Ronin
<_Editor>
Entries
punch1L
ro_punch1L
punch2L
ro_punch2L
punch3L
ro_punch3L
punch1R
ro_punch1R
punch2R
ro_punch2R
punch3R
ro_punch3R
finish1L
ro_finish1L
finish2L
ro_finish2L
finish1R
ro_finish1R
finish2R
ro_finish2R
MELEE_STYLE_RONIN
1.0
Melee Yakuza
Brotherhood
<_Editor>
Entries
punch1L
bh_punch1L
punch2L
bh_punch2L
punch3L
bh_punch3L
punch1R
bh_punch1R
punch2R
bh_punch2R
punch3R
bh_punch3R
bh_finish1L
bh_finish2L
finish2L
bh_finish2L
finish1R
bh_finish1R
finish2R
bh_finish2R
MELEE_STYLE_BROTHERHOOD
0.75
Melee Tribal
Samedi
<_Editor>
Entries
punch1L
ss_punch1L
punch2L
ss_punch2L
punch3L
ss_punch3L
punch1R
ss_punch1R
punch2R
ss_punch2R
punch3R
ss_punch3R
finish1L
ss_finish1L
finish2L
ss_finish2L
finish1R
ss_finish1R
finish2R
ss_finish2R
MELEE_STYLE_SAMEDI
1.0
Melee Caribbean
AnimStyle
TableDescription
Animation Style
Name
String
display_name
String
Animation_Group
Reference
Animation Group
anim_groups.xtbl
Anim_Group.Name
False
Flinch_Odds
Float
Flinch Odds
The lower the value, the less often they flinch.
1.0
0
1
Melee_Attack_Overrides
Grid
Melee Attack Opener Overrides
You should only need to override the opening attacks. The following attacks should occur according to the combo tree.
false
Melee_Attack_Override
Element
Melee Attack Override
Normal_Attack
Reference
Normal Attack
The attack we're overriding.
melee.xtbl
MeleeMove.Name
False
Override_Attack
Reference
Override Attack
melee.xtbl
MeleeMove.Name
False
8
Entries