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OBD:ONCP: Difference between revisions

893 bytes added ,  14 October 2010
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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