OBD:ONGS: Difference between revisions

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(explained hypo strengths and damage factors)
 
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[[Main Page]] >> [[OBD:Oni Binary Data|Oni Binary Data]] >> [[OBD:File types|File Types]] >> ONGS File
{{OBD_File_Header | type=ONGS | prev=ONFA | next=ONIA | name=Oni Game Settings | family=General | align=center}}




<CENTER>[[OBD:ONFA|<==]] <FONT SIZE=5>ONGS File</FONT> [[OBD:ONIA|==>]]<BR>
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.
<FONT SIZE=2>Oni Game Settings - Level 0 File</FONT></CENTER>




The first pic shows the fisrt 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.
[[Image:ongs_a.gif]]




http://www.fh-eberswalde.de/user/dkriesch/onistuff/images/ongs_a.gif
{{Table}}
{{OBDth}}
{{OBDtr| 0x000 | res_id  |FF0000| 01 00 00 00 | 0                | 00000-game_settings.ONGS }}
{{OBDtr| 0x004 | file_id |FFFF00| 01 00 00 00 | 0                | level0_Final.dat }}
{{OBDtr| 0x008 | float  |FFC8C8| 00 00 00 40 | 2.000000        | max overpower HP factor }}
{{OBDtr| 0x00C | float  |FFC8C8| 00 00 80 3E | 0.250000        | normal hypo strength (see details below) }}
{{OBDtr| 0x010 | float  |FFC8C8| 00 00 80 3F | 1.000000        | overpower hypo strength }}
{{OBDtr| 0x014 | float  |FFC8C8| 00 00 C0 3F | 1.500000        | overpower min damage factor (see details below) }}
{{OBDtr| 0x018 | float  |FFC8C8| 33 33 13 40 | 2.300000        | overpower max damage factor }}
{{OBDtr| 0x01C | int32  |FFFFC8| 04 00 00 00 | 4                | number of used key health values for health bar color }}
{{OBDtr| 0x020 | float  |C8FFC8| 00 00 00 00 | 0.000000        | 0 percent of full health }}
{{OBDtr| 0x024 | float  |C8FFC8| C2 F5 28 3F | 0.660000        | 66 percent of full health }}
{{OBDtr| 0x028 | float  |C8FFC8| 47 E1 7A 3F | 0.980000        | 98 percent of full health }}
{{OBDtr| 0x02C | float  |C8FFC8| 00 00 80 3F | 1.000000        | 100 percent of full health }}
{{OBDtr| 0x030 | char[48]|C8FFFF| AD DE      | dead            | unused; space for 12 more health values}}
{{OBDtr| 0x060 | color  |FFC8FF| 00 00 FF FF | 0, 0, 255; 255  | health color at 0 percent of full health (red) (see details below) }}
{{OBDtr| 0x064 | color  |FFC8FF| 00 FF FF FF | 0, 255, 255; 255 | health color at 66 percent of full health (yellow) }}
{{OBDtr| 0x068 | color  |FFC8FF| 2B A1 13 FF | 43, 161, 19; 255 | health color at 98 percent of full health (greenish) }}
{{OBDtr| 0x06C | color  |FFC8FF| 00 FF 00 FF | 0, 255, 0; 255  | health color at 100 percent of full health (green) }}
{{OBDtr| 0x070 | color  |FFC800| AD DE      | dead            | unused; space for 12 more health bar colors }}
{{OBDtrBK|Names of the meshes used for powerup items (first entry shown, six used, room for seven)}}
{{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 their 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 overpower. 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. For example, a character with a max of 200 HP and current health of 190 HP uses a hypo: it heals those 10 points and then, because 60% of the hypo's healing power is remaining, it is applied at a rate of 60% of that character's max health, taking them into overpower by an additional 120 HP (60% * 200).
 
;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.
 
;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).


http://www.fh-eberswalde.de/user/dkriesch/onistuff/images/ongs_m1.gif
;Order of the powerup types
:Ballistic ammo, energy ammo, hypo, shield, invisibility, [[LSI]]


http://www.fh-eberswalde.de/user/dkriesch/onistuff/images/ongs_m2.gif


http://www.fh-eberswalde.de/user/dkriesch/onistuff/images/ongs_m3.gif
----
[[Image:ongs_m1.gif]]




