OBD:BINA/OBJC/CHAR: Difference between revisions

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m (me and my silly line formatting...)
m (design)
Line 1: Line 1:
{{OBD OBJC Header|align=center|type=CHAR|prev=WEAP|next=CMBT|name=Character|onistuff=b_ch}}
{{OBD OBJC Header | align=center | type=CHAR | prev=WEAP | next=CMBT | name=Character}}




----
==Basic setup - Apperance, weapon, position, misc spawn flags==
----
==Screenshot==
http://www6.fh-eberswalde.de/user/dkriesch/onistuff/images/bin_r_ch.gif




==Basic setup==
[[image:bin_r_ch.gif]]
;APPEARANCE, WEAPON, POSITION, MISC SPAWN FLAGS
 
{|{{OBDtable}}
 
|align=center|
{{Table}}
{|{{OBDtable}}
{{OBDth}}
|- bgcolor="#FFDDBB" align="CENTER"
{{OBDtr| 0x000 | char[4]  |FFC8C8| 52 41 48 43 | CHAR       | character }}
| width="15%" | '''Raw hex'''
{{OBDtr| 0x004 | int32    |FFFFC8| 87 19 00 00 | 6535       | old file ID }}
| width="15%" | '''Value'''
{{OBDtr| 0x008 | int32    |C8FFC8| 00 00 00 00 | 0         | unknwon }}
| width="70%" | '''Meaning'''
{{OBDtr| 0x00C | float    |C8FFFF| A5 7D 9D 43 | 314.981597 | x-position of the character }}
|-
{{OBDtr| 0x010 | float    |C8FFFF| 00 00 D8 C1 | -27.000000 | y-position (height) of the character }}
| bgcolor="#FFC8C8" | 52 41 48 43
{{OBDtr| 0x014 | float    |C8FFFF| 98 09 1E 42 | 39.509368 | z-position of the character }}
| CHAR
{{OBDtr| 0x018 | float    |FFC8FF| 00 00 00 00 | 0.000000   | rotation on the x-axis in degrees }}
| align="LEFT" | character
{{OBDtr| 0x01C | float    |FFC8FF| 00 00 87 43 | 270.000000 | rotation on the y-axis in degrees }}
|-
{{OBDtr| 0x020 | float    |FFC8FF| 00 00 00 00 | 0.000000   | rotation on the z-axis in degrees }}
| bgcolor="#FFFFC8" | 87 19 00 00
{{OBDtr| 0x024 | bitset32 |FFC800| 01 00 00 00 | 1, 0, 0, 0 | character options; the folowing bits are used:
| 6535
 
| align="LEFT" | old file ID
 
|-
:0x '''01''' 00 00 00 - player character
| bgcolor="#C8FFC8" | 00 00 00 00
:0x '''02''' 00 00 00 - random skin
| 0
:0x '''04''' 00 00 00 - not prespawned
| align="LEFT" | unknown
:0x '''08''' 00 00 00 - non-combatant
|-
:0x '''10''' 00 00 00 - multi-spawnable
| bgcolor="#C8FFFF" |
:0x '''20''' 00 00 00 - unknown
A5 7D 9D 43
:0x '''40''' 00 00 00 - unkillable
| 314.981597
:0x '''80''' 00 00 00 - superammo
| align="LEFT" | x-position of the character
:0x 00 '''01''' 00 00 - boss (whatever that means)
|-
:0x 00 '''02''' 00 00 - has LSI
| bgcolor="#C8FFFF" | 00 00 D8 C1
:0x 00 '''04''' 00 00 - no auto-drop (whatever that means <nowiki>==></nowiki> maybe drops nothing when killed )
| -27.000000
:0x 00 '''08''' 00 00 - upgrade difficulty (spawns a stronger enemy if you play on medium or hard)
| align="LEFT" | y-position (height) of the character
:0x 00 '''10''' 00 00 - omniscient (whatever that means)
|-
 
