Modding:Coding An Item: Difference between revisions

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(START OF ITEM)
(START OF ITEM)
<code>
<code>
  <node id="GameObjects"> Circlet </code>
  <node id="GameObjects"> Circlet
  <attribute id="Description" type="TranslatedString" handle="HANDLE2" version="1" /> Generate a handle for this in your .loca file.</code>
  <attribute id="Description" type="TranslatedString" handle="HANDLE2" version="1" /> '''Generate a handle for this in your .loca file.'''</code>
  <attribute id="DisplayName" type="TranslatedString" handle="HANDLE1" version="1" /> Generate a handle for this in your .loca file.</code>
  <attribute id="DisplayName" type="TranslatedString" handle="HANDLE1" version="1" /> '''Generate a handle for this in your .loca file.'''</code>
  <attribute id="EquipSound" type="FixedString" value="ea27b98e-5fc0-4b0d-8602-e4a421dd481e" /></code>
  <attribute id="EquipSound" type="FixedString" value="ea27b98e-5fc0-4b0d-8602-e4a421dd481e" /></code>
  <attribute id="Icon" type="FixedString" value="Item_Cloth_Headwear_Circlet_Silver_A" /> Sets up icon</code>
  <attribute id="Icon" type="FixedString" value="Item_Cloth_Headwear_Circlet_Silver_A" /> '''Sets it up to use a base game icon- custom icons require addition lsx and texture work'''</code>
  <attribute id="LevelName" type="FixedString" value="" /></code>
  <attribute id="LevelName" type="FixedString" value="" /></code>
  <attribute id="MapKey" type="FixedString" value="0000000000000000000000000002" /> This links up to the armor.txt to form the armor.</code>
  <attribute id="MapKey" type="FixedString" value="0000000000000000000000000002" /> '''This links up to the armor.txt to form the armor.'''</code>
  <attribute id="Name" type="LSString" value="MY_COOL_NEW_CIRCLET" /> This links up to the armor.txt to form the armor.</code>
  <attribute id="Name" type="LSString" value="MY_COOL_NEW_CIRCLET" /> '''This links up to the armor.txt to form the armor.'''</code>
  <attribute id="ParentTemplateId" type="FixedString" value="4d2e0931-3a01-4759-834b-8ae36749daab" /> This tells the game roughly what kind of item- you should use the right kind for your item to avoid problems.</code>
  <attribute id="ParentTemplateId" type="FixedString" value="4d2e0931-3a01-4759-834b-8ae36749daab" /> '''This tells the game roughly what kind of item it is, such as in this case a helmet. You should use the right kind for your item to avoid inherited problems.'''</code>
  <attribute id="PhysicsTemplate" type="FixedString" value="327039da-0827-811f-24e8-fc57e86c7ba2" /></code>
  <attribute id="PhysicsTemplate" type="FixedString" value="327039da-0827-811f-24e8-fc57e86c7ba2" /></code>
  <attribute id="Type" type="FixedString" value="item" /></code>
  <attribute id="Type" type="FixedString" value="item" /></code>
  <attribute id="UnequipSound" type="FixedString" value="f4c24367-83af-484e-bcc5-0438b8e64dec" /></code>
  <attribute id="UnequipSound" type="FixedString" value="f4c24367-83af-484e-bcc5-0438b8e64dec" /></code>
  <attribute id="VisualTemplate" type="FixedString" value="2136f57a-a35f-c2fe-69fb-29afa9ebc8db" /> This sets the LOOT model (the one that appears when you examine it, or throw the item.</code>
  <attribute id="VisualTemplate" type="FixedString" value="2136f57a-a35f-c2fe-69fb-29afa9ebc8db" /> This is the mesh mapkey to the LOOT model (the one that appears when you examine it, or throw the item. For a weapon, the LOOT model and the item model are the same. </code>
 
