XML:BINA/OBJC/MELE
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MELE : Melee profile list | ||
---|---|---|
XML
AKEV << Other file types >> CONS TMBD << Other BINA >> ONIE FURN << Other OBJC >> NEUT |
This page is unfinished. Can you fill in any missing information? |
general information
- The xml code on this page was tested with onisplit v0.9.61.0.
- The original BINACJBOMelee Profile.oni is global (stored in level0_Final).
- A local file can also be used (stored in levelX_Final) for level specific mele profiles. However, please note that if a character is spawn and does not have a profile in the local file the global one (stored in level0_Final) is NOT read. Therefore the local file completely replaces the level0_Final one.
- It was partly through MELE modding that Loser was able to create his famous video of parkouring Mukade (see HERE and search for "taped" for the beginning of the explanation).
melee Ids
Id | Name | Id | Name | Id | Name | Id | Name | Id | Name | Id | Name |
---|---|---|---|---|---|---|---|---|---|---|---|
0 | Security_Guard | 10 | TANKER_Medium | 20 | ELITE_Medium | 30 | MURO_Final | 40 | NINJABOT_Train2 | 50 | - |
1 | TCTF_Lite | 11 | BLACKOPS_Lite | 21 | ELITE_Hard | 31 | MURO_Mutant | 41 | NINJABOT_PowPlant | 51 | - |
2 | STRIKER_Easy | 12 | BLACKOPS_Swat | 22 | KONOKO | 32 | GRIFFIN | 42 | - | 52 | - |
3 | THUG_Air | 13 | TCTF_Swat | 23 | BARABAS Rsrch D | 33 | STRIKER_Mini | 43 | - | 53 | - |
4 | COMGUY | 14 | ELITE_Easy | 24 | RED_Hard | 34 | COP Male | 44 | - | 45 | - |
5 | STRIKER_Medium | 15 | TANKER_Hard | 25 | BARABAS TCTF D | 35 | COP Female | 45 | - | 55 | TANKER_Easy2 |
6 | STRIKER_Hard | 16 | RED_Medium | 26 | NINJA_Medium | 36 | THUG_Mfg | 46 | - | 56 | TANKER_Medium2 |
7 | TANKER_Easy | 17 | MADBOMBER | 27 | NINJA_Hard | 37 | THUG_Neuro | 47 | - | 57 | TANKER_Hard2 |
8 | RED_Easy | 18 | NINJABOT_Train1 | 28 | NINJA_Super | 38 | THUG_Pow | 48 | - | 58 | - |
9 | NINJA_Easy | 19 | SNIPER | 29 | MURO_Dream | 39 | THUG_Wh | 49 | - | 59 | - |
new Ids
* can be used by using the BINACJBOMelee Profile file found in "Custom Characters Melee Profile" (pkg #23901)
Id | Name |
---|---|
120 * | Rayman |
121 * | Casey |
122 * | Hayate\Hanako |
123 * | Jester |
124 * | Kojiro |
125* | Sarai |
126* | BGI_Hammer |
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 | Used by ONCC and CHAR. |
<Name> | char[64] | space for notes |
<CharacterClass> | char[64] | ONCCfile_name.oni (without file suffix and prefix) |
<Notice> | integer | Notice in percent; how often AI registeres incoming attack; without noticing it, AI will not block or dodge. |
<Dodge> | - | |
<Base> | int32 | Dodge base in percent; determines how often AI tries to dodge incoming attacks. |
<Extra> | int32 | Dodge extra in percent; adds extra chance to dodge incoming attack. |
<ExtraDamageThreshold> | int32 | Amount of damage dealt to character (or incoming in one strong attack) for Dodge extra activation. |
<BlockSkill> | - | |
<Single> | int32 | 1 vs 1 blocking skill in percent; specifies how often AI blocks incoming attack when blocking one enemy. |
<Group> | int32 | Group blocking skill in percent; looks like amount of possibility that AI will try to block attacks incoming from more enemies. |
<NotBlocked> | float | Modifier of an AI2 chance for performing such a technique against its target that target is not able to block at the moment of the technique start (striker's kick forward aganist crouching enemy or finishing off staggered enemy or simply attacking running enemy). |
<MustChangeStance> | float | Modifier for a chance to perform technique which will force enemy to change his stance if he wants to defend the technique (stand/crouch). |
<BlockedButUnblockable> | float | Modifier for a chance to perform technique which contains unblockable attack even if enemy is in correct defensive stance to "guard" the technique. |
<BlockedButHasStagger> | float | Blocked but has stagger; modifier for a chance to perform technique which will get blocked but target will be block-staggered. |
<BlockedButHasBlockstun> | float | Modifier for a chance to perform technique which will get blocked, but target will be block-stunned (will be forced to stay in block pose for more than one cycle of idle block animation). |
<Blocked> | float | Modifier for a chance to perform a technique even tough this technique aims for target which is in correct stance and ready to block this technique at the moment of the technique's start. |
<ThrowDanger> | float | Still unknown but it has something to do with probability of being thrown; when set very high, AI2 with this MELE is almost unthrowable. |
<DazedMinFrames> | int16 | ? |
<DazedMaxFrames> | int16 | ? |
<Attacks>
<Evades> <Maneuvers> |
- | Use special single tags if you don't want content for one of those parts
Use following order: Attacks, Evades and Maneuvers. Onisplit will not accept e.g. Maneuvers, Attacks, Evades. |
<Technique> | - | |
<Name> | char[64] | space for notes (technique's name) |
<Flags> | flag |
|
<Weight> | int32 | Techniques with higher weight are preferred by engine, if more techniques that can be used at one moment; have same weight, engine calls them in order as they are listed in MELE. |
<Importance> | int32 | ? |
<RepeatDelay> | int32 | Repeat delay in frames; after technique is used, it is ignored by engine for this time interval. |
<Moves> | - | Can holds position, attack, throw, maneuver, evade tags. |
tags of <Moves>
Parameters of maneuver and position are float values.
