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{{OBD_File_Header | type=ONGS | prev=ONFA | next=ONIA | name=Oni Game Settings | family=Global | align=center}}
{{OBD_File_Header | type=ONGS | prev=ONFA | next=ONIA | name=Oni Game Settings | family=General | align=center}}




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{{Table}}
{{Table}}
{{OBD_Table_Header}}
{{OBDth}}
|- ALIGN=CENTER VALIGN=TOP
{{OBDtr| 0x000 | res_id  |FF0000| 01 00 00 00 | 0                | 00000-game_settings.ONGS }}
{{OBDtr| 0x000 | res_id  |FF0000| 01 00 00 00 | 0                | 00000-game_settings.ONGS }}
{{OBDtr| 0x004 | lev_id  |FFFF00| 01 00 00 00 | 0                | level 0 }}
{{OBDtr| 0x004 | file_id |FFFF00| 01 00 00 00 | 0                | level0_Final.dat }}
{{OBDtr| 0x008 | float  |FFC8C8| 00 00 00 40 | 2.000000        | max overhealth factor }}
{{OBDtr| 0x008 | float  |FFC8C8| 00 00 00 40 | 2.000000        | max overpower HP factor }}
{{OBDtr| 0x00C | float  |FFC8C8| 00 00 80 3E | 0.250000        | normal hypo strength }}
{{OBDtr| 0x00C | float  |FFC8C8| 00 00 80 3E | 0.250000        | normal hypo strength (see details below) }}
{{OBDtr| 0x010 | float  |FFC8C8| 00 00 80 3F | 1.000000        | overhealth hypo strength }}
{{OBDtr| 0x010 | float  |FFC8C8| 00 00 80 3F | 1.000000        | overpower hypo strength }}
{{OBDtr| 0x014 | float  |FFC8C8| 00 00 C0 3F | 1.500000        | overhealth min damage factor }}
{{OBDtr| 0x014 | float  |FFC8C8| 00 00 C0 3F | 1.500000        | overpower min damage factor (see details below) }}
{{OBDtr| 0x018 | float  |FFC8C8| 33 33 13 40 | 2.300000        | overhealth max damage factor }}
{{OBDtr| 0x018 | float  |FFC8C8| 33 33 13 40 | 2.300000        | overpower max damage factor }}
{{OBDtr| 0x01C | int32   |FFFFC8| 04 00 00 00 | 4                | 4 entries follow }}
{{OBDtr| 0x01C | uint32   |FFFFC8| 04 00 00 00 | 4                | number of used key health values for health bar color }}
{{OBDtr| 0x020 | float  |C8FFC8| 00 00 00 00 | 0.000000        | 0 percent health }}
{{OBDtr| 0x020 | float  |C8FFC8| 00 00 00 00 | 0.000000        | 0 percent of full health }}
{{OBDtr| 0x024 | float  |C8FFC8| C2 F5 28 3F | 0.660000        | 66 percent health }}
{{OBDtr| 0x024 | float  |C8FFC8| C2 F5 28 3F | 0.660000        | 66 percent of full health }}
{{OBDtr| 0x028 | float  |C8FFC8| 47 E1 7A 3F | 0.980000        | 98 percent health }}
{{OBDtr| 0x028 | float  |C8FFC8| 47 E1 7A 3F | 0.980000        | 98 percent of full health }}
{{OBDtr| 0x02C | float  |C8FFC8| 00 00 80 3F | 1.000000        | 100 percent health }}
{{OBDtr| 0x02C | float  |C8FFC8| 00 00 80 3F | 1.000000        | 100 percent of full health }}
{{OBDtr| 0x030 | char[48]|C8FFFF| AD DE       | dead            | unused }}
{{OBDtr| 0x030 | float  |C8FFC8| AD DE AD DE | unused        | additional space for percent of full health; unused }}
