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(corrected math on hypo healing and elaborated on math for overpower damage factor, adding Math equations in the process) |
(broke article into subsections for linking purposes) |
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The first pic shows the first part of this file. The second pic the second part, the third pic the third part and the last pic the fourth part of it. | The first pic shows the first part of this file. The second pic the second part, the third pic the third part and the last pic the fourth part of it. | ||
==Part 1== | |||
[[Image:ongs_a.gif]] | [[Image:ongs_a.gif]] | ||
| Line 53: | Line 53: | ||
{{OBDtr2|0x0A0 |char[128]|C800C8| powerup_ammo | name of the 3D model of the red ammo clip (M3GMpowerup_ammo) }} | {{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 the character's 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 full overpower (assuming the character has an overpower mode, which only Konoko and Muro do). 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. | |||
To illustrate, begin with a character with a max of 200 HP; that's Konoko, at least on Normal/Hard difficulty. Thus, for her a hypo will restore 50 HP (25% * 200). Now imagine that Konoko's current health is 190 HP and she uses a hypo: it heals those 10 points, leaving 80% of the hypo's healing power remaining at the point that Konoko reaches max HP. From that point on, the hypo's charge is applied at a rate of 100% of Konoko's max health, meaning it adds another 160 HP to her health, taking her to 360 HP: | |||
<math display="block">\begin{matrix} | <math display="block">\begin{matrix} | ||
| Line 63: | Line 64: | ||
\end{matrix}</math> | \end{matrix}</math> | ||
===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. In the above example where Konoko reaches 360 HP from using a hypo, which is 80% of her maximum overpower HP, this means that she will be doing 2.14x damage: | |||
<math display="block"> | <math display="block"> | ||
| Line 70: | Line 71: | ||
</math> | </math> | ||
This will of course only last momentarily, as characters in overpower mode lose 6 HP a second after the hypo finishes raising their HP to its final point. | |||
===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). | |||
===Powerup meshes=== | |||
This is the order of the items in the array of mesh names: ballistic ammo, energy ammo, hypo, shield, invisibility, [[LSI]]. | |||
==Part 2== | |||
[[Image:ongs_m1.gif]] | [[Image:ongs_m1.gif]] | ||
| Line 90: | Line 90: | ||
|} | |} | ||
===Glow textures=== | |||
See {{SectionLink||Powerup meshes}} for the order of the items in this array. | |||
==Part 3== | |||
[[Image:ongs_m2.gif]] | [[Image:ongs_m2.gif]] | ||
| Line 98: | Line 100: | ||
{{OBD_Table_Header}} | {{OBD_Table_Header}} | ||
|- ALIGN=CENTER VALIGN=TOP | |- ALIGN=CENTER VALIGN=TOP | ||
{{OBDtr| 0x7A0 | float |B0C3D4| 00 00 A0 40 | 5.000000 | red ammo glow x size }} | {{OBDtr| 0x7A0 | float |B0C3D4| 00 00 A0 40 | 5.000000 | red ammo glow x size }} | ||
{{OBDtr| 0x7A4 | float |B0C3D4| 00 00 A0 40 | 5.000000 | red ammo glow y size }} | {{OBDtr| 0x7A4 | float |B0C3D4| 00 00 A0 40 | 5.000000 | red ammo glow y size }} | ||
