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XML:ONCC: Difference between revisions

602 bytes added ,  12 October 2021
clarifying the misc. section
m (copy-edited <VisionConstants>)
(clarifying the misc. section)
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==ONCV, death particle, TRBS, TRMA, TRAC, TRAS, health, daodan, etc.==
==Variants, geometry, health, etc.==
{| class="wikitable" width="100%"
{| class="wikitable" width="100%"
!width=150px| XML tag
!width=150px| XML tag
!width=120px| content type
!width=120px| Content type
! description
! Description
|-
|-
| <Variant>
| <Variant>
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|valign=top| <ImpactModifierName>
|valign=top| <ImpactModifierName>
|valign=top| flag
|valign=top| flag
| used to choose correct effect from [[XML:BINA/ONIE#List_of_tags.2C_types.2C_and_flags|ONIE]]; impact name -> material name -> modifier (<Component> must be probably "Impact")
| Used to choose the correct effect from [[XML:BINA/ONIE#List_of_tags.2C_types.2C_and_flags|ONIE]]; impact name -> material name -> modifier (<Component> probably has to be "Impact")
: Any
: Any
: Light
: Light
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| <Impacts>
| <Impacts>
| link
| link
| holds a lot <ONCCImpact><Name><font color="#777777">Impt</font>name<font color="#777777">.oni</font></Name></ONCCImpact> for character-environment collision; see [[XML:BINA/ONIE#Visual_guides:_weapon.2C_melee.2C_environment|... ONIE in relation to characters]]
| Holds a lot of links of the format <ONCCImpact><Name><font color="#777777">Impt</font>name<font color="#777777">.oni</font></Name></ONCCImpact> for character-environment collision (see [[XML:BINA/ONIE#Visual_guides:_weapon.2C_melee.2C_environment|HERE]] to learn about that). This seems to be a series of slots for specific animation types so that those animations inherit the Impt value (name). See for example <ONCCImpact><Name>"Fall_LandHard"</Name></ONCCImpact> and the StNA anim type Fall_LandHard.
 
Seems to be a list of slots for specific animation types so that those animations inherit the Impt value (name). See <ONCCImpact><Name>"Fall_LandHard" and StNA anim type Fall_LandHard.
|-
|-
| <DeathParticle>
| <DeathParticle>
| link
| link
| in vanilla Oni only Mad Bomber uses it
| Only used by the Mad Bomber (his smoking foot)
|-
|-
| <BodySet>
| <BodySet>
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| <FightModeTimer>
| <FightModeTimer>
| int32
| int32
| fight mode, active for X frames
| After fight mode is initiated, the character's COMidle animations will play for at least this many ticks. The character will then return to his non-COM idle animations as soon after that as an animation plays which has no COM variant, such as running, so that the COMidle loop has a reason to break. You can see the fight mode timer with '''chr_debug_characters=1'''.
COMidle animations will play until X frames passed and beyond that time. The character will return to his non-COM idle animations when an animation plays that has no COM variant, like running, so that the COM idle looped is breaked. This behavior qualifies as a bug.
:with chr_debug_characters = 1)
|-
|-
| <IdleAnimation1Timer>
| <IdleAnimation1Timer>
| int32
| int32
| minimum timer in X frames before an Idle type animation can be played, engine adds a few frames to the counter (always different)
| Always 30,000 (= 8.333 minutes). The minimum ticks before an Idle type animation can be played (the engine will add a few frames to the counter, so the exact time is always different). Idle type animation are rarely seen by players because of the long wait time, and are not to be confused with typical idle animations, which use Stand as their type. Idle type animations can be seen in [https://www.youtube.com/watch?v=qbo2Q-VD6dc this video].
 
