Difference between revisions of "Love Death Final!/Modding"

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(Maps and props (MDL Ver 2.0))
(Humans and Mobs)
 
(4 intermediate revisions by the same user not shown)
Line 10: Line 10:
  
 
====[Material]====
 
====[Material]====
Num:%d
+
:Num:%d
:Name:%s
+
::Name:%s
:Diffuse:%f %f %f %f
+
::Diffuse:%f %f %f %f
:Ambient:%f %f %f %f
+
::Ambient:%f %f %f %f
:Specular:%f %f %f %f
+
::Specular:%f %f %f %f
:Power:%f
+
::Power:%f
:TextureFlag:%d
+
::TextureFlag:%d
:TextureFile:%s
+
::TextureFile:%s
:Transparent:%d
+
::Transparent:%d
  
 
====[Shader]====
 
====[Shader]====
Num:%d
+
:Num:%d
:LightingType:%d
+
::LightingType:%d
:UVAnimeType:%d
+
::UVAnimeType:%d
:UVAnimeScroll:%f,%f
+
::UVAnimeScroll:%f,%f
:UVAnimeFrame:%d,%d,%d,%d
+
::UVAnimeFrame:%d,%d,%d,%d
:BumpFlag:%d
+
::BumpFlag:%d
:BumpTexture:%s
+
::BumpTexture:%s
:BumpUVScrollFlag:%d
+
::BumpUVScrollFlag:%d
:BumpUVScrollVec:%f,%f
+
::BumpUVScrollVec:%f,%f
:SpecularMapFlag:%d
+
::SpecularMapFlag:%d
:SpecularTexture:%s
+
::SpecularTexture:%s
:ToonFlag:%d
+
::ToonFlag:%d
:ToonTexture:%s
+
::ToonTexture:%s
:LineSize:%f
+
::LineSize:%f
:CubeEnvFlag:%d
+
::CubeEnvFlag:%d
:CubeEnvRate:%f
+
::CubeEnvRate:%f
:BlendTexFlag:%d
+
::BlendTexFlag:%d
:BlendTexture:%s
+
::BlendTexture:%s
:BlendTexRate:%f
+
::BlendTexRate:%f
:Z_Offset:%f
+
::Z_Offset:%f
 
      
 
      
 
====[Mesh]====
 
====[Mesh]====
Line 59: Line 59:
 
    
 
    
 
====[Parts]====
 
====[Parts]====
Num:%d
+
:Num:%d
:MaterialNo:%d
+
::MaterialNo:%d
:FaceNum:%d
+
::FaceNum:%d
::%d %d %d
+
:::%d %d %d
:BoneIDs:%d
+
::BoneIDs:%d
::%d
+
:::%d
 
   
 
   
 
====[BoneNames]====
 
====[BoneNames]====
Num:%d
+
:Num:%d
:%s
+
::%s
:%s%s
+
::%s%s
:%s%s
+
::%s%s
:%s%s
+
::%s%s
:%s%s ?
+
::%s%s ?
  
===BON Ver.2.00===
+
====BON Ver.2.00====
 
[Bone]
 
[Bone]
Num:%d
+
:Num:%d
:Name:%s
+
::Name:%s
:InitMatPS:%f %f %f %f %f %f %f %f %f %f %f %f %f %f %f %f
+
::InitMatPS:%f %f %f %f %f %f %f %f %f %f %f %f %f %f %f %f
:InitMatMS:%f %f %f %f %f %f %f %f %f %f %f %f %f %f %f %f
+
::InitMatMS:%f %f %f %f %f %f %f %f %f %f %f %f %f %f %f %f
:OffsetMat:%f %f %f %f %f %f %f %f %f %f %f %f %f %f %f %f
+
::OffsetMat:%f %f %f %f %f %f %f %f %f %f %f %f %f %f %f %f
:ParentNo:%d
+
::ParentNo:%d
:ChildNum:%d
+
::ChildNum:%d
::%d
+
:::%d
  
 
[Root]
 
[Root]
No:%d  
+
:No:%d
 +
 
 +
== 3D_MODEL_FILE ==
 +
HCT/LG MDL format, may be useful as an intermediate format for porting pre-HCT maps, or to backport v2.00 maps
 +
====[Material]====
 +
:%d
 +
::Name:%s
 +
::Diffuse:%f %f %f %f
 +
::Ambient:%f %f %f %f
 +
::Specular:%f %f %f %f
 +
::Power:%f
 +
::TextureFlag:%d
 +
::TextureFile:%s
 +
::Transparent:%d
 +
 
 +
====[Vertex]====
 +
:%d
 +
::Pos:%f %f %f
 +
::Normal:%f %f %f
 +
::UV:%f %f
 +
::SkinBone:%d %d %d %d
 +
::SkinWeight:%f %f %f %f
 +
 
 +
====[Index]====
 +
:AllFaceNum:%d
 +
:PartsNum:%d
 +
:MaterialNo:%d
 +
:FaceNum:%d
 +
::%d %d %d
 +
 
