XML:ONCC: Difference between revisions

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[[Main Page]] >> [[OBD:Oni Binary Data|Oni Binary Data]] >> [[OBD:File types|File types]] >> ONCC File
=ONCC: Oni character class=
* ONCP, ONIA, OBPI and OBPM are part of '''ONCC*.oni''' files. (They can be found in edition/GameDataFolder/level0_...)




<CENTER>[[OBD:OFGA|<==]] <FONT SIZE=5>ONCC File</FONT> [[OBD:ONCP|==>]]<BR>
==[[OBD:ONCP|ONCP]]: character particle==
<FONT SIZE=2>Oni Character Class - Character File</FONT></CENTER>
* ONCP is used for giving particle to animations. Search for "Particles" tag in TRAM file.




http://www6.fh-eberswalde.de/user/dkriesch/onistuff/images/oncc_all.gif
'''XML structure
    <Instance id="3" type="ONCP">
        <Particles>
            <ONCPParticle>
                <Name>...</Name>
                <Type>...</Type>
                <BodyPart>...</BodyPart>
            </ONCPParticle>
            [...]
        </Particles>
    </Instance>


: <Name> is anchor for TRAM link
: <Type> provide particle (file name without prefix BINA3RAP and without suffix .oni)
: <BodyPart> means bone Id, see [[OBD:TRIA#Bones|TRIA]]


