OBD:ONCC: Difference between revisions

m
ref. ONI_Character.h, lines 448-506...
m (wording and linking for shield types)
m (ref. ONI_Character.h, lines 448-506...)
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{{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 | int16   |00FFFF| 07 00      | 7          | fall timer (always 7) (mostly unused, see below) }}
{{OBDtr| 0x01C | uint16   |00FFFF| 07 00      | 7          | fall timer (always 7) (mostly unused, see below) }}
{{OBDtr| 0x01E | int16   |00FFFF| 14 00      | 20          | how long you can continue holding down JUMP to increase the height of your jump }}
{{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 | int16   |FF8000| 30 00      | 48          | starting transparency of the shadow as the character rises towards 0x030 }}
{{OBDtr| 0x040 | uint16   |FF8000| 30 00      | 48          | starting transparency of the shadow as the character rises towards 0x030 }}
{{OBDtr| 0x042 | int16   |FF8000| 30 00      | 48          | starting transparency of the shadow when the character begins to get above 0x030 }}
{{OBDtr| 0x042 | uint16   |FF8000| 30 00      | 48          | starting transparency of the shadow when the character begins to get above 0x030 }}
|}
|}


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{{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 | int8     |FFC8C8| 16          |  22        | unused (always 22) }}
{{OBDtr| 0x048 | uint8     |FFC8C8| 16          |  22        | jump height; unused (always 22) }}
{{OBDtr| 0x049 | int8     |FFC8C8| 06          |  6          | unused (always 6) }}
{{OBDtr| 0x049 | uint8     |FFC8C8| 06          |  6          | jump distance squares(?); unused (always 6) }}
{{OBDtr| 0x04A | char[2]  |FFC8C8| AD DE      | dead        | pad }}
{{OBDtr| 0x04A | char[2]  |FFC8C8| AD DE      | dead        | padding }}
|}
|}


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{{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) }}
|}
|}


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{{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) }}
|}
|}


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{{Table}}
{{Table}}
{{OBDth}}
{{OBDth}}
{{OBDtr| 0x064 | int16   |C8FFC8| 06 00      | 6          | hypo regeneration rate in ticks per hit point restored }}
{{OBDtr| 0x064 | uint16   |C8FFC8| 06 00      | 6          | hypo regeneration rate in ticks per hit point restored }}
{{OBDtr| 0x066 | char[2]  |C8FFC8| AD DE      | dead        | ignored }}
{{OBDtr| 0x066 | char[2]  |C8FFC8| AD DE      | dead        | padding }}
|}
|}


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{{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 }}
|}
|}