{| BORDER=1 WIDTH=100% CELLPADDING=2 CELLSPACING=0
{{Table}}
|- ALIGN=CENTER BGCOLOR="#FFDDBB"
{{OBD_Table_Header}}
| WIDTH=15% | <B>Hex</B>
|- ALIGN=CENTER VALIGN=TOP
| WIDTH=15% | <B>Translation</B>
{{OBDtrBK|Names of the "glow" textures displayed for powerups lying on the ground (first entry shown, six used, room for seven}}
| WIDTH=70% | <B>Meaning</B>
{{OBDtr2| 0x420 |char[128]|C87C64| glowtex_ammo | name of the glow texture for red ammo clips (reference to 01448-glowtex_ammo.[[OBD:TXMP|TXMP]]) }}
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#FF0000" | 01 00 00 00
| 0
| ALIGN=LEFT | 00000-game_settings.ONGS
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#FFFF00" | 01 00 00 00
| 0
| ALIGN=LEFT | level 0
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#000000"
| COLSPAN=3 | <FONT SIZE=2 COLOR="#FFFFFF">Below follows the first part.</FONT>
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#FFC8C8" | 00 00 00 40
| 2.000000
| ALIGN=LEFT | unknown
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#FFC8C8" | 00 00 80 3E
| 0.250000
| ALIGN=LEFT | unknown
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#FFC8C8" | 00 00 80 3F
| 1.000000
| ALIGN=LEFT | unknown
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#FFC8C8" | 00 00 C0 3F
| 1.500000
| ALIGN=LEFT | unknown
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#FFC8C8" | 33 33 13 40
| 2.300000
| ALIGN=LEFT | unknown
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#FFFFC8" | 04 00 00 00
| 4
| ALIGN=LEFT | unknown
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#FFFFC8" | 00 00 00 00
| 0
| ALIGN=LEFT | unknown
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#C8FFC8" | C2 F5 28 3F
| 0.660000
| ALIGN=LEFT | unknown
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#C8FFC8" | 47 E1 7A 3F
| 0.980000
| ALIGN=LEFT | unknown
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#C8FFC8" | 00 00 80 3F
| 1.000000
| ALIGN=LEFT | unknown
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#C8FFFF" | AD DE
| dead
| ALIGN=LEFT | not used
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#FFC8FF" | 00 00 FF FF
| -65536
| ALIGN=LEFT | unknown
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#FFC8FF" | 00 FF FF FF
| -256
| ALIGN=LEFT | unknown
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#FFC8FF" | 2B A1 13 FF
| -15490773
| ALIGN=LEFT | unknown
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#FFC8FF" | 00 FF 00 FF
| -16711936
| ALIGN=LEFT | unknown
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#FFC800" | AD DE
| dead
| ALIGN=LEFT | not used
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#808080"
| COLSPAN=3 | <FONT SIZE=2 COLOR="#FFFFFF">Below follows the first block of the first part.</FONT>
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#C800C8" COLSPAN=2 | <TT>powerup_ammo</TT>
| ALIGN=LEFT | name of the 3D model (01449-powerup_ammo.[[OBD:M3GM|M3GM]])
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#000000"
| COLSPAN=3 | <FONT SIZE=2 COLOR="#FFFFFF">Below follows the second part.</FONT>
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#808080"
| COLSPAN=3 | <FONT SIZE=2 COLOR="#FFFFFF">Below follows the first block of the second part.</FONT>
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#C87C64" COLSPAN=2 | <TT>glowtex_ammo</TT>
| ALIGN=LEFT | name of the texture which surrounds the 3D model above in some distance (01448-glowtex_ammo.[[OBD:TXMP|TXMP]])
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#000000"
| COLSPAN=3 | <FONT SIZE=2 COLOR="#FFFFFF">Below follows the third part.</FONT>
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#B0C3D4" | 00 00 A0 40
| 5.000000
| ALIGN=LEFT | unknown
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#B0C3D4" | 00 00 A0 40
| 5.000000
| ALIGN=LEFT | unknown
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#B0C3D4" | 00 00 A0 40
| 5.000000
| ALIGN=LEFT | unknown
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#B0C3D4" | 00 00 A0 40
| 5.000000
| ALIGN=LEFT | unknown
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#B0C3D4" | 00 00 A0 40
| 5.000000
| ALIGN=LEFT | unknown