{| BORDER=1 WIDTH=100% CELLPADDING=2 CELLSPACING=0 BGCOLOR="#000000"
|- BGCOLOR="#FFDDBB" ALIGN=CENTER
| WIDTH=15% | <B>Hex</B>
| WIDTH=15% | <B>Translation</B>
| WIDTH=70% | <B>Meaning</B>
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#FF0000" | 01 DF 03 00
| 991
| ALIGN=LEFT | 00991-konoko_generic.ONCC
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#FFFF00" | 01 00 00 06
| 3
| ALIGN=LEFT | level 3
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#00FF00" | CD CC 0C 3F
| 0.550000
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#00FF00" | 8F C2 75 3D
| 0.060000
| ALIGN=LEFT | unknown
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#00FF00" | CD CC 8C 3F
| 1.100000
| ALIGN=LEFT | unknown
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#00FF00" | 00 00 80 C0
| -4.000000
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#00FF00" | 8F C2 F5 3C
| 0.030000
| ALIGN=LEFT | unknown
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#00FFFF" | 07 00
| 7
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#00FFFF" | 14 00
| 20
| ALIGN=LEFT | unknown
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#FFC8C8" | 00 00 34 42
| 45.000000
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#FFC8C8" | 00 00 07 43
| 135.000000
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#FF5E5E" | 01 F8 03 00
| 1016
| ALIGN=LEFT | link to 01016-shadow1.[[OBD:TXMP|TXMP]]
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#FFEBEB" | 00 00 40 41
| 12.000000
| ALIGN=LEFT | height, where the shadow fades out completely
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#FFEBEB" | 00 00 00 41
| 8.000000
| ALIGN=LEFT | height, where the diameter of the shadow decreases and the shadow fades out half
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#FFEBEB" | 00 00 C0 40
| 6.000000
| ALIGN=LEFT | height, where the diameter of the shadow decreases
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#FFEBEB" | 00 00 90 40
| 4.500000
| ALIGN=LEFT | height, where the diameter of the shadow decreases
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#FFEBEB" | 00 00 40 40
| 3.000000
| ALIGN=LEFT | height, where the diameter of the shadow decreases
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#FF9696" | 30 00
| 48
| ALIGN=LEFT | transparency of the shadow for the first part of a jump
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#FF9696" | 30 00
| 48
| ALIGN=LEFT | transparency of the shadow for the second part of a jump
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#DD0000" | 00 00 C8 41
| 25.000000
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#FFFFC8" | 16
| 22
| ALIGN=LEFT | unknown
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#FFFFC8" | 06
| 6
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#C8FFC8" | AD DE
| dead
| ALIGN=LEFT | not used; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#C8FFFF" | 00 00 20 42
| 40.000000
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#C8FFFF" | 00 00 96 43
| 300.000000
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#C8FFFF" | 35 FA 8E 3C
| 0.017453
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#C8FFFF" | DB 0F C9 3F
| 1.570796
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#C8FFFF" | 00 00 A0 40
| 5.000000
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#C8FFFF" | 00 00 80 3F
| 1.000000
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#FFC8FF" | 06 00
| 6
| ALIGN=LEFT | hypo regeneration time per health point in 1/60 seconds; that means, if you use a hypo, the health increases in 6/60 seconds (= 0.1 seconds) by one; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#FFC8FF" | AD DE
| dead
| ALIGN=LEFT | not used; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#FFC800" | 00 10 3D 48
| 193600.000000
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#FFC800" | 00 10 3D 47
| 48400.000000
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#FFC800" | 00 10 3D 46
| 12100.000000
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#FFC800" | 00 00 00 00
| 0.000000
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#FFC800" | 00 00 00 00
| 0.000000
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#C800C8" | 23 00
| 35
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#C800C8" | 5A 00
| 90
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#C800C8" | 0F 00
| 15
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#C800C8" | 78 00
| 120
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#C800C8" | 23 00
| 35
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#C800C8" | 01 00
| 1
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#C800C8" | 02 00
| 2
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#C800C8" | 64 00
| 100
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#C800C8" | 0A 00
| 10
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#C800C8" | 0C 00
| 12
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#C800C8" | 16 00
| 22
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#C87C64" | 00
| 0
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#C87C64" | DE
| dead
| ALIGN=LEFT | not used; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#B0C3D4" | 00 00 00 3F
| 0.500000
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#E7CEA5" COLSPAN=2 | <TT>konoko_hurt_light</TT>
| ALIGN=LEFT | hurt light sound<BR>(08120-konoko_hurt_light.grp.[[OBD:OSBD|OSBD]] of level 0)<BR>(08121-konoko_hurt_light.imp.[[OBD:OSBD|OSBD]] of level 0)
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#E7CEA5" COLSPAN=2 | <TT>konoko_hurt_medium</TT>
| ALIGN=LEFT | hurt medium sound<BR>(08122-konoko_hurt_medium.grp.[[OBD:OSBD|OSBD]] of level 0)<BR>(08123-konoko_hurt_medium.imp.[[OBD:OSBD|OSBD]] of level 0)
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#E7CEA5" COLSPAN=2 | <TT>konoko_hurt_heavy</TT>
| ALIGN=LEFT | hurt heavy sound<BR>(08118-konoko_hurt_heavy.grp.[[OBD:OSBD|OSBD]] of level 0)<BR>(08119-konoko_hurt_heavy.imp.[[OBD:OSBD|OSBD]] of level 0)
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#E7CEA5" COLSPAN=2 | <TT>konoko_death</TT>
| ALIGN=LEFT | death sound<BR>(08114-konoko_death.grp.[[OBD:OSBD|OSBD]] of level 0)<BR>(08115-konoko_death.imp.[[OBD:OSBD|OSBD]] of level 0)
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#FFDDDD" | 00 00 00 00
| 0
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#FFDDDD" | 00 00 00 00
| 0
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#FFDDDD" | 00 00 00 00
| 0
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#FFDDDD" | 00 00 00 00
| 0
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#FFDDDD" | 17 00 00 00
| 23
| ALIGN=LEFT | unknown
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#64AAAA" | 00 00 80 3F
| 1.000000
| ALIGN=LEFT | rotation factor (rotation factor * 360 degrees = possible rotation per frame (or per animation)) (Thanks to Loser for this info.)
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#EBEBEB" | 06 00
| 6
| ALIGN=LEFT | unknown
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#EBEBEB" | 18 00
| 24
| ALIGN=LEFT | unknown
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#EBEBEB" | 0F 00
| 15
| ALIGN=LEFT | unknown
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#EBEBEB" | 00 00
| 0
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#8C8CCC" | 00 00 80 3F
| 1.000000
| ALIGN=LEFT | unknown
