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| Paradox-01 (talk | contribs) mNo edit summary |  (noted that dazed frame fields are apparently ignored by engine) | ||
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| {{XML_OBJC_Header | type=MELE  | {{XML_OBJC_Header| prev=FLAG | type=MELE  | next=NEUT | name=Melee Profile}} | ||
| {{finish}} | {{finish}} | ||
| == | ==General information== | ||
| * The  | * The XML on this page was tested with OniSplit v'''0.9.61.0'''. | ||
| * BINACJBOMelee Profile. | * There is only one global "BINACJBOMelee Profile" stored in level0_Final in vanilla Oni. | ||
| * A local file can also be used (stored in level'xx'_Final) for level-specific melee profiles. However, please note that if a character is spawned and does not have a profile in the local file, the global one is NOT read. In other words, the local file completely replaces the level0_Final one. | |||
| * It was partly through MELE modding that Loser was able to create his famous video of [https://www.youtube.com/watch?v=NQE-LjM9GqM parkouring Mukade] (see [[Special:Permalink/13881|HERE]] and search for "taped" for the beginning of his technical explanation). | |||
| == | ==File structure== | ||
| [...] | |||
| ==Melee IDs== | |||
| {| class="wikitable" width="100%" | |||
| ! Id | |||
| ! Name | |||
| ! Id | |||
| ! Name | |||
| ! Id | |||
| ! Name | |||
| ! Id | |||
| ! Name | |||
| ! Id | |||
| ! Name | |||
| ! Id | |||
| ! Name | |||
| |- | |||
| | 0 | |||
| | Security_Guard | |||
| | 10 | |||
| | TANKER_Medium | |||
| | 20 | |||
| | ELITE_Medium | |||
| | 30 | |||
| | MURO_Final | |||
| | 40 | |||
| | NINJABOT_Train2 | |||
| | 50 | |||
| | - | |||
| |- | |||
| | 1 | |||
| | TCTF_Lite | |||
| | 11 | |||
| | BLACKOPS_Lite | |||
| | 21 | |||
| | ELITE_Hard | |||
| | 31 | |||
| | MURO_Mutant | |||
| | 41 | |||
| | NINJABOT_PowPlant | |||
| | 51 | |||
| | - | |||
| |- | |||
| | 2 | |||
| | STRIKER_Easy | |||
| | 12 | |||
| | BLACKOPS_Swat | |||
| | 22 | |||
| | KONOKO | |||
| | 32 | |||
| | GRIFFIN | |||
| | 42 | |||
| | - | |||
| | 52 | |||
| | - | |||
| |- | |||
| | 3 | |||
| | THUG_Air | |||
| | 13 | |||
| | TCTF_Swat | |||
| | 23 | |||
| | BARABAS Rsrch D | |||
| | 33 | |||
| | STRIKER_Mini | |||
| | 43 | |||
| | - | |||
| | 53 | |||
| | - | |||
| |- | |||
| | 4 | |||
| | COMGUY | |||
| | 14 | |||
| | ELITE_Easy | |||
| | 24 | |||
| | RED_Hard | |||
| | 34 | |||
| | COP Male | |||
| | 44 | |||
| | - | |||
| | 45 | |||
| | - | |||
| |- | |||
| | 5 | |||
| | STRIKER_Medium | |||
| | 15 | |||
| | TANKER_Hard | |||
| | 25 | |||
| | BARABAS TCTF D | |||
| | 35 | |||
| | COP Female | |||
| | 45 | |||
| | - | |||
| | 55 | |||
| | TANKER_Easy2 | |||
| |- | |||
| | 6 | |||
| | STRIKER_Hard | |||
| | 16 | |||
| | RED_Medium | |||
| | 26 | |||
| | NINJA_Medium | |||
| | 36 | |||
| | THUG_Mfg | |||
| | 46 | |||
| | - | |||
| | 56 | |||
| | TANKER_Medium2 | |||
| |- | |||
| | 7 | |||
| | TANKER_Easy | |||
| | 17 | |||
| | MADBOMBER | |||
| | 27 | |||
| | NINJA_Hard | |||
| | 37 | |||
| | THUG_Neuro | |||
| | 47 | |||
| | - | |||
| | 57 | |||
| | TANKER_Hard2 | |||
| |- | |||
| | 8 | |||
| | RED_Easy | |||
| | 18 | |||
| | NINJABOT_Train1 | |||
| | 28 | |||
| | NINJA_Super | |||
| | 38 | |||
| | THUG_Pow | |||
| | 48 | |||
| | - | |||
| | 58 | |||
| | - | |||
| |- | |||
| | 9 | |||
| | NINJA_Easy | |||
| | 19 | |||
| | SNIPER | |||
