OBD:ONCC: Difference between revisions

removed note about MELE overriding dazed frame fields; minor wording tweaks
m (not sure why this tag was needed)
(removed note about MELE overriding dazed frame fields; minor wording tweaks)
 
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{{OBD_File_Header | type=ONCC | prev=OFGA | next=ONCP | name=Oni Character Class | family=Character | align=center}}
{{OBD_File_Header | type=ONCC | prev=OFGA | next=ONCP | name=Oni Character Class | family=Character | align=center}}


 
[[Image:oncc_a.gif]]
[[image:oncc_a.gif]]
 


{{Table}}
{{Table}}
Line 9: Line 7:
{{OBDtr| 0x000 | res_id  |FF0000| 01 DF 03 00 | 991        | 00991-konoko_generic.ONCC }}
{{OBDtr| 0x000 | res_id  |FF0000| 01 DF 03 00 | 991        | 00991-konoko_generic.ONCC }}
{{OBDtr| 0x004 | lev_id  |FFFF00| 01 00 00 06 | 0          | level 3 }}
{{OBDtr| 0x004 | lev_id  |FFFF00| 01 00 00 06 | 0          | level 3 }}
{{OBDtr| 0x008 | float    |00FF00| CD CC 0C 3F | 0.550000    | downwards velocity? (unknown, always 0.55) }}
{{OBDtr| 0x008 | float    |00FF00| CD CC 0C 3F | 0.550000    | fall speed (always 0.55) (mostly unused, see below) }}
{{OBDtr| 0x00C | float    |00FF00| 8F C2 75 3D | 0.060000    | downward gravity acceleration }}
{{OBDtr| 0x00C | float    |00FF00| 8F C2 75 3D | 0.060000    | strength of gravity for this character }}
{{OBDtr| 0x010 | float    |00FF00| CD CC 8C 3F | 1.100000    | starting velocity for a simple (tap) JUMP }}
{{OBDtr| 0x010 | float    |00FF00| CD CC 8C 3F | 1.100000    | starting velocity for a simple (tap) JUMP }}
{{OBDtr| 0x014 | float    |00FF00| 00 00 80 C0 | -4.000000  | limit velocity for jumping and gravity flight }}
{{OBDtr| 0x014 | float    |00FF00| 00 00 80 C0 | -4.000000  | maximum velocity for jumping and falling }}
{{OBDtr| 0x018 | float    |00FF00| 8F C2 F5 3C | 0.030000    | upward acceleration (jetpack) if you hold JUMP }}
{{OBDtr| 0x018 | float    |00FF00| 8F C2 F5 3C | 0.030000    | upward acceleration as long as you hold JUMP }}
{{OBDtr| 0x01C | int16    |00FFFF| 07 00      | 7          | gravity timer? (unknown, always 7) }}
{{OBDtr| 0x01C | uint16  |00FFFF| 07 00      | 7          | fall timer (always 7) (mostly unused, see below) }}
{{OBDtr| 0x01E | int16    |00FFFF| 14 00      | 20          | jetpack timer; time during which you can use the jetpack }}
{{OBDtr| 0x01E | uint16  |00FFFF| 14 00      | 20          | how long you can continue holding down JUMP to increase the height of your jump }}
{{OBDtr| 0x020 | float    |FF00FF| 00 00 34 42 | 45.000000  | maximal falling height without damage }}
{{OBDtr| 0x020 | float    |FF00FF| 00 00 34 42 | 45.000000  | maximum falling height without damage }}
{{OBDtr| 0x024 | float    |FF00FF| 00 00 07 43 | 135.000000  | maximal falling height with damage }}
{{OBDtr| 0x024 | float    |FF00FF| 00 00 07 43 | 135.000000  | maximum falling height with damage }}
|}
|}




;Units:times are in frames
;Units
:heights are in world units
:Times are in frames
:velocities are in world units per frames
:Heights are in world units (0.1m or 4")
:accelerations are in world units per frames squared
:Velocities are in world units per tick (1/60s)
;Downwards velocity: could correspond to the steady push experienced when neither jumping nor falling
:Accelerations are in world units per tick squared
:would be roughly equivalent to the starting velocity of a fall
 
:although the value .55 seems right, the "sinking" seems to be hardcoded now
 
;Gravity timer:Seems to be hardcoded now (could be the time until gravity switches on)
;Fall speed and timer
;Jetpack timer:You can press JUMP multiple times during the time window (quite fun!)
:The fields 0x008 and 0x01C are only looked at when predicting whether an attack will hit a target while the attacker is in midair. They are probably a development relic that is looked at in error, as the actual falling speed is determined by the gravity setting at 0x00C and the actual "fall timer" is the jump timer at 0x01E.
 
 
;Jump timer
:You can press JUMP multiple times during the time window when it's large enough. See the [http://mods.oni2.net/node/83 Barabas Jetpack mod] for an application of this principle.
 
 
;Falling height: let FH1 be the height at 0x20
;Falling height: let FH1 be the height at 0x20
:let FH2 be the height at 0x24
:let FH2 be the height at 0x24
Line 38: Line 42:
:if FH1 < FH < FH2, the character takes damage (FH - FH1) / (FH2 - FH1) * BH
:if FH1 < FH < FH2, the character takes damage (FH - FH1) / (FH2 - FH1) * BH


;Shadow Constants


{{Table}}
{{Table}}
{{OBDth}}
{{OBDth}}
{{OBDtr| 0x028 | link    |FF8000| 01 F8 03 00 | 1016        | link to 01016-shadow1.[[OBD:TXMP|TXMP]] }}
{{OBDtr| 0x028 | link    |FF8000| 01 F8 03 00 | 1016        | link to 01016-shadow1.[[OBD:TXMP|TXMP]] }}
{{OBDtr| 0x02C | float    |FF8000| 00 00 40 41 | 12.000000  | height where the shadow fades out completely }}
{{OBDtr| 0x02C | float    |FF8000| 00 00 40 41 | 12.000000  | height where the diameter of the shadow shrinks to 0x03C }}
{{OBDtr| 0x030 | float    |FF8000| 00 00 00 41 | 8.000000    | height where the diameter of the shadow decreases and the shadow fades out half }}
{{OBDtr| 0x030 | float    |FF8000| 00 00 00 41 | 8.000000    | height range over which the diameter of the shadow decreases from 0x034 to 0x038 and the shadow starts to fades out from 0x040 to 0x042 }}
{{OBDtr| 0x034 | float    |FF8000| 00 00 C0 40 | 6.000000    | height where the diameter of the shadow decreases }}
{{OBDtr| 0x034 | float    |FF8000| 00 00 C0 40 | 6.000000    | maximum diameter of the shadow }}
{{OBDtr| 0x038 | float    |FF8000| 00 00 90 40 | 4.500000    | height where the diameter of the shadow decreases }}
{{OBDtr| 0x038 | float    |FF8000| 00 00 90 40 | 4.500000    | diameter that the shadow shrinks to when 0x030 is reached }}
{{OBDtr| 0x03C | float    |FF8000| 00 00 40 40 | 3.000000    | height where the diameter of the shadow decreases }}
{{OBDtr| 0x03C | float    |FF8000| 00 00 40 40 | 3.000000    | minimum diameter of the shadow }}
{{OBDtr| 0x040 | int16    |FF8000| 30 00      | 48          | transparency of the shadow for the first part of a jump }}
{{OBDtr| 0x040 | uint16  |FF8000| 30 00      | 48          | starting transparency of the shadow as the character rises towards 0x030 }}
{{OBDtr| 0x042 | int16    |FF8000| 30 00      | 48          | transparency of the shadow for the second part of a jump }}
{{OBDtr| 0x042 | uint16  |FF8000| 30 00      | 48          | starting transparency of the shadow when the character begins to get above 0x030 }}
|}
|}




;Jump Constants
;Jump Constants
 
These fields were deprecated at some point in Oni's development and do nothing.
{{Table}}
{{Table}}
{{OBDth}}
{{OBDth}}
{{OBDtr| 0x044 | float    |FF0080| 00 00 C8 41 | 25.000000  | jumpDistance? ; always the same }}
{{OBDtr| 0x044 | float    |FF0080| 00 00 C8 41 | 25.000000  | "jump distance"; unused (always 25) }}
{{OBDtr| 0x048 | int8    |FFC8C8| 16          | 22         | jumpHeight? ; always the same }}
{{OBDtr| 0x048 | uint8    |FFC8C8| 16          | 22         | "jump height"; unused (always 22) }}
{{OBDtr| 0x049 | int8    |FFC8C8| 06          | 6         | jumpDistanceSquares?!?! ; always the same }}
{{OBDtr| 0x049 | uint8    |FFC8C8| 06          | 6           | "jump distance squares"; unused (always 6) }}
{{OBDtr| 0x04A | char[2]  |FFC8C8| AD DE      | dead        | pad }}
{{OBDtr| 0x04A | char[2]  |FFC8C8| AD DE      | dead        | padding }}
|}
|}




