Oni Character Class File id $00 12 File id Level id $04 17 Level id Unknown $08 9 Unknown; always the same; maybe downwards velocity? Downward acceleration $0C 9 Downward gravity acceleration Starting velocity $10 9 Starting velocity for a simple (tap) JUMP Limit velocity $14 9 Limit velocity for jumping and gravity flight Upward acceleration $18 9 Upward acceleration (jetpack) if you hold JUMP Unknown $1C 2 Unknown; always the same; maybe a gravity timer? Jetpack timer $1E 2 Jetpack timer; time during which you can use the jetpack Height no damage $20 9 Maximal falling height without damage Height damage $24 9 Maximal falling height with damage TXMP-link $28 12 Link to the shadow texture Shadow height 5 $2C 9 Height, where the shadow fades out completely Shadow height 4 $30 9 Height, where the diameter of the shadow decreases and the shadow fades out half Shadow height 3 $34 9 Height, where the diameter of the shadow decreases Shadow height 2 $38 9 Height, where the diameter of the shadow decreases Shadow height 1 $3C 9 Height, where the diameter of the shadow decreases Shadow option 1 $40 2 Transparency of the shadow for the first part of a jump Shadow option 2 $42 2 Transparency of the shadow for the second part of a jump Unknown $44 9 Unknown; always the same Unknown $48 1 Unknown Unknown $49 1 Unknown; always the same Not used $4A 1002 Not used Unknown $4C 9 Unknown; always the same Unknown $50 9 Unknown; always the same Unknown $54 9 Unknown; always the same Unknown $58 9 Unknown; always the same Unknown $5C 9 Unknown; always the same Unknown $60 9 Unknown; always the same Regeneration time $64 2 Regeneration time of one health point in 1/60 seconds if you use a hypo Not used $66 1002 Not used Unknown $68 9 Unknown; always the same Unknown $6C 9 Unknown; always the same Unknown $70 9 Unknown; always the same Unknown $74 9 Unknown; always the same Unknown $78 9 Unknown; always the same Unknown $7C 2 Unknown; always the same Unknown $7E 2 Unknown; always the same Unknown $80 2 Unknown; always the same Unknown $82 2 Unknown; always the same Unknown $84 2 Unknown; always the same Unknown $86 2 Unknown; always the same Unknown $88 2 Unknown; always the same Unknown $8A 2 Unknown; always the same Unknown $8C 2 Unknown; always the same Unknown $8E 2 Unknown; always the same Unknown $90 2 Unknown; always the same Unknown $92 1 Unknown; always the same Not used $93 1001 Not used Unknown $94 9 Unknown; always the same Hurt light sound $98 132 Reference to an OSBD file of level 0 Hurt medium sound $B8 132 Reference to an OSBD file of level 0 Hurt heavy sound $D8 132 Reference to an OSBD file of level 0 Death sound $F8 132 Reference to an OSBD file of level 0 Unknown $118 4 Unknown; always the same Unknown $11C 4 Unknown; always the same Unknown $120 4 Unknown; always the same Unknown $124 4 Unknown; always the same Unknown $128 4 Unknown Rotation factor $12C 9 Rotation factor * 360 degrees = possible rotation per frame or animation Unknown $130 2 Unknown Unknown $132 2 Unknown Unknown $134 4 Unknown Unknown $138 9 Unknown Unknown $13C 9 Unknown Unknown $140 9 Unknown; always the same Unknown $144 9 Unknown; always the same Unknown $148 9 Unknown; always the same Unknown $14C 4 Unknown Unknown $150 4 Unknown Unknown $154 4 Unknown Unknown $158 4 Unknown w0_sec - recoil $15C 9 recoil compensation amount (0 = min, 1 = max) w0_sec - best angle $160 9 best aiming angle in radians w0_sec - error $164 9 shot grouping error w0_sec - decay $168 9 shot grouping decay w0_sec - inaccuracy $16C 9 shooting inaccuracy multiplier w0_sec - minimum delay $170 2 minimum delay between shots in frames w0_sec - maximum delay $172 2 maximum delay between shots in frames w1_tap - recoil $174 9 recoil compensation amount (0 = min, 1 = max) w1_tap - best angle $178 9 best aiming angle in radians w1_tap - error $17C 9 shot grouping error w1_tap - decay $180 9 shot grouping decay w1_tap - inaccuracy $184 9 shooting inaccuracy multiplier w1_tap - minimum delay $188 2 minimum delay between shots in frames w1_tap - maximum delay $18A 2 maximum delay between shots in frames w2_sap - recoil $18C 9 recoil compensation amount (0 = min, 1 = max) w2_sap - best angle $190 9 best aiming angle in radians w2_sap - error $194 9 shot grouping error w2_sap - decay $198 9 shot grouping decay w2_sap - inaccuracy $19C 9 shooting inaccuracy multiplier w2_sap - minimum delay $1A0 2 minimum delay between shots in frames w2_sap - maximum delay $1A2 