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Offline WNG

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[Tutorial] Add a new weapon to the game!
« on: 15 February 2019, 14:32:44 »
↜ Add a new weapon to the game! by WNG ↝

Introduction

Hello! This guide will show you how to create new uniques items and how to make them available in the game (to be dropped and found in chests.) I'll use a sword for this example, but any other item type would work just the same way.

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

I. Copy and recolor an item

This step will require:

I. Gather ressources:
The plan is to start from an existing item, take its textures and give it a new hue. Start by opening your Art Manager and open your mod. Click on Database > Import Record... and browse to an item you want to work from. For this tutorial, I will make a new blade. Here's where the swords are stored.

records\item\equipmentweapon\sword
records\xpack\item\equipmentweapons\sword
records\xpack2\item\equipmentweapons\sword

Pick the one of your choice. For this tutorial, I'll pick the sword Silence.

records\item\equipmentweapon\sword\u_e_silence.dbr

Select it and press OK. The original sword is now loaded in your mod for consultation. Open the file and go to Actor Variables. Look at the file path that is set at "baseTexture". For Silence, it's this :

Items\EquipmentWeapon\Sword\Default\RSword05C.tex

Now this is where ARC Explorer comes in. Open it, press File > Open and go to this directory : C:\Program Files (x86)\Steam\steamapps\common\Titan Quest Anniversary Edition\Resources

When you get there, you will notice a bunch of .arc files. That's where the game's assets are stored. Now, open Items.arc, or choose the one located in the XPack/XPack2 folder if you chose an item from an expansion.

You will see a bunch of folders appear. Browse to find the texture file as seen in the "baseTexture". Double click on it, and save it where you wish. This is the texture applied to item in a 3D environment. Also, go to the Item Parameters tab, and also import the texture that's specified on the "bitmap" field. It's the texture used to represent the item in your inventory.

II. Edit the textures:
When the two textures have been exported, launch TEX Viewer. Open one of the newly imported textures. Once opened, all you have to do File > Export, and save it under another name. Make sure to add the ".tga" extension at the end, or you will receive an error message.

Now, open your image-editing software. Open your .tga files and edit them as you please. I simply changed their color, turning the green of the blade with a red and the yellow handle was turned into gray.

Texture:
Spoiler for Hiden:
UI Bitmap:
Spoiler for Hiden:

Save your work, still in .tga format.

III. Import your texture into your mod:
Open the Art Manager and select your mod. It will now be time to import your texture into your mod. Before importing it, I'd recommend creating a folder specifically for your custom textures. To do so, right-click on "name_of_your_mod/source > Create New Directory".

Now, select the matching folder, right-click, and select "Import...". Find your texture and select it. It should appear in the menu. Right-click it and choose Auto-Create Asset. You will be prompted to choose between Texture or Bitmap. Choose Bitmap, and proceed by pressing OK.

Spoiler for Hiden:

IV. Build your texture:
Your texture isn't quite in your mod yet. You will need to visit the "Assets" tab, and seek your texture in the folder structure, wich should be the same as in your "Source" tab. Right-click on it and choose "Build". When that is done, build your mod by pressing F7. Your texture will now become usable in your mod.

Spoiler for Hiden:

II. Create your new item

I. Copy an item:
Right-click on the .dbr of the item and copy it. Paste it where you like (I did in a custom directory) to create a new instance. Rename it, then right-click > Build.

Spoiler for Hiden:

II. Edit your new item:
Open your new item. There is a few parameters that you are going to be interested in editing. See the Spoiler below for details. Irrelevant parameters are omitted.

General parameters
Spoiler for Hiden:
Item Parameters
Spoiler for Hiden:
Item Name Tag: The name of your item. Reference it in your ModStrings.txt. More info here : https://titanquest.fandom.com/wiki/Modstrings.txt
Bitmap: Texture file of your item when in the inventory. !! Include your own texture here !!
ItemCostName: Contains equations that, when combined with the ItemLevel value below, sets automatic requirements. For more control and simplicity, I recommend to set them manually.
ItemSetName: .dbr file that refers to the set your item belongs to.
ItemClassification: Rarity of your item.

