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{{XML_OBJC_Header | type=CHAR | {{XML_OBJC_Header | prev=WEAP | type=CHAR | next=CMBT | name=Character}} | ||
==General information== | |||
* The XML code on this page is based on OniSplit '''v0.9.61.0''' | * The XML code on this page is based on OniSplit '''v0.9.61.0''' | ||
* '''BINACJBOCharacter.oni''' is level specific (it can be found in AE/AEInstaller/vanilla/level'''X'''_Final.dat). | * '''BINACJBOCharacter.oni''' is level specific (it can be found in AE/AEInstaller/vanilla/level'''X'''_Final.dat). | ||
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* All original characters can be seen [http://ssg.oni2.net/subfold/charas/charas.htm HERE]. (The lists include the ONCC name, character's BSL name, health, team and attached BSL event function names.) | * All original characters can be seen [http://ssg.oni2.net/subfold/charas/charas.htm HERE]. (The lists include the ONCC name, character's BSL name, health, team and attached BSL event function names.) | ||
==XML structure== | |||
<?xml version="1.0" encoding="utf-8"?> | <?xml version="1.0" encoding="utf-8"?> | ||
<Oni> | <Oni> | ||
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| determines some special properties | | determines some special properties | ||
: IsPlayer (1) (if you have two of them, and delete one and then spawn the other, if not done simultaneously a camera glitch can appear) | : IsPlayer (1) (if you have two of them, and delete one and then spawn the other, if not done simultaneously a camera glitch can appear) | ||
: RandomCostume (2) (flag belongs to [[XML:ONCV|ONCV]]) Note: if a character has no | : RandomCostume (2) (flag belongs to [[XML:ONCV|ONCV]]) Note: if a character has no alternate costumes, a random ONCC will be picked by the engine! | ||
: NotInitiallyPresent (4) (not spawned | : NotInitiallyPresent (4) (not spawned at level load; must be called from BSL) | ||
: NonCombatant (8) (character doesn't fight | : NonCombatant (8) (character doesn't fight; character panics if enemy (team) is in range) | ||
: CanSpawnMultiple (16) | : CanSpawnMultiple (16) | ||
: Spawned (32) (unknown) | : Spawned (32) (unknown) | ||
: Unkillable (64) (character won't lose more HP if it reaches 1; same as BSL command "chr_unkillable") | : Unkillable (64) (character won't lose more HP if it reaches 1; same as BSL command "chr_unkillable") | ||
: InfiniteAmmo (128) (Raiden: "You got enough?" Snake points to his head. "Infinite ammo...") | : InfiniteAmmo (128) (Raiden: "You got enough?" Snake points to his head. "Infinite ammo...") | ||
: Omniscient (256) (AI will not forget having seen an enemy, | : Omniscient (256) (AI will not forget having seen an enemy, and will know enemy's position even if they are not visible to it) | ||
: HasLSI (512) (this character drops a [[LSI|level specific item]]) | : HasLSI (512) (this character drops a [[LSI|level specific item]]) | ||
: Boss (1024) (makes the AI prefer to attack the player; used for Muro in final battle if Griffin's group is present) | : Boss (1024) (makes the AI prefer to attack the player; used for Muro in final battle if Griffin's group is present) | ||
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|valign=top| [[XML:BINA/OBJC/PATR|<PatrolPathId>]] | |valign=top| [[XML:BINA/OBJC/PATR|<PatrolPathId>]] | ||
|valign=top| integer | |valign=top| integer | ||
| Use '''''<Type>None''''' if you don't want a character to have a | | Use '''''<Type>None''''' if you don't want a character to have a patrol path; otherwise the character won't fight. | ||
|- | |- | ||
|valign=top| <Behaviors> | |valign=top| <Behaviors> | ||
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|valign=top| <MeleeId> | |valign=top| <MeleeId> | ||
|valign=top| flag | |valign=top| flag | ||
| [[XML:BINA/OBJC/MELE# | | [[XML:BINA/OBJC/MELE#Melee_IDs|here are all melee IDs sorted by ID]] | ||
|- | |- | ||
|valign=top| <NeutralId> | |valign=top| <NeutralId> | ||
|valign=top| flag | |valign=top| flag | ||
|[[XML:BINA/OBJC/NEUT| | |[[XML:BINA/OBJC/NEUT|these profiles are level-specific]] | ||
|- | |- | ||
|valign=top| <Inventory> | |valign=top| <Inventory> | ||
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|valign=top| flag | |valign=top| flag | ||
| | | | ||
'''Characters of the same team''' can be made to ''attack'' each other via ai2_attack aiNameAttacker aiNameDefender 1 although melee damage is only dealt when team flags of both characters create a '''[[OBD_talk:BINA/OBJC/CHAR#Teams|hostile match]]'''. | |||
: Konoko | : Konoko | ||
: TCTF | : TCTF |
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