2 maximum delay between shots in frames w3_phr - recoil $1A4 9 recoil compensation amount (0 = min, 1 = max) w3_phr - best angle $1A8 9 best aiming angle in radians w3_phr - error $1AC 9 shot grouping error w3_phr - decay $1B0 9 shot grouping decay w3_phr - inaccuracy $1B4 9 shooting inaccuracy multiplier w3_phr - minimum delay $1B8 2 minimum delay between shots in frames w3_phr - maximum delay $1BA 2 maximum delay between shots in frames w4_psm - recoil $1BC 9 recoil compensation amount (0 = min, 1 = max) w4_psm - best angle $1C0 9 best aiming angle in radians w4_psm - error $1C4 9 shot grouping error w4_psm - decay $1C8 9 shot grouping decay w4_psm - inaccuracy $1CC 9 shooting inaccuracy multiplier w4_psm - minimum delay $1D0 2 minimum delay between shots in frames w4_psm - maximum delay $1D2 2 maximum delay between shots in frames w5_sbg - recoil $1D4 9 recoil compensation amount (0 = min, 1 = max) w5_sbg - best angle $1D8 9 best aiming angle in radians w5_sbg - error $1DC 9 shot grouping error w5_sbg - decay $1E0 9 shot grouping decay w5_sbg - inaccuracy $1E4 9 shooting inaccuracy multiplier w5_sbg - minimum delay $1E8 2 minimum delay between shots in frames w5_sbg - maximum delay $1EA 2 maximum delay between shots in frames w6_vdg - recoil $1EC 9 recoil compensation amount (0 = min, 1 = max) w6_vdg - best angle $1F0 9 best aiming angle in radians w6_vdg - error $1F4 9 shot grouping error w6_vdg - decay $1F8 9 shot grouping decay w6_vdg - inaccuracy $1FC 9 shooting inaccuracy multiplier w6_vdg - minimum delay $200 2 minimum delay between shots in frames w6_vdg - maximum delay $202 2 maximum delay between shots in frames w7_scc - recoil $204 9 recoil compensation amount (0 = min, 1 = max) w7_scc - best angle $208 9 best aiming angle in radians w7_scc - error $20C 9 shot grouping error w7_scc - decay $210 9 shot grouping decay w7_scc - inaccuracy $214 9 shooting inaccuracy multiplier w7_scc - minimum delay $218 2 minimum delay between shots in frames w7_scc - maximum delay $21A 2 maximum delay between shots in frames w8_mbo - recoil $21C 9 recoil compensation amount (0 = min, 1 = max) w8_mbo - best angle $220 9 best aiming angle in radians w8_mbo - error $224 9 shot grouping error w8_mbo - decay $228 9 shot grouping decay w8_mbo - inaccuracy $22C 9 shooting inaccuracy multiplier w8_mbo - minimum delay $230 2 minimum delay between shots in frames w8_mbo - maximum delay $232 2 maximum delay between shots in frames w9_scr - recoil $234 9 recoil compensation amount (0 = min, 1 = max) w9_scr - best angle $238 9 best aiming angle in radians w9_scr - error $23C 9 shot grouping error w9_scr - decay $240 9 shot grouping decay w9_scr - inaccuracy $244 9 shooting inaccuracy multiplier w9_scr - minimum delay $248 2 minimum delay between shots in frames w9_scr - maximum delay $24A 2 maximum delay between shots in frames w10_sni - recoil $24C 9 recoil compensation amount (0 = min, 1 = max) w10_sni - best angle $250 9 best aiming angle in radians w10_sni - error $254 9 shot grouping error w10_sni - decay $258 9 shot grouping decay w10_sni - inaccuracy $25C 9 shooting inaccuracy multiplier w10_sni - minimum delay $260 2 minimum delay between shots in frames w10_sni - maximum delay $262 2 maximum delay between shots in frames w11_ba1 - recoil $264 9 recoil compensation amount (0 = min, 1 = max) w11_ba1 - best angle $268 9 best aiming angle in radians w11_ba1 - error $26C 9 shot grouping error w11_ba1 - decay $270 9 shot grouping decay w11_ba1 - inaccuracy $274 9 shooting inaccuracy multiplier w11_ba1 - minimum delay $278 2 minimum delay between shots in frames w11_ba1 - maximum delay $27A 2 maximum delay between shots in frames w12_ba2 - recoil $27C 9 recoil compensation amount (0 = min, 1 = max) w12_ba2 - best angle $280 9 best aiming angle in radians w12_ba2 - error $284 9 shot grouping error w12_ba2 - decay $288 9 shot grouping decay w12_ba2 - inaccuracy $28C 9 shooting inaccuracy multiplier w12_ba2 - minimum delay $290 2 minimum delay between shots in frames w12_ba2 - maximum delay $292 2 maximum delay between shots in frames Unknown $294 4 Unknown; always the same Unknown $298 4 Unknown; always the same Unknown $29C 4 Unknown; always the same Unknown $2A0 4 Unknown; always the same Unknown $2A4 4 Unknown Unknown $2A8 4 Unknown Unknown $2AC 2 Unknown Unknown $2AE 2 Unknown Taunt sound query $2B0 1 0 = not used; 100 = used Alert sound query $2B1 1 0 = not used; 100 = used Startle sound query $2B2 1 0 = not