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#8C8CCC" | 00 00 80 3F
| 1.000000
| ALIGN=LEFT | unknown
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#8C8CCC" | 00 00 00 3F
| 0.500000
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#8C8CCC" | 00 00 C8 41
| 25.000000
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#8C8CCC" | 00 00 80 3F
| 1.000000
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#FF00C8" | 00 00 00 00
| 0
| ALIGN=LEFT | unknown
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#FF00C8" | 05 00 00 00
| 5
| ALIGN=LEFT | unknown
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#FF00C8" | 0F 00 00 00
| 15
| ALIGN=LEFT | unknown
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#FF00C8" | 3C 00 00 00
| 60
| ALIGN=LEFT | unknown
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#F0F096" | 00 00 00 00
| 0.000000
| ALIGN=LEFT | unknown
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#F0F096" | 00 00 00 00
| 0.000000
| ALIGN=LEFT | unknown
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#F0F096" | 00 00 00 00
| 0.000000
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#F0F096" | 00 00 80 3F
| 1.000000
| ALIGN=LEFT | unknown
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#F0F096" | 00 00 80 3F
| 1.000000
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#F0F096" | 00 00 00 00
| 0.000000
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#F0F096" | 00 00 00 00
| 0.000000
| ALIGN=LEFT | unknown
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#F0F096" | 00 00 00 00
| 0.000000
| ALIGN=LEFT | unknown
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#F0F096" | CD CC CC 3E
| 0.400000
| ALIGN=LEFT | unknown
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#F0F096" | CD CC CC 3E
| 0.400000
| ALIGN=LEFT | unknown
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#F0F096" | 00 00 00 00
| 0.000000
| ALIGN=LEFT | unknown
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#00C864" | 1E 00
| 30
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#00C864" | 2D 00
| 45
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#00C8FF" | 9A 99 99 3E
| 0.300000
| ALIGN=LEFT | unknown
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#00C8FF" | A1 C1 64 3C
| 0.013962
| ALIGN=LEFT | unknown
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#00C8FF" | B8 1E 05 3E
| 0.130000
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#00C8FF" | 00 00 80 3F
| 1.000000
| ALIGN=LEFT | unknown
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#00C8FF" | 00 00 80 3F
| 1.000000
| ALIGN=LEFT | unknown
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#00C8FF" | 00 00 00 00
| 0.000000
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#00C8FF" | 9A 99 99 3E
| 0.300000
| ALIGN=LEFT | unknown
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#00C8FF" | D9 91 2B 3C
| 0.010472
| ALIGN=LEFT | unknown
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#00C8FF" | CD CC 4C 3D
| 0.050000
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#00C8FF" | 00 00 00 3F
| 0.500000
| ALIGN=LEFT | unknown
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#00C8FF" | 00 00 80 3F
| 1.000000
| ALIGN=LEFT | unknown
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#00C8FF" | 00 00 00 00
| 0.000000
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#00C8FF" | 9A 99 99 3E
| 0.300000
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#00C8FF" | A1 AC 80 3C
| 0.015707
| ALIGN=LEFT | unknown
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#00C8FF" | 8F C2 F5 3C
| 0.030000
| ALIGN=LEFT | unknown
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#00C8FF" | CD CC 4C 3E
| 0.200000
| ALIGN=LEFT | unknown
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#00C8FF" | 00 00 80 3F
| 1.000000
| ALIGN=LEFT | unknown
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#00C8FF" | 00 00 00 00
| 0.000000
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#00C8FF" | 9A 99 99 3E
| 0.300000
| ALIGN=LEFT | unknown
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#00C8FF" | 81 C3 E4 3A
| 0.001745
| ALIGN=LEFT | unknown
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#00C8FF" | 00 00 00 00
| 0.0000000
| ALIGN=LEFT | unknown
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#00C8FF" | CD CC CC 3D
| 0.100000
| ALIGN=LEFT | unknown
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#00C8FF" | 00 00 80 3F
| 1.000000
| ALIGN=LEFT | unknown
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#00C8FF" | 00 00 00 00
| 0.000000
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#00C8FF" | 9A 99 99 3E
| 0.300000
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#00C8FF" | 81 C3 E4 3A
| 0.001745
| ALIGN=LEFT | unknown
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#00C8FF" | B8 1E 05 3E
| 0.130000
| ALIGN=LEFT | unknown
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#00C8FF" | 66 66 66 3F
| 0.900000
| ALIGN=LEFT | unknown
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#00C8FF" | 00 00 80 3F
| 1.000000
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#00C8FF" | 00 00 00 00
| 0.000000
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#00C8FF" | 9A 99 99 3E
| 0.300000
| ALIGN=LEFT | unknown
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#00C8FF" | 81 C3 E4 3A
| 0.001745
| ALIGN=LEFT | unknown
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#00C8FF" | CD CC 4C 3D
| 0.050000
| ALIGN=LEFT | unknown
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#00C8FF" | CD CC CC 3D
| 0.100000
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#00C8FF" | 00 00 80 3F
| 1.000000
| ALIGN=LEFT | unknown
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#00C8FF" | 00 00 00 00
| 0.000000
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#00C8FF" | 9A 99 99 3E
| 0.300000
| ALIGN=LEFT | unknown
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#00C8FF" | 73 92 AB 3B
| 0.005236
| ALIGN=LEFT | unknown
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#00C8FF" | 0A D7 23 3C
| 0.010000
| ALIGN=LEFT | unknown
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#00C8FF" | 00 00 00 3F
| 0.500000
| ALIGN=LEFT | unknown
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#00C8FF" | 00 00 80 3F
| 1.000000
| ALIGN=LEFT | unknown
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#00C8FF" | 00 00 00 00
| 0.000000
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#00C8FF" | 9A 99 99 3E
| 0.300000
| ALIGN=LEFT | unknown
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#00C8FF" | D9 91 2B 3C
| 0.010472
| ALIGN=LEFT | unknown
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#00C8FF" | 0A D7 23 3D
| 0.040000
| ALIGN=LEFT | unknown
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#00C8FF" | 00 00 00 3F
| 0.500000
| ALIGN=LEFT | unknown
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#00C8FF" | 00 00 80 3F
| 1.000000
| ALIGN=LEFT | unknown
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#00C8FF" | 00 00 00 00
| 0.000000
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#00C8FF" | 00 00 00 00
| 0.000000
| ALIGN=LEFT | unknown
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#00C8FF" | 00 00 00 00
| 0.000000
| ALIGN=LEFT | unknown
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#00C8FF" | 00 00 00 00
| 0.000000
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#00C8FF" | 00 00 80 3F
| 1.000000
| ALIGN=LEFT | unknown
