OBD:TRAM/raw0x14

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< OBD:TRAM
Revision as of 10:56, 26 November 2022 by Geyser (talk | contribs) (minor touch-up)
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x-z-position part  <<  TRAM - attack part  >>  damage part


This part belongs to the 01865-KONCOMpunch_heavy.TRAM file.


Tram r03.gif


Offset Type Raw Hex Value Description
First element (black outline)
0x00 bitset32 00 60 06 00 0, 96, 6, 0 damage-dealing bones; the following bits are possible:
0x01 00 00 00 - pelvis
0x02 00 00 00 - left thigh
0x04 00 00 00 - left calf
0x08 00 00 00 - left foot
0x10 00 00 00 - right thigh
0x20 00 00 00 - right calf
0x40 00 00 00 - right foot
0x80 00 00 00 - mid
0x00 01 00 00 - chest
0x00 02 00 00 - neck
0x00 04 00 00 - head
0x00 08 00 00 - left shoulder
0x00 10 00 00 - left arm
0x00 20 00 00 - left wrist
0x00 40 00 00 - left fist
0x00 80 00 00 - right shoulder
0x00 00 01 00 - right arm
0x00 00 02 00 - right wrist
0x00 00 04 00 - right fist
0x04 float 00 00 00 41 8.000000 knockback
0x08 bitset32 08 00 00 00 8, 0, 0, 0 attack option bits; the following bits are possible:
0x01 00 00 00 - attack is unblockable
0x02 00 00 00 - attack is high (can be blocked only in normal stance, hits if enemy is crouching)
0x04 00 00 00 - attack is low (can be blocked only in crouch stance, hits if enemy is in normal stance)
0x08 00 00 00 - attack deals 1/2 damage when blocked + while blocking, it does not use blue flash but hit flash (konflash1 for this TRAM)
0x0C int16 14 00 20 hit points
0x0E int16 05 00 5 start frame
0x10 int16 0F 00 15 stop frame
0x12 int16 50 00 80 anim_type ID for opponent's animation when attack isn't blocked (80 = hit_foot)
0x14 int16 0A 00 10 duration (in frames) of stunned state it hit
0x16 int16 0A 00 10 duration (in frames) of stunned state if blocked
0x18 int16 00 00 0 duration (in frames) ot staggering state if blocked
0x1A int16 00 00 0 "precedence"; ignored?
0x1C int16 00 00 0 "attackExtentIndex"; ignored?
0x1E int16 00 00 0 "pad"; ignored?


x-z-position part  <<  TRAM - attack part  >>  damage part