XML:BINA/OBJC/NEUT: Difference between revisions

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< XML:BINA‎ | OBJC
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m (Iritscen moved page OBD talk:BINA/OBJC/NEUT to XML:BINA/OBJC/NEUT without leaving a redirect)
(+ temp + cat // incomplete table style update)
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=neutral behavior=
{{XML_OBJC_Header | type=NEUT | prev=MELE | next=PART | name=Neutral behavior collection }}
 
__TOC__


{{Template:XMLModdingHints}}
{| border=0 cellspacing=20 cellpadding=0 align=center
| The xml code on this page is based on onisplit '''v0.9.61.0'''
|}


'''general information'''
===general information===
* The xml code on this page is based on onisplit '''v0.9.61.0'''
* '''BINACJBONeutral.oni''' is level specific. (It can be found in edition/GameDataFolder/level''XX''_... )
* '''BINACJBONeutral.oni''' is level specific. (It can be found in edition/GameDataFolder/level''XX''_... )




'''XML structure'''
===file structure===
  <?xml version="1.0" encoding="utf-8"?>
  <?xml version="1.0" encoding="utf-8"?>
  <Oni>
  <Oni>
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{{Table}}
===tags===
!XML tag
(Caution: change of table style in progress)
!description
{| class="wikitable" width="100%"
!flags (plus description)
!width=150px| XML tag
!width=120px| content type
! description
|-
|-
|<?xml version="1.0" encoding="utf-8"?>
| <?xml version="1.0" encoding="utf-8"?>
|
| flag, float
|
| Don't change this.
|-
|-
|valign=top|<Oni>
|valign=top| <Oni>
|
| -
|
|
|-
|-
|valign=top|<ObjectCollection>
|valign=top| <ObjectCollection>
|
|
|
|
|-
|-
|valign=top|<NEUT Id="1853">
|valign=top| <NEUT Id="1853">
|Id doesn't matter here.
|Id doesn't matter here.
|
|
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|-
|-
|<Flags>
|<Flags>
|
|  
|
|
|-
|-
|<Position>
|<Position>
|
| float
|
| useless here
|-
|-
|<Rotation>
|<Rotation>
|
| float
|
| useless here
|-
|-
|<OSD>
|<OSD>
|
| -
|
|
|-
|-
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|-
|-
|<NeutralId>
|<NeutralId>
|used by [[ONCC]] and [[OBD:BINA/OBJC/MELE|BINA/CJBO/MELE]]
|used by [[XML:ONCC|ONCC]] and [[XML:BINA/OBJC/MELE|BINA/CJBO/MELE]]
|
|
|-
|-
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*OtherAnimOnce
*OtherAnimOnce
|-
|-
|valign=top|[[OBD_talk:StNA#animation_types|<Anim>]]
|valign=top|[[XML:StNA#animation_types|<Anim>]]
|
|
|valign=top|
|valign=top|
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*c03_12_09tctffag2
*c03_12_09tctffag2
|}
|}
{{XML}}

Revision as of 14:21, 9 November 2012

NEUT : Neutral behavior collection
XML modding tips
  • See HERE to start learning about XML modding.
  • See HERE if you are searching for information on how to handle object coordinates.
  • See HERE for some typical modding errors and their causes.
XML.png
XML

AKEV << Other file types >> CONS

TMBD << Other BINA >> ONIE

MELE << Other OBJC >> PART

switch to OBD page


general information

  • The xml code on this page is based on onisplit v0.9.61.0
  • BINACJBONeutral.oni is level specific. (It can be found in edition/GameDataFolder/levelXX_... )


file structure

<?xml version="1.0" encoding="utf-8"?>
<Oni>
   <Objects>
           [...]
   </Objects>
</Oni>

[...] means at least one neutral behavior block. Paste all a behavior data into there (this includes <NEUT Id="..."> and </NEUT> tag).

