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XML:Adding Daodan powers to a character: Difference between revisions

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==Daodan particle==
==Daodan particle==
The Daodan '''particle themselves are just decorative.''' Normally they get visible when a character reaches "overhealth" (more than 100 % health).
: The cheat "chenille" and its script equivalent can also show these particle.
However, while having overhealth the [[XML:ONGS#XML_tags|Daodan '''flag improves damage output''']].
Additionally, the Chenille or having over 150 % health activates the supershield if it was enabled in ONCC.
: The supershield grants complete immunity against melee damage and is traditionally only used by MutantMuro.
===ONCC preparation===
===ONCC preparation===
First things first, enable the Daodan system! Open your desired ONCC xml file and set the value of <HasDaodanPowers> to 1.
First things first, enable the Daodan system: Open your desired ONCC xml file and set the value of <HasDaodanPowers> to 1.


Particles must be added to ONCC before they can be used.
Particles must be added to ONCC.


Traditionally, Daodan particle are emitted from the pelvis, the left fist and the right fist.
Traditionally, Daodan particle are emitted from the pelvis, the left fist and the right fist.


* Name - this is an anchor for TRAM files but "'''super_'''" possibly forces the particle to be played on all animations
* Name - this is an anchor for TRAM files but "'''super_'''" possibly forces the particle to be played on all animations
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             </ONCPParticle>
             </ONCPParticle>


Fun fact: Mukade is also referred to as "'''super''' ninja", another hint that he is meant to be a Daodan host.


===BINA3RAP preparation===
===BINA3RAP preparation===
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==Pseudo-Daodan particle==
==Pseudo-Daodan particle used in cutscenes==
===ONCC preparation===
Konoko shows Daodan spikes after reaching a few end level checkpoints.  
Konoko shows Daodan spikes after reaching a few end level checkpoints. These animations are triggered by BSL and therefor the particle are of ordinary nature.
 
Technically these particle are bound to animations. But they are only used in cutscenes though by BSL.


However, also those particle must be added to ONCC so that the animations can spawn them.
Note how these particle don't use the "super_" keyword in their filenames. So they cannot be triggered by the overhealth mechanism. Though it wouldn't make much sense, they are meant to explode once and fade away.


===ONCC preparation===
Like the other Daodan particle those two added to ONCC as well so that the animations can make actual use of them.


             <ONCPParticle>
             <ONCPParticle>
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