[8] | 1 | Oni Character Class
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| 2 | File id $00 12 File id
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| 3 | Level id $04 17 Level id
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| 4 | Unknown $08 9 Unknown; always the same; maybe downwards velocity?
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| 5 | Downward acceleration $0C 9 Downward gravity acceleration
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| 6 | Starting velocity $10 9 Starting velocity for a simple (tap) JUMP
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| 7 | Limit velocity $14 9 Limit velocity for jumping and gravity flight
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| 8 | Upward acceleration $18 9 Upward acceleration (jetpack) if you hold JUMP
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| 9 | Unknown $1C 2 Unknown; always the same; maybe a gravity timer?
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| 10 | Jetpack timer $1E 2 Jetpack timer; time during which you can use the jetpack
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| 11 | Height no damage $20 9 Maximal falling height without damage
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| 12 | Height damage $24 9 Maximal falling height with damage
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| 13 | TXMP-link $28 12 Link to the shadow texture
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| 14 | Shadow height 5 $2C 9 Height, where the shadow fades out completely
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| 15 | Shadow height 4 $30 9 Height, where the diameter of the shadow decreases and the shadow fades out half
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| 16 | Shadow height 3 $34 9 Height, where the diameter of the shadow decreases
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| 17 | Shadow height 2 $38 9 Height, where the diameter of the shadow decreases
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| 18 | Shadow height 1 $3C 9 Height, where the diameter of the shadow decreases
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| 19 | Shadow option 1 $40 2 Transparency of the shadow for the first part of a jump
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| 20 | Shadow option 2 $42 2 Transparency of the shadow for the second part of a jump
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| 21 | Unknown $44 9 Unknown; always the same
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| 22 | Unknown $48 1 Unknown
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| 23 | Unknown $49 1 Unknown; always the same
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| 24 | Not used $4A 1002 Not used
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| 25 | Unknown $4C 9 Unknown; always the same
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| 26 | Unknown $50 9 Unknown; always the same
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| 27 | Unknown $54 9 Unknown; always the same
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| 28 | Unknown $58 9 Unknown; always the same
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| 29 | Unknown $5C 9 Unknown; always the same
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| 30 | Unknown $60 9 Unknown; always the same
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| 31 | Regeneration time $64 2 Regeneration time of one health point in 1/60 seconds if you use a hypo
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| 32 | Not used $66 1002 Not used
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| 33 | Unknown $68 9 Unknown; always the same
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| 34 | Unknown $6C 9 Unknown; always the same
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| 35 | Unknown $70 9 Unknown; always the same
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| 36 | Unknown $74 9 Unknown; always the same
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| 37 | Unknown $78 9 Unknown; always the same
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| 38 | Unknown $7C 2 Unknown; always the same
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| 39 | Unknown $7E 2 Unknown; always the same
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| 40 | Unknown $80 2 Unknown; always the same
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| 41 | Unknown $82 2 Unknown; always the same
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| 42 | Unknown $84 2 Unknown; always the same
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| 43 | Unknown $86 2 Unknown; always the same
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| 44 | Unknown $88 2 Unknown; always the same
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| 45 | Unknown $8A 2 Unknown; always the same
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| 46 | Unknown $8C 2 Unknown; always the same
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| 47 | Unknown $8E 2 Unknown; always the same
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| 48 | Unknown $90 2 Unknown; always the same
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| 49 | Unknown $92 1 Unknown; always the same
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| 50 | Not used $93 1001 Not used
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| 51 | Unknown $94 9 Unknown; always the same
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| 52 | Hurt light sound $98 132 Reference to an OSBD file of level 0
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| 53 | Hurt medium sound $B8 132 Reference to an OSBD file of level 0
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| 54 | Hurt heavy sound $D8 132 Reference to an OSBD file of level 0
