[965] | 1 | @XML_TOOLS Version "2.0"
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| 2 |
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| 3 | @CUSTOM_CODE
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| 4 | <code>
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| 5 | // |———————————————————————————————————Code best viewed at this width————————————————————————————————————————|
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| 6 |
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| 7 | // Load XML data
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| 8 | var myBuilder = new JSXMLBuilder();
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| 9 | myBuilder.load($xmlData);
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| 10 | var elements = myBuilder.elements[0];
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| 11 |
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| 12 | // If there are no attacks in this TRAM, ignore it
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| 13 | if (!elements.childElement("Animation").childElement("Attacks"))
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| 14 | return;
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| 15 |
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| 16 | // Gather all the necessary info
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| 17 | var particles = elements.childElement("Animation").childElement("Particles");
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| 18 | var attack = elements.childElement("Animation").childElement("Attacks").childElement("Attack");
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| 19 | var hit_start = attack.childElement("Start").text;
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| 20 | var hit_end = attack.childElement("End").text;
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| 21 | var array_bones = attack.childElement("Bones").text.split(" ");
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| 22 |
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| 23 | // Remove glass_break if it is already assigned to any bones, because it's probably not been assigned the
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| 24 | // way we want it to be
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| 25 | for (var i = 0; (particles.childElement(i)); i++)
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| 26 | {
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| 27 | var particle = particles.childElement(i);
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| 28 | if (particle.childElement("Name").text == "glass_break")
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| 29 | myBuilder.removeElement(particle.index);
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| 30 | }
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| 31 |
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| 32 | // Find the outermost bone of each type
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| 33 | // The "type" in bone_type[] refers to the extremity of the body to which a bone belongs ("mid" counts as
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| 34 | // as an extremity because the head is part of "mid"); this is a "parallel array" with array_bones[]
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| 35 | var bone_type = new Array(19);
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| 36 | // The "ext" in bone_ext[] refers to the "outermostness" of the bone, that is, how far out on the extremity
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| 37 | // this bone is; this is a parallel array with array_bones[]
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| 38 | var bone_ext = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0];
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| 39 | // The extremity_ arrays are parallel arrays which store the highest "outermostness" value found for each
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| 40 | // extremity, among all the bones in that extremity that are listed in the attack
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| 41 | var extremity_name = ["mid", "left_arm", "right_arm", "left_leg", "right_leg"];
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| 42 | var extremity_max = [0, 0, 0, 0, 0];
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| 43 | for (var i = 0; i < array_bones.length; i++)
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| 44 | {
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| 45 | var bone = array_bones[i];
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| 46 | if (bone == "Head" || bone == "Neck" || bone == "Chest" || bone == "Mid" || bone == "Pelvis")
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| 47 | {
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| 48 | bone_type[i] = "mid";
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| 49 | if (bone == "Neck")
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| 50 | bone_ext[i] = 1;
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| 51 | else if (bone == "Head")
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| 52 | bone_ext[i] = 2;
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| 53 | // The rest of these bones are extremity '0'
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| 54 | }
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| 55 | else if (bone == "LeftShoulder" || bone == "LeftArm" || bone == "LeftWrist" || bone == "LeftFist")
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| 56 | {
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| 57 | bone_type[i] = "left_arm";
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| 58 | if (bone == "LeftShoulder")
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| 59 | bone_ext[i] = 1;
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| 60 | else if (bone == "LeftArm")
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| 61 | bone_ext[i] = 2;
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| 62 | else if (bone == "LeftWrist")
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| 63 | bone_ext[i] = 3;
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| 64 | else if (bone == "LeftFist")
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| 65 | bone_ext[i] = 4;
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| 66 | }
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| 67 | else if (bone == "RightShoulder" || bone == "RightArm" || bone == "RightWrist" || bone == "RightFist")
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| 68 | {
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| 69 | bone_type[i] = "right_arm";
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| 70 | if (bone == "RightShoulder")
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| 71 | bone_ext[i] = 1;
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| 72 | else if (bone == "RightArm")
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| 73 | bone_ext[i] = 2;
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| 74 | else if (bone == "RightWrist")
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| 75 | bone_ext[i] = 3;
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| 76 | else if (bone == "RightFist")
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| 77 | bone_ext[i] = 4;
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| 78 | }
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| 79 | else if (bone == "LeftThigh" || bone == "LeftCalf" || bone == "LeftFoot")
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| 80 | {
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| 81 | bone_type[i] = "left_leg";
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| 82 | if (bone == "LeftThigh")
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| 83 | bone_ext[i] = 1;
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| 84 | else if (bone == "LeftCalf")
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| 85 | bone_ext[i] = 2;
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| 86 | else if (bone == "LeftFoot")
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| 87 | bone_ext[i] = 3;
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| 88 | }
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| 89 | else if (bone == "RightThigh" || bone == "RightCalf" || bone == "RightFoot")
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| 90 | {
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| 91 | bone_type[i] = "right_leg";
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| 92 | if (bone == "RightThigh")
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| 93 | bone_ext[i] = 1;
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| 94 | else if (bone == "RightCalf")
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| 95 | bone_ext[i] = 2;
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| 96 | else if (bone == "RightFoot")
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| 97 | bone_ext[i] = 3;
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| 98 | }
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| 99 | }
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| 100 |
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| 101 | // Find outermost bone for each extremity, among the bones listed in the Attack
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| 102 | for (var a = 0; a < array_bones.length; a++)
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| 103 | {
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| 104 | for (var b = 0; b < extremity_name.length; b++)
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| 105 | {
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| 106 | if (extremity_name[b] == bone_type[a])
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| 107 | {
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| 108 | if (bone_ext[a] > extremity_max[b])
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| 109 | extremity_max[b] = bone_ext[a];
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| 110 | }
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| 111 | }
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| 112 | }
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| 113 |
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| 114 | // Add a glass_break particle for every outermost bone in the attack
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| 115 | for (var a = 0; a < array_bones.length; a++)
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| 116 | {
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| 117 | // Move to next bone if this is not the outermost attacking bone on this extremity
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| 118 | var add_this_bone = false;
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| 119 | for (var b = 0; b < extremity_name.length; b++)
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| 120 | {
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| 121 | if (bone_type[a] == extremity_name[b])
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| 122 | {
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| 123 | if (bone_ext[a] == extremity_max[b])
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| 124 | add_this_bone = true;
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| 125 | }
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| 126 | }
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| 127 | if (!add_this_bone)
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| 128 | continue;
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| 129 |
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| 130 | // Exit if we are past Oni's limit on TRAM particles
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| 131 | if (particles.length >= 16)
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| 132 | {
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| 133 | echo("Reached maximum of 16 particles for this TRAM, exiting…");
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| 134 | return;
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| 135 | }
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| 136 |
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| 137 | echo("Adding glass_break to " + array_bones[a]);
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| 138 | var par_string = "<Start>" + hit_start + "</Start><End>" + hit_end + "</End><Bone>" + array_bones[a] + "</Bone><Name>glass_break</Name>";
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| 139 |
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| 140 | // Add glass_break to bone for time period that bone has collision status
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| 141 | myBuilder.addElementAt("Particle",
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| 142 | "",
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| 143 | par_string,
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| 144 | particles.index + 1,
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| 145 | particles.level + 1);
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| 146 | }
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| 147 |
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| 148 | // Update the global variable with the new XML
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| 149 | $xmlData = myBuilder.generateXML();
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| 150 | </code>
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