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{{Table}}
{{Table}}
{{OBDth}}
{{OBDth}}
{{OBDtr| 0x07C | int16   |FFC8FF| 23 00      | 35          | minimum chance of playing a pain sound (always 35) }}
{{OBDtr| 0x07C | uint16   |FFC8FF| 23 00      | 35          | minimum chance <code>in %</code> of playing a pain sound (always 35) }}
{{OBDtr| 0x07E | int16   |FFC8FF| 5A 00      | 90          | maximum chance of playing a pain sound (always 90) }}
{{OBDtr| 0x07E | uint16   |FFC8FF| 5A 00      | 90          | maximum chance <code>in %</code> of playing a pain sound in % (always 90) }}
{{OBDtr| 0x080 | int16   |FFC8FF| 0F 00      | 15          | at least this much damage must be done to play a pain sound (always 15) }}
{{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 | int16   |FFC8FF| 78 00      | 120        | time in ticks before the damage tracker used for this AI's pain sounds resets (always 120) }}
{{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 | int16   |FFC8FF| 23 00      | 35          | time in ticks that must pass between pain sounds being played (always 35) }}
{{OBDtr| 0x084 | uint16   |FFC8FF| 23 00      | 35          | time in ticks that must pass between pain sounds being played (always 35) }}
{{OBDtr| 0x086 | int16   |FFC8FF| 01 00      | 1          | number of times that AI will play light pain sound before "upgrading" to a medium pain sound (always 1) }}
{{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 | int16   |FFC8FF| 02 00      | 2          | number of times that AI will play medium pain sound before "upgrading" to a heavy pain sound (always 2) }}
{{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 | int16   |FFC8FF| 64 00      | 100        | chance of playing a death sound (always 100) }}
{{OBDtr| 0x08A | uint16   |FFC8FF| 64 00      | 100        | chance of playing a death sound (always 100) }}
{{OBDtr| 0x08C | int16   |FFC8FF| 0A 00      | 10          | minimum damage required for an AI to play the pain sound at maximum volume (always 10) }}
{{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 | int16   |FFC8FF| 0C 00      | 12          | cumulative damage before a light pain sound gets upgraded to a medium pain sound (always 12) }}
{{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 | int16   |FFC8FF| 16 00      | 22          | cumulative damage before a medium pain sound gets upgraded to a heavy pain sound (always 22) }}
{{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 | int8     |FFC800| 00          | 0          | runtime only: if sound pointers have been set }}
{{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        | ignored }}
{{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) }}
Line 134: Line 134:
{{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 | int32   |E7CEA5| 00 00 00 00 | 0          | runtime only: pointer to light hurt sound }}
{{OBDtr| 0x118 | offset   |E7CEA5| 00 00 00 00 | 0          | runtime only: raw offset of light hurt sound }}
{{OBDtr| 0x11C | int32   |E7CEA5| 00 00 00 00 | 0          | runtime only: pointer to medium hurt sound }}
{{OBDtr| 0x11C | offset   |E7CEA5| 00 00 00 00 | 0          | runtime only: raw offset of medium hurt sound }}
{{OBDtr| 0x120 | int32   |E7CEA5| 00 00 00 00 | 0          | runtime only: pointer to heavy hurt sound }}
{{OBDtr| 0x120 | offset   |E7CEA5| 00 00 00 00 | 0          | runtime only: raw offset of heavy hurt sound }}
{{OBDtr| 0x124 | int32   |E7CEA5| 00 00 00 00 | 0          | runtime only: pointer to death sound }}
{{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 | int16   |64AAAA| 06 00      | 6          | minimum number of frames AI remains in fallen position when it is knocked down }}
{{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 | int16   |64AAAA| 18 00      | 24          | maximum number of frames AI remains in fallen position when it is knocked down }}
{{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) }}
Line 180: Line 180:
{{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 | int32   |FF00C8| 00 00 00 00 | 0          | maximum allowed frames of lookback to be used for predicting target's position (always 0) }}
{{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 | int32   |FF00C8| 05 00 00 00 | 5          | frames of delay in recognizing target's current position (always 5) }}
{{OBDtr| 0x150 | uint32   |FF00C8| 05 00 00 00 | 5          | frames of delay in recognizing target's current position (always 5) }}
{{OBDtr| 0x154 | int32   |FF00C8| 0F 00 00 00 | 15          | number of frames over which AI can average target's velocity to help predict position (always 15) }}
{{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 | int32   |FF00C8| 3C 00 00 00 | 60          | size in frames of target's history location buffer (always 60) }}
{{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 | int32   |00C8FF| 5A 00 00 00 | 90          | how long AI will continue shooting a dead body to make sure it's dead (always 90) }}
{{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 | int32   |00C8FF| F0 00 00 00 | 240        | how long AI will stand over dead body before returning to last job (always 240) }}
{{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 | int32   |00C8FF| B4 00 00 00 | 180        | how long after losing sight of target until AI engages pursuit mode (always 180) }}
{{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 | int32   |00C8FF| 28 00 00 00 | 40          | chance (as a percentage) of AI taunting a dead body }}
{{OBDtr| 0x2A0 | uint32   |00C8FF| 28 00 00 00 | 40          | chance (as a percentage) of AI taunting a dead body }}
{{OBDtr| 0x2A4 | int32   |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| 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 | int32   |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| 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 | int16   |C80040| 00 00      | 0          | combat profile ID; for example *0D* is for Mutant Muro }}
{{OBDtr| 0x2AC | uint16   |C80040| 00 00      | 0          | combat profile ID; for example *0D* is for Mutant Muro }}
{{OBDtr| 0x2AE | int16   |C80040| 16 00      | 22          | melee profile ID }}
{{OBDtr| 0x2AE | uint16   |C80040| 16 00      | 22          | melee profile ID }}
{{OBDtr| 0x2B0 | int8     |FFCD96| 64          | 100        | "taunt" sound probability (always) }}
