279
edits
m (wording and linking for shield types) |
m (ref. ONI_Character.h, lines 448-506...) |
||
Line 12: | Line 12: | ||
{{OBDtr| 0x014 | float |00FF00| 00 00 80 C0 | -4.000000 | maximum velocity for jumping and falling }} | {{OBDtr| 0x014 | float |00FF00| 00 00 80 C0 | -4.000000 | maximum velocity for jumping and falling }} | ||
{{OBDtr| 0x018 | float |00FF00| 8F C2 F5 3C | 0.030000 | upward acceleration as long as you hold JUMP }} | {{OBDtr| 0x018 | float |00FF00| 8F C2 F5 3C | 0.030000 | upward acceleration as long as you hold JUMP }} | ||
{{OBDtr| 0x01C | | {{OBDtr| 0x01C | uint16 |00FFFF| 07 00 | 7 | fall timer (always 7) (mostly unused, see below) }} | ||
{{OBDtr| 0x01E | | {{OBDtr| 0x01E | uint16 |00FFFF| 14 00 | 20 | how long you can continue holding down JUMP to increase the height of your jump }} | ||
{{OBDtr| 0x020 | float |FF00FF| 00 00 34 42 | 45.000000 | maximum falling height without damage }} | {{OBDtr| 0x020 | float |FF00FF| 00 00 34 42 | 45.000000 | maximum falling height without damage }} | ||
{{OBDtr| 0x024 | float |FF00FF| 00 00 07 43 | 135.000000 | maximum falling height with damage }} | {{OBDtr| 0x024 | float |FF00FF| 00 00 07 43 | 135.000000 | maximum falling height with damage }} | ||
Line 53: | Line 53: | ||
{{OBDtr| 0x038 | float |FF8000| 00 00 90 40 | 4.500000 | diameter that the shadow shrinks to when 0x030 is reached }} | {{OBDtr| 0x038 | float |FF8000| 00 00 90 40 | 4.500000 | diameter that the shadow shrinks to when 0x030 is reached }} | ||
{{OBDtr| 0x03C | float |FF8000| 00 00 40 40 | 3.000000 | minimum diameter of the shadow }} | {{OBDtr| 0x03C | float |FF8000| 00 00 40 40 | 3.000000 | minimum diameter of the shadow }} | ||
{{OBDtr| 0x040 | | {{OBDtr| 0x040 | uint16 |FF8000| 30 00 | 48 | starting transparency of the shadow as the character rises towards 0x030 }} | ||
{{OBDtr| 0x042 | | {{OBDtr| 0x042 | uint16 |FF8000| 30 00 | 48 | starting transparency of the shadow when the character begins to get above 0x030 }} | ||
|} | |} | ||
Line 62: | Line 62: | ||
{{Table}} | {{Table}} | ||
{{OBDth}} | {{OBDth}} | ||
{{OBDtr| 0x044 | float |FF0080| 00 00 C8 41 | 25.000000 | unused (always 25) }} | {{OBDtr| 0x044 | float |FF0080| 00 00 C8 41 | 25.000000 | jump distance; unused (always 25) }} | ||
{{OBDtr| 0x048 | | {{OBDtr| 0x048 | uint8 |FFC8C8| 16 | 22 | jump height; unused (always 22) }} | ||
{{OBDtr| 0x049 | | {{OBDtr| 0x049 | uint8 |FFC8C8| 06 | 6 | jump distance squares(?); unused (always 6) }} | ||
{{OBDtr| 0x04A | char[2] |FFC8C8| AD DE | dead | | {{OBDtr| 0x04A | char[2] |FFC8C8| AD DE | dead | padding }} | ||
|} | |} | ||
Line 73: | Line 73: | ||
{{Table}} | {{Table}} | ||
{{OBDth}} | {{OBDth}} | ||
{{OBDtr| 0x04C | float |FFFFC8| 00 00 20 42 | 40.000000 | unused (always 40) }} | {{OBDtr| 0x04C | float |FFFFC8| 00 00 20 42 | 40.000000 | ray increment(?); unused (always 40) }} | ||
