Jump to content

XML:BINA/PAR3: Difference between revisions

12,108 bytes removed ,  5 December 2012
style update
No edit summary
(style update)
Line 712: Line 712:


             <''Event''>
             <''Event''>
                 <''action_ID_tag_'''without_parameter''''' />
                 <''action_tag_'''without_parameter''''' />
             </''Event''>
             </''Event''>
|width=50%|
|width=50%|
Line 725: Line 725:


             <''Event''>
             <''Event''>
                 <''action_ID_tag_'''with_parameter'''''>
                 <''action_tag_'''with_parameter'''''>
                     <''parameter_tag''>''value_or_variable''</parameter_tag>
                     <''parameter_tag''>''value_or_variable''</parameter_tag>
                 </''action_ID_tag_'''with_parameter'''''>
                 </''action_tag_'''with_parameter'''''>
             </''Event''>
             </''Event''>
|
|
Line 744: Line 744:




==action types: ID and parameter==
==action types and parameter==
{| class="wikitable"
|- style="background-color:#DDDDDD"
| A dark gray background symbolize the start of an action type.
|-
| Normal gray background is used for child tags.
|}
 


'''action ID old description|parameter XML action tag XML parameter tag'''
{| class="wikitable" width="100%"
-------------------------------------------------------------------------------------------------------------
!width=150px| XML tag
0 Linear Change <AnimateLinear>
!width=120px| content type
float var <Target></Target>
! description
float rate <Rate></Rate>
|- style="background-color:#DDDDDD"
</AnimateLinear>
| <AnimateLinear>
-------------------------------------------------------------------------------------------------------------
|
1 Acceler. Change <AnimateAccelerated>
|
float var <Target></Target>
|-
float anim_vel <Velocity></Velocity>
| <Target>
float accel <Acceleration></Acceleration>
|
</AnimateAccelerated>
|
-------------------------------------------------------------------------------------------------------------
|-
2 Random Change <AnimateRandom>
| <Rate>
float var <Target></Target>
|
float min <Min></Min>
|
float max <Max></Max>
|- style="background-color:#DDDDDD"
float rate <Rate></Rate>
| <AnimateAccelerated>
</AnimateRandom>
|
-------------------------------------------------------------------------------------------------------------
|
3 Pingpong Change <AnimatePingPong>
|-
float var <Target></Target>
| <Target>
pingpong_state pingpong <State></State>
|
float min <Min></Min>
|
float max <Max></Max>
|-
float rate <Rate></Rate>
| <Velocity>
</AnimatePingPong>
|
-------------------------------------------------------------------------------------------------------------
|
4 Looping Change <AnimateLoop>
|-
float var <Target></Target>
| <Acceleration>
float min <Min></Min>
|
float max <Max></Max>
|
float rate <Rate></Rate>
|- style="background-color:#DDDDDD"
</AnimateLoop>
| <AnimateRandom>
-------------------------------------------------------------------------------------------------------------
|
5 Change To Value <AnimateToValue>
|
float var <Target></Target>
|-
float rate <Rate></Rate>
| <Target>
float endpoint <Value></Value>
|
</AnimateToValue>
|
-------------------------------------------------------------------------------------------------------------
|-
6 Color Blend <ColorInterpolate>
| <Min>
color var <Target></Target>
|
color color_0 <Color0></Color0>
|
color color_1 <Color1></Color1>
|-
float blendval <Amount></Amount>
| <Max>
</ColorInterpolate>
|
-------------------------------------------------------------------------------------------------------------
|
7 -
|-
-------------------------------------------------------------------------------------------------------------
| <Rate>
8 Fade Out '''<font color="#0000FF" title="particle becomes killed after X seconds, it fades out during that time"><FadeOut></font>'''
|
float time_to_die <TimeToDie>''X''</TimeToDie>
|
</FadeOut>
|- style="background-color:#DDDDDD"
-------------------------------------------------------------------------------------------------------------
| <AnimatePingPong>
9 Enable Action '''<font color="#0000FF" title="has action X as target in Update event section"><EnableAtTime></font>'''
|
action_index action <Action>''X''</Action>
|
float lifetime '''<font color="#999999" title="appears to be useless"><Lifetime></Lifetime></font>'''
|-
</EnableAtTime>
| <Target>
-------------------------------------------------------------------------------------------------------------
|
