ONIE is a list of all impacts effects which can happen in the game. That includes weapon particle, hand-to-hand combat and movements. The impact effects depends on source type and the material which is hit.
List of combat profiles for global use. There you can set AI's conditions for hand-to-hand, weapon combat, and retreat - in dependence of distances and enemy's counterattack.
List of consoles in a specific level. There you can setup their position, script name (Id), screen images, and script functions. Basically they are used to open doors.
List of doors in a specific level. There you write conditions when a door opens (or not), and what events are triggered by a character who passes/comes near the door.
List of neutral behaviors in a specific level. Every character has melee, combat and netral behavior Id. It determines whether a non-player character (NPC) talks to you or not, this includes also rewards you could get from such characters.
List of sound "groups" (spheres) in a specific level. It used to create sound spheres. Come near a machine and you might hear a sound, that's because of SNDG.
List of turrets in a specific level. Not that their pods are part of the level geometry. Spawn one additional and it might be located somewhere in the air. Basicly you can setup their head's position, the weapon inside the turrent head, and the team Id which is the target.
Akira Environment. It's the 3D level model. You can take a look into it but it's not recommended to tweak this by hand. Instead edit the AKEV as dae file in a 3D editor like Mod Tool.
Object Furniture Geometry Array. Used to import objects with no functions. (Door, consoles, etc. becomes imported by their object collections. See ONLV for more information.)
Character class. It contains weapon skills, behavior Ids, view radius, jump power, sounds, 3D model (TRBS), animation collection (TRAC), textures (TRMA), and much more.
The XML file contains also the character's body part material (CBPM), body part impacts (CBPI), and particles for animations (ONCP and ONIA).
Character variant. 1) It's used to build up the hierarchy of randomness pools. Some characters with different appearance can form a pool for randomness. A flag in CHAR determinze if a character use one of these pools. 2) It can be also used to upgrade characters on difficult level hard - enabled by a flag in CHAR.
Game settings. There you can modify the values of the health bar, hypospray strength, game difficult setting, at what distance item glow is displayed, and autoprompts (text message when picking up a new kind of item).
Oni Game Level. Holds among other things: BSL folder name (<Name>), AKEV (Akira Environment) link, ONSK (Oni sky) link, and a link to AISA (AI Character Setup Array which is a bit obsolent because of CHAR).
Part specification. Oni can decorate a page (OPge, TxtC, maybe other too) with images from one source. You write coordinates there which means these parts.
Animation. You can create new animations with Mod Tool. But for setting Oni-specific flags, links to particle and so on you need to edit the xml file afterwards or you create precursor xml before.
Totoro Body Set, in other words the 3d model of a character. ONCC (character class) files links to TRBS. The 3d data itself will be exported/imported as dae files.