OBD:ONGS: Difference between revisions

From OniGalore
(corrected math on hypo healing and elaborated on math for overpower damage factor, adding Math equations in the process)
(broke article into subsections for linking purposes)
Line 4: Line 4:
The first pic shows the first part of this file. The second pic the second part, the third pic the third part and the last pic the fourth part of it.
The first pic shows the first part of this file. The second pic the second part, the third pic the third part and the last pic the fourth part of it.


 
==Part 1==
[[Image:ongs_a.gif]]
[[Image:ongs_a.gif]]


Line 53: Line 53:
{{OBDtr2|0x0A0 |char[128]|C800C8| powerup_ammo                  | name of the 3D model of the red ammo clip (M3GMpowerup_ammo) }}
{{OBDtr2|0x0A0 |char[128]|C800C8| powerup_ammo                  | name of the 3D model of the red ammo clip (M3GMpowerup_ammo) }}
|}
|}
;Hypo strength
:This is the coefficient for how much of the character's health is healed by a hypo. The numbers specified here mean that 25% of the character's max health will be restored under normal conditions, but if the character is already at maximum health then 100% of their max HP is added, doubling their health and taking them into full overpower (assuming the character has an overpower mode, which only Konoko and Muro do). If they are at less than max health, but high enough that the hypo's 25% effectiveness will take them above max health, then the remainder of the hypo counts at a 100% coefficient.


:To illustrate, begin with a character with a max of 200 HP; that's Konoko, at least on Normal/Hard difficulty. Thus, for her a hypo will restore 50 HP (25% * 200). Now imagine that Konoko's current health is 190 HP and she uses a hypo: it heals those 10 points, leaving 80% of the hypo's healing power remaining at the point that Konoko reaches max HP. From that point on, the hypo's charge is applied at a rate of 100% of Konoko's max health, meaning it adds another 160 HP to her health, taking her to 360 HP:
===Hypo strength===
This is the coefficient for how much of the character's health is healed by a hypo. The numbers specified here mean that 25% of the character's max health will be restored under normal conditions, but if the character is already at maximum health then 100% of their max HP is added, doubling their health and taking them into full overpower (assuming the character has an overpower mode, which only Konoko and Muro do). If they are at less than max health, but high enough that the hypo's 25% effectiveness will take them above max health, then the remainder of the hypo counts at a 100% coefficient.
 
To illustrate, begin with a character with a max of 200 HP; that's Konoko, at least on Normal/Hard difficulty. Thus, for her a hypo will restore 50 HP (25% * 200). Now imagine that Konoko's current health is 190 HP and she uses a hypo: it heals those 10 points, leaving 80% of the hypo's healing power remaining at the point that Konoko reaches max HP. From that point on, the hypo's charge is applied at a rate of 100% of Konoko's max health, meaning it adds another 160 HP to her health, taking her to 360 HP:


<math display="block">\begin{matrix}
<math display="block">\begin{matrix}
Line 63: Line 64:
\end{matrix}</math>
\end{matrix}</math>


;Damage factors
===Damage factors===
:The 1.5 and 2.3 figures are multipliers for damage done by melee attacks if the character is capable of overpower mode. For instance, when Konoko is at peak overpower she will do 2.3x damage with each attack, and this will ramp down to 1.5x when she is 1 point above her max HP and about to leave overpower mode. In the above example where Konoko reaches 360 HP from using a hypo, which is 80% of her maximum overpower HP, this means that she will be doing 2.14x damage:
The 1.5 and 2.3 figures are multipliers for damage done by melee attacks if the character is capable of overpower mode. For instance, when Konoko is at peak overpower she will do 2.3x damage with each attack, and this will ramp down to 1.5x when she is 1 point above her max HP and about to leave overpower mode. In the above example where Konoko reaches 360 HP from using a hypo, which is 80% of her maximum overpower HP, this means that she will be doing 2.14x damage:


<math display="block">
<math display="block">
Line 70: Line 71:
</math>
</math>


:This will of course only last momentarily, as characters in overpower mode lose 6 HP a second after the hypo finishes raising their HP to its final point.
This will of course only last momentarily, as characters in overpower mode lose 6 HP a second after the hypo finishes raising their HP to its final point.
 