10 Disable Action '''<font color="#0000FF" title="has action X as target in Update event section"><DisableAtTime></font>'''
|
action_index action <Action>''X''</Action>
|-
float lifetime '''<font color="#999999" title="appears to be useless"><Lifetime></Lifetime></font>'''
| <State>
</DisableAtTime>
|
-------------------------------------------------------------------------------------------------------------
|
11 Die '''<font color="#0000FF" title="particle becomes killed now"><Die /></font>'''
|-
-------------------------------------------------------------------------------------------------------------
| <Min>
12 Set Lifetime '''<font color="#0000FF" title="particle becomes killed after X seconds"><SetLifetime></font>'''
|
float time <Time>''X''</Time>
|
</SetLifetime>
|-
-------------------------------------------------------------------------------------------------------------
| <Max>
13 Enable Emitter '''<font color="#0000FF" title="starts emitter X"><EmitActivate></font>'''
|
emitter emitter_num <Emitter>''X''</Emitter>
|
</EmitActivate>
|-
-------------------------------------------------------------------------------------------------------------
| <Rate>
14 Disable Emitter '''<font color="#0000FF" title="stops emitter X"><EmitDeactivate></font>'''
|
emitter emitter_num <Emitter>''X''</Emitter>
|
</EmitDeactivate>
|- style="background-color:#DDDDDD"
-------------------------------------------------------------------------------------------------------------
| <AnimateLoop>
15 Emit Particles '''<font color="#0000FF" title="starts emitter X, Y particle becomes emitted"><EmitParticles></font>'''
|
emitter emitter_num <Emitter>''X''</Emitter>
|
float particles <Particles>''Y''</Particles>
|-
</EmitParticles>
| <Target>
-------------------------------------------------------------------------------------------------------------
|
16 Change Class <ChangeClass>
|
emitter emitter_num <Emitter></Emitter>
|-
</ChangeClass>
| <Min>
-------------------------------------------------------------------------------------------------------------
|
17 KillLastEmitted <KillLastEmitted>
|
emitter emitter_num <Emitter></Emitter>
|-
</KillLastEmitted>
| <Max>
-------------------------------------------------------------------------------------------------------------
|
18 ExplodeLastEmit <ExplodeLastEmitted>
|
emitter emitter_num <Emitter></Emitter>
|-
</ExplodeLastEmitted>
| <Rate>
-------------------------------------------------------------------------------------------------------------
|
19 -
|
-------------------------------------------------------------------------------------------------------------
|- style="background-color:#DDDDDD"
20 Start Amb Sound <AmbientSound>
| <AnimateToValue>
string sound <Sound></Sound>
|
</AmbientSound>
|
-------------------------------------------------------------------------------------------------------------
|-
21 End Amb Sound <EndAmbientSound />
| <Target>
-------------------------------------------------------------------------------------------------------------
|
22 -
|
-------------------------------------------------------------------------------------------------------------
|-
23 Impulse Sound <ImpulseSound>
| <Rate>
string sound <Sound></Sound>
|
</ImpulseSound>
|
-------------------------------------------------------------------------------------------------------------
|-
24 -
| <Value>
-------------------------------------------------------------------------------------------------------------
|
25 -
|
-------------------------------------------------------------------------------------------------------------
|- style="background-color:#DDDDDD"
26 Damage Char <DamageChar>
| <ColorInterpolate>
float damage '''<font color="#0000FF" title="negative damage values doesn't work"><Damage></Damage></font>
|
float stun_damage <StunDamage></StunDamage>
|
float knockback <KnockBack></KnockBack>
|-
damage_type damage_type '''<font color="#0000FF" title="0 - normal; 1 - minor stun; 2 - major stun; 3 - minor knockdown; 4 - major knockdown; 5 - blownup; 6 - pickup"><DamageType></DamageType></font>'''
| <Target>
boolean self_immune <SelfImmune></SelfImmune>
|
boolean can_hit_mult '''<font color="#0000FF" title="tag is missing when value is 0"><CanHitMultiple></CanHitMultiple></font>'''
|
</DamageChar>
|-
-------------------------------------------------------------------------------------------------------------
| <Color0>
27 Blast Damage <DamageBlast>
|
float damage <Damage></Damage>
|
float stun_damage <StunDamage></StunDamage>
|-
float knockback <KnockBack></KnockBack>
| <Color1>
