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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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