example

       <NEUT Id="1853">
           <Header>
               <Flags></Flags>
               <Position>146.41217 -48.8205528 1027.55249</Position>
               <Rotation>0 0 0</Rotation>
           </Header>
           <OSD>
               <Name>Give VDG Pistol (CivFem)</Name>
               <NeutralId>2</NeutralId>
               <Flags>NoResumeAfterGive</Flags>
               <Ranges>
                   <Trigger>100</Trigger>
                   <Talk>40</Talk>
                   <Follow>200</Follow>
                   <Enemy>70</Enemy>
               </Ranges>
               <Speech>
                   <Trigger>civfem_trigger</Trigger>
                   <Abort>civfem_abort</Abort>
                   <Enemy>civfem_enemy</Enemy>
               </Speech>
               <Script>
                   <AfterTalk></AfterTalk>
               </Script>
               <Rewards>
                   <WeaponClass>w6_vdg</WeaponClass>
                   <Ammo>0</Ammo>
                   <EnergyCell>0</EnergyCell>
                   <Hypo>0</Hypo>
                   <Other></Other>
               </Rewards>
               <DialogLines>
                   <DialogLine>
                       <Flags></Flags>
                       <Anim>0</Anim>
                       <OtherAnim>0</OtherAnim>
                       <SpeechName>civfem_gift_weapon</SpeechName>
                   </DialogLine>
                   <DialogLine>
                       <Flags>GiveItems</Flags>
                       <Anim>202</Anim>
                       <OtherAnim>0</OtherAnim>
                       <SpeechName></SpeechName>
                   </DialogLine>
               </DialogLines>
           </OSD>
       </NEUT>


tags

(Caution: change of table style in progress)

XML tag content type description
<?xml version="1.0" encoding="utf-8"?> flag, float Don't change this.
<Oni> -
<ObjectCollection>
<NEUT Id="1853"> Id doesn't matter here.
<Header>
<Flags>
<Position> float useless here
<Rotation> float useless here
<OSD> -
<Name>
<NeutralId> used by ONCC and BINA/CJBO/MELE
<Flags>
  • None
  • NoResume
  • NoResumeAfterGive
  • Uninterruptible
<Ranges>
<Trigger> second larges range, e.g. 100
<Talk> shortest range, e.g. 40
<Follow> larges range, e.g. 200
<Enemy> third larges range, e.g. 70
<Speech>
<Trigger> The actual talk.

for example:

  • civfem_trigger
  • hey_konoko
  • civmale1_trigger
  • civmale2_trigger
  • civmale3_trigger
<Abort>

for example:

  • civfem_abort
  • see_you_later
  • civmale1_abort
  • civmale2_abort
  • civmale3_abort
<Enemy> You will be notified about enemies by the person you are talking to.

for exampel:

  • civfem_enemy
  • what_the
  • civmale1_enemy
  • civmale2_enemy
  • civmale3_enemy
<Script>
<AfterTalk> BSL function name, e.g. set_objective_3
<Rewards> You can get rewards for saving people. A reward can be a weapon, ammo, cells, hypos, shield, phase cloak, and LSI.
<WeaponClass> any weapon, file name without prefix ONWC and suffix .oni; for exampel "w6_vdg"
<Ammo> number of ammo clips
<EnergyCell> number of energy cells
<Hypo> number of hypo sprays
<Other> combination possible
  • Shield
  • Invisibility
  • LSI
<DialogLines>
<DialogLine>
<Flags>
  • None
  • IsPlayer
  • GiveItems
  • AnimOnce
  • OtherAnimOnce
<Anim>
  • 0 (None)
  • 200 (Act_No)
  • 201 (Act_Yes)
  • 202 (Act_Talk)
  • 203 (Act_Shrug)
  • 204 (Act_Shout)
<OtherAnim>
<SpeechName>

for example:

  • talking
  • civfem_gift_weapon
  • civfem_gift_hypo
  • civfem_gift_force_field
  • civmale1_gift_weaponS
  • civmale2_gift_weapon
  • civmale1_gift_ammo
  • civmale2_gift_ammo
  • civmale3_gift_ammo
  • civmale1_gift_hypoS
  • civmale2_gift_hypo
  • civmale3_gift_hypo
  • civmale1_gift_force_field
  • civmale2_gift_force_field
  • civmale3_gift_force_field
  • c03_12_06civ1
  • c03_12_07civ1
  • c03_12_08tctffag1
  • c03_12_09tctffag2