used; 100 = used Check body sound query $2B3 1 0 = not used; 100 = used Pursue sound query $2B4 1 0 = not used; 100 = used Cower sound query $2B5 1 0 = not used; 100 = used Punch heavy sound query $2B6 1 0 = not used; 100 = used Kich heavy sound query $2B7 1 0 = not used; 100 = used Super3 sound query $2B8 1 0 = not used; 100 = used Super4 sound query $2B9 1 0 = not used; 100 = used Taunt sound $2BC 132 Reference to a SNDD file of level 0 Alert sound $2DC 132 Reference to a SNDD file of level 0 Startle sound $2FC 132 Reference to a SNDD file of level 0 Check body sound $31C 132 Reference to a SNDD file of level 0 Pursue sound $33C 132 Reference to a SNDD file of level 0 Cower sound $35C 132 Reference to a SNDD file of level 0 Punch heavy sound $37C 132 Reference to a SNDD file of level 0 Kick heavy sound $39C 132 Reference to a SNDD file of level 0 Super3 sound $3BC 132 Reference to a SNDD file of level 0 Super4 sound $3DC 132 Reference to a SNDD file of level 0 Eyeshot $3FC 9 The max. distance where the AI can see you Earshot $400 9 The max. distance where the AI can hear you Unknown $404 9 Unknown Unknown $408 9 Unknown Unknown $40C 9 Unknown Unknown $410 9 Unknown; always the same Unknown $414 9 Unknown; always the same Unknown $418 4 Unknown; always the same Unknown $41C 4 Unknown; always the same Unknown $420 4 Unknown; always the same Unknown $424 4 Unknown; always the same Unknown $428 4 Unknown; always the same Unknown $42C 4 Unknown; always the same Unknown $430 9 Unknown; always the same ONCV-link $434 12 Link to the Character Varient ONCP-link $438 12 Link to the Character Particle Array ONIA-link $43C 12 Link to the Character Impact Array Unknown $440 4 Unknown; maybe a canceled link; always the same Unknown $444 10016 Maybe the weight of the character? Footstep walk impact $454 230 Reference to an Impt file of level 0 Footstep run impact $4D6 230 Reference to an Impt file of level 0 Footstep crouch impact $558 230 Reference to an Impt file of level 0 Fall slide impact $5DA 230 Reference to an Impt file of level 0 Fall land impact $65C 230 Reference to an Impt file of level 0 Fall land hard impact $6DE 230 Reference to an Impt file of level 0 Fall knockdown impact $760 230 Reference to an Impt file of level 0 Fall knockdown impact $7E2 230 Reference to an Impt file of level 0 Fall knockdown impact $864 230 Reference to an Impt file of level 0 Footstep turn impact $8E6 230 Reference to an Impt file of level 0 Footstep run start impact $968 230 Reference to an Impt file of level 0 Footstep single step impact $9EA 230 Reference to an Impt file of level 0 Footstep run stop impact $A6C 230 Reference to an Impt file of level 0 Footstep walk stop impact $AEE 230 Reference to an Impt file of level 0 Footstep run sprint impact $B70 230 Reference to an Impt file of level 0 Unknown $BF2 2 Unknown; always the same; maybe only a filler Special death particles $BF4 164 Reference to a 3Dparticle.BINA file of level 0; only the mad bomber use it Unknown $C34 4 Unknown; maybe a canceled link; always the same Unknown $C38 4 Unknown; maybe a canceled link; always the same TRBS-link $C3C 12 Link to the Body Set TRMA-link $C40 12 Link to the Texture Map Array CBPM-link $C44 12 Link to the Body Part Material CBPI-link $C48 12 Link to the Body Part Impacts Peace timer $C4C 4 Peace timer in 1/60 seconds; after that time the character switches back from fight to peace mode First idle timer $C50 4 First idle timer in 1/60 seconds; after that time Oni plays a special idle animation Second idle timer $C54 4 Second idle timer in 1/60 seconds; after that time Oni plays a special idle animation Basic health $C58 4 Extra health informations are stored in the Character.BINA files Basic health $C5C 4 Unknown; always the same Minimal body size factor $C60 9 Minimal body size factor Maximal body size factor $C64 9 Maximal body size factor Unknown $C68 9 Unknown; always the same Unknown $C6C 9 Unknown; always the same Unknown $C70 9 Unknown Unknown $C74 9 Unknown Unknown $C78 9 Unknown; always the same Unknown $C7C 9 Unknown; always the same Unknown $C80 9 Unknown; always the same Unknown $C84 9 Unknown TRAC-link $C88 12 Link to the Animation Collection TRSC-link $C8C 12 Link to the Screen (Aiming) Collection Unknown $C90 2 Unknown; always the same Unknown $C92 2 Unknown; only the mad bomber use it Unknown $C94 1 Unknown Unknown $C95 1 Unknown Unknown $C96 1 Unknown Unknown $C97 1 Unknown Not useed $C98 1008 Not used