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[[Main Page]] >> [[OBD:Oni Binary Data|Oni Binary Data]] >> [[OBD:File types|File types]] >> [[OBD:BINA|BINA]] >> Character.BINA
{{OBD OBJC Header|align=center|type=CHAR|prev=WEAP|next=CMBT|name=Character|onistuff=b_ch}}
 
 
<CENTER>[[OBD:BINA/Texture_Materials|<==]] <FONT SIZE=5>Character.BINA</FONT> [[OBD:BINA/Console|==>]]</CENTER>




----
----
==Screenshot==
http://www6.fh-eberswalde.de/user/dkriesch/onistuff/images/bin_r_ch.gif
http://www6.fh-eberswalde.de/user/dkriesch/onistuff/images/bin_r_ch.gif




{| width="100%" cellspacing="1" cellpadding="2" bgcolor="#000000" border=1
==Basic setup==
;APPEARANCE, WEAPON, POSITION, MISC SPAWN FLAGS
{|{{OBDtable}}
|align=center|
{|{{OBDtable}}
|- bgcolor="#FFDDBB" align="CENTER"
|- bgcolor="#FFDDBB" align="CENTER"
| width="15%" | '''Hex'''
| width="15%" | '''Raw hex'''
| width="15%" | '''Translation'''
| width="15%" | '''Value'''
| width="70%" | '''Meaning'''
| width="70%" | '''Meaning'''
|- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
|-
| bgcolor="#FF0000" | 43 4A 42 4F
| bgcolor="#FFC8C8" | 52 41 48 43
| OBJC
| align="LEFT" | object
|- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
| bgcolor="#FFFF00" | 2C 8B 00 00
| 35628
| align="LEFT" | 35628 bytes is the length of the following character part from this position
|- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
| bgcolor="#00FF00" | 27 00 00 00
| 39
| align="LEFT" | identification number for the weapon classes; in every level the same; do not change it
|- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
| bgcolor="#00FFFF" | 20 02 00 00
| 544
| align="LEFT" | 544 bytes (34 lines) is the lenght of the following package (area edged in black)
|- bgcolor="#000000" align="CENTER" valign="TOP"
| colspan="3" | <font size="2" color="#FFFFFF">Below follows the first package.</font>
|- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
| bgcolor="#FFC8C8" | 47 41 4C 46
| CHAR
| CHAR
| align="LEFT" | character
| align="LEFT" | character
|- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
|-
| bgcolor="#FFFFC8" | 87 19 00 00
| bgcolor="#FFFFC8" | 87 19 00 00
| 6535
| 6535
| align="LEFT" | old file ID
| align="LEFT" | old file ID
|- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
|-
| bgcolor="#C8FFC8" | 00 00 00 00
| bgcolor="#C8FFC8" | 00 00 00 00
| 0
| 0
| align="LEFT" | unknown
| align="LEFT" | unknown
|- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
|-
| bgcolor="#C8FFFF" |
| bgcolor="#C8FFFF" |
A5 7D 9D 43
A5 7D 9D 43
| 314.981597
| 314.981597
| align="LEFT" | x-position of the character
| align="LEFT" | x-position of the character
|- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
|-
| bgcolor="#C8FFFF" | 00 00 D8 C1
| bgcolor="#C8FFFF" | 00 00 D8 C1
| -27.000000
| -27.000000
| align="LEFT" | y-position (height) of the character
| align="LEFT" | y-position (height) of the character
|- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
|-
| bgcolor="#C8FFFF" | 98 09 1E 42
| bgcolor="#C8FFFF" | 98 09 1E 42
| 39.509368
| 39.509368
| align="LEFT" | z-position of the character
| align="LEFT" | z-position of the character
|- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
|-
| bgcolor="#FFC8FF" | 00 00 00 00
| bgcolor="#FFC8FF" | 00 00 00 00
| 0.000000
| 0.000000
| align="LEFT" | rotation on the x-axis in degrees
| align="LEFT" | rotation on the x-axis in degrees
|- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
|-
| bgcolor="#FFC8FF" | 00 00 87 43
| bgcolor="#FFC8FF" | 00 00 87 43
| 270.000000
| 270.000000
| align="LEFT" | rotation on the y-axis in degrees
| align="LEFT" | rotation on the y-axis in degrees
|- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
|-
| bgcolor="#FFC8FF" | 00 00 00 00
| bgcolor="#FFC8FF" | 00 00 00 00
| 0.000000
| 0.000000
| align="LEFT" | rotation on the z-axis in degrees
| align="LEFT" | rotation on the z-axis in degrees
|- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
|-
| bgcolor="#FFC800" | 01
| bgcolor="#FFC800" | 01
| 1
| 1
| align="LEFT" |
| align="LEFT" |option bitset 1 (see below)
option 1; it's a bitset; the following options are possible (values in dec):
 
