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XML:ONCC: Difference between revisions

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===<DamageFactors>===
===<DamageFactors>===
The following 7 float values correspond to damage types. These are ONCC specific multipliers for DamageTypes. See [[Particle damage types]] for details.
The float values in these seven tags correspond to damage types (see [[Particle damage types]] for details). Each one is a multiplier against the StunDamage and Knockback parameters of the DamageBlast and DamageChar PAR3 actions, which utilize these DamageTypes. The values range from 0.0-1.0, where 1.0 totally cancels out damage of that type.


These multipliers affect StunDamage and Knockback parameters of DamageBlast and DamageChar PAR3 actions, which utilize these DamageTypes. Damage parameters is not affected by these multipliers.
These multipliers are applied as follows: actual applied StunDamage or Knocback = (PAR3 StunDamage or Knockback)*(1-ONCCvalue)
{| 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
|-
|-
| <Float>
| <Float>
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|}
|}


==[[OBD:ONCP|ONCP]]: Oni Character Particle (Array)==
==ONCP: Oni Character Particle (Array)==
* ONCP is used for giving particle to animations. Search for "Particles" tag in TRAM file.
* [[OBD:ONCP|ONCPs]] is used for attaching particles to animations. Search for the "Particles" tag in a TRAM XML to see this array.




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     </ONCP>
     </ONCP>


: <Name> is anchor for TRAM link; vanilla names:
: <Name> is used for linking from a TRAM; here are the names available in Oni's data:
:: '''acid''' - for death event in bio lab (level 3)
:: acid - for Konoko's death event in Vago Biotech (level 3)
:: barabwave - for Baraba's earthquaker
:: barabwave - for Barabas' earthquaker
:: blanka - for one of MutantMuro's special attacks
:: blanka - for Mutant Muro's repelling lightning attack
:: '''contrail''' - for colored heavy attacks (character specific <Type>)
:: contrail - for attacks that use colored contrails (character specific <Type>)
:: daodan - Konoko's daodan blow
:: daodan - for the blast from Konoko's Daodan super-surge
:: daodan2 - Konoko's daodan blow (last level)
:: daodan2 - for the blast from Konoko's final Daodan super-surge at the end of the game
:: '''death'''
:: death - the dust-like death particle
:: '''dust''' - Floor dust particle when player falls from heights
:: dust - the ground-level particle when player lands from a great height
:: fireball - Mukade's devil star
:: fireball - Mukade's Devil Star
:: flash - attack impact flash
:: flash - attack impact flash
:: '''glow''' - colored glow particle for attacks
:: glow - colored glow particle for attacks
:: murowave - for MutantMuro's ''ass bomb''
:: murowave - for Mutant Muro's ''ass bomb''
:: '''snap''' - health indicator particle ?
:: snap - for Muro's neck snap move?
:: teleport - for Mukade's teleport animation
:: teleport - for Mukade's teleport animation
:: '''thud'''
:: thud
:: thunderbolt - for one of MutantMuro's special attacks
:: thunderbolt - for Mutant Muro's attraction lightning attack
:: '''trail''' - white color contrail for standard attacks
:: trail - white-colored contrail for standard attacks
:: rocket - for Baraba's jetpack
:: rocket - for Barabas' jetpack
:: super_attractor - for MutantMuro
:: super_attractor - for MutantMuro
:: super_glow - body daodan glow particle
:: super_glow - Daodan glow particle for body
:: super_l_hand - left hand daodan glow particle (<BodyPart>LeftFist)
:: super_l_hand - Daodan glow particle for left hand (<BodyPart>LeftFist)
:: super_r_hand - right hand daodan glow particle (<BodyPart>RightFist)
:: super_r_hand - Daodan glow particle for right hand (<BodyPart>RightFist)
: <Type> provide particle (file name without prefix BINA3RAP and without suffix .oni)
: <Type> provides the particle class (file name without prefix BINA3RAP and without suffix .oni)
: <BodyPart> means bone Id, see [[OBD:TRIA#Bones|TRIA]] and [[XML:TRBS]].
: <BodyPart> means the bone ID; see [[OBD:TRIA#Bones|TRIA]] and [[XML:TRBS]]
:: The bones belong to any zero-based array. XML flags:
:: The bones have these names in XML:
 
