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Author Topic: [TL2] Modding Guide Project  (Read 2604 times)

Offline Lord Nyriox

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[TL2] Modding Guide Project
« on: July 23, 2018, 12:03:17 AM »
Modding Guide Project

In this thread I will post information on various aspects of TL2 modding. 

Each post will expand on a particular element, and will be updated as new information or corrections come in.  I make no guarantees on the accuracy of the information contained herein. 

Once the content of each post is fully written, proofread, and verified, it will eventually be copied to the Torchmodders Wiki.  The post will then be updated with a link to the appropriate Wiki article.


Please do not post comments, ideas, or suggestions on this thread.  There is a separate topic for those. 
« Last Edit: July 29, 2018, 09:26:06 PM by Lord Nyriox »

Offline Lord Nyriox

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[WIP] Scaling Charge Coding
« Reply #1 on: July 23, 2018, 01:12:08 AM »
Outlander-style Charge Coding (TBA)

WIP:
  • Describe code elements and in-game effects.
  • Describe scaling aspects, and comma-separation.
  • Describe scaling inversion.
  • Describe passive skill application.
  • Demonstrate Share the Wealth adaptations.
  • Explore triggerable coding.



Charge-Bar UI: 

The UI of the Charge Bar is split into 3 pieces. 

You have the base UI coding, under 
Code: [Select]
MEDIA/UI/MENUS/UNITUNIQUEMENUS/<filename>.LAYOUT
 
From that file, you can find links to the `imageset` entries that define what the Charge-bar looks like…and a link to the **separate** Layout file in which the Charge-bar tooltip resides. 

If you want to change the "display name" of your Charge-bar (or its description, for that matter), you should edit the "tooltip" Layout file, not the baseline one.

Code: [Select]
	[EFFECT]
<STRING>NAME:Wanderer_Passive_CS
<STRING>ACTIVATION:PASSIVE
<STRING>DURATION:ALWAYS
<STRING>TYPE:PERCENT CAST SPEED
<STRING>STATMODIFYNAME:Player Charge Percent
<STRING>STATMODIFYPERCENT:100
<BOOL>SAVE:true
<BOOL>EXCLUSIVE:true
<FLOAT>MIN:0.1
<FLOAT>MAX:0.1
<STRING>STAT_SOURCE_TYPE:ON UPDATE SELF
[/EFFECT]

Code: [Select]
	[EFFECT]
<STRING>NAME:Wanderer_Passive_CS_max
<STRING>ACTIVATION:PASSIVE
<STRING>DURATION:ALWAYS
<STRING>TYPE:PERCENT CAST SPEED
<STRING>STAT_SOURCE_TYPE:ON CAST CASTER
<BOOL>SAVE:false
<BOOL>EXCLUSIVE:true
<FLOAT>MIN:5
<FLOAT>MAX:5
[/EFFECT]

Code: [Select]
	<INTEGER>CHARGES_MAX:1
<FLOAT>CHARGE_DPSMULT:20
<FLOAT>CHARGE_DEGRADE_SECONDS:3
<FLOAT>CHARGE_DEGRADE_PAUSE:5
[SHOWUI_ALWAYS]
<STRING>MENU:OUTLANDERCHARGEBAR
[/SHOWUI_ALWAYS]
[CHARGE_AFFIXES_TO_WATCH]
<STRING>AFFIX:WANDERER_PASSIVES
[/CHARGE_AFFIXES_TO_WATCH]
[AFFIXES]
<STRING>AFFIX:WANDERER_PASSIVES
[/AFFIXES]
[EFFECT]
<STRING>NAME:Wanderer_Charge_Rate
<STRING>ACTIVATION:DYNAMIC
<STRING>DURATION:ALWAYS
<STRING>TYPE:PERCENT CHARGING BONUS
<BOOL>SAVE:true
<FLOAT>MIN:-25
<FLOAT>MAX:-25
[/EFFECT]
[EFFECT]
<STRING>NAME:Wanderer_Max
<STRING>ACTIVATION:DYNAMIC
<STRING>DURATION:INSTANT
<STRING>TYPE:ADD TRIGGERABLE
<FLOAT>CHANCE:100
[/EFFECT]
[EFFECT]
<STRING>NAME:Wanderer_Unmax
<STRING>ACTIVATION:DYNAMIC
<STRING>DURATION:INSTANT
<STRING>TYPE:ADD TRIGGERABLE
<FLOAT>CHANCE:100
[/EFFECT]
[EFFECT]
<STRING>NAME:Wanderer_Deplete
<STRING>ACTIVATION:DYNAMIC
<STRING>DURATION:INSTANT
<STRING>TYPE:ADD TRIGGERABLE
<FLOAT>CHANCE:100
[/EFFECT]
[EFFECT]
<STRING>NAME:Wanderer_Focus_Hit
<STRING>ACTIVATION:DYNAMIC
<STRING>DURATION:INSTANT
<STRING>TYPE:ADD TRIGGERABLE
<FLOAT>CHANCE:100
[/EFFECT]

Code: [Select]

Code: [Select]

Code: [Select]
« Last Edit: July 27, 2018, 04:41:45 PM by Lord Nyriox »

Offline Lord Nyriox

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[WIP] Model XML Editing
« Reply #2 on: July 23, 2018, 09:35:30 PM »
Editing Models in XML (TBA)

WIP:
  • List the keys used in MESH.xml and SKELETON.xml files, and describe their properties.
  • Clarify the nature of Shared vs. "Submesh" Geometry (what is its official name?), and describe how to convert between them (also note that due to the "virtualized" nature of Shared Geometry, it can have performance issues, especially with complex skeletons).
  • Describe how to rename Materials, Animations, and other properties by hand.
  • Explain how to identify a Mesh region by tracing bone assignments.
  • Discuss how @Kva3imoda's Retimer interacts with Skeletons.
« Last Edit: July 23, 2018, 09:38:21 PM by Lord Nyriox »

 

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