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:The ONCP is the list of all the particles (motion trails, combo flashes, etc) that will be available for the [[OBD:ONCC|ONCC]] that links to it. | :The ONCP is the list of all the particles (motion trails, combo flashes, etc) that will be available for the [[OBD:ONCC|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. | :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 | ;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 | *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: | ||
*0xFFFF - the particle is attached by an animation (the animation specifies the bodypart) | **particle is "create"d (if absent) and "start"ed when entering overpower while "active" (drawn); | ||
*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 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: | |||
**particle is "start"ed and "stop"ped according to the frames specified in [[OBD:TRAM/raw0x2C|TRAM]]; | |||
**the animation can "create" multiple instances of a particle/tag as necessary (one per bone involved), at the start of the animation (or simultaneously with "start"?); | |||
**particle is killed when the animation that created it stops playing (or simultaneously with "stop"?) | |||
*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 0x8000 | |||