XML:BINA/OBJC/MELE

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< XML:BINA‎ | OBJC
Revision as of 15:43, 26 November 2012 by Paradox-01 (talk | contribs)
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MELE : Melee profiles
XML modding tips
  • See HERE to start learning about XML modding.
  • See HERE if you are searching for information on how to handle object coordinates.
  • See HERE for some typical modding errors and their causes.
XML.png
XML

AKEV << Other file types >> CONS

TMBD << Other BINA >> ONIE

FURN << Other OBJC >> NEUT

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general information

  • The xml code on this page is compatible with onisplit v0.9.61.0
  • BINACJBOMelee Profile.oni is global (It's stored in level0_...)

file structure

tags

XML tag content type description
<?xml version="1.0" encoding="utf-8"?> float, flag Don't change this.
<Oni> -
<Objects> - Holds the melee profiles, starting with <MELE Id="..."> and ending with </MELE>
<MELE Id="..."> integer Ignore this.
<Header> -
<Flags> flag Ignore this.
<Position> float x3 Ignore this.
<Rotation> float x3 Ignore this.
<OSD> -
<MeleeId> integer
<Name>
<CharacterClass>
<Notice>
<Dodge> -
<BlockSkill>
<Single>
<Group>
<NotBlocked>
<MustChangeStance>
<BlockedButUnblockable>
<BlockedButHasStagger>
<BlockedButHasBlockstun>
<Blocked>
<ThrowDanger>
<DazedMinFrames>
<DazedMaxFrames>
<Attacks>

<Evades>


<Maneuvers>

- Use special single tags if you don't want content for one of those parts
<Attacks />
<Evades />
<Maneuvers />

Use following order: Attacks, Evades and Maneuvers. Onisplit will not accept e.g. Maneuvers, Attacks, Evades.

<Technique>
<Name>
<Flags> flag
None
Interruptible
Unknown2
<Weight>
<Importance>
<RepeatDelay>
<Moves> Can holds position, attack, throw, maneuver, evade tags


tags of <Moves>

  • <Attack Type="..." />
P
PP
PPP
PPPP
PF
PL
PR
PB
PD
PF_PF
PF_PF_PF
PL_PL
PL_PL_PL
PR_PR
PR_PR_PR
PB_PB
PB_PB_PB
PD_PD
PD_PD_PD
K
KK
KKK
KKKF
KF
KL
KR
KB
KD
KF_KF
KF_KF_KF
KL_KL
KL_KL_KL
KR_KR
KR_KR_KR
KB_KB
KB_KB_KB
KD_KD
KD_KD_KD
PPK
PKK
PKP
KPK
KPP
KKP
PK
KP
PPKK
PPKKK
PPKKKK
HP
HPF
HK
HKF
CS_P
CS_K
C_P1
C_P2
C_PF
C_K1
C_K2
C_KF
GETUP_KF
GETUP_KB
R_P
R_K
RB_P
RB_K
RL_P
RL_K
RR_P
RR_K
R_SLIDE
J_P
J_K
JF_P
JF_PB
JF_K
JF_KB
JB_P
JB_K
JL_P
JL_K
JR_P
JR_K


  • <Evade Type="..." />
JumpForward
JumpForward2
JumpBack
JumpBack2
JumpLeft
JumpLeft2
JumpRight
JumpRight2
RunJumpForward
RunJumpForward2
RunJumpBack
RunJumpBack2
RunJumpLeft
RunJumpLeft2
RunJumpRight
RunJumpRight2
RollForward
RollBackward
RollLeft
RollRight


  • <Maneuver Type="..." Chance="..." />
  • <Maneuver Type="..." Duration="..." />
  • <Maneuver Type="..." Duration="..." MinRange="..." ThresholdRange="..." />
  • <Maneuver Type="..." Duration="..." MaxRange="..." ThresholdRange="..." />
  • <Maneuver Type="..." Duration="..." MinAngle="..." MaxAngle="..." />
Advance
Retreat
CircleLeft
CircleRight
Pause
Crouch
Jump
Taunt
RandomStop
GetUpForward
GetUpBackward
GetUpRollLeft
GetUpRollRight
BarabasWave


  • <Throw Type="..." />
P_Front
K_Front
P_Behind
K_Behind
RP_Front
RK_Front
RP_Behind
RK_Behind
P_FrontDisarm
K_FrontDisarm
P_BehindDisarm
K_BehindDisarm
RP_FrontDisarm
RK_FrontDisarm
P_FrontRifDisarm
K_FrontRifDisarm
P_BehiindRifDisarm
K_BehiindRifDisarm
RP_FrontRifDisarm
RK_FrontRifDisarm
RP_BehindRifDisarm
RK_BehindRifDisarm
Tackle


  • <Position Type="..." />
  • <Position Type="..." MinRunInDist="..." MaxRunInDist="..." ToleranceRange="..." />
RunForward
RunLeft
RunRight
RunBack
JumpUp
JumpForward
JumpLeft
JumpRight
JumpBack
StartToCrouch
Crouch
Stand
CloseForward
CloseLeft
CloseRight
CloseBack
RunJumpForward
RunJumpLeft
RunJumpRight
RunJumpBack