OBD:TRAM/raw0x14: Difference between revisions
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| BGCOLOR="#C8FFC8" | 00 00 00 41 | | BGCOLOR="#C8FFC8" | 00 00 00 41 | ||
| 8.000000 | | 8.000000 | ||
| ALIGN=LEFT | | | ALIGN=LEFT | knockback | ||
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD" | |- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD" | ||
| BGCOLOR="#C8FFFF" | 08 00 00 00 | | BGCOLOR="#C8FFFF" | 08 00 00 00 | ||
| 8 | | 8 | ||
| ALIGN=LEFT | bitset, | | ALIGN=LEFT | attack part bitset, see below | ||
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD" | |- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD" | ||
| BGCOLOR="#FFC8FF" | 14 00 | | BGCOLOR="#FFC8FF" | 14 00 | ||
Line 75: | Line 75: | ||
| BGCOLOR="#B0C3D4" | 0A 00 | | BGCOLOR="#B0C3D4" | 0A 00 | ||
| 10 | | 10 | ||
| ALIGN=LEFT | | | ALIGN=LEFT | number of frames for how long should blocking char remain in hit anim when he gots hit | ||
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD" | |- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD" | ||
| BGCOLOR="#E7CEA5" | 0A 00 | | BGCOLOR="#E7CEA5" | 0A 00 | ||
| 10 | | 10 | ||
| ALIGN=LEFT | | | ALIGN=LEFT | number in frames for how long should blocking char remain in blocking animation | ||
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD" | |- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD" | ||
| BGCOLOR="#FFDDDD" | 00 00 | | BGCOLOR="#FFDDDD" | 00 00 | ||
| 0 | | 0 | ||
| ALIGN=LEFT | | | ALIGN=LEFT | number of frames for how long should blocking char perform stagger anim after sucessful block (???has stagger???) | ||
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD" | |- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD" | ||
| BGCOLOR="#FFDDDD" | 00 00 | | BGCOLOR="#FFDDDD" | 00 00 | ||
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| ALIGN=LEFT | unknown | | ALIGN=LEFT | unknown | ||
|} | |} | ||
;Possible options are: | |||
: 0- nothing special, attack can be blocked by any stance of defender (crouch, stand) and deals no damage when blocked | |||
: 1- attack is unblockable | |||
: 2- attack is high (can be blocked only in normal stance, hits if enemy is crouching) | |||
: 4- attack is low (can be blocked only in crouch stance, hits if enemy is in normal stance) | |||
: 8- attack deals 1/2 damage when blocked + while blocking, it does not use blue flash but hit flash (konflash1 for this TRAM) | |||
;Damage-dealing bones | ;Damage-dealing bones | ||
:It's a 19-bit bitset starting at the beginning of the attack chunk | :It's a 19-bit bitset starting at the beginning of the attack chunk |
Revision as of 18:48, 22 July 2007
Main Page >> Oni Binary Data >> File Types >> TRAM File >> attack part
This part belongs to the 01865-KONCOMpunch_heavy.TRAM file.
0x080B860: | 00 | 60 | 06 | 00 | 00 | 00 | 00 | 41 | 08 | 00 | 00 | 00 | 14 | 00 | 05 | 00 | °°°°°°°°°°°°°°°° |
0x080B870: | 0F | 00 | 50 | 00 | 0A | 00 | 0A | 00 | 00 | 00 | 00 | 00 | 00 | 00 | 00 | 00 | °°°°°°°°°°°°°°°° |
Hex | Translation | Meaning |
Attack block structure detailed below | ||
00 | 0 | damage-dealing bones 1; here, nothing selected |
60 | 32+64 | damage-dealing bones 2; here, left wrist and fist |
06 | 2+4 | damage-dealing bones 3; here, right wrist and fist |
00 | 0 | blank filler |
00 00 00 41 | 8.000000 | knockback |
08 00 00 00 | 8 | attack part bitset, see below |
14 00 | 20 | Hit points |
05 00 | 5 | Start frame |
0F 00 | 15 | Stop frame |
50 00 | 80 | Anim_type ID for opponent's animation when attack isn't blocked (80 => hit_foot) |
0A 00 | 10 | number of frames for how long should blocking char remain in hit anim when he gots hit |
0A 00 | 10 | number in frames for how long should blocking char remain in blocking animation |
00 00 | 0 | number of frames for how long should blocking char perform stagger anim after sucessful block (???has stagger???) |
00 00 | 0 | unknown |
00 00 00 00 | 0 | unknown |
- Possible options are
- 0- nothing special, attack can be blocked by any stance of defender (crouch, stand) and deals no damage when blocked
- 1- attack is unblockable
- 2- attack is high (can be blocked only in normal stance, hits if enemy is crouching)
- 4- attack is low (can be blocked only in crouch stance, hits if enemy is in normal stance)
- 8- attack deals 1/2 damage when blocked + while blocking, it does not use blue flash but hit flash (konflash1 for this TRAM)
- Damage-dealing bones
- It's a 19-bit bitset starting at the beginning of the attack chunk
- 0x010000 : Pelvis
- 0x020000 : Lt Thigh
- 0x040000 : Lt Calf
- 0x080000 : Lt Foot
- 0x100000 : Rt Thigh
- 0x200000 : Rt Calf
- 0x400000 : Lt Foot
- 0x000100 : Chest
- 0x000200 : Neck
- 0x000400 : Head
- 0x000800 : Lt Shoulder
- 0x001000 : Lt Arm
- 0x002000 : Lt Wrist
- 0x004000 : Lt Fist
- 0x008000 : Rt Shoulder
- 0x000001 : Rt Arm
- 0x000002 : Rt Wrist
- 0x000004 : Rt Fist
- The remaining bits, and the following byte, are unused.
Main Page >> Oni Binary Data >> File Types >> TRAM File >> attack part