Item Requirements
Spoiler for Hiden:
Self-explanatory.

Actor Variables
Spoiler for Hiden:
BaseTexture: Texture of your item in a 3D environement.  !! Include your own texture here !!


Item Parameters (the actual stats of your item)
Spoiler for Hiden:
This is a review of the many (not all!) basic parameters you may set on your item. If you know about those, skip this.
Many of the parameters share the same proprietes. I'll explain them once.

Offensive Parameters
Spoiler for Hiden:
Offensive Global (for offensive bonuses with a global chance (5% of +10% Total Damage, +20% Poison Damage, ...))
Spoiler for Hiden:
  • offensiveGlobalChance : Chance of offensive global effects to occur (choose the effects with booleans in the sections below.)

Offensive Absolute (for flat/percent based damage bonuses)
Spoiler for Hiden:

  • offensiveXMin : Minimum of flat X damage.
  • offensiveXMax : Maximum of flat X damage.
  • offensiveXChance : Chance of the X damage set above to occur.
  • offensiveXXOR : Boolean. Set to 1 to select only one bonus in the global pool.
  • offensiveXGlobal : Boolean. Set to 1 to make the bonus part of the global chance pool.
  • offensiveXModifier : Increases by X% the damage of the selected type.
  • offensiveXModifierChance : Chance of the percent damage bonus to occur.

Offensive Duration (for damage/debuffs over time bonuses)
Spoiler for Hiden:

  • offensiveSlowXMin : Minimum of X damage over time (every second).
  • offensiveSlowXMax : Maximum of X damage over time (every second).
  • offensiveSlowXDurationMin : Minimal duration of the DoT effect.
  • offensiveSlowXDurationMax : Maximial duration of the DoT effect.
  • offensiveSlowXChance : Chance of the X damage over time set above to occur.
  • offensiveSlowXXOR : Boolean. Set to 1 to select only one bonus in the global pool.
  • offensiveSlowXGlobal : Boolean. Set to 1 to make the bonus part of the global chance pool.
  • offensiveSlowXModifier : Increases by X% the damage of the selected type.
  • offensiveSlowXModifierChance : Chance of the percent damage bonus to occur.
  • offensiveSlowXDurationModifier : Increases the duration of the DoT effect by x%.

Offensive Influence (for debuffs for a set duration, such as Confusion, Mind-Control, etc.)
Spoiler for Hiden:
See the above sections, they share similar parameters.
Retaliation Parameters

Spoiler for Hiden:
Retaliation Global (for retaliation bonuses with a global chance (5% of 15 Piercing Retaliation, 20 Elemental Retaliation, ...))
Spoiler for Hiden:
  • retaliationGlobalChance : Chance of retaliation global effects to occur (choose the effects with booleans in the sections below.)
Retaliation Absolute (for flat retaliation bonuses)
Spoiler for Hiden:

  • retaliationXMin : Minimal damage of the retaliation of the set type.
  • retaliationXMax : Maximal damage of the retaliation of the set type.
  • retaliationXChance : Chance of the retaliation to occur.
  • retaliationXXOR : Boolean. Set to 1 to select only one bonus in the global pool.
  • retaliationXGlobal : Boolean. Set to 1 to make the bonus part of the global chance pool.
  • retaliationXModifier : Boosts the damage of the retaliation of X type by a set percent.
  • retaliationXModifierChance : Chance of the percent damage boost to occur.
Retaliation Duration (for DoT retaliation bonuses)
Spoiler for Hiden:

  • retaliationSlowXMin : Minimal damage of the retaliation of the set type (per second.)
  • retaliationSlowXMax : Maximal damage of the retaliation of the set type (per second.)
  • retaliationSlowXDurationMin : Minimal duration of the DoT of the set type.
  • retaliationSlowXDurationMax : Minimal damage of the DoT of the set type.
  • retaliationSlowXChance : Chance of the retaliation to occur.
  • retaliationSlowXXOR : Boolean. Set to 1 to select only one bonus in the global pool.
  • retaliationSlowXGlobal : Boolean. Set to 1 to make the bonus part of the global chance pool.
  • retaliationSlowXModifier : Boosts the DoT of the retaliation of X type by a set percent.
  • retaliationSlowXModifierChance : Chance of the percent DoT boost to occur.
  • retaliationSlowXDurationModifier : Boosts the DoT of X type's duration by a set percent.
  • retaliationSlowXDurationModifierChance : Chance of the percent duration boost to occur.