| | 29 | |||
| | MURO_Dream | |||
| | 39 | |||
| | THUG_Wh | |||
| | 49 | |||
| | - | |||
| | 59 | |||
| | - | |||
| |} | |||
| ===New IDs=== | |||
| These IDs are available when Custom Characters Melee Profile (AE mod package 23901) is installed, which customizes the global melee file. | |||
| {| class="wikitable" width="100%" | {| class="wikitable" width="100%" | ||
| !width= | ! width=32px| ID | ||
| ! | ! style="text-align:left"| Name | ||
| |- | |||
| | 120 | |||
| | Rayman | |||
| |- | |||
| | 121 | |||
| | Casey | |||
| |- | |||
| | 122 | |||
| | Hayate/Hanako | |||
| |- | |||
| | 123 | |||
| | Jester | |||
| |- | |||
| | 124 | |||
| | Kojiro | |||
| |- | |||
| | 125 | |||
| | Sarai | |||
| |- | |- | ||
| |  | | 126 | ||
| |  | | BGI_Hammer | ||
| |- | |- | ||
| |  | |} | ||
| |  | |||
| | | ==Tags== | ||
| {| class="wikitable" width="100%" | |||
| !width=150px| XML tag | |||
| !width=120px| Content type | |||
| ! Description | |||
| |- | |- | ||
| | <Objects> | | <Objects> | ||
| | - | | - | ||
| | Holds the melee profiles, starting with <MELE Id="..."> and ending with </MELE> | | Holds the melee profiles, starting with <MELE Id="..."> and ending with </MELE>. | ||
| |- | |- | ||
| | <MELE Id="..."> | | <MELE Id="..."> | ||
| Line 53: | Line 223: | ||
| | <MeleeId> | | <MeleeId> | ||
| | integer | | integer | ||
| | | | Used by ONCC and CHAR. | ||
| |- | |- | ||
| | <Name> | | <Name> | ||
| | | | char[64] | ||
| | | | Space for notes. | ||
| |- | |- | ||
| | <CharacterClass> | | <CharacterClass> | ||
| | | | char[64] | ||
| | | | <font color="#777777">ONCC</font>file_name<font color="#777777">.oni</font> (without file suffix and prefix) | ||
| |- | |- | ||
| | <Notice> | | <Notice> | ||
| | | | integer | ||
| | | | Read as a percentage; how often the AI registers an incoming attack; without noticing it, the AI will not block or dodge. | ||
| |- | |- | ||
| | <Dodge> | | <Dodge> | ||
| | - | | - | ||
| | | | | ||
| |- | |||
| | <Base> | |||
| | int32 | |||
| | Dodge base as percentage; determines how often AI tries to dodge incoming attacks. | |||
| |- | |||
| | <Extra> | |||
| | int32 | |||
| | Dodge extra as percentage; adds extra chance to dodge incoming attack. | |||
| |- | |||
| | <ExtraDamageThreshold> | |||
| | int32 | |||
| | Amount of damage dealt to character (or incoming in one strong attack) for Dodge extra activation. | |||
| |- | |- | ||
| | <BlockSkill> | | <BlockSkill> | ||
| | | | - | ||
| | | | | ||
| |- | |- | ||
| | <Single> | | <Single> | ||
| | | | int32 | ||
| | | | One-on-one blocking skill as percentage; how often an AI blocks an incoming attack when facing one enemy. | ||
| |- | |- | ||
| | <Group> | | <Group> | ||
| | | | int32 | ||
| | | | Group blocking skill as percentage; appears to be the chance that an AI will try to block attacks coming from multiple enemies. | ||
| |- | |- | ||
| | <NotBlocked> | | <NotBlocked> | ||
| | | | float | ||
| | | | AI's chance for choosing a technique that the target cannot block at the moment of the technique start (e.g. Striker's forward kick against a crouching enemy, finishing off a staggered enemy, or simply attacking a running enemy). | ||
| |- | |- | ||
| | <MustChangeStance> | | <MustChangeStance> | ||
| | | | float | ||
| | | | AI's chance to perform a technique which will force enemy to change his stance (stand/crouch) if he wants to defend against the technique. | ||
