1. Overview¶
Contents
1.1. Preface¶
The following documents will try it’s best to expose the different ways of
augmenting your experience while playing Lilith’s Throne. While the documents
tries to be as accurate as possible, you’re invited, dear reader, to consult
existing xml
files residing in your res/mods/
folder.
If you are unsure of anything, please use the Lilith’s Throne Discord to ask for help!
1.2. Note on status effects and how to use them¶
We understand by effects a set of of logic conditonally applied to a character.
The source of definining that condition differs, is ultimately applied through
an applyEffect
block. Most wearable items has to go through a set bonus in
order to have access to the status effects mechanics.
Wearable have to define themselves as part of a set. The set then activate the
status effect based on simple conditionnals. Sets of one item, although counter
intuitive, are acceptable. Non-wearable items have a direct access to an
applyEffect
block, and as such do not require a reference to a
statusEffect
.
![digraph {
coi [label = "Clothing Items"]
wi [label = "Weapon Items"]
cui [label = "Consumable Items"]
appl [shape=box label = "applyEffect"]
{ coi wi } -> "setBonus";
"setBonus" -> "statusEffect";
{ "statusEffect" cui } -> appl;
}](_images/graphviz-09b4aced88027ee38052350da250944d54bec5cc.png)
1.3. Some elements expect Boolean values¶
Some elements are boolean switches which are either true, or false. The name of
the element is usually explicit enough to inform you of it’s function, for
example consumedOnUsed
convey that the item should or should not be consumed
once the player uses it.
Whenever an element is stated to be boolean, one of the following value is expected:
true
false
1.5. Item’s identifier¶
The item identifier is the internal name of your objects and the only way to
refer to them from between xml
files. It is calculated from your clothing’s
folder and .xml
name using the following code:
modAuthorDirectory.getName() + "_"
+ innerChild.getParentFile().getName() + "_"
+ innerChild.getName().split("\\.")[0]
Which would resolve to innoxia_template_socks
for the object located in
res/mods/innoxia/clothing/template/socks.xml
.
The identifier is generated for every pertinent file existing in your modules
folder structure. The identifier being generated, and not user defined, is an
important variable to keep in mind. If you ever rename the folder or the xml
file, the identifier will change which, in turn, will invalidate all existing
reference present in the players saves files.
1.6. author tags¶
How attribution to the mod author (you) should be displayed in the object’s tooltip. If left blank or not included, a default attribution based on folder name will be used.
The content of the element should be a short one line descriptor.
- Example
A tag discreetly sewn into the T-shirt’s inner lining informs you that it was made by ’Innoxia’.
1.7. value¶
The base value of an object. I roughly base things on 1 flame = 10p, so 10 flames = £1.
1.8. name¶
The name element contain the singular form of the name of the object (One sock, two socks).
The name element can on occasion accept variables, refer to the specific documentation of the object you aim to create for details.
Names can be informal, for objects that are not normally shown to the player like outfits, and are only used for debugging purpose.
1.8.1. plural name¶
Each object with the possession of a name also has a plural form. If you have to inform name, expect to fill in it’s plural form.
1.9. determiner¶
The determiner which is displayed before an item’s name. While they are usually
“a” or “an”, for things like socks or gloves, you’ll want to use “a pair of”
where it makes sense. I use the CDATA
tag for all text values, as it allows
html markup to be embedded without causing issues.
Should this element remain undefined, the game will automatically select either “a” or “an” based on the name of the item. The game will ignore values passed to this elements if they equate “a” or “an”.
Literate Example
Innoxia was holding a pair of scissors.
Code Example
<determiner><![CDATA[a pair of]]></determiner>
1.10. Description¶
A long form description of the item. Should be present for each object under the items category.
1.11. Item’s image¶
The element imageName
will be found through the different objects. It
informs of the file path for the object’s image. All images must be .svg
format. Colours to be used are described below, above the primaryColours
element. I use the free program InkScape to make my
.svg images. .svg images scale perfectly up and down to any size, so, while it
should be a square, it doesn’t really matter what size your canvas is (although
I use 256 × 256 as a personal preference).
If the item can be equipped, then an imageEquippedname
must also be
provided. Please refer to the appropriate documentation for more details.
1.12. rarity¶
The rarity of several object can be defined using the constants listed in the file src/com/lilithsthrone/game/inventory/Rarity.java.
Please note that any item set with a rarity of LEGENDARY will not appear naturally in the game, neither from the shop keepers nor random encounters.
1.13. colours¶
Colours are available for most moddable items. The rules to follow are generally the same for all type of item, with the exception for the weapons which expand on the core mechanic.