Defensive Parameters
Spoiler for Hiden:
Defensive Absolute (for resistances bonuses)
Spoiler for Hiden:

  • defensiveX :  Increases resistance to the damage type of by a set percent.
  • defensiveXChance : Chance of the resistance to the damage type of by the percent set above.
  • defensiveXModifier :  Increases the resistance bonus by a set percent.
  • defensiveXModifierChance : Chance of the resistance bonus to the damage type by the percent set above.
  • defensiveXDuration : Same as above, for the matching DoT.
  • defensiveXDurationChance : Same as above, for the matching DoT.
  • defensiveXDurationModifier : Same as above, for the matching DoT.
  • defensiveXDurationModifierChance : Same as above, for the matching DoT.
Defensive Special (for resistances versus certain DoTs)
Spoiler for Hiden:
    See the Defensive Absolute section, they share similar parameters.
Defensive Misc (for blocking/reflecting bonuses)
Spoiler for Hiden:
    See the Defensive Absolute section, they share similar parameters.
Defensive Influence (for secondary resistances)
Spoiler for Hiden:
    See the Defensive Absolute section, they share similar parameters.
Monster Defense (for tertiary resistances)
Spoiler for Hiden:
    See the Defensive Absolute section, they share similar parameters.

Character Parameters
Spoiler for Hiden:
Character Base Attributes
Spoiler for Hiden:
    characterBaseAttackSpeed : Base Attack Speed.
    characterBaseAttackSpeedTag : Displayed Attack Speed.
Character Bonus Attributes (for direct stats bonuses)
Spoiler for Hiden:

  • characterStrenght : Flat strenght increase.
  • characterDexterity : Flat dexterity increase.
  • characterIntelligence : Flat intelligence increase.
  • characterLife : Flat health points increase.
  • characterMana : Flat energy points increase.
  • characterStrenghtModifier : Percent strenght increase.
  • characterDexterityModifier  : Percent dexterity increase.
  • characterIntelligenceModifier  : Percent intelligence increase.
  • characterLifeModifier  : Percent health points increase.
  • characterManaModifier  : Percent energy points increase.
  • characterIncreasedExperience  : Increases experience gained.
  • characterPhysToElementalRation  : x% converted to elemental damage.
Character Speed (for speed bonuses)
Spoiler for Hiden:

  • characterRunSpeed : Increases base run speed. Unused at this date.
  • characterAttackSpeed : Increases base attack speed. Unused at this date.
  • characterSpellCastSpeed : Increases base spell cast speed. Unused at this date.
  • characterRunSpeedModifier : Increases run speed by x%.
  • characterAttackSpeedModifier : Increases attack speed by x%.
  • characterSpellCastSpeedModifier : Increases spell cast speed by x%.
  • characterTotalSpeedModifier : Increases total speed by x%.
Character Regeneration (for regeneration bonuses)
Spoiler for Hiden:

  • characterLifeRegen : Increases health regeneration by a flat amount.
  • characterManaRegen : Increases energy regeneration by a flat amount.
  • characterLifeRegenModifier : Increases health regeneration by a percent amount.
  • characterManaRegenModifier : Increases energy regeneration by a percent amount.

Character Ability (for dodge/critical hit bonuses)
Spoiler for Hiden:

  • characterOffensiveAbility : Increases OA by a flat amount.
  • characterDefensiveAbility : Increases DA by a flat amount.
  • characterOffensiveAbilityModifier : Increases OA by a percent amount.
  • characterDefensiveAbilityModifier : Increases DA by a percent amount.
  • characterDefensiveBlockRecoveryReduction : Reduces shield recovery time.
  • characterEnergyAbsorptionPercent : Recovers energy when hit by spells by percent amount.
  • characterDodgePercent : Increases melee attack dodge chance.
  • characterDeflectProjectile : Increases projectile dodge chance.

