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{{OBDtr| 0x00 | res_id |FF0000| 01 F9 03 00 | 1017 | 01017-.ONCP }} | {{OBDtr| 0x00 | res_id |FF0000| 01 F9 03 00 | 1017 | 01017-.ONCP }} | ||
{{OBDtr| 0x04 | lev_id |FFFF00| 01 00 00 06 | 3 | level 3 }} | {{OBDtr| 0x04 | lev_id |FFFF00| 01 00 00 06 | 3 | level 3 }} | ||
{{OBDtr| 0x08 | char[16] |00FF00| AD DE | dead | | {{OBDtr| 0x08 | char[16] |00FF00| AD DE | dead | padding }} | ||
{{OBDtr| 0x18 | | {{OBDtr| 0x18 | bool |00FF00| 0 | 0 | is loaded; must be 0, set to 1 at runtime }} | ||
{{OBDtr| 0x19 | char[3] |00FF00| AD DE | dead | | {{OBDtr| 0x19 | char[3] |00FF00| AD DE | dead | padding }} | ||
{{OBDtr| 0x1C | | {{OBDtr| 0x1C | uint32 |00FFFF| 0D 00 00 00 | 13 | array size }} | ||
{{OBDtrBK}} | {{OBDtrBK}} | ||
{{OBDtr2|0x00 | char[16] |FFC8C8| acid | particle name (referenced by [[OBD:TRAM/raw0x2C|TRAM particles]]) }} | {{OBDtr2|0x00 | char[16] |FFC8C8| acid | particle name (referenced by [[OBD:TRAM/raw0x2C|TRAM particles]]) }} | ||
{{OBDtr2|0x10 | char[64] |FFFFC8| env_splash_e01a | [[OBD:BINA/PAR3|particle class name]] }} | {{OBDtr2|0x10 | char[64] |FFFFC8| env_splash_e01a | [[OBD:BINA/PAR3|particle class name]] }} | ||
{{OBDtr| 0x50 | uint16 |C8FFC8| FF FF | -1 | number of the bodypart; see below }} | {{OBDtr| 0x50 | uint16 |C8FFC8| FF FF | -1 | number of the bodypart; see below }} | ||
{{OBDtr| 0x52 | | {{OBDtr| 0x52 | char[2] |C8FFFF| 5F 00 | 95 | padding }} | ||
{{OBDtr| 0x54 | | {{OBDtr| 0x54 | offset |FFC8FF| 00 00 00 00 | 0 | raw offset of particle class; runtime only }} | ||
|} | |} | ||
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: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). | :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; particle events are as follows: | *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 "active" | **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 "stop"ped when overpower runs out; | ||
**particle is killed (either is deleted or "die"s on its own) when/if the character goes "inactive". | **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: | *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 [[OBD:TRAM/raw0x2C|TRAM]]; | **particle is "start"ed and "stop"ped according to the frames specified in [[OBD:TRAM/raw0x2C|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 | |||
*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 | |||
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