8,342
edits
m (Iritscen moved page XML:Daodan to XML:Adding Daodan powers to a character without leaving a redirect: clearer name) |
Paradox-01 (talk | contribs) mNo edit summary |
||
Line 8: | Line 8: | ||
==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 | 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 | 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 | ||
Line 36: | Line 43: | ||
</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=== | ||
Line 167: | Line 176: | ||
==Pseudo-Daodan particle | ==Pseudo-Daodan particle used in cutscenes== | ||
Konoko shows Daodan spikes after reaching a few end level checkpoints. | |||
Konoko shows Daodan spikes after reaching a few end level checkpoints. | |||
Technically these particle are bound to animations. But they are only used in cutscenes though by BSL. | |||
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> |
edits