 08 00 00 00 | 8, 0, 0, 0 | attack option bits; the following bits are possible: |
| |C8|C8|C8|C8|B0|B0|E7|E7|FF|FF|FF|FF|64|64|64|64|
| | :0x'''01''' 00 00 00 - attack is unblockable |
| |00|00|7C|7C|C3|C3|CE|CE|DD|DD|DD|DD|AA|AA|AA|AA|
| | :0x'''02''' 00 00 00 - attack is high (can be blocked only in normal stance, hits if enemy is crouching) |
| |C8|C8|64|64|D4|D4|A5|A5|DD|DD|DD|DD|AA|AA|AA|AA|
| | :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 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 }} |
| | {{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 }} |
| | {{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 }} |
| |} | | |} |
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| {| BORDER=1 WIDTH=100% CELLPADDING=2 CELLSPACING=1 BGCOLOR="#000000"
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| |- ALIGN=CENTER BGCOLOR="#FFDDBB"
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| | WIDTH=15% | <B>Hex</B>
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| | WIDTH=15% | <B>Translation</B>
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| | WIDTH=70% | <B>Meaning</B>
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| |- ALIGN=CENTER VALIGN=TOP BGCOLOR="#000000"
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| | COLSPAN=3 | <FONT SIZE=2 COLOR="#FFFFFF">Attack block structure detailed below</FONT>
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| |- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
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| | BGCOLOR="#FFFF00" | 00
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| | 0
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| | ALIGN=LEFT | damage-dealing bones 1; here, nothing selected
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| |- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
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| | BGCOLOR="#00FFFF" | 60
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| | 32+64
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| | ALIGN=LEFT | damage-dealing bones 2; here, left wrist and fist
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| |- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
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| | BGCOLOR="#FF00FF" | 06
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| | 2+4
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| | ALIGN=LEFT | damage-dealing bones 3; here, right wrist and fist
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| |- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
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| | BGCOLOR="#FFFFFF" | 00
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| | 0
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| | ALIGN=LEFT | blank filler
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| |- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
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| | BGCOLOR="#C8FFC8" | 00 00 00 41
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| | 8.000000
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| | ALIGN=LEFT | knockback
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| |- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
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| | BGCOLOR="#C8FFFF" | 08 00 00 00
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| | 8
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| | ALIGN=LEFT | attack part bitset, see below
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| |- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
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| | BGCOLOR="#FFC8FF" | 14 00
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| | 20
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| | ALIGN=LEFT | Hit points
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| |- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
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| | BGCOLOR="#FFC800" | 05 00
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| | 5
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| | ALIGN=LEFT | Start frame
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| |- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
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| | BGCOLOR="#C800C8" | 0F 00
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| | 15
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| | ALIGN=LEFT | Stop frame
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| |- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
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| | BGCOLOR="#C87C64" | 50 00
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| | 80
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| | ALIGN=LEFT | Anim_type ID for opponent's animation when attack isn't blocked (80 => hit_foot)
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| |- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
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| | BGCOLOR="#B0C3D4" | 0A 00
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| | 10
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| | ALIGN=LEFT | number of frames for how long should blocking char remain in hit anim when he gots hit
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| |- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
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| | BGCOLOR="#E7CEA5" | 0A 00
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| | 10
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| | ALIGN=LEFT | number in frames for how long should blocking char remain in blocking animation
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| |- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
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| | BGCOLOR="#FFDDDD" | 00 00
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| | 0
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| | ALIGN=LEFT | number of frames for how long should blocking char perform stagger anim after sucessful block (???has stagger???)
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| |- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
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| | BGCOLOR="#FFDDDD" | 00 00
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| | 0
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| | ALIGN=LEFT | unknown
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| |- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
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| | BGCOLOR="#64AAAA" | 00 00 00 00
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| | 0
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| | ALIGN=LEFT | unknown
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| |}
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| ;Possible options are:
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| : 0- nothing special, attack can be blocked by any stance of defender (crouch, stand) and deals no damage when blocked
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| : 1- attack is unblockable
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| : 2- attack is high (can be blocked only in normal stance, hits if enemy is crouching)
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| : 4- attack is low (can be blocked only in crouch stance, hits if enemy is in normal stance)
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| : 8- attack deals 1/2 damage when blocked + while blocking, it does not use blue flash but hit flash (konflash1 for this TRAM)
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| ;Damage-dealing bones
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| :It's a 19-bit bitset starting at the beginning of the attack chunk
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| :*0x010000 : Pelvis
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| :*0x020000 : Lt Thigh
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| :*0x040000 : Lt Calf
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| :*0x080000 : Lt Foot
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| :*0x100000 : Rt Thigh
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| :*0x200000 : Rt Calf
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| :*0x400000 : Lt Foot
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| :*0x000100 : Chest
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| :*0x000200 : Neck
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| :*0x000400 : Head
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| :*0x000800 : Lt Shoulder
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| :*0x001000 : Lt Arm
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| :*0x002000 : Lt Wrist
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| :*0x004000 : Lt Fist
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| :*0x008000 : Rt Shoulder
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| :*0x000001 : Rt Arm
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| :*0x000002 : Rt Wrist
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| :*0x000004 : Rt Fist
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| :The remaining bits, and the following byte, are unused.
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| <HR>
| | ;High vs. low attacks |
| <CENTER>[[OBD:TRAM/raw0x10|<==]] <B>TRAM - attack part</B> [[OBD:TRAM/raw0x18|==>]]</CENTER>
| | 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. |
| <HR>
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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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| [[Main Page]] >> [[OBD:Oni Binary Data|Oni Binary Data]] >> [[OBD:File types|File Types]] >> [[OBD:TRAM|TRAM File]] >> attack part
| | {{OBD}} |