Links and Information
Jul 17, 2017 22:22:03 GMT -8
Post by DukeFluffy on Jul 17, 2017 22:22:03 GMT -8
All of these modtools are no longer supported with the move to Unity.
New modtools will be released in the future for the Unity version.
Thecurrently released Mod Tools are-
Conversation Designer
What is:
The conversation designer is used to add dialogue encounters, character conversations, and custom emotes to the game. It can also modify variables and flags.
How to Shot:
Edit: As of 0.22, custom emote support has been added. In order to use your own emotes, go into the Settings option, and then click the Emotes icon. This will bring you to a screen that lists all of the custom emotes this dialogue uses. Note that these 'custom emotes' are loaded into memory when starting a game, and can be accessed by other mods- you only need to add custom emotes to a single conversation for others to benefit. If you were inclined, you could even have a blank conversation with a bunch of custom emotes to just inject them into the game.
In the Emotes screen, clicking the '+' icon at the left of the screen will add a new emote to the game. Set the parameters for the different values (you can highlight over the column headers for info). If the custom sprite is located in %LocalAppData%/TowergirlsModtools/, you will be able to hit the preview icon to see how it appears in-game. Note that the default origin of an image is relatively 0,0, and images by default are displayed at Y=1080, so you should mess around with the origin and offset to ensure it is not appearing off the screen. In order to play/schedule/show a custom emote, click one of the emote slots of a node like normal, and then choose the CUSTOM option. By entering the keyword chosen for the custom emote it will be set to appear there.
If everything goes well, and the sprites are placed in the correct folder of %LocalAppData%/Towergirls/Mods/ (or subfolder if the path is modified), and the _mod.ini is added to the Mods folder, your custom emotes should appear in the game where added! Enjoy.
Note that animated images must be in strip format.
Character Designer
What is:
The character designer is used to add custom characters to the game. For them to actually appear they must be added through use of a dialogue node function (or be set to automatically be added to the party on game start, but that's just lazy).
How to Shot:
New modtools will be released in the future for the Unity version.
The
Conversation Designer
What is:
The conversation designer is used to add dialogue encounters, character conversations, and custom emotes to the game. It can also modify variables and flags.
How to Shot:
- Starting a New Conversation/Encounter: In order to make a new conversation, run the executable and choose New Dialogue. From there you may set the settings (top left) and conditions for the dialogue to appear.
- Adding Characters: The top left has a number of white boxes with character names. These are the characters that will be present in the dialogue- you can click the 'add new' to add an additional one, or right click to edit the old ones. Rather than bash in a name for every dialogue node you simply click the speaker and click one of these to set it.
- Adding Nodes: Right clicking in the main canvas will allow you to choose between a dialogue or logic node. Dialogue nodes are what you plug text and emotes into. The small blue dots can be clicked, and then a line appears, allowing you to click on another dialogue node to lash them together. It's possible to add in dialogue choices and set conditions for those choices.
- Node Functions: For now, functions may only be used in conjunction with Dialogue Nodes. If you click the small [Functions] at the bottom of the dialogue node this will open up the functions screen. By clicking the green + you are then able to choose from a list of functions and set their parameters. When that dialogue text appears in the game the functions will be ran, provided the parameters are correct.
- Logic Nodes: Logic nodes allow you to set a number of different targets for a single dialogue choice. They are current lacking some functionality, but they should work with at least disposition and attributes right now. Use these when you want a single dialogue option, or 'next dialogue' option, to have a variety of different possible end results based on a single variable.
- Adding/Removing Emotes: Each dialogue node has five small silhouettes along the top. Clicking one of these will allow you to choose between one of the present characters or CUSTOM. Selecting a character will then show their name, along with a text input field. The text input field is the keyword of the emote you would like to show- for example, Kobold Princess - sad (keyword sad) will show Kobold Princess' sad emote, in the previously chosen position on the screen. If you'd like to remove the emote simply exit out of editing it (clicking a node drag bar works suitably) and then right click the emote you wish to remove.
