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Messages - WNG

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1
New Projects / Re: Shadow Champions (Mastery Mod) - WNG
« on: 29 May 2020, 14:56:07 »
A decent amount of progress has been done on the North and Atlantis Rogue dungeons. Additionally, 4 new skills will be added to all masteries (big thanks to soa for this :D)

The progress will slow down however, because I'll soon need to plan to move out and lead on other important work. The progress will remain somewhat steady despite that.

More news about the new content when there's enough to show.

2
Music / Re: What Music are You Listening to now?
« on: 13 May 2020, 03:12:04 »

3
New Projects / Re: Shadow Champions (Mastery Mod) - WNG
« on: 12 May 2020, 23:43:34 »
The update is now live : https://mega.nz/file/UBFkEKhC#w2SRLAm7yFowO6hZLsip7h39KugsgTec3leT_fQpeJE

A small hotfix will follow in the next days to fix any issues found in the first few days.

4
New Projects / Re: Shadow Champions (Mastery Mod) - WNG
« on: 11 May 2020, 19:03:49 »
The wait has been quite long, but the new patch should be available as soon as tomorrow.  :)

5
New Projects / Re: Shadow Champions (Mastery Mod) - WNG
« on: 18 April 2020, 21:25:44 »
The Rogue dungeons are under way and have made good progress. In the next week, they should be fully playable. Then, with some more adjustments, the patch will be released shortly after.

It's coming soon!

6
Difficulty Mods / [Tutorial] Create a difficulty mod!
« on: 18 April 2020, 21:14:03 »
↜ Create a difficulty mod! by WNG ↝

Introduction

Hello! This guide will show you how to create a simple mod that adjusts difficulty settings of the game. Difficulty mods are very popular, and for a reason: they are simple to make and can modify the game experience by a lot. In this tutorial, we will look at numerous files that can be modified to change the difficulty of the game. There's more that you can do than simply spawning in more monsters; in fact, there's numerous ways to get creative here.

I may assume you have some basic knowledge and overlook some manipulations. Feel free to tell me if anything is unclear.

I. gameengine.dbr

Code: [Select]
records\xpack\game\gameengine.dbrThis file controls a myriad of general settings of the game. Here, you can alter some different options to make the game potentially harder. Let's have a look at some of them.

gameengine.dbr
Spoiler for Hiden:
Rewards and Penalties
Spoiler for Hiden:
deathPenaltyEquation: This equation controls the experience lost when a character dies.
deathPenaltyMin: Minimum of experience a character can lose upon death.
deathPenaltyMax: Maximum of experience a character can lose upon death.
RedemptionMultiplier: When the player recovers its grave, it will regain experience by the percentage set here. For reference, 1 would be equivalent to 100% and 0 to 0%.
OneShot Info
Spoiler for Hiden:
potionStackLimit: Amount of potions the player can stack per inventory square. Remember how you could only stack 5 in IT days? I do...
scrollStackLimit: Amount of scrollsthe player can stack on top of one another.
Monster Info
Spoiler for Hiden:
monsterRunSpeedCapMin/Max: The minimum and maximum values a monster's movement speed can have.
monsterSpellCastSpeedCapMin/Max: The minimum and maximum values a monster's casting speed can have.
monsterAttackSpeedMin/Max: The minimum and maximum values a monster's attack speed can have.
bossRunSpeedCapMin/Max: The minimum and maximum values a boss' movement speed can have.
bossSpellCastSpeedCapMin/Max: The minimum and maximum values a boss' monster's casting speed can have.
bossAttackSpeedMin/Max: The minimum and maximum values a boss' attack speed can have.
Player Info
Spoiler for Hiden:
playerDefenseCap: The maximum value the player's resistances can have.
playerDodgePercentCap: The maximum value the player's CTDA can have.
playerDodgeProjectileCap: The maximum value the player's CTAP can have.
playerRacialBonusPercentDefenseCap: The maximum value the player's Less Damage from X race can have.
playeCooldownReductionCap: The maximum value the player's Recharge can have.
playerManaCostReductionCap: The maximum value the player's Energy Cost Reduction can have.
characterDefensiveBlockRecoveryReductionCap: The maximum value the player's Shield Block Recovery Time Reduction can have.
playerRunSpeedCapMin/Max: The minimum and maximum values the player's movement speed can have.
playerSpellCastSpeedCapMin/Max: The minimum and maximum values the player's casting speed can have.
playerAttackSpeedCapMin/Max: The minimum and maximum values the player's attack speed can have.
Proxy Info
Spoiler for Hiden:
spawnMin/MaxModifier: Multiplier of the spawn rate of regular units in proxies (in percentage.)
championMin/MaxModifier: Multiplier of the spawn rate of champion units in proxies (in percentage.)

