OBD:TRAM/raw0x14

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Revision as of 00:26, 18 July 2010 by Iritscen (talk | contribs)
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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 number of frames for how long should blocking char remain in hit anim when he gots hit
0x16 int16 0A 00 10 number in frames for how long should blocking char remain in blocking animation
0x18 int16 00 00 0 number of frames for how long should blocking char perform stagger anim after sucessful block
0x1A int16 00 00 0 ignored
0x1C int32 00 00 00 00 0 ignored


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