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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