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#B0C3D4" | 00 00 A0 40
| 5.000000
| ALIGN=LEFT | unknown
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#B0C3D4" | 00 00 A0 40
| 5.000000
| ALIGN=LEFT | unknown
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#B0C3D4" | 00 00 A0 40
| 5.000000
| ALIGN=LEFT | unknown
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#B0C3D4" | 00 00 A0 40
| 5.000000
| ALIGN=LEFT | unknown
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#B0C3D4" | 00 00 A0 40
| 5.000000
| ALIGN=LEFT | unknown
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#B0C3D4" | 00 00 C0 40
| 6.000000
| ALIGN=LEFT | unknown
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#B0C3D4" | 00 00 C0 40
| 6.000000
| ALIGN=LEFT | unknown
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#E7CEA5" | AD DE
| dead
| ALIGN=LEFT | not used
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#808080"
| COLSPAN=3 | <FONT SIZE=2 COLOR="#FFFFFF">Below follows the first block of the third part.</FONT>
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#FFDDDD" COLSPAN=2 | <TT>.</TT>
| ALIGN=LEFT | sound; not used; ([[OBD:OSBD|OSBD]] file)
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#000000"
| COLSPAN=3 | <FONT SIZE=2 COLOR="#FFFFFF">Below follows the fourth part.</FONT>
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#64AAAA" | 33 33 33 3F
| 0.700000
| ALIGN=LEFT | unknown
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#64AAAA" | 00 00 80 3F
| 1.000000
| ALIGN=LEFT | unknown
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#64AAAA" | 33 33 B3 3F
| 1.400000
| ALIGN=LEFT | unknown
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#64AAAA" | 9A 99 19 3F
| 0.600000
| ALIGN=LEFT | unknown
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#64AAAA" | 00 00 80 3F
| 1.000000
| ALIGN=LEFT | unknown
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#64AAAA" | 66 66 A6 3F
| 1.300000
| ALIGN=LEFT | unknown
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#64AAAA" | CD CC 4C 3F
| 0.800000
| ALIGN=LEFT | unknown
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#64AAAA" | 00 00 80 3F
| 1.000000
| ALIGN=LEFT | unknown
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#64AAAA" | 00 00 C0 3F
| 1.500000
| ALIGN=LEFT | unknown
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#64AAAA" | 9A 99 99 3F
| 1.200000
| ALIGN=LEFT | unknown
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#64AAAA" | 00 00 80 3F
| 1.000000
| ALIGN=LEFT | unknown
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#64AAAA" | 9A 99 19 3F
| 0.600000
| ALIGN=LEFT | unknown
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#64AAAA" | 00 00 80 3F
| 1.000000
| ALIGN=LEFT | unknown
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#64AAAA" | 00 00 80 3F
| 1.000000
| ALIGN=LEFT | unknown
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#64AAAA" | 00 00 A0 3F
| 1.250000
| ALIGN=LEFT | unknown
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#64AAAA" | 66 66 A6 3F
| 1.300000
| ALIGN=LEFT | unknown
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#64AAAA" | 00 00 80 3F
| 1.000000
| ALIGN=LEFT | unknown
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#64AAAA" | 00 00 80 3F
| 1.000000
| ALIGN=LEFT | unknown
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#EBEBEB" | 10 00 00 00
| 16
| ALIGN=LEFT | 16 packages follow (one package is edged in darkgrey)
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#808080"
| COLSPAN=3 | <FONT SIZE=2 COLOR="#FFFFFF">Below follows the first package of the fourth part.</FONT>
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#8C8CCC" COLSPAN=2 | <TT>hypo</TT>
| ALIGN=LEFT | space for notes
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#FF00C8" | 01 00
| 1
| ALIGN=LEFT | first level with autoprompting
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#F0F096" | 02 00
| 2
| ALIGN=LEFT | last level with autoprompting
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#00C864" COLSPAN=2 | <TT>autoprompt_hypo</TT>
| ALIGN=LEFT | raw file anchor for the text message (it belongs to the [[OBD:SUBT|SUBT]] file)
|}
|}




