XML:ONCV: Difference between revisions

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=ONCV: character variant=
{{XML_File_Header | type=ONCV | prev=ONCC | next=ONGS | name=Oni Character Variant }}
 
{{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'''
* '''ONCV*.oni''' are global. (It can be found in edition/GameDataFolder/level0_... )
* '''ONCV*.oni''' are global. (It can be found in edition/GameDataFolder/level0_... )
* New characters with only one costume should use ONCVany.
* New characters with only one costume should use ONCVany.
* This file is used to create random characters <u>and</u> harder character variants on game difficulty level hard.
* This file is used to create random characters <u>and</u> harder character variants on game difficulty level hard.
* It is also used by [[OBD:BINA/SABD]] to indentify which character a set of animation sounds applies to. (Looks like only BINADBASKonoko and BINADBASAny have actual content. The rest are links.)
* It is also used by [[XML:BINA/SABD]] to indentify which character a set of animation sounds applies to. (Looks like only BINADBASKonoko and BINADBASAny have actual content. The rest are links.)
: Every character in [[OBD:BINA/OBJC/CHAR|BINACJBOCharacter]] can have a flag for shapeshifting* into a random** ONCC.
: Every character in [[XML:BINA/OBJC/CHAR|BINACJBOCharacter]] can have a flag for shapeshifting* into a random** ONCC.
: This doesn't effect BINACJBOCharacter properties: the character will keep his/her name, melee profile, drop items, etc..
: This doesn't effect BINACJBOCharacter properties: the character will keep his/her name, melee profile, drop items, etc..
: * The XML flag is named "RandomCostume" and must be set in [[OBD:BINA/OBJC/CHAR|CHAR]].
: * The XML flag is named "RandomCostume" and must be set in [[XML:BINA/OBJC/CHAR|CHAR]].
: ** The actual ONCC is chosen from all ONCC linking to the ONCV (It's like they create a pool for randomness.)
: ** The actual ONCC is chosen from all ONCC linking to the ONCV (It's like they create a pool for randomness.)




'''example'''
===example===
 
ONCVbarabus.xml<br>Boss character like Barabas doesn't use the difficulty "hard" upgrade.
ONCVbarabus.xml<br>Boss character like Barabas doesn't use the difficulty "hard" upgrade.


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     </ONCV>
     </ONCV>
  </Oni>
  </Oni>
{{XML}}

Revision as of 17:31, 8 November 2012

ONCV : Oni Character Variant
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

ONCC << Other file types >> ONGS

switch to OBD page

general information

  • The xml code on this page is based on onisplit v0.9.61.0
  • ONCV*.oni are global. (It can be found in edition/GameDataFolder/level0_... )
  • New characters with only one costume should use ONCVany.
  • This file is used to create random characters and harder character variants on game difficulty level hard.
  • It is also used by XML:BINA/SABD to indentify which character a set of animation sounds applies to. (Looks like only BINADBASKonoko and BINADBASAny have actual content. The rest are links.)
Every character in BINACJBOCharacter can have a flag for shapeshifting* into a random** ONCC.
This doesn't effect BINACJBOCharacter properties: the character will keep his/her name, melee profile, drop items, etc..
* The XML flag is named "RandomCostume" and must be set in CHAR.
** The actual ONCC is chosen from all ONCC linking to the ONCV (It's like they create a pool for randomness.)


example

ONCVbarabus.xml
Boss character like Barabas doesn't use the difficulty "hard" upgrade.

<?xml version="1.0" encoding="utf-8"?>
<Oni>
   <ONCV id="0">
       <ParentVariant>ONCVstriker</ParentVariant>
       <CharacterClass>barabus</CharacterClass>
       <CharacterClassHard></CharacterClassHard>
   </ONCV>
</Oni>