XML:BINA/OBJC/CHAR: Difference between revisions
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{{XML_OBJC_Header | type=CHAR | prev=WEAP | next=CMBT | name=Character }} | {{XML_OBJC_Header | type=CHAR | prev=WEAP | next=CMBT | name=Character }} | ||
'''general information''' | '''general information''' | ||
* The xml code on this page is based on onisplit '''v0.9.61.0''' | |||
* '''BINACJBOCharacter.oni''' is level specific. (It can be found in edition/GameDataFolder/level''XX''_... ) | * '''BINACJBOCharacter.oni''' is level specific. (It can be found in edition/GameDataFolder/level''XX''_... ) | ||
* An alternative is [[OBD:AISA|AISA]]. | * An alternative is [[OBD:AISA|AISA]]. | ||
Revision as of 12:08, 8 November 2012
| CHAR : Character |
| |
|---|---|---|
| XML
AKEV << Other file types >> CONS TMBD << Other BINA >> ONIE WEAP << Other OBJC >> CMBT |
general information
- The xml code on this page is based on onisplit v0.9.61.0
- BINACJBOCharacter.oni is level specific. (It can be found in edition/GameDataFolder/levelXX_... )
- An alternative is AISA.
- All original characters can be seen HERE. (The lists include used ONCC, character's BSL name, health, team and BSL function.)
XML structure
<?xml version="1.0" encoding="utf-8"?>
<Oni>
<Objects>
[...]
</Objects>
</Oni>
[...] means at least one character. Paste all character data into there (this includes <CHAR Id="..."> and </CHAR> tag).
example
<CHAR Id="3860">
<Header>
<Flags></Flags>
<Position>-543.22 159 -630.0954</Position>
<Rotation>0 180 0</Rotation>
</Header>
<OSD>
<Flags>NotInitiallyPresent</Flags>
<Class>konoko_generic</Class>
<Name>konoko</Name>
<Weapon>w1_tap</Weapon>
<Scripts>
<Spawn></Spawn>
<Die>you_lose</Die>
<Combat></Combat>
<Alarm></Alarm>
<Hurt></Hurt>
<Defeated></Defeated>
<OutOfAmmo></OutOfAmmo>
<NoPath></NoPath>
</Scripts>
<AdditionalHealth>0</AdditionalHealth>
<Job>
<Type>None</Type>
<PatrolPathId>0</PatrolPathId>
</Job>
<Behaviors>
<CombatId>0</CombatId>
<MeleeId>0</MeleeId>
<NeutralId>0</NeutralId>
</Behaviors>
<Inventory>
<Ammo>
<Use>3</Use>
<Drop>0</Drop>
</Ammo>
<EnergyCell>
<Use>0</Use>
<Drop>0</Drop>
</EnergyCell>
<Hypo>
<Use>0</Use>
<Drop>0</Drop>
</Hypo>
<Shield>
<Use>0</Use>
<Drop>0</Drop>
</Shield>
<Invisibility>
<Use>0</Use>
<Drop>0</Drop>
</Invisibility>
</Inventory>
<Team>Konoko</Team>
<AmmoPercentage>100</AmmoPercentage>
<Alert>
<Initial>Lull</Initial>
<Minimal>Lull</Minimal>
<JobStart>Low</JobStart>
<Investigate>Medium</Investigate>
</Alert>
<AlarmGroups>0</AlarmGroups>
<Pursuit>
<StrongUnseen>Look</StrongUnseen>
<WeakUnseen>Forget</WeakUnseen>
<StrongSeen>Look</StrongSeen>
<WeakSeen>Look</WeakSeen>
<Lost>ReturnToJob</Lost>
</Pursuit>
</OSD>
</CHAR>
| XML tag | content type | description |
|---|---|---|
| <?xml version="1.0" encoding="utf-8"?> | float, flag | There's no reason to change this. |
| <Oni> | - | |
| <Objects> | - | |
| <CHAR Id="3860"> | integer | Id doesn't matter. |
| <Header> | - | |
| <Flags> | - | unknown; usually empty |
| <Position> | float x3 | character is spawned at this xyz-position |
| <Rotation> | float x3 | character is spawned with this xyz-rotation, only y is useful |
| <OSD> | - | |
| <Flags> | flag | determines some special properties
After onisplit v0.9.54.0, merged integer flags can appear. Let's say you encounter a 6180, then it's actually 4096 + 2048 + 32 + 4. |
| <Class> | char[64] | ONCC file name without file pre- and suffix. Character can change appearance with "chr_set_class". |
| <Name> | char[32] | used by BSL commands |
| <Weapon> | char[64] | ONWC file name without file pre- and suffix. The character is spawned with that weapon.
Original weapon classes:
|
| <Scripts> | string | BSL function
|
| <AdditionalHealth> | integer | main health is stored in ONCC, "additional health" will be added to that main health; also negative value possible here (which would then reduce main health) |
| <Job> | - | |
| <Type> | flag |
|
| <PatrolPathId> | integer | |
| <Behaviors> | - | specified by IDs linking to melee, combat and neutral profile collection file |
| <CombatId> | flag |
|
| <MeleeId> | flag | here are all melee IDs sorted by ID |
| <NeutralId> | flag | ... (no overview so far) |
| <Inventory> | - | |
| <Ammo> | integer |
|
| <EnergyCell> | integer |
|
| <Hypo> | integer |
|
| <Shield> | integer |
|
| <Invisibility> | integer |
|
| <Team> | flag |
|
| <AmmoPercentage> | integer | ammo in weapon, percent value: 0 - 100, overload not tested |
| <Alert> | - | HERE you get some helpful information on how to use "Alert" and "Pursuit".
|
| <Initial> | flag | initial alert level, see <Alert> for all flags |
| <Minimal> | flag | minimal alert level, see <Alert> for all flags |
| <JobStarting> | flag | alert level when starting a job, see <Alert> for all flags |
| <Investigating> | flag | alert level when investigating, see <Alert> for all flags |
| <AlarmGroups> | integer | It's a bitset32 converted to int32. If Ns bit = TRUE then a bot gets highest alert level by a console command ai2_tripalarm(N)
|
| <Pursuit> | - |
|
| <StrongUnseen> | flag | usually Look, see <Pursuit> for all flags |
| <WeakUnseen> | flag | usually Forget, see <Pursuit> for all flags |
| <StrongSeen> | flag | usually Look, see <Pursuit> for all flags |
| <WeakSeen> | flag | usually Look, see <Pursuit> for all flags |
| <Lost> | flag | usually ReturnToJob
|
