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OBD:ONGS: Difference between revisions

1,170 bytes added ,  11 August 2024
explained hypo strengths and damage factors
m (changed family)
(explained hypo strengths and damage factors)
 
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{{OBDtr| 0x000 | res_id  |FF0000| 01 00 00 00 | 0                | 00000-game_settings.ONGS }}
{{OBDtr| 0x000 | res_id  |FF0000| 01 00 00 00 | 0                | 00000-game_settings.ONGS }}
{{OBDtr| 0x004 | file_id |FFFF00| 01 00 00 00 | 0                | level0_Final.dat }}
{{OBDtr| 0x004 | file_id |FFFF00| 01 00 00 00 | 0                | level0_Final.dat }}
{{OBDtr| 0x008 | float  |FFC8C8| 00 00 00 40 | 2.000000        | max overhealth factor }}
{{OBDtr| 0x008 | float  |FFC8C8| 00 00 00 40 | 2.000000        | max overpower HP factor }}
{{OBDtr| 0x00C | float  |FFC8C8| 00 00 80 3E | 0.250000        | normal hypo strength }}
{{OBDtr| 0x00C | float  |FFC8C8| 00 00 80 3E | 0.250000        | normal hypo strength (see details below) }}
{{OBDtr| 0x010 | float  |FFC8C8| 00 00 80 3F | 1.000000        | overhealth hypo strength }}
{{OBDtr| 0x010 | float  |FFC8C8| 00 00 80 3F | 1.000000        | overpower hypo strength }}
{{OBDtr| 0x014 | float  |FFC8C8| 00 00 C0 3F | 1.500000        | overhealth min damage factor }}
{{OBDtr| 0x014 | float  |FFC8C8| 00 00 C0 3F | 1.500000        | overpower min damage factor (see details below) }}
{{OBDtr| 0x018 | float  |FFC8C8| 33 33 13 40 | 2.300000        | overhealth max damage factor }}
{{OBDtr| 0x018 | float  |FFC8C8| 33 33 13 40 | 2.300000        | overpower max damage factor }}
{{OBDtr| 0x01C | int32  |FFFFC8| 04 00 00 00 | 4                | number of used key health values for health bar color }}
{{OBDtr| 0x01C | int32  |FFFFC8| 04 00 00 00 | 4                | number of used key health values for health bar color }}
{{OBDtr| 0x020 | float  |C8FFC8| 00 00 00 00 | 0.000000        | 0 percent of full health }}
{{OBDtr| 0x020 | float  |C8FFC8| 00 00 00 00 | 0.000000        | 0 percent of full health }}
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{{OBDtr| 0x070 | color  |FFC800| AD DE      | dead            | unused; space for 12 more health bar colors }}
{{OBDtr| 0x070 | color  |FFC800| AD DE      | dead            | unused; space for 12 more health bar colors }}
{{OBDtrBK|Names of the meshes used for powerup items (first entry shown, six used, room for seven)}}
{{OBDtrBK|Names of the meshes used for powerup items (first entry shown, six used, room for seven)}}
{{OBDtr2|0x0A0 |char[128]|C800C8| powerup_ammo                  | name of the 3D model of the red ammo clip (reference to 01449-powerup_ammo.[[OBD:M3GM|M3GM]]) }}
{{OBDtr2|0x0A0 |char[128]|C800C8| powerup_ammo                  | name of the 3D model of the red ammo clip (M3GMpowerup_ammo) }}
|}
|}
;Hypo strength
:This is the coefficient for how much of the character's health is healed by a hypo. The numbers specified here mean that 25% of their max health will be restored under normal conditions, but if the character is already at maximum health then 100% of their max HP is added, doubling their health and taking them into overpower. If they are at less than max health, but high enough that the hypo's 25% effectiveness will take them above max health, then the remainder of the hypo counts at a 100% coefficient. For example, a character with a max of 200 HP and current health of 190 HP uses a hypo: it heals those 10 points and then, because 60% of the hypo's healing power is remaining, it is applied at a rate of 60% of that character's max health, taking them into overpower by an additional 120 HP (60% * 200).
;Damage factors
:The 1.5 and 2.3 figures are multipliers for damage done by melee attacks if the character is capable of overpower mode. For instance, when Konoko is at peak overpower she will do 2.3x damage with each attack, and this will ramp down to 1.5x when she is 1 point above her max HP and about to leave overpower mode.
;Health colors
;Health colors
:The colors are specified in the order BGRA. These are not only used for the health bar in the HUD but also hit flashes when striking enemies and for any particle that uses the "special tint" flag (e.g. Barabas' regeneration particles). The actual color used in these circumstances will be an interpolation between the specified key values, so for instance at 33% health you should expect to see a color halfway between 0%'s pure red and 66%'s pure yellow (i.e. orange).
:The colors are specified in the order BGRA. These are not only used for the health bar in the HUD but also hit flashes when striking enemies and for any particle that uses the "special tint" flag (e.g. Barabas' regeneration particles). The actual color used in these circumstances will be an interpolation between the specified key values, so for instance at 33% health you should expect to see a color halfway between 0%'s pure red and 66%'s pure yellow (i.e. orange).


;Order of the powerup types
;Order of the powerup types
:Ballistic ammo, energy ammo, hypo, shield, invisibility, LSI
:Ballistic ammo, energy ammo, hypo, shield, invisibility, [[LSI]]




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{{OBDtr| 0x7C0 | float  |B0C3D4| 00 00 A0 40 | 5.000000 | phase cloak glow x size }}
{{OBDtr| 0x7C0 | float  |B0C3D4| 00 00 A0 40 | 5.000000 | phase cloak glow x size }}
{{OBDtr| 0x7C4 | float  |B0C3D4| 00 00 A0 40 | 5.000000 | phase cloak glow y size  }}
{{OBDtr| 0x7C4 | float  |B0C3D4| 00 00 A0 40 | 5.000000 | phase cloak glow y size  }}
{{OBDtr| 0x7C8 | float  |B0C3D4| 00 00 C0 40 | 6.000000 | lsi glow x size }}
{{OBDtr| 0x7C8 | float  |B0C3D4| 00 00 C0 40 | 6.000000 | LSI glow x size }}
{{OBDtr| 0x7CC | float  |B0C3D4| 00 00 C0 40 | 6.000000 | lsi glow y size }}
{{OBDtr| 0x7CC | float  |B0C3D4| 00 00 C0 40 | 6.000000 | LSI glow y size }}
{{OBDtr| 0x7D0 | char[8] |E7CEA5| AD DE      | dead    | ignored; space for the glow size of a [[seven]]th type of powerup }}
{{OBDtr| 0x7D0 | char[8] |E7CEA5| AD DE      | dead    | ignored; space for the glow size of a [[seven]]th type of powerup }}
{{OBDtrBK|23 links to sounds of various gameplay events }}
{{OBDtrBK|23 links to sounds of various gameplay events }}