{{OBDtr| 0x2B0 | uint8     |FFCD96| 64          | 100        | "taunt" sound probability (always) }}
{{OBDtr| 0x2B1 | int8     |FFCD96| 00          | 0          | "alert" sound probability (never) }}
{{OBDtr| 0x2B1 | uint8     |FFCD96| 00          | 0          | "alert" sound probability (never) }}
{{OBDtr| 0x2B2 | int8     |FFCD96| 00          | 0          | "startle" sound probability (never) }}
{{OBDtr| 0x2B2 | uint8     |FFCD96| 00          | 0          | "startle" sound probability (never) }}
{{OBDtr| 0x2B3 | int8     |FFCD96| 00          | 0          | "checkbody" sound probability (never) }}
{{OBDtr| 0x2B3 | uint8     |FFCD96| 00          | 0          | "checkbody" sound probability (never) }}
{{OBDtr| 0x2B4 | int8     |FFCD96| 00          | 0          | "pursue" sound probability (never) }}
{{OBDtr| 0x2B4 | uint8     |FFCD96| 00          | 0          | "pursue" sound probability (never) }}
{{OBDtr| 0x2B5 | int8     |FFCD96| 00          | 0          | "cower" sound probability (never) }}
{{OBDtr| 0x2B5 | uint8     |FFCD96| 00          | 0          | "cower" sound probability (never) }}
{{OBDtr| 0x2B6 | int8     |FFCD96| 64          | 100        | "superpunch" probability (always) }}
{{OBDtr| 0x2B6 | uint8     |FFCD96| 64          | 100        | "superpunch" probability (always) }}
{{OBDtr| 0x2B7 | int8     |FFCD96| 64          | 100        | "superkick" probability (always) }}
{{OBDtr| 0x2B7 | uint8     |FFCD96| 64          | 100        | "superkick" probability (always) }}
{{OBDtr| 0x2B8 | int8     |FFCD96| 00          | 0          | "super3" sound probability (never) }}
{{OBDtr| 0x2B8 | uint8     |FFCD96| 00          | 0          | "super3" sound probability (never) }}
{{OBDtr| 0x2B9 | int8     |FFCD96| 00          | 0          | "super4" sound probability (never) }}
{{OBDtr| 0x2B9 | uint8     |FFCD96| 00          | 0          | "super4" sound probability (never) }}
{{OBDtr| 0x2BA | int16   |C8C864| 00 00      | 0          | probably a blank filler (always the same) }}
{{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 }}
Line 280: Line 280:
{{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 | int32   |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| 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 | int32   |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| 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 | int32   |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| 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 | int32   |D0C0AF| 10 0E 00 00 | 3600        | decay time for dropping back from high alert to medium alert }}
{{OBDtr| 0x424 | uint32   |D0C0AF| 10 0E 00 00 | 3600        | decay time for dropping back from high alert to medium alert }}
{{OBDtr| 0x428 | int32   |D0C0AF| 50 46 00 00 | 18000      | decay time for dropping back from medium alert to low alert }}
{{OBDtr| 0x428 | uint32   |D0C0AF| 50 46 00 00 | 18000      | decay time for dropping back from medium alert to low alert }}
{{OBDtr| 0x42C | int32   |D0C0AF| A0 8C 00 00 | 36000      | decay time for dropping back from low alert to no alert status }}
{{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 }}
|}
|}
Line 301: Line 301:
{{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 | int8     |C5FF8A| 00          | unused      | runtime only }}
{{OBDtr| 0x440 | bool     |C5FF8A| 00          | unused      | indices found(?); runtime only }}
{{OBDtr| 0x441 | int8     |C5FF8A| 00          | unused      | padding }}
{{OBDtr| 0x441 | uint8     |C5FF8A| 00          | unused      | padding }}
{{OBDtr| 0x442 | int16   |C5FF8A| 00 00      | unused      | runtime only }}
{{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 | int16     |FF0080| FF FF | -1 | set at runtime to the value stored at 0x08 in [[OBD:Impt|Impt]] }}
{{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 | link     |0000BF| 00 00 00 00 | unused      | runtime: link to death particle class }}
{{OBDtr| 0xC34 | offset     |0000BF| 00 00 00 00 | unused      | runtime: raw offset of death particle class }}
{{OBDtr| 0xC38 | link     |0000BF| 00 00 00 00 | unused      | runtime: cache of derived information on body model geometry }}
{{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 | int32   |804040| 2C 01 00 00 | 300        | how long in ticks before character can leave fight mode }}  
{{OBDtr| 0xC4C | uint32   |804040| 2C 01 00 00 | 300        | how long in ticks before character can leave fight mode }}  
{{OBDtr| 0xC50 | int32   |804040| 30 75 00 00 | 30000      | how long in ticks before the Idle animation can be played the first time }}  
{{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 | int32   |804040| 30 75 00 00 | 30000      | how long in ticks before the Idle animation can be played another time }}  
{{OBDtr| 0xC54 | uint32   |804040| 30 75 00 00 | 30000      | how long in ticks before the Idle animation can be played another time }}  
{{OBDtr| 0xC58 | int32   |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| 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 | int32   |804040| 48 00 00 00 | 72          | unused }}  
{{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 | int16   |FFAA82| 1E 00      | 30          | unused (formerly an AI's rate of fire) }}  
{{OBDtr| 0xC90 | uint16   |FFAA82| 1E 00      | 30          | AI rate of firing; unused }}  
{{OBDtr| 0xC92 | int16   |FFAA82| 00 00      | 0          | time between death and deletion, in frames (0 for all characters except Mad Bomber, who is 190 ticks) }}  
{{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 | bitset   |00D900| 00          | 0          | TRSC bitset; see below }}  
{{OBDtr| 0xC94 | bool   |00D900| 00          | 0          | TRSC bitset; see below }}  
{{OBDtr| 0xC95 | int8     |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| 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 | int8     |00D900| 00          | 0          | character has [[supershield]] }}  
{{OBDtr| 0xC96 | bool     |00D900| 00          | 0          | character has [[supershield]] }}  
{{OBDtr| 0xC97 | int8     |00D900| 00          | 0          | knockdown resistant (used by MutantMuro.ONCC) }}
{{OBDtr| 0xC97 | bool     |00D900| 00          | 0          | knockdown resistant (used by MutantMuro.ONCC) }}
|}
|}


279

edits