Modding:Coding An Item

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Your root template lsx may look something like this:

<?xml version="1.0" encoding="utf-8"?>
<save>
   <version major="4" minor="0" revision="6" build="5" />
   <region id="Templates">
       <node id="Templates">
           <children> 

(START OF ITEM)
<node id="GameObjects"> Beginning of Circlet item. You may wish to annotate this with a title
<attribute id="Description" type="TranslatedString" handle="HANDLE2" version="1" /> Generate a handle for this in your .loca file.
<attribute id="DisplayName" type="TranslatedString" handle="HANDLE1" version="1" /> Generate a handle for this in your .loca file.
<attribute id="EquipSound" type="FixedString" value="ea27b98e-5fc0-4b0d-8602-e4a421dd481e" /> Not necessary but you may wish to specify one or it will use whatever default sound is in the parent template.
<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
<attribute id="LevelName" type="FixedString" value="" />
<attribute id="MapKey" type="FixedString" value="0000000000000000000000000002" /> This links up to the armor.txt to form the armor.
<attribute id="Name" type="LSString" value="MY_COOL_NEW_CIRCLET" /> This links up to the armor.txt to form the armor.
<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.
<attribute id="PhysicsTemplate" type="FixedString" value="327039da-0827-811f-24e8-fc57e86c7ba2" />
<attribute id="Type" type="FixedString" value="item" />
<attribute id="UnequipSound" type="FixedString" value="f4c24367-83af-484e-bcc5-0438b8e64dec" />  Not necessary but you may wish to specify one or it will use whatever default sound is in the parent template.
<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. 
<attribute id="_OriginalFileVersion_" type="int64" value="144115207403209032" />
	<children>
		<node id="Equipment">
			<children>
				<node id="AfroLongHair" />
				<node id="AfroShortHair" />
				<node id="CurlyLongHair" />
				<node id="CurlyShortHair" />
				<node id="DreadLongHair" />
				<node id="DreadShortHair" />
				<node id="LongHair" />
				<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.)
					<children>
						<node id="Object">
							<attribute id="MapKey" type="guid" value="6503c830-9200-409a-bd26-895738587a4a" />
							<attribute id="MapValue" type="guid" value="00000000-0000-0000-0000-000000000000" />
						</node>

(Removed for length as these all follow the same format)

					</children>
				</node>
				<node id="ShortHair" />
				<node id="Slot">
					<attribute id="Object" type="FixedString" value="Headwear" />
				</node>
				<node id="Slot">
					<attribute id="Object" type="FixedString" value="Hair" />
				</node>
				<node id="VisualSet">
					<attribute id="BodySetVisual" type="FixedString" value="" />
					<attribute id="ShowEquipmentVisuals" type="bool" value="False" />
					<children>
						<node id="MaterialOverrides"> Sets colours for this one specific
							<attribute id="MaterialResource" type="FixedString" value="" />
							<children>
								<node id="MaterialPresets" />
(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.)

<node id="Vector3Parameters">
<attribute id="Color" type="bool" value="False" />
<attribute id="Custom" type="bool" value="True" />
<attribute id="Enabled" type="bool" value="False" />
<attribute id="Parameter" type="FixedString" value="Metal_Primary" />
<attribute id="Value" type="fvec3" value="0.7667436 0.7667436 0.7667436" /> The colour code in Hex form, you can use BG3 Minitool to convert a value.							
</node>
</children>
</node>
<node id="RealMaterialOverrides" />
</children>
</node>
<node id="Visuals">
<children>

<node id="Object">
<attribute id="MapKey" type="guid" value="71180b76-5752-4a97-b71f-911a69197f58" /> Human Male Race IUUD example. Others Here					
<children>
<node id="MapValue">
<attribute id="Object" type="FixedString" value="00000000000000000000000000001" /> Your Mesh for Human Male
</node>
</children>
</node>
	(Removed for length - all the other mapkeys/mapvalues of every race this item is available for)
					</children>
				</node>
				<node id="WavyLongHair" />
				<node id="WavyShortHair" />
			</children>
		</node>
	</children>
</node>						
 </node>
(END OF ITEM)
           </children>
       </node>
   </region>
</save>


Meanwhile in your Armor.txt, they link up like this:

Armor.txt
new entry "MY_COOL_NEW_CIRCLET"
type "Armor"
using "_Head_Magic_Circlet"
data "RootTemplate" "0000000000000000000000000002"
data "Rarity" "Rare"
data "PassivesOnEquip" "MAG_Radiant_Radiating_Helmet_Passive;CUSTOMPASSIVEIMADE" (The ; seperates passives.)

If adding a custom passive, your Passive.txt will look like this.

The example passive code is borrowed from Isobel's armor.

new entry "CUSTOMPASSIVEIMADE"
type "PassiveData"
data "DisplayName" "PASSIVEHANDLE1;1" (Generate a handle for this in your .loca file.)
data "Description" "PASSIVEHANDLE2;1" Generate a handle for this in your .loca file.)
data "Icon" "CUSTOMPASSIVEICON" (we can set this up in the same way an item icon is set up)
data "DescriptionParams" "DealDamage(1d4, Radiant)"
data "StatsFunctorContext" "OnAttacked"
data "StatsFunctors" "IF(context.HasContextFlag(StatsFunctorContext.OnAttacked) and HasStatus('MAGE_ARMOR') and IsLastConditionRollSuccess(ConditionRollType.ConditionSavingThrow) and not Self() and IsSavingThrow()):DealDamage(SWAP, 1d4, Radiant,Magical)"

Now, you need to put it in the treasuretable. Your treasuretable should look like this:

new treasuretable "TUT_Chest_Potions"
CanMerge 1
new subtable "1,1"
object category "I_MY_COOL_NEW_CIRCLET",1,0,0,0,0,0,0,0 (Do not forget the I_ prefix!)

This will make it spawn in the tutorial chest.

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