;Cover Constants
;Cover Constants
 
These fields were deprecated at some point in Oni's development and do nothing.
{{Table}}
{{Table}}
{{OBDth}}
{{OBDth}}
{{OBDtr| 0x04C | float    |FFFFC8| 00 00 20 42 | 40.000000  | rayIncrement; always the same }}
{{OBDtr| 0x04C | float    |FFFFC8| 00 00 20 42 | 40.000000  | "ray increment"; unused (always 40) }}
{{OBDtr| 0x050 | float    |FFFFC8| 00 00 96 43 | 300.000000  | rayMax; always the same }}
{{OBDtr| 0x050 | float    |FFFFC8| 00 00 96 43 | 300.000000  | "ray max"; unused (always 300) }}
{{OBDtr| 0x054 | float    |FFFFC8| 35 FA 8E 3C | 0.017453    | rayAngle; always the same (0.017453 <nowiki>=</nowiki> PI/180) }}
{{OBDtr| 0x054 | float    |FFFFC8| 35 FA 8E 3C | 0.017453    | "ray angle"; unused (always π/180) }}
{{OBDtr| 0x058 | float    |FFFFC8| DB 0F C9 3F | 1.570796    | rayAngleMax; always the same (1.57 <nowiki>=</nowiki> PI/2) }}
{{OBDtr| 0x058 | float    |FFFFC8| DB 0F C9 3F | 1.570796    | "ray angle max"; unused (always π/2) }}
|}
|}




;Autofreeze Constants (unused)
;Autofreeze Constants
 
These fields were deprecated at some point in Oni's development and do nothing.
{{Table}}
{{Table}}
{{OBDtr| 0x05C | float    |FFFFC8| 00 00 A0 40 | 5.000000    | distance_xz; always the same }}
{{OBDth}}
{{OBDtr| 0x060 | float    |FFFFC8| 00 00 80 3F | 1.000000    | distance_y; always the same }}
{{OBDtr| 0x05C | float    |FFFFC8| 00 00 A0 40 | 5.000000    | "distance XZ"; unused (always 5) }}
{{OBDtr| 0x060 | float    |FFFFC8| 00 00 80 3F | 1.000000    | "distance Y"; unused (always 1) }}
|}
|}




;Inventory Constants (unused?)
;Inventory Constants


{{Table}}
{{Table}}
{{OBDtr| 0x064 | int16   |C8FFC8| 06 00       | 6          | (inverse) hypo regeneration rate in frames per hitpoint }}
{{OBDth}}
{{OBDtr| 0x066 | char[2]  |C8FFC8| AD DE      | dead        | ignored }}
{{OBDtr| 0x064 | uint16   |C8FFC8| 06 00     | 6          | hypo regeneration rate in ticks per hit point restored }}
{{OBDtr| 0x066 | char[2]  |C8FFC8| AD DE      | dead        | padding }}
|}
|}




;LOD Constants
;LOD Constants
Distances from Camera to render certain LODs
Squares of the distance from the camera at which each LOD kicks in; see {{SectionLink|XML:ONCC|<LODConstants>}} for an explanation of this table, and {{SectionLink|Graphics|LOD}} for the full calculation on which LOD to use.
{{Table}}
{{Table}}
{{OBDth}}
{{OBDth}}
{{OBDtr| 0x068 | float    |C8FFFF| 00 10 3D 48 |193600.000000| always the same; this is 440 squared }}
{{OBDtr| 0x068 | float    |C8FFFF| 00 10 3D 48 |193600.000000| min. distance for super-low LOD; always 440² }}
{{OBDtr| 0x06C | float    |C8FFFF| 00 10 3D 47 | 48400.000000| always the same; this is 220 squared }}
{{OBDtr| 0x06C | float    |C8FFFF| 00 10 3D 47 | 48400.000000| min. distance for low LOD; always 220² }}
{{OBDtr| 0x070 | float    |C8FFFF| 00 10 3D 46 | 12100.000000| always the same; this is 110 squared }}
{{OBDtr| 0x070 | float    |C8FFFF| 00 10 3D 46 | 12100.000000| min. distance for medium LOD; always 110² }}
{{OBDtr| 0x074 | float    |C8FFFF| 00 00 00 00 | 0.000000   | always the same }}
{{OBDtr| 0x074 | float    |C8FFFF| 00 00 00 00 |     0.000000| min. distance for high LOD; always 0 }}
{{OBDtr| 0x078 | float    |C8FFFF| 00 00 00 00 | 0.000000   | always the same }}
{{OBDtr| 0x078 | float    |C8FFFF| 00 00 00 00 |     0.000000| min. distance for super-high LOD; always 0 }}
|}
|}




