18,700
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m (copy-edited <VisionConstants>) |
(clarifying the misc. section) |
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|} | |} | ||
== | ==Variants, geometry, health, etc.== | ||
{| class="wikitable" width="100%" | {| class="wikitable" width="100%" | ||
!width=150px| XML tag | !width=150px| XML tag | ||
!width=120px| | !width=120px| Content type | ||
! | ! Description | ||
|- | |- | ||
| <Variant> | | <Variant> | ||
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|valign=top| <ImpactModifierName> | |valign=top| <ImpactModifierName> | ||
|valign=top| flag | |valign=top| flag | ||
| | | 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 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. | ||
|- | |- | ||
| <DeathParticle> | | <DeathParticle> | ||
| link | | link | ||
| | | Only used by the Mad Bomber (his smoking foot) | ||
|- | |- | ||
| <BodySet> | | <BodySet> | ||
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| <FightModeTimer> | | <FightModeTimer> | ||
| int32 | | int32 | ||
| fight mode, | | 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 | |||
|- | |- | ||
| <IdleAnimation1Timer> | | <IdleAnimation1Timer> | ||
| int32 | | int32 | ||
| minimum | | 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]. | ||
: | |||
|- | |- | ||
| <IdleAnimation2Timer> | | <IdleAnimation2Timer> | ||
| int32 | | int32 | ||
| | | Always 30,000 (= 8.333 minutes). The time in ticks before an idle animation is played again. | ||
|- | |- | ||
| <Health> | | <Health> | ||
| int32 | | int32 | ||
| | | 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 | ||
| | | Minimum body size factor (for an explanation of body size scaling, see the "Body size factor" on [[OBD:ONCC]]) | ||
|- | |- | ||
| <MaxBodySizeFactor> | | <MaxBodySizeFactor> | ||
| float | | float | ||
| | | Maximum body size factor | ||
|- | |- | ||
| <DamageFactors> | | <DamageFactors> | ||
| | | | ||
| | | See [[#<DamageFactors>|HERE]] | ||
|- | |- | ||
| <BossShieldProtectAmount> | | <BossShieldProtectAmount> | ||
| float | | float | ||
| | | 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 | ||
| | | Unused | ||
|- | |- | ||
| <DeathDeleteDelay> | | <DeathDeleteDelay> | ||
| int16 | | int16 | ||
| time between death and deletion | | 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, 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 | ||
| | | [[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 | * is visible as a red shield when the character is overpowered | ||
* | * needs the <HasDaodanPowers> flag above and over 50% overpower to be enabled (the "chenille" cheat works too) | ||
* | * when enabled, blocks damage from weapons and melee (with the exception of throws) | ||
* when impacted by a melee attack, flares up with orange instead of showing a blue "blocked" hitflash | |||
|- | |- | ||
| <CantTouchThis> | | <CantTouchThis> | ||
| int8 | | int8 | ||
| | | Only used by Mutant Muro. When set to 1, forces on the [[Cheats|"canttouchthis" cheat]] for this character. | ||
|} | |} | ||
===<DamageFactors>=== | ===<DamageFactors>=== |