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XML:BINA/ONIE: Difference between revisions

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{{XML_BINA_Header | prev=TMBD | type=ONIE | next=PAR3 | name=Oni Impact Effects}}
{{XML_BINA_Header | prev=TMBD | type=ONIE | next=PAR3 | name=Oni Impact Effects}}


===general information===
===General information===
* The xml code on this page is compatible with onisplit '''v0.9.61.0'''
* The XML code on this page is compatible with OniSplit '''v0.9.61.0'''
* BINAEINOimpact_effects.oni is stored ''globally'' (in AE/AEInstaller/vanilla/level0_Final.dat)  
* BINAEINOimpact_effects.oni is stored ''globally'' (in AE/AEInstaller/vanilla/level0_Final.dat)  




===file structure===
===File structure===


  <?xml version="1.0" encoding="utf-8"?>
  <?xml version="1.0" encoding="utf-8"?>
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===list of tags, types, and flags===
===List of tags, types, and flags===
{| class="wikitable" width=100%
{| class="wikitable" width=100%
|width=180px| '''tag'''
|width=180px| '''tag'''
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| <Material Name="<font color="#777777">Mtrl</font>''name''">
| <Material Name="<font color="#777777">Mtrl</font>''name''">
| char[128]
| char[128]
| Closes with "</Material>". Can hold multiple <ImpactEffect> if the component and/or the modifier is different.
| Closes with "</Material>". Can hold multiple <ImpactEffect>s if the component and/or the modifier is different.
|-
|-
| <ImpactEffect>
| <ImpactEffect>
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| <Particles>
| <Particles>
| -
| -
| If no data is present only "<Particles />" is used. Otherwise "<Particles>" gets closed with "</Particles>".
| When there are no Particles, you will simply see the tag "<Particles />".
|-
|-
| <Particle>
| <Particle>
| -
| -
| There can be multiple particle sections. They closes with "</Particle>". Watch out for [[#particle structures|different structures]] when setting the <Location> value.
| There can be multiple particle tags. They close with "</Particle>". Watch out for [[#particle structures|different structures]] when setting the <Location> value.
|-
|-
| <Name>
| <Name>
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===particle structures===
===Particle structures===
'''particle location 0'''
'''particle location 0'''
                         <Particle>
                         <Particle>
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===Visual guides: weapon, melee, environment===
===Visual guides: weapon, melee, environment===
Note about philosophy in here:
Note about philosophy in here:
:These visual guides don't claim be hundred percent right in technical way. I can't look into engine. But they should give a good hint which files are worth to care about and how to debug a mistake: going through all important files, e.g. ''Could it be that my new texture is not registered in TMBD?''
:These visual guides don't claim be hundred percent right in technical way. I can't look into engine. But they should give a good hint which files are worth caring about and how to debug a mistake: going through all important files, e.g. ''Could it be that my new texture is not registered in TMBD?''
:However, if you think you should add information or shape this in a more accurate way then do it. =)
:However, if you think you should add information, or shape this in a more accurate way, then do it. =)




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* material file is looked up (can hold parent material)
* material file is looked up (can hold parent material)
* effect is chosen from ONIE by weapon and material
* effect is chosen from ONIE by weapon and material
* if parent material* exists then it is possible that a second effect is lunched
* if parent material* exists then it is possible that a second effect is produced
* ONIE effect leads to a particle and sound file which means the effect (however, sound can be also played from released particle)
* ONIE effect leads to a particle and sound file which means the effect (however, sound can be also played from released particle)
----
----
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* weapon fires a particle
* weapon fires a particle
* particle creates a sound and hits character part
* particle creates a sound and hits character part
* character part has an Id (probably through <!--TRMA and-->TRIA), Id is sent to CBPM
* character part has an ID (probably through <!--TRMA and-->TRIA), ID is sent to CBPM
* material file is looked up (can hold parent material)
* material file is looked up (can hold parent material)
* effect is chosen from ONIE by weapon and material
* effect is chosen from ONIE by weapon and material
* ONIE effect leads to a particle and sound file which means the effect (however, sound can be also played from released particle)
* ONIE effect leads to a particle and sound file which means the effect (however, sound can be also played from released particle)
* it seems that effects on characters cannot be created through TMBD (still you can see a not working test there called "Character")
* it seems that effects on characters cannot be created through TMBD (still you can see a failed test there called "Character")
* custom materials can be used for characters in case they are registered in ONIE
* custom materials can be used for characters in case they are registered in ONIE
|}
|}
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----
----
Hurt sounds:
Hurt sounds:
Every ONCC provides one death sound and three hurt sounds.
Every ONCC provides one death sound, and three hurt sounds which are played occasionally when melee damage is dealt for this much damage:
* Heavy hurt sound is played when h2h attack deals equal or more than 15 hit points.
* Heavy hurt sound: 15 HP or more.
* Medium hurt sound is played when h2h attack deals equal or more than 10 hit points.
* Medium hurt sound: 10-14 HP.
* Light hurt sound is played when h2h attack deals less than 10 hit points.
* Light hurt sound: less than 10 HP.
|}
|}