{{OBDtr| 0x060 | float   |FFC8FF| 00 00 FF FF | 0, 0, 255; 255  | colour (blue, green, red) and transparency if the character has a health of 0 percent }}
{{OBDtr| 0x034 | float  |C8FFC8| AD DE AD DE | unused        | additional space for percent of full health; unused }}
{{OBDtr| 0x064 | float   |FFC8FF| 00 FF FF FF | 0, 255, 255; 255 | colour (blue, green, red) and transparency if the character has a health of 66 percent }}
{{OBDtr| 0x038 | float  |C8FFC8| AD DE AD DE | unused        | additional space for percent of full health; unused }}
{{OBDtr| 0x068 | float   |FFC8FF| 2B A1 13 FF | 43, 161, 19; 255 | colour (blue, green, red) and transparency if the character has a health of 98 percent }}
{{OBDtr| 0x03C | float  |C8FFC8| AD DE AD DE | unused        | additional space for percent of full health; unused }}
{{OBDtr| 0x06C | float   |FFC8FF| 00 FF 00 FF | 0, 255, 0; 255  | colour (blue, green, red) and transparency if the character has a health of 100 percent }}
{{OBDtr| 0x040 | float  |C8FFC8| AD DE AD DE | unused        | additional space for percent of full health; unused }}
{{OBDtr| 0x070 | char[48]|FFC800| AD DE       | dead            | unused }}
{{OBDtr| 0x044 | float  |C8FFC8| AD DE AD DE | unused        | additional space for percent of full health; unused }}
{{OBDtrBK}}
{{OBDtr| 0x048 | float  |C8FFC8| AD DE AD DE | unused        | additional space for percent of full health; unused }}
{{OBDtr2|0x0A0 |char[128]|C800C8| powerup_ammo                  | 3D model name (reference to 01449-powerup_ammo.[[OBD:M3GM|M3GM]]) }}
{{OBDtr| 0x04C | float  |C8FFC8| AD DE AD DE | unused        | additional space for percent of full health; unused }}
{{OBDtr| 0x050 | float  |C8FFC8| AD DE AD DE | unused        | additional space for percent of full health; unused }}
{{OBDtr| 0x054 | float  |C8FFC8| AD DE AD DE | unused        | additional space for percent of full health; unused }}
{{OBDtr| 0x058 | float  |C8FFC8| AD DE AD DE | unused        | additional space for percent of full health; unused }}
{{OBDtr| 0x05C | float  |C8FFC8| AD DE AD DE | unused        | additional space for percent of full health; unused }}
{{OBDtr| 0x060 | color   |FFC8FF| 00 00 FF FF | 0, 0, 255; 255  | health color at 0 percent of full health (red) (see details below) }}
{{OBDtr| 0x064 | color   |FFC8FF| 00 FF FF FF | 0, 255, 255; 255 | health color at 66 percent of full health (yellow) }}
{{OBDtr| 0x068 | color   |FFC8FF| 2B A1 13 FF | 43, 161, 19; 255 | health color at 98 percent of full health (greenish) }}
{{OBDtr| 0x06C | color   |FFC8FF| 00 FF 00 FF | 0, 255, 0; 255  | health color at 100 percent of full health (green) }}
{{OBDtr| 0x070 | color  |FFC8FF| AD DE AD DE | unused  | additional space for health color; unused }}
{{OBDtr| 0x074 | color  |FFC8FF| AD DE AD DE | unused  | additional space for health color; unused }}
{{OBDtr| 0x078 | color  |FFC8FF| AD DE AD DE | unused  | additional space for health color; unused }}