| bgcolor="#C8FFFF" | 98 09 1E 42
 
| 39.509368
}}
| align="LEFT" | z-position of the character
{{OBDtr2|0x028 | char[64] |B0C3D4| konoko_generic          | character class name (reference to [[OBD:ONCC|00991-konoko_generic.ONCC]]) }}
|-
{{OBDtr2|0x068 | char[32] |E7CEA5| konoko                   | character name }}
| bgcolor="#FFC8FF" | 00 00 00 00
{{OBDtr2|0x088 | char[32] |FFDDDD| w1_tap                   | weapon name (reference to [[OBD:ONWC|03701-w1_tap.ONWC]] of level 0) }}
| 0.000000
{{OBDtr2|0x0A8 | char[32] |64AAAA| unused                  | unknown; never used in Oni (maybe second weapon or it belongs to the weapon name part above) }}
| align="LEFT" | rotation on the x-axis in degrees
|-
| bgcolor="#FFC8FF" | 00 00 87 43
| 270.000000
| align="LEFT" | rotation on the y-axis in degrees
|-
| bgcolor="#FFC8FF" | 00 00 00 00
| 0.000000
| align="LEFT" | rotation on the z-axis in degrees
|-
| bgcolor="#FFC800" | 01
| 1
| align="LEFT" |option bitset 1 (see below)
|- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
| bgcolor="#C800C8" | 00
| 0
| align="LEFT" |option bitset 2 (see below)
|- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
| bgcolor="#C87C64" | 00 00
| 0
| align="LEFT" | unknown; always zero
|- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
| colspan="2" bgcolor="#B0C3D4" | <tt>konoko_generic</tt>
| align="LEFT" |link by name to character class (local, konoko_generic.[[OBD:ONCC|ONCC]])
|- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
| colspan="2" bgcolor="#E7CEA5" | <tt>konoko</tt>
| align="LEFT" | name of the character
|- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
| colspan="2" bgcolor="#FFDDDD" | <tt>w1_tap</tt>
| align="LEFT" |link by name to weapon class (global, w1_tap.[[OBD:ONWC|ONWC]])
|- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
| colspan="2" bgcolor="#64AAAA" | not used
| align="LEFT" | unknown; never used in Oni (maybe second weapon)
|}
|}
==Script functions - Called by engine when certain things happen to a character==
{{Table}}
{{OBDth}}
{{OBDtr2|0x0C8 | char[32] |EBEBEB| unused                  | script function called when character is spawned }}
{{OBDtr2|0x0E8 | char[32] |8C8CCC| you_lose                | script function called when character dies (health reaches 0); can work multiple times }}
{{OBDtr2|0x108 | char[32] |FF00C8| unused                  | script function called when character notices an enemy; works only once }}
{{OBDtr2|0x128 | char[32] |F0F096| unused                  | alarm function; never used in Oni, it is called when character is alarmed }}
{{OBDtr2|0x148 | char[32] |00C864| unused                  | script function called when character is hurt for the first time; works only once }}
{{OBDtr2|0x168 | char[32] |00C8FF| unused                  | script function called when character is "defeated" (health reaches 1); works only once }}
{{OBDtr2|0x188 | char[32] |C80040| unused                  | 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 }}
{{OBDtr2|0x1A8 | char[32] |FFCD96| unused                  | nopath function, some exotic script function call ("should" be called when a character has trouble pathfinding, but isn't) }}
|}
|}
;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




----
==Less basic setup - Inventory, team, jobs, alert/pursuit==
----
==Script functions==
;ARE CALLED BY THE SCRIPT ENGINE WHEN CERTAN THINGS HAPPEN TO A CHARACTER


{|{{OBDtable}}
|align=center|
{|{{OBDtable}}
|- bgcolor="#FFDDBB" align="CENTER"
| width="15%" | '''Raw hex'''
| width="15%" | '''Value'''
| width="70%" | '''Meaning'''
|-
| colspan="2" bgcolor="#EBEBEB" | not used
| align="LEFT" | script function called when character is spawned
|-
| colspan="2" bgcolor="#8C8CCC" | <tt>you_lose</tt>
| align="LEFT" | script function called when character dies (health reaches 0); can work multiple times
|-
| colspan="2" bgcolor="#FF00C8" | not used
| align="LEFT" | script function called when character notices an enemy; works only once
|-
| colspan="2" bgcolor="#F0F096" | not used
| align="LEFT" | alarm function; never used in Oni, it is called when character is alarmed
|-
| colspan="2" bgcolor="#00C864" | not used
| align="LEFT" | script function called when character is hurt for the first time; works only once
|-
| colspan="2" bgcolor="#00C8FF" | not used
| align="LEFT" | script function called when character is "defeated" (health reaches 1); works only once
|-
| colspan="2" bgcolor="#C80040" | not used
| align="LEFT" | 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
|-
| colspan="2" bgcolor="#FFCD96" | not used
| align="LEFT" | nopath function, some exotic script function call ("should" be called when a character has trouble pathfinding, but isn't)
|}
|}