float radius <Radius></Radius>
|
blast_falloff falloff <FallOff></FallOff>
|
damage_type damage_type '''<font color="#0000FF" title="0 - normal; 1 - minor stun; 2 - major stun; 3 - minor knockdown; 4 - major knockdown; 5 - blownup; 6 - pickup"><DamageType></DamageType></font>'''
|-
boolean self_immune <SelfImmune></SelfImmune>
| <Amount>
boolean damage_environ '''<font color="#DD0000">(Was not listed in extracted file. Missing?)</font>'''
|
</DamageBlast>
|
-------------------------------------------------------------------------------------------------------------
|- style="background-color:#DDDDDD"
28 Explode '''<font color="#0000FF" title="this action triggers Explode event"><Explode /></font>'''
| <FadeOut>
-------------------------------------------------------------------------------------------------------------
|
29 Damage Environ. <DamageEnvironment>
|
float damage <Damage></Damage>
|-
</DamageEnvironment>
| <TimeToDie>
-------------------------------------------------------------------------------------------------------------
| float
30 Glass Charge <GlassCharge>
| particle becomes killed after X seconds, it fades out during that time
float blast-vel <BlastVelocity></BlastVelocity>
|- style="background-color:#DDDDDD"
float radius <Radius></Radius>
| <EnableAtTime>
</GlassCharge>
|
-------------------------------------------------------------------------------------------------------------
|
31 Stop '''<font color="#0000FF" title="calls Stop event"><Stop /></font>'''
|-
-------------------------------------------------------------------------------------------------------------
| <Action>
32 -
|
-------------------------------------------------------------------------------------------------------------
| has action X as target in Update event section
33 Rotate X <RotateX>
|-
coord_frame space <Space></Space>
| <Lifetime>
float rate <Rate></Rate>
| float
boolean rotate_velocity <RotateVelocity></RotateVelocity>
|
</RotateX>
|- style="background-color:#DDDDDD"
-------------------------------------------------------------------------------------------------------------
| <DisableAtTime>
34 Rotate Y <RotateY>
|
coord_frame space <Space></Space>
|
float rate <Rate></Rate>
|-
boolean rotate_velocity <RotateVelocity></RotateVelocity>
| <Action>
</RotateY>
|
-------------------------------------------------------------------------------------------------------------
| has action X as target in Update event section
35 Rotate Z <RotateZ>
|-
coord_frame space <Space></Space>
| <Lifetime>
float rate <Rate></Rate>
| float
boolean rotate_velocity <RotateVelocity></RotateVelocity>
|
</RotateZ>
|- style="background-color:#DDDDDD"
-------------------------------------------------------------------------------------------------------------
| <Die />
36 -
|
-------------------------------------------------------------------------------------------------------------
|
37 Find Attractor <FindAttractor>
|- style="background-color:#DDDDDD"
float delaytime <DelayTime></DelayTime>
| <SetLifetime>
</FindAttractor>
|
-------------------------------------------------------------------------------------------------------------
|
38 Attract Gravity <AttractGravity>
|-
float gravity <Gravity></Gravity>
| <Time>
float max_g <MaxG></MaxG>
| float
boolean horiz_only <HorizontalOnly></HorizontalOnly>
| particle becomes killed after X seconds
</AttractGravity>
|- style="background-color:#DDDDDD"
-------------------------------------------------------------------------------------------------------------
| <EmitActivate>
39 Attract Homing <AttractHoming>
|
float turn_speed <TurnSpeed></TurnSpeed>
|
boolean predict_pos <PredictPosition></PredictPosition>
|-
boolean horiz_only <HorizontalOnly></HorizontalOnly>
| <Emitter>
</AttractHoming>
|
-------------------------------------------------------------------------------------------------------------
| Starts emitter X. Note that first emitter is 0, second is 1, third is 2, and so on.
40 Attract Spring <AttractSpring>
|- style="background-color:#DDDDDD"
float accel_rate <AccelRate></AccelRate>
| <EmitDeactivate>
float max_accel <MaxAccel></MaxAccel>
|
float desired_dist <DesiredDistance></DesiredDistance>
|
</AttractSpring>
|-
-------------------------------------------------------------------------------------------------------------
| <Emitter>
47 Apply Velocity <MoveLine />
|
-------------------------------------------------------------------------------------------------------------
| Starts emitter X. Note that first emitter is 0, second is 1, third is 2, and so on.
