source: oup/structdefs/ONCC_2.txt@ 260

Last change on this file since 260 was 37, checked in by alloc, 18 years ago
File size: 13.4 KB
RevLine 
[37]1Oni Character Class
2File id $00 12 File id
3Level id $04 17 Level id
4Unknown $08 9 Unknown; always the same; maybe downwards velocity?
5Downward acceleration $0C 9 Downward gravity acceleration
6Starting velocity $10 9 Starting velocity for a simple (tap) JUMP
7Limit velocity $14 9 Limit velocity for jumping and gravity flight
8Upward acceleration $18 9 Upward acceleration (jetpack) if you hold JUMP
9Unknown $1C 2 Unknown; always the same; maybe a gravity timer?
10Jetpack timer $1E 2 Jetpack timer; time during which you can use the jetpack
11Height no damage $20 9 Maximal falling height without damage
12Height damage $24 9 Maximal falling height with damage
13TXMP-link $28 12 Link to the shadow texture
14Shadow height 5 $2C 9 Height, where the shadow fades out completely
15Shadow height 4 $30 9 Height, where the diameter of the shadow decreases and the shadow fades out half
16Shadow height 3 $34 9 Height, where the diameter of the shadow decreases
17Shadow height 2 $38 9 Height, where the diameter of the shadow decreases
18Shadow height 1 $3C 9 Height, where the diameter of the shadow decreases
19Shadow option 1 $40 2 Transparency of the shadow for the first part of a jump
20Shadow option 2 $42 2 Transparency of the shadow for the second part of a jump
21Unknown $44 9 Unknown; always the same
22Unknown $48 1 Unknown
23Unknown $49 1 Unknown; always the same
24Not used $4A 1002 Not used
25Unknown $4C 9 Unknown; always the same
26Unknown $50 9 Unknown; always the same
27Unknown $54 9 Unknown; always the same
28Unknown $58 9 Unknown; always the same
29Unknown $5C 9 Unknown; always the same
30Unknown $60 9 Unknown; always the same
31Regeneration time $64 2 Regeneration time of one health point in 1/60 seconds if you use a hypo
32Not used $66 1002 Not used
33Unknown $68 9 Unknown; always the same
34Unknown $6C 9 Unknown; always the same
35Unknown $70 9 Unknown; always the same
36Unknown $74 9 Unknown; always the same
37Unknown $78 9 Unknown; always the same
38Unknown $7C 2 Unknown; always the same
39Unknown $7E 2 Unknown; always the same
40Unknown $80 2 Unknown; always the same
41Unknown $82 2 Unknown; always the same
42Unknown $84 2 Unknown; always the same
43Unknown $86 2 Unknown; always the same
44Unknown $88 2 Unknown; always the same
45Unknown $8A 2 Unknown; always the same
46Unknown $8C 2 Unknown; always the same
47Unknown $8E 2 Unknown; always the same
48Unknown $90 2 Unknown; always the same
49Unknown $92 1 Unknown; always the same
50Not used $93 1001 Not used
51Unknown $94 9 Unknown; always the same
52Hurt light sound $98 132 Reference to an OSBD file of level 0
53Hurt medium sound $B8 132 Reference to an OSBD file of level 0
54Hurt heavy sound $D8 132 Reference to an OSBD file of level 0
55Death sound $F8 132 Reference to an OSBD file of level 0
56Unknown $118 4 Unknown; always the same
57Unknown $11C 4 Unknown; always the same
58Unknown $120 4 Unknown; always the same
59Unknown $124 4 Unknown; always the same
60Unknown $128 4 Unknown
61Rotation factor $12C 9 Rotation factor * 360 degrees = possible rotation per frame or animation
62Unknown $130 2 Unknown
63Unknown $132 2 Unknown
64Unknown $134 4 Unknown
65Unknown $138 9 Unknown
66Unknown $13C 9 Unknown
67Unknown $140 9 Unknown; always the same
68Unknown $144 9 Unknown; always the same
69Unknown $148 9 Unknown; always the same
70Unknown $14C 4 Unknown
71Unknown $150 4 Unknown
72Unknown $154 4 Unknown
73Unknown $158 4 Unknown
74w0_sec - recoil $15C 9 recoil compensation amount (0 = min, 1 = max)
75w0_sec - best angle $160 9 best aiming angle in radians
76w0_sec - error $164 9 shot grouping error
77w0_sec - decay $168 9 shot grouping decay
