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4.2. RootTemplates Attribute ID Definitions
Continued from 4.1. Root Templates
- Attribute ID Definitions
- MapKey
- Name
- FX Attributes
- CastBone
- Initial Speed/Speed
- Lifetime
- DetachBeam
- CastShadow
- Folder Structure
Here we'll go over the attribute IDs and what they mean.
This is your UUID identifier that will be placed in the Trajectories data info for your spell. See Generating UUIDs to generate a new UUID for this part.
This is the name of your Effect. You can name it whatever you want.
These are the the effects that happen when dictated by the RootTemplate. Which is what the rest of the information that you shouldn't need to worry about after copying a template defines. Unlike MEIs, you won't be using the UUID of the LSFX found in the VFX Merged. Instead, you will want to use the Name ID, which would be found somewhere like this:
We'll touch more later in the Merged on creating one of these.
This effect will determine the slight trail of the projectile, which can curve with projectiles that don't move in a straight line.
This effect determines the length of the effect, giving it a more beam like appearance. This effect cannot curve and will only travel in a straight line, from source to target.
This is the effect that is displayed when the effect makes contact with the intended target.
This is the effect that will display on the ground at the intended target.
Much Like MEI TargetBone
, this does the same thing.
This is pretty straight forward. It effects the starting speed, and overall speed of the projectile visual effects.
This particular Attribute ID simply governs how long the trajectory effect will last.
This allows the projectile effect to look more like a projectile effect than a beam effect.
This id allows your trajectory effect to be affected by game light. Essentially, it does what it's name implies.
Finally, this is how you'll want to save the extension and the proper folder structure.
-
.lsf.lsx
if using BG3-Modders-Multitool**](https://github.com/ImmortalRDI/BG3-Community-Library/wiki/1.-Getting-Started#bg3-modders-multitool) -
.lsx
if using lslib and convert it to.lsf
with lslib LSF/LSX Converter.
- The File name itself does not matter.
- You can save within a subfolder of
/Effects/
, but the subfolder title must be prefaced with[PAK]_
before the name.
The Folder structure you want for your RootTemplate
is as follows:
- Overview
- Sample Projects
- Action Resources
- Spells
- Passives
- Statuses
- Items
- Races
- Classes
- Scripts
- Visual Resources
Setting up a Development Environment (BEING REWRITTEN)
- A Modder's Guide to Git
- Recommended/Required Tools
- Creating Your Folder Structure
- Working with the Repo
- How to Use the Multitool
- Class Descriptions
- Ability Distribution Presets
- Progressions
- Localization
- Abilities, Passives, and Spells
- Passive and Spell Lists
- Custom Equipment
- Class Icons
- Skill Icons (TODO)
- Handling Subclasses (TODO)
- Race Entry
- Root Templates
- Character Visuals
- Character Creation
- Localization
- Racial Feats
- Racial Progressions
- Tags
- Custom Icons