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Paradox-01 (talk | contribs) (+ Impact tree) |
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===Impact tree=== | ===Impact tree=== | ||
If an impact (effect) links to an empty node it will go the hierarchy upwards until it finds content and matching conditions. | |||
Default | Default | ||
| | | | ||
+--Blunt | +--Blunt (groups env (especially enc-char) collisions ? self: empty) | ||
| | | | | | ||
| +--Fall_Slide | | +--Fall_Slide (line of connection ? TRAM<ToState>RunSlide : ONCC<ONCCImpact><Name>Fall_Slide</Name></ONCCImpact> : ONIE, self: empty) | ||
| +--Hit (Groups objects and particle attracted by gravity?) | | +--Hit (Groups objects and particle attracted by gravity?) | ||
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| | | +--Weapon | | | | +--Weapon | ||
| | | | | | | | ||
| | +--Shrapnel | | | +--Shrapnel (BINA3RAPw5_sbg_f05, BINA3RAPw11_ba1_f03, self: empty) | ||
| | +--Weapon_Bounce ( | | | +--Weapon_Bounce (BINA3RAPw5_sbg_p01, BINA3RAPw9_scr_p08, BINA3RAPw9_scr_p01, BINA3RAPw10_sni_p01, self: empty) | ||
| | | | | | ||
| +--Footstep | | +--Footstep | ||
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+--Damaging (Meant to group items by damage type but is unused because particle hold the information about damage types ?) | +--Damaging (Meant to group items by damage type but is unused because particle hold the information about damage types ?) | ||
| | | | | | ||
| +--Blast | | +--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) | | +--Projectile (Groups ONWC names by ONWC flags ??? [0x00/0x01 = UsesAmmo?], UsesCells, Explosive) | ||
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| +--Kick_Blocked | | +--Kick_Blocked | ||
| +--Kick_Hit (Groups ONIA links) | | +--Kick_Hit (Groups ONIA links. For character-global (not bone specific) particle use ONCC-TRAM (ONCP) particle links.) | ||
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| | +--Bar_Super_Kick | | | +--Bar_Super_Kick | ||
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| +--Punch_Blocked | | +--Punch_Blocked | ||
| +--Punch_Hit (Groups ONIA links) | | +--Punch_Hit (Groups ONIA links. Redundant to ONCP since ONIA <Modifier> is always "Any". Or you think of it as "future-proof" if you add more (actual light and heavy) characters.) | ||
| | | | | | | | ||
| | +--Bar_Super_Punch | | | +--Bar_Super_Punch |
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