XML talk:Adding Daodan powers to a character: Difference between revisions
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==Temporary notes== | ==Temporary notes== | ||
===Silent emitter=== | |||
Some emitter might seem to have lensflares but those could be ''silent''. Maybe the devs decided to use a template which has already some properties set while the emitter itself remains invisible. | Some emitter might seem to have lensflares but those could be ''silent''. Maybe the devs decided to use a template which has already some properties set while the emitter itself remains invisible. | ||
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<DisplayType>Sprite</DisplayType> | <DisplayType>Sprite</DisplayType> | ||
<TexGeom>lensflare01</TexGeom> | <TexGeom>lensflare01</TexGeom> | ||
===HasAttractor=== | |||
;BINA3RAPsuper_p01 | |||
<HasAttractor>True seems to be necessary for particle action <AttractSpring> | |||
===HasAttachmentMatrix | |||
;BINA3RAPsuper_p03 | |||
Why do we have here a <HasAttachmentMatrix>true ? |
Revision as of 11:17, 4 April 2020
Notes on particle systems
These particle files are all used for Konoko.
They are registered in her ONCC files: konoko_generic, k3, k4_A, k4_F, k4_G, k4_K, k4_L (Konoko's 3D model is in the 4th generation?)
Suggestions on researching these particle. (Like in genetics we could go for a knockout approach.
- In later tests the particle is cut off of any child particle then its appearance gets documented.
- Then one child particle gets added back. Visible features of the parent particle will be silenced if necessary.
- One particle after another re-attached until all have been documented.
- The summary should include a gallery in which entire system but also each individual particle is illustrated.
superglow_e01
<ONCPParticle> <Name>super_glow</Name> <Type>superglow_e01</Type> <BodyPart>Pelvis</BodyPart> </ONCPParticle>
- Function
- Daodan body (aura) particle
- Structure
superglow_e01 (Sprite, notfoundtex) | +-- superglow_p01 (Sprite, lensflare11)
super_e01
<ONCPParticle> <Name>super_l_hand</Name> <Type>super_e01</Type> <BodyPart>LeftFist</BodyPart> </ONCPParticle> <ONCPParticle> <Name>super_r_hand</Name> <Type>super_e01</Type> <BodyPart>RightFist</BodyPart> </ONCPParticle>
- Function
- Daodan fist particle
- Structure
super_e01 (Sprite, lensflare01 (dead?)) | +-- super_p01 (Sprite, lensflare01) +-- super_p03 (Sprite, lensflare01)
Is super_p02 never used?
h2h_powerup_e01
Pseudo-Daodan particle. Burst effect at the end of a few levels.
<ONCPParticle> <Name>daodan</Name> <Type>h2h_powerup_e01</Type> <BodyPart>None</BodyPart> </ONCPParticle>
Structure:
h2h_powerup_e01 (Sprite, lensflare01) | +-- h2h_powerup_p01 (Discus, lensflare11)
h2h_powerup_e01a
Pseudo-Daodan particle. Burst effect at the end of a few levels.
<ONCPParticle> <Name>daodan2</Name> <Type>h2h_powerup_e01a</Type> <BodyPart>None</BodyPart> </ONCPParticle>
- Structure
h2h_powerup_e01a (Sprite, lensflare01) | +-- h2h_powerup_p01 (Discus, lensflare11) +-- h2h_powerup_p03 (Flat, lensflare06)
- Differences to h2h_powerup_e01
- <HasDamageOwner>true
- it has an additional emitter for h2h_powerup_p03
- it deals damage within a huge radius
<DamageBlast> <Damage>5</Damage> <StunDamage>0</StunDamage> <KnockBack>5</KnockBack> <Radius>1000</Radius> <FallOff>1</FallOff> <DamageType>5</DamageType> <SelfImmune>1</SelfImmune> </DamageBlast>
- Consequence for the story
- At the end of the game Konoko shows this burst effect which makes everyone else fall to the ground.
- As it is the end of the game the AI likely not intended to stand up again. (Double check BSL.) However, in some cases AI stands up again.
- Anyway, damage of 5 is not lethal. Griffin could have survived this. (On a second thought it is also idiotic to assume that the folks around Konoko will die from a little lightshow.)
Temporary notes
Silent emitter
Some emitter might seem to have lensflares but those could be silent. Maybe the devs decided to use a template which has already some properties set while the emitter itself remains invisible.
<Appearance> <DisplayType>Sprite</DisplayType> <TexGeom>lensflare01</TexGeom>
HasAttractor
- BINA3RAPsuper_p01
<HasAttractor>True seems to be necessary for particle action <AttractSpring>
===HasAttachmentMatrix
- BINA3RAPsuper_p03
Why do we have here a <HasAttachmentMatrix>true ?