OBD:ONCP: Difference between revisions
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:The ONCP is the list of all the particles (motion trails, combo flashes, etc) that will be available for the [[OBD:ONCC|ONCC]] that links to it. | :The ONCP is the list of all the particles (motion trails, combo flashes, etc) that will be available for the [[OBD:ONCC|ONCC]] that links to it. | ||
:Nothing bad happens if an ONCC doesn't find a particle required by an animation, you just get a warning at the console. | :Nothing bad happens if an ONCC doesn't find a particle required by an animation, you just get a warning at the console. | ||
:However, [[AE]]'s glass-breaking animations will give you a ''lot'' of warnings without the right ONCP (basically for all combat moves, not just flashy ones). | |||
;Bodypart number | ;Bodypart number | ||
*0-19 - this is a super particle attached to the specified bodypart when the character has daodan powers; the particle name must start with super for this to work | *0-19 - this is a super particle attached to the specified bodypart when the character has daodan powers; the particle name must start with super for this to work; particle events are as follows: | ||
*0xFFFF - the particle is attached by an animation (the animation specifies the bodypart) | **particle is "create"d (if absent) and "start"ed when entering overpower while "active" (drawn); | ||
*0x8000 - the particle is attached by an animation (the animation specifies the bodypart) and it also generates a Self_Damage_Killed impact (user by back breaking animations) | **particle is "stop"ped when overpower runs out; | ||
**particle is killed (either is deleted or "die"s on its own) when/if the character goes "inactive". | |||
*0xFFFF - the particle is attached by an animation (the animation specifies the bodypart); particle events are as follows: | |||
**particle is "start"ed and "stop"ped according to the frames specified in [[OBD:TRAM/raw0x2C|TRAM]]; | |||
**the animation can "create" multiple instances of a particle/tag as necessary (one per bone involved), at the start of the animation (or simultaneously with "start"?); | |||
**particle is killed when the animation that created it stops playing (or simultaneously with "stop"?) | |||
*0x8000 - the particle is attached by an animation (the animation specifies the bodypart) and it also generates a Self_Damage_Killed impact (user by back breaking animations); particle event rules are same as for 0x8000 | |||
Revision as of 01:35, 14 October 2010
|
Offset | Type | Raw Hex | Value | Description |
---|---|---|---|---|
0x00 | res_id | 01 F9 03 00 | 1017 | 01017-.ONCP |
0x04 | lev_id | 01 00 00 06 | 3 | level 3 |
0x08 | char[16] | AD DE | dead | unused |
0x18 | int8 | 0 | 0 | is loaded; must be 0, set to 1 at runtime |
0x19 | char[3] | AD DE | dead | unused |
0x1C | int32 | 0D 00 00 00 | 13 | array size |
First element (black outline) | ||||
0x00 | char[16] | acid | particle name (referenced by TRAM particles) | |
0x10 | char[64] | env_splash_e01a | particle class name | |
0x50 | uint16 | FF FF | -1 | number of the bodypart; see below |
0x52 | int16 | 5F 00 | 95 | ignored |
0x54 | int32 | 00 00 00 00 | 0 | runtime only |
- Note
- The ONCP is the list of all the particles (motion trails, combo flashes, etc) that will be available for the ONCC that links to it.
- Nothing bad happens if an ONCC doesn't find a particle required by an animation, you just get a warning at the console.
- However, AE's glass-breaking animations will give you a lot of warnings without the right ONCP (basically for all combat moves, not just flashy ones).
- Bodypart number
- 0-19 - this is a super particle attached to the specified bodypart when the character has daodan powers; the particle name must start with super for this to work; particle events are as follows:
- particle is "create"d (if absent) and "start"ed when entering overpower while "active" (drawn);
- particle is "stop"ped when overpower runs out;
- particle is killed (either is deleted or "die"s on its own) when/if the character goes "inactive".
- 0xFFFF - the particle is attached by an animation (the animation specifies the bodypart); particle events are as follows:
- particle is "start"ed and "stop"ped according to the frames specified in TRAM;
- the animation can "create" multiple instances of a particle/tag as necessary (one per bone involved), at the start of the animation (or simultaneously with "start"?);
- particle is killed when the animation that created it stops playing (or simultaneously with "stop"?)
- 0x8000 - the particle is attached by an animation (the animation specifies the bodypart) and it also generates a Self_Damage_Killed impact (user by back breaking animations); particle event rules are same as for 0x8000
ONI BINARY DATA |
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ONCC << Other file types >> ONCV |
ONCP : Oni Character Particle Array |
Character file |