OBD:ONGS: Difference between revisions
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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: | 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">\ | <math display="block"> | ||
\underset{\text{overpower hypo strength}}{100\%} * \underset{\text{max HP}}{200} * \underset{\text{remaining hypo}}{80\%} = \underset{\text{HP added}}{160} | |||
\text{overpower hypo strength} | </math> | ||
===Damage factors=== | ===Damage factors=== | ||
Revision as of 22:00, 4 April 2026
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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
| 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
| 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
| 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 4
| 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 |




