XML:Impt: Difference between revisions

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{{XML_File_Header | prev=IGSt | type=Impt | next=IPge | name=Impact}}


{{Template:XMLModdingHints}}
==General information==
{| border=0 cellspacing=20 cellpadding=0 style="margin-left:auto; margin-right:auto; text-align:center"
* The XML on this page is based on OniSplit '''v0.9.61.0'''.
| The xml code on this page is based on onisplit '''v0.9.61.0'''
* '''Impt*.oni''' files are global (they can be found in AE/AEInstaller/vanilla/level0_Final.dat).
|}
* They are used by [[XML:ONCC#CBPI:_Character_Body_Part_Impacts|CBPI]], [[XML:ONCC#ONIA:_Oni_Character_Impact_Array|ONIA]] and [[XML:BINA/ONIE|ONIE]].
 
'''general information'''
* '''Mtrl*.oni''' files are global. (They can be found in edition/GameDataFolder/level0_...)
* They are used by [[XML:ONCC#CBPI|CBPI]], [[XML:ONCC#ONIA|ONIA]] and [[XML:BINA/ONIE|ONIE]].
* Impact is only specified by the file name.
* Impact is only specified by the file name.
* Every impact has a parent impact to organize effects in ONIE.
* Every impact has a parent impact to organize effects in ONIE.


 
===XML structure===
'''XML structure'''
For example, ImptBar_Super_Kick.xml:
 
For example:<br>ImptBar_Super_Kick.xml
  <?xml version="1.0" encoding="utf-8"?>
  <?xml version="1.0" encoding="utf-8"?>
  <Oni>
  <Oni>
Line 22: Line 17:
  </Oni>
  </Oni>


 
Some Impts are used to detect the regular character-environment collision which comes from a character's movement (see [[XML:ONCC#Variants.2C_geometry.2C_health.2C_etc.|ONCC]]). It looks like this:
* Some Impt are used to detect the regular character-environment collision which comes from character's movement. See [[XML:ONCC|ONCC]]. It looks like this:
         <ImpactModifierName>Heavy</ImpactModifierName>
         <ImpactModifierName>Heavy</ImpactModifierName>
         <Impacts>
         <Impacts>
Line 32: Line 26:
         </Impacts>
         </Impacts>


Flags of <ImpactModifierName>
Flags allowed for <ImpactModifierName>:
: Heavy
: Heavy
: Medium
: Medium
: Light
: Light
==Impact tree==
If an impact (effect) links to an empty node, it will go up the hierarchy until it finds content and matching conditions.
{{Tree list}}
*Default
**Blunt
***Fall_Slide
***Hit
****Fall
*****Fall_Knockdown
*****Fall_Land
******Fall_LandHard
****Fall_Object
*****Powerup
*****Weapon
****Shrapnel
****Weapon_Bounce
***Footstep
****Footstep_Run
*****Footstep_RunMain
*****Footstep_RunSprint
*****Footstep_RunStop
*****Footstep_Shuffle
******Footstep_RunStart
******Footstep_SingleStep
******Footstep_Turn
****Footstep_Walk
*****Footstep_WalkMain
*****Footstep_WalkStop
*****Footstep_Crouch
****Footstep_Zombie
****Footstep_IronDemon
*****Footstep_IronDemon_Turn
**Damaging
***Blast
***Projectile
****Bullet
*****w1_tap
*****w2_sap
*****w7_scc
*****w8_mbo
****Energy
*****w3_phr
*****w4_psm
*****w6_vdg
*****w10_sni
*****w12_ba2
*****w13_muro
*****w14_muro
****Grenade
*****w5_sbg
*****w9_scr
*****w11_ba1
**Debris
***Casing
***Glass_Shard
***Spark
**Melee
***Head
****Head_Blocked
****Head_Hit
****Head_Killed
***Kick
****Kick_Blocked
****Kick_Hit
*****Bar_Super_Kick
*****Com_Super_Kick
*****Eli_Super_Kick
*****Gri_Super_Kick
*****Kon_Super_Kick
*****Mur_Super_Kick
*****Nin_Super_Kick
*****Red_Super_Kick
*****Str_Super_Kick
*****Swt_Super_Kick
*****Tan_Super_Kick
*****Tcl_Super_Kick
*****Thu_Super_Kick
****Kick_Killed
***Punch
****Punch_Blocked
****Punch_Hit
*****Bar_Super_Punch
*****Com_Super_Punch
*****Eli_Super_Punch
*****Gri_Super_Punch
*****Kon_Super_Punch
*****Mur_Super_Punch
*****Nin_Super_Punch
*****Red_Super_Punch
*****Str_Super_Punch
*****Swt_Super_Punch
*****Tan_Super_Punch
*****Tcl_Super_Punch
*****Thu_Super_Punch
****Punch_Killed
***Self_Damage
***Self_Damage_Killed
{{Tree list/end}}
'''Notes'''
;Blunt
:groups non-damaging env/OBJC collisions, env/PAR3 (particle) collisions, and especially env/CHAR collisions
;Fall_Slide
:used by? TRAM<ToState>RunSlide : ONCC<ONCCImpact><Name>Fall_Slide</Name></ONCCImpact>
;Hit
:Groups objects and particles attracted by gravity?
;Shrapnel
:used by: BINA3RAPw5_sbg_f05, BINA3RAPw11_ba1_f03
;Weapon_Bounce
:used by: BINA3RAPw5_sbg_p01, BINA3RAPw9_scr_p08, BINA3RAPw9_scr_p01, BINA3RAPw10_sni_p01
;Damaging
:Meant to group items by damage type, but is unused because particles hold the information about damage types?
;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
;w9_scr
:Is actually an energy weapon (ONWC flag "UsesCells"), wrong cat.?
;Debris
:FX?
;Melee
:H2H attack impacts
;Kick_Hit
:Groups ONIA links. Redundant of ONCP since ONIA's <Modifier> is always "Any". Or you could think of it as "future-proof" if you add more (actual light and heavy) characters.)
;Punch_Hit
:Groups ONIA links. Redundant of ONCP since ONIA's <Modifier> is always "Any". Or you could think of it as "future-proof" if you add more (actual light and heavy) characters.
{{XML}}