{|
|- valign="TOP"
| align="RIGHT" | 0 -
| nothing
|- valign="TOP"
| align="RIGHT" | 1 -
| player character
|- valign="TOP"
| align="RIGHT" | 2 -
| random skin
|- valign="TOP"
| align="RIGHT" | 4 -
| not prespawned
|- valign="TOP"
| align="RIGHT" | 8 -
| non-combatant
|- valign="TOP"
| align="RIGHT" | 16 -
| multi-spawnable
|- valign="TOP"
| align="RIGHT" | 32 -
| unknown
|- valign="TOP"
| align="RIGHT" | 64 -
| unkillable
|- valign="TOP"
| align="RIGHT" |
128 -
| superammo
|}
 
(Thanks to geyser who figured that out.)
|- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
|- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
| bgcolor="#C800C8" | 00
| bgcolor="#C800C8" | 00
| 0
| 0
| align="LEFT" |
| align="LEFT" |option bitset 2 (see below)
option 2; it's a bitset; the following options are possible (values in dec):
 
{|
|- valign="TOP"
| align="RIGHT" | 0 -
| nothing
|- valign="TOP"
| align="RIGHT" | 1 -
| boss
|- valign="TOP"
| align="RIGHT" | 2 -
| has LSI
|- valign="TOP"
| align="RIGHT" | 4 -
| no auto-drop
|- valign="TOP"
| align="RIGHT" | 8 -
| upgrade difficulty (spawns a stronger enemy if you play on medium or hard)
|- valign="TOP"
| align="RIGHT" | <font color="#FFEEDD"></font>16 -
| omniscient
|}
|- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
|- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
| bgcolor="#C87C64" | 00 00
| bgcolor="#C87C64" | 00 00
Line 138: Line 68:
|- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
|- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
| colspan="2" bgcolor="#B0C3D4" | <tt>konoko_generic</tt>
| colspan="2" bgcolor="#B0C3D4" | <tt>konoko_generic</tt>
| align="LEFT" |
| align="LEFT" |link by name to character class (local, konoko_generic.[[OBD:ONCC|ONCC]])
name of the character model (00991-konoko_generic.[[OBD:ONCC|ONCC]])
|- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
|- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
| colspan="2" bgcolor="#E7CEA5" | <tt>konoko</tt>
| colspan="2" bgcolor="#E7CEA5" | <tt>konoko</tt>
Line 145: Line 74:
|- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
|- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
| colspan="2" bgcolor="#FFDDDD" | <tt>w1_tap</tt>
| colspan="2" bgcolor="#FFDDDD" | <tt>w1_tap</tt>
| align="LEFT" |
| align="LEFT" |link by name to weapon class (global, w1_tap.[[OBD:ONWC|ONWC]])
name of the weapon; the following weapon names are possible:
 
w1_tap - Equalizer (pistol)<br />w2_sap - Black Adder (submachine gun)<br />w3_phr - Plasma Riffle<br />w4_psm - Phase Stream Projector<br />w5_sbg - Superball Gun<br />w6_vdg - Van de Graff<br />w7_scc - Scramble Cannon<br />w8_mbo - Mercury Bow<br />w9_scr - Screaming Cannon<br />w10_sni - Fireworks (Mukade's gun)<br />w11_ba1 - Wave Motion Cannon (Barabas's gun)
|- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
|- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
| colspan="2" bgcolor="#64AAAA" | not used
| colspan="2" bgcolor="#64AAAA" | not used
| align="LEFT" | unknown; never used in Oni
| align="LEFT" | unknown; never used in Oni (maybe second weapon)
|- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
|}
|}
;Option bitset 1
:1 - player character
:2 - random skin
:4 - not prespawned
:8 - non-combatant
:16 - multi-spawnable
:32 - unknown
:64 - unkillable
:128 - superammo
;Option bitset 2
option 2; it's a bitset; the following options are possible (values in dec):
:1 - boss (whatever that means)
:2 - has LSI
:4 - no auto-drop (whatever that means)
:8 - upgrade difficulty (spawns a stronger enemy if you play on medium or hard)
:16 - omniscient (whatever that means)
:32 - unknown, never used
:64 - unknown, never used
:128 - unknown, never used
 
