XML:BINA/OBJC/MELE

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MELE : Melee profile list
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XML

AKEV << Other file types >> CONS

TMBD << Other BINA >> ONIE

FURN << Other OBJC >> NEUT

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general information

  • The xml code on this page was tested with onisplit v0.9.61.0.
  • The original BINACJBOMelee Profile.oni is global (stored in level0_Final).
  • Custom versions of BINACJBOMelee Profile.oni are preferably local (stored in levelX_Final).
  • Characters use the global melee profile file unless the loaded level comes with its own (local) file.


melee Ids

Id Name Id Name Id Name Id Name Id Name Id Name
0 Security_Guard 10 TANKER_Medium 20 ELITE_Medium 30 MURO_Final 40 NINJABOT_Train2 50 -
1 TCTF_Lite 11 BLACKOPS_Lite 21 ELITE_Hard 31 MURO_Mutant 41 NINJABOT_PowPlant 51 -
2 STRIKER_Easy 12 BLACKOPS_Swat 22 KONOKO 32 GRIFFIN 42 - 52 -
3 THUG_Air 13 TCTF_Swat 23 BARABAS Rsrch D 33 STRIKER_Mini 43 - 53 -
4 COMGUY 14 ELITE_Easy 24 RED_Hard 34 COP Male 44 - 45 -
5 STRIKER_Medium 15 TANKER_Hard 25 BARABAS TCTF D 35 COP Female 45 - 55 TANKER_Easy2
6 STRIKER_Hard 16 RED_Medium 26 NINJA_Medium 36 THUG_Mfg 46 - 56 TANKER_Medium2
7 TANKER_Easy 17 MADBOMBER 27 NINJA_Hard 37 THUG_Neuro 47 - 57 TANKER_Hard2
8 RED_Easy 18 NINJABOT_Train1 28 NINJA_Super 38 THUG_Pow 48 - 58 -
9 NINJA_Easy 19 SNIPER 29 MURO_Dream 39 THUG_Wh 49 - 59 -


new Ids

* can be used by using the BINACJBOMelee Profile file found in "Custom Characters Melee Profile" (pkg #23901)

Id Name
120 * Rayman
121 * Casey
122 * Hayate\Hanako
123 * Jester
124 * Kojiro
125* Sarai
126* BGI_Hammer

tags

XML tag content type description
<?xml version="1.0" encoding="utf-8"?> float, flag Don't change this.
<Oni> -
<Objects> - Holds the melee profiles, starting with <MELE Id="..."> and ending with </MELE>
<MELE Id="..."> integer Ignore this.
<Header> -
<Flags> flag Ignore this.
<Position> float x3 Ignore this.
<Rotation> float x3 Ignore this.
<OSD> -
<MeleeId> integer Used by ONCC and CHAR.
<Name> char[64] space for notes
<CharacterClass> char[64] ONCCfile_name.oni (without file suffix and prefix)
<Notice> integer Notice in percent; how often AI registeres incoming attack; without noticing it, AI will not block or dodge.
<Dodge> -
<Base> int32 Dodge base in percent; determines how often AI tries to dodge incoming attacks.
<Extra> int32 Dodge extra in percent; adds extra chance to dodge incoming attack.
<ExtraDamageThreshold> int32 Amount of damage dealt to character (or incoming in one strong attack) for Dodge extra activation.
<BlockSkill> -
<Single> int32 1 vs 1 blocking skill in percent; specifies how often AI blocks incoming attack when blocking one enemy.
<Group> int32 Group blocking skill in percent; looks like amount of possibility that AI will try to block attacks incoming from more enemies.
<NotBlocked> float Modifier of an AI2 chance for performing such a technique against its target that target is not able to block at the moment of the technique start (striker's kick forward aganist crouching enemy or finishing off staggered enemy or simply attacking running enemy).
<MustChangeStance> float Modifier for a chance to perform technique which will force enemy to change his stance if he wants to defend the technique (stand/crouch).
<BlockedButUnblockable> float Modifier for a chance to perform technique which contains unblockable attack even if enemy is in correct defensive stance to "guard" the technique.
<BlockedButHasStagger> float Blocked but has stagger; modifier for a chance to perform technique which will get blocked but target will be block-staggered.
<BlockedButHasBlockstun> float Modifier for a chance to perform technique which will get blocked, but target will be block-stunned (will be forced to stay in block pose for more than one cycle of idle block animation).
<Blocked> float Modifier for a chance to perform a technique even tough this technique aims for target which is in correct stance and ready to block this technique at the moment of the technique's start.
<ThrowDanger> float Still unknown but it has something to do with probability of being thrown; when set very high, AI2 with this MELE is almost unthrowable.
<DazedMinFrames> int16 ?
<DazedMaxFrames> int16 ?
<Attacks>

<Evades>


<Maneuvers>

- Use special single tags if you don't want content for one of those parts
<Attacks />
<Evades />
<Maneuvers />

Use following order: Attacks, Evades and Maneuvers. Onisplit will not accept e.g. Maneuvers, Attacks, Evades.