{{Table}}
{{OBDth}}
{{OBDtr| 0x1C8 | int32    |C8C864| 00 00 00 00 | 0          | additional health (the basic health is stored in the [[OBD:ONCC|ONCC]] file of the character) }}
{{OBDtr| 0x1CC | int32    |0096C8| 00 00 00 00 | 0          | job ID; the following jobs are possible:


----
----


==Less basic setup==
;INVENTORY, TEAM, JOBS, ALERT/PURSUIT
{|{{OBDtable}}
|align=center|
{|{{OBDtable}}
|- bgcolor="#FFDDBB" align="CENTER"
| width="15%" | '''Raw hex'''
| width="15%" | '''Value'''
| width="70%" | '''Meaning'''
|-
| bgcolor="#C8C864" | 00 00 00 00
| 0
| align="LEFT" |
additional health (the basic health you'll find in the [[OBD:ONCC|ONCC]] file of the character)
|-
| bgcolor="#0096C8" | 00 00 00 00
| 0
| align="LEFT" |job ID (see below)
|-
| bgcolor="#FF80C0" | 00 00
| 0
| align="LEFT" | patrol path ID (looked up in local [[OBD:BINA/OBJC/PATR|CJBO'''Patrol_Path'''.BINA]])
|-
| bgcolor="#FF80C0" | 00 00
| 0
| align="LEFT" | combat ID (looked up in global [[OBD:BINA/OBJC/CMBT|CJBO'''Combat'''.BINA]])
|-
| bgcolor="#D0C0AF" | 00 00
| 0
| align="LEFT" | melee ID (looked up in global [[OBD:BINA/OBJC/MELE|CJBO'''Melee Profile'''.BINA]])
|-
| bgcolor="#D0C0AF" | 00 00
| 0
| align="LEFT" | neutral ID (looked up in local [[OBD:BINA/OBJC/NEUT|CJBO'''Neutral'''.BINA]])
|-
| bgcolor="#EEDDFF" | 01 00
| 1
| align="LEFT" | amount of ammo (red clips) that can be used
|-
| bgcolor="#EEDDFF" | 00 00
| 0
| align="LEFT" | amount of ammo (red clips) that can be dropped
|-
| bgcolor="#C5FF8A" | 00 00
| 0
| align="LEFT" | amount of energy cells (green clips) that can be used
|-
| bgcolor="#C5FF8A" | 00 00
| 0
| align="LEFT" | amount of energy cells (green clips) that can be dropped
|-
| bgcolor="#C0C0C0" | 00 00
| 0
| align="LEFT" | amount of hypos that can be used
|-
| bgcolor="#C0C0C0" | 00 00
| 0
| align="LEFT" | amount of hypos that can be dropped
|-
| bgcolor="#FF0080" | 00 00
| 0
| align="LEFT" | amount of force shields that can be used
|-
| bgcolor="#FF0080" | 00 00
| 0
| align="LEFT" | amount of force shields that can be dropped
|-
| bgcolor="#FFFFA6" | 00 00
| 0
| align="LEFT" | amount of phase cloaking that can be used (60 = 1 second)
|-
| bgcolor="#FFFFA6" | 00 00
| 0
| align="LEFT" | amount of phase cloaking that can be dropped
|-
| bgcolor="#71FFB8" | 00 00 00 00
| 0
| align="LEFT" | unknown; always zero
|-
| bgcolor="#0000BF" | 00 00 00 00
| 0
| align="LEFT" |team ID (see below)
|-
| bgcolor="#804040" | 64 00 00 00
| 100
| align="LEFT" | ammo filling in percent
|-
| bgcolor="#FF22FF" | 00 00 00 00
| 0
| align="LEFT" |initial alert level (see below)
|-
| bgcolor="#808080" | 00 00 00 00
| 0
| align="LEFT" | minimal alert level
|-
| bgcolor="#FFAA82" | 01 00 00 00
| 1
| align="LEFT" | alert level when starting a job
|-
| bgcolor="#00D900" | 02 00 00 00
| 2
| align="LEFT" | alert level when investigating
|-
| bgcolor="#CACAFF" | 00 00 00 00
| 0
| align="LEFT" | Alarm groups (bitset), see below
|-
| bgcolor="#F0F000" | 04 00 00 00
| 4
| align="LEFT" | unknown (pm_pursue_strong?)
|-
| bgcolor="#E7FFCE" | 01 00 00 00
| 1
| align="LEFT" | unknown (pm_pursue_weak?)
|-
| bgcolor="#4F7291" | 04 00 00 00
| 4
| align="LEFT" | unknown (pm_pursue_strong_seen?)
|-
| bgcolor="#FFD6C1" | 04 00 00 00
| 4
| align="LEFT" | unknown (pm_pursue_weak_seen?)
|-
| bgcolor="#FF5E5E" | 00 00 00 00
| 0
| align="LEFT" | unknown (pm_pursue_lost?)
|}
|}
;Job ID
:0 - none
:0 - none
:1 - idle
:1 - idle
Line 278: Line 75:
:3 - patrol
:3 - patrol
:4 - teambattle (never used in Oni)
:4 - teambattle (never used in Oni)
;Team ID
 
