OBD talk:ONGS: Difference between revisions
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==XML== | ==XML== | ||
{{Template:XMLModdingHints}} | {{Template:XMLModdingHints}} | ||
{| border=0 cellspacing=20 cellpadding=0 align=center | |||
| The xml code on this page is compatible with onisplit '''v0.9.61.0''' | |||
|} | |||
{| | |||
{{table}} | |||
| <MaxOverhealthFactor> | |||
| If this factor is 2 and your normal max health is 200 then character's max overhealth can be 400. | |||
If you use a bsl command to set values beyond max overhealth then the health drops very fast to that max overhealth value but not instantly. | |||
|- | |||
| <NormalHypoStrength> | |||
| This factor increases player's health based on his max normal health. | |||
If this factor is 0.25 and player's max health is 200 then a hypo can restore 50 health points. | |||
|- | |||
| <OverhealthHypoStrength> | |||
| This factor increases player's health based on his max normal health, but max health must be already reached. Btw, the regeneration speed for hypos is character specific. Look at ONCC's <HypoRegenerationRate>. It's in seconds. Smaller values = faster regeneration. | |||
If this factor is 1 and player's max health is 200 then a hypo can restore 200 health points. | |||
If this factor is 1, player's max health is 200 and his current health is 175 then a hypo restores with factor 0.25 (<NormalHypoStrength>) until max health is reached. The rest of the hypo health with factor 1 (<OverhealthHypoStrength>). | |||
|- | |||
| <OverhealthMinDamage> | |||
| Hit points of an attack gets increased by at least of this factor. | |||
|- | |||
| <OverhealthMaxDamage> | |||
| Hit points of an attack gets increased by at most of this factor. | |||
|- | |||
| <UsedHealthElements> | |||
| Determines now many values of <HealthPercent> and <HealthColor> are used. | |||
|- | |||
| <HealthPercent> | |||
| 1 means 100 % (float values) | |||
|- | |||
| <HealthColor> | |||
| Red Green Blue | |||
|- | |||
| <PowerupModels> | |||
| <font color="#777777">M3GM</font>''powerup''<font color="#777777">.oni</font> | |||
|- | |||
| <PowerupGlowTextures> | |||
| <font color="#777777">TXMP</font>''powerup''<font color="#777777">.oni</font> | |||
|- | |||
| <PowerupGlowSizes> | |||
| x and y size (float values) | |||
|- | |||
| <Sounds> | |||
| sounds for some events (fixed order?) | |||
|- | |||
| <NoticeFactors> | |||
| on easy, normal, hard (?) | |||
|- | |||
| <BlockChanceFactors> | |||
| on easy, normal, hard (only for AI) | |||
|- | |||
| <DodgeFactors> | |||
| on easy, normal, hard (?) | |||
|- | |||
| <WeaponAccuracyFactors> | |||
| on easy, normal, hard (?); an additional factor that propably refers to <WeaponSkills> in ONCC files | |||
|- | |||
| <EnemyHealthFactors> | |||
| on easy, normal, hard | |||
|- | |||
| <PlayerHealthFactors> | |||
| on easy, normal, hard | |||
|- | |||
| <UsedAutoPrompts> | |||
| Determines how many <ONGSAutoPrompt> are used. | |||
|- | |||
| <ONGSAutoPrompt> | |||
| Level specific items only use one level number. <SubtitleName> contains the keyword of the SUBT file. The message becomes displayed automatically. | |||
|} | |||
===detailed explanation of the ''health display meter''=== | |||
Remember the <UsedHealthElements> when you edit health indicator colors. Increase it by 1 if you change value in an additional <HealthPercent> and <HealthColor>. | |||
The modification will also change ... | |||
* BSL command "ai2_showhealth = 1" | * BSL command "ai2_showhealth = 1" | ||
* Baba's regeneration (probably <UseSpecialTint> particle flag) | * Baba's regeneration (probably by <UseSpecialTint> particle flag) | ||
* and melee impact flashes which show the character's health status | * and melee impact flashes which show the character's health status when hit ("snap" particle files? they also use <UseSpecialTint>) | ||
The color between health flags ('''<Float>''') is a mix. | The color between health flags ('''<Float>''') is a mix. | ||
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'''example''' | '''example''' | ||
{| border=0 cellspacing=20 cellpadding=0 align=right | {| border=0 cellspacing=20 cellpadding=0 align=right | ||
| | | [http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/Project_Imago_screenshots/blue_health_bar_on_overpower.png http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/TRAM/blue_health_bar_on_overpower_previe.png] | ||
[http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/Project_Imago_screenshots/blue_health_bar_on_overpower.png http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/TRAM/blue_health_bar_on_overpower_previe.png] | |||
|} | |} | ||
Revision as of 16:27, 8 April 2012
talk
http://oni.bungie.org/community/forum/viewtopic.php?pid=9274#p9274 (idea about new overpower values) (see here for actual project: AE:Daodan_overpower_and_upgrades)
offset 0x04 - is it really the level ID? When I set 01 to 12 nothing change, the settings are still global. My actual goal is to add settings for a specific level beside the global once. --Paradox-01 14:29, 29 August 2008 (CEST)
- It might be a field that isn't used by the engine. Suggestion: Try copying it over into level 12's .dat and see if it overrides. Gumby 18:36, 29 August 2008 (CEST)
- I tried your suggestion but still no effect. --Paradox-01 19:51, 29 August 2008 (CEST)
- Ok, last resort, try removing the one from level 0. Gumby 22:28, 29 August 2008 (CEST)
- I tried your suggestion but still no effect. --Paradox-01 19:51, 29 August 2008 (CEST)
Umm, what are guys trying to do more exactly?
