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| [[Main Page]] >> [[OBD:Oni Binary Data|Oni Binary Data]] >> [[OBD:File types|File types]] >> [[OBD:BINA|BINA]] >> Character.BINA
| | {{OBD OBJC Header | align=center | type=CHAR | prev=WEAP | next=CMBT | name=Character |stuff=b_ch}} |
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| | ==File description== |
| | ===Basic setup=== |
| | The character's appearance, weapon, position, and misc. spawn flags. |
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| <CENTER>[[OBD:BINA/Texture_Materials|<==]] <FONT SIZE=5>Character.BINA</FONT> [[OBD:BINA/Console|==>]]</CENTER>
| | [[Image:bin_r_ch.gif]] |
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| http://www6.fh-eberswalde.de/user/dkriesch/onistuff/images/bin_r_ch.gif
| | {{Table}} |
| | {{OBDth}} |
| | {{OBDtr| 0x00 | char[4] |FF0000| 43 4A 42 4F | OBJC | wrapper tag }} |
| | {{OBDtr| 0x04 | int32 |FFFF00| 2C 8B 00 00 | 35628 | size of the complete list in bytes from this position }} |
| | {{OBDtr| 0x08 | int32 |00FF00| 27 00 00 00 | 39 | object list version }} |
| | {{OBDtr| 0x0C | int32 |00FFFF| 20 02 00 00 | 544 | size of the following element in bytes }} |
| | {{OBDtrBK}} |
| | {{OBDtr| 0x000 | char[4] |FFC8C8| 52 41 48 43 | CHAR | tag name }} |
| | {{OBDtr| 0x004 | int32 |FFFFC8| 87 19 00 00 | 6535 | old file ID }} |
| | {{OBDtr| 0x008 | int32 |C8FFC8| 00 00 00 00 | 0 | unknown }} |
| | {{OBDtr| 0x00C | float |C8FFFF| A5 7D 9D 43 | 314.981597 | x position of the character }} |
| | {{OBDtr| 0x010 | float |C8FFFF| 00 00 D8 C1 | -27.000000 | y position (height) of the character }} |
| | {{OBDtr| 0x014 | float |C8FFFF| 98 09 1E 42 | 39.509368 | z position of the character }} |
| | {{OBDtr| 0x018 | float |FFC8FF| 00 00 00 00 | 0.000000 | rotation on the x axis in degrees }} |
| | {{OBDtr| 0x01C | float |FFC8FF| 00 00 87 43 | 270.000000 | rotation on the y axis in degrees }} |
| | {{OBDtr| 0x020 | float |FFC8FF| 00 00 00 00 | 0.000000 | rotation on the z axis in degrees }} |
| | {{OBDtr| 0x024 | bitset32 |FFC800| 01 00 00 00 | 1, 0, 0, 0 | character options; the following bits are used: |
| | :0x '''01''' 00 00 00 - player character |
| | :0x '''02''' 00 00 00 - random skin |
| | :0x '''04''' 00 00 00 - not pre-spawned |
| | :0x '''08''' 00 00 00 - non-combatant |
| | :0x '''10''' 00 00 00 - multi-spawnable |
| | :0x '''20''' 00 00 00 - unknown |
| | :0x '''40''' 00 00 00 - unkillable |
| | :0x '''80''' 00 00 00 - superammo |
| | :0x 00 '''01''' 00 00 - omniscient |
| | :0x 00 '''02''' 00 00 - has [[LSI]] |
| | :0x 00 '''04''' 00 00 - boss |
| | :0x 00 '''08''' 00 00 - upgrade difficulty (spawns a stronger enemy if you play on medium or hard) |
| | :0x 00 '''10''' 00 00 - no auto-drop (doesn't drop "used" shield, "used" invisibility and LSI when killed) |
| | }} |
| | {{OBDtr2|0x028 | char[64] |B0C3D4| konoko_generic | character class name (reference to [[OBD:ONCC|ONCCkonoko_generic]]) }} |
| | {{OBDtr2|0x068 | char[32] |E7CEA5| konoko | character name }} |
| | {{OBDtr2|0x088 | char[64] |FFDDDD| w1_tap | weapon class name (reference to [[OBD:ONWC|ONWCw1_tap]] of level 0) }} |
| | |} |
|
| |
|
| | ===Script functions=== |
| | These are the names of the functions in the level script to call when certain things happen to a character. |
| | |
| | {{Table}} |
| | {{OBDth}} |
