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| 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. --[[User:Paradox-01|Paradox-01]] 21:35, 30 August 2008 (CEST) | | 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. --[[User:Paradox-01|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. [[User:Neo|Neo]] | | :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. [[User:Neo|Neo]] |
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| ==XML==
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| {{Template:XMLModdingHints}}
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| {| border=0 cellspacing=20 cellpadding=0 align=center
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| | The xml code on this page is compatible with onisplit '''v0.9.61.0'''
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| |}
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| ONGSgame_settings.oni is located in GameDataFolder\level0_Final
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| {|
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| {{table}}
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| | <MaxOverhealthFactor>
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| | If this factor is 2 and your normal max health is 200 then character's max overhealth can be 400.
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| 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.
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| |-
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| | <NormalHypoStrength>
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| | This factor increases player's health based on his max normal health.
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| If this factor is 0.25 and player's max health is 200 then a hypo can restore 50 health points.
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| Btw, the regeneration speed for hypos is character specific. Look at ONCC's [[OBD_talk:ONCC#.3CInventoryConstants.3E|<HypoRegenerationRate>]].
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| |-
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| | <OverhealthHypoStrength>
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| | This factor increases player's health based on his max normal health, but max health must be already reached.
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| If this factor is 1 and player's max health is 200 then a hypo can restore 200 health points.
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| 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>).
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| |-
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| | <OverhealthMinDamage>
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| | Hit points of an attack gets increased by at least of this factor.
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| |-
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| | <OverhealthMaxDamage>
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| | Hit points of an attack gets increased by at most of this factor.
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| |-
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| | <UsedHealthElements>
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| | Determines now many values of <HealthPercent> and <HealthColor> are used.
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| |-
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| | <HealthPercent>
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| | 1 means 100 % (float values)
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| |-
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| | <HealthColor>
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| | Red Green Blue
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| |-
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| | <PowerupModels>
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| | <font color="#777777">M3GM</font>''powerup''<font color="#777777">.oni</font>
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| |-
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| | <PowerupGlowTextures>
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| | <font color="#777777">TXMP</font>''powerup''<font color="#777777">.oni</font>
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| |-
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| | <PowerupGlowSizes>
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| | x and y size (float values)
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| |-
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| | <Sounds>
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| | sounds for some events (fixed order?)
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| |-
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| | <NoticeFactors>
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| | on easy, normal, hard (?)
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| |-
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| | <BlockChanceFactors>
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| | on easy, normal, hard (only for AI)
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| |-
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| | <DodgeFactors>
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| | on easy, normal, hard (?)
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| |-
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| | <WeaponAccuracyFactors>
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| | on easy, normal, hard (?); an additional factor that propably refers to <WeaponSkills> in ONCC files
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| |-
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| | <EnemyHealthFactors>
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| | on easy, normal, hard
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| |-
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| | <PlayerHealthFactors>
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| | on easy, normal, hard
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| |-
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| | <UsedAutoPrompts>
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| | Determines how many <ONGSAutoPrompt> are used.
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| |-
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| | <ONGSAutoPrompt>
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| | Level specific items only use one level number. <SubtitleName> contains the keyword of the SUBT file. The message becomes displayed automatically.
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| |}
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|
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|
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| ===detailed explanation of the ''health display meter''===
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| Remember the <UsedHealthElements> when you edit health indicator colors. Increase it by 1 if you change value in an additional <HealthPercent> and <HealthColor>.
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|
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| The modification will also change ...
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| * BSL command "ai2_showhealth = 1"
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| * Baba's regeneration (probably by <UseSpecialTint> particle flag)
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| * and melee impact flashes which show the character's health status when hit ("snap" particle files? they also use <UseSpecialTint>)
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|
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| The color between health flags ('''<Float>''') is a mix.
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| The color keeps the same when passing the the last health flag.
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|
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| '''example'''
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| {| border=0 cellspacing=20 cellpadding=0 align=right
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| | [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]
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| |}
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|
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| '''<UsedHealthElements>5</UsedHealthElements>'''
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|
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| <HealthPercent>
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| <Float>0</Float>
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| <Float>0.659999967</Float>
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| <Float>0.979999959</Float>
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| <Float>1</Float>
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| '''<Float>1.5</Float>'''
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| ''[...]''
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|
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| <HealthColor>
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| <Color>255 0 0</Color>
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| <Color>255 255 0</Color>
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| <Color>19 161 43</Color>
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| <Color>0 255 0</Color>
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| '''<Color>68 119 255</Color>'''
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| ''[...]''
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