{{OBDtr| 0x050 | float |FFFFC8| 00 00 96 43 | 300.000000 | unused (always 300) }} | {{OBDtr| 0x050 | float |FFFFC8| 00 00 96 43 | 300.000000 | ray max(?); unused (always 300) }} | ||
{{OBDtr| 0x054 | float |FFFFC8| 35 FA 8E 3C | 0.017453 | unused (always π/180) }} | {{OBDtr| 0x054 | float |FFFFC8| 35 FA 8E 3C | 0.017453 | ray angle(?); unused (always π/180) }} | ||
{{OBDtr| 0x058 | float |FFFFC8| DB 0F C9 3F | 1.570796 | unused (always π/2) }} | {{OBDtr| 0x058 | float |FFFFC8| DB 0F C9 3F | 1.570796 | ray angle max(?);unused (always π/2) }} | ||
|} | |} | ||
Line 84: | Line 84: | ||
{{Table}} | {{Table}} | ||
{{OBDth}} | {{OBDth}} | ||
{{OBDtr| 0x05C | float |FFFFC8| 00 00 A0 40 | 5.000000 | unused (always 5) }} | {{OBDtr| 0x05C | float |FFFFC8| 00 00 A0 40 | 5.000000 | distance X+Z(?); unused (always 5) }} | ||
{{OBDtr| 0x060 | float |FFFFC8| 00 00 80 3F | 1.000000 | unused (always 1) }} | {{OBDtr| 0x060 | float |FFFFC8| 00 00 80 3F | 1.000000 | distance Y(?); unused (always 1) }} | ||
|} | |} | ||
Line 93: | Line 93: | ||
{{Table}} | {{Table}} | ||
{{OBDth}} | {{OBDth}} | ||
{{OBDtr| 0x064 | | {{OBDtr| 0x064 | uint16 |C8FFC8| 06 00 | 6 | hypo regeneration rate in ticks per hit point restored }} | ||
{{OBDtr| 0x066 | char[2] |C8FFC8| AD DE | dead | | {{OBDtr| 0x066 | char[2] |C8FFC8| AD DE | dead | padding }} | ||
|} | |} | ||
Line 102: | Line 102: | ||
{{Table}} | {{Table}} | ||
{{OBDth}} | {{OBDth}} | ||
{{OBDtr| 0x068 | float |C8FFFF| 00 10 3D 48 |193600.000000| always 440 squared }} | {{OBDtr| 0x068 | float |C8FFFF| 00 10 3D 48 |193600.000000| distance squared(?); always 440 squared }} | ||
{{OBDtr| 0x06C | float |C8FFFF| 00 10 3D 47 | 48400.000000| always 220 squared }} | {{OBDtr| 0x06C | float |C8FFFF| 00 10 3D 47 | 48400.000000| distance squared(?); always 220 squared }} | ||
{{OBDtr| 0x070 | float |C8FFFF| 00 10 3D 46 | 12100.000000| always 110 squared }} | {{OBDtr| 0x070 | float |C8FFFF| 00 10 3D 46 | 12100.000000| distance squared(?); always 110 squared }} | ||
{{OBDtr| 0x074 | float |C8FFFF| 00 00 00 00 | 0.000000 | always 0 }} | {{OBDtr| 0x074 | float |C8FFFF| 00 00 00 00 | 0.000000 | distance squared(?); always 0 }} | ||
{{OBDtr| 0x078 | float |C8FFFF| 00 00 00 00 | 0.000000 | always 0 }} | {{OBDtr| 0x078 | float |C8FFFF| 00 00 00 00 | 0.000000 | distance squared(?); always 0 }} | ||
|} | |} | ||
Line 116: | Line 116: | ||
{{Table}} | {{Table}} | ||
{{OBDth}} | {{OBDth}} | ||
{{OBDtr| 0x07C | | {{OBDtr| 0x07C | uint16 |FFC8FF| 23 00 | 35 | minimum chance <code>in %</code> of playing a pain sound (always 35) }} | ||
{{OBDtr| 0x07E | | {{OBDtr| 0x07E | uint16 |FFC8FF| 5A 00 | 90 | maximum chance <code>in %</code> of playing a pain sound in % (always 90) }} | ||