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| 55 | Death sound $F8 132 Reference to an OSBD file of level 0
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| 56 | Unknown $118 4 Unknown; always the same
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| 57 | Unknown $11C 4 Unknown; always the same
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| 58 | Unknown $120 4 Unknown; always the same
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| 59 | Unknown $124 4 Unknown; always the same
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| 60 | Unknown $128 4 Unknown
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| 61 | Rotation factor $12C 9 Rotation factor * 360 degrees = possible rotation per frame or animation
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| 62 | Unknown $130 2 Unknown
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| 63 | Unknown $132 2 Unknown
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| 64 | Unknown $134 4 Unknown
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| 65 | Unknown $138 9 Unknown
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| 66 | Unknown $13C 9 Unknown
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| 67 | Unknown $140 9 Unknown; always the same
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| 68 | Unknown $144 9 Unknown; always the same
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| 69 | Unknown $148 9 Unknown; always the same
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| 70 | Unknown $14C 4 Unknown
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| 71 | Unknown $150 4 Unknown
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| 72 | Unknown $154 4 Unknown
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| 73 | Unknown $158 4 Unknown
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| 74 | w0_sec - recoil $15C 9 recoil compensation amount (0 = min, 1 = max)
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| 75 | w0_sec - best angle $160 9 best aiming angle in radians
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| 76 | w0_sec - error $164 9 shot grouping error
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| 77 | w0_sec - decay $168 9 shot grouping decay
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| 78 | w0_sec - inaccuracy $16C 9 shooting inaccuracy multiplier
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| 79 | w0_sec - minimum delay $170 2 minimum delay between shots in frames
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| 80 | w0_sec - maximum delay $172 2 maximum delay between shots in frames
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| 81 | w1_tap - recoil $174 9 recoil compensation amount (0 = min, 1 = max)
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| 82 | w1_tap - best angle $178 9 best aiming angle in radians
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| 83 | w1_tap - error $17C 9 shot grouping error
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| 84 | w1_tap - decay $180 9 shot grouping decay
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| 85 | w1_tap - inaccuracy $184 9 shooting inaccuracy multiplier
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| 86 | w1_tap - minimum delay $188 2 minimum delay between shots in frames
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| 87 | w1_tap - maximum delay $18A 2 maximum delay between shots in frames
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| 88 | w2_sap - recoil $18C 9 recoil compensation amount (0 = min, 1 = max)
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| 89 | w2_sap - best angle $190 9 best aiming angle in radians
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| 90 | w2_sap - error $194 9 shot grouping error
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| 91 | w2_sap - decay $198 9 shot grouping decay
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| 92 | w2_sap - inaccuracy $19C 9 shooting inaccuracy multiplier
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| 93 | w2_sap - minimum delay $1A0 2 minimum delay between shots in frames
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| 94 | w2_sap - maximum delay $1A2 2 maximum delay between shots in frames
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| 95 | w3_phr - recoil $1A4 9 recoil compensation amount (0 = min, 1 = max)
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| 96 | w3_phr - best angle $1A8 9 best aiming angle in radians
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| 97 | w3_phr - error $1AC 9 shot grouping error
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| 98 | w3_phr - decay $1B0 9 shot grouping decay
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| 99 | w3_phr - inaccuracy $1B4 9 shooting inaccuracy multiplier
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| 100 | w3_phr - minimum delay $1B8 2 minimum delay between shots in frames
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| 101 | w3_phr - maximum delay $1BA 2 maximum delay between shots in frames
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| 102 | w4_psm - recoil $1BC 9 recoil compensation amount (0 = min, 1 = max)
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| 103 | w4_psm - best angle $1C0 9 best aiming angle in radians
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| 104 | w4_psm - error $1C4 9 shot grouping error
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| 105 | w4_psm - decay $1C8 9 shot grouping decay
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| 106 | w4_psm - inaccuracy $1CC 9 shooting inaccuracy multiplier
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| 107 | w4_psm - minimum delay $1D0 2 minimum delay between shots in frames
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| 108 | w4_psm - maximum delay $1D2 2 maximum delay between shots in frames
