XML:ONCC

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ONCC : Oni Character Class
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XML

OFGA << Other file types >> ONCV

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General information

  • The XML on this page is compatible with OniSplit v0.9.61.0.
  • ONCP, ONIA, OBPI and OBPM are part of ONCC*.oni files.
  • ONCC files are global; they can be found in AE/AEInstaller/vanilla/level0_Final.dat.

<AirConstants>

Units
  • Times are in frames
  • Heights are in world units
  • Velocities are in world units per frames
  • Accelerations are in world units per frames squared
XML tag Content type Description
<FallGravity> float Always 0.55. Used as the speed of a fall when predicting if an attack will hit a target when the attacker is in midair. It seems to be a bug that this is looked at, as <JumpGravity> actually controls the character's gravity while going up and down.
<JumpGravity> float Always in range 0.05-0.07. The strength of gravity (as acceleration per frame) for the entire duration of a jump.
<JumpStartVelocity> float Starting velocity for a simple jump (tapping JUMP)
<MaxVelocity> float Maximum velocity for jumping and falling
<JetpackAcceleration> float Upward acceleration for the duration of time that you hold down JUMP
<FramesFallGravity> int16 Always 7. After this many frames, <FallGravity> is used for the deceleration of a jump when predicting if an attack will hit a target when the attacker is in midair; before that many frames, <JumpGravity> is used for the prediction. It seems to be a bug that this is field is looked at, as <JumpGravity> controls a character's gravity while going up and down.
<JetpackTimer> int16 Standard value is 14, but ranges from 4 (Elite Striker) to 20 (Konoko). This misleadingly-named field is the number of frames for which you can continue holding down JUMP to increase the height of your jump. This mod vastly increases the value of this field for Barabas. When shapeshifted to him, you can keep ascending by holding JUMP; pressing JUMP multiple times during the time window is also allowed.
<MaxNoDamageFallingHeight> float Maximum falling height without taking damage (see below)
<MaxDamageFallingHeight> float Maximum falling height with damage
Let FH1 be <MaxNoDamageFallingHeight>
Let FH2 be <MaxDamageFallingHeight>
Let BH be the base health of the character
Let FH be the actual falling height
Then, if FH > FH2, the character is killed
If FH < FH1, the character takes no damage
If FH1 < FH < FH2, the character takes damage (FH - FH1) / (FH2 - FH1) * BH

<ShadowConstants>

XML tag Content type Description
<Texture> link TXMPfile.oni (file suffix not used)
<MaxHeight> float Height where the diameter of the shadow shrinks to <SizeMin>
<FadeHeight> float Height range over which the diameter of the shadow decreases from <SizeMax> to <SizeFade> and the shadow starts to fades out from <AlphaMax> to <AlphaFade>
<SizeMax> float Maximum diameter of the shadow
<SizeFade> float Diameter that the shadow shrinks to when <FadeHeight> is reached
<SizeMin> float Minimum diameter of the shadow
<AlphaMax> int16 Starting transparency of the shadow as the character rises towards <FadeHeight>
<AlphaFade> int16 Starting transparency of the shadow when the character begins to get above <FadeHeight>

<JumpConstants>

XML tag Content type Description
<JumpDistance> float Always 25; unused
<JumpHeight> int8 Always 22; unused
<JumpDistanceSquares> int8 Always 6; unused

<CoverConstants>

XML tag Content type Description
<RayIncrement> float Always 40; unused
<RayMax> float Always 300; unused
<RayAngle> float Always 0.017453 (π/180); unused
<RayAngleMax> float Always 1.57 (π/2); unused

<AutoFreezeConstants>

XML tag Content type Description
<DistanceXZ> float Always 5; unused
<DistanceY> float Always 1; unused

<InventoryConstants>

XML tag Content type Description
<HypoRegenerationRate> int16 Hypo healing speed in ticks per health point; overhealth regeneration rate is not affected by this

If rate = 60 and a hypo restores 50HP then we get a total healing time of 60 * 50 = 3000 ticks (50s)
If rate = 6 and a hypo restores 50HP then we get 6 * 50 = 300 ticks (5s)
If rate = 0, it becomes rate = 1 at runtime so regeneration will take 50 ticks (<1s)

<LODConstants>

Distances from camera used to choose which LOD (level of detail) to use for a character model. The numbers are stored as squares of the distance in order to be compared quickly against the square of the current distance from the camera without having to perform any square root operations.