- He is trying to make a level specific ONGS. I am thinking that to do that, you need one for every level (because the level0 one overrides any level specific ones), but it all depends on if Oni will read an ONGS from outside of level0. Gumby 23:20, 29 August 2008 (CEST)
- Nope, that does not work. ONGS is read only once, at startup. Since at startup only level0 is loaded in memory ONGS cannot be overriden. User:Neo
- Ok. But could it be possible to have two sets of setting in this one file (one global and one for a specific level)? --Paradox-01 00:29, 30 August 2008 (CEST)
- I doubt it, if it is only read at startup, and there are no places in the file where it mentions other levels Gumby 01:06, 30 August 2008 (CEST)
- No. The only way this can be done is with some sort of engine hack. User:Neo
- Hmm, ok, would be to time consuming just to mod this. --Paradox-01 13:15, 30 August 2008 (CEST)
- No. The only way this can be done is with some sort of engine hack. User:Neo
- I doubt it, if it is only read at startup, and there are no places in the file where it mentions other levels Gumby 01:06, 30 August 2008 (CEST)
- Ok. But could it be possible to have two sets of setting in this one file (one global and one for a specific level)? --Paradox-01 00:29, 30 August 2008 (CEST)
- Nope, that does not work. ONGS is read only once, at startup. Since at startup only level0 is loaded in memory ONGS cannot be overriden. User:Neo
Missing fields: does group block count as techique? I'm just wondering because there's only single block so far but both in the melee profile. --Paradox-01 21:35, 30 August 2008 (CEST)
- I don't know, that's why I added those descriptions even if I don't know exactly what those fields do. Maybe someone puts the pieces together and finds the answer. Neo
XML
The xml code on this page is compatible with onisplit v0.9.61.0 |
<MaxOverhealthFactor> | If this factor is 2 and your normal max health is 200 then character's max overhealth can be 400.
If you use a bsl command to set values beyond max overhealth then the health drops very fast to that max overhealth value but not instantly. |
<NormalHypoStrength> | This factor increases player's health based on his max normal health.
If this factor is 0.25 and player's max health is 200 then a hypo can restore 50 health points. |
<OverhealthHypoStrength> | This factor increases player's health based on his max normal health, but max health must be already reached. Btw, the regeneration speed for hypos is character specific. Look at ONCC's <HypoRegenerationRate>. It's in seconds. Smaller values = faster regeneration.
If this factor is 1 and player's max health is 200 then a hypo can restore 200 health points. If this factor is 1, player's max health is 200 and his current health is 175 then a hypo restores with factor 0.25 (<NormalHypoStrength>) until max health is reached. The rest of the hypo health with factor 1 (<OverhealthHypoStrength>). |
<OverhealthMinDamage> | Hit points of an attack gets increased by at least of this factor. |
<OverhealthMaxDamage> | Hit points of an attack gets increased by at most of this factor. |
<UsedHealthElements> | Determines now many values of <HealthPercent> and <HealthColor> are used. |
<HealthPercent> | 1 means 100 % (float values) |
<HealthColor> | Red Green Blue |
<PowerupModels> | M3GMpowerup.oni |
<PowerupGlowTextures> | TXMPpowerup.oni |
<PowerupGlowSizes> | x and y size (float values) |
<Sounds> | sounds for some events (fixed order?) |
<NoticeFactors> | on easy, normal, hard (?) |
<BlockChanceFactors> | on easy, normal, hard (only for AI) |
<DodgeFactors> | on easy, normal, hard (?) |
<WeaponAccuracyFactors> | on easy, normal, hard (?); an additional factor that propably refers to <WeaponSkills> in ONCC files |
<EnemyHealthFactors> | on easy, normal, hard |
<PlayerHealthFactors> | on easy, normal, hard |
<UsedAutoPrompts> | Determines how many <ONGSAutoPrompt> are used. |
<ONGSAutoPrompt> | Level specific items only use one level number. <SubtitleName> contains the keyword of the SUBT file. The message becomes displayed automatically. |
detailed explanation of the health display meter
Remember the <UsedHealthElements> when you edit health indicator colors. Increase it by 1 if you change value in an additional <HealthPercent> and <HealthColor>.
The modification will also change ...
- BSL command "ai2_showhealth = 1"
- Baba's regeneration (probably by <UseSpecialTint> particle flag)
- and melee impact flashes which show the character's health status when hit ("snap" particle files? they also use <UseSpecialTint>)
The color between health flags (<Float>) is a mix.
The color keeps the same when passing the the last health flag.
example
<UsedHealthElements>5</UsedHealthElements>
<HealthPercent> <Float>0</Float> <Float>0.659999967</Float> <Float>0.979999959</Float> <Float>1</Float> <Float>1.5</Float> [...]
<HealthColor> <Color>255 0 0</Color> <Color>255 255 0</Color> <Color>19 161 43</Color> <Color>0 255 0</Color> <Color>68 119 255</Color> [...]