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{{XML_File_Header | type=Impt | | {{XML_File_Header | prev=IGSt | type=Impt | next=IPge | name=Impact}} | ||
==General information== | |||
* The | * The XML on this page is based on OniSplit '''v0.9.61.0'''. | ||
* ''' | * '''Impt*.oni''' files are global (they can be found in AE/AEInstaller/vanilla/level0_Final.dat). | ||
* They are used by [[XML:ONCC#CBPI:_Character_Body_Part_Impacts|CBPI]], [[XML:ONCC#ONIA:_Oni_Character_Impact_Array|ONIA]] and [[XML:BINA/ONIE|ONIE]]. | * They are used by [[XML:ONCC#CBPI:_Character_Body_Part_Impacts|CBPI]], [[XML:ONCC#ONIA:_Oni_Character_Impact_Array|ONIA]] and [[XML:BINA/ONIE|ONIE]]. | ||
* Impact is only specified by the file name. | * Impact is only specified by the file name. | ||
* Every impact has a parent impact to organize effects in ONIE. | * Every impact has a parent impact to organize effects in ONIE. | ||
===XML structure=== | |||
For example, ImptBar_Super_Kick.xml: | |||
For example | |||
<?xml version="1.0" encoding="utf-8"?> | <?xml version="1.0" encoding="utf-8"?> | ||
<Oni> | <Oni> | ||
Line 19: | Line 17: | ||
</Oni> | </Oni> | ||
Some Impts are used to detect the regular character-environment collision which comes from a character's movement (see [[XML:ONCC#Variants.2C_geometry.2C_health.2C_etc.|ONCC]]). It looks like this: | |||
<ImpactModifierName>Heavy</ImpactModifierName> | <ImpactModifierName>Heavy</ImpactModifierName> | ||
<Impacts> | <Impacts> | ||
Line 29: | Line 26: | ||
</Impacts> | </Impacts> | ||
Flags | Flags allowed for <ImpactModifierName>: | ||
: Heavy | : Heavy | ||
: Medium | : Medium | ||
: Light | : Light | ||
==Impact tree== | |||
If an impact (effect) links to an empty node, it will go up the hierarchy until it finds content and matching conditions. | |||
{{Tree list}} | |||
*Default | |||
**Blunt | |||
***Fall_Slide | |||
***Hit | |||
****Fall | |||
*****Fall_Knockdown | |||
*****Fall_Land | |||
******Fall_LandHard | |||
****Fall_Object | |||
*****Powerup | |||
*****Weapon | |||
****Shrapnel | |||
****Weapon_Bounce | |||
***Footstep | |||
****Footstep_Run | |||
*****Footstep_RunMain | |||
*****Footstep_RunSprint | |||
*****Footstep_RunStop | |||
*****Footstep_Shuffle | |||
******Footstep_RunStart | |||
******Footstep_SingleStep | |||
******Footstep_Turn | |||
****Footstep_Walk | |||
*****Footstep_WalkMain | |||
*****Footstep_WalkStop | |||
*****Footstep_Crouch | |||
****Footstep_Zombie | |||
****Footstep_IronDemon | |||
*****Footstep_IronDemon_Turn | |||
**Damaging | |||
***Blast | |||
***Projectile | |||
****Bullet | |||
*****w1_tap | |||
*****w2_sap | |||
*****w7_scc | |||
*****w8_mbo | |||
****Energy | |||
*****w3_phr | |||
*****w4_psm | |||
*****w6_vdg | |||
*****w10_sni | |||
*****w12_ba2 | |||
*****w13_muro | |||
*****w14_muro | |||
****Grenade | |||
*****w5_sbg | |||
*****w9_scr | |||
*****w11_ba1 | |||
**Debris | |||
***Casing | |||
***Glass_Shard | |||
***Spark | |||
**Melee | |||
***Head | |||
****Head_Blocked | |||
****Head_Hit | |||
****Head_Killed | |||
***Kick | |||
****Kick_Blocked | |||
****Kick_Hit | |||
*****Bar_Super_Kick | |||
*****Com_Super_Kick | |||
*****Eli_Super_Kick | |||
*****Gri_Super_Kick | |||
*****Kon_Super_Kick | |||
