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==
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  </Oni>
  </Oni>


Some Impts are used to detect the regular character-environment collision which comes from a 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:
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>
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==Impact tree==
==Impact tree==
If an impact (effect) links to an empty node, it will go up the hierarchy until it finds content and matching conditions.
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}}


Default
'''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?)
  |  |  |
  |  |  +--Fall
  |  |  |  |
  |  |  |  +--Fall_Knockdown
  |  |  |  +--Fall_Land
  |  |  |      |
  |  |  |      +--Fall_LandHard
  |  |  |
  |  |  +--Fall_Object
  |  |  |  |
  |  |  |  +--Powerup
  |  |  |  +--Weapon
  |  |  |
  |  |  +--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)
  |  |
  |  +--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 (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)
  |      |
  |      +--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 (Is actually an energy weapon (ONWC flag "UsesCells"), wrong cat.?)
  |          +--w11_ba1
  |
  +--Debris (FX ?)
  |  |
  |  +--Casing
  |  +--Glass_Shard
  |  +--Spark
  |
  +--Melee (H2H attack impacts)
      |
      +--Head (head nut, huh?)
      |  |
      |  +--Head_Blocked
      |  +--Head_Hit
      |  +--Head_Killed
      |
      +--Kick
      |  |
      |  +--Kick_Blocked
      |  +--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.))
      |  |  |
      |  |  +--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 (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.)
      |  |  |
      |  |  +--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


;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.
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