XML:BINA/OBJC/NEUT: Difference between revisions

From OniGalore
< XML:BINA‎ | OBJC
m (Iritscen moved page OBD talk:BINA/OBJC/NEUT to XML:BINA/OBJC/NEUT without leaving a redirect)
(+ temp + cat // incomplete table style update)
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=neutral behavior=
{{XML_OBJC_Header | type=NEUT | prev=MELE | next=PART | name=Neutral behavior collection }}
 
__TOC__


{{Template:XMLModdingHints}}
{| border=0 cellspacing=20 cellpadding=0 align=center
| The xml code on this page is based on onisplit '''v0.9.61.0'''
|}


'''general information'''
===general information===
* The xml code on this page is based on onisplit '''v0.9.61.0'''
* '''BINACJBONeutral.oni''' is level specific. (It can be found in edition/GameDataFolder/level''XX''_... )
* '''BINACJBONeutral.oni''' is level specific. (It can be found in edition/GameDataFolder/level''XX''_... )




'''XML structure'''
===file structure===
  <?xml version="1.0" encoding="utf-8"?>
  <?xml version="1.0" encoding="utf-8"?>
  <Oni>
  <Oni>
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{{Table}}
===tags===
!XML tag
(Caution: change of table style in progress)
!description
{| class="wikitable" width="100%"
!flags (plus description)
!width=150px| XML tag
!width=120px| content type
! description
|-
|-
|<?xml version="1.0" encoding="utf-8"?>
| <?xml version="1.0" encoding="utf-8"?>
|
| flag, float
|
| Don't change this.
|-
|-
|valign=top|<Oni>
|valign=top| <Oni>
|
| -
|
|
|-
|-
|valign=top|<ObjectCollection>
|valign=top| <ObjectCollection>
|
|
|
|
|-
|-
|valign=top|<NEUT Id="1853">
|valign=top| <NEUT Id="1853">
|Id doesn't matter here.
|Id doesn't matter here.
|
|
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|-
|-
|<Flags>
|<Flags>
|
|  
|
|
|-
|-
|<Position>
|<Position>
|
| float
|
| useless here
|-
|-
|<Rotation>
|<Rotation>
|
| float
|
| useless here
|-
|-
|<OSD>
|<OSD>
|
| -
|
|
|-
|-
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|-
|-
|<NeutralId>
|<NeutralId>
|used by [[ONCC]] and [[OBD:BINA/OBJC/MELE|BINA/CJBO/MELE]]
|used by [[XML:ONCC|ONCC]] and [[XML:BINA/OBJC/MELE|BINA/CJBO/MELE]]
|
|
|-
|-
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*OtherAnimOnce
*OtherAnimOnce
|-
|-
|valign=top|[[OBD_talk:StNA#animation_types|<Anim>]]
|valign=top|[[XML:StNA#animation_types|<Anim>]]
|
|
|valign=top|
|valign=top|
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*c03_12_09tctffag2
*c03_12_09tctffag2
|}
|}
{{XML}}

Revision as of 14:21, 9 November 2012

NEUT : Neutral behavior collection
XML modding tips
See HERE to start learning about XML modding.
See HERE if you are searching for information on how to handle object coordinates.
See HERE for some typical modding errors and their causes.
XML.png
XML

AKEV << Other file types >> CONS

TMBD << Other BINA >> ONIE

MELE << Other OBJC >> PART

switch to OBD page


general information

  • The xml code on this page is based on onisplit v0.9.61.0
  • BINACJBONeutral.oni is level specific. (It can be found in edition/GameDataFolder/levelXX_... )


file structure

<?xml version="1.0" encoding="utf-8"?>
<Oni>
   <Objects>
           [...]
   </Objects>
</Oni>

[...] means at least one neutral behavior block. Paste all a behavior data into there (this includes <NEUT Id="..."> and </NEUT> tag).