78w0_sec - inaccuracy $16C 9 shooting inaccuracy multiplier
79w0_sec - minimum delay $170 2 minimum delay between shots in frames
80w0_sec - maximum delay $172 2 maximum delay between shots in frames
81w1_tap - recoil $174 9 recoil compensation amount (0 = min, 1 = max)
82w1_tap - best angle $178 9 best aiming angle in radians
83w1_tap - error $17C 9 shot grouping error
84w1_tap - decay $180 9 shot grouping decay
85w1_tap - inaccuracy $184 9 shooting inaccuracy multiplier
86w1_tap - minimum delay $188 2 minimum delay between shots in frames
87w1_tap - maximum delay $18A 2 maximum delay between shots in frames
88w2_sap - recoil $18C 9 recoil compensation amount (0 = min, 1 = max)
89w2_sap - best angle $190 9 best aiming angle in radians
90w2_sap - error $194 9 shot grouping error
91w2_sap - decay $198 9 shot grouping decay
92w2_sap - inaccuracy $19C 9 shooting inaccuracy multiplier
93w2_sap - minimum delay $1A0 2 minimum delay between shots in frames
94w2_sap - maximum delay $1A2 2 maximum delay between shots in frames
95w3_phr - recoil $1A4 9 recoil compensation amount (0 = min, 1 = max)
96w3_phr - best angle $1A8 9 best aiming angle in radians
97w3_phr - error $1AC 9 shot grouping error
98w3_phr - decay $1B0 9 shot grouping decay
99w3_phr - inaccuracy $1B4 9 shooting inaccuracy multiplier
100w3_phr - minimum delay $1B8 2 minimum delay between shots in frames
101w3_phr - maximum delay $1BA 2 maximum delay between shots in frames
102w4_psm - recoil $1BC 9 recoil compensation amount (0 = min, 1 = max)
103w4_psm - best angle $1C0 9 best aiming angle in radians
104w4_psm - error $1C4 9 shot grouping error
105w4_psm - decay $1C8 9 shot grouping decay
106w4_psm - inaccuracy $1CC 9 shooting inaccuracy multiplier
107w4_psm - minimum delay $1D0 2 minimum delay between shots in frames
108w4_psm - maximum delay $1D2 2 maximum delay between shots in frames
109w5_sbg - recoil $1D4 9 recoil compensation amount (0 = min, 1 = max)
110w5_sbg - best angle $1D8 9 best aiming angle in radians
111w5_sbg - error $1DC 9 shot grouping error
112w5_sbg - decay $1E0 9 shot grouping decay
113w5_sbg - inaccuracy $1E4 9 shooting inaccuracy multiplier
114w5_sbg - minimum delay $1E8 2 minimum delay between shots in frames
115w5_sbg - maximum delay $1EA 2 maximum delay between shots in frames
116w6_vdg - recoil $1EC 9 recoil compensation amount (0 = min, 1 = max)
117w6_vdg - best angle $1F0 9 best aiming angle in radians
118w6_vdg - error $1F4 9 shot grouping error
119w6_vdg - decay $1F8 9 shot grouping decay
120w6_vdg - inaccuracy $1FC 9 shooting inaccuracy multiplier
121w6_vdg - minimum delay $200 2 minimum delay between shots in frames
122w6_vdg - maximum delay $202 2 maximum delay between shots in frames
123w7_scc - recoil $204 9 recoil compensation amount (0 = min, 1 = max)
124w7_scc - best angle $208 9 best aiming angle in radians
125w7_scc - error $20C 9 shot grouping error
126w7_scc - decay $210 9 shot grouping decay
127w7_scc - inaccuracy $214 9 shooting inaccuracy multiplier
128w7_scc - minimum delay $218 2 minimum delay between shots in frames
129w7_scc - maximum delay $21A 2 maximum delay between shots in frames
130w8_mbo - recoil $21C 9 recoil compensation amount (0 = min, 1 = max)
131w8_mbo - best angle $220 9 best aiming angle in radians
132w8_mbo - error $224 9 shot grouping error
133w8_mbo - decay $228 9 shot grouping decay
134w8_mbo - inaccuracy $22C 9 shooting inaccuracy multiplier
135w8_mbo - minimum delay $230 2 minimum delay between shots in frames
136w8_mbo - maximum delay $232 2 maximum delay between shots in frames
137w9_scr - recoil $234 9 recoil compensation amount (0 = min, 1 = max)
138w9_scr - best angle $238 9 best aiming angle in radians
139w9_scr - error $23C 9 shot grouping error
140w9_scr - decay $240 9 shot grouping decay
