XML:BINA/OBJC/MELE: Difference between revisions

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====tags of <Moves>====
====tags of <Moves>====
Parameters of maneuver and position are float values.


* <Attack Type="..." />
* <Attack Type="..." />
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</pre>
</pre>


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


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</pre>
</pre>


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




{{XML}}
{{XML}}

Revision as of 18:39, 26 November 2012

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

switch to OBD page

Unfinished building-60px.jpg

This page is unfinished. Can you fill in any missing information?
If it is not clear which part of the page is unfinished, ask on the talk page.

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>

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


  • <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="..." />