XML:Adding Daodan powers to a character: Difference between revisions
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====Sample code==== | ====Sample code==== |
Latest revision as of 19:16, 6 December 2023
This page is unfinished. Can you fill in any missing information? |
If you want to help finishing the page you can:
- document the BINA3RAP DisplayType flags
- break down one Daodan particle system, show by word and image what particle does what
- research the function of body part flags KillImpact and None
Daodan particle
The Daodan particle themselves are just decorative. Normally they get visible when a character reaches "overhealth" (more than 100 % health).
- The cheat "chenille" and its script equivalent can also show these particle.
However, while having overhealth the Daodan flag improves damage output.
Additionally, the Chenille or having over 150 % health activates the supershield if it was enabled in ONCC.
- The supershield grants complete immunity against melee damage and is traditionally only used by MutantMuro.
ONCC preparation
First things first, enable the Daodan system: Open your desired ONCC xml file and set the value of <HasDaodanPowers> to 1.
Particles must be added to ONCC.
Traditionally, Daodan particle are emitted from the pelvis, the left fist and the right fist.
- Name - this is an anchor for TRAM files but "super_" possibly forces the particle to be played on all animations
- Type - particle (BINA3RAP) file
- BodyPart - pretty much what the name suggests, see ONCP flags
<ONCPParticle> <Name>super_glow</Name> <Type>superglow_e01</Type> <BodyPart>Pelvis</BodyPart> </ONCPParticle> <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>
Fun fact: Mukade is also referred to as "super ninja", another hint that he is meant to be a Daodan host.
BINA3RAP preparation
Emitters
With emitter particle you set up properties for the other, visible particle: start positions, movement and creation rate.
File structure
Most particle actually consist of multiple particle files and hence should be seen as their very own systems.
Like this:
- _e
- _e
- _p
- _p
- _p
- _p
- _p
- _p
- _e
Sample code
Emitter
- Variable - holds the rate (frequency) to emit particles
- Emitter - determines some properties of sub emitters or actual particles
- Events > Update > SuperParticle - overwrites the default emit rate (Variable)
- Traditionally, while the _e file controls the emit rate the _p file controls the visibility (transparency a.k.a. alpha value).
- Events > Update > Start/Stop - holds actions to start and stop the emitter
<Variables> <Float Name="emit_rate">0.2</Float> </Variables> <Emitters> <Emitter> <Class>superglow_p01</Class> <Flags /> <TurnOffTreshold>0</TurnOffTreshold> <Probability>1</Probability> <Copies>10</Copies> <LinkTo /> <Rate> <Continous> <Interval>emit_rate</Interval> </Continous> </Rate> <Position> <BodyBones> <OffsetRadius>0.7</OffsetRadius> </BodyBones> </Position> <Direction> <Random /> </Direction> <Speed> <Uniform> <Speed>0.8</Speed> </Uniform> </Speed> <Orientation>Velocity</Orientation> <OrientationUp>TowardsEmitter</OrientationUp> </Emitter> </Emitters> <Events> <Update> <SuperParticle> <Variable>emit_rate</Variable> <BaseValue>0.25</BaseValue> <DeltaValue>-0.1</DeltaValue> <MinValue>0.1</MinValue> <MaxValue>20</MaxValue> </SuperParticle> </Update> <Start> <EmitActivate> <Emitter>0</Emitter> </EmitActivate> <EnableNow> <Action>0</Action> </EnableNow> </Start> <Stop> <EmitDeactivate> <Emitter>0</Emitter> </EmitDeactivate> <DisableNow> <Action>0</Action> </DisableNow> </Stop> </Events>
Particle
...
Lensflare types
These textures (TXMP) are meant to smoothly overlay each other creating the illusion of a fog or aura.
Smooth blending of dark or black textures is not really possible.
- Forms
- <TexGeom>
- Link to texture (TXMP) file.
- Behaviours
- <DisplayType>
Colors
Typically, white shapes are used so you can give them later any color you want by using the Tint tag.
Tint tag:
<Tint>51 76 255
Since <Tint> uses here a RGB value, the <Color Name="tint"> is ignored. Possibly the developer just didn't cleaned up the unused variable.
Color overwrite (unused):
<Variables> <Color Name="tint"> <Random Min="230 230 255" Max="128 128 255" /> </Color>
Pseudo-Daodan particle used in cutscenes
Konoko shows Daodan spikes after reaching a few end level checkpoints.
Technically these particle are bound to animations. But they are only used in cutscenes though BSL.
Note how these particle don't use the "super_" keyword in their filenames. So they cannot be triggered by the overhealth mechanism. Though it wouldn't make much sense, they are meant to explode once and fade away.
ONCC preparation
Like the other Daodan particle those two added to ONCC as well so that the animations can make actual use of them.
<ONCPParticle> <Name>daodan</Name> <Type>h2h_powerup_e01</Type> <BodyPart>None</BodyPart> </ONCPParticle> <ONCPParticle> <Name>daodan2</Name> <Type>h2h_powerup_e01a</Type> <BodyPart>None</BodyPart> </ONCPParticle>
- Name - this is an anchor for TRAM files
- Type - particle (BINA3RAP) file
- BodyPart - pretty much what the name suggests, see ONCP flags
BINA3RAP preparation
...
TRAM preparation
...
Body part flags
- Pelvis
- LeftThigh
- LeftCalf
- LeftFoot
- RightThigh
- RightCalf
- RightFoot
- Mid
- Chest
- Neck
- Head
- LeftShoulder
- LeftArm
- LeftWrist
- LeftFist
- RightShoulder
- RightArm
- RightWrist
- RightFist
- KillImpact (speculation: creates a virtual bone to allow the ONIE system to work ?)
- None (speculation: every bone/surface at once or bounding box center ?)