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#00C8FF" | 00 00 80 3F
| 1.000000
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#00C8FF" | 00 00 00 00
| 0.000000
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#00C8FF" | 00 00 00 00
| 0.000000
| ALIGN=LEFT | unknown
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#00C8FF" | 00 00 00 00
| 0.000000
| ALIGN=LEFT | unknown
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#00C8FF" | 00 00 00 00
| 0.000000
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#00C8FF" | 00 00 80 3F
| 1.000000
| ALIGN=LEFT | unknown
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#00C8FF" | 00 00 80 3F
| 1.000000
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#00C8FF" | 00 00 00 00
| 0.000000
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#00C8FF" | 00 00 00 00
| 0.000000
| ALIGN=LEFT | unknown
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#00C8FF" | 00 00 00 00
| 0.000000
| ALIGN=LEFT | unknown
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#00C8FF" | 00 00 00 00
| 0.000000
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#00C8FF" | 00 00 80 3F
| 1.000000
| ALIGN=LEFT | unknown
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#00C8FF" | 00 00 80 3F
| 1.000000
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#00C8FF" | 00 00 00 00
| 0.000000
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#C80040" | 5A 00 00 00
| 90
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#C80040" | F0 00 00 00
| 240
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#C80040" | B4 00 00 00
| 180
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#C80040" | 28 00 00 00
| 40
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#C80040" | 37 00 00 00
| 55
| ALIGN=LEFT | unknown
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#C80040" | 3C 00 00 00
| 60
| ALIGN=LEFT | unknown
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#FFCD96" | 00 00
| 0
| ALIGN=LEFT | unknown
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#FFCD96" | 16 00
| 22
| ALIGN=LEFT | unknown
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#C8C864" | 64
| 100
| ALIGN=LEFT | sound used
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#C8C864" | 00
| 0
| ALIGN=LEFT | sound not used
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#C8C864" | 00
| 0
| ALIGN=LEFT | sound not used
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#C8C864" | 00
| 0
| ALIGN=LEFT | sound not used
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#C8C864" | 00
| 0
| ALIGN=LEFT | sound not used
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#C8C864" | 00
| 0
| ALIGN=LEFT | sound not used
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#C8C864" | 64
| 100
| ALIGN=LEFT | sound used
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#C8C864" | 64
| 100
| ALIGN=LEFT | sound used
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#C8C864" | 00
| 0
| ALIGN=LEFT | sound not used
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#C8C864" | 00
| 0
| ALIGN=LEFT | sound not used; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#0096C8" | 00 00
| 0
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#FF80C0" COLSPAN=2 | <TT>c17_99_28konoko</TT>
| ALIGN=LEFT | taunt sound (04760-c17_99_28konoko.aif.[[OBD:SNDD|SNDD]] of level 0)
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#FF80C0" COLSPAN=2 | not used
| ALIGN=LEFT | "who's there?" sound
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#FF80C0" COLSPAN=2 | not used
| ALIGN=LEFT | "I see you" sound
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#FF80C0" COLSPAN=2 | not used
| ALIGN=LEFT | "you lose" sound
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#FF80C0" COLSPAN=2 | not used
| ALIGN=LEFT | "where are you?" sound
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#FF80C0" COLSPAN=2 | not used
| ALIGN=LEFT | "why is this happening?" sound
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#FF80C0" COLSPAN=2 | <TT>c18_79_14konoko</TT>
| ALIGN=LEFT | punch heavy sound (04766-c18_79_14konoko.aif.[[OBD:SNDD|SNDD]] of level 0)
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#FF80C0" COLSPAN=2 | <TT>c18_79_15konoko</TT>
| ALIGN=LEFT | kick heavy sound (04767-c18_79_15konoko.aif.[[OBD:SNDD|SNDD]] of level 0)
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#FF80C0" COLSPAN=2 | not used
| ALIGN=LEFT | unknown; only the superninja use it; it's another c18_79 sound
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#FF80C0" COLSPAN=2 | not used
| ALIGN=LEFT | unknown; never used in Oni; maybe it's for the unused c18_71 sounds
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#D0C0AF" | 00 80 ED 43
| 475.000000
| ALIGN=LEFT | eyeshot; you can make it visible with the script command <FONT COLOR="#0000FF">ai2_showvision = 1</FONT>
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#D0C0AF" | 00 00 16 43
| 150.000000
| ALIGN=LEFT | earshot; you can make it visible with the script command <FONT COLOR="#0000FF">ai2_showvision = 1</FONT>
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#D0C0AF" | 7D 1B 44 3F
| 0.766044
| ALIGN=LEFT | unknown
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#D0C0AF" | F3 B3 51 3F
| 0.819152
| ALIGN=LEFT | unknown
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#D0C0AF" | E8 D5 12 3F
| 0.573576
| ALIGN=LEFT | unknown
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#D0C0AF" | D5 D0 31 3E
| 0.173648
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#D0C0AF" | 6B 61 D8 BE
| 0.422618
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#EEDDFF" | B4 00 00 00
| 180
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#EEDDFF" | 84 03 00 00
| 900
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#EEDDFF" | 10 0E 00 00
| 3600
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#EEDDFF" | 10 0E 00 00
| 3600
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#EEDDFF" | 50 46 00 00
| 18000
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#EEDDFF" | A0 8C 00 00
| 36000
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#C5FF8A" | 00 00 80 3F
| 1.000000
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#C0C0C0" | 01 FB 03 00
| 1019
| ALIGN=LEFT | link to 01019-konoko.[[OBD:ONCV|ONCV]]
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#C0C0C0" | 01 F9 03 00
| 1017
| ALIGN=LEFT | link to 01017-.[[OBD:ONCP|ONCP]]; you can set all to zero, Oni doesn't need it
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#C0C0C0" | 01 FA 03 00
| 1018
| ALIGN=LEFT | link to 01018-.[[OBD:ONIA|ONIA]]; you can set all to zero, Oni doesn't need it
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#FF0080" | 00 00 00 00
| 0
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#FFFFA6" COLSPAN=2 | <TT>Light</TT>
| ALIGN=LEFT | unknown; maybe the weight
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#71FFB8" COLSPAN=2 | <TT>Footstep_Walk</TT>
| ALIGN=LEFT | walk impact (04124-Footstep_Walk.[[OBD:Impt|Impt]] of level 0); always the same;<BR>without the impacts you can't hear the steps of a character
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#71FFB8" | FF FF
| 65535
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#71FFB8" COLSPAN=2 | <TT>Footstep_RunMain</TT>
| ALIGN=LEFT | run impact (04129-Footstep_RunMain.[[OBD:Impt|Impt]] of level 0); always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#71FFB8" | FF FF