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| 109 | w5_sbg - recoil $1D4 9 recoil compensation amount (0 = min, 1 = max)
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| 110 | w5_sbg - best angle $1D8 9 best aiming angle in radians
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| 111 | w5_sbg - error $1DC 9 shot grouping error
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| 112 | w5_sbg - decay $1E0 9 shot grouping decay
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| 113 | w5_sbg - inaccuracy $1E4 9 shooting inaccuracy multiplier
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| 114 | w5_sbg - minimum delay $1E8 2 minimum delay between shots in frames
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| 115 | w5_sbg - maximum delay $1EA 2 maximum delay between shots in frames
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| 116 | w6_vdg - recoil $1EC 9 recoil compensation amount (0 = min, 1 = max)
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| 117 | w6_vdg - best angle $1F0 9 best aiming angle in radians
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| 118 | w6_vdg - error $1F4 9 shot grouping error
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| 119 | w6_vdg - decay $1F8 9 shot grouping decay
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| 120 | w6_vdg - inaccuracy $1FC 9 shooting inaccuracy multiplier
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| 121 | w6_vdg - minimum delay $200 2 minimum delay between shots in frames
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| 122 | w6_vdg - maximum delay $202 2 maximum delay between shots in frames
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| 123 | w7_scc - recoil $204 9 recoil compensation amount (0 = min, 1 = max)
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| 124 | w7_scc - best angle $208 9 best aiming angle in radians
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| 125 | w7_scc - error $20C 9 shot grouping error
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| 126 | w7_scc - decay $210 9 shot grouping decay
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| 127 | w7_scc - inaccuracy $214 9 shooting inaccuracy multiplier
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| 128 | w7_scc - minimum delay $218 2 minimum delay between shots in frames
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| 129 | w7_scc - maximum delay $21A 2 maximum delay between shots in frames
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| 130 | w8_mbo - recoil $21C 9 recoil compensation amount (0 = min, 1 = max)
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| 131 | w8_mbo - best angle $220 9 best aiming angle in radians
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| 132 | w8_mbo - error $224 9 shot grouping error
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| 133 | w8_mbo - decay $228 9 shot grouping decay
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| 134 | w8_mbo - inaccuracy $22C 9 shooting inaccuracy multiplier
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| 135 | w8_mbo - minimum delay $230 2 minimum delay between shots in frames
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| 136 | w8_mbo - maximum delay $232 2 maximum delay between shots in frames
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| 137 | w9_scr - recoil $234 9 recoil compensation amount (0 = min, 1 = max)
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| 138 | w9_scr - best angle $238 9 best aiming angle in radians
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| 139 | w9_scr - error $23C 9 shot grouping error
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| 140 | w9_scr - decay $240 9 shot grouping decay
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| 141 | w9_scr - inaccuracy $244 9 shooting inaccuracy multiplier
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| 142 | w9_scr - minimum delay $248 2 minimum delay between shots in frames
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| 143 | w9_scr - maximum delay $24A 2 maximum delay between shots in frames
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| 144 | w10_sni - recoil $24C 9 recoil compensation amount (0 = min, 1 = max)
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| 145 | w10_sni - best angle $250 9 best aiming angle in radians
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| 146 | w10_sni - error $254 9 shot grouping error
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| 147 | w10_sni - decay $258 9 shot grouping decay
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| 148 | w10_sni - inaccuracy $25C 9 shooting inaccuracy multiplier
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| 149 | w10_sni - minimum delay $260 2 minimum delay between shots in frames
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| 150 | w10_sni - maximum delay $262 2 maximum delay between shots in frames
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| 151 | w11_ba1 - recoil $264 9 recoil compensation amount (0 = min, 1 = max)
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| 152 | w11_ba1 - best angle $268 9 best aiming angle in radians
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| 153 | w11_ba1 - error $26C 9 shot grouping error
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| 154 | w11_ba1 - decay $270 9 shot grouping decay
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| 155 | w11_ba1 - inaccuracy $274 9 shooting inaccuracy multiplier
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| 156 | w11_ba1 - minimum delay $278 2 minimum delay between shots in frames
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| 157 | w11_ba1 - maximum delay $27A 2 maximum delay between shots in frames