II. monstergamebalanceattributes.dbr

Code: [Select]
records\game\monstergamebalanceattributes.dbrThis file is referenced in the gameengine.dbr seen above and is used to improve monsters based on the number of players and the difficulty level you play on. For example, you can decide the bonus of health or damage granted to enemy creatures here.

Look over here to find details on the characteristics you can change (it is another tutorial but the same characteristics are seen in detail here) : https://titanquestfans.net/index.php?topic=886.0

Notice how each field is an array where you can input multiple values. You have 3 options:
  • 0 values: Leave empty or with a zero; the game will ignore this characteristic.
  • 3 values: Input up to 3 values; the first value will be used for Normal, the second for Epic and the last for Legendary.
  • 18 values: Input up to 18 values; the first value being Normal difficulty with 1 player, then 2 players... up until 6 players. The seventh value is Epic with 1 player, and so on so forth. In other terms, have 1 value for each number of players per difficulty.

III. femalepc01.dbr/malepc01.dbr

Code: [Select]
records\xpack\creatures\pc\femalepc01.dbr
records\xpack\creatures\pc\malepc01.dbr
These files are the actual characters you can control. You can modify some of their innate characteristics. The male and female characters have technically different files, although they look identical. You could, if you so desire, make them different in certain aspects.

femalepc01.dbr/malepc01.dbr
Spoiler for Hiden:
Character Bio
Spoiler for Hiden:
defaultGold: Starting amount of gold when you first create a character.
Natural Resistance: Innate resistances. By default, the character has no resistances.
Character Parameters
Spoiler for Hiden:
Self-explanatory, but you can also look at the link from step II.
Skill Manager
Spoiler for Hiden:
masteryIncrementLevel: Determines the levels where the player unlocks their first and second masteries.
reclamationPointTiers: Sets the increment tiers when reclaiming points from a mystic.
reclamationPointCosts: Sets the cost of each tier when reclaiming points from a mystic.

IV. playerlevels.dbr

Code: [Select]
records\creatures\pc\playerlevels.dbrThis file sets some parameters related to experience and the level-up system.

femalepc01.dbr/malepc01.dbr
Spoiler for Hiden:
Level Up Parameters
Spoiler for Hiden:
characterModifierPoints: Amount of attribute points received on level-up.
skillModifierPoints: Amount of skill points received on level-up.
initialSkillPoints: Starting amount of skill points when you first create a character.
lifeIncrement: When spending an attribute point in Health, it will go up by this much.
manaIncrement: When spending an attribute point in Energy, it will go up by this much.
strengthIncrement: When spending an attribute point in Strength, it will go up by this much.
dexterityIncrement: When spending an attribute point in Dexterity, it will go up by this much.
intelligenceIncrement: When spending an attribute point in Intelligence, it will go up by this much.
Experience Levels
Spoiler for Hiden:
maxPlayerLevel: Maximal level your character can reach.

7
↜ Getting started with the Editor! by WNG ↝
Part 3 : Layer Painting



Introduction

Hello! This short guide will show you how to use the Layer Painting tool. It will allow you to add small details that are essential to make a good and clean map. We have briefly used this tool in the part II; this time we will explore it a bit more in-depth.

I may assume you have some basic knowledge and overlook some manipulations. Feel free to tell me if anything is unclear.

I. Fog/Lightning Layer

I. Fog/Lightning Layers:

This type of layer allows you to add fog effects to your maps and adjust the color of the ambient light. With these precise parameters, you have full control over the look of your areas. Let's start from this small section of map.

Spoiler for Hiden:

It is pretty bland and flavorless as of now, so let's fix it by clicking on the Layer Painting tool icon, on the toolbar. From the side menu, select "Fog/Lightning Layer" as type of layer and click New. This will create a new Fog layer.

You will be granted a brush to paint the zone you want to apply on. Click and drag to paint the area, and hold SHIFT while clicking to remove any paint (regardless of the layer selected.) You can also click+CTRL to fill the entire map with the selected layer. If you do not see the painted areas, make sure the View Layers option is checked in the side menu. You should also notice the blue arrow that has appeared, which accurately shows the layer you are currently in.

Spoiler for Hiden:

All that is nice, but our fog is non-existent. Let's add some fog now. There's two different types of fog you can use.

