XML:ONCV: Difference between revisions

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=ONCV: character variant=
{{XML_File_Header | prev=ONCC | type=ONCV | next=ONGS | name=Oni Character Variant}}
'''general information'''


* '''ONCV*.oni''' are global. (It can be found in edition/GameDataFolder/level0_... )
==General information==
* See [[XML basic tutorial|HERE]] if you don't know how to convert an oni file into XML and vice versa.
* The XML on this page is based on OniSplit '''v0.9.61.0'''.
* This file is used to create random characters <u>and</u> harder character variants on game difficulty level hard.
* '''ONCV*.oni''' files are global. (They can be found in AE/AEInstaller/vanilla/level0_Final.dat.)
: Every character in [[OBD:BINA/OBJC/CHAR|BINACJBOCharacter]] can have a flag for shapeshifting* into a random** ONCC.
* This file is used to create randomized appearances for a character <u>and</u> to spawn harder character variants on the Hard [[Difficulty modes|difficulty level]]. Every character in the [[XML:BINA/OBJC/CHAR|BINACJBOCharacter]] can have a flag set (RandomCostume) which allows  random selection of an ONCC from the pool formed by links from the ONCCs to a particular ONCV.
: This doesn't effect BINACJBOCharacter properties: the character will keep his/her name, melee profile, drop items, etc..
: This doesn't affect 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]].
* New characters with only one costume should use ONCVany.
: ** The actual ONCC is chosen from all ONCC linking to the ONCV (It's like they create a pool for randomness.)
* An ONCC referring to a missing ONCV will crash the game. (If you introduce a new ONCV, you must also update [[XML:ONVL|ONVL]].)
* It is also used by [[XML:BINA/SABD]] to identify which character a set of animation sounds applies to. (Looks like only BINADBASKonoko and BINADBASAny have actual content. The rest are links.)


==Examples==
In ONCVelite_easy.xml, we see that characters in the Elite Striker (easy) class upgrade to the medium variant on Hard difficulty:


'''example'''
<?xml version="1.0" encoding="utf-8"?>
<Oni>
    <ONCV id="0">
        <ParentVariant>ONCVelite</ParentVariant>
        <CharacterClass>elite_easy</CharacterClass>
        <CharacterClassHard>elite_med</CharacterClassHard>
    </ONCV>
</Oni>


Motoko is her own character class, and doesn't change her appearance on difficulty level "hard".
The <ParentVariant> is how the pool of variants is constructed. The Elite Striker (easy) has three variants in appearance, described by ONCCelite_easy_1, ONCCelite_easy_2 and ONCCelite_easy_3. Each of these has a Variant tag set to "ONCVelite_easy". When Oni spawns an easy Elite Striker, it looks at all the ONCCs linking to this ONCV and picks one at random.
 
In ONCVbarabus.xml, we can see that the boss character Barabas doesn't use the Hard difficulty upgrade feature, since there is only one Barabas:


  <?xml version="1.0" encoding="utf-8"?>
  <?xml version="1.0" encoding="utf-8"?>
  <Oni Version="0.9.27.0">
  <Oni>
     <Instance id="0" type="ONCV" name="motoko">
     <ONCV id="0">
         <ParentVariant>ONCVany</ParentVariant>
         <ParentVariant>ONCVstriker</ParentVariant>
         <CharacterClass>motoko</CharacterClass>
         <CharacterClass>barabus</CharacterClass>
         <CharacterClassHard></CharacterClassHard>
         <CharacterClassHard></CharacterClassHard>
     </Instance>
     </ONCV>
  </Oni>
  </Oni>
Since the ONCC for Barabas has <ParentVariant> "ONCVbarabus", and no other ONCC does, there is only one possible appearance for Barabas when he spawns in levels.
{{XML}}

Latest revision as of 20:18, 7 December 2023

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 on this page is based on OniSplit v0.9.61.0.
  • ONCV*.oni files are global. (They can be found in AE/AEInstaller/vanilla/level0_Final.dat.)
  • This file is used to create randomized appearances for a character and to spawn harder character variants on the Hard difficulty level. Every character in the BINACJBOCharacter can have a flag set (RandomCostume) which allows random selection of an ONCC from the pool formed by links from the ONCCs to a particular ONCV.
This doesn't affect BINACJBOCharacter properties: the character will keep his/her name, melee profile, drop items, etc.
  • New characters with only one costume should use ONCVany.
  • An ONCC referring to a missing ONCV will crash the game. (If you introduce a new ONCV, you must also update ONVL.)
  • It is also used by XML:BINA/SABD to identify which character a set of animation sounds applies to. (Looks like only BINADBASKonoko and BINADBASAny have actual content. The rest are links.)

Examples

In ONCVelite_easy.xml, we see that characters in the Elite Striker (easy) class upgrade to the medium variant on Hard difficulty:

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

The <ParentVariant> is how the pool of variants is constructed. The Elite Striker (easy) has three variants in appearance, described by ONCCelite_easy_1, ONCCelite_easy_2 and ONCCelite_easy_3. Each of these has a Variant tag set to "ONCVelite_easy". When Oni spawns an easy Elite Striker, it looks at all the ONCCs linking to this ONCV and picks one at random.

In ONCVbarabus.xml, we can see that the boss character Barabas doesn't use the Hard difficulty upgrade feature, since there is only one Barabas:

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

Since the ONCC for Barabas has <ParentVariant> "ONCVbarabus", and no other ONCC does, there is only one possible appearance for Barabas when he spawns in levels.