{{OBDtr| 0x07C | color  |FFC8FF| AD DE AD DE | unused  | additional space for health color; unused }}
{{OBDtr| 0x080 | color  |FFC8FF| AD DE AD DE | unused  | additional space for health color; unused }}
{{OBDtr| 0x084 | color  |FFC8FF| AD DE AD DE | unused  | additional space for health color; unused }}
{{OBDtr| 0x088 | color  |FFC8FF| AD DE AD DE | unused  | additional space for health color; unused }}
{{OBDtr| 0x08C | color  |FFC8FF| AD DE AD DE | unused  | additional space for health color; unused }}
{{OBDtr| 0x090 | color  |FFC8FF| AD DE AD DE | unused  | additional space for health color; unused }}
{{OBDtr| 0x094 | color  |FFC8FF| AD DE AD DE | unused  | additional space for health color; unused }}
{{OBDtr| 0x098 | color  |FFC8FF| AD DE AD DE | unused  | additional space for health color; unused }}
{{OBDtr| 0x09C | color  |FFC8FF| AD DE AD DE | unused  | additional space for health color; unused }}
{{OBDtrBK|Names of the meshes used for powerup items (first entry shown, six used, room for seven)}}
{{OBDtr2|0x0A0 |char[128]|C800C8| powerup_ammo                  | name of the 3D model of the red ammo clip (M3GMpowerup_ammo) }}
|}
|}
;Hypo strength
:This is the coefficient for how much of the character's health is healed by a hypo. The numbers specified here mean that 25% of their max health will be restored under normal conditions, but if the character is already at maximum health then 100% of their max HP is added, doubling their health and taking them into overpower. If they are at less than max health, but high enough that the hypo's 25% effectiveness will take them above max health, then the remainder of the hypo counts at a 100% coefficient. For example, a character with a max of 200 HP and current health of 190 HP uses a hypo: it heals those 10 points and then, because 60% of the hypo's healing power is remaining, it is applied at a rate of 60% of that character's max health, taking them into overpower by an additional 120 HP (60% * 200).
;Damage factors
:The 1.5 and 2.3 figures are multipliers for damage done by melee attacks if the character is capable of overpower mode. For instance, when Konoko is at peak overpower she will do 2.3x damage with each attack, and this will ramp down to 1.5x when she is 1 point above her max HP and about to leave overpower mode.
;Health colors
:The colors are specified in the order BGRA. These are not only used for the health bar in the HUD but also hit flashes when striking enemies and for any particle that uses the "special tint" flag (e.g. Barabas' regeneration particles). The actual color used in these circumstances will be an interpolation between the specified key values, so for instance at 33% health you should expect to see a color halfway between 0%'s pure red and 66%'s pure yellow (i.e. orange).
;Order of the powerup types
:Ballistic ammo, energy ammo, hypo, shield, invisibility, [[LSI]]