141w9_scr - inaccuracy $244 9 shooting inaccuracy multiplier
142w9_scr - minimum delay $248 2 minimum delay between shots in frames
143w9_scr - maximum delay $24A 2 maximum delay between shots in frames
144w10_sni - recoil $24C 9 recoil compensation amount (0 = min, 1 = max)
145w10_sni - best angle $250 9 best aiming angle in radians
146w10_sni - error $254 9 shot grouping error
147w10_sni - decay $258 9 shot grouping decay
148w10_sni - inaccuracy $25C 9 shooting inaccuracy multiplier
149w10_sni - minimum delay $260 2 minimum delay between shots in frames
150w10_sni - maximum delay $262 2 maximum delay between shots in frames
151w11_ba1 - recoil $264 9 recoil compensation amount (0 = min, 1 = max)
152w11_ba1 - best angle $268 9 best aiming angle in radians
153w11_ba1 - error $26C 9 shot grouping error
154w11_ba1 - decay $270 9 shot grouping decay
155w11_ba1 - inaccuracy $274 9 shooting inaccuracy multiplier
156w11_ba1 - minimum delay $278 2 minimum delay between shots in frames
157w11_ba1 - maximum delay $27A 2 maximum delay between shots in frames
158w12_ba2 - recoil $27C 9 recoil compensation amount (0 = min, 1 = max)
159w12_ba2 - best angle $280 9 best aiming angle in radians
160w12_ba2 - error $284 9 shot grouping error
161w12_ba2 - decay $288 9 shot grouping decay
162w12_ba2 - inaccuracy $28C 9 shooting inaccuracy multiplier
163w12_ba2 - minimum delay $290 2 minimum delay between shots in frames
164w12_ba2 - maximum delay $292 2 maximum delay between shots in frames
165Unknown $294 4 Unknown; always the same
166Unknown $298 4 Unknown; always the same
167Unknown $29C 4 Unknown; always the same
168Unknown $2A0 4 Unknown; always the same
169Unknown $2A4 4 Unknown
170Unknown $2A8 4 Unknown
171Unknown $2AC 2 Unknown
172Unknown $2AE 2 Unknown
173Taunt sound query $2B0 1 0 = not used; 100 = used
174Alert sound query $2B1 1 0 = not used; 100 = used
175Startle sound query $2B2 1 0 = not used; 100 = used
176Check body sound query $2B3 1 0 = not used; 100 = used
177Pursue sound query $2B4 1 0 = not used; 100 = used
178Cower sound query $2B5 1 0 = not used; 100 = used
179Punch heavy sound query $2B6 1 0 = not used; 100 = used
180Kich heavy sound query $2B7 1 0 = not used; 100 = used
181Super3 sound query $2B8 1 0 = not used; 100 = used
182Super4 sound query $2B9 1 0 = not used; 100 = used
183Taunt sound $2BC 132 Reference to a SNDD file of level 0
184Alert sound $2DC 132 Reference to a SNDD file of level 0
185Startle sound $2FC 132 Reference to a SNDD file of level 0
186Check body sound $31C 132 Reference to a SNDD file of level 0
187Pursue sound $33C 132 Reference to a SNDD file of level 0
188Cower sound $35C 132 Reference to a SNDD file of level 0
189Punch heavy sound $37C 132 Reference to a SNDD file of level 0
190Kick heavy sound $39C 132 Reference to a SNDD file of level 0
191Super3 sound $3BC 132 Reference to a SNDD file of level 0
192Super4 sound $3DC 132 Reference to a SNDD file of level 0
193Eyeshot $3FC 9 The max. distance where the AI can see you
194Earshot $400 9 The max. distance where the AI can hear you
195Unknown $404 9 Unknown
196Unknown $408 9 Unknown
197Unknown $40C 9 Unknown
198Unknown $410 9 Unknown; always the same
199Unknown $414 9 Unknown; always the same
200Unknown $418 4 Unknown; always the same
201Unknown $41C 4 Unknown; always the same
202Unknown $420 4 Unknown; always the same
203Unknown $424 4 Unknown; always the same
204Unknown $428 4 Unknown; always the same
205Unknown $42C 4 Unknown; always the same
206Unknown $430 9 Unknown; always the same
207ONCV-link $434 12 Link to the Character Varient
208ONCP-link $438 12 Link to the Character Particle Array
209ONIA-link $43C 12 Link to the Character Impact Array
210Unknown $440 4 Unknown; maybe a canceled link; always the same
211Unknown $444 10016 Maybe the weight of the character?
