lfs, current build
This commit is contained in:
+42
-120
@@ -58,6 +58,10 @@ If you're making your own character, your best bet would probably be just to cop
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Working folder/directory of textures the areas will use.
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#### Anm2RootPath (path)
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Working folder/directory of anm2 files the areas will use. If omitted, TextureRootPath is used.
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#### WorldBoundsNull (string)
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The area ANM2 null used to set world bounds. Defaults to `Bounds`.
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#### ItemSpawnNull (string)
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The area ANM2 null used to choose random item spawn positions. Items can spawn at any point inside this null rect. If omitted or invalid, WorldBoundsNull is used.
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#### Area
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#### Texture (path)
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@@ -113,12 +117,6 @@ The minimum digestion rate for the character, in percent per second.
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The maximum digestion rate for the character, in percent per second.
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#### DigestionTimerMax (int, ticks)
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When digesting, the digestion bar will count down, and then when it hits 0, the current calories will be digested. This determines how long this takes, in ticks.
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#### EatSpeedMultiplier (double)
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A multiplier that speeds/slows down the eating animation, at base.
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#### EatSpeedMinMultiplier (double)
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Determines the minimum eating speed multiplier.
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#### EatSpeedMaxMultiplier (double)
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Determines the maximum eating speed multiplier.
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#### BlinkChance (double, percent)
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Chance each tick to trigger a blink override.
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#### GurgleChance (double, percent)
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@@ -263,7 +261,7 @@ The cursor's pan animation, when panning with middle mouse button.
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### Zoom
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The cursor's zoom animation, when zooming in/out with the mouse wheel.
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### Return
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The cursor's return animation, when holding right click to return an item to the inventory (or to dispose of it if chewed.)
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The cursor's return animation, when holding right click on a spawned item.
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#### Animation (string)
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The animation the cursor will use in these contexts.
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### Actions
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@@ -315,7 +313,7 @@ The actual dialogue content of the entry. Should support Unicode, provided the f
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#### Animation (string)
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A character animation that will play at the beginning of the dialogue. This may be expanded into the future to allow animations to play dynamically per dialogue index. Again, make sure it's just the base name for the animation, no stage numbers.
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### Effects
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Dialogue effects can be added as child elements of an `Entry`. `Small` and `Big` are fixed text scale effects. `Oscillation`, `Shake`, and `Screenshake` use engine defaults for their strength/timing values; do not write `Amplitude`, `Frequency`, `Period`, `Magnitude`, or `TimeTicks` for those effects. `Scale` and `Rainbow` are no longer supported.
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Dialogue effects can be added as child elements of an `Entry`. `Small` and `Big` are fixed text scale effects. `Silent` suppresses blips and character talking for its range. `Oscillation`, `Shake`, and `Screenshake` use engine defaults for their strength/timing values; do not write `Amplitude`, `Frequency`, `Period`, `Magnitude`, or `TimeTicks` for those effects. `Scene` hides windows and items and disables interaction until the active dialogue chain reaches and finishes its terminal entry. If another `Scene` appears while one is active, it is ignored. `Scale` and `Rainbow` are no longer supported.
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### Choice
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Dialogue can be branching; simply added "Choice" elements into the Entry element.
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#### Next (string)
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@@ -328,72 +326,20 @@ A "pool" of dialogue refers to a collection of entries that can be randomly pick
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#### Label (string)
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The name of the dialogue pool; can be referenced elsewhere.
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### Entry
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### Entry (string)
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#### Label (string)
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The name of the entry; to be added to the pool.
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### Start
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This dialogue will play upon a new game, once its animation has concluded.
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#### Animation (string)
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The name of the animation that will be played.
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#### Label (string)
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The name of the entry that will be played.
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### End
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The dialogue that will play upon completion of the game (character hitting max stage).
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#### Label (string)
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The name of the entry that will be played.
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### Help
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The dialogue that will be play when the player presses the "Help" button in "Chat".
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#### Label (string)
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The name of the entry that will be played.
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### StageUp
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Dialogue that will play after a character undergoes a stage up.
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### Hooks
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Groups dialogue hooks. Hooks connect gameplay events to either a specific entry or a pool.