;Health colors
:The colors are specified in the order BGRA. These are not only used for the health bar in the HUD but also hit flashes when striking enemies and for any particle that uses the "special tint" flag (e.g. Barabas' regeneration particles). The actual color used in these circumstances will be an interpolation between the specified key values, so for instance at 33% health you should expect to see a color halfway between 0%'s pure red and 66%'s pure yellow (i.e. orange).


;Order of the powerup types
===Health colors===
:Ballistic ammo, energy ammo, hypo, shield, invisibility, [[LSI]]
The colors are specified in the order BGRA. These are not only used for the health bar in the HUD but also hit flashes when striking enemies and for any particle that uses the "special tint" flag (e.g. Barabas' regeneration particles). The actual color used in these circumstances will be an interpolation between the specified key values, so for instance at 33% health you should expect to see a color halfway between 0%'s pure red and 66%'s pure yellow (i.e. orange).


===Powerup meshes===
This is the order of the items in the array of mesh names: ballistic ammo, energy ammo, hypo, shield, invisibility, [[LSI]].


----
==Part 2==
[[Image:ongs_m1.gif]]
[[Image:ongs_m1.gif]]


Line 90: Line 90:
|}
|}


===Glow textures===
See {{SectionLink||Powerup meshes}} for the order of the items in this array.


----
==Part 3==
[[Image:ongs_m2.gif]]
[[Image:ongs_m2.gif]]


Line 98: Line 100:
{{OBD_Table_Header}}
{{OBD_Table_Header}}
|- ALIGN=CENTER VALIGN=TOP
|- ALIGN=CENTER VALIGN=TOP
{{OBDtr| 0x7A0 | float |B0C3D4| 00 00 A0 40 | 5.000000 | red ammo glow x size }}
{{OBDtr| 0x7A0 | float   |B0C3D4| 00 00 A0 40 | 5.000000 | red ammo glow x size }}
{{OBDtr| 0x7A4 | float  |B0C3D4| 00 00 A0 40 | 5.000000 | red ammo glow y size }}
{{OBDtr| 0x7A4 | float  |B0C3D4| 00 00 A0 40 | 5.000000 | red ammo glow y size }}
{{OBDtr| 0x7A8 | float  |B0C3D4| 00 00 A0 40 | 5.000000 | green energy cell glow x size }}
{{OBDtr| 0x7A8 | float  |B0C3D4| 00 00 A0 40 | 5.000000 | green energy cell glow x size }}
Line 115: Line 117:
{{OBDtr2|0x7D8 | char[32]|FFDDDD| ...                    | sound name; unused; (reference to an [[OBD:OSBD|OSBD]] file) }}
{{OBDtr2|0x7D8 | char[32]|FFDDDD| ...                    | sound name; unused; (reference to an [[OBD:OSBD|OSBD]] file) }}
|}
|}
;Glow size
 
:In local coordinates, because the orientation of a ''dropped'' powerup can be anything.
===Glow sizes===
;Event impulse sounds
In local coordinates, because the orientation of a ''dropped'' powerup can be anything.
 
===Event sounds===
:0. (unused) - some missing door sound
:0. (unused) - some missing door sound
:1. door_fail
:1. door_fail
Line 136: Line 140:
:16. (unused)
:16. (unused)
:17. (unused)
:17. (unused)
;Event ambient sounds
:18. health_low
:18. health_low
:19. health_over
:19. health_over
Line 143: Line 146:
:22. (unused)
:22. (unused)


 
==Part 3==
----
[[Image:ongs_m3.gif]]
[[Image:ongs_m3.gif]]


