18,700
edits
(brought over corrections/additions from recent work on subpages of OBD:TRAM) |
(brought over corrections from recent work on OBD:TRAM) |
||
Line 193: | Line 193: | ||
::(This bit is not stored on disk; it is used at runtime to mark that the animation was loaded.) | ::(This bit is not stored on disk; it is used at runtime to mark that the animation was loaded.) | ||
:Invulnerable | :Invulnerable | ||
::While playing this animation, the player is invulnerable to melee damage and also cannot be thrown | ::While playing this animation, the player is invulnerable to melee damage and also cannot be thrown, but can still take damage from particles and falls. | ||
:BlockHigh | :BlockHigh | ||
::While playing this animation, the player | ::While playing this animation, the player can block high or undefined-height attacks within some arc in front of him. The height of an attack is found under the <Attack> section. If you set this flag on an animation where the player character is spinning, then the character can still be kicked in the back or thrown. | ||
:BlockLow | :BlockLow | ||
::Same as above, only it can block low or undefined attacks. | ::Same as above, only it can block low or undefined-height attacks. | ||
:Attack | :Attack | ||
:: | ::Unused by the engine. | ||
:DropWeapon | :DropWeapon | ||
::If the player is armed, he drops his weapon when this animation plays. | ::If the player is armed, he drops his weapon when this animation plays. | ||
:InAir | :InAir | ||
:: | ::Unused by the engine. | ||
:Atomic | :Atomic | ||
:: | ::Unused by the engine. Only the Start and End frames of the Atomic field below matter. | ||
:NoTurn | :NoTurn | ||
:::Player cannot turn | :::Player cannot turn while performing this animation. | ||
:AttackForward | :AttackForward | ||
:: | ::Unused by the engine. | ||
:AttackLeft | :AttackLeft | ||
::Same as above. | ::Same as above. | ||
Line 221: | Line 221: | ||
::Unknown, but maybe it has something to do with {x,y,z} velocities and the fact that directional jumps, for example, take information about their direction vector from the {x,z} velocity part of the TRAM (the vertical Y component is in the ONCC). | ::Unknown, but maybe it has something to do with {x,y,z} velocities and the fact that directional jumps, for example, take information about their direction vector from the {x,z} velocity part of the TRAM (the vertical Y component is in the ONCC). | ||
:ThrowSource | :ThrowSource | ||
:: | ::Oni expects this flag on all throw source animations. | ||
::: | :::Throws work in animation pairs: whenever a throw source is played, the other character must perform the throw target animation. See throw(n) types: | ||
:::: TRAM <TargetType> | ::::TRAM <TargetType> from [[XML:StNA#Animation types|StNA]] (first <u>used</u> throw starts at #96). | ||
:::Characters have only their own pool of animations available. And since enemy's TRAC might not contain the necessary animation the information must be provided by the throw source TRAC. | |||
::: Characters have only their own pool of animations available. And since enemy's TRAC might not contain the necessary animation the information must be provided by the throw source TRAC. | |||
::: Since every throw animation must have a throw animation type the ThrowSource flag is actually redundant. | ::: Since every throw animation must have a throw animation type the ThrowSource flag is actually redundant. | ||
:ThrowTarget | :ThrowTarget | ||
Line 231: | Line 230: | ||
:::If you set the first attack part to be able to deal damage from the 1st to the 100th frame of the TRAM, and the second attack part to deal damage within that range (e.g. from the 25th to the 41st frame), then the first attack part will deal damage from the 1st to the 100th frame (as usual), but even if it hits, that second attack part can hurt the enemy as well during frames 25–41. Note that the second attack part must be executed within the first attack part's active "window", otherwise it won't work. | :::If you set the first attack part to be able to deal damage from the 1st to the 100th frame of the TRAM, and the second attack part to deal damage within that range (e.g. from the 25th to the 41st frame), then the first attack part will deal damage from the 1st to the 100th frame (as usual), but even if it hits, that second attack part can hurt the enemy as well during frames 25–41. Note that the second attack part must be executed within the first attack part's active "window", otherwise it won't work. | ||
:RealWorld | :RealWorld | ||
::It appears this flag was used to create a TRAM and an OBAN from one animation source. The OBAN is supposed to store pelvis rotations and positions, allowing a character to move over obstacles/gaps. The vast majority of | ::Unused by the engine. It appears this flag was used during the authoring process to create a TRAM and an OBAN from one animation source. The OBAN is supposed to store pelvis rotations and positions, allowing a character to move over obstacles/gaps. The vast majority of TRAMs with this flag are used in cutscenes. | ||
:DoAim | :DoAim | ||
::Applies the aiming animation overlay (PIS/RIF) if the player has a weapon. | ::Applies the aiming animation overlay (PIS/RIF) if the player has a weapon. | ||
Line 239: | Line 238: | ||
::Player can pick up an item during this animation if he intersects with one during his movement. | ::Player can pick up an item during this animation if he intersects with one during his movement. | ||
:Aim360 | :Aim360 | ||
:: | ::Unused by the engine. | ||
:DisableShield | :DisableShield | ||
::If the player has an active [[supershield]], this disables it (the flag is placed on four Mutant Muro attacks: his two supers, the claw-stuck-into-ground move and the sliding-kancho maneuver; it is also hardcoded to be removed when the Zeus thunderbolt attack is used). | ::If the player has an active [[supershield]], this disables it (the flag is placed on four Mutant Muro attacks: his two supers, the claw-stuck-into-ground move and the sliding-[[wikt:kancho|kancho]] maneuver; it is also hardcoded to be removed when the Zeus thunderbolt attack is used). | ||
:NoAIPickup | :NoAIPickup | ||
::AIs are not permitted to pick up items with this animation. | ::AIs are not permitted to pick up items with this animation. | ||
Line 259: | Line 258: | ||
| <Invulnerable> | | <Invulnerable> | ||
| parent tag | | parent tag | ||
| Character will not take melee damage | | Character will not take melee damage and cannot be thrown between the Start and End frames. | ||
|- | |- | ||
| <Start> | | <Start> | ||
Line 372: | Line 371: | ||
|valign="top"| <Direction> | |valign="top"| <Direction> | ||
|valign="top"| | |valign="top"| | ||
| Used by [[AI# | | Used by [[AI#Melee combat behaviors|AI melee system]]. | ||
:None | :None | ||
:Forward | :Forward | ||
Line 381: | Line 380: | ||
| <Vocalization> | | <Vocalization> | ||
| int | | int | ||
| ID of one of the [[XML:SNDD# | | ID of one of the [[XML:SNDD#Step 1: Preparing the TRAM|SoundConstants in ONCC]] | ||
|- | |- | ||
| <ActionFrame> | | <ActionFrame> |