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### Hook
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#### Type (string)
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The gameplay hook name. Current hook names include `Start`, `End`, `Help`, `StageUp`, `Random`, `Feed`, `FeedFull`, `Eat`, `EatFull`, `Full`, `Throw`, `LowCapacity`, `Digest`, `FoodTaken`, and `FoodTakenFull`.
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#### Entry (string)
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The entry to play for this hook.
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#### Pool (string)
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The name of the pool that entries will be drawn from.
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### Random
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The dialogue that will be play when the player presses the "Let's chat!" button in "Chat".
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#### Pool (string)
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The name of the pool that entries will be drawn from.
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### Feed
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The dialogue that will be play when the user begins holding a food item.
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#### Pool (string)
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The name of the pool that entries will be drawn from.
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### FeedFull
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The dialogue that will be play when the user begins holding a food item, when the character is over capacity.
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#### Pool (string)
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The name of the pool that entries will be drawn from.
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### Eat
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The dialogue that will be play after the character finishes a food item.
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#### Pool (string)
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The name of the pool that entries will be drawn from.
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### EatFull
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The dialogue that will be play after the character finishes a food item, when the character is over capacity.
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#### Pool (string)
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The name of the pool that entries will be drawn from.
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### Full
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The dialogue that will be play when the character is completely full and will deny the user feeding them.
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#### Pool (string)
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The name of the pool that entries will be drawn from.
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### Throw
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The dialogue that will be play when the user throws food.
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#### Pool (string)
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The name of the pool that entries will be drawn from.
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### LowCapacity
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The dialogue that will be play when the character is presented a food item completely over their maximum capacity.
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#### Pool (string)
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The name of the pool that entries will be drawn from.
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### Digest
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The dialogue that will be play when digesting is finished.
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#### Pool (string)
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The name of the pool that entries will be drawn from.
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### FoodTaken
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The dialogue that will play when food is removed from the null area during a character's eating animation.
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#### Pool (string)
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The name of the pool that entries will be drawn from.
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### FoodTakenFull
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The dialogue that will play when food is removed from the null area during a character's eating animation, when the character is over capacity.
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#### Pool (string)
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The name of the pool that entries will be drawn from.
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The pool to draw from for this hook.
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#### Value (int)
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Optional hook-specific value. `StageUp` uses the displayed stage number. For a matching hook type, value-specific hooks override general hooks, then entry hooks override pool hooks.
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## items.xml
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Has all items and their parameters, alongside additional behavior.
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@@ -405,38 +351,39 @@ Working folder/directory of where used textures will be contained within.
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Working folder/directory of where used sounds will be contained within.
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#### BaseAnm2 (path)
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The base anm2 file that items will use. Items can technically have their own .anm2 and animate accordingly, but I haven't tested this much.
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### Animations
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### Chew
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When items are chewed, play this animation family. The game looks for `Chew0`, `Chew1`, `Chew2`, and so on inside the item's `.anm2`.
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#### Animation (string)
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The name of the animation. Only the base part ("Chew", usually)
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#### BaseSpawnDelayTicks (int)
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Base cooldown before another item can be spawned.
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#### ItemSpawnLimit (int)
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Maximum number of spawned world items at once.
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#### SpawnDelayStageMultiplier (float)
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Multiplies the spawn delay once per character stage. Values below `1.0` make item spawning faster as stage increases.
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### Actions
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The various item actions. Each action can contain multiple `Sound` elements to randomly play from a selection.
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### Bounce
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The sound that will play when an item is bounced (hitting a floor/wall/ceiling with velocity).
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### Dispose
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The sound that will play when an item is disposed of (when an item has chewed and is right clicked).
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The sound that will play when an item is disposed of.
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### Summon
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The sound that will play when an item is spawned (clicking on it in inventory).
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The sound that will play when an item is spawned.
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### Return
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The sound that will play when an item is returned to inventory (right clicking on it in world).
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The sound that will play when an item is returned.
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### Sound
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#### Path (path)
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The path to the sound that will play, based on SoundRootPath.
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### Categories
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The kinds of items present. Will appear in inventory tooltips.
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The kinds of items present. Will appear in Catalog tooltips.
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### Category
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#### Name (string)
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The name of the category.
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#### IsEdible (bool)
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Determines if the category of item can be eaten by the character.
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#### UseMode (string)
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Controls how items in this category are used after spawning. `Edible` marks food that can be eaten. `Tool` marks non-food tools.