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| 158 | w12_ba2 - recoil $27C 9 recoil compensation amount (0 = min, 1 = max)
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| 159 | w12_ba2 - best angle $280 9 best aiming angle in radians
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| 160 | w12_ba2 - error $284 9 shot grouping error
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| 161 | w12_ba2 - decay $288 9 shot grouping decay
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| 162 | w12_ba2 - inaccuracy $28C 9 shooting inaccuracy multiplier
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| 163 | w12_ba2 - minimum delay $290 2 minimum delay between shots in frames
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| 164 | w12_ba2 - maximum delay $292 2 maximum delay between shots in frames
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| 165 | Unknown $294 4 Unknown; always the same
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| 166 | Unknown $298 4 Unknown; always the same
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| 167 | Unknown $29C 4 Unknown; always the same
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| 168 | Unknown $2A0 4 Unknown; always the same
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| 169 | Unknown $2A4 4 Unknown
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| 170 | Unknown $2A8 4 Unknown
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| 171 | Unknown $2AC 2 Unknown
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| 172 | Unknown $2AE 2 Unknown
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| 173 | Taunt sound query $2B0 1 0 = not used; 100 = used
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| 174 | Alert sound query $2B1 1 0 = not used; 100 = used
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| 175 | Startle sound query $2B2 1 0 = not used; 100 = used
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| 176 | Check body sound query $2B3 1 0 = not used; 100 = used
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| 177 | Pursue sound query $2B4 1 0 = not used; 100 = used
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| 178 | Cower sound query $2B5 1 0 = not used; 100 = used
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| 179 | Punch heavy sound query $2B6 1 0 = not used; 100 = used
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| 180 | Kich heavy sound query $2B7 1 0 = not used; 100 = used
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| 181 | Super3 sound query $2B8 1 0 = not used; 100 = used
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| 182 | Super4 sound query $2B9 1 0 = not used; 100 = used
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| 183 | Taunt sound $2BC 132 Reference to a SNDD file of level 0
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| 184 | Alert sound $2DC 132 Reference to a SNDD file of level 0
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| 185 | Startle sound $2FC 132 Reference to a SNDD file of level 0
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| 186 | Check body sound $31C 132 Reference to a SNDD file of level 0
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| 187 | Pursue sound $33C 132 Reference to a SNDD file of level 0
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| 188 | Cower sound $35C 132 Reference to a SNDD file of level 0
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| 189 | Punch heavy sound $37C 132 Reference to a SNDD file of level 0
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| 190 | Kick heavy sound $39C 132 Reference to a SNDD file of level 0
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| 191 | Super3 sound $3BC 132 Reference to a SNDD file of level 0
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| 192 | Super4 sound $3DC 132 Reference to a SNDD file of level 0
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| 193 | Eyeshot $3FC 9 The max. distance where the AI can see you
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| 194 | Earshot $400 9 The max. distance where the AI can hear you
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| 195 | Unknown $404 9 Unknown
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| 196 | Unknown $408 9 Unknown
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| 197 | Unknown $40C 9 Unknown
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| 198 | Unknown $410 9 Unknown; always the same
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| 199 | Unknown $414 9 Unknown; always the same
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| 200 | Unknown $418 4 Unknown; always the same
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| 201 | Unknown $41C 4 Unknown; always the same
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| 202 | Unknown $420 4 Unknown; always the same
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| 203 | Unknown $424 4 Unknown; always the same
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| 204 | Unknown $428 4 Unknown; always the same
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| 205 | Unknown $42C 4 Unknown; always the same
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| 206 | Unknown $430 9 Unknown; always the same
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| 207 | ONCV-link $434 12 Link to the Character Varient
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| 208 | ONCP-link $438 12 Link to the Character Particle Array
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| 209 | ONIA-link $43C 12 Link to the Character Impact Array
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| 210 | Unknown $440 4 Unknown; maybe a canceled link; always the same
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| 211 | Unknown $444 10016 Maybe the weight of the character?