XML tag Content type Description
<Float> float Always 193,600 (4402). Threshold for Super-Low LOD. If the camera is more than 440 world units (147ft or 44m) from a character, this LOD is selected.
<Float> float Always 48,400 (2202). Threshold for Low LOD. If the camera is more than 220 world units (73ft or 22m) from a character, this LOD is selected.
<Float> float Always 12,100 (1102). Threshold for Medium LOD. If the camera is more than 110 world units (37ft or 11m) from a character, this LOD is selected.
<Float> float Always 0. This means that the High LOD will always be selected if the camera is 110wu or less from a character.
<Float> float Always 0. This Super-High LOD is never reached by only looking at camera distance, but continue reading below.

After the above distance-from-camera filter is applied, Oni performs additional calculations which could end up raising or lowering the LOD for this character. See the Graphics article's LOD section for the details of the logic.

<HurtSoundConstants>

XML tag Content type Description
<BasePercentage> int16 Always 35; minimum chance of playing a pain sound (but the actual calculation is much more complicated; see below)
<MaxPercentage> int16 Always 90; maximum chance of playing a pain sound
<PercentageThreshold> int16 Always 15; at least this much damage must be done to play a pain sound
<Timer> int16 Always 120; time in ticks before the damage tracker used for this AI's pain sounds resets
<MinTimer> int16 Always 35; time in ticks that must pass between pain sounds being played, no matter any other considerations
<MaxLight> int16 Always 1; number of times that AI will play light pain sound before "upgrading" to a medium pain sound upon subsequent damage
<MaxMedium> int16 Always 2; number of times that AI will play medium pain sound before "upgrading" to a heavy pain sound upon subsequent damage
<DeathChance> int16 Always 100; chance of playing a death sound
<VolumeTreshold> int16 Always 10; at least this much damage must be done for the AI to play the pain sound at maximum volume
<MediumTreshold> int16 Always 12; after this much cumulative damage, a light pain sound gets upgraded to a medium pain sound
<HeavyTreshold> int16 Always 22; after this much cumulative damage, a medium pain sound gets upgraded to a heavy pain sound
<MinVolume> float Minimal sound volume, e.g. 0.5, used when determining the volume of the pain sound to be played (before <VolumeTreshold> damage is reached and the volume becomes 100%)
<LightSound> char[32] OSBDfile.imp.oni (only the file name)
<MediumSound> char[32] OSBDfile.imp.oni (only the file name)
<HeavySound> char[32] OSBDfile.imp.oni (only the file name)
<DeathSound> char[32] OSBDfile.imp.oni (only the file name)

If the AI is in an alerted state, has not been hurt within the last <Timer> ticks, and the damage being done is at least <PercentageThreshold>, the chance of playing a pain sound is <BasePercentage> + (damage done * (<MaxPercentage> - <BasePercentage>)) / <PercentageThreshold>. If the AI is alerted and has already received damage within the last <Timer> ticks, they will not play a hurt sound. If the AI is not in an alerted state, they will always play a hurt sound.