| | {{OBDtr2|0x0C8 | char[32] |EBEBEB| unused | called when character is spawned }} |
| | {{OBDtr2|0x0E8 | char[32] |8C8CCC| you_lose | called when character dies (health reaches 0); can work multiple times }} |
| | {{OBDtr2|0x108 | char[32] |FF00C8| unused | called when character notices an enemy; works only once }} |
| | {{OBDtr2|0x128 | char[32] |F0F096| unused | never used in the game data, but it should be called when character is alarmed }} |
| | {{OBDtr2|0x148 | char[32] |00C864| unused | called when character is hurt for the first time; works only once }} |
| | {{OBDtr2|0x168 | char[32] |00C8FF| unused | called when character is "defeated" (health reaches 1); works only once }} |
| | {{OBDtr2|0x188 | char[32] |C80040| unused | called when character runs out of ammo by reloading a weapon with the last available clip); works only once, and the character must have the ammo at spawn time }} |
| | {{OBDtr2|0x1A8 | char[32] |989898| unused | "nopath" function (meant to be called when a character has trouble pathfinding, but isn't) }} |
| | |} |
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| |
|
| {| width="100%" cellspacing="1" cellpadding="2" bgcolor="#000000" border=1
| | ===Less basic setup=== |
| |- bgcolor="#FFDDBB" align="CENTER"
| | Inventory, team, jobs, alert/pursuit behavior. |
| | width="15%" | '''Hex'''
| |
| | width="15%" | '''Translation'''
| |
| | width="70%" | '''Meaning'''
| |
| |- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
| |
| | bgcolor="#FF0000" | 43 4A 42 4F
| |
| | OBJC
| |
| | align="LEFT" | object
| |
| |- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
| |
| | bgcolor="#FFFF00" | 2C 8B 00 00
| |
| | 35628
| |
| | align="LEFT" | 35628 bytes is the length of the following character part from this position
| |
| |- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
| |
| | bgcolor="#00FF00" | 27 00 00 00
| |
| | 39
| |
| | align="LEFT" | identification number for the weapon classes; in every level the same; do not change it
| |
| |- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
| |
| | bgcolor="#00FFFF" | 20 02 00 00
| |
| | 544
| |
| | align="LEFT" | 544 bytes (34 lines) is the lenght of the following package (area edged in black)
| |
| |- bgcolor="#000000" align="CENTER" valign="TOP"
| |
| | colspan="3" | <font size="2" color="#FFFFFF">Below follows the first package.</font>
| |
| |- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
| |
| | bgcolor="#FFC8C8" | 47 41 4C 46
| |
| | CHAR
| |
| | align="LEFT" | character
| |
| |- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
| |
| | bgcolor="#FFFFC8" | 87 19 00 00
| |
| | 6535
| |
| | align="LEFT" | old file ID
| |
| |- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
| |
| | bgcolor="#C8FFC8" | 00 00 00 00
| |
| | 0
| |
| | align="LEFT" | unknown
| |
| |- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
| |
| | bgcolor="#C8FFFF" |
| |
| A5 7D 9D 43
| |
| | 314.981597
| |
| | align="LEFT" | x-position of the character
| |
| |- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
| |
| | bgcolor="#C8FFFF" | 00 00 D8 C1
| |
| | -27.000000
| |
| | align="LEFT" | y-position (height) of the character
| |
| |- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
| |
| | bgcolor="#C8FFFF" | 98 09 1E 42
| |
| | 39.509368
| |
| | align="LEFT" | z-position of the character
| |