----
[[Image:ongs_m1.gif]]
[[Image:ongs_m1.gif]]


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{{OBD_Table_Header}}
{{OBD_Table_Header}}
|- ALIGN=CENTER VALIGN=TOP
|- ALIGN=CENTER VALIGN=TOP
{{OBDtrBK}}
{{OBDtrBK|Names of the "glow" textures displayed for powerups lying on the ground (first entry shown, six used, room for seven}}
{{OBDtr2| 0x420 |char[128]|C87C64| glowtex_ammo                 | name of the texture which surrounds the 3D model above in some distance (reference to 01448-glowtex_ammo.[[OBD:TXMP|TXMP]]) }}
{{OBDtr2| 0x420 |char[128]|C87C64| glowtex_ammo | name of the glow texture for red ammo clips (reference to 01448-glowtex_ammo.[[OBD:TXMP|TXMP]]) }}
|}
|}




----
[[Image:ongs_m2.gif]]
[[Image:ongs_m2.gif]]


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{{OBD_Table_Header}}
{{OBD_Table_Header}}
|- ALIGN=CENTER VALIGN=TOP
|- ALIGN=CENTER VALIGN=TOP
{{OBDtr| 0x7A0 | float32 |B0C3D4| 00 00 A0 40 | 5.000000 | red ammo glow x size }}
{{OBDtr| 0x7A0 | float |B0C3D4| 00 00 A0 40 | 5.000000 | red ammo glow x size }}
{{OBDtr| 0x7A4 | float  |B0C3D4| 00 00 A0 40 | 5.000000 | red ammo glow y size }}
{{OBDtr| 0x7A4 | float  |B0C3D4| 00 00 A0 40 | 5.000000 | red ammo glow y size }}
{{OBDtr| 0x7A8 | float  |B0C3D4| 00 00 A0 40 | 5.000000 | green energy cell glow x size }}
{{OBDtr| 0x7A8 | float  |B0C3D4| 00 00 A0 40 | 5.000000 | green energy cell glow x size }}
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{{OBDtr| 0x7C0 | float  |B0C3D4| 00 00 A0 40 | 5.000000 | phase cloak glow x size }}
{{OBDtr| 0x7C0 | float  |B0C3D4| 00 00 A0 40 | 5.000000 | phase cloak glow x size }}
{{OBDtr| 0x7C4 | float  |B0C3D4| 00 00 A0 40 | 5.000000 | phase cloak glow y size  }}
{{OBDtr| 0x7C4 | float  |B0C3D4| 00 00 A0 40 | 5.000000 | phase cloak glow y size  }}
{{OBDtr| 0x7C8 | float  |B0C3D4| 00 00 C0 40 | 6.000000 | lsi glow x size }}
{{OBDtr| 0x7C8 | float  |B0C3D4| 00 00 C0 40 | 6.000000 | LSI glow x size }}
{{OBDtr| 0x7CC | float  |B0C3D4| 00 00 C0 40 | 6.000000 | lsi glow y size }}
{{OBDtr| 0x7CC | float  |B0C3D4| 00 00 C0 40 | 6.000000 | LSI glow y size }}
{{OBDtr| 0x7D0 | char[8] |E7CEA5| AD DE       | dead    | unused; maybe unknown min and max for nci? }}
{{OBDtr| 0x7D0 | float  |B0C3D4| AD DE AD DE | unused | extra powerup glow x size; unused }}
{{OBDtrBK}}
{{OBDtr| 0x7D4 | float  |B0C3D4| AD DE AD DE | unused | extra powerup glow y size; unused }}
{{OBDtrBK|23 links to sounds of various gameplay events }}
{{OBDtr2|0x7D8 | char[32]|FFDDDD| ...                    | sound name; unused; (reference to an [[OBD:OSBD|OSBD]] file) }}
{{OBDtr2|0x7D8 | char[32]|FFDDDD| ...                    | sound name; unused; (reference to an [[OBD:OSBD|OSBD]] file) }}
|}
|}
;Glow size
:In local coordinates, because the orientation of a ''dropped'' powerup can be anything.
;Event impulse sounds
:0. (unused) - some missing door sound
:1. door_fail
:2. door_lock
:3. (unused) - door_unlock
:4. use_hypo
:5. (unused)
:6. inventory_fail
:7. receive_ammo
:8. receive_cell
:9. receive_hypo
:10. receive_lsi
:11. compass
:12. objective_new
:13. objective_prompt
:14. objective_complete
:15. autosave
:16. (unused)
:17. (unused)
;Event ambient sounds
:18. health_low
:19. health_over
:20. shield
:21. invis
:22. (unused)




----
[[Image:ongs_m3.gif]]
[[Image:ongs_m3.gif]]