- Linking Conversations Together: It is possible to chain mods together- create a node with dialogue options. Then click the small [Settings] text left of one of those nodes. Near the bottom there is an option for 'target mod'- check that box. You are then able to enter the file name and the node/dialogue number of that mod to go to. If you are unsure of the target number, open the mod file you'd like to path to and check the entry number of whichever dialogue you'd like to link to.
- Exporting to the Game: Save. Hit the export button. Go to /AppData/Local/TowergirlsModtools/ and find the _mod.ini file. (There's also a shortcut included.) Copy this same file over into /AppData/Local/Towergirls/Mods/. The next time you start the game your dialogue mod will be included. If your mod includes custom emotes those will also need to go into that directory (or custom sub-directory)
Edit: As of 0.22, custom emote support has been added. In order to use your own emotes, go into the Settings option, and then click the Emotes icon. This will bring you to a screen that lists all of the custom emotes this dialogue uses. Note that these 'custom emotes' are loaded into memory when starting a game, and can be accessed by other mods- you only need to add custom emotes to a single conversation for others to benefit. If you were inclined, you could even have a blank conversation with a bunch of custom emotes to just inject them into the game.
In the Emotes screen, clicking the '+' icon at the left of the screen will add a new emote to the game. Set the parameters for the different values (you can highlight over the column headers for info). If the custom sprite is located in %LocalAppData%/TowergirlsModtools/, you will be able to hit the preview icon to see how it appears in-game. Note that the default origin of an image is relatively 0,0, and images by default are displayed at Y=1080, so you should mess around with the origin and offset to ensure it is not appearing off the screen. In order to play/schedule/show a custom emote, click one of the emote slots of a node like normal, and then choose the CUSTOM option. By entering the keyword chosen for the custom emote it will be set to appear there.
If everything goes well, and the sprites are placed in the correct folder of %LocalAppData%/Towergirls/Mods/ (or subfolder if the path is modified), and the _mod.ini is added to the Mods folder, your custom emotes should appear in the game where added! Enjoy.
Note that animated images must be in strip format.
Character Designer
What is:
The character designer is used to add custom characters to the game. For them to actually appear they must be added through use of a dialogue node function (or be set to automatically be added to the party on game start, but that's just lazy).
How to Shot:
- Making a New Custom Character: In order to make a new character, run the executable and choose New Character. From there you may set all the settings
- Spawn Settings: Characters can be set to spawn into a Dungeon, not be spawned into a dungeon, or be automatically added to the party on load or tutorial completion. By spawning into a dungeon their custom sprite will appear in a particular room and turn to face the player when approached. If they are set to have dungeon dialogue, the player will also be able to speak with them like a standard NPC. To actually add them to the party, they must be added by use of a dialogue node function in the conversation designer. The easiest method for this is to assign them auto dungeon dialogue and include a dialogue option somewhere in there with a function to add them to the party. If you are feeling lazy, or want to quickly test the character, there is an alternate option to simply add them to the party on game load, or when the introductory tutorial is completed.
- Parameters: The various aspects of a character (name, species, attributes, base disposition, the conversation string, etc. etc. etc.) are edited in order to customize the character. Highlight over the black text near a parameter in order to show more information at the top of the screen about what the parameter does. For the most part these should be self-explanatory. Note that attributes and HP/SP/MP may be set to -1 to automatically scale based on class, species, and level. The default perks are the perks that character will select if they begin the game at least at that particular level. It is especially important to have a bunch of default perks set if you wish the character's level to scale to match the player's.
- Character Sprites: Mod characters have an avatar, sprite, and battle sprite. In order for these to be previewed the image files must be placed into the %LocalAppData%/TowergirlsModtools/Mods/ folder. To appear in the game proper, they must be additionally placed into the %LocalAppData%/Towergirls/Mods/ folder. If you like, you may add additional directories to either or both of those Mods folders to better organize your mod files. Just be sure to keep the file paths the same so the images appear both in the Modtools and Game.
- Exporting to the Game: Save. Go to /AppData/Local/TowergirlsModtools/ and find the char_XXX.ini file. (There's also a shortcut included in the Modtools zip.) Copy this char_ file over into /AppData/Local/Towergirls/Mods/. The next time you start the game your character mod will be included. If your mod includes sprites then those will also need to go into that directory (or custom sub-directory)