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{{Table}} | {{Table}} | ||
{{OBDtr| 0x064 | int16 |C8FFC8| 06 00 | 6 | (inverse) hypo regeneration rate in frames per hitpoint }} | {{OBDtr| 0x064 | int16 |C8FFC8| 06 00 | 6 | (inverse) hypo regeneration rate in frames per hitpoint }} | ||
{{OBDtr| 0x066 | char[2] |C8FFC8| AD DE | dead | | {{OBDtr| 0x066 | char[2] |C8FFC8| AD DE | dead | ignored }} | ||
|} | |} | ||
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{{OBDtr| 0x08E | int16 |FFC8FF| 0C 00 | 12 | hurt_medium_threshold; always the same }} | {{OBDtr| 0x08E | int16 |FFC8FF| 0C 00 | 12 | hurt_medium_threshold; always the same }} | ||
{{OBDtr| 0x090 | int16 |FFC8FF| 16 00 | 22 | hurt_heavy_threshold; always the same }} | {{OBDtr| 0x090 | int16 |FFC8FF| 16 00 | 22 | hurt_heavy_threshold; always the same }} | ||
{{OBDtr| 0x092 | int8 |FFC800| 00 | 0 | | {{OBDtr| 0x092 | int8 |FFC800| 00 | 0 | runtime only: if 1 sound pointers have been set }} | ||
{{OBDtr| 0x093 | char[1] |C800C8| DE | dead | | {{OBDtr| 0x093 | char[1] |C800C8| DE | dead | ignored }} | ||
{{OBDtr| 0x094 | float |C87C64| 00 00 00 3F | 0.500000 | | {{OBDtr| 0x094 | float |C87C64| 00 00 00 3F | 0.500000 | sound volume }} | ||
{{OBDtr2|0x098 | char[32] |B0C3D4| konoko_hurt_light | hurt light sound (reference to 08121-konoko_hurt_light.[[OBD:OSBD|imp.OSBD]] of level 0) }} | {{OBDtr2|0x098 | char[32] |B0C3D4| konoko_hurt_light | hurt light sound (reference to 08121-konoko_hurt_light.[[OBD:OSBD|imp.OSBD]] of level 0) }} | ||
{{OBDtr2|0x0B8 | char[32] |B0C3D4| konoko_hurt_medium | hurt medium sound (reference to 08123-konoko_hurt_medium.[[OBD:OSBD|imp.OSBD]] of level 0) }} | {{OBDtr2|0x0B8 | char[32] |B0C3D4| konoko_hurt_medium | hurt medium sound (reference to 08123-konoko_hurt_medium.[[OBD:OSBD|imp.OSBD]] of level 0) }} | ||
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{{OBDtr| 0x130 | int16 |64AAAA| 06 00 | 6 | minimal fallen time; number of frames for which AI remains in *fallen* position when it is knockdowned }} | {{OBDtr| 0x130 | int16 |64AAAA| 06 00 | 6 | minimal fallen time; number of frames for which AI remains in *fallen* position when it is knockdowned }} | ||
{{OBDtr| 0x132 | int16 |64AAAA| 18 00 | 24 | maximal fallen time; number of frames for which AI remains in *fallen* position when it is knockdowned }} | {{OBDtr| 0x132 | int16 |64AAAA| 18 00 | 24 | maximal fallen time; number of frames for which AI remains in *fallen* position when it is knockdowned }} | ||
{{OBDtr| 0x134 | uint32 |EBEBEB| 0F 00 00 00 | 15 | | {{OBDtr| 0x134 | uint32 |EBEBEB| 0F 00 00 00 | 15 | number of frames after which AI realizes that it is in the firing spread and it starts dodging }} | ||
{{OBDtr| 0x138 | float |8C8CCC| 00 00 80 3F | 1.000000 | minimal firingspread dodge amount; IMO similar to maneouvre variable, it tells AI how long it should perform dodging/hiding in response to some time spent inside firing spread (so setting this very high means that once enemy starts dodging/hiding, he will perform it even after firing spread disappears) }} | {{OBDtr| 0x138 | float |8C8CCC| 00 00 80 3F | 1.000000 | minimal firingspread dodge amount; IMO similar to maneouvre variable, it tells AI how long it should perform dodging/hiding in response to some time spent inside firing spread (so setting this very high means that once enemy starts dodging/hiding, he will perform it even after firing spread disappears) }} | ||
{{OBDtr| 0x13C | float |8C8CCC| 00 00 80 3F | 1.000000 | maximal firingspread dodge amount; IMO similar to maneouvre variable }} | {{OBDtr| 0x13C | float |8C8CCC| 00 00 80 3F | 1.000000 | maximal firingspread dodge amount; IMO similar to maneouvre variable }} |
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