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MOVES.DAT Research

JakePosted on 07/09/07 at 04:16:08

I was quite bored this morning, so I decided to play around with MOVES.DAT and see if I could figure anything out. Here's my results so far.

Example:
Unright's Unbelievable Thrust Kick - (Move Name)
1224 - (Damage is 200. Unblockable.)
3 - (Counter 1 is the Vertical Suplex.)
23054 - (May End Match, Opponent Running, Outside the Ring, Brings Down Opponent, Opponent On Feet.)
136 - (Nothing.)
100 - (No secondary counter.)
0 - (No style-specific counter.)
0 - (No style-specific counter.)
0 - (No style-specific counter.)
0 - (No style-specific counter.)
0 - (No style-specific counter.)
0 - (No style-specific counter.)
0 - (No style-specific counter.)
0 - (No style-specific counter.)
0 - (No style-specific counter.)

Breakdown:
Move Name
1 (Move Damage) + Blockable (N=1024)
2 First Counter Move (#Variable*) + [Automatic Pinfall (Y=65536) *OR* Submission (Y=131072)]

3 20480 [Seems to Be Base Number] + End Match (Y=2) + Outside Ring (Y=8) + O. Running (Y=4) + W. Running (Y=268435456) + May Pin Yourself (Y=65536) + Pinfall Attempt While In Hold (Y=131072) + Throw Off Turnbuckle (Y=1) + Brings Down Opponent (Y=512) + [Opponent Must Be On Turnbuckle (Y=256) *OR* Opponent Must Be On Mat (Y=1024) *OR* Opponent Must Be On Feet (Y=2048)] + Illegal (Y=262144)

4 136 [Seems to Be Base Number] + Opponent's Max Weight (#Variable) + Max Weight Class Difference (#Variable)
5 Second Counter Move (#Variable) + Breakable With (#Variable) + Max Height Difference (#Variable)
6 Technician Counter Move(s) (#Variable)
7 Brawler Counter Move(s) (#Variable)
8 High-Flyer Counter Move(s) (#Variable)
9 Powerhouse Counter Move(s) (#Variable)
10 Wrestler Counter Move(s) (#Variable)
11 Heel Counter Move(s) (#Variable)
12 Old Style Counter Move(s) (#Variable)
13 Martial Artist Counter Move(s) (#Variable)
14 Shooter Counter Move(s) (#Variable)
Note: "Y" means option is selected. "N" means unselected. When the opposite is true, the value is (assumed) 0.

*The first counter's number is determined by it's place in your MOVES.DAT file. Simply open it up and find the move you wish to add as a counter. Whatever it's position, that's the number you need to add. Example: "a bodyslam" is the first move you see in MOVES.DAT and it's the counter you want, simply add "1" to the 2nd line. Perhaps you want "a vertical suplex"; it's number 134 in MOVES.DAT, therefore you add 134 to the number. Yes, this is tedious, so I'd suggest just adding counters the old fashioned way. ;)

Getting the correct numbers for "Counter 2" and the style-specific counters is beyond me at this point in time. So, again, you'd need to add them through TNM7.

Adding moves this way is not simple/possible. You can add moves to MOVES.DAT but they WILL NOT show up in TNM7. After a bit of snooping, I discovered that a number is added to MOVES.IDX. Currently, I have no clue how it comes up with the number that it adds, but it is larger than the number before it.

Also Note: I've not begun to work on the 2nd page of options (I started off by unchecking everything, so I'm unsure of how those options affect things).
JakePosted on 07/10/07 at 16:24:45

Minor update, the numbers in MOVES.IDX change everytime TNM updates the move database.

So... I guess all of this is has been for nothing really. Heh.

Oh, well, live and learn.
Rick GarrardPosted on 07/11/07 at 02:19:27

and thusly as Oliver once hinted at... TNM is ALWAYS learning independently on how that particular user runs their copy of TNM.  :)
Memphis_VicePosted on 07/11/07 at 03:41:05

On 07/11/07 at 02:19:27, Rick Garrard wrote:and thusly as Oliver once hinted at... TNM is ALWAYS learning independently on how that particular user runs their copy of TNM.  :)
Yeah. As awesome as this Moves Database streamlining is (ongoing currently in other threads), I can't see being able to import the cleaned-up database without breaking things.

Furthermore, even if you could just transplant a better moves database, importing new wrestlers would overwrite those changes!

I do a little tweaking of moves when I see something out of line, but generally I leave it to the person who made the moves and export files in the first place...it seems the Moves Database is hopelessly hosed until there is a Moves Wizard, or a new version of TNM that overhauls the handling of the moves database.   >:(

Maybe the ideal would be some sort of interactive awk/sed session that takes you through the database move by move and allows you to change the damage.
Rick GarrardPosted on 07/11/07 at 04:48:44

Once you get your database the way you want it, you merely stop importing wrestlers and make them yourself.  At least that's what I do.  :)

It keeps people from adding the super mcflippy highspot of doom to my database when I don't want it.
LillaThrillaPosted on 07/13/07 at 00:34:34

I thought if you imported wrestler(s) to a copy of TNM, it didn't change anything on any of the Moves already in your database?  It might add new ones but wouldn't actually change any info on existing ones.

As long as Peter stays on board for the project, TNM UK exports will be done right and that's a huge chunk of the community exports right there.

If you import something from someone who doesn't follow the system, delete the offending moves and replace them with the "right" moves.