Difference between revisions of "Fistfite.dat"

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The '''fistfite.dat''' file contains information on melee attacks, including damage and animation, in [[GTA III]] and [[Vice City]]. The file is located in the <code>\data</code> folder of the game's directory.
+
The '''fistfite.dat''' file is located in the <code>.\data</code> directory and contains information on melee attacks, including damage and animation, in [[GTA III]] and [[Vice City]].
  
 
==Format==
 
==Format==
string, float, float, float, float, float, character, string, integer, integer
+
The file is in plain text format so it can be opened with any text editor (like [[wikipedia:Microsoft Notepad|Notepad]]). Line comments are indicated by the character <code>#</code> (number sign) and empty lines are allowed. They can be placed anywhere in the file. Each entry takes up one line and follows a specific format detailed below. Data in each entry are separated by any whitespace like <code> </code>&nbsp;(space) and <code> </code>&nbsp;(horizontal tab). The file must contain the text <code>ENDWEAPONDATA</code> in order for the game to stop reading the file.
  
;Column A - Move Name
+
{|class="wikitable center-col-1"
:Any names can be used here. This is only used for identification.
+
!style="width: 2em;" |{{Icon|3}}
;Column B - Start Fire Time
+
!style="width: 2em;" |{{Icon|VC}}
;Column C - End Fire Time
+
!Name
;Column D - Combo follow on time
+
!Type
:Right after the first attack, the next attack will be the next move in the list within the group. Successive attacks (mashing attack button) will no longer follow the list until the attack is no longer successive. This was never used in the game by default.
+
!Description
;Column E - Strike Radius
+
|-
:The effective distance to do damage. Can also affect victims behind you.
+
|colspan="2"|A
;Column F - Extend Reach Multiplier
+
|Move Name
;Column G - Hit Level
+
|string
:G - ground; feet, but can glitch the animation of the victim if the victim is standing.
+
|Any names can be used here. This is only used for identification.
:L - low; attack the stomach.
+
|-
:M - mid; attack the face.
+
|colspan="2"|B
:H - high; unlike to its name, this will automatically select which hit level to use based on the animation.
+
|Start Fire Time
:N - none; does no damage
+
|float
;Column H - Animation Name
+
|
:The name of the animation to use from the <code>[[ped.ifp]]</code> file. Any animation should work and do damage as long as the animation is loaded and the animation can reach the victim. You can use <i>default</i> as the name to use default animations.
+
|-
;Column I - Damage
+
|colspan="2"|C
:The higher the damage, the more health the victim loses and, if the victim's health is low enough, the father the victim flies into the air.
+
|End Fire Time
;Column J - Flags
+
|float
 +
|
 +
|-
 +
|colspan="2"|D
 +
|Combo follow on time
 +
|float
 +
|Right after the first attack, the next attack will be the next move in the list within the group. Successive attacks (mashing attack button) will no longer follow the list until the attack is no longer successive. This was never used in the game by default.
 +
|-
 +
|colspan="2"|E
 +
|Strike Radius
 +
|float
 +
|The effective distance to do damage. Can also affect victims behind you.
 +
|-
 +
| -
 +
|{{a|c}} |F
 +
|Extend Reach Multiplier
 +
|float
 +
|
 +
|-
 +
|F
 +
|{{a|c}} |G
 +
|Hit Level
 +
|character
 +
|
 +
*G - ground; feet, but can glitch the animation of the victim if the victim is standing.
 +
*L - low; attack the stomach.
 +
*M - mid; attack the face.
 +
*H - high; unlike to its name, this will automatically select which hit level to use based on the animation.
 +
*N - none; does no damage
 +
|-
 +
|G
 +
|{{a|c}} |H
 +
|Animation Name
 +
|string
 +
|The name of the animation to use from the <code>[[ped.ifp]]</code> file. Any animation should work and do damage as long as the animation is loaded and the animation can reach the victim. You can use <i>default</i> as the name to use default animations that are [[hardcoded]] into the game.
 +
|-
 +
|H
 +
|{{a|c}} |I
 +
|Damage
 +
|integer
 +
|The higher the damage, the more health the victim loses and, if the victim's health is low enough, the farther the victim flies into the air. The damage value for punching while running is defined in <code>[[weapon.dat]]</code> and the damage is calculated differently there.
 +
|-
 +
|I
 +
|{{a|c}} |J
 +
|Flags
 +
|integer
 +
|
 +
|}
  