*****Mur_Super_Kick | |||
*****Nin_Super_Kick | |||
*****Red_Super_Kick | |||
*****Str_Super_Kick | |||
*****Swt_Super_Kick | |||
*****Tan_Super_Kick | |||
*****Tcl_Super_Kick | |||
*****Thu_Super_Kick | |||
****Kick_Killed | |||
***Punch | |||
****Punch_Blocked | |||
****Punch_Hit | |||
*****Bar_Super_Punch | |||
*****Com_Super_Punch | |||
*****Eli_Super_Punch | |||
*****Gri_Super_Punch | |||
*****Kon_Super_Punch | |||
*****Mur_Super_Punch | |||
*****Nin_Super_Punch | |||
*****Red_Super_Punch | |||
*****Str_Super_Punch | |||
*****Swt_Super_Punch | |||
*****Tan_Super_Punch | |||
*****Tcl_Super_Punch | |||
*****Thu_Super_Punch | |||
****Punch_Killed | |||
***Self_Damage | |||
***Self_Damage_Killed | |||
{{Tree list/end}} | |||
'''Notes''' | |||
;Blunt | |||
:groups non-damaging env/OBJC collisions, env/PAR3 (particle) collisions, and especially env/CHAR collisions | |||
;Fall_Slide | |||
:used by? TRAM<ToState>RunSlide : ONCC<ONCCImpact><Name>Fall_Slide</Name></ONCCImpact> | |||
;Hit | |||
:Groups objects and particles attracted by gravity? | |||
;Shrapnel | |||
:used by: BINA3RAPw5_sbg_f05, BINA3RAPw11_ba1_f03 | |||
;Weapon_Bounce | |||
:used by: BINA3RAPw5_sbg_p01, BINA3RAPw9_scr_p08, BINA3RAPw9_scr_p01, BINA3RAPw10_sni_p01 | |||
;Damaging | |||
:Meant to group items by damage type, but is unused because particles hold the information about damage types? | |||
;Blast | |||
:Is this used by any instance? Let's check explosive particles: MadBomber, SBG, WMC, ShinBomb | |||
;Projectile | |||
:Groups ONWC names by ONWC flags??? [0x00/0x01 = UsesAmmo?], UsesCells, Explosive | |||
;w9_scr | |||
:Is actually an energy weapon (ONWC flag "UsesCells"), wrong cat.? | |||
;Debris | |||
:FX? | |||
;Melee | |||
:H2H attack impacts | |||
;Kick_Hit | |||
:Groups ONIA links. Redundant of ONCP since ONIA's <Modifier> is always "Any". Or you could think of it as "future-proof" if you add more (actual light and heavy) characters.) | |||
;Punch_Hit | |||
:Groups ONIA links. Redundant of ONCP since ONIA's <Modifier> is always "Any". Or you could think of it as "future-proof" if you add more (actual light and heavy) characters. | |||
{{XML}} | {{XML}} |
Latest revision as of 20:14, 6 December 2023
Impt : Impact | ||
---|---|---|
XML
IGSt << Other file types >> IPge |
General information
- The XML on this page is based on OniSplit v0.9.61.0.
- Impt*.oni files are global (they can be found in AE/AEInstaller/vanilla/level0_Final.dat).
- They are used by CBPI, ONIA and ONIE.
- Impact is only specified by the file name.
- Every impact has a parent impact to organize effects in ONIE.
XML structure
For example, ImptBar_Super_Kick.xml:
<?xml version="1.0" encoding="utf-8"?> <Oni> <Impt id="0"> <ParentImpact>ImptKick_Hit</ParentImpact> </Impt> </Oni>
Some Impts are used to detect the regular character-environment collision which comes from a character's movement (see ONCC). It looks like this:
<ImpactModifierName>Heavy</ImpactModifierName> <Impacts> <ONCCImpact> <Name>Footstep_Walk</Name> </ONCCImpact> [...] </Impacts>
Flags allowed for <ImpactModifierName>:
- Heavy
- Medium
- Light
Impact tree
If an impact (effect) links to an empty node, it will go up the hierarchy until it finds content and matching conditions.