48 Apply Gravity <MoveGravity>
|- style="background-color:#DDDDDD"
float fraction <Fraction></Fraction>
| <EmitParticles>
</MoveGravity>
| -
-------------------------------------------------------------------------------------------------------------
|
49 Spiral <MoveSpiral>
|-
float theta <Theta></Theta>
| <Emitter>
float radius <Radius></Radius>
|
float rotate_speed <RotateSpeed></RotateSpeed>
| Starts emitter X. Note that first emitter is 0, second is 1, third is 2, and so on.
</MoveSpiral>
|-
-------------------------------------------------------------------------------------------------------------
| <Particles>
50 Air Resistance <MoveResistance>
| float
float resistance <Resistance></Resistance>
| Integer recommended. Number of particle to be emitted.
float minimum_vel <MinimumVelocity></MinimumVelocity>
|- style="background-color:#DDDDDD"
<MoveResistance>
| <ChangeClass>
-------------------------------------------------------------------------------------------------------------
| -
51 Drift <MoveDrift>
|
float acceleration <Acceleration></Acceleration>
|-
float max_speed <MaxSpeed></MaxSpeed>
| <Emitter>
float sideways_decay <SidewaysDecay></SidewaysDecay>
|
float dir_x <DirX></DirX>
| Starts emitter X. Note that first emitter is 0, second is 1, third is 2, and so on.
float dir_y <DirY></DirY>
|- style="background-color:#DDDDDD"
float dir_z <DirZ></DirZ>
| <KillLastEmitted>
coord_frame space <Space></Space>
| -
</MoveDrift>
|
-------------------------------------------------------------------------------------------------------------
|-
52 Set Speed <SetVelocity>
| <Emitter>
float speed <Speed></Speed>
|
coord_frame space <Space></Space>
| Starts emitter X. Note that first emitter is 0, second is 1, third is 2, and so on.
boolean no_sideways <NoSideways></NoSideways>
|- style="background-color:#DDDDDD"
</SetVelocity>
| <ExplodeLastEmitted>
-------------------------------------------------------------------------------------------------------------
| -
53 Spiral Tangent <SpiralTangent>
|
float theta <Theta></Theta>
|-
float radius <Radius></Radius>
| <Emitter>
float rotate_speed <Rotate_speed></Rotate_speed>
|
</SpiralTangent>
| Starts emitter X. Note that first emitter is 0, second is 1, third is 2, and so on.
-------------------------------------------------------------------------------------------------------------
|- style="background-color:#DDDDDD"
54 KillBeyondPoint <KillBeyondPoint>
| <AmbientSound>
axis direction <Direction></Direction>
| -
float value <Value></Value>
|
</KillBeyondPoint>
|-
-------------------------------------------------------------------------------------------------------------
| <Sound>
55 Create Effect <CollisionEffect>
|
string classname <Effect></Effect>
|
float wall_offset <WallOffset></WallOffset>
|- style="background-color:#DDDDDD"
collision_orient orientation <Orientation></Orientation>
| <EndAmbientSound />
boolean attach <Attach></Attach>
| -
                </CollisionEffect>
|
-------------------------------------------------------------------------------------------------------------
|- style="background-color:#DDDDDD"
56 Stick To Wall <SitckToWall />
| <ImpulseSound>
-------------------------------------------------------------------------------------------------------------
| -
57 Bounce <Bounce>
|
float elastic_direct <ElasticDirect></ElasticDirect>
|-
float elastic_glancing <ElasticGlancing></ElasticGlancing>
| <Sound>
</Bounce>
|
-------------------------------------------------------------------------------------------------------------
|
59 Chop Particle <Chop />
|- style="background-color:#DDDDDD"
-------------------------------------------------------------------------------------------------------------
| <DamageChar>
60 Impact Effect [[OBD_talk:Impt|<ImpactEffect>]]
| -
string impact_type '''<font color="#0000FF" title="Name of impact, registered in ONIE. The looked up material is known from collided particle. Impt and Mtrl file must exist"><ImpactType></ImpactType></font>'''
|
impact_modifier impact_modifier <ImpactModifier></ImpactModifier>
|-
</ImpactEffect>
| <Damage>
-------------------------------------------------------------------------------------------------------------
| float
61 -
| Integer recommended. Negative damage values doesn't work.
