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OBD talk:BINA/OBJC/CHAR: Difference between revisions

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osv update
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==XML==
==XML==


{{Template:XMLModdingHints}}
{{Template:XMLModdingHints}}
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'''XML structure'''
'''XML structure'''
: for onisplit v0.9.59.0


  <?xml version="1.0" encoding="utf-8"?>
  <?xml version="1.0" encoding="utf-8"?>
  <Oni Version="0.9.28.0">
  <Oni>
     <ObjectCollection>
     <Objects>
         '''''[...]'''''
         '''''[...]'''''
     </ObjectCollection>
     </Objects>
</Oni>
</Oni>


'''''[...]''''' means at least one character. Paste all character data into there (this includes '''<font color="#0A0"><Object ...></font>''' and '''<font color="#0A0"></Object></font>''' tag).
'''''[...]''''' means at least one character. Paste all character data into there (this includes '''<font color="#0A0"><CHAR Id="..."></font>''' and '''<font color="#0A0"></CHAR></font>''' tag).


'''example'''
'''example'''


         '''<font color="#0A0"><Object Id="10067" Type="CHAR"></font>'''
         '''<font color="#0A0"><CHAR Id="3860"></font>'''
             <Header>
             <Header>
                 <Flags>0</Flags>
                 <Flags></Flags>
                 <Position>347.216736 756 202.2008</Position>
                 <Position>-543.22 159 -630.0954</Position>
                 <Rotation>0 114.94648 0</Rotation>
                 <Rotation>0 180 0</Rotation>
             </Header>
             </Header>
             <OSD>
             <OSD>
                 <Flags>IsPlayer</Flags>
                 <Flags>NotInitiallyPresent</Flags>
                 <Class>barabus</Class>
                 <Class>konoko_generic</Class>
                 <Name>barabus</Name>
                 <Name>konoko</Name>
                 <Weapon></Weapon>
                 <Weapon>w1_tap</Weapon>
                 <Scripts>
                 <Scripts>
                     <Spawn></Spawn>
                     <Spawn></Spawn>
                     <Die></Die>
                     <Die>you_lose</Die>
                     <Combat></Combat>
                     <Combat></Combat>
                     <Alarm></Alarm>
                     <Alarm></Alarm>
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                 <AdditionalHealth>0</AdditionalHealth>
                 <AdditionalHealth>0</AdditionalHealth>
                 <Job>
                 <Job>
                     <Type>Idle</Type>
                     <Type>None</Type>
                     <PatrolPathId>0</PatrolPathId>
                     <PatrolPathId>0</PatrolPathId>
                 </Job>
                 </Job>
                 <Behaviors>
                 <Behaviors>
                     <CombatId>9</CombatId>
                     <CombatId>0</CombatId>
                     <MeleeId>25</MeleeId>
                     <MeleeId>0</MeleeId>
                     <NeutralId>0</NeutralId>
                     <NeutralId>0</NeutralId>
                 </Behaviors>
                 </Behaviors>
                 <Inventory>
                 <Inventory>
                     <Ammo>
                     <Ammo>
                         <Use>0</Use>
                         <Use>3</Use>
                         <Drop>0</Drop>
                         <Drop>0</Drop>
                     </Ammo>
                     </Ammo>
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                     </Invisibility>
                     </Invisibility>
                 </Inventory>
                 </Inventory>
                 <Team>Syndicate</Team>
                 <Team>Konoko</Team>
                 <InitialAmmo>100</InitialAmmo>
                 <AmmoPercentage>100</AmmoPercentage>
                 <Alert>
                 <Alert>
                     <Initial>Combat</Initial>
                     <Initial>Lull</Initial>
                     <Minimal>Lull</Minimal>
                     <Minimal>Lull</Minimal>
                     <JobStarting>Low</JobStarting>
                     <JobStart>Low</JobStart>
                     <Investigating>Medium</Investigating>
                     <Investigate>Medium</Investigate>
                 </Alert>
                 </Alert>
                 <AlarmGroups>0</AlarmGroups>
                 <AlarmGroups>0</AlarmGroups>
                 <Pursuit>
                 <Pursuit>
                     <nowiki><Strong>4</Strong></nowiki>
                     <StrongUnseen>Look</StrongUnseen>
                     <Weak>1</Weak>
                     <WeakUnseen>Forget</WeakUnseen>
                     <StrongSeen>4</StrongSeen>
                     <StrongSeen>Look</StrongSeen>
                     <WeakSeen>4</WeakSeen>
                     <WeakSeen>Look</WeakSeen>
                     <Lost>0</Lost>
                     <Lost>ReturnToJob</Lost>
                 </Pursuit>
                 </Pursuit>
             </OSD>
             </OSD>
         '''<font color="#0A0"></Object></font>'''
         '''<font color="#0A0"></CHAR></font>'''
 


