XML:ONGS: Difference between revisions
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The color between health flags ('''<Float>''') is a mix. | The color between health flags ('''<Float>''') is a mix. | ||
The color keeps the same when passing | The color keeps the same when passing the last health flag. | ||
Revision as of 18:36, 7 February 2021
ONGS : Oni Game Settings | ||
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XML
ONCV << Other file types >> ONLD |
general information
- ONGSgame_settings.oni is located in GameDataFolder\level0_Final
- The xml code on this page is compatible with onisplit v0.9.61.0
XML tags
<MaxOverhealthFactor> | If this factor is 2 and your normal max health is 200 then character's max overhealth can be 400.
If you use a bsl command to set values beyond max overhealth then the health drops very fast to that max overhealth value but not instantly. |
<NormalHypoStrength> | This factor increases player's health based on his max normal health.
If this factor is 0.25 and player's max health is 200 then a hypo can restore 50 health points. Btw, the regeneration speed for hypos is character specific. Look at ONCC's <HypoRegenerationRate>. |
<OverhealthHypoStrength> | This factor increases player's health based on his max normal health, but max health must be already reached.
If this factor is 1 and player's max health is 200 then a hypo can restore 200 health points. If this factor is 1, player's max health is 200 and his current health is 175 then a hypo restores with factor 0.25 (<NormalHypoStrength>) until max health is reached. The rest of the hypo health with factor 1 (<OverhealthHypoStrength>). |
<OverhealthMinDamage> | Hit points of an attack gets increased by at least of this factor. |
<OverhealthMaxDamage> | Hit points of an attack gets increased by at most of this factor. |
<UsedHealthElements> | Determines now many values of <HealthPercent> and <HealthColor> are used. |
<HealthPercent> | 1 means 100 % (float values) |
<HealthColor> | Red Green Blue |
<PowerupModels> | M3GMpowerup.oni |
<PowerupGlowTextures> | TXMPpowerup.oni |
<PowerupGlowSizes> | x and y size (float values) |
<Sounds> | sounds for some events (fixed order?) |
<NoticeFactors> | on easy, normal, hard (?) |
<BlockChanceFactors> | on easy, normal, hard (only for AI) |
<DodgeFactors> | on easy, normal, hard (?) |
<WeaponAccuracyFactors> | on easy, normal, hard (?); an additional factor that propably refers to <WeaponSkills> in ONCC files |
<EnemyHealthFactors> | on easy, normal, hard |
<PlayerHealthFactors> | on easy, normal, hard |
<UsedAutoPrompts> | Determines how many <ONGSAutoPrompt> are used. |
<ONGSAutoPrompt> | Level specific items only use one level number. <SubtitleName> contains the keyword of the SUBT file. The message becomes displayed automatically. |
detailed explanation of the health display meter
Remember the <UsedHealthElements> when you edit health indicator colors. Increase it by 1 if you change value in an additional <HealthPercent> and <HealthColor>.
The modification will also change ...
- BSL command "ai2_showhealth = 1"
- Baba's regeneration (probably by <UseSpecialTint> particle flag)
- and melee impact flashes which show the character's health status when hit ("snap" particle files? they also use <UseSpecialTint>)
The color between health flags (<Float>) is a mix.
The color keeps the same when passing the last health flag.
example
<UsedHealthElements>5</UsedHealthElements>
<HealthPercent> <Float>0</Float> <Float>0.659999967</Float> <Float>0.979999959</Float> <Float>1</Float> <Float>1.5</Float> [...]
<HealthColor> <Color>255 0 0</Color> <Color>255 255 0</Color> <Color>19 161 43</Color> <Color>0 255 0</Color> <Color>68 119 255</Color> [...]