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{{OBD_Table_Header}}
{{OBD_Table_Header}}
|- ALIGN=CENTER VALIGN=TOP
|- ALIGN=CENTER VALIGN=TOP
{{OBDtr| 0xAB8 | float  |64AAAA| 33 33 33 3F | 0.700000 | something that affects "techique viability" on easy }}
{{OBDtrBK| the following 9 factors affect the notice, block and dodge specified in the [[OBD:BINA/OBJC/MELE|melee]] profile }}
{{OBDtr| 0xABC | float  |64AAAA| 00 00 80 3F | 1.000000 | same as above but on normal }}
{{OBDtr| 0xAB8 | float  |64AAAA| 33 33 33 3F | 0.700000 | notice factor if you play on easy }}
{{OBDtr| 0xAC0 | float  |64AAAA| 33 33 B3 3F | 1.400000 | same as above but on hard }}
{{OBDtr| 0xABC | float  |64AAAA| 00 00 80 3F | 1.000000 | notice factor if you play on normal }}
{{OBDtr| 0xAC4 | float  |64AAAA| 9A 99 19 3F | 0.600000 | block chance factor if you play on easy }}
{{OBDtr| 0xAC0 | float  |64AAAA| 33 33 B3 3F | 1.400000 | notice factor if you play on hard }}
{{OBDtr| 0xAC8 | float  |64AAAA| 00 00 80 3F | 1.000000 | block chance factor if you play on normal }}
{{OBDtr| 0xAC4 | float  |64AAAA| 9A 99 19 3F | 0.600000 | enemy block chance factor if you play on easy }}
{{OBDtr| 0xACC | float  |64AAAA| 66 66 A6 3F | 1.300000 | block chance factor if you play on hard }}
{{OBDtr| 0xAC8 | float  |64AAAA| 00 00 80 3F | 1.000000 | enemy block chance factor if you play on normal }}
{{OBDtr| 0xAD0 | float  |64AAAA| CD CC 4C 3F | 0.800000 | second something that affects "techique viability" on easy }}
{{OBDtr| 0xACC | float  |64AAAA| 66 66 A6 3F | 1.300000 | enemy block chance factor if you play on hard }}
{{OBDtr| 0xAD4 | float  |64AAAA| 00 00 80 3F | 1.000000 | same as above but on normal }}
{{OBDtr| 0xAD0 | float  |64AAAA| CD CC 4C 3F | 0.800000 | dodge factor if you play on easy }}
{{OBDtr| 0xAD8 | float  |64AAAA| 00 00 C0 3F | 1.500000 | same as above but on hard }}
{{OBDtr| 0xAD4 | float  |64AAAA| 00 00 80 3F | 1.000000 | dodge factor if you play on normal }}
{{OBDtr| 0xAD8 | float  |64AAAA| 00 00 C0 3F | 1.500000 | dodge factor if you play on hard }}
{{OBDtr| 0xADC | float  |64AAAA| 9A 99 99 3F | 1.200000 | weapon accuracy factor if you play on easy }}
{{OBDtr| 0xADC | float  |64AAAA| 9A 99 99 3F | 1.200000 | weapon accuracy factor if you play on easy }}
{{OBDtr| 0xAE0 | float  |64AAAA| 00 00 80 3F | 1.000000 | weapon accuracy factor if you play on normal }}
{{OBDtr| 0xAE0 | float  |64AAAA| 00 00 80 3F | 1.000000 | weapon accuracy factor if you play on normal }}
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{{OBDtr| 0xAF8 | float  |64AAAA| 00 00 80 3F | 1.000000 | player health factor if you play on normal }}
{{OBDtr| 0xAF8 | float  |64AAAA| 00 00 80 3F | 1.000000 | player health factor if you play on normal }}
{{OBDtr| 0xAFC | float  |64AAAA| 00 00 80 3F | 1.000000 | player health factor if you play on hard }}
{{OBDtr| 0xAFC | float  |64AAAA| 00 00 80 3F | 1.000000 | player health factor if you play on hard }}
{{OBDtr| 0xB00 | int32   |EBEBEB| 10 00 00 00 | 16      | array size }}
{{OBDtr| 0xB00 | uint32   |EBEBEB| 10 00 00 00 | 16      | array size }}
{{OBDtrBK}}
{{OBDtrBK}}
{{OBDtr2|0x000 | char[32]|8C8CCC| hypo                  | space for notes }}
{{OBDtr2|0x000 | char[32]|8C8CCC| hypo                  | event name }}
{{OBDtr| 0x020 | int16   |FF00C8| 01 00      | 1        | first level with autoprompting }}
{{OBDtr| 0x020 | uint16   |FF00C8| 01 00      | 1        | first level with autoprompting }}
{{OBDtr| 0x022 | int16   |F0F096| 02 00      | 2        | last level with autoprompting }}
{{OBDtr| 0x022 | uint16   |F0F096| 02 00      | 2        | last level with autoprompting }}
{{OBDtr2|0x024 | char[32]|00C864| autoprompt_hypo        | raw file anchor for the text message (it belongs to the  [[OBD:SUBT|SUBT]] file) }}
{{OBDtr2|0x024 | char[32]|00C864| autoprompt_hypo        | raw file anchor for the text message (it belongs to the  [[OBD:SUBT|SUBT]] file) }}
|}
|}
;Prompts
:hypo, cell, ammo, invis, shield, lsi (5 different prompts), weapon, useconsole, usealarm, usedoor, usehypo, nci (talk to character).


{{OBD_File_Footer | type=ONGS | prev=ONFA | next=ONIA | name=Oni Game Settings | family=General}}


{{OBD_File_Footer | type=ONGS | prev=ONFA | next=ONIA | name=Oni Game Settings | family=Global}}
{{OBD}}
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edits