| 65535
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#71FFB8" COLSPAN=2 | <TT>Footstep_Crouch</TT>
| ALIGN=LEFT | crouch impact (04123-Footstep_Crouch.[[OBD:Impt|Impt]] of level 0); always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#71FFB8" | FF FF
| 65535
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#71FFB8" COLSPAN=2 | <TT>Fall_Slide</TT>
| ALIGN=LEFT | fall slide impact (04122-Fall_Slide.[[OBD:Impt|Impt]] of level 0); always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#71FFB8" | FF FF
| 65535
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#71FFB8" COLSPAN=2 | <TT>Fall_Land</TT>
| ALIGN=LEFT | fall land impact (04119-Fall_Land.[[OBD:Impt|Impt]] of level 0); always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#71FFB8" | FF FF
| 65535
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#71FFB8" COLSPAN=2 | <TT>Fall_LandHard</TT>
| ALIGN=LEFT | land hard impact (04120-Fall_LandHard.[[OBD:Impt|Impt]] of level 0); always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#71FFB8" | FF FF
| 65535
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#71FFB8" COLSPAN=2 | <TT>Fall_Knockdown</TT>
| ALIGN=LEFT | fall knockdown impact (04118-Fall_Knockdown.[[OBD:Impt|Impt]] of level 0); always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#71FFB8" | FF FF
| 65535
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#71FFB8" COLSPAN=2 | <TT>Fall_Knockdown</TT>
| ALIGN=LEFT | fall knockdown impact (04118-Fall_Knockdown.[[OBD:Impt|Impt]] of level 0); always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#71FFB8" | FF FF
| 65535
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#71FFB8" COLSPAN=2 | <TT>Fall_Knockdown</TT>
| ALIGN=LEFT | fall knockdown impact (04118-Fall_Knockdown.[[OBD:Impt|Impt]] of level 0); always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#71FFB8" | FF FF
| 65535
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#71FFB8" COLSPAN=2 | <TT>Footstep_Turn</TT>
| ALIGN=LEFT | turn impact (04135-Footstep_Turn.[[OBD:Impt|Impt]] of level 0); always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#71FFB8" | FF FF
| 65535
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#71FFB8" COLSPAN=2 | <TT>Footstep_RunStart</TT>
| ALIGN=LEFT | run start impact (04131-Footstep_RunStart.[[OBD:Impt|Impt]] of level 0); always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#71FFB8" | FF FF
| 65535
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#71FFB8" COLSPAN=2 | <TT>Footstep_SingleStep</TT>
| ALIGN=LEFT | single step impact (04134-Footstep_SingleStep.[[OBD:Impt|Impt]] of level 0); always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#71FFB8" | FF FF
| 65535
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#71FFB8" COLSPAN=2 | <TT>Footstep_RunStop</TT>
| ALIGN=LEFT | run stop impact (04133-Footstep_RunStop.[[OBD:Impt|Impt]] of level 0); always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#71FFB8" | FF FF
| 65535
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#71FFB8" COLSPAN=2 | <TT>Footstep_WalkStop</TT>
| ALIGN=LEFT | walk stop impact (04137-Footstep_WalkStop.[[OBD:Impt|Impt]] of level 0); always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#71FFB8" | FF FF
| 65535
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#71FFB8" COLSPAN=2 | <TT>Footstep_RunSprint</TT>
| ALIGN=LEFT | run fast impact (04130-Footstep_RunSprint.[[OBD:Impt|Impt]] of level 0); always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#71FFB8" | FF FF
| 65535
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#0000BF" | 00 00
| 0
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#804040" COLSPAN=2 | not used
| ALIGN=LEFT | special death particles; only the mad bomber use it
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#FF22FF" | 00 00 00 00
| 0
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#FF22FF" | 00 00 00 00
| 0
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#808080" | 01 E6 03 00
| 998
| ALIGN=LEFT | link to 00998-konoko_body_high.[[OBD:TRBS|TRBS]]
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#808080" | 01 E7 03 00
| 999
| ALIGN=LEFT | link to 00999-konoko002_high_texture_generic.[[OBD:TRMA|TRMA]]
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#808080" | 01 E8 03 00
| 1000
| ALIGN=LEFT | link to 01000-.[[OBD:CBPM|CBPM]]
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#808080" | 01 EC 03 00
| 1004
| ALIGN=LEFT | link to 01004-.[[OBD:CBPI|CBPI]]
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#FFAA82" | 2C 01 00 00
| 300
| ALIGN=LEFT | fight mode timer in 1/60 seconds
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#FFAA82" | 30 75 00 00
| 30000
| ALIGN=LEFT | 1st idle animation timer in 1/60 seconds (Thanks to Loser for this info.)
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#FFAA82" | 30 75 00 00
| 30000
| ALIGN=LEFT | 2nd idle animation timer in 1/60 seconds (Thanks to Loser for this info.)
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#FFAA82" | C8 00 00 00
| 200
| ALIGN=LEFT | basic health of the character model; extra health informations for every unique character you'll find in the [[OBD:Character.BINA|Character.BINA]] file
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#FFAA82" | 48 00 00 00
| 72
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#00D900" | 00 00 80 3F
| 1.000000
| ALIGN=LEFT | minimal body size factor (Thanks to geyser for this info.)
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#00D900" | 00 00 80 3F
| 1.000000
| ALIGN=LEFT | maximal body size factor (Thanks to geyser for this info.)
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#00D900" | 00 00 00 00
| 0.000000
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#00D900" | 00 00 00 00
| 0.000000
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#00D900" | 00 00 00 3F
| 0.500000
| ALIGN=LEFT | unknown
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#00D900" | 00 00 80 3E
| 0.250000
| ALIGN=LEFT | unknown
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#00D900" | 00 00 00 00
| 0.000000
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#00D900" | 00 00 00 00
| 0.000000
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#00D900" | 00 00 00 00
| 0.000000
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#00D900" | 00 00 00 3F
| 0.500000
| ALIGN=LEFT | unknown
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#CACAFF" | 01 F6 03 00
| 1014
| ALIGN=LEFT | link to 01014-konoko_animations.[[OBD:TRAC|TRAC]]
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#CACAFF" | 01 F7 03 00
| 1015
| ALIGN=LEFT | link to 01015-konoko_screens.[[OBD:TRSC|TRSC]]
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#F0F000" | 1E 00
| 30
| ALIGN=LEFT | unknown; always the same
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#F0F000" | 00 00
| 0
| ALIGN=LEFT | unknown; only the mad bomber use it
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#E7FFCE" | 00
| 0
| ALIGN=LEFT | unknown
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#E7FFCE" | 01
| 1
| ALIGN=LEFT | unknown
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#E7FFCE" | 00
| 0
| ALIGN=LEFT | unknown
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#E7FFCE" | 00
| 0
| ALIGN=LEFT | unknown
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| BGCOLOR="#4F7291" | AD DE AD DE
| dead
| ALIGN=LEFT | not used; always the same
|}