 
----
----
==Script functions==
;ARE CALLED BY THE SCRIPT ENGINE WHEN CERTAN THINGS HAPPEN TO A CHARACTER
{|{{OBDtable}}
|align=center|
{|{{OBDtable}}
|- bgcolor="#FFDDBB" align="CENTER"
| width="15%" | '''Raw hex'''
| width="15%" | '''Value'''
| width="70%" | '''Meaning'''
|-
| colspan="2" bgcolor="#EBEBEB" | not used
| colspan="2" bgcolor="#EBEBEB" | not used
| align="LEFT" | name of the function, which is called up when Oni spawns the character
| align="LEFT" | script function called when character is spawned
|- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
|-
| colspan="2" bgcolor="#8C8CCC" | <tt>you_lose</tt>
| colspan="2" bgcolor="#8C8CCC" | <tt>you_lose</tt>
| align="LEFT" | name of the function, which is called up when the character dies
| align="LEFT" | script function called when character dies (health reaches 0); can work multiple times
|- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
|-
| colspan="2" bgcolor="#FF00C8" | not used
| colspan="2" bgcolor="#FF00C8" | not used
| align="LEFT" | name of the function, which is called up when the character notices the player<br />(Thanks to Loser who figured that out.)
| align="LEFT" | script function called when character notices an enemy; works only once
|- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
|-
| colspan="2" bgcolor="#F0F096" | not used
| colspan="2" bgcolor="#F0F096" | not used
| align="LEFT" | unknown; never used in Oni
| align="LEFT" | unknown; never used in Oni
|- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
|-
| colspan="2" bgcolor="#00C864" | not used
| colspan="2" bgcolor="#00C864" | not used
| align="LEFT" | name of the function, which is called up when someone hits the character the first time
| align="LEFT" | script function called when character is hurt for the first time; works only once
|- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
|-
| colspan="2" bgcolor="#00C8FF" | not used
| colspan="2" bgcolor="#00C8FF" | not used
| align="LEFT" | name of the function, which is called up when the health of the character is equal 1
| align="LEFT" | script function called when character is "defeated" (health reaches 1); works only once
|- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
|-
| colspan="2" bgcolor="#C80040" | not used
| colspan="2" bgcolor="#C80040" | not used
| align="LEFT" | name of the function, which is called up when the character reloads its weapon with its last ammo/cell; works only, if the character has some ammo/cells when Oni spawns it<br />(Thanks to Loser who figured that out.)
| align="LEFT" | script function called when character runs out of ammo (reloads a weapon with the last clip/cell); works only once, and the character must have the ammo at spawn-time
|- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
|-
| colspan="2" bgcolor="#FFCD96" | not used
| colspan="2" bgcolor="#FFCD96" | not used
| align="LEFT" | unknown
| align="LEFT" | unknown, some exotic script function call ("should" be called when a character has trouble pathfinding, but isn't)
|- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
|}
|}
 
 
----
----
==Less basic setup==
;INVENTORY, TEAM, JOBS, ALERT/PURSUIT
{|{{OBDtable}}
|align=center|
{|{{OBDtable}}
|- bgcolor="#FFDDBB" align="CENTER"
| width="15%" | '''Raw hex'''
| width="15%" | '''Value'''
| width="70%" | '''Meaning'''
|-
| bgcolor="#C8C864" | 00 00 00 00
| bgcolor="#C8C864" | 00 00 00 00
| 0
| 0
| align="LEFT" |
| align="LEFT" |
additional health (the basic health you'll find in the [[OBD:ONCC|ONCC]] file of the character)
additional health (the basic health you'll find in the [[OBD:ONCC|ONCC]] file of the character)
|- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
|-
| bgcolor="#0096C8" | 00 00 00 00
| bgcolor="#0096C8" | 00 00 00 00
| 0
| 0
| align="LEFT" |
| align="LEFT" |job ID (see below)
job ID; the following job IDs are possible:
|-
 
0 - none<br />1 - idle<br />2 - guard (not used in Oni)<br />3 - patrol<br />4 - teambattle (never used in Oni)
 