{{OBDtr| 0x080 | | {{OBDtr| 0x080 | uint16 |FFC8FF| 0F 00 | 15 | at least this much damage <code>in %</code> must be done to play a pain sound (always 15) }} | ||
{{OBDtr| 0x082 | | {{OBDtr| 0x082 | uint16 |FFC8FF| 78 00 | 120 | time in ticks before the damage tracker used for this AI's pain sounds resets (always 120) }} | ||
{{OBDtr| 0x084 | | {{OBDtr| 0x084 | uint16 |FFC8FF| 23 00 | 35 | time in ticks that must pass between pain sounds being played (always 35) }} | ||
{{OBDtr| 0x086 | | {{OBDtr| 0x086 | uint16 |FFC8FF| 01 00 | 1 | number of times that AI will play light pain sound before "upgrading" to a medium pain sound (always 1) }} | ||
{{OBDtr| 0x088 | | {{OBDtr| 0x088 | uint16 |FFC8FF| 02 00 | 2 | number of times that AI will play medium pain sound before "upgrading" to a heavy pain sound (always 2) }} | ||
{{OBDtr| 0x08A | | {{OBDtr| 0x08A | uint16 |FFC8FF| 64 00 | 100 | chance of playing a death sound (always 100) }} | ||
{{OBDtr| 0x08C | | {{OBDtr| 0x08C | uint16 |FFC8FF| 0A 00 | 10 | minimum damage required for an AI to play the pain sound at maximum volume (always 10) }} | ||
{{OBDtr| 0x08E | | {{OBDtr| 0x08E | uint16 |FFC8FF| 0C 00 | 12 | cumulative damage before a light pain sound gets upgraded to a medium pain sound (always 12) }} | ||
{{OBDtr| 0x090 | | {{OBDtr| 0x090 | uint16 |FFC8FF| 16 00 | 22 | cumulative damage before a medium pain sound gets upgraded to a heavy pain sound (always 22) }} | ||
{{OBDtr| 0x092 | | {{OBDtr| 0x092 | bool |FFC800| 00 | 0 | runtime only: if sound pointers have been set (if sounds are found) }} | ||
{{OBDtr| 0x093 | char[1] |C800C8| DE | dead | | {{OBDtr| 0x093 | char[1] |C800C8| DE | dead | padding }} | ||
{{OBDtr| 0x094 | float |C87C64| 00 00 00 3F | 0.500000 | minimum volume of pain sound (before 0x08C is reached and volume becomes 100%) }} | {{OBDtr| 0x094 | float |C87C64| 00 00 00 3F | 0.500000 | minimum volume of pain sound (before 0x08C is reached and volume becomes 100%) }} | ||
{{OBDtr2|0x098 | char[32] |B0C3D4| konoko_hurt_light | light hurt sound (reference to 08121-konoko_hurt_light.[[OBD:OSBD|imp.OSBD]] of level 0) }} | {{OBDtr2|0x098 | char[32] |B0C3D4| konoko_hurt_light | light hurt sound (reference to 08121-konoko_hurt_light.[[OBD:OSBD|imp.OSBD]] of level 0) }} | ||
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{{OBDtr2|0x0D8 | char[32] |B0C3D4| konoko_hurt_heavy | heavy hurt sound (reference to 08119-konoko_hurt_heavy.imp.OSBD of level 0) }} | {{OBDtr2|0x0D8 | char[32] |B0C3D4| konoko_hurt_heavy | heavy hurt sound (reference to 08119-konoko_hurt_heavy.imp.OSBD of level 0) }} | ||
{{OBDtr2|0x0F8 | char[32] |B0C3D4| konoko_death | death sound (reference to 08115-konoko_death.imp.OSBD of level 0) }} | {{OBDtr2|0x0F8 | char[32] |B0C3D4| konoko_death | death sound (reference to 08115-konoko_death.imp.OSBD of level 0) }} | ||