;Hurt Sound Constants
;Hurt Sound Constants
 
The numbers below cannot be understood without some elaboration. See [[XML:ONCC#.3CHurtSoundConstants.3E|HERE]] for the full calculation of whether to play a hurt sound and which sound to play.
{{Table}}
{{Table}}
{{OBDth}}
{{OBDth}}
{{OBDtr| 0x07C | int16   |FFC8FF| 23 00      | 35          | hurt_base_percentage; always the same }}
{{OBDtr| 0x07C | uint16   |FFC8FF| 23 00      | 35          | minimum % chance of playing a pain sound if char. has not been hurt before (always 35) }}
{{OBDtr| 0x07E | int16   |FFC8FF| 5A 00      | 90          | hurt_max_percentage; always the same }}
{{OBDtr| 0x07E | uint16   |FFC8FF| 5A 00      | 90          | maximum % chance of playing a pain sound if char. has not been hurt before (always 90) }}
{{OBDtr| 0x080 | int16   |FFC8FF| 0F 00      | 15          | hurt_percentage_threshold; always the same }}
{{OBDtr| 0x080 | uint16   |FFC8FF| 0F 00      | 15          | damage threshold; used to calculate a percentage chance of pain sound between min % and max % (always 15) }}
{{OBDtr| 0x082 | int16   |FFC8FF| 78 00      | 120        | hurt_timer; always the same }}
{{OBDtr| 0x082 | uint16   |FFC8FF| 78 00      | 120        | time in ticks before the damage tracker used for this AI's pain sounds resets (always 120) }}
{{OBDtr| 0x084 | int16   |FFC8FF| 23 00      | 35          | hurt_min_timer; always the same }}
{{OBDtr| 0x084 | uint16   |FFC8FF| 23 00      | 35          | time in ticks that must pass between pain sounds being played (always 35) }}
{{OBDtr| 0x086 | int16   |FFC8FF| 01 00      | 1          | hurt_max_light; always the same }}
{{OBDtr| 0x086 | uint16   |FFC8FF| 01 00      | 1          | number of times that AI will play light pain sound before "upgrading" to a medium pain sound (always 1) }}
{{OBDtr| 0x088 | int16   |FFC8FF| 02 00      | 2          | hurt_max_medium; always the same }}
{{OBDtr| 0x088 | uint16   |FFC8FF| 02 00      | 2          | number of times that AI will play medium pain sound before "upgrading" to a heavy pain sound (always 2) }}
{{OBDtr| 0x08A | int16   |FFC8FF| 64 00      | 100        | hurt_death_chance; always the same }}
{{OBDtr| 0x08A | uint16   |FFC8FF| 64 00      | 100        | chance of playing a death sound (always 100) }}
{{OBDtr| 0x08C | int16   |FFC8FF| 0A 00      | 10          | hurt_volume_threshold; always the same }}
{{OBDtr| 0x08C | uint16   |FFC8FF| 0A 00      | 10          | minimum damage required for an AI to play the pain sound at maximum volume (always 10) }}
{{OBDtr| 0x08E | int16   |FFC8FF| 0C 00      | 12          | hurt_medium_threshold; always the same }}
{{OBDtr| 0x08E | uint16   |FFC8FF| 0C 00      | 12          | cumulative damage before a light pain sound gets upgraded to a medium pain sound (always 12) }}
{{OBDtr| 0x090 | int16   |FFC8FF| 16 00      | 22          | hurt_heavy_threshold; always the same }}
{{OBDtr| 0x090 | uint16   |FFC8FF| 16 00      | 22          | cumulative damage before a medium pain sound gets upgraded to a heavy pain sound (always 22) }}
{{OBDtr| 0x092 | int8     |FFC800| 00          | 0          | runtime only: if 1 sound pointers have been set }}
{{OBDtr| 0x092 | bool     |FFC800| 00          | 0          | runtime only: if sound pointers have been set (if sounds are found) }}
{{OBDtr| 0x093 | char[1]  |C800C8| DE          | dead        | ignored }}
{{OBDtr| 0x093 | char[1]  |C800C8| DE          | dead        | padding }}
{{OBDtr| 0x094 | float    |C87C64| 00 00 00 3F | 0.500000    | sound volume }}
{{OBDtr| 0x094 | float    |C87C64| 00 00 00 3F | 0.500000    | minimum volume of pain sound (before 0x08C is reached and volume becomes 100%) }}
{{OBDtr2|0x098 | char[32] |B0C3D4| konoko_hurt_light        | hurt light sound (reference to 08121-konoko_hurt_light.[[OBD:OSBD|imp.OSBD]] of level 0) }}
{{OBDtr2|0x098 | char[32] |B0C3D4| konoko_hurt_light        | light hurt sound (reference to 08121-konoko_hurt_light.[[OBD:OSBD|imp.OSBD]] of level 0) }}
{{OBDtr2|0x0B8 | char[32] |B0C3D4| konoko_hurt_medium        | hurt medium sound (reference to 08123-konoko_hurt_medium.[[OBD:OSBD|imp.OSBD]] of level 0) }}
{{OBDtr2|0x0B8 | char[32] |B0C3D4| konoko_hurt_medium        | medium hurt sound (reference to 08123-konoko_hurt_medium.imp.OSBD of level 0) }}
{{OBDtr2|0x0D8 | char[32] |B0C3D4| konoko_hurt_heavy        | hurt heavy sound (reference to 08119-konoko_hurt_heavy.[[OBD:OSBD|imp.OSBD]] of level 0) }}
{{OBDtr2|0x0D8 | char[32] |B0C3D4| konoko_hurt_heavy        | heavy hurt sound (reference to 08119-konoko_hurt_heavy.imp.OSBD of level 0) }}
{{OBDtr2|0x0F8 | char[32] |B0C3D4| konoko_death              | death sound (reference to 08115-konoko_death.[[OBD:OSBD|imp.OSBD]] of level 0) }}
{{OBDtr2|0x0F8 | char[32] |B0C3D4| konoko_death              | death sound (reference to 08115-konoko_death.imp.OSBD of level 0) }}
{{OBDtr| 0x118 | int32   |E7CEA5| 00 00 00 00 | 0          | runtime only: pointer to hurt light sound }}
{{OBDtr| 0x118 | offset   |E7CEA5| 00 00 00 00 | 0          | runtime only: raw offset of light hurt sound }}
{{OBDtr| 0x11C | int32   |E7CEA5| 00 00 00 00 | 0          | runtime only: pointer to hurt medium sound }}
{{OBDtr| 0x11C | offset   |E7CEA5| 00 00 00 00 | 0          | runtime only: raw offset of medium hurt sound }}
{{OBDtr| 0x120 | int32   |E7CEA5| 00 00 00 00 | 0          | runtime only: pointer to hurt heavy sound }}
{{OBDtr| 0x120 | offset   |E7CEA5| 00 00 00 00 | 0          | runtime only: raw offset of heavy hurt sound }}
{{OBDtr| 0x124 | int32   |E7CEA5| 00 00 00 00 | 0          | runtime only: pointer to death sound }}
{{OBDtr| 0x124 | offset   |E7CEA5| 00 00 00 00 | 0          | runtime only: raw offset of death sound }}
|}
|}




Line 135: Line 144:
{{Table}}
{{Table}}
{{OBDth}}
{{OBDth}}
{{OBDtr| 0x128 | bitsets  |E7CEA5| 17 00 00 00 | 23          | AI options bitset; see below }}
{{OBDtr| 0x128 | bitset  |E7CEA5| 17 00 00 00 | 23          | AI options bitset; see below }}
{{OBDtr| 0x12C | float    |FFDDDD| 00 00 80 3F | 1.000000    | AI rotation speed factor }}
{{OBDtr| 0x12C | float    |FFDDDD| 00 00 80 3F | 1.000000    | AI rotation speed factor; always 1.0 except for ninjabots, ninjas and super_ninja, which use 2.0 }}
{{OBDtr| 0x130 | int16    |64AAAA| 06 00      | 6          | minimal fallen time; number of frames for which AI remains in *fallen* position when it is knockdowned }}
{{OBDtr| 0x130 | uint16  |64AAAA| 06 00      | 6          | minimum number of frames AI can remain dazed (in fallen position) when it is knocked down }}
{{OBDtr| 0x132 | int16    |64AAAA| 18 00      | 24          | maximal fallen time; number of frames for which AI remains in *fallen* position when it is knockdowned }}
{{OBDtr| 0x132 | uint16  |64AAAA| 18 00      | 24          | maximum number of frames AI can remain dazed (in fallen position) when it is knocked down (actual number used is picked randomly from the range {min ... max}) }}
{{OBDtr| 0x134 | uint32   |EBEBEB| 0F 00 00 00 | 15          | number of frames after which AI realizes that it is in the firing spread and it starts dodging }}
{{OBDtr| 0x134 | uint32   |EBEBEB| 0F 00 00 00 | 15          | number of frames after which AI realizes that it is in the firing spread and it starts dodging }}
{{OBDtr| 0x138 | float    |8C8CCC| 00 00 80 3F | 1.000000    | minimal firingspread dodge amount; IMO similar to maneouvre variable, it tells AI how long it should perform dodging/hiding in response to some time spent inside firing spread (so setting this very high means that once enemy starts dodging/hiding, he will perform it even after firing spread disappears) }}
{{OBDtr| 0x138 | float    |8C8CCC| 00 00 80 3F | 1.000000    | minimum dodge time; how long AI should perform dodging/hiding in response to being inside a firing spread (the higher it is, the longer he will hide/dodge even after firing spread disappears) }}
{{OBDtr| 0x13C | float    |8C8CCC| 00 00 80 3F | 1.000000    | maximal firingspread dodge amount; IMO similar to maneouvre variable }}
{{OBDtr| 0x13C | float    |8C8CCC| 00 00 80 3F | 1.000000    | dodge priority dampening; the higher it is, the lower priority the AI gives to dodging }}
|}
|}


;AI options bitset
;AI options bitset
:allows or disables some parts of the AI behavior
:Allows or disables some parts of the AI behavior:
*NONE - startle anim is enabled, rest is disabled
*no flags - startle anim is enabled, rest is disabled
*0x01 - startle anim disabled
*0x01 - startle anim disabled
*0x02 - firingspread/projectile dodge enabled for melee
*0x02 - firing spread/projectile dodge enabled for melee
*0x04 - requires 0x02; firingspread/projectile dodge enabled for weapons; AI tries to face shooter and shoot back while dodging
*0x04 - requires 0x02; firing spread/projectile dodge enabled for weapons; AI tries to face shooter and shoot back while dodging
*0x08 - requires 0x02, overrides 0x04 if both are set; firingspread/projectile dodge enabled for weapons; AI isn't shooting, it just tends to run away, not facing shooter
*0x08 - requires 0x02, overrides 0x04 if both are set; firing spread/projectile dodge enabled for weapons; AI isn't shooting, it just tends to run away, not facing shooter
*0x10 - bit not used
*0x10 - bit not used


;AI rotation speed factor
;AI rotation speed factor
:reference rotation speed is about 1 turn (360&#65533;) per second
:A rotation speed of 1 is roughly one turn (360°) per second. The setting is only effective if the AI is in control. So it's a bit like the AI's mouse sensitivity.
:the setting is only effective if the AI is in control
:so it's a bit like the AI's mouse sensitivity :)




