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368 bytes removed ,  31 October 2006
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[[Main Page]] >> [[OBD:Oni Binary Data|Oni Binary Data]] >> [[OBD:File types|File types]] >> ONCV
{{OBD_File_Header|align=right|type=ONCV|prev=ONCP|next=ONFA|name=Oni Character Variant|family=Character|onistuff=oncv}}
 
{|align=center
!<FONT SIZE=5>ONCV : Oni Character Variant</FONT>
|-
![[OBD:File types/Character|Character file]]
|}


;Note 0:ONCV files are [[OBD:File types/Empty|empty]], except those of level 0.
;Note 0:ONCV files are [[OBD:File types/Empty|empty]], except those of level 0.
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;Note 1:The ONCV are used for random [[OBD:ONCC|ONCC]] selection
;Note 1:The ONCV are used for random [[OBD:ONCC|ONCC]] selection
:(e.g. spawning striker_easy_1, striker_easy_2 or striker_easy_3, at random).
:(e.g. spawning striker_easy_1, striker_easy_2 or striker_easy_3, at random).
:If character variants are enabled (in [[OBD:BINA/Character|Character.BINA]]) :
:If character variants are enabled (in [[OBD:BINA/CHAR|Character.BINA]]) :
:#the ONCC specified in Character.BINA is selected
:#the ONCC specified in Character.BINA is selected
:#the ONCV link in that ONCC is looked up
:#the ONCV link in that ONCC is looked up
:#the actual ONCC is chosen at random from all ONCC linking to the ONCV
:#the actual ONCC is chosen at random from all ONCC linking to the ONCV
In order to experiment with this, you have to change the ONCV links in several ONCC. For example, make striker_easy_1.ONCC, striker_easy_2.ONCC and striker_easy_3.ONCC link to striker_hard.ONCV, and vice-versa (make striker_hard_1.ONCC, striker_hard_2.ONCC and striker_hard_3.ONCC link to striker_easy.ONCV). Then you won't notice any change for those spawns where the character variant was disabled, and for those where it's enabled, you'll get hard Strikers instead of easy ones and vice-versa.
In order to experiment with this, you have to change the ONCV links in several ONCC. For example :
:make '''striker_easy_1.ONCC''', '''striker_easy_2.ONCC''' and '''striker_easy_3.ONCC''' link to '''striker_hard.ONCV'''
and vice-versa :
:make '''striker_hard_1.ONCC''', '''striker_hard_2.ONCC''' and '''striker_hard_3.ONCC''' link to '''striker_easy.ONCV'''
Then you won't notice any change for those spawns where the character variant was disabled,
:and for those where it's enabled, you'll get hard Strikers instead of easy ones and vice-versa.


;Note 2:The ONCV define the "harder" characters spawned on Hard (if enabled in Character.BINA)
;Note 2:The ONCV define the "harder" characters spawned on Hard (if enabled in Character.BINA)
:If "harder character variants" are enabled (in [[OBD:BINA/Character|Character.BINA]]) :
:If "harder character variants" are enabled (in [[OBD:BINA/CHAR|Character.BINA]]) :
:#the ONCC specified in Character.BINA is selected
:#the ONCC specified in Character.BINA is selected
:#the ONCV link in that ONCC is looked up
:#the ONCV link in that ONCC is looked up
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:#the actual ONCC is chosen at random from all ONCC linking to that new ONCV
:#the actual ONCC is chosen at random from all ONCC linking to that new ONCV
:#in case there is no matching ONCC, the ONCC in step 1 is kept.
:#in case there is no matching ONCC, the ONCC in step 1 is kept.
Thus, if you take e.g. 01692-ninja_med.ONCV and replace "ninja_hard" with "striker_hard"
Thus, if you take e.g. '''01692-ninja_med.ONCV''' and replace "ninja_hard" with "striker_hard"
(not forgetting about the null char), you'll have a surprise at the start of Rooftops :
(not forgetting about the null char), you'll have a surprise at the start of Rooftops :
in fact, anywhere where you used to have a blue Ninja on Easy and Normal,
in fact, anywhere where you used to have a blue Ninja on Easy and Normal,
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{| BORDER=1 WIDTH=100% CELLPADDING=2 CELLSPACING=0
{|{{OBDtable}}
|- ALIGN=CENTER BGCOLOR="#FFDDBB"
|align=center|
{|{{OBDtable}}
|-BGCOLOR="#FFDDBB"
!Offset
!Offset
!Hex
!Hex
!Translation
!Translation
!Meaning
!Meaning
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|-
| 0x00
| 0x00
| BGCOLOR="#FF0000" | 01 99 06 00
| BGCOLOR="#FF0000" | 01 99 06 00
| 1689
| 1689
| ALIGN=LEFT | 01689-konoko.ONCV
| ALIGN=LEFT | 01689-konoko.ONCV
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|-
| 0x04
| 0x04
| BGCOLOR="#FFFF00" | 01 00 00 00
| BGCOLOR="#FFFF00" | 01 00 00 00
| 0
| 0
| ALIGN=LEFT | level 0
| ALIGN=LEFT | level 0
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|-
| 0x08
| 0x08
| BGCOLOR="#FFC8C8" | 01 82 06 00
| BGCOLOR="#FFC8C8" | 01 82 06 00
| 1666
| 1666
| ALIGN=LEFT | link to 01666-any.ONCV
| ALIGN=LEFT | link to 01666-any.ONCV
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|-
| 0x0C
| 0x0C
| BGCOLOR="#FFFFC8" COLSPAN=2 | <TT>Konoko</TT><br>+ null char + blank filler
| BGCOLOR="#FFFFC8" COLSPAN=2 | <TT>Konoko</TT><br>+ null char + blank filler
| ALIGN=LEFT | basic ("Easy" and "Normal") character type
| ALIGN=LEFT | basic ("Easy" and "Normal") character type
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|-
| 0x2C
| 0x2C
| BGCOLOR="#C8FFC8" COLSPAN=2 | null char + blank filler
| BGCOLOR="#C8FFC8" COLSPAN=2 | null char + blank filler
| ALIGN=LEFT | "Hard" character type (none here)
| ALIGN=LEFT | "Hard" character type (none here)
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|-
| 0x4C
| 0x4C
| BGCOLOR="#C8FFFF" | AD DE
| BGCOLOR="#C8FFFF" | AD DE
| dead
| dead
| ALIGN=LEFT | blank filler (fills the file up to a 32 byte multiple)
| ALIGN=LEFT | blank filler (fills the file up to a 32 byte multiple)
|}
|}
|}




 
----
 
----
<HR>
{{OBD_File_Footer|align=right|type=ONCV|prev=ONCP|next=ONFA|name=Oni Character Variant|family=Character|onistuff=oncv}}
<CENTER>[[OBD:ONCP|<==]] <B>ONCV File</B> [[OBD:ONFA|==>]]</CENTER>
<HR>
 
 
[[Main Page]] >> [[OBD:Oni Binary Data|Oni Binary Data]] >> [[OBD:File types|File types]] >> ONCV