{{OBDtr| 0x118 | | {{OBDtr| 0x118 | offset |E7CEA5| 00 00 00 00 | 0 | runtime only: raw offset of light hurt sound }} | ||
{{OBDtr| 0x11C | | {{OBDtr| 0x11C | offset |E7CEA5| 00 00 00 00 | 0 | runtime only: raw offset of medium hurt sound }} | ||
{{OBDtr| 0x120 | | {{OBDtr| 0x120 | offset |E7CEA5| 00 00 00 00 | 0 | runtime only: raw offset of heavy hurt sound }} | ||
{{OBDtr| 0x124 | | {{OBDtr| 0x124 | offset |E7CEA5| 00 00 00 00 | 0 | runtime only: raw offset of death sound }} | ||
|} | |} | ||
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{{OBDth}} | {{OBDth}} | ||
{{OBDtr| 0x128 | bitset |E7CEA5| 17 00 00 00 | 23 | AI options bitset; see below }} | {{OBDtr| 0x128 | bitset |E7CEA5| 17 00 00 00 | 23 | AI options bitset; see below }} | ||
{{OBDtr| 0x12C | float |FFDDDD| 00 00 80 3F | 1.000000 | AI rotation speed factor }} | {{OBDtr| 0x12C | float |FFDDDD| 00 00 80 3F | 1.000000 | AI rotation speed factor; always 1.0 }} | ||
{{OBDtr| 0x130 | | {{OBDtr| 0x130 | uint16 |64AAAA| 06 00 | 6 | minimum number of frames AI remains in fallen position when it is knocked down; overriden by char's MELE profile if possible }} | ||
{{OBDtr| 0x132 | | {{OBDtr| 0x132 | uint16 |64AAAA| 18 00 | 24 | maximum number of frames AI remains in fallen position when it is knocked down; overriden by char's MELE profile if possible }} | ||
{{OBDtr| 0x134 | uint32 |EBEBEB| 0F 00 00 00 | 15 | number of frames after which AI realizes that it is in the firing spread and it starts dodging }} | {{OBDtr| 0x134 | uint32 |EBEBEB| 0F 00 00 00 | 15 | number of frames after which AI realizes that it is in the firing spread and it starts dodging }} | ||
{{OBDtr| 0x138 | float |8C8CCC| 00 00 80 3F | 1.000000 | minimum dodge time; how long AI should perform dodging/hiding in response to being inside a firing spread (the higher it is, the longer he will hide/dodge even after firing spread disappears) }} | {{OBDtr| 0x138 | float |8C8CCC| 00 00 80 3F | 1.000000 | minimum dodge time; how long AI should perform dodging/hiding in response to being inside a firing spread (the higher it is, the longer he will hide/dodge even after firing spread disappears) }} | ||
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{{OBDtr| 0x144 | float |8C8CCC| 00 00 C8 41 | 25.000000 | max value for result of multiplication above (always 25) }} | {{OBDtr| 0x144 | float |8C8CCC| 00 00 C8 41 | 25.000000 | max value for result of multiplication above (always 25) }} | ||
{{OBDtr| 0x148 | float |8C8CCC| 00 00 80 3F | 1.000000 | accuracy multiplier for prediction of target's position (always 1) }} | {{OBDtr| 0x148 | float |8C8CCC| 00 00 80 3F | 1.000000 | accuracy multiplier for prediction of target's position (always 1) }} | ||
{{OBDtr| 0x14C | | {{OBDtr| 0x14C | uint32 |FF00C8| 00 00 00 00 | 0 | maximum allowed frames of lookback to be used for predicting target's position (always 0) }} | ||
