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Modding:Coding An Item: Difference between revisions
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(Created page with "<div class="nomobile" column-width: "60em2;> The start to creating a new item is 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. : implies connection) If adding a custom passive, your '''Pas...") |
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data "RootTemplate" "0000000000000000000000000002" | data "RootTemplate" "0000000000000000000000000002" | ||
data "Rarity" "Rare" | data "Rarity" "Rare" | ||
data "PassivesOnEquip" "MAG_Radiant_Radiating_Helmet_Passive;CUSTOMPASSIVEIMADE" (The ; seperates passives. | data "PassivesOnEquip" "MAG_Radiant_Radiating_Helmet_Passive;CUSTOMPASSIVEIMADE" '''(The ; seperates passives.)''' | ||
If adding a custom passive, your '''Passive.txt''' will look like this | 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" | new entry "CUSTOMPASSIVEIMADE" | ||
type "PassiveData" | type "PassiveData" | ||
data "DisplayName" "PASSIVEHANDLE1;1" Generate a handle for this in your .loca file. | 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 "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 "DescriptionParams" "DealDamage(1d4, Radiant)" | ||
data "StatsFunctorContext" "OnAttacked" | 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)" | 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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