- <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
Labels:
P = punch K = kick F = forward B = backward L = left R = right J = jumping H = heavy (i.e., super move) C = crouching CS = crouch start (starting from a crouch) D = downward? GETUP, SLIDE = self-explanatory R = running
- <Evade Type="..." />
JumpForward JumpForward2 JumpBack JumpBack2 JumpLeft JumpLeft2 JumpRight JumpRight2 RunJumpForward RunJumpForward2 RunJumpBack RunJumpBack2 RunJumpLeft RunJumpLeft2 RunJumpRight RunJumpRight2 RollForward RollBackward RollLeft RollRight
<Maneuver Type="Advance" Duration="..." MinRange="..." ThresholdRange="..." /> <Maneuver Type="Retreat" Duration="..." MaxRange="..." ThresholdRange="..." /> <Maneuver Type="CircleLeft" Duration="..." MinAngle="..." MaxAngle="..." /> <Maneuver Type="CircleRight" Duration="..." MinAngle="..." MaxAngle="..." /> <Maneuver Type="Pause" Duration="..." /> <Maneuver Type="Crouch" Duration="..." /> <Maneuver Type="Jump" Duration="..." /> <Maneuver Type="Taunt" Duration="..." /> <Maneuver Type="RandomStop" Chance="..." /> <Maneuver Type="GetUpForward" Duration="..." /> <Maneuver Type="GetUpBackward" Duration="..." /> <Maneuver Type="GetUpRollLeft" Duration="..." /> <Maneuver Type="GetUpRollRight" Duration="..." /> <Maneuver Type="BarabasWave" MaxRange="..." />
- <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="RunForward" MinRunInDist="..." MaxRunInDist="..." ToleranceRange="..." /> <Position Type="RunLeft" MinRunInDist="..." MaxRunInDist="..." ToleranceRange="..." /> <Position Type="RunRight" MinRunInDist="..." MaxRunInDist="..." ToleranceRange="..." /> <Position Type="RunBack" MinRunInDist="..." MaxRunInDist="..." ToleranceRange="..." /> <Position Type="JumpUp" /> <Position Type="JumpForward" /> <Position Type="JumpLeft" /> <Position Type="JumpRight" /> <Position Type="JumpBack" /> <Position Type="StartToCrouch" /> <Position Type="Crouch" /> <Position Type="Stand" /> <Position Type="CloseForward" MinRunInDist="..." MaxRunInDist="..." ToleranceRange="..." /> <Position Type="CloseLeft" MinRunInDist="..." MaxRunInDist="..." ToleranceRange="..." /> <Position Type="CloseRight" MinRunInDist="..." MaxRunInDist="..." ToleranceRange="..." /> <Position Type="CloseBack" MinRunInDist="..." MaxRunInDist="..." ToleranceRange="..." /> <Position Type="RunJumpForward" MinRunInDist="..." MaxRunInDist="..." ToleranceRange="..." /> <Position Type="RunJumpLeft" MinRunInDist="..." MaxRunInDist="..." ToleranceRange="..." /> <Position Type="RunJumpRight" MinRunInDist="..." MaxRunInDist="..." ToleranceRange="..." /> <Position Type="RunJumpBack" MinRunInDist="..." MaxRunInDist="..." ToleranceRange="..." />