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### Flavors
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Item flavors (for food). Honestly have no meaning but flavor text at the moment but whatever.
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### Flavor
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#### Name (string)
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Name of the flavor.
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### Rarities
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Different rarities of item. Shows in inventory and each can have their own drop chance.
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Different rarities of item. Shows in the Catalog and each can have their own drop chance.
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### Rarity
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#### Name (string)
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Name of the rarity.
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@@ -444,24 +391,11 @@ Name of the rarity.
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Relative rarity weight for item systems.
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#### Sound (path)
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Sound that will play when an item of this rarity is awarded.
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#### IsHidden (bool)
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If true, items with this rarity will not be previewed in the inventory, unlesss possessed. Assumed false if not present.
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#### IsHiddenInCatalog (bool)
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If true, this rarity is marked as hidden in the Catalog. Undiscovered items still appear as unknown silhouettes.
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### Items
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#### TextureRootPath (path)
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Working folder/directory of where used item textures will be contained within.
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#### Durability (int)
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Base durability for items.
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Durability means "number of bites before deletion."
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Example with `Durability="3"`:
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- `Chew0`: untouched
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- `Chew1`: after one bite
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- `Chew2`: after two bites
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- removed after the third bite
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#### QuantityMax (int)
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How many items of a type can be possessed at once.
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### Item
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An individual item entry.
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#### Name (string)
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@@ -484,20 +418,12 @@ The amount of calories in an item has (if food).
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Capacity increase granted as the item is eaten.
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#### DigestionBonus (float, percent; optional)
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The additional digestion rate in percent the item will give if eaten.
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#### EatSpeedBonus (float; optional)
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The additional eat speed multiplier the item will give if eaten.
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#### Gravity (float; optional)
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The item's gravity; will use the default gravity if not available.
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#### Durability (int; optional)
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Custom durability override for the item.
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#### ColorR, ColorG, ColorB (float, 0-1; optional)
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Optional item UI color. Missing components default to `0` if any color component is provided.
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#### UpgradeID (string; optional)
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The name of another item that this item will be able to be upgraded to.
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#### UpgradeCount (int; optional)
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The amount of this item it will take to upgrade to the upgrade item specified in UpgradeID.
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#### IsToggleSpritesheet (bool; optional)
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When used in the inventory, will toggle the character's spritesheet (in Pokemon terms, toggling normal/shiny palettes).
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When used as a tool, will toggle the character's spritesheet (in Pokemon terms, toggling normal/shiny palettes).
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## strings.xml
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Character-specific text strings.
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@@ -568,8 +494,6 @@ Character's current consumed calories.
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Character's capacity, in calories. Remember, max capacity effectively is capacity * CapacityOverstuffedMultiplier (from character.xml)
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#### DigestionRatePerSecond (float, percent/second)
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Character's digestion rate in percent per second.
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#### EatSpeedMultiplier (float)
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Eat speed multiplier for the character's Eat animation.
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#### IsDigesting (bool)
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Determines if character is currently digesting (when the bar is going down)
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#### DigestionProgress (float, percent)
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@@ -578,24 +502,22 @@ Character's digestion progress. Digestion max is always 100%.
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When digestion bar is going down, this is the remaining time to 0 (in ticks)
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#### TotalCaloriesConsumed (float)
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Total calories consumed by the character, per save file.
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#### TotalFoodItemsEaten (int)
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How many food items have been completely consumed by the character, per save file.
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### Inventory
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Items.
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#### ID (int)
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ID of item being tracked (see items.xml)
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#### Quantity (int)
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Count of the item.
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#### TotalItemsSpawned (int)
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How many items have been spawned, per save file.
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#### TotalItemsConsumed (int)
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How many items have been completely consumed by the character, per save file.
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### Items
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World items currently spawned outside the inventory.
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World items currently spawned outside the Catalog.
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#### ID (int)
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Item ID from `items.xml`.
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#### Durability (int)
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Current bite progress for that spawned item.
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#### PositionX, PositionY (float)
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World position.
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#### VelocityX, VelocityY (float)
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World velocity.
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### Discovered
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Catalog item IDs that have been discovered.
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#### ID (int)
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Item ID from `items.xml`.
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#### Rotation (float)
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Current rotation.
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