<AIConstants>

XML tag Content type Description
<Flags> flag
NoStartleAnim
EnableMeleeFireDodge
ShootDodge (requires EnableMeleeFireDodge; AI tries to face shooter and shoot back while dodging)
RunAwayDodge (requires EnableMeleeFireDodge; overrides ShootDodge; firing spread/projectile dodge enabled for weapons; AI isn't shooting, it just tends to run away, not facing shooter)
NotUsed
<RotationSpeed> float AI rotation speed factor. Reference rotation speed is about 1 turn (360°) per second. The setting is only effective if the AI is in control, so it's a bit like the AI's mouse sensitivity :)
<DazedMinFrames> int16 Minimum number of frames for which AI remains in fallen position when it is knocked down
<DazedMaxFrames> int16 Maximum number of frames for which AI remains in fallen position when it is knocked down
<DodgeReactFrames> uint32 Number of frames after which AI realizes that it is inside a firing spread and starts dodging
<DodgeTimeScale> float Minimum firing spread dodge amount; similar to the maneuver variable, it tells the AI how long it should continue dodging/hiding in response to being inside a firing spread (so setting this very high means that once the enemy starts dodging/hiding, it will continue even after the firing spread disappears)
<DodgeWeightScale> float Dampens dodging of firing spread/projectile; the higher it is, the lower priority the AI gives to dodging
<Targeting> See HERE
<WeaponSkills> See HERE
<DeadMakeSureDelay> int32 Always 90; how long AI will continue shooting a dead body to make sure it's dead
<InvestigateBodyDelay> int32 Always 240; how long AI will stand over dead body before returning to last job
<LostContactDelay> int32 Always 180; how long after losing sight of target until AI engages pursuit mode
<DeadTauntChance> int32 Chance of AI taunting a dead body
<GoForGunChance> int32 Chance of AI running to some weapon to pick it up; can be checked in Dev Mode with the debug_gun_behavior command
<RunPickupChance> int32 Chance 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
<CombatId> int16 Combat profile ID
<MeleeId> int16 Melee profile ID
<SoundConstants> See HERE
<HostileThreatDefiniteTimer> int32 How long an AI will know exactly where its enemy is even if it can't see him with its central vision field, and attempt to attack him
<HostileThreatStrongTimer> int32 How long an AI will remain strongly convinced that there is an enemy, but will investigate his presence rather than attempt to attack him
<HostileThreatWeakTimer> int32 How long an AI will remain weakly convinced of an enemy's presence, looking around aimlessly to find him (Glance pursuit mode)
<FriendlyThreatDefiniteTimer> int32 This field is mislabeled, as it is actually the decay time for dropping back from high alert to medium alert and does not concern friendly AIs
<FriendlyThreatStrongTimer> int32 This field is mislabeled, as it is actually the decay time for dropping back from medium alert to low alert and does not concern friendly AIs
<FriendlyThreatWeakTimer> int32 This field is mislabeled, as it is actually the decay time for dropping back from low alert to no alert status and does not concern friendly AIs
<EarshotRadius> float Hearing radius; defines the size of the sound-detection sphere around an AI

You can observe the running of the various timers above by using the ai2_report_verbose command in the dev console (beware, this command causes random crashes).

<Targeting>

XML tag Content type Description
<StartleMissAngle> float Always has value 0.5 for TURR and ONCC; multiplied against target's distance to get error in AI's/turret's first wild shot
<StartleMissDistance> float Always has value 25 for TURR and ONCC; max value for result of multiplication above
<PredictAmount> float Always has value 1 for TURR and ONCC; accuracy multiplier for prediction of target's position
<PredictPositionDelayFrames> int32 Always has value 0 for TURR and ONCC; max value for how many frames of lookback can be used to predict target's position
<PredictDelayFrames> int32 Always has value 5 for TURR and ONCC; number of frames delay in recognizing target's current position
<PredictVelocityFrames> int32 Always has value 15 for TURR and ONCC; number of frames over which AI can average target's velocity to help predict position
<PredictTrendFrames> int32 Always has value 60 for TURR and ONCC; size in frames of location buffer for target

The higher <PredictPositionDelayFrames> is, the further back the AI will look in the position buffer which contains past location information for the target, however this value is always 0 in Oni's data, meaning the current location is used. The recognition of the target's current position is delayed by <PredictDelayFrames>, always 5/60 of a second, which represents something like "reaction time when tracking target". <PredictAmount> can be used to add inaccuracy to this prediction by choosing a value below 1.0, but in Oni's data it is always 1.0.

<WeaponSkills>

Note that all the following tags are declared for each specific weapon in the game.

XML tag Content type Description
<RecoilCompensation> float Ranges from 0.0 to 1.0; 1.0 means the weapon will not have any recoil when used by this AI
<BestAimingAngle> float A floor value in radians for aiming inaccuracy so that an AI never has perfect aim
<ShotGroupError> float An error percentage that is multiplied against the AI's final aim
<ShotGroupDecay> float Ranges from 0.0 to 1.0; how quickly the starting shot error decreases or increases (in other words, the middle of this range is desirable for natural-looking weapons handling)
<ShootingInaccuracyMultiplier> float Inaccuracy multiplier indicating AI's skill with this weapon; usually just 1 (no effect on weapon handling), but sometimes 0 (cancels out inaccuracy)
<MinShotDelay> uint16 Minimum delay in ticks before pulling the trigger again
<MaxShotDelay> uint16 Maximum delay in ticks before pulling the trigger again
Shooting skills

These can be viewed with e.g. ai2_skill_select konoko_generic w1_tap and then either ai2_skill_show (prints to console) or ai2_skill_save (prints to file). Sample skill settings for one ONCC are shown below.