'''Idle''' type animation are not to be confused with typical idle animations which use Stand as type
 
: chr_debug_characters = 1
|-
|-
| <IdleAnimation2Timer>
| <IdleAnimation2Timer>
| int32
| int32
| timer in X frames, resets IdleAnimation1Timer (it is basically the minumum pause between to Idle animations)
| Always 30,000 (= 8.333 minutes). The time in ticks before an idle animation is played again.
|-
|-
| <Health>
| <Health>
| int32
| int32
| basic health of the character model; extra health information for every unique character are stored in the [[XML:BINA/OBJC/CHAR#XML_structure|BINACJBOCharacter.oni]] file. If playing on hard the character receives automatically a boost of 25% health by default (from [[OBD:ONGS|ONGS]], excluding player character).
| Base health of the character class; additional health information for each unique character spawned from a class is stored in the [[XML:BINA/OBJC/CHAR#XML_structure|BINACJBOCharacter.oni]] file. If playing on Hard, non-player characters also receive a boost of +25% max HP (this number comes from the [[OBD:ONGS|ONGS]]).
|-
|-
|valign=top| <FeetBones>
|valign=top| <FeetBones>
|valign=top| flag
|valign=top| flag
|
|
Unused. Can be:
: LeftFoot
: LeftFoot
: RightFoot
: RightFoot
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| <MinBodySizeFactor>
| <MinBodySizeFactor>
| float
| float
| minimal body size factor
| Minimum body size factor (for an explanation of body size scaling, see the "Body size factor" on [[OBD:ONCC]])
|-
|-
| <MaxBodySizeFactor>
| <MaxBodySizeFactor>
| float
| float
| maximal body size factor  
| Maximum body size factor  
|-
|-
| <DamageFactors>
| <DamageFactors>
|
|
| see [[#<DamageFactors>|HERE]]
| See [[#<DamageFactors>|HERE]]
|-
|-
| <BossShieldProtectAmount>
| <BossShieldProtectAmount>
| float
| float
| Boss Shield Protect Amount, when boss shield is used by this ONCC (for example via chr_boss_shield(ai_name)), all incoming DamageTypes are multiplied by the value (1 - BossShieldProtectAmount)
| Damage reducer, multiplied against all incoming DamageTypes (can also be applied with '''chr_boss_shield(ai_name)''')
|-
|-
| <Animations>
| <Animations>
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| <AIRateOfFire>
| <AIRateOfFire>
| int16
| int16
| AI Rate of Fire
| Unused
|-
|-
| <DeathDeleteDelay>
| <DeathDeleteDelay>
| int16
| int16
| time between death and deletion, in frames (about 3 seconds for mad bomber)
| Always 0 except for Mad Bomber, who is 190. The time in ticks that must pass between the character's death and their deletion (replacement by corpse model).
|-
|-
|valign=top| <WeaponHand>
|valign=top| <WeaponHand>
|valign=top| flag
|valign=top| flag
|
| Which hand does a character use to hold their weapon? Only ninjas (including Mukade and the ninjabots) are lefthanded.
: 0 (right)
: 0 (right)
: 1 (left)
: 1 (left)
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| <HasDaodanPowers>
| <HasDaodanPowers>
| int8
| int8
| when set to 1 indicates that character has daodan powers (character does more damage in overpower mode)
| When set to 1, the character has Daodan powers (can overheal with hypos, and do more damage in this overpower mode)
|-
|-
|valign=top| <HasSupershield>
|valign=top| <HasSupershield>
|valign=top| int8
|valign=top| int8
| when set to 1 indicates that character has supershield
| [[Image:XML_ONCC_daodan_super_shield.jpg|thumb|200px|Super shield]]
* is visible as red shield when overpowered
Only used by Mutant Muro. When set to 1, the character has a supershield, which:
* needs daodan flag above and 51% overpower to be enabled; chenille cheat works too
* is visible as a red shield when the character is overpowered
* now it prevents damage from weapon fire and melee (exception are throws)
* needs the <HasDaodanPowers> flag above and over 50% overpower to be enabled (the "chenille" cheat works too)
* received (melee) hits cause not blue block flashes but orange flares
* when enabled, blocks damage from weapons and melee (with the exception of throws)
[[Image:XML_ONCC_daodan_super_shield.jpg|thumb|200px|super shield]]
* when impacted by a melee attack, flares up with orange instead of showing a blue "blocked" hitflash
|-
|-
| <CantTouchThis>
| <CantTouchThis>
| int8
| int8
| when set to 1, generically turns on canttouchthis cheat for this ONCC (used by ONCCMutantMuro)
| Only used by Mutant Muro. When set to 1, forces on the [[Cheats|"canttouchthis" cheat]] for this character.
|}
|}


===<DamageFactors>===
===<DamageFactors>===