Line 151: Line 153:
{{OBD_Table_Header}}
{{OBD_Table_Header}}
|- ALIGN=CENTER VALIGN=TOP
|- ALIGN=CENTER VALIGN=TOP
{{OBDtrBK| the following 9 factors affect the notice, block and dodge specified in the [[OBD:BINA/OBJC/MELE|melee]] profile }}
{{OBDtrBK| The following 9 factors affect the notice, block and dodge specified in the [[OBD:BINA/OBJC/MELE|melee profile]] }}
{{OBDtr| 0xAB8 | float  |64AAAA| 33 33 33 3F | 0.700000 | notice factor if you play on easy }}
{{OBDtr| 0xAB8 | float  |64AAAA| 33 33 33 3F | 0.700000 | enemy notice factor if you play on Easy }}
{{OBDtr| 0xABC | float  |64AAAA| 00 00 80 3F | 1.000000 | notice factor if you play on normal }}
{{OBDtr| 0xABC | float  |64AAAA| 00 00 80 3F | 1.000000 | enemy notice factor if you play on Normal }}
{{OBDtr| 0xAC0 | float  |64AAAA| 33 33 B3 3F | 1.400000 | notice factor if you play on hard }}
{{OBDtr| 0xAC0 | float  |64AAAA| 33 33 B3 3F | 1.400000 | enemy notice factor if you play on Hard }}
{{OBDtr| 0xAC4 | float  |64AAAA| 9A 99 19 3F | 0.600000 | enemy block chance factor if you play on easy }}
{{OBDtr| 0xAC4 | float  |64AAAA| 9A 99 19 3F | 0.600000 | enemy block chance factor if you play on Easy }}
{{OBDtr| 0xAC8 | float  |64AAAA| 00 00 80 3F | 1.000000 | enemy block chance factor if you play on normal }}
{{OBDtr| 0xAC8 | float  |64AAAA| 00 00 80 3F | 1.000000 | enemy block chance factor if you play on Normal }}
{{OBDtr| 0xACC | float  |64AAAA| 66 66 A6 3F | 1.300000 | enemy block chance factor if you play on hard }}
{{OBDtr| 0xACC | float  |64AAAA| 66 66 A6 3F | 1.300000 | enemy block chance factor if you play on Hard }}
{{OBDtr| 0xAD0 | float  |64AAAA| CD CC 4C 3F | 0.800000 | dodge factor if you play on easy }}
{{OBDtr| 0xAD0 | float  |64AAAA| CD CC 4C 3F | 0.800000 | enemy dodge factor if you play on Easy }}
{{OBDtr| 0xAD4 | float  |64AAAA| 00 00 80 3F | 1.000000 | dodge factor if you play on normal }}
{{OBDtr| 0xAD4 | float  |64AAAA| 00 00 80 3F | 1.000000 | enemy dodge factor if you play on Normal }}
{{OBDtr| 0xAD8 | float  |64AAAA| 00 00 C0 3F | 1.500000 | dodge factor if you play on hard }}
{{OBDtr| 0xAD8 | float  |64AAAA| 00 00 C0 3F | 1.500000 | enemy dodge factor if you play on Hard }}
{{OBDtr| 0xADC | float  |64AAAA| 9A 99 99 3F | 1.200000 | weapon accuracy factor if you play on easy }}
{{OBDtr| 0xADC | float  |64AAAA| 9A 99 99 3F | 1.200000 | enemy weapon accuracy factor if you play on Easy }}
{{OBDtr| 0xAE0 | float  |64AAAA| 00 00 80 3F | 1.000000 | weapon accuracy factor if you play on normal }}