{{OBDtr| 0x7A8 | float |B0C3D4| 00 00 A0 40 | 5.000000 | green energy cell glow x size }} | {{OBDtr| 0x7A8 | float |B0C3D4| 00 00 A0 40 | 5.000000 | green energy cell glow x size }} | ||
| Line 115: | Line 117: | ||
{{OBDtr2|0x7D8 | char[32]|FFDDDD| ... | sound name; unused; (reference to an [[OBD:OSBD|OSBD]] file) }} | {{OBDtr2|0x7D8 | char[32]|FFDDDD| ... | sound name; unused; (reference to an [[OBD:OSBD|OSBD]] file) }} | ||
|} | |} | ||
===Glow sizes=== | |||
In local coordinates, because the orientation of a ''dropped'' powerup can be anything. | |||
===Event sounds=== | |||
:0. (unused) - some missing door sound | :0. (unused) - some missing door sound | ||
:1. door_fail | :1. door_fail | ||
| Line 136: | Line 140: | ||
:16. (unused) | :16. (unused) | ||
:17. (unused) | :17. (unused) | ||
:18. health_low | :18. health_low | ||
:19. health_over | :19. health_over | ||
| Line 143: | Line 146: | ||
:22. (unused) | :22. (unused) | ||
==Part 3== | |||
[[Image:ongs_m3.gif]] | [[Image:ongs_m3.gif]] | ||
| Line 151: | Line 153: | ||
{{OBD_Table_Header}} | {{OBD_Table_Header}} | ||
|- ALIGN=CENTER VALIGN=TOP | |- ALIGN=CENTER VALIGN=TOP | ||
{{OBDtrBK| | {{OBDtrBK| The following 9 factors affect the notice, block and dodge specified in the [[OBD:BINA/OBJC/MELE|melee profile]] }} | ||
{{OBDtr| 0xAB8 | float |64AAAA| 33 33 33 3F | 0.700000 | notice factor if you play on | {{OBDtr| 0xAB8 | float |64AAAA| 33 33 33 3F | 0.700000 | enemy notice factor if you play on Easy }} | ||
{{OBDtr| 0xABC | float |64AAAA| 00 00 80 3F | 1.000000 | notice factor if you play on | {{OBDtr| 0xABC | float |64AAAA| 00 00 80 3F | 1.000000 | enemy notice factor if you play on Normal }} | ||
{{OBDtr| 0xAC0 | float |64AAAA| 33 33 B3 3F | 1.400000 | notice factor if you play on | {{OBDtr| 0xAC0 | float |64AAAA| 33 33 B3 3F | 1.400000 | enemy notice factor if you play on Hard }} | ||
{{OBDtr| 0xAC4 | float |64AAAA| 9A 99 19 3F | 0.600000 | enemy block chance factor if you play on | {{OBDtr| 0xAC4 | float |64AAAA| 9A 99 19 3F | 0.600000 | enemy block chance factor if you play on Easy }} | ||
{{OBDtr| 0xAC8 | float |64AAAA| 00 00 80 3F | 1.000000 | enemy block chance factor if you play on | {{OBDtr| 0xAC8 | float |64AAAA| 00 00 80 3F | 1.000000 | enemy block chance factor if you play on Normal }} | ||
{{OBDtr| 0xACC | float |64AAAA| 66 66 A6 3F | 1.300000 | enemy block chance factor if you play on | {{OBDtr| 0xACC | float |64AAAA| 66 66 A6 3F | 1.300000 | enemy block chance factor if you play on Hard }} | ||
{{OBDtr| 0xAD0 | float |64AAAA| CD CC 4C 3F | 0.800000 | dodge factor if you play on | {{OBDtr| 0xAD0 | float |64AAAA| CD CC 4C 3F | 0.800000 | enemy dodge factor if you play on Easy }} | ||
{{OBDtr| 0xAD4 | float |64AAAA| 00 00 80 3F | 1.000000 | dodge factor if you play on | {{OBDtr| 0xAD4 | float |64AAAA| 00 00 80 3F | 1.000000 | enemy dodge factor if you play on Normal }} | ||
{{OBDtr| 0xAD8 | float |64AAAA| 00 00 C0 3F | 1.500000 | dodge factor if you play on | {{OBDtr| 0xAD8 | float |64AAAA| 00 00 C0 3F | 1.500000 | enemy dodge factor if you play on Hard }} | ||