The first weapon (weapon 0) is not in the game anymore, whatever it was. Mutant Muro's thunderbolt is handled as animation-bound particles, although it used to be handled as a weapon (same for Mukade's Devil Star, except w10_sni is still available). Barabas' Wave Motion Cannon is a bit mixed up since the beam is made of w12_ba2 particles and the grenade is a w11_ba1 particle.

Weapon recoil best angle error decay inaccuracy delays
w0_sec 0.0 0.000000 0.00 1.0 1.0 0 - 0
w1_tap 0.0 0.000000 0.40 0.4 0.0 30 - 45
w2_sap 0.3 0.013962 0.13 1.0 1.0 0 - 0
w3_phr 0.3 0.010472 0.05 0.5 1.0 0 - 0
w4_psm 0.3 0.015707 0.03 0.2 1.0 0 - 0
w5_sbg 0.3 0.001745 0.00 0.1 1.0 0 - 0
w6_vdg 0.3 0.001745 0.13 0.9 1.0 0 - 0
w7_scc 0.3 0.001745 0.05 0.1 1.0 0 - 0
w8_mbo 0.3 0.005236 0.01 0.5 1.0 0 - 0
w9_scr 0.3 0.010472 0.04 0.5 1.0 0 - 0
w10_sni 0.0 0.000000 0.00 1.0 1.0 0 - 0
w11_ba1 0.0 0.000000 0.00 1.0 1.0 0 - 0
w12_ba2 0.0 0.000000 0.00 1.0 1.0 0 - 0

<VisionConstants>

XML tag Content type Description
<CentralDistance> float Central vision distance
<PeripheralDistance> float Peripheral vision distance
<VerticalRange> float Vertical vision range
<CentralRange> float Central vision range
<CentralMax> float Central vision max
<PeripheralRange> float Peripheral vision range
<PeripheralMax> float Peripheral vision max
Vision field

An AI's vision field is composed of a central area and peripheral area. See HERE for details and illustrations. Put in terms of the data fields above, a character is visible if the distance between the AI and the character is less than the "distance" field. Between each area's "range" and "max" settings, the visibility distance decreases gradually towards 0. The vision field can be seen with the scripting command ai2_showvision=1, but it should be noted that the visualization of the peripheral vision field is missing its central segment.

The "range" and "max" values are angles, but stored as cosines of the angles for performance reasons. Here are some sample angles converted from cosine to degrees:

<VerticalRange>0.766044438</VerticalRange>
<CentralRange>0.819152057</CentralRange>
<CentralMax>0.57357645</CentralMax>
<PeripheralRange>0.1736482</PeripheralRange>
<PeripheralMax>-0.42261824</PeripheralMax>
= 40°
= 35°
= 55°
= 80°
= 115°

Variants, geometry, health, etc.

XML tag Content type Description
<Variant> link ONCVfile.oni, which defines variants and upgrades; see XML:ONCV for explanation
<Particles> link ONCP instance number (#N)
<Impacts> link ONIA instance number (#N)
<ImpactModifierName> flag Used to choose the correct effect from ONIE; impact name -> material name -> modifier (<Component> probably has to be "Impact")
Any
Light
Medium
Heavy
<Impacts> link Holds a lot of links of the format <ONCCImpact><Name>Imptname.oni</Name></ONCCImpact> for character-environment collision (see HERE to learn about that). This seems to be a series of slots for specific animation types so that those animations inherit the Impt value (name). See for example <ONCCImpact><Name>"Fall_LandHard"</Name></ONCCImpact> and the StNA anim type Fall_LandHard.
<DeathParticle> link Only used by the Mad Bomber (his smoking foot)
<BodySet> link TRBSfile.oni
<BodyTextures> link TRMAfile.oni
<BodyMaterials> link CBPM instance number (#N)
<BodyImpacts> link CBPI instance number (#N)
<FightModeTimer> int32 After fight mode is initiated, the character's COMidle animations will play for at least this many ticks. The character will then return to his non-COM idle animations as soon after that as an animation plays which has no COM variant, such as running, so that the COMidle loop has a reason to break. You can see the fight mode timer with chr_debug_characters=1.
<IdleAnimation1Timer> int32 Always 30,000 (= 8.333 minutes). The minimum ticks before an Idle type animation can be played (the engine will add a few frames to the counter, so the exact time is always different). Idle type animation are rarely seen by players because of the long wait time, and are not to be confused with typical idle animations, which use Stand as their type. Idle type animations can be seen in this video.
<IdleAnimation2Timer> int32 Always 30,000 (= 8.333 minutes). The time in ticks before an idle animation is played again.
<Health> int32 Base health of the character class; additional health information for each unique character spawned from a class is stored in the BINACJBOCharacter.oni file. If playing on Hard, non-player characters also receive a boost of +25% max HP (this number comes from the ONGS).
<FeetBones> flag