  Pelvis
  Pelvis
  LeftThigh
  LeftThigh
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  None
  None


 
==ONIA: Oni Character Impact Array==
==[[OBD:ONIA|ONIA]]: Oni Character Impact Array==
* [[OBD:ONIA|ONIAs]] are used for special attacks, as a kind of extension to [[#CBPI:_Character_Body_Part_Impacts|CBPI]] in ONIEs. See [[XML:BINA/ONIE|ONIE]] for more information.
* ONIA is used for special attacks as kind of extension to [[#CBPI:_Character_Body_Part_Impacts|CBPI]] in ONIE.
* <Name> is used for linking from a TRAM. <Type> and <Modifier> are for links to ONIE. "Light", "Medium" and "Heavy" are the possible choices for <Modifier>.
* <Name> is anchor for TRAM link, <Type> and <Modifier> are links for ONIE. "Light", "Medium" and "Heavy" are possible modifier.
* See [[XML:BINA/ONIE|ONIE]] for more information.
 


'''XML structure'''
'''XML structure'''
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             [...]
             [...]
     </ONIA>
     </ONIA>


==CBPM: Character Body Part Materials==
==CBPM: Character Body Part Materials==
* [[OBD:CBPM|CBPMs]] link to [[XML:Mtrl|Mtrl]] files which are used by [[XML:BINA/ONIE|ONIE]].
* [[OBD:CBPM|CBPMs]] link to [[XML:Mtrl|Mtrls]] which are used by [[XML:BINA/ONIE|ONIEs]].
 


'''XML structure'''
'''XML structure'''


The link Id is equal to bone list in [[OBD:TRIA#Bones|TRIA]]. For example: eleventh material links to character's head.
The link ID lines up with the bone list in [[OBD:TRIA#Bones|TRIA]]. For example, the eleventh material links to the character's head.


     <CBPM id="7">
     <CBPM id="7">
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     </CBPM>
     </CBPM>


 
==CBPI: Character Body Part Impacts==
==[[OBD:CBPI|CBPI]]: Character Body Part Impacts==
* [[OBD:CBPI|CBPIs]] link to [[XML:Impt|Impts]] which are used by [[XML:BINA/ONIE|ONIEs]].
* They link to [[XML:Impt|Impt]] files which are used by [[XML:BINA/ONIE|ONIE]].
* Special attacks have their own Impts. See [[#ONIA:_Oni_Character_Impact_Array|ONIA]].
* Special attacks have there own Impt files. See [[#ONIA:_Oni_Character_Impact_Array|ONIA]].
 


'''XML structure'''
'''XML structure'''


The link Id is equal to bone list in [[OBD:TRIA#Bones|TRIA]]. For example: eleventh impact links to character's head.
The link ID lines up with the bone list in [[OBD:TRIA#Bones|TRIA]]. For example, the eleventh impact links to the character's head.
     <CBPI id="8">
     <CBPI id="8">
         <HitImpacts>
         <HitImpacts>
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     </CBPI>
     </CBPI>


==list of original ONCC==
==List of all ONCCs==
   barabus
   barabus
   bdfem_1
   bdfem_1
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   thug_wh_5
   thug_wh_5


 
==New character balance==
==character balance==
Is a character sufficiently balanced? To decide on this, we might compare Oni's vanilla characters against against our new custom character. Factors that could be taken into account:
Is a character sufficiently balanced?
* Health
 
* Attack strength (per TRAM)
To decide on this we might compare vanilla characters against against custome characters.
* Attack speed (frame count) (per TRAM)
 
* Average damage of movement set
Values that could be taken into account:
* Max attack damage per minute
* health
* Damage multipliers (<DamageFactors>)
* attack strength (per TRAM)
* Block chances (melee profile)
* attack speed (frame count) (per TRAM)
* average damage of movement set
* max attack damage per minute
* damage multipliers (<DamageFactors>)
* block chances (melee profile)


{{XML}}
{{XML}}