 
==List of moves==
 
==List of moves==
The line number determines which group the move belongs to.
+
{{incomplete}}
===Other===
+
===GTA III===
{| {{prettytable}}
+
{|class="wikitable"
! Line
+
!Entry ||Move ||Description
! Move
+
|-
! Description
+
|0 ||Null ||
 +
|-
 +
|1 ||StdPunch ||
 +
|-
 +
|2 ||Idle ||
 +
|-
 +
|3 ||Shuffle_f ||
 +
|-
 +
|4 ||Knee ||
 +
|-
 +
|5 ||Headbutt ||
 +
|-
 +
|6 ||PunchJab ||
 +
|-
 +
|7 ||PunchHook ||
 +
|-
 +
|8 ||Kick ||
 +
|-
 +
|9 ||LongKick ||
 +
|-
 +
|10 ||RoundHouse ||
 +
|-
 +
|11 ||BodyBlow ||
 +
|-
 +
|12 ||GroundKick ||
 +
|-
 +
|13 ||HitFront ||
 +
|-
 +
|14 ||HitBack ||
 +
|-
 +
|15 ||HitRight ||
 +
|-
 +
|16 ||HitLeft ||
 +
|-
 +
|17 ||HitBody ||
 +
|-
 +
|18 ||HitChest ||
 +
|-
 +
|19 ||HitHead ||
 +
|-
 +
|20 ||HitBigStep ||
 +
|-
 +
|21 ||HitOnFloor ||
 +
|-
 +
|22 ||HitBehind ||
 +
|-
 +
|23 ||Idle2Norm ||
 +
|}
 +
 
 +
===Vice City===
 +
 
 +
====Other====
 +
{|class="wikitable"
 +
!Entry ||Move ||Description
 
|-
 
|-
| 1 || null ||
+
|0 ||Null ||null
 
|-
 
|-
| 2 || standard punch ||
+
|1 ||StdPunch ||standard punch
 
|-
 
|-
| 3 || idle ||  
+
|2 ||Idle ||idle
 
|-
 
|-
| 4 || shuffle ||  
+
|3 ||Shuffle_f ||shuffle (moving forwards to attack)
 
|}
 
|}
  
===Frontal attack===
+
====Frontal attack====
 
These moves are used when you are standing still attacking a victim in front with the fist or small weapons that can melee in close range.
 
These moves are used when you are standing still attacking a victim in front with the fist or small weapons that can melee in close range.
{| {{prettytable}}
+
{|class="wikitable"
! Line
+
!Entry ||Move ||Description
! Move
+
|-
! Description
+
|4 ||Knee ||Attacks with the right knee
 +
|-
 +
|5 ||PunchHook ||Attacks with the left fist
 +
|-
 +
|6 ||Jab ||Attacks with the left fist
 +
|-
 +
|7 ||Punch ||Attacks with the right fist
 +
|-
 +
|8 ||LongKick ||Kicks high in the air with the right leg
 +
|-
 +
|9 ||RoundHouse ||Swings the right leg around in the air
 +
|}
 +
 
 +
====Directional attacks====
 +
These moves are used when the victim is not in front.
 +
{|class="wikitable"
 +
!Entry ||Move ||Description
 
|-
 
|-
| 5 || knee || Attacks with the knee
+
|10 ||FwdLeft ||front left kick attack
 
|-
 
|-
| 6 || punch hook ||  
+
|11 ||FwdRight ||front right headbutt attack
 
|-
 
|-
| 7 || jab || Attacks with the left fist
+
|12 ||BackKick ||rear left kick attack
 
|-
 
|-
| 8 || punch || Attacks with the right fist
+
|13 ||BackFlip ||
 
|-
 
|-
| 9 || long kick || Kicks high in the air with the right leg
+
|14 ||BackLeft ||left elbow attack
 +
|-
 +
|15 ||BackRight ||rear right kick attack
 +
|-
 +
|16 ||RightSweep ||right elbow attack
 +
|}
 +
 
 +
====Special attack====
 +
{|class="wikitable"
 +
!Entry ||Move ||Description
 +
|-
 +
|17 ||GroundKick ||Kicks ground with right foot
 +
|}
 +
 
 +
====Responses====
 +
These moves are responses from being attacked.
 +
{|class="wikitable"
 +
!Entry ||Move ||Description
 +
|-
 +
|18 ||HitFront ||
 +
|-
 +
|19 ||HitBack ||
 +
|-
 +
|20 ||HitRight ||
 +
|-
 +
|21 ||HitLeft ||
 +
|-
 +
|22 ||HitBody ||
 +
|-
 +
|23 ||HitChest ||
 +
|-
 +
|24 ||HitHead ||
 +
|-
 +
|25 ||HitBigStep ||
 +
|-
 +
|26 ||HitOnFloor ||
 +
|-
 +
|27 ||HitBehind ||
 +
|}
 +
 