{{OBDtr| 0xAE0 | float  |64AAAA| 00 00 80 3F | 1.000000 | enemy weapon accuracy factor if you play on Normal }}
{{OBDtr| 0xAE4 | float  |64AAAA| 9A 99 19 3F | 0.600000 | weapon accuracy factor if you play on hard }}
{{OBDtr| 0xAE4 | float  |64AAAA| 9A 99 19 3F | 0.600000 | enemy weapon accuracy factor if you play on Hard }}
{{OBDtr| 0xAE8 | float  |64AAAA| 00 00 80 3F | 1.000000 | enemy health factor if you play on easy }}
{{OBDtr| 0xAE8 | float  |64AAAA| 00 00 80 3F | 1.000000 | enemy health factor if you play on Easy }}
{{OBDtr| 0xAEC | float  |64AAAA| 00 00 80 3F | 1.000000 | enemy health factor if you play on normal }}
{{OBDtr| 0xAEC | float  |64AAAA| 00 00 80 3F | 1.000000 | enemy health factor if you play on Normal }}
{{OBDtr| 0xAF0 | float  |64AAAA| 00 00 A0 3F | 1.250000 | enemy health factor if you play on hard }}
{{OBDtr| 0xAF0 | float  |64AAAA| 00 00 A0 3F | 1.250000 | enemy health factor if you play on Hard }}
{{OBDtr| 0xAF4 | float  |64AAAA| 66 66 A6 3F | 1.300000 | player health factor if you play on easy }}
{{OBDtr| 0xAF4 | float  |64AAAA| 66 66 A6 3F | 1.300000 | player health factor if you play on Easy }}
{{OBDtr| 0xAF8 | float  |64AAAA| 00 00 80 3F | 1.000000 | player health factor if you play on normal }}
{{OBDtr| 0xAF8 | float  |64AAAA| 00 00 80 3F | 1.000000 | player health factor if you play on Normal }}
{{OBDtr| 0xAFC | float  |64AAAA| 00 00 80 3F | 1.000000 | player health factor if you play on hard }}
{{OBDtr| 0xAFC | float  |64AAAA| 00 00 80 3F | 1.000000 | player health factor if you play on Hard }}
{{OBDtr| 0xB00 | uint32   |EBEBEB| 10 00 00 00 | 16      | array size }}
{{OBDtr| 0xB00 | uint32 |EBEBEB| 10 00 00 00 | 16      | array size }}
{{OBDtrBK}}
{{OBDtrBK}}
{{OBDtr2|0x000 | char[32]|8C8CCC| hypo                  | event name }}
{{OBDtr2|0x000 | char[32]|8C8CCC| hypo                  | event name }}
{{OBDtr| 0x020 | uint16   |FF00C8| 01 00      | 1        | first level with autoprompting }}
{{OBDtr| 0x020 | uint16 |FF00C8| 01 00      | 1        | first level with autoprompting }}
{{OBDtr| 0x022 | uint16   |F0F096| 02 00      | 2        | last level with autoprompting }}
{{OBDtr| 0x022 | uint16 |F0F096| 02 00      | 2        | last level with autoprompting }}
{{OBDtr2|0x024 | char[32]|00C864| autoprompt_hypo        | raw file anchor for the text message (it belongs to the  [[OBD:SUBT|SUBT]] file) }}
{{OBDtr2|0x024 | char[32]|00C864| autoprompt_hypo        | raw file anchor for the text message (it belongs to the  [[OBD:SUBT|SUBT]] file) }}
|}
|}
;Prompts
 
