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604 bytes added ,  20 October 2021
clarifying section on jumping/gravity, and removing question marks from the page that don't indicate actual unknowns
m (copy-edit of rest of article)
(clarifying section on jumping/gravity, and removing question marks from the page that don't indicate actual unknowns)
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! Description
! 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.
| Always 0.55. Used as the speed of a fall when predicting if an attack will hit a target when the attacker is in midair. It seems to be a bug that this is looked at, as <JumpGravity> actually controls the character's gravity while going up <u>and</u> down.
|-
|-
| <JumpGravity>
| <JumpGravity>
| float
| float
| Downward gravity acceleration
| Always in range 0.05-0.07. The strength of gravity (as acceleration per frame) for the entire duration of a jump.
|-
|-
| <JumpStartVelocity>
| <JumpStartVelocity>
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| <FramesFallGravity>
| <FramesFallGravity>
| int16
| int16
| Gravity timer (the time until gravity switches on)? Always 7. Seems to be hardcoded now.
| Always 7. After this many frames, <FallGravity> is used for the deceleration of a jump when predicting if an attack will hit a target when the attacker is in midair; before that many frames, <JumpGravity> is used for the prediction. It seems to be a bug that this is field is looked at, as <JumpGravity> controls a character's gravity while going up <u>and</u> down.
|-
|-
| <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!).
| Standard value is 14, but ranges from 4 (Elite Striker) to 20 (Konoko). This misleadingly-named field is the number of frames for which you can continue holding down JUMP to increase the height of your jump. [http://mods.oni2.net/node/83 This mod] changes this field, allowing you to press JUMP multiple times during the time window (quite fun!).
|-
|-
| <MaxNoDamageFallingHeight>
| <MaxNoDamageFallingHeight>
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|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.
| Which hand a character uses 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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==New character balance==
==New 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:
To know if a character you're creating is sufficiently balanced, you should compare Oni's vanilla characters against it. Factors that could be taken into account:
* Health
* Health
* Attack strength (per TRAM)
* Attack strength (per TRAM)