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==Impact tree== | ==Impact tree== | ||
If an impact (effect) links to an empty node, it will go up the hierarchy until it finds content and matching conditions. | If an impact (effect) links to an empty node, it will go up the hierarchy until it finds content and matching conditions. | ||
{{Tree list}} | |||
*Default | |||
**Blunt | |||
***Fall_Slide | |||
***Hit | |||
****Fall | |||
*****Fall_Knockdown | |||
*****Fall_Land | |||
******Fall_LandHard | |||
****Fall_Object | |||
*****Powerup | |||
*****Weapon | |||
****Shrapnel | |||
****Weapon_Bounce | |||
***Footstep | |||
****Footstep_Run | |||
*****Footstep_RunMain | |||
*****Footstep_RunSprint | |||
*****Footstep_RunStop | |||
*****Footstep_Shuffle | |||
******Footstep_RunStart | |||
******Footstep_SingleStep | |||
******Footstep_Turn | |||
****Footstep_Walk | |||
*****Footstep_WalkMain | |||
*****Footstep_WalkStop | |||
*****Footstep_Crouch | |||
****Footstep_Zombie | |||
****Footstep_IronDemon | |||
*****Footstep_IronDemon_Turn | |||
**Damaging | |||
***Blast | |||
***Projectile | |||
****Bullet | |||
*****w1_tap | |||
*****w2_sap | |||
*****w7_scc | |||
*****w8_mbo | |||
****Energy | |||
*****w3_phr | |||
*****w4_psm | |||
*****w6_vdg | |||
*****w10_sni | |||
*****w12_ba2 | |||
*****w13_muro | |||
*****w14_muro | |||
****Grenade | |||
*****w5_sbg | |||
*****w9_scr | |||
*****w11_ba1 | |||
**Debris | |||
***Casing | |||
***Glass_Shard | |||
***Spark | |||
**Melee | |||
***Head | |||
****Head_Blocked | |||
****Head_Hit | |||
****Head_Killed | |||
***Kick | |||
****Kick_Blocked | |||
****Kick_Hit | |||
*****Bar_Super_Kick | |||
*****Com_Super_Kick | |||
*****Eli_Super_Kick | |||
*****Gri_Super_Kick | |||
*****Kon_Super_Kick | |||
*****Mur_Super_Kick | |||
*****Nin_Super_Kick | |||
*****Red_Super_Kick | |||
*****Str_Super_Kick | |||
*****Swt_Super_Kick | |||
*****Tan_Super_Kick | |||
*****Tcl_Super_Kick | |||
*****Thu_Super_Kick | |||
****Kick_Killed | |||
***Punch | |||
****Punch_Blocked | |||
****Punch_Hit | |||
*****Bar_Super_Punch | |||
*****Com_Super_Punch | |||
*****Eli_Super_Punch | |||
*****Gri_Super_Punch | |||
*****Kon_Super_Punch | |||
*****Mur_Super_Punch | |||
*****Nin_Super_Punch | |||
*****Red_Super_Punch | |||
*****Str_Super_Punch | |||
*****Swt_Super_Punch | |||
*****Tan_Super_Punch | |||
*****Tcl_Super_Punch | |||
*****Thu_Super_Punch | |||
****Punch_Killed | |||
***Self_Damage | |||
***Self_Damage_Killed | |||
{{Tree list/end}} | |||
'''Notes''' | |||
;Blunt | |||
:groups non-damaging env/OBJC collisions, env/PAR3 (particle) collisions, and especially env/CHAR collisions | |||
;Fall_Slide | |||
:used by? TRAM<ToState>RunSlide : ONCC<ONCCImpact><Name>Fall_Slide</Name></ONCCImpact> | |||
;Hit | |||
:Groups objects and particles attracted by gravity? | |||
;Shrapnel | |||
:used by: BINA3RAPw5_sbg_f05, BINA3RAPw11_ba1_f03 | |||
;Weapon_Bounce | |||
:used by: BINA3RAPw5_sbg_p01, BINA3RAPw9_scr_p08, BINA3RAPw9_scr_p01, BINA3RAPw10_sni_p01 | |||
;Damaging | |||
:Meant to group items by damage type, but is unused because particles hold the information about damage types? | |||
;Blast | |||
:Is this used by any instance? Let's check explosive particles: MadBomber, SBG, WMC, ShinBomb | |||
;Projectile | |||
:Groups ONWC names by ONWC flags??? [0x00/0x01 = UsesAmmo?], UsesCells, Explosive | |||
;w9_scr | |||
:Is actually an energy weapon (ONWC flag "UsesCells"), wrong cat.? | |||
;Debris | |||
:FX? | |||
;Melee | |||
:H2H attack impacts | |||
;Kick_Hit | |||
:Groups ONIA links. Redundant of ONCP since ONIA's <Modifier> is always "Any". Or you could think of it as "future-proof" if you add more (actual light and heavy) characters.) | |||
;Punch_Hit | |||
:Groups ONIA links. Redundant of ONCP since ONIA's <Modifier> is always "Any". Or you could think of it as "future-proof" if you add more (actual light and heavy) characters. | |||
{{XML}} | {{XML}} |
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