{{OBDtr| 0x150 | | {{OBDtr| 0x150 | uint32 |FF00C8| 05 00 00 00 | 5 | frames of delay in recognizing target's current position (always 5) }} | ||
{{OBDtr| 0x154 | | {{OBDtr| 0x154 | uint32 |FF00C8| 0F 00 00 00 | 15 | number of frames over which AI can average target's velocity to help predict position (always 15) }} | ||
{{OBDtr| 0x158 | | {{OBDtr| 0x158 | uint32 |FF00C8| 3C 00 00 00 | 60 | size in frames of target's history location buffer (always 60) }} | ||
|} | |} | ||
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{{Table}} | {{Table}} | ||
{{OBDth}} | {{OBDth}} | ||
{{OBDtr| 0x294 | | {{OBDtr| 0x294 | uint32 |00C8FF| 5A 00 00 00 | 90 | how long AI will continue shooting a dead body to make sure it's dead (always 90) }} | ||
{{OBDtr| 0x298 | | {{OBDtr| 0x298 | uint32 |00C8FF| F0 00 00 00 | 240 | how long AI will stand over dead body before returning to last job (always 240) }} | ||
{{OBDtr| 0x29C | | {{OBDtr| 0x29C | uint32 |00C8FF| B4 00 00 00 | 180 | how long after losing sight of target until AI engages pursuit mode (always 180) }} | ||
{{OBDtr| 0x2A0 | | {{OBDtr| 0x2A0 | uint32 |00C8FF| 28 00 00 00 | 40 | chance (as a percentage) of AI taunting a dead body }} | ||
{{OBDtr| 0x2A4 | | {{OBDtr| 0x2A4 | uint32 |00C8FF| 37 00 00 00 | 55 | chance (as a percentage) of AI running to some weapon to pick it up; can be checked in Dev Mode with the '''debug_gun_behavior''' command }} | ||
{{OBDtr| 0x2A8 | | {{OBDtr| 0x2A8 | uint32 |00C8FF| 3C 00 00 00 | 60 | chance (as a percentage) of AI performing a running weapon pickup (including acrobatics moves, slides) instead of the normal "stop and pick up"; this is calculated after the engine decides that the AI will go for a gun }} | ||
{{OBDtr| 0x2AC | | {{OBDtr| 0x2AC | uint16 |C80040| 00 00 | 0 | combat profile ID; for example *0D* is for Mutant Muro }} | ||
{{OBDtr| 0x2AE | | {{OBDtr| 0x2AE | uint16 |C80040| 16 00 | 22 | melee profile ID }} | ||
{{OBDtr| 0x2B0 | | {{OBDtr| 0x2B0 | uint8 |FFCD96| 64 | 100 | "taunt" sound probability (always) }} | ||
{{OBDtr| 0x2B1 | | {{OBDtr| 0x2B1 | uint8 |FFCD96| 00 | 0 | "alert" sound probability (never) }} | ||
{{OBDtr| 0x2B2 | | {{OBDtr| 0x2B2 | uint8 |FFCD96| 00 | 0 | "startle" sound probability (never) }} | ||
{{OBDtr| 0x2B3 | | {{OBDtr| 0x2B3 | uint8 |FFCD96| 00 | 0 | "checkbody" sound probability (never) }} | ||
{{OBDtr| 0x2B4 | | {{OBDtr| 0x2B4 | uint8 |FFCD96| 00 | 0 | "pursue" sound probability (never) }} | ||
{{OBDtr| 0x2B5 | | {{OBDtr| 0x2B5 | uint8 |FFCD96| 00 | 0 | "cower" sound probability (never) }} | ||
{{OBDtr| 0x2B6 | | {{OBDtr| 0x2B6 | uint8 |FFCD96| 64 | 100 | "superpunch" probability (always) }} | ||
{{OBDtr| 0x2B7 | | {{OBDtr| 0x2B7 | uint8 |FFCD96| 64 | 100 | "superkick" probability (always) }} | ||
