XML:TRSC: Difference between revisions
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{{XML_File_Header | type=TRSC | {{XML_File_Header | prev=TRMA | type=TRSC | next=TSFF | name=(Aiming) Screen Collection}} | ||
==General information== | ==General information== | ||
*TRSCs can be global (level0_Final.dat) or local (level''X''_Final.dat). The commonly used ones, '''TRSCcomguy_screens''', '''TRSCkonoko_screens''' and '''TRSCstriker_screens''', are global | *TRSCs can be global (level0_Final.dat) or local (level''X''_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 ([[XML:TRAS|TRAS]]) that can be applied to a character, based on their current animation state. | *TRSCs are lists of all the aiming screens ([[XML:TRAS|TRAS]]) that can be applied to a character, based on their current animation state. | ||
*Each [[XML:ONCC|ONCC]] links to one TRSC. | *Each [[XML:ONCC|ONCC]] links to one TRSC. | ||
Latest revision as of 00:59, 8 April 2026
| TRSC : (Aiming) Screen 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?