example

       <NEUT Id="1853">
           <Header>
               <Flags></Flags>
               <Position>146.41217 -48.8205528 1027.55249</Position>
               <Rotation>0 0 0</Rotation>
           </Header>
           <OSD>
               <Name>Give VDG Pistol (CivFem)</Name>
               <NeutralId>2</NeutralId>
               <Flags>NoResumeAfterGive</Flags>
               <Ranges>
                   <Trigger>100</Trigger>
                   <Talk>40</Talk>
                   <Follow>200</Follow>
                   <Enemy>70</Enemy>
               </Ranges>
               <Speech>
                   <Trigger>civfem_trigger</Trigger>
                   <Abort>civfem_abort</Abort>
                   <Enemy>civfem_enemy</Enemy>
               </Speech>
               <Script>
                   <AfterTalk></AfterTalk>
               </Script>
               <Rewards>
                   <WeaponClass>w6_vdg</WeaponClass>
                   <Ammo>0</Ammo>
                   <EnergyCell>0</EnergyCell>
                   <Hypo>0</Hypo>
                   <Other></Other>
               </Rewards>
               <DialogLines>
                   <DialogLine>
                       <Flags></Flags>
                       <Anim>0</Anim>
                       <OtherAnim>0</OtherAnim>
                       <SpeechName>civfem_gift_weapon</SpeechName>
                   </DialogLine>
                   <DialogLine>
                       <Flags>GiveItems</Flags>
                       <Anim>202</Anim>
                       <OtherAnim>0</OtherAnim>
                       <SpeechName></SpeechName>
                   </DialogLine>
               </DialogLines>
           </OSD>
       </NEUT>


tags

(Caution: change of table style in progress)

XML tag content type description
<?xml version="1.0" encoding="utf-8"?> flag, float Don't change this.
<Oni> -
<ObjectCollection>
<NEUT Id="1853"> Id doesn't matter here.
<Header>
<Flags>
<Position> float useless here
<Rotation> float useless here
<OSD> -
<Name>
<NeutralId> used by ONCC and BINA/CJBO/MELE
<Flags>
  • None
  • NoResume
  • NoResumeAfterGive
  • Uninterruptible
<Ranges>
<Trigger> second larges range, e.g. 100
<Talk> shortest range, e.g. 40
<Follow> larges range, e.g. 200
<Enemy> third larges range, e.g. 70
<Speech>
<Trigger> The actual talk.

for example:

  • civfem_trigger
  • hey_konoko
  • civmale1_trigger
  • civmale2_trigger
  • civmale3_trigger
<Abort>

for example:

  • civfem_abort
  • see_you_later
  • civmale1_abort
  • civmale2_abort
  • civmale3_abort
<Enemy> You will be notified about enemies by the person you are talking to.

for exampel:

  • civfem_enemy
  • what_the
  • civmale1_enemy
  • civmale2_enemy
  • civmale3_enemy
<Script>
<AfterTalk> BSL function name, e.g. set_objective_3
<Rewards> You can get rewards for saving people. A reward can be a weapon, ammo, cells, hypos, shield, phase cloak, and LSI.
<WeaponClass> any weapon, file name without prefix ONWC and suffix .oni; for exampel "w6_vdg"
<Ammo> number of ammo clips
<EnergyCell> number of energy cells
<Hypo> number of hypo sprays
<Other> combination possible
  • Shield
  • Invisibility
  • LSI
<DialogLines>
<DialogLine>
<Flags>
  • None
  • IsPlayer
  • GiveItems
  • AnimOnce
  • OtherAnimOnce
<Anim>
  • 0 (None)
  • 200 (Act_No)
  • 201 (Act_Yes)
  • 202 (Act_Talk)
  • 203 (Act_Shrug)
  • 204 (Act_Shout)
<OtherAnim>
<SpeechName>

for example:

  • talking
  • civfem_gift_weapon
  • civfem_gift_hypo
  • civfem_gift_force_field
  • civmale1_gift_weaponS
  • civmale2_gift_weapon
  • civmale1_gift_ammo
  • civmale2_gift_ammo
  • civmale3_gift_ammo
  • civmale1_gift_hypoS
  • civmale2_gift_hypo
  • civmale3_gift_hypo
  • civmale1_gift_force_field
  • civmale2_gift_force_field
  • civmale3_gift_force_field
  • c03_12_06civ1
  • c03_12_07civ1
  • c03_12_08tctffag1
  • c03_12_09tctffag2