{{OBDtr| 0x2B8 | | {{OBDtr| 0x2B8 | uint8 |FFCD96| 00 | 0 | "super3" sound probability (never) }} | ||
{{OBDtr| 0x2B9 | | {{OBDtr| 0x2B9 | uint8 |FFCD96| 00 | 0 | "super4" sound probability (never) }} | ||
{{OBDtr| 0x2BA | | {{OBDtr| 0x2BA | char[2] |C8C864| 00 00 | 0 | padding }} | ||
{{OBDtr2|0x2BC | char[32] |0096C8| c17_99_28konoko | "taunt" sound (reference to 08108-c17_99_28konoko.[[OBD:OSBD|amb.OSBD]] of level 0) }} | {{OBDtr2|0x2BC | char[32] |0096C8| c17_99_28konoko | "taunt" sound (reference to 08108-c17_99_28konoko.[[OBD:OSBD|amb.OSBD]] of level 0) }} | ||
{{OBDtr2|0x2DC | char[32] |0096C8| unused | "alert" sound name }} | {{OBDtr2|0x2DC | char[32] |0096C8| unused | "alert" sound name }} | ||
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{{OBDtr| 0x410 | float |FF80C0| D5 D0 31 3E | 0.173648 | peripheral vision range }} | {{OBDtr| 0x410 | float |FF80C0| D5 D0 31 3E | 0.173648 | peripheral vision range }} | ||
{{OBDtr| 0x414 | float |FF80C0| 6B 61 D8 BE | 0.422618 | peripheral vision max }} | {{OBDtr| 0x414 | float |FF80C0| 6B 61 D8 BE | 0.422618 | peripheral vision max }} | ||
{{OBDtr| 0x418 | | {{OBDtr| 0x418 | uint32 |D0C0AF| B4 00 00 00 | 180 | how long will AI know exactly where its enemy is even if it can't see him with central vision field, and attempt to attack him }} | ||
{{OBDtr| 0x41C | | {{OBDtr| 0x41C | uint32 |D0C0AF| 84 03 00 00 | 900 | how long will AI remain strongly convinced that there is an enemy, but will investigate his presence rather than attack him }} | ||
{{OBDtr| 0x420 | | {{OBDtr| 0x420 | uint32 |D0C0AF| 10 0E 00 00 | 3600 | how long an AI will remain weakly convinced of an enemy's presence, looking around aimlessly to find him (Glance pursuit mode) }} | ||
{{OBDtr| 0x424 | | {{OBDtr| 0x424 | uint32 |D0C0AF| 10 0E 00 00 | 3600 | decay time for dropping back from high alert to medium alert }} | ||
{{OBDtr| 0x428 | | {{OBDtr| 0x428 | uint32 |D0C0AF| 50 46 00 00 | 18000 | decay time for dropping back from medium alert to low alert }} | ||
{{OBDtr| 0x42C | | {{OBDtr| 0x42C | uint32 |D0C0AF| A0 8C 00 00 | 36000 | decay time for dropping back from low alert to no alert status }} | ||
{{OBDtr| 0x430 | float |EEDDFF| 00 00 80 3F | 1.000000 | hearing radius; defines size of the sound-detection sphere around an AI }} | {{OBDtr| 0x430 | float |EEDDFF| 00 00 80 3F | 1.000000 | hearing radius; defines size of the sound-detection sphere around an AI }} | ||
|} | |} | ||
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{{OBDtr| 0x438 | link |C5FF8A| 01 F9 03 00 | 1017 | link to [[OBD:ONCP|01017-.ONCP]]; lists the particles available for this character (trails, flashes, etc) }} | {{OBDtr| 0x438 | link |C5FF8A| 01 F9 03 00 | 1017 | link to [[OBD:ONCP|01017-.ONCP]]; lists the particles available for this character (trails, flashes, etc) }} | ||