Latest revision as of 20:14, 6 December 2023

Impt : Impact
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  • See HERE for some typical modding errors and their causes.
XML.png
XML

IGSt << Other file types >> IPge

switch to OBD page

General information

  • The XML on this page is based on OniSplit v0.9.61.0.
  • Impt*.oni files are global (they can be found in AE/AEInstaller/vanilla/level0_Final.dat).
  • They are used by CBPI, ONIA and ONIE.
  • Impact is only specified by the file name.
  • Every impact has a parent impact to organize effects in ONIE.

XML structure

For example, ImptBar_Super_Kick.xml:

<?xml version="1.0" encoding="utf-8"?>
<Oni>
   <Impt id="0">
       <ParentImpact>ImptKick_Hit</ParentImpact>
   </Impt>
</Oni>

Some Impts are used to detect the regular character-environment collision which comes from a character's movement (see ONCC). It looks like this:

       <ImpactModifierName>Heavy</ImpactModifierName>
       <Impacts>
           <ONCCImpact>
               <Name>Footstep_Walk</Name>
           </ONCCImpact>
           [...]
       </Impacts>

Flags allowed for <ImpactModifierName>:

Heavy
Medium
Light

Impact tree

If an impact (effect) links to an empty node, it will go up the hierarchy until it finds content and matching conditions.

  • Default
    • Blunt
      • Fall_Slide
      • Hit
        • Fall
          • Fall_Knockdown
          • Fall_Land
            • Fall_LandHard
        • Fall_Object
          • Powerup
          • Weapon
        • Shrapnel
        • Weapon_Bounce
      • Footstep
        • Footstep_Run
          • Footstep_RunMain
          • Footstep_RunSprint
          • Footstep_RunStop
          • Footstep_Shuffle
            • Footstep_RunStart
            • Footstep_SingleStep
            • Footstep_Turn
        • Footstep_Walk
          • Footstep_WalkMain
          • Footstep_WalkStop
          • Footstep_Crouch
        • Footstep_Zombie
        • Footstep_IronDemon
          • Footstep_IronDemon_Turn
    • Damaging
      • Blast
      • Projectile
        • Bullet
          • w1_tap
          • w2_sap
          • w7_scc
          • w8_mbo
        • Energy
          • w3_phr
          • w4_psm
          • w6_vdg
          • w10_sni
          • w12_ba2
          • w13_muro
          • w14_muro
        • Grenade
          • w5_sbg
          • w9_scr
          • w11_ba1
    • Debris
      • Casing
      • Glass_Shard
      • Spark
    • Melee
      • Head
        • Head_Blocked
        • Head_Hit
        • Head_Killed
      • Kick
        • Kick_Blocked
        • Kick_Hit
          • Bar_Super_Kick
          • Com_Super_Kick
          • Eli_Super_Kick
          • Gri_Super_Kick
          • Kon_Super_Kick
          • Mur_Super_Kick
          • Nin_Super_Kick
          • Red_Super_Kick
          • Str_Super_Kick
          • Swt_Super_Kick
          • Tan_Super_Kick
          • Tcl_Super_Kick
          • Thu_Super_Kick
        • Kick_Killed
      • Punch
        • Punch_Blocked
        • Punch_Hit
          • Bar_Super_Punch
          • Com_Super_Punch
          • Eli_Super_Punch
          • Gri_Super_Punch
          • Kon_Super_Punch
          • Mur_Super_Punch
          • Nin_Super_Punch
          • Red_Super_Punch
          • Str_Super_Punch
          • Swt_Super_Punch
          • Tan_Super_Punch
          • Tcl_Super_Punch
          • Thu_Super_Punch
        • Punch_Killed
      • Self_Damage
      • Self_Damage_Killed

Notes

Blunt
groups non-damaging env/OBJC collisions, env/PAR3 (particle) collisions, and especially env/CHAR collisions
Fall_Slide
used by? TRAM<ToState>RunSlide : ONCC<ONCCImpact><Name>Fall_Slide</Name></ONCCImpact>
Hit
Groups objects and particles attracted by gravity?
Shrapnel
used by: BINA3RAPw5_sbg_f05, BINA3RAPw11_ba1_f03
Weapon_Bounce
used by: BINA3RAPw5_sbg_p01, BINA3RAPw9_scr_p08, BINA3RAPw9_scr_p01, BINA3RAPw10_sni_p01
Damaging
Meant to group items by damage type, but is unused because particles hold the information about damage types?
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
w9_scr
Is actually an energy weapon (ONWC flag "UsesCells"), wrong cat.?
Debris
FX?
Melee
H2H attack impacts
Kick_Hit
Groups ONIA links. Redundant of ONCP since ONIA's <Modifier> is always "Any". Or you could think of it as "future-proof" if you add more (actual light and heavy) characters.)
Punch_Hit
Groups ONIA links. Redundant of ONCP since ONIA's <Modifier> is always "Any". Or you could think of it as "future-proof" if you add more (actual light and heavy) characters.