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 | prev=WEAP | type=CHAR | next=CMBT | name=Character}}


===General information===
==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 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 different costumes, a random ONCC will be picked by the engine!!
: 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, must be called from BSL)
: NotInitiallyPresent (4) (not spawned at level load; must be called from BSL)
: NonCombatant (8) (character doesn't fight, character panics if enemy (team) is in range)
: 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, apparently ai will know about enemies position even if they are not visible to him)
: 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 Patrol Path otherwise the character won't fight.
| 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#melee_Ids|here are all melee IDs sorted by ID]]
| [[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|...]] (no overview so far)
|[[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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