| |- | |- | ||
| | <BlockedButUnblockable> | | <BlockedButUnblockable> | ||
| | | | float | ||
| | | | AI's chance to use an attack which is unblockable attack even if the enemy is in the correct defensive stance to "guard" against it. | ||
| |- | |- | ||
| | <BlockedButHasStagger> | | <BlockedButHasStagger> | ||
| | | | float | ||
| | | | AI's chance to perform a technique which will stagger the target if the target blocks it. | ||
| |- | |- | ||
| | <BlockedButHasBlockstun> | | <BlockedButHasBlockstun> | ||
| | | | float | ||
| | | | AI's chance to perform technique which will block-stun target if the target blocks it (forced to stay in block pose for more than one cycle of the idle block animation). | ||
| |- | |- | ||
| | <Blocked> | | <Blocked> | ||
| | | | float | ||
| | | | AI's chance to perform a technique even though the target is in the correct to block it at the moment of the technique's start. | ||
| |- | |- | ||
| | <ThrowDanger> | | <ThrowDanger> | ||
| | | | float | ||
| | | | A throwing-into-danger weight multiplier; how many times more likely it is that the AI will want to throw its target if the throw will place the target into a danger square. | ||
| |- | |- | ||
| | <DazedMinFrames> | | <DazedMinFrames> | ||
| | | | int16 | ||
| | | | Minimum "down" time when character is knocked down. Ignored. | ||
| |- | |- | ||
| | <DazedMaxFrames> | | <DazedMaxFrames> | ||
| | | | int16 | ||
| | | | Maximum "down" time when character is knocked down. Ignored. | ||
| |- | |- | ||
| | <Attacks> | | <Attacks> | ||
| Line 125: | Line 307: | ||
| <Maneuvers> | <Maneuvers> | ||
| | - | | - | ||
| | Use special single tags if you don't want content for one of  | | Use special single tags if you don't want content for one of these parts: | ||
| : <Attacks /> | : <Attacks /> | ||
| : <Evades /> | : <Evades /> | ||
| : <Maneuvers /> | : <Maneuvers /> | ||
| You must use them in the above order; for instance OniSplit will not accept Maneuvers, Attacks, Evades. | |||
| |- | |- | ||
| | <Technique> | | <Technique> | ||
| | | | - | ||
| | | | | ||
| |- | |- | ||
| | <Name> | | <Name> | ||
| | | | char[64] | ||
| | | | Space for notes (used to hold technique's name) | ||
| |- | |- | ||
| | <Flags> | | <Flags> | ||
| Line 144: | Line 326: | ||
| : None | : None | ||
| : Interruptible | : Interruptible | ||
| :  | : GenerousDir | ||
| : Fearless | |||
| See [[OBD:BINA/OBJC/MELE|OBD page]] for explanations. | |||
| |- | |- | ||
| | <Weight> | | <Weight> | ||
| | | | int32 | ||
| | Techniques with higher weights are preferred by the engine, when there is more than one technique that can be used at the moment; when they have the same weight, the engine calls them in the order in which they're listed in MELE. | |||
| | | |||
| |- | |- | ||
| | <Importance> | | <Importance> | ||
| | | | int32 | ||
| | | | Unused. | ||
| |- | |- | ||
| | <RepeatDelay> | | <RepeatDelay> | ||
| | | | int32 | ||
| | | | In frames; after a technique is used, it is ignored by the engine for this time interval. | ||
| |- | |- | ||
| | <Moves> | | <Moves> | ||
| | | | - | ||
| | Can  | | Can hold Position, Attack, Throw, Maneuver and Evade tags. | ||
| |} | |} | ||
| ===<Moves> tags=== | |||
| The parameters of Maneuver and Position are float values. | |||
| * <Attack Type="..." /> | * <Attack Type="..." /> | ||
| Line 253: | Line 437: | ||