;AI Targeting Constants
;AI Targeting Prediction Constants
See [[XML:ONCC#.3CTargeting.3E|HERE]] for how the variables here interact to control the AI's target prediction.
{{Table}}
{{OBDth}}
{{OBDtr| 0x140 | float    |8C8CCC| 00 00 00 3F | 0.500000    | multiplied against target's distance to get error in AI's/turret's first wild shot (always 0.5) }}
{{OBDtr| 0x144 | float    |8C8CCC| 00 00 C8 41 | 25.000000  | max value for result of multiplication above (always 25) }}
{{OBDtr| 0x148 | float    |8C8CCC| 00 00 80 3F | 1.000000    | accuracy multiplier for prediction of target's position (always 1) }}
{{OBDtr| 0x14C | uint32    |FF00C8| 00 00 00 00 | 0          | maximum allowed frames of lookback to be used for predicting target's position (always 0) }}
{{OBDtr| 0x150 | uint32    |FF00C8| 05 00 00 00 | 5          | frames of delay in recognizing target's current position (always 5) }}
{{OBDtr| 0x154 | uint32    |FF00C8| 0F 00 00 00 | 15          | number of frames over which AI can average target's velocity to help predict position (always 15) }}
{{OBDtr| 0x158 | uint32    |FF00C8| 3C 00 00 00 | 60          | size in frames of target's history location buffer (always 60) }}
|}


;AI Weapon Skills
This is an array of 13 sets of skill variables, one for each weapon. Below is the data for the first element:
{{Table}}
{{Table}}
{{OBDth}}
{{OBDth}}
{{OBDtr| 0x140 | float    |8C8CCC| 00 00 00 3F | 0.500000    | unknown; something with AI targeting prediction; always the same for TURR and ONCC  }}
{{OBDtr| 0x15C | float    |F0F096| 00 00 00 00 | 0.000000    | recoil compensation amount (0.0 <nowiki>= no compensation, 1.0 =</nowiki> no recoil) }}
{{OBDtr| 0x144 | float    |8C8CCC| 00 00 C8 41 | 25.000000  | unknown; something with AI targeting prediction; always the same for TURR and ONCC  }}
{{OBDtr| 0x160 | float    |F0F096| 00 00 00 00 | 0.000000    | minimum aiming error as an angle in radians }}
{{OBDtr| 0x148 | float    |8C8CCC| 00 00 80 3F | 1.000000    | unknown; something with AI targeting prediction; always the same for TURR }}
{{OBDtr| 0x164 | float    |F0F096| 00 00 00 00 | 0.000000    | shot grouping error as a percentage }}
{{OBDtr| 0x14C | int32    |FF00C8| 00 00 00 00 | 0          | unknown frame count; something with AI targeting prediction; always the same for TURR }}
{{OBDtr| 0x168 | float    |F0F096| 00 00 80 3F | 1.000000    | how quickly aiming inaccuracy decreases or increases while shooting (ranges from 0.0 to 1.0) }}
{{OBDtr| 0x150 | int32    |FF00C8| 05 00 00 00 | 5          | unknown frame count; something with AI targeting prediction; always the same for TURR }}
{{OBDtr| 0x154 | int32    |FF00C8| 0F 00 00 00 | 15          | unknown frame count; something with AI targeting prediction; always the same for TURR }}
{{OBDtr| 0x158 | int32    |FF00C8| 3C 00 00 00 | 60          | unknown frame count; something with AI targeting prediction; always the same for TURR }}
{{OBDtrBK|1=First of 13 shooting skills (grey outline) }}
{{OBDtr| 0x15C | float    |F0F096| 00 00 00 00 | 0.000000    | recoil compensation amount (0.0 <nowiki>= min, 1.0 =</nowiki> max) }}
{{OBDtr| 0x160 | float    |F0F096| 00 00 00 00 | 0.000000    | best aiming angle in radians }}
{{OBDtr| 0x164 | float    |F0F096| 00 00 00 00 | 0.000000    | shot grouping error }}
{{OBDtr| 0x168 | float    |F0F096| 00 00 80 3F | 1.000000    | shot grouping decay }}
{{OBDtr| 0x16C | float    |F0F096| 00 00 80 3F | 1.000000    | shooting inaccuracy multiplier }}
{{OBDtr| 0x16C | float    |F0F096| 00 00 80 3F | 1.000000    | shooting inaccuracy multiplier }}
{{OBDtr| 0x170 | uint16   |00C864| 00 00      | 0          | minimum delay between shots in frames }}
{{OBDtr| 0x170 | uint16   |00C864| 00 00      | 0          | minimum delay in ticks before pulling the trigger again }}
{{OBDtr| 0x172 | uint16   |00C864| 00 00      | 0          | maximum delay between shots in frames }}
{{OBDtr| 0x172 | uint16   |00C864| 00 00      | 0          | maximum delay in ticks before pulling the trigger again }}
|}
|}


;AI Shooting Skills
AI weapon skills can be reviewed with e.g. '''ai2_skill_select konoko_generic w1_tap''' and then either '''ai2_skill_show''' (prints to console) or '''ai2_skill_save''' (prints to file).
These can be reviewed with e.g. '''ai2_skill_select konoko_generic w1_tap''' and then either '''ai2_skill_show''' (prints to console) or '''ai2_skill_save''' (prints to file)
The first weapon (weapon 0) is not in the game anymore, whatever that was. Muro's thunderbolt is handled as animation-bound particles, although it used to be handled as a weapon (same for Mukade's ball, except '''w10_sni''' is still available) ('''w12_ba2''' and '''w11_ba1''' are a bit mixed up : the beam is made of '''w12_ba2''' particles, and the grenade is a '''w11_ba1''' particle...)


{{Table|width=""|align="left"}}
The first weapon (weapon 0) is not in the game anymore, whatever it was. Mutant Muro's thunderbolt is handled as animation-bound particles, although it used to be handled as a weapon (same for Mukade's Devil Star, except '''w10_sni''' is still available). Barabas' Wave Motion Cannon is a bit mixed up since the beam is made of '''w12_ba2''' particles and the grenade is a '''w11_ba1''' particle.
|-BGCOLOR="#E9E9E9" ALIGN=CENTER
 
{{Table}}
|- bgcolor="#E9E9E9" align=center
!Weapon      ||Offset    ||recoil||bestangle||error||decay||inaccuracy||delays
!Weapon      ||Offset    ||recoil||bestangle||error||decay||inaccuracy||delays
|-ALIGN=CENTER      
|- align=center      
|'''w0_sec''' ||0x15C/0x173|| 0.0  || 0.000000|| 0.00|| 1.0 || 1.0      || 0 - 0
|'''w0_sec''' ||0x15C/0x173|| 0.0  || 0.000000|| 0.00|| 1.0 || 1.0      || 0 - 0
|-ALIGN=CENTER      
|- align=center      
|'''w1_tap''' ||0x174/0x18B|| 0.0  || 0.000000|| 0.40|| 0.4 || 0.0      || 30 - 45
|'''w1_tap''' ||0x174/0x18B|| 0.0  || 0.000000|| 0.40|| 0.4 || 0.0      || 30 - 45
|-ALIGN=CENTER      
|- align=center      
|'''w2_sap''' ||0x18C/0x193|| 0.3  || 0.013962|| 0.13|| 1.0 || 1.0      || 0 - 0
|'''w2_sap''' ||0x18C/0x193|| 0.3  || 0.013962|| 0.13|| 1.0 || 1.0      || 0 - 0
|-ALIGN=CENTER      
|- align=center      
|'''w3_phr''' ||0x194/0x20B|| 0.3  || 0.010472|| 0.05|| 0.5 || 1.0      || 0 - 0
|'''w3_phr''' ||0x194/0x20B|| 0.3  || 0.010472|| 0.05|| 0.5 || 1.0      || 0 - 0
|-ALIGN=CENTER      
|- align=center      
|'''w4_psm''' ||0x20C/0x213|| 0.3  || 0.015707|| 0.03|| 0.2 || 1.0      || 0 - 0
|'''w4_psm''' ||0x20C/0x213|| 0.3  || 0.015707|| 0.03|| 0.2 || 1.0      || 0 - 0
|-ALIGN=CENTER      
|- align=center      
|'''w5_sbg''' ||0x214/0x22B|| 0.3  || 0.001745|| 0.00|| 0.1 || 1.0      || 0 - 0
|'''w5_sbg''' ||0x214/0x22B|| 0.3  || 0.001745|| 0.00|| 0.1 || 1.0      || 0 - 0
|-ALIGN=CENTER      
|- align=center      
|'''w6_vdg''' ||0x22C/0x233|| 0.3  || 0.001745|| 0.13|| 0.9 || 1.0      || 0 - 0
|'''w6_vdg''' ||0x22C/0x233|| 0.3  || 0.001745|| 0.13|| 0.9 || 1.0      || 0 - 0
|-ALIGN=CENTER      
|- align=center      
|'''w7_scc''' ||0x234/0x24B|| 0.3  || 0.001745|| 0.05|| 0.1 || 1.0      || 0 - 0
|'''w7_scc''' ||0x234/0x24B|| 0.3  || 0.001745|| 0.05|| 0.1 || 1.0      || 0 - 0
|-ALIGN=CENTER      
|- align=center      
|'''w8_mbo''' ||0x24C/0x253|| 0.3  || 0.005236|| 0.01|| 0.5 || 1.0      || 0 - 0
|'''w8_mbo''' ||0x24C/0x253|| 0.3  || 0.005236|| 0.01|| 0.5 || 1.0      || 0 - 0
|-ALIGN=CENTER      
|- align=center      
|'''w9_scr''' ||0x254/0x26B|| 0.3  || 0.010472|| 0.04|| 0.5 || 1.0      || 0 - 0
|'''w9_scr''' ||0x254/0x26B|| 0.3  || 0.010472|| 0.04|| 0.5 || 1.0      || 0 - 0
|-ALIGN=CENTER      
|- align=center      
|'''w10_sni'''||0x26C/0x273|| 0.0  || 0.000000|| 0.00|| 1.0 || 1.0      || 0 - 0
|'''w10_sni'''||0x26C/0x273|| 0.0  || 0.000000|| 0.00|| 1.0 || 1.0      || 0 - 0
|-ALIGN=CENTER      
|- align=center      
|'''w11_ba1'''||0x274/0x28B|| 0.0  || 0.000000|| 0.00|| 1.0 || 1.0      || 0 - 0
|'''w11_ba1'''||0x274/0x28B|| 0.0  || 0.000000|| 0.00|| 1.0 || 1.0      || 0 - 0
|-ALIGN=CENTER      
|- align=center      
|'''w12_ba2'''||0x28B/0x293|| 0.0  || 0.000000|| 0.00|| 1.0 || 1.0      || 0 - 0
|'''w12_ba2'''||0x28B/0x293|| 0.0  || 0.000000|| 0.00|| 1.0 || 1.0      || 0 - 0
|}
|}




