OBD:BINA/OBJC/MELE: Difference between revisions

noted that the dazed frame fields are apparently ignored
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 <nowiki>=</nowiki> amount of elements of the technique part}}
{{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 (amount of elements of the move part) }}
{{OBDtr| 0xEC | int32    |64AAAA| 6D 00 00 00 | 109        | number of moves (number of elements of the move part) }}
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