(Tanks to geyser who figured that out.)
|- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
| bgcolor="#FF80C0" | 00 00
| bgcolor="#FF80C0" | 00 00
| 0
| 0
| align="LEFT" | patrol path ID (Tanks to geyser for his help.)
| align="LEFT" | patrol path ID (looked up in local [[OBD:BINA/OBJC/PATR|CJBO'''Patrol_Path'''.BINA]])
|- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
|-
| bgcolor="#FF80C0" | 00 00
| bgcolor="#FF80C0" | 00 00
| 0
| 0
| align="LEFT" | combat ID (Thanks to geyser and Loser for their help.)
| align="LEFT" | combat ID (looked up in global [[OBD:BINA/OBJC/CMBT|CJBO'''Combat'''.BINA]])
|- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
|-
| bgcolor="#D0C0AF" | 00 00
| bgcolor="#D0C0AF" | 00 00
| 0
| 0
| align="LEFT" | melee ID (Thanks to Loser and geyser for their help.)
| align="LEFT" | melee ID (looked up in global [[OBD:BINA/OBJC/MELE|CJBO'''Melee Profile'''.BINA]])
|- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
|-
| bgcolor="#D0C0AF" | 00 00
| bgcolor="#D0C0AF" | 00 00
| 0
| 0
| align="LEFT" | neutral ID (Tanks to geyser who figured that out.)
| align="LEFT" | neutral ID (looked up in local [[OBD:BINA/OBJC/NEUT|CJBO'''Neutral'''.BINA]])
|- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
|-
| bgcolor="#EEDDFF" | 01 00
| bgcolor="#EEDDFF" | 01 00
| 1
| 1
| align="LEFT" | amount of ammo (red clips), which the character has
| align="LEFT" | amount of ammo (red clips) that can be used
|- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
|-
| bgcolor="#EEDDFF" | 00 00
| bgcolor="#EEDDFF" | 00 00
| 0
| 0
| align="LEFT" | amount of ammo (red clips), which the character drops when he/she dies
| align="LEFT" | amount of ammo (red clips) that can be dropped
|- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
|-
| bgcolor="#C5FF8A" | 00 00
| bgcolor="#C5FF8A" | 00 00
| 0
| 0
| align="LEFT" | amount of energy cells (green clips), which the character has
| align="LEFT" | amount of energy cells (green clips) that can be used
|- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
|-
| bgcolor="#C5FF8A" | 00 00
| bgcolor="#C5FF8A" | 00 00
| 0
| 0
| align="LEFT" | amount of energy cells (green clips), which the character drops when he/she dies
| align="LEFT" | amount of energy cells (green clips) that can be dropped
|- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
|-
| bgcolor="#C0C0C0" | 00 00
| bgcolor="#C0C0C0" | 00 00
| 0
| 0
| align="LEFT" | amount of hypos, which the character has
| align="LEFT" | amount of hypos that can be used
|- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
|-
| bgcolor="#C0C0C0" | 00 00
| bgcolor="#C0C0C0" | 00 00
| 0
| 0
| align="LEFT" | amount of hypos, which the character drops when he/she dies
| align="LEFT" | amount of hypos that can be dropped
|- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
|-
| bgcolor="#FF0080" | 00 00
| bgcolor="#FF0080" | 00 00
| 0
| 0
| align="LEFT" | amount of force shields, which the character has
| align="LEFT" | amount of force shields that can be used
|- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
|-
| bgcolor="#FF0080" | 00 00
| bgcolor="#FF0080" | 00 00
| 0
| 0
| align="LEFT" | amount of force shields, which the character drops when he/she dies
| align="LEFT" | amount of force shields that can be dropped
|- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
|-
| bgcolor="#FFFFA6" | 00 00
| bgcolor="#FFFFA6" | 00 00
| 0
| 0
| align="LEFT" | amount of phase cloaks, which the character has
| align="LEFT" | amount of phase cloaking that can be used (60 = 1 second)
|- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
|-
| bgcolor="#FFFFA6" | 00 00
| bgcolor="#FFFFA6" | 00 00
| 0
| 0
| align="LEFT" | amount of phase cloaks, which the character drops when he/she dies
| align="LEFT" | amount of phase cloaking that can be dropped
|- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
|-
| bgcolor="#71FFB8" | 00 00 00 00
| bgcolor="#71FFB8" | 00 00 00 00
| 0
| 0
| align="LEFT" | unknown; always zero
| align="LEFT" | unknown; always zero
|- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
|-
| bgcolor="#0000BF" | 00 00 00 00
| bgcolor="#0000BF" | 00 00 00 00
| 0
| 0
| align="LEFT" |
| align="LEFT" |team ID (see below)
team ID; the following team IDs are possible:
|-
 