<HR>
----
<CENTER>[[OBD:ONFA|<==]] <B>ONGS File</B> [[OBD:ONIA|==>]]</CENTER>
[[Image:ongs_m2.gif]]
<HR>
 
 
{{Table}}
{{OBD_Table_Header}}
|- ALIGN=CENTER VALIGN=TOP
{{OBDtr| 0x7A0 | float32 |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| 0x7A8 | float  |B0C3D4| 00 00 A0 40 | 5.000000 | green energy cell glow x size }}
{{OBDtr| 0x7AC | float  |B0C3D4| 00 00 A0 40 | 5.000000 | green energy cell glow y size }}
{{OBDtr| 0x7B0 | float  |B0C3D4| 00 00 A0 40 | 5.000000 | hypo glow x size }}
{{OBDtr| 0x7B4 | float  |B0C3D4| 00 00 A0 40 | 5.000000 | hypo glow y size }}
{{OBDtr| 0x7B8 | float  |B0C3D4| 00 00 A0 40 | 5.000000 | force shield glow x size }}
{{OBDtr| 0x7BC | float  |B0C3D4| 00 00 A0 40 | 5.000000 | force shield glow y size }}
{{OBDtr| 0x7C0 | float  |B0C3D4| 00 00 A0 40 | 5.000000 | phase cloak glow x size }}
{{OBDtr| 0x7C4 | float  |B0C3D4| 00 00 A0 40 | 5.000000 | phase cloak glow y size  }}
{{OBDtr| 0x7C8 | float  |B0C3D4| 00 00 C0 40 | 6.000000 | LSI glow x size }}
{{OBDtr| 0x7CC | float  |B0C3D4| 00 00 C0 40 | 6.000000 | LSI glow y size }}
{{OBDtr| 0x7D0 | char[8] |E7CEA5| AD DE      | dead    | ignored; space for the glow size of a [[seven]]th type of powerup }}
{{OBDtrBK|23 links to sounds of various gameplay events }}
{{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.
;Event impulse 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)
;Event ambient sounds
:18. health_low
:19. health_over
:20. shield
:21. invis
:22. (unused)
 
 
----
[[Image:ongs_m3.gif]]
 
 
{{Table}}
{{OBD_Table_Header}}
|- ALIGN=CENTER VALIGN=TOP
{{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| 0xABC | float  |64AAAA| 00 00 80 3F | 1.000000 | 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| 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| 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| 0xAD4 | float  |64AAAA| 00 00 80 3F | 1.000000 | 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| 0xADC | float  |64AAAA| 9A 99 99 3F | 1.200000 | 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| 0xAE4 | float  |64AAAA| 9A 99 19 3F | 0.600000 | 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| 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| 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| 0xAFC | float  |64AAAA| 00 00 80 3F | 1.000000 | player health factor if you play on hard }}
{{OBDtr| 0xB00 | int32  |EBEBEB| 10 00 00 00 | 16      | array size }}
{{OBDtrBK}}
{{OBDtr2|0x000 | char[32]|8C8CCC| hypo                  | space for notes }}
{{OBDtr| 0x020 | int16  |FF00C8| 01 00      | 1        | first level with autoprompting }}
{{OBDtr| 0x022 | int16  |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) }}
|}
;Prompts
: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}}


[[Main Page]] >> [[OBD:Oni Binary Data|Oni Binary Data]] >> [[OBD:File types|File Types]] >> ONGS File
{{OBD}}

Latest revision as of 03:10, 11 August 2024

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.


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 int32 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 char[48] AD DE dead unused; space for 12 more health values
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 dead unused; space for 12 more health bar colors
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 their 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 overpower. 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. For example, a character with a max of 200 HP and current health of 190 HP uses a hypo: it heals those 10 points and then, because 60% of the hypo's healing power is remaining, it is applied at a rate of 60% of that character's max health, taking them into overpower by an additional 120 HP (60% * 200).
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.
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
Ballistic ammo, energy ammo, hypo, shield, invisibility, LSI



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)



Ongs m2.gif


Offset Type Raw Hex Value Description
0x7A0 float32 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 char[8] AD DE dead ignored; space for the glow size of a seventh type of powerup
23 links to sounds of various gameplay events
0x7D8 char[32] ... sound name; unused; (reference to an OSBD file)
Glow size
In local coordinates, because the orientation of a dropped powerup can be anything.
Event impulse 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)
Event ambient sounds
18. health_low
19. health_over
20. shield
21. invis
22. (unused)



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 notice factor if you play on easy
0xABC float 00 00 80 3F 1.000000 notice factor if you play on normal
0xAC0 float 33 33 B3 3F 1.400000 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 dodge factor if you play on easy
0xAD4 float 00 00 80 3F 1.000000 dodge factor if you play on normal
0xAD8 float 00 00 C0 3F 1.500000 dodge factor if you play on hard
0xADC float 9A 99 99 3F 1.200000 weapon accuracy factor if you play on easy
0xAE0 float 00 00 80 3F 1.000000 weapon accuracy factor if you play on normal
0xAE4 float 9A 99 19 3F 0.600000 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 int32 10 00 00 00 16 array size
First element (black outline)
0x000 char[32] hypo space for notes
0x020 int16 01 00 1 first level with autoprompting
0x022 int16 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)
Prompts
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