| JR_P | JR_P | ||
| JR_K | JR_K | ||
| </pre> | |||
| Labels: | |||
| <pre> | |||
| P = punch | |||
| K = kick | |||
| F = forward | |||
| B = backward | |||
| L = left | |||
| R = right | |||
| J = jumping | |||
| H = heavy (i.e., super move) | |||
| C = crouching | |||
| CS = crouch start (starting from a crouch) | |||
| D = downward? | |||
| GETUP, SLIDE = self-explanatory | |||
| R = running | |||
| </pre> | </pre> | ||
| Line 280: | Line 481: | ||
| </pre> | </pre> | ||
| <pre> | <pre> | ||
| Advance | <Maneuver Type="Advance" Duration="..." MinRange="..." ThresholdRange="..." /> | ||
| Retreat | <Maneuver Type="Retreat" Duration="..." MaxRange="..." ThresholdRange="..." /> | ||
| CircleLeft | <Maneuver Type="CircleLeft" Duration="..." MinAngle="..." MaxAngle="..." /> | ||
| CircleRight | <Maneuver Type="CircleRight" Duration="..." MinAngle="..." MaxAngle="..." /> | ||
| Pause | <Maneuver Type="Pause" Duration="..." /> | ||
| Crouch | <Maneuver Type="Crouch" Duration="..." /> | ||
| Jump | <Maneuver Type="Jump" Duration="..." /> | ||
| Taunt | <Maneuver Type="Taunt" Duration="..." /> | ||
| RandomStop | <Maneuver Type="RandomStop" Chance="..." /> | ||
| GetUpForward | <Maneuver Type="GetUpForward" Duration="..." /> | ||
| GetUpBackward | <Maneuver Type="GetUpBackward" Duration="..." /> | ||
| GetUpRollLeft | <Maneuver Type="GetUpRollLeft" Duration="..." /> | ||
| GetUpRollRight | <Maneuver Type="GetUpRollRight" Duration="..." /> | ||
| BarabasWave | <Maneuver Type="BarabasWave" MaxRange="..." /> | ||
| </pre> | </pre> | ||
| Line 331: | Line 526: | ||
| </pre> | </pre> | ||
| <pre> | <pre> | ||
| RunForward | <Position Type="RunForward" MinRunInDist="..." MaxRunInDist="..." ToleranceRange="..." /> | ||
| RunLeft | <Position Type="RunLeft" MinRunInDist="..." MaxRunInDist="..." ToleranceRange="..." /> | ||
| RunRight | <Position Type="RunRight" MinRunInDist="..." MaxRunInDist="..." ToleranceRange="..." /> | ||
| RunBack | <Position Type="RunBack" MinRunInDist="..." MaxRunInDist="..." ToleranceRange="..." /> | ||
| JumpUp | <Position Type="JumpUp" /> | ||
| JumpForward | <Position Type="JumpForward" /> | ||
| JumpLeft | <Position Type="JumpLeft" /> | ||
| JumpRight | <Position Type="JumpRight" /> | ||
| JumpBack | <Position Type="JumpBack" /> | ||
| StartToCrouch | <Position Type="StartToCrouch" /> | ||
| Crouch | <Position Type="Crouch" /> | ||
| Stand | <Position Type="Stand" /> | ||
| CloseForward | <Position Type="CloseForward" MinRunInDist="..." MaxRunInDist="..." ToleranceRange="..." /> | ||
| CloseLeft | <Position Type="CloseLeft" MinRunInDist="..." MaxRunInDist="..." ToleranceRange="..." /> | ||
| CloseRight | <Position Type="CloseRight" MinRunInDist="..." MaxRunInDist="..." ToleranceRange="..." /> | ||
| CloseBack | <Position Type="CloseBack" MinRunInDist="..." MaxRunInDist="..." ToleranceRange="..." /> | ||
| RunJumpForward | <Position Type="RunJumpForward" MinRunInDist="..." MaxRunInDist="..." ToleranceRange="..." /> | ||
| RunJumpLeft | <Position Type="RunJumpLeft" MinRunInDist="..." MaxRunInDist="..." ToleranceRange="..." /> | ||
| RunJumpRight | <Position Type="RunJumpRight" MinRunInDist="..." MaxRunInDist="..." ToleranceRange="..." /> | ||
| RunJumpBack | <Position Type="RunJumpBack" MinRunInDist="..." MaxRunInDist="..." ToleranceRange="..." /> | ||
| </pre> | </pre> | ||
| {{XML}} | {{XML}} | ||