XML:BINA/OBJC/NEUT: Difference between revisions

finishing the table style update
(+ temp + cat // incomplete table style update)
(finishing the table style update)
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* The xml code on this page is based on onisplit '''v0.9.61.0'''
* The xml code on this page is based on onisplit '''v0.9.61.0'''
* '''BINACJBONeutral.oni''' is level specific. (It can be found in edition/GameDataFolder/level''XX''_... )
* '''BINACJBONeutral.oni''' is level specific. (It can be found in edition/GameDataFolder/level''XX''_... )
* Press control to talk with a character (if possible). The interaction depends on what id that character has.




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===tags===
===tags===
(Caution: change of table style in progress)
{| class="wikitable" width="100%"
{| class="wikitable" width="100%"
!width=150px| XML tag
!width=150px| XML tag
Line 86: Line 86:
|-
|-
|valign=top| <ObjectCollection>
|valign=top| <ObjectCollection>
|
| -
|
|
|-
|-
|valign=top| <NEUT Id="1853">
|valign=top| <NEUT Id="1853">
|Id doesn't matter here.
| integer
|
| Id doesn't matter here.
|-
|-
|<Header>
| <Header>
|
| -
|
|
|-
|-
|<Flags>
|valign=top| <Flags>
|  
|valign=top| flag
|
|
: None
: Locked
: PlacedInGame
: Temporary
: Gunk
|-
|-
|<Position>
| <Position>
| float
| float x3
| useless here
| x y z position, useless here
|-
|-
|<Rotation>
| <Rotation>
| float  
| float x3
| useless here
| x y z rotation, useless here
|-
|-
|<OSD>
| <OSD>
| -
| -
|
|
|-
|-
|<Name>
| <Name>
|
| char[32]
|
| set a name here to remember later what this behavior does
|-
|-
|<NeutralId>
| <NeutralId>
|used by [[XML:ONCC|ONCC]] and [[XML:BINA/OBJC/MELE|BINA/CJBO/MELE]]
| integer
|
| used by [[XML:BINA/OBJC/CHAR|BINA/OBJC/CHAR]] and [[XML:BINA/OBJC/MELE|BINA/CJBO/MELE]]
|-
|-
|valign=top|<Flags>
|valign=top| <Flags>
|valign=top| flag
|
|
|valign=top|
: None
*None
: NoResume
*NoResume
: NoResumeAfterGive
*NoResumeAfterGive
: Uninterruptible
*Uninterruptible
|-
|-
|<Ranges>
| <Ranges>
|
| -
|
|
|-
|-
|<Trigger>
| <Trigger>
|second larges range, e.g. 100
| float
|
| second larges range, e.g. 100
|-
|-
|<Talk>
| <Talk>
|shortest range, e.g. 40
| float
|
| shortest range, e.g. 40
|-
|-
|<Follow>
| <Follow>
|larges range, e.g. 200
| float
|
| larges range, e.g. 200
|-
|-
|<Enemy>
| <Enemy>
|third larges range, e.g. 70
| float
|
| third larges range, e.g. 70
|-
|-
|<Speech>
| <Speech>
|
| -
|
|
|-
|-
|valign=top|<Trigger>
|valign=top| <Trigger>
|valign=top|The actual talk.
|valign=top| char[32]
|valign=top|
|valign=top| The actual talk. <font style="color:#777777">OSBD</font>file<font style="color:#777777">.amb.oni</font> (without file pre-/suffix)
for example:
examples of such OSBD amb files:
*civfem_trigger
: civfem_trigger
*hey_konoko
: hey_konoko
*civmale1_trigger
: civmale1_trigger
*civmale2_trigger
: civmale2_trigger
*civmale3_trigger
: civmale3_trigger
|-
|-
|valign=top|<Abort>
|valign=top| <Abort>
|
|valign=top| char[32]
|valign=top|
|valign=top| <font style="color:#777777">OSBD</font>file<font style="color:#777777">.amb.oni</font> (without file pre-/suffix)
for example:
examples of such OSBD amb files:
*civfem_abort
: civfem_abort
*see_you_later
: see_you_later
*civmale1_abort
: civmale1_abort
*civmale2_abort
: civmale2_abort
*civmale3_abort
: civmale3_abort
|-
|-
|valign=top|<Enemy>
|valign=top| <Enemy>
|valign=top|You will be notified about enemies by the person you are talking to.