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* Character hits textured environment.
* Character hits textured environment.
* Texture is registered in TMBD and leads to material for ONIE.
* Texture is registered in TMBD and leads to material for ONIE.
* The bone Id is used for the character's impact.
* The bone ID is used for the character's impact.
* Now actual impact file (Impt) is looked up.
* Now actual impact file (Impt) is looked up.
* Effect (particle and sound) is chosen from impact and the material: trough ONIE.
* Effect (particle and sound) is chosen from impact and the material through ONIE.
----
----
For example, this is used when ''running around''. Every step will trigger a step sound, different to ground's material: dirt, snow, metal, etc..
For example, this is used when ''running around''. Every step will trigger a step sound based on the ground's material: dirt, snow, metal, etc.


|valign=top|
|valign=top|
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=====Extra damage for head hits=====
=====Extra damage for head hits=====
{{divhide|first beta}}
{{divhide|first beta}}
w1_tap and w2_sap deals additional damage, amount depends on material "head"/"helmet". Feel free to  
w1_tap and w2_sap deals additional damage, amount depends on material "head"/"helmet". Feel free to extend/tweak/criticize.
 
extend/tweak/criticize.




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{{divhide|second beta}}
{{divhide|second beta}}
Known bugs:
Known bugs:
* vdg refused to work properly so I modified it to keep the original effect at least.
* VDG refused to work properly so I modified it to keep the original effect at least.
* screamers does too much damage in short time
* Screaming cells do too much damage in a short time.


Changes:
Changes:
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  w4_psm x [4->1] 60-120 M2 S3 (less base damage now)
  w4_psm x [4->1] 60-120 M2 S3 (less base damage now)
  head +1 +6 +0.7 (because there are more impact triggering particle)
  head +1 +6 +0.7 (because there are more impact-triggering particle)
  unprotected +0-1 +5 +0.3 ([[Gameplay#Weapon_tips|wall reflected]] beam deals no base damage but the additional, so yea, the beam get weaker)
  unprotected +0-1 +5 +0.3 ([[Gameplay#Weapon_tips|wall reflected]] beam deals no base damage, only the additional, so yes, the beam gets weaker)
  helmet +0-1 +1 +0.1
  helmet +0-1 +1 +0.1
   
   
  w5_sbg x 30-32 30 25 ("perfect shot" dealt already over 200 points)
  w5_sbg x 30-32 30 25 ("perfect shot" already dealt over 200 points)
  head +5 +4 +1 (therefore let's keep additional damage low here)
  head +5 +4 +1 (therefore let's keep additional damage low here)
  unprotected +3 +2 +1
  unprotected +3 +2 +1
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{{divhide|third beta}}
{{divhide|third beta}}
Changes:
Changes:
* modified again w12 (fixed damage type) and w15 particle (exchanged stun and knockdown values from unprotected and helmet)
* modified w12 again (fixed damage type) and w15 particle (exchanged stun and knockdown values from unprotected and helmet)
* rejected w6_vdg modification (debug almost completed; "<ImpactEffect>" from w8_mbo was interfering)
* rejected w6_vdg modification (debug almost completed; "<ImpactEffect>" from w8_mbo was interfering)
&nbsp;
&nbsp;
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Changes:
Changes:
* fixed more damage types
* fixed more damage types
* w6_vdg wasn't really fixed but now
* w6_vdg wasn't really fixed until now
* '''[http://mods.oni2.net/node/71 files]'''
* '''[http://mods.oni2.net/node/71 files]'''
&nbsp;
&nbsp;
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'''Example 2:''' Exploding barrels doesn't work
'''Example 2:''' Exploding barrels don't work
   
   
  folder sub folder
  folder sub folder
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Reason:
Reason:
* OldChina's BINAEINOimpact_effects gets into level0_Final because that package has the highest number. It supports Hanako/Hayate's Ora impact but also Bgi_NinjaBot/Grey Fury's Grn.
* OldChina's BINAEINOimpact_effects gets into level0_Final because that package has the highest number. It supports Hanako/Hayate's Ora impact but also Bgi_NinjaBot/Grey Fury's Grn.
* The Impt files, Mtrl and BINADBMT are shipped normally to level0_Final because they aren't double. As consequence Grey Fury fully works while exploding barrels do not.
* The Impt files, Mtrl and BINADBMT are shipped normally to level0_Final because they aren't duplicates. As a consequence, Grey Fury fully works while exploding barrels do not.