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| 212 | Footstep walk impact $454 230 Reference to an Impt file of level 0
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| 213 | Footstep run impact $4D6 230 Reference to an Impt file of level 0
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| 214 | Footstep crouch impact $558 230 Reference to an Impt file of level 0
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| 215 | Fall slide impact $5DA 230 Reference to an Impt file of level 0
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| 216 | Fall land impact $65C 230 Reference to an Impt file of level 0
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| 217 | Fall land hard impact $6DE 230 Reference to an Impt file of level 0
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| 218 | Fall knockdown impact $760 230 Reference to an Impt file of level 0
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| 219 | Fall knockdown impact $7E2 230 Reference to an Impt file of level 0
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| 220 | Fall knockdown impact $864 230 Reference to an Impt file of level 0
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| 221 | Footstep turn impact $8E6 230 Reference to an Impt file of level 0
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| 222 | Footstep run start impact $968 230 Reference to an Impt file of level 0
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| 223 | Footstep single step impact $9EA 230 Reference to an Impt file of level 0
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| 224 | Footstep run stop impact $A6C 230 Reference to an Impt file of level 0
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| 225 | Footstep walk stop impact $AEE 230 Reference to an Impt file of level 0
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| 226 | Footstep run sprint impact $B70 230 Reference to an Impt file of level 0
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| 227 | Unknown $BF2 2 Unknown; always the same; maybe only a filler
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| 228 | Special death particles $BF4 164 Reference to a 3Dparticle.BINA file of level 0; only the mad bomber use it
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| 229 | Unknown $C34 4 Unknown; maybe a canceled link; always the same
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| 230 | Unknown $C38 4 Unknown; maybe a canceled link; always the same
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| 231 | TRBS-link $C3C 12 Link to the Body Set
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| 232 | TRMA-link $C40 12 Link to the Texture Map Array
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| 233 | CBPM-link $C44 12 Link to the Body Part Material
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| 234 | CBPI-link $C48 12 Link to the Body Part Impacts
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| 235 | Peace timer $C4C 4 Peace timer in 1/60 seconds; after that time the character switches back from fight to peace mode
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| 236 | First idle timer $C50 4 First idle timer in 1/60 seconds; after that time Oni plays a special idle animation
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| 237 | Second idle timer $C54 4 Second idle timer in 1/60 seconds; after that time Oni plays a special idle animation
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| 238 | Basic health $C58 4 Extra health informations are stored in the Character.BINA files
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| 239 | Basic health $C5C 4 Unknown; always the same
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| 240 | Minimal body size factor $C60 9 Minimal body size factor
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| 241 | Maximal body size factor $C64 9 Maximal body size factor
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| 242 | Unknown $C68 9 Unknown; always the same
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| 243 | Unknown $C6C 9 Unknown; always the same
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| 244 | Unknown $C70 9 Unknown
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| 245 | Unknown $C74 9 Unknown
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| 246 | Unknown $C78 9 Unknown; always the same
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| 247 | Unknown $C7C 9 Unknown; always the same
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| 248 | Unknown $C80 9 Unknown; always the same
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| 249 | Unknown $C84 9 Unknown
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| 250 | TRAC-link $C88 12 Link to the Animation Collection
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| 251 | TRSC-link $C8C 12 Link to the Screen (Aiming) Collection
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| 252 | Unknown $C90 2 Unknown; always the same
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| 253 | Unknown $C92 2 Unknown; only the mad bomber use it
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| 254 | Unknown $C94 1 Unknown
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| 255 | Unknown $C95 1 Unknown
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| 256 | Unknown $C96 1 Unknown
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| 257 | Unknown $C97 1 Unknown
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| 258 | Not useed $C98 1008 Not used
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