| |- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
| |
| | bgcolor="#FFC8FF" | 00 00 00 00
| |
| | 0.000000
| |
| | align="LEFT" | rotation on the x-axis in degrees
| |
| |- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
| |
| | bgcolor="#FFC8FF" | 00 00 87 43
| |
| | 270.000000
| |
| | align="LEFT" | rotation on the y-axis in degrees
| |
| |- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
| |
| | bgcolor="#FFC8FF" | 00 00 00 00
| |
| | 0.000000
| |
| | align="LEFT" | rotation on the z-axis in degrees
| |
| |- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
| |
| | bgcolor="#FFC800" | 01
| |
| | 1
| |
| | align="LEFT" |
| |
| option 1; it's a bitset; the following options are possible (values in dec):
| |
|
| |
|
| {| | | {{Table}} |
| |- valign="TOP" | | {{OBDth}} |
| | align="RIGHT" | 0 - | | {{OBDtr| 0x1C8 | int32 |C8C864| 00 00 00 00 | 0 | +/- delta to the class's base health (stored in the [[OBD:ONCC|ONCC]] file of the character) }} |
| | nothing | | {{OBDtr| 0x1CC | int32 |0096C8| 00 00 00 00 | 0 | job ID; the following jobs are possible: |
| |- valign="TOP"
| | :0 - none |
| | align="RIGHT" | 1 -
| | :1 - idle |
| | player character
| | :2 - guard (never used in Oni) |
| |- valign="TOP"
| | :3 - patrol |
| | align="RIGHT" | 2 - | | :4 - teambattle (never used in Oni) |
| | random skin | | }} |
| |- valign="TOP" | | {{OBDtr| 0x1D0 | int16 |FF80C0| 00 00 | 0 | patrol path ID (reference to the [[OBD:BINA/OBJC/PATR|BINACJBOPatrol_Path]] file) }} |
| | align="RIGHT" | 4 - | | {{OBDtr| 0x1D2 | int16 |FF80C0| 00 00 | 0 | combat ID (reference to the [[OBD:BINA/OBJC/CMBT|BINACJBOCombat]] file) }} |
| | not prespawned | | {{OBDtr| 0x1D4 | int16 |D0C0AF| 00 00 | 0 | melee ID (reference to the [[OBD:BINA/OBJC/MELE|BINACJBOMelee Profile]] file) }} |
| |- valign="TOP" | | {{OBDtr| 0x1D6 | int16 |D0C0AF| 00 00 | 0 | neutral ID (reference to the [[OBD:BINA/OBJC/NEUT|BINACJBONeutral]] file) }} |
| | align="RIGHT" | 8 - | | {{OBDtr| 0x1D8 | int16 |EEDDFF| 01 00 | 1 | amount of ballistic ammo that can be used }} |
| | non-combatant | | {{OBDtr| 0x1DA | int16 |EEDDFF| 00 00 | 0 | amount of ballistic ammo that can be dropped }} |
| |- valign="TOP" | | {{OBDtr| 0x1DC | int16 |C5FF8A| 00 00 | 0 | amount of energy cells that can be used }} |
| | align="RIGHT" | 16 - | | {{OBDtr| 0x1DE | int16 |C5FF8A| 00 00 | 0 | amount of energy cells that can be dropped }} |
| | multi-spawnable | | {{OBDtr| 0x1E0 | int16 |C0C0C0| 00 00 | 0 | amount of hypos that can be used }} |
| |- valign="TOP" | | {{OBDtr| 0x1E2 | int16 |C0C0C0| 00 00 | 0 | amount of hypos that can be dropped }} |
| | align="RIGHT" | 32 - | | {{OBDtr| 0x1E4 | int16 |FF0080| 00 00 | 0 | amount of force shields that can be used }} |
| | unknown | | {{OBDtr| 0x1E6 | int16 |FF0080| 00 00 | 0 | amount of force shields that can be dropped }} |
| |- valign="TOP" | | {{OBDtr| 0x1E8 | int16 |FFFFA6| 00 00 | 0 | amount of phase cloak remaining; this number is in ticks (1/60 second) except if it's 1, in which case it's interpreted to mean "a full phase cloak" }} |
| | align="RIGHT" | 64 - | | {{OBDtr| 0x1EA | int16 |FFFFA6| 00 00 | 0 | will drop phase cloak (true if any value above zero) }} |
| | unkillable | |
| |- valign="TOP" | |
| | align="RIGHT" | | |
| 128 -
| |
| | superammo | |
| |} | |
|
| |
|
| (Thanks to geyser who figured that out.)
