OBD:ONCP: Difference between revisions

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{{OBDtr| 0x00 | res_id  |FF0000| 01 F9 03 00 | 1017      | 01017-.ONCP }}
{{OBDtr| 0x00 | res_id  |FF0000| 01 F9 03 00 | 1017      | 01017-.ONCP }}
{{OBDtr| 0x04 | lev_id  |FFFF00| 01 00 00 06 | 3          | level 3 }}
{{OBDtr| 0x04 | lev_id  |FFFF00| 01 00 00 06 | 3          | level 3 }}
{{OBDtr| 0x08 | char[16] |00FF00| AD DE      | dead      | unused }}
{{OBDtr| 0x08 | char[16] |00FF00| AD DE      | dead      | padding }}
{{OBDtr| 0x18 | int8     |00FF00| 0          | 0          | is loaded; must be 0, set to 1 at runtime }}
{{OBDtr| 0x18 | bool     |00FF00| 0          | 0          | is loaded; must be 0, set to 1 at runtime }}
{{OBDtr| 0x19 | char[3]  |00FF00| AD DE      | dead      | unused }}
{{OBDtr| 0x19 | char[3]  |00FF00| AD DE      | dead      | padding }}
{{OBDtr| 0x1C | int32   |00FFFF| 0D 00 00 00 | 13        | array size }}
{{OBDtr| 0x1C | uint32   |00FFFF| 0D 00 00 00 | 13        | array size }}
{{OBDtrBK}}
{{OBDtrBK}}
{{OBDtr2|0x00 | char[16] |FFC8C8| acid                    | particle name (referenced by [[OBD:TRAM/raw0x2C|TRAM particles]]) }}
{{OBDtr2|0x00 | char[16] |FFC8C8| acid                    | particle name (referenced by [[OBD:TRAM/raw0x2C|TRAM particles]]) }}
{{OBDtr2|0x10 | char[64] |FFFFC8| env_splash_e01a          | [[OBD:BINA/PAR3|particle class name]] }}
{{OBDtr2|0x10 | char[64] |FFFFC8| env_splash_e01a          | [[OBD:BINA/PAR3|particle class name]] }}
{{OBDtr| 0x50 | uint16  |C8FFC8| FF FF      | -1        | number of the bodypart; see below }}
{{OBDtr| 0x50 | uint16  |C8FFC8| FF FF      | -1        | number of the bodypart; see below }}
{{OBDtr| 0x52 | int16   |C8FFFF| 5F 00      | 95        | ignored }}
{{OBDtr| 0x52 | char[2]   |C8FFFF| 5F 00      | 95        | padding }}
{{OBDtr| 0x54 | int32   |FFC8FF| 00 00 00 00 | 0          | runtime only }}
{{OBDtr| 0x54 | offset   |FFC8FF| 00 00 00 00 | 0          | raw offset of particle class; runtime only }}
|}
|}


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:Nothing bad happens if an ONCC doesn't find a particle required by an animation, you just get a warning at the console.
:Nothing bad happens if an ONCC doesn't find a particle required by an animation, you just get a warning at the console.
:However, [[AE]]'s glass-breaking animations will give you a ''lot'' of warnings without the right ONCP (basically for all combat moves, not just flashy ones).
:However, [[AE]]'s glass-breaking animations will give you a ''lot'' of warnings without the right ONCP (basically for all combat moves, not just flashy ones).


;Bodypart number
;Bodypart number
*0-19 - this is a super particle attached to the specified bodypart when the character has daodan powers; the particle name must start with super for this to work; particle events are as follows:
*0-19 - this is a super particle attached to the specified bodypart when the character has daodan powers; the particle name must start with super for this to work; particle events are as follows:
**particle is "create"d (if absent) and "start"ed when entering overpower while "active" (drawn);
**particle is "create"d (if absent) and "start"ed when entering overpower while the character is "active";
**particle is "stop"ped when overpower runs out;
**particle is "stop"ped when overpower runs out;
**particle is killed (either is deleted or "die"s on its own) when/if the character goes "inactive".
**particle is killed (either is deleted or "die"s on its own) when/if the character goes "inactive".
*0xFFFF - the particle is attached by an animation (the animation specifies the bodypart); particle events are as follows:
*0xFFFF - the particle is attached by an animation (the animation specifies the bodypart); particle events are as follows:
**the animation can "create" multiple instances of a particle as necessary (one per bone involved), at the start of the animation;
**particle is "start"ed and "stop"ped according to the frames specified in [[OBD:TRAM/raw0x2C|TRAM]];
**particle is "start"ed and "stop"ped according to the frames specified in [[OBD:TRAM/raw0x2C|TRAM]];
**the animation can "create" multiple instances of a particle/tag as necessary (one per bone involved), at the start of the animation (or simultaneously with "start"?);
**particle is killed at the end of the animation
**particle is killed when the animation that created it stops playing (or simultaneously with "stop"?)
*0x8000 - the particle is attached by an animation (the animation specifies the bodypart) and it also generates a Self_Damage_Killed impact (user by back breaking animations); particle event rules are same as for 0xFFFF
*0x8000 - the particle is attached by an animation (the animation specifies the bodypart) and it also generates a Self_Damage_Killed impact (user by back breaking animations); particle event rules are same as for 0x8000




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