OBD:BINA/OBJC/CHAR: Difference between revisions
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{{OBD OBJC Header|align=center|type=CHAR|prev=WEAP|next=CMBT|name=Character|onistuff=b_ch}} | |||
---- | |||
---- | |||
==Screenshot== | |||
http://www6.fh-eberswalde.de/user/dkriesch/onistuff/images/bin_r_ch.gif | http://www6.fh-eberswalde.de/user/dkriesch/onistuff/images/bin_r_ch.gif | ||
==Basic setup== | |||
;APPEARANCE, WEAPON, POSITION, MISC SPAWN FLAGS | |||
{|{{OBDtable}} | |||
|align=center| | |||
{|{{OBDtable}} | |||
|- bgcolor="#FFDDBB" align="CENTER" | |- bgcolor="#FFDDBB" align="CENTER" | ||
| width="15%" | ''' | | width="15%" | '''Raw hex''' | ||
| width="15%" | ''' | | width="15%" | '''Value''' | ||
| width="70%" | '''Meaning''' | | width="70%" | '''Meaning''' | ||
|- | |- | ||
| bgcolor="#FFC8C8" | 52 41 48 43 | |||
| bgcolor="#FFC8C8" | | |||
| CHAR | | CHAR | ||
| align="LEFT" | character | | align="LEFT" | character | ||
|- | |- | ||
| bgcolor="#FFFFC8" | 87 19 00 00 | | bgcolor="#FFFFC8" | 87 19 00 00 | ||
| 6535 | | 6535 | ||
| align="LEFT" | old file ID | | align="LEFT" | old file ID | ||
|- | |- | ||
| bgcolor="#C8FFC8" | 00 00 00 00 | | bgcolor="#C8FFC8" | 00 00 00 00 | ||
| 0 | | 0 | ||
| align="LEFT" | unknown | | align="LEFT" | unknown | ||
|- | |- | ||
| bgcolor="#C8FFFF" | | | bgcolor="#C8FFFF" | | ||
A5 7D 9D 43 | A5 7D 9D 43 | ||
| 314.981597 | | 314.981597 | ||
| align="LEFT" | x-position of the character | | align="LEFT" | x-position of the character | ||
|- | |- | ||
| bgcolor="#C8FFFF" | 00 00 D8 C1 | | bgcolor="#C8FFFF" | 00 00 D8 C1 | ||
| -27.000000 | | -27.000000 | ||
| align="LEFT" | y-position (height) of the character | | align="LEFT" | y-position (height) of the character | ||
|- | |- | ||
| bgcolor="#C8FFFF" | 98 09 1E 42 | | bgcolor="#C8FFFF" | 98 09 1E 42 | ||
| 39.509368 | | 39.509368 | ||
| align="LEFT" | z-position of the character | | align="LEFT" | z-position of the character | ||
|- | |- | ||
| bgcolor="#FFC8FF" | 00 00 00 00 | | bgcolor="#FFC8FF" | 00 00 00 00 | ||
| 0.000000 | | 0.000000 | ||
| align="LEFT" | rotation on the x-axis in degrees | | align="LEFT" | rotation on the x-axis in degrees | ||
|- | |- | ||
| bgcolor="#FFC8FF" | 00 00 87 43 | | bgcolor="#FFC8FF" | 00 00 87 43 | ||
| 270.000000 | | 270.000000 | ||
| align="LEFT" | rotation on the y-axis in degrees | | align="LEFT" | rotation on the y-axis in degrees | ||
|- | |- | ||
| bgcolor="#FFC8FF" | 00 00 00 00 | | bgcolor="#FFC8FF" | 00 00 00 00 | ||
| 0.000000 | | 0.000000 | ||
| align="LEFT" | rotation on the z-axis in degrees | | align="LEFT" | rotation on the z-axis in degrees | ||
|- | |- | ||
| bgcolor="#FFC800" | 01 | | bgcolor="#FFC800" | 01 | ||
| 1 | | 1 | ||
| align="LEFT" | | | align="LEFT" |option bitset 1 (see below) | ||
option | |||
( | |||
|- bgcolor="#FFEEDD" align="CENTER" valign="TOP" | |- bgcolor="#FFEEDD" align="CENTER" valign="TOP" | ||
| bgcolor="#C800C8" | 00 | | bgcolor="#C800C8" | 00 | ||
| 0 | | 0 | ||
| align="LEFT" | | | align="LEFT" |option bitset 2 (see below) | ||
option | |||
|- bgcolor="#FFEEDD" align="CENTER" valign="TOP" | |- bgcolor="#FFEEDD" align="CENTER" valign="TOP" | ||