Character Reserve (for mana reservation reduction bonuses)
Spoiler for Hiden:

  • characterManaLimitReserve : Not quite sure...
  • characterManaLimitReserveReduction : Decreases energy reserved by a flat amount.
  • characterManaLimitReserveModifier : Not quite sure...
  • characterManaLimitReserveReductionModifier : Decreases energy reserved by a percent amount.

Requirement Reduction (for requirement reduction bonuses)
Spoiler for Hiden:

Self-explanatory. Also, you do NOT need to add the negative.

Skill Parameters (for bonuses that regard spells)
Spoiler for Hiden:
Skill Reduction (for reduced recharge and mana costs)
Spoiler for Hiden:

  • skillCooldownReduction  : Flat cooldown reduction.
  • skillCooldownReductionChance : Chance of flat cooldown reduction.
  • skillManaCostReduction : Flat mana cost reduction.
  • skillManaCostReductionChance : Chance of flat mana cost reduction.
  • skillCooldownReductionModifier : Percent cooldown reduction.
  • skillCooldownReductionModifierChance : Chance of percent cooldown reduction.
  • skillManaCostReductionModifier : Percent mana cost reduction.
  • skillManaCostReductionModifierChance : Chance of percent mana cost reduction.
Projectile Bonus (for projectile speed)
Spoiler for Hiden:
  • skillProjectileSpeedModifier  : Percent increase of the projectile speed.
  • skillProjectileSpeedModifierChance : Chance of percent increase of the projectile speed.
Skill Augment (boosts or grants skills)
Spoiler for Hiden:

  • augmentSkillName1  : The database entry of the skill you wish to boost. (ex.: records\skills\stealth\envenomweapon.dbr)
  • augmentSkillLevel1  : Level by wich the skill above is increased.
  • augmentSkillName2  : The database entry of ANOTHER the skill you wish to boost.
  • augmentSkillLevel2  : Level by wich the skill above is increased.
  • augmentMasteryName1  : The database entry of a mastery you wish to boost all of its skills.
  • augmentMasteryLevel2  : Level by wich the skills of the mastery above is increased.
  • augmentMasteryName2  : The database entry of ANOTHER mastery you wish to boost all of its skills.
  • augmentMasteryLevel2  : Level by wich the skills of the mastery above is increased.
See this for masteries names :
Spoiler for Hiden:
  • Warfare : records\skills\warfare\warfaremastery.dbr
  • Defense : records\skills\defensive\defensivemastery.dbr
  • Rogue : records\skills\stealth\stealthmastery.dbr
  • Hunting : records\skills\hunting\huntingmastery.dbr
  • Dream : records\xpack\skills\dream\dreammastery.dbr
  • Nature : records\skills\nature\naturemastery.dbr
  • Earth : records\skills\earth\earthmastery.dbr
  • Storm :records\skills\storm\stormmastery.dbr
  • Runes : records\xpack2\skills\runemaster\runemaster_mastery.dbr
  • Spirit :records\skills\spirit\spiritmastery.dbr
  • augmentAllLevel : Level by wich all skills should be increased.
  • itemSkillName : See the part IV.
  • itemSkillLevel : See the part IV.
  • itemSkillAutoController : See the part IV.
Racial Bonus (for increased offense/defense versus certain races)
Spoiler for Hiden:

  • racialBonusRace  : Races that will be affected by the bonuses below. You can have as many as you like.
  • racialBonusPercentDamage  : Percent damage increase versus the race.
  • racialBonusAbsoluteDamage  : Flat damage increase versus the race.
  • racialBonusPercentDefense  : Percent reduced damage received from the race.
  • racialBonusAbsoluteDefense  : Flat reduced damage received from the race.
Pet Bonus (for bonuses to all pets)
Spoiler for Hiden:
  • petBonusName  : Select a pet bonus for the item. May explain the creation of one of these later.

Give the item the stats of your choosing. When you are done, right-click on it and build your .dbr.
« Last Edit: 15 February 2019, 15:13:44 by WNG »

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Offline WNG

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Re: [Tutorial] Add a new weapon to the game!
« Reply #1 on: 15 February 2019, 14:32:54 »
III. Add your item to the game's loot tables

I. Import the loot tables you need:
Now that your item is ready to slay some monters, we have to add it to the game's loot tables to make it drop from monsters and chests. It's best to use existing loot tables, since they are already used across the whole game.

