Difference between revisions of "Love Death Final!/Modding"
(→BON Ver.2.00) |
(→Humans and Mobs) |
||
(2 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 | ||
Line 87: | Line 87: | ||
[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
This article is a stub. You can help the Hgames Wiki by expanding it. |
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.
Contents
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.
- %f,%f,%f (Pos) %f,%f,%f (Rot) %d (event type) %d (spawn flags)
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