| bgcolor="#C87C64" | 00 00 | | bgcolor="#C87C64" | 00 00 | ||
Line 138: | Line 68: | ||
|- bgcolor="#FFEEDD" align="CENTER" valign="TOP" | |- bgcolor="#FFEEDD" align="CENTER" valign="TOP" | ||
| colspan="2" bgcolor="#B0C3D4" | <tt>konoko_generic</tt> | | colspan="2" bgcolor="#B0C3D4" | <tt>konoko_generic</tt> | ||
| align="LEFT" | | | align="LEFT" |link by name to character class (local, konoko_generic.[[OBD:ONCC|ONCC]]) | ||
name | |||
|- bgcolor="#FFEEDD" align="CENTER" valign="TOP" | |- bgcolor="#FFEEDD" align="CENTER" valign="TOP" | ||
| colspan="2" bgcolor="#E7CEA5" | <tt>konoko</tt> | | colspan="2" bgcolor="#E7CEA5" | <tt>konoko</tt> | ||
Line 145: | Line 74: | ||
|- bgcolor="#FFEEDD" align="CENTER" valign="TOP" | |- bgcolor="#FFEEDD" align="CENTER" valign="TOP" | ||
| colspan="2" bgcolor="#FFDDDD" | <tt>w1_tap</tt> | | colspan="2" bgcolor="#FFDDDD" | <tt>w1_tap</tt> | ||
| align="LEFT" | | | align="LEFT" |link by name to weapon class (global, w1_tap.[[OBD:ONWC|ONWC]]) | ||
name | |||
|- bgcolor="#FFEEDD" align="CENTER" valign="TOP" | |- bgcolor="#FFEEDD" align="CENTER" valign="TOP" | ||
| colspan="2" bgcolor="#64AAAA" | not used | | colspan="2" bgcolor="#64AAAA" | not used | ||
| align="LEFT" | unknown; never used in Oni | | align="LEFT" | unknown; never used in Oni (maybe second weapon) | ||
|- bgcolor="# | |} | ||
|} | |||
;Option bitset 1 | |||
:1 - player character | |||
:2 - random skin | |||
:4 - not prespawned | |||
:8 - non-combatant | |||
:16 - multi-spawnable | |||
:32 - unknown | |||
:64 - unkillable | |||
:128 - superammo | |||
;Option bitset 2 | |||
option 2; it's a bitset; the following options are possible (values in dec): | |||
:1 - boss (whatever that means) | |||
:2 - has LSI | |||
:4 - no auto-drop (whatever that means) | |||
:8 - upgrade difficulty (spawns a stronger enemy if you play on medium or hard) | |||
:16 - omniscient (whatever that means) | |||
:32 - unknown, never used | |||
:64 - unknown, never used | |||
:128 - unknown, never used | |||
---- | |||
---- | |||
==Script functions== | |||
;ARE CALLED BY THE SCRIPT ENGINE WHEN CERTAN THINGS HAPPEN TO A CHARACTER | |||
{|{{OBDtable}} | |||
|align=center| | |||
{|{{OBDtable}} | |||
|- bgcolor="#FFDDBB" align="CENTER" | |||
| width="15%" | '''Raw hex''' | |||
| width="15%" | '''Value''' | |||
| width="70%" | '''Meaning''' | |||
|- | |||
| colspan="2" bgcolor="#EBEBEB" | not used | | colspan="2" bgcolor="#EBEBEB" | not used | ||
| align="LEFT" | | | align="LEFT" | script function called when character is spawned | ||
|- | |- | ||
| colspan="2" bgcolor="#8C8CCC" | <tt>you_lose</tt> | | colspan="2" bgcolor="#8C8CCC" | <tt>you_lose</tt> | ||
| align="LEFT" | | | align="LEFT" | script function called when character dies (health reaches 0); can work multiple times | ||
|- | |- | ||
| colspan="2" bgcolor="#FF00C8" | not used | | colspan="2" bgcolor="#FF00C8" | not used | ||
| align="LEFT" | | | align="LEFT" | script function called when character notices an enemy; works only once | ||
|- | |- | ||
| colspan="2" bgcolor="#F0F096" | not used | | colspan="2" bgcolor="#F0F096" | not used | ||
| align="LEFT" | unknown; never used in Oni | | align="LEFT" | unknown; never used in Oni | ||
|- | |- | ||
