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|0x00||res_id||01 F9 03 00||1017||01017-.ONCP|
|0x04||lev_id||01 00 00 06||3||level 3|
|0x18||int8||0||0||is loaded; must be 0, set to 1 at runtime|
|0x1C||int32||0D 00 00 00||13||array size|
|First element (black outline)|
|0x00||char||acid||particle name (referenced by TRAM particles)|
|0x10||char||env_splash_e01a||particle class name|
|0x50||uint16||FF FF||-1||number of the bodypart; see below|
|0x54||int32||00 00 00 00||0||runtime only|
- 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|
|ONCC << Other file types >> ONCV|
|ONCP : Oni Character Particle Array|