II. Depth Fog:

This type of fog appears in the distance, in front of the player. You can use the Near and Far Distance values to determine where it starts and where it ends. You can also adjust its opacity. Here's the initial map with a layer that uses this kind of fog.

Spoiler for Hiden:

III. Height Fog:

This type of fog appears from the bottom. It is working best when used in areas of high altitude. You can use the Top and Bottom Distance values to determine where it starts and where it ends. You can also adjust its opacity. Here's the initial map with a layer that uses this kind of fog.

Spoiler for Hiden:

IV. Color options:

The following array of options adjusts different settings to change the color of your fog (set above) on top of other miscellanous details such as light and ground color. Adjust them as you see fit to design your areas in every detail. Here's the initial map that now uses both kinds of fog with new color settings.

Spoiler for Hiden:

V. Import/Export:

If you wish to save your fog settings, you can use the Export button to save a file containing your fog data. You may then use the Import command to give a layer the same parameters.

II. Name Layer

This type of layer allows you to name your regions. Without a Name Layer, your map name would be blank and that's pretty undesirable. Let's fix this.

Creating a Name Layer is just as easy as a Fog Layer. Press New and get painting to define the boundaries of a named region.

Spoiler for Hiden:
Style Name: The name of your layer in the Editor. No effect in-game.
Localization Tag: The name of your region that will appear in-game. Leave your tag from ModStrings.txt here.
Cinematic Display: When the player enters this region, the name will display at the center of the screen.
Display Once: If true, Cinematic Display will only fire once ever.

When Cinematic Display is checked for that region, not only will it display in-game, but it will also display in the Editor. Note that the Editor will not recognize your ModStrings.txt tags, but it will still display normally in-game.

Spoiler for Hiden:

III. Sound Layer

This type of layer allows you to insert pre-determined music when the player enters it. Self-explanatory.

IV. Boss Layer

This type of layer fires a boss music, which stops when the boss dies. To function proprely, a monster tagged as Boss with a valid music file (set in its Monster Parameters) must be present in the zone layer.

8
Art Manager / Re: [Tutorial] Add a new weapon to the game!
« on: 04 April 2020, 21:28:54 »
Have you tried doing it all over again from a clean installation? I can't possibly know what went wrong at this point.

9
About Electrum/Rhodesian slings, it's the same case: items are there, but are labeled (by the developers) that they do not drop.

10
Quest Modding / Re: [Tutorial] Create your own quests!
« on: 04 April 2020, 19:37:01 »
↜ Annex II : Function of basic actions ↝

Here's the function of some actions used in the Quest Editor. To my experience, not all of them work (or I don't know how they function?) but I will list down below the basic/essential actions for starters.
  • Add Journal Entry in Region: Update the quest log. In "RegionNumber" (1= Greece, 2=Egypt, etc.), in the category "LocationTag" (Helos, Sparta, etc.), add/update/complete the entry "TitleTag" with the description "FullTextTag".
  • Boat Dialog X with target N,N,N: The NPC will prompt the player with a window "Tag" to travel to the coordinates X, Y, Z in the world.
  • Clear X's Dialog: The NPC will return to its default dialog pack.
  • Close door X: Closes the door X.
  • Complete Quest Now: Completes a quest file.
  • Disable proxy X: Deactivates the proxy X.
  • Drop Item X,X,X from X: The NPC will drop the item X, X, X (depending on difficulty.)
  • Give Player Item X(xN), X(xN), X(xN): Gives the player the item X in quantity N (depending on difficulty.)
  • Give Player N, N, N attribute points: Gives the player N attribute points (depending on difficulty.)
  • Give Player N, N, N Experience: Gives the player N experience points (depending on difficulty.)
  • Give Player N, N, N gold: Gives the player N gold (depending on difficulty.)
  • Give Player N, N, N skill points: Gives the player N skill points (depending on difficulty.)
  • Give Token X: Grants the player the token X.
  • Hide X: Renders the NPC invisible.
  • Illuminate X as Primary: Renders an icon on the top of the NPC. (1 or Primary = Exclamation mark, 2 or Secondary = Diamond, 3 or Tertiary = ???, 4 or more = Nothing)
  • Initiate Conversation with X: Automatically initiates a dialog with the NPC.
  • Lock Fixed Item X: Locks certain items such as doors or chests.
  • Make X invincible: The NPC or monster X becomes invincible.
  • Remove Item X From Inventory: Removes the item X from the player's inventory.
  • Remove Token X: Removes the token X from the player.
  • Show X: Makes the NPC visible (often used with Hide X action.)
  • Spawn X at X: Make "Entity" appear at the "Location" (which must be a .dbr with the template "questlocation.tpl".)
  • Update X's Dialog to X: Overwrites the NPC's dialog pack with a new one, referenced in "DialogPak".