==[[OBD:ONIA|ONIA]]: Oni character impact array==
* ONIA is used for special attacks as kind of extension to [[#OBPI:_character_body_part_impacts|CBPI]] in ONIE.
* <Name> is anchor for TRAM link, <Type> and <Modifier> are links for ONIE. "Light", "Medium" and "Heavy" are possible modifier.
* See [[OBD_talk:BINA/ONIE#ONIE:_impact_effects|ONIE]] for more information.


<HR>


'''XML structure'''
    <Instance id="4" type="ONIA">
        <Impacts>
            <ONIAImpact>
                <Name>...</Name>
                <Type>Bar_Super_Punch</Type>
                <Modifier>Heavy</Modifier>
            </ONIAImpact>
            [...]
    </Instance>


<CENTER>Here you can download the complete overview of all used different ONCC files as a text file.<BR>Copy it to a spreadsheet calculation program like Excel.<BR>
*[http://www6.fh-eberswalde.de/user/dkriesch/onistuff/subfold/text/oni_oncc_dc.txt text file]with commas as decimal hyphens (200 kb)
*[http://www6.fh-eberswalde.de/user/dkriesch/onistuff/subfold/text/oni_oncc_dp.txt text file]with points as decimal hyphens (200 kb)</CENTER>


==[[OBD_talk:ONCC#CBPM|CBPM]]: character body part materials==
* CBPM link to [[OBD_talk:Mtrl#Mtrl:_materials|Mtrl]] files which are used by [[OBD_talk:BINA/ONIE#ONIE:_impact_effects|ONIE]].


<HR>
<CENTER>[[OBD:OFGA|<==]] <B>ONCC File</B> [[OBD:ONCP|==>]]</CENTER>
<HR>


'''XML structure'''


[[Main Page]] >> [[OBD:Oni Binary Data|Oni Binary Data]] >> [[OBD:File types|File types]] >> ONCC File
The link Id is equal to bone list in [[OBD:TRIA#Bones|TRIA]]. For example: eleventh material links to character's head.
 