0 - Konoko<br />1 - TCTF<br />2 - Syndicate<br />3 - Neutral<br />4 - SecurityGuard<br />5 - RogueKonoko<br />6 - Switzerland<br />7 - SyndicateAccessory
|- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
| bgcolor="#804040" | 64 00 00 00
| bgcolor="#804040" | 64 00 00 00
| 100
| 100
| align="LEFT" | ammo filling in percent
| align="LEFT" | ammo filling in percent
|- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
|-
| bgcolor="#FF22FF" | 00 00 00 00
| bgcolor="#FF22FF" | 00 00 00 00
| 0
| 0
| align="LEFT" |
| align="LEFT" |initial alert level (see below)
alert ID; the following alert IDs are possible:
|-
 
0 - lull<br />1 - low<br />2 - medium<br />3 - high<br />4 - combat
 
(Tanks to geyser who figured that out.)
|- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
| bgcolor="#808080" | 00 00 00 00
| bgcolor="#808080" | 00 00 00 00
| 0
| 0
| align="LEFT" | unknown
| align="LEFT" | minimal alert level
|- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
|-
| bgcolor="#FFAA82" | 01 00 00 00
| bgcolor="#FFAA82" | 01 00 00 00
| 1
| 1
| align="LEFT" | unknown
| align="LEFT" | alert level when starting a job
|- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
|-
| bgcolor="#00D900" | 02 00 00 00
| bgcolor="#00D900" | 02 00 00 00
| 2
| 2
| align="LEFT" | unknown
| align="LEFT" | alert level when investigating
|- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
|-
| bgcolor="#CACAFF" | 00
| bgcolor="#CACAFF" | 00
| 0
| 0
| align="LEFT" | unknown
| align="LEFT" | unknown
|- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
|-
| bgcolor="#CACAFF" | 00
| bgcolor="#CACAFF" | 00
| 0
| 0
| align="LEFT" | unknown
| align="LEFT" | unknown
|- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
|-
| bgcolor="#CACAFF" | 00
| bgcolor="#CACAFF" | 00
| 0
| 0
| align="LEFT" | unknown
| align="LEFT" | unknown
|- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
|-
| bgcolor="#CACAFF" | 00
| bgcolor="#CACAFF" | 00
| 0
| 0
| align="LEFT" | unknown
| align="LEFT" | unknown
|- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
|-
| bgcolor="#F0F000" | 04 00 00 00
| bgcolor="#F0F000" | 04 00 00 00
| 4
| 4
| align="LEFT" | unknown
| align="LEFT" | unknown (pm_pursue_strong?)
|- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
|-
| bgcolor="#E7FFCE" | 01 00 00 00
| bgcolor="#E7FFCE" | 01 00 00 00
| 1
| 1
| align="LEFT" | unknown
| align="LEFT" | unknown (pm_pursue_weak?)
|- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
|-
| bgcolor="#4F7291" | 04 00 00 00
| bgcolor="#4F7291" | 04 00 00 00
| 4
| 4
| align="LEFT" | unknown
| align="LEFT" | unknown (pm_pursue_strong_seen?)
|- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
|-
| bgcolor="#FFD6C1" | 04 00 00 00
| bgcolor="#FFD6C1" | 04 00 00 00
| 4
| 4
| align="LEFT" | unknown
| align="LEFT" | unknown (pm_pursue_weak_seen?)
|- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
|-
| bgcolor="#FF5E5E" | 00 00 00 00
| bgcolor="#FF5E5E" | 00 00 00 00
| 0
| 0
| align="LEFT" | unknown
| align="LEFT" | unknown (pm_pursue_lost?)
|}
|}
|}
;Job ID
:0 - none
:1 - idle
:2 - guard (never used in Oni)
:3 - patrol
:4 - teambattle (never used in Oni)
;Team ID
:0 - Konoko
:1 - TCTF
:2 - Syndicate
:3 - Neutral
:4 - SecurityGuard
:5 - RogueKonoko
:6 - Switzerland
:7 - SyndicateAccessory
;Alert level
:0 - lull
:1 - low
:2 - medium
:3 - high
:4 - combat




<CENTER>[[OBD:BINA/Texture_Materials|<==]] <FONT SIZE=5>Character.BINA</FONT> [[OBD:BINA/Console|==>]]</CENTER>
----
----
==Blue Box Beta WMDD==
http://www6.fh-eberswalde.de/user/dkriesch/oni/bina_chara.gif




[[Main Page]] >> [[OBD:Oni Binary Data|Oni Binary Data]] >> [[OBD:File types|File types]] >> [[OBD:BINA|BINA]] >> Character.BINA
----
----
{{OBD OBJC Footer|type=CHAR|prev=WEAP|next=CMBT|name=Character}}