OBD:ONCP
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Offset | Type | Raw Hex | Value | Description |
---|---|---|---|---|
0x00 | res_id | 01 F9 03 00 | 1017 | 01017-.ONCP |
0x04 | lev_id | 01 00 00 06 | 3 | level 3 |
0x08 | char[16] | AD DE | dead | unused |
0x18 | int8 | 0 | 0 | is loaded; must be 0, set to 1 at runtime |
0x19 | char[3] | AD DE | dead | unused |
0x1C | int32 | 0D 00 00 00 | 13 | array size |
First element (black outline) | ||||
0x00 | char[16] | acid | particle name (referenced by TRAM particles) | |
0x10 | char[64] | env_splash_e01a | particle class name | |
0x50 | uint16 | FF FF | -1 | number of the bodypart; see below |
0x52 | int16 | 5F 00 | 95 | ignored |
0x54 | int32 | 00 00 00 00 | 0 | runtime only |
- Note
- The ONCP is the list of all the particles (motion trails, combo flashes, etc) that will be available for the ONCC that links to it.
- Nothing bad happens if an ONCC doesn't find a particle required by an animation, you just get a warning at the console.
- However, AE's glass-breaking animations will give you a lot of warnings without the right ONCP (basically for all combat moves, not just flashy ones).
- Bodypart number
- 0-19 - this is a super particle attached to the specified bodypart when the character has daodan powers; the particle name must start with super for this to work; particle events are as follows:
- particle is "create"d (if absent) and "start"ed when entering overpower while the character is "active";
- particle is "stop"ped when overpower runs out;
- particle is killed (either is deleted or "die"s on its own) when/if the character goes "inactive".
- 0xFFFF - the particle is attached by an animation (the animation specifies the bodypart); particle events are as follows:
- the animation can "create" multiple instances of a particle as necessary (one per bone involved), at the start of the animation;
- particle is "start"ed and "stop"ped according to the frames specified in TRAM;
- particle is killed at the end of the animation
- 0x8000 - the particle is attached by an animation (the animation specifies the bodypart) and it also generates a Self_Damage_Killed impact (user by back breaking animations); particle event rules are same as for 0xFFFF
ONI BINARY DATA |
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ONCC << Other file types >> ONCV |
ONCP : Oni Character Particle Array |
Character file |