XML:ONGS

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Template:XMLModdingHints

The xml code on this page is compatible with onisplit v0.9.61.0

general information

  • ONGSgame_settings.oni is located in GameDataFolder\level0_Final


XML tags

<MaxOverhealthFactor> If this factor is 2 and your normal max health is 200 then character's max overhealth can be 400.

If you use a bsl command to set values beyond max overhealth then the health drops very fast to that max overhealth value but not instantly.

<NormalHypoStrength> This factor increases player's health based on his max normal health.

If this factor is 0.25 and player's max health is 200 then a hypo can restore 50 health points.

Btw, the regeneration speed for hypos is character specific. Look at ONCC's <HypoRegenerationRate>.

<OverhealthHypoStrength> This factor increases player's health based on his max normal health, but max health must be already reached.

If this factor is 1 and player's max health is 200 then a hypo can restore 200 health points.

If this factor is 1, player's max health is 200 and his current health is 175 then a hypo restores with factor 0.25 (<NormalHypoStrength>) until max health is reached. The rest of the hypo health with factor 1 (<OverhealthHypoStrength>).

<OverhealthMinDamage> Hit points of an attack gets increased by at least of this factor.
<OverhealthMaxDamage> Hit points of an attack gets increased by at most of this factor.
<UsedHealthElements> Determines now many values of <HealthPercent> and <HealthColor> are used.
<HealthPercent> 1 means 100 % (float values)
<HealthColor> Red Green Blue
<PowerupModels> M3GMpowerup.oni
<PowerupGlowTextures> TXMPpowerup.oni
<PowerupGlowSizes> x and y size (float values)
<Sounds> sounds for some events (fixed order?)
<NoticeFactors> on easy, normal, hard (?)
<BlockChanceFactors> on easy, normal, hard (only for AI)
<DodgeFactors> on easy, normal, hard (?)
<WeaponAccuracyFactors> on easy, normal, hard (?); an additional factor that propably refers to <WeaponSkills> in ONCC files
<EnemyHealthFactors> on easy, normal, hard
<PlayerHealthFactors> on easy, normal, hard
<UsedAutoPrompts> Determines how many <ONGSAutoPrompt> are used.
<ONGSAutoPrompt> Level specific items only use one level number. <SubtitleName> contains the keyword of the SUBT file. The message becomes displayed automatically.


detailed explanation of the health display meter

Remember the <UsedHealthElements> when you edit health indicator colors. Increase it by 1 if you change value in an additional <HealthPercent> and <HealthColor>.

The modification will also change ...

  • BSL command "ai2_showhealth = 1"
  • Baba's regeneration (probably by <UseSpecialTint> particle flag)
  • and melee impact flashes which show the character's health status when hit ("snap" particle files? they also use <UseSpecialTint>)

The color between health flags (<Float>) is a mix.

The color keeps the same when passing the the last health flag.


example

blue_health_bar_on_overpower_previe.png
       <UsedHealthElements>5</UsedHealthElements>
       <HealthPercent>
           <Float>0</Float>
           <Float>0.659999967</Float>
           <Float>0.979999959</Float>
           <Float>1</Float>
           <Float>1.5</Float>
           [...]
       <HealthColor>
           <Color>255 0 0</Color>
           <Color>255 255 0</Color>
           <Color>19 161 43</Color>
           <Color>0 255 0</Color>
           <Color>68 119 255</Color>
           [...]