 
}}
{{OBDtr| 0x1D0 | int16    |FF80C0| 00 00      | 0          | patrol path ID (reference to the [[OBD:BINA/OBJC/PATR|Patrol_Path.BINA]] file) }}
{{OBDtr| 0x1D2 | int16    |FF80C0| 00 00      | 0          | combat ID (reference to the [[OBD:BINA/OBJC/CMBT|Combat.BINA]] file) }}
{{OBDtr| 0x1D4 | int16    |D0C0AF| 00 00      | 0          | melee ID (reference to the [[OBD:BINA/OBJC/MELE|Melee Profile.BINA]] file) }}
{{OBDtr| 0x1D6 | int16    |D0C0AF| 00 00      | 0          | neutral ID (reference to the [[OBD:BINA/OBJC/NEUT|Neutral.BINA]] file) }}
{{OBDtr| 0x1D8 | int16    |EEDDFF| 01 00      | 1          | amount of ammo (red clips) that can be used }}
{{OBDtr| 0x1DA | int16    |EEDDFF| 00 00      | 0          | amount of ammo (red clips) that can be dropped }}
{{OBDtr| 0x1DC | int16    |C5FF8A| 00 00      | 0          | amount of energy cells (green clips) that can be used }}
{{OBDtr| 0x1DE | int16    |C5FF8A| 00 00      | 0          | amount of energy cells (green clips) that can be dropped }}
{{OBDtr| 0x1E0 | int16    |C0C0C0| 00 00      | 0          | amount of hypos that can be used }}
{{OBDtr| 0x1E2 | int16    |C0C0C0| 00 00      | 0          | amount of hypos that can be dropped }}
{{OBDtr| 0x1E4 | int16    |FF0080| 00 00      | 0          | amount of force shields that can be used }}
{{OBDtr| 0x1E6 | int16    |FF0080| 00 00      | 0          | amount of force shields that can be dropped }}
{{OBDtr| 0x1E8 | int16    |FFFFA6| 00 00      | 0          | amount of phase cloaking that can be used (60 = 1 second) }}
{{OBDtr| 0x1EA | int16    |FFFFA6| 00 00      | 0          | amount of phase cloaking that can be dropped }}
{{OBDtr| 0x1EC | int32    |71FFB8| 00 00 00 00 | 0          | unknown; always zero }}
{{OBDtr| 0x1F0 | int32    |0000BF| 00 00 00 00 | 0          | team ID; the following teams are possible:
 
 
:0 - Konoko
:0 - Konoko
:1 - TCTF
:1 - TCTF
Line 287: Line 104:
:6 - Switzerland
:6 - Switzerland
:7 - SyndicateAccessory
:7 - SyndicateAccessory
;Alert level
 
