19,580
edits
m (oops) |
(noted that the dazed frame fields are apparently ignored) |
||
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{{OBDtr| 0xD4 | float |E7CEA5| 00 00 00 3F | 0.500000 | blocked; modifier for a chance to perform a technique even tough this technique aims for target which is in correct stance and ready to block this technique at the moment of the technique's start }} | {{OBDtr| 0xD4 | float |E7CEA5| 00 00 00 3F | 0.500000 | blocked; modifier for a chance to perform a technique even tough this technique aims for target which is in correct stance and ready to block this technique at the moment of the technique's start }} | ||
{{OBDtr| 0xD8 | float |E7CEA5| 00 00 00 40 | 2.000000 | throw-into-danger weight multiplier; how many times more likely the AI is to want to throw its target if the throw will place the target into a danger square; this field is ignored if the technique is marked with the Fearless flag, but Fearless is not used in the vanilla game data anywhere }} | {{OBDtr| 0xD8 | float |E7CEA5| 00 00 00 40 | 2.000000 | throw-into-danger weight multiplier; how many times more likely the AI is to want to throw its target if the throw will place the target into a danger square; this field is ignored if the technique is marked with the Fearless flag, but Fearless is not used in the vanilla game data anywhere }} | ||
{{OBDtr| 0xDC | int16 |FFDDDD| 3C 00 | 60 | minimum dazed frames when char. is knocked down }} | {{OBDtr| 0xDC | int16 |FFDDDD| 3C 00 | 60 | minimum dazed frames when char. is knocked down; unused }} | ||
{{OBDtr| 0xDE | int16 |FFDDDD| 5A 00 | 90 | maximum dazed frames when char. is knocked down }} | {{OBDtr| 0xDE | int16 |FFDDDD| 5A 00 | 90 | maximum dazed frames when char. is knocked down; unused }} | ||
{{OBDtr| 0xE0 | int32 |64AAAA| 1A 00 00 00 | 26 | number of attack techniques }} | {{OBDtr| 0xE0 | int32 |64AAAA| 1A 00 00 00 | 26 | number of attack techniques }} | ||
{{OBDtr| 0xE4 | int32 |64AAAA| 06 00 00 00 | 6 | number of evade/dodge techniques }} | {{OBDtr| 0xE4 | int32 |64AAAA| 06 00 00 00 | 6 | number of evade/dodge techniques }} | ||
{{OBDtr| 0xE8 | int32 |64AAAA| 07 00 00 00 | 7 | number of maneuver/position techniques (sum of all techniques | {{OBDtr| 0xE8 | int32 |64AAAA| 07 00 00 00 | 7 | number of maneuver/position techniques (sum of all techniques {{=}} number of elements of the technique part}} | ||
{{OBDtr| 0xEC | int32 |64AAAA| 6D 00 00 00 | 109 | number of moves ( | {{OBDtr| 0xEC | int32 |64AAAA| 6D 00 00 00 | 109 | number of moves (number of elements of the move part) }} | ||
|} | |} | ||