Unused. Can be:

LeftFoot
RightFoot
<MinBodySizeFactor> float Minimum body size factor (for an explanation of body size scaling, see the "Body size factor" on OBD:ONCC)
<MaxBodySizeFactor> float Maximum body size factor
<DamageFactors> See HERE
<BossShieldProtectAmount> float Damage reducer, multiplied against all incoming DamageTypes (can also be applied with chr_boss_shield(ai_name))
<Animations> link TRACfile.oni
<AimingScreens> link TRASfile.oni
<AIRateOfFire> int16 Unused
<DeathDeleteDelay> int16 Always 0 except for Mad Bomber, who is 190. The time in ticks that must pass between the character's death and their deletion (replacement by corpse model).
<WeaponHand> flag Which hand a character uses to hold their weapon. Only ninjas (including Mukade and the ninjabots) are lefthanded.
0 (right)
1 (left)
<HasDaodanPowers> int8 When set to 1, the character has Daodan powers (can overheal with hypos, and do more damage in this overpower mode)
<HasSupershield> int8

Only used by Mutant Muro. When set to 1, the character has a supershield.

<CantTouchThis> int8 Only used by Mutant Muro. When set to 1, forces on the "canttouchthis" cheat for this character.

<DamageFactors>

The float values in these seven tags correspond to damage types (see Particle damage types for details). Each one is a multiplier against the StunDamage and Knockback parameters of the DamageBlast and DamageChar PAR3 actions, which utilize these DamageTypes. The values range from 0.0-1.0, where 1.0 totally cancels out damage of that type.

XML tag Content type Description
<Float> float "Normal" DamageType multiplier
<Float> float "MinorStun" DamageType multiplier
<Float> float "MajorStun" DamageType multiplier
<Float> float "MinorKnockdown" DamageType multiplier
<Float> float "MajorKnockdown" DamageType multiplier
<Float> float "Blownup" DamageType multiplier
<Float> float "Pickup" DamageType multiplier

ONCP: Oni Character Particle (Array)

  • ONCPs is used for attaching particles to animations. Search for the "Particles" tag in a TRAM XML to see this array.


XML structure

   <ONCP id="3">
       <Particles>
           <ONCPParticle>
               <Name>...</Name>
               <Type>...</Type>
               <BodyPart>...</BodyPart>
           </ONCPParticle>
           [...]
       </Particles>
   </ONCP>
<Name> is used for linking from a TRAM; here are the names available in Oni's data:
acid - for Konoko's death event in Vago Biotech (level 3)
barabwave - for Barabas' earthquaker
blanka - for Mutant Muro's repelling lightning attack
contrail - for attacks that use colored contrails (character specific <Type>)
daodan - for the blast from Konoko's Daodan super-surge
daodan2 - for the blast from Konoko's final Daodan super-surge at the end of the game
death - the dust-like death particle
dust - the ground-level particle when player lands from a great height
fireball - Mukade's Devil Star
flash - attack impact flash
glow - colored glow particle for attacks
murowave - for Mutant Muro's ass bomb
snap - for Muro's neck snap move?
teleport - for Mukade's teleport animation
thud
thunderbolt - for Mutant Muro's attraction lightning attack
trail - white-colored contrail for standard attacks
rocket - for Barabas' jetpack
super_attractor - for MutantMuro
super_glow - Daodan glow particle for body
super_l_hand - Daodan glow particle for left hand (<BodyPart>LeftFist)
super_r_hand - Daodan glow particle for right hand (<BodyPart>RightFist)
<Type> provides the particle class (file name without prefix BINA3RAP and without suffix .oni)
<BodyPart> means the bone ID; see TRIA and XML:TRBS
The bones have these names in XML:
Pelvis
LeftThigh
LeftCalf
LeftFoot
RightThigh
RightCalf
RightFoot
Mid
Chest
Neck
Head
LeftShoulder
LeftArm
LeftWrist
LeftFist
RightShoulder
RightArm
RightWrist
RightFist
KillImpact
None