 
}}
{{OBDtr| 0x1F4 | int32    |804040| 64 00 00 00 | 100        | ammo filling in percent }}
{{OBDtr| 0x1F8 | int32    |FF22FF| 00 00 00 00 | 0          | initial alert level; the following alert levels are possible:
 
 
:0 - lull
:0 - lull
:1 - low
:1 - low
Line 293: Line 116:
:3 - high
:3 - high
:4 - combat
:4 - combat
}}
{{OBDtr| 0x1FC | int32    |808080| 00 00 00 00 | 0          | minimal alert level }}
{{OBDtr| 0x200 | int32    |FFAA82| 01 00 00 00 | 1          | alert level when starting a job }}
{{OBDtr| 0x204 | int32    |00D900| 02 00 00 00 | 2          | alert level when investigating }}
{{OBDtr| 0x208 | bitset32 |CACAFF| 00 00 00 00 | 0, 0, 0, 0 | alarm groups, see below this table }}
{{OBDtr| 0x20C | int32    |F0F000| 04 00 00 00 | 4          | unknown (pm_pursue_strong?) }}
{{OBDtr| 0x210 | int32    |E7FFCE| 01 00 00 00 | 1          | unknown (pm_pursue_weak?) }}
{{OBDtr| 0x214 | int32    |4F7291| 04 00 00 00 | 4          | unknown (pm_pursue_strong_seen?) }}
{{OBDtr| 0x218 | int32    |FFD6C1| 04 00 00 00 | 4          | unknown (pm_pursue_weak_seen?) }}
{{OBDtr| 0x21C | int32    |FF5E5E| 00 00 00 00 | 0          | unknown (pm_pursue_lost?) }}
|}
;Alarm groups
;Alarm groups
:Stored as a bitset
:Stored as a bitset
Line 299: Line 137:




----
==Bluebox image - Screenshot of the developer character window==
----
 


==Blue Box Beta WMDD==
http://ssg.oni2.net/subfold/bluebox/images/bina_chara.gif (Coming soon...)
http://www6.fh-eberswalde.de/user/dkriesch/oni/bina_chara.gif




----
{{OBD OBJC Footer | type=CHAR | prev=WEAP | next=CMBT | name=Character}}
----
{{OBD OBJC Footer|type=CHAR|prev=WEAP|next=CMBT|name=Character}}

Revision as of 10:53, 20 September 2007

ONI BINARY DATA
AKVA << Other file types >> CBPI
BINA : Binary data
TMBD << Other BINA >> ONIE
OBJC : Objects
WEAP << Other OBJC >> CMBT
CHAR : Character
XML tutorial
Overview @ Oni Stuff
OBD.png


Basic setup - Apperance, weapon, position, misc spawn flags

Bin r ch.gif


Offset Type Raw Hex Value Description
0x000 char[4] 52 41 48 43 CHAR character
0x004 int32 87 19 00 00 6535 old file ID
0x008 int32 00 00 00 00 0 unknwon
0x00C float A5 7D 9D 43 314.981597 x-position of the character
0x010 float 00 00 D8 C1 -27.000000 y-position (height) of the character
0x014 float 98 09 1E 42 39.509368 z-position of the character
0x018 float 00 00 00 00 0.000000 rotation on the x-axis in degrees
0x01C float 00 00 87 43 270.000000 rotation on the y-axis in degrees
0x020 float 00 00 00 00 0.000000 rotation on the z-axis in degrees
0x024 bitset32 01 00 00 00 1, 0, 0, 0 character options; the folowing bits are used:


0x 01 00 00 00 - player character
0x 02 00 00 00 - random skin
0x 04 00 00 00 - not prespawned
0x 08 00 00 00 - non-combatant
0x 10 00 00 00 - multi-spawnable
0x 20 00 00 00 - unknown
0x 40 00 00 00 - unkillable
0x 80 00 00 00 - superammo
0x 00 01 00 00 - boss (whatever that means)
0x 00 02 00 00 - has LSI
0x 00 04 00 00 - no auto-drop (whatever that means ==> maybe drops nothing when killed )
0x 00 08 00 00 - upgrade difficulty (spawns a stronger enemy if you play on medium or hard)
0x 00 10 00 00 - omniscient (whatever that means)