 +
====Melee weapon attacks====
 +
These moves are used for sharp melee weapons.
 +
{|class="wikitable"
 +
!Entry ||Move ||Description
 +
|-
 +
|28 ||Attack1 ||First swing of sharp melee weapon
 +
|-
 +
|29 ||Attack2 ||Second swing of sharp melee weapon
 +
|-
 +
|30 ||Attack3 ||Final swing of sharp melee weapon or screwdriver stabbing
 +
|}
 +
 
 +
====Miscellaneous====
 +
{|class="wikitable"
 +
!Entry ||Move ||Description
 
|-
 
|-
| 10 || round house || Swings the right leg around in the air
+
|31 ||Idle2Norm ||
 
|}
 
|}
  
===Directional attacks===
+
{{N|VC|3}}
===Special attack===
 
===Responses===
 
===Melee weapon attacks===
 
  
[[Category:File Formats]][[Category:GTA_3]][[Category:GTA_VC]]
+
[[Category:File Formats]]

Latest revision as of 04:43, 7 July 2017

The fistfite.dat file is located in the .\data directory and contains information on melee attacks, including damage and animation, in GTA III and Vice City.

Format

The file is in plain text format so it can be opened with any text editor (like Notepad). Line comments are indicated by the character # (number sign) and empty lines are allowed. They can be placed anywhere in the file. Each entry takes up one line and follows a specific format detailed below. Data in each entry are separated by any whitespace like  (space) and  (horizontal tab). The file must contain the text ENDWEAPONDATA in order for the game to stop reading the file.

GTA III Vice City Name Type Description
A Move Name string Any names can be used here. This is only used for identification.
B Start Fire Time float
C End Fire Time float
D Combo follow on time float Right after the first attack, the next attack will be the next move in the list within the group. Successive attacks (mashing attack button) will no longer follow the list until the attack is no longer successive. This was never used in the game by default.
E Strike Radius float The effective distance to do damage. Can also affect victims behind you.
- F Extend Reach Multiplier float
F G Hit Level character
  • G - ground; feet, but can glitch the animation of the victim if the victim is standing.
  • L - low; attack the stomach.
  • M - mid; attack the face.
  • H - high; unlike to its name, this will automatically select which hit level to use based on the animation.
  • N - none; does no damage
G H Animation Name string The name of the animation to use from the ped.ifp file. Any animation should work and do damage as long as the animation is loaded and the animation can reach the victim. You can use default as the name to use default animations that are hardcoded into the game.
H I Damage integer The higher the damage, the more health the victim loses and, if the victim's health is low enough, the farther the victim flies into the air. The damage value for punching while running is defined in weapon.dat and the damage is calculated differently there.
I J Flags integer

List of moves

This section is incomplete. You can help by fixing and expanding it.

GTA III

Entry Move Description
0 Null
1 StdPunch
2 Idle
3 Shuffle_f
4 Knee
5 Headbutt
6 PunchJab
7 PunchHook
8 Kick
9 LongKick
10 RoundHouse
11 BodyBlow
12 GroundKick
13 HitFront
14 HitBack
15 HitRight
16 HitLeft
17 HitBody
18 HitChest
19 HitHead
20 HitBigStep
21 HitOnFloor
22 HitBehind
23 Idle2Norm

Vice City

Other

Entry Move Description
0 Null null
1 StdPunch standard punch
2 Idle idle
3 Shuffle_f shuffle (moving forwards to attack)

Frontal attack

These moves are used when you are standing still attacking a victim in front with the fist or small weapons that can melee in close range.

Entry Move Description
4 Knee Attacks with the right knee
5 PunchHook Attacks with the left fist
6 Jab Attacks with the left fist
7 Punch Attacks with the right fist
8 LongKick Kicks high in the air with the right leg
9 RoundHouse Swings the right leg around in the air

Directional attacks

These moves are used when the victim is not in front.

Entry Move Description
10 FwdLeft front left kick attack
11 FwdRight front right headbutt attack
12 BackKick rear left kick attack
13 BackFlip
14 BackLeft left elbow attack
15 BackRight rear right kick attack
16 RightSweep right elbow attack

Special attack

Entry Move Description
17 GroundKick Kicks ground with right foot

Responses

These moves are responses from being attacked.

Entry Move Description
18 HitFront
19 HitBack
20 HitRight
21 HitLeft
22 HitBody
23 HitChest
24 HitHead
25 HitBigStep
26 HitOnFloor
27 HitBehind

Melee weapon attacks

These moves are used for sharp melee weapons.

Entry Move Description
28 Attack1 First swing of sharp melee weapon
29 Attack2 Second swing of sharp melee weapon
30 Attack3 Final swing of sharp melee weapon or screwdriver stabbing

Miscellaneous

Entry Move Description
31 Idle2Norm