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