You can add another character data block beneath an </Object> tag. (Well, add as much characters as you want.)  
You can add another character data block beneath an </Object> tag. (Well, add as much characters as you want.)  
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|
|
|-
|-
|valign=top|<Oni Version="...">
|valign=top|<Oni>
| If onisplit exe is newer then extracted file then file cannot be converted back to *.oni
|In old versions <Oni Version="..."><br>(If onisplit exe was newer then extracted file then file couldn't be converted back to *.oni)
|
|
|-
|-
|valign=top|<ObjectCollection>
|valign=top|<Objects>
|
|
|
|
|-
|-
|valign=top|<Object Id="3860" Type="CHAR">
|valign=top|<CHAR Id="3860">
|Id doesn't matter and CHAR shouldn't become changed so leave them as they are.
|Id doesn't matter.
|
|
|-
|-
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|-
|-
|<Flags>
|<Flags>
|unknown; usually 0
|unknown; usually empty
|
|
|-
|-
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|valign=top|determines some special properties
|valign=top|determines some special properties
|
|
<!--: "IsPlayer" makes first character (in this file) into the character which is controlled by the player. (Usually not used with other flags.)
: IsPlayer (if you have two of them then delete one and spawn the other one at same time, if not made simultaneously camera glitch can appear)
:: Multiple characters with "IsPlayer" makes it possible to change the player controlled character by using BSL commands, for example: "chr_delete(Muro);ai2_spawn(barabus)"
::: A delay between spawning the new and deleting the old player character can kick off a camera glitch.
:::: However, this became outdate when Mac engine was patched to be able using chr_set_class.-->
: IsPlayer (if you have two of them then delete one and spawn the other one at same time)
: RandomCostume (flag belongs to [[OBD_talk:ONCV|ONCV]])
: RandomCostume (flag belongs to [[OBD_talk:ONCV|ONCV]])
: NotInitiallyPresent
: NotInitiallyPresent
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|
|
|-
|-
|<Weapon>
|valign=top|<Weapon>
|character is spawned with weapon specified in here; weapon looked up by name (makes also custom weapons available)
|character is spawned with weapon specified in here; weapon looked up by name (makes also custom weapons available)
|
|
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: SyndicateAccessory
: SyndicateAccessory
|-
|-
|<InitialAmmo>
|valign=top|<AmmoPercentage>
|ammo in weapon, percent value: 0 - 100, ''overload'' not tested
|ammo in weapon, percent value: 0 - 100, ''overload'' not tested
|
|
|-
|-
|<Alert>
|valign=top|<Alert>
|
|[[CHAR#Less_basic_setup_-_Inventory.2C_team.2C_jobs.2C_alert.2Fpursuit|HERE]] are information about "Alert" and "Pursuit".
|
|flags:
|-
|valign=top|<Initial>
|valign=top|initial alert level
|
:lull
:lull
:low
:low
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:high
:high
:combat
:combat
|-
|valign=top|<Initial>
|valign=top|initial alert level
|
|-
|-
|valign=top|<Minimal>
|valign=top|<Minimal>
|valign=top|minimal alert level
|valign=top|minimal alert level
|
|
:lull
:low
:medium
:high
:combat
|-
|-
|valign=top|<JobStarting>
|valign=top|<JobStarting>
|valign=top|alert level when starting a job
|valign=top|alert level when starting a job
|
|
:lull
:low
:medium
:high
:combat
|-
|-
|valign=top|<Investigating>
|valign=top|<Investigating>
|valign=top|alert level when investigating
|valign=top|alert level when investigating
|
|
:lull
:low
:medium
:high
:combat
|-
|-
|valign=top|<AlarmGroups>
|valign=top|<AlarmGroups>
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|-
|-
|valign=top|<Pursuit>
|valign=top|<Pursuit>
|[[CHAR#Less_basic_setup_-_Inventory.2C_team.2C_jobs.2C_alert.2Fpursuit|HERE]] are information about "Alert" and "Pursuit".
|
|
|flags:
: Look
: Forget
: ReturnToJob
: \\ more later //
|-
|-
|valign=top|<nowiki><Strong></nowiki>
|valign=top|<nowiki><StrongUnseen></nowiki>
|
|
usually ''Look''
|
|
: 0
: 1
: 2
: 3
: 4
|-
|-
|valign=top|<Weak>
|valign=top|<WeakUnseen>
|
|
usually ''Forget''
|
|
: 0
: 1
: 2
: 3
: 4
|-
|-
|valign=top|<StrongSeen>
|valign=top|<StrongSeen>
|
|
usually ''Look''
|
|
: 0
: 1
: 2
: 3
: 4
|-
|-
|valign=top|<WeakSeen>
|valign=top|<WeakSeen>
|
|
usually ''Look''
|
|
: 0
: 1
: 2
: 3
: 4
|-
|-
|valign=top|<Lost>
|valign=top|<Lost>
|
|
usually ''ReturnToJob''
|
|
: 0
: 1
: 2
: 3
: 4
|}
|}
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