OBD:ONCP: Difference between revisions

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[[Main Page]] >> [[OBD:Oni Binary Data|Oni Binary Data]] >> [[OBD:File types|File Types]] >> ONCP File
{{OBD_File_Header | type=ONCP | prev=ONCC | next=ONCV | name=Oni Character Particle Array  | family=Character | align=center}}




<CENTER>[[OBD:ONCC|<==]] <FONT SIZE=5>ONCP File</FONT> [[OBD:ONCV|==>]]<BR>
[[image:oncp_a.gif]]
<FONT SIZE=2>Oni Character Particle Array - Character File</FONT></CENTER>




http://www6.fh-eberswalde.de/user/dkriesch/onistuff/images/oncp_a.gif
{{Table}}
{{OBDth}}
{{OBDtr| 0x00 | res_id  |FF0000| 01 F9 03 00 | 1017      | 01017-.ONCP }}
{{OBDtr| 0x04 | lev_id  |FFFF00| 01 00 00 06 | 3          | level 3 }}
{{OBDtr| 0x08 | char[16] |00FF00| AD DE      | dead      | padding }}
{{OBDtr| 0x18 | bool    |00FF00| 0          | 0          | is loaded; must be 0, set to 1 at runtime }}
{{OBDtr| 0x19 | char[3]  |00FF00| AD DE      | dead      | padding }}
{{OBDtr| 0x1C | uint32    |00FFFF| 0D 00 00 00 | 13        | array size }}
{{OBDtrBK}}
{{OBDtr2|0x00 | char[16] |FFC8C8| acid                    | particle name (referenced by [[OBD:TRAM/raw0x2C|TRAM particles]]) }}
{{OBDtr2|0x10 | char[64] |FFFFC8| env_splash_e01a          | [[OBD:BINA/PAR3|particle class name]] }}
{{OBDtr| 0x50 | uint16  |C8FFC8| FF FF      | -1        | number of the bodypart; see below }}
{{OBDtr| 0x52 | char[2]    |C8FFFF| 5F 00      | 95        | padding }}
{{OBDtr| 0x54 | offset    |FFC8FF| 00 00 00 00 | 0          | raw offset of particle class; runtime only }}
|}


;Note
:The ONCP is the list of all the particles (motion trails, combo flashes, etc) that will be available for the [[OBD:ONCC|ONCC]] that links to it.
:Nothing bad happens if an ONCC doesn't find a particle required by an animation, you just get a warning at the console.
:However, [[AE]]'s glass-breaking animations will give you a ''lot'' of warnings without the right ONCP (basically for all combat moves, not just flashy ones).


{| BORDER=1 WIDTH=100% CELLPADDING=2 CELLSPACING=0
;Bodypart number
|- BGCOLOR="#FFDDBB" ALIGN=CENTER
*0-19 - this is a super particle attached to the specified bodypart when the character has daodan powers; the particle name must start with super for this to work; particle events are as follows:
| WIDTH=15% | <B>Hex</B>
**particle is "create"d (if absent) and "start"ed when entering overpower while the character is "active";
| WIDTH=15% | <B>Translation</B>
**particle is "stop"ped when overpower runs out;
| WIDTH=70% | <B>Meaning</B>
**particle is killed (either is deleted or "die"s on its own) when/if the character goes "inactive".
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
*0xFFFF - the particle is attached by an animation (the animation specifies the bodypart); particle events are as follows:
| BGCOLOR="#FF0000" | 01 F9 03 00
**the animation can "create" multiple instances of a particle as necessary (one per bone involved), at the start of the animation;
| 1017
**particle is "start"ed and "stop"ped according to the frames specified in [[OBD:TRAM/raw0x2C|TRAM]];
| ALIGN=LEFT | 01017-.ONCP
**particle is killed at the end of the animation
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
*0x8000 - the particle is attached by an animation (the animation specifies the bodypart) and it also generates a Self_Damage_Killed impact (user by back breaking animations); particle event rules are same as for 0xFFFF
| BGCOLOR="#FFFF00" | 01 00 00 06
| 3
| ALIGN=LEFT | level 3
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#00FF00" | AD DE
| dead
| ALIGN=LEFT | not used
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#00FFFF" | 0D 00 00 00
| 13
| ALIGN=LEFT | 13 packages follow (one package is edged in black)
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#000000"
| COLSPAN=3 | <FONT SIZE=2 COLOR="#FFFFFF">Below follows the first package.</FONT>
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#FFC8C8" COLSPAN=2 | <TT>acid</TT>
| ALIGN=LEFT | name of the particle (all entries after the fist 00 are useless)
|}
 


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


{{OBD_File_Footer | type=ONCP | prev=ONCC | next=ONCV | name=Oni Character Particle Array  | family=Character}}


[[Main Page]] >> [[OBD:Oni Binary Data|Oni Binary Data]] >> [[OBD:File types|File Types]] >> ONCP File
{{OBD}}
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