XML:Impt: Difference between revisions
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Some Impts are used to detect the regular character-environment collision which comes from a character's movement (see [[XML:ONCC# | Some Impts are used to detect the regular character-environment collision which comes from a character's movement (see [[XML:ONCC#Variants.2C_geometry.2C_health.2C_etc.|ONCC]]). It looks like this: | ||
<ImpactModifierName>Heavy</ImpactModifierName> | <ImpactModifierName>Heavy</ImpactModifierName> | ||
<Impacts> | <Impacts> |
Revision as of 16:05, 21 March 2022
Impt : Impact | ||
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XML
IGSt << Other file types >> IPge |
General information
- The XML on this page is based on OniSplit v0.9.61.0.
- Impt*.oni files are global (they can be found in AE/AEInstaller/vanilla/level0_Final.dat).
- They are used by CBPI, ONIA and ONIE.
- Impact is only specified by the file name.
- Every impact has a parent impact to organize effects in ONIE.
XML structure
For example, ImptBar_Super_Kick.xml:
<?xml version="1.0" encoding="utf-8"?> <Oni> <Impt id="0"> <ParentImpact>ImptKick_Hit</ParentImpact> </Impt> </Oni>
Some Impts are used to detect the regular character-environment collision which comes from a character's movement (see ONCC). It looks like this:
<ImpactModifierName>Heavy</ImpactModifierName> <Impacts> <ONCCImpact> <Name>Footstep_Walk</Name> </ONCCImpact> [...] </Impacts>
Flags allowed for <ImpactModifierName>:
- Heavy
- Medium
- Light
Impact tree
If an impact (effect) links to an empty node, it will go up the hierarchy until it finds content and matching conditions.
Default | +--Blunt (groups non-damaging env/OBJC collisions, env/PAR3 (particle) collisions, and especially env/CHAR collisions) | | | +--Fall_Slide (used by? TRAM<ToState>RunSlide : ONCC<ONCCImpact><Name>Fall_Slide</Name></ONCCImpact>) | +--Hit (Groups objects and particles attracted by gravity?) | | | | | +--Fall | | | | | | | +--Fall_Knockdown | | | +--Fall_Land | | | | | | | +--Fall_LandHard | | | | | +--Fall_Object | | | | | | | +--Powerup | | | +--Weapon | | | | | +--Shrapnel (used by: BINA3RAPw5_sbg_f05, BINA3RAPw11_ba1_f03) | | +--Weapon_Bounce (used by: BINA3RAPw5_sbg_p01, BINA3RAPw9_scr_p08, BINA3RAPw9_scr_p01, BINA3RAPw10_sni_p01) | | | +--Footstep | | | +--Footstep_Run | | | | | +--Footstep_RunMain | | +--Footstep_RunSprint | | +--Footstep_RunStop | | +--Footstep_Shuffle | | | | | +--Footstep_RunStart | | +--Footstep_SingleStep | | +--Footstep_Turn | | | +--Footstep_Walk | | | | | +--Footstep_WalkMain | | +--Footstep_WalkStop | | +--Footstep_Crouch | | | +--Footstep_Zombie | +--Footstep_IronDemon | | | +--Footstep_IronDemon_Turn | +--Damaging (Meant to group items by damage type, but is unused because particles hold the information about damage types?) | | | +--Blast (Is this used by any instance? Let's check explosive particles: MadBomber, SBG, WMC, ShinBomb) | +--Projectile (Groups ONWC names by ONWC flags??? [0x00/0x01 = UsesAmmo?], UsesCells, Explosive) | | | +--Bullet | | | | | +--w1_tap | | +--w2_sap | | +--w7_scc | | +--w8_mbo | | | +--Energy | | | | | +--w3_phr | | +--w4_psm | | +--w6_vdg | | +--w10_sni | | +--w12_ba2 | | +--w13_muro | | +--w14_muro | | | +--Grenade | | | +--w5_sbg | +--w9_scr (Is actually an energy weapon (ONWC flag "UsesCells"), wrong cat.?) | +--w11_ba1 | +--Debris (FX?) | | | +--Casing | +--Glass_Shard | +--Spark | +--Melee (H2H attack impacts) | +--Head (headbutt, anyone?) | | | +--Head_Blocked | +--Head_Hit | +--Head_Killed | +--Kick | | | +--Kick_Blocked | +--Kick_Hit (Groups ONIA links. Redundant of ONCP since ONIA's <Modifier> is always "Any". Or you could think of it as "future-proof" if you add more (actual light and heavy) characters.)) | | | | | +--Bar_Super_Kick | | +--Com_Super_Kick | | +--Eli_Super_Kick | | +--Gri_Super_Kick | | +--Kon_Super_Kick | | +--Mur_Super_Kick | | +--Nin_Super_Kick | | +--Red_Super_Kick | | +--Str_Super_Kick | | +--Swt_Super_Kick | | +--Tan_Super_Kick | | +--Tcl_Super_Kick | | +--Thu_Super_Kick | | | +--Kick_Killed | +--Punch | | | +--Punch_Blocked | +--Punch_Hit (Groups ONIA links. Redundant of ONCP since ONIA's <Modifier> is always "Any". Or you could think of it as "future-proof" if you add more (actual light and heavy) characters.) | | | | | +--Bar_Super_Punch | | +--Com_Super_Punch | | +--Eli_Super_Punch | | +--Gri_Super_Punch | | +--Kon_Super_Punch | | +--Mur_Super_Punch | | +--Nin_Super_Punch | | +--Red_Super_Punch | | +--Str_Super_Punch | | +--Swt_Super_Punch | | +--Tan_Super_Punch | | +--Tcl_Super_Punch | | +--Thu_Super_Punch | | | +--Punch_Killed | +--Self_Damage +--Self_Damage_Killed