Jump to content

XML:Impt: Difference between revisions

1,269 bytes removed ,  6 December 2023
m
no edit summary
m (link fix)
mNo edit summary
 
Line 33: Line 33:
==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}}


Default
'''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?)
  |  |  |
  |  |  +--Fall
  |  |  |  |
  |  |  |  +--Fall_Knockdown
  |  |  |  +--Fall_Land
  |  |  |      |
  |  |  |      +--Fall_LandHard
  |  |  |
  |  |  +--Fall_Object
  |  |  |  |
  |  |  |  +--Powerup
  |  |  |  +--Weapon
  |  |  |
  |  |  +--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)
  |  |
  |  +--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 (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)
  |      |
  |      +--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 (Is actually an energy weapon (ONWC flag "UsesCells"), wrong cat.?)
  |          +--w11_ba1
  |
  +--Debris (FX?)
  |  |
  |  +--Casing
  |  +--Glass_Shard
  |  +--Spark
  |
  +--Melee (H2H attack impacts)
      |
      +--Head (headbutt, anyone?)
      |  |
      |  +--Head_Blocked
      |  +--Head_Hit
      |  +--Head_Killed
      |
      +--Kick
      |  |
      |  +--Kick_Blocked
      |  +--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.))
      |  |  |
      |  |  +--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 (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.)
      |  |  |
      |  |  +--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


;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}}
8,168

edits