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openomf:af [2025/03/07 11:36] – [Table] aokmaniac13 | openomf:af [2025/03/16 17:55] (current) – [Move Footer] aokmaniac13 | ||
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| Unknown 0 | 1 WORD | AI related bitmap ? | | | Unknown 0 | 1 WORD | AI related bitmap ? | | ||
- | | Unknown 2 | 1 WORD | Seems to be related to airborne attacks, possibly constraints for positioning (near wall, etc) | | + | | Constraints |
| ::: | ::: | 0x1 Must be close to a wall | | | ::: | ::: | 0x1 Must be close to a wall | | ||
| ::: | ::: | 0x2 Must be airborne | | ::: | ::: | 0x2 Must be airborne | ||
Line 85: | Line 85: | ||
| ::: | ::: | 0x40 scrap/ | | ::: | ::: | 0x40 scrap/ | ||
| ::: | ::: | 0x2000 scrap/ | | ::: | ::: | 0x2000 scrap/ | ||
- | | ::: | ::: | 0x4000 scrap/ | + | | ::: | ::: | 0x4000 scrap/ |
| Unknown 4 | 1 BYTE | Not used ? | | | Unknown 4 | 1 BYTE | Not used ? | | ||
| Unknown 5 | 1 BYTE | Not used ? | | | Unknown 5 | 1 BYTE | Not used ? | | ||
Line 94: | Line 94: | ||
| Unknown 10 | 1 BYTE | Not used ? | | | Unknown 10 | 1 BYTE | Not used ? | | ||
| Unknown 11 | 1 BYTE | Not used ? | | | Unknown 11 | 1 BYTE | Not used ? | | ||
- | | Unknown 12 | + | | Next |
- | | Unknown 13 | + | | Category |
| ::: | ::: | 0 - Misc. | | | ::: | ::: | 0 - Misc. | | ||
| ::: | ::: | 2 - Close Quarters/ | | ::: | ::: | 2 - Close Quarters/ | ||
Line 102: | Line 102: | ||
| ::: | ::: | 6 - ' | | ::: | ::: | 6 - ' | ||
| ::: | ::: | 7 - Jumping, ' | | ::: | ::: | 7 - Jumping, ' | ||
- | | ::: | ::: | 8 - Projectile, ' | + | | ::: | ::: | 8 - Projectile, ' |
| ::: | ::: | 9 - Basic | | | ::: | ::: | 9 - Basic | | ||
- | | ::: | ::: | 11 - Victory/ | + | | ::: | ::: | 11 - Victory/ |
| ::: | ::: | 12 - Scrap | | | ::: | ::: | 12 - Scrap | | ||
| ::: | ::: | 13 - Destruction | | ::: | ::: | 13 - Destruction | ||
| ::: | ::: | These are just educated guesses, but they are definitely used by OMF to decide which animation to play when a player uses a specific key combo. | | ::: | ::: | These are just educated guesses, but they are definitely used by OMF to decide which animation to play when a player uses a specific key combo. | ||
- | | Unknown 14 | + | | Chip Damage |
- | | Unknown 15 | 1 BYTE | Time to keep enemy stunned on block (Blockstun) | + | | Chonkiness |
| ::: | ::: | Pushback is applied during blockstun and the amount is calculated based on the duration | | ::: | ::: | Pushback is applied during blockstun and the amount is calculated based on the duration | ||
+ | | ::: | ::: | Scrap is produced according to a step function. | ||
| Unknown 16 | 1 BYTE | The successor animation id | | | Unknown 16 | 1 BYTE | The successor animation id | | ||
- | | Unknown 17 | + | | Damage |
- | | Unknown 18 | + | | Throw Duration |
- | | ::: | ::: | + | | Limb Type | 1 BYTE | Determines which arm/leg speed and arm/leg power upgrades apply. |
- | | Unknown 19 | + | | ::: | ::: |
- | | Unknown 20 | + | | ::: | ::: | 1 - Arm Uses arm speed to select an Extra String, applies a damage multiplier based on arm power. |
+ | | ::: | ::: | 2 - Leg Uses arm/ | ||
+ | | ::: | ::: | 3 - Special | ||
+ | | ::: | ::: | 4 - Special | ||
+ | | ::: | ::: | 5 - Special | ||
+ | | ::: | ::: | Special moves (3, 4, and 5) will use extra strings 2, 3, or 4 based on enhancement levels, otherwise they use 0 or 1 based on the hyper mode setting. | ||
+ | | Points | ||
| Move String | | Move String | ||
| Footer String Length | | Footer String Length |