<Technique> -
<Name> char[64] space for notes (technique's name)
<Flags> flag
None
Interruptible (?)
Unknown2 (?)
<Weight> int32 Techniques with higher weight are preferred by engine, if more techniques that can be used at one moment; have same weight, engine calls them in order as they are listed in MELE.
<Importance> int32 ?
<RepeatDelay> int32 Repeat delay in frames; after technique is used, it is ignored by engine for this time interval.
<Moves> - Can holds position, attack, throw, maneuver, evade tags.


tags of <Moves>

Parameters of maneuver and position are float values.

  • <Attack Type="..." />
P
PP
PPP
PPPP
PF
PL
PR
PB
PD
PF_PF
PF_PF_PF
PL_PL
PL_PL_PL
PR_PR
PR_PR_PR
PB_PB
PB_PB_PB
PD_PD
PD_PD_PD
K
KK
KKK
KKKF
KF
KL
KR
KB
KD
KF_KF
KF_KF_KF
KL_KL
KL_KL_KL
KR_KR
KR_KR_KR
KB_KB
KB_KB_KB
KD_KD
KD_KD_KD
PPK
PKK
PKP
KPK
KPP
KKP
PK
KP
PPKK
PPKKK
PPKKKK
HP
HPF
HK
HKF
CS_P
CS_K
C_P1
C_P2
C_PF
C_K1
C_K2
C_KF
GETUP_KF
GETUP_KB
R_P
R_K
RB_P
RB_K
RL_P
RL_K
RR_P
RR_K
R_SLIDE
J_P
J_K
JF_P
JF_PB
JF_K
JF_KB
JB_P
JB_K
JL_P
JL_K
JR_P
JR_K


  • <Evade Type="..." />
JumpForward
JumpForward2
JumpBack
JumpBack2
JumpLeft
JumpLeft2
JumpRight
JumpRight2
RunJumpForward
RunJumpForward2
RunJumpBack
RunJumpBack2
RunJumpLeft
RunJumpLeft2
RunJumpRight
RunJumpRight2
RollForward
RollBackward
RollLeft
RollRight
<Maneuver Type="Advance" Duration="..." MinRange="..." ThresholdRange="..." />
<Maneuver Type="Retreat" Duration="..." MaxRange="..." ThresholdRange="..." />
<Maneuver Type="CircleLeft" Duration="..." MinAngle="..." MaxAngle="..." />
<Maneuver Type="CircleRight" Duration="..." MinAngle="..." MaxAngle="..." />
<Maneuver Type="Pause" Duration="..." />
<Maneuver Type="Crouch" Duration="..." />
<Maneuver Type="Jump" Duration="..." />
<Maneuver Type="Taunt" Duration="..." />
<Maneuver Type="RandomStop" Chance="..." />
<Maneuver Type="GetUpForward" Duration="..." />
<Maneuver Type="GetUpBackward" Duration="..." />
<Maneuver Type="GetUpRollLeft" Duration="..." />
<Maneuver Type="GetUpRollRight" Duration="..." />
<Maneuver Type="BarabasWave" MaxRange="..." />


  • <Throw Type="..." />
P_Front
K_Front
P_Behind
K_Behind
RP_Front
RK_Front
RP_Behind
RK_Behind
P_FrontDisarm
K_FrontDisarm
P_BehindDisarm
K_BehindDisarm
RP_FrontDisarm
RK_FrontDisarm
P_FrontRifDisarm
K_FrontRifDisarm
P_BehiindRifDisarm
K_BehiindRifDisarm
RP_FrontRifDisarm
RK_FrontRifDisarm
RP_BehindRifDisarm
RK_BehindRifDisarm
Tackle
<Position Type="RunForward" MinRunInDist="..." MaxRunInDist="..." ToleranceRange="..." />
<Position Type="RunLeft" MinRunInDist="..." MaxRunInDist="..." ToleranceRange="..." />
<Position Type="RunRight" MinRunInDist="..." MaxRunInDist="..." ToleranceRange="..." />
<Position Type="RunBack" MinRunInDist="..." MaxRunInDist="..." ToleranceRange="..." />
<Position Type="JumpUp" />
<Position Type="JumpForward" />
<Position Type="JumpLeft" />
<Position Type="JumpRight" />
<Position Type="JumpBack" />
<Position Type="StartToCrouch" />
<Position Type="Crouch" />
<Position Type="Stand" />
<Position Type="CloseForward" MinRunInDist="..." MaxRunInDist="..." ToleranceRange="..." />
<Position Type="CloseLeft" MinRunInDist="..." MaxRunInDist="..." ToleranceRange="..." />
<Position Type="CloseRight" MinRunInDist="..." MaxRunInDist="..." ToleranceRange="..." />
<Position Type="CloseBack" MinRunInDist="..." MaxRunInDist="..." ToleranceRange="..." />
<Position Type="RunJumpForward" MinRunInDist="..." MaxRunInDist="..." ToleranceRange="..." />
<Position Type="RunJumpLeft" MinRunInDist="..." MaxRunInDist="..." ToleranceRange="..." />
<Position Type="RunJumpRight" MinRunInDist="..." MaxRunInDist="..." ToleranceRange="..." />
<Position Type="RunJumpBack" MinRunInDist="..." MaxRunInDist="..." ToleranceRange="..." />