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XML talk:Adding Daodan powers to a character: Difference between revisions

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Iritscen moved page XML talk:Daodan to XML talk:Adding Daodan powers to a character without leaving a redirect: clearer name
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==Notes on particle systems==
==Notes on particle systems==
These particle files are all used for Konoko.
===Setup===
These particle files are all used by Konoko.


They are registered in her ONCC files: konoko_generic, k3, k4_A, k4_F, k4_G, k4_K, k4_L (Konoko's 3D model is in the 4th generation?)
They are registered in her ONCC files: konoko_generic, k3, k4_A, k4_F, k4_G, k4_K, k4_L (Konoko's 3D model is in the 4th generation?)
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: One particle after another re-attached until all have been documented.
: One particle after another re-attached until all have been documented.
: The summary should include a gallery in which entire system but also each individual particle is illustrated.
: The summary should include a gallery in which entire system but also each individual particle is illustrated.
'''BSL'''
To cut down startup time, BSL should be changed. Ideally, the level should be just a black room. But changing the fog values might be good enough.
func main
{
### remove all other BSL files
### show XYZ position
#chr_debug_characters = 1
### teleport Mai onto the streets
chr_location 0 -500 -2 -940
### darken her surrounding
gl_fog_blue=0
gl_fog_red=0
gl_fog_green=0
gl_fog_start=0.9
### transforming to SSJ
chr_super 0 1
}
'''Level plugin'''
: "build level 0 Daodan.bat"
onisplit -create  level0_Daodan level0_Daodan/*.xml
onisplit -import:pc level0_Daodan level0_Daodan.dat
For faster testing level plugins are handy but it is not guaranteed that their content overwrites the old one. '''You better rename your cloned test files and adjust the internal references.'''
Since konoko_generic is always successfully overwritten I only need to change her ONCP, knocking out all but one Daodan particle.
            <ONCPParticle>
                <Name>super_l_hand</Name>
                '''<Type>super_e01new</Type>'''
                <BodyPart>LeftFist</BodyPart>
            </ONCPParticle>




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;Consequence for the story
;Consequence for the story
* At the end of the game Konoko shows this burst effect which makes everyone else fall to the ground.
* At the end of the game Konoko shows this burst effect which makes everyone else fall to the ground.
* As it is the end of the game the AI likely not intended to stand up again. (Double check BSL.) However, in some cases AI stands up again.
* The BSL command begin_cutscene stops all actions of AI and the player and let them go into idle. Sometime AI doesn't get up again.
* Anyway, damage of 5 is not lethal. Griffin could have survived this. (On a second thought it is also idiotic to assume that the folks around Konoko will die from a little lightshow.)
* Anyway, damage of 5 is not lethal. Griffin could have survived this. (On a second thought it is also idiotic to assume that the folks around Konoko will die from a little lightshow.)