[[image:oncc_m.gif]]
;Other AI Behaviors
 
[[Image:oncc_m.gif]]
 
{{Table}}
{{Table}}
{{OBDth}}
{{OBDth}}
{{OBDtr| 0x294 | int32   |00C8FF| 5A 00 00 00 | 90          | unknown; always the same }}
{{OBDtr| 0x294 | uint32   |00C8FF| 5A 00 00 00 | 90          | how long AI will continue shooting a dead body to make sure it's dead (always 90) }}
{{OBDtr| 0x298 | int32   |00C8FF| F0 00 00 00 | 240        | unknown; always the same }}
{{OBDtr| 0x298 | uint32   |00C8FF| F0 00 00 00 | 240        | how long AI will stand over dead body before returning to last job (always 240) }}
{{OBDtr| 0x29C | int32   |00C8FF| B4 00 00 00 | 180        | unknown; always the same }}
{{OBDtr| 0x29C | uint32   |00C8FF| B4 00 00 00 | 180        | how long after losing sight of target until AI engages pursuit mode (always 180) }}
{{OBDtr| 0x2A0 | int32   |00C8FF| 28 00 00 00 | 40          | taunt chance (40%) }}
{{OBDtr| 0x2A0 | uint32   |00C8FF| 28 00 00 00 | 40          | chance (as a percentage) of AI taunting a dead body }}
{{OBDtr| 0x2A4 | int32   |00C8FF| 37 00 00 00 | 55          | go for gun chance (55%); determines possibility that AI will run to some weapon and take it; can be checked in devmode by *debug_gun_behavior* command }}
{{OBDtr| 0x2A4 | uint32   |00C8FF| 37 00 00 00 | 55          | chance (as a percentage) of AI running to some weapon to pick it up; can be checked in Dev Mode with the '''debug_gun_behavior''' command }}
{{OBDtr| 0x2A8 | int32   |00C8FF| 3C 00 00 00 | 60          | running pickup chance (60%); this value is possibility of AI running weapon pickup (acrobatics, slides) instead of normal "stop->pickup";this is calculated AFTER engine decides that AI should run for weapon }}
{{OBDtr| 0x2A8 | uint32   |00C8FF| 3C 00 00 00 | 60          | chance (as a percentage) of AI performing a running weapon pickup (including acrobatics moves, slides) instead of the normal "stop and pick up"; this is calculated after the engine decides that the AI will go for a gun }}
{{OBDtr| 0x2AC | int16   |C80040| 00 00      | 0          | combat profile ID; for example *0D* is for Mutant Muro }}
{{OBDtr| 0x2AC | uint16   |C80040| 00 00      | 0          | combat profile ID; for example *0D* is for Mutant Muro }}
{{OBDtr| 0x2AE | int16   |C80040| 16 00      | 22          | melee profile ID }}
{{OBDtr| 0x2AE | uint16   |C80040| 16 00      | 22          | melee profile ID }}
{{OBDtr| 0x2B0 | int8     |FFCD96| 64          | 100        | "taunt" sound probability (always) }}
{{OBDtr| 0x2B0 | uint8     |FFCD96| 64          | 100        | "taunt" sound probability (always) }}
{{OBDtr| 0x2B1 | int8     |FFCD96| 00          | 0          | "alert" sound probability (never) }}
{{OBDtr| 0x2B1 | uint8     |FFCD96| 00          | 0          | "alert" sound probability (never) }}
{{OBDtr| 0x2B2 | int8     |FFCD96| 00          | 0          | "startle" sound probability (never) }}
{{OBDtr| 0x2B2 | uint8     |FFCD96| 00          | 0          | "startle" sound probability (never) }}
{{OBDtr| 0x2B3 | int8     |FFCD96| 00          | 0          | "checkbody" sound probability (never) }}
{{OBDtr| 0x2B3 | uint8     |FFCD96| 00          | 0          | "checkbody" sound probability (never) }}
{{OBDtr| 0x2B4 | int8     |FFCD96| 00          | 0          | "pursue" sound probability (never) }}
{{OBDtr| 0x2B4 | uint8     |FFCD96| 00          | 0          | "pursue" sound probability (never) }}
{{OBDtr| 0x2B5 | int8     |FFCD96| 00          | 0          | "cower" sound probability (never) }}
{{OBDtr| 0x2B5 | uint8     |FFCD96| 00          | 0          | "cower" sound probability (never) }}
{{OBDtr| 0x2B6 | int8     |FFCD96| 64          | 100        | "superpunch" probability (always) }}
{{OBDtr| 0x2B6 | uint8     |FFCD96| 64          | 100        | "superpunch" probability (always) }}
{{OBDtr| 0x2B7 | int8     |FFCD96| 64          | 100        | "superkick" probability (always) }}
{{OBDtr| 0x2B7 | uint8     |FFCD96| 64          | 100        | "superkick" probability (always) }}
{{OBDtr| 0x2B8 | int8     |FFCD96| 00          | 0          | "super3" sound probability (never) }}
{{OBDtr| 0x2B8 | uint8     |FFCD96| 00          | 0          | "super3" sound probability (never) }}
{{OBDtr| 0x2B9 | int8     |FFCD96| 00          | 0          | "super4" sound probability (never) }}
{{OBDtr| 0x2B9 | uint8     |FFCD96| 00          | 0          | "super4" sound probability (never) }}
{{OBDtr| 0x2BA | int16   |C8C864| 00 00      | 0          | probably a blank filler (always the same) }}
{{OBDtr| 0x2BA | char[2]   |C8C864| 00 00      | 0          | padding }}
{{OBDtr2|0x2BC | char[32] |0096C8| c17_99_28konoko          | "taunt" sound (reference to 08108-c17_99_28konoko.[[OBD:OSBD|amb.OSBD]] of level 0) }}
{{OBDtr2|0x2BC | char[32] |0096C8| c17_99_28konoko          | "taunt" sound (reference to 08108-c17_99_28konoko.[[OBD:OSBD|amb.OSBD]] of level 0) }}
{{OBDtr2|0x2DC | char[32] |0096C8| unused                    | "alert" sound }}
{{OBDtr2|0x2DC | char[32] |0096C8| unused                    | "alert" sound name }}
{{OBDtr2|0x2FC | char[32] |0096C8| unused                    | "startle" sound }}
{{OBDtr2|0x2FC | char[32] |0096C8| unused                    | "startle" sound name }}
{{OBDtr2|0x31C | char[32] |0096C8| unused                    | "checkbody" sound }}
{{OBDtr2|0x31C | char[32] |0096C8| unused                    | "checkbody" sound name }}
{{OBDtr2|0x33C | char[32] |0096C8| unused                    | "pursue" sound }}
{{OBDtr2|0x33C | char[32] |0096C8| unused                    | "pursue" sound name }}
{{OBDtr2|0x35C | char[32] |0096C8| unused                    | "cower" sound }}
{{OBDtr2|0x35C | char[32] |0096C8| unused                    | "cower" sound name }}
{{OBDtr2|0x37C | char[32] |0096C8| c18_79_14konoko          | "superpunch" sound (reference to 08110-c17_99_28konoko.[[OBD:OSBD|amb.OSBD]] of level 0) }}
{{OBDtr2|0x37C | char[32] |0096C8| c18_79_14konoko          | "superpunch" sound name (reference to 08110-c17_99_28konoko.amb.OSBD of level 0) }}
{{OBDtr2|0x39C | char[32] |0096C8| c18_79_15konoko          | "superkick" sound (reference to 08112-c17_99_28konoko.[[OBD:OSBD|amb.OSBD]] of level 0) }}
{{OBDtr2|0x39C | char[32] |0096C8| c18_79_15konoko          | "superkick" sound name (reference to 08112-c17_99_28konoko.amb.OSBD of level 0) }}
{{OBDtr2|0x3BC | char[32] |0096C8| unused                    | "super3" sound (only the superninja uses this slot) }}
{{OBDtr2|0x3BC | char[32] |0096C8| unused                    | "super3" sound name (only Mukade uses this slot) }}
{{OBDtr2|0x3DC | char[32] |0096C8| unused                    | "super4" sound (never used in Oni) }}
{{OBDtr2|0x3DC | char[32] |0096C8| unused                    | "super4" sound name (never used in game data) }}
{{OBDtrBK| the following 7 vision fields are used to detect if a character can be seen by AI; see Vision Field below for explanation }}
{{OBDtrBK|The following 7 vision fields are used to detect if a character can be seen by AI; see Vision Field below for explanation }}
{{OBDtr| 0x3FC | float    |FF80C0| 00 80 ED 43 | 475.000000  | central vision distance }}
{{OBDtr| 0x3FC | float    |FF80C0| 00 80 ED 43 | 475.000000  | central vision distance }}
{{OBDtr| 0x400 | float    |FF80C0| 00 00 16 43 | 150.000000  | peripheral vision distance }}
{{OBDtr| 0x400 | float    |FF80C0| 00 00 16 43 | 150.000000  | peripheral vision distance }}
Line 258: Line 272:
{{OBDtr| 0x410 | float    |FF80C0| D5 D0 31 3E | 0.173648    | peripheral vision range }}
{{OBDtr| 0x410 | float    |FF80C0| D5 D0 31 3E | 0.173648    | peripheral vision range }}
{{OBDtr| 0x414 | float    |FF80C0| 6B 61 D8 BE | 0.422618    | peripheral vision max }}
{{OBDtr| 0x414 | float    |FF80C0| 6B 61 D8 BE | 0.422618    | peripheral vision max }}
{{OBDtr| 0x418 | int32   |D0C0AF| B4 00 00 00 | 180        | hostilethreat definite timer; how long will AI know exactly where its enemy is even if it can't see him with central vision-field; AI attacks him; can be checked by *ai2_report_verbose* command (this command causes random crashes, beware) }}
{{OBDtr| 0x418 | uint32   |D0C0AF| B4 00 00 00 | 180        | how long will AI know exactly where its enemy is even if it can't see him with central vision field, and attempt to attack him }}
{{OBDtr| 0x41C | int32   |D0C0AF| 84 03 00 00 | 900        | hostilethreat strong timer; how long will AI remain in strong feeling that there is the enemy, but will not attack him but investigate; can be checked by *ai2_report_verbose* command }}
{{OBDtr| 0x41C | uint32   |D0C0AF| 84 03 00 00 | 900        | how long will AI remain strongly convinced that there is an enemy, but will investigate his presence rather than attack him }}
{{OBDtr| 0x420 | int32   |D0C0AF| 10 0E 00 00 | 3600        | hostilethreat weak timer; how long will AI remain in weak feeling of an enemy, just looking around aimlessly (Glance pursue mode); can be checked by *ai2_report_verbose* command }}
{{OBDtr| 0x420 | uint32   |D0C0AF| 10 0E 00 00 | 3600        | how long an AI will remain weakly convinced of an enemy's presence, looking around aimlessly to find him (Glance pursuit mode) }}
{{OBDtr| 0x424 | int32   |D0C0AF| 10 0E 00 00 | 3600        | friendlythreat definite timer; how long will AI know exactly where its ally (Syndicate saw Syndicate for example) is even if it can't see him with central vision-field; AI simply knows there is someone else nearby; maybe has further possibilities; can be checked by *ai2_report_verbose* command (this command causes random crashes, beware) }}
{{OBDtr| 0x424 | uint32   |D0C0AF| 10 0E 00 00 | 3600        | decay time for dropping back from high alert to medium alert }}
{{OBDtr| 0x428 | int32   |D0C0AF| 50 46 00 00 | 18000      | friendlythreat strong timer; how long will AI remain in strong feeling that there is someone else, but will not try to find him or look at him; can be checked by *ai2_report_verbose* command }}
{{OBDtr| 0x428 | uint32   |D0C0AF| 50 46 00 00 | 18000      | decay time for dropping back from medium alert to low alert }}
{{OBDtr| 0x42C | int32   |D0C0AF| A0 8C 00 00 | 36000      | friendlythreat weak timer; how long will AI remain in weak feeling of ally, doing its usual job; can be checked by *ai2_report_verbose* command }}
{{OBDtr| 0x42C | uint32   |D0C0AF| A0 8C 00 00 | 36000      | decay time for dropping back from low alert to no alert status }}
{{OBDtr| 0x430 | float    |EEDDFF| 00 00 80 3F | 1.000000    | earshot radius; defines size of the sound-collision sphere around AI }}
{{OBDtr| 0x430 | float    |EEDDFF| 00 00 80 3F | 1.000000    | hearing radius; defines size of the sound-detection sphere around an AI }}
|}
|}


