XML:Impt: Difference between revisions

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updated usage of Template:Tree list
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{{XML_File_Header | type=Impt | prev=IPge | next=M3GM | name=Impact }}
{{XML_File_Header | prev=IGSt | type=Impt | next=IPge | name=Impact}}


'''general information'''
==General information==
* The xml code on this page is based on onisplit '''v0.9.61.0'''
* The XML on this page is based on OniSplit '''v0.9.61.0'''.
* '''Mtrl*.oni''' files are global. (They can be found in AE/AEInstaller/vanilla/level0_Final.dat)
* '''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===
'''XML structure'''
For example, ImptBar_Super_Kick.xml:
 
For example:<br>ImptBar_Super_Kick.xml
  <?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:
* Some Impt are used to detect the regular character-environment collision which comes from character's movement. See [[XML:ONCC#ONCV.2C_death_particle.2C_TRBS.2C_TRMA.2C_TRAC.2C_TRAS.2C_health.2C_daodan.2C_etc.|ONCC]]. It looks like this:
         <ImpactModifierName>Heavy</ImpactModifierName>
         <ImpactModifierName>Heavy</ImpactModifierName>
         <Impacts>
         <Impacts>
Line 29: Line 26:
         </Impacts>
         </Impacts>


Flags of <ImpactModifierName>
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}}