XML:TRAM: Difference between revisions

m
applied SectionLink to two links
m (wording)
m (applied SectionLink to two links)
Line 47: Line 47:
: Ironically all anims have a <FromState> and a <ToState> field, but no obvious <CurrentState> which can cause confusion on what the current anim's state actually is. This gives us two options of how to think about the situation: either consider <FromState> as usually being the <CurrentState>, or states exist only ''between'' anims and serve as ''transition rules''.
: Ironically all anims have a <FromState> and a <ToState> field, but no obvious <CurrentState> which can cause confusion on what the current anim's state actually is. This gives us two options of how to think about the situation: either consider <FromState> as usually being the <CurrentState>, or states exist only ''between'' anims and serve as ''transition rules''.


Linking to a follow-up state allows for multiple choices of what specific anim comes next. An anim is picked up randomly from a pool of valid anims. Their probability or <Weight> is determined by the anim listing in the TRAC – the anim collection (see "Weights" section for an explanation of exactly how <Weight> is handled).
Linking to a follow-up state allows for multiple choices of what specific anim comes next. An anim is picked up randomly from a pool of valid anims. Their probability or <Weight> is determined by the anim listing in the TRAC – the anim collection (see {{SectionLink||Weights}} for an explanation of exactly how <Weight> is handled).


Anyway, to let an character flow from one anim state to another, the <ToState> is used. Let's say an SBG grenade hits Konoko. The particle's '''damage type''' is '''blownup'''; this and the direction of the incoming damage force an anim of type '''Blownup''' or '''BlownupBehind''' to play, such as TRAMKONOKOblownup1.
Anyway, to let an character flow from one anim state to another, the <ToState> is used. Let's say an SBG grenade hits Konoko. The particle's '''damage type''' is '''blownup'''; this and the direction of the incoming damage force an anim of type '''Blownup''' or '''BlownupBehind''' to play, such as TRAMKONOKOblownup1.
Line 812: Line 812:
===Attacks===
===Attacks===
====Extents and XML====
====Extents and XML====
'''As a regular modder you don't need to know how the attack ring and the extents get calculated.''' If you just want to create an attack animation then add an appropriate <Attacks> code block to your XML as seen in the [[#Using OniSplit to calculate extents|section below]].
'''As a regular modder you don't need to know how the attack ring and the extents get calculated.''' If you just want to create an attack animation then add an appropriate <Attacks> code block to your XML as seen under {{SectionLink||Using OniSplit to calculate extents}}.


'''How attack ring (horizontal extents) and extents get calculated'''  
'''How attack ring (horizontal extents) and extents get calculated'''