    <Instance id="7" type="CBPM">
        <Materials>
            <Link>MtrlCloth</Link>
            <Link>MtrlCloth</Link>
            <Link>MtrlArmor</Link>
            <Link>MtrlArmor</Link>
            <Link>MtrlCloth</Link>
            <Link>MtrlArmor</Link>
            <Link>MtrlArmor</Link>
            <Link>MtrlCloth</Link>
            <Link>MtrlArmor</Link>
            <Link>MtrlArmor</Link>
            <Link>MtrlArmor</Link>
            <Link>MtrlArmor</Link>
            <Link>MtrlArmor</Link>
            <Link>MtrlArmor</Link>
            <Link>MtrlArmor</Link>
            <Link>MtrlArmor</Link>
            <Link>MtrlArmor</Link>
            <Link>MtrlArmor</Link>
            <Link>MtrlArmor</Link>
        </Materials>
    </Instance>
 
 
==[[OBD:CBPI|CBPI]]: character body part impacts==
* They link to [[OBD_talk:Impt#Impt:_impacts|Impt]] files which are used by [[OBD_talk:BINA/ONIE#ONIE:_impact_effects|ONIE]].
* Special attacks have there own Impt files. See [[#ONIA:_Oni_character_impact_array|ONIA]].
 
 
'''XML structure'''
 
The link Id is equal to bone list in [[OBD:TRIA#Bones|TRIA]]. For example: eleventh material links to character's head.
    <Instance id="8" type="CBPI">
        <HitImpacts>
            <Link>ImptKick_Hit</Link>
            <Link>ImptKick_Hit</Link>
            <Link>ImptKick_Hit</Link>
            <Link>ImptKick_Hit</Link>
            <Link>ImptKick_Hit</Link>
            <Link>ImptKick_Hit</Link>
            <Link>ImptKick_Hit</Link>
            <Link>ImptKick_Hit</Link>
            <Link>ImptPunch_Hit</Link>
            <Link>ImptHead_Hit</Link>
            <Link>ImptHead_Hit</Link>
            <Link>ImptHead_Hit</Link>
            <Link>ImptPunch_Hit</Link>
            <Link>ImptPunch_Hit</Link>
            <Link>ImptPunch_Hit</Link>
            <Link>ImptHead_Hit</Link>
            <Link>ImptPunch_Hit</Link>
            <Link>ImptPunch_Hit</Link>
            <Link>ImptPunch_Hit</Link>
        </HitImpacts>
        <BlockedImpacts>
            <Link>ImptKick_Blocked</Link>
            <Link>ImptKick_Blocked</Link>
            <Link>ImptKick_Blocked</Link>
            <Link>ImptKick_Blocked</Link>
            <Link>ImptKick_Blocked</Link>
            <Link>ImptKick_Blocked</Link>
            <Link>ImptKick_Blocked</Link>
            <Link>ImptKick_Blocked</Link>
            <Link>ImptPunch_Blocked</Link>
            <Link>ImptHead_Blocked</Link>
            <Link>ImptHead_Blocked</Link>
            <Link>ImptHead_Blocked</Link>
            <Link>ImptPunch_Blocked</Link>
            <Link>ImptPunch_Blocked</Link>
            <Link>ImptPunch_Blocked</Link>
            <Link>ImptHead_Blocked</Link>
            <Link>ImptPunch_Blocked</Link>
            <Link>ImptPunch_Blocked</Link>
            <Link>ImptPunch_Blocked</Link>
        </BlockedImpacts>
        <KilledImpacts>
            <Link>ImptKick_Killed</Link>
            <Link>ImptKick_Killed</Link>
            <Link>ImptKick_Killed</Link>
            <Link>ImptKick_Killed</Link>
            <Link>ImptKick_Killed</Link>
            <Link>ImptKick_Killed</Link>
            <Link>ImptKick_Killed</Link>
            <Link>ImptKick_Killed</Link>
            <Link>ImptPunch_Killed</Link>
            <Link>ImptHead_Killed</Link>
            <Link>ImptHead_Killed</Link>
            <Link>ImptHead_Killed</Link>
            <Link>ImptPunch_Killed</Link>
            <Link>ImptPunch_Killed</Link>
            <Link>ImptPunch_Killed</Link>
            <Link>ImptHead_Killed</Link>
            <Link>ImptPunch_Killed</Link>
            <Link>ImptPunch_Killed</Link>
            <Link>ImptPunch_Killed</Link>
        </KilledImpacts>
    </Instance>
 
 
=special ONCC overview=
"Here you can download the complete overview of all used different ONCC files as a text file.<BR>Copy it to a spreadsheet calculation program like Excel." - '''[[User_talk:Ssg|ssg]]'''
*http://ssg.oni2.net/subfold/text/oni_oncc_dp.txt
*http://ssg.oni2.net/subfold/text/oni_oncc_dc.txt

Revision as of 09:07, 11 April 2009

ONCC: Oni character class

  • ONCP, ONIA, OBPI and OBPM are part of ONCC*.oni files. (They can be found in edition/GameDataFolder/level0_...)


ONCP: character particle

  • ONCP is used for giving particle to animations. Search for "Particles" tag in TRAM file.


XML structure

   <Instance id="3" type="ONCP">
       <Particles>
           <ONCPParticle>
               <Name>...</Name>
               <Type>...</Type>
               <BodyPart>...</BodyPart>
           </ONCPParticle>
           [...]
       </Particles>
   </Instance>
<Name> is anchor for TRAM link
<Type> provide particle (file name without prefix BINA3RAP and without suffix .oni)
<BodyPart> means bone Id, see TRIA


ONIA: Oni character impact array

  • ONIA is used for special attacks as kind of extension to CBPI in ONIE.
  • <Name> is anchor for TRAM link, <Type> and <Modifier> are links for ONIE. "Light", "Medium" and "Heavy" are possible modifier.
  • See ONIE for more information.