Your items can be coloured any way you like, but if you’d like the player to be
able to dye your clothing, you can specify available colours here.
primaryColours
, secondaryColours
, and tertiaryColours
can all spawn
in as a default colour, while their ’Dye’ counterparts are only available if the
player chooses to dye the clothing in that colour. The game detects specific
colour values, and recolours them to the value chosen by the player. These
values are as follows:
Red is used as base colour for changing the primary colour of the graphic in-game, and the game will only recognise and change the following colours:
#ff2a2a
#ff5555
#ff8080
#ffaaaa
#ffd5d5
Orange is used as base colour for changing the secondary colour of the graphic in-game, and the game will only recognise and change the following colours:
#ff7f2a
#ff9955
#ffb380
#ffccaa
#ffe6d5
Yellow is used as base colour for changing the tertiary colour of the graphic in-game, and the game will only recognise and change the following colours:
#ffd42a
#ffdd55
#ffe680
#ffeeaa
#fff6d5
Important
Any gradients that you use should be called: innoGrad1
, innoGrad2
,
etc.
A visual representation of these colours is available on the wiki.
Colour lists to be used can be found here: src/com/lilithsthrone/utils/colours.
You can leave the attribute recolouringAllowed
out of colour definitions. If
you want the player to be unable to change this colour, then set it as false.
This is only used in very niche situations (such as for the filly choker).
You can also make your own, custom list of colours to be used. The following
colours in tertiaryColoursDye
are all found within the list preset ALL
,
but this is for a demonstration.
If you want to include custom colours, do not define a values
attribute, and
instead, list each Colour.
Important
please use the Colour
values that start with CLOTHING_
.
- Code Example
<primaryColours recolouringAllowed="true" values="JUST_WHITE"/> <primaryColoursDye values="ALL"/> <secondaryColours values="JUST_BLACK"/> <secondaryColoursDye values="ALL"/> <tertiaryColours values="JUST_WHITE"/> <tertiaryColoursDye> <colour>CLOTHING_WHITE</colour> <colour>CLOTHING_BLACK</colour> <colour>CLOTHING_GREY</colour> <colour>CLOTHING_RED</colour> <colour>CLOTHING_RED_BRIGHT</colour> <colour>CLOTHING_RED_DARK</colour> <colour>CLOTHING_ORANGE</colour> <colour>CLOTHING_ORANGE_BRIGHT</colour> <colour>CLOTHING_ORANGE_DARK</colour> <colour>CLOTHING_BROWN</colour> <colour>CLOTHING_TAN</colour> <colour>CLOTHING_YELLOW</colour> <colour>CLOTHING_GREEN_LIME</colour> <colour>CLOTHING_GREEN</colour> <colour>CLOTHING_GREEN_DARK</colour> <colour>CLOTHING_TURQUOISE</colour> <colour>CLOTHING_BLUE_LIGHT</colour> <colour>CLOTHING_BLUE</colour> <colour>CLOTHING_BLUE_DARK</colour> <colour>CLOTHING_PURPLE</colour> <colour>CLOTHING_PURPLE_DARK</colour> <colour>CLOTHING_PURPLE_LIGHT</colour> <colour>CLOTHING_PINK</colour> <colour>CLOTHING_PINK_LIGHT</colour> </tertiaryColoursDye>
1.13.1. Custom Colours¶
You can define any number of custom colours to replace the shades you’ve coloured your svg with.
The copyColourIndex
attribute seen in the example below defines which colour
index should be copied into this colour slot on weapon generation. This
particular colour, having an index of 0, will always be coloured the same as the
primary colour when generated. Indexes go from 0 \(\to\) X, where X is the
number of defined colours. i.e. If you only define primary and secondary, the
first custom colour will have an index of 2.
Attributes from c0
\(\to\) c4
are the colours which you’ve used in
your svg and would like replaced with the colours you define below. c0
is
the darkest shade. Shades can go up to any number, but setting just 5 shades
should work best.
If you have used the primary
/ secondary
/ tertiary
elements up
above, then do not use their associated colour hexes. (i.e. If you’ve defined a
primaryColours
element, do not use either of #ff2a2a
, #ff5555
,
#ff8080
, #ffaaaa
, or #ffd5d5
in the customColour attributes.)
You should also not use any of the following, as they are reserved for pattern colours:
|
|
|
<customColours>
<customColour copyColourIndex="0" c0="#6C5353" c1="#916F6F" c2="#AC9393" c3="#C8B7B7" c4="#E3DBDB"> (ref:cci)
<defaultColours>
<colour>CLOTHING_GREY</colour> <!-- The colours which this clothing should spawn in with. -->
</defaultColours>
<extraColours values="ALL"/> <!-- The colours which this clothing can be dyed to. -->
</customColour>
</customColours>
1.13.2. status effects special case¶
Status effects also accept colours, but to a lesser degree. The colours for
status effects are there to recolor the icon, as such at most three values are
expected for primary
, secondary
, and tertiary
colours.