| colspan="2" bgcolor="#00C864" | not used | | colspan="2" bgcolor="#00C864" | not used | ||
| align="LEFT" | | | align="LEFT" | script function called when character is hurt for the first time; works only once | ||
|- | |- | ||
| colspan="2" bgcolor="#00C8FF" | not used | | colspan="2" bgcolor="#00C8FF" | not used | ||
| align="LEFT" | | | align="LEFT" | script function called when character is "defeated" (health reaches 1); works only once | ||
|- | |- | ||
| colspan="2" bgcolor="#C80040" | not used | | colspan="2" bgcolor="#C80040" | not used | ||
| align="LEFT" | | | align="LEFT" | script function called when character runs out of ammo (reloads a weapon with the last clip/cell); works only once, and the character must have the ammo at spawn-time | ||
|- | |- | ||
| colspan="2" bgcolor="#FFCD96" | not used | | colspan="2" bgcolor="#FFCD96" | not used | ||
| align="LEFT" | unknown | | align="LEFT" | unknown, some exotic script function call ("should" be called when a character has trouble pathfinding, but isn't) | ||
|- bgcolor="# | |} | ||
|} | |||
---- | |||
---- | |||
==Less basic setup== | |||
;INVENTORY, TEAM, JOBS, ALERT/PURSUIT | |||
{|{{OBDtable}} | |||
|align=center| | |||
{|{{OBDtable}} | |||
|- bgcolor="#FFDDBB" align="CENTER" | |||
| width="15%" | '''Raw hex''' | |||
| width="15%" | '''Value''' | |||
| width="70%" | '''Meaning''' | |||
|- | |||
| bgcolor="#C8C864" | 00 00 00 00 | | bgcolor="#C8C864" | 00 00 00 00 | ||
| 0 | | 0 | ||
| align="LEFT" | | | align="LEFT" | | ||
additional health (the basic health you'll find in the [[OBD:ONCC|ONCC]] file of the character) | additional health (the basic health you'll find in the [[OBD:ONCC|ONCC]] file of the character) | ||
|- | |- | ||
| bgcolor="#0096C8" | 00 00 00 00 | | bgcolor="#0096C8" | 00 00 00 00 | ||
| 0 | | 0 | ||
| align="LEFT" | | | align="LEFT" |job ID (see below) | ||
job ID | |- | ||
( | |||
|- | |||
| bgcolor="#FF80C0" | 00 00 | | bgcolor="#FF80C0" | 00 00 | ||
| 0 | | 0 | ||
| align="LEFT" | patrol path ID ( | | align="LEFT" | patrol path ID (looked up in local [[OBD:BINA/OBJC/PATR|CJBO'''Patrol_Path'''.BINA]]) | ||
|- | |- | ||
| bgcolor="#FF80C0" | 00 00 | | bgcolor="#FF80C0" | 00 00 | ||
| 0 | | 0 | ||
| align="LEFT" | combat ID ( | | align="LEFT" | combat ID (looked up in global [[OBD:BINA/OBJC/CMBT|CJBO'''Combat'''.BINA]]) | ||
|- | |- | ||
| bgcolor="#D0C0AF" | 00 00 | | bgcolor="#D0C0AF" | 00 00 | ||
| 0 | | 0 | ||
| align="LEFT" | melee ID ( | | align="LEFT" | melee ID (looked up in global [[OBD:BINA/OBJC/MELE|CJBO'''Melee Profile'''.BINA]]) | ||
|- | |- | ||
| bgcolor="#D0C0AF" | 00 00 | | bgcolor="#D0C0AF" | 00 00 | ||
| 0 | | 0 | ||
| align="LEFT" | neutral ID ( | | align="LEFT" | neutral ID (looked up in local [[OBD:BINA/OBJC/NEUT|CJBO'''Neutral'''.BINA]]) | ||
|- | |- | ||
| bgcolor="#EEDDFF" | 01 00 | | bgcolor="#EEDDFF" | 01 00 | ||
| 1 | | 1 | ||
| align="LEFT" | amount of ammo (red clips) | | align="LEFT" | amount of ammo (red clips) that can be used | ||
|- | |- | ||
| bgcolor="#EEDDFF" | 00 00 | | bgcolor="#EEDDFF" | 00 00 | ||
| 0 | | 0 | ||
| align="LEFT" | amount of ammo (red clips) | | align="LEFT" | amount of ammo (red clips) that can be dropped | ||
