XML talk:TRAM: Difference between revisions

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==Throw pair animation table==
==Throw pair animation table==
Source and target anim types (pairs) aren't named in an intuitive pattern. So a table would be appropriate.
This is like the player's combat animation table - but for modders.


: Maybe recycle images from attack library. "TRAM macro."
Source and target anim types (pairs) aren't named in an intuitive pattern: Using "forward" and "backward" in throw names can be ambiguous for newbies. For example Konoko can throw a foe seemingly '''backwards''' by her '''throw forward kick''' (TRAMKONCOMthrow_fw_k). Therefore we should also describe throws how "source" and "target" are facing each other.


Draft:
The first anim state of source (src) and target (tgt) is the "primary" <FromState>. The others <FromState> entries are located in <Shortcut>.
 
Using "forward" and "backward" in throw names can be ambiguous for newbies. For example Konoko can throw a foe seemingly '''backwards''' by her '''throw forward kick''' (TRAMKONCOMthrow_fw_k). Therefore I'm also describing throws how "source" and "target" are facing each other.
 
{| class="wikitable" width=100%
|-
! rowspan=2 width=80 | name
! rowspan=2 width=80 | src-tgt-setup
! rowspan=2 width=50 | key combo
! colspan=2 | anim type
! rowspan=2 width=400 | image
|-
! width=50 | src
! width=50 | tgt
|-
| throw punch || face-to-face || P + ↑ || || ||
|-
| throw punch || face-to-back || P + ↑ || || ||
<!--
|-
|  ||  ||  || || ||
-->
|}
 
Another attempt - to sleep a few nights over and then decide.
 
This is like the player's combat table - but for modders.
 
Doublecheck disarms.
 
The first anim state of src and tgt is the "primary" <FromState>. The others <FromState> entries are located in <Shortcut>.


{| class="wikitable" width=100%
{| class="wikitable" width=100%
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