- Default
- Blunt
- Fall_Slide
- Hit
- Fall
- Fall_Knockdown
- Fall_Land
- Fall_LandHard
- Fall_Object
- Powerup
- Weapon
- Shrapnel
- Weapon_Bounce
- Fall
- Footstep
- Footstep_Run
- Footstep_RunMain
- Footstep_RunSprint
- Footstep_RunStop
- Footstep_Shuffle
- Footstep_RunStart
- Footstep_SingleStep
- Footstep_Turn
- Footstep_Walk
- Footstep_WalkMain
- Footstep_WalkStop
- Footstep_Crouch
- Footstep_Zombie
- Footstep_IronDemon
- Footstep_IronDemon_Turn
- Footstep_Run
- Damaging
- Blast
- Projectile
- Bullet
- w1_tap
- w2_sap
- w7_scc
- w8_mbo
- Energy
- w3_phr
- w4_psm
- w6_vdg
- w10_sni
- w12_ba2
- w13_muro
- w14_muro
- Grenade
- w5_sbg
- w9_scr
- w11_ba1
- Bullet
- Debris
- Casing
- Glass_Shard
- Spark
- Melee
- Head
- Head_Blocked
- Head_Hit
- Head_Killed
- Kick
- Kick_Blocked
- Kick_Hit
- Bar_Super_Kick
- Com_Super_Kick
- Eli_Super_Kick
- Gri_Super_Kick
- Kon_Super_Kick
- Mur_Super_Kick
- Nin_Super_Kick
- Red_Super_Kick
- Str_Super_Kick
- Swt_Super_Kick
- Tan_Super_Kick
- Tcl_Super_Kick
- Thu_Super_Kick
- Kick_Killed
- Punch
- Punch_Blocked
- Punch_Hit
- Bar_Super_Punch
- Com_Super_Punch
- Eli_Super_Punch
- Gri_Super_Punch
- Kon_Super_Punch
- Mur_Super_Punch
- Nin_Super_Punch
- Red_Super_Punch
- Str_Super_Punch
- Swt_Super_Punch
- Tan_Super_Punch
- Tcl_Super_Punch
- Thu_Super_Punch
- Punch_Killed
- Self_Damage
- Self_Damage_Killed
- Head
- Blunt
Notes
- Blunt
- groups non-damaging env/OBJC collisions, env/PAR3 (particle) collisions, and especially env/CHAR collisions
- Fall_Slide
- used by? TRAM<ToState>RunSlide : ONCC<ONCCImpact><Name>Fall_Slide</Name></ONCCImpact>
- Hit
- Groups objects and particles attracted by gravity?
- Shrapnel
- used by: BINA3RAPw5_sbg_f05, BINA3RAPw11_ba1_f03
- Weapon_Bounce
- used by: BINA3RAPw5_sbg_p01, BINA3RAPw9_scr_p08, BINA3RAPw9_scr_p01, BINA3RAPw10_sni_p01
- Damaging
- Meant to group items by damage type, but is unused because particles hold the information about damage types?
- Blast
- Is this used by any instance? Let's check explosive particles: MadBomber, SBG, WMC, ShinBomb
- Projectile
- Groups ONWC names by ONWC flags??? [0x00/0x01 = UsesAmmo?], UsesCells, Explosive
- w9_scr
- Is actually an energy weapon (ONWC flag "UsesCells"), wrong cat.?
- Debris
- FX?
- Melee
- H2H attack impacts
- Kick_Hit
- Groups ONIA links. Redundant of ONCP since ONIA's <Modifier> is always "Any". Or you could think of it as "future-proof" if you add more (actual light and heavy) characters.)
- Punch_Hit
- Groups ONIA links. Redundant of ONCP since ONIA's <Modifier> is always "Any". Or you could think of it as "future-proof" if you add more (actual light and heavy) characters.