| | {{OBDtr| 0x1EC | int16 |71FFB8| 00 00 | 0 | unused }} |
| |- bgcolor="#FFEEDD" align="CENTER" valign="TOP" | | {{OBDtr| 0x1EE | int16 |71FFB8| 00 00 | 0 | unused }} |
| | bgcolor="#C800C8" | 00 | |
| | 0 | |
| | align="LEFT" | | |
| option 2; it's a bitset; the following options are possible (values in dec):
| |
|
| |
|
| {| | | {{OBDtr| 0x1F0 | int32 |0000BF| 00 00 00 00 | 0 | team ID; the following teams are possible: |
| |- valign="TOP" | | :0 - Konoko |
| | align="RIGHT" | 0 - | | :1 - TCTF |
| | nothing | | :2 - Syndicate |
| |- valign="TOP" | | :3 - Neutral |
| | align="RIGHT" | 1 -
| | :4 - SecurityGuard |
| | boss | | :5 - RogueKonoko |
| |- valign="TOP" | | :6 - Switzerland |
| | align="RIGHT" | 2 - | | :7 - SyndicateAccessory |
| | has LSI | | }} |
| |- valign="TOP" | | {{OBDtr| 0x1F4 | int32 |804040| 64 00 00 00 | 100 | fullness of current ammo clip as a percentage }} |
| | align="RIGHT" | 4 - | | {{OBDtr| 0x1F8 | int32 |FF22FF| 00 00 00 00 | 0 | initial alert level; the following alert levels are possible: |
| | no auto-drop | | :0 - lull |
| |- valign="TOP" | | :1 - low |
| | align="RIGHT" | 8 - | | :2 - medium |
| | upgrade difficulty (spawns a stronger enemy if you play on medium or hard) | | :3 - high |
| |- valign="TOP" | | :4 - combat |
| | align="RIGHT" | <font color="#FFEEDD"></font>16 - | | }} |
| | omniscient
| | {{OBDtr| 0x1FC | int32 |808080| 00 00 00 00 | 0 | minimum alert level }} |
| | {{OBDtr| 0x200 | int32 |FFAA82| 01 00 00 00 | 1 | alert level when starting a job }} |
| | {{OBDtr| 0x204 | int32 |00D900| 02 00 00 00 | 2 | alert level when investigating }} |
| | {{OBDtr| 0x208 | bitset32 |CACAFF| 00 00 00 00 | 0, 0, 0, 0 | alarm groups, see below this table }} |
| | {{OBDtr| 0x20C | int32 |F0F000| 04 00 00 00 | 4 | pursuit mode for strong awareness when alert level lull/low }} |
| | {{OBDtr| 0x210 | int32 |E7FFCE| 01 00 00 00 | 1 | pursuit mode for weak awareness when alert level lull/low }} |
| | {{OBDtr| 0x214 | int32 |4F7291| 04 00 00 00 | 4 | pursuit mode for strong awareness when alert level medium/high/combat }} |
| | {{OBDtr| 0x218 | int32 |FFD6C1| 04 00 00 00 | 4 | pursuit mode for weak awareness when alert level medium/high/combat }} |
| | {{OBDtr| 0x21C | int32 |FF5E5E| 00 00 00 00 | 0 | pursuit mode for lost contact (enemy was identified but then the enemy ran away) }} |
| | {{OBDtr| 0x220 | float |FF5E5E| 20 02 00 00 | ? | "facing; internal use only"; used? }} |
| |} | | |} |
| |- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
| |
| | bgcolor="#C87C64" | 00 00
| |
| | 0
| |
| | align="LEFT" | unknown; always zero
| |
| |- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
| |
| | colspan="2" bgcolor="#B0C3D4" | <tt>konoko_generic</tt>
| |
| | align="LEFT" |
| |
| name of the character model (00991-konoko_generic.[[OBD:ONCC|ONCC]])
| |
| |- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
| |
| | colspan="2" bgcolor="#E7CEA5" | <tt>konoko</tt>
| |
| | align="LEFT" | name of the character
| |
| |- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
| |
| | colspan="2" bgcolor="#FFDDDD" | <tt>w1_tap</tt>
| |
| | align="LEFT" |
| |
| name of the weapon; the following weapon names are possible:
| |
|
| |
|
| w1_tap - Equalizer (pistol)<br />w2_sap - Black Adder (submachine gun)<br />w3_phr - Plasma Riffle<br />w4_psm - Phase Stream Projector<br />w5_sbg - Superball Gun<br />w6_vdg - Van de Graff<br />w7_scc - Scramble Cannon<br />w8_mbo - Mercury Bow<br />w9_scr - Screaming Cannon<br />w10_sni - Fireworks (Mukade's gun)<br />w11_ba1 - Wave Motion Cannon (Barabas's gun)
| |
| |- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
| |
| | colspan="2" bgcolor="#64AAAA" | not used
| |
| | align="LEFT" | unknown; never used in Oni
| |
| |- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
| |
| | colspan="2" bgcolor="#EBEBEB" | not used
| |
| | align="LEFT" | name of the function, which is called up when Oni spawns the character
| |
| |- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
| |
| | colspan="2" bgcolor="#8C8CCC" | <tt>you_lose</tt>
| |
| | align="LEFT" | name of the function, which is called up when the character dies
| |
| |- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
| |
| | colspan="2" bgcolor="#FF00C8" | not used
| |
| | align="LEFT" | name of the function, which is called up when the character notices the player<br />(Thanks to Loser who figured that out.)