|- | |- | ||
| bgcolor="#C5FF8A" | 00 00 | | bgcolor="#C5FF8A" | 00 00 | ||
| 0 | | 0 | ||
| align="LEFT" | amount of energy cells (green clips) | | align="LEFT" | amount of energy cells (green clips) that can be used | ||
|- | |- | ||
| bgcolor="#C5FF8A" | 00 00 | | bgcolor="#C5FF8A" | 00 00 | ||
| 0 | | 0 | ||
| align="LEFT" | amount of energy cells (green clips) | | align="LEFT" | amount of energy cells (green clips) that can be dropped | ||
|- | |- | ||
| bgcolor="#C0C0C0" | 00 00 | | bgcolor="#C0C0C0" | 00 00 | ||
| 0 | | 0 | ||
| align="LEFT" | amount of hypos | | align="LEFT" | amount of hypos that can be used | ||
|- | |- | ||
| bgcolor="#C0C0C0" | 00 00 | | bgcolor="#C0C0C0" | 00 00 | ||
| 0 | | 0 | ||
| align="LEFT" | amount of hypos | | align="LEFT" | amount of hypos that can be dropped | ||
|- | |- | ||
| bgcolor="#FF0080" | 00 00 | | bgcolor="#FF0080" | 00 00 | ||
| 0 | | 0 | ||
| align="LEFT" | amount of force shields | | align="LEFT" | amount of force shields that can be used | ||
|- | |- | ||
| bgcolor="#FF0080" | 00 00 | | bgcolor="#FF0080" | 00 00 | ||
| 0 | | 0 | ||
| align="LEFT" | amount of force shields | | align="LEFT" | amount of force shields that can be dropped | ||
|- | |- | ||
| bgcolor="#FFFFA6" | 00 00 | | bgcolor="#FFFFA6" | 00 00 | ||
| 0 | | 0 | ||
| align="LEFT" | amount of phase | | align="LEFT" | amount of phase cloaking that can be used (60 = 1 second) | ||
|- | |- | ||
| bgcolor="#FFFFA6" | 00 00 | | bgcolor="#FFFFA6" | 00 00 | ||
| 0 | | 0 | ||
| align="LEFT" | amount of phase | | align="LEFT" | amount of phase cloaking that can be dropped | ||
|- | |- | ||
| bgcolor="#71FFB8" | 00 00 00 00 | | bgcolor="#71FFB8" | 00 00 00 00 | ||
| 0 | | 0 | ||
| align="LEFT" | unknown; always zero | | align="LEFT" | unknown; always zero | ||
|- | |- | ||
| bgcolor="#0000BF" | 00 00 00 00 | | bgcolor="#0000BF" | 00 00 00 00 | ||
| 0 | | 0 | ||
| align="LEFT" | | | align="LEFT" |team ID (see below) | ||
team ID | |- | ||
|- | |||
| bgcolor="#804040" | 64 00 00 00 | | bgcolor="#804040" | 64 00 00 00 | ||
| 100 | | 100 | ||
| align="LEFT" | ammo filling in percent | | align="LEFT" | ammo filling in percent | ||
|- | |- | ||
| bgcolor="#FF22FF" | 00 00 00 00 | | bgcolor="#FF22FF" | 00 00 00 00 | ||
| 0 | | 0 | ||
| align="LEFT" | | | align="LEFT" |initial alert level (see below) | ||
alert | |- | ||
( | |||
|- | |||
| bgcolor="#808080" | 00 00 00 00 | | bgcolor="#808080" | 00 00 00 00 | ||
| 0 | | 0 | ||
| align="LEFT" | | | align="LEFT" | minimal alert level | ||
|- | |- | ||
| bgcolor="#FFAA82" | 01 00 00 00 | | bgcolor="#FFAA82" | 01 00 00 00 | ||
| 1 | | 1 | ||
| align="LEFT" | | | align="LEFT" | alert level when starting a job | ||
|- | |- | ||
| bgcolor="#00D900" | 02 00 00 00 | | bgcolor="#00D900" | 02 00 00 00 | ||
| 2 | | 2 | ||
| align="LEFT" | | | align="LEFT" | alert level when investigating | ||
|- | |- | ||
| bgcolor="#CACAFF" | 00 | | bgcolor="#CACAFF" | 00 | ||
| 0 | | 0 | ||
| align="LEFT" | unknown | | align="LEFT" | unknown | ||
|- | |- | ||
| bgcolor="#CACAFF" | 00 | | bgcolor="#CACAFF" | 00 | ||
| 0 | | 0 | ||
| align="LEFT" | unknown | | align="LEFT" | unknown | ||
|- | |- | ||
| bgcolor="#CACAFF" | 00 | | bgcolor="#CACAFF" | 00 | ||