I made my weapon a legendary blade, and it's important to note that unique items (epics and legendaries) have their own loot tables. Here's where you can find the unique weapons' loot tables.

Vanilla Game : records\item\loottables\weapons\unique\...
XPack : records\xpack\item\loottables\weapons\unique\...
XPack2 : records\xpack2\item\loottables\weapons\unique\...

The loot tables are named following a pattern.

records\xpack2\item\loottables\weapons\unique\sword_l01.dbr

*Expansion
*Item Type
*Game Difficulty
*Act Number

With that said, if I want to make my weapon drop starting from Act 2 legendary until the end of the game, I will import and edit the following loot tables.

records\item\loottables\weapons\unique\sword_l02.dbr
records\item\loottables\weapons\unique\sword_l03.dbr
records\xpack\item\loottables\weapons\unique\sword_l01.dbr
records\xpack2\item\loottables\weapons\unique\sword_l01.dbr

Open the loot table(s) you wish to add your item in. Simply have the path to your .dbr in hand and add it in the array of possible drops, found in the "Loot" field.

When your item is added, don't forget to save and build the loot tables. Press F7 to build your mod.

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Offline Tauceti

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Re: [Tutorial] Add a new weapon to the game!
« Reply #2 on: 16 February 2019, 15:10:17 »
Woooh, a very detailed guide.  :)
Although i do not modding, i find it useful to understand how it works.

I have a few questions:
  • how item grant skills are implemented (passive or active skills) ?
  • have you a way to attach a particular graphical effect or even a sound effect to an item (like a broken glass sound for a cold weapon) ?
  • how work the loot tables ?

In particular what i don't undestand is, say, you have a loot table shared for 10 items. If you add 10 more new items, does it mean you double the global drop rate or does it mean you spare a mean global drop rate among all the items (old+new)?

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Re: [Tutorial] Add a new weapon to the game!
« Reply #3 on: 16 February 2019, 20:24:39 »
Woooh, a very detailed guide.  :)
Although i do not modding, i find it useful to understand how it works.

I have a few questions:
  • how item grant skills are implemented (passive or active skills) ?
  • have you a way to attach a particular graphical effect or even a sound effect to an item (like a broken glass sound for a cold weapon) ?
  • how work the loot tables ?

In particular what i don't undestand is, say, you have a loot table shared for 10 items. If you add 10 more new items, does it mean you double the global drop rate or does it mean you spare a mean global drop rate among all the items (old+new)?

Question 1:
This is where you setup the "Grants Skill" on any item that can hold one.

Spoiler for Hiden:
At itemSkillName, you set the .dbr file of the skill you want to be granted.
At itemSkillLevel, you determine which level will the skill be at.
At itemSkillAutoController, you set a special .dbr that determines under wich conditions will the skill be used automatically. If omitted, the skill will be available in your skill tab.

Question 2:
Of course. You can set a sound for when you swipe and for when you hit with the weapon. The sound when you drop it on the ground or in your inventory isn't hardcoded either, so it can be virtually anything you wish. And yes, it can also have particle effects attached to it like Pagos or Iris if you edit the mesh.[/li][/list]

Question 3:
Well, there's different types of loot tables, but I guess you want to know how the uniques' loot tables work. Here's how they work.

First, it begins with a monster's loot pages. You see it has 100% chance to have a weapon equipped on its right hand. Then, it can choose from up to 6 arrays of loot tables (arrays that contains one loot table per difficulty). Though, most monters only have 2 arrays of loot tables : one for common items, one for uniques. This hero has 13 chances versus 5000 to wield a unique weapon, so it's roughly 0.26%.
Spoiler for Hiden:

Considering you fall on the uniques' loot table, wich act differently from commons' loot tables, it simply picks an item from the array. Each act and difficulty has its own array of uniques.