{{OBDtr| 0xADC | float |64AAAA| 9A 99 99 3F | 1.200000 | weapon accuracy factor if you play on | {{OBDtr| 0xADC | float |64AAAA| 9A 99 99 3F | 1.200000 | enemy weapon accuracy factor if you play on Easy }} | ||
{{OBDtr| 0xAE0 | float |64AAAA| 00 00 80 3F | 1.000000 | weapon accuracy factor if you play on | {{OBDtr| 0xAE0 | float |64AAAA| 00 00 80 3F | 1.000000 | enemy weapon accuracy factor if you play on Normal }} | ||
{{OBDtr| 0xAE4 | float |64AAAA| 9A 99 19 3F | 0.600000 | weapon accuracy factor if you play on | {{OBDtr| 0xAE4 | float |64AAAA| 9A 99 19 3F | 0.600000 | enemy weapon accuracy factor if you play on Hard }} | ||
{{OBDtr| 0xAE8 | float |64AAAA| 00 00 80 3F | 1.000000 | enemy health factor if you play on | {{OBDtr| 0xAE8 | float |64AAAA| 00 00 80 3F | 1.000000 | enemy health factor if you play on Easy }} | ||
{{OBDtr| 0xAEC | float |64AAAA| 00 00 80 3F | 1.000000 | enemy health factor if you play on | {{OBDtr| 0xAEC | float |64AAAA| 00 00 80 3F | 1.000000 | enemy health factor if you play on Normal }} | ||
{{OBDtr| 0xAF0 | float |64AAAA| 00 00 A0 3F | 1.250000 | enemy health factor if you play on | {{OBDtr| 0xAF0 | float |64AAAA| 00 00 A0 3F | 1.250000 | enemy health factor if you play on Hard }} | ||
{{OBDtr| 0xAF4 | float |64AAAA| 66 66 A6 3F | 1.300000 | player health factor if you play on | {{OBDtr| 0xAF4 | float |64AAAA| 66 66 A6 3F | 1.300000 | player health factor if you play on Easy }} | ||
{{OBDtr| 0xAF8 | float |64AAAA| 00 00 80 3F | 1.000000 | player health factor if you play on | {{OBDtr| 0xAF8 | float |64AAAA| 00 00 80 3F | 1.000000 | player health factor if you play on Normal }} | ||
{{OBDtr| 0xAFC | float |64AAAA| 00 00 80 3F | 1.000000 | player health factor if you play on | {{OBDtr| 0xAFC | float |64AAAA| 00 00 80 3F | 1.000000 | player health factor if you play on Hard }} | ||
{{OBDtr| 0xB00 | uint32 | {{OBDtr| 0xB00 | uint32 |EBEBEB| 10 00 00 00 | 16 | array size }} | ||
{{OBDtrBK}} | {{OBDtrBK}} | ||
{{OBDtr2|0x000 | char[32]|8C8CCC| hypo | event name }} | {{OBDtr2|0x000 | char[32]|8C8CCC| hypo | event name }} | ||
{{OBDtr| 0x020 | uint16 | {{OBDtr| 0x020 | uint16 |FF00C8| 01 00 | 1 | first level with autoprompting }} | ||
{{OBDtr| 0x022 | uint16 | {{OBDtr| 0x022 | uint16 |F0F096| 02 00 | 2 | last level with autoprompting }} | ||
{{OBDtr2|0x024 | char[32]|00C864| autoprompt_hypo | raw file anchor for the text message (it belongs to the [[OBD:SUBT|SUBT]] file) }} | {{OBDtr2|0x024 | char[32]|00C864| autoprompt_hypo | raw file anchor for the text message (it belongs to the [[OBD:SUBT|SUBT]] file) }} | ||
|} | |} | ||
:hypo, cell, ammo, invis, shield, lsi (5 different prompts), weapon, useconsole, usealarm, usedoor, usehypo, nci (talk to character). | ===Difficulty factors=== | ||
These are discussed at [[Difficulty modes]]. | |||
===Prompts=== | |||
These are the order of the autoprompt events: hypo, cell, ammo, invis, shield, lsi (5 different prompts), weapon, useconsole, usealarm, usedoor, usehypo, nci (talk to character). | |||
{{OBD_File_Footer | type=ONGS | prev=ONFA | next=ONIA | name=Oni Game Settings | family=General}} | {{OBD_File_Footer | type=ONGS | prev=ONFA | next=ONIA | name=Oni Game Settings | family=General}} | ||
{{OBD}} | {{OBD}} | ||