;Vision Field
;Vision Field
The "range" and "max" values are logically angles but the cosine of the angle is stored instead for performace reasons. We have the following angles (in degrees):
See [[XML:ONCC#.3CVisionConstants.3E|HERE]] for details on how this works.
:vertical range - 40
:horizontal central range - 35
:horizontal central max - 55
:horizontal peripheral range - 80
:horizontal peripheral max - 115
Within "range" the "distance" field is used to compute visibility (character is visible if the distance between AI and character is < "distance" field). Between "range" and "max" the visibility distance decreases gradually towards 0.
The vision field can be made visible with the script command *ai2_showvision <nowiki>=</nowiki>1* but it should be noted that the rendering might not be accurate. In particular the peripheral vision field it's missing the central segment.




;Character Constants
;File Links
 
{{Table}}
{{Table}}
{{OBDth}}
{{OBDth}}
{{OBDtr| 0x434 | link    |C5FF8A| 01 FB 03 00 | 1019       | link to 01019-konoko.[[OBD:ONCV|ONCV]]; defines variants and upgrades }}
{{OBDtr| 0x434 | link    |C5FF8A| 01 FB 03 00 | 1019       | link to 01019-konoko.[[OBD:ONCV|ONCV]]; defines variants and upgrades }}
{{OBDtr| 0x438 | link    |C5FF8A| 01 F9 03 00 | 1017       | link to [[OBD:ONCP|01017-.ONCP]]; lists the particles available for this character (trails, flashes, etc) }}
{{OBDtr| 0x438 | link    |C5FF8A| 01 F9 03 00 | 1017       | link to [[OBD:ONCP|01017-.ONCP]]; lists the particles available for this character (trails, flashes, etc) }}
{{OBDtr| 0x43C | link    |C5FF8A| 01 FA 03 00 | 1018       | link to [[OBD:ONIA|01018-.ONIA]]; lists the special impact sounds (used for special combat moves) }}
{{OBDtr| 0x43C | link    |C5FF8A| 01 FA 03 00 | 1018       | link to [[OBD:ONIA|01018-.ONIA]]; lists the special impact sounds (used for special combat moves) }}
{{OBDtr| 0x440 | int8     |C5FF8A| 00          | unused      | runtime only }}
{{OBDtr| 0x440 | bool     |C5FF8A| 00          | 0          | runtime: flag meaning that modifier type has been set by looking up modifier name and impact types have been set by looking up impact names; runtime only }}
{{OBDtr| 0x441 | int8    |C5FF8A| 00         | unused      | padding }}
{{OBDtr| 0x441 | uint8    |C5FF8A| 00         | 0          | padding }}
{{OBDtr| 0x442 | int16    |C5FF8A| 00 00       | unused      | runtime only }}
{{OBDtr| 0x442 | uint16  |C5FF8A| 00 00     | 0          | runtime: modifier type }}
{{OBDtr2|0x444 | char[16] |C0C0C0| Light                     | modifier; either hardcoded or defunct (only visible in pm_mod_type.WMM_, level 0)
{{OBDtr2|0x444 | char[16] |C0C0C0| Light                   | modifier name, used to look up modifier type }}
edit: WMDD says: Effects found for Impact x on Material y with Modifier: pm_mod_types }}
{{OBDtrBK|1=Array of 15 impact elements: first element }}
{{OBDtrBK|1=First of 15 impact elements. }}
{{OBDtr2|0x454 | char[128]|FF0080| Footstep_Walk           | impact name, used to look up impact type (reference to 04124-Footstep_Walk.Impt of level 0); always the same; without the impacts you can't hear the steps of a character }}
{{OBDtr2|0x454 | char[128] |FF0080| Footstep_Walk             | walk impact (reference to 04124-Footstep_Walk.[[OBD:Impt|Impt]] of level 0); always the same; without the impacts you can't hear the steps of a character }}
{{OBDtr| 0x4D4 | uint16  |FF0080| FF FF     | -1         | runtime: impact type (comes from 0x08 in [[OBD:Impt|Impt]]) }}
{{OBDtr| 0x4D4 | int16    |FF0080| FF FF | -1 | set at runtime to the value stored at 0x08 in [[OBD:Impt|Impt]] }}
{{OBDtrBK|1=End of array }}
{{OBDtr| 0xBF2 | char[2]  |FFFFA5| 00 00      | unused      | padding (seen below) }}
|}
|}


 
[[Image:oncc_e.gif]]
[[image:oncc_e.gif]]




{{Table}}
{{Table}}
{{OBDth}}
{{OBDth}}
{{OBDtr| 0xBF2 | int16    |FFFFA6| 00 00      | 0          | unknown; always the same; maybe only a filler }}
{{OBDtr2|0xBF4 | char[64] |71FFB8| unused                 | name of particle spawned on death; only the Mad Bomber uses it }}  
{{OBDtr2|0xBF4 | char[64] |71FFB8| unused                   | special death particle; only the mad bomber use it }}  
{{OBDtr| 0xC34 | offset  |0000BF| 00 00 00 00 | unused   | runtime: raw offset of death particle class }}
{{OBDtr| 0xC34 | link    |0000BF| 00 00 00 00 | unused     | runtime only }}
{{OBDtr| 0xC38 | offset  |0000BF| 00 00 00 00 | unused   | runtime: raw offset of cache of derived information on body model geometry }}
{{OBDtr| 0xC38 | link    |0000BF| 00 00 00 00 | unused     | runtime only }}
{{OBDtr| 0xC3C | link    |0000BF| 01 E6 03 00 | 998       | link to [[OBD:TRBS|00998-konoko_body_high.TRBS]] }}
{{OBDtr| 0xC3C | link    |0000BF| 01 E6 03 00 | 998         | link to [[OBD:TRBS|00998-konoko_body_high.TRBS]] }}
{{OBDtr| 0xC40 | link    |0000BF| 01 E7 03 00 | 999       | link to [[OBD:TRMA|00999-konoko002_high_texture_generic.TRMA]] }}
{{OBDtr| 0xC40 | link    |0000BF| 01 E7 03 00 | 999         | link to [[OBD:TRMA|00999-konoko002_high_texture_generic.TRMA]] }}
{{OBDtr| 0xC44 | link    |0000BF| 01 E8 03 00 | 1000     | link to [[OBD:CBPM|01000-.CBPM]] }}
{{OBDtr| 0xC44 | link    |0000BF| 01 E8 03 00 | 1000       | link to [[OBD:CBPM|01000-.CBPM]] }}
{{OBDtr| 0xC48 | link    |0000BF| 01 EC 03 00 | 1004     | link to [[OBD:CBPI|01004-.CBPI]] }}
{{OBDtr| 0xC48 | link    |0000BF| 01 EC 03 00 | 1004       | link to [[OBD:CBPI|01004-.CBPI]] }}
{{OBDtr| 0xC4C | uint32  |804040| 2C 01 00 00 | 300       | how long in ticks before character can leave fight mode }}  
{{OBDtr| 0xC4C | int32    |804040| 2C 01 00 00 | 300         | fight mode timer in 1/60 seconds }}  
{{OBDtr| 0xC50 | uint32  |804040| 30 75 00 00 | 30000     | how long in ticks before the Idle animation can be played the first time }}  