  <attribute id="_OriginalFileVersion_" type="int64" value="144115207403209032" /></code>
  <attribute id="_OriginalFileVersion_" type="int64" value="144115207403209032" /></code>
  <children></code>
  <children></code>
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  <node id="LongHair" /></code>
  <node id="LongHair" /></code>
  <node id="ParentRace"> These set the parent races for githyanki, Dragonborn and Tiefling.  Unless this line is specified, they will use Human Body or Strong Human Body. (Which may be fine for some races such as Tieflings.)</code>
  <node id="ParentRace"> These set the parent races for githyanki, Dragonborn and Tiefling.  Unless this line is specified, they will use Human Body or Strong Human Body. (Which may be fine for some races such as Tieflings.)</code>
  <children></code>
  <children></code>
  <node id="Object"></code>
  <node id="Object"></code>
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  <attribute id="MapValue" type="guid" value="00000000-0000-0000-0000-000000000000" /></code>
  <attribute id="MapValue" type="guid" value="00000000-0000-0000-0000-000000000000" /></code>
  </node></code>
  </node></code>
(Removed for length as these all follow the same format)</code>
'''(Removed for length as these all follow the same format)'''</code>
 
 
  </children></code>
  </children></code>
  </node></code>
  </node></code>
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  <attribute id="ShowEquipmentVisuals" type="bool" value="False" /></code>
  <attribute id="ShowEquipmentVisuals" type="bool" value="False" /></code>
  <children></code>
  <children></code>
  <node id="MaterialOverrides"> Sets colours for this one specific</code>
  <node id="MaterialOverrides"> Sets colours for this one specific</code>
  <attribute id="MaterialResource" type="FixedString" value="" /></code>
  <attribute id="MaterialResource" type="FixedString" value="" /></code>
  <children></code>
  <children></code>
  <node id="MaterialPresets" /></code>
  <node id="MaterialPresets" /></code>
(We can add any colour available to us (cloth, leather, accent) but this circlet is only metal 1 so we only need to list metal 1.)</code>
'''(We can add any colour available to us (cloth, leather, accent) but this circlet is only metal 1 so we only need to list metal 1.)'''</code>


<node id="Vector3Parameters"></code>
<node id="Vector3Parameters"></code>
<attribute id="Color" type="bool" value="False" /></code>
<attribute id="Color" type="bool" value="False" /></code>
<attribute id="Custom" type="bool" value="True" /></code>
<attribute id="Custom" type="bool" value="True" /></code>
<attribute id="Enabled" type="bool" value="False" /></code>
<attribute id="Enabled" type="bool" value="False" /></code>
<attribute id="Parameter" type="FixedString" value="Metal_Primary" /></code>
<attribute id="Parameter" type="FixedString" value="Metal_Primary" /></code>
<attribute id="Value" type="fvec3" value="0.7667436 0.7667436 0.7667436" /> You can get a line of </code>
<attribute id="Value" type="fvec3" value="0.7667436 0.7667436 0.7667436" /> You can get a line of </code>
 
</node></code>
</node></code>
</children></code>
</children></code>
</node></code>
</node></code>
  <node id="RealMaterialOverrides" /></code>
  <node id="RealMaterialOverrides" /></code>
</children></code>
</children></code>
</node></code>
</node></code>
<node id="Visuals"></code>
<node id="Visuals"></code>
<children></code>
<children></code>
<node id="Object"></code>
<node id="Object"></code>
<attribute id="MapKey" type="guid" value="71180b76-5752-4a97-b71f-911a69197f58" /> Human Male Race IUUD example</code>
<attribute id="MapKey" type="guid" value="71180b76-5752-4a97-b71f-911a69197f58" /> Human Male Race IUUD example</code>
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</node></code>
</node></code>
(Removed for length - all the other mapkeys/mapvalues of every race this item is available for)</code>
(Removed for length - all the other mapkeys/mapvalues of every race this item is available for)</code>
  </children></code>
  </children></code>
  </node></code>
  </node></code>
  <node id="WavyLongHair" /></code>
  <node id="WavyLongHair" /></code>
  <node id="WavyShortHair" /></code>
  <node id="WavyShortHair" /></code>
  </children></code>
  </children></code>
  </node></code>
  </node></code>
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  </node></code>
  </node></code>
   </node>
   </node>
 
'''(END OF ITEM)'''
(END OF ITEM)
             </children>
             </children>
         </node>
         </node>
     </region>
     </region>
</save>
</save>
                   
</code>     




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