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{{XML_File_Header | prev=OFGA | type=ONCC | next=ONCV | name=Oni Character Class}} | {{XML_File_Header | prev=OFGA | type=ONCC | next=ONCV | name=Oni Character Class}} | ||
== | ==General information== | ||
* The | * The XML on this page is compatible with OniSplit '''v0.9.61.0'''. | ||
* ONCP, ONIA, OBPI and OBPM are part of '''ONCC*.oni''' files. | * ONCP, ONIA, OBPI and OBPM are part of '''ONCC*.oni''' files. | ||
* ONCC files can be found in AE/AEInstaller/vanilla/level0_Final.dat | * ONCC files are global; they can be found in AE/AEInstaller/vanilla/level0_Final.dat. | ||
* Things that still need deeper explanation: | * Things that still need deeper explanation: | ||
: '''<DamageFactors>''' | : '''<DamageFactors>''' | ||
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: <AutoFreezeConstants> | : <AutoFreezeConstants> | ||
: <LODConstants> | : <LODConstants> | ||
==<AirConstants>== | ==<AirConstants>== | ||
;Units | ;Units | ||
*Times are in frames | |||
*Heights are in world units | |||
*Velocities are in world units per frames | |||
*Accelerations are in world units per frames squared | |||
{| class="wikitable" width="100%" | {| class="wikitable" width="100%" | ||
!width=150px| XML tag | !width=150px| XML tag | ||
!width=120px| | !width=120px| Content type | ||
! | ! Description | ||
|- | |- | ||
|<FallGravity> | |<FallGravity> | ||
| float | | float | ||
| | | Downwards velocity? Always 0.55. It would be roughly equivalent to the starting velocity of a fall. Although the value 0.55 seems right, the "sinking" seems to be hardcoded now. | ||
|- | |- | ||
| <JumpGravity> | | <JumpGravity> | ||
| float | | float | ||
| | | Downward gravity acceleration | ||
|- | |- | ||
| <JumpStartVelocity> | | <JumpStartVelocity> | ||
| float | | float | ||
| | | Starting velocity for a simple jump (tapping JUMP) | ||
|- | |- | ||
| <MaxVelocity> | | <MaxVelocity> | ||
| float | | float | ||
| | | Maximum velocity for jumping and falling | ||
|- | |- | ||
| <JetpackAcceleration> | | <JetpackAcceleration> | ||
| float | | float | ||
| | | Upward acceleration (jetpack) if you hold JUMP | ||
|- | |- | ||
| <FramesFallGravity> | | <FramesFallGravity> | ||
| int16 | | int16 | ||
| gravity | | Gravity timer (the time until gravity switches on)? Always 7. Seems to be hardcoded now. | ||
|- | |- | ||
| <JetpackTimer> | | <JetpackTimer> | ||
| int16 | | int16 | ||
| | | Time during which you can use the jetpack. [http://mods.oni2.net/node/83 This mod] allows you to press JUMP multiple times during the time window (quite fun!). | ||
|- | |- | ||
| <MaxNoDamageFallingHeight> | | <MaxNoDamageFallingHeight> | ||
| float | | float | ||
| | | Maximum falling height without damage (see below) | ||
|- | |- | ||
| <MaxDamageFallingHeight> | | <MaxDamageFallingHeight> | ||
| float | | float | ||
| | | Maximum falling height with damage | ||
:Let FH1 be <MaxNoDamageFallingHeight> | |||
:Let FH2 be <MaxDamageFallingHeight> | |||
:Let BH be the base health of the character | |||
:Let FH be the actual falling height | |||
:Then, if FH > FH2, the character is killed | |||
:If FH < FH1, the character takes no damage | |||
:If FH1 < FH < FH2, the character takes damage (FH - FH1) / (FH2 - FH1) * BH | |||
|} | |} | ||
==<ShadowConstants>== | ==<ShadowConstants>== | ||
{| class="wikitable" width="100%" | {| class="wikitable" width="100%" | ||
!width=150px| XML tag | !width=150px| XML tag | ||
!width=120px| | !width=120px| Content type | ||
! | ! Description | ||
|- | |- | ||
| <Texture> | | <Texture> | ||
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| <MaxHeight> | | <MaxHeight> | ||
| float | | float | ||
| | | Height where the diameter of the shadow shrinks to <SizeMin> | ||
|- | |- | ||
| <FadeHeight> | | <FadeHeight> | ||
| float | | float | ||
| | | Height range over which the diameter of the shadow decreases from <SizeMax> to <SizeFade> and the shadow starts to fades out from <AlphaMax> to <AlphaFade> | ||
|- | |- | ||
| <SizeMax> | | <SizeMax> | ||
| float | | float | ||
| | | Maximum diameter of the shadow | ||
|- | |- | ||
| <SizeFade> | | <SizeFade> | ||
| float | | float | ||
| | | Diameter that the shadow shrinks to when <FadeHeight> is reached | ||
|- | |- | ||
| <SizeMin> | | <SizeMin> | ||
| float | | float | ||
| | | Minimum diameter of the shadow | ||
|- | |- | ||
| <AlphaMax> | | <AlphaMax> | ||
| int16 | | int16 | ||
| transparency of the shadow | | Starting transparency of the shadow as the character rises towards <FadeHeight> | ||
|- | |- | ||
| <AlphaFade> | | <AlphaFade> | ||
| int16 | | int16 | ||
| transparency of the shadow | | Starting transparency of the shadow when the character begins to get above <FadeHeight> | ||
|} | |} | ||
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| <Variant> | | <Variant> | ||
| link | | link | ||
| <font color="#777777">ONCV</font>file<font color="#777777">.oni</font>, which defines variants and upgrades; see [[XML:ONCV]] for explanation | | <font color="#777777">ONCV</font>file<font color="#777777">.oni</font>, which defines variants and upgrades; see [[XML:ONCV]] for explanation | ||
|- | |- | ||
| <Particles> | | <Particles> |