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@XML_TOOLS Version "2.0" |
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|
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@CUSTOM_CODE |
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<code> |
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// |———————————————————————————————————Code best viewed at this width————————————————————————————————————————| |
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|
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// Load XML data |
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var myBuilder = new JSXMLBuilder(); |
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myBuilder.load($xmlData); |
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var elements = myBuilder.elements[0]; |
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|
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// If there are no attacks in this TRAM, ignore it |
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if (!elements.childElement("Animation").childElement("Attacks")) |
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return; |
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|
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// Gather all the necessary info |
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var particles = elements.childElement("Animation").childElement("Particles"); |
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var attack = elements.childElement("Animation").childElement("Attacks").childElement("Attack"); |
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var hit_start = attack.childElement("Start").text; |
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var hit_end = attack.childElement("End").text; |
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var array_bones = attack.childElement("Bones").text.split(" "); |
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|
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// Remove glass_break if it is already assigned to any bones, because it's probably not been assigned the |
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// way we want it to be |
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for (var i = 0; (particles.childElement(i)); i++) |
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{ |
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var particle = particles.childElement(i); |
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if (particle.childElement("Name").text == "glass_break") |
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myBuilder.removeElement(particle.index); |
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} |
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|
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// Find the outermost bone of each type |
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// The "type" in bone_type[] refers to the extremity of the body to which a bone belongs ("mid" counts as |
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// as an extremity because the head is part of "mid"); this is a "parallel array" with array_bones[] |
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var bone_type = new Array(19); |
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// The "ext" in bone_ext[] refers to the "outermostness" of the bone, that is, how far out on the extremity |
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// this bone is; this is a parallel array with array_bones[] |
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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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// The extremity_ arrays are parallel arrays which store the highest "outermostness" value found for each |
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// extremity, among all the bones in that extremity that are listed in the attack |
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var extremity_name = ["mid", "left_arm", "right_arm", "left_leg", "right_leg"]; |
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var extremity_max = [0, 0, 0, 0, 0]; |
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for (var i = 0; i < array_bones.length; i++) |
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{ |
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var bone = array_bones[i]; |
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if (bone == "Head" || bone == "Neck" || bone == "Chest" || bone == "Mid" || bone == "Pelvis") |
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{ |
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bone_type[i] = "mid"; |
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if (bone == "Neck") |
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bone_ext[i] = 1; |
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else if (bone == "Head") |
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bone_ext[i] = 2; |
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// The rest of these bones are extremity '0' |
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} |
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else if (bone == "LeftShoulder" || bone == "LeftArm" || bone == "LeftWrist" || bone == "LeftFist") |
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{ |
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bone_type[i] = "left_arm"; |
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if (bone == "LeftShoulder") |
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bone_ext[i] = 1; |
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else if (bone == "LeftArm") |
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bone_ext[i] = 2; |
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else if (bone == "LeftWrist") |
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bone_ext[i] = 3; |
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else if (bone == "LeftFist") |
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bone_ext[i] = 4; |
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} |
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else if (bone == "RightShoulder" || bone == "RightArm" || bone == "RightWrist" || bone == "RightFist") |
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{ |
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bone_type[i] = "right_arm"; |
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if (bone == "RightShoulder") |
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bone_ext[i] = 1; |
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else if (bone == "RightArm") |
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bone_ext[i] = 2; |
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else if (bone == "RightWrist") |
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bone_ext[i] = 3; |
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else if (bone == "RightFist") |
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bone_ext[i] = 4; |
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} |
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else if (bone == "LeftThigh" || bone == "LeftCalf" || bone == "LeftFoot") |
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{ |
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bone_type[i] = "left_leg"; |
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if (bone == "LeftThigh") |
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bone_ext[i] = 1; |
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else if (bone == "LeftCalf") |
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bone_ext[i] = 2; |
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else if (bone == "LeftFoot") |
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bone_ext[i] = 3; |
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} |
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else if (bone == "RightThigh" || bone == "RightCalf" || bone == "RightFoot") |
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{ |
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bone_type[i] = "right_leg"; |
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if (bone == "RightThigh") |
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bone_ext[i] = 1; |
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else if (bone == "RightCalf") |
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bone_ext[i] = 2; |
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else if (bone == "RightFoot") |
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bone_ext[i] = 3; |
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} |
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} |
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|
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// Find outermost bone for each extremity, among the bones listed in the Attack |
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for (var a = 0; a < array_bones.length; a++) |
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{ |
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for (var b = 0; b < extremity_name.length; b++) |
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{ |
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if (extremity_name[b] == bone_type[a]) |
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{ |
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if (bone_ext[a] > extremity_max[b]) |
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extremity_max[b] = bone_ext[a]; |
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} |
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} |
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} |
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|
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// Add a glass_break particle for every outermost bone in the attack |
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for (var a = 0; a < array_bones.length; a++) |
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{ |
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// Move to next bone if this is not the outermost attacking bone on this extremity |
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var add_this_bone = false; |
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for (var b = 0; b < extremity_name.length; b++) |
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{ |
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if (bone_type[a] == extremity_name[b]) |
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{ |
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if (bone_ext[a] == extremity_max[b]) |
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add_this_bone = true; |
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} |
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} |
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if (!add_this_bone) |
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continue; |
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|
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// Exit if we are past Oni's limit on TRAM particles |
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if (particles.length >= 16) |
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{ |
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echo("Reached maximum of 16 particles for this TRAM, exiting…"); |
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return; |
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} |
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|
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//echo("Adding glass_break to " + array_bones[a]); |
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var par_string = "<Start>" + hit_start + "</Start><End>" + hit_end + "</End><Bone>" + array_bones[a] + "</Bone><Name>glass_break</Name>"; |
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|
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// Add glass_break to bone for time period that bone has collision status |
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myBuilder.addElementAt("Particle", |
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"", |
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par_string, |
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particles.index + 1, |
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particles.level + 1); |
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} |
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|
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// Update the global variable with the new XML |
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$xmlData = myBuilder.generateXML(); |
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</code> |