{{OBDtr| 0x43C | link |C5FF8A| 01 FA 03 00 | 1018 | link to [[OBD:ONIA|01018-.ONIA]]; lists the special impact sounds (used for special combat moves) }} | {{OBDtr| 0x43C | link |C5FF8A| 01 FA 03 00 | 1018 | link to [[OBD:ONIA|01018-.ONIA]]; lists the special impact sounds (used for special combat moves) }} | ||
{{OBDtr| 0x440 | | {{OBDtr| 0x440 | bool |C5FF8A| 00 | unused | indices found(?); runtime only }} | ||
{{OBDtr| 0x441 | | {{OBDtr| 0x441 | uint8 |C5FF8A| 00 | unused | padding }} | ||
{{OBDtr| 0x442 | | {{OBDtr| 0x442 | uint16 |C5FF8A| 00 00 | unused | modifier type; runtime only }} | ||
{{OBDtr2|0x444 | char[16] |C0C0C0| Light | modifier; either hardcoded or defunct (only visible in pm_mod_type.WMM_, level 0) | {{OBDtr2|0x444 | char[16] |C0C0C0| Light | modifier; either hardcoded or defunct (only visible in pm_mod_type.WMM_, level 0) | ||
edit: WMDD says: Effects found for Impact x on Material y with Modifier: pm_mod_types }} | edit: WMDD says: Effects found for Impact x on Material y with Modifier: pm_mod_types }} | ||
{{OBDtrBK|1=Array of 15 impact elements: first element }} | {{OBDtrBK|1=Array of 15 impact elements: first element }} | ||
{{OBDtr2|0x454 | char[128] |FF0080| Footstep_Walk | walk impact (reference to 04124-Footstep_Walk.Impt of level 0); always the same; without the impacts you can't hear the steps of a character }} | {{OBDtr2|0x454 | char[128] |FF0080| Footstep_Walk | walk impact (reference to 04124-Footstep_Walk.Impt of level 0); always the same; without the impacts you can't hear the steps of a character }} | ||
{{OBDtr| 0x4D4 | | {{OBDtr| 0x4D4 | uint16 |FF0080| FF FF | -1 | set at runtime to the value stored at 0x08 in [[OBD:Impt|Impt]] }} | ||
{{OBDtrBK|1=End of array }} | {{OBDtrBK|1=End of array }} | ||
{{OBDtr| 0xBF2 | char[2] |FFFFA5| 00 00 | unused | padding (seen below) }} | {{OBDtr| 0xBF2 | char[2] |FFFFA5| 00 00 | unused | padding (seen below) }} | ||
Line 321: | Line 321: | ||
{{OBDth}} | {{OBDth}} | ||
{{OBDtr2|0xBF4 | char[64] |71FFB8| unused | special death particle; only the Mad Bomber uses it }} | {{OBDtr2|0xBF4 | char[64] |71FFB8| unused | special death particle; only the Mad Bomber uses it }} | ||
{{OBDtr| 0xC34 | | {{OBDtr| 0xC34 | offset |0000BF| 00 00 00 00 | unused | runtime: raw offset of death particle class }} | ||
{{OBDtr| 0xC38 | | {{OBDtr| 0xC38 | offset |0000BF| 00 00 00 00 | unused | runtime: raw offset of cache of derived information on body model geometry }} | ||
{{OBDtr| 0xC3C | link |0000BF| 01 E6 03 00 | 998 | link to [[OBD:TRBS|00998-konoko_body_high.TRBS]] }} | {{OBDtr| 0xC3C | link |0000BF| 01 E6 03 00 | 998 | link to [[OBD:TRBS|00998-konoko_body_high.TRBS]] }} | ||
{{OBDtr| 0xC40 | link |0000BF| 01 E7 03 00 | 999 | link to [[OBD:TRMA|00999-konoko002_high_texture_generic.TRMA]] }} | {{OBDtr| 0xC40 | link |0000BF| 01 E7 03 00 | 999 | link to [[OBD:TRMA|00999-konoko002_high_texture_generic.TRMA]] }} | ||
