OBD:ONCP: Difference between revisions
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{{OBD_File_Header | type=ONCP | prev=ONCC | next=ONCV | name=Oni Character Particle Array | family=Character | align=center}} | |||
[[image:oncp_a.gif]] | |||
[[ | |||
{{Table}} | |||
{{OBDth}} | |||
{{OBDtr| 0x00 | res_id |FF0000| 01 F9 03 00 | 1017 | 01017-.ONCP }} | |||
{{OBDtr| 0x04 | lev_id |FFFF00| 01 00 00 06 | 3 | level 3 }} | |||
{{OBDtr| 0x08 | char[16] |00FF00| AD DE | dead | unused }} | |||
{{OBDtr| 0x18 | int8 |00FF00| 0 | 0 | is loaded; must be 0, set to 1 at runtime }} | |||
{{OBDtr| 0x19 | char[3] |00FF00| AD DE | dead | unused }} | |||
{{OBDtr| 0x1C | int32 |00FFFF| 0D 00 00 00 | 13 | array size }} | |||
{{OBDtrBK}} | |||
{{OBDtr2|0x00 | char[16] |FFC8C8| acid | particle name (referenced by [[OBD:TRAM/raw0x2C|TRAM particles]]) }} | |||
{{OBDtr2|0x10 | char[64] |FFFFC8| env_splash_e01a | [[OBD:BINA/PAR3|particle class name]] }} | |||
{{OBDtr| 0x50 | uint16 |C8FFC8| FF FF | -1 | number of the bodypart; see below }} | |||
{{OBDtr| 0x52 | int16 |C8FFFF| 5F 00 | 95 | ignored }} | |||
{{OBDtr| 0x54 | int32 |FFC8FF| 00 00 00 00 | 0 | runtime only }} | |||
|} | |||
;Note | ;Note | ||
:The ONCP is the list of all the particles (motion trails, combo flashes, etc) that will be available for the [[OBD:ONCC|ONCC]] that links to it. | :The ONCP is the list of all the particles (motion trails, combo flashes, etc) that will be available for the [[OBD:ONCC|ONCC]] that links to it. | ||
:Nothing bad happens if an ONCC doesn't find a particle required by an animation, you just get a warning at the console. | :Nothing bad happens if an ONCC doesn't find a particle required by an animation, you just get a warning at the console. | ||
; | :However, [[AE]]'s glass-breaking animations will give you a ''lot'' of warnings without the right ONCP (basically for all combat moves, not just flashy ones). | ||
;Bodypart number | |||
*0-19 - this is a super particle attached to the specified bodypart when the character has daodan powers; the particle name must start with super for this to work; particle events are as follows: | |||
**particle is "create"d (if absent) and "start"ed when entering overpower while the character is "active"; | |||
**particle is "stop"ped when overpower runs out; | |||
**particle is killed (either is deleted or "die"s on its own) when/if the character goes "inactive". | |||
*0xFFFF - the particle is attached by an animation (the animation specifies the bodypart); particle events are as follows: | |||
**the animation can "create" multiple instances of a particle as necessary (one per bone involved), at the start of the animation; | |||
**particle is "start"ed and "stop"ped according to the frames specified in [[OBD:TRAM/raw0x2C|TRAM]]; | |||
**particle is killed at the end of the animation | |||
*0x8000 - the particle is attached by an animation (the animation specifies the bodypart) and it also generates a Self_Damage_Killed impact (user by back breaking animations); particle event rules are same as for 0xFFFF | |||
{{OBD_File_Footer | type=ONCP | prev=ONCC | next=ONCV | name=Oni Character Particle Array | family=Character}} | |||
{{OBD}} |
Latest revision as of 09:02, 14 October 2010
|
Offset | Type | Raw Hex | Value | Description |
---|---|---|---|---|
0x00 | res_id | 01 F9 03 00 | 1017 | 01017-.ONCP |
0x04 | lev_id | 01 00 00 06 | 3 | level 3 |
0x08 | char[16] | AD DE | dead | unused |
0x18 | int8 | 0 | 0 | is loaded; must be 0, set to 1 at runtime |
0x19 | char[3] | AD DE | dead | unused |
0x1C | int32 | 0D 00 00 00 | 13 | array size |
First element (black outline) | ||||
0x00 | char[16] | acid | particle name (referenced by TRAM particles) | |
0x10 | char[64] | env_splash_e01a | particle class name | |
0x50 | uint16 | FF FF | -1 | number of the bodypart; see below |
0x52 | int16 | 5F 00 | 95 | ignored |
0x54 | int32 | 00 00 00 00 | 0 | runtime only |
- Note
- The ONCP is the list of all the particles (motion trails, combo flashes, etc) that will be available for the ONCC that links to it.
- Nothing bad happens if an ONCC doesn't find a particle required by an animation, you just get a warning at the console.
- However, AE's glass-breaking animations will give you a lot of warnings without the right ONCP (basically for all combat moves, not just flashy ones).
- Bodypart number
- 0-19 - this is a super particle attached to the specified bodypart when the character has daodan powers; the particle name must start with super for this to work; particle events are as follows:
- particle is "create"d (if absent) and "start"ed when entering overpower while the character is "active";
- particle is "stop"ped when overpower runs out;
- particle is killed (either is deleted or "die"s on its own) when/if the character goes "inactive".
- 0xFFFF - the particle is attached by an animation (the animation specifies the bodypart); particle events are as follows:
- the animation can "create" multiple instances of a particle as necessary (one per bone involved), at the start of the animation;
- particle is "start"ed and "stop"ped according to the frames specified in TRAM;
- particle is killed at the end of the animation
- 0x8000 - the particle is attached by an animation (the animation specifies the bodypart) and it also generates a Self_Damage_Killed impact (user by back breaking animations); particle event rules are same as for 0xFFFF
ONI BINARY DATA |
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ONCC << Other file types >> ONCV |
ONCP : Oni Character Particle Array |
Character file |