{{OBDtr| 0xC50 | int32    |804040| 30 75 00 00 | 30000       | first idle animation timer in 1/60 seconds }}  
{{OBDtr| 0xC54 | uint32  |804040| 30 75 00 00 | 30000     | how long in ticks before the Idle animation can be played another time }}  
{{OBDtr| 0xC54 | int32    |804040| 30 75 00 00 | 30000       | second idle animation timer in 1/60 seconds }}  
{{OBDtr| 0xC58 | uint32  |804040| C8 00 00 00 | 200       | base health of the character model; specific health information for every unique character is stored in the [[OBD:BINA/OBJC/CHAR|Character.BINA]] file}}  
{{OBDtr| 0xC58 | int32    |804040| C8 00 00 00 | 200         | basic health of the character model; extra health information for every unique character are stored in the [[OBD:BINA/OBJC/CHAR|Character.BINA]] file}}  
{{OBDtr| 0xC5C | uint32  |804040| 48 00 00 00 | 72       | "feet bits"; unused }}  
{{OBDtr| 0xC5C | int32    |804040| 48 00 00 00 | 72         | feetBits (these bits mark the characters feet)
{{OBDtr| 0xC60 | float    |FF22FF| 00 00 80 3F | 1.000000 | minimum body size factor }}  
}}  
{{OBDtr| 0xC64 | float    |FF22FF| 00 00 80 3F | 1.000000 | maximum body size factor }}
{{OBDtr| 0xC60 | float    |FF22FF| 00 00 80 3F | 1.000000   | minimal body size factor }}  
{{Anchor|DamageTypes}}
{{OBDtr| 0xC64 | float    |FF22FF| 00 00 80 3F | 1.000000   | maximal body size factor }}  
{{OBDtrBK|The following 7 float values are ONCC-specific multipliers for each of the 7 PAR3 DamageTypes. See [[Particle damage types]] for an explanation of DamageTypes. Values range from 0.0-1.0, with 0 meaning "no immunity" and 1 meaning "total immunity".<br>
{{OBDtrBK| The following 7 float values are ONCC specific multipliers for 7 PAR3 DamageTypes. See the [[Particle damage types]] page for DamageTypes description.<BR>
Note: These multipliers only affect the stun damage and knockback components of a PAR3 action, not the HP damage dealt.}}
These multipliers affect only StunDamage and Knockback, not the Damage.
These multipliers are applied as follows: (StunDamage or Knockback)*(1 - the ONCC value) }}
{{OBDtr| 0xC68 | float    |FF22FF| 00 00 00 00 | 0.000000    | "Normal" DamageType multiplier }}  
{{OBDtr| 0xC68 | float    |FF22FF| 00 00 00 00 | 0.000000    | "Normal" DamageType multiplier }}  
{{OBDtr| 0xC6C | float    |FF22FF| 00 00 00 00 | 0.000000    | "MinorStun" DamageType multiplier }}  
{{OBDtr| 0xC6C | float    |FF22FF| 00 00 00 00 | 0.000000    | "MinorStun" DamageType multiplier }}  
Line 327: Line 332:
{{OBDtr| 0xC7C | float    |FF22FF| 00 00 00 00 | 0.000000    | "Blownup" DamageType multiplier }}  
{{OBDtr| 0xC7C | float    |FF22FF| 00 00 00 00 | 0.000000    | "Blownup" DamageType multiplier }}  
{{OBDtr| 0xC80 | float    |FF22FF| 00 00 00 00 | 0.000000    | "Pickup" DamageType multiplier }}  
{{OBDtr| 0xC80 | float    |FF22FF| 00 00 00 00 | 0.000000    | "Pickup" DamageType multiplier }}  
{{OBDtr| 0xC84 | float    |FF22FF| 00 00 00 3F | 0.500000    | Boss Shield multiplier, employed when the character has a boss shield.<BR>For example via BSL command chr_boss_shield(ai_name).
{{OBDtr| 0xC84 | float    |FF22FF| 00 00 00 3F | 0.500000    | damage reducer, employed when the character has a [[boss shield]] (0.0-1.0 <nowiki>=</nowiki> 0%-100%) }}
Incoming Damage, StunDamage and Knockback from any DamageType are all multiplied by (1-this value). }}
{{OBDtr| 0xC88 | link    |808080| 01 F6 03 00 | 1014        | link to 01014-konoko_animations.[[OBD:TRAC|TRAC]] }}  
{{OBDtr| 0xC88 | link    |808080| 01 F6 03 00 | 1014        | link to 01014-konoko_animations.[[OBD:TRAC|TRAC]] }}  
{{OBDtr| 0xC8C | link    |808080| 01 F6 03 00 | 1015        | link to 01015-konoko_screens.[[OBD:TRSC|TRSC]] }}  
{{OBDtr| 0xC8C | link    |808080| 01 F6 03 00 | 1015        | link to 01015-konoko_screens.[[OBD:TRSC|TRSC]] }}  
{{OBDtr| 0xC90 | int16   |FFAA82| 1E 00      | 30          | AI Rate of Fire (testme) }}  
{{OBDtr| 0xC90 | uint16   |FFAA82| 1E 00      | 30          | AI rate of firing; unused }}  
{{OBDtr| 0xC92 | int16   |FFAA82| 00 00      | 0          | time between death and deletion, in frames (about 3 seconds for mad bomber) }}  
{{OBDtr| 0xC92 | uint16   |FFAA82| 00 00      | 0          | time between death and deletion, in frames (0 for all characters except Mad Bomber, who is 190 ticks) }}  
{{OBDtr| 0xC94 | bitset   |00D900| 00          | 0          | TRSC bitset; see below }}  
{{OBDtr| 0xC94 | bool   |00D900| 00          | 0          | TRSC bitset; see below }}  
{{OBDtr| 0xC95 | int8     |00D900| 01          | 1          | when set to 1 indicates that character has daodan powers (character does more damage in overpower mode)}}  
{{OBDtr| 0xC95 | bool     |00D900| 01          | 1          | character has Daodan powers (can overheal with hypos, do more damage in overpower mode) and can display a Daodan aura particle)}}  
{{OBDtr| 0xC96 | int8     |00D900| 00          | 0          | when set to 1 indicates that character has supershield
{{OBDtr| 0xC96 | bool     |00D900| 00          | 0          | character has [[supershield]] }}  
* is visible as red shield when overpowered
{{OBDtr| 0xC97 | bool     |00D900| 00          | 0          | knockdown resistant (used by MutantMuro.ONCC) }}
* needs daodan flag above and 51% overpower to be enabled; chenille cheat works too
* now it prevents damage from weapon fire and melee (exception are throws)
* received (melee) hits cause not blue block flashes but orange flares (see [http://paradox.oni2.net/Bilder/blocked_attacks_on_51percent_overpower_plus_daodan-flag_plus_supershield.png HERE])
}}  
{{OBDtr| 0xC97 | int8     |00D900| 00          | 0          | when set to 1, generically turns on '''canttouchthis''' cheat for this ONCC (used by MutantMuro.ONCC }}
{{OBDtr| 0xC98 | char[8]  |CACAFF| AD DE      | dead        | unused }}  
|}
|}