|valign=top| char[32]
|valign=top|
|valign=top| You will be notified about enemies by the person you are talking to. <font style="color:#777777">OSBD</font>file<font style="color:#777777">.amb.oni</font> (without file pre-/suffix)
for exampel:
examples of such OSBD amb files:
*civfem_enemy
: civfem_enemy
*what_the
: what_the
*civmale1_enemy
: civmale1_enemy
*civmale2_enemy
: civmale2_enemy
*civmale3_enemy
: civmale3_enemy
|-
|-
|<Script>
| <Script>
|
| -
|
|
|-
|-
|<AfterTalk>
| <AfterTalk>
|BSL function name, e.g. set_objective_3
| char[32]
|
| name of BSL function (that will be executed after the talk), e.g. set_objective_3
|-
|-
|<Rewards>
| <Rewards>
|You can get rewards for saving people. A reward can be a weapon, ammo, cells, hypos, shield, phase cloak, and LSI.
| -
|
| You can get rewards for saving people. A reward can be a weapon, ammo, cells, hypos, shield, phase cloak, and LSI.
|-
|-
|<WeaponClass>
| <WeaponClass>
|any weapon, file name without prefix ONWC and suffix .oni; for exampel "w6_vdg"
| char[32]
|
| any weapon, file name without prefix ONWC and suffix .oni; for exampel "w6_vdg"
|-
|-
|<Ammo>
| <Ammo>
|number of ammo clips
| integer
|
| number of ammo clips
|-
|-
|<EnergyCell>
| <EnergyCell>
|number of energy cells
| integer
|
| number of energy cells
|-
|-
|<Hypo>
| <Hypo>
|number of hypo sprays
| integer
|
| number of hypo sprays
|-
|-
|valign=top|<Other>
|valign=top| <Other>
|valign=top|combination possible
|valign=top| flag
|valign=top|
|valign=top| combination possible
* Shield
: Shield
* Invisibility
: Invisibility
* LSI
: LSI
|-
|-
|<DialogLines>
| <DialogLines>
|
| -
|
|
|-
|-
|<DialogLine>
| <DialogLine>
|
| -
|
| There can be multiple dialog lines.
|-
|-
|valign=top|<Flags>
|valign=top| <Flags>
|valign=top| flag
|
|
|valign=top|
: None
*None
: IsPlayer
*IsPlayer
: GiveItems
*GiveItems
: AnimOnce
*AnimOnce
: OtherAnimOnce
*OtherAnimOnce
|-
|-
|valign=top|[[XML:StNA#animation_types|<Anim>]]
|valign=top| [[XML:StNA#animation_types|<Anim>]]
|
|valign=top| integer
|valign=top|
| any standing anim should be valid
*0 (None)
: 0 (None)
*200 (Act_No)
: 200 (Act_No)
*201 (Act_Yes)
: 201 (Act_Yes)
*202 (Act_Talk)
: 202 (Act_Talk)
*203 (Act_Shrug)
: 203 (Act_Shrug)
*204 (Act_Shout)
: 204 (Act_Shout)
|-
|-
|<OtherAnim>
| [[XML:StNA#animation_types|<OtherAnim>]]
|
| integer
|
|
|-
|-
|valign=top|<SpeechName>
|valign=top| <SpeechName>
|
|valign=top| char[32]
|valign=top|
| <font style="color:#777777">OSBD</font>file<font style="color:#777777">.amb.oni</font> (without file pre-/suffix)
for example:
for example:
*talking
: talking
*civfem_gift_weapon
: civfem_gift_weapon
*civfem_gift_hypo
: civfem_gift_hypo
*civfem_gift_force_field
: civfem_gift_force_field
*civmale1_gift_weaponS
: civmale1_gift_weaponS
*civmale2_gift_weapon
: civmale2_gift_weapon
*civmale1_gift_ammo
: civmale1_gift_ammo
*civmale2_gift_ammo
: civmale2_gift_ammo
*civmale3_gift_ammo
: civmale3_gift_ammo
*civmale1_gift_hypoS
: civmale1_gift_hypoS
*civmale2_gift_hypo
: civmale2_gift_hypo
*civmale3_gift_hypo
: civmale3_gift_hypo
*civmale1_gift_force_field
: civmale1_gift_force_field
*civmale2_gift_force_field
: civmale2_gift_force_field
*civmale3_gift_force_field
: civmale3_gift_force_field
*c03_12_06civ1
: c03_12_06civ1
*c03_12_07civ1
: c03_12_07civ1
*c03_12_08tctffag1
: c03_12_08tctffag1
*c03_12_09tctffag2
: c03_12_09tctffag2
|}
|}


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