-------------------------------------------------------------------------------------------------------------
|-
62 Unhide Particle '''<font color="#0000FF" title="unhide particle"><Show /></font>'''
| <StunDamage>
-------------------------------------------------------------------------------------------------------------
|
63 Hide Particle '''<font color="#0000FF" title="hide particle, cannot collide with characters anymore, emitters stay active"><Hide /></font>'''
|
-------------------------------------------------------------------------------------------------------------
|-
64 Set TextureTick <SetTextureTick>
| <KnockBack>
float tick <Tick></Tick>
|
</SetTextureTick>
|
-------------------------------------------------------------------------------------------------------------
|-
65 Random TexFrame <RandomTextureFrame />
| <DamageType>
-------------------------------------------------------------------------------------------------------------
|
66 .. 69 -
|
-------------------------------------------------------------------------------------------------------------
: 0 (normal damage only; stun and knockback values are ignored)
70 Set Variable <SetVariable>
: 1 ("minor stun")
float var <Target></Target>
: 2 ("major stun")
float value <Value></Value>
: 3 ("minor knockdown")
</SetVariable>
: 4 ("major knockdown")
-------------------------------------------------------------------------------------------------------------
: 5 ("blownup")
71 Recalculate All <RecalculateAll />
: 6 ("pickup")
-------------------------------------------------------------------------------------------------------------
|-
72 Enable Above <EnableAbove>
| <SelfImmune>
action_index action <Action></Action>
|
float var <Var></Var>
|
float threshold <Threshold></Threshold>
: 0
</EnableAbove>
: 1
-------------------------------------------------------------------------------------------------------------
|-
73 Enable Below <EnableBelow>
| <CanHitMultiple>
action_index action <Action></Action>
|
float var <Var></Var>
| tag is missing if value is 0
float threshold <Threshold></Threshold>
: 0
</EnableBelow>
: 1
-------------------------------------------------------------------------------------------------------------
|- style="background-color:#DDDDDD"
74 Enable Now '''<font color="#0000FF" title="enables action X in Update event section"><EnableNow></font>'''
| <DamageBlast>
action_index action <Action>X</Action>
| -
</EnableNow>
|
-------------------------------------------------------------------------------------------------------------
|-
75 Disable Now '''<font color="#0000FF" title="disables action X in Update event section"><DisableNow></font>'''
| <Damage>
action_index action <Action>X</Action>
| float
</DisableNow>
| Integer recommended. Negative damage values doesn't work.
-------------------------------------------------------------------------------------------------------------
|-
76 -
| <StunDamage>
-------------------------------------------------------------------------------------------------------------
|
77 SuperB Trigger <SuperBallTrigger>
|
emitter emitter_num <Emitter></Emitter>
|-
float fuse_time <FuseTime></FuseTime>
| <KnockBack>
</SuperBallTrigger>
|
-------------------------------------------------------------------------------------------------------------
|
78 BreakableStop '''<font color="#0000FF" title="It is actually DontStopIfBreakable. See section: glass-piercing bullets"><StopIfBreakable /></font>'''
|-
-------------------------------------------------------------------------------------------------------------
| <Radius>
79 Avoid Walls <AvoidWalls>
|
float axis_x <AxisX></AxisX>
|
float axis_y <AxisY></AxisY>
|-
float axis_z <AxisZ></AxisZ>
| <FallOff>
float cur_angle <CurrentAngle></CurrentAngle>
|
float t_until_check <TimeUntilCheck></TimeUntilCheck>
|
float sense_dist <SenseDistance></SenseDistance>
|-
float turning_speed <TurningSpeed></TurningSpeed>
| <DamageType>
float turning_decay <TurningDecay></TurningDecay>
|
</AvoidWalls>
|
-------------------------------------------------------------------------------------------------------------
: 0 (normal damage only; stun and knockback values are ignored)
80 Random Swirl <RandomSwirl>
: 1 ("minor stun")
float swirl_angle <SwirlAngle></SwirlAngle>
: 2 ("major stun")
float swirl_baserate <SwirlBaseRate></SwirlBaseRate>
: 3 ("minor knockdown")
float swirl_deltarate <SwirlDeltaRate></SwirlDeltaRate>
: 4 ("major knockdown")
float swirl_speed <SwirlSpeed></SwirlSpeed>
: 5 ("blownup")
</RandomSwirl>
: 6 ("pickup")
-------------------------------------------------------------------------------------------------------------
|-
81 Follow Player <FloatAbovePlayer>
| <SelfImmune>
float height <Height></Height>
|
</FloatAbovePlayer>
|
-------------------------------------------------------------------------------------------------------------
: 0
82 Stop BelowSpeed <StopIfSlow>
: 1
float speed <Speed></Speed>
|-
</StopIfSlow>
| damage environment ?