{{OBDtr| 0xC44 | link |0000BF| 01 E8 03 00 | 1000 | link to [[OBD:CBPM|01000-.CBPM]] }} | {{OBDtr| 0xC44 | link |0000BF| 01 E8 03 00 | 1000 | link to [[OBD:CBPM|01000-.CBPM]] }} | ||
{{OBDtr| 0xC48 | link |0000BF| 01 EC 03 00 | 1004 | link to [[OBD:CBPI|01004-.CBPI]] }} | {{OBDtr| 0xC48 | link |0000BF| 01 EC 03 00 | 1004 | link to [[OBD:CBPI|01004-.CBPI]] }} | ||
{{OBDtr| 0xC4C | | {{OBDtr| 0xC4C | uint32 |804040| 2C 01 00 00 | 300 | how long in ticks before character can leave fight mode }} | ||
{{OBDtr| 0xC50 | | {{OBDtr| 0xC50 | uint32 |804040| 30 75 00 00 | 30000 | how long in ticks before the Idle animation can be played the first time }} | ||
{{OBDtr| 0xC54 | | {{OBDtr| 0xC54 | uint32 |804040| 30 75 00 00 | 30000 | how long in ticks before the Idle animation can be played another time }} | ||
{{OBDtr| 0xC58 | | {{OBDtr| 0xC58 | uint32 |804040| C8 00 00 00 | 200 | base health of the character model; specific health information for every unique character is stored in the [[OBD:BINA/OBJC/CHAR|Character.BINA]] file}} | ||
{{OBDtr| 0xC5C | | {{OBDtr| 0xC5C | uint32 |804040| 48 00 00 00 | 72 | the bits that marks the characters feet; unused }} | ||
{{OBDtr| 0xC60 | float |FF22FF| 00 00 80 3F | 1.000000 | minimum body size factor }} | {{OBDtr| 0xC60 | float |FF22FF| 00 00 80 3F | 1.000000 | minimum body size factor }} | ||
{{OBDtr| 0xC64 | float |FF22FF| 00 00 80 3F | 1.000000 | maximum body size factor }} | {{OBDtr| 0xC64 | float |FF22FF| 00 00 80 3F | 1.000000 | maximum body size factor }} | ||
Line 347: | Line 347: | ||
{{OBDtr| 0xC88 | link |808080| 01 F6 03 00 | 1014 | link to 01014-konoko_animations.[[OBD:TRAC|TRAC]] }} | {{OBDtr| 0xC88 | link |808080| 01 F6 03 00 | 1014 | link to 01014-konoko_animations.[[OBD:TRAC|TRAC]] }} | ||
{{OBDtr| 0xC8C | link |808080| 01 F6 03 00 | 1015 | link to 01015-konoko_screens.[[OBD:TRSC|TRSC]] }} | {{OBDtr| 0xC8C | link |808080| 01 F6 03 00 | 1015 | link to 01015-konoko_screens.[[OBD:TRSC|TRSC]] }} | ||
{{OBDtr| 0xC90 | | {{OBDtr| 0xC90 | uint16 |FFAA82| 1E 00 | 30 | AI rate of firing; unused }} | ||
{{OBDtr| 0xC92 | | {{OBDtr| 0xC92 | uint16 |FFAA82| 00 00 | 0 | time between death and deletion, in frames (0 for all characters except Mad Bomber, who is 190 ticks) }} | ||
{{OBDtr| 0xC94 | | {{OBDtr| 0xC94 | bool |00D900| 00 | 0 | TRSC bitset; see below }} | ||
{{OBDtr| 0xC95 | | {{OBDtr| 0xC95 | bool |00D900| 01 | 1 | character has Daodan powers (can overheal with hypos, do more damage in overpower mode) and can display a Daodan aura particle)}} | ||
{{OBDtr| 0xC96 | | {{OBDtr| 0xC96 | bool |00D900| 00 | 0 | character has [[supershield]] }} | ||
{{OBDtr| 0xC97 | | {{OBDtr| 0xC97 | bool |00D900| 00 | 0 | knockdown resistant (used by MutantMuro.ONCC) }} | ||
|} | |} | ||
edits