Screenshot
Basic setup
- APPEARANCE, WEAPON, POSITION, MISC SPAWN FLAGS
 
| Raw hex
 | 
Value
 | 
Meaning
 |  
| 52 41 48 43
 | 
CHAR
 | 
character
 |  
| 87 19 00 00
 | 
6535
 | 
old file ID
 |  
| 00 00 00 00
 | 
0
 | 
unknown
 |  
| 
 A5 7D 9D 43
 
 | 
314.981597
 | 
x-position of the character
 |  
| 00 00 D8 C1
 | 
-27.000000
 | 
y-position (height) of the character
 |  
| 98 09 1E 42
 | 
39.509368
 | 
z-position of the character
 |  
| 00 00 00 00
 | 
0.000000
 | 
rotation on the x-axis in degrees
 |  
| 00 00 87 43
 | 
270.000000
 | 
rotation on the y-axis in degrees
 |  
| 00 00 00 00
 | 
0.000000
 | 
rotation on the z-axis in degrees
 |  
| 01
 | 
1
 | 
option bitset 1 (see below)
 |  
| 00
 | 
0
 | 
option bitset 2 (see below)
 |  
| 00 00
 | 
0
 | 
unknown; always zero
 |  
| konoko_generic
 | 
link by name to character class (local, konoko_generic.ONCC)
 |  
| konoko
 | 
name of the character
 |  
| w1_tap
 | 
link by name to weapon class (global, w1_tap.ONWC)
 |  
| not used
 | 
unknown; never used in Oni (maybe second weapon)
 |   
 | 
- Option bitset 1
 
- 1 - player character
 
- 2 - random skin
 
- 4 - not prespawned
 
- 8 - non-combatant
 
- 16 - multi-spawnable
 
- 32 - unknown
 
- 64 - unkillable
 
- 128 - superammo
 
- Option bitset 2
 
option 2; it's a bitset; the following options are possible (values in dec):
- 1 - boss (whatever that means)
 
- 2 - has LSI
 
- 4 - no auto-drop (whatever that means)
 
- 8 - upgrade difficulty (spawns a stronger enemy if you play on medium or hard)
 
- 16 - omniscient (whatever that means)
 
- 32 - unknown, never used
 
- 64 - unknown, never used
 
- 128 - unknown, never used
 
Script functions
- ARE CALLED BY THE SCRIPT ENGINE WHEN CERTAN THINGS HAPPEN TO A CHARACTER
 
- To whoever edited the below table, a few things could be more precise
 
- what does "when a character is alarmed" mean, exactly? what is "alarm calling"?
 
- if none of that is clear, how did you find out about that whole "alarm" thing?
 
- same question about the "nopath" : where does the identifier come from?
 
- why not register and log in when contributing such critical stuff?
 
- ^^
 
| Raw hex
 | 
Value
 | 
Meaning
 |  
| not used
 | 
script function called when character is spawned
 |  
| you_lose
 | 
script function called when character dies (health reaches 0); can work multiple times
 |  
| not used
 | 
script function called when character notices an enemy; works only once
 |  
| not used
 | 
alarm function; never used in Oni, "should" be called when this character is alarmed. Dunno if this one isn't working or alarm calling isn't working...
 |  
| not used
 | 
script function called when character is hurt for the first time; works only once
 |  
| not used
 | 
script function called when character is "defeated" (health reaches 1); works only once
 |  
| not used
 | 
script function called when character runs out of ammo (reloads a weapon with the last clip/cell); works only once, and the character must have the ammo at spawn-time
 |  
| not used
 | 
nopath function, some exotic script function call ("should" be called when a character has trouble pathfinding, but isn't)
 |   
 | 
Less basic setup
- INVENTORY, TEAM, JOBS, ALERT/PURSUIT
 
| Raw hex
 | 
Value
 | 
Meaning
 |  
| 00 00 00 00
 | 
0
 | 
 additional health (the basic health you'll find in the ONCC file of the character)
 
 |  
| 00 00 00 00
 | 
0
 | 
job ID (see below)
 |  
| 00 00
 | 
0
 | 
patrol path ID (looked up in local CJBOPatrol_Path.BINA)
 |  
| 00 00
 | 
0
 | 
combat ID (looked up in global CJBOCombat.BINA)
 |  
| 00 00
 | 
0
 | 
melee ID (looked up in global CJBOMelee Profile.BINA)
 |  
| 00 00
 | 
0
 | 
neutral ID (looked up in local CJBONeutral.BINA)
 |  
| 01 00
 | 
1
 | 
amount of ammo (red clips) that can be used
 |  
| 00 00
 | 
0
 | 
amount of ammo (red clips) that can be dropped
 |  
| 00 00
 | 
0
 | 
amount of energy cells (green clips) that can be used
 |  
| 00 00
 | 
0
 | 
amount of energy cells (green clips) that can be dropped
 |  
| 00 00
 | 
0
 | 
amount of hypos that can be used
 |  
| 00 00
 | 
0
 | 
amount of hypos that can be dropped
 |  
| 00 00
 | 
0
 | 
amount of force shields that can be used
 |  
| 00 00
 | 
0
 | 
amount of force shields that can be dropped
 |  
| 00 00
 | 
0
 | 
amount of phase cloaking that can be used (60 = 1 second)
 |  
| 00 00
 | 
0
 | 
amount of phase cloaking that can be dropped
 |  
| 00 00 00 00
 | 
0
 | 
unknown; always zero
 |  
| 00 00 00 00
 | 
0
 | 
team ID (see below)
 |  
| 64 00 00 00
 | 
100
 | 
ammo filling in percent
 |  
| 00 00 00 00
 | 
0
 | 
initial alert level (see below)
 |  
| 00 00 00 00
 | 
0
 | 
minimal alert level
 |  
| 01 00 00 00
 | 
1
 | 
alert level when starting a job
 |  
| 02 00 00 00
 | 
2
 | 
alert level when investigating
 |  
| 00
 | 
0
 | 
unknown
 |  
| 00
 | 
0
 | 
unknown
 |  
| 00
 | 
0
 | 
unknown
 |  
| 00
 | 
0
 | 
unknown
 |  
| 04 00 00 00
 | 
4
 | 
unknown (pm_pursue_strong?)
 |  
| 01 00 00 00
 | 
1
 | 
unknown (pm_pursue_weak?)
 |  
| 04 00 00 00
 | 
4
 | 
unknown (pm_pursue_strong_seen?)
 |  
| 04 00 00 00
 | 
4
 | 
unknown (pm_pursue_weak_seen?)
 |  
| 00 00 00 00
 | 
0
 | 
unknown (pm_pursue_lost?)
 |   
 | 
- Job ID
 
- 0 - none
 
- 1 - idle
 
- 2 - guard (never used in Oni)
 
- 3 - patrol
 
- 4 - teambattle (never used in Oni)
 
- Team ID
 
- 0 - Konoko
 
- 1 - TCTF
 
- 2 - Syndicate
 
- 3 - Neutral
 
- 4 - SecurityGuard
 
- 5 - RogueKonoko
 
- 6 - Switzerland
 
- 7 - SyndicateAccessory
 
- Alert level
 
- 0 - lull
 
- 1 - low
 
- 2 - medium
 
- 3 - high
 
- 4 - combat
 
Blue Box Beta WMDD