:hypo, cell, ammo, invis, shield, lsi (5 different prompts), weapon, useconsole, usealarm, usedoor, usehypo, nci (talk to character).
===Difficulty factors===
These are discussed at [[Difficulty modes]].
 
===Prompts===
These are the order of the autoprompt events: hypo, cell, ammo, invis, shield, lsi (5 different prompts), weapon, useconsole, usealarm, usedoor, usehypo, nci (talk to character).


{{OBD_File_Footer | type=ONGS | prev=ONFA | next=ONIA | name=Oni Game Settings | family=General}}
{{OBD_File_Footer | type=ONGS | prev=ONFA | next=ONIA | name=Oni Game Settings | family=General}}


{{OBD}}
{{OBD}}

Revision as of 21:52, 4 April 2026

ONI BINARY DATA
ONFA << Other file types >> ONIA
ONGS : Oni Game Settings
switch to XML:ONGS page
Overview @ Oni Stuff
OBD.png


The first pic shows the first part of this file. The second pic the second part, the third pic the third part and the last pic the fourth part of it.

Part 1

Ongs a.gif


Offset Type Raw Hex Value Description
0x000 res_id 01 00 00 00 0 00000-game_settings.ONGS
0x004 file_id 01 00 00 00 0 level0_Final.dat
0x008 float 00 00 00 40 2.000000 max overpower HP factor
0x00C float 00 00 80 3E 0.250000 normal hypo strength (see details below)
0x010 float 00 00 80 3F 1.000000 overpower hypo strength
0x014 float 00 00 C0 3F 1.500000 overpower min damage factor (see details below)
0x018 float 33 33 13 40 2.300000 overpower max damage factor
0x01C uint32 04 00 00 00 4 number of used key health values for health bar color
0x020 float 00 00 00 00 0.000000 0 percent of full health
0x024 float C2 F5 28 3F 0.660000 66 percent of full health
0x028 float 47 E1 7A 3F 0.980000 98 percent of full health
0x02C float 00 00 80 3F 1.000000 100 percent of full health
0x030 float AD DE AD DE unused additional space for percent of full health; unused
0x034 float AD DE AD DE unused additional space for percent of full health; unused
0x038 float AD DE AD DE unused additional space for percent of full health; unused
0x03C float AD DE AD DE unused additional space for percent of full health; unused
0x040 float AD DE AD DE unused additional space for percent of full health; unused
0x044 float AD DE AD DE unused additional space for percent of full health; unused
0x048 float AD DE AD DE unused additional space for percent of full health; unused
0x04C float AD DE AD DE unused additional space for percent of full health; unused
0x050 float AD DE AD DE unused additional space for percent of full health; unused
0x054 float AD DE AD DE unused additional space for percent of full health; unused
0x058 float AD DE AD DE unused additional space for percent of full health; unused
0x05C float AD DE AD DE unused additional space for percent of full health; unused
0x060 color 00 00 FF FF 0, 0, 255; 255 health color at 0 percent of full health (red) (see details below)
0x064 color 00 FF FF FF 0, 255, 255; 255 health color at 66 percent of full health (yellow)
0x068 color 2B A1 13 FF 43, 161, 19; 255 health color at 98 percent of full health (greenish)
0x06C color 00 FF 00 FF 0, 255, 0; 255 health color at 100 percent of full health (green)
0x070 color AD DE AD DE unused additional space for health color; unused
0x074 color AD DE AD DE unused additional space for health color; unused
0x078 color AD DE AD DE unused additional space for health color; unused
0x07C color AD DE AD DE unused additional space for health color; unused
0x080 color AD DE AD DE unused additional space for health color; unused
0x084 color AD DE AD DE unused additional space for health color; unused
0x088 color AD DE AD DE unused additional space for health color; unused
0x08C color AD DE AD DE unused additional space for health color; unused
0x090 color AD DE AD DE unused additional space for health color; unused
0x094 color AD DE AD DE unused additional space for health color; unused
0x098 color AD DE AD DE unused additional space for health color; unused
0x09C color AD DE AD DE unused additional space for health color; unused
Names of the meshes used for powerup items (first entry shown, six used, room for seven)
0x0A0 char[128] powerup_ammo name of the 3D model of the red ammo clip (M3GMpowerup_ammo)

Hypo strength

This is the coefficient for how much of the character's health is healed by a hypo. The numbers specified here mean that 25% of the character's max health will be restored under normal conditions, but if the character is already at maximum health then 100% of their max HP is added, doubling their health and taking them into full overpower (assuming the character has an overpower mode, which only Konoko and Muro do). If they are at less than max health, but high enough that the hypo's 25% effectiveness will take them above max health, then the remainder of the hypo counts at a 100% coefficient.

To illustrate, begin with a character with a max of 200 HP; that's Konoko, at least on Normal/Hard difficulty. Thus, for her a hypo will restore 50 HP (25% * 200). Now imagine that Konoko's current health is 190 HP and she uses a hypo: it heals those 10 points, leaving 80% of the hypo's healing power remaining at the point that Konoko reaches max HP. From that point on, the hypo's charge is applied at a rate of 100% of Konoko's max health, meaning it adds another 160 HP to her health, taking her to 360 HP:

Damage factors

The 1.5 and 2.3 figures are multipliers for damage done by melee attacks if the character is capable of overpower mode. For instance, when Konoko is at peak overpower she will do 2.3x damage with each attack, and this will ramp down to 1.5x when she is 1 point above her max HP and about to leave overpower mode. In the above example where Konoko reaches 360 HP from using a hypo, which is 80% of her maximum overpower HP, this means that she will be doing 2.14x damage:

This will of course only last momentarily, as characters in overpower mode lose 6 HP a second after the hypo finishes raising their HP to its final point.

Health colors

The colors are specified in the order BGRA. These are not only used for the health bar in the HUD but also hit flashes when striking enemies and for any particle that uses the "special tint" flag (e.g. Barabas' regeneration particles). The actual color used in these circumstances will be an interpolation between the specified key values, so for instance at 33% health you should expect to see a color halfway between 0%'s pure red and 66%'s pure yellow (i.e. orange).

Powerup meshes

This is the order of the items in the array of mesh names: ballistic ammo, energy ammo, hypo, shield, invisibility, LSI.

Part 2

Ongs m1.gif


Offset Type Raw Hex Value Description
Names of the "glow" textures displayed for powerups lying on the ground (first entry shown, six used, room for seven
0x420 char[128] glowtex_ammo name of the glow texture for red ammo clips (reference to 01448-glowtex_ammo.TXMP)

Glow textures

See § Powerup meshes for the order of the items in this array.

