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Tuomas Virtanen edited this page Sep 18, 2015
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- 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;
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 (?)
- 255 = load this at start ?
- 254 = copy animation string from animation[current + rand(10)], that has animation string longer than 2 chars.
- 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 ?
- 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.