| |
| |- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
| |
| | colspan="2" bgcolor="#F0F096" | not used
| |
| | align="LEFT" | unknown; never used in Oni
| |
| |- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
| |
| | colspan="2" bgcolor="#00C864" | not used
| |
| | align="LEFT" | name of the function, which is called up when someone hits the character the first time
| |
| |- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
| |
| | colspan="2" bgcolor="#00C8FF" | not used
| |
| | align="LEFT" | name of the function, which is called up when the health of the character is equal 1
| |
| |- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
| |
| | colspan="2" bgcolor="#C80040" | not used
| |
| | align="LEFT" | name of the function, which is called up when the character reloads its weapon with its last ammo/cell; works only, if the character has some ammo/cells when Oni spawns it<br />(Thanks to Loser who figured that out.)
| |
| |- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
| |
| | colspan="2" bgcolor="#FFCD96" | not used
| |
| | align="LEFT" | unknown
| |
| |- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
| |
| | bgcolor="#C8C864" | 00 00 00 00
| |
| | 0
| |
| | align="LEFT" |
| |
| additional health (the basic health you'll find in the [[OBD:ONCC|ONCC]] file of the character)
| |
| |- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
| |
| | bgcolor="#0096C8" | 00 00 00 00
| |
| | 0
| |
| | align="LEFT" |
| |
| job ID; the following job IDs are possible:
| |
|
| |
|
| 0 - none<br />1 - idle<br />2 - guard (not used in Oni)<br />3 - patrol<br />4 - teambattle (never used in Oni)
| | ;Alarm groups |
| | Stored as a bitset. If bit 2^N is ON, the character will be alarmed by script command '''ai2_tripalarm(N)''' or alarm console command '''0060 NN00''' where NN is the hex for N. |
| | :(Since the size of the alarm group field is 4 bytes, there's a maximum of 32 alarm groups, i.e. N ranges from 0 to 31.) |
|
| |
|
| (Tanks to geyser who figured that out.)
| | ;Pursuit modes: |
| |- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
| | See {{SectionLink|AI|Reactions and awareness}} and {{SectionLink|AI|Pursuit}} to learn about meaning of CHAR pursuit values. |
| | bgcolor="#FF80C0" | 00 00
| |
| | 0
| |
| | align="LEFT" | patrol path ID (Tanks to geyser for his help.) | |
| |- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
| |
| | bgcolor="#FF80C0" | 00 00
| |
| | 0
| |
| | align="LEFT" | combat ID (Thanks to geyser and Loser for their help.)
| |
| |- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
| |
| | bgcolor="#D0C0AF" | 00 00
| |
| | 0
| |
| | align="LEFT" | melee ID (Thanks to Loser and geyser for their help.)
| |
| |- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
| |
| | bgcolor="#D0C0AF" | 00 00
| |
| | 0
| |
| | align="LEFT" | neutral ID (Tanks to geyser who figured that out.) | |
| |- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
| |
| | bgcolor="#EEDDFF" | 01 00
| |
| | 1
| |
| | align="LEFT" | amount of ammo (red clips), which the character has
| |
| |- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
| |
| | bgcolor="#EEDDFF" | 00 00
| |
| | 0
| |
| | align="LEFT" | amount of ammo (red clips), which the character drops when he/she dies
| |
| |- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
| |
| | bgcolor="#C5FF8A" | 00 00
| |
| | 0
| |
| | align="LEFT" | amount of energy cells (green clips), which the character has
| |
| |- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
| |
| | bgcolor="#C5FF8A" | 00 00
| |
| | 0
| |
| | align="LEFT" | amount of energy cells (green clips), which the character drops when he/she dies
| |
| |- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
| |
| | bgcolor="#C0C0C0" | 00 00
| |
| | 0
| |
| | align="LEFT" | amount of hypos, which the character has
| |
| |- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
| |
| | bgcolor="#C0C0C0" | 00 00
| |
| | 0
| |
| | align="LEFT" | amount of hypos, which the character drops when he/she dies
| |