 +
====[Shader]====
 +
(no number, automatically matches number of materials)
 +
:SpecularFlag:%d
 +
:ToonFlag:%d
 +
:ToonTexture:%s
 +
:LineSize:%f
 +
:BumpFlag:%d
 +
:BumpTexture:%s
 +
:CubeEnvFlag:%d
 +
:CubeEnvRate:%f
 +
:WaveFlag:%d
 +
 
 +
====3D_BONE_FILE====
 +
:[Bone]
 +
:%d
 +
::No:%d 
 +
::Name:%s 
 +
::Transform:%f %f %f %f,%f %f %f %f,%f %f %f %f,%f %f %f %f 
 +
::ChildNum:%d 
 +
::ChildNo:%d
  
 
== Load data (DAT)==
 
== Load data (DAT)==
Line 107: Line 156:
 
::: Spawn ID is 0 for the player's spawn point and a 5-digit number of others. 1st digit is always 1, the 2nd two digits are the spawn order, the last two digits are the spawn ID. A boss spawn ID will always add 50, a human spawn ID will always add 60.
 
::: Spawn ID is 0 for the player's spawn point and a 5-digit number of others. 1st digit is always 1, the 2nd two digits are the spawn order, the last two digits are the spawn ID. A boss spawn ID will always add 50, a human spawn ID will always add 60.
 
=== Humans and Mobs ===
 
=== Humans and Mobs ===
 +
 +
==== H_Style ====
 +
[H_Style]
 +
:Name - UI name for the position
 +
:ID - label used in data files
 +
:File - filename, with matching .ODA and .TEA files in RealBodyAnime/.
 +
:Flag - Hug and Kiss flags, etc. 背/口/外/受/責/キ/オ
 +
:Location - 平 (Standing) is the only one used in LDF styles, but the game still parses for 壁/椅/机/ベ
 +
:InsPos - where the pose inserts, ア/尻/尿/口/手/足/胸. Only ア/尻 combine in H_styles.
 +
:Member - participants, 男1女1/男1女2/男2女1/男4女1 and monster variations. 男2女1 isn't present in any h-style.
 +
:IsBlend - flag, if 1 then piston anims blend, otherwise only one will play.
 +
 +
Any h-anims created in the maker will have the same flags, location and members as the h-style it was created from.
  
 
=== Items ===
 
=== Items ===

Latest revision as of 07:08, 13 January 2015

Teatime

all characters are at least 18


Love Death Final! [edit]

Gameplay

Characters

FAQ & Technical Help

Modding
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This page explains modifications not supported by Teatime; the Tam Tam Guide explains the use of the editor provided by Teatime.

Though MQO imports are supported by the editor, their creation and editing requires a third party application, which may be explained here.

Models (ODF/MQO/Other)

Maps and props

MDL Ver.2.00

[Material]

Num:%d
Name:%s
Diffuse:%f %f %f %f
Ambient:%f %f %f %f
Specular:%f %f %f %f
Power:%f
TextureFlag:%d
TextureFile:%s
Transparent:%d

[Shader]

Num:%d
LightingType:%d
UVAnimeType:%d
UVAnimeScroll:%f,%f
UVAnimeFrame:%d,%d,%d,%d
BumpFlag:%d
BumpTexture:%s
BumpUVScrollFlag:%d
BumpUVScrollVec:%f,%f
SpecularMapFlag:%d
SpecularTexture:%s
ToonFlag:%d
ToonTexture:%s
LineSize:%f
CubeEnvFlag:%d
CubeEnvRate:%f
BlendTexFlag:%d
BlendTexture:%s
BlendTexRate:%f
Z_Offset:%f

[Mesh]

LayerNum:%d
PartsNum:%d
%d (0 to PartsNum-1)
VertexNum:%d
Pos:%f %f %f
Normal:%f %f %f
Tangent:%f %f %f
Binormal:%f %f %f
UV0:%f %f
UV1:%f %f
SkinBone:%d %d %d %d
SkinWeight:%f %f %f %f
Color:%f %f %f %f

[Parts]

Num:%d
MaterialNo:%d
FaceNum:%d
%d %d %d
BoneIDs:%d
%d

[BoneNames]

Num:%d
%s
%s%s
%s%s
%s%s
%s%s ?

BON Ver.2.00

[Bone]

Num:%d
Name:%s
InitMatPS:%f %f %f %f %f %f %f %f %f %f %f %f %f %f %f %f
InitMatMS:%f %f %f %f %f %f %f %f %f %f %f %f %f %f %f %f
OffsetMat:%f %f %f %f %f %f %f %f %f %f %f %f %f %f %f %f
ParentNo:%d
ChildNum:%d
%d

[Root]

No:%d

3D_MODEL_FILE

HCT/LG MDL format, may be useful as an intermediate format for porting pre-HCT maps, or to backport v2.00 maps

[Material]

%d
Name:%s
Diffuse:%f %f %f %f
Ambient:%f %f %f %f
Specular:%f %f %f %f
Power:%f
TextureFlag:%d
TextureFile:%s
Transparent:%d

[Vertex]