ONIA: Oni Character Impact Array

  • ONIAs are used for special attacks, as a kind of extension to CBPI in ONIEs. See ONIE for more information.
  • <Name> is used for linking from a TRAM. <Type> and <Modifier> are for links to ONIE. "Light", "Medium" and "Heavy" are the possible choices for <Modifier>.

XML structure

   <ONIA id="4">
       <Impacts>
           <ONIAImpact>
               <Name>...</Name>
               <Type>Bar_Super_Punch</Type>
               <Modifier>Heavy</Modifier>
           </ONIAImpact>
           [...]
   </ONIA>

CBPM: Character Body Part Materials

XML structure

The link ID lines up with the bone list in TRIA. For example, the eleventh material links to the character's head.

   <CBPM id="7">
        <Materials>
            <Link>MtrlCloth</Link>
            <Link>MtrlCloth</Link>
            <Link>MtrlArmor</Link>
            <Link>MtrlArmor</Link>
            <Link>MtrlCloth</Link>
            <Link>MtrlArmor</Link>
            <Link>MtrlArmor</Link>
            <Link>MtrlCloth</Link>
            <Link>MtrlArmor</Link>
            <Link>MtrlArmor</Link>
            <Link>MtrlArmor</Link>
            <Link>MtrlArmor</Link>
            <Link>MtrlArmor</Link>
            <Link>MtrlArmor</Link>
            <Link>MtrlArmor</Link>
            <Link>MtrlArmor</Link>
            <Link>MtrlArmor</Link>
            <Link>MtrlArmor</Link>
            <Link>MtrlArmor</Link>
        </Materials>
   </CBPM>

CBPI: Character Body Part Impacts

XML structure

The link ID lines up with the bone list in TRIA. For example, the eleventh impact links to the character's head.

   <CBPI id="8">
       <HitImpacts>
           <Link>ImptKick_Hit</Link>
           <Link>ImptKick_Hit</Link>
           <Link>ImptKick_Hit</Link>
           <Link>ImptKick_Hit</Link>
           <Link>ImptKick_Hit</Link>
           <Link>ImptKick_Hit</Link>
           <Link>ImptKick_Hit</Link>
           <Link>ImptKick_Hit</Link>
           <Link>ImptPunch_Hit</Link>
           <Link>ImptHead_Hit</Link>
           <Link>ImptHead_Hit</Link>
           <Link>ImptHead_Hit</Link>
           <Link>ImptPunch_Hit</Link>
           <Link>ImptPunch_Hit</Link>
           <Link>ImptPunch_Hit</Link>
           <Link>ImptHead_Hit</Link>
           <Link>ImptPunch_Hit</Link>
           <Link>ImptPunch_Hit</Link>
           <Link>ImptPunch_Hit</Link>
       </HitImpacts>
       <BlockedImpacts>
           <Link>ImptKick_Blocked</Link>
           <Link>ImptKick_Blocked</Link>
           <Link>ImptKick_Blocked</Link>
           <Link>ImptKick_Blocked</Link>
           <Link>ImptKick_Blocked</Link>
           <Link>ImptKick_Blocked</Link>
           <Link>ImptKick_Blocked</Link>
           <Link>ImptKick_Blocked</Link>
           <Link>ImptPunch_Blocked</Link>
           <Link>ImptHead_Blocked</Link>
           <Link>ImptHead_Blocked</Link>
           <Link>ImptHead_Blocked</Link>
           <Link>ImptPunch_Blocked</Link>
           <Link>ImptPunch_Blocked</Link>
           <Link>ImptPunch_Blocked</Link>
           <Link>ImptHead_Blocked</Link>
           <Link>ImptPunch_Blocked</Link>
           <Link>ImptPunch_Blocked</Link>
           <Link>ImptPunch_Blocked</Link>
       </BlockedImpacts>
       <KilledImpacts>
           <Link>ImptKick_Killed</Link>
           <Link>ImptKick_Killed</Link>
           <Link>ImptKick_Killed</Link>
           <Link>ImptKick_Killed</Link>
           <Link>ImptKick_Killed</Link>
           <Link>ImptKick_Killed</Link>
           <Link>ImptKick_Killed</Link>
           <Link>ImptKick_Killed</Link>
           <Link>ImptPunch_Killed</Link>
           <Link>ImptHead_Killed</Link>
           <Link>ImptHead_Killed</Link>
           <Link>ImptHead_Killed</Link>
           <Link>ImptPunch_Killed</Link>
           <Link>ImptPunch_Killed</Link>
           <Link>ImptPunch_Killed</Link>
           <Link>ImptHead_Killed</Link>
           <Link>ImptPunch_Killed</Link>
           <Link>ImptPunch_Killed</Link>
           <Link>ImptPunch_Killed</Link>
       </KilledImpacts>
   </CBPI>