| |- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
| |
| | bgcolor="#FF0080" | 00 00
| |
| | 0
| |
| | align="LEFT" | amount of force shields, which the character has
| |
| |- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
| |
| | bgcolor="#FF0080" | 00 00
| |
| | 0
| |
| | align="LEFT" | amount of force shields, which the character drops when he/she dies
| |
| |- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
| |
| | bgcolor="#FFFFA6" | 00 00
| |
| | 0
| |
| | align="LEFT" | amount of phase cloaks, which the character has
| |
| |- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
| |
| | bgcolor="#FFFFA6" | 00 00
| |
| | 0
| |
| | align="LEFT" | amount of phase cloaks, which the character drops when he/she dies
| |
| |- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
| |
| | bgcolor="#71FFB8" | 00 00 00 00
| |
| | 0
| |
| | align="LEFT" | unknown; always zero
| |
| |- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
| |
| | bgcolor="#0000BF" | 00 00 00 00
| |
| | 0
| |
| | align="LEFT" |
| |
| team ID; the following team IDs are possible:
| |
|
| |
|
| 0 - Konoko<br />1 - TCTF<br />2 - Syndicate<br />3 - Neutral<br />4 - SecurityGuard<br />5 - RogueKonoko<br />6 - Switzerland<br />7 - SyndicateAccessory
| | ==Dialog from level0_Tools== |
| |- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
| | [[Image:Tool dialog - Character Properties 2.png]] |
| | bgcolor="#804040" | 64 00 00 00
| |
| | 100
| |
| | align="LEFT" | ammo filling in percent
| |
| |- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
| |
| | bgcolor="#FF22FF" | 00 00 00 00
| |
| | 0
| |
| | align="LEFT" |
| |
| alert ID; the following alert IDs are possible:
| |
|
| |
|
| 0 - lull<br />1 - low<br />2 - medium<br />3 - high<br />4 - combat
| |
|
| |
|
| (Tanks to geyser who figured that out.)
| | Also available is the following dialog, which is redundant of [[CMBT]] and apparently predates both CHAR and [[AISA]]: |
| |- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
| | |
| | bgcolor="#808080" | 00 00 00 00
| |
| | 0
| |
| | align="LEFT" | unknown
| |
| |- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
| |
| | bgcolor="#FFAA82" | 01 00 00 00
| |
| | 1
| |
| | align="LEFT" | unknown
| |
| |- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
| |
| | bgcolor="#00D900" | 02 00 00 00
| |
| | 2
| |
| | align="LEFT" | unknown
| |
| |- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
| |
| | bgcolor="#CACAFF" | 00
| |
| | 0
| |
| | align="LEFT" | unknown
| |
| |- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
| |
| | bgcolor="#CACAFF" | 00
| |
| | 0
| |
| | align="LEFT" | unknown
| |
| |- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
| |
| | bgcolor="#CACAFF" | 00
| |
| | 0
| |
| | align="LEFT" | unknown
| |
| |- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
| |
| | bgcolor="#CACAFF" | 00
| |
| | 0
| |
| | align="LEFT" | unknown
| |
| |- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
| |
| | bgcolor="#F0F000" | 04 00 00 00
| |
| | 4
| |
| | align="LEFT" | unknown
| |
| |- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
| |
| | bgcolor="#E7FFCE" | 01 00 00 00
| |
| | 1
| |
| | align="LEFT" | unknown
| |
| |- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
| |
| | bgcolor="#4F7291" | 04 00 00 00
| |
| | 4
| |
| | align="LEFT" | unknown
| |
| |- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
| |
| | bgcolor="#FFD6C1" | 04 00 00 00
| |
| | 4
| |
| | align="LEFT" | unknown
| |
| |- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
| |
| | bgcolor="#FF5E5E" | 00 00 00 00
| |
| | 0
| |
| | align="LEFT" | unknown
| |
| |}
| |
|
| |
|
| | [[Image:Tool dialog - Character Properties 1.png]] |
|
| |
|
| <CENTER>[[OBD:BINA/Texture_Materials|<==]] <FONT SIZE=5>Character.BINA</FONT> [[OBD:BINA/Console|==>]]</CENTER>
| |
|
| |
|
| | {{OBD OBJC Footer | type=CHAR | prev=WEAP | next=CMBT | name=Character | family=Level}} |
|
| |
|
| [[Main Page]] >> [[OBD:Oni Binary Data|Oni Binary Data]] >> [[OBD:File types|File types]] >> [[OBD:BINA|BINA]] >> Character.BINA
| | {{OBD}} |