%d
Pos:%f %f %f
Normal:%f %f %f
UV:%f %f
SkinBone:%d %d %d %d
SkinWeight:%f %f %f %f

[Index]

AllFaceNum:%d
PartsNum:%d
MaterialNo:%d
FaceNum:%d
%d %d %d

[Shader]

(no number, automatically matches number of materials)

SpecularFlag:%d
ToonFlag:%d
ToonTexture:%s
LineSize:%f
BumpFlag:%d
BumpTexture:%s
CubeEnvFlag:%d
CubeEnvRate:%f
WaveFlag:%d

3D_BONE_FILE

[Bone]
%d
No:%d
Name:%s
Transform:%f %f %f %f,%f %f %f %f,%f %f %f %f,%f %f %f %f
ChildNum:%d
ChildNo:%d

Load data (DAT)

Quests

Maps and Spawns

Rothschild - peaceful version (data/Map/map_town/) battle version (data/Map/map_town2/)

[RootPoint]

 %d (number of entries)
 %f,%f,%f, (Pos vector)  %f,%f,%f, (Rot vector)  %d,%d,%d,%d,%d,%d,%d,%d (unknown)  %d (unknown)

[Area]

 %d (number of entries)
 %f,%f,%f (Pos)  %f,%f,%f (Rot)  %f (unknown)  %d (unknown)  %d (unknown)

[EventPoint]

 %d (number of entries)
 %f,%f,%f (Pos)  %f,%f,%f (Rot)  %d (event type)  %d (spawn flags)
Spawn ID is 0 for the player's spawn point and a 5-digit number of others. 1st digit is always 1, the 2nd two digits are the spawn order, the last two digits are the spawn ID. A boss spawn ID will always add 50, a human spawn ID will always add 60.

Humans and Mobs

H_Style

[H_Style]

Name - UI name for the position
ID - label used in data files
File - filename, with matching .ODA and .TEA files in RealBodyAnime/.
Flag - Hug and Kiss flags, etc. 背/口/外/受/責/キ/オ
Location - 平 (Standing) is the only one used in LDF styles, but the game still parses for 壁/椅/机/ベ
InsPos - where the pose inserts, ア/尻/尿/口/手/足/胸. Only ア/尻 combine in H_styles.
Member - participants, 男1女1/男1女2/男2女1/男4女1 and monster variations. 男2女1 isn't present in any h-style.
IsBlend - flag, if 1 then piston anims blend, otherwise only one will play.

Any h-anims created in the maker will have the same flags, location and members as the h-style it was created from.

Items

Magic and Effects

Misc others

Shop, EventArea

Scripting (TXT)

Summary of game scripts

data/Event/Script/

Chapter1 - runs from Main Menu "Start" option, exits to character selection
Chapter2 - unknown/unused
ToExtra - runs when exiting Free H with the lower left button, exits to Free H char/map selection.
ToFree - unknown/unused

Script/City/

Quest_00.txt - runs from a Rothschild Event Area, exits to quest menu
Shop_00.txt - runs from a Rothschild Event Area, exits to shop mode
ToQuest - runs after confirming a quest choice, exits to load map specified in that quest's data

Script/Quest/

ChapterClear - runs after clearing all Chapters, after exiting results display. Exits to Rothschild.
ReturnCity - run after exiting results display, or exiting or refusing torture H following a defeat. Exits to Rothschild
ReturnH - runs after accepting torture H, exits to torture H

Script/Quest/<character>/ - character can be any defined in Status/Human/Heroine/<character>.dat, and only runs when playing <character>.alp

Start - runs when beginning a new game with either character, exits to Rothschild
Quest_Point_ 00* - Runs when beginning QuestID ending with 00*. Exits to the loaded map
Quest_Point_(A/B/C/D) - never runs, probably deprecated by above
Boss - uncertain, possibly runs when a boss is activated during a quest with Ending=1, exits to boss battle
QuestClear - runs after clearing a quest with Ending=1, script jumps to H.txt
H - run from QuestClear, exits to H-Mode and designates Ending to run after
Ending - run from exiting H mode begun in H, exits to roll credits and title screen

Script/Quest/<character>/Rival/ scripts run when a character matching Rival ID for a quest becomes active.

Event Keys

These are the blocks of instruction the game will read and interpret. [EventKeyStart] and [EventKeyEnd] enclose each function, along with the required and optional parameters.

CharaLookType
Sprite
Quest
Light
Effect
CharacterControl
WearDraw
BG_Sprite
GlobalFlag
ChangeScene
Scenes - Logo, Title, GameMain, Exit
H_Stroke
CharaDraw
AutoSave
GameMessage
EventTrigger
NullData
Equip
SetupPlayer
SetupChara
Map
ScriptJump
Choices
EventChara
Valiable
ChangeMode
Modes - Action, City, Shop, H, Q_Receive, Q_Result, Ending, Free, CharaSelect
SpriteAnime
Sound
Camera
ColorFilter
ChangeExpression
ChangeAnimeNo
ChangeAnimeData
MovePos
SetPos
String