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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=== | ||
* The | * 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=== | ||
<?xml version="1.0" encoding="utf-8"?> | <?xml version="1.0" encoding="utf-8"?> | ||
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=== | ===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> | ||
| - | | - | ||
| | | When there are no Particles, you will simply see the tag "<Particles />". | ||
|- | |- | ||
| <Particle> | | <Particle> | ||
| - | | - | ||
| There can be multiple particle | | 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 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 | :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 | * 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 | * 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 | * 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 | * Heavy hurt sound: 15 HP or more. | ||
* Medium hurt sound | * Medium hurt sound: 10-14 HP. | ||
* Light hurt sound | * 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 | * 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 | * 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 | 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. | ||
* | * 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 | 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 | 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 | * 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) | ||
| | ||
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Changes: | Changes: | ||
* fixed more damage types | * fixed more damage types | ||
* w6_vdg wasn't really fixed | * w6_vdg wasn't really fixed until now | ||
* '''[http://mods.oni2.net/node/71 files]''' | * '''[http://mods.oni2.net/node/71 files]''' | ||
| | ||
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'''Example 2:''' Exploding barrels | '''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 | * 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. | ||