0x028 char[64] konoko_generic character class name (reference to 00991-konoko_generic.ONCC)
0x068 char[32] konoko character name
0x088 char[32] w1_tap weapon name (reference to 03701-w1_tap.ONWC of level 0)
0x0A8 char[32] unused unknown; never used in Oni (maybe second weapon or it belongs to the weapon name part above)


Script functions - Called by engine when certain things happen to a character

Offset Type Raw Hex Value Description
0x0C8 char[32] unused script function called when character is spawned
0x0E8 char[32] you_lose script function called when character dies (health reaches 0); can work multiple times
0x108 char[32] unused script function called when character notices an enemy; works only once
0x128 char[32] unused alarm function; never used in Oni, it is called when character is alarmed
0x148 char[32] unused script function called when character is hurt for the first time; works only once
0x168 char[32] unused script function called when character is "defeated" (health reaches 1); works only once
0x188 char[32] unused 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
0x1A8 char[32] unused 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

Offset Type Raw Hex Value Description
0x1C8 int32 00 00 00 00 0 additional health (the basic health is stored in the ONCC file of the character)
0x1CC int32 00 00 00 00 0 job ID; the following jobs are possible:


0 - none
1 - idle
2 - guard (never used in Oni)
3 - patrol
4 - teambattle (never used in Oni)


0x1D0 int16 00 00 0 patrol path ID (reference to the Patrol_Path.BINA file)
0x1D2 int16 00 00 0 combat ID (reference to the Combat.BINA file)
0x1D4 int16 00 00 0 melee ID (reference to the Melee Profile.BINA file)
0x1D6 int16 00 00 0 neutral ID (reference to the Neutral.BINA file)
0x1D8 int16 01 00 1 amount of ammo (red clips) that can be used
0x1DA int16 00 00 0 amount of ammo (red clips) that can be dropped
0x1DC int16 00 00 0 amount of energy cells (green clips) that can be used
0x1DE int16 00 00 0 amount of energy cells (green clips) that can be dropped
0x1E0 int16 00 00 0 amount of hypos that can be used
0x1E2 int16 00 00 0 amount of hypos that can be dropped
0x1E4 int16 00 00 0 amount of force shields that can be used
0x1E6 int16 00 00 0 amount of force shields that can be dropped
0x1E8 int16 00 00 0 {{{6}}}
0x1EA int16 00 00 0 amount of phase cloaking that can be dropped
0x1EC int32 00 00 00 00 0 unknown; always zero
0x1F0 int32 00 00 00 00 0 team ID; the following teams are possible:


0 - Konoko
1 - TCTF
2 - Syndicate
3 - Neutral
4 - SecurityGuard
5 - RogueKonoko
6 - Switzerland
7 - SyndicateAccessory


0x1F4 int32 64 00 00 00 100 ammo filling in percent
0x1F8 int32 00 00 00 00 0 initial alert level; the following alert levels are possible:


0 - lull
1 - low
2 - medium
3 - high
4 - combat


0x1FC int32 00 00 00 00 0 minimal alert level
0x200 int32 01 00 00 00 1 alert level when starting a job
0x204 int32 02 00 00 00 2 alert level when investigating
0x208 bitset32 00 00 00 00 0, 0, 0, 0 alarm groups, see below this table
0x20C int32 04 00 00 00 4 unknown (pm_pursue_strong?)
0x210 int32 01 00 00 00 1 unknown (pm_pursue_weak?)
0x214 int32 04 00 00 00 4 unknown (pm_pursue_strong_seen?)
0x218 int32 04 00 00 00 4 unknown (pm_pursue_weak_seen?)
0x21C int32 00 00 00 00 0 unknown (pm_pursue_lost?)


Alarm groups
Stored as a bitset
If bit 2^N is ON, the character will be alarmed by script command ai2_tripalarm(N) or alarm console command 0060 NN00 where NN is the hex for N.
(Since the size of the alarm group field is 4 bytes, there's a maximum of 32 alarm groups, i.e. N ranges from 0 to 31)


Bluebox image - Screenshot of the developer character window

bina_chara.gif (Coming soon...)


ONI BINARY DATA
AKVA << Other file types >> CBPI
BINA : Binary data
TMBD << Other BINA >> ONIE
OBJC : Objects
WEAP << Other OBJC >> CMBT
CHAR : Character
[[OBD:File types/{{{family}}}|{{{family}}} file]]