212Footstep walk impact $454 230 Reference to an Impt file of level 0
213Footstep run impact $4D6 230 Reference to an Impt file of level 0
214Footstep crouch impact $558 230 Reference to an Impt file of level 0
215Fall slide impact $5DA 230 Reference to an Impt file of level 0
216Fall land impact $65C 230 Reference to an Impt file of level 0
217Fall land hard impact $6DE 230 Reference to an Impt file of level 0
218Fall knockdown impact $760 230 Reference to an Impt file of level 0
219Fall knockdown impact $7E2 230 Reference to an Impt file of level 0
220Fall knockdown impact $864 230 Reference to an Impt file of level 0
221Footstep turn impact $8E6 230 Reference to an Impt file of level 0
222Footstep run start impact $968 230 Reference to an Impt file of level 0
223Footstep single step impact $9EA 230 Reference to an Impt file of level 0
224Footstep run stop impact $A6C 230 Reference to an Impt file of level 0
225Footstep walk stop impact $AEE 230 Reference to an Impt file of level 0
226Footstep run sprint impact $B70 230 Reference to an Impt file of level 0
227Unknown $BF2 2 Unknown; always the same; maybe only a filler
228Special death particles $BF4 164 Reference to a 3Dparticle.BINA file of level 0; only the mad bomber use it
229Unknown $C34 4 Unknown; maybe a canceled link; always the same
230Unknown $C38 4 Unknown; maybe a canceled link; always the same
231TRBS-link $C3C 12 Link to the Body Set
232TRMA-link $C40 12 Link to the Texture Map Array
233CBPM-link $C44 12 Link to the Body Part Material
234CBPI-link $C48 12 Link to the Body Part Impacts
235Peace timer $C4C 4 Peace timer in 1/60 seconds; after that time the character switches back from fight to peace mode
236First idle timer $C50 4 First idle timer in 1/60 seconds; after that time Oni plays a special idle animation
237Second idle timer $C54 4 Second idle timer in 1/60 seconds; after that time Oni plays a special idle animation
238Basic health $C58 4 Extra health informations are stored in the Character.BINA files
239Basic health $C5C 4 Unknown; always the same
240Minimal body size factor $C60 9 Minimal body size factor
241Maximal body size factor $C64 9 Maximal body size factor
242Unknown $C68 9 Unknown; always the same
243Unknown $C6C 9 Unknown; always the same
244Unknown $C70 9 Unknown
245Unknown $C74 9 Unknown
246Unknown $C78 9 Unknown; always the same
247Unknown $C7C 9 Unknown; always the same
248Unknown $C80 9 Unknown; always the same
249Unknown $C84 9 Unknown
250TRAC-link $C88 12 Link to the Animation Collection
251TRSC-link $C8C 12 Link to the Screen (Aiming) Collection
252Unknown $C90 2 Unknown; always the same
253Unknown $C92 2 Unknown; only the mad bomber use it
254Unknown $C94 1 Unknown
255Unknown $C95 1 Unknown
256Unknown $C96 1 Unknown
257Unknown $C97 1 Unknown
258Not useed $C98 1008 Not used
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