Part 3

Ongs m2.gif


Offset Type Raw Hex Value Description
0x7A0 float 00 00 A0 40 5.000000 red ammo glow x size
0x7A4 float 00 00 A0 40 5.000000 red ammo glow y size
0x7A8 float 00 00 A0 40 5.000000 green energy cell glow x size
0x7AC float 00 00 A0 40 5.000000 green energy cell glow y size
0x7B0 float 00 00 A0 40 5.000000 hypo glow x size
0x7B4 float 00 00 A0 40 5.000000 hypo glow y size
0x7B8 float 00 00 A0 40 5.000000 force shield glow x size
0x7BC float 00 00 A0 40 5.000000 force shield glow y size
0x7C0 float 00 00 A0 40 5.000000 phase cloak glow x size
0x7C4 float 00 00 A0 40 5.000000 phase cloak glow y size
0x7C8 float 00 00 C0 40 6.000000 LSI glow x size
0x7CC float 00 00 C0 40 6.000000 LSI glow y size
0x7D0 float AD DE AD DE unused extra powerup glow x size; unused
0x7D4 float AD DE AD DE unused extra powerup glow y size; unused
23 links to sounds of various gameplay events
0x7D8 char[32] ... sound name; unused; (reference to an OSBD file)

Glow sizes

In local coordinates, because the orientation of a dropped powerup can be anything.

Event sounds

0. (unused) - some missing door sound
1. door_fail
2. door_lock
3. (unused) - door_unlock
4. use_hypo
5. (unused)
6. inventory_fail
7. receive_ammo
8. receive_cell
9. receive_hypo
10. receive_lsi
11. compass
12. objective_new
13. objective_prompt
14. objective_complete
15. autosave
16. (unused)
17. (unused)
18. health_low
19. health_over
20. shield
21. invis
22. (unused)

Part 3

Ongs m3.gif


Offset Type Raw Hex Value Description
The following 9 factors affect the notice, block and dodge specified in the melee profile
0xAB8 float 33 33 33 3F 0.700000 enemy notice factor if you play on Easy
0xABC float 00 00 80 3F 1.000000 enemy notice factor if you play on Normal
0xAC0 float 33 33 B3 3F 1.400000 enemy notice factor if you play on Hard
0xAC4 float 9A 99 19 3F 0.600000 enemy block chance factor if you play on Easy
0xAC8 float 00 00 80 3F 1.000000 enemy block chance factor if you play on Normal
0xACC float 66 66 A6 3F 1.300000 enemy block chance factor if you play on Hard
0xAD0 float CD CC 4C 3F 0.800000 enemy dodge factor if you play on Easy
0xAD4 float 00 00 80 3F 1.000000 enemy dodge factor if you play on Normal
0xAD8 float 00 00 C0 3F 1.500000 enemy dodge factor if you play on Hard
0xADC float 9A 99 99 3F 1.200000 enemy weapon accuracy factor if you play on Easy
0xAE0 float 00 00 80 3F 1.000000 enemy weapon accuracy factor if you play on Normal
0xAE4 float 9A 99 19 3F 0.600000 enemy weapon accuracy factor if you play on Hard
0xAE8 float 00 00 80 3F 1.000000 enemy health factor if you play on Easy
0xAEC float 00 00 80 3F 1.000000 enemy health factor if you play on Normal
0xAF0 float 00 00 A0 3F 1.250000 enemy health factor if you play on Hard
0xAF4 float 66 66 A6 3F 1.300000 player health factor if you play on Easy
0xAF8 float 00 00 80 3F 1.000000 player health factor if you play on Normal
0xAFC float 00 00 80 3F 1.000000 player health factor if you play on Hard
0xB00 uint32 10 00 00 00 16 array size
First element (black outline)
0x000 char[32] hypo event name
0x020 uint16 01 00 1 first level with autoprompting
0x022 uint16 02 00 2 last level with autoprompting
0x024 char[32] autoprompt_hypo raw file anchor for the text message (it belongs to the SUBT file)

Difficulty factors

These are discussed at Difficulty modes.

Prompts

These are the order of the autoprompt events: hypo, cell, ammo, invis, shield, lsi (5 different prompts), weapon, useconsole, usealarm, usedoor, usehypo, nci (talk to character).

ONI BINARY DATA
ONFA << Other file types >> ONIA
ONGS : Oni Game Settings
General file