11
Quest Modding / Re: [Tutorial] Create your own quests!
« on: 04 April 2020, 19:36:52 »
↜ Annex I : Function of basic conditions ↝

Here's the function of some conditions used in the Quest Editor. To my experience, not all of them work (or I don't know how they function?) but I will list down below the basic/essential conditions for starters.
  • Animation completed: The unit "CharacterDatabaseRecord" is finished playing the animation "IdTag" referenced in its Animation pack.
  • Got Token X: The player owns the token X, and the action will be fired immediately when it is received.
  • Has Item X: The player owns a specified item in its inventory.
  • Kill all creatures from proxy X: All the creatures from the proxy "ProxyDatabaseRecord" are now eliminated.
  • Monster X Health == N%: The monster "CharacterDatabaseRecord" has Health or Energy "Mode" to the "Value".
  • On Conversation with X: The NPC X has been discussed with.
  • Owns Token X: The player owns the token X, and the action will be activated when another active condition is fired.
  • Picks Up Item X: The player picks up the item X.
  • Player Enter Bounding Volume: The unit "EntityDatabaseRecord" steps in the range of the bounding volume "BaseDatabaseRecord". If "EntityDatabaseRecord" is left empty, it will be treated as the player. (Bounding Volumes are invisible spherical objects that cover an area and detect which units step in and out.)

12
Quest Modding / [Tutorial] Create your own quests!
« on: 04 April 2020, 19:36:42 »
↜ Create your own quests! by WNG ↝

Introduction

In this tutorial, you will learn how to make and play your own quests and include them in your custom maps. Quests can be logged into your journal or used to control some events in the world every session, making them very powerful tools to make your world interactive.

I may assume you have some basic knowledge and overlook some manipulations. Feel free to tell me if anything is unclear.

Without further ado, let's get started.

I. Create a .qst file

This step will require:
  • Quest Editor
    Located in your game installation file, this tool is necessary to create quest files, manage triggers and whatnot.

Procedure:

I. Have a functioning mod (optional but recommended):
Prepare a mod that will include in its database all the new entries that will be used for your quests. If you need custom monsters or new rewards, you should prepare them before using the Quest Editor.

II. Load your mod in the Quest Editor:
Locate the Quest Editor in your game folder and open it. It might take a while to open. It may prompt you to select a mod; this allows the Quest Editor to use your mod's database and use any new ressources you've added. If you aren't prompted, you can still proceed by selecting File > Select Mod...

III. Create a .qst file:
You can now simply press on File > New Quest Document or the Two-pages icon to create a new quest document!

II. Understanding the quest components

I. Quest Steps:

Quest steps are the big sections of your quest. You can name them by clicking on them and leave comments on them too. Their only use is to contain triggers. Quest steps can contain multiple triggers at once, although I suggest you stick to using one trigger per quest step.

II. Triggers:

Triggers represent the events that can occur. You can name them by clicking on them and leave comments on them too. Triggers contain conditions and actions.

III. Conditions:

Self-explanatory; conditions are criterias that need to be met to trigger the action below. All conditions must be fulfilled before proceeding.

IV. Actions:

Self-explanatory; actions are events that will occur once the conditions are fulfilled.

V. Tokens:

Tokens are switches that can be used to keep track of the progress of the player's quests, enemies defeated, who it has talked to or not and a lot more. Unlike switches, however, tokens are not exactly booleans; they are granted to the player which means you can either own a token or miss a token (the difference is very subtle.)
You must create your own tokens; they are not generated automatically. Simply press on the wrench icon on the top bar and on the Create Token button.
!! If the window says the Tokens.bin file is not editable, make sure 1) the file exists in your mod directory, 2) the file itself (and its parent directories) are not set on Read-only. !!

III. Analyzing a quest example

To build a quest from scratch, it is necessary to understand how each action and condition operates, but we will get to that later. For now, let's make sure that you understand how a quest is built by looking at an example quest from one of my old custom maps.