Spoiler for Hiden:




Hope this answers your questions ^^

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Offline Tauceti

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Re: [Tutorial] Add a new weapon to the game!
« Reply #4 on: 16 February 2019, 20:57:57 »
this is instructive  ;)

A last question:
do you see any technical reason that explains why so many Ragnarock items don't trigger well their proc skill (like Fafnir's teeth and others) ?

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Offline WNG

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Re: [Tutorial] Add a new weapon to the game!
« Reply #5 on: 16 February 2019, 21:29:44 »
this is instructive  ;)

A last question:
do you see any technical reason that explains why so many Ragnarock items don't trigger well their proc skill (like Fafnir's teeth and others) ?

That, I can't tell for sure since I haven't tested those at all. Though in my mod I intend to at least attempt resolving those issues, at which time I'll look at the issue from closer.

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Re: [Tutorial] Add a new weapon to the game!
« Reply #6 on: 16 February 2019, 22:34:30 »
Yes, I agree.

However, I think after a little experimentation modders will eventually see that some skill templates simply don't proc ever.

Skill_AttackProjectileBurst.dbr skills never proc with item skills. Ever.

Skill_AttackProjectileRing.dbr template skills do so that's what I have been using to replace some item skills,  just reduce the projectile rotation to 30  or so.

Would be useful to aggregate a list of skill templates that resist item skill AI proccing.

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Re: [Tutorial] Add a new weapon to the game!
« Reply #7 on: 17 February 2019, 01:54:09 »
Skill_AttackProjectileRing.dbr template skills do so that's what I have been using to replace some item skills,  just reduce the projectile rotation to 30  or so.

Very clever  ;D

I was aware of Ichthian Spear's suffering the same issue, wich also has a ProjectileBurst. Those are the only two items I heard that had issues with AI controllers.

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Re: [Tutorial] Add a new weapon to the game!
« Reply #8 on: 15 June 2019, 19:21:50 »
Is it possible to add new weapon types?  Like two-handed weapons or modify current types?

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Re: [Tutorial] Add a new weapon to the game!
« Reply #9 on: 16 June 2019, 02:27:51 »
That is hardcoded, unfortunately. I guess you had two-handed weapons in mind? Trust me, if it was possible, it would've been done long ago.

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Re: [Tutorial] Add a new weapon to the game!
« Reply #10 on: 16 June 2019, 06:56:01 »
That is hardcoded, unfortunately. I guess you had two-handed weapons in mind? Trust me, if it was possible, it would've been done long ago.

Yeah, I figured, though I was hoping that they opened up something when they created throwing weapons.  Ive been spitballing semi-work arounds like giving all characters a base 20% dodge and all weapons and shields decrease it 10%.  Thus, staff and how users get a nice bonus and if you would, for some reason, fight with just one weapon and an empty offhand, youd get a 10% dodge bonus.

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Re: [Tutorial] Add a new weapon to the game!
« Reply #11 on: 16 June 2019, 12:05:34 »
I guess theres a way to add fake 2nd weapons , might be a possibility

1) Replace staff item visual with a melle weapons
2) On character animation import Maenad 1nd handed animation

This way i think you can have more or less 2nd weapons look like

Or another fastter way

Replace all character 1nd handed animation tab with Maenad,
"Welcome to new home, be nice and strong ! "

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Re: [Tutorial] Add a new weapon to the game!
« Reply #12 on: 16 June 2019, 12:22:33 »
Among other issues I see here, that would require overwriting something else, which i guess can make sense if you want your mod to solely revolve around 2-handed weapons.

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Re: [Tutorial] Add a new weapon to the game!
« Reply #13 on: 16 June 2019, 12:41:38 »
In my head sounded more easly and possible lol. Thanks for the clariffication.

Bit off topic: im not planing looking at 2nd weapons, maybe it just me, this type of weapon dont fit in classic TQ theme
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Offline wolpak

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Re: [Tutorial] Add a new weapon to the game!
« Reply #14 on: 16 June 2019, 15:42:47 »
In my head sounded more easly and possible lol. Thanks for the clariffication.

Bit off topic: im not planing looking at 2nd weapons, maybe it just me, this type of weapon dont fit in classic TQ theme

Oh come on, and unlimited throwing daggers are?  I think it would be a cool alternative for various classes.

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