XML structure

   <Instance id="4" type="ONIA">
       <Impacts>
           <ONIAImpact>
               <Name>...</Name>
               <Type>Bar_Super_Punch</Type>
               <Modifier>Heavy</Modifier>
           </ONIAImpact>
           [...]
   </Instance>


CBPM: character body part materials

  • CBPM link to Mtrl files which are used by ONIE.


XML structure

The link Id is equal to bone list in TRIA. For example: eleventh material links to character's head.

    <Instance id="7" type="CBPM">
        <Materials>
            <Link>MtrlCloth</Link>
            <Link>MtrlCloth</Link>
            <Link>MtrlArmor</Link>
            <Link>MtrlArmor</Link>
            <Link>MtrlCloth</Link>
            <Link>MtrlArmor</Link>
            <Link>MtrlArmor</Link>
            <Link>MtrlCloth</Link>
            <Link>MtrlArmor</Link>
            <Link>MtrlArmor</Link>
            <Link>MtrlArmor</Link>
            <Link>MtrlArmor</Link>
            <Link>MtrlArmor</Link>
            <Link>MtrlArmor</Link>
            <Link>MtrlArmor</Link>
            <Link>MtrlArmor</Link>
            <Link>MtrlArmor</Link>
            <Link>MtrlArmor</Link>
            <Link>MtrlArmor</Link>
        </Materials>
    </Instance>


CBPI: character body part impacts

  • They link to Impt files which are used by ONIE.
  • Special attacks have there own Impt files. See ONIA.


XML structure

The link Id is equal to bone list in TRIA. For example: eleventh material links to character's head.

   <Instance id="8" type="CBPI">
       <HitImpacts>
           <Link>ImptKick_Hit</Link>
           <Link>ImptKick_Hit</Link>
           <Link>ImptKick_Hit</Link>
           <Link>ImptKick_Hit</Link>
           <Link>ImptKick_Hit</Link>
           <Link>ImptKick_Hit</Link>
           <Link>ImptKick_Hit</Link>
           <Link>ImptKick_Hit</Link>
           <Link>ImptPunch_Hit</Link>
           <Link>ImptHead_Hit</Link>
           <Link>ImptHead_Hit</Link>
           <Link>ImptHead_Hit</Link>
           <Link>ImptPunch_Hit</Link>
           <Link>ImptPunch_Hit</Link>
           <Link>ImptPunch_Hit</Link>
           <Link>ImptHead_Hit</Link>
           <Link>ImptPunch_Hit</Link>
           <Link>ImptPunch_Hit</Link>
           <Link>ImptPunch_Hit</Link>
       </HitImpacts>
       <BlockedImpacts>
           <Link>ImptKick_Blocked</Link>
           <Link>ImptKick_Blocked</Link>
           <Link>ImptKick_Blocked</Link>
           <Link>ImptKick_Blocked</Link>
           <Link>ImptKick_Blocked</Link>
           <Link>ImptKick_Blocked</Link>
           <Link>ImptKick_Blocked</Link>
           <Link>ImptKick_Blocked</Link>
           <Link>ImptPunch_Blocked</Link>
           <Link>ImptHead_Blocked</Link>
           <Link>ImptHead_Blocked</Link>
           <Link>ImptHead_Blocked</Link>
           <Link>ImptPunch_Blocked</Link>
           <Link>ImptPunch_Blocked</Link>
           <Link>ImptPunch_Blocked</Link>
           <Link>ImptHead_Blocked</Link>
           <Link>ImptPunch_Blocked</Link>
           <Link>ImptPunch_Blocked</Link>
           <Link>ImptPunch_Blocked</Link>
       </BlockedImpacts>
       <KilledImpacts>
           <Link>ImptKick_Killed</Link>
           <Link>ImptKick_Killed</Link>
           <Link>ImptKick_Killed</Link>
           <Link>ImptKick_Killed</Link>
           <Link>ImptKick_Killed</Link>
           <Link>ImptKick_Killed</Link>
           <Link>ImptKick_Killed</Link>
           <Link>ImptKick_Killed</Link>
           <Link>ImptPunch_Killed</Link>
           <Link>ImptHead_Killed</Link>
           <Link>ImptHead_Killed</Link>
           <Link>ImptHead_Killed</Link>
           <Link>ImptPunch_Killed</Link>
           <Link>ImptPunch_Killed</Link>
           <Link>ImptPunch_Killed</Link>
           <Link>ImptHead_Killed</Link>
           <Link>ImptPunch_Killed</Link>
           <Link>ImptPunch_Killed</Link>
           <Link>ImptPunch_Killed</Link>
       </KilledImpacts>
   </Instance>


special ONCC overview

"Here you can download the complete overview of all used different ONCC files as a text file.
Copy it to a spreadsheet calculation program like Excel." - ssg