List of all ONCCs

 barabus
 bdfem_1
 bdfem_2
 bdfem_3
 bdfem_4
 bd_1
 bd_2
 bd_3
 bd_4
 bd_5
 comguy_1
 comguy_2
 comguy_3
 CopfemA1
 CopfemA2
 CopmaleA1
 CopmaleA2
 CopmaleA3
 CopmaleA4
 elite_easy_1
 elite_easy_2
 elite_easy_3
 elite_hard_1
 elite_hard_2
 elite_hard_3
 elite_med_1
 elite_med_2
 elite_med_3
 generic_female_1
 generic_female_2
 generic_female_3
 generic_female_4
 generic_female_5
 generic_female_6
 generic_female_7
 generic_female_8
 generic_female_9
 generic_male_1
 generic_male_2
 generic_male_3
 generic_male_4
 generic_male_5
 generic_male_6
 griffin_generic
 griffin_swat
 k3
 k4_A
 k4_F
 k4_G
 k4_K
 k4_L
 konoko_generic
 mad_bomber
 muro_generic
 mutantmuro
 ninjabot
 ninja_easy_1
 ninja_easy_2
 ninja_easy_3
 ninja_hard_1
 ninja_hard_2
 ninja_hard_3
 ninja_med_1
 ninja_med_2
 ninja_med_3
 red_easy_1
 red_easy_2
 red_easy_3
 red_hard_1
 red_hard_2
 red_hard_3
 red_med_1
 red_med_2
 red_med_3
 security_guard_1
 security_guard_2
 Shinzom_generic
 SH_dream_lab
 SH_generic
 sniper_generic
 striker_dream_lab
 striker_easy_1
 striker_easy_2
 striker_easy_3
 striker_hard_1
 striker_hard_2
 striker_hard_3
 striker_med_1
 striker_med_2
 striker_med_3
 super_ninja_1
 tanker_easy_1
 tanker_hard_1
 tanker_med_1
 TCTF_lite_1
 TCTF_lite_blackops_1
 TCTF_swat_1
 TCTF_swat_blackops_1
 thug_air_1
 thug_air_2
 thug_air_3
 thug_air_4
 thug_air_5
 thug_mfg_1
 thug_mfg_2
 thug_mfg_3
 thug_mfg_4
 thug_mfg_5
 thug_neuro_1
 thug_neuro_2
 thug_neuro_3
 thug_neuro_4
 thug_neuro_5
 thug_pow_1
 thug_pow_2
 thug_pow_3
 thug_pow_4
 thug_pow_5
 thug_wh_1
 thug_wh_2
 thug_wh_3
 thug_wh_4
 thug_wh_5

New character balance

To know if a character you're creating is sufficiently balanced, you should compare Oni's vanilla characters against it. Factors that could be taken into account:

  • Basic:
    • Health
    • Block chances (melee profile)
    • Attack strength (per combat TRAM)
    • Attack speed (frame count per combat TRAM)
  • Advanced:
    • Damage multipliers (<DamageFactors>)
    • Average damage of combat animation set
    • Average damage per second (DPS)