XML:Impt
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Impt : Impact | ||
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XML
IGSt << Other file types >> IPge |
General information
- The XML on this page is based on OniSplit v0.9.61.0.
- Impt*.oni files are global (they can be found in AE/AEInstaller/vanilla/level0_Final.dat).
- They are used by CBPI, ONIA and ONIE.
- Impact is only specified by the file name.
- Every impact has a parent impact to organize effects in ONIE.
XML structure
For example, ImptBar_Super_Kick.xml:
<?xml version="1.0" encoding="utf-8"?> <Oni> <Impt id="0"> <ParentImpact>ImptKick_Hit</ParentImpact> </Impt> </Oni>
Some Impts are used to detect the regular character-environment collision which comes from a character's movement (see ONCC). It looks like this:
<ImpactModifierName>Heavy</ImpactModifierName> <Impacts> <ONCCImpact> <Name>Footstep_Walk</Name> </ONCCImpact> [...] </Impacts>
Flags allowed for <ImpactModifierName>:
- Heavy
- Medium
- Light
Impact tree
If an impact (effect) links to an empty node, it will go up the hierarchy until it finds content and matching conditions.
- Default
- Blunt
- Fall_Slide
- Hit
- Fall
- Fall_Knockdown
- Fall_Land
- Fall_LandHard
- Fall_Object
- Powerup
- Weapon
- Shrapnel
- Weapon_Bounce
- Fall
- Footstep
- Footstep_Run
- Footstep_RunMain
- Footstep_RunSprint
- Footstep_RunStop
- Footstep_Shuffle
- Footstep_RunStart
- Footstep_SingleStep
- Footstep_Turn
- Footstep_Walk
- Footstep_WalkMain
- Footstep_WalkStop
- Footstep_Crouch
- Footstep_Zombie
- Footstep_IronDemon
- Footstep_IronDemon_Turn
- Footstep_Run
- Damaging
- Blast
- Projectile
- Bullet
- w1_tap
- w2_sap
- w7_scc
- w8_mbo
- Energy
- w3_phr
- w4_psm
- w6_vdg
- w10_sni
- w12_ba2
- w13_muro
- w14_muro
- Grenade
- w5_sbg
- w9_scr
- w11_ba1
- Bullet
- Debris
- Casing
- Glass_Shard
- Spark
- Melee
- Head
- Head_Blocked
- Head_Hit
- Head_Killed
- Kick
- Kick_Blocked
- Kick_Hit
- Bar_Super_Kick
- Com_Super_Kick
- Eli_Super_Kick
- Gri_Super_Kick
- Kon_Super_Kick
- Mur_Super_Kick
- Nin_Super_Kick
- Red_Super_Kick
- Str_Super_Kick
- Swt_Super_Kick
- Tan_Super_Kick
- Tcl_Super_Kick
- Thu_Super_Kick
- Kick_Killed
- Punch
- Punch_Blocked
- Punch_Hit
- Bar_Super_Punch
- Com_Super_Punch
- Eli_Super_Punch
- Gri_Super_Punch
- Kon_Super_Punch
- Mur_Super_Punch
- Nin_Super_Punch
- Red_Super_Punch
- Str_Super_Punch
- Swt_Super_Punch
- Tan_Super_Punch
- Tcl_Super_Punch
- Thu_Super_Punch
- Punch_Killed
- Self_Damage
- Self_Damage_Killed
- Head
- Blunt
Notes
- Blunt
- groups non-damaging env/OBJC collisions, env/PAR3 (particle) collisions, and especially env/CHAR collisions
- Fall_Slide
- used by? TRAM<ToState>RunSlide : ONCC<ONCCImpact><Name>Fall_Slide</Name></ONCCImpact>
- Hit
- Groups objects and particles attracted by gravity?
- Shrapnel
- used by: BINA3RAPw5_sbg_f05, BINA3RAPw11_ba1_f03
- Weapon_Bounce
- used by: BINA3RAPw5_sbg_p01, BINA3RAPw9_scr_p08, BINA3RAPw9_scr_p01, BINA3RAPw10_sni_p01
- Damaging
- Meant to group items by damage type, but is unused because particles hold the information about damage types?
- Blast
- Is this used by any instance? Let's check explosive particles: MadBomber, SBG, WMC, ShinBomb
- Projectile
- Groups ONWC names by ONWC flags??? [0x00/0x01 = UsesAmmo?], UsesCells, Explosive
- w9_scr
- Is actually an energy weapon (ONWC flag "UsesCells"), wrong cat.?
- Debris
- FX?
- Melee
- H2H attack impacts
- Kick_Hit
- Groups ONIA links. Redundant of ONCP since ONIA's <Modifier> is always "Any". Or you could think of it as "future-proof" if you add more (actual light and heavy) characters.)
- Punch_Hit
- Groups ONIA links. Redundant of ONCP since ONIA's <Modifier> is always "Any". Or you could think of it as "future-proof" if you add more (actual light and heavy) characters.