-------------------------------------------------------------------------------------------------------------
| flag
83 Super Particle <SuperParticle>
|
float variable <Variable></Variable>
: 0
float base_value <VaseValue></VaseValue>
: 1
float delta_value <DeltaValue></DeltaValue>
|- style="background-color:#DDDDDD"
float min_value <MinValue></MinValue>
| <Explode />
float max_value <MaxValue></MaxValue>
| -
</SuperParticle>
| this action triggers Explode event
-------------------------------------------------------------------------------------------------------------
|- style="background-color:#DDDDDD"
84 Stop Our Link <StopLink />
| <DamageEnvironment>
-------------------------------------------------------------------------------------------------------------
| -
85 Check Link <CheckLink />
|
-------------------------------------------------------------------------------------------------------------
|-
86 Break Links To <BreakLink />
| <Damage>
-------------------------------------------------------------------------------------------------------------
| float
| Integer used.
|- style="background-color:#DDDDDD"
| <GlassCharge>
| -
|
|-
| <BlastVelocity>
| float
|
|-
| <Radius>
| float
|
|- style="background-color:#DDDDDD"
| <Stop />
| -
| calls Stop event
|- style="background-color:#DDDDDD"
| <RotateX>
|
|
|-
| <Space>
|
|
|-
| <Rate>
| float
|
|-
| <RotateVelocity>
|
|
|- style="background-color:#DDDDDD"
| <RotateY>
|
|
|-
| <Space>
|
|
|-
| <Rate>
| float
|
|-
| <RotateVelocity>
|
|
|- style="background-color:#DDDDDD"
| <RotateZ>
|
|
|-
| <Space>
|
|
|-
| <Rate>
| float
|
|-
| <RotateVelocity>
|
|
|- style="background-color:#DDDDDD"
| <FindAttractor>
| -
|
|-
| <DelayTime>
| float
|
|- style="background-color:#DDDDDD"
| <AttractGravity>
| -
|
|-
| <Gravity>
| float
|
|-
| <MaxG>
|
|
|-
| <HorizontalOnly>
|
|
|- style="background-color:#DDDDDD"
| <AttractHoming>
| -
|
|-
| <TurnSpeed>
| float
|
|-
| <PredictPosition>
|
|
|-
| <HorizontalOnly>
|
|
|- style="background-color:#DDDDDD"
| <AttractSpring>
| -
|
|-
| <AccelRate>
| float
|
|-
| <MaxAccel>
| float
|
|-
| <DesiredDistance>
| float
|
|- style="background-color:#DDDDDD"
| <MoveLine />
| -
|
|- style="background-color:#DDDDDD"
| <MoveGravity>
| -
|
|-
| <Fraction>
| float
|
|- style="background-color:#DDDDDD"
| <MoveSpiral>
| -
|
|-
| <Theta>
| float
|
|-
| <Radius>
| float
|
|-
| <RotateSpeed>
| float
|
|- style="background-color:#DDDDDD"
| <MoveResistance>
| -
|
|-
| <Resistance>
| float
|
|-
| <MinimumVelocity>
| float
|
|- style="background-color:#DDDDDD"
| <MoveDrift>
| -
|
|-
| <Acceleration>
| float
|
|-
| <MaxSpeed>
| float
|
|-
| <SidewaysDecay>
|
|
|-
| <DirX>
|
|
|-
| <DirY>
|
|
|-
| <DirZ>
|
|
|-
| <Space>
|
|
|- style="background-color:#DDDDDD"
| <SetVelocity>
|
|
|-
| <Speed>
|
|
|-
| <Space>
|
|
|-
| <NoSideways>
|
|
|- style="background-color:#DDDDDD"
| <SpiralTangent>
|
|
|-
| <Theta>
|
|
|-
| <Radius>
|
|
|-
| <Rotate_speed>
|
|
|- style="background-color:#DDDDDD"
| <KillBeyondPoint>
|
|
