|ONGS : Oni Game Settings|
- ONGSgame_settings.oni is located in GameDataFolder\level0_Final
- The xml code on this page is compatible with onisplit v0.9.61.0
|<MaxOverhealthFactor>||If this factor is 2 and your normal max health is 200 then character's max overhealth can be 400.
If you use a bsl command to set values beyond max overhealth then the health drops very fast to that max overhealth value but not instantly.
|<NormalHypoStrength>||This factor increases player's health based on his max normal health.
If this factor is 0.25 and player's max health is 200 then a hypo can restore 50 health points.
Btw, the regeneration speed for hypos is character specific. Look at ONCC's <HypoRegenerationRate>.
|<OverhealthHypoStrength>||This factor increases player's health based on his max normal health, but max health must be already reached.
If this factor is 1 and player's max health is 200 then a hypo can restore 200 health points.
If this factor is 1, player's max health is 200 and his current health is 175 then a hypo restores with factor 0.25 (<NormalHypoStrength>) until max health is reached. The rest of the hypo health with factor 1 (<OverhealthHypoStrength>).
|<OverhealthMinDamage>||Hit points of an attack gets increased by at least of this factor.|
|<OverhealthMaxDamage>||Hit points of an attack gets increased by at most of this factor.|
|<UsedHealthElements>||Determines now many values of <HealthPercent> and <HealthColor> are used.|
|<HealthPercent>||1 means 100 % (float values)|
|<HealthColor>||Red Green Blue|
|<PowerupGlowSizes>||x and y size (float values)|
|<Sounds>||sounds for some events (fixed order?)|
|<NoticeFactors>||on easy, normal, hard (?)|
|<BlockChanceFactors>||on easy, normal, hard (only for AI)|
|<DodgeFactors>||on easy, normal, hard (?)|
|<WeaponAccuracyFactors>||on easy, normal, hard (?); an additional factor that propably refers to <WeaponSkills> in ONCC files|
|<EnemyHealthFactors>||on easy, normal, hard|
|<PlayerHealthFactors>||on easy, normal, hard|
|<UsedAutoPrompts>||Determines how many <ONGSAutoPrompt> are used.|
|<ONGSAutoPrompt>||Level specific items only use one level number. <SubtitleName> contains the keyword of the SUBT file. The message becomes displayed automatically.|
detailed explanation of the health display meter
Remember the <UsedHealthElements> when you edit health indicator colors. Increase it by 1 if you change value in an additional <HealthPercent> and <HealthColor>.
The modification will also change ...
- BSL command "ai2_showhealth = 1"
- Baba's regeneration (probably by <UseSpecialTint> particle flag)
- and melee impact flashes which show the character's health status when hit ("snap" particle files? they also use <UseSpecialTint>)
The color between health flags (<Float>) is a mix.
The color keeps the same when passing the the last health flag.
<HealthPercent> <Float>0</Float> <Float>0.659999967</Float> <Float>0.979999959</Float> <Float>1</Float> <Float>1.5</Float> [...]
<HealthColor> <Color>255 0 0</Color> <Color>255 255 0</Color> <Color>19 161 43</Color> <Color>0 255 0</Color> <Color>68 119 255</Color> [...]