| 0 | | 0 | ||
| align="LEFT" | unknown | | align="LEFT" | unknown | ||
|- | |- | ||
| bgcolor="#CACAFF" | 00 | | bgcolor="#CACAFF" | 00 | ||
| 0 | | 0 | ||
| align="LEFT" | unknown | | align="LEFT" | unknown | ||
|- | |- | ||
| bgcolor="#F0F000" | 04 00 00 00 | | bgcolor="#F0F000" | 04 00 00 00 | ||
| 4 | | 4 | ||
| align="LEFT" | unknown | | align="LEFT" | unknown (pm_pursue_strong?) | ||
|- | |- | ||
| bgcolor="#E7FFCE" | 01 00 00 00 | | bgcolor="#E7FFCE" | 01 00 00 00 | ||
| 1 | | 1 | ||
| align="LEFT" | unknown | | align="LEFT" | unknown (pm_pursue_weak?) | ||
|- | |- | ||
| bgcolor="#4F7291" | 04 00 00 00 | | bgcolor="#4F7291" | 04 00 00 00 | ||
| 4 | | 4 | ||
| align="LEFT" | unknown | | align="LEFT" | unknown (pm_pursue_strong_seen?) | ||
|- | |- | ||
| bgcolor="#FFD6C1" | 04 00 00 00 | | bgcolor="#FFD6C1" | 04 00 00 00 | ||
| 4 | | 4 | ||
| align="LEFT" | unknown | | align="LEFT" | unknown (pm_pursue_weak_seen?) | ||
|- | |- | ||
| bgcolor="#FF5E5E" | 00 00 00 00 | | bgcolor="#FF5E5E" | 00 00 00 00 | ||
| 0 | | 0 | ||
| align="LEFT" | unknown | | align="LEFT" | unknown (pm_pursue_lost?) | ||
|} | |||
|} | |} | ||
;Job ID | |||
:0 - none | |||
:1 - idle | |||
:2 - guard (never used in Oni) | |||
:3 - patrol | |||
:4 - teambattle (never used in Oni) | |||
;Team ID | |||
:0 - Konoko | |||
:1 - TCTF | |||
:2 - Syndicate | |||
:3 - Neutral | |||
:4 - SecurityGuard | |||
:5 - RogueKonoko | |||
:6 - Switzerland | |||
:7 - SyndicateAccessory | |||
;Alert level | |||
:0 - lull | |||
:1 - low | |||
:2 - medium | |||
:3 - high | |||
:4 - combat | |||
---- | |||
---- | |||
==Blue Box Beta WMDD== | |||
http://www6.fh-eberswalde.de/user/dkriesch/oni/bina_chara.gif | |||
---- | |||
---- | |||
{{OBD OBJC Footer|type=CHAR|prev=WEAP|next=CMBT|name=Character}} |
Revision as of 20:49, 29 July 2006
|
Screenshot
Basic setup
- APPEARANCE, WEAPON, POSITION, MISC SPAWN FLAGS
|
- Option bitset 1
- 1 - player character
- 2 - random skin
- 4 - not prespawned
- 8 - non-combatant
- 16 - multi-spawnable
- 32 - unknown
- 64 - unkillable
- 128 - superammo
- Option bitset 2
option 2; it's a bitset; the following options are possible (values in dec):
- 1 - boss (whatever that means)
- 2 - has LSI
- 4 - no auto-drop (whatever that means)
- 8 - upgrade difficulty (spawns a stronger enemy if you play on medium or hard)
- 16 - omniscient (whatever that means)
- 32 - unknown, never used
- 64 - unknown, never used
- 128 - unknown, never used
Script functions
- ARE CALLED BY THE SCRIPT ENGINE WHEN CERTAN THINGS HAPPEN TO A CHARACTER
|
Less basic setup
- INVENTORY, TEAM, JOBS, ALERT/PURSUIT
|
- Job ID
- 0 - none
- 1 - idle
- 2 - guard (never used in Oni)
- 3 - patrol
- 4 - teambattle (never used in Oni)
- Team ID
- 0 - Konoko
- 1 - TCTF
- 2 - Syndicate
- 3 - Neutral
- 4 - SecurityGuard
- 5 - RogueKonoko
- 6 - Switzerland
- 7 - SyndicateAccessory
- Alert level
- 0 - lull
- 1 - low
- 2 - medium
- 3 - high
- 4 - combat
Blue Box Beta WMDD
ONI BINARY DATA |
---|
AKVA << Other file types >> CBPI |
BINA : Binary data |
TMBD << Other BINA >> ONIE |
OBJC : Objects |
WEAP << Other OBJC >> CMBT |
CHAR : Character |
[[OBD:File types/{{{family}}}|{{{family}}} file]] |