|-
| <Direction>
|
|
|-
| <Value>
|
|
|- style="background-color:#DDDDDD"
| <CollisionEffect>
|
|
|-
| <Effect>
|
|
|-
| <WallOffset>
|
|
|-
| <Orientation>
|
|
|-
| <Attach>
|
|
|- style="background-color:#DDDDDD"
| <SitckToWall />
|
|
|- style="background-color:#DDDDDD"
| <Bounce>
|
|
|-
| <ElasticDirect>
|
|
|-
| <ElasticGlancing>
|
|
|- style="background-color:#DDDDDD"
| <Chop />
|
|
|- style="background-color:#DDDDDD"
| [[XML:Impt|<ImpactEffect>]]
|
|
|-
| <ImpactType>
|
| Name of impact, registered in ONIE. The looked up material is known from collided particle. Impt and Mtrl file must exist
|-
| <ImpactModifier>
|
|
|- style="background-color:#DDDDDD"
| <Show />
|
| unhide particle
|- style="background-color:#DDDDDD"
| <Hide />
| -
| hide particle, cannot collide with characters anymore, emitters stay active
|- style="background-color:#DDDDDD"
| <SetTextureTick>
|
|
|-
| <Tick>
| float
|
|- style="background-color:#DDDDDD"
| <RandomTextureFrame />
|
|
|- style="background-color:#DDDDDD"
| <SetVariable>
|
|
|-
| <Target>
|
|
|-
| <Value>
|
|
|- style="background-color:#DDDDDD"
| <RecalculateAll />
|
|
|- style="background-color:#DDDDDD"
| <EnableAbove>
|
|
|-
| <Action>
|
|
|-
| &lt;Var&gt;
|
|
|-
| <Threshold>
|
|
|- style="background-color:#DDDDDD"
| <EnableBelow>
|
|
|-
| <Action>
|
|
|-
| &lt;Var&gt;
| float
|
|-
| <Threshold>
| float
|
|- style="background-color:#DDDDDD"
| <EnableNow>
|
|
|-
| <Action>
|
| enables action X in Update event section
|- style="background-color:#DDDDDD"
| <DisableNow>
|
|
|-
| <Action>
|
| disables action X in Update event section
|- style="background-color:#DDDDDD"
| <SuperBallTrigger>
|
|
|-
| <Emitter>
|
|
|-
| <FuseTime>
|
|
|- style="background-color:#DDDDDD"
| <StopIfBreakable />
|
| It is actually DontStopIfBreakable. See section: glass-piercing bullets.
|- style="background-color:#DDDDDD"
| <AvoidWalls>
|
|
|-
| <AxisX>
|
|
|-
| <AxisY>
|
|
|-
| <AxisZ>
|
|
|-
| <CurrentAngle>
|
|
|-
| <TimeUntilCheck>
|
|
|-
| <SenseDistance>
|
|
|-
| <TurningSpeed>
|
|
|-
| <TurningDecay>
|
|
|- style="background-color:#DDDDDD"
| <RandomSwirl>
|
|
|-
| <SwirlAngle>
|
|
|-
| <SwirlBaseRate>
|
|
|-
| <SwirlDeltaRate>
|
|
|-
| <SwirlSpeed>
|
|
|- style="background-color:#DDDDDD"
| <FloatAbovePlayer>
|
|
|-
| <Height>
| float
|
|- style="background-color:#DDDDDD"
| <StopIfSlow>
|
|
|-
| <Speed>
|
|
|- style="background-color:#DDDDDD"
| <SuperParticle>
|
|
|-
| <Variable>
|
|
|-
| <VaseValue>
|
|
|-
| <DeltaValue>
|
|
|-
| <MinValue>
|
|
|-
| <MaxValue>
|
|
|- style="background-color:#DDDDDD"
| <StopLink />
|
|
|- style="background-color:#DDDDDD"
| <CheckLink />
|
|
|- style="background-color:#DDDDDD"
| <BreakLink />
|
|
|}




=glass-piercing bullets=
==glass-piercing bullets==
In the original game, w1_tap goes through normal glass and loses its dangerousness while a bullet of w8_mbo stays dangerous.
In the original game, w1_tap goes through normal glass and loses its dangerousness while a bullet of w8_mbo stays dangerous.


8,018

edits