;TRSC bitset
:Determines whether character is left-handed or right-handed (weapon is attached to left or right fist bone). Must be consistent with character's TRSC or glitches appear. Possibilities are:
:NONE - Character is right-hander with both pistols and rifles
:0x01 - Character is left-hander with both pistols and rifles
:0x02 - Character is left-hander with pistols but "right-hander" with rifles (however, animations for rifles are treated as left-handed)
;Body size factor
{|align=right
{|align=right
|[[File:ONCC_body_size_factor-original.jpg|120px]]
|[[Image:ONCC_body_size_factor-original.jpg|120px]]
|-
|-
|[[File:ONCC_body_size_factor-spawn_order_change.jpg|120px]]
|[[Image:ONCC_body_size_factor-spawn_order_change.jpg|120px]]
|}
|}
;Body size factor
 
:The geometry specified in a character's [[TRBS]] (Totoro body set) can be multiplied by a scale factor. For example, the '''minime''' and '''behemoth''' [[cheats]] set that factor to 0.25 or 1.8, and back to 1. The size can be used for specific purposes (mini-Strikers, Mutant Muro, giant Shinatama), or it can be used to add generic variety to Oni's characters, as a complement to "character variants" ([[ONCV]]).
:The geometry specified in a character's [[TRBS]] (Totoro body set) can be multiplied by a scale factor. For example, the '''minime''' and '''behemoth''' [[cheats]] set that factor to 0.25 or 1.8, and back to 1. The size can be used for specific purposes (mini-Strikers, Mutant Muro, giant Shinatama), or it can be used to add generic variety to Oni's characters, as a complement to "character variants" ([[ONCV]]).
:The floats at 0xC60 and 0xC64 define a range in which Oni can pick a random body size factor (if the two values are identical, then the body size factor is effectively fixed instead of random). [[Konoko]], [[Shinatama]] (both regular and zombified), [[Griffin]] (both variants) and [[Muro]] all have a fixed body size of 1. Mini-Strikers have 0.5 and giant Shinatama has 7 (yes, [[seven]]).
:The floats at 0xC60 and 0xC64 define a range in which Oni can pick a random body size factor (if the two values are identical, then the body size factor is effectively fixed instead of random). Konoko, Shinatama (both regular and zombified), Griffin (both variants) and Muro all have a fixed body size of 1. Mini-Strikers have 0.5 and giant Shinatama has 7 (yes, [[seven]]).
:Everybody else (including [[Barabas]], [[Mukade]] and [[Kerr]]) has a random body size within 5% of 1 (i.e., the floats at 0xC60 and 0xC64 are 0.95 and 1.05). Mutant Muro is a bit odd because his "minimum" body size 1.75 and the "maximum" is 1.74 (the difference is barely noticeable anyway). In the [[Anniversary Edition]], some characters have altered factors (e.g., [[Shinatama Too]]).
:Everybody else (including Barabas, Mukade and Kerr) has a random body size within 5% of 1 (i.e., the floats at 0xC60 and 0xC64 are 0.95 and 1.05). Mutant Muro is a bit odd because his "minimum" body size 1.75 and the "maximum" is 1.74 (the difference is barely noticeable anyway). In the [[Anniversary Edition]], some characters have altered factors (e.g., [[Shinatama Too]]).
:The random value is different every time the [[ONCC]] is looked up (e.g., when a character is spawned or shapeshifted) and is not reproducible. Here is a simple script for {{C|6}} a.k.a. [[IGMD/tctf]] (remove all [[BSL]] files and leave only the one below):
:The random value is different every time the [[ONCC]] is looked up (e.g., when a character is spawned or shapeshifted) and is not reproducible. Here is a simple script for {{C|6}} a.k.a. [[IGMD/tctf]] (remove all BSL files and leave only the one below):
  func main {
  func main
{
   ai2_allpassive 1
   ai2_allpassive 1
   ai2_spawn a_v3
   ai2_spawn a_v3
Line 366: Line 374:
   ai2_lookatme
   ai2_lookatme
  }
  }
:This script lines up four "usual suspects" against a wall in the parking lot of the [[TCTF]] HQ. Load the level repeatedly and note how their heights vary.  
:This script lines up four "usual suspects" against a wall in the parking lot of the TCTF HQ. Load the level repeatedly and note how their heights vary.
 
;TRSC bitset
:determines whether character is left-hander or right-hander (weapon is attached to left or right fist bone) Must be consistent with [[TRSC]] or glitches appear. Possibilities are:
:NONE - Character is right-hander with both pistols and rifles
:0x01 - Character is left-hander with both pistols and rifles
:0x02 - Character is left-hander with pistols but "right-hander" with rifles (however, animations for rifles are treated as left-handed)
 


{{OBD_File_Footer | type=ONCC | prev=OFGA | next=ONCP | name=Oni Character Class | family=Character}}
{{OBD_File_Footer | type=ONCC | prev=OFGA | next=ONCP | name=Oni Character Class | family=Character}}


{{OBD}}
{{OBD}}