OBD talk:ONGS: Difference between revisions

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==talk==
==talk==
http://oni.bungie.org/community/forum/viewtopic.php?pid=9274#p9274
http://oni.bungie.org/forum/viewtopic.php?pid=9274#p9274
(idea about new overpower values) (see here for actual project: [[AE:Daodan_overpower_and_upgrades]])
(idea about new overpower values) (see here for actual project: [[AE:Daodan_overpower_and_upgrades]])


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:I don't know, that's why I added those descriptions even if I don't know exactly what those fields do. Maybe someone puts the pieces together and finds the answer. [[User:Neo|Neo]]
:I don't know, that's why I added those descriptions even if I don't know exactly what those fields do. Maybe someone puts the pieces together and finds the answer. [[User:Neo|Neo]]


 
{{OBD}}
 
==XML==
{{Template:XMLModdingHints}}
{| border=0 cellspacing=20 cellpadding=0 align=center
| The xml code on this page is compatible with onisplit '''v0.9.61.0'''
|}
 
{|
{{table}}
| <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.
|-
| <OverhealthHypoStrength>
| This factor increases player's health based on his max normal health, but max health must be already reached. Btw, the regeneration speed for hypos is character specific. Look at ONCC's <HypoRegenerationRate>. It's in seconds. Smaller values = faster regeneration.
 
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
|-
| <PowerupModels>
| <font color="#777777">M3GM</font>''powerup''<font color="#777777">.oni</font>
|-
| <PowerupGlowTextures>
| <font color="#777777">TXMP</font>''powerup''<font color="#777777">.oni</font>
|-
| <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.
 
 
'''example'''
{| border=0 cellspacing=20 cellpadding=0 align=right
| [http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/Project_Imago_screenshots/blue_health_bar_on_overpower.png http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/TRAM/blue_health_bar_on_overpower_previe.png]
|}
 
        '''<UsedHealthElements>5</UsedHealthElements>'''
 
        <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>'''
            ''[...]''