The Broodmother : To complete this simple quest, the player must find a kill a huge spider. Here is the structure as seen in its .qst file.
Spoiler for Hiden:

Step 1: Initialization
Spoiler for Hiden:
Conditions
  • When the game loads
  • If the player does NOT own the token "sq1_complete" (which will be granted later upon finishing the quest)
Actions
  • Add the "!" indicator on the top of the head of the NPC "shanzung_qg1"

Step 2: Receive quest
Spoiler for Hiden:
Conditions
  • When the player discusses with the NPC "shanzung_qg1"
  • If the player does NOT own the token "sq1_spiderkilled" (which will be granted later upon killing the spider)
Actions
  • Adds/updates the quest to the player's journal

Step 3: Defeat spider
Spoiler for Hiden:
Conditions
  • Upon killing the creature "giantwidow_1"
Actions
  • Adds/updates the quest to the player's journal (with new information)
  • Grant the token "sq1_spiderkilled" to the player
  • Add the "!" indicator on the top of the head of the NPC "shanzung_qg1" anew
  • Changes the dialog package of the NPC "shanzung_qg1"

Step 4: Report back
Spoiler for Hiden:
Conditions
  • When the player discusses with the NPC "shanzung_qg1"
  • If the player does owns the token "sq1_spiderkilled" (which has been granted at step 3)
Actions
  • Updates the quest to the player's journal (with new information) and now tags it as completed
  • Give the player one instance of a random item from the referenced loot table (in this case, a relic shard)
  • Grant the player some experience points
  • Give the player the token "sq1_spiderkilled"
  • Changes the dialog package of the NPC "shanzung_qg1" once more
  • Completes the quest (the .qst file is now sealed)

IV. Implement a quest in your mod

We now know how a quest file looks like and how it is built. I will explain in the posts below the function of some conditions and actions, but before that, let's look how we include a new quest to our mod.

This step will require:
  • Art Manager
    Also located in your game installation file, this tool manages your mod's assets and database. Here, it is required to build your quest into your mod and make it usable.
  • Editor
    Also located in your game installation file, this powerful tool is used to make maps. It will be necessary later to include your quest in your map.

Procedure:

I. Make an asset of your .qst:
Once you have finished and saved your .qst file, open the ArtManager with your mod selected. In the Source tab, select the folder you want to store your quests in (every mod starts with a Quests folder by default.) Right-click on the window on the right and click Import... From there, find your quest. Once it's imported, right-click on it and press Auto-Create Asset.

II. Build the asset:
Visit the Assets tab and locate your quest file in the same folder you left it in Sources. Right click on it and click on Build. Once it's done (should display "added: ./_questname_.qst" in the console), press F7 to build your mod. The quest is now incorporated in your mod, but remains unused...

III. Add the quest in your map:
Launch your custom map. On the top bar, press on Quest > Selected Files... You will see the entirety of the quest files used by this map. Press Add and locate your quest. Once it's added, make sure to save your map (no need to rebuild pathing or maps.) For changes to take effect, you may need to rebuild your map and your mod with the Art Manager.

13
New Projects / Re: Shadow Champions (Mastery Mod) - WNG
« on: 31 March 2020, 12:43:40 »
Progress on SC's rogue dungeons :

The maps of 2 RDs are finished, 2 of them are well under way and one of them is very early still. They are progressing rather quickly despite the amount of efforts and time required. I've also started working on their loot tables and their unique enemies; RDs shouldn't offer exciting yellow/green items, but a lot of MIs, charms, formulas and even uniques. We also decided to include one optional and special quest in each dungeon. The reward will take the form of something permanent and worthwhile for the character instead of simple loot and bonus XP.

In case I hadn't mentionned, you can re-attempt those an unlimited amount of times as long as you get a new key every time you wish to enter. They should prove themselves good farming spots in general.

I can't estimate when they will be ready for launch, but it is safe to assume it will take at least 2 more weeks. I'll try to share my progress then.

14
Art Manager / Re: [Tutorial] Add a new weapon to the game!
« on: 31 March 2020, 12:34:14 »
When you attempt to overwrite the game's database with your mod's database, have you noticed any difference in file size? I would guess some files are missing and there's a way you could make sure no file is left out: you could try using ARZ Explorer (https://titanquestfans.net/index.php?topic=709.0) and use it to extract the whole base game's database, place it in your mod then add your item. Rebuild the mod for a new .arz and place this one in the game folder. Remember to make backups.

15
Art Manager / Re: [Tutorial] Add a new weapon to the game!
« on: 30 March 2020, 03:59:21 »
Before skipping any steps, have you made sure that it works in a Custom Quest at all?

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