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Tuomas Virtanen edited this page Sep 18, 2015 · 17 revisions

Random stuff

Health, endurance, etc. calculation

  • real_health = har_health * (pilot_endurance + 25) / 35;
  • total_endurance = pilot_endurance * (stun_resistance (?) + 2) * (har_endurance * (pilot_endurance + 25) / 37) / 3
  • real_speed_xxx = har_speed_xxx * pilot_agility;

HAR anim unk_flag_19

If > 1, anim string will be replaced with extra string.

  • 1 => append extra_str[arm_speed] (possibly divided by 2 ?)
  • 2 => append extra_str[leg_speed] (possibly divided by 2 ?)
  • 3,4,5,cat=projectile => append extra_str[game speed ?]
  • Also, pilot/har enhancements may also pick an extra string (?)

bkdata load_on_start

  • 255 = load this at start ?
  • 254 = copy animation string from animation[current + rand(10)], that has animation string longer than 2 chars.

Tags (not sure, must test)

  • AC: If har pos > 160, force facing left. If <= 160, force facing right.
  • BK: If other har is in anim crouching or standing block, make it stand up and face away from the other har.
  • AD: Only seems to do something when used in animations 5,6,7, but never actually used in those. ????
  • CX,CY: Related to x and y slides. Numbers -0.7f, 0.7f somehow related (start and stop of something ?), but only on animations 1-6.
  • CW: Force opponent har to make a face-to-wall collision if it is close enough to one ?
  • AG: Set (the other) har into "taking damage" animation ?

AI

  • Each move animation has a counter C.
  • When C goes over the preference for that category move, something will happen.
  • Each tick raise the counter by one.
  • When the move is done, reset C to 0.
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